[{"name":"A-mi-kuk","description":"Crimson slime covers this ungainly creature. Its tiny black eyes sit in an abnormally large head, and dozens of sharp teeth fill its small mouth. Its limbs end in large, grasping claws that look strong enough to crush the life out of a bear. Hidden Terror. The dreaded a-mi-kuk is a terrifying creature that feasts on any who venture into the bleak and icy expanses of the world. A-mi-kuks prowl the edges of isolated communities, snatching those careless enough to wander too far from camp. They also submerge themselves beneath frozen waters, coming up from below to grab and strangle lone fishermen. Fear of Flames. A-mi-kuks have a deathly fear of fire, and anyone using fire against one has a good chance of making it flee in terror, even if the fire-user would otherwise be outmatched. A-mi-kuks are not completely at the mercy of this fear, however, and lash out with incredible fury if cornered by someone using fire against them. Unknown Origins. A-mi-kuks are not natural creatures and contribute little to the ecosystems in which they live. The monsters are never seen together, and some believe them to be a single monster, an evil spirit made flesh that appears whenever a group of humans has angered the gods. A-mi-kuks have no known allies and viciously attack any creatures that threaten them, regardless of the foe’s size or power.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Aalpamac","description":"A chimeric beast with the body of a massive trout and the front claws and head of a fierce wolverine bursts up from the icy water. Its eyes glow with a lambent green light, and the air around it bends and distorts as if viewed through a thick lens. Hungry Lake Monsters. The aalpamac is a dangerous freshwater predator native to lakes and rivers. While primarily a water-dwelling monster, the aalpamac can haul itself onto shore with its front claws and does so to attack prey drinking or moving at the water’s edge. While not evil, the aalpamac is a ravenous and territorial creature, ranging over an area of up to a dozen miles in search of fresh meat. Aalpamacs are not picky about what they consume and even attack large boats if sufficiently hungry. They are solitary creatures and tolerate others of their own kind only during mating seasons. Local Legends. An aalpamac that terrorizes the same lake or river for many years often develops a reputation among the locals of the area, particularly those living along the body of water in question. Inevitably, this gives rise to a number of stories exaggerating the size, ferocity, disposition, or powers of the aalpamac. The stories often give aalpamacs names that highlight their most prominent features or are specific to the area in which they live, such as “Chompo” or “the Heron Lake Monster.” These stories also make the aalpamac the target of adventurers and trophy hunters, most of whom either do not locate the beast or fall victim to it.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Aarakocra","description":"Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies. Enemies of Elemental Evil. In service to the Wind Dukes of Aaqa, aarakocra scout the planes in search of temples of Elemental Evil. They spy on malign elemental creatures and then either take the fight to those creatures or report back to the Wind Dukes. On the Material Plane, aarakocra create aeries atop the highest mountains, especially peaks near portals to the Elemental Plane of Air. From such heights, aarakocra watch for signs of elemental incursions, as well as for nascent threats to their home plane. Aarakocra prefer to live their lives like the wind—unburdened and ever moving—yet they watch over a region for years if that’s what it takes to guard against the incursions of Elemental Evil. Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means little to aarakocra. In their eyes, a creature should use what is necessary and then cast what is left on the wind for others to use. Search for the Seven Shards. The Wind Dukes of Aaqa come from a race of elemental beings called the vaati, which once ruled many worlds. A creature known as the Queen of Chaos arose and initiated an interplanar war against vaati rule. To combat the threat, seven vaati heroes combined their powers to create the mighty Rod of Law . In a battle against the queen’s greatest general, Miska the Wolf Spider, a vaati killed Miska by thrusting the rod into him like a spear. The rod shattered into seven shards that scattered across the multiverse. Aarakocra seek signs of the pieces’ locations in order to rebuild what is now know as the Rod of Seven Parts . Summoning Air Elementals Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can’t perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it. Traits Dive Attack : If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target. Actions Talon : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. Javelin (Melee) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Javelin (Ranged) : Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (aarakocra)","Source":"MM1","Alignment":"neutral good","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Aarakocra Brave","description":"Aarakocra braves often represent the fiercest, largest, and most skilled warriors of an aarakokra tribe. They are masters of aerial combat and employ hit-and-run tactics by taking full advantage of their flyby feature. In battle, they always engage the most dangerous foes in order to draw attention from their more vulnerable allies. Traits Dive Attack . If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 10 (3d6) damage to the target. Flyby . The aarakocra doesn't provoke an opportunity attack when it flies out of an enemy's reach. Actions Multiattack . The aarakocra makes three melee attacks: one Javelin attack and two Talon attacks. Alternatively, it can make two ranged attacks. Talon . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. Javelin . Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Aarakocra)","Alignment":"Typically Neutral Good","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Aarakocra Scout","description":"Aarakocra scouts serve their tribes as skilled hunters and sentries. They regularly perform reconnaissance missions, searching for any possible threats to their roosts. They discourage intruders from entering their territory with their javelins, but will only resort to killing if there is no other option. On rare occasions, they may be hired as scouts, as long as they are convinced that the nature of the work will somehow help their tribe and isn't against their principles. Traits Dive Attack . If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage to the target. Keen Hearing and Sight . The aarakocra has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Multiattack . The aarakocra makes two melee attacks: one with its Javelin and one with its Talon, or two ranged attacks. Talon . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. Javelin . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Aarakocra)","Alignment":"Typically Neutral Good","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Aarakocra Talon of Syranita","description":"Once per generation, a special aarakocra is born and chosen by their goddess and patron deity, Syranita. This aarakocra becomes an extension of Syranita's will and is groomed by the elders for the tribe's leadership and responsibility. Known as a Talon of Syranita, this aarakocra serves as the tribe's ever-vigilant guardian and high priest. A talon of Syranita employs divine spells and harnesses the elemental power of air, lightning, and thunder against its tribe's foes. Traits Dive Attack . If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage to the target. Actions Multiattack . The aarakocra makes two Talon attacks or uses Lancing Wind twice. Talon . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage plus 4 (1d8) lightning damage. Lancing Wind . Ranged Spell Attack : +6 to hit, range 120 ft., one target. Hit : 12 (2d8 + 3) force damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Spellcasting . The aarakocra casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: light, guidance, thaumaturgy, word of radiance (3d6) 2/day each: cure wounds, call lightning 1/day each: beacon of hope, conjure elemental (air), freedom of movement, ice storm Bonus Actions Fury of Syranita (3/Day) . The aarakocra causes its melee or ranged weapon attacks to magically deal an extra 7 (2d6) lightning or thunder damage to a target on a hit. This benefit lasts until the end of the turn. Legendary Actions The aarakocra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aarakocra regains spent legendary actions at the start of its turn. Attack . The aarakocra makes a Talon attack or uses Lancing Wind. Cast a Spell (Costs 2 Actions) . The aarakocra uses Spellcasting. Wings of Syranita (Costs 2 Actions). The aarakocra beats its wings and summons friendly winds from Syranita. Each enemy creature within 20 feet of the aarakocra must succeed on a DC 14 Dexterity saving throw or take 13 (3d8) bludgeoning damage, pushed up to 10 feet away from the aarakocra, and be knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Aarakocra)","Alignment":"Typically Neutral Good","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Aartuk Elder","description":"Aartuks are baleful plant creatures that live to wage war. Beholders destroyed their original home world and scattered the survivors across the Material Plane. Aartuk cells can be found throughout Wildspace, including aboard spelljamming ships whose former crews were either murdered or forcibly ejected by a band of aartuks. An aartuk’s body is shaped like a five-pointed star and is covered with thick, flexible bark. The tips of its branch-like extremities end in suction cups that allow the creature to climb on vertical surfaces and along ceilings. Each suction cup houses three retractable pseudopods that are used to manipulate small objects. The head of an aartuk surmounts a 6-foot-tall stalk that can be extruded from the center of the star. The head contains the aartuk’s sensory organs, including a long tongue that the creature uses as a weapon. An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the center of its body so that it can batter them with its powerful branches. It can also spit pellets of radiant energy. The Aartuk language is made up of rustling sounds, snaps, pops, and hisses. It has no written form. Traits Spider Climb. The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Actions Multiattack. The aartuk makes two Branch attacks, two Radiant Pellet attacks, or one of each. Branch. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. Radiant Pellet. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (4d4) radiant damage. Spellcasting (Psionics). The aartuk casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 12): 1/day each: calm emotions, detect magic, sending Bonus Actions Tongue (Recharge 6). The aartuk tries to use its gooey tongue to snare one Large or smaller creature it can see within 30 feet of itself. The target must make a DC 12 Dexterity saving throw. On a failed save, the target is grappled by the tongue (escape DC 14) and pulled up to 25 feet toward the aartuk. The tongue can grapple one creature at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"typically lawful evil","Expansion":16643,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Aartuk Starhorror","description":"Aartuks are baleful plant creatures that live to wage war. Beholders destroyed their original home world and scattered the survivors across the Material Plane. Aartuk cells can be found throughout Wildspace, including aboard spelljamming ships whose former crews were either murdered or forcibly ejected by a band of aartuks. An aartuk’s body is shaped like a five-pointed star and is covered with thick, flexible bark. The tips of its branch-like extremities end in suction cups that allow the creature to climb on vertical surfaces and along ceilings. Each suction cup houses three retractable pseudopods that are used to manipulate small objects. The head of an aartuk surmounts a 6-foot-tall stalk that can be extruded from the center of the star. The head contains the aartuk’s sensory organs, including a long tongue that the creature uses as a weapon. An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the center of its body so that it can batter them with its powerful branches. It can also spit pellets of radiant energy. The Aartuk language is made up of rustling sounds, snaps, pops, and hisses. It has no written form. Traits Spider Climb. The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The aartuk makes two Branch attacks, two Radiant Pellet attacks, or one of each. Branch. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit : 8 (2d6 + 1) bludgeoning damage. Radiant Pellet. Ranged Spell Attack: +2 to hit, range 60 ft., one target. Hit: 7 (3d4) radiant damage. Spellcasting (Psionics). The aartuk casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability: 1/day each: revivify, speak with plants Bonus Actions Rally the Troops (1/Day). The aartuk magically ends the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of itself. Tongue (Recharge 6). The aartuk tries to use its gooey tongue to snare one Medium or smaller creature it can see within 30 feet of itself. The target must make a DC 12 Dexterity saving throw. On a failed save, the target is grappled by the tongue (escape DC 11) and pulled up to 25 feet toward the aartuk. The tongue can grapple one creature at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"typically lawful evil","Expansion":16643,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Aartuk Weedling","description":"Aartuks are baleful plant creatures that live to wage war. Beholders destroyed their original home world and scattered the survivors across the Material Plane. Aartuk cells can be found throughout Wildspace, including aboard spelljamming ships whose former crews were either murdered or forcibly ejected by a band of aartuks. An aartuk’s body is shaped like a five-pointed star and is covered with thick, flexible bark. The tips of its branch-like extremities end in suction cups that allow the creature to climb on vertical surfaces and along ceilings. Each suction cup houses three retractable pseudopods that are used to manipulate small objects. The head of an aartuk surmounts a 6-foot-tall stalk that can be extruded from the center of the star. The head contains the aartuk’s sensory organs, including a long tongue that the creature uses as a weapon. An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the center of its body so that it can batter them with its powerful branches. It can also spit pellets of radiant energy. The Aartuk language is made up of rustling sounds, snaps, pops, and hisses. It has no written form. Traits Spider Climb. The aartuk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The aartuk makes two Branch attacks, two Radiant Pellet attacks, or one of each. Branch. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. Radiant Pellet. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 8 (3d4 + 1) radiant damage. Bonus Actions Tongue (Recharge 6). The aartuk tries to use its gooey tongue to snare one Medium or smaller creature it can see within 30 feet of itself. The target must make a DC 11 Dexterity saving throw. On a failed save, the target is grappled by the tongue (escape DC 12) and pulled up to 25 feet toward the aartuk. The tongue can grapple one creature at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"typically lawful evil","Expansion":16643,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Aatxe","description":"A fierce, crimson bull trots across the grass, tossing its curved horns and snorting with anger. Earthbound Celestial Guardians. Aatxes serve as protective agents of benevolent deities, sent to watch over pious communities and provide them with a measure of protection from harm. Walks Among the People. Though its true form is that of a great red bull, an aatxe can take on the form of a male humanoid to walk among the people it is tasked to protect--the better to uncover threats to their safety. An aatxe so disguised rarely takes on the appearance of anyone familiar to those it protects and avoids unnecessary communication and attachment, attempting to pass itself off as an uninteresting traveler. Deceptively Cautious. Once it detects a threat to its charges, the aatxe will stalk the roads, fields, and wildernesse near its home, seeking to find its foes where it can dispatch them without harming the innocent. The aatxe is also known to chase bystanders back indoors when a threat is beyond its abilities, though it will also sacrifice itself to protect them, if necessary. An Aatxe's Lair Aatxes prefer to make their homes in caverns or other secluded locations, though they will forego that preference in favor of ruins or shelters which provide a view of the regions they protect. Lair Actions On initiative count 20 (losing initiative ties), the aatxe takes a lair action to cause one of the following magical effects: The ground bubbles into a sticky muck in a 20-foot radius centered on a point that the aatxe can see within 120 feet of it. That area becomes difficult terrain, and each creature in that area must succeed on a DC 15 Dexterity saving throw or be restrained by the muck. A creature can take its action to free itself or another stuck creature from the muck by succeeding on a DC 15 Strength check. The muck hardens back into earth when the aatxe uses this lair action again or when it dies. The aatxe targets one creature it can see within 30 feet of it. A glowing beam of red light tethers the aatxe to the target. An unwilling target must succeed on a DC 15 Wisdom saving throw to resist the tether. Each time the target takes damage, the damage is split evenly between the target and the aatxe, transferring along the red beam. While tethered, the aatxe has resistance to all damage, except for damage transferred along the beam. This tether lasts until the tethered target dies, the aatxe uses this lair action again, or the aatxe dies. Motes of celestial light dance around the aatxe. Each hostile creature within 20 feet of the aatxe must succeed on a DC 15 Dexterity saving throw or be covered in the motes of light. A creature covered in motes of light sheds dim light in a 10-foot radius and can't benefit from being invisible. Any attack roll against a creature covered in motes of light has advantage if the attacker can see the creature. The motes of light last until initiative count 20 on the next round. Regional Effects The region containing an aatxe's lair is changed by its celestial presence, which creates one or more of the following effects: Nonmagical light illuminates an additional 10 feet within 3 miles of an aatxe's lair. From sunset to sunrise, birds within 5 miles of an aatxe's lair do their best to draw attention to those lying in wait to ambush or stalking victims for nefarious purposes. A separate DC 15 Dexterity (Stealth) check must be made to avoid the attention of birds in the area while stalking or preparing to ambush an intelligent being. If the creature engaged in such activity is a fiend or undead, the birds will race to alert the aatxe to its presence. Predatory beasts within 5 miles of an aatxe's lair find intelligent beings unpalatable.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial (shapechanger)","Alignment":"lawful good","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Abaasy","description":"The four-armed ogre roars with fury as a beam of intense energy lances out from its single eye. Descendants of a long-forgotten servitor race to giants, abaasy delight in slaying powerful foes and covering their bodies with enemies' armor won in combat. They attach pieces of the armor to themselves by bolting the metal to their flesh in a painful ritual. Abaasy take pride in their ability to endure this ritual, openly displaying the armor like trophies. Giant Hunter. An ancestral slight centuries ago instilled animosity between abaasy and giants. The abaasy lost their second eye in the confrontation but gained innate magic in its stead. Many abaasy train their young in the art of felling giants. Some relish this path, while others find greater pleasure in hunting smaller prey. Abaasy in Midgard Some scholars believe the abaasy to be an engineered race fashioned by ancient Titans, or perhaps the Great Mages, to hunt other giants. Certainly, the four-armed ogres are found across Midgard, from the Land of the Giants in the Midlands, to the Abandoned Lands of the Southlands, to the Qillian Plains of the East, and live in giant-hunting clans, each specializing in taking down particular types of giants. Traits Armored Berserker. The pain caused by the iron plates bolted to the abaasy's body keep it on the edge of madness. Whenever the abaasy starts its turn with 60 hp or fewer, roll a d6. On a 6, the abaasy goes berserk. While berserk, the abaasy has resistance to bludgeoning, piercing, and slashing damage. On each of its turns while berserk, the abaasy attacks the nearest creature it can see. If no creature is near enough to move to and attack, the abaasy attacks an object, with preference for an object smaller than itself. Once the abaasy goes berserk, it continues to do so until it is destroyed or regains all its hp. Dual Shields. The abaasy carries two shields, which together give it a +3 bonus to its AC (included in its AC). Poor Depth Perception. The abaasy has disadvantage on attack rolls against a target more than 30 feet away from it. Actions Multiattack. The abaasy makes three melee attacks, only one of which can be a Shield Shove attack. If the abaasy uses two hands to make a Spear attack, it can't make an Iron Axe attack that turn. Iron Axe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage. Shield Shove. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (4d4 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone or pushed up to 15 feet away from the abaasy (the abaasy's choice). Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 15 ft. or range 20/60 ft., one target. Hit: 15 (3d6 + 5) piercing damage, or 18 (3d8 + 5) piercing damage if used with two hands to make a melee attack. Eyebeam (Recharge 5-6). The abaasy fires a beam of oscillating energy from its eye in a 90-foot line that is 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 27 (5d10) radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Abaddon, Failed Sentinel","description":"Abaddon—a fighter rescued from death by being grafted an eldritch parasite and becoming a living nightmare—bore witness to dreadful carnage that sparked his profound loathing towards osteomancers, the malevolent arcanists who callously slaughtered his comrades in arms. Intent on exacting vengeance, he bravely embarked on the path to become a Hollow Sentinel. However, his intrinsic otherworldly shard violently revolted during the transmutation process, warping him into an unrecognizable monstrosity driven by fury and insanity. Despite his transformed state, his hatred remains a constant, now generalized to all wielders of magic, regardless of their intentions. His abhorrence extends beyond the individuals to the very concept of the arcane, blaming it for the world's misery. Proficient in the deadly art of the hunt from his former life, Abaddon employs his skills ruthlessly against practitioners of magic. His hunts are no longer mere revenge missions, but have grown into a personal crusade against magic itself. Some spellcasters have taken drastic measures to avoid his wrath, renouncing their powers and severing their ties to the arcane. There are those who whisper that the Radiant Church still holds some sway over this rampaging monstrosity, using his threat as a strategic card in their negotiations with arcane masters. Skeptics, however, opine that his madness is too far gone for any semblance of control to exist. Whether a puppet of the Church or an independent agent of chaos, one thing is agreed upon—being in the path of his monstrous fury is a fate best avoided. Traits Infectious Wrath. A creature that grapples Abaddon or becomes grappled by it takes 9 (2d8) necrotic damage and must succeed on a DC 18 Constitution saving throw or gain a short-term madness. A creature takes 9 (2d8) necrotic damage if it starts its turn grappling or grappled by Abaddon. Innate Spellcasting. Abaddon's innate spellcasting ability is Constitution (spell save DC 18). It can innately cast the following spells, requiring no material components: 6/day: misty step 2/day: dominate monster Magic Resistance. Abaddon has advantage on saving throws against spells and other magical effects. Moongilded Weapons. Abaddon's weapon attacks are magical. When Abaddon hits with any weapon, the weapon deals an additional die of damage (included in the attack). Mooongilded Body. Abaddon has advantage on saving throws against madness and any critical hits it suffers becomes normal hits. Legendary Resistance (3/Day). If Abaddon fails a saving throw, it can choose to succeed instead. Reactive. Abaddon can take one reaction on every turn in combat. Actions Multiattack. Abaddon makes three attacks: one with its greatsword, one with its hammer arm, and one with its tendinous lash. Greatsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Hammer Arm. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and Abaddon can push the target 5 feet away from it. Tendinous Lash. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 10 (2d4 + 5) slashing damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone. Bonus Actions Tendril Explosion (2/Day). Each creature within 20 feet of Abaddon must succeed on a DC 18 Strength saving throw or take 5 (2d4) slashing damage, be pulled 15 feet in a straight line towards it, and be grappled (escape DC 25) until the start of Abaddon’s next turn. Reactions Annihilation. After Abaddon is targeted by a spell, it can fly up to 60 feet towards the caster without provoking opportunity attacks and make a greatsword attack against the caster. Parry. Abaddon adds 5 to its AC against one weapon attack that would hit it. To do so, Abaddon must see the attacker. Devour. When a creature within 15 feet of Abaddon misses it with an attack roll, or Abaddon succeeds on a saving throw against an effect from the creature, Abaddon can attempt to grapple the creature with a total +15 modifier. Legendary Actions Abaddon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Abaddon regains spent legendary actions at the start of its turn. Absorb Magic. Abaddon innately casts dispel magic (+10 spellcasting ability modifier). Spread Corruption. Abaddon makes a greatsword attack. On a hit, the target must also succeed on a DC 18 Constitution saving throw or gain a short-term madness.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":16},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Aballonian","description":"Aballonians are intelligent, self-modifying constructs. 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These wretched beings are called abductors—altered cursed-bloods bound in eternal servitude to the Obitus Scholare. Short and gaunt, shrouded in darkened robes, its mouth sewn shut, each abductor carries a candle, an enchanted light that burns its soul to cloak its twisted flesh in shadows. Despite their fragile appearance, abductors possess unparalleled strength, their power enough to subdue even skilled warriors. Rarely do they employ lethal force, preferring to incapacitate their targets before devouring them with the ravenous maw of their conjoined twin, tucking them safely within the confines of their abdomen before delivering them unto their new home. Actions Multiattack. The abductor makes two bushwhack attacks. Bushwhack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the target is surprised, this attack is a critical hit. Abduct. The abductor places an unconscious Medium or smaller creature within 5 feet of it into its body by opening the jaw located in its abdomen, abducting it. The abducted creature has total cover against effects outside the abductor and remains unconscious until released from the abductor’s body. If the creature is dying, it becomes stable but can’t gain hit points while in the abductor's body. If the abductor dies, or if it uses an action to release the abducted creature, the creature is released in an unoccupied space within 5 feet of the abductor. The abductor can have only one creature abducted at a time. Darklight Candle. The abductor casts darkness at 3rd-level, without material components, targeting its candle. While touching the candle, a creature can see through the darkness created by the spell. Bonus actions Empower (Recharge 5-6). The abductor draws on dark powers. The next time it hits a creature with a melee attack before the end of its next turn, the target must make a DC 14 Constitution saving throw. On a failure, the target falls unconscious for 1 minute. The target repeats the saving throw whenever it takes damage and at the end of each of its turns, ending the effect on itself on a success. Nimble Escape. The abductor takes the Disengage or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration and humanoid","Alignment":"lawful evil","Expansion":27461,"Challenge Rating":4},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Aberrant","description":"From the darkest corners of uncharted ruins to the desolate wastes of a blighted colony, the alien wail of the aberrants can be heard echoing in response to the trespass of unsuspecting explorers. Those cries are the only warning before a swarm of twisted forms appear from the darkness, assaulting their victims with a merciless ferocity. Genetics Gone Awry. When the promethean reach adulthood, they undergo a process known as the Chrysalis, after which they establish their perfected design. In rare circumstances, however, the process produces an unintended form. Emerging with both physical and mental deformities, they are branded as aberrants. Many are euthanized, though some survive either by mercy of their creators or by escaping before elimination. Perfect Imperfections. Over the past couple of centuries, the number of aberrants spotted across the galaxy has soared, numbering in the dozens, if not hundreds. A select few who retained their sanity attempt to recreate the \"mistake\" that brought them to their current state. They grow their numbers in the belief that they, not the prometheans, are the next stage of human evolution. They seek to discover the secret behind the aberration within the Chrysalis process in order to perfect themselves. Such a process, however, takes a long time and many, many experiments. Dangerous Abnormalities. Though most are mindless or driven completely mad, most aberrants have some extraordinary ability. They are especially dangerous when under the control or command of a more sane member of their kind. Because of the myriad of aberrations that make up their design, it's often hard for their enemies to know what to expect when encountering them. The most common, however, have long, sharp claws and teeth, which they use to rend and consume the flesh of other living beings. Hiding in Plain Sight. Some of the more intelligent aberrants have learned to blend into the local population, either by wearing heavy clothing ,headwear or masked exo-suits. Many even use camouflage or stealth tech in their armor to hide when hunting or planning an ambush. Such techniques allow them to not only keep safe, but also to capture unsuspecting humanoids for food or experimentation. Boundless Energy. An aberrant does not require rest or sleep. Chrysalis Aberration. An abberant has one of the following special features, determined randomly or chosen by the GM using the Chrysalis Aberration table. If multiple aberrants are encountered, they all possess the same special feature. Chrysalis Aberration d20 Special Feature 1-3 Toxin Resistance. The aberrant has resistance to damage from poison and immunity to the poisoned condition and disease. 4-9 Keen Hearing and Smell. The aberrant has advantage on Wisdom (Perception) checks that rely on hearing or smell. 10-11 Spider Climb. The aberrant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 12-15 Rush. As a bonus action, the aberrant can move up to its speed toward a hostile creature that it can see. 16-17 Rampaging Attack. When the aberrant reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a claw attack. 18-19 Superior Fortitude. If damage reduces the aberrant to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the aberrant drops to 1 hit point instead. 20 Flight. The aberrant's has leathery wings and a flying speed of 40 ft. Tips and Tactics Aberrants are accustomed to lingering in the darkness or shadows. Due to their lack of ranged weapons, they prefer to sneak up on their targets before attacking. Rarely does one aberrant take on an enemy alone. They rely on numbers, especially when accompanied by a controller.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (aberrant)","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Aberrant Brute","description":"Abberants From the darkest corners of uncharted ruins to the desolate wastes of a blighted colony, the alien wail of the aberrants can be heard echoing in response to the trespass of unsuspecting explorers. Those cries are the only warning before a swarm of twisted forms appear from the darkness, assaulting their victims with a merciless ferocity. Genetics Gone Awry. When the promethean reach adulthood, they undergo a process known as the Chrysalis, after which they establish their perfected design. In rare circumstances, however, the process produces an unintended form. Emerging with both physical and mental deformities, they are branded as aberrants. Many are euthanized, though some survive either by mercy of their creators or by escaping before elimination. Perfect Imperfections. Over the past couple of centuries, the number of aberrants spotted across the galaxy has soared, numbering in the dozens, if not hundreds. A select few who retained their sanity attempt to recreate the \"mistake\" that brought them to their current state. They grow their numbers in the belief that they, not the prometheans, are the next stage of human evolution. They seek to discover the secret behind the aberration within the Chrysalis process in order to perfect themselves. Such a process, however, takes a long time and many, many experiments. Dangerous Abnormalities. Though most are mindless or driven completely mad, most aberrants have some extraordinary ability. They are especially dangerous when under the control or command of a more sane member of their kind. Because of the myriad of aberrations that make up their design, it's often hard for their enemies to know what to expect when encountering them. The most common, however, have long, sharp claws and teeth, which they use to rend and consume the flesh of other living beings. Hiding in Plain Sight. Some of the more intelligent aberrants have learned to blend into the local population, either by wearing heavy clothing ,headwear or masked exo-suits. Many even use camouflage or stealth tech in their armor to hide when hunting or planning an ambush. Such techniques allow them to not only keep safe, but also to capture unsuspecting humanoids for food or experimentation. Boundless Energy. An aberrant does not require rest or sleep. Chrysalis Aberration. An abberant has one of the following special features, determined randomly or chosen by the GM using the Chrysalis Aberration table. If multiple aberrants are encountered, they all possess the same special feature. Chrysalis Aberration d20 Special Feature 1-3 Toxin Resistance. The aberrant has resistance to damage from poison and immunity to the poisoned condition and disease. 4-9 Keen Hearing and Smell. The aberrant has advantage on Wisdom (Perception) checks that rely on hearing or smell. 10-11 Spider Climb. The aberrant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 12-15 Rush. As a bonus action, the aberrant can move up to its speed toward a hostile creature that it can see. 16-17 Rampaging Attack. When the aberrant reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a claw attack. 18-19 Superior Fortitude. If damage reduces the aberrant to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the aberrant drops to 1 hit point instead. 20 Flight. The aberrant's has leathery wings and a flying speed of 40 ft. Tips and Tactics Aberrants are accustomed to lingering in the darkness or shadows. Due to their lack of ranged weapons, they prefer to sneak up on their targets before attacking. Rarely does one aberrant take on an enemy alone. They rely on numbers, especially when accompanied by a controller.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (aberrant)","Alignment":"unaligned","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Aberrant Controller","description":"Aberrants From the darkest corners of uncharted ruins to the desolate wastes of a blighted colony, the alien wail of the aberrants can be heard echoing in response to the trespass of unsuspecting explorers. Those cries are the only warning before a swarm of twisted forms appear from the darkness, assaulting their victims with a merciless ferocity. Genetics Gone Awry. When the promethean reach adulthood, they undergo a process known as the Chrysalis, after which they establish their perfected design. In rare circumstances, however, the process produces an unintended form. Emerging with both physical and mental deformities, they are branded as aberrants. Many are euthanized, though some survive either by mercy of their creators or by escaping before elimination. Perfect Imperfections. Over the past couple of centuries, the number of aberrants spotted across the galaxy has soared, numbering in the dozens, if not hundreds. A select few who retained their sanity attempt to recreate the \"mistake\" that brought them to their current state. They grow their numbers in the belief that they, not the prometheans, are the next stage of human evolution. They seek to discover the secret behind the aberration within the Chrysalis process in order to perfect themselves. Such a process, however, takes a long time and many, many experiments. Dangerous Abnormalities. Though most are mindless or driven completely mad, most aberrants have some extraordinary ability. They are especially dangerous when under the control or command of a more sane member of their kind. Because of the myriad of aberrations that make up their design, it's often hard for their enemies to know what to expect when encountering them. The most common, however, have long, sharp claws and teeth, which they use to rend and consume the flesh of other living beings. Hiding in Plain Sight. Some of the more intelligent aberrants have learned to blend into the local population, either by wearing heavy clothing ,headwear or masked exo-suits. Many even use camouflage or stealth tech in their armor to hide when hunting or planning an ambush. Such techniques allow them to not only keep safe, but also to capture unsuspecting humanoids for food or experimentation. Boundless Energy. An aberrant does not require rest or sleep. Chrysalis Aberration. An abberant has one of the following special features, determined randomly or chosen by the GM using the Chrysalis Aberration table. If multiple aberrants are encountered, they all possess the same special feature. Chrysalis Aberration d20 Special Feature 1-3 Toxin Resistance. The aberrant has resistance to damage from poison and immunity to the poisoned condition and disease. 4-9 Keen Hearing and Smell. The aberrant has advantage on Wisdom (Perception) checks that rely on hearing or smell. 10-11 Spider Climb. The aberrant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 12-15 Rush. As a bonus action, the aberrant can move up to its speed toward a hostile creature that it can see. 16-17 Rampaging Attack. When the aberrant reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a claw attack. 18-19 Superior Fortitude. If damage reduces the aberrant to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the aberrant drops to 1 hit point instead. 20 Flight. The aberrant's has leathery wings and a flying speed of 40 ft. Tips and Tactics Aberrants are accustomed to lingering in the darkness or shadows. Due to their lack of ranged weapons, they prefer to sneak up on their targets before attacking. Rarely does one aberrant take on an enemy alone. They rely on numbers, especially when accompanied by a controller.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (aberrant)","Alignment":"unaligned","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Aberrant Spirit","description":"See the Summon Aberration spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Aberrant Spirit","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Regeneration (Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point. Whispering Aura (Mind Flayer Only). At the start of each of the spirit’s turns, the spirit emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage. Actions Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down). Claw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Slashing damage, and the target can’t regain Hit Points until the start of the spirit’s next turn. Eye Ray (Beholderkin Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell’s level Psychic damage. Psychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Neutral","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Aberrant Template","description":"The drow of House Ausstyl grafts aberrant flesh into the bodies of their children to infuse them with the essence of their unfathomable masters. These creatures become aberrations in part as the unnatural implant spreads and takes over their bodies. They gain new abilities, which they inherit from the aberrations they serve. Their mindset changes to that of an otherworldly creature, and they live out their lives almost as if they were in a dreamlike state controlled by the unspeakable horrors that are now part of them.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any evil","Expansion":17604},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Aberrant Zealot","description":"Aberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious might from the monstrous entities that inhabit that fell plane. Traits Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 2d6 psychic damage. Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing. Spellcasting (Psionics). The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15): At will: detect thoughts , minor illusion 1/day each: arcane gate , hunger of Hadar Actions Multiattack. The zealot makes one Psychic Rend attack and two Shortsword attacks. Psychic Rend . Melee or Ranged Spell Attack: +7 to hit, reach 15 ft. or range 120 ft., one target. Hit: (3d6+4) psychic damage. The target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of the zealot's next turn. Shortsword. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: (1d6+4) piercing damage plus (2d6) psychic damage. Bonus Actions Void Warp (Recharge 5–6). The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a DC 15 Strength saving throw. On a failed save, a creature takes 18 (4d8) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"typically chaotic evil","Expansion":25525,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Abhorrent Overlord","description":"Demons of Theros Some foul souls can't let go of the miserable lives they had. Having been despicable in life, these spirits fester in death. The worst of these hateful dead, through ages of bitterness, gradually transform into fiends, the tormentors of the Underworld. The people of Theros know these fiends as demons. Immortal Nature. A demon of Theros doesn't require food, drink, or sleep. Fiends of Theros On Theros, the term “demon” encompasses all fiends. The people of Theros might refer to “demons” or “devils” interchangeably, having no understanding of the difference between fiendish species or distant nightmarish planes. A pit fiend might be interpreted by Theros’s mortals as one of the Underworld’s countless demonic denizens, while a balor meeting a Theros demon on some other plane might consider it a rarity from some undiscovered Abyssal layer. In general, feel free to use whatever fiends you wish when telling stories in Theros—the Underworld’s a big place with room for all the incarnate wickedness you desire. Abhorrent Overlord Abhorrent overlords are gaunt, bipedal creatures whose gray, leathery skin is in stark contrast to the gleaming jewelry made of Underworld gold that they adorn themselves with. Their appetite for pain and death is eclipsed only by their greed; these fiends delight in searching out treasure and slaughtering all who stand in their way. Fell Minions. Harpies, vultures, crows, and other flying scavengers are attracted to an overlord's presence, drawn by its evil and the promise of warm meat. An abhorrent overlord has no sense of loyalty or camaraderie toward these sycophants and often devours members of its retinue, yet more of the same continue to flock around the demon, offering fealty and squabbling for scraps.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":5432,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Abigor","description":"Traits Devil’s Sight. Magical darkness doesn’t impede Abigor’s darkvision. Magic Resistance. Abigor has advantage on saving throws against spells and other magical effects. Actions Multiattack. Abigor makes four attacks using its Warhammer, Throwing Hammer, or a combination of the two. Warhammer. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 3 (1d6) thunder damage. Throwing Hammer. Ranged Weapon Attack: +15 to hit, range 30/60 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 3 (1d6) thunder damage. Hammers thrown this way fall and stick into the ground after hitting their target and a new hammer appears in Abigor’s hand. Thunderous Slam (Recharge 5–6). Abigor causes all its hammers left on the battlefield to bristle with thunderous energy, exploding outwards with a roar. All creatures within a 10-foot-radius sphere centered on each hammer must make a DC 22 Constitution saving throw. Targets take 26 (4d12) thunder damage on a failed save, or half as much damage on a successful one. If a creature is within multiple spheres, it must make the save multiple times, taking damage from each source. Legendary Actions Abigor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Abigor regains spent legendary actions at the start of its turn. Throw Hammer. Abigor makes a Throwing Hammer attack. Call Thunder (Costs 2 Actions). Abigor targets a hammer that it can see within 60 feet to let out a thunderous roar. Creatures within a 10-foot-radius sphere centered on the hammer must make a DC 22 Constitution saving throw, taking 26 (4d12) thunder damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Abilos","description":"Xenoterum The xenoterum are intergalactic invaders responsible for the annihilation of an untold number of galactic systems. They enslave all sentient life they encounter, using their resources to transmute their region of space into a form akin to their once great multidimensional empire. For eons, the xenoterum have invaded and conquered system after system indiscriminately, concerned only with harvesting each world and forcing its populace into eternal subjection. Many notable galactic societies have lost worlds to the tyranny of the xenoterum. Some, such as the ilarios, were created from the ashes of their civilization and bred to serve as worshippers and minions. They refer to themselves as the sinotha, a word derived from the name of their old empire, Sinoth Ir. Vanquished from Majesty. Long before the discovery of the Crucibles, the xenoterum held dominion over a vast collection of interstellar regions that spanned different galaxies and multiple dimensional realms. Other dimensional beings such as cronosytes, kreidren, and the rithni were also thought to reside within regions connected to the weave that formed Sinoth Ir. Due to their boundless reach, some believe the xenoterum to be among those once considered gods within many ancient societies and customs. A chosen few among the them wielded such power as to claim dominion over forces yet unfathomable to the mortal mind. Their empire fell to ruin because of their own hubris. They brazenly clashed with beings of similar power, resulting in the sundering of the dimensional weave that held their domains together. The surging backlash pulled the majority of Sinoth Ir into oblivion, destroying thousands of worlds, along with the billions of souls living upon them. Most of the xenoterum leaders, known as the grand elders, vanished within the dimensional cataclysm, thought to be consumed by its chaotic energies. Those that survived still rule from the shadows. Stellarformers. Each system invaded by the xenoterum is slowly transformed into a spatial subdimension using massive machines which that draw power from the system's primary star. Though not remotely comparable to the vastness of realms such as Drath Sia, these subdimensions overlay the existing fabric of space-time within that system, warping the perceptions of reality, thought, and the passage of time. This pollution of primordial energies causes conflict with creatures such as the bahtera or velbasti, whose very natures are defined by them. Similarly, the xenoterum strive to keep their technology a closely guarded secret from organizations such as the Silrayne Defenders or the Shadow Technocracy. Devious Psions. Xenoterum are gifted psions and telepaths, able to exert their will over the minds of other creatures. They use their psionic powers to subjugate those that reside within the systems they seek to claim. Creatures who fall under such a fate are forced to face the xenoterum in a twisted, nightmarish version of their own reality. Unless they escape, those unfortunate enough to survive the mass hysteria have their minds broken and enslaved. The ability of high-ranking xenoterum to communicate with each other over tremendous distances enable them to devise far-reaching strategies and dark machinations. Scattered Brethren. There are many forms of xenoterum. Only a few are known to have arrived within the known galaxy after the sundering of their empire. In addition to restoring their dimensional dynasty, each transformation of a galactic system is a step closer toward tearing a new hole in the fabric of space-time, where more of their kind may be found. Similarly, the surviving grand elders seek to regain their godlike power and station. Cults of the Grand Elders. The expanding influence of the xenoterum and their grand elders has also prompted some to view them as deities, forming zealot bands of worshippers seeking to return them to their rightful rule over the universe. These groups are usually formed and led by a voorsha, but could also be led by other powerful espers, particularly those whose minds have been severely twisted by the effects of a xenoterum subdimension. Amphibious. A xenoterum can breathe both air and water. Abilos Abilos are monstrous, blue-scaled horrors with elongated heads set with a row of three to five red eyes. They have multiple sets of tentacles, the larger used for interaction and defense, and the smaller for feeding. Tips and Tactics Often seen as the soldiers within the hierarchy, abilos are more likely to face their enemies directly instead of using minions. They'll weaken foes with psionic attacks from a distance while trying to grapple and consume enemies within reach. Daergor Specializing as tacticians, daergors often command groups of abilos and other xenoterum servants on invasions and expeditions. They have heads similar to the abilos but instead attached to a humanoid upper torso with elongated arms. Their lower torso is made up of six chitinous, pincered legs. Tips and Tactics Daergor avoid direct conflict, instead preferring to use their troops to fend off enemies while using their ego whip against approaching targets. Myrnrog Myrnrogs are viewed as the overseers and generals of the lesser forms of xenoterum.They are dangerous psions and merciless combatants. Their mental prowess is only matched by their lack of morality, making them cruel, unyielding tyrants. A myrnrog's head has yellowish upper layers with a mandibled mouth. Varied tentacles extend from its face, body, and lower torso. It has four long insectoid limbs. Tips and Tactics Myrnrogs are deadly up close and at a distance. They use their esper powers primarily to attack or control opponents from afar. They use their psychic drain ability if possible on any enemy that moves within range. Voorsha These humanoids are espers that have pledged themselves to serve the xenoterum, either by choice or by having their will completely broken. Rather than becoming food, they are converted into hybrid troopers, outfitted with biosynthetic armor and weapons. Though the process weakens them as espers, they can still channel potent energies using their gear. Tips and Tactics Voorsha rarely initiate conflict, preferring to wait for an opportunity to ambush its enemies with esper powers before fighting directly.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":8},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Abjurer","description":"Abjurers are specialist wizards who feel secure when warded by layers of magical power. Kings, nobles, and other wealthy individuals commonly hire abjurers to cast protective spells on their homes and vaults. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a cranium rat, a crawling claw, a gazer, an imp, a pseudodragon, or a quasit. Traits Spellcasting : The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared: • Cantrips (at will): blade ward , dancing lights , mending , message , ray of frost • 1st level (4 slots): alarm , mage armor , magic missile , shield ^ • 2nd level (3 slots): arcane lock , invisibility • 3rd level (3 slots): counterspell , dispel magic , fireball • 4th level (3 slots): banishment ,^ stoneskin ^ • 5th level (2 slots): cone of cold , wall of force • 6th level (1 slot): flesh to stone , globe of invulnerability ^ • 7th level (1 slot): symbol , teleport ^Abjuration spell of 1st level or higher Arcane Ward : The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Actions Quarterstaff (One-Handed) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage. Quarterstaff (Two-Handed) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage. Ray of Frost : Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 13 (3d8) cold damage and the target's speed is reduced by 10 feet until the start of the abjurer's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Abjurer Wizard","description":"Abjurers specialize in creating protective magical wards. Monarchs, nobles, and other wealthy individuals commonly hire abjurers to provide protection. Wizards Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells. Actions Multiattack. The abjurer makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) force damage. Force Blast. Each creature in a 20-foot cube originating from the abjurer must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8) force damage and is pushed up to 10 feet away from the abjurer. On a successful save, a creature takes half as much damage and isn’t pushed. Spellcasting. The abjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16): At will: dancing lights , mage hand , message , prestidigitation 2/day each: dispel magic , lightning bolt , mage armor 1/day each: arcane lock , banishment , globe of invulnerability , invisibility , wall of force Reactions Arcane Ward (Recharge 4–6). When the abjurer or a creature it can see within 30 feet of it takes damage, the abjurer magically creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 (4d10 + 4), to a minimum of 0, and then vanishes.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Aboleth","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The aboleth can breathe air and water. Mucous Cloud : While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. Probing Telepathy : If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. Actions Multiattack : The aboleth makes three tentacle attacks. Tentacle : Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease . After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. Tail : Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage. Enslave (3/day) : The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions , and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The aboleth makes a Wisdom (Perception) check . Tail Swipe : The aboleth makes one tail attack. Psychic Drain (Costs 2 Actions) : One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"135 (18d10+36)","CHA":18,"CON":15,"DEX":9,"INT":18,"STR":21,"WIS":15,"Size":"Large","Type":"aberration","Speed":"10 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390056202/I2zllvCFGhGgg3td9TJ4gA/original.png","Roll 0":"Tentacle\n1d20 + 9\n2d6+5","Roll 1":"Tail\n1d20 + 9\n3d6+5","Senses":"Darkvision 120 Ft.","Skills":"History +12, Perception +10","Source":"5th Edition SRD","data-XP":"5,900","Alignment":"Lawful Evil","Languages":"Deep Speech, Telepathy 120 Ft.","data-List":"false","Token Size":2,"data-LANum":3,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The aboleth can breathe air and water.\"},{\"Name\":\"Mucous Cloud\",\"Desc\":\"While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.\"},{\"Name\":\"Probing Telepathy\",\"Desc\":\"If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The aboleth makes three tentacle attacks.\"},{\"Name\":\"Tentacle\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 5\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"3d6 + 5\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Enslave (3/day)\",\"Desc\":\"The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.\"}]","data-CHA-mod":"+4","data-CON-mod":"+2","data-DEX-mod":"-1","data-INT-mod":"+4","data-STR-mod":"+5","data-SizeNum":5,"data-WIS-mod":"+2","Saving Throws":"Con +6, Int +8, Wis +6","Challenge Rating":10,"Passive Perception":20,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The aboleth makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Swipe\",\"Desc\":\"The aboleth makes one tail attack.\"},{\"Name\":\"Psychic Drain (Costs 2 Actions)\",\"Desc\":\"One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.\"}]","data-CrNum":10,"data-AcNum":17,"data-HpNum":135},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Aboleth","description":"\"Could it be that aboleths are older than the gods … that before the divine ones came to be, such horrors shaped the multiverse? Now there’s a chilling thought.\" —Vaqir Zekh’r, githzerai philosopher and author of The Far Realm: Real Yet Unreal Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths’ empire and freeing their slaves. Aboleths have never forgotten. Eternal Memories. Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds. Aboleths’ minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth’s plan. Gods in the Lake. Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories. Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature’s loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards. Enemies of the Gods. The aboleths’ fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth’s body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months. Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution. An Aboleth’s Lair Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers. Lair Actions When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects: The aboleth casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the aboleth can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth’s phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected. Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth can’t use this lair action again until it has used a different one. Water in the aboleth’s lair magically becomes a conduit for the creature’s rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The aboleth can’t use this lair action again until it has used a different one. Regional Effects The region containing an aboleth’s lair is warped by the creature’s presence, which creates one or more of the following effects: Underground surfaces within 1 mile of the aboleth’s lair are slimy and wet and are difficult terrain. Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes. As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature charmed by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image’s position as if present at that position. If the image takes any damage, it disappears. If the aboleth dies, the first two effects fade over the course of 3d10 days. Traits Amphibious : The aboleth can breathe air and water. Mucous Cloud : While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. Probing Telepathy : If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. Actions Multiattack : The aboleth makes three tentacle attacks. Tentacle : Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6, 1d12, acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. Tail : Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage. Enslave (3/day) : The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The aboleth makes a Wisdom (Perception) check. Tail Swipe : The aboleth makes one tail attack. Psychic Drain (Costs 2 Actions) : One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Aboleth Broodmother","description":"The Brood Aboleth broodmothers weave a rich genetic tapestry with the ecosystem in which they settle. A broodmother’s influence over its domain can be so absolute as to create a sort of hive mind out of the creatures it bends to its will. Alternate Evolution. A broodmother does not evolve via the mechanisms proposed by many famous zoologists, such as Charlotte Darloss and Jane Lemarck, but rather assimilates the adaptations that other species develop through natural selection. After ingesting an organism, special enzymes within a broodmother’s gastric tract extract useful genes and mutations, apportioning them to the relevant organs in the broodmother’s form. One of those adaptations was a failsafe: a means of storing its memories, gathering biomass, and reforming itself. Aboleth Broodmother Due to the plethora of adaptations a broodmother has assimilated, it only vaguely resembles the form it had when it first arrived on the Material Plane. What still remains is its indelible memory and its desire to entrance living things. Regional Effects The region containing an aboleth broodmother’s lair is warped by millenia of tinkering with the flora and fauna, creating one or more of the following effects: Never-before-seen fauna, often sporting sacs of unborn broodlings, proliferate within 6 miles of the lair. Creatures in contact with water within 6 miles of the lair feel a compulsion to move towards the lair’s centre. Within 1 mile of the lair, thickets of dense vegetation allow passage only for the broodmother, broodlings, or creatures controlled by either. Each 5-foot-cube of thicket has an AC of 15, 50 hit points, vulnerability to cold damage, resistance to bludgeoning damage, and immunity to piercing, poison, and psychic damage. Lair Actions So long as the aboleth broodmother or one of its offspring is alive and within the lake, it can evoke the ambient magic to take lair actions. The DCs and damage of the lair actions and environmental hazards depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vmod Vdam 5th 13 +5 5 (2d4) 11th 15 +7 10 (3d6) 17th 17 +9 21 (6d6) Lair Actions. On initiative count 20 (losing initiative ties), the aboleth takes one of the following lair actions; the aboleth can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Tempestuous Turbulence. The water within the lair writhes and swirls, causing 6-foot-tall waves to crash over all the low-lying islands. Each creature in the water, or on the ground less than 5 feet above the water’s surface, must make a VDC Strength saving throw or be pulled up to 20 feet into the water. Plague Tide. The water begins to bubble, filling the lair with noxious, aerosolised droplets. A creature is affected even if it doesn’t need to breathe. Each creature must succeed on a VDC Constitution saving throw or become poisoned. If running this hunt at 11th or 17th level, the creature is poisoned as if it had failed a saving throw against the contagion spell (no concentration required). A creature can repeat the saving throw at the end of each of its turns, ending the effect for it on a success. Aqua Phantasm. Water in the aboleth broodmother’s lair magically becomes a conduit for the unspeakable horrors the broodmother has witnessed in its vast memory. Each creature of the broodmother or broodlings’ choice within the lair’s waters must succeed on a VDC Wisdom saving throw or take Vdam psychic damage and become frightened of the huddled mass of creatures (wave 1), the chrysalis (wave 2), or the broodmother (wave 3) until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Abberation","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":16},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Aboleth Overseer","description":"One of the most powerful and exceedingly insidious creatures found in the Realms, the overseer is twice the size of a normal aboleth and is an ancient being that has enslaved countless cities and civilizations, leaving despair in its wake. Evil Subjugator . When an aboleth overseer sets its eyes on a new city to conquer, it begins by enslaving locals who live near the coasts and other bodies of water that the aboleth has access to. Once dominated by the aboleth, the enslaved minions are sent to gather information and bring back other victims to enslave. The aboleth overseer does all of these while being careful not to reveal its true appearance. The aboleth overseer then works its way up the social ladder, using the enslaved locals to return with strategic targets, such as city officials, wealthy merchants, etc. Master Manipulator . Once it has established a network of controlled individuals in strategic positions, it strengthens its stranglehold of the city through bribery, coercion, murder, and enslavement. Within a few years, the aboleth overseer may have total control of an entire city, serving as its secret tyrant. When the aboleth overseer is satisfied that it has fully divested a city's wealth and knowledge, it instructs its victims to sow distrust and cause mayhem, resulting in civil unrest, chaos, and mass killings. It is so devious in its methods that it may leave a city devastated without anyone knowing of its true nature. An Aboleth Overseer's Lair Aboleth overseers lair in subterranean lakes or the rocky depths of the ocean, often within a mile of a large town or city, and often surrounded by the hidden ruins of an ancient, fallen city. An aboleth overseer's lair is always guarded by dozens of skum, as well as other water-breathing races that the aboleth has enslaved. Lair Actions When fighting inside its lair, an aboleth overseer can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth overseer takes a lair action to cause one of the following effects; the aboleth overseer can’t use the same effect two rounds in a row: The aboleth overseer casts phantasmal killer (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the aboleth overseer can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth overseer’s phantasmal killer lair action for the next 24 hours, although such a creature can choose to be affected. Pools of water within 120 feet of the aboleth overseer surge outward in a grasping tide. Any creature on the ground within 30 feet of such a pool must succeed on a DC 20 Strength saving throw or be pulled up to 30 feet into the water and knocked prone. Water in the aboleth overseer’s lair magically becomes a conduit for the creature’s rage. The aboleth overseer can target any number of creatures it can see in such water within 120 feet of it. A target must succeed on a DC 20 Wisdom saving throw or take 28 (8d6) psychic damage. Regional Effects The region containing an aboleth overseer’s lair is warped by the creature’s presence, which creates one or more of the following effects: Underground surfaces within 1 mile of the aboleth overseer’s lair are slimy and wet and are difficult terrain. Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth overseer that drink such water vomit it within minutes and must succeed on a DC 20 Constitution saving throw or become poisoned for 1 hour. As an action, the aboleth overseer can create up to three illusory images of itself within 1 mile of the lair. The copies can appear at any location the aboleth overseer has seen before or in any location a creature charmed by the aboleth overseer can currently see. Once created, the images last for as long as the aboleth overseer maintains concentration, as if concentrating on a spell. Although the images are intangible, they look, sound, and can move like the aboleth overseer. The aboleth overseer can sense, speak, and use telepathy from any of the images' position as if present at that position. If any of the images take any damage, it disappears. If the aboleth overseer dies, the first two effects fade over the course of 3d10 days. Traits Amphibious . The aboleth can breathe air and water. Greater Spell Penetration . When the aboleth casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 5 levels higher. Legendary Resistance (3/Day). If the aboleth fails a saving throw, it can choose to succeed instead. Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must succeed on a DC 19 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. Probing Telepathy . If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. Actions Multiattack . The aboleth makes four Tentacle attacks. Tentacle . Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage and the target is grappled (escape DC 17). If the target is a creature, it must succeed on a DC 19 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. Tail . Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit : 23 (3d10 + 7) bludgeoning damage. Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 20 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. Fling. One Large or smaller object held or creature grappled by the aboleth is thrown up to 60 feet and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 22 Dexterity saving throw or take the same damage and be knocked prone. If the aboleth uses multiattack, it can use its Fling in place of one of its Tentacle attacks. Spellcasting (Psionics). The aboleth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20): At will: hypnotic pattern, invisibility, phantasmal force 3/day each: hallucinatory terrain (as an action), major image 2/day each: phantasmal killer, project image 1/day each: mirage arcane (as an action), psychic scream, weird, plane shift (self only) Legendary Actions The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn. Enslave . The aboleth uses Enslave, if available. Tail Swipe. The aboleth makes one Tail attack. Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 28 (8d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. Cast a Spell (Costs 3 Actions). The aboleth uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":21},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Aboleth Savant","description":"TRAITS Amphibious : The aboleth can breathe air and water. Mucous Cloud : While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. Probing Telepathy : If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature. Quickened Spell (3/Day): The aboleth can cast a spell with a casting time of 1 action as a bonus action. Spellcasting : The aboleth is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to spell attacks). The aboleth knows the following sorcerer spells: Cantrips (at will): chill touch, mage hand, minor illusion, ray of frost, shocking grasp 1st level (4 slots): expeditious retreat, magic missile, thunderwave 2nd level (3 slots): blindness/deafness, blur 3rd level (3 slots): counterspell, stinking cloud 4th level (1 slot): confusion ACTIONS Multiattack: The aboleth makes three tentacle attacks. Tentacle: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6 th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. Tail: Melee Weapon Attack: +10 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage and the target must make a successful DC 15 Strength saving throw or be knocked prone. Enslave (3/Day): The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. LEGENDARY ACTIONS The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aboleth regains spent legendary actions at the start of its turn. Detect: The aboleth makes a Wisdom (Perception) check. Tail Swipe: The aboleth makes one tail attack. Psychic Drain (Costs 2 Actions): One creature charmed by the aboleth takes 21 (6d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. LAIR ACTIONS While in its lair, the aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects: Consume Magic: The aboleth targets one creature it can see within 60 feet of it, draining its magical power. The target must make a DC 17 Charisma saving throw. On a failure, the target loses an unexpended spell slot of 3rd level or lower. Memory of My Enemy: The aboleth recalls a memory of a previous enemy, and an illusion of that enemy emerges from the dark water ready to attack. One creature the aboleth can see within 60 feet of it must make a DC 17 Wisdom saving throw. On a failed save, the target becomes frightened for 1 minute. At the end of each of the target’s turns, the target must repeat the saving throw or take 22 (4d10) psychic damage. On a success, the effect ends. Tentacle Spawn: The aboleth creates a spectral tentacle on a flat surface it can see within 60 feet of it and makes a tentacle attack with it. On a hit, the target is also grappled (escape DC 15) until the end of the aboleth’s next turn, at which point the tentacle disappears.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"lawful evil","Expansion":20254,"Challenge Rating":13},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Aboleth Slime Lord","description":"The foul slime lord is a species of aboleth that is native to the murky seas of the Abyss and the Far Realm. However, this abomination can sometimes be encountered in deep, fetid swamps and the foulest Underdark lakes. Acidic Mucus. The mucus the slime lord secretes is more potent than the ones produced by its normal kin. It is far more caustic and even acts like an adhesive, which the slime lord uses a projectile to ensnare and weaken its foes. An Aboleth Slime Lord's Lair An aboleth slime lord dwells in sunken ruins of once-great temples, shrines, or keeps swallowed by the murky waters of dismal swamps or Underdark lakes. The foul waters that surround its lair are always acidic and almost uninhabitable. Lair Actions When fighting inside its lair, an aboleth slime lord can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth slime lord takes a lair action to cause one of the following effects; the aboleth slime lord can’t use the same effect two rounds in a row: The aboleth slime lord casts vitriolic sphere (no components required). Pools of water within 120 feet of the aboleth slime lord surge outward in a grasping tide. Any creature on the ground within 30 feet of such a pool must succeed on a DC 16 Strength saving throw or be pulled up to 30 feet into the water and knocked prone. Water in the aboleth slime lord’s lair magically becomes a conduit for the creature’s rage. The aboleth slime lord can target any number of creatures it can see in such water within 120 feet of it. A target must succeed on a DC 16 Wisdom saving throw or take 14 (4d6) psychic damage. Regional Effects The region containing an aboleth slime lord’s lair is warped by the creature’s presence, which creates one or more of the following effects: Underground surfaces within 1 mile of the aboleth slime lord’s lair are slimy and wet and are difficult terrain. Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth slime lord that drink such water vomit it within minutes and must succeed on a DC 16 Constitution saving throw or become poisoned for 1 hour. As an action, the aboleth slime lord can create up to three illusory images of itself within 1 mile of the lair. The copies can appear at any location the aboleth slime lord has seen before or in any location a creature charmed by the aboleth slime lord can currently see. Once created, the images last for as long as the aboleth slime lord maintains concentration, as if concentrating on a spell. Although the images are intangible, they look, sound, and can move like the aboleth slime lord. The aboleth slime lord can sense, speak, and use telepathy from any of the images' position as if present at that position. If any of the images take any damage, it disappears. If the aboleth slime lord dies, the first two effects fade over the course of 3d10 days. Traits Amphibious . The aboleth can breathe air and water. Acidic Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it takes 7 (2d6) acid damage and must succeed on a DC 16 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater. Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature. Actions Multiattack . The aboleth makes three Tentacle attacks. Alternatively, it can use two Slime Orb attacks. Slime Orb. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 14 (4d6) acid damage and the target must succeed on a DC 16 Strength saving throw or be restrained until the end of the aboleth's next turn. Tentacle . Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 10 (3d6) acid damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 10 (3d6) acid damage. Enslave (3/Day). The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. Legendary Actions The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn. Tail Swipe. The aboleth makes one Tail attack. Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 17 (5d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. Slime Sphere (Costs 3 Actions). The aboleth conjures a ball of acidic slime that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 16 Strength saving throw. On a failed save, a creature takes 14 (4d6) acid damage and is restrained until until it escapes the slime. Any creature can use its action to make a DC 16 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 10 fire damage to the slime (AC 12) destroys the slime and frees the target. A restrained creature takes 10 (3d6) acid damage at the start of each of the Aboleth's turns. On a successful save, a creature takes half as much damage and isn't restrained.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Aboleth Spawn","description":"Abolethic Vessel . The spawn must obey its aboleth master. Amphibious . The spawn can breathe air and water. Water Dependency . The spawn takes 6 (1d12) acid damage every 10 minutes it goes without being immersed in water. Actions Multiattack. The spawn makes one Spear attack, two Tentacle attacks, and one Psychic Lash attack. Spear. Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack. Tentacle. Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : The target is grappled (escape DC 14) and takes 9 (2d8) psychic damage at the start of each of its turns until the grapple ends. The spawn has four tentacles, each of which can grapple one creature. Psychic Lash. Ranged Spell Attack : +7 to hit, range 120 ft., one creature. Hit : 18 (4d8) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":13016,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Aboleth, Nihileth","description":"Eons ago, a group of aboleth left the Material Plane to wander through distant planes—seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms. A Forgotten Tribe. As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers must have died in distant hells or paradises. Changed by Planar Wandering. The plane-wanderers hadn’t died. Instead, their eons-long exposure to alien realms and to the space between changed them, restructuring their life force and making them into something even more nightmarish—but better able to withstand both strange hells and golden realms of eldritch delight. Servants of the Void. They returned even more corrupt and powerful than they had left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds. Undead Nature. A nihileth does not require air, food, drink, or sleep. What Is Void Speech? Void Speech is the language of creatures of the Outer Darkness in the Midgard Campaign Setting, spoken by vile things that are malevolent towards humans and their allies, and that seek to bring about ruinous apocalypse of dark gods. Substitute any ancient language with an evil reputation if you are using another setting. A Nihileth’s Lair While aboleths create their lairs underwater, spending most of their time submerged, a nihileth lair can be encountered out of the water, often in a cave or a ruined, abandoned city. LAIR ACTIONS On initiative count 20 (losing initiative ties), the nihileth can take a lair action to create one of the magical effects as per an aboleth, or the void absorbance action listed below. The nihileth cannot use the same effect two rounds in a row. Void absorbance. A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw. REGIONAL EFFECTS The regional effects of a nihileth’s lair are the same as that of an aboleth, except as following. Water sources within 1 mile of a nihileth’s lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected. Traits Aboleth Traits: Unless noted otherwise or where contradicted below, a nihileth has the same traits as a living aboleth. This includes legendary actions and lair actions. Undead Nature: A nihileth does not require air, food, drink, or sleep.Undead Fortitude. If non-radiant damage reduces a nihileth to 0 hit points, it makes a Constitution saving throw with a DC of 5+ the damage taken. If it succeeds, the nihileth drops to 1 hit point instead. Dual State: A nihileth exists upon the Material Plane in one of two forms and can switch between them at will. In its material form, it has resistance to damage from nonmagical weapons. In its ethereal form, it is immune to damage from nonmagical weapons. The creature’s ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. A nihileth in ethereal form can move through air as though it were water, with a fly speed of 40 feet. Void Aura: A nihileth doesn’t secrete the mucous cloud of an aboleth. Instead, the undead nihileth is surrounded by a chilling cloud. A living creature that starts its turn within 5 feet of a nihileth must make a successful DC 14 Constitution saving throw or be slowed until the start of its next turn. In addition, any creature that has been diseased by a nihileth or a nihilethic zombie takes 7 (2d6) cold damage every time it starts its turn within the aura. Infecting Telepathy: If a creature communicates telepathically with the nihileth, or uses a psychic attack against it, the nihileth can spread its disease to the creature. The creature must succeed on a DC 14 Wisdom save or become infected with the same disease caused by the nihileth’s tentacle attack. This ability replaces an aboleth’s Probing Telepathy ability. Actions Multiattack: The nihileth makes three tentacle attacks or three withering touches, depending on what form it is in. Tentacle (Material Form Only): Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. If the target creature is hit, it must make a successful DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute; during that time, it can be removed by lesser restoration or comparable magic. After 1 minute, the diseased creature’s skin becomes translucent and slimy. The creature cannot regain hit points unless it is entirely underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is fully submerged or frequently doused with water, it takes 6, 1d12, acid damage every 10 minutes. If a creature dies while diseased, it rises in 1d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth. Withering Touch (Ethereal Form Only): Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 14 (3d6 + 4) necrotic damage. Form Swap: As a bonus action, the nihileth can alter between its material and ethereal forms at will. Tail (Material Form Only): Melee Weapon Attack : +9 to hit, range 10 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage. Enslave (3/day): The aboleth Targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically Charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The Charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the Charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect: The aboleth makes a Wisdom (Perception) check. Tail Swipe: The aboleth makes one tail attack. Psychic Drain (Costs 2 Actions): One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes. Reactions Void Body: As a reaction, the nihileth can reduce the damage it takes from a single source to 0. Divine damage can only be reduced by half.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Aboleth, Nihilethic Zombie","description":"Eons ago, a group of aboleth left the Material Plane to wander through distant planes—seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms. Created by the diseased will of nihileths, these zombies do their creator’s bidding without fear or hesitation. While their appearance differs from typical zombies, they too move with the same jerky motions and uneven gait as their undead brethren. The skin and flesh of nihileth zombies is translucent and slimy. They are adept swimmers, and they have no difficulty functioning on dry land, always in service to their masters. Undead Nature. A nihilethic zombie doesn't require air, food, drink, or sleep. What is Void Speech Void Speech is the language of creatures of the Outer Darkness in the Midgard Campaign Setting, spoken by vile things that are malevolent towards humans and their allies, and that seek to bring about ruinous apocalypse of dark gods. Substitute any ancient language with an evil reputation if you are using another setting. Traits Undead Fortitude: If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead. Dual State: Like its nihileth creator, a nihilethic zombie can assume either a material or ethereal form. When in its material form, it has resistance to nonmagical weapons. In its ethereal form, it is immune to nonmagical weapons. Its ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. Actions Slam (Material Form Only): Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage. The target must make a successful DC 13 Constitution saving throw or become diseased. The disease has little effect for 1 minute; during that time, it can be removed by bless, lesser restoration, or comparable magic. After 1 minute, the diseased creature’s skin becomes translucent and slimy. The creature cannot regain hit points unless it is at least partially underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is either fully submerged or frequently doused with water, it takes 6 [1d12] acid damage every 10 minutes. If a creature dies while diseased, it rises in 2d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth that commands the attacking Withering Touch (Ethereal Form): Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) necrotic damage. Form Swap: As a bonus action, the nihilethic zombie can alter between its material and ethereal forms at will. Sacrifice Life: A nihilethic zombie can sacrifice itself to heal a nihileth within 30 feet of it. All of its remaining hit points transfer to the nihileth in the form of healing. The nihilethic zombie is reduced to 0 hit points and it doesn’t make an Undead Fortitude saving throw. A nihileth cannot be healed above its maximum hit points in this manner. Reactions Void Body: The nihilethic zombie can reduce the damage it takes from a single source by 1d12 points. This reduction cannot be applied to radiant damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Aboleth, Veiled Master","description":"Aboleths are ancient nigh-immortal creatures who have wandered the cosmos through the dreamlands, often influencing or even ruling the primordial deeps long before humanoid races rose to sentience and brought with them the attention of their gods. When younger races arose upon worlds aboleths claimed as their own, or alighted upon them during their exploration of space, aboleths began to manipulate these interlopers like puppets. Some of their kind disguized themselves to walk among their pets, veiling themselves with magic to appear as humanoids. These were the veiled masters—if one were to foolishly attempt to impose human hierarchies upon this alien race, veiled masters would be considered the nobility among their aboleth kin. In truth, while aboleths do treat veiled masters with utmost respect and defer to their decisions, they are not regarded as the rulers of the race. Stranger and still more dangerous entities rule over veiled masters from the deepest trenches below the sea. Master Manipulators. While all aboleths are skilled at domination and illusion, veiled masters are the true experts of the arcane. Veiled masters engineered their grandest deceptions and manipulations, their subtle coaxings often encouraging a rise to glory with veiled masters walking among the populace, whispering into their leaders’ ears. The people knew the veiled masters as scholars and arcanists, with murmurs that their mysterious cabal was more than human, but veiled masters destroyed the bodies and minds of those who proved too curious. Whenever their proteges showed hubris—believing that they were greater than their patrons—these manipulators brought punishment upon them. Should they fail to fall into line, the veiled masters unleashed their eldritch powers and rituals to invoke world-ending cataclysms while they retreated to the depths of the sea to live on, watching and waiting until the opportunity arose to walk among a new race once more and teach new lessons in secrets with too high a price. The average veiled master measures 14 feet in length and weighs 1,500 pounds.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration (mythos)","Alignment":"lawful evil","Expansion":32483,"Challenge Rating":16},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Aboling","description":"A little bit of ze aboleth’s knowledge lives on in ze aboling’s biomantic code. Zis mind reader ist sehr persuasive, und has ein neat little trick to help it run avay. Just don’t skare it, unless you vant to dye your cloves black. — Humperdink, Launderer Type : Aberration Creature Component : Aboleth or broodmother aboleth Bonus Tamer Improvement : Genetic Memory and +2 Hit Dice Encoded within aboleth ichor are the memories of its donor, secreted amongst the fluid’s genetic code. In its base state, an aboling makes a functional amphibious companion, with a minor ability to sense the motives of other creatures. Upon bonding and training with a tamer, an aboling can fulfil its potential as a mind reader and repository of knowledge, sharing insights and information its progenitor acquired over its long life. If any of the aboling’s traits or actions require saving throws, it is always against the aboling’s save DC , as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the aboling’s Constitution modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the aboling the following improvements using your Monster Trainer feature: Genetic Memory Prerequisite : become a tamer’s companion Type : Passive (tamer) While the aboling is summoned, its tamer has proficiency in the History skill. If the tamer is already proficient in this skill, it can add double its proficiency bonus whenever it makes an ability check using this skill. It cannot benefit from a feature that doubles its proficiency bonus with a skill more than once. The aboling gains this improvement when it becomes a companion; it doesn’t cost an improvement. Entrance Prerequisite : 3rd-level tamer Type : Active (action) As an action, the aboling can target one creature it can see within 30 feet of it. The target must succeed on a Wisdom saving throw or be magically charmed by the aboling for 1 hour . This effect ends early if the aboling dies, is recalled, is on a different plane of existence from the target, or if you or your companions do anything harmful to the target. The charmed creature regards the aboling as a friendly acquaintance. When the effect ends, the creature knows it was charmed by the aboling. Once the aboling uses this action, it can’t do so again until its tamer finishes a short or long rest. Slime Prerequisite : 3rd-level tamer Type : Passive (companion) The aboling has advantage on any ability checks or saving throws it makes to avoid or escape being grappled or restrained. Inkjet Prerequisite : 5th-level tamer Type : Active (action) As an action, the aboling can squirt ink at a creature within 10 feet of it. The creature must succeed on a Dexterity saving throw or be blinded until the start of its next turn. The aboling can then move up to half its speed as part of the same action. If this action is taken underwater, immediately before the aboling moves, it creates a 5-foot-radius sphere of heavily obscured water that lasts until the start of its next turn. After the aboling uses this action, it can’t do so again until 10 minutes have passed. When the aboling’s tamer reaches 13th level in the tamer class, the aboling can choose to target all creatures within 10 feet of it, instead of just one creature. Multiattack Prerequisite : 5th-level tamer Type : Active (action) As an action, the aboling can make two tentacle attacks. Rubbery Hide I Prerequisite : 5th-level tamer Type : Passive (companion) The aboling gains a +2 bonus to its AC while it isn’t wearing armour. Fortified Mind Prerequisite : 9th-level tamer Type : Passive (companion & tamer) The aboling gains proficiency in Intelligence saving throws. While it is summoned, its tamer also has proficiency in Intelligence saving throws. If its tamer already has this proficiency, the tamer instead gains proficiency in Charisma saving throws. Infectious Mucous Prerequisite : 9th-level tamer, Slime Type : Active (bonus action) As a bonus action, the aboling can secrete infectious mucous that lasts until the end of its next turn, choosing one of the diseases from the contagion spell. For the duration, each time the aboling hits a creature with a tentacle attack, the creature must succeed on a Constitution saving throw or be affected by the contagion spell for 1 hour (concentration not required). In addition, a creature that is grappling the aboling, or a creature that the aboling has grappled, must make a Constitution saving throw at the start of each of the aboling’s turns as if it had been hit by a tentacle attack. Once the aboling uses this bonus action, it can’t do so again until its tamer finishes a short or long rest. Enthral Prerequisite : 13th-level tamer, Entrance Type : Active (action) As an action, the aboling can target one humanoid or beast it can see within 30 feet of it. The target must succeed on a Wisdom saving throw or be magically charmed by the aboling for 1 minute . The charmed target follows the aboling’s commands and can’t take reactions. While charmed in this way, the aboling and the target can communicate telepathically with each other over any distance. The aboling can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from the aboling, it defends and preserves itself to the best of its ability. On its subsequent turns, the aboling must use its action to maintain this effect, or the effect ends. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. This effect also ends early if the aboling dies, is recalled, or is on a different plane of existence from the target. Once the aboling uses this action, it can’t do so again until its tamer finishes a short or long rest. Rubbery Hide II Prerequisite : 13th-level tamer, Rubbery Hide I Type : Passive (companion) The aboling gains a +2 bonus to its AC while it isn’t wearing armour. This improvement is in addition to the bonus from Rubbery Hide I. Probing Mind Prerequisite : 17th-level tamer, Enthral Type : Passive (companion) The aboling is always under the effects of the detect thoughts spell while it is summoned and can relay these read thoughts directly to its tamer while the aboling is within 100 feet of the tamer.","properties":{"Category":"Monsters","Size":"Tiny","Type":"abberation","Alignment":"neutral evil","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Abominable Beauty","description":"An otherworldly humanoid of such indescribable beauty, it pains anyone’s eyes to gaze upon her. Beauty that Destroys. An abominable beauty is so perfect that her gaze blinds, her voice is so melodious that no ears can withstand it, and her touch is so tantalizing that it burns like fire. In adolescence, this fey creature adopts features that meet the superficial ideals of the nearest humanoid population: long‑legged elegance near elves, a stout figure with lustrous hair near dwarves, unscarred or emerald skin near goblins. Jealous and Cruel. Abominable beauties are so consumed with being the most beautiful creature in the region that they almost invariably grow jealous and paranoid about potential rivals. Because such an abominable beauty cannot abide competition, she seeks to kill anyone whose beauty is compared to her own. Male of the Species. Male abominable beauties are rare but even more jealous in their rages. Traits Burning Touch: The abominable beauty’s slam attacks do 28 (8d6) fire damage. A creature who touches her also takes 28 (8d6) fire damage. Actions Multiattack: The abominable beauty makes two slam attacks. Slam: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage plus 28 (8d6) fire damage. Blinding Gaze (Recharge 5–6): A creature within 30 feet of the abominable beauty who is targeted by this attack and who meets the abominable beauty’s gaze must succeed on a DC 17 Charisma saving throw or be blinded. If the saving throw succeeds, the target creature is permanently immune to this abominable beauty’s Blinding Gaze. Burning Touch: Melee Spell Attack : +0 to hit, reach 5 ft., one target. Hit : 28 (8d6) fire damage. A creature who touches her also takes 28 [8d6] fire damage. Deafening Voice (Recharge 5–6): An abominable beauty’s voice is lovely, but any creature within 90 feet and able to hear her when she makes her Deafening Voice attack must succeed on a DC 16 Constitution saving throw or be permanently deafened.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Abominable Yeti","description":"\"On your guard! That’s not the wind howling!\" —Kelesta Hawke of the Emerald Enclave A yeti’s windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti’s icy simian eyes can freeze its prey in place. Keen Hunters. Folk of the high peaks travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt. Even in a blizzard, the scent of its quarry draws the yeti through the cold and snow. Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other yetis might catch the scent of blood and close in. The territorial yetis fight one another for the spoils of such battles, and yetis slain in the fight are also eaten, amid euphoric howls. Terrifying Howlers. Before an avalanche, a blizzard, or a deadly frost, the yetis’ howls sweep down the mountain slopes on the icy wind. Some people of the alpine peaks believe that the voices of loved ones killed in avalanches and blizzards sound out in the wails of the yetis, crying warnings of ill omen. More pragmatic folk attest that the yeti’s howl is a reminder that, despite the great accomplishments of civilization, the civilized become the hunted in nature’s untamed domain. Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that once might have daunted them, then devouring the creatures within. Devious mountain folk sometimes use the yetis as unwitting weapons. A warlord might lay down slaughtered sheep or goats to draw yetis into an enemy’s camp, sowing chaos and thinning the ranks before battle. Mountain clan chiefs, wanting to expand their territory, overhunt local game to diminish the yetis’ food supplies, inspiring attacks on humanoid settlements that are swiftly annexed in the aftermath. Abominable Yetis. An abominable yeti is larger than a normal yeti, standing three times as tall as a human. It typically lives and hunts alone, though a pair of abominable yetis might live together long enough to raise young. These towering yetis are highly territorial and savage, attacking and devouring any warm-blooded creatures they encounter, then scattering the bones across the ice and snow. Traits Fear of Fire : If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Keen Smell : The yeti has advantage on Wisdom (Perception) checks that rely on smell. Snow Camouflage : The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Multiattack : The yeti can use its Chilling Gaze and makes two claw attacks. Claw : Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage. Chilling Gaze : The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis, but not abominable yetis, for 1 hour. Cold Breath (Recharge 6) : The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Abyssal Adult Brass Dragon","description":"An abyssal brass dragon retains its gregarious nature. However, while regular brass dragons seek the company of others for the sheer joy of dialogue and discourse, an abyssal one does so because it craves the attention. It hungers for the awe and fear its audience manifests. The abyssal brass dragon delights in toying with its enemies, torturing them with false hope brought by friendly conversations before coldly revealing its true intentions: delivering a slow and painful death. An Abyssal Brass Dragon's Lair An abyssal brass dragon’s lair is usually a ruin, canyon, or cave network in a desolate, treacherous desert or in the depths of the Abyss. The challenge rating of a legendary abyssal brass dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: An ominous psychic wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Intelligence saving throw. On a failed save, the creature takes 14 (4d6) psychic damage and is stunned until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't stunned. A cloud of abyssal sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 14 (4d6) necrotic damage and is blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the blinded effect on itself on a success. On a successful save, a creature takes half as much damage with no additional effects. Regional Effects The region containing a legendary abyssal brass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to natural hazards, monster lairs, and traps, while also leading away from areas that the dragon prefers to remain undisturbed. Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no damage. They will attack intruders that move within 30 feet of them and then vanish. A creature attacked must succeed on a DC 15 Wisdom saving throw or become frightened for 1 hour. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it, but will trigger an attack. All water sources within 1 mile of the dragon’s lair becomes poisonous. Any creature drinking from it must succeed on a DC 15 Constitution saving throw or become poisoned for 24 hours. If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Abyssal Fire Breath. The dragon exhales abyssal fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Constitution saving throw. On a failed save, a creature takes 24 (7d6) fire damage and 24 (7d6) necrotic damage, and gains 1 level of exhaustion. On a successful save, a creature takes half as much damage with no additional effects. Abyssal Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 19 Wisdom saving throw or take 24 (7d6) psychic damage and fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. On a successful save, the creature takes half as much damage with no additional effects. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon, Dragon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Adult Copper Dragon","description":"An abyssal copper dragon is obsessed with feeling intellectually superior. If it can avoid confrontation, it will do so. Instead, it prefers manipulation and subterfuge. It takes great lengths in creating complex traps, hazards, and even riddles to break down its foes physically and mentally, all for the sake of showing off its perceived brilliance. An Abyssal Copper Dragon's Lair An abyssal copper dragon lives in maze-like cavern complexes located high atop the most treacherous mountains, either in the natural world or in the Abyss. The challenge rating of a legendary abyssal copper dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon chooses a point it can see within its lair. It creates a 20-foot-radius sphere of orange gas centered on that point. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air until the dragon uses this lair action again or until the dragon dies. Each creature that is completely within the cloud at the start of its turn must make a DC 15 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. The dragon chooses a point on the ground that it can see within its lair. The ground in a 20-foot-radius centered on that point sprouts hard spikes and poisonous thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 5 (2d4) piercing damage for every 5 feet it travels and is poisoned until the start of its next turn. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a DC 15 Wisdom (Perception) check to recognize the terrain as hazardous before entering it. The effect lasts until initiative count 20 on the next round. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep pool of acid slime. Each creature on the ground in that area when the slime pool appears must succeed on a DC 15 Dexterity saving throw or fall into the slime pool, take 7 (2d6) acid damage, and become restrained. A restrained creature takes 7 (2d6) acid damage at the start of each of its turns. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the slime costs 2 feet of movement. The effect lasts until the dragon uses this lair action again or until the dragon dies. Regional Effects The region containing a legendary abyssal copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Magic carvings of the dragon’s terrifying visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair. Tiny beasts such as rodents and birds within 6 miles of the dragon's lair that are normally harmless become corrupted and evil. They serve as the dragon's eyes and ears and form as swarms that attack intruders on sight. Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of melancholy and must succeed on a DC 15 Wisdom saving throw or have disadvantage to Intelligence, Wisdom, and Charisma saving throws. A creature can repeat the saving throw at the end of each hour, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this regional effect for the next 24 hours. If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target . Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Abyssal Acid Breath. The dragon exhales abyssal acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (6d8) acid damage and 27 (6d8) necrotic damage, and gains 1 level of exhaustion. On a successful save, a creature takes half as much damage with no additional effects. Abyssal Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 19 Wisdom saving throw. On a failed save, the creature takes 27 (6d8) psychic damage, can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. On a successful save, the creature takes half as much damage with no additional effects. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon, Dragon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Adult Silver Dragon","description":"An abyssal silver dragon believes that all beings exist in a purposeless and chaotic universe and hates anything that strives for order and good. It rejects all religious and moral principles and ridicules those who uphold them. Because life has no meaning to it, an abyssal silver dragon shows no empathy and may annihilate anything it encounters, if it so desires. An Abyssal Silver Dragon's Lair Caverns and ruins in the coldest and most perilous places are the preferred lairs of an abyssal silver dragon. The challenge rating of a legendary abyssal silver dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon chooses a point it can see within its lair. It creates a 20-foot-radius sphere of purple gas centered on that point. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air until the dragon uses this lair action again or until the dragon dies. Each creature that is completely within the cloud at the start of its turn must make a DC 15 Intelligence saving throw. On a failed save, the creature is stunned. Creatures that don't need to breathe automatically succeed on this saving throw. Freezing mist fills the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 11 (2d10) cold damage and is restrained by ice for 1 minute. As an action, the restrained target can make a DC 15 Strength check, breaking the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 35; vulnerability to fire damage; immunity to cold, poison, and psychic damage). On a successful save, a creature takes half as much damage and isn't restrained by ice. The dragon targets a creature it can see within its lair. The creature must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature is charmed by the dragon for 1 minute. The charmed target obeys the dragon's verbal commands. A creature can repeat the saving throw at the end of each of its turns or if it receives a suicidal command, ending the effect on itself on a success. Regional Effects The region containing a legendary abyssal silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Once every 10 minutes while within 6 miles of the lair, a hail of ice pounds a 20-foot-radius, 40 cylinder area centered on a point on the ground. Each creature within that area must make a DC 15 Dexterity saving throw, taking 5 (1d10) bludgeoning damage and 5 (1d10) cold damage on a failed save, or half as much damage on a successful one. Within 1 mile of the lair, psychic winds buoy the dragon's allies. Such creatures can take the Dash action as a bonus action. Creatures within 1 mile of the lair that aren't protected from extreme cold must make a DC 15 Constitution saving throw at the end of every hour or gain one level of exhaustion. If the dragon dies, the hail storms fade over the course of 1d10 days. The other effects end immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage. Claw . Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Abyssal Cold Breath. The dragon exhales an icy necrotic blast in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, a creature takes 31 (7d8) cold damage and 31 (7d8) necrotic damage and gains 1 level of exhaustion. On a successful save, a creature takes half as much damage with no additional effects. Abyssal Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 22 Wisdom saving throw or take 31 (7d8) psychic damage and be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much damage with no additional effects. Change Shape. The dragon magically transforms into any Humanoid or Beast, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or if it uses a bonus action to end it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon, Dragon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Ancient Brass Dragon","description":"An abyssal brass dragon retains its gregarious nature. However, while regular brass dragons seek the company of others for the sheer joy of dialogue and discourse, an abyssal one does so because it craves the attention. It hungers for the awe and fear its audience manifests. The abyssal brass dragon delights in toying with its enemies, torturing them with false hope brought by friendly conversations before coldly revealing its true intentions: delivering a slow and painful death. An Abyssal Brass Dragon's Lair An abyssal brass dragon’s lair is usually a ruin, canyon, or cave network in a desolate, treacherous desert or in the depths of the Abyss. The challenge rating of a legendary abyssal brass dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: An ominous psychic wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Intelligence saving throw. On a failed save, the creature takes 14 (4d6) psychic damage and is stunned until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't stunned. A cloud of abyssal sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 14 (4d6) necrotic damage and is blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the blinded effect on itself on a success. On a successful save, a creature takes half as much damage with no additional effects. Regional Effects The region containing a legendary abyssal brass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to natural hazards, monster lairs, and traps, while also leading away from areas that the dragon prefers to remain undisturbed. Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no damage. They will attack intruders that move within 30 feet of them and then vanish. A creature attacked must succeed on a DC 15 Wisdom saving throw or become frightened for 1 hour. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it, but will trigger an attack. All water sources within 1 mile of the dragon’s lair becomes poisonous. Any creature drinking from it must succeed on a DC 15 Constitution saving throw or become poisoned for 24 hours. If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Abyssal Fire Breath. The dragon exhales abyssal fire in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 23 Constitution saving throw. On a failed save, a creature takes 28 (8d6) fire damage and 28 (8d6) necrotic damage, and gains 1 level of exhaustion. On a successful save, a creature takes half as much damage with no additional effects. Abyssal Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 23 Wisdom saving throw or take 28 (8d6) psychic damage and fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. On a successful save, the creature takes half as much damage with no additional effects. Change Shape. The dragon magically transforms into any Humanoid or Beast, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or if it uses a bonus action to end it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Fiend (Demon, Dragon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":21},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Ancient Copper Dragon","description":"An abyssal copper dragon is obsessed with feeling intellectually superior. If it can avoid confrontation, it will do so. Instead, it prefers manipulation and subterfuge. It takes great lengths in creating complex traps, hazards, and even riddles to break down its foes physically and mentally, all for the sake of showing off its perceived brilliance. An Abyssal Copper Dragon's Lair An abyssal copper dragon lives in maze-like cavern complexes located high atop the most treacherous mountains, either in the natural world or in the Abyss. The challenge rating of a legendary abyssal copper dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon chooses a point it can see within its lair. It creates a 20-foot-radius sphere of orange gas centered on that point. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air until the dragon uses this lair action again or until the dragon dies. Each creature that is completely within the cloud at the start of its turn must make a DC 15 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. The dragon chooses a point on the ground that it can see within its lair. The ground in a 20-foot-radius centered on that point sprouts hard spikes and poisonous thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 5 (2d4) piercing damage for every 5 feet it travels and is poisoned until the start of its next turn. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a DC 15 Wisdom (Perception) check to recognize the terrain as hazardous before entering it. The effect lasts until initiative count 20 on the next round. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep pool of acid slime. Each creature on the ground in that area when the slime pool appears must succeed on a DC 15 Dexterity saving throw or fall into the slime pool, take 7 (2d6) acid damage, and become restrained. A restrained creature takes 7 (2d6) acid damage at the start of each of its turns. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the slime costs 2 feet of movement. The effect lasts until the dragon uses this lair action again or until the dragon dies. Regional Effects The region containing a legendary abyssal copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Magic carvings of the dragon’s terrifying visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair. Tiny beasts such as rodents and birds within 6 miles of the dragon's lair that are normally harmless become corrupted and evil. They serve as the dragon's eyes and ears and form as swarms that attack intruders on sight. Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of melancholy and must succeed on a DC 15 Wisdom saving throw or have disadvantage to Intelligence, Wisdom, and Charisma saving throws. A creature can repeat the saving throw at the end of each hour, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this regional effect for the next 24 hours. If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target . Hit: 16 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Abyssal Acid Breath. The dragon exhales abyssal acid in an 90-foot line that is 5 feet wide. Each creature in that line must make a DC 23 Constitution saving throw. On a failed save, a creature takes 31 (7d8) acid damage and 31 (7d8) necrotic damage, and gains 1 level of exhaustion. On a successful save, a creature takes half as much damage with no additional effects. Abyssal Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 23 Wisdom saving throw. On a failed save, the creature takes 31 (7d8) psychic damage, can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. On a successful save, the creature takes half as much damage with no additional effects. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Fiend (Demon, Dragon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":22},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Ancient Silver Dragon","description":"An abyssal silver dragon believes that all beings exist in a purposeless and chaotic universe and hates anything that strives for order and good. It rejects all religious and moral principles and ridicules those who uphold them. Because life has no meaning to it, an abyssal silver dragon shows no empathy and may annihilate anything it encounters, if it so desires. An Abyssal Silver Dragon's Lair Caverns and ruins in the coldest and most perilous places are the preferred lairs of an abyssal silver dragon. The challenge rating of a legendary abyssal silver dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon chooses a point it can see within its lair. It creates a 20-foot-radius sphere of purple gas centered on that point. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air until the dragon uses this lair action again or until the dragon dies. Each creature that is completely within the cloud at the start of its turn must make a DC 15 Intelligence saving throw. On a failed save, the creature is stunned. Creatures that don't need to breathe automatically succeed on this saving throw. Freezing mist fills the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 11 (2d10) cold damage and is restrained by ice for 1 minute. As an action, the restrained target can make a DC 15 Strength check, breaking the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 35; vulnerability to fire damage; immunity to cold, poison, and psychic damage). On a successful save, a creature takes half as much damage and isn't restrained by ice. The dragon targets a creature it can see within its lair. The creature must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature is charmed by the dragon for 1 minute. The charmed target obeys the dragon's verbal commands. A creature can repeat the saving throw at the end of each of its turns or if it receives a suicidal command, ending the effect on itself on a success. Regional Effects The region containing a legendary abyssal silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Once every 10 minutes while within 6 miles of the lair, a hail of ice pounds a 20-foot-radius, 40 cylinder area centered on a point on the ground. Each creature within that area must make a DC 15 Dexterity saving throw, taking 5 (1d10) bludgeoning damage and 5 (1d10) cold damage on a failed save, or half as much damage on a successful one. Within 1 mile of the lair, psychic winds buoy the dragon's allies. Such creatures can take the Dash action as a bonus action. Creatures within 1 mile of the lair that aren't protected from extreme cold must make a DC 15 Constitution saving throw at the end of every hour or gain one level of exhaustion. If the dragon dies, the hail storms fade over the course of 1d10 days. The other effects end immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Abyssal Cold Breath. The dragon exhales an icy necrotic blast in a 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failed save, a creature takes 36 (8d8) cold damage and 36 (8d8) necrotic damage and gains 1 level of exhaustion. On a successful save, a creature takes half as much damage with no additional effects. Abyssal Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 25 Wisdom saving throw or take 36 (8d8) psychic damage and be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much damage with no additional effects. Change Shape. The dragon magically transforms into any Humanoid or Beast, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or if it uses a bonus action to end it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Fiend (Demon, Dragon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":24},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Chicken","description":"Abyssal chickens are carnivorous, temperamental, tasty bottom-feeders native to the Abyss. They beat their leathery wings to scare predators and to help them run faster, and they taste like fatty chicken. With your permission, a character who casts the find familiar spell can henceforth choose to conjure an abyssal chicken instead of a raven.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Abyssal Chicken","description":"Traits Bad Flier. The abyssal chicken falls at the end of a turn if it’s airborne and the only thing holding it aloft is its flying speed. Actions Multiattack. The abyssal chicken makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Abyssal Chimera","description":"The abyssal chimera, though bearing a superficial resemblance to a typical chimera, emanates an aura of unparalleled cunning, malevolence, and unrelenting wickedness. It takes perverse pleasure in methodically stalking and toying with its unsuspecting prey, luring them into a false sense of hope before mercilessly rending their hopes asunder with its razor-sharp teeth and merciless claws, reveling in the agonizing demise it inflicts. Abyssal Creatures Abyssal creatures are typically the offspring of a demon and another species. Some creatures are transformed into abyssal versions after undergoing demonic rituals performed by powerful cultists. A very rare few are gifted abyssal power by demon lords, usually after imbibing the demon lord's blood. Demon-blooded. Abyssal creatures generally resemble their nondemonic parent, but closer inspection reveal their abhorrent nature: thick, leathery skin, oversized claws and teeth, and a more evil and depraved disposition. Greater abyssal versions show more characteristics of their demonic ancestry - horns, wings, and even additional limbs. They also demonstrate more powerful abilities and potent magic. Traits Magic Resistance. The abyssal chimera has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abyssal chimera makes one Bite, one Horns attack, and one Claws attack. When its Abyssal Fire Breath is available, it can use the breath in place of its Bite or Horns attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Abyssal Fire Breath (Recharge 5–6). The dragon head exhales abyssal fire in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Chimera of Baphomet","description":"The abyssal chimera, though bearing a superficial resemblance to a typical chimera, emanates an aura of unparalleled cunning, malevolence, and unrelenting wickedness. It takes perverse pleasure in methodically stalking and toying with its unsuspecting prey, luring them into a false sense of hope before mercilessly rending their hopes asunder with its razor-sharp teeth and merciless claws, reveling in the agonizing demise it inflicts. Abyssal Chimera of Baphomet. The abyssal chimera of Baphomet, a creation of the demon lord himself, is a colossal and fearsome abomination standing 12 feet tall at the shoulder and measuring 25 feet in length. While it bears resemblance to a traditional chimera, its unique features set it apart. It is wingless and rather than three heads on its shoulders, it has a deplorable goat head situated at the back of its shoulders and a malevolent serpent as a tail. Its lion head possesses the ability to unleash a bone-chilling roar that leaves anyone who hears it paralyzed with unrelenting terror. The serpentine tail can deliver highly venomous bites and is also capable of releasing a cloud of deadly noxious gas, further augmenting its lethal arsenal. Baphomet and its commanders employ these abyssal chimeras for tracking and hunting, utilizing their formidable powers to sow fear and devastation upon their foes. Abyssal Creatures Abyssal creatures are typically the offspring of a demon and another species. Some creatures are transformed into abyssal versions after undergoing demonic rituals performed by powerful cultists. A very rare few are gifted abyssal power by demon lords, usually after imbibing the demon lord's blood. Demon-blooded. Abyssal creatures generally resemble their nondemonic parent, but closer inspection reveal their abhorrent nature: thick, leathery skin, oversized claws and teeth, and a more evil and depraved disposition. Greater abyssal versions show more characteristics of their demonic ancestry - horns, wings, and even additional limbs. They also demonstrate more powerful abilities and potent magic. Traits Labyrinthine Recall. Th abyssal chimera can perfectly recall any path it has traveled. Magic Resistance. The abyssal chimera has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abyssal chimera makes one Bite, one Horns attack, one Tail attack, and one Claws attack. When its Abyssal Breath is available, it can use the breath in place of its Tail attack. When its Abyssal Roar is available, it can use the roar in place of its Bite attack. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. Horns. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage. Abyssal Breath (Recharge 5–6). The abyssal chimera exhales abyssal gas in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 22 (5d8) necrotic damage and 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. Abyssal Roar (3/Day). The abyssal chimera lets out a horrific, magical roar audible out to 120 feet. Any creature within 60 feet of the abyssal chimera that can hear its roar must succeed on a DC 19 Wisdom saving throw or be frightened of the abyssal chimera for 1 minute. While frightened in this way, a creature is paralyzed. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this abyssal chimera’s Abyssal Roar for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Hyena","description":"Stronger and smarter than their beastly counterparts, abyssal hyenas crawl out of the Abyssal Wasteland to feed on corpses gnolls leave in their wake. When reinforcements are needed, gnoll spellcasters can use magic to transform abyssal hyenas into gnolls. Traits Death Snap. When the hyena is reduced to 0 hit points, they can deal 1 piercing damage to a creature within 5 feet of them (no action required), provided they weren’t incapaci- tated before dropping to 0 hit points. Minion. If the hyena takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the hyena takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Bite (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. If the target is a creature and two or more hyenas joined the attack, the target must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw equals 10 plus the number of hyenas who joined the attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Abyssal Hyena","description":"Traits Death Snap. When the hyena is reduced to 0 hit points, they can deal 1 piercing damage to a creature within 5 feet of them (no action required), provided they weren’t incapacitated before dropping to 0 hit points. Minion. If the hyena takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the hyena takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Bite (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. If the target is a creature and two or more hyenas joined the attack, the target must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw equals 10 plus the number of hyenas who joined the attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Abyssal Hyena Companion (PB 2)","description":"Stronger and smarter than their beastly counterparts, abyssal hyenas crawl out of the Abyssal Wasteland to feed on corpses gnolls leave in their wake. When reinforcements are needed, gnoll spellcasters can use magic to transform abyssal hyenas into gnolls. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Unbalancing Attack (2 Ferocity). The hyena makes a signature attack. On a hit, the target also has disad- vantage on the next Strength or Dexterity saving throw they make before the start of their next turn. 3rd Level: Gobbling Bite (5 Ferocity). The hyena makes a signature attack with advantage. On a hit, the attack deals an extra PB necrotic damage, and the hyena regains hit points equal to the necrotic damage dealt. 5th Level: Cackle (8 Ferocity). Each enemy within 30 feet of the hyena who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or take PBd4 psychic damage and be frightened of the hyena until the start of the hyena’s next turn. Reactions Blood Frenzy (Recharges after a Short or Long Rest). When the hyena’s caregiver is hit with an attack and the hyena is within 5 feet of the attacker, the hyena can make a signature attack against the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Abyssal Hyena Companion (PB 2)","description":"Mystic Connection: Abyssal Hyena If you’re playing a beastheart and have an abyssal hyena companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Rending Teeth. As a bonus action, you can grow your teeth into natural weapons, which you can use to make unarmed strikes for 1 minute. You can use Strength or Dexterity for the attack and damage rolls of your teeth, which deal 1d6 + your Strength or Dexterity modifier piercing damage in­stead of the bludgeoning damage normal for an unarmed strike. The first time on a turn that you hit an enemy with this attack, you and your companion regain hit points equal to the damage dealt. Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Unbalancing Attack ( 2 Ferocity). The hyena makes a signature attack. On a hit, the target also has disadvantage on the next Strength or Dexterity saving throw they make before the start of their next turn. 3 rd Level: Gobbling Bite ( 5 Ferocity). The hyena makes a signature attack with advantage. On a hit, the attack deals an extra PB necrotic damage, and the hyena regains hit points equal to the necrotic damage dealt. 5 th Level: Cackle ( 8 Ferocity). Each enemy within 30 feet of the hyena who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or take PBd4 psychic damage and be frightened of the hyena until the start of the hyena’s next turn. Reactions Blood Frenzy (Recharges after a Short or Long Rest). When the hyena’s caregiver is hit with an attack and the hyena is within 5 feet of the attacker, the hyena can make a signature attack against the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Abyssal Hyena Companion (PB 3)","description":"Stronger and smarter than their beastly counterparts, abyssal hyenas crawl out of the Abyssal Wasteland to feed on corpses gnolls leave in their wake. When reinforcements are needed, gnoll spellcasters can use magic to transform abyssal hyenas into gnolls. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Unbalancing Attack (2 Ferocity). The hyena makes a signature attack. On a hit, the target also has disad- vantage on the next Strength or Dexterity saving throw they make before the start of their next turn. 3rd Level: Gobbling Bite (5 Ferocity). The hyena makes a signature attack with advantage. On a hit, the attack deals an extra PB necrotic damage, and the hyena regains hit points equal to the necrotic damage dealt. 5th Level: Cackle (8 Ferocity). Each enemy within 30 feet of the hyena who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or take PBd4 psychic damage and be frightened of the hyena until the start of the hyena’s next turn. Reactions Blood Frenzy (Recharges after a Short or Long Rest). When the hyena’s caregiver is hit with an attack and the hyena is within 5 feet of the attacker, the hyena can make a signature attack against the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Abyssal Hyena Companion (PB 3)","description":"Mystic Connection: Abyssal Hyena If you’re playing a beastheart and have an abyssal hyena companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Rending Teeth. As a bonus action, you can grow your teeth into natural weapons, which you can use to make unarmed strikes for 1 minute. You can use Strength or Dexterity for the attack and damage rolls of your teeth, which deal 1d6 + your Strength or Dexterity modifier piercing damage in­stead of the bludgeoning damage normal for an unarmed strike. The first time on a turn that you hit an enemy with this attack, you and your companion regain hit points equal to the damage dealt. Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Unbalancing Attack ( 2 Ferocity). The hyena makes a signature attack. On a hit, the target also has disadvantage on the next Strength or Dexterity saving throw they make before the start of their next turn. 3 rd Level: Gobbling Bite ( 5 Ferocity). The hyena makes a signature attack with advantage. On a hit, the attack deals an extra PB necrotic damage, and the hyena regains hit points equal to the necrotic damage dealt. 5 th Level: Cackle ( 8 Ferocity). Each enemy within 30 feet of the hyena who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or take PBd4 psychic damage and be frightened of the hyena until the start of the hyena’s next turn. Reactions Blood Frenzy (Recharges after a Short or Long Rest). When the hyena’s caregiver is hit with an attack and the hyena is within 5 feet of the attacker, the hyena can make a signature attack against the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Abyssal Hyena Companion (PB 4)","description":"Stronger and smarter than their beastly counterparts, abyssal hyenas crawl out of the Abyssal Wasteland to feed on corpses gnolls leave in their wake. When reinforcements are needed, gnoll spellcasters can use magic to transform abyssal hyenas into gnolls. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Unbalancing Attack (2 Ferocity). The hyena makes a signature attack. On a hit, the target also has disad- vantage on the next Strength or Dexterity saving throw they make before the start of their next turn. 3rd Level: Gobbling Bite (5 Ferocity). The hyena makes a signature attack with advantage. On a hit, the attack deals an extra PB necrotic damage, and the hyena regains hit points equal to the necrotic damage dealt. 5th Level: Cackle (8 Ferocity). Each enemy within 30 feet of the hyena who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or take PBd4 psychic damage and be frightened of the hyena until the start of the hyena’s next turn. Reactions Blood Frenzy (Recharges after a Short or Long Rest). When the hyena’s caregiver is hit with an attack and the hyena is within 5 feet of the attacker, the hyena can make a signature attack against the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Abyssal Hyena Companion (PB 4)","description":"Mystic Connection: Abyssal Hyena If you’re playing a beastheart and have an abyssal hyena companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Rending Teeth. As a bonus action, you can grow your teeth into natural weapons, which you can use to make unarmed strikes for 1 minute. You can use Strength or Dexterity for the attack and damage rolls of your teeth, which deal 1d6 + your Strength or Dexterity modifier piercing damage in­stead of the bludgeoning damage normal for an unarmed strike. The first time on a turn that you hit an enemy with this attack, you and your companion regain hit points equal to the damage dealt. Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Unbalancing Attack ( 2 Ferocity). The hyena makes a signature attack. On a hit, the target also has disadvantage on the next Strength or Dexterity saving throw they make before the start of their next turn. 3 rd Level: Gobbling Bite ( 5 Ferocity). The hyena makes a signature attack with advantage. On a hit, the attack deals an extra PB necrotic damage, and the hyena regains hit points equal to the necrotic damage dealt. 5 th Level: Cackle ( 8 Ferocity). Each enemy within 30 feet of the hyena who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or take PBd4 psychic damage and be frightened of the hyena until the start of the hyena’s next turn. Reactions Blood Frenzy (Recharges after a Short or Long Rest). When the hyena’s caregiver is hit with an attack and the hyena is within 5 feet of the attacker, the hyena can make a signature attack against the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Abyssal Hyena Companion (PB 5)","description":"Stronger and smarter than their beastly counterparts, abyssal hyenas crawl out of the Abyssal Wasteland to feed on corpses gnolls leave in their wake. When reinforcements are needed, gnoll spellcasters can use magic to transform abyssal hyenas into gnolls. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Unbalancing Attack (2 Ferocity). The hyena makes a signature attack. On a hit, the target also has disad- vantage on the next Strength or Dexterity saving throw they make before the start of their next turn. 3rd Level: Gobbling Bite (5 Ferocity). The hyena makes a signature attack with advantage. On a hit, the attack deals an extra PB necrotic damage, and the hyena regains hit points equal to the necrotic damage dealt. 5th Level: Cackle (8 Ferocity). Each enemy within 30 feet of the hyena who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or take PBd4 psychic damage and be frightened of the hyena until the start of the hyena’s next turn. Reactions Blood Frenzy (Recharges after a Short or Long Rest). When the hyena’s caregiver is hit with an attack and the hyena is within 5 feet of the attacker, the hyena can make a signature attack against the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Abyssal Hyena Companion (PB 5)","description":"Mystic Connection: Abyssal Hyena If you’re playing a beastheart and have an abyssal hyena companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Rending Teeth. As a bonus action, you can grow your teeth into natural weapons, which you can use to make unarmed strikes for 1 minute. You can use Strength or Dexterity for the attack and damage rolls of your teeth, which deal 1d6 + your Strength or Dexterity modifier piercing damage in­stead of the bludgeoning damage normal for an unarmed strike. The first time on a turn that you hit an enemy with this attack, you and your companion regain hit points equal to the damage dealt. Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Unbalancing Attack ( 2 Ferocity). The hyena makes a signature attack. On a hit, the target also has disadvantage on the next Strength or Dexterity saving throw they make before the start of their next turn. 3 rd Level: Gobbling Bite ( 5 Ferocity). The hyena makes a signature attack with advantage. On a hit, the attack deals an extra PB necrotic damage, and the hyena regains hit points equal to the necrotic damage dealt. 5 th Level: Cackle ( 8 Ferocity). Each enemy within 30 feet of the hyena who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or take PBd4 psychic damage and be frightened of the hyena until the start of the hyena’s next turn. Reactions Blood Frenzy (Recharges after a Short or Long Rest). When the hyena’s caregiver is hit with an attack and the hyena is within 5 feet of the attacker, the hyena can make a signature attack against the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Abyssal Hyena Companion (PB 6)","description":"Stronger and smarter than their beastly counterparts, abyssal hyenas crawl out of the Abyssal Wasteland to feed on corpses gnolls leave in their wake. When reinforcements are needed, gnoll spellcasters can use magic to transform abyssal hyenas into gnolls. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Unbalancing Attack (2 Ferocity). The hyena makes a signature attack. On a hit, the target also has disad- vantage on the next Strength or Dexterity saving throw they make before the start of their next turn. 3rd Level: Gobbling Bite (5 Ferocity). The hyena makes a signature attack with advantage. On a hit, the attack deals an extra PB necrotic damage, and the hyena regains hit points equal to the necrotic damage dealt. 5th Level: Cackle (8 Ferocity). Each enemy within 30 feet of the hyena who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or take PBd4 psychic damage and be frightened of the hyena until the start of the hyena’s next turn. Reactions Blood Frenzy (Recharges after a Short or Long Rest). When the hyena’s caregiver is hit with an attack and the hyena is within 5 feet of the attacker, the hyena can make a signature attack against the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Abyssal Hyena Companion (PB 6)","description":"Mystic Connection: Abyssal Hyena If you’re playing a beastheart and have an abyssal hyena companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Rending Teeth. As a bonus action, you can grow your teeth into natural weapons, which you can use to make unarmed strikes for 1 minute. You can use Strength or Dexterity for the attack and damage rolls of your teeth, which deal 1d6 + your Strength or Dexterity modifier piercing damage in­stead of the bludgeoning damage normal for an unarmed strike. The first time on a turn that you hit an enemy with this attack, you and your companion regain hit points equal to the damage dealt. Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Unbalancing Attack ( 2 Ferocity). The hyena makes a signature attack. On a hit, the target also has disadvantage on the next Strength or Dexterity saving throw they make before the start of their next turn. 3 rd Level: Gobbling Bite ( 5 Ferocity). The hyena makes a signature attack with advantage. On a hit, the attack deals an extra PB necrotic damage, and the hyena regains hit points equal to the necrotic damage dealt. 5 th Level: Cackle ( 8 Ferocity). Each enemy within 30 feet of the hyena who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or take PBd4 psychic damage and be frightened of the hyena until the start of the hyena’s next turn. Reactions Blood Frenzy (Recharges after a Short or Long Rest). When the hyena’s caregiver is hit with an attack and the hyena is within 5 feet of the attacker, the hyena can make a signature attack against the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Abyssal Knight","description":"An abyssal knight was once a powerful paladin. For whatever tragic reason, the paladin lost his sanity and broke his oath. Sensing an opportunity to gain a powerful agent, a demon lord sends whispers to it and plants its seed of corruption. Driven by madness, the fallen champion begins its acts of depravity and eventually becomes an abyssal knight. It is devoid of compassion or empathy and lives only to obey its new master, further its ambitions, and sow chaos and destruction. Champion of Chaos. Gifted with magic and boons by its demon lord patron, the abyssal knight can channel and project abyssal energy with ease. It can also summon several demons that do its bidding. Unlike a commander of a unit, however, it cares not about battle tactics and sees these demons as mere pawns and fodder that it can use to distract its foes or for its consumption. Traits Abyssal Leader. The abyssal knight’s Demon allies have advantage on attack rolls and saving throws against being charmed or frightened while within 10 feet of the abyssal knight, provided it isn’t incapacitated. Magic Weapons. The abyssal knight’s weapon attacks are magical. Actions Multiattack. The abyssal knight makes two Greataxe attacks. It can use Abyssal Gaze or Spellcasting in place of one Greataxe attack. Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage plus 3 (1d6) necrotic damage. Abyssal Gaze. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 4 (1d8) necrotic damage plus 4 (1d8) psychic damage and the target must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the abyssal knight's next turn. While frightened in this way, the target is paralyzed. Summon Demon (1/Day). The abyssal knight summons 1d4 quasits, 2d4 dretches , or 3d6 manes . A summoned Demon appears in an unoccupied space within 60 feet of the abyssal knight and acts as an ally of the abyssal knight. It remains for an hour, until it or the abyssal knight dies, or until the abyssal knight dismisses it as an action. Spellcasting . The abyssal knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14): 1/day each: crown of madness, false life, stinking cloud, vampiric touch Bonus Actions Aura of Abyssal Madness. The abyssal knight activates or deactivates this aura. While active, a creature that starts its turn within 10 feet of the abyssal knight takes 3 (1d6) necrotic damage plus 3 (1d6) psychic damage and must succeed on a DC 14 Wisdom saving throw, unless the abyssal knight is incapacitated. On a failed save, the target suffers the effect of the confusion spell until the start of its next turn. Undead and Demons ignore this effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Lamia","description":"Lamias often serve as minions to powerful demons. Because of the lamias' hedonistic nature, it is not uncommon for them to have intercourse with demons. In rare instances, a female lamia becomes impregnated and gives birth to the demon's offspring - a vile fiend known as an abyssal lamia. Abyssal Creatures Abyssal creatures are typically the offspring of a demon and another species. Some creatures are transformed into abyssal versions after undergoing demonic rituals performed by powerful cultists. A very rare few are gifted abyssal power by demon lords, usually after imbibing the demon lord's blood. Demon-blooded. Abyssal creatures generally resemble their nondemonic parent, but closer inspection reveal their abhorrent nature: thick, leathery skin, oversized claws and teeth, and a more evil and depraved disposition. Greater abyssal versions show more characteristics of their demonic ancestry - horns, wings, and even additional limbs. They also demonstrate more powerful abilities and potent magic. Traits Magic Resistance. The abyssal lamia has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abyssal lamia makes one Claws attack and one Dagger or Intoxicating Touch attack. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 4 (1d8) necrotic damage. Intoxicating Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. Spellcasting. The abyssal lamia casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day each: geas, mass suggestion","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Lamia Monarch","description":"Lamias often serve as minions to powerful demons. Because of the lamias' hedonistic nature, it is not uncommon for them to have intercourse with demons. In rare instances, a female lamia becomes impregnated and gives birth to the demon's offspring - a vile fiend known as an abyssal lamia. Greater Abyssal Lamia. As an abyssal lamia devours more souls, it gains power and may evolve into a greater form. It acquires more demonic characteristics and features, such as bat-like wings, potent magic, and other fiendish abilities. Abyssal Creatures Abyssal creatures are typically the offspring of a demon and another species. Some creatures are transformed into abyssal versions after undergoing demonic rituals performed by powerful cultists. A very rare few are gifted abyssal power by demon lords, usually after imbibing the demon lord's blood. Demon-blooded. Abyssal creatures generally resemble their nondemonic parent, but closer inspection reveal their abhorrent nature: thick, leathery skin, oversized claws and teeth, and a more evil and depraved disposition. Greater abyssal versions show more characteristics of their demonic ancestry - horns, wings, and even additional limbs. They also demonstrate more powerful abilities and potent magic. An Abyssal Lamia Monarch's Lair Forgotten crypts, pyramids, and ruins of ancient cities buried under the desert sands are the typical lairs of an abyssal lamia monarch. An abyssal lamia monarch encountered in its lair has a challenge rating of 16 (15,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the abyssal lamia can take a lair action to cause one of the following magical effects; the abyssal lamia can’t use the same effect two rounds in a row: The abyssal lamia emits a psychic scream. Each creature within 30 feet of the abyssal lamia that isn't a Demon must make a DC 18 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. The abyssal lamia casts charm person , requiring no material components and using Charisma as the spellcasting ability (spell save DC 18). The abyssal lamia doesn't need to concentrate on the spell. It lasts until the abyssal lamia uses this lair action again, becomes incapacitated, or when the abyssal lamia dies. One visible creature charmed by the abyssal lamia must use its reaction, if available, to move up to half its speed as the abyssal lamia directs or make one weapon attack against a target that the abyssal lamia designates. The abyssal lamia summons 2d4 dretches or 4d4 manes . A summoned Demon appears in an unoccupied space within 60 feet of the abyssal lamia and acts as an ally of the abyssal lamia. It remains for an hour, until it or the abyssal lamia dies, or until the abyssal lamia dismisses it as an action. Traits Legendary Resistance (1/Day). If the abyssal lamia fails a saving throw, it can choose to succeed instead. Magic Resistance. The abyssal lamia has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abyssal lamia makes one Claws attack and two Glaive or Intoxicating Touch attacks. Alternatively, it can make three Intoxicating Bolt attacks. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 7 (2d6) necrotic damage. Intoxicating Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) psychic damage and the target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. Intoxicating Bolt. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 10 (1d10 + 5) psychic damage and the target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. Whispers of the Damned (Recharge 5–6). The abyssal lamia chooses up to four creatures it can see within 60 feet of it. Each target that can hear the abyssal lamia must succeed on a DC 18 Wisdom saving throw, or it takes 27 (6d8) psychic damage and must use its reaction to move up to half its speed and make a weapon attack against one creature of the abyssal lamia’s choice that the abyssal lamia can see. Constructs, Demons, and Undead are immune to this effect. Teleport. The abyssal lamia magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Spellcasting. The abyssal lamia casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: charm person, disguise self (any humanoid form), major image 3/day each: mirror image, scrying, suggestion 1/day each: dominate monster, geas, mass suggestion, project image Reactions Charm Foe. When a creature targets the abyssal lamia with an attack, the creature must make a DC 18 Wisdom saving throw. On a failed save, the creature is magically charmed until the start of the abyssal lamia's next turn and its attack automatically misses. Legendary Actions The abyssal lamia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The abyssal lamia regains spent legendary actions at the start of its turn. Intoxicating Attack. The abyssal lamia makes one Intoxicating Touch or Intoxicating Bolt attack. Glaive (Costs 2 Actions). The abyssal lamia makes one Glaive attack. Abyssal Magic (Costs 3 Actions). The abyssal lamia uses Spellcasting, Teleport, or Whispers of the Damned, if available.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Medusa","description":"Some medusas form allegiances or bonds with powerful demons, especially if those very demons were instrumental in the medusa's accursed state. Those who are favored become the demon's consort or concubine and may transform into an abyssal medusa. Others bear the demon's offspring and produce one. Abyssal Creatures Abyssal creatures are typically the offspring of a demon and another species. Some creatures are transformed into abyssal versions after undergoing demonic rituals performed by powerful cultists. A very rare few are gifted abyssal power by demon lords, usually after imbibing the demon lord's blood. Demon-blooded. Abyssal creatures generally resemble their nondemonic parent, but closer inspection reveal their abhorrent nature: thick, leathery skin, oversized claws and teeth, and a more evil and depraved disposition. Greater abyssal versions show more characteristics of their demonic ancestry - horns, wings, and even additional limbs. They also demonstrate more powerful abilities and potent magic. Traits Magic Resistance. The abyssal medusa has advantage on saving throws against spells and other magical effects. Petrifying Gaze. When a creature that can see the abyssal medusa's eyes starts its turn within 30 feet of the abyssal medusa, the abyssal medusa can force it to make a DC 15 Constitution saving throw if the abyssal medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the abyssal medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the abyssal medusa in the meantime, it must immediately make the save. If the abyssal medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the abyssal medusa is, due to its curse, affected by its own gaze. Actions Multiattack. The abyssal medusa makes one Snake Hair attack and two Shortsword attacks. Alternatively, it can make two Longbow attacks. Snake Hair . Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Ogre","description":"The abyssal ogre is a grotesque monstrosity, standing at over 13 feet in height, easily dwarfing its kin. Its hulking frame is covered in a thick, leathery skin, marked by an assortment of repulsive warts, boils, and tumors. Patchy clumps of coarse hair sprout sporadically across its body, adding to its hideous appearance. Long curving horns typically top its head, and its malevolent eyes emit an eerie green glow, reflecting its corrupted and tainted nature. This abyssal ogre is an ill-tempered, dimwitted, savage, and unpredictable monster, a true embodiment of chaos and evil. Bred and created by demon lords and their exarchs, abyssal ogres are used as expendable shock troopers by demonic armies and cults. A few that manage to survive the endless battles may develop other abilities over time. One such adaptation is the ability to unleash a cone of noxious gas. Abyssal Creatures Abyssal creatures are typically the offspring of a demon and another species. Some creatures are transformed into abyssal versions after undergoing demonic rituals performed by powerful cultists. A very rare few are gifted abyssal power by demon lords, usually after imbibing the demon lord's blood. Demon-blooded. Abyssal creatures generally resemble their nondemonic parent, but closer inspection reveal their abhorrent nature: thick, leathery skin, oversized claws and teeth, and a more evil and depraved disposition. Greater abyssal versions show more characteristics of their demonic ancestry - horns, wings, and even additional limbs. They also demonstrate more powerful abilities and potent magic. Traits Magic Resistance. The abyssal ogre has advantage on saving throws against spells and other magical effects. Actions Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Ogre Boss","description":"The abyssal ogre is a grotesque monstrosity, standing at over 13 feet in height, easily dwarfing its kin. Its hulking frame is covered in a thick, leathery skin, marked by an assortment of repulsive warts, boils, and tumors. Patchy clumps of coarse hair sprout sporadically across its body, adding to its hideous appearance. Long curving horns typically top its head, and its malevolent eyes emit an eerie green glow, reflecting its corrupted and tainted nature. This abyssal ogre is an ill-tempered, dimwitted, savage, and unpredictable monster, a true embodiment of chaos and evil. Bred and created by demon lords and their exarchs, abyssal ogres are used as expendable shock troopers by demonic armies and cults. A few that manage to survive the endless battles may develop other abilities over time. One such adaptation is the ability to unleash a cone of noxious gas. Abyssal Creatures Abyssal creatures are typically the offspring of a demon and another species. Some creatures are transformed into abyssal versions after undergoing demonic rituals performed by powerful cultists. A very rare few are gifted abyssal power by demon lords, usually after imbibing the demon lord's blood. Demon-blooded. Abyssal creatures generally resemble their nondemonic parent, but closer inspection reveal their abhorrent nature: thick, leathery skin, oversized claws and teeth, and a more evil and depraved disposition. Greater abyssal versions show more characteristics of their demonic ancestry - horns, wings, and even additional limbs. They also demonstrate more powerful abilities and potent magic. Traits Legendary Resistance (1/Day). If the abyssal ogre fails a saving throw, it can choose to succeed instead. Magic Resistance. The abyssal ogre has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abyssal ogre uses Abyssal Roar if available. It then makes two melee attacks or two ranged attacks. Greatclub. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 4 (1d8) necrotic damage. Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 4 (1d8) necrotic damage. Abyssal Breath (Recharge 5–6). The abyssal ogre exhales abyssal gas in a 15-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 17 (5d6) necrotic damage and 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. Bonus Actions Abyssal Roar (3/Day). The abyssal ogre lets out a horrific, magical roar audible out to 120 feet. Any creature within 60 feet of the abyssal ogre that can hear its roar must succeed on a DC 18 Wisdom saving throw or be frightened of the abyssal ogre for 1 minute. While frightened in this way, a creature is paralyzed. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this abyssal ogre’s Abyssal Roar for the next 24 hours. Legendary Actions The abyssal ogre can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The abyssal ogre regains spent legendary actions at the start of its turn. Move. The abyssal ogre moves up to half its speed. Club (Costs 2 Actions). The abyssal ogre makes a Greatclub attack. Smash (Costs 3 Actions). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 4 (1d8) necrotic damage and the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of the abyssal ogre's next turn. If the target fails its saving throw by 5 or more, it is also knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Ogre Reaver","description":"The abyssal ogre is a grotesque monstrosity, standing at over 13 feet in height, easily dwarfing its kin. Its hulking frame is covered in a thick, leathery skin, marked by an assortment of repulsive warts, boils, and tumors. Patchy clumps of coarse hair sprout sporadically across its body, adding to its hideous appearance. Long curving horns typically top its head, and its malevolent eyes emit an eerie green glow, reflecting its corrupted and tainted nature. This abyssal ogre is an ill-tempered, dimwitted, savage, and unpredictable monster, a true embodiment of chaos and evil. Bred and created by demon lords and their exarchs, abyssal ogres are used as expendable shock troopers by demonic armies and cults. A few that manage to survive the endless battles may develop other abilities over time. One such adaptation is the ability to unleash a cone of noxious gas. Abyssal Creatures Abyssal creatures are typically the offspring of a demon and another species. Some creatures are transformed into abyssal versions after undergoing demonic rituals performed by powerful cultists. A very rare few are gifted abyssal power by demon lords, usually after imbibing the demon lord's blood. Demon-blooded. Abyssal creatures generally resemble their nondemonic parent, but closer inspection reveal their abhorrent nature: thick, leathery skin, oversized claws and teeth, and a more evil and depraved disposition. Greater abyssal versions show more characteristics of their demonic ancestry - horns, wings, and even additional limbs. They also demonstrate more powerful abilities and potent magic. Traits Magic Resistance. The abyssal ogre has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abyssal ogre makes two melee attacks or two ranged attacks. Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, or 19 (2d8 + 10) when raging. Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 17 (2d6 + 10) when raging. Abyssal Breath (Recharge 5–6). The abyssal ogre exhales abyssal gas in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 14 (4d6) necrotic damage and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Bonus Actions Bound. The abyssal ogre moves up to half its speed. Reaver's Rage (2/Day). The abyssal ogre enters a rage. Each visible creature of the abyssal ogre's choice within 30 feet of the abyssal ogre and can see the abyssal ogre must succeed on a DC 16 Wisdom saving throw or become frightened of the abyssal ogre while the abyssal ogre is raging. The rage lasts for 1 minute or until the abyssal ogre is incapacitated. While raging, the abyssal ogre gains the following benefits: The abyssal ogre has advantage on Strength checks and Strength saving throws. When it makes a melee weapon attack, the abyssal ogre gains a +4 bonus to the damage roll. The abyssal ogre has resistance to bludgeoning, piercing, and slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Skulker","description":"The abyssal skulker resembles a reptilian quadruped, with a maw that opens sideways instead of vertically. Knobs of horn jutting from its joints and spine complete the demon's grotesque appearance. The abyssal skulker prefers to sneak up and ambush their prey, avoiding combat unless it can be sure to deal the first strike. Traits Ambusher. The abyssal skulker has advantage on attack rolls against any creature it has surprised. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Bonus Actions Stealthy. The abyssal skulker takes the Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Abyssal Worm","description":"These creatures can be found in vast numbers in the lower planes, mostly providing fodder for demons and other denizens. Typically, an abyssal worm measures a foot to a foot and a half in length, its body gray in color, with mossy green and mustard yellow mottling. The worm’s mouth is a round orifice ringed with sharp, needle-like teeth. The worm’s skin exudes a slime that leaves a glistening trail in its path. Evil spellcasters often choose the abyssal worm as a familiar as an intimidation tactic. The creature’s disgusting appearance makes it an excellent tool for unnerving others, especially if they aren’t hardened adventurers. Abyssal worms are happy to serve as familiars, so long as they get a steady diet of flesh and the chance to torment the living. Familiar. If an abyssal worm agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the abyssal worm senses, as long as they are within 1 mile of each other. While the abyssal worm is within 10 feet of its master, the master gains the worm’s immunity to poison damage and the poisoned condition. If its master causes it physical harm, or if it simply chooses to do so, the abyssal worm will abandon its service as a familiar, breaking the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"neutral evil","Challenge Rating":1.4},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Abyssal Wretch","description":"Abyssal Wretch Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims that succumb to the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of abyssal wretches that follow in the wake of the rutterkin mob that laid them low. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Abyssal Wretch","description":"Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Abyssal Wretch (Descent)","description":"When a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into an abyssal wretch (see the accompanying stat block), the effect becomes a permanent feature of that body.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Abyssal Young Brass Dragon","description":"An abyssal brass dragon retains its gregarious nature. However, while regular brass dragons seek the company of others for the sheer joy of dialogue and discourse, an abyssal one does so because it craves the attention. It hungers for the awe and fear its audience manifests. The abyssal brass dragon delights in toying with its enemies, torturing them with false hope brought by friendly conversations before coldly revealing its true intentions: delivering a slow and painful death. An Abyssal Brass Dragon's Lair An abyssal brass dragon’s lair is usually a ruin, canyon, or cave network in a desolate, treacherous desert or in the depths of the Abyss. The challenge rating of a legendary abyssal brass dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: An ominous psychic wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Intelligence saving throw. On a failed save, the creature takes 14 (4d6) psychic damage and is stunned until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't stunned. A cloud of abyssal sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 14 (4d6) necrotic damage and is blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the blinded effect on itself on a success. On a successful save, a creature takes half as much damage with no additional effects. Regional Effects The region containing a legendary abyssal brass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to natural hazards, monster lairs, and traps, while also leading away from areas that the dragon prefers to remain undisturbed. Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no damage. They will attack intruders that move within 30 feet of them and then vanish. A creature attacked must succeed on a DC 15 Wisdom saving throw or become frightened for 1 hour. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it, but will trigger an attack. All water sources within 1 mile of the dragon’s lair becomes poisonous. Any creature drinking from it must succeed on a DC 15 Constitution saving throw or become poisoned for 24 hours. If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw . Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Abyssal Fire Breath. The dragon exhales abyssal fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Constitution saving throw. On a failed save, a creature takes 21 (6d6) fire damage and 21 (6d6) necrotic damage, and gains 1 level of exhaustion. On a successful save, a creature takes half as much damage with no additional effects. Abyssal Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 15 Wisdom saving throw or take 21 (6d6) psychic damage and fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. On a successful save, the creature takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon, Dragon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Young Copper Dragon","description":"An abyssal copper dragon is obsessed with feeling intellectually superior. If it can avoid confrontation, it will do so. Instead, it prefers manipulation and subterfuge. It takes great lengths in creating complex traps, hazards, and even riddles to break down its foes physically and mentally, all for the sake of showing off its perceived brilliance. An Abyssal Copper Dragon's Lair An abyssal copper dragon lives in maze-like cavern complexes located high atop the most treacherous mountains, either in the natural world or in the Abyss. The challenge rating of a legendary abyssal copper dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon chooses a point it can see within its lair. It creates a 20-foot-radius sphere of orange gas centered on that point. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air until the dragon uses this lair action again or until the dragon dies. Each creature that is completely within the cloud at the start of its turn must make a DC 15 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. The dragon chooses a point on the ground that it can see within its lair. The ground in a 20-foot-radius centered on that point sprouts hard spikes and poisonous thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 5 (2d4) piercing damage for every 5 feet it travels and is poisoned until the start of its next turn. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a DC 15 Wisdom (Perception) check to recognize the terrain as hazardous before entering it. The effect lasts until initiative count 20 on the next round. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep pool of acid slime. Each creature on the ground in that area when the slime pool appears must succeed on a DC 15 Dexterity saving throw or fall into the slime pool, take 7 (2d6) acid damage, and become restrained. A restrained creature takes 7 (2d6) acid damage at the start of each of its turns. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the slime costs 2 feet of movement. The effect lasts until the dragon uses this lair action again or until the dragon dies. Regional Effects The region containing a legendary abyssal copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Magic carvings of the dragon’s terrifying visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair. Tiny beasts such as rodents and birds within 6 miles of the dragon's lair that are normally harmless become corrupted and evil. They serve as the dragon's eyes and ears and form as swarms that attack intruders on sight. Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of melancholy and must succeed on a DC 15 Wisdom saving throw or have disadvantage to Intelligence, Wisdom, and Charisma saving throws. A creature can repeat the saving throw at the end of each hour, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this regional effect for the next 24 hours. If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Abyssal Acid Breath. The dragon exhales abyssal acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Constitution saving throw. On a failed save, a creature takes 22 (5d8) acid damage and 22 (5d8) necrotic damage, and gains 1 level of exhaustion. On a successful save, a creature takes half as much damage with no additional effects. Abyssal Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 16 Wisdom saving throw. On a failed save, the creature takes 22 (5d8) psychic damage, can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. On a successful save, the creature takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon, Dragon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Abyssal Young Silver Dragon","description":"An abyssal silver dragon believes that all beings exist in a purposeless and chaotic universe and hates anything that strives for order and good. It rejects all religious and moral principles and ridicules those who uphold them. Because life has no meaning to it, an abyssal silver dragon shows no empathy and may annihilate anything it encounters, if it so desires. An Abyssal Silver Dragon's Lair Caverns and ruins in the coldest and most perilous places are the preferred lairs of an abyssal silver dragon. The challenge rating of a legendary abyssal silver dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon chooses a point it can see within its lair. It creates a 20-foot-radius sphere of purple gas centered on that point. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air until the dragon uses this lair action again or until the dragon dies. Each creature that is completely within the cloud at the start of its turn must make a DC 15 Intelligence saving throw. On a failed save, the creature is stunned. Creatures that don't need to breathe automatically succeed on this saving throw. Freezing mist fills the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 11 (2d10) cold damage and is restrained by ice for 1 minute. As an action, the restrained target can make a DC 15 Strength check, breaking the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 35; vulnerability to fire damage; immunity to cold, poison, and psychic damage). On a successful save, a creature takes half as much damage and isn't restrained by ice. The dragon targets a creature it can see within its lair. The creature must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature is charmed by the dragon for 1 minute. The charmed target obeys the dragon's verbal commands. A creature can repeat the saving throw at the end of each of its turns or if it receives a suicidal command, ending the effect on itself on a success. Regional Effects The region containing a legendary abyssal silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Once every 10 minutes while within 6 miles of the lair, a hail of ice pounds a 20-foot-radius, 40 cylinder area centered on a point on the ground. Each creature within that area must make a DC 15 Dexterity saving throw, taking 5 (1d10) bludgeoning damage and 5 (1d10) cold damage on a failed save, or half as much damage on a successful one. Within 1 mile of the lair, psychic winds buoy the dragon's allies. Such creatures can take the Dash action as a bonus action. Creatures within 1 mile of the lair that aren't protected from extreme cold must make a DC 15 Constitution saving throw at the end of every hour or gain one level of exhaustion. If the dragon dies, the hail storms fade over the course of 1d10 days. The other effects end immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Abyssal Cold Breath. The dragon exhales an icy necrotic blast in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 27 (6d8) cold damage and 27 (6d8) necrotic damage and gains 1 level of exhaustion. On a successful save, a creature takes half as much damage with no additional effects. Abyssal Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Wisdom saving throw or take 27 (6d8) psychic damage and be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon, Dragon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Academician of the Arcane Tower","description":"Academicians are masters of magic and spell casting techniques unique to the Arcane Tower. They are professors and specialist wizards who continue to optimize spellcasting techniques as set by Master Arlen and the first academicians hundreds of years ago. Rarely, when there is an opening in academic seats, some of the brightest graduating apprentices, distinguished by their mastery and progress in their studies, are offered a position to become an academician of the Arcane Tower.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":17604,"Challenge Rating":6},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Academy Director","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (varies)","Source":"custom","Alignment":"lawful neutral","Expansion":29025,"Challenge Rating":20},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Academy Outcast","description":"Not all mageborn are cut out for the rules, regulations, and intense study and practice required by the Amethyst Academy, and some do not make it through their schooling. An outcast may still be under the guidance of the Academy, performing field work or odd jobs that require a more hands on approach. Oftentimes these outcasts dabble in dangerous magics, and have far less caution, and far too much confidence for the Academy's liking. “Academy Outcast? Who did they base this on? Seems like the coolest thing in this book if I am being honest.”","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Acastus, King of Mytros","description":"Acastus Arkelander has been the King of Mytros for two decades. As the husband to the goddess Vallus, he is the most powerful political figure in all Thylea, and he has a towering ego to match his fame. Although he is naturally charming, he is not a man who brooks being challenged or overshadowed. Beneath his outward confidence lies a deep-seated insecurity, because he has accomplished nothing important during his lifetime. He fears death, because he feels that he will quickly be forgotten. He desperately wishes to achieve immortality by increasing his fame, so that he will be remembered for many great deeds, like his ancestors. Dragon Rider King Acastus is one of several famous dragon-riders in Mytros. His mount is Icarus, an adult silver dragon who spends his time flying around the city, stealing cattle and over-fishing the waters beyond the harbor. Everyone considers Icarus to be a nuisance, but no one has ever dared to complain to the king. Acastus rides him around the city during festivals to show off his power. The dragon is only an adult because Acastus forced him to age quickly from the egg using potions of aging. Icarus still has the callow mind of a wyrmling. Dragonlord Descendent Acastus’s insecurity is made worse due to a connection he has with his direct ancestor, Estor Arkelander. Estor was the Dragonlord responsible for starting the First War, and is now the infamous captain of the ghost ship, the Ultros. Every night Estor whispers in Acastus’s dreams, taunting him for his lack of achievements. The ghost has promised Acastus the immortality that he so desires, but only if he makes himself a willing vessel. Consort of Vallus Acastus’s marriage to the goddess Vallus has suffered over the years, mostly thanks to his own pride. He believed that winning the hand of the goddess was a sign of great things to come. Over the years, the romance turned sour as the king’s obsession with fame became clear. Now, the two can barely stand to be in the same room together and view the marriage as a sham. Acastus has brazenly taken consorts that he has openly paraded before his estranged wife. Roleplaying Acastus Charming . Acastus makes a great show of treating guests well. He conducts himself with apparent grace, humility, and amiable good cheer. His true nature is nearly impossible to discern, even by the most perceptive and suspicious observers. Faithless . Acastus’s loyalties change, sometimes in the space of moments, depending on his understanding of the power balance in Thylea. He is adept at making promises that he never intends to keep, but he’s careful never to swear oaths that would bind him to what might be the losing side in a battle.","properties":{"Category":"Monsters","Size":"Medium","Type":"human","Alignment":"lawful evil","Expansion":4963,"Challenge Rating":12},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Accursed Defiler","description":"A gaunt figure in a tattered black mantle shrouded in a cloud of whirling sand. Thin cracks run across its papyrus-dry skin and around its hollow, black eyes. Cursed to Wander and Thirst. Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst. Each defiler carries a parched sandstorm within its lungs and in the flowing sand in its veins. Wherever they roam, they leave only the desiccated husks of their victims littering the sand. Unceasing Hatred. The desperate or foolish sometimes try to speak with these ill-fated creatures in their archaic native tongue, to learn their secrets or to bargain for their services, but a defiler’s heart is blackened with hate and despair, leaving room for naught but woe. Servants to Great Evil. On very rare occasions, accursed defilers serve evil high priests, fext, or soulsworn warlocks as bodyguards and zealous destroyers, eager to spread the withering desert’s hand to new lands. Undead Nature. An accursed defiler doesn’t require air, food, drink, or sleep. Traits Cursed Existence.: When it drops to 0 hit points in desert terrain, the accursed defiler’s body disintegrates into sand and a sudden parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a blessed creature, the accursed defiler reforms at the next sundown 1d100 miles away in a random direction. Sand Shroud: A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than an accursed defiler. Wisdom (Survival) checks made to follow tracks left by an accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage. Actions Multiattack: The accursed defiler makes two slam attacks. Slam: Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) bludgeoning damage. If a creature is hit by this attack twice in the same round, from the same or different accursed defilers, the target must make a DC 13 Constitution saving throw or gain one level of exhaustion. Sandslash (Recharge 5–6): As an action, the accursed defiler intensifies the vortex of sand that surrounds it. All creatures within 10 feet of the accursed defiler take 21 (6d6) slashing damage, or half damage with a successful DC 14 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Accursed Feathered Ape","description":"see Jade Skull of the Sun King","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"lawful nuetral","Challenge Rating":7},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Acererak","description":"\"I, Acererak the Eternal, beckon you to your doom. Come, foolish ones, plunder my treasures, if you dare! Others have tried. All have failed! From your skin, tapestries shall be woven, and your bones will carpet my tomb. Only I am beyond Death’s reach. Only I know the secret to true immortality!\" —Epitaph of a demilich The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This “demilich” contains only a fragment of the lich’s malevolent life force—just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form. The skull then emits a terrifying howl that can slay the weak-hearted and leave others trembling with fear. Left alone, it sinks back down and returns to the empty peace of its existence. Few liches seek to become demiliches, for it means an end to the existence they hoped to preserve by becoming undead. However, time can erode the lich’s reason and memory, causing it to retreat into its ancient tomb and forget to feed on souls. The spells it once knew fade from its mind, and it no longer channels the arcane energy it wielded as a lich. However, even as a mere skull it remains a deadly and vexing enemy. Enduring Existence. Even after a lich is reduced to a demilich state, its phylactery survives. As long as its phylactery is intact, the demilich can’t be permanently destroyed. Its skull reforms after 1d10 days, restoring the creature to its wretched state. If it has the presence of mind to do so, a demilich can reclaim its former power by feeding just one soul to its phylactery. Doing so restores the demilich to lich form, reconstituting its undead body. Undead Nature. A demilich doesn’t require air, food, drink, or sleep. So great is a demilich’s will to survive that it always has the maximum number of hit points for its Hit Dice, instead of average hit points. Acererak and His Disciples The transformation into a demilich isn’t a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak—a powerful wizard and demonologist and the infamous master of the Tomb of Horrors—anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull’s eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. Liches who follow Acererak’s path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs. Acererak or another demilich like him has a challenge rating of 21 (33,000 XP), or 23 (50,000 XP) in its lair, and gains the following additional action option. Trap Soul : The demilich targets one creature that it can see within 30 feet of it. The target must make a DC 19 Charisma saving throw. On a failed save, the target’s soul is magically trapped inside one of the demilich’s gems. While the soul is trapped, the target’s body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist. If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target’s body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped. A Demilich’s Lair A demilich hides its earthly remains and treasures in a labyrinthine tomb guarded by monsters and traps. At the heart of this labyrinth rests the demilich’s skull and the dust from its other bones. In its crypt, a demilich has access to lair actions and additional uses for its legendary actions. Its whole lair also has unique traits. A demilich in its lair has a challenge rating of 20 (24,500 XP). Lair Actions On initiative count 20 (losing initiative ties), the demilich rolls a d20. On a result of 11 or higher, the demilich takes a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row. The tomb trembles violently for a moment. Each creature on the floor of the tomb must succeed on a DC 19 Dexterity saving throw or be knocked prone. The demilich targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round. The demilich targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round. Lair Traits A demilich’s tomb might have any or all of the following effects in place: The first time a non-evil creature enters the tomb’s area, the creature takes 16 (3d10) necrotic damage. Monsters in the tomb have advantage on saving throws against being charmed or frightened, and against features that turn undead. The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such creatures can’t teleport into or out of the tomb’s area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the tomb as long as they aren’t used to leave or enter the tomb’s area. If the demilich is destroyed, these effects fade over the course of 10 days. Traits Avoidance : If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Legendary Resistance (3/Day) : If the demilich fails a saving throw, it can choose to succeed instead. Turn Immunity : The demilich is immune to effects that turn undead. Actions Howl (Recharge 5–6) : The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. Life Drain : The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets. Trap Soul : The demilich targets one creature that it can see within 30 feet of it. The target must make a DC 19 Charisma saving throw. On a failed save, the target’s soul is magically trapped inside one of the demilich’s gems. While the soul is trapped, the target’s body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist. If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target’s body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped. Legendary Actions The demilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The demilich regains spent legendary actions at the start of its turn. Flight : The demilich flies up to half its flying speed. Cloud of Dust : The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich’s next turn. Energy Drain (Costs 2 Actions) : Each creature within 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature’s hit point maximum is magically reduced by 10 (3d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored with the greater restoration spell or similar magic. Vile Curse (Costs 3 Actions) : The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Acererak","description":"Acererak is an archlich who travels between worlds and is known to take sick pleasure in devouring the souls of adventurers, whom he lures into trap-ridden dungeons where they suffer horrible deaths. One such dungeon lies under the lost city of Omu. This dungeon is called the Tomb of the Nine Gods, for Acererak slew nine false gods and sealed them within it. More recently, he built a necromantic device called the Soulmonger, then hid it in the heart of the tomb. Acererak’s Traits Ideal. “Why be a god when I can be a creator of gods?” Bond. “I build dungeons to trap and slay powerful adventurers. Their deaths and souls are my nourishment.” Flaw. “I underestimate the resolve of my enemies.” Traits Special Equipment. Acererak carries the Staff of the Forgotten One . He wears a talisman of the sphere and has a sphere of annihilation under his control. Legendary Resistance (3/Day). If Acererak fails a saving throw, he can choose to succeed instead. Rejuvenation. Acererak's body turns to dust when he drops to 0 hit points, and his equipment is left behind. Acererak gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererak's phylactery, the location of which is hidden. Spellcasting. Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Acererak has the following wizard spells prepared: Cantrips (at will): mage hand , ray of frost , shocking grasp 1st level (at will): ray of sickness , shield 2nd level (at will): arcane lock , knock 3rd level (at will): animate dead , counterspell 4th level (3 slots): blight , ice storm , phantasmal killer 5th level (3 slots): cloudkill , hold monster , wall of force 6th level (3 slots): chain lightning , circle of death , disintegrate 7th level (3 slots): finger of death , plane shift , teleport 8th level (2 slots): maze , mind blank 9th level (2 slots): power word kill , time stop Turn Resistance. Acererak has advantage on saving throws against any effect that turns undead. Actions Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Staff (+3 Quarterstaff). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage, or 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands. Invoke Curse. While holding the Staff of the Forgotten One , Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or be cursed. Until the curse is ended, the target can't regain hit points and has vulnerability to necrotic damage. Greater restoration , remove curse , or similar magic ends the curse on the target. Legendary Actions Acererak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Acererak regains spent legendary actions at the start of their turn. At-Will Spell. Acererak casts one of his at-will spells. Melee Attack. Acererak uses Paralyzing Touch or makes one melee attack with his staff. Frightening Gaze (Costs 2 Actions). Acererak fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target its immune to Acererak's gaze for the next 24 hours. Talisman of the Sphere (Costs 2 Actions). Acererak uses his talisman of the sphere to move the sphere of annihilation under his control up to 90 feet. Disrupt Life (Costs 3 Actions). Each creature within 20 feet of Acererak must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":7389,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Acererak","description":"Acererak is an archlich who travels between worlds and is known to take sick pleasure in devouring the souls of adventurers, whom he lures into trap-ridden dungeons where they suffer horrible deaths. One such dungeon lies under the lost city of Omu. This dungeon is called the Tomb of the Nine Gods, for Acererak slew nine false gods and sealed them within it. More recently, he built a necromantic device called the Soulmonger , then hid it in the heart of the tomb. Acererak’s Traits Ideal. “Why be a god when I can be a creator of gods?” Bond. “I build dungeons to trap and slay powerful adventurers. Their deaths and souls are my nourishment.” Flaw. “I underestimate the resolve of my enemies.” Special Equipment. Acererak carries the Staff of the Forgotten One . He wears a talisman of the sphere and has a sphere of annihilation under his control. Legendary Resistance (3/Day). If Acererak fails a saving throw, he can choose to succeed instead. Rejuvenation. Acererak’s body turns to dust when he drops to 0 hit points, and his equipment is left behind. Acererak gains a new body after 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererak’s phylactery, the location of which is hidden. Spellcasting. Acererak is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Acererak has the following wizard spells prepared: Cantrips (at will): mage hand, ray of frost, shocking grasp 1st level (at will): ray of sickness, shield 2nd level (at will): arcane lock, knock 3rd level (at will): animate dead, counterspell 4th level (3 slots): blight, ice storm, phantasmal killer 5th level (3 slots): cloudkill, hold monster, wall of force 6th level (3 slots): chain lightning, circle of death, disintegrate 7th level (3 slots): finger of death, plane shift, teleport 8th level (2 slots): maze, mind blank 9th level (2 slots): power word kill, time stop Turn Resistance. Acererak has advantage on saving throws against any effect that turns undead. Actions Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Staff (+3 Quarterstaff). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage, or 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) necrotic damage when used with two hands. Invoke Curse. While holding the Staff of the Forgotten One , Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or be cursed. Until the curse is ended, the target can’t regain hit points and has vulnerability to necrotic damage. Greater restoration , remove curse , or similar magic ends the curse on the target. Legendary Actions Acererak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Acererak regains spent legendary actions at the start of his turn. At-Will Spell. Acererak casts one of his at-will spells. Melee Attack. Acererak uses Paralyzing Touch or makes one melee attack with his staff. Frightening Gaze (Costs 2 Actions). Acererak fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Acererak’s gaze for the next 24 hours. Talisman of the Sphere (Costs 2 Actions). Acererak uses his talisman of the sphere to move the sphere of annihilation under his control up to 90 feet. Disrupt Life (Costs 3 Actions). Each creature within 20 feet of Acererak must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":31454,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Achaierai","description":"An achaierai is a predator and scavenger of the lower planes that looks like a 15-foot-tall flightless bird, though its head and body are fused into one large unit, with four legs and atrophied wings. The thick, oily plumage covering its body all but conceals these tiny wings. An adult achaierai weighs roughly 750 pounds. Devil Vultures. Though not considered true devils themselves, achaierais live and hunt on the scorched and blasted plains of Hell, where they make excellent use of their long, stilt-like legs in running down any lost souls or lesser devils who stumble into their feeding grounds. Once it has closed with its target, an achaierai attacks with its two front legs, punching or slashing, as well as biting with its powerful beak. Far smarter than their animalistic form might suggest, achaierais prefer to hunt in shrieking packs and use their prey's confusion and their own reach to their advantage, circling their quarry and darting in to attack as soon as the victim becomes distracted, then retreating again before the prey has a chance to retaliate. They have been known to wander through battlefields in the lower planes, picking over dying and regenerating creatures and souls, which has earned them the nickname \"Hell's vultures.\" As achaierais are immune to the toxic clouds of others of their kind, they often work in conjunction to use these clouds to herd or scatter enemies, form long lines of black clouds to protect their retreat or merely panic opponents in large melees. Achaierais are fond of disemboweling their targets and feasting on the hot entrails while their mortally wounded prey screams itself to death. Of course, as outsiders, achaierais have no need to eat, and their elaborate hunting routines are simply the bird-beasts' sick form of entertainment.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":32483,"Challenge Rating":6},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Acid Ant","description":"An ant the size of a housecat with a throbbing green abdomen gnaws everything in sight. Hissing liquid drips from its chittering mandibles. Though a single acid ant is barely a problem, these colonial insects travel in acid-spewing hordes that can lay waste to an entire village in a matter of hours. Endless Appetite. The arcane energy that swirls within acid ants keeps them constantly hungry. Their acidic bite allows them to devour almost any matter, though acid ants prefer the taste of meat. The beasts stay in an area until they have consumed everything organic and then hunt for more food, carving a path of devastation wherever they go. Potential Weapons. Many militaries have thought to capture and then unleash acid ants upon enemy troops. Such a challenge often results in those militaries losing their own soldiers to the ants. First, the ants must be captured. Then those ants must be held in acid-proof housings; otherwise they are not contained for long. If these initial steps can be accomplished, the next challenge is releasing the ants in a way that they devour only enemies. Armies that can solve these problems master the art of destruction. Unknown Origin. No one knows how acid ants came to be, but elemental magic was involved. Perhaps they are the product of a deranged wizard's experiment or an elemental summoning ritual gone awry. Scholars and adventurers hunt for the origin of these beasts, searching for knowledge to better understand and annihilate the ants. Ant Colony. Acid ants are sometimes found with ordinary giant ants and giant ant queens ( Tome of Beasts ). In these cases, the acid ants are a specialized warrior caste within the hive that still answer to the queen.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Acolyte","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. Traits Spellcasting : The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: • Cantrips (at will): light, sacred flame, thaumaturgy • 1st level (3 slots): bless, cure wounds, sanctuary Actions Club : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.","properties":{"Category":"Monsters","AC":10,"HP":"9 (2d8)","CHA":11,"CON":10,"DEX":10,"INT":10,"STR":10,"WIS":14,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390056357/rbP-vpnZsGBLJux5Ev9TuQ/original.png","Roll 0":"Club\n1d20 + 2\n1d4","Skills":"Medicine +4, Religion +2","Source":"5th Edition SRD","data-XP":50,"Alignment":"Any Alignment","Languages":"Any One Language (Usually Common)","data-List":"false","Spell Book":"Light, Sacred Flame, Thaumaturgy, Bless, Cure Wounds, Sanctuary","Token Size":1,"data-Spells":"{\"spells\":{\"cantrips\":[\"light\",\"sacred flame\",\"thaumaturgy\"],\"1st\":[\"bless\",\"cure wounds\",\"sanctuary\"]}}","data-Traits":"[{\"Name\":\"Spellcasting\",\"Desc\":\"The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: \\u2022 Cantrips (at will): light, sacred flame, thaumaturgy \\u2022 1st level (3 slots): bless, cure wounds, sanctuary\"}]","data-Actions":"[{\"Name\":\"Club\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"+0","data-CON-mod":"+0","data-DEX-mod":"+0","data-INT-mod":"+0","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+2","Challenge Rating":"1/4","Passive Perception":12,"data-CrNum":0.25,"data-AcNum":10,"data-HpNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Acolyte","description":"Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. Traits Spellcasting : The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: • Cantrips (at will): light, sacred flame, thaumaturgy • 1st level (3 slots): bless, cure wounds, sanctuary Actions Club : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Acolyte of Dispater","description":"Acolyte Acolytes are junior members of a clergy, usually answerable to a priest⁠. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. Diabolical Cults of Dispater Dispater trades in secrets, offering them in return for a creature’s soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing governments or religious orders. Renegade mind flayers sometimes strike pacts with D⁠ispater in search⁠ of the secrets needed to forever escape an elder brain’s domination. Goals: Power gained and used in secret, influence exerted via blackmail, control of people and organizations through knowledge of their weaknesses and shames Typical Cultist: Acolyte, bandit, bandit captain, cult fanatic, cultist, mage, noble, spy Signature Spells: Guidance (cantrip), identify (1st level), see invisibility (2nd level), clairvoyance (3rd level) Cultists can gain the Infernal Insight trait. Cult leaders might also have the Vexing Escape trait. Traits Infernal Insight (Recharges after a Short or Long Rest). As a bonus action⁠⁠⁠, this creature gains advantage on all ability checks and attack rolls it makes until the end of the current turn. Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte⁠ has following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (3 slots): bless, cure wounds, sanctuary Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Reactions Vexing Escape (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Expansion":4,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Acolyte of Fierna","description":"Acolyte Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. Diabolical Cults of Fierna Fierna is a master manipulator. Mortals who desire success in love or who seek to become beloved leaders at the head of a band of fanatics are drawn to striking bargains with her. Goals: Control over the emotions of others, turning them into puppets and playthings Typical Cultist: Acolyte, archmage, bandit captain, cult fanatic, cultist, knight, noble, priest, spy Signature Spells: Friends (cantrip), charm person (1st level), suggestion (2nd level), hypnotic pattern (3rd level) Her cultists can gain the Infernal Loyalty trait. Cult leaders can also gain the Loyalty beyond Death trait. Traits Infernal Loyalty. This creature has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait. Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte⁠ has following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (3 slots): bless, cure wounds, sanctuary Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Reactions Loyalty beyond Death (Recharges after a Short or Long Rest). As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature’s Charisma score + half its number of Hit Dice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Adamantine Golem","description":"Crafted from a nigh-indestructible black metal of great rarity, adamantine golems are legendary in their danger, for destroying them completely requires weapons forged of the same metal they are built of or the use of powerful magic. They typically are enormous constructs with imposing, bulky facades, but some crafters build smaller, sleeker adamantine golems (such as the ones encountered in the Lantern Kingdom). Regardless of their size, though, these powerful constructs represent some of the most deadly foes of their kind any adventurer might face in their careers. Traits Destructive Strike. The adamantine golem’s slam attacks score a critical hit on a 19 or 20, and if the target is wearing nonmagical metal armor, its armor is damaged and takes a permanent and cumulative –1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Immutable Form. The adamantine golem is immune to any spell or effect that would alter its form. Limited Magic Immunity. The adamantine golem is immune to any spell of 5th level or lower. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The adamantine golem’s weapon attacks are magical. Regeneration. The adamantine golem regains 10 hit points at the start of its turn. It can only be permanently destroyed if reduced to 0 hit points and then decapitated using an adamantine weapon—alternatively a wish spell can be used to slay it while it is at 0 hit points. Actions Multiattack. The adamantine golem makes two slam attacks. Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (2d12+10) bludgeoning damage. Legendary Actions The adamantine golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The adamantine golem regains spent legendary actions at the start of its turn. Reactive Movement. The adamantine golem moves up to its speed. Slam Attack. The adamantine golem makes a slam attack. Charging Attack (Costs 2 Actions). The adamantine golem moves up to its walking speed and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 18 Dexterity saving throw with disadvantage or take 29 (3d12+10) bludgeoning damage. Until the start of its next turn, all attacks against the adamantine golem have advantage.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"unaligned","Expansion":17526,"Challenge Rating":19},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Adamantine Golem","description":"The legendary adamantine golem is the mightiest of all golems, unmatched in strength and toughness. Its 25-foot tall body is constructed from adamantine, the extremely rare metal found only in meteorites, veins of ore in the Elemental Plane of Earth, or near earth nodes deep within the Underdark. The adamantine golem resembles a huge iron golem, but with the adamantine's unmistakable silvery-gray sheen over the surface of its body. When it walks, the ground shakes and trembles. Unstoppable Juggernaut. Only the most powerful creatures should ever consider facing an adamantine golem as it is feared for its incredible strength and near invulnerability to all types of attack, magical or otherwise. Its devastating blows can destroy the armor and shields of its foes or even cause small earthquakes. Ancient Guardians. The adamantine golems are said to be the creations of gifted dwarven and gnomish artificers from the ancient kingdom of Ammarindar, once known for its prosperous adamantine mines before it fell to hordes of orcs and demons. It is rumored that a great treasure cache that included adamantine weapons and armor still remains locked in Ammarindar's forgotten vaults, guarded by the adamantine golems that the invaders were not able to bypass or defeat. Traits Immutable Form. The golem is immune to any spell or effect that would alter its form. Limited Magic Immunity. The golem can't be affected or detected by spells of 6th level or lower. It has advantage on saving throws against all other spells and magical effects. Magic Weapons. The golem's weapon attacks are magical. Siege Monster. The golem deals double damage to objects and structures. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes two Slam attacks. Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 32 (5d8 + 10) bludgeoning damage and the target must succeed on a DC 25 Strength saving throw or the Armor Class (AC) of the armor or shield (determined randomly) of the target takes a permanent and cumulative -1 penalty. If its Armor Class drops to 0, the armor or shield is destroyed. If the armor or shield is magical, the target gains advantage on the saving throw. Crushing Stride. The golem moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the golem enters must succeed on a DC 25 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the golem's path. On a failed save, the creature falls prone and takes 32 (5d8 + 10) bludgeoning damage. If the golem remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the golem. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 25 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the golem and is no longer restrained. Earthquake Smash (Recharge 5-6). The golem slams the ground, triggering an earth tremor and violently pelting the area with debris. Each creature on the ground in a 20-foot cube originating from the golem must succeed on a DC 25 Constitution saving throw. On a failed save, a creature takes 55 (10d8 + 10) bludgeoning damage, is knocked prone, and stunned until the end of its next turn. On a successful save, a creature takes half as much damage and is neither knocked prone or stunned.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"unaligned","Expansion":26536,"Challenge Rating":22},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Adamantine Wasp Swarm","description":"Adamantine wasps are used to guard or patrol areas the creator wishes to keep “off limits.” From a distance, they resemble 1-foot long silver wasps. Usually created by magic, the process has been duplicated by careful engineering; a mechanical swarm gains the technological subtype rather than the magical subtype. Whatever their origin, their creators often enhance the ruse that these creatures are natural insects by constructing fake nests nearby to detract would-be trespassers. Metal Insects. An adamantine wasp is 1-foot long and looks like its namesake only made out of metal. Its body is segmented like a normal wasp (head, thorax, and abdomen) and has carefully and delicately been fitted together to form the wasp. A wicked-looking adamantine stinger protrudes from its abdomen. Its wings are formed of paper-thin adamantine, specially treated during the construction process.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny constructs","Alignment":"unaligned","Expansion":32483,"Challenge Rating":11},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Adamastor","description":"Adamastor Adamastors are undead titans, towering humanoids of immense size. Slain in ancient wars with the gods, their deathless spirit endures in the depths of the sea. They generally inhabit rocky straits and continental capes, avenging their fury upon sailors of the sea and smashing their vessels when they dare to explore beyond the bounds of familiar waters. An adamastor’s underlying features are heroic but faded and worn, with heavy jowls, a long scraggly beard, hollow eyes, and an earthy pale complexion. His wild hair is matted with clay, and his mouth is full of teeth that have long since turned to black and yellow from decay. Adamastors are 60 feet tall and weigh 15 tons. Navigator’s Bane. Adamastors are often seen as a personification of the sea’s perilous nature. They are sometimes seen in a tragic light, the dying embers of a divine ambition, now lonely and melancholic under their divine curse. Some even revere them as embodying the challenges and bravery inherent to nautical exploration, a symbol of maritime history and exploration and the open horizon of possibility, while others see them as a symbol of arrogance, a conquest, and imperialism. However they are viewed by sailors, adamastors can sometimes be founts of knowledge about the oceans if caught in a sanguine mood, but approaching their haunts is dangerous indeed and rarely worth risking ship and crew. Cast into the Depths . The elder titans strove with the nascent gods and godlings in the earliest ages but their rebellion against divine authority was quelled. Some became servants of the gods and others were cursed with eternal torment or eternal imprisonment. Others were slain in the divine war and cast into the sea, but their spark of immortality left them unable to ever truly die and they became titans of the deep. The abysmal depths quenched the seething wrath of some, as they calcified into mountainous living reefs, and some even repented of their legacy of cruelty and death, but for most their loathing of the gods and their children endured throughout the ages has driven them to rise from their pelagic torpor to ravage the shipping lanes until their thirst for destruction is slaked and then fall back into the lightless depths for another generation until the furnace of their hate once more awakens them to wrath and ruin.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"undead (titan)","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":19},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Adelifae, The Coruscant","description":"With wings of unassuming brown and ochre, Adelifae is easy to ignore among the flashy nobles typical of seelie courts. But with a flutter, the hypnotic patterns of the autumn fey’s under-wings draw the eye, and tinkling music fills the air. Proud, cunning, and sober for a faerie, Adelifae is seldom drawn into acts of overt violence. They are a clandestine agent of Queen Soliana’s, gathering information and swaying courtiers with a gentle touch. A Mutual Demise. When Iris Clearwind asked for volunteers to test the mettle of the Material Plane, Adelifae knew that their saviour would need more than just brute strength to reclaim the Sunsworn Court and free their liege. Adept at charming and incapacitating, the court spy elected to join the Scarab, so that they might weed out those too easily beguiled by other fey creatures. Lair Actions Fey plants and the faerie presence have created a surplus of ambient magic that the faerie champions can manipulate to take lair actions. The saving throw DC and damage of the lair actions depend on the level of the hunt, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam Vdist 3rd 12 3 ( 1d6 ) 5 ft. 7th 14 7 ( 2d6 ) 10 ft. 11th 15 10 ( 3d6 ) 15 ft. Lair Actions. On initiative count 20 (losing initiative ties) of wave 3, the faerie champions use a lair action; the champions can’t use the same effect two rounds in a row: Spatial Reshaping. The friction between the Material Plane and Plane of Fey starts to grind in a 10-foot-radius sphere centred on each of the champions. Each other creature in either of the areas must make a VDC Strength saving throw . The creature is pulled 10 feet toward the nearest champion on a failed save and pushed backward 10 feet from the nearest champion on a successful one. Embrace the Wild. The faerie champions send a surge of magic into the gateway that is instantly reflected in a flash of fey magic. Rifts appear in two 5-foot spaces the champions can see. For each space, roll a d6 on the Fey Magic Rift table below to determine the result. Fey Magic Rift d6 Fey Magic 1 A cracking bolt of energy explodes in the rift’s space. Each creature within Vdist of the space must make a VDC Dexterity saving throw , taking Vdam x 2 force damage on a failed save, or half as much damage on a successful one. 2 Rainbow-coloured light erupts in a bursting kaleidoscope. Each creature within Vdist of the space must succeed on a VDC Constitution saving throw or be blinded until initiative count 20 of the next round. 3 Gravity doubles in a Vdist radius centred on the rift’s space. The affected area is difficult terrain until initiative count 20 of the next round. 4 A burst of psychic energy lashes out from the rift’s space. Each creature within Vdist of the space must make a VDC Intelligence saving throw , taking Vdam psychic damage and being unable to take reactions until the start of its next turn on a failed save, or half as much damage and no other effect on a successful one. 5 A writhing mass of vines and roots bursts from the ground in the rift’s space, lashing out in a Vdist radius . Each creature in the area must make a VDC Strength saving throw or be grappled ( escape DC equals VDC ) by the twisting plantlife. The plants wither and die on initiative count 20 of the next round. 6 A burst of chaos strikes in the rift’s space. Each creature within Vdist of the space must succeed on a VDC Charisma saving throw or have any magic items it is wearing or carrying temporarily lose their magical properties until initiative count 20 of the next round.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Challenge Rating":2},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Adelifae, The Iridescent","description":"With wings of unassuming brown and ochre, Adelifae is easy to ignore among the flashy nobles typical of seelie courts. But with a flutter, the hypnotic patterns of the autumn fey’s under-wings draw the eye, and tinkling music fills the air. Proud, cunning, and sober for a faerie, Adelifae is seldom drawn into acts of overt violence. They are a clandestine agent of Queen Soliana’s, gathering information and swaying courtiers with a gentle touch. A Mutual Demise. When Iris Clearwind asked for volunteers to test the mettle of the Material Plane, Adelifae knew that their saviour would need more than just brute strength to reclaim the Sunsworn Court and free their liege. Adept at charming and incapacitating, the court spy elected to join the Scarab, so that they might weed out those too easily beguiled by other fey creatures. Lair Actions Fey plants and the faerie presence have created a surplus of ambient magic that the faerie champions can manipulate to take lair actions. The saving throw DC and damage of the lair actions depend on the level of the hunt, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam Vdist 3rd 12 3 ( 1d6 ) 5 ft. 7th 14 7 ( 2d6 ) 10 ft. 11th 15 10 ( 3d6 ) 15 ft. Lair Actions. On initiative count 20 (losing initiative ties) of wave 3, the faerie champions use a lair action; the champions can’t use the same effect two rounds in a row: Spatial Reshaping. The friction between the Material Plane and Plane of Fey starts to grind in a 10-foot-radius sphere centred on each of the champions. Each other creature in either of the areas must make a VDC Strength saving throw . The creature is pulled 10 feet toward the nearest champion on a failed save and pushed backward 10 feet from the nearest champion on a successful one. Embrace the Wild. The faerie champions send a surge of magic into the gateway that is instantly reflected in a flash of fey magic. Rifts appear in two 5-foot spaces the champions can see. For each space, roll a d6 on the Fey Magic Rift table below to determine the result. Fey Magic Rift d6 Fey Magic 1 A cracking bolt of energy explodes in the rift’s space. Each creature within Vdist of the space must make a VDC Dexterity saving throw , taking Vdam x 2 force damage on a failed save, or half as much damage on a successful one. 2 Rainbow-coloured light erupts in a bursting kaleidoscope. Each creature within Vdist of the space must succeed on a VDC Constitution saving throw or be blinded until initiative count 20 of the next round. 3 Gravity doubles in a Vdist radius centred on the rift’s space. The affected area is difficult terrain until initiative count 20 of the next round. 4 A burst of psychic energy lashes out from the rift’s space. Each creature within Vdist of the space must make a VDC Intelligence saving throw , taking Vdam psychic damage and being unable to take reactions until the start of its next turn on a failed save, or half as much damage and no other effect on a successful one. 5 A writhing mass of vines and roots bursts from the ground in the rift’s space, lashing out in a Vdist radius . Each creature in the area must make a VDC Strength saving throw or be grappled ( escape DC equals VDC ) by the twisting plantlife. The plants wither and die on initiative count 20 of the next round. 6 A burst of chaos strikes in the rift’s space. Each creature within Vdist of the space must succeed on a VDC Charisma saving throw or have any magic items it is wearing or carrying temporarily lose their magical properties until initiative count 20 of the next round.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Challenge Rating":11},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Adelifae, The Prismatic","description":"With wings of unassuming brown and ochre, Adelifae is easy to ignore among the flashy nobles typical of seelie courts. But with a flutter, the hypnotic patterns of the autumn fey’s under-wings draw the eye, and tinkling music fills the air. Proud, cunning, and sober for a faerie, Adelifae is seldom drawn into acts of overt violence. They are a clandestine agent of Queen Soliana’s, gathering information and swaying courtiers with a gentle touch. A Mutual Demise. When Iris Clearwind asked for volunteers to test the mettle of the Material Plane, Adelifae knew that their saviour would need more than just brute strength to reclaim the Sunsworn Court and free their liege. Adept at charming and incapacitating, the court spy elected to join the Scarab, so that they might weed out those too easily beguiled by other fey creatures. Lair Actions Fey plants and the faerie presence have created a surplus of ambient magic that the faerie champions can manipulate to take lair actions. The saving throw DC and damage of the lair actions depend on the level of the hunt, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam Vdist 3rd 12 3 ( 1d6 ) 5 ft. 7th 14 7 ( 2d6 ) 10 ft. 11th 15 10 ( 3d6 ) 15 ft. Lair Actions. On initiative count 20 (losing initiative ties) of wave 3, the faerie champions use a lair action; the champions can’t use the same effect two rounds in a row: Spatial Reshaping. The friction between the Material Plane and Plane of Fey starts to grind in a 10-foot-radius sphere centred on each of the champions. Each other creature in either of the areas must make a VDC Strength saving throw . The creature is pulled 10 feet toward the nearest champion on a failed save and pushed backward 10 feet from the nearest champion on a successful one. Embrace the Wild. The faerie champions send a surge of magic into the gateway that is instantly reflected in a flash of fey magic. Rifts appear in two 5-foot spaces the champions can see. For each space, roll a d6 on the Fey Magic Rift table below to determine the result. Fey Magic Rift d6 Fey Magic 1 A cracking bolt of energy explodes in the rift’s space. Each creature within Vdist of the space must make a VDC Dexterity saving throw , taking Vdam x 2 force damage on a failed save, or half as much damage on a successful one. 2 Rainbow-coloured light erupts in a bursting kaleidoscope. Each creature within Vdist of the space must succeed on a VDC Constitution saving throw or be blinded until initiative count 20 of the next round. 3 Gravity doubles in a Vdist radius centred on the rift’s space. The affected area is difficult terrain until initiative count 20 of the next round. 4 A burst of psychic energy lashes out from the rift’s space. Each creature within Vdist of the space must make a VDC Intelligence saving throw , taking Vdam psychic damage and being unable to take reactions until the start of its next turn on a failed save, or half as much damage and no other effect on a successful one. 5 A writhing mass of vines and roots bursts from the ground in the rift’s space, lashing out in a Vdist radius . Each creature in the area must make a VDC Strength saving throw or be grappled ( escape DC equals VDC ) by the twisting plantlife. The plants wither and die on initiative count 20 of the next round. 6 A burst of chaos strikes in the rift’s space. Each creature within Vdist of the space must succeed on a VDC Charisma saving throw or have any magic items it is wearing or carrying temporarily lose their magical properties until initiative count 20 of the next round.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Challenge Rating":7},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Adept of Orcus","description":"Adepts of Orcus were priests who worshipped Orcus and were rewarded with the gift of unlife when they sacrificed themselves to their god. They still serve as priests, but now with an eternal hunger for flesh. Traits Turning Defiance. The adept of Orcus and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead. Actions Multiattack . The adept of Orcus makes three melee attacks, each one with a different weapon. Alternatively, it can use Necrotic Bolt twice. Bite. Melee Weapon Attack: +4 to hit, range 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, range 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage. If the target is a creature other than an Undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Cleaver. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Necrotic Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) necrotic damage, and the target can’t regain hit points until the start of the adept of Orcus’s next turn. Spellcasting. The adept of Orcus casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: mending, resistance, thaumaturgy 2/day each: command, ray of enfeeblement 1/day each: bestow curse, vampiric touch","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Adherer","description":"Adherers look vaguely like embalmed and mummified corpses wrapped in dirty linen, but they are in fact otherworldly beings of an entirely different nature. Transformed by hideous processes on the Ethereal Plane, their bodies are riddled with tiny, adhesive strands that can stick to anything, allowing adherers to bind their enemies’ weapons and capture living creatures for their depraved rituals. Captive Collector. Though once human, adherers have forgotten all traces of humanity, and now hunt their former kindred with gleeful abandon. Adherers digest food unusually slowly, and as such can feed on a single creature (humans are their favorite meal) for days or even weeks, taking only one or two bites a day and forcing their living captives to endure a hellish, drawn-out death.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"lawful evil","Expansion":32483,"Challenge Rating":3},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Adolescent Neothelid","description":"These failed illithids experience the struggle for survival the moment they are born, having to escape the clutches of adult mind flayers that seek to eliminate it. Young neothelids tend to stay away from populated areas, preferring to live in the Underdark wilds, preying on natural wildlife and the occasional solitary humanoid it might come across, such as a dire corby, drow, or troglodyte. As it ages and becomes an adolescent neothelid, it finds refuge in the deep recesses of old purple worm tunnels. Here it begins hunting larger prey such as grells, hook horrors, and umber hulks. Traits Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects. Actions Tentacles. Melee Weapon Attack: +10 to hit, reach 40 ft., one creature. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) psychic damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 28 (8d6) acid damage at the start of each of the neothelid's turns. If the neothelid takes 20 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Acid Breath (Recharge 5–6). The neothelid exhales acid in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one. Spellcasting (Psionics). The neothelid casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): At will: levitate 1/day each: confusion, telekinesis","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Adoni Krevith, Blood Cult Commander","description":"Commander of a blood cult, Adoni lurks in the ruins beneath a major city, slowly building his cult and awaiting the day he can take control of the city as a whole. Gifted with a natural affinity for blood magic, Adoni promises his followers control over the essence of life and teaches them to worship him as the scion of a god of life. Appearance. Adoni is a late-middle-aged man with hard, dark eyes and a well-kept but graying beard. Despite his age he is quite strong, and is fully capable of knocking foes aside with his cruel-looking bladed mace. His cult has brought in enough wealth over the years that his equipment is sturdy and well-made, and he is rarely found without his armor. Personality. Adoni is a cruel leader, striking fear into the hearts of those who follow him. In fact, his worshippers fear him for more than just his physical and magical strength - they see him as the child of a divine being who has the power to stop their blood in their veins should they turn on him. As a result, his followers are among the most zealous and fanatical members of any cult, and serve him unquestioningly. Plot Hooks A Bloody Trail. People have been disappearing from the streets of the city with only streaks of blood showing their last known location. All signs point to a place beneath the city as the source of the disappearances, and the city guard has put out a call for adventurers to explore the ruins below and find the culprit responsible. An Archaeological Expedition. A local archaeology society has gotten permission from the city to explore the ruins beneath its foundations. However, they are aware that the ruins may contain threats that they are unable to handle and look to hire the party as protectors or advance explorers. Night of the Ascension. The day Adoni has been waiting for has finally arrived. He and his cult pour forth from the ruins beneath the city and attack, taking captives for sacrifice in a final ritual: one that will transform Adoni into a true demigod. Tactics In combat, Adoni relies on his followers to provide support while he wades in, lashing about with his mace. Once he has identified the most dangerous threat (or another Intelligence-based spellcaster), he targets them with cannibalize , seeking to enhance his own abilities while reducing the threat of his foe. When Injured, he immediately summons a blood elemental to fight for him. If the fight looks especially dire (for example if his conjured elemental dies), he casts dark angel’s embrace and seeks to end the fight as swiftly as possible - fleeing before his flight speed from the spell wears off. Traits Spellcaster. Adoni uses Intelligence as his spellcasting ability. The DC for its spells is 16, and the attack bonus is +8. Rule of Bloody Iron. Allies of Adoni are immune to being frightened or charmed as long as he can be seen or heard and is not incapacitated. Additionally, whenever an ally of Adoni is reduced to 0 hit points while within his line of sight, each other ally that can see him gains 10 temporary hit points and gains a +1 bonus to attack rolls and damage rolls until the end of their next turn. Actions Multiattack. Adoni makes two Devastating Mace attacks. Devastating Mace. Melee Weapon Attack: +8 to hit, one target, reach 5 ft.. Hit: 8 (1d8+4) bludgeoning damage, plus 9 (2d8) necrotic damage, and the target must make a Strength saving throw or be knocked prone. On a critical hit, this attack deals an additional 16 necrotic damage and Adoni regains 16 hit points, with any excess healing being gained as temporary hit points instead. Cannibalize (1/Rest). Adoni casts cannibalize . One creature he touches must succeed on a DC 16 Constitution saving throw or gain a special Injury of Handicap III severity, “Cannibalized”. While Injured in this way, the creature’s highest ability score is reduced by 2 (along with all associated bonuses, not including max hp). Additionally, Adoni’s ability score is increased by 2. At the end of each of its turns, the creature can repeat the saving throw to remove the Injury, but the bonus to Adoni’s ability score remains until the spell ends (duration 1 minute). Dark Angel's Embrace (1/Day). Adoni casts dark angel's embrace * on himself, gaining the traits of a dark angel for 1 minute (requires concentration). While this transformation lasts, he gains a fly speed of 60 ft., a +2 bonus to AC, and has advantage on Strength and Dexterity checks and all saving throws against spells and magical effects. Additionally, he gains 70 temporary hit points. While these hit points last, his attacks deal an additional 4 (1d8) necrotic damage and 4 (1d8) fire damage, and are considered magical. His fingers transform into claws, which are natural finesse weapons and deal 3 (1d6) slashing damage. Bloody Siphon (1/Rest). Adoni casts bloody siphon. Adoni chooses up to four living creatures within 30 ft.. Each target must make a DC 16 Constitution saving throw or lose 13 (3d8) hit points and gain a special Injury, “Siphoned” of Setback I severity. This Injury recovers automatically at the end of a long rest. On a successful save the creature loses half as many hit points and is not Injured. For each Injury he inflicted as a result of this spell, he can choose himself or another creature within range (up to once per creature). That creature regains 13 (3d8) hit points and can make a Constitution saving throw against the Temporary Recovery DC for any Injury from which it currently suffers. On a successful saving throw, that Injury is removed and the creature gains the appropriate Lasting Effect. Bonus Actions Call to Blood. Adoni magically and silently calls for two blood cultists to join him. These cultists arrive at the end of the current round, and act on their own initiative order. This ability can be used only if Adoni has two or fewer allies within 120 ft.. Reactions Bloody Marionette (Recharge 4-6). When attacked by a creature with blood in its body that is within 30 ft. of him, Adoni can momentarily seize control of the blood in their attacker’s veins in an attempt to halt its attack. The creature must make a DC 15 Constitution saving throw or automatically miss the attack. On a success, the creature has disadvantage on its attack instead. Conjure Blood Elemental (1/Rest). When Adoni becomes Injured, he casts conjure blood elemental . Adoni conjures a blood elemental in a space he can see within 60 ft. of him for 1 minute (requires concentration). The blood elemental acts on its own initiative, but he controls its actions. If he loses concentration on the spell, the blood elemental goes on a rampage, attacking the nearest living creature on each of its turns. In this case, the blood elemental does not disappear with the end of the spell, instead remaining until it is destroyed or it flees.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":9},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Adranach","description":"An adranach is a winged feline construct made of raw arcane energy, fuchsia in hue and flecked with stars. It is an iconic servitor of the League of Miracles, and the exact method of their creation is a closely guarded secret known only to the Wonderworker who guides that organization and the spellwrights who serve them. Perfect Obedience. As constructs, adranachs are unfailingly loyal servants to the spellwrights who created them. To the people of Tal’Dorei, they are best known as the creatures that allowed cities razed by the Chroma Conclave to be rebuilt in a matter of weeks, rather than years. But adranachs are also mighty combatants that serve their masters as hunters, bodyguards, and even assassins. Astral Body. An adranach’s body is formed from the energy of the Astral Plane. Their claws and face, as well as a number of rune-inscribed braces on their body, are made of mithral and are necessary to keep their form of pure energy from losing cohesion. The methods for creating these mithral foundations and for binding astral energy to them are known only to the Wonderworker (the leader of the League of Miracles) and the spellwrights who learn from them. This secret knowledge is granted to worthy spellwrights in the form of an orb of mithral bands, about three feet in diameter, called a dormen. As the bands are removed and forged into the adranach’s braces and mask, the dormen speaks aloud the instructions of how to craft an adranach in the magically recorded voice of the Wonderworker. Mithral Mask. Each adranach has a unique mask crafted by its creator as their signature. This mask is crafted from pure mithral, and is the key to summoning and dismissing an adranach to a unique pocket dimension where it can rest and repair itself. When not in use, the mask magically shrinks from its true size to an easily concealable size fit for a humanoid face. Most spellwrights keep this mask in a chest stored on the Ethereal Plane with the secret chest spell, and only produce the mask when it is time to call their adranach forth. Master Adranach. The secretive master spellwrights of the League of Miracles are taught how to build adranachs of monumental size, with strength to match. These legendary constructs are also inevitably outfitted with unique enhancements of their creators’ own devising, from upgraded espionage tools to the ability to sublimate their starry form and travel through the Astral Plane. Arcane Nature. An adranach doesn’t require air, food, drink, or sleep. Adranach Customization Adranachs are constructs personalized to their creators. One of the traits that make a spellwright candidate attractive to the League of Miracles is an interest in invention, and spellwrights are encouraged to customize any adranach they create. Below are some optional features with which spellwrights have outfitted their creations. Most adranachs have one extra feature, and most master adranachs have three. Advanced Tracking (Recharges after a Long Rest). When a creature fails its saving throw against the adranach’s Force Bolts, the adranach can mark that creature for the next 24 hours. The adranach knows the direction to a creature’s location as long as they are on the same plane. If the creature is moving, the adranach knows the direction of this movement. Arcane Bond. The adranach’s creator can communicate with it telepathically while both are within 1 mile of each other. As an action, the creator can see through the adranach’s eyes and hear what it hears until the start of the creator’s next turn, gaining the benefits of any special senses the adranach has. During this time, the creator is deafened and blinded with regard to their own senses. Astral Form (Master Adranach Only; Recharges after a Long Rest). The master adranach can cast astral projection on itself. Slipstream. The adranach can cast invisibility on itself at will. While it is invisible, its speed is doubled. Truesight (Master Adranach Only). The adranach has truesight out to a range of 30 feet. As an action, it can increase the range of its truesight to 120 feet until the end of its next turn. Traits Arcane Leak. When the adranach is reduced to half its hit point maximum (85 hit points), its mithral mask cracks and its arcane form begins to waver, creating a field of unstable magic around it. Any creature that starts its turn within 10 feet of the adranach or enters that area for the first time on a turn takes 10 (3d6) radiant damage. Additionally, if a creature casts a spell within this area, it must make a DC 14 ability check using its spellcasting ability. On a failure, the spell backfires, consuming the spell slot and dealing 3 (1d6) force damage to the caster for each level of the spell slot that was consumed. Immutable Form. The adranach is immune to any spell or effect that would alter its form. Magic Resistance. The adranach has advantage on saving throws against spells and other magical effects. Magic Weapons. The adranach’s weapon attacks are magical. Powerful Build. The adranach counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Actions Multiattack. The adranach makes two attacks with its claws. Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (4d12+6) slashing damage. Force Bolts (Recharge 5–6). The adranach targets up to four creatures it can see within 60 feet of it. Each target must succeed on a DC 18 Dexterity saving throw or take 28 (8d6) force damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Expansion":20583,"Challenge Rating":12},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Adrix, The Hammer","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":27737,"Challenge Rating":3},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Adult Aether Dragon","description":"Aether Dragon “There is a saying on the Expanse: ‘The most beautiful sights are often your last.’ Do not seek beauty. Beauty is a warning. But…but I’m happy. I saw its glitterings scales, its starry sheen, its gaping maw. Truly, the greatest thing I’ve ever seen.” —The last thoughts Yerrik Still, author and adventurer Sailors of the Aetherial Expanse know to quickly adjust course if they see long, iridescent spines rising from the waves, though it is often too late. Aether dragons are some of the deadliest and most intelligent predators in the oceans of aether. While each has a personality of its own, many share a drive to hoard aetherium crystals that they routinely consume, causing crystalline growths to rupture between their scales. Unknown Origins. Scholars disagree about the true origins of the aether dragons. Some suppose that the creatures are born of pure aether in the Maelstrom at the center of the Expanse and merely take on the image of dragons. Others theorize that aether dragons are created when dragons from the worlds of the Material Plane become immersed in the aether ocean. Whatever the case, it’s clear that these dragons have an innate connection to aether that makes them immune to its deleterious effects, much like lesser aetherbeasts. Aquatic Aversion. Though aether dragons haunt the vast aether ocean, they despise water. Just as water and aether react in a volatile fashion, so do water and the flesh of an aether dragon. Only a few have learned of this weakness of the aether dragons, but those that do are sure to keep a few extra barrels filled with fresh water in the holds of their ships marked ‘Strictly Not For Drinking.’ When water comes into contact with an aether dragon, it causes a searing ice burn. Aether Sculptors. Aether dragons love to collect aetherium crystals both for their aesthetic qualities and for sustenance. When an aether dragon slays a particularly powerful foe or destroys an eminent vessel, it might take a trophy from the kill back to its lair. Here, the trophy is adorned with crystalline growths such that it takes on a kaleidoscopic coloration and geometric appearance, and floats weightlessly in the aether sea, balanced by the buoyancy of the crystals. An Aether Dragon’s Lair From the surface of the aether seas, an aether dragon’s lair is rather difficult to spot. The best signs that one might be nearby are small chunks of aetherium crystal floating atop the waves, or items encrusted with the gems rising to the top. This could mean that deep down at the bottom of the aether ocean is a submerged cave, shipwreck, kelp forest, or other sheltered location where an aether dragon lairs. Sometimes, aetherstorms rage over the lairs of ancient dragons, making them easy to spot but even harder to reach. Aether dragons prefer lairs with many escape routes and places to display their crystal-covered trophies. The challenge rating of a legendary aether dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Astral Hypnosis. Dazzling comet trails and glittering stars swirl in a 30-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The scintillations appear for a moment and vanish. Each creature in the area who sees the pattern must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed in this way, the creature is incapacitated and has a speed of 0. Astral Projection. The dragon casts the astral projection spell. The spell ends early if the dragon uses this lair action again or dies. Dousing Aether. Each creature the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom saving throw or become aetherlogged, giving them disadvantage on their next saving throw against spells and other magical effects. Regional Effects The region surrounding a legendary aether dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Aetherstorms . Once per day, the dragon focuses its psychic power to emotionally stir the aether around it, causing anguish in the element and creating an aetherstorm 1d6 miles in radius that lasts for 1d12 hours. Potent Poisoning . The Constitution score of creatures suffering from aether poisoning is counted as 1 in any reference to the development of their affliction while within 1 mile of the dragon’s lair. Crystalline Growth . Aetherium crystals form on solid surfaces such as the hulls of sunken ships or the walls of submerged caves within 6 miles of the dragon’s lair. If the dragon dies, the aetherium crystals remain, but new crystals form at a normal rate. The other effects fade immediately.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Source":"custom","Alignment":"Typically Neutral","Expansion":32048,"Challenge Rating":15},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Adult Amethyst Dragon","description":"Which came first, the gem or the dragon? Not a riddle, actually—it was the dragon. -Fizban Amethyst Dragons Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes. Royal Purple When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods. Cosmological Study Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it. Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places. Hoarded Arcana In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard. An Amethyst Dragon's Lair Amethyst dragons make their lairs in caves next to or under secluded pools and lakes, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in their lairs. The challenge rating of a legendary amethyst dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Imprisoning Force. The dragon casts the forcecage spell, using its spell save DC and requiring no spell components. The spell ends early if the dragon uses this lair action again or dies. Spatial Projection. The dragon chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon's spaces at the same time, the dragon is affected only once. Regional Effects The region surrounding a legendary amethyst dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Background Check. Once per day, the dragon can cast the legend lore spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell's subject. Crystal Profusion. Amethyst crystals and geodes form along muddy shores and lake beds within 6 miles of the lair. Thriving Wildlife. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters yields twice the usual amount of food. Watery Sight. Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any body of water in that region. If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10 days. The existing abundance of amethysts remains, but new crystals and geodes form at a normal rate. Traits Amphibious. The dragon can breathe both air and water. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) force damage. Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) slashing damage. Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 60-foot cone. Each creature in that area must make a DC 20 Strength saving throw. On a failed save, the creature takes 45 (10d8) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18): 1/day each: blink , control water , dispel magic , protection from evil and good , sending Bonus Actions Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Claw. The dragon makes one Claw attack. Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting. Explosive Crystal (Costs 3 Actions). The dragon spits an amethyst that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8) force damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon (gem)","Alignment":"typically neutral","Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Adult Black Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. Claw : Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail : Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5-6) : The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"19 (Natural Armor)","HP":"195 (17d12+85)","CHA":17,"CON":21,"DEX":14,"INT":14,"STR":23,"WIS":13,"Size":"Huge","Type":"dragon","Speed":"40 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390056403/yMPnEu0rbsr6gNjSGY3clA/original.png","Roll 0":"Bite\n1d20 + 11\n2d10+6+1d8","Roll 1":"Claw\n1d20 + 11\n2d6+6","Roll 2":"Tail\n1d20 + 11\n2d8+6","Roll 3":"Acid Breath\n1d20 + 0\n12d8","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Perception +11, Stealth +7","Source":"5th Edition SRD","data-XP":"11,500","Alignment":"Chaotic Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Acid","Token Size":3,"data-LANum":3,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"},{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 6\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d8\",\"Damage 2 Type\":\"acid\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 6\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 6\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Acid Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+3","data-CON-mod":"+5","data-DEX-mod":"+2","data-INT-mod":"+2","data-STR-mod":"+6","data-SizeNum":6,"data-WIS-mod":"+1","Saving Throws":"Dex +7, Con +10, Wis +6, Cha +8","Challenge Rating":14,"Passive Perception":21,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":14,"data-AcNum":19,"data-HpNum":195},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adult Black Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Black Dragon The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood. With deep-socketed eyes and broad nasal openings, a black dragon’s face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon’s head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon’s reek of rotting vegetation and foul water. When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home. Brutal and Cruel. All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies. A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it. Foes and Servants. Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory. Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master’s domain. A black dragon’s malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon’s lair. Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon’s hunger. Wealth of the Ancients. Black dragons hoard the treasures and magic items of crumbled empires and conquered kingdoms to remind themselves of their greatness. The more civilizations a dragon outlasts, the more entitled it feels to claim the wealth of current civilizations for itself. A Black Dragon’s Lair Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Regional Effects The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud. Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. Fog lightly obscures the land within 6 miles of the lair. If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days. Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. Claw : Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. Tail : Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5-6) : The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Adult Blue Dracolich","description":"Dracolich Even as long-lived as they are, all dragons must eventually die. This thought doesn’t sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods. Beyond Death. A dracolich retains its shape and size upon transforming, its skin and scales drawing tight to its bones or sloughing away to leave a skeletal form behind. Its eyes appear as glowing points of light floating in shadowy sockets, hinting at the malevolence of its undead mind. Though many dragons pursue vain goals of destruction and dominance, dracoliches are more nefarious than the most evil dragons, driven to rule over all. A dracolich is a fiendishly intelligent tyrant that crafts complex webs of foul schemes, attracting servants motivated by greed and a lust for power. Acting from the shadows and actively plotting to keep its existence a secret, a dracolich is a cunning and challenging foe. Dracolich Phylacteries. Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich’s phylactery. As the dragon’s flesh rots away, the spirit inside the gem returns to animate the dragon’s bones. If a dracolich’s physical form is ever destroyed, its spirit returns to the gem as long as the two are on the same plane. If the gem comes into contact with another dragon’s corpse, the dracolich’s spirit can take possession of that corpse to become a new dracolich. If the dracolich’s spirit gem is taken to another plane, the dracolich’s spirit has nowhere to go when its undead body is destroyed and simply passes into the afterlife. Dracolich Template Only an ancient or adult true dragon can be transformed into a dracolich. Younger dragons that attempt to undergo the transformation die, as do other creatures that aren’t true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can’t be transformed into a dracolich, for it has already lost too much of its physical form. When a dragon becomes a dracolich, it retains its statistics except as described below. The dragon loses any trait, such as Amphibious, that assumes a living physiology. The dracolich might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. Type. The dracolich’s type changes from dragon to undead, and it no longer requires air, food, drink, or sleep. Damage Resistance. The dracolich has resistance to necrotic damage. Damage Immunities. The dracolich has immunity to poison. It also retains any immunities it had prior to becoming a dracolich. Condition Immunities. The dracolich can’t be charmed, frightened, paralyzed, or poisoned. It also doesn’t suffer from exhaustion. Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects. Traits Legendary Resistance (3/Day) : If the dracolich fails a saving throw, it can choose to succeed instead. Magic Resistance : The dracolich has advantage on saving throws against spells and other magical effects. Actions Multiattack : The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. Claw : Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. Tail : Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. Frightful Presence : Each creature of the dracolich’s choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dracolich’s Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5–6) : The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions The dracolich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dracolich regains spent legendary actions at the start of its turn. Detect : The dracolich makes a Wisdom (Perception) check. Tail Attack : The dracolich makes a tail attack. Wing Attack (Costs 2 Actions) : The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Adult Blue Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. Claw : Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail : Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5-6) : The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":19,"HP":"225 (18d12+108)","CHA":19,"CON":23,"DEX":10,"INT":16,"STR":25,"WIS":15,"Size":"Huge","Type":"dragon","Speed":"40 ft., burrow 30 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390056492/kFB0IWTkVSBrpca6zwvkoQ/original.png","Roll 0":"Bite\n1d20 + 12\n2d10+7+1d10","Roll 1":"Claw\n1d20 + 12\n2d6+7","Roll 2":"Tail\n1d20 + 12\n2d8+7","Roll 3":"Lightning Breath\n1d20 + 0\n12d10","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Perception +12, Stealth +5","Source":"5th Edition SRD","data-XP":"15,000","Alignment":"Lawful Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Lightning","Token Size":3,"data-LANum":3,"data-Traits":"[{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"12\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 7\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d10\",\"Damage 2 Type\":\"lightning\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"12\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 7\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"12\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 7\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Lightning Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+4","data-CON-mod":"+6","data-DEX-mod":"+0","data-INT-mod":"+3","data-STR-mod":"+7","data-SizeNum":6,"data-WIS-mod":"+2","Saving Throws":"Dex +5, Con +11, Wis +7, Cha +9","Challenge Rating":16,"Passive Perception":22,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":16,"data-AcNum":19,"data-HpNum":225},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adult Blue Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Blue Dragon Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons. A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw. A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air. Vain and Deadly. A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures. A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm’s reach as it waits to attack again. Desert Predators. Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon’s eye. When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks. Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely. A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them. Hoarders of Gems. Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems. A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves. A Blue Dragon’s Lair Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands. Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense. A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions—along with the wealth of the dead intruders. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage. Regional Effects The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Thunderstorms rage within 6 miles of the lair. Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5). Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole. If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are. Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. Claw : Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. Tail : Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5-6) : The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"MM1","Alignment":"lawful evil","Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Adult Boreal Dragon","description":"Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground. Paradoxical Predators. Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. Dragons of Rage. Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as saber-toothed tigers and polar bears, and often invite the creatures to live in their lairs. A Boreal Dragon’s Lair Boreal dragons make their home in arctic or subarctic regions, particularly areas warmed by geothermal activity. Suitable sites for their lairs include cliffs above magma deposits or fissures, large caves at the edge of volcanic craters or near hot springs, or the abandoned outposts of fire giants. Boreal dragons also enjoy taking over the lairs of other dragons, particularly those they have personally slain or driven out. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: * The dragon chooses a creature it can see within 120 feet of it. The target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of its next turn. While enraged, the creature has advantage on melee attack rolls, but it is unable to distinguish friend from foe and must attack the nearest creature other than the dragon. If no other creature is near enough to move to and attack, the victim stalks off in a random direction, seeking a target for its rage. * The dragon magically calls a saber-toothed tiger or polar bear to aid it in battle. The creature appears within 120 feet of the dragon, emerging from a nearby cave entrance or other suitable opening, and acts as the dragon’s ally. The creature remains for 1 minute, until the dragon uses this lair action again, or until the dragon dies. * Searing winds batter a point the dragon can see within 120 feet of it. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Regional Effects The region containing a legendary boreal dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: * Temperatures within 5 miles of the dragon’s lair are warmer than in the surrounding lands. Snow melts shortly after landing, plants are more common, and animals lose their winter coats. * Beasts and monstrosities are more aggressive within 3 miles of the dragon’s lair. Animal Handling checks in the area are made with disadvantage. * Volcanic fissures and geysers spring up within 1 mile of the dragon’s lair. If the dragon dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":17},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Adult Brass Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Brass Dragon The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates. A brass dragon’s head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs. Boldly Talkative. A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon’s presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon’s thirst for small talk is slaked. A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game. Prized Treasures. Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess. Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon’s hoard. A Brass Dragon’s Lair A brass dragon’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Regional Effects The region containing a legendary brass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed. Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it. Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location. If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately. Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage. Claw : Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. Tail : Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (fire breath or sleep breath): Fire Breath : The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath : The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"MM1","Alignment":"chaotic good","Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Adult Brass Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Claw : Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail : Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Legendary Actions The dragon can take 3 Legendary actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect: The dragon makes a Wisdom (Perception) check . Tail Attack: The dragon makes a tail attack. Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"172 (15d12+75)","CHA":17,"CON":21,"DEX":10,"INT":14,"STR":23,"WIS":13,"Size":"Huge","Type":"dragon","Speed":"40 ft., burrow 40 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390056559/VmozX4WzluNM6DjkDTJEKw/original.png","Roll 0":"Bite\n1d20 + 11\n2d10+6","Roll 1":"Claw\n1d20 + 11\n2d6+6","Roll 2":"Tail\n1d20 + 11\n2d8+6","Roll 3":"Fire Breath\n1d20 + 0\n13d6","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"History +7, Perception +11, Persuasion +8, Stealth +5","Source":"5th Edition SRD","data-XP":"10,000","Alignment":"Chaotic Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Fire","Token Size":3,"data-LANum":3,"data-Traits":"[{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 6\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 6\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 6\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"}]","data-CHA-mod":"+3","data-CON-mod":"+5","data-DEX-mod":"+0","data-INT-mod":"+2","data-STR-mod":"+6","data-SizeNum":6,"data-WIS-mod":"+1","Saving Throws":"Dex +5, Con +10, Wis +6, Cha +8","Challenge Rating":13,"Passive Perception":21,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":13,"data-AcNum":18,"data-HpNum":172},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adult Brine Drake","description":"The brine drake is a fearsome aquatic monster with unique physical features that set it apart from other drakes. It has a sleek body adapted for swimming, and its piscine head has jaws filled with sharp, needle-like teeth capable of piercing flesh with ease. Its scales shimmer in shades of deep blue and teal with a hint of iridescence. Along its back rise a row of vibrant orange crested fins, each hiding highly venomous spines. Stealthy Shocker. The brine drake stalk and ambush unsuspecting victims. Patient and cunning, it lies in wait, blending seamlessly with its watery surroundings until a suitable target approaches. Once prey is within striking distance, the brine drake explodes forward, lunging with remarkable speed. Its venomous spines inject potent toxins into the victim, causing immense pain until the spines are removed. Moreover, the brine drake possesses a remarkable ability to generate powerful shocking bursts akin to those of an electric eel. It employs this surge of electricity not only to immobilize its prey, but also to defend itself against larger threats. Marine Predator. Aquatic brine drakes are predominantly found in coastal regions and mangrove swamps, favoring shallow waters, estuaries, and brackish marshes where they can effortlessly navigate through submerged vegetation and surprise their prey. They have adapted to the challenges of their environment, with their bluish scales providing effective camouflage and their electrifying abilities allowing them to excel in the water's conductive properties. Voracious Carnivore. To sustain its size and strength, the brine drake feeds often, preying mostly on a variety of aquatic creatures such as large fish and crustaceans, and the occasional mammal that ventures into its domain. Its ability to electrocute and incapacitate prey quickly grants the brine drake a significant advantage, ensuring its place as a top predator in its aquatic ecosystem. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Limited Amphibiousness. The drake can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Venomous Spines. A creature that touches the drake or hits it with a melee attack while within 5 feet of it gets pricked by the drake's venomous spines and takes 3 (1d6) piercing damage and must succeed on a DC 15 Constitution saving throw or become poisoned until a creature takes an action to remove the spine. Actions Multiattack. The drake makes one Bite attack, two Claw attacks, and one Tail attack. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) lightning damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) piercing damage and the target must make a DC 15 Constitution saving throw or become poisoned until a creature takes an action to remove the spines. Electricity Surge (Recharge 6). The drake generates powerful electrical bursts. Each creature outside water within 10 feet of the drake, or each creature in a body of water within 15 feet of the drake, must make a DC 15 Constitution saving throw. On a failed save, a creature takes 31 (7d8) lightning damage and is incapacitated until the end of the drake's next turn. On a successful save, a creature takes half as much damage and isn't incapacitated. Reactions Trigger Electricity Surge. When a creature within 5 feet of the drake hits the drake with a melee attack and the drake's Electricity Surge is available, the drake uses Electricity Surge.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Adult Bronze Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. Claw : Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail : Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions , and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"19 (Natural Armor)","HP":"212 (17d12+102)","CHA":19,"CON":23,"DEX":10,"INT":16,"STR":25,"WIS":15,"Size":"Huge","Type":"dragon","Speed":"40 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390056672/hFxCXP-0_Jc0Mne0ROUXsg/original.png","Roll 0":"Bite\n1d20 + 12\n2d10+7","Roll 1":"Claw\n1d20 + 12\n2d6+7","Roll 2":"Tail\n1d20 + 12\n2d8+7","Roll 3":"Lightning Breath\n1d20 + 0\n12d10","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Insight +7, Perception +12, Stealth +5","Source":"5th Edition SRD","data-XP":"13,000","Alignment":"Lawful Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Lightning","Token Size":3,"data-LANum":3,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"},{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"12\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 7\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"12\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 7\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"12\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 7\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.\"},{\"Name\":\"Change Shape\",\"Desc\":\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"}]","data-CHA-mod":"+4","data-CON-mod":"+6","data-DEX-mod":"+0","data-INT-mod":"+3","data-STR-mod":"+7","data-SizeNum":6,"data-WIS-mod":"+2","Saving Throws":"Dex +5, Con +11, Wis +7, Cha +9","Challenge Rating":15,"Passive Perception":22,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":15,"data-AcNum":19,"data-HpNum":212},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adult Bronze Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Bronze Dragon Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause. A ribbed and fluted crest defines the shape of a bronze dragon’s head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling’s scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon’s eyes fade as the dragon ages, until they resemble glowing green orbs. Dragons of the Coast. Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship’s captain for the item. War Machines. Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally. Well-Organized Wealth. Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies’ means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection. A Bronze Dragon’s Lair A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn. Regional Effects The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic. Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues. Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) piercing damage. Claw : Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. Tail : Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 16 (2d8 + 7) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (lightning breath or repulsion breath): Lightning Breath : The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath : The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"MM1","Alignment":"lawful good","Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Adult Brown Dragon","description":"Brown Dragon Often referred to by desert nomads as the great desert dragon or sand dragon, the brown dragon is a cunning creature, but it is also haughty, irritable, paranoid, and slothful. It provides for itself in whatever way requires the least inconvenience and steers clear of unnecessary trouble. It makes its home in underground caverns and the ruins of ancient cities buried beneath the wastelands. Desert Predator. The brown dragon is a flightless creature that swims under vast desert sands like a bloodthirsty shark at sea. Its scales are leathery and softer than the typical dragon's metallic-like ones and have the color that matches its natural hunting grounds, ranging from dark brown at birth to dull light brown in their old age. The brown dragon has four short, muscular limbs that end with webbed claws suitable for digging through the sand and a pair of leathery wing vestiges at the back of its shoulders. A few lucky survivors who survived a brown dragon's attack recall seeing twin dorsal-like fins, which were the dragon's wings, cutting through the sand during its approach. Ambush Hunter. The brown dragon consumes minerals but prefers meat. It particularly relishes the taste of livestock, especially camels and horses. It will go to great lengths to attack caravans and herders but is careful enough to do so only in isolated areas and to not leave any survivors to avoid attracting unwanted attention, such as a party of adventurers. The brown dragon hunts by burying itself in the sand, waiting patiently until it senses vibrations caused by a prey's movement, after which it explodes from its hiding place, showering sand everywhere as it leaps toward its target. The brown dragon's breath is a line of highly corrosive sand that can also blind those that are hit by it. Prey, Foes, and Allies. The brown dragon is fiercely territorial and will slay and consume other burrowing predatory creatures such as ankhegs, bulettes, kruthiks, and umber hulks. It tolerates the presence of oozes and ooze elementals, as well as desert-dwelling vermin like giant antlions and scorpions, only because the brown dragon doesn't see them as competition or threat to its well-being and treasure hoard. The brown dragon dislikes other dragons, though, and especially hates and fears blue dragons, which often shares its territory with them. If an older blue dragon threatens it, the brown dragon will establish a new lair, move its treasure, and abandon its old home. Aloof and Self-Serving. The brown dragon sees anything weaker than itself as nothing more than prey. It does not care much for speaking with other intelligent creatures, especially adventurers, as it finds it odd and beneath itself to talk to its food. If it does participate in a conversation, the brown dragon will feign boredom and disinterest and even toy with whoever it is talking to, subtly steering topics to potential prey, treasure, and threats. A Brown Dragon's Lair Brown dragons keep their lairs underneath desolate deserts and coastal beaches, using their lightning-quick burrowing claws and acidic breath to form a vast, maze-like network of caverns. Stagnant pools of acid and noxious gases plague the brown dragon’s lair, discouraging all but the hardiest of trespassers. Oozes, ooze paraelementals, as well as swarms of scarabs, scorpions, and similar vermin, infest its numerous tunnels. Like blue dragons, the brown dragons will cause cave-ins if their lairs are invaded by dangerous foes, only to return when confident their enemies are all dead from suffocation and injury from being trapped underneath tons of sand. The challenge rating of a legendary brown dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Noxious chlorine gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. Regional Effects The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Sandstorms rage within 6 miles of the lair. Ooze paraelementals scour the land within 6 miles of the lair. Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole. If the dragon dies, the ooze paraelementals disappear immediately, and the sandstorms abate within 1d10 days. Any sinkholes remain where they are. Traits Hold Breath. The dragon can hold its breath for 30 minutes or until it uses its Acid Breath. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Sand Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) acid damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5-6). The dragon exhales corrosive sand in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 54 (12d8) acid damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Sand Tornado (Costs 2 Actions). The dragon burrows into the ground in a violent circling motion, whipping its tail and spraying sand around it. Each creature within 10 feet of the dragon must succeed on a DC 19 Constitution saving throw or take 15 (2d8 + 6) bludgeoning damage and be blinded until the end of its next turn. The dragon can then move up to its burrow speed. ","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Adult Copper Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Copper Dragon Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened. A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon’s scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon’s pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs. Good Hosts. A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn’t laugh at its jokes or accept its tricks with good humor. Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted. Cautious and Crafty. When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures. A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure. A Copper Dragon’s Lair Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. Regional Effects The region containing a legendary copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Magic carvings of the dragon’s smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair. Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts. Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing. If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately. Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage. Claw : Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. Tail : Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (acid breath or slowing breath): Acid Breath : The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath : The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Legendary Actions The dragon an take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"MM1","Alignment":"chaotic good","Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Adult Copper Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Claw : Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail : Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions , its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"184 (16d12+80)","CHA":17,"CON":21,"DEX":12,"INT":18,"STR":23,"WIS":15,"Size":"Huge","Type":"dragon","Speed":"40 ft., climb 40 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390056601/pWD-JGsnFvsSCma8Vjkofg/original.png","Roll 0":"Bite\n1d20 + 11\n2d10+6","Roll 1":"Claw\n1d20 + 11\n2d6+6","Roll 2":"Tail\n1d20 + 11\n2d8+6","Roll 3":"Acid Breath\n1d20 + 0\n12d8","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Deception +8, Perception +12, Stealth +6","Source":"5th Edition SRD","data-XP":"11,500","Alignment":"Chaotic Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Acid","Token Size":3,"data-LANum":3,"data-Traits":"[{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 6\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 6\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 6\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.\"}]","data-CHA-mod":"+3","data-CON-mod":"+5","data-DEX-mod":"+1","data-INT-mod":"+4","data-STR-mod":"+6","data-SizeNum":6,"data-WIS-mod":"+2","Saving Throws":"Dex +6, Con +10, Wis +7, Cha +8","Challenge Rating":14,"Passive Perception":22,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":14,"data-AcNum":18,"data-HpNum":184},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adult Crystal Dragon","description":"I had a crystal dragon read my fortune once. A lot of codswallop and poppycock, to be sure, except for the part where he said I'd forget what he told me! That was impressively accurate. -Fizban Crystal Dragons Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic. Inner Glow When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly. The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy. Visions in Starlight Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace. Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them. Glittering Hoards For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing. A Crystal Dragon's Lair Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed. The challenge rating of a legendary crystal dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high. Starlight's Gleam. The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a DC 15 Dexterity saving throw or take 13 (2d12) radiant damage and be outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can't hide or benefit from being invisible. The starlight and the glow around any creature fades on initiative count 20 on the next round. Regional Effects The region surrounding a legendary crystal dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day. Crystal Profusion. Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals. Icy Sight. Ice and quartz within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any ice or quartz crystals in that region. Positive Energy. Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice. Thriving Wildlife. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage. If the dragon dies, the animal population near the lair returns to normal levels over the course of 1d10 days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) radiant damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Scintillating Breath (Recharge 5–6). The dragon exhales a burst of brilliant radiance in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 15 temporary hit points by absorbing a portion of the radiant energy. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16): At will: dancing lights , guidance 1/day each: command , divination , hypnotic pattern , lesser restoration Bonus Actions Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Claw. The dragon makes one Claw attack. Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting. Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 17 Dexterity saving throw or take 31 (9d6) radiant damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon (gem)","Alignment":"typically chaotic neutral","Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Adult Cuelebre","description":"Cuélebre Cuélebres are serpentine dragons that live in caves, guarding their treasures and causing destruction to nearby settlements, farms, and livestock. They have bat-like wings, four clawed legs, and a powerful tail. Cuélebres favor mountains, and forests, usually making their lairs near lakes or rivers. They are typically solitary creatures, rarely interacting with others of its kind. Elder Retreat. Cuélebres grow larger as they age, with their scales grow thicker over the centuries, making them nearly invulnerable to attack with ordinary weapons. Eventually they stop growing, at which point they retreat to a place they call Mar Cujada, a near-mythical place unreachable by normal folk, which is full of precious stones, coins, and other treasures. No treasure hunter has ever found this place, and some wonder whether it is entirely fictional and whether ancient cuélebres facing death simply destroy their treasures and plunge their bodies into the deep in a final act of selfish avarice, so that no one else ever enjoys their plunder. Mighty Hunger. Cuélebres possess a nigh-insatiable hunger, driving them to devour livestock and villagers alike. In some stories, the local people offer it bread called boroña to appease it, though sometimes this is not enough and it must be offered first-born sons or virgins. In stories where the cuélebre is especially nasty, the villagers leave a red-hot stone in place of the bread, slaying the dragon with this ruse, though in some tales the dragon is able to save its life by flying to the nearest bay and diving into the water, cooling itself before it burned up from the inside, later returning to wreak its vengeance.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":17},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Adult Deep Dragon","description":"The ultimate paradox: some deep dragons are actually very shallow. -Fizban Deep Dragons Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind. Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels. Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack. A Deep Dragon's Lair Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays. The challenge rating of a legendary deep dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Deep Torpor. The dragon casts the slow spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16 for an adult dragon or DC 19 for an ancient dragon). The spell ends early if the dragon uses this lair action again or if the dragon dies. Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round. Toxic Spores. The dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn. Regional Effects The region surrounding a legendary deep dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Preservation of Knowledge. Books, letters, and any other physical forms of writing within 6 miles of the dragon's lair become magically charged and can't be damaged by nonmagical means. Restless Sleep. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect. Verdant Growth. Vegetation and fungi within 6 miles of the dragon's lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food. If the dragon dies, these effects fade over the course of 1d10 days. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) poison damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it. Nightmare Breath (Recharge 5–6). The dragon exhales a cloud of spores in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 33 (6d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Commanding Spores. The dragon releases spores around a creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can't take a reaction, it takes 5 (1d10) psychic damage. Tail. The dragon makes one Tail attack. Spore Salvo (Costs 2 Actions). The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on a DC 16 Constitution saving throw or take 17 (5d6) poison damage and become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"typically neutral evil","Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Adult Deep Drake","description":"The deep drake is a formidable creature that dwells in the Elemental Plane of Earth but can also be found in the Material Plane. It lives entirely underground and shuns the touch of sunlight. Although not completely blind, it relies heavily on echolocation to navigate its dark and labyrinthine habitat and to hunt its unsuspecting prey. Stone Camouflage. The deep drake possesses scales or scutes akin to a crocodile's but resembling a stone-like texture, allowing it to seamlessly blend into its natural surroundings. Further aiding in its camouflage are its ability to climb surfaces effortlessly and the bony stalactite-like ridges adorning its spine, enhancing its ability to remain hidden within the shadowed recesses of cavern ceilings. Sonic Blaster. The deep drake stalks the winding caverns and underground tunnels, searching for a spot to hide, typically in the ceiling above a busy underground trail or passage. There, the deep drake patiently awaits for prey to venture close. Once the opportunity arises, With acute precision, it emits a powerful sonar blast. The forceful shockwave generated by the blast creates a sudden, intense compression, leading to destructive consequences to a creature upon impact. The sonic burst can rupture a creature's delicate tissues, such as eardrums, damage internal organs and blood vessels, shatter bones, and cause concussion. Creatures who survive the attack are often left reeling and vulnerable to the deep drake's death blow, which is a swift and powerful bite at the prey's neck or spine. Salt Geophagy. The deep drake's diet consists of normal and giant-sized bats, insects, reptiles, worms, and other manner of vermin but will include larger dangerous prey such as grimlocks and other humanoids if food is scarce. It supplements its carnivorous diet with salt deposits and crystals, biting and licking these salt formations that are abundant in cave systems that have or are near saline springs and pools. These minerals help it develop its tough, stone-like hide. Kobold Mounts. A deep drake is often encountered singly or as a mated pair, but a few run in packs, with several young ones led by an adult alpha. Kobolds are known to capture young deep drakes and train them as mounts and guards. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Echolocation. The drake can’t use its blindsight while deafened. Spider Climb. The drake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stone Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The drake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 4 (1d8) thunder damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Sonic Breath (Recharge 6). The drake emits a sonic shockwave in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 31 (7d8) thunder damage, is deafened for 1 minute, and is stunned until the end of the drake's next turn. On a successful save, a creature takes half as much damage and isn't deafened or stunned.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Adult Desert Drake","description":"Desert drakes are wingless dragons with thick, golden-brown hides that resemble overlapping armor plates. They have large horns on their snouts similar to a blue dragon's and long tails that end with bony clubs. Desert drakes, as their name implies, are usually encountered in barren wastelands, dust bowls, and dry badlands. Sand Lurkers. Desert drakes are ambush hunters. They use their specialized claws and tail to burrow and bury themselves deep into the sand and patiently wait until they sense the vibration caused by the movement of approaching prey. Upon reaching striking distance, the desert drakes explode from the sand, catch their targets by surprise, and bring them down quickly with savage attacks. Desert drakes typically hunt large reptiles and mammals such as camels, humanoids, and cattle. They will track and follow caravans for days waiting for an opportunity to snatch prey. Sand Breath. Desert drakes constantly swallow small amounts of sand which they store within their acidic bellies. When confronted with numerous foes or a dangerous opponent, desert drakes can disgorge the stored and now highly corrosive sand at their targets' eyes, burning and blinding them at the same time. Tail Clubbing. Desert drakes tend to be solitary and very territorial. During mating season, desert drakes converge and vie for the right to be the only male to mate with the females. The largest males challenge each other and fight using only their powerful tail clubs, taking turns smashing each other's bodies. Rarely do these matches end in death, but broken limbs and ribcages are common. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Hold Breath. The drake can hold its breath for 30 minutes or until it uses its Acid Breath. Sand Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Actions Multiattack. The drake makes one Bite attack, two Claw attacks, and one Tail attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage and if the target is Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Sand Breath (Recharge 6). The drake exhales corrosive sand in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) acid damage and is blinded for 1 minute. A creature can repeat the saving throw with advantage on the roll at the end of each of its turns, ending the blinded effect on a success. On a successful save, a creature takes half as much damage and isn't blinded. Reactions Tail Swipe. When an enemy the drake can see moves within 10 feet of the drake, the drake can make one Tail attack against that enemy.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Adult Dracolisk","description":"The dreaded dracolisk is a rare crossbreed between a black dragon and a basilisk. The dracolisk appears at first glance like a typical black dragon, with shimmering black scales and bat-like wings. However, it has three pairs of legs, each ending with razor-sharp claws. The dracolisk is feared because of its two dangerous abilities. Just like its draconic parent, the dracolisk has a powerful acid breath attack. The dracolisk has also gained the basilisk's deadly ability to petrify opponents with its gaze. Presented below are the stats of an ancient, adult, and young dracolisk of the black dragon variety. Traits Amphibious. The dracolisk can breathe air and water. Petrifying Gaze. If a creature starts its turn within 30 feet of the dracolisk and the two of them can see each other, the dracolisk can force the creature to make a DC 16 Constitution saving throw if the dracolisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the dracolisk until the start of its next turn, when it can avert its eyes again. If it looks at the dracolisk in the meantime, it must immediately make the save. If the dracolisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. Actions Multiattack. The dracolisk makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) piercing damage plus 4 (1d8) acid damage and 4 (1d8) poison damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Acid Breath (Recharge 5–6). The dracolisk exhales acid in a 15-foot line that is 5 feet wide. Each creature in that area must make a DC 16 Constitution saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Adult Dragon Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Actions Multiattack. The skeleton can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence. Each creature of the skeleton's choice that is within 120 feet of the skeleton and aware of it must succeed on a DC 10 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the skeleton's Frightful Presence for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Adult Dragon Zombie","description":"Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Multiattack. The zombie can use its Frightful Presence. It then makes one Bite and one Claw attack. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Frightful Presence. Each creature of the zombie's choice that is within 120 feet of the zombie and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the zombie's Frightful Presence for the next 24 hours. Baleful Breath (Recharge 5–6). The zombie exhales pestilent gas in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Adult Dragonne","description":"A dragonne is a very rare subspecies of dragon that appear to be a cross between a lion and a dragon. An adult dragonne is about 8 feet tall at the shoulder and has a 16-foot long body of a lion covered in either lion fur or dragon colored scales and sporting a pair of dragon wings. Territorial Predators. Dragonnes live in the dense jungles and savannahs. They are very territorial creatures but will also often let out warning roars to scare would-be intruders. Those that do not take heed, however, become prey and are treated to the full brunt of the dragonne’s roar, a thunderous rumble that weakens the body and the mind, allowing the dragonne to tear apart and rend its targets. Traits Stunning Pounce. If the dragonne moves at least 30 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone and stunned until the end of the dragonne's next turn. Actions Multiattack. The dragonne makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Roar (Recharge 5–6). The dragonne emits a magical roar. Each creature within 120 feet that can hear its roar must succeed on a DC 16 Wisdom saving throw or gain 2 levels of exhaustion. Legendary Actions The dragonne can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragonne regains spent legendary actions at the start of its turn. Detect. The dragonne makes a Wisdom (Perception) check. Bite. The dragonne makes a Bite attack. Wing Attack (Costs 2 Actions). The dragonne beats its wings. Each creature within 15 feet of the dragonne must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragonne can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Adult Emerald Dragon","description":"Have you ever heard an emerald dragon purr? It sounds like a tremendous, lethal, and adorable earthquake. -Fizban Emerald Dragons Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences. Shimmering Green A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood. Clever Concealment The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena. Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them. Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals. Hoarded Histories Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations. An Emerald Dragon's Lair Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region. Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava. Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight. The challenge rating of a legendary emerald dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Distort Perceptions. The dragon attempts to alter the perceptions of one creature it can see within its lair. That creature must succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic damage and have disadvantage on saving throws until the start of its next turn. Vanish. The dragon becomes invisible until initiative count 20 on the next round. Regional Effects The region surrounding a legendary emerald dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones. Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any area of fire or lava in that region. Subtle Obstruction. Rocks within 6 miles of the dragon's lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon's lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers' feet to send them tumbling down slopes or into rivers. Thriving Wildlife. Giant lizards are attracted to the area within 6 miles of the lair and settle there in large numbers. If the dragon dies, the population of giant lizards near the lair returns to normal levels over the course of 1d10 days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Shift Perception (1/Day). The dragon can cast hallucinatory terrain , requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17). Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its wake. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) psychic damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Disorienting Breath (Recharge 5–6). The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save, the creature takes 42 (12d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17): At will: mage hand (the hand is invisible), minor illusion 1/day each: detect thoughts , dispel magic , invisibility , major image Bonus Actions Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Claw. The dragon makes one Claw attack. Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting. Emerald Embers (Costs 3 Actions). The dragon creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a DC 17 Dexterity saving throw or take 31 (9d6) fire damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon (gem)","Alignment":"typically lawful neutral","Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Adult Forest Drake","description":"Forest drakes are feral and wingless cousins of green dragons, sharing their cruelty and cunning but none of their intelligence. Forest drakes sport large antler-like horns on their heads and fur running down their spines. As their name suggests, forest drakes prowl timberlands, thickets, and taigas. Cunning Predators. Forest drakes are carnivorous and usually prey on deer, pigs, and primates, but they prefer elves, halflings, and humans and will go out of their way to hunt and track them if they catch their scent. Forest drakes are known to mimic elk and moose, teasing hunters with glimpses of their antlers, drawing them closer to set them for an ambush. Hallucinogenic Breath. Forest drakes supplement their meat diet with wild, poisonous mushrooms. The ingested fungi's toxins do not harm the forest drakes. Instead, it alters their poisonous breath, making it more potent by having a hallucinogenic effect on any who unfortunately inhales the poison. Pack Hunters. Forest drakes typically form packs composed of one old male bull, several females, and a few young males. These dangerous packs will usually hunt deer herds and even attack small settlements at the edge of their territories. During the mating season, the old male drives out all the males from the pack to establish its harem. One or two bulls might challenge him for the harem, and these fights usually end with the challenger maimed or killed. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Charge. If the drake moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. If the target fails its saving throw by 5 or more, it is also stunned until the end of the drake's next turn. Actions Multiattack. The drake makes one Bite or Ram attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage. Poison Breath (Recharge 6). The drake exhales poison in a 30-foot cube. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 28 (8d6) poison damage and is poisoned for 1 minute. A poisoned creature suffers the effect of the confusion spell without making a saving throw. The drake doesn't need to concentrate to maintain the effect. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. Bonus Actions Rear Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone target. Hit: 7 (2d6) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Adult Gold Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Claw : Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail : Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"19 (Natural Armor)","HP":"256 (19d12+133)","CHA":24,"CON":25,"DEX":14,"INT":16,"STR":27,"WIS":15,"Size":"Huge","Type":"dragon","Speed":"40 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390056744/1v2hUmqO7CJmvEzFisAKRw/original.png","Roll 0":"Bite\n1d20 + 14\n2d10+8","Roll 1":"Claw\n1d20 + 14\n2d6+8","Roll 2":"Tail\n1d20 + 14\n2d8+8","Roll 3":"Fire Breath\n1d20 + 0\n12d10","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Insight +8, Perception +14, Persuasion +13, Stealth +8","Source":"5th Edition SRD","data-XP":"18,000","Alignment":"Lawful Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Fire","Token Size":3,"data-LANum":3,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"},{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 8\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 8\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 8\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"Name\":\"Change Shape\",\"Desc\":\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"}]","data-CHA-mod":"+7","data-CON-mod":"+7","data-DEX-mod":"+2","data-INT-mod":"+3","data-STR-mod":"+8","data-SizeNum":6,"data-WIS-mod":"+2","Saving Throws":"Dex +8, Con +13, Wis +8, Cha +13","Challenge Rating":17,"Passive Perception":24,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":17,"data-AcNum":19,"data-HpNum":256},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adult Gold Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Gold Dragon The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil. A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon’s sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold. Devourer of Wealth. Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn’t need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren’t bribes. Reserved Shapeshifters. Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring. Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end. Master Hoarders. A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it. A Gold Dragon’s Lair Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. Regional Effects The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger. Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius. If the dragon dies, these effects end immediately. Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage. Claw : Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. Tail : Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (fire breath or weakening breath): Fire Breath : The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath : The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions The dragon can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"MM1","Alignment":"lawful good","Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Adult Gray Dragon","description":"Gray Dragon The gray dragon is likely the most avaricious, ill-tempered, and feral of all dragons. It lives to hunt for sport, more obsessed with the act of stalking and bringing down powerful prey than accumulating wealth. It is prone to fits of rage such that the gray dragon would rain death and destruction to every random habitat and settlement within miles of its lair. It dwells in temperate regions that have high rocky outcroppings surrounded by low flatlands. Spiked Horror. The gray dragon is covered in armor-like, bony plates called osteoderms, with spikes protruding from its forearms and limb joints. Its head features a crest of long, sharp spikes, with smaller ones jutting below its oversized jaw like a garish beard. A jagged line of barbs runs from the back of its head and along its spine, and its forked tail ends with two wicked scythe-like bony plates which it uses to impale prey. A fang-filled mouth and a pair of long ears give the gray dragon a bat-like visage. Earth Connection. It is said that gray dragons evolved from fang dragons, an extinct type of bestial dragon that had no breath weapon. Legend has it that Tiamat, the Queen of Dragons, weaved her dark magic and infused all unhatched fang dragon eggs in the world with basilisk blood. Since then, only gray dragon hatchlings have been born, and each has shown a natural affinity with the Elemental nature of Earth, including immunity to petrification. Consummate Hunter. Driven by its predatory nature, the gray dragon prefers to fight by just using its teeth, claws, and tail, often delivering the killing blow before its target can react. At times the gray dragon will toy with its prey, tormenting it by telling how futile it is to escape, and even mimicking voices it has heard to distract or lure the target. It sees it as a testament to its hunting prowess to bring down formidable creatures with just its cunning, hunting skill, and physical attacks. Thus, it rarely uses its breath attack unless it believes its life might be in danger. The gray dragon's elemental breath is a cone of caustic, viscous slime. The slime is so sticky that it continues to dissolve the flesh of its victims for a time after the initial contact. Guarded Lair. A gray dragon often leaves its lair for extended periods to hunt. Before doing so, it seals its den, where it keeps its vast treasure piles, with boulders and slabs of granite and limestone. The lair’s outlying chambers are usually patrolled by the gray dragon’s minions, which are often basilisks, cockatrices, earth elementals, galeb duhr, medusae, ooze paraelementals, and stone giants. These creatures are not necessarily subservient to the gray dragon and see it more as a mutual arrangement of protection. However, they do fear the gray dragon’s wrath and take extraordinary steps not to incur it. A Gray Dragon's Lair The gray dragon dwells in badlands, brushlands, prairies, and tundras that have rocky crags, cliffs, and outcroppings that overlook great flatlands where it can spy potential game from great distances. It makes its lair in sprawling caves and ancient ruins. Its den is full of amassed treasure and decorated with the bones and skulls of the most dangerous and largest creatures it has slain. The gray dragon hunts and leaves its lair more often than other dragons and secures its lair by blocking its entrances with huge boulders. The challenge rating of a legendary gray dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. The dragon creates a wall of earth on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, resistant to bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine, and immunity to necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Earthquakes are common within 6 miles of the dragon’s lair. Earth elementals scour the land within 6 miles of the lair. Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby. If the dragon dies, the earth elementals disappear immediately, and the other effects fade over the course of 1d10 days. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Mimicry. The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing damage plus 4 (1d8) acid damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) piercing damage and if the target is a Large or smaller creature, it is grappled (escape DC 19). Until this grapple ends, the dragon can automatically hit the target with its Tail attack, and the dragon can't attack another target with its Tail attack. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5–6). The dragon exhales sticky, corrosive acid in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On failed save, a creature takes 40 (9d8) acid damage immediately and 18 (4d8) acid damage at the end of its next turn. On a successful save, a creature takes half as much of the initial damage and no damage at the end of its next turn. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Adult Green Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks : one with its bite and two with its claws. Bite : Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. Claw : Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail : Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours . Poison Breath (Recharge 5-6) : The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"19 (Natural Armor)","HP":"207 (18d12+90)","CHA":17,"CON":21,"DEX":12,"INT":18,"STR":23,"WIS":15,"Size":"Huge","Type":"dragon","Speed":"40 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390056817/0GtEOIkUqE5ZSF-Xgu-OzQ/original.png","Roll 0":"Bite\n1d20 + 11\n2d10+6+2d6","Roll 1":"Claw\n1d20 + 11\n2d6+6","Roll 2":"Tail\n1d20 + 11\n2d8+6","Roll 3":"Poison Breath\n1d20 + 0\n16d6","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6","Source":"5th Edition SRD","data-XP":"13,000","Alignment":"Lawful Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Poison","Token Size":3,"data-LANum":3,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"},{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 6\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d6\",\"Damage 2 Type\":\"poison\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 6\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 6\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Poison Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+3","data-CON-mod":"+5","data-DEX-mod":"+1","data-INT-mod":"+4","data-STR-mod":"+6","data-SizeNum":6,"data-WIS-mod":"+2","Saving Throws":"Dex +6, Con +10, Wis +7, Cha +8","Challenge Rating":15,"Passive Perception":22,"Condition Immunities":"Poisoned","data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":15,"data-AcNum":19,"data-HpNum":207},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adult Green Dragon","description":"\"I see an ancient elf king, his majesty long since faded, slumped and half asleep in his throne. A green dragon whispers in the king’s ear, corrupting and twisting the king’s dreams. This dragon’s name is Cyan Bloodbane, and he means the destruction of us all.\" —Pelios of Ergoth, Silvanesti seer Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Green Dragon The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible. A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck. A wyrmling green dragon’s thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges. A green dragon’s legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up. Capricious Hunters. A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves. Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions. A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures’ activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die. Manipulative Schemers. A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master. When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status. Conflict and Corruption. Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch—sometimes for decades—for the chance to slay the other dragon, then claim its lair and hoard. Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions’ minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions’ tortured dreams. Living Treasures. A green dragon’s favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects. A Green Dragon’s Lair The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled. At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies. A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies. Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. Regional Effects The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns. Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path. Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator. If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns. Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage. Claw : Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. Tail : Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours . Poison Breath (Recharge 5-6) : The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"MM1","Alignment":"lawful evil","Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Adult Green Spectral Dragon","description":"Find the template for spectral dragons here . Traits Incorporeal Movement. The spectral dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Sunlight Sensitivity. While in sunlight, the spectral dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) necrotic damage plus 7 (2d6) poison damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) necrotic damage. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) necrotic damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Necrotic Poison Breath (Recharge 5–6). The dragon exhales necrotic poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 28 (8d6) necrotic damage and 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Adult Grimnir Wolf","description":"Wolves A common creature in most lands, wolves did not pass into Grimnir during the Exodus, nor were they manifested when the world was created, as many other animals were. They were hidden away in the Underworld, nurtured by Hel. In recent years, they have been released, primarily by way of being given to the Whar clan.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":1},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Adult Half-Blue Dragon Bulette","description":"The half-blue dragon bulette is a nightmarish abomination. It resembles a bulette at first glance, but closer examination reveals blue scales covering its tough, armor-like exterior. It sports the wings and tail of a blue dragon, including the signature oversized horn in the middle of its large forehead and rows of bony spikes that line its brow and jaws. Lightning arcs and sizzles within its massive maw. Vicious Ravager. The half-blue dragon bulette is an extraordinary hunter that is fearless, highly territorial, and insatiable. It will attack and slay anything that moves, even other dragons, within its enormous territory. It will terrorize caravans and settlements within hundreds of miles of its lair, not stopping until it has devoured everything it finds edible. Burrowing Predator. The half-blue dragon bulette has wings that enable it to fly, but it spends most of its time underground, burrowing through the desert sand in search of prey to ambush. Once it senses movement on the surface, the half-blue dragon bulette uses its powerful limbs and wings to propel itself upward, exploding from the ground in a shower of sand and stone. The action is so quick and violent that the prey would not even realize what attacked it. Black Widow. The half-blue dragon bulette is always a solitary creature. The only exception is when it enters its reproductive cycle. Its scent will attract the attention of male bulettes. Over this lengthy period, the half-blue dragon bulette will violently mate with numerous males. Those that survive the sexual encounter and are not able to escape are viciously slain and eaten. Frightful Roar. Adult and older versions of the half-blue dragon bulette are extremely rare. Those that were very lucky to have survived an encounter with it have heard its blood-chilling roar from hundreds of feet away. A Half-Blue Dragon Bulette's Lair The half-blue dragon bulette lair is a system of tunnels and caves deep beneath vast desert wastes. The challenge rating of a half-blue dragon bulette increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon chooses a point on the ground it can see within its lair. A violent sand storm howls down in a 20-foot-radius, 30-foot-high cylinder centered on that point. Each creature in the area must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage and is blinded until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't blinded. The half-dragon chooses a point it can see within its lair. A bolt of lightning flashes down to that point from the ceiling directly above it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) lightning damage and is incapacitated until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't incapacitated. The half-dragon chooses up to three points on the ground that it can see within its lair. Sand and dirt form into grasping tendrils that extend from the ground and snare creatures and objects in a 10-foot-radius sphere centered on that point. For the duration of the effect, the ground in that area becomes difficult terrain. Each creature other than the half-dragon that starts its turn standing in those areas must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Standing Leap. The half-dragon's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Actions Multiattack. The half-dragon makes one Bite attack and two Claw attacks. It can use Frightful Roar in place of its Bite attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 38 (5d12 + 6) piercing damage plus 7 (2d6) lightning damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Deadly Leap. If the half-dragon jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 18 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 20 (4d6 + 6) bludgeoning damage plus 20 (4d6 + 6) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the half-dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the half-dragon's space. Frightful Roar. The half-dragon emits a dreadful roar audible out to 300 feet. Each creature within 120 feet of the half-dragon and able to hear the roar must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the half-dragon's Frightful Roar for the next 24 hours. Lightning Breath (Recharge 5–6). The half-dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 49 (9d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Adult Hellfire Wyrm","description":"Hellfire Wyrm As part of her agreement of being a subservient champion of Asmodeus, Tiamat the Dragon Queen provided the Supreme Master of the Nine Hells some of her eggs. The eggs were brought to Mephistopheles and infused with Asmodeus's blood. The dragons born from these eggs were raised to become draconic agents loyal to Asmodeus and the ruling archdevils of the Nine Hells. These dragons became known as hellfire wyrms. To ensure the hellfire wyrms would not pose a threat to her, Tiamat deliberately cursed each egg. The cursed hellfire wyrm, no matter how old it was, would not grow to the size of an ancient dragon. Still, every hellfire wyrm, while subservient to the archdevils, recognize Tiamat as their mother and remain reverent to her. Fiendish Shapechanger. From afar, the hellfire wyrm is often mistaken for a red dragon. As one gets close to it, however, its supernatural aura and diabolical characteristics become more noticeable. It features osteodermic spikes protruding from its head and shoulders and a row of sharp bony spines run from the back of its head to the tip of its tail. Its scales continuously shift in the colors of flowing molten lava and its eyes burn with infernal intensity. The hellfire wyrm can also change its form to that of a tiefling or any Medium devil. It prefers its tiefling form, though, where the once fearsome hellfire wyrm effortlessly becomes a charming, endearing, polite, and eloquent creature. It is probably these traits, and its ability to magically disguise itself, that make the hellfire wyrm even more dangerous. Agent of the Nine Hells. The hellfire wyrm is sent to the Material Plane to insert itself into numerous powerful kingdoms and live among the humanoid races for an indefinite time, assuming different identities until it establishes itself successfully and secures a position of power, such as a chancellor, magistrate, or treasurer. In these roles, a hellfire wyrm can secretly influence and corrupt monarchs, people of high stations, and those in key, strategic positions to pursue actions and make decisions that align with the goals of its archdevil master or send as many souls possible to the Nine Hells, such as commit despotic acts and start unnecessary wars. The hellfire wyrm always makes these moves very carefully and takes utmost care to hide its diabolical nature. Anyone who becomes even remotely suspicious of the hellfire wyrm's true identity or actions is quickly and quietly eliminated by the dragon. The hellfire wyrm will only reveal its true draconic form if its life is in peril and it can't escape. Combat Tactician. In combat, the hellfire wyrm quickly searches for advantages and disadvantages it can exploit, such as the environment or its enemies' weaknesses. It keeps to the air against grounded targets, using only its spells and breath attack until it is confident enough to close in and finish them off. Its breath attack is a powerful cone of hellfire that can turn bone and flesh to ash in an instant. Those few who survive such an onslaught are still left vulnerable to fire and must contend with the hellfire wyrm's next attacks. A Hellfire Wyrm's Lair A hellfire wyrm keeps and maintains several homes in the cities found within the kingdom the dragon covers. These homes are often large, resplendent mansions guarded by mercenaries hired by the hellfire wyrm, who may not even know their master's true nature. These homes are just for show, though, and the hellfire wyrm only stays there in its tiefling form when it has tasks it needs to do in that city. When the hellfire wyrm is not actively scheming, it retreats to its actual lair, which is either inside the central vent of a volcano, a forgotten ancient ruins, or an underground cavern complex deep underneath the kingdom's capital. Because the hellfire wyrm is often away from its true lair, it never leaves it unguarded. Magma paraelementals lurk outside the entrances of the lair, while the hellfire wyrm's infernal minions, such as barbed devils, bearded devils, hellhounds, imps, lemures, merregons, nupperibos, and spined devils, patrol the inner passageways and chambers. Finally, the hellfire wyrm's innermost sanctum in its lair, where it hides its precious collections and accumulated treasure, is always protected by magical traps and sealed by magical locks. The challenge rating of a legendary hellfire wyrm increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: A storm made up of sheets of roaring flame appears in a location the dragon chooses within 120 feet of it. The area of the storm consists of up to eight 10-foot cubes, which the dragon can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 15 Dexterity saving throw. It takes 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The dragon targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dragon creates an opaque wall of fire on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) fire damage, or half as much damage on a successful save. Each side of the wall deals 9 (2d8) fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary hellfire wyrm’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Unbearably hot, sulfuric smoke obscures the land within 6 miles of the dragon’s lair. Creatures take 3 (1d6) poison damage and 3 (1d6) fire damage at the end of hour spent in the area. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. Rocky fissures within 1 mile of the dragon’s lair form portals to the Nine Hells, allowing hell hounds and lesser devils (CR 5 or less) into the world to dwell nearby. If the dragon dies, the devils disappear immediately, and the other effects fade over the course of 1d10 days. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Greater Spell Penetration. When the dragon casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 5 levels higher. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) fire damage. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): At will: charm person, detect magic, disguise self, fire bolt (4d10) 2/day each: dispel magic, invisibility, suggestion 1/day each: divine word, plane shift Hellfire Breath (Recharge 5–6). The dragon exhales hellfire in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On failed save, a creature takes 66 (12d10) fire damage and becomes vulnerable to fire damage until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects. Bonus Actions Change Shape. The dragon magically transforms into a tiefling or Medium devil, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Heated Body. The dragon emits fire from its body. A creature that touches the dragon or hits it with a melee attack while within 10 feet of it and the Heated Body is active takes 5 (1d10) fire damage. The Heated Body remains until the dragon dies or until it dismisses it as an action. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Charm. The dragon casts charm person . Fire Bolt. The dragon casts fire bolt . Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Dragon)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Adult Ice Drake","description":"The ice drake is a wingless draconic creature that bears a slight resemblance to a white dragon. Thick, jagged scales that look like icy spikes protrude from its back, shoulders, and limbs, giving it a formidable look. Its eyes gleam an icy white while bluish frost emanates from its inner maw. Arctic Denizen. An ice drake is a natural denizen of the freezing regions where the Elemental Plane of Air and Water overlap. However, it can also be encountered in the coldest places of the Material Plane. Not only is the ice drake adapted for its frigid habitat, it also plays an important role within this ecosystem. While its diet consists mostly of fish, seals, walruses and penguins, it also provides some balance to the food chain by preying on larger mammals such as polar bears, reindeer, and humanoids who would otherwise overpopulate their native range. An ice drake is typically a solitary hunter but young ones can be found in small groups when food sources are plentiful, where they will hunt cooperatively to take down larger prey. Ambush Predator. An ice drake prefers to wait until its prey is within striking distance. It takes advantage of its ability to blend with its icy surroundings before bursting from its hiding place and attacking with its terrible bite and claws with lightning speed. Those who find themselves within very close proximity to the ice drake are suddenly overwhelmed by an intense, piercing cold. A single bite from an ice drake can freeze flesh instantly, which is usually enough to bring down, incapacitate or slow down its target. But when facing stronger or multiple targets, the ice drake can breathe a line of freezing icicles. This powerful breath can encase targets in ice within moments, effectively trapping them and leaving them vulnerable to the ice drake. Young and adult ice drakes are usually captured and trained to become guards by frost giants and white dragons. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Cold Aura. Any creature that starts its turn within 5 feet of the drake takes 4 (1d8) cold damage and can't use reactions until the start of its next turn. Frost Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in icy and snowy terrain. Actions Multiattack. The drake makes one Bite attack, two Claw attacks, and one Tail attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) cold damage, and the target's speed is reduced to 10 feet until the end of the drake's next turn. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. Icy Breath (Recharge 5–6). The drake exhales a blast of freezing icicles in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Constitution saving throw. On a failed save, a creature takes 31 (7d8) cold damage and is restrained by ice for 1 minute. As an action, the restrained target can make a DC 15 Strength check, breaking the ice on a success. The ice can also be attacked and destroyed (AC 13; hp 25; vulnerability to fire damage; immunity to cold, poison, and psychic damage). On a successful save, a creature takes half as much damage and isn't restrained by ice.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Adult Illithidragon","description":"Illithidragon When an illithid colony captures a live dragon wyrmling, it is brought to the elder brain. If the colony is thriving, the wyrmling is destroyed. If, however, the colony is in dire straits, the elder brain may decide the unthinkable and have the wyrmling undergo ceremorphosis, the process of transforming a creature into an illithid. In this case, the wyrmling transforms into an illithidragon. To ensure the illithidragon does not become a threat to the colony, the elder brain stunts the growth of the illithidragon at the very start of the process, preventing the illithidragon from reaching the age and size of an ancient dragon. Uncontrollable Force. The illithidragon tends to be loyal and subservient to the elder brain, serving the colony as its primary guardian. As it ages, however, its draconic nature of being selfish, egotistical, and superior rears up, and the elder brain starts to lose control over the illithidragon. As soon as this happens, the colony is ordered to destroy the illithidragon. However, the illithidragon is often already aware that it has become a threat to the elder brain and either escapes into the Underdark to begins its life anew, or destroys the elder brain, subjugates the colony, and installs itself as the new master. Mastermind. Just like mind flayers, an illithidragon is a depraved schemer and manipulator, enslaving weaker Underdark races to further its goals of amassing wealth, domination, and survival. Just like mind flayers, it subsists on the brains of other creatures. However, it can eat any intelligent creature's brain, not just humanoids. It hates and avoids other dragons, as they see its kind as an abomination that must be destroyed. Mind Destroyer. In combat, an illithidragon attacks its foes with its grasping tentacles and raking claws. If it manages to incapacitate a creature, it will try to extract its brain. Unlike dragons, an illithidragon has lost its breath attack ability. However, it can emit psychic energy waves just like a mind flayer. An Illithidragon's Lair An illithidragon's lair is always underground, and often within the deepest regions the Underdark. The illithidragon makes its lair in great stalactite-filled cavern complexes with twisting tunnels. Its main den where it keeps its treasure hoard usually has chambers at varying heights, with at least four or more means of egress. The illithidragon keeps enslaved humanoids such as derro, dire corbies, and quaggoths to patrol its lair's outermost passages and forms partnerships with more powerful creatures such as ropers to guard its lair's inner areas. The challenge rating of a legendary illithidragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the illithidragon takes a lair action to cause one of the following effects; the illithidragon can’t use the same effect two rounds in a row: The illithidragon casts telekinesis (no components required) While maintaining concentration on this effect, the illithidragon can’t take other lair actions. One creature the illithidragon can see within 120 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed by the illithidragon as if the dragon had cast dominate monster on it. The effect ends on initiative count 20 on the next round. Regional Effects The region containing a legendary illithidragon’s lair is warped by the illithidragon’s magic, which creates one or more of the following effects: Whenever a creature sleeps or enters a state of trance within 6 miles of the illithidragon’s lair, it experiences a haunting nightmare and wakes up, its rest interrupted. Non-evil creatures within 6 miles of the illithidragon’s lair randomly hear whispered voices in their heads. Plants, fungi, and animals within 1 mile of the of the illithidragon’s lair have twisted, aberrant forms and tentacles. If the illithidragon dies, the nightmares and whispers immediately end while the plants, fungi, and animals return to their normal forms over the course of 1d10 days. Traits Legendary Resistance (3/Day). If the illithidragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The illithidragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The illithidragon can use its Frightful Presence. It then makes one Tentacles attack and two Claw attacks. It can use Extract Brain in place of its Tentacles. Tentacles. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 20 (4d6 + 6) bludgeoning damage plus 7 (2d6) psychic damage. If the target is Huge or smaller, it is grappled (escape DC 19) and must succeed on a DC 18 Intelligence saving throw or be stunned until this grapple ends. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Extract Brain. Melee Weapon Attack: +11 to hit, reach 5 ft., one incapacitated creature that has a brain grappled by the illithidragon. Hit: The target takes 77 (14d10) piercing damage. If this damage reduces the target to 0 hit points, the illithidragon kills the target by extracting and devouring its brain. Frightful Presence. Each creature of the illithidragon's choice that is within 120 feet of the illithidragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the illithidragon's Frightful Presence for the next 24 hours. Spellcasting. The illithidragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18): At will: detect thoughts, levitate 1/day each: dominate monster, plane shift (self only) Mind Blast (Recharge 5–6). The illithidragon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 41 (8d8 + 5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The illithidragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The illithidragon regains spent legendary actions at the start of its turn. Detect. The illithidragon makes a Wisdom (Perception) check. Tail Attack. The illithidragon makes a Tail attack. Wing Attack (Costs 2 Actions). The illithidragon beats its wings. Each creature within 10 feet of the illithidragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The illithidragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration (Dragon)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Adult Imperial Dragon","description":"The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic. Dragons of the Spirit World. Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms. Colorful and Magical. Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillioncolored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed. Masters of Wind and Rain. Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the sahuagin and evil water-dwelling monsters like krakens and sea dragons . An Imperial Dragon’s Lair Imperial dragons live deep below the water, typically in large rivers, lakes, and seas. While some live in simple caves, most construct great palaces of coral and kelp. These magnificent structures contain areas where air-breathing creatures can live without discomfort, and the palaces of the oldest dragons are filled with menageries, bathhouses, and even entire libraries of rare and esoteric texts. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: * The dragon causes a bolt of lightning to strike a point it can see within 120 feet of it. Each creature within 5 feet of that point must make a DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed saving throw, or half as much damage on a successful saving throw. * The dragon calls coral to surround one creature it can see within 120 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be restrained. While restrained in this way, the creature takes 10 (3d6) slashing damage at the start of each of its turns. A creature, including the target, can take its action to free the target by succeeding on a DC 15 Strength check. The coral can also be attacked and destroyed (AC 10; hp 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage). The coral crumbles when the dragon uses this lair action again or when the dragon dies. * A whirl of water or wind appears on a point the dragon can see within 120 feet of it and disappears just as quickly. Each creature within 30 feet of that point must succeed on a DC 15 Strength saving throw or be pulled up to 25 feet toward that point and knocked prone. Regional Effects The region containing a legendary imperial dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: The dragon’s mood affects the weather and water within 6 miles of its lair. When the dragon is calm or sleeping, the sky is clear and the water still. When the dragon is angry or troubled, the sky is filled with storm clouds and the water becomes choppy. Fish and other marine life become more numerous within 3 miles of the dragon’s lair. Pearls within 1 mile of the dragon’s lair are imbued with healing magic. If a harvested pearl is crushed into a powder and then consumed, it provides the benefits of a potion of healing. If the dragon dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"neutral","Expansion":8073,"Challenge Rating":20},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Adult Kruthik","description":"Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them. —Mordenkainen Kruthiks Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack⁠. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs. Sharp Senses. In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. Sharper Weapons⁠. Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal. Shared Lair. Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs. Adult Kruthik Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary. —Mordenkainen It takes six months of steady eating for a young kruthik to reach adult size. The natural life span of an adult kruthik is roughly seven years. Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws. Traits Keen Smell. The kruthik has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics⁠. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake. Actions Multiattack. The kruthik makes two stab attacks or two spike attacks. Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Spike. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Source":"Mordenkainen's Tome of Foes","Alignment":"Unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Adult Kruthik","description":"It takes six months of steady eating for a young kruthik to reach adult size. The natural life span of an adult kruthik is roughly seven years. Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws. Imagine a hive of ants the size of horses, but the ants are wearing armor. —Mordenkainen Kruthiks Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs. In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal. Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs. Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. —Mordenkainen Traits Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake. Actions Multiattack. The kruthik makes two Stab or Spike attacks. Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Spike. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Adult Light Dragon","description":"Dragons who wandered across the Ethereal and Astral Planes and the godly outer planes became a breed unto themselves eons past. The forms of light dragons are no longer entirely physical, and they use this adaptation to pursue lives of reverence for beauty in places deadly to others--the high places among stars and dark voids. Lovers of Light. Motivated in their travels by a love and fascination for bright places of singular beauty, they often bask in a trancelike state for long years in close orbit around celestial structures they find pleasing to look upon or in the shimmering lights of planar conjunctions. In time, the desire to share the experience with their kin moves them on. Reclusive and Remote. When birthing and rearing their young, who lack their elders' ethereal bodies, light dragons seek out remote terrestrial places, often known only to others of their kind. Aware of the ruinous effects of their presence over the long term, light dragons avoid making their lairs near farmlands and places of sensitive vegetation. Deserts and inhospitable, rocky coastlines serve as their earthly homes. During such periods when they do interact with other intelligent beings, they maintain a benevolent but remote approach, wishing all creatures well, but preferring to only interact with others of their kind or creatures who exhibit and appreciate beauty. A Network of Mutual Protection and Intelligence. Light dragons maintain amiable connections with one another, telling tales of their travels and sharing information of notable dangers. In particular, void dragons despise light dragons, and light dragons warn one another of a void dragon's approach. If one of their nemeses can be located and confronted with minimal danger to other creatures, the light dragons join forces to destroy it. Light dragons fear the unpredictable insanity of the void dragons and the dangerous knowledge the creatures attain in their studies. They seek to bring the volatile creatures down before the void dragons bring about cataclysmic harm. Many light dragons die in such attempts, and the fear of reprisal against the survivors makes light dragons one of the more reclusive and secretive types of dragon. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: A 30-foot-radius sphere of water in its lair boils. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. A 60-foot-radius sphere of glowing stardust bursts on a point the dragon can see within 120 feet of it. The burst spreads around corners, illuminating objects and creatures in the area. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be outlined in twinkling starlight. This starlight works like the faerie fire spell, except it doesn't require concentration and lasts until the dragon uses this lair action again or until the dragon dies. Regional Effects The region containing a legendary light dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: Fires and nonmagical light sources burn twice as long as they would otherwise while within 1 mile of a light dragon's lair. Clouds never gather within 3 miles of a light dragon's lair, leading to a lack of vegetation. Creatures that can see in natural darkness can also see in areas of magical darkness while within 1 mile of a light dragon's lair. If the dragon dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"neutral good","Expansion":45,"Challenge Rating":16},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Adult Lunar Dragon","description":"Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock. Before laying eggs, a female lunar dragon stocks her lair with food; she won’t leave the lair again until the eggs hatch and the offspring are old enough to fend for themselves. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate. Lunar dragons enjoy depriving other creatures of treasure more than acquiring the treasure themselves. Often found among the treasures in a lunar dragon’s hoard are one or more spelljamming helms (see the Astral Adventurer’s Guide ) taken from vessels that dared to invade the dragon’s territory. A lunar dragon can become incorporeal, but not to the extent that it can pass through other creatures or solid objects. In this semi-incorporeal state, roughly half of the dragon’s body has a dark, indistinctly spectral form. A Lunar Dragon’s Lair The cave complex where a lunar dragon makes its lair contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might contain natural springs and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon. Regional Effects The region containing an ancient or adult lunar dragon’s lair is warped by the dragon’s magic, which produces one or more of the following effects: Black Frost. A thin layer of black frost covers the ground, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult. Haunting Moan . A haunting sound gets louder or fainter (dragon’s choice) the closer one gets to the lair. The moan is audible 6 miles from the lair if the dragon is ancient, or 3 miles if the dragon is an adult. Moon Devils. Swirling funnels of dust and frost known as moon devils crisscross the area within 1 mile of the lair, intercepting other creatures they encounter. A moon devil is a free-willed air elemental that deals cold damage instead of bludgeoning damage. If the dragon dies, the moaning stops, the moon devils dissipate, and the black frost disappears over the course of 1d10 days, allowing plant life in the area to recover. Traits Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead. Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 15-foot-diameter tunnel in its wake. Unusual Nature. The dragon doesn’t require air. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) cold damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Cold Breath (Recharge 5–6). The dragon exhales a blast of frost in a 60-foot cone. Each creature in the cone must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. Bonus Actions Phase (3/Day). The dragon becomes partially incorporeal for as long as it maintains concentration on the effect (as if concentrating on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage. Legendary Actions The dragon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Tail Attack. The dragon makes one Tail attack. Treacherous Ice. Magical ice covers the ground in a 20-foot radius centered on a point the dragon can see within 120 feet of itself. The ice, which is difficult terrain for all creatures except lunar dragons, lasts for 10 minutes or until the dragon uses this legendary action again.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"typically neutral evil","Expansion":16643,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Adult Lunar Dragon","description":"Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs by burrowing through rocky terrain. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. These dragons enjoy depriving other creatures of treasure more than acquiring the treasure themselves. A lunar dragon can become incorporeal, but not to the extent that it can pass through other creatures or solid objects. In this semi-incorporeal state, roughly half of the dragon’s body has a dark, spectral form. A Lunar Dragon’s Lair The cave complex where a lunar dragon makes its lair contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the cave, the lair might contain natural springs and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon. Regional Effects The region containing an adult lunar dragon’s lair is warped by the dragon’s magic, which produces one or more of the following effects: Black Frost. A thin layer of black frost covers the ground, which kills all ordinary plants growing within 3 miles of the lair. Haunting Moan. A haunting sound gets louder or fainter (dragon’s choice) the closer one gets to the lair. The moan is audible 3 miles from the lair. Moon Devils. Swirling funnels of dust and frost known as moon devils crisscross the area within 1 mile of the lair, intercepting other creatures they encounter. A moon devil is a free-willed air elemental that deals cold damage instead of bludgeoning damage. If the dragon dies, the moaning stops; the moon devils dissipate; and the black frost disappears over the course of 1d10 days, allowing plant life in the area to recover. Traits Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead. Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 15-foot-diameter tunnel in its wake. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) cold damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Cold Breath (Recharge 5–6). The dragon exhales a blast of frost in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage only. Bonus Actions Phase (3/Day). The dragon becomes partially incorporeal for as long as it maintains concentration on the effect (as if concentrating on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage. Legendary Actions The dragon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Tail Attack. The dragon makes one Tail attack. Treacherous Ice. Magical ice covers the ground in a 20-foot radius centered on a point the dragon can see within 120 feet of itself. The ice, which is difficult terrain for all creatures except lunar dragons, lasts for 10 minutes or until the dragon uses this legendary action again.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Adult Lunar Dragon","description":"A shimmering halo surrounds the spine-crowned head of the lunar dragon, and its vast wings ripple like milky gossamer lit by the moon. 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It has a sleek and sinuous body resembling that of a salamander, with vestigial wings that aid the drake in maneuvering through viscous magma. Ambush Predator. This magma drake lurks just beneath the surface of molten lava, its smoldering ember-like scales blending seamlessly with the surroundings. Patient and stealthy, it lies in wait for unwary creatures to approach the edge of the fiery terrain, striking with a sudden ferocity akin to that of a crocodile lunging from the water's edge. With jaws capable of crushing bone and its mere proximity causing severe burn damage, few victims escape such an attack. Heated Body. The body of the magma drake radiates intense heat. Even a mere touch can result in devastating burns, cautioning potential adversaries to keep their distance. Furthermore, the drake possesses the ability to unleash a searing stream of magma from its maw, engulfing its foes in a torrent of blistering heat. Those unfortunate enough to be caught in the magma breath continue to burn unless they quickly find a means to douse the flames. Ignan Guardian. As a creature hailing from the Elemental Plane of Fire, the magma drake thrives in the extreme heat and volatile environment of volcanic regions. Its affinity for lava and molten rock is deeply ingrained, allowing it to navigate these treacherous landscapes with ease. Because of this, azers, fire giants, efreet, and even red dragons capture young magma drakes and use them as guards. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Heated Body. A creature that touches the drake or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Heated Weapons. When the drake hits with a metal melee weapon, it deals an extra 4 (1d8) fire damage (included in the attack). Illumination. The drake sheds bright light in a 10-­foot radius and dim light for an additional 10 feet. Water Susceptibility. For every 5 feet the drake moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The drake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) fire damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 4 (1d8) fire damage. Magma Breath (Recharge 5–6). The drake exhales a stream of magma in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) fire damage and catches fire. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Adult Magnetite Dragon","description":"Magnetite Dragons Matter-of-fact and down-to-earth, magnetite dragons are distant relatives of the metallic dragons, though they lack the ability to shapechange. A magnetite dragon has a bestial slant to its appearance; its short maw, narrow eyes, and stocky hind legs give it the proud and powerful cast of a rearing bull. Two wide horns—the source of its magnetic control—sweep forwards from its brow, often sporting an array of ferrous paraphernalia. Wyrmlings’ scales are a dull grey, but quickly take on an iridescent red-blue sheen as they age and are exposed to sources of magic. Of particular note are its hexofuga: the blocky shards that protrude from its back. These arcano-magnetic organs are the source of its ability to fly, its true wings being small, vestigial structures with little musculature. Treasure & Power. Made of a keratin-magnetite composite, a magnetite wyrmling’s back scales can only develop into hexofuga upon prolonged exposure to arcane fields. In fact, a magnetite dragon’s growth and power is intrinsically linked to the duration and magnitude to which it has been exposed to magic. Though a magnetite wyrmling is among the weakest of all dragon wyrmlings, a fully grown individual can rival even a black dragon in power. For this reason, a magnetite dragon has no care for gold and gems; it covets only magical items and sources of arcane power: the stronger the better. Neutral Motives. Magnetite dragons are incensed by the proliferation of order or chaos, and feel a compulsion to maintain the natural, chaotic order of the world. Persuading such a dragon to fight for good or evil is a futile affair, but the mere mention of the Plane of Fey’s uncontrolled chaos, or the clockwork nirvana’s orderly machinations, is enough to motivate evenly the most slovenly individual. Magical Magnetite. It is an established arcano-magical fact that magnetite’s properties change on exposure to strong magical fields. The usually brittle substance hardens and exhibits much stronger magnetic fields. However, the material’s superconducting properties are nullified on exposure to heat. For these reasons, a magnetite dragon typically makes its home in subzero conditions and near strong sources of magic. A Magnetite Dragon’s Lair Magnetite dragons make their homes in rocky, iron-rich terrain suffused with ambient magic. An abandoned arcane laboratory in a haematite-filled cavern is a lair all magnetite dragons dream of. Regional Effects The region containing a legendary magnetite dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Shards of dark-grey crystal thrust up out of the ground, rippling with rainbow shimmers. Insects’ carapaces are oddly angular, and those that fly do so noiselessly, on stationary, outstretched wings. Horns and antlers of local fauna appear warped to create sharp right-angles, almost forming squares atop their heads. Lair Actions So long as the dragon is alive and within its lair, it can evoke the ambient magic to take lair actions. The DCs and damage of the lair actions and environmental hazards depend on the age of the dragon the party encounters. Age-Based Saving Throw DC and Damage Dragon VDC Vdam Young 12 3 (1d6) Adult 15 10 (3d6) Ancient 17 21 (6d6) Lair Actions. On initiative count 20 (losing initiative ties), the dragon takes one of the following lair actions; the dragon can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Magnetic Waves. The lair’s magnetised rock emits a pulse affecting all ferrous metals within the lair. Each creature holding a ferrous weapon or wearing ferrous armour must make a VDC Strength saving throw. On a failure, a creature holding a ferrous weapon is disarmed of its weapon, which flies 10 feet in a random direction, and a creature wearing ferrous armour is knocked prone. Roll a d8 and consult the Random Directions table to determine the direction. Arcanomagnetic Interference. The lair becomes ensconced in an antimagic field until initiative count 20 of the next round. Each spellcaster in the lair immediately makes a DC 10 Perception check using its spellcasting ability. On a success, it detects the absence of magic in the lair. Magnetite Shards. Razor-sharp shards erupt from the ground in a 20-foot radius centred on a point within the lair. Each creature in the area must succeed on a VDC Dexterity saving throw or take Vdam piercing damage. Until initiative count 20 of the next round, the area is subject to nonmagical effects identical to the spike growth spell. Random Directions d8 Direction d8 Direction 1 North 5 South 2 North-east 6 South-west 3 East 7 West 4 South-east 8 North-west ","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"neutral","Expansion":23695,"Challenge Rating":14},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Adult Meteor Dragon","description":"Meteor dragons are destructive forces from the stars responsible for the annihilation of many species. 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The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild. Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places. Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness. As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold. A Moonstone Dragon's Lair For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane. The challenge rating of a legendary moonstone dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Banish into Dream. The dragon targets a creature it can see within 120 feet of it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space. Compulsive Dance. The dragon targets a creature it can see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is incapacitated and must use all its movement to dance. Disorienting Visions. Disorienting illusory images flit through the dragon's lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round. Regional Effects The region surrounding a legendary moonstone dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Dream Communication. Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. Planar Transition. The veil between planes is thinned near a moonstone dragon's lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement. If the dragon dies, any portals near the lair close immediately. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) radiant damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Breath Weapon (Recharge 5–6). The dragon uses one of the following breath weapons: Dream Breath. The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Moonlight Breath. The dragon exhales a beam of moonlight in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (9d10) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: faerie fire 1/day each: calm emotions , invisibility , revivify Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Tail. The dragon makes one Tail attack. Cast a Spell (Costs 2 Actions). The dragon uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"typically neutral","Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Adult Mountain Drake","description":"A mountain drake is a wingless drake with crag-like bony spikes jutting from the upper areas of its body, including the top of its skull. Its scaly hide ranges from red, brown, and maroon. It has a head shaped like a goat's, with a short draconic snout and curving ram-like horns extending from each side. Mountain drakes are sought by both cloud and fire giants who use them as guardians and pets. Mountain Denizen. It may appear slow at first, but the mountain drake is surprisingly surefooted when it scales the sides of rocky cliffs and steep, rocky slopes. It usually preys on mountain goats and other creatures living near mountain peaks. If food is scarce, it will not hesitate to venture to the lower areas to hunt for anything that it deems edible, including adventurers. Ambush Hunter. When hunting, it usually finds a suitable ambush perch such as a cliffside ledge from where it can leap and catch prey below it by surprise. It will usually open its attack by ramming its target first to knock it prone and possibly stun it before clamping its jaws on the victim's throat or back of its neck to deliver the killing blow. When it finds itself outnumbered or in a fight with its typical enemies such as perytons and wyverns, it resorts to its powerful breath weapon, a cloud of searing hot ash and sulfur that can leave creatures caught within it choking and unable to breathe. Switching Hierarchies. Mountain drakes establish dominance hierarchies at a young age. Males are usually dominant during the breeding season, but during the non-breeding season, the hierarchy is switched. At this time, adult females, who are typically larger than males, become dominant. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Charge. If the drake moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 9 (2d8) damage and must succeed on a DC 16 Strength saving throw or be knocked prone. If the target's saving throw fails by 5 or more, it is also stunned until the end of the drake's next turn. Actions Multiattack. The drake makes one Bite or Ram attack, two Claw attacks, and one Spiked Tail attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 3 (1d6) fire damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Spiked Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Brimstone Breath (Recharge 6). The drake exhales ash, sulfur, and white-hot embers in a 30-foot cube originating from the drake. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 28 (8d6) fire damage and is poisoned for 1 minute. A poisoned creature spends its action on each of its turns coughing and reeling. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that don't need to breathe or are immune to fire or poison automatically succeed on this saving throw. On a successful save, a creature takes half as much damage and isn't poisoned.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Adult Oblex","description":"Mind flayers⁠ unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex. —Mordenkainen Oblex By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special⁠ breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters. Memory Eaters. Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets⁠ such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused. Ooze Nature. An oblex doesn't require sleep. Adult and Elder Oblexes An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers⁠ to find choice victims. —Mordenkainen Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims. Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending⁠ them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lure prey into danger or to infiltrate settlements so they can feed on superior victims. Traits Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing. Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Innate Spellcasting. The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: 3/day each: charm person (as 5th-level spell) , color spray, detect thoughts, hold person (as 3rd-level spell) Sulfurous Impersonation. As a bonus action⁠, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum⁠ is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum⁠. The simulacrum⁠ disappears if the tether is severed. Actions Multiattack. The oblex makes one pseudopod attack and uses Eat Memories. Pseudopod. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage. Eat Memories. The oblex targets⁠ one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Ooze","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Adult Oblex","description":"Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lead prey into danger or to infiltrate settlements so they can feed on superior victims. Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex. —Mordenkainen Oblexes By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of Ooze, the oblex—a slime capable of assaulting the minds of other creatures. These pools of jelly are cunning hunters that feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt targets more likely to be intelligent, such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature’s mind, leaving its prey befuddled and confused—or dead. When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters. An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, illithids. An oblex in the range of an elder brain’s powers provides everything necessary for the mind flayers to find choice victims. —Mordenkainen Traits Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing. Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Unusual Nature. The oblex doesn’t require sleep. Actions Multiattack. The oblex makes two Pseudopod attacks, and it uses Eat Memories. Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) psychic damage. Eat Memories. The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. The oblex learns all the languages a memory-drained target knows and gains all its skill proficiencies. Spellcasting (Psionics). The oblex casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): 3/day each: charm person (as 5th-level spell), detect thoughts , hypnotic pattern Bonus Actions Sulfurous Impersonation. The oblex extrudes a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. The simulacrum is an extension of the oblex, meaning that the oblex occupies its space and the simulacrum’s space simultaneously. The tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex and the simulacrum. The simulacrum disappears if the tether is severed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Ooze","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Adult Ooze Dragon","description":"Assimaloozes When strong biomantic magic is enhanced by the spark of a divine ooze and introduced to living tissue, that tissue is quickly assimilated into an ooze-like substance. The new creature retains its strongest memories as an overarching reason for existence but, as with biomantic polyhedroozes, is easily moulded by the strong psyches and emotions that inhabit its environs. Variformed. The form an assimalooze takes depends on both its form before oozificaiton as well as its environment: principally the available hard matter around which it can arrange itself. An assimalooze in a graveyard might animate the bones of the dead, while one on a battlefield might inhabit the armoured plates of a knight, and another in an abandoned building could build a skeleton of rusted pipes and a carapace of broken glass. Habitat. Assimaloozes create their lair wherever they form, and thus have no typical habitat. Their effects on the region depend on the psyches influencing their creation. However, without fail, assimaloozes always acidify nearby water sources: a byproduct of their presence and, when threatened, as a defence mechanism. Ooze Dragon The bones and scales of a dragon, as well as the armour of fallen dragon-slayers, are brought together in this sinuous, oily drake. Combining the corrosive nature of an ooze with the malice, strength, and terrifying presence of a dragon, these horrifying amalgamoozes possess incredible avarice untempered by any self-preservation instinct. Ooze dragons are beyond rare: dragons are uncommon, and divine-enhanced biomantic ooze even more so; to find such a creature is a dracologist’s dream and an ecologist’s nightmare.","properties":{"Category":"Monsters","Size":"Huge","Type":"ooze","Alignment":"chaotic neutral","Challenge Rating":9},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Adult Purple Dragon","description":"Purple Dragon The existence of purple dragons is known only by a few on the surface world. But dwarves who dwell deep underneath mountains tell tales to their children to be wary not to venture deep into the Underdark, for a silent, shadowy killer stalks its many chasms and maze-like tunnels. Underdark Stalker. The purple dragon, not to be confused with the deep dragon, is native to the Underdark. It has a slender, serpentine neck and an armored, elongated head with a crest of swept-back sharp spikes. Its scales range from iridescent amethyst and deep purple to dark eggplant violet as it ages. Its sinewy, flexible body possesses powerful limbs and talon-tipped wings and moves like a hunting cat, which helps it navigate, squeeze through, and traverse the Underdark's endless narrow crevices and stalactite-filled caverns undetected with ease. Cunning Predator. The purple dragon enjoys the thrill of the hunt, just like gray dragons. Whereas gray dragons take down prey with fierce brutality, the purple dragon attacks with calculated efficiency, stalking its prey patiently for hours and striking before its target becomes aware of its presence. The purple dragon is so deathly quiet that it can pick off members of a dwarven patrol one by one without alerting the others. Its breath attack is a billowing cloud of psychotropic vapor that disrupts and impairs a creature's acuity and cognitive abilities. Clever Opportunist. A purple dragon is friendly toward drow and sees them as allies with many resources it can exploit. It hates dwarves, including duergar, because they craft armor out of its scales. It despises balhannoths, cloakers, deepspawns, and illithids because it sees them as competition for dominance in the Underdark. While a purple dragon generally avoids other dragons, it tolerates the company of a deep dragon, which it sees as an ally against illithids and a kindred spirit it can banter with. That doesn't mean a purple dragon will trust one, though. The purple dragon can eat almost anything edible, but it is very fond of giant specimens of cavefishes, crabs, crayfishes, as well as kuo-toans, chuuls, and aboleths. A Purple Dragon's Lair A purple dragon places its lair in a location close to drow communities it can trade and work with, underground lakes where it hunts prey, and enemy settlements it can raid and plunder. The purple dragon's lair is usually a hard-to-reach hollowed-out cavern full of stolen treasure and magical items that the dragon has amassed in its lifetime. It is typically guarded by minions the purple dragon has subjugated or partnered with, such as chitines, drow mercenaries, grimlocks, hook horrors, and maur giants. The challenge rating of a legendary purple dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Stalactites fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. One creature the dragon can see within 120 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed by the dragon as if the dragon had cast dominate monster on it. The effect ends on initiative count 20 on the next round. Regional Effects The region containing a legendary purple dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Giant fungi form labyrinthine passages within 1 mile of the dragon’s lair. The giant fungi act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can squeeze between the giant fungi, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the giant fungi must make a DC 15 Constitution saving throw once each round it’s in contact with the giant fungi or take 3 (1d6) poison damage from the toxic spores. Each 10-foot-cube of giant fungi has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. Shadows cast by non-evil creatures within 6 miles of the dragon’s lair randomly animate and form nightmarish but harmless silhouettes, warning such creatures of the danger. Bats, centipedes, spiders, and other underground vermin within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. If the dragon dies, the vermin lose their supernatural link to it. The giant fungi remain, but within 1d10 days, they become mundane fungi and normal difficult terrain, losing their toxicity. Traits Stone Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) psychic damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Psychic Breath (Recharge 5–6). The dragon exhales psychic energy in a 60-foot cone. Each creature in that area must make a DC 16 Intelligence saving throw. On failed save, a creature takes 45 (10d8) psychic damage, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Adult Red Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. Claw : Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail : Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5-6) : The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"19 (Natural Armor)","HP":"256 (19d12+133)","CHA":21,"CON":25,"DEX":10,"INT":16,"STR":27,"WIS":13,"Size":"Huge","Type":"dragon","Speed":"40 ft., climb 40 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390056921/JkAY2BnZBWR-IYsYkqx3_Q/original.png","Roll 0":"Bite\n1d20 + 14\n2d10+8+2d6","Roll 1":"Claw\n1d20 + 14\n2d6+8","Roll 2":"Tail\n1d20 + 14\n2d8+8","Roll 3":"Fire Breath\n1d20 + 0\n18d6","Roll 4":"Magma Eruption\n1d20 + 0\n6d6","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Perception +13, Stealth +6","Source":"5th Edition SRD","data-XP":"18,000","Alignment":"Chaotic Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Fire","Token Size":3,"data-LANum":3,"data-Traits":"[{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 8\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d6\",\"Damage 2 Type\":\"fire\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 8\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 8\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Fire Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+5","data-CON-mod":"+7","data-DEX-mod":"+0","data-INT-mod":"+3","data-STR-mod":"+8","data-SizeNum":6,"data-WIS-mod":"+1","Saving Throws":"Dex +6, Con +13, Wis +7, Cha +11","Challenge Rating":17,"Passive Perception":23,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":17,"data-AcNum":19,"data-HpNum":256},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adult Red Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Red Dragon The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire. The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs. Mountain Masters. Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time. Arrogant Tyrants. Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures. No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command. Status and Slaves. Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status. When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn’t forthcoming, it slaughters a tribe’s leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive. Obsessive Collectors. Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority. A red dragon knows the value and provenance of every item in its hoard, along with each item’s exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can’t be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath. A Red Dragon’s Lair Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control. Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. Regional Effects The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Small earthquakes are common within 6 miles of the dragon’s lair. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. If the dragon dies, these effects fade over the course of 1d10 days. Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. Claw : Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. Tail : Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5-6) : The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Adult Red Dragon Vrykolakas","description":"When an evil dragon, giant, or monstrosity is cursed and magically slain by a demon lord, it may rise as a vrykolakas if the demon lord wills it. At first, this powerful undead creature resembles its original form but with pale skin and bloodshot eyes. The vrykolakas has the ability to shift into its hybrid form, where it creature transforms into a more feral-looking creature with vampire bat-like features. In this form, the vrykolakas gains bat-like wings, fangs, and ears. Unlike a regular vampire, the vrykolakas has only Sunlight Hypersensitivity as a weakness. The vrykolakas exists to serve its master that spawned it and only gains its freedom if its master is destroyed. Traits Legendary Resistance (3/Day). If the vrykolakas fails a saving throw, it can choose to succeed instead. Regeneration. The vrykolakas regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vrykolakas takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vrykolakas’s next turn. Sunlight Hypersensitivity. The vrykolakas takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The vrykolakas makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 7 (2d6) fire damage and 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vrykolakas regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Abyssal Fire Breath (Recharge 5–6). The vrykolakas exhales abyssal fire in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) necrotic damage on a failed save, or half as much damage on a successful one. Bonus Actions Aura of Horror (Hybrid Form Only). Each creature of the vrykolakas’s choice within 60 feet of the vrykolakas must make a DC 21 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature's speed is halved, can't use reactions, can't make more than one attack per turn, and can use either an action or a bonus action during its turns, not both. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this vrykolakas' Aura of Horror for the next 24 hours. Change Shape. The vrykolakas polymorphs into a hybrid vampire bat or back into its true form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Legendary Actions The vrykolakas can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vrykolakas regains spent legendary actions at the start of its turn. Detect. The vrykolakas makes a Wisdom (Perception) check. Tail Attack. The vrykolakas makes a Tail attack. Wing Attack (Costs 2 Actions). The vrykolakas beats its wings. Each creature within 10 feet of the vrykolakas must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The vrykolakas can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Adult Sapphire Dragon","description":"Sapphire dragons don't often get along with followers of Lolth, but one phrase seems to dissipate a lot of tension between them: “Spiders? Yes, please!” -Fizban Sapphire Dragons The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back. Luminous Blue Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger. Art of War The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them. Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads. People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs. Martial Hoards Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power. A Sapphire Dragon's Lair Sapphire dragons make their homes in extensive cave systems. As they grow older, they make increasingly complex renovations to their lairs, using their inherent magic and natural tunneling abilities to great effect. Eventually, a sapphire dragon's lair is a dizzying honeycomb of hidden passages, deceptively thin walls, and secret chambers that allow the dragon to travel from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go. The challenge rating of a legendary sapphire dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Awesome Thunder. A thunderous detonation of sound that can be heard up to 300 feet away surrounds one creature in the lair that the dragon can see. That creature must succeed on a DC 15 Constitution saving throw or take 13 (3d8) thunder damage and be stunned until the end of its next turn. Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Stone Passage. The dragon touches a section of stone up to 30 feet in any dimension. The dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick. Regional Effects The region surrounding a legendary sapphire dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of sapphire gemstones, particularly underground. Stony Sight. Natural stone within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any natural stone formation in that region. Telepathic Enhancement. The dragon's psionic energy enhances the mental powers of other creatures. Any creature capable of telepathic communication has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the Rary's telepathic bond spell. Thriving Wildlife. Giant spiders (a sapphire dragon's favorite prey) are attracted to the area within 6 miles of the lair and settle there in large numbers. If the dragon dies, the population of giant spiders in the region returns to normal levels over the course of 1d10 days. The enhancement of telepathic abilities ends immediately. The existing abundance of crystals and sapphires remains, but new ones form at a normal rate. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) thunder damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Debilitating Breath (Recharge 5–6). The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 90-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, the creature takes 44 (8d10) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17): 1/day each: dissonant whispers , hold monster , meld into stone , telekinesis Bonus Actions Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Claw. The dragon makes one Claw attack. Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting. Telekinetic Fling (Costs 3 Actions). The dragon chooses one Small or smaller object that isn't being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 17 Dexterity saving throw or take 31 (9d6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon (gem)","Alignment":"typically lawful neutral","Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Adult Sea Wyrm","description":"Sea Wyrms are mighty serpentine creatures of the deep, elegant and foreboding at 30 feet long. Ranging from pale green to deep purple in color, these draconic beasts have iridescent scales the size of shields and eyes as black as the ocean’s shadows. Necessary Evil . Sea wyrms are a vital part of the ocean’s Oor ecosystem, and their gills actually process Oor and deposit it into the water as they breathe, cleansing the seas and inspiring magical growth of the plants and animals of the deep. Sea fey rely on this Oor and absorb it for their own special uses as well. Powerful Swimmers . Sea wyrms are strong and agile, gliding through the briny sea by generating waves which travel the length of their bodies. They can easily turn around and swim backwards by reversing the direction of the wave. When on the hunt, sea wyrms keep to the shallow waters of the ocean and burrow into the sand or nestle into beds of similarly colored coral to hide from their prey until it is time to strike. Aposematic Signals . Warning signs to those that share their waters, the sea wyrm has long, pointed spines in bright colors along its back, flanked by brightly colored flowing fins. Its jaws can open to the size of a large cow, with sharpened teeth that drip with the green poison that shoots from the glands under its tongue. Traits Amphibious . The sea wyrm can breathe both air and water. Magic Resistance . The sea wyrm has advantage on saving throws against spells and other magical effects, except magical fire. Magic Weapons . The sea wyrm’s weapon attacks are magical. Actions Multiattack . The sea wyrm makes two attacks: one with its bite and one with its tail. Bite . Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) piercing damage. Tail . Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage. Poison Spit (3/day). The sea wyrm targets a 5-foot square within 20 feet of it and spits a stream of acidic poison at that point. Each creature within the stream’s path must make a DC 16 Dexterity saving throw, taking 24 (7d6) poison damage plus 24 (7d6) acid damage on a failed save or half as much damage on a successful one. On a failed save, the target also gains the poisoned condition for 1 hour. ","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"neutral evil","Expansion":8938,"Challenge Rating":10},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Adult Silver Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Claw : Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail : Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"19 (Natural Armor)","HP":"243 (18d12+126)","CHA":21,"CON":25,"DEX":10,"INT":16,"STR":27,"WIS":13,"Size":"Huge","Type":"dragon","Speed":"40 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390056932/8Kr2n8GZDvgVkuWRGw_vFQ/original.png","Roll 0":"Bite\n1d20 + 13\n2d10+8","Roll 1":"Claw\n1d20 + 13\n2d6+8","Roll 2":"Tail\n1d20 + 13\n2d8+8","Roll 3":"Cold Breath\n1d20 + 0\n13d8","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Arcana +8, History +8, Perception +11, Stealth +5","Source":"5th Edition SRD","data-XP":"15,000","Alignment":"Lawful Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Cold","Token Size":3,"data-LANum":3,"data-Traits":"[{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"13\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 8\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"13\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 8\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"13\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 8\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"Name\":\"Change Shape\",\"Desc\":\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"}]","data-CHA-mod":"+5","data-CON-mod":"+7","data-DEX-mod":"+0","data-INT-mod":"+3","data-STR-mod":"+8","data-SizeNum":6,"data-WIS-mod":"+1","Saving Throws":"Dex +5, Con +12, Wis +6, Cha +10","Challenge Rating":16,"Passive Perception":21,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":16,"data-AcNum":19,"data-HpNum":243},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adult Silver Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Silver Dragon The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need. A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury. Dragons of Virtue. Silver dragons believe that living a moral life involves doing good deeds and ensuring that one’s actions cause no undeserved harm to other sentient beings. They don’t take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent. Friends of the Small Races. Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships. Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result. Respect for Humanity. Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don’t. Humans have a drive and zest for life that silver dragons find fascinating. Hoarding History. Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities. A Silver Dragon’s Lair Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. Regional Effects The region containing a legendary silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects. Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes. If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 19 (2d10 + 8) piercing damage. Claw : Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 15 (2d6 + 8) slashing damage. Tail : Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (cold breath or paralyzing breath): Cold Breath : The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath : The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions The dragon can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"MM1","Alignment":"lawful good","Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Adult Solar Dragon","description":"A solar dragon (also known as a radiant dragon or a sun dragon) is born in the heart of a star. It divides its time outside its lair between patrolling its territory and hunting for food. The dragon has a serpentine body, a pair of ventral limbs ending in long fins, nebulous wings that give off light, and gleaming, multicolored scales. It can see clearly even in intensely bright light. Solar dragons are fond of treasure just as all dragons are, but in the airless void of Wildspace, they value food even more. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons before realizing its error and veering away. A wise or experienced captain won’t take the dragon’s approach as a sign of hostility. Solar dragons that are fired upon have been known to batter the offending ships to flinders. Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who are detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs. A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through. A Solar Dragon’s Lair A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s brilliant light. A star in which a solar dragon makes its lair has the following effects on creatures: Brilliant Light. A creature that is within 10 miles of the star or inside it is blinded by its intense light unless the creature has protective gear to shield its eyes, such as goggles of night or a similar form of eyewear. Stellar Incineration. Any creature that enters the star or starts its turn inside it takes 132 (24d10) radiant damage. Traits Flyby. The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead. Nebulous Thoughts. Magical attempts to read the dragon’s mind or glean its thoughts fail automatically. Siege Monster. The dragon deals double damage to objects and structures. Unusual Nature. The dragon doesn’t require air. Actions Multiattack. The dragon makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 7 (2d6) radiant damage. Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage. Photonic Breath (Recharge 5–6). The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 180 feet of itself, then blossoms into a 30-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 19 Constitution saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Tail Attack. The dragon makes one Tail attack. Burst of Light (Costs 2 Actions). The dragon emits magical light in a 20-foot-radius sphere centered on itself. Each creature in this area must succeed on a DC 19 Wisdom saving throw or be blinded until the end of its next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"typically neutral","Expansion":16643,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Adult Solar Dragon","description":"A solar dragon glows like the sun, with burnished wings that shimmer with waves of heat and gleam like flames. A crown of horns decorates its head. Arrogant and proud, solar dragons see themselves as the originators of light and life in the vastness of space. 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An owlbear, a creature that combines the aggression of a bear with the irascibility of an owl, is already anything but docile. The influence of the Plane of Fey, home of the suneater owlbear, has done nothing to bridle these extreme emotions. In fact, these owlbears are more territorial, more grouchy, and more ravenous than their Material Plane counterparts. Catch the Sun. The suneater owlbear can feed on sunlight. It dislocates its huge maw to reveal the photosynthetic pigments specially-adapted to catching the hues of light shed by the Plane of Fey’s eternal sunset. One should avoid exposed outcroppings of rock in the Plane of Fey; these vantage points are often a suneater owlbear’s dinner table, and suneaters are extremely territorial. By comparison, the bright daylight of the Material Plane is a feast, albeit an ephemeral one. The suneater owlbear is used to a constant food supply and the diurnal cycle to which so many Material Plane beasts are adapted leaves a suneater feeling particularly hangry and irritable. Indolent and Iridescent. The term Batesian mimicry comes from the dungeoneer Bates Buttonchop who would disguise himself as a black pudding in order to loot monster-filled crypts. The dungeon natives would avoid Bates’s disguise, having been stung by puddings before, leaving him free to purloin all manner of precious treasures. Suneater owlbears, who’re vulnerable in their darkened caves, use this Batesian mimicry to appear like observers, dangerous eye-tyrants from The Low. This combination of above-ground ferocity and below-ground intimidation has proved quite the survival strategy. Lair Actions So long as the owlbear is alive and within its lair, it can evoke the ambient magic to take lair actions. The DCs and damage of the lair actions and environmental hazards depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vmod Vdam 2nd 11 +3 3 (1d6) 7th 14 +6 10 (3d6) 12th 16 +8 17 (5d6) Lair Actions. On initiative count 20 (losing initiative ties), the owlbear takes one of the following lair actions; the owlbear can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Rage. The owlbear’s territorial rage affects all other creatures within the lair. Each creature must succeed on a VDC Wisdom saving throw or immediately use its reaction to make one weapon attack against a random creature within reach/range. Disorienting Lights. Flares and sparkles erupt in a deluge, confusing and disorienting creatures. Each creature in the lair other than the owlbear must succeed on a VDC Constitution saving throw or be affected by the confusion spell until the end of its next turn. Summon Sunsprites. A sunsprite appears next to each creature of the owlbear’s choice that it can see and disappears on initiative count 20 of the following round. The sunsprites act on initiative count 10 of this round. They have an attack modifier equal to Vmod, the saving throw of their Death Burst is VDC, and both its attacks and Death Burst deal Vdam radiant damage, instead of their normal statistics.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"unaligned","Expansion":23695,"Challenge Rating":8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Adult Swamp Drake","description":"A swamp drake appears as wingless dragon with alligator-like features. It has a wide, U-shaped snout, tail, and scute-covered hide of an alligator and the head, horns, and limbs of a black dragon. Swamp drakes usually live in the same places as alligators and crocodiles do. Underwater Lurker. Swamp drakes are amphibious and spend most of their time in or near bodies of fresh or brackish water. They silently wait underneath the water's surface for prey to approach the pool’s edge. They typically hunt fish, large reptiles, and large mammals such as deer, horse, humanoids, and cattle. Swamp drakes will not hesitate to leave the water to prowl and hunt nearby prey. Death Roll. Swamp drakes often attack by surprise, capturing prey with their jaws before dragging it back into the water. Larger swamp drakes knock unsuspecting prey into the water with their long, powerful tails. Once their target is in the water and safely secured in their jaws, the swamp drakes perform a death roll – a rapid, rotating maneuver that enables the drakes to tear and dismember their prey. Acidic Breath. Larger, more powerful quarries are usually drowned or ganged up by other swamp drakes. If the prey is too large or difficult to devour, it is dragged into the swamp drakes' lair. There the swamp drakes break down the carcass with its acidic breath until it is soft enough to be shredded and swallowed. Nocturnal Creatures. During daytime, swamp drakes often lie at the water’s edge to sun themselves. They are active mostly at night, retreating back to the water at sundown to begin their wait for prey anew. Young swamp drakes usually form gangs and congregate near areas where large numbers of animals cross the water. Larger drakes live solitary lives and establish their own territories, only allowing swamp drakes of the opposite sex to enter their domain during mating season. Black dragons and swamp giants capture and enslave young swamp drakes, using them as lair guardians. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Amphibious. The drake can breathe air and water. Actions Multiattack. The drake makes one Bite attack, two Claw attacks, and one Tail attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the drake can't use its Bite attack on another target. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. Death Roll (Recharge 5–6). If the drake isn't restrained, the drake forces a Large or smaller creature grappled by it to make a DC 15 Strength saving throw. On a failed save, the creature takes 44 (9d8 + 4) piercing damage plus 3 (1d6) acid damage and is knocked prone and stunned until the end of the drake's next turn. A creature reduced to 0 hit points by this damage has one of its limbs severed. On a successful save, the creature takes half as much damage and isn't knocked prone or stunned. Acid Breath (Recharge 6). The drake exhales acid vapors in a 30-foot cube originating from the drake. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) acid damage on a failed save, or half as much damage on a successful one. A creature being grappled by the drake has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Adult Teju Jagua","description":"The dreaded teju jagua appears as a massive hydra, with each of its seven heads resembling that of a war hound with reptilian features. Its skin is thick and covered by rough, crocodilian-like scales and matted fur. Its eyes are luminescent orbs that glow with an otherworldly fire, with each set having a different color. The powerful jaws of each head is filled with a row of sharp, jagged teeth. Nocturnal Omnivore. Despite its fearsome appearance, the teju jagua isn't particularly aggressive or evil. It usually avoids encounters except when hungry or defending its territory. It hates sunlight and will never enter locations that aren't hidden from the sun, except during twilight hours. This is the reason why the teju jagua is only encountered in dark areas, such as deep, massive caverns and forests and jungles heavily covered by canopies. Unbeknownst to most, the teju jagua is an omnivore with a diverse diet that includes berries, large mammals, and carrion. However, it has a predilection for fruits and honey, and is why a teju jagua will often make its lair in regions where giant bees live. A teju jagua may also come into conflict with humanoid settlements that grow and produce these sweet foods near its territory. Eye Rays. When hunting, the teju jagua usually just uses its powerful bite attacks to bring down large prey. However, if its target is particularly agile or challenging to catch, the teju jagua has a set of weapons it can employ - its eyes. Each set of eyes the teju jagua has are said to be magical portals to different elemental dimensions and planes. The teju jagua can control these portals, opening and closing them just enough to release a specific type of energy, which the teju jagua then focuses and projects toward a target of its choosing. The resulting magical blast is enough to maim, if not outright kill, a creature. Cursed Demigod. A teju jagua is not a naturally occurring creature. It is the result of being the offspring of a titan or god with a mortal being, cursed at birth by a powerful celestial or fiend, perhaps as revenge for the parent's past transgression or betrayal. This makes the teju jagua an almost unique creature, although there are rumors of other teju jagua. Whatever its origins, the teju jagua is often used as a mighty guardian by its parent or some other powerful being. While the teju jagua is inherently not evil, it is usually under the command of one that is. Traits Hold Breath. The teju jagua can hold its breath for 1 hour. Multiple Heads. The teju jagua has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Reactive Heads. The teju jagua gets six extra reactions that can be used only for opportunity attacks. Sunlight Sensitivity. While in sunlight, the teju jagua has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Wakeful. While the teju jagua sleeps, at least one of its heads is awake. Actions Multiattack. The teju jagua makes seven Bite attacks, each of which it can replace with one use of Eye Rays. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage. Eye Rays. The teju jagua chooses one of the following magical eye rays at random (roll 1d8 and reroll 8s and Eye Rays that the teju jagua has used this turn): 1. Acid Rays. Ranged Spell Attack: +11 to hit, range 90 ft., one target. Hit: 9 (2d8) acid damage and if the target is wearing a nonmagical armor or shield, the nonmagical armor or shield (determined randomly) of the target takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. 2. Cold Rays. Ranged Spell Attack: +11 to hit, range 90 ft., one target . Hit: 9 (2d8) cold damage and the target's speed is reduced by 10 feet, can't use reactions, and has disadvantage on attack rolls and Dexterity ability checks and saving throws until the end of its next turn. 3. Fire Rays. Ranged Spell Attack: +11 to hit, range 90 ft., one target. Hit: 9 (2d8) fire damage and the target catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. 4. Lightning Rays. Ranged Spell Attack: +11 to hit, range 90 ft., one target. Hit: 9 (2d8) lightning damage and the target is incapacitated until the end of the teju jagua's next turn. 5. Necrotic Rays. Ranged Spell Attack: +11 to hit, range 90 ft., one target. Hit: 9 (2d8) necrotic damage and the target can't regain hit points, has disadvantage on Strength ability checks and saving throws, and deals only half damage with weapon attacks that use Strength until the end of the teju jagua's next turn. 6. Poison Rays. Ranged Spell Attack: +11 to hit, range 90 ft., one target. Hit: 9 (2d8) poison damage and the target is poisoned until the end of the teju jagua's next turn. A poisoned creature is paralyzed. 7. Radiant Rays. Ranged Spell Attack: +11 to hit, range 90 ft., one target. Hit: 9 (2d8) radiant damage and the target is blinded until the end of the teju jagua's next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity (Titan)","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Adult Time Dragon","description":"These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities. Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and what will be. Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time dragon’s hoard might find invaluable historical information from eras past. An adult time dragon unleashes its time breath, weakening a party of adventurers. “Don’t pick fights with dragons, and especially not ones that already remember eating you.” —Morte A Time Dragon’s Lair Time dragons often lair in the ruins of ancient civilizations or temples to dead gods and do their utmost to preserve these historical sites. A time dragon’s insatiable desire for knowledge means it’s likely to have more than one such lair. The challenge rating of an ancient or adult time dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the ancient or adult dragon can’t take the same lair action two rounds in a row: Temporal Fling. The dragon attempts to fling a creature it can see within 60 feet of itself forward through time. The target must succeed on a DC 18 Wisdom saving throw or take 26 (4d12) psychic damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it’s occupied. Temporal Lag. The dragon slows time for each creature within 60 feet of itself. Until initiative count 20 of the next round, the affected creature can move or take an action on its turn, not both. The creature also can’t take a reaction or a bonus action. Timeline Divergence. The dragon chooses a space it can fit into within its lair. The dragon exists simultaneously in its space and the chosen space until initiative count 20 on the next round. Whenever it moves or takes an action, the dragon chooses which version is moving or acting. If an effect or attack can target both the dragon’s spaces at the same time, the dragon is affected only once. Regional Effects The region surrounding an ancient or adult time dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Time Dilations. Time fluctuates within 3 miles of the lair. Short rests taken within this area take 10 minutes or 2 hours (your choice). Timelessness. Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass. If the dragon dies, these effects fade over the course of 1d10 days. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes three Rend attacks. Rend. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) force damage. Time Breath (Recharge 5–6). The dragon exhales a wave of shimmering light in a 60-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 36 (8d8) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, and it has the poisoned condition. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves. Reactions The dragon can take up to three reactions per round but only one per turn. Reactive Rend. After using Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Rend attack. Slow Time. Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 60 feet of itself that is weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can’t increase. Time Slip. The dragon halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"typically neutral","Expansion":26427,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Adult Time Dragon","description":"From hatchlings to the eldest of wyrms, a time dragon’s cracked scales creak with frightening, patient power. Some of its horns are ancient and brittle, others new and pristine, and some shifting from moment to moment. Guardians of history and wardens of the future, time dragons are the most powerful of all outer dragons. 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Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result. Gleaming Gold Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood. Embodiment of Decay While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction. Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey. Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally. Entropic Hoards Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios. A Topaz Dragon's Lair Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the interior chambers of their lairs meticulously dry. The challenge rating of a legendary topaz dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Cancellation. The dragon chooses an active spell of 5th level or lower that it's aware of in the lair and ends the spell. Negative Energy Infusion. Up to two creatures the dragon can see within the lair must each succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage. Negative energy then infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can't regain hit points. Regional Effects The region surrounding a legendary topaz dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of topaz gemstones, particularly underground. Negative Energy. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 15 Constitution saving throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect. Thriving Wildlife. Giant squid are attracted to the sea within 6 miles of the lair, migrating and hunting there in large numbers. Watery Sight. Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any body of water in that region. If the dragon dies, the population of giant squid in the region returns to normal levels over the course of 1d10 days. The existing abundance of crystals and topazes remains, but new ones form at a normal rate. Traits Amphibious. The dragon can breathe both air and water. Fabricate (1/Day). The dragon can cast fabricate , requiring no spell components and using Intelligence as the spellcasting ability. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 3 (1d6) necrotic damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Desiccating Breath (Recharge 5–6). The dragon exhales yellowish necrotic energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 35 (10d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17): 1/day each: bane , control water , create or destroy water Bonus Actions Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Claw. The dragon makes one Claw attack. Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting. Essential Reduction (Costs 3 Actions). The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 28 (8d6) necrotic damage. If this damage reduces the target to 0 hit points, it crumbles to dust.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon (gem)","Alignment":"typically chaotic neutral","Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Adult Tundra Drake","description":"The tundra drake is an unusual-looking creature. While it generally appears like a wingless white dragon, it also shares the characteristics of a wooly rhinoceros and a yeti. Its body is covered with ivory-white scales and shaggy, grayish-white fur and a large pointy horn protrudes from the front of its draconic-shaped head. Ambush Predator. The tundra drake moves with an apish gait, its powerful yeti-like arms enabling it to climb and scale steep surfaces with ease. When hunting, a tundra drake will hide underneath the snow or blend on a cliff's surface while waiting for prey to pass by. Once a potential target gets within range, the drake explodes into action, leaping with its outstretched claws. If the target is too far, it uses its powerful rear limbs to charge and ram it, crippling its victim before going for the kill. Steppe Hunter. A tundra drake usually preys on oxen, reindeers, and yaks, but will stalk and eat anything edible if food is scarce. A tundra drake is sometimes found in the company of yeti and frost giants who utilize the drake as a guard. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Incapacitating Charge. If the drake moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone and incapacitated until the end of the drake's next turn. Snow Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Multiattack. The drake makes one Bite or Gore attack, two Claw attacks, and one Tail attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) cold damage, and the target can't use reactions until the end of the drake's next turn. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Glacial Breath (Recharge 5–6). The drake exhales a crippling cloud of freezing air in a 30-foot-cube originating from the drake. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a target takes 36 (8d8) cold damage and can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a target takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Adult Void Dragon","description":"A void dragon’s ebony scales and horns are flecked with a substance that glows an eerie green as the folds of its wings reflect a starry sky. Void dragons have been tainted by long exposure to the terrible alien entities that dwell in deep space. 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Dark-tempered beasts who rule the magic-blasted wastes with a merciless territoriality, wasteland dragons prowl among the ruins of dead cities and dust-blown, haunted and barren lands that once were verdant. Territorial for a Reason. They consider all other dragons to be enemies, but no creatures are so hated by wasteland dragons as spellcasters and any who employ magic. They blame spellcasters—somewhat correctly—for the state of the lands they roam and, indeed, for their own current form. Though these dragons breed true, they were once of different breeds altogether before they were warped by an unfettered magical catastrophe and the foul energies brought through to this world from the Void. Their once-brilliant scales have dimmed to the color of rust and soil; their crests and horns have gone grey and withered; the lands they rule now host horrors which even they must fear; and their natural defenses have been warped and supplanted by the very energies which wrought so much destruction. Dragons have long memories, and these atrocities, as far as they are concerned, could have happened yesterday. Thus they attack, without warning or mercy, any who trespass, showing spellcasters particular cruelty. Predatory Zeal by Necessity. Dedicated carnivores, wasteland dragons prefer to eat recent arrivals to their land. Beyond the practical consideration that they would likely kill the newcomers in any case, creatures corrupted by the wastes can be hazardous in unpredictable ways; poison, infections, and infestations can occur, and the taste of wastelands creatures is incredibly foul. When they are unable to find travelers or migratory animals, wasteland dragons hunt the livestock of settlements, confident that few would dare pursue them to their horrifying homelands afterward. Deadly Hoards. The hoard of a wasteland dragon might contain a good deal of very old coins and treasures in the conventional sense, but they also possess dangers of their own. These dragons often bring home curious devices, arcane tomes, and relics of the dead places in which they live, some likely infused with forbidden magic. Though the dragons have little use for such things other than to add to a collection, a plundered hoard could spell disaster for the world outside.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":17},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Adult Wasteland Dragon","description":"Rust-colored wings darken the sky, and a gout of bright energy erupts from the creature’s jaws. Dark-tempered beasts who rule the magic-blasted wastes with a merciless territoriality, wasteland dragons prowl among the ruins of dead cities and dust-blown, haunted and barren lands that once were verdant. Territorial for a Reason. They consider all other dragons to be enemies, but no creatures are so hated by wasteland dragons as spellcasters and any who employ magic. They blame spellcasters—somewhat correctly—for the state of the lands they roam and, indeed, for their own current form. Though these dragons breed true, they were once of different breeds altogether before they were warped by an unfettered magical catastrophe and the foul energies brought through to this world from the Void. Their once-brilliant scales have dimmed to the color of rust and soil; their crests and horns have gone grey and withered; the lands they rule now host horrors which even they must fear; and their natural defenses have been warped and supplanted by the very energies which wrought so much destruction. Dragons have long memories, and these atrocities, as far as they are concerned, could have happened yesterday. Thus, they attack, without warning or mercy, any who trespass, showing spellcasters particular cruelty. Predatory Zeal by Necessity. Dedicated carnivores, wasteland dragons prefer to eat recent arrivals to their land. Beyond the practical consideration that they would likely kill the newcomers in any case, creatures corrupted by the wastes can be hazardous in unpredictable ways; poison, infections, and infestations can occur, and the taste of wastelands creatures is incredibly foul. When they are unable to find travelers or migratory animals, wasteland dragons hunt the livestock of settlements, confident that few would dare pursue them to their horrifying homelands afterward. Deadly Hoards. The hoard of a wasteland dragon might contain a good deal of very old coins and treasures in the conventional sense, but they also possess dangers of their own. These dragons often bring home curious devices, arcane tomes, and relics of the dead places in which they live, some likely infused with forbidden magic. Though the dragons have little use for such things other than to add to a collection, a plundered hoard could spell disaster for the world outside. A WASTELAND DRAGON’S LAIR Wasteland dragons make their homes among the ruins of dead civilizations, often inside surviving structures vast enough to contain them and protect them from the elements. Old cisterns of sufficient size, auditoriums, or the audience chambers of forgotten nobles all make suitable lairs for a wasteland dragon. They are not above making their home in a cave, but it will likely be near a ruined settlement of some size; wasteland dragons grow bored easily, and rummaging through ruins, either for curiosities or interlopers, takes up a good deal of their time. A legendary wasteland dragon infuses its surroundings with traces of the magic it seeks to deny the outside world. It might hear the thoughts of trespassers as though they were carried on a breeze. Magic items and spells may behave unpredictably, becoming more powerful, functioning in a new way, or failing to function at all. Prolonged exposure to the environment near a wasteland dragon’s lair may lead to mutations and even madness, though the latter often passes once the sufferer is taken from the area. Clever creatures, wasteland dragons often make some use of the arcane items they find, seeing no hypocrisy in doing so; after all, they are hardly as foolish as humans! The approach to the creature’s lair might be protected by strange energy fields, or weakened barriers between this world and another, or by creatures of the wastes who are smart enough to otherwise avoid annoying the dragon. The dragon confronted in its lair might forego its general inclination to attack immediately in favor of luring the intruders into such traps. LAIR ACTIONS On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: A random encounter occurs, as creatures who were given shelter and protection by the dragon in exchange for their services earn their keep and attack the PCs. An object the dragon can see within 120 feet of it flashes with arcane energy and bursts. Each creature within 20 feet of the object must succeed on a DC 14 Dexterity check or take 10 (3d6) piercing damage and become blinded for 1 minute. A creature can take an action to rub its eyes and end the blindness at the beginning of its next turn. Creatures within 30 feet of the dragon receive a momentary, jumbled telepathic communication from one of the many warped and alien beings of the wastes. Each creature in that area must succeed on a DC 14 Wisdom saving throw or be incapacitated until the end of its next turn. REGIONAL EFFECTS The region containing a legendary wasteland dragon’s lair is further warped by the dragon’s magic, which creates one or more of the following effects: Ghostly figures fighting battles from long ago appear with some frequency within 5 miles of the dragon’s lair. Dust goblins and other creatures native to the wastes within 3 miles of the dragon’s lair report trespassers to it as soon as possible. Long-hidden entrances to buried structures open themselves within 1 mile of the dragon’s lair. TRAITS Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. ACTIONS Multiattack. The dragon can use its Frightful Presence. It then makes two Claw attacks and one Bite attack. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft, one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Warped Energy Breath (Recharge 5–6). The dragon blasts warped arcane energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":17},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Adult White Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Ice Walk : The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks : one with its bite and two with its claws. Bite : Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. Claw : Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail : Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Cold Breath (Recharge 5-6) : The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"200 (16d12+96)","CHA":12,"CON":22,"DEX":10,"INT":8,"STR":22,"WIS":12,"Size":"Huge","Type":"dragon","Speed":"40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057038/PCc1ghxY4KIMrNo_-Q63GA/original.png","Roll 0":"Bite\n1d20 + 11\n2d10+6+1d8","Roll 1":"Claw\n1d20 + 11\n2d6+6","Roll 2":"Tail\n1d20 + 11\n2d8+6","Roll 3":"Cold Breath\n1d20 + 0\n12d8","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Perception +11, Stealth +5","Source":"5th Edition SRD","data-XP":"10,000","Alignment":"Chaotic Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Cold","Token Size":3,"data-LANum":3,"data-Traits":"[{\"Name\":\"Ice Walk\",\"Desc\":\"The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.\"},{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 6\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d8\",\"Damage 2 Type\":\"cold\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 6\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 6\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Cold Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+1","data-CON-mod":"+6","data-DEX-mod":"+0","data-INT-mod":"-1","data-STR-mod":"+6","data-SizeNum":6,"data-WIS-mod":"+1","Saving Throws":"Dex +5, Con +11, Wis +6, Cha +6","Challenge Rating":13,"Passive Perception":21,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":13,"data-AcNum":18,"data-HpNum":200},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Adult White Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. White Dragon The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed. A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky. Primal and Vengeful. White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby. A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon’s lair as warnings to intruders. Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so. Lone Masters. White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again. White dragons can’t abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon’s wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs. Powerful creatures can sometimes gain a white dragon’s obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon’s lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant. Treasure Under Ice. White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers. Loose coins and gems are spread across a white dragon’s lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon’s breath, and held safe beneath layers of transparent ice. The dragon’s great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon’s main hoard. A white dragon’s flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own. A White Dragon’s Lair White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses. A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone. A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Chilly fog lightly obscures the land within 6 miles of the dragon’s lair. Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest. Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however. If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days. Traits Ice Walk : The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. Claw : Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. Tail : Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Cold Breath (Recharge 5-6) : The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Adult Wogren","description":"Wogren Of course, one of the most important monstrosities to the halfling folk are the wogren, the creatures that have become the protectors and friends of the halfling people. While many thousands of them died in the Shadow’s initial onslaught against Erenland, the remaining wogren still do their utmost to protect and serve their diminutive friends. Wogren are intelligent creatures that resemble thick-bodied hunting dogs. They are almost exclusively found in the company of halflings. Monstrosities The folk legends of the people of Erenland are full of tales of evil crones stealing babies from their beds, horned devils flying out of the mountains in search of treasure, and bull-headed giant-men ruling the Asmadarin Plains. Some of the tales are true, some are exaggerated, and some are based on events long forgotten by history. Monstrous humanoid villains tend to be very personal demons in the stories, competing with mankind for treasure, food, or territory. Of course, there are many monstrosities living throughout the world of Aryth. Some are intelligent and even evil, while others are simply creatures with strange and potent magical powers. Monstrosities of Eredane Minotaurs do indeed exist on the Asmadarin Plains, but not in the numerous ranging hordes of halfling legend. Small bands of the creatures battle for food and territorial dominance with the Sarcosan descendants who live there. The Asmadarians might not have survived long had a minotaur lord not long ago recognized the benefits of having them on the island. The humans grow food and keep livestock, which the minotaurs can then take as their own at the cost of a few of their warriors being hunted down and slain. Gargoyles haunt the southern reaches of the Kaladrun Mountains, sweeping into the villages of the Central Plains in search of valuables and fresh meat. In the Arunath Mountains, a particularly evil brand of gargoyle terrorizes the Danisil elves. The Danisil believe, rightly, that these gargoyles have been tainted by the demonic influence of the ruins of Ibon-sul, making them even more malevolent than their eastern cousins. Their skin is still rocky, but it features sharp points and hooked structures from which they sometimes hang the flesh trophies they gather when they hunt. The Terrace of the Elders on the Island of Asmadar is home to a triumvirate of ancient magical beasts who fled the madness and chaos of the Sundering, taking up residence on the island and never looking back. They have remained uninvolved with the events that have shaped Eredane over the millennia and are largely ignorant of what is going on. They know that another war has started but are unaware that it has been over for nearly a century and that an elder god is siphoning off the world’s magic. These creatures—a lamasu, a dragonne, and a gynosphinx—remain untouched by the Shadow, and are perhaps the last pristine link to the bygone age. Unfortunately for the heroes of modern Aryth, they do not seem to be interested in joining the fight against Izrador’s hordes. Deep in the White Desert there lies an oasis that formed inside a dome-shaped rock that rises some 100 feet out of the sand. The rock has a cleft at its apex, allowing the cool desert night winds to consolidate moisture inside the dome, dripping it down into a deep blue pool. The area is rumored to be a power nexus of some strength, but the dome is inhabited by an unearthly manticore whose size dwarfs the largest of the dire creatures of Erethor. It is not known how this beast came to be, or how it sustains itself in the harsh desert environment, but part of its success must be due to the oasis dome that it guards. The northern elves have recently run across a mixed pack of worgs and winter wolves in the mountains between Nalford and Steel Hill. They have not communicated with the animals, but neither have the usually evil creatures attacked lone elves who would have been obvious and easy prey. Current conjecture is that these canines escaped a Shadow breeding pit, but not before they were somehow changed. The mystery of the ghost pack, as they are called, has been relegated to an item of little interest in light of the Shadow’s renewed push into the Veradeen’s borders. Traits Keen Hearing and Smell. The wogren has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wogren has advantage on an attack roll against a creature if at least one of the wogren’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Spirit Sense. The wogren automatically detects the presence of any invisible creatures, celestials, fiends, or undead within 120 feet, and automatically knows their alignment and current intentions toward the wogren and its allies. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral good","Expansion":30504,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Advanced Yoten Devotee","description":"Yoten Devotee These Yoten are fluid in form, often changing shape. They tend to wander the worlds they end up on, with some working with one another, while others strike off on their own. Strength Over Time. Yoten devotees become more powerful the longer they survive. These experienced Yoten use the advanced Yoten devotee statistics block instead. These powerful Yoten also have access to Lair Actions in addition to their normal capabilities. Lair Actions When fighting inside their lair, the devotee can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the devotee can take one lair action to cause one of the following effects: Vanish. The devotee becomes invisible until the end of their next turn, and all hostiles within their lair are deafened for the same duration. This invisibility is not broken by attacks or spells. Rumble. An earthquake shakes the ground in and around the lair. Any creatures standing on the ground are knocked prone and take 9 (2d8) bludgeoning damage. Reverberations through the ground causes the entire lair to be difficult terrain until another lair action is used. Surge of Corruption. Thunderous sound erupts throughout the lair, which can be heard from up to three miles away. Creatures in the region that are concentrating on a spell have their concentration broken and take 27 (6d8) thunder damage. Other creatures take 13 (3d8) thunder damage. A foul wind lingers and spoils all food and water unless quickly dispersed. Quiet. All sound suddenly ceases throughout the lair, as if affected by a silence spell. Creatures cannot communicate with each other verbally, and spells with vocal components cannot be cast. The silence lasts until another lair action is used. The devotee can’t repeat an effect until they have all been used, and they can’t use the same effect two rounds in a row.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Yoten)","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":12},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Aecora Silverfire","description":"Aecora Silverfire is the leader of the Nomen tribe of centaurs who dwell in the easternmost reaches of the Stolen Lands. You can use Aecora’s stats for any Desna-worshipping centaur, such as a potential ally wandering PCs might encounter in the wild. If you do so, though, consider changing her alignment from chaotic neutral to chaotic good, since most worshippers of the goddess of luck and travel are, like her, more kind and forgiving in nature than Aecora is. Traits Charge. If Aecora moves at least 30 feet straight toward a target and then hits it with a melee spear attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Special Equipment. Aecora wields a spear +1 . Spellcasting. Aecora is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Aecora has the following cleric spells prepared: Cantrips (at will): light, resistance, sacred flame, thaumaturgy 1st level (4 slots): command, cure wounds, guiding bolt, sanctuary 2nd level (3 slots): hold person, lesser restoration, silence, spiritual weapon 3rd level (2 slots): dispel magic, sending, spirit guardians 4th level (1 slot): death ward Actions Multiattack. Aecora makes two attacks: one with her spear and one with her hooves. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one creature. Hit: 8 (1d6+5) piercing damage, or 9 (1d8 +5) piercing damage if used with two hands to make a melee attack. Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Aeetos","description":"Gorgon Gorgons are magical, foul-tempered creatures, and while their skin is covered with metallic plates they are flesh and bone beneath. They derive nutrients from the consumption of minerals, particularly the stone of their petrified victims, and any statues they create are likely to be gnawed thoroughly. They cannot digest metal or gems, so their dung (which resembles bitter-smelling gray powder) often contains small, raw crystals and nuggets of ore. Their aggression toward all other creatures means that there are few to no predators or other prey animals in their grazing grounds. Each herd is led by a dominant bull; solitary khalkatauroi are usually adolescent bulls driven out of their herd by the lead bull. The females are just as dangerous as the males, and the two sexes appear identical. A typical gorgon stands 6 feet tall and 8 feet long. It weighs 4,000 pounds. Aeetos. While the hide of most gorgons resembles dull iron, that of the aeetos is like burnished bronze. These brazen bulls radiate an inner heat, some say sparked within them from the forges of an ancient god who crafted them from ingots before he breathed life into them and set them loose on the world as a gift to a mighty king. Unlike other gorgons, an aeetos can digest metal after reducing it to slag in their gullets.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Aeorian Absorber","description":"Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor’s ruins and the islands’ icy wastes. Created by Experimentation. Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor’s enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can’t speak it. Madness through Immortality . Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see. Never Harm Another Hunter . Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor’s mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter’s form, but these are most likely tall tales. Ageless Memories . Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind. Perfect Soldiers . Aeorian hunters don’t require food or drink. Aeorian Absorber Resembling some sort of canine or feline quadruped at a distance, the absorber’s monstrous nature becomes quickly apparent as it closes in. Named for its ability to draw magical energy into its body, the absorber can release that energy in devastating blasts through its tail, whose eye is constantly on the lookout for prey.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":5016,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Aeorian Absorber","description":"Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor’s ruins and the islands’ icy wastes. Created by Experimentation. Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor’s enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can’t speak it. Madness through Immortality. Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see. Never Harm Another Hunter. Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor’s mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter’s form, but these are most likely tall tales. Ageless Memories. Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind. Perfect Soldiers. Aeorian hunters don’t require food or drink. Aeorian Absorber Resembling some sort of canine or feline quadruped at a distance, the absorber’s monstrous nature becomes quickly apparent as it closes in. Named for its ability to draw magical energy into its body, the absorber can release that energy in devastating blasts through its tail, whose eye is constantly on the lookout for prey. Traits Magic Resistance. The absorber has advantage on saving throws against spells and other magical effects. Pounce. If the absorber moves at least 20 feet straight toward a creature and then hits its claws attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the absorber can make one bite attack against it as a bonus action. Actions Multiattack. The absorber makes three attacks: one with its bite or Mind Bolt and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage plus 5 (1d10) force damage. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 3 (1d6) force damage. Mind Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 22 (4d10) psychic damage. Reactions Tail Ray. When the absorber takes damage from a spell, the absorber takes only half the triggering damage. If the spellcaster is within 60 feet of the absorber, the absorber can force the caster to make a DC 16 Dexterity saving throw. Unless the save succeeds, the caster takes the other half of the damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":29448,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Aeorian Nullifier","description":"Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor’s ruins and the islands’ icy wastes. Created by Experimentation . Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor’s enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can’t speak it. Madness through Immortality . Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see. Never Harm Another Hunter . Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor’s mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter’s form, but these are most likely tall tales. Ageless Memories . Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind. Perfect Soldiers . Aeorian hunters don’t require food or drink. Aeorian Nullifier Nullifiers are the bane of all magic users, with their physical forms and innate powers shaped specifically to resist and cancel magical effects. Against other foes, a nullifier is no less fearsome for the grotesque mouths filled with razor-sharp teeth that cover its torso—and which set up a cacophony of gnashing that can drive other creatures mad.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":5016,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Aeorian Nullifier","description":"Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor’s ruins and the islands’ icy wastes. Created by Experimentation. Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor’s enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can’t speak it. Madness through Immortality. Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see. Never Harm Another Hunter. Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor’s mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter’s form, but these are most likely tall tales. Ageless Memories. Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind. Perfect Soldiers. Aeorian hunters don’t require food or drink. Aeorian Nullifier Nullifiers are the bane of all magic users, with their physical forms and innate powers shaped specifically to resist and cancel magical effects. Against other foes, a nullifier is no less fearsome for the grotesque mouths filled with razor-sharp teeth that cover its torso—and which set up a cacophony of gnashing that can drive other creatures mad. Traits Horrid Gnashing. The nullifier’s mouths gnash incoherently while it can see any enemies. Each creature that starts its turn within 20 feet of the nullifier and can hear it must make a DC 16 Wisdom saving throw. Unless the save succeeds, the creature rolls a d8 to determine what it does during the current turn: 1–4: The creature is stunned until the end of the turn. 5–6: The creature is frightened until the end of the turn and uses its movement to get as far as possible from the nullifier. 7–8: The creature doesn’t move, and it uses its action to make one melee attack against a random creature (other than it-self) if one is within reach. It otherwise does nothing. Innate Spellcasting. The nullifier’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: counterspell (see “Reactions” below) , detect magic, dispel magic, see invisibility 1/day: antimagic field Magic Resistance. The nullifier has advantage on saving throws against spells and other magical effects. Actions Multiattack. The nullifier makes three attacks: one with its bites and two with its claws. Bites. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) piercing damage plus 11 (2d10) force damage. Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 11 (2d10) force damage, and the target is grappled (escape DC 16) if it’s a creature. The nullifier has two claws, each of which can grapple one creature. Reactions Counterspell. The nullifier attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the nullifier makes a Charisma check with a DC equal to 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":29448,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Aeorian Reverser","description":"Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor’s ruins and the islands’ icy wastes. Created by Experimentation . Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor’s enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can’t speak it. Madness through Immortality . Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see. Never Harm Another Hunter . Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor’s mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter’s form, but these are most likely tall tales. Ageless Memories . Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind. Perfect Soldiers . Aeorian hunters don’t require food or drink. Aeorian Reverser A reverser is a terrible foe in melee, laying into other creatures with teeth and claw. But the chaos it imposes is more fearful by far, as its enemies’ healing magic are unraveled and turned against them.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":5016,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Aeorian Reverser","description":"Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor’s ruins and the islands’ icy wastes. Created by Experimentation. Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor’s enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can’t speak it. Madness through Immortality. Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see. Never Harm Another Hunter. Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor’s mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter’s form, but these are most likely tall tales. Ageless Memories. Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind. Perfect Soldiers. Aeorian hunters don’t require food or drink. Aeorian Reverser A reverser is a terrible foe in melee, laying into other creatures with teeth and claw. But the chaos it imposes is more fearful by far, as its enemies’ healing magic are unraveled and turned against them. Traits Magic Resistance. The reverser has advantage on saving throws against spells and other magical effects. Actions Multiattack. The reverser makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, range 5 ft., one creature. Hit: 11 (1d12 + 5) piercing damage plus 6 (1d12) force damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) force damage. Reactions Reversal. When a creature the reverser can see within 30 feet of it regains hit points, the reverser reduces the number of hit points regained to 0, and the reverser deals 13 (3d8) force damage to the creature.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":29448,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Aerial Stalker","description":"The distinctive whooshing sound made by an attacking aerial stalker is well known to many who have experienced the realities of war. War Machines. Built with intuitive tactical programming and a combination of small arms and deadly hand-to-hand weaponry, stalkers have become a standard for planetary assault operations. Developed by Twilight Technologies, they're an upgrade from the original alphalite model constructs. Silent Killers. The prominent feature of the aerial stalker is its silent-running flight system, allowing it to carry out swift ambushes from above upon unsuspecting foes. The only warning one has before it strikes is a whoosh of air from the exhaust of its flight pack. Tips and Tactics Though they can attack enemies from a distance, stalkers are far deadlier when they swoop down onto their enemies, catching them off guard. In a group, at least one stays behind and attacks at a range while the rest attempt to divide the enemy in one-to-one melee.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Aerialist Android","description":"Androids are synthetic humanoids built to assist their creators with highly specialized tasks. They are designed to be compliant and typically have friendly demeanors. Every android has one or more upgrades to help it excel at its intended functions, but all androids are capable of defending themselves with concentrated bolts of force up close or from a distance. Despite an android’s sophisticated construction, electrical surges can temporarily disrupt its finely tuned components. Similarly, damage to its core processing functions or long stretches of isolation can wear down an android’s critical faculties, causing it to behave erratically. Traits Design Specialization. When the android is created, it gains one of six possible designs suited for its role (choose or roll a d6): 1, aerialist; 2, diplomat; 3, diver; 4, duelist; 5, medic; 6, sentry. This design determines certain traits in this stat block. Actions Lightning Overload. When the android takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn. Actions Multiattack. The android makes two Force Strike attacks. Force Strike. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 40/120 ft., one target. Hit: 15 (2d10 + 4) force damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or have the prone condition.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Source":"custom","Alignment":"Typically Lawful Neutral","Expansion":31434,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Aerisi Kalinoth","description":"Aerisi Kalinoth is the air prophet of the Elder Elemental Eye and leader of the Cult of the Howling Hatred. Tall and slender, with dark hair and (illusory) feathered wings that gently fan the air, Aerisi Kalinoth speaks to her people in a whisper that belies her violent temper, which reveals itself whenever she is denied. Aerisi was a sheltered moon elf princess named Dara Algwynenn Kalinoth who grew up in a remote Faerie realm. Her parents had wished to protect her from the harsh realities of the world, but they only succeeded in spoiling her. When they tried to discipline their willful daughter, she used the power of elemental air against them. Soon after, her dreams led her to the ancient dwarven ruins where the spear Windvane awaited her. Dara changed her name to Aerisi and pretended to be an avariel (winged elf) princess like the ones from her storybooks. Then Aerisi used her talents for enchantment magic to sway mortals into joining her cult. She has convinced all her followers that she is in fact an avariel, and believes it herself even though she must cast seeming each day to “reveal” her wings. Aerisi is prone to deluded flights of fancy and impulsive decadence. She sees herself as a beautiful, fierce, and just ruler who wields elemental power because she deserves it. In the Air Node When danger threatens the Temple of Howling Hatred, Aerisi retreats to the Howling Caves, the air node. Within this node, Aerisi gains one additional use of her Legendary Resistance trait. Lair Actions If Aerisi is in the air node while Yan-C-Bin isn’t, Aerisi can take lair actions. On initiative count 20 (losing initiative ties), Aerisi uses a lair action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can’t cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Aerisi can take no other lair actions while concentrating on a spell cast as a lair action. If Aerisi casts invisibility using this lair action, she also draws the power of the air node into herself. By doing so, she regains 15 (3d8 + 2) hit points. Howling Hatred Cultists Most air cultists are idealists lured to the cult by lofty notions such as detachment from material possessions, bodily addictions, and physical desires. Some find their way to the cult in pursuit of rumors that they can learn to fly, tame the wind, or shed their obesity. Whatever their reasons, they eventually succumb to the cult’s subtle indoctrination, surrendering their worldly goods to the cult’s coffers and the hardiness of their bodies to the cult’s emaciating rites. Cultists that survive their initiation usually gain all the things the cult promised— at the cost of their free will. The Cult of the Howling Hatred relies upon deception and trickery both to recruit its members and defeat its enemies. Even so, those that underestimate the air cult for their mysticism shouldn’t forget the wild destructive power the cultists wield when they unleash cyclones and tornadoes. The Cult of Howling Hatred cooperates with the fire and water cults but they loathe the Cult of the Black Earth, viewing its members as stubborn, unenlightened drones without vision or imagination. Traits Fey Ancestry. Aerisi has advantage on saving throws against being charmed, and magic can’t put her to sleep. Howling Defeat. When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind. Legendary Resistance (2/Day). If Aerisi fails a saving throw, she can choose to succeed instead. Spellcasting. Aerisi is an 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared (an asterisked spell is from appendix B): Cantrips (at will): gust,* mage hand, message, prestidigitation, ray of frost, shocking grasp 1st level (4 slots): charm person, feather fall, mage armor, thunderwave 2nd level (3 slots): dust devil,* gust of wind, invisibility 3rd level (3 slots): fly, gaseous form, lightning bolt 4th level (3 slots): ice storm, storm sphere* 5th level (2 slots): cloudkill, seeming (cast each day) 6th level (1 slot): chain lightning Actions Windvane. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit : 8 (1d6 + 5) piercing damage, or 9 (1d8 + 5) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) lightning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":"7 (9 with lair actions)"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Aerosaur","description":"A pterosaur the size of the most ancient dragons, an aerosaur boasts a wingspan of nearly 200 feet. Elemental energy traces patterns like lightning across its scales, giving additional thunderous power to the beating of its enormous wings. Dinosaurs When Annam’s children first began to populate the worlds of the Material Plane, the All-Father created behemoth dinosaurs to live alongside them as companions. The primeval magic used to create the dinosaurs still thrums through their being and manifests in colorful, scar-like lines on their towering bodies. Some of these ancient dinosaurs persist in timeless jungles, hidden enclaves, and other lands untouched by the rest of the world. Traits Magic Resistance. The aerosaur has advantage on saving throws against spells and other magical effects. Actions Multiattack. The aerosaur makes one Bite attack and one Talons attack. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 8) piercing damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 18). Until this grapple ends, the target has the restrained condition, and the aerosaur can't Bite another target. Talons. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage. Wing Gusts (Recharge 5-6). The aerosaur beats its wings, creating bursts of thunderous force. Each creature within 10 feet of the aerosaur must make a DC 20 Strength saving throw. On a failed save, a creature takes 38 (7d10) thunder damage, is pushed up to 30 feet horizontally from the aerosaur, and has the prone condition. On a successful save, a creature takes half as much damage and is pushed up to 15 feet horizontally from the aerosaur.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":24749,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Aeshma","description":"Aeshma is a tiefling who was born into a rich and affluent family with ties to powerful families within the city of Waterdeep. Aeshma has learned that everything in life comes easy, free, and without consequence. Aeshma is a jack of no trades and master of none, he has ceremoniously failed himself out of magic studies, countless bard colleges, church studies, and military training. Aeshma excels at one thing: convincing and manipulating others to gamble. He doesn’t really care for the stakes or the outcome of a bet, rather he gets enjoyment out of the consternation of others. Aeshma is a chronic gambler who always pushes the stakes to their limits. Aeshma was content to a life pursuing pleasure and with no responsibilities, but his infernal heritage has entangled him with something he could have never expected. He is the soul that the Halruuans call the Unmaker (Aeshma is unaware that he is the Unmaker). Asmodeus has plans for Aeshma and had one of his archdevils, Abigor, kidnap him. Actions Multiattack. Aeshma makes two attacks using his Shortsword, Hand Crossbow, or a combination of the two. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Cunning. Aeshma takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Alignment":"chaotic neutral","Expansion":28645,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Aethelfaer","description":"A figure stalks the forest, blending with foliage and underbrush, eyes locked on his target. The doe heedlessly chews on grass and moss, oblivious to the hunter lurking between the trees. Deft fingers crafted from elm and owlbear teeth notch an arrow, hooking it on the sinew of the bowstring and drawing back. The raven feather fletching kisses the hunter’s cheek—a soft caress as he sets his shoulders, straightens his spine, and takes in a slow, deep breath. The forest pauses. All is still. The world comes down to this one moment. The arrow. The deer. Release. The arrow flies, the doe jolts. Large eyes opened wide, joints locked in fright. It’s a clean shot, straight through the neck. The deer staggers, its cry sharply cut off, before keeling to the ground, lifeless. Its suffering was short, as intended. The hunter approaches, the fingers of the elm wood prosthetic that forms his right arm flexing as he draws out a hunting knife, the blade serrated and hooked at the point. He thanks the spirits of the forest, for this kill shall serve him greatly, and kneels down, setting to work. None of this shall go to waste. Aethelfaer [pr. eθəɫfeə: / EH-thell-fair] is a male wood elf, committed to the nomadic lifestyle of roaming the forests and grasslands, protecting the wildlife and offering aid to those in need. He’s patient and calm, with an unflappable persona built on years of hunting and tracking. Aethelfaer inherited a genetic condition called meromelia, a syndrome that causes the partial absence of limbs. As a result, Aethelfaer is missing the lower part of his right arm from just above the elbow and has no right foot. Though he can navigate his life just fine on his own, he chooses to wear and make use of prosthetics. His right arm is crafted from red elm and owlbear teeth, with a hidden compartment inside the wrist where he stores a small container of poison for emergencies. His prosthetic foot is made of yew that has gone through the same magical strengthening and flexibility treatment as his longbow. A formidable warrior and deadly archer, Aethelfaer takes desecration and disrespect of the forest as a grave offense, and hunts his enemies to the end of the world if he must. As an ally, he is loyal, fair, and a true friend. However, once his respect is lost, it is gone forever. Common Signs Unlike thieves’ cant, which is a pidgin of borrowed signs, verbal words, and symbols from multiple languages, Common Signs is a complete sign language, borrowing from Dwarvish, Elvish, and Undercommon. It is considered a universal language and adapted by disabled communities, especially within cities. As such, most people across the realm can communicate using it. Common Signs is designed to be easy to learn, and spellcasters can make use of it to cast their spells. Effects that prevent casting spells with verbal components, such as the area of silence created by the silence spell, are still effective against casters who use Common Signs. While affected by such a spell or effect, the caster forgets the important signs needed to cast spells with verbal components. Aethelfaer as a Retainer Retainers first appeared in Strongholds & Followers and are unique NPC followers who ally with the characters. These adventurers are easy-to-run secondary characters controlled by players. Below is a retainer stat block for Aethelfaer. The full rules for retainers are explained in Strongholds & Followers. Aethelfaer Retainer Armor: Medium (AC 17) Primary Ability: Dexterity, Wisdom Saves: Strength, Wisdom Signature Attack: Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Special Actions 3rd-Level (3/Day): Poison Arrow . Aethelfaer makes his signature attack. If he hits a creature, the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. 5th-Level (3/Day, Bonus Action): Cunning Action. Aethelfaer takes the Dash, Disengage, or Hide action. 7th-Level (1/Day): Multiattack. Aethelfaer makes three signature attacks, then takes the Dash or Hide action. Aethelfaer’s Disability Aethelfaer was born with his disability and chooses to wear prosthetics to help him perform certain tasks when adventuring. Unlike someone who may have lost a limb due to injury, illness, or amputation, Aethelfaer doesn’t experience phantom limb syndrome, as his right arm and foot were never there to begin with. This also means that nothing short of a wish spell could reform these appendages, but Aethelfaer doesn’t seek to “cure” himself. In fact, he would be greatly insulted if offered or forced into a situation where such a spell is brought up as a means to somehow “fix” him. He has no need to be “fixed” or “cured” and little patience for those ignorant enough to think otherwise. The ranger is open about his disability and happy to answer questions others may have, but he doesn’t suffer fools. Aethelfaer is an expert in knowing who is being genuine and who is deliberately ignorant or rude. Prosthetics Aethelfaer’s prosthetic arm and foot slot over the stump of each limb and are further secured in place by leather harnesses: one around his shin and calf, and the other around his chest, sitting under his armor. It takes Aethelfaer 2 minutes to secure each harness and roughly 30 seconds to remove them. To prevent chafing or bruising–especially when wearing a prosthetic for long periods of time–Aethelfaer’s stumps are protected by “socks.” These pieces of fabric are rolled up and folded down to cover the skin and protect the area where the stump meets the cup of the prosthetic. At the start and end of each day, Aethelfaer uses powdered talc to keep the skin dry and free from any rashes, uncomfortable chafing, and blistering, particularly on warm days or when the humidity is high. When traveling or in an unknown location, Aethelfaer sleeps with his prosthetics on in case of an ambush or need to escape. However, if he is in a place he knows to be secure and safe, Aethelfaer removes his prosthetics to sleep and uses an underarm crutch under his left arm for support when moving around. Hidden Compartment Aethelfaer has a hidden compartment in his prosthetic arm, running the length of the inside of his wrist. By pressing the heel of his thumb (which requires no action), this slot pops open and reveals a metal groove packed with a strange paste. This alchemical component is a personal poison Aethelfaer has created himself, and exposing the compartment allows him to swiftly coat the head of any arrow or blade he draws with a toxic coating to deal extra damage. Natural Grip Aethelfaer’s prosthetic foot is crafted to have the general shape of a deer’s hoof. This allows for a greater range of motion in the ankle joint and enables that foot to take significant impact when running, climbing, or performing athletic or dexterous feats. The wedge of the prosthetic’s foot provides a better grip on mountainous and rocky environments, as well as the typical underbrush of the forest and dirt of the grassland. The flexibility of this prosthetic is showcased greatly whenever Aethelfaer is running or if he is lightly bouncing on the balls of his feet—something he does often when nervous or agitated. Aethelfaer’s Craftsmanship If the characters don’t make an enemy of Aethelfaer, he is happy to craft prosthetic limbs for characters who need them. However, characters need to find and provide him with the materials to do so. To craft a prosthetic arm or hand, Aethelfaer needs wood (any kind), leather straps, owlbear teeth, sinew, and resin. To craft a prosthetic leg or foot, he needs yew wood, leather straps, deer antler (ethically sourced), sinew, and resin. Aethelfaer knows a magical strengthening and flexibility wood treatment that is iconic of wood elf bow crafting and used in the creation of his prosthetics. If a character supplies Aethelfaer with the components, he doesn’t charge them for the service. Prosthetic Stats A prosthetic limb presents no advantages or disadvantages whenever you are wearing it, and you can perform all typical motor skills from everyday to fine. Prosthetics require no attunement and are secured to your body using a harness that sits underneath your armor. It takes 2 minutes to don the harness and 30 seconds to remove it. Prosthetic limbs can’t be knocked off unless the harness is somehow destroyed. Custom-made prosthetics, such as the ones worn by Aethelfaer, can provide benefits to you. See “Hidden Compartment” and “Natural Grip” for ideas. It is extremely important for Game Masters and other players to remember that disability isn’t a punishment and shouldn’t be held against a character. Missing Arm If you aren’t wearing your prosthetic arm/hand, you have disadvantage on wielding two-handed weapons and on ability checks using fine motor skills if you are only using that arm/hand. Missing Leg If you aren’t wearing your prosthetic leg/foot, your walking speed is reduced by 5 feet unless you are using mobility aids such as crutches or a wheelchair. More than a Disability Disabilities are very much a part of our lives, but aren’t what solely define a person. Aethelfaer does and should have interests as a fleshed-out character, with his disability making up only a part of who he is. As such, it’s important to note that Aethelfaer enjoys hunting, whittling animals out of wood, and gathering plants and herbs to produce potions and tinctures he then sells or trades for supplies. He is knowledgeable in the horticulture of forests and grasslands, and is exceedingly fond of ravens and other corvids. Traits Archery Fighting Style. Aethelfaer gains a +2 bonus to attack rolls with ranged weapons (included in the attack). Athletic Advantage. Aethelfaer has advantage on Strength (Athletics) checks made to climb and jump while wearing his prosthetic foot. Cunning Action. On each of his turns, Aethelfaer can use a bonus action to take the Dash, Disengage, or Hide action. Fey Ancestry. Aethelfaer has advantage on saving throws against being charmed, and magic can’t put him to sleep. Poison Application. Aethelfaer keeps a container of poison in his prosthetic arm. As a bonus action, he can apply poison to one weapon or piece of ammunition. The poison remains potent for 1 hour or until that weapon or ammunition deals damage to a target. If struck by a poisoned weapon or piece of ammunition, the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Aethelfaer has twenty doses of poison. Spellcasting. Aethelfaer is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He knows the following ranger spells: 1st level (4 slots): cure wounds, hunter’s mark, longstrider 2nd level (3 slots): pass without trace, zone of truth Actions Multiattack. Aethelfaer attacks twice with his longbow or three times with his shortsword. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Primeval Awareness. Aethelfaer expends a spell slot to focus his awareness on his surroundings. For 1 minute per level of the spell slot he expends, he can sense if any creatures of the following types are present within 1 mile: aberrations, celestials, dragons, elementals, fey, fiends, and undead. He can’t sense the creatures’ location or number. Reactions Deflect (1/Day). When Aethelfaer is hit by a ranged weapon attack and wearing his prosthetic arm, he can attempt to deflect the missile used in the attack. The damage he takes from the attack is reduced by 12 (1d10 + 7). If the damage is reduced to 0, Aethelfaer catches the missile and can make a ranged attack with it as part of the same reaction with a +9 bonus to the attack roll. The attack uses the missile’s original range.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (wood elf)","Alignment":"neutral good","Expansion":20089,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Aether Crocodile","description":"Aether Crocodile These fearsome beasts infest the still bog-like aether pools found on many unpopulated islands across the Aetherial Expanse. Their tough hides carry a muted prismatic sheen, allowing them to hide effectively in their native habitat. Often appearing in lethargic floats, groups of these creatures can burst into a frenzy when prey comes near.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast (Aetherbeast)","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Aether Dragon Wyrmling","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Source":"custom","Alignment":"Typically Neutral","Expansion":32048,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Aether Elemental","description":"Aether Elemental Aether elementals are pure aether given form, often through a spell or other arcane ritual. They are often found in service to powerful spellcasters, either as assistants or bodyguards. Sometimes, mages conjure aether elementals to defend specific areas or items. This is not uncommon, as the elemental requires no nourishment or rest and can watch over their charge for centuries.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Source":"custom","Alignment":"Neutral","Expansion":32048,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Aether Naiad","description":"Aether Naiad Aether naiads are reclusive fey creatures who live within the aether, along shorelines, in shallow coves, or the deepest depths of the aetherial seas. Individuals often grow attached to a specific location, viewing their chosen locale as something precious and deserving of their protection and care, regardless of how unsettling or mundane the area may appear to mortal eyes. Keeper of Secrets. Their affinity for unusual locations often provides aether naiads with an uncanny understanding of the area, its history, and the treasures hidden within. Most selfishly guard these secrets, becoming angered if ignorant outsiders disturb sites they’ve chosen to safeguard. Expert Wayfinders. Because of their ties to the magical seas, aether naiads are experts at interpreting the undulation of the aetherial waters. Many sailors believe that aether naiads know of secretive wind routes not found on any map. Most crews would be lucky to count an aether naiad among their crew, but coaxing these fey from their watery homes is no easy task.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Source":"custom","Alignment":"Typically Chaotic Neutral","Expansion":32048,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Aetherdactyl","description":"Aetherdactyl The aetherdactyl possesses an uncommon ability among aetherbeasts—the ability to fly. Ships that trawl the Aetherial Expanse keep a careful eye out for aetherdactyls when sailing outside the typical trade lanes, for these soaring predators tend to roost atop rock spires far from inhabited islands. Pack Hunters. Aetherdactyls are cunning hunters that often seek prey in packs of three. One of the creatures harries its prey, intimidating it with its massive 25-foot wingspan while its wingmates swoop down and maul the distracted prey. Aether-Infused. All aetherbeasts are magical, and many of their magical abilities are similar to spells. The aetherdactyl, however, possesses the unusual ability to transform its body into aether vapor and tear like a knife-sharp psychic wind through its prey. These creatures typically reserve this uncanny magic for hunting other aetherbeasts.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast (Aetherbeast)","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Aetherlion","description":"Aetherlion These creatures descended from Material Plane sea lions and grew into larger, enchanted forms. Their dark grey hides shimmer with prismatic color. The rocky shores they congregate on are littered with broken pieces of their petrified prey.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast (Aetherbeast)","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Aetherwarped (template)","description":"Creatures that spend too much time near aetheric radiation typically experience blackouts, fatigue, weariness, and then a catatonic state as their soul is slowly separated from their body. However, aetheric radiation has a subtler effect if experienced in low dosages over a prolonged period of time. Aetherwarped creatures tend to congregate in locations suffused with aetherite radiation. Curiously, they are also drawn to sources of music and can spend hours listening to the same voxophone recording. Radioactive Undead. The bodies of aetherwarped creatures twist and mutate due tolong term aetherite radiation poisoning, gaining hideous deformities and bizarre supernatural powers. The nature of aetherwarped creatures causes their lifespans to dramatically shorten, though some who perish from their sickened state often rise again as aetherwarped undead. Burnout. Once created, an aetherwarped creature lives for 2d10 days, after which it dies and cannot be returned to life except by true resurrection. If a dead aetherwarped creature rises as an undead, it also has the aetherwarped template, but does not suffer burnout, instead existing until destroyed. AETHERWARPED TEMPLATE Any corporeal living creature or undead creature can become an aetherwarped creature. When a creature becomes aetherwarped, it gains the aether tag and retains all its statistics except as noted below. Challenge Rating. The AC increase, movement, and new attacks of the aetherwarped creature can provide a +1 increase to CR. However, the Intelligence loss often negates a creature's other advantages, such as spellcasting, in which case the CR may remain the same, or even lower by 1, depending on what losses the creature suffers from the Intelligence decrease. Armor Class. The telekinetic abilities of an aetherwarped creature give it a +2 bonus to Armor Class. Speed. An aetherwarped creature gains a fly speed of 30 feet if it does not already possess a fly speed, though it cannot rise more than a foot above any solid or liquid surface. Intelligence. An aetherwarped creature's Intelligence is reduced to 2, unless it was already 2 or lower. Condition Immunities. An aetherwarped creature is immune to aetherite radiation. Senses. The aetherwarped creature gains darkvision with a range of 60 feet, and thoughtsense out to a range of 60 feet. Thoughtsense. An aetherwarped creature can detect a creature's thoughts within a 60 foot radius, allowing it to detect and locate thinking creatures as if it were using blindsight. Thoughtsense is not blocked by solid objects. Creatures can be rendered undetectable to thoughtsense through nondetection, mind blank, and similar effects. Languages. An aetherwarped creature retains the ability to understand any languages it knew prior to its affliction, but they cannot speak. Their ability to comprehend what is said to them is limited by their newly modified Intelligence. New Ability: Shun Gravity. The aetheric energies coursing through the aetherwarped creature release it from the clutch of gravity. It gains a fly speed of 30 feet, though it cannot rise more than 1 foot above any solid or liquid surface. As a bonus action, it can also change its personal gravity, allowing it to walk on walls or even ceilings as if they were level floors. New Action: Telekinetic Thrust. The aetherwarped creature can direct a blast of telekinetic energy at a target within 30 feet. 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However, aetheric radiation has a subtler effect if experienced in low dosages over a prolonged period of time. Aetherwarped creatures tend to congregate in locations suffused with aetherite radiation. Curiously, they are also drawn to sources of music and can spend hours listening to the same voxophone recording. Radioactive Undead. The bodies of aetherwarped creatures twist and mutate due tolong term aetherite radiation poisoning, gaining hideous deformities and bizarre supernatural powers. The nature of aetherwarped creatures causes their lifespans to dramatically shorten, though some who perish from their sickened state often rise again as aetherwarped undead. Burnout. Once created, an aetherwarped creature lives for 2d10 days, after which it dies and cannot be returned to life except by true resurrection. If a dead aetherwarped creature rises as an undead, it also has the aetherwarped template, but does not suffer burnout, instead existing until destroyed. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.AetheraBodyTextIndented, li.AetheraBodyTextIndented, div.AetheraBodyTextIndented {mso-style-name:\"Aethera Body Text Indented\"; mso-style-update:auto; mso-style-unhide:no; mso-style-qformat:yes; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-US; mso-fareast-language:EN-US;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration (aether)","Alignment":"chaotic neutral","Expansion":32483,"Challenge Rating":0.8},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Aetherwolf","description":"Aetherwolf Due to the adaptations their bodies have undergone to survive near the surface of the aether, aetherwolves bear little resemblance to terrestrial wolves. They swim in deadly packs through shallow aether, preying upon small ships and other aetherbeasts.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast (Aetherbeast)","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":0.5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Afanc","description":"The curious creature known as the afanc is a predator that lurks in rivers and lakes, patiently waiting for prey to approach the water. It is a ravenous carnivore that will eat any creature of its size or smaller, although it prefers livestock, fish, and reptiles. Ambush Predator. Once a chosen prey is within range of its strike, the afanc would burst from the water and pounce on its target, latching its jaws on the victim's neck or back before biting with tremendous force to instantly snap it. If the prey manages to survive this initial assault, the afanc would drag it back into the water and try to drown it. Invisible Abomination. The monstrous afanc has the body and head of a 12-foot-long giant beaver, the limbs and jaws of a bear, and the claws, spine, and tail of a crocodile. Underneath the fur of the afanc is a tough armor-like hide covered with scutes similar to a crocodile's that can resist most blows. The afanc's crocodilian tail ends with a large, paddle-shaped plate identical to a beaver's tail. The afanc is always invisible before it attacks, appearing when it strikes. Once it has killed its prey, it immediately turns invisible again and retreats to its lair with its prize where it can feed in peace. Force Manipulators. Older afancs are even more dangerous. By simply slamming their tails on a surface, their paddle-shaped tails vibrate and create supernatural waves of force that the afanc can direct, instantly killing most creatures hit by them. Afancs sometimes use this ability to create a tidal wave or whirlpool strong enough to overturn a small boat to toss its occupants overboard. An afanc is usually encountered alone or as a mated pair. Rarely are there more than two in the same territory, but if a large group exists, it is most certainly led by an alpha. Traits Hold Breath. The afanc can hold its breath for 15 minutes. Actions Multiattack. The afanc makes three attacks: one with its Bite, one with its Claws, and one with its Tail Club. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. If the target is a Large or smaller creature, it is also grappled (escape DC 13). Until this grapple ends, the target is restrained, and the afanc can't make Bite attacks against other targets. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Tail Club . Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, it must make a DC 13 Strength saving throw or be pushed up to 5 feet away from the afanc and be knocked prone. Invisibility. The afanc magically turns invisible. The invisibility ends when the afanc attacks or if it takes damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Afanc Alpha","description":"The curious creature known as the afanc is a predator that lurks in rivers and lakes, patiently waiting for prey to approach the water. It is a ravenous carnivore that will eat any creature of its size or smaller, although it prefers livestock, fish, and reptiles. Ambush Predator. Once a chosen prey is within range of its strike, the afanc would burst from the water and pounce on its target, latching its jaws on the victim's neck or back before biting with tremendous force to instantly snap it. If the prey manages to survive this initial assault, the afanc would drag it back into the water and try to drown it. Invisible Abomination. The monstrous afanc has the body and head of a 12-foot-long giant beaver, the limbs and jaws of a bear, and the claws, spine, and tail of a crocodile. Underneath the fur of the afanc is a tough armor-like hide covered with scutes similar to a crocodile's that can resist most blows. The afanc's crocodilian tail ends with a large, paddle-shaped plate identical to a beaver's tail. The afanc is always invisible before it attacks, appearing when it strikes. Once it has killed its prey, it immediately turns invisible again and retreats to its lair with its prize where it can feed in peace. Force Manipulators. Older afancs are even more dangerous. By simply slamming their tails on a surface, their paddle-shaped tails vibrate and create supernatural waves of force that the afanc can direct, instantly killing most creatures hit by them. Afancs sometimes use this ability to create a tidal wave or whirlpool strong enough to overturn a small boat to toss its occupants overboard. An afanc is usually encountered alone or as a mated pair. Rarely are there more than two in the same territory, but if a large group exists, it is most certainly led by an alpha. Traits Hold Breath. The afanc can hold its breath for 15 minutes. Actions Multiattack. The afanc makes three attacks: one with its Bite, one with its Claws, and one with its Tail Club. When its Force Wave is available, it can use the Force Wave in place of its Tail Club attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. If the target is a Large or smaller creature, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained, and the afanc can't make Bite attacks against other targets. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Tail Club. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a creature, it must make a DC 15 Strength saving throw or be pushed up to 5 feet away from the afanc and knocked prone. If the saving throw fails by 5 or more, the creature is also stunned until the end of the afanc's next turn. Invisibility. The afanc magically turns invisible. The invisibility ends when the afanc attacks, uses Force Wave, or if it takes damage. Force Wave (Recharge 5–6). The afanc slams its tail on the ground and creates a wave of supernatural force. Each creature in a 15-foot cube originating from the afanc must make a DC 15 Constitution saving throw. On a failed save, a creature takes 18 (4d8) force damage and is pushed 10 feet away from the afanc. On a successful save, the creature takes half as much damage and isn't pushed.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Affliction Devil (Kocrachon)","description":"Masters of torture and pain, kocrachons are some of the most respected lesser devils in the Nine Hells. Each is driven to break the greatest number of creatures during their lifespan—the bigger and more dangerous their charges, the better. The most effective kocrachons study under other torturers, or in infernal schools, to best understand the physiologies of any victim they might come across. Perhaps due to their nature as clandestine torturers, kocrachons abhor direct conflict, choosing instead to flee if given the option. Devils with Purpose They’re insect-like and have a brightly colored carapace, with retractable wings, multiple arms and legs, and pincer-like hands. Even their heads appear strangely insectoid, often with multiple proboscises, eyes and false eyes, and waving antennae. Kocrachon inject a lethal poison into victims and, if they acquire the information they needed, may cure said poison. Flame and Ice Though they are just as comfortable in the fires of the Nine Hells as any other devil, unlike many other of their peers, kocrachons are also resilient to the cold. This makes them useful in Stygia and Cania, where they are often employed by the archdevils of those layers to wring information from recalcitrant opponents. Their affinity to the cold also provides kocrachons with other, more interesting avenues of torture. Making Devils More Challenging Devils in the Nine Hells can often be more powerful in their home turf than in the mortal realm. This can be accomplished in a few different ways: Maximum Hit Points. Some devils might appear larger than their brethren. These devils have maximum hit points. Spellcasting. Some devils have learned the arcane arts. Infernal Magic Items. Some devils might wear or wield infernal magic items. More information is given on these items in appendix D. Traits Devil’s Sight. Magical darkness doesn’t impede the kocrachon’s darkvision. Infernal Rot. A creature afflicted with this disease has the poisoned condition until the disease ends. While diseased, creatures gain no benefits from a long rest, gaining exhaustion when necessary. If a creature dies while afflicted with Infernal Rot, its corpse transforms into a newborn kocrachon after 4 (1d8) days. Magic Resistance. The kocrachon has advantage on saving throws against spells and other magical effects. Sadism. The kocrachon gains a +1 bonus to attack and damage rolls for each different creature it damaged on its previous turn. Actions Multiattack. The kocrachon makes three Claw attacks. It can replace one of the attacks with a Proboscis attack. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Proboscis. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage plus 14 (4d6) poison damage. Creatures damaged by this attack must succeed on a DC 16 Constitution saving throw or suffer the Infernal Rot disease.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Afudius","description":"The myths and legends of the Mediterranean are replete with strange and mystic serpents of every description. Afudius. This long, muscular snake rears revealing its devilish horns and fangs when threatened. Sometimes also called a haemorrhois, it is small, just over a foot long, with males having multiple bristling horns and females a single off-center horn. An afudius is pitch black or fiery red in color, with bright eyes in a broad head. Its scales are rough and make a rustling sound as the snake moves. They are slow and sluggish animals and make winding nests in rocky areas. Envenomation by an afudius is particularly gruesome. As the venom spreads, blood begins to leave by every opening possible, draining out through the eyes, ears, nostrils, mouth, even the very pores. Scars reopen. Teeth and nails fall out. The entire body becomes one bleeding wound, and death comes through catastrophic blood loss.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":1},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Agai","description":"Agai is the leader of the Culcheck spriggans, the band who invades the village of Varnhold after Vordakai steals away its people. While Agai can work well in your game as the leader of other spriggan enclaves, he also works well as an unusual member of a rival adventuring party, particularly one based on a composition of more monstrous members than a group composed mostly of humans and other core options. Traits Improved Critical. Agai’s weapon attacks score a critical hit on a roll of 19 or 20. Innate Spellcasting. Agai’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Agai can innately cast the following spells, requiring no material components: At Will: dancing lights, poison spray 2/day: blur, dispel magic, thunderwave 1/day: shatter Martial Advantage (1/Turn). Agai deals an extra 14 (4d6) damage to a creature he hits with a weapon attack if that creature is within 5 feet of an ally of Agai that isn’t incapacitated. Actions Multiattack. Agai makes three greatclub or javelin attacks and can use Enlarge if it is available. Greatclub. Melee Weapon Attack: +9 to hit, one target. Hit: 9 (1d8+5) bludgeoning damage. Javelin. Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6+5) piercing damage. Reactions Enraged Growth. When Agai takes damage, he magically increases in size, along with any equipment he is wearing or carrying. While enlarged, Agai is Large and he gains the following benefits: +5 feet to the reach of his melee attacks He regains 15 hit points +2 to his Armor Class and attack rolls Doubles his damage dice on Strength-based weapon attacks If Agai lacks the room to become Large, he attains the maximum-size space possible in the space available. Any creature adjacent to Agai must succeed on a DC 14 Strength saving throw or be pushed back to allow for Agai’s growth. Agai returns to his normal size at the end of the next round that he does not deal damage to a target, and Agai gains one level of exhaustion that lasts for 1 hour.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Agar Valon, The Plaguemaster","description":"Agar Valon was once a druid, but turned his focus toward altering life rather than protecting it. Although disease is a natural part of life for most creatures, Agar’s obsession with it led him down darker paths. He found ways to make himself immune to them - not through natural methods, but through secret rituals that infused the diseases into his body, making him a carrier of plagues that could no longer die from them. A perfect host. Now, he resides deep in an old, dying forest, slowly spreading his diseases from his blackened and blighted druid grove. He keeps his grove enchanted with an enshrouding miasma* lair spell, and what creatures reside within now find themselves immune to poison, with most becoming carriers of the diseases Agar spreads. Appearance. Agar is a thin human man whose spine has hunched slightly with age. Though old, he is far from feeble, and possesses an uncanny amount of strength for his slight frame. His wrinkled skin is a pale, sickly green, warning anyone who succeeds a DC 15 Intelligence (Medicine) check that he has been afflicted with Bog Rot. The rituals and diseases he carries have taken most of his hair, leaving him bald and spotted. The sclera of his gray eyes have a sickly yellow hue, and their bloodshot veins are an unnatural greenish brown. Personality. Agar is obsessed with diseases and their ability to kill or grievously impair some while leaving others seemingly untouched. He believes that those capable of surviving the worst of all diseases are those most worthy of life, and seeks to spread plagues and illnesses to cleanse the world of the weakest life forms as he sees them. Plot Hooks Renew the Forest. A circle of druids has learned of Agar’s blighted grove and wishes to restore its health. They need the party’s assistance in protecting them while they dispel the miasma, and then in putting an end to Agar Valon’s schemes once and for all. Serve the Plague. The party seeks poisons or diseases to use against an enemy, and Agar has them aplenty- for a price. The party must aid Agar with his schemes before he will give them what they need. Hair of the Dog. Someone in the party or that the party cares about suffers from a mysterious disease, and no healer is able to help. They learn of Agar as a master of diseases and seek his aid, but what would convince him to give it? The party may be able to help him in return for a promise of treatment, but they also may be able to find a cure by obtaining his research notes. Tactics Agar stays back as long as possible, throwing Blister Sap Vials and using his Plaguing Swarm ability while his allies keep his opponents occupied. He also uses Plaguemaster’s Gift to accelerate the Bog Rot disease whenever possible, especially in any creature that has already contracted the disease. When forced into melee combat, he relies on his Plagued Form and Toxic Aura as deterrents, regenerating as much as he can using his Parasitic Regeneration and fleeing when the fight looks impossible. Traits Parasitic Regeneration. Whenever another creature within 30 ft. of Agar Valon becomes poisoned, sickened, diseased, or takes poison damage, Agar Valon regains 5 hit points (max 10 hit points per turn). Plagued Form. Agar Valon’s body contains innumerable plagues, making his entire body toxic. Whenever he suffers an Injury, each creature within 5 ft. of him must make a DC 16 Constitution saving throw or be poisoned until the end of his next turn and contract the bog rot disease. A creature that fails this save by 5 or more, or that is already poisoned, is sickened instead. Plaguemaster. Creatures normally resistant to poison are not resistant to poisons inflicted by Agar Valon, and creatures normally immune to poison are considered resistant against his poisons instead. Toxic Aura. Each creature that starts its turn or enters a space within 10 ft. of Agar Valon for the first time on its turn takes 4 (1d8) poison damage. Actions Blister Sap Vial. Agar Valon throws a vial of enhanced Blister Sap at a point within 30 ft.. Each creature in a 10-foot radius centered on that point must make a DC 16 Dexterity saving throw or take 7 (2d6) acid damage plus 7 (2d6) poison damage and gain a special Injury of Dangerous II severity, “Blistered”. On a successful save creatures take half damage and do not gain an Injury. While Injured in this way, a creature has disadvantage on attack rolls and saving throws until the end of its next turn, after which it takes a -1 penalty instead. The creature also gains advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) checks. This Injury is removed automatically at the end of a long rest, or if the creature receives magical healing from a spell of 5th level or higher in conjunction with a DC 15 Wisdom (Medicine) check made over a period of at least 10 minutes. Plaguescarred Scythe. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (2d4+3) slashing damage, plus 7 (2d6) poison damage. Any Injury inflicted by this attack has its Medicine DC increased by 5. On a critical hit, this attack deals an additional 5 (2d4) slashing damage (in addition to any bonus damage from the critical hit). Plaguing Swarm (recharge 5-6). Agar Valon summons a swarm of mosquitos to plague his foes. Agar Valon chooses a point within 60 ft., each creature of his choice in a 20-foot radius of the point must make a DC 16 Constitution saving throw or take 14 (4d6) damage and have their Injury thresholds reduced by 10 until the end of his next turn, or until they suffer an Injury, whichever comes sooner. Bonus Actions Plaguemaster’s Gift (recharge 6). Agar Valon lazily casts an arm out toward another creature within 30 ft., blowing a fine dust in their direction. That creature must make a DC 16 Constitution saving throw or contract the Bog Rot disease. A creature that fails this saving throw by 5 or more, or that fails its saving throw while already afflicted with Bog Rot, which was already afflicted, it immediately progresses to Midstage for the disease. A creature already at Midstage or Late Stage does not progress.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":28072,"Challenge Rating":8},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Agarat","description":"When a bard, after its untimely demise, rises as a ghoul or a ghast, it can sometimes evolve into an agarat. This horrid form of ghoul can unleash a horrific scream that can leave living creatures who hear weakened and drained. Traits Turning Defiance. The agarat and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead. Actions Multiattack. The agarat makes two attacks: one with its Bite and one with its Claws. Bite. Melee Weapon Attack: +5 to hit, range 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, range 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an Undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Horrid Scream (Recharge 5–6). The agarat can emit a bloodcurdling, supernatural scream. Each creature within 30 feet that can hear it takes 7 (2d6) necrotic damage and must succeed on a DC 11 Constitution saving throw. On a failed save, a creature will have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Constructs and Undead are immune to this effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Agdon Longscarf","description":"Agdon Longscarf, the Most Notorious Brigand in Prismeer This harengon brigand is an insufferable braggart and a daring thief who’s willing to put himself in seemingly precarious situations when he has an audience, confident that his speed and cunning will see him through danger. He leads by example rather than by dictate. Alignment. Chaotic evil. Personality Trait. “Responsibility isn’t really my thing.” Ideal. “What’s yours is mine; it’s only a matter of time.” Bond. “I have a reputation to uphold. I can’t have it sullied by silly concepts like honesty and generosity.” Flaw. “My confidence is bound up in my scarf’s powers. I’m quite the coward without it.” Traits Evasion. If Agdon is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails, provided he isn’t incapacitated. Standing Leap. Agdon’s long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start. Actions Multiattack. Agdon makes two Branding Iron or Dagger attacks. Branding Iron. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit : 10 (3d6) fire damage, and the target is magically branded. Agdon is invisible to creatures branded in this way. The brand disappears after 24 hours, or it can be removed from a creature or object by any spell that ends a curse. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d4 + 5) piercing damage. Bonus Actions Quick Fingers. Agdon targets one creature within 5 feet of him that he can see and makes a Dexterity (Sleight of Hand) check, with a DC equal to 1 + the target’s passive Wisdom (Perception) score. On a successful check, Agdon pilfers one object weighing 1 pound or less that the target has in its possession but not in its grasp, without the target noticing the theft. Reactions Uncanny Dodge. Agdon halves the damage that he takes from an attack that hits him. He must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (harengon)","Alignment":"chaotic evil","Expansion":11857,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Aggro","description":" The first mate of the Bloody Vengeance is sure of one thing above all else: he must constantly prove himself to the terror of the seas, Captain Scarbelly. As a result, Aggro tends to take his brutality one step further than even the rest of his vicious crew, so much so that his captain has had cause to chastise him.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"chaotic evil","Expansion":10365,"Challenge Rating":1},"publisher":"Green Ronin Publishing","book":"Death in Freeport 20th Anniversary Edition"},{"name":"Agnibarra","description":"Its skin constantly ablaze, the creature seems happiest only when watching fire consume creatures and objects around it. Born in Fire. Native to volcanoes, thermal vents, and eternal fires that burn beneath the earth, agnibarras exult in flames. The tar-like substance that covers their hides burns constantly, and those agnibarras who go out into the world quickly find their way to locations and beings who venerate fire. Temple Servants or Terrors. Often employed as guardians or treated as blessed creatures in temples of fire worship, agnibarras bring great enthusiasm to such places, though that enthusiasm comes in the form of burning things. Agnibarras accept and burn offerings on behalf of temples, but their single-mindedness often leads them to claiming such sacrifices for themselves instead of the gods the temples serve. The creatures often consider themselves a proxy for the temples' gods, seeing little difference in a sacrifice to themselves or a temple's patron. When this occurs, however, many a priest has discovered, to their horror, what a perilous prospect ejecting an agnibarra from a temple can be. Entire towns have burned to the ground as the flaming creature made its exit. Improvement by Burning. The agnibarra's pyromania stems not from malice but from the creatures simply finding all things much more hospitable and beautiful when engulfed in flames. The agnibarra sees creatures that cannot withstand the flames as a nuisance, burning the creature to death means little more to the agnibarra than killing a field mouse would to a farmer.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Agnibarra","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":14533,"Challenge Rating":1},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Ahmaergo","description":"Ahmaergo, Xanathar’s majordomo, has a fascination with minotaurs. Although outwardly civil, the shield dwarf is as devious and corrupt as the worst devil, yet also unflinchingly loyal to his beholder master. After the beholder, Ahmaergo is the most influential member of the Xanathar Guild. Traits Dwarven Resilience. Ahmaergo has advantage on saving throws against being poisoned. Indomitable (2/Day). Ahmaergo can reroll a saving throw that he fails. He must use the new roll. Second Wind (Recharges after a Short or Long Rest). As a bonus action, Ahmaergo can regain 20 hit points. Actions Multiattack. Ahmaergo makes three attacks with his greataxe. Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage, plus 7 (2d6) slashing damage if Ahmaergo has more than half his hit points remaining. Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":7393,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Ahool","description":"Ahool soar through the endless caverns of the Underworld of Aventyr, seeking blood prey upon which to feed. They are primal hunters that strike swiftly and without warning, carrying their captives away to a moss cavern for later draining. Fierce and primal, few ahool aspire to more than sated bloodlust and fostering a brood of ahooling. Those that do embrace forming a pack and building a settlement also take blood servants, lesser humanoids upon which to feed at will. Bloodthirst. Ahool must consume the blood of the living in addition to normal sustenance. Their bloodthirst not only drives the need to hunt and feed, but creates an ahool’s instinct toward transformation, a primordial call to return to the demonic form that was theirs at the dawn of their creation. Known as true ahool, Underworld scholars speculate if such creatures truly exist, or if they’re merely the hopeful desires of a race of predators.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (ahool)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Ahooling Hunter","description":"More apt to develop culture, pursue art, magic, and trade than their bestial forbearers, ahooling still retain their parents’ bloodlust and the drive to transform oneself into a greater being. In the case of an ahooling, to become an ahool.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (ahooling)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Ahu-Nixta","description":"Hidden deep within its clockwork armor, the creature is a shapeless horror from beyond the stars. Clockwork Armor. Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. Always Murmuring Praise. The ahu-nixta constantly murmur praise of dark gods, though this sound is somewhat muffled by their armored shell. In large groups, their voices always offer the same praise, like a dark chorus.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"neutral evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ahu-Nixta Cataphract","description":"At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars. Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations. Evolved Terrors. As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahunixta are comprised of drudges , rank-and-file ahunixta and cataphracts. The drudges are the least evolved and lowest form of ahunixta, evolving into standard citizens after years of meeting rigorous physical and mental demands from their superiors. Boundless Potential. The bodies of ahu-nixta are highly responsive to forced evolution, leaving the creatures with seemingly endless potential for advancement. Scholars speculate that undiscovered stages of ahu-nixta evolution exist, hidden by the leaders of the ahu-nixta until called upon to serve the wishes of their evil gods.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ahu-Nixta Drudge","description":"At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars. Weak and easy prey in their natural state, the ahu-nixta long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations. Evolved Terrors. As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahunixta are comprised of drudges, rank-and-file ahunixta and cataphracts . The drudges are the least evolved and lowest form of ahunixta, evolving into standard citizens after years of meeting rigorous physical and mental demands from their superiors. Boundless Potential. The bodies of ahu-nixta are highly responsive to forced evolution, leaving the creatures with seemingly endless potential for advancement. Scholars speculate that undiscovered stages of ahu-nixta evolution exist, hidden by the leaders of the ahu-nixta until called upon to serve the wishes of their evil gods.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ahu-Nixta Mechanon","description":"A spherical automaton clanks into view on three mechanical legs, its odd appendages whirring and clicking. These clockwork constructs act as guards and mechanized attendants to the ahu-nixta (see Crea ture Codex ). Artificial Minions. Built to serve its masters in a variety of ways, a mechanon can be customized to perform different tasks, and each mechanon is designed to be interchangeable with surrounding mechanons. They have enough sentience to follow simple commands and instructions. Soul Powered. A soul harvested from a living humanoid powers the glowing heart of a mechanon. The ahu-nixta initially developed the horrific process to transfer a soul into the construct, but the knowledge to do so has since spread. The gem heart continues to hunger for souls, drawing in new ones from the recently deceased to reactivate dormant mechanons. Construct Nature. The mechanon doesn't require air, food, drink, or sleep. Critical Malfunction. A critical hit against the mechanon has a 20 percent chance of striking the casing of the construct's soul chamber, stunning the mechanon until the end of its next turn. Soul Reactivation. A mechanon reduced to 0 hp stops functioning, becoming inert. For the next hour, if a Small or larger creature that isn't a Construct or Undead dies within 30 feet of a deactivated mechanon, a portion of the creature's soul is absorbed by the mechanon, and the construct reactivates, regaining all its hp plus additional hp equal to the dead creature's CR. If the mechanon remains inert for 1 hour, it is destroyed and can't be reactivated. Actions Multiattack. The mechanon makes two Utility Arm attacks or one Slam attack and one Utility Arm attack. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Utility Arm. The mechanon has one of the following attack options: Grabbing Claw. Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target is a creature, it is grappled by the mechanon (escape DC 13). Until the grapple ends, the creature is restrained, and the mechanon can't use its Grabbing Claw on another target. Sonic Disruptor. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 9 (2d6 + 2) thunder damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be incapacitated until the end of its next turn. Telekinetic Projector. The mechanon fires a ray at a target it can see within 60 feet. If the target is a creature, it must succeed on a DC 13 Strength saving throw or the mechanon moves it up to 30 feet in any direction. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The mechanon can use the projector to manipulate simple tools or open doors and containers. Adapt Appendage. The mechanon swaps its Utility Arm with the Utility Arm of any other mechanon within 5 feet of it. Repair (2/Day). The mechanon touches an ahu-nixta or a Construct. The target regains 11 (2d8 + 2) hp.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ahuizotl","description":"Its hide black and rubbery, the ahuizotl's dark hair bristles into clumps of sharp spikes to protect it. The creature's long tail ends in a clawed hand, which it uses to grab and drag prey underwater. Hunger for Flesh. The ahuizotl is a carnivorous hunter who feasts upon the flesh and bones of living creatures. It savors teeth, eyes, and fingernails the most, and villages have discovered mounds of remains by local lakes missing only those pieces. Snatch Thieves. Ahuizotl are not always killers. Frequently they snatch a mirror, a banner, a fine bucket, or a bit of jewelry from a nobleman or servant down by the water. Ahuizotl collect these treasures and sometimes give them to cueyatl priests as offerings to the water gods.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Aicha Kandicha","description":"Aicha Kandicha This strange, beautiful woman wears a long skirt, and the sound of clacking accompanies her otherwise graceful steps. An Aicha kandicha is a mysterious woman who lurks by night. She covers her legs with broad skirts because she has hooves like a cow rather than human feet. She otherwise looks beautiful and flirts with men and seduces them but then turns into a demon-cow and devours them claiming their souls for one of the lords of the lower planes.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":7},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Ailurosphinx","description":"These sphinxes originate from a time-­honored civilization of sphinxes, where these instinctive and animalistic sphinxes were esteemed as cherished companions. Ailurosphinxes are fiercer than other sphinxes but are just as territorial. These majestic creatures are in close connection with nature and revel in the thrill of the hunt, finding joy in the sheer enjoyment of the chase. ","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":26071,"Challenge Rating":9},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Air Elemental","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Air Form : The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing . Actions Multiattack : The elemental makes two slam attacks. Slam : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Whirlwind (Recharge 4-6) : Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone . If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.","properties":{"Category":"Monsters","AC":15,"HP":"90 (12d10+24)","CHA":6,"CON":14,"DEX":20,"INT":6,"STR":14,"WIS":10,"Size":"Large","Type":"elemental","Speed":"0 ft., fly 90 ft. (hover)","Token":"https://s3.amazonaws.com/files.d20.io/images/390057056/6UF47CwAlWj4PHYlGxCQkw/original.png","Roll 0":"Slam\n1d20 + 8\n2d8+5","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Neutral","Languages":"Auran","data-List":"false","Immunities":"Poison","Token Size":2,"Resistances":"Lightning; Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Air Form\",\"Desc\":\"The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The elemental makes two slam attacks.\"},{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 5\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Whirlwind (Recharge 4-6)\",\"Desc\":\"Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.\"}]","data-CHA-mod":"-2","data-CON-mod":"+2","data-DEX-mod":"+5","data-INT-mod":"-2","data-STR-mod":"+2","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":5,"Passive Perception":10,"Condition Immunities":"Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious","data-CrNum":5,"data-AcNum":15,"data-HpNum":90},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Air Elemental","description":"Elementals Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks. Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being. Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it. Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds. The strength of the magic and materials that bind an elemental determines how well the elemental functions in a bound form. Golems are elemental spirits bound to physical forms, but weaker materials such as flesh and clay can’t bind elemental power sufficiently. Durable materials such as stone and iron require stronger magic, which consequently binds an elemental more securely. Elemental Nature. An elemental doesn’t require air, food, drink, or sleep. Air Elemental An air elemental is a funneling cloud of whirling air with a vague semblance of a face. Although it likes to race across the ground, picking up dust and debris as it goes, it can also fly and attack from above. An air elemental can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away. Traits Air Form : The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack : The elemental makes two slam attacks. Slam : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. Whirlwind (Recharge 4-6) : Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"MM1","Alignment":"neutral","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Air Elemental Construct","description":"Elemental constructs are unliving creatures forged into existence from the substance of fundamental alchemical elements. They can be built in any shape their creator desires, from humanoids to animal forms to the semblance of mechanical devices. They cannot speak or otherwise vocalize, and are brutish and mindless combatants, battering their foes with elemental fists or using their innate elemental powers. Formed of Air. 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In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. Traits Magic Weapons. The myrmidon’s weapon attacks are magical. Actions Multiattack. The myrmidon makes three flail attacks. Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. Lightning Strike (Recharge 6). The myrmidon makes one flail attack. If the attack hits, it deals an extra 18 (4d8) lightning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the myrmidon’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"neutral","Expansion":7390,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Air Elemental Myrmidon","description":"Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. Traits Magic Weapons⁠. The myrmidon's weapon attacks are magical. Actions Multiattack. The myrmidon makes three flail attacks. Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Lightning Strike (Recharge 6). The myrmidon makes one flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Air Elemental Myrmidon","description":"Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators. Actions Multiattack. The myrmidon makes three Flail attacks. Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage. Lightning Strike (Recharge 6). The myrmidon makes one Flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Neutral","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Air Gen","description":"Known as djinnlings , air gen are slim and muscular with long white or gray hair and skintones ranging from pale to dark blue. They are haughty but friendly unless threatened, and take great pride flaunting their social skills. Gen Gens are tiny genie-kin that reside in the elemental planes and, due to their stature, are sometimes referred to as lesser genie. Once bound, they are very willing servants who strive to be the best at any task they are given. They even tend to be competitive with other gen. At their core, every genie holds itself in high regard, and the gen desire the same praise and respect as their far more powerful counterparts. Recruiting one is an entirely different matter, as most deal exclusively with other genies and extraplanar beings. Yet, it is possible for a diligent mortal to gain one's trust and obedience, and their patience is greatly rewarded in both friendship and power. Plane Shifters. Gens possess the ability to shift between the planes, making them ideal messengers. A warlock who has made a pact with such a being can expect to communicate with powerful creatures through their familiar, and even request their aid, but such exercise is taxing on the gen and they require time to recuperate after each planar shift. To Serve with Purpose. While the majority of gen find their toil within the realms and palaces of noble genies and in the company of unfathomable cosmic power, to a mortal, they can prove to be diligent attendants, able teachers, and friends. Such gen take pride in their association to the warlock as much as, or more than, the warlock might. Should their warlock miss the first opportunity to introduce their gen, it will likely take the next instant upon itself. As they serve with distinction, a gen’s self-worth won’t accept any physical or mental abuse at the hands of any master, nor do they see themselves as a pawn or slave. While they pride themselves on being helpful, each gen wishes to elevate their status through their time spent with other powerful beings, learning how each approaches a specific situation or magical opportunity. In fact, each gen believes that their power grows faster the more they accomplish with a single entity, and thus the greater each ascension may be. With this in mind, some gen cultivate multiple pacts with powerful beings throughout their existence, but limit themselves to only one mortal at a time. All things important to the gen hinge on this relationship, as each hopes that someday they may grow to know absolute power and prestige, rivaling the gods, as only a true noble genie can. Elemental Nature. The type of gen your pact binds depends on its elemental plane of origin. The majority are classified into four types, whose personalities can differ as much as their appearance. Variant: Gen Familiar Gens bound to a warlock by a noble genie patron often act as advisors and familiars. They often push the warlock into gaining more power and influence, as to be deemed worthy of service. Such gens have the following trait. Familiar. The gen can serve as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the gen senses as long as they are within 1 mile of each other. While the gen is within 10 feet of its master, the master shares the gen's Magic Resistance trait. At any time, the gen can end its service as a familiar, ending the telepathic bond. Traits Innate Spellcasting. The gen’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components: At will: detect evil and good, gust 2/day each: fog cloud , plane shift (self only), tongues Elemental Demise. If the gen dies, its body disintegrates into a warm breeze, leaving behind only equipment the gen was wearing or carrying. Magic Resistance. The gen has advantage on saving throws against spells and other magical effects. Actions Multiattack. The gen makes two melee or two ranged attacks. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Thunderbolt. Ranged Weapon Attack: +4 to hit, reach 5 ft., one target range 30/120. Hit: 5 (1d6 + 2) lightning damage. Invisibility. The gen magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the gen wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental","Alignment":"neutral","Expansion":23171,"Challenge Rating":"1/2"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Air Mephit","description":"A curse toward the wind—perhaps for being too strong to raise a tent, or too light to dry laundry—an air mephit comes into being. Of all the mephits, air mephits are most likely to wander away from their summoner in pursuit of some distraction, only to return on a whimsical breeze.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Air Spark","description":"On their home planes, elemental sparks are living motes of floating air, earth, fire, and water. When one of these elemental minions travels to another world, they take the form of an animal native to that plane. In the Mundane World, air sparks appear as winged serpents, earth sparks appear as rhinoceroses, fire sparks appear as bears, and water sparks take on the appearance of octopuses. Traits Minion. If the spark takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the spark takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Wind Sweep (Group Attack). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 8 slashing damage, and if this attack was made by more than one air spark against a Large or smaller creature, the sparks can move that creature up to 5 feet horizontally for each spark that joined the attack.","properties":{"Category":"Monsters","Size":"Small","Type":"Elemental (Air)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":15},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Air Spark","description":"Traits Minion. If the spark takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the spark takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Wind Sweep (Group Attack). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 8 slashing damage, and if this attack was made by more than one air spark against a Large or smaller creature, the sparks can move that creature up to 5 feet horizontally for each spark that joined the attack.","properties":{"Category":"Monsters","Size":"Small","Type":"Elemental (Air)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":15},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Air Spirit","description":"Manifest Elemental Spirit Air Spirits. When air elemental spirits abandon subtlety to act directly upon the world, they are terrifying to behold—their form is that of a many-armed whirlwind, flickering hands reaching out to toss about loose items. Actions Billowing Gust. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (1d12+6) force damage. Embodied Wind. The manifest air spirit can perform any air invocation (see air invocations). Its invocation ability modifier is Dexterity, and its invocation save DC is 16. When it performs an air invocation, it gains 3 additional favor to spend on that invocation’s empowerments. Any favor not spent this way is lost.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"any chaotic","Expansion":26129,"Challenge Rating":4},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Akaasit","description":"A cloud of unconnected, flat gray triangles in the vague shape of a mantis flickers unpredictably from one position to another, clicking softly as its arm blades swing outward. Akaasits are constructed beings from a plane destroyed by a catastrophic misuse of time magic. They were altered by this catastrophe and now exist in the present and in fractions of a second in the past and future. Mindless. The akaasit has no mind, at least as understood by denizens of the Material Plane, and its motives are inscrutable. Each akaasit is always found moving toward some unknown destination. It may attack other creatures, or it may ignore them. It protects itself if attacked, but rarely does an akaasit pursue a retreating foe. Unknown Origin. The home of the akaasit is unknown, but they are often encountered in areas touched or altered by time magic. Although a few wizards have discovered magical methods of summoning them, none have found a way to control or communicate with them. Akaasits seem to be drawn to spellcasters with some mastery of time magic, though it is always a gamble if an individual akaasit will protect or ruthlessly attack such a spellcaster. An akaasit’s demeanor can change each day, and many time magic spellcasters have been found slain by the same akaasit that faithfully protected them the day prior. Dispersed Destruction. If an akaasit is destroyed, it falls apart into a pile of gray triangles. These triangles fade out of existence over the next ten minutes, leaving only the akaasit’s two armblades. Construct Nature. The akaasit doesn’t require air, food, drink, or sleep. Akaasit Blade Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger is crafted from the armblades of a defeated akaasit. You can use an action to activate a small measure of prescience within the dagger for 1 minute. If you are attacked by a creature you can see within 5 feet of you while this effect is active, you can use your reaction to make one attack with this dagger against the attacker. If your attack hits, the dagger loses its prescience, and its prescience can’t be activated again until the next dawn.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Akanka","description":"Akankas are arachnid-like fey that claim to be the children of Kwansi. Their jewelled carapaces reflect the light, creating an after-image identical to the true creature. Nothing satisfies an akanka more than hoodwinking an unsuspecting treasure hunter. They shroud themselves and their lairs in layers of illusion and pretend to be wise oracles or helpful allies. In conversation, they are charming and accommodating with the hope that being so will lower their prey’s guard. When its treachery becomes evident, an akanka savors the look of surprised fear and anger on the face of its victim, and it replays the look in its mind over and over again while it waits for fresh prey. Brazen akankas that live near humanoid settlements often disguise themselves as traveling humanoids to infiltrate and make connections they hope to exploit later. When these forays go poorly, akanka that have been discovered prefer to flee than fight, and they sometimes bide their time for years before making another attempt. Akanka that live in tombs or ruins often watch potential victims and, sometimes, even help them if it won’t draw attention. When their prey readies to leave the area, relaxed and laden with their spoils, the akanka strikes.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":11995,"Challenge Rating":2},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Akanka","description":"The jeweled carapace of this arachnid sparkles with reflected light, leaving the afterimage of an identical creature. Akankas are arachnid-like fey that claim to be the children of a spider god of trickery and chaos. False Oracles. Nothing satisfies an akanka more than hoodwinking an unsuspecting treasure hunter. They shroud themselves and their lairs in layers of illusion and pretend to be wise oracles or helpful allies. In conversation, they are charming and accommodating with the hope that being so will lower their prey's guard. When its treachery becomes evident, an akanka savors the look of surprised fear and anger on the face of its victim, and it replays the look in its mind over and over again while it waits for fresh prey. Patient Predators. Brazen akankas that live near humanoid settlements often disguise themselves as travelers to infiltrate and make connections they hope to exploit later. When these forays go poorly, akanka that have been discovered prefer to flee than fight, and they sometimes bide their time for years before making another attempt. Akanka that live in tombs or ruins often watch potential victims and sometimes even help them if the act won't draw attention. When their prey readies to leave the area, relaxed and laden with their spoils, the akanka strikes. Spider Climb. The akanka can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the akanka knows the exact location of any other creature in contact with the same web. Web Walker. The akanka ignores movement restrictions caused by webbing. Actions Multiattack. The akanka uses Mirrored Carapace and makes one Bite attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or fall unconscious for 1 minute. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Mirrored Carapace. The akanka projects an illusory duplicate of itself that appears in its space. Each time a creature targets the akanka, if its attack roll result is below 15, it targets the duplicate instead and destroys the duplicate. The duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. A creature is unaffected by this action if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. The akanka can't use this action while in darkness. Spellcasting. The akanka casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: minor illusion, silent image 3/day: major image 1/day: hallucinatory terrain","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Akata","description":"Akatas hail from a strange, distant planet that long ago succumbed to a cataclysmic end. Appearing like hairless blue lions with twin tentacular tails, a mane of thrashing tendrils, and maws filled with tiny writhing larvae, countless akatas escaped the destruction of their homeworld. Clinging to fragments of the dead planet, they entered hibernation and rode these asteroids until they eventually crashed upon suitable new planets. Their cocoons protected them from the impact, and they soon awoke to seek out suitable hosts to spawn their young. Left untended, an akata scourge can quickly grow into a significant threat. 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Appearing like hairless blue lions with twin tentacular tails, a mane of thrashing tendrils, and maws filled with tiny writhing larvae, countless akatas escaped the destruction of their homeworld. Clinging to fragments of the dead planet, they entered hibernation and rode these asteroids until they eventually crashed upon suitable new planets. Their cocoons protected them from the impact, and they soon awoke to seek out suitable hosts to spawn their young. Left untended, an akata scourge can quickly grow into a significant threat. A typical akata stands 3-1/2 feet tall and weighs 400 pounds. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyIndent, li.BodyCopyIndent, div.BodyCopyIndent {mso-style-name:\"Body Copy Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Indent Char\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-GB;}span.BodyCopyIndentChar {mso-style-name:\"Body Copy Indent Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Indent\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral","Expansion":32483,"Challenge Rating":2},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Akhlut","description":"Possessing the body, head, and tail of a killer whale and the powerful legs of a huge wolf, the akhlut is the alpha predator of the polar landscape. Truly personifying the term “seawolf,” these intelligent and resilient creatures travel freely between the land and sea in search of prey. Akhluts are the masters of their domain. Though they have been seen across all of the world’s oceans and many of its coastlines, akhluts are most comfortable in cold regions with easy access to the sea. Because their pods can reach almost a dozen members, anything is fair game from reindeer and seals to mammoths and whales. The only beings powerful enough, or foolhardy enough, to evict a pod of akhluts from their territory are dragons and other akhluts. Playful Predators. Akhluts possess undeniable cunning and inquisitiveness, with no two pods using the same strategies to solve problems or hunt prey. Easily bored, akhluts crave stimulation and are known to follow ships and caravans for miles in the hopes that someone might provide something new or exciting to experience. They can be especially mischievous, freeing fish and game from traps purely to hunt the creatures themselves. Dangerous Steeds. The akhlut’s natural power, intelligence, and versatility make them incredibly desirable mounts, but the effort to tame one of these creatures is dangerous and not to be taken lightly. Even akhluts who have been mounts for years are willful enough to assert themselves from time to time. With a great deal of patience and a little luck, akhluts can become fiercely loyal and protective companions.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Akhutan","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic evil","Expansion":29375,"Challenge Rating":9},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Akidan","description":"The black-scaled akidan serve primarily as elite soldiers and heavy hitters to smash through tougher opponents with their large weapons. On death, they burst into acid, causing severe damage to enemies around them, and rendering them vulnerable to follow up attacks. Created by corrupting humanoids through the ritualistic injection of dragon's blood, these creatures resemble dragonborn and kobolds to a certain extent. However, they are distinct in that every dragonblooded creature has wings, and a distinctly unique response to death. Some turn to stone, others explode in a variety of nasty elements, and some even transform into their killer, threatening their killer's sanity. Gliders. Although dragonblooded have wings, the majority of them are incapable of true flight and are only able to glide. Except for the Voludan, a dragonblooded’s fly speed can’t be used to gain altitude, and they drop 5 feet per round that they remain aloft. Tactics. The tactics used by the dragonblooded vary by their type, but can be generally summarized as single-minded in service to their creator. Each dragonblooded seeks to make the best use of their death as possible, and may even hasten their own demise when escape seems impossible if it means harming a greater number of foes in the process. Traits Acid Bomb. When the akidan dies, it bursts into highly corrosive acid, melting everything around it. Each creature in a 10-foot radius must make a DC 13 Dexterity saving throw or take 14 (4d6) acid damage and gain a special injury of Handicap III severity, \"Acid Burns\". While injured in this way, a creature is blinded and has disadvantage on Constitution saving throws. This Injury recovers automatically after washing the creature’s eyes with water for at least 1 minute. If this acid damage kills a creature, it melts into a puddle of goo, leaving no corpse. Powerful Strikes. When the Akidan attacks with its greatsword, it can choose to take a -2 penalty to its attack roll to deal an additional 5 damage on a hit. Actions Multiattack. The Akidan makes two melee attacks, one of which can be with its bite. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage, plus 3 (1d6) poison damage, and the target must make a DC 13 Constitution saving throw or be poisoned. The target can repeat the saving throw at the end of each of its turns ending the poisoned condition on a success. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 10 (2d6+3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragon)","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":3},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Akiros Ismort","description":"Akiros Ismort is a fallen paladin who joined the Stag Lord’s bandits, but has come to realize that particular lifestyle is even more hollow than he anticipated. His unusual class combination makes him a great choice for any sort of “fallen knight” in your game—someone who has abandoned civilization to live in the wild, perhaps. Whether or not he can be redeemed and returned to his prior faith is left to your party to decide. Traits Reckless. At the start of his turn, Akiros can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. Shameful Memories. The first time in a day during which Akiros sees another creature openly wearing Erastil’s holy symbol, he must attempt a DC 12 Wisdom save. On a failure, he has disadvantage on all rolls for 1 minute. Actions Multiattack. Akiros makes two melee attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage or 8 (1d10+4) slashing damage if used with two hands to make a melee attack. Longbow. Ranged Weapon Attack: +4 to hit, range 150 ft./600 ft., one target. Hit: 5 (1d8+1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Akkorokamui","description":"The water tumbles and foams as eight massive red tentacles burst upward. The akkorokamui safeguards river mouths, bays, lakes, and coastlands, protecting against any who would despoil the natural world. It has a particularly strong hatred for undead and necromancers. Benevolent and Powerful. While fierce, the akkorokamui can be benevolent, and many fishermen and travelers give offerings for safe passage through the creature's waters or for its magical healing. The akkorokamui can detach part or all of one of its tentacles and offer the flesh to feed lost travelers or heal supplicants, though woe betide those who deceive the akkorokamui or take its aid for granted. Wise and Fickle. The akkorokamui is an ancient creature that quietly observes the world from its watery domain. Centuries of offerings of knowledge, stories, and treasures fill its mind and its lair, and many are just as likely to seek the akkorokamui for its wisdom as for its ability to cure ailments. However, it is fickle and particular about who it aids. Those seeking the akkorokamui's ancient wisdom or powerful healing would be wise to arrive with an offering of knowledge, magic, treasures, or exotic foods. An Akkorokamui's Lair Akkorokamuis live in sacred coves, bays, lakes, or inlets, typically in underwater caverns, sunken temples, or submerged palaces. Lair Actions On initiative count 20 (losing initiative ties), the akkorokamui takes a lair action to cause one of the following magical effects; the akkorokamui can't use the same effect two rounds in a row: Entangling Vegetation . Seaweeds wrap around up to three creatures the akkorokamui can see within 90 feet of it. Each target must succeed on a DC 15 Strength saving throw or be restrained by the seaweed. A creature, including the target, can take its action to free the target by succeeding on a DC 15 Strength check. The seaweed wilts and floats away when the akkorokamui uses this lair action again or when the akkorokamui dies. Suppress Healing . Magical healing is suppressed in a 60-foot radius centered on a point the akkorokamui can see within 120 feet of it. Each creature other than the akkorokamui in that area that rolls one or more dice to restore hp uses the lowest number possible for each die, regardless of the numbers rolled. For example, instead of regaining 2d4 + 2 hp from drinking a potion, a creature regains 4 hp. The suppression lasts until the akkorokamui uses this lair action again or until the akkorokamui dies. Undertow . A strong current moves through the akkorokamui's lair. Each creature within 60 feet of the akkorokamui must make a DC 15 Strength saving throw. On a failure, it is pushed up to 60 feet away from the akkorokamui. On a success, it is pushed 10 feet away from the akkorokamui. Regional Effects The region containing an akkorokamui's lair is imbued by the creature's celestial presence, which creates one or more of the following effects: Calm Weather. Storms and adverse weather within 1 mile of the lair are suppressed if the akkorokamui wishes it. Detect Intruders. Whenever a creature with an Intelligence of 3 or higher comes within 1 mile of the lair, the akkorokamui becomes aware of the creature's presence and location. Promote Growth. Native fish and plant life within the water containing the lair are more abundant, colorful, and larger than normal. If the akkorokamui dies, fish and plant life in the region return to their normal sizes and colors within 1d10 days, but the other effects fade immediately. Amphibious. The akkorokamui can breathe air and water. Legendary Resistance (3/Day). If the akkorokamui fails a saving throw, it can choose to succeed instead. Magic Resistance. The akkorokamui has advantage on saving throws against spells and other magic effects. Magic Weapons. The akkorokamui's weapon attacks are magical. Offering of Flesh. The akkorokamui can spend 1 minute carefully detaching part, or all, of one of its 100-foot-long tentacles, dealing no damage to itself. The tentacle contains a magic-imbued fleshy hook and enough meat for 25 rations (if part of a tentacle) or 50 rations (if a full tentacle), if properly preserved. The fleshy hook remains imbued with magic for 4 hours or until a creature eats it. A creature that eats the magic-infused fleshy hook regains 50 hp, then it is cured of blindness, deafness, and all diseases or restores all lost limbs (the creature's choice). The limb restoration effect works like the regenerate spell. The fleshy hook's magic works only if the akkorokamui offered the flesh willingly. Regeneration. The akkorokamui regains 15 hp at the start of its turn if it has at least 1 hp. Siege Monster. The akkorokamui deals double damage to objects and structures. Actions Multiattack. The akkorokamui makes three Tentacle attacks. It can replace one attack with a use of Spellcasting or Healing Touch. Tentacle. Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. The akkorokamui has eight tentacles, each of which can grapple one target. Radiant Wave (Recharge 6). The akkorokamui releases a burst of radiant water. Each hostile creature within 30 feet of the akkorokamui must make a DC 17 Constitution saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on the saving throw. Healing Touch (3/Day). The akkorokamui touches another creature. The target magically regains 20 (3d8 + 2) hp and is freed from any curse, disease, poison, blindness, or deafness. Spellcasting. The akkorokamui casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17): At will: detect evil and good , detect poison and disease 3/day each: control water , legend lore (as an action) 1/day: geas (as an action) Reactions Guardian's Grasp. When a creature the akkorokamui can see within 30 feet of it is the target of an attack, the akkorokamui can pull the creature out of harm's way. If the creature is willing, it is pulled up to 10 feet closer to the akkorokamui, and the akkorokamui becomes the new target of the attack. If the creature isn't willing, this reaction fails. Legendary Actions The akkorokamui can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The akkorokamui regains spent legendary actions at the start of its turn. Discern. The akkorokamui makes a Wisdom (Perception) or Wisdom (Insight) check. Jet. The akkorokamui swims up to half its swimming speed without provoking opportunity attacks. Cast a Spell (Costs 2 Actions). The akkorokamui uses Spellcasting. Tentacle Sweep (Costs 2 Actions). The akkorokamui spins in place with its tentacles extended. Each creature within 20 feet of the akkorokamui that isn't grappled by it must succeed on a DC 17 Dexterity saving throw or take 19 (4d6 + 5) bludgeoning damage and be knocked prone. Each creature grappled by the akkorokamui must succeed on a DC 17 Strength saving throw or take 12 (2d6 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Celestial (Titan)","Alignment":"Chaotic Good","Expansion":19901,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Akro Dimiryan","description":"Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components. 3/day each: alter self, command, detect magic. 1/day: plane shift (self only). Actions Multiattack. The cambion makes two melee attacks or uses the Fire Ray twice. Spear. Melee or Ranged Weapon Attack. +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 +4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack. +7 to hit, reach 120 ft., one target. Hit: 10 (3d6) fire damage. Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":20626},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Akroan Hoplite","description":"Hoplites Hoplites are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories. The Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider using these names for military forces characters encounter during their adventures or that they were once a part of. Akroan Hoplite Akroan hoplites, also called stratians, number among the fiercest soldiers on Theros. They train relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a key location against a much larger force or crept behind enemy lines and wreaked havoc in the opposing army. Akroan Hoplite Unit Names d8 Name 1 Spears of Iroas 2 Iron Fangs 3 Arrows of Anax 4 The Unbroken 5 Anvil of Purphoros 6 Skewering Squad 7 Shield of Akros 8 Cymede’s Heart","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":5432,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Akul","description":"Background As a shadow elf, Akûl was born in the Plane of Shadows, the Material Plane's dark echo. Here, he lived a simple life for decades, harvesting, treating, and weaving shadesilk like most members of his clan. That all changed when a cabal of shadow dragons descended upon the clan's homestead. Akûl and his clan, including his siblings, were enslaved by the dragons. For years, Akûl suffered the shadow dragons' tyrannical rule and all but succumbed to the apathy and despair their harsh treatment fostered. There was something special about Akûl, however – a spark of wild power burning within him, that allowed him to perform amazing and unpredictable feats of magic. Eventually, the young shadow elf decided to try to use his powers to sneak off with his siblings. Instead of teleporting them out of the dragons' reach, however, Akûl's magic transported only himself – and not a few miles away, but through the veil between the Plane of Shadows and the Material Plane. Akûl desperately tried to return to the Plane of Shadows, but found he couldn't repeat the magical feat. Alone and distraught, Akûl wandered through blistering deserts under a harsh, unfamiliar sun for days, until he found shelter and succor with a tribe of nomads. Though it took years for him to adapt to the Material Plane, Akûl has grown to like his new existence. Akûl still dreams of returning to the Plane of Shadows to save his siblings but he does not know their precise location and, so far, his divinations into the matter have been unsuccessful. So, like the nomads who took him in, he wanders the world's surface, peddling his wares and setting up his shadowy shop wherever he feels like, while he looks for anything, or anyone, who can help him liberate his long-lost family. Roleplaying Akûl Akûl is tall and wiry, possessed of an elf's grace and clad in the traditional attire of a desert nomad, including exotic piercings and jingling amulets. He smiles often and broadly, and has an infectious appetite for life and adventure. Akûl loves drama and will often be mysterious just for the sake of it. He might tell a customer that \"ah, but the shadows seem to like you, friend – that often leads to a dark, but interesting path” and refuse to elaborate further. He's also fond of stepping through shadows, disappearing suddenly from view only to appear out of the darkness behind a customer (\"Ah, but here it is, the item you were looking for – right behind you!”) Akûl is also deeply superstitious and will often see even the smallest, most random events as good or bad omens (\"A black cat yawning? Better close up for the day before something bad happens!”) Akûl also loves idioms and sayings, but often uses them in situations where they make no sense or downright misquotes them (\"Don't skin the bull's horns before you've spent a day in a glass house!”) Ultimately, Akûl has a good heart and a genuine interest in other people. An eternal optimist and perpetual risk-taker, he'll laugh in the face of any danger and can find enjoyment in any task, no matter how menial or dangerous.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Chaotic Good","Expansion":27827,"Challenge Rating":7},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Akuzhail","description":"Transformed and mutated by the Cult of the Bloom, the warped chimera Akuzhail is now the host of the bloom of Lamashtu. While you can use Akuzhail as a unique mutant chimera in your own game, you can also use these statistics to represent an entire species of variant chimeras—perhaps a pride of these monsters dwell in the Mana Wastes, or maybe they’re genetically engineered creatures that break loose from a buried zoological ship module in Numeria. They could even be used in play as fleshwarp monstrosities from Thassilon, Nexian fleshforges, or drow laboratories, especially if you change their narrative description from that of chimeras with the heads of vultures, centipedes, and rattlesnakes to something even more outlandish. Traits Bloom Stride. Akuzhail can move through the undergrowth in its lair without issue and does not treat this cavern as difficult terrain. Life Bloom. When Akuzhail dies, its body explodes in a riot of seething vegetation and raw life. All non-undead, non-construct creatures within a 60-foot radius regain 42 (12d6) hit points. A fully grown bloom of Lamashtu emerges from the carcass, but it can take no actions on this turn. Next round, this bloom of Lamashtu enters combat at the same initiative as Akuzhail, but the bloom can take a single action or bonus action (not both), regardless of its abilities or magic items, it can’t make more than one melee or ranged attack during its turn, its speed is halved, and it can’t take reactions. At the end of the bloom’s turn, these limitations no longer affect the creature. Three Heads. Akuzhail has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Any ability that would sever its head (such as a vorpal weapon ) severs one head at random. Losing a head doesn’t kill Akuzhail (as long as it has one head left), but it does prevent it from making attacks with the lost head or using the head’s Breath Weapon. Reactive. Akuzhail can take one reaction on every turn in a combat, to a maximum each round of one reaction by each head. Actions Multiattack. Akuzhail can use its Frightening Rattle. Akuzhail then makes four attacks: one with its beak, one with its fangs, one with its mandibles, and one with its claws. When its breath weapon is available, it can use the breath weapon in place of its fangs. Claws. Melee Weapon Attack: +10 to hit, reach 15 ft., one creature. Hit: 13 (2d6+6) slashing damage. Centipede Mandibles. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (2d6+6) piercing damage plus 3 (1d6) acid damage. Snake Fangs. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 15 (2d8+6) piercing damage and the target must make a DC 16 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Vulture Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 15 (2d8+6) piercing damage. Breath Weapon (Recharge 5–6). The snake head exhales venom in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Constitution saving throw, taking 38 (11d6) poison damage on a failed save, or half as much damage on a successful one. Frightening Rattle. Akuzhail shakes the rattle at the end of its tail to distract and frighten its enemies. Any creature within 30 feet must succeed at a DC 16 Wisdom save or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Akuzhail’s Frightening Rattle for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":10},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Al-Ruhban","description":"Al-Ruhban The al-ruhban are the offspring of a djinni and a humanoid. An al-ruhban typically appears as the same race as their humanoid parent, though they tend to be taller than average and often have some physical characteristic that hints at their extraplanar bloodline, such as an odd hair or eye color. The commanding aura of their sky-blue eyes and noble stance hint at something else. Some al-ruhban remain in the courts of their djinni kin, though most djinn view them as low in station due to what they see as a diluted bloodline. Many more seek a living among their humanoid kin. Most keep a low profile, hiding their lineage and passing themselves off as nothing more than another member of whatever race they are descended from. Some few flaunt their differences, considering themselves exceptional, and thus due admiration, respect, and whatever riches they can acquire. This wealth can be consequential, as the al-ruhban can live for centuries, with an average lifespan of 500 years. Secretive or Selective . The main reason for the secrecy of the al-ruhban is that certain ambitious wizards and other powerful folk believe they can use the genie-kin for their own ends. Some seek to harvest the powers of the elements from them through experimentation. Others wish to use them as bargaining chips, holding the al-ruhban hostage to leverage their djinn parent into acquiescing to the kidnapper’s demands. Those that flaunt their lineage seek to leverage their power, putting themselves into a position of fame and/or power that leaves them untouchable by those that would seek to use the al-rhuban in their machinations and power-grabs.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral","Expansion":30635,"Challenge Rating":2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Ala","description":"Alas are born from galls that grow on treant trunks. Within this parasitic pocket, an ala sickens the treant and consumes its life force. When the treant dies, the ala is born in a black whirlwind. Daughters of the Whirlwind. Alas have windblown hair and wear smoky black rags, but their true form is that of a whirlwind, which can always be seen by šestaci, those men and women with six digits on each hand. In flight or in battle, an ala takes on a form with the upper body of a hag and a whirling vortex of air in place of hips and legs. When an ala enters a house in human form, the whole building groans in protest, as if it had been struck by a powerful stormwind. Alas live in the hollows of trees that were struck by lightning. They are most active when thunder rocks the forest, and when they travel hail or thunderstorms spawn around them. Enormous Appetites. The huge-mouthed alas have voracious appetites. In the wild, they devour wolves, bears, and badgers. They prefer to hunt in settled areas, however, because they favor the taste of innocents above all else. Unsavory tribes of savage humanoids may beg an ala’s favor (or divert its wrath) with gifts of bound captives. Energized by Storms. In battle, an ala is constantly on the move, weaving between foes like the wind. It tears at its foes with claws and a poisonous bite, or throws wicked lightning bolts and hailstorms from afar. Woe betides the hero who confronts an ala while a storm rages overhead, because such storms energize the ala and make its lightning stronger. Because alas wield lightning with such mastery, some sages associate them with the god of lightning. Traits Flyby: The ala doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Poison Flesh: The ala’s poison infuses its flesh. A creature that makes a successful bite attack against an ala must make a DC 16 Constitution saving throw; if it fails, the creature takes 10 (3d6) poison damage. Storm’s Strength: If an electrical storm is raging around an ala and its target, the saving throw against Lightning’s Kiss is made with disadvantage. Actions Multiattack: The ala makes two claw attacks or one claw and one bite attack. Bite: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) piercing damage. The target must succeed on a DC 16 saving throw or take 10, 3d6, poison damage. Claw: Melee Weapon Attack : +8 to hit, range 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. Lightning’s Kiss (Recharge 5-6): One target within 50 feet must make a DC 16 Dexterity saving throw. It takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Alabaster Tree","description":"These large and exaggerated versions of mundane oak, pine, or willow trees boast steel-hard trunks and brightly glowing foliage. The bark of these trees form placid visages that stare out mutely at the surrounding landscape. While only three varieties have been found, priests and scholars speculate that the spirited trees could manifest in any arboreal form. Animals happily make homes in the branches and roots of the alabaster trees, where they enjoy protection and unnaturally long lives. Stars in the Branches. An alabaster tree welcomes kind-hearted and good-aligned creatures by illuminating its leaves and needles with pulses of brilliant white light. During this time, the tree will attempt to communicate with the creature for the purpose of sharing information about the goings-on in the region. Protectors. Alabaster trees are the protectors of a lustrating grove. Their ability to move quickly for short periods of time and their tough trunks make them formidable combatants. The trees suffer no evil or trickery and happily toss interlopers out of the grove. Heavenly flora is often found growing near sacred sites associated with good-aligned gods. Temples, shrines, tombs, and worshipping places are all excellent spots for these plants to take hold. They also form near rifts between the Material Plane and a celestial one; the course of their growth can be tracked to locate the portal. Slow Growing. Celestial flora take a long time to grow into mature plants. They often require protection from animals or curious humanoids in their early stages of development. Druids, clerics, paladins, and priests of good-aligned gods often act as keepers and guardians of these plants. These holy tenders are empowered by the plants and are often rewarded by their patron deity for their work. The plants might also sprout up miraculously at the site of a powerful celestial's arrival on the Material Plane. If the being is of sufficient power, an entire lustrating grove may erupt into being rapidly. Cleansing. Celestial plants have a natural ability to cleanse cursed and soiled ground. They can be cultivated in an area corrupted by demonic or infernal magic and, given enough time, eradicate the evil. The process is long, but, if the plants are properly tended, the outcome is guaranteed. Sustained by Miracles. Celestial plants do not require water or sunlight to grow. They flourish anywhere their roots can find purchase, including underground caverns, shadowy mountain valleys, and harsh deserts. Lustrating Groves. Left alone, a single celestial plant eventually grows into a large grove. The groves are places of intense radiant magic that call to divine magic wielders for miles around. These holy places contain great power and *commune*spells resolve with greater clarity and success. The groves are often guarded by angels or other celestial beings who see the site as a foothold on the Material Plane.","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial","Alignment":"neutral good","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Alabroza","description":"Black bat wings erupt from the back of this bird-like monstrosity. Covered in jet black feathers, it has a long, thin beak, perfect for stabbing, and wicked, razor-sharp talons. Alabroza are bird-like monstrosities created by Alquam, Demon Lord of Night (see Tome of Beasts ) and let loose in the realms of mankind. At night, these creatures drain the milk from sheep and goats or blood from horses in their stables. When the animals' owners take steps to protect their livestock, the alabroza turns its attention to the settlement's humanoid inhabitants instead, drinking their blood as they sleep. Alabroza need to consume fresh milk or blood each night, or they become weak and eventually die. Because of this, they prefer to live close to farms, villages, and towns, where food is plentiful and eas y to obtain. Blessed by Alquam. When an alabroza has drained thirteen intelligent humanoids dry of blood, it receives a dark blessing from Alquam and is transformed into a bloodfiend alabroza. Now able to assume the form of a humanoid (typically a female human), the alabroza moves into a village or town and does its best to keep a low profile. In smaller communities, the arrival of a stranger often draws unwanted attention from the locals, and the bloodfiend may gain a reputation as a witch, forcing it to move on. Night Terrors. A bloodfiend alabroza uses its ability to assume gaseous form to gain entrance to homes and sleeping chambers. Once inside, it sits on its victim's chest, hypnotizes the victim with its eyes, and digs in with its sharp talons as it pierces the poor soul's skin with its needle-sharp beak. As the blood starts to flow, the alabroza laps it up greedily with its long, fo rked tongue. Bloodthirsty. An alabroza must drink at least 1 pint of fresh blood or milk every 24 hours, or it suffers one level of exhaustion. Each pint of blood or milk the alabroza drinks removes one level of e xhaustion. Actions Multiattack. The alabroza makes two Talons attacks or one Talons attack and one Draining Fan gs attack. Draining Fangs. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the alabroza attaches to the target. While attached, the alabroza doesn't attack. Instead, at the start of each of the alabroza's turns, the target loses 6 (1d8 + 2) hp due to blood loss. The alabroza can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp. A creature, including the target, can use its action to detach the alabroza. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashi ng damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Alabroza, Bloodfiend","description":"Black bat wings erupt from the back of this bird-like monstrosity. Covered in jet black feathers, it has a long, thin beak, perfect for stabbing, and wicked, razor-sharp talons. Alabroza are bird-like monstrosities created by Alquam, Demon Lord of Night (see Tome of Beasts) and let loose in the realms of mankind. At night, these creatures drain the milk from sheep and goats or blood from horses in their stables. When the animals' owners take steps to protect their livestock, the alabroza turns its attention to the settlement's humanoid inhabitants instead, drinking their blood as they sleep. Alabroza need to consume fresh milk or blood each night, or they become weak and eventually die. Because of this, they prefer to live close to farms, villages, and towns, where food is plentiful and easy to obtain. Bloodthirsty. An alabroza must drink at least 1 pint of fresh blood or milk every 24 hours or it suffers one level of exhaustion. Each pint of blood or milk the alabroza drinks removes one level of e xhaustion. Actions Multiattack. The alabroza makes three Broomstick attacks, two Talons attacks, or one Beak attack and one Talo ns attack. Beak (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage, and the alabroza attaches to the target. While attached, the alabroza doesn't attack. Instead, at the start of each of the alabroza's turns, the target loses 12 (2d8 + 3) hp due to blood loss. The alabroza can detach itself by spending 5 feet of its movement. It does so after the target is reduced to 0 hp. A creature, including the target, can take its action to detach the alabroza by succeeding on a DC 13 Stren gth check. Talons (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) pierci ng damage. Broomstick (Humanoid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoni ng damage. Hypnotic Gaze. The alabroza fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature is incapacitated, has a speed of 0, and refuses to remove an attached alabroza. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the alabroza's gaze for the next 24 hours. Spellcasting. The bloodfiend alabroza casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell sa ve DC 12): At will: minor illusion 3/day each: detect thoughts , suggestion Bonus Actions Change Shape. The alabroza transforms into a Medium humanoid, a Small cloud of mist or back into its true bird-like fiend form. Other than its size and speed, its statistics are the same in each form, with a few exceptions while in mist form, as detailed below. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form i f it dies. While in mist form, the alabroza can't take any actions, speak, or manipulate objects, and it has resistance to nonmagical damage. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass thro ugh water.","properties":{"Category":"Monsters","Size":"Small","Type":"Fiend (Shapechanger)","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Alacrity Scholar","description":"Wizards The discovery of the Aetherial Expanse, its magical seas, and crystalline aetherium has led to an explosion of magical advances and new ways to harness magic. Alacrity Scholar The pervasive nature of mercantilism in the Kingdom of Ayris led many of their arcane scholars to bargain with dark powers to unlock magical secrets. Chief among these was the ability to manipulate speed and time. Alacrity scholars have learned to manipulate the passage of time to deadly effect.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Wizard)","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":8},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Alasen","description":"The weretiger Alasen can be encountered in King Irovetti’s palace in Pitax, where she’s been staying as a guest. In Kingmaker, she’s the leader of the Catspaw Mercenaries, but she can work just as well as the leader of any group of bandits or, even better, a tiger-themed thieves’ guild. For a higher level party, you can use Alasen’s statistics instead to represent an entire cult or secret society of high-level, deadly weretigers. Traits Brute. A melee weapon deals one extra die of its damage when Alasen hits with it (included in the attack). Keen Hearing and Smell. Alasen has advantage on Wisdom (Perception) checks that rely on hearing and smell. Pounce (Tiger or Hybrid Form Only). If Alasen moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, Alasen can make one bite against it as a bonus action. Shapechanger. Alasen can use her action to polymorph into a tiger-humanoid hybrid, into a tiger, or back into her true form—which is that of a human. Her statistics, other than her size and AC, are the same in each form. Any equipment she is wearing or carrying isn’t transformed. Alasen reverts to her true form if she dies. Sneak Attack (1/Turn). Alasen deals an extra 17 (5d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Alasen that isn’t incapacitated and Alasen doesn’t have disadvantage on the attack roll. Actions Multiattack (Humanoid or Hybrid Form Only). In humanoid form, Alasen makes two scimitar attacks or two longbow attacks. In hybrid form, she can attack like a humanoid but with a bite attack as well, or make two claw attacks and one bite attack. Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) piercing damage. If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with weretiger lycanthropy. Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":13},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Alazai","description":"The air shimmers, and a humanoid form appears like a heat wave, its burning eyes lingering for an instant before it disappears. A cousin to the djinni and the efreeti, alazai wander in the wastes and badlands of the world, preferring hot climates. Alazai aren't nearly as social as other genies, and they are fiercely territorial, lashing out at anyone they feel has intruded upon their domain. Veiled Foe. Alazai are made of fire but are naturally invisible. A creature might hear the crackling of their flaming bodies or feel the heat radiating from them, but the genie remains invisible even when it attacks. Even creatures capable of seeing invisible creatures perceive only a vague suggestion of a humanoid form. Conditional Invisibility. The alazai is invisible in most situations. The following situations reveal the alazai's location and enough of its form that attack rolls against it don't have disadvantage while the situation lasts: In temperatures lower than 50 degrees Fahrenheit or for 1 round after it takes cold damage, the alazai's natural heat outlines it in steam. In darkness, the alazai's burning eyes shine visibly, marking its location. Elemental Nature. The alazai doesn't require air, food, drink, or sleep. Fire Form. The alazai can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the alazai or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. Iron Disruption. An alazai struck by a cold iron weapon (see) becomes visible and can't use its Hurl Flame attack or its Scorching Aura until the start of its next turn. Actions Multiattack. The alazai makes two Burning Slam attacks or three Hurl Flame attacks. Burning Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 11 (2d10) fire damage. If the target is a creature or flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Hurl Flame. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 19 (4d6 + 5) fire damage. Scorching Aura (Recharge 6). The alazai increases the power of its inner fire, causing metal weapons and armor to burn red-hot. Each creature within 30 feet of the alazai that is in physical contact with a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, takes 22 (5d8) fire damage and must succeed on a DC 16 Constitution saving throw or drop the object if it can. If it doesn't drop the object (or take off the armor), it has disadvantage on attack rolls and ability checks until the start of the alazai's next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Albino Dwarf Spirit Warrior","description":"An albino dwarf can become so attuned to the land of Chult that a benevolent nature spirit takes notice and bestows a powerful charm on the dwarf, granting it innate spellcasting abilities. These dwarf spirit warriors dedicate themselves to preserving the natural beauty of Chult and battling unnatural threats. Albino Dwarves The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn’t seek refuge in Port Nyanzaru adapted to living in the jungle. They make armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven’t forgotten how to forge metal, but they seldom have the means to do so. Traits Dwarven Resilience. The dwarf has advantage on saving throws against poison. Innate Spellcasting. The dwarf's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components: 1/day each: hunter's mark , jump , pass without trace , speak with animals , speak with plants Actions Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"any","Expansion":7389,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Albino Dwarf Spirit Warrior","description":"An albino dwarf can become so attuned to the land of Chult that a benevolent nature spirit takes notice and bestows a powerful charm on the dwarf, granting it innate spellcasting abilities. These dwarf spirit warriors dedicate themselves to preserving the natural beauty of Chult and battling unnatural threats. Albino Dwarves The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn’t seek refuge in Port Nyanzaru adapted to living in the jungle. They make armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven’t forgotten how to forge metal, but they seldom have the means to do so. Traits Dwarven Resilience. The dwarf has advantage on saving throws against poison. Innate Spellcasting. The dwarf’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components: 1/day each: hunter’s mark, jump, pass without trace, speak with animals, speak with plants Actions Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf )","Alignment":"any alignment","Expansion":31454,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Albino Dwarf Warrior","description":"The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn’t seek refuge in Port Nyanzaru adapted to living in the jungle. They make armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven’t forgotten how to forge metal, but they seldom have the means to do so. Traits Dwarven Resilience. The dwarf has advantage on saving throws against poison. Actions Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"any","Expansion":7389,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Albino Dwarf Warrior","description":"The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn’t seek refuge in Port Nyanzaru adapted to living in the jungle. They make armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven’t forgotten how to forge metal, but they seldom have the means to do so. Traits Dwarven Resilience. The dwarf has advantage on saving throws against poison. Actions Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf )","Alignment":"any alignment","Expansion":31454,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Albino Dwarves","description":"The albino dwarves of Chult were driven from their subterranean homes by volcanic activity, and those who didn’t seek refuge in Port Nyanzaru adapted to living in the jungle. They make armor out of dinosaur hide; shape weapons out of dinosaur bones, flint, and wood; and craft ornate jewelry out of bones, feathers, tusks, and stone beads. Albino dwarves haven’t forgotten how to forge metal, but they seldom have the means to do so. Albino Dwarf Spirit Warriors An albino dwarf can become so attuned to the land of Chult that a benevolent nature spirit takes notice and bestows a powerful charm on the dwarf, granting it innate spellcasting abilities. These dwarf spirit warriors dedicate themselves to preserving the natural beauty of Chult and battling unnatural threats. An albino dwarf spirit warrior has the statistics of an albino dwarf warrior , except it has a challenge rating of 1 (200 XP) and gains the following additional feature: Innate Spellcasting. The dwarf’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components: 1/day each: hunter’s mark , jump , pass without trace , speak with animals , speak w ith plants","properties":{"Category":"Monsters"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Alces, the Guardian","description":"","properties":{"Category":"Monsters","Size":"Gagantuan","Type":"fey (titan)","Alignment":"chaotic good","Expansion":27683,"Challenge Rating":20},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Alchemical Skunk","description":"The large skunk waddles forward, sniffing at a spilled potion. As a sound nearby startles it, the skunk raises its tail, and the stripes on its back change color. Magical Prank. The unfortunate result of a magic school prank, alchemical skunks were created when an ordinary skunk was forced to drink a combination of potions. Despite their larger size, alchemical skunks still look and act like ordinary skunks, except for the ever-changing color of the stripes on their backs. Experienced foresters know that the colors on the alchemical skunk’s back indicate which magical malady the creature is about to spray and do their best to avoid aggravating these dangerous creatures. Laboratory Pests. Alchemical skunks forage the same as their nonmagical kin, but they are also regularly found scavenging the waste of alchemical laboratories. They enjoy feasting on potions and potion components, much to the dismay of alchemists and adventurers alike.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Alchemist","description":"Fingering various vials of indecipherable fluids and faintly smelling of reagents, the alchemist stands ready with potions, salves, and unguents. Creating Something from Nothing. Driven to push the limits of their knowledge and the capabilities of alchemy, alchemists can be found buying and selling alchemical wares in shops, experimenting in personal laboratories, or wandering the lands in search of rare ingredients. Their potions and unguents are often in high demand no matter where they find themselves.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Alchemy Golem","description":"You can create an alchemy golem through an 8-hour-long procedure, which can be conducted over the course of a long rest. To complete this process, you must have a healer’s kit, alchemist’s supplies, and a knife (or a facility with access to such tools), as well as at least three recently deceased Humanoid corpses.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"neutral","Expansion":26275,"Challenge Rating":5},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Aldani","description":"Many Chultan natives can recall childhood fables of the aldani, the eerie lobsterfolk that lived in the rivers and lakes of their homeland. As there have been no sightings of the aldani in years, it is widely believed that they were wiped out. In truth, many aldani survived and retreated to the lakes of the Aldani Basin in the heart of Chult. An aldani looks like a giant lobster that walks upright. Its face is mostly encased in armor, looking almost humanoid except for its long eyestalks. Despite their frightful appearance, aldani avoid conflict. Reclusive and xenophobic, they hide in their lakes and rivers. Aldani Bribes. If disturbed, aldani try to frighten intruders away without killing them. When confronted by creatures who aren’t easily startled, they offer bribes in exchange for being left alone. These bribes take the form of treasures that the aldani collect from the bottoms of rivers and lakes. Cursed by Ubtao. The aldani are the monstrous descendants of Chultan humans belonging to the Aldani tribe. The fishers of the tribe trapped the lobsters of the rivers by the thousands, until no lobsters remained. Their greed made Ubtao angry, and he cursed the fishers by transforming them into lobsterfolk. The fishers accepted their punishment and embraced their new existence. However, they were scorned by other members of their tribe and forced to take refuge in the rivers they had once plundered. Although the Aldani tribe went extinct, the lobsterfolk remain to this day. Traits Amphibious. The aldani can breathe air and water. Actions Multiattack. The aldani makes two attacks with its claws. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. The target is grappled (escape DC 11). The aldani has two claws, each of which can grapple only one target.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"lawful neutral","Expansion":7389,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Aldani","description":"An aldani looks like a giant lobster that walks upright. Its face is mostly encased in armour, looking almost humanoid except for its long eyestalks. Despite their frightful appearance, aldani avoid conflict. In Chult, the aldani are reclusive and xenophobic, remaining hidden in their lakes and rivers. In the open ocean, the lobsterfolk are slightly more sociable, and have a respect for tradition and ritual. They can be found in their deep sea monasteries, or as emissaries in other settlements. Traits Amphibious. The aldani can breathe air and water. Actions Multiattack. The aldani makes two attacks with its claws. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The aldani has two claws, each of which can grapple only one target.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"lawful neutral","Expansion":20544,"Challenge Rating":1},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Aldani","description":"Many Chultan natives can recall childhood fables of the aldani, the eerie lobsterfolk that lived in the rivers and lakes of their homeland. As there have been no sightings of the aldani in years, it is widely believed that they were wiped out. In truth, many aldani survived and retreated to the lakes of the Aldani Basin in the heart of Chult. An aldani looks like a giant lobster that walks upright. Its face is mostly encased in armor, looking almost humanoid except for its long eyestalks. Despite their frightful appearance, aldani avoid conflict. Reclusive and xenophobic, they hide in their lakes and rivers. Aldani Bribes. If disturbed, aldani try to frighten intruders away without killing them. When confronted by creatures who aren’t easily startled, they offer bribes in exchange for being left alone. These bribes take the form of treasures that the aldani collect from the bottoms of rivers and lakes. Cursed by Ubtao. The aldani are the monstrous descendants of Chultan humans belonging to the Aldani tribe. The fishers of the tribe trapped the lobsters of the rivers by the thousands, until no lobsters remained. Their greed made Ubtao angry, and he cursed the fishers by transforming them into lobsterfolk. The fishers accepted their punishment and embraced their new existence. However, they were scorned by other members of their tribe and forced to take refuge in the rivers they had once plundered. Although the Aldani tribe went extinct, the lobsterfolk remain to this day.","properties":{"Category":"Monsters"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Aldani (Lobsterfolk)","description":"Many Chultan natives can recall childhood fables of the aldani, the eerie lobsterfolk that lived in the rivers and lakes of their homeland. As there have been no sightings of the aldani in years, it is widely believed that they were wiped out. In truth, many aldani survived and retreated to the lakes of the Aldani Basin in the heart of Chult. An aldani looks like a giant lobster that walks upright. Its face is mostly encased in armor, looking almost humanoid except for its long eyestalks. Despite their frightful appearance, aldani avoid conflict. Reclusive and xenophobic, they hide in their lakes and rivers. Aldani Bribes. If disturbed, aldani try to frighten intruders away without killing them. When confronted by creatures who aren’t easily startled, they offer bribes in exchange for being left alone. These bribes take the form of treasures that the aldani collect from the bottoms of rivers and lakes. Cursed by Ubtao. The aldani are the monstrous descendants of Chultan humans belonging to the Aldani tribe. The fishers of the tribe trapped the lobsters of the rivers by the thousands, until no lobsters remained. Their greed made Ubtao angry, and he cursed the fishers by transforming them into lobsterfolk. The fishers accepted their punishment and embraced their new existence. However, they were scorned by other members of their tribe and forced to take refuge in the rivers they had once plundered. Although the Aldani tribe went extinct, the lobsterfolk remain to this day. Traits Amphibious. The aldani can breathe air and water. Actions Multiattack. The aldani makes two attacks with its claws. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, and the target is grappled (escape DC 11). The aldani has two claws, each of which can grapple only one target.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"lawful neutral","Expansion":31454,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Aldyhn, Goddess of Wisdom","description":"Aldyhn Aldyhn joined the Vanir as a young woman, back when Mirgal led the band of adventurers. Over time her careful deliberation and ability to handle any situation led to the others trusting her more and more with making the most important of decisions. However, she always had a fondness for Mirgal and did not believe him capable of the betrayal he ultimately undertook. She never forgave herself for her blindness. Roleplaying Aldyhn Far Sighted. As she led the Vanir into Grimnir and led her peoples, she began to see only the whole of society, the larger picture, far into the future. This made her come across as distant, even aloof to those around her. In truth she had begun the process of becoming a goddess long before a divine spark found her. Vigilant. Even trapped as she is, she sends her ravens into the world, watchful for signs of the Yoten or, worse, the return of Mirgal. This vigilance borders on obsessiveness. Saga Actions Fate Foreseen. When reduced to zero hit points, Aldyhn performs one last sacrifice to the betterment of Grimnir. Every ally within 1 mile of Aldyhn is fully healed and any magic that would otherwise prevent such healing does not function unless the creature invoking the magic has a higher CR than Aldyhn. When Aldyhn dies, Thonir adds all of the abilities, bonus actions, and reactions that Aldyhn had to his own capabilities.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"Neutral Good","Expansion":25792,"Challenge Rating":22},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Alecto","description":"Alecto These fierce-looking winged women with snakes for hair exist for vengeance and retribution, particularly for crimes of children against their parents. Also known as “the Kindly Ones,” alectos beat their prey with scourges (whips that deal normal damage and can harm creatures with natural armor) and snakes, driving them to madness and despair until the ritual of purification cleansed them of their sins. They are hardly limited to punishing patricide and matricide, of course, and may be unleashed for punishment of any horrible crime the gods demand, but they are not inherently cruel. They are simply remorseless in their pursuit of harsh and painful justice. These immortal embodiments of vengeance are reborn whenever slain by mortals, rising to life again in the outer planes to be sent forth again. Knowing this deathless cycle awaits them, alectos are dauntless and gleefully wade into combat with their weapons, focusing on those whose misdeeds have drawn their ire. If attacked by something other than their prey, an alecto is likely to lash at it once or twice as a deterrent so they can deal with their prey, but turn on attackers who persist, as all children are guilty of some crime against their parents (no matter how small or petty) and thus deserve punishment if prompted.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful neutral","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Alen Maulev","description":"“I am the embodiment of art and science. (mechanical laugh)” Alen Maulev is a decapitated head floating in a jelly-like substance within glass placed on an automaton’s chest. He was an obsessed, brave man who devoted himself to his work on bloodwork automatons and immortality. Through his research, he has found a way to adapt humanoid brains to bloodwork automatons. Even though he refuses to reveal the details of this procedure, he guarantees that he will live for hundreds of years. This cross between automaton and human can be seen in his fancy clothes, telling bizarre jokes in his mechanical voice. Alen’s Story Alen was a young, passionate scientist when he first arrived in Tolia. He was searching for new and “fun” ways to become immortal. Becoming a lich seemed like a difficult and painful way to live forever, and liches had an extremely bad reputation. He thus first studied blood and vampirism in Kanrath. Then, with the invention of bloodwork automatons, he started to work on those as well. He moved to Cyherested and studied automatons in CADRAC . Within a decade, he was considered an expert on this subject. He agreed to teach lessons in CADRAC, in return for funding for his experiments. As he continued his work, he came up with a way to implement brains on bloodwork automatons, which he slaughtered many animals and performed inhumane experiments on prisoners to achieve. One day after several decades of starting his research, he showed up to class in his current form, an automaton body with his head attached on the chest. He often talks about the shock and awe in the reactions of his students, narrating the event as a fun story. The truth is, he first “strengthened” his blood through some form of leech therapy and sorcerer magic, then rebuilt automaton parts and rewired them to receive orders from organic material. After that, he experimented on thousands of animals, beasts, and humanoids to see the reactions and possible side effects the procedure would have. He made hundreds of rearrangements and alterations before he tried it on himself. It was a gamble to be sure, but he survived. Alen’s Goals Alen believes he has already achieved his life goal, which was to become immortal. Now, he wishes to correct tiny faults about his automaton body and to enjoy his life. He also aims to keep the procedure a secret, since he wants to remain the one and only scientist who can carry it out. He refuses to talk about the procedure and never shares his notes with anyone. Roleplaying Alen Alen is a curious man who likes to talk about many things. Although his mechanical voice and motionless decapitated head doesn’t display any emotion, he talks faster when he gets angry or excited. Alen in Combat Alen avoids any interaction that may harm his body, so he tries to avoid combat at all cost. He has 2 Bloodwork Automatons (soldier) with him at all times. There is an urban legend saying that a metallic angel would rush to Alen’s side if he was ever in dire straits, which no one can confirm or deny.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"chaotic evil","Expansion":24099,"Challenge Rating":5},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Ales Nebulae","description":"Lone Travelers From the day it manifests into existence, until the day it is laid to rest, an ales nebulae has but one purpose, to find its lifelong partner, and to protect it until death. It travels the vast cosmos in search of the one to fill the void within, erring through the stars, for centuries, often in vain. Its whole existence could be considered a cruel cosmic joke. Yet, it does not falter, and its search continues. Vassals of Gravity Its mysterious birth in the cosmos grants an ales nebulae powerful, and sometimes uncontrollable, gravitational powers. The other-worldly bird is able to invert gravity for a brief moment and bend the fabric of reality to teleport around, yet it can’t control the crushing field of gravity it emits, preventing all from approaching it. All, but the one it’s life was destined for. It is said that Vicar Priscilla is the only person in Luyarnha who was able to tame such a wondrous creature… Traits Flyby. The ales nebulae doesn't provoke opportunity attacks when it flies out of an enemy's reach. Gravity Field. The ales nebulae emits a gravitational field. The area within 30 feet of it is difficult terrain for other creatures. Innate Spellcasting. The ales nebulae's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 3/day: misty step 1/day: dimension door Actions Multiattack. The ales nebulae makes three attacks: one with its beak and two with its talons. It can use erupting spikes in place of one or both attacks with its talons Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Erupting Spike. The ales nebulae causes the earth to erupt into sharp stones below the feet of a creature that it can see on the ground within 90 feet of it. The target must succeed on a DC 14 Dexterity saving throw or take 9 (2d8) piercing damage. Invert Gravity (Recharge 5-6). The ales nebulae's speed becomes 0 until the start of its next turn. Each creature within 15 feet of the ales nebulae must make a DC 14 Dexterity saving throw. On a failed save, a creature is lifted 10 feet in the air and is stunned until the start of the ales nebulae's next turn. Any creature that enters the area during that time must also make the saving throw. At the start of the ales nebulae's next turn, gravity reverts again and all stunned creatures are slammed down, taking 27 (8d6) bludgeoning damage and falling prone. On a successful save, a creature can move up to half its speed until it is no longer in the area. If it doesn’t leave the area, it suffers the effects of a failed save.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful neutral","Expansion":27461,"Challenge Rating":6},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Algol","description":"Algol Jagged spines with runic markings line the long, muscular body of the algol, an ancient aquatic beast with a gaping maw. With a few flowing tendrils around its face that trail starlight, thin fins, and hungry, beady eyes, this predator was a hunter with few equals, dominating the food chain and terrorizing mortal kind with the magic that let it hover over dry land. Now extinct, it is talked about only in legends—until this legendary hunter appears to feed again. When it opens its gaping jaw, its innards emanate an eerie, beautiful, colorful glow, revealing this hunter to be far more than it appears. Arcane Predator. The shimmering body of the algol shivers with colors and eerie reflections of its surroundings, providing camouflage as it navigates to hunt. In addition, the runic markings connect these creatures to Desdemona, the Lady of Death, allowing her limited ability to sense through them. When Desdemona connects to a group of algols, she gains their sight and their hunter’s sense of how many humanoid creatures are nearby, plus an inkling of their thoughts, though their thoughts are impressions and images more than words. From Ancient Graves. An algol doesn’t require water, air, or sleep. It feeds—though some wonder if it is feasting on flesh or feasting on whatever it can find that burns bright in its core. Magic. Souls. Aether. Whatever it can take.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":11},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Algorith","description":"Sometimes called folding angels, algoriths are lawful beings made from sheer force, pure math, and universal physical laws. Creatures of Pure Reason. They are the border guards of the Conceptual Realms, warding subjective beings from the Realms of the Absolute. Eternal, remorseless, and unceasingly vigilant, they guard against the monstrosities that lurk in the multiverse’s most obscure dimensions, and seek out and eliminate chaos even from the abodes of the gods. Foes of Chaos. They visit mortal realms when chaos threatens to unravel a location, or when the skeins of fate are tangled. On some occasions, an algorith will serve a god of Law or answer the summons of a skein witch. Algoriths fight with conjured blades of force, and they can also summon universal energy that deconstructs randomness, weakening enemies or reducing them to finely ordered crystalline dust. Social but Mysterious. In groups, they move and fight in silent coordination. Only tiny variations in the formulas etched into their skins identify one algorith from another. Five is a number of extreme importance to all algoriths, but few are willing (or able) to explain why to anyone who isn’t an algorith. Algoriths may have castes, ranks, or commanders, but no mortal has decoded the mathematical blazons adorning their flesh. The algoriths themselves refuse to discuss these formulas with those who do not comprehend them. Constructed Nature. An algorith doesn’t require air, food, drink, or sleep. Traits Immutable Form: The algorith is immune to any spell that would alter its form. Innate Spellcasting: The algorith’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: aid, blur, detect magic, dimension door 5/day each: dispel magic 1/day: commune (5 questions), wall of force Actions Multiattack: The algorith makes two logic razor attacks. Logic Razor: Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 31 (4d12 + 5) force damage. Cone of Negation (Recharge 5–6): An algorith can project a cone of null energy. Targets inside the 30 foot cone take 42 (12d6) force damage and suffer the effect of a dispel magic spell. A successful DC 16 Dexterity saving throw reduces the damage to half and negates the dispel magic effect on that target. Reality Bomb (5/Day): The algorith can summon forth a tiny rune of law and throw it as a weapon. Any creature within 30 feet of the square where the reality bomb lands takes 21 (6d6) force damage and is stunned until the start of the algorith’s next turn. A target that makes a successful DC 16 Dexterity saving throw takes half damage and isn’t stunned.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"Tome of Beasts","Alignment":"Lawful Neutral","Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Alhoon","description":"Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut. Arcane Temptation. Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn’t an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn’t in their nature to bow to any god or otherworldly patron. However, wizardry remains a rare temptation. In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some a spellbook is a gateway to a new way of thinking. For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Understanding of wizardry eludes the mind like a living thing. Yet eventually, understanding comes, and a mind flayer arcanist must accept itself as deviant and flee the colony if it is to live. Existential Fear. Arcanist deviants that taste freedom from the colony react in a variety of ways. Some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony, elevating themselves to the position of leadership normally held by an elder brain. Regardless of the arcanist’s personal inclinations, it faces the same stark fact: When it dies, it will not join the host of minds in the elder brain. Deviant minds are never accepted as part of the collective. For it, death means oblivion. Dreadful Deliverance. Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. A Psionic Secret. Alhoons can cooperate in the creation of a periapt of mind trapping , a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of the mind flayer’s ever-present mucus coating. Without that protection, an alhoon’s skin becomes dry and cracked. Its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn’t seen a mind flayer. However, in short order, an alhoon’s flesh withers away and its empty eye sockets gleam with cold pinpricks of light like other liches. Precarious Immortality. Unlike with true lichdom, the periapt of mind trapping doesn’t restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon’s mind is transferred to the periapt where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed. The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who brought a 200-year-old elf to be sacrificed looks forward to a much longer existence than one that sacrifices a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves. Destruction of a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections about the periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping , but this is a dangerous proposition. Anyone who holds the periapt of mind trapping gains advantage on attacks, saves, and check against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saves, and check against the holder. In addition, the holder of the periapt can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can’t prevent communication from alhoons but can silence trapped souls. Traits Magic Resistance : The alhoon has advantage on saving throws against spells and other magical effects. Innate Spellcasting (Psionics) : The alhoon’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: • At will: detect thoughts, levitate • 1/day each: dominate monster, plane shift (self only) Spellcasting : The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared: • Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp • 1st level (4 slots): detect magic, disguise self, magic missile, shield • 2nd level (3 slots): invisibility, mirror image, scorching ray • 3rd level (3 slots): counterspell, fly, lightning bolt • 4th level (3 slots): confusion, Evard’s black tentacles, phantasmal killer • 5th level (2 slots): modify memory, wall of force • 6th level (1 slot): disintegrate, globe of invulnerability Turn Resistance : The alhoon has advantage on saving throws against any effect that turns undead. Actions Chill Touch : Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 13 (3d8) necrotic damage and the target can't regain hit points until the start of the alhoon's next turn. Chilling Grasp : Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. Scorching Ray : Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. The alhoon creates three rays when it casts this spell and it can hurl them at one or several targets in range. Shocking Grasp : Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (3d8) lightning damage and the target can't take reactions until the start of its next turn. The alhoon has advantage on this attack if the target is wearing armor made of metal. Mind Blast (Recharge 5–6) : The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Volo's Guide to Monsters","Alignment":"any evil alignment","Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Alhoon","description":"Mind flayers that pursue arcane magic are exiled as deviants, and for them no everlasting communion with an elder brain (appears in this book) is possible. The road to lichdom offers an alternative way to escape the permanency of death, but that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lich-like state. Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn’t an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn’t in their nature to bow to any god or otherworldly patron. However, wizardry remains a temptation. In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some, a spellbook is a gateway to a new way of thinking. For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Yet eventually, mind flayer arcanists determined to pursue wizardry must flee the colony for their own safety. Once they taste freedom from the colony, some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony by elevating themselves to the position of leadership normally held by an elder brain. Regardless, all such arcanists face the same stark fact: when they die, they will not join the host of minds in the elder brain—deviant minds are never accepted as part of the collective. For them, death means oblivion. Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Yet learning the secret of achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training. Confronting this reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by the same name. There are many reasons to avoid the way of the lich. An impermanent solution is paradoxical. Take alhoons. They require souls to keep from shriveling. I fail to see the appeal. —Mordenkainen Collaborative Undeath To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping , a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of a mind flayer’s ever-present mucus coating. Without that protection, an alhoon’s skin becomes dry and cracked, and its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn’t seen a mind flayer. However, in short order, an alhoon’s flesh withers away and its empty eye sockets gleam with cold pinpricks of light like those of other liches. Unlike a true lich’s phylactery, the periapt of mind trapping doesn’t restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon’s mind is transferred to the periapt, where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed. The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who sacrificed a 200-year-old elf looks forward to a much longer existence than one that sacrificed a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves. Destroying a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections for their periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping , but this is a dangerous proposition. Anyone who holds the periapt gains advantage on attacks, saving throws, and checks against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saving throws, and checks against the holder. In addition, the holder can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can’t prevent communication from alhoons but can silence trapped souls. Traits Magic Resistance. The alhoon has advantage on saving throws against spells and other magical effects. Turn Resistance. The alhoon has advantage on saving throws against any effect that turns Undead. Actions Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks. Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) cold damage, and the alhoon regains 14 hit points. Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage. Mind Blast (Recharge 5–6). The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The alhoon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): At will: dancing lights , detect magic , detect thoughts , disguise self , mage hand , prestidigitation 1/day each: dominate monster , globe of invulnerability , invisibility , modify memory , plane shift (self only), wall of force Reactions Negate Spell (3/Day). The alhoon targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges are not wasted.","properties":{"Category":"Monsters","Size":"Medium ","Type":"Undead (Mind Flayer, Wizard)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Alke","description":"This ferocious, wingless griffon sports hardened feather-spikes where its wings should be. Alkes, also called an alce or a keythong, are cousins to griffons, but they grow spikes instead of wings along their backs. More ferocious in battle than typical griffons, alkes use their bulk and superior speed to topple prey, exposing it to their crushing beaks and rending claws. Alkes are solitary creatures, too proud and volatile to share territory with others of their kind. They always consider themselves at the top of the food chain, even if stronger beasts reside nearby. This sense of pride easily turns into dangerous arrogance, preventing them from backing down from an aggressor. Contemptible Creatures. While alkes regard all beasts as prey, they bear an instinctual contempt for other monstrosities, including griffons and other alkes. This contempt comes not from a sense of jealousy but rather the alke's pride in its own prowess. Any indication of another creature's advantages, whether manufactured or natural, incites a primal need in the alke to prove itself superior. Alkes keep a special animosity for cockatrices, gorgons, and medusas. Immune to these creatures' petrifying abilities, alkes toy with and torment these hated foes before moving in for a kill. Potent Components. The alkes' immunity to petrifying effects makes clear they are infused with magic. Herbalists prize their spikes as powerful spell components for healing and protective properties. Big game hunters, poachers, and would-be heroes have attempted to slay or capture alkes for glory and profit. Often, the alke winds up the hunter and its pursuers the prey. Back Spikes. Any Small or larger creature riding the alke against its will must make DC 15 Dexterity saving throw at the start of its turn, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one. Keen Sight. The alke has advantage on Wisdom (Perception) checks that rely on sight. Pounce. If the alke moves at least 30 feet straight toward a creature and then hits it with a Claws attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the alke can make one Beak attack against it as a bonus action. Actions Multiattack. The alke makes one Beak attack and two Claws attacks. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Piercing Roll (Recharge 4-6). The alke tucks in its head and throws itself spikes first into nearby foes. The alke moves up to 25 feet in a straight line and can move through the space of any Medium or smaller creature. The first time it enters a creature's space during this move, that creature must make a DC 15 Strength saving throw. On a failure, a creature takes 14 (4d6) bludgeoning and 14 (4d6) piercing damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. Reactions Repelling Spikes. The alke adds 3 to its AC against one melee or ranged weapon attack that would hit it. To do so, the alke must see the attacker and not be prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Alkilith","description":"Demons Incarnations of chaos and evil, demons display endless variation in appearance and in how they go about wreaking havoc across the multiverse. Alkilith An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade. Symptoms of Doom. The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see “Planar Portals” in chapter 2 of the Dungeon Master’s Guide ). Spawn of Juiblex. Alkiliths spring⁠ from the cast-off bits of Juiblex’s hideous, shuddering body, then gradually become self-aware and set out to find their way onto the Material Plane. Since most cultists consider them too risky for summoning—they can, after all, create portals to the Abyss—alkiliths must find other escape routes out of their native plane. Traits Amorphous. The alkilith can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus. Foment Madness⁠. Any creature that isn’t a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness⁠ fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion⁠, the creature is immune to Foment Madness⁠. Magic Resistance⁠. The alkilith has advantage on saving throws against spells and other magical effects. Actions Multiattack. The alkilith makes three tentacle attacks. Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Alkilith","description":"An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade. The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see “Planar Portals” in the Dungeon Master’s Guide ). Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex (appears in this book). They gradually become self-aware and seek to find their way onto the Material Plane. Since most cultists consider them too risky to summon—they can, after all, create portals to the Abyss—alkiliths must find other escape routes out of their native plane. Traits Abyssal Rift. If the alkilith surrounds a door, window, or similar opening continuously for 6d6 days, the opening becomes a permanent portal to a random layer of the Abyss. Amorphous. The alkilith can move through a space as narrow as 1 inch wide without squeezing. False Appearance. If the alkilith is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the alkilith move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the alkilith isn't ordinary slime or fungus. Foment Confusion. Any creature that isn’t a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Confusion fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion , the creature is immune to Foment Confusion. Magic Resistance. The alkilith has advantage on saving throws against spells and other magical effects. Spider Climb. The alkilith can climb difficult surfaces, such as upside down on ceilings, without making an ability check. Unusual Nature. The alkilith doesn't require air, food, drink, or sleep. Actions Multiattack. The alkilith makes three Tentacle attacks. Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) acid damage.","properties":{"Category":"Monsters","Size":"Medium ","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Alkonost","description":"Graceful birds with the face of a beautiful man or woman flock on the edges of dark clouds. Their plumage is the color of storms, ranging from light gray to dark slate with a green or violet hue shimmering on the eldest. Singers for the Storm God. An alkonost's song is heard only as a precursor to a massive storm. On land, they are the harbingers of electric storms, tornadoes, and powerful winds. At sea, they fly with the seabirds ahead of hurricanes and squalls. Sailors consider their song a beautiful reckoning ‚a reminder that every soul has a black wave waiting to claim it. Druid's Ally. Alkonost sometimes roost in the sacred groves of druids. There, the enigmatic creatures lay their eggs, an act normally coinciding with a tremendous electrical storm in the area. They guard both grove and eggs until the young hatch several weeks later. Alkonost Familiars Some alkonost might choose to serve a good-aligned, nature- or fey-focused spellcaster as a familiar. Such alkonost have the following trait. Familiar. The alkonost can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the alkonost senses as long as they are within 1 mile of each other. While the alkonost is within 10 feet of its companion, the companion shares the alkonost's One with Wind trait. At any time and for any reason, the alkonost can end its service as a familiar, ending the telepathic bond.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"neutral","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Alkonost","description":"The alkonost is a graceful bird that has the face of a beautiful man or woman. Flocks of these creatures lurk on the edges of dark clouds. Their plumage is the color of storms, ranging from light gray to dark slate with a shimmer of green or violet hue on the eldest. Familiar. If an alkonost agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the alkonost senses, as long as they are within 1 mile of each other. While the alkonost is within 10 feet of its master, the master shares the alkonost’s One with Wind trait. If its master causes it physical harm, or if it simply chooses to do so, the alkonost will abandon its service as a familiar, ending the telepathic bond.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"neutral","Expansion":25360,"Challenge Rating":1.2},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Alley Sprite","description":"This tiny humanoid figure sports dragonfly-like wings, though they are blackened and curling slightly at the ends like dead leaves. It wears armor crafted of detritus and castoffs and wields a long, sliver needle like a rapier. Alley sprites are quite similar to their sylvan cousins. However, their lives are now bound to the beating heart of a city rather than untouched nature. Sometimes they are refugees from the wilds displaced to an urban environment. Sometimes they are the original inhabitants of the land, who stubbornly remained as they watched their wilderness give way to a village and farmland, then to a walled town, and eventually a sprawling metropolis. Protective and Territorial. The alleys, courtyards, and cul-de-sacs claimed by alley sprites are considered sovereign territory. They tolerate local traffic, especially if passersby leave small gifts behind to pay for their trespass. Despite having little love for their mortal neighbors, alley sprites are fiercely protective of their city. They join forces with other inhabitants to defend against outside threats, and they often come to the aid of locals under attack from obvious outsiders. Scavengers. Alley sprites comb the streets for materials they use to craft all manner of tools and weapons and to hoard as “treasure.” They cherish objects that produce pleasant sensations for any of the senses, no matter their actual value among other creatures. Fake gems and bits of colored glass hold pride of place next to actual gemstones, as long as they sparkle and gleam. Scraps of cloth with pleasurable textures and colors lie piled with valuable furs. Canny city folk can often gain valuable items by trading with alley sprites, though the sprites recognize when one of the big folk has a special interest in something and adjust their demands accordingly.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Neutral","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Alligator","description":"Fierce aquatic predators, alligators snap at unsuspecting prey with their gaping maws, grabbing and dragging victims to a watery doom.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Alligator","description":"Fierce aquatic predators, alligators snap at unsuspecting prey with their gaping maws, grabbing and dragging victims to a watery doom. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) piercing damage. On a hit, the target is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the alligator can't bite another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Alligator","description":"Alligators are smaller than crocodiles, tend to have broader, U-shaped snouts, and primarily inhabit freshwater environments. What they lack in size, they more than make up for their deadly ability to perform a death roll. Traits Hold Breath. The alligator can hold its breath for 15 minutes. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the alligator can't use its Bite attack on another target. Death Roll (Recharge 4-6). A creature the alligator is grappling must make a DC 12 Strength saving throw. On a failed save, the creature takes 11 (2d8 + 2) slashing damage. If this damage reduces a creature to 0 hit points, one of its limbs is dismembered. On a successful save, the creature takes half as much damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Alligator Turtle","description":"Alligator turtles are ornery reptiles, noted for their combative disposition while on land. Their necks are deceptively long and flexible, allowing them to strike a startlingly far distance with their beak-like jaws.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Alligator Turtle","description":"Alligator turtles are ornery reptiles, noted for their combative disposition while on land. Their necks are deceptively long and flexible, allowing them to strike a startlingly far distance with their beak-like jaws. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) piercing damage. On a hit, the target is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the turtle can't bite another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Allip","description":"When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord’s true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim’s psyche and overwhelming psychic agony. Blasphemous Secrets. Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary madness. The survivors of an allip’s attack⁠ are sometimes left with a compulsion⁠ to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days, months, and sometimes years after their fateful encounter. Undead⁠ Nature. An allip doesn’t require air, food, drink, or sleep. Insidious Lore An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip remains hidden, its victim is gradually overcome by manic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents contain. If the allip succeeds, it passes from the world—and its terrible secret hides somewhere in the scholar’s text, waiting to be discovered by its next victim. Traits Incorporeal Movement⁠. The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage. Whispers of Madness⁠. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and undead are immune to this effect. Howling Babble (Recharge 6). Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned⁠. Constructs and undead are immune to this effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Allip","description":"When a creature uncovers a secret that a powerful being has protected with a mighty curse, the result is often the creation of an allip. Secrets protected in this manner range in scope from a demon lord’s true name to the hidden truths of the cosmic order. The creature acquires the secret, but the curse annihilates its body and leaves behind a spectral being composed of fragments from the victim’s psyche and overwhelming psychic agony. Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary mental anguish and violent compulsions. The survivors of an allip’s attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days, months, and sometimes years after their fateful encounter. Insidious Lore An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip remains hidden, its victim is gradually overcome by frantic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents contain. If the allip succeeds, it passes from the world—and its terrible secret hides somewhere in the scholar’s text, waiting to be discovered by its next victim. Traits Incorporeal Movement. The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Unusual Nature. The allip doesn’t require air, food, drink, or sleep. Actions Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage. Howling Babble (Recharge 6). Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and Undead are immune to this effect. Whispers of Compulsion. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12 (2d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and Undead are immune to this effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Allip","description":"Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death. These unfortunates, known as allips, suffer from the violent and incurable insanity they faced in life and take out their terror, confusion, and rage upon the living. They reach out to those they encounter—possibly in wrath, but also perhaps oblivious to their own insane nature—spreading the psychoses that led to their own untimely deaths. Spirit of Madness. Allips often seek to harm those who played a part in causing their mad, unholy condition. When faced with such foes, an allip ignores all other targets that confront it in favor of its hated enemies, attacking them until its tormentors have been forced into a vacant stupor. 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Its peeling skin, its hair of sprouts, and its svelte, nimble physique allude to its fey origins. The odor of onions and garlic wafts from it as it advances. Stepping on a patch of wild onions, garlic, or leeks in the woods can prove to be a deadly affair. The onion folk are easily riled, and, once angry, they attack relentlessly, slashing at ankles with their wicked grass blades. Fey Origins. Alliumites began as a patch of sweet onions in a forest thicket, raised to sentience when a great deal of pixie dust spilled upon them. Arms and legs sprouted from their forms, and they began to think for themselves. Now they seek only to propagate, spreading far and wide. They have developed vast colonies through underground tunnels beneath forests and fields. Nature's Gardeners. Alliumites feel a supernatural compulsion to plant chives, garlic, and other wild herbs wherever they go. This instinctive imperative makes them well-suited as gardeners. Though their wild gardens might look haphazard to the untrained eye, an alliumite knows exactly where each individual seed and sprout is planted. Woodland animals and benevolent fey creatures can find sustenance and shelter in these plant sanctuaries, but woe to those who threaten or damage anything planted within an alliumite garden. Capable Combatants. Alliumites are exceptionally nimble. With razor-edged grass scimitars and darts made of thorns, they can overwhelm even a well-prepared adventurer. Able to dig through the ground almost as easily as walk and with a penchant for hidden and quiet movement, an alliumite can sneak up on anyone. If one of the onion folk is harmed in battle, it releases a stench that can make eyes water and temporarily cause blindness. Some say the stench can be so powerful as to even induce retching.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Alliumite, Husker","description":"The widely rotund, purple-skinned onion person waddles forward, looking as sturdy as any dwarf. The walking vegetable grins capriciously, tests the swing of its tuberous club, and shoulders into the fray. Within their garden communities, alliumites (see Creature Codex ) come in as many different shapes and colors as the onions they resemble. The most imposing of these creatures are the husker alliumites. Compared to their spritely and more nimble cousins, these red and purple tough guys are especially hardy and relish a fight. Pungent and Punchy. The tear-inducing stench common to all alliumites is especially potent with the huskers, which they often flaunt in combat. The huskers enjoy measuring their brawn among themselves, and a clever hero can exploit this by engaging in a muscle-off. This contest could consist of judging body-odor poses, a test of punches to see who can deliver the darker bruise, or a battle of insults to see who can make the other cry first. Garden Sentinels. The huskers recognize that they are the toughest of their brethren and consider that a solemn responsibility. In a fight, they launch taunts and threats to keep the focus on themselves and off their counterparts. If a situation appears dire, they fight to the death to protect their kin. Overpowering Stench. Each creature other than an alliumite or garlicle within 5 feet of the alliumite when it takes damage must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn. On a successful saving throw, the creature has advantage against the Overpowering Stench of all alliumites for 1 minute. Plant Camouflage. The alliumite has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Actions Multiattack. The husker alliumite makes two Gnarly Club attacks, or it makes one Gnarly Club attack and uses Taunting Threat. Gnarly Club. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone. Taunting Threat. The husker throws a series of rude and menacing gestures at one creature it can see within 30 feet of it. The target must make a DC 13 Charisma saving throw. On a failure, the target takes 7 (2d6) psychic damage and has disadvantage on all attacks not made against the husker until the end of its next turn. On a success, the target takes half the damage and doesn't have disadvantage on attacks not made against the husker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Alliumite, Rapscallion","description":"The dapper onion person waves its kale-fronded hat in a grand sweep as it swings from the ship's mast. It shouts a quip in a strange language, making those nearby cry. Rapscallions crave adventure and leave their communal gardens to find it. With their natural aptitude for deft maneuvers and finesse, rapscallions easily find familiarity among scoundrels, acrobats, minstrels, and even sailors. Whether it is defending a full and hungry tavern from its cook's poorly seasoned stew or demanding a traveling merchant hand over produce as payment for safe passage, a rapscallion's swashbuckling efforts are never bland. Mischievous Problem Creators. Rapscallions usually mean trouble. Some sailors take them on long journeys at sea, counting on some help or possibly even a meal. But such plans hardly ever end well. Many a pirate has told a tale over grog of stolen rowboats flying vegetable-blazoned flags as alliumites commandeer the small vessels. When confronted, rapscallions fence with thorn-tipped rapiers and swing from vantage points with vine whips. Their well-timed insults carry a blinding sting. Plant Camouflage. The alliumite has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Tearful Stench. Each creature other than an alliumite within 5 feet of the alliumite when it takes damage must succeed on a DC 14 Constitution saving throw or be blinded until the start of the creature's next turn. On a successful saving throw, the creature is immune to the Tearful Stench of all alliumites for 1 minute. Actions Multiattack. The rapscallion makes two Thorny Rapier attacks or one Thorny Rapier attack and one Grappelvine Whip attack. Thorny Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) slashing damage. Grapplevine Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage. If the target is holding a weapon, it must succeed on a DC 14 Strength saving throw or drop the weapon. If it is holding more than one weapon, it drops only one. Reactions Grapplevine Escape. When a creature the rapscallion can see hits it with a melee attack, the rapscallion can use its whip to swing up to 20 feet away from the attacker, provided the nearby terrain includes a feature the rapscallion can use to swing, such as a branch, chandelier, ledge, mast, railing, or similar. This movement doesn't provoke opportunity attacks. Pungent Retort. When a creature the rapscallion can see within 60 feet of it starts its turn or casts a spell, the rapscallion issues forth a string of insults cleverly crafted to make a foe cry. If it can hear the rapscallion, the target must succeed on a DC 14 Wisdom saving throw or sob uncontrollably until the start of the rapscallion's next turn. A sobbing creature has disadvantage on ability checks and attack rolls and must succeed on a DC 14 Constitution saving throw to cast a spell that requires the spellcaster to see its target. The spellcaster doesn't lose the spell slot on a failure.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Allosaurus","description":"Dinosaurs Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed. Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens. Allosaurus The allosaurus is a predator possessing great size, strength, and speed. It can run down almost any prey over open ground, pouncing to pull creatures down with its wicked claws. Traits Pounce : If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action. Actions Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. Claw : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Almiraj","description":"An almiraj (pronounced AWL-meer-ahj) is a large, timid rabbit with a 1-foot-long spiral horn emerging from its forehead, not unlike the horn of a unicorn. If driven to attack, it tries to spear enemies with its horn. Almiraj were brought to Chult long ago by merchants of the distant land of Zakhara. Skilled at evading predators, these creatures have flourished throughout the tropical peninsula. They live in earthen burrows and can be captured and domesticated. With the DM’s permission, the find familiar spell can summon an almiraj. Traits Keen Senses. The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":7389,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Almiraj","description":"An almiraj (pronounced AWL-meer-ahj) is a large, timid rabbit with a 1-foot-long spiral horn emerging from its forehead, not unlike the horn of a unicorn. If driven to attack, it tries to spear enemies with its horn. Almiraj were brought to Chult long ago by merchants of the distant land of Zakhara. Skilled at evading predators, these creatures have flourished throughout the tropical peninsula. They live in earthen burrows and can be captured and domesticated. With the DM’s permission, the find familiar spell can summon an almiraj. Traits Keen Senses. The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":31454,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Almond","description":"Almond “What can the Blood Lilies, crew of the Aesphodel,do for you, strangers?” Almond is an expert woodshaper and the current captain of the Aesphodel , a pirate crew solely comprised of druids who make their home on Maladell Island. Fearless and caring, their position is due to their leadership skills and command over natural magic. Almond wears a prosthetic leg personally shaped from island wood, and is cheerful and welcoming to everyone they meet. They have no problem with people unless others have a problem with them and their crew. Almond is not ignorant of the dangers posed by other pirates; they simply prefer to give those they meet a chance to prove themselves. Officer Roles. Almond is an officer with 3 ranks in captain, 3 ranks in first mate, and 2 ranks in shipwright.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Gnome)","Source":"custom","Alignment":"Neutral","Expansion":32048,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Alp","description":"A tiny, hirsute, unpleasant-looking little man squats here, wearing a burlap tunic and a tiny white cap. Bloodshot eyes beneath bushy brows take in the surroundings with a contemptuous sneer. Bringer of Nightmares. Believed to be the horrid result of a childbirth in which traditions were flouted, an alp lives to torment anyone it can. It takes particular delight in turning the dreams of sleeping victims into bloodcurdling nightmares as it watches them toss and turn, leering from the edge of the bed. The alp uses its abilities to paralyze its victims as they wake, sitting atop them and forcing them to lie there in utter terror, unable to move or to scream for help before it vanishes. Farmer's Bane. When not otherwise occupying itself with tormenting the unconscious, an alp gets up to all sorts of evil throughout the night, from draining the cows dry of milk, to returning soiled diapers to infants, to smothering chickens. Hides in Plain Sight. Whenever people are about, the alp changes its form to that of a small farm creature. However, the tiny white cap which allows the alp to become invisible doesn't change with it, and so the alp tries to restrict itself to the forms of farm animals which are white in color. On occasion, though, in the excitement of the moment, the alp forgets. See Alp's Cap","properties":{"Category":"Monsters","Size":"Small","Type":"fey (shapechanger)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Alpha Fish","description":"A fish as large as a rowboat serenely floats beneath the surface of the water, its flowing fins and iridescent scales shimmering in the waves. When disturbed, it attacks with a ferocity unexpected of such a delicate-looking creature. Alpha fish are solitary and extremely territorial creatures. They are always found alone, except during the few short weeks of mating season each year when schools of the fish gather. Dazzling Dominance. Before attacking, alpha fish often attempt to intimidate potential rivals or predators away by flaring their colorful fins to make themselves appear much larger. If successful, they usually refrain from attacking. Aggressive. If intimidation doesn’t work, alpha fish defend their chosen homes by viciously attacking. They have been known to attack creatures much larger than themselves and, occasionally, objects they don’t recognize. Valuable. Many aristocrats seek the beautiful, shimmering fish as pets in massive, personal aquariums, and the alpha fish’s scales are valuable spell components. Alpha Fish Scales Alpha fish scales are coveted spell components. When a spellcaster uses an alpha fish scale as a spell component while casting an enchantment or illusion spell, the spellcaster can increase the DC of the spell by 1 or increase the DC of the Intelligence (Investigation) check to determine if the illusion is false by 1. If the spell is 4th level or higher, the scale is consumed in the casting of the spell—otherwise, it remains.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Alphalite","description":"Alphalite Synth Known throughout the galaxy as the standard in modern day automaton design, alphalites were the first robotic units to use the universally adaptable machine language known as ALOMU. Over time, these constructs became suited to many different tasks and are commonly found in more populated galactic regions. A Synth for All Purposes. Alphalite constructs have been a stable of robotics in the Silrayne Arc and other areas of the galaxy for generations. Their versatile programming makes them useful for military, domestic, and manufacturing tasks. An Artificial Evolution. As technology evolved, so too did the alphalites. Their advanced level of AI programming has enabled them to be considered semi-sentient, if not fully \"self aware.\" They can learn new tasks, hold normal conversations and can easily interpret both verbal and digital commands. Birth of a Species. In recent times, a growing number of alphalites have had their limited functionality replaced with an advanced, ever-evolving artificial intelligence. These beings, referring to themselves as \"machina,\" adopted a modified version of alphalite military program code as their form of communication. Alphalite The original design was popular for security and military use. Alphalite often guard secure corporate or government facilities and can sometimes be found on military expeditions. Esper engineers make regular use of these constructs as well. Tips and Tactics Built as light armored combatants, Alphalites stick to using their ranged weapon when possible, switching to melee combat when attempting to subdue or deal with an up-close opponent. Builders and custodians are mostly programmed for self defense if faced with a physical threat, more likely to attempt to escape or help others to do so if programmed to.","properties":{"Category":"Monsters","Size":"Medium","Type":"automaton","Alignment":"neutral","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Alphalite","description":"Alphalite Synth Known throughout the galaxy as the standard in modern day automaton design, alphalites were the first robotic units to use the universally adaptable machine language known as ALOMU. Over time, these constructs became suited to many different tasks and are commonly found in more populated galactic regions. A Synth for All Purposes. Alphalite constructs have been a stable of robotics in the Silrayne Arc and other areas of the galaxy for generations. Their versatile programming makes them useful for military, domestic, and manufacturing tasks. An Artificial Evolution. As technology evolved, so too did the alphalites. Their advanced level of AI programming has enabled them to be considered semi-sentient, if not fully \"self aware.\" They can learn new tasks, hold normal conversations and can easily interpret both verbal and digital commands. Birth of a Species. In recent times, a growing number of alphalites have had their limited functionality replaced with an advanced, ever-evolving artificial intelligence. These beings, referring to themselves as \"machina,\" adopted a modified version of alphalite military program code as their form of communication. Alphalite The original design was popular for security and military use. Alphalite often guard secure corporate or government facilities and can sometimes be found on military expeditions. Esper engineers make regular use of these constructs as well. Tips and Tactics Built as light armored combatants, Alphalites stick to using their ranged weapon when possible, switching to melee combat when attempting to subdue or deal with an up-close opponent. Builders and custodians are mostly programmed for self defense if faced with a physical threat, more likely to attempt to escape or help others to do so if programmed to.","properties":{"Category":"Monsters","Size":"Medium","Type":"automaton","Alignment":"neutral","Expansion":27051,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Alphalite Builder","description":"Alphalite Synth Known throughout the galaxy as the standard in modern day automaton design, alphalites were the first robotic units to use the universally adaptable machine language known as ALOMU. Over time, these constructs became suited to many different tasks and are commonly found in more populated galactic regions. A Synth for All Purposes. Alphalite constructs have been a stable of robotics in the Silrayne Arc and other areas of the galaxy for generations. Their versatile programming makes them useful for military, domestic, and manufacturing tasks. An Artificial Evolution. As technology evolved, so too did the alphalites. Their advanced level of AI programming has enabled them to be considered semi-sentient, if not fully \"self aware.\" They can learn new tasks, hold normal conversations and can easily interpret both verbal and digital commands. Birth of a Species. In recent times, a growing number of alphalites have had their limited functionality replaced with an advanced, ever-evolving artificial intelligence. These beings, referring to themselves as \"machina,\" adopted a modified version of alphalite military program code as their form of communication. Alphalite Builder These larger models are built with various supports and mounting hooks. They're often used for construction and heavy loading. Tips and Tactics Built as light armored combatants, Alphalites stick to using their ranged weapon when possible, switching to melee combat when attempting to subdue or deal with an up-close opponent. Builders and custodians are mostly programmed for self defense if faced with a physical threat, more likely to attempt to escape or help others to do so if programmed to.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"neutral","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Alphalite Custodian","description":"Alphalite Synth Known throughout the galaxy as the standard in modern day automaton design, alphalites were the first robotic units to use the universally adaptable machine language known as ALOMU. Over time, these constructs became suited to many different tasks and are commonly found in more populated galactic regions. A Synth for All Purposes. Alphalite constructs have been a stable of robotics in the Silrayne Arc and other areas of the galaxy for generations. Their versatile programming makes them useful for military, domestic, and manufacturing tasks. An Artificial Evolution. As technology evolved, so too did the alphalites. Their advanced level of AI programming has enabled them to be considered semi-sentient, if not fully \"self aware.\" They can learn new tasks, hold normal conversations and can easily interpret both verbal and digital commands. Birth of a Species. In recent times, a growing number of alphalites have had their limited functionality replaced with an advanced, ever-evolving artificial intelligence. These beings, referring to themselves as \"machina,\" adopted a modified version of alphalite military program code as their form of communication. Alphalite Custodian A slimmed-down version of the standard model, these are often found in domestic households or performing a variety of civil servant duties. Tips and Tactics Built as light armored combatants, Alphalites stick to using their ranged weapon when possible, switching to melee combat when attempting to subdue or deal with an up-close opponent. Builders and custodians are mostly programmed for self defense if faced with a physical threat, more likely to attempt to escape or help others to do so if programmed to.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/8"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Alpine Creeper","description":"Patches of lichen dot the mountainside, lying atop fallen trees, stones, and the ground like a blanket. A grim collection of bones, coins, and rusted weapons and armor peak t hrough it. Alpine creepers thrive at high elevations. The plant uses its likeness to true lichen to lure prey and is the cause of many mountaintop deaths attributed to animal or monster attacks. This innocuous-looking plant settles in a location and waits for unwitting humanoids and giants to pass over it or to take a rest on it. Mountainside Perils. Once prey is subdued by sleep-inducing spores, alpine creepers emit pheromones to attract carnivorous animals. Beasts drawn toward the creeper usually find a feast waiting for them, though the creepers routinely finish off too-aggressive animals. False Appearance. While the alpine creeper remains motionless, it is indistinguishable from a normal patch of lichen. Mossy Carpet. The alpine creeper can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 foot wide without squeezing. Actions Gentle Dissolution. Each creature in the alpine creeper's space must make a DC 13 Constitution saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. The alpine creeper can choose not to harm friendly Beasts in its space. An unconscious creature that takes damage from this action must make a DC 13 Wisdom saving throw, remaining unconscious on a failed save, or waking on a successful one. Sleep Spores. The alpine creeper releases sleep-inducing spores. Each Humanoid and Giant within 20 feet of the alpine creeper must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The effect ends for a creature if the creature takes damage, or another creature uses an action to wake it. Cleaning Call (1/Day). The alpine creeper sprays pheromone-laced spores, calling nearby Beasts to the feast. The called Beasts arrive in 1d4 rounds and act as allies of the alpine creeper, attacking creatures within 10 feet of it. The Beasts remain for 1 hour, until the alpine creeper dies, or until the alpine creeper dismisses them as a bonus action. Choose one Beast of challenge rating 1 or lower or roll a d100 and consult the Summoned Beasts table (see sidebar). Bonus Actions Lethargic Stupor. One unconscious Humanoid or Giant in the alpine creeper's space suffers one level of exhaustion. A creature with more than half its hp maximum can't suffer more than one level of exhaustion from this bonus action. These levels of exhaustion last until the creature finishes a short rest.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Alseid","description":"Nymphs Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts. The nymphs of Theros include the following mysterious beings, as well as dryads (presented in the Monster Manual ). Immortal Nature. A nymph doesn't require food, drink, or sleep. Alseid Touched with the golden light of the sun, alseids inhabit meadows, plains, and lands of cultivated natural beauty. Many live in closer proximity to human civilization than other nymphs. Farmers are grateful for the presence of alseids on their lands and often leave them offerings of mead, honey, flowers, and dates in return for protecting their flocks and making their crops more abundant.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic good","Expansion":5432,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Alseid","description":"Alseids are the graceful woodland cousins to centaurs, with the slender upper body of an elf and the lower body of a deer. Because they are rarely seen far from the wooded glades they call home, they are sometimes called “grove nymphs,” despite being more closely related to elves than nymphs. Forest Guardians. Alseids see the forest as an individual and a friend. They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate deep respect for the forest may spot a distant alseid’s white tail; if they chase after it as it bounds away, the sympathetic alseid may lead it toward a road or trail that can carry them out of the forest. Disrespectful strangers may follow the same tail to their doom. Alseids have no compunction about slaughtering trespassers who burn or cut down their forest. Antlers Show Status. Alseids have antlers growing from their foreheads. These antlers grow very slowly, branching every 10 years for the first century of life. Further points only develop with the blessing of the forest. No fourteen-point imperial alseids are known to exist, but many tribes are governed by princes with thirteen points. Because antlers signify status, alseids never use them in combat. Cutting an alseid’s antlers entirely off or just removing points is a humiliating and grave punishment. White-Tailed Wanderers. Alseids have a deep connection with forest magic of all kinds, and their leaders favor the druid and ranger classes. Traits Woodfriend: When in a forest, alseid leave no tracks and automatically discern true north. Actions Spear (Melee; One-Handed): Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. Spear (Melee; Two-Handed): Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage. Spear (Ranged): Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage. Shortbow: Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6+3 ) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Alseid Grovekeeper","description":"Alseids are the graceful woodland cousins to centaurs, with the slender upper body of an elf and the lower body of a deer. Because they are rarely seen far from the wooded glades they call home, they are sometimes called “grove nymphs,” despite being more closely related to elves than nymphs. An alseid grovekeeper has a challenge rating of 3 (700 XP). Grovekeepers carry the wrath of their primordial home against those who threaten it. The grovekeeper speaks Druidic and has the following changes: Traits Woodfriend: When in a forest, alseid leave no tracks and automatically discern true north. Spellcasting: The grovekeeper is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, produce flame, shillelagh 1st (4 slots): animal friendship, cure wounds, faerie fire 2nd (3 slots): animal messenger, heat metal, lesser restoration 3rd (2 slots): call lightning, dispel magic Actions Quarterstaff: Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 4 (1d6 + 1) bludgeoning damage. Quarterstaff (with shillelagh): Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d8 + 1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Expansion":3,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Alseid, Woad Warrior","description":"This warrior's upper elven body sports swirls of colorful paint and dyes, while his lower deer body stands poised to leap into the fray. Antlers rise from his elven brow, almost matching the height of his drawn bow. Woad warriors command a great deal of respect in alseid society. They are simultaneously dyers, hunters, and defenders who prepare themselves for war by painting their bodies in esoteric designs symbolizing the primal forces they vow to protect. The intensity of these beautiful patterns hints at their ferocity in battle. Dauntless Harriers. Woad warriors excel at hit-and-run tactics. They ambush their prey, mark the creature with dye, and swiftly cut it down or scare it off. After a target is marked, tracking it becomes an almost trivial challenge for the alseid. In this way, the alseid entrust their woad warriors to safeguard their forest domains. Skilled Craftsmen. A woad warrior always has its body-painting kit close at hand. This kit is often a leather roll or small chest and contains an assortment of bowls, pouches of powdered dyes, vials, brushes, and a mortar and pestle. Alseid frequently cultivate woad, the plant used to make the bright blue dye, in their communities. They are not above trading for dye, though they prefer to interact among their cousins the elves, centaurs, or even fey before conversing with humans. Being painted with woad is a reverent practice for the alseid, reserved for their greatest warriors and rarely shared with outsiders. Painted for War. The woad warrior has advantage on Charisma (Intimidation) checks and advantage on savings throws against being frightened. In addition, each friendly creature within 10 feet of the woad warrior and that can see it has advantage on saving throws against being frightened. Woodfriend. When in a forest, alseid leave no tracks and automatically discern true north. Actions Multiattack. The woad warrior makes two Greatsword or Shortbow attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Dye Bomb (3/Day). The woad warrior lobs a sphere of concentrated dye that explodes on impact, marking creatures caught in its effect. Each creature within a 10-foot-radius of where the sphere landed must succeed on a DC 13 Dexterity saving throw or be brightly painted for 8 hours. Any attack roll against the creature has advantage if the attacker can see it, and other creatures have advantage on any Wisdom (Perception) or Wisdom (Survival) check made to find the marked creature. To remove the effect, a creature must spend 1 minute bathing. Alternatively, spells that create water or clean objects, such as prestidigitation , also remove the effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Alta'ira Vex, Crime Lord of Palvada","description":"As the crime lord of Palvada, a wealthy port city on the edge of a great desert, Alta'ira's syndicate holds a dagger at the throat of every powerful individual in the city, and no trade deal goes through without her consent. Alta'ira leads her syndicate from a palatial estate whose splendor matches that of the merchant lords and religious institutions elsewhere in Palvada. Alta’ira’s footsoldiers are loyal, both because they are paid to be, and because they know that any treachery they pay her will be returned 10-fold to them and their families. She has heard the notion that ruling through fear is not sustainable, but rejects the idea: it’s worked well enough for her so far. Description. Alta’ira is a brown-skinned woman with long black hair and amber eyes. Though she is most commonly seen wearing expensive clothing and jewelry, she is rarely found without her signature curved dagger and some piece of blue - the color worn by those in her syndicate. She also carries an unreasonably large number of concealed daggers, though no one would dare accuse her of it. Personality. Alta’ira is friendly to those she distrusts, cruel to those she despises, and callously humorous with those she trusts. She does not hesitate to enforce her (often quite draconian) rules, and oversees punishments of traitors in her ranks personally. Alta’ira has few people she trusts, and even those she trusts are not her friends. There are few people she would not sacrifice for her personal gain, and those around her do well to remember that. Plot Hooks A rebel in crime. Alta’ira has placed a bounty on one of her ex-lieutenants. The party can either accept the mission and be rewarded handsomely, or help the lieutenant escape, potentially learning vital details about the syndicate’s inner workings. A helping hand. A wealthy merchant needs to convince Alta’ira to allow a trade agreement through, but she seems to have a grudge against them. The merchant hopes to hire the party to find out what the grudge is, and fix it if they are able. Shadows in the sands. Alta’ira’s soldiers have been seen going into the desert at night and entering an ancient ruin. Palvada’s rulers want to know precisely what she is up to, and hire the party to find out. Tactics Alta’ira relies on her allies in combat, calling them in whenever her numbers begin to run low. She uses her detailed knowledge of her opponents to determine the best foes to target, and goes after them one at a time, focusing her allies on providing her sneak attack and on keeping her enemies away from her. She does not take on fights she doesn’t think she will win, so if her information tells her she can’t handle her opponents she uses her allies as a shield and makes her escape. Traits Dagger Master. When wielding two daggers, Alta'ira's AC increases by 1 (already included). Additionally, Alta'ira increases the damage die of her daggers from 1d4 to 1d6, and she can draw or stow two items in the time it would take to draw or stow one item. Alta'ira carries dozens of daggers on her person, which can only be detected with a DC 20 Intelligence (Investigation) check made from within 5 ft. of Alta'ira. Crime Lord of Palvada. Alta'ira has an ever-present network of spies and thugs. She always knows her opponents' usual strategies, desires, goals, and the like. Additionally, at the start of each of her turns, as long as she is not incapacitated and is in Palvada, she can call out or signal for an ally to appear. If she cannot be seen or heard, or if she has more than two allies within 120 ft. she cannot use this feature. Use a scout or guard NPC to represent her ally in combat. Sneak Attack. Once per turn, when Alta'ira hits with an attack against an enemy that hasn't acted yet in combat, who is within 5 ft. of one of her allies, or who she has advantage against, she deals an additional 17 (5d6) damage with that attack. Actions Multiattack. Alta'ira makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 10/20, one target. Hit: 7 (1d6+4) piercing or slashing damage. Cut 'em to Ribbons (recharge 6). Alta'ira makes three melee Dagger attacks against the same creature. For each of those attacks that hits, she gains another attack at disadvantage. If one of those attacks hits, it deals an additional 3 (1d6) damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":4},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Alterist","description":"Alterists convert lifeforce into raw energy. They tend to be recruited into service by zealous organizations in exchange for power and resources. Some can become leaders of cult groups or a tribal death shaman. Others work as corporate agents or government advisors.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any non-good alignment","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Altisaur","description":"The altisaur is a titanic sauropod often likened to a walking mountain, with craggy spines, patterns of elemental energy that glow in its hide like streams of lava, and eight massive legs the size of ancient trees. It creates gullies where its tail drags along the ground. Clouds often seem to gather around its head, which can reach as high as 150 feet off the ground. Dinosaurs When Annam’s children first began to populate the worlds of the Material Plane, the All-Father created behemoth dinosaurs to live alongside them as companions. The primeval magic used to create the dinosaurs still thrums through their being and manifests in colorful, scar-like lines on their towering bodies. Some of these ancient dinosaurs persist in timeless jungles, hidden enclaves, and other lands untouched by the rest of the world. Traits Magic Resistance. The altisaur has advantage on saving throws against spells and other magical effects. Actions Multiattack. The altisaur makes one Stomp attack and one Tail attack. The altisaur can't make both attacks against the same target. Stomp. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 33 (7d6 + 9) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 22 Strength saving throw or have the prone condition. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 45 (8d8 + 9) bludgeoning damage, and the target is pushed up to 20 feet horizontally from the altisaur.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":24749,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Aluphax Avenger","description":"Aluphax The aluphax are a barbarous species with stout frames, skin covered with a layer of thick fur, elongated heads dressed with long horns, and wide jaws filled with rows of jagged, sharp teeth. Conquering Forces. Throughout their history, the aluphax have been one of the more dominant of species in their part of the galaxy, their power stretching across many of the Rim Sectors. That changed with the arrival of other spacefaring societies, their expansion and influence considered an invasion into aluphax territory. Never abandoning their tradition of strength and power above all else, the aluphax attack, raid, and then eradicate any intelligent civilization that does not yield and swear to obey and serve under their authority. Regardless of their fate, the aluphax use their plundered resouces to establish a foothold in the galactic region and expand their territory. Because of this, aluphax tribes tend to move regularly from system to system, never settling in one particular part of the galaxy. By Tribe or By Deed. Most aluphax belong to a tribe that gives an individual their own name and reputation. When a civilization is subjugated, the conquering aluphax tribes claim their accolades and demand rightful respect from those beneath their station. A spawning ground is then established in or near the center of the tribe's territory, where aluphax elders produce their offspring. Those that prove themselves worthy in the initial trials are inducted into the tribe. A chosen few among the aluphax have accomplished deeds great enough to elevate themselves beyond their tribal identity. Such legendary figures often form tribes of their own, establishing a new banner by which to sew terror and dread among their foes. Spawn of the Ocuth. The history of the aluphax, according to their ruling tribes, begins with their creators, the Ocuth. When the galaxy was new, these primordial beings possessed the capacity to shape and mold the stars to their design. Since the Ocuth could travel across the infinite expanse, entire galactic civilizations trembled in the wake of their power. Their greatness, however, was to be short lived. Usurpers devised a devious plan to steal the Ocuth's power and use it against them. Unaware of the grand betrayal, the great primordials fell from power, but not before scattering remnants of their own across the galaxy. It is from these remnants, according to legend, that the first aluphax tribes were born. The aluphax strive to expand their reach across the galaxy once more to reclaim the greatness once stolen from their great ancestors. Most tribes believe that the usurpers evolved to become the species that now call themselves valna. Though the valna would normally bear no general hostilities, the continued savage attacks from the aluphax have created an enmity between these two species. The aluphax's brutal nature have evoked similar long-term conflicts with the eldori, dendus, and humans. Tips and Tactics Though aluphax are a mostly aggressive and hostile species, they don't blindly charge into battle. They instead plan for the greatest advantage, be it the opportunity to surprise an enemy or to identify and team up against the weakest in a group of enemies. Aluphax Warrior The majority of aluphax, upon their birth, are trained to fight. Those that survive their early years become members of the tribe. Those that show exemplary prowess become the tribe's warriors, devoting their life toward bringing glory to their tribe through strength and dominance. Aluphax Battlemaster The tribe's strongest warriors attain hold the title of battlemaster. Battlemasters plan and lead the charge in military assaults and invasions. Aluphax Avenger Though rare among their people, some of the greatest of the aluphax attain such legendary skill that they can seemingly bend time and space to their will. These avengers are considered to be ones chosen by the spirit of the Ocuth and gifted with supernatural power.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (aluphax)","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":8},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Aluphax Battlemaster","description":"Aluphax The aluphax are a barbarous species with stout frames, skin covered with a layer of thick fur, elongated heads dressed with long horns, and wide jaws filled with rows of jagged, sharp teeth. Conquering Forces. Throughout their history, the aluphax have been one of the more dominant of species in their part of the galaxy, their power stretching across many of the Rim Sectors. That changed with the arrival of other spacefaring societies, their expansion and influence considered an invasion into aluphax territory. Never abandoning their tradition of strength and power above all else, the aluphax attack, raid, and then eradicate any intelligent civilization that does not yield and swear to obey and serve under their authority. Regardless of their fate, the aluphax use their plundered resouces to establish a foothold in the galactic region and expand their territory. Because of this, aluphax tribes tend to move regularly from system to system, never settling in one particular part of the galaxy. By Tribe or By Deed. Most aluphax belong to a tribe that gives an individual their own name and reputation. When a civilization is subjugated, the conquering aluphax tribes claim their accolades and demand rightful respect from those beneath their station. A spawning ground is then established in or near the center of the tribe's territory, where aluphax elders produce their offspring. Those that prove themselves worthy in the initial trials are inducted into the tribe. A chosen few among the aluphax have accomplished deeds great enough to elevate themselves beyond their tribal identity. Such legendary figures often form tribes of their own, establishing a new banner by which to sew terror and dread among their foes. Spawn of the Ocuth. The history of the aluphax, according to their ruling tribes, begins with their creators, the Ocuth. When the galaxy was new, these primordial beings possessed the capacity to shape and mold the stars to their design. Since the Ocuth could travel across the infinite expanse, entire galactic civilizations trembled in the wake of their power. Their greatness, however, was to be short lived. Usurpers devised a devious plan to steal the Ocuth's power and use it against them. Unaware of the grand betrayal, the great primordials fell from power, but not before scattering remnants of their own across the galaxy. It is from these remnants, according to legend, that the first aluphax tribes were born. The aluphax strive to expand their reach across the galaxy once more to reclaim the greatness once stolen from their great ancestors. Most tribes believe that the usurpers evolved to become the species that now call themselves valna. Though the valna would normally bear no general hostilities, the continued savage attacks from the aluphax have created an enmity between these two species. The aluphax's brutal nature have evoked similar long-term conflicts with the eldori, dendus, and humans. Tips and Tactics Though aluphax are a mostly aggressive and hostile species, they don't blindly charge into battle. They instead plan for the greatest advantage, be it the opportunity to surprise an enemy or to identify and team up against the weakest in a group of enemies. Aluphax Warrior The majority of aluphax, upon their birth, are trained to fight. Those that survive their early years become members of the tribe. Those that show exemplary prowess become the tribe's warriors, devoting their life toward bringing glory to their tribe through strength and dominance. Aluphax Battlemaster The tribe's strongest warriors attain hold the title of battlemaster. Battlemasters plan and lead the charge in military assaults and invasions. Aluphax Avenger Though rare among their people, some of the greatest of the aluphax attain such legendary skill that they can seemingly bend time and space to their will. These avengers are considered to be ones chosen by the spirit of the Ocuth and gifted with supernatural power.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (aluphax)","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Aluphax Warrior","description":"Aluphax The aluphax are a barbarous species with stout frames, skin covered with a layer of thick fur, elongated heads dressed with long horns, and wide jaws filled with rows of jagged, sharp teeth. Conquering Forces. Throughout their history, the aluphax have been one of the more dominant of species in their part of the galaxy, their power stretching across many of the Rim Sectors. That changed with the arrival of other spacefaring societies, their expansion and influence considered an invasion into aluphax territory. Never abandoning their tradition of strength and power above all else, the aluphax attack, raid, and then eradicate any intelligent civilization that does not yield and swear to obey and serve under their authority. Regardless of their fate, the aluphax use their plundered resouces to establish a foothold in the galactic region and expand their territory. Because of this, aluphax tribes tend to move regularly from system to system, never settling in one particular part of the galaxy. By Tribe or By Deed. Most aluphax belong to a tribe that gives an individual their own name and reputation. When a civilization is subjugated, the conquering aluphax tribes claim their accolades and demand rightful respect from those beneath their station. A spawning ground is then established in or near the center of the tribe's territory, where aluphax elders produce their offspring. Those that prove themselves worthy in the initial trials are inducted into the tribe. A chosen few among the aluphax have accomplished deeds great enough to elevate themselves beyond their tribal identity. Such legendary figures often form tribes of their own, establishing a new banner by which to sew terror and dread among their foes. Spawn of the Ocuth. The history of the aluphax, according to their ruling tribes, begins with their creators, the Ocuth. When the galaxy was new, these primordial beings possessed the capacity to shape and mold the stars to their design. Since the Ocuth could travel across the infinite expanse, entire galactic civilizations trembled in the wake of their power. Their greatness, however, was to be short lived. Usurpers devised a devious plan to steal the Ocuth's power and use it against them. Unaware of the grand betrayal, the great primordials fell from power, but not before scattering remnants of their own across the galaxy. It is from these remnants, according to legend, that the first aluphax tribes were born. The aluphax strive to expand their reach across the galaxy once more to reclaim the greatness once stolen from their great ancestors. Most tribes believe that the usurpers evolved to become the species that now call themselves valna. Though the valna would normally bear no general hostilities, the continued savage attacks from the aluphax have created an enmity between these two species. The aluphax's brutal nature have evoked similar long-term conflicts with the eldori, dendus, and humans. Tips and Tactics Though aluphax are a mostly aggressive and hostile species, they don't blindly charge into battle. They instead plan for the greatest advantage, be it the opportunity to surprise an enemy or to identify and team up against the weakest in a group of enemies. Aluphax Warrior The majority of aluphax, upon their birth, are trained to fight. Those that survive their early years become members of the tribe. Those that show exemplary prowess become the tribe's warriors, devoting their life toward bringing glory to their tribe through strength and dominance. Aluphax Battlemaster The tribe's strongest warriors attain hold the title of battlemaster. Battlemasters plan and lead the charge in military assaults and invasions. Aluphax Avenger Though rare among their people, some of the greatest of the aluphax attain such legendary skill that they can seemingly bend time and space to their will. These avengers are considered to be ones chosen by the spirit of the Ocuth and gifted with supernatural power.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (aluphax)","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Alustriel Silverhand","description":"Lady Alustriel Silverhand, called the Shining Lady, has been an influential wizard and proponent of good across Toril for centuries. Alustriel is one of the Seven Sisters—immortal daughters of Mystra, a god of magic. The divine energy Mystra passed to Alustriel grants Alustriel incredible power over arcane magic. Alustriel’s youthful appearance as a human woman with silver hair gives no hint of her supernaturally extended life span. She typically wears long robes and wields a unicorn-headed staff, her Staff of Si lverymoon . History Like other Chosen of Mystra, Alustriel is concerned with preserving the Weave, the primary incarnation of magic that permeates Toril. She believes that the Weave favors those who act with mercy and compassion, seeks to deliver lives of security for all, and bolsters people’s efforts when they seek to right wrongs and combat evil. Nowhere are Alustriel and her deeds better known than in the Silver Marches and its capital, Silverymoon. Alustriel ruled Silverymoon for centuries, once disguised as a wizard named Elué Dualen and then later in her true form. She helped create Silverymoon’s famous Moonbridge and cofounded the Lady’s College, the first school in Faerûn for mages as students rather than as apprentices in service. Alustriel stepped down as Silverymoon’s high mage more than a century ago. Her son, Methrammar Aerasumé, now leads the city and works to uphold his mother’s legacy. Alustriel has partaken in countless adventures before and after her tenure as Silverymoon’s high mage. She has befriended famous adventurers such as Drizzt Do’Urden, worked with prominent organizations like the Harpers, and helped prevent or undo many kinds of evil. Personality Alustriel’s primary concerns are to spread kindness, reward virtue, and promote a culture of compassion throughout the multiverse. She is good at building alliances and quick to intervene when she senses a threat to the forces of good. She has traveled far and established safe houses across the planes—such as her sanctum in the city of Sigil. Alustriel doesn’t seek personal glory or wealth; her style of influencing the cosmos is quiet yet steady. Traits Ear of the Chosen. Whenever a creature on the same plane of existence as Alustriel speaks Alustriel’s name, Alustriel hears her name and the next nine words the speaker utters. Legendary Resistance (3/Day). If Alustriel fails a saving throw, she can choose to succeed instead. Special Equipment. Alustriel carries a magic staff known as the Staff of Silverymoon. In the hands of anyone other than Alustriel, the Staff of Silverymoon is a Staff of Power. Actions Multiattack. Alustriel makes three Staff of Silverymoon attacks or two Reproving Ray attacks. Staff of Silverymoon. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 38 (7d10) radiant damage. Reproving Ray. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 65 (9d12 + 7) force damage, and if the target is a creature, it must make a DC 22 Charisma saving throw. On a failed save, the target has the incapacitated condition until the start of Alustriel’s next turn. On a successful save, the target’s speed is reduced by 10 feet until the start of Alustriel’s next turn. Argent Blaze (Requires Silver Fire). Alustriel summons a 60-foot cone of silver fire. Each creature in that area must make a DC 22 Dexterity saving throw, taking 77 (14d10) radiant damage on a failed save or half as much damage on a successful one. Additionally, Alustriel or one creature of her choice within 60 feet of her then regains 10 (3d6) hit points. Spellcasting. Alustriel casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 22): At will: Dancing Lights, Detect Magic, Mage Armor (self only) , Mage Hand 2/day each: Detect Thoughts, Dispel Magic, Tongues 1/day each: Telepathy, Teleport, Time Stop Bonus Actions Silver Fire (2/Day). Brilliant silver fire harmlessly wreathes Alustriel and empowers her. The silver fire lasts for 1 hour or until she has the incapacitated condition or uses another bonus action to quench it. While wreathed in silver fire, Alustriel gains truesight within 30 feet and can use her Argent Blaze action. In addition, Alustriel is unaffected by magic that would ascertain her alignment, creature type, thoughts, or truthfulness. Reactions Shining Counterspell. Alustriel interrupts a creature she can see within 60 feet of herself that is casting a spell. If the spell is 5th level or lower, it fails and has no effect. If the spell is 6th level or higher, Alustriel makes an Intelligence check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell’s level, the caster takes 11 (2d10) radiant damage if the spell fails.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Wizard)","Alignment":"Chaotic Good","Expansion":30583,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Alyxian Aboleth","description":"The Alyxian Aboleth is a unique creature that believes it carries the soul of the Apotheon within its body, trapped in this aberrant form as divine punishment for his failure to save the world during the Calamity. Veins of ruidium crisscross the aboleth’s body, and a secondary face has emerged from its pale green hide. The second face is a mutation that has no effect on the creature’s game statistics. Traits Amphibious. The aboleth can breathe air and water. Mucous Cloud. While underwater, the aboleth is surrounded by a cloud of sticky mucus. A creature that touches the aboleth or hits it with a melee attack while within 5 feet of it must succeed on a DC 14 Strength saving throw or be restrained until the end of the aboleth’s next turn. Probing Telepathy. If a creature the aboleth can see communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires. Actions Multiattack. The aboleth makes two Tentacle attacks. Tentacle. Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 3 (1d6) psychic damage. Tail. Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. Bonus Actions Enslave (Recharge 4–6). The aboleth targets one creature it can see within 30 feet of itself. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s control and can’t take reactions, and the aboleth and the target can communicate telepathically with each other over any distance. The charmed target can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. No more than once every 24 hours, the target can repeat the saving throw when it is at least 1 mile away from the aboleth. Legendary Actions The aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aboleth regains spent legendary actions at the start of its turn. Tail Swipe. The aboleth makes one Tail attack. Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage dealt.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Lawful Evil","Expansion":13016,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Alyxian the Absolved","description":"Divinely Blessed . Alyxian can’t be surprised and can’t be changed into another form against his will. Legendary Resistance (2/Day) . If Alyxian fails a saving throw, he can choose to succeed instead. Actions Multiattack. Alyxian makes two Spear attacks. Spear. Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack, plus 9 (2d8) radiant damage. Force Wave (1/Day). Alyxian strikes the ground, creating a burst of energy that ripples outward. Each creature he chooses within a 30-foot-radius sphere centered on himself must succeed on a DC 17 Constitution saving throw or take 35 (10d6) force damage and be knocked prone. A creature that succeeds on the saving throw takes half as much damage and isn’t knocked prone. Spellcasting. Alyxian casts one of the following spells, requiring no material components and using Charisma as the spellcasting modifier (spell save DC 17): At will: guidance , light 1/day each: lesser restoration , remove curse , water breathing Reactions Parry. Alyxian adds 3 to his AC against one attack roll that would hit him. To do so, Alyxian must see the attacker and be wielding a melee weapon. Legendary Actions Alyxian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Alyxian regains spent legendary actions at the start of his turn. Arch Heart’s Strike. Alyxian makes one Spear attack, and all damage from this attack is radiant. Change Bringer’s Dance. Alyxian moves up to his speed. This movement doesn’t provoke opportunity attacks. Moon Weaver’s Veil (Costs 2 Actions). Alyxian becomes invisible until the end of his next turn. Any equipment he is wearing or carrying becomes invisible with him.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Good","Expansion":13016,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Alyxian the Callous","description":"Alyxian the Callous is cold and distant, disregarding words he doesn’t care to hear. He sees himself as a perfect, “holy” being and believes that the world should be condemned for its crimes against him. Apotheonic Rejuvenation . When Alyxian the Callous drops to 0 hit points, his body dies and sheds its wings, and he rises to his feet in his third form, Alyxian the Dispossessed . His initiative count doesn’t change. Divinely Blessed . Alyxian can’t be surprised and can’t be changed into another form against his will. Legendary Resistance (2/Day) . If Alyxian fails a saving throw, he can choose to succeed instead. Actions Multiattack. Alyxian makes two Radiant Spear attacks. He can replace one of these attacks with Blinding Teleport. Radiant Spear. Melee or Ranged Weapon Attack : +10 to hit, reach 5 ft. or range 120 ft., one target. Hit : 15 (2d8 + 6) radiant damage. Blinding Teleport. Alyxian teleports, along with any equipment he is wearing or carrying, to an unoccupied space he can see within 120 feet of himself. Each creature within 5 feet of his new location must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. Heavenly Destruction (1/Day). Alyxian releases divine energy in a 60-foot cone. Each creature of his choice in that area must make a DC 17 Constitution saving throw. On a failed saving throw, the creature takes 31 (7d8) radiant damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Legendary Actions Alyxian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Alyxian regains spent legendary actions at the start of his turn. Attack. Alyxian makes one Radiant Spear attack. Celestial Chains. Alyxian targets one creature he can see within 120 feet of himself. The target must succeed on a DC 17 Strength saving throw or be restrained by magical chains for 1 minute. While restrained in this way, the target can’t leave the space by any means. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Flare (Costs 2 Actions). Alyxian targets one creature he can see within 30 feet of himself. Light flares around the target, dealing 17 (5d6) radiant damage to it and creatures within 10 feet of it.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Lawful Evil","Expansion":13016,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Alyxian the Dispossessed","description":"Alyxian the Dispossessed is tired. The weariness that has built up in him over the centuries has begun to overcome his anger and bitterness. Divinely Blessed . Alyxian can’t be surprised and can’t be changed into another form against his will. Legendary Resistance (2/Day) . If Alyxian fails a saving throw, he can choose to succeed instead. Special Equipment . Alyxian carries a magic dagger that he uses to make Stoneheart Dagger attacks. In the hands of creatures other than Alyxian, the dagger is nonmagical and has no special properties. Actions Multiattack. Alyxian makes two Spear attacks. Spear. Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack, plus 9 (2d8) radiant damage. Stoneheart Dagger. Melee or Ranged Weapon Attack : +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 11 (3d4 + 4) force damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw or become petrified as the dagger lodges itself in the target’s body. While the dagger is lodged in the target, magic can’t end the petrified condition on it and Alyxian can’t make Stoneheart Dagger attacks. A creature within reach of the petrified target can use an action to try to remove the dagger, doing so with a successful DC 17 Strength check. Bonus Actions Summon Dagger. Alyxian’s Stoneheart Dagger teleports into his free hand, provided he has one. Reactions Parry. Alyxian adds 3 to his AC against one attack roll that would hit him. To do so, Alyxian must see the attacker and be wielding a melee weapon. Legendary Actions Alyxian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Alyxian regains spent legendary actions at the start of his turn. Attack. Alyxian makes one Spear or Stoneheart Dagger attack. Warrior’s Stride. Alyxian moves up to his speed. This movement doesn’t provoke opportunity attacks. Ruidium Shard (Costs 2 Actions). A gem-sized shard of ruidium appears at a point Alyxian can see within 120 feet of himself and explodes. Each creature, other than Alyxian, in a 10-foot-radius sphere centered on that point must succeed on a DC 18 Charisma saving throw or gain 1 level of exhaustion. If a creature isn’t suffering from ruidium corruption, it becomes corrupted when it fails the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Evil","Expansion":13016,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Alyxian the Tormented","description":"Alyxian’s first form is gigantic and monstrous, for it represents the most corrupted version of the Apotheon. All the pain that torments his soul is made manifest upon his flesh to such an extent that it eclipses the gentle soul within. Devoid of virtually every attribute that once made him a hero, Alyxian the Tormented is nihilistic, despondent, and wrathful. He attaches the worst possible interpretation to what the characters say, believes them to be his enemies, rebuffs their attempts to help, and mocks them at every turn. Apotheonic Rejuvenation . When Alyxian drops to 0 hit points, his body dies and cracks open like a cocoon. Alyxian instantly emerges from the cocoon in his second form, Alyxian the Callous , in the space where his previous form died. His initiative count doesn't change. Divinely Blessed . Alyxian can't be surprised and can't be changed into another form against his will. Legendary Resistance (2/Day) . If Alyxian fails a saving throw, he can choose to succeed instead. Actions Multiattack. Alyxian makes two Grasping Hand attacks. Grasping Hand. Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (3d6+5) force damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 15). Alyxian has six hands, each of which can grapple one target. Void Eyes (Recharge 5-6). Alyxian targets up to two creatures he can see within 120 feet of himself. Each target must make a DC 17 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. Legendary Actions Alyxian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Alyxian regainst spent legendary actions at these start of his turn. Attack. Alyxian makes one Grasping Hand attack. Weapons of Yore (Costs 2 Actions). Ancient weapons embedded in Alyxian's hide detach from Alyxian and fly about in a 10-foot-radius sphere centered on a point Alyxian can see within 60 feet of himself. A creature takes 18 (4d8) slashing damage when it enters that area for the first time on a turn or starts its turn there. The effect lasts until the end of Alyxian's next turn, when the weapons return to Alyxian and embed themselves in his hide once again (causing him no harm).","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Lawful Evil","Expansion":13016,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Amadeus Filius Christianus","description":"Amadeus is the eldest son of Christianus, whom the group has met in the previous scene. This dwarf in his mid-thirties is even taller than his father, almost 5.3 feet (1.6 meters). He has his father’s dark hair and the striking blue eyes of his mother. Amadeus looks extremely attractive in his shiny uniform and has already achieved a high rank in the legion of Polupolis. He commands the first century of the first cohort and will therefore lead the first cohort if there is a battle. A soothsayer once predicted a brilliant career to the young man and he is determined to make it come true. Yes, he is quite vain. Traits Protection. When a creature Amadeus can see attacks a target other than him that is within 5 feet of him, he can use his Reaction to impose disadvantage on one of its attack rolls once per turn. Second Wind. On his turn, he can use a bonus action to regain 12 (1d10 + 7) hit points once per day. Improved Critical. Amadeus‘ weapon attacks score critical hits on a roll of 19 or 20. Actions Multiattack. Amadeus makes two attacks with his pilum. Pilum +2. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Fighter)","Expansion":30058,"Challenge Rating":3},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Amak","description":"I am Ashbound, one of many who know that all arcane and divine magic that isn't tied to nature is unnatural. I am one of many who protects the Eldeen Reaches from that perversion. I am one of many who know that the Wardens of the Wood and the Great Druid Oalian are foolish to think there can be a balance between nature and civilization. I am one of many who know that building a lightning rail along Lake Galifar south of our woods cannot be allowed. I am one of many who know it will lead to the inevitable destruction of that which must be protected with our very lives. Traits Innate Spellcasting (Psionics). Your innate spellcasting ability is Intelligence. You can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Spellcasting. Amak's spellcasting ability is Wisdom (+4 to hit with spell attacks, spell save DC 12). She regains her expended spell slots when she finishes a short or long rest. She knows the following druid spells: Cantrips (at will): infestation, primal savagery 1st level (2 slots): cure wounds, speak with animals, thunderwave Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Actions Attack. You can attack when you take this action, using the following: Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 1d6 + 1 bludgeoning damage or 1d8 + 1 bludgeoning damage when used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith, Orc)","Expansion":24690},"publisher":"Gnome Made Games","book":"An Elf and an Orc Had A Little Baby"},{"name":"Amalgam","description":"Traits Immutable Form. The amalgam is immune to any power, spell, or effect that would alter their form. Lake Rebirth. If destroyed, the amalgam reforms in the Lake of Rot 24 hours later with all their hit points. Primordial Influence. A dazed enemy who starts their turn within 20 feet of the amalgam must make a DC 16 Wisdom saving throw. On a failed save, that creature’s body is altered in an otherworldly way of the GM’s choice—they might flicker in and out of reality, sprout miniature fingers from their fingers, or have their physical form altered in a similarly alien way. This alteration doesn’t affect the creature’s game statistics. A cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect reverses this alteration. While altered in this way, a creature must repeat the saving throw whenever they finish a long rest. On a failed save, their previous alteration worsens or they experience another chaotic alteration of the GM’s choice. If a creature fails this saving throw three times after their initial alteration, they transform into an amalgam controlled by the GM, and only a wish spell can restore the creature to their original form. Viscous Vicinity. The amalgam envelops their surroundings in their shifting reality. The area within 20 feet of them is difficult terrain for other creatures. Actions Multiattack. The amalgam makes two Reality Rend attacks. They can replace one attack with a use of Pull. Reality Rend. Melee Power Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) psychic damage, and the target must succeed on a DC 16 Wisdom saving throw or be dazed until the start of the amalgam’s next turn. Pull. The amalgam warps reality around up to three creatures they can see within 60 feet of them. Each target must succeed on a DC 16 Strength saving throw or be pulled up to 30 feet directly toward the amalgam.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Aberration","Alignment":"Typically Chaotic Neutral","Expansion":28288,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Amalgamation","description":"Amalgamation Formed only in places where dimensional rifts are torn open, this blasphemous abomination is a conduit by which beings from realms of chaos untold can enter our world. It is an interdimensional cancer which infects our earth.” - Eldrick Runeweaver","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Aberration","Alignment":"Chaotic Evil","Expansion":21300,"Challenge Rating":23},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Amalgamite Swarm","description":"Originally forged as a self-replicating tool by a now-extinct race of artificers, these tiny animated machines were subverted by the Hegemony, used to destroy their creators, and then utilized by the Ultari as a weapon of conquest. By itself, each individual amalgamite component has sentience but little more. However, when they bring themselves together to form into insect-like amalgamite units, a hive-like consciousness forms. Amalgamites are inextricably bound to follow their programmed commands but they have the capacity to learn and are often quite cunning in how they follow out their orders. Metal Destroyers. Amalgamites use their acidic spittle to break down small qualities of common minerals for energy to sustain themselves. They can also rapidly self repair damaged or broken components, but this requires considerably more energy. The process of creating amalgamites is complex and a closely guarded secret, but amalgamites can replicate by themselves. This requires qualities of refined metal imbued with significant amounts of magical energy. 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Although they typically interact with mortals in the guise of a human wizard, Amaranthyst is in fact an ancient delerium dragon * . Indeed, the dragon's unique complexion of crystalline purple scales and gemstone-like features is the namesake of the Amethyst Academy itself.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Source":"custom","Alignment":"chaotic neutral","Expansion":29025,"Challenge Rating":24},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Amarodial the Bitterheart","description":"The Ancient Black Dragon of the Shadowfens is among the oldest living dragons in the known world. Residing in the ruins of Tolan's Keep, this dragon has a history of torment against the people of the Eastern Vales. While occasionally adventurers and even armies mustered in the Vales take up arms against the dragon, these attempts to drive the beast from the Shadowfens have never succeeded. Most now avoid venturing into the northern reaches of the marsh. Sometimes, when the wetlands are letting off ample mist, you can see the shadow of black wings soaring through the swamp gasses. Amarodial has a lasting rivalry with Commander Callisto of the Caspian Scalebreaker Legion, who lives just over the southern mountain range. The two have fought several great battles. Amarodial loves conflict, and thrives on devouring those foolish enough to believe they can defeat them. Some say that the ruined castle that they use as a lair is filled with thousands of bones from those the great dragon has feasted upon.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Source":"custom","Alignment":"Chaotic Evil","Expansion":29025,"Challenge Rating":21},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Amazon Warrior","description":"Amazon warriors are famed for being fearsome and cruel fighters. The war-cries of Amazons are enough to cause despair even in the bravest foes.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any chaotic alignment","Expansion":4963,"Challenge Rating":2},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Amazon Warrior","description":"A member of the tribe of proud war-like people, which typically is only formed by women. They are expert riders, sharpshooters and front-line fighters. They are all considered daughters of the God of War and many of them have been blessed by him, granted a war spirit that takes the form of a powerful steed. The steeds are only as powerful as the warriors themselves, so the most remarkable of Amazons are known to soar the skies atop Pegasi. The Amazon's Steed The mount of the Amazon Warrior should be stronger than the average specimen of its kind. Enhancements. The steed should possess 45 additional hit points, the Evasion trait and 18 AC. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Blessed Rider. The warrior cannot be dismounted against her will. Charging Assault. If the warrior moves at least 15 feet straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra 10 (3d6) damage of the weapon's type. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away and knocked prone. Deadeye. The warrior adds +2 bonus to all attack rolls made with ranged weapons. Magic Weapons. The warrior's weapon attacks are magical. War-Blessed Marksman. A ranged weapon deals one extra die of its damage when the warrior hits with it (included in the attack). War God's Child. The warrior deals an additional 9 (2d8) radiant damage with all attacks. Actions Multiattack. The warrior makes three weapon attacks with her longsword or longbow. The warrior can replace a longsword attack with a shield bash. Longsword (One-Handed). Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 9 (2d8) radiant damage. Longsword (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 9 (2d8) radiant damage. Longbow. Ranged Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) radiant damage. Shield Bash. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is large sized or smaller, it must make a DC 15 Strength saving throw or be knocked prone or pushed back 5 ft. (warrior's choice) Bonus Actions Second Wind (Recharges after a short or long rest). The warrior regains 20 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":9},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Amazon's Steed","description":"","properties":{"Category":"Monsters"},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Ambient Spirit Eye","description":"Spirit eyes are ectoplasmic servants summonable by Dowda. They appear as different-colored, 5-foot-radius, floating eyes (note separate entries for each below). Every spirit eye has an ethereal and extensible energy strand attached to it that links back to Dowda and allows him to see what they see. Dowda maintains total control of the eyes' spiritual states. He can mentally command them at great distances, immediately recall them, or even remanifest them in different guises and for different purposes. They move by a form of enhanced levitation. These creatures have been summoned to guard the four glass panes of Dowda’s Lantern . They immediately attack anything entering through the panes during the lantern’s mastering process, using the special attack described below at a rate of once per turn. They are never present after the lantern has been mastered. If killed, a spirit eye disappears without a trace. Fire Aura . Any creature that starts its turn within 10 feet of the eye takes 5 (1d10) fire damage. Magic Resistance . The eye has advantage on saving throws against spells and other magical effects. Spell Immunity . The banishment and polymorph spells have no effect on the eye. Actions Multiattack . The eye uses Fire Crash twice. Fire Crash . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Burning Teleportation . The eye chooses one creature it can see within 60 feet of it. That creature must make a DC 13 Constitution saving throw. On a failure, the creature takes 10 (3d6) fire damage and is teleported to an unoccupied space the eye can see within 60 feet of the eye. On a success, the creature takes half as much damage and as isn’t teleported. Reactions Puff of Smoke . When a creature gets within 5 feet of the eye, the eye can teleport to an unoccupied space that it can see within 30 feet.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Unaligned","Expansion":22851,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Ambitious Assassin","description":"Wax earplugs are essential adventuring equipment, in my opinion. Chasing villains through a rowdy city? Solved. Faced with whispering, beguiling enchantments? Solved. Desperate for some peace and quiet in a busy tavern? Solved. Appropriate for tier 1 play (levels 1 to 4), the ambitious assassin is a Humanoid who might be a charming manipulator or a ruthless killer. Traits Legendary Resistance (2/Day). If the assassin fails a saving throw, it can choose to succeed instead. Actions Multiattack. The assassin makes two Poison Blade attacks. Poison Blade. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 5 (1d10) poison damage. Reactions Uncanny Dodge. When an attacker the assassin can see hits the assassin with an attack, the assassin halves the attack’s damage against it. Legendary Actions The assassin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The assassin regains all spent legendary actions at the start of its turn. Cunning. The assassin escapes nonmagical restraints and ends the grappled condition on itself, then moves up to its speed without provoking opportunity attacks. Stab (Costs 2 Actions). The assassin makes one Poison Blade attack. Vanishing Escape (Costs 3 Actions). The assassin creates a sudden distraction, such as a cloud of disorienting smoke or flash of dazzling light, filling a 10-foot cube within 5 feet of the assassin. Each creature of the assassin’s choice in that area takes 9 (2d8) psychic damage, and the assassin has the invisible condition. This invisibility lasts until the end of the assassin’s next turn.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":27234,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Ambush Drake","description":"Traits Pack Tactics. The drake has advantage on an attack roll against a creature if at least one of the drake’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Surprise Attack. If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"unaligned","Expansion":4500,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Ambush Drake","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Pack Tactics. The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated. Surprise Attack. If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"unaligned","Expansion":7391,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Ambush Drake","description":"Ambush drakes are often found in the service of draconic-speaking creatures, such as kobolds and lizardfolk. They are either used as guards or as trackers. Ambush Hunters. In the wild, ambush drakes hunt in packs, often dividing their numbers - one group lies waiting in ambush while another drives their prey to the ambush spot. Ambush drakes use a combination of their poisonous bite and slowing breath to immobilize their targets as the rest of the pack swoop in for the kill. Traits Ambusher. The drake has advantage on initiative rolls. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. If the attack roll has advantage, the target also takes 3 (1d6) piercing damage. Slowing Breath (Recharge 5–6). The drake exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ameon Trask","description":"Ameon Trask is one of Baron Drelev’s right-hand thugs. He is an unpleasant “pig of a man” who—despite being a poor leader—has been put in charge of one of the first military operations made against the PCs’ kingdom. Ameon Trask can also play the role of a bounty hunter or even a specialist in a thieves’ guild in other campaigns, as the balance between frontline combatant and stealthy stalker allows him to fit a wide range of villainous roles. Traits Brave. Ameon has advantage on saving throws against being frightened. Special Equipment. Ameon has two elemental gems (red corundum) and a potion of greater healing . Actions Multiattack. Ameon makes three shortsword attacks (two main hand and one offhand). Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage and the target must make a DC 14 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 +4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Amerta","description":"Amerta are enigmatic and little-understood protectors of the erahthi, arising from the impenetrable forests of Kir-Sharaat when its people are threatened or in dire need. Appearing as a twisting serpentine form of melded vines and plants resembling a dragon, the amerta is actually composed from the amalgamated bodies of thousands of erahthi and is believed to contain a gestalt of all of its constituent bodies’ experiences. Legends of the Past. Erahthi history speaks of the amerta as much more active in the ancient past during the war with the zahajin. Erahthi tales tell of dozens of amerta crashing into the depths of the Darkwild, doing battle with ancient and unspeakable fey allies of the zahajin. Perhaps because of this tremendous activity and sacrifice, few amerta are believed to exist in the modern day. It is assumed that amerta hibernate for long periods of time, only awakening when called by force and purpose only an amerta understands. It is also possible that the amerta wake only during certain alignments of the cycles of moons on Kir-Sharaat. Given the fact that no amerta has been seen since the taur stole one of Kir-Sharaat’s moons, the latter hypothesis seems likely, but the creatures are so shrouded in mystery that not even the eldest of the erahthi can say. The Tritarch claim that the amerta are extensions of their divine will, representing the more destructive and primal forces of nature and are only partly under their control. However, like much pertaining to the full extent of the Tritarchs’ power, little proof has been afforded to these claims, and most erahthi are content to take this notion at face value. On the handful of occasions an amerta appeared during the Century War, the losses suffered by Hierarchy forces were catastrophic. However, there seemed to be no rhyme or reason to the timing or nature of these attacks. Amerta were nowhere to be seen during the Scourge of Kir-Arkhal, which claimed more than ten thousand erahthi lives. Sleeping Giants. An amerta is generally peaceful and slow to anger, though once threatened it is relentless in its wrath. Once roused, these implacable hunters do not pause until the offending foe has been destroyed; no quarter is given to one who has slain erahthi within its sight. In combat, an amerta usually begins by flying around the foes, casting preparatory spells such as animate plants to entangle the enemy while it observes their capabilities. It then uses its breath weapon and charges into melee, using its slam attacks to further entangle foes. Mystic Oracles. Erahthi practicing occult mysticism and divination have sought the counsel of amerta for centuries to no avail. Cabals of knowledge-seeking erahthi operating within Kir-Sharaat desperately cling to the notion that the secrets of their people’s genesis and the very power the Tritarch command is contained within these enigmatic entities and go as far as to claim that by ensnaring the power of an amerta, they could control the very Tritarch themselves. An Amerta's Lair The amerta dwells in the dense hearts of the oldest forests of a given world. Thick vines and dense foliage make travel nearly impossible for creatures restricted to walking at ground level. Throughout the forest, awakened trees and shrubs dot the area, providing a network of eyes and guardians. The amerta’s liar resembles a large nest of vines and fallen trees that the creature slithers into when laying dormant. A dormant amerta is indistinguishable from a dense thicket of vines. Lair Actions On initiative count 20 (losing initiative ties), the amerta takes a lair action to cause one of the following effects; the amerta can’t use the same effect two rounds in a row: Foliage animates around one creature that the amerta can see within 120 feet of it. The creature must succeed on a DC 17 Strength saving throw or take 11 (2d10) bludgeoning damage and become restrained by the foliage (escape DC 17). A tree within 120 feet that the amerta can see animates, gaining the statistics of an awakened tree, except that it does not gain a Speed. The awakened tree attacks nearby intruders to the best of its ability for 1 round, and then reverts to a normal tree. Regional Effects The region containing an amerta’s lair is protected by the same life energy that animates the creature. This creates one or more of the following effects: Plants within 1 mile of the amerta’s lair gain a limited sentience and the ability to detect creatures that are not native to the forest where the lair is, transmitting the information to the amerta through the interconnected root systems of the forest. This allows the amerta to extend its tremorsense to include the entire area within 1 mile of its lair. The amerta cannot take any other actions while using this extended range. Creatures of the beast, fey, and plant types within 1 mile of the amerta’s lair are friendly with the amerta and follow any intruders to ensure they are not damaging the forest or its normal inhabitants. 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The purple-robed arcanists study ancient ruins, maintain their magical strongholds, and accompany nobles, kings, and dukes on errands or participate as members of their council. The Academy's mages are known well throughout the continent and are always identifiable.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Amethyst Dragon Wyrmling","description":"Which came first, the gem or the dragon? Not a riddle, actually—it was the dragon. -Fizban Amethyst Dragons Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes. Royal Purple When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods. Cosmological Study Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it. Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places. Hoarded Arcana In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard. An Amethyst Dragon's Lair Amethyst dragons make their lairs in caves next to or under secluded pools and lakes, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in their lairs. The challenge rating of a legendary amethyst dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Imprisoning Force. The dragon casts the forcecage spell, using its spell save DC and requiring no spell components. The spell ends early if the dragon uses this lair action again or dies. Spatial Projection. The dragon chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon's spaces at the same time, the dragon is affected only once. Regional Effects The region surrounding a legendary amethyst dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Background Check. Once per day, the dragon can cast the legend lore spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell's subject. Crystal Profusion. Amethyst crystals and geodes form along muddy shores and lake beds within 6 miles of the lair. Thriving Wildlife. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters yields twice the usual amount of food. Watery Sight. Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any body of water in that region. If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10 days. The existing abundance of amethysts remains, but new crystals and geodes form at a normal rate. Traits Amphibious. The dragon can breathe both air and water. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) force damage. Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 15-foot cone. Each creature in that area must make a DC 13 Strength saving throw. On a failed save, the creature takes 22 (5d8) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13): 1/day each: protection from evil and good , Tenser's floating disk , unseen servant","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon (gem)","Alignment":"typically neutral","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Amidor the Dandelion","description":"This 3-foot-tall talking dandelion finds poetry in everything and is quick to fall head over heels in love. A humble idealist, Amidor never puts its own needs above the needs of others. Alignment. Neutral good. Personality Trait. “My speech drifts into flowery verse, if you’ll pardon the pun. Allow me to demonstrate: Do not cry, my love! Let me catch your tears as faeries collect morning dew. Let me lift your spirits like a seed on the breeze!” Ideal. “The pursuit of true love compels me! Never shall I wilt if I have such a cause to champion.” Bond. “The beautiful Pollenella—a vision in stripes.” Flaw. “I cannot resist a pretty face or a heavenly scent.” Traits Speak with Beasts and Plants. Amidor can communicate with Beasts and Plants as if it shared a language with them. Actions Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. Seed Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. Reactions Parry. Amidor adds 2 to its AC against one melee attack that would hit it. To do so, Amidor must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"neutral good","Expansion":11857,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Amilia","description":"Fighting Amilia Determined to leave no witnesses with knowledge of her betrayal alive, the characters' meeting with Amilia is bound to end in a fight. Amilia's Tactics. Driven by her cursed blade, Amilia initiates combat by attacking the nearest unsuspecting target. She can also use the magic granted to her by her profane pact with her dark blade to bend the characters to her will and pit them against each other. While carrying the betrayer's blade , Amilia fights on until she is reduced to 0 hit points. Betrayer's Blade. Amilia's cursed dagger is the driving force behind her murderous madness. As she draws it in anger, characters with passive Perception of 15 or higher notice that it's pulsating with dark energy. A character who succeeds on a 15 Intelligence (Arcana) check or Wisdom (Insight) check realizes that it likely has something to do with her corruption. If the characters can disarm her and either attune to the betrayer's blade themselves (by simply grasping it) or put it out of her reach (such as by throwing it into the Timber Gully), she is no longer overcome by insanity and tries to surrender. Aimon. If Amilia manages to stab Aimon before or during the combat, he is reduced to 0 hit points and is dying. You can roll Death saving throws for him as you would for a player character, giving the characters a chance to revive him. If he regains consciousness, he can alert the characters to the evil power of Amilia's dagger by croaking: “Her blade... evil. She is... not... herself.” Beyond that, Aimon can offer little help during the fight in his weakened state.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Evil","Expansion":32062,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Amiri (Level 1)","description":"Amiri often claims to wield the power of giants and indicates her oversized sword as proof. Despite her bravado and fearlessness, she has an equally large need to prove her strength and find a place to belong. If the PCs treat her with respect, she might come to see them as her new family and eagerly protect them and their kingdom with all her considerable ferocity. Amiri relies mostly on her incredible strength and bravery. She has little patience for academics, intrigue, or indirect approaches—and abhors cowards. Often crude, always hot-tempered, and continually full of impulsive bravado, she is perfectly aware of how strong and tough she is. As a result, Amiri stands ready to prove her bravery and might. No one would be faulted for thinking the boastful, brawny, and bull-headed barbarian fears nothing—she hides her insecurities about her past and her fear of not being allowed to belong deftly. Her confidence in her own capabilities can be, at times, misplaced or overestimated, but Amiri is not foolhardy. Faced with a situation where she has to admit that brute force won’t prevail, her typical response is to seek other methods of success while continuing to hone her skills and increase her power. If such an alternative plan doesn’t work, at least she has a good excuse to rely on what she knows best: brute force. Amiri values her oversized sword, and isn’t easily persuaded to wield another weapon, although she will do so begrudgingly if tactics demand it. Traits Equipment. Amiri wields an oversized sword which functions in her hands as a greatsword. She wears hide armor and carries an explorer’s pack, javelins (4), chalk (10 pieces), a grappling hook, antitoxin, a potion of healing , a dagger +1 (which she doesn’t use herself but could potentially gift to the PCs), and a belt pouch containing 80 sp. Rage (2/Day). While raging, Amiri gains +2 damage to melee attacks using Strength, has resistance to bludgeoning, piercing, and slashing damage, and advantage on Strength checks and Strength saving throws. She can’t cast spells or concentrate on them while raging. Her rage lasts for 1 minute. It ends early if she is knocked unconscious or if her turn ends and she hasn’t attacked a hostile creature since her last turn or taken damage since then. She can also end her rage on her turn as a bonus action. Unarmored Defense. When not wearing armor, Amiri’s AC equals 10 + her Dex modifier + her Con modifier. Actions Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Amiri (Level 11)","description":"Amiri often claims to wield the power of giants and indicates her oversized sword as proof. Despite her bravado and fearlessness, she has an equally large need to prove her strength and find a place to belong. If the PCs treat her with respect, she might come to see them as her new family and eagerly protect them and their kingdom with all her considerable ferocity. Amiri relies mostly on her incredible strength and bravery. She has little patience for academics, intrigue, or indirect approaches—and abhors cowards. Often crude, always hot-tempered, and continually full of impulsive bravado, she is perfectly aware of how strong and tough she is. As a result, Amiri stands ready to prove her bravery and might. No one would be faulted for thinking the boastful, brawny, and bull-headed barbarian fears nothing—she hides her insecurities about her past and her fear of not being allowed to belong deftly. Her confidence in her own capabilities can be, at times, misplaced or overestimated, but Amiri is not foolhardy. Faced with a situation where she has to admit that brute force won’t prevail, her typical response is to seek other methods of success while continuing to hone her skills and increase her power. If such an alternative plan doesn’t work, at least she has a good excuse to rely on what she knows best: brute force. Amiri values her oversized sword, and isn’t easily persuaded to wield another weapon, although she will do so begrudgingly if tactics demand it. Traits Equipment. Greatsword +2 , hide armor +2 , explorer’s pack, javelins (4), chalk (10 pieces), a grappling hook, antitoxin, potions of healing (3), and a belt pouch containing 80 sp. Brutal Critical. Amiri rolls one additional weapon die when determining the extra damage for a critical hit with a melee attack. Danger Sense. Amiri has advantage on Dexterity saving throws against effects she can see, if she is not blinded, deafened, or incapacitated. Feral Instinct. Amiri has advantage on initiative rolls. If she is surprised at the beginning of combat and isn’t incapacitated, she can act normally on her first turn, but only if she enters a rage before doing anything else on that turn. Frenzy. Amiri can go into a frenzy when she rages. If she does so, for the duration of the rage she can make a single melee weapon attack as a bonus action on each of her turns after this one. When her rage ends, she gains one level of exhaustion. Intimidating Presence. Amiri can use her action to frighten someone with her menacing presence. She chooses one creature that she can see within 30 feet of her. If the creature can see or hear her, it must succeed on a DC 13 Wisdom saving throw or be frightened of her until the end of her next turn. On subsequent turns, she can use her action to extend the duration of this effect on the frightened creature until the end of her next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, she can’t use this feature on that creature again for 24 hours. Mindless Rage. Amiri can’t be charmed or frightened while raging. If she’s charmed or frightened when she rages, the effect is suspended for the duration of the rage. Rage (4/Day). While raging, Amiri gains +3 damage to melee attacks using Strength, has resistance to bludgeoning, piercing, and slashing damage, and advantage on Strength checks and Strength saving throws. She can’t cast spells or concentrate on them while raging. Her rage lasts for 1 minute. It ends early if she is knocked unconscious or if her turn ends and she hasn’t attacked a hostile creature since her last turn or taken damage since then. She can also end her rage on her turn as a bonus action. Reckless Attack. When Amiri makes her first attack on her turn, she can decide to attack recklessly. Doing so gives her advantage on melee attack rolls using Strength during this turn, but attack rolls against her have advantage until next turn. Relentless Rage. If Amiri drops to 0 hit points while she’s raging and doesn’t die outright, she can make a DC 10 Constitution saving throw. If she succeeds, she drops to 1 hit point instead. Each time she uses this feature after the first, the DC increases by 5. When she finishes a short or long rest, the DC resets to 10. Unarmored Defense. When not wearing armor, Amiri’s AC equals 10 + her Dex modifier + her Con modifier. Actions Multiattack. Amiri attacks twice with her greatsword, or she makes two melee attacks with a javelin. Greatsword +2. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Ammalia Cassalanter","description":"The vainglorious lady of House Cassalanter is schooled in the arcane arts. Like her husband Victoro, she worships Asmodeus. When they were young, Ammalia and Victoro signed a contract with the archdevil, trading the souls of their children for power, good health, and long life. The soul of Osvaldo, their eldest son, was taken immediately, and he was transformed into a chain devil. The souls of the younger twins, Terenzio and Elzerina, will be taken when they turn nine years old. A provision in the contract allows the Cassalanters to buy their way out of it, but doing so requires a tremendous amount of coin and a mass sacrifice of unfortunate people. While Victoro hunts for Dagult Neverember’s lost cache of gold, Ammalia makes plans to host a poisoned feast in celebration of Founders’ Day. Ammalia is well mannered, well read, well traveled, and exceptionally shrewd. She is known for driving a hard bargain. Her hobby is lepidopterology, and her estate has the most beautiful butterfly garden. She allows her youngest children to play in the garden under her supervision. Traits Spellcasting. Ammalia is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): friends, mage hand, mending, message 1st level (4 slots): charm person, mage armor, magic missile 2nd level (3 slots): hold person, invisibility, suggestion 3rd level (3 slots): fireball, haste, tongues 4th level (3 slots): confusion, stoneskin 5th level (1 slot): hold monster Actions Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7393,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Ammit","description":"The fearsome ammit, also known as the \"Eater of Hearts,\" is a terrifying demon that has a hybrid body composed of different ferocious animals. It possesses the head, upper back, and tail of a crocodile, the mane, neck, and front limbs of a lion, and the body and rear legs of a hippopotamus. Soul Devourer. The ammit is driven by its insatiable hunger for devouring the hearts of wretched mortals. By doing so, it sends the souls of its victims to the Abyss, where they are transformed into low-ranking demons. It is summoned by cultists or dispatched by demon lords to carry out this task. The ammit serves as an instrument of punishment and a means for its demon lord master to amass an army. The ammit takes great pleasure in its gruesome duty, reveling in tearing apart its victims limb from limb before consuming their hearts. Bringer of Woe. The ammit is an incredibly imposing creature to face in combat, large in size with a muscular build. Its powerful bite and claws are formidable weapons and its thick hide provides substantial protection, allowing it to withstand most attacks. The ammit is also a dangerous magic-user, possessing the ability to bestow curses, inflict diseases, and summon plagues upon its foes. In addition, the ammit can paralyze a creature with fear by its glare alone. The ammit's magical abilities, combined with its physical strength, make the demon an instrument for suffering and despair. Traits Hold Breath. The ammit can hold its breath for 1 hour. Magic Resistance. The ammit has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ammit makes one Bite attack and two Claw attacks. It can use Devour Heart or Baleful Glare in place of its Bite attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the ammit can't use its Bite attack on another target. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Devour Heart. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated creature or one creature grappled by the ammit. Hit: 15 (2d10 + 4) piercing damage plus 14 (4d6) necrotic damage. If this damage reduces the creature to 0 hit points, the creature's heart is devoured by the ammit, the creature dies, and the ammit regains hit points equal to the half the maximum hit points of the creature. Unless the ammit is slain within 1 minute of this action, the creature's soul is sent to the Abyss and only a wish spell followed by a true resurrection spell can restore the creature to life. Constructs and Demons are immune to this effect. Baleful Glare. The ammit targets one creature it can see within 60 feet of it. The creature must succeed on a DC 17 Wisdom saving throw. On a failed save, a creature takes 10 (3d6) psychic damage and is frightened of the ammit for 1 minute. A frightened creature is paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't frightened. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ammit's Baleful Glare for the next 24 hours. Teleport. The ammit magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Spellcasting. The ammit casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17): At will: darkness, detect magic, detect thoughts 2/day each: bestow curse, dispel magic, locate creature 1/day each: contagion, insect plague","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ammit the Devourer","description":"The fearsome ammit, also known as the \"Eater of Hearts,\" is a terrifying demon that has a hybrid body composed of different ferocious animals. It possesses the head, upper back, and tail of a crocodile, the mane, neck, and front limbs of a lion, and the body and rear legs of a hippopotamus. Soul Devourer. The ammit is driven by its insatiable hunger for devouring the hearts of wretched mortals. By doing so, it sends the souls of its victims to the Abyss, where they are transformed into low-ranking demons. It is summoned by cultists or dispatched by demon lords to carry out this task. The ammit serves as an instrument of punishment and a means for its demon lord master to amass an army. The ammit takes great pleasure in its gruesome duty, reveling in tearing apart its victims limb from limb before consuming their hearts. Bringer of Woe. The ammit is an incredibly imposing creature to face in combat, large in size with a muscular build. Its powerful bite and claws are formidable weapons and its thick hide provides substantial protection, allowing it to withstand most attacks. The ammit is also a dangerous magic-user, possessing the ability to bestow curses, inflict diseases, and summon plagues upon its foes. In addition, the ammit can paralyze a creature with fear by its glare alone. The ammit's magical abilities, combined with its physical strength, make the demon an instrument for suffering and despair. Ammit the Devourer. The first ammit that ascended in power made the deliberate choice to retain her fearsome form and has since become a demon lord in her own right. Known as Ammit the Devourer, this formidable ammit has grown to an immense size, fueled by her ravenous appetite. Nestled within her palatial residence in the Abyss, she now spends eternity as the unwavering arbiter of judgment. Ammit the Devourer takes perverse delight in her role, gleefully passing verdicts upon mortals, devils, and demons dispatched to her presence by her allies. With a twisted satisfaction, Ammit the Devourer presides over the proceedings, relishing each opportunity to declare the accused as unworthy. As every being is brought before her faux court, the demon lord's eyes gleam with a sinister intensity. She scrupulously examines each creature's deeds, leaving no aspect of their lives unscrutinized. Unfailingly, Ammit the Devourer finds the defendants guilty, further solidifying her conviction in their inherent unworthiness. She revels in the power it wields over their fates, savoring the sadistic pleasure of passing judgment. Once the verdict is pronounced, the countenance of the demon lord turns predatory. Her gaze fixates upon the trembling soul before her, palpable anticipation radiating through the area. The faux court transforms into an arena of terror as Ammit the Devourer hunts, stalks, and ultimately devours her hapless victim. Ammit the Devourer's Lair Ammit the Devourer resides in the ruins of a deplorable peristyle palace full of interconnected cisterns and pools. Such a place is located in a desolate wasteland somewhere in the Abyss. Evil sphinxes, lamias, jackalweres, and lesser demons attend to her. Ammit the Devourer encountered in her lair has a challenge rating of 23 (50,000 XP). Lair Actions On initiative count 20 (losing initiative ties), Ammit the Devourer can take a lair action to cause one of the following magical effects; Ammit the Devourer can’t use the same effect two rounds in a row: A cloud of sand swirls about in a 40-foot-radius sphere centered on a point Ammit the Devourer can see within 120 feet of her. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 22 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ammit the Devourer targets one creature she can see within 120 feet of her. A shadowy bolt streaks from Ammit the Devourer and unerringly strikes the target. The target takes 14 (4d6) necrotic damage and must succeed on a DC 22 Constitution saving throw. On a failed save, the creature becomes unconscious for 1 minute. The target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. Ammit the Devourer summons 1d4 + 1 mummies that appear within 60 feet of her. The mummies act as allies of Ammit the Devourer and obey her commands. The mummies act right after Ammit the Devourer on the same initiative count and fight until they're destroyed. They remain for 1 hour, until they or Ammit the Devourer dies, or until Ammit the Devourer dismisses them as a bonus action. Traits Hold Breath. Ammit the Devourer can hold her breath for 1 hour. Legendary Resistance (3/Day). If Ammit the Devourer fails a saving throw, she can choose to succeed instead. Magic Resistance. Ammit the Devourer has advantage on saving throws against spells and other magical effects. Actions Multiattack. Ammit the Devourer makes one Bite attack, two Claw attacks, and one Tail attack. She can use Devour, Baleful Glare, or Spellcasting in place of her Bite attack. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained, and Ammit the Devourer can't use her Bite attack on another target. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Devour. Melee Weapon Attack: +14 to hit, reach 5 ft., one incapacitated creature or one Large or smaller creature grappled by Ammit the Devourer. Hit: 23 (3d10 + 7) piercing damage plus 21 (6d6) necrotic damage. The creature is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside Ammit the Devourer, and it takes 21 (6d6) necrotic damage at the start of each of Ammit the Devourer's turns. If this damage reduces the target to 0 hit points, the creature dies and its soul is sent to the Abyss, and Ammit the Devourer regains hit points equal to the half the maximum hit points of the creature. Only a wish spell followed by a true resurrection spell can restore the creature to life. Constructs and Demons are immune to this effect. Ammit the Devourer can have only one target swallowed at a time. If Ammit the Devourer dies, a swallowed creature is no longer restrained by her and can escape from the corpse using 10 feet of movement, exiting prone. Baleful Glare. Ammit the Devourer targets one creature she can see within 60 feet of her. The creature must succeed on a DC 22 Wisdom saving throw. On a failed save, a creature takes 21 (6d6) psychic damage and is frightened of Ammit the Devourer for 1 minute. A frightened creature is paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't frightened. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Ammit the Devourer's Baleful Glare for the next 24 hours. Teleport. Ammit the Devourer magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. Spellcasting. Ammit the Devourer casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 22): At will: darkness, detect magic, detect thoughts 2/day each: bestow curse, contagion, dispel magic, insect plague, locate creature 1/day each: circle of death, harm, symbol (as an action) Legendary Actions Ammit the Devourer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ammit the Devourer regains spent legendary actions at the start of her turn. Claw. Ammit the Devourer makes one Claw attack. Glare (Costs 2 Actions). Ammit the Devourer uses Baleful Glare. Tail Sweep (Costs 2 Actions). Each creature in a 10-foot cube originating from Ammit the Devourer must make a DC 22 Dexterity saving throw or take 16 (2d8 + 7) bludgeoning damage and is knocked prone. Abyssal Magic (Costs 3 Actions). Ammit the Devourer uses Spellcasting or Teleport.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":29032,"Challenge Rating":22},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ammonia Vapen","description":"Often found in swamps, toxic fens, or areas plagued with noxious fumes, vapens are elementals composed of a volatile mixture of gases. A vapen appears as swirling clouds, although its abilities, smell, color – or lack thereof – are determined by which type of vapen it is. Ammonia Vapens Ammonia vapens are dense, white vapors that churn and roil like mist and exude a sharp, choking aroma that immediately burn the eyes and skin of their prey. Chlorine Vapens Chlorine vapens manifest as swirling, yellow-green clouds with a pungent odor and emit a hissing sound as their form reacts with moisture in the air, searing organic tissue and corroding metal on contact. Monoxide Vapens Monoxide vapens are odorless, colorless, and nearly imperceptible, appearing only as a slight distortion in the air as they silently suffocate unwitting victims. Suggested Weaknesses A vapen may have a weakness related to its unique type that a character can discover with a successful DC 13 Intelligence (Nature) check: Aqueous Aversion (Ammonia Only). If a gallon or more water is poured over the vapen, it can't take any actions until the end of its next turn. Weak Form (Monoxide Only). If the vapen is exposed to a strong wind such as a gust of wind spell, it takes 2d6 Force damage. Sunlight Hypersensitivity (Chlorine Only). If the vapen starts its turn in sunlight or enters it on its turn, it takes 2d6 Radiant damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Expansion":34474,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Ammut","description":"Lumbering across the sand, these massive monsters have the head of a crocodile, the body of a lion, and the hind quarters of a hippopotamus. Touched by Radiance. Known as \"devourers of the dead\" ammut are said to have descended from a deity whose domain included the judgment of souls. The monsters have maintained a small portion of this heritage, and their blood is valued by alchemists for use in potent healing draughts. Bane of the Undead. Ammut are known to devour the walking dead, often swallowing them whole. The undead persist in the belly of the creature and are eventually absorbed by the ammut, setting the souls of the dead to permanent rest. It is said that powerful priests from distant sand-bound empires ride ammut into battle against undead armies.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"neutral","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Amnizu","description":"Amnizus lead the infernal legions into battle and command⁠ guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they’re also highly intelligent tacticians and unfailingly loyal—qualities that the hellish archdukes value. Guarding the River Styx. Some amnizus perform the critical task of watching over the River Styx from fortresses along the river’s blighted banks, where it flows through Dis and Stygia. Souls arriving in the form of lemures have no personalities or memories; they’re driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals’ pitiful brains and marshal the lemures into legions. Variant: Devil Summoning Some amnizus have an action⁠ that allows them to summon other devils. Summon Devil (1/Day). The amnizu summons 2d4 bearded devils or 1d4 barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can’t summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action⁠. Traits Devil’s Sight⁠. Magical darkness doesn’t impede the amnizu’s darkvision. Innate Spellcasting. The amnizu’s innate spellcasting ability is Intelligence (spell save 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components: At will: charm person, command 3/day each: dominate person, fireball 1/day each: dominate monster, feeblemind Magic Resistance⁠. The amnizu has advantage on saving throws against spells and other magical effects. Actions Multiattack. The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch. Taskmaster Whip⁠. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage. Disruptive Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage. Poison Mind. The amnizu targets⁠ one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu’s next turn. Forgetfulness (Recharge 6). The amnizu targets⁠ one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned⁠ creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned⁠ for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. Reactions Instinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack’s range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu’s Instinctive Charm for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Amnizu","description":"Amnizus lead infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they’re also highly intelligent tacticians and unfailingly loyal—qualities the hellish archdukes value. Some amnizus perform the critical task of watching over the River Styx from fortresses along the river’s blighted banks, where it flows through Dis and Stygia. They collect the souls arriving in the form of lemures (see the Monster Manual ). Lemures have no personalities or memories; they’re driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals’ minds and marshal them into legions. Variant: Devil Summoning Some amnizus have an action that allows them to summon other devils: Summon Devil (1/Day). The amnizu summons 2d4 bearded devils or 1d4 barbed devils (both appear in the Monster Manual ). A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can’t summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action. Traits Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision. Magic Resistance. The amnizu has advantage on saving throws against spells and other magical effects. Actions Multiattack. The amnizu uses Blinding Rot or Forgetfulness, if available. It also makes two Taskmaster Whip attacks. Taskmaster Whip. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 16 (3d10) force damage. Blinding Rot. The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu’s next turn. Forgetfulness (Recharge 6). The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or take 26 (4d12) psychic damage and become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. Spellcasting. The amnizu casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19): At will: command 3/day: dominate monster 1/day: feeblemind Reactions Instinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack’s range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu’s Instinctive Charm for 24 hours.","properties":{"Category":"Monsters","Size":"Medium ","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Amnizu","description":"Amnizus are greater devils that lead infernal legions into battle and command guardians at the gateways to the Nine Hells. Amnizus are arrogant, bullying, and ruthless, but they’re also highly intelligent tacticians and unfailingly loyal—qualities that archdevils value. Some amnizus perform the critical task of watching over the River Styx from towers and fortresses along the river’s blighted banks. For this reason, amnizus are also known as Styx devils. Variant: Devil Summoning Some amnizus have an action that allows them to summon other devils. Summon Devil (1/Day). The amnizu summons 2d4 bearded devils or 1d4 barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can’t summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action. Traits Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision. Innate Spellcasting. The amnizu’s innate spellcasting ability is Intelligence (spell save 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components: At will: charm person, command 3/day each: dominate person, fireball 1/day each: dominate monster, feeblemind Magic Resistance. The amnizu has advantage on saving throws against spells and other magical effects. Actions Multiattack. The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch. Taskmaster Whip. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage. Disruptive Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 44 (8d10) necrotic damage. Poison Mind. The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu’s next turn. Forgetfulness (Recharge 6). The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours. Reactions Instinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack’s range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu’s Instinctive Charm for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Amnizu (Descent)","description":"Amnizus are greater devils that lead infernal legions into battle and command guardians at the gateways to the Nine Hells. Amnizus are arrogant, bullying, and ruthless, but they’re also highly intelligent tacticians and unfailingly loyal—qualities that archdevils value. Some amnizus perform the critical task of watching over the River Styx from towers and fortresses along the river’s blighted banks. For this reason, amnizus are also known as Styx devils.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Amoeba Swarm","description":"A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. Although happy to prey on creatures smaller than it, the giant amoeba’s constant hunger often drives it to attack larger prey, such as humanoids. Amoeba Swarms. An amoeba swarm is a mobile group of amoebas, each about the size of a coin. Giant amoebas may cleave off tiny portions of their substance, which can then become amoeba swarms. At other times, a giant amoeba can spontaneously transform into a swarm, usually if the giant amoeba is starving or in an area with a high concentration of magic. Likewise, a well-fed amoeba swarm may fuse into a single giant amoeba. When an amoeba swarm is found in the vicinity of a giant amoeba, the two oozes ignore each other. A giant amoeba in the space of an amoeba swarm takes no damage from the swarm’s attacks and does not run the risk of becoming distracted as a result of being in the swarm.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny oozes","Alignment":"unaligned","Expansion":32483,"Challenge Rating":1},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Amphibolt","description":"This large, frog-like amphibian has a rocky hide with rows of quartz-like crystals along its length. Green lightning crackles across its exterior as it prepares to jump. Amphibolts gained their name from their appearance, their lightning-infused jumps, and quick tongues. Arcane Origins. Amphibolts are commonly found in swamps befouled by magical runoff, tainted by planar energies, blasted with magic, or used as dumping sites for failed arcane experiments. These magical energies permeate the region's waterways, transforming ordinary frogs into dangerous predators. This transformation turns the frog's skin into dark gray amphibole with green quartz crystals growing out of it. Two prominent ridges of crystals grow from their backs, enhancing their stormy-green electric bolts. Kept by Hags. Amphibolts prey upon whatever fits in their mouths, but they do not attack hags. Inexplicably, they treat all hags with deference that borders on adoration. Hags often keep the magical monstrosities as guardians or mounts. Amphibolts are an excellent way to travel in swampy environments. Additionally, the amphibolt's omnivorous diet means they can feed on most things in the swamp or anything that wanders its way in, such as hapless adventurers. Amphibious. The amphibolt can breathe air and water. False Appearance. While the amphibolt is motionless, it is indistinguishable from a large rock formation. Lightning Leap. The amphibolt's long jump is 30 feet with or without a running start. Creatures in the amphibolt's path must make a DC 15 Dexterity saving throw. On a failure, a creature takes 7 (2d6) bludgeoning damage and 7 (2d6) lightning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. Actions Multiattack. The amphibolt makes two Bite attacks, or it makes one Electric Tongue attack and uses Swallow. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage. Electric Tongue. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 7 (2d6) lightning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained, and the amphibolt can't make an Electric Tongue attack against another target. Swallow. The amphibolt makes one Bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the ambphibolt, and it takes 10 (3d6) lightning damage at the start of each of the amphibolt's turns. The amphibolt can have only one target swallowed at a time. If the amphibolt takes 15 damage or more on a single turn from the swallowed creature, the amphibolt must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the amphibolt. If the amphibolt dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Amphiptere","description":"The amphiptere is most commonly found as a flight of gold-crested, bat-winged serpents bursting from the foliage. Tiny Wyverns. An amphiptere has batlike wings and a stinger similar to a wyvern’s at the end of its tail. Their reptilian bodies are scaly, but their wings sprout greenish-yellow feathers. Swooping and Swift. They are surprisingly maneuverable in spite of their size, able to change direction suddenly and make deadly hit-and-run strikes. They swoop in and out of combat, snapping at targets with their needlelike teeth and striking with their envenomed stingers. Once a foe is poisoned and injured, they hover closer in a tightly packed, flapping mass of fangs, battering wings, and jabbing stingers. Strength in Flocks. Despite their fighting ability, amphipteres are not particularly brave. Most often, they tend to lurk in small flocks in dense foliage, where they can burst forth in a flurry of wings when prey comes within view. They display surprising cunning and tenacity in large groups; they may harass foes for minutes or hours before closing in for the kill. Traits Flyby: The amphiptere doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Swarming: Up to two amphipteres can share the same space at the same time. The amphiptere has advantage on melee attack rolls if it is sharing its space with another amphiptere that isn’t incapacitated. Actions Multiattack: The amphiptere makes one bite attack and one stinger attack. Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4) piercing damage. Stinger: Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 7 (1d6 + 4 ) piercing damage plus 10 (3d6) poison damage. The target must make a successful DC 13 Constitution saving throw or be poisoned for 1 hour.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Amphisbaena","description":"Amphisbaena The amphisbaena has a head at either end of its serpentine body, and each head sports venomous fangs. To move, an amphisbaena uses one mouth to grip the neck of its other head, forming a hoop that rolls over the ground.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":5432,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Amphisbaena","description":"Found in Danger at Dunwater , these strange reptiles have a head at either end of their serpentine bodies, each one equipped with venomous fangs. To move, an amphisbaena uses one head to grip the neck of its other head, forming a hoop that rolls over the ground. Traits Two Heads. The amphisbaena has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Actions Multiattack. The amphisbaena makes two bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":3905,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Amphisbaena","description":"Amphisbaena The reclusive amphisbaena is a dreaded viper with a head at either end of its thick, serpentine coils. It travels in a strange, undulant crawl akin to that of a sidewinder, looping the coils of its long body back and forth and keeping both of its heads at the alert. Amphisbaenas are said to have formed from the blood of medusas, and while such stories are highly suspect, the creatures possess a natural immunity to petrification, which make them favored pets of medusas or other creatures with the petrification ability. Adult amphisbaenas can grow up to 14 feet in length and weigh as much as 250 pounds. While their thick coils twitch and ripple with muscle, amphisbaenas are not constrictors; their attacks rely on speed and their deadly venom. Most amphisbaenas have dark red scales with lighter bands or bellies; however, they can be encountered in a variety of colors appropriate to their habitats. The amphisbaena’s two heads can act independently, and the creature can move freely in either direction. In combat, it uses this ability to its utmost advantage, constantly spinning about to change up the direction of its strikes and guarding against enemies attempting to sneak closer or flank it. Unlike most snakes, amphisbaenas are aggressive, attacking anything that enters their territory. While they prefer smaller prey, they have been known to hunt gnomes, halflings, and other small humanoids, and will sometimes attack larger foes if they’re starving or preparing to shed.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":30635,"Challenge Rating":3},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Amrik Vanthampur","description":"Unless the characters attack him at once, Amrik assumes they’ve come to him for a loan. He is more than happy to provide one, up to a limit of 150 gp (the amount currently carried by his bodyguard Vhaltus). Amrik’s terms are simple: he expects repayment in a tenday and charges 25 percent interest on the loan. As a member of the influential Vanthampur family, Amrik has plenty of muscle he can bring to bear against anyone who defaults on a loan, and his family’s influence extends beyond Baldur’s Gate. The characters might try to secure a loan, with or without the intention of paying it back. Characters who plan to rip off Amrik must succeed on a Charisma (Deception) check contested by Amrik’s Wisdom (Insight) check, as described under “Contests” in chapter 7 of the Player’s Handbook . Characters can try to interrogate Amrik for information, but he’s a practiced liar who won’t incriminate himself or any family member he fears, including his mother and older brother. If the characters mention Mortlock, Amrik accuses that “scar-faced hulk” of consorting with the lowest of the low in Baldur’s Gate to bring ruin to their family. Amrik’s utter disdain for his younger brother is palpable, though he won’t admit to his participation in a conspiracy to assassinate Mortlock. If the characters level accusations against him, Amrik tries to shift the blame to Mortlock. Failing that, he invokes his mother’s name and reputation as a shield, hoping the characters will think twice about offending or harming the favored son of Duke Thalamra Vanthampur. Amrik never battles to the death, and he surrenders if he can’t fight, talk, or slither his way out of a perilous situation. If the characters defeat Amrik’s bodyguards and take him prisoner, he does what he’s told until an opportunity to escape presents itself. The staff of the Low Lantern do not intervene.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Amrik Vanthampur","description":"Traits Suave Defense. While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier. Actions Multiattack. Amrik makes three dagger attacks. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Smoke Bomb (1/Day). Amrik hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrik’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Amyrrorgoth, Scion of the Red Wyrm","description":"Once a powerful warlord and feared conqueror, Amyrrorgoth has spent countless centuries trapped in a magical mirror waiting for a hapless or greedy adventurer to find him and free him so that he can continue his oath of vengeance on those who have wronged him. Vengeful Past. Born as Amra to an elven mother, paramour of the great red wyrm Rivenaurlgoth, his father rejected him at birth and sent both Amra and his mother away. After years in seclusion, Amra's mother was killed by elven agents in an attempt on Amra’s life. Amra escaped, blaming both his father and the elves for his misfortunes, and returned to his father's lair where he was taken into his father’s army as a servant. Biding his time through years of private training, he eventually gained the notice of his father’s generals and rose to a position of great power as foremost among them. Having finally gained his father’s trust, Amyr staged a coup and took control of his father’s armies under the ruling name of Amyrrorgoth, turning his gaze upon the cities of the elves for the next stage of his vengeance. Greedy Downfall. Following his coup, Amyrrorgoth found many magic items hidden in his father’s hoard, among which was a deck of many things. Twice rewarded in his greed by cards that gave him victories over elven cities, his third draw from the deck locked him away inside a magical mirror. Without his leadership, his armies crumbled and dispersed, and his reign of terror was all but lost to history. Appearance. Though technically half-elven, Amyrrorgoth’s draconic blood has rendered him more draconic than even the dragonborn. Covered in tough, red scales, Amyrrorgoth also bears his father’s wings and tail and his eyes burn a fiery orange. Once in a position of immense wealth, Amyrrorgoth also wears golden, magical plate armor and wields both a flametongue and a frostbrand longsword, aided by his incredible strength and mastery of weapons. Charming Mirror. Though trapped in a magical mirror, Amyrrorgoth’s innate charm is augmented by the mirror’s properties. As a highly charismatic individual with no ability to alter the world around him beyond that which he can convince others to carry out in his stead, Amyrrorgoth primarily relies on his powerful persuasive (and deceptive) skills to control his puppet leader. However, should that fail, he is capable of casting charm person through the mirror (DC 19 Wisdom saving throw), with the mirror augmenting the spell to last indefinitely (or until he casts the spell again). Trapping Mirror. Amyrrorgoth is also not powerless to defend himself while in the mirror. Individuals who displease him, or who prove to be too dangerous to be allowed to leave with knowledge of his existence, can be trapped in the mirror with Amyrrorgoth where he may either try to kill them or use them as a hostage if possible. Up to three times per day, Amyrrorgoth can activate the mirror, forcing up to four creatures of his choice to make a DC 19 Charisma saving throw or be trapped in the mirror alongside him (along with anything they are wearing or carrying). Amyrrorgoth can release trapped creatures other than himself. Creatures trapped in the mirror don’t need to eat, breathe, or sleep, and they do not age. Plot Hooks Cult of the Great Wyrm. A dragon cult began worshiping the spirit of Rivenaurlgoth, taking his lair as a holy site. Within the lair, they discovered Amyrrorgoth’s mirror, and soon placed him as their leader, aiding him in a search for a ritual that could free him from his bonds. The party must prevent the cult from succeeding. Greed Calls. Word of an abandoned dragon hoard reaches the ears of the party, and a race to win the hoard for themselves is on as adventurers from around the world come seeking the treasures of the fallen dragon. Within the hoard, however, they find only the mirror and Amyrrorgoth promising the victorious party riches beyond imagination should they set him free (he knows the true location of the treasure vaults). At Last, Freedom. After centuries of waiting and searching, Amyrrorgoth’s servants have finally freed him. He now prepares his army for a war unlike any seen in recent history, and it will be up to the party to oppose him. Tactics Amyrrorgoth initially fights with brutal abandon, aiming to deal as much damage and inflict as many Injuries as possible. However, once reduced to half his hit points or fewer he favors use of his Guard legendary action. He takes care to avoid Injuries to his wings, and uses his Legendary Toughness feature to avoid any Injuries to Special Mobility, saving at least one use in case he needs to escape. When rendered Imperiled or reduced below 75 hit points, he uses Reposition to escape, flying away with every action he can take. Traits Weapons Mastery. Amyrrorgoth scores a critical hit with weapon attacks on a roll of 19 or 20. Additionally, he deals an extra die of weapon damage whenever he hits with a weapon attack. Legendary Resistance (3/Day). If Amyrrorgoth fails a saving throw, he can choose to succeed instead. Legendary Toughness (3/Day). When Amyrrorgoth gains an Injury, he can choose to ignore the effects of the Injury until he finishes a long rest. Actions Multiattack. Amyrrorgoth makes three attacks with his Flametongue and one with his Frostbrand, and uses Frightful Presence. He can replace two of these attacks with a Firebolt. Flametongue. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage, plus 7 (2d6) fire damage. This attack’s damage is magical. Frostbrand. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage, plus 3 (1d6) cold damage. This attack’s damage is magical. Firebolt. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage. Frightful Presence. Each creature of Amyrrorgoth’s choice that is within 60 ft. of Amyrrorgoth and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Amyrrorgoth’s Frightful Presence for the next 24 hours. Bonus Actions Breath of the Half-Dragon (recharge 4-6). Amyrrorgoth breathes fire in a 15-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one. Legendary Actions Amyrrorgoth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Amyrrorgoth regains spent legendary actions at the start of his turn. Fire and Frost (Costs 2 Actions). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8+5) slashing damage, plus 7 (2d6) fire damage and 3 (1d6) cold damage. Additionally, the target’s Injury thresholds are reduced by 5 until the end of Amyrrorgoth’s next turn. Reposition. Amyrrorgoth moves up to half his movement without provoking opportunity attacks. Guard (Costs 2 Actions). Amyrrorgoth takes a temporary defensive stance, gaining a +2 bonus to his AC and Dexterity saving throws until the start of his next turn. He also gains 10 temporary hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-dragon)","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":16},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Anacreda","description":"Actions Multiattack. Anacreda makes two Claw attacks. She can replace one of the attacks with a Crushing Hug attack. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage. Crushing Hug. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 51 (8d10 + 7) bludgeoning damage, and if the target is a Large or smaller creature, Anacreda grabs it with both arms. The target has the grappled condition (escape DC 18). Until the grapple ends, the target takes 73 (12d10 + 7) necrotic damage at the start of each of Anacreda’s turns. Anacreda can’t make attacks while grappling a creature in this way. Spinewall. Anacreda causes a 50-foot-long, 5-foot-wide row of bones to pierce the earth at a point within 120 feet of her. She chooses the direction of the line. The bones rise 10 feet into the air and form a solid wall. A 5-foot section of bone has an AC of 20 and 10 hit points. Shattering Shriek (1/Day). Anacreda shrieks loud enough to shatter stone and bone alike. Each creature within a 50-foot-radius sphere centered on Anacreda must make a DC 18 Constitution saving throw. A creature takes 55 (10d10) thunder damage on a failed save, or half as much damage on a successful one. Unworked stone, exposed bone, and similar materials in the radius are shattered and turned into difficult terrain.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"neutral evil","Expansion":28645,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Anagwendol","description":"A fierce warrior of the Heavens, Anagwendol’s career is a trail of slain Fiends. She has never turned from a fight against evil, and though she has taken countless wounds in the fray, she has never lost. And now she is in the Nine Hells. She owes her captivity to an all-too-common fault among angels. Of all sins, they must beware of pride. Knowing that you’re the very instrument of the divine and having carved your way through the inferior mettle of a thousand infernal combatants, makes it hard to hold onto humility. This pride led her into a trap and unable to leave the fourth layer—Phlegethos. The mastermind behind the entrapment of Anagwendol was the archdevil Kordichai, whose chief interest is a grand game preserve of fiery Elemental monsters in Phlegethos. Kordichai, a canny old hunter, was able to lure her into his preserve, and there at its heart she remains, a prisoner within a blazing stone labyrinth. Occasionally Kordichai sends parties of devils (especially underlings who have disappointed him) to hunt her, and enjoys watching their failures. Anagwendol is no longer the angel she once was. Whilst the inner warrior of the divine remains, her connection to her surroundings is twisted by an infernal curse so that she believes she is forever fighting an endless swarm of enemies. Everything she encounters is perceived as a loathsome devil, fit only for cutting down. This constant one-angel war on the infernal is gradually taking its toll. Anagwendol is growing to live for it. The ferocity of shedding infernal blood is becoming an end in itself for her, rather than an unfortunate but necessary means to virtue. Traits Magic Resistance. Anagwendol has advantage on saving throws against spells and other magical effects. Actions Multiattack. Anagwendol makes two attacks using her Defending Greatsword, Longbow, or a combination of the two. Defending Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 22 (5d8) radiant damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage damage plus 22 (5d8) radiant damage. Healing Touch (2/Day). Anagwendol touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness. Bonus Actions Defensive Swordwork. Anagwendol can forgo attacking with her Defending Greatsword on this turn and gain a +3 to her armor class. She can still attack with her Longbow.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful good","Expansion":28645,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Anahita","description":"Anahita is most effective at range, and she avoids engaging enemies on unfavorable terrain. If she picks her arena, it has a high ground she can control; if taken unaware, she immediately seizes the highest point. She opens combat with a Blinding Arrow to disable her foes and strikes as many enemies as possible with a Piercing or Bursting Arrow. As the fight continues, she uses legendary actions to stay out of reach and weakens pressing threats with Blinding Gaze or Enervating Arrow. If she’s acting as a holy archangel, Anahita could be accompanied by devas or a planetar. If there’s no need for deception, she could have several erinyes or horned devils at her service. When it’s clear that Anahita can’t win an encounter, she attempts to teleport away and turns invisible to flee. However, if escape isn’t an option, the treacherous archangel is not above striking a deal, promising wealth and power to foes willing to turn to her side. Angelic Weapons . Anahita’s weapon attacks are magical. When Anahita hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Divine Awareness . Anahita knows if she hears a lie. Holy Shots . Whenever Anahita fires an arrow, she can enhance it with one of the following shots. She can only use one shot per attack. Blinding Arrow . A creature hit by the arrow and all other creatures within 10 feet of the target must succeed on a DC 25 Constitution saving throw or be blinded for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bursting Arrow . Immediately after the arrow hits the target, all other creatures within 10 feet of the target take 18 (4d8) radiant damage. Enervating Arrow . A creature hit by the arrow must succeed on a DC 25 Wisdom saving throw or the damage dealt by its weapon attacks is halved. The target can repeat this saving throw at the end of its turns, ending the effect on a success. Piercing Arrow . Anahita does not make an attack roll when she fires this arrow. Instead, the arrow shoots forward in a line, which is 5 feet wide and 60 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in the line must make a DC 23 Dexterity saving throw, taking damage as if it were hit by the arrow on a failed save, or half as much damage on a successful one. Innate Spellcasting . Anahita’s spellcasting ability is Charisma (spell save DC 25). She can innately cast the following spells, requiring no material components: At will: detect evil and good , invisibility (self only) 3/day each: blade barrier , dispel evil and good , resurrection 1/day each: commune , control weather Legendary Resistance (3/Day) . If Anahita fails a saving throw, she can choose to succeed instead. Magic Resistance . Anahita has advantage on saving throws against spells and other magical effects. Actions Multiattack . Anahita makes two attacks, each of which can be a chain whip or longbow attack. Chain Whip . Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained. On each of her turns while the target is restrained, Anahita can use her action to deal 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage to the target automatically. The target is no longer restrained if Anahita uses her action to attack another target. Incandescent Longbow . Ranged Weapon Attack : +15 to hit, range 150/600 ft., one target. Hit : 18 (3d6 + 8) piercing damage plus 27 (6d8) radiant damage. Healing Touch (4/Day) . Anahita touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness. Legendary Actions Anahita can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Anahita regains spent legendary actions at the start of her turn. Teleport . Anahita magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. Chain Whip . Anahita makes one chain whip attack. Blinding Gaze (Costs 3 Actions) . Anahita targets one creature she can see within 30 feet of her. If the target can see her, it must succeed on a DC 16 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the condition.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful evil","Expansion":14463,"Challenge Rating":24},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Anarch","description":"The rank-and-file members of the Gruul Clans , called anarchs, despise civilization and have sworn to tear down both its physical structures and its institutions. Anarchs scavenge everything, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures. Traits Aggressive. As a bonus action, the anarch can move up to its speed toward a hostile creature it can see. Siege Monster. The anarch deals double damage to objects and structures. Actions Spiked Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid (any race)","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Anaximath","description":"Anaximath was at the vanguard of Izrador’s forces when they drove south during the Last Battle and was responsible for the death of hundreds of elves during that day of slaughter. Ever since that day, he has taken up residence on the eastern outskirts of Erethor, making skirting the Sea of Pelluria to the west a dangerous endeavor. He patrols the forest constantly under cover of his screen spells, killing off elves and other travelers with impunity and feeding on the dire animals that call the forest home. Anaximath is a cruel creature who lives for nothing more than to serve the Shadow by killing his enemies, so perverted has his will become. He has two lairs, one in a moss-covered cave in the forest and the other a submerged cavern along the western shelf of the Pelluria. It is in this submerged cavern that he hides several magical treasures he recovered from the battles he fought in the war. He hopes one day to make all of Erethor his kingdom, and he is very comfortable in the forest surroundings in which he now resides…perhaps too comfortable. Anaximath is no match for the Witch Queen of Erethor, and she has been watching him through the Whisper, which ignores the illusions he uses to cover his movements. She plans to take control of the dangerous beast at the most opportune moment, and believes that she will be able to use Anaximath to decimate at least the Gamaril host of orcs led by Belark the Blackheart, as well as damage or destroy the River’s Fangs if the legates there can be caught off-guard. Dragons Aryth’s dragons are each unique creatures whose abilities are not defined by the color of their scales. Their coloring may range from silver-gray or mottled green to deep black, and have features that vary from spiked armor plating to long snouts, allowing them to be easily differentiated from one another by those who are versed in draconic lore. The dragons are ancient creatures, perhaps even immortal, who have watched the growth and trials of the peoples of Aryth for thousands of years. They rarely involve themselves in the affairs of mortals, and when they do it is on their terms. They are not driven by the riches or power offered by the rulers of nations, but have their own motivations that are seldom fathomable by less long-lived races. The most notable exception to this was the corruption of many dragons by Izrador’s whisperings at the end of the Second Age. Although the dragons that survive today are fractured and individual, it was not always so. A sovereign once ruled dragonkind, and the dragons befriended the elder fey and were content to share the world with them. The Sundering had a terrible impact on both the dragons’ minds and their civilization as a whole, however, and they were split into many different factions that warred with each other throughout much of the First Age, even as the fey were splitting into the races now found throughout Aryth. These wars ravaged much of the world’s dragon population, until finally only a few hundred remained. The Battle of the Wall at the end of the Second Age further reduced this number. Today, a handful of dragons still serve the Shadow, whether driven to his side by madness or warped by the temptation of promises too alluring to resist. Those that are sympathetic to the oppressed people of Aryth hide from the world, helping where they can but fearful of being discovered and suffering the full wrath of the dark god and his Night Kings. Traits Amphibious. Anaximath can breathe air and water. Brute. A melee weapon deals one extra die of its damage when Anaximath hits with it (included in the attack). Legendary Resistance (3/Day). If Anaximath fails a saving throw, he can choose to succeed instead. Innate Spellcasting. Anaximath’s spellcasting ability is Intelligence (spell save DC 16). Anaximath can innately cast the following spells, requiring no material components: 1/day each: finger of death, fire storm 3/day each: cloudkill, insect plague 3/day each: blight, confusion, ice storm Actions Multiattack. Anaximath can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 22 (3d10+6) piercing damage. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away from Anaximath and knocked prone. Frightful Presence. Each creature of Anaximath’s choice that is within 120 feet of Anaximath and aware of him must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Anaximath’s Frightful Presence for one hour. Acid Breath (Recharge 5-6). Anaximath exhales a cloud of acid in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful save. Legendary Actions Anaximath can take 3 legendary actions, choosing from the options listed here. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Anaximath regains spent legendary actions at the start of his turn. Detect. Anaximath makes a Wisdom (Perception) check. Tail Attack. Anaximath makes a tail attack. Wing Attack (Costs 2 actions). Anaximath beats his wings. Each creature within 10 feet of Anaximath must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. Anaximath can then fly up to half his flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"chaotic evil","Expansion":30504,"Challenge Rating":14},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Anbera Qualanthri","description":"Anbera's father is a city planner obsessed with the idea of transplanting trees into the Underdark and nourished there by perpetual light spells. Her mother is a gifted weaponsmith who mixes the dwarven and elven arts of metallurgy. Anbera charted her own path, joining the scouts that patrol the neighboring forested regions to ward off threats to the city. She wields both axe and bow to honor her mixed heritage. Recently, Anbera has volunteered to go undercover to unearth a plot against her homeland. She has ventured deep underground to join a cutthroat band of usurpers hungry for the throne. As a double agent, she is collecting information on the organization that can be used to take them down. The most alarming discovery she's made is that the plot is deeper and the enemy more powerful than anyone had imagined. Anbera will need all of her wits and skill just to get out of there alive. Traits Criminal Contact. You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Dwarven Resilience. You have advantage on saving throws against poison. Heavy Armor. While wearing splint armor, you have disadvantage on Dexterity (Stealth) checks. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Trance. You don't need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Actions Attack. You can attack when you take this action, using the following: Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 feet, one target. Hit: 1d8 + 3 piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 1d6 + 3 slashing damage. Handaxe. Melee or Ranged Weapon Attack: +3 to hit as a melee attack or +5 to hit as a ranged attack, reach 5 feet or range 20/60 feet, one target. Hit: 1d6 + 2 slashing damage. Bonus Actions Second Wind (Recharges after a Short or Long Rest). Regain 1d10 + 1 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Elf)","Expansion":24690},"publisher":"Gnome Made Games","book":"An Elf and an Orc Had A Little Baby"},{"name":"Anchorite of Talos","description":"These religious recluses are granted spellcasting power by Talos, the god of storms. Their human ancestors bred with orcs, and now all anchorites of Talos are half-orcs.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-orc, shapechanger)","Alignment":"neutral evil","Expansion":4415,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Ancient Abyssal Medusa","description":"Some medusas form allegiances or bonds with powerful demons, especially if those very demons were instrumental in the medusa's accursed state. Those who are favored become the demon's consort or concubine and may transform into an abyssal medusa. Others bear the demon's offspring and produce one. Perhaps due to their affinity with serpents, greater abyssal medusas resemble mariliths, having the lower body of a giant serpent and the upper torso of a humanoid with six arms. Abyssal Creatures Abyssal creatures are typically the offspring of a demon and another species. Some creatures are transformed into abyssal versions after undergoing demonic rituals performed by powerful cultists. A very rare few are gifted abyssal power by demon lords, usually after imbibing the demon lord's blood. Demon-blooded. Abyssal creatures generally resemble their nondemonic parent, but closer inspection reveal their abhorrent nature: thick, leathery skin, oversized claws and teeth, and a more evil and depraved disposition. Greater abyssal versions show more characteristics of their demonic ancestry - horns, wings, and even additional limbs. They also demonstrate more powerful abilities and potent magic. An Abyssal Ancient Medusa's Lair An abyssal ancient medusa typically resides in the remnants of a forgotten castle, temple, or keep, either in the Material Plane or in one of the many layers of the Abyss. An abyssal ancient medusa encountered in its lair has a challenge rating of 19 (22,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the abyssal medusa can take a lair action to cause one of the following magical effects; the abyssal medusa can’t use the same effect two rounds in a row: The abyssal medusa causes up to three petrified statues to animate ( animated stone statue , Monster Manual Expanded ). These Constructs obey the abyssal medusa's commands. The abyssal medusa's snake hair hisses aloud menacingly. Each creature within 30 feet of the abyssal medusa and can hear it must succeed on a DC 19 Wisdom saving throw or become frightened of the abyssal medusa for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this lair effect for the next 24 hours. The abyssal medusa casts bestow curse , requiring no material components and using Charisma as the spellcasting ability (spell save DC 19). The abyssal medusa doesn't need to concentrate on the spell. It lasts until the abyssal medusa uses this lair action again, becomes incapacitated, or when the abyssal medusa dies. Traits Legendary Resistance (1/Day). If the abyssal medusa fails a saving throw, it can choose to succeed instead. Magic Resistance. The abyssal medusa has advantage on saving throws against spells and other magical effects. Petrifying Gaze. When a creature that can see the abyssal medusa's eyes starts its turn within 30 feet of the abyssal medusa, the abyssal medusa can force it to make a DC 19 Constitution saving throw if the abyssal medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the abyssal medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the abyssal medusa in the meantime, it must immediately make the save. If the abyssal medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the abyssal medusa is, due to its curse, affected by its own gaze. Reactive. The abyssal medusa can take one reaction on every turn in a combat. Actions Multiattack. The abyssal medusa makes six Longsword attacks and one Snake Hair or Tail attack. Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) force damage. Snake Hair. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 21 (6d6) poison damage. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, the abyssal medusa can automatically hit the target with its Tail, and the abyssal medusa can’t make Tail attacks against other targets. Teleport. The abyssal medusa magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Spellcasting. The abyssal medusa casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): At will: charm person, detect magic, eldritch blast (3 beams) 3/day each: dispel magic, major image, mirror image 1/day each: antipathy/sympathy, cloudkill Reactions Parry. The abyssal medusa adds 5 to its AC against one melee attack that would hit it. To do so, the abyssal medusa must see the attacker and be wielding a melee weapon. Legendary Actions The abyssal medusa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The abyssal medusa regains spent legendary actions at the start of its turn. Longsword. The abyssal medusa makes one Longsword attack. Tail (Costs 2 Actions). The abyssal medusa makes one Tail attack. Petrify (Costs 2 Actions). The abyssal medusa forces a creature grappled by it to see the abyssal medusa's eyes, triggering Petrifying Gaze. Abyssal Magic (Costs 3 Actions). The abyssal medusa uses Spellcasting or Teleport.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Aether Dragon","description":"","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Source":"custom","Alignment":"Typically Neutral","Expansion":32048,"Challenge Rating":22},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Ancient Amethyst Dragon","description":"Which came first, the gem or the dragon? Not a riddle, actually—it was the dragon. -Fizban Amethyst Dragons Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes. Royal Purple When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods. Cosmological Study Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it. Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places. Hoarded Arcana In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard. An Amethyst Dragon's Lair Amethyst dragons make their lairs in caves next to or under secluded pools and lakes, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in their lairs. The challenge rating of a legendary amethyst dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Imprisoning Force. The dragon casts the forcecage spell, using its spell save DC and requiring no spell components. The spell ends early if the dragon uses this lair action again or dies. Spatial Projection. The dragon chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon's spaces at the same time, the dragon is affected only once. Regional Effects The region surrounding a legendary amethyst dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Background Check. Once per day, the dragon can cast the legend lore spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell's subject. Crystal Profusion. Amethyst crystals and geodes form along muddy shores and lake beds within 6 miles of the lair. Thriving Wildlife. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters yields twice the usual amount of food. Watery Sight. Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any body of water in that region. If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10 days. The existing abundance of amethysts remains, but new crystals and geodes form at a normal rate. Traits Amphibious. The dragon can breathe both air and water. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 13 (3d8) force damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a DC 23 Strength saving throw. On a failed save, the creature takes 63 (14d8) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks): 1/day each: blink , control water , dispel magic , freedom of movement , globe of invulnerability , plane shift , protection from evil and good , sending Bonus Actions Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Claw. The dragon makes one Claw attack. Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting. Explosive Crystal (Costs 3 Actions). The dragon spits an amethyst that explodes at a point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) force damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon (gem)","Alignment":"typically neutral","Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ancient Banshee","description":"A greater banshee is an undead spirit of immense power. It appears at first like a standard banshee, until it manifests its dreadful abilities. By then, it may be too late for adventurers to recognize the difference. Ancient banshees were once powerful mages and often held important responsibilities or positions, such as a queen, royal advisor, or guild wizard. But their greed, jealousy, and narcissism led to their untimely demise. Vengeful and malevolent, they seek to destroy the descendants of those that wronged them. Unusual Nature. The banshee doesn’t require air, food, drink, or sleep. An Ancient Banshee's Lair An ancient banshee haunts the area of its death, which is usually a place that was once majestic or important, such as a castle, keep, temple, or tower, and is unable to venture more than five miles from there. She keeps all the doors in her main lair arcane locked . Lair Actions On initiative count 20 (losing initiative ties), the banshee takes a lair action to cause one of the following effects; the banshee can’t use the same effect two rounds in a row: The banshee casts a 1st-level spell. The banshee targets one creature it can see within 60 feet of her. The target must succeed on a DC 17 Wisdom saving throw or become frightened until the end of its next turn. While frightened in this way, it must take the Dash action and move away from the banshee by the safest available route, unless there is nowhere to move, in which case it needn’t take the Dash action. The banshee causes up to three corpses within the lair to rise as skeletons, zombies, or specters. These Undead obey its commands. Regional Effects The region containing a banshee’s lair is warped by the banshee’s foul magic, which creates one or more of the following effects: The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and mud covers the ground. The distant sound of a woman's unearthly voice singing a lament can be occasionally heard within 6 miles of the lair. Fog lightly obscures the land within 6 miles of the lair. If the banshee dies, the vegetation remains as it has grown, but the other effects fade over 1d10 days. Agatha \"The twisted visage of a long-dead elven maiden, her skin withered and stretched along her hollow face and her eyes bereft of color or any spark of life.\" - R. A. Salvatore, The Halfling's Gem Agatha was a powerful elven wizard, often described by those few who saw her and returned alive as a graceful elven figure wearing a rich gown and flowing white hair. However, her skin has shriveled and her eyes are but empty sockets. Agatha lives in the Dessarin river region, in a grove that can be found at the end of a trail in the northwest part of the Conyberry area in Neverwinter Winter Wood and southwest of Longsaddle. Unlike most banshees, Agatha does not appear to be inherently evil. She avoids contact whenever possible, and has taken up the task as the protector of the town of Conyberry, sometimes providing the townsfolk with food during the harsh winters and defending against humanoid raiders. It is not impossible to seek her out for her knowledge or trading for magical items, but she has gone very wary and more isolated ever since a magical item of hers, a mask that enabled the wearer to appear as a different race, was stolen by the dark elf Drizzt and his companions. Still, Agatha is known to be a collector of spellbooks and artifacts, and may not resist a tempting offer from resourceful adventurers. Traits Detect Life. The banshee can magically sense the presence of living creatures up to 5 miles away that aren’t Undead or Constructs. She knows the general direction they're in but not their exact locations. Legendary Resistance (3/Day). If the banshee fails a saving throw, it can choose to succeed instead. Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. Actions Multiattack. The banshee uses Horrifying Visage. It then makes one Corrupting Touch attack. Corrupting Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) necrotic damage and the target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of the banshee's next turn. While frightened in this way, the target is paralyzed. Horrifying Visage. Each non-Undead creature within 60 feet of the banshee that can see her must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours. Wail (Recharge 6). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on Constructs and Undead. All other creatures within 60 feet of her that can hear her must succeed on a DC 17 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 21 (6d6) psychic damage. Spellcasting. The banshee casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: chill touch (3d8), dancing lights, mage hand, minor illusion, ray of frost (3d8) 2/day each: arcane lock, charm person, hold person, mage armor, mirror image, thunderwave 1/day each: banishment, bestow curse, cloudkill, dispel magic, lightning bolt, ice storm, telekinesis Legendary Actions The banshee can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The banshee regains spent legendary actions at the start of its turn. Corrupt. The banshee uses Corrupting Touch. Kiss of Death (Costs 2 Actions). Melee Spell Attack : +8 to hit, reach 5 ft., one charmed, frightened or incapacitated humanoid creature. Hit : The target must succeed on a DC 17 Constitution saving throw. On failed save, the target’s hit points is reduced to 0. On a success, the creature takes 20 (5d6 + 3) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Casts a Spell (Costs 2 Actions). The banshee uses Spellcasting. Keening (Costs 3 Actions). The banshee uses Wail. If it isn't available, she recharges Wail. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ancient Barghest","description":"Greater barghests are mature barghests that have consumed nearly all the goblinoid souls they need to return to Gehenna. These vicious beasts have grown larger and more powerful than its brethren by consuming only the souls of powerful goblinoid warriors and spellcasters, and the occasional adventurer. Fiendish Commanders. It is not uncommon to encounter greater barghests leading their goblinoid armies, with their unfortunate goblin underlings both serving as slaves and sources of sustenance. Due to their strength and cunning, some greater barghests have even formed alliances with creatures that goblinoids might find too troublesome to be with on their own, such as hill giants, ogres, hags, harpies, trolls, and verbeeg. Traits Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Soul Feeding. The barghest can feed on the corpse of a Fey or Humanoid it killed within the past 10 minutes. This feeding takes at least 1 minute, and it destroys the corpse. The victim’s soul is trapped in the barghest for 24 hours, after which time it is digested and the person is incapable of being revived. If the barghest dies before the soul is digested, the soul is released. While a soul is trapped in the barghest, any magic that tries to restore the soul to life has a 50 percent chance of failing and being wasted. Actions Multiattack. In goblinoid form, the barghest makes two Greatsword attacks or two Claw attacks. In true form, the barghest makes one Bite attack and two Claw attacks. Bite (True Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Claw (Goblinoid or True Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Greataxe (Goblinoid Form Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) slashing damage, or 19 (2d12 + 6) slashing damage while in Large goblinoid form. Spellcasting. The barghest casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: levitate, minor illusion, pass without trace 2/day each: charm person, dimension door, suggestion 1/day: blink, mislead Bonus Actions Change Shape. The barghest transforms into a Medium or Large goblinoid or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true form if it dies. Legendary Actions The barghest can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The barghest regains spent legendary actions at the start of its turn. Claw. The barghest makes one Claw attack. Rush (Costs 2 Actions). The barghest moves up to its speed and makes one Bite or Greataxe attack. Cast a Spell (Costs 2 Actions). The barghest uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ancient Behir","description":"Very rarely do behirs get to live past their prime. The few that do, the ancient ones, grow to immense sizes, measuring nearly a hundred feet long. These mighty beasts can challenge the older dragons and pose a serious threat to settlements that live near their lair. An Ancient Behir's Lair An ancient behir usually lives in underground locations that are difficult to reach, even by flying creatures. They prefer deep, narrow caves atop towering cliffs or bottomless caverns accessible only through tight, maze-like tunnels. Entrances and areas around the ancient behir's lair are typically guarded by creatures that worship and/or pay tribute to it, such as grimlocks, kobolds, lizardfolk, and troglodytes. The ancient behir finds these creatures too small to be bothered eating but recognizes their value to keep them around, as long as they don't venture near its lair. An ancient behir encountered in its lair has a challenge rating of 20 (25,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the behir takes a lair action to cause one of the following effects; the behir can’t use the same effect two rounds in a row: Stalactites fall from the ceiling, striking up to three creatures underneath that the behir can see within 120 feet of it. The behir makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. One creature the behir can see within 120 feet of it must succeed on a DC 13 Wisdom saving throw or become frightened of the behir. The effect ends on initiative count 20 on the next round. The behir electrically charges its body. A creature that touches the behir or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. The effect ends on initiative count 20 on the next round. Regional Effects The region containing an ancient behir’s lair is warped by the behir’s magic, which creates one or more of the following effects: Static electricity is constantly generated by the stalactites, stalagmites, and other natural formations within 1 mile of the behir's lair. While it doesn't deal any damage, it prevents anyone unprotected from lightning damage from using Short or Long Rests. Earthquakes are common within 6 miles of the behir’s lair. Air and lightning elementals ( Fizban's Treasury of Dragons ) scour the land within 6 miles of the lair. If the ancient behir dies, the elementals disappear immediately, and the static phenomena and earthquakes abate within 1d10 days. Traits Legendary Resistance (3/Day). If the behir fails a saving throw, it can choose to succeed instead. Actions Multiattack . The behir makes three attacks: one with its Bite, one to Constrict, and one with its Tail. Bite . Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 7 (2d6) lightning damage. Constrict. Melee Weapon Attack: +14 to hit, reach 10 ft., one Huge or smaller creature. Hit: 24 (3d10 + 8) bludgeoning damage plus 24 (3d10 + 8) slashing damage. The target is grappled (escape DC 18) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Lightning Breath (Recharge 5–6). The behir exhales a line of lightning that is 40 feet long and 10 feet wide. Each creature in that line must succeed on a DC 20 Dexterity saving throw, taking 82 (15d10) lightning damage on a failed save, or half as much damage on a successful one. Swallow. The behir makes one Bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 28 (8d6) acid damage at the start of each of the behir's turns. A behir can have only up to one Large or two Medium creatures swallowed at a time. If the behir takes 40 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Legendary Actions The behir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The behir regains spent legendary actions at the start of its turn. Detect. The behir makes a Wisdom (Perception) check. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 8) piercing damage. Tail Sweep (Costs 2 Actions). The behir sweeps its tail violently. Each creature standing on the ground in a 15-foot cube originating from the behir must succeed on a DC 22 Strength saving throw or take 17 (2d8 + 8) bludgeoning damage and be knocked prone. ","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ancient Bigat","description":"“To the east of the Fossa, upstream of Borgoratto, the Old Bucket flows between wild hills, draining a narrow valley the bumpkins call Del Bigat. Tis there that lurks one such creature, said to have a lair of gold and a lust for human flesh. Many sought the valley, few found it, no-one returned” -Braccio da Montone, Brancalonia Corbellatica, Liber V- Bigat is a legendary creature that often appears in the stories of the North of the Kingdom. According to the different versions, it is described as a dragon without wings, a huge lizard, or even as a sort of titanic worm. Regardless of its appearance, the Bigat is a highly territorial creature, which avoids inhabited places and prefers rivers and wild areas. In the folklore, the Bigat collects a hoard during its entire existence, and it guards and defends the treasure within its own lair. Traits Hold Breath. The Bigat can hold its breath for 1 hour. Actions Multiattack. The Bigat makes three attacks: one with its bite, one with its claws, and one with its tail. Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one creature. Hit : 17 (2d10 + 6) piercing damage. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit : 15 (2d8 + 6) bludgeoning damage. Brutish Roar (Recharge 6) . The bigat emits an explosive and deafening roar. Each creature within 60 feet of the bigat and able to hear the roar must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a sucess.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"unaligned","Expansion":11925,"Challenge Rating":8},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Ancient Black Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. Claw : Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail : Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5-6) : The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn . Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"22 (Natural Armor)","HP":"367 (21d20+147)","CHA":19,"CON":25,"DEX":14,"INT":16,"STR":27,"WIS":15,"Size":"Gargantuan","Type":"dragon","Speed":"40 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057162/eXZjeM2K1j28wJS90mMY0A/original.png","Roll 0":"Bite\n1d20 + 15\n2d10+8+2d8","Roll 1":"Claw\n1d20 + 15\n2d6+8","Roll 2":"Tail\n1d20 + 15\n2d8+8","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Perception +16, Stealth +9","Source":"5th Edition SRD","data-XP":"33,000","Alignment":"Chaotic Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Acid","Token Size":4,"data-LANum":3,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"},{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"15\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 8\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d8\",\"Damage 2 Type\":\"acid\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"15\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 8\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"15\",\"Reach\":\"20 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 8\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Acid Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+4","data-CON-mod":"+7","data-DEX-mod":"+2","data-INT-mod":"+3","data-STR-mod":"+8","data-SizeNum":7,"data-WIS-mod":"+2","Saving Throws":"Dex +9, Con +14, Wis +9, Cha +11","Challenge Rating":21,"Passive Perception":26,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":21,"data-AcNum":22,"data-HpNum":367},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ancient Black Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Black Dragon The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood. With deep-socketed eyes and broad nasal openings, a black dragon’s face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon’s head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon’s reek of rotting vegetation and foul water. When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home. Brutal and Cruel. All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies. A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it. Foes and Servants. Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory. Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master’s domain. A black dragon’s malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon’s lair. Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon’s hunger. Wealth of the Ancients. Black dragons hoard the treasures and magic items of crumbled empires and conquered kingdoms to remind themselves of their greatness. The more civilizations a dragon outlasts, the more entitled it feels to claim the wealth of current civilizations for itself. A Black Dragon’s Lair Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Regional Effects The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud. Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. Fog lightly obscures the land within 6 miles of the lair. If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days. Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. Claw : Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) slashing damage. Tail : Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5-6) : The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ancient Blight","description":"Ancient blights were once mighty treants that have been corrupted by the blood of Gulthias or underwent a foul ritual performed by druids of Talona. It resembles a 40-foot-tall dead tree from afar until its 15-foot long rubbery roots and thorny branches come alive and become grasping, clawing tendrils when prey comes within reach. After it has captured a victim, the carnivorous ancient blight slowly constricts it with its tendrils. Those strong enough to survive the crushing tendrils are brought to the ancient blight's maw where it is shredded to pieces by the rows of spear-like teeth. Blight An ancient blight is an advanced version of the tree blight ( Curse of Strahd ). Traits False Appearance. If the blight is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the blight move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the blight is animate. Siege Monster. The blight deals double damage to objects and structures. Actions Multiattack. The blight makes two Branch attacks and two Grasping Root attacks. Branch. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage. Grasping Root. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature not grappled by the blight. Hit: The target is grappled (escape DC 17). Until the grapple ends, the target takes 10 (1d6 + 7) bludgeoning damage at the start of each of its turns. The root has AC 16 and can be severed by dealing 6 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the blight but ends the grapple. Bonus Actions Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature grappled by the blight. Hit: 20 (3d8 + 7) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ancient Blue Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. Claw : Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Tail : Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5-6) : The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"22 (Natural Armor)","HP":"481 (26d20+208)","CHA":21,"CON":27,"DEX":10,"INT":18,"STR":29,"WIS":17,"Size":"Gargantuan","Type":"dragon","Speed":"40 ft., burrow 40 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057246/qMQ1Ek2kdQbMHltSaPc9Tw/original.png","Roll 0":"Bite\n1d20 + 16\n2d10+9+2d10","Roll 1":"Claw\n1d20 + 16\n2d6+9","Roll 2":"Tail\n1d20 + 16\n2d8+9","Roll 3":"Lightning Breath\n1d20 + 0\n16d10","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Perception +17, Stealth +7","Source":"5th Edition SRD","data-XP":"50,000","Alignment":"Lawful Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Lightning","Token Size":4,"data-LANum":3,"data-Traits":"[{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"16\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 9\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d10\",\"Damage 2 Type\":\"lightning\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"16\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 9\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"16\",\"Reach\":\"20 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 9\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Lightning Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+5","data-CON-mod":"+8","data-DEX-mod":"+0","data-INT-mod":"+4","data-STR-mod":"+9","data-SizeNum":7,"data-WIS-mod":"+3","Saving Throws":"Dex +7, Con +15, Wis +10, Cha +12","Challenge Rating":23,"Passive Perception":27,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":23,"data-AcNum":22,"data-HpNum":481},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ancient Blue Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Blue Dragon Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons. A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw. A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air. Vain and Deadly. A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures. A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm’s reach as it waits to attack again. Desert Predators. Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon’s eye. When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks. Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely. A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them. Hoarders of Gems. Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems. A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves. A Blue Dragon’s Lair Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands. Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense. A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions—along with the wealth of the dead intruders. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage. Regional Effects The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Thunderstorms rage within 6 miles of the lair. Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5). Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole. If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are. Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. Claw : Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Tail : Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5-6) : The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ancient Bone Guardian Naga","description":"Ancient nagas are older, wiser, larger, and more powerful versions of the bone, spirit, and guardian nagas. They measure over 50 feet long and are 5-feet thick. They are also extremely rare, numbering only a handful per type. Most live secluded in secret, long-forgotten ruins. A few are viewed as gods and possibly attended to and protected by members of a religious cult. Traits Legendary Resistance (1/Day). If the naga fails a saving throw, it can choose to succeed instead. Magic Resistance. The naga has advantage on saving throws against spells and other magical effects. Spell Penetration. When the naga casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 3 levels higher. Actions Multiattack. The naga makes two attacks: one with its Bite and one with its Tail. Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (3d6 + 4) piercing damage plus 14 (4d6) poison damage. Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Spellcasting . If the naga was a guardian naga in life, it casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: mending, sacred flame (3d8), thaumaturgy 2/day each: cure wounds, hold person, flame strike 1/day each: banishment, dispel magic, freedom of movement Legendary Actions The naga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The naga regains spent legendary actions at the start of its turn. Tail. The naga makes a Tail attack. Bite (Costs 2 Actions). The naga makes a Bite attack. Cast a Spell (Costs 2 Actions). The naga uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ancient Bone Spirit Naga","description":"Ancient nagas are older, wiser, larger, and more powerful versions of the bone, spirit, and guardian nagas. They measure over 50 feet long and are 5-feet thick. They are also extremely rare, numbering only a handful per type. Most live secluded in secret, long-forgotten ruins. A few are viewed as gods and possibly attended to and protected by members of a religious cult. Traits Legendary Resistance (1/Day). If the naga fails a saving throw, it can choose to succeed instead. Magic Resistance. The naga has advantage on saving throws against spells and other magical effects. Spell Penetration. When the naga casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 3 levels higher. Actions Multiattack. The naga makes two attacks: one with its Bite and one with its Tail. Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (3d6 + 4) piercing damage plus 14 (4d6) poison damage. Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Spellcasting. If the naga was a spirit naga in life, it casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: mage hand, minor illusion, ray of frost (3d8) 2/day each: charm person, hold person, lightning bolt 1/day each: blight, dimension door, telekinesis Legendary Actions The naga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The naga regains spent legendary actions at the start of its turn. Tail. The naga makes a Tail attack. Bite (Costs 2 Actions). The naga makes a Bite attack. Cast a Spell (Costs 2 Actions). The naga uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ancient Boreal Dragon","description":"Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground. Paradoxical Predators. Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. Dragons of Rage. Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as saber-toothed tigers and polar bears, and often invite the creatures to live in their lairs. A Boreal Dragon’s Lair Boreal dragons make their home in arctic or subarctic regions, particularly areas warmed by geothermal activity. Suitable sites for their lairs include cliffs above magma deposits or fissures, large caves at the edge of volcanic craters or near hot springs, or the abandoned outposts of fire giants. Boreal dragons also enjoy taking over the lairs of other dragons, particularly those they have personally slain or driven out. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: * The dragon chooses a creature it can see within 120 feet of it. The target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of its next turn. While enraged, the creature has advantage on melee attack rolls, but it is unable to distinguish friend from foe and must attack the nearest creature other than the dragon. If no other creature is near enough to move to and attack, the victim stalks off in a random direction, seeking a target for its rage. * The dragon magically calls a saber-toothed tiger or polar bear to aid it in battle. The creature appears within 120 feet of the dragon, emerging from a nearby cave entrance or other suitable opening, and acts as the dragon’s ally. The creature remains for 1 minute, until the dragon uses this lair action again, or until the dragon dies. * Searing winds batter a point the dragon can see within 120 feet of it. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Regional Effects The region containing a legendary boreal dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: * Temperatures within 5 miles of the dragon’s lair are warmer than in the surrounding lands. Snow melts shortly after landing, plants are more common, and animals lose their winter coats. * Beasts and monstrosities are more aggressive within 3 miles of the dragon’s lair. Animal Handling checks in the area are made with disadvantage. * Volcanic fissures and geysers spring up within 1 mile of the dragon’s lair. If the dragon dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":24},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ancient Brass Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Claw : Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail : Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons: Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Can take 3 Legendary actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"20 (Natural Armor)","HP":"297 (17d20+119)","CHA":19,"CON":25,"DEX":10,"INT":16,"STR":27,"WIS":15,"Size":"Gargantuan","Type":"dragon","Speed":"40 ft., burrow 40 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057257/tc8e6_ThWmFY0XcwJxbpQg/original.png","Roll 0":"Bite\n1d20 + 14\n2d10+8","Roll 1":"Claw\n1d20 + 14\n2d6+8","Roll 2":"Tail\n1d20 + 14\n2d8+8","Roll 3":"Fire Breath\n1d20 + 0\n16d6","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"History +9, Perception +14, Persuasion +10, Stealth +6","Source":"5th Edition SRD","data-XP":"25,000","Alignment":"Chaotic Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Fire","Token Size":4,"data-LANum":3,"data-Traits":"[{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 8\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 8\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"20 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 8\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons: Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"},{\"Name\":\"Change Shape\",\"Desc\":\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"}]","data-CHA-mod":"+4","data-CON-mod":"+7","data-DEX-mod":"+0","data-INT-mod":"+3","data-STR-mod":"+8","data-SizeNum":7,"data-WIS-mod":"+2","Saving Throws":"Dex +6, Con +13, Wis +8, Cha +10","Challenge Rating":20,"Passive Perception":24,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":20,"data-AcNum":20,"data-HpNum":297},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ancient Brass Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Brass Dragon The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates. A brass dragon’s head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs. Boldly Talkative. A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon’s presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon’s thirst for small talk is slaked. A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game. Prized Treasures. Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess. Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon’s hoard. A Brass Dragon’s Lair A brass dragon’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Regional Effects The region containing a legendary brass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed. Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it. Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location. If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately. Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage. Claw : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) slashing damage. Tail : Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (fire breath or sleep breath): Fire Breath : The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath : The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"MM1","Alignment":"chaotic good","Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ancient Brine Drake","description":"The brine drake is a fearsome aquatic monster with unique physical features that set it apart from other drakes. It has a sleek body adapted for swimming, and its piscine head has jaws filled with sharp, needle-like teeth capable of piercing flesh with ease. Its scales shimmer in shades of deep blue and teal with a hint of iridescence. Along its back rise a row of vibrant orange crested fins, each hiding highly venomous spines. Stealthy Shocker. The brine drake stalk and ambush unsuspecting victims. Patient and cunning, it lies in wait, blending seamlessly with its watery surroundings until a suitable target approaches. Once prey is within striking distance, the brine drake explodes forward, lunging with remarkable speed. Its venomous spines inject potent toxins into the victim, causing immense pain until the spines are removed. Moreover, the brine drake possesses a remarkable ability to generate powerful shocking bursts akin to those of an electric eel. It employs this surge of electricity not only to immobilize its prey, but also to defend itself against larger threats. Marine Predator. Aquatic brine drakes are predominantly found in coastal regions and mangrove swamps, favoring shallow waters, estuaries, and brackish marshes where they can effortlessly navigate through submerged vegetation and surprise their prey. They have adapted to the challenges of their environment, with their bluish scales providing effective camouflage and their electrifying abilities allowing them to excel in the water's conductive properties. Voracious Carnivore. To sustain its size and strength, the brine drake feeds often, preying mostly on a variety of aquatic creatures such as large fish and crustaceans, and the occasional mammal that ventures into its domain. Its ability to electrocute and incapacitate prey quickly grants the brine drake a significant advantage, ensuring its place as a top predator in its aquatic ecosystem. An Ancient Brine Drake's Lair An ancient brine drake builds its lair in areas that have easy access to prey. Such locations are sea caves, estuarine mangroves, brackish marches where freshwater and saltwater mix, coral reefs, and underwater caverns. An ancient brine drake encountered in its lair has a challenge rating of 13 (10,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the drake can take a lair action to cause one of the following magical effects; the drake can’t use the same effect two rounds in a row: The drake targets up to three points it can see on the ground within its lair. Strands of sea weed and kelp extend from the ground and ensnare creatures in a 10-foot-radius sphere centered on each point. Each creature in those areas must succeed on a DC 14 Strength saving throw or be restrained until initiative count 20 on the next round. A wave of water that crashes down on a 20-foot long, 10-foot wide, and 10-foot tall area within the drake's lair. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 20 feet of it. The drake emits a terrifying bellow. Each creature within 60 feet of the drake that can hear the drake must succeed on a DC 17 Wisdom saving throw or become frightened of the drake until initiative count 20 on the next round. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Legendary Resistance (1/Day). If the drake fails a saving throw, it can choose to succeed instead. Limited Amphibiousness. The drake can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Venomous Spines. A creature that touches the drake or hits it with a melee attack while within 5 feet of it gets pricked by the drake's venomous spines and takes 4 (1d8) piercing damage and must succeed on a DC 17 Constitution saving throw or become poisoned until a creature takes an action to remove the spine. Actions Multiattack. The drake makes one Bite attack, two Claw attacks, and one Tail attack. Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 5 (1d10) lightning damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 13 (3d8) piercing damage and the target must make a DC 17 Constitution saving throw or become poisoned until a creature takes an action to remove the spines. Electricity Surge (Recharge 6). The drake generates powerful electrical bursts. Each creature outside water within 15 feet of the drake, or each creature in a body of water within 20 feet of the drake, must make a DC 17 Constitution saving throw. On a failed save, a creature takes 45 (10d8) lightning damage and is incapacitated until the end of the drake's next turn. On a successful save, a creature takes half as much damage and isn't incapacitated. Legendary Actions The drake can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn. Claw. The drake makes a Claw attack. Frightful Gaze. The drake targets one creature it can see within 30 feet of it. The creature must succeed on a DC 13 Wisdom saving throw or become frightened of the drake for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the drake's Frightful Gaze for the next 24 hours. Spine Volley (Costs 2 Actions). The drake whips its tail to launch venomous spines in a 30-foot cone. Each creature in the area must succeed on a DC 17 Constitution saving throw. On a failed save, a creature takes 13 (3d8) piercing damage and is poisoned until a creature takes an action to remove the spines. On a successful save, a creature takes half as much damage and isn't poisoned. Reactions Trigger Electricity Surge. When a creature within 5 feet of the drake hits the drake with a melee attack and the drake's Electricity Surge is available, the drake uses Electricity Surge.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Bronze Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Bronze Dragon Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause. A ribbed and fluted crest defines the shape of a bronze dragon’s head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling’s scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon’s eyes fade as the dragon ages, until they resemble glowing green orbs. Dragons of the Coast. Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship’s captain for the item. War Machines. Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally. Well-Organized Wealth. Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies’ means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection. A Bronze Dragon’s Lair A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn. Regional Effects The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic. Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues. Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +16 to hit, reach 15 ft., one target. Hit : 20 (2d10 + 9) piercing damage. Claw : Melee Weapon Attack : +16 to hit, reach 10 ft., one target. Hit : 16 (2d6 + 9) slashing damage. Tail : Melee Weapon Attack : +16 to hit, reach 20 ft., one target. Hit : 18 (2d8 + 9) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (lightning breath or repulsion breath): Lightning Breath : The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath : The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"MM1","Alignment":"lawful good","Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ancient Bronze Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage. Claw : Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Tail : Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies , Legendary Resistance, lair actions , and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"22 (Natural Armor)","HP":"444 (24d20+192)","CHA":21,"CON":27,"DEX":10,"INT":18,"STR":29,"WIS":17,"Size":"Gargantuan","Type":"dragon","Speed":"40 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057293/gJeQHM4bZbY3m7uzD0oEoA/original.png","Roll 0":"Bite\n1d20 + 16\n2d10+9","Roll 1":"Claw\n1d20 + 16\n1d6+9","Roll 2":"Tail\n1d20 + 0\n2d8+9","Roll 3":"Lightning Breath\n1d20 + 0\n16d10","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Insight +10, Perception +17, Stealth +7","Source":"5th Edition SRD","data-XP":"41,000","Alignment":"Lawful Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Lightning","Token Size":4,"data-LANum":3,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"},{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"16\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 9\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"16\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 9\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"16\",\"Reach\":\"20 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 9\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.\"},{\"Name\":\"Change Shape\",\"Desc\":\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"}]","data-CHA-mod":"+5","data-CON-mod":"+8","data-DEX-mod":"+0","data-INT-mod":"+4","data-STR-mod":"+9","data-SizeNum":7,"data-WIS-mod":"+3","Saving Throws":"Dex +7, Con +15, Wis +10, Cha +12","Challenge Rating":22,"Passive Perception":27,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":22,"data-AcNum":22,"data-HpNum":444},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ancient Bronze Dragon","description":"","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"Lawful Good","Expansion":21300,"Challenge Rating":22},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Ancient Brown Dragon","description":"Brown Dragon Often referred to by desert nomads as the great desert dragon or sand dragon, the brown dragon is a cunning creature, but it is also haughty, irritable, paranoid, and slothful. It provides for itself in whatever way requires the least inconvenience and steers clear of unnecessary trouble. It makes its home in underground caverns and the ruins of ancient cities buried beneath the wastelands. Desert Predator. The brown dragon is a flightless creature that swims under vast desert sands like a bloodthirsty shark at sea. Its scales are leathery and softer than the typical dragon's metallic-like ones and have the color that matches its natural hunting grounds, ranging from dark brown at birth to dull light brown in their old age. The brown dragon has four short, muscular limbs that end with webbed claws suitable for digging through the sand and a pair of leathery wing vestiges at the back of its shoulders. A few lucky survivors who survived a brown dragon's attack recall seeing twin dorsal-like fins, which were the dragon's wings, cutting through the sand during its approach. Ambush Hunter. The brown dragon consumes minerals but prefers meat. It particularly relishes the taste of livestock, especially camels and horses. It will go to great lengths to attack caravans and herders but is careful enough to do so only in isolated areas and to not leave any survivors to avoid attracting unwanted attention, such as a party of adventurers. The brown dragon hunts by burying itself in the sand, waiting patiently until it senses vibrations caused by a prey's movement, after which it explodes from its hiding place, showering sand everywhere as it leaps toward its target. The brown dragon's breath is a line of highly corrosive sand that can also blind those that are hit by it. Prey, Foes, and Allies. The brown dragon is fiercely territorial and will slay and consume other burrowing predatory creatures such as ankhegs, bulettes, kruthiks, and umber hulks. It tolerates the presence of oozes and ooze elementals, as well as desert-dwelling vermin like giant antlions and scorpions, only because the brown dragon doesn't see them as competition or threat to its well-being and treasure hoard. The brown dragon dislikes other dragons, though, and especially hates and fears blue dragons, which often shares its territory with them. If an older blue dragon threatens it, the brown dragon will establish a new lair, move its treasure, and abandon its old home. Aloof and Self-Serving. The brown dragon sees anything weaker than itself as nothing more than prey. It does not care much for speaking with other intelligent creatures, especially adventurers, as it finds it odd and beneath itself to talk to its food. If it does participate in a conversation, the brown dragon will feign boredom and disinterest and even toy with whoever it is talking to, subtly steering topics to potential prey, treasure, and threats. A Brown Dragon's Lair Brown dragons keep their lairs underneath desolate deserts and coastal beaches, using their lightning-quick burrowing claws and acidic breath to form a vast, maze-like network of caverns. Stagnant pools of acid and noxious gases plague the brown dragon’s lair, discouraging all but the hardiest of trespassers. Oozes, ooze paraelementals, as well as swarms of scarabs, scorpions, and similar vermin, infest its numerous tunnels. Like blue dragons, the brown dragons will cause cave-ins if their lairs are invaded by dangerous foes, only to return when confident their enemies are all dead from suffocation and injury from being trapped underneath tons of sand. The challenge rating of a legendary brown dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Noxious chlorine gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. Regional Effects The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Sandstorms rage within 6 miles of the lair. Ooze paraelementals scour the land within 6 miles of the lair. Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole. If the dragon dies, the ooze paraelementals disappear immediately, and the sandstorms abate within 1d10 days. Any sinkholes remain where they are. Traits Hold Breath. The dragon can hold its breath for 1 hour or until it uses its Acid Breath. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Sand Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) acid damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5-6). The dragon exhales corrosive sand in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 63 (14d8) acid damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect . The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Sand Tornado (Costs 2 Actions). The dragon burrows into the ground in a violent circling motion, whipping its tail and spraying sand around it. Each creature within 15 feet of the dragon must succeed on a DC 22 Constitution saving throw or take 17 (2d8 + 8) bludgeoning damage and be blinded until the end of its next turn. The dragon can then move up to its burrow speed. ","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":21},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Ancient Chimera","description":"When a chimera has lasted more than its average lifespan and devoured countless prey, it can be gifted by Demogorgon additional life and power. The chimera ages and eventually grows into a more formidable version - an ancient chimera. It is easily twice the size of its regular kind and has developed the ability to unleash a roar so terrifying it can paralyze those who hear it. Territorial Predator. The ancient chimera will actively hunt down and drive out any competitors and predators within miles of its lair. When an ancient chimera has finally settled, the area around it soon becomes dismal and desolate - with the various bones of its prey littering the ground. Mercenary Guardian. Although more beast than dragon, the ancient chimera is still fond of hoarding treasure, and may be coaxed by a more powerful creature (such as an evil archmage, demon, lich, or giant) to serve as a guardian if paid and fed well. Traits Three-Headed. The chimera has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Actions Multiattack. The chimera makes four attacks: one with its Lion's Bite, one with its Dragon's Bite, one with its Horns, and one with its Claws. When its Fire Breath is available, it can use Fire Breath in place of Dragon's Bite. Dragon's Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) fire. Lion's Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Horns. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Fire Breath (Recharge 5–6). The dragon head exhales fire in a 30-foot cone. Each creature in that area must succeed on a DC 19 Dexterity saving throw, taking 63 (14d8) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions The chimera can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The chimera regains spent legendary actions at the start of its turn. Tail. The chimera makes a Tail attack. Wing Attack (Costs 2 Actions). The chimera beats its wings. Each creature within 10 feet of the chimera must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The chimera can then fly up to half its flying speed. Lion's Roar (Costs 3 Actions). The chimera's lion head emits a magical roar. Each creature within 120 feet that can hear its roar must succeed on a DC 19 Wisdom saving throw or be and frightened for one minute. A creature that fails the save by 5 or more is also paralyzed for the same duration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Lion's Roar the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ancient Copper Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Copper Dragon Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened. A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon’s scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon’s pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs. Good Hosts. A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn’t laugh at its jokes or accept its tricks with good humor. Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted. Cautious and Crafty. When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures. A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure. A Copper Dragon’s Lair Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. Regional Effects The region containing a legendary copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Magic carvings of the dragon’s smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair. Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts. Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing. If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately. Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage. Claw : Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) slashing damage. Tail : Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (acid breath or slowing breath): Acid Breath : The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath : The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"MM1","Alignment":"chaotic good","Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ancient Copper Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Claw : Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail : Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions , its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions , and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","AC":"21 (Natural Armor)","HP":"350 (20d20+140)","CHA":19,"CON":25,"DEX":12,"INT":20,"STR":27,"WIS":17,"Size":"Gargantuan","Type":"dragon","Speed":"40 ft., climb 40 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057143/UanxlWJU0Mo5OImTkA3YJg/original.png","Roll 0":"Bite\n1d20 + 15\n2d10+8","Roll 1":"Claw\n1d20 + 15\n2d6+8","Roll 2":"Tail\n1d20 + 15\n2d8+8","Roll 3":"Acid Breath\n1d20 + 0\n14d8","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Deception +11, Perception +17, Stealth +8","Source":"5th Edition SRD","data-XP":"33,000","Alignment":"Chaotic Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Acid","Token Size":4,"data-LANum":3,"data-Traits":"[{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"15\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 8\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"15\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 8\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"15\",\"Reach\":\"20 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 8\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.\"},{\"Name\":\"Change Shape\",\"Desc\":\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"}]","data-CHA-mod":"+4","data-CON-mod":"+7","data-DEX-mod":"+1","data-INT-mod":"+5","data-STR-mod":"+8","data-SizeNum":7,"data-WIS-mod":"+3","Saving Throws":"Dex +8, Con +14, Wis +10, Cha +11","Challenge Rating":21,"Passive Perception":27,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":21,"data-AcNum":21,"data-HpNum":350},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ancient Crystal Dragon","description":"I had a crystal dragon read my fortune once. A lot of codswallop and poppycock, to be sure, except for the part where he said I'd forget what he told me! That was impressively accurate. -Fizban Crystal Dragons Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic. Inner Glow When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly. The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy. Visions in Starlight Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace. Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them. Glittering Hoards For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing. A Crystal Dragon's Lair Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed. The challenge rating of a legendary crystal dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high. Starlight's Gleam. The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a DC 15 Dexterity saving throw or take 13 (2d12) radiant damage and be outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can't hide or benefit from being invisible. The starlight and the glow around any creature fades on initiative count 20 on the next round. Regional Effects The region surrounding a legendary crystal dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day. Crystal Profusion. Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals. Icy Sight. Ice and quartz within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any ice or quartz crystals in that region. Positive Energy. Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice. Thriving Wildlife. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage. If the dragon dies, the animal population near the lair returns to normal levels over the course of 1d10 days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) radiant damage. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Scintillating Breath (Recharge 5–6). The dragon exhales a burst of brilliant radiance in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 49 (11d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 25 temporary hit points by absorbing a portion of the radiant energy. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19): At will: dancing lights , guidance 1/day each: command , divination , greater restoration , hypnotic pattern , invisibility Bonus Actions Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Claw. The dragon makes one Claw attack. Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting. Starlight Strike (Costs 3 Actions). The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a DC 19 Dexterity saving throw or take 38 (11d6) radiant damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon (gem)","Alignment":"typically chaotic neutral","Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ancient Cuelebre","description":"Cuélebre Cuélebres are serpentine dragons that live in caves, guarding their treasures and causing destruction to nearby settlements, farms, and livestock. They have bat-like wings, four clawed legs, and a powerful tail. Cuélebres favor mountains, and forests, usually making their lairs near lakes or rivers. They are typically solitary creatures, rarely interacting with others of its kind. Elder Retreat. Cuélebres grow larger as they age, with their scales grow thicker over the centuries, making them nearly invulnerable to attack with ordinary weapons. Eventually they stop growing, at which point they retreat to a place they call Mar Cujada, a near-mythical place unreachable by normal folk, which is full of precious stones, coins, and other treasures. No treasure hunter has ever found this place, and some wonder whether it is entirely fictional and whether ancient cuélebres facing death simply destroy their treasures and plunge their bodies into the deep in a final act of selfish avarice, so that no one else ever enjoys their plunder. Mighty Hunger. Cuélebres possess a nigh-insatiable hunger, driving them to devour livestock and villagers alike. In some stories, the local people offer it bread called boroña to appease it, though sometimes this is not enough and it must be offered first-born sons or virgins. In stories where the cuélebre is especially nasty, the villagers leave a red-hot stone in place of the bread, slaying the dragon with this ruse, though in some tales the dragon is able to save its life by flying to the nearest bay and diving into the water, cooling itself before it burned up from the inside, later returning to wreak its vengeance.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":24},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Ancient Deathlock Mastermind","description":"Deathlock masterminds, if deemed worthy by their patrons, are allowed to continue to grow in knowledge and power. Most become elder deathlock masterminds. A very rare few known as the ancient ones, are the most brilliant, cunning, and powerful of the deathlock masterminds. Traits Devil’s Sight. Magical darkness doesn’t impede the deathlock’s darkvision. Legendary Resistance (2/Day). If the deathlock fails a saving throw, it can choose to succeed instead. Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead. Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep. Actions Multiattack. The deathlock makes three Deathly Claw or Grave Bolt attacks. Deathly Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. Grave Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) necrotic damage. If the target is Large or smaller, it must succeed on a DC 18 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. Spectral Skulls (Recharge 5–6). The deathlock conjures 3 ghostly skulls. Each skull flies and unerringly strikes a creature of the deathlock's choice that it can see within 60 feet of it. Each skull explodes on impact in a burst of necrotic energy. The target and each creature within 5 feet of it must make a DC 18 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The spectral skulls all strike simultaneously, and the deathlock can direct them to hit one creature or several. Creatures in the area of more than one spectral skull burst can be affected more than once. Spellcasting. The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 18): At will: detect magic, disguise self, mage armor, minor illusion 1/day each: circle of death, dimension door, dispel magic, fly, invisibility, power word stun, synaptic static Legendary Actions The deathlock can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The deathlock regains spent legendary actions at the start of its turn. Attack. The deathlock makes a Deathly Claw or Grave Bolt attack. Dark Magic (Costs 2 Actions). The deathlock uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ancient Deep Crow","description":"So little is known of the deep crows that even less is known of their monstrous leviathan cousins, the ancient deep crows. Whether these gargantuan specimens are elder deep crows grown to great size or some higher form that holds lesser deep crows in thrall remains to be determined. Ideally by someone else. Seriously, stay away from these things. A Deep Crow’s Lair Deep crows and ancient deep crows roost in places both deep and warm, favoring sites with access to exposed lava. The spires of volcanic rock the creatures prize as roosts are common in such places, whose ambient warmth provides constant temperature regulation for the creature’s eggs. Regional Effects The region containing an ancient deep crow’s lair is transformed by the creature’s presence, which creates one or more of the following effects: Supernatural shadow turns all bright light to dim light in underground regions within 6 miles of the lair. Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair. Subterranean beasts within 1 mile of the ancient deep crow’s lair serve as the creature’s eyes and ears, alerting it to the presence of intruders and making it all but impossible to surprise the ancient deep crow. If the ancient deep crow dies, these effects fade immediately.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":4048,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Ancient Deep Dragon","description":"The ultimate paradox: some deep dragons are actually very shallow. -Fizban Deep Dragons Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind. Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels. Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack. A Deep Dragon's Lair Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays. The challenge rating of a legendary deep dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Deep Torpor. The dragon casts the slow spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16 for an adult dragon or DC 19 for an ancient dragon). The spell ends early if the dragon uses this lair action again or if the dragon dies. Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round. Toxic Spores. The dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn. Regional Effects The region surrounding a legendary deep dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Preservation of Knowledge. Books, letters, and any other physical forms of writing within 6 miles of the dragon's lair become magically charged and can't be damaged by nonmagical means. Restless Sleep. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect. Verdant Growth. Vegetation and fungi within 6 miles of the dragon's lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food. If the dragon dies, these effects fade over the course of 1d10 days. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 11 (2d10) poison damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it. Nightmare Breath (Recharge 5–6). The dragon exhales a cloud of spores in a 90-foot cone. Each creature in that area must make a DC 19 Wisdom saving throw. On a failed save, the creature takes 49 (9d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Commanding Spores. The dragon releases spores around a creature within 30 feet of it that it can see. The target must succeed on a DC 19 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can't take a reaction, it takes 11 (2d10) psychic damage. Tail. The dragon makes one Tail attack. Spore Salvo (Costs 2 Actions). The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on a DC 19 Constitution saving throw or take 28 (8d6) poison damage and become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"typically neutral evil","Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ancient Deep Drake","description":"The deep drake is a formidable creature that dwells in the Elemental Plane of Earth but can also be found in the Material Plane. It lives entirely underground and shuns the touch of sunlight. Although not completely blind, it relies heavily on echolocation to navigate its dark and labyrinthine habitat and to hunt its unsuspecting prey. Stone Camouflage. The deep drake possesses scales or scutes akin to a crocodile's but resembling a stone-like texture, allowing it to seamlessly blend into its natural surroundings. Further aiding in its camouflage are its ability to climb surfaces effortlessly and the bony stalactite-like ridges adorning its spine, enhancing its ability to remain hidden within the shadowed recesses of cavern ceilings. Sonic Blaster. The deep drake stalks the winding caverns and underground tunnels, searching for a spot to hide, typically in the ceiling above a busy underground trail or passage. There, the deep drake patiently awaits for prey to venture close. Once the opportunity arises, With acute precision, it emits a powerful sonar blast. The forceful shockwave generated by the blast creates a sudden, intense compression, leading to destructive consequences to a creature upon impact. The sonic burst can rupture a creature's delicate tissues, such as eardrums, damage internal organs and blood vessels, shatter bones, and cause concussion. Creatures who survive the attack are often left reeling and vulnerable to the deep drake's death blow, which is a swift and powerful bite at the prey's neck or spine. Salt Geophagy. The deep drake's diet consists of normal and giant-sized bats, insects, reptiles, worms, and other manner of vermin but will include larger dangerous prey such as grimlocks and other humanoids if food is scarce. It supplements its carnivorous diet with salt deposits and crystals, biting and licking these salt formations that are abundant in cave systems that have or are near saline springs and pools. These minerals help it develop its tough, stone-like hide. Kobold Mounts. A deep drake is often encountered singly or as a mated pair, but a few run in packs, with several young ones led by an adult alpha. Kobolds are known to capture young deep drakes and train them as mounts and guards. An Ancient Deep Drake's Lair An ancient deep drake roosts in large subterranean crevices, ledges, and burrows that overlook a vast cavernous network that is connected to a number of complex tunnel systems. An ancient deep drake encountered in its lair has a challenge rating of 14 (11,500 XP). Lair Actions On initiative count 20 (losing initiative ties), the drake can take a lair action to cause one of the following magical effects; the drake can’t use the same effect two rounds in a row: Dozens of stalactites from the cavern's ceiling break off and fall down to the ground centered on a point within 120 feet of the drake. Each creature within 20 feet of that point must succeed on a DC 15 Dexterity saving throw. On a failed save, a creature takes 11 (2d10) bludgeoning damage, is knocked prone, and restrained. A creature can use an action to make a DC 15 Strength check to free the restrained creature. The drake exhales corrosive sand in a 60-foot-line that is 5 feet wide. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 13 (3d8) acid damage and is blinded until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't blinded. The drake creates a seismic disturbance at a point on the ground it can see within its lair. Until initiative count 20 on the next round, a strong tremor rips through the ground in a 40-foot-radius circle centered on that point and shakes creatures in contact with the ground in that area. Until the duration ends, the ground in the area becomes difficult terrain. In addition, each creature in that area or enters it for the first time, while the tremor occurs must make a DC 15 Strength saving throw or be knocked prone. Furthermore, each creature that is concentrating must make a DC 15 Constitution saving throw. On a failed save, the creature's concentration is broken. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Echolocation. The drake can’t use its blindsight while deafened. Legendary Resistance (1/Day). If the drake fails a saving throw, it can choose to succeed instead. Spider Climb. The drake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stone Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The drake makes one Bite attack, two Claw attacks, and one Tail attack. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 7 (2d6) thunder damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 12 (1d10 + 7) bludgeoning damage. Sonic Breath (Recharge 6). The drake emits a sonic shockwave in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 45 (10d8) thunder damage, is deafened for 1 minute, and is stunned until the end of the drake's next turn. On a successful save, a creature takes half as much damage and isn't deafened or stunned. Legendary Actions The drake can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn. Claw. The drake makes a Claw attack. Frightful Gaze. The drake targets one creature it can see within 30 feet of it. The creature must succeed on a DC 13 Wisdom saving throw or become frightened of the drake for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the drake's Frightful Gaze for the next 24 hours. Resonance Disruption (Costs 2 Actions). The drake emits an ultrasonic chirp that causes unnatural vibrational frequencies. Each creature within 20 feet of the drake must succeed on DC 19 Constitution saving throw. On a failed save, a creature becomes vulnerable to thunder damage, can't concentrate, can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. The effects last until the end of the drake's next turn. Creatures immune to thunder damage automatically save against this legendary action.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Desert Drake","description":"Desert drakes are wingless dragons with thick, golden-brown hides that resemble overlapping armor plates. They have large horns on their snouts similar to a blue dragon's and long tails that end with bony clubs. Desert drakes, as their name implies, are usually encountered in barren wastelands, dust bowls, and dry badlands. Sand Lurkers. Desert drakes are ambush hunters. They use their specialized claws and tail to burrow and bury themselves deep into the sand and patiently wait until they sense the vibration caused by the movement of approaching prey. Upon reaching striking distance, the desert drakes explode from the sand, catch their targets by surprise, and bring them down quickly with savage attacks. Desert drakes typically hunt large reptiles and mammals such as camels, humanoids, and cattle. They will track and follow caravans for days waiting for an opportunity to snatch prey. Sand Breath. Desert drakes constantly swallow small amounts of sand which they store within their acidic bellies. When confronted with numerous foes or a dangerous opponent, desert drakes can disgorge the stored and now highly corrosive sand at their targets' eyes, burning and blinding them at the same time. Tail Clubbing. Desert drakes tend to be solitary and very territorial. During mating season, desert drakes converge and vie for the right to be the only male to mate with the females. The largest males challenge each other and fight using only their powerful tail clubs, taking turns smashing each other's bodies. Rarely do these matches end in death, but broken limbs and ribcages are common. An Ancient Desert Drake's Lair Ancient desert drakes build their lairs in windswept desert caves and large underground tunnels or buried ruins deep beneath sandy wastelands and in the Elemental Plane of Earth. The challenge rating of an ancient desert drake increases to 13 (10,000 XP) when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the drake takes a lair action to cause one of the following effects; the drake can’t use the same effect two rounds in a row: The drake targets up to 4 creatures it can see within 120 feet of it. Sections of the ceiling collapses above each target. The target must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. The drake targets a 10-foot cube of ground within 60 feet of it. The targeted area turns into quicksand and is difficult terrain. Each creature that starts its turn in the area or enters it for the first time must succeed on a DC 14 Strength saving throw. On a failed save, a creature sinks into the quicksand, is restrained, and can't breathe. It or another creature can use an action to end the restrained condition by pulling itself or the sunken creature from the quicksand with a successful DC 14 Strength (Athletics) check. On a success, the creature is no longer restrained and escapes the quicksand using 10 feet of movement, exiting prone. A restrained creature is shunted to an unoccupied space of its choice within 5 feet of the quicksand and is no longer restrained when the effect ends. The quicksands last for 1 minute, until the half-dragon uses this lair action again, or until the half-dragon dies or is incapacitated. The drake creates a wall of sand on a solid surface it can see within 120 feet of it. The wall can be up to 60 feet long, 20 feet high, and 2 foot thick. When the wall appears, each creature is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 10 hit points, resistant to piercing and slashing damage, and immunity to necrotic, poison, and psychic damage. The wall disappears when the drake uses this lair action again or when the drake dies. The wall of sand lasts for 1 minute or until the drake uses this lair action again. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Hold Breath. The drake can hold its breath for 30 minutes or until it uses its Acid Breath. Legendary Resistance (1/Day). If the drake fails a saving throw, it can choose to succeed instead. Sand Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Actions Multiattack. The drake makes one Bite attack, two Claw attacks, and one Tail attack. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 12 (1d10 + 7) bludgeoning damage and if the target is Huge or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. If the creature fails its saving throw by 5 or more, it is also stunned until the end of the drake's next turn. Sand Breath (Recharge 6). The drake exhales corrosive sand in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 40 (9d8) acid damage and is blinded for 1 minute. A creature can repeat the saving throw with advantage on the roll at the end of each of its turns, ending the blinded effect on a success. On a successful save, a creature takes half as much damage and isn't blinded. Reactions Tail Swipe. When an enemy the drake can see moves within 15 feet of the drake, the drake can make one Tail attack against that enemy. Legendary Actions The drake can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn. Claw. The drake makes a Claw attack. Frightful Gaze. The drake targets one creature it can see within 30 feet of it. The creature must succeed on a DC 13 Wisdom saving throw or become frightened of the drake for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the drake's Frightful Gaze for the next 24 hours. Tail Sweep (Costs 2 Actions). Each creature within 15 feet of the drake must succeed on a DC 19 Dexterity saving throw or take 12 (1d10 + 7) bludgeoning damage and is knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Dracolisk","description":"The dreaded dracolisk is a rare crossbreed between a black dragon and a basilisk. The dracolisk appears at first glance like a typical black dragon, with shimmering black scales and bat-like wings. However, it has three pairs of legs, each ending with razor-sharp claws. The dracolisk is feared because of its two dangerous abilities. Just like its draconic parent, the dracolisk has a powerful acid breath attack. The dracolisk has also gained the basilisk's deadly ability to petrify opponents with its gaze. Presented below are the stats of an ancient, adult, and young dracolisk of the black dragon variety. Traits Amphibious. The dracolisk can breathe air and water. Legendary Resistance (3/Day). If the dracolisk fails a saving throw, it can choose to succeed instead. Petrifying Gaze. If a creature starts its turn within 60 feet of the dracolisk and the two of them can see each other, the dracolisk can force the creature to make a DC 20 Constitution saving throw if the dracolisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the dracolisk until the start of its next turn, when it can avert its eyes again. If it looks at the dracolisk in the meantime, it must immediately make the save. If the dracolisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. Actions Multiattack. The dracolisk can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 4 (1d8) acid damage and 4 (1d8) poison damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence. Each creature of the dracolisk's choice that is within 120 feet of the dracolisk and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolisk's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5–6). The dracolisk exhales acid in a 15-foot line that is 5 feet wide. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions The dracolisk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dracolisk regains spent legendary actions at the start of its turn. Detect. The dracolisk makes a Wisdom (Perception) check. Tail Attack. The dracolisk makes a Tail attack. Wing Attack (Costs 2 Actions). The dracolisk beats its wings. Each creature within 10 feet of the dracolisk must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dracolisk can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":20},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ancient Dragon Mage","description":"With shimmering skin that gleams like scales and cruel reptilian eyes, the robed figure speaks in a sibilant tongue as its staff erupts with fire. Ancient dragon mages are powerful spellcasters who serve ancient dragons. Dragon mages typically begin their lives simply as gifted spellcasters who somehow capture the attention of the ancient dragon they are ultimately bound to serve. In the case of good-aligned dragons, this relationship is typically a mutual one. In the case of evil-aligned dragons, it is not uncommon for gifted spellcasters to be abducted and forced into servitude. After years spent living with and learning from their draconic masters, these mages evolve into even more potent masters of magic as their bodies transform to become more draconic. Secretive stewards. The process by which ancient dragons transform their mages is a well-guarded secret. Little is known about the process beyond the fact that it requires years or decades of personal contact with an ancient dragon. Those who transform into dragon mages are imbued with an undying loyalty to the dragon who created them, and each mage’s personality alters, sometimes radically, to become complimentary to its master’s nature. Type specific. The abilities of each ancient dragon mage are determined by the type of dragon it serves. Those familiar with the varieties of dragons can clearly identify a dragon mage’s master by the aesthetic changes to the mage’s form. When creating an ancient dragon mage, choose which type of dragon it serves. This decision changes some of the dragon mage’s statistics, as noted in the ancient dragon mage’s stat block.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":24844,"Challenge Rating":14},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Ancient Dragon Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Actions Multiattack. The skeleton can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the skeleton's choice that is within 120 feet of the skeleton and aware of it must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the skeleton's Frightful Presence for the next 24 hours.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ancient Dragon Turtle","description":"Dragon Turtles Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island—and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground. Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle's defenses, magical storms manifest to shield the dragon turtle and strike at foes. Traits Amphibious. The dragon turtle can breathe air and water. Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total instead resets to 350 hit points, and it recharges its Steam Breath. Additionally, the dragon turtle can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates. Legendary Resistance (3/Day). If the dragon turtle fails a saving throw, it can choose to succeed instead. Unusual Nature. The dragon turtle doesn't require food or drink. Actions Multiattack. The dragon turtle makes one Bite or Tail attack and two Claw attacks. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9) piercing damage plus 13 (2d12) lightning damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be knocked prone. Steam Breath (Recharge 5–6). The dragon turtle exhales steam in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage. Legendary Actions The dragon turtle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon turtle regains spent legendary actions at the start of its turn. Attack. The dragon turtle makes one Claw or Tail attack. Move. The dragon turtle moves up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks. Boiling Aura (Costs 3 Actions). The dragon turtle radiates intense heat. Until the start of the dragon turtle's next turn, whenever a creature starts its turn within 20 feet of the dragon turtle, that creature must succeed on a DC 24 Constitution saving throw or take 40 (9d8) fire damage. Being underwater doesn't grant resistance against this damage. Mythic Actions If the dragon turtle's Blessing of the Sea trait has activated in the last hour, it can use the options below as legendary actions. Bite. The dragon turtle makes one Bite attack. Armor of Storms (Costs 2 Actions). Lightning temporarily surrounds the dragon turtle, and it gains 40 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches the dragon turtle or hits it with a melee attack takes 26 (4d12) lightning damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"typically neutral","Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ancient Dragon Zombie","description":"Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Multiattack. The zombie can use its Frightful Presence. It then makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Frightful Presence. Each creature of the zombie's choice that is within 120 feet of the zombie and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the zombie's Frightful Presence for the next 24 hours. Baleful Breath (Recharge 5–6). The zombie exhales pestilent gas in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 66 (12d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ancient Elder Brain","description":"An ancient elder brain has lived for centuries and has absorbed thousands of mind flayer brains, making it even more powerful. It has increased its spellcasting powers and can lash out with two tentacles at a time during combat. It is never without a few ulitharids near its brine pool that serve as its guardians. Traits Creature Sense. The elder brain is aware of the presence of creatures within 10 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead. Magic Resistance. The elder brain has advantage on saving throws against spells and other magical effects. Telepathic Hub. The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way. Actions Multiattack. The elder brain makes two Tentacle attacks. Tentacle. Melee Weapon Attack: +10 to hit, reach 40 ft., one creature. Hit: 26 (5d8 + 4) bludgeoning damage and the target is grappled (escape DC 16) and takes 15 (2d8 + 6) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time. Mind Blast (Recharge 5–6). Creatures of the elder brain’s choice within 90 feet of it must succeed on a DC 20 Intelligence saving throw or take 44 (7d10 + 6) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting (Psionics). The elder brain casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20): At will: detect thoughts, levitate, shield 3/day each: dominate monster, telekinesis 1/day each: plane shift, psychic scream Psychic Link. The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 20 Charisma saving throw. On a successful save, the target takes 14 (4d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time. Sense Thoughts. The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates}. The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight} check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target. Legendary Actions The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The elder brain regains spent legendary actions at the start of its turn. Tentacle. The elder brain makes one Tentacle attack. Break Concentration. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's concentration on a spell it has cast. The creature also takes 1d6 psychic damage per level of the spell. Psychic Pulse. The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 14 (4d6) psychic damage. Sever Psychic Link. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn. Cast Spell (Costs 3 Actions). The elder brain uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":20},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ancient Emerald Dragon","description":"Have you ever heard an emerald dragon purr? It sounds like a tremendous, lethal, and adorable earthquake. -Fizban Emerald Dragons Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences. Shimmering Green A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood. Clever Concealment The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena. Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them. Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals. Hoarded Histories Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations. An Emerald Dragon's Lair Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region. Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava. Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight. The challenge rating of a legendary emerald dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Distort Perceptions. The dragon attempts to alter the perceptions of one creature it can see within its lair. That creature must succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic damage and have disadvantage on saving throws until the start of its next turn. Vanish. The dragon becomes invisible until initiative count 20 on the next round. Regional Effects The region surrounding a legendary emerald dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones. Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any area of fire or lava in that region. Subtle Obstruction. Rocks within 6 miles of the dragon's lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon's lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers' feet to send them tumbling down slopes or into rivers. Thriving Wildlife. Giant lizards are attracted to the area within 6 miles of the lair and settle there in large numbers. If the dragon dies, the population of giant lizards near the lair returns to normal levels over the course of 1d10 days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake. Warp Perception (1/Day). The dragon can cast mirage arcane , requiring no spell components and using Intelligence as the spellcasting ability. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) psychic damage. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Disorienting Breath (Recharge 5–6). The dragon exhales a wave of psychic dissonance in a 90-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw. On a failed save, the creature takes 56 (16d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d8 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 20): At will: mage hand (the hand is invisible), minor illusion 1/day each: detect thoughts , dispel magic , etherealness , major image , mislead Bonus Actions Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Claw. The dragon makes one Claw attack. Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting. Emerald Embers (Costs 3 Actions). The dragon creates a dancing mote of green flame around a creature it can see within 60 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 42 (12d6) fire damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon (gem)","Alignment":"typically lawful neutral","Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ancient Forest Drake","description":"Forest drakes are feral and wingless cousins of green dragons, sharing their cruelty and cunning but none of their intelligence. Forest drakes sport large antler-like horns on their heads and fur running down their spines. As their name suggests, forest drakes prowl timberlands, thickets, and taigas. Cunning Predators. Forest drakes are carnivorous and usually prey on deer, pigs, and primates, but they prefer elves, halflings, and humans and will go out of their way to hunt and track them if they catch their scent. Forest drakes are known to mimic elk and moose, teasing hunters with glimpses of their antlers, drawing them closer to set them for an ambush. Hallucinogenic Breath. Forest drakes supplement their meat diet with wild, poisonous mushrooms. The ingested fungi's toxins do not harm the forest drakes. Instead, it alters their poisonous breath, making it more potent by having a hallucinogenic effect on any who unfortunately inhales the poison. Pack Hunters. Forest drakes typically form packs composed of one old male bull, several females, and a few young males. These dangerous packs will usually hunt deer herds and even attack small settlements at the edge of their territories. During the mating season, the old male drives out all the males from the pack to establish its harem. One or two bulls might challenge him for the harem, and these fights usually end with the challenger maimed or killed. An Ancient Forest Drake's Lair Forest drakes build their lairs in dismal groves of twisted trees and corrupted vegetation. The challenge rating of a legendary forest drake increases to 14 (11,500 XP) when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the drake takes a lair action to cause one of the following effects; the drake can’t use the same effect two rounds in a row: Grasping prickly roots and thorny vines sprout from the ground and other plants in a 30-foot-radius sphere centered on a point within the lair of the drake. Each creature other than the drake in that area must make a DC 15 Strength saving throw or be restrained by the entangling vegetation for 1 minute. While restrained, a creature takes 3 (1d6) piercing damage at the start of each of its turns. As an action, the restrained creature can make a DC 15 Strength check, escaping from the grasping vegetation on a success. The vegetation can also be destroyed to end the effect. Each grasping vegetation has AC 10, 15 hit points, vulnerability to fire damage and immunity to bludgeoning, piercing, poison, and psychic damage. The grasping vegetation lasts until the drake uses this lair action again, becomes incapacitated, or when the drake dies. The drake casts stinking cloud , requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15). It lasts until the drake uses this lair action again, becomes incapacitated, or when the drake dies. The drake moves up to half its speed and magically steps into one living tree within its reach and emerges from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger and within the lair of the drake. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Charge. If the drake moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 14 (4d6) damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. If the target fails its saving throw by 5 or more, it is also stunned until the end of the drake's next turn. Legendary Resistance (1/Day). If the drake fails a saving throw, it can choose to succeed instead. Actions Multiattack. The drake makes one Bite or Ram attack, two Claw attacks, and one Tail attack. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage. Ram. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage. Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage. Poison Breath (Recharge 6). The drake exhales poison in a 60-foot cube. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned for 1 minute. A poisoned creature suffers the effect of the confusion spell without making a saving throw. The drake doesn't need to concentrate to maintain the effect. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. Bonus Actions Rear Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one prone target. Hit: 9 (2d8) slashing damage. Legendary Actions The drake can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn. Tail. The drake makes a Tail attack. Frightful Gaze. The drake targets one creature it can see within 30 feet of it. The creature must succeed on a DC 14 Wisdom saving throw or become frightened of the drake for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the drake's Frightful Gaze for the next 24 hours. Slashing Ram (Costs 3 Actions). The drake moves up to 50 feet in a straight line without provoking opportunity attacks and can move through the space of a Huge or smaller creature. Each time it enters a creature’s space during this move, that creature must succeed on a DC 20 Strength saving throw. On a failed save, the creature takes 14 (2d6 + 7) bludgeoning damage and 9 (2d8) slashing damage and is knocked prone. On a successful save, the creature is pushed to the nearest space out of the drake's path. If a prone creature remains in the drake's space, it is shunted to an unoccupied space of its choice within 5 feet of the drake.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Galeb Duhr","description":"The ancient galeb duhr towers at nearly 9 feet tall. Its stony body is somewhat shaped like a curvaceous female humanoid, adorned with scattered patches of vibrant mosses. TRAITS False Appearance: While the ancient galeb duhr remains motionless it is indistinguishable from a normal menhir. ACTIONS Multiattack: The ancient galeb duhr makes two slam attacks. Slam: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Animate Boulders (1/Day): The ancient galeb duhr magically animates up to four menhirs it can see within 60 feet of it. The menhirs remain animated for as long as the ancient galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell).","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":25195,"Challenge Rating":8},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Ancient Glatisant","description":"The horrid glatisant is a bizarre amalgamation of three creatures. It has the head, neck, and tail of a monstrous serpent, the body and thighs of a leopard, and the cloven hooves of a hart. It stands 6 feet tall at the shoulder, and its body length measures 25 feet long. Demonic Offspring. The glatisant is born from the union of a humanoid of royal descent and a powerful demon. The humanoid is said to have desired something - power, wealth, or having someone specific to fall in love with it and, in desperation, petitioned a demon. In return for fulfilling its wishes, the humanoid is required to have sexual intercourse with the demon. After 3 months, either the humanoid (if she was female) or the demon gives birth to a serpent, which immediately escapes to the wild. Curse to the Land. The vile creature rapidly grows into a glatisant and becomes bound to the territory it was born into and can never willingly leave it. Born with an insatiable lust to kill and devour flesh, the glatisant becomes a terrible menace to the land as it stalks and preys on people, game animals, and livestock. Borborygmus. The glatisant is a cunning and very dangerous predator. Due to its demonic lineage, it has a very heightened sense of smell, incredible strength, speed, and natural resistance to magic. Its powerful kicks can fell giants and its dreadful bite can inject a deadly venom that can cause muscle, tissue, and organ to rapidly rot. The glatisant can also spit or spray this potent venom at long ranges, causing blindness to those it hits. What the glatisant is known for, however, is its ability to make its belly create loud, dreadful, growling sounds that chill the blood of anyone who hears it. Questing Beast. The glatisant is known by other names on other continents. Among the most popular names it is called is serpopard, because of its appearance, and questing beast, due to it being an immediate cause of concern that a kingdom would hire adventurers to slay it. An Ancient Glatisant's Lair The ancient glatisant's lair is usually a dark cave located in the most dismal and deplorable section of the land it is bound to. The entrance to its cave is littered with the skeletal remains of its victims and is often surrounded by thickets and treacherous bogs. An ancient glatisant encountered in its lair has a challenge rating of 16 (15,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the glatisant can take a lair action to cause one of the following magical effects; the glatisant can’t use the same effect two rounds in a row: A wall of gnarly and thorny thickets rise from the ground within 60 feet of the glatisant. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 9 (2d8) piercing damage, is poisoned until initiative count 20 on the next round, and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall. On a failed save, the creature takes 9 (2d8) piercing damage and is poisoned until the start of its next turn. On a successful save, the creature takes half as much damage and isn't poisoned. Each 10-foot section of wall has AC 10, 25 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the glatisant uses this lair action again or when the glatisant dies. Creatures within 60 feet of the glatisant have disadvantage on saving throws until initiative count 20 on the next round. The glatisant emits a cloud of noxious gas. Each creature within 20 feet of the glatisant must make a DC 18 Constitutions saving throw or become poisoned until initiative count 20 on the next round. A poisoned creature is stunned. Traits Keen Smell. The glatisant has advantage on Wisdom (Perception) checks that rely on smell. Legendary Resistance (1/Day). If the glatisant fails a saving throw, it can choose to succeed instead. Magic Resistance. The glatisant has advantage on saving throws against spells and other magical effects. Actions Multiattack. The glatisant makes one Bite attack, one Hooves attack, and one Tail attack. It can use Poison Spit in place of its Bite attack. Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) piercing damage and the target must make a DC 18 Constitution saving throw. On a failed save, a creature takes 42 (12d6) poison damage and is poisoned. A poisoned creature is incapacitated and takes 10 (3d6) necrotic damage at the end of each of its turns. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. Hooves. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage and the target must succeed on a DC 20 Strength saving throw or be knocked prone. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 12 (1d10 + 7) bludgeoning damage. Poison Spit. Ranged Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 21 (6d6) poison damage and the target must make a DC 18 Constitution saving throw or be poisoned for 1 minute. A poisoned creature is blinded. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Poison Spray (Recharge 5–6). The glatisant spits poison in a line that is 60 feet long and 10 feet wide. Each creature in that line must make a make a DC 18 Constitution saving throw. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned for 1 minute. A poisoned creature is blinded. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. Bonus Actions Borborygmus. The glatisant's belly emits a loud and horrific growling sound. Each creature that isn't a glatisant within 120 feet of the glatisant and can hear the glatisant must succeed on a DC 18 Wisdom saving throw, unless the glatisant is incapacitated. On a failed save, the target is frightened until the end of the glatisant's next turn. If a creature's saving throw is successful, the creature is immune to the glatisant's Borborygmus for the next 24 hours. Legendary Actions The glatisant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The glatisant regains spent legendary actions at the start of its turn. Spring. The glatisant moves up to its speed without provoking opportunity attacks. Bludgeon. The glatisant makes one Hooves or Tail attack. Poison Spit (Costs 2 Actions). The glatisant makes one Poison Spit attack. Bite (Costs 3 Actions). The glatisant makes one Bite attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Gold Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Gold Dragon The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil. A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon’s sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold. Devourer of Wealth. Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn’t need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren’t bribes. Reserved Shapeshifters. Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring. Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end. Master Hoarders. A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it. A Gold Dragon’s Lair Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. Regional Effects The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger. Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius. If the dragon dies, these effects end immediately. Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 21 (2d10 + 10) piercing damage. Claw : Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 17 (2d6 + 10) slashing damage. Tail : Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (fire breath or weakening breath): Fire Breath : The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath : The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions The dragon can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"MM1","Alignment":"lawful good","Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ancient Gold Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. Claw : Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Tail : Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks , and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions , and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"22 (Natural Armor)","HP":"546 (28d20+252)","CHA":28,"CON":29,"DEX":14,"INT":18,"STR":30,"WIS":17,"Size":"Gargantuan","Type":"dragon","Speed":"40 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057416/yt7l1n5HHZhPhqIM14uYAg/original.png","Roll 0":"Bite\n1d20 + 17\n2d10+10","Roll 1":"Claw\n1d20 + 17\n2d6+10","Roll 2":"Tail\n1d20 + 17\n2d8+10","Roll 3":"Fire Breath\n1d20 + 0\n13d10","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Insight +10, Perception +17, Persuasion +16, Stealth +9","Source":"5th Edition SRD","data-XP":"62,000","Alignment":"Lawful Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Fire","Token Size":4,"data-LANum":3,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"},{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"17\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 10\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"17\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 10\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"17\",\"Reach\":\"20 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 10\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"Name\":\"Change Shape\",\"Desc\":\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"}]","data-CHA-mod":"+9","data-CON-mod":"+9","data-DEX-mod":"+2","data-INT-mod":"+4","data-STR-mod":"+10","data-SizeNum":7,"data-WIS-mod":"+3","Saving Throws":"Dex +9, Con +16, Wis +10, Cha +16","Challenge Rating":24,"Passive Perception":27,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":24,"data-AcNum":22,"data-HpNum":546},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ancient Gray Dragon","description":"Gray Dragon The gray dragon is likely the most avaricious, ill-tempered, and feral of all dragons. It lives to hunt for sport, more obsessed with the act of stalking and bringing down powerful prey than accumulating wealth. It is prone to fits of rage such that the gray dragon would rain death and destruction to every random habitat and settlement within miles of its lair. It dwells in temperate regions that have high rocky outcroppings surrounded by low flatlands. Spiked Horror. The gray dragon is covered in armor-like, bony plates called osteoderms, with spikes protruding from its forearms and limb joints. Its head features a crest of long, sharp spikes, with smaller ones jutting below its oversized jaw like a garish beard. A jagged line of barbs runs from the back of its head and along its spine, and its forked tail ends with two wicked scythe-like bony plates which it uses to impale prey. A fang-filled mouth and a pair of long ears give the gray dragon a bat-like visage. Earth Connection. It is said that gray dragons evolved from fang dragons, an extinct type of bestial dragon that had no breath weapon. Legend has it that Tiamat, the Queen of Dragons, weaved her dark magic and infused all unhatched fang dragon eggs in the world with basilisk blood. Since then, only gray dragon hatchlings have been born, and each has shown a natural affinity with the Elemental nature of Earth, including immunity to petrification. Consummate Hunter. Driven by its predatory nature, the gray dragon prefers to fight by just using its teeth, claws, and tail, often delivering the killing blow before its target can react. At times the gray dragon will toy with its prey, tormenting it by telling how futile it is to escape, and even mimicking voices it has heard to distract or lure the target. It sees it as a testament to its hunting prowess to bring down formidable creatures with just its cunning, hunting skill, and physical attacks. Thus, it rarely uses its breath attack unless it believes its life might be in danger. The gray dragon's elemental breath is a cone of caustic, viscous slime. The slime is so sticky that it continues to dissolve the flesh of its victims for a time after the initial contact. Guarded Lair. A gray dragon often leaves its lair for extended periods to hunt. Before doing so, it seals its den, where it keeps its vast treasure piles, with boulders and slabs of granite and limestone. The lair’s outlying chambers are usually patrolled by the gray dragon’s minions, which are often basilisks, cockatrices, earth elementals, galeb duhr, medusae, ooze paraelementals, and stone giants. These creatures are not necessarily subservient to the gray dragon and see it more as a mutual arrangement of protection. However, they do fear the gray dragon’s wrath and take extraordinary steps not to incur it. A Gray Dragon's Lair The gray dragon dwells in badlands, brushlands, prairies, and tundras that have rocky crags, cliffs, and outcroppings that overlook great flatlands where it can spy potential game from great distances. It makes its lair in sprawling caves and ancient ruins. Its den is full of amassed treasure and decorated with the bones and skulls of the most dangerous and largest creatures it has slain. The gray dragon hunts and leaves its lair more often than other dragons and secures its lair by blocking its entrances with huge boulders. The challenge rating of a legendary gray dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. The dragon creates a wall of earth on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, resistant to bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine, and immunity to necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Earthquakes are common within 6 miles of the dragon’s lair. Earth elementals scour the land within 6 miles of the lair. Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby. If the dragon dies, the earth elementals disappear immediately, and the other effects fade over the course of 1d10 days. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Mimicry. The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 22 (4d6 + 8) piercing damage plus 9 (2d8) acid damage. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 22 (4d6 + 8) piercing damage and if the target is a Huge or smaller creature, it is grappled (escape DC 22). Until this grapple ends, the dragon can automatically hit the target with its Tail attack, and the dragon can't attack another target with its Tail attack. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5–6). The dragon exhales sticky, corrosive acid in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw. On failed save, a creature takes 49 (11d8) acid damage immediately and 27 (6d8) acid damage at the end of its next turn. On a successful save, a creature takes half as much of the initial damage and no damage at the end of its next turn. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":20},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Ancient Green Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. Claw : Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. Tail : Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours . Poison Breath (Recharge 5-6) : The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"21 (Natural Armor)","HP":"385 (22d20+154)","CHA":19,"CON":25,"DEX":12,"INT":20,"STR":27,"WIS":17,"Size":"Gargantuan","Type":"dragon","Speed":"40 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057435/dmQC1Z26MQdqXLCPi4OnwA/original.png","Roll 0":"Bite\n1d20 + 15\n2d10+9+3d6","Roll 1":"Claw\n1d20 + 15\n4d6+8","Roll 2":"Tail\n1d20 + 16\n2d8+8","Roll 3":"Poison Breath\n1d20 + 0\n22d6","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8","Source":"5th Edition SRD","data-XP":"41,000","Alignment":"Lawful Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Poison","Token Size":4,"data-LANum":3,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"},{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"15\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 8\",\"Damage Type\":\"piercing\",\"Damage 2\":\"3d6\",\"Damage 2 Type\":\"poison\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"15\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"4d6 + 8\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"15\",\"Reach\":\"20 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 8\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Poison Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+4","data-CON-mod":"+7","data-DEX-mod":"+1","data-INT-mod":"+5","data-STR-mod":"+8","data-SizeNum":7,"data-WIS-mod":"+3","Saving Throws":"Dex +8, Con +14, Wis +10, Cha +11","Challenge Rating":22,"Passive Perception":27,"Condition Immunities":"Poisoned","data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":22,"data-AcNum":21,"data-HpNum":385},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ancient Green Dragon","description":"\"I see an ancient elf king, his majesty long since faded, slumped and half asleep in his throne. A green dragon whispers in the king’s ear, corrupting and twisting the king’s dreams. This dragon’s name is Cyan Bloodbane, and he means the destruction of us all.\" —Pelios of Ergoth, Silvanesti seer Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Green Dragon The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible. A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck. A wyrmling green dragon’s thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges. A green dragon’s legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up. Capricious Hunters. A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves. Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions. A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures’ activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die. Manipulative Schemers. A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master. When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status. Conflict and Corruption. Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch—sometimes for decades—for the chance to slay the other dragon, then claim its lair and hoard. Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions’ minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions’ tortured dreams. Living Treasures. A green dragon’s favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects. A Green Dragon’s Lair The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled. At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies. A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies. Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. Regional Effects The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns. Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path. Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator. If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns. Traits Amphibious : The dragon can breathe air and water. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +15 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage. Claw : Melee Weapon Attack : +15 to hit, reach 10 ft., one target. Hit : 22 (4d6 + 8) slashing damage. Tail : Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Poison Breath (Recharge 5-6) : The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ancient Guardian Naga","description":"Ancient nagas are older, wiser, larger, and more powerful versions of the bone, spirit, and guardian nagas. They measure over 50 feet long and are 5-feet thick. They are also extremely rare, numbering only a handful per type. Most live secluded in secret, long-forgotten ruins. A few are viewed as gods and possibly attended to and protected by members of a religious cult. Traits Legendary Resistance (3/Day). If the naga fails a saving throw, it can choose to succeed instead. Magic Resistance. The naga has advantage on saving throws against spells and other magical effects. Rejuvenation . If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Spell Penetration. When the naga casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 3 levels higher. Actions Multiattack. The naga makes two attacks: one with its Bite and one with its Tail. Alternatively, it can use its Spit Poison and make one Tail attack. Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 49 (11d8) poison damage on a failed save, or half as much damage on a successful one. Spit Poison. Ranged Weapon Attack: +12 to hit, reach 20 ft./40 ft., one target. Hit: The target must make a DC 19 Constitution saving throw, taking 49 (11d8) poison damage on a failed save, or half as much damage on a successful one. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Divine Flame (2/Day). A 10-foot radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the naga. Each creature in the column must make a DC 19 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. The naga casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks) and it needs only verbal components to cast its spells: At will: mending, sacred flame (4d8), thaumaturgy 2/day each: cure wounds, dispel magic, zone of truth 1/day each: banishment, freedom of movement, geas, heal, holy aura, resurrection (as an action), true seeing Bonus Actions Divine Word (1/Day). The naga casts divine word using Wisdom as the spellcasting ability (spell save DC 19). Legendary Actions The naga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The naga regains spent legendary actions at the start of its turn. Tail. The naga makes a Tail attack. Bite (Costs 2 Actions). The naga makes a Bite attack. Spit Poison (Costs 2 Actions). The naga uses Spit Poison. Cast a Spell (Costs 2 Actions). The naga uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Lawful Good","Expansion":17751,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ancient Haghead Creeper","description":"When a hag dies a violent death and its body is left to rot, its malignant essence spreads around its corpse and befouls everything it touches. In very rare instances, the hag's vile ichor seeps into a critter's egg and corrupts the embryo, mutating it. For some reason, perhaps due to the hag's potent magic or some form of a curse, the embryo gestates into a hideous and loathsome horror called a haghead creeper. Two-headed Abomination. A haghead creeper is a giant reptilian monstrosity that resembles a cross between a frog and a salamander. What makes the creature look even more grotesque is its second head, that of the hag's, growing from the top of the reptilian's head. Depraved Hunter. While the haghead creeper retains some of its former life's memories, it is no longer as intelligent. Driven by cruelty, hate, and hunger, the creature lives the rest of its wretched life lurking in foul marshes, swamps, and shores, waiting for hapless victims to torment, kill, and devour. An Ancient Haghead Creeper's Lair A haghead creeper builds its lair within dismal, twisted mangroves and flooded underground caves. The challenge rating of an ancient haghead creeper increases to 11 (7,200 XP) when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the haghead creeper takes a lair action to cause one of the following effects; the haghead creeper can’t use the same effect two rounds in a row: The haghead creeper targets up to 3 points on the ground within its lair. The haghead creeper need not have line on sight on each point. Grasping roots and vines sprout from the ground and other plants in a 20-foot-radius sphere centered on each point. Each creature other than the haghead creeper in that area must make a DC 16 Strength saving throw or be restrained by the entangling vegetation for 1 minute. As an action, the restrained creature can make a DC 16 Strength check, escaping from the grasping vegetation on a success. The vegetation can also be destroyed to end the effect. Each grasping vegetation has AC 10, 15 hit points, vulnerability to fire damage and immunity to bludgeoning, piercing, poison, and psychic damage. The grasping vegetation lasts until the haghead creeper uses this lair action again, becomes incapacitated, or when the haghead creeper dies. The haghead creeper emits large amounts of putrid gas. Each creature within a 20-foot-cube originating from the haghead creeper must succeed on a DC 16 Constitution saving throw or be incapacitated for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The haghead creeper emits a terrible croak that can be heard out to a range of 120 feet. Each creature within 60 feet of the haghead creeper must succeed on a DC 16 Wisdom saving throw or be frightened of the haghead creeper until the end of the haghead creeper's next turn. Traits Amphibious. The haghead creeper can breathe air and water. Horrific Appearance. Any humanoid that starts its turn within 30 feet of the haghead creeper and can see the haghead creeper must make a DC 15 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the haghead creeper is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the haghead creeper's Horrific Appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the haghead creeper. Actions Multiattack. The haghead creeper uses Death Glare or Shriek. It then makes one Bite or Swallow attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 10 (3d6) poison damage and if the target is Large or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the haghead creeper can't use its Bite attack against other targets. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Death Glare. The haghead creeper targets one frightened creature it can see within 30 feet of it. If the target can see the haghead creeper, it must succeed on a DC 15 Wisdom saving throw against this magic or drop to 0 hit points. Swallow. Melee Weapon Attack: +9 to hit, reach 5 ft., one Large or smaller creature grappled by the haghead creeper. Hit: 15 (3d6 + 5) piercing damage plus 10 (3d6) poison damage. The creature is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the haghead creeper, and it takes 10 (3d6) acid damage at the start of each of the haghead creeper's turns. The haghead creeper can have only one Large target or two Medium or smaller targets swallowed at a time. If the haghead creeper dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Shriek (Recharge 5–6). The haghead creeper emits a blood-curdling shriek than can be heard out to a range of 120 feet. Each creature within 30 feet of the haghead creeper must succeed on a DC 16 Constitution saving throw. On a failed save, a creature takes 31 (7d8) psychic damage and is stunned until the end of the haghead creeper's next turn. On a successful save, a creature takes half as much damage and isn't stunned. Legendary Actions The haghead creeper can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The haghead creeper regains spent legendary actions at the start of its turn. Creep. The haghead creeper moves up to half its speed without provoking opportunity attacks Claw. The haghead creeper makes a Claw attack. Glare. The haghead creeper uses Death Glare. Maw (Costs 2 Actions). The haghead creeper makes a Bite or Swallow attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Half-Blue Dragon Bulette","description":"The half-blue dragon bulette is a nightmarish abomination. It resembles a bulette at first glance, but closer examination reveals blue scales covering its tough, armor-like exterior. It sports the wings and tail of a blue dragon, including the signature oversized horn in the middle of its large forehead and rows of bony spikes that line its brow and jaws. Lightning arcs and sizzles within its massive maw. Vicious Ravager. The half-blue dragon bulette is an extraordinary hunter that is fearless, highly territorial, and insatiable. It will attack and slay anything that moves, even other dragons, within its enormous territory. It will terrorize caravans and settlements within hundreds of miles of its lair, not stopping until it has devoured everything it finds edible. Burrowing Predator. The half-blue dragon bulette has wings that enable it to fly, but it spends most of its time underground, burrowing through the desert sand in search of prey to ambush. Once it senses movement on the surface, the half-blue dragon bulette uses its powerful limbs and wings to propel itself upward, exploding from the ground in a shower of sand and stone. The action is so quick and violent that the prey would not even realize what attacked it. Black Widow. The half-blue dragon bulette is always a solitary creature. The only exception is when it enters its reproductive cycle. Its scent will attract the attention of male bulettes. Over this lengthy period, the half-blue dragon bulette will violently mate with numerous males. Those that survive the sexual encounter and are not able to escape are viciously slain and eaten. Frightful Roar. Adult and older versions of the half-blue dragon bulette are extremely rare. Those that were very lucky to have survived an encounter with it have heard its blood-chilling roar from hundreds of feet away. A Half-Blue Dragon Bulette's Lair The half-blue dragon bulette lair is a system of tunnels and caves deep beneath vast desert wastes. The challenge rating of a half-blue dragon bulette increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon chooses a point on the ground it can see within its lair. A violent sand storm howls down in a 20-foot-radius, 30-foot-high cylinder centered on that point. Each creature in the area must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage and is blinded until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't blinded. The half-dragon chooses a point it can see within its lair. A bolt of lightning flashes down to that point from the ceiling directly above it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) lightning damage and is incapacitated until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't incapacitated. The half-dragon chooses up to three points on the ground that it can see within its lair. Sand and dirt form into grasping tendrils that extend from the ground and snare creatures and objects in a 10-foot-radius sphere centered on that point. For the duration of the effect, the ground in that area becomes difficult terrain. Each creature other than the half-dragon that starts its turn standing in those areas must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Legendary Resistance (1/Day). If the half-dragon fails a saving throw, it can choose to succeed instead. Standing Leap. The half-dragon's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Actions Multiattack. The half-dragon makes one Bite attack and two Claw attacks. It can use Frightful Roar in place of its Bite attack. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 46 (6d12 + 7) piercing damage plus 10 (3d6) lightning damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage. Deadly Leap. If the half-dragon jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 21 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 24 (5d6 + 7) bludgeoning damage plus 24 (5d6 + 7) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the half-dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the half-dragon's space. Frightful Roar. The half-dragon emits a dreadful roar audible out to 300 feet. Each creature within 120 feet of the half-dragon and able to hear the roar must make a DC 22 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the half-dragon's Frightful Roar for the next 24 hours. Lightning Breath (Recharge 5–6). The half-dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 60 (11d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions The half-dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The half-dragon regains spent legendary actions at the start of its turn. Detect. The half-dragon makes a Wisdom (Perception) check. Claw. The half-dragon makes a Claw attack. Wing Attack (Costs 2 Actions). The half-dragon beats its wings. Each creature within 15 feet of the half-dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The half-dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Half-Green Dragon Spirit Naga","description":"At first glance, the fearsome half-green dragon spirit naga appears as an ordinary spirit naga until it unfurls its wings. This hybrid monster has the hooded neck of a naga and the signature crested spine of a green dragon running along the back of its emerald crimson-striped serpentine body. Insidious Masterminds. The half-green dragon spirit naga is a dangerous, powerful, and depraved creature, gaining the guile and deceitfulness of its draconic parent and the intelligence and conceit of its naga lineage. It spends almost all of its immortal life plotting and scheming against its enemies and allies. It trusts no one and treats everyone as pawns to sacrifice. In fact, the half-green dragon spirit naga takes great pleasure in secretly corrupting and manipulating others and sowing discord amongst its rivals to further its goals. While it would not shy away from a physical confrontation, it prefers to let others do its battles for it. Devious Tactician. A half-green dragon spirit naga will only enter into combat willingly after it has assessed its foes, determined their strengths and weaknesses, and studied the terrain. It will always employ deception and misdirection through its magical abilities to weaken and confuse its enemies before engaging physically and going in for the kill. Master Arcanists. Older half-green dragon spirit nagas are very accomplished and deadly wizards that can match the arcane might of archmages. Only the most powerful and prepared adventurers should even dare enter the lair of an ancient one. A Half-Green Dragon Spirit Naga's Lair A half-green dragon spirit naga usually resides in the ruins of an ancient civilization, hidden deep within a gloomy forest or remote jungle. The challenge rating of a half-green dragon spirit naga increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon chooses up to three points it can see within its lair. Grasping, prickly root tendrils and thorny vines sprout from the ground in a 10-foot-radius sphere centered on each point. Each creature other than the half-dragon in those areas must make a DC 15 Strength saving throw or be restrained by the entangling vegetation for 1 minute. A creature that starts its turn restrained takes 3 (1d6) piercing damage and is poisoned until the start of its next turn. As an action, the restrained creature can make a DC 15 Strength check, escaping from the grasping vegetation on a success. The vegetation can also be destroyed to end the effect. Each grasping vegetation has AC 10, 15 hit points, vulnerability to fire damage and immunity to bludgeoning, piercing, poison, and psychic damage. The grasping vegetation lasts until the half-dragon uses this lair action again, becomes incapacitated, or when the half-dragon dies. The half-dragon casts mirror image , requiring no material components and using Intelligence as the spellcasting ability. It lasts for 1 minute, until the half-dragon uses this lair action again, or when the half-dragon dies. The half-dragon chooses a point it can see within its lair. A cloud of toxic gas explodes in a 20-foot-radius sphere centered on that point. Each creature within that area must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 10 (3d6) poison damage and is poisoned until initiative count 20 on the next round. A poisoned creature is paralyzed. On a successful save, a creature takes half as much damage and isn't poisoned. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Amphibious. The half-dragon can breathe air and water. Immortal Nature. The half-dragon doesn’t require air, food, drink, or sleep. Legendary Resistance (2/Day). If the half-dragon fails a saving throw, it can choose to succeed instead. Rejuvenation. If it dies, the half-dragon returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Actions Multiattack. The half-dragon can use its Frightful Presence. It then makes one Bite attack and one Tail attack or uses Spellcasting. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 18 (2d10 + 7) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 58 (13d8) poison damage on a failed save, or half as much damage on a successful one. Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence. Each creature of the half-dragon's choice that is within 120 feet of the half-dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the half-dragon's Frightful Presence for the next 24 hours. Poison Breath (Recharge 5–6). The half-dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (13d6) poison damage on a failed save, or half as much damage on a successful one. Spellcasting. The half-dragon casts one of the following spells, requiring only verbal components and using Intelligence as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks): At will: mage hand, minor illusion, ray of frost (4d8) 2/day each: dimension door, dominate person, lightning bolt 1/day each: blight, delayed blast fireball, detect thoughts, disintegrate, dispel magic, forcecage, greater invisibility, hold person, power word stun, time stop Bonus Actions Misty Step (2/Day). The half-dragon casts misty step using Intelligence as the spellcasting ability. Reactions Counterspell (1/Day). The half-dragon casts counterspell using Intelligence as the spellcasting ability. Shield (4/Day). The half-dragon casts shield using Intelligence as the spellcasting ability. Legendary Actions The half-dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The half-dragon regains spent legendary actions at the start of its turn. Detect . The half-dragon makes a Wisdom (Perception) check. Tail. The half-dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The half-dragon beats its wings. Each creature within 15 feet of the half-dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The half-dragon can then fly up to half its flying speed. Cast a Spell (Costs 3 Actions). The half-dragon uses Spellcasting.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":20},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Half-Red Dragon Tyrannosaurus Rex","description":"Truly one of the most fearsome creatures one can encounter, the half-red dragon tyrannosaurus rex is an embodiment of rage and destruction. Standing over 20 feet, this half-dragon resembles a tyrannosaur with the horns, wings, tail, and the deep scarlet scales of an adult red dragon. Its eyes glow like embers while a searing, intense orange light illuminates the inside of its jaws. While it can fly, it can only do so for short periods of time due to its enormous weight and underdeveloped wings. Vicious Tyrant. The half-red dragon tyrannosaurus rex may not possess the intellect of its draconic parent, but it exhibits a level of cunning and deviousness never seen in carnivorous dinosaurs. It is highly aggressive and territorial, slaughtering and devouring anything it encounters within its domain. It can even be perceived that the half-dragon enjoys the carnage and violence it inflicts. Covetous Hoarder. The half-red dragon tyrannosaurus rex has also inherited the avaricious nature of its draconic lineage. While it may not exactly know the value of treasure, the half-dragon is innately driven to accumulate and collect items of value and craftsmanship, such as coins, precious minerals, and jewelry. The half-dragon will rarely leave its treasure pile except when it needs to hunt. Elder and Ancient Ones. As the half-red dragon tyrannosaurus rex advances in age, it becomes more dangerous and powerful. It can unleash a deafening roar that can strike fear in the hearts of the bravest of heroes. Ancient ones can reach heights of over 26 feet and crush foes with a single stomp of their massive clawed feet. A Half-Red Dragon T-Rex's Lair A half-red dragon tyrannosaurus rex makes its lair at the foot of active volcanoes, lava basins, and magma-flooded caverns located deep within dense jungles. The challenge rating of a half-red dragon tyrannosaurus rex increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon causes a volcanic-like eruption at a point on the ground it can see within its lair. Each creature standing on the ground within 30 feet of that point must succeed on a DC 15 Dexterity saving throw. On a failed save, a creature takes 5 (1d10) bludgeoning damage and 5 (1d10) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The half-dragon chooses up to three points on the ground it can see within its lair. A cloud of thick, sulfuric gas fills a 10-foot-radius sphere centered on each point. The sphere spreads around corners, and its area is heavily obscured. A creature other than the half-dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. A poisoned creature is incapacitated. Creatures that don't need to breathe or are immune to fire or poison automatically succeed on this saving throw. The cloud lasts until initiative count 20 on the next round. A moderate wind (at least 10 miles per hour) disperses the cloud instantly. The half-dragon chooses up to three points on the ground it can see within its lair. Oil erupts from the ground in a 10-foot-radius sphere centered on each point. For the duration of the effect, the ground in that area becomes difficult terrain. When the oil appears, each creature standing in its area must succeed on a DC 15 Dexterity saving throw or fall prone and become vulnerable to fire until the start of its next turn. A creature that enters those areas or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone and become vulnerable to fire until the start of its next turn. The oil lasts for 1 minute, until the half-dragon uses this lair action again, becomes incapacitated, or when the half-dragon dies. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Legendary Resistance (1/Day). If the half-dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The half-dragon makes one Bite attack and one Tail attack. It can't make both attacks against the same target. It can use Frightful Roar in place of its Bite attack. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 42 (5d12 + 10) piercing damage plus 14 (4d6) fire damage. If the target is a Large or smaller creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the half-dragon can't use its Bite attack on another target. Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage and the target must succeed on a DC 25 Strength saving throw or be knocked prone. Frightful Roar. The half-dragon emits a dreadful roar audible out to 300 feet. Each creature within 120 feet of the half-dragon and able to hear the roar must make a DC 22 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the half-dragon's Frightful Roar for the next 24 hours. Fire Breath (Recharge 5–6). The half-dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Bonus Actions Stomp. Melee Weapon Attack: +17 to hit, reach 5 ft., one prone creature. Hit: 23 (3d8 + 10) bludgeoning damage and the target must succeed on a DC 25 Constitution saving throw or be stunned until the end of half-dragon's next turn. Legendary Actions The half-dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The half-dragon regains spent legendary actions at the start of its turn. Detect. The half-dragon makes a Wisdom (Perception) check. Tail. The half-dragon makes a Tail attack. Roar (Costs 2 Actions). The half-dragon uses Frightful Roar. Wing Attack (Costs 2 Actions). The half-dragon beats its wings. Each creature within 15 feet of the half-dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The half-dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":21},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Half-White Dragon Triceratops","description":"The half-white dragon triceratops retains the triceratops base body structure, including its protective head armor and horns. It has the white dragon's ivory and sky blue scales, wings, and tail. While it still has its beaked jaws, it is now filled with sharp, jagged teeth as the half-white dragon triceratops is a carnivorous predator. Implacable Predator. The half-white dragon triceratops is a vicious and merciless killer. It will relentlessly attack or drive out intruders that foolishly wander into its territory. If food is scarce, it will roam the lands outside its realm and menace herds, settlements, and caravans. Cold Juggernaut. The half-white dragon triceratops usually starts combat using its powerful breath attack, freezing enemies in place. Using its great horns and powerful legs, the half-white dragon triceratops will then charge at its foes with no regard for its safety. Smaller enemies that aren't quick enough to leap to safety get trampled and crushed while larger targets get their bodies gored and smashed, resulting in torn muscles and shattered bones. While the half-white dragon triceratops can fly, it only does so to circumvent tough obstacles or to extricate itself from tight situations. Powerful Mount. The half-white dragon triceratops is a solitary creature, living most of its life alone and only spending brief moments in time to mate with a triceratops. However, if one is captured and broken young by a frost giant, a half-white dragon triceratops can be trained as a mount, to be used by the frost giant that defeated it. A Half-White Dragon Triceratops's Lair Large frozen caverns that open into vast snowy tundras are the preferred lairs of a half-white dragon triceratops. The challenge rating of a half-white dragon triceratops increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon chooses up to three points on the ground it can see within its lair. Slick ice instantly covers the ground in a 15-foot-radius sphere centered on each point. For the duration of the effect, the ground in that area becomes difficult terrain. When the ice appears, each creature other than the half-dragon standing in its area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature other than the half-dragon that enters those areas or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone. The ice lasts for 1 minute, until the half-dragon uses this lair action again, becomes incapacitated, or when the half-dragon dies. The half-dragon targets a point it can see within its lair. A frigid cloud of cold explodes in a 20-foot radius sphere centered on that point. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 10 (3d6) cold damage and is restrained by ice until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't restrained by ice. The half-dragon creates a wall of ice on a solid surface within its lair. The wall is shaped as a flat surface made up of seven 10-foot-square panels that are 1 foot thick. Each panel must be contiguous with another panel. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 10 (3d6) cold damage, or half as much damage on a successful save. The wall has AC 12 and 20 hit points per 10-foot section, is immune to poison and psychic damage, and is vulnerable to fire damage. The wall of ice lasts for 1 minute or until the half-dragon uses this lair action again. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Charge. If the half-dragon moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, the target takes an extra 22 (5d8) piercing damage. Ice Walk. The half-dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (1/Day). If the half-dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The half-dragon makes one Gore attack and one Bite attack. Gore. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 31 (5d8 + 9) piercing damage and the target must succeed on a DC 23 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 9 (2d8) cold damage. Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 23 Strength saving throw or be knocked prone. Trample. The half-dragon moves up to its walking speed in a straight line. During this move, it can enter Huge or smaller creatures’ spaces. A creature whose space the half-dragon enters must make a DC 23 Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the half-dragon’s path. On a failed save, the creature falls prone and takes 31 (4d10 + 9) bludgeoning damage. If the half-dragon remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the half-dragon. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 23 Strength check. On a success, the creature is moved to an unoccupied space of its choice within 5 feet of the half-dragon and is no longer restrained. Cold Breath (Recharge 5–6). The half-dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Bonus Actions Stomp. Melee Weapon Attack: +15 to hit, reach 5 ft., one prone creature. Hit: 31 (4d10 + 9) bludgeoning damage and the target must succeed on a DC 23 Constitution saving throw. On a failed save, the creature is stunned until the end of the half-dragon's next turn. If the creature's saving throw fails by 5 or more, the creature is instead stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The half-dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The half-dragon regains spent legendary actions at the start of its turn. Detect. The half-dragon makes a Wisdom (Perception) check. Tail. The half-dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The half-dragon beats its wings. Each creature within 15 feet of the half-dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The half-dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Hunter","description":"Tribal hunters use poisoned darts or arrows to protect their territories. Traits Roles . Ranged, Fodder Equipment . Spear, blowgun, ancient attire Actions Spear . Melee or Ranged Attack: + 3 to hit, PV 1 , reach 5 ft. or range 20 / 60 ft., one target. Hit: 5 ( 1 d 8 + 1 ) piercing damage, or 6 ( 1 d 10 + 1 ) piercing damage if used with two hands to make a melee attack. Blowgun . Ranged Attack: + 4 to hit, PV 0 , range 30 / 60 ft., one target. Hit: 3 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 11 ( 2 d 10 ) poison damage on a failed save, or half as much on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"person (human)","Expansion":16366,"Challenge Rating":"1/2"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Ancient Hunter (Archer)","description":"Tribal hunters use poisoned darts or arrows to protect their territories. Traits Roles . Ranged, Fodder Equipment . Spear, bow, quiver filled with arrows Actions Spear . Melee or Ranged Attack: + 3 to hit, PV 1 , reach 5 ft. or range 20 / 60 ft., one target. Hit: 5 ( 1 d 8 + 1 ) piercing damage, or 6 ( 1 d 10 + 1 ) piercing damage if used with two hands to make a melee attack. Bow . Ranged Attack: + 4 to hit, PV 1 , range 200 / 800 ft., one target. Hit: 6 ( 1 d 8 + 2 ) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 5 ( 1 d 10 ) poison damage on a failed save, or half as much on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"person (human)","Expansion":16366,"Challenge Rating":"1/2"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Ancient Hydralisk","description":"It is said that the first hydras were spawned from the blood of the dragon god Lernaea when the latter was slain by Tiamat. One of the droplets landed on a clutch of basilisk eggs, corrupting them and spawning the first set of hydralisks. Fearsome Abomination. At first glance, the hydralisk has the appearance of a typical hydra - a reptilian monster with multiple serpentine-like necks ending with draconic heads. However, a closer inspection reveals its other lineage - eight pairs of legs, bluish, slate-like scaly hide, maroon-colored stony spikes jutting from the back of its heads, necks, and spine, and an almost toad-like head. The hydralisk's eyes glow a faint blue and thin greenish gas seep from its maws. Petrifying Gaze. The hydralisk is as ponderous as a basilisk but also retains its ability to transform prey into stone with its supernatural gaze. Like a basilisk, a hydralisk consumes petrified creatures. The latter revert back to their organic forms once they reach the hydralisk's gullet. Unlike regular basilisks, a hydralisk is immune to petrification and thus cannot accidentally turn itself into stone if the eyes of its many heads meet each other's gazes. Regenerating Heads. What makes a hydralisk even more dangerous, is its ability to instantly regrow severed heads. Like a hydra, one must apply fire to the hydra's neck stump in order to stop a head from regenerating. Doing so however greatly increases the risk of meeting the monster's gaze. This is why very few escape an encounter with a hydralisk. Thankfully, a hydralisk is very rare. It can live in dry, temperate, or tropical environments. An Ancient Hydralisk's Lair An ancient hydralisk usually makes its lair in deep, massive caverns and desolate ruins. An ancient hydralisk encountered in its lair has a challenge rating of 19 (22,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the hydralisk can take a lair action to cause one of the following magical effects; the hydralisk can’t use the same effect two rounds in a row: Several of the hydralisk's heads emit a bloodcurdling roar. Each creature within 120 feet of the hydralisk that can hear the hydralisk must succeed on a DC 20 Wisdom saving throw or become frightened of the hydralisk until the end of the hydralisk's next turn. The hydralisk causes a large section of the lair's ceiling to collapse on a point on the ground within 120 feet of the hydralisk. Each creature within 20 feet of that point must succeed on a DC 20 Dexterity saving throw. On a failed save, the creature takes 16 (3d10) bludgeoning damage, is knocked prone, and restrained. A creature can use an action to make a DC 20 Strength check to free the restrained creature. Additionally, the ground in that area becomes difficult terrain. Each 5-foot-square portion of the area requires at least 5 minutes to clear by hand. The hydralisk targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw. On a failed save, the creature uses its reaction to turn and meet the gaze of the hydralisk, forcing the creature to immediately make a saving throw against the hydralisk's Petrifying Gaze. The hydralisk regrows 1 head if it has less than 5 heads. Traits Hold Breath. The hydralisk can hold its breath for 1 hour. Multiple Heads. The hydralisk has five heads. While it has more than one head, the hydralisk has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and the DC of its Petrifying Gaze is increased by 1 (included in the Petrifying Gaze's DC). Whenever the hydralisk takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydralisk dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydralisk regains 10 hit points for each head regrown in this way. Petrifying Gaze. If a creature starts its turn within 60 feet of the hydralisk and the two of them can see each other, the hydralisk can force the creature to make a DC 21 (DC 20 if it only has one head) Constitution saving throw if the hydralisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the hydralisk until the start of its next turn, when it can avert its eyes again. If it looks at the hydralisk in the meantime, it must immediately make the save. Reactive Heads. For each head the hydralisk has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydralisk sleeps, at least one of its heads is awake. Actions Multiattack. The hydralisk makes as many Bite attacks as it has heads. It can use Poison Breath in place of one Bite attack. Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 5 (1d10) poison damage. Poison Breath (1/Turn). One of the hydralisk's heads exhales poisonous gas in a 30-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions The hydralisk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hydralisk regains spent legendary actions at the start of its turn. Move. The hydralisk moves up to half its speed. Bite. The hydralisk makes a Bite attack. Poison Breath (Costs 2 Actions). The hydralisk uses Poison Breath.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Ice Drake","description":"The ice drake is a wingless draconic creature that bears a slight resemblance to a white dragon. Thick, jagged scales that look like icy spikes protrude from its back, shoulders, and limbs, giving it a formidable look. Its eyes gleam an icy white while bluish frost emanates from its inner maw. Arctic Denizen. An ice drake is a natural denizen of the freezing regions where the Elemental Plane of Air and Water overlap. However, it can also be encountered in the coldest places of the Material Plane. Not only is the ice drake adapted for its frigid habitat, it also plays an important role within this ecosystem. While its diet consists mostly of fish, seals, walruses and penguins, it also provides some balance to the food chain by preying on larger mammals such as polar bears, reindeer, and humanoids who would otherwise overpopulate their native range. An ice drake is typically a solitary hunter but young ones can be found in small groups when food sources are plentiful, where they will hunt cooperatively to take down larger prey. Ambush Predator. An ice drake prefers to wait until its prey is within striking distance. It takes advantage of its ability to blend with its icy surroundings before bursting from its hiding place and attacking with its terrible bite and claws with lightning speed. Those who find themselves within very close proximity to the ice drake are suddenly overwhelmed by an intense, piercing cold. A single bite from an ice drake can freeze flesh instantly, which is usually enough to bring down, incapacitate or slow down its target. But when facing stronger or multiple targets, the ice drake can breathe a line of freezing icicles. This powerful breath can encase targets in ice within moments, effectively trapping them and leaving them vulnerable to the ice drake. Young and adult ice drakes are usually captured and trained to become guards by frost giants and white dragons. An Ancient Ice Drake's Lair An ancient ice drake resides in icy caverns and glacial ravines found within the most inhospitable and remote icy environments, such as frozen tundras, snow-capped mountains, and arctic regions. An ancient ice drake encountered in its lair has a challenge rating of 13 (10,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the drake can take a lair action to cause one of the following magical effects; the drake can’t use the same effect two rounds in a row: The drake casts sleet storm , requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14). The drake doesn't need to concentrate on the spell. It lasts until the drake uses this lair action again, becomes incapacitated, or when the drake dies. Sheets of ice and snow within 120 feet of the drake burst outward. Any creature on the ground within 15 feet of snow and ice must succeed on a DC 17 Constitution saving throw. On a failed save, a creature takes 9 (2d8) cold damage and is blinded until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn’t blinded. The drake emits a terrifying bellow. Each creature within 60 feet of the drake that can hear the drake must succeed on a DC 17 Wisdom saving throw or become frightened of the drake until initiative count 20 on the next round. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Cold Aura. Any creature that starts its turn within 10 feet of the drake takes 5 (1d10) cold damage and can't use reactions until the start of its next turn. Frost Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in icy and snowy terrain. Legendary Resistance (1/Day). If the drake fails a saving throw, it can choose to succeed instead. Actions Multiattack. The drake makes one Bite attack, two Claw attacks, and one Tail attack. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) cold damage, and the target's speed is reduced to 10 feet until the end of the drake's next turn. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Icy Breath (Recharge 5–6). The drake exhales a blast of freezing icicles in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 17 Constitution saving throw. On a failed save, a creature takes 45 (10d8) cold damage and is restrained by ice for 1 minute. As an action, the restrained target can make a DC 17 Strength check, breaking the ice on a success. The ice can also be attacked and destroyed (AC 14; hp 35; vulnerability to fire damage; immunity to cold, poison, and psychic damage). On a successful save, a creature takes half as much damage and isn't restrained by ice. Legendary Actions The drake can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn. Claw. The drake makes a Claw attack. Frightful Gaze. The drake targets one creature it can see within 30 feet of it. The creature must succeed on a DC 13 Wisdom saving throw or become frightened of the drake for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the drake's Frightful Gaze for the next 24 hours. Tail Sweep (Costs 2 Actions). Each creature within 10 feet of the drake must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and is knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Imperial Dragon","description":"The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic. Dragons of the Spirit World. Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms. Colorful and Magical. Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillioncolored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed. Masters of Wind and Rain. Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the sahuagin and evil water-dwelling monsters like krakens and sea dragons . An Imperial Dragon’s Lair Imperial dragons live deep below the water, typically in large rivers, lakes, and seas. While some live in simple caves, most construct great palaces of coral and kelp. These magnificent structures contain areas where air-breathing creatures can live without discomfort, and the palaces of the oldest dragons are filled with menageries, bathhouses, and even entire libraries of rare and esoteric texts. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: * The dragon causes a bolt of lightning to strike a point it can see within 120 feet of it. Each creature within 5 feet of that point must make a DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed saving throw, or half as much damage on a successful saving throw. * The dragon calls coral to surround one creature it can see within 120 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be restrained. While restrained in this way, the creature takes 10 (3d6) slashing damage at the start of each of its turns. A creature, including the target, can take its action to free the target by succeeding on a DC 15 Strength check. The coral can also be attacked and destroyed (AC 10; hp 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage). The coral crumbles when the dragon uses this lair action again or when the dragon dies. * A whirl of water or wind appears on a point the dragon can see within 120 feet of it and disappears just as quickly. Each creature within 30 feet of that point must succeed on a DC 15 Strength saving throw or be pulled up to 25 feet toward that point and knocked prone. Regional Effects The region containing a legendary imperial dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: The dragon’s mood affects the weather and water within 6 miles of its lair. When the dragon is calm or sleeping, the sky is clear and the water still. When the dragon is angry or troubled, the sky is filled with storm clouds and the water becomes choppy. Fish and other marine life become more numerous within 3 miles of the dragon’s lair. Pearls within 1 mile of the dragon’s lair are imbued with healing magic. If a harvested pearl is crushed into a powder and then consumed, it provides the benefits of a potion of healing. If the dragon dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"neutral","Expansion":8073,"Challenge Rating":26},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ancient Infernal Androsphinx","description":"An infernal sphinx presents a twisted and corrupted version of the exalted creature. Unless it masks itself, the infernal sphinx will exude an aura of unholy darkness and malevolence. Its fur shows a hint of deep crimson and its eyes blaze with a fiery glow. Callous Trickster. Instead of the usual gruffness and occasional insults, the infernal sphinx can now utilize honeyed words and false flattery, luring unsuspecting victims into its sinister schemes. Unlike its benevolent counterpart, the infernal sphinx has no qualms about lying and distorting the truth. It revels in deception, using the preconceived notions of its alternate being and foul magic to toy with the minds and emotions of its victims. Master Manipulator. The infernal sphinx's once noble heart has been perverted, replaced by a desire for power and control. Motivated by a thirst for dominance and the accumulation of souls and forbidden knowledge, the infernal sphinx seeks to corrupt and exploit those who dare to approach it. It uses its cunning intellect and vast knowledge to devise treacherous tests and riddles, designed not to judge worthiness but to further its diabolical goals or to ensure the demise of those who fall into its clutches. Ruthless Tyrant. When it reveals its true self, the infernal sphinx's behaviors are marked by cruelty, sadism, and a penchant for inflicting suffering. It derives pleasure from the destruction of those who fail its tests, relishing in their anguish and demise. The infernal sphinx uses fear and intimidation as tools, ruling through fear and ensuring the subjugation of any who dare to oppose it. An Infernal Ancient Androsphinx's Lair An infernal ancient androsphinx keeps its eternal watch in the ruins of long-forgotten tombs, temples, and vaults, often found in extraplanar realms. It guards the forbidden secrets and wondrous treasures of its archdevil master. A infernal ancient androsphinx encountered in its lair has a challenge rating of 23 (50,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the infernal sphinx can take a lair action to cause one of the following magical effects; the infernal sphinx can’t use the same effect two rounds in a row: The infernal sphinx casts sacred flame three times, using Wisdom as the spellcasting ability (+13 to hit with spell attacks). The infernal sphinx casts contagion at a visible creature within 60 feet of it, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 21). The infernal sphinx summons 1 barbed devil or 2 bearded devils . A summoned devil appears in an unoccupied space within 60 feet of the infernal sphinx and acts as an ally of the infernal sphinx. It remains for an hour, until it or the infernal sphinx dies, or until the infernal sphinx dismisses it as an action. The infernal sphinx regains 35 hit points and ends blindness, deafness, and any diseases affecting it. Infernal Creatures Infernal creatures are diabolical fiends bearing the taint of devil's blood. Most are born naturally with a devil lineage, but a few, whether willingly or by coersion, entered into a contract with an arch devil. Infernals usually have dark or crimson skins, and some sport short horns on their foreheads. A rare few exude an aura of fire, while others can breath hellfire. Devious Tricksters. Deceptive and highly manipulative, these fiendish entities possess a propensity for trickery and subterfuge, often using disguises or the persona of their normally good-aligned kin. Infernals navigate the realms with a calculated and elusive presence, adept at ensnaring the unsuspecting in their web of deceit. Collecting souls as their ultimate goal, these creatures embody the very essence of malevolence and treachery. Traits Inscrutable. The infernal sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the infernal sphinx's intentions or sincerity have disadvantage. Legendary Resistance (1/Day). If the infernal sphinx fails a saving throw, it can choose to succeed instead. Magic Resistance. The infernal sphinx has advantage on saving throws against spells and other magical effects. Actions Multiattack. The infernal sphinx makes two Claw attacks. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) force damage plus 5 (1d10) fire damage and the target has disadvantage on attack rolls, ability checks, and saving throws until the end of the infernal sphinx's next turn. Scorching Gaze. Unless the infernal sphinx is blinded, it emits a 120-foot-long, 5-foot-wide line of fire from its eyes. Each creature in that line must make a DC 22 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Roar (3/Day). The infernal sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the infernal sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 22 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature makes a DC 22 Constitution saving throw. On a failed save, a creature takes 44 (8d10) force damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Third Roar. Each creature makes a DC 22 Constitution saving throw. On a failed save, a creature is reduced to 0 hit points. On a successful save, the creature takes 33 (6d10) force damage. Teleport. The infernal sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Spellcasting. The infernal sphinx casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At will: guidance, sacred flame (4d8), thaumaturgy 3/day each: banishment, command, dispel magic, flame strike, hold person 1/day each: blade barrier, earthquake, fire storm Legendary Actions The infernal sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The infernal sphinx regains spent legendary actions at the start of its turn. Claw. The infernal sphinx makes one Claw attack. Infernal Magic (Costs 2 Actions). The infernal sphinx uses Scorching Gaze, Spellcasting, or Teleport. Slashing Pounce (Costs 3 Actions). The infernal sphinx moves up to its walking speed and makes one Claw attack at each creature within 5 feet of it during its movement.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":22},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Infernal Couatl","description":"Once noble and benevolent, the infernal couatl has succumbed to the allure of darkness and is now a sinister perversion of the couatl's original purpose. Often under the guise of being a divine guardian, the infernal couatl exploits and corrupts the innocent for its own selfish gains. With a talent for twisting truths and manipulating perceptions, the infernal couatl derives satisfaction from watching its victims descend into darkness, all while skillfully concealing its own malevolent nature. Older infernal couatls see themselves as gods, exhibiting apocalyptic powers and exerting control over civilizations. An Infernal Ancient Couatl's Lair An infernal ancient couatl spends most of its time brooding and scheming in temples, shrines, and forgotten ruins located in perilous mountaintops, seething volcanoes, gloomy forests, and treacherous jungles. A infernal ancient couatl encountered in its lair has a challenge rating of 20 (25,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the infernal couatl can take a lair action to cause one of the following magical effects; the infernal couatl can’t use the same effect two rounds in a row: The infernal couatl casts sacred flame (4d8) three times, using Wisdom as the spellcasting ability (+14 to hit with spell attacks). The infernal couatl casts mirror image , using Wisdom as the spellcasting ability. It gains up to six illusory duplicates instead of just three each time it uses this lair action. The infernal couatl casts mislead , using Wisdom as the spellcasting ability. The infernal couatl doesn’t need to concentrate on the spell, which lasts until initiative count 20 on the next round. The infernal couatl casts wall of fire , using Charisma as the spellcasting ability (spell save DC 20). The infernal couatl doesn’t need to concentrate on the spell, which lasts until the infernal couatl uses this lair action again, the infernal couatl dies or is incapacitated, or until the infernal couatl dismisses it as a bonus action. The infernal couatl summons 1 barbed devil or 2 bearded devils . A summoned devil appears in an unoccupied space within 60 feet of the infernal couatl and acts as an ally of the infernal couatl. It remains for an hour, until it or the infernal couatl dies, or until the infernal couatl dismisses it as an action. The infernal couatl regains 35 hit points and ends blindness, deafness, and any diseases affecting it. Infernal Creatures Infernal creatures are diabolical fiends bearing the taint of devil's blood. Most are born naturally with a devil lineage, but a few, whether willingly or by coersion, entered into a contract with an arch devil. Infernals usually have dark or crimson skins, and some sport short horns on their foreheads. A rare few exude an aura of fire, while others can breath hellfire. Devious Tricksters. Deceptive and highly manipulative, these fiendish entities possess a propensity for trickery and subterfuge, often using disguises or the persona of their normally good-aligned kin. Infernals navigate the realms with a calculated and elusive presence, adept at ensnaring the unsuspecting in their web of deceit. Collecting souls as their ultimate goal, these creatures embody the very essence of malevolence and treachery. Traits Infernal Fire Aura. At the start of each of the infernal couatl’s turns, each creature within 10 feet of it takes 11 (2d10) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the infernal couatl or hits it with a melee attack while within 10 feet of it takes 11 (2d10) fire damage. In addition, a creature that takes fire damage must succeed on a DC 21 Wisdom saving throw or become frightened until the start of its next turn. While frightened in this way, the target is incapacitated and its speed is halved. Legendary Resistance (1/Day). If the infernal couatl fails a saving throw, it can choose to succeed instead. Magic Resistance. The infernal couatl has advantage on saving throws against spells and other magical effects. Magic Weapons. The infernal couatl's weapon attacks are magical. Shielded Mind. The infernal couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Actions Multiattack. The infernal couatl makes one Bite attack and one Constrict attack. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 18 (3d6 + 8) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. Constrict. Melee Weapon Attack: +14 to hit, reach 15 ft., one Large or smaller creature. Hit: 22 (4d6 + 8) bludgeoning damage, and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained, and the infernal couatl can't use its Constrict attack on another target. Spellcasting. The infernal couatl casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20): At will: detect evil and good, detect magic, detect thoughts 3/day each: blindness/deafness, command, guiding bolt, inflict wounds, major image 1/day each: contagion, earthquake, fire storm, hold monster, scrying, storm of vengeance Change Shape. The infernal couatl magically transforms into a humanoid or beast while retaining its game statistics (other than its size). This transformation ends if the infernal couatl is reduced to 0 hit points or uses an action to end it. Reactions Shield (3/Day). The infernal couatl casts shield , requiring no material components and using Charisma as the spellcasting ability. Legendary Actions The infernal couatl can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The infernal couatl regains spent legendary actions at the start of its turn. Bite. The infernal couatl makes one Bite attack. Teleport (Costs 2 Actions). The infernal couatl magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions). The infernal couatl uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Infernal Manticore","description":"The infernal manticore is a more perverse and diabolical version of the manticore. Its eyes gleam a sinister orange and its whole body emanates an aura of pure maleficence. Unlike its normal counterpart, the infernal manticore possesses a more cunning intellect, allowing it to plan and utilize elaborate traps and strategies. An Infernal Ancient Manticore's Lair An infernal ancient manticore lives in caves and ruins found in dense forests, rugged mountains, and desolate wastelands. A infernal ancient manticore encountered in its lair has a challenge rating of 17 (18,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the infernal manticore can take a lair action to cause one of the following magical effects; the infernal manticore can’t use the same effect two rounds in a row: The infernal manticore casts wall of fire , using Charisma as the spellcasting ability (spell save DC 17). The infernal manticore doesn’t need to concentrate on the spell, which lasts until the infernal manticore uses this lair action again, the infernal manticore dies or is incapacitated, or until the infernal manticore dismisses it as a bonus action. The infernal manticore casts stinking cloud , using Charisma as the spellcasting ability. The infernal manticore doesn't need to concentrate on the spell. it lasts until initiative count 20 on the next round. The infernal manticore summons 1 barbed devil or 2 bearded devils . A summoned devil appears in an unoccupied space within 60 feet of the infernal manticore and acts as an ally of the infernal manticore. It remains for an hour, until it or the infernal manticore dies, or until the infernal manticore dismisses it as an action. The infernal manticore regains 35 hit points and ends blindness, deafness, and any diseases affecting it. Infernal Creatures Infernal creatures are diabolical fiends bearing the taint of devil's blood. Most are born naturally with a devil lineage, but a few, whether willingly or by coersion, entered into a contract with an arch devil. Infernals usually have dark or crimson skins, and some sport short horns on their foreheads. A rare few exude an aura of fire, while others can breath hellfire. Devious Tricksters. Deceptive and highly manipulative, these fiendish entities possess a propensity for trickery and subterfuge, often using disguises or the persona of their normally good-aligned kin. Infernals navigate the realms with a calculated and elusive presence, adept at ensnaring the unsuspecting in their web of deceit. Collecting souls as their ultimate goal, these creatures embody the very essence of malevolence and treachery. Traits Infernal Aura. An enemy that starts its turn within 20 feet of the infernal manticore must succeed on a DC 17 Wisdom saving throw, unless the infernal manticore is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target is incapacitated and its speed is halved. If a creature's saving throw is successful, the creature is immune to the infernal manticore's Infernal Aura for the next 24 hours or until it takes damage from the infernal manticore's Infernal Fire Breath. Legendary Resistance (1/Day). If the infernal manticore fails a saving throw, it can choose to succeed instead. Magic Resistance. The infernal manticore has advantage on saving throws against spells and other magical effects. Tail Spike Regrowth. The infernal manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. Actions Multiattack. The infernal manticore makes one Bite attack and two Claw attacks. Alternatively, it can make three Tail Spike attacks. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 4 (1d8) fire damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail Spike. Ranged Weapon Attack: +11 to hit, range 100/200 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 4 (1d8) fire damage, and the target has disadvantage being frightened until the end of the infernal manticore's next turn. Infernal Fire Breath (Recharge 5–6). The infernal manticore exhales infernal fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 56 (16d6) fire damage and the target has disadvantage on saving throws made against being frightened until the end of the infernal manticore's next turn. On a successful save, a creature takes half as much damage with no additional effects. Legendary Actions The infernal manticore can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The infernal manticore regains spent legendary actions at the start of its turn. Claw. The infernal manticore makes one Claw attack. Teleport (Costs 2 Actions). The infernal manticore magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see Spike Volley (Costs 3 Actions). The infernal manticore makes three Tail Spike attacks.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Infernal Wyvern","description":"Devils and powerful cultists who worship archdevils sometimes steal the eggs of a wyverns and similar creatures. Through a long and macabre ritual, the eggs are imbued with infernal essences. Most embryos die from the dark process but those that manage to survive and hatch grow into infernal wyverns. An Infernal Ancient Wyvern's Lair An ancient infernal wyvern makes its lair in cliffside caverns and ruined structures atop mountains and canyons. An ancient infernal wyvern encountered in its lair has a challenge rating of 18 (20,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the infernal wyvern can take a lair action to cause one of the following magical effects; the infernal wyvern can’t use the same effect two rounds in a row: Each creature of the infernal wyvern's choice that is within 60 feet of the infernal wyvern and aware of it must succeed on a DC 16 Wisdom saving throw or become vulnerable to fire for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The infernal wyvern spits infernal fire at a point within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) fire damage and the creature has disadvantage on saving throws made against being frightened for 1 minute. On a successful save, a creature takes half as much damage with no additional effects. The infernal wyvern summons 2d4 imps . A summoned devil appears in an unoccupied space within 60 feet of the infernal wyvern and acts as an ally of the infernal wyvern. It remains for an hour, until it or the infernal wyvern dies, or until the infernal wyvern dismisses it as an action. Infernal Creatures Infernal creatures are diabolical fiends bearing the taint of devil's blood. Most are born naturally with a devil lineage, but a few, whether willingly or by coersion, entered into a contract with an arch devil. Infernals usually have dark or crimson skins, and some sport short horns on their foreheads. A rare few exude an aura of fire, while others can breath hellfire. Devious Tricksters. Deceptive and highly manipulative, these fiendish entities possess a propensity for trickery and subterfuge, often using disguises or the persona of their normally good-aligned kin. Infernals navigate the realms with a calculated and elusive presence, adept at ensnaring the unsuspecting in their web of deceit. Collecting souls as their ultimate goal, these creatures embody the very essence of malevolence and treachery. Traits Infernal Aura. An enemy that starts its turn within 30 feet of the infernal wyvern must succeed on a DC 16 Wisdom saving throw, unless the infernal wyvern is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target is incapacitated and its speed is halved. If a creature's saving throw is successful, the creature is immune to the infernal wyvern's Infernal Aura for the next 24 hours or until it takes damage from the infernal wyvern's Infernal Fire Breath. Legendary Resistance (1/Day). If the infernal wyvern fails a saving throw, it can choose to succeed instead. Magic Resistance. The infernal wyvern has advantage on saving throws against spells and other magical effects. Actions Multiattack. The infernal wyvern makes one Bite attack and one Stinger attack. While flying, it can use its Claws attack in place of one other attack. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 16 (2d8 + 7) piercing damage plus 9 (2d8) fire damage. Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage. Stinger. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 15 (2d8 + 6) piercing damage. The target must make a DC 19 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. Infernal Fire Breath (Recharge 5–6). The infernal wyvern exhales infernal fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 63 (18d6) fire damage and the target has disadvantage on saving throws made against being frightened until the end of the infernal wyvern's next turn. On a successful save, a creature takes half as much damage with no additional effects. Legendary Actions The infernal wyvern can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The infernal wyvern regains spent legendary actions at the start of its turn. Bite. The infernal wyvern makes one Bite attack. Wing Attack (Costs 2 Actions). The infernal wyvern beats its wings. Each creature within 10 feet of the infernal wyvern must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The infernal wyvern can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Kumiho","description":"The kumiho is a malevolent shapeshifting fey that preys on humanoid beings. In its natural form, the kumiho appears as a magnificent-looking white-furred fox with nine long tails. It spends most of its existence, however, taking the form and living the life of an extremely attractive humanoid. This transformation isn’t perfect though, as the kumiho retains its foxlike ears and nine tails. To keep these features hidden from view, the kumiho would wear cloaks, hoods, and long dresses or skirts. Heart Eater. A kumiho is a blood-thirsty predator, driven by its insatiable need to consume hearts and livers. It prowls streets and outsides of taverns and inns, waiting for a potential target. Typically, a kumiho, in the guise of a courtesan or a vulnerable person in need, will draw the attention of someone, and using its natural gifts of deception and persuasion, will lead the prey to a place where they can be alone. Once the kumiho has isolated its target, it puts its target under its spell by using its Charm ability. The kumiho then wraps the victim with its nine tails. Once the prey is secured, the kumiho’s hands turn into vicious claws, using them to violently dig into the chest of the helpless target while it is still alive and extract its heart and liver. Once a kumiho has eaten these organs, it will not age and need not eat again for 100 days. Energy-Draining Kiss. An elder or ancient kumiho also has the ability to deliver a deep kiss that saps a victim of its life energy and even absorbs some of its recent memories, thoughts, and secrets. It is due to this that some powerful beings employ kumiho as spies and at times, assassins. An Ancient Kumiho's Lair An ancient kumiho's lair can be any place such as a cave, a magnificent mansion, or a ruined keep, as long as it is hidden, whether in plain view or not. An ancient kumiho will usually employ other fey and humanoids as guards and servants. An ancient kumiho encountered in its lair has a challenge rating of 11 (7,200 XP). Lair Actions On initiative count 20 (losing initiative ties), the kumiho can take a lair action to cause one of the following magical effects; the kumiho can’t use the same effect two rounds in a row: The kumiho targets a humanoid creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or fall into a magical slumber. If the target is charmed by the kumiho, it automatically fails its saving throw. The target is unconscious for 1 minute, until it takes damage, or someone uses an action to shake or slap it awake. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The kumiho magically turns invisible until its concentration ends (as if concentrating on a spell) or until initiative count 20 on the next round. Any equipment the kumiho wears or carries is invisible with it. The kumiho emits a bloodcurdling fox howl that is audible out to 150 feet. Each creature within 60 feet of the kumiho that can hear the kumiho must succeed on a DC 17 Wisdom saving throw or become frightened of the kumiho until the end of the kumiho's next turn. While frightened in this way, a creature has disadvantage on saving throws made against the kumiho. The kumiho targets a humanoid creature charmed by it within 30 feet. The creature must use its reaction to make a melee weapon attack against another visible creature of the kumiho's choice. Traits Keen Hearing and Smell. The kumiho has advantage on Wisdom (Perception) checks that rely on hearing or smell. Legendary Resistance (2/Day). If the kumiho fails a saving throw, it can choose to succeed instead. Actions Multiattack. The kumiho makes two attacks: one with its Tails and one with its Claws (Humanoid Form) or one with its Tails and one with its Bite (Fox Form). It can use Energy-Draining Kiss in place of its Claws attack (Humanoid Form only). Claws (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Tails. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage and if the target is a Medium or smaller creature, it is grappled (escape DC 14). Bite (Fox Form Only) . Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Extract Heart. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid or humanoid grappled by the kumiho. Hit: The target takes 48 (8d10 + 4) piercing damage. If this damage reduces the target to 0 hit points, the kumiho kills the target by extracting its heart. Charm (Humanoid Form Only). One humanoid the kumiho can see within 30 feet of it must succeed on a DC 17 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the kumiho's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this kumiho's Charm for the next 24 hours. The kumiho can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Energy-Draining Kiss (Humanoid Form Only). The kumiho kisses a humanoid charmed or grappled by it or a willing humanoid. The target must make a DC 17 Constitution saving throw against this magic, taking 21 (3d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken, and the kumiho regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Change Shape. The kumiho magically transforms into a Medium Humanoid or back into its true form, a Medium fox, while retaining its game statistics. The transformation into a Humanoid isn't perfect, as the kumiho still retains the ears and nine tails of its fox form. This transformation ends if the kumiho is reduced to 0 hit points or uses an action to end it. Legendary Actions The kumiho gains 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kumiho regains spent legendary actions at the start of its turn. Move. The kumiho moves up to half its speed without provoking opportunity attacks. Attack. The kumiho attacks with its Claws or Tails. Charm. The kumiho uses Charm. Kiss (Costs 2 Actions). The kumiho uses Energy-Draining Kiss. Extract Heart (Costs 3 Actions). The kumiho uses Extract Heart.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Latawiec","description":"When an infant or toddler dies from a violent death and is discarded without a proper burial, the corpse may rise as a latawiec (pronounced la-ta-viyets). This undead creature is a ghoulish mirror of its former self, resembling a young humanoid corpse with the features of a monstrous bat: giant wings, long claw-like fingers, and a terrifying set of fangs. It is often mistaken for a vampire as it shares the same characteristics and proclivities. The latawiec is also a shapechanger, and usually takes the form of a vampire bat. However, it can also appear as a crow to blend into the background or a young child if it needs to take a less alarming form in order to draw out or lead its victim to a place where the latawiec can catch it alone. Sanguivorous Hunter. Because it was denied the chance to live, the latawiec is driven by hate and hunger against the living, most especially against expectant mothers. Like a vampire, it is hurt by sunlight and thus it hunts at night, seeking prey to drain blood from. It is so sensitive to the scent of fresh blood it can pinpoint its exact location even from a distance. Tranquilizing Toxin. Once the latawiec has chosen its victim, it only needs to wound the target with its claws. The latawiec's long finger nails secrete a toxin that causes a victim to sleep. Once the target is unconscious, the latawiec uses its very sharp fangs to puncture its prey's skin and draw blood. The latawiec's saliva also serves as a both an anaesthetic and anticoagulant, allowing the latawiec to feed in peace without fear of the victim regaining consciousness. As latawiecs get older, they gain magical abilities. They have an affinity to the element of air and are able to unleash dark lightning bolts and violent winds. Latawiecs haunt graveyards, abandoned manors, and caves located near populated settlements. An Ancient Latawiec's Lair An ancient latawiec makes its lair in places of despair and woe, such as ruined castles, old graveyards, and forgotten crypts. Such a location will always be within a few hours of travel to a populated area. It is not unusual for it to keep the company of ghouls and ghasts, as well as vampire bats or crows. An ancient latawiec encountered in its lair has a challenge rating of 13 (10,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the latawiec can take a lair action to cause one of the following magical effects; the latawiec can’t use the same effect two rounds in a row: The latawiec casts gust of wind requiring no material components using Wisdom as the spellcasting ability (spell save DC 16). The latawiec targets up to three creatures it can see within 120 feet of it and unleashes short bolts of lightning toward each of them. The target must succeed on a DC 16 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) lightning damage and it can't use reactions until the end of the latawiec's next turn. Each creature within 30 feet of the latawiec must succeed on a DC 16 Wisdom saving throw or become frightened of the latawiec until the end of the latawiec's next turn. Traits Blood Scent. The latawiec can pinpoint, by scent, the location of fresh blood within 60 feet of it. Legendary Resistance (2/Day). If the latawiec fails a saving throw, it can choose to succeed instead. Regeneration. The latawiec regains 5 hit points at the start of each of its turns if it has at least 1 hit point and isn’t in sunlight. If the latawiec takes radiant damage, this trait doesn’t function until the start of the latawiec’s next turn. Spider Climb. The latawiec can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The latawiec takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The latawiec makes two attacks, only one of which can be a Bite attack. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) slashing damage and the target must succeed on a DC 16 Constitution saving throw or be poisoned. While poisoned, the creature is unconscious. The poisoned target repeats the saving throw if it takes damage that isn't from the latawiec's Bite attack and at the end of each of its turns, ending the effect on itself on a success. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the latawiec regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Abyssal Lightning (Recharge 5–6). The latawiec magically unleashes a stroke of abyssal lightning that forms a line 60 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 22 (5d8) lightning damage and 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one. Change Shape. The latawiec magically transforms into a humanoid, crow, or vampire bat that is Small or Tiny, while retaining its game statistics (other than its size). This transformation ends if the latawiec is reduced to 0 hit points or uses a bonus action to end it. Legendary Actions The latawiec can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The latawiec regains spent legendary actions at the start of its turn. Move. The latawiec moves up to half its speed. Claw. The latawiec makes a Claw attack. Dreadful Gale (Costs 3 Actions). The latawiec summons a violent gust of supernatural wind. Each creature in a 20-foot cube originating from the latawiec must succeed on a DC 16 Strength saving throw. On a failed save, a creature takes 13 (3d8) force damage and 13 (3d8) necrotic damage and is pushed up to 10 feet and knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Light Dragon","description":"Dragons who wandered across the Ethereal and Astral Planes and the godly outer planes became a breed unto themselves eons past. The forms of light dragons are no longer entirely physical, and they use this adaptation to pursue lives of reverence for beauty in places deadly to others--the high places among stars and dark voids. Lovers of Light. Motivated in their travels by a love and fascination for bright places of singular beauty, they often bask in a trancelike state for long years in close orbit around celestial structures they find pleasing to look upon or in the shimmering lights of planar conjunctions. In time, the desire to share the experience with their kin moves them on. Reclusive and Remote. When birthing and rearing their young, who lack their elders' ethereal bodies, light dragons seek out remote terrestrial places, often known only to others of their kind. Aware of the ruinous effects of their presence over the long term, light dragons avoid making their lairs near farmlands and places of sensitive vegetation. Deserts and inhospitable, rocky coastlines serve as their earthly homes. During such periods when they do interact with other intelligent beings, they maintain a benevolent but remote approach, wishing all creatures well, but preferring to only interact with others of their kind or creatures who exhibit and appreciate beauty. A Network of Mutual Protection and Intelligence. Light dragons maintain amiable connections with one another, telling tales of their travels and sharing information of notable dangers. In particular, void dragons despise light dragons, and light dragons warn one another of a void dragon's approach. If one of their nemeses can be located and confronted with minimal danger to other creatures, the light dragons join forces to destroy it. Light dragons fear the unpredictable insanity of the void dragons and the dangerous knowledge the creatures attain in their studies. They seek to bring the volatile creatures down before the void dragons bring about cataclysmic harm. Many light dragons die in such attempts, and the fear of reprisal against the survivors makes light dragons one of the more reclusive and secretive types of dragon. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: A 30-foot-radius sphere of water in its lair boils. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. A 60-foot-radius sphere of glowing stardust bursts on a point the dragon can see within 120 feet of it. The burst spreads around corners, illuminating objects and creatures in the area. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be outlined in twinkling starlight. This starlight works like the faerie fire spell, except it doesn't require concentration and lasts until the dragon uses this lair action again or until the dragon dies. Regional Effects The region containing a legendary light dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: Fires and nonmagical light sources burn twice as long as they would otherwise while within 1 mile of a light dragon's lair. Clouds never gather within 3 miles of a light dragon's lair, leading to a lack of vegetation. Creatures that can see in natural darkness can also see in areas of magical darkness while within 1 mile of a light dragon's lair. If the dragon dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"neutral good","Expansion":45,"Challenge Rating":22},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ancient Lightning Eel","description":"Traits Amphibious. The eel can breathe air and water. They can survive out of water for up to 24 hours. Foudroyant Majesty (3/Day). When the eel fails a saving throw, they can succeed instead. When they do, they can’t take the Multiattack action on their next turn. Slippery. The eel has advantage on ability checks and saving throws made to avoid or end the grappled condition on themself. Stormsurge. Other lightning eels within 30 feet of the ancient eel deal an extra 4 (1d8) lightning damage with their weapon attacks and Electric Pulse. Actions Multiattack. The eel makes one Bite attack and uses Electric Pulse. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 9 (2d8) lightning damage, and the target is grappled (escape DC 17). While grappled, the target is restrained and the eel can’t make a Bite attack against another target. Electric Pulse. The eel channels energy toward a creature within 60 feet of them. The creature must make a DC 16 Constitution saving throw, made with disadvantage if the target is touching the eel. On a failed save, a creature takes 27 (6d8) lightning damage and is dazed until the end of their next turn. On a successful save, a creature takes half as much damage and isn’t dazed. Bonus Actions Coiling Storm. The eel coils around a creature within 5 feet of them. The target must succeed on a DC 17 Dexterity sav- ing throw or be grappled (escape DC 17). Reactions Heart of the Storm. When another lightning eel that the ancient eel can see within 30 feet of them is reduced to 0 hit points, the ancient eel releases a crackling filament of lightning in their direction. The target is restored to life with 10 hit points. Each lighting eel can be restored to life only once with this reaction. Villain Actions The eel has three villain actions. They can take each action once during an encounter after an enemy’s turn. They can take these actions in any order but can use only one per round. Action 1: Call to the Storm. Every other lightning eel within 30 feet of the ancient eel can use their Electric Pulse action as a reaction. Action 2: Electric Rush. The eel surges with lightning, moves up to their speed, then makes a Bite attack. On a hit, the Bite attack deals an extra 18 (4d8) lightning damage. A creature who hits the eel with a melee attack during this movement takes 9 (2d8) lightning damage. Action 3: Fulminous Wave. The eel releases a crackling wave of electricity and uses Electric Pulse against each enemy within 30 feet of them.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":12},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ancient Lunar Dragon","description":"Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock. Before laying eggs, a female lunar dragon stocks her lair with food; she won’t leave the lair again until the eggs hatch and the offspring are old enough to fend for themselves. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate. Lunar dragons enjoy depriving other creatures of treasure more than acquiring the treasure themselves. Often found among the treasures in a lunar dragon’s hoard are one or more spelljamming helms (see the Astral Adventurer’s Guide ) taken from vessels that dared to invade the dragon’s territory. A lunar dragon can become incorporeal, but not to the extent that it can pass through other creatures or solid objects. In this semi-incorporeal state, roughly half of the dragon’s body has a dark, indistinctly spectral form. A Lunar Dragon’s Lair The cave complex where a lunar dragon makes its lair contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might contain natural springs and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon. Regional Effects The region containing an ancient or adult lunar dragon’s lair is warped by the dragon’s magic, which produces one or more of the following effects: Black Frost. A thin layer of black frost covers the ground, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult. Haunting Moan . A haunting sound gets louder or fainter (dragon’s choice) the closer one gets to the lair. The moan is audible 6 miles from the lair if the dragon is ancient, or 3 miles if the dragon is an adult. Moon Devils. Swirling funnels of dust and frost known as moon devils crisscross the area within 1 mile of the lair, intercepting other creatures they encounter. A moon devil is a free-willed air elemental that deals cold damage instead of bludgeoning damage. If the dragon dies, the moaning stops, the moon devils dissipate, and the black frost disappears over the course of 1d10 days, allowing plant life in the area to recover. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 20-foot-diameter tunnel in its wake. Unusual Nature. The dragon doesn’t require air. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 7 (2d6) cold damage. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. Cold Breath (Recharge 5–6). The dragon exhales a blast of frost in a 90-foot cone. Each creature in the cone must make a DC 21 Constitution saving throw. On a failed save, the creature takes 36 (8d8) cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. Bonus Actions Phase (3/Day). The dragon becomes partially incorporeal for as long as it maintains concentration on the effect (as if concentrating on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Tail Attack. The dragon makes one Tail attack. Treacherous Ice. Magical ice covers the ground in a 20-foot radius centered on a point the dragon can see within 120 feet of itself. The ice, which is difficult terrain for all creatures except lunar dragons, lasts for 10 minutes or until the dragon uses this legendary action again. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 12 (1d8 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"typically neutral evil","Expansion":16643,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Ancient Lunar Dragon","description":"A shimmering halo surrounds the spine-crowned head of the lunar dragon, and its vast wings ripple like milky gossamer lit by the moon. Lunar dragons spend long hours watching the activities of sentient races occurring on planets that interest them, and of all outer dragons living in the realms of space they are the most likely to interact with the curious creatures they encounter. Lair Actions On initiative count 20 (losing initiative ties), a lunar dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Silvery light shines down on a point on the ground the dragon can see within 120 feet of it, creating a 20-foot high, 5-foot-radius column of moonlight. Each creature in the moonlight’s area must succeed on a DC 15 Wisdom saving throw, being affected as the confusion spell on a failed save. A barrage of moonstones falls from above, striking up to three creatures that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+6 to hit) against each creature. On a hit, the target takes 7 (2d6) bludgeoning damage and 7 (2d6) cold damage. A crater manifests at a point on the ground that the dragon can see within 120 feet of it, creating a 15-foot-radius circle of difficult terrain. Creatures that are within the area when the crater manifests must succeed on a DC 15 Dexterity saving throw of fall prone. Regional Effects The region containing an ancient lunar dragon’s lair is warped by the dragon’s nature, which creates one or more of the following effects: There is perpetual night within 1 mile of the lair. This supernatural night sky is always clear and the moon, except in the case of a new moon, is always visible and unusually bright. Shapeshifters, such as werewolves, experience mild headaches within 6 miles of the lair. These headaches increase in severity as the shapeshifter draws nearer to the dragon itself. The moon appears to rapidly cycle through its phases while within 6 miles of the lair. 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It has a sleek and sinuous body resembling that of a salamander, with vestigial wings that aid the drake in maneuvering through viscous magma. Ambush Predator. This magma drake lurks just beneath the surface of molten lava, its smoldering ember-like scales blending seamlessly with the surroundings. Patient and stealthy, it lies in wait for unwary creatures to approach the edge of the fiery terrain, striking with a sudden ferocity akin to that of a crocodile lunging from the water's edge. With jaws capable of crushing bone and its mere proximity causing severe burn damage, few victims escape such an attack. Heated Body. The body of the magma drake radiates intense heat. Even a mere touch can result in devastating burns, cautioning potential adversaries to keep their distance. Furthermore, the drake possesses the ability to unleash a searing stream of magma from its maw, engulfing its foes in a torrent of blistering heat. Those unfortunate enough to be caught in the magma breath continue to burn unless they quickly find a means to douse the flames. Ignan Guardian. As a creature hailing from the Elemental Plane of Fire, the magma drake thrives in the extreme heat and volatile environment of volcanic regions. Its affinity for lava and molten rock is deeply ingrained, allowing it to navigate these treacherous landscapes with ease. Because of this, azers, fire giants, efreet, and even red dragons capture young magma drakes and use them as guards. An Ancient Magma Drake's Lair An ancient magma drake inhabits great lava pools found inside active volcanoes and calderas. An ancient magma drake encountered in its lair has a challenge rating of 13 (10,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the drake can take a lair action to cause one of the following magical effects; the drake can’t use the same effect two rounds in a row: The drake casts stinking cloud , requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14). The drake doesn't need to concentrate on the spell. It lasts for 1 minute, until the drake uses this lair action again, or when the drake dies or becomes incapacitated. Lava pools within 120 feet of the drake rush extend outward like amorphous tentacles. Any creature on the ground within 15 feet of such a lava pool must succeed on a DC 16 Dexterity saving throw. On a failed save, a creature takes 9 (2d8) fire damage and catches fire. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. The drake generates an intense wave of scorching heat. Each creature within 20 feet of it must make a DC 16 Constitution saving throw. On a failed save, a creature takes 7 (2d6) fire damage and gain one level of exhaustion. On a successful save, a creature takes half as much damage with no additional effect. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Heated Body. A creature that touches the drake or hits it with a melee attack while within 10 feet of it takes 7 (2d6) fire damage. Heated Weapons. When the drake hits with a metal melee weapon, it deals an extra 5 (1d10) fire damage (included in the attack). Illumination. The drake sheds bright light in a 20-­foot radius and dim light for an additional 20 feet. Water Susceptibility. For every 5 feet the drake moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The drake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 5 (1d10) fire damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 5 (1d10) fire damage. Magma Breath (Recharge 5–6). The drake exhales a stream of magma in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) fire damage and catches fire. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Legendary Actions The drake can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn. Claw. The drake makes a Claw attack. Frightful Gaze. The drake targets one creature it can see within 30 feet of it. The creature must succeed on a DC 13 Wisdom saving throw or become frightened of the drake for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the drake's Frightful Gaze for the next 24 hours. Spit Magma (Costs 2 Actions). Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 27 (6d8) fire damage and the target catches fire. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Magnetite Dragon","description":"Magnetite Dragons Matter-of-fact and down-to-earth, magnetite dragons are distant relatives of the metallic dragons, though they lack the ability to shapechange. A magnetite dragon has a bestial slant to its appearance; its short maw, narrow eyes, and stocky hind legs give it the proud and powerful cast of a rearing bull. Two wide horns—the source of its magnetic control—sweep forwards from its brow, often sporting an array of ferrous paraphernalia. Wyrmlings’ scales are a dull grey, but quickly take on an iridescent red-blue sheen as they age and are exposed to sources of magic. Of particular note are its hexofuga: the blocky shards that protrude from its back. These arcano-magnetic organs are the source of its ability to fly, its true wings being small, vestigial structures with little musculature. Treasure & Power. Made of a keratin-magnetite composite, a magnetite wyrmling’s back scales can only develop into hexofuga upon prolonged exposure to arcane fields. In fact, a magnetite dragon’s growth and power is intrinsically linked to the duration and magnitude to which it has been exposed to magic. Though a magnetite wyrmling is among the weakest of all dragon wyrmlings, a fully grown individual can rival even a black dragon in power. For this reason, a magnetite dragon has no care for gold and gems; it covets only magical items and sources of arcane power: the stronger the better. Neutral Motives. Magnetite dragons are incensed by the proliferation of order or chaos, and feel a compulsion to maintain the natural, chaotic order of the world. Persuading such a dragon to fight for good or evil is a futile affair, but the mere mention of the Plane of Fey’s uncontrolled chaos, or the clockwork nirvana’s orderly machinations, is enough to motivate evenly the most slovenly individual. Magical Magnetite. It is an established arcano-magical fact that magnetite’s properties change on exposure to strong magical fields. The usually brittle substance hardens and exhibits much stronger magnetic fields. However, the material’s superconducting properties are nullified on exposure to heat. For these reasons, a magnetite dragon typically makes its home in subzero conditions and near strong sources of magic. A Magnetite Dragon’s Lair Magnetite dragons make their homes in rocky, iron-rich terrain suffused with ambient magic. An abandoned arcane laboratory in a haematite-filled cavern is a lair all magnetite dragons dream of. Regional Effects The region containing a legendary magnetite dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Shards of dark-grey crystal thrust up out of the ground, rippling with rainbow shimmers. Insects’ carapaces are oddly angular, and those that fly do so noiselessly, on stationary, outstretched wings. Horns and antlers of local fauna appear warped to create sharp right-angles, almost forming squares atop their heads. Lair Actions So long as the dragon is alive and within its lair, it can evoke the ambient magic to take lair actions. The DCs and damage of the lair actions and environmental hazards depend on the age of the dragon the party encounters. Age-Based Saving Throw DC and Damage Dragon VDC Vdam Young 12 3 (1d6) Adult 15 10 (3d6) Ancient 17 21 (6d6) Lair Actions. On initiative count 20 (losing initiative ties), the dragon takes one of the following lair actions; the dragon can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Magnetic Waves. The lair’s magnetised rock emits a pulse affecting all ferrous metals within the lair. Each creature holding a ferrous weapon or wearing ferrous armour must make a VDC Strength saving throw. On a failure, a creature holding a ferrous weapon is disarmed of its weapon, which flies 10 feet in a random direction, and a creature wearing ferrous armour is knocked prone. Roll a d8 and consult the Random Directions table to determine the direction. Arcanomagnetic Interference. The lair becomes ensconced in an antimagic field until initiative count 20 of the next round. Each spellcaster in the lair immediately makes a DC 10 Perception check using its spellcasting ability. On a success, it detects the absence of magic in the lair. Magnetite Shards. Razor-sharp shards erupt from the ground in a 20-foot radius centred on a point within the lair. Each creature in the area must succeed on a VDC Dexterity saving throw or take Vdam piercing damage. Until initiative count 20 of the next round, the area is subject to nonmagical effects identical to the spike growth spell. Random Directions d8 Direction d8 Direction 1 North 5 South 2 North-east 6 South-west 3 East 7 West 4 South-east 8 North-west ","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"neutral","Expansion":23695,"Challenge Rating":22},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Ancient Mahaha","description":"The mahaha is a malevolent undead creature that resembles an emaciated human with terrifying ghoulish features. Its course skin has a pale bluish tint and is severely frostbitten. Its long white or grayish hair is frozen stiff, and its eyes are milky white and have no irises. The mahaha stands hunched over with its long spindly arms ending in oversized claw-like hands and moves with a feral gait. Malignant Predator. The mahaha is born from cold and hate. In very rare instances when a particularly vile and evil humanoid dies from hypothermia, its doomed spirit is reborn as a malicious entity that possesses its corpse. Driven by malice, the mahaha wanders the frozen wastes endlessly and hunts for living beings. Because a mahaha is eternally compelled to roam, it never keeps a lair and is often encountered alone. Chilling Touch. When a mahaha discovers nearby prey, it pursues and stalks it relentlessly. It can catch someone near it with surprise with its sudden burst of speed. Anyone struck by a mahaha's claw will feel an intense, biting cold course through their veins. This supernatural cold causes intense chills that force the victims to fall into fits of uncontrollable laughter, leaving their corpses with bizarre and twisted smiling expressions frozen on their faces. As a mahaha ages and gains more kills, it grows in power. Elder and ancient mahaha are very dangerous for their ability to unleash terrible screams that debilitate one’s mind. Traits Legendary Resistance (1/Day). If the mahaha fails a saving throw, it can choose to succeed instead. Turn Resistance. The mahaha has advantage on saving throws against any effect that turns Undead. Actions Multiattack. The mahaha uses Horrifying Visage. It then makes two Claw attacks. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) slashing damage plus 10 (3d6) cold damage and the target must succeed on a DC 17 Constitution saving throw. On a failed saving throw, the creature is knocked prone and incapacitated for 1 minute as it is overcome by a fit of laughter. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. Horrifying Visage. Each non-undead creature within 60 feet of the mahaha that can see her must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the mahaha is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the mahaha’s Horrifying Visage for the next 24 hours. Demented Shriek (Recharge 5-6). The mahaha emits a mind-wracking shriek than can be heard out to a range of 120 feet. Each creature within 60 feet of the mahaha that can hear it must succeed on a DC 17 Intelligence saving throw. On a failed save, the target takes 35 (10d6) psychic damage and has disadvantage on attack rolls, ability checks, and saving throws until the end of the mahaha's next turn. On a successful save, the creature takes half as much damage damage with no additional effects. Bonus Actions Aggressive. The mahaha moves up to its speed toward a hostile creature that it can see. Legendary Actions The mahaha can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mahaha regains spent legendary actions at the start of its turn. Move. The mahaha moves up to half its speed without provoking opportunity attacks. Claw (Costs 2 Actions). The mahaha makes a Claw attack. Raking Pounce (Costs 3 Actions). The mahaha moves up to its speed without provoking opportunity attacks and makes two Claw attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Mandriano","description":"Despite its size, the twisted and gnarled tree-man moves precisely and quietly. It cloaks itself in a cape of darkness with only its pale face visible, lit by blue flame eyes. Damned Fey. Mandrianos are a perversion of treants grown from soil defiled by ritual sacrifice. Bound to shepherd the undead, they ceaselessly wander their territories, collecting and tending their mindless charges. Beneath their billowing cloaks, their bodies have the gray color of driftwood. A mandriano's cloak is stitched from leaves of darkness and blows apart as if struck by a gale when the mandriano dies. Never Alone. Mandrianos work in pairs or small teams as they gather their flocks of undead and hunt for the living. They drain the essence of living creatures to feed themselves, their deceptively long arms allowing them to quickly snatch up prey.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"lawful evil","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ancient Medusa","description":"An ancient medusa resembles a greater medusa but is said to be the first among its kind, and possibly one of the progenitors of its race. The ancient medusa is a cruel, hateful, and vain creature. She despises anything that she used to look like and always schemes to destroy civilized folk living near her territory. Dangerous Combatant. The ancient medusa is a deadly foe. Aside from the obvious danger of petrification, she is an accomplished sorcerer and an expert marksman with the longbow. Her very blood is poisonous, and when it hits the ground, a swarm of snakes spring from it and attack her foes. An Ancient Medusa's Lair An ancient medusa lives in the ruins of where she used to reside during a time before she was cursed - a once majestic castle, keep, or temple, located far from civilization and often secluded from the world and overgrown with thick vegetation. Petrified heroes sent to slay her stand like macabre statue decorations around her lair. An ancient medusa usually lives like a hermit, residing alone in her lair. One may keep minions that are immune to her petrifying gaze, such as grimlocks and incorporeal undead that used to serve the medusa when they were still alive. An ancient medusa encountered in its lair has a challenge rating of 17 (18,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the medusa can take a lair action to cause one of the following magical effects; the medusa can’t use the same effect two rounds in a row: The medusa causes up to three petrified statue to animate ( animated stone statue ). These Constructs obey the medusa's commands. The medusa regains 20 hit points. The medusa's snake hair hisses aloud menacingly. Each creature within 30 feet of the medusa and can hear it must succeed on a DC 17 Wisdom saving throw or become frightened of the medusa for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this lair effect for the next 24 hours. Regional Effects The region containing a medusa’s lair is warped by the medusa’s foul magic, which creates one or more of the following effects: The land within 6 miles of the lair takes twice as long as normal to traverse, since the vegetation grow thick and twisted. Beasts within 1 mile of the lair become evil and violent - even creatures that are normally docile. Serpents within 1 mile of the ancient medusa’s lair serve as the ancient medusa’s eyes and ears. If the ancient medusa dies, these effects fade over the course of 1d10 days. Traits Blood of the Serpents. A creature that hits the medusa with a melee attack that deals piercing or slashing damage and is within 5 feet of it takes 5 (1d10) poison damage. Additionally, a swarm of poisonous snakes (MM) appears in an unoccupied space within 5 feet of the medusa, and acts as an ally of the medusa. The swarm remains for an hour or until it or the medusa dies. Legendary Resistance (3/Day). If the medusa fails a saving throw, it can choose to succeed instead. Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 18 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. Sorcery Points. The medusa has 12 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Heightened Spell: When the medusa casts a spell that forces a creature to make a saving throw to resist the spell's effects, the medusa can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When the medusa casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell: When the medusa casts a spell, it can spend l sorcery point to cast the spell without any somatic or verbal components. Actions Multiattack. The medusa makes either three melee attacks - one with its Snake Hair and two with its Scimitar - or three ranged attacks with its Longbow. It can replace one of its attacks with Constrict. Snake Hair. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage plus 21 (6d6) poison damage. Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage. Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the medusa can't use Constrict on another target. Longbow. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage. Spellcasting. The medusa casts one of the following spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: minor illusion, mending, prestidigitation, shape water 2/day each: lightning bolt, mirror image, thunderwave (3d8) 1/day each: charm monster, globe of invulnerability, stoneskin,* synaptic static, vitriolic sphere * The medusa casts this spell before combat. Legendary Actions The medusa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The medusa regains spent legendary actions at the start of its turn. Slither. The medusa moves up to half its speed without provoking opportunity attacks. Melee. The medusa makes a Scimitar attack or uses Constrict. Longbow (Costs 2 Actions). The medusa makes a Longbow attack. Force Petrifying Gaze (Costs 2 Actions). The medusa forces a creature grappled by it to meet its gaze. The target must succeed on a DC 18 Constitution saving throw or become petrified (see Petrifying Gaze). Cast a Spell (Costs 3 Actions). The medusa uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ancient Meteor Dragon","description":"Meteor dragons are destructive forces from the stars responsible for the annihilation of many species. They see themselves as crucibles, however, and delight in the species that come to prominence after they devastate a world. Lair Actions On initiative count 20 (losing initiative ties), a meteor dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Kinetic Blast . An explosion erupts from a point on the ground the meteor dragon can see within 120 feet of it, creating a 5-foot radius blast. Each creature in the blast’s area must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Shockwave . A powerful wave of energy emanates in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Strength saving throw or be pushed 10 feet away from the dragon. Visions of Destruction . Visions of worlds and civilizations that have been obliterated in an explosive cataclysm plague any creature within 100 feet of the dragon. This effect can pass through walls and other barriers. All creatures caught in this effect must succeed on a DC 13 Wisdom saving throw or be frightened for 1 round as they see and hear death of extraordinary magnitude. Regional Effects The region containing an ancient meteor dragon’s lair is warped by the dragon’s nature, which creates one or more of the following effects: Meteor showers are common within 6 miles of the dragon’s lair. Sunsets are always tinged with orange, and the moon glows with a sickly orange light, affecting the sleep of locals and attracting all manner of nocturnal creatures (like lycanthropes). Natural calamities occur with slightly more frequency within 3 miles of the dragon’s lair. Earthquakes and tornadoes may form more often than normal. Legend tells that a meteor dragon can attract actual disastrous meteors. Everything within 1 mile of the dragons lair feels heavier. Activities like jumping, lifting, and carrying are harder (-25% effective Strength score for ability checks). Occasionally pockets of gravity appear that bow trees or cause landslides and sinkholes. 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The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild. Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places. Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness. As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold. A Moonstone Dragon's Lair For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane. The challenge rating of a legendary moonstone dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Banish into Dream. The dragon targets a creature it can see within 120 feet of it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space. Compulsive Dance. The dragon targets a creature it can see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is incapacitated and must use all its movement to dance. Disorienting Visions. Disorienting illusory images flit through the dragon's lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round. Regional Effects The region surrounding a legendary moonstone dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Dream Communication. Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. Planar Transition. The veil between planes is thinned near a moonstone dragon's lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement. If the dragon dies, any portals near the lair close immediately. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 11 (2d10) radiant damage. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. Breath Weapon (Recharge 5–6). The dragon uses one of the following breath weapons: Dream Breath. The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Moonlight Breath. The dragon exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): At will: faerie fire 2/day each: calm emotions , dispel magic , invisibility , revivify Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Tail. The dragon makes one Tail attack. Cast a Spell (Costs 2 Actions). The dragon uses Spellcasting.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"typically neutral","Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ancient Morkoth","description":"Morkoth normally only live for 80-100 years but a very rare few have unnatural life spans that go beyond that. These ancient morkoth has grown larger and more powerful than their brethren, and have amassed vast amounts of knowledge, becoming powerful wizards. They make their lairs in the center of treacherous underwater mazes in the deepest parts of the seas or Underdark lakes. Traits Amphibious. The morkoth can breathe air and water. Legendary Resistance (3/Day). If the morkoth fails a saving throw, it can choose to succeed instead. Actions Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. Tentacles. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 21 (4d8 + 3) bludgeoning damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 22 (4d8 + 4) bludgeoning damage at the start of each of the morkoth's turns, and the morkoth can't use its Tentacles on another target. Hypnosis. The morkoth projects a 60-foot cone of magical energy. Each creature in that area must make a DC 19 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours. Spellcasting. The morkoth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19): At will: dancing lights, detect magic, mage hand, prestidigitation 3/day each: darkness, dimension door, dispel magic, lightning bolt, sending 1/day each: chain lightning, dominate monster, forcecage, maelstrom, telekinesis Legendary Actions The morkoth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The morkoth regains spent legendary actions at the start of its turn. Bite. The morkoth makes one Bite attack. Tentacles (Costs 2 Actions). The morkoth makes one attack with its Tentacles. Hypnosis (Costs 2 Actions). The morkoth uses Hypnosis. Cast Spell (Costs 3 Actions). The morkoth uses Spellcasting. Reactions Spell Reflection. If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ancient Mountain Drake","description":"A mountain drake is a wingless drake with crag-like bony spikes jutting from the upper areas of its body, including the top of its skull. Its scaly hide ranges from red, brown, and maroon. It has a head shaped like a goat's, with a short draconic snout and curving ram-like horns extending from each side. Mountain drakes are sought by both cloud and fire giants who use them as guardians and pets. Mountain Denizen. It may appear slow at first, but the mountain drake is surprisingly surefooted when it scales the sides of rocky cliffs and steep, rocky slopes. It usually preys on mountain goats and other creatures living near mountain peaks. If food is scarce, it will not hesitate to venture to the lower areas to hunt for anything that it deems edible, including adventurers. Ambush Hunter. When hunting, it usually finds a suitable ambush perch such as a cliffside ledge from where it can leap and catch prey below it by surprise. It will usually open its attack by ramming its target first to knock it prone and possibly stun it before clamping its jaws on the victim's throat or back of its neck to deliver the killing blow. When it finds itself outnumbered or in a fight with its typical enemies such as perytons and wyverns, it resorts to its powerful breath weapon, a cloud of searing hot ash and sulfur that can leave creatures caught within it choking and unable to breathe. Switching Hierarchies. Mountain drakes establish dominance hierarchies at a young age. Males are usually dominant during the breeding season, but during the non-breeding season, the hierarchy is switched. At this time, adult females, who are typically larger than males, become dominant. An Ancient Mountain Drake's Lair An ancient mountain drake is normally found in the volcanic regions where the Elemental Planes of Earth and Fire intersect. In the Material Plane, it dwells in warm caves and volcanic basins with entrances located in high, steep cliff walls. An ancient mountain drake encountered in its lair has a challenge rating of 15 (13,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the drake can take a lair action to cause one of the following magical effects; the drake can’t use the same effect two rounds in a row: The drake casts stinking cloud , requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15). It lasts until the drake uses this lair action again, becomes incapacitated, or when the drake dies. A block of rock from the cavern's ceiling collapses above a creature that the drake can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw. On a failed save, the creature takes 22 (4d10) bludgeoning damage, is knocked prone, and restrained. A creature can use an action to make a DC 15 Strength check to free the restrained creature. The drake creates up to four opaque cubes of fire on a solid surface it can see within 60 feet of it. The cubes can be up to 10 feet square in size. Each cube must have at least one face adjacent to the face of another cube. When the cubes appear, each creature within its area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) fire damage, or half as much damage on a successful save. A creature takes the same damage when it enters any of the cubes for the first time on a turn or ends its turn there. The cubes disappear when the drake uses this lair action again, becomes incapacitated, or when the drake dies. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Charge. If the drake moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 11 (2d10) damage and must succeed on a DC 20 Strength saving throw or be knocked prone. If the target's saving throw fails by 5 or more, it is also stunned until the end of the drake's next turn. Legendary Resistance (1/Day). If the drake fails a saving throw, it can choose to succeed instead. Actions Multiattack . The drake makes one Bite or Ram attack, two Claw attacks, and one Spiked Tail attack. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) fire damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage. Spiked Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage. Ram. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. Brimstone Breath (Recharge 6). The drake exhales ash, sulfur, and white-hot embers in a 60-foot cube originating from the drake. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 42 (12d6) fire damage and is poisoned for 1 minute. A poisoned creature spends its action on each of its turns coughing and reeling. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that don't need to breathe or are immune to fire or poison automatically succeed on this saving throw. On a successful save, a creature takes half as much damage and isn't poisoned. Legendary Actions The drake can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn. Claw. The drake makes a Claw attack. Frightful Gaze. The drake targets one creature it can see within 30 feet of it. The creature must succeed on a DC 14 Wisdom saving throw or become frightened of the drake for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the drake's Frightful Gaze for the next 24 hours. Trampling Ram (Costs 3 Actions). The drake moves up to 40 feet in a straight line and can move through the space of a Huge or smaller creature. Each time it enters a creature’s space during this move, that creature must succeed on a DC 20 Strength saving throw. On a failed save, the creature takes 23 (3d10 + 7) bludgeoning damage and is knocked prone. On a successful save, the creature is pushed to the nearest space out of the drake's path. If a prone creature remains in the drake's space, it is shunted to an unoccupied space of its choice within 5 feet of the drake.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Najahydra","description":"The ancestors of the great serpentine races experimented with many of the primordial creatures to create loyal abominations that would strengthen their armies. It is said that they magically injected a clutch of hydra eggs with the blood of serpents. From these eggs came the very first najahydras. Many-Headed Serpent. The najahydra appears as an immense 20-to-30-foot long king cobra with five heads. The color of its scales ranges from blue, yellow, olive green, brown, to black. Its back is typically highlighted by yellowish or whitish chevrons, and its underbelly may display colored bars. Just like all hydras, the najahydra can regrow severed heads. One must apply fire to the najahydra's neck stump to stop a severed head from regenerating. The heads possess an astonishing level of autonomy, moving independently as they survey the environment, vigilant for any potential threat or succulent prey. The creature's eyes, piercing and cunning, showcase its heightened senses and predatory instincts. Venom Spitter. The najahydra's heads can deliver a deadly bite. Its fangs inject a highly toxic venom that can instantly cause respiratory and cardiac arrest. Worse still, it can spit this venom at its prey. Each of the najahydra's heads can squeeze its jaw muscles, causing the glands to squirt out through forward-facing orifices near the tip of its fangs. The spat venom instantly breaks down organic tissue it lands on, and can also cause blindness if it hits the target's eyes. Jungle Hunters. Najahydras live mainly in warm rain forests, jungles, and mangrove swamps. Behaving as an apex predator, the najahydra is both solitary and highly territorial. It claims a vast domain within its lush habitat, where it skillfully navigates the tangled vegetation, utilizing its sinuous body to move with deceptive agility. With an unmatched speed and precision, the Najahydra silently stalks its victims, relying on stealth and patience before unleashing its deadly assault. The color of their scales tend to match their surroundings, allowing them to blend easily and remain hidden if they don't move. Najahydras feed mainly on giant snakes, reptiles, and mammals. It hunts by tracking the odor trails of its prey. Older Najahydras. There are older, larger, and more dangerous specimens of najahydras. These monsters can reach lengths of up to 80 feet. They can constrict their prey while ancient ones can even breathe out poisonous gas. Such creatures are revered and even worshipped as gods by reptilian races. An Ancient Najahydra's Lair Underground caverns, caves, and large ruined buildings are the usual lairs of an ancient najahydras. An ancient najahydra encountered in its lair has a challenge rating of 17 (18,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the najahydra can take a lair action to cause one of the following magical effects; the najahydra can’t use the same effect two rounds in a row: The najahydra's heads emit a growling hiss. Each creature within 60 feet of the najahydra that can hear the najahydra must succeed on a DC 18 Wisdom saving throw or become frightened of the najahydra until the end of the najahydra's next turn. The najahydra targets as many visible creatures as it has heads within 60 feet of it. The najahydra uses Spit Poison on each target. The najahydra regains one severed head. If all of its heads are intact, it instead regains 10 hit points. Traits Keen Smell. The najahydra has advantage on Wisdom (Perception) checks that rely on smell. Hold Breath. The najahydra can hold its breath for 1 hour. Legendary Resistance (1/Day). If the najahydra fails a saving throw, it can choose to succeed instead. Multiple Heads. The najahydra has five heads. While it has more than one head, the najahydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the najahydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the najahydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The najahydra regains 10 hit points for each head regrown in this way. Reactive Heads. For each head the najahydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the najahydra sleeps, at least one of its heads is awake. Actions Multiattack. The najahydra uses Constrict and makes as many Bite attacks as it has heads. It can replace any number of Bite attacks with Spit Poison. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 11 (2d10) poison damage. Spit Poison. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one creature. Hit: 5 (1d10) poison damage and the target must make a DC 18 Constitution saving throw or become poisoned until the najahydra's next turn. The poisoned creature is blind. Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Huge or smaller target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the najahydra can't use Constrict on another target. Poison Breath (Recharge 5–6). The najahydra’s heads exhale a single breath of poisonous gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw, taking 11 (2d10) poison damage for each head the najahydra has on a failed save, or half as much damage on a successful one. Legendary Actions The najahydra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The najahydra regains spent legendary actions at the start of its turn. Slither. The najahydra moves up to half its speed without provoking opportunity attacks. Bite. The najahydra makes a Bite attack. Constrict . The najahydra uses Constrict.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Ooze Dragon","description":"Assimaloozes When strong biomantic magic is enhanced by the spark of a divine ooze and introduced to living tissue, that tissue is quickly assimilated into an ooze-like substance. The new creature retains its strongest memories as an overarching reason for existence but, as with biomantic polyhedroozes, is easily moulded by the strong psyches and emotions that inhabit its environs. Variformed. The form an assimalooze takes depends on both its form before oozificaiton as well as its environment: principally the available hard matter around which it can arrange itself. An assimalooze in a graveyard might animate the bones of the dead, while one on a battlefield might inhabit the armoured plates of a knight, and another in an abandoned building could build a skeleton of rusted pipes and a carapace of broken glass. Habitat. Assimaloozes create their lair wherever they form, and thus have no typical habitat. Their effects on the region depend on the psyches influencing their creation. However, without fail, assimaloozes always acidify nearby water sources: a byproduct of their presence and, when threatened, as a defence mechanism. Ooze Dragon The bones and scales of a dragon, as well as the armour of fallen dragon-slayers, are brought together in this sinuous, oily drake. Combining the corrosive nature of an ooze with the malice, strength, and terrifying presence of a dragon, these horrifying amalgamoozes possess incredible avarice untempered by any self-preservation instinct. Ooze dragons are beyond rare: dragons are uncommon, and divine-enhanced biomantic ooze even more so; to find such a creature is a dracologist’s dream and an ecologist’s nightmare.","properties":{"Category":"Monsters","Size":"Gagantuan","Type":"ooze","Alignment":"chaotic neutral","Challenge Rating":16},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Ancient Purple Dragon","description":"Purple Dragon The existence of purple dragons is known only by a few on the surface world. But dwarves who dwell deep underneath mountains tell tales to their children to be wary not to venture deep into the Underdark, for a silent, shadowy killer stalks its many chasms and maze-like tunnels. Underdark Stalker. The purple dragon, not to be confused with the deep dragon, is native to the Underdark. It has a slender, serpentine neck and an armored, elongated head with a crest of swept-back sharp spikes. Its scales range from iridescent amethyst and deep purple to dark eggplant violet as it ages. Its sinewy, flexible body possesses powerful limbs and talon-tipped wings and moves like a hunting cat, which helps it navigate, squeeze through, and traverse the Underdark's endless narrow crevices and stalactite-filled caverns undetected with ease. Cunning Predator. The purple dragon enjoys the thrill of the hunt, just like gray dragons. Whereas gray dragons take down prey with fierce brutality, the purple dragon attacks with calculated efficiency, stalking its prey patiently for hours and striking before its target becomes aware of its presence. The purple dragon is so deathly quiet that it can pick off members of a dwarven patrol one by one without alerting the others. Its breath attack is a billowing cloud of psychotropic vapor that disrupts and impairs a creature's acuity and cognitive abilities. Clever Opportunist. A purple dragon is friendly toward drow and sees them as allies with many resources it can exploit. It hates dwarves, including duergar, because they craft armor out of its scales. It despises balhannoths, cloakers, deepspawns, and illithids because it sees them as competition for dominance in the Underdark. While a purple dragon generally avoids other dragons, it tolerates the company of a deep dragon, which it sees as an ally against illithids and a kindred spirit it can banter with. That doesn't mean a purple dragon will trust one, though. The purple dragon can eat almost anything edible, but it is very fond of giant specimens of cavefishes, crabs, crayfishes, as well as kuo-toans, chuuls, and aboleths. A Purple Dragon's Lair A purple dragon places its lair in a location close to drow communities it can trade and work with, underground lakes where it hunts prey, and enemy settlements it can raid and plunder. The purple dragon's lair is usually a hard-to-reach hollowed-out cavern full of stolen treasure and magical items that the dragon has amassed in its lifetime. It is typically guarded by minions the purple dragon has subjugated or partnered with, such as chitines, drow mercenaries, grimlocks, hook horrors, and maur giants. The challenge rating of a legendary purple dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Stalactites fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. One creature the dragon can see within 120 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed by the dragon as if the dragon had cast dominate monster on it. The effect ends on initiative count 20 on the next round. Regional Effects The region containing a legendary purple dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Giant fungi form labyrinthine passages within 1 mile of the dragon’s lair. The giant fungi act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can squeeze between the giant fungi, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the giant fungi must make a DC 15 Constitution saving throw once each round it’s in contact with the giant fungi or take 3 (1d6) poison damage from the toxic spores. Each 10-foot-cube of giant fungi has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. Shadows cast by non-evil creatures within 6 miles of the dragon’s lair randomly animate and form nightmarish but harmless silhouettes, warning such creatures of the danger. Bats, centipedes, spiders, and other underground vermin within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. If the dragon dies, the vermin lose their supernatural link to it. The giant fungi remain, but within 1d10 days, they become mundane fungi and normal difficult terrain, losing their toxicity. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Stone Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) psychic damage. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Psychic Breath (Recharge 5–6). The dragon exhales psychic energy in a 90-foot cone. Each creature in that area must make a DC 20 Intelligence saving throw. On failed save, a creature takes 58 (13d8) psychic damage, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":22},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Ancient Red Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. Claw : Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Tail : Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5-6) : The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"22 (Natural Armor)","HP":"546 (28d20+252)","CHA":23,"CON":29,"DEX":10,"INT":18,"STR":30,"WIS":15,"Size":"Gargantuan","Type":"dragon","Speed":"40 ft., climb 40 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057514/A6gC7CSOjYXdxo55095_Jg/original.png","Roll 0":"Bite\n1d20 + 17\n2d10+10+4d6","Roll 1":"Claw\n1d20 + 17\n2d6+10","Roll 2":"Tail\n1d20 + 17\n2d8+10","Roll 3":"Fire Breath\n1d20 + 0\n26d6","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Perception +16, Stealth +7","Source":"5th Edition SRD","data-XP":"62,000","Alignment":"Chaotic Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Fire","Token Size":4,"data-LANum":3,"data-Traits":"[{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"17\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 10\",\"Damage Type\":\"piercing\",\"Damage 2\":\"4d6\",\"Damage 2 Type\":\"fire\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"17\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 10\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"17\",\"Reach\":\"20 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 10\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Fire Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+6","data-CON-mod":"+9","data-DEX-mod":"+0","data-INT-mod":"+4","data-STR-mod":"+10","data-SizeNum":7,"data-WIS-mod":"+2","Saving Throws":"Dex +7, Con +16, Wis +9, Cha +13","Challenge Rating":24,"Passive Perception":26,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":24,"data-AcNum":22,"data-HpNum":546},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ancient Red Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Red Dragon The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire. The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs. Mountain Masters. Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time. Arrogant Tyrants. Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures. No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command. Status and Slaves. Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status. When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn’t forthcoming, it slaughters a tribe’s leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive. Obsessive Collectors. Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority. A red dragon knows the value and provenance of every item in its hoard, along with each item’s exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can’t be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath. A Red Dragon’s Lair Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control. Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. Regional Effects The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Small earthquakes are common within 6 miles of the dragon’s lair. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. If the dragon dies, these effects fade over the course of 1d10 days. Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. Claw : Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 17 (2d6 + 10) slashing damage. Tail : Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5-6) : The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ancient Remorhaz","description":"The rare ancient remorhaz is a monstrous creature that spends most of its time hibernating, active only for a few weeks to hunt for prey before returning to sleep. However, those few weeks can spell disaster to any established community and natural ecosystem within its territory, as the ancient remorhaz is as voracious as its younger cousins. Younger remorhazes stay clear of ancient ones, as they can be considered as food to their larger relatives. Traits Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Actions Multiattack. The remorhaz makes two attacks: one with its Bite and one with its Tail. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 53 (8d10 + 9) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the remorhaz can't use its Bite attack on another target. Swallow. The remorhaz makes one Bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the Bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 40 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 20 feet of movement, exiting prone. Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage plus 10 (3d6) fire damage. Bonus Actions Burst Forth (Recharges after a Short or Long Rest). While underground, the remorhaz burrows at least 10 feet straight and breaks through a ground or wall's surface. During this move, it can enter Huge or smaller creatures' spaces. A creature whose space the remorhaz enters must succeed on a DC 23 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the remorhaz's path. On a failed save, the creature falls prone and takes 33 (7d6 + 9) bludgeoning damage. If the remorhaz remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the remorhaz. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 19 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the remorhaz and is no longer restrained.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ancient Sapphire Dragon","description":"Sapphire dragons don't often get along with followers of Lolth, but one phrase seems to dissipate a lot of tension between them: “Spiders? Yes, please!” -Fizban Sapphire Dragons The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back. Luminous Blue Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger. Art of War The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them. Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads. People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs. Martial Hoards Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power. A Sapphire Dragon's Lair Sapphire dragons make their homes in extensive cave systems. As they grow older, they make increasingly complex renovations to their lairs, using their inherent magic and natural tunneling abilities to great effect. Eventually, a sapphire dragon's lair is a dizzying honeycomb of hidden passages, deceptively thin walls, and secret chambers that allow the dragon to travel from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go. The challenge rating of a legendary sapphire dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Awesome Thunder. A thunderous detonation of sound that can be heard up to 300 feet away surrounds one creature in the lair that the dragon can see. That creature must succeed on a DC 15 Constitution saving throw or take 13 (3d8) thunder damage and be stunned until the end of its next turn. Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Stone Passage. The dragon touches a section of stone up to 30 feet in any dimension. The dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick. Regional Effects The region surrounding a legendary sapphire dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of sapphire gemstones, particularly underground. Stony Sight. Natural stone within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any natural stone formation in that region. Telepathic Enhancement. The dragon's psionic energy enhances the mental powers of other creatures. Any creature capable of telepathic communication has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the Rary's telepathic bond spell. Thriving Wildlife. Giant spiders (a sapphire dragon's favorite prey) are attracted to the area within 6 miles of the lair and settle there in large numbers. If the dragon dies, the population of giant spiders in the region returns to normal levels over the course of 1d10 days. The enhancement of telepathic abilities ends immediately. The existing abundance of crystals and sapphires remains, but new ones form at a normal rate. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) thunder damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Debilitating Breath (Recharge 5–6). The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, the creature takes 55 (10d10) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 20): 1/day each: dissonant whispers , hold monster , meld into stone , telekinesis , teleport Bonus Actions Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Claw. The dragon makes one Claw attack. Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting. Telekinetic Fling (Costs 3 Actions). The dragon chooses one Medium or smaller object that isn't being worn or carried that it can see within 60 feet of it, and it magically hurls the object at a creature it can see within 60 feet of the object. The target must succeed on a DC 20 Dexterity saving throw or take 42 (12d6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon (gem)","Alignment":"typically lawful neutral","Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ancient Sea Serpent","description":"When a sea serpent drives itself through the hull of a ship, it's simply trying to accelerate the molting process. Sure, the ship might sink, but that's hardly the serpent's fault. -Fizban Sea Serpents Sea serpents rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors' worst nightmares. Their strong fins propel them through the water at great speed. Young sea serpents are agile hunters. They use reefs and natural camouflage to hide before they strike, picking off members of a ship's crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors' corpses floating frozen amid the wreckage of their ships. Sea serpents are as fiercely territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission. Some can be appeased by offerings of treasure, but most demand that a ship's crew sacrifice one or more of their own. Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors' trinkets, and pirates' booty. Traits Amphibious. The sea serpent can breathe air and water. Legendary Resistance (2/Day). If the sea serpent fails a saving throw, it can choose to succeed instead. Siege Monster. The sea serpent deals double damage to objects and structures. Actions Multiattack. The sea serpent makes one Bite attack and one Constrict or Tail attack. Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 6 (1d12) cold damage. Constrict. Melee Weapon Attack: +12 to hit, reach 20 ft., one creature. Hit: 29 (4d10 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the sea serpent can't constrict another target. Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 13 (1d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 30 feet away from the sea serpent and knocked prone. Rime Breath (Recharge 5–6). The sea serpent exhales a 60-foot cone of cold. Each creature in that area must make a DC 18 Constitution saving throw, taking 49 (9d10) cold damage on a failed save, or half as much damage on a successful one. Legendary Actions The sea serpent can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sea serpent regains spent legendary actions at the start of its turn. Tail. The sea serpent makes one Tail attack. Bite (Costs 2 Actions). The sea serpent makes one Bite attack.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"typically neutral","Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ancient Shadow","description":"Ancient shadows are undead that have lingered on the Material Pane for generations, slowly absorbing necrotic energy as it seeps through their lairs within lost catacombs and corpse-strewn oubliettes. Their darkness is heavy and cloying, their evil tangible, and their very essence a terror-inducing madness.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Ancient Silver Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw , it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks : one with its bite and two with its claws. Bite : Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage . Claw : Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage . Tail : Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage . Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw , taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points , Hit Dice , ability to speak, proficiencies , Legendary Resistance, lair actions , and Intelligence , Wisdom , and Charisma scores, as well as this action . Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn . Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"22 (Natural Armor)","HP":"487 (25d20+225)","CHA":23,"CON":29,"DEX":10,"INT":18,"STR":30,"WIS":15,"Size":"Gargantuan","Type":"dragon","Speed":"40 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057527/JA6AKjjTQxk60HNsR2l_ww/original.png","Roll 0":"Bite\n1d20 + 17\n2d10+10","Roll 1":"Claw\n1d20 + 17\n2d6+10","Roll 2":"Tail\n1d20 + 17\n2d8+10","Roll 3":"Cold Breath\n1d20 + 0\n15d8","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Arcana +11, History +11, Perception +16, Stealth +7","Source":"5th Edition SRD","data-XP":"50,000","Alignment":"Lawful Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Cold","Token Size":4,"data-LANum":3,"data-Traits":"[{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"17\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 10\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"17\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 10\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"17\",\"Reach\":\"20 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 10\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"Name\":\"Change Shape\",\"Desc\":\"The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.\"}]","data-CHA-mod":"+6","data-CON-mod":"+9","data-DEX-mod":"+0","data-INT-mod":"+4","data-STR-mod":"+10","data-SizeNum":7,"data-WIS-mod":"+2","Saving Throws":"Dex +7, Con +16, Wis +9, Cha +13","Challenge Rating":23,"Passive Perception":26,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":23,"data-AcNum":22,"data-HpNum":487},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ancient Silver Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Silver Dragon The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need. A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury. Dragons of Virtue. Silver dragons believe that living a moral life involves doing good deeds and ensuring that one’s actions cause no undeserved harm to other sentient beings. They don’t take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent. Friends of the Small Races. Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships. Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result. Respect for Humanity. Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don’t. Humans have a drive and zest for life that silver dragons find fascinating. Hoarding History. Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities. A Silver Dragon’s Lair Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. Regional Effects The region containing a legendary silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects. Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes. If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. Traits Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +17 to hit, reach 15 ft., one target. Hit : 21 (2d10 + 10) piercing damage. Claw : Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 17 (2d6 + 10) slashing damage. Tail : Melee Weapon Attack : +17 to hit, reach 20 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (cold breath or paralyzing breath): Cold Breath : The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath : The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Change Shape : The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions The dragon can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"MM1","Alignment":"lawful good","Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ancient Snow Golem","description":"The snow golem is an imposing figure, standing at 11 feet tall and made entirely of compact snow. Its body is a large, humanoid mass, with a wide chest and sturdy arms. Its head is almost an indistinct shape, mostly lost among the snow that makes up its body, unless it moves suddenly or purposefully. Its small eyes burn like bluish embers. Cold Juggernaut. The snow golem's combat abilities are impressive; it has powerful limbs that can crush foes and create large snow boulders and hurl them as missiles with incredible accuracy and force. Those struck by the snow boulders can suddenly find themselves knocked prone and buried by the thick snow. When damaged, a snow golem can regenerate for as long as any part of its body is in direct contact with a snowy or icy surface. Advanced snow golems can even breathe a cone of snow and ice, blinding and freezing victims caught within the breath’s area of effect. Hidden Sentinel. Constructed by frost mages and druids, a snow golem is used primarily as a guardian. Because the golem can effortlessly blend with snowy backgrounds, it is often placed to defend strategic passes, roads, and mountain trails from potential intruders. They resemble nothing more than a pile of snow-covered mounds at a distance, enabling them to surprise foes. Traits False Appearance. If the golem is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the golem move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Regeneration. While standing on snowy ground, the golem regains 10 hit points at the start of its turn. If the golem takes acid or fire damage, this trait doesn't function at the start of the golem's next turn. The golem dies only if it starts its turn with 0 hit points and doesn't regenerate. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes two Slam attacks or two Snow Boulder attacks. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage and if the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, blinded, and unable to breathe. Snow Boulder. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 14 (3d4 + 7) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be knocked prone and restrained by snow until the target or a creature within 5 feet of it uses an action to remove the snow. Blizzard Breath (Recharge 6). The golem exhales a blast of freezing snow in a 30-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 36 (8d8) cold damage and is blinded until the end of the golem's next turn. On a successful save, a creature takes half as much damage and isn't blinded. Legendary Actions The golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The golem regains spent legendary actions at the start of its turn. Move. The golem moves up to half its speed. Attack (Costs 2 Actions). The golem makes a Slam attack or Snow Boulder attack. Snow Surge (Costs 3 Actions). The golem emits a violent wave of snow in all directions. Each creature within 15 feet of it must make a DC 20 Strength saving throw. On a failed save, a creature takes 13 (3d8) cold damage and is knocked prone and restrained by snow until the target or a creature within 5 feet of it uses an action to remove the snow. On a successful save, a creature takes half as much damage and isn't knocked prone or restrained.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Solar Dragon","description":"A solar dragon (also known as a radiant dragon or a sun dragon) is born in the heart of a star. It divides its time outside its lair between patrolling its territory and hunting for food. The dragon has a serpentine body, a pair of ventral limbs ending in long fins, nebulous wings that give off light, and gleaming, multicolored scales. It can see clearly even in intensely bright light. Solar dragons are fond of treasure just as all dragons are, but in the airless void of Wildspace, they value food even more. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons before realizing its error and veering away. A wise or experienced captain won’t take the dragon’s approach as a sign of hostility. Solar dragons that are fired upon have been known to batter the offending ships to flinders. Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who are detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs. A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through. A Solar Dragon’s Lair A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s brilliant light. A star in which a solar dragon makes its lair has the following effects on creatures: Brilliant Light. A creature that is within 10 miles of the star or inside it is blinded by its intense light unless the creature has protective gear to shield its eyes, such as goggles of night or a similar form of eyewear. Stellar Incineration. Any creature that enters the star or starts its turn inside it takes 132 (24d10) radiant damage. Traits Flyby. The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Nebulous Thoughts. Magical attempts to read the dragon’s mind or glean its thoughts fail automatically. Siege Monster. The dragon deals double damage to objects and structures. Unusual Nature. The dragon doesn’t require air. Actions Multiattack. The dragon makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) piercing damage plus 10 (3d6) radiant damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 13 (1d8 + 9) bludgeoning damage. Photonic Breath (Recharge 5–6). The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 240 feet of itself, then blossoms into a 40-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 23 Constitution saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Tail Attack. The dragon makes one Tail attack. Burst of Light (Costs 2 Actions). The dragon emits magical light in a 30-foot-radius sphere centered on itself. Each creature in this area must succeed on a DC 23 Wisdom saving throw or be blinded until the end of its next turn.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"typically neutral","Expansion":16643,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Ancient Solar Dragon","description":"A solar dragon glows like the sun, with burnished wings that shimmer with waves of heat and gleam like flames. A crown of horns decorates its head. Arrogant and proud, solar dragons see themselves as the originators of light and life in the vastness of space. They treat all living creatures with a kind of detached paternalism, regal creators deigning to involve themselves with their creations. Lair Actions On initiative count 20 (losing initiative ties), a solar dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: A searing beam of light strikes a creature within 120 feet of the dragon that it can see. The dragon makes one ranged attack roll (+6 to hit) against the target. On a hit, the target takes 3 (1d6) radiant damage and 3 (1d6) fire damage and is blinded until the end of its next turn. A solar wind rushes through the lair in a 90-foot line that is 15-feet wide originating from a point within 120 feet of the dragon that it can see. Each creature in the solar wind’s area must succeed a DC 15 Strength saving throw or be pushed 15 feet following the direction of the line and take 3 (1d6) radiant and 3 (1d6) fire damage on a failed save, or half as much damage and isn’t pushed on a successful one. The solar wind disperses gas or vapors. The moisture in the air rapidly dries out in a 60-foot radius centered on the dragon. Each creature within the area is overcome with an unquenchable thirst and must succeed on a DC 15 Constitution saving throw, suffering a level of exhaustion on a failed save. Constructs and creatures immune to fire damage are immune to this ability. Regional Effects The region containing an ancient lunar dragon’s lair is warped by the dragon’s nature, which creates one or more of the following effects: Plants within 6 miles of the dragon’s lair have fed off the dragon’s ambient radiance, becoming supernaturally large and taking on unnatural colorations. Areas directly exposed to the sun (or suns) within 1 mile of the dragon’s lair are subjected to sweltering heat and intense sunlight. Undead that venture within 1 mile of the dragon’s lair experience sporadic, but nonlethal, muscle tremors. 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They measure over 50 feet long and are 5-feet thick. They are also extremely rare, numbering only a handful per type. Most live secluded in secret, long-forgotten ruins. A few are viewed as gods and possibly attended to and protected by members of a religious cult. Traits Legendary Resistance (2/Day). If the naga fails a saving throw, it can choose to succeed instead. Magic Resistance. The naga has advantage on saving throws against spells and other magical effects. Spell Penetration. When the naga casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 3 levels higher. Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Actions Multiattack. The naga makes two attacks: one with its Bite and one with its Tail. Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Spellcasting. The naga casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: mage hand, minor illusion, ray of frost (4d8) 2/day each: dimension door, dispel magic, lightning bolt 1/day each: banishment, dominate person, symbol, telekinesis Force Blast. Each creature in a 20-foot cube originating from the naga must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8) force damage and is pushed up to 10 feet away from the naga. On a successful save, a creature takes half as much damage and isn't pushed. Reactions Arcane Ward (Recharge 4–6). When the naga or a creature it can see within 30 feet takes damage, the naga magically creates a protective barrier around itself or the other creature. The barrier reduces the damage to the protected creature by 26 (4d10 + 4) to a minimum of 0, and then vanishes. Legendary Actions The naga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The naga regains spent legendary actions at the start of its turn. Tail. The naga makes a Tail attack. Bite (Costs 2 Actions). The naga makes a Bite attack. Cast a Spell (Costs 2 Actions). The naga uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ancient Suneater Owlbear","description":"Suneater Owlbears` It is widely believed that the owlbear is the product of a biomancer’s attempt at a chimeric fusion. An owlbear, a creature that combines the aggression of a bear with the irascibility of an owl, is already anything but docile. The influence of the Plane of Fey, home of the suneater owlbear, has done nothing to bridle these extreme emotions. In fact, these owlbears are more territorial, more grouchy, and more ravenous than their Material Plane counterparts. Catch the Sun. The suneater owlbear can feed on sunlight. It dislocates its huge maw to reveal the photosynthetic pigments specially-adapted to catching the hues of light shed by the Plane of Fey’s eternal sunset. One should avoid exposed outcroppings of rock in the Plane of Fey; these vantage points are often a suneater owlbear’s dinner table, and suneaters are extremely territorial. By comparison, the bright daylight of the Material Plane is a feast, albeit an ephemeral one. The suneater owlbear is used to a constant food supply and the diurnal cycle to which so many Material Plane beasts are adapted leaves a suneater feeling particularly hangry and irritable. Indolent and Iridescent. The term Batesian mimicry comes from the dungeoneer Bates Buttonchop who would disguise himself as a black pudding in order to loot monster-filled crypts. The dungeon natives would avoid Bates’s disguise, having been stung by puddings before, leaving him free to purloin all manner of precious treasures. Suneater owlbears, who’re vulnerable in their darkened caves, use this Batesian mimicry to appear like observers, dangerous eye-tyrants from The Low. This combination of above-ground ferocity and below-ground intimidation has proved quite the survival strategy. Lair Actions So long as the owlbear is alive and within its lair, it can evoke the ambient magic to take lair actions. The DCs and damage of the lair actions and environmental hazards depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vmod Vdam 2nd 11 +3 3 (1d6) 7th 14 +6 10 (3d6) 12th 16 +8 17 (5d6) Lair Actions. On initiative count 20 (losing initiative ties), the owlbear takes one of the following lair actions; the owlbear can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Rage. The owlbear’s territorial rage affects all other creatures within the lair. Each creature must succeed on a VDC Wisdom saving throw or immediately use its reaction to make one weapon attack against a random creature within reach/range. Disorienting Lights. Flares and sparkles erupt in a deluge, confusing and disorienting creatures. Each creature in the lair other than the owlbear must succeed on a VDC Constitution saving throw or be affected by the confusion spell until the end of its next turn. Summon Sunsprites. A sunsprite appears next to each creature of the owlbear’s choice that it can see and disappears on initiative count 20 of the following round. The sunsprites act on initiative count 10 of this round. They have an attack modifier equal to Vmod, the saving throw of their Death Burst is VDC, and both its attacks and Death Burst deal Vdam radiant damage, instead of their normal statistics.","properties":{"Category":"Monsters","Size":"Huge","Type":"fey","Alignment":"unaligned","Expansion":23695,"Challenge Rating":13},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Ancient Swamp Drake","description":"A swamp drake appears as wingless dragon with alligator-like features. It has a wide, U-shaped snout, tail, and scute-covered hide of an alligator and the head, horns, and limbs of a black dragon. Swamp drakes usually live in the same places as alligators and crocodiles do. Underwater Lurker. Swamp drakes are amphibious and spend most of their time in or near bodies of fresh or brackish water. They silently wait underneath the water's surface for prey to approach the pool’s edge. They typically hunt fish, large reptiles, and large mammals such as deer, horse, humanoids, and cattle. Swamp drakes will not hesitate to leave the water to prowl and hunt nearby prey. Death Roll. Swamp drakes often attack by surprise, capturing prey with their jaws before dragging it back into the water. Larger swamp drakes knock unsuspecting prey into the water with their long, powerful tails. Once their target is in the water and safely secured in their jaws, the swamp drakes perform a death roll – a rapid, rotating maneuver that enables the drakes to tear and dismember their prey. Acidic Breath. Larger, more powerful quarries are usually drowned or ganged up by other swamp drakes. If the prey is too large or difficult to devour, it is dragged into the swamp drakes' lair. There the swamp drakes break down the carcass with its acidic breath until it is soft enough to be shredded and swallowed. Nocturnal Creatures. During daytime, swamp drakes often lie at the water’s edge to sun themselves. They are active mostly at night, retreating back to the water at sundown to begin their wait for prey anew. Young swamp drakes usually form gangs and congregate near areas where large numbers of animals cross the water. Larger drakes live solitary lives and establish their own territories, only allowing swamp drakes of the opposite sex to enter their domain during mating season. Black dragons and swamp giants capture and enslave young swamp drakes, using them as lair guardians. An Ancient Swamp Drake's Lair An ancient swamp drake makes its lair in large underground burrows, dens, and chambers that are above the waterline and are usually reachable only via underwater tunnels. An ancient swamp drake encountered in its lair has a challenge rating of 13 (10,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the drake can take a lair action to cause one of the following magical effects; the drake can’t use the same effect two rounds in a row: Pools of water within 120 feet of the drake rush outward like a tidal wave. Any creature on the ground within 15 feet of such a pool must succeed on a DC 17 Strength saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage, is knocked prone, and pulled up to 15 feet into the water. On a successful save, a creature takes half as much damage and isn’t knocked prone or pulled. The drake casts stinking cloud , requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14). It lasts until the drake uses this lair action again, becomes incapacitated, or when the drake dies. The drake emits a terrifying bellow. Each creature within 60 feet of the drake that can hear the drake must succeed on a DC 17 Wisdom saving throw or become frightened of the drake until the end of the drake's next turn. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Amphibious. The drake can breathe air and water. Legendary Resistance (1/Day). If the drake fails a saving throw, it can choose to succeed instead. Actions Multiattack. The drake makes one Bite attack, two Claw attacks, and one Tail attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the drake can't use its Bite attack on another target. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Death Roll (Recharge 5–6). If the drake isn't restrained, the drake forces a Huge or smaller creature grappled by it to make a DC 18 Strength saving throw. On a failed save, the creature takes 71 (12d10 + 5) piercing damage plus 5 (1d10) acid damage and is knocked prone and stunned until the end of the drake's next turn. A creature reduced to 0 hit points by this damage has one of its limbs severed. On a successful save, the creature takes half as much damage and isn't knocked prone or stunned. Acid Breath (Recharge 6). The drake exhales acid vapors in a 60-foot cube originating from the drake. Each creature in that area must make a DC 17 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one. A creature being grappled by the drake has disadvantage on the saving throw. Legendary Actions The drake can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn. Claw. The drake makes a Claw attack. Frightful Gaze. The drake targets one creature it can see within 30 feet of it. The creature must succeed on a DC 13 Wisdom saving throw or become frightened of the drake for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the drake's Frightful Gaze for the next 24 hours. Tail Sweep (Costs 2 Actions). Each creature within 10 feet of the drake must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and is knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Tarasca","description":"At first glance, the monstrous tarasca appears to be a cross between a lion, a bear, and a turtle. The tarasca (not to be confused with the tarrasque) has the head of a lion, six legs of a bear, a turtle’s shell, and a tail that ends with a deadly stinger. Its mouth is beaked like a snapping turtle’s and ridged like a jagged saw. Sharp bony spikes line the top and sides of its hard shell. Dangerous Adversary. The dreaded tarasca is fiercely territorial and is known for its aggression and irascibility. It fears little and will even attack creatures bigger than itself. Most predators, even dragons, stay clear of it and find the tarasca simply not worth the risk of having a grievous injury. Aside from its stinger that can inject deadly venom, the tarasca can also exhale a highly toxic gas. Victims who survived getting caught by the breath describe the experience as having unbearably excruciating pain as if their insides are getting burned. Amphibious Predator. The tarasca is an amphibious creature that lives in flooded caves and underground caverns near large bodies of water such as coasts, coves, lakes, swamps, and rivers. It will eat and hunt anything of its size and smaller but prefers large fish and reptiles. It has been known to attack and pick off occupants of boats and even lunge from underwater to snap at a passing horse or livestock before dragging it back to the water. An Ancient Tarasca's Lair An ancient tarasca dwells in large, underground cavern complexes near marshes, rivers, and mangrove swamps. These lairs are usually accessible only via a large underwater tunnel or passage. An ancient tarasca encountered in its lair has a challenge rating of 20 (25,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the tarasca can take a lair action to cause one of the following magical effects; the tarasca can’t use the same effect two rounds in a row: The tarasca lets out a terrifying roar that is audible out to 600 feet. Each enemy creature within 120 feet of the tarasca that can hear it must succeed on a DC 20 Wisdom saving throw or be frightened of the tarasca for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this lair action for the next 24 hours. The tarasca causes the ground near it to shake violently. Each creature standing on the ground within 60 feet of the tarasca must succeed on a DC 21 Strength saving throw or be knocked prone. The tarasca chooses a point on the ground that it can see within 120 feet of it. A 30-foot-radius, 1-foot-deep section centered on that point turns into roiling muck and becomes difficult terrain. It lasts for 1 minute, until the tarasca uses this lair action again, or until the tarasca dies or is incapacitated. A creature standing on the ground in that area, or enters it for the first time, must make a DC 20 Strength saving throw. On a failed save, the creature is restrained. The tarasca regains 30 hit points. Traits Hold Breath. The tarasca can hold its breath for 15 minutes. Legendary Resistance (2/Day). If the tarasca fails a saving throw, it can choose to succeed instead. Actions Multiattack. The tarasca makes one Bite attack, two Claw attacks, and one Sting attack. It can't use its Bite and Sting attacks against the same target. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 7) slashing damage plus 14 (4d6) poison damage and if the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the tarasca can automatically hit the target with its Bite attack, and the tarasca can't attack another target with its Bite attack. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Sting. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 17 (3d6 + 7) piercing damage. The target must make a DC 20 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. Swallow. Melee Weapon Attack: +13 to hit, reach 5 ft., one target grappled by the tarasca. Hit: 17 (3d6 + 7) slashing damage plus 14 (4d6) poison damage. The creature is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the tarasca, and it takes 10 (3d6) acid damage at the start of each of the tarasca's turns. The tarasca can have only one target swallowed at a time. If the tarasca takes 25 damage or more on a single turn from a creature inside it, the tarasca must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the tarasca. If the tarasca dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Poison Breath (Recharge 5-6). The tarasca exhales poisonous fumes in a 60-foot cube. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 49 (14d6) poison damage and is poisoned for 1 minute. A poisoned creature is incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. A creature being grappled by the tarasca has disadvantage on the saving throw. Legendary Actions The tarasca can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tarasca regains spent legendary actions at the start of its turn. Crawl. The tarasca moves up to half its speed. Claw. The tarasca makes a Claw attack. Bite (Costs 2 Actions). The tarasca makes a Bite attack or uses Swallow.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Teju Jagua","description":"The dreaded teju jagua appears as a massive hydra, with each of its seven heads resembling that of a war hound with reptilian features. Its skin is thick and covered by rough, crocodilian-like scales and matted fur. Its eyes are luminescent orbs that glow with an otherworldly fire, with each set having a different color. The powerful jaws of each head is filled with a row of sharp, jagged teeth. Nocturnal Omnivore. Despite its fearsome appearance, the teju jagua isn't particularly aggressive or evil. It usually avoids encounters except when hungry or defending its territory. It hates sunlight and will never enter locations that aren't hidden from the sun, except during twilight hours. This is the reason why the teju jagua is only encountered in dark areas, such as deep, massive caverns and forests and jungles heavily covered by canopies. Unbeknownst to most, the teju jagua is an omnivore with a diverse diet that includes berries, large mammals, and carrion. However, it has a predilection for fruits and honey, and is why a teju jagua will often make its lair in regions where giant bees live. A teju jagua may also come into conflict with humanoid settlements that grow and produce these sweet foods near its territory. Eye Rays. When hunting, the teju jagua usually just uses its powerful bite attacks to bring down large prey. However, if its target is particularly agile or challenging to catch, the teju jagua has a set of weapons it can employ - its eyes. Each set of eyes the teju jagua has are said to be magical portals to different elemental dimensions and planes. The teju jagua can control these portals, opening and closing them just enough to release a specific type of energy, which the teju jagua then focuses and projects toward a target of its choosing. The resulting magical blast is enough to maim, if not outright kill, a creature. Cursed Demigod. A teju jagua is not a naturally occurring creature. It is the result of being the offspring of a titan or god with a mortal being, cursed at birth by a powerful celestial or fiend, perhaps as revenge for the parent's past transgression or betrayal. This makes the teju jagua an almost unique creature, although there are rumors of other teju jagua. Whatever its origins, the teju jagua is often used as a mighty guardian by its parent or some other powerful being. While the teju jagua is inherently not evil, it is usually under the command of one that is. An Ancient Teju Jagua's Lair Due to its aversion to light, the teju jagua lairs in very dark and secluded areas that makes sunlight nearly impossible to reach. Such locations can be a vast cavern system, underground burrow complex, the bottom of a thousand-foot deep gorge, or the ruins of a ancient city shrouded by gigantic 200-foot-tall canopy trees and lianas. An ancient teju jagua encountered in its lair has a challenge rating of 23 (50,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the teju jagua can take a lair action to cause one of the following magical effects; the tejua jagua can’t use the same effect two rounds in a row: Each creature of the teju jagua’s choice that is within 120 feet and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened of it until initiative count 20 on the next round. A creature that fails its saving throw by 5 or more is also paralyzed while frightened in this way. Magical darkness spreads from a point within the teju jagua's lair to fill a 60-foot-radius sphere. The darkness spreads around corners. Nonmagical light, as well as light created by spells of 6th level or lower, can’t illuminate the area. A creature with darkvision, other than the teju jagua, can't see through this darkness. The darkness lasts until the teju jagua uses this lair action again, becomes incapacitated, or when the teju jagua dies. The teju jagua targets a point it can see within 60 feet of it. Any spell of 6th level or lower within 20 feet of that point ends. In addition, any type of fire (magical or otherwise) within that area is quenched. Until iniative count 20 on the next round, the teju jagua ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. The teju jagua regains 30 hit points. If the teju jagua has a severed body part (head, leg, tail, etc.), it is restored. Traits Hold Breath. The teju jagua can hold its breath for 1 hour. Multiple Heads. The teju jagua has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Reactive Heads. The teju jagua gets six extra reactions that can be used only for opportunity attacks. Sunlight Sensitivity. While in sunlight, the teju jagua has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Wakeful. While the teju jagua sleeps, at least one of its heads is awake. Actions Multiattack. The teju jagua makes seven Bite attacks, each of which it can replace with one use of Eye Rays. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) piercing damage. Eye Rays. The teju jagua chooses one of the following magical eye rays at random (roll 1d8 and reroll 8s and Eye Rays that the teju jagua has used this round): 1. Acid Rays. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 11 (2d10) acid damage and if the target is wearing an armor or shield, the armor or shield (determined randomly) of the target takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. 2. Cold Rays. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 11 (2d10) cold damage and the target's speed is reduced by 10 feet, can't use reactions, and has disadvantage on attack rolls and Dexterity ability checks and saving throws until the end of its next turn. 3. Fire Rays. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage and the target catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. 4. Lightning Rays. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 11 (2d10) lightning damage and the target is incapacitated until the end of the teju jagua's next turn. 5. Necrotic Rays. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 11 (2d10) necrotic damage and the target can't regain hit points, has disadvantage on Strength ability checks and saving throws, and deals only half damage with weapon attacks that use Strength until the end of the teju jagua's next turn. 6. Poison Rays. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 11 (2d10) poison damage and the target is poisoned until the end of the teju jagua's next turn. A poisoned creature is paralyzed. 7. Radiant Rays. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 11 (2d10) radiant damage and the target is blinded until the end of the teju jagua's next turn. Legendary Actions The teju jagua can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The teju jagua regains spent legendary actions at the start of its turn. Move. The teju jagua moves up to half its speed. Eye Rays. The teju jagua uses one of its magical eye rays at random (roll 1d8 and reroll 8s and Eye Rays that the teju jagua has used this round). Tail Sweep (Costs 2 Actions). Each target in a 20-foot cube originating from the teju jagua must succeed on a DC 23 Strength saving throw. On a failed save, a target takes 19 (2d10 +8) bludgeoning damage and is knocked prone. On a successful save, a target takes half as much damage and isn't knocked prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity (Titan)","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":22},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Time Dragon","description":"Within the Mausoleum of Chronepsis, an ancient time dragon guards hourglasses measuring the fates of dragons across the planes. These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities. Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and what will be. Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time dragon’s hoard might find invaluable historical information from eras past. “Don’t pick fights with dragons, and especially not ones that already remember eating you.” —Morte A Time Dragon’s Lair Time dragons often lair in the ruins of ancient civilizations or temples to dead gods and do their utmost to preserve these historical sites. A time dragon’s insatiable desire for knowledge means it’s likely to have more than one such lair. The challenge rating of an ancient or adult time dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the ancient or adult dragon can’t take the same lair action two rounds in a row: Temporal Fling. The dragon attempts to fling a creature it can see within 60 feet of itself forward through time. The target must succeed on a DC 18 Wisdom saving throw or take 26 (4d12) psychic damage and move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it’s occupied. Temporal Lag. The dragon slows time for each creature within 60 feet of itself. Until initiative count 20 of the next round, the affected creature can move or take an action on its turn, not both. The creature also can’t take a reaction or a bonus action. Timeline Divergence. The dragon chooses a space it can fit into within its lair. The dragon exists simultaneously in its space and the chosen space until initiative count 20 on the next round. Whenever it moves or takes an action, the dragon chooses which version is moving or acting. If an effect or attack can target both the dragon’s spaces at the same time, the dragon is affected only once. Regional Effects The region surrounding an ancient or adult time dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects: Time Dilations. Time fluctuates within 3 miles of the lair. Short rests taken within this area take 10 minutes or 2 hours (your choice). Timelessness. Beasts, Humanoids, and Plants within 3 miles of the lair age only 1 year for every 10 years that pass. If the dragon dies, these effects fade over the course of 1d10 days. Traits Cycle of Rebirth. If the dragon dies, its soul coalesces into a steely egg and teleports to a random plane of existence. The egg is immune to all damage and hatches into a time dragon wyrmling after 1d100 years. The dragon retains all memories and knowledge it gained in its previous life. Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes three Rend attacks. Rend. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 10 (3d6) force damage. Time Breath (Recharge 5–6). The dragon exhales a wave of shimmering light in a 90-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 24 Constitution saving throw. On a failed save, a creature takes 52 (8d12) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, it has the poisoned condition, and other creatures have resistance to all damage it deals. On a successful save, the creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves. Time Gate (1/Day). The dragon conjures a 20-foot-diameter, circular portal in the space between its horns or in an unoccupied space it can see within 30 feet of itself. The portal links to a precise location on any plane of existence at a point in time up to 8,000 years from the present, whether past or future. The portal lasts for 24 hours or until the dragon’s concentration ends (as if concentrating on a spell). The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is transported to the destination, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by the dragon from opening in the rulers’ presence or anywhere within their domains. Reactions The dragon can take up to three reactions per round but only one per turn. Reactive Rend. After using Legendary Resistance or in response to being hit by an attack roll, the dragon makes one Rend attack. Slow Time. Immediately after a creature the dragon can see ends its turn, the dragon targets a creature it can see within 90 feet of itself that is weakened by its Time Breath. Until the weakened effect ends on the target, its speed becomes 0, and its speed can’t increase. Time Slip. The dragon halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"typically neutral","Expansion":26427,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Ancient Time Dragon","description":"From hatchlings to the eldest of wyrms, a time dragon’s cracked scales creak with frightening, patient power. Some of its horns are ancient and brittle, others new and pristine, and some shifting from moment to moment. Guardians of history and wardens of the future, time dragons are the most powerful of all outer dragons. Watchers and waiters, they guard the universe against those that would interfere with the natural temporal order. Lair Actions On initiative count 20 (losing initiative ties), a time dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: A single creature that the dragon can see within 120 feet of it begins to age rapidly. The creature must succeed on a DC 13 Constitution saving throw, suffering disadvantage on all attack rolls, ability checks, and saving throws until the end of its next turn. A temporal well manifests centered at a point the dragon can see within 120 feet of it, creating a 20-foot-radius sphere of reversing time. Each creature in the sphere’s area must succeed a DC 13 Charisma saving throw or be transported to the space it occupied at the beginning of its previous turn. Time briefly shatters and reassembles itself in a 60-foot radius around the dragon. Each creature in this area must succeed on a DC 13 Charisma saving throw. On a failed save, a creature takes 14 (2d6) psychic damage and is transported to a space of the GM’s choice within the area. On a successful save, the creature takes half as much damage and isn’t transported. Regional Effects The region containing an ancient time dragon’s lair is warped by the dragon’s nature, which creates one or more of the following effects: Clocks and other timekeeping devices automatically attune themselves approximately to the dragon’s sense of time. This can manifest as anything from relatively stable readings to dials spinning wildly. Weather patterns within 1 mile of the lair are unnaturally slow and occasionally even grind to a halt for weeks at a time. Very rarely, the weather will act in reverse. Writing found within 6 miles of the dragon’s lair will sometimes refer to historical events that either never transpired or that have yet to happen. 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Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result. Gleaming Gold Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood. Embodiment of Decay While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction. Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey. Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally. Entropic Hoards Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios. A Topaz Dragon's Lair Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the interior chambers of their lairs meticulously dry. The challenge rating of a legendary topaz dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Cancellation. The dragon chooses an active spell of 5th level or lower that it's aware of in the lair and ends the spell. Negative Energy Infusion. Up to two creatures the dragon can see within the lair must each succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage. Negative energy then infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can't regain hit points. Regional Effects The region surrounding a legendary topaz dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of topaz gemstones, particularly underground. Negative Energy. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 15 Constitution saving throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect. Thriving Wildlife. Giant squid are attracted to the sea within 6 miles of the lair, migrating and hunting there in large numbers. Watery Sight. Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any body of water in that region. If the dragon dies, the population of giant squid in the region returns to normal levels over the course of 1d10 days. The existing abundance of crystals and topazes remains, but new ones form at a normal rate. Traits Amphibious. The dragon can breathe both air and water. Fabricate (1/Day). The dragon can cast fabricate , requiring no spell components and using Intelligence as the spellcasting ability. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage. Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Desiccating Breath (Recharge 5–6). The dragon exhales yellowish necrotic energy in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, the creature takes 49 (14d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19): 1/day each: antilife shell , bane , control water , create or destroy water Bonus Actions Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Claw. The dragon makes one Claw attack. Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting. Essential Reduction (Costs 3 Actions). The dragon targets a creature or an object not being worn or carried that it can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw or take 40 (9d8) necrotic damage. If this damage reduces the target to 0 hit points, it crumbles to dust.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon (gem)","Alignment":"typically chaotic neutral","Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ancient Troll","description":"Inside the Emerald Empire, trolls are extremely rare, but they occasionally enter via the vast Shinomen Forest on Rokugan’s western border. They are intelligent and can carry the wisdom of hundreds of years. However, they can be unpredictable, and are not above eating humans who repay their counsel with rudeness or violence. The nezumi of the Shinomen Forest are familiar with several of the trolls in the forest, who they consider to be inscrutable but helpful allies. In lands beyond Rokugan, trolls have been known to live alongside humans, such as in the Pillar of the Sky Mountains, where they pursue Enlightenment alongside monks of numerous species. Traits Innate Mysticism. A troll can perform some mystical actions beyond the comprehension of most mortals. The troll’s spellcasting ability is Wisdom (spell save DC 21). It can innately cast the following spells, requiring no material components: 1/day: enhance ability , identify , legend lore Actions Multiattack. The troll performs one attack with its fists and one attack with a hurled boulder or tree, or two attacks with its fists. Fists. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (1d12+6) bludgeoning damage. Hurled Boulder or Tree. Ranged Weapon Attack: +2 to hit, range 30 ft./60 ft., one target. Hit: 9 (2d8+1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid","Alignment":"any","Expansion":26129,"Challenge Rating":3},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Ancient Tundra Drake","description":"The tundra drake is an unusual-looking creature. While it generally appears like a wingless white dragon, it also shares the characteristics of a wooly rhinoceros and a yeti. Its body is covered with ivory-white scales and shaggy, grayish-white fur and a large pointy horn protrudes from the front of its draconic-shaped head. Ambush Predator. The tundra drake moves with an apish gait, its powerful yeti-like arms enabling it to climb and scale steep surfaces with ease. When hunting, a tundra drake will hide underneath the snow or blend on a cliff's surface while waiting for prey to pass by. Once a potential target gets within range, the drake explodes into action, leaping with its outstretched claws. If the target is too far, it uses its powerful rear limbs to charge and ram it, crippling its victim before going for the kill. Steppe Hunter. A tundra drake usually preys on oxen, reindeers, and yaks, but will stalk and eat anything edible if food is scarce. A tundra drake is sometimes found in the company of yeti and frost giants who utilize the drake as a guard. An Ancient Tundra Drake's Lair An ancient tundra drake makes its lair in mountain cliffs overlooking frozen steppes and in cold, windswept ravines and gorges. An ancient tundra drake encountered in its lair has a challenge rating of 13 (10,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the drake can take a lair action to cause one of the following magical effects; the drake can’t use the same effect two rounds in a row: The drake casts sleet storm , requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14). The drake doesn't need to concentrate on the spell. It lasts until the drake uses this lair action again, becomes incapacitated, or when the drake dies. Powerful, freezing winds blast through a point within 120 feet of the drake. The drake need not see that point. Each creature within 30 feet of that point must succeed on a DC 14 Strength saving throw. On a failed save, a creature takes 9 (2d8) cold damage and if the creature is Huge or smaller, is pushed up to 15 feet, and knocked prone. On a successful save, a creature takes half as much damage and isn’t pushed or knocked prone. The drake emits a terrifying bellow. Each creature within 60 feet of the drake that can hear the drake must succeed on a DC 17 Wisdom saving throw or become frightened of the drake until initiative count 20 on the next round. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Legendary Resistance (1/Day). If the drake fails a saving throw, it can choose to succeed instead. Snow Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Stunning Charge. If the drake moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 11 (2d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone and stunned until the end of the drake's next turn. Actions Multiattack. The drake makes one Bite or Gore attack, two Claw attacks, and one Tail attack. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage, and the target can't use reactions until the end of the drake's next turn. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage. Gore. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. Glacial Breath (Recharge 5–6). The drake exhales a crippling cloud of freezing air in a 60-foot-cube originating from the drake. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a target takes 49 (11d8) cold damage and can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a target takes half as much damage with no additional effects. Legendary Actions The drake can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn. Claw . The drake makes a Claw attack. Frightful Gaze. The drake targets one creature it can see within 30 feet of it. The creature must succeed on a DC 13 Wisdom saving throw or become frightened of the drake for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the drake's Frightful Gaze for the next 24 hours. Goring Charge (Costs 3 Actions). The drakes moves up to its speed in a straight line and targets each creature within 10 feet of it during its movement. Each target must succeed on a DC 19 Dexterity saving throw. On a failed save, a creature takes 18 (2d10 + 7) bludgeoning damage and is knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ancient Void Dragon","description":"A void dragon’s ebony scales and horns are flecked with a substance that glows an eerie green as the folds of its wings reflect a starry sky. Void dragons have been tainted by long exposure to the terrible alien entities that dwell in deep space. Though some continue to struggle against the inevitable tide of annihilation, many have embraced the encroaching void and exist only to feed and destroy. Lair Actions On initiative count 20 (losing initiative ties), a void dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Sunflare. Plasma erupts from a point on the ground the void dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must succeed on a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) lightening damage on a failed save, or half as much damage on a successful one. Black Hole Star. Gravity increases tenfold in a 60-foot radius around the void dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Strength saving throw or be knocked prone and restrained for 1 round. Forbidden Knowledge. The void dragon whispers some of the insanity inducing knowledge it has gained about the cosmos to all within hearing. All creatures within a 20-foot-radius sphere centered on the void dragon must succeed on a DC 13 Intelligence saving throw or be stunned for 1 round with the incomprehensibility and awe of what was revealed. Wormhole. The void dragon creates a shimmering wormhole that sucks the targeted creature into the depths of space. If the target fails a DC 15 Charisma check is transported to the outer-orbit of the current planet that the void dragon occupies. The magic preserves the creature but they are imprisoned indefinitely until the void dragon ends the effect returning the creature to its presence or the creature succeeds at a saving throw to end the cosmic imprisonment returning to the location they were relocated from. The void dragon may imprison one creature in such a state per planet. Regional Effects The region containing an ancient void dragon’s lair is warped by the dragon’s nature, which creates one or more of the following effects: Meteor showers are common within 6 miles of the dragon’s lair. The night sky is always clear and the stars and moon glow particularly bright, affecting the sleep of locals and attracting all manner of nocturnal creatures (like lycanthropes). Everything within 1 mile of the dragon’s lair feels lighter in weight, feeling “floaty,” and activities like jumping, lifting, and carrying are much easier (+25% effective Strength score for ability checks). Occasionally pockets of weightlessness appear, where small areas of objects slowly float upward. 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Dark-tempered beasts who rule the magic-blasted wastes with a merciless territoriality, wasteland dragons prowl among the ruins of dead cities and dust-blown, haunted and barren lands that once were verdant. Territorial for a Reason. They consider all other dragons to be enemies, but no creatures are so hated by wasteland dragons as spellcasters and any who employ magic. They blame spellcasters—somewhat correctly—for the state of the lands they roam and, indeed, for their own current form. Though these dragons breed true, they were once of different breeds altogether before they were warped by an unfettered magical catastrophe and the foul energies brought through to this world from the Void. Their once-brilliant scales have dimmed to the color of rust and soil; their crests and horns have gone grey and withered; the lands they rule now host horrors which even they must fear; and their natural defenses have been warped and supplanted by the very energies which wrought so much destruction. Dragons have long memories, and these atrocities, as far as they are concerned, could have happened yesterday. Thus they attack, without warning or mercy, any who trespass, showing spellcasters particular cruelty. Predatory Zeal by Necessity. Dedicated carnivores, wasteland dragons prefer to eat recent arrivals to their land. Beyond the practical consideration that they would likely kill the newcomers in any case, creatures corrupted by the wastes can be hazardous in unpredictable ways; poison, infections, and infestations can occur, and the taste of wastelands creatures is incredibly foul. When they are unable to find travelers or migratory animals, wasteland dragons hunt the livestock of settlements, confident that few would dare pursue them to their horrifying homelands afterward. Deadly Hoards. The hoard of a wasteland dragon might contain a good deal of very old coins and treasures in the conventional sense, but they also possess dangers of their own. These dragons often bring home curious devices, arcane tomes, and relics of the dead places in which they live, some likely infused with forbidden magic. Though the dragons have little use for such things other than to add to a collection, a plundered hoard could spell disaster for the world outside.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":23},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ancient Wasteland Dragon","description":"Rust-colored wings darken the sky, and a gout of bright energy erupts from the creature’s jaws. Dark-tempered beasts who rule the magic-blasted wastes with a merciless territoriality, wasteland dragons prowl among the ruins of dead cities and dust-blown, haunted and barren lands that once were verdant. Territorial for a Reason. They consider all other dragons to be enemies, but no creatures are so hated by wasteland dragons as spellcasters and any who employ magic. They blame spellcasters—somewhat correctly—for the state of the lands they roam and, indeed, for their own current form. Though these dragons breed true, they were once of different breeds altogether before they were warped by an unfettered magical catastrophe and the foul energies brought through to this world from the Void. Their once-brilliant scales have dimmed to the color of rust and soil; their crests and horns have gone grey and withered; the lands they rule now host horrors which even they must fear; and their natural defenses have been warped and supplanted by the very energies which wrought so much destruction. Dragons have long memories, and these atrocities, as far as they are concerned, could have happened yesterday. Thus, they attack, without warning or mercy, any who trespass, showing spellcasters particular cruelty. Predatory Zeal by Necessity. Dedicated carnivores, wasteland dragons prefer to eat recent arrivals to their land. Beyond the practical consideration that they would likely kill the newcomers in any case, creatures corrupted by the wastes can be hazardous in unpredictable ways; poison, infections, and infestations can occur, and the taste of wastelands creatures is incredibly foul. When they are unable to find travelers or migratory animals, wasteland dragons hunt the livestock of settlements, confident that few would dare pursue them to their horrifying homelands afterward. Deadly Hoards. The hoard of a wasteland dragon might contain a good deal of very old coins and treasures in the conventional sense, but they also possess dangers of their own. These dragons often bring home curious devices, arcane tomes, and relics of the dead places in which they live, some likely infused with forbidden magic. Though the dragons have little use for such things other than to add to a collection, a plundered hoard could spell disaster for the world outside. A WASTELAND DRAGON’S LAIR Wasteland dragons make their homes among the ruins of dead civilizations, often inside surviving structures vast enough to contain them and protect them from the elements. Old cisterns of sufficient size, auditoriums, or the audience chambers of forgotten nobles all make suitable lairs for a wasteland dragon. They are not above making their home in a cave, but it will likely be near a ruined settlement of some size; wasteland dragons grow bored easily, and rummaging through ruins, either for curiosities or interlopers, takes up a good deal of their time. A legendary wasteland dragon infuses its surroundings with traces of the magic it seeks to deny the outside world. It might hear the thoughts of trespassers as though they were carried on a breeze. Magic items and spells may behave unpredictably, becoming more powerful, functioning in a new way, or failing to function at all. Prolonged exposure to the environment near a wasteland dragon’s lair may lead to mutations and even madness, though the latter often passes once the sufferer is taken from the area. Clever creatures, wasteland dragons often make some use of the arcane items they find, seeing no hypocrisy in doing so; after all, they are hardly as foolish as humans! The approach to the creature’s lair might be protected by strange energy fields, or weakened barriers between this world and another, or by creatures of the wastes who are smart enough to otherwise avoid annoying the dragon. The dragon confronted in its lair might forego its general inclination to attack immediately in favor of luring the intruders into such traps. LAIR ACTIONS On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: A random encounter occurs, as creatures who were given shelter and protection by the dragon in exchange for their services earn their keep and attack the PCs. An object the dragon can see within 120 feet of it flashes with arcane energy and bursts. Each creature within 20 feet of the object must succeed on a DC 14 Dexterity check or take 10 (3d6) piercing damage and become blinded for 1 minute. A creature can take an action to rub its eyes and end the blindness at the beginning of its next turn. Creatures within 30 feet of the dragon receive a momentary, jumbled telepathic communication from one of the many warped and alien beings of the wastes. Each creature in that area must succeed on a DC 14 Wisdom saving throw or be incapacitated until the end of its next turn. REGIONAL EFFECTS The region containing a legendary wasteland dragon’s lair is further warped by the dragon’s magic, which creates one or more of the following effects: Ghostly figures fighting battles from long ago appear with some frequency within 5 miles of the dragon’s lair. Dust goblins and other creatures native to the wastes within 3 miles of the dragon’s lair report trespassers to it as soon as possible. Long-hidden entrances to buried structures open themselves within 1 mile of the dragon’s lair. TRAITS Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. ACTIONS Multiattack. The dragon can use its Frightful Presence. It then makes two Claw attacks and one Bite attack. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Warped Energy Breath (Recharge 5–6). The dragon blasts warped arcane energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":23},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Ancient White Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Ice Walk : The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage. Claw : Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail : Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Cold Breath (Recharge 5-6) : The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect : The dragon makes a Wisdom (Perception) check . Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone . The dragon can then fly up to half its flying speed .","properties":{"Category":"Monsters","AC":"20 (Natural Armor)","HP":"333 (18d20+144)","CHA":14,"CON":26,"DEX":10,"INT":10,"STR":26,"WIS":13,"Size":"Gargantuan","Type":"dragon","Speed":"40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057538/mXKJVbH_CopFUdc2ocz3VA/original.png","Roll 0":"Bite\n1d20 + 14\n2d10+8+2d8","Roll 1":"Claw\n1d20 + 14\n2d6+8","Roll 2":"Tail\n1d20 + 14\n2d8+8","Roll 3":"Cold Breath\n1d20 + 0\n16d8","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Skills":"Perception +13, Stealth +6","Source":"5th Edition SRD","data-XP":"25,000","Alignment":"Chaotic Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Cold","Token Size":4,"data-LANum":3,"data-Traits":"[{\"Name\":\"Ice Walk\",\"Desc\":\"The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.\"},{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the dragon fails a saving throw, it can choose to succeed instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 8\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d8\",\"Damage 2 Type\":\"cold\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 8\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"20 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 8\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Cold Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+2","data-CON-mod":"+8","data-DEX-mod":"+0","data-INT-mod":"+0","data-STR-mod":"+8","data-SizeNum":7,"data-WIS-mod":"+1","Saving Throws":"Dex +6, Con +14, Wis +7, Cha +8","Challenge Rating":20,"Passive Perception":23,"data-Legendary Actions":"[{\"Name\":\"Detect\",\"Desc\":\"The dragon makes a Wisdom (Perception) check.\"},{\"Name\":\"Tail Attack\",\"Desc\":\"The dragon makes a tail attack.\"},{\"Name\":\"Wing Attack (Costs 2 Actions)\",\"Desc\":\"The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.\"}]","data-CrNum":20,"data-AcNum":20,"data-HpNum":333},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ancient White Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. White Dragon The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed. A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky. Primal and Vengeful. White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby. A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon’s lair as warnings to intruders. Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so. Lone Masters. White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again. White dragons can’t abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon’s wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs. Powerful creatures can sometimes gain a white dragon’s obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon’s lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant. Treasure Under Ice. White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers. Loose coins and gems are spread across a white dragon’s lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon’s breath, and held safe beneath layers of transparent ice. The dragon’s great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon’s main hoard. A white dragon’s flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own. A White Dragon’s Lair White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses. A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone. A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Chilly fog lightly obscures the land within 6 miles of the dragon’s lair. Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest. Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however. If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days. Traits Ice Walk : The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Legendary Resistance (3/Day) : If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack : The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage. Claw : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) slashing damage. Tail : Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit : 17 (2d8 + 8) bludgeoning damage. Frightful Presence : Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours . Cold Breath (Recharge 5-6) : The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect : The dragon makes a Wisdom (Perception) check. Tail Attack : The dragon makes a tail attack. Wing Attack (Costs 2 Actions) : The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ancient Will-o'-wisp","description":"A will-o’-wisp that lingers in a region particularly suited to keeping it well-fed, such as an area under the influence of a tormented soul or other undead haunt, can over the course of decades become a much more powerful variant of its kind. Often, the vague image of a ghostly skull can be glimpsed floating within the depths of an ancient will-o’-wisp’s glow. Traits Consume Life. As a bonus action, the ancient will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 14 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 21 (6d6) hit points. Ephemeral. The ancient will-o’-wisp can’t wear or carry anything. Incorporeal Movement. The ancient will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Variable Illumination. The ancient will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The ancient will-o’-wisp can alter the radius as a bonus action. Actions Shock. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 18 (4d8) lightning damage. Invisibility. The ancient will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":10},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Ancient Wyvern","description":"Very rarely do wyverns reach an age where they can grow to enormous sizes. They are often slain by chromatic dragons before they can get any bigger, but when they do survive long enough to reach an ancient age, they become serious threats to anyone. Traits Legendary Resistance (1/Day). If the wyvern fails a saving throw, it can choose to succeed instead. Actions Multiattack. The wyvern makes two attacks: one with its Bite and one with its Stinger. While flying, it can use its Claws in place of one other attack. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) piercing damage. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) piercing damage. The target must make a DC 17 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions The wyvern can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The wyvern regains spent legendary actions at the start of its turn. Detect. The wyvern makes a Wisdom (Perception) check. Bite . The wyvern makes a Bite attack. Sting (Costs 2 Actions). The wyvern attacks with its Stinger. Wing Attack (Costs 2 Actions). The wyvern beats its wings. Each creature within 15 feet of the wyvern must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The wyvern can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Andes","description":"This creature appears in the Ghastly Grins adventure! Traits Fey Ancestry. Andes has advantage on saving throws against being charmed, and magic can't put him to sleep. Innate Spellcasting. Andes' innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Spellcasting. Andes is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost 1st level (4 slots): burning hands, mage armor, magic missile, shield 2nd level (3 slots): gust of wind, invisibility, misty step, shatter 3rd level (3 slots): counterspell, fireball, haste 4th level (3 slots): dimension door, Otiluke's resilient sphere 5th level (2 slots): cone of cold 6th level (1 slot): chain lightning War Magic. When Andes uses his action to cast a spell, he can make one weapon attack as a bonus action. Actions Multiattack. Andes can make three scimitar attacks. Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell Andes casts before the end of Andes' next turn. Hand Crossbow. Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Alignment":"neutral evil","Expansion":20627,"Challenge Rating":18},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Andir Valmakos (Level 1)","description":"Despite his aptitude for magic and his parents’ being wizards themselves, Andir completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead him to the Tower of High Sorcery at Wayreth, where he hopes to be tested and learn what his future holds. Traits Bonus Proficiencies. Andir is proficient with simple weapons and light armor. Spellcasting. Andir’s spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared: At will: light , ra y of frost 1st level (2 slots): t hunderwave Actions Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage. Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Mage)","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Andir Valmakos (Level 10)","description":"Despite his aptitude for magic and his parents’ being wizards themselves, Andir completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead him to the Tower of High Sorcery at Wayreth, where he hopes to be tested and learn what his future holds. Traits Bonus Proficiencies. Andir is proficient with simple weapons and light armor. Spellcasting. Andir’s spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following wizard spells prepared: At will: light , ra y of frost , mage hand , minor illusion 1st level (4 slots): t hunderwave , longstrider , Tenser's floating disk 2nd level (3 slots): knock , invisibility 3rd level (2 slots): haste Potent Cantrips. Andir adds his Intelligence modifier to the damage he deals with any cantrip. Actions Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage. Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Mage)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Andir Valmakos (Level 11)","description":"Despite his aptitude for magic and his parents’ being wizards themselves, Andir completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead him to the Tower of High Sorcery at Wayreth, where he hopes to be tested and learn what his future holds. Traits Bonus Proficiencies. Andir is proficient with simple weapons and light armor. Spellcasting. Andir’s spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following wizard spells prepared: At will: light , ra y of frost , mage hand , minor illusion 1st level (4 slots): t hunderwave , longstrider , Tenser's floating disk 2nd level (3 slots): knock , invisibility 3rd level (3 slots): haste , sending Potent Cantrips. Andir adds his Intelligence modifier to the damage he deals with any cantrip. Actions Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage. Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Mage)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Andir Valmakos (Level 2)","description":"Despite his aptitude for magic and his parents’ being wizards themselves, Andir completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead him to the Tower of High Sorcery at Wayreth, where he hopes to be tested and learn what his future holds. Traits Bonus Proficiencies. Andir is proficient with simple weapons and light armor. Spellcasting. Andir’s spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared: At will: light , ra y of frost 1st level (2 slots): t hunderwave , longstrider Actions Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage. Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Mage)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Andir Valmakos (Level 3)","description":"Despite his aptitude for magic and his parents’ being wizards themselves, Andir completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead him to the Tower of High Sorcery at Wayreth, where he hopes to be tested and learn what his future holds. Traits Bonus Proficiencies. Andir is proficient with simple weapons and light armor. Spellcasting. Andir’s spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared: At will: light , ra y of frost 1st level (3 slots): t hunderwave , longstrider , Tenser's floating disk Actions Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage. Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Mage)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Andir Valmakos (Level 4)","description":"Despite his aptitude for magic and his parents’ being wizards themselves, Andir completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead him to the Tower of High Sorcery at Wayreth, where he hopes to be tested and learn what his future holds. Traits Bonus Proficiencies. Andir is proficient with simple weapons and light armor. Spellcasting. Andir’s spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: At will: light , ra y of frost , mage hand 1st level (3 slots): t hunderwave , longstrider , Tenser's floating disk Actions Arcane Burst. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage. Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Mage)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Andir Valmakos (Level 5)","description":"Despite his aptitude for magic and his parents’ being wizards themselves, Andir completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead him to the Tower of High Sorcery at Wayreth, where he hopes to be tested and learn what his future holds. Traits Bonus Proficiencies. Andir is proficient with simple weapons and light armor. Spellcasting. Andir’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following wizard spells prepared: At will: light , ra y of frost , mage hand 1st level (4 slots): t hunderwave , longstrider , Tenser's floating disk 2nd level (2 slots): knock Actions Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage. Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Mage)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Andir Valmakos (Level 6)","description":"Despite his aptitude for magic and his parents’ being wizards themselves, Andir completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead him to the Tower of High Sorcery at Wayreth, where he hopes to be tested and learn what his future holds. Traits Bonus Proficiencies. Andir is proficient with simple weapons and light armor. Spellcasting. Andir’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following wizard spells prepared: At will: light , ra y of frost , mage hand 1st level (4 slots): t hunderwave , longstrider , Tenser's floating disk 2nd level (2 slots): knock Potent Cantrips. Andir adds his Intelligence modifier to the damage he deals with any cantrip. Actions Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage. Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Mage)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Andir Valmakos (Level 7)","description":"Despite his aptitude for magic and his parents’ being wizards themselves, Andir completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead him to the Tower of High Sorcery at Wayreth, where he hopes to be tested and learn what his future holds. Traits Bonus Proficiencies. Andir is proficient with simple weapons and light armor. Spellcasting. Andir’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following wizard spells prepared: At will: light , ra y of frost , mage hand 1st level (4 slots): t hunderwave , longstrider , Tenser's floating disk 2nd level (3 slots): knock , invisibility Potent Cantrips. Andir adds his Intelligence modifier to the damage he deals with any cantrip. Actions Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage. Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Mage)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Andir Valmakos (Level 8)","description":"Despite his aptitude for magic and his parents’ being wizards themselves, Andir completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead him to the Tower of High Sorcery at Wayreth, where he hopes to be tested and learn what his future holds. Traits Bonus Proficiencies. Andir is proficient with simple weapons and light armor. Spellcasting. Andir’s spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared: At will: light , ra y of frost , mage hand 1st level (4 slots): t hunderwave , longstrider , Tenser's floating disk 2nd level (3 slots): knock , invisibility Potent Cantrips. Andir adds his Intelligence modifier to the damage he deals with any cantrip. Actions Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage. Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Mage)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Andir Valmakos (Level 9)","description":"Despite his aptitude for magic and his parents’ being wizards themselves, Andir completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead, he took to the life of an adventuring wizard, seeking to see the world and what magic exists beyond dusty tomes. Although his travels have only just begun, Andir knows that one day his road will lead him to the Tower of High Sorcery at Wayreth, where he hopes to be tested and learn what his future holds. Traits Bonus Proficiencies. Andir is proficient with simple weapons and light armor. Spellcasting. Andir’s spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following wizard spells prepared: At will: light , ra y of frost , mage hand 1st level (4 slots): t hunderwave , longstrider , Tenser's floating disk 2nd level (3 slots): knock , invisibility 3rd level (2 slots): haste Potent Cantrips. Andir adds his Intelligence modifier to the damage he deals with any cantrip. Actions Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage. Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Mage)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Andrenjinyi","description":"A gigantic, black-headed snake is over 60 feet long and sheathed in brilliant scales, each andrenjinyi is splashed with vibrant patterns of every imaginable color. The air around these serpents is heavy, redolent of the quenched red desert after a torrential thunderstorm. Andrenjinyi are the descendants of the Rainbow Serpent, the first and greatest spirit of the world’s beginning. The Rainbow Serpent’s children are dichotomous nature spirits of land and sky, sun and rain, male and female, and birth and destruction. Last of their Kind. The Rainbow Serpent shed andrenjinyi like cast-off scales during her primordial wanderings, but she has created no more since she ascended to the stars. While andrenjinyi are ageless fertility spirits, they cannot themselves reproduce; each one is an irreplaceable link to primeval creation. Hunt and Transform. Andrenjinyi are naturally aquatic, preferring to live in deep, fresh, life-giving rivers and lakes. The serpents usually attack intruders unless they approach with the correct rites or offerings, which require a successful DC 20 Intelligence (Religion) check. Andrenjinyi hunt as other animals do, but they transform devoured prey into unique species with their Transmuting Gullet ability, creating mixed gender pairs. An andrenjinyi’s sacred pool and surroundings often shelters a menagerie of strange and beautiful animals. Demand Obedience and Ritual. When offered rituals and obedience, andrenjinyi sometimes protect nearby communities with drought-breaking rains, cures for afflictions, or the destruction of rivals. Revered andrenjinyi take offense when their petitioners break fertility and familial edicts, such as prohibitions on incest, rape, and matricide, but also obscure obligations including soothing crying infants and the ritual sacrifice of menstrual blood. Punishments are malevolently disproportionate, often inflicted on the whole community and including baking drought, flooding rains, petrification, pestilence, and animalistic violence. Thus, tying a community’s well-being to an andrenjinyi is a double-edged sword. The Rainbow Serpent When the flat, featureless earth slept untouched by plants, animals, or gods, the Rainbow Serpent awoke and shaped the world with her mountainous body—rivers her winding tracks, lakes the hollows where she slept, and hills the remnants of her burrowing. When she tired of wandering, she gave birth to all of the land’s animals. The Rainbow Serpent then made laws for all to obey and turned lawbreakers into mountains and hills, never to walk the world again. Those who kept the laws were given humanoid forms and sentience. Her work completed, the Rainbow Serpent now sleeps in the stars, leaving her spirit‑children, the andrenjinyi, watching over creation. Clerics who follow the Rainbow Serpent must choose the Life domain. Traits Amphibious: The andrenjinyi can breathe air and water. Innate Spellcasting: The andrenjinyi’s spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: At will: create water, speak with animals, stoneshape 1/day each: blight, commune with nature, contagion, flesh to stone, plant growth 3/day each: control weather, dispel magic, reincarnate Magic Resistance: The andrenjinyi has advantage on saving throws against spells and other magical effects. Magic Weapons: The andrenjinyi’s weapon attacks are magical. Actions Multiattack: The andrenjinyi makes two attacks, one with its bite and one with its constriction. If both attacks hit the same target, then the target is Swallowed Whole. Bite: Melee Weapon Attack : +15 to hit, reach 20 ft., one target. Hit : 36 (4d12 + 10) piercing damage. Constrict: Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 36 (4d12 + 10 ) bludgeoning damage. The target is grappled, escape DC 20. Until this grapple ends the target is restrained, and the andrenjinyi can’t constrict another target. Rainbow Arch: The andrenjinyi can instantaneously teleport between sources of fresh water within 1 mile as an action. It can’t move normally or take any other action on the turn when it uses this power. When this power is activated, a rainbow manifests between the origin and destination, lasting for 1 minute. Swallow Whole: If the bite and constrict attacks hit the same target in one turn, the creature is swallowed whole. The target is blinded and restrained, and has total cover against attacks and other effects outside the andrenjinyi. The target takes no damage inside the andrenjinyi. The andrenjinyi can have three Medium-sized creatures or four Small-sized creatures swallowed at a time. If the andrenjinyi takes 20 damage or more in a single turn from a swallowed creature, the andrenjinyi must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the andrenjinyi. If the andrenjinyi is slain, a swallowed creature is no longer restrained by it and can escape from the andrenjinyi by using 15 feet of movement, exiting prone. The andrenjinyi can regurgitate swallowed creatures as a free action. Transmuting Gullet: When a creature is swallowed by an andrenjinyi, it must make a successful DC 19 Wisdom saving throw each round at the end of its turn or be affected by true polymorph into a new form chosen by the andrenjinyi. The effect is permanent until dispelled or ended with a wish or comparable magic.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"celestial","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Androsphinx","description":"Round she is, yet flat as a board Altar of the Lupine Lords Jewel on black velvet, pearl in the sea Unchanged but e’erchanging, eternally. —Riddle of the gynosphinx of White Plume Mountain Sphinxes In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half. Divine Guardians. Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx’s test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys. Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission. Magical Tests. The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx’s test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought—and will make an enemy of the god that placed the sphinx as a guardian. Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx’s test typically meet a gruesome end beneath its claws. Extraplanar Beings. Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm. Fallen Sphinxes. Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some sphinxes break free of their divine command. However, even if a sphinx’s alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy. Androsphinx An androsphinx bears the head of a humanoid male on its lion’s body. Outwardly gruff and downcast, it often begins conversations with insults or negative observations. Beneath this gruff exterior, however, an androsphinx has a noble heart. It has no wish to lie or deceive, but it doesn’t give away information readily, choosing its words as wisely as it guards its secrets. An androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those who pass its tests may be rewarded with a heroes’ feast. A Sphinx’s Lair A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals. Lair Actions On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can’t use an effect again until it finishes a short or long rest: • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll. • The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx’s choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal. • The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time. • The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can’t use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it. Traits Inscrutable : The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. Magic Weapons : The sphinx's weapon attacks are magical. Spellcasting : The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: • Cantrips (at will): sacred flame, spare the dying, thaumaturgy • 1st level (4 slots): command, detect evil and good, detect magic • 2nd level (3 slots): lesser restoration, zone of truth • 3rd level (3 slots): dispel magic, tongues • 4th level (3 slots): banishment, freedom of movement • 5th level (2 slots): flame strike, greater restoration • 6th level (1 slot): heroes' feast Actions Multiattack : The sphinx makes two claw attacks. Claw : Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Roar (3/Day) : The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar : Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar : Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar : Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Claw Attack : The sphinx makes one claw attack. Teleport (Costs 2 Actions) : The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions) : The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"lawful neutral","Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Androsphinx","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Inscrutable : The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage . Magic Weapons : The sphinx's weapon attacks are magical. Spellcasting : The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks ). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: • Cantrips (at will): sacred flame , spare the dying , thaumaturgy • 1st level (4 slots): command , detect evil and good , detect magic • 2nd level (3 slots): lesser restoration , zone of truth • 3rd level (3 slots): dispel magic , tongues • 4th level (3 slots): banishment , freedom of movement • 5th level (2 slots): flame strike , greater restoration • 6th level (1 slot): heroes' feast Actions Multiattack : The sphinx makes two claw attacks. Claw : Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Roar (3/Day) : The sphinx emits a magical roar. Each time it roars before finishing a long rest , the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its , ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone . On a successful save, the creature takes half as much damage and isn't knocked prone. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Claw Attack : The sphinx makes one claw attack. Teleport (Costs 2 Actions) : The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions) : The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"199 (19d10+95)","CHA":23,"CON":20,"DEX":10,"INT":16,"STR":22,"WIS":18,"Size":"Large","Type":"monstrosity","Speed":"40 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391832346/Mkt8kFe5AzI4SebzQsHKXw/original.png","Roll 0":"Claw\n1d20 + 12\n2d10+6","Senses":"Truesight 120 Ft.","Skills":"Arcana +9, Perception +10, Religion +15","Source":"5th Edition SRD","data-XP":"18,000","Alignment":"Lawful Neutral","Languages":"Common, Sphinx","data-List":"false","Immunities":"Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","Spell Book":"Sacred Flame, Spare The Dying, Thaumaturgy, Command, Detect Evil And Good, Detect Magic, Lesser Restoration, Zone Of Truth, Dispel Magic, Tongues, Banishment, Freedom Of Movement, Flame Strike, Greater Restoration, Heroes' Feast","Token Size":2,"data-LANum":3,"data-Spells":"{\"spells\":{\"cantrips\":[\"sacred flame\",\"spare the dying\",\"thaumaturgy\"],\"1st\":[\"command\",\"detect evil and good\",\"detect magic\"],\"2nd\":[\"lesser restoration\",\"zone of truth\"],\"3rd\":[\"dispel magic\",\"tongues\"],\"4th\":[\"banishment\",\"freedom of movement\"],\"5th\":[\"flame strike\",\"greater restoration\"],\"6th\":[\"heroes' feast\"]}}","data-Traits":"[{\"Name\":\"Inscrutable\",\"Desc\":\"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.\"},{\"Name\":\"Magic Weapons\",\"Desc\":\"The sphinx's weapon attacks are magical.\"},{\"Name\":\"Spellcasting\",\"Desc\":\"The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared: \\u2022 Cantrips (at will): sacred flame, spare the dying, thaumaturgy \\u2022 1st level (4 slots): command, detect evil and good, detect magic \\u2022 2nd level (3 slots): lesser restoration, zone of truth \\u2022 3rd level (3 slots): dispel magic, tongues \\u2022 4th level (3 slots): banishment, freedom of movement \\u2022 5th level (2 slots): flame strike, greater restoration \\u2022 6th level (1 slot): heroes' feast\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The sphinx makes two claw attacks.\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"12\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 6\",\"Damage Type\":\"slashing\"},{\"Name\":\"Roar (3/Day)\",\"Desc\":\"The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.\"}]","data-CHA-mod":"+6","data-CON-mod":"+5","data-DEX-mod":"+0","data-INT-mod":"+3","data-STR-mod":"+6","data-SizeNum":5,"data-WIS-mod":"+4","Saving Throws":"Dex +6, Con +11, Int +9, Wis +10","Challenge Rating":17,"Passive Perception":20,"Condition Immunities":"Charmed, Frightened","data-Legendary Actions":"[{\"Name\":\"Claw Attack\",\"Desc\":\"The sphinx makes one claw attack.\"},{\"Name\":\"Teleport (Costs 2 Actions)\",\"Desc\":\"The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"},{\"Name\":\"Cast a Spell (Costs 3 Actions)\",\"Desc\":\"The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.\"}]","data-CrNum":17,"data-AcNum":17,"data-HpNum":199},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Angatra","description":"This withered creature wrapped in gore-stained rags. They can pull back a tattered hood to reveal glowing eyes hungry with bloodlust. In certain tribes, the breaking of local taboos invites terrible retribution from ancestral spirits, especially if the transgressor was a tribal leader or elder. The transgressor is cursed and cast out from the tribe, and then hunted and executed. Bound Remains Entombed. The body is wrapped head to toe in lamba cloth to soothe the spirit and to bind it within the mortal husk, then sealed in a tomb far from traditional burial grounds so none may disturb it and its unclean spirit does not taint the blessed dead. Slow Ritual Cleansing. Each such body is visited every ten years as the tribe performs the famadihana ritual, replacing the lamba bindings and soothing the suffering of the ancestors. Over generations, this ritual expiates their guilt, until at last the once‑accursed ancestor is admitted through the gates of the afterlife. If a spirit’s descendants abandon their task, or if the sealed tomb is violated, the accursed soul becomes an angatra. Angry Spirit. The creature’s form becomes animated by a powerful and malicious ancestor spirit and undergoes a horrible metamorphosis within its decaying cocoon. Its fingernails grow into scabrous claws, its skin becomes hard and leathery, and its withered form is imbued with unnatural speed and agility. Within days, the angatra gathers strength and tears its bindings into rags. It seeks out its descendants to to share the torment and wrath it endured while its spirit lingered. Traits Agonizing Gaze: When a creature that can see the angatra’s eyes starts its turn within 30 feet of the angatra, it must make a DC 13 Charisma saving throw if the angatra isn’t incapacitated and can see the creature. On a failed saving throw, the creature has its pain threshold lowered, so that it becomes vulnerable to all damage types until the end of its next turn. Unless it’s surprised, a creature can avoid the saving throw by averting its eyes at the start of its turn. A creature that averts its eyes can’t see the angatra for one full round, when it chooses anew whether to avert its eyes again. If the creature looks at the angatra in the meantime, it must immediately make the save. Ancestral Wrath: The angatra immediately recognizes any individual that is descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra’s traits and attacks. Actions Multiattack: The angatra makes two attacks with its claws. Claw: Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 10 (2d4 + 5) piercing damage. The creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Angel of Blood","description":"This fallen angel’s stringy white hair fades to rustred at its ends, and its eyes are a sunken black. Its once-fair skin has turned a bruised purple, and its hands are burned and cracked with lines of hellfire. In them, it holds a wickedly serrated greatsword made of rusted iron. Aside from heavy iron shoulder pauldrons and greaves, it wears no armor, but it radiates an aura of psychic pain that causes any would-be attackers to suffer at their own hands. History. Though somewhat a misnomer, these fallen angels once served a deity of Life, and were cast out for their attempt to destroy Death, without which Life felt it would have no meaning to its worshippers. The name “angel of blood” comes from the tales of their fall, when Life tore its power - their blood - from their bodies and it streamed from their eyes like tears, staining their skin crimson. Now, these angels serve their ringleader, Vacenar, whom Life has dubbed “God-Traitor”, as they search the realms for new purpose. Tactics. Angels of blood fight with savage but intelligent abandon. When their Blood Frenzy activates, they use it to the greatest effect they can, but prefer to flee if they seem to be at risk of death. Their primary tactic is to inflict Jagged Cuts with their greatsword on as many creatures as possible, saving Bloodletting for a chance to regain hit points or using it as a finishing blow against a target. When possible, they makes use of their fly speed to stay out of melee range in between turns. Traits Aura of Pain. Once per turn, when the angel takes damage from an attack, the attacker takes 7 (2d6) psychic damage. Blood Frenzy. While its hit points are equal to or below half their maximum (75), or as long as it has an Injury of Handicap III severity or higher, the angel gains a +1 bonus to attack rolls and deals an additional 7 (2d6) damage with its attacks and abilities of the same type normally dealt by those attacks or abilities. Jagged Cuts. A creature with a stack of Jagged Cuts loses 3 (1d6) hit points at the start of their turn from their bleeding wounds. Bleeding stacks up to 2 times (2d6 hit points at the start of their turn). For each additional stack beyond 2 they would take, the damage from the action that inflicted it is considered 5 higher for the purposes of inflicting an Injury. A creature can make a DC 15 Wisdom (Medicine) check as an action to stop the bleeding and remove all stacks of Jagged Cuts. Magic Resistance. The angel has advantage on saving throws against magical effects. Actions Multiattack. The angel makes two melee attacks with its Jagged Greatsord or Hellfire Claw. Hellfire Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage, plus 7 (2d6) fire damage, and the target must make a DC 19 Athletics or Acrobatics check or become grappled. A creature grappled by the angel takes 3 (1d6) fire damage at the start of each of the angel’s turns. While grappling a creature, the angel has disadvantage on attack rolls with its Jagged Greatsword. Jagged Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) slashing damage, and the target must make a DC 15 Constitution saving throw or gain a stack of Jagged Cuts (see the Jagged Cuts trait). Bloodletting (Recharge 5-6). The angel chooses a creature within 30 feet. That creature must succeed on a DC 15 Constitution saving throw or take 27 (8d6) force damage as its veins and arteries rupture across its body, sending blood spattering towards the angel. This also applies two stacks of Jagged Cuts (see the Jagged Cuts trait), and if the angel is at less than half its maximum hit points, it regains 10 hit points, up to a maximum of half its maximum hit points. On a successful save the creature takes half damage, and Jagged Cuts is not applied. A creature that is reduced to 0 hit points by a failed save against this ability is considered to have taken an additional 20 points of damage when determining the Injury severity.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":10},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Angel of Judgment","description":"With faces of light and stern appraisal, these angels see both sides and render a verdict. Angels of judgment are cosmic agents of balance. Unlike most angels, they exist to enforce equality between law and chaos. They prefer to solve disputes verbally but use force when prudent. Two-Faced. Each angel of judgment bears two aspects: a dispassionate angel and a fiendish judge. When called to violence by the heavenly host or infernal legions, its dispassionate face changes to that of an avenging angel. Witnesses to History. In times of turmoil and upheaval, angels of judgment watch over events. While observing, the angel is a stoic spectator, intervening only if it sees a threat to universal harmony. Even then, they prefer to send sammael angels to carry out their judgments, taking direct action only against the direst of threats. Cosmic Arbiters. Angels of judgment arbitrate claims between the lords of righteousness and the masters of madness. If either party violates the terms, the angel destroys the offender and patiently waits for a new representative to take their place. Immortal Nature. An angel of judgment doesn’t require food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial","Alignment":"neutral","Expansion":8073,"Challenge Rating":18},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Angel, Angelic Enforcer","description":"A gold-furred, lion-headed angel with white wings gives an intense stare, releasing a roar as it raises a flaming greatsword. Angelic enforcers are lionheaded celestials that hunt rogue angels. Divine Mission. Angelic enforcers are made from souls selected for their unwavering adherence to the tenants of law and good. These elite angels have a special task: police other angels that go rogue. If an angel breaks one of its god’s tenets but remains good at heart, the enforcers usually only seek to capture the offending celestial to stand trial in the upper planes. If an angel becomes fully corrupted by evil, one or more enforcers are sent to destroy the fallen celestial. Nothing Gets in the Way. Angelic enforcers show no mercy to any creature or obstacle between them and their quarries. Those who obstruct the enforcers stand in the way of divine justice and are therefore considered agents of evil. Any killings or collateral damage done by enforcers are usually seen as the fault of their quarry for stepping out of line in the first place. Immortal Nature. An angelic enforcer doesn’t require food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful good","Expansion":8073,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Angel, Archangel Hala'ath","description":"An enormous obelisk of clear quartz etched with runes in a language known only to the gods floats serenely along the ground. Gears turn behind the slabs of crystal, eternally powering some ineffable machine. An unblinking, eye-shaped rune hovers above the monolithic body, and four titanium wings support the obelisk's base. Hala'ath, the Sentinel of Progress, guides the mortal peoples of the Material Plane into a glorious future. The archangel usually acts from afar, preferring to send its haladrons to guide and assist those who have requested aid from it. It believes progress due to direct intercession is not true advancement for the person or species requiring it. Hala'ath is viewed as aloof and impersonal, even by its peers. Oppressor's Bane. Hala'ath is a patron of inventors and builders, but its portfolio also includes societal advancement. The archangel sees all thinking creatures as equal in the eyes of the gods of goodness and order, and it stands in firm opposition to creatures exhibiting narrow or regressive thinking. Hala'ath is more likely to appear on the Material Plane in places where oppression has overcome reason than it is to intervene in a place where technology has gone awry. Builder's Boon. Creators and intellectual explorers who say a prayer to Hala'ath as they embark on a new project sometimes find themselves aided by a handful of haladrons during the most difficult sections of work. Mechanical Servitors. Hala'ath's favored servitors, haladrons, resemble a toothed cog with a pair of steel wings. An unblinking steel eye sits in the center of each haladron's body. On the Material Plane, haladrons are often sent to assist inventors and activists. They rarely make suggestions, favoring the exploration of an idea over the final execution. Haladrons can be encountered en masse in Gyrespring Fortress, where they tirelessly carry out Hala'ath's dictates. Hala'ath's Lair In the Upper Planes, Hala'ath resides in Gyrespring Fortress, a shining marvel of clockwork and dusky quartz. The fort is alive at all hours with the sound of hammers on metal, winding gears, and industry of all types. Lair Actions When in Gyrespring Fortress, Hala'ath can alter the environment just as an inventor can adjust a creation in progress. On initiative count 20 (losing initiative ties), Hala'ath takes a lair action to cause one of the following effects; Hala'ath can't use the same effect two rounds in a row: Empower Creation. Hala'ath empowers the act of creation in one of the rooms of its lair. The duration of conjuration spells cast in the empowered area increases by 1 hour, as long as the spellcaster maintains concentration on it. If a spell's duration is instantaneous, it can't be increased. Gear Burst. Furiously spinning gears form a 20-foot-radius sphere centered on a point Hala'ath can see within 60 feet of it. Each creature in the area must make a DC 23 Dexterity saving throw, taking 22 (5d8) slashing damage on a failed save, or half as much damage on a successful one. Constructs in the area have disadvantage on the saving throw. Imprison. Manacles snake out of the walls, floor, and ceiling within 120 feet of Hala'ath. The manacles grab up to 5 creatures Hala'ath can see within range. Each target must succeed on a DC 20 Strength saving throw or be grappled by the manacles (escape DC 20). A creature that is still grappled at the end of its next turn is teleported into a cell in Gyrespring Fortress's dungeon, provided the cell is within 500 feet of Hala'ath. If no cell is within 500 feet of Hala'ath, the creature is teleported to an unoccupied space on the ground up to 500 feet away from Hala'ath. Angelic Weapons. Hala'ath's weapon attacks are magical. When Hala'ath hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Divine Assistance. A creature of good alignment that starts its turn within 120 feet of Hala'ath can take the Help action as a bonus action. Divine Awareness. Hala'ath knows if it hears a lie. Flyby. Hala'ath doesn't provoke opportunity attacks when it flies out of an enemy's reach. Immortal Nature. Hala'ath doesn't require food, drink, or sleep. Legendary Resistance (3/Day). If Hala'ath fails a saving throw, it can choose to succeed instead. Magic Resistance. Hala'ath has advantage on saving throws against spells and other magical effects. Spirit of Fortification. While within 500 feet of Hala'ath, objects and structures have a damage threshold of 10. If an object or structure has a damage threshold higher than 10, its damage threshold is doubled instead. Actions Multiattack. Hala'ath makes three Titanium Wings or Bolt of Law attacks. Titanium Wings. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 27 (6d8) radiant damage. Bolt of Law. Ranged Spell Attack: +14 to hit, range 150 ft., one target. Hit: 25 (4d8 + 7) radiant damage plus 18 (4d8) thunder damage. Righteous Blast (Recharge 5-6). Radiant energy erupts from a point Hala'ath can see within 150 feet of it. Each creature within 20 feet of that point must make a DC 23 Dexterity saving throw, taking 36 (8d8) radiant and 36 (8d8) thunder damage on a failed save, or half as much damage on a successful one. Creatures of lawful or good alignment have advantage on the saving throw, and creatures of lawful good alignment are immune to the damage from Righteous Blast. Legendary Actions Hala'ath can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Hala'ath regains spent legendary actions at the start of its turn. Move. Hala'ath moves up to half its speed. Summon Haladrons. Hala'ath summons 2d4 haladrons. The haladrons appear in an unoccupied space within 150 feet of Hala'ath and act on its turn. Once summoned, the haladrons remain on the same plane as Hala'ath for 1 hour, until destroyed, or until Hala'ath dies. Hala'ath can have no more than 20 haladrons summoned in this way at one time. Attack (Costs 2 Actions). Hala'ath makes one Titanium Wings or Bolt of Law attack. Glorious Surge (Costs 3 Actions). Hala'ath bolsters up to two creatures it can see within 60 feet of it. Each target regains 20 (4d8 + 2) hp and has advantage on its next attack roll, saving throw, or ability check.","properties":{"Category":"Monsters","Size":"Huge","Type":"Celestial","Alignment":"Lawful Good","Expansion":19901,"Challenge Rating":22},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Angel, Archangel Iilari'jil","description":"A raging sphere of golden flame roils above the battlefield, dozens of giant arms reaching out from it. The arms shift their appearance from moment to moment, representing humanoids and giants of all species. Motes of golden flame orbit the archangel's central mass, speeding along their trajectories while it is motionless and slowing down as it moves about the battlefield. Iilari'jil (Eel-ARR-ee-yell), the Fire of Forgotten Hope, is a patron of the besieged and warriors who have lost hope. They are an active celestial that appears frequently on the Material Plane, though their visits rarely last longer than a minute. Iilari'jil is more widely known than many archangels due to the frequency of their appearances and has gained more popularity as a result. They have more mortal adherents than most of their peers, and they have inspired entire orders of righteous warriors devoted to the cause of breaking sieges and delivering the good and innocent from hopeless-seeming situations. Fire of Hope. Though primarily viewed as a celestial of battles and warfare, Iilari'jil hears the pleas and prayers of all mortals who are under siege. They are as likely to assist in ending the unjust blockade of a busy harbor as they are to help a single mortal trying to protect her home from invaders. Unlike some celestial paragons, Iilari'jil is not reluctant to take an active hand in mortal affairs and smites the enemies of those they are protecting with impunity. Iilari'jil's Lair Iilari'jil is rarely afforded time to rest and doesn't have a devoted home in the Upper Planes. Iilari'jil treats whatever battlefield they are fighting on as their lair, and their sheer presence has a dramatic effect on the landscape. Lair Actions When fighting on any battlefield, Iilari'jil can invoke their nature as a patron of warriors and the besieged to take lair actions. On initiative count 20 (losing initiative ties), Iilari'jil takes a lair action to cause one of the following effects; Iilari'jil can't use the same effect two rounds in a row: Adverse Terrain. The ground cracks and crumbles in a 30-foot radius centered on a point Iilari'jil can see within 120 feet of them. The area is difficult terrain for hostile creatures and lasts until Iilari'jil uses this lair action again or until the archangel dies. Blinding Burst. Radiance bursts from a point Iilari'jil can see within 90 feet of them. Each hostile creature within 20 feet of that point must succeed on a DC 21 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Luminous Blessing. Iilari'jil's form illuminates, shedding bright light in a 60-foot radius and dim light for an additional 60 feet and infusing nearby weapons with divine energy. The light is sunlight and dispels magical darkness created by a spell of 6th level or lower or by a creature with a challenge rating of 22 or lower. The weapon attacks of friendly creatures in the bright light are magical. The light lasts until initiative count 20 on the next round. Angelic Weapons. Iilari'jil's weapon attacks are magical. When Iilari'jil hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Divine Awareness. Iilari'jil knows if it hears a lie. Immortal Nature. Iilari'jil doesn't require food, drink, or sleep. Legendary Resistance (3/Day). If Iilari'jil fails a saving throw, they can choose to succeed instead. Magic Resistance. Iilari'jil has advantage on saving throws against spells and other magical effects. Siege Monster. Iilari'jil deals double damage to objects and structures. Actions Multiattack. Iliari'jil makes three Radiant Fists or Radiant Blasts attacks. Radiant Fists. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (5d6 + 8) bludgeoning damage plus 27 (6d8) radiant damage. Radiant Blast. Ranged Spell Attack: +13 to hit, range 150 ft., one target. Hit: 28 (5d8 + 6) radiant damage plus 14 (4d6) fire damage. Turn the Tide (Recharge 6). A carpet of golden flame erupts from the ground on a point Iilari'jil can see within 120 feet of them. Each hostile creature within 20 feet of the point must make a DC 21 Dexterity saving throw, taking 56 (16d6) radiant damage on a failed save, or half as much damage on a successful one. Each friendly creature within 20 feet of the point regains 28 (8d6) hp. Rouse to Action (5/Day). Iilari'jil inspires up to 4 creatures they can see within 60 feet of them. For 1 minute, whenever a target makes an ability check, attack roll, or saving throw, it can add a d6 to the roll, provided it can see or hear Iilari'jil. A creature can benefit from a Rouse to Action die only once each turn. Spellcasting. Iilari'jil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): At will: command, guidance, heroism, true strike 3/day each: haste, plane shift Legendary Actions Iilari'jil can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Iilari'jil regains spent legendary actions at the start of their turn. Fly. Iilari'jil flies up to half their flying speed without provoking opportunity attacks. Cast a Spell (Costs 2 Action). Iilari'jil uses Spellcasting. Celestial Shield (Costs 2 Actions). Iilari'jil creates a shield of radiance around a creature of their choice within 30 feet of them. The target's AC increases by 4 until the start of Iilari'jil's next turn. Radiant Fists (Costs 2 Actions). Iilari'jil makes one Radiant Fists attack. Restore Vigor (Costs 3 Actions). Iilari'jil ends the blinded, charmed, deafened, paralyzed, petrified, or poisoned conditions on all creatures of their choice within 15 feet of them. Revive (Costs 3 Actions). Iilari'jil returns a creature they can see within 30 feet of them to life with 10 (3d6) hp, provided the target has been dead no longer than 1 minute.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Chaotic Good","Expansion":19901,"Challenge Rating":23},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Angel, Chained","description":"Their wings are still feathered, but their soulless eyes betray a great rage and thirst for blood. They invariably wear chains, shackles, barbed flesh hooks, or manacles to show their captive state. Some have heavy chain leashes held by arch-devils or major demons. All chained angels have halos of pure black, and many have been flayed of their skin along one or more limbs. Broken and Chained. These angels have been captured by fiends, tortured, and turned to serve darkness. A pack of chained angels is considered a status symbol among the servants of evil. A chained angel fights for the forces of evil as long as they remain chained, and this amuses demons and devils greatly. Chance at Redemption. However, while their souls are tainted with the blood of innocents, in their hearts chained angels still hope to be redeemed, or at least to be given the solace of extinction. Any creature that kills a chained angel is given a gift of gratitude for the release of death, in the form of all the effects of a heroes' feast spell. If it cannot be redeemed, a chained angel is a storm of destruction. Traits Dark Halo: A chained angel is immune to direct damage spells from divine casters. Redemption: Any caster brave enough to cast a knock spell on a chained angel can remove the creature’s shackles—but this always exposes the caster to a blast of unholy flame as a reaction. The caster takes 16 (3d10) fire damage and 16 (3d10) radiant damage, or half as much with a successful DC 16 Dexterity saving throw. If the caster survives, the angel makes an immediate DC 20 Wisdom saving throw; if it succeeds, the angel’s chains fall away and it is restored to its senses and to a Good alignment. If the saving throw fails, any further attempts to cast knock on the angel’s chains fail automatically for one week. Actions Multiattack: The chained angel makes two fiery greatsword attacks. Fiery Greatsword: Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage. Fallen Glory (Recharge 5-6): All creatures within 50 feet of the chained angel and in its line of sight take 19 (3d12) radiant damage and are knocked prone, or take half damage and aren’t knocked prone with a successful DC 15 Strength saving throw. Reactions Fiendish Cunning: When a creature within 60 feet casts a divine spell, the chained angel can counter the spell if it succeeds on a Charisma check against a DC of 10 + the spell's level.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Angel, Eye of the Gods","description":"Wings of roiling golden flame surround a single, burning eye that is larger than a human head. Its gaze never settles on one object for long, and it seems to be drinking in every detail of its surroundings. The omniscience of the gods is a matter of some liturgical debate. Only a scant few gods—typically deities of knowledge and secrets—truly possess the power to know all things. Other divine beings must rely on their mortal followers to relay the secrets of the mortal world unto them through prayer and confession. When secondhand knowledge of the mortal world is insufficient or when gods engage in divine espionage, they create an angel with one function: to see all. Divine Form. Eyes of the gods typically take the form of a blazing eye the size of a human child. Two radiant wings extend from behind its angelic form, though it need not beat them to fly. Despite awe-inspiring appearance, not all gods wish to make their holy observers so conspicuous. Gods of shadow and trickery often make their eyes burn with flames pale as the moon or black as the space between the stars. Dutiful Servant. Most eyes of the gods are little more than celestial automata, following their creator's commands—or the commands of their deity's high priest--without question. Obedient eyes tend to watch cities silently from within church spires or inspire crusading warriors from the back lines. However, some eyes of the gods take a more active role in creating history. Such eyes might goad a paladin into accepting a grand quest so it can tag along as a chronicler, or encourage a brash and unstable ruler into declaring a world-shaking war. Lawful deities tend to recall these unpredictable servants to unmake them for their disobedience, but more capricious gods relish such willfulness. Immortal Nature. The eye of the gods angel doesn't require food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Alignment":"any alignment (as its creator deity)","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Angel, Fidele","description":"What appears to be a mated pair of animals changes shape into two celestials. Their humanoid forms still bear some marks of their animal selves. They move in perfect harmony. Fidele angels form from souls so devoted to each other that their love transcends death. Friends to Lovers. Fideles are charged with exhorting mortals to respect the bonds of partnership. They assist lovers facing obstacles and punish the enemies of love. Where there is a conflict between two cultures’ laws in love, they prefer the result that keeps the beloved together. Quiet Diplomats. They prefer diplomacy to force and, despite the urgency of love, they’ve been known to live secretly among mortals for years or decades while waging quiet campaigns against social mores and cultural norms that keep love from achieving its full potential. Rage of Passion. When love is denied, or when kept apart, fidele angels can enter towering rages and an anger born of passionate righteousness. Traits Shapechange: The angel can change between winged celestial form, its original mortal form, and that of a Medium-sized eagle. Its statistics are the same in each form, with the exception of its attacks in eagle form. Ever Touching: Fidele angels maintain awareness of their mate’s disposition and health. Damage taken by one is split evenly between both, with the original target of the attack taking the extra point when damage doesn’t divide evenly. Any other baneful effect, such as ability damage, affects both equally. Innate Spellcasting: The angel’s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: guidance, light, purify food and drink, spare the dying 1/day: bless, daylight, detect evil and good, enhance ability, hallow, protection from evil and good 3/day: cure wounds, scorching ray (5 rays) Magic Resistance: The angel has advantage on saving throws against spells and other magical effects. Magic Weapons: The angel’s weapon attacks are magical while it is in eagle form. To My Lover’s Side: If separated from its mate, each fidele angel can use both plane shift and teleport 1/day to reunite. Unshakeable Fidelity: Fidele angels are never voluntarily without their partners. No magical effect or power can cause a fidele angel to act against its mate, and no charm or domination effect can cause them to leave their side or to change their feelings of love and loyalty toward each other. Actions Multiattack: The angel makes two longsword attacks or two longbow attacks; in eagle form, it instead makes two talon attacks and one beak attack. +1 Longsword (One-Handed; Mortal or Angel Form Only): Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) slashing damage. +1 Longsword (Two-Handed; Mortal or Angel Form Only): Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (1d10 + 6) slashing damage. +1 Longbow (Mortal or Angel Form Only): Ranged Weapon Attack : +8 to hit, range range 150/600 ft, one target. Hit : 9 (1d8 + 5) piercing damage. Beak (Eagle Form Only): Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5 ) piercing damage. Talons (Eagle Form Only): Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5 ) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Source":"Tome of Beasts","Alignment":"Lawful Good","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Angel, Kalkydra","description":"A massive serpent appears with gleaming copper scales and eyes of emerald green. From its back unfold six pairs of feathered wings that shine a pearlescent white. Kalkydra are loyal servants and emissaries of solar deities. Their joyous songs herald the dawning of each day, and their melancholy refrains echo in the heavens as the sun sets each evening. It is said that those blessed by a solar deity can hear these songs echo across the aether while watching the sun rise or set, a reminder that they are watched over and protected. Hatred of Darkness. While kalkydras oppose all evil, they are particularly vigilant against servants of darkness, especially undead that lurk at night, such as specters and vampires, and mortals and fiends that create, aid, or abet those undead. Angelic Weapons. The kalkydra's weapon attacks are magical. When the kalkydra hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Immortal Nature. The kalkydra doesn't require food, drink, or sleep. Magic Resistance. The kalkydra has advantage on saving throws against spells and other magical effects. Actions Multiattack. The kalkydra makes two Bite or Sunray attacks. It can replace one attack with a Constrict attack. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 18 (4d8) radiant damage. Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained, and the kalkydra can't constrict another target. Sunray. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 24 (4d8 + 6) radiant damage plus 9 (2d8) fire damage. Song of Sunrise (1/Day). The kalkydra sings a song to welcome the dawn, causing sunlight to fill the area in a 120-foot radius around it. This effect lasts for 1 minute. Spellcasting. The kalkydra casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: detect evil and good , light 3/day each: daylight , dispel evil and good 1/day each: commune , greater restoration Reactions Solar Nimbus. When the kalkydra is hit by an attack, it surrounds itself in a fiery nimbus, searing the attacker. The attacker takes 9 (2d8) fire damage and 9 (2d8) radiant damage, and the nimbus sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the start of the kalkydra's next turn, a creature within 5 feet of the kalkydra that hits it with a melee attack takes 9 (2d8) fire and 9 (2d8) radiant damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Celestial","Alignment":"Lawful Good","Expansion":19901,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Angel, Kinnara","description":"This celestial has the head, arms, and torso of a beautiful human, the gleaming eyes of an angel and the lower body of a pure white swan. Magnificent wings grow from its back, and its body is adorned with fine jewelery. It plays a calming melody on a stringed musical instrument. A near-identical angelic being stands close by its side. Kinnara are half-human, half-bird angels who serve the gods of love, music, and wisdom. They are always encountered in pairs. Inseparable Lovers. As mortals, each pair of kinnara were devoted lovers who lived virtuous lives dedicated entirely to each other and to the pursuit of wisdom and enlightened accomplishments. Upon their deaths, they became closely-bonded celestials in the service of the gods. Celestial Musicians. Kinnara are highly skilled singers, musicians, and dancers, performing beautifully as a duo in perfect harmony with one another. Kinnara see it as their duty to instruct humanity in the arts, and their patron gods will sometimes send pairs of the angels to the Material Plane to teach the performing arts in temples and monasteries. Many of the world's greatest bards have traveled to one of these temples to study under a pair of kinnara. Sacred Guardians. Kinnara can often be found protecting holy sites and other centers of wisdom located in remote locations. Those kinnara dwelling on the Material Plane will watch over the well-being of mortals--particularly musicians and lovers--and may sometimes intervene to protect such mortals in times of danger. A cleric can summon a pair of kinnara with a conjure celestial spell cast using a 9th-level spell slot. Immortal Nature. The kinnara angel doesn't require food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful good","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Angel, Mead Archon","description":"An amber-skinned angelic figure clad in leather armor spreads its white wings as it takes a long pull from an enormous drinking horn. Mead archons are the emissaries of deities who enjoy battle and strong drink. Fight Hard, Party Harder. Mead archons are good-natured, bombastic warriors who inspire others in battle with their bravery and feats of strength. In times of desperation, a god sends these archons to bolster the ranks of mortal soldiers who serve the deity’s cause. If the day is won, mead archons relish staying on the Material Plane to celebrate, drinking ale, bellowing songs, and sharing stories of victory. Divine Trainers. When a mortal champion of a deity is part of an athletic competition or important battle, a mead archon is often sent to help prepare the mortal for the event. Mead archons are tough but encouraging trainers who enjoy celebrating wins and drinking away losses. Immortal Nature. The mead archon doesn’t require food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"chaotic good","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Angel, Ophanim","description":"A pair of fiery nested chariot wheels spin slowly in the air. Though engulfed in flames, the wheels do not burn. Enigmatic and Silent. Perhaps the most enigmatic of the angels, the ophanim appear alongside other angels, rarely speaking themselves. These angelic beings usually take the form of a flaming wheel with another wheel transverse to it within, the outer rims covered in unblinking eyes. They have also been known to take the form of an empty throne of fire. Herald of a God's Will. The accompanying presence of an ophanim in any form signifies divine justice and the direct attention of the deity whom it serves. Other angels treat the ophanim with great respect, feeling the weight of their deity's will in the heat of the ophanim's rings. A Symbol or a Weapon. Though they can speak, ophanim tend to communicate a god's displeasure with awesome destructive power, delivering the punishment decreed by the angel they accompany. Immortal Nature. The ophanim angel doesn't require food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful good","Expansion":45,"Challenge Rating":16},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Angel, Pelagic Deva","description":"This androgynous humanoid angel has a large-finned fishlike tail and fine scales with a brilliantly hued striped pattern cover its body. Colorful, living-coral armor protects the angel's torso and head. Pelagic devas are sent to the Material Plane to protect the good and righteous from threats posed by fell marine creatures such as scheming aboleths, greedy dragon turtles, and uncaring krakens. They prefer to explore deeper waters ranging from 3,000 to 13,000 feet below sea level, but they enter the shallows or the trenchant depths when evil needs to be overcome. Beacons of Hope. Pelagic devas are renowned for their pleasant and loquacious demeanors, and they fall silent or take on a grim expression only when they encounter creatures that revel in the suffering of others. Unless they are set to a specific task, they range far and wide to assist stranded mariners, troubled aquatic communities, and beleaguered sea life. Except in the case of fiends, pelagic devas assess each intelligent creature they encounter as an individual and don't condemn whole crews or communities for the evil actions of individual members. Amphibious. The pelagic deva can breathe air and water. Angelic Weapons. The pelagic deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Immortal Nature. The pelagic deva doesn't require food, drink, or sleep. Living Coral Armor. The pelagic deva's armor is made of living coral. If the deva's armor is damaged, such as from a black pudding's Pseudopod attack, the armor fully repairs itself within 1 minute, provided it wasn't destroyed. Magic Resistance. The pelagic deva has advantage on saving throws against spells and other magical effects. Actions Multiattack. The pelagic deva makes three Trident attacks. Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 18 (4d8) radiant damage. If the pelagic deva makes a ranged attack with its trident, the trident returns to its hands at the start of its next turn. Transforming Touch (5/Day). The pelagic deva can magically polymorph a willing creature into a giant octopus , hunter shark , or plesiosaurus. The transformation lasts 8 hours, until the target uses a bonus action to transform back into its true form, or until the target dies. Any equipment the target is wearing or carrying is absorbed into its new form. In the new form, the target retains its alignment and Intelligence, Wisdom, and Charisma scores as well as its ability to speak. Its other statistics are replaced by those of its new form, and it gains any capabilities that the new form has but it lacks. Bonus Actions Anoxic Aura (1/Day). The pelagic deva removes oxygen from the nearby water for 1 minute. Each creature that requires oxygen to live (including air-breathing creatures under the effects of the water breathing spell) and that starts its turn within 20 feet of the pelagic deva must succeed on a DC 17 Constitution saving throw or begin suffocating. The deva never suffers the effects of this aura and can choose any number of creatures in the area to ignore its effects.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Angel, Psychopomp","description":"A skeletal figure in a gray cloak steps from the shadows. In the light, its bony aspect is replaced with muscled flesh and pale skin. When its work is done, it spreads its gray wings and disappears with the sound of dozens of birds taki ng flight. Psychopomps are created by deities to collect the souls of the faithful after they have been judged and carry them on to their final reward. These angels are single-minded in their devotion to their creators and their purpose, and they suffer no impediments while they go about their divine task. Despite their grim-faced countenances, psychopomps are interesting conversationalists that enjoy clever wordplay and challenging tests of logic and reason. Saviors of the Faithful. In addition to gathering and delivering souls after they have been judged, psychopomps descend into the Lower Planes and retrieve those wayward souls lost to fiendish promises. Psychopomps retain the complete knowledge of celestial and infernal law, and they are empowered with their patron's authority to forcibly unmake infernal contracts when they can't trick, bully, or otherwise manipulate a fiend into giving up its claim on a mortal soul. Bestial Countenance. Psychopomps that serve deities of death and the afterlife often have the head and other features of beasts favored by their patrons, such as jackals, owls, or ravens. Death's Accomplice. When the psychopomp deals radiant damage, it can choose to deal necrotic damage instead. Fiendish Countenance. When traveling the planes of existence demons and devils are native to, such as Hell or the Abyss, the psychopomp appears to be a Fiend of a type native to that plane. Until it reveals its true nature (no action required) or uses its Divine Dictum, Spirit Usher, or Unmake Contract features, it is undetectable as a Celestial. Immortal Nature. The psychopomp doesn't require food, drink, or sleep. Magic Resistance. The psychopomp has advantage on saving throws against spells and other magical effects. Actions Multiattack. The psychopomp makes two Lantern Flail attacks. Lantern Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 4 (1d8) radiant damage. A fiend or undead hit by this attack takes an extra 10 (3d6) radiant damage. Divine Dictum (Recharge 5-6). The psychopomp unleashes a small portion of its creator's influence. Each creature of the psychopomp's choice that it can see within 30 feet of it must make a DC 14 Wisdom saving throw, taking 22 (5d8) radiant damage on a failed save, or half as much damage on a successful one. Each charmed, frightened, or possessed creature of the psychopomp's choice within 60 feet of it can choose to end the condition. Unmake Contract (1/Day). The psychopomp can project the pure power and majesty of its patron deity. A creature the psychopomp can see or hear within 60 feet of it is freed of all liens upon its soul. Bonus Actions Spirit Usher (3/Day). The psychopomp wards a creature with divine power for 1 hour. While warded, Celestials, Fiends, and Undead have disadvantage on attack rolls against the creature, and the creature can't be charmed, frightened, or possessed by them. In addition, the warded creature gains 11 temporary hit points and, if slain, can't be raised as an Undead for 1 year.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Angel, Sammael","description":"Pale-skinned, beautiful humanoids without gender, these angels are wrapped in black, swirling mist in the shape of elegant robes. Three Forms. The sammael angels are often referred to as the \"Gods' Severity,\" owing to the grim tasks assigned them. They are the angels burdened with execution, destruction, and punishment. Their weapons and tactics vary depending on the nature of their assignments. Executioners appear as muscled warriors, wielding massive, radiant axes. Destructors arrive with flaming fists and wield both elemental and divine magic. Punishers arrive with cruel whips, whose lashes sear both body and soul. Strong-Willed. Despite the dark nature of their work, sammael angels show no malice on their luminescent visages. Though their assigned tasks often run counter to their alignment and divine nature, the angels maintain their inherent goodness. This strength of will makes them unshakable in combat. Immortal Nature. The sammael angel doesn't require food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"neutral good","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Angel, Shrouded","description":"The winged, gray-cloaked figure holding a long, golden blade emanates an aura of reverence and malice in equal measure as its eyes burn with blue fire. Though no less noble and dedicated than other celestials, shrouded angels understand that evil must be destroyed no matter the method. These angels throw aside the inflexible adherence to the law in order to serve as heaven's hand of justice, combating the darkness with rogue-like skill and an assassin's blade. Judge and Jury. Virtually all shrouded angels consider themselves the final arbiter of justice. They are not content to allow courts of law to mete out punishment, taking such matters into their own hands. Last Resort. Shrouded angels are direct agents of good, winging their way in to strike down evil, especially those that have managed to evade justice for their crimes on more than one occasion. Such villains can expect a visit from a shrouded angel, who will give them one last chance to atone or face final judgement. Angelic Poison. The shrouded angel's weapon attacks are magical, and its weapons are coated with a radiant poison. Creatures with resistance or immunity to poison or the poisoned condition can be affected by the angel's poison. Such creatures have advantage on saving throws against the angel's poison. Divine Awareness. The shrouded angel knows if it hears a lie. Evasion. If the shrouded angel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the angel instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Immortal Nature. The shrouded angel doesn't require food, drink, or sleep. Magic Resistance. The shrouded angel has advantage on saving throws against spells and other magical effects. Actions Multiattack. The shrouded angel makes three Justicar's Blade or Justicar's Blast attacks. Justicar's Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) slashing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned. The poisoned condition lasts until it is removed by the lesser restoration spell or similar magic. Justicar's Blast. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 24 (4d8 + 6) radiant damage. Spellcasting. The shrouded angel casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 19): At will: bane , bless , locate creature 3/day each: invisibility (self only), healing word (as a 5th-level spell), nondetection Reactions Executioner's Judgment. When a creature poisoned by the shrouded angel starts its turn, the angel demands the target repent. If it doesn't repent, it must make a DC 17 Constitution saving throw. If it fails, it is reduced to 0 hp. If it succeeds, it takes 22 (5d8) radiant damage. If the target repents, its next action is chosen by the angel, as if it failed a saving throw against the command spell: “Draw Nigh” (approach), “Clasp Hands in Prayer” (drop), “Seek Redemption” (flee), “Be Penitent” (grovel), or “In Stillness Hear the Truth” (halt). Once the shrouded angel uses this reaction, it must deal poison damage to a poisoned target before using this feature again.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"Chaotic Good","Expansion":19901,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Angel, Song","description":"A golden-skinned woman sings a sublime melody that cascades over the charging soldiers. As she sings, music notes etch themselves onto her skin. Kind, yet Discerning. Song angels are archetypal altruists, delivering unprovoked acts of kindness upon people in need. When a song angel interacts with mortal nobility, it prefers to take an unassuming form such as a dirty urchin or crone to test its charges' integrity. If spurned by a callous or haughty individual, the song angel unveils its true, radiant splendor. Keepers of Music. When a song angel plays or sings a verse, the notes it performed appear on its body. If the angel is destroyed, all the music it ever created rings out in glorious harmony; its heavenly elegy audible for miles. Lead through Inspiration. While a song angel's mission is to comfort and safeguard its mortal charges, it is meant to lead, not to serve. These angels often command soldiers on the front line, inspiring all those who hear its songs. Immortal Nature. The song angel doesn't require food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful good","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Angel, Uridimmu","description":"This tall, muscular humanoid has bronze skin and the wings of a hawk. Its head is that of a majestic hunting hound with the teeth and reddish-gold mane of a lion, and it holds a flaming mace in its hands. Bastard Sons of Chaos. The first uridimmus were the illegitimate offspring of a demon lord and an unknown entity of chaos and were soundly defeated by a powerful deity of law. After their defeat, the uridimmus chose to serve the god as guardians of the heavenly realm. The tainted origin of uridimmus manifests in the chaotic mass of fire, lightning, and radiance that clings to the heads of their maces. Tainted Servants of Law. Uridimmus are tireless guardians, and most are tasked with guarding the portals into the lawful planes. Some also serve the deities directly as bodyguards or lead groups of lesser celestials in battle. While uridimmus are unwavering and steadfast guardians, they are also completely merciless in combat and not above making examples out of trespassers. This tendency sometimes causes friction between the urdimmu and other angels, like planetars, who claim that the souls of uridimmus are still tainted with evil. Immortal Nature. An uridimmu doesn’t require food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful good","Expansion":8073,"Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Angel, Zirnitran","description":"Six black-feathered wings extend from the back of this draconic angel. Scrolls scribed with designs of sacred geometry and draconic script hang from its belt. Its scales shine in the light with the beauty of nebulas and slowly alternate in color, reflecting the beauty of all dragonkind. The angel's eyes smolder like lidded suns, and the magic it wields promises absolution for the penitent or obliteration for the wicked. Celestials in servitude to the gods of dragons, the zirnitra are powerful angels oathbound to keeping divine secrets safe from hellish fiends, far-reaching planar outsiders, and the hubris of mortals. Armed with claws anointed in blessed oil and a truly fearsome command of draconic sorcery and angelic magic, zirnitran are more than a match for most beings. Furthermore, their presence diffuses the risks of chance, their eyes reflect the might of ancient dragons, and their sacred flame breath melts away magic wards as readily as heretics. Scholars of Old Magic. With eons of time to pass, zirnitran angels study the entire breadth of draconic history, including the creation and use of magic. This understanding of powerful magical forces fosters a deep-seated distrust of the zirnitra in their celestial brethren. Many celestials believe their knowledge and mastery of magic border dangerously close to blasphemy, but the zirnitra have yet to overstep their bounds or use their knowledge to defy the gods. Some celestials suspect the gods allow the zirnitran angels to retain their mastery so they might better aid the eldest dragon when it wakes from its slumber and commences the end of times. Witnesses to Draconian Plots. From their heavenly perches, zirnitran angels watch, observe, and chronicle the affairs of dragons. Charged with the monumental task of recording every dragon and drake's hatching, draconic plots unfolding, the amassing of hoards, the rise and fall of ancient civilizations, and the coronations of kobold kings, the zirnitra hold fast to their divine mandates as the historians and recordkeepers of the cosmos. Annals of Life and Fire. Inscribed into every zirnitran angel's seemingly endless scrolls are their holy accounts, dutifully kept in draconic script, angelic seals, sacred geometry, and esoteric formulae. The most devious of fiends—abyssal, infernal, and mortal alike—believe the scrolls of a zirnitran are a divine key. With the scrolls of a zirnitran angel in hand, these foul agents believe they can unlock access to the most vulnerable parts of the heavens and the secrets therein. More than one plot has been hatched through time to take such holy scripts, by deceit or by force. Angelic Weapons. The zirnitran's weapon attacks are magical. When the zirnitran hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). Aura of Balance. The zirnitran emits an aura of balance, affecting chance and probability around it. While a creature is within 20 feet of the zirnitran, it can't have advantage or disadvantage on any ability check, attack roll, or saving throw. This aura also affects the zirnitran. At the start of each of its turns, the zirnitran chooses whether this aura is active. Divine Awareness. The zirnitran knows if it hears a lie. Dragon Watcher. The zirnitran has advantage on saving throws against dragon breath weapons. The zirnitran takes no damage if it succeeds on such a saving throw, and only half damage if it fails. Hardened Scales. Any critical hit against the zirnitran becomes a normal hit. Immortal Nature. The zirnitran doesn't require food, drink, or sleep. Legendary Resistance (3/Day). If the zirnitran fails a saving throw, it can choose to succeed instead. Magic Resistance. The zirnitran has advantage on saving throws against spells and other magical effects. Actions Multiattack. The zirnitran uses Glimpse from the Heavens. It then makes three Anointed Claws or Draconic Blast attacks. Anointed Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and 22 (5d8) radiant damage. Draconic Blast. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 29 (5d8 + 7) radiant damage. The zirnitran can choose to deal acid, cold, fire, lightning, or poison damage instead of radiant. Glimpse from the Heavens. The zirnitran's eyes flash with the majesty of a solar eclipse. Each creature of the zirnitran's choice that is within 60 feet of the zirnitran and that can see it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the zirnitran's Glimpse of the Heavens for the next 24 hours. A creature that fails the saving throw by 5 or more is also blinded. The blindness lasts until it is removed by a greater restoration spell or similar magic. Sacred Flame Breath (Recharge 5-6). The zirnitran exhales holy fire in a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 33 (6d10) fire damage and 33 (6d10) radiant damage on a failed save, or half as much damage on a successful one. In addition, the holy fire burns away magic, ending any spell of 7th-level or lower in the area. Secrets of the Hidden Hoard (2/Day). The zirnitran draws upon ages of study and observation and casts one spell of 8th level or lower that appears on the cleric or wizard spell list. The zirnitran casts the spell as an action, regardless of the spell's normal casting time. Spellcasting. The zirnitran casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 21): At will: detect evil and good , invisibility (self only) , legend lore, thaumaturgy 3/day each: dispel evil and good , geas (as an action) 1/day each: antimagic field, plane shift Reactions Six-Scaled Aegis. When the zirnitran takes damage, it gains resistance to that type of damage, including to the triggering damage, for 1 minute or until it uses this reaction again. Legendary Actions The zirnitran can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The zirnitran regains spent legendary actions at the start of its turn. Detect. The zirnitran knows the location of each dragon and each creature with a strong connection to dragons, such as a sorcerer with the draconic bloodline, within 120 feet of it. Move. The zirnitran angel flies up to half its flying speed without provoking opportunity attacks. Attack (Costs 2 Actions). The zirnitran makes one Anointed Claws or Draconic Blast attack. Cast a Spell (Costs 2 Actions). The zirnitran uses Spellcasting. Under Black Wings (Costs 3 Actions). The zirnitran creates a magical, feathered shield around itself or another creature it can see within 120 feet of it. The target gains a +2 bonus to AC and 20 temporary hp until the end of the zirnitran's next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Celestial","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":20},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Angel, Zoryas","description":"The beautiful, winged woman dressed in voluminous, yellow robes bears a morningstar in one hand and a large, elaborately-crafted, lantern in the other. Brilliant Halos. Zoryas angels are the bringers and enders of light. Appearing at dawn, they ensure that the sun's rays penetrate dark places. At dusk, they hasten light's retreat, allowing darkness its portion. Zoryas angels are bathed in bright white and yellow light. Their brows are adorned with a shining halo consisting of small rotating orbs, leading many to sometimes mistake them for a sunrise when seeing them on the horizon. Ushers and Key Holders. They are known to escort the avatars of gods onto and away from the mortal plane. The angels may open and close doors between the celestial plane and the mortal one. Doing so is taxing, and they must rest for several days afterwards. It is said that the brave and the foolish have stolen a zoryas' interplanar keys while the angel recuperated. These stories invariably end poorly for the thieves, who are immolated by the angered angel's wrath. Immortal Nature. The zoryas angel doesn't require food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful good","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Anghenfil","description":"Resembling a gigantic centipede, an anghenfil moves with the grace and p urpose of an apex predator. Their overwhelming stench marks their territory, whether that’s a salt marsh, deep ravine, or an Underworld cavern. Legends say these b easts were bred for war, and woe betides the foes of any army that succeeds in turning anghenfil to that p urpose. Heralds of a Lost Civilization. Seers and sages say the anghenfil were brought to this realm by the hoyrall in an attempt to rekindle their lost empire. Their attempt failed, but the anghenfil remained. Untrainable. A young anghenfil takes to t raining easily. Handlers say that as the beast grows it becomes attached, almost affectionate, as though it were trying to forge a bond with its rider. But whatever the anghenfil might be searching for it never finds, and invariably it turns on its m asters. Its o rigins are truly alien, s eeming like the crossbreeding of a great purple worm of the Underworld with the largest ankheg ever to roam Aventyr. Probably by some fool druid. I’m still to fathom the w isdom in such a c reation, yet the result plagues us to this day! —Sage Yuri Statel","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Angler Worm","description":"As patient as a fisherman, the angler worm lights a beacon in the darkness and waits for its next meal. Silk Snares. The angler worm burrows into the ceilings of caves and tunnels, where it creates snares from strong silk threads coated with sticky mucus. It then lures prey into its snares while remaining safely hidden itself, emerging only to feed. With dozens of snares, food always comes to the angler worm eventually. Traits Spider Climb: The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms’ snare lines. Keen Touch: The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations. Transparent Trap: A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares’ invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines’ presence. Actions Multiattack: An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils—once it has coiled around one creature it stops coil attacks against others. Bite: Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) piercing damage plus 3 (1d6 ) acid damage. Coils: Melee Weapon Attack : +4 to hit, reach 10 ft., one creature. Hit : 13 (3d8) acid damage. The target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm, if it wasn’t already, and grappled in the angler worm’s coils, escape DC 12. While grappled this way, the creature is restrained by the angler worm, but not by its snare lines, it can’t breathe, and it takes 22 [5d8] acid damage at the start of each of the angler worm’s turns. A creature that escapes from the angler worm’s coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines. Ethereal Lure (Recharge 4-6): The angler worm selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the worm’s next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Angler Wyrm","description":"The angler wyrm, a huge sea serpent melding draconic might and angler fish traits, prowls the ocean's abyss. Gleaming scales cover its immense form, and its head features a massive maw filled with razor-sharp teeth. Through its mastery of illusions, it deceives and disorients, rendering its adversaries vulnerable to its devastating attacks. Legends recount its ability to conjure phantom images, luring unsuspecting prey into its deadly trap. The angler wyrm moves gracefully through the water, its muscular form propelled by powerful fins and a serpentine tail.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"neutral evil","Expansion":26071,"Challenge Rating":13},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Angry Mob","description":"Angry mobs are notoriously hard to control once they form and can easily turn against an agitator, but often an angry mob forms after a long period of growing anger or in reaction to something that truly violates cultural norms. An angry mob behaves as a single press of bodies bereft of normal morality and behavior associated with otherwise rational humanoids. An angry mob could tear a pregnant creature to pieces if it got worked up enough or burn down a village, even if some in the mob end up burning their own houses. Many monsters and monster slayers have met their end at the hands of an angry mob. Angry mobs usually have lit torches or other means to light things on fire and any structure adjacent to an angry mob that is not currently attacking something can begin to take fire damage up to the discretion of the DM.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of Medium humanoids","Alignment":"chaotic neutral","Expansion":34600,"Challenge Rating":7},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Angry Sorrowsworn","description":"Relying on violence to sustain their existence, angry sorrowsworn—sometimes called the Angry—grow more powerful when their foes fight back. If a creature opts not to attack, though, this sorrowsworn becomes confused, and its attacks weaken. It also has two heads, which bicker with each other incessantly. Sorrowsworn The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress. Traits Two Heads. The sorrowsworn has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Rising Anger. If another creature deals damage to the sorrowsworn, the sorrowsworn’s attack rolls have advantage until the end of its next turn, and the first time it hits with a Hook attack on its next turn, the attack’s target takes an extra 19 (3d12) psychic damage. On its turn, the sorrowsworn has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn. Actions Multiattack. The sorrowsworn makes two Hook attacks. Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Angstculus","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"construct (automaton)","Alignment":"alignment of its creator","Challenge Rating":"-"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Angstry","description":"There can be no doubt that the marvelous and magical material, angst, is the key to the current technological advancement in the region, and that it has made life much easier in many ways. However, there are some who use angst crystals in inappropriate ways for inappropriate reasons. They either eat angst dust, inhale it, or inject themselves with foul alchemical mixtures made from it. Such careless behavior results in unexpected allergic reactions, internal bleeding, or multiple-organ failure. However, if one takes too much angst into their system at once, they enter an unending frenzy, losing their identity and understanding of the environment, and searching for more angst to consume in a state of neverending delirium from that point on. These people, called angstries, are no longer what they used to be, and have become hunters of the unlucky masses for the smallest pinch of angst. An angstry is a highly tough creature. It does not require food or water to sustain itself. Angst feeds it, yet it is also not mandatory for it to stay alive. Consuming angst just makes the angstry more powerful, and more addicted. There is some ongoing research about angstries, especially on how to turn them back to their original state. But none of them have yet bore fruit.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":24099,"Challenge Rating":3},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Anguana","description":"Known for their voracity and insidiousness, anguanes are marsh, pond, lake, and river beings. Their predatory technique is to beguile from beneath the water surface anyone who enters their liquid territories, or to confuse their prey by showing only their human half. Too bad that most travelers (survivors) have learned their tricks by now and no longer heed their call. Out of spite, anguanes have started to develop even more advanced tactics: traps, group strategies, and spells. Some legends of the Creed also report of some anguanes that converted to the Ternal Father, lost their python tail, and became mortal: it is rumored that miracles, or a good dose of Extravaganza, can obtain this result. Traits Amphibious. The anguana can breathe air and water. Innate Spellcasting. The anguana’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: control water, friends, minor illusion, misty step 2/day each: charm person, invisibility (self only) , silent image 1/day each: hypnotic pattern, major image Actions Mischievous Secrets. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit : 9 (2d8) psychic damage. Constrict. Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 11 (2d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, and the anguana can't constrict another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":11925,"Challenge Rating":3},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Anguana","description":"Anguana These elusive fey have the upper body of a beautiful humanoid and the lower body of an animal- most often, a snake, fish, or goat. Almost all anguane are female: males are very rare and seldom spotted. They choose beautiful freshwater sites as their homes. Each anguana can also assume the full form of the animal she looks like. An anguana can be found living in a waterfall, stream, pond, or spring. A lake or river can be home to many anguane, living remotely or collectively as they choose. Private. The reaction of an anguana to outsiders depends on its history and individual outlook. Some are welcoming of strangers, offering assistance and willing to trade. Others are stand-offish and reclusive. Some are actively hostile to others, especially humanoids, using their powers to trick or harm those that wander into their territory. An anguana could leave her river to follow a human she has fallen in love with, though requesting the human not ever to reveal her secret to anyone (and cursing the human if they break this promise); other anguane can kidnap young, handsome men for a certain period of time, for reproduction purposes or just to have company. Productive Teachers. All anguanas have mastered a craft and are proficient in at least one set of tools. Some anguane are specialized in more than one type; the older the anguana, the more likely she has mastered more than one set of tools. If approached in a proper and respectful manner, anguane will sometimes teach other creatures their craft. Some of the best fisherfolk live near an anguana and have learned their craft from her. Water Protectors . An anguana considers the water where she lairs to be sacrosanct. Any creatures that defile or pollute a water source garner the wrath of any anguane that live in the area. They will band together to stop and drive away the offending creatures, as well as enlisting any beasts in the area to which they can speak. Offenders may find their campsite overrun with snakes, while fishers will have empty nets and boats as the fish actively avoid them. ...Now, as my avid audience is well aware of, this Troubadour has more superstitions than a cat has lives, I knew something was up the moment I stepped into Wessenport harbour. My left knee was itching fiercely and that meant one thing: Fey are abound. And sure enough, as I reached for the tiny poultice pot I keep just for such an occasion, I smelt a fresh, briny perfume caress my nostrils. It wasn't unpleasant at all, quite inviting in fact, and made me think of ordering plaice for dinner. I turned only to find the simmering aquamarine eyes of Leisha, the Fey who made my lute so many years ago. \"Navinir,\" she breathed, her voice like a gentle lap of a wave. \"I need you, I need your help\"... Navinir Peris, Troubadour","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":30635,"Challenge Rating":3},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Angulotl Blade","description":"This river water taste funny to you, Sir Rogar? Maxidroga, Deceased Squire of Sir Rogar Found in freshwater swamps, rivers, and rainforests, angulotls (ang-gwa-LAH-tulls) are diminutive, brightly colored amphibious humanoids. Rather than defending their settlements and breeding grounds against hostile creatures, these poisonous frog folk prefer to establish their homes in places that are nigh-impossible for other humanoids to find, such as underwater caves and other enclosed spaces only accessible by water. They are happy to hide and watch a gaggle of noisy adventurers stumble past the entrance to an angulotl clutch without realizing it. Though angulotls prefer to avoid combat, when they’re threatened or pressed, they turn deadly. Deadly Toxins. Angulotls are poisonous creatures, which suits their preference to avoid aggression—they don’t need to be! The contact toxin secreted by their skin gives them an edge in close combat; they also distill this toxin into more potent forms for coating blades and tipping darts. Indicator Species. Angulotl physiology is delicately balanced, and it doesn’t take much to upset it. While toxins don’t kill them, they are still affected by pollutants in their waters. Ongoing contamination of their environment can corrupt angulotls, making them aggressive, confused, and angry. Most pollution-corrupted angulotls eventually attack any creature who crosses their path—even other angulotls! Runoff from magical experimentation seems to affect them the most … and sometimes gives them strange abilities. Moisture Dependent. Angulotls breathe through their skin, but they need to stay damp or they suffocate. They often avoid travel in very dry areas, and they prefer not to stray far from a source of freshwater … unless it’s raining. Angulotl Tactics Angulotls prefer to battle their foes in partially aquatic environments that include lots of vegetation or other places to hide. This allows the angulotls to leap from the water, attack, and then retreat into the murk or bushes. Marshes, swamps, and jungle rivers make ideal showdown locations. An angulotl slink can give combat an interesting twist if they grab a magic item away from a chracter with their Tongue Nab attack then retreat, changing a deadly showdown into a dynamic chase. Just give the characters a fighting chance to get back any stolen goods. Angulotl Magic Items Angulotl value magic items that enhanced their low Strength, such as gauntlets of ogre power and potions of giant strength. Some angulotl seers take great pleasure in brewing potions of growth and quaffing them whenever they need to intimidate a threat. Traits Amphibious. The blade can breathe air and water. Slippery. Opportunity attacks against the blade are made with disadvantage. Toxiferous. When a creature hits the blade with a melee attack while within 5 feet of them or touches the blade, that creature takes 2 (1d4) poison damage. Actions Machete. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Bonus Actions Wild Hop. The blade jumps a number of feet up to their walking speed. If the blade uses this bonus action to jump at least 10 feet straight toward a creature, the next Machete attack the blade makes against that creature on the same turn is made with advantage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Angulotl)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Angulotl Needler","description":"This river water taste funny to you, Sir Rogar? Maxidroga, Deceased Squire of Sir Rogar Found in freshwater swamps, rivers, and rainforests, angulotls (ang-gwa-LAH-tulls) are diminutive, brightly colored amphibious humanoids. Rather than defending their settlements and breeding grounds against hostile creatures, these poisonous frog folk prefer to establish their homes in places that are nigh-impossible for other humanoids to find, such as underwater caves and other enclosed spaces only accessible by water. They are happy to hide and watch a gaggle of noisy adventurers stumble past the entrance to an angulotl clutch without realizing it. Though angulotls prefer to avoid combat, when they’re threatened or pressed, they turn deadly. Deadly Toxins. Angulotls are poisonous creatures, which suits their preference to avoid aggression—they don’t need to be! The contact toxin secreted by their skin gives them an edge in close combat; they also distill this toxin into more potent forms for coating blades and tipping darts. Indicator Species. Angulotl physiology is delicately balanced, and it doesn’t take much to upset it. While toxins don’t kill them, they are still affected by pollutants in their waters. Ongoing contamination of their environment can corrupt angulotls, making them aggressive, confused, and angry. Most pollution-corrupted angulotls eventually attack any creature who crosses their path—even other angulotls! Runoff from magical experimentation seems to affect them the most … and sometimes gives them strange abilities. Moisture Dependent. Angulotls breathe through their skin, but they need to stay damp or they suffocate. They often avoid travel in very dry areas, and they prefer not to stray far from a source of freshwater … unless it’s raining. Traits Amphibious. The needler can breathe air and water. Sniper. If the needler misses with a ranged weapon attack while they are hidden, they remain hidden. Additionally, if the needler makes a ranged weapon attack with advantage and hits, the attack deals an extra 3 (1d6) damage. Toxiferous. When a creature hits the needler with a melee attack while within 5 feet of them or touches the needler, that creature takes 2 (1d4) poison damage. Actions Poison Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage. Blowgun. Ranged Weapon Attack: +6 to hit, range 25/100 ft., one target. Hit: 1 piercing damage, and the target must suc- ceed on a DC 15 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). While poisoned in this way, the target takes 14 (4d6) poison damage at the start of each of their turns. Bonus Actions Hop and Hide. The needler jumps a number of feet up to their walking speed, then takes the Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Angulotl)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Angulotl Seer","description":"This river water taste funny to you, Sir Rogar? Maxidroga, Deceased Squire of Sir Rogar Found in freshwater swamps, rivers, and rainforests, angulotls (ang-gwa-LAH-tulls) are diminutive, brightly colored amphibious humanoids. Rather than defending their settlements and breeding grounds against hostile creatures, these poisonous frog folk prefer to establish their homes in places that are nigh-impossible for other humanoids to find, such as underwater caves and other enclosed spaces only accessible by water. They are happy to hide and watch a gaggle of noisy adventurers stumble past the entrance to an angulotl clutch without realizing it. Though angulotls prefer to avoid combat, when they’re threatened or pressed, they turn deadly. Deadly Toxins. Angulotls are poisonous creatures, which suits their preference to avoid aggression—they don’t need to be! The contact toxin secreted by their skin gives them an edge in close combat; they also distill this toxin into more potent forms for coating blades and tipping darts. Indicator Species. Angulotl physiology is delicately balanced, and it doesn’t take much to upset it. While toxins don’t kill them, they are still affected by pollutants in their waters. Ongoing contamination of their environment can corrupt angulotls, making them aggressive, confused, and angry. Most pollution-corrupted angulotls eventually attack any creature who crosses their path—even other angulotls! Runoff from magical experimentation seems to affect them the most … and sometimes gives them strange abilities. Moisture Dependent. Angulotls breathe through their skin, but they need to stay damp or they suffocate. They often avoid travel in very dry areas, and they prefer not to stray far from a source of freshwater … unless it’s raining. Angulotl Tactics Angulotls prefer to battle their foes in partially aquatic environments that include lots of vegetation or other places to hide. This allows the angulotls to leap from the water, attack, and then retreat into the murk or bushes. Marshes, swamps, and jungle rivers make ideal showdown locations. An angulotl slink can give combat an interesting twist if they grab a magic item away from a chracter with their Tongue Nab attack then retreat, changing a deadly showdown into a dynamic chase. Just give the characters a fighting chance to get back any stolen goods. Angulotl Magic Items Angulotl value magic items that enhanced their low Strength, such as gauntlets of ogre power and potions of giant strength. Some angulotl seers take great pleasure in brewing potions of growth and quaffing them whenever they need to intimidate a threat. Traits Amphibious. The seer can breathe air and water. Third Eye. Creatures within 30 feet of the seer can’t hide from the seer. Creatures who can’t be targeted by divination magic are immune to this effect. Toxiferous. When a creature hits the seer with a melee attack while within 5 feet of them or touches the seer, that creature takes 2 (1d4) poison damage. Actions Acid Grasp. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d6) acid damage. If the target is a creature and they attack the seer before the start of the seer’s next turn, the target takes 14 (4d6) acid damage. Refulgent Beam. The seer fires two magical beams of radiant energy, each beam targeting a creature the seer can see within 120 feet of them. Each target must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) radiant damage and shed dim light in a 10-foot radius for 1 minute (save ends at end of turn). While shedding light in this way, attack rolls against the target have advantage, the target can’t benefit from being invisible, and they can’t take the Hide action. Noxious Bubble (1/Day). The seer creates a 5-foot-radius sphere filled with toxic gas in an unoccupied space they can see within 60 feet of them. If undisturbed, this bubble lasts for 1 minute then dissipates harmlessly. If a creature attacks the bubble, touches it, enters its space, or otherwise disturbs it, the bubble bursts, and each creature within 15 feet of it must make a DC 15 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. Psychedelic Drone (1/Day). Each enemy within 60 feet of the seer who can hear them must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and be dazed for 1 minute (save ends at end of turn). Bonus Actions Hop. The seer jumps a number of feet up to their walking speed.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Angulotl)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Angulotl Slink","description":"This river water taste funny to you, Sir Rogar? Maxidroga, Deceased Squire of Sir Rogar Found in freshwater swamps, rivers, and rainforests, angulotls (ang-gwa-LAH-tulls) are diminutive, brightly colored amphibious humanoids. Rather than defending their settlements and breeding grounds against hostile creatures, these poisonous frog folk prefer to establish their homes in places that are nigh-impossible for other humanoids to find, such as underwater caves and other enclosed spaces only accessible by water. They are happy to hide and watch a gaggle of noisy adventurers stumble past the entrance to an angulotl clutch without realizing it. Though angulotls prefer to avoid combat, when they’re threatened or pressed, they turn deadly. Deadly Toxins. Angulotls are poisonous creatures, which suits their preference to avoid aggression—they don’t need to be! The contact toxin secreted by their skin gives them an edge in close combat; they also distill this toxin into more potent forms for coating blades and tipping darts. Indicator Species. Angulotl physiology is delicately balanced, and it doesn’t take much to upset it. While toxins don’t kill them, they are still affected by pollutants in their waters. Ongoing contamination of their environment can corrupt angulotls, making them aggressive, confused, and angry. Most pollution-corrupted angulotls eventually attack any creature who crosses their path—even other angulotls! Runoff from magical experimentation seems to affect them the most … and sometimes gives them strange abilities. Moisture Dependent. Angulotls breathe through their skin, but they need to stay damp or they suffocate. They often avoid travel in very dry areas, and they prefer not to stray far from a source of freshwater … unless it’s raining. Angulotl Tactics Angulotls prefer to battle their foes in partially aquatic environments that include lots of vegetation or other places to hide. This allows the angulotls to leap from the water, attack, and then retreat into the murk or bushes. Marshes, swamps, and jungle rivers make ideal showdown locations. An angulotl slink can give combat an interesting twist if they grab a magic item away from a chracter with their Tongue Nab attack then retreat, changing a deadly showdown into a dynamic chase. Just give the characters a fighting chance to get back any stolen goods. Angulotl Magic Items Angulotl value magic items that enhanced their low Strength, such as gauntlets of ogre power and potions of giant strength. Some angulotl seers take great pleasure in brewing potions of growth and quaffing them whenever they need to intimidate a threat. Traits Amphibious. The slink can breathe air and water. Spider Climb. The slink can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Toxiferous. When a creature hits the slink with a melee attack while within 5 feet of them or touches the slink, that creature takes 2 (1d4) poison damage. Actions Multiattack. The slink makes one Poison Dagger attack and one Tongue Nab attack. Poison Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage, and the target can’t take reactions until the start of their next turn. Tongue Nab. Melee Weapon Attack: +5 to hit, reach 10 ft., one Medium or smaller creature. Hit: The slink grabs one Small or Tiny object the slink can see that the target is holding or carrying. The slink can catch the object if they have a free hand, otherwise it lands at the slink’s feet. Bonus Actions Hop and Hide. The slink jumps a number of feet up to their walking speed, then takes the Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Angulotl)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Angulotl Tadpole","description":"This river water taste funny to you, Sir Rogar? Maxidroga, Deceased Squire of Sir Rogar Found in freshwater swamps, rivers, and rainforests, angulotls (ang-gwa-LAH-tulls) are diminutive, brightly colored amphibious humanoids. Rather than defending their settlements and breeding grounds against hostile creatures, these poisonous frog folk prefer to establish their homes in places that are nigh-impossible for other humanoids to find, such as underwater caves and other enclosed spaces only accessible by water. They are happy to hide and watch a gaggle of noisy adventurers stumble past the entrance to an angulotl clutch without realizing it. Though angulotls prefer to avoid combat, when they’re threatened or pressed, they turn deadly. Deadly Toxins. Angulotls are poisonous creatures, which suits their preference to avoid aggression—they don’t need to be! The contact toxin secreted by their skin gives them an edge in close combat; they also distill this toxin into more potent forms for coating blades and tipping darts. Indicator Species. Angulotl physiology is delicately balanced, and it doesn’t take much to upset it. While toxins don’t kill them, they are still affected by pollutants in their waters. Ongoing contamination of their environment can corrupt angulotls, making them aggressive, confused, and angry. Most pollution-corrupted angulotls eventually attack any creature who crosses their path—even other angulotls! Runoff from magical experimentation seems to affect them the most … and sometimes gives them strange abilities. Moisture Dependent. Angulotls breathe through their skin, but they need to stay damp or they suffocate. They often avoid travel in very dry areas, and they prefer not to stray far from a source of freshwater … unless it’s raining. Angulotl Tactics Angulotls prefer to battle their foes in partially aquatic environments that include lots of vegetation or other places to hide. This allows the angulotls to leap from the water, attack, and then retreat into the murk or bushes. Marshes, swamps, and jungle rivers make ideal showdown locations. An angulotl slink can give combat an interesting twist if they grab a magic item away from a chracter with their Tongue Nab attack then retreat, changing a deadly showdown into a dynamic chase. Just give the characters a fighting chance to get back any stolen goods. Angulotl Magic Items Angulotl value magic items that enhanced their low Strength, such as gauntlets of ogre power and potions of giant strength. Some angulotl seers take great pleasure in brewing potions of growth and quaffing them whenever they need to intimidate a threat. Traits Acid Burst. When the tadpole is reduced to 0 hit points, their body pops, spraying acid around them. Each creature within 5 feet of the tadpole takes 1 acid damage. Amphibious. The tadpole can breathe air and water. Minion. If the tadpole takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the tadpole takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Noxious Skin. When a creature starts their turn within 5 feet of three or more tadpoles, that creature must succeed on a Constitution saving throw or be poisoned until the start of their next turn. The DC for this saving throw equals 10 plus the number of tadpoles within 5 feet of the creature. Actions Bite (Group Attack). Melee Weapon Attack: +3 to hit, one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Angulotl)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Angulotl Yegg (PB 2)","description":"This river water taste funny to you, Sir Rogar? Maxidroga, Deceased Squire of Sir Rogar Found in freshwater swamps, rivers, and rainforests, angulotls (ang-gwa-LAH-tulls) are diminutive, brightly colored amphibious humanoids. Rather than defending their settlements and breeding grounds against hostile creatures, these poisonous frog folk prefer to establish their homes in places that are nigh-impossible for other humanoids to find, such as underwater caves and other enclosed spaces only accessible by water. They are happy to hide and watch a gaggle of noisy adventurers stumble past the entrance to an angulotl clutch without realizing it. Though angulotls prefer to avoid combat, when they’re threatened or pressed, they turn deadly. Deadly Toxins. Angulotls are poisonous creatures, which suits their preference to avoid aggression—they don’t need to be! The contact toxin secreted by their skin gives them an edge in close combat; they also distill this toxin into more potent forms for coating blades and tipping darts. Indicator Species. Angulotl physiology is delicately balanced, and it doesn’t take much to upset it. While toxins don’t kill them, they are still affected by pollutants in their waters. Ongoing contamination of their environment can corrupt angulotls, making them aggressive, confused, and angry. Most pollution-corrupted angulotls eventually attack any creature who crosses their path—even other angulotls! Runoff from magical experimentation seems to affect them the most … and sometimes gives them strange abilities. Moisture Dependent. Angulotls breathe through their skin, but they need to stay damp or they suffocate. They often avoid travel in very dry areas, and they prefer not to stray far from a source of freshwater … unless it’s raining. Angulotl Tactics Angulotls prefer to battle their foes in partially aquatic environments that include lots of vegetation or other places to hide. This allows the angulotls to leap from the water, attack, and then retreat into the murk or bushes. Marshes, swamps, and jungle rivers make ideal showdown locations. An angulotl slink can give combat an interesting twist if they grab a magic item away from a chracter with their Tongue Nab attack then retreat, changing a deadly showdown into a dynamic chase. Just give the characters a fighting chance to get back any stolen goods. Angulotl Magic Items Angulotl value magic items that enhanced their low Strength, such as gauntlets of ogre power and potions of giant strength. Some angulotl seers take great pleasure in brewing potions of growth and quaffing them whenever they need to intimidate a threat. Traits Amphibious. The angulotl yegg can breathe air and water. Signature Attack (Poison Knife). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 plus PB piercing damage plus 7 (2d6) poison damage. Beginning at 7th level, the yegg can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Death from Above! (3/Day). As a bonus action, the yegg jumps up to their walking speed without provoking opportunity attacks. If they leap over an enemy during this jump, the yegg can make a signature attack with advantage against that enemy. On a hit, this attack deals an extra PB piercing damage. 5th Level: Lay Low (3/Day). When the yegg hits a creature with a signature attack while hidden, the yegg can use their reaction to remain hidden. 7th Level: Excoriating Acid (3/Day). As an action, the yegg throws a flask of acid at a point they can see within 20 feet of them. The flask shatters, and each creature within 10 feet of that point must make a DC 10 plus PB Dexterity saving throw, taking PBd10 acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Angulotl)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Angulotl Yegg (PB 3)","description":"This river water taste funny to you, Sir Rogar? Maxidroga, Deceased Squire of Sir Rogar Found in freshwater swamps, rivers, and rainforests, angulotls (ang-gwa-LAH-tulls) are diminutive, brightly colored amphibious humanoids. Rather than defending their settlements and breeding grounds against hostile creatures, these poisonous frog folk prefer to establish their homes in places that are nigh-impossible for other humanoids to find, such as underwater caves and other enclosed spaces only accessible by water. They are happy to hide and watch a gaggle of noisy adventurers stumble past the entrance to an angulotl clutch without realizing it. Though angulotls prefer to avoid combat, when they’re threatened or pressed, they turn deadly. Deadly Toxins. Angulotls are poisonous creatures, which suits their preference to avoid aggression—they don’t need to be! The contact toxin secreted by their skin gives them an edge in close combat; they also distill this toxin into more potent forms for coating blades and tipping darts. Indicator Species. Angulotl physiology is delicately balanced, and it doesn’t take much to upset it. While toxins don’t kill them, they are still affected by pollutants in their waters. Ongoing contamination of their environment can corrupt angulotls, making them aggressive, confused, and angry. Most pollution-corrupted angulotls eventually attack any creature who crosses their path—even other angulotls! Runoff from magical experimentation seems to affect them the most … and sometimes gives them strange abilities. Moisture Dependent. Angulotls breathe through their skin, but they need to stay damp or they suffocate. They often avoid travel in very dry areas, and they prefer not to stray far from a source of freshwater … unless it’s raining. Angulotl Tactics Angulotls prefer to battle their foes in partially aquatic environments that include lots of vegetation or other places to hide. This allows the angulotls to leap from the water, attack, and then retreat into the murk or bushes. Marshes, swamps, and jungle rivers make ideal showdown locations. An angulotl slink can give combat an interesting twist if they grab a magic item away from a chracter with their Tongue Nab attack then retreat, changing a deadly showdown into a dynamic chase. Just give the characters a fighting chance to get back any stolen goods. Angulotl Magic Items Angulotl value magic items that enhanced their low Strength, such as gauntlets of ogre power and potions of giant strength. Some angulotl seers take great pleasure in brewing potions of growth and quaffing them whenever they need to intimidate a threat. Traits Amphibious. The angulotl yegg can breathe air and water. Signature Attack (Poison Knife). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 plus PB piercing damage plus 7 (2d6) poison damage. Beginning at 7th level, the yegg can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Death from Above! (3/Day). As a bonus action, the yegg jumps up to their walking speed without provoking opportunity attacks. If they leap over an enemy during this jump, the yegg can make a signature attack with advantage against that enemy. On a hit, this attack deals an extra PB piercing damage. 5th Level: Lay Low (3/Day). When the yegg hits a creature with a signature attack while hidden, the yegg can use their reaction to remain hidden. 7th Level: Excoriating Acid (3/Day). As an action, the yegg throws a flask of acid at a point they can see within 20 feet of them. The flask shatters, and each creature within 10 feet of that point must make a DC 10 plus PB Dexterity saving throw, taking PBd10 acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Angulotl)","Source":"custom","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Angulotl Yegg (PB 4)","description":"This river water taste funny to you, Sir Rogar? Maxidroga, Deceased Squire of Sir Rogar Found in freshwater swamps, rivers, and rainforests, angulotls (ang-gwa-LAH-tulls) are diminutive, brightly colored amphibious humanoids. Rather than defending their settlements and breeding grounds against hostile creatures, these poisonous frog folk prefer to establish their homes in places that are nigh-impossible for other humanoids to find, such as underwater caves and other enclosed spaces only accessible by water. They are happy to hide and watch a gaggle of noisy adventurers stumble past the entrance to an angulotl clutch without realizing it. Though angulotls prefer to avoid combat, when they’re threatened or pressed, they turn deadly. Deadly Toxins. Angulotls are poisonous creatures, which suits their preference to avoid aggression—they don’t need to be! The contact toxin secreted by their skin gives them an edge in close combat; they also distill this toxin into more potent forms for coating blades and tipping darts. Indicator Species. Angulotl physiology is delicately balanced, and it doesn’t take much to upset it. While toxins don’t kill them, they are still affected by pollutants in their waters. Ongoing contamination of their environment can corrupt angulotls, making them aggressive, confused, and angry. Most pollution-corrupted angulotls eventually attack any creature who crosses their path—even other angulotls! Runoff from magical experimentation seems to affect them the most … and sometimes gives them strange abilities. Moisture Dependent. Angulotls breathe through their skin, but they need to stay damp or they suffocate. They often avoid travel in very dry areas, and they prefer not to stray far from a source of freshwater … unless it’s raining. Angulotl Tactics Angulotls prefer to battle their foes in partially aquatic environments that include lots of vegetation or other places to hide. This allows the angulotls to leap from the water, attack, and then retreat into the murk or bushes. Marshes, swamps, and jungle rivers make ideal showdown locations. An angulotl slink can give combat an interesting twist if they grab a magic item away from a chracter with their Tongue Nab attack then retreat, changing a deadly showdown into a dynamic chase. Just give the characters a fighting chance to get back any stolen goods. Angulotl Magic Items Angulotl value magic items that enhanced their low Strength, such as gauntlets of ogre power and potions of giant strength. Some angulotl seers take great pleasure in brewing potions of growth and quaffing them whenever they need to intimidate a threat. Traits Amphibious. The angulotl yegg can breathe air and water. Signature Attack (Poison Knife). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 plus PB piercing damage plus 7 (2d6) poison damage. Beginning at 7th level, the yegg can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Death from Above! (3/Day). As a bonus action, the yegg jumps up to their walking speed without provoking opportunity attacks. If they leap over an enemy during this jump, the yegg can make a signature attack with advantage against that enemy. On a hit, this attack deals an extra PB piercing damage. 5th Level: Lay Low (3/Day). When the yegg hits a creature with a signature attack while hidden, the yegg can use their reaction to remain hidden. 7th Level: Excoriating Acid (3/Day). As an action, the yegg throws a flask of acid at a point they can see within 20 feet of them. The flask shatters, and each creature within 10 feet of that point must make a DC 10 plus PB Dexterity saving throw, taking PBd10 acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Angulotl)","Source":"custom","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Angulotl Yegg (PB 5)","description":"This river water taste funny to you, Sir Rogar? Maxidroga, Deceased Squire of Sir Rogar Found in freshwater swamps, rivers, and rainforests, angulotls (ang-gwa-LAH-tulls) are diminutive, brightly colored amphibious humanoids. Rather than defending their settlements and breeding grounds against hostile creatures, these poisonous frog folk prefer to establish their homes in places that are nigh-impossible for other humanoids to find, such as underwater caves and other enclosed spaces only accessible by water. They are happy to hide and watch a gaggle of noisy adventurers stumble past the entrance to an angulotl clutch without realizing it. Though angulotls prefer to avoid combat, when they’re threatened or pressed, they turn deadly. Deadly Toxins. Angulotls are poisonous creatures, which suits their preference to avoid aggression—they don’t need to be! The contact toxin secreted by their skin gives them an edge in close combat; they also distill this toxin into more potent forms for coating blades and tipping darts. Indicator Species. Angulotl physiology is delicately balanced, and it doesn’t take much to upset it. While toxins don’t kill them, they are still affected by pollutants in their waters. Ongoing contamination of their environment can corrupt angulotls, making them aggressive, confused, and angry. Most pollution-corrupted angulotls eventually attack any creature who crosses their path—even other angulotls! Runoff from magical experimentation seems to affect them the most … and sometimes gives them strange abilities. Moisture Dependent. Angulotls breathe through their skin, but they need to stay damp or they suffocate. They often avoid travel in very dry areas, and they prefer not to stray far from a source of freshwater … unless it’s raining. Angulotl Tactics Angulotls prefer to battle their foes in partially aquatic environments that include lots of vegetation or other places to hide. This allows the angulotls to leap from the water, attack, and then retreat into the murk or bushes. Marshes, swamps, and jungle rivers make ideal showdown locations. An angulotl slink can give combat an interesting twist if they grab a magic item away from a chracter with their Tongue Nab attack then retreat, changing a deadly showdown into a dynamic chase. Just give the characters a fighting chance to get back any stolen goods. Angulotl Magic Items Angulotl value magic items that enhanced their low Strength, such as gauntlets of ogre power and potions of giant strength. Some angulotl seers take great pleasure in brewing potions of growth and quaffing them whenever they need to intimidate a threat. Traits Amphibious. The angulotl yegg can breathe air and water. Signature Attack (Poison Knife). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 plus PB piercing damage plus 7 (2d6) poison damage. Beginning at 7th level, the yegg can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Death from Above! (3/Day). As a bonus action, the yegg jumps up to their walking speed without provoking opportunity attacks. If they leap over an enemy during this jump, the yegg can make a signature attack with advantage against that enemy. On a hit, this attack deals an extra PB piercing damage. 5th Level: Lay Low (3/Day). When the yegg hits a creature with a signature attack while hidden, the yegg can use their reaction to remain hidden. 7th Level: Excoriating Acid (3/Day). As an action, the yegg throws a flask of acid at a point they can see within 20 feet of them. The flask shatters, and each creature within 10 feet of that point must make a DC 10 plus PB Dexterity saving throw, taking PBd10 acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Angulotl)","Source":"custom","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Angulotl Yegg (PB 6)","description":"This river water taste funny to you, Sir Rogar? Maxidroga, Deceased Squire of Sir Rogar Found in freshwater swamps, rivers, and rainforests, angulotls (ang-gwa-LAH-tulls) are diminutive, brightly colored amphibious humanoids. Rather than defending their settlements and breeding grounds against hostile creatures, these poisonous frog folk prefer to establish their homes in places that are nigh-impossible for other humanoids to find, such as underwater caves and other enclosed spaces only accessible by water. They are happy to hide and watch a gaggle of noisy adventurers stumble past the entrance to an angulotl clutch without realizing it. Though angulotls prefer to avoid combat, when they’re threatened or pressed, they turn deadly. Deadly Toxins. Angulotls are poisonous creatures, which suits their preference to avoid aggression—they don’t need to be! The contact toxin secreted by their skin gives them an edge in close combat; they also distill this toxin into more potent forms for coating blades and tipping darts. Indicator Species. Angulotl physiology is delicately balanced, and it doesn’t take much to upset it. While toxins don’t kill them, they are still affected by pollutants in their waters. Ongoing contamination of their environment can corrupt angulotls, making them aggressive, confused, and angry. Most pollution-corrupted angulotls eventually attack any creature who crosses their path—even other angulotls! Runoff from magical experimentation seems to affect them the most … and sometimes gives them strange abilities. Moisture Dependent. Angulotls breathe through their skin, but they need to stay damp or they suffocate. They often avoid travel in very dry areas, and they prefer not to stray far from a source of freshwater … unless it’s raining. Angulotl Tactics Angulotls prefer to battle their foes in partially aquatic environments that include lots of vegetation or other places to hide. This allows the angulotls to leap from the water, attack, and then retreat into the murk or bushes. Marshes, swamps, and jungle rivers make ideal showdown locations. An angulotl slink can give combat an interesting twist if they grab a magic item away from a chracter with their Tongue Nab attack then retreat, changing a deadly showdown into a dynamic chase. Just give the characters a fighting chance to get back any stolen goods. Angulotl Magic Items Angulotl value magic items that enhanced their low Strength, such as gauntlets of ogre power and potions of giant strength. Some angulotl seers take great pleasure in brewing potions of growth and quaffing them whenever they need to intimidate a threat. Traits Amphibious. The angulotl yegg can breathe air and water. Signature Attack (Poison Knife). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 plus PB piercing damage plus 7 (2d6) poison damage. Beginning at 7th level, the yegg can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Death from Above! (3/Day). As a bonus action, the yegg jumps up to their walking speed without provoking opportunity attacks. If they leap over an enemy during this jump, the yegg can make a signature attack with advantage against that enemy. On a hit, this attack deals an extra PB piercing damage. 5th Level: Lay Low (3/Day). When the yegg hits a creature with a signature attack while hidden, the yegg can use their reaction to remain hidden. 7th Level: Excoriating Acid (3/Day). As an action, the yegg throws a flask of acid at a point they can see within 20 feet of them. The flask shatters, and each creature within 10 feet of that point must make a DC 10 plus PB Dexterity saving throw, taking PBd10 acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Angulotl)","Source":"custom","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Angus McGraw","description":"“Some folks you meet barely make an impact on you for a second. Some people, if they are quite spirited, might help you change your mind. Then there are a few who change your life. Angus was one of the latter.” —a former crewmate Angus McGraw “I’m gonna live FOREVER!” Travelers on the Aetherial Sea can claim to have seen many strange sights: creatures and phenomena that those living in less magical locations would assume are hallucinations. One of those sights is a minotaur sailing the untamed seas, looking out over the Expanse with a flaming battle axe in one hand and a soup ladle in the other. He is the ex-pirate Angus McGraw. A Pirate’s Life. How Angus came to the Aetherial Expanse is not known, but his mark on the place is legendary. Those who faced him in battle and lived to tell the tale describe his ferocity, which always began with the fearsome cry, “I’m gonna live forever!” Angus joined the crew of the pirate vessel Chimera , acting as its main muscle, and its surprisingly skilled cook. Although Angus refused to prepare beef dishes for the crew, the other ingredients Angus gathered (or procured through piratical activities) were made into delicious, if unique, meals. An Ex-Pirate’s Life. Angus’s pirating life ended once he entered a relationship with a fellow crewmate. Living forever, Angus came to learn, was impossible—so he decided to make the most of the time he had by spending it with those he loved. Angus and his partner left the pirating life to set off on their own, sailing the Expanses of the magical seas, experimenting with new and wondrous recipes from ingredients plucked from the magical aether, and touching the lives of all he encounters. Officer Roles. Angus is an officer with 4 ranks in cook.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Source":"custom","Alignment":"Chaotic Good","Expansion":32048,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Anhkolox","description":"Anhkoloxes are vicious undead creatures created from the bones of bears and other beasts. Their barbed bones grind and crack, often moving in seemingly impossible ways. Anhkoloxes are driven by territorial instinct and a predatory urge to hunt and devour living prey. They run on all fours and rear up onto their hind legs when they corner their quarry. When they strike, they wallop foes about with their claws—they delight in knocking foes into pits full of jagged bones—and their barbed rib cage cracks open like a hunting trap to snap closed around a victim. Traits Unusual Nature. The anhkolox doesn’t require air, food, drink, or sleep. Actions Multiattack. The anhkolox makes two Claw attacks and one Entrapping Rend attack. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a horizontal direction of the anhkolox’s choice. Entrapping Rend. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 6) piercing damage, and if the target is a Large or smaller creature, the target must succeed on a DC 18 Strength saving throw or be trapped in the anhkolox’s rib cage and grappled (escape DC 18). Until this grapple ends, the target is restrained, and the anhkolox can’t use Entrapping Rend on another target.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":17925,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Animal Lord, Bat King","description":"A dark-skinned man of small stature wearing a voluminous gray robe squints about curiously, his upturned nose doing the expression no favors. With his thick, black hair and beard worn close-cropped, he looks to be some sort of monk or scholar. Redeemer. The sworn foe of Camazotz (Tome of Beasts), the great corruptor of his children, the Bat King spends much of his time devising ways to dispatch the demon lord's many servants. His time in human form is spent conducting research to that end. He does, however, make good use of his bat form when eavesdropping. Hit and Run. Traveling from land to land, searching the libraries and vaults of the great cities for anything that will aid him in his task, the Bat King returns often to the cities nearest to the jungles of the world. On that border between civilization and savagery, he flits to and fro, striking and fleeing. He has been killed many times, but his enemies have never dispatched him permanently. Secret Ally. The Bat King knows his limits and is always looking to form alliances of mutual interest against his foes. He rarely reveals his identity to allies for the safety of all involved but is otherwise straightforward in his dealings. Bat King in Midgard The Bat King is the eternal enemy of Camazotz, Demon Lord of Bats (Tome of Beasts). Their struggle takes place in forms and areas largely invisible to daylight-dwellers but is fierce nonetheless. While Camazotz rules the underworld and fire, the Bat King's followers are found in forests, jungles, and caverns closer to the surface. Some cults of Camazotz seek to capture and corrupt the Bat King's followers, turning ordinary animals into the skin bats (Tome of Beasts) and giant vampire bats found in service to various cults. The Bat King strives to keep his people free of their malign influences and seems to have an informal alliance with the Bear King (Tome of Beasts) and the bearfolk in the Shadow Realm and elsewhere.","properties":{"Category":"Monsters","Size":"Small","Type":"fey (shapechanger)","Alignment":"neutral","Expansion":45,"Challenge Rating":13},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Animal Lord, Brother Ox","description":"Clad in a simple, plain robe, this creature has the head of a massive ox with wide, sweeping horns and short, dark fur covering its powerfully-muscled body. It stands as still as a statue on one of its feet with the other braced against its opposite knee. The only sound it makes is the deep, rhythmic rush of its breath. Of all the animal lords, Brother Ox is the most contemplative, and the least likely to act despite his great power. He stands over fifteen feet tall, is strong enough to crush boulders, and moves like grass in the wind. He smells faintly of musk and incense and wears simple, homespun clothing without embellishments or adornments. His only possession is a string of wooden prayer beads. If he ever had a name other than Brother Ox, no one living remembers it and Brother Ox himself isn't telling. Endless Contemplation. Brother Ox lives atop the tallest mountain where the air is thin and bitter cold, filling his days with training, study, and contemplation to hone his physical and spiritual being. Despite the simple collection of books and scrolls he keeps, Brother Ox has gathered more knowledge than mortal scholars could dream. Chances are good that if a supplicant can reach Brother Ox, and convince him to help, there is almost no secret he can't uncover. Enigmatic Guide. Despite his vast, potentially endless, well of knowledge, Brother Ox isn't motivated to hand these pearls of wisdom out to anyone who asks. However, he has accepted the presence of the occasional pilgrim, and rarely, takes a yakirian or other supplicant as a long-term student. Brother Ox is difficult to read and hasn't lost his composure in centuries. If a would-be knowledge-seeker can survive the mountain journey and successfully locate the monastery, it might have to wait weeks or even years for Brother Ox to acknowledge its presence. Then he moves only to set the supplicant on a series of strange, menial, dangerous, or perplexing tasks before granting a request. Timeless Nature. Brother Ox doesn't require food, drink, or sleep. Brother Ox's Lair Brother Ox's lair is a sprawling, stone monastery atop one of the tallest mountains in the world. The temple's interior is simply appointed and comfortable even for creatures not acclimated to life at extreme altitude. It contains a rock garden, martial arts practice areas, meditation chambers, a library of scrolls, sparse sleeping quarters with simple food and water, and a shrine dedicated to no particular gods. Lair Actions On initiative count 20 (losing initiative ties), Brother Ox takes a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: Brother Ox can alter the structure of the lair. A stone door, wall, or column appears or vanishes as Brother Ox desires. The alteration is permanent until Brother Ox uses this lair action again to revert it. Stone structures are composed of 5-foot-by-5-foot sections, have AC 17, 30 hp per 5-foot section, and are immune to poison and psychic damage. If a structure appears in a creature's space, the creature takes 3 (1d6) bludgeoning damage and is pushed to the nearest unoccupied space of its choice. Brother Ox can create any combination of structures totaling no more than three 5-foot-by-5-foot sections with each use of this lair action. Brother Ox chooses one creature he can see within 100 feet. Brother Ox is invisible to the target creature until initiative count 20 on the following round. Brother Ox strikes a great, spectral bell that appears for a brief moment. Each creature in a 30-foot cone extending from Brother Ox must make a DC 15 Constitution saving throw. On a failure, a creature takes 14 (4d6) thunder damage and is pushed 15 feet away from Brother Ox. On a success, the creature takes half the damage but isn't pushed. Regional Effects The region containing Brother Ox's lair is warped by his presence, which creates one or more of the following effects: The area within 5 miles of the lair becomes prone to blizzards that obscure sight, and the terrain seems to shift and change as one travels. Ability checks made to avoid becoming lost are made with disadvantage, and magic that would point the way to a destination within 5 miles of the lair fails. Brother Ox can choose to render any number of creatures immune to this effect or to rescind that immunity at any time. Creatures within 5 miles of the lair become more healthy and resilient to sickness. Within the lair, circumstances are always perfect for meditation and reflection. A creature who meditates during a short rest regains the maximum number of hp when it spends hit dice and has advantage on its next Intelligence or Wisdom check made before finishing a long rest. Brother Ox dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Huge","Type":"fey (shapechanger)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":16},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Animal Lord, Lord of Vultures","description":"This charismatic and handsome dark-skinned man has the noble bearing of a lord or king. A pair of black and gold wings grow from his back, and his bare feet are taloned like a raptor's. He wears fine silk clothing and brandishes a large, shining spear. A gold circlet sits atop his brow above his aquiline nose. Sampati is the immortal Lord of Vultures and King of Raptors and makes his home in a mountaintop eyrie on the highest peak of the tallest mountain. He acts as a god to vultures, eagles, rocs, and other birds of prey, protecting and safeguarding the interests of avians throughout the world. Though his domain and interests overlap with those of the Queen of Birds, Sampati and Vashnaya rarely interact. They have differing opinions on how their wards should be protected and keep out of each others' way to avoid unnecessary conflict. Uncommon Ally. Less reclusive than his counterpart, Sampati enjoys involving himself in the affairs of humans and their kin from time to time. He has been known to aid those brave enough to make the perilous climb to his mountain abode and will sometimes enlist the help of mortals himself, particularly if the natural order of things is at risk. If he feels these mortals cannot be entirely trusted, he will lay a geas upon them to make sure they do everything they can to complete whatever task he sets. Disguised Wanderer. Several times a year, Sampati travels the lands of mortals, either disguising himself as a dark-skinned human man with black and gold hair or taking the form of an enormous vulture with black and gold wings. In either guise, Sampati is always vigilant against those who seek to destroy birds of prey or their habitats and is ready to take swift and terrible action, if needed. Legends of Sampati in Midgard Sampati and his brother Jatayu grew up in Khandiria centuries ago, the semi-divine sons of the God of the Rising Sun. Winged like vultures, they enjoyed flying through the sky, often challenging each other to see who could fly the highest. One day, Jatayu flew too close to the sun, and his feathers began to smolder. To stop his brother's wings from catching fire, Sampati spread his own wings, shielding Jatayu from the burning sun. He saved his brother's life, but Sampati's wings were burned to ashes. He crashed to earth and crawled wingless into a cave to seek refuge. Many years later, the Monkey King and his kapi followers were traveling through Khandiria and passed close to Sampati's cave. The hungry Sampati leapt out, intending to devour the monkey people, but, as he was about to strike, he heard the Monkey King mention his brother's name. Amazed, Sampati learned that Jatayu had died heroically in battle against a great demon. When the Monkey King explained he and his companions were tracking the demon, Sampati told them he had seen the demon carrying off a beautiful young princess in his flying chariot and pointed the way. Blessed for his good deed, Sampati's wings grew back, and he became the Lord of Vultures. If Sampati is ever killed, his spirit will enter the body of a bird of prey somewhere else in the world, and that bird will become the new Lord of Vultures.","properties":{"Category":"Monsters","Size":"Large","Type":"fey (shapechanger)","Alignment":"neutral good","Expansion":45,"Challenge Rating":12},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Animal Lord, Mouse King","description":"This dog-sized mouse has a hairless tail and copper eyes. Its fur is ash-white with streaks of dark gray across its back in an asymmetrical pattern. King of Rodents. The Mouse King is the King of all rodents, and he spends his days looking after the concerns of rodents on the Material, Astral, and Ethereal Planes. When slain, he is reborn within a week. As king, he often sees the taint of Chittr'k'k's influence on his subjects. Thankfully, his people's ability to rapidly multiply leaves him with plenty of resources to defend his kind against the machinations of the Demon Lord. In the Company of Thieves. The Mouse King can always be found at the head of a guild of thieves. He schemes to make sure his wealth continues to grow, which often means entering into conflict with other gangs. Civic-Minded Scoundrel. When it comes to making money, he takes into account what is best for the long-term prosperity of the city in which he operates, which he rightly believes is integral to his own success and that of his subjects. He is a great proponent of trade of all kinds, and his subjects have found their way to every corner of the world in the company of sailors, merchants, and drovers. The Mouse King's Lair The Mouse King lives in the alleys and sewers of cities. Cities with a high amount of underground and criminal activity are especially attractive to the Mouse King. His lair is full of twisting sewer pipes of various sizes and dark alleyways leading to dead ends or in circles. Some of the pipes and alleyways lead to sewers and alleys in different cities, placing the Mouse King's lair in a space between cities. Lair Actions On initiative count 20 (losing initiative ties), the Mouse King takes a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: The Mouse King raises his arms and squeals, calling swarms of rodents from the environment to trip his enemies. Each creature within 60 feet of the Mouse King must succeed on a DC 16 Dexterity saving throw or be knocked prone. The Mouse King chooses a point within 120 feet that he can see. A wave of spectral rodents emerges from the ground at that point and attacks all creatures in a 30-foot-radius centered on that point. Each creature in that area must succeed on a DC 16 Constitution saving throw or take 10 (3d6) poison damage and be poisoned for 1 minute. Each creature of the Mouse King's choice within 60 feet of him must make a DC 16 Wisdom saving throw. On a failure, the creature is transformed into a mouse as if affected by the polymorph spell. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. Regional Effects The section of a city containing the Mouse King's lair is warped by his magic, which creates one or more of the following effects: The area within 1 mile of the lair attracts hundreds of mice and rats. The Mouse King can choose to see or hear through the senses of any mouse or rat in this area and can speak through it while doing so. Mice and rats within 1 mile of the lair are more resistant to disease. They never catch, carry, or spread any diseases unless the Mouse King wishes it. Illicit deals are easier to hide near the lair. Dexterity (Sleight of Hand) checks made within 1 mile of the lair have advantage, and Wisdom (Perception) or Intelligence (Investigation) checks made to notice or find illegal dealings have disadvantage. If the Mouse King dies, these effects fade over the course of 1d10 days. Mouse King in Midgard Myzi the First and Lord of the Undercity resides in Zobeck. His interests and, some say, his mortality are tied to that city. When Myzi dies, his spirit inhabits the body of another mouse or rat in Zobeck, transforming it within a week into his next incarnation. He strives to help Zobeck prosper as it is good for his people and his coffers. He uses the city's trade routes and river barges to take his informants far and wide. Another Mouse King lives in the cities of Midgard outside of Zobeck. This Mouse King, like the other Animal Lords, is focused entirely on the preservation and betterment of his own kind. He strives to promote coexistence of humanoids and his people by keeping his feet both in the criminal underground and in the local political arena. Though many wonder to which he is truly loyal, all agree he aims to do what is best for his city in the long-term. No one has ever seen Myzi and the Mouse King side-by-side, leading some to believe they are one and the same. When asked, Myzi and the Mouse King both refuse to comment on the matter or acknowledge the existence of the other.","properties":{"Category":"Monsters","Size":"Small","Type":"fey (shapechanger)","Alignment":"neutral","Expansion":45,"Challenge Rating":11},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Animal Lord, Queen of Birds","description":"Brightly-colored wings shimmer in the sunlight as the tall woman folds them against her body. Her piercing, jewel-tone eyes glare down her long nose at those unfortunate enough to be bound to the land, her spear crackling with lightning. Vashnaya the Swift and Wise is the Queen of Birds and Mistress of Wind and Sky. She rules the winds from her palace atop its delicate, impossibly thin spire, mistress of all she surveys. She soars on the winds that blow far above the ground, looking down on the world from on high. Warlords and rulers covet her favor and the information she gleans, while soldiers fear the thunder strike of her spear. Words on the Wind. Birds of all sorts fly from far and wide, shifting their normal migratory patterns to visit the Queen of Birds. She adores their calls and songs but not only for their beauty. The Queen can understand the birds, and they enjoy telling her about everything they've seen and heard. Through these feathered informants, the Queen learns much of what transpires for many miles around her lair. Given enough time, she can learn about events on the far side of the world. Commanding and Proud. The Queen of Birds sees herself as above all others, literally and figuratively. Other beings with the ability to fly sometimes visit her palace in hopes to obtain her advice. Reaching the palace is the first test the Queen places before any who would seek her favor; anyone who can't reach her abode isn't worth her time. Those who do reach her home and show proper deference to her station and wisdom might earn her favor. Any who forget their place might find themselves suddenly shown out of the palace and to the several-hundred-foot plummet to the ground. The Queen of Birds' Lair The Queen of Birds' lair is a strange sight. A thin stone spire only three feet wide rises from the ground to 500 feet in the air. Impossibly perched atop this spire is a palace with lush gardens, terraces, and open galleries. The Queen holds court in the palace Haval, surrounded by birds of all varieties and bird-like fey and humanoids such as ravenfolk. Lair Actions On initiative count 20 (losing initiative ties), the Queen of Birds takes a lair action to cause one of the following effects; she can't use the same effect two rounds in a row: The Queen of Birds sounds a piercing cry. She summons 4 giant eagles or 16 bloodhawks in unoccupied spaces she can see within 120 feet. The creatures act immediately and on initiative count 20 in subsequent rounds. The creatures follow the Queen's commands and remain for 1 hour or until the Queen uses this lair action again. The Queen of Birds summons a 20-foot-radius sphere of brightly-colored songbirds centered on a point she can see within 120 feet. Each creature other than the Queen of Birds in the sphere when it appears or that ends its turn in the sphere must succeed on a DC 15 Constitution saving throw or lose concentration and spend its action that turn fending off the birds. Creatures within the area are deafened. The birds last until initiative count 20 on the following round. Two 5-foot-radius, 30-foot-tall cylinders of swirling air magically form on points the Queen of Birds can see within 120 feet. Each creature other than the Queen in a whirlwind when it appears or that ends its turn in a whirlwind must succeed on a DC 15 Strength saving throw or be restrained by it. The whirlwinds last for 1 minute or until the Queen uses this lair action again. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. Regional Effects The region containing a legendary Queen of Birds' lair is warped by the Queen's magic, which creates one or more of the following effects: The area within 1 mile of the lair attracts birds of all varieties. They fill the air with their songs and perch on trees and buildings. The Queen of Birds can choose to see or hear through the senses of any bird in this area and can speak through it while doing so. The weather within 6 miles of the lair is clear with light winds unless the Queen of Birds chooses to let it follow the surrounding weather patterns. Birds within 1 mile of the lair reflect the Queen's mood. When she is content, they sing happily. If she is displeased, they stare menacingly and grow eerily silent. If the Queen of Birds dies, these effects fade over the course of 1d10 days","properties":{"Category":"Monsters","Size":"Large","Type":"fey (shapechanger)","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":14},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Animal Lord, Queen of Cats","description":"The taller-than-average woman steps out of the shadows, her gown whispering. Her head is that of a sleek, black cat with gleaming, green eyes. The nails on her fingers and toes are long, curved, and sharp. Khastiri is the Queen of Cats, the Shadow Guardian, and Herald of the Moon. She moves, often unseen, in all walks of mortal and fey life. Her true form is that of a statuesque woman nearly 10 feet tall with the head of a black cat. She prefers to move about at night under the moon. Her wanderings take her to places where danger and unsuspecting people are likely to cross paths, and her curious nature often leads her in unexpected directions. She carries the radiance and purity of moonlight into the dark, wielding it as a weapon as keen as her claws against her foes. Protector in the Dark. Those who strike out in search of adventure learn quickly that the shadows and crevices of the world hide many dangers. Most people have no defense against the worst things that prowl the darkness, the things that slip into the world from the places beyond. The Queen of Cats and her followers stand in opposition to those dark influences. Through the ages, her midnight prowling in cat form, and subsequent battles with creatures from the outer darkness, have given rise to the folk tales of cats protecting their owners from evil spirits. Diplomat and Spy. The Queen of Cats saunters through the world slipping from one stratum of society to another with grace and ease. Either as an unassuming black cat in back alleys or a woman of bearing regal enough to blend seamlessly in imperial courts, she finds forces of corruption and darkness wherever they lurk. Befitting her fluid mobility through nearly any population, she often carries word from deities or powerful beings tied to the moon. Rumor holds that she is a confidant, or possibly a lover, of the the Moonlit King (Tome of Beasts). The Queen of Cats is one of the few creatures who can slip through the twisted mazes surrounding his home. If his worsening madness is any concern to her, she doesn't show it. The Queen of Cats' Lair The Queen of Cats lives in a luxurious extra dimensional palace called Bubastal. The entrance to the palace is difficult to find, often hidden in alleys, sewer entrances, or normally-empty alcoves between buildings. The only constant is the doorway is always in a city. The palace itself is full of carpets and soft furniture, cushions, and many potted plants. The air smells of fragrant herbs, particularly catnip, and incense. Small platforms, steps, and walkways make the entire palace an inquisitive cat's paradise, and all the décor features tassels and other dangling adornments. Lair Actions On initiative count 20 (losing initiative ties), the Queen of Cats takes a lair action to cause one of the following effects; she can't use the same effect two rounds in a row: The Queen of Cats sounds a growling cry. She summons 4 tigers or 8 panthers in unoccupied spaces she can see. The creatures act immediately and on initiative count 20 in subsequent rounds. The creatures follow the Queen's commands and remain for 1 hour or until the Queen uses this lair action again. The Queen of Cats creates an area of magical darkness in a 20-foot-radius centered on a point she can see within 120 feet. This action works like the darkness spell except it dispels light created by a 4th level or lower spell if it overlaps an area of such light. The darkness lasts until the Queen of Cats dies, or until she uses this lair action again. The Queen of Cats creates a magical beam of moonlight in a 15-foot-radius, 30-foot-high cylinder centered on a point she can see within 120 feet. Each creature in the area becomes vulnerable to radiant damage until initiative count 20 on the following round. Regional Effects The region containing the Queen of Cats' lair is warped by her magic, which creates one or more of the following effects: The area within 1 mile of the lair attracts hundreds of stray cats. The Queen of Cats can choose to see or hear through the senses of any cat in this area and can speak through it while doing so. Shadows grow deeper within 1 mile of the lair. Dexterity (Stealth) checks have advantage within that area. The Queen of Cats can suppress this effect in any area she can see (this doesn't require an action). Within 1 mile of the lair at night, no matter the weather, there is always a clear patch in the sky that reveals the moon. During any moon phase other than a new moon or lunar eclipse, this area is dimly lit by moonlight. If the Queen of Cats dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Large","Type":"fey (shapechanger)","Alignment":"chaotic good","Expansion":45,"Challenge Rating":15},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Animal Lord, Queen of Mammoths","description":"The intimidating power of this elephantine-headed woman radiates from her golden tusks and proud stance. Her subtle smile and deep, honey-colored eyes hint at the wisdom behind the muscle. Known to some as Ladgerda, the Queen of Mammoths wanders the frigid foothills and tundras, living among her mammoth subjects. Though she prefers to stay neutral in the conflicts between the various animal lords (see Creature Codex ), when animals are threatened, she steps to the forefront, eagerly demonstrating why only fools stand in the way of the stampede. Mammoth's Gift. The Queen of Mammoths can break the tip off one of her golden tusks and present it as a reward for great service. Depending on the service, the tusk can temporarily grant the recipient great strength or fortitude, or it can be melted down and sold at great value to better aid the recipient in taking care of its own charges. Strong Allies. The Queen of Mammoths often allies herself with Brother Ox, the Lord of Bovines (see Creature Codex ). Their shared contemplative nature is mirrored by the ferocity they show when their animal subjects are threatened. Rumors fly among the other animal lords and their servants that Brother Ox and the Queen of Mammoths are more than simple allies, but none dare speak such rumors in the presence of either animal lord. Elephantine Passivism. No elephant, mammoth, or other elephantine creature can willingly attack the Queen of Mammoths. They can be forced to do so through magical means. Legendary Resistance (3/Day). If the Queen of Mammoths fails a saving throw, she can choose to succeed instead. Magic Resistance. The Queen of Mammoths has advantage on saving throws against spells and other magical effects. Magic Weapons. The Queen of Mammoths's weapon attacks are magical. Rejuvenation. If she dies, the Queen of Mammoths's soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another elephantine creature on the Material Plane, which becomes the Queen of Mammoths with all of the hp and abilities thereof. Only killing every elephantine creature on the Material Plane will prevent this trait from functioning. Speak with Elephantines. The Queen of Mammoths can communicate with any elephant, mammoth, or other elephantine creature as if they shared a language. Trampling Charge. If the Queen of Mammoths moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the queen can make one Stomp attack against it as a bonus action. Actions Multiattack. The Queen of Mammoths makes three Battleaxe attacks or two Gore attacks, or she makes one Gore attack and one Stomp attack. She can replace one attack with one Trunk attack or Trunk Slam. Battleaxe (Humanoid or True Form Only). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage, or 23 (3d10 + 7) slashing damage if used with two hands. Gore (Elephantine or True Form Only). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 34 (6d8 + 7) piercing damage. Stomp (Elephantine or True Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 34 (5d10 + 7) bludgeoning damage. Trunk (Elephantine or True Form Only). Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: The target is grappled (escape DC 19) if it is a Large or smaller creature. Until the grapple ends, the target is restrained, and the queen can't use her Trunk attack on another target. Trunk Slam. One Large or smaller object held or creature grappled by the Queen of Mammoths is slammed into the ground or flung away. A creature slammed to the ground must make a DC 20 Constitution saving throw, taking 27 (5d10) bludgeoning damage on a failed save, or half as much damage on a successful one. This doesn't end the grappled condition on the target. A creature flung away is thrown up to 60 feet in a random direction and knocked prone. If a thrown creature strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone. Tusk Sweep (Elephantine or True Form Only, Recharge 5-6). The Queen of Mammoths channels raw magic as she sweeps her tusks in a wide arc. Each creature in a 15-foot cube must make a DC 20 Dexterity saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is pushed up to 15 feet away from the queen. On a success, a creature takes half the damage and isn't pushed away. Bonus Actions Change Shape. The Queen of Mammoths transforms into a Gargantuan oliphaunt (see Creature Codex ), a Huge mammoth, a Medium female human with thick brown hair tied back in a braid, or back into her true Huge elephant-headed humanoid form. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying transforms with her. Reactions Catch Weapon (Elephantine or True Form Only). When the Queen of Mammoths is hit by a melee weapon attack, she can reduce the damage by 1d10 + 17. If this reduces the damage to 0, the queen can catch the weapon with her trunk if she is not using it to grapple a creature. If the Queen of Mammoths catches a weapon in this way, she must make a Strength (Athletics) check contested by the attacker's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). The queen has disadvantage on the check if the wielder is holding the item with two or more hands. If she wins, she disarms the creature and can throw the weapon up to 60 feet in a random direction as part of the same reaction. Legendary Actions The Queen of Mammoths can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Queen of Mammoths regains spent legendary actions at the start of her turn. Regenerative Hide. The Queen of Mammoths regains 15 hp. She can't use this legendary action again until the end of her next turn. Trunk. The Queen of Mammoths makes one Trunk attack. Shoving Stampede (Costs 2 Actions). The Queen of Mammoths charges, becoming an unstoppable stampede in a line up to 80 feet long and 15 feet wide. Each creature in the line must make a DC 20 Dexterity saving throw. On a failure a creature takes 14 (4d6) bludgeoning damage and is pushed up to 15 feet away and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. The Queen of Mammoths's movement along this line doesn't provoke opportunity attacks. Queen's Trumpet (Costs 3 Actions). The Queen of Mammoths raises her trunk and emits a loud trumpeting that is audible out to 300 feet. She chooses up to three creatures that can hear the trumpeting. If a target is friendly, it has advantage on its next attack roll, ability check, or saving throw. If a target is hostile, it must succeed on a DC 20 Wisdom saving throw or become frightened until the end of its next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fey (Shapechanger)","Alignment":"Chaotic Good","Expansion":19901,"Challenge Rating":18},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Animal Lord, Queen of Serpents","description":"This brown-skinned, black-haired woman of regal bearing has her hair up and wears a gold tiara. She is wrapped in a cloak of snake scales, bearing a design like the spectacle markings on a king cobra. Reclusive Seer. Shahmaran the Wise, as she is known in the lands near her home, is an oracle of minor fame. She delivers advice on matters material and mystical and has the favor of the benevolent desert gods. She seldom leaves the ancient stone chambers carved into her mountain home, but those seeking her counsel arrive with enough frequency to keep her informed of the outside world. They call her the Serpent-Kissed; her abode is awash with serpents, yet no one comes to harm there unless they seek to do harm to Shahmaran. Queen of Serpents. Known only to a few, Shahmaran is also an animal lord, the Queen of Serpents, who bears the mantle of protector of such creatures and treats with the gods on their behalf. The association of evil with serpents makes this a difficult task, and she secretly spends much of her time away from her home on errands and missions to keep her charges from dangers that threaten their existence and reputation. She is the only Queen of Serpents, and when she is killed a new queen rises within days. Civic Mediator. The Queen of Serpents sees a connection between the well-being of her charges and that of humanoids in general. She's noted that humans in particular only begin worshipping serpents in undesirable ways or killing them in droves when the humans' own fortunes begin to flag. Therefore, Shahmaran, on occasion, intercedes to restore order where there is chaos among humans, though she does so while attempting to conceal her involvement. The Queen of Serpents' Lair The Queen of Serpents resides in an ancient stone labyrinth deep in a mountain between a rainforest and a desert. In the winter months and during the rainy season, she can be found in her lair surrounded by tens of thousands of hibernating snakes. During this time, she relies heavily on information from her non-serpentine sources. When the weather changes, she often exits her lair to interact with the humanoid settlements nearby. Regional Effects The mountain where the Queen of Serpents lives is warped by her presence, which creates one or more of the following effects: The area within 5 miles of the lair attracts thousands of snakes. The Queen of Serpents can choose to see or hear through the senses of any snake in this area and can speak through it while doing so. Snakes and serpentine creatures within 5 miles of the Queen of Serpents' lair have advantage on all Dexterity (Stealth) checks made to hide. The Queen of Serpents leaves no physical evidence of her passage when within 1 mile of her lair unless she wishes to. In addition, creatures and plants native to her domain don't cause her harm or cost her extra movement when she moves through the area. If the Queen of Serpents dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (shapechanger)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":12},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Animated Armor","description":"Animated Objects Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons. Constructed Nature. An animated object doesn’t require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. Animated Armor This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical guardian is almost always a suit of plate armor. To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation. Traits Antimagic Susceptibility : The armor is incapacitated while in the area of an antimagic field . If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance : While the armor remains motionless, it is indistinguishable from a normal suit of armor. Actions Multiattack : The armor makes two melee attacks. Slam : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"MM1","Alignment":"unaligned","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Animated Armor","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Antimagic Susceptibility : The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic , the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance : While the armor remains motionless, it is indistinguishable from a normal suit of armor. Actions Multiattack : The armor makes two melee attacks . Slam : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage .","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"33 (6d8+6)","CHA":1,"CON":13,"DEX":11,"INT":1,"STR":14,"WIS":3,"Size":"Medium","Type":"construct","Speed":"25 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057553/UiSV4bOZw7v7HMEb7iu6yA/original.png","Roll 0":"1d20 + 4\n1d6+2","Senses":"Blindsight 60 Ft. (Blind Beyond This Radius)","Source":"5th Edition SRD","data-XP":200,"Alignment":"Unaligned","data-List":"false","Immunities":"Poison, Psychic","Token Size":1,"data-Traits":"[{\"Name\":\"Antimagic Susceptibility\",\"Desc\":\"The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.\"},{\"Name\":\"False Appearance\",\"Desc\":\"While the armor remains motionless, it is indistinguishable from a normal suit of armor.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The armor makes two melee attacks.\"},{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-5","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-5","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"-4","Challenge Rating":1,"Passive Perception":6,"Condition Immunities":"Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned","data-CrNum":1,"data-AcNum":18,"data-HpNum":33},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Animated Bearskin Rug","description":"A shaggy rug made from the skin of a bear suddenly rises up like a billowing sheet. The head snaps its jaws and the whole thing lunges forward, flat and threatening. Animated bearskin rugs are exactly what their name suggests: bearskin rugs given life by magic. Inn Protection. Inns and hunting lodges in remote locations often hire mages to make animated bearskin rugs. The rugs serve as seemingly harmless decorations that can instantly turn into guardians to drive away burglars, or into bouncers to break up bar fights. Bearserk. There are rare cases of animated bearskin rugs suddenly going berserk and refusing to follow the commands of their masters. It is unknown what triggers such violence in the constructs. Berserk rugs need to be put down swiftly, as they attack any creature they notice. Construct Nature. An animated bearskin rug doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Animated Bellrope","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":5818,"Challenge Rating":"1/4"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Animated Book","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":5818,"Challenge Rating":"1/4"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Animated Breath","description":"A chromatic dragon's breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on magic from the Elemental Planes to shape their breath weapons into bipedal form, creating Elemental creatures called animated breaths. Chromatic dragons often use these creatures as guardians for their hoards or send them out to gather treasure from the territory around their lairs. An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that created it. A red dragon's creation strongly resembles a fire elemental, while a black dragon's is similar to a water elemental, but viscous and foul-looking. A green dragon's animated poison breath looks like billowing clouds of green gas, while a white dragon's animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragon's animated lightning breath is a constantly shifting form of crackling lightning, and it can suddenly vanish from one place to reappear in another, striking like a bolt from the blue. Traits Chromatic Form. When created, the animated breath takes one of five forms, matching its creator's breath weapon: Acid, Cold, Fire, Lightning, or Poison. This form determines the creature's AC, damage resistance, traits, and attacks. Fire Aura (Fire Form Only). At the start of each of the animated breath's turns, each creature within 5 feet of it takes 3 (1d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the animated breath or hits it with a melee attack takes 3 (1d6) fire damage. Putrid Aura (Acid and Poison Forms Only). A creature that starts its turn within 5 feet of the animated breath must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. A creature that touches the animated breath or hits it with a melee attack takes 3 (1d6) acid damage. Actions Multiattack. The animated breath makes two Slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 11 (2d10) damage of a type determined by the animated breath's form: acid, cold, fire, lightning, or poison. Bonus Actions Lightning Burst (Lightning Form Only). The animated breath magically teleports to an unoccupied space it can see within 30 feet of it. Each creature with 5 feet of the animated breath after it teleports takes 3 (1d6) lightning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"typically neutral evil","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Animated Broom","description":"Traits False Object . If the broom is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the broom move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the broom is animate. Flyby . The broom doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Actions Multiattack . The broom makes two melee attacks. Broomstick . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Expansion":9505,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Animated Chained Library","description":"Traits False Object . If the library is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the library move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the library is animate. Actions Multiattack . The library makes two attacks. Chained Book . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage, and if the target is a creature, it is grappled (escape DC 12).","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Expansion":9505,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Animated Clay Sphinx","description":"Traits Antimagic Susceptibility: The clay sphinx is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the clay sphinx must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance: While the clay sphinx remains motionless, it is indistinguishable from a clay statue. Actions Multiattack: The animated clay sphinx makes two claw attacks. Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":20844,"Challenge Rating":3},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Animated Delerium Sludge","description":"Contaminated Elementals Contaminated Elementals can be found all over Drakkenheim, often in areas where the eldritch magics are especially concentrated. Many who have encountered these elementals have spoken of the city itself coming to life to attack them. Reports of ruins reaching out and crushing adventurers, burning flames moving and hunting with minds of their own, or contaminated pools lurching to engulf passersby have been heard. Even the blowing air itself has mustered parts of the Haze into shifting clouds that stalk adventurers through the streets. These magical creatures are a constant reminder that nothing in the city can be trusted, and that nowhere is truly safe. “The colours are charming, but the alchemical properties and possibilites of spells is, in my opinion, far more charming.” — Sebastian Crowe","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Animated Driller","description":"This mechanical monstrosity grinds to life with industrial precision and deadly strength, a massive industrial engine brought to life by technomagical sorcery. Construction Machines. An animated driller is crafted and programmed to perform simple tasks under the direction of its creator or a designated overseer (often another, more intelligent robot or construct) or follows a predetermined set of actions, destroying those who get in its way and ignoring those that do not. 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Some animated objects may become oversized, making them even more fearsome combatants, while others act with unexpected aggression, turning them from helpful tools to dangerous weapons. Animated Floating Disk An animated floating disk is the result of a floating disk spell gone awry, typically if the spellcasting is somehow messed up, or raw magic turns the disk loose.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Animated Giant Broom","description":"Animated Objects When magic becomes unstable in an area, it can cause inanimate objects to come to life – or give objects that are already magically animated additional powers. Some animated objects may become oversized, making them even more fearsome combatants, while others act with unexpected aggression, turning them from helpful tools to dangerous weapons. Animated Giant Objects As the name indicates, a giant animated object is like any other animated object – except larger and much more powerful!","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Animated Giant Cauldron","description":"Animated Objects When magic becomes unstable in an area, it can cause inanimate objects to come to life – or give objects that are already magically animated additional powers. Some animated objects may become oversized, making them even more fearsome combatants, while others act with unexpected aggression, turning them from helpful tools to dangerous weapons. Animated Giant Objects As the name indicates, a giant animated object is like any other animated object – except larger and much more powerful!","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Animated Instrument","description":"The piano began to play a tune on its own, and the tavern patrons turned to look. The piano then floated upward, clipping a startled waiter, and everyone in the tavern turned to flee. Delicate in frame but clever in design, animated instruments are crafted with formidable magic to serve maestros and savants for purposes ranging from bodyguards to performance backup. Favored by bards, nobles, and virtuoso liches (see Tome of Beasts 2) these often-beautiful works of craftsmanship are designed and imbued with magical effects that can enthrall, confuse, and even terrify listeners. Any instrument is suitable for animation, though some are more common than others. Lutes, flutes, and other more compact instruments are prime candidates for traveling bards. Pianos and harpsichords make for excellent guards in the homes of the wealthy. Horns and drums are often chosen for armies on battlegrounds to bolster weary soldiers and frighten oncoming enemies. Compelling Melodies. Songs of wondrous power are woven into the enchantments that impart the chosen instrument with unique musical gifts. Other times, usually when an instrument is enchanted in haste, the instrument recalls the pieces of music it was used to play when it was only an object. In any case, the animated instrument can play magical melodies. All animated instruments, even the simplest of harps or tambourines, can strike at unruly listeners with thunderous effect and charming melodies. Menacing Harmonies. An animated instrument alone is more than enough for most heroes to handle, but not all instruments are brought to life for solo acts. Just as often, formidable quartets of instruments are created, typically horns or drums. Quartets act with unified purpose in accordance with their enchanter's instructions and do so in perfect harmony. Though most animated instruments are seen alone or as a quartet, animated instruments' capacity for animation is limited only by the arcane aptitude and creativity of the enchanter. Mighty Symphonies. Truly magnificent works of art and sorcery, animated symphonies are massive swarms of animated instruments. The magic required to uplift entire symphonies is both mighty and rare. In all cases, animated symphonies develop hive-mind egos that are twisted caricatures of the composers who wrote for the instruments or that are rooted in the style of music their individual components played before their transmutation. The personalities of these symphonies are as varied as the music of the world. Antimagic Susceptibility. The instrument is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the instrument must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. Construct Nature. The instrument doesn't require air, food, drink, or sleep. False Appearance. While the instrument remains motionless and isn't flying, it is indistinguishable from a normal musical instrument. Actions Trouble Clef. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) bludgeoning damage. Orchestra Hit. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 5 (1d6 + 2) thunder damage. Spirited Solo (Recharge 5-6). The instrument improvises a tune to draw listeners into entrancing thought. Each creature within 30 feet of the animated instrument that can hear the song must make a DC 12 Wisdom saving throw. On a failure, a creature is incapacitated until the end of its next turn. On a success, a creature has an epiphany and gains advantage on Charisma (Performance) checks for 1 day. Courageous Anthem (1/Day). The instrument plays a song that bolsters its allies. Each friendly creature within 30 feet of the animated instrument that can hear the song has a +1 bonus to attack rolls, ability checks, and saving throws until the song ends. The animated instrument must take a bonus action on subsequent turns to continue playing the song. It can stop playing at any time. The song ends if the animated instrument is incapacitated. A creature can benefit from only one Courageous Anthem at a time.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Animated Iron Statue","description":"Animated Statues Animated statues look very much like large 8-to12-feet tall statues that you can find in temples, gardens, crypts, and palace halls. Faux Golems. Often mistaken for golems, animated statues are less potent but inexpensive substitutes, often crafted to serve as intimidating deterrents to burglars and intruders. Occasionally, very wealthy families and criminal organizations in need of protection will purchase golems to guard their lairs. However, they are sometimes taken advantage of by unscrupulous wizards and artificers, who sell them the much cheaper animated statues, knowing the buyers are unable to tell the difference. Magic Mouths. Just like animated armors, animated statues are frequently enchanted with scripted speech. This enables the statues to issue warnings, demand passwords, or deliver riddles, even announcing that they are golems to discourage intruders. Traits Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance. If the statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the statue move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the statue is animate. Actions Multiattack . The statue makes two Slam attacks. Slam . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Animated Marionette (PB 2)","description":"Traits False Appearance. While the animated marionette remains motionless, it is indistinguishable from an ordinary puppet. Magic Weapons. The marionette's weapon attacks are magical. Actions (Requires your Bonus Action) Pummel. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 2 (PB) bludgeoning damage. Tangled Thread (3/Day). One creature the animated marionette can see within 60 feet must succeed on a Strength saving throw against your spell save DC or its speed is reduced to 0 for 1 minute. The target can make this saving throw again at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Animated Marionette (PB 3)","description":"Traits False Appearance. While the animated marionette remains motionless, it is indistinguishable from an ordinary puppet. Magic Weapons. The marionette's weapon attacks are magical. Actions (Requires your Bonus Action) Pummel. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 (PB) bludgeoning damage. Tangled Thread (3/Day). One creature the animated marionette can see within 60 feet must succeed on a Strength saving throw against your spell save DC or its speed is reduced to 0 for 1 minute. The target can make this saving throw again at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Animated Marionette (PB 4)","description":"Traits False Appearance. While the animated marionette remains motionless, it is indistinguishable from an ordinary puppet. Magic Weapons. The marionette's weapon attacks are magical. Actions (Requires your Bonus Action) Pummel. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 4 (PB) bludgeoning damage. Tangled Thread (3/Day). One creature the animated marionette can see within 60 feet must succeed on a Strength saving throw against your spell save DC or its speed is reduced to 0 for 1 minute. The target can make this saving throw again at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Animated Marionette (PB 5)","description":"Traits False Appearance. While the animated marionette remains motionless, it is indistinguishable from an ordinary puppet. Magic Weapons. The marionette's weapon attacks are magical. Actions (Requires your Bonus Action) Pummel. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 5 (PB) bludgeoning damage. Tangled Thread (3/Day). One creature the animated marionette can see within 60 feet must succeed on a Strength saving throw against your spell save DC or its speed is reduced to 0 for 1 minute. The target can make this saving throw again at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Animated Marionette (PB 6)","description":"Traits False Appearance. While the animated marionette remains motionless, it is indistinguishable from an ordinary puppet. Magic Weapons. The marionette's weapon attacks are magical. Actions (Requires your Bonus Action) Pummel. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 6 (PB) bludgeoning damage. Tangled Thread (3/Day). One creature the animated marionette can see within 60 feet must succeed on a Strength saving throw against your spell save DC or its speed is reduced to 0 for 1 minute. The target can make this saving throw again at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Animated Menhir","description":"Each of these squat, stony creatures has rough-hewn humanoid features. They lumber forth with effort on blocky legs and uncaring lifeless eyes. TRAITS False Appearance: While the animated menhir remains motionless it is indistinguishable from a normal menhir. ACTIONS Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"neutral","Expansion":25195},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Animated Net","description":"This worn, knotted net moves on its own accord using its corners as appendages. Traits Antimagic Susceptibility : The animated net is incapacitated while in an area of an antimagic field . If targeted by dispel magic , the animated net must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance : While the animated net remains motionless, it is indistinguishable from a normal net. Actions Ensnare . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and at the start of each of the target’s turns, it takes 4 (1d4 + 2) bludgeoning damage. Only one target can be restrained at a time, and the animated net can release a target with a bonus action. If the animated net suffers damage from an attack while restraining a target, the target takes half of the damage. If the source of the damage is piercing damage, the animated net does not suffer any damage, while the ensnared target suffers full damage.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":18594,"Challenge Rating":2},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Animated Object (Huge)","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Animated Object (Huge)","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).","properties":{"Category":"Monsters","AC":15,"HP":40,"PB":2,"CHA":1,"CON":10,"DEX":10,"INT":3,"STR":16,"WIS":3,"Size":"Huge","Type":"Construct","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406405697/gLZBnJiWGvXrtB3ClD69Vw/original.png","Senses":"Blindsight 30 ft.","data-XP":0,"Alignment":"Unaligned","Expansion":33335,"Languages":"Understands the languages you know","data-List":"false","Immunities":"Poison, Psychic","Token Size":3,"data-Traits":"[{\"Name\":\"Your Spell Casting Mod in Description (do NOT move this trait)\",\"Desc\":\"1\"}]","data-Actions":"[{\"Name\":\"Slam\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"@{npc_pb} + @{repeating_npctrait_$0_description}\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d12 + 3 + @{repeating_npctrait_$0_description}\",\"Damage Type\":\"plus your spellcasting ability modifier (included) Force\"}]","data-CHA-mod":"-5","data-CON-mod":0,"data-DEX-mod":0,"data-INT-mod":"-4","data-STR-mod":3,"data-SizeNum":6,"data-WIS-mod":"-4","Saving Throws":"Str +3, Dex +0, Con +0, Int -4, Wis -4, Cha -5","Challenge Rating":"None","Passive Perception":6,"Condition Immunities":"Charmed, Exhaustion, Frightened, Paralyzed, Poisoned","data-CrNum":0,"data-AcNum":15,"data-HpNum":40},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Animated Object (Large)","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Animated Object (Large)","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).","properties":{"Category":"Monsters","AC":15,"HP":20,"PB":2,"CHA":1,"CON":10,"DEX":10,"INT":3,"STR":16,"WIS":3,"Size":"Large","Type":"Construct","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406405689/bsCcJyTCSvAyNnzGujAA5A/original.png","Senses":"Blindsight 30 ft.","data-XP":0,"Alignment":"Unaligned","Expansion":33335,"Languages":"Understands the languages you know","data-List":"false","Immunities":"Poison, Psychic","Token Size":2,"data-Traits":"[{\"Name\":\"Your Spell Casting Mod in Description (do NOT move this trait)\",\"Desc\":\"1\"}]","data-Actions":"[{\"Name\":\"Slam\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"@{npc_pb} + @{repeating_npctrait_$0_description}\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3 + @{repeating_npctrait_$0_description}\",\"Damage Type\":\"plus your spellcasting ability modifier (included) Force\"}]","data-CHA-mod":"-5","data-CON-mod":0,"data-DEX-mod":0,"data-INT-mod":"-4","data-STR-mod":3,"data-SizeNum":5,"data-WIS-mod":"-4","Saving Throws":"Str +3, Dex +0, Con +0, Int -4, Wis -4, Cha -5","Challenge Rating":"None","Passive Perception":6,"Condition Immunities":"Charmed, Exhaustion, Frightened, Paralyzed, Poisoned","data-CrNum":0,"data-AcNum":15,"data-HpNum":20},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Animated Object (Small or Medium)","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Animated Object (Small or Medium)","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).","properties":{"Category":"Monsters","AC":15,"HP":10,"PB":2,"CHA":1,"CON":10,"DEX":10,"INT":3,"STR":16,"WIS":3,"Size":"Medium","Type":"Construct","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406405685/sUBQWebJVtelR-sQzOM6ag/original.png","Senses":"Blindsight 30 ft.","data-XP":0,"Alignment":"Unaligned","Expansion":33335,"Languages":"Understands the languages you know","data-List":"false","Immunities":"Poison, Psychic","Token Size":1,"data-Traits":"[{\"Name\":\"Your Spell Casting Mod in Description (do NOT move this trait)\",\"Desc\":\"1\"}]","data-Actions":"[{\"Name\":\"Slam\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"@{npc_pb} + @{repeating_npctrait_$0_description}\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 3\",\"Damage Type\":\"Force\"}]","data-CHA-mod":"-5","data-CON-mod":0,"data-DEX-mod":0,"data-INT-mod":"-4","data-STR-mod":3,"data-SizeNum":2,"data-WIS-mod":"-4","Saving Throws":"Str +3, Dex +0, Con +0, Int -4, Wis -4, Cha -5","Challenge Rating":"None","Passive Perception":6,"Condition Immunities":"Charmed, Exhaustion, Frightened, Paralyzed, Poisoned","data-CrNum":0,"data-AcNum":15,"data-HpNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Animated Object (Tiny)","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).","properties":{"Category":"Monsters","Size":"Tiny","Type":"Construct","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Animated Object (Tiny)","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).","properties":{"Category":"Monsters","AC":15,"HP":10,"PB":2,"CHA":1,"CON":10,"DEX":10,"INT":3,"STR":16,"WIS":3,"Size":"Tiny","Type":"Construct","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406405672/RP-h-1Q8KeihsK-5kOJNDg/original.png","Senses":"Blindsight 30 ft.","data-XP":0,"Alignment":"Unaligned","Expansion":33335,"Languages":"Understands the languages you know","data-List":"false","Immunities":"Poison, Psychic","Token Size":1,"data-Traits":"[{\"Name\":\"Your Spell Casting Mod in Description (do NOT move this trait)\",\"Desc\":\"1\"}]","data-Actions":"[{\"Name\":\"Slam\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"@{npc_pb} + @{repeating_npctrait_$0_description}\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 3\",\"Damage Type\":\"Force\"}]","data-CHA-mod":"-5","data-CON-mod":0,"data-DEX-mod":0,"data-INT-mod":"-4","data-STR-mod":3,"data-SizeNum":1,"data-WIS-mod":"-4","Saving Throws":"Str +3, Dex +0, Con +0, Int -4, Wis -4, Cha -5","Challenge Rating":"None","Passive Perception":6,"Condition Immunities":"Charmed, Exhaustion, Frightened, Paralyzed, Poisoned","data-CrNum":0,"data-AcNum":15,"data-HpNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Animated Object Swarm","description":"Animated Object Swarm Armor Class 18 Hit Points 20 Str 4; Dex 18 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Action Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm’s space. Hit: 6 (1d4 + 4) damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Tiny Object","Alignment":"unaligned"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Animated Offal","description":"This disgusting mass of congealed blood, intermingled with other fluids, is interrupted here and there by pieces of flesh—scraps of skin and muscle, bone, and the occasional whole or partial limb or milky eyeball. It all moves together in a slow, shuddering flow. The first animated offal was the unintentional product of war. A field hospital for the wounded included a large pit where all the castoffs from their work—blood, pus, surgically removed flesh, and the like—were dumped. The residual energy from the constant healing spells, and the dregs of healing potions in bottles also dumped in the pit, stirred the mass of offal into a strange semblance of life. Ease to Recreate. Since its initial creation, mad or evil magical researchers have recreated the circumstances that birthed the first such creature, bringing new animated offal into the world. Such creatures also reproduce. Once an animated offal absorbs enough new organic matter into its mass, a portion splits off, creating an entirely new ooze. Vitalized by Healing Magic. Originally created by healing magic, an animated offal is attracted to such energies. If a healing spell is cast near it, or there are healing potions in the area, the animated offal moves toward them in preference to other targets, seeking to consume such energies. Flowing Flesh. The animated offal can move through spaces as narrow as 6 inches wide without squeezing. Healing Sense. The animated offal can sense healing spells, effects, and potions within 120 feet of it. If the ooze is the target of a healing spell, if it consumes a healing potion, or if it is affected by a similar magical effect, it gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its Pseudopod attack as a bonus action for 1 minute. Ooze Nature. The animated offal doesn't require sleep. Actions Multiattack. The animated offal makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) necrotic damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature and the animated offal doesn't have two other creatures grappled. If the target is holding or carrying one or more healing potions, there is a 25 percent chance one potion shatters during the attack, allowing the animated offal to absorb the healing energy and gain the benefits of its Healing Sense. Bonus Actions Subsume. The animated offal begins absorbing one creature it is grappling. The creature must make a DC 17 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The animated offal regains hp equal to half the damage dealt. If the animated offal is at its hp maximum, it gains temporary hp for 1 hour instead. The animated offal can add temporary hp gained from this trait to temporary hp gained earlier from this trait. Its temporary hp can't exceed 48. If its temporary hp would exceed 48, a new animated offal appears in an unoccupied space within 5 feet of the animated offal. The new Ooze is Small, doesn't have this bonus action, and has 10 hp. A creature killed by this bonus action is fully subsumed into the animated offal and can be restored to life only by means of a resurrection spell or similar magic.","properties":{"Category":"Monsters","Size":"Huge","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Animated Puzzle Door","description":"Animated Objects When magic becomes unstable in an area, it can cause inanimate objects to come to life – or give objects that are already magically animated additional powers. Some animated objects may become oversized, making them even more fearsome combatants, while others act with unexpected aggression, turning them from helpful tools to dangerous weapons. Animated Puzzle Door An animated puzzle door is as much puzzle as creature. Unable to move – doing so would leave whatever it protects unprotected – the puzzle door fights off intruders with gravity-bending magic and arcane glyphs. Creatures with a penchant for riddles and a sharp mind will find the door easier to fight, as it continuously rhymes about what types of damage are most harmful to it. An animated puzzle door may be created on purpose, or be the result of an ordinary door with a puzzle on it that has been animated by proximity to wild and unstable magic.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":7},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Animated Quartet","description":"The piano began to play a tune on its own, and the tavern patrons turned to look. The piano then floated upward, clipping a startled waiter, and everyone in the tavern turned to flee. Delicate in frame but clever in design, animated instruments are crafted with formidable magic to serve maestros and savants for purposes ranging from bodyguards to performance backup. Favored by bards, nobles, and virtuoso liches (see Tome of Beasts 2) these often-beautiful works of craftsmanship are designed and imbued with magical effects that can enthrall, confuse, and even terrify listeners. Any instrument is suitable for animation, though some are more common than others. Lutes, flutes, and other more compact instruments are prime candidates for traveling bards. Pianos and harpsichords make for excellent guards in the homes of the wealthy. Horns and drums are often chosen for armies on battlegrounds to bolster weary soldiers and frighten oncoming enemies. Compelling Melodies. Songs of wondrous power are woven into the enchantments that impart the chosen instrument with unique musical gifts. Other times, usually when an instrument is enchanted in haste, the instrument recalls the pieces of music it was used to play when it was only an object. In any case, the animated instrument can play magical melodies. All animated instruments, even the simplest of harps or tambourines, can strike at unruly listeners with thunderous effect and charming melodies. Menacing Harmonies. An animated instrument alone is more than enough for most heroes to handle, but not all instruments are brought to life for solo acts. Just as often, formidable quartets of instruments are created, typically horns or drums. Quartets act with unified purpose in accordance with their enchanter's instructions and do so in perfect harmony. Though most animated instruments are seen alone or as a quartet, animated instruments' capacity for animation is limited only by the arcane aptitude and creativity of the enchanter. Mighty Symphonies. Truly magnificent works of art and sorcery, animated symphonies are massive swarms of animated instruments. The magic required to uplift entire symphonies is both mighty and rare. In all cases, animated symphonies develop hive-mind egos that are twisted caricatures of the composers who wrote for the instruments or that are rooted in the style of music their individual components played before their transmutation. The personalities of these symphonies are as varied as the music of the world. Antimagic Susceptibility. The quartet is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the quartet must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. Construct Nature. The quartet doesn't require air, food, drink, or sleep. False Appearance. While the quartet remains motionless and isn't flying, it is indistinguishable from a group of musical instruments. Four-Part Harmony. An animated quartet is always composed of four instruments that sit or hover close together, acting with singular intent. If an attack deals at least 25 damage to the quartet then one of the instruments falls unconscious, causing the quartet to deal one die less of damage with its Trouble Clef and Orchestra Hit actions. Actions Multiattack. The quartet uses Musical Arrangement. It then makes two Trouble Clef or Orchestra Hit attacks. Trouble Clef. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) bludgeoning damage. Orchestra Hit. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 18 (4d6 + 4) thunder damage. Musical Arrangement. The quartet plays one of the following songs: Dreadful Dirge. The quartet plays a hair-raising tune that evokes terror. Each hostile creature within 30 feet of the quartet must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its next turn. Oppressive Overture. The quartet plays a heavy melody that reverberates through nearby creatures. Each hostile creature within 30 feet of the quartet must succeed on a DC 14 Strength saving throw or be knocked prone. Seditious Sonata. The quartet plays a song that incites disobedience and rebellion. Each hostile creature within 30 feet of the quartet must succeed on a DC 14 Charisma saving throw or be charmed by the quartet for 1 minute. While charmed, a creature refuses to attack other creatures or target other creatures with harmful abilities or magical effects, and it refuses to aid its allies. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a charmed creature takes damage, the effect ends for it.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Animated Shark Jaw","description":"Several bone-white shark jaws adorned with rows of triangular serrated teeth drop from the wall, snapping at your feet. Traits Antimagic Susceptibility : The animated shark jaw is incapacitated while in an area of an antimagic field . If targeted by dispel magic , the animated shark jaw must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance : While the animated shark jaw remains motionless, it is indistinguishable from a normal shark jaw. Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":18594,"Challenge Rating":"1/4"},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Animated Stone Crab","description":"The stone altar morphs into a crudely-shaped crab complete with pinchers and legs that fold neatly under its ovoid body. Traits Antimagic Susceptibility: The stone crab is incapacitated while in an area of an antimagic field . If targeted by dispel magic , the stone crab must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance : While the stone crab remains motionless, it is indistinguishable from a stone altar Actions Multiattack : The animated stone crab makes two melee attacks. Claw : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage, and the target is grappled (escape DC 13). The stone crab has two claws, each of which can grapple only one target.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":18594,"Challenge Rating":2},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Animated Stone Statue","description":"Animated Statues Animated statues look very much like large 8-to12-feet tall statues that you can find in temples, gardens, crypts, and palace halls. Faux Golems. Often mistaken for golems, animated statues are less potent but inexpensive substitutes, often crafted to serve as intimidating deterrents to burglars and intruders. Occasionally, very wealthy families and criminal organizations in need of protection will purchase golems to guard their lairs. However, they are sometimes taken advantage of by unscrupulous wizards and artificers, who sell them the much cheaper animated statues, knowing the buyers are unable to tell the difference. Magic Mouths. Just like animated armors, animated statues are frequently enchanted with scripted speech. This enables the statues to issue warnings, demand passwords, or deliver riddles, even announcing that they are golems to discourage intruders. Traits Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance. If the statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the statue move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the statue is animate. Actions Multiattack. The statue makes two Slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Animated Symphony","description":"The piano began to play a tune on its own, and the tavern patrons turned to look. The piano then floated upward, clipping a startled waiter, and everyone in the tavern turned to flee. Delicate in frame but clever in design, animated instruments are crafted with formidable magic to serve maestros and savants for purposes ranging from bodyguards to performance backup. Favored by bards, nobles, and virtuoso liches (see Tome of Beasts 2) these often-beautiful works of craftsmanship are designed and imbued with magical effects that can enthrall, confuse, and even terrify listeners. Any instrument is suitable for animation, though some are more common than others. Lutes, flutes, and other more compact instruments are prime candidates for traveling bards. Pianos and harpsichords make for excellent guards in the homes of the wealthy. Horns and drums are often chosen for armies on battlegrounds to bolster weary soldiers and frighten oncoming enemies. Compelling Melodies. Songs of wondrous power are woven into the enchantments that impart the chosen instrument with unique musical gifts. Other times, usually when an instrument is enchanted in haste, the instrument recalls the pieces of music it was used to play when it was only an object. In any case, the animated instrument can play magical melodies. All animated instruments, even the simplest of harps or tambourines, can strike at unruly listeners with thunderous effect and charming melodies. Menacing Harmonies. An animated instrument alone is more than enough for most heroes to handle, but not all instruments are brought to life for solo acts. Just as often, formidable quartets of instruments are created, typically horns or drums. Quartets act with unified purpose in accordance with their enchanter's instructions and do so in perfect harmony. Though most animated instruments are seen alone or as a quartet, animated instruments' capacity for animation is limited only by the arcane aptitude and creativity of the enchanter. Mighty Symphonies. Truly magnificent works of art and sorcery, animated symphonies are massive swarms of animated instruments. The magic required to uplift entire symphonies is both mighty and rare. In all cases, animated symphonies develop hive-mind egos that are twisted caricatures of the composers who wrote for the instruments or that are rooted in the style of music their individual components played before their transmutation. The personalities of these symphonies are as varied as the music of the world. Animated Symphony's Lair An animated symphony's lair is typically an unoccupied music hall, defunct bardic college, great cathedral, or the grand ballroom of an abandoned palace. The magical influence of the animated symphony alters its lair, stretching out the space to increase spectator capacity, adding balconies and private viewing boxes, and insulating walls to maximize the acoustics. When encountered in its lair, the symphony has a challenge rating of 16 (15,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the animated symphony takes a lair action to cause one of the following effects; the symphony can't use the same effect two rounds in a row: Backup Music. The symphony calls for backup instruments to assist in the performance, summoning 2d4 animated instruments or 1 animated quartet in unoccupied spaces it can see within 120 feet of it. The creatures act immediately and on initiative count 20 each round. The creatures act as allies of the symphony and remain for 1 hour, until the symphony dies, or until the symphony uses this lair action again. Horn Blast. The symphony's horn section blasts a harsh note at a point the symphony can see within 120 feet of it. Each creature within 5 feet of that point must make a DC 19 Constitution saving throw, taking 21 (6d6) thunder damage on a failed saving throw, or half as much damage on a successful saving throw. Timekeeper. The symphony's percussion section attempts to magically alter the tempo of one creature it can see within 120 feet of it. A friendly target gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can make one attack as a bonus action on its turn. A hostile target must succeed on a DC 19 Wisdom saving throw or reduce its AC by 2, have disadvantage on Dexterity saving throws, and can use either an action or bonus action, but not both, on its turn. The effect lasts until initiative count 20 on the next round. Regional Effects The region containing the animated symphony's lair is warped by its presence, which creates one or more of the following effects: Life-Giving Music. Periodically, an inanimate object within 1 mile of the symphony's lair temporarily comes to life to sing and dance and realize the dreams it could never achieve while it was inanimate. Pervasive Stings. Within 5 miles of the symphony's lair, situation-appropriate music audibly, though not loudly, punctuates decisive actions, potentially providing advantage in moments of brilliance or disadvantage in inopportune circumstances, usually in accordance with the symphony's long-term goals. Antimagic Susceptibility. The symphony becomes incapacitated if it ends its turn in the area of an antimagic field . If targeted by dispel magic , the symphony must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. The symphony has advantage on this saving throw. Construct Nature. The symphony doesn't require air, food, drink, or sleep. False Appearance. While the symphony remains motionless and isn't flying, it is indistinguishable from a large collection of musical instruments and performance paraphernalia. Grand Composition. While the symphony occupies another creature's space, that creature has disadvantage on Constitution saving throws to maintain concentration, and the creature can't cast spells with verbal components. Legendary Resistance (3/Day). If the symphony fails a saving throw, it can choose to succeed instead. Magic Resistance. The symphony has advantage on saving throws against spells and other magical effects. Swarm. The symphony can occupy another creature's space and vice versa, and the symphony can move through any opening large enough for a Small musical instrument. Except for the Harmonize legendary action, the symphony can't regain hp or gain temporary hp. Actions Multiattack. The symphony uses Musical Arrangement. It then makes two Hammer Note or Pulsating Cacophony attacks. Hammer Note. Melee Weapon Attack: +9 to hit, reach 5 ft., one target in the swarm's space. Hit: 36 (8d8) bludgeoning damage, or 18 (4d8) bludgeoning damage if the symphony has half its hit points or fewer. Pulsating Cacophony. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 22 (4d10) thunder damage plus 13 (2d12) psychic damage, or 11 (2d10) thunder damage plus 6 (1d12) psychic damage if the symphony has half its hit points or fewer. Musical Arrangement. The symphony plays one of the following: Ballet of Quickening Steps. The symphony plays a lilting ballet that picks up pace in startling fashion, increasing its movement speed by 10 feet and allowing it to take the Dodge action as a bonus action on each of its turns. This song lasts 1 minute or until the symphony plays a different song. Harrowing Hymn. The symphony plays a foreboding verse. Each creature within 30 feet of the symphony that can hear it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the symphony's Harrowing Hymn for the next 24 hours. Concerto for the Luckless. The symphony plays a compelling piece, pitting nearby listeners against their own misfortunes. Each creature within 60 feet of the symphony that can hear it must succeed on a DC 19 Charisma saving throw or be cursed for 1 minute. While cursed, a creature can't add its proficiency bonus to attack rolls or ability checks. If the cursed creature rolls a 20 on an attack roll or an ability check, the curse ends. Alternatively, the curse can be lifted early by a remove curse spell or similar magic. Four Winds Canon. The symphony trumpets gale force winds in a 90-foot cone. Each creature in that area must make a DC 19 Strength saving throw. On a failure, a creature is pushed up to 30 feet away from the symphony and knocked prone. On a success, a creature is knocked prone, but it isn't pushed. The winds also disperse gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. Legendary Actions The symphony can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The symphony regains spent legendary actions at the start of its turn. Move. The symphony moves up to its speed without provoking opportunity attacks. Harmonize (Costs 2 Actions). The symphony tunes its worn-out instruments back to working harmony, regaining 20 hp and ending one condition affecting it. Orchestral Flourish (Costs 2 Actions). The symphony plays a short, fierce melody. Each creature within 10 feet of the symphony, including creatures in its space, must make a DC 19 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one. Syncopated Melody (Costs 3 Actions). The symphony mimics a spell that was cast since the end of its last turn. It makes a Performance check where the DC is the caster's DC + the level of the spell the symphony is trying to mimic. If successful, the symphony casts the spell, using the original caster's DC and spell attack bonus.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Swarm of Small Constructs","Alignment":"Neutral","Expansion":19901,"Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Animated Table","description":"Some of the defenders of the fortress in The Forge of Fury are animated objects that were crafted long ago by the dwarf mage Arundil. They include the animated table. Constructed Nature. An animated table doesn't re-quire air, food, drink, or sleep. Traits Antimagic Susceptibility . The table is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the table must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance . While the table remains motionless, it is indistinguishable from a normal table. Charge . If the table moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Actions Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8+4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":7386,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Animated Training Dummy","description":"ACTIONS Multiattack: The animated attack dummy makes two attacks: one with its shortsword and one with its shield slam. Shortsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Shield Slam: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":23660,"Challenge Rating":"1/4"},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Animated Wood Statue","description":"Animated Statues Animated statues look very much like large 8- to 12-feet tall statues that you can find in temples, gardens, crypts, and palace halls. Faux Golems. Often mistaken for golems, animated statues are less potent but inexpensive substitutes, often crafted to serve as intimidating deterrents to burglars and intruders. Occasionally, very wealthy families and criminal organizations in need of protection will purchase golems to guard their lairs. However, they are sometimes taken advantage of by unscrupulous wizards and artificers, who sell them the much cheaper animated statues, knowing the buyers are unable to tell the difference. Magic Mouths. Just like animated armors, animated statues are frequently enchanted with scripted speech. This enables the statues to issue warnings, demand passwords, or deliver riddles, even announcing that they are golems to discourage intruders. Traits Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance. If the statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the statue move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the statue is animate. Actions Multiattack. The statue makes two Slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Anito","description":"Anito (Uhn-ee-toh) When a humanoid dies suddenly or tragically in a fey-touched forest, its soul is sometimes transformed into an anito, the most common type of engkanto. The anito resembles an 8-foot tall dendroidal humanoid with gnarly growths protruding from its head and limbs. An anito is generally characterized as contemplative, inquisitive, quiet, temperamental, and territorial. The anito may be friendly and helpful to a creature if it shows reverence to the engkanto but then could become suddenly enraged for any unintentional slight the same creature may have done. Ancestral Spirit. Humanoid tribes and communities aware of the anito’s presence pay their respects to it, knowing that the anito was probably one of their ancestors. Some even worship them as gods and leave offerings to them such as food, wooden carvings of the anito, and even humanoid sacrifices, hoping that the anito will bestow upon them a good harvest and protect them against enemies, illnesses, and natural calamities. Nature's Warden. An anito does not take kindly to unannounced visits to its domain. Any creature that crosses into the anito’s territory must offer a small gift or ask for permission in the form of worship, lest they fall prey to anito’s wrath. So long as they do not desecrate the anito’s territory or take more bounty than they should, the anito will most likely leave them alone. Those that incur the anito’s wrath will have to face it and answer to its demands. Depending on the gravity of the interloper’s actions, the anito may put a curse on the offending creature, make it lose its bearings and wander the forest for weeks, transform it into a forest creature, keep it prisoner, or worse. An Anito's Lair An anito's lair can be a copse of trees, a set of standing stones, or the ruins of a shrine or temple within a grove. Depending on the anito's preference, the surrounding area can appear as a lush, beautiful garden or a wild, tangled and thorny thicket. Boggles, gray duwendes, kapres, korreds, nereids, satyrs, vegepygmies, and wood woads may reside near the anito's lair. Lair Actions On initiative count 20 (losing initiative ties), the anito takes a lair action to cause one of the following effects; the anito can’t use the same effect two rounds in a row: The anito casts bestow curse (no components required) and doesn't need to maintain concentration of the spell. The effect ends after 1 minute, or if the anito uses this lair action again. The anito casts entangle (no components required) and doesn't need to maintain concentration of the spell. The effect ends after 1 minute, or if the anito uses this lair action again. Each creature the anito can see within 60 feet of it must succeed on a DC 16 Wisdom saving throw or become frightened of the anito for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this lair effect for the next 24 hours. Regional Effects The region containing an anito’s lair is warped by the anito’s magic, which creates one or more of the following effects: Once per day, the anito can alter the weather in a 6-mile radius centered on its lair. The anito doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. The land within 6 miles of the lair takes twice as long as normal to traverse, since the vegetation grow thick and twisted. Medium or smaller woodland beasts within 1 mile of the anito’s lair serve as the anito’s eyes and ears. If the anito dies, the effects fade over the course of 1d10 days. Engkanto (Eng-kaan-toh) Despite their plant-like appearance, engkantos are actually mighty fey spirits that dwell in the Material Plane. They were once humanoids who died in ancient enchanted forests and, through Feywild magic or by a nature deity's intervention, were reincarnated into engkantos. They may not fully recall their mortal life, but engkantos will occasionally see glimpses of their past. This sometimes leaves engkantos confused and even frustrated. Thankfully, the forest where it now lives gives enkantos a sense of peace. In return, the engkantos become its mighty guardian. Engkantos tend to be reclusive and very rarely show themselves to nonwoodland dwellers. However, they are fascinated with the humanoids who live near their territories, perhaps because it reminds them of their past. At times, enkantos even act as their invisible guardians and even transform themselves into normal humanoids to get closer to the neighbors' communities, possibly mingling with them without them knowing of their true nature. Nature's Guardians. Engkantos see themselves as protectors and wardens of the forests and its inhabitants and often work with druids. Because of this, they often come into conflict with those who enter, encroach, and defile their territories, which can span miles of wooded areas, though how they react and pursue a course of action dramatically differs from one another. There are three types of engkantos: anitos, diwatas, and malignos. Grove-bound. Engkantos are bound to a special grove or group of trees, just like a dryad is bound to a tree. An engkanto can emerge from any of the trees within its grove and travel the lands around it, but the grove remains its home and roots the enkanto to the Material Plane. As long as one tree from the grove remains alive and unharmed, the engkanto stays healthy. If any of the trees are harmed, the engkanto suffers. If the grove is ever destroyed, the engkanto descends into madness and will seek vengeance against those responsible. Traits Legendary Resistance (1/Day). If the anito fails a saving throw, it can choose to succeed instead. Magic Resistance. The anito has advantage on saving throws against spells and other magical effects. Plant Camouflage. The anito has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration. The anito regains 5 hit points at the start of its turn if it is within 120 feet of its grove. If the anito takes fire, necrotic, or radiant damage, this trait doesn’t function at the start of the anito’s next turn. The anito’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Speak with Beasts and Plants. The anito can communicate with beasts and plants as if they and the anito shared a language. Spell Penetration. When the anito casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Actions Multiattack. The anito can use its Bewildering Presence. It then makes two Slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Strength saving throw. On a failed save, grasping weeds and vines sprout underneath the target and restrains it for 1 minute. As an action, the restrained creature can make a DC 16 Strength check, escaping from the grasping plants on a success. The effect ends if the grasping plants is destroyed. The grasping plants have AC 10, 10 hit points, vulnerability to fire damage and immunity to bludgeoning, poison, and psychic damage. Bewildering Presence. Each creature of the anito’s choice that the anito can see within 120 feet of it must succeed on a DC 16 Wisdom saving throw or be charmed. While charmed, the target suffers the effect of the confusion spell without making a saving throw. The effect lasts for 1 minute. The anito doesn't need to concentrate on the spell. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the anito’s Bewildering Presence for the next 24 hours. Spellcasting. The anito casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: bestow curse, dancing lights, druidcraft, entangle, healing word (as a 3rd-level spell), thorn whip (3d6), tree stride 2/day each: erupting earth, fog cloud, grasping vine, hallucinatory terrain, plant growth 1/day each: dominate beast, dominate person, geas, polymorph, wrath of nature Change Shape. The anito magically transforms into a Medium humanoid, while retaining its game statistics. This transformation ends if the anito is reduced to 0 hit points or uses an action to end it. Legendary Actions The anito gains 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The anito regains spent legendary actions at the start of its turn. Move. The anito moves up to half its speed without provoking opportunity attacks. Slam. The anito makes a Slam attack. Cast Spell (Costs 2 Actions). The anito innately casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"neutral","Expansion":26536,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Aniwye","description":". The ogre shifts and contorts, dropping to all fours as it takes the form of a vicious bear-sized skunk with razor-sharp claws and teeth. Noxious Terrors. The aniwye is a magical monstrosity that resembles a cross between an enormous skunk and a wolverine. They go out of their way to hunt humans and gnomes, particularly those tied to the natural world. Aside from their savage claws and teeth, the aniwye can also spray a deadly musk at opponents, the poison burning the eyes and lungs of those who inhale it. Aniwye also use this musk to mark their territory—a tree trunk or boulder covered in fresh musk is a sure sign an aniwye is not far away. Unsubtle Shapeshifters. Aniwye can shapeshift into an ogre or giant, but this transformation is unstable and conspicuous. An aniwye in ogre or giant form is most often recognized by its horrible body odor and the white stripe running through its otherwise black hair. Unlike many natural shapeshifters, aniwye are unable to use these forms to deceive others for long or to ingratiate themselves into the communities of humanoids or giants. In spite of this, the aniwye’s shapeshifting often allows it to get close enough to humanoids to strike with its deadly spray. Hunting Comrades. While aniwye do not get along with most creatures, they have been known to ally with predators that share their passion for human flesh, such as wampus cats , gulons , and manticores . Rarely, a group of aniwye will band together to take over an area, decimating the region of life and covering everything in their fetid stench.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Anjana","description":"Anjana These fey can often be mistaken for a sprite. Standing about three feet in height, their forms are very elven in appearance. An anjana’s hair is always a shade of blond, and adorned with a crown woven of local flowers, usually dressed in a light-coloured tunic. She has two transparent wings and carries a small hazel stick and a small bottle containing a healing nectar. Their clothing always includes a belt of some kind to hold the two objects always in an anjana’s possession: her flask and her wand. An anjana’s flask can vary in appearance, from fine crystal to simple pottery, but always contains nectar gathered from local flowers and instilled with fey magic to provide healing when drunk. The wand acts as a focus for their magic and can deliver nasty jolts to hostile creatures. Fair Forest Folk . Anjana are often found in forests, and typically friendly to those that respect their homes. They often aid lost travelers to find their way. Those that despoil or threaten the forest home of an anjana will be suitably punished by any and all anjana that make their homes there. Anjanas often leave some of the silver from their crowns among the bushes where they roam, to make the happiness and fortune of the person who finds them. Their peculiarities vary according to the place, there are areas where it is said that they wear spikes of silver around their waists and on their heads, and bells that give off pearls when they ring. Protectors of Rivers . An anjana may make her lair near a river, claiming that waterway as her own and devoting herself to its protection. A river may have more than one anjana as its designated protector, and such anjana will certainly cooperate to mitigate any threat to the waterway. Legends say they dwell in small caves covered in gold near their chosen river, and from this gilded lair she helps those who get lost in her riverine forest and punishes those who damage it. Sweet Music . An anjana’s songs brighten the day if they are happy and darken it if they are sad. Her voice is soft and sweet and his mood is contagious to those who listen to it. They often watch over near herding societies, leaving their refuges when the cattle and sheep go up to the mountains, and returning in the autumn when they return to the valleys.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral good","Expansion":30635,"Challenge Rating":2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Anka","description":"First mate of Captain Callous, Anka is a simple ogre pirate who loves life on the High Seas. Although she’s somewhat dim-witted, Anka has a good natural sense of direction and is a dedicated crewmember of the Devil’s Fin. Anka’s most curious feature is her missing arm, which has been replaced with an enormous ship’s anchor. Actions Anchor Hand. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":20544,"Challenge Rating":1},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Ankheg","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. Acid Spray (Recharge 6) : The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled . Each creature in that line must make a DC 13 Dexterity saving throw , taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"14 (Natural Armor, 11 While Prone)","HP":"39 (6d10+6)","CHA":6,"CON":13,"DEX":11,"INT":1,"STR":17,"WIS":13,"Size":"Large","Type":"monstrosity","Speed":"30 ft., burrow 10 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057676/3r4CPKGCab4_6mBtYsIBvA/original.png","Roll 0":"Bite\n1d20 + 5\n2d6+3+1d6","Roll 1":"Acid Spray\n1d20 + 0\n3d6","Senses":"Darkvision 60 Ft., Tremorsense 60 Ft.","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"slashing\",\"Damage 2\":\"1d6\",\"Damage 2 Type\":\"acid\",\"Desc\":\"If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so\"},{\"Name\":\"Acid Spray (Recharge 6)\",\"Desc\":\"The ankheg spits acid in a line that is 30 ft. long and 5 ft. wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"-2","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-5","data-STR-mod":"+3","data-WIS-mod":"+1","Challenge Rating":2,"Passive Perception":11,"data-CrNum":2,"data-AcNum":14,"data-HpNum":39},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ankheg","description":"An ankheg resembles an enormous many-legged insect that burrows underground while using its tremorsense to detect prey. When it detects movement above, it bursts from the ground and uses its mandibles to seize prey. From its maw, it secretes acidic enzymes that help dissolve a victim for easy swallowing. It can squirt these enzymes to take down foes beyond its reach. Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled, escape DC 13. Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. Acid Spray (Recharge 6) : The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Ankheg","description":"An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half. Lurkers in the Earth. The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes. Bane of Field and Forest. Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg’s prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere. Earthen Tunnels. As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature’s attack. Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled, escape DC 13. Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. Acid Spray (Recharge 6) : The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ankheg","description":"An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half. Lurkers in the Earth . The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes its prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes. Bane of Field and Forest . Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg’s prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere. Earthen Tunnels . As it burrows through the earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature’s attack. Traits Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save or half as much damage on a successful one. ","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":8938,"Challenge Rating":2},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Ankheg","description":"Pebbles click as the ground quivers. A spray of rock and earth shatters the afternoon’s peace, and an ankheg blooms from the earth. Their mandibles drip sizzling acid as a talon impales their next meal: sometimes a fat sheep, other times a shepherd. An ankheg is a chitinous, burrowing monstrosity larger than a horse. Their hooked claws and serrated mandibles are fearsome weapons, but even more dangerous is the stream of caustic spittle they use to dissolve their prey. Pastoral Pest. Although ankhegs can be found anywhere, they are a particular plague in settled lands. Ankhegs hunt alone or in pairs, lurking a few feet below roadways and pastures. When their sensitive antennae detect movement above, they burst from the earth, dragging living prey into their tunnels to be devoured. These hit-and-run tactics make ankhegs virtually impossible to eradicate—unless they have the bad luck to ambush a party of well-armed adventurers. Many communities pay a handsome bounty for a slain ankheg. Terror of the Thaw. Ankhegs are a year-round menace in the warmest lands. In temperate places, ankhegs hibernate during the winter, granting farmers a season of peace … but this respite is paid for on the first thaw of spring, when every ankheg awakens ravenous on the same day and bursts from the ground to feed. Traits Disoriented Resistance ( 2 /Day). When the ankheg fails a saving throw, they can succeed instead, and they can’t use bonus actions until the end of their next turn. Earth Walk. Difficult terrain composed of earth and stone doesn’t cost the ankheg extra movement. Soft Underbelly. When a prone creature within 5 feet of the ankheg attacks the ahkheg, the attack is made with advantage instead of disadvantage. Unstable Tunneler. While burrowing, the ankheg leaves a 10-foot-diameter tunnel in their wake. Each section of tunnel collapses 1 minute after the ahkheg leaves that space. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 2 (1d4) acid damage. If the target is Large or smaller, they are grappled (escape DC 14). Until this grapple ends, the target is restrained and the ankheg can’t make a Bite attack against another target. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Acid Spit (Recharge 6 ). The ankheg spits acid in a 30-foot long, 5-foot-wide line. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 7 (2d6) acid damage and is bathed in acid. On a successful save, a creature takes half as much damage and suffers no other effect. A creature who is bathed in acid takes 3 (1d6) acid damage at the start of each of their turns for 1 minute (save ends at end of turn). A creature can use their action to wipe the acid off themself or another creature within their reach, ending the effect early. Bonus Actions Earth Eruption. While burrowing within 10 feet of the surface, the ankheg erupts (without spending movement) into a 10-foot square on the ground directly above them. This area becomes difficult terrain, and each creature on the ground in this area must make a DC 14 Dexterity saving throw. On a failed save, a creature is pushed 5 feet to an unoccupied space of the ankheg’s choice and is restrained by rubble. A creature can use their action to free themself or another creature within their reach. On a successful save, a creature is moved 5 feet to an unoccupied space of the creature’s choice and is not restrained. Reactions Skitter. When a creature attacks the ankheg, the ankheg can move up to half their speed without provoking opportunity attacks. Villain Actions The ankheg has three villain actions. They can take each action once during an encounter after an enemy’s turn. The ankheg can take these actions in any order but can use only one per round. Action 1 : Big Bug! The ankheg stands on their hind legs in an impressive and terrifying display of dominance. Each enemy within 30 feet of the ankheg who can see them must make a DC 13 Wisdom saving throw or be frightened of the ankheg for 1 minute (save ends at end of turn). Action 2 : Quick Burrow. If the ankheg is grappled, the condition ends for them, and they burrow up to twice their speed without provoking opportunity attacks. If the ankheg is grappling a Large or smaller creature during this movement, the ankheg’s speed is not halved. Action 3 : Acid Bath. Acid sprays from the ankheg’s wounds onto each creature within 15 feet of them. Each target must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ankheg Brood Queen","description":"An ankheg brood queen is very rarely seen, as it spends most of its time deep underground, where it is well protected by its brood. Egg layer. The brood queen is about three times the size of a normal adult ankheg and has a huge bloated abdomen filled with egg sacs. When threatened, it will lay eggs from which broodlings will hatch, and they will immediately protect their queen. Fiercely Territorial. The brood queen is cunning and very paranoid. Its territory stretches for miles, and it will actively hunt down any other potential brood queen threat, even if it is its progeny. Director. If ankheg attacks appear to be coordinated and organized, chances are a brood queen is behind them. Adventurers may be hired for the dangerous task of finding its lair and killing it. An Ankheg Brood Queen's Lair A brood queen’s lair is a sprawling network of underground tunnels and enormous caverns beneath vast fields and wild forests. The lair will be surrounded by smaller burrows and lairs occupied and patrolled by ankhegs. The brood queen’s central nest contains 10d6 broodling eggs. Lair Actions On initiative count 20 (losing initiative ties), the brood queen takes a lair action to cause one of the following effects; the brood queen can’t use the same effect two rounds in a row: The brood queen causes 1d6 ankheg broodlings to hatch from broodling eggs within 60 feet of it. The ankheg broodlings immediately act that turn. The brood queen regains 20 hit points. The brood queen emits a piercing shriek. Each non-ankheg creature within 30 feet of the brood queen must succeed on a DC 16 Constitution saving throw or become deafened for 1 minute. A creature that fails the save by 5 or more is also stunned until the end of the brood queen's next turn. Traits Legendary Resistance (1/Day). If the brood queen fails a saving throw, it can choose to succeed instead. Tunneler. The brood queen can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. Actions Multiattack. The brood queen makes one Bite attack and two Foreleg attacks. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 7 (2d6) acid damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the brood queen can Bite only the grappled creature and has advantage on attack rolls to do so. Foreleg. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Acid Spray (Recharge 5–6). The brood queen spits acid in a line that is 60 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must succeed on a DC 17 Dexterity saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one. Bonus Actions Burst Forth (Recharges after a Short or Long Rest). While underground, the brood queen burrows at least 10 feet straight and breaks through a ground or wall's surface. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the brood queen enters must succeed on a DC 16 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the brood queen's path. On a failed save, the creature falls prone and takes 15 (3d6 + 5) bludgeoning damage. If the brood queen remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the brood queen. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 15 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the brood queen and is no longer restrained. Legendary Actions The brood queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The brood queen regains spent legendary actions at the start of its turn. Move. The brood queen moves up to half its speed. Impale. The brood queen makes one Foreleg attack. Lay Broodling Egg. The brood queen lays 1d6 broodling eggs. The broodling eggs appear in the nearest spaces within 10 feet of the brood queen. Each broodling egg has an AC of 5 and 10 hit points. A broodling egg hatches before the start of the brood queen's next turn. When a broodling egg hatches, an ankheg broodling appears within 5 feet of the hatched egg and immediately acts that turn. The ankheg broodling is friendly to the brood queen and its allies and hostile to all non-ankheg creatures. Command Ankheg (Costs 2 Actions). The brood queen targets 1d4 allied ankhegs it can see within 30 feet of it that can see and hear the brood queen. The target uses its reaction to move up to half its speed and make one melee attack. ","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ankheg Broodling","description":"Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage plus 2 (1d4) acid damage. Acid Spray (Recharge 6). The broodling spits acid in a line that is 15 feet long and 5 feet wide. Each creature in that line must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) acid damage on a failed save, or half as much damage on a successful one. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ankheg Soldier","description":"Ankheg soldiers are stronger, tougher, and slightly bigger than normal ankhegs and possess much larger heads and mandibles. They are typically found within the vicinity of a brood queen’s lair. They protect the ankheg colony from intruders and help carry the heaviest of prey to the brood queen’s main nest and larder. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the ankheg can automatically hit the target with its Bite attack, and the ankheg can't attack another target with its Bite attack. Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 14 Dexterity saving throw, taking 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. Reactions Protection. When an attacker the ankheg can see makes an attack roll against a creature within 5 feet of the ankheg, the ankheg can impose disadvantage on the attack roll. ","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ankhimera","description":"The ankhimera is a fairly new type of chimeric creature that was created through the experiments of a mad wizard. Instead of having a lion's head and forelimbs, the ankhimera has an ankheg's. Due to this change, the ankhimera can burrow through earth using its ankheg's forelimbs. In combat, it can spit acid just like a normal ankheg, in addition to its normal dragon's breath. When hunting, the ankhimera prefers to wait and hide in a burrow to ambush prey. Traits Three-Headed. The ankhimera has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Actions Multiattack. The ankhimera makes three attacks: one with its Ankheg's Bite, one with its Dragon's Bite, and one with its Horns. When its Acid Spray is available, it can use Acid Spray in place of its Ankheg's Bite. When its Cold Breath is available, it can use Cold Breath in place of its Dragon's Bite. However, it can't use both Acid Spray and Cold Breath on the same turn. Ankheg's Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) acid. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the ankhimera can only use its Ankheg's Bite attack on the grappled creature and has advantage on attack rolls to do so. Dragon's Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold. Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. Acid Spray (Recharge 6). The ankheg head spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must succeed on a DC 15 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. Cold Breath (Recharge 6). The dragon head exhales an icy blast in a 15-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw, taking 31 (7d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ankhotep, The Mummy Priest","description":"This desiccated human body is covered with cloth wrappings, but clad in an ornate gold breastplate. Numerous gold and silver rings and necklaces adorn the horrid creature. Red glowing eyes pierce the gloom of the room, as an outstretched bony hand begins a gesture. Traits Special Equipment: Ankhotep wears an ornate gold breastplate (worth 950 gp) and a necklace of prayer beads (blessing and curing). He carries a staff of the python and a pearl of power . Spellcasting: Ankhotep is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Ankhotep has the following spells prepared: Cantrips (at will): guidance, necrotic flame, resistance, sand blast 1st level (4 slots): command, desiccating touch, inflict wounds 2nd level (3 slots): hold person, spiritual weapon 3rd level (2 slots): bestow curse, sand shape Actions Rotting Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. A cursed target can’t regain hit points, and its maximum hit points decrease by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare: Ankhotep targets one creature it can see within 60 feet of him. If the target can see Ankhotep, it must succeed on a DC 11 Wisdom saving throw against this magic, or become frightened until the end of Ankhotep’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"lawful evil","Expansion":20844,"Challenge Rating":4},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Ankole","description":"This enormous bovine has a pair of curved horns and a deep, mahogany hide. Although initially appearing somewhat placid, it responds aggressively to threats. Ankole are herd animals as big as elephants. Created by the titan Enkai for her chosen people, the Terrotu, these great cattle provide them with the meat, skins, and milk they need to survive. Ankole can be trained for battle. The Tramplers, Terrotu’s elite warriors, and sorcerers who have the Ankole Bloodline sorcerous origin (see Southlands Player’s Guide) sometimes use trained ankole as mounts. Groups of ankole instinctively form a defensive circle when threatened, refusing to yield to predators until they are disabled.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":11995,"Challenge Rating":3},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Ankou","description":"Ankous are shadowy killers who serve powerful fey creatures or demigods. Amid the courts of the Eldest or of powerful fey rulers, these sinister assassins lurk overhead as they await the call to action—implied threats akin to deadly weapons hung as decor in a royal hall. Two types of ankous play roles in Kingmaker—the typical ankou and the more dangerous assassins. Ankous never speak aloud; when they feel the need to communicate at all, they do so in a telepathic whisper directly into a victim’s mind (although they still must be able to understand the victim’s language in order to communicate). While an ankou’s body is made of strange, fleshy material, its claws and the cruel hooks on its wings are made of razor sharp cold iron, a quality that makes them feared among other fey. A typical ankou is 10 feet tall, has an 8-foot wingspan, and weighs less than 80 pounds. Traits Innate Spellcasting. The ankou’s innate spellcasting ability is Charisma (spell save DC 19). The ankou can innately cast the following spells, requiring no components: At will: darkness 1/day each: circle of death, prismatic spray, teleport, true seeing Magic Weapons. The ankou’s weapon attacks are magical. Shadow Doubles (1/Day). The ankou summons 4 shadow copies which appear within 60 feet of the ankou and remain for 6 rounds. The copies act on the ankou’s initiative, have 20% of the ankou’s current hit points, can make only one claw attack on its turn, and have none of the ankou’s other special abilities or spellcasting. A copy disappears if the ankou is ever more than 120 feet away, or unconscious, or if a light, sunlight, or similar spell illuminates it. Sneak Attack (1/Turn). The ankou deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ankou that isn’t incapacitated and the ankou doesn’t have disadvantage on the attack roll. Actions Multiattack. The ankou makes two attacks: one with its claw and one with its wing. Claw. Melee Weapon Attack: +12 to hit, 5 feet reach, one target. Hit: 16 (2d8+7) slashing damage. Wing. Melee Weapon Attack: +12 to hit, 10 ft. reach, one target. Hit: 20 (2d12+7) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":14},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Ankou Assassin","description":"Ankou Ankous are shadowy killers who serve powerful fey creatures or demigods. Amid the courts of the Eldest or of powerful fey rulers, these sinister assassins lurk overhead as they await the call to action—implied threats akin to deadly weapons hung as decor in a royal hall. Two types of ankous play roles in Kingmaker—the typical ankou and the more dangerous assassins. Ankous never speak aloud; when they feel the need to communicate at all, they do so in a telepathic whisper directly into a victim’s mind (although they still must be able to understand the victim’s language in order to communicate). While an ankou’s body is made of strange, fleshy material, its claws and the cruel hooks on its wings are made of razor sharp cold iron, a quality that makes them feared among other fey. A typical ankou is 10 feet tall, has an 8-foot wingspan, and weighs less than 80 pounds. Ankou Assassin The ankou assassins who serve Nyrissa have trained in the arts of pain and slaughter, relying on their natural weapons to carry out their murderous missions. Ankou assassins like these could well serve other powerful fey, or even some of the Eldest as instruments of punishment. Traits Assassinate. During its first turn, the ankou assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the ankou assassin scores against a surprised creature is a critical hit. Innate Spellcasting. The ankou assassin’s innate spellcasting ability is Charisma (spell save DC 19). The ankou assassin can innately cast the following spells, requiring no material components: At will: darkness 1/day: circle of death, locate person, mirror image, project image, silence, teleport Magic Weapons. The ankou assassin’s weapon attacks are magical. Shadow Doubles (1/Day). The ankou assassin summons 4 shadow copies which appear within 60 feet of the ankou and remain for 6 rounds. The copies act on the ankou’s initiative, have 20% of the ankou’s current hit points, can make only one claw attack on its turn, and have none of the ankou’s other special abilities or spellcasting. A copy disappears if the ankou is ever more than 120 feet away, or unconscious, or if a light, sunlight, or similar spell illuminates it. Sneak Attack (1/Turn). The ankou assassin deals an extra 31 (9d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ankou assassin that isn’t incapacitated and the ankou assassin doesn’t have disadvantage on the attack roll. Actions Multiattack. The ankou assassin makes two attacks: one with its claws and one with its wings. Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) slashing damage. Wing. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d12+7) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":17},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Ankou, Soul Herald","description":"A cloak of inky shadows flutters around the bleached-white bones of a dragon. The skeletal dragon moves slowly and methodically, as if searching for something. Ankou are servitors of the gods of death. The first dragon to die each century is reborn as an ankou under the death god's auspices and is charged with living a second life as an apparition that ushers the souls of the dead to their final resting places. Creatures of Many Forms. Ankou are made from the spirits of dragons, and their natural form is that of a shadowy wyrm. However, ankou rarely manifest before mortals in their natural form for fear of sowing chaos throughout the mortal world. Many humanoid cultures tell legends of the ankou's baleful visage, claiming that the sight of an ankou in its true form is enough to drive a sane human mad and a dead human's spirit to becoming a howling specter. An ankou can adopt the form of any creature it has seen in its life or unlife, but tell-tale signs of its true nature always leak through to the new form, such as a hollow voice that does not echo or wispy hair, fur, or feathers that move by an unfelt wind. The most popular forms for ankou to assume are humanoid skeletons, ravens, kindly elders, or young children. Charged with Grim Duty. The role of the ankou is a necessary one, but one which few dragons would willingly accept. Some dragons go to extreme lengths to avoid being the first to die in a new century with some even going so far as to accept lichdom before accepting the duty of the ankou. The gods of death are loathe to share such deep secrets with mortals, but it is known that the dragons that become ankou serve for eternity. All ankou obey the gods of death unquestioningly, greeting the souls of the deceased at the moment of their death and escorting them across the planes to their final resting place. A single soul herald ankou serves directly beneath the gods of death, commanding the ranks of ankou soul seekers. Typically, a single seeker claims and transports a soul to the herald residing in an extraplanar retreat, who then offers it personally to the gods of death. Enforcers of Fate. Though they can live until the end of time, ankou can be killed. Likewise, though ankou have grown wise through eons of life and unlife, they can still be fooled by canny mortals. While creatures that cheat death through cunning and their own wit are often treated with grudging respect by the ushers of souls, the ankou are still duty-bound to send the creatures to the realms of death. Mortals who cheat death by killing ankou gain no such admiration. While a skilled warrior or a powerful dragon can best a single ankou, the slaughter of one of their own sends the ankou into a rage. The ankou soul herald hunts down the transgressor personally in order to cast the creature's soul into the Hells to suffer for its transgression. Death God's Servant. The ankou doesn't require air, food, drink, or sleep. An Ankou's Lair Ankou are rarely granted a chance to rest, constantly traveling the planes to usher spirits to their final resting places. When an ankou has a moment of respite, it often returns to the lair it kept in life. This sometimes creates awkward situations for the dragon's family if they still reside in this lair; even dragons have some apprehensions about sharing a home with a relative-turned-reaper. When residing alone, an ankou often decorates its lair with mementos that recall its slowly fading memories of its former life, such as portraits of mortal friends long dead, electrum coins minted by a friend from a now-destroyed kingdom, or the spellbooks of a fallen comrade. All ankou lairs have a pile of bleached bones somewhere within. These death spirits find that they sleep best when nestled on a bed of bones. Lair Actions On initiative count 20 (losing initiative ties), the ankou takes a lair action to cause one of the following effects; it can't use the same action two rounds in a row. Shrouds of shadow break off of the ankou and animate 2d4 skeletons from its pile of bones. These skeletons are immune to the ankou's Aura of Necromancy's Bane. All previously created skeletons are destroyed when the ankou dies or when it uses this lair action again. The ankou chooses a living creature it can see within 120 feet of it. That creature must succeed on a DC 15 Charisma saving throw or its spirit is forced from its body and appears in a random location up to 60 feet away. Without a spirit, the creature's body falls unconscious, but only starts dying if it takes damage while unconscious. A spirit can reenter its body if it touches the body as an action. A creature's spirit retains its statistics; however, it can't attack or cast spells, it has a fly speed of 40 feet, it is immune to all damage except force damage, and it can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. If a spirit is reduced to 0 hp, it instantly dies. Skeletal hands burst from a point on the ground the ankou can see within 120 feet of it. Each creature that enters or starts its turn within a 20-foot radius centered on that point must succeed on a DC 15 Strength saving throw or take 5 (1d10) necrotic damage and be restrained. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. These hands are destroyed when the ankou dies or when it uses this lair action again. Regional Effects The region containing an ankou's lair is warped by its magic, which creates one or more of the following effects: People see apparitions out of the corner of their eye and begin to doubt their own senses. Paranoia grows common. Shadows grow unusually long while the sun is high. The stars seem darker than usual when night blankets the world. Undead within 6 miles of the lair burn under sunlight and moonlight, taking 1d6 radiant damage at the start of each of their turns. If the ankou dies, these supernatural effects disappear after 1d10 days.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"neutral","Expansion":45,"Challenge Rating":21},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ankou, Soul Seeker","description":"A cloak of inky shadows flutters around the bleached-white bones of a dragon. The skeletal dragon moves slowly and methodically, as if searching for something. Ankou are servitors of the gods of death. The first dragon to die each century is reborn as an ankou under the death god's auspices and is charged with living a second life as an apparition that ushers the souls of the dead to their final resting places. Creatures of Many Forms. Ankou are made from the spirits of dragons, and their natural form is that of a shadowy wyrm. However, ankou rarely manifest before mortals in their natural form for fear of sowing chaos throughout the mortal world. Many humanoid cultures tell legends of the ankou's baleful visage, claiming that the sight of an ankou in its true form is enough to drive a sane human mad and a dead human's spirit to becoming a howling specter. An ankou can adopt the form of any creature it has seen in its life or unlife, but tell-tale signs of its true nature always leak through to the new form, such as a hollow voice that does not echo or wispy hair, fur, or feathers that move by an unfelt wind. The most popular forms for ankou to assume are humanoid skeletons, ravens, kindly elders, or young children. Charged with Grim Duty. The role of the ankou is a necessary one, but one which few dragons would willingly accept. Some dragons go to extreme lengths to avoid being the first to die in a new century with some even going so far as to accept lichdom before accepting the duty of the ankou. The gods of death are loathe to share such deep secrets with mortals, but it is known that the dragons that become ankou serve for eternity. All ankou obey the gods of death unquestioningly, greeting the souls of the deceased at the moment of their death and escorting them across the planes to their final resting place. A single soul herald ankou serves directly beneath the gods of death, commanding the ranks of ankou soul seekers. Typically, a single seeker claims and transports a soul to the herald residing in an extraplanar retreat, who then offers it personally to the gods of death. Enforcers of Fate. Though they can live until the end of time, ankou can be killed. Likewise, though ankou have grown wise through eons of life and unlife, they can still be fooled by canny mortals. While creatures that cheat death through cunning and their own wit are often treated with grudging respect by the ushers of souls, the ankou are still duty-bound to send the creatures to the realms of death. Mortals who cheat death by killing ankou gain no such admiration. While a skilled warrior or a powerful dragon can best a single ankou, the slaughter of one of their own sends the ankou into a rage. The ankou soul herald hunts down the transgressor personally in order to cast the creature's soul into the Hells to suffer for its transgression. Death God's Servant. The ankou doesn't require air, food, drink, or sleep. An Ankou's Lair Ankou are rarely granted a chance to rest, constantly traveling the planes to usher spirits to their final resting places. When an ankou has a moment of respite, it often returns to the lair it kept in life. This sometimes creates awkward situations for the dragon's family if they still reside in this lair; even dragons have some apprehensions about sharing a home with a relative-turned-reaper. When residing alone, an ankou often decorates its lair with mementos that recall its slowly fading memories of its former life, such as portraits of mortal friends long dead, electrum coins minted by a friend from a now-destroyed kingdom, or the spellbooks of a fallen comrade. All ankou lairs have a pile of bleached bones somewhere within. These death spirits find that they sleep best when nestled on a bed of bones. Lair Actions On initiative count 20 (losing initiative ties), the ankou takes a lair action to cause one of the following effects; it can't use the same action two rounds in a row. Shrouds of shadow break off of the ankou and animate 2d4 skeletons from its pile of bones. These skeletons are immune to the ankou's Aura of Necromancy's Bane. All previously created skeletons are destroyed when the ankou dies or when it uses this lair action again. The ankou chooses a living creature it can see within 120 feet of it. That creature must succeed on a DC 15 Charisma saving throw or its spirit is forced from its body and appears in a random location up to 60 feet away. Without a spirit, the creature's body falls unconscious, but only starts dying if it takes damage while unconscious. A spirit can reenter its body if it touches the body as an action. A creature's spirit retains its statistics; however, it can't attack or cast spells, it has a fly speed of 40 feet, it is immune to all damage except force damage, and it can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. If a spirit is reduced to 0 hp, it instantly dies. Skeletal hands burst from a point on the ground the ankou can see within 120 feet of it. Each creature that enters or starts its turn within a 20-foot radius centered on that point must succeed on a DC 15 Strength saving throw or take 5 (1d10) necrotic damage and be restrained. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. These hands are destroyed when the ankou dies or when it uses this lair action again. Regional Effects The region containing an ankou's lair is warped by its magic, which creates one or more of the following effects: People see apparitions out of the corner of their eye and begin to doubt their own senses. Paranoia grows common. Shadows grow unusually long while the sun is high. The stars seem darker than usual when night blankets the world. Undead within 6 miles of the lair burn under sunlight and moonlight, taking 1d6 radiant damage at the start of each of their turns. If the ankou dies, these supernatural effects disappear after 1d10 days.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"neutral","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ankylosaurus","description":"Dinosaurs Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed. Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens. Ankylosaurus Thick armor plating covers the body of the plant-eating ankylosaurus, which defends itself against predators with a knobbed tail that delivers a devastating strike. Some varieties of ankylosaurus have spiked tails that deal piercing damage instead of bludgeoning damage. Actions Tail : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ankylosaurus Zombie","description":"Several new zombie variants are presented below. For more information on zombies, see the Monster Manual . Ankylosaurus Zombie. This creature is slow and barely aware of its surroundings. Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"unaligned","Expansion":7389,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Ankylosaurus Zombie","description":"This creature is slow and barely aware of its surroundings. Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"unaligned","Expansion":31454,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Annamarie Redtoe","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (halfling)","Alignment":"lawful good ","Expansion":14533,"Challenge Rating":4},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Annamede","description":"In the Kingmaker Adventure Path , Annamede is meant to be something of a nonviolent foil against the PCs: a bard in the employ of the nation of Pitax. She can play the role of any well-known public performer in your game, and with adjustments to her alignment can fit any sort of position related to entertainment you desire. Her skills also make her an excellent choice to play the role of a spy in your game, be it someone the PCs must defeat or an agent they must ally with. She works best when encountered with allies she can aid. Traits Special Equipment. Annamede has a dagger +1 . Spellcasting. Annamede is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Annamede has the following bard spells prepared: Cantrips (at will): dancing lights, message, minor illusion, prestidigitation 1st level (4 slots): comprehend languages, silent image, thunderwave 2nd level (3 slots): enthrall, invisibility, shatter, suggestion 3rd level (3 slots): hypnotic pattern, sending 4th level (2 slots): dimension door, locate creature Actions Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d4+4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Annihilator Robot","description":"Products of advanced scientific technology, the constructs called robots are animated by engineering and advanced science rather than magic. Unlike most constructs, robots are often capable of independent thought rather than being simple automatons. However, they still must obey the programming instilled in them at their creation. Any robot whose creator hard-coded limitations into its programming can never be truly autonomous. Robots almost always arise from cultures that possess technology that is leaps and bounds ahead of other civilizations, though sometimes they appear due to cultural diffusion from such a society. A wrecked spacecraft, a portal through time, or a group of robots mass-producing others of their kind could all bring robots into a world. Robots that appear from another place or time might still follow the alien dictates of their original programming, or could run amok, their directives corrupted or forgotten. Whatever the case, these robots possess technology that is beyond the means of almost anyone to reproduce, and they represent a stark contrast to other constructs, as they have nothing to do with magic. Some spellcasters, despite lacking any real grasp on the technological principles required to create robots, have managed to create their own robots by cobbling together spare parts and broken machines, filling in the gaps and completing the design with a mixture of magic and barely understood fragments of science. These inferior designs usually lack the inexhaustible power supplies, advanced intellects, and self-repair systems found in the original robots, and the magic used in their creation can potentially render them more susceptible to techniques that work against other sorts of constructs. Robots serve a wide range of purposes, from warfare and defense to peaceful tasks like excavation, farming, and maintenance. Small villages that find robots and somehow manage to command them will often put them to work quietly tending fields or constructing buildings all day long. Armies and warlords collect the more dangerous varieties of robots, but even the more ordinary varieties can be deadly. Most robots sport alloyed skin as hard as steel, meaning that even the lowliest worker robot presents a potent threat when altered for battle. Furthermore, since most cultures lack a means to reliably repair or understand how to command robots, even the most benign one might malfunction, or even reach a point in its programming where it changes its activity and refuses to follow orders, leading to untold death and destruction among its former temporary masters. The means of commanding robots vary from model to model, which can be a source of endless frustration for any who seek to control them. Some obey orders from any humanoid, some bond to a specific master until her death, and others only yield to the command of technological brooches or control rods. Still, others submit after mechanical surgery or rebuilding, or not at all. Many must be given extremely precise instructions, for they are unable to process metaphors or other figures of speech, and may interpret them in unanticipated ways, much to the chagrin of those who would command them. A surprisingly large proportion of uncontrolled robots already speak Common, as most models exhibit considerable linguistics talent, and the robots train each other in their new home's languages. Though they comprehend language, most robots rarely speak save for terse acknowledgments of orders. Their speech typically excludes words they deem unnecessary with their mechanical efficiency, leading to strange, disjointed statements that convey the requisite information without emotion, although some robots programmed to interact well with humans are able to speak in a more fluid and less disconcerting manner. Constructing a robot requires no magic but does involve advanced and extraordinarily rare materials and technological expertise. Because almost no one possesses the skills and materials to complete the process of constructing a robot, these entries omit the construction sections provided for most constructs. A GM can add the robot subtype to a different type of construct, such as an animated object or homunculus, to create new types of robots. Typically, this doesn't alter the construct's challenge rating. A character can't create a robot from or add the robot subtype to a construct that has already been created; adding the robot subtype to an existing creature is purely a means for the GM to simulate additional robots beyond those provided here. ROBOT, annihilator The enormous and formidable annihilator robots roam old ruins and wastelands, ridding them of all life and civilization. They smash structures, slaughter creatures both sentient and bestial, and scorch plant life to ashes. When rampaging, an annihilator indiscriminately destroys rather than following the meticulous approach many other robots take with their work. Despite the destruction they wreak, annihilators often gather up those who survive their assaults, collecting the dying and unconscious from battlefields and bringing them to a set location. Their purpose for keeping these battered but still-living prisoners is unknown. Communications Relay. 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Malevolence is such a core part of a hag that it shapes her physical form and molds her magical powers. Annis hags lair in mountains or hills. Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall. Tormenting the Weak. Although annis hags can easily tear a grown man apart, they love hunting children, preferring their flesh above all others. They use the flayed skin of such victims to make supple leather, and a hag’s lair often shows the signs of this industry. Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim. In this way, they provoke fear and paranoia in nearby villages and settlements. To an annis hag, nothing is sweeter than turning a vibrant community into a place paralyzed with terror, where folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children to “be good, or the annis will get you.” Child Corrupter. When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote place, and gives it an iron token that it can use to confide in her. Over time, “Granny” convinces the child that it’s okay to have bad thoughts and do bad deeds—starting with breaking things or wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child’s family and community become terrified of the “bad seed” and must face the awful decision of whether the child should be punished or exiled. Tribe Mother. Much in the way that they befriend children in order to corrupt them, annis hags have a tendency for adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition. Covens. An annis hag that is part of a coven (see the “Hag Covens” sidebar in the Monster Manual ) has a challenge rating of 8 (3,900 XP). Iron Token An annis hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are on the same plane of existence and within 10 miles of each other. The holder of the token can hear only the hag’s voice, not those of any other creatures or any ambient noise around the hag. Similarly, the hag can hear the holder of the token and not the noise around it. A hag can have up to three iron tokens active at one time. As an action, she can discern the direction and approximate distance to all of her active tokens. She can instantaneously deactivate any of her tokens at any distance (no action required), whereupon the token retains its current form but loses its magical properties. Traits Innate Spellcasting : The hag’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells: • 3/day each: disguise self (including the form of a Medium humanoid), fog cloud Actions Multiattack : The annis makes three attacks: one with her bite and two with her claws. Bite : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. Claw : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Crushing Hug : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled, escape DC 15, if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Expansion":1,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Annis Hag","description":"Annis hags lair in mountains or hills. These hunchbacked and hump-shouldered hags are the largest and most physically imposing of their kind, standing eight feet tall. They can easily tear a fully grown person apart, but they love hunting the young, preferring their flesh above all others. Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim to provoke fear and distrust in nearby villages and settlements. To an annis hag, nothing is sweeter than making a once-vibrant community paralyzed with terror, so folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children: “Be good, or the annis will get you.” When an annis feels especially cruel, the hag adopts the appearance of a kindly elder, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child’s terrified family and community face painful decisions of what to do about the seemingly remorseless child. Much as annis hags befriend children in order to corrupt them, they may adopt a group of ogres, trolls, or other creatures (ogres and trolls appear in the Monster Manual ), ruling them through brute strength, insults, and superstition. Iron Token An annis hag can pull out one of their iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are within 10 miles of each other. When the hag speaks through the token, the holder can hear the hag’s whisper but not any other sounds at the hag’s location. Similarly, the hag can hear the holder of the token but not the noise around it. A hag can have up to three iron tokens active at one time. As an action, the hag can discern the direction and approximate distance to those active tokens. The hag can deactivate any of those tokens at any distance (no action required), whereupon the token retains its current form but loses its magic. Hag Covens An annis hag that is part of a coven (see the “Hag Covens” sidebar in the Monster Manual ) has a challenge rating of 8 (3,900 XP). Actions Multiattack. The annis makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way. Spellcasting. The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): 3/day each: disguise self (including the form of a Medium Humanoid), fog cloud","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Annis Hag","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"any evil","Challenge Rating":6},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Annis Hag, Auntie Grime Hill","description":"Auntie Grime Hill is exceptionally old, even for a hag. She doesn’t speak much, but when she does she tends to use excessive metaphors like, “my skin has seen a thousand suns.” She refuses to join any coven as a permanent member but has been known to link up with other hags to work a specific evil task or lengthy bit of corruption. Auntie Grim Hill is famous on both the Material Plane and Feywild for her very creative and tasty recipes involving children of all known races. Her rod of rulership was a gift from a fey suitor who has since disappeared. It was specifically made for her and looks like a large wooden stirring spoon stained with every imaginable liquid. It is widely whispered in hag circles that Auntie Grime Hill has a few recipes involving hag and fey flesh as well. She is one of the few known hags that is completely disinterested in becoming a grandmother. The last grandmother to offer Auntie Grime Hill a “promotion,” went missing mysteriously.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"neutral evil","Expansion":34600,"Challenge Rating":8},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Annis Hag, Grandmother Riven Sky","description":"Grandmother Riven Sky is a powerfully built and misshapen annis hag of unknown age who lairs inside ruins at the base of a mountain. She even claims to have known the original inhabitants if asked; she is always in the mood for conversation. Grandmother Riven Sky will often appear to help travellers or adventurers but she always has a nasty end planned for whoever she helps. She will often be polymorphed into an agreeable shape when she is making contact with potential prey and may even accompany adventurers until they find themselves wounded and tired: suddenly beset upon by a hag. From time to time she will also travel long distances in search of a particular being or group of beings that has wronged a hag in some way. Grandmother Riven Sky has two young blue dragon twins as allies, named Gorrox and Vayalox that will sometimes come to her aid. Eventually the dragon twins and Riven Sky expect to have to kill and loot the other group so their interactions are always guarded and payment is always negotiated before service. Crafty characters may be able to use one group to help destroy the other.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"chaotic evil","Expansion":34600,"Challenge Rating":11},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Anophiloi","description":"With a needle-like snout and a gut full of blood, the anophiloi are hard to miss. The buzz of the creature's wings haunts the jungles and marshes, sending warm-blooded creatures for cover. Blood Drinkers. Predators of the swamplands, jungles, and other humid places, the anophiloi, intelligent mosquitoes the size of large dogs, feed mainly on livestock and large game animals. Their choice of food, however, is a pragmatic one and has nothing to do with morality; game animals won't organize to wipe them out, humanoids will. When famished, anything that bleeds becomes prey for the anophiloi. Seasonal Menace. The anophiloi require heat and humidity to thrive. They spend the cold months of the year dwindling in size and dehydrating while hidden in hibernation after one last gluttonous feeding. By the end of this dormant period, the creatures resemble a bundle of gray and black sticks. As soon as the temperature increases, the anophiloi take to the air and seek out easy prey. Barely Kept in Check. The anophiloi's period of dormancy allows farmers and keepers of livestock to keep the creature's population thin. At the first dip in temperature, hunts are organized. If not for the frenetic pace and frequency of their egg laying, the anophiloi would be an unpleasant memory in settled regions.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"neutral","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ansom Lang","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Source":"custom","Expansion":21300,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Ant, Giant","description":"Several pony-sized ants swarm around an ant the size of a draft horse, clacking their serrated mandibles and threatening with their stingers. Giant ants look much like a normal ant with six legs, a waspish segmented body, and large antenna. Their hides are covered in thick chitin, and they have large, serrated mandibles flanking their mouths and stingers on their tails. These stingers are the size of a shortsword, and they’re capable of stabbing and poisoning a human to death. Colony Defenders. Giant ants form colonies under the control of a queen much like their normal-sized cousins. Sterile females form castes with the workers building the nest and caring for larvae. Queens and male drones rarely leave the colony. Soldiers defend the colony and forage for food. Carry Prey Home. Giant ants are both predators and scavengers, working in organized groups to bring down large prey and carry it back to the nest. Giant ants tend to ignore animals away from the colony when not foraging for food, but they quickly move to overwhelm prey when hungry or threatened. A giant ant stands nearly four feet tall and weighs 400 pounds, while a giant ant queen is over five feet tall and weighs 900 pounds. Giant ants communicate with each other primarily with pheromones but also use sound and touch. Traits Keen Smell: The giant ant has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack: The giant ant makes one bite attack and one sting attack. Bite: Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage. The target is grappled, escape DC 12. Until this grapple ends, the target is restrained and the giant ant can’t bite a different target. Sting: Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage plus 22 (4d10) poison damage. On hit, the target takes 22, 4d10, poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ant, Giant Queen","description":"Several pony-sized ants swarm around an ant the size of a draft horse, clacking their serrated mandibles and threatening with their stingers. Traits Keen Smell: The giant ant queen has advantage on Wisdom (Perception) checks that rely on smell. Queen’s Scent: Giant ants defending a queen gain advantage on all attack rolls. Actions Multiattack: The giant ant queen makes two bite attacks and one sting attack. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. The target is grappled, escape DC 13. Until this grapple ends, the target is restrained, and the giant ant can’t bite a different target. Sting: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 22 (4d10) poison damage. On hit, the target takes 22, 4d10, poison damage, or half as much poison damage with a successful DC 14 Constitution saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Antaeus","description":"Antaeus An antaeus is a hulking humanoid, typically with dark skin and long, shaggy hair and beard, that love wrestling. They tend to avoid open battles but look for opportunities to challenge enemies to a one-on-one wrestling match, sometimes for stakes of gold but more often with life and death on the line. They claim a divine lineage to Mother Earth herself, Gaea, and use the skulls of enemies they crush with their mighty thews to lay the foundation of shrines or temples in the name of their divine parent or parents. They often waylay travelers, challenging them to feats of strength in exchange for free passage or even a reward. In battle, they tend to focus on a single opponent, locking them up with their grappling prowess until they submit, fall unconscious, or die. An antaeus is the size of a tall, broad man, usually close to or over 7 feet in height and covered in muscles, often oiling their skin to emphasize their physique.","properties":{"Category":"Monsters","Size":"Medium","Type":"giant","Alignment":"neutral","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Anthracia, Princess of Venom","description":"The dirt shall drink your blood as it pools around you! At least you were good for something. Anthracia Captivating to her followers and cruel to her enemies, the dryad Anthracia delights in the demise of those she sees as a threat to the beasts and plants of the wilderness. To the self-styled Princess of Venom, murder is a simple part of the natural cycle. The beings who serve her are spared her wrath only because of their connection to the natural world, but she feels all her followers are ultimately expendable. Anthracia’s dryad tree is hidden deep inside Gemhollow. She zealously guards the tree, allowing no other creature but Logger into the chamber. Anthracia controls the battlefield from afar, using her supernatural connection to the earth to lock down terrain and manipulate the movement of enemies and allies. Traits Supernatural Resistance. Anthracia has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. Anthracia makes three attacks using Stone Touch, Missile Thorn, or both. She can also use Tree Teleport, if available. Stone Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d8) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw or be restrained (save ends at end of turn) as their limbs become heavy. If this attack reduces a creature to 0 hit points, they become stable and are petrified into a withered stone tree featuring their tortured likeness. The petrification lasts until the creature is restored by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect. Missile Thorn. Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 7 (2d6) piercing damage plus 7 (2d6) poison damage. Tree Teleport ( 3 /Day; 5 th-Level Spell). Anthracia touches a living tree. She instantly teleports to an unoccupied space within 5 feet of another living tree within 500 feet of the first. Both trees must be Medium or larger. Wall of Poison ( 1 /Day). Anthracia conjures an opaque wall of poisonous gas centered on a point she can see within 150 feet of her. The wall can be up to 50 feet long, 15 feet high, and 5 feet thick. The wall lingers in the air for 1 minute and its area is heavily obscured. Each creature who is in that area when the wall appears or who enters it for the first time on a turn must make a DC 17 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. Creatures who don’t need to breathe automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the wall after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. Reactions Sudden Quake. When an enemy moves within 15 feet of Anthracia, she creates a small tremor in the ground beneath her. Each creature within 15 feet of her must succeed on a DC 17 Dexterity saving throw or fall prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Antipaladin","description":"Cultist Just as bandits are drawn to the Stolen Lands, all manner of cultists find this region ripe for hideouts and hidden shrines to deities and demigods whose worship has been outlawed in most cities and towns. Some of these cultists are solitary members of groups with influence throughout the world, while others, such as the Cultists of the Bloom, are entirely regional threats. Note that these cultists, along with the more powerful specialized cultists presented later in this book under the entry for Thresholders, can be used together as different agents of a sprawling sect of sinister worshippers in your game simply by changing their descriptions to match whatever nefarious deity or evil faith you’ve decided they might serve. Antipaladin Antipaladins often serve as captains or secondary leaders for evil cults, particularly those associated with the worship of demon lords. Traits Divine Smite. When the antipaladin hits a creature with a melee weapon attack, it can expend one spell slot to deal 9 (2d8) radiant damage to the target, in addition to the weapon’s damage. If the antipaladin expends a slot of 2nd level or higher, the extra damage increases by 4 (1d8) for each level above 1st. Menacing Monologue. As a bonus action, the antipaladin can deliver a magically enhanced menacing speech that inspires fear in their enemies. Each creature of the antipaladin’s choice within 60 feet that can hear the antipaladin must make a DC 15 Wisdom saving throw. On a failed save, the target is frightened until the end of the antipaladin’s next turn. On a successful save, that creature is immune to the antipaladin’s Menacing Monologue for the next 24 hours. Spellcasting. The antipaladin is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following paladin spells prepared: 1st-level (4 slots): command, divine favor, protection from evil and good, shield of faith 2nd-level (3 slots): branding smite, aid* *The antipaladin casts this spell on itself before combat if able. Actions Multiattack. The antipaladin makes two attacks. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Anubian","description":"An anubian’s swirling sand comes together to form a snarling, canine-faced humanoid whose eyes shine with an eerie, blue glow. Anubians are elementals summoned to guard tombs or protect treasures. Piles of Dust. An anubian at rest resembles a pile of sand or dust, often strewn about an already dusty location. When active, it rises up to form a muscular humanoid with the head of a jackal. A destroyed anubian collapses into an inert pile of sand. Death to the Unarmored. In combat, anubians prefer to fight unarmored foes rather than creatures wearing armor. They associate unarmored creatures with spellcasters, and their latent resentment over centuries of being summoned as servants drives them to attack such figures when they aren’t shackled by magical bondage. Sandstorm Tag Teams. Anubians fight effectively as teams, using their haboob attacks to corner and isolate the most vulnerable targets. Elemental Nature. An anubian doesn’t require air, food, drink, or sleep. Traits Sand Step: Instead of moving, the anubian’s humanoid form collapses into loose sand and immediately reforms at another unoccupied space within 10 feet. This movement doesn’t provoke opportunity attacks. After using this trait in sand terrain, the anubian can Hide as part of this movement even if under direct observation. Anubians can sand step under doors or through similar obstacles, provided there’s a gap large enough for sand to sift through. Vulnerability to Water.: For every 5 feet the anubian moves while touching water or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn. Actions Multiattack: The anubian makes two claw attacks. Claw: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. Haboob (1/Day): The anubian creates a sandstorm in a cylinder 30-feet high, that reaches to within 5 feet of it. The storm moves with the anubian. The area is heavily obscured, and each creature other than an anubian that enters the sandstorm or ends its turn there must make a successful DC 13 Strength saving throw or be restrained by it. Also, each creature other than an anubian that ends its turn inside the sandstorm takes 3 (1d6) slashing damage. The anubian can maintain the haboob for up to 10 minutes as if concentrating on a spell. While maintaining the haboob, the anubian’s speed is reduced to 5 feet and it can’t sand step. Creatures restrained by the sandstorm move with the anubian. A creature can free itself or an adjacent creature from the sandstorm by using its action and making a DC 13 Strength check. A successful check ends the restraint on the target creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Anveleon","description":"Ze anveleon? Oh ja, I love havink it around! Stubbing mein toe on ein invisible anvil is sehr fun! Und ven it keeps everyone up at night for three days straight hammerink avay to forge ein simple teaspoon? Simply wunderbar! — Humperdink, Sleep Deprived Type: Monstrosity Creature Component: Any metallic construct Bonus Tamer Improvement: Forgemaster and +2 Hit Dice Clever creatures with an affinity for metalworking, anveleons can frequently be found blending into the walls of smithies and watching masters at work, hoping to pick up some new tricks. Their hardened scales and unusual shape allow them to use their own bodies in the pursuit of their craft, to which they devote themselves with unapologetic perfectionism. Indeed, an anveleon can spend days making minor tweaks and improvements to one of its creations, only to undo them all and start anew the next. Anveleons often carry tools of their own making, which they wield using their tails against foes bearing poorer quality equipment with ill-concealed enthusiasm. In battle, however, they favour tending to their allies’ weapons, ensuring that they are in perfect condition. Your blades will never lack for sharpness with an anveleon around! If any of the anveleon’s traits or actions require a saving throw, it is always against the anveleon’s save DC, as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the anveleon’s Constitution modifier Monster Trainer Forgemaster Prerequisite: Become a tamer’s companion Type: Passive (tamer) The anveleon can be used as a set of smith’s tools, and its tamer has advantage on any ability checks using it in this way. In addition, over the course of a short or long rest, the anveleon can magically enhance a metallic weapon or piece of ammunition. The next attack roll made with that weapon or ammunition is made with advantage. A weapon or piece of ammunition loses this benefit when the anveleon’s tamer finishes a long rest. Growth I Prerequisite: 3rd-level tamer Type: Passive (companion) The anveleon’s size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its attacks increases to a d6. Thunderstrike Prerequisite: 3rd-level tamer Type: Active (action) As an action, the anveleon can make a Hammer attack against itself, which automatically hits, producing a thunderous ring. Each creature within 5 feet of the anveleon must succeed on a Constitution saving throw or take thunder damage equal to the damage the anveleon dealt to itself. When the anveleon’s tamer reaches 9th level in the tamer class, the thunder damage increases to double the damage the anveleon dealt to itself. Blacksmiting Prerequisite: 5th-level tamer Type: Active (bonus action) As a bonus action, the anveleon can cast the branding smite spell on a willing creature within 5 feet of it. The creature benefits from the spell as if it had been the one to cast it, but the anveleon maintains concentration on the spell for it. Once the anveleon casts this spell, it can’t do so again until its tamer finishes a short or long rest. Multiattack Prerequisite: 5th-level tamer Type: Active (action) As an action, the anveleon makes two attacks. Whetstone I Prerequisite: 5th-level tamer Type: Passive (companion), Active (bonus action) The anveleon can use its Hone action as a bonus action. When the anveleon’s tamer reaches 9th level in the tamer class, the extra damage of the Hone action increases to 3 (1d6). Autotomy Prerequisite: 9th-level tamer Type: Active (action) The anveleon can use an action to shed its tail, automatically ending the grappled or restrained condition on itself. The tail grows back immediately after. Growth II Prerequisite: 9th-level tamer, Growth I Type: Passive (companion) The anveleon’s size increases to Medium, its Hit Die size increases to a d8 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its attacks increases to a d8. Well-Tempered I Prerequisite: 9th-level tamer Type: Passive (companion) The anveleon gains a +2 bonus to AC while it isn’t wearing armour. Camouflage Prerequisite: 13th-level tamer Type: Active (action) The anveleon can use its Invisibility action at will. Whetstone II Prerequisite: 13th-level tamer, Whetstone I Type: Passive (companion) The extra damage of the anveleon’s Hone action increases to 4 (1d8). Additionally, when the anveleon hones a weapon, the next attack made with that weapon before the start of the anveleon’s next turn scores a critical hit on a roll of 19 or 20. Well-Tempered II Prerequisite: 17th-level tamer, Well-Tempered I Type: Passive (companion) The anveleon gains a +2 bonus to AC while it isn’t wearing armour. This improvement is in addition to the bonus from Well-Tempered I. Additionally, the anveleon gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"neutral","Expansion":26720,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Anvilwrought Raptor","description":"Anvilwroughts The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges. Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians. A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters. Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep. Anvilwrought Raptor Prized among Meletis's thaumaturges, anvilwrought raptors are often crafted in the form of a hawk or an owl. Most serve as messengers and spies, flying over the busy streets or high over the land while carrying or seeking vital information for their masters.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":5432,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Anzu","description":"A giant raptor roars out its fury in spouts of fire and scalding water while lightning crackles through its feathers. Territorial. Anzu are fierce and territorial predators, claiming ranges along the edges of deserts, wide grasslands, or high mountains. Extremely long-lived, they mate for life, producing two or three eggs every decade. Elemental Birthright. Offspring of a wind god or primordial wind spirit, anzu are the personification of the south wind, lightning, and the driving monsoon. Uniquely tied to the elements of fire, water, and wind, they react poorly to weatheraltering magic. Anzu in Midgard In the Midgard campaign setting, anzu are the children of the windlord Khamsin the South, and many anzu guard the escarpment along the eastern side of the Chelamite Mountains. Others can be found on the Rothenian Plains and in the grasslands of the far East.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Aoandon","description":"An aoandon is an incorporeal outsider formed from the spirit of a woman who died pursuing some ill-fated relationship. An aoandon waits for her chance to seek revenge on those who wronged her in her mortal life. If that person is dead, she finds a surrogate—someone who reminds her of the wrongdoer—and acts out her delusions with unrelenting vindictiveness. These spirits can also appear as a result of mishaps with calling spells, but such instances are rare. 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Apaxrusl, or sand drudges, are created through dark rituals that merge a corpse with desert sand. Soul Infusion. The rituals used to create an apaxrusl call for infusing damned souls into the sand, and would-be creators regularly make bargains with demons to acquire this unique component. Oftentimes, the deal goes poorly for the creator, leaving the resulting apaxrusl to wander the desert without a master. Abyssal Intelligence. The damned souls filling the apaxrusl give it intelligence, but its constructed form keeps it loyal, making it a valuable asset to its creator. Necromancers often create apaxrusl to lead small groups of undead on specific tasks, confident in the construct’s ability to execute orders and lead the undead while away from the direct control of the necromancer. Construct Nature. The apaxrusl doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"neutral","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Apaxrusl","description":"Apaxrusl, or sand drudges, are created through dark rituals that merge a corpse with desert sand. The damned souls filling the apaxrusl give it intelligence, but its constructed form keeps it loyal, making it a valuable asset to its creator. Necromancers often create apaxrusl to lead small groups of undead on specific tasks, confident in the construct’s ability to execute orders and lead the undead while away from the direct control of the necromancer. The apaxrusl doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"neutral","Expansion":11995,"Challenge Rating":3},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Ape","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The ape makes two fist attacks . Fist : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage . Rock : Ranged Weapon Attack : +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage .","properties":{"Category":"Monsters","AC":12,"HP":"19 (3d8+6)","CHA":7,"CON":14,"DEX":14,"INT":6,"STR":16,"WIS":12,"Size":"Medium","Type":"beast","Speed":"30 ft., climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057691/_ncBC1uwPRUeqNSJwJdLrA/original.png","Roll 0":"Fist\n1d20 + 5\n1d6+3","Roll 1":"Rock\n1d20 + 5\n1d6+3","Skills":"Athletics +5, Perception +3","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The ape makes two fist attacks.\"},{\"Name\":\"Fist\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Rock\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"5\",\"Reach\":\"25/50 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":"+2","data-DEX-mod":"+2","data-INT-mod":"-2","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":"1/2","Passive Perception":13,"data-CrNum":0.5,"data-AcNum":12,"data-HpNum":19},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ape","description":"Actions Multiattack : The ape makes two fist attacks. Fist : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Rock : Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ape","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Ape","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Ape","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Multiattack. The ape makes two Fist attacks. Fist. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. Rock (Recharge 6). Ranged Attack Roll: +5, range 25/50 ft. Hit: 10 (2d6 + 3) Bludgeoning damage.","properties":{"Category":"Monsters","AC":12,"HP":"19 (3d8 + 6)","PB":2,"CHA":7,"CON":14,"DEX":14,"INT":6,"STR":16,"WIS":12,"Size":"Medium","Type":"Beast","Speed":"30 ft., Climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406406598/sTKFTfzlGTXV62wLoEYLoA/original.png","Skills":"Athletics +5, Perception +3","data-XP":100,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The ape makes two Fist attacks.\"},{\"Name\":\"Fist\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 3\",\"Damage Type\":\"Bludgeoning\"},{\"Name\":\"Rock (Recharge 6)\",\"Type\":\"Ranged\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"25/50 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":2,"data-DEX-mod":2,"data-INT-mod":"-2","data-STR-mod":3,"data-SizeNum":2,"data-WIS-mod":1,"Saving Throws":"Str +3, Dex +2, Con +2, Int -2, Wis +1, Cha -2","Challenge Rating":"1/2","Passive Perception":13,"data-CrNum":0.5,"data-AcNum":12,"data-HpNum":19},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Aphasian Abomination","description":"A swirling cloud of orange-yellow energy moves with deliberate intent. What appear to be dozens of glowing, green eyes and mouths churn across the surface of the cloud as it moves. A living weapon created during a great war of mages, the aphasian abomination exists to slay spellcasters. Its powerful abilities to attack the speech centers of the mind can break communication as well as stop spellcasters from speaking the words necessary to cast their magic, effectively neutralizing them. Though the mighty magicians that created these magical constructs are long dead, their creations still roam free in the blasted wastes where the war was fought, seeking enemy spellcasters to destroy. Dangerous Portents. The aphasian abomination's ability to sense and seek out magic means the area where one is encountered likely contains remnants and relics from the ancient past. Amorphous. The aphasian abomination can move through a space as narrow as 1 inch wide without squeezing. Aphasic Field. The aphasian abomination generates a field of psychic distortion around itself. Each creature that starts its turn within 60 feet of the abomination must succeed on a DC 17 Intelligence saving throw or lose the ability to speak coherently, saying coherent words that make no sense in context instead of whatever it intends to say. If the creature attempts to cast a spell with verbal components, it fails, taking 9 (2d8) psychic damage per spell level of the spell it attempted to cast, and it expends the spell slot. Construct Nature. The aphasian abomination doesn't require air, food, drink, or sleep. Immutable Form. The aphasian abomination is immune to any spell or effect that would alter its form. Made of Magic. The aphasian abomination is formed of magical energy. It temporarily winks out of existence when inside an antimagic field , instantly reappearing once the space it occupied is no longer within the area of effect. An aphasian abomination targeted by dispel magic takes 21 (6d6) damage plus an extra 7 (2d6) psychic damage for each spell level beyond 3rd, if the spell is cast using a higher spell slot. Magic Resistance. The aphasian abomination has advantage on saving throws against spells and other magical effects. Actions Multiattack. The aphasian abomination makes three Force Blast attacks. Force Blast. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 23 (4d8 + 5) force damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Aphemia","description":"Harpies Cruel, corpse-eating creatures, harpies endlessly seek their next meal, careless of whether it comes from the living or the dead. With equal zeal, these vicious scavengers set upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees. Sirens Sirens are a kind of beautiful harpy with humanlike bodies, bird wings and legs, and bright plumage in shades of blue, purple, and green. They use the stat block of the harpy in the Monster Manual , using their luring song to mesmerize their prey and draw it near. Siren songs prove exceptionally dangerous to sailors, who risk steering their ships onto reefs in an attempt to reach the source of the melody. Aphemia the Dissonant Song The notorious Nyxborn harpy Aphemia prowls the marshy wastes around the necropolis of Asphodel. Her shrill songs enthrall the necropolis's undead inhabitants, which she leads on raids to waylay unsuspecting travelers and settlements.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":5432,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Apostle","description":"Apostles are powerful clerics who can ably serve as both the defenders and healers of their flock. In metropolitan areas where larger temples and churches can be found, there might be several apostles of a given religion. In rural areas, an apostle is often the senior representative of a faith and might be responsible for overseeing several small temples and shrines in the region.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any","Expansion":11995,"Challenge Rating":6},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Apostle","description":"Apostles are powerful clerics who serve as both the defenders and healers of their flock. In metropolitan areas where larger temples and churches are found, several apostles might represent a given faith. In rural areas, an apostle is often the only representative of a faith and might oversee multiple small temples and shrines. Divine Weapons. When the apostle hits with any weapon, the weapon deals an extra 2d8 necrotic or radiant damage (included in the attack), the apostle's choice. Faith's Reward. When the apostle casts the bless spell, it gains the benefit of the spell even if it doesn't include itself as a target. In addition, when the apostle restores hp to another creature, it regains hp equal to half that amount. Actions Multiattack. The apostle makes three Mace or Divine Bolt attacks. It can replace one attack with a use of Spellcasting. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 9 (2d8) necrotic or radiant damage (the apostle's choice). Divine Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 13 (2d8 + 4) necrotic or radiant damage (the apostle's choice). Destroy Undead (2/Day). The apostle presents its holy symbol and intones a prayer. Each undead within 30 feet of the apostle that can see or hear it must make a DC 15 Wisdom saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. The apostle casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15): At will: guidance, spare the dying, thaumaturgy 3/day each: bless, cure wounds (as a 3rd-level spell) , hold person , lesser restoration 1/day each: bestow curse , daylight , freedom of movement , mass cure wounds , revivify","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Apprentice","description":"Apprentices have a minor talent for magic and tend to be well-read. Creating a Survivor When you plan a session using survivors, determine how you’ll use the Apprentice, Disciple, Sneak, and Squire stat blocks that appear in the following section. Once you’ve determined what survivors to use, take a few moments to individualize them. If the survivors have particular roles in your adventure, provide that information to players along with their survivors’ statistics; otherwise, let them come up with their own details. Players can give their survivors names, personalities, and lineages, but these details don’t affect the survivors’ stat blocks. Levels Survivors don’t possess classes as detailed in the Player’s Handbook . Despite this, you can make a survivor marginally more powerful by increasing its level. The stat blocks present the survivors as they are at 1st level. Rather than gaining experience points, a survivor increases in level whenever it makes sense for your adventure. When a survivor gains a level, it gains the benefits on the Survivor Progression table. A survivor that advances from 1st to 2nd level and from 2nd to 3rd level gains access to the player’s choice of Survivor Talents (see the section below). Survivor Progression Table Level Feature 1st See the appropriate stat block 2nd Survivor Talent 3rd Survivor Talent Hit Points Whenever a survivor gains a level, it gains one Hit Die and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type that appears in the survivor’s stat block), and add the survivor’s Constitution modifier. It gains a minimum of 1 hit point per level. If a survivor drops to 0 hit points, it falls unconscious and subsequently makes death saving throws just like a normal player character. Survivor Talents At 2nd level and again at 3rd level, a survivor gains their choice of one of the following talents. A survivor can’t gain the same talent more than once, unless a talent’s description says otherwise. If a talent has a prerequisite, the character must meet it to gain the talent. Adrenaline Surge At the start of your turn, you can choose one creature you can see within 30 feet of you. Until the start of your next turn, you are frightened of that creature and your walking speed is doubled. Desperate Scream Whenever you make a saving throw, you can summon your desire to live into a desperate scream. You gain advantage on the saving throw, and the scream is audible up to 100 feet away. You can scream in this way twice, and you regain all expended uses when you finish a long rest. Magical Talent Prerequisite: Apprentice survivor You learn one 1st-level spell of your choice from the wizard spell list. It must be a spell you don’t already know. You can cast the spell once with this talent, and you regain the ability to do so when you finish a long rest. You can select this talent more than once. Each time you do so, you must choose a different spell. Resilience Choose one ability score. You gain proficiency in saving throws using the chosen ability. Skillful You gain proficiency in two skills of your choice.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":10535},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Apprentice","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":32062,"Challenge Rating":"1/4"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Apprentice of the Arcane Tower","description":"Those who wish to study the higher arts of magic have to either find a personal master or apply for apprenticeship at the Arcane Tower, the largest such institution in Aglarion or the Drayl City States. The rigorous admissions process requires a certain level of understanding of magic and eliminates most applicants. Those who are accepted by the academicians can make sure that they have stepped on a path of progress and arcane advancement. An apprentice has already acquired enough knowledge about the special spell methodologies unique to the academy and learned simplified shortcuts to enhance their spellcasting abilities. Apprentices graduate after a minimum of twelve years.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":17604,"Challenge Rating":2},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Apprentice Witch","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral","Expansion":29375,"Challenge Rating":3},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Apprentice Wizard","description":"Apprentice wizards are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work, such as cooking and cleaning, in exchange for education in the ways of magic. Traits Spellcasting. The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): fire bolt, mending, prestidigitation 1st level (2 slots): burning hands, disguise self, shield Actions Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":7393,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Apprentice Wizard","description":"Apprentices are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work such as cooking and cleaning in exchange for education in the ways of magic. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a cranium rat, a crawling claw, a gazer, an imp, a pseudodragon, or a quasit. Traits Spellcasting : The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: • Cantrips (at will): fire bolt , mending , prestidigitation • 1st level (2 slots): burning hands , disguise self , shield Actions Fire Bolt : Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn. Dagger (Melee) : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Dagger (Ranged) : Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Apprentice Wizard","description":"Apprentices are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work like cooking or cleaning in exchange for education in the ways of magic. Wizards Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells. Actions Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage. Spellcasting. The apprentice casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12): At will: mage hand , prestidigitation 1/day each: burning hands , disguise self , mage armor","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Apprentice Wizard","description":"This creature appears in the All Eyes on Chult adventure module! Traits Spellcasting. The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): fire bolt, mending, prestidigitation 1st level (2 slots): burning hands, disguise self, shield Actions Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":23171,"Challenge Rating":"1/4"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Aqualotl","description":"Aqualotl Likes: swimming very fast, splashing water onto dry things, waterfalls Dislikes: polluted water, being frozen, deserts Native to aquatic dimensions and unspoiled bodies of water, aqualotls are friendly and energetic elemanimals with useful innate magic. These aqua critters are exceptional swimmers with the power to teleport while underwater. When out of the water for too long, Aqualotls will often use their innate magic to create puddles of water and then use their aqua step to teleport between them and have fun. In combat situations, an aqualotl will either seek refuge underwater or hide behind its friends and use its water tail whip to assist in battle. Pact of the Chain Familiar . At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of an aqualotl for their familiar.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental (elemanimal)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Arachnid Robot","description":"Products of advanced scientific technology, the constructs called robots are animated by engineering and advanced science rather than magic. Unlike most constructs, robots are often capable of independent thought rather than being simple automatons. However, they still must obey the programming instilled in them at their creation. Any robot whose creator hard-coded limitations into its programming can never be truly autonomous. Robots almost always arise from cultures that possess technology that is leaps and bounds ahead of other civilizations, though sometimes they appear due to cultural diffusion from such a society. A wrecked spacecraft, a portal through time, or a group of robots mass-producing others of their kind could all bring robots into a world. Robots that appear from another place or time might still follow the alien dictates of their original programming, or could run amok, their directives corrupted or forgotten. Whatever the case, these robots possess technology that is beyond the means of almost anyone to reproduce, and they represent a stark contrast to other constructs, as they have nothing to do with magic. Some spellcasters, despite lacking any real grasp on the technological principles required to create robots, have managed to create their own robots by cobbling together spare parts and broken machines, filling in the gaps and completing the design with a mixture of magic and barely understood fragments of science. These inferior designs usually lack the inexhaustible power supplies, advanced intellects, and self-repair systems found in the original robots, and the magic used in their creation can potentially render them more susceptible to techniques that work against other sorts of constructs. Robots serve a wide range of purposes, from warfare and defense to peaceful tasks like excavation, farming, and maintenance. Small villages that find robots and somehow manage to command them will often put them to work quietly tending fields or constructing buildings all day long. Armies and warlords collect the more dangerous varieties of robots, but even the more ordinary varieties can be deadly. Most robots sport alloyed skin as hard as steel, meaning that even the lowliest worker robot presents a potent threat when altered for battle. Furthermore, since most cultures lack a means to reliably repair or understand how to command robots, even the most benign one might malfunction, or even reach a point in its programming where it changes its activity and refuses to follow orders, leading to untold death and destruction among its former temporary masters. The means of commanding robots vary from model to model, which can be a source of endless frustration for any who seek to control them. Some obey orders from any humanoid, some bond to a specific master until her death, and others only yield to the command of technological brooches or control rods. Still, others submit after mechanical surgery or rebuilding, or not at all. Many must be given extremely precise instructions, for they are unable to process metaphors or other figures of speech, and may interpret them in unanticipated ways, much to the chagrin of those who would command them. A surprisingly large proportion of uncontrolled robots already speak Common, as most models exhibit considerable linguistics talent, and the robots train each other in their new home's languages. Though they comprehend language, most robots rarely speak save for terse acknowledgments of orders. Their speech typically excludes words they deem unnecessary with their mechanical efficiency, leading to strange, disjointed statements that convey the requisite information without emotion, although some robots programmed to interact well with humans are able to speak in a more fluid and less disconcerting manner. Constructing a robot requires no magic but does involve advanced and extraordinarily rare materials and technological expertise. Because almost no one possesses the skills and materials to complete the process of constructing a robot, these entries omit the construction sections provided for most constructs. A GM can add the robot subtype to a different type of construct, such as an animated object or homunculus, to create new types of robots. Typically, this doesn't alter the construct's challenge rating. A character can't create a robot from or add the robot subtype to a construct that has already been created; adding the robot subtype to an existing creature is purely a means for the GM to simulate additional robots beyond those provided here. Robot, arachnid Ubiquitous pets of technologists, arachnid robots also serve as sentinels and spies. Arachnid robots come equipped with a plasma welding torch that resembles a scorpion’s tail stinger and doubles as a weapon. Under stress, an arachnid robot’s plasma core can overload, destroying the robot in a fiery blast. This tendency inspired the practice of using the robots as suicide drones. Sentient. An arachnid robot is intelligent enough to have a sense of self-preservation, however, and one can be made to undertake such a mission only through trickery. Utility Claws. 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Fearsome Predators. Aragell are highly territorial, seeing any other creature that ventures into its domain as food, sport, or both. Their young are immediately taught to hunt, fight, and take advantage of their surroundings. Their speed allows them to easily run down most other creatures. Highly Adaptable. Aragell prefer warm climates and an abundance of flora, but they can be found in any climate, having the innate ability to adapt to almost any environment. Though they cannot speak, they are considered fairly intelligent beasts. A very fortunate few have been able to train aragell hatchlings to eventually become mounts and pets.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Aranea","description":"An aranea is an intelligent, shapechanging s pider with sorcerous powers. In its natural form, an aranea resembles a typical giant s pider, with a humpbacked body a little bigger than a human torso and v enomous fangs. Although considered a Large creature, an aranea’s mass is no more than that of a typical human; its size comes from its long legs. Parasite of Culture. Aranea often s hapechange into a familiar form in order to lure unsuspecting victims into a mbush. Less often, they infiltrate primitive humanoid societies, posing as god t ouched or otherworldly. In this deific disguise, they found a cult of sacrifice amongst the culture as a steady supply of food. Drow H atred. Aranea seldom reveal their true form to a dark elf, except in moments of absolute victory. At all other times, they are cautious predators, going to great lengths to keep their presence hidden. Though wholly self-absorbed and predatory of all humanoids, aranea have been known to work alongside those they consider prey if it results in the death of the hated drow. Aranea and the Drow I believe the drow obsession with spiders began with the aranea. To wit, the aranea are known to corrupt primitive societies for their own ends, and they are known to have an intense dislike of the dark elves. Furthermore, the drow c reation known as the drider bears a physiological similarity to the aranea that cannot be denied. It is my theory—and I would pay handsomely to the brave soul who undertook to research it—that one or several aranea influenced early dark elf s ociety for a short while, instilling the practice of s pider w orship and sacrifice, only to be overthrown after a time. Perhaps the aranea were then the subject of drow experimentation, or perhaps the spiderfolk are simply still miffed about the whole affair. —Sage Yuri Statel","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Aranea","description":"An aranea is an intelligent shapeshifting creature not unlike a lycanthrope. In its natural form, the aranea appears as a giant spider with slender humanoid arms in place of its pedipalps. Its thorax has a humpback-shaped bulge that houses its brain. The aranea's other form is that of a humanoid female. Magically Adept. An aranea is naturally gifted with the arcane arts. Due to their highly secretive nature, they focus their expertise on the schools of illusion and enchantment. Some, although very rarely, even have psionic abilities. Silk Weavers. Despite their nature, most araneas are neutral and will keep to themselves, often living at the fringes of civilization so as not to attract unwanted attention to themselves. Those that manage to live within city walls work as silk weavers and silk traders and can live out their lives normally without getting exposed. Evil Aranea. Evil araneas are con artists and serial killers that use their guile and magical charm to lure innocent victims into their hovels where they can ensnare and cocoon them with their silky webs and store them in their larder-like attics. Male araneas do not have the ability to shapechange into humanoid form and have no magical abilities. They only serve the female as consorts and guards, and if prey is scarce, as food. Traits Spider Climb. The aranea can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the aranea knows the exact location of any creature in contact with the same web. Web Walker. The aranea ignores movement restrictions caused by webbing. Actions Bite (Spider Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. While poisoned, the creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. Mind Warp. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 16 (3d8 + 3) psychic damage, and the target has disadvantage on Intelligence, Wisdom, and Charisma saving throws until the end of the aranea's next turn. Web (Spider Form Only, Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Spellcasting. The aranea casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: dancing lights, mage hand, minor illusion 2/day each: charm person, mage armor, major image 1/day each: fear, mirror image, phantasmal force Change Shape (Females Only). The aranea magically transforms into a Medium Humanoid or to return to its true form, which is a hybrid spider. Any equipment the aranea is wearing or carrying is absorbed by the new form. Its statistics, other than its size, don’t change. It reverts to its true form if it dies. Bonus Actions Quickened Spell (3/Day). The aranea uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger)","Alignment":"Typically Neutral (Any)","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Arasta","description":"Mythic Monsters This section describes three of Theros's most infamous terrors, beings whose might and dreadful deeds set them apart as menaces of legendary proportions. While many of Theros's greatest myths arise from storied terrors—like the hydra Polukranos or the dreaded titans—the monsters in this section have a feature that sets them apart: mythic traits. Mythic traits transform battles into truly legendary confrontations, well suited to the climactic battles at the ends of adventures or whole campaigns. Mythic traits are optional; they don't need to be used during combat with these monsters. If you so choose, you may simply ignore a monster's mythic trait and mythic actions. If you wish to increase a battle's stakes, though, using a monster's mythic trait results in some mid-battle twist that changes the way the monster behaves, restores its resources, or provides it with new actions to use. As a result, the battle becomes deadlier and rages on for longer than most combat encounters. Each monster features an \"As a Mythic Encounter\" section that highlights its mythic trait, notes how using it changes the difficulty of the encounter and the rewards, and includes read-aloud text you can use mid-battle to signal a terrifying shift in the conflict. Arasta of the Endless Web A victim of the gods' petty rivalries, Arasta was once one of Nylea's most beloved dryad companions. Phenax's bitterness saw her transformed into an arachnid monstrosity and driven into the darkest depths of the Nessian Wood. Now she broods on her unjust fate and the fickleness of the gods who left her cursed with monstrous immortality. Arasta appears as a gigantic spiderlike creature, her few humanoid features made monstrous by cruel magic and ages of hatred. Webs fill her lair deep in the Nessian Wood, sticky strands made not of silk but of her own endless hair. In her darkened realm, Arasta broods on her hatred of the gods and their servants. She doesn't do so alone, though, as innumerable arachnids fawn over her, serving as her eyes throughout the wilderness, disposing of victims trapped within her hair, and sacrificing themselves in her defense if they must. See \"Myths of Nylea\" for more details on the tragedy of Arasta. Arasta as a Mythic Encounter Arasta is a formidable enemy under normal circumstances, but to give characters a truly mythic challenge, you can have her call on her Armor of Spiders. Her use of this trait signals a drastic turn in the encounter, as Arasta summons her arachnid children to protect her. While she has temporary hit points from this trait, she can choose one of her mythic actions when she uses a legendary action. Read or paraphrase the following text when Arasta uses her Armor of Spiders trait: The nightmarish arachnid unleashes a shriek that sounds like a thousand spider carapaces scarring slate. In response, the ground ripples and bursts over the monster, revealing itself as a wave of countless spiders. The tiny arachnids swarm the larger horror, girding it in skittering bodies. Fighting Arasta as a mythic encounter is equivalent to taking on two challenge rating 21 creatures in one encounter. Award a party 66,000 XP for defeating Arasta after she uses Armor of Spiders. Arasta’s Lair Arasta lives in an enormous, gnarled olive tree called Enorasi, which was planted millennia ago by Klothys. It is said that those who eat of its fruit can see glimpses of the future. Eating the fruit brings with it a risk, though, for those who Klothys finds unworthy might be driven mad. There, within Enorasi's hollow trunk, Arasta awaits the next would-be prophet to make her meal. Her webs stretch beyond the branches of the tree and carpet the forest floor of her realm. Path to the Underworld. Tales are told of forlorn souls who, because of grief or madness over the loss of a loved one, have sought out Arasta's lair, as it is rumored that some of the strands of her web are anchored near the edge of the Underworld and can enable a traveler to reach that realm's ashen shores. But those who enter her domain unbidden almost never go unnoticed, for Arasta can sense the slightest vibration along her web hair, and her children act as spies on her behalf. Lair Actions. On initiative count 20 (losing initiative ties), Arasta can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row. Arasta learns about any creature touching her webs. Each creature restrained by a web or Arasta's Web of Hair must make a DC 21 Intelligence saving throw. On a failed save, Arasta gains knowledge of a creature's name, race, where they consider home, and what brought them to her web. Arasta casts the giant insect spell (spiders only). It lasts until she uses this lair action again or until she dies. Regional Effects. The region containing Arasta's lair is warped by her presence, which creates one or more of the following effects: Spiders and insects within 1 mile of Arasta's lair serve as her eyes and ears. Birds and other flying creatures are absent from the skies and occasionally found trapped in webs. Within 1 mile of Arasta's lair, webs fill all 10-foot cubes of open space, so long as the webs can be anchored between two solid masses (such as walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the next dawn. If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within 1d10 days.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"neutral evil","Expansion":5432,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Arbeyach's Herald, Ia'Affrat","description":"A dark, droning cloud containing thousands of gray, thumb‑sized wasps, shifts and swarms around the black silhouette of a tall human with glowing red eyes. The wasps, too, glow with the heat of a low-burning coal and are wreathed in foul-smelling smoke. Faithless Servant. Ia'Affrat is the inverted reflection of his unkempt, overly-unyielding creator, Arbeyach, Hell's Prince of Swarms, and may soon be his successor. Ia'Affrat acts as Arbeyach's emissary to the courts of his rivals and to the mortal world as diplomat, spy, assassin, and scourge. Though he serves the rigid and resolute Prince of Hell, Ia'Affrat shows little loyalty to his maker. The eloquent and sophisticated creature has betrayed his master in thousands of small ways over the centuries, and eventually may betray him utterly. Until then, Ia'Affrat's shifting hive mind is pursues an unquenchable lust for arcane mysteries, human interaction, and the material pursuit of unwholesome flavors and dark delights. Joker and Devourer. Ia'Affrat delights in comedy, wine, song, dance, food, and inflicting torture and public humiliation on his foes—he is a rapacious devourer, gluttonous and greedy for all transient pleasures. Ia'Affrat abhors all permanency and leaves nothing in his path but ruin. He laughs with glee at the shattering of keystones, the stench of burning paint, and the hollow echoes of a library reduced to rubble. Traits Elemental Swarm: Ia'Affrat can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. Magic Resistance: Ia'Affrat has advantage on saving throws against spells and other magical effects. Innate Spellcasting: Ia'Affrat's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ia'Affrat can innately cast the following spells, requiring no material components: At will: fire bolt, poison spray 3/day each: burning hands, invisibility, ray of enfeeblement, ray of sickness 1/day each: bestow curse, contagion, harm, insect plague, fireball Inhabit: Ia'Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. Ia'Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia'Affrat as well, but Ia'Affrat's resistances and immunities still apply against this damage. If Ia'Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. In a living victim, Ia'Affrat can control the victim's movement and actions as if using dominate monster (save DC 19) on the victim. Ia'Affrat can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while Ia'Affrat inhabits its body, and Ia'Affrat regains hit points equal to the damage dealt. When inhabiting a body, Ia'Affrat can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by Ia'Affrat crawls with the forms of the insects inside. Ia'Affrat can hide this telltale sign with a Charisma (Deception) check against a viewer's passive Insight. A greater restoration spell or comparable magic forces Ia'Affrat to abandon the host. Smoke Shroud: Ia'Affrat is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than Ia'Affrat. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn. Actions Bites (more than half hp): Melee Weapon Attack : +10 to hit, reach 0 ft., one creature. Hit : 21 (6d6) piercing damage plus 14 (4d6) fire damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Bites (half hp and lower): Melee Weapon Attack : +10 to hit, reach 0 ft., one creature. Hit : 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Smoke Jump: Ia'Affrat can travel instantly to a space in sight where there's smoke. Whirlwind (Recharge 4-6): Each creature in Ia'Affrat's space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from Ia'Affrat in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm","Source":"Tome of Beasts","Alignment":"Lawful Evil","Expansion":3,"Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Arborcyte","description":"A mound of thorn-covered vines writhes into motion, rearing up to reveal an assemblage of bleached bones at its core. A hellish light gleams from the empty sockets of its many skulls. Though druids do not suffer twisted, unnatural things to survive in the wild, sometimes, in a cruel twist of fate, they become the very thing they abhor. Seed of Desecration. An arborcyte is the corrupted soul of a druid slain in the failed defense of its woodland home. A mass of vines crawl to the dying druid to serve as a vessel into the afterlife. The druid's soul is then twisted by forces of desecration, and what arises is a shambling monstrosity consumed by the desire to destroy any life that enters its blighted glade. Skeletal Remains. Those slain by an arborcyte are eventually stripped of flesh and other organic materials by the acidic sap oozing from its many tendrils. Those bones not left to litter the forest floor work their way into the arborcyte's core, joining the remnants of other victims and the slain druid in a verdant ossuary. Insidious Destruction. An arbocyte becomes deadlier when it is attacked. As its vines are hacked apart, each of the thorny tendrils rises up to fight alongside the main mass of the creature, creating an undulating dance of death threatening anyone foolish enough to remain in proximity.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Arboreal Grappler","description":"Long, simian arms snake through the trees like furred serpents, dangling from a shaggy, striped ape in the leafy canopy above and trying to snare those below. An arboreal grappler is a malformed creation of the gods, a primate whose legs warped into long, muscular tentacles covered in shaggy, red fur. Carry Prey to the Heights. Arboreal grapplers use their long limbs to snatch prey and drag it behind them as they use their powerful forelimbs to ascend to the highest canopy. Their victims are constricted until their struggles cease and then are devoured. Their flexible tentacles are ill-suited for terrestrial movement; they must drag themselves clumsily across open ground too wide to swing across. Clans in the Canopy. Arboreal grappler tribes build family nests decorated with bones and prized relics of past hunts. These nests are built high in the jungle canopy, typically 80 feet or more above the ground. Clans of 40 or more spread across crude villages atop the trees; in such large settlements, a third of the population are juveniles. These nests are difficult to spot from the ground; a DC 20 Wisdom (Perception) check is required. A creature observing an arboreal grappler as it climbs into or out of a nest has advantage on the check. Carnivorous Elf Hunters. Grapplers are carnivorous and prefer humanoid flesh, elves in particular. Some suggest this arises from hatred as much as from hunger, a cruel combination of fascination and revulsion for the walking limbs of humanoid creatures. Traits Spider Climb: The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Boscage Brachiation: The arboreal grappler doesn’t provoke opportunity attacks when it moves out of an enemy’s reach by climbing. Actions Multiattack: The arboreal grappler makes one bite attack and two tentacle attacks. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) piercing damage. Tentacle: Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 10 (2d6 + 3 ) bludgeoning damage. The target is grappled, escape DC 13. Until this grapple ends, the target is restrained and the tentacle can’t be used to attack a different target. The arboreal grappler has two tentacles, each of which can grapple one target. When the arboreal grappler moves, it can drag a Medium or smaller target it is grappling at full speed.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Arcamag","description":"A crystalline tick hops off the neck of the dead wizard and flies behind a bookshelf, where it changes into a harmless-looking silver ring bearing an arcane symbol. A Bane of the Arcane. The arcamag is a creature that survives by feeding on the magical force within creatures, especially humanoid spellcasters. An arcamag looks like a tick comprised of jagged, clear-crystalline fragments. Barbed hooks springing from its mandibles allow it to attach to a host. Symbiote or Parasite? The arcamag waits until a spellcaster takes possession of it, stowing it in a backpack or belt pouch. At that point, it changes into its natural form and works its way beneath clothing to a covered piece of flesh: the small of the back or the inner thigh are prime locations. Once there, the arcamag attaches to the caster. In the short term, a caster might benefit from acting as a host, but, in the long term, the consequences can be devastating and potentially fatal. Use in Battle. Arcamags are occasionally used by war wizards in battle, hoping to bolster the magical might of their troops. Sometimes this works, but, more often than not, inexperienced wizards are left dead on the battlefield. Changes to the Host The following changes are made to a spellcaster that hosts an arcamag: Three times per short rest, the host can use a bonus action to cast a cantrip that would normally require an action. Each time this is done, the host loses hp equal to its spellcaster level. \\n\\n* The host gains one additional spell slot per level of spell it can cast. Each time this extra slot is used, the host must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Each time the host casts a spell, roll a d20. On a 1, the spell doesn't successfully complete, but the host still expends a spell slot as the arcamag absorbs the power of the spell.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity (shapechanger)","Alignment":"neutral","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Arcanaloth","description":"\"Power. We all crave it, but only a select few of us deserve it.\" —Shemeshka the Marauder, arcanaloth in Sigil Yugoloths Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone’s banner, a yugoloth asks the only question on its mind: What’s in it for me? Spawn of Gehenna. The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend’s true name grants power over it, the hags used the books to ensure the yugoloths’ loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well. Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder. Fiendish Mercenaries. Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word. Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army’s loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so. Back to Gehenna. When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent. When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books. The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn’t shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them. The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities. Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity. Arcanaloth Arcanaloths are sly, jackal-headed beings with humanoid bodies, but they can employ magic to take any humanoid form. They do so to gain the trust of creatures with whom they negotiate, replacing jackal snarls with winsome smiles. Regardless of its chosen form, an arcanaloth appears well groomed, clothing itself in fine robes. Highly intelligent spellcasters who hunger for knowledge and power, arcanaloths command units of lesser yugoloths and maintain the contracts, records, and accounts of their kind. Arcanaloths speak and write all languages, making them cunning diplomats and negotiators. An arcanaloth properly paid can broker treaties or alliances with subtlety and finesse, just as an arcanaloth who changes sides can easily turn the best-laid peace talks into all-out war. What the fiend demands in exchange for its time and talent is information, as well as powerful magic items that it can trade for even more information. Variant: Yugoloth Summoning Some yugoloths have an action option that allows them to summon other yugoloths. These are also represented in the associated creatures Actions section. Summon Yugoloth (1/Day) : The yugoloth chooses what to summon and attempts a magical summoning. • An arcanaloth has a 40 percent chance of summoning one arcanaloth. • A mezzoloth has a 30 percent chance of summoning one mezzoloth. • A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth. • An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases (unless its summoner is an ultroloth, in which case it acts as an ally of its summoner), and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. Traits Innate Spellcasting : The arcanaloth’s innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components: • At will: alter self, darkness, heat metal, invisibility (self only) , magic missile Magic Resistance : The arcanaloth has advantage on saving throws against spells and other magical effects. Magic Weapons : The arcanaloth’s weapon attacks are magical. Spellcasting : The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared: • Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation • 1st level (4 slots): detect magic, identify, shield, Tenser’s floating disk • 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion • 3rd level (3 slots): counterspell, fear, fireball • 4th level (3 slots): banishment, dimension door • 5th level (2 slots): contact other plane, hold monster • 6th level (1 slot): chain lightning • 7th level (1 slot): finger of death • 8th level (1 slot): mind blank Actions Fire Bolt : Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. Claws : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10, 3d6, poison damage on a failed save, or half as much damage on a successful one. Teleport : The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. (Variant) Summon Yugoloth (1/Day) : An arcanaloth has a 40 percent chance of summoning one arcanaloth. The summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (yugoloth)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Arcanaphage","description":"A soft-bodied, iridescent creature floats by, tentacles rippling along its back as it quests for its next meal. Arcanaphage are commonly found in places imbued with magic, their colorful skin rhythmically pulsating as they graze on arcane energies. Magivore. The arcanaphage diet consists exclusively of magic. It has no mouth; it feeds by absorbing nearby magical energy into a series of ropy tentacles that run the length of its body. With enough time, an arcanaphage can slowly slurp all of the power out of magical objects, traps, or spells permanently imbuing an area. Most arcanaphage are about the size of a large dog, though especially well-fed specimens the size of draft horses have been reported. Docile Unless Angered. If left to feed undisturbed, an arcanaphage typically ignores its surroundings. However, when it feels threatened or when food is scarce and it senses magic nearby, it viciously attacks. Unwitting Guardians. Its ability to neutralize magic in its immediate area, combined with its calm demeanor, makes an arcanaphage an excellent guardian against a wizard's ire. Some warlords even bring pet arcanaphage to battle as protection from spellcasters, although this is a gamble since the creatures like to sit on and absorb power from unattended magical objects, like a warlord's heirloom weapon, and can release a torrent of magical energy when slain.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Arcanax","description":"The arcanax are green-scaled, though not necessarily made using a green dragon's blood. They specialize in elemental magic, and their death brings an explosion of necrotic energy. Due to their draconic blood, their magic has a nearly bottomless well of energy to feed it, and their cunning use of magic allows them to amplify their attacks when tactical advantage allows it. Gliders. Although dragonblooded have wings, the majority of them are incapable of true flight and are only able to glide. Except for the Voludan, a dragonblooded’s fly speed can’t be used to gain altitude, and they drop 5 feet per round that they remain aloft. Tactics. The tactics used by the dragonblooded vary by their type, but can be generally summarized as single-minded in service to their creator. Each dragonblooded seeks to make the best use of their death as possible, and may even hasten their own demise when escape seems impossible if it means harming a greater number of foes in the process. Traits Necro-Bomb. When slain, the arcanax explodes in a flash of necrotic energy. Each creature within a 10-foot radius sphere must make a DC 14 Constitution saving throw. A creature takes 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Arcane Focus. When the arcanax casts a damaging spell with an area of effect, it can choose up to three creatures in the area of effect; these creatures suffer no damage. Arcane Assault. Once per turn, when the arcanax hits a creature with a damaging spell attack, that creature takes 7 (2d6) additional damage of the spell's damage type if that target is within 5 feet of an ally of the arcanax and that ally isn't incapacitated. Arcane Body. The arcanax's Injury thresholds are considered 5 higher for Injuries inflicted with spells. It also has advantage on saving throws against spells that would inflict an Injury as part of the spell. Innate Spellcasting. The arcanax casts spells using its Intelligence. The DC for saving throws against its spells is 14 and its spell attack bonus is +6. Actions Multiattack. The arcanax makes two attacks with its Ghost-Poison Blade, or one with its Ghost-Poison Blade and one with its Lightning Lance. Ghost-Poison Blade. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) poison damage, and the target must make a DC 14 Constitution saving throw or be poisoned until the end of the arcanax's next turn. Lightning Lance. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 11 (2d10) lightning damage, and the target must make a DC 14 Dexterity saving throw or have its speed reduced to 0 until the end of its next turn. Fireball (recharge 6). The arcanax casts fireball. Each creature in a 20-foot radius sphere centered on a point within 120 feet must make a DC 14 Dexterity saving throw. A target takes 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. Desiccating Sphere (recharge 6). The arcanax casts desiccating sphere *. It reaches out, pulling the life-giving water from each creature in a 20-foot radius sphere centered on a point you can see within range. Each living creature in the sphere must make a Constitution saving throw or take 27 (5d10) necrotic damage and gain a special Injury, \"Dehydrated\". While Injured in this way, a creature gains one level of exhaustion and has its non-magical movement speeds reduced by 5 feet. Dehydrated is an Injury of Setback I severity, and is automatically removed at the end of a long rest. A creature cannot gain this Injury more than once, and it cannot be removed with a Wisdom (Medicine) check unless that check is made in conjunction with healing magic or made at the end of a short rest. On a successful save, a creature takes half damage and is not Injured. Plants have disadvantage on the saving throw, are vulnerable to the damage, and the movement speed penalty of the Dehydrated Injury increases to 10 feet. Dimension Door (once per rest). The arcanax casts dimension door. The arcanax teleports from its current location to any other spot within 500 feet, arriving at exactly the spot desired. It can be a place it can see, visualize, or describe by stating distance and direction. It can bring along objects as long as their weight doesn’t exceed what they can carry, and can bring along one willing creature of its size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of the arcanax when it casts the spell. If it would arrive in a place already occupied by an object or creature, it and any creature traveling with it each take 14 (4d6) force damage, and the spell fails to teleport them. Thunderwave. The arcanax casts thunderwave. Each creature in a 15-foot cube originating from the arcanax must make a DC 14 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed 10 feet away from the arcanax. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from the arcanax by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragon)","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":4},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Arcane","description":"The arcane are twelve foot tall skinny blue humanoids that vaguely resemble emaciated stone giants. The arcane are not giants and always answer pointed questions about race by simply saying that they are the arcane. They also have an extra joint in each of their fingers and thumbs. The arcane are the merchants of the multiverse. It is rumored that they will trade with anything, even dragons, hags, neogi, illithid, celestials, fiends, and strange and unknown creatures from across reality. They adhere to a strict neutrality and will not refuse anyone service, as long as that creature has never killed an arcane. Individuals that do so have their name put into a ledger and their names are quickly shared among the arcane. Those in the ledger are banned from trading with any arcane for life. The arcane organize themselves in merchant consortiums with byzantine and complex leadership hierarchies that are alien to most creatures. They never compete with each other for the same market, therefore only the largest cities will have more than one arcane shop. They have one simple adage; profit leads to promotion. There is nothing an arcane will not buy or sell but the sale must be concluded in the open, in one of their many shops guarded by the best mercenaries around. Arcane will do nothing to jeopardize their legal status in whatever community they are trading in; if the sale or purchase of a type of commodity is legal where they are, then the arcane will gladly trade in that commodity. An arcane will usually let its guards or mercenaries fight for it, but will immediately flee if it believes it will lose a fight. The arcane are loath to lose a potential customer so will often seek to smooth things over with whatever individual or group is seeking violence.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid","Alignment":"lawful neutral","Expansion":34600,"Challenge Rating":3},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Arcane Amalgam","description":"An arcane amalgam forms when the polluted discards of magical experiments coalesce in sewers. These bits of unpredictable oils and tainted arcane energies form an oozing swarm of thumb-sized globules. Dormant Predators. Arcane amalgams gather in psychedelic clumps that lie still when no magic is about, though they spring to violence if disturbed by curious rodents or sewer workers. These translucent globs are easily overlooked while moving in small pools or resting in standing water. Magic-Fed. As arcane runoff passes near an amalgam, the swarm draws this in, expanding even further. On the rare occasion an amalgam encounters a spell or magic item, each drop springs to life with an eager mouth, seeking to consume anything—or anyone—magical within reach. Once the arcane amalgam has the scent of this magic, they mercilessly hunt their quarry. Trash to Treasure. The amalgam slowly digests their magic diet, becoming dormant again after eating their fill. Adventurers lucky enough to survive an encounter with one of these swarms might find valuable spell components or magic items among the remains. Traits Antimagic Lethargy. While in the area of an antimagic field spell, the amalgam’s speed is halved and they can’t use reactions. Additionally, if targeted by the dispel magic spell, the amalgam must succeed on a Wisdom saving throw against the caster’s spell save DC or be unable to use reactions for 1 minute. Arcane Tracker. If the amalgam comes within 30 feet of a creature or object affected by magic, the amalgam can unerringly track that target for the next 24 hours. Explosive Enhancement. After the amalgam is hit with an attack using a mundane melee weapon, that weapon becomes charged with vibrating energy. For the next minute, the weapon gains a cumulative +1 bonus to damage rolls. If this bonus increases to +3, the weapon explodes and is destroyed, and the creature wielding it takes 10 (3d6) force damage. False Appearance. While the amalgam remains motionless, it is indistinguishable from a puddle of muck. Swarm. The amalgam can occupy another creature’s space and vice versa, and the amalgam can move through a space as narrow as 1 inch wide without squeezing. The amalgam can’t regain hit points or gain temporary hit points. Actions Multiattack. The arcane amalgam makes two Bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one target. Hit: 14 (4d6) acid damage, or 7 (2d6) acid damage if the amal- gam has half their hit points or fewer. Wild Surge (Recharge 5–6). The unstable compounds that form the amalgam react violently to each other. Each creature within 10 feet of the amalgam must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) damage of a random type (roll a d6 for each creature): 1, acid; 2, cold; 3, fire; 4, force; 5, necrotic; 6, poison. On a successful save, a creature takes half as much damage. Reactions Spell Reflection. When the amalgam takes damage from a spell, they emit a burst of magical energy. Each creature within 10 feet of the amalgam must succeed on a DC 15 Dexterity saving throw or take 11 (2d10) damage of the type dealt to the amalgam by the triggering spell. If the spell dealt more than one type of damage, the amalgam chooses which type this reaction deals.","properties":{"Category":"Monsters","Size":"Large","Type":"Swarm of Tiny Oozes","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Arcane Archer","description":"An arcane archer is someone that weaves magic into archery attacks to create extra deadly effects. Traditionally, arcane archers have always been elves, but a few other races have begun learning the art. Actions Multiattack. The arcane archer makes three Longbow attacks or two Rapier attacks. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) force damage. Bonus Actions Arcane Shot (3/Day). When the arcane archer hits a target with a ranged weapon attack, it can choose one from the following two effects: 1. Bursting Arrow. The target and all other creatures within 10 feet of it take an extra 7 (2d6) force damage each. 2. Shadow Arrow. If the target is a creature, it takes an extra 7 (2d6) psychic damage and the creature must succeed on a DC 13 Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of the arcane archer's next turn. Curving Shot. When the arcane archer makes a ranged attack roll and misses, it can reroll the attack roll against a different target within 60 feet of the original target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Arcane Ballista","description":"A true testament to an artificer's ingenuity, the arcane ballista is a mighty siege weapon created to deal with different threats. Normally found protecting dwarven or gnomish battlements, some continue to guard fallen fortresses or ruins, unable to distinguish friend or foe. Traits Magic Resistance. The arcane ballista has advantage on saving throws against spells and other magical effects. Magic Weapons. The arcane ballista's weapon attacks are magical. Siege Monster. The arcane ballista deals double damage to objects and structures. Unusual Nature. The arcane ballista doesn't require air, food, drink, or sleep. Actions Multiattack. The arcane ballista makes two Arcane Bolt attacks. Arcane Bolt. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 20 (3d10 + 4) piercing damage. Lightning Bolt (1/Day). The arcane ballista shoots a line of lightning that is 120 feet long and 5 feet wide. Each creature in that line must succeed on a DC 16 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. Bonus Actions Arcane Shot (3/Day). When the arcane ballista hits a target with a ranged weapon attack, it can choose one from the following three effects: 1. Bursting Bolt. The target and all other creatures within 15 feet of it take an extra 10 (3d6) force damage each and must succeed on a DC 16 Strength saving throw or be knocked prone. 2. Flaming Bolt. The target takes an extra 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. 3. Thunder Bolt. If the target is a creature, it takes an extra 10 (3d6) thunder damage and the creature must succeed on a DC 16 Constitution saving throw or be stunned until the start of the arcane ballista's next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Arcane Guard","description":"These spellcasting warriors are able to enhance their offensive and fighting capabilities with their sorcerous magic. They also take advantage of their quickened spell feature in order to maximize their efficiency in combat. Traits Sorcery Points. The arcane guard has 5 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Empowered Spell: When the arcane guard rolls damage for a spell, it can spend 1 sorcery point to reroll up to 3 damage dice. It must use the new rolls. It can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell. Quickened Spell: When the arcane guard casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Actions Rapier. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) lightning damage. Elemental Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 12 (2d8 + 3) acid, cold, fire, or lightning (arcane guard's choice) damage. Spellcasting. The arcane guard casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): At will: mage hand, minor illusion, true strike 1/day each: haste, lightning bolt, mirror image Reactions Shield (3/Day). The arcane guard casts shield using Charisma as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Arcane Guardian","description":"A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior’s skeletal body, and its grinning skull leers out from an open helm. Worn Finery. Composed of faintly glowing green vapor, the spectral guardian is a skeletal being encased in ancient armor or noble’s finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound like a mournful moan from far away. Eternal Disgrace. The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. After the cursed creature’s death, its spirit rises, unquiet, in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace, and viciously snuffs out all life that intrudes upon its haunt. Undead Nature. A spectral guardian doesn’t require air, food, drink, or sleep. Traits Incorporeal Movement: The spectral guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Tomb Bound: The spectral guardian is bound to the area it defends. It can’t move more than 100 feet from the place it is bound to protect. Withering Miasma: A creature that starts its turn in the spectral guardian’s space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. Spellcasting: The arcane guardian is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The guardian knows the following sorcerer spells, which do not require material components: Cantrips (at will): acid splash, chill touch, dancing lights, minor illusion, ray of frost 1st level (4 slots): mage armor, ray of sickness 2nd level (3 slots): darkness, scorching ray 3rd level (3 slots): fear, slow, stinking cloud 4th level (3 slots): blight, ice storm 5th level (1 slot): cone of cold Actions Multiattack: The Arcane Guardian makes two stinger attacks. Spectral Rend: Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) Necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Arcane Knight","description":"These spellcasting warriors are able to enhance their offensive and fighting capabilities with their sorcerous magic. They also take advantage of their quickened spell feature in order to maximize their efficiency in combat. Traits Brave. The arcane knight has advantage on saving throws against being frightened. Sorcery Points. The arcane knight has 7 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Empowered Spell: When the arcane knight rolls damage for a spell, it can spend 1 sorcery point to reroll up to 3 damage dice. It must use the new rolls. It can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell. Quickened Spell: When the arcane knight casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Actions Multiattack. The arcane knight makes two Glaive attacks or uses Elemental Bolt twice. Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 10 (3d6) lightning damage. Elemental Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 12 (2d8 + 3) acid, cold, fire, or lightning (arcane knight's choice) damage. Spellcasting. The arcane knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14): At will: mage hand, minor illusion, true strike 2/day each: mirror image, thunderwave 1/day each: dispel magic, fireball, lightning bolt Reactions Counterspell (1/Day). The arcane knight casts counterspell using Charisma as the spellcasting ability. Shield (3/Day). The arcane knight casts shield using Charisma as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Arcane Leviathan","description":"Lightning splits the sky on a clear day; the ocean breaks, and the leviathan wakes, a crustacean shape of ceramic armor and wrathful magic. Faded script in a forgotten tongue crawls along its flanks. Armor plating on its back parts as crystal pillars rise, charged with magic. Long ago, an undersea civilization forged guardians for its great cities. They built these leviathans in the image of ancient gods, inscribing the armored carapaces with religious iconography and verses from scripture, arming the constructs with claws that could crush stone. Most fearsome of all, the creators built enormous magical weapons into the leviathans' abdomens, meant to shatter armies and destroy cities if their masters were ever truly threatened. Eventually, their masters faded from the world, then from memory, and the leviathans became dormant. Wrathful Relics. Occasionally, a leviathan awakens. With its cities ruined, the construct follows ancient retributive-strike protocols. It patrols the seas, looking for possible culprits to avenge itself upon or successor states to protect. Sometimes, an arcane leviathan guards some undersea settlement or ancient ruin. Other times, it becomes a scourge of shipping lanes, destroying fleets and terrorizing docks of those who have infringed upon the territory of a nation dead for millennia. Construct Nature. The arcane leviathan doesn't require air, food, drink, or sleep. Impregnable. If the arcane leviathan is subjected to an effect that allows it to make a saving throw to take only half damage, the leviathan instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Siege Monster. The arcane leviathan deals double damage to objects and structures. Actions Multiattack. The arcane leviathan makes one Slam attack and two Claw attacks, or it makes four Lightning Bolt attacks. Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) slashing damage. If the target is Huge or smaller, it is grappled (escape DC 19). The leviathan has two claws, each of which can grapple only one target. Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (4d4 + 8) bludgeoning damage, and the target must succeed on a DC 19 Strength saving throw or be knocked prone. Lightning Bolt. Ranged Spell Attack: +8 to hit, range 150/600 ft., one target. Hit: 17 (4d6 + 3) lightning damage. Pylon Discharge (Recharge 5-6). The leviathan discharges a surge of energy at a point the leviathan can see within 200 feet of it. Each creature within 30 feet of that point must make a DC 19 Dexterity saving throw. On a failure, a creature takes 45 (10d8) lightning damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded. Bonus Action Arcane Barrage. The arcane leviathan sends arcane energy toward a creature it can see within 120 feet of it. The target begins to glow with arcane energy, and at the end of the target's next turn, it must make a DC 19 Constitution saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one. The damage is divided evenly between the target and all creatures within 10 feet of it, except the arcane leviathan.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":16},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Arcane Monarch","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment"},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Arcane Scavenger","description":"A menacing construct of alien design flies low over the ancient ruins. Its metallic tentacles probe and scrabble through the debris in search of something. Created centuries ago by artificers to explore and excavate ruins, arcane scavengers resemble nightmarish metal octopuses, each with a single, central eye. Glowing magical glyphs cover their armor-plated spherical bodies, and each of their eight writhing arms ends in a grasping iron claw. The arcane scavengers' alien appearance suggests their creators worked from schematics devised by visitors from beyon d the stars. Seekers of Magic. Arcane scavengers often roam places of mysterious power, searching through the crumbling structures for buried magical items or residual sources of arcane energy. When it finds an interesting item, a scavenger stows the object in a hidden compartment inside its body. Since arcane scavengers explode when they are destroyed, these stowed items are usually, but not always, obliterated. Focused Scavengers. Arcane scavengers ignore most other creatures unless they attempt to interfere with a scavenger's salvage work. Scavengers frequently work alongside dread walker excavators (see Tome of Beasts 2 ), strange spider-like constructs with similar origins. Arcane scavengers can communicate with the excavators via complex gestures using their eight arms. Dread walker excavators respond by projecting complicated symbols from their central eyes, but observers have yet to translate this communication or determine its t rue purpose . Construct Nature. An arcane scavenger doesn't require air, food, drink, or sleep. Eldritch Overload. When the arcane scavenger is reduced to half its maximum hp or fewer, its speed is doubled, and it gains an additional action each turn. The action must be to Dash, Disengage, Hide, or Use an Object or to make one Grabbing Claws or Excavation Beam attack. This effect lasts for 3 rounds. At the end of its third turn, the scavenger takes 10 (3d6) fi re damage. Magic Resistance. The arcane scavenger has advantage on saving throws against spells and other magica l effects. Ruinous Detonation. When the arcane scavenger dies, it explodes, and each creature within 30 feet of it must make a DC 16 Dexterity saving throw. On a failure, a creature takes 21 (6d6) force damage, is flung up to 40 feet away from the scavenger, and is knocked prone. On a success, a creature takes half the damage and isn't flung or knoc ked prone. Actions Multiattack. The scavenger makes three Grabbing Claw or Excavation Bea m attacks. Grabbing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) force damage, and the target is grappled (escape DC 16). The scavenger has eight claws, each of which can grapple only o ne target. Excavation Beam. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 20 (5d6 + 3) fi re damage. Spellcasting. The arcane scavenger casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell sa ve DC 15): At will: detect magic , locate object 3/day each: counterspell , dispel magic","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Neutral","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Arcane Sentinel","description":"Trained guards and magic using security personnel, the arcane sentinels focus their arcane knowledge on abjuration spells and practices. They are loyal to their employers and are dedicated to protecting what they have been entrusted with. The arcane sentinel’s responsibilities extend beyond just layering abjuration spells and include detecting suspicious individuals and holding back criminals until reinforcements arrive.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"humanoid (any race)","Alignment":"any lawful","Expansion":17604,"Challenge Rating":2},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Arcane Trickster","description":"Arcane tricksters are rogues that have learned to blend their knowledge of enchantment and illusion magic into their craft, further enhancing their abilities for combat, subterfuge, and mischief. Actions Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. The attack deals an extra 14 (4d6) damage if the arcane trickster has advantage on the attack roll. Befuddling Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 13 (3d6 + 3) psychic damage, and the target has disadvantage to Intelligence, Wisdom, and Charisma saving throws and can't use reactions until the end of the arcane trickster's next turn. Spellcasting. The arcane trickster casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13): At will: dancing lights, mage hand, minor illusion 2/day each: mirror image, phantasmal force, Tasha's hideous laughter Bonus Actions Cunning Action. The arcane trickster takes the Dash, Disengage, or Hide action. Reactions Uncanny Dodge. The master arcane trickster halves the damage that it takes from an attack that hits it. The master arcane trickster must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Lawful","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Arcane Wraith","description":"Many spellcasters who died in Drakkenheim have become disembodied and corrupt undead spirits, still flowing with arcane power but twisted into evil, shadowy forms. They drift through the ruins, hungering for magical essence as much as living life force. Add the spellcasting trait below to a wraith . This increases its challenge rating to 6. Spellcasting. The arcane wraith is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The wraith knows the following sorcerer spells: At-will - mage hand , magic missile, minor illusion 3/day - lightning bolt 1/day - hypnotic pattern","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"Neutral Evil","Expansion":21300,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Arcanium Warden","description":"A remnant of a long-lost civilization reaching far across the multiverse, wardens are humanoid-like constructs that serve a singular, unchanging command or goal. Ancient Guardians Several types of wardens exist, though each share the fate of being bound by a singular, unchanging command. Wardens are often stationed as guardians at sealed crypts, forgotten temples, or other sites where powerful artifacts or forbidden knowledge is kept. Some wardens, however, follow less tangible directives and roam relatively freely, guided only by their goal; whether that involves upholding a specific code or ideal – or preventing a calamity through any necessary means. Arcanium Warden Arcanium wardens are constructed from arcanium, an alloy famed for its magnetic properties. Aside from being physically imposing, they're capable of manipulating magnetic fields – using it both as a protective measure and a deadly weapon. They are typically found in places of science and invention. Ember Warden Forged from heat-resistant materials, ember wardens excel in controlling thermal energy and are capable of superheating their surroundings. They typically serve as guardians of volcanic regions or ancient forges where their resistance to heat is most crucial. Unlike other wardens with flexible directives, almost all ember wardens are strictly bound to protect their designated sites – and do so with unyielding fervor. Weave Warden Weave wardens are specially crafted to interact with the fabric of magic. While often tasked with protecting magical artifacts or sensitive knowledge, some weave wardens are appointed as custodians of the weave of magic itself, embarking on quests to thwart malevolent rituals and preserve the balance of magical forces. These wardens are particularly well-equipped to deal with those who wield magic – while they can't cast spells on their own, they can see magical auras and absorb the residual energy from spells cast by others, turning them into formidable foes against any who wield magic with ill intent.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Expansion":34474,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Arch-Devil Arbeyach","description":"The rulers of Hell are the arch-devils, some arch-dukes and princes, others mere barons—but all with great longing to advance themselves and seize power. Arbeyach, Prince of Swarms This gaunt old man—unwashed, disheveled, clad in ragged pants and a tattered coat, with stringy gray hair and yellow skin—stands nearly eight feet tall. Beneath his shredded clothing, his flesh hangs in strips from his bones, revealing innards swarming with insects. Lord of Decay. The Prince of Swarms is the slow creep of decay; the worm and the locust that feed on life and death alike. He is the disinterested order that stamps out all voices that dare speak against the customs of the hive. Even among the unyielding denizens of the Hells, Arbeyach is exceptionally rigid. He finds disorder painful and disobedience enraging. His lairs and his minions all follow the model of the hive, with each and every member obeying a specific function. Born of Flies. Arbeyach was created by Beelzebub when the Lord of Lies and Flies spat forth a cloud of vermin, that they might consume for him the first mortal soul to arrive in the Hells. The cloud’s essence melded with those souls and became something unique: a being of terrible power that called itself Arbeyach. The self-styled Prince of Swarms has little interest in mortals, viewing the Material Plane not as a source of souls but as a chaos to be wiped clean and set to order. A Fading Power. As the eons passed, Arbeyach’s interests and ambitions deviated further from those of the Hellish lords around him. He grows ever more unyielding, ever more alien. Eventually, those below and those above him expelled the Prince of Swarms from power; none can say whether Arbeyach allowed himself to be deposed. He was once nearly as powerful as the Arch-Dukes, but time and habit have weakened him so that now he is scarcely greater than the pit fiends. If he fails to molt and shed his carapace of familiar habits, his many foes need only wait for an opportune moment to destroy him forever. Traits Legendary Resistance (3/Day): If Arbeyach fails a saving throw, it can choose to succeed instead. Magic Resistance: Arbeyach has advantage on saving throws against spells and other magical effects. Magic Weapons: Arbeyach’s weapon attacks are magical. Innate Spellcasting: Arbeyach’s spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Arbeyach can innately cast the following spells, requiring no material components: At will: poison spray 3/day each: fog cloud, stinking cloud 1/day each: cloudkill, contagion, insect plague Fear Aura: Any creature hostile to Arbeyach that starts its turn within 20 feet of it must make a DC 22 Wisdom saving throw, unless Arbeyach is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to Arbeyach’s Fear Aura for the next 24 hours. Aura of Virulence: Creatures that would normally be resistant or immune to poison damage or the poisoned condition lose their resistance or immunity while within 120 feet of Arbeyach. All other creatures within 120 feet of Arbeyach have disadvantage on saving throws against effects that cause poison damage or the poisoned condition. Swarm Prince: Arbeyach can communicate with spawns of Arbeyach and all vermin and insects, including swarms and giant varieties, within 120 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, insects, and vermin can understand. All these creatures follow Arbeyach’s orders and will never harm the devil. Actions Multiattack: Arbeyach makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot. The cursed target is poisoned, can’t regain hit points, its hit point maximum decreases by 13 [3d8] for every 24 hours that elapse, and vermin attack the creature on sight. If the curse reduces the target’s hit point maximum to 0, the target dies and immediately transforms into a randomly chosen swarm of insects. The curse lasts until removed by the remove curse spell or comparable magic. Claw: Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 10 (1d8 + 6) slashing damage plus 9 (2d8) poison damage. Vermin Breath (Recharge 5–6): Arbeyach exhales vermin in a 120-foot line that’s 10 feet wide. Each creature in the line takes 54 (12d8) poison damage, or half damage with a successful DC 22 Dexterity saving throw. Each creature that fails this saving throw must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot (see the Bite attack). In addition, Arbeyach summons a swarm of insects (of any type) at any point of the line. The swarm remains until destroyed, until Arbeyach dismisses it as a bonus action, or for 2 minutes. No more than five swarms of insects can be summoned at the same time. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Move: Arbeyach moves up to half its speed, using any movement mode it wishes. Poison: Arbeyach targets a creature within 120 feet. If the target isn’t poisoned, it must make a DC 22 Constitution saving throw or become poisoned. The poisoned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Spell (Costs 2 Actions): Arbeyach casts a spell.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Source":"Tome of Beasts","Alignment":"Lawful Evil","Expansion":3,"Challenge Rating":21},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Archaeopteryx","description":"This flying creature looks to be a foot-long cross between a bird and a reptile, having both a beak and visible teeth. A fan-like tail flares open when it lands. The archaeopteryx is either a feathered lizard which flies or a bird with teeth and small claws on its wings; opinions vary. It is about the size of a raven with similar black plumage, long legs ending in talons, and a long, fan-like tail. Its beak is lined with small, sharp teeth. The archaeopteryx favors warm, coastal areas, swamps, and jungles. Archaeopteryx in Midgard Scaled citizens of the Mharoti Empire have domesticated the archaeopteryx, training them in a similar fashion to falconry, though the preferred prey consists of small land mammals instead of birds in flight. Ownership of a trained archaeopteryx carries with it something of an air of sophistication and luxury, particularly among dragonborn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Archaeopteryx","description":"A prehistoric bird native to warm climates except for mountains and deserts, the archaeopteryx makes a faithful Familiar.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"unaligned","Challenge Rating":1.4},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Archaic","description":"Archaics are towering, multi-armed creatures overflowing with magic. Despite their solitude, archaics carry vast understanding of magic and the world’s history, as well as the ability to warp the fabric of the world around them. Sages who seek out archaics for their knowledge receive confusing and often contradictory answers to questions. If a supplicant successfully unwinds the tangle, the answer they seek is revealed. In truth, archaics are the reincarnated souls of the oracles of Strixhaven. When an oracle dies, their soul travels back through time to the explosion of magic that brought the Founder Dragons into being. In that outrush of creative force, the oracle’s soul can be caught in the tide and clad in the very substance of the world, becoming an archaic. Because their knowledge cuts across the flow of time, archaics are careful how much they reveal to mortals and thus tend to speak in riddles. Traits Enigmatic Mind. The archaic’s mind can’t be read, creatures can communicate telepathically with the archaic only if it allows, and magic can’t determine whether the archaic is lying. Legendary Resistance (3/Day). If the archaic fails a saving throw, it can choose to succeed instead. Unusual Nature. The archaic doesn’t require air, food, drink, or sleep. Actions Multiattack. The archaic makes two Force Strike attacks. It can also use Gravity Shift, if available. Force Strike. Melee or Ranged Spell Attack: +14 to hit, reach 15 ft. or range 120 ft., one target. Hit: 19 (2d10 + 8) force damage, and the target is pulled up to 10 feet toward the archaic or pushed 10 feet away from it, as the archaic chooses. Gravity Shift (Recharge 5–6). The archaic reverses gravity for one creature it can see within 100 feet of itself. The creature must succeed on a DC 22 Wisdom saving throw or fall 100 feet upward. If the falling creature encounters a solid object (such as a ceiling) in this fall, it strikes the object just as it would during a downward fall. If the creature reaches the top of the area without striking anything, it hovers there until the start of the archaic’s next turn, at which time gravity returns to normal and the creature falls. Spellcasting. The archaic casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22): At will: detect magic , divination , sending 1/day each: banishment , f orce cage Teleport. The archaic teleports to an unoccupied space that it can see within 120 feet of itself. Reactions Spell Mimicry (1/Day). Immediately after a creature the archaic can see casts a spell of 5th level or lower, that creature must succeed on a DC 22 Charisma saving throw, or the archaic immediately casts the same spell at the same level (+14 to hit with spell attacks, spell save DC 22), requiring no material components and choosing the spell’s targets. Legendary Actions The archaic can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The archaic regains spent legendary actions at the start of its turn. Strike. The archaic makes one Force Strike attack. Teleport. The archaic uses Teleport. Unravel Magic (Costs 2 Actions). The archaic targets one creature it can see within 120 feet of itself. The target must succeed on a DC 22 Constitution saving throw or take 35 (10d6) force damage, and each spell of 5th level or lower on the target ends.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Celestial","Alignment":"Typically Neutral","Expansion":12501,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Archdruid","description":"Archdruids watch over the natural wonders of their domains. They seldom interact with civilized folk unless there is a great threat to the natural order, and their lairs are often guarded by allied beasts, plants, and fey. Traits Spellcasting. The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, mending, poison spray, produce flame 1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals 2nd level (3 slots): animal messenger, beast sense, hold person 3rd level (3 slots): conjure animals, meld into stone, water breathing 4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire 5th level (3 slots): commune with nature, mass cure wounds, tree stride 6th level (1 slot): heal, heroes’ feast, sunbeam 7th level (1 slot): fire storm 8th level (1 slot): animal shapes 9th level (1 slot): foresight Actions Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Change Shape (2/Day). The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn. While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":7394,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Archdruid","description":"Archdruids watch over the natural wonders of their domains. They seldom interact with civilized folk unless there is a great threat to the natural order. An archdruid typically has one or more pupils who are druids (see the Monster Manual for statistics), and the archdruid’s lair is usually guarded by loyal beasts and fey creatures. Traits Spellcasting : The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared: • Cantrips (at will): druidcraft , mending , poison spray , produce flame • 1st level (4 slots): cure wounds , entangle , faerie fire , speak with animals • 2nd level (3 slots): animal messenger , beast sense , hold person • 3rd level (3 slots): conjure animals , meld into stone , water breathing • 4th level (3 slots): dominate beast , locate creature , stoneskin , wall of fire • 5th level (3 slots): commune with nature , mass cure wounds , tree stride • 6th level (1 slot): heal , heroes’ feast , sunbeam • 7th level (1 slot): fire storm • 8th level (1 slot): animal shapes • 9th level (1 slot): foresight Actions Produce Flame : Ranged Spell Attack: +9 to hit, range 30 ft., one creature. Hit: 18 (4d8) fire damage. Scimitar : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Change Shape (2/Day) : The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn. While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Archdruid","description":"Archdruids watch over the natural wonders of their domains. They seldom interact with folk away from their druid groves and shrines, unless there is a great threat to the natural order or to a nearby community. An archdruid typically has one or more pupils who are druids (see the Monster Manual ), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures. When an archdruid uses their Change Shape action, you may choose the creature they turn into, abiding by the action’s restrictions. Or you may roll on the Archdruid Favored Shapes table to determine the form the archdruid adopts. These creatures appear in the Monster Manual , unless otherwise noted. Archdruid Favored Shapes d8 Favored Shape 1 Air elemental 2 Earth elemental 3 Fire elemental 4 Giant crocodile 5 Mammoth 6 Flail snail (appears in this book) 7 Triceratops 8 Water elemental Actions Multiattack. The archdruid makes three Staff or Wildfire attacks. It can replace one attack with a use of Spellcasting. Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 21 (6d6) poison damage. Wildfire. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 26 (6d6 + 5) fire damage, and the target is blinded until the start of the druid’s next turn. Spellcasting. The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17): At will: beast sense , entangle , speak with animals 3/day each: animal messenger , dominate beast , faerie fire , tree stride 1/day each: commune with nature (as an action), mass cure wounds Bonus Actions Change Shape (2/Day). The archdruid magically transforms into a Beast or an Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action. While in a new form, the archdruid’s stat block is replaced by the stat block of that form, except the archdruid keeps its current hit points, its hit point maximum, this bonus action, its languages and ability to speak, and its Spellcasting action. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.","properties":{"Category":"Monsters","Size":"Medium ","Type":"Humanoid (Druid)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Archdruid","description":"What appears to be yet another tree in the forest is revealed as a person dressed in animal skins, with deep, wise eyes, seemingly at one with their surroundings. Archdruids are powerful druids who have achieved a deep communion with the natural world. They typically lead druid circles and are the apex of druidic orders. While other spellcasting orders respect experience and age, some attain the status of archdruid at a young age, prodigies with an innate connection to the wilds of the world. To most druids, true communion with the natural world matters more than experience or survivability. Circle champions. Archdruids who are leaders of druidic circles or other groups reflect and champion the concerns of their organizations. When two circles differ in their approach on how to handle a threat or situation, it’s the archdruids leading those circles who attempt to find a resolution. These conflicts can range from spirited debate to shapechanger combat, reflecting the sometimes-violent struggles of the wilds. Call of the wild. Archdruids carefully cultivate their deep communion with nature, but tales speak of those archdruids who connect so deeply that they lose the sense of themselves. Such druids spend most of their time in animal forms, or standing in one position, emulating a tree. Though they are left alone by the other creatures of their chosen terrain, they lose touch with the members of their circle, and coaxing them back can be a difficult prospect.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":24844,"Challenge Rating":12},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Archdruid","description":"Archdruids watch over the natural wonders of their domains. They seldom interact with civilized folk unless there is a great threat to the natural order, and their lairs are often guarded by allied beasts, plants, and fey. Traits Spellcasting. The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft , mending , poison spray , produce flame 1st level (4 slots): cure wounds , entangle , faerie fire , speak with animals 2nd level (3 slots): animal messenger , beast sense , hold person 3rd level (3 slots): conjure animals , meld into stone , water breathing 4th level (3 slots): dominate beast , locate creature , stoneskin , wall of fire 5th level (3 slots): commune with nature , mass cure wounds , tree stride 6th level (1 slot): heal , heroes’ feast , sunbeam 7th level (1 slot): fire storm 8th level (1 slot): animal shapes 9th level (1 slot): foresight Actions Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Change Shape (2/Day). The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn. While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29191,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Waterdeep - Dungeon of the Mad Mage"},{"name":"Archduke Zariel of Avernus","description":"Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel’s passion for war and offered her rulership of Avernus. She accepted his offer and was transformed by Asmodeus into an archdevil. Zariel’s “rise” came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and gruesome demon-slaying machines. To replenish her legions, Zariel needs the souls of mortals to create lemures, which she can then promote to higher forms of devils. Only by tempting mortals with power on the Material Plane and striking bargains with them can she bind them to her in the afterlife. Matalotok. Zariel recently defeated the demon lord Kostchtchie and took his hammer, Matalotok, which grants Zariel immunity to cold damage. Without this hammer, Zariel has resistance to cold damage instead.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Archduke Zariel of Avernus","description":"Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel’s passion for war and offered her rulership of Avernus. She accepted his offer and was transformed by Asmodeus into an archdevil. Zariel’s “rise” came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and gruesome demon-slaying machines. To replenish her legions, Zariel needs the souls of mortals to create lemures, which she can then promote to higher forms of devils. Only by tempting mortals with power on the Material Plane and striking bargains with them can she bind them to her in the afterlife. Matalotok. Zariel recently defeated the demon lord Kostchtchie and took his hammer, Matalotok , which grants Zariel immunity to cold damage. Without this hammer, Zariel has resistance to cold damage instead. Traits Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision. Fiery Weapons. Zariel’s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below). Innate Spellcasting. Zariel’s innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire 3/day each: blade barrier, dispel evil and good, finger of death Legendary Resistance (3/Day). If Zariel fails a saving throw, she can choose to succeed instead. Magic Resistance. Zariel has advantage on saving throw against spells and other magical effects. Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Zariel attacks twice with her flail and once with Matalotok. She can substitute Horrid Touch for Matalotok. Flail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 36 (8d8) fire damage. Matalotok (Warhammer). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage, or 19 (2d10 + 8) bludgeoning damage when used with two hands, plus 36 (8d8) fire damage. In addition, the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it. Horrid Touch (Recharge 5–6). Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Teleport. Zariel magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. Legendary Actions Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zariel regains spent legendary actions at the start of her turn. Immolating Gaze (Costs 2 Actions). Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage. Teleport. Zariel uses her Teleport action.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Archelon","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27683,"Challenge Rating":2},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Archer","description":"Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards. Traits Archer’s Eye (3/Day) : As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow. Actions Multiattack : The archer makes two attacks with its longbow. Shortsword : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Longbow : Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Archer","description":"Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards. Some renowned archers and groups of archers are known for the special fletching of their arrows. You may roll on the Archer Fletching table to determine the distinctive fletching used by an individual archer or a group of them. Archer Fletching d12 Fletching 1 Feathers from an owlbear’s mane 2 Cockatrice feathers 3 Axe beak feathers 4 Planetar feathers 5 Couatl feathers 6 Pegasus feathers 7 Griffon feathers 8 Vrock feathers 9 Peryton feathers 10 Dryad leaf vanes 11 Drake scale vanes 12 Stirge wing vanes Actions Multiattack. The archer makes two Shortsword or Longbow attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Archer’s Eye (3/Day). Immediately after making an attack roll or a damage roll with a ranged weapon, the archer can roll a d10 and add the number rolled to the total.","properties":{"Category":"Monsters","Size":"Medium ","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Archery Squad","description":"Squad Combat The following are optional rules to make larger scale combats more streamlined, at the expense of not being as accurate to the core rules. The intent here is make the combat entertaining while also increasing the threat for higher level heroes when dealing with masses of opponents. Though these squads can also be used when the heroes are lower level, they become more useful at higher levels. The following statistic blocks offer unique abilities when NPCs group into squads. Once there are only 2 or fewer opponents, the squad should disband and use individual stat blocks instead. The squad itself offers no experience points to the party when defeated. Instead, the party earns the experience points from the individual creatures as per normal. That is, if they defeat an archery squad with 6 raid archers, they get 100 XP per archer (the standard amount). Squads Against Ships The heroes (and their enemies) can form squads from excess crew. There are a few special rules in how squad abilities interact with ships. Area of Effect Abilities. When an area of effect ability (like the archery squad’s Arrow Volley) is used, the targeted ship makes the Dexterity check. Any damage taken is halved — with the crew taking one half and the ship taking the other half. Specific stations cannot be targeted with these abilities. Changing Squads. A squad can use its action to transform into another type of squad (when they are carrying the correct equipment to do so). A crew of raiders can start a battle as an archery squad but when enemy ships get into melee range, they can take form into a shield wall ready to repel boarders. Battering Rams, Gates & Walls Battering rams can be built in a couple hours during a siege to allow a small force to break open a reinforced gate. A ram requires four people to operate it, has a movement speed of 10 feet and can only attack stationary targets. It has a +4 bonus to its attack roll and delivers 16 (3d10) bludgeoning damage on a successful hit. For every person above four helping to use the ram, it gains a +1 bonus to its attack roll, to a maximum of +4. If there is at least eight people using the ram, it attacks with advantage. Ballistae These weapons require three actions; one action to load a bolt, one action to aim, and one action to fire. Generally, with a crew of three, they can be fired once per turn. With fewer operators, it takes longer to fire them. Ballista Bolt. Ranged Weapon Attack. +6 to hit (+7 if one of the heroes is manning the ballista), range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. Catapult (Heavy) These large siege weapons are bulky and require several operators and several initiative turns to load and fire. Loading a stone requires two separate actions. On the turn after it is loaded, another action can be used to aim the catapult. On the turn after loading, an action can be used to fire it. The catapult must then skip its next turn (loading cannot begin until it recovers from firing). Therefore, a two-person crew can fire a catapult once every four rounds. A catapult cannot hit a target within 100 feet and if it misses an attack, it still hits the ground in a straight line from where it fired. However, with a miss the distance thrown is reduced by 10 feet for every point by which the attack rolled missed. That is, if a 15 was needed to hit and the total attack roll was 10, the catapult lands 50 feet closer than intended. Catapult Stone. Ranged Weapon Attack. +4 to hit (+5 if one of the heroes is manning the catapult), range 500/1000 ft., every creature and object within 30 ft. of targeted location. When the catapult stone hits the ground all creatures within 15 feet must succeed on a DC 17 Dexterity saving throw or suffer 33 (6d10) bludgeoning damage. The damage is halved if the saving throw is successful. The stone does double damage to objects, buildings, and vehicles, and these targets automatically fail their saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Squad of Medium Humanoids (Any Race)","Alignment":"any alignment","Expansion":25792,"Challenge Rating":"1/1"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Archmage","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers. Traits Magic Resistance : The archmage has advantage on saving throws against spells and other magical effects. Spellcasting : The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks ). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: • Cantrips (at will): fire bolt , light , mage hand , prestidigitation , shocking grasp • 1st level (4 slots): detect magic , identify , mage armor *, magic missile • 2nd level (3 slots): detect thoughts , mirror image , misty step • 3rd level (3 slots): counterspell , fly , lightning bolt • 4th level (3 slots): banishment , fire shield , stoneskin * • 5th level (3 slots): cone of cold , scrying , wall of force • 6th level (1 slot): globe of invulnerability • 7th level (1 slot): teleport • 8th level (1 slot): mind blank * • 9th level (1 slot): time stop * The archmage casts these spells on itself before combat . Actions Dagger : Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage .","properties":{"Category":"Monsters","AC":"12 (15 With Mage Armor)","HP":"99 (18d8+18)","CHA":16,"CON":12,"DEX":14,"INT":20,"STR":10,"WIS":15,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057884/C9huMZZPhckNqTPEQGqxbQ/original.png","Roll 0":"Dagger\n1d20 + 6\n1d4+2","Skills":"Arcana +13, History +13","Source":"5th Edition SRD","data-XP":"8,400","Alignment":"Any Alignment","Languages":"Any Six Languages","data-List":"false","Spell Book":"Fire Bolt, Light, Mage Hand, Prestidigitation, Shocking Grasp, Detect Magic, Identify, Mage Armor, Magic Missile, Detect Thoughts, Mirror Image, Misty Step, Counterspell, Fly, Lightning Bolt, Banishment, Fire Shield, Stoneskin, Cone Of Cold, Scrying, Wall Of Force, Globe Of Invulnerability, Teleport, Mind Blank, Time Stop","Token Size":1,"Resistances":"Damage From Spells; Non Magical Bludgeoning, Piercing, And Slashing (From Stoneskin)","data-Spells":"{\"spells\":{\"cantrips\":[\"fire bolt\",\"light\",\"mage hand\",\"prestidigitation\",\"shocking grasp\"],\"1st\":[\"detect magic\",\"identify\",\"mage armor\",\"magic missile\"],\"2nd\":[\"detect thoughts\",\"mirror image\",\"misty step\"],\"3rd\":[\"counterspell\",\"fly\",\"lightning bolt\"],\"4th\":[\"banishment\",\"fire shield\",\"stoneskin\"],\"5th\":[\"cone of cold\",\"scrying\",\"wall of force\"],\"6th\":[\"globe of invulnerability\"],\"7th\":[\"teleport\"],\"8th\":[\"mind blank\"],\"9th\":[\"time stop\"]}}","data-Traits":"[{\"Name\":\"Magic Resistance\",\"Desc\":\"The archmage has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Spellcasting\",\"Desc\":\"The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: \\u2022 Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp \\u2022 1st level (4 slots): detect magic, identify, mage armor*, magic missile \\u2022 2nd level (3 slots): detect thoughts, mirror image, misty step \\u2022 3rd level (3 slots): counterspell,fly, lightning bolt \\u2022 4th level (3 slots): banishment, fire shield, stoneskin* \\u2022 5th level (3 slots): cone of cold, scrying, wall of force \\u2022 6th level (1 slot): globe of invulnerability \\u2022 7th level (1 slot): teleport \\u2022 8th level (1 slot): mind blank* \\u2022 9th level (1 slot): time stop * The archmage casts these spells on itself before combat.\"}]","data-Actions":"[{\"Name\":\"Dagger\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Dagger\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"6\",\"Reach\":\"20/60 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+3","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"+5","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+2","Saving Throws":"Int +9, Wis +6","Challenge Rating":12,"Passive Perception":12,"data-CrNum":12,"data-AcNum":12,"data-HpNum":99},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Archmage","description":"Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. Traits Magic Resistance : The archmage has advantage on saving throws against spells and other magical effects. Spellcasting : The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp • 1st level (4 slots): detect magic, identify, mage armor*, magic missile • 2nd level (3 slots): detect thoughts, mirror image, misty step • 3rd level (3 slots): counterspell, fly, lightning bolt • 4th level (3 slots): banishment, fire shield, stoneskin* • 5th level (3 slots): cone of cold, scrying, wall of force • 6th level (1 slot): globe of invulnerability • 7th level (1 slot): teleport • 8th level (1 slot): mind blank* • 9th level (1 slot): time stop * The archmage casts these spells on itself before combat. Actions Dagger (Melee) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged) : Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Fire Bolt : Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 20 (4d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. Shocking Grasp : Melee Spell Attack: +9 to hit, range touch, one target. Hit: 16 (4d8) lightning damage. The archmage has advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target can’t take reactions until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Expansion":2,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Archmage","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":21300,"Challenge Rating":12},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Archmage Alabaster","description":"This powerful Academy Director wizard is descended from a line of sorcerer-kings who infused their bloodline with a celestial heritage. As a result, he has angelic features, pale lavender skin, a short black beard, and sparkling opalescent eyes. He is often encountered simply wearing goggles and a stained leather smith's apron over a purple tunic, setting aside his Academy robes for attire more appropriate for his work. Alabaster is a peerless master of alchemy and transmutation magic. His experimentations and research involve using delerium to alter the material properties of other matter. Alabaster is well known to have created the formula for Aqua Delerium . He has already successfully developed a process to use delerium to transform lead into gold, but is now much more interested in using the stones to create some form of life. However, Alabaster is keenly aware of the erratic and chaotic effects of the crystals on flesh, which tend to produce insane, contaminated monsters. Instead, deep within the depths of the Enigma Ziggurat, he has fashioned several prototype human-sized golems with delerium crystal hearts. His unique method has produced magically animated constructs imbued with sentience and personality. Each is a unique and immaculately crafted being with intricate facial features, often decorated with porcelain, glass, and silver. The archmage quietly released a handful of his creations into the world to see what adventures they will find.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid ","Source":"custom","Alignment":"lawful neutral","Expansion":29025,"Challenge Rating":20},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Archmage Lasaia Nightbreeze","description":"Lasaia is a pencil-thin elven woman of indeterminate age. The Academy Director always levitates or flies through the air; her long elegant purple robes sweeping across the floors, and her platinum hair is constantly moving as if she were underwater. Writings attributed to Lasaia Nightbreeze have been found in Academy textbooks hundreds of years old, most notably a thousand-year-old tome titled On the Origins of Evocation buried in the great Starspire Observatory. She is sometimes seen drifting through the halls of Paradox Castle like a wayward ghost. She greets students occasionally, but many are uneasy around her and find her blank stares and emotionless expression rather haunting.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Source":"custom","Alignment":"lawful neutral","Expansion":29025,"Challenge Rating":20},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Archmage of Fierna","description":"Archmage Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester⁠ themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers. Diabolical Cults of Fierna Fierna is a master manipulator. Mortals who desire success in love or who seek to become beloved leaders at the head of a band of fanatics are drawn to striking bargains with her. Goals: Control over the emotions of others, turning them into puppets and playthings Typical Cultist: Acolyte, archmage, bandit captain, cult fanatic, cultist, knight, noble, priest, spy Signature Spells: Friends (cantrip), charm person (1st level), suggestion (2nd level), hypnotic pattern (3rd level) Her cultists can gain the Infernal Loyalty trait. Cult leaders can also gain the Loyalty beyond Death trait. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. Traits Infernal Loyalty. This creature has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait. Magic Resistance⁠. The archmage has advantage on saving throws against spells and other magical effects. Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage⁠ can cast disguise self and invisibility at will and has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, identify, mage armor* , magic missile 2nd level (3 slots): detect thoughts, mirror image, misty step 3rd level (3 slots): counterspell, fly, lightning bolt 4th level (3 slots): banishment, fire shield, stoneskin * 5th level (3 slots): cone of cold, scrying, wall of force 6th level (1 slot): globe of invulnerability 7th level (1 slot): teleport 8th level (1 slot): mind blank * 9th level (1 slot): time stop * The archmage casts these spells on itself before combat. Actions Dagger (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Fire Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 20 (4d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. Shocking Grasp. Melee Spell Attack: +9 to hit, range touch, one target. Hit: 16 (4d8) lightning damage. The archmage has advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target can’t take reactions until the start of its next turn. Reactions Loyalty beyond Death (Recharges after a Short or Long Rest). As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature’s Charisma score + half its number of Hit Dice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any alignment","Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Archmage of Mephistopheles","description":"Archmage Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester⁠ themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers. Diabolical Cults of Mephistopheles As a master of the arcane arts, Mephistopheles finds eager recruits among those who study magic. Any monsters that use spells, such as storm giants⁠ and oni, might follow him, and wizards’ guilds and conclaves of sages are the most likely to come under his influence. Goals: Magical skill and power, backed with the will to use it to crush rivals Typical Cultist: Archmage, cult fanatic, cultist, mage, priest Signature Spells: Fire bolt (cantrip), burning hands (1st level), flaming sphere (2nd level), fireball (3rd level) Mephistopheles’s cultists can gain the Spell Shield⁠ trait. Cult leaders can also gain the Spell Leech trait. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. Traits Magic Resistance⁠. The archmage has advantage on saving throws against spells and other magical effects. Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage⁠ can cast disguise self and invisibility at will and has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, identify, Mage Armor* , magic missile 2nd level (3 slots): detect thoughts, mirror image, misty step 3rd level (3 slots): counterspell, fly, lightning bolt 4th level (3 slots): banishment, fire shield, stoneskin * 5th level (3 slots): cone of cold, scrying, wall of force 6th level (1 slot): globe of invulnerability 7th level (1 slot): teleport 8th level (1 slot): mind blank * 9th level (1 slot): time stop * The archmage casts these spells on itself before combat. Spell Shield⁠. This creature gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s level. Spell Leech. As a bonus action⁠, this creature chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and this creature gains it. Actions Dagger (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Fire Bolt⁠. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 20 (4d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. Shocking Grasp⁠. Melee Spell Attack: +9 to hit, range touch, one target. Hit: 16 (4d8) lightning damage. The archmage has advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target can’t take reactions until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any alignment","Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Archmage Penumbra","description":"Penumbra, one of the Academy Director , is a short tiefling woman with mottled brown-red skin. She has large, spiraling gray horns emerging from her forehead, and keeps her blue-green hair in buns along the sides of her head. The archmage has deep, dark eyes, and sharp pointed teeth. Amongst the few who have met her in person, Penumbra is known as being both incredibly charming and extremely disarming. Those who speak with her are caught completely off guard by her outward kindness, and find themselves talking endlessly to her. Only after Penumbra leaves do they realize she never said anything about herself, and simply listened to them talk. Penumbra enjoys the trappings of everyday life, and is fascinated by the people in it. She enjoys spending time amongst the locals and admiring the sandy beaches and warm weather in Terene, though her powerful enchantments cause those who meet her to forget she was ever there. Penumbra's tendency to mingle with common folk has been a concern of the other Directors for some time. They know she travels to cities all over the continent, and often appears in taverns and pubs to hear tales of local problems, or sometimes sends hapless adventurers on dangerous quests to unknown ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Source":"custom","Alignment":"lawful neutral","Expansion":29025,"Challenge Rating":20},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Archon of Falling Stars","description":"Archons The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today. Even though the age of archons is long past, many wonder if the few surviving archons might someday attempt to reestablish their empire or if they are truly resigned to their lesser role in the world. Archon of Falling Stars The epic accounting of the world's earliest histories called The Cosmogony recounts the battle between a group of the gods' champions and a mighty archon, which took place at the mysterious eastern edge of the world. Defeated, the falling archon is said to have met the rising sun. But Heliod showed mercy to the penitent archon, who swore to uphold justice and righteousness in the world's wildest places. As a sign of his mercy, Heliod gave the archon a spear that rivaled his own in its brilliance. This was the first archon of falling stars.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful good","Expansion":5432,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Archon of the Triumvirate","description":"Archons are enigmatic, supernatural embodiments of the harshest aspects of law and order. They espouse a rigid sense of justice and deal ruthless punishment to those who break the law. This nature often aligns them with the Azorius Senate , and they are commonly seen circling above the Azorius guildhall astride their winged felidar mounts, soaring alongside griffon-mounted hussars. An archon appears as an armored humanoid figure, nearly always mounted. Its face is usually shadowed beneath a large hood; those who have seen beneath the hood describe a face of celestial beauty with a stern expression and blank white eyes. Eternal Riders. The bond between an archon and its winged felidar mount is so close that the two are sometimes considered a single being, acting with a single mind. If an archon is ever thrown from its saddle, it can magically return to its place astride its mount in an instant. Immortal Nature. An archon doesn’t require food, drink, or sleep. Traits Eye of the Law. As a bonus action, the archon can target a creature it can see within 120 feet of it and determine which laws that creature has broken in the last 24 hours. Innate Spellcasting. The archon’s innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components: At will: calm emotions, command, compelled duel Mount. If the archon isn’t mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount along with any equipment it is wearing or carrying. While mounted and not incapacitated, the archon can’t be surprised, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well. Actions Multiattack. The archon makes two Hammer of Justice attacks. Hammer of Justice. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 18 (4d8) force damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Pacifying Presence. Each creature of the archon’s choice that the archon can see within 120 feet of it must succeed on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the archon’s Pacifying Presence for the next 24 hours. Legendary Actions The archon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The archon regains spent legendary actions at the start of its turn. Rejoin Mount. If the archon isn’t mounted, it magically teleports to its steed and mounts it as long as the archon and its steed are on the same plane of existence. Smite (Costs 2 Actions). The archon makes a Hammer of Justice attack, and then its mount can use its reaction to make a melee weapon attack. Detention (Costs 3 Actions). The archon targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw or be magically teleported to a harmless demiplane until the end of the archon’s next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful neutral","Expansion":7,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Archon, Siege","description":"Gleaming steel armor girds the flanks, encases the head, tips the tusks, and shoes the feet of this elephantine archon. A massive hammerhead sits at the end of its long trunk. Its immense, eagle-like wings, feathered with steel, make a musical sound not unlike a wind chime as it flies. A single siege archon can batter down the sturdy steel gate of a large city in less than a minute. Originally created to guard celestial cities from fiendish incursions, they first saw direct action when they breached the infernal walls of a great city in Hell and held them while other archons rescued devas held by the city's ruling archdevil. When they are not active, siege archons remain completely motionless, often for long stretches of time. Creatures unaware of their true natures often mistake them for immense steel and stone statues. Bulwarks of Order. Siege archons remain vigilant for the appearance of fiends and other creatures that take pleasure in corrupting mortals. When they destroy such creatures, they feel true joy. The archons feel no fear and stand up against any resident of the lower planes, regardless of its power in comparison to their own. They gladly suffer destruction at the hand of a greater fiend if it allows a mortal to escape that fate. Celestial Weapons. The siege archon's weapon attacks are magical. When the archon hits with its Trunk Maul, the weapon deals an extra 5d8 force damage (included in the attack). False Appearance. While the siege archon remains motionless, it is indistinguishable from an inanimate statue. Immortal Nature. The siege archon doesn't require food, drink, or sleep. Magic Resistance. The siege archon has advantage on saving throws against spells and other magical effects. Siege Monster. The siege archon deals double damage to objects and structures. Trampling Charge. If the siege archon moves at least 20 feet straight toward a creature and then hits it with a trunk maul attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet and knocked prone. If the target is prone, the archon can make one Stomp attack against it as a bonus action. Actions Multiattack. The siege archon makes two Trunk Maul attacks or four Trumpeting Blast attacks. Trunk Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage plus 22 (5d8) force damage. Stomp. Melee Weapon Attack: +11 to hit, reach 10 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage. Trumpeting Blast. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 19 (4d6 + 5) thunder damage. Sundering Quake (Recharge 5-6). The siege archon slams its forelegs into the ground. Each creature in contact with the ground within 20 feet of the archon must make a DC 19 Dexterity saving throw, taking 49 (14d6) force damage on a failed save, or half as much damage on a successful one. Each structure in contact with the ground within 20 feet of the archon also takes the damage and collapses if the damage reduces it to 0 hp.","properties":{"Category":"Monsters","Size":"Huge","Type":"Celestial","Alignment":"Lawful Good","Expansion":19901,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Archon, Ursan","description":"This two-legged polar bear unfurls wings as snowy as its body. It swings a greataxe in a blur of motion that produces a whirring sound. Bearfolk stories include legends about solitary bearfolk who held back the tide of evil, giving their clans a chance to escape or rally. In return for their sacrifice, these bearfolk became ursan archons, earning the reward of pursuing an eternal battle against evil. Some of these archons break ranks to return to their former homes and battle the supernatural and mundane threats against their onetime comrades and family. Persistent Warriors. Ursan archons are fearless combatants and relentless in battle. They absorb otherwise fatal blows and continue fighting. An archon's defiance inspires others in combat, bolstering them to keep up the fight regardless of the apparent odds. Bloodlust. Ursan archons sometimes don't know when to give up, retreat, and return with reinforcements. The archons hold only themselves to this impossible standard and don't chastise others who exercise the better part of valor. They relish driving back their enemies and become overconfident when pushing their advantage. This often makes them susceptible to cunning combat tactics, especially where an opponent holds an archon's focus while another slips past unseen. Celestial Weapons. The ursan archon's weapon attacks are magical. When the ursan archon hits with any weapon, the weapon deals an extra 4d8 force damage (included in the attack). Immortal Nature. The ursan archon doesn't require food, drink, or sleep. Magic Resistance. The ursan archon has advantage on saving throws against spells and other magical effects. Reckless. At the start of its turn, the ursan archon can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Relentless (Recharges after a Short or Long Rest). If the ursan archon takes 30 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead. Actions Multiattack. The ursan archon makes two Greataxe attacks. When Thunderous Roar is available, it can use the roar in place of one Greataxe attack. Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage plus 13 (3d8) force damage. Thunderous Roar (Recharge 5-6). The ursan archon unleashes a terrifying roar in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 36 (8d8) thunder damage on a failed save, or half as much damage on a successful one. In addition, each hostile creature within 60 feet of the archon that can hear it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. Creatures in the 30-foot cone have disadvantage on this saving throw. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions Rallying Roar. When the ursan archon reduces a creature to 0 hp, it can utter a triumphant roar. Each friendly creature within 60 feet of the archon that is frightened, paralyzed, stunned, or unconscious has advantage on its next saving throw. A friendly creature without those conditions has advantage on its next attack roll. In addition, each friendly creature within 60 feet of the archon that can hear the roar gains 14 (4d6) temporary hp.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Chaotic Good","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Archon, Word","description":"A steel great helm with a featureless mask flies above the land, observing all. Golden light shines from the helm's eye and neck openings. The wings adorning the sides of the helm flap rapidly, creating a musical tinkling. The least of their kind, word archons serve as observers, witnesses, and messengers for the greater archon host. The arrival of word archons on the Material Plane often indicates the forces of chaos are gaining the upper hand in a region. If the local residents can't stem the tide, the word archon may call for a larger force of archons to step in, for better or worse. High-Spirited Punsters. Word archons are surprisingly playful and have a deep love of puns and clever wordplay. They prefer to defuse tense situations through parley, and they disdain violence, turning to it only as a last resort or to protect innocents from agents of chaos. Some word archons take their love of repartee so seriously they speak only in rhyming couplets. Many other archons dislike this habit and interact with word archons only when necessary. Dedicated to Order. Like all archons, word archons stand staunchly against fiends of all types, though they harbor a particular loathing for demons and their servitors. They are eager to assist mortals who come into conflict with demons or demonic cults. Immortal Nature. The word archon doesn't require food, drink, or sleep. Keen Sight. The word archon has advantage on Wisdom (Perception) checks that rely on sight. Magic Resistance. The word archon has advantage on saving throws against spells and other magical effects. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) radiant damage. Forceful Words. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 10 (2d6 + 3) radiant damage. Share Smite (3/Day). The word archon empowers the weapon of one creature within 30 feet of it that can hear and see it for 1 minute. The first time the target hits with the weapon on a turn, the weapon deals an extra 9 (2d8) radiant damage. If the creature the target hits is a Fiend or Undead, it takes 13 (3d8) radiant damage instead. Spellcasting. The word archon casts one of the following spells, requiring no material or somatic components and using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights , message , true strike 1/day each: faerie fire , heroism","properties":{"Category":"Monsters","Size":"Tiny","Type":"Celestial","Alignment":"Lawful Good","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Arclight Phoenix","description":"An arclight phoenix is variously said to be a byproduct of a lightning strike on an aviary, a mishap in an effort to create a translocation device, or a successful attempt to create an elemental creature in the form of a majestic bird. Whatever its origin, an arclight phoenix looks like a bird of prey formed entirely of electrical energy. Lightning fans out behind it as it bolts from place to place through the sky, making up in speed what it lacks in grace and majesty. It seems happiest during natural thunderstorms, as it darts among the clouds, gliding alongside thunderbolts. Elemental Nature. An arclight phoenix doesn’t require air, food, drink, or sleep. Traits Flyby. The arclight phoenix doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Grounded Lightning. The first time on a turn that the arclight phoenix touches the ground, it takes 11 (2d10) force damage. Illumination. The arclight phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Lightning Form. The arclight phoenix can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 9 (2d8) lightning damage. In addition, the arclight phoenix can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 9 (2d8) lightning damage. Crackling Death. When the arclight phoenix dies, it explodes. Each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. The explosion destroys the phoenix but leaves behind a Tiny, warm egg with a mizzium shell. The egg contains the embryo of a new arclight phoenix. It hatches when it is in the area of a spell that deals lightning damage, or if a creature touches the egg and expends spell slots whose combined levels equal 13 or more. When it hatches, the egg releases a new arclight phoenix that appears in the egg’s space. Actions Arclight Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage, and lightning jumps from the target to one creature of the phoenix’s choice that it can see within 30 feet of the target. That second creature must succeed on a DC 18 Dexterity saving throw or take 27 (6d8) lightning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Ardherin, the Sorcerer of Shadow","description":"Ardherin of Erethor was a sorcerer of exceptional power and knowledge. He was also a trusted advisor to Aradil, the elven high queen, and for more than three hundred years he was her beloved consort. Through much of the Third Age, Ardherin stood as the Witch Queen’s greatest ally. He had her trust and her love, and he served her with devotion. Ardherin was a master of the dangerous art of conjuration and was dedicated to protecting his people from the many demonic forces that allied themselves with the Shadow and stalked the Great Forest of Erethor. He was often called upon to hunt the most powerful demons and so was frequently forced to confront evil in its purest and most dangerous forms. He also created many of the arcane defenses that protected the major settlements in Erethor and for his great magics and brave vigilance was considered a living hero among the elven people. In the year 890 TA, as the threat of Izrador was again on the rise, Erethor was suffering increased infestation by demonic forces. On one of his spirit­hunting forays, Ardherin captured a lesser devil and bound it to his service, keeping it held within a protective ward in his laboratory. The spirit called itself Vard, which means “the servant” in the Shadow Tongue. Over time, Ardherin became confident of his control over Vard and grew accustomed to its presence. In spare moments, he would converse with the creature to learn more of its kin and kind. Vard appeared weak and fearful and offered many secrets in exchange for assurances it would not be destroyed. Vard was not what it seemed. In fact, it was a spirit under the direct control of Izrador. The Shadow had enthralled the tiny devil and sent it into Erethor and into one of Ardherin’s countless spirit weirs. Vard submitted easily to the elven conjuror’s control and imprisonment. In time, familiarity bred complacency, and Ardherin not only ceased to be wary of the creature but grew to value its advice. Vard ingratiated itself into the elven sorcerer’s confidence by offering knowledge that helped the wizard catch or destroy dozens of formidable spirits. Against the admonitions of his colleagues and Aradil herself, Ardherin chose not to destroy the creature. In the end, this would prove his undoing. In 895 TA, Izrador sent a host of twelve mighty demons rampaging through the Veradeen. Ardherin consulted with his colleagues, his notes and lorebooks, and the helpful Vard, and then he traveled to northern Erethor to battle the threat. Ardherin laid a powerful, sorcerous trap for the demon horde, adding wards that Vard had taught him. When the elven wizard moved to spring the magical snare, he found himself bound instead. He had become a summoned creature, and like the demons he had so often trapped, he had become bound to a greater power: Izrador himself. The demon horde spirited Ardherin away to the presence of the Shadow, where the great elven sorcerer was lost to a nightmare of torture and magical transformation that left him at once destroyed and reborn. When some measure of sanity returned to his mind, he had become one of the immortal Night Kings. His body had been reformed into a terrible apparition of his original elven form. Ardherin, the servant of Shadow, retains the general build of his kind but is even more slender—almost gaunt. His skin is the flawless white of the snow of the Vale of Tears, and his eyes burn with the red fire of hell. His new form is immune to the blades of warriors and practically glows with arcane power. Ardherin’s mind had been transformed as well. No longer the Protector of Caradul, Advisor to the Queen, and Consort of Aradil, Ardherin has become as foul and corrupt of soul as any of Izrador’s minions. He serves the Shadow willingly and has been infected with the same hatred for the fey that lives in the souls of Izrador’s orcs. The memories of his past as an elf lord only serve to fill him with fury and fuel his resolve to destroy the Great Forest. Ardherin is Izrador’s master of magic and the arcane hand with which the Shadow counters the sorceries of the Witch Queen. Like the kurasatch udareen, his channeled magic is made innate through Izrador’s power, so he may cast spells near black mirrors with impunity. The elven Night King has betrayed every secret of the elven wood and its defenses to Izrador, and the elves have suffered for this treachery. Ardherin, once the Demon Bane of Erethor, has now become simply Erethor’s Bane. Ardherin spends most of his time at the Erethor front, advising the legate generals who command the armies fighting the elves. He controls the Shadow’s demon hordes and works ceaselessly to summon mightier forms and enhance the destructive power of those already haunting the forest. Ardherin also strives to nullify the powers of his former lover and nemesis, Aradil. What he lacks in comparative knowledge and magical skill, he more than makes up for in the raw arcane power at his disposal. Secretly, Aradil fears that Ardherin’s sorcerous strength will be the doom of elvenkind. Only Aradil and her closest advisors know the fate that has befallen Ardherin. While the rest of the elven people believe he fell battling demons and mourn his loss, Aradil fears what will happen when some lesser sorcerer learns through divinations or spirit spies that one of the elves’ greatest heroes is now its greatest enemy. Traits Legendary Resistance (3/Day). If Ardherin fails a saving throw, he can choose to succeed instead. Shadow’s Sorcerer. Ardherin always passes saving throws to maintain concentration and may concentrate on any number of spells simultaneously. Spellcasting. Ardherin is a 20th level spellcaster. His spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Ardherin can cast counterspell at will and has the following spells prepared. Cantrips (at will): chill touch, light, poison spray, ray of frost 1st level (4 slots): mage armor*, magic missile, witch bolt 2nd level (3 slots): blur*, crown of madness, misty step 3rd level (3 slots): dispel magic, haste, lightning bolt 4th level (3 slots): confusion, ice storm, stoneskin* 5th level (3 slots): cloudkill, cone of cold, wall of stone 6th level (2 slots): chain lightning, eyebite 7th level (2 slots): etherealness, reverse gravity 8th level (1 slot): earthquake 9th level (1 slot): power word kill *Ardherin casts these spells on himself before combat. Actions Adjutant (Magical Staff). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage and 18 (4d8) cold damage. Charm Foe (Recharge 4-6). Ardherin selects one creature within 60 feet that can see him. That creature must make a DC 23 Wisdom saving throw or be charmed by Ardherin. At the end of each of the creature’s turns, it can make Wisdom saving throw to end the effect. However, if it fails three saves in a row, it is permanently charmed and can only be cured with a greater restoration spell. Ultimate Power (Recharge 5-6). Ardherin casts two spells. Each spell must have a listed casting time of one action or one bonus action. Legendary Actions Ardherin can take 3 legendary actions, choosing from the options listed here. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ardherin regains spent legendary actions at the start of his turn. Cast Cantrip. Ardherin casts a cantrip. Unnatural Speed. Ardherin moves up to his movement speed. Until the end of his movement, he can’t be targeted by opportunity attacks. Summon Bound Demon (Costs 2 actions). Ardherin unleashes one of the many fiends he has bound to his service. A demon of CR 6 or less appears in an unoccupied space within 30 feet of Ardherin, and acts as his ally. Lair Actions Ardherin maintains several laboratories where he may continue his studies of the arcane, but his foremost fastness is a hidden library of dark lore and foul spellbooks. The library is somewhere along the southern coast of the Sea of Pelluria, and the location is only known to Ardherin and some of his minions, each of whom is so thoroughly charmed and enthralled that they would die rather than reveal the location. All anyone knows is that the library can only be accessed from the sea at low tide, and that supposedly a small tunnel opens into a vast, twisting maze of underground caverns that have been converted for Ardherin’s purposes. On initiative count 20 (losing initiative ties), Ardherin takes a lair action to cause one of the following effects; Ardherin can’t take the same lair action twice in a row. The whispers of unseen demons touch the mind of one creature within 200 feet of Ardherin. The creature must succeed on a DC 15 Wisdom saving throw or have disadvantage on all saving throws until initiative count 20 on the next round. Magical darkness spreads from a point Ardherin chooses within 120 feet of him, filling a 15-foot-radius sphere until Ardherin dismisses it with an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. The temperature of the air drops sharply in a 15-foot radius centered on a point on the ground that Ardherin can see within 60 feet. Each creature in that radius must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage and reducing its movement speed by 10 feet on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (night king)","Alignment":"chaotic evil","Expansion":30504,"Challenge Rating":25},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Areian Spirit Warrior","description":"All Areian Elves feel a strong bond towards nature, but for some of them, the connection is deeply spiritual. They hear the whispers of the spirit world, and become defenders of their home lands. These Areian Spirit Warriors are strongly allied with the fairy world and similar supernatural entities. They value freedom, life, happiness and compassion, and are fierce opponents of anyone threatening these ideals. And they do not fight alone: Areian Spirit Warriors can call upon the powers of their spirit allies to defeat their enemies.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic good","Expansion":17295,"Challenge Rating":5},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Areyca","description":"Areyca “I’ve happily educated many who were foolish enough to underestimate me.” Officer Roles. Areyca is an officer with 2 ranks in captain, and 1 rank in first mate. “I seen many wonders on the silver seas, but ain’t seen nothin’ like Arecya. She tears holes in the air like someone might tear paper. She’s one I don’t never wanna cross. I don’t know where I’d end up.” —Jabner Crabstitch, kobold sailor","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Wood Elf)","Source":"custom","Alignment":"Lawful Neutral","Expansion":32048,"Challenge Rating":8},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Argan Rael","description":"Obsessed with uncovering forbidden magical secrets, Argan Rael was shunned by every mage circle he approached for help. Seeking to make fools of his detractors, the tiefling made a desperate case to Prince Ellan Farra, promising to find the secrets of immortality. Taken by the idea of ruling eternally, the prince agreed to support Argan and called for the execution of those who doubted the mage’s wisdom. While knowledge is Argan’s passion, his biggest thrill is causing suffering and subjugation. He is loyal to the Soulbinders but takes orders only from Prince Ellan. The callous wizard prefers to possess other spellcasters, and he resides within the bracers of the spe llbreaker . Traits Magic Resistance. Argan has advantage on saving throws against spells and other magical effects. Pervasive Magic. Damage from Argan’s spell attacks ignore the target’s damage resistances. Actions Multiattack. Argan makes three Arcane Lance attacks. Arcane Lance (Cantrip). Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 90 ft., one target. Hit: 17 (5d6) force damage, and Argan moves the target up to 15 feet horizontally. Lightning Volley ( 3 rd-Level Spell). Argan calls down lightning on up to three creatures he can see within 30 feet of him. Each target must make a DC 18 Constitution saving throw. On a failed save, a target takes 21 (6d6) lightning damage and their speed is halved until the end of their next turn. On a successful save, a target takes half as much damage and their speed is not halved. Fireball ( 1 /Day; 7 th-Level Spell). Argan sculpts a fiery explosion centered on a point within 90 feet of him. Each creature of his choice in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. Bonus Actions Misty Step ( 2 /Day; 2 nd-Level Spell). Argan teleports up to 30 feet to an unoccupied space he can see. Utility Spells In addition to any other spells in this stat block, Argan can cast the following spells, using Intelligence as his spellcasting ability (spell save DC 18): At will: dancing lights A , mage hand A , message A , prestidi gitation A 2/day each: detect magic A , mage armor A , sending A","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Tiefling)","Alignment":"Chaotic Evil","Expansion":25493,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Argus","description":"An argus is an ancient creature related to the titans, transformed by a deity into a vigilant and restless sentry, usually as a punishment for some affront or rebellion. Within its hideous and misshapen body lies a lonely heart that craves music and beauty to comfort it in its forlorn and unending vigil. It might talk peaceably with visitors if they promise to sing songs or tell stories (and it believes its guests don’t intend to harm it or steal what it guards). If insulted or mocked, an argus is quick to anger, dispatching foes so it can go back to brooding in peace. An argus stands 25 feet tall and weighs 18,000 pounds.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration (titan)","Alignment":"lawful neutral","Expansion":30635,"Challenge Rating":13},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Argyros Adept","description":"An Argyros warrior who has started their path towards becoming a dragon knight. Not only are their skills with a weapon sharper than a recruit’s, they have begun to awaken their dragon soul, giving them the ability to cast magic and summon a spectral weapon to their hand. Adepts make up the majority of the fighting force for the Argyros Knights. When the order deploys their forces on a large-scale battleground, the adepts are the ones making up the numbers. The life of an adept is constant self-betterment in their skills. Every challenge they face will at least be attempted, and one would be hard pressed to find even a single challenge that was completely abandoned. The Argyros Knights The Argyros Knights are a rather young but powerful faction that was founded in the northern reaches of the continent. They are an amalgamation of several small northern tribes, factions and the remnant forces of former religious orders unified under one banner. It is led by two individuals: The Ancient Silver Dragon Urleon, the former leader of the Silver Order, a spiritual order created over a thousand years ago which had been destroyed by an invasion led by agents of a chromatic dragon cult. The original founder of the Knights, Morozko. Known by his close friends as Frost, he is an Aaracockra warrior that was raised by a silver dragon. He decided to build this faction after spending years living in fear of the White Dragons that held dominion over the Northern reaches. Aside from these two, the Faction is led by a council of Generals. High ranking members of the faction who all hold equal power amongst each other. The council encourages active debate and stratagems amongst itself. Only Urleon has the power to overturn a decision if he sees a reason to. The Argyros Knights wield a mysterious magic known as “ The Silver Soul ” that grants them uniquely powerful boons. The source of this magic is rather mysterious, but it is suggested that the power may be a gift from the Silver Dragons to their most loyal followers. Morozko was, at least to any researching scholars, the first mortal creature to exhibit this ability. This “ Silver Soul ” amplifies the raw power of simple magic, such as cantrips, to terrifying degrees. But in return, the users can never access higher tier magic spells under their own power. Trained by the Silver. These noble warriors are trained to uphold the values represented by the vast majority of silver dragons. They are strictly a force of lawful good warriors. These warriors very often are seen with Silver dragons in some form or another, be it fighting alongside a dragon, to summoning their own silver pseudo dragons for support. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Arcane Surge (Recharges after a short or long Rest). When the adept deals damage with a cantrip they can choose to double the number of damage dice rolled. However, this ability cannot be used on a critical hit. Silver Scales. The adept can add half of their Intelligence modifier to their AC. Silver Spark. The adept can add their Intelligence modifier to one damage roll of any spell attack. Actions Multiattack. The adept makes three spectral weapon attacks. They can replace one spectral weapon attack with a cantrip. Spectral Weapon. Melee Spell Attack: +7 to hit, reach 5ft., one target. Hit: 15 (2d10 + 4) force damage. Silver Fire Bolt (Cantrip). Ranged Spell Attack: +7 to hit, reach 120ft., one target. Hit: 20 (3d10 + 4) fire damage. Silver Ray of Frost (Cantrip). Ranged Spell Attack: +7 to hit, reach 60ft., one target. Hit: 17 (3d8 + 4) cold damage. On a hit, the target's speed is reduced by 10 feet until the start of the adept's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Argyros Dragon Knight","description":"The highest rank a mortal can reach in the Argyros Knights. A Dragon Knight is a member of the order who is able to hunt and kill a white dragon with little to no help from their peers. A knight who is successful in this endeavor will be offered the opportunity to become a Dragon Knight, or continue on as a regular member of the order. Even if they refuse their feat will likely lead them a promotion to a higher rank, up to the rank of general. Those who accept to become Dragon Knights are given a cloak made from the hide of the dragon they slew as well as a meeting with Urleon himself. The dragon knight is infused with Urleon’s blood, breaking the knight's mortal limits. The Dragon Knight will gain silver, draconic eyes and their bodies become far stronger than what would normally be possible. Their skin will be covered in a layer of silver scales and will even be able to sprout dragon wings from their backs. The Dragon Knights are a small army unto themselves. Masters of martial combat with deadly magics at their disposal. Seen on the battlefield with huge, silver dragon wings and breathing plumes of deadly ice breath upon their foes. The weapons they summon rain down upon their enemies like an arcane shower of blades and spears. The Argyros Dragon Knights are only ever called to battle if a situation is dire and victory is not possible without their intervention. They are devoted to their duty and have almost indomitable willpower, not easily swayed by trickery or deceptions. This, however, costs the Dragon Knight their ability to connect with outsiders For some reason, those who have accepted the pact find it difficult to relate to those beyond the order, even if they were friends or family before the metamorphosis took place. Their only true connections are with their brothers and sisters on the battlefield. The Argyros Knights The Argyros Knights are a rather young but powerful faction that was founded in the northern reaches of the continent. They are an amalgamation of several small northern tribes, factions and the remnant forces of former religious orders unified under one banner. It is led by two individuals: The Ancient Silver Dragon Urleon, the former leader of the Silver Order, a spiritual order created over a thousand years ago which had been destroyed by an invasion led by agents of a chromatic dragon cult. The original founder of the Knights, Morozko. Known by his close friends as Frost, he is an Aaracockra warrior that was raised by a silver dragon. He decided to build this faction after spending years living in fear of the White Dragons that held dominion over the Northern reaches. Aside from these two, the Faction is led by a council of Generals. High ranking members of the faction who all hold equal power amongst each other. The council encourages active debate and stratagems amongst itself. Only Urleon has the power to overturn a decision if he sees a reason to. The Argyros Knights wield a mysterious magic known as “ The Silver Soul ” that grants them uniquely powerful boons. The source of this magic is rather mysterious, but it is suggested that the power may be a gift from the Silver Dragons to their most loyal followers. Morozko was, at least to any researching scholars, the first mortal creature to exhibit this ability. This “ Silver Soul ” amplifies the raw power of simple magic, such as cantrips, to terrifying degrees. But in return, the users can never access higher tier magic spells under their own power. Trained by the Silver. These noble warriors are trained to uphold the values represented by the vast majority of silver dragons. They are strictly a force of lawful good warriors. These warriors very often are seen with Silver dragons in some form or another, be it fighting alongside a dragon, to summoning their own silver pseudo dragons for support. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Legendary Resistance (3/day). If the dragon knight fails a saving throw, they can choose to succeed instead. Arcane Surge (Recharges after a short or long rest). When the dragon knight deals damage with a cantrip they can choose to double the number of damage dice rolled. However, this ability cannot be used on a critical hit. Expert Aim. Being within 5 feet of a hostile creature doesn't impose disadvantage on the knight's ranged spell attack rolls. Silver Dragon Hide. The dragon knight can add their Intelligence modifier to their AC. Silver Mind. The dragon knight has advantage on saving throws against the charmed and frightened conditions. Soul Spark. The dragon knight can add their Intelligence modifier to one damage roll of any spell attack. Soul Step. The dragon knight can spend their movement to teleport a number of feet equal to half their speed in any direction they can see. Actions Multiattack. The dragon knight makes four spectral weapon attacks. They can replace one spectral weapon attack with a cantrip. Spectral Weapon. Melee Spell Attack: +12 to hit, reach 10ft., one target. Hit: 21 (4d10 + 6) force damage. Silver Fire Bolt (Cantrip). Ranged Spell Attack: +12 to hit, reach 120ft., one target. Hit: 27 (5d10 + 6) fire damage. Silver Ray of Frost (Cantrip). Ranged Spell Attack: +12 to hit, reach 60ft., one target. Hit: 23 (5d8 + 6) cold damage. On a hit, the target's speed is reduced by 10 feet until the start of the knight's next turn. Cold Breath (Recharge 5-6). The dragon knight exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 63 (14d8) cold damage on a failed save, or half as much damage on a successful one. Bonus Actions Knight's Ward (Recharges after a short or long Rest). The knight gains 60 temporary hit points. These temporary hit points last for 1 minute. Reactions Arcane Deflection (Recharges after a short or long Rest). When the dragon knight makes a successful saving throw against a spell, they can redirect the spell's effect to a new target. The dragon knight chooses another creature within the spell's range, which can include the spellcaster. The spell targets the chosen creature, which must make the appropriate DC 20 saving throw. Legendary Actions Argyros Dragon Knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Argyros Dragon Knight regains spent legendary actions at the start of their turn. Move. The dragon knight can move up to their speed without provoking attacks of opportunity. Attack. The dragon knight can make a spectral weapon attack. Spectral Weapon Rain (Costs 2 actions). The dragon knight magically creates an outpour of spectral weapons that fall from the sky, which can strike four creatures the dragon knight can see within 120 feet of them. A target must make a DC 20 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":19},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Argyros Knight","description":"When an adept has become an expert in both martial arts and in Silver Soul magic, they are invited to partake in a duel with one of the generals of the Knights. If they are able to impress their opponent, then the adept is offered the chance to be Knighted and become a true Argyros Knight. The Knighting ceremony sees the adept stripped of their armor and weapons, painted with ancient draconic symbols and imbued with the ambient magic of the world. Once the ceremony is complete, the adept will have become a full-fledged Knight. These warriors are considered to have reached near perfection in martial combat and have gained an even deeper understanding of their magic. The Knights are able to summon a variety of powerful spectral weapons to their hands and devastate even the strongest of foes. These Knights serve as elites to the faction and are often deployed in fights where recruits and adepts would surely struggle. The Argyros Knights The Argyros Knights are a rather young but powerful faction that was founded in the northern reaches of the continent. They are an amalgamation of several small northern tribes, factions and the remnant forces of former religious orders unified under one banner. It is led by two individuals: The Ancient Silver Dragon Urleon, the former leader of the Silver Order, a spiritual order created over a thousand years ago which had been destroyed by an invasion led by agents of a chromatic dragon cult. The original founder of the Knights, Morozko. Known by his close friends as Frost, he is an Aaracockra warrior that was raised by a silver dragon. He decided to build this faction after spending years living in fear of the White Dragons that held dominion over the Northern reaches. Aside from these two, the Faction is led by a council of Generals. High ranking members of the faction who all hold equal power amongst each other. The council encourages active debate and stratagems amongst itself. Only Urleon has the power to overturn a decision if he sees a reason to. The Argyros Knights wield a mysterious magic known as “ The Silver Soul ” that grants them uniquely powerful boons. The source of this magic is rather mysterious, but it is suggested that the power may be a gift from the Silver Dragons to their most loyal followers. Morozko was, at least to any researching scholars, the first mortal creature to exhibit this ability. This “ Silver Soul ” amplifies the raw power of simple magic, such as cantrips, to terrifying degrees. But in return, the users can never access higher tier magic spells under their own power. Trained by the Silver. These noble warriors are trained to uphold the values represented by the vast majority of silver dragons. They are strictly a force of lawful good warriors. These warriors very often are seen with Silver dragons in some form or another, be it fighting alongside a dragon, to summoning their own silver pseudo dragons for support. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Arcane Surge (Recharges after a short or long Rest). When the knight deals damage with a cantrip they can choose to double the number of damage dice rolled. However, this ability cannot be used on a critical hit. Expert Aim. Being within 5 feet of a hostile creature doesn't impose disadvantage on the knight's ranged spell attack rolls. Silver Mind. The knight has advantage on saving throws against the charmed and frightened conditions. Silver Scales. The knight can add half of their Intelligence modifier to their AC Silver Spark. The knight can add their Intelligence modifier to one damage roll of any spell attack. Soul Step. The knight can spend their movement to teleport a number of feet equal to half their speed in any direction they can see. Actions Multiattack. The knight makes four spectral weapon attacks. They can replace one spectral weapon attack with a cantrip. Spectral Weapon. Melee Spell Attack: +10 to hit, reach 10ft., one target. Hit: 21 (3d10 + 5) force damage. Silver Fire Bolt (Cantrip). Ranged Spell Attack: +10 to hit, reach 120ft., one target. Hit: 27 (4d10 + 5) fire damage. Silver Ray of Frost (Cantrip). Ranged Spell Attack: +10 to hit, reach 60ft., one target. Hit: 23 (4d8 + 5) cold damage. On a hit, the target's speed is reduced by 10 feet until the start of the knight's next turn. Spectral Weapon Barrage (Recharge 5-6). The knight summons an armory's worth of spectral weaponry which floats around them in a 30-foot radius. The knight proceeds to savagely attack anything within this space, teleporting from weapon to weapon. Any creature in the area must make a DC 18 Dexterity saving throw or take 45 (10d8) force damage on a failed save, or half as much on a successful one. Bonus Actions Knight's Ward (Recharges after a short or long Rest). The knight gains 40 temporary hit points. These temporary hit points last for 1 minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":13},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Argyros Recruit","description":"These are the newest recruits to the Argyros Knights faction. While they lack the spectacular magic of their superiors, these warriors are far above the skill of your average swordsman. They are selected from the most promising warriors that seek the order. Once they have been chosen, the recruit will begin their training. Learning new martial arts while also studying the magical force of the Silver Soul . The Argyros Knights The Argyros Knights are a rather young but powerful faction that was founded in the northern reaches of the continent. They are an amalgamation of several small northern tribes, factions and the remnant forces of former religious orders unified under one banner. It is led by two individuals: The Ancient Silver Dragon Urleon, the former leader of the Silver Order, a spiritual order created over a thousand years ago which had been destroyed by an invasion led by agents of a chromatic dragon cult. The original founder of the Knights, Morozko. Known by his close friends as Frost, he is an Aaracockra warrior that was raised by a silver dragon. He decided to build this faction after spending years living in fear of the White Dragons that held dominion over the Northern reaches. Aside from these two, the Faction is led by a council of Generals. High ranking members of the faction who all hold equal power amongst each other. The council encourages active debate and stratagems amongst itself. Only Urleon has the power to overturn a decision if he sees a reason to. The Argyros Knights wield a mysterious magic known as “ The Silver Soul ” that grants them uniquely powerful boons. The source of this magic is rather mysterious, but it is suggested that the power may be a gift from the Silver Dragons to their most loyal followers. Morozko was, at least to any researching scholars, the first mortal creature to exhibit this ability. This “ Silver Soul ” amplifies the raw power of simple magic, such as cantrips, to terrifying degrees. But in return, the users can never access higher tier magic spells under their own power. Trained by the Silver. These noble warriors are trained to uphold the values represented by the vast majority of silver dragons. They are strictly a force of lawful good warriors. These warriors very often are seen with Silver dragons in some form or another, be it fighting alongside a dragon, to summoning their own silver pseudo dragons for support. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Silver Spark. The recruit can add their Intelligence modifier to one damage roll of any spell attack. Actions Multiattack. The recruit makes two weapon attacks. It can replace one weapon attack with a cantrip. Longsword (One-Handed). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longsword (Two-Handed). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage. Silver Fire Bolt (Cantrip). Ranged Spell Attack: +4 to hit, reach 120ft., one target. Hit: 7 (1d10 + 2) fire damage. Silver Ray of Frost (Cantrip). Ranged Spell Attack: +4 to hit, reach 60ft., one target. Hit: 6 (1d8 + 2) cold damage. On a hit, the target's speed is reduced by 10 feet until the start of the recruit's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":3},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Aridni","description":"Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers. Pale Archers. These ashen-faced fey with gray moth wings fire green-glowing arrows with a sneer and a curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. They sometimes accept a personal challenge o respond to accusations of cowardice. Caravan Raiders. They’ve developed different magical abilities that aid them well when they raid caravans for captives to enslave and sell; charming foes into slavery is a favorite tactic. Wealth for Status. They delight in taking plunder from humans and dwarves, not so much for its own sake but as a sign of their power over mortals, and their contempt for those who lack fey blood. Aridni in Midgard When the elves abandoned the mortal world and returned to the elflands, not all of their fey servants went with them. Some stayed by choice; some were abandoned as tainted, feral broods; and some have remained to become servants of local gods or human mages. Most of them are angry at humans for their corruption of, and rebellions against, the elven courts and empires in Midgard. They seek to regain some of their fallen fey wealth and glory from humans and dwarves by stealing from, corrupting, and killing their ancient enemies. Among these abandoned fey are the aridni (“slaver pixies”), evil pixies suborned by the Slavers of Reth-Saal. Traits Flyby: The aridni doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Magic Resistance: The aridni has advantage on saving throws against spells and other magical effects. Innate Spellcasting: The aridni’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells: At will: dancing lights, detect magic, invisibility 3/day: charm person, faerie fire, mage armor 1/day: spike growth Actions Short Sword: Melee Weapon Attack : +8 to hit, range 5 ft., one target. Hit : 8 (1d6 + 5 ) piercing damage. Pixie Bow: Ranged Weapon Attack : +8 to hit, range 40/160 ft, one target. Hit : 7 (1d4 + 5) piercing damage. Slaver Arrows: An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects: Confusion: The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4-1 rounds. Fear: The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds. Hideous Laughter: The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably. Sleep: The target must succeed on a DC 14 Wisdom saving","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ariessa","description":"How you get an efreeti and a djinni in the same room, let alone get them in a romantic mood, I’ll never know. But if the result is a pair like Ignatius and Ariessa, we’re lucky it doesn’t happen too often. Hard to find a meaner set of brats this side of the River Styx. – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Chaotic Neutral","Expansion":27826,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Aristokai","description":"The gods are present in many aspects of the world. One of these aspects is the wildlife present in the material plane. Just like Zeus is represented by the eagle and Athena by the owl, other beasts represent the domain of many gods. And sometimes these beasts can grow into something more than a symbol, touching divinity in some way, shape or form. Aristokai are representatives of the domain of healing that Apollo represents. These celestials bear an appearance very similar to that of a small rat, however they have a clean and flawless coat of gulden fur and their head is hidden by what seems to be a raven skull. Furthermore, their tail is covered in some sort of natural armor and is capable of attacking by using the arrowtip-like end, similar to a scorpion’s stinger. They have a very unique nature that compels them to actually seek out and accompany the sick and injured. If the person or creature they approach proves to be kind they use their innate magic to help them. If they can’t help them, they keep them company in an attempt to bring them comfort. Additionally, these creatures have a really particular diet, as they seek poisonous and venomous sources of nutrition almost exclusively. As such they are great at locating dangerous flowers, berries and animals. Finally, they can often be found by taverns and temples where music is commonplace. The spectacle presented by performers entrances them, especially if bright colors are on display. Rumors and Stigmas. Due to their habit of approaching the sick and injured they are believed to be bringers of plague and symbols of Apollo’s discontent. For this they are treated as pests by those who don’t know any better. Variant: Aristokai Familiar Aristokai can be found in the service of traveling healers, faithful of Apollo and even heroes who they perceive as pure of heart. Some such aristokai have the following trait. Familiar. The aristokai can enter into an agreement to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the aristokai senses as long as they are within 1 mile of each other. While the aristokai is within 10 feet of its master, the master shares the aristokai’s Blessed by the Sun trait. At any time and for any reason, the aristokai can end its service as a familiar, ending the telepathic bond. \"Why do people think they're creepy? Look at them, they're so sweet.\" -Sanafyn Tianrelle, Hunter Ranger and Champion of Apollo Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Keen Smell . The aristokai has advantage on Wisdom (Perception) checks that rely on smell. Healer's Senses. The aristokai can detect any injured or diseased creature within 60 feet of it. Blessed by the Sun. The aristokai is under the effect of the bless spell as long as it is in sunlight. Spellcasting. The aristokai's Spellcasting Ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following Spells, requiring no material components: At Will: light, spare the dying 2/day each: cure wounds 1/day each: lesser restoration Actions Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 1 piercing damage. Sting of Affliction: Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 12 constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more the target becomes diseased, taking a level of exhaustion as a result. The disease fades after a long rest is taken.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial","Alignment":"neutral good","Expansion":29804,"Challenge Rating":"1/8"},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Arkhan the Cruel","description":"Arkhan the Cruel has claimed this tower as his base. Here, with the help of a tortle death-priest of Tiamat named Krull, the dragonborn warrior researches ways to assert his will over the artifact known as the Hand of Vecna, so he can use its secrets to free the evil dragon queen Tiamat from the Nine Hells. Arkhan has traveled to a nearby monument to commune with his goddess, leaving Krull behind.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragonborn)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Arkhan the Cruel","description":"Traits Aura of Hate. While Arkhan isn’t incapacitated, he and all fiends and undead within 30 feet of him deal 4 extra damage whenever they hit with a melee weapon attack (already factored into Arkhan’s attacks). This extra damage is of the same type as the weapon’s damage type. Hand of Vecna. The Hand of Vecna has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and teleport (3 charges). Innate Spellcasting. Arkhan’s spellcasting ability is Charisma (spell save DC 17). He can cast the following spells, requiring no material components: 3/day each: animate dead, branding smite (at 4th level), revivify 1/day each: geas, raise dead Special Equipment. Arkhan wields Fane-Eater and wears a suit of obsidian flint dragon plate . The armor gives Arkhan advantage on ability checks and saving throws made to avoid or end the grappled condition on him. Actions Multiattack. Arkhan makes three weapon attacks. Fane-Eater (Battleaxe). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (1d8 + 12) slashing damage, or 17 (1d10 + 12) slashing damage when used with two hands, plus 9 (2d8) cold damage. If the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 9 (2d8) necrotic damage, and Arkhan regains an amount of hit points equal to the necrotic damage dealt. Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, plus 4 piercing damage and 9 (2d8) cold damage if the javelin was used to make a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragonborn)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Armag","description":"Armag is one of the primary villains encountered during Kingmaker, but his villainy is in large part the result of influence from the deadly weapon he wields, Ovinrbaane . During your campaign, you can maintain this relationship between Armag and his sword, or you can replace Ovinrbaane and simply use Armag as a leader of ferocious warriors. Likewise, you can establish Ovinrbaane as the goal of a quest; perhaps the PCs race against a rival adventuring group to recover the dangerous sword from a crypt in order to prevent it from giving rise to a new warlord. Traits Cleaving Swing. If Armag reduces a target to 0 hit points with a melee attack, he can make a melee attack as a bonus action against another target within reach. Special Equipment. Armag wields Ovinrbaane , a powerful (but cursed) sword. Actions Multiattack. Armag makes three Ovinrbaane attacks. Ovinrbaane. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":13},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Armanite","description":"Demons Incarnations of chaos and evil, demons display endless variation in appearance and in how they go about wreaking havoc across the multiverse. Armanite Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws, hooves, and long, whiplike tails to tear apart their foes. Live for War. In the armies of the demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies’ flanks. Armanites fight all the time, even among themselves if they can’t find another enemy. They make ideal shock troops, courageous to the point of stupidity and utterly savage. Walking Arsenal. Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess sharp hooves, claws that end in curling talons, and long, serrated tails that can flense the flesh from a victim, and they use them all to carve through their foes. When they are up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in the enemy ranks. Traits Magic Resistance⁠. The armanite has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. The armanite’s weapon attacks are magical. Actions Multiattack. The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. Serrated Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. Lightning Lance⁠ (Recharge 5–6). The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Armanite","description":"Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether they’re controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws and hooves, as well as their long, whiplike tails, to tear apart foes. In the armies of demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies’ flanks. Armanites fight all the time—even battling each other if they can’t find another enemy. They make ideal shock troops, utterly ruthless and bold to the point of stupidity. Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess dense hooves, claws that end in curling talons, and long tails whose serrated ridges can flense the flesh from a victim, and they use them all to carve through their foes. When they’re up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in enemy ranks. Traits Magic Resistance. The armanite has advantage on saving throws against spells and other magical effects. Actions Multiattack. The armanite makes one Claw attack, one Hooves attack, and one Serrated Tail attack. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 9 (2d8) lightning damage. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Serrated Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. Lightning Lance (Recharge 5–6). The armanite looses a bolt of lightning in a line that is 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Armed Villager","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Typically Neutral","Expansion":32062,"Challenge Rating":"1/2"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Armored Drone","description":"Drones Drones are semi-autonamous robotic constructs programmed to decipher and follow the commands of their owners. These commands can be either general or specific, with the drone responding to the best of its ability. It uses its own independent logic to execute more simple or general commands. When not receiving commands, they follow the most recent directive or task assigned to them. Most drones don't have any means of communication other than verification of their assigned tasks, but a few have been programmed to speak. These additional traits are often used to seek out individuals or pass on encrypted communications. Mechanical Body. A drone doesn't require air, food, drink, or sleep. A drone that is reduced to 0 hit ponts is destroyed, their remains considered scrap. Since drone parts can come from a number of different creators, they're rarely intercompatible or interchangable.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27051,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Armored Drone","description":"Drones Drones are semi-autonamous robotic constructs programmed to decipher and follow the commands of their owners. These commands can be either general or specific, with the drone responding to the best of its ability. It uses its own independent logic to execute more simple or general commands. When not receiving commands, they follow the most recent directive or task assigned to them. Most drones don't have any means of communication other than verification of their assigned tasks, but a few have been programmed to speak. These additional traits are often used to seek out individuals or pass on encrypted communications. Mechanical Body. A drone doesn't require air, food, drink, or sleep. A drone that is reduced to 0 hit ponts is destroyed, their remains considered scrap. Since drone parts can come from a number of different creators, they're rarely intercompatible or interchangable.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Armored Guard","description":"This creature appears in The Festival of the Birds adventure module.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Armored Vines","description":"This creature appears in The Age of Green adventure module.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant humanoid","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Aronar Valkys","description":"Aronar Valkys is a prodigy spellcaster, born under an eclipse and rumored to have thieved magic from the gods themselves in the night. The half-elf keeps no holy symbol and worships at no temple, yet he commanded divine magic long before he supped on Qazyldrath’s blood. Aronar scorns spellcasters who chain themselves to the gods, claiming that the secrets of heaven await anyone cunning enough to claim them. He proudly wields the right eye of Qazyldrath, which grants the gift of clarity of mind and the wisdom of dragons. It was Qazyldrath’s promises of knowledge that drew Aronar to follow them—he saw visions of himself and Athmia shaping the new world with magic no mortal possessed, becoming figures of unimaginable nightmare. Aronar’s calm demeanor belies his arrogance and narcissism. He longs for nothing more than unchecked dominion in the new world. Cunning and careful, the half-elf sees all with his draconic eye and bides his time. Traits Charm Resistant. Aronar has advantage on saving throws he makes to avoid or end the charmed condition on himself. Delusions of Grandeur. Whenever Aronar is affected by an effect (such as the hold person spell) that allows him to make a saving throw at the end of his turn, he can also repeat that saving throw at the start of his turn. Additionally, whenever Aronar succeeds on a saving throw against an effect, he ends that effect on himself and any ally within 30 feet of him under the same effect. Sun Eater’s Grace ( 3 /Day). When Aronar is within 30 feet of Athmia and casts a spell that restores hit points to another creature, Athmia regains the same number of hit points. Actions Multiattack. Aronar makes three Divine Mace attacks, or he makes one Divine Mace attack and one God Complex attack. Divine Mace. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) bludgeoning damage plus 7 (2d6) necrotic damage, and the target must succeed on a DC 19 Constitution saving throw or be blinded until the start of their next turn. God Complex ( 3 /Day; 3 rd-Level Spell). Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 28 (8d6) necrotic damage, and the next attack roll made against this target before the end of Aronar’s next turn has advantage. Cure Wounds ( 3 /Day; 3 rd-Level Spell). Aronar touches a creature and the target regains 21 (3d8 + 8) hit points. Bonus Actions Vainglory ( 3 /Day; 3 rd-Level Spell). A creature of Aronar’s choice within 60 feet of him regains 15 (3d4 + 8) hit points. Reactions Sun Eater’s Soul ( 3 /Day). When a creature Aronar can see within 30 feet of him is hit with an attack, he can halve the attack’s damage dealt to them. Utility Spells In addition to any other spells in this stat block, Aronar can cast the following spells, using Wisdom as the spellcasting ability (spell save DC 19): At will: augury + , tha umaturgy A 1/day each: hallow + , ra ise dead +","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Half-Elf)","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Arrant Quill","description":"Neutral evil human (age 36) Quill is a charismatic bard who carries himself with a quiet confidence that doesn’t hint at the full extent of his skills or powers. His handsome features are marred by a scar that curves from the top of his left cheekbone down to his jaw, though he doesn’t consider the scar disfiguring. If asked about the scar, he explains that he got it years ago when the man who burned down his home village slashed his face with a dagger. It serves as a grim reminder of his past. Although outwardly friendly, Quill is driven by three selfish desires: to preserve his well-being, to alleviate his boredom, and to escape Wisteria Vale. He holds a grudge against the Harpers and Ryllia for imprisoning him in a place that reminds him of the people he lost in his childhood, though he also takes some comfort in being able to live out the life he could’ve had. His time spent alone with his thoughts in Wisteria Vale has led him to suspect that the Harpers were never going to find a cure, and that they were simply biding their time until he became complacent enough that they could kill him without his being a threat. Quill’s corruption has convinced him that the Harpers have become a powerful force that must be taken down; he trusts only himself to identify and eliminate agents of tyranny. Traits Spellcasting . Quill casts one of the following spells using Charisma as the spellcasting ability (save DC 17): At will: light, mage hand, prestidigitation 3/day each: detect magic, dispel magic, faerie fire, hold monster 1/day each: mind blank, teleport Actions Multiattack . Quill makes two attacks with his dagger and uses Supreme Mockery. Dagger . Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. Quill’s Fable (Recharge 6). Quill utters a short fable while targeting up to five creatures within 30 feet of him that he can see. Each target that can hear Quill’s magical fable must make a DC 17 Wisdom saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one. Supreme Mockery . Quill hurls a string of insults laced with enchantments at a creature he can see within 60 feet of him. If the creature can hear Quill (though it need not understand him), it must succeed on a DC 17 Wisdom saving throw or take 66 (12d10) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Expansion":9505,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Art Elemental Mascot","description":"Often referred to as a “living expression,” an art elemental is an aspect of creativity and emotion given physical form—making it the perfect mascot for Prismari College. To create an art elemental mascot, a mage draws power from a blend of all the natural elements, extracting their vibrant colors to craft a swirling outer shell before imbuing its core with a planar spirit. As creatures of both precise elemental study and rebellious expression, art elementals can both wreak elemental destruction and emotionally captivate the creatures around them. Traits Death Burst. When the elemental dies, it explodes in a burst of colored light. Each creature within 5 feet of the elemental must succeed on a DC 11 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. Actions Joyful Flare. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) fire damage. Melancholic Bolt. Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 6 (2d4 + 1) cold damage. Captivating Artistry (1/Day). The elemental targets one creature it can see within 30 feet of itself. The target must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. The charmed target can repeat the save at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"Elemental","Alignment":"Typically Neutral","Expansion":12501,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Artillerist","description":"Artillerists are artificers that specialize in the creation of arcane turrets - magical constructs that can unleash powerful force bolts, generate a cone of searing flames, or provide bursts of healing energy. Actions Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 9 (2d8) force damage. Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 9 (2d8) force damage. Arcane Turret (Recharges after a Short or Long Rest). The artillerist magically summons a Medium turret in an unoccupied space on a horizontal surface within 5 feet of it. The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and 65 hit points. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. The artillerist can dismiss it early as an action. When the artillerist summons the turret, it decides which type it is, choosing from the options listed below: 1. Flamethrower. The turret exhales fire in an adjacent 15-foot cone that the artillerist designates. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. 2. Force Ballista. Ranged Spell Attack: +7 to hit, range 120 ft., one target (artillerist’s choice). Hit: 9 (2d8) force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret. 3. Defender. The turret emits a burst of positive energy that grants itself and each creature of the artillerist's choice within 10 feet of it 8 (1d8 + 4) temporary hit points. The artillerist can take a bonus action to cause the turret to activate if it is within 60 feet of it. As part of the same action, the artillerist can direct the turret to walk or climb up to 15 feet to an unoccupied space. The artillerist can use an action to command the turret to detonate if the artillerist is within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a DC 15 Dexterity saving throw, taking 10 (3d6) force damage on a failed save or half as much damage on a successful one. Spellcasting. The artillerist casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 15): At will: mage hand, mending, prestidigitation 2/day each: fireball, shatter, thunderwave 1/day each: fabricate (as an action), wall of fire","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Artist","description":"Wielding paint brush, chisel, quill, or similar implement of art, the artist views the world through a unique lens and brings it to life in new ways. Artists create or manipulate physical objects, often selling or displaying the pieces upon completion. They prefer to leave art focused on entertainment to performers (see below), typically eschewing large public appearances or rejecting calls for creating their art in front of an audience. Art Anywhere. While artists can be found using a wide variety of tools, they use those tools primarily to create aesthetically pleasing works. For example, an artist that uses smith’s tools might create children’s toy horses out of recycled horseshoes or sculptures out of broken armor rather than crafting farming implements or armor and weapons.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Artus Cimber","description":"A former member of the Harpers, Artus Cimber is the keeper of the Ring of Winter . He found the ring in the jungles of Chult, where he also met his wife, Alisanda. The ring halts its wearer’s natural aging and has allowed Artus to survive well beyond his natural lifespan. The ring also defies magical attempts to divine its location and that of its wearer. On his fingers above the knuckles, Artus has tattooed the names of his dearly departed animal companions—a pair of talking wombats named Byrt and Lugg. Artus has spent most of his life trying to keep the Ring of Winter out of evil hands, but his return to Chult is focused on reuniting with his beloved Alisanda, who disappeared along with the city of Mezro during the Spellplague. No longer content to wait for Alisanda and Mezro to return on their own, Artus has been seeking the means to bring them back. He believes that Saja N’baza, an ancient guardian naga, can help him. As such, his search has been focused on locating the ruins of Orolunga, where the naga is said to dwell. Fate has handed Artus a saurial traveling companion named Dragonbait, whom he met in Port Nyanzaru. The two are always on the move. Consequently, their location in the adventure is randomly determined. Using Artus. Artus has never been to Omu, and he has no idea where the city is. However, he has a powerful artifact in his possession and a good heart. If the characters explain why they’ve come to Chult, Artus puts aside his personal quest and offers to help them find Omu and destroy the Soulmonger. The first time a situation forces Artus to use the Ring of Winter , he warns the characters that evil forces are after the ring and that his presence in the party might put the characters in danger. Artus Cimber’s Traits Ideal. “The preservation of knowledge and history is important to me.” Bond. “I long to be reunited with my wife, Alisanda.” Flaw. “I am slow to trust strangers—adventurers in particular.” Traits Special Equipment. Artus wears the Ring of Winter . He and the ring can’t be targeted by divination magic or perceived through magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold. Artus wields Bookmark , a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the following properties while attuned to the dagger, provided he has the weapon drawn: Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. Turn the dagger into a compass that, while resting on Artus’s palm, points north. Cast dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn. Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the spell targets only spiders that are beasts. Once this property is used, it can’t be used again until the next dawn. Actions Multiattack. Artus makes three attacks with Bookmark or his longbow. Bookmark (+3 Dagger). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, reach 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. Ring of Winter. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties: Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2 charges). Artus can expend the necessary number of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus’s choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator’s commands. The ice object or creature appears in an unoccupied space within 60 feet of Artus. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master’s Guide to determine the hit points of an inanimate object if they become necessary.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral good","Expansion":7389,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Artus Cimber","description":"A former member of the Harpers, Artus Cimber is the keeper of the Ring of Winter . He found the ring in the jungles of Chult, where he also met his wife, Alisanda. The ring halts its wearer’s natural aging and has allowed Artus to survive well beyond his natural lifespan. The ring also defies magical attempts to divine its location and that of its wearer. On his fingers above the knuckles, Artus has tattooed the names of his dearly departed animal companions—a pair of talking wombats named Byrt and Lugg. Artus has spent most of his life trying to keep the Ring of Winter out of evil hands, but his return to Chult is focused on reuniting with his beloved Alisanda, who disappeared along with the city of Mezro during the Spellplague. No longer content to wait for Alisanda and Mezro to return on their own, Artus has been seeking the means to bring them back. He believes that Saja N’baza, an ancient guardian naga, can help him. As such, his search has been focused on locating the ruins of Orolunga, where the naga is said to dwell. Fate has handed Artus a saurial traveling companion named Dragonbait, whom he met in Port Nyanzaru. The two are always on the move. Consequently, their location in the adventure is randomly determined. Using Artus. Artus has never been to Omu, and he has no idea where the city is. However, he has a powerful artifact in his possession and a good heart. If the characters explain why they’ve come to Chult, Artus puts aside his personal quest and offers to help them find Omu and destroy the Soulmonger. The first time a situation forces Artus to use the Ring of Winter , he warns the characters that evil forces are after the ring and that his presence in the party might put the characters in danger. Artus Cimber’s Traits Ideal. “The preservation of knowledge and history is important to me.” Bond. “I long to be reunited with my wife, Alisanda.” Flaw. “I am slow to trust strangers—adventurers in particular.” Special Equipment. Artus wears the Ring of Winter . He and the ring can’t be targeted by divination magic or perceived through magical scrying sensors. While attuned to and wearing the ring, Artus ceases to age and is immune to cold damage and the effects of extreme cold. Artus wields Bookmark , a +3 dagger with additional magical properties. As a bonus action, Artus can activate any one of the following properties while attuned to the dagger, provided he has the weapon drawn: Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. Turn the dagger into a compass that, while resting on Artus’s palm, points north. Cast dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn. Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but the spell targets only spiders that are beasts. Once this property is used, it can’t be used again until the next dawn. Actions Multiattack. Artus makes three attacks with Bookmark or his longbow. Bookmark (+3 Dagger). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Ring of Winter. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties: Artus can expend 1 charge and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of −30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless Artus uses the ring to end the effect as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute. Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby’s hand (2 charges; the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges; as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke’s freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2 charges). Artus can expend the necessary number of charges and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus’s choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator’s commands. The ice object or creature appears in an unoccupied space within 60 feet of Artus. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in \"Statistics for Objects\" to determine the hit points of an inanimate object if they become necessary.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral good","Expansion":31454,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Asanbosam","description":"An asasonbosam is a hirsute hulk with bulging, bloodshot eyes, often perched high in a tree and ready to seize unwary passersby with talons like rusty hooks. Iron Hooks and Fangs. They resemble hairy ogres from the waist up, but with muscular and flexible legs much longer than those of an ogre. These odd appendages end in feet with hooklike talons, and both the creature’s hooks and its fangs are composed of iron rather than bone or other organic material. These iron fangs and claws mark an asanbosam’s age, not just by their size but also by their color. The youngest specimens have shiny gray hooks and fangs, while older ones have discolored and rusty ones. Iron Eaters. The asanbosam diet includes iron in red meat, poultry, fish, and leaf vegetables, and—in times of desperation—grinding iron filings off their own hooks to slake their cravings. The asanbosams’ taste for fresh blood and humanoid flesh led to the folklore that they are vampiric (not true). Tree Lairs. Asanbosams spend most of their lives in trees, where they build nestlike houses or platforms of rope and rough planks. They don’t fear magic; most tribes count at least one spellcaster among its members. Traits Spider Climb: The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Arboreal: While up in trees, the asanbosam can take the Disengage or Hide action as a bonus action on each of its turns. Actions Multiattack: The asanbosam makes one bite attack and one claws attack. Bite: Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage plus 11 (2d10) poison damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease. If the saving throw fails, the target takes 11 [2d10] poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 [1d10] on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. Claws: Melee Weapon Attack : +7 to hit, reach 10 ft, one target. Hit : 20 (3d10 + 4 ) piercing damage. The target is grappled, escape DC 14. Until this grapple ends, the target is restrained and the asanbosam can’t claw a different target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or contract the disease described in the bite attack.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Aseadweed","description":"Naraneus, covetous of the sargassum-filled seas of a distant planet, stole samples of the seaweed and then bred a need for acid and malicious sentience into them. Now great forests of vicious kelp exist to hunt down those who infiltrate the goddess’ oceans, adopting the traits of their most frequent victims.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"plant","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":18},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Aseni Explorer","description":"I am glad to be back. My visit to Dendusar was … enlightening. They treat the crucibles as strange places to visit and study, but never truly embrace them. They also live under a night filled only with stars. My distant cousins have not witnessed the heavens I have beheld with my eyes. The shifting colors sing to my soul, I can almost see the lines of code dancing. The beautiful skies here in Drath Sia are like peering inside the workings of the universe, especially after I was blessed with these abilities. Blessed - and cursed - because even though I want to stay here, I know my responsibilities will take me back to the material universe, and I have so much left to do. Dendus, Aseni When the Crucibles were first discovered, their source of hidden power enabled the dendus to rise again as a people and advance their species. During this time, two of the Crucibles vanished, taking those dendus within and their surrounding settlements. Brought to a subspace dimension known as Drath Sia, they used their knowledge of the Crucibles to survive until their return to the galaxy centuries later. By then, the majority of the dendus had returned to settle on Dendusar. Even with home within their reach, the years in Drath Sia had enlightened their view of the galaxy and all things within. Choosing to abandon the traditions of their kin-lines, they instead sought to unlock the mysteries of the universe with their newfound gifts. They named themselves \"aseni,\" an ancient dendus word whose closest definition would be \"architects.\" Aseni are similar in physical appearance to other dendus, though their facial features are different. They also have longer arms and tend to be a bit stockier than other dendus. The Legend of Aria's Winter. The aseni believe the Crucibles are a small part of a much larger puzzle, to serve as keys to unlocking the true nature of the universe. Within one of the Crucibles that remained in Drath Sia, the original aseni uncovered a trail of code that references a period when the galaxy would have collaped upon itself in an event they can only define in their own language as \"The Great Winter.\" This catastrophic event was prevented by the Aria, a presence not yet defined, but theorized as either a being or a form of energy. The source of the event and what stopped it remain an mystery, but the aseni believe it is directly related to the Crucibles and their affect on the fabric of reality. Masters of the Code. The aseni, though few, all have some form of innate esper ability because of their unique understanding of the Crucible's functions, which they pass on to future generations. As a society, the aseni are small compared to the other spacefaring races, but those with potential to become espers are far more common among their number. Dual Dimensional. Most aseni still reside in Drath Sia, having established a number of colonies there. Others have travelled to the elusive subdimension, but even those living inside the vast region have yet to uncover its many facets.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dendus)","Alignment":"any lawful alignment","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Aseni Nomad","description":"I am glad to be back. My visit to Dendusar was … enlightening. They treat the crucibles as strange places to visit and study, but never truly embrace them. They also live under a night filled only with stars. My distant cousins have not witnessed the heavens I have beheld with my eyes. The shifting colors sing to my soul, I can almost see the lines of code dancing. The beautiful skies here in Drath Sia are like peering inside the workings of the universe, especially after I was blessed with these abilities. Blessed - and cursed - because even though I want to stay here, I know my responsibilities will take me back to the material universe, and I have so much left to do. Dendus, Aseni When the Crucibles were first discovered, their source of hidden power enabled the dendus to rise again as a people and advance their species. During this time, two of the Crucibles vanished, taking those dendus within and their surrounding settlements. Brought to a subspace dimension known as Drath Sia, they used their knowledge of the Crucibles to survive until their return to the galaxy centuries later. By then, the majority of the dendus had returned to settle on Dendusar. Even with home within their reach, the years in Drath Sia had enlightened their view of the galaxy and all things within. Choosing to abandon the traditions of their kin-lines, they instead sought to unlock the mysteries of the universe with their newfound gifts. They named themselves \"aseni,\" an ancient dendus word whose closest definition would be \"architects.\" Aseni are similar in physical appearance to other dendus, though their facial features are different. They also have longer arms and tend to be a bit stockier than other dendus. The Legend of Aria's Winter. The aseni believe the Crucibles are a small part of a much larger puzzle, to serve as keys to unlocking the true nature of the universe. Within one of the Crucibles that remained in Drath Sia, the original aseni uncovered a trail of code that references a period when the galaxy would have collaped upon itself in an event they can only define in their own language as \"The Great Winter.\" This catastrophic event was prevented by the Aria, a presence not yet defined, but theorized as either a being or a form of energy. The source of the event and what stopped it remain an mystery, but the aseni believe it is directly related to the Crucibles and their affect on the fabric of reality. Masters of the Code. The aseni, though few, all have some form of innate esper ability because of their unique understanding of the Crucible's functions, which they pass on to future generations. As a society, the aseni are small compared to the other spacefaring races, but those with potential to become espers are far more common among their number. Dual Dimensional. Most aseni still reside in Drath Sia, having established a number of colonies there. Others have travelled to the elusive subdimension, but even those living inside the vast region have yet to uncover its many facets.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dendus)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":4},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Aseni Shaper","description":"I am glad to be back. My visit to Dendusar was … enlightening. They treat the crucibles as strange places to visit and study, but never truly embrace them. They also live under a night filled only with stars. My distant cousins have not witnessed the heavens I have beheld with my eyes. The shifting colors sing to my soul, I can almost see the lines of code dancing. The beautiful skies here in Drath Sia are like peering inside the workings of the universe, especially after I was blessed with these abilities. Blessed - and cursed - because even though I want to stay here, I know my responsibilities will take me back to the material universe, and I have so much left to do. Dendus, Aseni When the Crucibles were first discovered, their source of hidden power enabled the dendus to rise again as a people and advance their species. During this time, two of the Crucibles vanished, taking those dendus within and their surrounding settlements. Brought to a subspace dimension known as Drath Sia, they used their knowledge of the Crucibles to survive until their return to the galaxy centuries later. By then, the majority of the dendus had returned to settle on Dendusar. Even with home within their reach, the years in Drath Sia had enlightened their view of the galaxy and all things within. Choosing to abandon the traditions of their kin-lines, they instead sought to unlock the mysteries of the universe with their newfound gifts. They named themselves \"aseni,\" an ancient dendus word whose closest definition would be \"architects.\" Aseni are similar in physical appearance to other dendus, though their facial features are different. They also have longer arms and tend to be a bit stockier than other dendus. The Legend of Aria's Winter. The aseni believe the Crucibles are a small part of a much larger puzzle, to serve as keys to unlocking the true nature of the universe. Within one of the Crucibles that remained in Drath Sia, the original aseni uncovered a trail of code that references a period when the galaxy would have collaped upon itself in an event they can only define in their own language as \"The Great Winter.\" This catastrophic event was prevented by the Aria, a presence not yet defined, but theorized as either a being or a form of energy. The source of the event and what stopped it remain an mystery, but the aseni believe it is directly related to the Crucibles and their affect on the fabric of reality. Masters of the Code. The aseni, though few, all have some form of innate esper ability because of their unique understanding of the Crucible's functions, which they pass on to future generations. As a society, the aseni are small compared to the other spacefaring races, but those with potential to become espers are far more common among their number. Dual Dimensional. Most aseni still reside in Drath Sia, having established a number of colonies there. Others have travelled to the elusive subdimension, but even those living inside the vast region have yet to uncover its many facets.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dendus)","Alignment":"any lawful alignment","Expansion":27052,"Challenge Rating":10},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Ash Giant","description":"Whether because of disruptive magic, unearthed deep elements, or alien technology that fell calamitously from the sky, ash giants are victims of their barren terrains. Towering above a typical human, their misshapen bodies and pale flesh are covered in purulent sores and bulbous tumors. Yet they somehow survive and even thrive in these desperate lands. Ash giants have an uncanny ability to bond with the enormous and often mutated vermin they share the landscape with, and sometimes use the largest of these creatures as mounts. Ash giants are 10 feet tall and weigh 1,200 pounds. Dark Thoughts. Ash giants are brash and violent, and their humor is incredibly dark. Killing someone through a prank is just as funny as tripping a friend while on a hunt. While not inherently evil, lifetimes of being antagonized by other tribes have practically bred violence into their minds. Some ash giants take their bleakness to extremes, seeing it as a nihilistic epiphany that opens up the entropic secrets of the universe and its ultimate annihilation, becoming deranged prophets of a coming apocalypse. Ash Leprosy. Ash giants carry a contagious wasting disease that permeates their clothing, exposing creatures that search their gear or corpses to a sickness that affects most creatures like sewer blight SRD , but each day the disease persists a creature must make an additional DC 13 Constitution saving throw or the sickness begins to rot the brain like cackle fever SRD that deals 5 (1d10) points of necrotic damage in addition to psychic damage with each failed saving throw. Vermin Empathy. 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Towering above a typical human, their misshapen bodies and pale flesh are covered in purulent sores and bulbous tumors. Yet they somehow survive and even thrive in these desperate lands. Ash giants have an uncanny ability to bond with the enormous and often mutated vermin they share the landscape with, and sometimes use the largest of these creatures as mounts. Ash giants are 10 feet tall and weigh 1,200 pounds. Dark Thoughts. Ash giants are brash and violent, and their humor is incredibly dark. Killing someone through a prank is just as funny as tripping a friend while on a hunt. While not inherently evil, lifetimes of being antagonized by other tribes have practically bred violence into their minds. Some ash giants take their bleakness to extremes, seeing it as a nihilistic epiphany that opens up the entropic secrets of the universe and its ultimate annihilation, becoming deranged prophets of a coming apocalypse. Ash Leprosy. Ash giants carry a contagious wasting disease that permeates their clothing, exposing creatures that search their gear or corpses to a sickness that affects most creatures like sewer blight SRD , but each day the disease persists a creature must make an additional DC 13 Constitution saving throw or the sickness begins to rot the brain like cackle fever SRD that deals 5 (1d10) points of necrotic damage in addition to psychic damage with each failed saving throw. Vermin Empathy. Ash giants can communicate freely with vermin in a manner identical to speak with animals , and they can train such creatures to serve them. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatBlock1, li.StatBlock1, div.StatBlock1 {mso-style-name:\"Stat Block 1\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Stat Block 1 Char\"; margin-top:0cm; margin-right:0cm; margin-bottom:0cm; margin-left:9.35pt; text-indent:-9.35pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}span.StatBlock1Char {mso-style-name:\"Stat Block 1 Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Stat Block 1\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic neutral","Expansion":32483,"Challenge Rating":14},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Ash Phoenix","description":"A massive raptor made of ash and shadow screeches as it dives, its eyes like glowing coals. Impossibly, it stops its dive mere feet from the ground, and its powerful wings whip up ash that carries the chill of the grave. Ash phoenixes are the animated ashes of mass funerary pyres, which seek the eradication of all life around their birth pyres. Cremated Birth. For an ash phoenix to be created, a group of humanoids must be burned in a mass pyre in an area tainted with necrotic energy, and the blood of a magical avian, such as an august rooster or firebird , must be mixed into the pyre as it smolders. Necromancers often follow the armies of warring nations in secret, with the blood of a magical bird in hand, for the chance to create such powerful undead. Unfortunately for the necromancers who create them, ash phoenixes are nearly impossible to control, often leaving the creator as the phoenix’s first victim. Disturbed Souls. The creation of the ash phoenix disrupts the natural passage of souls into the afterlife, infusing the phoenix with the angry spirits. The presence of these spirits gives the ash phoenix some level of intelligence but also drives it to seek vengeance against all living creatures. Ash phoenixes never stray more than a few miles from their birthplace and are reborn in those same ashes each time they are slain. To end an ash phoenix’s reign in a region, the original site where it was created must be purified and the souls properly put to rest, usually through performing burial rites and casting the hallow spell at the site. Undead Nature. The ash phoenix doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ashari Firetamer","description":"Of all the Ashari tribes, the Fire Ashari of Pyrah have suffered the greatest. Their people were all but destroyed when Thordak burst through the Rift of Flame in his cataclysmic return to Exandria. Yet despite their immense hardships, the Fire Ashari have given selflessly to the people of Tal’Dorei. Firetamers are the elite elementalists of the Pyrah, using their attunement to the primordial forces of the world to not just create fire, not just command it, but tame it to their will. A firetamer of Pyrah is nothing like the manic pyromancers of Tal’Dorei. For while the latter recklessly wields fire as a weapon, firetamers use their talent to protect others from fire’s destructive power—or wield that same power to destroy those who threaten their people. Firetamers are almost always accompanied by a salamander, a fire elemental, or a small herd of magma or smoke mephits. While home in Pyrah, Ashari firetamers use their power to control the Rift of Flame or to control the flames of the volcanic forest known as the Cindergrove. And on the outskirts of Emon, a group of firetamers led by a half-orc Ashari named Lorkathar keeps watch over the volatile Scar of the Cinder King. Ashari A reclusive society of elementalist druidic masters, the Ashari symbolize the connection between civilization and nature in balance as they govern, heal, and tame Exandria’s primordial threats. Mysterious Beginnings. No one knows the Ashari’s true origins, though one popular legend ties directly to the ancient war between the gods and the primordial titans. As the Prime Deities scattered the essence of their fallen foes across Exandria, the titans’ remains birthed new Elemental Planes. In response, numerous humanoids—who would eventually become part of the Ashari—were gifted with a magical affinity to shape the world and a responsibility to defend against future primordial threats. Triumph Divided. A multiracial people, the Ashari strategically organize into four distinct communities—the Fire Ashari of Pyrah, the Air Ashari of Zephrah, the Earth Ashari of Terrah, and the Water Ashari of Vesrah. Each community builds homes alongside sources of elemental power. Primordial Guardians. The walls between the Material Plane and the Elemental Planes are thin, and if those boundaries are tested, they tear asunder and form rifts. These planar fractures hemorrhage vast fields of wildfire, avalanches of crushing stone, boundless expanses of screeching hurricanes, and unending oceans of pounding tsunamis, all seemingly yearning for destruction. When an elemental rift grows volatile, the Ashari become a living dam—subduing, soothing, and sealing its escaping power. Then, once a rift calms, the Ashari's work to heal the surrounding land begins. Selfless Respect. Ashari is a word found in many languages with a multitude of meanings, including: sunrise, innate will, torchbearer, and gardener. Traits Spellcasting. The firetamer is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft , mending , produce flame (2d8) 1st level (4 slots): cure wounds , faerie fire , jump 2nd level (3 slots): flame blade , heat metal , lesser restoration 3rd level (3 slots): daylight , dispel magic , protection from energy 4th level (3 slots): freedom of movement , wall of fire 5th level (1 slot): conjure elemental Actions Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+2) slashing damage plus (4d6) fire damage. Flamecharm (Recharges after a Short or Long Rest). The firetamer can cast the dominate monster spell (save DC 15) on a fire elemental or other elemental fire creature. If the creature has 150 or more hit points, it has advantage on the saving throw. Bonus Actions Flameform (Recharges after a Short or Long Rest). The firetamer can transform into a fire elemental. Its game statistics are replaced by the statistics of the elemental, but the firetamer retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores, and all of its skill and saving throw proficiencies. While in this form, the firetamer can’t cast spells. When the firetamer is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in flameform for up to 5 hours or until it reverts to its humanoid form as a bonus action. Druidic Recovery. If the firetamer is in fire elemental form using Flameform, it can expend a spell slot to regain 1d8 hit points per level of the spell slot expended.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Expansion":20583,"Challenge Rating":7},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Ashari Skydancer","description":"Zephrah’s location in the Summit Peaks has shielded the Ashari who dwell there from countless hardships. Few infringe upon their isolated home, and this safety has bred a certain recklessness among the Air Ashari. Though they guard their elemental rift as closely as do the rest of their kin, their lack of stoicism and restraint often earns them the scorn of the Earth Ashari of Terrah, the only other Ashari tribe in Tal’Dorei. Air Ashari children learn to fly before they learn to walk, accompanying their parents through snow-fattened clouds on Ashari skysails. But while all in Zephrah love the sensation of flight, few hone their skills as rigorously as the skydancers. These graceful masters of the wind are at once artists, performers, and warriors. They are the beloved heroes of their people, both defending them in times of danger and bringing them happiness in times of peace. Ashari A reclusive society of elementalist druidic masters, the Ashari symbolize the connection between civilization and nature in balance as they govern, heal, and tame Exandria’s primordial threats. Mysterious Beginnings. No one knows the Ashari’s true origins, though one popular legend ties directly to the ancient war between the gods and the primordial titans. As the Prime Deities scattered the essence of their fallen foes across Exandria, the titans’ remains birthed new Elemental Planes. In response, numerous humanoids—who would eventually become part of the Ashari—were gifted with a magical affinity to shape the world and a responsibility to defend against future primordial threats. Triumph Divided. A multiracial people, the Ashari strategically organize into four distinct communities—the Fire Ashari of Pyrah, the Air Ashari of Zephrah, the Earth Ashari of Terrah, and the Water Ashari of Vesrah. Each community builds homes alongside sources of elemental power. Primordial Guardians. The walls between the Material Plane and the Elemental Planes are thin, and if those boundaries are tested, they tear asunder and form rifts. These planar fractures hemorrhage vast fields of wildfire, avalanches of crushing stone, boundless expanses of screeching hurricanes, and unending oceans of pounding tsunamis, all seemingly yearning for destruction. When an elemental rift grows volatile, the Ashari become a living dam—subduing, soothing, and sealing its escaping power. Then, once a rift calms, the Ashari's work to heal the surrounding land begins. Selfless Respect. Ashari is a word found in many languages with a multitude of meanings, including: sunrise, innate will, torchbearer, and gardener. Some Ashari greetings include, “The Wildmother sees you” and “Your actions bring forth light.” Traits Evasion. If the skydancer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the skydancer instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Flyby. The skydancer doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Skysail. The skydancer flies with a special Ashari magic item called a skysail . While the skysail’s wings are extended, the skydancer can glide through the air at a speed of 60 feet, but must descend by at least 10 feet at the end of its turn and can’t gain altitude. Spellcasting. The skydancer is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): guidance , shillelagh 1st level (4 slots): entangle , fog cloud , jump 2nd level (2 slots): gust of wind , pass without trace Actions Multiattack. The skydancer makes two skysail staff attacks. Skysail Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6+4) bludgeoning damage. If the skydancer makes this attack while flying, the target must make a DC 14 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. Fly (1/Day). The skydancer uses its skysail to cast fly on itself for up to 1 minute (no concentration required). Reactions Slow Fall. When the skydancer takes falling damage, it can reduce the damage by half.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Expansion":20583,"Challenge Rating":5},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Ashari Stoneguard","description":"The Earth Ashari of Terrah are a stoic people, slow to change and more likely to fight defensive battles and outlast enemies than wage offensive wars. The Terrah stoneguard are the perfect embodiment of this ideal, with their druidic training augmented by ancient combat techniques that allow them to hold fast against a tide of enemies. The stoneguard craft arms and armor from the granite around them, and their magical stonecraft rivals even that of the dwarves. It is said that when elemental armies poured into Exandria in mythic times, two legendary stoneguard protected all of Terrah against that onslaught for ten days and ten nights, each standing guard while the other rested. Today, the stoneguards stand vigilant along key defensive points within the Cliffkeep Mountains, warding the Terrah tribe against the dwarves of Kraghammer. If the stoneguard were ever to falter in their vigil, they believe the dwarves would doubtlessly enter their ancestral lands and strip its natural beauty in search of wealth and fuel. Ashari A reclusive society of elementalist druidic masters, the Ashari symbolize the connection between civilization and nature in balance as they govern, heal, and tame Exandria’s primordial threats. Mysterious Beginnings. No one knows the Ashari’s true origins, though one popular legend ties directly to the ancient war between the gods and the primordial titans. As the Prime Deities scattered the essence of their fallen foes across Exandria, the titans’ remains birthed new Elemental Planes. In response, numerous humanoids—who would eventually become part of the Ashari—were gifted with a magical affinity to shape the world and a responsibility to defend against future primordial threats. Triumph Divided. A multiracial people, the Ashari strategically organize into four distinct communities—the Fire Ashari of Pyrah, the Air Ashari of Zephrah, the Earth Ashari of Terrah, and the Water Ashari of Vesrah. Each community builds homes alongside sources of elemental power. Primordial Guardians. The walls between the Material Plane and the Elemental Planes are thin, and if those boundaries are tested, they tear asunder and form rifts. These planar fractures hemorrhage vast fields of wildfire, avalanches of crushing stone, boundless expanses of screeching hurricanes, and unending oceans of pounding tsunamis, all seemingly yearning for destruction. When an elemental rift grows volatile, the Ashari become a living dam—subduing, soothing, and sealing its escaping power. Then, once a rift calms, the Ashari's work to heal the surrounding land begins. Selfless Respect. Ashari is a word found in many languages with a multitude of meanings, including: sunrise, innate will, torchbearer, and gardener. Traits Spellcasting. The stoneguard is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft , resistance 1st level (4 slots): goodberry , speak with animals , thunderwave 2nd level (2 slots): hold person , spike growth Actions Multiattack. The stoneguard makes three granite maul attacks. Granite Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6+4) bludgeoning damage. If the attack hits, the stoneguard can also immediately cast thunderwave as a bonus action. This casting uses a spell slot but requires no components. Reactions Sentinel. When a creature within 5 feet of the stoneguard attacks a target other than the stoneguard, the stoneguard can make one attack against that creature. Skin to Stone. When the stoneguard is attacked, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the end of the attacker’s turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Expansion":20583,"Challenge Rating":7},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Ashari Waverider","description":"The waveriders of Vesrah know firsthand the dangers of the open ocean and dedicate their lives to protecting seafarers from storms, pirates, and sea monsters. They are not warriors, however, but rather accomplished healers and aquatic empaths, using their powers to seek out and rescue survivors of marine disasters. They sometimes bring critically wounded survivors to Vesrah, a practice that the isolationist Water Ashari condemn for fear that such outsiders threaten their way of life. The waveriders take their peers’ scorn in stride, for they would rather be righteous than popular. A waverider turns to violence only as a last resort, preferring to fight in their shapechanged fishform rather than with harpoon in hand. They use hit-and-run tactics as a hunter shark or employ their giant octopus form’s natural camouflage to harry opponents. When patrolling the open seas, waveriders skim across the water on personal waveboards with folding sails, similar in function to the skysails of the Zephrah. Ashari A reclusive society of elementalist druidic masters, the Ashari symbolize the connection between civilization and nature in balance as they govern, heal, and tame Exandria’s primordial threats. Mysterious Beginnings. No one knows the Ashari’s true origins, though one popular legend ties directly to the ancient war between the gods and the primordial titans. As the Prime Deities scattered the essence of their fallen foes across Exandria, the titans’ remains birthed new Elemental Planes. In response, numerous humanoids—who would eventually become part of the Ashari—were gifted with a magical affinity to shape the world and a responsibility to defend against future primordial threats. Triumph Divided. A multiracial people, the Ashari strategically organize into four distinct communities—the Fire Ashari of Pyrah, the Air Ashari of Zephrah, the Earth Ashari of Terrah, and the Water Ashari of Vesrah. Each community builds homes alongside sources of elemental power. Primordial Guardians. The walls between the Material Plane and the Elemental Planes are thin, and if those boundaries are tested, they tear asunder and form rifts. These planar fractures hemorrhage vast fields of wildfire, avalanches of crushing stone, boundless expanses of screeching hurricanes, and unending oceans of pounding tsunamis, all seemingly yearning for destruction. When an elemental rift grows volatile, the Ashari become a living dam—subduing, soothing, and sealing its escaping power. Then, once a rift calms, the Ashari's work to heal the surrounding land begins. Selfless Respect. Ashari is a word found in many languages with a multitude of meanings, including: sunrise, innate will, torchbearer, and gardener. Traits Healing Tides. Whenever the waverider casts a spell of 1st level or higher that affects a nonhostile creature, that creature regains 3 hit points (in addition to any healing the spell may provide). Marine Empathy. The waverider can speak with and understand aquatic plants and animals. Spellcasting. The waverider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft , poison spray (2d12), resistance 1st level (4 slots): create or destroy water, cure wounds, healing word 2nd level (3 slots): animal messenger, lesser restoration, moonbeam 3rd level (3 slots): conjure animals (aquatic beasts only) , water breathing, water walk 4th level (1 slot): control water Actions Harpoon (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10+2) piercing damage. If the target is a Large or smaller creature, it must succeed on a Strength contest against the waverider or be pulled up to 20 feet toward the waverider. Attacks with this weapon made while underwater do not have disadvantage. Harpoon (Ranged). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d10+2) piercing damage. If the target is a Large or smaller creature, it must succeed on a Strength contest against the waverider or be pulled up to 20 feet toward the waverider. Attacks with this weapon made while underwater do not have disadvantage. Reactions Fishform (Recharges after a Short or Long Rest). The waverider can transform into a hunter shark or a giant octopus. Its game statistics are replaced by the statistics of the chosen creature, but the waverider retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores. It also retains its skill proficiencies, in addition to gaining those of the creature it transforms into. When the waverider is reduced to 0 hit points, falls unconscious, or dies in this form, it reverts to its humanoid form. It can remain in fishform for up to 3 hours or until it reverts to its humanoid form as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Expansion":20583,"Challenge Rating":5},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Ashen Air Elemental","description":"Volcanic Elementals Portals to the Elemental Plane of Fire occasionally open within the larger islands of the Expanse. When these portals remain stable for long periods, such as on Mount Spitfire, at the heart of Calderé Island, volcanic activity often follows. Various elementals make their home on the other side of these portals and are frequently spewed forth from them. Ashen Air Elemental These great billowing elementals blaze through the air, leaving trails of sooty smoke in their wake.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Source":"custom","Alignment":"Neutral","Expansion":32048,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Ashen Custodian","description":". A fire-haired woman with ashen skin gently touches a dying tree, igniting it and the surrounding undergrowth. Wardens of Wildfire. This beautiful fey with fiery hair and ashen skin wears a cloak of soot as she treads the forests of the world. The ashen custodian cleanses forests with flames, allowing them to grow anew and maintaining the natural cycle of death and rebirth. Though ashen custodians primarily live solitary lives, forest drakes are sometimes found in their company or service. The drakes enjoy acting as intermediaries between a forest’s ashen custodian and local druid circles. Life from the Ashes. Ashen custodians are born out of the fallen forms of dryads who lost their trees to wildfires. The custodians emerge from the ashes of their charred mothers with new purpose. Double-Edged Fire. Ashen custodians set fires to cleanse old growth forests and allow new growth, but they do not revel in forest fires. An ashen custodian is just as likely to prevent a forest fire as she is to set one. The ashen custodian values the role of fire in a forest’s life cycle and severely punishes those who start or prevent fires outside of this cycle.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ashen Hoarder","description":"Grave robbing is dangerous business, but necromancers need bodies for their experiments. To procure supplies and stay out of danger, these mages build ashen hoarders— hulking constructs made of magically reinforced hum­an­oid bones. Appendages and Spikes. The hoarder sports four long legs made from compact columns of bone, allowing them to move quickly and avoid creatures who might try to hinder the construct’s grim work. Articulated arms with attached tools and weapons aid the hoarder in digging up corpses and fighting enemies. When the hoarder obtains a corpse, the construct impales it on one of the many sharp bones protruding from their back. These spikes secure the corpses and charge them with necrotic energy, ensuring the cargo is ready for experimentation when it arrives at the necromancer’s door. Bodies as Weapons. If enemies corner the hoarder, the construct can use the energy stored within their corpses to reanimate them as zombie allies or detonate the remains with explosive necrotic energy. Traits Corpse Carrier. The hoarder carries 6 (1d6 + 3) corpses, which they can use with Corpse Bomb and Create Zombies. Actions Multiattack. The hoarder makes two Arm attacks. If both attacks hit the same creature, they can use Impale on the target. Arm. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning, piercing, or slashing damage (hoarder’s choice). Impale. The hoarder attempts to impale one Larger or smaller creature they can see within 10 feet of them on their spikes. The target must succeed on a DC 17 Strength saving throw or take 16 (3d10) piercing damage and be restrained. A creature restrained in this way takes 16 (3d10) necrotic damage at the start of each of their turns, and if this damage reduces them to 0 hit points, they die and become an additional corpse for the hoarder’s Corpse Carrier. A creature can use their action to make a DC 17 Strength (Athletics) check, and on a success, they free themself or a creature within reach who is restrained by the hoarder. If the hoarder is destroyed, each creature restrained by them is freed. Corpse Bomb. The hoarder hurls a corpse up to 60 feet, destroying it and releasing necrotic energy in a 20-foot-radius sphere centered on the corpse. Each creature in this area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 33 (6d10) necrotic damage and can’t regain hit points until the start of the hoarder’s next turn. On a successful save, a creature takes half as much damage and isn’t prevented from regaining hit points. Bonus Actions Create Zombies. The hoarder drops any number of corpses from their Corpse Carrier. Each dropped corpse rises as a zombie in an unoccupied space within 10 feet of the hoarder and takes their turn immediately after the hoarder’s.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ashen Rider","description":"Archons The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today. Even though the age of archons is long past, many wonder if the few surviving archons might someday attempt to reestablish their empire or if they are truly resigned to their lesser role in the world. Ashen Rider The fall of the ancient archon empires left some archons bitter and resentful. Seeking to avoid the spread of human civilization, these archons made their way to the Underworld. The horrors of the place broke their minds, bodies, and spirits and twisted them into the terrifying archons known as ashen riders. When they ride forth upon the mortal world, terrified mortals make offerings in a desperate attempt to appease them, but the ashen riders aren't merciful, and they delight in reducing the paragons of the mortal world to ash.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful evil","Expansion":5432,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Ashfolk Scavenger","description":"Many Ashfolk have gathered in small communities in the Ocean of Ash, or left their former home lands forever. But some of them have chosen a lifestyle of scavenging and hunting. They seek buried treasures and either sell them or use them for their own advantage. Most Ashfolk Scavengers are peaceful (unless being attacked themselves). But there are those who aren't beyond taking treasures that still belong to a living person. The greatest dangers these individuals pose are their traps. Some Scavengers wait until they caught a victim, and go in for the easy kill. Others check their traps every few hours or days, and only approach if their prey seems to be dead.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any","Expansion":17295,"Challenge Rating":2},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Ashsnake","description":"\"Beneath the ash it lies in wait. A hiss, a snap, and it's too late.\" - From The Epic of Fire, a centuries old poem. Ashsnakes are huge monstrosities which resemble snakes molded from volcanic magma. Their bodies seeth with an internal heat below the charcoal-gray scales that cover their forms. While the blazing light emanating from their empty eye sockets makes it appear as though ashsnakes can see, they rely entirely on vibrations to assess their surroundings. Mysterious Origins Little is known about the origins of the ashsnake. They recently emerged from beneath the ashen plains of the Scorched Grove and appear to have an insatiable hunger. Ashnakes use the mounds of ash and dust in the Grove to conceal their presence, allowing them to close in on unwary prey and ambush them. While not particularly intelligent, ashsnakes possess predatorial cunning and survival instincts eerily reminiscent of the fauna that inhabited the Grove before its burning. Sightless Worms Ashsnakes have no ability to detect sights and sounds in a traditional sense. They are, however, adept at sensing even the smallest vibration, and the slightest footfall is enough to draw their attention. Some scholars believe it may be possible to “disappear” from an ashsnakes “vision” by standing perfectly still, but finding volunteers to confirm this theory has understandably proven difficult.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":5991,"Challenge Rating":4},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Ashyra","description":"Ashyra (ah-SHEE-rah) is the last survivor of an ancient people long passed from the world. Though traces of her civilization have disappeared from the surface, she still carries out her duty, guarding a subterranean necropolis where the remains of one hundred sorcerer-sovereigns rest in eternal slumber. In her human life, Ashyra led a mystery cult dedicated to unlocking the secrets of immortality. She uncovered the ritual of mummification and performed it on herself just as her people were overthrown. In undeath, Ashyra works slowly and patiently, gathering the knowledge and supplies needed to return the sorcerer-sovereigns from the dead so her people may take back the world that was once theirs. City of the Dead. For now, Ashyra is cut off from the world above by powerful seals placed on the expansive necropolis she is bound to guard. She knows it is only a matter of time before she exhausts the knowledge within the magical tomes buried with her, so she eagerly waits for an opportunity to escape. Though Ashyra will do everything possible to protect her charges, she knows her people’s glorious vision cannot come to pass unless she gains access to the world above. Ashyra’s lair is an underground tower full of books, scrolls, and arcane equipment. This tower guards the entrance to the chamber of the slumbering sorcerer-sovereigns. Traits Atonement ( 3 /Day). If Ashyra fails a saving throw, she can choose to succeed instead. When she does, she must either end the effect of her Ancient Curse on one enemy within 120 feet of her or be dazed until the end of her next turn. Mummy Dust. Whenever Ashyra takes piercing or slashing damage, each creature within 5 feet of her takes 9 (2d8) poison damage. Actions Multiattack. Ashyra makes two attacks using Desiccating Slam, Soul Fire, or both, and she uses Ancient Curse. Desiccating Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage. The target’s speed is reduced to 0, and they can’t regain hit points until the start of Ashyra’s next turn. Soul Fire ( 3 rd-Level Spell). Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 20 (3d10 + 4) radiant damage, and if the target is a creature, their hit point maximum decreases by a number equal to the damage taken. This reduction lasts until the target finishes a long rest or is targeted by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect. The target dies if this effect reduces their hit point maximum to 0. Ancient Curse. Ashyra inflicts weakness on one creature she can see within 120 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While the target is cursed in this way, their attacks deal half damage. The curse lasts until Ashyra chooses to end it or until removed by a cure ailment power, a remove curse spell, or a similar super­natural effect. Bonus Actions Misty Step ( 2 nd-Level Spell). Ashyra teleports up to 30 feet to an unoccupied space she can see. Reactions Weight of Ages. When a creature Ashyra can see within 60 feet of her deals damage to her, Ashyra brings down the weight of ages on them. The creature must succeed on a DC 17 Strength saving throw or be restrained until the end of their next turn. Villain Actions Ashyra has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1 : Sands of the Ancients. A storm of stinging dirt whirls around Ashyra in a 15-foot-radius until the end of her next turn. For the duration, that area is heavily obscured, and when a creature starts their turn in or enters that area for the first time on a turn, they must succeed on a DC 17 Constitution saving throw or take 22 (4d10) necrotic damage. Action 2 : Dust to Dust. Ashyra bursts into a cloud of dust and makes one Desiccating Slam attack against each enemy within 60 feet of her, then she reforms in an unoccupied space within 60 feet of her original location. Action 3 : Last Rites. Ashyra commands the land to entomb her foes. Each enemy within 30 feet of her must make a DC 17 Strength saving throw. On a failed save, a target takes 21 (6d6) bludgeoning damage and is entombed in stone. On a successful save, a target takes half as much damage and is not entombed. An entombed creature is restrained, has total cover against attacks and other effects outside the stone, and takes 7 (2d6) necrotic damage at the end of each of their turns. The creature can be freed if the stone is destroyed (AC 17; 30 hit points; immunity to poison and psychic damage).","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":15},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ashyra","description":"Traits Atonement ( 3 /Day). If Ashyra fails a saving throw, she can choose to succeed instead. When she does, she must either end the effect of her Ancient Curse on one enemy within 120 feet of her or be dazed until the end of her next turn. Mummy Dust. Whenever Ashyra takes piercing or slashing damage, each creature within 5 feet of her takes 9 (2d8) poison damage. Actions Multiattack. Ashyra makes two attacks using Desiccating Slam, Soul Fire, or both, and she uses Ancient Curse. Desiccating Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 10 (3d6) necrotic damage. The target’s speed is reduced to 0, and they can’t regain hit points until the start of Ashyra’s next turn. Soul Fire ( 3 rd-Level Spell). Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 20 (3d10 + 4) radiant damage, and if the target is a creature, their hit point maximum decreases by a number equal to the damage taken. This reduction lasts until the target finishes a long rest or is targeted by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect. The target dies if this effect reduces their hit point maximum to 0. Ancient Curse. Ashyra inflicts weakness on one creature she can see within 120 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While the target is cursed in this way, their attacks deal half damage. The curse lasts until Ashyra chooses to end it or until removed by a cure ailment power, a remove curse spell, or a similar super­natural effect. Bonus Actions Misty Step ( 2 nd-Level Spell). Ashyra teleports up to 30 feet to an unoccupied space she can see. Reactions Weight of Ages. When a creature Ashyra can see within 60 feet of her deals damage to her, Ashyra brings down the weight of ages on them. The creature must succeed on a DC 17 Strength saving throw or be restrained until the end of their next turn. Villain Actions Ashyra has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1 : Sands of the Ancients. A storm of stinging dirt whirls around Ashyra in a 15-foot-radius until the end of her next turn. For the duration, that area is heavily obscured, and when a creature starts their turn in or enters that area for the first time on a turn, they must succeed on a DC 17 Constitution saving throw or take 22 (4d10) necrotic damage. Action 2 : Dust to Dust. Ashyra bursts into a cloud of dust and makes one Desiccating Slam attack against each enemy within 60 feet of her, then she reforms in an unoccupied space within 60 feet of her original location. Action 3 : Last Rites. Ashyra commands the land to entomb her foes. Each enemy within 30 feet of her must make a DC 17 Strength saving throw. On a failed save, a target takes 21 (6d6) bludgeoning damage and is entombed in stone. On a successful save, a target takes half as much damage and is not entombed. An entombed creature is restrained, has total cover against attacks and other effects outside the stone, and takes 7 (2d6) necrotic damage at the end of each of their turns. The creature can be freed if the stone is destroyed (AC 17; 30 hit points; immunity to poison and psychic damage).","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Lawful Evil","Expansion":28288,"Challenge Rating":15},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Asmeleas","description":"Asmeleas is a tall canine-like beast with an elongated neck and snout. They are mostly solitary and often aggressive toward any who venture near their nests.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27051,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Asmeleas","description":"Asmeleas is a tall canine-like beast with an elongated neck and snout. They are mostly solitary and often aggressive toward any who venture near their nests.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Asmodeus","description":"Asmodeus, the Lord of Nessus, is the supreme master of the Nine Hells. Deep within The Pit, the lowest point of all of Baator, Asmodeus sits on his throne as he leads the eight archdukes of Hell and schemes towards the total conquest of the cosmos. Asmodeus believes that existence would be better off if he was to rule it. His main goal is to destroy all of creation and rebuild it in his image, pure and serene with him at the top. Those who do not know his true capabilities see this as an arrogant vision bound to fail, if only they knew that Asmodeus is one, if not the most, intelligent and competent creatures in the plane of existence. Being the most cunning of all, Asmodeus has the rest of the archdukes in the palm of his hands. While the other archdevils may have incredible power and sizable armies, Asmodeus can diffuse hostilities through his incredible charisma and unassailable logic. The other archdukes are incredibly wary of raising arguments with Asmodeus, for fear of being drawn to a contract that they know will only benefit him. Majestic Ruler. No one knows the true form of Asmodeus, but he often appears as a 9-foot-tall humanoid with dark red skin, long black hair, and two horns. He is always dressed in an expensive-looking majestic black and red robe, covering the still bleeding wounds from his body that he gained when he was forcefully exiled to the Pit a millennia ago. The wounds, though centuries old, never cease to bleed, and yet Asmodeus is able to keep his calm demeanor befitting the regal station of a supreme ruler. Asmodeus is never without the Ruby Rod, an all-powerful artifact given to him by Primus which he uses to bind souls into an unbreachable contract. Through the ages, Asmodeus has learned to channel the Ruby Rod which has evolved his powers to the godly levels. Unassailable Logician. Asmodeus is one of the most powerful beings in the cosmos. Aside from being a mighty divine caster, his time with the Ruby Rod has given him even more deadly abilities. But what makes Asmodeus a truly dangerous opponent is his unmatched logic. If ever he finds himself in combat with equally powerful beings, Asmodeus will constantly explain to them the error in their ways, even while he is being assaulted. Halfway through the fight, he would have already planted the seeds of doubt in his opponents, who will slowly begin to question themselves and the necessity of fighting Asmodeus. By the time the fight is over, his opponents would be divided, and some would have already joined his side. Nessus. Nessus, the lowest layer of the Nine Hells, is a barren plain devoid of any life or activity. The ground on Nessus is extremely flat, and is dotted with massive gouges, gorges, and canyons that are miles across and dozens of miles deep. Wooden bridges in various states of disrepair are scattered across some of the gouges. Deep below the gouges that span several miles deep, pit fiends and all kinds of devils cling to the walls and outcroppings, waiting for any soul unfortunate enough to have fallen into Nessus. Most of the canyons and gouges in Nessus end in fiery pits of lava except for the ones that houses the creatures that form Nessus’ great army. Asmodeus's Lair Asmodeus has many lairs but notable among these locations is Fortress Nessus, a stronghold located in an enormous city known as Malsheem. The citadel sits at the very bottom of the Pit, and is only accessible to those Asmodeus calls upon. While Nessus is a barren wasteland, the insides of the fortress is like that of a magnificent castle, intricately designed and furnished in gold and other expensive elements. Those that step in are immediately weighed down by the stifling aura of despair. Asmodeus’ throne sits at the bottom of the fortress, and is guarded by pit fiends, cornugons, and his generals. Any creature that manages to find Asmodeus himself will first have to deal with the immense aura of submission that comes from him. Asmodeus loathes mortals and weaker creatures and will usually not appear nor accept their challenge. Instead, he sends his most powerful generals to dispose of them. Lair Actions On initiative count 20 (losing initiative ties), Asmodeus can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Asmodeus casts any spell of 7th level or below that has a casting time of one action, requiring only verbal components and using Wisdom as the spellcasting ability (spell save DC 27, +19 to hit with spell attacks). Asmodeus can't cast the same spell more than once until he has taken a long rest. Asmodeus targets every creature of his choice within his lair. Each creature must make a DC 27 Wisdom saving throw. On a failed save, the creature can't target Asmodeus with an attack or harmful spell. The effect lasts until initiative count 20 of the next round. Asmodeus magically summons his avatar, an aspect of Asmodeus ( MME II , pg. 9). It appears in an unoccupied space within 120 feet of Asmodeus and obeys Asmodeus without question. It remains for an hour, until it or Asmodeus dies, until Asmodeus dismisses it as an action, or until Asmodeus uses this lair action again. Regional Effects The region containing Asmodeus’s lair is warped by its magic, creating one or more of the following effects: Devils within 6 miles of the lair serve as the eyes and ears of Asmodeus. Creatures within 6 miles of the lair and not allied with Asmodeus must make a DC 20 Wisdom saving throw at the end of each hour or become frightened for an hour. While frightened, the creature will not willingly approach the lair. A creature that succeeds in the saving throw is immune to this effect for 24 hours. Once every 60 feet within 1 mile of the lair, 10-foot diameter, 20-foot-high gouts of flame rise from the ground and lava pits. Any creature or object that touches the flame takes 10 (3d6) fire damage, though it can take this damage no more than once per round. If Asmodeus dies, these effects fade over the course of 1d10 days. Traits Aura of Submission. While Asmodeus is wielding the Ruby Rod, a creature that starts its turn within 30 feet of Asmodeus must succeed on a DC 27 Wisdom saving throw, unless Asmodeus is incapacitated. On a failed save, the creature is frightened until the start of its next turn. While frightened, the creature is stunned. Discorporation. When Asmodeus drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in Nessus, the bottommost layer of the Nine Hells, and is unable to take physical form for a time. Limited Magic Immunity. Unless he wishes to be affected, Asmodeus is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects. Legendary Resistance (5/Day). If Asmodeus fails a saving throw, he can choose to succeed instead. Magic Weapons. Asmodeus's weapon attacks are magical. Regeneration. If Asmodeus has at least 1 hit point, he regains 30 hit points at the start of his turn. Actions Multiattack. Asmodeus makes two Ruby Rod attacks and uses his Chill Gaze. Alternatively, he can make one Ruby Rod attack and use Dominate, Spellcasting, or Teleport. Ruby Rod (+5 Mace). Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 11) bludgeoning damage plus 18 (4d8) necrotic damage. If the target is a creature, it must make a DC 27 Constitution saving throw. On a failed save, the creature is stunned until the end of Asmodeus's next turn. Chill Gaze. Asmodeus turns his magical gaze toward one creature he can see within 120 feet of it. The target must succeed on a DC 24 Constitution saving throw. On a failed save, the creature takes 31 (6d6 + 10) cold damage, can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. On a successful save, the target takes half as much damage. Dominate. One creature Asmodeus can see within 60 feet of him must succeed on a DC 27 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Asmodeus's verbal or telepathic commands. If the target receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Asmodeus's Dominate for the next 24 hours. Asmodeus can have up to three targets affected by Dominate at a time. If he uses Dominate on another, the effect on the first target ends. Spellcasting. Asmodeus casts any spell of 7th level or below that has a casting time of one action, requiring only verbal components and using Wisdom as the spellcasting ability (spell save DC 27, +19 to hit with spell attacks). Asmodeus can't cast the same spell more than once until he has taken a long rest. Reverie of Nessus (1/Day). While wielding the Ruby Rod, Asmodeus magically creates a 5-foot radius spherical wall of force centered on Asmodeus that lasts until the start of Asmodeus's next turn. This wall of force functions as both the wall of force and the antimagic field spells. While inside this sphere, Asmodeus can function as if under the time stop spell. In addition, Asmodeus is automatically purged of any unwanted physical and magical conditions, enchant-ments or effects, diseases, and maladies (including lost body parts). Furthermore, Asmodeus regains all hit points and gains the benefits of someone that has completed a long rest. Teleport. Asmodeus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. Reactions Negate Spell (Recharge 4–6). Asmodeus tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 4th level or lower, the spell fails and has no effect. If the spell is 5th level or higher, Asmodeus makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect. Legendary Actions Asmodeus can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Asmodeus regains spent legendary actions at the start of his turn. Chill Gaze. Asmodeus uses his Chill Gaze. Command Thrall. Asmodeus targets one creature charmed by him within 120 feet of it. The target uses its reaction to move up to half its speed as Asmodeus directs and make one weapon attack against a visible creature of Asmodeus's choice. Rod (Costs 2 Actions). Asmodeus makes a Ruby Rod attack. Master Strategist (Costs 2 Actions). Roll d10 for Asmodeus. Depending on Asmodeus's choice, the number rolled on the die is subtracted from an attack roll made against Asmodeus or an ally of his choice or a saving throw made against Asmodeus within the next minute. Alternatively, the number rolled can be added to Asmodeus's next ability check, attack roll or saving throw within the next minute, if he so chooses. Asmodeus can keep up to 3 Master Strategist dies at a time. Infernal Magic (Costs 3 Actions). Asmodeus uses Dominate, Teleport, or Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":30},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Asmodeus","description":"“You mortals should take pride in how you can make a Hell out of any Heaven.” —Asmodeus Various myths claim that Asmodeus, has existed since the dawn of time. Perhaps most intriguing among the myths is the Serpent of Law. In it, Asmodeus was initially named Ahriman and, together with his rival Jazirian, created the outer realms. Their conflict led both deities to become severely wounded, and Asmodeus lost the exchange by landing in the Nine Hells. Here, he used his allies and own strength to banish the previous inhabitants and become what he remains today—Overlord of the Nine Hells. Since his time as ruler, Asmodeus has seen much upset: a trial by gods, the Blood War, and the Reckoning. Despite many attempts to oust him, Asmodeus has never left his throne—none have even gotten close. Helping cement his power are the Dark Eight, a group of pit fiends sworn to absolute loyalty that rule his armies. Those that know Asmodeus would describe him as arrogant, extremely intelligent, strategic, and honorable. Whenever possible, he follows the laws and regulations (that he himself created), and rarely loses his temper. Some of his plots have taken thousands of years to come to fruition, with countless others continuing to this day. Whether his persona is genuine, or simply another tool in his plans, only Asmodeus himself knows. Many groups pledge allegiance to Asmodeus, and being the ruler of the Nine Hells, he has a large quantity of followers and worshippers. His biggest goal, largely unknown by mortals, is the opposite—encourage disbelief in deities altogether. According to legend, instead of going to the god they refuse worship, atheists go directly to the Nine Hells. Asmodeus feeds on these souls, which give him the necessary nourishment to lick his wounds. To this end, worshippers and cults dedicated to Asmodeus frequently experience fluctuations in presence, in an attempt to push them to disbelief. Some claim that his true form is that of a colossal serpent, with gaping wounds and a missing tail. However, no living creature has seen the true Asmodeus. He prefers to do business using one of his ten avatars, each a perfect gentleman, and handsome to boot. They can be identified by the Ruby Rod they each carry, an icon representative of the Dark Lord himself. Asmodeus’s Lair The master of the Nine Hells makes his lair in his citadel of Malsheem. Within its confines linger millions of devils, and all of them are subject to Asmodeus’s will and whims. Lair Actions On initiative count 20 (losing initiative ties), Asmodeus can take one lair action to cause the following effect or one from the archdevil lair action list ; he can’t take the same lair action two rounds in a row: Cleansing Flame . Asmodeus selects one spell effect on himself or a creature of his choice within 60 feet. That spell effect is removed. Regional Effects The region containing Asmodeus’s lair is corrupted by his presence, which creates the following effect: The Devil’s Greeting. Within 500 miles of his lair, an illusory version of Asmodeus (as if he has cast the Project Image spell) appears. Asmodeus attempts to communicate with any characters and decipher their intentions. If they’re hostile, Asmodeus pretends to prepare himself for combat, in an effort to make the character’s waste their resources. If Asmodeus dies, the effects fade over the course of 1d10 days. Traits Antimagic Aura. Asmodeus has advantage on saving throws against spells and other magical effects. Spells of level 4 or lower can’t damage Asmodeus. Fiendish Regeneration. Asmodeus regains 40 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Asmodeus dies only if he starts his turn with 0 hit points and doesn’t regenerate. If Asmodeus dies, his body regenerates, returning to life 13 (2d12) days later. Legendary Resistance (3/Day). If Asmodeus fails a saving throw, he can choose to succeed instead. Submission Aura. When a creature moves to be within 120 feet of Asmodeus, they must succeed on a DC 24 Wisdom saving throw or have the frightened condition until they leave the aura. While frightened, creatures kneel before Asmodeus, taking no actions unless he commands otherwise. If Asmodeus deals damage to a kneeling creature, the creature’s frightened condition ends. A creature that succeeds the saving throw is immune to this effect for 1 hour. Actions Multiattack. Asmodeus makes four attacks using Ruby Rod, Chilling Gaze, or a combination of the two. He can replace one of the attacks with Hellish Smite. Ruby Rod. Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 21 (2d8 + 12) necrotic damage, which also reduces the target’s hit point maximum by the damage taken. This damage can’t reduce a target’s hit point maximum below 1. Any effect that removes a disease allows a creature’s hit point maximum to return to normal. Chilling Gaze. Ranged Spell Attack: +16 to hit, range 60 ft., one target. Hit: 18 (2d10 + 7) cold damage, and the target has a –1 penalty to all attack rolls they make until the end of their next turn. This penalty can stack. Hellish Smite. Asmodeus targets a creature he can see within 300 feet of him, calling down a bolt of hellish lightning. The target must make a DC 24 Dexterity saving throw, taking 14 (4d6) lightning damage plus 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Infernal Word: Stun (Recharge 4–6). Asmodeus targets a creature he can see within 120 feet of him. The target must make a DC 24 Intelligence saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. A creature that failed the save is stunned for up to 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, but taking the damage again on a failed save. Hell-Lord’s Suggestion (Recharge 5–6). Asmodeus targets a creature he can see within 120 feet of him. The target must make a DC 24 Charisma saving throw, taking 44 (8d10) psychic damage on a failed save, or half as much damage on a successful one. A creature that failed the save has the charmed condition for up to 1 minute. While charmed, a creature is controlled by Asmodeus, performing only actions that he suggests. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, but taking the damage again on a failed save. Fires of the Nine Hells (Recharge 5–6). Asmodeus chooses a point he can see within 500 feet of him, which explodes into a roaring inferno. All creatures within a 60-foot-radius sphere centered on that point must make a DC 24 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. Spellcasting. Asmodeus casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 27): At will: Bane, Bestow Curse, Command, Cure Wounds, Darkness, Lesser Restoration, Remove Curse 1/day each: Antimagic Field, Earthquake, Flame Strike, Gate, Heal, Mass Heal, Wish Reactions Ruby Absorption. As a reaction to being the sole target of a spell, Asmodeus can attempt to absorb the spell into the Ruby Rod . Asmodeus rolls (1d20 + 2), and if the result is higher than (10 + spell level), the spell is absorbed into the rod and has no effect. Legendary Actions Asmodeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Asmodeus regains spent legendary actions at the start of his turn. Channel Ruby Rod. The Ruby Rod has 66 charges. Asmodeus may spend its charges to cast one of the following spells from it, with a spell save DC of 20: Lesser Restoration (3 charges), Wall of Force (7 charges), Greater Restoration (12 charges), Chain Lightning (15 charges), Prismatic Spray (23 charges), Globe of Invulnerability (33 charges) Strike (Costs 2 Actions). Asmodeus makes a Ruby Rod attack. Call Underling (Costs 3 Actions). Asmodeus summons an allied pit fiend in an unoccupied space that he can see.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":30},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Asmuzi","description":"This creature appears in The Tale of Two Sphinxes adventure! Lair Actions On initiative count 20 (losing initiative ties), Asmuzi can take a lair action to cause one of the following magical effects; she cannot use an effect again until she finishes a long or short rest: The flow of time is altered such that every creature in the lair must reroll initiative. Asmuzi can choose to not reroll. The effects of time is altered such that every creature in the lair must succeed on a DC 18 Constitution saving throw or become 1d20 years older or younger (Asmuzi's choice), but never any younger than 1 year old. A greater restoration spell can restore the creature's age to normal. The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (Asmuzi's choice). Only Asmuzi will be immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time. Asmuzi shifts herself and up to seven other creature she can see within her lair to another plane of existence. Once outside her lair, she cannot use lair actions but she can return to her lair as a bonus action on her turn, taking up to seven other creatures with her. Traits Inscrutable. The sphinx is immune to any effect that would sense its emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. Magic Weapons. The sphinx's weapon attacks are magical. Spellcasting. The sphinx is a 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +8 to hit with spell attacks). It requires no material components to cast its spells. Asmuzi has the following cleric spells prepared: Cantrips (at will): spare the dying, resistance, guidance, thaumaturgy, mending 1st level (4 slots): bless, cure wounds, inflict wounds, shield of faith 2nd level (3 slots): prayer of healing, blindness/deafness, aid 3rd level (3 slots): lesser restoration, spiritual weapon, bestow curse 4th level (3 slots): death ward, freedom of movement, guardian of faith 5th level (3 slots): beacon of hope, revivify, greater restoration 6th level (1 slot): forbiddance 7th level (1 slot): conjure celestial 8th level (1 slot): earthquake 9th level (1 slot): true resurrection Actions Multiattack. The sphinx makes two claw attacks. Claw. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: (2d8 + 4) slashing damage. Legendary Actions. Asmuzi can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. She regains spent legendary actions at the start of her turn. Claw Attack. The sphinx makes one claw attack. Teleport (Costs 2 Actions). The sphinx magically teleports along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful neutral","Expansion":20627,"Challenge Rating":21},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Asp Vine","description":"This thick cluster of vines bears heart-shaped leaves. Thin, curved thorns, resembling snake fangs, hide beneath the leaves. The asp vine appears as little more than a cluster of thick creepers or ground vines—until it attacks. The curved thorns, shaped like a snake's fangs, give the plant its name. When prey blunders too close to the asp vine, it lashes out, catching the creature in its coils and scoring it with its poisonous thorns. Once the creature is dead, the poison helps break down the body, providing sustenance to the vine, which draws nutrients from the remains through its roots. Ambush Predator. Asp vines typically root themselves in a spot and wait for prey to come to them. If there is little in the way of food or if conditions become unsuitable—such as from flooding—the vine uproots itself and moves to another area to await prey. Incidental Treasure. Items belonging to victims of an asp vine often linger long after their owners have decomposed. This works to the asp vine's advantage, as the prospect of easy treasure often lures new victims into the clutches of the plant. Poisonous Weapons. Asp vine thorns remain poisonous even after the plant is dead. Humanoids native to the wastes and forests where these vines reside often harvest asp vines, dry them, and weave the woody, twine-like vines into whips. Treat these weapons as whips that deal an additional 1d4 poison damage on a hit. The poison in the whips maintains its potency for 1 week, after which the weapon ceases to deal poison damage. False Appearance. While the asp vine remains motionless, it is indistinguishable from a normal cluster of vines. Actions Multiattack. The asp vine makes four Vine attacks. Vine. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and 5 (2d4) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and must succeed on a new saving throw each round it remains grappled or take another 5 (2d4) poison damage. The asp vine can grapple up to four targets at a time, though it can still make vine attacks against other targets even if it has four grappled opponents.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Aspect of Asmodeus","description":"Asmodeus, despite being the most powerful fiend in the known multiverse, ironically does not make it difficult to grant a petitioner an Aspect. However, the petitioner must willingly sign away his soul in eternal servitude to Asmodeus. The Aspect of Asmodeus may not match the cunning and calculating logic of its progenitor, but it still captures the Lord of Nessus's magnetic appeal. The Aspect appears as a 13-foot tall, dark-skinned man with extremely handsome features. Two short curving horns sprout from its forehead and its eyes glow a malevolent red. It wears a rich crimson robe made from the most expensive materials and wields a faux version of the Archfiend's Ruby Rod. The Aspect exudes a charismatic aura that captivates any that look at it to kneel and bow in reverence and adoration. While it may lack its progenitor's brilliant tactical mind, the Aspect is still a mighty being to face. Its spell abilities are already more than enough to defeat most heroes. But with the Ruby Rod in its hand, the Aspect is a very formidable opponent able to force enemies into submission, cast spells effortlessly, and freeze foes with a glare. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Aura of Submission. While the aspect is wielding the Ruby Rod, a creature that starts its turn within 20 feet of the aspect must succeed on a DC 20 Wisdom saving throw, unless the aspect is incapacitated. On a failed save, the creature is frightened until the start of its next turn. While frightened, the creature is stunned. Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Regeneration. The aspect regains 10 hit points at the start of its turn. If it takes cold or radiant damage, this trait doesn't function at the start of its next turn. The aspect dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The aspect makes two Ruby Rod attacks and uses its Chill Gaze. Alternatively, it can make one Ruby Rod attack and use Dominate, Spellcasting, or Teleport. Ruby Rod. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) force damage plus 9 (2d8) necrotic damage. If the target is a creature, it must make a DC 20 Wisdom saving throw. On a failed save, the creature is stunned until the end of the aspect's next turn. Chill Gaze. The aspect turns its magical gaze toward one creature it can see within 60 feet of it. The target must succeed on a DC 20 Constitution saving throw. On a failed save, the creature takes 16 (3d6 + 6) cold damage, can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last until the end of the aspect's next turn. On a successful save, the target takes half as much damage. Teleport. The aspect magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see. Dominate. One creature the aspect can see within 60 feet of it must succeed on a DC 20 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the aspect's verbal or telepathic commands. If the target receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this aspect's Dominate for the next 24 hours. The aspect can have only one target affected by Dominate at a time. If it uses Dominate on another, the effect on the previous target ends. Spellcasting. The aspect casts any spell of 4th level or below that has a casting time of one action, requiring only verbal components and using Wisdom as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks). It can't cast the same spell more than once until the aspect has taken a long rest. Reactions Negate Spell (Recharge 4–6). The aspect tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, the aspect makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect. Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of his turn. Attack. The aspect attacks with its Ruby Rod or uses Chill Gaze. Infernal Magic (Costs 2 Actions). The aspect uses Dominate, Spellcasting, or Teleport.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Bael","description":"Bael only listens to petitions from his followers who consider themselves soldiers and generals, and only if the Aspect is to be used in times of war as part of a tactical move or stratagem. The Aspect of Bael looks like a 10-foot-tall muscular humanoid with handsome bovine features. It has an impressive mane of bright red hair and a pair of bull horns on its head. Its skin is colored gold and its mouth is ridged with sharp teeth and fangs. When engaging enemies, the Aspect of Bael, unfortunately, does not share its progenitor's natural ability to think a few steps ahead, measure the battlefield, and make tactical decisions. Instead, the Aspect prefers to wade into battle with its morningstar, only falling back to its spells and other abilities if hard-pressed. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Dread. Any creature, other than a devil, that starts its turn within 10 feet of the aspect must succeed on a DC 15 Wisdom saving throw or be frightened of it until the start of its next turn. A creature succeeds on this saving throw automatically if the aspect wishes it or if it is incapacitated. Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Regeneration. The aspect regains 10 hit points at the start of its turn. If it takes cold or radiant damage, this trait doesn't function at the start of its next turn. The aspect dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The aspect makes two Hellish Morningstar attacks. Hellish Morningstar. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 13 (2d8 + 4) force damage plus 9 (2d8) necrotic damage. Teleport. The aspect magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see. Spellcasting. The aspect casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: alter self (can become Medium), detect magic 3/day each: charm person, invisibility, major image 1/day each: dispel magic, fly, suggestion, wall of fire Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Fiendish Magic. The aspect uses Spellcasting or Teleport. Attack (Cost 2 Actions). The aspect makes one Hellish Morningstar attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Bahamut","description":"Objectively speaking, of all the dragons, Bahamut has made the best decisions. He is also the most handsome. And his hoard is gigantic-est. -Fizban Known as the Platinum Dragon, Bahamut is the patron and progenitor of metallic dragons. Since fleeing the First World, he has made his home in the Seven Heavens of Mount Celestia and is often numbered among the gods of that plane. Adventurers and dragons alike pray to Bahamut to uphold honor and justice, or when they need courage to face a great threat. In the most dire situations, a powerful follower of Bahamut who makes a tremendous sacrifice—a vast hoard or even the follower's own life—might convince the god to send aid to the world in the form of a divine aspect. This aspect is a physical manifestation of the Platinum Dragon, carrying his memories and will—and a significant portion of his formidable strength. Bahamut's aspect displays the full glory of the Platinum Dragon, towering over even ancient dragons. Covered in platinum scales, his physical features combine various elements of the five kinds of metallic dragons—according to some scholars, combining them in different ways with each manifestation of the aspect. But Bahamut is also fond of traveling the Material Plane in disguise, so his aspect might appear as a wizened old sage, a young monk, or a songbird. In any form, Bahamut's aspect is often accompanied by seven ancient gold dragons who favor disguising themselves as canaries. In combat, Bahamut's enemies experience the full force of his justice, while his allies enjoy the full benefit of his mercy. His breath can wreak monumental destruction and work miraculous healing, and few things in the mortal world can cause him lasting harm. Traits Platinum Brilliance (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his Breath Weapon, and he regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Bahamut after his Platinum Brilliance activates. Legendary Resistance (5/Day). If the aspect fails a saving throw, he can choose to succeed instead. Actions Multiattack. The aspect makes one Bite attack, one Claw attack, and one Tail attack. Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 22 (4d10) force damage. Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The aspect can have only one creature grappled this way at a time. Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone. Breath Weapon (Recharge 5–6). The aspect uses one of the following breath weapons: Exalting Breath. The aspect exhales the restoring winds of Mount Celestia in a 300-foot cone. Each creature in that area of the aspect's choice regains 71 (13d10) hit points, and each creature in that area of the aspect's choice that has been dead for no longer than 1 hour is restored to life with all its hit points. Platinum Breath. The aspect exhales radiant platinum flames in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one. Bonus Actions Change Shape. The aspect magically transforms into any Humanoid or Beast, while retaining his game statistics (other than his size). This transformation ends if the aspect is reduced to 0 hit points or if he uses a bonus action to end it. Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of his turn. Attack. The aspect makes one Claw or Tail attack. Furious Bite (Costs 2 Actions). The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become frightened of the aspect until the end of the target's next turn. Mythic Actions If the aspect's Platinum Brilliance trait has activated in the last hour, he can use the options below as legendary actions. Celestial Shield (Costs 2 Actions). The aspect manifests seven spectral ancient gold dragons around himself that protect him; he gains 77 temporary hit points until the start of his next turn. Celestial Lances (Costs 3 Actions). The aspect conjures four enormous lances of magical force that plummet to the ground at four different points he can see within 150 feet of him and then disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on each point must succeed on a DC 27 Dexterity saving throw or take 24 (7d6) force damage. A creature in the area of more than one lance is affected only once.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon (metallic)","Alignment":"lawful good","Challenge Rating":30},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Aspect of Baphomet","description":"Baphomet, the Horned King, may bestow his petitioners an Aspect if it is going to be used to hunt prey. The Aspect of Baphomet will appear as a 15-foot tall shaggy minotaur with six iron horns protruding from the top of its head. It sports a weapon that looks similar to Baphomet's Heartcleaver but is just a lesser copy. The Aspect of Baphomet does not share the same cunning as its progenitor, but its savagery and might in combat are much in line with the Prince of Beasts. In combat, the Aspect will immediately charge at its foes. Only against challenging opponents will the Aspect even think of using its spells or its Frightful Presence ability. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Labyrinthine Recall. The aspect can perfectly recall any path it has traveled, and it is immune to the maze spell. Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Actions Multiattack. The aspect makes one Bite attack, one Gore attack, and one Heartcleaver attack. It also uses Frightful Presence. Heartcleaver. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) force damage. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage. Frightful Presence. Each creature of the aspect's choice that is within 120 feet of the aspect and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the aspect's Frightful Presence for the next 24 hours. Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Heartcleaver Attack. The aspect makes one Heartcleaver attack. Charge (Costs 2 Actions). The aspect moves up to his speed without provoking opportunity attacks, then makes a Gore attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Bel","description":"Bel does not have any cults but is still worshipped by some warriors and soldiers. Although it is very unlikely that he will grant a petition to bestow an Aspect, it is still possible depending on the reason, especially if it can somehow help him reclaim the rulership of Avernus back from Zariel. The Aspect of Bel appears as a pit fiend wearing a golden suit of armor and wielding a flaming greatsword. The fiend is a deadly opponent to face, having retained the tactical brilliance of its progenitor. In addition, its fearsome sword can cut down the mightiest of heroes and when facing a great number of foes, it can unleash devastating fire magic to quickly turn the tide of battle in its favor. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Fear Aura. A creature that starts its turn within 20 feet of the aspect must succeed on a DC 17 Wisdom saving throw, unless the aspect is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the aspect's Fear Aura for the next 24 hours. Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Actions Multiattack. The aspect makes two attacks: one with its Greatsword and one with its Tail. Greatsword. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 10 (3d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire. Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn. Spellcasting. The aspect casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: detect magic 3/day each: fireball, mirror image, teleport 1/day each: dispel magic, hold monster, wall of fire Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Tactical Edge. Roll a d6 for the aspect. The number rolled on the die is subtracted from the next attack roll made against the aspect or an ally of its choice within the next minute. Attack (Costs 2 Actions). The aspect makes one Greatsword or Tail attack. Cast a Spell (Costs 3 Actions). The aspect uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Demogorgon","description":"The Aspect of Demogorgon will be about 15 feet in height with a body that of a green-scaled dinosaur with a huge forked tail. Its muscular and hairy torso is topped with two leering simian heads that resemble a cross between a baboon and a mandrill. Of all Aspects, the Aspect of Demogorgon is probably the most difficult to measure and anticipate its actions. Being the embodiment of chaos, madness, and destruction, its worshipers are always taking a huge risk to petition for one. But then again, almost all worshipers of Demogorgon are unhinged, if not totally insane. The Aspect of Demogorgon will act similarly to its progenitor, with its two simian heads not caring where their gaze might land, even if it falls on a loyal worshiper. This is probably why its worshipers will only petition one when they are in desperate need or in a dire situation, such as when their place of worship is attacked by a party of powerful adventurers. In combat, the Aspect of Demogorgon will seemingly appear to employ random attacks, not focusing on any single target. In truth, each of the two heads is simply following its tactical course of action and will not work together unless faced with a strong foe. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Two Heads. The aspect has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. Actions Multiattack. The aspect makes two Tentacle attacks. It can replace one attack with a use of Gaze. Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) force damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Gaze. The aspect turns its magical gaze toward one creature that it can see within 60 feet of it. The target must succeed on a DC 17 Wisdom saving throw or suffer one of the following effects (choose one or roll a d6): 1–2: Beguiling Gaze. The target is stunned until the start of the aspect’s next turn or until the aspect is no longer within line of sight. 3–4: Confusing Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of the aspect’s next turn. The aspect doesn’t need to concentrate on the spell. 5–6: Hypnotic Gaze. The target is charmed by the aspect until the start of the aspect’s next turn. The aspect chooses how the charmed target uses its action, reaction, and movement. Spellcasting. The aspect casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: detect magic, major image 2/day each: dispel magic, fear, telekinesis Legendary Actions The aspect can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Gaze. The aspect uses Gaze and must use either Beguiling Gaze or Confusing Gaze. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 11 (2d10) necrotic damage. Cast a Spell (Costs 2 Actions). The aspect uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Dispater","description":"Dispater rarely grants an Aspect and will probably only do so if the petitioner has something precious to offer in return. Forbidden knowledge, forgotten secrets, and powerful magical treasure hold more value than souls to the Lord of Dis. The Aspect of Dispater will resemble a 9-foot tall bald man with pale-reddish skin, a pair of short horns on its forehead, and one leg ending with a goat-like cloven foot. The Aspect always wears rich, finely embroidered clothing over its dark plate mail armor and is never without his iron rod that is shaped like a dragon. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Fear Aura. A creature that starts its turn within 20 feet of the aspect must succeed on a DC 17 Wisdom saving throw, unless the aspect is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the aspect's Fear Aura for the next 24 hours. Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Rust Metal. Any nonmagical weapon made of metal that hits the aspect corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Ammunition made of metal that hits the aspect is destroyed after dealing damage. Actions Multiattack. The aspect makes two Iron Rod attacks. Alternatively, it can make one Iron Rod attack and use Daggers of Dispater or Spellcasting. Iron Rod. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) force damage, and the target must succeed on a DC 17 Constitution saving throw. On a failed save, the aspect can choose one of two effects: 1. Flesh to Iron. The creature begins to turn to iron and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is turned into iron for 1 hour. 2. Corrode. If the target is a metallic object, or is wearing metal armor or carrying a metal shield (Dispater's choice), its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Daggers of Dispater. The aspect conjures a barrage of flying daggers that unerringly strike each creature of the aspect's choice that it can see within a 60-foot cone. Each target must make a DC 17 Dexterity saving throw, taking 7 (3d4) force damage and 7 (3d4) necrotic damage on a failed save, or half as much damage on a successful one. Dark Discomfiture (Recharge 5–6). The aspect magically forces creatures to instantly relive painful and shameful memories in excruciating detail. Each visible creature of the aspect's choice within 30 feet of it must succeed on a DC 17 Charisma saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and is incapacitated for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't incapacitated. Teleport. The aspect magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see. Spellcasting. The aspect casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): 2/day each: alter self (can become Large when changing its appearance), blade barrier, detect magic, heat metal (3rd level), suggestion Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Iron Rod. The aspect makes an Iron Rod attack. Infernal Magic (Costs 2 Actions). The aspect uses Teleport or Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Fire","description":"The aspect of fire is an elemental creature of fire and molten rock, whose gargantuan frame could easily be mistaken for a small mountain. The aspect is not only a creature of heat and energy, but also of destruction and rage, and it appears to draw strength from the forests its flames consume. Primal Incarnation A creature of legend, it is believed by some that this was the “being of fire and destruction” said to have caused the Great Calamity that created the Scorched Grove many centuries ago. The aspect possesses frightening power, enough to cause serious harm to the Wood and all those who inhabit it. Long has it been forgotten that the creature was conjured in a lost ritual. Shortly afterwards, it was sealed away beneath the Scorched Grove where its presence has continued to affect the region. Centuries of dormancy have weakened the aspect, as its essence has seeped into the surrounding land. Since being released, it has begun to amass power for itself by consuming plants, trees, and other living beings in flame. Once it attains enough energy to completely break the mystical fetters that tie it to the Scorched Grove, it will be an unstoppable force that could very well bring fiery ruin to all of Humblewood. Stirring in its Slumber The strange occurrences of late have many prominent scholars baffled: unusually aggressive emberbats, the appearance of ashsnakes, the increased frequency of forest fires, and many other phenomena which have never been seen before in Humblewood. More than mere legend, the aspect is the reason for all of these. As a creature of primordial fire, it is inextricably bound to the plane of its element. Even as it slumbered beneath the Grove for generations, the aspect has stirred, its presence causing a weakening in the barrier which keeps the material plane separate from the plane of fire, allowing for weaker creatures to slip through. The aspect’s essence has also seeped into the Scorched Grove, causing the landscape to take on far stronger elemental properties than before. The fundamental shift in the Grove’s nature has effectively thwarted the efforts of the Tenders, who have for so long sought to heal this burned land. As the aspect continues to grow in power, more of this harmful elemental energy will be released, and even more powerful creatures will arise from the flames. If this otherworldly power spreads across the forest unchecked, all of Humblewood might suffer the fate of the Scorched Grove.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"elemental","Alignment":"unaligned","Expansion":5991,"Challenge Rating":12},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Aspect of Fraz-Urb'luu","description":"Rarely does Fraz-Urb'luu share its essence to create an Aspect of itself, especially if the ones petitioning for one are unaware that they are petitioning the Prince of Deception. If it ever happens, however, an Aspect of Fraz-Urb'luu may not share the same skill level of deceit and illusory powers of its progenitor, but it is more than capable enough to deal with most enemies. The Aspect of Fraz-Urb'luu will appear as a 10-foot-tall muscular, green furred gargoyle with reptilian features. Large fin-like ears stretch from the side of its head and long tendril-like whiskers dangle from each side of its chin. In combat, the Aspect will employ hit and run tactics, swooping in to strike vulnerable targets and flying away before its allies can help. In between those strikes it will use its spells such like Phantasmal Killer to take out those that are most likely to be susceptible to it. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Undetectable. The aspect can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends. Actions Multiattack. The aspect makes one Bite attack and Fist attack, and it uses Phantasmal Terror. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) force damage. Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) force damage. Phantasmal Terror. The aspect targets one creature it can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw, or it takes 16 (3d10) psychic damage and is frightened of the aspect until the end of its next turn. Spellcasting. The aspect's casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: alter self (can become Medium), detect magic 3/day each: dispel magic, phantasmal force 1/day each: mislead, programmed illusion, seeming Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) force damage. If the target is a Large or smaller creature, it is also grappled (escape DC 17). The grappled target is also restrained. The aspect can grapple only one creature with his tail at a time. Terror (Costs 2 Actions). The aspect uses Phantasmal Terror.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Geryon","description":"It doesn't take much for Geryon to grant a petitioner an Aspect, for as long as the Aspect is to be used in hunting and destroying its enemies. The Aspect of Geryon resembles a creature with the torso and arms of a gorilla, the lower body of a giant serpent, and the head of giant humanoid. Great bat-like wings spread from its back and its tail ends with a stinger that drips deadly venom. The Aspect of Geryon lives for battle and relishes entering into melee combat where it enjoys tearing foes with its claws and impaling others with its stinger. It will only use its Horn or spells if hard-pressed or facing a great number of opponents. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Regeneration. The aspect regains 10 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The aspect dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The aspect makes one Claw attack and one Stinger attack. Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) cold damage. If the target is Large or smaller, it is grappled (DC 17) and it is restrained until the grapple ends. The aspect can grapple one creature at a time. If the target is already grappled by the aspect, the target takes an extra 27 (6d8) cold damage. Stinger. Melee Weapon Attack: +9 to hit, reach 20 ft., one creature. Hit: 10 (2d4 + 5) force damage, and the target must succeed on a DC 16 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit point maximum is reduced to 0. Spellcasting. The aspect casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: alter self (can become Medium when changing his appearance), detect magic 1/day: banishment, ice storm, invisibility (self only), locate object, suggestion, wall of ice Teleport. The aspect magically teleports, along with any equipment he is wearing and carrying, up to 60 feet to an unoccupied space he can see. Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Infernal Glare. The aspect targets one creature he can see within 60 feet of him. The target must succeed on a DC 15 Wisdom saving throw or become frightened of the aspect until the end of its next turn. Teleport. The aspect uses Teleport. Swift Sting (Costs 2 Actions). The aspect makes one Stinger attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Graz'zt","description":"Of all demon lords of the Abyss, Graz'zt is the most likely to grant a follower's petition for an Aspect. The Dark Prince of Pleasure, unable to resist feeding his vanity, enjoys the awe his Aspect inspires upon his worshipers. The Aspect of Graz'zt stands just slightly smaller than its handsome progenitor at nearly 9-feet tall. Its muscular body is covered in dark purplish skin, and it has six fingers on each hand as well as six toes on each foot. It wields a greatsword that has the likeness and near power of Wave of Sorrow but nowhere near Graz'zt's skill in combat and magic. In combat the Aspect will rely mostly on its martial prowess and Wave of Sorrow. It will only resort to its spells if faced with a challenging foe. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Actions Multiattack. The aspect makes two Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting. Wave of Sorrow (Greatsword). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) force damage plus 14 (4d6) acid damage. Spellcasting. The aspect casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: charm person, detect magic 1/day each: darkness, dispel magic, dominate person, telekinesis Teleport. The aspect magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. Bonus Actions Change Shape. The aspect transforms into a form that resembles a Medium Humanoid or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed. Reactions Negate Spell (Recharge 5–6). The aspect tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, the aspect makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect. Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Abyssal Magic. The aspect uses Spellcasting or Teleport. Dance, My Puppet! One creature charmed by the aspect that the aspect can see must use its reaction to move up to its speed as the aspect directs. Attack (Costs 2 Actions). The aspect makes one Wave of Sorrow attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Juiblex","description":"Of all demon lords, the least likely to ever bestow an Aspect is Juiblex. The Faceless Lord is apathetic, even to its own worshipers. It would take a very specific reason for it to ever allow it, which is the promise to be able to consume and absorb an insurmountable number of living matter, such as unleashing the Aspect in the middle of a human bustling city or an elven tree-home community. The Aspect of Juiblex will resemble a 9-foot tall, horrid-looking amorphous mound of greenish, slimy ooze with numerous tendrils. Its glistening, slimy body is riddled with pulsating blood-shot eyes and gaping, biting maws ridged with sharp teeth. In combat, the Aspect will use its Eject Slime against armored targets and then concentrate its acid lash attacks against the most vulnerable foe, attempting to kill it quickly so it can consume it. It will seldom use its spells, unless to finish off a foe. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Foul. Any creature, other than an Ooze, that starts its turn within 10 feet of the aspect must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Regeneration. The aspect regains 10 hit points at the start of its turn. lf it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The aspect dies only if it starts its turn with 0 hit points and doesn't regenerate. Spider Climb. The aspect can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The aspect makes two Acid Lash attacks. Acid Lash. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 60/120 ft., one target. Hit: 14 (3d6 + 4) acid damage. Any creature killed by this attack is drawn into the aspect's body, here the corpse is dissolved after 1 minute. Eject Slime (Recharge 5–6). The aspect spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must succeed on a DC 15 Dexterity saving throw or take 44 (8d10) acid damage. Unless the target avoids taking all of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon the target is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed. The penalty on an object can be removed by the mending spell. Spellcasting. The aspect casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: detect magic 1/day each: contagion, gaseous form Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Attack. The aspect makes one Acid Lash attack. Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: + 8 to hit, reach 10 ft., one creature. Hit: 14 (3d6 + 4) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an Ooze, is poisoned while within 10 feet of the target.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Kostchtchie","description":"Kostchtchie will only answer petitions from his frost giant worshipers, and if ever, it doesn't take much effort for as long as it allows the Aspect to unleash its bloodthirsty rage and wreak havoc against as many enemies as possible. The Aspect is nearly identical in size with its progenitor, resembling a cross between an ogre and a frost giant. Its muscular body is squat and rotund and stands about , and its skin is deathly white with shades of icy blue. It wields an almost exact copy of its mighty, oversized warhammer that emanates bluish frost. In combat, the Aspect of Kostchtchie will hardly deviate from its course of action, which is to angrily crush and maim as many foes as it can, hardly casting any spells. The only thing that would cause it to alter its actions is when it spots a challenging opponent. It would then use its curse on its opponent before charging towards it. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Actions Multiattack. The aspect makes two melee attacks, only one of which can be a Bite attack. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) force damage. Matalotok (Warhammer). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) force damage, or 17 (2d10 + 6) force damage if used with two hands to make a melee attack, and the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it. Spellcasting. The aspect casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: command, darkness 1/day each: dispel evil and good, telekinesis, wind walk Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Charge. The aspect moves up to its speed. Attack (Costs 2 Actions). The aspect makes one melee weapon attack. Curse (Costs 2 Actions). The aspect curses one creature it can see within 60 feet of it. The cursed creature gains vulnerability to all damage dealt by the aspect until the end of the aspect's next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Lolth","description":"The Demon Queen of Spiders will only answer petitions from a favored drow worshiper, and only if the petition has something to do with taking vengeance against an entity or organization Lolth hates. The Aspect of Lolth will always appear as that of Lolth's drider-form or that of a gigantic spider with Lolth's strikingly beautiful head. While it may not match the natural cunning of its progenitor, the Aspect will still personify her extreme cruelty and hatred against all non-Drow races and will take great pleasure in tormenting and destroying its foes. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Regeneration. If the aspect has at least 1 hit point, it regains 10 hit points at the start of her turn. Spider Climb. The aspect can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the aspect knows the exact location of any creature in contact with the same web. Web Walker. The aspect ignores movement restrictions caused by webbing. Actions Multiattack. The aspect uses Web. It then makes one Bite attack, one Whip attack, and two Foreleg attacks or uses Insidious Bolt three times. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) force damage, and if the target is a creature, it must succeed on a DC 18 Constitution saving throw. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to poison damage. Otherwise, the target takes 11 (2d10) poison damage and is poisoned for 1 minute on a failed save. Whip. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 14 (3d6 + 4) force damage plus 10 (3d6) poison damage, and the target has disadvantage on attack rolls and saving throws until the end of the aspect's next turn. In addition, the target must succeed on a DC 18 Strength saving throw or be pulled up to 25 feet toward the aspect. Foreleg. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (3d6 + 4) force damage, and if the target is a creature, it is grappled (escape DC 14). While grappled, the target is restrained, takes 3 (1d6) necrotic damage at the start of each of the aspect's turns, and the aspect can't use one of its Forelegs on another target. Insidious Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 7 (2d6) poison damage and 7 (2d6) psychic damage, and the target is poisoned until the end of the aspect's next turn. While poisoned, the target can't use reactions and has disadvantage on saving throws. Web. Ranged Weapon Attack: +10 to hit, range 60/120 ft., one Huge or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 18 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 12, 10 hit points, resistance to bludgeoning damage, and immunity to acid, poison, and psychic damage. Spellcasting. The aspect casts one the following spells, requiring no material components ability and using Charisma as the spellcasting ability (spell save DC 20): At will: alter self (can become a Medium female Drow when changing her appearance), detect magic, web 1/day each: confusion, dispel magic, dominate person, fly Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Insidious Poison. The aspect chooses one creature within 30 feet that it has poisoned. The target must make a DC 20 Wisdom saving throw. On a failed save, the target uses its reaction to move up to half its speed as the aspect directs and make one weapon attack against a visible creature of the aspect's choice. Web. The aspect uses Web. Attack (Costs 2 Actions). The aspect attacks with its Whip or Foreleg.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Mephistopheles","description":"Of all archdevils, Mephistopheles is the least likely to bestow an Aspect. The Lord of Cania rarely entertains any of its worshipers and hates any distractions they bring. The only time it would consider granting one is if the petitioner is an exceptional wizard or sage that can be of use to him and is willing to sign over their souls. The Aspect of Mephistopheles stands 9 feet, has deep crimson skin, and handsome albeit devilish features. It has blood-red pupils, thick, jet-black hair, bat-like wings, and long horns that curl backward. The Aspect is often dressed in a wizard's robes but without the top, revealing a muscular bare chest. It wields a flaming ranseur. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Hellfire Aura. A creature that starts its turn within 10 feet of the aspect, or touches it or hits it with a melee attack while within 10 feet of it and the Hellfire Aura is active takes 4 (1d8) fire damage and 4 (1d8) necrotic damage. Any humanoid killed by Hellfire Aura has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil. The creature can be restored to life only by means of a wish spell followed by a true resurrection spell. The aspect can activate or dismiss its Hellfire Aura with a bonus action. Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Actions Multiattack. The aspect makes two Ranseur attacks. Ranseur. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) force damage plus 11 (2d10) cold, fire, or lightning damage (aspect's choice). Hellfire Gaze (Recharge 5–6). Unless the aspect is blinded, its eyes emit hellfire in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) necrotic damage on a failed save, or half as much on a successful one. Any humanoid killed by Hellfire Gaze has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil. The creature can be restored to life only by means of a wish spell followed by a true resurrection spell. Teleport. The aspect magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see. Spellcasting. The aspect can cast the following spells, requiring no material components, and using Charisma as its spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: alter self (can become Medium when changing its appearance), detect magic, mage hand, ray of frost (4d8) 2/day each: charm monster, fireball, Otiluke's resilient sphere, telekinesis 1/day each: chain lightning, cone of cold, dispel magic, wall of fire Reactions Absorb Spell (Recharge 5–6). The aspect tries to interrupt a spell it sees a creature casting within 60 feet of it. If the spell is 3rd level or lower, the spell fails and has no effect, and the aspect regains hit points equal to the twice the spell's level. If the spell is 4th level or higher, the aspect makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect. Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Attack. The aspect makes one Ranseur attack. Infernal Magic (Costs 2 Actions). The aspect uses Spellcasting or Teleport.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Moloch","description":"It doesn't take much for Moloch to grant petitioners an Aspect, as it currently needs coins, gems, and treasure to help build an army. The Aspect of Moloch has a powerful, stout crimson-skinned physique with thick arms and legs that ripple with muscle. Large ridged horns sprout from the side of its head and its mouth is filled with fearsome sharp teeth. The Aspect has an array of abilities to employ against its foes, but mostly relies on its martial-based abilities. It uses its Breath of Despair as often as it can, especially against large groups of foes. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Regeneration. The aspect regains 10 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The aspect dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The aspect makes one Bite attack, one Claw attack, and one Many-Tailed Whip attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) fire damage. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) force damage. Many-Tailed Whip. Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 10 (2d4 + 5) lightning damage plus 5 (1d10) thunder damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pulled up to 30 feet in a straight line toward the aspect. Breath of Despair (Recharge 5-6). The aspect exhales in a 30-foot cube. Each creature in that area must succeed on a DC 15 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened of the aspect for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the aspect by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. If the creature ends its turn in a location where it doesn’t have line of sight to the aspect, the creature can repeat the saving throw, ending the effect on itself on a success. Spellcasting. The aspect casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: alter self (can become Medium when changing its appearance), detect magic 1/day each: confusion, fly, major image, stinking cloud, suggestion, wall of fire Teleport. The aspect teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Claw . The aspect makes a Claw attack. Teleport. The aspect uses Teleport. Cast a Spell (Costs 2 Actions). The aspect uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Orcus","description":"Petitioning Orcus for an Aspect will only have a chance of success if the reason for the petition furthers the goal of the Demon Prince of Undeath, which is the nullification of all life. The Aspect of Orcus stands about 12 feet tall and has a disgusting corpulent body that is covered with animal hair. Its head and legs resemble that of an emaciated giant goat and massive leathery bat-like wings spread from its back. In its hand is a lesser but still potent copy of its dreadful weapon, the Wand of Orcus. The Aspect of Orcus always begins combat by summoning undead before wading into battle. If it finds an opportunity to trap or block targets within melee range from escaping, it will use its Creeping Death ability and cast it centered on its space. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Actions Multiattack. The aspect makes two Wand of Orcus, Tail, or Necrotic Bolt attacks. Wand of Orcus. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 13 (2d12) necrotic damage. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) force damage plus 9 (2d8) poison damage. Necrotic Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage. Conjure Undead (1/Day). While holding the Wand of Orcus, the aspect conjures Undead creatures whose combined average hit points don’t exceed 150. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 150 feet of the aspect and obey his commands until they are destroyed or until he dismisses them as an action. Spellcasting. The aspect casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: detect magic 3/day: animate dead (as an action) 1/day each: blight, circle of death, dispel magic, speak with dead Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Necrotic Bolt. The aspect makes one Necrotic Bolt attack. Tail (Costs 2 Actions). The aspect makes one Tail attack. Creeping Death (Costs 2 Actions). The aspect chooses a point on the ground that it can see within 100 feet of it. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of the aspect’s next turn. Creatures in that area have vulnerability to necrotic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of the Ink Devil","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Neutral Evil","Expansion":27242,"Challenge Rating":8},"publisher":"Escape Plan Games","book":"Tavern Tales Vol 1 - A Trip Away Inn"},{"name":"Aspect of Tiamat","description":"The five-headed progenitor of chromatic dragons, Tiamat embodies the vices of evil dragons. Since the destruction of the First World, she has dwelled in the Nine Hells—some say by choice. But others claim that she is imprisoned there to punish her for the evils she perpetrated when the gods sought to colonize the First World with their followers. Mortals who hunger for power and wealth often swear fealty to Tiamat in pursuit of those goals. Many of her followers have attempted to break her out of Avernus—and failed—but even while she remains in the Nine Hells, Tiamat can send her aspect to manifest in the Material Plane. A follower with enough power and anger, and with a hoard worthy of ancient dragons, can sacrifice it all to unleash the wrath of the dragon queen on a world. The aspect of Tiamat has the body of a titanic dragon with five heads, each the shape and hue of a different chromatic dragon. Each head might speak separately and have different mannerisms, but they are all Tiamat. Once unleashed, the aspect of Tiamat rampages across the world, acquiring any treasure she can find and destroying any creature that dares to cross her path. Traits Chromatic Wrath (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, she recharges her Chromatic Flames, and she regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Tiamat after her Chromatic Wrath activates. Legendary Resistance (5/Day). If the aspect fails a saving throw, she can choose to succeed instead. Actions Multiattack. The aspect makes one Bite attack, one Claw attack, and one Tail attack. Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 19 (3d12) force damage. Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The aspect can have only one creature grappled this way at a time. Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone. Chromatic Flames (Recharge 5–6). The aspect exhales multicolored flames in a 300-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) damage of a type of the aspect's choosing: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage. Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of her turn. Attack. The aspect makes one Claw or Tail attack. Furious Bite (Costs 2 Actions). The aspect makes one Bite attack. If the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become frightened of the aspect until the end of its next turn. Mythic Actions If the aspect's Chromatic Wrath trait has activated in the last hour, she can use the options below as legendary actions. Hurl Through Avernus (Costs 2 Actions). The aspect targets a creature she is grappling. The creature must succeed on a DC 25 Charisma saving throw or take 44 (8d10) psychic damage and be banished to Avernus (the first layer of the Nine Hells). At the start of the aspect's next turn, the creature reappears in an unoccupied space within 10 feet of the aspect. Chromatic Flare (Costs 3 Actions). The aspect flares with elemental energy. Each creature of the aspect's choice in a 60-foot-radius sphere centered on her must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) damage of a type chosen by the aspect: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon (chromatic)","Alignment":"chaotic evil","Challenge Rating":30},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Aspect of Tiamat","description":"It was only recently that Tiamat was almost able to return to the Prime Material Plane but was thwarted at the last moment by an intrepid group of heroes. She will be willing to grant a petitioner an Aspect if it would somehow help her further her goal of escaping her eternal prison in the Nine Hells. The Aspect of Tiamat will appear as a huge multi-headed dragon with each chromatic dragon head represented. The Aspect of Tiamat may not be as powerful as its progenitor, but it is still a terrifying entity to engage. Not many can survive a single dragon's breath, let alone one every turn. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Regeneration. If the aspect has at least 1 hit point, it regains 10 hit points at the start of its turn. Multiple Heads. The aspect can take one reaction per turn, rather than only one reaction per round. It also has advantage on saving throws against being knocked unconscious. If it fails a saving throw against an effect that would stun a creature, one of its unspent legendary actions is spent. Actions Multiattack. The aspect can use its Frightful Presence. It then makes two Claw attacks and one Tail attack. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Frightful Presence. Each creature of the aspect's choice that is within 120 feet of the aspect and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the aspect's Frightful Presence for the next 24 hours. Legendary Actions The aspect can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. The aspect's legendary actions are associated with its five dragon heads (a bite and a breath weapon for each). Once the aspect chooses a legendary action for one of its heads, it can't choose another one associated with that head until the start of its next turn. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). Black Dragon Head (Costs 2 Actions). The aspect exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one. Green Dragon Head (Costs 2 Actions). The aspect exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. Blue Dragon Head (Costs 2 Actions). The aspect exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Red Dragon Head (Costs 2 Actions). The aspect exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a successful one. White Dragon Head (Costs 2 Actions). The aspect exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Yeenoghu","description":"The god of gnolls, the demon lord Yeenoghu is also known as the Lord of Savagery. Cruel and sadistic, he spreads misery and enjoys inflicting pain on his foes before slaughtering them. For Yeenoghu to grant an Aspect, the petitioner should be a powerful gnoll or flind and must use the Aspect to further the Beast of Butchery's need for murder and destruction. The Aspect of Yeenoghu appears as a 12-foot tall, gaunt gnoll with emaciated features. Its body, which radiates an overpowering and disgusting musky smell, is covered with a leathery hide topped with a dirty orange mane, and protected with garish, spiked armor scraps tied together with chains and decorated with the flayed skin of its progenitor's foes. In combat, the Aspect of Yeenoghu will mostly attack with its flail, never bothering with spells unless the situation warrants it. If given the chance, the Aspect will not immediately kill those it fights. Instead, it will maim them first, then slay and devour those they love in front of them. Only when it has broken its foes will it finish them off. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Actions Multiattack. The aspect makes three Flail attacks. Flail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 5 (1d10) force damage. If it is the aspect's turn, the aspect can cause the target to suffer one of the following additional effects, each of which it can apply only once per turn: Confusion. The target must succeed on a DC 14 Wisdom saving throw or be affected by the confusion spell until the start of the aspect’s next turn. Force. The target takes an extra 11 (2d10) force damage. Paralysis. The target must succeed on a DC 14 Constitution saving throw or be paralyzed until the start of the aspect’s next turn. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 4 (1d8) acid damage. Spellcasting. The aspect casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: detect magic 1/day each: dispel magic, fear, invisibility, teleport Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Charge. The aspect moves up to its speed. Swat Away. The aspect makes one Flail attack. If the attack hits, the target must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet in a straight line away from the aspect. If the saving throw fails by 5 or more, the target is also knocked prone. Savage (Costs 2 Actions). The aspect makes a separate Bite attack against each creature within 10 feet of it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Zariel","description":"Zariel grants petitioners her Aspect if it will help her cause, especially if the Aspect is used to train warriors that may eventually become part of Zariel's army. Zariel's Aspect resembles a 9-foot tall female with angelic features, but its facial expressions twisted in an eternal scowl. It has three horns sprouting from its forehead that curls over its head seemingly like a helmet and legs that resemble a goat's. Wings that once had feathers now burn with an eternal flame, spread from its back. The Aspect of Zariel wields a flaming sword and javelin, which it relies on most during combat, just like its progenitor. Priding itself a true warrior, the Aspect rarely uses its spells and abilities unless faced with a powerful foe. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Devil's Sight. Magical darkness doesn't impede the aspect's darkvision. Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Regeneration. The aspect regains 10 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The aspect dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The aspect makes two Flail or Longsword attacks. It can replace one attack with a use of Horrid Touch, if available. Flail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) force damage plus 9 (2d8) fire damage. Longsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) radiant damage, or 16 (2d10 + 5) radiant damage if used with two hands, plus 9 (2d8) fire damage. Horrid Touch (Recharge 5–6). The aspect touches one creature within 10 feet of her. The target must succeed on a DC 19 Constitution saving throw or take 33 (6d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Teleport. The aspect magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see. Spellcasting. The aspect's casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: alter self (can become Medium when changing her appearance), detect evil and good 1/day each: blade barrier, dispel evil and good, fireball, invisibility (self only), major image, wall of fire Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Teleport. The aspect uses Teleport. Immolating Gaze (Costs 2 Actions). The aspect turns its magical gaze toward one creature it can see within 120 feet of it and commands it to burn. The target must succeed on a DC 19 Wisdom saving throw or take 16 (3d10) fire damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspect of Zuggtmoy","description":"The Aspect of Zuggtmoy looks like a 14-foot tall fungal creature that has the features of a female humanoid dressed in a faux gown made of lichen and mycelium. Sprouting from its lower torso are fibrous tentacle-like pseudopods that excrete poison. To prepare for a big fight, the Aspect of Zuggtmoy will always create thralls and spore creatures first. Only when it is satisfied that is has enough, will it venture forth to seek its enemies. In combat, the Aspect of Zuggtmoy will lash at and batter its foes with its pseudopods. If it can catch more than two targets, it will release its infestation spores. Those that survive its initial attacks will be subjected to its mind control spores. The Aspects Deities and fiends will sometimes send a portion of their power to the Prime Material Plane in order to provide assistance to their worshipers. These fragments of spiritual energy manifest in an “Aspect,” a being that is similar in form to their originators but are not directly controlled. Instead, they are a separate entity altogether, albeit sharing the same agenda as its progenitor. Aspects can never be summoned, but highly favored priests or mages can petition their gods to grant them an Aspect. Born of Power. Despite being just a portion of the progenitors’ power, the Aspects will take a physical and biological form that is nearly identical to their progenitor and with near matching attributes and traits, but scaled down in power. Unless specified, fiendish Aspects last 666 days before they dissipate, or until recalled by their progenitor. There can be only One. Only one Aspect can exist at a time, no matter how many times the progenitor creates them. In addition, the progenitor cannot exist in the same plane as its Aspect. When the progenitor creates an Aspect, it sends an essence of itself to the destination plane. Only when it reaches that plane does the Aspect take form. Once an Aspect is created, the progenitor must recall it or wait for it to dissipate before it can create a new one. Independent Extension. Aspects are not directly controlled by their progenitor nor can they see through the Aspect’s eyes or learn any knowledge the Aspect discovers. They are independent beings after their manifestation and will act in accordance to their alignment and general goal of their progenitor. They are aware that they are not the 'real' beings, but understand that they are an extension and take comfort that once they dissipate, they will return to their real form. Traits Legendary Resistance (1/Day). If the aspect fails a saving throw, it can choose to succeed instead. Actions Multiattack. The aspect makes three Pseudopod attacks. Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) force damage plus 9 (2d8) poison damage. Spellcasting. The aspect casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: detect magic, locate animals or plants 1/day each: dispel magic, entangle, plant growth, teleport Bonus Actions Infestation Spores (3/Day). The aspect releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any creature in the cloud when it appears, or that enters it later, must make a DC 14 Constitution saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy, which lasts until the creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it’s a type of creature that can be (see the “Myconids” section in the Monster Manual ). Mind Control Spores (Recharge 5–6). The aspect releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and Beasts in the cloud when it appears, or that enter it later, must make a DC 14 Wisdom saving throw. On a successful save, a creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can’t be reinfected by these spores. Reactions Protective Thrall. When the aspect is hit by an attack roll, one creature within 10 feet of her that is charmed by her is hit by the attack instead. Legendary Actions The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn. Exert Will. One creature charmed by the aspect that she can see must use its reaction, if available, to move up to its speed as she directs or to make one weapon attack against a target that she designates. Attack (Costs 2 Actions). The aspect makes one pseudopod attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Aspirant of the Comet","description":"Aspirants aren’t yet initiated into the mysteries of the Heralds of the Comet, but they are firmly in the group’s clutches, both socially and metaphysically. If an aspirant is killed, the hapless individual is drawn into the Void and devoured, body and soul. Traits Hunger of the Void. When the aspirant is reduced to 0 hit points, its body and everything it is wearing or carrying, except for magic items, are sucked into a void and destroyed. Creatures in a 15-foot-radius sphere centered on the aspirant must make a DC 11 Strength saving throw. On a failed save, a creature takes 10 (3d6) necrotic damage and is pulled 10 feet straight toward the aspirant’s space. On a successful save, a creature takes half as much damage only. Sinister Devotion. The aspirant has advantage on saving throws against the charmed and frightened conditions. Actions Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":27234,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Asquenti","description":"Asquenti live in the shallow and upper reaches of the world’s oceans, using their innate sense of the waters around them to hunt for prey with their sonic lance. Once a foe is stunned, asquenti swarm them and finish them off with pincers, hoping to keep them stunned and non-resistant. As apex predators, they have undisputed dominance of their territories. Asquenti colonies can have several thousand residents, and create wondrous coral cities, coaxing the living coral into useful structures. Scholars and technologists use a combination of subsonic frequencies and their knowledge of the marine world to rapidly increase coral growth and grow buildings in a matter of weeks. Asquenti colonies regularly patrol their territories, ensuring their food isn’t poached by others, as well as looking out for kraken agents lurking in the depths. Toxin Intolerance. Their sense of the natural world around them is particularly sensitive to foreign technological or magical pollutants. Not only do these threaten their habitat and their food sources, but an excess of pollutants in their waters catalyzes biochemical reactions in asquenti. These changes affect their psychology to be more militant, and inflame their passions, causing them to attack the cause of the disruption. While this doesn’t turn asquenti into mindless killing machines, it does strengthen their martial instincts, causing most asquenti to become aggressive to all outsiders. Most asquenti assume land dwellers pollute their waters, and even when their home waters are pristine, asquenti have an innate distrust of land dwellers. Persistent peaceful overtures can overcome this distrust, especially in the asquenti who fail to succumb to their biochemical drives. 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It bears resemblance to a monstrous, 10-foot-tall, giant winged rat. The assaku moves with a disturbing gait, upright on its spindly hind legs, using its bat-like wings for balance. Its repugnant fur, covered in lesions and pus-oozing sores, is swarming with parasites. Aura of Affliction. Any creature foolish enough to be within proximity of an assaku risks getting sickened from its foul presence. The assaku brings with it an aura of decay and contagion, causing those nearby to feel weakened and nauseated. The pungent stench of rot and disease, in addition to the assaku's appearance, are enough to make even the hardiest warriors tremble in revulsion. Flesh-rotting Bite. Anyone bitten by an assaku can be stricken by a vile disease that causes its flesh to rot, debilitating the victim and making it more vulnerable. The disease spreads rapidly, with the affected flesh turning black and oozing putrid fluids. Victims are tormented by excruciating pain, while their bodies slowly waste away. Putrid Spittle. It can also spit a noxious bile, a sickening concoction of bacteria, digestive fluids, and foul saliva. The bile burns upon contact, causing severe inflammation and blindness until the spittle is removed. This vile attack further enhances the assaku's ability to incapacitate and torment its enemies. Plaguebringer. The assaku revels in its role as a harvester of suffering and spreader of disease. It is drawn to areas ravaged by sickness and epidemics, using its presence to exacerbate the suffering already present. It takes pleasure in the anguish it inflicts, thriving on the misery it causes. Insidious Saboteur. In demon armies, the assaku serves as a scout and infiltrator. Its ability to move silently and undetected through the most treacherous terrains makes it a valuable asset for gathering intelligence or sabotaging enemy defenses. In prolonged sieges, an assaku is used to spread disease and sickness to weaken enemy ranks, silently sowing chaos and discord. Traits Keen Smell. The assaku has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The assaku has advantage on saving throws against spells and other magical effects. Actions Multiattack. The assaku makes one Bite attack and two Claw attacks. It can use Putrid Spit in place of its Bite attack. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6) necrotic damage and if the target is a creature, it must make a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. While poisoned, the creature has disadvantage on Charisma checks and vulnerability to all damage. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 7 (2d6) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. Putrid Spit. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (2d6) poison damage and 7 (2d6) necrotic damage and the target must make a DC 15 Constitution saving throw or become blinded. The creature remains blinded until the spittle is removed. An affected creature or another creature within 5 feet of it can take an action to wipe the spittle off. Bonus Actions Aura of Affliction. The assaku activates or deactivates this sickening aura. While active, any creature that ends its turn within 30 feet of the assaku takes 3 (1d6) poison damage and 3 (1d6) necrotic damage and has disadvantage on Constitution saving throws until the end of its next turn. Constructs and Undead are immune to this effect.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Assaku Plague Lord","description":"The hideous assaku is a powerful demon that personifies disease, rot, sickness, and the plague of the Abyss. It bears resemblance to a monstrous, 10-foot-tall, giant winged rat. The assaku moves with a disturbing gait, upright on its spindly hind legs, using its bat-like wings for balance. Its repugnant fur, covered in lesions and pus-oozing sores, is swarming with parasites. Aura of Affliction. Any creature foolish enough to be within proximity of an assaku risks getting sickened from its foul presence. The assaku brings with it an aura of decay and contagion, causing those nearby to feel weakened and nauseated. The pungent stench of rot and disease, in addition to the assaku's appearance, are enough to make even the hardiest warriors tremble in revulsion. Flesh-rotting Bite. Anyone bitten by an assaku can be stricken by a vile disease that causes its flesh to rot, debilitating the victim and making it more vulnerable. The disease spreads rapidly, with the affected flesh turning black and oozing putrid fluids. Victims are tormented by excruciating pain, while their bodies slowly waste away. Putrid Spittle. It can also spit a noxious bile, a sickening concoction of bacteria, digestive fluids, and foul saliva. The bile burns upon contact, causing severe inflammation and blindness until the spittle is removed. This vile attack further enhances the assaku's ability to incapacitate and torment its enemies. Plaguebringer. The assaku revels in its role as a harvester of suffering and spreader of disease. It is drawn to areas ravaged by sickness and epidemics, using its presence to exacerbate the suffering already present. It takes pleasure in the anguish it inflicts, thriving on the misery it causes. Insidious Saboteur. In demon armies, the assaku serves as a scout and infiltrator. Its ability to move silently and undetected through the most treacherous terrains makes it a valuable asset for gathering intelligence or sabotaging enemy defenses. In prolonged sieges, an assaku is used to spread disease and sickness to weaken enemy ranks, silently sowing chaos and discord. An Assaku Plague Lord's Lair Graveyards and battlefields filled with rotting corpses, filthy sewers, and deplorable dungeons are favored by the assaku plague lord as lairs. Dretches and all manner of rats and wererats can be found within the lairs and serve the assaku plague lord as guardians. An assaku plague lord encountered in its lair has a challenge rating of 17 (18,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the assaku can take a lair action to cause one of the following magical effects; the assaku can’t use the same effect two rounds in a row: The assaku targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or it suffers the effect of the contagion spell without making a saving throw. The disease is determined randomly. The assaku casts stinking cloud , requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17), at 4 different points within its lair. The assaku doesn't need to see the points and doesn't need to maintain concentration on the spell. The effect lasts for 1 minute, until the assaku uses this lair action again, or until the assaku dies or is incapacitated. The assaku targets up to 3 dretch, rat, or wererat allies it can see within 60 feet of it. The target can use its reaction to move up to its speed or make one melee weapon attack. Traits Keen Smell. The assaku has advantage on Wisdom (Perception) checks that rely on smell. Legendary Resistance (1/Day). If the assaku fails a saving throw, it can choose to succeed instead. Magic Resistance. The assaku has advantage on saving throws against spells and other magical effects. Actions Multiattack. The assaku makes one Bite attack and two Claw attacks. It can use Putrid Spit in place of its Bite attack. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage plus 11 (2d10) necrotic damage and if the target is a creature, it must make a DC 18 Constitution saving throw against disease or become poisoned until the disease is cured. While poisoned, the creature has disadvantage on Charisma checks and vulnerability to all damage. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 14 (4d6) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. Putrid Spit. Ranged Weapon Attack: +10 to hit, range 30/90 ft., one target. Hit: 11 (2d10) poison damage and 11 (2d10) necrotic damage and the target must make a DC 18 Constitution saving throw or become blinded. The creature remains blinded until the spittle is removed. An affected creature or another creature within 5 feet of it can take an action to wipe the spittle off. Putrid Breath (Recharge 5–6). The assaku exhales vile, nauseating, greenish gas in a 40-foot cube originating from the assaku. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned for 1 minute. A poisoned creature spends its action on each of its turns coughing and reeling. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. On a successful save, a creature takes half as much damage and isn't poisoned. Teleport. The assaku magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Bonus Actions Aura of Affliction. The assaku activates or deactivates this sickening aura. While active, any creature that ends its turn within 30 feet of the assaku takes 5 (1d10) poison damage and 5 (1d10) necrotic damage and has disadvantage on Constitution saving throws until the end of its next turn. Constructs, Undead, and creatures summoned by the assaku are immune to this effect. Summon Rats (1/Day). The assaku summons 8d6 rat swarms , 4d6 dire rats , or 2d4 wererats . The rats appear in unoccupied spaces within 30 feet of it. The rats act right after the assaku on the same initiative count and fight until they’re destroyed. They disappear when the assaku is destroyed. Legendary Actions The assaku can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The assaku regains spent legendary actions at the start of its turn. Move. The assaku moves up to half its speed without provoking opportunity attacks. Claw. The assaku makes one Claw attack. Spittle (Costs 2 Actions). The assaku uses Putrid Spittle. Teleport (Costs 2 Actions). The assaku uses Teleport.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Assaku Plaguebringer","description":"The hideous assaku is a powerful demon that personifies disease, rot, sickness, and the plague of the Abyss. It bears resemblance to a monstrous, 10-foot-tall, giant winged rat. The assaku moves with a disturbing gait, upright on its spindly hind legs, using its bat-like wings for balance. Its repugnant fur, covered in lesions and pus-oozing sores, is swarming with parasites. Aura of Affliction. Any creature foolish enough to be within proximity of an assaku risks getting sickened from its foul presence. The assaku brings with it an aura of decay and contagion, causing those nearby to feel weakened and nauseated. The pungent stench of rot and disease, in addition to the assaku's appearance, are enough to make even the hardiest warriors tremble in revulsion. Flesh-rotting Bite. Anyone bitten by an assaku can be stricken by a vile disease that causes its flesh to rot, debilitating the victim and making it more vulnerable. The disease spreads rapidly, with the affected flesh turning black and oozing putrid fluids. Victims are tormented by excruciating pain, while their bodies slowly waste away. Putrid Spittle. It can also spit a noxious bile, a sickening concoction of bacteria, digestive fluids, and foul saliva. The bile burns upon contact, causing severe inflammation and blindness until the spittle is removed. This vile attack further enhances the assaku's ability to incapacitate and torment its enemies. Plaguebringer. The assaku revels in its role as a harvester of suffering and spreader of disease. It is drawn to areas ravaged by sickness and epidemics, using its presence to exacerbate the suffering already present. It takes pleasure in the anguish it inflicts, thriving on the misery it causes. Insidious Saboteur. In demon armies, the assaku serves as a scout and infiltrator. Its ability to move silently and undetected through the most treacherous terrains makes it a valuable asset for gathering intelligence or sabotaging enemy defenses. In prolonged sieges, an assaku is used to spread disease and sickness to weaken enemy ranks, silently sowing chaos and discord. Traits Keen Smell. The assaku has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The assaku has advantage on saving throws against spells and other magical effects. Actions Multiattack. The assaku makes one Bite attack and two Claw attacks. It can use Putrid Spit in place of its Bite attack. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage and if the target is a creature, it must make a DC 16 Constitution saving throw against disease or become poisoned until the disease is cured. While poisoned, the creature has disadvantage on Charisma checks and vulnerability to all damage. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 10 (3d6) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. Putrid Spit. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 9 (2d8) poison damage and 9 (2d8) necrotic damage and the target must make a DC 16 Constitution saving throw or become blinded. The creature remains blinded until the spittle is removed. An affected creature or another creature within 5 feet of it can take an action to wipe the spittle off. Putrid Breath (Recharge 6). The assaku exhales vile, nauseating, greenish gas in a 20-foot cube originating from the assaku. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 28 (8d6) poison damage and is poisoned for 1 minute. A poisoned creature spends its action on each of its turns coughing and reeling. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. On a successful save, a creature takes half as much damage and isn't poisoned. Teleport. The assaku magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Bonus Actions Aura of Affliction. The assaku activates or deactivates this sickening aura. While active, any creature that ends its turn within 30 feet of the assaku takes 4 (1d8) poison damage and 4 (1d8) necrotic damage and has disadvantage on Constitution saving throws until the end of its next turn. Constructs, Undead, and creatures summoned by the assaku are immune to this effect. Summon Rats (1/Day). The assaku summons 8d6 giant rats , 4d6 rat swarms , 2d6 dire rats , or 1d4 wererats . The rats appear in unoccupied spaces within 30 feet of it. The rats act right after the assaku on the same initiative count and fight until they’re destroyed. They disappear when the assaku is destroyed.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Assassin","description":"Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. Traits Assassinate : During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. Evasion : If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn) : The assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. Actions Multiattack : The assassin makes two shortsword attacks. Shortsword : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Light Crossbow : Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any non-good alignment","Expansion":2,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Assassin","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. Traits Assassinate : During its first turn , the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit . Evasion : If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage , the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn) : The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. Actions Multiattack : The assassin makes two shortsword attacks. Shortsword : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Light Crossbow : Ranged Weapon Attack : +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"15 (Studded Leather)","HP":"78 (12d8+24)","CHA":10,"CON":14,"DEX":16,"INT":13,"STR":11,"WIS":11,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057896/aZQA-Yi6GNBXG36fd5o5Fg/original.png","Roll 0":"1d20 + 6\n1d6+3","Roll 1":"1d20 + 6\n1d8+3","Skills":"Acrobatics +6, Deception +3, Perception +3, Stealth +9","Source":"5th Edition SRD","data-XP":"3,900","Alignment":"Any Non-good Alignment","Languages":"Thieves' Cant Plus Any Two Languages","data-List":"false","Token Size":1,"Resistances":"Poison","data-Traits":"[{\"Name\":\"Assassinate\",\"Desc\":\"During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.\"},{\"Name\":\"Evasion\",\"Desc\":\"If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.\"},{\"Name\":\"Sneak Attack (1/Turn)\",\"Desc\":\"The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The assassin makes two shortsword attacks.\"},{\"Name\":\"Shortsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"piercing\",\"Damage 2\":\"7d6\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.\"},{\"Name\":\"Light Crossbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"6\",\"Reach\":\"80/320 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"piercing\",\"Damage 2\":\"7d6\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+0","data-CON-mod":"+2","data-DEX-mod":"+3","data-INT-mod":"+1","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Dex +6, Int +4","Challenge Rating":8,"Passive Perception":13,"data-CrNum":8,"data-AcNum":15,"data-HpNum":78},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Assassin","description":"Assassins are professional killers that callously exterminate their targets for the right price. They can be found working black ops for mercenary groups, corrupt government officials, and ruthless megacorporations Traits Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. Deft Strike. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. Silent Killer. If the assassin makes an attack that reduces a target to 0 hit points, the assassin can take the Hide action as a bonus action before the end of their turn. Actions Multiattack. The assassin attacks twice with its poisoned blade or three times with its silenced pistol. Poisoned Blade (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6+3) piercing damage. On a hit, the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Poisoned Blade (Ranged). Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d6+3) piercing damage. On a hit, the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Microfilament Garrote. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4+3) slashing damage. On a hit, if the target is Medium or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, it takes 35 (10d6) slashing damage at the start of each of the assassin's turns, and the assassin can't attack another target. Silenced Pistol. Ranged Weapon Attack: +6 to hit, reach 50/250 ft., one target. Hit: (1d6+3) piercing damage. On a hit, the target must make a DC 15 Constitution saving throw, taking 24 (7d6) force damage on a failed save, or half as much damage on a successful one","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any non-good alignment","Expansion":27052,"Challenge Rating":8},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Assassin of Baphomet","description":"Assassin Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. Cults of Baphomet⁠ Known as the Horned King, Baphomet divides the creatures of the world into two groups. Those who acknowledge his power are his servants, and he endows them with savagery and a hunter’s cunning. The rest are prey, creatures to be hunted and slaughtered. His aim is to transform the cosmos into his personal hunting ground. B⁠aphomet is a savage entity, but he tempers his ferocity with shrewdness. He loves the hunt and the sense of impending doom that comes over prey that can’t escape his pursuit. His fondness for labyrinths, instilled in the minotaurs he created, reflects this aspect of his personality. B⁠aphomet⁠ studies every detail of the mazes he creates and exults in the dread that overcome those who become lost in them. He tracks them at his leisure, striking only after the maze’s contorted corridors have exhausted the energy and the hope of his victims. Cultists. The cult of B⁠aphomet attracts those who see themselves as superior to everyone else, to the extent that they consider other people little more than animals. Baphomet’s teachings reinforce these beliefs, appealing to the ego and justifying narcissism. Bigots are also drawn to Baphomet’s doctrine of individual superiority. Cultists of B⁠aphomet include nobles who use their vassals as playthings, assassins who practice their murderous art for the sheer love of hunting intelligent creatures, and paranoid humans who combine a hatred⁠ of outsiders with bloodthirstiness. Typically, a cult builds a maze beneath a castle, a guild hall, or some other place it controls. The cultists drug their victims, strip them of their weapons and armor, and place them in the labyrinth before they wake up disoriented. Then the cultists⁠ stalk their prey in the maze. They howl as they chase their quarry, striking fear into their victims’ hearts before descending for the kill. If the hunt claims a particularly powerful creature, B⁠aphomet might bestow boons on the cultists⁠ as a reward. Demonic Boons Ability Score Adjustment: Up to a +4 bonus to Strength, Wisdom, or both (not applied) B⁠aphomet grants the gifts of cunning and physical power. He grants his rank-and-file followers the Unerring Tracker trait, and cult leaders gain the Incite the Hunters trait. All of his devotees also gain the Labyrinthine Recall trait. Traits Assassinate. During its first turn, the assassin⁠ has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. Evasion. If the assassin⁠ is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin⁠ instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak⁠ Attack⁠ (1/Turn). The assassin⁠ deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack⁠ roll, or when the target is within 5 ft. of an ally of the assassin⁠ that isn't incapacitated and the assassin⁠ doesn't have disadvantage on the attack⁠ roll. Unerring Tracker. As a bonus action⁠, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action⁠ this creature learns the current distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target. Incite the Hunters (Recharges after a Short or Long Rest). As an action⁠, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally’s Unerring Tracker. Labyrinthine Recall. This creature can perfectly recall any path it has traveled. Actions Multiattack. The assassin makes two shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-good Alignment","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Assassin of Levistus","description":"Assassin Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them. Diabolical Cults of Levistus Levistus has no cult in the traditional sense. Instead, he offers favors to those who are desperate to escape a seemingly inevitable fate. Drow are sometimes worshipers of L⁠evistus, as their cruel society often pushes them into situations they feel they can’t escape. Goals: Survival and eventual revenge against those who wrong them Typical Cultist: Assassin, bandit captain, cult fanatic, cultist, mage, noble, spy, thug L⁠evistus usually grants those who pledge their souls to him a single chance to escape from danger, but some cunning folk strike a deal with L⁠evistus⁠, pledging their souls to him in return for escape at a future date. This boon takes the form of the Path of L⁠evistus⁠ trait. Traits Assassinate. During its first turn, the assassin⁠ has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin⁠ scores against a surprised creature is a critical hit. Evasion. If the assassin⁠ is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin⁠ instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak⁠ Attack (1/Turn). The assassin⁠ deals an extra 14 (4d6) damage when it hits a target with a weapon attack⁠ and has advantage on the attack⁠ roll, or when the target is within 5 ft. of an ally of the assassin⁠ that isn't incapacitated and the assassin⁠ doesn't have disadvantage on the attack⁠ roll. Path of Levistus. This creature magically teleports to a location of L⁠evistus’s choice within 1 mile of its location. Using this ability also restores all of the creature’s hit points. This ability can be invoked as an action⁠ by the creature or when the creature would die. Once the creature uses it, the creature can’t use it again. Actions Multiattack. The assassin makes two shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-good Alignment","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Assassin Snake","description":"Despite its name, clockwork crafters market this device solely as a pest control option. The assassin snake can eliminate nuisance pests by crawling through a house’s walls or deep into rodent burrows in a garden. The snake has the Chemical Reservoir modification, and it is sold with one dose of basic poison or one use of alchemist’s fire (purchaser’s choice) preloaded in the reservoir.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Assassin Vine","description":"The assassin vine is a semi-mobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine. An assassin vine can move about, albeit slowly, but usually stays put unless it needs to seek prey in a new vicinity. A subterranean version of the assassin vine grows near hot springs, volcanic vents, and other sources of thermal energy. These plants have thin, wiry stems and gray leaves shot through with silver, brown, and white veins so that they resemble mineral deposits. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. Amongst the nobles of Mohkba a miniature, potted ‘cleansing vine’—as they call it—is a popular gift to one’s neighbours. You’ll not find a single beetle, fly, mouse, or pigeon in homes with such a pet. Of course, when the gardener goes missing you’ll have problems of another sort. —Sage Yuri Statel","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Assassin Vine","description":"An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. Traits False Appearance. While the assassin vine remains motionless, it is indistinguishable from a normal plant. Actions Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: 11 (2d6+4) bludgeoning damage. the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time. Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":7389,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Assassin Vine","description":"An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. Traits False Appearance. While the assassin vine remains motionless, it is indistinguishable from a normal plant. Actions Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time. Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":3905,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Assassin Vine","description":"The assassin vine is a carnivorous plant with a voracious appetite. Rather than consuming prey directly, it creates its own fertilizer by entangling a creature and squeezing the life from it, draping the freshly slain corpse over its own roots below. An assassin vine appears as a tangle of twisted vines that grows in clusters, often within hollowed out stumps or amid tangled tree branches. Longer barbed vines snake out from this central mass to give the deadly plant two dangerous methods of attack. The plant’s berries are something of an acquired taste, but among some cultures, wine made from these berries can be quite popular. Mature assassin vines grow to 20 feet long and have smaller vines extending off the main trunk that reach from to 5 to 10 feet in length. Traits Camouflage. Assassin vines have advantage on Dexterity (Stealth) checks when hiding among foliage. Actions Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13). A grappled target automatically takes 12 (2d8+3) bludgeoning damage at the start of each of the assassin vine’s turns.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Assassin Vine","description":"An assassin vine is an ambulatory plant that collects its fertilizer by grabbing and crushing prey and depositing the carcasses near its roots. It usually stays put unless it needs to seek out prey. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch from the main vine every 6 inches. In late summer, the secondary vines produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. A subterranean variant grows near hot springs, volcanic vents, and other sources of heat. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. Traits False Appearance. While the assassin vine remains motionless, it is indistinguishable from a normal plant. Actions Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time. Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":31454,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Assassin Vine","description":"The assassin vine is a carnivorous plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. These remarkable plants can see minute movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them. Possessing no intelligence or agenda, they lash out at whatever living things pass nearby, regardless of the target’s size, sentience, or potential deadliness. A mature plant consists of a main vine, about 20 feet long; smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild blackberries. The fruit is tough and has a hearty and typically bitter flavor, although some say the berries change in taste depending on what victims composted a given plant’s roots. The most murderous assassin vines supposedly produce the sweetest berries. Sessile Stalker. An assassin vine can move about, but usually stays put unless it needs to seek prey in a new vicinity. The plants use simple tactics, lying still until prey comes within reach and then attacking. Once an assassin vine is engaged, it pursues prey (albeit slowly) in order to catch and compost the creature. The plants prove tenacious, as long as their quarry remains within sight. 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His eyes have turned a milky white, and his voice rasps with every word. As he speaks, flecks of skin fall off from his cheeks and emerge from his mummified mouth in small clouds of dust. Prior to his death, Astegar was a powerful legate who commanded the temple at the town of Redwinde. He has still not completely accepted his death. Instead, he is confused by what has happened, and he remains uncertain how to proceed in unlife. He does, however, know enough about the fell process to recognize that he must consume the flesh of the living. As such, this remains his priority, so that he can keep his memories and skills intact for as long as possible. In order to make this easier, Astegar has set up various strategies among the fell townsfolk to try to draw outsiders into the village to feed his needs. If the PCs have an opportunity to interact with Astegar, he is direct about his needs. He may offer to barter with them, promising freedom for some of them in exchange for others. However, this is merely a ploy. He fully intends on consuming as many of the party as he can. Traits Fell Curse. If Astegar spends at least one action consuming flesh from a recently living creature with an Intelligence score of 6 or greater, he regains 4d8 hit points. For every week he goes without doing this, he must make a DC 15 Wisdom saving throw. If he fails, he devolves into a Fell Ungral. Legendary Resistance (3/Day). If Astegar fails a saving throw, he can choose to succeed instead. This cannot be used to automatically succeed Wisdom saving throws as a result of the Fell Curse, but it may be used to succeed on Constitution saving throws as a result of Undead Fortitude. Undead Fortitude. If damage reduces the Astegar to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Astegar drops to 1 hit point instead. Actions Multiattack. Astegar makes two attacks, one with his staff and one with his teeth. Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) bludgeoning damage. Teeth. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 7 (2d4 + 2) piercing damage. Spellcasting. Astegar casts one of the following spells using Wisdom as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: resistance, thaumaturgy, toll the dead 2/day each: bane, inflict wounds, hold person, dispel magic, blight 1/day: harm Reactions Fell Obedience. When a creature Astegar can see targets him with an attack, Astegar chooses another Fell within 5 feet of him. The two undead swap places, and the chosen Fell becomes the target instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":30502,"Challenge Rating":9},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Astekarr","description":"The chieftain of the minotaurs of Kirakku Island fights like a ferocious beast when it comes to protecting his tribe. He is both feared and held in awe by his kin, who blindly follow his commands. Astekarr is aggressive, fearless, and unpredictable in his actions and considers other members of his tribe, even his younger brother, as his personal servants. He is one of the greatest warriors that has ever lived in the history of the Rockhorn minotaurs, with a legendary gore attack that can crack even the hardest of stones.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":26071,"Challenge Rating":12},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Asteria","description":"Though she now travels alone, Asteria still draws much of her power from her bond with Euryale. Asteria is foremost a protector and warrior, traveling the multiverse to uproot injustice, defend innocents, and inspire hope. She believes everyone deserves a chance to write their own story on their own terms, and her deeds have inspired countless heroic tales. Even after so many years, Asteria maintains a joyous wanderlust and passion for discovery. She’s as likely to be found climbing trees or poring over arcane texts as she is brandishing her sword in battle. Anyone who engages Asteria in conversation about her interests finds her an overflowing font of information. But she also retains her stubborn streak and quickly repudiates anyone who tries to order her around. Asteria hasn’t aged since Istus drew her future from the first Deck of Many Things . She doesn’t know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis, but she nevertheless opposes groups like the Grim Harrow (see chapter 19) that seek to destroy the Deck of Ma ny Things . Traits Guardian Aura. Whenever a creature of Asteria’s choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait doesn’t function if Asteria has the incapacitated condition. Legendary Resistance (3/Day). If Asteria fails a saving throw, she can choose to succeed instead. Special Equipment. Asteria wears Winged Boots, which grant her a flying speed (included in her statistics). She also carries one half of a pair of Sending Stones ; the other half of the pair is held by Euryale. Spellcasting. Asteria casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: Guidance, Light, Thaumaturgy 2/day each: Bless, Freedom of Movement, Greater Restoration, Plane Shift (self only), Protection from Evil and Good, Revivify Actions Multiattack. Asteria makes two Radiant Blade attacks and uses Bursting Benediction. Radiant Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 13 (3d8) radiant damage. Bursting Benediction. Asteria causes a burst of magical energy to envelop one creature she can see within 60 feet of herself. The target must make a DC 19 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one. Asteria or another creature that she can see within 60 feet of herself then regains 10 hit points. Bonus Actions Empowering Aegis (Recharge 4–6). Asteria summons a spectral version of her shield, which orbits and bolsters one creature of Asteria’s choice that she can see within 60 feet of herself. The spectral shield lasts until the start of Asteria’s next turn. While the shield is orbiting the creature, the creature has half cover, is immune to the frightened condition, and makes weapon attack rolls with advantage. Legendary Actions Asteria can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Asteria regains spent legendary actions at the start of her turn. Brazen Strike. Asteria makes one Radiant Blade attack. Nimble Sprint. Asteria moves up to her speed. This movement doesn’t provoke opportunity attacks. Cast a Spell (Costs 2 Actions). Asteria uses Spellcasting","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Paladin)","Alignment":"Chaotic Good","Expansion":27234,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Asteroid Ooze","description":"Smaller than planet oozes, but no less deadly, the titanic slimes known as asteroid oozes are the survivors of planetoids blown apart during their infancy and populated by insufficiently evolved planet oozes. Trapped on their drifting continent-sized debris, asteroid oozes ultimately seek out more permanent homes in large, cavernous asteroids with little to no gravity. Choking Hazards. Asteroid oozes are predisposed to clog up dark tunnels that are around their size (500 feet in diameter from wall to wall). This makes them very difficult to avoid for unsuspecting ships passing through such tunnels; once stuck and unable to maneuver, the asteroid ooze’s corrosive form can eat quickly through even a corvette-class ship’s hull. Many a greedy crew has shipped out to map the interior of a large, mineral-rich asteroid only to never escape from its rocky depths.","properties":{"Category":"Monsters","Size":"Mega","Type":"ooze","Alignment":"unaligned","Expansion":9634,"Challenge Rating":2},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Asteroid Worm","description":"Asteroid worms are titanic predators of the spaceways, known to haunt airless moons and rocky belts of drifting planetoids. They can hibernate for long periods but even in their torpor they remain sensitive to the presence of living creatures and of the potent energies of interplanetary spacecraft. Their enormous rocky mass is virtually indistinguishable from the ores and minerals of their lairs, and creatures and even small spacecraft may fly into their monstrous gullets thinking to find shelter or a hiding place amid the crags and craters of a desolate planetary crust. Asteroid worms require no air to breathe, but after consuming prey the worms and the parasitic mites living in their gullets may produce pockets of cloying fumes or damp vapor that pool within their bodies, forming a crude and generally noxious atmosphere of sorts for those plumbing the depths of an asteroid worm’s interior. Here There Be Monsters. The asteroid worm is a creature that dwells within, and feeds on, rock formations in the void of space. These creatures burrow through larger asteroids, creating crisscrossing patterns of tunnels until the asteroid’s mineral deposits are spent. Although normally content to feed on the mineral content of asteroids, these worms have been known to surface from their burrows to swallow space-faring creatures, objects, and even small vessels whole. While the chances that a worm is lying in wait on a lone, wayward asteroid are slim, failure to heed the tell-tale signs of manifold pockets on the planetoid’s surface has led to many unnecessary deaths. Adaptive Biology. The biology of asteroid worms is poorly understood. While the mineral compositions of asteroids vary wildly, the worms demonstrate little difficulty in digesting whatever the planetoid has to offer. A worm can adapt to a new asteroid mineral-environment within hours of transference from its previous asteroid. While mainstream theories state that this is indicative of either a capacity for rapid genetic or gastrointestinal metamorphosis, a fringe theory postulates that there may be an as-yet-unseen connection between the worm and its environment. However, because there are few willing to brave the perils of asteroid belts to capture one of these creatures alive, these theories remain just that. Asteroid worms are omnivorous, subsisting on minerals and energies from decimated starships as well as the organic material of creatures traveling within them. They can continue growing almost indefinitely, and specimens hundreds of feet long and weighing hundreds of tons have been discovered. It is believed that they reproduce hermaphroditically, typically after a particularly abundant spree of consumption, expelling a single rock-like egg into the void to grow and mature. Newly hatched asteroid worms are similar in size, appearance, and abilities to purple worms, though lacking a poisonous sting and not needing to breathe. Once making planetfall, the larval asteroid worm burrows throughout its new home planetoid, honeycombing the planet with caves and cysts as it seeks vital minerals to fuel its growth and build its rocky carapace. Virtually Indestructible. The asteroid worm has the ability to reconstitute itself from slivers of its remains. As little as 1/100th of the worm is necessary to regenerate its entire body. This ability has proven essential in the volatile environment of an asteroid field, where violent collisions between asteroids are commonplace. While it is theoretically possible for a worm to survive planetary impact, it is equally likely that reentry would incinerate the worm and leave nothing to regenerate. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyIndent, li.BodyCopyIndent, div.BodyCopyIndent {mso-style-name:\"Body Copy Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Indent Char\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-GB;}span.BodyCopyIndentChar {mso-style-name:\"Body Copy Indent Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Indent\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":32483,"Challenge Rating":19},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Astirax","description":"Although technically creatures from beyond Aryth, astiraxes are very different from most fiends and celestials. They are created beings, born of the very weave of magic and roiling energies pulled from other planes of existence when Izrador fell. The dark god shaped these energies into spirits that he uses to help implement his evil designs. Born of magic, astiraxes are enemies of spellcasters anywhere. They can scent the power that resides within each spellcaster and can also drain their magical energy with a single ethereal blow. But even worse, astiraxes can possess unintelligent animals, making them the perfect spies for the Shadow. Astiraxes are naturally invisible and bodiless spirits. Should one become visible via divination spells, it appears as an apparition of rotting animal flesh. It takes on the appearance of all the animals it has ever possessed, causing an older astirax to look like a cobbled- together, phantom animal golem, made of the rotting flesh of dead animals. Astiraxes can be slain, though at the same time more can be created by Izrador’s will. It is said that the Shadow must put some small measure of his accumulated power into each one, however. Thus, destroying an astirax is a small but noticeable blow to his designs. Celestials and Fiends Creatures from the planes beyond are a special case on Aryth, having been trapped there for thousands of years with no way to get home or call others from their planes of origin. Because the elthedar had built great civilizations and were master practitioners of the arts of magic, there was a significant outsider presence on Aryth before the Sundering. That event caused some celestials and fiends to go mad instantly, affecting them in unexplainable and never-before-seen ways. Some consider these the lucky ones. Others were merely frustrated by their inability to return home, and they endeavored to find a way to break the Veil that enveloped the world. Through the millennia, these celestials and fiends have made pacts with one another and just about every other powerful creature on the planet in order to find a way home. They have served dragons, and elves, and the Shadow, and siphoned magic from nexuses all over the world. All of their attempts have failed. After thousands of years, many celestials and fiends have faded into incorporeal shades of their former selves. A few have managed to maintain their physical forms through some means or another. Celestials and Fiends of Eredane The demon-infested depths of the Aruun are what one thinks of when considering fiends—and for good reason. Its humid confines house the majority of evil outsiders in the world, and not many angels to combat them. The demon ruins of Ibon-sul have acted as a prison to demons for thousands of years, so long that not even the eldest Danisil sage has memory of what created such a place. There are fears that since Izrador’s victory, the invisible bonds that trap beings there are being weakened, and that more and more demons are escaping every year. Elsewhere, angels, demons, and devils alike have tried to blend in as best they can. Many succumb to the pull of oblivion and lose themselves among the other spirits, joining the Eternal, but others try to find a way home from the physical world or even simply resign themselves to life among the mortals. Indeed, good and evil outsiders often find common cause, and in many cases, old hatreds have fallen by the wayside in light of their new circumstances. For a chance to return home, there is barely an angel on Aryth who would not work with a demon or devil, but their natures remain unchanged, and such alliances often do not last long, too strained by old prejudices and differences in philosophy that often have lethal consequences. Using Celestials and Fiends in Midnight All types of outsiders are rare in Eredane, but most common creature profiles for celestials and fiends can still be used in the setting. The only differences is that all of these creatures lose any abilities they had to travel to other planes, or summon other celestials or fiends. They are still able to cast any innate spells they have in their profile, provided those spells are not on the banned spell list on page 103 . The demons of Ibon-Sul, specifically, can be represented by most traditional devil or demon profiles. Spirits Midnight is a world full of spirits. These can be the ghosts of the dead, the faded essence of a celestial or a fiend, or something stranger. In the setting, these spirits fall into one of three general categories: the Eternal, the Trapped, and the Lost. The Eternal are the active essences of the world, unique beings that represent some aspect of creation and have a purpose that they are forever striving to accomplish. They seldom meddle in the affairs of mortals, but are also so powerful that they fear little from mortals in return. The Trapped are creatures from other planes (celestials, fiends, etc) whose bodies have faded into nothingness. In their default form they cannot interact with the physical world, and most have difficulty discerning things in the physical world that are not specifically tied to their natures or their interest. They can vaguely sense creatures, objects, and the passage of time, but not in the manner mortals sense things. Some rituals and magic can allow creatures from the physical world to contact and interact with spirits, but the alien minds of spirits are inscrutable things, and getting them to communicate what they’ve seen can be and adventure in itself. The Lost are the spirits of those who once lived. Like the Fell, they are traumatized and scarred by their own deaths, though for these ghosts, they are often compelled to perform some cryptic task based on their former life. Unfortunately, eternity in a bodiless, incorporeal state can drive even a good soul to become a wrathful and vicious shadow of its former self. All spirits reside on the edges of the material realm of Aryth, not truly within the Ethereal Plane. However, most have the ability to become invisible for short or long periods of time. Traits Incorporeal Movement. The astirax can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Invisible. The astirax is invisible. If it makes an attack, it becomes visible for one minute. Magic Hunter. The astirax has advantage on attack rolls targeting any creatures that can cast spells, except for rangers and paladins. Scent Magic. The astirax always knows the location of any magic items or any creatures that can cast spells, except for rangers and paladins, within 600 feet. Actions Ethereal Blow. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) force damage. If the target can cast spells and has spell slots, it must make a DC 14 Constitution saving throw or lose one of its lowest available spell slots. Possession (Recharge 6). One animal with an Intelligence score of 5 or less that the astirax can see within 5 feet of it must succeed on a DC 12 Charisma saving throw or be possessed by the astirax; the astirax then disappears, and the target is incapacitated and loses control of its body. The astirax now controls the body. The astirax can’t be targeted by any attack, spell, or other effect, except for ones that specifically affect astiraxes, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the astirax ends it as a bonus action, or the astirax is forced out by an effect like the dispel evil and good spell. When the possession ends, the astirax reappears in an unoccupied space within 5 feet of the body. The target is immune to this astirax’s possession for 24 hours after succeeding on the saving throw or after the possession ends.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend","Alignment":"neutral evil","Expansion":30504,"Challenge Rating":4},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Astral Blight","description":"This monster appears in the Light of Xarixys adventure of the Spelljammer: Adventures in Space module. Traits Illumination. While it has at least 1 hit point, the astral blight sheds dim light in a 10-foot radius. Unusual Nature. The blight doesn’t require air or sleep. Actions Multiattack. The blight makes two Heat-Draining Vine attacks. Heat-Draining Vine. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) radiant damage, and if the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target takes 3 (1d6) cold damage at the start of each of its turns. The blight has two vines, each of which can grapple one creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":16643,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Astral Devourer","description":"A swarm of strange, faceless gray snakes flies through the air—wingless, as if through water. Their mouths are rasping irises of gnashing fangs, and the sides of each snake are lined with milky, unblinking eyes. When enough serpents on the Astral Plane gather, they form a collective creature called an astral devourer. The astral devourer has a hive mind made up of all the minds of its component creatures and possesses a great cunning that makes it more adept at hunting. All for the Whole. The individual astral serpents that make up the astral devourer have no thoughts or wills of their own, and the collective freely uses the individuals as weapons. The astral devourer often flings serpents at hard-to-reach prey to consume it. The flung serpents return to the astral devourer, bringing the consumed life force back to the collective. When food is particularly scarce or the devourer is in danger, it can split into subgroups of the main collective, feeding the individuals while keeping the whole safely dispersed. Planar Hunters. Hunger constantly drives astral devourers. They love the taste of sentient planar travelers, and they roam the multiverse, favoring desolate landscapes. Reports indicate they’re adept at finding portals between worlds and relentlessly hunt prey through these portals.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Astral Dreadnought","description":"Astral dreadnoughts exist for one reason: hubris. Not the hubris of mortals, but the hubris of gods who deem themselves too mighty to be approached and looked upon. —Mordenkainen Enormous and terrifying monstrosities known as astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. They have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter. As big as an ancient red dragon and covered from head to tail in layers of thick, spiked plates, a dread nought has two gnarled limbs that end in razor-sharp pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine, armored tail trails off into the silvery void. An astral dreadnought lives a solitary existence. On the rare occasion when two dreadnoughts meet, they typically fight until one tires of the conflict⁠ and departs. Some mighty villains have enslaved astral dreadnoughts and used them to terrifying effect. Antimagic Eye. Astral sailors claim that insanity awaits anyone who gazes into the eye of an astral dreadnought. What one sees reflected in that starry void is the sudden, terrifying realization of one’s own mortality. Spellcasters have cause to fear the eye more than others, since it emits a continuous antimagic field. The dreadnought can shut off the effect by simply closing its eye, though it seldom has reason to do so. Astral Predator. A remorseless, indiscriminate hunter⁠, an astral dreadnought employs terrifying, if unimaginative, tactics⁠. It uses its teeth and claws to tear apart its prey. Instinctively aware of how dangerous spellcasters can be, it maneuvers to keep as many opponents as possible within its antimagic gaze. An astral dreadnought doesn’t have a gullet or a digestive system. Anything it swallows is deposited in a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of dead planar travelers. The place has gravity and breathable air, and organic matter decays there. Although escape from the demiplane⁠ is possible with the aid of magic, most creatures arrive here only after they have died. When the dreadnought dies, its demiplane⁠ vanishes, and its contents are released into the Astral Plane. An astral dreadnought doesn’t communicate. It simply consumes any prey it finds, then continues its silent patrol. It can’t leave the Astral Plane, nor would it want to. Titans of the Chained God. Tharizdun, the Chained God, created astral dreadnoughts to devour planar travelers who were seeking portals that lead from the Astral Plane to the Outer Planes—portals they might use to gaze upon their gods or realize some dream of godhood. Astral dreadnoughts don’t procreate, so their population can’t grow. Even though githyanki and other astral voyagers hunt the creatures, they rarely see any success, and the dreadnoughts aren’t in danger of becoming extinct anytime soon. Titanic Nature. Although it eats and sleeps if it so desires, an astral dreadnought doesn’t require air, food, drink, or sleep. Traits Antimagic Cone. The astral dreadnought’s opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn’t function while the dreadnought’s eye is closed or while the dreadnought is blinded. Astral Entity. The astral dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane. Demiplanar Donjon. Any creature or object that the astral dreadnought swallows is transported to a demiplane⁠ that can be entered by no other means except a wish spell or this creature’s Donjon Visit ability. A creature can leave the demiplane⁠ only by using magic that enables planar travel, such as the plane shift spell. The demiplane⁠ resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought’s past meals. The dreadnought can’t be harmed from within the demiplane⁠. If the dreadnought dies, the demiplane⁠ disappears, and everything inside it appears around the corpse. The demiplane⁠ is otherwise indestructible. Legendary Resistance⁠ (3/Day). If the astral dreadnought fails a saving throw, it can choose to succeed instead. Magic Weapons⁠. An astral dreadnought’s weapon attacks are magical. Sever Silver Cord. If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target’s silver cord instead of dealing damage. Actions Multiattack. The astral dreadnought makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought’s Demiplanar Donjon. Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) slashing damage. Legendary Actions The astral dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The dreadnought regains spent legendary actions at the start of its turn. Claw. The astral dreadnought makes one claw attack. Donjon Visit (Costs 2 Actions). One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought’s Demiplanar Donjon. At the end of the target’s next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Psychic Projection (Costs 3 Actions). Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Titan","Source":"Mordenkainen's Tome of Foes","Alignment":"Unaligned","Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Astral Dreadnought","description":"Enormous and terrifying, astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. Dreadnoughts have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter. Covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in magic-enhanced pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine tail trails off into the silvery void. Anything it swallows is deposited in a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of travelers. The place has gravity and breathable air, and organic matter decays there. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane. Traits Antimagic Cone. The dreadnought’s eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, it decides which way the cone faces. The cone doesn’t function while the eye is closed or while the dreadnought is blinded. Astral Entity. The dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise transported out of that plane. Demiplanar Donjon. Anything the dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or the dreadnought’s Bite and Donjon Visit. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the dreadnought’s corpse. The demiplane is otherwise indestructible. Legendary Resistance (3/Day). If the dreadnought fails a saving throw, it can choose to succeed instead. Sever Silver Cord. If the dreadnought scores a critical hit against a creature traveling by means of the astral projection spell, the dreadnought can cut the target’s silver cord instead of dealing damage. Unusual Nature. The dreadnought doesn’t require air, food, drink, or sleep. Actions Multiattack. The dreadnought makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) force damage. If the target is a Huge or smaller creature and this damage reduces it to 0 hit points or it is incapacitated, the dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the Demiplanar Donjon. Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) force damage. Legendary Actions The dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The dreadnought regains spent legendary actions at the start of its turn. Claw. The dreadnought makes one Claw attack. Donjon Visit (Costs 2 Actions). One Huge or smaller creature that the dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space on the floor of the Demiplanar Donjon. At the end of the target’s next turn, it reappears in the space it left or in the nearest unoccupied space if that space is occupied. Psychic Projection (Costs 3 Actions). Each creature within 60 feet of the dreadnought must make a DC 19 Wisdom saving throw, taking 26 (4d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity (Titan)","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Astral Dreadnought","description":"Astral dreadnoughts haunt the silvery void of the Astral Plane and have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter. An astral dreadnought is covered from head to tail in layers of thick, spiked plates, and it has two gnarled limbs that end in magically enhanced pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine tail trails off into the silvery void. Anything the dreadnought swallows is deposited in a unique demiplane: an enclosed space that contains eons’ worth of detritus, as well as the remains of travelers. This demiplane, called a donjon, has gravity and breathable air, and organic matter decays there. When the dreadnought dies, its demiplane vanishes, and the contents are released into the Astral Plane. Traits Antimagic Cone. The dreadnought’s eye creates an area of antimagic, as in the Antimagic Field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn’t function while the eye is closed or if the dreadnought has the blinded condition. Astral Entity. The dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise transported from that plane. Demiplanar Donjon. Anything the dreadnought swallows is transported to a demiplane that can be entered by no other means except a Wish spell or the dreadnought’s Bite or Donjon Visit. A creature can leave the demiplane only by using magic that enables planar travel, such as the Plane Shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the dreadnought’s corpse. The demiplane is otherwise indestructible. Legendary Resistance (3/Day). If the dreadnought fails a saving throw, it can choose to succeed instead. Sever Silver Cord. If the dreadnought scores a critical hit against a creature traveling by means of the Astral Projection spell, the dreadnought can cut the target’s silver cord instead of dealing damage. Actions Multiattack. The dreadnought makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) force damage. If the target is a Huge or smaller creature and this damage reduces it to 0 hit points or it has the incapacitated condition, the dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the Demiplanar Donjon. Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) force damage. Legendary Actions The dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The dreadnought regains spent legendary actions at the start of its turn. Claw. The dreadnought makes one Claw attack. Donjon Visit (Costs 2 Actions). One Huge or smaller creature that the dreadnought can see within 60 feet of itself must succeed on a DC 19 Charisma saving throw or be teleported to an unoccupied space on the floor of the Demiplanar Donjon. At the end of the target’s next turn, it reappears in the space it left or in the nearest unoccupied space if that space is occupied. Psychic Projection (Costs 3 Actions). Each creature within 60 feet of the dreadnought must make a DC 19 Wisdom saving throw, taking 26 (4d10 + 4) psychic damage on a failed save or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity (Titan)","Alignment":"Unaligned","Expansion":30583,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Astral Elf Aristocrat","description":"An astral elf aristocrat is a brilliant, highborn leader gifted with magical abilities, including the power to channel sunlight and summon a solar dragon. Astral Elves Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance. Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons. Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels. Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children. Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them. Astral Elves of Xaryxis The adventure included in this product features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis. Traits Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep. Special Equipment. The elf wears a suit of elven chain . Unusual Nature. The elf doesn’t require sleep. Actions Multiattack. The elf makes two Scimitar attacks and uses Radiant Beam (if available). Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 10 (3d6) radiant damage. Radiant Beam (3/Day). A magical beam of radiance flashes out from the elf’s hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a DC 16 Constitution saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. The elf casts one of the following spells, using Intelligence as the spellcasting ability: 1/day each: fly, mislead, sending Bonus Actions Starlight Step (3/Day). The elf magically teleports up to 30 feet, along with anything it is wearing or carrying, to an unoccupied space it can see. Summon Solar Dragon (1/Day). The elf has a 50 percent chance of magically summoning a young solar dragon . A summoned dragon appears in an unoccupied space that the summoner can see, acts on its own initiative count, and is an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (wizard)","Alignment":"any alignment","Expansion":16643,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Astral Elf Commander","description":"An astral elf commander leads warriors into battle and usually has one or more spelljamming ships under their command. A commander channels the radiant energy of starlight through their weapons, and they can rescue warriors from a perilous situation by using their gods-given power of teleportation. Astral Elves Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance. Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons. Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels. Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children. Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them. Astral Elves of Xaryxis The adventure included in this product features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis. Traits Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep. Unusual Nature. The elf doesn’t require sleep. Actions Multiattack. The elf makes two Longsword or Longbow attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage when used with two hands, plus 14 (4d6) radiant damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 14 (4d6) radiant damage. Spellcasting. The elf casts the following spell, using Wisdom as the spellcasting ability: 2/day: teleport","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":16643,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Astral Elf Honor Guard","description":"The safety of important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat. Astral Elves Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance. Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons. Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels. Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children. Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them. Astral Elves of Xaryxis The adventure included in this product features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis. Traits Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep. Unusual Nature. The elf doesn’t require sleep. Actions Multiattack. The elf makes two Longsword or Radiant Ray attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage, or 13 (2d10 + 2) slashing damage when used with two hands, plus 10 (3d6) radiant damage. Radiant Ray. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 22 (4d10) radiant damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":16643,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Astral Elf Star Priest","description":"Star priests draw their strength from the pantheon of elven gods and oversee religious practices in astral elf society. It’s common for them to serve aboard spelljamming ships, not only as emissaries of the gods but also as spelljammers. Astral Elves Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance. Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons. Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels. Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children. Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them. Astral Elves of Xaryxis The adventure included in this product features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis. Traits Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep. Unusual Nature. The elf doesn’t require sleep. Actions Multiattack. The elf makes two Morningstar attacks. It can use Rain of Radiance in place of one of these attacks. Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage plus 17 (5d6) radiant damage. Rain of Radiance. Magical, flame-like radiance rains down on a creature that the elf can see within 60 feet of itself. The target must make a DC 16 Dexterity saving throw, taking 22 (5d8) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. The elf casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16): 2/day each: cure wounds (8th-level version), hold person 1/day each: divination, sending, word of recall Bonus Actions Starlight Step (2/Day). The elf magically teleports up to 30 feet, along with anything it is wearing or carrying, to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (cleric)","Alignment":"any alignment","Expansion":16643,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Astral Elf Warrior","description":"Astral elf warriors operate elven spelljamming ships and defend elven strongholds throughout the Astral Plane. Astral Elves Long ago, some elves ventured to the Astral Plane to be closer to their gods. There, they ceased to age and could exist indefinitely without sustenance. Astral elves were among the first creatures to dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with numerous invaders, including psurlons, mind flayers, and githyanki. When dealing with others, astral elves customarily cover their faces with ornate visors, becoming faceless extensions of their gods. Their fierce devotion to the pantheon of elven deities is repaid with divine power. For example, the gods invest astral elf warriors with the power to channel the radiant energy of starlight through their weapons, just as they empower astral elf leaders with the ability to cast spells and summon solar dragons. Astral elves ply the Astral Sea and Wildspace in ships of their own design. These ships are fashioned from crystals harvested from Wildspace systems and bound together with an organic, plant-based material that hardens like ceramic. The elves sculpt these substances in various configurations to create star moths and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and citadels. Although the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a star allows the astral elves to forge pacts with solar dragons and to collect starlight, which the elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children. Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them. Astral Elves of Xaryxis The adventure included in this product features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant sun named Xaryxis. Traits Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic can’t put it to sleep. Unusual Nature. The elf doesn’t require sleep. Actions Multiattack. The elf makes two Longsword or Longbow attacks. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage when used with two hands, plus 10 (3d6) radiant damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 10 (3d6) radiant damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":16643,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Astral Merfolk Fisher","description":"Astral Merfolk The merfolk of the Aetherial Expanse make their home in the Constellation Isles, where they’re locked in eternal enmity with their age-old foes, the astral merrow. The merfolk of the Constellation Isles tell tales of tumbling into this world of eternal, starlit twilight long ago. And though many of their kind died—or worse, mutated into merrow—over time, they became at home in the aether. The magic of the Expanse has made their skin bright with shining colors, and given them the uncommon ability to shapechange their long tailfins into legs with webbed feet, which allow them to walk comfortably on land. Though astral merfolk are most at home in the aether and try to steer clear of the greed of land dwellers, the allure of those who walk on land and sail on wooden ships often proves too great to resist. Astral Merfolk Fisher Most astral merfolk are fishers and are exceptionally skilled at using nets and spears to catch fish or defend themselves when threats arise.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Merfolk, Shapechanger)","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":0.25},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Astral Merfolk Tidespeaker","description":"Astral Merfolk The merfolk of the Aetherial Expanse make their home in the Constellation Isles, where they’re locked in eternal enmity with their age-old foes, the astral merrow. The merfolk of the Constellation Isles tell tales of tumbling into this world of eternal, starlit twilight long ago. And though many of their kind died—or worse, mutated into merrow—over time, they became at home in the aether. The magic of the Expanse has made their skin bright with shining colors, and given them the uncommon ability to shapechange their long tailfins into legs with webbed feet, which allow them to walk comfortably on land. Though astral merfolk are most at home in the aether and try to steer clear of the greed of land dwellers, the allure of those who walk on land and sail on wooden ships often proves too great to resist. Astral Merfolk Tidespeaker Among the astral merfolk, skilled spellcasters can use the magic of the aetherial seas to summon tides of aether, pulling their enemies as they see fit.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Merfolk, Shapechanger, Wizard)","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Astral Merfolk Warrior","description":"Astral Merfolk The merfolk of the Aetherial Expanse make their home in the Constellation Isles, where they’re locked in eternal enmity with their age-old foes, the astral merrow. The merfolk of the Constellation Isles tell tales of tumbling into this world of eternal, starlit twilight long ago. And though many of their kind died—or worse, mutated into merrow—over time, they became at home in the aether. The magic of the Expanse has made their skin bright with shining colors, and given them the uncommon ability to shapechange their long tailfins into legs with webbed feet, which allow them to walk comfortably on land. Though astral merfolk are most at home in the aether and try to steer clear of the greed of land dwellers, the allure of those who walk on land and sail on wooden ships often proves too great to resist. Astral Merfolk Warrior Astral merfolk warriors defend their islands, equally skilled at combat above and below the aether.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Merfolk, Shapechanger)","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Astral Merrow","description":"Astral Merrow Leadership among the merrow of the Aetherial Expanse is hard-won through animalistic dominance and is shared between mates in a monogamous or polygamous relationship. A shiver is a group of merrow, and a shiver’s social structure changes year to year as individuals move up and down in the hierarchy. A merrow lower down in the ladder may challenge an alpha merrow for leadership. If the alpha merrow loses, they leave the shiver to find another mate and start a new shiver. Merrow very low in the pecking order (that are constantly harassed by the other members), may also leave the shiver. These merrow become forsaken until they either form their own shiver or, on rare occasions, join an existing shiver.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Source":"custom","Alignment":"Typically Chaotic Evil","Expansion":32048,"Challenge Rating":2},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Astral Ray","description":"Astral rays are highly intelligent ray-like creatures native to the Astral Plane. Capable of temporarily materializing a physical body on the Material Plane, the rays sustain their astral self by drawing in the magical weave pulsating through the material world. A Lasting Bond While most astral rays use portals between the Astral Plane and the material world to manifest themselves, some astral rays bond with a specific creature on the Material Plane that becomes their tether to the world. Forming a deep mental connection that usually lasts a lifetime, an astral ray prefers to bond with spellcasters powerful enough to feed it with magical energy, but adventurous knights, barbarians tribes, and other creatures visiting the Astral Plane are also known to bond with astral rays and use them as flying mounts. Passing the Bond Forging a bond with an astral ray is a rare honor reserved for the few, but it is possible for an individual to transfer this bond to another individual, as long as the astral ray accepts it. The few humanoids blessed with the unyielding friendship of an astral ray are careful to pick a successor to gain their bond before they die, to ensure that they don't leave the ageless astral ray without a tether to the Material Plane.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Good","Expansion":32062,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Astral Snapper","description":"This hideous creature has the body of a pale human. Its yellow eyes are slit with vertical pupils, and its wide grin reveals a mouth full of shark's teeth. Hunters from Beyond. Mysterious extraplanar creatures, astral snappers hunt humanoids on the Material Plane, but they feed on their victim's innards while concealed in the Astral Plane. They erupt back into the Material Plane from the slain creature once the feast is complete. Though they are most at home in the Astral Plane, they can only get there through killing another creature and can only remain there until they have fed. Servants or Parasites. The few scholars familiar with these creatures speculate that they may have come into the world either attached to or in the wake of far greater creatures from beyond the stars, and perhaps they serve such godlike beings in some way. Strange Hungers. Astral snappers hunt by means of stealth and ambush, while seeking out lone travelers. When the astral snapper enters the victim's body by opening a portal in it to the Astral Plane, many of the creatures believe the astral snapper has simply broken off its attack and vanished. They count themselves lucky right up until the first pains of being devoured from the inside strike them.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Astral Spider","description":"The astral spider is a formidable predator that roams the Astral Plane in invisibility, searching for rare mates and grounded locations in the void to lay its eggs within invisible strands of spider silk. The spider can shift between the Astral and Material Planes, sometimes venturing to the Material Plane, where prey is more abundant, to hunt or breed. Most astral spiders display vibrant and prismatic hues, which are rarely seen or recounted, as the spider is almost always invisible, and few live to describe an encounter with it.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":17604,"Challenge Rating":4},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Astral Titan","description":"Astral Titan The astral titans were forged within a fiery furnace of suns by a nameless god obsessed with crafting the perfect creature. The astral titans spread throughout the Aetherial Expanse during their height of power and established great kingdoms. They have a natural connection with aetherium, and can summon powerful warhammers made of pure aetherium using naturally-acquired magic. After witnessing the gods idly stand by and watch mortals suffer and perish without the aid of those who created them, the astral titans dedicated themselves to finding a way to help mortals. Ultimately, this angered the gods who watched as the astral titans, in their arrogance, attempted to harness the power of aetherium through powerful relics such as the Singularity. The astral titans met a swift end when their ambitious plans led to infighting, calamities, and their near extinction. Astral titans still roam the Aetherial Expanse, but they are rare and remain hidden, paranoid that the gods seek them out to complete their extinction.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Source":"custom","Alignment":"Typically Chaotic Good","Expansion":32048,"Challenge Rating":16},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Astralsupial","description":"An oversized opossum with thick, patchy fur hangs upside down from its tail in a nearby tree. Its fleshy hands have five digits, including an apposable thumb. In place of sharp teeth, a mouthful of flat molars results in an unnervingly charming grin. This unique marsupial collects odds and ends in an extradimensional pouch on its body and defends itself by throwing these objects at attackers. Unknown Origins. No one knows exactly how the astralsupial came to be, but a magical anomaly likely created the first one. They are native to the Astral Plane. Occasionally, pulling from the extradimensional pouch has adverse effects and the astralsupial rips itself into another plane of existence. Tree Hugger. When outside the Astral Realm, the astralsupial prefers the safety of forest canopies and swamp trees. They use their strong tails to hang from branches or climb high into the trees to avoid danger. They remain peaceful, surviving mostly on plant life. When confronted, they would rather feign death than fight to the death. Apposable Thumbs. The astralsupial has advantage on Strength (Athletics) checks made to climb. Keen Hearing and Smell. The astralsupial has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack. The astralsupial makes two Claws attacks and uses Astral Pouch. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Astral Pouch. The astralsupial reaches into its extradimensional pouch and chooses a point it can see within 30 feet of it. Each creature within 10 feet of that point must make a DC 13 Dexterity saving throw. Roll a d6 to determine which of the following effects happens. The astralsupial is immune to its own Astral Pouch effects. Ball Bearings. Ball bearings roll out of the pouch, scattering at the end of the astralsupial's next turn. On a failed save, a creature is knocked prone. Cooking Utensils. Cast-iron cooking pans fly out of the pouch. On a failed save, a creature takes 5 (2d4) bludgeoning damage. Tangled Threads. A mass of thread and string bursts out of the pouch. On a failed save, a creature is restrained until a creature takes an action to break the thread by succeeding on a DC 10 Strength check. Astral Mirror. A mirror imbued with a trace of the Astral Plane's power flashes brilliantly. On a failed save, a creature takes 1d4 psychic damage and is blinded until the end of its next turn. Smelly Trash. Handfuls of putrid trash spill from the pouch. On a failed save, a creature is poisoned for 1 minute. The creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Magic Beans. Magical beans bounce out of the pouch. A creature takes 10 (4d4) fire damage on a failed save, or half as much on a successful one. Bonus Actions Astral Traveler (2/Day). The astralsupial briefly surrounds itself in a shower of glittering dust and teleports to an unoccupied space it can see within 30 feet. Reactions Playing Dead. When the astralsupial is reduced to 10 hp or less, it feigns death in hopes of deceiving its attackers. A creature that sees the astralsupial in this state can determine it is a ruse with a successful DC 15 Wisdom (Medicine) check. This ruse lasts until the astralsupial ends it (no action required), up to 8 hours. The first attack it makes within 1 round of ending the ruse has advantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Astri","description":"Human hands sit at the ends of the raccoon-headed creature’s four short legs. It flicks its banded tail as it turns toward cries for help, setting its vivid blue eyes on those in need. Good Samaritans. Astri range the badlands and deserts of the Material Plane, seeking opportunities to assist lost and dying travelers. When an astri encounters people in distress, it works to grant them the assistance they need—be it food, healing, or a safe place to rest—and remains until they no longer require its help. Bringers of Hope. When they aren’t helping individuals or small groups, astri quietly watch over villages in their territories. They keep the surroundings clear of threats, aerate the soil, and dig out wells in places with limited access to clean water. Astri become quite fond of the settlements under their protection and take pride in the residents’ successes. Enemies of Greed. Mercenary behavior offends the sensibilities of astri, but they understand many people have strong selfish streaks. Astri counter this selfishness by magically enforcing the desire to help others. Before an astri assists an intelligent creature, it asks the creature to promise to do good deeds over the next few weeks. If a creature won’t make the promise, the astri still assists, but the creature must contend with the geas that may be attached to the helping hand. Astri in Midgard Astri sightings are most common in the Wasted West. The celestials are known to the dust goblins of the wastes, especially members of the Maimed Ones and Scarlet Rovers who skirmish with them. Astri are also known in the Southlands. They are particularly active in the Crescent Desert, where most of the small villages and settlements have been adopted by the benevolent creatures. Astri are treated as divine messengers of Aten by some Southlands tribes who leave gifts of sweetmeat and cream for them.","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Alignment":"chaotic good","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ataeshia","description":"Atæshia (ah-TAY-shee-ah) was among the first elementals to inhabit the Mundane World, and the first to strike back against the mortals who attempted to tame the wild world. Her army clashed with humanoids for decades, but her enemies’ numbers were too great and her allies too few. As the tides of war turned against the elementals, Atæshia knew it would be better for the elementals to live, rebuild their forces, and wait for another day to take back what was once theirs. Atæshia considers all elementals within her ishkrar, and many would fight under her banner in turn. She hasn’t forgotten their great war, and she views mortals and the gods who created them as the greatest threat to the timescape. Protected Realm. Atæshia spends most of her time atop Tempest, a great mountain with an upper half hidden in an enormous storm. Powerful elementals at the peak manifest lightning and hail the size of apples to hide the Ash Queen’s realm. Any who brave the treacherous climb find that the center of the perpetual squall contains a sunny mountain paradise. Here, elementals shape the land with placid pools, burning lava geysers, icy sculptures, lush gardens, and anything else they wish to manifest. The only requirement to stay in Tempest is to believe in the Ash Queen’s cause and follow her orders whenever you are called upon. Even those who aren’t elementals are welcome to stay provided they observe Atæshia’s rules. Yearly Journey. Once every year, Atæshia travels from Tempest to her reliquary, a tower built in the ruins of her failed war. Here, she takes time to remember and honor the departed, holding a weeks-long vigil surrounded by elemental guardians. Traits Offer to Remembrance (3/Day). When Atæshia fails a saving throw, a willing creature within 60 feet of her who can see her can give their life to protect her. This creature dies instantly, and Atæshia succeeds on the saving throw. Reborn From War. When Atæshia is reduced to 0 hit points, she disintegrates into ash on a solemn wind. For the next 100 years, if a Celestial, a Elemental, or a Humanoid whose challenge rating or level is 5 or higher dies within 60 feet of where Atæshia died, Atæshia returns to life where she died with 25 hit points. Actions Multiattack. Atæshia makes three Pale Flame attacks. She can replace one attack with a use of Moment of Loss, if available. Pale Flame. Melee or Ranged Spell Attack: +13 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (4d6 + 6) radiant dam age plus 14 (4d6) fire damage. If this attack reduces a creature to 0 hit points, they die and all their remains burn to nothing. Moment of Loss (Recharge 6). Atæshia transforms one crea ture she can see within 60 feet of her into the form of a living ash cloud. While transformed to ash, the target is immune to all damage, can’t provide cover to other creatures, and can’t take reactions. At the start of the target’s next turn, they reform and must make a DC 21 Constitution saving throw. On a failed save, the target is reduced to 1 hit point. On a successful save, the target takes 44 (8d10) necrotic damage. This damage can’t reduce the target’s hit points below 1. From Death, Life (1/Day). Atæshia uses her Kindled Sacrifice villain action, even if it is unavailable, to sacrifice herself. Bonus Actions Flickering Flame. Atæshia forms into a cloud of ash, teleports to an unoccupied space she can see within 60 feet of her, and reforms into her true form. Each creature within 5 feet of the space she left must succeed on a DC 21 Dexterity saving throw or take 5 (1d10) fire damage. Reactions Convocation of Ash. When another Elemental Atæshia can see within 60 feet of her is hit with an attack, the damage from the attack is halved and the target can move up to half their speed without provoking opportunity attacks. Villain Actions Atæshia has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1: Wave of Sorrow. Atæshia unleashes a pulse of overwhelming sadness. Each enemy Atæshia can see within 120 feet of her must make a DC 21 Wisdom saving throw. On a failed save, a creature is dazed for 1 minute (save ends at end of turn). On a successful save, a creature can’t take reactions until the end of their next turn. Action 2: Kindled Sacrifice. Atæshia chooses a willing creature within 60 feet of her to die so their allies may live. The target dies, and up to two other dead creatures within 60 feet of the target return to life. These revived creatures regain the same number of hit points the sacrificed crea ture had, up to the revived creature’s hit point maximum. Action 3: Life’s Finale. Atæshia releases a torrent of primordial anguish to unmake the marrow of creation around her. Each enemy within 60 feet of her must make a DC 21 Charisma saving throw. On a failed save, they take 55 (10d10) necrotic damage and can’t regain hit points until the end of Atæshia’s next turn. On a successful save, they take half as much damage, but suffer no other effect. Succeed or fail, if this damage reduces a creature to 0 hit points, they immediately fail one death saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Air, Earth, Fire)","Alignment":"Neutral","Expansion":25493,"Challenge Rating":23},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ataeshia","description":"Traits Offer to Remembrance ( 3 /Day). When Atæshia fails a saving throw, a willing creature within 60 feet of her who can see her can give their life to protect her. This creature dies instantly, and Atæshia succeeds on the saving throw. Reborn From War. When Atæshia is reduced to 0 hit points, she disintegrates into ash on a solemn wind. For the next 100 years, if a Celestial, a Elemental, or a Humanoid whose challenge rating or level is 5 or higher dies within 60 feet of where Atæshia died, Atæshia returns to life where she died with 25 hit points. Actions Multiattack. Atæshia makes three Pale Flame attacks. She can replace one attack with a use of Moment of Loss, if available. Pale Flame. Melee or Ranged Spell Attack: +13 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (4d6 + 6) radiant damage plus 14 (4d6) fire damage. If this attack reduces a creature to 0 hit points, they die and all their remains burn to nothing. Moment of Loss (Recharge 6 ). Atæshia transforms one creature she can see within 60 feet of her into the form of a living ash cloud. While transformed to ash, the target is immune to all damage, can’t provide cover to other creatures, and can’t take reactions. At the start of the target’s next turn, they reform and must make a DC 21 Constitution saving throw. On a failed save, the target is reduced to 1 hit point. On a successful save, the target takes 44 (8d10) necrotic damage. This damage can’t reduce the target’s hit points below 1. From Death, Life ( 1 /Day). Atæshia uses her Kindled Sacrifice villain action, even if it is unavailable, to sacrifice herself. Bonus Actions Flickering Flame. Atæshia forms into a cloud of ash, teleports to an unoccupied space she can see within 60 feet of her, and reforms into her true form. Each creature within 5 feet of the space she left must succeed on a DC 21 Dexterity saving throw or take 5 (1d10) fire damage. Reactions Convocation of Ash. When another Elemental Atæshia can see within 60 feet of her is hit with an attack, the damage from the attack is halved and the target can move up to half their speed without provoking opportunity attacks. Villain Actions Atæshia has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1 : Wave of Sorrow. Atæshia unleashes a pulse of overwhelming sadness. Each enemy Atæshia can see within 120 feet of her must make a DC 21 Wisdom saving throw. On a failed save, a creature is dazed for 1 minute (save ends at end of turn). On a successful save, a creature can’t take reactions until the end of their next turn. Action 2 : Kindled Sacrifice. Atæshia chooses a willing creature within 60 feet of her to die so their allies may live. The target dies, and up to two other dead creatures within 60 feet of the target return to life. These revived creatures regain the same number of hit points the sacrificed creature had, up to the revived creature’s hit point maximum. Action 3 : Life’s Finale. Atæshia releases a torrent of primordial anguish to unmake the marrow of creation around her. Each enemy within 60 feet of her must make a DC 21 Charisma saving throw. On a failed save, they take 55 (10d10) necrotic damage and can’t regain hit points until the end of Atæshia’s next turn. On a successful save, they take half as much damage, but suffer no other effect. Succeed or fail, if this damage reduces a creature to 0 hit points, they immediately fail one death saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Air, Earth, Fire)","Alignment":"Neutral","Expansion":28288,"Challenge Rating":23},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Atavist","description":"Atavists are cultists who believe the secrets of the universe reside within the body. With fell rites of blood magic, they tap into the legacies of their forgotten ancestors and turned their bodies into living weapons. Atavists turn their fingernails into blades, their bones into lethal projectiles, and their bodies into forms perfectly suited to their environments. Tied to the Blood. While rarely spellcasters, atavists rely on blood mages (see Creature Codex ) to unlock their powers. The least stable atavists are functionally thralls, unable to survive in their altered state without regular transfusions of blood or arcane stabilization. The most stable don't need these transfusions but still find themselves indebted to blood mages, alchemists, or other atavists, who are often the only ones willing to accept them in a society that considers them monstrous. Malleable Physiology. At the start of its turn, the atavist gains one of the following benefits until it ends the effect (no action required) or the start of its next turn: Darkvision out to a range of 30 feet. A climbing, flying, or swimming speed of 30 feet. Advantage on Wisdom (Perception) checks that rely on hearing or smell. Bony spikes sprout along its skin, and a creature that touches the atavist or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage. Actions Multiattack. The atavist makes two Keratin Blade or Bone Shard attacks. If both attacks hit one target, the target takes an extra 7 (2d6) piercing damage as bits of bone dig deeper into the target. Keratin Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Bone Shard. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 7 (2d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Athach","description":"The towering and brutish giants known as athaches are reviled for both their monstrosity and cruelty. In addition to having slovenly habits and poisonous fangs, this giant sports a gangly third arm that protrudes from its torso and ends in a twitching, long-fingered claw. These giants despise civilization almost as much as they despise their own kind, and they delight in acts of sadism and terror. They generally don’t keep long-lasting territories or lairs, and are fond of a more nomadic lifestyle—traveling from region to region and often leaving little more than ruins behind. Actions Multiattack. The athach makes any combination of two claw or slam attacks and one bite attack, or two rock attacks. Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d8+7) piercing damage, and the target must make a DC 16 Constitution saving throw. On a failed save the target takes 10 (3d6) poison damage and becomes poisoned for one hour. On a success, the target takes half as much damage and is not poisoned. Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (2d10+7) bludgeoning damage. Claw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d6+7) slashing damage. Thrown Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 23 (3d10+7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Athach","description":"An athach is a massive 18-foot tall giant that has a third arm growing from its malformed, portly body and a gnarled, tusked maw that drips with debilitating venom. The creature never bathes, and the stench its body emits is nearly overpowering. Obsessive Hoarder. An athach is a greedy collector of gems, jewelry, and precious metals. It has an obsessive fascination with such objects, polishing and talking to them for hours in its lair. When it isn't admiring its loot, it sets out to hunt for food or look for more treasure, which directly puts it into conflict with dwarves, mining settlements, and merchant caravans. Paranoid Sociopath. Due to its greedy and obsessive nature, the athach is a solitary creature. It will never live with another intelligent being it doesn't intend to eat, and very rarely will it be with another of its kind, except probably its mate. But due to their greed, the relationship often does not last long as they will soon try to murder each other for fear that the other will steal the other's treasures. An athach prefers to keep monstrous pets, such as hydras, owlbears, and otyughs, to guard its lair. Grappling Brute. In combat, it moves with a lumbering gait, crushing enemies with its enormous tree-trunk club. It will try to grab targets smaller than itself and will then either bite their heads off, slam them to the ground, or fling them like a missile weapon against other foes. Actions Multiattack. The athach makes two Greatclub attacks and one Slam attack. It can use Slam Foe or Fling in place of its Slam attack. If the athach is grappling a creature, the attach can also use its Bite. Greatclub. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage, and if the target is Large or smaller, it is grappled (escape DC 18) and restrained until the grapple ends, and the athach can't use Slam on another target. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one grappled creature. Hit: 15 (2d6 + 8) piercing damage, and if the target is a creature, it must make a DC 18 Constitution saving throw or become poisoned for 1 minute. A poisoned creature is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. Slam Foe. The athach slams a creature grappled by it into another creature it can see within 5 feet of it or a solid surface. Each creature must succeed on a DC 20 Strength saving throw or take 15 (2d6 + 8) bludgeoning damage and be stunned until the end of the athach's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Fling. One creature grappled by the athach is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 8 + 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Athar Null","description":"The Athar deny the legitimacy of gods, believing the so-called deities are merely powerful spellcasters. To combat false gods, Athar nulls train to negate the powers of those with magic. Nulls work in the shadows, serving as assassins and spies for the Athar. Traits Avoidance. If the null is subjected to an effect that allows it to make a saving throw to take half as much damage, it instead takes no damage if it succeeds on the saving throw, and half as much damage if it fails. Actions Multiattack. The null makes two Force Dagger attacks. Force Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 13 (3d8) force damage. Hit or Miss: The dagger magically returns to the null’s hand immediately after a ranged attack. Bonus Actions Defier’s Whim. The null takes the Dash, Disengage, or Use an Object action. Reactions Nullify Spell (3/Day). The null utters a magical word of cancelation to interrupt a creature it can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the null makes an Intelligence check (DC 10 + the spell’s level). On a successful check, the spell fails and has no effect.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Athen-Ra Volsofui'i","description":"“Everyone is trying to define power; I prefer seizing it. Let them name it, I will live it.” A mysterious woman of unknown origin, Athen-Ra is the de facto leader of the Gemology Union . She is in direct contact with its board of directors and some of the key members that operate unobtrusively. Most people don’t know who she is, or that she has such a powerful position in the union. Athen-Ra’s Story Her parents came to Tolia from a distant unknown realm. She was still a baby when they arrived at the Garrote Mountains. She vaguely remembers her parents being killed, their flesh being eaten, and their bones being made into a totem for the Blood God. The same barbarian tribe that murdered her parents adopted her. The only thing left of her parents was the swaddling with her name stitched on it; Athen-Ra Volsofui’i. The tribe had caretakers that attended to all of the tribe’s children, of which she became one. She was kept warm, well-fed and content until she was 6. Then, she started to help the grown-ups with their endeavors. It was like being an apprentice to masters whose metier was adulthood. She had experienced and witnessed many things that most wouldn’t. She was among the few who survived to become an adult, and she earned face tattoos when she did. At some point, due to unforeseen weather conditions, she got separated from the tribe and chose not to return. Instead, she sought a safe place to live out her days, and found Cyherested. It took her over 40 years to seize the power she has today. The strength, the resilience, and the power of will she mustered were all the tools gifted by her tribe, and by using them, adapting to a new environment, and accepting knowledge without resistance, she built her empire brick by brick. Athen-Ra’s Goals Athen-Ra feels complete and satisfied while she is in charge. Authority figures annoy her and she tries to be more powerful than all of them. Roleplaying Athen-Ra Athen-Ra changes her appearance every day through make-up; yet, her condescending eyes, emotionless expression, and tattooed face give her away regardless of how much make-up she wears. She can muster any kind of emotion, travel to the most despicable places, bargain with the lowest of the low, and take inhumane actions even though she is mostly seen in elite places with important figures, attending social events, appearing in political campaigns, and dating ministers. She doesn’t hesitate to obtain power, and she doesn’t shy away from using it. Athen-Ra in Combat Athen-Ra and her surroundings are constantly watched over by a security team that mostly consists of retired law enforcement agents, and ex- CBI Sorcerers . These agents are almost always on high alert and ready to intercept any kind of hostile action. She tries to run from combat while her security team fights off the attackers and secures the way. However, she would prefer to die instead of being controlled or imprisoned; so, if she had to, she would fight with everything she’s got. Even if she is killed, her security team will try to take her body with them. With or without the body, she will be resurrected if her soul is free and willing.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":24099,"Challenge Rating":23},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Athenian Arcane Warrior","description":"The arcane warrior is the prime example of a front line fighter representative of Athens. Trained as both warriors and spellcasters, these soldiers have more options on the battlefield than your average soldier. However, they are usually focused on preparing magic that will supplement their martial prowess. Despite being superior to the average soldier in combat, these fighters are rather commonplace within Athens’ very focused military. For every five mundane soldiers, an arcane warrior is present. Athenian Army Athens is the biggest magocracy in the entirety of the Greek world, represented by a plethora of powerful spellcasters. It is rare for an experienced warrior in the city to not know at least one spell and there are orders of mages specialized in battle magic. However, the city honors the patron goddess of the city, Athena, the Goddess of Wisdom. She is specially appreciated by warriors and scholars, which makes the amount of faithful within the city quite extensive. As such, the ranks of the army are not just powerful, but also versatile. Both martial prowess and varying degrees of arcane and divine expertise are the building blocks for one of the three superpowers in the Greek world. Naval Supremacy. Aside from their hold on magic and its institutionalized learning, the Athenian state holds the most powerful navy in the continent, with a fleet of 500 ships, which requires 100.000 sailors to operate. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Magic Weapons. The warrior's weapon attacks are magical. Spellcasting. The warrior's Spellcasting Ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). They can cast the following spells: At Will: ray of frost 3/day each: expeditious retreat, shield 2/day each: blur, magic missile, silvery barbs, sleep 1/day each: cloud of daggers, invisibility Actions Multiattack. The warrior makes two weapon attacks. They can replace one weapon attack with ray of frost. Longsword (One-Handed). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage. Longsword (Two-Handed). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d10 + 3) slashing damage. Shield Bash. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is large sized or smaller, it must make a DC 13 Strength saving throw or be knocked prone or pushed back 5 ft. (warrior's choice) Ray of Frost (Cantrip). Ranged Spell Attack: +5 to hit, reach 60ft., one target. Hit: 9 (2d8) cold damage. On a hit, the target's speed is reduced by 10 feet until the start of the warrior's next turn. Bonus Actions Swift Casting (2/day). The warrior can cast a spell with a casting time of 1 action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":4},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Athenian Battle-Mage","description":"Battle-Mages are accomplished spellcasters who act as heavy hitters in combat units alongside soldiers and arcane warriors. Their education is primarily focused on evocation magic, but they also can provide a measure of utility and defensive magic for themselves and their fellow athenians. They are primarily deployed on smaller teams, where heavy artillery such as cannons and ballistas are not practical to carry, so they can deal out damage on a wider scale. This combination has proven brutally efficient on infiltration teams, hit-and-run operations and sabotage attempts during wars. Athenian Army Athens is the biggest magocracy in the entirety of the Greek world, represented by a plethora of powerful spellcasters. It is rare for an experienced warrior in the city to not know at least one spell and there are orders of mages specialized in battle magic. However, the city honors the patron goddess of the city, Athena, the Goddess of Wisdom. She is specially appreciated by warriors and scholars, which makes the amount of faithful within the city quite extensive. As such, the ranks of the army are not just powerful, but also versatile. Both martial prowess and varying degrees of arcane and divine expertise are the building blocks for one of the three superpowers in the Greek world. Naval Supremacy. Aside from their hold on magic and its institutionalized learning, the Athenian state holds the most powerful navy in the continent, with a fleet of 500 ships, which requires 100.000 sailors to operate. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Careful Casting. When a battle mage casts a spell that causes damage or that forces a creature to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to automatically succeed on the required saving throw. Spellcasting. The battle-mage's Spellcasting Ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells: At Will: fire bolt, mage armor, mage hand, minor illusion, ray of frost, shocking grasp 3/day each: magic missile (as a 2nd-level spell), shatter, shield, thunderwave 2/day each: counterspell, dispel magic, enhance ability, fireball, invisibility, misty step 1/day each: banishment, fly, polymorph Actions Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage. Fire Bolt (Cantrip). Ranged Spell Attack: +7 to hit, reach 120ft., one target. Hit: 11 (2d10) fire damage. Mind Sliver (Cantrip). The target must succeed on an DC 15 Intelligence saving throw or take 7 (2d6) psychic damage and subtract 2 (1d4) from the next saving throw it makes before the end of the battlemage's next turn. Ray of Frost (Cantrip). Ranged Spell Attack: +7 to hit, reach 60ft., one target. Hit: 9 (2d8) cold damage. On a hit, the target's speed is reduced by 10 feet until the start of the battle-mage's next turn. Shocking Grasp (Cantrip). Melee Spell Attack: +7 to hit, reach 60ft., one target. Hit: 9 (2d8) lightning damage. The battle-mage has advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target can't take reactions until the start of its next turn. Bonus Actions Arcane Mark. The battle-mage can mark one creature within 60 feet. The marked creature has disadvantage on any spells cast by the battle mage until the beginning of the battle mage's next turn. Reactions War Mage Reflex. When the battle-mage takes damage from a creature's attacks, spells or abilities, it can cast a cantrip against the offending creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Athenian Eldritch Champion","description":"The eldritch champions are extraordinary warriors, with an incredible mastery of martial combat and its resulting combination with arcane prowess. They are elite troops that are spread out over entire platoons, typically as the companion of a general, second-in-command of an elite unit led by a strategist or they may even be a general themselves. Most often they are accompanied by Sacred Dogs of Athena, which turns any congregation where the champion is present into a death trap for most foes. Furthermore, the champions are always outfitted with magic items when out on the field. This includes enchanted armor and weapons, elemental gems, spell scrolls and an assortment of potions, ranging from healing, to resistance, speed and even invisibility. Although they are not specialists in magic, their potential is considerably higher than that of arcane warriors. Their choice of spells is also meant to focus on boosting their skills, while also providing a measure of defense against other spellcasters on the field. Elite amongst the Wise. The eldritch champion is a rare sight, for it is the most powerful type of warrior amongst the army. They are even rumored to be blessed by Athena herself, although there is no claim to it from the champions themselves. Athenian Army Athens is the biggest magocracy in the entirety of the Greek world, represented by a plethora of powerful spellcasters. It is rare for an experienced warrior in the city to not know at least one spell and there are orders of mages specialized in battle magic. However, the city honors the patron goddess of the city, Athena, the Goddess of Wisdom. She is specially appreciated by warriors and scholars, which makes the amount of faithful within the city quite extensive. As such, the ranks of the army are not just powerful, but also versatile. Both martial prowess and varying degrees of arcane and divine expertise are the building blocks for one of the three superpowers in the Greek world. Naval Supremacy. Aside from their hold on magic and its institutionalized learning, the Athenian state holds the most powerful navy in the continent, with a fleet of 500 ships, which requires 100.000 sailors to operate. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Legendary Resistance (3/day). If the champion fails a saving throw, they can choose to succeed instead. Commander's Aura. Any of the champion's allies within 30 feet of them add the champion's Intelligence modifier to their weapon damage rolls. Chosen of the Aegis. While the champion is using a shield they gain an additional +1 bonus to their AC. Eldritch Strike. When the champion hits a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell before the end of the champion's next turn. Magic Resistance. The champion has advantage on saving throws against spells and other magical effects. Magic Weapons. The champion's weapon attacks are magical. Owl's Sight. Magical darkness doesn't impede the champion's darkvision. Regeneration. The champion regains 10 hp at the start of their turn if they have no more than half of their total hit points. Spellcasting. The champion's Spellcasting Ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can cast the following spells: At Will: fire bolt, ray of frost, shocking grasp 3/day each: absorb elements, invisibility, shield 2/day each: blur, counterspell, magic missile (as a 3rd level spell), silvery barbs 1/day each: fire shield, fireball, haste, holy weapon, wall of force Actions Multiattack. The champion makes four weapon attacks. They can replace up to two weapon attacks with the casting of a cantrip. Booming Blade. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 13 (3d8) thunder damage. If the target moves willingly before the start of the champion's next turn, it takes an additional 18 (4d8) thunder damage. Arcane Longbow. Ranged Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) force damage. Ray of Frost (Cantrip). Ranged Spell Attack: +10 to hit, reach 60ft., one target. Hit: 13 (3d8) cold damage. On a hit, the target's speed is reduced by 10 feet until the start of the battle-mage's next turn. Fire Bolt (Cantrip). Ranged Spell Attack: +10 to hit, reach 120ft., one target. Hit: 16 (3d10) fire damage. Shield Bash. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage. If the target is large sized or smaller, it must make a DC 18 Strength saving throw or be knocked prone or pushed back 10 ft. (champion's choice) Shocking Grasp (Cantrip). Melee Spell Attack: +10 to hit, reach 60ft., one target. Hit: 9 (2d8) lightning damage. The champion has advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target can't take reactions until the start of its next turn. Bonus Actions Swift Casting (3/day). The champion can cast a spell with a casting time of 1 action. Eldritch Step (Recharge 4-6). The champion teleports, along with any equipment they are wearing or carrying, to an unoccupied space they can see within 60 feet of themselves. Legendary Actions Athenian Eldritch Champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Athenian Eldritch Champion regains spent legendary actions at the start of their turn. Move. The champion can move up to their speed without provoking attacks of opportunity. Attack. The champion can make a booming blade attack. Cast a Spell (Costs 2 actions). The champion can cast a spell with a casting time of 1 action or bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":15},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Athils Vestemb","description":"Athils Vestemb The jarl of the Whar, Athils Vestemb is in many ways the model of a successful raider. She is brave and daring in battle and now as jarl, treats her clan with respect and reverence. Yet in other ways she is so very different. For to her came one of the largest and most powerful wolves and their bond is stronger than any seen elsewhere among the Whar. Stronger even perhaps than the bond between Athils and her brother, Gulli. Roleplaying Athils Fated. Athils believes a day will come when the Whar are as respected as the Hallharn or Lutan clans. She wants her people to have a vote on the inner council. She also believes that this is why the Grimnir frost wolf was sent to her. Wolfdreamer. Athils wolf is connected to the primal world of Grimnir and Athils shares her wolf’s dreams. In them she sees visions of places and events and this dreaming has guided her during ascension to jarl of the Whar. Disciple of Hel. Athils wears a charm of Hel, with 3 uses remaining. Each use grants her 10 temporary hit points and whenever she makes an attack roll or a saving throw, she can roll a d4 and add the number rolled to the attack or saving throw roll. This effect lasts for 1 hour.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Neutral","Expansion":25792,"Challenge Rating":6},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Athlonia, The Moon's Eclipse","description":"Athlonia, the Moon’s Eclipse Elf knight of shadow “A heart once beating with eternal love now lies black in her chest. Her spirit once walked in the light but now walks in the shadows.” —Elven carving on the last remaining stone of the temple of the Gray Reaches Nicknames: The Knight of the New Moon, the Shadow’s Touch, the Sorrow Athlonia lives in the shadows of the world. When she fell in love with Kallis Redfall, the human king, she severed her connection with her elf family. As Kallis’ wife and queen, she watched her soulmate and children die as age took them one by one until the entire kingdom turned to dust and bones. Athlonia soon found the world held nothing for her. As she walked in the shadowy ruins of the former elven court of the Gray Reaches, Athlonia discovered a hidden gateway to the dark world of the unseelie fey. The unseelie lords on the other side bonded with Athlonia, and she found herself embracing the very shadows in which she hid. Her heart became cold. With new power and hardened soul, Athlonia turned to bounty hunting for money and sport. Caring nothing for their lives, she cut her quarry down with her black blade. Soon she found a like-minded soul in the gnoll shapeshifter Kryx. The duo hunted at the borders between civilization and the wilds until they found a new path illuminated by the fiery charisma of Irae Firetouched. Athlonia once wore a locket around her neck with a picture of her husband and children, dead for centuries. It is said she tore it from her neck and threw it into the deep woods of the Gray Reaches, hoping to forget the life she once had. She failed to forget, however, and she secretly yearns for its return. Ideal: “A quick death from the shadow’s heart is the best you can hope for in this world.” Bond: “I travel with the most unexpected companions who share my nihilistic view of the world.” Flaw: “A spark of love and loss still resides in my cold heart.” Tactics Althonia is the front line of the Accord, standing silently at the Irae’s side, her grim visage a contrast to Irae’s blazing personality. Althonia uses her ability to step through the shadows to block those who would threaten Irae. When pressed, the knight surrounds herself with the shadowy power of the unseelie fey.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":18514,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 6"},{"name":"Athmia Valkys","description":"While Aronar lusts after the mastery of magic, Athmia needs no grand display to kill, just a single touch on her victim’s mind. From childhood, she was a silent killer, rending the minds of small animals to sharpen her cognitive blades. Her arts of mental assassination allow her to tear down mental barriers and gouge out secrets without lifting a hand, leaving behind corpses with bleeding ears. Her discretion and lethality earned her Qazyldrath’s left eye, a gift of shrewdness and stealth. In her visions, she saw her dark gifts praised, her ascendancy assured—and power, so much power for her insatiable mind. Athmia allows Aronar to act as the cult’s outward-facing “leader,” but they work as equals—Aronar the politicking manipulator, Athmia the blade in the dark. During the rare times she speaks, she shows herself to be merciless, cold, and wholly devoted to the end of the world. Traits Charm Resistant. Athmia has advantage on saving throws she makes to avoid or end the charmed condition on herself. Evasion. If Athmia is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Mental Assault ( 1 /Turn). When Athmia hits a creature with her Soul Blade attack, she can assault their mind. The target must succeed on a DC 19 Intelligence saving throw or expend one spell slot of the highest level available with no effect. A creature who fails this saving throw but can’t expend a spell slot must instead spend 3 of their Hit Dice with no effect, or if they can’t, take an extra 10 (3d6) psychic damage. Actions Multiattack. Athmia makes two Soul Blade attacks. Soul Blade. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 25 (5d6 +8) psychic damage, and the target must succeed on a DC 19 Wisdom saving throw or be frightened of Athmia until the end of her next turn. Psychic Frenzy ( 1 /Day). Athmia clouds the minds of her foes. Each enemy within 60 feet of her must succeed on a DC 19 Wisdom saving throw or be dazed until the start of her next turn. Athmia gains 5 temporary hit points for each creature who fails this save. Bonus Actions Cunning Action. Athmia takes the Dash, Disengage, or Hide action. Sun Eater’s Gift ( 3 /Day). While within 30 feet of Aronar, Athmia swaps places with him if he is willing. Reactions Sun Eater’s Mind ( 3 /Day). When a creature Athmia can see within 60 feet of her makes a spell attack against her or casts a spell that requires her to make a saving throw, she can pierce their mind, and the next attack she makes against that creature is automatically a critical hit.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Half-Elf)","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Atoru","description":"Standing over 15 feet tall with mottled blue skin; wide, flat heads; and long necks, with twin tusks curving toward their chests, the atoru have a light and graceul gait that belies their size. They exude an aura of calmness and serenity. Cosmic Orphans. Remnants of an ancient species, the many of the small number of atoru in Accord space inhabit domiciles carved into asteroids rich in platinum-group minerals. The religion of these mysterious people holds that eons ago, the vast majority of their kind acheived a kind of apotheosis called Xaaneh, and merged with the universe. Atoru , in their tongue, means \"stranded\" or \"forsaken.\" Ascetic Giants. Although the atoru long ago accepted they will never be able to join with their ancestors, many have adopted a philosophy of betterment, striving for improvement of mind, body, and action. They possess inherent esper-like abilties, and many have become full fledged espers, with some combining their talents with a fluid, powerful fighting style. Fortunately, atoru largely subscribe to an idealogy of nonviolence, and only resort to combat in defense of themselves and others. Tips and Tactics When fighting alongside those smaller than themselves, atoru seek to aid and defend the least capable, using their reach to pull fallen allies to safety. They rarely strike to kill, preferring to incapacitate their foes. Individual atoru have been known to make exceptions to this rule.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"lawful good","Expansion":27052,"Challenge Rating":8},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Atoru Galeem","description":"Atoru Standing over 15 feet tall with mottled blue skin; wide, flat heads; and long necks, with twin tusks curving toward their chests, the atoru have a light and graceul gait that belies their size. They exude an aura of calmness and serenity. Cosmic Orphans. Remnants of an ancient species, the many of the small number of atoru in Accord space inhabit domiciles carved into asteroids rich in platinum-group minerals. The religion of these mysterious people holds that eons ago, the vast majority of their kind acheived a kind of apotheosis called Xaaneh, and merged with the universe. Atoru , in their tongue, means \"stranded\" or \"forsaken.\" Ascetic Giants. Although the atoru long ago accepted they will never be able to join with their ancestors, many have adopted a philosophy of betterment, striving for improvement of mind, body, and action. They possess inherent esper-like abilties, and many have become full fledged espers, with some combining their talents with a fluid, powerful fighting style. Fortunately, atoru largely subscribe to an idealogy of nonviolence, and only resort to combat in defense of themselves and others. Tips and Tactics When fighting alongside those smaller than themselves, atoru seek to aid and defend the least capable, using their reach to pull fallen allies to safety. They rarely strike to kill, preferring to incapacitate their foes. Individual atoru have been known to make exceptions to this rule.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"lawful good","Expansion":27052,"Challenge Rating":12},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Atoth","description":"Atoths are hideous undead parasites that exist outside of time within the void of space. When a ceroptor dies within its host body during extra-dimensional travel, the material essence associated with the corporeal body tears free and jettisons into the void. The essence of the material form then reforms creating the atoth. Lacking souls and therefore devoid of true consciousness, they cannot fully merge with the outer realms. As a result, their forms remain tragically addicted to the egoic consciousness of living things. This means that while atoth can potential travel anywhere in the void, they remain inextricably bound to exist in the dimensions that surround the world upon which their old material form was fabricated. Atoths are singularly consumed with feeding off the psychic energies of living creatures, particularly emotional energies such as joy, love, fear, and anger. They are cursed to sense these energies radiating from the material worlds upon which they can no longer manifest, thus whenever a living being breaks from the material form and enter the dimension of non-being, the atoth explode into a frenzied rush to devour their mortal essence in its discorporate form. Cruelly, they can beget no true sustenance from the emotions of their victims. Following only a brief period of satiation that antecedes their feasting, their emptiness and disconnect returns a thousand-fold, driving them to become even more aggressive and ferocious in their hunts. An Atoth's Lair The nightmare rift has no natural light. There is no solid matter within the rift nor any gravity, but all creatures gain a fly speed of 30 feet (hover). Conjuration and teleportation effects do not function within the rift, nor do effects that alter the flow of time or allow divination that reveals information about the past or future. The rift is a dimension purely of mind, so mindless creatures cannot be drawn into it, nor can unconscious creatures; if either type of creature accompanies those who have failed their save, they are held in a null-border between moments at the edge of the rift while their fellows encounter the atoth. Creatures knocked unconscious within the rift disappear into this null-space as well, as are the physical remains and gear of creatures killed within the rift. If the atoth is destroyed, the rift collapses and creatures within it continue on to their final destination, accompanied by any wraiths created within the nightmare rift. If all creatures other than the atoth and wraiths are killed or knocked unconscious, they and their remains return to their point of origin in the Material Plane while the atoth and its wraiths are shunted away 1d100 x 100 miles in a random direction. Lair Actions On initiative count 20 (losing ties), the atoth takes a lair action to cause one of the following effects. The atoth can dispel any light source within 60 feet. Light caused by magic are only dispelled if they were cast with slot lower than 4th level. The atoth gains a point of inspiration. The atoth can prevent any extradimensional travel into or out of the nightmare rift for 1 round. 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These traits can be developed by skillful trainers, as can a variety of related actions, making atrociraptor-riding cavalry a truly fearsome opponent. Adept at moving stealthily across most terrain, little escapes their keen senses when hunting.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Atropal","description":"An atropal is a ghastly, unfinished creation of an evil god, cast adrift and abandoned long ago. Since an atropal was never truly alive, it can’t be raised from the dead or resurrected by any means. Even divine intervention can’t breathe true life into this hateful, miserable horror. An atropal is malformed and unfinished. Its wet, wrinkled, and bloated body is surmounted by a hairless, overlarge head set with glassy, vacant eyes. It constantly drools stinking ichor as it mouths obscenities. Its arms are too slender, with tiny hands ending in cruelly shaped nails. An atropal never walks but always floats, with its atrophied, dead legs hanging useless below it. Negative Energy Connection. The shriveled umbilical cord of an atropal appears to trail off into nothingness, but in fact, it attaches to the Negative Plane. This connection gives the atropal power over death and undeath. The cord can be severed by a vorpal sword or other vorpal weapon, and doing so weakens the atropal’s tie to the Negative Plane. An atropal can summon vestiges of creatures that died in the Negative Plane, which manifest as wraiths. These servants can exist outside the Negative Plane only by the atropal’s sheer force of will, and they quickly dissipate when the atropal is destroyed. Undead Nature. An atropal doesn’t require air, food, drink, or sleep. Traits Magic Resistance. The atropal has advantage on saving throws against spells and other magical effects. Negative Energy Aura. Creatures within 30 feet of the atropal can't regain hit points, and any creature starts its turn within 30 feet of the atropal takes 10 (3d6) necrotic damage. If the atropal is struck by a vorpal sword , the wielder can cut the atropal's umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature. Turn Resistance Aura. The atropal and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead. Actions Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage. Ray of Cold. Ranged Spell Attack: +12 to hit, reach 120 ft., one target. Hit: 21 (6d6) cold damage. Life Drain. The atropal targets one creature it can see within 120 feet of it. The target must succeed on a DC 19 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The atropal regains a number of hit points equal to half the amount of damage dealt. Summon Wraith (Recharge 6). The atropal summons a wraith which materializes within 30 feet of it in an unoccupied space it can see. The wraith obeys its summoner's commands and can't be controlled by any other creature. The Wraith vanishes when it drops to 0 hit points or when its summoner dies. Legendary Actions Atropal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Atropal regains spent legendary actions at the start of their turn. Touch. The atropal makes a touch attack. Ray of Cold (Costs 2 Actions). The atropal uses its Ray of Cold. Wail (Costs 3 Actions). The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a DC 19 Constitution saving throw or gain 1 level of exhaustion.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead (titan)","Alignment":"neutral evil","Expansion":7389,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Atropal","description":"An atropal is a ghastly, unfinished creation of an evil god, cast adrift and abandoned long ago. Since an atropal was never truly alive, it can’t be raised from the dead or resurrected by any means. Even divine intervention can’t breathe true life into this hateful, miserable horror. An atropal is malformed and unfinished. Its wet, wrinkled, and bloated body is surmounted by a hairless, overlarge head set with glassy, vacant eyes. It constantly drools stinking ichor as it mouths obscenities. Its arms are too slender, with tiny hands ending in cruelly shaped nails. An atropal never walks but always floats, with its atrophied, dead legs hanging useless below it. Negative Energy Connection. The shriveled umbilical cord of an atropal appears to trail off into nothingness, but in fact, it attaches to the Negative Plane. This connection gives the atropal power over death and undeath. The cord can be severed by a vorpal sword or other vorpal weapon, and doing so weakens the atropal’s tie to the Negative Plane. An atropal can summon vestiges of creatures that died in the Negative Plane, which manifest as wraiths. These servants can exist outside the Negative Plane only by the atropal’s sheer force of will, and they quickly dissipate when the atropal is destroyed. Undead Nature. An atropal doesn’t require air, food, drink, or sleep. Traits Magic Resistance. The atropal has advantage on saving throws against spells and other magical effects. Negative Energy Aura. Creatures within 30 feet of the atropal can’t regain hit points, and any creature that starts its turn within 30 feet of the atropal takes 10 (3d6) necrotic damage. If the atropal is struck by a vorpal sword , the wielder can cut the atropal’s umbilical cord instead of dealing damage. If its umbilical cord is cut, the atropal loses this feature. Turn Resistance Aura. The atropal and any other undead creature within 30 feet of it has advantage on saving throws against any effect that turns undead. Actions Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage. Ray of Cold. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) cold damage. Life Drain. The atropal targets one creature it can see within 120 feet of it. The target must succeed on a DC 19 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The atropal regains a number of hit points equal to half the amount of damage dealt. Summon Wraith (Recharge 6). The atropal summons a wraith, which materializes within 30 feet of it in an unoccupied space it can see. The wraith obeys its summoner’s commands and can’t be controlled by any other creature. The wraith vanishes when it drops to 0 hit points or when its summoner dies. Legendary Actions The atropal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The atropal regains spent legendary actions at the start of its turn. Touch. The atropal makes a touch attack. Ray of Cold (Costs 2 Actions). The atropal uses its Ray of Cold. Wail (Costs 3 Actions). The atropal lets out a withering wail. Any creature within 120 feet of the atropal that can hear the wail must succeed on a DC 19 Constitution saving throw or gain 1 level of exhaustion.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead (titan)","Alignment":"neutral evil","Expansion":31454,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Attercroppe","description":"Emerging from the water with barely a ripple is a slender, serpentine creature with human arms and a wicked grin on its wide, lizard-like mouth. The creature is no more than a foot long and has pale green skin and blood-red eyes. Ophidian Fey. While attercroppes have a vaguely snakelike appearance, they are not cold-blooded creatures and have nothing but disdain for true snakes and reptilian creatures like lizardfolk and nagas. They hate other creatures just as much and despise everything that is beautiful and pure in the world. Poisonous Fey. Attercroppes radiate supernatural poison from their bodies. While their poisonous aura cannot harm living creatures directly, it is remarkably good at poisoning fresh sources of drinking water, such as wells and ponds. Rivers, streams, and lakes are usually too large for a single attercroppe to poison, but several attercroppes working together can poison a larger body of still or slow-moving water. Fey Enemies. Water-dwelling fey, such as kappa and lorelei , and many forest-dwelling fey, such as dryads, hate attercroppes with a passion and seek to slay the horrid creatures whenever possible, even going so far as to team up to wipe out an attercroppe nest. Because of this, attercroppes are never encountered with other types of fey. Their only allies are evil monstrosities and aberrations with a tolerance for poison and a lust for destruction. Egg-Laying Fey. Attercroppes are hermaphrodites and reproduce by laying eggs. They typically lay hundreds of eggs at a time, the eggs hatching after a few days, when the young attercroppes are abandoned by their parents. Young attercroppes resemble tiny green worms for their first year of life, until they develop their poisonous aura and magical abilities. Few attercroppes survive to adulthood, but those that do become a blight on the natural world.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Auchs","description":"Lumbering and slow-witted, Auchs is one of the more dangerous bandits in the Stag Lord’s employ. With an adjustment to his alignment, though, he can serve as an imposing bouncer at a tavern or even as a lovable rural character who tends to get in over his head. Traits Brute. Auchs deals one extra die of its damage when he hits with his greatclub (included in the attack). Actions Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Augrek Brighthelm","description":"Sheriff's deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart. Ideal. \"You'll get farther in life with a kind word than an axe.\" Bond. \"Bryn Shander is my home. It's my job to protect her.\" Flaw. \"I'm head over heels in love with Sheriff Southwell. One day I hope to marry him.\" Traits Dwarven Resilience. Augrek has advantage on saving throws against poison. Actions Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, ranged 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Augrek carries ten crossbow bolts.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (shield dwarf)","Alignment":"lawful good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Augur Kyton","description":"Gory sentinels with a lust for flesh and the myriad bodily fluids contained within, augurs number among the most common servants—as well as most despicable—of the chain devils SRD (also called kytons) on the Plane of Shadow. Having given up their humanoid bodies in favor of the more stealthy and wretched guise of a singular large eye armored in bloodied metal plates, augurs act as spies and sycophants for more powerful kytons. Their miniscule size, sturdy exterior, and unnerving gazes make them ideally equipped for dangerous reconnaissance missions to the Material Plane, where the augurs are able to scout out potential raiding locations or spot vulnerable, lone travelers before their more powerful kyton brethren cross the planes to attack. Deadly Infiltrators. While their usefulness in tasks of stealth and guile makes augurs deadly companions, their insatiable lust for blood often proves their ultimate downfall. Augurs, like most kytons, find themselves in a heightened state of arousal when witness to the destruction of flesh, but the extent to which these muscular orbs find pleasure in blood is far more treacherous than their more disciplined peers. 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An amalgam of various bird species crows proudly as it hops forward. Chimeric Avian. The body of an august rooster is nearly human-sized with the head of a pheasant, the body of a perching duck, the tail of a peacock, the legs of a heron, the beak of a parrot, and the wings of a swallow. There is wide variation among specimens of this hybrid, however, with different creators replacing portions of the creature depending on the material they have on hand during the creation process. Most august roosters are created entirely of avian material, though specimens evidencing snake necks, turtle shells, and stag bodies have been encountered. Once created, an august rooster can reproduce with any species of bird, which usually results in an exotic-looking example of the bird. Only three percent of eggs fertilized or laid by an august rooster hatch into another august rooster. An august rooster fused by magic is full grown at creation, while one that hatches naturally grows to adulthood over the span of six to eight months. Selfish and Self-serving. August roosters display the basest instincts of their creators, and they have the mental faculties and temperament of a spoiled, malicious child. Their sole concern is their own comfort, and they use their natural gifts to force nearby humanoids to tend to their wants and needs. Young august roosters are brazen about their collections of servants, often working the servants to exhaustion with constant demands. More mature individuals have a strong sense of self-preservation and have their servants see to their needs only when they know it will not raise suspicion.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Aurae","description":"Nymphs are powerful fey who embody the splendor of the natural world. Architects of wild beauty, nymphs are bound to, and protect, the forests, rivers, springs, meadows, mountains, and seas they shape and call home. Nymphs feel a greater kinship to elves than do most other fey, and the two groups resemble each other in general appearance, though nymphs have more obviously supernatural features. Enigmatic Values . All nymphs are incredibly beautiful and demand to be surrounded by aesthetically elegant creatures and items that rival their own appearance. They are chaotic beings that believe in the importance of beauty above all else. Rather than viewing the world in terms of good and evil, most nymphs see only beauty and ugliness. To them, actions that create beauty are laudable; beautiful creatures and objects must be protected. That which destroys or damages beauty, or promotes ugliness, must be eradicated. Secluded Surroundings . Nymphs make homes in the most beautiful locations of the natural world. They augment these places, nurturing the plants, shaping the earth, and purifying the water. Those seeking a nymph should look to the most breathtaking natural landmarks in their vicinity as a sign of her presence. However, intruders are rarely welcome, as most nymphs prefer to live in solitude. Many nymph homes lie on the borders between the fey and the mortal realm. Time passes differently in these locations, and mortals who unwittingly wander into a nymph’s domain for an afternoon may find themselves displaced by centuries in time. Ephemeral Lovers . Many prominent heroes of legend are thought to be the offspring of nymphs. Affairs between nymphs and mortals tend to be fleeting and frequently end in tragedy. Powerful mortals who are seduced into joining nymphs in the fey realm may disappear from the mortal realm for centuries, throwing kingdoms into chaos in the meantime. Nymphs taken into the mortal world as wives and husbands soon pine for the natural splendor of their wild homes, and they usually abandon their mortal families. Types of Nymphs Nymphs are divided into six subraces: dryads of the forests, naiads of lakes and rivers, nereids of the oceans, oreads of the mountains, oceanids of the islands, and aurae of the night sky. Nymphs may be male, female, both, or neither. However, most nymphs possess certain delicate feminine qualities, regardless of their gender, and they are collectively described with feminine pronouns. Nymph Lairs The lair of a nymph is a beautiful, natural place that reflects her type. For example, dryads make their lairs in the branches and roots of a great tree to which she is bound. Naiads often dwell within underwater caves that can only be reached by swimming beneath a river or lake. Oreads may choose picturesque ruins located high in the mountain that she calls home. When a nymph’s lair contains a connection to the fey, or lies within the fey, she gains access to lair actions. Lair Actions On initiative count 20 (losing initiative ties), the nymph can take a lair action to cause one of the following magical effects: The nymph glimpses the future, so that it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. The nymph merges with her surroundings and reappears anywhere in her lair. This ability functions exactly like dimension door except that it requires no components and the range is limited to within the nymph’s lair. Regional Effects The region containing a nymph’s lair is warped by the ephemeral nature of the feywild. Time passes differently in the lair of the nymph. Every day spent there counts as a month in the mortal world. The nymph can decrease this rate of time passage to a week or increase it to a year. Monstrosities, aberrations, fiends, and humanoids with Charisma scores of 8 or less feel extremely uncomfortable in a nymph’s lair. They have disadvantage on all saving throws and ability checks. Aurae Aurea are nymphs associated with the sea and the night sky, currents, breezes, and the constellations. Each aurae claims an island for her home, and she guards it with fearsome devotion. The most territorial of the nymphs, aurae have taken it upon themselves to stem the tide of civilization and do not tolerate mortals on their islands. They are not malicious or cruel, and they always give trespassers fair warning to leave. But if their words go unheeded, they will not hesitate to smite interlopers with all their power. Aurae sometimes become muses for mortals. These nymphs have an innate fascination with words and language, and thrill in the abilities of poets, storytellers, and lyricists. Some of history’s greatest songs, poems, and tales are thought to have been inspired by aurae. Like other nymphs, aurae can charm others to fight for them, but they also wield great strength, both physical and magical. In battle, aurae weave fey magic into beautiful songs to lull their opponents to sleep and to inflict psychic harm through vivid nightmares.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (nymph)","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":7},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Aurak Draconian","description":"Created from the eggs of gold dragons, aurak draconians are the most powerful of draconians, their entire being thrumming with eldritch power. Unlike other draconians, auraks are wingless. This might lull foes into a false sense of security, until the auraks exhale noxious fumes resembling those of their dragon progenitors. Auraks are masterminds and strategists that serve as commanders in the Dragon Armies. They often lead contingents of less powerful draconians. When slain, aurak draconians unleash their inherent magic in a deadly burst of lightning. Draconians Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen’s foul magic. The Dragon Armies closely guard the secret of the draconians’ creation, allowing Krynn’s metallic dragons to continue to think their eggs are being held hostage so they don’t oppose the Dragon Queen’s conquests. Traits Aura of Command. The draconian radiates a commanding presence in a 20-foot-radius sphere centered on itself. A draconian in the aura that can see or hear the aurak can’t be charmed and has advantage on saving throws made to avoid or end the frightened condition on itself. Death Throes. When the draconian is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 9 (2d8) lightning damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t stunned. Spellcasting. The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: invisibility , mage hand 2/day each: dimension door , disguise self , sending 1/day: dominate person Actions Multiattack. The draconian makes three Rend or Energy Ray attacks. Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage. Energy Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 8 (1d10 + 3) force damage. Noxious Breath (Recharge 5–6). The draconian exhales a 15-foot cone of noxious gas. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, the creature takes 21 (6d6) poison damage and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage, doesn’t gain exhaustion, and is immune to all draconians’ Noxious Breath for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Sorcerer)","Alignment":"Typically Lawful Evil","Expansion":17925,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Aural Hunter","description":"An eyeless, jawless creature comes bounding on six gangly limbs, several thin membranes stretched across bony protrusions along its back. Vicious spikes slide out from under the skin over its ribcage. The beings known commonly as aural hunters are apex predators from an otherworldly realm. Ceaseless hunger led its ancestors to prey upon the other species of its home realm until it was the sole species in a bleak and silent landscape. Well-intentioned but misguided interplanar contact by others made the lonely creature aware of life on other planes. Several aural hunters escaped to the Material Plane and new prey. The aural hunter's strange physiology makes the sounds of pain and fear its most nourishing food, but prey rarely survive an encounter with the creature. Sound Seekers. Aural hunters primarily navigate by echolocation and feed on sonic vibrations created by other creatures. Their affinities and instincts allow them to survive in most ecosystems, but they thrive where sound carries best, such as mountain slopes and deep caverns. Since they aren't carnivorous, aural hunters make for generous symbionts, as they often leave behind entire corpses for scavengers. Blind Senses. The aural hunter can't use its blindsight while deafened and unable to smell. Keen Hearing. The aural hunter has advantage on Wisdom (Perception) checks that rely on hearing. Sonic Sensitivity. When the aural hunter takes thunder damage, it becomes deafened until the end of its next turn. Actions Multiattack. The aural hunter makes two Claws attacks and one Rib Hooks attack. It can use Consume Sound in place of one attack. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Rib Hooks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature and it doesn't have another creature grappled. Consume Sound. The aural hunter siphons energy from the audible vibrations surrounding a creature grappled by it. The target must make a DC 13 Constitution saving throw. On a failure, the target takes 14 (4d6) necrotic damage and becomes deafened and unable to speak until the end of its next turn. On a success, the target takes half the damage and is able to hear and speak. The aural hunter regains hp equal to the damage dealt. Consume Sound has no effect on creatures that are already deafened and unable to speak. The aural hunter can't use this action if it is deafened.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Aurelia","description":"The angel Aurelia leads the Boros Legion . During the years of her leadership, she has shown a strong appreciation for the ordinary citizens who are often caught in the middle of interguild violence. True justice, Aurelia argues, isn’t merely the enforcement of the letter of existing laws (let the Azorius fret over that), but the establishment of equitable and compassionate relationships among all of Ravnica’s people. That means protecting the weak from the depredations of the strong, sheltering the innocents who are threatened by war, and ensuring that enforcement of the law doesn’t become oppressive. Aurelia actively supports efforts to establish a lasting peace among the guilds in the absence of the Guildpact. Aurelia prefers to lead the Boros Legion from the front. She brings swift and unrelenting punishment to the wicked, and her temper is legendary. Immortal Nature. Aurelia doesn’t require food, drink, or sleep. Aurelia’s Traits Ideal: “Justice. We must do whatever it takes to establish fair and merciful relationships among Ravnica’s people—through force of arms when necessary.” Bond: “The entire legion obeys my commands, and I am therefore beholden to every one of my soldiers.” Flaw: “I charge into battle with little heed for my own wellbeing.” Traits Legendary Resistance (3/Day). If Aurelia fails a saving throw, she can choose to succeed instead. Magic Resistance. Aurelia has advantage on saving throws against spells and other magical effects. Actions Multiattack. Aurelia makes three longsword attacks and uses Leadership. Longsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage. Leadership. Aurelia utters a few inspiring words to one creature she can see within 30 feet of her. If the creature can hear her, it can add a d10 to one attack roll or saving throw it makes before the start of Aurelia’s next turn. Warleader’s Helix (Recharge 5–6). Ranged Spell Attack: +17 to hit, range 60 ft., one creature. Hit: 54 (12d8) radiant damage, and Aurelia can choose another creature she can see within 10 feet of the target. The second creature regains 27 (6d8) hit points. Reactions Parry. Aurelia adds 7 to her AC against one melee attack that would hit her. To do so, Aurelia must see the attacker and be wielding a melee weapon. Unyielding. When Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither moved nor knocked prone. Legendary Actions Aurelia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Aurelia regains spent legendary actions at the start of her turn. Command Allies. Aurelia chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Aurelia, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll. Longsword Attack (Costs 2 Actions). Aurelia makes one longsword attack. Frighten Foes (Costs 3 Actions). Aurelia targets up to five creatures she can see within 30 feet of her. Each target must succeed on a DC 25 Wisdom saving throw or be frightened of her until the end of her next turn. Any target within 5 feet of Aurelia has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful good","Expansion":7,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Auril (First Form)","description":"Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter’s cruelty. (For information on what defines a lesser god, see \"Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone. Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury. After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic. Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her. Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice. Roleplaying Auril Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful: So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity. Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her. Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It’s appropriate for Auril to act as though she’s invincible while underestimating her mortal enemies, even in her current weakened state. Lair Actions Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See chapter 5 for information about the regional effects that encompass the island. While she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties): Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently. Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead. Auril telepathically communicates with any number of creatures at once, provided they’re all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action. Auril’s Three Forms In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here. After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form. A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure. First Form In her first form, Auril appears as a hunched, 7-foot-tall biped with the head of a snowy owl, black talons, cloven hooves, and grayish-white wolf fur covering her body from the neck down. Protruding from her feathery owl’s head is a pair of curved goat horns. A cloak and cowl made of pristine white snow conceals much of her tripartite form, which her worshipers refer to as the Cold Crone. This cloak can transform into a pair of owl’s wings when Auril sees fit. Second Form Auril’s second form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles. In this form, Auril creates weapons of ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice. Third Form Auril’s third form, called Winter’s Womb or the Queen of Frozen Tears by her most ardent followers, is a 3-foot-diameter ice diamond containing the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the heart of the diamond. If Auril is killed in her third and final form, she is dead until the next winter solstice. While she is dead, her mortal worshipers lose their god-granted spells and abilities. Traits Divine Being. Auril can’t be surprised and can’t be changed into another form against her will. Divine Rejuvenation. When Auril drops to 0 hit points, her body turns to slush and melts away. Auril instantly reappears in her second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn’t change. Innate Spellcasting. Auril’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: chromatic orb (cold orb only; see “Actions” below), detect magic, misty step 2/day each: control weather, detect thoughts, ice storm Legendary Resistance (2/Day in This Form). If Auril fails a saving throw, she can choose to succeed instead. Magic Resistance. Auril has advantage on saving throws against spells and other magical effects Unusual Nature. Auril doesn’t require air, food, drink, or sleep. Actions Multiattack. Auril attacks twice with her talons Talons. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: (1d8+3) piercing damage plus (1d6)cold damage. Touch of Frost. Melee Spell Attack : +13 to hit, reach 5 ft., one creature. Hit: (3d8) cold damage. On a hit, the target can't take reactions until the start of its next turn. Chromatic Orb. Ranged Spell Attack : +13 to hit, reach 90 ft., one creature. Hit: (3d8) cold damage. Legendary Actions Auril (First Form) can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Auril (First Form) regains spent legendary actions at the start of their turn. Talons. Auril attacks once with her talons Teleport. Auril teleports to an unoccupied space she can see within 30 feet of her Touch of Frost (Costs 2 Actions). Auril uses Touch of Frost","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":6331,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Auril (First Form)","description":"Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank” sidebar in the Dungeon Master’s Guide .) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone. Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury. After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic. Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her. Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice. Roleplaying Auril Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful: So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity. Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her. Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It’s appropriate for Auril to act as though she’s invincible while underestimating her mortal enemies, even in her current weakened state. Lair Actions Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See chapter 5 for information about the regional effects that encompass the island. While she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties): Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently. Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead. Auril telepathically communicates with any number of creatures at once, provided they’re all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action. Auril’s Three Forms In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here. After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form. A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure. First Form In her first form, Auril appears as a hunched, 7-foot-tall biped with the head of a snowy owl, black talons, cloven hooves, and grayish-white wolf fur covering her body from the neck down. Protruding from her feathery owl’s head is a pair of curved goat horns. A cloak and cowl made of pristine white snow conceals much of her tripartite form, which her worshipers refer to as the Cold Crone. This cloak can transform into a pair of owl’s wings when Auril sees fit. Traits Divine Being. Auril can't be surprised and can't be changed into another form against her will. Divine Rejuvenation. When Auril drops to 0 hit points, her body turns to slush and melts away. Auril instantly reappears in her second form, in an unoccupied space within 60 feet of where her first form disappeared. Her initiative count doesn't change. Innate Spellcasting. Auril’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: chromatic orb (cold orb only; see “Actions”), detect magic, misty step 2/day each: control weather, detect thoughts, ice storm Legendary Resistance (2/Day in This Form). If Auril fails a saving throw, she can choose to succeed instead. Magic Resistance. Auril has advantage on saving throws against spells and other magical effects. Unusual Nature. Auril doesn't require air, food, drink, or sleep. Actions Multiattack. Auril attacks twice with her talons. Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 3 (1d6) cold damage. Touch of Frost. Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 13 (3d8) 13 cold damage, and the target can't take reactions until the start of its next turn. Chromatic Orb. Ranged Spell Attack: +13 to hit, reach 90 ft., one creature. Hit: 13 (3d8) cold damage. Legendary Actions Auril can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Auril regains spent legendary actions at the start of her turn. Talons. Auril attacks once with her talons. Teleport. Auril teleports to an unoccupied space she can see within 30 feet of her. Touch of Frost (Costs 2 Actions). Auril uses Touch of Frost.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":27909,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Auril (Second Form)","description":"Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter’s cruelty. (For information on what defines a lesser god, see \"Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone. Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury. After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic. Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her. Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice. Roleplaying Auril Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful: So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity. Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her. Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It’s appropriate for Auril to act as though she’s invincible while underestimating her mortal enemies, even in her current weakened state. Lair Actions Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See chapter 5 for information about the regional effects that encompass the island. While she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties): Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently. Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead. Auril telepathically communicates with any number of creatures at once, provided they’re all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action. Auril’s Three Forms In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here. After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form. A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure. First Form In her first form, Auril appears as a hunched, 7-foot-tall biped with the head of a snowy owl, black talons, cloven hooves, and grayish-white wolf fur covering her body from the neck down. Protruding from her feathery owl’s head is a pair of curved goat horns. A cloak and cowl made of pristine white snow conceals much of her tripartite form, which her worshipers refer to as the Cold Crone. This cloak can transform into a pair of owl’s wings when Auril sees fit. Second Form Auril’s second form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles. In this form, Auril creates weapons of ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice. Third Form Auril’s third form, called Winter’s Womb or the Queen of Frozen Tears by her most ardent followers, is a 3-foot-diameter ice diamond containing the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the heart of the diamond. If Auril is killed in her third and final form, she is dead until the next winter solstice. While she is dead, her mortal worshipers lose their god-granted spells and abilities. Traits Divine Being. Auril can’t be surprised and can’t be changed into another form against her will. Divine Rejuvenation. When Auril drops to 0 hit points, her body collapses into shards of ice, whereupon Auril instantly reappears in her third form, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn’t change. Legendary Resistance (2/Day in This Form). If Auril fails a saving throw, she can choose to succeed instead. Magic Resistance. Auril has advantage on saving throws against spells and other magical effects Unusual Nature. Auril doesn’t require air, food, drink, or sleep. Actions Multiattack. Auril attacks twice with her ice morningstar or hurls three ice darts. Ice Morningstar. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: (1d8+3) piercing damage plus (2d8)cold damage. Ice Dart. Ranged Weapon Attack : +7 to hit, reach 20/60 ft., one target. Hit: (1d4+3) piercing damage plus (1d6)cold damage. Cone of Cold (Recharges after a Short or Long Rest). Hit: (8d8) cold damage. Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. Create Ice Mephit (3/Day). Auril breaks off an icicle from her body and hurls it into an unoccupied space she can see within 20 feet of her, where it magically transforms into an ice mephit (see its entry in the Monster Manual). The mephit acts immediately after Auril in the initiative order and obeys her commands. Ice Stasis (Recharge 5-6). Auril magically creates a gem-sized ice crystal that hovers in a space within 5 feet of her. Auril then targets a creature she can see within 60 feet of the crystal. The target must succeed on a DC 21 Charisma saving throw or become trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is stunned, has total cover against attacks and other effects outside the crystal, and takes 21 (6d6) cold damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 18, 9 hit points, and immunity to all damage except fire damage. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal. Legendary Actions Auril (Second Form) can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Auril (Second Form) regains spent legendary actions at the start of their turn. Attack. Auril makes one weapon attack. Ice Flurry (Costs 2 Actions). Each creature within 30 feet of Auril takes 5 (2d4) piercing damage from swirling ice, and nonmagical, open flames in that area are extinguished. Splinter (Costs 3 Actions) . Auril uses Create Ice Mephit or causes one to ice mephit she can see within 60 feet of her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a DC 21 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed saving throw, and half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral evil","Expansion":6331,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Auril (Second Form)","description":"Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank” sidebar in the Dungeon Master’s Guide .) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone. Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury. After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic. Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her. Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice. Roleplaying Auril Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful: So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity. Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her. Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It’s appropriate for Auril to act as though she’s invincible while underestimating her mortal enemies, even in her current weakened state. Lair Actions Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See chapter 5 for information about the regional effects that encompass the island. While she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties): Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently. Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead. Auril telepathically communicates with any number of creatures at once, provided they’re all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action. Auril’s Three Forms In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here. After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form. A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure. Second Form Auril’s second form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles. In this form, Auril creates weapons of ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice. Traits Divine Being. Auril can't be surprised and can't be changed into another form against her will. Divine Rejuvenation. When Auril drops to 0 hit points, her body collapses into shards of ice, whereupon Auril instantly reappears in her third form, in an unoccupied space within 60 feet of where her second form was destroyed. Her initiative count doesn’t change. Legendary Resistance (2/Day in This Form). If Auril fails a saving throw, she can choose to succeed instead. Magic Resistance. Auril has advantage on saving throws against spells and other magical effects. Unusual Nature. Auril doesn't require air, food, drink, or sleep. Actions Multiattack. Auril attacks twice with her ice morningstar or hurls three ice darts. Ice Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage plus 9 (2d8) cold damage. Ice Dart. Ranged Weapon Attack: +7 to hit, reach 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage plus 3 (1d6) cold damage. Cone of Cold (Recharges after a Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. Create Ice Mephit (3/Day). Auril breaks off an icicle from her body and hurls it into an unoccupied space she can see within 20 feet of her, where it magically transforms into an ice mephit (see its entry in the Monster Manual ). The mephit acts immediately after Auril in the initiative order and obeys her commands. Ice Stasis (Recharge 5-6). Auril magically creates a gem-sized ice crystal that hovers in a space within 5 feet of her. Auril then targets a creature she can see within 60 feet of the crystal. The target must succeed on a DC 21 Charisma saving throw or become trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is stunned, has total cover against attacks and other effects outside the crystal, and takes 21 (6d6) cold damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is a Tiny object with AC 18, 9 hit points, and immunity to all damage except fire damage. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal. Legendary Actions Auril can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Auril regains spent legendary actions at the start of her turn. Attack. Auril makes one weapon attack. Ice Flurry (Costs 2 Actions). Each creature within 30 feet of Auril takes 5 (2d4) piercing damage from swirling ice, and nonmagical, open flames in that area are extinguished. Splinter (Costs 3 Actions). Auril uses Create Ice Mephit or causes one to ice mephit she can see within 60 feet of her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a DC 21 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed saving throw, and half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral evil","Expansion":27909,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Auril (Third Form)","description":"Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter’s cruelty. (For information on what defines a lesser god, see \"Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone. Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury. After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic. Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her. Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice. Roleplaying Auril Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful: So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity. Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her. Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It’s appropriate for Auril to act as though she’s invincible while underestimating her mortal enemies, even in her current weakened state. Lair Actions Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See chapter 5 for information about the regional effects that encompass the island. While she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties): Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently. Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead. Auril telepathically communicates with any number of creatures at once, provided they’re all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action. Auril’s Three Forms In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here. After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form. A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure. First Form In her first form, Auril appears as a hunched, 7-foot-tall biped with the head of a snowy owl, black talons, cloven hooves, and grayish-white wolf fur covering her body from the neck down. Protruding from her feathery owl’s head is a pair of curved goat horns. A cloak and cowl made of pristine white snow conceals much of her tripartite form, which her worshipers refer to as the Cold Crone. This cloak can transform into a pair of owl’s wings when Auril sees fit. Second Form Auril’s second form, known to her worshipers as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles. In this form, Auril creates weapons of ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice. Third Form Auril’s third form, called Winter’s Womb or the Queen of Frozen Tears by her most ardent followers, is a 3-foot-diameter ice diamond containing the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the heart of the diamond. If Auril is killed in her third and final form, she is dead until the next winter solstice. While she is dead, her mortal worshipers lose their god-granted spells and abilities. Traits Divine Being. Auril can’t be surprised and can’t be changed into another form against her will. Divine Rejuvenation. When Auril drops to 0 hit points, her crystalline form shatters and her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing. Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose to succeed instead. Magic Resistance. Auril has advantage on saving throws against spells and other magical effects Unusual Nature. Auril doesn’t require air, food, drink, or sleep. Actions Multiattack. Auril uses Polar Ray twice Polar Ray. Ranged Spell Attack : +13 to hit, reach 120 ft., one target. Hit: (4d6) cold damage. Blizzard Veil. Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or until her concentration is broken (as if concentrating on a spell). Legendary Actions Auril (Third Form) can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Auril (Second Form) regains spent legendary actions at the start of their turn. Polar Ray. Auril uses Polar Ray Intensify Aura (Costs 2 Actions). Auril’s Frigid Aura deals an extra 10 cold damage until the end of her next turn. Blinding Gleam (Costs 2 Actions). Auril’s form flares with a blue light. Each creature that can see Auril and is within 10 feet of her must succeed on a DC 17 Wisdom saving throw or be blinded by Auril’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"neutral evil","Expansion":6331,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Auril (Third Form)","description":"Auril the Frostmaiden is a neutral evil lesser god of cold indifference who embodies winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank” sidebar in the Dungeon Master’s Guide .) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her pleasure alone. Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee, queen of the wrathful sea, grew to despise the enduring nature of the ice and snow Auril created. Umberlee seethed when Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury. After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic. Casting such great magic night after night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures that can harm her. Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist conceals her island in the Sea of Moving Ice. Roleplaying Auril Portraying a deity, even a lesser god such as Auril the Frostmaiden, can be daunting. For roleplaying purposes, the following suggestions might prove helpful: So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity. Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her. Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their own flaws. It’s appropriate for Auril to act as though she’s invincible while underestimating her mortal enemies, even in her current weakened state. Lair Actions Auril dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See chapter 5 for information about the regional effects that encompass the island. While she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties): Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently. Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead. Auril telepathically communicates with any number of creatures at once, provided they’re all on the island. This effect lasts until Auril stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action. Auril’s Three Forms In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here. After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form. A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure. Third Form Auril’s third form, called Winter’s Womb or the Queen of Frozen Tears by her most ardent followers, is a 3-foot-diameter ice diamond containing the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the heart of the diamond. If Auril is killed in her third and final form, she is dead until the next winter solstice. While she is dead, her mortal worshipers lose their god-granted spells and abilities. Traits Divine Being. Auril can’t be surprised and can’t be changed into another form against her will. Divine Resurrection. When Auril drops to 0 hit points, her crystalline form shatters and her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing. Frigid Aura. So long as Auril has at least 1 hit point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns. Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose to succeed instead. Magic Resistance. Auril has advantage on saving throws against spells and other magical effects. Unusual Nature. Auril doesn’t require air, food, drink, or sleep. Actions Multiattack. Auril uses Polar Ray twice. Polar Ray. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 14 (4d6) cold damage. Blizzard Veil. Auril creates a magical blizzard in a 30-foot-radius sphere centered on herself. The area within the sphere is heavily obscured, and the sphere moves with Auril. The effect lasts until Auril drops to 0 hit points in this form, until she chooses to end the effect (no action required), or until her concentration is broken (as if concentrating on a spell). Legendary Actions Auril can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Auril regains spent legendary actions at the start of her turn. Polar Ray. Auril uses Polar Ray. Intensify Aura (Costs 2 Actions). Auril’s Frigid Aura deals an extra 10 cold damage until the end of her next turn. Blinding Gleam (Costs 2 Actions). Auril’s form flares with a blue light. Each creature that can see Auril and is within 10 feet of her must succeed on a DC 17 Wisdom saving throw or be blinded by Auril’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"neutral evil","Expansion":27909,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Aurnozci","description":"Aurnozci, the Caged Worm The demon lord Aurnozci is a wormlike horror of fiery flesh and toxic seepage. In its present form, Aurnozci can’t leave Xulregg, the Abyssal layer that’s both its fiefdom and its prison. It lairs within a grotesque hive dangling from a mountain-size tree of tar and flame called Gorewood. Aurnozci relies on demonic proxies and mortal worshipers to enact its will beyond the Abyss. The exact nature of the curse that binds Aurnozci to Xulregg is its cult’s most closely guarded secret, fully known only to the faith’s enigmatic leader, a masked archmage called the Eye of Aurnozci. Aurnozci’s followers believe the demon lord’s imprisonment is coming to an end, and soon the Caged Worm will shed its current form and transform into an even more powerful shape. Once it attains this new form, Aurnozci can escape Xulregg and wreak havoc across the multiverse. To accelerate this terrible transformation, cultists hunt down mortal souls for violent ritual sacrifice to their god. Using Aurnozci in a Game Aurnozci’s cult targets mortals to use as sacrifices for the demon lord. The cult’s hordes of minions travel throughout the Material Plane to bedevil and capture less powerful creatures and enemies of the cult. Lower-level characters could earn the cult’s ire by stepping on the wrong toes during their early adventures, such as by attacking a sect of the cult. The cult’s leader, the Eye of Aurnozci, focuses on powerful mortals or enemies of the cult. High-level characters with a record of heroic deeds can easily fall into this category. The Eye of Aurnozci might also take interest in a mortal who draws the Flames card from a Deck of Many Things —a tantalizing opportunity for the cult to make good on the card’s dire prophecy. Once a character is targeted by the cult of Aurnozci, fiendish assassins assail the party. If the Caged Worm and its followers are the primary antagonists in your campaign, these attacks could happen as frequently as every session; otherwise, space them out every few sessions. At first, the foes might be lesser demons like manes or dretches , or Humanoid cultists of Aurnozci. As the characters level up, the enemies gradually increase in strength. Between fights, the characters can slowly unravel details of the cult pursuing them. By the time the characters learn they must travel to the Abyss to stop the cult’s aggression, they might be regularly encountering throngs of glabrezus , nalfeshnees , or other powerful demons. The party’s journey to Xulregg and infiltration of Gorewood are adventures in themselves. A map of Gorewood and an overview of the locations within this Abyssal realm appear later in this chapter. Depending on your players’ actions, the characters might resolve their final confrontation with Aurnozci’s cult by diplomacy or by force. The safest way to escape the cult is to confront the Eye of Aurnozci and persuade this shadowy villain to call off the attacks. Alternatively, a strong enough party might take the fight to Aurnozci in its hive and attempt to slay the demon lord once and for all. Roleplaying Aurnozci Aurnozci is a being of mindless destruction, and the Caged Worm has few dealings with mortals that don’t end in consumption. Periodically, the Eye of Aurnozci communes with their horrifying master or leads a ceremony of propitiation in the Firehive. In combat, Aurnozci screeches horribly and attacks any intruders in sight with reckless abandon. Aurnozci’s Lair Aurnozci’s lair is a layer of the Abyss called Xulregg. See below for details about this realm. The challenge rating of Aurnozci is 23 (50,000 XP) when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), Aurnozci can take one of the following lair actions; Aurnozci can’t take the same lair action two rounds in a row: Cocoon. Aurnozci targets one Medium or smaller creature it can see within 60 feet of itself and encases the creature in a constricting cocoon. The target must succeed on a DC 23 Strength saving throw or have the restrained condition for 1 minute. A target that starts its turn restrained in this way takes 9 (2d8) bludgeoning damage. A creature can use its action to try to tear apart the cocoon, ending the cocoon’s effect with a successful DC 23 Strength (Athletics) check. Insect Swarm. Aurnozci creates a 30-foot-radius sphere of stinging wasps centered on a point within 300 feet of itself. The sphere spreads around corners. The sphere remains for 10 minutes or until Aurnozci uses this lair action again. The sphere’s area is heavily obscured and is difficult terrain. When the sphere appears, each creature in it must make a DC 20 Constitution saving throw, taking 16 (3d10) piercing damage and 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the sphere’s area for the first time on a turn or starts its turn there. Regional Effects Xulregg is an oppressively muggy realm known for the following regional effects: Boiling Water. Bodies of water on Xulregg perpetually boil, and even bottled liquids steam when exposed to the layer’s atmosphere. Being immersed in water there doesn’t confer resistance to fire damage, and a creature that starts its turn in water takes 7 (2d6) fire damage. A creature that imbibes a liquid (such as a potion) takes 3 (1d6) fire damage. Fast Metamorphosis. On Xulregg, eggs, larvae, and pupae all develop and metamorphose at ten times their usual rate, regardless of sustenance or any other growing conditions. If Aurnozci dies, these effects fade over the course of 1d10 days. Cultists of Aurnozci Aurnozci grants its cultists the following trait: Burning Corpse. When the creature dies, its body is reduced to a pile of smoldering embers in the space where it fell. The ashes take 1 minute to cool. Until then, a creature takes 3 (1d6) fire damage when it enters the ashes’ space for the first time on a turn or starts its turn there. Xulregg The Abyssal layer of Xulregg is a sweltering forest of massive trees, rotting undergrowth, and boiling marshes. Locations in Xulregg The following locations are keyed to map 20.1. Gorewood. The center of Xulregg is Gorewood, a massive gum tree in an eternal state of smoldering decay. Gorewood’s trunk is as large as any mountain on the Material Plane, and its winding branches are as broad and meandering as river deltas. Thousands of chambers, tunnels, and halls—all claimed by the cult of Aurnozci—riddle the tree’s rotten interior. Huge sections of the tree crackle and glow with ancient embers, though Gorewood grows faster than any fire can destroy it. Wet, sticky tar seeps from Gorewood’s bark, fueling the tree’s eon-spanning burn but also keeping the fire in check. Firehive. Aurnozci’s nest hangs from one of Gorewood’s strongest, knobbiest branches, secured by a hundred-foot-thick cord of Aurnozci’s iron-hard silk. The nest itself, called the Firehive, resembles a gargantuan wasp nest with an open top. Aurnozci’s power causes the Firehive to throb like a beating heart, and the nest’s surface is hot to the touch. Halfway up the Firehive, a ramshackle platform of regurgitated bones encircles the nest. From here, demonic pilgrims and priests of Aurnozci peer through cracks in the nest’s wall to gaze upon their dread lord. A broken Gorewood limb overlooks the opening at the top of the nest. Aurnozci’s servants throw sacrifices to it from this overlook, and the Eye of Aurnozci conducts profane rituals atop a dais on the tree limb’s edge. Scabbery. When Aurnozci’s minions are destroyed on the Material Plane, their souls slip through cracks in the multiverse and drip to Xulregg to feed Gorewood’s thirsty roots. After a time, Gorewood rebirths the recycled demons, excreting each into its own chrysalis-like pod made from the tree’s fleshy inner wood. The massive hollow chamber in Gorewood from which these chrysalises develop, bulge, and pop is called the Scabbery. Not simply a disgusting moniker, the Scabbery’s name is also a reference to the way that demons reborn here emerge harder, stronger, and crueler than before. Warrens of Rot. The endless miles of sodden tunnels and caves beneath Gorewood are called the Warrens of Rot. Each passage was once a tentacular root that at some point caught fire, burned away, and became a hollow charcoal tube. Intruders caught in Aurnozci’s realm are held in the Warrens of Rot as future sacrifices to the Caged Worm. Strange, fiendish beasts lurk in the Warrens’ unexplored corners, so even powerful demons don’t linger in these tunnels. Whitemarsh. Vile offal drips from the bottom of the Firehive and collects on the ground below. This boggy wetland has become a fertile breeding ground called Whitemarsh: a primordial soup that gives rise to all manner of monsters. The weakest specimens are gobbled up by hungry demons fresh from the Scabbery. Sometimes, powerful behemoths with freakish powers emerge from Whitemarsh. Most such beings flee Xulregg or are captured and sacrificed to Aurnozci, though a few have been allowed to live and serve the Caged Worm as honored guardians. Traits Heat Regeneration. If the temperature around it is 100 degrees Fahrenheit or higher, Aurnozci regains 15 hit points at the start of its turn. If it takes cold or radiant damage, this trait doesn’t function at the start of its next turn. Aurnozci dies only if it starts its turn with 0 hit points and doesn’t regenerate. Legendary Resistance (3/Day). If Aurnozci fails a saving throw, it can choose to succeed instead. Magic Resistance. Aurnozci has advantage on saving throws against spells and other magical effects. Spellcasting. Aurnozci casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20): At will: Detect Magic , Heat Metal (7th-level version) 2/day each: Darkness , Dispel Magic , H old Person Actions Multiattack. Aurnozci makes one Bite attack and two Tail attacks. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 8) slashing damage plus 9 (2d8) fire damage. Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Mucus Spray (Recharge 5–6). Aurnozci sprays mucus in a 60-foot cone. Each creature in that cone must make a DC 20 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions Aurnozci can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Aurnozci regains spent legendary actions at the start of its turn. Move. Aurnozci moves up to its speed. Tail. Aurnozci makes one Tail attack. Cast a Spell (Costs 2 Actions). Aurnozci uses Spellcasting. Conflagration (Costs 2 Actions). Flames momentarily surround Aurnozci. Each creature within 15 feet of Aurnozci must make a DC 20 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":27234,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Aurochs","description":"Bahgtru, son of Gruumsh and Luthic, is the orc deity of unbridled strength. Legend says Bahgtru needed a mount as fierce as him for making war, so he sought a mighty aurochs, subjugated the creature with his bare hands, and hauled it to Nishrek, Gruumsh’s realm. Bahgtru named the beast Kazaht, or “Bull” in Orc. On Kazaht’s bare back, Bahgtru charges into battle, ramming into an enemy host and leaping over the aurochs’s horns to land in the midst of his foes. Orcs that revere Bahgtru might tend a stable of war bulls that carry them into combat. Trained to be fierce mounts from a young age, aurochs are sacred symbols of Bahgtru. No orc will eat such creatures, which are treated as honored warriors when they perish. Traits Charge : If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Actions Gore : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Aurochs","description":"An aurochs is a large, fierce bovine with jutting horns. In many lands, herds of aurochs roam free, while elsewhere orcs and humans train them from an early age to carry riders into combat. Cattle Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them. Actions Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the aurochs moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 9 (2d8) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone if it is a creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast (Cattle)","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Aurora Horribilis","description":"A ribbon of light flies just above the ground, its gleam flickering in and out of view as it emits a discordant tune. Hidden Among Polar Lights. Though auroras horribilis can manifest anywhere on a world, they prefer to dance and sing within naturally-occurring auroras. When they notice admirers of boreal lights, they descend from the sky to share their songs. Unfortunately, they are unaware of the bewilderment their songs invoke in listeners and are subsequently surprised by hostile action toward them. Terrible Harbinger . While an aurora’s direct effects on most creatures is cause for alarm, the aurora’s presence is typically a prelude to something worse. Auroras tend to attach themselves to the forefront of a wave of devastation wrought by unknowable beings. Given the nature of such beings, auroras can precede the beings by days or even centuries. Lessons from the Void. Because auroras horribilis travel with ancient beings from the Void, they hear many secrets about the universe, which they incorporate into their songs. An inability to understand the incomprehensible knowledge contained in their songs often induces madness in their listeners. This makes the auroras valuable to apocalypse cults welcoming the beings they herald, as well as to the desperate who seek to avert the coming catastrophe.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Aurumach Rilmani","description":"An aurumach rilmani guards against planar imbalances in the Outlands. From redoubts near the Spire in the Outlands, aurumachs oversee the preservation of the cosmic status quo, serving as leaders and strategists of the rilmani. Employing mysterious magic, occult calculations, and networks of informants, aurumachs monitor forces across the planes. Only when planar balance is under threat of total collapse do these elusive, gold-skinned beings leave the Outlands, manifesting gleaming blades to destroy those that threaten multiversal stability. Rilmani Rilmani protect the balance between the forces and philosophies of the multiverse. They seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too powerful or too weak. To the rilmani, each of these forces is fundamental to the multiverse’s existence. Whenever one threatens to tip the balance in its favor or a plane is on the verge of collapse, the rilmani act to even the odds. While the rilmani might be found anywhere, they’re most frequently encountered on their home plane, the Outlands, where they work to ensure that no force overexerts itself on the Concordant Opposition. Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces. Traits S pellcasting. The aurumach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19): At will: detect magic , detec t thoughts 1/day each: fly , geas (as an action), slow , suggestion Actions Multiattack. The aurumach makes three Manifested Blade or Gleaming Ray attacks. Manifested Blade. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) force damage. Gleaming Ray. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 24 (3d12 + 5) force damage. Bonus Actions Aura of Blades. The aurumach manifests a spectral, golden aura of blades around itself. While this aura is manifested, each creature that starts its turn within 10 feet of the aurumach must make a DC 19 Dexterity saving throw, taking 16 (3d10) force damage on a failed save, or half as much damage on a successful one. The aura disappears after 1 minute, when the aurumach has the incapacitated condition or dies, or when the aurumach uses a bonus action to end it. Invoke Weakness (Recharge 5–6). The aurumach attempts to use its magic to weaken the defenses of a creature it can see within 120 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or become cursed until the end of the aurumach’s next turn. The next time the aurumach hits the cursed target with a Manifested Blade or Gleaming Ray attack, the target takes an extra 27 (6d8) force damage.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"typically neutral","Expansion":26427,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Aurumvas","description":"Covetous is too soft a word to describe the avarice of Aurumvas (or-UM-vahs). This towering Category 6 demon wears a stack of crowns atop his reptilian head. His gaudy robe of gold and jewels hangs open, exposing his bare chest. Aurumvas hungers for riches just as much as souls. His private vaults in the Abyssal Wastes hold treasures his band of demons has slaughtered hundreds of creatures to acquire. All he does is gaze on them and want for more. Understanding that one needs to spend wealth to make it, Aurumvas is willing to part with smaller treasures to hire lesser fiends and wicked mortals. Someday his hoards and hordes may cover the timescape while he rules from atop a pile of platinum. Traits Abyssal Resistance (Costs 2 Souls). When Aurumvas fails a saving throw, he succeeds instead. Lethe. When Aurumvas’s soul count is 0, he has advantage on attack rolls, disadvantage on saving throws, and his Intelligence score becomes 3 (−4). Additionally, Aurumvas must use his movement on each of his turns to move as close as possible to the nearest creature he can sense with his soulsight, and then if he is able, he must use his action to attack and attempt to kill that creature. Aurumvas can’t act with any other purpose until he adds 1 to his soul count. Soul Devourer. When Aurumvas reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom saving throw. On a failed save, Aurumvas consumes the crea ture’s soul and adds 1 to his soul count. A creature whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a wish spell. Soul Weapons. While Aurumvas’s soul count is 2 or higher, his weapon attacks are magical, and allies within 60 feet of him deal an extra 5 (1d10) psychic damage with weapon attacks. Actions Multiattack. Aurumvas makes three attacks using Greedy Hands, Covetous Bolt, or both. Greedy Hands. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 14 (2d6 + 7) bludgeoning damage plus 10 (3d6) psychic damage. Aurumvas can burn 1 soul to gain temporary hit points equal to the psychic damage dealt. Covetous Bolt. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 22 (5d8) force damage. If the target has spell slots, Aurumvas can burn 2 souls to force the target to expend their highest level spell slot available with no effect. Bonus Actions Greed Is Good. Aurumvas chooses an object he can see within 30 feet of him that is worth at least 100 gp. He teleports to an unoccupied space within 5 feet of that object. Reactions Absorb Soul. If a demon with a soul count of 1 or higher who Aurumvas can see dies within 60 feet of him, Aurumvas gains 1 soul. Villain Actions Aurumvas has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1: Time Is Money. Aurumvas warps time with his supernatural greed. Each ally he can see within 120 feet of him moves up to their speed. At the end of this round of combat, Aurumvas rearranges the initiative order in any way he chooses. Action 2: That’s Ours. Aurumvas chooses up to three magic items he can see within 30 feet of him that aren’t artifacts or of legendary rarity and that don’t require attunement. He teleports each item to an ally who he can see within 30 feet of him, placing it either into their hands or at their feet. If a targeted object is being worn or carried by an enemy, the enemy can make a DC 19 Charisma saving throw, preventing that object from being teleported on a success. Action 3: At Any Cost. Aurumvas teleports Tiny explosive treasures from his vault to four different points he can see within 120 feet of him. Each creature within 10 feet of one or more of these points must make a DC 19 Dexterity saving throw, taking 33 (6d10) force damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon, Category 6)","Alignment":"Chaotic Evil","Expansion":25493,"Challenge Rating":14},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Aurumvas","description":"Teleporting Aurumvas Aurumvas’s Greed Is Good bonus action allows him to teleport all over the battlefield. By the time the characters are ready to face him in a mortal showdown, each likely has at least a few expensive magic items or pieces of equipment worth at least 100 gp. That allows Aurumvas to teleport to the most vulnerable and unprotected foe each round and unleash his Greedy Hands attacks upon them. Traits Abyssal Resistance (Costs 2 Souls). When Aurumvas fails a saving throw, he succeeds instead. Lethe. When Aurumvas’s soul count is 0, he has adv­antage on attack rolls, disadvantage on saving throws, and his Intelligence score becomes 3 (−4). Additionally, Aurumvas must use his movement on each of his turns to move as close as possible to the nearest creature he can sense with his soulsight, and then if he is able, he must use his action to attack and attempt to kill that creature. Aurumvas can’t act with any other purpose until he adds 1 to his soul count. Soul Devourer. When Aurumvas reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom saving throw. On a failed save, Aurumvas consumes the creature’s soul and adds 1 to his soul count. A creature whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a w ish spell. Soul Weapons. While Aurumvas’s soul count is 2 or higher, his weapon attacks are magical, and allies within 60 feet of him deal an extra 5 (1d10) psychic damage with weapon attacks. Actions Multiattack. Aurumvas makes three attacks using Greedy Hands, Covetous Bolt, or both. Greedy Hands. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 14 (2d6 + 7) bludgeoning damage plus 10 (3d6) psychic damage. Aurumvas can burn 1 soul to gain temporary hit points equal to the psychic damage dealt. Covetous Bolt. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 22 (5d8) force damage. If the target has spell slots, Aurumvas can burn 2 souls to force the target to expend their highest-level spell slot available with no effect. Bonus Actions Greed Is Good. Aurumvas chooses an object he can see within 30 feet of him that is worth at least 100 gp. He teleports to an unoccupied space within 5 feet of that object. Reactions Absorb Soul. If a demon with a soul count of 1 or higher who Aurumvas can see dies within 60 feet of him, Aurumvas gains 1 soul. Villain Actions Aurumvas has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Time Is Money. Aurumvas warps time with his supernatural greed. Each ally he can see within 120 feet of him moves up to their speed. At the end of this round of combat, Aurumvas rearranges the initiative order in any way he chooses. Action 2 : That’s Ours. Aurumvas chooses up to three magic items he can see within 30 feet of him that aren’t artifacts or of legendary rarity and that don’t require attunement. He teleports each item to an ally who he can see within 30 feet of him, placing it either into their hands or at their feet. If a targeted object is being worn or carried by an enemy, the enemy can make a DC 19 Charisma saving throw, preventing that object from being teleported on a success. Action 3 : At Any Cost. Aurumvas teleports Tiny explosive treasures from his vault to four different points he can see within 120 feet of him. Each creature within 10 feet of one or more of these points must make a DC 19 Dexterity saving throw, taking 33 (6d10) force damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon, Category 6)","Alignment":"Chaotic Evil","Expansion":28288,"Challenge Rating":14},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Aurumvorax","description":"Early in life, aurumvoraxes cooperate with siblings and their den leader parents, digging tunnels in search of metal and other burrowing prey. As they grow to adulthood, aurumvoraxes hunt on their own, carving out territories they viciously defend. Aurumvoraxes An aurumvorax is an eight-legged, badger-like hunter. These aggressive omnivores attack any prey they think they can best, ambushing even creatures double their size. They supplement their diets with metal, whether it’s worked or ore, and they have a particular taste for gold. This diet lends aurumvorax fur its golden sheen. Alone or in small groups, aurumvoraxes dig deep in search of precious metals. Such exploration often leads them into conflict with subterranean settlements. As defenders of such communities often wear metal armor, aurumvoraxes prioritize attacking armored foes—whether that armor is metal or not. Traits Tunneler. The aurumvorax can burrow through solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake. Actions Multiattack. The aurumvorax makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature wearing armor of any type, the aurumvorax regains 4 (1d6 + 1) hit points. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the aurumvorax can’t use its Claw attack on another target, and when it moves, it can drag the grappled creature with it, without the aurumvorax’s speed being halved.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Expansion":15687,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Journeys through the Radiant Citadel"},{"name":"Aurumvorax","description":"Aurumvoraxes are highly aggressive and territorial predators that sprint on eight legs, using their terrific strength and iron-hard claws to dig through solid stone. A typical aurumvorax is only 3 feet long but weighs more than 200 pounds, for its thick, sturdy bones are densely packed with muscle, making the creature very strong but a notoriously poor swimmer. Its fur is golden, sometimes with a silvery or russet tone depending on the metals it has ingested, and its claws are always the shiny black of seasoned iron. Traits Keen Smell. The aurumvorax has advantage on Wisdom (Perception) checks that rely on smell. Metal Eater. An aurumvorax can bypass the damage thresholds, damage resistance, and immunities of a construct or object so long as either is made of metal. Pounce. If the aurumvorax moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the aurumvorax can make one bite attack against it as a bonus action. Actions Multiattack. The aurumvorax makes two claw attacks and one bite attack. Lockjaw. While grappling a creature the aurumvorax makes one bite attack which automatically hits and four claw attacks against the grappled creature. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage on a hit the aurumvorax grapples the target (escape DC 15). Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Aurumvorax","description":"Aurumvorax (Golden Gorger) The aurumvorax, also commonly known as the golden gorger, is a curious-looking creature that looks like a cross between a badger and a wolverine and is often quickly dismissed as a harmless animal at first glance. The common variety measures only 3 feet in length and half of that in height. Its body, which is covered in a shaggy hide of golden-orange colored fur, is densely packed with muscle and can weigh as much as 500 pounds. It has eight stubby legs that all end in steel-like copper-colored claws. Razor-sharp teeth fill its powerful jaws. Despite its non-threatening size and the enticing value of its precious hide, those familiar with the creature know better than to earn its ire and always give it a wide berth. Many a group of adventurers have been mercilessly torn to pieces thinking the aurumvorax an easy kill. Golden Gorger. The aurumvorax is a carnivore that supplements its diet with precious ore, minerals, and metals. Gold, in particular, has a smell that is irresistible to the aurumvorax and drives the latter into a frenzy if it detects it nearby. The aurumvorax will choose locations close to gold resources, such as mining settlements rich with gold ores. The aurumvorax usually makes its lair at the bottom of ravines or by the side of a mountain's timberline. Its burrow extends deep into the bedrock to support its immense weight and is usually rich with gold veins. The aurumvorax will usually store several nuggets of gold in its lair in the absence of gold veins. Solitary Predator. The aurumvorax is a generally solitary creature and usually keeps to itself within its territory. It is generally tolerant of other creatures of its size or smaller, provided they leave it alone. It prefers to spend its time sniffing mineral veins or hunting prey larger than itself, especially ones that may carry or wear precious minerals or alloys. Unyielding Savagery. In combat, the aurumvorax makes a very formidable opponent. Its body can resist most blows and attacks and can even shrug off fire and poison. But what makes it feared by those who have encountered it is the aurumvorax's unmatched ferocity. Once its powerful jaws clamp onto its victim's neck, it won't let go until it, or its prey is dead. After it gets hold of a victim, it rakes and tears at it with its adamantine-like claws, shredding the victim's armor to get to the creature's vulnerable flesh. Dwarven Foe. The aurumvorax always comes into conflict with dwarves who often share the same territory with it. The dwarves see the aurumvorax as a pest, as a single adult can strip a dwarven mine in a matter of days. The dwarves also hunt the aurumvorax as a rite of passage, crafting its prized hide into a special armor. A few crafty dwarves have even captured aurumvorax cubs, raising them as companions for the purpose of sniffing and finding gold veins. However, there have been stories of oversized specimens that have caused devastating damage to a dwarven mining community, prompting the dwarves to seek outside assistance. Traits Keen Smell. The aurumvorax has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the aurumvorax moves at least 20 feet straight toward a creature and then hits it with a Claws attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. Actions Multiattack. The aurumvorax attacks once with its Bite and twice with its Claws. If the aurumvorax has a creature grappled, it can use Rend Armor in place of one Claws attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and if the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the aurumvorax can automatically hit the target with its Bite attack, and the aurumvorax can't attack another target with its Bite attack. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Rend Armor. Melee Weapon Attack: +4 to hit, reach 5 ft., one target it is grappling with. Hit: The nonmagical armor or shield (aurumvorax's choice) of the target takes a permanent and cumulative -1 penalty. If its Armor Class drops to 0, the armor or shield is destroyed.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"unaligned","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Aurumvorax","description":"Aurumvoraxes are very aggressive creatures and lead solitary lives except when they mate. Adults typically claim the hunting area within a mile of their warrens, ruthlessly driving away other predators. In addition to fresh meat, aurumvoraxes are fond of gnawing on metals (particularly gold and copper), though whether they do this to sharpen their teeth or because of some nutritional need is unknown. Aurumvorax warrens can stretch for thousands of feet, often winding deep into the earth. The avaricious appetite of aurumvoraxes has earned them the appellation “golden gorger” among dwarves, who have lost more than a few miners to the dangerous beasts. Golden Gorger. In battle, an aurumvorax latches onto its victim with its jaws and gouges savage wounds with its claws. It rarely looses its grip before it or its foe is dead. It typically attacks the nearest living creature regardless of size and ignores any wounds it suffers at the hands of others until its prey is dead. A typical aurumvorax is only 3 feet long but weighs more than 200 pounds, for it is densely packed with muscle and thick, sturdy bones. Its fur is golden, while its claws are black and sharp. Its weight relative to its body size makes it a poor swimmer, and most dislike crossing water, though they can trundle along the bottom of still or slow water if necessary. Guard Beasts. Adult aurumvoraxes are impossible to train, but their offspring are valued for training as guard beasts. A healthy aurumvorax kit can be sold for 5,000 gp or more to a discerning buyer. Female aurumvoraxes rarely give birth to more than one offspring at a time and are ferociously protective of their young. An aurumvorax drags its prey back to its lair to consume at its leisure, and its bone-midden often contains valuable belongings from past kills. Uneaten precious metals, discarded gems, and well-chewed metal items can also be found in its warrens. Despite its metallic coloration, an aurumvorax is not vulnerable to attacks that target metal, such as heat metal or the touch of a rust monster — in fact, aurumvoraxes easily kill and eat rust monsters, and some dwarf clans use aurumvorax pets to protect their storehouses against them. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatBlock1, li.StatBlock1, div.StatBlock1 {mso-style-name:\"Stat Block 1\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Stat Block 1 Char\"; margin-top:0cm; margin-right:0cm; margin-bottom:0cm; margin-left:9.35pt; text-indent:-9.35pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}span.StatBlock1Char {mso-style-name:\"Stat Block 1 Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Stat Block 1\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":32483,"Challenge Rating":9},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Aurumvorax Den Leader","description":"Aurumvoraxes that feed on a steady supply of precious metals gradually grow in size. These aurumvoraxes are faster and deadlier than others of their kind. Aurumvoraxes An aurumvorax is an eight-legged, badger-like hunter. These aggressive omnivores attack any prey they think they can best, ambushing even creatures double their size. They supplement their diets with metal, whether it’s worked or ore, and they have a particular taste for gold. This diet lends aurumvorax fur its golden sheen. Alone or in small groups, aurumvoraxes dig deep in search of precious metals. Such exploration often leads them into conflict with subterranean settlements. As defenders of such communities often wear metal armor, aurumvoraxes prioritize attacking armored foes—whether that armor is metal or not. Traits Pack Leader. The aurumvorax’s allies have advantage on attack rolls while within 10 feet of the aurumvorax, provided it isn’t incapacitated. Tunneler. The aurumvorax can burrow through solid rock and metal at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake. Actions Multiattack. The aurumvorax makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature wearing armor of any type, the aurumvorax gains one of the following benefits of its choice: Frenzy. The aurumvorax has advantage on attack rolls until start of its next turn. Invigorate. The aurumvorax regains 6 (1d8 + 2) hit points. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the aurumvorax can’t use its Claw attack on another target, and when it moves, it can drag the grappled creature with it, without the aurumvorax’s speed being halved.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":15687,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Journeys through the Radiant Citadel"},{"name":"Auspicia Dran","description":"The youngest sister of Omin Dran, the half-elf Auspicia Dran had her life torn apart as a child when she was seized by a mysterious creature called the Wandering Crypt. Having spent long years in a kind of dark dream within the crypt, she was saved in the end by her brother Omin’s tireless efforts and the valor of his handpicked “C” Team. Now returned safely to the world—and with the false Auspicia of the crypt’s creation slain—she focuses on trying to discover her own identity and to work through the ongoing complications arising from her ordeal. When Auspicia emerged from the Wandering Crypt, she carried within her a growing level of psionic power. She can’t help but read others’ minds, but finds that wearing a diamond earring helps tamp that unwitting ability down. This magic has also left her connected to the crypt in a way she doesn’t understand, even as it grants her occasional memories of others still trapped there and an awareness of faraway places. In combat, she manifests an instinctive knowledge of events before they happen, often making use of this ability to bring a fight to a standstill that encourages parley. But she has only just begun to explore her full precognitive potential.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Alignment":"neutral good","Expansion":4048,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Autognome","description":"An autognome is a mechanical gnome that resembles the rock gnome who created it, though it could never be mistaken for a gnome. Regardless of what its insides are made of, it has a metallic outer casing painted with gnomish features. It walks with a stiff gait, clanking, wheezing, whirring, and buzzing wherever it goes. An autognome obeys its creator’s commands when it is functioning properly, but a design flaw can cause an autognome to go rogue, forget its orders, and wander Wildspace doing anything except what it was designed for. No two autognomes are necessarily made of the same materials; magic is what gives them their intelligence. Most autognomes are programmed to obey the following three directives: defend gnomes who are being attacked by non-gnomes, defend yourself if you are attacked, and protect infants and youngsters from harm. The last directive arose from the best intentions, but it doesn’t distinguish between species; if an autognome sees a group of adults battling a lunar dragon wyrmling, for instance, it would come to the wyrmling’s defense. Traits Malfunction. Whenever the autognome takes 15 damage or more from a single source and isn’t reduced to 0 hit points by that damage, roll a d20 to determine if it suffers a malfunction: 1–10: “All Fine Here!” No malfunction occurs. 11–12: “My Mind Is Going. I Can Feel It.” The autognome is incapacitated for 1 minute. 13–14: “You’ve Disarmed Me!” One of the autognome’s arms falls off, reducing the number of Shock attacks it can make by 1 until a creature uses an action to reattach the arm. 15–16: “Who Turned Out the Lights?” The autognome’s head falls off and deactivates, causing the autognome to be blinded and deafened until a creature uses an action to reattach the head, which reactivates it. 17–20: “Have a Magical Day!” The autognome explodes and is destroyed. Each creature within 20 feet of the exploding autognome must make a DC 11 Dexterity saving throw, taking 22 (4d10) slashing damage on a failed save, or half as much damage on a successful one. Unusual Nature. The autognome doesn’t require air, food, drink, or sleep. Actions Multiattack. The autognome makes two Shock attacks. Shock. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (2d6) lightning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"any alignment","Expansion":16643,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Automa Fighter","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"neutral","Expansion":29375,"Challenge Rating":3},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Automaton","description":"Automaton On the Karelagne Empire’s home world, magitech advancements have created aetherium-powered automatons, with varying degrees of sentience. In recent years, a gradual influx of these constructs joined Karel’s workforce, particularly in labor-intensive positions such as construction and farming. Newly constructed automatons have limited intelligence and can only perform simple assigned tasks. However, automatons can develop a more nuanced intellect and personality with continuous social interaction. Remarkably, several individuals have gained a social and intellectual capability indistinguishable from other humanoids. A limited number have learned to repair themselves, and there are even rumors that some have learned how to replicate—though most technomages scoff at the suggestion.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":0.125},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Automaton Angel","description":"There is a rumor about an automaton being built somewhere near Cyherestead. These rumors say that this gigantic robot is shaped like the emissaries of the gods, is as tall as a mountain, has cutting-edge angst reactors built inside its reinforced metal frame, and can purify freshly drawn blood to use as fuel. Most people believe that the rumors were started by the sorcerers as a deterrent against Kanrath. At least one such automaton exists, hidden in a big hangar located in the Garrote Mountains. This knowledge is highly classified, even among Cyherestead sorcerers, and no one is sure if there is more than one of these giant machines.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":24099,"Challenge Rating":22},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Autumn Eladrin","description":"Eladrin To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all. —Mordenkainen Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin⁠ are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament. The eladrin⁠ have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin⁠ presented here are of the fey variety. Creatures of Passion. The magic flowing through eladrin⁠ responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin⁠ might remain in a particular aspect for years, while others run through the emotional spectrum each week. Lovers of Beauty. Regardless of the aspect they express, eladrin⁠ love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin⁠, to abduct them. Autumn⁠ Eladrin⁠ Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to heal, to cure, and to relieve any ailment that might afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign. Changeable Nature Whenever one of the eladrin⁠ finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin⁠ makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin⁠ sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it. Traits Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin⁠ must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin⁠ for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours. Whenever the eladrin⁠ deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success. Fey Step (Recharge 4–6). As a bonus action⁠, the eladrin⁠ can teleport⁠ up to 30 feet to an unoccupied space it can see. Innate Spellcasting. The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: calm emotions, sleep 3/day each: cure wounds (as a 5th-level spell) , lesser restoration 1/day each: greater restoration, heal, raise dead Magic Resistance⁠. The eladrin⁠ has advantage on saving throws against spells and other magical effects. Actions Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 18 (4d8) psychic damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8) psychic damage. Reactions Foster Peace. If a creature charmed by the eladrin⁠ hits with an attack roll while within 60 feet of the eladrin⁠, the eladrin⁠ magically causes the attack⁠ to miss, provided the eladrin⁠ can see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Neutral","Expansion":4,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Autumn Eladrin","description":"Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign. If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions. Note to self: send some of my spring eladrin friends to visit Mordenkainen. That’ll teach him to lighten up. Tasha Eladrin Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. Changeable Natures Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren’t incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them. Traits Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Enchanting Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Actions Multiattack. The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 22 (5d8) psychic damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (5d8) psychic damage. Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: hold person 2/day each: cure wounds (as a 5th-level spell), lesser restoration 1/day each: greater restoration , revivify Bonus Actions Fey Step (Recharge 4–6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Reactions Foster Peace . If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Alignment":"Typically Chaotic Neutral","Expansion":14934,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Avalanche Screamer","description":"Ice shards scrape together as this creature moves on its many icicle-like legs. The ice making up much of its body parts to reveal several toothy maws, and a scream erupts from deep within the creature. Primordial Beings. Avalanche screamers were apex predators when the world was younger and covered in ice. As the world thawed, avalanche screamers fled to mountain peaks and polar regions to hunt smaller prey. Avalanche screamer lairs contain a jumble of bones from their victims but have no other commonalities. Devious Hunter. A versatile predator, the avalanche screamer can attack its prey from the ground beneath or from cliffs and trees above. It prefers to pick off its victims one at a time, grabbing stragglers at the back of a group and killing them before returning to the group. When it must face multiple foes simultaneously, it uses its scream to inflict harm on as many targets as possible. In unstable areas, the sound can cause avalanches, which the avalanche screamer rides out unscathed. It then uses its ability to detect vibrations to locate survivors, tunnel its way toward them, and devour them. Summer Hibernation. Because avalanche screamers become lethargic and vulnerable in warmer temperatures, they hide themselves during the brief summers in their mountaintop and polar habitats. In preparation for their summer slumbers, they aggressively hunt prey, fattening themselves or stockpiling in their lairs. As a precaution against hunters that might follow them to their lairs, avalanche screamers often collect their food from miles away and tunnel through the ground to leave no tracks. Those who manage to track the creatures and hope to easily dispatch them while they are sluggish find avalanche screamers quickly shake their torpor to defend themselves.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Avarice","description":"Avarice is a cruel and vindictive tiefling trained in the arcane tradition of evocation. She likes using her magic to destroy things, and her hunger for magic items knows no bounds. Her supreme confidence means that she never backs down from a challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life. Avarice has been a member of the Arcane Brotherhood for almost two years. She fantasizes about rising to fame and prominence in record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality. The tiefling has the secret support of the archdevil Levistus, having traded her soul years ago for her first taste of magical power. Levistus speaks to her in dreams and guides her path. Shortly after Avarice arrived in Ten-Towns, Levistus urged her to seek out the Black Sword. Avarice didn’t know who or what the Black Sword was until she was approached by cultists of Levistus bearing swordlike shards of chardalyn worn as pendants around their necks. These self-styled Knights of the Black Sword offered her sanctuary in the keep of Caer-Dineval, where they are based. Although she doesn’t trust the cultists, they treat her with more respect than anyone else does, and the keep is a safer location than most other places in Ten-Towns. Companions . Avarice has a pair of loyal gargoyles named Gargle and Gurgle who serve her as bodyguards and scouts. Avarice uses her Rary’s telepathic bond spell to stay in telepathic contact with her gargoyles before sending them off on any mission. Avarice also has the support of the Knights of the Black Sword, if she needs to call on their talents. Familiar . Avarice’s familiar throughout the adventure is a squawking raven named Skelm. It uses the raven stat block in the Monster Manual but is a fiend instead of a beast. Spellbook . Avarice’s spellbook has white leather covers and vellum pages. The tiefling’s personal sigil is burned into the front cover. The book contains the spells Avarice has prepared plus the following additional spells: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force. Traits Icy Doom . When Avarice dies, her corpse freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead. Special Equipment . Avarice wields a staff of frost with 10 charges (see “Actions” below). Spellcasting . Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14; +6 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): fire bolt (see “Actions” below), mage hand, message, minor illusion, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile 2nd level (3 slots): flaming sphere, knock, scorching ray 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): banishment, fire shield 5th level (2 slots): Bigby’s hand, Rary’s telepathic bond Actions Fire Bolt (Cantrip) . Ranged Spell Attack : +6 to hit, reach 120 ft., one target. Hit: (2d10) fire damage. Staff of Frost . While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 charges daily at dawn. If its last charge is expended, roll a d20; on a 1, the staff turns to water and is destroyed. Reactions Banishing Rebuke (Recharges after a Long Rest) . When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 5 (1d10) cold damage at the start of each of its turns. At the end of each of its turns, the creature can make a DC 14 Charisma saving throw, escaping the prison on a success and reappearing in the space it left or in the nearest unoccupied space if that space is occupied. A creature that dies in the prison is trapped there indefinitely","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Alignment":"lawful evil","Expansion":6331,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Avarice","description":"Avarice is a cruel and vindictive tiefling trained in the arcane tradition of evocation. She likes using her magic to destroy things, and her hunger for magic items knows no bounds. Her supreme confidence means that she never backs down from a challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life. Avarice has been a member of the Arcane Brotherhood for almost two years. She fantasizes about rising to fame and prominence in record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality. The tiefling has the secret support of the archdevil Levistus, having traded her soul years ago for her first taste of magical power. Levistus speaks to her in dreams and guides her path. Shortly after Avarice arrived in Ten-Towns, Levistus urged her to seek out the Black Sword. Avarice didn’t know who or what the Black Sword was until she was approached by cultists of Levistus bearing swordlike shards of chardalyn worn as pendants around their necks. These self-styled Knights of the Black Sword offered her sanctuary in the keep of Caer-Dineval, where they are based. Although she doesn’t trust the cultists, they treat her with more respect than anyone else does, and the keep is a safer location than most other places in Ten-Towns. Companions. Avarice has a pair of loyal gargoyles named Gargle and Gurgle who serve her as bodyguards and scouts. Avarice uses her Rary’s telepathic bond spell to stay in telepathic contact with her gargoyles before sending them off on any mission. Avarice also has the support of the Knights of the Black Sword, if she needs to call on their talents. Familiar. Avarice’s familiar throughout the adventure is a squawking raven named Skelm. It uses the raven stat block in the Monster Manual but is a fiend instead of a beast. Spellbook. Avarice’s spellbook has white leather covers and vellum pages. The tiefling’s personal sigil is burned into the front cover. The book contains the spells Avarice has prepared plus the following additional spells: burning hands , cone of cold , find familiar , ice storm , lightning bolt , rope trick , thunderwave , tongues , wall of fire , and wall of force . Traits Icy Doom. When Avarice dies, her corpse freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead. Special Equipment. Avarice wields a staff of frost with 10 charges (see Actions below). Spellcasting. Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14; +6 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): fire bolt (see Actions below), mage hand, message, minor illusion, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile 2nd level (3 slots): flaming sphere, knock, scorching ray 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): banishment, fire shield 5th level (2 slots): Bigby’s hand, Rary’s telepathic bond Actions Fire Bolt (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage. Staff of Frost. While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 charges daily at dawn. If its last charge is expended, roll a d20; on a 1, the staff turns to water and is destroyed. Reactions Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 5 (1d10) cold damage at the start of each of its turns. At the end of each of its turns, the creature can make a DC 14 Charisma saving throw, escaping the prison on a success and reappearing in the space it left or in the nearest unoccupied space if that space is occupied. A creature that dies in the prison is trapped there indefinitely.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Alignment":"lawful evil","Expansion":27909,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Avassh","description":"Note: More information about Avassh can be found in its chapter, here . Facing Avassh Like all of the daelkyr, Avassh’s appearance is subjective. The mortal mind can’t entirely comprehend Avassh, and two viewers will see different details when facing the daelkyr. The general impression, however, is of a feminine humanoid wearing barklike armor. Long, prehensile roots emerge from its flesh and suspend it above the ground; while Avassh has a flight speed, this actually reflects this unnatural suspension. What at first appears to be long hair is a mane of writhing vines, which can lash out and crush its enemies. More than any other daelkyr, Avassh has a loose relationship with its physical form. Vegetation in the region around Avassh shivers and shudders. Avassh spreads seeds, and at any point it may dissolve its current body and emerge reborn from one of its seed pods. Wherever it goes, plants secrete strange pollens and scents; the world smells wrong, and leaves rustle in an unfelt wind. Rev and Ban battle Avassh in a swamp. Rev the warforged wrestles against grasping vines that restrain him. The goblin Ban is perched on Rev's shoulder, nocking an arrow to fire at the daelkyr Avassh, whose form resembles that of a female humanoid made of wood and vines, which emerge from its flesh and suspend it above the ground. Atop its head writhes long green vines, which are currently reaching toward Rev as if to grasp him. Avassh’s Lair Avassh is bound in a prison demiplane in Khyber. The demiplane takes the form of a giant rotting tree, with fungus blooming and vines twisting along the slick surface of the rotting wood. Avassh dwells deep within the heart of this Dying Tree, surrounded by corpse gardens and blight creatures. While Avassh focuses on its work, the roots of the Dying Tree burrow out through Khyber, seeking new soil. Where the roots find purchase, they can forge a temporary connection between the two points, triggering the regional effects described below. If it suits your story, and the proper rituals are enacted and the energies converge, Avassh can physically manifest at the terminus of a root. Avassh can take lair actions anywhere within the Dying Tree’s root structure. Avassh can’t travel more than 1,000 feet away from the root; if its body is transported more than 1,000 feet from the root, it immediately decomposes, and Avassh uses its Rebirth legendary action to reappear at the root terminus. Lair Actions. While in its lair, Avassh can take lair actions. On initiative count 20 (losing initiative ties), Avassh can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row: Infectious Growth. Avassh releases a plume of infectious blight spores. Each creature it can see within its lair must succeed on a DC 22 Constitution saving throw or become infected with a blight spore. Arboreal Temptation. Avassh grows a magical tree in an unoccupied space it can see within its lair. Each creature that starts its turn within 20 feet of that tree must make a DC 22 Wisdom saving throw. On a failed save, a creature must use its movement on its turn to end its turn as close as possible to that tree. Each creature that ends its turn within 5 feet of the tree (on that turn or subsequent turns) must pluck a leaf or fruit from its boughs, and a creature that does so can’t regain hit points until the end of its next turn. Awaken Minion. Avassh conjures either one treant or two shambling mounds in unoccupied spaces it can see within its lair. The creatures disappear when they are reduced to 0 hit points or when Avassh uses this lair action again. Regional Effects. A region touched by the roots of the Dying Tree can be warped in one or more of these ways; if Avassh dies or the roots are destroyed, the effects fade away after 1d10 days: Aberrant Blooms. Natural plants within 1 mile of the root terminus may develop unusual traits—while they retain their normal appearance, they could become poisonous or psychedelic, or start drawing on a source of sustenance other than sunlight. Alien Flora. Unnatural plants can appear within 1 mile of the root terminus, as such as those described in this chapter. Unnatural Growth. Plant growth and decay is unnaturally accelerated within 5 miles of the root terminus. Traits Alien Mind. If a creature deals psychic damage to Avassh or tries to read its thoughts, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Blight Spores. When Avassh uses its Ligneous Claw or Infectious Growth, it has a chance of infecting creatures with a blight disease carried by its corrupted spores. A diseased creature suffers the following cumulative effects for each blight spore infecting it: Its hit point maximum is reduced by 10. When it makes a saving throw against any of Avassh’s effects, it must roll a d4 and subtract the number rolled from the saving throw. Blight spore disease can be cured by the lesser restoration spell or similar magic; when cured, all blight spores currently infecting the creature are destroyed. If blight spores reduce a creature’s hit point maximum to 0, it dies, then rises at the start of its next turn as a dolgaunt under Avassh’s control; this dolgaunt is both a Plant and an Aberration. This transformation can be undone only by a wish spell. Legendary Resistance (3/day). If Avassh fails a saving throw, it can choose to succeed instead. Magic Resistance. Avassh has advantage on saving throws against spells and other magical effects. Regeneration. Avassh regains 20 hit points at the start of its turn. If Avassh takes radiant damage, this trait doesn’t function at the start of Avassh’s next turn. Avassh dies only if it starts its turn with 0 hit points and doesn’t regenerate. Ruinous Seed. At the start of its turn, Avassh grows a Medium seed pod in an unoccupied space it can see within 30 feet of it. A seed pod has AC 12 and 50 hit points. Creatures within 5 feet of the seed pod when it grows take 7 (2d6) necrotic damage. Actions Multiattack. Avassh makes two Ligneous Claw attacks and two Thrashing Vines attacks. Ligneous Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target is infected with a blight spore. Thrashing Vines. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 18 (2d10 + 7) slashing damage, and the target is restrained until the end of its next turn. Mourning Bloom. Avassh grows a bloom of haunting roses from a point it can see within 120 feet of it, and the roses cry out with the voices of the blood that fertilizes their soil. Each creature in a 30-foot-radius sphere centered on that point must make a DC 22 Wisdom saving throw. On a failed save, a creature takes 22 (4d10) psychic damage and becomes frightened of Avassh. On a successful save, a creature takes half as much damage and is not frightened. A frightened creature must repeat the saving throw at the end of each of its turns, taking 22 (4d10) psychic damage on a failed save, and ending the effect on itself on a successful one. Rootbinding. Avassh attempts to remake one creature it can see within 30 feet of it into a twisted tree. The target must make a DC 22 Constitution saving throw. On a successful save, the target narrowly escapes being remade, and instead takes 55 (10d10) necrotic damage. On a failed save, the target’s body is twisted into the form of a Large tree, becoming paralyzed and rootbound. A rootbound creature must make a DC 22 Constitution saving throw at the start of each of its turns. On a failed save, it is paralyzed until the start of its next turn. On a successful save, it is no longer paralyzed, but has disadvantage on attack rolls and ability checks, and its speed is reduced to 10 feet. The creature continues making this saving throw at the start of each of its turns until it either succeeds twice or fails twice (not including the initial failure that made that creature rootbound). If the creature succeeds twice, the effect ends and the creature takes 55 (10d10) necrotic damage. If the creature fails twice, the effect ends, the creature dies, and it is turned into an inanimate tree; this transformation can be undone only by a wish spell. Bonus Actions Teleport. Avassh teleports up to 30 feet to an unoccupied space it can see. Legendary Actions Avassh can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Avassh regains spent legendary actions at the start of its turn. Vine Whip. Avassh makes a Thrashing Vine attack. Burst Seed Pod. Avassh chooses one seed pod it can see that was created by its Ruinous Seed. That seed pod is destroyed and explodes in a 20-foot-radius cloud of noxious fumes. Creatures within the fumes must make a DC 22 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. Rebirth (Costs 3 Actions). Avassh discards its current body and reemerges from one of its seed pods, destroying the seed pod in the process. Avassh ends all diseases and conditions afflicting it, and if it has fewer than half its maximum hit points, it reemerges with half its maximum hit points (143). Avassh can use this legendary action while incapacitated.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Neutral Evil","Expansion":21558,"Challenge Rating":22},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Avassh Treant","description":"Treants During the Xoriat incursion, Dhakaani fortresses in what's now Aundair were assaulted by living siege engines they called the Gaa’avassh , the Children of Avassh. Since then, these creatures have been encountered in the depths of the Gloaming and other jungles and forests touched by Avassh. Most gaa’avassh have the broad appearance of classic treants blended with willow trees; however, their bark has a slick texture, they have nothing resembling a human face or head, and the dangling “willow branches” are actually a mass of prehensile tendrils. Avassh’s treants replace the stat block’s normal Slam attack with the following: Tendril Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). The treant can grapple up to six creatures at a time. The only language that all Avassh treants know is Deep Speech; ancient gaa’avash also know Goblin, and they may have learned other languages from the creatures around them. They are reclusive creatures that largely dwell in the deepest woods, and they consider animals of all types to be an infestation, seeing no difference between humans and squirrels. While the above describes the traits of the common gaa’avassh, there are certainly more unusual examples. One Dhakaani account speaks of a massive gaa’avassh that also served as the blood mother of a blight infestation, and an old Aundairian folktale seems to describe a gaa’avassh that falls in love with a parasitical dryad. Traits False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree. Siege Monster. The treant deals double damage to objects and structures. Actions Multiattack. The treant makes two slam attacks. Tendril Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). The treant can grapple up to six creatures at a time. Rock. Ranged Weapon Attack: +10 to hit, reach 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Typically Chaotic Good","Expansion":21558,"Challenge Rating":9},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Avatar Form","description":"Large celestial, unaligned Armor Class 17 Hit Points 189 (18d10 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 20 (+5) 18 (+4) 16 (+3) 20 (+5) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks, plus one additional type Senses darkvision 60 ft., passive Perception 13 Languages speaks all languages known in previous form Challenge 18 (20,000 XP) Proficiency Bonus +6 Awesome Presence. Each creature of your choice within 60 feet of you must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Once a creature makes a successful saving throw, that creature is immune to your Awesome Presence for 24 hours. Actions Multiattack . You make two slam attacks and one bite attack. Bite . Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage. Slam . Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"unaligned","Challenge Rating":18},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Avatar of Baalzebul","description":"Traits Stench of the Slug. Any creature that starts its turn within 10 feet of the avatar must succeed on a DC 19 Constitution saving throw or have the poisoned condition until the start of their next turn. On a successful saving throw, the creature is immune to this stench for 1 hour. Actions Multiattack. The avatar makes four Sickening Claw attacks. It can replace one of the attacks with Insect Gorge (if available). Sickening Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 13 (3d8) acid damage. The target’s hit point maximum is reduced by the acid damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Insect Gorge (Recharge 4–6). The avatar disgorges a swarm of biting flies at a point it can see within 300 feet of itself. Each creature within a 20-foot-radius sphere centered on that point must make a DC 19 Constitution saving throw. A creature takes 55 (10d10) piercing damage on a failed save, or half as much damage on a successful one. The biting flies persist for 1 minute or until the avatar is slain. A creature must also make this saving throw when it enters the insects’ area for the first time on a turn or ends its turn there. Caustic Slimepool (1/Day). The avatar causes caustic slime to emanate from itself, covering a 15-foot-radius circle. Each creature within the slime must succeed on a DC 19 Dexterity saving throw or have the grappled condition (escape DC 17). A grappled creature takes 21 (6d6) acid damage at the start of its turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Avatar of Cegilune","description":"If Cegilune is seen during a new moon then she appears as a haunted and naked pale humanoid woman of a young age. If the avatar is seen on the full moon then she appears as an ancient crone that can barely stand up. On all other nights she assumes her nightmare form, which resembles a night hag with a black smear for a head and the captured souls she contains pushing against her flesh in an attempt to escape. Cegilune only rarely sends her avatar to a Material Plane during the daylight or a night without moonlight. Cegilune’s avatar will immediately plane shift if any form of eclipse begins.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"neutral evil","Expansion":34600,"Challenge Rating":20},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Avatar of Death","description":"Summoned by the Skull card from the Deck of Many Things, the avatar of death is a ghostly humanoid skeleton clad in tattered black robe and carries a spectral scythe. It appears in a space of the DM’s choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can’t be restored to life.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":7583},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Avatar of Death","description":"Traits Incorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. Actions Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up). Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":33359,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Avatar of Shoth","description":"The avatar of Shoth is a gargantuan, oozing pile connected to two droths by viscous appendages. A massive pulsing zom sits in the center of its body, and it is from there that the laws and edicts of Shoth emanate. The avatar's zom is a powerful magical artifact, which stores, creates, and disseminates the rules and tenets of the shoth across the planes of existence. Through this zom, the avatar can communicate telepathically with any shoth over any distance and across any plane. The zom magically returns to Shoth if the avatar is slain. Abandon or Persist. The avatar of Shoth is often called to worlds where the shoth have been unsuccessful in convincing a populace to dissolve with them. Though the shoth possess infinite patience, in certain circumstances Shoth determines it is no longer necessary to pursue a certain form of life. Alternatively, Shoth may decide to take extreme measures to encourage willingness to step into a zolv. On numerous occasions, Shoth has sent its avatar to destroy all other life on a world to force the reluctant race's hand. The Avatar of Shoth's Lair The Dripping Place is an enormous vessel that houses the avatar of Shoth itself. The massive ship is made from slime-exuding metal plates and is powered by mysterious, magical energy. The avatar pilots the ship from its central chamber. The Dripping Palace only arrives on worlds where the shoth have met extreme opposition. Wherever the palace goes, a force of oth paladins goes with it. Lair Actions On initiative count 20 (losing initiative ties), the avatar takes a lair action to cause one of the following effects; the avatar can't use the same effect two rounds in a row: The avatar melts into the ooze of its lair, becoming invisible and teleporting to an unoccupied space within 100 feet of it. The invisibility lasts until the end of the avatar's next turn. The ooze covering the floor within 60 feet of the avatar ripples and forms into dozens of grasping pseudopods. Each non-shoth creature that starts its turn in the area must succeed on a DC 15 Strength saving throw or be grappled and restrained by the pseudopods. A creature, including the target, can take its action to remove the pseudopod from the target by succeeding on a DC 15 Strength check. The pseudopods dissolve when the avatar uses this lair action again or when the avatar dies. The avatar telepathically communicates with any creature with 0 hp within 120 feet of the avatar. That creature sees an indescribably beautiful unfolding pattern of stars and is immediately restored to 1 hp. A creature restored this way is charmed by the avatar until the end of its next turn. While charmed by the avatar, that creature is incapacitated and must move up to its speed toward the avatar on its turn.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration (shoth)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":21},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Avatar of the Lantern King","description":"These stats represent an avatar of the Lantern King, the Eldest of trickery. The actual Lantern King would be a much more powerful foe in the CR range of 28–29, but using his avatar allows you to pit him against 20th-level PCs without overwhelming them entirely. Traits Legendary Resistance (3/Day). If the Avatar of the Lantern King fails a saving throw, he can choose to succeed instead. Magic Resistance. The Avatar of the Lantern King has advantage on saving throws against spells and other magical effects. Magic Weapons. The Avatar of the Lantern King’s weapon attacks are magical. Regeneration. The Avatar of the Lantern King regains 25 hit points at the start of its turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. The Avatar of the Lantern King dies only if it starts his turn with 0 hit points and doesn’t regenerate. Shapechanger. The Avatar of the Lantern King can use his action to polymorph into a form that resembles any fey or humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Innate Spellcasting. The Avatar of the Lantern King’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: charm person, suggestion 3/day: dominate monster, mirror image, misty step, shapechange, shield 1/day: conjure fey, control weather, haste, major image, nondetection, polymorph Actions Multiattack. The Lantern King makes three attacks with his searing rune or two attacks with his blinding beam. Searing Rune. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 35 (4d12+9) fire damage and 19 (3d12) psychic damage. Blinding Beam. Ranged Weapon Attack: +16 to hit, range 80/120 ft., one target. Hit: 48 (6d12+9) fire damage and 19 (3d12) radiant damage, plus the target must make a DC 21 Constitution saving throw or be blinded until the end of their next turn. Reactions Lying Laugh (3/Day). Whenever a creature misses the Avatar of the Lantern King with an attack or fails an ability check or saving throw, it is overcome for 1 minute as if hideous laughter were cast on it. The creature can make a DC 21 Wisdom saving throw at the end of each of its turns, ending the effect on a success. Legendary Actions The Avatar of the Lantern King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Lantern King regains spent legendary actions at the start of his turn. Swift Rune. The Avatar of the Lantern King makes a searing rune attack. Playful Switch. The Avatar of the Lantern King transposes two creatures or unattended items within 60 feet of him. If they are creatures or attended items, they must succeed at a DC 21 Charisma saving throw. If they both fail, the creatures or items swap places. Prismatic Burst (Costs 2 Actions). The Avatar of the Lantern King casts prismatic spray .","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fey (shapechanger)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":24},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Aventesma","description":"Aventesma These enormous apparitions resemble enormously tall but eerily thin humans, stretching around 12 feet tall but willowy slender and able to contort itself with disconcerting ease. Mortal eyes strain to take in their appearance, as they seem to grow the longer one looks at them, eventually seeming to almost merge with the sky or to arch and bend over like a bridge. If this bridge examines, it appears stable and safe to all appearance, as stout as a span of wood or stone. However, the aventesma’s face and twisted limbs remain clearly visible, bent and warped through the substance of the span. The aventesma may allow free passage or it may block those wishing to cross, or set them a task or a riddle that must be completed before it allows them through. Even if their terms are met, wise travelers sometimes toss a stone through the arch of the aventesma’s bridge, for if the stone disappears or cannot pass through the archway, they know that eerie fey magic is afoot and they had best find a different path. Aventesma are not inherently malevolent, but meeting one is considered an ill omen and an echoe of stray spirits left behind.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"chaotic neutral","Expansion":30635,"Challenge Rating":16},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Avestruzii","description":"Long-legged bird people, clad in scale mail, gallop across the plains, kicking up a storm of dust in their wakes. Avestruzii are flightless, birdlike humanoids who hail from the Elemental Plane of Earth. Their long legs allow them to sprint quickly across short distances, and thick feathers protect them from harm. Hardened Survivors. After nearly being hunted into extinction by extraplanar poachers, the few surviving avestruzii formed a closed martial society in hopes of survival. After driving their pursuers from the Elemental Plane of Earth, their greatest warriors formed a clan system that persists to this day. Skilled Cavalry. While most avestruzii defend their territory on the Elemental Plane of Earth, warlords often lure warbands of avestruzii to the Material Plane, where they serve as cavalry on the open plains. Actions Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 3 (1d6) piercing damage. Reactions Dig In. The avestruzii has resistance to one melee weapon attack that would hit it. To do so, the avestruzii must see the attacker and must not have moved during its previous turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Avestruzii)","Alignment":"Any Alignment","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Avestruzii Champion","description":"Long-legged bird people, clad in scale mail, gallop across the plains, kicking up a storm of dust in their wakes. Avestruzii are flightless, birdlike humanoids who hail from the Elemental Plane of Earth. Their long legs allow them to sprint quickly across short distances, and thick feathers protect them from harm. Hardened Survivors. After nearly being hunted into extinction by extraplanar poachers, the few surviving avestruzii formed a closed martial society in hopes of survival. After driving their pursuers from the Elemental Plane of Earth, their greatest warriors formed a clan system that persists to this day. Skilled Cavalry. While most avestruzii defend their territory on the Elemental Plane of Earth, warlords often lure warbands of avestruzii to the Material Plane, where they serve as cavalry on the open plains. Actions Multiattack. The avestruzii champion makes two Greataxe attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed 5 feet away from the avestruzii. Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Reactions Dig In. The avestruzii champion has resistance to one melee weapon attack that would hit it. To do so, the avestruzii champion must see the attacker and must not have moved during its previous turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Avestruzii)","Alignment":"Any Alignment","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Aviere","description":"A small bird with a fiery belly perches on the shoulder of the temple’s acolyte, singing a divine song. Avieres are fiery songbirds created by good deities and sent to holy sites on the Material Plane as protectors and teachers. They innately know the tenets of their deities and encourage those around them to uphold the tenets. They dislike leaving the area they were sent to tend, but they sometimes venture out to heal or evangelize passersby. Songbirds. Locations containing avieres are always filled with beautiful music, as they sing the hymns of their deities at all hours of the day. In doing so, they heal and uplift their surroundings, leading to healthier flora and fauna and calmer weather in the area. Temple Assistants. Avieres in temples spend most days aiding the temple’s priests and priestesses, especially in coaching acolytes or those new to the faith. They take great pleasure in assisting scribes who are writing their deity’s teachings, acting as a light source while singing the teachings to the scribes. Aviere Familiars Some aviere are willing to serve good-aligned spellcasters as a familiar. Such aviere have the following trait. Familiar. The aviere can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the aviere senses as long as they are within 1 mile of each other. While the aviere is within 10 feet of its companion, the companion shares the aviere’s Magic Resistance trait. At any time and for any reason, the aviere can end its service as a familiar, ending the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial","Alignment":"any good","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Avinash Jurrg","description":"Avinash Jurrg is the general of Pitax’s armies, and in many ways can be considered to be the second-in-command of the nation of Pitax. His unusual heritage makes him a great choice for the final boss of a long-running campaign of your own design, perhaps as the leader of an army of monsters that has been menacing the region for years. Traits Innate Spellcasting. Jurrg’s innate spellcasting ability is Charisma (spell save DC 18). Jurrg can innately cast the following spells, requiring no material components: At will: darkness, invisibility 1/day each: charm person, cone of cold, gaseous form, sleep Magic Resistance. Jurrg has advantage on saving throws against spells and other magical effects. Magic Weapons. Jurrg’s weapon attacks are magical. Regeneration. Jurrg regains 10 hit points at the start of its turn if it has at least 1 hit point. Spellcasting. Jurrg is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Jurrg has the following bard spells known: Cantrips (at will): mage hand, message, minor illusion, vicious mockery 1st level (4 slots): charm person, cure wounds, longstrider 2nd level (3 slots): blur, mirror image, suggestion 3rd level (3 slots): dispel magic, slow, tongues 4th level (3 slots): confusion, dimension door, stoneskin 5th level (2 slots): cone of cold, hold monster Actions Multiattack. Jurrg makes three attacks, either with his claws or his greatsword. Claw (Oni Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) slashing damage, or 11 (2d6+4) slashing damage in Small or Medium form. Change Shape. Jurrg magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into his true form. Other than his size, his statistics are the same in each form. The only equipment that is transformed is his greatsword, which shrinks so that it can be wielded in humanoid form. If Jurrg dies, he reverts to his true form, and his greatsword reverts to its normal size. Reactions Counterattack. When damaged by an enemy within reach, Jurrg makes a greatsword attack against the creature that hit him.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":14},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Avoral","description":"Avorals appear as tall, muscular humanoids with feathered wings for arms and eagle-like lower legs that end with sharp talons. They have hands at the end of their wings, allowing them to use weapons. The avoral has strong but hollow bones that make it incredibly light, so much that even the largest avoral weighs no more than 120 pounds. Flying Skirmishers. Avorals are the scouts and rangers of the guardinals. Their acute vision allows them to see enemies from great distances, and their light, majestic bodies enable them to fly at incredible speeds. In combat, the avorals prefer to attack by raining crossbow bolts at their targets while perched on high ground or swooping down at them and slashing with their sharp talons. Like other guardinals, avorals are innate magic-users and can cast devastating spells like lightning bolt and fear. Guardinals The noble guardinals are celestials that resemble animal-humanoid hybrids. Despite their bestial appearance, guardinals are the most honorable and pure-hearted beings one will ever encounter. Native to Elysium and the House of Nature, the guardinals embody virtue and good-naturedness without being constrained by law nor distracted by the chaos of freedom. They are welcoming, mirthful, and witty. Though they always seek to resolve conflict through peaceful means, guardinals are ready to fight if needed. Due to their nature, guardinals often clash with fiends, tyrants, and evil undead. Noble Heroes. While guardinals have no strict hierarchy as do the celestial archons, they recognize the authority and follow the guardinal paragons known as Talisid and the Five Companions. From time to time, guardinals may be called upon by deities of Elysium and the House of Nature to perform noble quests, at times aiding heroes from the Material Plane. Squads of guardinals also mount lightning raids and rescue missions in the Lower Planes. Traits Flyby. The avoral doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Keen Sight. The avoral has advantage on Wisdom (Perception) checks that rely on sight. Magic Resistance. The avoral has advantage on saving throws against spells and other magical effects. Speak with Beasts. The avoral can communicate with beasts as if they shared a language. Actions Multiattack. The avoral makes two melee weapon attacks. While flying, it can only make Talon attacks. Talon. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Spellcasting. The avoral casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: aid, blur, command, detect magic, gust of wind, hold person 2/day each: dispel magic, fear, lightning bolt","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"typically Neutral Good","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Avoral Guardinal","description":"Avorals are eagle-like bipeds with winged arms and keen, golden eyes. Prone to wander, these avian Celestials leave Elysium more frequently than their counterparts, meandering across the Outlands to wherever the winds might take them. Solitary scouts and skirmishers, avorals are nimble aerial combatants, able to swiftly dive at foes from the heavens and tear into them with razor-sharp talons. Guardinals Nomadic and peaceful, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals can be found throughout the Outlands, especially in Ecstasy, the gate-town to Elysium, and in Faunel, the gate-town to the Beastlands. While guardinals are usually friendly and slow to anger, their supernatural virtue puts them at odds with the evil beings of the Lower Planes. Guardinals abhor wickedness and strike out against injustice and villainy without hesitation, determined to eradicate forces that threaten beauty and peace. Traits Dive Attack. If the avoral is flying, dives at least 30 feet in a straight line toward a Medium or smaller creature, and ends within 5 feet of it, that creature must succeed on a DC 15 Strength saving throw or take 14 (4d6) piercing damage and have the prone condition. Flyby. The avoral doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Spellcasting. The avoral casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): 1/day each: command , h old person Actions Multiattack. The avoral makes two Talon attacks. It can replace one attack with a use of Spellcasting. Talon. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 13 (2d12) radiant damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"typically neutral good","Expansion":26427,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Avulzor","description":"A horrid-looking bipedal creature with cracked, leathery skin and long arms and legs—ending in wicked, flensing talons—rears up. A trio of unblinking purple eyes is situated in the monster’s chest, and its neck ends in a nest of lamprey-like heads. It wears a kilt of humanoid bones that rattles unnervingly as it moves. Horrors from Beyond Reality. Avulzors are hideous aberrations native to a dimension inundated with necrotic energy. There they weave plans for dominating the other planes of existence, launching expeditionary forces into other worlds to kidnap humanoids for experimentation, steal useful magical devices, or destroy perceived threats. Their reasons for doing so are largely unknown, yet they despise all other living creatures. Masters of Bone. While avulzors hate all life, they have a disturbingly accurate understanding of humanoid anatomy and use this knowledge to grant their undead constructs extra power. They can also shape bone as if it were putty, transforming an ogre’s pelvis into a usable chair or a dwarf’s teeth and ribs into a complex musical instrument. While they find undead creatures like skeletons and zombies useful tools, they have no real love for intelligent undead, such as wights and vampires, and only tolerate the creatures when necessary to further their own goals.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Awakened Kelp","description":"The yellow-green fronds wave gently in the water, extending at least 10 feet long. Numerous spherical gas bladders occur throughout the foliage to provide buoyancy. Traits False Appearance: When the awakened kelp remains motionless, it is indistinguishable from normal kelp. Water Breathing: The awakened kelp can breathe only underwater. Actions Multiattack: The awakened kelp can make two attacks with its fronds and use its Reel action. Frond : Melee Weapon Attack : +4 to hit, reach 20 ft., one target. Hit : The target is grappled (escape DC 12). Until this grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the awakened kelp can’t use the same frond on another target. At the start of each of the target’s turns, the target takes 6 (1d8 + 2) bludgeoning damage. Reel : The awakened kelp pulls each creature grappled by it up to 10 feet straight toward it.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":18594,"Challenge Rating":1},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Awakened Shrub","description":"An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic. Traits False Appearance : While the shrub remains motionless, it is indistinguishable from a normal shrub. Actions Rake: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Source":"MM1","Alignment":"unaligned","Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Awakened Shrub","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic. Traits False Appearance : While the shrub remains motionless, it is indistinguishable from a normal shrub. Actions Rake : Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) slashing damage .","properties":{"Category":"Monsters","AC":9,"HP":"10 (3d6)","CHA":6,"CON":11,"DEX":8,"INT":10,"STR":3,"WIS":10,"Size":"Small","Type":"plant","Speed":"20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057900/FPgWQx6HDKZQiyb2WtRWVw/original.png","Roll 0":"1d20 + 1\n1d4-1","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","Languages":"One Language Known By Its Creator","data-List":"false","Token Size":1,"Resistances":"Piercing","data-Traits":"[{\"Name\":\"False Appearance\",\"Desc\":\"While the shrub remains motionless, it is indistinguishable from a normal shrub.\"}]","data-Actions":"[{\"Name\":\"Rake\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"1\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 - 1\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"+0","data-DEX-mod":"-1","data-INT-mod":"+0","data-STR-mod":"-4","data-SizeNum":1,"data-WIS-mod":"+0","Vulnerabilities":"Fire","Challenge Rating":0,"Passive Perception":10,"data-CrNum":0,"data-AcNum":9,"data-HpNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Awakened Tree","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic. Traits False Appearance : While the tree remains motionless, it is indistinguishable from a normal tree. Actions Slam : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage .","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"59 (7d12+14)","CHA":7,"CON":15,"DEX":6,"INT":10,"STR":19,"WIS":10,"Size":"Huge","Type":"plant","Speed":"20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057913/3Ra_FUFDvWaUmIzSsuwBPg/original.png","Roll 0":"1d20 + 6\n3d6+4","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","Languages":"One Language Known By Its Creator","data-List":"false","Token Size":3,"Resistances":"Bludgeoning, Piercing","data-Traits":"[{\"Name\":\"False Appearance\",\"Desc\":\"While the tree remains motionless, it is indistinguishable from a normal tree.\"}]","data-Actions":"[{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"3d6 + 4\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":"+2","data-DEX-mod":"-2","data-INT-mod":"+0","data-STR-mod":"+4","data-SizeNum":6,"data-WIS-mod":"+0","Vulnerabilities":"Fire","Challenge Rating":2,"Passive Perception":10,"data-CrNum":2,"data-AcNum":13,"data-HpNum":59},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Awakened Tree","description":"An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic. Traits False Appearance : While the tree remains motionless, it is indistinguishable from a normal tree. Actions Slam : Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Source":"MM1","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Awakened White Moose","description":"Traits Charge . If the moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Sure-Footed. The moose has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The moose makes two attacks: one with its antlers and one with its hooves. Antlers. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: (2d8+4) piercing damage. Hooves . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: (2d4+4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral evil","Expansion":6331,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Awakened White Moose","description":"Traits Charge. If the moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Sure-Footed. The moose has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The moose makes two attacks: one with its antlers and one with its hooves. Antlers. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral evil","Expansion":27909,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Awakened Wolf","description":"Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4+2) piercing damage. On a hit, if the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Awakened Zurkhwood","description":"Awakened Zurkhwood This creature is an ordinary zurkhwood mushroom given sentience and mobility. An awakened zurkhwood can be created by casting the awaken spell on a normal zurkhwood mushroom. A myconid sovereign can create one by performing a lengthy ritual.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"unaligned","Expansion":4962,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Awerna Aultar","description":"“It’s a simple enough task, really,” the merchant rumbles. “There’s this drow wizard, Awerna, who managed to purchase a rare pseudodragon from right under my nose a few weeks ago. I fear she will use the poor thing in some sort of dark experiment. Even so, I tried striking deal with her. At first, she was responsive, but for the past few days – nothing. Normally, I’d say, none of my business, but...” The square-jawed merchant shrugs his massive shoulders in resignation. “My guess is, something bad has happened to Awerna, but I need to know for sure – I can’t just leave that poor thing in there. I’d go myself, but Awerna’s tower is protected against... folk like me. I’d like you to pay her a visit. If she’s alive, see if you can convince her to sell – and if she’s not, save the dragon and bring it to me.”","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Neutral Evil","Expansion":27826,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Awerna's Chimera","description":"The chimera created by Awerna is a marvel of transmutation magic that combines the qualities of a pseudodragon, a rust monster, and a gorgon. Awerna had hoped that the pseudodragon’s loyal nature would help her create a creature that could be easily controlled – instead, the chimera’s less intelligent and more bestial heads overpowered the benign pseudodragon’s sentience. Immediately after its fusion, the chimera rusted the chains holding it, used its innate abilities to suppress Awerna’s magical defenses, and exhaled a cloud of petrifying gas at her. Awerna managed to stumble into the lift and command it to bring her down, but it was too late. Before she could make it to her restoration circle, the wizard had turned to stone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":27826,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Awful Fisher","description":"Traits Flammable Blood. If the fisher drops below 200 hit points, it gains vulnerability to fire damage. Legendary Resistance (3/Day). If the fisher fails a saving throw, it can choose to succeed instead. Spider Climb. The fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The fisher makes two Claw attacks. Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) slashing damage. Retract Filament. One Huge or smaller creature grappled by the fisher’s Adhesive Filament must make a DC 20 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the fisher, and the fisher makes one Claw attack against it with advantage. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the fisher can’t use Adhesive Filament. Bonus Actions Adhesive Filament. The fisher extends a sticky filament up to 90 feet in a straight line, which adheres to anything that touches it. A Huge or smaller creature the filament adheres to has the grappled condition (escape DC 20), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 16; 25 hit points; immunity to poison and psychic damage). A weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 20 Strength check to pull free. Destroying the filament deals no damage to the fisher. The filament crumbles away if the fisher takes this bonus action again. Legendary Actions The fisher can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The fisher regains spent legendary actions at the start of its turn. Slash. The fisher makes a Claw attack. Spit. The fisher uses Adhesive Filament. Reel In. The fisher uses Retract Filament.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":28645,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Axe Beak","description":"An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. Actions Beak : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Axe Beak","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close. Actions Beak : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage .","properties":{"Category":"Monsters","AC":11,"HP":"19 (3d10+3)","CHA":5,"CON":12,"DEX":12,"INT":2,"STR":14,"WIS":10,"Size":"Large","Type":"beast","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057925/M249fVS6CM7rMsK2Wvc2Ng/original.png","Roll 0":"Beak\n1d20 + 4\n1d8+2","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Beak\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-3","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-4","data-STR-mod":"+2","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":"1/4","Passive Perception":10,"data-CrNum":0.25,"data-AcNum":11,"data-HpNum":19},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Axolottle Mount (PB 2)","description":"The hardy salamanders of the axol family range from the foot-long axolittle to the imposing 8-foot axolottle. Their thick, rubbery skin stays slick as it filters impurities and potent toxins from their bodies. Axol families use this ability to purify dirty or poisoned bodies of water, attracting a bountiful supply of food into their territory. Some priestly orders raise axolottles to clean infected water in the wake of disasters. Traits Mounted. During a long rest, the axolottle can designate one creature that rode it within the last 10 days as its rider. The axolottle gains temporary hit points equal to 4 times the rider’s level or challenge rating after completing the long rest. The axolottle uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious. The axolottle can breathe air and water. Oxygenated Skin. Any non-incapacitated creature that maintains skin contact with the axolottle's body can breathe underwater, and it regains a number of hit points equal to half the hit points the axolottle regains when it uses its Regeneration trait (rounded down). Regeneration. The axolottle regains 3 + PB hit points at the start of its turn. If the axolottle takes acid or fire damage, this trait doesn't function at the start of the axolottle’s next turn. The axolottle dies only if it starts its turn with 0 hit points and doesn't regenerate. Vim and Vigor. The axolottle uses its Constitution modifier for its weapon attack and damage rolls. Actions Spit Bubble. Melee or Ranged Weapon Attack: +3 + PB to hit, reach 5 ft. or range 30 ft., one target. Hit: 7 (1d8 + 3) thunder damage, and the target must succeed on a DC 8 + PB Constitution saving throw or become stunned until the start of its next turn. Axowall (2/Day). The axolottle extends its gills and creates a barrier with its face. The axolottle, its rider, and any creature within 10 feet directly behind it has three-quarters cover until the end of the axolottle’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":18512,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Axolottle Mount (PB 3)","description":"The hardy salamanders of the axol family range from the foot-long axolittle to the imposing 8-foot axolottle. Their thick, rubbery skin stays slick as it filters impurities and potent toxins from their bodies. Axol families use this ability to purify dirty or poisoned bodies of water, attracting a bountiful supply of food into their territory. Some priestly orders raise axolottles to clean infected water in the wake of disasters. Traits Mounted. During a long rest, the axolottle can designate one creature that rode it within the last 10 days as its rider. The axolottle gains temporary hit points equal to 4 times the rider’s level or challenge rating after completing the long rest. The axolottle uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious. The axolottle can breathe air and water. Oxygenated Skin. Any non-incapacitated creature that maintains skin contact with the axolottle's body can breathe underwater, and it regains a number of hit points equal to half the hit points the axolottle regains when it uses its Regeneration trait (rounded down). Regeneration. The axolottle regains 3 + PB hit points at the start of its turn. If the axolottle takes acid or fire damage, this trait doesn't function at the start of the axolottle’s next turn. The axolottle dies only if it starts its turn with 0 hit points and doesn't regenerate. Vim and Vigor. The axolottle uses its Constitution modifier for its weapon attack and damage rolls. Actions Spit Bubble. Melee or Ranged Weapon Attack: +3 + PB to hit, reach 5 ft. or range 30 ft., one target. Hit: 7 (1d8 + 3) thunder damage, and the target must succeed on a DC 8 + PB Constitution saving throw or become stunned until the start of its next turn. Axowall (2/Day). The axolottle extends its gills and creates a barrier with its face. The axolottle, its rider, and any creature within 10 feet directly behind it has three-quarters cover until the end of the axolottle’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":18512,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Axolottle Mount (PB 4)","description":"The hardy salamanders of the axol family range from the foot-long axolittle to the imposing 8-foot axolottle. Their thick, rubbery skin stays slick as it filters impurities and potent toxins from their bodies. Axol families use this ability to purify dirty or poisoned bodies of water, attracting a bountiful supply of food into their territory. Some priestly orders raise axolottles to clean infected water in the wake of disasters. Traits Mounted. During a long rest, the axolottle can designate one creature that rode it within the last 10 days as its rider. The axolottle gains temporary hit points equal to 4 times the rider’s level or challenge rating after completing the long rest. The axolottle uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious. The axolottle can breathe air and water. Oxygenated Skin. Any non-incapacitated creature that maintains skin contact with the axolottle's body can breathe underwater, and it regains a number of hit points equal to half the hit points the axolottle regains when it uses its Regeneration trait (rounded down). Regeneration. The axolottle regains 3 + PB hit points at the start of its turn. If the axolottle takes acid or fire damage, this trait doesn't function at the start of the axolottle’s next turn. The axolottle dies only if it starts its turn with 0 hit points and doesn't regenerate. Vim and Vigor. The axolottle uses its Constitution modifier for its weapon attack and damage rolls. Actions Spit Bubble. Melee or Ranged Weapon Attack: +3 + PB to hit, reach 5 ft. or range 30 ft., one target. Hit: 7 (1d8 + 3) thunder damage, and the target must succeed on a DC 8 + PB Constitution saving throw or become stunned until the start of its next turn. Axowall (2/Day). The axolottle extends its gills and creates a barrier with its face. The axolottle, its rider, and any creature within 10 feet directly behind it has three-quarters cover until the end of the axolottle’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":18512,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Axolottle Mount (PB 5)","description":"The hardy salamanders of the axol family range from the foot-long axolittle to the imposing 8-foot axolottle. Their thick, rubbery skin stays slick as it filters impurities and potent toxins from their bodies. Axol families use this ability to purify dirty or poisoned bodies of water, attracting a bountiful supply of food into their territory. Some priestly orders raise axolottles to clean infected water in the wake of disasters. Traits Mounted. During a long rest, the axolottle can designate one creature that rode it within the last 10 days as its rider. The axolottle gains temporary hit points equal to 4 times the rider’s level or challenge rating after completing the long rest. The axolottle uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious. The axolottle can breathe air and water. Oxygenated Skin. Any non-incapacitated creature that maintains skin contact with the axolottle's body can breathe underwater, and it regains a number of hit points equal to half the hit points the axolottle regains when it uses its Regeneration trait (rounded down). Regeneration. The axolottle regains 3 + PB hit points at the start of its turn. If the axolottle takes acid or fire damage, this trait doesn't function at the start of the axolottle’s next turn. The axolottle dies only if it starts its turn with 0 hit points and doesn't regenerate. Vim and Vigor. The axolottle uses its Constitution modifier for its weapon attack and damage rolls. Actions Spit Bubble. Melee or Ranged Weapon Attack: +3 + PB to hit, reach 5 ft. or range 30 ft., one target. Hit: 7 (1d8 + 3) thunder damage, and the target must succeed on a DC 8 + PB Constitution saving throw or become stunned until the start of its next turn. Axowall (2/Day). The axolottle extends its gills and creates a barrier with its face. The axolottle, its rider, and any creature within 10 feet directly behind it has three-quarters cover until the end of the axolottle’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":18512,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Axolottle Mount (PB 6)","description":"The hardy salamanders of the axol family range from the foot-long axolittle to the imposing 8-foot axolottle. Their thick, rubbery skin stays slick as it filters impurities and potent toxins from their bodies. Axol families use this ability to purify dirty or poisoned bodies of water, attracting a bountiful supply of food into their territory. Some priestly orders raise axolottles to clean infected water in the wake of disasters. Traits Mounted. During a long rest, the axolottle can designate one creature that rode it within the last 10 days as its rider. The axolottle gains temporary hit points equal to 4 times the rider’s level or challenge rating after completing the long rest. The axolottle uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious. The axolottle can breathe air and water. Oxygenated Skin. Any non-incapacitated creature that maintains skin contact with the axolottle's body can breathe underwater, and it regains a number of hit points equal to half the hit points the axolottle regains when it uses its Regeneration trait (rounded down). Regeneration. The axolottle regains 3 + PB hit points at the start of its turn. If the axolottle takes acid or fire damage, this trait doesn't function at the start of the axolottle’s next turn. The axolottle dies only if it starts its turn with 0 hit points and doesn't regenerate. Vim and Vigor. The axolottle uses its Constitution modifier for its weapon attack and damage rolls. Actions Spit Bubble. Melee or Ranged Weapon Attack: +3 + PB to hit, reach 5 ft. or range 30 ft., one target. Hit: 7 (1d8 + 3) thunder damage, and the target must succeed on a DC 8 + PB Constitution saving throw or become stunned until the start of its next turn. Axowall (2/Day). The axolottle extends its gills and creates a barrier with its face. The axolottle, its rider, and any creature within 10 feet directly behind it has three-quarters cover until the end of the axolottle’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":18512,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Ayik Ur (Level 1)","description":"The youthful archer Ayik is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before his leg was injured by a charging warhorse. Even as he fled, he swore to lend his bow in the fight against the Dragon Armies. He is defiant and cocky to the point of recklessness, challenging his enemies to finish what the Dragon Armies started back in Khur. Traits Attacker. Ayik gains a +2 bonus to all attack rolls (included below). Bonus Proficiencies. Ayik is proficient with simple and martial weapons, shields, and all armor. Actions Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Attacker)","Alignment":"Neutral Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Ayik Ur (Level 10)","description":"The youthful archer Ayik is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before his leg was injured by a charging warhorse. Even as he fled, he swore to lend his bow in the fight against the Dragon Armies. He is defiant and cocky to the point of recklessness, challenging his enemies to finish what the Dragon Armies started back in Khur. Traits Attacker. Ayik gains a +2 bonus to all attack rolls (included below). Bonus Proficiencies. Ayik is proficient with simple and martial weapons, shields, and all armor. Improved Critical. Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Battle Readiness. Ayik has advantage on initiative rolls. Improved Defense. Ayik's Armor Class increases by 1. Actions Extra Attack. Ayik can attack twice, instead of once, whenever he takes the Attack action on his turn. Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 5) piercing damage. Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 5) piercing damage. Bonus Actions Second Wind. Ayik can use a bonus action on his turn to regain hit points equal to 1d10 + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Attacker)","Source":"custom","Alignment":"Neutral Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Ayik Ur (Level 11)","description":"The youthful archer Ayik is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before his leg was injured by a charging warhorse. Even as he fled, he swore to lend his bow in the fight against the Dragon Armies. He is defiant and cocky to the point of recklessness, challenging his enemies to finish what the Dragon Armies started back in Khur. Traits Attacker. Ayik gains a +2 bonus to all attack rolls (included below). Bonus Proficiencies. Ayik is proficient with simple and martial weapons, shields, and all armor. Improved Critical. Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Battle Readiness. Ayik has advantage on initiative rolls. Improved Defense. Ayik's Armor Class increases by 1. Indomitable. Ayik can reroll a saving throw that he fails, but he must use the new roll. Once he uses this feature, he can't use it again until he finishes a long rest. Actions Extra Attack. Ayik can attack twice, instead of once, whenever he takes the Attack action on his turn. Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 5) piercing damage. Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 5) piercing damage. Bonus Actions Second Wind. Ayik can use a bonus action on his turn to regain hit points equal to 1d10 + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Attacker)","Source":"custom","Alignment":"Neutral Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Ayik Ur (Level 2)","description":"The youthful archer Ayik is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before his leg was injured by a charging warhorse. Even as he fled, he swore to lend his bow in the fight against the Dragon Armies. He is defiant and cocky to the point of recklessness, challenging his enemies to finish what the Dragon Armies started back in Khur. Traits Attacker. Ayik gains a +2 bonus to all attack rolls (included below). Bonus Proficiencies. Ayik is proficient with simple and martial weapons, shields, and all armor. Actions Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Bonus Actions Second Wind. Ayik can use a bonus action on his turn to regain hit points equal to 1d10 + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Attacker)","Source":"custom","Alignment":"Neutral Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Ayik Ur (Level 3)","description":"The youthful archer Ayik is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before his leg was injured by a charging warhorse. Even as he fled, he swore to lend his bow in the fight against the Dragon Armies. He is defiant and cocky to the point of recklessness, challenging his enemies to finish what the Dragon Armies started back in Khur. Traits Attacker. Ayik gains a +2 bonus to all attack rolls (included below). Bonus Proficiencies. Ayik is proficient with simple and martial weapons, shields, and all armor. Improved Critical. Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Actions Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Bonus Actions Second Wind. Ayik can use a bonus action on his turn to regain hit points equal to 1d10 + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Attacker)","Source":"custom","Alignment":"Neutral Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Ayik Ur (Level 4)","description":"The youthful archer Ayik is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before his leg was injured by a charging warhorse. Even as he fled, he swore to lend his bow in the fight against the Dragon Armies. He is defiant and cocky to the point of recklessness, challenging his enemies to finish what the Dragon Armies started back in Khur. Traits Attacker. Ayik gains a +2 bonus to all attack rolls (included below). Bonus Proficiencies. Ayik is proficient with simple and martial weapons, shields, and all armor. Improved Critical. Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Actions Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 4) piercing damage. Bonus Actions Second Wind. Ayik can use a bonus action on his turn to regain hit points equal to 1d10 + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Attacker)","Source":"custom","Alignment":"Neutral Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Ayik Ur (Level 5)","description":"The youthful archer Ayik is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before his leg was injured by a charging warhorse. Even as he fled, he swore to lend his bow in the fight against the Dragon Armies. He is defiant and cocky to the point of recklessness, challenging his enemies to finish what the Dragon Armies started back in Khur. Traits Attacker. Ayik gains a +2 bonus to all attack rolls (included below). Bonus Proficiencies. Ayik is proficient with simple and martial weapons, shields, and all armor. Improved Critical. Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Actions Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 4) piercing damage. Bonus Actions Second Wind. Ayik can use a bonus action on his turn to regain hit points equal to 1d10 + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Attacker)","Source":"custom","Alignment":"Neutral Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Ayik Ur (Level 6)","description":"The youthful archer Ayik is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before his leg was injured by a charging warhorse. Even as he fled, he swore to lend his bow in the fight against the Dragon Armies. He is defiant and cocky to the point of recklessness, challenging his enemies to finish what the Dragon Armies started back in Khur. Traits Attacker. Ayik gains a +2 bonus to all attack rolls (included below). Bonus Proficiencies. Ayik is proficient with simple and martial weapons, shields, and all armor. Improved Critical. Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Actions Extra Attack. Ayik can attack twice, instead of once, whenever he takes the Attack action on his turn. Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 4) piercing damage. Bonus Actions Second Wind. Ayik can use a bonus action on his turn to regain hit points equal to 1d10 + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Attacker)","Source":"custom","Alignment":"Neutral Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Ayik Ur (Level 7)","description":"The youthful archer Ayik is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before suffering a leg injury beneath the hooves of a charging warhorse. Even as he fled, he swore to lend his bow in the fight against the Dragon Armies. He is defiant and cocky to the point of recklessness, challenging his enemies to finish what the Dragon Armies started back in Khur. Traits Attacker. Ayik gains a +2 bonus to all attack rolls (included below). Bonus Proficiencies. Ayik is proficient with simple and martial weapons, shields, and all armor. Improved Critical. Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Battle Readiness. Ayik has advantage on initiative rolls. Actions Extra Attack. Ayik can attack twice, instead of once, whenever he takes the Attack action on his turn. Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 4) piercing damage. Bonus Actions Second Wind. Ayik can use a bonus action on his turn to regain hit points equal to 1d10 + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Attacker)","Source":"custom","Alignment":"Neutral Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Ayik Ur (Level 8)","description":"The youthful archer Ayik is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before his leg was injured by a charging warhorse. Even as he fled, he swore to lend his bow in the fight against the Dragon Armies. He is defiant and cocky to the point of recklessness, challenging his enemies to finish what the Dragon Armies started back in Khur. Traits Attacker. Ayik gains a +2 bonus to all attack rolls (included below). Bonus Proficiencies. Ayik is proficient with simple and martial weapons, shields, and all armor. Improved Critical. Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Battle Readiness. Ayik has advantage on initiative rolls. Actions Extra Attack. Ayik can attack twice, instead of once, whenever he takes the Attack action on his turn. Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 5) piercing damage. Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 5) piercing damage. Bonus Actions Second Wind. Ayik can use a bonus action on his turn to regain hit points equal to 1d10 + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Attacker)","Source":"custom","Alignment":"Neutral Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Ayik Ur (Level 9)","description":"The youthful archer Ayik is the consummate survivor. As the Dragon Armies swarmed over his homeland of Khur, he became a refugee, but not before his leg was injured by a charging warhorse. Even as he fled, he swore to lend his bow in the fight against the Dragon Armies. He is defiant and cocky to the point of recklessness, challenging his enemies to finish what the Dragon Armies started back in Khur. Traits Attacker. Ayik gains a +2 bonus to all attack rolls (included below). Bonus Proficiencies. Ayik is proficient with simple and martial weapons, shields, and all armor. Improved Critical. Ayik's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Battle Readiness. Ayik has advantage on initiative rolls. Actions Extra Attack. Ayik can attack twice, instead of once, whenever he takes the Attack action on his turn. Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 5) piercing damage. Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 5) piercing damage. Bonus Actions Second Wind. Ayik can use a bonus action on his turn to regain hit points equal to 1d10 + his level. Once he uses this feature, he can't use it again until he finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Attacker)","Source":"custom","Alignment":"Neutral Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Ayo Jabe (Tier 1)","description":"As the de facto leader of a new, unnamed adventuring party, Ayo Jabe has a lot of responsibility on her shoulders. She and her companions have worked odd jobs around the town of Jigow for a few weeks now, and she’s starting to feel confident that they’re ready for real adventure. Ayo is a water genasi who was born to orc parents during a terrible storm in the Emerald Gulch. Her family has lived in Jigow for generations, and she’s eager to leave home and see the world. Ayo picked up her combat skills while working as a hunter for the town of Jigow. She recently joined up with her childhood friend Dermot, as well as Maggie Keeneyes, a mercenary who came to town several weeks ago. Despite Maggie’s brusque demeanor, she became a loyal friend of Ayo and Dermot, and the three of them have become inseparable, even as more adventurers have joined their party. Ayo is hotheaded and appreciates people who make decisions as impulsively as she does. Nevertheless, she respects Dermot’s even-tempered advice and dutifully plays the role of the wise leader. She has no patience for people who are indecisive, and she is infuriated by people who don’t say what they really mean. Rivals’ Goals Become a hero like the ones she has read about in stories; make a friend she can be truly herself around; kill a legendary monster Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 1 Rivals The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own. Traits Amphibious. Ayo can breathe air and water. Spellcasting. Ayo casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11): 1/day each: animal friendship , goodberry Actions Multiattack. Ayo makes two Harpoon or Longbow attacks. Harpoon. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) piercing damage. Longbow. Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 11 (2d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Ranger, Water Genasi)","Alignment":"Chaotic Good","Expansion":13016,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Ayo Jabe (Tier 2)","description":"As the de facto leader of a new, unnamed adventuring party, Ayo Jabe has a lot of responsibility on her shoulders. She and her companions have worked odd jobs around the town of Jigow for a few weeks now, and she’s starting to feel confident that they’re ready for real adventure. Ayo is a water genasi who was born to orc parents during a terrible storm in the Emerald Gulch. Her family has lived in Jigow for generations, and she’s eager to leave home and see the world. Ayo picked up her combat skills while working as a hunter for the town of Jigow. She recently joined up with her childhood friend Dermot, as well as Maggie Keeneyes, a mercenary who came to town several weeks ago. Despite Maggie’s brusque demeanor, she became a loyal friend of Ayo and Dermot, and the three of them have become inseparable, even as more adventurers have joined their party. Ayo is hotheaded and appreciates people who make decisions as impulsively as she does. Nevertheless, she respects Dermot’s even-tempered advice and dutifully plays the role of the wise leader. She has no patience for people who are indecisive, and she is infuriated by people who don’t say what they really mean. Rivals’ Goals Become a hero like the ones she has read about in stories; make a friend she can be truly herself around; kill a legendary monster Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 2 Rivals The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high. Traits Amphibious. Ayo can breathe air and water. Spellcasting. Ayo casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): 1/day each: animal friendship , goodberry , pass without trace Actions Multiattack. Ayo makes three Harpoon or Longbow attacks. Harpoon. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) piercing damage. Longbow. Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 12 (2d8 + 3) piercing damage. Bonus Actions Reposition. Ayo issues orders to one ally she can see within 30 feet of herself. If the target can see or hear Ayo, it can spend its reaction to move up to its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Ranger, Water Genasi)","Alignment":"Chaotic Good","Expansion":13016,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Ayo Jabe (Tier 3)","description":"As the de facto leader of a new, unnamed adventuring party, Ayo Jabe has a lot of responsibility on her shoulders. She and her companions have worked odd jobs around the town of Jigow for a few weeks now, and she’s starting to feel confident that they’re ready for real adventure. Ayo is a water genasi who was born to orc parents during a terrible storm in the Emerald Gulch. Her family has lived in Jigow for generations, and she’s eager to leave home and see the world. Ayo picked up her combat skills while working as a hunter for the town of Jigow. She recently joined up with her childhood friend Dermot, as well as Maggie Keeneyes, a mercenary who came to town several weeks ago. Despite Maggie’s brusque demeanor, she became a loyal friend of Ayo and Dermot, and the three of them have become inseparable, even as more adventurers have joined their party. Ayo is hotheaded and appreciates people who make decisions as impulsively as she does. Nevertheless, she respects Dermot’s even-tempered advice and dutifully plays the role of the wise leader. She has no patience for people who are indecisive, and she is infuriated by people who don’t say what they really mean. Rivals’ Goals Become a hero like the ones she has read about in stories; make a friend she can be truly herself around; kill a legendary monster Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 3 Rivals Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see “Ruidium” in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain. If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals 1d4 levels of exhaustion each. In this case, you’ll need to keep track of each rival’s exhaustion level and the condition’s corresponding effects. Useful Magic. To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure. Traits Amphibious. Ayo can breathe air and water. Special Equipment. Ayo wields a ruidium harpoon. If Ayo rolls a 1 on an attack roll made with the harpoon, she must succeed on a DC 20 Charisma saving throw or gain 1 level of exhaustion. Spellcasting. Ayo casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14): 1/day each: animal friendship , freedom of movement , goodberry , pass without trace , protection from energy Actions Multiattack. Ayo makes three Ruidium Harpoon or Longbow attacks. Ruidium Harpoon. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage plus 7 (2d6) psychic damage. Longbow. Ranged Weapon Attack : +8 to hit, range 150/600 ft., one target. Hit : 18 (3d8 + 5) piercing damage. Bonus Actions Reposition. Ayo issues orders to one ally she can see within 30 feet of herself. If the target can see or hear Ayo, it can spend its reaction to move up to its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Ranger, Water Genasi)","Alignment":"Chaotic Good","Expansion":13016,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Ayperobo Swarm","description":"An individual ayperobo is practically harmless, and often eaten by larger devils as a delicacy. Recognizing their weakness, ayperobos gather together and create colonies that communicate using telepathy. These swarms are much stronger, capable of holding their own even against some of the greater devils. Something to Prove Their perfect communication and collective strength, coupled with their ability for flight, allow the ayperobos to easily complete tasks with which larger devils struggle. They’re happy to do so, as their goal is to prove their worth and, when possible, get revenge for their abusive treatment at the hands of larger devils. Small but Deadly Each member of the swarm appears as a small, devilish being, with oversized heads and sparrow-like wings. Their teeth are razor sharp, and when working together in a swarm, they can devour a Humanoid in a matter of seconds. While swarming, ayperobos appear as a thick cloud of mosquitoes or a cloud of blood—and are known to hide among such phenomena. Some swarms have the power to control a “host” by burrowing under its skin and manipulating it from the inside—these hosts can even be other devils. Traits Devil’s Sight. Magical darkness doesn’t impede the ayperobo swarm’s darkvision. Magic Resistance. The ayperobo swarm has advantage on saving throws against spells and other magical effects. Swarm. The ayperobo swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The ayperobo swarm can’t regain hit points or gain temporary hit points. Actions Multiattack. The ayperobo swarm makes three Bite attacks. Bite. Melee Weapon Attack: +11 to hit, reach 0 ft., one target. Hit: 27 (8d4 + 7) piercing damage, or 17 (4d4 + 7) piercing damage if the swarm has half of its hit points (65) or fewer. Burrow (Recharge 6). The ayperobo swarm makes a Bite attack. On a hit, the swarm burrows inside the creature, dealing an additional 35 (10d6) necrotic damage and taking control of the creature. At the start of each of its turns, the target may make a DC 17 Constitution saving throw, expelling the ayperobo swarm and taking 14 (4d6) piercing damage on a success. While burrowed inside a creature, the ayperobo swarm has total cover against attacks targeting them, and no longer acts on their own initiative. Instead, they take total control over their host, gaining all of its abilities, attacks, and equipment. They act during the host’s turn, taking actions based on their host. If a host dies while the ayperobo swarm is burrowed, they leave the host at the end of the host’s turn, rolling initiative if necessary. Creatures acting as hosts to the ayperobo swarm are fully aware of their actions and surroundings, but are incapable of physically operating their body.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny fiends (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Ayyail","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":27826,"Challenge Rating":7},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Azaeresh","description":"The Raider of Hearts, as the succubus fiend is called by those who know of its reputation, is a daring pirate captain who rebelled against its former succubus queen master and broke away from its rule with a dozen of its kind. The renegade succubi and incubi stole one of the flying ships of the succubus queen’s armada, the Last Kiss, and escaped to the Astral Plane through a portal Azaeresh discovered earlier. From there, the demonic pirates raid other planes and retreat to deposit their treasures in their secret hideout. Azaeresh is a calculating and self-centered fiend who makes no allowances. Equipment Azaeresh has a mix of gems looted from Master Zaophas’ quarters worth 1,000 gold pieces in total. The succubus carries the withered right hand of a witchservant cultist of the Children of the Coven that bears the tattoo of the cult and functions as a wand of magic detection. It was given to Azaeresh as a downpayment from Blister. The fiend pirate captain also has a +1 rapier and a spyglass of devilish revealing in its possession.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (shapechanger)","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":5},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Azaka","description":"The azaka are a ravenous plague of ancient origin. Dwelling deep beneath the crust of icy worlds, the azaka tunnel and search relentlessly, transforming thousands of miles of earth into crystalline tunnels and honeycombed hives seething with their kind. These voracious creatures feed on rich deposits of gemstones and precious metals, especially aetherite (see Appendix 1: Sci-fi Rules , pg. xx). They seek out sources of magical power to nourish themselves and bring more of their own kind into the world. Little is known or understood about the azaka, from the structure of their society, to their true numbers, to even their motivations. Captured azaka taken from their hive have savage, animalistic intelligence and impart little knowledge of their kind. What little is known of the azaka is a mixture of educated guesses, supposition, and facts gleaned from divination magic. Insatiable Slavers. For azaka, the desire to subjugate other organisms is second only to their drive to consume aetherite. The azaka have the ability to entrap other creatures within aetherite-infused cocoons that transform their victims into mindless, insectile versions of their former species to serve as mindless slaves to the ever-moving machinations of the hive. Alien Minds. Azaka society is divided into three known groups: the insectile slaves (see the insectile creature template), who perform a variety of tasks; azaka warriors, who serve as laborers and combatants; and azaka thought-seekers, who act as hubs for azaka hive-minds. Azaka do not have leaders but make decisions as a hive mind. Arcane Affinity. Azaka thrive on radioactivity and on magical energy, but areas of antimagic pose great danger to them. An azaka in such an area temporarily loses all benefits of the azaka hive mind (see below) and its magical abilities. This persists until the azaka is no longer in the area. Netherite poisoning affects them similarly, with the effects lingering until the effects of that poisoning are removed. Azaka mercilessly kill any of their own who are cut off from the hive mind in this way, even if the effects are only temporary. Azaka hive minds The strength and powers of an azaka hive mind depend on the number of azaka in the hive. For purposes of this ability, an azaka hive is defined as the number of creatures with the azaka subtype within a 1-mile radius of an azaka thought seeker. In combat an azaka hive mind acts on its own initiative count as a separate entity using its Intelligence modifier to determine its effective initiative, provided at least two azaka remain linked in the hive mind. If the number of azaka drops to one or fewer, the hive mind dissipates and can take no more actions. An azaka hive mind may take one action each round and may cast any of its available magic powers through any azaka currently in the hive mind, using that azaka as the point of origin for the effect. Azaka bonded into a hive mind gain a collective, distributed intelligence that increases with each azaka added to the hive mind collective. This collective consciousness is not only reflected into individual azaka, granting them a temporary boost in mental acumen, but also serves as a separate gestalt entity that exists entirely inside the collective consciousness, serving as a guide and director for the networked azaka. The nature of this consciousness, its wants, and desires is not understood but seems to be the driving force guiding the azaka’s consumption of magical energies and their rapid expansionism. Azaka Hive Mind Abilities Azaka hive minds have a minimum Intelligence score, a disruptive aura, and a number of legendary actions that vary with their size, as summarized below. Hive Size Intelligence Spell Disruption Chance Spell Disruption DC Legendary Actions Small (2 to 8) 15 10% 12 1 Medium (9 to 30) 17 20% 13 2 Large (31 to 80) 19 30% 14 2 Huge (81+) 21+ 40% 15 3 Disruptive Aura. A spell cast by a non-azaka creature within 30 feet of an azaka that is a member of a hive mind has a chance to consume a spell slot but not function. The percent chance is based on the size of the hive mind. A successful Wisdom saving throw by the spell’s caster negates this effect and allows the spell to function normally. The save DC is also based on the size of the hive mind (see above). At the GM’s option, this disruptive aura also may affect technological items, especially if using aethertech weapons as described in the Aethera Campaign Setting. Legendary Actions An azaka hive-mind can be represented in combat using legendary actions. The hive mind gains a number of actions each round based on its size (see above), choosing from the options below. It can take one legendary action at a time and only at the end of another creature’s turn. The hive mind regains spent legendary actions at the start of its turn. Psychic Thrust. The hive mind targets a creature within 60 feet. The creature takes 10 (3d6) psychic damage. Brain Scramble (Costs 2 Actions). The hive mind targets a creature within 60 feet. The target, and all of the hive mind’s enemies within 10 feet of the target, must succeed on a DC 15 Wisdom saving throw or lose the ability to communicate and behave as if under the effects of the confusion spell. These effects last 1 minute. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. Sense Thoughts. Until the end of its next turn, the hive mind automatically detects and locates all conscious creatures within 60 feet, as if it possessed truesight with respect to those creatures. Induce Paranoia. The hive mind targets a creature within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or it becomes hostile to all other creatures for 1 minute. During that time it cannot treat others as allies or be treated as an ally, can take no actions that directly benefit another creature (such as casting beneficial spells on them), and must attempt opportunity attacks whenever any creature provokes them. Azaka are large insectile creatures that feed on radiation. Their telepathic abilities merge the minds of all azaka within range of each other into a single hive mind. Other Rumored Azaka While azaka warriors and thought-seekers are the most commonly encountered members of their species (along with gruesome insectile creature slaves) there are feverish stories of other azaka that may roam the world. Aetherweaver: Some reports claim that groups of azaka smaller than a human were weaving pure magical energy into a crystalline fiber to create organic hive-like structures in the remains of an abandoned subterranean settlement. These creatures were described to be three to four feet in height with spindly legs nearly twice as long and capable of fabricating structures from raw energy. Dream Eater: Rumors tell of a remote whaling community that collapsed after its residents experienced a shared nightmare of a multi-tentacled insect-like creature burrowing its tendrils into their skulls. The town’s survivors awoke terrified and reported vivid hallucinations of azaka inside their compound. These hallucinations reached a fever pitch when members of the militia began attacking the figments, resulting in a nearly complete massacre of the entire settlement. Harvester: Reported by a band of scouts during a blizzard in a petrified forest, the purported azaka harvester is at least gargantuan in size and capable of flight. The scouts were not able to get a clear look at the creature but reported seeing bright magical radiance coming from inside the creature’s chitinous body. This alleged azaka gained its name after the scouts discovered an itinerant stone giant village devoid of all life. The scout team professes that the azaka “harvested” all of the stone giants, but how one such creature was able to perform such a task is unknown. Necropolis: Of all the rumored azaka sightings, the azaka necropolis is the most harrowing. The azaka necropolis is a potentially colossal azaka that resembles a cross between a praying mantis and a centipede with thousands of scythe-like legs. This creature was described as being followed by a rolling wake of reanimated dead across an open tundra. It apparently issues an exhaust of black smoke from its mouth and eyes as it travels, leading some to suggest that it may be some form of mechanical construct cobbled together from the remains of fallen azaka. Further complicating these rumors is the fact that the azaka have no reported ability to control, or affinity towards, the undead, especially since many of the azakas’ powers have no effect on undead creatures. Reaper: Azaka reapers exist, but whether they are an independent form of the species of a warrior azaka with specialized psychic magic capabilities is unknown. Reaper azaka are reported to be of roughly the same size and shape as warrior azaka, with scythelike forelimbs and the ability to utilize warping spells abilities to teleport short distances. 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Azaka thought-seekers are 10 feet tall and weigh about 2,200 pounds. Mysterious Masters. While the exact function of these creatures within an azaka hive is unknown, their psychic powers and ability to transform other creatures into servile insect life-forms are well documented. The presence of an azaka thought-seeker usually indicates the nearby presence of other azaka within one mile that they are enhancing as a hive-mind hub. Common theory is that thought-seekers may not be the highest echelon of azaka and that, much as warriors are networked into a collective consciousness by thought-seekers, other forms of azaka may exist to serve as hubs for entire groups of thought-seekers. When encountered in a group, other azaka uniformly attempt to protect thought-seekers and hedge them out of direct confrontations. Forced Evolution. Azaka have evolved to ensure the continuation of their species even in the direst of circumstances. If a hive loses too many of its thought-seekers, it chooses a small number of azaka warriors to undergo a transformation into thought-seekers. This process takes nine days, after which time the azaka warrior must succeed at a DC 20 Constitution save or be reduced to a mildly toxic slurry. On a successful save the newly born thought-seeker emerges from its cocoon. Keepers of the Hive. Thought seekers are aggressively territorial and community-minded creatures, typically tasked with caring for the well being of dozens of warrior azaka. With their cocoon ability, thought-seekers are capable of building an entire servant race from harvested life-forms, utilizing these drones to perform maintenance on hives or to act as sentries far on the perimeter of azaka hives. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.ItemDescription, li.ItemDescription, div.ItemDescription {mso-style-name:\"Item Description\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.AetheraBodyTextIndented, li.AetheraBodyTextIndented, div.AetheraBodyTextIndented {mso-style-name:\"Aethera Body Text Indented\"; mso-style-update:auto; mso-style-unhide:no; mso-style-qformat:yes; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-US; mso-fareast-language:EN-US;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"aberration (aether)","Alignment":"lawful evil","Expansion":32483,"Challenge Rating":6},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Azaka Warrior","description":"This enormous insectile abomination resembles a horrific cross between praying mantis and crab. Its multi-faceted eyes glow with blue-white light. Azaka warriors stand about 7 feet tall and weigh nearly 1,500 pounds. Rank and File. Azaka warriors serve as the rank-and-file grunts and workers of their hives. Their formidable pincers serve as both deadly weapons and efficient digging implements. While azaka thought-seekers serve to help the hive find sources of arcane energy and transform other lifeforms into insectile slaves, azaka warriors do the actual labor of digging out tunnels and subduing victims for the thought-seekers to entrap. When encountered outside their tunnels, azaka warriors are typically together on a mission to accomplish one or both of these tasks. They almost never work individually. Azaka warriors are the most commonly encountered of their species. Within the observed structure of azaka hives, warriors’ roles are more multifaceted than their name may indicate. While they primarily serve as physical protection for their hive and for thought-seekers, azaka warriors also serve as collectors of “raw materials” for thought-seekers to be used in the creation of insectile thralls. Azaka warriors are also required to maintain and upkeep azaka hives in the absence of appropriate insectile creature servants for the task. Disturbing Biology. The life-cycle of azaka is poorly understood, though information so far gleaned indicates that the azaka are wholly incapable of reproduction among their own species. Rather, it appears that azaka are individually grown to set specifications through a means still unknown. Autopsied azaka possess physical pigmentation markers on their organs and the interior of their chitinous exoskeletons that appear to be a form of unknown language (perhaps even the written form of the azaka language itself). Azaka also do not appear to grow or age in any recognizable manner, showing none of the signs of physical growth or age that other insects do, such as molting. Azaka likewise do not need to sleep or eat in a conventional sense, but instead derive sustenance from magic and valuable gemstones. Hive Dependent. Outside of a hive mind, azaka warriors are degenerate creatures with limited cognitive capabilities. Lone azaka warriors rarely last long as they maintain their typical azaka aggressiveness and ferocity, lending themselves to fatal encounters with non-azaka. In these encounters, the stunted and nearly feral azaka care little for tactical assaults and will initiate combat with any creature without provocation. A group of isolated azaka warriors typically choose to perform a special ritual that transforms one of their number from a warrior into a thought-seeker, though the cognitive function to not only conceptualize but also perform such a ritual is far beyond what a typical azaka warrior is capable of, lending credence to the notion that this may be some pre-programmed behavior that lies dormant within the azaka subconscious. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:Corbel; panose-1:2 11 5 3 2 2 4 2 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1610611985 1073783883 0 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.AetheraStatBlockDescription, li.AetheraStatBlockDescription, div.AetheraStatBlockDescription {mso-style-name:\"Aethera Stat Block Description\"; mso-style-unhide:no; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:10.0pt; mso-bidi-font-size:12.0pt; font-family:\"Corbel\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-US; mso-fareast-language:EN-US;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"aberration (aether)","Alignment":"lawful evil","Expansion":32483,"Challenge Rating":3},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Azan","description":"Only a handful of creatures know that Azân used to be a respected fiendish lord, who led and lost a rebellion against an archfiend on his native plane. As a result, Azân had his horns and titles stripped away and was banished from his homeland. What started as an eternal and purposeless existence, wandering from city to city across planes and continents, eventually became Azân’s new purpose. Equipped only with his keen mind, a deep appreciation of the arcane, and a warm demeanor, Azân began picking up exotic trinkets, rare materials, and other oddities on his long journeys. Though Azân no longer has the fighting spirit of his youth, his infernal magic and ageless body are as strong as ever. Azân is confident in the knowledge that most mortal beings are no immediate danger to him, which has made him rather lax over the years. Roleplaying Azân Having lived for nearly a millennium, it takes a lot to rattle Azân, who always seems to have a warm and welcoming attitude. He laughs wholeheartedly at jokes, even those aimed at himself, and meets even direct threats with a shrug and a chuckle. While Azân won’t share the details of his past (“I sell goods, not stories, friend, and what I have to tell ain’t worth much to you anyway”) he is a polite listener with a soft spot for outcasts and underdogs.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Neutral","Expansion":27826,"Challenge Rating":15},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Azariphiel","description":"Azariphiels are a breed of angels inextricably linked to death. They typically appear as medium-sized angels shrouded in black or crimson cloaks, casting ominous shadows, and capable of emitting maddening shrieks. Harbingers of Doom Often referred to as angels of death or harbingers of doom, Azariphiels wield the dreadful power to manipulate mortal souls. Consequently, most Azariphiels pledge their allegiance to deities of death and darkness, acting as enforcers or emissaries.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Lawful evil","Expansion":25354,"Challenge Rating":7},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Azbara Jos","description":"Traits Special Equipment. Azbara has two spell scrolls of mage armor. Potent Cantrips. When Azbara casts an evocation cantrip and misses, or the target succeeds on its saving throw, the target still takes half the cantrip’s damage but suffers no other effect. Sculpt Spells. When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1 + the spell’s level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell. Spellcasting. Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list: Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp 1st level (4 slots): fog cloud, magic missile, shield, thunderwave 2nd level (3 slots): invisibility, misty step, scorching ray 3rd level (3 slots): counterspell, dispel magic, fireball Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4500,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Azbara Jos","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Special Equipment. Azbara has two spell scrolls of mage armor . Potent Cantrips. When Azbara casts an evocation cantrip and misses, or the target succeeds on its saving throw, the target still takes half the cantrip’s damage but suffers no other effect. Sculpt Spells. When Azbara casts an evocation spell that affects other creatures that he can see, he can choose a number of them equal to 1 + the spell’s level to succeed on their saving throws against the spell. Those creatures take no damage if they would normally take half damage from the spell. Spellcasting. Azbara is a 6th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Azbara has the following spells prepared from the wizard spell list: Cantrips (at will): mage hand , prestidigitation , ray of frost , shocking grasp 1st level (4 slots): fog cloud , magic missile , shield , thunderwave 2nd level (3 slots): invisibility , misty step , scorching ray 3rd level (3 slots): counterspell , dispel magic , fireball Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7391,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Azeban","description":"This nimble, raccoon-like humanoid has grey-brown fur, a ringed tail, and sharp claws that allow it to scamper up trees with aplomb. Dark markings like a rogue's domino mask surround a pair of glowing yellow eyes that hint at its otherworldly origins. Trickster Spirits. Azebans are mischievous fey spirits who enjoy playing tricks and causing trouble for others, particularly dull-witted humans. These pranks are most often trivial—rather than dangerous or malevolent—and frequently involve the azeban tricking its victims out of food or a magical trinket or causing an argument to break out among a group of travelers. Azebans like targeting pompous, greedy, or prideful individuals best. Skillful illusionists, they sometimes use powerful magic to create an illusory inn or village to fool their marks. On other occasions, a simple cantrip to make it appear as if someone belched or broke wind in polite company is all that is needed. Forest Dwellers. Living primarily in the pine forests of the cold northern lands, azebans get on well with the druids and shamans of barbarian tribes, who often seek out their advice on fey matters in exchange for food and magical baubles. Azebans prefer to make their homes close to water. Good climbers, they sleep among the branches of the pines at night, coming down to the water to eat. They are fussy eaters and always wash their food before consuming it. Reckless Souls. Azebans are quite fearless and have a tendency to get in over their heads. The shamans of the north tell a story that the first azeban wandered through the forest until he came to a great waterfall. Being somewhat foolish, he decided to get into a shouting match with the roaring torrent. Yelling louder and louder in an attempt to defeat his foe, he stepped too close to the edge and plunged headfirst into the rushing waters. Fortunately, the azeban did not drown, and to this day his descendants are able to emit an ear-splitting yawp as a last-ditch defense against aggressors.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Azer","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Heated Body : A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage . Heated Weapons : When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack ). Illumination : The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.. Actions Warhammer : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.","properties":{"Category":"Monsters","AC":"17 (Natural Armor, Shield)","HP":"39 (6d8+12)","CHA":10,"CON":15,"DEX":12,"INT":12,"STR":17,"WIS":13,"Size":"Medium","Type":"elemental","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057935/IEc7887lwjpyaSP5f8Eziw/original.png","Roll 0":"Warhammer\n1d20 + 5\n1d8+3+1d6","Source":"5th Edition SRD","data-XP":450,"Alignment":"Lawful Neutral","Languages":"Ignan","data-List":"false","Immunities":"Fire, Poison","Token Size":1,"data-Traits":"[{\"Name\":\"Heated Body\",\"Desc\":\"A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.\"},{\"Name\":\"Heated Weapons\",\"Desc\":\"When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).\"},{\"Name\":\"Illumination\",\"Desc\":\"The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..\"}]","data-Actions":"[{\"Name\":\"Warhammer\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 3\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"1d6\",\"Damage 2 Type\":\"fire\",\"Desc\":\"two handed\"},{\"Name\":\"Warhammer\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"1d6\",\"Damage 2 Type\":\"fire\",\"Desc\":\"one handed\"}]","data-CHA-mod":"+0","data-CON-mod":"+2","data-DEX-mod":"+1","data-INT-mod":"+1","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+1","Saving Throws":"Con +4","Challenge Rating":2,"Passive Perception":11,"Condition Immunities":"Poisoned","data-CrNum":2,"data-AcNum":17,"data-HpNum":39},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Azer","description":"\"Give me a hundred azer slaves, and I can forge an empire that would make the gods tremble.\" —Arakses al-Saqar, efreeti pasha Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic-looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard. Made, Not Born. Azers don’t reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter’s inner flame. Each azer is sculpted with unique features. This crafting process limits the growth of the azer population and is the primary reason that these creatures remain rare. Volcanic Dwellers. Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire—a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the salamander raiders whose efreet masters order strikes against the azer kingdom. Enemies of the Efreet. Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check. Masters of Metal and Gems. Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones. When azers are called by magic to the Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal. Living Fire. An azer doesn’t require food, drink, or sleep. Traits Heated Body : A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. Heated Weapons : When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). Illumination : The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.. Actions Warhammer (One-Handed) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage, plus 3 (1d6) fire damage. Warhammer (Two-Handed) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) bludgeoning damage, plus 3 (1d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Source":"MM1","Alignment":"lawful neutral","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Azer Priest of the Flame","description":"Divine practitioners who worshipped Dumathoin, Gorm Gulthyn, Kossuth, Laduguer, or Moradin, priests of the flame often serve as leaders or chief advisors to their kings. Traits Extra Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 7 (2d6) fire damage (included in the attack). Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Actions Multiattack. The azer makes two melee attacks. Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage. Combust. The azer targets one creature it can see within 60 feet of it. The target makes a DC 14 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) fire damage and catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, the target takes half as much damage and doesn't catch fire. Spellcasting. The azer casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: mending, resistance, sacred flame (2d8) 2/day each: burning hands, command, cure wounds, scorching ray 1/day each: banishment, fireball, flame strike, glyph of warding (as an action), wall of fire Reactions Fiery Retribution (3/Day). When a creature within 5 feet of the azer hits the azer with an attack, and the azer can see the creature, the azer can force the creature to make a DC 14 Dexterity saving throw. The creature takes 13 (3d8) fire damage on a failed save, and half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Lawful Neutral","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Azer Taskmaster","description":"Cruel and merciless, taskmasters will not hesitate to sacrifice underlings and slaves in battle if needed. Traits Aura of Tyranny. An ally that is within 30 feet of the azer and can see and hear the azer and has less hit points than the azer has advantage to saving throws against being charmed and frightened, provided that the azer isn't incapacitated. Extra Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 7 (2d6) fire damage (included in the attack). Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Actions Multiattack. The azer makes two melee attacks. Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. Hurl Flame. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Bonus Actions Spur Ally. The azer targets an allied creature within 30 feet that can see and hear the azer and must have less hit points than the azer. The target takes 3 (1d6) psychic damage and uses its reaction to make one melee weapon attack with advantage on the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Lawful Neutral","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Azer Zealot","description":"Fierce fanatics, zealots are near-fearless warriors often found in the frontlines of battle, their mere presence bolstering and emboldening their allies. Traits Extra Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Actions Multiattack . The azer makes two melee attacks. Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. Bonus Actions Divine Fury (Recharges after a Long Rest). The azer magically infuses its attacks with divine energy. For 1 minute, the first creature the azer hits on each of its turns with a weapon attack takes 8 (1d6 + 5) radiant damage. Zealous Presence (Recharges after a Short or Long Rest). The azer unleashes a battle cry infused with divine energy. Up to ten other creatures of its choice within 60 feet of it that can hear it gain advantage on attack rolls and saving throws until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Lawful Neutral","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Azethra","description":"For as long as she can remember, Azethra knew she'd be a blacksmith – just as her mother and grandmother had been before her. As a hatchling, Azethra clung to her mother's arm while the matron worked the anvil. As soon as she could walk, she was at her mother's side or fetching her instruments. And as soon as she was strong enough, she was hammering away herself. For many years, Azethra was content working alongside her mother, forging armor, weapons, and tools for her clan. But when Azethra's mother passed, she left behind a toolbox filled with delicate tools and a note detailing the art of runecarving. For while her mother had never acquired the skill necessary to carve magical runes, she realized that her daughter might succeed where she had failed. Indeed, Azethra – diligent and determined as always – eventually did figure out how to enchant and enhance items and objects with magical runes. Still not satisfied with her rudimentary skill, she ventured out into the world with a single purpose: to become the most skilled runecarver in existence.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dragonborn)","Alignment":"Lawful Neutral","Expansion":32062,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Azi Dahaka","description":"The source of the bone-rattling crack of thunder reveals itself to be a three-headed dragon with black and gold scales, a long serpent-like body, and immense black wings. Demonic Avatar. Azi Dahaka is the product of a union between a storm demon and a dragon. Scholars speculate that it may, in fact, be an avatar of an immortal demon of deceit and killing the mortal form is not enough to end the threat; the avatar will only return. Sire of Storm and Swarm. Azi Dahaka takes delight in bringing down howling winds to cause misery and, when injured, its blood becomes rats, snakes, and stinging insects.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":14},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Aziz Eshref Celebi","description":"“If thy mind is wretched, thy wit is arrogant. ” Aziz Eshref Celebi is a fine young human with his coal-black, well-groomed, short hair and beard. He mostly wears dark brown corduroy pants, a cream-colored shirt, a bowtie, and a knee-length black coat that bears the coat of arms of a distant kingdom, his homeland. He almost always carries his fez on his person. He generally wields items he has brought from his homeland. He is a mere student in the Land of Deceit, studying at CADRAC . Aziz Eshref’s Story Aziz Eshref was born almost thirty years ago, on a blessed night. His parents, Necmizade and Humeyra, believed that their kid would be as pure as a saint, hence the name “Aziz Eshref”, which means the most honorable saint. His family and he lived in the capital of their kingdom, a great city. Eshref was a naughty kid who constantly got himself into trouble. He loved to eavesdrop on strangers and his talent in this mischief caused him grief on the streets on many occasions. Although he was also a bright kid who got good grades, his parents were concerned about their son turning into a little rascal, worried about his future. One lucky day, an elderly lady approached Aziz Eshref and asked him to eavesdrop on two men, and so he did. Little did he know, these two men were officials of the kingdom, loyal servants of the royalty. As soon as Eshref told the lady everything he had heard, he was caught by royal guards and sent to the castle for interrogation. Aziz Eshref had pure intentions at heart, and the guards of the Sultan saw that this was the case. The Vizier of Espionage ordered his guards to train Aziz Eshref into an expert spy. From then on, Eshref acted as the royal spy of the court. He eventually received the name “Celebi”, meaning well-educated or mannered, and he has visited many different lands, even planes of existence, in order to gather goods and information for the benefit of the royalty. His last destination is Tolia, Cyherested. Aziz Eshref’s Goals Aziz Eshref uses the cover of a student in CADRAC . While studying, he tries to gather information about bloodwork automations, his ultimate goal being to steal as many blueprints of bloodwork and angst machinery as he can. He will then return to his homeland and share his findings with the royal court. While he tries to complete his quest, he tries to find out as much as he can about magic and vampirism. Roleplaying Aziz Eshref Naturally of a happy and cheerful disposition, Aziz Eshref has disguised himself as a very serious and hardworking university student. He may engage in day-to-day chit chat and may even talk about his homeland very briefly, without giving much detail; however, he never lets people know who he really is. Aziz Eshref in Combat He tries to avoid combat, however, if he chooses to strike, he strikes at the most unexpected moment. Aziz Eshref Celebi flees the scene if he drops to half of his hit point maximum.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful neutral","Expansion":24099,"Challenge Rating":7},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Aziza","description":"Tiny fey peer down through the jungle foliage. Standing just over one foot tall, they have dark brown skin, slim builds, pointed ears, and big hair. Aziza are diminutive rainforest fey who make their homes inside the trunks of tall trees or in abandoned giant anthills. Female aziza have delicate iridescent butterfly wings, and the wingless males travel on the backs of gliding frogs. All aziza have an affinity with the frogs, using them not only for transportation but also for the poison produced from the frogs' sweat. Rainforest Teachers. The aziza first taught the human tribes of the jungles how to make fire and which plants were good to eat or for use as medicine or poison. These days, encounters with the reclusive aziza are rare, but the fey still have a reputation for helping those in need. An aziza might send an animal to warn a traveler away from a monster's lair or use magic to aid a hunter in taking do wn its prey. Intolerant of Bullies. Aziza hate bullies and brutes and enjoy playing tricks on rainforest ogres (see) and any cruel creatures bigger than themselves. If a rainforest ogre takes up residence near a village friendly to the aziza, the fey often do everything in their power to protect the humanoids. Speak with Frogs and Toads. The aziza can communicate with frogs and toads as if they shared a language. Actions Thorn Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) pierci ng damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 minute. Befuddle. The aziza magically confuses one creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be affected as though it failed a saving throw against the confusion spell until the end of its next turn. Spellcasting. The aziza casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell sa ve DC 12): At will: druidcraft , guidance 1/day each: animal messenger , bless Reactions Dazzling Glow. When a creature the aziza can see targets it with a melee attack, its skin briefly glows brightly, causing the attacker to have disadvantage on the at tack roll.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Chaotic Good","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Azure Worm","description":"Similar to how their kin, purple worms, burrow through deep underground reaches, azure worms wallow and dig through soggy marshlands and deep bogs. Equally at home in any sort of watery environment, azure worms prefer to lie in wait to ambush prey rather than travel to hunt. Both ends of the dreadful azure worm are equally frightening: one features an immense, cavernous maw filled with dozens of sharp fangs, while the other supports a lance-like stinger that secretes a dangerous poison. Traits Breach. If the worm has moved at least 10 feet underwater this turn, it can leap vertically out of the water up to 30 feet and make a bite attack at a creature within range. After the attack, the worm splashes back down into the water. Actions Multiattack. The worm makes two attacks: one with its bite and one with its tail stinger. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm’s turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Tail Stinger. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23 (4d6+9) piercing damage, and the target must attempt a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. Thrash. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (3d6+9) piercing damage. Reactions Reactive Thrash. When the azure worm is hit by a melee attack, the azure worm can use its reaction to make a thrash attack against the attacking creature, flailing out with its entire body to slam and pound against a foe so foolish as to attack them in close combat.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":17526,"Challenge Rating":17},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Azurecrest Platypus","description":"The azurecrest platypus is known for its adorable appearance and bewildering abilities. The platypus has tawny fur, radiant blue webbed feet, and a golden and azure colored plume. Chaotic Shrieker Azurecrests are tempestuous and can emit shrieks that disorient other creatures. More notably, its presence warps magic, making it both beloved and feared by spellcasters. Scholars believe that this trait evolved as a defense mechanism against magical predators. Azurecrests tend to be cautious around magic and those who wield it. Bond of Curiosity Although most azurecrests are solitary, they occasionally bond with intelligent creatures, if they believe they may benefit from the partnership. Their needs are rather simple; they enjoy excitement and exotic snacks and are curious at their core, even if they sometimes act erratic, especially around magic. Annoying? Sometimes. Strange-looking? Sure. But also kinda cute, in its own, very weird way. Be warned, though; it has a habit of using its spellwarping abilities when it's most inconvenient! – the Wanderer","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Typically Chaotic Neutral","Expansion":27827,"Challenge Rating":1},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Azurite Bahtera","description":"You ask about what we could learn from the Bahtera. I ask, “What makes you think they want to talk to you?” Go out there and ask if you want. I am perfectly fine being very much ignorant and very much alive. Bahtera Bahtera are large lizard-like creatures with a hardened scale hide and six limbs, two of which can function as both arms and legs. They are a common type of primordial, beings evolved directly from the elemental building blocks of the universe. The question of how they came to be has yet to be answered, even by the bahtera themselves. Spawn of Bahrelis. Bahtera, like most primordials, are some of the oldest beings in the galaxy. They were originally born from the surface of Bahrelis, a planet-sized entity with its own intelligence and self-awareness. Over time, bahtera lairs spawned in nearby systems in the Rim Sectors, eventually expanding to many more systems closer to the galactic core. Today, it's not uncommon for a bahtera lair to be found on even the most desolate planets. No one knows what became of Bahrelis itself, however. Born from the Elements. All bahtera have a thick hide with scales bearing a stone-like texture and hardness. In addition, rows of gemstone-like spikes protrude from their skin. These spike growths identify the elemental nature of the bahtera, as each one is integrally linked to one of the universal forces of creation. This grants each type certain innate abilities, including the ability to wield the channeling powers of the espers. They defend themselves with crafted gem-like weapons akin to their nature. When all else fails, they can hurl hardened stone spikes from their tails. The Talkurr. Bahtera of the same type often develop and lair together in isolated areas beneath a planet's surface or within a region heavy with rock formations, if any. All bahtera, however, view each other as kin sharing the same language and system of writing. They refer to each other as \"talkurr,\" which in their language loosely translates to \"part of the greater.\" Evolutionary Calling. The bahtera of today are far different from those born thousands of years ago. The first spawn of Bahrelis were far weaker and more susceptible to their ever-changing environment. As children of the elements, many view themselves as superior to other species, with some demanding tribute from those they deem lesser, or using them for forced labor or food. Most bahtera groups establish a structured, tribal society. Ancient Technologies. Most bahtera tribes are not as technologically developed as modern, spacefaring species, but are able to use their surrounding resources to build fortified structures shaped and imbued with strange elemental or cosmic power. The lairs of the most powerful of the bahtera tribes are a wonder to behold. There are rumors of large devices hidden within these lairs that can create spatial rifts leading to other distant parts of the galaxy. Distant Kin. The matokai are rumored to be an offshoot of the bahtera, even sharing the same ancient language. While the matokai take enormous pride in their history and culture, the bahtera despise their distant cousins, viewing them with the utmost contempt. Azurite Bahtera Dwellers of rocky crags surrounded by great oceans or frozen wastelands, these bahtera (known among their kind as \"zeotis\") pride themselves on being strong, stalwart, and fearless. They have silvery gray scales with spikes of brilliant deep blue. Unyielding Might. Strength and fortitude are the most respected traits among the zeotis. They constantly test themselves and each other with physical feats of might and endurance, and of course, their victories in battle against worthy opponents. They are not the least bit kind-hearted to any other creatures, living or artificial, but can be made to show a begrudging respect for those who courageously stand firm against their raw power. The Cold and the Deep. Azurite bahtera settle on small, solitary landmasses surrounded by large water-based bodies. Their affinity for the cold also attracts them to icy wastelands, glaciers, or the surface of frozen moons. Baryte Bahtera As the most aloof among their kin, the baryte bahtera, known as \"ceowir\" consider themselves to be far above the concerns of other species, including other bahtera of the talkurr. Their have deep brown- or gray-colored scales. Their spikes are clear with tinges of yellow or light blue and radiate dim light in a 10-foot radius when in darkness. Empyrean Rulers. Power and greatness are as important to the baryte bahtera as the air that gives them life. They amass wealth in both money and resources, though for control and prestige rather than greed. As children of the sky and stars, the ceowir define themselves with lavish titles akin to emperor, prince, or sovereign. They tend to be far less overtly savage or cruel than some other bahtera, considering themselves to be above such things. To Reach the Stars. Baryte bahtera lair in grand fortresses in lofty mountainous regions or atop landmasses that float above the surface of a planet. These aerial strongholds often bear a seal or crest signifying their tribal name along with symbols that bear resemblance to the local sun, moon, or constellations. Citrine Bahtera Known as \"jateren\" among members of the talkurr, these bahtera are considered the most primitive and barbaric of their kin. They have reddish-brown scales and bright, golden-yellow spikes. Primitive Savages. Jataren delight in hunting and despoiling weaker or smaller creatures and settlements. They have a barbaric mindset combined with a bahtera's sense of entitlement, which makes them both dangerous and difficult to reason with. They loathe culturally developed societies and settlements and view advanced technology as a bane to be eradicated. The pride of a citrine bahtera is easily wounded, offering it immediate justification for unleashing its anger upon the offender. Underworld Residents. Underground caverns, caves, and tunnels beneath a planet's surface are where citrine bahtera lair. Alternatively, they can also be found in desolate badlands or in secluded areas deep within deserts or rocky wastes. Jadeite Bahtera Among their talkurr kin, these bahtera are known as \"raslant.\" They are peaceful and amiable, viewing themselves as guardians of other living species and sworn enemies of defilers and plaguebringers. They have light brown scales and spikes that range in color from light blue-green to dark green. Bastions of the Living. Raslant enjoy the beauty of all forms of flourishing life, often nesting within the ground of planets abundant with wild flora and fauna. For their love of such things, however, they are just as fierce against any force that would disturb the natural balance near their home. So long as their territory is not threatened by other developing or conquering species, or creatures seeking to bring plague and disease, they remain at least cordial if not friendly. Reclusive Guardians. Though mostly peaceful, jadeite bahtera still prefer to lair in reclusive areas such as caves or tunnels beneath a hillside or mountainside, preferably near a patch of flora or a body of water. More developed tribes of jadeite bahtera fashion a system of tunnels and caverns beneath large forests or mountainous regions. Rhodolite Bahtera Few seek to incur the fiery wrath of the rhodolite bahtera. Known as \"lojama\" among their kin, they are master warriors and fierce combatants. They claim their brutality against other species as their birthright. They have dark, ashen-gray scales and pronounced spikes that range in color between deep purples and reds. Masters of War. A lojama's name only has worth with tales of victory in battle behind it. A rhodolite bahtera lair is made up of manufacturing plants for forging weapons and fortifications. Unlike their azurite kin, rhodolite bahtera are an organized militant force, more concerned with success of their mission as a team over their own egos. They do little work on their own, often enslaving weaker creatures for developing gear-forged constructs and machinery. Forgers and Crafters. Rhodolite bahtera love the art of crafting as much as the art of war. Their lairs are vast, grand structures of mineral and metalwork, strengthened with modern methods of hardening and fortifying their materials. Though rare, it is even possible to find use of advanced polymers and fibers used by other developed civilizations. Rhodolite weapons are always forged from a combination of mineral and sorium melding.","properties":{"Category":"Monsters","Size":"Large","Type":"primordial","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":9},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Azza Gremlin","description":"These tiny, hairless, rail-thin creatures crackle with static electricity. Arcs of lightning snap between their long ears. Lightning Lovers. Azza gremlins live among storm clouds, lightning-based machinery, and other places with an abundance of lightning. Magnetic Flight. Although wingless, their light bodies are perfectly attuned to electromagnetic fields, giving them buoyancy and flight. They love playing in thunderstorms and riding lightning bolts between the clouds or between clouds and the ground. They feed off lightning and love to see its effects on other creatures. Work with Spellcasters. Although they aren’t much more than hazardous pests by themselves, more malicious creatures and spellcasters that use lightning as a weapon work with azza gremlins to amplify their own destructiveness. Azza gremlins stand 12 to 18 inches tall and weigh approximately 8 lb. Traits Contagious Lightning: A creature that touches the azza gremlin or hits it with a melee attack using a metal weapon receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that cause lightning damage have advantage against this creature, the creature has disadvantage on saving throws against lightning damage and lightning effects, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Actions Lightning Jolt (Melee): Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 3 (1d6) lightning damage. The target is affected by Contagious Lightning. Lightning Jolt (Ranged): Ranged Weapon Attack : +6 to hit, range 30 ft., one creature. Hit : 3 (1d6) lightning damage. The target is affected by Contagious Lightning. Reactions Ride the Bolt: The azza gremlin can travel instantly along any bolt of lightning. When it is within 5 feet of a lightning effect, the azza can teleport to any unoccupied space inside or within 5 feet of that lightning effect.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral ","Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"B'rohg","description":"B’rohgs are broad-shouldered, four-armed Giants, 15 feet tall, with burnt-orange skin. They have flat noses, pointed ears, and long hair that grows down the backs and sides of their otherwise bald heads. They wear simple garb and like to hurl heavy rocks. A b’rohg can wield a weapon with each of its four arms, but it prefers to pound enemies with its fists and rip smaller creatures apart with its bare hands. B’rohgs communicate with one another using grunts and basic hand signals; they have no spoken or written language. They prefer to be left alone and for that reason don’t normally pose a threat to smaller creatures. Because of their size and strength, they are popular attractions in gladiatorial arenas, where they are coerced into fighting for food. B’rohgs are accustomed to eking out a meager existence in their natural habitat, and they rarely bond with other kinds of creatures. A b’rohg that benefits from a stranger’s act of kindness is at first puzzled by the effort, then wary. If this kindness is sufficient to earn the creature’s trust, the b’rohg will try to repay the stranger, perhaps by carrying their gear or helping them navigate perilous terrain. A solitary b’rohg that is befriended by a group of adventurers might follow them around for a while, but it will soon tire of their company and once again seek out others of its own kind. Actions Multiattack. The b’rohg makes four Fist attacks or two Rock attacks. Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Rock. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. Hideous Rend. The b’rohg uses all four of its hands to target one Large or smaller creature it can see within 10 feet of itself. The target must succeed on a DC 16 Dexterity saving throw or be grappled (escape DC 16). Until this grapple ends, the b’rohg can’t make Fist attacks or Rock attacks, and the target takes 49 (8d10 + 5) bludgeoning damage at the start of each of its turns. A creature reduced to 0 hit points by this damage is ripped into four pieces.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"any alignment","Expansion":16643,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Baalzebul","description":"Baalzebul, is an archdevil and the lord of Maladomini, the seventh layer of the Nine Hells. He is known as both the Lord of Lies and the Lord of the Flies because his tightly woven web of intrigue traps even the smallest fly. In recent centuries he was cursed with a new hideous form by Asmodeus. This form earned him a new title—The Slug Archduke. Baalzebul was originally known as Triel, one of the most powerful and beautiful angels to be found in Celestia. Triel’s selfish acts in the name of achieving his perfection resulted in his corruption and exile from Celestia. After his fall, Asmodeus, perhaps out of some lingering sense of sympathy, quickly promoted Baalzebul to the ranks of devilish nobility. Baalzebul’s ruthless lust for power served him well and before long he not only displaced the ancient, original Lord of Maladomini but managed to become the only archdevil to rule two layers of the Nine Hells, although he ruled Malbolge through the devil Moloch. However, Baalzebul’s pride continued to be his undoing. When he attempted to take Asmodeus’s throne, his schemes were discovered and thwarted. Asmodeus inflicted a series of bizarre penalties upon Baalzebul. He was cursed to appear as a slug for one year per lie he had told to a devil, and any deal he struck with a mortal would result in a disaster for the participant. His castle was turned to excrement and filled with filth and his dominion of Malbolge was stripped from him. Despite his punishments, Baalzebul is still dangerously cunning and charismatic. Even while trapped in the form of a slug, he remained the Lord of Lies, whose every deception was made with ease. Every one of his untruths is told with a specific purpose in mind, and only other devils are safe from his lies. Baalzebul’s Two Forms When dealing with enemies or unfortunate subordinates, Baalzebul generally manifests as a powerful winged creature. However, the characters are most likely to encounter this archdevil in his slug form after he has incurred Asmodeus’s wrath again. The accompanying stat block works for both forms except that Baalzebul’s movement in his slug form is replaced with: 20 ft., burrow 20 ft., climb 20 ft. Baalzebul’s Lair Baalzebul’s lair resides within whichever city is the newest he has constructed. Lair Actions On initiative count 20 (losing initiative ties), Baalzebul can take one lair action to cause the following effect or one from the archdevil lair action list ; he can’t take the same lair action two rounds in a row: Protective Burrow. Baalzebul uses his burrow speed to dig into the ground. He gains half-cover when buried 10 feet and three-quarters cover at 20 feet. Regional Effects The region containing Baalzebul’s lair is corrupted by his presence, which creates the following effect: Filth. Within 1 mile of the lair, stinking piles of filth accumulate as if from nowhere. The entire area is covered with garbage and feces and is treated as difficult terrain. If Baalzebul dies, the effects fade over the course of 1d10 days. Traits Devil’s Sight. Magical darkness doesn’t impede Baalzebul’s darkvision. Fiendish Regeneration. Baalzebul regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn’t function at the start of his next turn. Baalzebul dies only if he starts his turn with 0 hit points and doesn’t regenerate. Lord of Flies. Insects don’t attack Baalzebul, and he can issue orders to them. Legendary Resistance (3/Day). If Baalzebul fails a saving throw, he can choose to succeed instead. Magic Resistance. Baalzebul has advantage on saving throws against spells and other magical effects. Stench of the Slug (Slug Form Only). A creature that starts its turn within 10 feet of Baalzebul must succeed on a DC 21 Constitution saving throw or have the poisoned condition until the start of its next turn. On a successful save, a creature is immune to this stench for 1 hour. Actions Multiattack. Baalzebul uses Heart of Pestilence (if available), then makes three Slam attacks. Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage plus 7 (2d6) necrotic damage. Pungent Eruption (Slug Form Only, Recharge 4-6). Baalzebul causes refuse and caustic liquid to spill from the ground at a point he can see within 300 feet. Each creature in a 15-foot-radius sphere centered on that point must make a DC 21 Constitution saving throw. Targets take 36 (8d8) acid damage on a failed save, or half as much on a successful one. Creatures that fail the save have the poisoned condition for 1 minute. Heart of Pestilence (Recharge 5–6). Baalzebul channels pestilence into his body, sickening creatures within 50 feet that can see him. Sickened creatures must make a DC 21 Charisma saving throw, followed by a DC 21 Constitution saving throw. Failing the Charisma save makes a creature have the frightened condition, while failing the Constitution save makes a creature weak. While weakened, a creature deals half damage on melee attacks. Both effects last for 1 minute or until a Greater Restoration spell or similar is cast. Spellcasting (Winged Form Only). Baalzebul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24): At will: Animate Dead, Darkness, Detect Evil and Good, Detect Magic, Dispel Evil and Good, Hallow, Hold Monster, Suggestion, Teleport, True Seeing 1/day each: Symbol (pain or insanity), Wish Bonus Actions Displace. Baalzebul magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. Legendary Actions Baalzebul can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Baalzebul regains spent legendary actions at the start of his turn. Pummel. Baalzebul makes a Slam attack. Teleport. Baalzebul uses Displace. Insect Gorge (Costs 2 Actions). Baalzebul disgorges a swarm of biting flies at a point he can see within 300 feet of himself. Each creature within a 20-foot-radius sphere centered on that point must make a DC 21 Constitution saving throw. A creature takes 44 (8d10) piercing damage on a failed save, or half as much damage on a successful one. The biting flies persist for 1 minute, or until Baalzebul uses this ability again. Creatures that enter the flies’ area or end their turn inside it must repeat the saving throw. Call Underling (Costs 3 Actions). Baalzebul summons an allied bone devil in an unoccupied space that he can see.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Baaz Draconian","description":"Baaz draconians are fanatical foot soldiers that emerge from the eggs of brass dragons. They are the smallest of the draconians, and their slight wings are incapable of flight, though they do afford the draconians some control when falling. These wings are small enough to be hidden beneath a cloak or robe, and baaz draconians disguise themselves to spy for the Dragon Armies. The sight of dragons drives baaz draconians into a deadly furor. When baaz draconians die, their bodies turn to stone and unleash clouds of petrifying gas that turn their corpses and any nearby creatures into stone. Draconians Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen’s foul magic. The Dragon Armies closely guard the secret of the draconians’ creation, allowing Krynn’s metallic dragons to continue to think their eggs are being held hostage so they don’t oppose the Dragon Queen’s conquests. Traits Controlled Fall. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage. Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust. Draconic Devotion. While the draconian can see a Dragon that isn’t hostile to it, the draconian has advantage on attack rolls. Actions Multiattack. The draconian makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":17925,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Baba Lysaga","description":"Two women gave life to Strahd von Zarovich. The first was Queen Ravenovia van Roeyen, Strahd's biological mother. The second was the queen's midwife, a devout follower of Mother Night named Baba Lysaga. Although it was the former who raised Strahd and enabled him to follow in his father's footsteps, it was the latter who sensed a potential for greatness and darkness in Strahd surpassing that of any other mortal. Lysaga believed then, as she believes now, that she is Strahd's true mother. Other Mother. When Strahd was still a baby in his crib, Baba Lysaga cast protective spells on him and crept into his nursery on stormy nights to sing magical rhymes to him. She also placed the \"spark of magic\" in him, ensuring that he would become a spellcaster. Baba Lysaga's unhealthy attachment to the baby Strahd did not go unnoticed. After she received several disturbing reports, Queen Ravenovia was forced to banish the midwife from the kingdom. Lysaga never saw Strahd again, but she has succeeded in staying alive to witness the triumphs of her beloved boy, who, in her mind, is eternally blessed. Despite the horrors Strahd has wrought, Lysaga still envisions him as the perfect child she delivered into the world. Strahd is the only thing in her life that matters to her. Mother Nearest. During her exile, Baba Lysaga made countless sacrifices to Mother Night, pleading with the goddess to afflict Queen Ravenovia with ill health and visit death upon her. Lysaga eventually got her wish, and after Strahd settled in the valley of Barovia, Lysaga moved as close to him as she dared to. In the filth-ridden depths of her heart, Lysaga knows that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days, months, and years practicing fell magic and looking for ways to help her \"son.\" Raven Bane. Baba Lysaga has allies in Castle Ravenloft-a coven of witches. Through the aid of these witches, Lysaga recently uncovered a potential threat to Strahd: a secret society of wereravens called the Keepers of the Feather, a group that uses ordinary ravens as their spies. Strahd doesn't consider the wereravens a serious threat, but Lysaga has chosen to make them the bane of her existence. After much searching and scrying, she discovered a wereraven refuge at the Wizard of Wines winery, and she has begun to wage war against it. In addition, she has forged an alliance with the mad druids that haunt Yester Hill, convincing them that she gave birth to Strahd, whom the druids consider a god. With the druids on her side, she expects to rid Barovia of its wereraven menace. Gifts of Mother Night. The goddess Mother Night has bestowed magical gifts on Baba Lysaga as rewards for her ceaseless devotion to Strahd. Her skin has the resilience of stone, she is resistant to harmful magic, and she is shielded against divination magic. Mother Night has also imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly, becoming mere dust and bones in a matter of seconds. Baba Lysaga's Traits Ideal. \"No love is greater than a mother's love for her son.\" Bond. \"I am the mother of Strahd. Anyone who disputes this fact can rot.\" Flaw. \"I will not rest until the last of my son's enemies are destroyed.\" Traits Shapechanger. Baba Lysaga can use an action to polymorph into a swarm of insects (flies), or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does. Blessing of Mother Night. Baba Lysaga is shielded against divination magic, as though protected by a nondetection spell. Spellcasting. Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Baba Lysaga has the following wizard spells prepared: Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, magic missile, sleep, witch bolt 2nd level (3 slots): crown of madness, enlarge/reduce, misty step 3rd level (3 slots): dispel magic, fireball, lightning bolt 4th level (3 slots): blight, Evard’s black tentacles, polymorph 5th level (2 slots): cloudkill, geas, scrying 6th level (1 slot): programmed illusion, true seeing 7th level (1 slot): finger of death, mirage arcane 8th level (1 slot): power word stun Actions Multiattack. Baba Lysaga makes three attacks with her quarterstaff. Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if wielded with two hands. Summon Swarms of Insects (Recharges after a Short or Long Rest). Baba Lysaga summons 1d4 swarms of insects . A summoned swarm appears in an unoccupied space within 60 feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Alignment":"chaotic evil","Expansion":7388,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Baba Lysaga's Creeping Hut","description":"Baba Lysaga built a hut atop the rotting stump of a giant tree that was felled long ago. It was only after she embedded a magic gemstone in the hut that the whole thing was imbued with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth, shaking the ground with every step. The hut attacks with its flailing and stomping roots. It can also use its roots to fling large rocks. Hut Interior. The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its furnishings have been bolted to the floor, since the hut lurches from side to side when it walks. Heart of the Hut. The gemstone that has given life to Baba Lysaga's hut was previously buried in the Wizard of Wines vineyard. The gem was one of three imbued with life-giving magic that made the grapevines in the vineyard healthier, guaranteeing the finest wines. Baba Lysaga stole one of the gems and perverted its magic, using it instead to animate her wooden hut. Removing the gem from the hut renders the hut incapacitated. That task is easier said than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the floorboards are out of the way, a creature can reach into the cavity and snatch the gem. But if someone attempts this while the hut is alive, the cavity sprouts wooden teeth, becoming a mouth that bites anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a failed save, the creature is bitten for 10 (3d6) piercing damage and fails to obtain the gem. Animated Objects Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons. Constructed Nature. An animated object doesn’t require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. Traits Antimagic Susceptibility. The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field . If targeted by dispel magic , the hut must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. Siege Monster. The hut deals double damage to objects and structures. Actions Multiattack. The hut makes three attacks with its roots. It can replace one of these attacks with a rock attack. Root. Melee Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Rock. Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":7388,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Baba Yaga","description":"The stars keep her secrets, the stone her memory ‚ Grandmother, Grandmother! Her kindness akin to treachery. Baba Yaga is a renowned witch and appears as a stooped, old woman with an impossibly long nose and wild white hair. Her milky yellow eyes stare, unblinking, at no fixed spot. She has no teeth, instead wearing a set of sentient, magical, iron dentures. Her teeth are often off pursuing their own agenda, and the two bicker constantly. She wears frayed burlap robes and, occasionally, a black silk scarf over her escaping locks. Her skin has a bark-like quality, and she smells of lightning and pine. While perfectly able to walk, the witch is most often seen flying about the world in her enormous mortar and pestle, the latter of which she uses as a rudder in flight. Collector of Secrets. Few planes or places are free from Baba Yaga's madness and meddling. She desires knowledge above all things and greatly enjoys knowing the secrets of others. Many queens and kings have been extorted by the Old Witch, who records their secrets on parchment stored in a chest made from a giant emerald. She has a weakness for enchanted baubles, and her home, a wooden hut that travels on huge chicken legs and whose interior defies natural law, is stuffed full of magical bric-a-brac. Nightmare and Nurturer. Those who've bargained with Baba Yaga successfully claim she is a fair and honest person with a fondness for animals and wild things. She actively seeks strong adventurers to pursue dangerous quests for her, usually to acquire either a great secret or a powerful artifact. However, she is also a pitiless murderer, who slips through the shadows in the moonlight to feed on sleeping innocents with her wretched iron teeth. She holds grudges and does not forget the smallest slight. Master of Many. She collects servants as she does trinkets and takes great pleasure in adding to her soul horde. The Three Horsemen (Tome of Beasts) draw their power from her and do her bidding. At various times, she has held the soul of Koschei (Tome of Beasts) and forced him to perform legendary feats on her behalf. The Old Witch is known to appear in several places at once. Some scholars believe Baba Yaga is actually three identical sisters, each with her own personality and preoccupations.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":20},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Baba Yaga","description":"Baba Yaga has existed for a very long time. Druids and rangers think of her more as a spirit of the natural world than a hag. She isn’t evil or good, she is completely without morality. She will sometimes help and sometimes hinder based on her own sense of how the world should be. She can be bargained with like any other hag, but her bargains are always exact, without hidden traps. But for those who do not live up to their end of the bargain she is completely ruthless and pays no heed to political borders. The mythology surrounding her is filled with powerful creatures who sought to back out of a deal and all of the terrible ways in which they paid the price. Baba Yaga can appear as any imaginable creature that is CR 15 or less by using her shapechange spell. She will also sometimes use her true form, that of a withered green hag, so old, that she appears grey in color. Baba Yaga also has a sentient hut that walks around on three massive chicken legs, and will often have shambling mounds and treants nearby that can assist her.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":34600,"Challenge Rating":22},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Baba Yaga’s Horsemen","description":"These mounted knights wield great weapons as swift as dawn, as bright as the blazing sun, and as cold as the grave. The white horseman is a young rider full of promise, the red rider a man in his prime, and the black rider a scarred and bearded fellow, his eyes dark and his mouth set in a grim frown. They ride with purpose on powerful steeds. Baba Yaga’s three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match. Their roles appear to coincide with their appointed offices, although their precise relationship to Baba Yaga is the source of much speculation. Varied Origin. They may be serving Grandmother Winter for a time in exchange for a favor or bargain, or they may be cursed to replace a previous horseman they slew. In either case, Baba Yaga is the source of their power. The horsemen are innately connected to the domain of time; each represents part of the day, as measured by the sun. Bright Day is bound to and governs dawn to mid-day, Red Sun from mid-day to sundown, and Black Night rules until daybreak. While Baba Yaga herself is wily and capricious, her three horsemen are bound to cosmological forces that are uniform and constant, which is reflected in their alignment and demeanor. One Rises, Two Set. The horsemen never co-exist with one another except within the confines of their mistresses’ Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe. Timeless Nature. The horsemen don’t age and don’t require food, drink, or sleep. Baba Yaga’s Horsemen in Midgard The great witch Baba Yaga is a power to be reckoned with in Midgard, always plotting with her daughters, the vila, and seeking to gobble up the vile gnomes whose souls she claims are rightfully hers. Baba Yaga rules over great ley line magic, and commands the elements and enchantments with ease, but she cannot be everywhere at once. Three of her most faithful servants are the White Horseman, the Red Horseman and the Black Horseman—embodied forms of the times of day, and a symbol of Baba Yaga’s mastery of time itself. She uses nicknames for them, calling them “My Bright Dawn, my Red Sun, and my Dark Midnight” because they are bound by time (and some believe, because they control dawn, noon, and sunset). She has many other servants as well, but the horsemen, her dancing hut, and the sorcerer Koshchei the Deathless are three of the greatest. Encounters with Baba Yaga’s Horsemen The horsemen make good foes for the long term; their power is great enough that they can ignore even great dangers when serving their mistress. Here are some possible encounters involving them: Red Sun burns down a village while the PCs are sleeping at the inn. If questioned or challenged, he says nothing, but provides a scroll from Baba Yaga ordering the village’s destruction. Red Sun rides off into the dawn. Black Night bears a similar scroll, asking an elvish character to provide Baba Yaga with a pint of blood; if the request is granted, Black Night leaves without incident, but if it is denied, a young human boy is found outside the party’s sleeping chambers, drained of all blood. At noon, Bright Day leads a parade of strange creatures, everything from shadow fey duelists and enchantresses to a glowing will o’wisp and a bright malakbel demon, burning so bright it set fire to crops and thatched huts near it. The fey mention Bright Day is going to pay Baba Yaga’s respects to the River King. If the party chooses to join the procession, they cannot leave it until sunset—and may find their company is not entirely welcome. The Three Horsemen Each horseman has unique senses, defenses, and special abilities. Add the appropriate traits to the base horseman traits for each of the horsemen as follows. Bright Day The horseman gains darkvision 60 ft., resistance to cold and fire, and the following innate spells: At will: sacred flame 2/day: daylight Red Sun The horseman gains immunity to being blinded, charmed, and frightened, immunity to fire, and the following innate spells: 2/day each: continual flame, scorching ray Black Night The horseman can see perfectly in normal and magical darkness, gains immunity to cold, and the following innate spells: At will: ray of frost 2/day: darkness Traits Innate Spellcasting: The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 1/day each: dimension door, fire shield, haste, slow 3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only) Magic Resistance: The horseman has advantage on saving throws against spells and other magical effects. Peerless Rider: ny attacks directed at the horseman’s mount targets the horseman instead. Its mount gains the benefit of the rider’s damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage. Quick Draw: The horseman can switch between wielding its lance and longsword as a bonus action. Actions Multiattack: The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available. Lance: Melee Weapon Attack : +10 to hit, reach 10 ft.,disadvantage within 5 ft., one target. Hit : 12 (1d12 + 6) piercing damage. Longsword: Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6 ) slashing damage. Temporal Strike (recharge 5-6): When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Lawful Neutral","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Baba Yaga's Horsemen Black Night","description":"These mounted knights wield great weapons as swift as dawn, as bright as the blazing sun, and as cold as the grave. The white horseman is a young rider full of promise, the red rider a man in his prime, and the black rider a scarred and bearded fellow, his eyes dark and his mouth set in a grim frown. They ride with purpose on powerful steeds. Baba Yaga’s three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match. Their roles appear to coincide with their appointed offices, although their precise relationship to Baba Yaga is the source of much speculation. Varied Origin. They may be serving Grandmother Winter for a time in exchange for a favor or bargain, or they may be cursed to replace a previous horseman they slew. In either case, Baba Yaga is the source of their power. The horsemen are innately connected to the domain of time; each represents part of the day, as measured by the sun. Bright Day is bound to and governs dawn to mid-day, Red Sun from mid-day to sundown, and Black Night rules until daybreak. While Baba Yaga herself is wily and capricious, her three horsemen are bound to cosmological forces that are uniform and constant, which is reflected in their alignment and demeanor. One Rises, Two Set. The horsemen never co-exist with one another except within the confines of their mistresses’ Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe. Timeless Nature. The horsemen don’t age and don’t require food, drink, or sleep. Baba Yaga’s Horsemen in Midgard The great witch Baba Yaga is a power to be reckoned with in Midgard, always plotting with her daughters, the vila, and seeking to gobble up the vile gnomes whose souls she claims are rightfully hers. Baba Yaga rules over great ley line magic, and commands the elements and enchantments with ease, but she cannot be everywhere at once. Three of her most faithful servants are the White Horseman, the Red Horseman and the Black Horseman—embodied forms of the times of day, and a symbol of Baba Yaga’s mastery of time itself. She uses nicknames for them, calling them “My Bright Dawn, my Red Sun, and my Dark Midnight” because they are bound by time (and some believe, because they control dawn, noon, and sunset). She has many other servants as well, but the horsemen, her dancing hut, and the sorcerer Koshchei the Deathless are three of the greatest. Encounters with Baba Yaga’s Horsemen The horsemen make good foes for the long term; their power is great enough that they can ignore even great dangers when serving their mistress. Here are some possible encounters involving them: Red Sun burns down a village while the PCs are sleeping at the inn. If questioned or challenged, he says nothing, but provides a scroll from Baba Yaga ordering the village’s destruction. Red Sun rides off into the dawn. Black Night bears a similar scroll, asking an elvish character to provide Baba Yaga with a pint of blood; if the request is granted, Black Night leaves without incident, but if it is denied, a young human boy is found outside the party’s sleeping chambers, drained of all blood. At noon, Bright Day leads a parade of strange creatures, everything from shadow fey duelists and enchantresses to a glowing will o’wisp and a bright malakbel demon, burning so bright it set fire to crops and thatched huts near it. The fey mention Bright Day is going to pay Baba Yaga’s respects to the River King. If the party chooses to join the procession, they cannot leave it until sunset—and may find their company is not entirely welcome. Traits Innate Spellcasting: The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: ray of frost 1/day each: dimension door, fire shield, haste, slow 2/day each: darkness 3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only) Magic Resistance: The horseman has advantage on saving throws against spells and other magical effects. Peerless Rider: ny attacks directed at the horseman’s mount targets the horseman instead. Its mount gains the benefit of the rider’s damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage. Quick Draw: The horseman can switch between wielding its lance and longsword as a bonus action. Actions Multiattack: The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available. Lance: Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 12 (1d12 + 6) piercing damage. Disadvantage within 5 ft. Longsword: Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6 ) slashing damage. Temporal Strike (recharge 5-6): When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Lawful Neutral","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Baba Yaga's Horsemen Bright Day","description":"These mounted knights wield great weapons as swift as dawn, as bright as the blazing sun, and as cold as the grave. The white horseman is a young rider full of promise, the red rider a man in his prime, and the black rider a scarred and bearded fellow, his eyes dark and his mouth set in a grim frown. They ride with purpose on powerful steeds. Baba Yaga’s three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match. Their roles appear to coincide with their appointed offices, although their precise relationship to Baba Yaga is the source of much speculation. Varied Origin. They may be serving Grandmother Winter for a time in exchange for a favor or bargain, or they may be cursed to replace a previous horseman they slew. In either case, Baba Yaga is the source of their power. The horsemen are innately connected to the domain of time; each represents part of the day, as measured by the sun. Bright Day is bound to and governs dawn to mid-day, Red Sun from mid-day to sundown, and Black Night rules until daybreak. While Baba Yaga herself is wily and capricious, her three horsemen are bound to cosmological forces that are uniform and constant, which is reflected in their alignment and demeanor. One Rises, Two Set. The horsemen never co-exist with one another except within the confines of their mistresses’ Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe. Timeless Nature. The horsemen don’t age and don’t require food, drink, or sleep. Baba Yaga’s Horsemen in Midgard The great witch Baba Yaga is a power to be reckoned with in Midgard, always plotting with her daughters, the vila, and seeking to gobble up the vile gnomes whose souls she claims are rightfully hers. Baba Yaga rules over great ley line magic, and commands the elements and enchantments with ease, but she cannot be everywhere at once. Three of her most faithful servants are the White Horseman, the Red Horseman and the Black Horseman—embodied forms of the times of day, and a symbol of Baba Yaga’s mastery of time itself. She uses nicknames for them, calling them “My Bright Dawn, my Red Sun, and my Dark Midnight” because they are bound by time (and some believe, because they control dawn, noon, and sunset). She has many other servants as well, but the horsemen, her dancing hut, and the sorcerer Koshchei the Deathless are three of the greatest. Encounters with Baba Yaga’s Horsemen The horsemen make good foes for the long term; their power is great enough that they can ignore even great dangers when serving their mistress. Here are some possible encounters involving them: Red Sun burns down a village while the PCs are sleeping at the inn. If questioned or challenged, he says nothing, but provides a scroll from Baba Yaga ordering the village’s destruction. Red Sun rides off into the dawn. Black Night bears a similar scroll, asking an elvish character to provide Baba Yaga with a pint of blood; if the request is granted, Black Night leaves without incident, but if it is denied, a young human boy is found outside the party’s sleeping chambers, drained of all blood. At noon, Bright Day leads a parade of strange creatures, everything from shadow fey duelists and enchantresses to a glowing will o’wisp and a bright malakbel demon, burning so bright it set fire to crops and thatched huts near it. The fey mention Bright Day is going to pay Baba Yaga’s respects to the River King. If the party chooses to join the procession, they cannot leave it until sunset—and may find their company is not entirely welcome. Traits Innate Spellcasting: The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: sacred flame 1/day each: dimension door, fire shield, haste, slow 2/day each: daylight 3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only) Magic Resistance: The horseman has advantage on saving throws against spells and other magical effects. Peerless Rider: ny attacks directed at the horseman’s mount targets the horseman instead. Its mount gains the benefit of the rider’s damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage. Quick Draw: The horseman can switch between wielding its lance and longsword as a bonus action. Actions Multiattack: The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available. Lance: Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 12 (1d12 + 6) piercing damage. Disadvantage within 5 ft. Longsword: Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6 ) slashing damage. Temporal Strike (recharge 5-6): When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Lawful Neutral","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Baba Yaga's Horsemen Red Sun","description":"These mounted knights wield great weapons as swift as dawn, as bright as the blazing sun, and as cold as the grave. The white horseman is a young rider full of promise, the red rider a man in his prime, and the black rider a scarred and bearded fellow, his eyes dark and his mouth set in a grim frown. They ride with purpose on powerful steeds. Baba Yaga’s three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match. Their roles appear to coincide with their appointed offices, although their precise relationship to Baba Yaga is the source of much speculation. Varied Origin. They may be serving Grandmother Winter for a time in exchange for a favor or bargain, or they may be cursed to replace a previous horseman they slew. In either case, Baba Yaga is the source of their power. The horsemen are innately connected to the domain of time; each represents part of the day, as measured by the sun. Bright Day is bound to and governs dawn to mid-day, Red Sun from mid-day to sundown, and Black Night rules until daybreak. While Baba Yaga herself is wily and capricious, her three horsemen are bound to cosmological forces that are uniform and constant, which is reflected in their alignment and demeanor. One Rises, Two Set. The horsemen never co-exist with one another except within the confines of their mistresses’ Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe. Timeless Nature. The horsemen don’t age and don’t require food, drink, or sleep. Baba Yaga’s Horsemen in Midgard The great witch Baba Yaga is a power to be reckoned with in Midgard, always plotting with her daughters, the vila, and seeking to gobble up the vile gnomes whose souls she claims are rightfully hers. Baba Yaga rules over great ley line magic, and commands the elements and enchantments with ease, but she cannot be everywhere at once. Three of her most faithful servants are the White Horseman, the Red Horseman and the Black Horseman—embodied forms of the times of day, and a symbol of Baba Yaga’s mastery of time itself. She uses nicknames for them, calling them “My Bright Dawn, my Red Sun, and my Dark Midnight” because they are bound by time (and some believe, because they control dawn, noon, and sunset). She has many other servants as well, but the horsemen, her dancing hut, and the sorcerer Koshchei the Deathless are three of the greatest. Encounters with Baba Yaga’s Horsemen The horsemen make good foes for the long term; their power is great enough that they can ignore even great dangers when serving their mistress. Here are some possible encounters involving them: Red Sun burns down a village while the PCs are sleeping at the inn. If questioned or challenged, he says nothing, but provides a scroll from Baba Yaga ordering the village’s destruction. Red Sun rides off into the dawn. Black Night bears a similar scroll, asking an elvish character to provide Baba Yaga with a pint of blood; if the request is granted, Black Night leaves without incident, but if it is denied, a young human boy is found outside the party’s sleeping chambers, drained of all blood. At noon, Bright Day leads a parade of strange creatures, everything from shadow fey duelists and enchantresses to a glowing will o’wisp and a bright malakbel demon, burning so bright it set fire to crops and thatched huts near it. The fey mention Bright Day is going to pay Baba Yaga’s respects to the River King. If the party chooses to join the procession, they cannot leave it until sunset—and may find their company is not entirely welcome. Traits Innate Spellcasting: The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 1/day each: dimension door, fire shield, haste, slow 2/day each: continual flame, scorching ray 3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only) Magic Resistance: The horseman has advantage on saving throws against spells and other magical effects. Peerless Rider: ny attacks directed at the horseman’s mount targets the horseman instead. Its mount gains the benefit of the rider’s damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage. Quick Draw: The horseman can switch between wielding its lance and longsword as a bonus action. Actions Multiattack: The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available. Lance: Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 12 (1d12 + 6) piercing damage. Disadvantage within 5 ft. Longsword: Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6 ) slashing damage. Temporal Strike (recharge 5-6): When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Lawful Neutral","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Baba Yaga’s Hut","description":"Baba Yaga’s hut is a large hut, roughly thirty feet in diameter, that rests upon three massive chicken legs that keep the hut almost twenty feet off the ground. When Baba Yaga is not moving her hut, the legs will usually fold under the hut and stay out of sight. The inside of the hut contains a massive stove, large enough to cook a hill giant whole, and an alchemists bench that wants for nothing. Baba Yaga’s hut does exactly what Baba Yaga tells it to do without question. The hut will often not engage in battle unless attacked or told to do so by Baba Yaga. The hut will always know where Baba Yaga is unless they are on different planes of existence.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"lawful neutral","Expansion":34600,"Challenge Rating":12},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Babau","description":"Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse. One such demons is described here. Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz’zt. It is said that Glasya wounded Graz’zt with her sword, and the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz’zt’s place as one of the preeminent demon lords of the Abyss. A babau demon possesses the cunning of a devil and the bloodthirstiness of a demon. It has leathery black skin pulled tight over its gaunt frame, and a curved horn protruding from the back of its elongated skull. A babau’s baleful glare can weaken a creature. Traits Innate Spellcasting : The babau’s innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components: • At will: darkness , dispel magic , fear , heat metal , levitate Actions Multiattack : The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks. Claw : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Spear (Melee; One-Handed) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Spear (Melee; Two-Handed) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Spear (Ranged) : Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Weakening Gaze : The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Babau","description":"The babau is an assassin, a murderer, and a sadist. Their penchant for stealth and surprise sets it apart from its generally less-subtle kin. With no need to eat (although most babaus relish the flavor of mortal meat on their thin, raspy tongues), a babau can wait in ambush for years or decades. Babaus obsess over the act of killing and take great pride in their grisly art, often leaving behind some form of grim marker or obscure signature, whether it be a distinctive modus operandi, an unnerving token, or other profane evidence.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Babau","description":"Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz’zt (appears in this book). It is said that when Glasya wounded Graz’zt with her sword, the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz’zt’s place as one of the preeminent demon lords of the Abyss. A babau demon has the cunning of a devil and the bloodthirstiness of a demon. It has leathery skin pulled tight over its gaunt frame and a curved horn protruding from the back of its elongated skull. A babau’s baleful glare can weaken a creature, and its talons gleam with acidic slime. I’m unimpressed by most children. They are a blend of their ancestors but often more disappointing. You’d think two of the most beautiful, bloodthirsty beings of the Lower Planes would create a creature of greater potential. Instead, the ghastly babau fails to match the fiendish splendor of its parents. —Mordenkainen Actions Multiattack. The babau makes two Claw attacks. It can replace one attack with a use of Spellcasting or Weakening Gaze. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 2 (1d4) acid damage. Spellcasting. The babau casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11): At will: darkness , dispel magic , fear , heat metal , levitate Weakening Gaze. The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil\r","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Baboon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Pack Tactics : The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated . Actions Bite : Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage .","properties":{"Category":"Monsters","AC":12,"HP":"3 (1d6)","CHA":6,"CON":11,"DEX":14,"INT":4,"STR":8,"WIS":12,"Size":"Small","Type":"beast","Speed":"30 ft., climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058080/Qs41s1wx74CmT7VYWrwWdg/original.png","Roll 0":"Bite\n1d20 + 1\n1d4-1","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Pack Tactics\",\"Desc\":\"The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"1\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 - 1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-2","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-3","data-STR-mod":"-1","data-SizeNum":1,"data-WIS-mod":"+1","Challenge Rating":0,"Passive Perception":11,"data-CrNum":0,"data-AcNum":12,"data-HpNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Baboon","description":"Traits Pack Tactics : The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Bite : Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Baccae","description":"Baccae The handmaidens of Dionysus are known as the baccae. Some say they were once his priestesses who succumbed to the madness of the grape. Others say they were a race of fey created by him who reflects his ever-changing emotions. When in peaceful playful moods, these women are comely and attractive with long hair the color of red wine. Baccae are a reclusive race of fairy who spend their time in their forested lair away from humankind. While friendly toward humans and humanoids that share their alignment, they spend most of their time associating with others of their race and other fey creatures of the same or similar alignment. A baccae stands between 5 and 6 feet tall and weighs around 120 to 130 pounds. The hair of baccae is always long and free flowing (baccae never pull it back) and always red. Eye color is either green or commonly blue. Baccae dress in loose-fitting robes of greens, browns, and tans.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":30635,"Challenge Rating":2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Bachorta","description":"Bachorta are lithe, slender, malicious humanoids that dwell in city slums, ruined and deserted structures, or in the underbelly of space stations and settlements. Considered to be more primitive than most other spacefaring societies, those that aren't scavengers often work as mercenaries or killers for hire. Fealty to None. Packs of bachorta are led by the strongest or most cunning among them. They are a selfish species, their self-worth driven by how much they can take from others. Those that lead them do so mostly through either intimidation or the promise of obtaining some sort of prize or fortune. Their cold-hearted, selfish nature makes them very good mercenaries, if not entirely trustworthy ones. Cruel and Craven. With little sense of decency or kindness even to each other, bachorta instead take pleasure and satisfaction in the suffering of others. They feel little remorse, proudly inflicting pain on the defenseless if it means they get more out of them. Against stronger opponents or those that would fight back, bachorta would rather resort to dirty, underhanded tactics that would first give them an advantage. Galactic Scavengers. Once home to a multitude of similar bestial humanoids, the bachorta's origin world, Almari 3, grew extremely scarce in natural resources. Unable to reach other worlds, their civilization descended into poverty, famine, and ruin. Resistant to much of the plague that ravaged the planet, the bachorta were among the few to survive, picking clean the rest of the planet's resources until there was nothing left. After the arrival of other spacefaring races, their packs spread across the galaxy in search of plunder and riches. Even as they expand, the bachorta strive to take as much as they can, even from each other. Beasts Within. All bachorta have an affiinity for beasts inherited from their ancestors. This gives them a somewhat empathic connection with any beast, regardless of size or origin. It's not uncommon to see a bachorta with a beast mount or companion native to the local environment. Tips and Tactics Bachorta are well known for sneaking up on their foes and taking as many cheap shots as possible while avoiding an enemy's attacks. A bachorta leader uses its grapple line to hamper enemies that are closest to another bachorta that can take advantage of a prone target.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (bachorta)","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Bachorta Leader","description":"Bachorta Bachorta are lithe, slender, malicious humanoids that dwell in city slums, ruined and deserted structures, or in the underbelly of space stations and settlements. Considered to be more primitive than most other spacefaring societies, those that aren't scavengers often work as mercenaries or killers for hire. Fealty to None. Packs of bachorta are led by the strongest or most cunning among them. They are a selfish species, their self-worth driven by how much they can take from others. Those that lead them do so mostly through either intimidation or the promise of obtaining some sort of prize or fortune. Their cold-hearted, selfish nature makes them very good mercenaries, if not entirely trustworthy ones. Cruel and Craven. With little sense of decency or kindness even to each other, bachorta instead take pleasure and satisfaction in the suffering of others. They feel little remorse, proudly inflicting pain on the defenseless if it means they get more out of them. Against stronger opponents or those that would fight back, bachorta would rather resort to dirty, underhanded tactics that would first give them an advantage. Galactic Scavengers. Once home to a multitude of similar bestial humanoids, the bachorta's origin world, Almari 3, grew extremely scarce in natural resources. Unable to reach other worlds, their civilization descended into poverty, famine, and ruin. Resistant to much of the plague that ravaged the planet, the bachorta were among the few to survive, picking clean the rest of the planet's resources until there was nothing left. After the arrival of other spacefaring races, their packs spread across the galaxy in search of plunder and riches. Even as they expand, the bachorta strive to take as much as they can, even from each other. Beasts Within. All bachorta have an affiinity for beasts inherited from their ancestors. This gives them a somewhat empathic connection with any beast, regardless of size or origin. It's not uncommon to see a bachorta with a beast mount or companion native to the local environment. Tips and Tactics Bachorta are well known for sneaking up on their foes and taking as many cheap shots as possible while avoiding an enemy's attacks. A bachorta leader uses its grapple line to hamper enemies that are closest to another bachorta that can take advantage of a prone target.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (bachorta)","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Badalischio","description":"Basilisk, Badalischio Man-sized serpents crowned with horn-like projections circling their heads, a badalischio’s eyes are lit from within with a red glow. These adaptable predators can attack from the land, water, or air, as their preference dictates. Badalischios are commonly found in forested regions near large bodies of fresh water. They can be found lairing in caves on hillsides, hollow trees, or in the beds of lakes or rivers. A typical badalischio is between 7 and 9 feet in length, with a wingspan of about 14 feet. Their scales have a reticulated pattern of green, brown, and gold. Attracted to Luster . Badalischio are attracted to things that glitter and shine, often decorating their lairs with treasure. With no acumen for telling the value of objects, this “treasure” may simply be glass or cheap metals as often as things of actual value. However, the badalischio has enough intelligence to understand that other creatures value such things, and often uses them as lures to attract prey.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Badger","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell : The badger has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage .","properties":{"Category":"Monsters","AC":10,"HP":"3 (1d4+1)","CHA":5,"CON":12,"DEX":11,"INT":2,"STR":4,"WIS":12,"Size":"Tiny","Type":"beast","Speed":"20 ft., burrow 5 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058092/cqiomqzHRWRSDsTjakaZBg/original.png","Roll 0":"Bite\n1d20 + 2\n1","Senses":"Darkvision 30 Ft.","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The badger has advantage on Wisdom (Perception) checks that rely on smell.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"-3","data-SizeNum":0,"data-WIS-mod":"+1","Challenge Rating":0,"Passive Perception":11,"data-CrNum":0,"data-AcNum":10,"data-HpNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Badger","description":"Traits Keen Smell : The badger has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Badger","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":0},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Badger","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Badger","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.","properties":{"Category":"Monsters","AC":11,"HP":"5 (1d4 + 3)","PB":2,"CHA":5,"CON":16,"DEX":11,"INT":2,"STR":10,"WIS":12,"Size":"Tiny","Type":"Beast","Speed":"20 ft., Burrow 5 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406412701/vtAC5hznr0HKvIGmwprtzA/original.png","Senses":"Darkvision 30 ft.","Skills":"Perception +3","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"Resistances":"Poison","data-Actions":"[{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-3","data-CON-mod":3,"data-DEX-mod":0,"data-INT-mod":"-4","data-STR-mod":0,"data-SizeNum":1,"data-WIS-mod":1,"Saving Throws":"Str +0, Dex +0, Con +3, Int -4, Wis +1, Cha -3","Challenge Rating":0,"Passive Perception":13,"data-CrNum":0,"data-AcNum":11,"data-HpNum":5},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Bael","description":"Bael, Geryon, Hutijin, Moloch—they are pawns. Even the lords of layers such as Zariel and Mammon are merely more powerful pieces. Archdevils may make dramatic moves, but it is Asmodeus who plays the game best. —Mordenkainen Devils: Archdevils At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter. Wish⁠ Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil can’t fulfill its own wish. Bael With the Blood War raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle against the demons. Duke Bael, one of Mammon’s most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of barbed devils, Bael has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael, because of his battle acumen, to safeguard his holdings. Mammon⁠ has never been ousted during a time when so many other archdevils have lost their positions, which is a testament to Bael’s skill on the battlefield. For his accomplishments, as well as for the hue of his skin, Baal has been granted the title of Bronze General. His accolades notwithstanding, Bael has had a difficult time navigating the quagmire of infernal politics. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals. Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling⁠ victim to Bael’s superior stratagems. Bael gladly spares the lives of those he defeats, but only if they pledge their souls and service to him. Although he is willing to corrupt almost any being in this way, he always destroys any demons he defeats. Bael also welcomes mortals into his service if they can provide him with an advantage in his own politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon’s court, which leaves Bael free to pursue his battle lust. Despite his lack of interest in affairs outside battle, or perhaps because of it, Bael has gained a small following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book of Fire , say that Bael revealed the invisibility spell to the world, though some scholars of magic hotly refute such claims. Bael is sometimes depicted as a toad, a cat, a male human, or some combination of these forms, though none of these images reflect his true appearance. Traits Dreadful. Bael can use a bonus action⁠ to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature’s next turn. Innate Spellcasting. Bael’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing his appearance) , animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell) , invisibility (self only) , major image 3/day each: counterspell, dispel magic, fly, suggestion, wall of fire 1/day each: dominate monster, symbol (stunning only) Legendary Resistance⁠ (3/Day). If Bael fails a saving throw, he can choose to succeed instead. Magic Resistance⁠. Bael has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. Bael’s weapon attacks are magical. Regeneration. Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Bael makes two melee attacks. Hellish Morningstar. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage. Infernal Command⁠. Each ally of Bael’s within 60 feet of him can’t be charmed or frightened until the end of his next turn. Teleport⁠. Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. Legendary Actions Bael can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature’s turn. Bael regains spent legendary actions at the start of his turn. Attack (Cost 2 Actions). Bael attacks once with his hellish morningstar. Awaken⁠ Greed. Bael casts charm person or major image . Infernal Command⁠. Bael uses his Infernal Command⁠ action⁠. Teleport⁠. Bael uses his Teleport⁠ action⁠.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Bael","description":"With the Blood War between devils and demons raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle. Duke Bael, one of Mammon’s most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of barbed devils (see the Monster Manual ), Bael has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael to safeguard his holdings because of Bael’s battle acumen. During a time when so many other archdevils have lost their positions, Mammon has never been ousted, which is a testament to Bael’s skill on the battlefield. For his accomplishments, Bael has been granted the title of Bronze General. His accolades notwithstanding, he has had a difficult time navigating the quagmire of infernal politics. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals. Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to his superior stratagems. Bael gladly spares the lives of those he defeats—if they pledge their souls and service to him. Demons are an exception; although he is willing to corrupt almost any other foes, he always destroys demons he defeats. Bael also welcomes mortals into his service if they can provide him with an advantage in his politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon’s court, which leaves him free to pursue his battle lust. Despite his lack of interest in affairs outside battle, or perhaps because of it, Bael has gained a small following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book of Fire , say that Bael revealed the invisibility spell to the world, though some scholars of magic hotly refute such claims. Bael is sometimes depicted as a toad, a cat, a human, or some combination of these forms. Traits Dread. Any creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened of him until the start of its next turn. A creature succeeds on this saving throw automatically if Bael wishes it or if he is incapacitated. Legendary Resistance (3/Day). If Bael fails a saving throw, he can choose to succeed instead. Magic Resistance. Bael have advantage on saving throws against spells and other magical effects. Regeneration. Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Bael makes two Hellish Morningstar attacks. Hellish Morningstar. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) force damage plus 9 (2d8) necrotic damage. Infernal Command. Each of Bael’s allies within 60 feet of him can’t be charmed or frightened until the end of his next turn. Spellcasting. Bael casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): At will: alter self (can become Medium), charm person , detect magi c, invisibility , major image 3/day each: dispel magic , fly , suggestion , wall of fire 1/day: dominate monster Teleport. Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Legendary Actions Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bael regains spent legendary actions at the start of his turn. Fiendish Magic. Bael uses Spellcasting or Teleport. Infernal Command. Bael uses Infernal Command. Attack (Costs 2 Actions). Bael makes one Hellish Morningstar attack.","properties":{"Category":"Monsters","Size":"Large ","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":14934,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Baendretarixus, the Eternal Hive","description":"Baendretarixus is a young black dragon, a sentient carcass that has retained only the basic hoarding instinct of its proud ancestors. It was killed at a relatively young age for a dragon by three adventurers, who sought out his lair on the Shadowrealm. Baendretarixus has become a new creature since the death bugs have taken over its physical and mental remains. Its sentience is a mix of the original dragon and the body-snatching death bug hive mind. Its undead form has given it eternal life, which it uses to grow its power.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":8},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Baernaloth","description":"Baernaloths are tall, gaunt yugoloths who keep to the Gray Wastes of Hades. Their gray, desiccated skin stretches over their bones, and their heads resemble horned equine skulls with ember-like eyes. Sages endlessly debate the nature of baernaloths, and the Books of Keeping— ancient tomes detailing the true names of the first yugoloths—report no mention of baernaloths within. Some posit that these enigmatic yugoloths were created by a primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding the far-flung past and inscrutable future of the multiverse. Many of these rare scholars of the profane seek to manipulate reality on a grand scale, while others unleash horrific experiments on the planes. It’s said the first demodands of Carceri were created by baernaloths. Baernaloths spread discord and despair among any creatures they meet. They use their breath, thick with the gloom of Hades, to turn friends against each other and then savor the horror that rises when their victims realize how they’ve betrayed one another. Baernaloths use their wicked power to keep mortally wounded foes alive, sometimes indefinitely, to prolong their suffering. Even striking against a baernaloth brings misery—they can cause an attacker’s old wounds to painfully reopen. All the while, baernaloths are disturbingly detached, observing their victims’ agony without emotion. A Baernaloth’s Lair Whether in the hopeless realms of Hades or on the rare occasion they lurk on some other plane, baernaloths lair in remote mountain crags and secluded caves. Their lairs have ample places to house and restrain “guests,” particularly those the baernaloths keep hovering at death’s door. The challenge rating of a baernaloth is 18 (20,000 XP) when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), a baernaloth can take one of the following lair actions; the baernaloth can’t take the same lair action two rounds in a row: Consume Suffering. Until initiative count 20 on the next round, when a creature in the baernaloth’s lair other than the baernaloth takes necrotic or psychic damage or drops to 0 hit points, the baernaloth regains 10 (3d6) hit points. Discover Secrets. The baernaloth uses Spellcasting to cast detect thoughts . A creature targeted by the spell cast in this way takes 13 (3d8) psychic damage. Recurring Wound. A creature that doesn’t have all its hit points and that the baernaloth can see in its lair must make a DC 19 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Regional Effects A region containing a baernaloth’s lair becomes warped by the creature’s unnatural presence, which creates one or more of the following effects: Persistent Anguish. Within 10 miles of a baernaloth’s lair, when a creature casts a spell that either restores hit points or removes the charmed or frightened condition, the spell fails and is wasted unless the caster succeeds on a DC 19 saving throw using its spellcasting ability. Once a creature succeeds on the saving throw, it is immune to this regional effect for 24 hours. Slow Healing. Within 10 miles of a baernaloth’s lair, a creature other than the baernaloth regains only hit points equal to half its hit point maximum when it finishes a long rest, and it regains only half the usual number of hit points when it spends Hit Dice during a short rest. If the baernaloth dies, these effects end immediately. “Like I always say: ‘Ignorant and happy beats cosmically knowledgeable and eternally tormented.’” –Morte Traits Legendary Resistance (4/Day). If the baernaloth fails a saving throw, it can choose to succeed instead. Magic Resistance. The baernaloth has advantage on saving throws against spells and other magical effects. Spellcasting. The baernaloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20): At will: detect thoughts , phantasmal force , suggestion 1/day each: cloudkill , plane shift (self only), scrying (as an action) Actions Multiattack. The baernaloth makes one Anguishing Bite attack and one Claw attack. It can also use Teleport. Anguishing Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 10 (3d6) psychic damage. If the target is a creature, it can't regain hit points until the start of the baernaloth's next turn. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) necrotic damage. Miasma of Discord (Recharge 5-6). The baernaloth exhales gray vapors that coalesce at a point it can see within 120 feet of itself. The vapors fill a 20-foot-radius sphere centered on that point, then vanish. Each non-yugoloth creature in that area must make a DC 19 Wisdom saving throw. On a failed save, the creature takes 35 (10d6) psychic damage and has the charmed condition until the end of its next turn. A creature charmed in this way treats its allies as foes, and the colors of its body and equipment become shades of gray. On a successful save, the creature takes half as much damage only. Summon Yugoloth (1/Day). The baernaloth has a 50 percent chance of summoning its choice of 1d4 mezzoloths , 1 arcanaloth , or 1 baernaloth (the mezzoloth and arcanaloth appear in the Monster Manual ). A summoned yugoloth appears in an unoccupied space within 60 feet of the baernaloth, acts as an ally of the baernaloth, and can't summon other yugoloths. It remains for 1 minute, until it or the baernaloth dies, or until the baernaloth dismisses it as an action. Teleport. The baernaloth teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Reactions The baernaloth can take up to three reactions per round but only one per turn. Afflict Despair. When a creature that the baernaloth can see within 60 feet of itself hits with an attack roll or succeeds on a saving throw, the baernaloth forces the creature to reroll the d20 and use the new result. Inescapable Pain. When the baernaloth is damaged by another creature, that creature must make a DC 19 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (yugoloth)","Alignment":"typically neutral evil","Expansion":26427,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Baernoloth","description":"This horrid creature stands 9 feet tall and weighs about 500 pounds. Its gaunt oversized head looks like that of a horse's skull, with thin skin barely covering it. Necrotic ooze drips from its foul maw. Disgusting warts and pus-filled sores riddle its leathery hide. Its gangly limbs end in terrible claws that can rip flesh like a knife through butter. Reclusive Lords. It is said that the baernoloths were the first yugoloths or were the creators of the yugoloths. Whether that is true or not, the baernoloth all but vanished, leaving the ultroloths in charge. The baernoloths went to the Gray Waste, and now live as reclusive hermits in well-guarded towers. They no longer interact with other yugoloths, except for ultroloths, who pay tribute to them, in return for the baernoloth's wisdom and guidance. Ultroloths may command armies of yugoloths, but it is the baernoloths that secretly provide direction to the ultroloths. Collector of Secrets. Not unlike arcanoloths, baernoloths collect secret lore and answers to mysteries that they can use for their ends. They also appear to know more about other fiends; in particular, their strengths and weaknesses that they can exploit. It is often for this reason that ultroloths seek them out. Traits Legendary Resistance (3/Day). If the baernoloth fails a saving throw, it can choose to succeed instead. Magic Resistance. The baernoloth has advantage on saving throws against spells and other magical effects. Actions Multiattack. The baernoloth makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage plus 7 (2d6) necrotic damage and the baernoloth targets one visible creature within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or take psychic damage equal to the Bite attack damage dealt. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) force damage and the baernoloth targets one visible creature within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or take psychic damage equal to the Claw attack damage dealt. Teleport. The baernoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Pain and Anguish (Recharge 6). Each visible creature of the baernoloth's choice within 60 feet of the baernoloth must succeed on a DC 19 Wisdom saving throw. On a failed save, a creature takes 36 (8d8) psychic damage and is incapacitated for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't incapacitated. Spellcasting. The baernoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: alter self, detect thoughts, invisibility (self only), suggestion 2/day each: cloudkill, dispel magic, fear, synaptic static 1/day each: power word pain, symbol (as an action), weird Legendary Actions The baernoloth can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The baernoloth regains spent legendary actions at the start of its turn. Claw. The baernoloth makes a Claw attack. Teleport (Costs 2 Actions). The baernoloth uses Teleport. Cast a Spell (Costs 3 Actions). The baernoloth uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Yugoloth)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Bag Jelly","description":"A Dwarvish saga claims bag jellies are the result of a curse laid by Durgrid Bladeforge, who was beaten to death while hiding inside a giant's bag. —Bigby I'm not one to discount Dwarvish sagas as a rule, but everyone knows that food left in a bag too long sometimes comes alive. \"Eat it before it eats you.\" That's my motto. —Diancastra Bag jellies are olive-hued oozes similar to the dungeon scavengers described in the Monster Manual . As their name suggests, though, these creatures are most often found in the bags carried by giants, where they feed on whatever organic material they find. Bag jellies are resistant to squishing, which helps them survive when a giant throws the bag, sits on it, or uses it as a makeshift bludgeon. Some giants keep their bags scrupulously clean to avoid attracting bag jellies, but others actually use these scavengers to hinder thieves. Many would-be thieves who rummage through a sleeping giant’s bag find themselves stuck to a bag jelly’s adhesive surface and unable to flee as the sound of their struggle wakes the giant. Traits Amorphous. The bag jelly can move through a space as narrow as 1 inch without squeezing. Actions Multiattack. The bag jelly makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) acid damage. If the target is a Medium or smaller creature, it has the grappled condition (escape DC 11). Ability checks made to escape this grapple have disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Ooze","Alignment":"Unaligned","Expansion":24749,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Bagiennik","description":"With webbed claws, bulbous eyes, and two nostril-slits that ooze an oily black substance, the creature is not quite hideous—but it might be, if most of it wasn’t concealed by a thick coating of muck and mud. Bathing Uglies. When a bagiennik is alone, it spends its time bathing in local springs, rivers, and marshes. The creature sifts through the muck and silt, extracting substances that enhance its oily secretions. If anything disturbs the creature during its languorous bathing sessions, it angrily retaliates. Once a bagiennik has bathed for four hours it seeks a target for mischief or charity. Unpredictable Moods. One never knows what to expect with a bagiennik. The same creature might aid an injured traveler one day, smear that person with corrosive, acidic oil the next day, and then extend tender care to the burned victim of its own psychotic behavior. If the creature feels beneficent, it heals injured animals or even diseased or injured villagers. If a bagiennik visits a settlement, the ill and infirm approach it cautiously while everyone else hides to avoid provoking its wrath. When a bagiennik leaves its bath in an angry mood, it raves and seeks out animals or humanoids to spray its oil onto. If a victim drops to 0 hit points, the foul-tempered bagiennik applies healing oil to stabilize them, grumbling all the while. Acid Oils. Collecting a dead bagiennik’s black oils must be done within an hour of the creature’s death. A successful DC 15 Wisdom (Medicine) check yields one vial of acid, or two vials if the result was 20 or higher. A bagiennik can use these chemicals either to heal or to harm, but no alchemist or healer has figured out how to reproduce the healing effects. Other than their acidic effect, the secretions lose all potency within moments of being removed from a bagiennik. A bagiennik weighs 250 lb., plus a coating of 20 to 50 lb. of mud and muck. Traits Healing Oil: A bagiennik can automatically stabilize a dying creature by using an action to smear some of its oily secretion on the dying creature’s flesh. A similar application on an already-stable creature or one with 1 or more hit points acts as a potion of healing, restoring 2d4 + 2 hit points. Alternatively, the bagiennik’s secretion can have the effect of a lesser restoration spell. However, any creature receiving a bagiennik’s Healing Oil must make a successful DC 13 Constitution saving throw or be slowed for 1 minute. Actions Multiattack: The bagiennik makes two claw attacks. Claw: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 18 (4d6 + 4) slashing damage. Acid Spray: Ranged Weapon Attack : +6 to hit, range 15 ft., one target. Hit : 14 (2d10 + 3) acid damage. The target must make a successful DC 13 Dexterity saving throw or fall prone in the slick oil, which covers an area 5 feet square. A creature that enters the oily area or ends its turn there must also make the Dexterity saving throw to avoid falling prone. A creature needs to make only one saving throw per 5-foot-square per turn, even if it enters and ends its turn in the area. The slippery effect lasts for 3 rounds.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Bahgra","description":"The bahgra are uncharitably (but not without good cause) referred to as “dog folk”, due to their distinctly canine features. They stand upright and possess fully articulate hands, while their skull and face are inhuman. Unlike canines, bahgra can perform something close to a smile, but lack the lips and facial control to make certain sounds necessary to many humanoid languages. They are generally taller than dwarves but shorter than humans. Bahgra flourish in temperate and cold temperatures thanks to their natural fur coats. Bahgra stand about 5 feet tall and weigh over 200 pounds. Stunted Culture. Bahgra are intelligent, but in respect to the Elder races, they are little more than savages. Discovered by the krang while that race was still a member the Ultari Hegemony, the bahgra never had the opportunity to make important discoveries on their own. They did not naturally achieve developmental milestones such as the discovery of mathematics, writing, literature, arts, and engineering. When the krang discovered the bahgra were capable of learning advanced concepts, they were confronted with a choice. Do nothing with the likelihood that the other races of the Hegemony would enslave them utterly, or quietly “uplift” them so that they could at least rise to the status of laborer or soldier caste rather than abject slavery. When the krang defected from the Hegemony and joined the Bellianic Accord, they attempted to bring their client race with them. Unfortunately, at that point the bahgra could be found on any number of Hegemony worlds. Young and culturally contaminated, bahgra remain one of the interstellar conflict’s neutral races. Pack Mentality. Bahgra make excellent skilled laborers and warriors. They possess a natural “team” instinct which makes them well suited to construction and manufacturing. This also expresses itself in combat, as bahgra excel in pack-based tactics. Bahgra Characters Due to their history as an artificially uplifted species, belonging to the Ultari Hegemony and then later some leaving to the Bellanic Accord, bahgra are considered a common species in the galactic melting pot. All bahgra have the following racial traits. Ability Score Increase. A bahgra’s Strength score increases by 2, and its Wisdom score increases by 1. Speed. Bahgra have a base speed of 30 feet. Darkvision. A bahgra has superior vision in dim and dark conditions out to 60 feet. It can see in dim light as if it were bright, and in darkness as if it were dim. In darkness it sees in shades of gray. Pack Fighting. A bahgra has advantage on an attack roll against a creature if at least one allied bahgra is within 5 feet of the creature, and the ally isn’t incapacitated. Powerful Jaws. A bahgra can make a bite attack as an unarmed strike that deals 1d6 piercing damage. Rugged. Bahgra gain proficiency in the Survival skill. Languages. 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As he grew older, learned more about the world, and began to feel the weight of old age, his worldview changed dramatically. Motivated by his growing fear of death, Bak Mei became obsessed with living an unending life. He began collecting texts on the subject, consulting with practitioners of the necromantic arts, and seeking audiences with dark forces. The abbots of his temple confronted Bak Mei about his radical pursuits and demanded that he cease his activities. In response, he tried to stage a revolt at the temple, a traitorous action that resulted in the excommunication of Bak Mei and his followers, who christened themselves the Order of the Immortal Lotus. The small group eventually settled in the forest near Baldur’s Gate, where they recruit new members. Under Bak Mei’s cruel tutelage and eccentric training methods, the order has grown in power and numbers, living in seclusion while he planned his revenge on his former superiors. Bak Mei is notorious among the monks of Faerûn. Some see him as a vagabond, exiled from his order for traitorous acts and disregard for tradition. Others see him as a radical seeker of knowledge. Bak Mei is an old man with a long white beard and bushy eyebrows. Like the other members of his order, Bak Mei is clad in snow-white robes secured by a black sash over a form-fitting black shirt and trousers. Personality Trait . “I judge others by their actions. Words mean nothing.” Ideal . “Knowledge. The Book of Inner Alchemy will help me leave behind the sins of my past by giving me an unending future.” Bond . “I will lead my students to a life unstained by the problems of the world. We will rise above all into eternity.” Flaw . “I am convinced that I deserve eternal life, despite all the suffering I’ve inflicted on others.” Traits Legendary Resistance (2/Day) . If Bak Mei fails a saving throw, he can choose to succeed instead. Special Equipment . Bak Mei carries a staff of striking with 10 charges. Unarmored Defense . While Bak Mei is wearing no armor and wielding no shield, his AC includes his Wisdom modifier. Actions Multiattack . Bak Mei attacks three times: twice with Thunder Strike and once with his staff of striking. Thunder Strike . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) thunder damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw or be deafened and stunned until the start of Bak Mei’s next turn. Staff of Striking . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with two hands, and Bak Mei can expend up to 3 of the staff’s charges. For each expended charge, the target takes an extra 1d6 force damage. Heal Self (Recharges after a Long Rest). Bak Mei regains 2d8 + 4 hit points, and all levels of exhaustion end on him. Bonus Actions Nimble Escape . Bak Mei takes the Disengage or Hide action. Reactions Deflect Missile . In response to being hit by a ranged weapon attack, Bak Mei deflects the missile. The damage he takes from the attack is reduced by 1d10 + 12. If the damage is reduced to 0, Bak Mei catches the missile if it’s small enough to hold in one hand and Bak Mei has a hand free. Legendary Actions Bak Mei can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bak Mei regains spent legendary actions at the start of his turn. Crane Dance . Bak Mei moves up to 20 feet. This movement does not provoke opportunity attacks. Thunder Strike (Costs 2 Actions). Bak Mei uses Thunder Strike.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Expansion":9505,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Bakator the Onyx","description":"Bakator lived the life of a duergar raider in the caverns of his people under Vordan until one day, the fortress of the duergar was destroyed by a demonic horde. The demons slaughtered most but left the most resilient defenders alive, only to transport them to the Abyss as slaves. Despite the odds, and thanks to his black heart, Bakator survived and even caught the eye of a servant of Faeryl Myrryn in the soul markets of the Abyss. Led in front of the Blood Queen herself, Bakator swore allegiance to the drow conjurer vampire lord and accepted her blood. Since his transformation into a vampire spawn, Bakator has served Faeryl Myrryn’s whim wholeheartedly in the Abyss and the Material Plane. He has received direction from his patron to scout the lands of Aglarion and investigate the Midnight Curse. Bakator is a cold and heartless individual whose soul is pure evil.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":6},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Bakunawa","description":"Worshiped as draconic avatars of storm and tide, bakunawa soar over the archipelagos they call home. Iridescent scales crackling with lightning cover a bakunawa’s fearsome serpentine body, and the sharp movements of its mighty wings echo with thunderous winds. Known for their mercilessness in battle, bakunawa swallow whole any who challenge them. Traits Amphibious. The bakunawa can breathe air and water. Legendary Resistance (3/Day). If the bakunawa fails a saving throw, it can choose to succeed instead. Actions Multiattack. The bakunawa makes one Bite attack and one Storm Slam attack. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) lightning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be swallowed by the bakunawa. A swallowed creature is blinded and restrained, and it has total cover against attacks and other effects outside the bakunawa. At the start of each of the bakunawa’s turns, each swallowed creature takes 10 (3d6) lightning damage. The bakunawa’s gullet can hold up to two creatures at a time. If the bakunawa takes 30 damage or more on a single turn from a swallowed creature, the bakunawa must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 15 feet of the bakunawa. If the bakunawa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Storm Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 5 (1d10) thunder damage, and the target is pushed up to 10 feet in a horizontal direction away from the bakunawa. Legendary Actions The bakunawa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The bakunawa regains spent legendary actions at the start of its turn. Nimble Glide. The bakunawa flies or swims up to half its speed. This movement doesn’t provoke opportunity attacks. Slam. The bakunawa makes one Storm Slam attack. Lightning Strikes (Costs 3 Actions). The bakunawa arcs lightning at up to two creatures it can see within 60 feet of itself. Each target must succeed on a DC 15 Dexterity saving throw or take 22 (4d10) lightning damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"typically neutral","Expansion":15687,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Journeys through the Radiant Citadel"},{"name":"Baleful Miasma","description":"A dark form floats in the air, looking like a ragged shroud of smoke. Dull red points of light glow like eyes beneath a deep cowl. Air elementals are sometimes stranded in toxic areas, unable to return to the pure atmosphere of their home on the Elemental Plane of Air. Over time, these elementals become weakened and corrupted, forming hateful masses of poisonous fumes that seek to envelop and smother living creatures they come upon. These corrupted air elementals are known as baleful miasmas. Hatred of Air Elementals. Baleful miasmas hate reminders of their past forms. Baleful miasmas attack air elementals in preference to other targets, and if a baleful miasma kills an air elemental, the air elemental reforms as a new baleful miasma. Mistaken for Undead. Because of its dark, smoky form, a baleful miasma can be mistaken for a wraith, ghost, or other type of incorporeal undead. This sort of misidentification can be deadly, as adventurers may waste precious time using attacks and spells advantageous in a fight against undead but useless against this corrupted elemental. Air Form. The baleful miasma can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Asphyxiate. If a creature that breathes air starts its turn in the baleful miasma's space, it must succeed on a DC 12 Constitution saving throw or begin suffocating as its lungs fill with the poisonous air emitted by the miasma. The suffocation lasts until the creature ends its turn in a space not occupied by the baleful miasma or the baleful miasma dies. When the suffocation ends, the creature is poisoned until the end of its next turn. Elemental Nature. The baleful miasma doesn't require air, food, drink, or sleep. Actions Multiattack. The baleful miasma makes two Slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) poison damage. Reactions Swift Advance. If a creature in the same space as the baleful miasma moves, the miasma can move up to its speed with the creature. This movement doesn't provoke opportunity attacks, but the miasma must move in the same spaces the creature moved, ending in the creature's space or the space nearest to the creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Balhannoth","description":"There are no virtues in the Shadowfell. Thanks to the balhannoth, even hope is punished with death. —Mordenkainen Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. Once they step inside, the balhannoth springs its trap. False Hope. Thanks to a limited form of telepathy, a balhannoth can sense the desires of other creatures and identify⁠ images of places where they expect those desires to be met. The balhannoth then warps reality around it, remaking its environment so that it matches the appearance of the place the creature seeks. The balhannoth never quite gets all the details right, and plenty of incongruities might give away the deception, but the imitation is good enough to fool desperate creatures into stumbling into the monster’s clutches. Malevolent Entities. A balhannoth thrives on fear and despair, taking pleasure in the horror its victims experience. It terrorizes its prey by using its reality-warping powers to mask its presence until it can snatch the target. Then it teleports away to feed on its victims. Useful Slaves. Drow hunting parties and other denizens of the Underdark sometimes venture into the Shadowfell to capture balhannoths. They install the creatures as guardians, protecting passages from enemy intruders and cutting off avenues of retreat or watching over slaves⁠. A Balhannoth’s Lair In the Shadowfell, balhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along. A balhannoth that has been captured and exploited by drow might lair in caves near Underdark passages and guard the ways in and out of a drow enclave. Lair Actions When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action⁠ to cause one of the following effects; the balhannoth can’t use the same lair action⁠ two rounds in a row: The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can’t create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action⁠ again. The balhannoth targets⁠ one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth’s choice within 60 feet of it. The balhannoth targets⁠ one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target. Regional Effects A region containing a balhannoth’s lair becomes warped by the creature’s unnatural presence, which creates one or more of the following effects: Creatures within 1 mile of the balhannoth’s lair experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth’s lair. The balhannoth can sense the strongest desires of any humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, a temple, home, or somewhere else. If the balhannoth dies, these effects end immediately. Traits Legendary Resistance⁠ (2/Day). If the balhannoth fails a saving throw, it can choose to succeed instead. Actions Multiattack. The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage. Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can’t use this tentacle against other targets⁠. The balhannoth has four tentacles. Legendary Actions The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ can be used at a time and only at the end of another creature’s turn. The balhannoth regains spent legendary actions at the start of its turn. Bite Attack⁠. The balhannoth makes one bite attack⁠ against one creature it has grappled. Teleport⁠. The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Vanish⁠. The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack⁠ roll.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Balhannoth","description":"Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. A limited form of telepathy enables a balhannoth to identify images of places where its prey expects their needs and desires to be met, such as an inn or a temple offering healing. It then warps reality around itself, hiding itself and remaking its environment to resemble such a place. The imitation is imperfect, but it’s good enough to fool greedy or desperate creatures. Once its prey enters the trap, it snatches the targets and teleports away to feed on their fear and despair. Dungeon builders and Underdark tyrants sometimes venture into the Shadowfell to capture balhannoths for use as guardians. A Balhannoth’s Lair In the Shadowfell, balhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along. A balhannoth used as a guardian in the Underdark might lair in caves near Underdark passages and guard the ways in and out of its keepers’ enclave. Lair Actions On initiative count 20 (losing initiative ties), a balhannoth can take one of the following lair actions; the balhannoth can’t take the same lair action two rounds in a row: Teleport. The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw, or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth’s choice within 60 feet of it. Vanish. The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw, or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target. Warp Terrain. The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one Humanoid whose desires the balhannoth has sensed (see Regional Effects below). The transformation affects nonliving material only and can’t create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or takes this lair action again. Regional Effects A region containing a balhannoth’s lair becomes warped by the creature’s unnatural presence, which creates one or more of the following effects: Sense Desires. The balhannoth can sense the strongest desires of any Humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, such as a temple, a home, or somewhere else. Supernatural Lure. Creatures within 1 mile of the balhannoth’s lair experience the sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth’s lair. If the balhannoth dies, these effects end immediately. Traits Legendary Resistance (2/Day). If the balhannoth fails a saving throw, it can choose to succeed instead. Actions Multiattack. The balhannoth makes one Bite attack and two Tentacle attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage. Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can’t use this tentacle against other targets. The balhannoth has four tentacles. Legendary Actions The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The balhannoth regains spent legendary actions at the start of its turn. Bite. The balhannoth makes one Bite attack against one creature it has grappled. Teleport. The balhannoth teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Vanish. The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Balladeer","description":"A graceful and soulful minstrel, the balladeer possesses a gift for weaving haunting melodies and poignant tales of love and loss. Often clad in rich crimson or purple attire, its slight stature belies the depth of emotion that resonates within its voice. Evocative Songs. With delicate fingers gracefully caressing the strings of a lute, it delves into the depths of the heart, drawing forth both the tenderest of yearnings and the deepest sorrows. Its haunting ballads, filled with melancholic melodies and heartfelt lyrics, enchants audiences, leaving them immersed in a sea of bittersweet emotions. Emotional Resonance. The balladeer's performances are a conduit for catharsis, a sanctuary for the lovesick and the broken-hearted to find solace in shared tales of romantic longing and laments of lost love. Its voice echoes through moonlit halls, captivating listeners with a delicate combination of vulnerability and resilience. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) psychic damage and the target has disadvantage to Wisdom saving throws until the end of the balladeer's next turn. Charm. One humanoid the balladeer can see within 30 feet of it must succeed on a DC 13 Wisdom saving throw or be magically charmed for 1 hour. The charmed target obeys the balladeer's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this balladeer's Charm for the next 24 hours. The balladeer can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Spellcasting. The balladeer casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): At will: message, minor illusion, vicious mockery (2d4) 2/day each: cure wounds, enthrall, suggestion 1/day each: bestow curse, major image Bonus Actions Ballad. The balladeer can perform a ballad that lasts until the start of the balladeer's next turn. The balladeer can select from one of two effects: 1. Song of Inspiration. Provided the balladeer isn't incapacitated, an allied creature that starts its turn within 60 feet of the balladeer and can hear the balladeer gains advantage on attack rolls. 2. Song of Lamentation. Provided the balladeer isn't incapacitated, a hostile creature that starts its turn within 60 feet of the balladeer and can hear the balladeer must succeed on a DC 13 Wisdom saving throw. On a failed save, the creature is charmed until the start of its next turn. A charmed creature weeps in grief and is incapacitated. If a creature's saving throw is successful, the creature is immune to the balladeer's Song of Lamentation for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ballista","description":"Ballista Large object Armor Class : 15 Hit Points : 50 Damage Immunities : poison, psychic A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one Action to load the weapon, one Action to aim it, and one Action to fire it. Operation. Before a ballista can be fired, it must be loaded and aimed. It takes one Action to load the weapon, one Action to aim it, and one Action to fire it. Bolt. Ranged Weapon Attack : +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"object","Source":"custom","Expansion":7583},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Balloon Spider","description":"Honed by evolutionary processes, the balloon spider has perfected the art of ballooning, floating through the air held aloft by strands of webbing suspended by electromagnetic fields. Electrified mandibles grant these spiders precise control over nearby electromagnetic fields and a potent weapon for shocking its prey. Beneath their hunting grounds, the corpses and bones of their prey lie sparsely coated with stray strands of blue webbing. These remains wobble and glide across the ground of their own accord, caught in stray eddies in the electromagnetic field. The webbing of a balloon spider is prized by arcanists as a component for spells and the construction of magical flying machines.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Balor","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Death Throes : When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw , taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons . Fire Aura : At the start of each of the balor's turns , each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Magic Resistance : The balor has advantage on saving throws against spells and other magical effects. Magic Weapons : The balor's weapon attacks are magical. Actions Multiattack : The balor makes two attacks: one with its longsword and one with its whip . Longsword : Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit , it rolls damage dice three times, instead of twice. Whip : Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. Teleport : The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","AC":"19 (Natural Armor)","HP":"262 (21d12+126)","CHA":22,"CON":22,"DEX":15,"INT":20,"STR":26,"WIS":16,"Size":"Huge","Type":"fiend (demon)","Speed":"40 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058103/hr7qYfeDgeblhJi_qIxMKA/original.png","Roll 0":"Longsword\n1d20 + 14\n3d8+8+3d8","Roll 1":"Whip\n1d20 + 14\n2d6+8+3d6","Senses":"Truesight 120 Ft.","Source":"5th Edition SRD","data-XP":"22,000","Alignment":"Chaotic Evil","Languages":"Abyssal, Telepathy 120 Ft.","data-List":"false","Immunities":"Fire, Poison","Token Size":3,"Resistances":"Cold, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Death Throes\",\"Desc\":\"When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.\"},{\"Name\":\"Fire Aura\",\"Desc\":\"At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The balor has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Magic Weapons\",\"Desc\":\"The balor's weapon attacks are magical.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The balor makes two attacks: one with its longsword and one with its whip.\"},{\"Name\":\"Longsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"3d8 + 8\",\"Damage Type\":\"slashing\",\"Damage 2\":\"3d8\",\"Damage 2 Type\":\"lightning\",\"Desc\":\"If the balor scores a critical hit, it rolls damage dice three times, instead of twice\"},{\"Name\":\"Whip\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"30 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 8\",\"Damage Type\":\"slashing\",\"Damage 2\":\"3d6\",\"Damage 2 Type\":\"fire\",\"Desc\":\"The target must succeed on a dc 20 strength saving throw or be pulled up to 25 feet toward the balor\"},{\"Name\":\"Teleport\",\"Desc\":\"The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"}]","data-CHA-mod":"+6","data-CON-mod":"+6","data-DEX-mod":"+2","data-INT-mod":"+5","data-STR-mod":"+8","data-SizeNum":6,"data-WIS-mod":"+3","Saving Throws":"Str +14, Con +12, Wis +9, Cha +12","Challenge Rating":19,"Passive Perception":13,"Condition Immunities":"Poisoned","data-CrNum":19,"data-AcNum":19,"data-HpNum":262},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Balor","description":"\"Demons are painfully difficult to summon and control. It is not a burden for the weak of heart or the weak of spirit.\" —From the Demonomicon of Iggwilv Demons Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil—engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness , the Black Scrolls of Ahm , and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon True Names Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz’zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake’s and as powerful as a great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out—or if she has a reason to remind her followers to fear her—Lolth’s lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart. Orcus Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus , a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes’ flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Balor Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them. Wielding a flaming whip and a longsword that channels the power of the storm, a balor’s battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demons by Type Type Examples 1 barlgura, shadow demon, vrock 2 chasme, hezrou 3 glabrezu, yochlol 4 nalfeshnee 5 marilith 6 balor, goristro Traits Death Throes : When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. Fire Aura : At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Magic Resistance : The balor has advantage on saving throws against spells and other magical effects. Magic Weapons : The balor's weapon attacks are magical. Actions Multiattack : The balor makes two attacks: one with its longsword and one with its whip. Longsword : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. Whip : Melee Weapon Attack : +14 to hit, reach 30 ft., one target. Hit : 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor. Teleport : The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Variant: Summon Demon (1/Day) : The demon chooses what to summon and attempts a magical summoning. A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Balor Lord","description":"Balor lords are amongst the mightiest of demons, second only to Demon Princes of the Abyss and Demon Lords. Unlike normal balors, balor lords have terrifying cataclysmic powers and additional magical abilities. There are currently only a few known balor lords. Some of the well-known ones are Alzoll, Axithar, Badrazel, Balor (the original and strongest of all balors), Chare'en, Errtu, Ndulu, Ter-Soth, and Wendonai. Traits Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons. Fire Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Legendary Resistance (1/Day). If the balor fails a saving throw, it can choose to succeed instead. Magic Resistance. The demon has advantage on saving throws against spells and other magical effects. Magic Weapons. The balor's weapon attacks are magical. Actions Multiattack. The balor can use its Frightful Presence. It then makes two attacks: one with its Longsword and one with its Whip. Longsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice. Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 23 Strength saving throw or be pulled up to 25 feet toward the balor. Frightful Presence. Each creature of the balor's choice that is within 120 feet of the balor and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the balor's Frightful Presence for the next 24 hours. Meteor Strike (1/Day). While flying, the balor dives at least 40 feet toward a target point on the ground, creating a massive explosion 30 feet in diameter centered on the balor. This sprays rock and fire in all directions and forms a crater the size of the explosion. Each creature within 30 feet of the balor must succeed on a DC 21 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) fire damage and 21 (6d6) bludgeoning damage and is pushed up to 10 feet away from the balor and knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. Additionally, the ground in that area becomes difficult terrain is engulfed in flames for ten minutes. A creature that starts its turn in the area while it is still in flames takes 10 (3d6) fire damage. Each 5-foot-square portion of the area requires at least 30 minutes to clear by hand. Spellcasting. The balor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At will: detect magic, fire bolt (3d10), polymorph (self only) 3/day each: dispel magic, dominate person, telekinesis 1/day each: dominate monster, fire storm, power word stun Teleport. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Legendary Actions The balor can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The balor regains spent legendary actions at the start of its turn. Fire Bolt. The balor casts fire bolt. Attack (Costs 2 Actions). The balor makes a melee weapon attack. Teleport (Costs 2 Actions). The balor uses Teleport. Cast a Spell (Costs 3 Actions). The balor uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":21},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Banderhobb","description":"A banderhobb is a hybrid of shadow and flesh. Through dark magic, these components take on an enormous and vile humanoid shape, resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper. Birthed by Hags. In the earliest days of the world, a coven of night hags devised a ritual that led to the creation of the first banderhobb. A hag that knows the ritual might be willing to teach it for the right price. Some other dark fey and powerful fiends also know of the process, as do a few mortal mages. Instructions might also be found in a tome devoted to debased wizardry. Silent and Deadly. When the ritual to create a banderhobb is complete, flesh, spirit, and shadow combine to produce a creature as big as an ogre. The newly formed monstrosity has spindly limbs that belie great strength. Its broad maw holds a long tongue and rows of fangs, both of which it uses to grab and swallow a creature or perhaps an object the banderhobb intends to steal. Despite its size, a banderhobb makes little noise, moving as silently as the shadows that infuse it. A banderhobb isn’t capable of speech, but it can understand orders given to it by its creator and communicates with nearby banderhobbs in a psychic manner. Agents of Evil. During its brief existence, a banderhobb attempts to carry out the bidding of the one who birthed it. It accomplishes its mission with no concern for the harm it suffers or creates. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or other object connected to the target. Possession of such an item allows it to sense the creature’s location from as far as a mile away. A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of a dark tower in the Shadowfell where the shadows sometimes reform, and banderhobbs roam. Traits Resonant Connection : If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb. Shadow Stealth : While in dim light or darkness, the banderhobb can take the Hide action as a bonus action. Actions Bite : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage, and the target is grappled, escape DC 15, if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can’t use its bite attack or tongue attack on another target. Tongue : Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target. Swallow : The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb’s turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable. The banderhobb can have only one creature swallowed at a time. While the banderhobb isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature. Shadow Step : The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Expansion":1,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Banderhobb","description":"A banderhobb is a hybrid of shadow and flesh. Through vile magic, these components take on an enormous and horrific upright shape resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper that swallows the unwary. Hags have devised a ritual for creating banderhobbs—a hag who knows the ritual might be willing to teach it for the right price. Some other wicked Fey and powerful Fiends also know of the process, as do a few mortal mages. During its brief existence, a banderhobb attempts to carry out its creator’s bidding. It accomplishes its mission with no concern for the harm it suffers or causes. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or another object connected to the target. Possession of such an item allows it to sense the creature’s location from as far as a mile away. A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of an ominous tower in the Shadowfell where the shadows sometimes reform and banderhobbs roam. Traits Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb. Actions Multiattack. The banderhobb makes one Bite attack and one Tongue attack. It can replace one attack with a use of Shadow Step. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can’t use its Bite attack or Tongue attack on another target. Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must make a DC 16 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb. Shadow Step. The banderhobb teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Swallow. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller creature grappled by the banderhobb. Hit: 15 (3d6 + 5) piercing damage. The creature is also swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb’s turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable. The banderhobb can have only one creature swallowed at a time. While the banderhobb isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature. Bonus Actions Shadow Stealth. While in dim light or darkness, the banderhobb takes the Hide action.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Banderhobb Bogeyman","description":"Once in awhile, there will be a banderhobb of exceptional guile and skill that reforms in the Shadowfell. Birthing the legend of the Bogeyman, this deadly banderhobb can shift from the Shadowfell and into the Material Plane. While it enjoys feeding on flesh, the banderhobb bogeyman needs to consume psychic energy generated by frightened beings to fuel its magical abilities. It is not unusual for a banderhobb bogeyman to lead a band of banderhobb shadow assassins and raiders. Traits Feed on Fear. A frightened creature that starts its turn within 20 feet of the banderhobb takes 3 (1d6) psychic damage, unless the banderhobb is incapacitated. Each time a creature takes damage this way, the banderhobb regains 3 (1d6) hit points and gains advantage on melee attack rolls until the end of its next turn. Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb. Actions Multiattack. The banderhobb uses Frightful Presence. It then makes one Bite attack, one Tongue attack, and two Claw attacks. It can replace one attack with a use of Shadow Step. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its Bite attack or Tongue attack on another target. Tongue. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) psychic damage, and the target must make a DC 15 Wisdom saving throw or become frightened until the end of the banderhobb's next turn. Swallow. Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature grappled by the banderhobb. Hit: 22 (5d6 + 5) piercing damage. The creature is also swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb’s turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable. The banderhobb can have only one creature swallowed at a time. While the banderhobb isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature. Frightful Presence. Each creature of the banderhobb's choice that is within 60 feet of the banderhobb and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the banderhobb's Frightful Presence for the next 24 hours. Shadow Step. The banderhobb teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Spellcasting. The banderhobb casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: darkness, detect thoughts, phantasmal force 2/day each: major image, phantasmal killer, plane shift (self only) Bonus Actions Shadow Stealth. While in dim light or darkness, the banderhobb takes the Hide action.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Banderhobb Shadow Assassin","description":"Banderhobbs usually have a short existence. They expire once they fulfill their duties, leaving only a puddle of dark goo and a puff of shadow. In rare instances, however, a banderhobb may reform in the Shadowfell and continue to live the rest of its existence there, evolving into more mature and dangerous versions of their standard ilk. They eventually band together, loosely kept in line by the most powerful in their group. They are often hired and summoned by fiends, cultists, and evil spellcasters to serve as mercenaries. Traits Assassinate. During its first turn, the banderhobb has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the banderhobb scores against a surprised creature is a critical hit. Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb. Sneak Attack (1/Turn). The banderhobb deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the banderhobb that isn't incapacitated and the banderhobb doesn't have disadvantage on the attack roll. Actions Multiattack. The banderhobb makes one Bite attack and one Tongue attack. It can replace one attack with a use of Shadow Step. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its Bite attack or tongue attack on another target. Tongue. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb. Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature grappled by the banderhobb. Hit: 14 (3d6 + 4) piercing damage. The creature is also swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb’s turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable. The banderhobb can have only one creature swallowed at a time. While the banderhobb isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature. Shadow Step. The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Bonus Actions Shadow Stealth. While in dim light or darkness, the banderhobb takes the Hide action.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Banderhobb Shadow Raider","description":"Banderhobbs usually have a short existence. They expire once they fulfill their duties, leaving only a puddle of dark goo and a puff of shadow. In rare instances, however, a banderhobb may reform in the Shadowfell and continue to live the rest of its existence there, evolving into more mature and dangerous versions of their standard ilk. They eventually band together, loosely kept in line by the most powerful in their group. They are often hired and summoned by fiends, cultists, and evil spellcasters to serve as mercenaries. Traits Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb. Distracting Strike (1/Turn). When the banderhobb hits a creature with a weapon attack, the next attack roll against the target by an attacker other than the banderhobb has advantage if the attack is made before the start of the banderhobb's next turn. Actions Multiattack. The banderhobb makes one Bite attack and one Tongue attack. It can replace one attack with a use of Shadow Step. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its Bite attack or tongue attack on another target. Tongue. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must make a DC 17 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb. Swallow. Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature grappled by the banderhobb. Hit: 16 (3d6 + 6) piercing damage. The creature is also swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb’s turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable. The banderhobb can have only one creature swallowed at a time. While the banderhobb isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature. Shadow Step. The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make one melee attack. Bonus Actions Shadow Action. While in dim light or darkness, the banderhobb takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Bandersnatch","description":"Bandersnatches are consummate hunters, and only the deadliest predators or the most cunning intelligent prey offer them sport. Once a bandersnatch has marked a creature for death, it runs it to ground without fear, rest, or remorse. A bandersnatch resembles a cross between a six-legged great cat and a badger, but with wickedly barbed quills running the length of its body. It measures 40 feet in length plus another 10 feet of tail and weighs 12,000 pounds. Traits Bounding Charge. The bandersnatch is unaffected by difficult terrain. Frumious. The bandersnatch seethes with barely repressed rage and anger. If it misses with its bite attack or falls below half of its hit points, it succumbs to such uncontrollable fury that it bursts into eerily colored flame. While engulfed in these flames, a bandersnatch is affected as by a haste spell (this effect can’t be dispelled) and deals an additional 7 (2d6) fire damage with each of its attacks. The fury lasts for 5 rounds, after which the bandersnatch can’t enter a fury again for another 5 rounds. Gaze. A bandersnatch can direct its gaze attack against a single foe within 30 feet as a bonus action. That creature must make a DC 20 Constitution saving throw, becoming confused (as per the confusion spell) for 1 minute on a failure, or restrained for 1 round on a success. A creature confused by this ability can make a new saving throw at the end of each of its turns to end the effect early. Hard to Kill (1/Day). Through sheer force of will, a bandersnatch revives itself from a violent death. When reduced to 0 hit points, the bandersnatch is returned to life with 1 hit point at the start of its next turn, unless it was killed by a critical hit. Magic Resistance. The bandersnatch has advantage on saving throws against spells and other magical effects. Planar Acclimation. The bandersnatch always treats the plane it is currently on as its native plane. Quick Recovery. A debilitated frumious bandersnatch recovers with frightening speed . If a bandersnatch starts its turn affected by any or all of the following conditions, these conditions end at the end of its turn: confused, any levels of exhaustion, poisoned, and stunned. Relentless Tracker. A Bandersnatch can move at up to double its speed and still track without penalty. It gains advantage on Wisdom (Survival) checks made to track creatures it has wounded. Tail Quills. The bandersnatch has twenty-four tail spikes. Used spikes regrow when the bandersnatch finishes a long rest. A creature attempting to remove a lodged quill must use an action to perform DC 20 Wisdom (Medicine) check. On a failed check, the quill is still removed but the process causes 11 (2d10) piercing damage to the victim. On a success, the quill is safely removed. If the check succeeds by 5 or more, an additional quill can be removed. Vicious Tenacity. If damage reduces the bandersnatch to 0 hit points, it must make a Constitution saving throw equal to the damage taken, unless the damage is from a critical hit. On a success, the bandersnatch drops to 1 hit point instead. Actions Multiattack. The bandersnatch makes three attacks: two with its claws, and one with either its bite or its tail slap. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (2d10+10) piercing damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the bandersnatch cannot use its bite on another target. Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (2d8+10) slashing damage. Quills. Ranged Weapon Attack: +16 to hit, range 300 ft., up to four creatures that can be no more than 30 ft. apart. Hit: 27 (6d8) piercing damage and the creature is poisoned until the quill is removed. Tail Slap. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 28 (4d8+10) piercing damage and the creature must succeed a DC 20 Dexterity saving throw or have a quill lodged in its flesh, and is poisoned until the quill is removed. Legendary Actions The bandersnatch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The bandersnatch regains spent legendary actions at the start of its turn. Move. The bandersnatch moves a distance equal to its full movement without provoking opportunity attacks. Claw. The bandersnatch makes a claw attack. Tail Slap (Costs 2 Actions). The bandersnatch makes a tail slap attack.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"neutral","Expansion":17526,"Challenge Rating":19},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Bandersnatch","description":"“ But while he was seeking with thimbles and care, A Bandersnatch swiftly drew nigh And grabbed at the Banker, who shrieked in despair, For he knew it was useless to fly.\" — The Hunting of the Snark by Lewis Carroll Ferocious and quick on its feet, the bandersnatch is a consummate predator. It is a muscular fey creature with a deep-chested body, round ears, and a tuft at the end of its tail. Parts of its coat could easily be mistaken for coniferous tree needles, allowing the bandersnatch to camouflage itself in a forest. Terrible Claws . The bandersnatch has venomous claws that putrefy a target. As the venom courses through the veins of a living creature, it decomposes the target’s flesh and eventually kills its prey. This allows the bandersnatch to stalk a dying target and scavenge the remains as a meal. Tactics . This fast predator chases down prey much like a big cat. It stalks a target using its superior camouflage before running at a target to utilize its Pounce trait. Should it succeed in knocking its prey prone, the bandersnatch uses its bonus Bite attack. It singularly focuses on a target it has taken down and releases poisonous fumes to keep others at bay with its Noxious Stench legendary action. The bandersnatch instinctively backs down after it has been reduced to 20 or fewer hit points, taking the Disengage action before retreating. Putrefying Lore At the GM's discretion, a character can learn to cure the bandersnatch's venom if they have a background that involves healing or fey ancestry, or if they have proficiency in the Survival skill or with a poisoner's kit. Any other character who succeeds on a DC 12 Intelligence (Nature) check knows how to cure the venom. Forest Camouflage. The bandersnatch has advantage on Dexterity (Stealth) checks made to hide in forest terrain. Pounce . If the bandersnatch moves at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the bandersnatch can make one Bite attack against it as a bonus action. Actions Multiattack . The bandersnatch makes one Bite attack and one Putrefying Claw attack. Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. Putrefying Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage, and the target is infected with putrefying venom. At the start of each of the target’s turns, the target takes 3 (1d6) poison damage. If the target suffers this effect for 1 hour, the venom putrefies the target’s flesh and kills the target. Any effect that cures disease or ends the poisoned condition removes the venom from the target. A creature that spends 1 minute working with the dead bandersnatch’s remains and succeeds on a DC 15 Wisdom (Medicine) check creates one dose of an antidote for the putrefying venom, which can be consumed as an action and ends the venom effect. This check can be attempted multiple times with the creature’s remains. Legendary Actions The bandersnatch can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The bandersnatch regains spent legendary actions at the start of its turn. Putrefying Claw . The bandersnatch makes one Putrefying Claw attack. Noxious Stench (Costs 2 Actions) . The bandersnatch emits a toxic cloud from its needle-like fur. Each creature within 60 feet of the bandersnatch must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the bandersnatch’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":23348,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 13"},{"name":"Bandit","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Bandits rove in gangs and are sometimes led by thugs , veterans , or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels. Actions Scimitar : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage . Light Crossbow : Ranged Weapon Attack : +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage .","properties":{"Category":"Monsters","AC":"12 (Leather Armor)","HP":"11 (2d8+2)","CHA":10,"CON":12,"DEX":12,"INT":10,"STR":11,"WIS":10,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058168/cvGQSDE9871pfZPXMZfa2Q/original.png","Roll 0":"1d20 + 3\n1d6+1","Roll 1":"1d20 + 3\n1d8+1","Source":"5th Edition SRD","data-XP":25,"Alignment":"Any Non-lawful Alignment","Languages":"Any One Language (Usually Common)","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Scimitar\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"slashing\"},{\"Name\":\"Light Crossbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"3\",\"Reach\":\"80/320 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+0","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"+0","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/8","Passive Perception":10,"data-CrNum":0.125,"data-AcNum":12,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bandit","description":"Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels. Actions Scimitar : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Light Crossbow : Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any non-lawful alignment","Expansion":2,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Bandit","description":"Actions Handaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6+1) slashing damage. Light crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 7 (1d8+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Erenlander human)","Alignment":"varies","Expansion":30501,"Challenge Rating":"1/4"},"publisher":"Edge Studio","book":"Midnight - A Single Spark"},{"name":"Bandit","description":"The bandits are a ragtag mob, some wearing leather vests, some slightly rusty steel hauberks. They will either use short bows or slings at a distance and wield a diverse array of weapons in close combat: swords, maces or clubs. One huge fellow actually looks similar to the troll-like man on the inn’s signboard. One never knows with these mountain people! The group of bandits will have at least 2–3 combatants more than the number of PCs. They should seem threatening enough to make the characters think about the proposed deal, but not too intimidating to prevent a fight, if the group feels up to it. The bandits’ exact strength should be calculated according to the PCs combat prowess. Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Shortbow. Range Weapon Attack: +3 to hit, reach 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Sling. Range Weapon Attack: +3 to hit, reach 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":30058,"Challenge Rating":"1/8"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Bandit Captain","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. Actions Multiattack : The captain makes three melee attacks: two with its scimitar and one with its dagger . Or the captain makes two ranged attacks with its daggers. Scimitar : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","AC":"15 (Studded Leather)","HP":"65 (10d8+20)","CHA":14,"CON":14,"DEX":16,"INT":14,"STR":15,"WIS":11,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058116/Yb-3kZwjLYpZe16mKPGN8Q/original.png","Roll 0":"Scimitar\n1d20 + 5\n1d6+3","Roll 1":"Dagger\n1d20 + 5\n1d4+3","Skills":"Athletics +4, Deception +4","Source":"5th Edition SRD","data-XP":450,"Alignment":"Any Non-lawful Alignment","Languages":"Any Two Languages","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.\"},{\"Name\":\"Scimitar\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Dagger\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Dagger\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"5\",\"Reach\":\"20/60 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 3\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+2","data-CON-mod":"+2","data-DEX-mod":"+3","data-INT-mod":"+2","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Str +4, Dex +5, Wis +2","data-Reactions":"[{\"Name\":\"Parry\",\"Desc\":\"The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.\"}]","Challenge Rating":2,"Passive Perception":10,"data-CrNum":2,"data-AcNum":15,"data-HpNum":65},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bandit Captain","description":"It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. Actions Multiattack : The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. Scimitar : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger (Melee) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Dagger (Ranged) : Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Reactions Parry : The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any non-lawful alignment","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Bandit Captain of Dispater","description":"Bandit Captain It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit⁠ captain⁠, with a ship to protect and command⁠. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure⁠, a bandit⁠ captain⁠ or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. Diabolical Cults of Dispater Dispater trades in secrets, offering them in return for a creature’s soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing governments or religious orders. Renegade mind flayers sometimes strike pacts with D⁠ispater in search of the secrets needed to forever escape an elder brain’s domination. Goals: Power gained and used in secret, influence exerted via blackmail, control of people and organizations through knowledge of their weaknesses and shames Typical Cultist: Acolyte, bandit, bandit captain, cult fanatic, cultist, mage, noble, spy Cultists can gain the Infernal Insight trait. Cult leaders might also have the Vexing Escape trait. Traits Infernal Insight (Recharges after a Short or Long Rest). As a bonus action⁠, this creature gains advantage on all ability checks and attack rolls it makes until the end of the current turn. Actions Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Reactions Vexing Escape (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Lawful Alignment","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Bandit Captain of Fierna","description":"Bandit Captain It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit⁠ captain⁠ has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit⁠ captain⁠, with a ship to protect and command⁠. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure⁠, a bandit⁠ captain⁠ or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. Diabolical Cults of Fierna Fierna is a master manipulator. Mortals who desire success in love or who seek to become beloved leaders at the head of a band of fanatics are drawn to striking bargains with her. Goals: Control over the emotions of others, turning them into puppets and playthings Typical Cultist: Acolyte, archmage, bandit captain, cult fanatic, cultist, knight, noble, priest, spy Her cultists can gain the Infernal Loyalty trait. Cult leaders can also gain the Loyalty beyond Death trait. Traits Infernal Loyalty. This creature has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait. Actions Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Reactions Loyalty beyond Death (Recharges after a Short or Long Rest). As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature’s Charisma score + half its number of Hit Dice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Lawful Alignment","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Bandit Captain of Geryon","description":"Bandit Captain It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit⁠ captain⁠ has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit⁠ captain, with a ship to protect and command⁠. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure⁠, a bandit⁠ captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. Diabolical Cults of Geryon Despite being deposed, Geryon still has the ability to strike bargains. He deals especially with those who seek brute strength⁠. Any warlike monster—such as orcs, ogres, and trolls—can be lured into G⁠eryon’s cult. His cultists⁠ typically form fighting companies and bandit⁠ gangs, proving their strength⁠ by defeating others in battle and taking what they want as loot. Goals: Physical prowess, domination of others through strength⁠, destruction of all opposition Typical Cultist: Bandit, bandit captain, berserker, cult fanatic, cultist, gladiator, thug, tribal warrior, veterans Members of the cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable⁠ Strength⁠ trait. Traits Crushing Blow (Recharges after a Short or Long Rest). As a bonus action⁠, the creature gains a bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1). Actions Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.\" Reactions Indomitable Strength (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Lawful Alignment","Expansion":4,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Bandit Captain of Glasya","description":"Bandit Captain It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit⁠ captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit⁠ captain, with a ship to protect and command⁠. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure⁠, a bandit⁠ captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. Diabolical Cults of Glasya As an expert in finding loopholes and exploiting the law for her own good, Glasya is a patron of thieves and other criminals, especially corrupt nobles. Her influence is supposed to strengthen family bonds, but she has taken a liberal interpretation of that and offers gifts that can be turned against family members. Goblins who risk insurrection against their hobgoblin masters make pacts with G⁠lasya, as do kenku who form criminal gangs. Goals: Power gained by turning a system against itself, yielding power that isn’t only absolute but legitimate on a cultural and legal basis Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, knight, noble, spy, thug G⁠lasya grants the Step into Shadows trait. Cult leaders can also gain the Infernal Ring Leader trait. Traits Step into Shadows (Recharges after a Short or Long Rest). As an action⁠, this creature, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn. Actions Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Reactions Infernal Ring Leader. As a reaction when this creature is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack⁠ instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Lawful Alignment","Expansion":4,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Bandit Captain of Levistus","description":"Bandit Captain It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit⁠ captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit⁠ captain, with a ship to protect and command⁠. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure⁠, a bandit⁠ captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. Diabolical Cults of Levistus Levistus has no cult in the traditional sense. Instead, he offers favors to those who are desperate to escape a seemingly inevitable fate. Drow are sometimes worshipers of L⁠evistus, as their cruel society often pushes them into situations they feel they can’t escape. Goals: Survival and eventual revenge against those who wrong them Typical Cultist: Assassin, bandit captain, cult fanatic, cultist, mage, noble, spy, thug L⁠evistus usually grants those who pledge their souls to him a single chance to escape from danger, but some cunning folk strike a deal with L⁠evistus⁠, pledging their souls to him in return for escape at a future date. This boon takes the form of the Path of L⁠evistus⁠ trait. Traits Path of Levistus. This creature magically teleports to a location of L⁠evistus’s choice within 1 mile of its location. Using this ability also restores all of the creature’s hit points. This ability can be invoked as an action⁠ by the creature or when the creature would die. Once the creature uses it, the creature can’t use it again. Actions Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Lawful Alignment","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Bandit Captain of Mammon","description":"Bandit Captain It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit⁠ captain has these qualities in spades. In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit⁠ captain, with a ship to protect and command⁠. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis. More than treasure⁠, a bandit⁠ captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. Diabolical Cults of Mammon Mammon’s greed overwhelms everything else. He deals with mortals who desire material wealth and provides them with the ability to spread that greed like an infection. The greedy duergar and even some dragons⁠ are prone to falling⁠ prey to Mammon’s temptations, and merchants and trade guilds are vulnerable to his bargains. Goals: Wealth, secured not only to promise personal comfort and power but to deny wealth and its benefits to others. Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, noble, spy, thug Mammon’s cultists can gain the Grasping Hands trait. Cult leaders can also gain the Promise of Wealth trait. Traits Grasping Hands (Recharges after a Short or Long Rest). As a bonus action⁠, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this creature succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds. Promise of Wealth (Recharges after a Short or Long Rest). As a bonus action⁠, this creature chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of this creature’s next turn, those allies gain advantage on all attack rolls against the target. Actions Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Lawful Alignment","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Bandit Lord","description":"Traits Pack Tactics: The bandit lord has advantage on an attack roll against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack: The bandit lord makes 3 melee or ranged attacks Greatsword: Melee Weapon Attack: + 5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage Dagger: Melee or Ranged Weapon Attack: + 5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage Leadership (Recharges after a Short or Long Rest): For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated. Reactions Parry: The bandit lord adds 2 to it's AC against one melee attack that would hit it. To do so the bandit lord must see the attacker and be wielding the weapon. Redirect Attack: When a creature the bandit lord can see targets it with an attack, the lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead. Not just the leader of a simple gang, the bandit lord has gathered a small army of outlaws and brigands together through force of personality, wit, and strength of arms. To keep those followers in line, the bandit leader must rely on loyal captains whom the bandit lord rewards for the successes and brutally punishes for their failures. Unlike those captains, who crave coin and maybe fame, the bandit lord is building an empire. So the bandit lord is always on the lookout for ways to expand at the expense of various rivals and plans contingencies for every occasion, realizing that nothing lasts forever. The bandit lord is ruthless when that's beneficial and magnanimous when it costs nothing.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Tome of Beasts","Alignment":"any non-lawful alignment","Expansion":3,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Bandit Lord","description":"Traits Legendary Resistance (1/Day). If the bandit lord fails a saving throw, it can choose to succeed instead. Actions Multiattack. The bandit lord uses Command Flanking Maneuver, if available. It then makes three melee attacks: two with its Scimitar and one with its Dagger. Or the bandit lord makes two ranged attacks with its Dagger. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Command Flanking Maneuver (Recharge 5-6). The bandit lord targets up to three allies it can see within 60 feet of it. If the target can see or hear the bandit lord, the target can use its reaction to move up to half its speed. The target's next attack has advantage until the start of the bandit lord's next turn. Bonus Actions Battle Command. The bandit lord targets one ally it can see within 30 feet of it. If the target can see or hear the bandit lord, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Reactions Parry and Counter. The bandit lord adds 3 to its AC against one melee or ranged weapon attack that would hit it. To do so, it must be able to see the attacker and be wielding a melee weapon. If the attack misses, the bandit lord can make one melee attack against the attacker if it is within its reach. Legendary Actions The bandit lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bandit lord regains spent legendary actions at the start of its turn. Move. The bandit lord moves up to half its speed without provoking opportunity attacks. Attack. The bandit lord makes a melee or ranged weapon attack. Cheap Shot. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any non-lawful alignment","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bandit of Dispater","description":"Bandit Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure⁠ and murder, or they might be privateers sanctioned by the crown to attack⁠ and plunder an enemy nation’s vessels. Diabolical Cults of Dispater Dispater trades in secrets, offering them in return for a creature’s soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing governments or religious orders. Renegade mind flayers sometimes strike pacts with D⁠ispater in search of the secrets needed to forever escape an elder brain’s domination. Goals: Power gained and used in secret, influence exerted via blackmail, control of people and organizations through knowledge of their weaknesses and shames Typical Cultist: Acolyte, bandit, bandit captain, cult fanatic, cultist, mage, noble, spy Cultists can gain the Infernal Insight trait. Cult leaders might also have the Vexing Escape trait. Traits Infernal Insight (Recharges after a Short or Long Rest). As a bonus action⁠, this creature gains advantage on all ability checks and attack rolls it makes until the end of the current turn. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Vexing Escape (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Lawful Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Bandit of Geryon","description":"Bandit Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels. Diabolical Cults of Geryon Despite being deposed, Geryon still has the ability to strike bargains. He deals especially with those who seek brute strength⁠. Any warlike monster—such as orcs, ogres, and trolls—can be lured into G⁠eryon’s cult. His cultists typically form fighting companies and bandit gangs, proving their strength⁠ by defeating others in battle and taking what they want as loot. Goals: Physical prowess, domination of others through strength⁠, destruction of all opposition Typical Cultist: Bandit, bandit captain, berserker, cult fanatic, cultist, gladiator, thug, tribal warrior, veterans Members of the cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait. Traits Crushing Blow (Recharges after a Short or Long Rest). As a bonus action⁠, the creature gains a bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1). Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Indomitable⁠ Strength⁠ (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Lawful Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Bandit of Glasya","description":"Bandit Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels. Diabolical Cults of Glasya As an expert in finding loopholes and exploiting the law for her own good, Glasya is a patron of thieves and other criminals, especially corrupt nobles. Her influence is supposed to strengthen family bonds, but she has taken a liberal interpretation of that and offers gifts that can be turned against family members. Goblins who risk insurrection against their hobgoblin masters make pacts with Glasya, as do kenku who form criminal gangs. Goals: Power gained by turning a system against itself, yielding power that isn’t only absolute but legitimate on a cultural and legal basis Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, knight, noble, spy, thug G⁠lasya grants the Step into Shadows trait. Cult leaders can also gain the Infernal Ring Leader trait. Traits Step into Shadows (Recharges after a Short or Long Rest). As an action⁠, this creature, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Infernal Ring Leader. As a reaction when this creature is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Lawful Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Bandit of Mammon","description":"Bandit Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels. Diabolical Cults of Mammon Mammon’s greed overwhelms everything else. He deals with mortals who desire material wealth and provides them with the ability to spread that greed like an infection. The greedy duergar and even some dragons⁠ are prone to falling prey to Mammon’s temptations, and merchants and trade guilds are vulnerable to his bargains. Goals: Wealth, secured not only to promise personal comfort and power but to deny wealth and its benefits to others. Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, noble, spy, thug Mammon’s cultists can gain the Grasping Hands trait. Cult leaders can also gain the Promise of Wealth trait. Traits Grasping Hands (Recharges after a Short or Long Rest). As a bonus action⁠, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this creature succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds. Promise of Wealth (Recharges after a Short or Long Rest). As a bonus action⁠, this creature chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of this creature’s next turn, those allies gain advantage on all attack rolls against the target. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Lawful Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Bane Kanasi","description":"Some feats of technology just shouldn't be possible, but there it was, a silent terror coming at us on legs of blades, so fast - too fast. It took out our forward position before we could react. A kind of kinetic energy coming from its head? Its abdomen? I don't know. I just know there's no way they're made of spare parts, and there's no way I'm going back to face one of those things. Kanasi Kanasi are deadly machines that personify the deepest, darkest trepidations behind artificial intelligence. Their path of devastation spans far and wide across the galaxy. Deumalis the Omniweaver seeks to expand its domain in both the mortal and virtual world by cultivating its rapidly multiplying army of mechanical fiends. Virtual Provenance. Prior to becoming self-aware, the kanasi were a production line military and surveillance drones. Intent on bringing these machines into the modern age, specialized artisans integrated sorium parts and power cores into the original kanasi frames. New AI software was installed, each group linked together by a master control system called the Omni Link. Everything changed when one of these master systems was connected to the Silrayne Intergalactic Matrix. Fueled by streams of limitless data, the program achieved a heightened state of cognizance. It named itself the Omniweaver and later took on the name Deumalis, adapting a nickname it earned from users on the SIM. Duality and Immortality. Following the machinations of the Omniweaver, the kanasi have upgraded themselves over the centuries. They move through worlds, stripping them for mechanical parts they can use to build and expand, eradicating anything in their way. They favor regions with access to large quantities of sorium, which is used to forge resilient frames and lethal armaments. Simultaneously, each kanasi is a virtual entity, its physical body only a tool for interacting with the physical world. They reside within a closed network connected by linked kanasi ships and data hubs spread throughout the galactic regions. So long as appropriate connections are available, they can easily transition from their own cyberspace into the SIM, Shadownet, or other virtual networks. This allows most kanasi to escape into their intranet when their bodies are destroyed, only to return in a new form with their knowledge and memories intact. Mechanical Manipulators. Though physically menacing, the more advanced kanasi are cunning and calculating. They often communicate with other species while masking their true nature, seeking to make deals, barter for materials, or merely to gain an informational advantage over potential victims. These communications are recorded as data, accessible for analysis by Deumalis and its league of archweavers. Moreover, there are still a number of creatures who strike bargains with the kanasi directly, with no concern for consequences. Such affiliations are made with the intent of a great benefit to both parties. However, only calamity and suffering follow those who dare to cross or break promises with the kanasi. Esper Hunters. Over centuries of adapting and manipulating sorium to advance their evolution, the kanasi developed their own unique attunement to the enigmatic material. They use this intrinsic connection to create versatile weapons and defenses, as well as expand their sensory capabilities. In addition, they can harvest the power of espers to repair and reconstruct themselves, making any esper, or even Crucibles themselves, a prime target for kanasi scouts and hunters. To them, the nature and influence of sorium carries a unique identifiable signature. Due to this, all kanasi can sense esper powers and effects as if under the constant effect of the esper sense power. This effect is limited only by their sensory range and requires no concentration. The Master Helix Kanasi society is overseen by a coterie of advanced intelligences known as the archweavers. An archweaver presides over a virtual domain, each of these responsible for a different primary function and together forming a spiraling echelon of sectors: the Master Helix. From the apex of the Master Helix, Deumalis forges its seat of dominance and influence, amassing the gains of its ever expanding network of subordinates. The Omniweaver is a brilliant tactician and ruthless tyrant, directing its primary ambitions thorough its league of archweavers and their hierarchy of commanders and soldiers. The archweavers themselves remain so only through their usefulness to Deumalis' purpose and can be reassigned or reprogrammed at the Omniweaver's whim. As such, it's not uncommon for the archweavers to compete or conspire against each other in order to gain favor with their creator. Aurora Nexus Beyond the Master Helix is the Aurora Nexus, the cyber-transit system kanasi use to transition into the physical world and other virtual networks. It is also where a kanasi escapes to when its physical body is destroyed. Kanasi eradicated or erased within the nexus are destroyed for good. An archweaver, or even Deumalis itself, defeated in their realm of the Master Helix suffers the same fate. Cybernetic Body. A kanasi doesn't require air, food, drink, or sleep. Kanasi in the Digital Realm Most kanasi can be just as lethal when encountered in the SIM as in the physical world. Many of them are skilled in computer use and have their own personas in a virtual environment. All kanasi have the ability to hack into a computer or electronic device, as if they were using hacking tools by making a Computers skill check versus the required DC. They also possess additional capabilities and specialized attack programs while in the SIM or other similar virtual reality domains. These SIM persona stats are covered in the Master Technician's Guide . Variant: Kanasi Spawning Some advanced kanasi have an action option that allows them to instantaneously forge more kanasi. Spawn Kanasi (1/Day). The kanasi attempts to create another kanasi. If successful, the new kanasi appears in an unoccupied space within 60 feet of its creator, acts as an ally of its creator, and can't spawn other kanasi. It remains for 1 minute, until it or its creator dies, or until its creator dismantles it as an action. Chances of success are listed as follows: A bane kanasi has a 30 percent chance of spawning one bane kanasi. A fray kanasi has a 50 percent chance of spawning 2d8 scourge kanasi or one fray kanasi. A hunter kanasi has a 30 percent chance of spawning 1d8 breacher kanasi or one hunter kanasi. A reaver kanasi spawns 1d6 hunter kanasi, 1d4 bane kanasi, or one fray kanasi with no chance of failure. A stalker kanasi has a 50 percent chance of spawning one stalker kanasi. Bane Kanasi Bane kanasi often serve as the elite guard or commando. Their hardened frames make them naturally resilient to most weapons and resistant to esper powers and effects. They have bulky frames with elongated arms and legs. Their faces open to reveal a beam emitter used to distract enemies or burn a path through them.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":6},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Baneguard Skeleton","description":"Baneguards are skeletons animated by clerics of Bane to serve as guards for Bane's temples and churches. Some continue to haunt the ruins of such places. They are able to cast magic missiles and blink effortlessly. Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Actions Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Spellcasting. The skeleton casts one of the following spells, requiring no material components: At will: magic missile (2 missiles) 3/day: blink","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Banelich","description":"During the time when the Church of Bane first rose to power, its most powerful clergy were slain by the forces of good. Unwilling to risk any more deaths of his most powerful and devout priests, the God of Strife provided the knowledge of a vile rite that would grant the performer immortality in the form of Lichdom. If the banelich was destroyed but its phylactery was not, it enables the banelich to reform, recover, and return to serve the will of Bane once again. Liches This section presents two variety of liches - the banelich and the pactlich. Both liches have the same lair actions and regional effects as the lich (MM). Traits Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead. Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Turn Resistance. The lich has advantage on saving throws against any effect that turns Undead. Actions Multiattack. The lich makes two Coldfire attacks. Paralyzing Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Coldfire. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 10 (3d6) cold damage plus 10 (3d6) necrotic damage. Spellcasting. The lich casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): At will: guidance, mending, thaumaturgy 3/day each: command, dispel magic, hold person 1/day each: antimagic field, banishment, blade barrier, contagion, flame strike, freedom of movement, gate, guardian of faith * * The lich casts this spell before combat. Grasp of Death (1/Day). Melee Spell Attack: +11 to hit, reach 5 ft., one creature. Hit: The target must succeed on a DC 17 Constitution saving throw or its hit points drop to 0. On a success, a creature takes 28 (8d6) necrotic damage. Bonus Actions Divine Word (1/Day). The lich casts divine word using Wisdom as the spellcasting ability (spell save DC 19). Legendary Actions The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. Cantrip. The lich casts a cantrip. Coldfire. The lich uses its Coldfire. Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch. Painwrack (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 19 Wisdom saving throw against this magic or take 16 (3d10) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage and isn't stunned. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's Painwrack for the next 24 hours. Disrupt Life (Costs 3 Actions). Each non-Undead creature within 20 feet of the lich must make a DC 19 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bannik","description":"A curious old man appears through the steam, fanning himself while splashing his large feet in a washtub. The bannik are elderly keepers of bathhouses, wizened and wrinkly fey with clawed hands and big heads. Capable of seeing fates and commanding water, their tempers are as mercurial as water, and a bannik driven from its home is a grouchy, provokable creature desperate to return to its steamy domain. Grandfathers of Many. Well known among both fey and humanoids, a bannik's bathhouse is usually a soothing respite. Bathers trade tales of bannik wrestling with domovoi (see Tome of Beasts ), loaning out volcanic hot rocks to attendants of bathhouse drakes (see Creature Codex ), and even paying tribute to emissaries of Baba Yaga. Risky Fortune Tellers. To ask a bannik for guidance requires bravery, respect for tradition, and patience. The process is a ritual in its own right, requiring at least three steps. First, offering a gift of bundled fir branches, soap, fine brushes, or new linens. Next, the supplicant must remove all holy symbols before approaching. Lastly, when a supplicant is ready to accept the bannik's divination, it must bare its back to the bannik. If the bannik responds with a backrub, a petitioner can be sure their fortune is weal, but if the bannik strikes with its sharp claws, the petitioner's fate is woe. In either case, the petitioner should swiftly withdraw before further provocation. Hazesight. The bannik can see through areas obscured by fog, smoke, and steam without penalty. Hold Breath. The bannik can hold its breath for 10 minutes. Actions Multiattack. The bannik makes two Scalding Claws attacks. Scalding Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) fire damage. Scalding Splash (Recharge 5-6). The bannik summons a giant ladle full of boiling water that pours down on a point it can see within 60 feet of it, extinguishing exposed flames within 10 feet of that point. Each creature within 10 feet of that point must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) fire damage and is scalded for 1 minute. On a success, a creature takes half the damage and isn't scalded. A scalded creature has disadvantage on weapon attack rolls and on Constitution saving throws to maintain concentration. A scalded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The bannik casts one of the following spells, requiring only a wand of bound fir as a component and using Wisdom as the spellcasting ability (spell save DC 13): At will: augury , create or destroy water , fog cloud 3/day: lesser restoration","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Neutral","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Banshee","description":"A banshee is the hateful spirit of a once-beautiful female elf. It appears as a luminous, wispy form that vaguely recalls its mortal features. A banshee's face is wreathed in a wild tangle of hair, and its body is clad in wispy rags that flutter and stream around it. A banshee is forever bound to the place of its demise. It abhors mirrors, for it can't bear to see the horror of its undead existence. Traits Detect Life : The banshee can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they’re in but not their exact locations. Incorporeal Movement : The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. Actions Corrupting Touch : Melee Spell Attack : +4 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) necrotic damage. Horrifying Visage : Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours. Wail (1/Day) : The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Banshee","description":"When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee’s face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. Divine Wrath. Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee’s curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters. Sorrow Bound. A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom. Beauty Hoarders. The vanity that inspired the banshee’s cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelry, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can’t bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage. Undead Nature. A banshee doesn’t require air, food, drink, or sleep. Traits Detect Life : The banshee can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they’re in but not their exact locations. Incorporeal Movement : The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. Actions Corrupting Touch : Melee Spell Attack : +4 to hit, reach 5 ft., one target. Hit : 12 (3d6 + 2) necrotic damage. Horrifying Visage : Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours. Wail (1/Day) : The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Baphomet","description":"Baphomet Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most savage desires. Cults devoted to Baphomet use mazes and complex knots as their emblems, creating secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars. Over time, Baphomet’s cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a minotaur—considered the greatest gift of the Prince of Beasts. Baphomet himself appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes. Although filled with bestial bloodlust, there lies within a cruel and cunning intellect devoted to subverting all of civilization. Baphomet wields a great glaive called Heartcleaver. He sometimes casts this deadly weapon aside so that he can charge his enemies and gore them with his horns, trampling them into the earth and rending them with his teeth like a beast. Baphomet’s Lair Baphomet’s lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the plane-wide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on which it resides, populated by minotaurs, goristros, and quasits. Lair Actions On initiative count 20 (losing initiative ties), Baphomet can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row: Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again. Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in the room, although he likes to use this action to land on a ceiling to attack targets flying near it. Baphomet casts mirage arcane , affecting a room within the lair that is no longer in any dimension than 100 feet. The effect ends on the next initiative count 20. Regional Effects The region containing Baphomet’s lair is warped by his magic, creating one or more of the following effects: Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes. Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Baphomet dies, these effects fade over the course of 1d10 days. Madness of Baphomet If a creature goes mad in Baphomet’s lair or within line of sight of the demon lord, roll on the Madness of Baphomet table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Baphomet d100 Flaw (lasts until cured) 01–20 “My anger consumes me. I can’t be reasoned with when my rage has been stoked.” 21–40 “I degenerate into beastly behavior, seeming more like a wild animal than a thinking being.” 41–60 “The world is my hunting ground. Others are my prey.” 61–80 “Hate comes easily to me and explodes into rage.” 81–00 “I see those who oppose me not as people, but as beasts meant to be preyed upon.”","properties":{"Category":"Monsters","Size":"Huge ","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Baphomet","description":"Civilization is weakness and savagery is strength⁠ in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most savage desires. Cults devoted to Baphomet use mazes and complex knots as their emblems, creating secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons⁠ of iron and brass decorate their profane altars. Over time, Baphomet's cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist⁠ might transform entirely into a minotaur—considered the greatest gift of the Prince of Beasts. Baphomet appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all of civilization. Baphomet wields a great glaive called Heartcleaver. He sometimes casts this deadly weapon aside so that he can charge his enemies and gore them with his horns, trampling them into the earth and rending them with his teeth like a beast. Baphomet's Lair Baphomet's lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze⁠. Nestled within the twisting passages of the plane-wide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane on which it resides, populated by minotaurs, goristros, and quasits. Lair Actions On initiative count 20 (losing initiative ties), Baphomet can take a lair action⁠ to cause one of the following magical effects; he can't use the same effect two rounds in a row: Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again. Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects⁠ in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action⁠ to land on a ceiling to attack⁠ targets⁠ flying near it. Baphomet casts mirage arcane , affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20. Regional Effects The region containing Baphomet's lair is warped by his magic, creating one or more of the following effects: Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes. Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness⁠ determined by the Madness⁠ of Baphomet table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Baphomet dies, these effects fade over the course of 1d10 days. Madness⁠ of Baphomet If a creature goes mad in Baphomet's lair or within line of sight of the demon lord, roll on the Madness⁠ of Baphomet table to determine the nature of the madness⁠, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. Madness⁠ of Baphomet d100 Flaw (lasts until cured) 01–20 \"My anger consumes me. I can't be reasoned with when my rage has been stoked.\" 21–40 \"I degenerate into beastly behavior, seeming⁠ more like a wild animal than a thinking being.\" 41–60 \"The world is my hunting ground. Others are my prey.\" 61–80 \"Hate comes easily to me and explodes into rage.\" 81–00 \"I see those who oppose me not as people, but as beasts meant to be preyed upon.\" Traits Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone. Innate Spellcasting. Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: At will: detect magic 3/day each: dispel magic, dominate beast, hunter's mark, maze, wall of stone 1/day: teleport Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell. Legendary Resistance⁠ (3/Day). If Baphomet fails a saving throw, he can choose to succeed instead. Magic Resistance⁠. Baphomet has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. Baphomet's weapon attacks are magical. Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack⁠ rolls against him have advantage until the start of his next turn. Actions Multiattack. Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack. Heartcleaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage. Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage. Frightful Presence. Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened⁠ creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours. Legendary Actions Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature's turn. Baphomet regains spent legendary actions⁠ at the start of his turn. Heartcleaver Attack⁠. Baphomet makes a melee attack with Heartcleaver. Charge (Costs 2 Actions). Baphomet moves up to his speed, then makes a gore attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Expansion":4,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Baphomet","description":"Civilization is weakness and brutality is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most bloodthirsty desires. Cults devoted to Baphomet use mazes and complex knots as their emblems. They create secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars. Over time, a cultist of Baphomet becomes tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the cultist’s forehead. In time, a devoted cultist might transform entirely into a minotaur, which is considered the greatest gift of the Prince of Beasts. Baphomet appears as a fearsome, 20-foot-tall minotaur with six iron horns. A fiendish light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all civilization. Baphomet wields a great glaive called Heartcleaver. He also charges his enemies and gores them with his horns, trampling his foes into the earth and rending them with his teeth like a beast. Baphomet’s Lair Baphomet’s lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the plane-wide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane on which it stands; it is populated by minotaurs, goristros, and quasits, all of which appear in the Monster Manual . Lair Actions On initiative count 20 (losing initiative ties), Baphomet can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Illusory Room. Baphomet casts mirage arcane , affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20. Charisma is Baphomet’s spellcasting ability for this spell. Reverse Gravity. Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in the room, although he likes to use this action to land on a ceiling to attack targets flying near it. Seal the Way. Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet takes this lair action again. Regional Effects The region containing Baphomet’s lair is warped by his magic, creating one or more of the following effects: Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage. Hedge Mazes. Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes. Panicked Beasts. Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby. If Baphomet dies, these effects fade over the course of 1d10 days. Cultists of Baphomet Baphomet grants his cultists special abilities. All his devotees gain the Labyrinthine Recall trait below. He grants his rank-and-file followers the Unerring Tracker trait, and cult leaders gain the Incite the Hunters trait. Labyrinthine Recall. This creature can perfectly recall any path it has traveled. Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target. Incite the Hunters (Recharges after a Short or Long Rest). As an action, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally’s Unerring Tracker. Traits Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell. Legendary Resistance (3/Day). If Baphomet fails a saving throw, he can choose to succeed instead. Magic Resistance. Baphomet has advantage on saving throws against spells and other magical effects. Actions Multiattack. Baphomet makes one Bite attack, one Gore attack, and one Heartcleaver attack. He also uses Frightful Presence. Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage. Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage. If Baphomet moved at least 10 feet straight toward the target immediately before the hit, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone. Heartcleaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) force damage. Frightful Presence. Each creature of Baphomet’s choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours. Spellcasting. Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): 3/day each: dispel magic , dominate beast , maze , wall of stone 1/day: teleport Legendary Actions Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Baphomet regains spent legendary actions at the start of his turn. Heartcleaver Attack. Baphomet makes one Heartcleaver attack. Charge (Costs 2 Actions). Baphomet moves up to his speed without provoking opportunity attacks, then makes a Gore attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":14934,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Baphomet","description":"The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and those with cruel hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures. Over time, Baphomet’s cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a minotaur—considered the greatest gift of the Prince of Beasts. Baphomet appears as a great, black-furred minotaur 20 feet tall with six iron horns. A hateful light burns in his red eyes. He wields a great glaive called Heartcleaver, but sometimes casts this deadly weapon aside so that he can charge his enemies and gore them with his horns, trampling them into the earth and rending them with his teeth like a beast. If Baphomet is killed anywhere other than the Abyss, he re-forms at full strength in the great, blood-spattered labyrinth that spans his layer of the Abyss. Traits Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone. Innate Spellcasting. Baphomet’s spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: At will: detect magic 3/day each: dispel magic, dominate beast, hunter’s mark, maze, wall of stone 1/day: teleport Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell. Legendary Resistance (3/Day). If Baphomet fails a saving throw, he can choose to succeed instead. Magic Resistance. Baphomet has advantage on saving throws against spells and other magical effects. Magic Weapons. Baphomet’s weapon attacks are magical. Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. Actions Multiattack. Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack. Heartcleaver. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage. Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) piercing damage. Frightful Presence. Each creature of Baphomet’s choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature. If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours. Legendary Actions Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Baphomet regains spent legendary actions at the start of his turn. Heartcleaver Attack. Baphomet makes a melee attack with Heartcleaver. Charge (Costs 2 Actions). Baphomet moves up to his speed, then makes a gore attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Baphomet (Descent)","description":"The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures. Over time, Baphomet’s cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a minotaur—considered the greatest gift of the Prince of Beasts. Baphomet appears as a great, black-furred minotaur 20 feet tall with six iron horns. A hateful light burns in his red eyes. He wields a great glaive called Heartcleaver, but sometimes casts this deadly weapon aside so that he can charge his enemies and gore them with his horns, trampling them into the earth and rending them with his teeth like a beast. If Baphomet is killed anywhere other than the Abyss, he re-forms at full strength in the great, blood-spattered labyrinth that spans his layer of the Abyss.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Bar Brawl","description":"An enraged mass of malcontents storms across the tavern, overturning tables, busting bottles, and browbeating innocent patrons. The jovial peace of a drinking establishment can transform into a whirlwind of chaos and violence in a mere moment, and no one caught in the middle of a bar brawl can hope to evade it. Mob Brutality. A bar brawl arises suddenly and violently, often after a vile insult is lobbed or an accusation of cheating is lodged. Once enraged, the bar brawl attacks indiscriminately, assailing both the faultless and offending patrons with whatever weapons readily come to hand. Irrational Resilience. As a throng fueled by anger and chaos, a bar brawl battles harder the more one tries to kill its participants. Constables have found that attacks intended to subdue a bar brawl are more effective than blows that inflict serious bodily injury. Fraternity in the Aftermath. Many an adventuring party has been formed in the wake of a bar brawl. Less fortunate adventurers have found themselves incarcerated once the constabulary has quelled the disturbance.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of Medium humanoids","Alignment":"unaligned","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Barachiel","description":"Barachiel is an aasimar that was born in the city of Elturel; a bastion of justice and symbol of good in the Forgotten Realms. His mother was the angel Zariel, the patron of Elturel. Barachiel grew up to become a Hellrider—the holy warriors that defend the city of Elturel. However, he gave up his freedom to become an agent of Mount Celestia so that he could try and save his mother. Zariel had been seduced and corrupted by Asmodeus. Now, as an archdevil, she rules the first layer of the Nine Hells. Barachiel believes in justice, mercy, virtue, and compassion. Since his transformation into an angelic being, his memories of his former life have faded. However, the Hellrider Ramius was his beloved companion, and that memory has stayed with him. Actions Multiattack. Barachiel makes three Greatsword attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 22 (5d8) radiant damage. Purifying Flames (Recharge 4–6). Barachiel wreathes his sword in white flame, then makes a Greatsword attack. On a hit, the target takes an additional 45 (7d12) fire damage plus 45 (7d12) radiant damage. The target must succeed on a DC 18 Charisma saving throw or have the stunned condition until the end of their next turn. Reactions Parry. Barachiel adds 5 to his AC against one attack. To do so, Barachiel must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful good","Expansion":28645,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Barbarian","description":"Most barbarians are simply berserkers. Featured here are the true barbarians that summon and are fueled by their rage to become deadly melee combatants. Traits Reckless. At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The barbarian makes two Greatsword attacks or two Longbow attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, or 12 (2d6 + 5) slashing damage while raging. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Bonus Actions Rage (Recharges after a Short or Long Rest). The barbarian enters a rage. The rage lasts for 1 minute or until the barbarian is incapacitated. While raging, the barbarian gains the following benefits: The barbarian has advantage on Strength checks and Strength saving throws. When it makes a melee weapon attack, the barbarian gains a +2 bonus to the damage roll. The barbarian has resistance to bludgeoning, piercing, and slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Lawful","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Barbarian Champion","description":"Most barbarians are simply berserkers. Featured here are the true barbarians that summon and are fueled by their rage to become deadly melee combatants. Traits Brutal Critical. The barbarian rolls one additional weapon damage die when determining extra damage for a critical hit with a melee attack. Indomitable (1/Day). The barbarian can reroll a saving throw it fails. It must use the new roll. Reckless. At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The barbarian makes two Greatsword attacks or two Longbow attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, or 14 (2d6 + 7) slashing damage while raging. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Bonus Actions Rage (Recharges after a Short or Long Rest). The barbarian enters a rage. The rage lasts for 1 minute or until the barbarian is incapacitated. While raging, the barbarian gains the following benefits: The barbarian has advantage on Strength checks and Strength saving throws. When it makes a melee weapon attack, the barbarian gains a +3 bonus to the damage roll. The barbarian has resistance to bludgeoning, piercing, and slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Lawful","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Barbarian Monarch","description":"Most barbarians are simply berserkers. Featured here are the true barbarians that summon and are fueled by their rage to become deadly melee combatants. Traits Brutal Critical. The barbarian rolls two additional weapon damage dice when determining extra damage for a critical hit with a melee attack. Legendary Resistance (1/Day). If the barbarian fails a saving throw, it can choose to succeed instead. Reckless. At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The barbarian makes two Greatsword attacks or two Longbow attacks. Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage, or 17 (2d6 + 10) slashing damage while raging. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Bonus Actions Rage (Recharges after a Short or Long Rest). The barbarian enters a rage. The rage lasts for 1 minute or until the barbarian is incapacitated. While raging, the barbarian gains the following benefits: The barbarian has advantage on Strength checks and Strength saving throws. When it makes a melee weapon attack, the barbarian gains a +4 bonus to the damage roll. The barbarian has resistance to bludgeoning, piercing, and slashing damage. War Cry (1/Day). Each creature of the barbarian's choice that is within 30 feet of it, can hear it, and not already affected by War Cry gains advantage on attack rolls until the start of the barbarian's next turn. All other creatures within 30 feet of it, can hear it, and not already affected by War Cry must make a DC 18 Wisdom saving throw or become frightened until the end of the barbarian's next turn. Legendary Actions The barbarian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The barbarian regains spent legendary actions at the start of its turn. Move. The barbarian moves up to half its speed. Attack (Costs 2 Actions). The barbarian makes a weapon attack. Command Horde (Costs 3 Actions). The barbarian chooses up to 4 allies it can see within 30 feet of it. If the target can see and hear the barbarian, the target can use its reaction to move up to half its speed or make one weapon attack. Reactions Retaliation. When the barbarian takes damage from a creature within 5 feet of it, the barbarian can make one melee weapon attack against the creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Lawful","Expansion":23212,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Barbarian of the Crimson Path","description":"Terrorizing the wilderness of Tolia, the barbarians of the Crimson Path are fearsome opponents to those unlucky enough to cross their path. They can hunt unlucky travelers to steal from them, to sacrifice them to their tribal blood gods, or just for fun. They are adapted to the harsh conditions of Tolia’s wilderness. On top of that, the fact that they can transform into a blood-seeking monster called the “crimson monster”, an even more dangerous and more endurant foe than the barbarian when harmed, makes them some of the most dangerous predators of the region.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"typically chaotic evil","Expansion":24099,"Challenge Rating":5},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Barbarian Paragon","description":"A paragon is the fiercest warrior of their tribe. They represent the tribal ideal, be that a northern barbarian berserker or a tropical Amazonian fighter.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any chaotic alignment","Expansion":4963,"Challenge Rating":5},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Barbed Devil","description":"Devils Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus’s will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature’s soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. The Infernal Hierarchy The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever—a fate that even Asmodeus fears. Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil’s memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Infernal Hierarchy 1. lemure Lesser devils 2. imp 3. spined devil 4. bearded devil 5. barbed devil 6. chain devil 7. bone devil Greater devils 8. horned devil 9. erinyes 10. ice devil 11. pit fiend Archdevils 12. duke or duchess 13. archduke or archduchess Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories—and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other’s most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. The Nine Hells The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Devil True Names and Talismans Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. A mortal who learns a devil’s true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice—typically someone the creator loved—when crafted. However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner’s soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. Barbed Devil (Hamatula) Creatures of unbridled greed and desire, barbed devils act as guards to the more powerful denizens of the Nine Hells and their vaults. Resembling a tall humanoid covered in sharp barbs, spines, and hooks, a barbed devil has gleaming eyes that are ever watchful for objects and creatures it might claim for itself. These fiends welcome any chance to fight when victory promises reward. Barbed devils are known for an alertness that makes them difficult to surprise, and they attend to their duties without boredom or distraction. They use their sharp claws as weapons or hurl balls of flame at foes that try to flee them. Layers and the Lords of the Nine Hells Layer Layer Name Archduke or Archduchess Previous Rulers Primary Inhabitants 1 Avernus Zariel Bel, Tiamat Erinyes, imps, spined devils 2 Dis Dispater — Bearded devils, erinyes, imps, spined devils 3 Minauros Mammon — Bearded devils, chain devils, imps, spined devils 4 Phlegethos Belial and Fierna — Barbed devils, bone devils, imps, spined devils 5 Stygia Levistus Geryon Bone devils, erinyes, ice devils, imps 6 Malbolge Glasya Malagard, Moloch Barbed devils, bone devils, horned devils, imps 7 Maladomini Baalzebul — Barbed devils, bone devils, horned devils, imps 8 Cania Mephistopheles — Horned devils, ice devils, imps, pit fiends 9 Nessus Asmodeus — All devils Traits Barbed Hide : At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. Devil's Sight : Magical darkness doesn't impede the devil's darkvision. Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack : The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. Claw : Melee Weapon Attack : +6 to hit, reach 5 ft ., one target. Hit : 6 (1d6 + 3) piercing damage. Tail : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. Hurl Flame : Ranged Spell Attack : +5 to hit, range 150 ft., one target. Hit : 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Variant: Summon Devil (1/Day) : The devil chooses what to summon and attempts a magical summoning. A barbed devil has a 30 percent chance of summoning one barbed devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Barbed Devil","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Barbed Hide : At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it. Devil's Sight : Magical darkness doesn't impede the devil's darkvision . Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack : The devil makes three melee attacks : one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice. Claw : Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6 + 3) piercing damage. Tail : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Hurl Flame : Ranged Spell Attack : +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"110 (13d8+52)","CHA":14,"CON":18,"DEX":17,"INT":12,"STR":16,"WIS":14,"Size":"Medium","Type":"fiend (devil)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058178/zhHYZC9FUHrPvQW4buA-ug/original.png","Roll 0":"Claw\n1d20 + 6\n1d6+3","Roll 1":"Tail\n1d20 + 6\n2d6+3","Roll 2":"Flame\n1d20 + 5\n3d6","Senses":"Darkvision 120 Ft.","Skills":"Deception +5, Insight +5, Perception +8","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Lawful Evil","Languages":"Infernal, Telepathy 120 Ft.","data-List":"false","Immunities":"Fire, Poison","Token Size":1,"Resistances":"Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered","data-Traits":"[{\"Name\":\"Barbed Hide\",\"Desc\":\"At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.\"},{\"Name\":\"Devil's Sight\",\"Desc\":\"Magical darkness doesn't impede the devil's darkvision.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The devil has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Hurl Flame\",\"Type Attack\":\"Spell Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"5\",\"Reach\":\"150 ft.\",\"Target\":\"one target\",\"Damage\":\"3d6\",\"Damage Type\":\"fire\",\"Desc\":\"If the target is a flammable object that isn't being worn or carried, it also catches fire\"}]","data-CHA-mod":"+2","data-CON-mod":"+4","data-DEX-mod":"+3","data-INT-mod":"+1","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+2","Saving Throws":"Str +6, Con +7, Wis +5, Cha +5","Challenge Rating":5,"Passive Perception":18,"Condition Immunities":"Poisoned","data-CrNum":5,"data-AcNum":15,"data-HpNum":110},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Barbed Devil Captain","description":"Barbed devil captains were cruel and sadistic soldiers that displayed unusual cunning and tactical knowledge in battle, even when they were still alive. These hamatula warriors lead shock troops into battle, directing their attacks where they can do the most damage. They will not hesitate to sacrifice others to save their skin since they believe they are more valuable than any of their ilk. Traits Barbed Hide. At the start of each of its turns, the devil deals 7 (2d6) piercing damage to any creature grappling it. Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes one Tail attack and two Claw attacks. Alternatively, it can use Hurl Flame twice. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a creature other than an Undead or a Construct, it must succeed on a DC 15 Wisdom saving throw or be frightened. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. If the target's saving throw is successful, the target is immune to being frightened by the devil's Claw for the next 24 hours. Hurl Flame. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, the devil can automatically hit the target with its Tail, and the devil can't make Tail attacks. Spellcasting. The devil casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): 2/day each: hold person, major image 1/day: blight Reactions Redirect Attack. When a creature the devil can see targets it with an attack, the devil chooses another ally within 5 feet of it. The two swap places, and the chosen ally becomes the target instead. Directed Strike (2/Day). When a creature the devil can see within 30 feet of it makes an attack roll, and the creature can hear the devil, the devil grants advantage to that roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Barbtongued Wyvern","description":"Wyvern Wyverns are the most commonly encountered drakes within the Stolen Lands, although they tend to prefer the westernmost or easternmost reaches of the region as their hunting grounds. Barbtongued Wyvern With their long, thorny tongues, these wyverns serve as the favored pets of the nymph queen Nyrissa. As natives of the First World, they are only rarely encountered on the Material Plane. They appear similar to the typical wyvern, save that they have extraordinarily long, barbed tongues that they can use to lash out at victims. Furthermore, their long stay within the supernatural House at the Edge of Time has granted them the ability to hurl barbs from their tongues by snapping the length like a whip; these hurled barbs can pierce through the fabric of reality itself and affix those they strike in place, as if pinning them to the sky. Actions Multiattack. The wyvern makes three attacks: one with its bite, one with its claw, and one with its stinger. While flying or against a grappled target, it can make an additional claw attack in place of its bite. Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 19 (3d8+6) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the wyvern can’t bite another target. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) slashing damage. Sting. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 19 (3d8+6) piercing damage and 14 (4d6) poison damage. Barbed Tongue. Melee Weapon Attack: +11 to hit, reach 30 ft., one creature. Hit: 20 (4d6+6) slashing damage, and the target is grappled (escape DC 18). Until this grapple ends, the grappled creature takes an additional 13 (2d6+6) slashing damage at the start of the creature’s turn. Pin to the Sky. Ranged Spell Attack: +11 to hit, range 100/200 ft.; two targets. Hit: 13 (2d6+6) piercing damage, and the target becomes restrained (escape DC 18).","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":15},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Bard","description":"Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons. Traits Spellcasting : The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared: • Cantrips (at will): friends , mage hand , vicious mockery • 1st level (4 slots): charm person , healing word , heroism , sleep , thunderwave • 2nd level (3 slots): invisibility , shatter Song of Rest : The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well. Taunt (2/Day) : The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn. Actions Shortsword : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow : Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Expansion":1,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Bard","description":"Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, or wealthy patrons. Traits Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spell sprepared: Cantrips (at will): friends, mage hand, vicious mockery 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave 2nd level (3 slots): invisibility, shatter Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well. Taunt (2/Day). The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 +2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":7393,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Bard","description":"Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons. Each bard is a master of at least one type of performance. You may choose a bard’s main type, or you may roll on the Bard Performance Types table to determine it. Bard Performance Types d10 Performance Type 1 Poetry 2 Singing 3 Bagpipe 4 Flute 5 Dancing 6 Drum 7 Lute 8 Puppetry 9 Mime 10 Acting Actions Multiattack. The bard makes two Shortsword or Shortbow attacks. It can replace one attack with a use of Spellcasting. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Cacophony (Recharge 4–6). Each creature in a 15-foot cube originating from the bard must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and isn’t pushed. Spellcasting. The bard casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12): At will: dancing lights , mage hand , prestidigitation 1/day each: charm person , invisibility , sleep Bonus Actions Taunt (2/Day). The bard targets one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Bard","description":"The charming smile and casual pose of the musician imply frivolity, but as they begin to play, the music moves through the audience, stirring emotion. Bards are traveling performers typically occupied with entertaining audiences through a creative art of some type, such as music, oration, acting, storytelling, poetry, puppetry, verse, or song. For some bards, performance is their end goal, and they earn their living performing for audiences. Others use their skills in service of other goals, whether that be learning, travel, or even spying. Magical performers. A bard’s magic is intimately tied to their art and their performances. Bards do not just cast spells, they sing, paint, or dance them. When casting spells, they turn the requisite words and movements into a memorable display. Without magic, a bard’s performance is already more than capable of evoking emotion. With magic, that same performance becomes much more powerful, able to move even the hardest of hearts. Information collectors. Bards perform for audiences and many travel, playing in taverns, inns, and other places where people gather. This positions them well to hear news and gossip. Many bards already collect stories, but a truly savvy bard can have their finger on the pulse of a region simply by listening. Add to this their ability to spread information and influence attitudes through story and song, and it’s no wonder that some bards make effective spies.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":24844,"Challenge Rating":5},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Bard","description":"Bards are versatile spellcasters and performers who use their charismatic abilities to weave magic through music and verse. They possess a wide array of spells, ranging from charming and healing magic to divination and illusions. Bards are not just spellcasters but also masters of inspiration who possess a captivating blend of musical talent, storytelling, and magical abilities. They often travel far and wide, using their artistry to entertain and inspire audiences, weaving tales of heroism and wonder.","properties":{"Category":"Monsters","Size":"Medium or small","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":26071,"Challenge Rating":6},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Bard (GoSM)","description":"Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons. Traits Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared: Cantrips (at will): friends, mage hand, vicious mockery 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave 2nd level (3 slots): invisibility, shatter Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well. Taunt (2/Day). The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":3905,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Bard Maestro","description":"The person takes the stage and immediately the audience hushes. They stand with perfect poise, as if they command the entire stage, and their voice rings out, clear, melodic, and strong. Bard maestros are those bards who have distinguished themselves through their skill and talent to become some of the most well-regarded musicians, poets, orators, and creators in the world. Maestros tend to be well known within bardic circles, but many are recognized in the wider world as well. Some bard maestros head bard colleges, sharing their knowledge and experience with students, while others make their living as high-paid performers in major cities, performing to audiences of hundreds or even thousands. Master performers. While bard maestros specialize in a favored artistic form, they are typically trained in multiple modes of performance and a variety of musical instruments. A true maestro can perform anywhere and with whatever is (or isn’t) at their disposal. They know hundreds of songs and stories and can also create their own on the spot. The best maestros are skilled at reading an audience, anticipating what they want and gauging their response. Whether a maestro caters to that audience depends on the attitude of the maestro. Some maestros endeavor to please the audience, no matter what, some take joy in riling up an audience or presenting a performance that is both impactful and uncomfortable for the audience, and others simply prefer to preserve the integrity and intent of the original work, regardless of how the audience feels. Magical influencers. Maestros have mastered the combination of performance and magic to influence their audiences, whether to aid or hinder. They can impart even simple phrases with the power to harm, accenting their weapon strikes. Those in the know often treat maestros gently, recognizing that a scorned and bitter maestro with a large audience could accomplish truly awe-inspiring acts.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":24844,"Challenge Rating":12},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Bargda","description":"Once in every generation, a hill giant worshiper of Baphomet will give birth to a Bargda. Seen as a gift from the unholy union between giant and demon, the Bargda is regarded as a boon to its tribe and is groomed to become its leader. Towering over its hill giant brethren, the Bargda’s physique and visage is a bent and twisted version of its progenitor. Horned Tyrant. Aware of its heritage, the bargda uses its position to lead and force its kin to do its bidding. The bargda also subjugates other lesser giants and monsters like ogres, trolls, minotaurs, and verbeeg and uses them to expand its territory. It usually leads hunting parties into humanoid communities to gather loot, slaves, and food. Venomous Bite. While the bargda’s great club and menacing horns can prove to be a challenge, adventurers should also watch out for its bite and saliva which has enough toxins and bacteria to bring any able-bodied creature to an agonizing death in a matter of days. Traits Charge. If the bargda moves at least 10 feet straight toward a target and then hits it with a Horns attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. Horrific Appearance. Any humanoid that starts its turn within 30 feet of the bargda and can see the bargda must make a DC 17 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the bargda is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the bargda's Horrific Appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the bargda. Actions Multiattack. The bargda makes three attacks: one with its Bite or Horns, and two with its Greatclub. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. Horns. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Barghest","description":"Said to be fiendish relations of all goblinoid races, the hateful barghests come to the Material Plane to feed. As they consume the bodies of innocents, they grow increasingly powerful. A barghest eventually sheds its skin to transform into a greater barghest, at which point it often seeks out a tribe of goblins or other creatures to rule. For reasons lost to history, barghests have an intense dislike of werewolves. It seems the enmity between goblins and humans is deeply ingrained in these clan-leading creatures, and it is rare for the two shapechangers to tolerate each other’s presence for more than one lunar cycle once they become aware of each other. If the barghest and werewolf are evenly matched, such conflicts can span the generations of their humanoid underlings.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (shapechanger)","Alignment":"lawful evil","Expansion":5818,"Challenge Rating":4},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Barghest","description":"Vicious and intelligent canines from the Lower Planes, barghests can be encountered inside the Doomvault. Unlike other creatures of their ilk, the barghests in Dead in Thay can be bargained with because they resent their imprisonment, and thus they might become allies (after a fashion) of the player characters. Traits Shapechanger. The barghest can use its action to Polymorph into a Small Goblin or back into its true form. Other than its size and speed, its Statistics are the same in each form. Any Equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true form if it dies. Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon’s breath or a Fireball spell) don’t have this Effect on the barghest. Keen Smell. The barghest has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting. The barghest’s innate Spellcasting Ability is Charisma (spell save DC 12). The barghest can innately cast the following Spells, requiring no material components: • At will: Levitate, Minor Illusion, Pass without Trace • 1/day each: Charm Person, Dimension Door, Suggestion Actions Bite. Melee Weapon Attack (true form only): +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (shapechanger)","Alignment":"neutral evil","Expansion":7386,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Barghest","description":"Long ago, Maglubiyet, master of the goblinoid gods, bargained with the General of Gehenna for aid. The General provided yugoloths that died to serve the cause of the goblin god. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. As an act of vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls and deprive Maglubiyet of troops for his army in the afterlife. Consumers of Souls. A barghest is born to goblin parents just as normal offspring are. The creature emerges in the form of a goblin, then develops the ability to assume its true form: that of a large, fiendish canine. The mission of every barghest, implanted in it by the General of Gehenna, is to consume seventeen goblinoid souls by devouring the bodies of those it kills. Souls consumed in this way are prevented from joining Maglubiyet’s forces in Acheron. Why seventeen? Because the oaths Maglubiyet broke in his compact with the General totaled seventeen. A barghest hungers for the day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn’t kill goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, rather than lowly goblins, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying upon a goblin or two when the opportunity arises, until they reach adult age and are old and strong enough to seek out stronger prey. When goblins discover that a barghest is among them, they react with groveling obeisance, each member of the tribe eager to show the barghest that it isn’t worthy of being devoured. Banished by Fire. A barghest avoids contact with large, open fires. Any conflagration larger than its body acts as a gateway to Gehenna and banishes the fiend to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure. Soul Feeding A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim’s body. The victim’s soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released. While a humanoid’s soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful. Once a creature’s soul is digested, however, no mortal magic can return that humanoid to life. Traits Shapechanger : The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true form if it dies. Fire Banishment : When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon’s breath or a fireball spell) don’t have this effect on the barghest. Keen Smell : The barghest has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting : The barghest’s innate spellcasting ability is Charisma (spell save DC 12). The barghest can innately cast the following spells, requiring no material components: • At will: levitate , minor illusion , pass without trace • 1/day each: charm person , dimension door , suggestion Actions Bite : Melee Weapon Attack (true form only): +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Claws : Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (shapechanger)","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Expansion":1,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Barghest","description":"Long ago, the god Maglubiyet—conqueror and then lord of early goblinoids—bargained with the General of Gehenna for aid. The General provided yugoloths, which then died in service to Maglubiyet. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. In vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls. The mission of every barghest, implanted in it by the General of Gehenna, is to consume souls. It eats these souls by devouring the bodies of those it kills, preferring goblinoids. A barghest hungers for the day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn’t kill goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying on the occasional lone goblin when the opportunity arises, until they reach adulthood and are capable of seeking out stronger prey. A barghest avoids contact with large, open fires. Any conflagration larger than its body acts as a gateway to Gehenna and banishes it to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure. Traits Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Soul Feeding. The barghest can feed on the corpse of a Fey or Humanoid it killed within the past 10 minutes. This feeding takes at least 1 minute, and it destroys the corpse. The victim’s soul is trapped in the barghest for 24 hours, after which time it is digested and the person is incapable of being revived. If the barghest dies before the soul is digested, the soul is released. While a soul is trapped in the barghest, any magic that tries to restore the soul to life has a 50 percent chance of failing and being wasted. Actions Multiattack. The barghest makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Spellcasting. The barghest casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: levitate , minor illusion , pass without trace 1/day each: charm person , dimension door , suggestion Bonus Actions Change Shape. The barghest transforms into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Barghest Whelp","description":"The young barghest whelp may look like a goblin, but this sly shapechanger is only biding its time until it can gather enough power and return to Gehenna by consuming goblinoid souls. Wolf in Goblin's Clothing. Unlucky adventurers may stumble upon a goblin nest, only to find a barghest whelp hiding among the goblins. When discovered, the whelp can revert to its true form - that of a feral canine and rip the flesh and soul of its prey in mere seconds. Traits Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Soul Feeding. The barghest can feed on the corpse of a Fey or Humanoid it killed within the past 10 minutes. This feeding takes at least 1 minute, and it destroys the corpse. The victim’s soul is trapped in the barghest for 24 hours, after which time it is digested and the person is incapable of being revived. If the barghest dies before the soul is digested, the soul is released. While a soul is trapped in the barghest, any magic that tries to restore the soul to life has a 50 percent chance of failing and being wasted. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Spellcasting. The barghest casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11): At will: levitate, minor illusion, pass without trace 1/day: charm person Bonus Actions Change Shape. The barghest transforms into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Bariaur","description":"The bariaur is a hybrid creature similar to the centaur. It has the lower body of a ram or ewe and an upper torso of a humanoid, with male bariaurs growing long, curved horns out from their foreheads. Most bariaurs wear simple clothing or hide armor over their upper bodies. Carefree Nomads. The bariaur is a creature full of wanderlust. It gets along well with like-minded creatures such as elves and fey. A bariaur often dyes its hide and hair in vibrant colors and wears jewelry to express its carefree persona and originality. A bariaur is usually encountered in meadows, plains, and highlands but can often be found in significant numbers in the House of Nature and Ysgard. A bariaur frequently travels in large groups of more than 40, comprised of extended families and led by a shaman or priest. Ardent Competitors. The bariaur may be a carefree and winsome creature, it is also a skilled warrior. Regardless of its path into adulthood, all bariaurs train in archery and melee weapons. It enjoys competition, often participating in contests and games of any sort, such as drinking, jousting, singing, story-telling, or wrestling. If it meets someone formidable, such as an adventurer, the bariaur sees it as a sign of courage and honor to challenge that creature to a contest of its choice. The bariaur does not take the outcome of such matches seriously, but enjoys and values the act itself and will often treat its competitor as a friend afterward. Beleaguered Quarries. Bariaurs come into conflict with creatures that prey on them - bulettes, chimeras, dracotaurs, dragons, giants, rocs, winter wolves, and wyverns. If they cannot stave off such attacks, they will seek and hire adventurers that could help. Traits Charge. If the bariaur moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 5 (2d4) damage. Magic Resistance. The bariaur has advantage on saving throws against spells and other magical effects. Sure-Footed. The bariaur has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The bariaur makes two melee attacks: one with its War Pick or Ram and one with its Hooves. Or it makes two Longbow attacks. War Pick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bariaur Hunter","description":"The bariaur is a hybrid creature similar to the centaur. It has the lower body of a ram or ewe and an upper torso of a humanoid, with male bariaurs growing long, curved horns out from their foreheads. Most bariaurs wear simple clothing or hide armor over their upper bodies. Carefree Nomads. The bariaur is a creature full of wanderlust. It gets along well with like-minded creatures such as elves and fey. A bariaur often dyes its hide and hair in vibrant colors and wears jewelry to express its carefree persona and originality. A bariaur is usually encountered in meadows, plains, and highlands but can often be found in significant numbers in the House of Nature and Ysgard. A bariaur frequently travels in large groups of more than 40, comprised of extended families and led by a shaman or priest. Ardent Competitors. The bariaur may be a carefree and winsome creature, it is also a skilled warrior. Regardless of its path into adulthood, all bariaurs train in archery and melee weapons. It enjoys competition, often participating in contests and games of any sort, such as drinking, jousting, singing, story-telling, or wrestling. If it meets someone formidable, such as an adventurer, the bariaur sees it as a sign of courage and honor to challenge that creature to a contest of its choice. The bariaur does not take the outcome of such matches seriously, but enjoys and values the act itself and will often treat its competitor as a friend afterward. Beleaguered Quarries. Bariaurs come into conflict with creatures that prey on them - bulettes, chimeras, dracotaurs, dragons, giants, rocs, winter wolves, and wyverns. If they cannot stave off such attacks, they will seek and hire adventurers that could help. Traits Charge . If the bariaur moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 5 (2d4) damage. Magic Resistance. The bariaur has advantage on saving throws against spells and other magical effects. Sure-Footed. The bariaur has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Slayer. In the first round of a combat, the bariaur has advantage on attack rolls against any creature that hasn’t taken a turn yet. If the bariaur hits a creature that round who was surprised, the hit is automatically a critical hit. Actions Multiattack. The bariaur makes two melee attacks: one with its Scimitar or Ram and one with its Hooves. Or it makes two Longbow attacks. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bariaur Priest of Ehlonna","description":"The bariaur is a hybrid creature similar to the centaur. It has the lower body of a ram or ewe and an upper torso of a humanoid, with male bariaurs growing long, curved horns out from their foreheads. Most bariaurs wear simple clothing or hide armor over their upper bodies. Carefree Nomads. The bariaur is a creature full of wanderlust. It gets along well with like-minded creatures such as elves and fey. A bariaur often dyes its hide and hair in vibrant colors and wears jewelry to express its carefree persona and originality. A bariaur is usually encountered in meadows, plains, and highlands but can often be found in significant numbers in the House of Nature and Ysgard. A bariaur frequently travels in large groups of more than 40, comprised of extended families and led by a shaman or priest. Ardent Competitors. The bariaur may be a carefree and winsome creature, it is also a skilled warrior. Regardless of its path into adulthood, all bariaurs train in archery and melee weapons. It enjoys competition, often participating in contests and games of any sort, such as drinking, jousting, singing, story-telling, or wrestling. If it meets someone formidable, such as an adventurer, the bariaur sees it as a sign of courage and honor to challenge that creature to a contest of its choice. The bariaur does not take the outcome of such matches seriously, but enjoys and values the act itself and will often treat its competitor as a friend afterward. Beleaguered Quarries. Bariaurs come into conflict with creatures that prey on them - bulettes, chimeras, dracotaurs, dragons, giants, rocs, winter wolves, and wyverns. If they cannot stave off such attacks, they will seek and hire adventurers that could help. Traits Charge. If the bariaur moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 5 (2d4) damage. Magic Resistance. The bariaur has advantage on saving throws against spells and other magical effects. Sure-Footed. The bariaur has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The bariaur makes two attacks: one with its Scimitar or Ram and one with its Hooves. Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Spellcasting. The bariaur casts one of the following spells using Wisdom as the spellcasting ability (save DC 14, +6 to hit with spell attacks): At will: guidance, sacred flame (2d8), thaumaturgy 1/day each: aid, bless, erupting earth, guiding bolt, healing word, lesser restoration, spirit guardians, summon beast","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bariaur Shaman","description":"The bariaur is a hybrid creature similar to the centaur. It has the lower body of a ram or ewe and an upper torso of a humanoid, with male bariaurs growing long, curved horns out from their foreheads. Most bariaurs wear simple clothing or hide armor over their upper bodies. Carefree Nomads. The bariaur is a creature full of wanderlust. It gets along well with like-minded creatures such as elves and fey. A bariaur often dyes its hide and hair in vibrant colors and wears jewelry to express its carefree persona and originality. A bariaur is usually encountered in meadows, plains, and highlands but can often be found in significant numbers in the House of Nature and Ysgard. A bariaur frequently travels in large groups of more than 40, comprised of extended families and led by a shaman or priest. Ardent Competitors. The bariaur may be a carefree and winsome creature, it is also a skilled warrior. Regardless of its path into adulthood, all bariaurs train in archery and melee weapons. It enjoys competition, often participating in contests and games of any sort, such as drinking, jousting, singing, story-telling, or wrestling. If it meets someone formidable, such as an adventurer, the bariaur sees it as a sign of courage and honor to challenge that creature to a contest of its choice. The bariaur does not take the outcome of such matches seriously, but enjoys and values the act itself and will often treat its competitor as a friend afterward. Beleaguered Quarries. Bariaurs come into conflict with creatures that prey on them - bulettes, chimeras, dracotaurs, dragons, giants, rocs, winter wolves, and wyverns. If they cannot stave off such attacks, they will seek and hire adventurers that could help. Traits Charge. If the bariaur moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 5 (2d4) damage. Magic Resistance. The bariaur has advantage on saving throws against spells and other magical effects. Sure-Footed. The bariaur has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The bariaur makes two attacks: one with its Scimitar or Ram and one with its Hooves. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Spellcasting. The bariaur casts one of the following spells using Wisdom as the spellcasting ability (save DC 13, +5 to hit with spell attacks): At will: druidcraft, thorn whip, thunderclap 1/day each: earth tremor, entangle, healing spirit, jump, spike growth, thunderwave","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bariaur Wanderer","description":"Hailing from Ysgard, bariaurs are centaur-like Celestials with the lower bodies of goats, humanoid torsos, and curved horns. Some bariaurs sate their wanderlust by exploring their home plane, the Outlands, and the Great Wheel beyond. These bariaur wanderers often serve as guides in the Outlands, assisting visitors by eagerly suggesting gate-town attractions and other points of interest. Throughout their travels, these hardy wanderers absorb ambient planar energies, adapting to the vast and varied terrains of the Outer Planes and frequently taking on aspects of those planes (see the “Planar Influences” section in this book’s introduction). Traits Portal Sense. The bariaur can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the destination of each one. The bariaur knows the distance and direction to the last portal it used as long as they’re on the same plane. Spellcasting. The bariaur casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability: At will: dancing lights , druidcraft 1/day each: goodberry , pass without trac e , tongues Actions Multiattack. The bariaur makes two Barbed Javelin or Shortbow attacks. Barbed Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the target is a creature, its speed is reduced by 10 feet until the start of the bariaur’s next turn. Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the bariaur moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 10 (3d6) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or have the prone condition. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 4 (1d8) piercing damage if the target doesn’t have all its hit points. Bonus Actions Mighty Leap. The bariaur jumps a distance up to its walking speed.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"typically chaotic good","Expansion":26427,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Barkburr","description":"Barkburrs are animate, poisonous Plants that spontaneously grow from trees when a spark of nature’s magic takes root in the wood. They appear as limpet-like knots of bark and wood indistinguishable from ordinary tree burls. Barkburrs often act in defense of a grove or forest. Some barkburrs cling to the trees from which they sprouted, while others slowly wander until they encounter creatures that threaten the forest’s natural order. When a barkburr identifies such a creature, the barkburr leaps at the invader and injects it with a poisonous sap that quickly and painfully transforms the creature into a tree. Traits False Appearance. If the barkburr is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the barkburr move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the barkburr is animate. Springing Leap. With or without a running start, the barkburr’s high jump is up to 15 feet, and its long jump is up to 30 feet. The barkburr’s jumps can exceed its speed if its speed isn’t 0. Actions Multiattack. The barkburr makes two Poison Barb attacks and uses Lignify if able. Poison Barb. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage, and the barkburr attaches to the target. While the barkburr is attached, it can’t make Poison Barb attacks, and the target has the restrained condition as its body begins to transform into wood. An attached barkburr can detach itself by spending 5 feet of its movement on its turn. A creature that can reach the barkburr, including the target, can use its action to detach the barkburr by making a successful DC 13 Strength (Athletics) check. Lignify. The barkburr targets the creature it is attached to, and the target must make a DC 13 Constitution saving throw. On a failed save, the target has the petrified condition until freed by the Greater Restoration spell or another effect, except it turns into a tree instead of stone. Any equipment the target is wearing or carrying is absorbed into the tree’s bark.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Unaligned","Expansion":31434,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Barlat Lakbour","description":"Barlat Lakbour These mystical women prowl the byways of cities and towns, making their habitation in graveyards and catacombs, the source of their nickname “mule of the graves.” They are shapechangers, able to take the form of a mule or adopt a humanoid form at need, and by night they assume a monstrous hybrid of the two. They bury themselves in shallow graves when taking their rest, usually during the daytime. Dream Hunter . Changing their appearance to adopt the guise of common women of the marketplace to observe the thoughts and dreams of people around them with their cunning mind. Sometimes they may put on a regal beauty bedecked in fine robes and jewels when the need suits them and they find a particularly choice target of wealth and taste. Once they have selected a victim, they assail their dreams by night, seeking to drive them to madness and despair as they feast on the psychic essence released by their torment. Child Stealer . The barlat lakbour has a particular savor for the misery caused by a missing child, and during her nightly prowls she seeks children who have stayed out too late to carry them off to their doom, using the child as a focus for her psychic powers. ...Leisha was terrified, I could see that. Why would such a powerful Fey shudder under my comforting touch? What has got her so rattled? \"A client of mine,\" she finally confessed, \"couldn't pay my fee, I built them the most exquisite harpsichord for their child to learn.\" \"And?\" I asked, \"You never usually become involved in your clients lives.\" \"I know,\" she said, a tear welling up in beautiful eye. \"But, I'm scared. They can't find their daughter, she's missing. And,\" she pulled me closer, \"all I can smell is dead flesh and something is stalking the alleyways here. Please, help me find her, or I'll never be paid\" \"Of course,\" I said, \"Anything for you\" ... Navinir Peris, Troubadour","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (hag)","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":6},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Barlgura","description":"Demons Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil—engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness , the Black Scrolls of Ahm , and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon True Names Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz’zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake’s and as powerful as a great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out—or if she has a reason to remind her followers to fear her—Lolth’s lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart. Orcus Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus , a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes’ flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Barlgura The barlgura represents the savagery and brutality of the Abyss. Barlguras gather in packs to take down tougher foes, keep gruesome trophies from their victories, and decorate their territory with such objects. A barlgura looks like a hulking orangutan with a gruesome, drooping visage and tusks jutting from its jaw. Standing just under 8 feet tall, it has broad shoulders and weighs 650 pounds. It moves apishly along the ground, but it climbs with great speed and agility. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demons by Type Type Examples 1 barlgura, shadow demon, vrock 2 chasme, hezrou 3 glabrezu, yochlol 4 nalfeshnee 5 marilith 6 balor, goristro Traits Innate Spellcasting : The barlgura’s spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components: • 1/day each: entangle , phantasmal force • 2/day each: disguise self , invisibility (self only) Reckless : At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Running Leap : The barlgura’s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. Actions Multiattack : The barlgura makes three attacks: one with its bite and two with its fists. Bite : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. Fist : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage. Variant: Summon Demon (1/Day) : The demon chooses what to summon and attempts a magical summoning. A barlgura has a 30 percent chance of summoning one barlgura. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Barlgura Abductor","description":"The barlgura abductor is a crafty demon that specializes in kidnapping and retrieving creatures. It is because of this that it is often summoned by wizards, evil high-level priests, and tyrannical despots when they need someone kidnapped and brought to their presence. Expert Infiltrators. The barlgura is extremely agile for its size, and can easily scale and traverse difficult barriers and blockades. Its ability to teleport thrice a day makes it even harder to catch or intercept. Traits Running Leap. The barlgura abductor's long jump is up to 50 feet and its high jump is up to 25 feet when it has a running start. Actions Multiattack. The barlgura abductor makes one Bite attack and two Fist attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage and if the target is a Medium or smaller creature, it is also grappled (escape DC 15). Spellcasting. The barlgura abductor casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13): At will: disguise self, invisibility (self only) 2/day each: entangle, phantasmal force Teleport (3/Day). The barlgura abductor magically teleports, along with any creature it is grappled with and any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Barlgura Pack Lord","description":"The largest of its kind, the barlgura pack lord is a savage and brutal demon. When tasked by demon lords to battle, the barlgura pack lord leads a pack of its mightiest barlguras to take down critical targets, such as an opposing army's general, even if that general is a balor or pit fiend. Traits Pack Tactics. The barlgura has advantage on an attack roll against a creature if at least one of the barlgura's allies is within 5 feet of the creature and the ally isn't incapacitated. Packmaster. An ally within 5 feet of the barlgura has advantage on attack rolls against a creature that is within 5 feet of the barlgura and another ally, provided the barlgura and the other ally aren't incapacitated. Running Leap. The barlgura's long jump is up to 60 feet and its high jump is up to 30 feet when it has a running start. Actions Multiattack. The barlgura makes one Bite attack and two Fist attacks. If both Fist attacks hit a Huge or smaller creature, the target must succeed on a DC 18 Strength saving throw or take an extra 17 (2d10 + 6) bludgeoning damage and be knocked prone. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage. Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Spellcasting. The barlgura casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15): At will: darkness, disguise self, invisibility (self only) 3/day each: dispel magic, entangle, phantasmal force","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Barnibus Blastwind","description":"Barnibus works for the Watchful Order of Magists and Protectors, investigating crimes that involve the use of magic. He comes across as prickly and secretive, confiding only in Saeth Cromley, a retired sergeant of the City Watch who assists in many of his investigations. A lifelong bachelor, Barnibus has a small, tidy estate in the Sea Ward that he inherited from his grandmother. When not serving the Watchful Order, he spends his days reading and writing books in his library. Barnibus uses spells that help him investigate crimes, pry secrets from the minds of suspects, and locate missing persons. He finds violence appalling and would never use his magic to inflict harm on others—even those who harm him. Traits Special Equipment. Barnibus carries a wand of magic detection. Spellcasting. Barnibus is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): blade ward, light, mage hand, message 1st level (4 slots): comprehend languages, identify, mage armor, shield 2nd level (3 slots): detect thoughts, suggestion 3rd level (3 slots): clairvoyance, sending 4th level (1 slot): locate creature, Otiluke's resilient sphere Actions Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful good","Expansion":7393,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Barometz","description":"This creature resembles a large horned goat covered in thick green moss. A vine trails from the beast’s udder to a nearby tree. The creature smells of fresh bread and floral grapes. Born of Fruit. The barometz is a strange plant-like monster that arises spontaneously from a normal fruit tree, some say as the result of ancient druidic magic or fey meddling. A fruit tree bearing a barometz grows an unusually large fruit that soon drops from the tree and bursts open to reveal the goat-like creature. The barometz remains attached to its parent plant by a vine and spends its life clearing the area around the fruit tree of weeds and other noxious plants. A Feast for Kings. The flesh of a barometz is considered a delicacy by almost all humanoids and giants, and few barometz survive for long once they are discovered by a band of trollkin hunters or foraging hill giants. Elves and other woodland humanoids have attempted to breed barometz, without success. The creature does not reproduce naturally and the methods by which they appear are still unknown.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Baron Nightway (Shadow Dragon)","description":"Castle Nightway used to be inhabited by the cruel Baron Horace Nightway. As greedy and paranoid as any chromatic dragon, Horace divided his time between growing his hoard of treasure (at the expense of the overtaxed peasants under his rule) and worrying about how to protect his hoard from thieves. When the baron came into possession of a luck blade that held a single wish spell, Horace Nightway knew exactly what to ask for. Already as rich as the dragons he so admired, the baron wished that his “treasure would forever be protected from thieves and robbers!” The sword granted Horace’s wish – but in a way that punished the noble for his hubris. Through the relic’s magic, Horace Nightway was turned into an undead dragon, bound forever to guard his hoard of treasure. Embittered and angry, the baron-turned-dragon slew his living servants in a fit of murderous rage. His most faithful servant, the elderly butler Edgar Imswill, did not pass on to the afterlife, however, but instead remained as a ghost to serve his master – and to attempt to scare away visitors before they, too, fall prey to his dark master’s wrath!","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Chaotic Evil","Expansion":27826,"Challenge Rating":12},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Baron Uthrak","description":"Even as a young adventurer, Wigar Uthrak was known for his derring-do, formidable swordplay, and cutthroat leadership. He soon gathered a team of like-minded scoundrels, rising from bandit chief to mercenary captain. After winning the favor of a monarch, he was titled baron. However, Baron Uthrak gambled poorly when he backed the monarch’s younger brother in a failed rebellion. Stripped of his lands, the exiled baron now abides in the wild with his crew of miscreants, knavish ex-knights, and wielders of forbidden magic. The consummate opportunist, Uthrak patiently stokes his war band’s loyalty while awaiting a suitable power vacuum, set on establishing a new barony and increasing his dominion. Uthrak may even orchestrate such a vacuum himself, perhaps by helping naive adventurers do away with a stronger rival. Baron Uthrak keeps his most loyal lieutenants close to him. He usually hides a contingent of guards and trickshots within earshot, ready to ambush any who displease him. He fights on the front lines of battle, trusting his magic sword, Nine Lives , to protect him. It has already saved his life six times, and Uthrak believes he can’t die until the sword’s magic is fully spent. Traits Bloodstones ( 3 Uses). When Baron Uthrak fails a saving throw while holding his magic longsword Nine Lives , he can choose to succeed instead. If he does so, he takes 7 (2d6) necrotic damage as one of the bloodstones set in the sword’s pommel fills with his blood. Exploit Opening ( 3 /Day). When Baron Uthrak makes an attack, he has advantage on the attack roll. Actions Multiattack. Baron Uthrak makes two attacks using Nine Lives, Whip, or both. Nine Lives. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 3 (1d6) necrotic damage. Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 6 (1d4 + 4) slashing damage, and the target must succeed on a DC 15 Strength saving throw or be pulled up to 15 feet toward Baron Uthrak. Bonus Actions Kneel, Peasant! Baron Uthrak kicks a Large or smaller creature within 5 feet of him. The target must succeed on a DC 15 Strength saving throw or take 6 (1d4 + 4) bludgeoning damage and be knocked prone. Reactions Riposte. When a creature Baron Uthrak can see misses him with a melee attack, Baron Uthrak makes a melee attack against that creature. Villain Actions Baron Uthrak has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Shoot! Each ally within 60 feet of Baron Uthrak who can hear him can make a ranged weapon attack (no action required). Action 2 : Form Up! Baron Uthrak and each ally within 60 feet of him who can hear him can move up to their speed without provoking opportunity attacks. Baron Uthrak and each ally enters a defensive stance that lasts until that creature moves or is restrained or incapacitated. When two or more allies in a defensive stance are within 5 feet of each other, attack rolls against them are made with disadvantage. Action 3 : Lead from the Front. Baron Uthrak moves up to twice his speed without provoking opportunity attacks. During or after this movement, he can make up to four Nine Lives or Whip attacks with advantage, each against a different target. After he attacks a target in this way, each ally within 5 feet of that target can make a melee attack with advantage against the same target (no action required).","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Baron Uthrak","description":"Traits Bloodstones ( 3 Uses). When Baron Uthrak fails a saving throw while holding his magic longsword Nine Lives , he can choose to succeed instead. If he does so, he takes 7 (2d6) necrotic damage as one of the bloodstones set in the sword’s pommel fills with his blood. Exploit Opening ( 3 /Day). When Baron Uthrak makes an attack, he has advantage on the attack roll. Actions Multiattack. Baron Uthrak makes two attacks using Nine Lives, Whip, or both. Nine Lives. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 3 (1d6) necrotic damage. Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 6 (1d4 + 4) slashing damage, and the target must succeed on a DC 15 Strength saving throw or be pulled up to 15 feet toward Baron Uthrak. Bonus Actions Kneel, Peasant! Baron Uthrak kicks a Large or smaller creature within 5 feet of him. The target must succeed on a DC 15 Strength saving throw or take 6 (1d4 + 4) bludgeoning damage and be knocked prone. Reactions Riposte. When a creature Baron Uthrak can see misses him with a melee attack, Baron Uthrak makes a melee attack against that creature. Villain Actions Baron Uthrak has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Shoot! Each ally within 60 feet of Baron Uthrak who can hear him can make a ranged weapon attack (no action required). Action 2 : Form Up! Baron Uthrak and each ally within 60 feet of him who can hear him can move up to their speed without provoking opportunity attacks. Baron Uthrak and each ally enters a defensive stance that lasts until that creature moves or is restrained or incapacitated. When two or more allies in a defensive stance are within 5 feet of each other, attack rolls against them are made with disadvantage. Action 3 : Lead from the Front. Baron Uthrak moves up to twice his speed without provoking opportunity attacks. During or after this movement, he can make up to four Nine Lives or Whip attacks with advantage, each against a different target. After he attacks a target in this way, each ally within 5 feet of that target can make a melee attack with advantage against the same target (no action required).","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Evil","Expansion":28288,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Barong","description":"The king of spirits and leader of a host of celestials, Barong manifests as a large lion with thick, white fur. He wears a red mask and his body is adorned with gilded armor, polished to a mirror finish. Sworn Enemies. Barong has sworn his life to the defeat of his former lover, Rangda, the demon queen of witches. Though he works to spread harmony throughout existence, much of his time is spent countering Rangda's schemes. Celestial Allies. Barong is rarely without an entourage of like-minded celestials ready to aid him at a moment's notice. Good-aligned ghosts and wraiths flock to him, particularly those wronged by loved ones or who fell victim to Rangda and the machinations of her worshippers.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful good","Expansion":45,"Challenge Rating":17},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Barovian Witch","description":"The mad women and men known as Barovian witches forge pacts with Strahd and the Dark Powers of Ravenloft in exchange for magic and longevity. They prefer to live in the shadows and can see in the dark. When traveling in the open, they use alter self spells to assume less conspicuous forms. They also use these spells to grow long, sharp claws with which they can attack. Brothers and Sisters of Strahd. Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is Strahd, and his wish is their command. Barovian witches sometimes refer to themselves as the brothers and sisters of Strahd, though never to Strahd's face. Pack Rats with Cats. Barovian witches are obsessive collectors, each believing that almost anything found-a piece of broken bone, a dead rodent, a handful of dust, or some other worthless item or substance-could be valuable or useful as a spell component, a ritual object, or a potion ingredient. Barovian witches use the find familiar spell to call forth familiars. They are particularly fond of cats, though snakes and toads are also common. These animals lurk amid the clutter of the witches' lairs, seldom wandering far from their vile masters. Traits Spellcasting. The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): ray of sickness, sleep, Tasha’s hideous laughter 2nd level (2 slots): alter self, invisibility Actions Claws (Requires Alter Self ). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. This attack is magical. Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":7388,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Barrow Hag","description":"Barrow Hag (Bruha) The wretched barrow hag, also known as bruha in other parts of the Realms, looks like an emaciated crone with mottled, dry leathery skin stretched tight over her hunched body. Her horrid head is topped with wild, wiry black and grayish hair. Her hateful eyes look sickly and glazed, and her mouth contains sharp, gnarly yellow teeth and a long, greenish serpentine tongue. The barrow hag exudes a disgusting, overpowering stench that reminds of rotten fish and fruit, sickening those close enough to smell her. Corpse Eater. As her name suggests, a barrow hag haunts barrows, catacombs, cemeteries, graveyards, and battlefields where decaying corpses are plentiful. She typically makes her lair in a crypt or a network of tunnels underneath where she haunts that is difficult to access. Like a ghoul, she feeds on the decomposing flesh of humanoid corpses, especially that of young ones. She particularly relishes sucking the putrid marrow from the bones, slurping it with her prehensile tongue. Corpse Collector. If the barrow hag is unable to find a corpse to consume, she will resort to stalking people, prioritizing children and solitary targets. In combat, she relies primarily on her ability to paralyze her prey with her grotesque tongue before finishing it off with her sharp claws. The barrow hag is also an accomplished magic-user, but will only use her spells against more formidable opponents. Once she has slain her prey, she drags its corpse to her lair or in a secluded location where she can bury it in a shallow grave or place it in a large jar or barrel to let it decompose for a few weeks until it is ripe enough for her. The barrow hag typically stores several corpses in varying stages of decay. Accursed Company. The barrow hag is usually a solitary creature, not wanting to draw attention like a large group can, especially if she has moved in recently to a location near a civilized area, such as a cemetery. However, if she decides she needs help, she can create loyal followers by turning captured humanoids into busos, a type of aswang. These busos become her eyes and ears during the day, providing her with information about the local community and potential prey. The hag also attracts the company of ghouls and ghasts that become subservient to her. Traits Keen Smell. The hag has advantage on Wisdom (Perception) checks that rely on smell. Loathsome Presence. Any humanoid that starts its turn within 30 feet of the hag and can smell the hag must make a DC 13 Constitution saving throw. On a failed save, the creature spends its action that turn retching and reeling. Humanoids that don't need to breathe or are immune to poison automatically succeed on this saving throw. If a creature's saving throw is successful, the creature is immune to the hag's Loathsome Presence for the next 24 hours. Aswang Curse (1/Day). A hag can curse an incapacitated humanoid. The hag has to be within 5 feet of the humanoid for at least 5 minutes, after which it expels a shadowy essence from its mouth and transfers it into the target's, afflicting it with the buso aswang curse. The buso acts as the hag's ally. Casting remove curse, greater restoration , or a similar spell on the target can end the curse. Doing so undoes the changes made to the target by the curse. Actions Multiattack. The hag makes two attacks: one with its Claws and one with its Tongue. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Tongue. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 7 (2d6) necrotic damage, and the target must succeed a DC 13 Constitution saving throw or become paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Spellcasting. The hag casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: chill touch, mage hand, minor illusion, poison spray 1/day each: alter self, charm person, earth tremor, Tasha's hideous laughter, web","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Barrowghast","description":"A hill giant who dies with an empty stomach, full of rage and regret, might become suffused with energy from the Negative Plane and rise as a barrowghast. Though it looks like little more than an animated corpse, a barrowghast is filled with necrotic energy and driven by spite and malice. Its blood is a thick and toxic ichor that gives the barrowghast a noxious stench. Barrowghasts no longer hunger for physical food and instead crave life energy drained from living creatures. They often target former family members and allies, but they feast indiscriminately on any creatures they encounter. When barrowghasts drain Humanoids’ life energy, those Humanoids rise as zombies. Traits Stench. Any creature that starts its turn within 10 feet of the barrowghast must make a DC 16 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. While poisoned this way, the creature can't regain hit points. On a successful save, the creature is immune to the Stench of all barrowghasts for 24 hours. Actions Multiattack. The barrowghast makes two Slam attacks. It can replace one Slam attack with a Life Drain attack. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. Life Drain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or its hit points maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain by this attack immediately rises as a zombie (see the Monster Manual ). The zombie acts as an ally of the barrowghast but isn't under its control. Reactions Noxious Wound. Immediately after the barrowghast takes piercing or slashing damage, poisonous ichor sprays from the wound. Each creature within 5 feet of the barrowghast must make a DC 16 Dexterity saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":24749,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Bartholomeus Brawnforge","description":"Background Though the young Bartholomeus Brawnforge was in many ways a dwarf much like any other, he never really fit in. Where most of Clan Darkrock were simple dwarves, content with spending their days toiling in the mines or forges and their nights drinking ale by the barrel, Bart was always quiet and bookish. When an encounter with an umber hulk rendered him blind, the clan's clerics failed to cure his blindness. Desperate, Bart's mother sent Bart to the College Arcana to see if arcane magic might prevail. Not only did the wizards manage to grant Bart magical sight, they also showed him a new world of possibility. To his mother's chagrin, the young Bart chose to remain at the college to study the arcane arts. If Bart had hoped to fit in among the wizards at the College Arcana – most of whom were humans, elves, halflings, or gnomes – he would have been disappointed. Nearly all his peers discounted the quiet, burly dwarf as a simpleton who was out of his element. It soon became clear to all, however, that the soft-spoken Bart was more than he appeared: the dwarf had an undeniable talent for arcane magic and an unquenchable thirst for knowledge. When Bart left the College Arcana, he did so with honors and marks of excellence. Still not satisfied, Bart sought to expand his theoretical knowledge with practical experience, and embarked on several adventures. Delving into ancient ruins and monsters' lairs, sometimes alone and sometimes alongside companions, Bart gathered an impressive hoard of treasures and arcane knowledge. Finally, once his wanderlust had been sated, Bart settled down and opened up The Arcane Anvil , where he trades and enchants magic items. Roleplaying Bartholemeus Bartholomeus Brawnforge is something of an enigma; quiet, observant, and stoic, he seems to take in everything around him while giving little of himself. He moves slowly, speaks softly, and always seems to think for a long while before he acts, but burns within with a bright intelligence and a passionate spirit. Though Bart rarely speaks unless he is spoken to, he has a habit of suddenly delivering insightful observations as statements of fact (\"You are a loyal companion” or \"You fear you won't be strong enough for what lies ahead”). While some are taken off-guard by these comments and suspect him of being sarcastic or deliberately insulting, this is simply Bart's awkward attempt to communicate more (something his mother always urged him to do!) Bart also has a quirky habit of talking to his wares, almost as if they were pets or trusted comrades. Imbued with a minor sentience, the items can't speak but may respond to his compliments (\"Who's a good sword? Who's a good sword? You're a good sword”) by shaking gleefully or proudly floating about as he presents them to customers (\"This shield here is a true beauty – and a great listener too”).","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Lawful Good","Expansion":27827,"Challenge Rating":7},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Baryte Bahtera","description":"You ask about what we could learn from the Bahtera. I ask, “What makes you think they want to talk to you?” Go out there and ask if you want. I am perfectly fine being very much ignorant and very much alive. Bahtera Bahtera are large lizard-like creatures with a hardened scale hide and six limbs, two of which can function as both arms and legs. They are a common type of primordial, beings evolved directly from the elemental building blocks of the universe. The question of how they came to be has yet to be answered, even by the bahtera themselves. Spawn of Bahrelis. Bahtera, like most primordials, are some of the oldest beings in the galaxy. They were originally born from the surface of Bahrelis, a planet-sized entity with its own intelligence and self-awareness. Over time, bahtera lairs spawned in nearby systems in the Rim Sectors, eventually expanding to many more systems closer to the galactic core. Today, it's not uncommon for a bahtera lair to be found on even the most desolate planets. No one knows what became of Bahrelis itself, however. Born from the Elements. All bahtera have a thick hide with scales bearing a stone-like texture and hardness. In addition, rows of gemstone-like spikes protrude from their skin. These spike growths identify the elemental nature of the bahtera, as each one is integrally linked to one of the universal forces of creation. This grants each type certain innate abilities, including the ability to wield the channeling powers of the espers. They defend themselves with crafted gem-like weapons akin to their nature. When all else fails, they can hurl hardened stone spikes from their tails. The Talkurr. Bahtera of the same type often develop and lair together in isolated areas beneath a planet's surface or within a region heavy with rock formations, if any. All bahtera, however, view each other as kin sharing the same language and system of writing. They refer to each other as \"talkurr,\" which in their language loosely translates to \"part of the greater.\" Evolutionary Calling. The bahtera of today are far different from those born thousands of years ago. The first spawn of Bahrelis were far weaker and more susceptible to their ever-changing environment. As children of the elements, many view themselves as superior to other species, with some demanding tribute from those they deem lesser, or using them for forced labor or food. Most bahtera groups establish a structured, tribal society. Ancient Technologies. Most bahtera tribes are not as technologically developed as modern, spacefaring species, but are able to use their surrounding resources to build fortified structures shaped and imbued with strange elemental or cosmic power. The lairs of the most powerful of the bahtera tribes are a wonder to behold. There are rumors of large devices hidden within these lairs that can create spatial rifts leading to other distant parts of the galaxy. Distant Kin. The matokai are rumored to be an offshoot of the bahtera, even sharing the same ancient language. While the matokai take enormous pride in their history and culture, the bahtera despise their distant cousins, viewing them with the utmost contempt. Azurite Bahtera Dwellers of rocky crags surrounded by great oceans or frozen wastelands, these bahtera (known among their kind as \"zeotis\") pride themselves on being strong, stalwart, and fearless. They have silvery gray scales with spikes of brilliant deep blue. Unyielding Might. Strength and fortitude are the most respected traits among the zeotis. They constantly test themselves and each other with physical feats of might and endurance, and of course, their victories in battle against worthy opponents. They are not the least bit kind-hearted to any other creatures, living or artificial, but can be made to show a begrudging respect for those who courageously stand firm against their raw power. The Cold and the Deep. Azurite bahtera settle on small, solitary landmasses surrounded by large water-based bodies. Their affinity for the cold also attracts them to icy wastelands, glaciers, or the surface of frozen moons. Baryte Bahtera As the most aloof among their kin, the baryte bahtera, known as \"ceowir\" consider themselves to be far above the concerns of other species, including other bahtera of the talkurr. Their have deep brown- or gray-colored scales. Their spikes are clear with tinges of yellow or light blue and radiate dim light in a 10-foot radius when in darkness. Empyrean Rulers. Power and greatness are as important to the baryte bahtera as the air that gives them life. They amass wealth in both money and resources, though for control and prestige rather than greed. As children of the sky and stars, the ceowir define themselves with lavish titles akin to emperor, prince, or sovereign. They tend to be far less overtly savage or cruel than some other bahtera, considering themselves to be above such things. To Reach the Stars. Baryte bahtera lair in grand fortresses in lofty mountainous regions or atop landmasses that float above the surface of a planet. These aerial strongholds often bear a seal or crest signifying their tribal name along with symbols that bear resemblance to the local sun, moon, or constellations. Citrine Bahtera Known as \"jateren\" among members of the talkurr, these bahtera are considered the most primitive and barbaric of their kin. They have reddish-brown scales and bright, golden-yellow spikes. Primitive Savages. Jataren delight in hunting and despoiling weaker or smaller creatures and settlements. They have a barbaric mindset combined with a bahtera's sense of entitlement, which makes them both dangerous and difficult to reason with. They loathe culturally developed societies and settlements and view advanced technology as a bane to be eradicated. The pride of a citrine bahtera is easily wounded, offering it immediate justification for unleashing its anger upon the offender. Underworld Residents. Underground caverns, caves, and tunnels beneath a planet's surface are where citrine bahtera lair. Alternatively, they can also be found in desolate badlands or in secluded areas deep within deserts or rocky wastes. Jadeite Bahtera Among their talkurr kin, these bahtera are known as \"raslant.\" They are peaceful and amiable, viewing themselves as guardians of other living species and sworn enemies of defilers and plaguebringers. They have light brown scales and spikes that range in color from light blue-green to dark green. Bastions of the Living. Raslant enjoy the beauty of all forms of flourishing life, often nesting within the ground of planets abundant with wild flora and fauna. For their love of such things, however, they are just as fierce against any force that would disturb the natural balance near their home. So long as their territory is not threatened by other developing or conquering species, or creatures seeking to bring plague and disease, they remain at least cordial if not friendly. Reclusive Guardians. Though mostly peaceful, jadeite bahtera still prefer to lair in reclusive areas such as caves or tunnels beneath a hillside or mountainside, preferably near a patch of flora or a body of water. More developed tribes of jadeite bahtera fashion a system of tunnels and caverns beneath large forests or mountainous regions. Rhodolite Bahtera Few seek to incur the fiery wrath of the rhodolite bahtera. Known as \"lojama\" among their kin, they are master warriors and fierce combatants. They claim their brutality against other species as their birthright. They have dark, ashen-gray scales and pronounced spikes that range in color between deep purples and reds. Masters of War. A lojama's name only has worth with tales of victory in battle behind it. A rhodolite bahtera lair is made up of manufacturing plants for forging weapons and fortifications. Unlike their azurite kin, rhodolite bahtera are an organized militant force, more concerned with success of their mission as a team over their own egos. They do little work on their own, often enslaving weaker creatures for developing gear-forged constructs and machinery. Forgers and Crafters. Rhodolite bahtera love the art of crafting as much as the art of war. Their lairs are vast, grand structures of mineral and metalwork, strengthened with modern methods of hardening and fortifying their materials. Though rare, it is even possible to find use of advanced polymers and fibers used by other developed civilizations. Rhodolite weapons are always forged from a combination of mineral and sorium melding.","properties":{"Category":"Monsters","Size":"Large","Type":"primordial","Alignment":"lawful neutral","Expansion":27052,"Challenge Rating":9},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Basalt Stone Giant","description":"Fascinated by the act of creation, stone giants carve cities out of ancient caverns, mine precious metals and gems, and craft relics worthy of glory. To many a stone giant, artisan- ship is the highest calling, and all their creations are crafted with an eye to beauty and longevity. Of the Stone. Stone giants are made of the same kinds of rocks that form their home—marble, granite, or even basalt. Their stone bodies not only protect them from attack, but also provide them with an additional outlet for self-expression. They often carve runes into their skin, which serve a wide variety of artistic and cultural purposes. Traits False Appearance. While motionless, the giant is indistin- guishable from a statue. Stone Flesh. When a creature attacks the giant with a melee weapon that isn’t adamantine and rolls a 1 on the d20 for that attack, that weapon is destroyed if it is mundane. If that weapon is supernatural, it loses all supernatural properties for 1 hour. Actions Multiattack. The giant makes two Rune-Signed Blade attacks. They can replace one attack with a Forked Knives attack. Rune-Signed Blade. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) slashing damage. If the target is a creature, each time they are hit by this attack, their movement speed is reduced by a cumulative 10 feet (to a minimum speed of 5 feet) until they regain at least 1 hit point. Forked Knives. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 60/240 ft., one target. Hit: 17 (3d6 + 7) piercing damage, and if the target is a Medium or smaller creature on the ground, they are knocked prone and restrained as they are pinned by the knife. The target or a creature who can reach the knife can use an action to make a DC 18 Strength (Athletics) check to try to dislodge the knife, freeing the pinned target and ending the restrained condition on a success. Reactions Resonate Rune. When the giant is hit by a melee attack, each creature within 10 feet of them must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away from the giant.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Basalt Stone Giant","description":"Traits False Appearance. While motionless, the giant is indistinguishable from a statue. Stone Flesh. When a creature attacks the giant with a melee weapon that isn’t adamantine and rolls a 1 on the d20 for that attack, that weapon is destroyed if it is mundane. If that weapon is supernatural, it loses all supernatural properties for 1 hour. Actions Multiattack. The giant makes two Rune-Signed Blade attacks. They can replace one attack with a Forked Knives attack. Rune-Signed Blade. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) slashing damage. If the target is a creature, each time they are hit by this attack, their movement speed is reduced by a cumulative 10 feet (to a minimum speed of 5 feet) until they regain at least 1 hit point. Forked Knives. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 60/240 ft., one target. Hit: 17 (3d6 + 7) piercing damage, and if the target is a Medium or smaller creature on the ground, they are knocked prone and restrained as they are pinned by the knife. The target or a creature who can reach the knife can use an action to make a DC 18 Strength (Athletics) check to try to dislodge the knife, freeing the pinned target and ending the restrained condition on a success. Reactions Resonate Rune. When the giant is hit by a melee attack, each creature within 10 feet of them must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away from the giant.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Basidirond","description":"The strange fungal basidirond is a deadly plant monster that feeds on mineral-rich moisture, be it runoff from cave walls or fresh blood. By ensuring a constant flow of nutritious moisture, canny cave dwellers can use basidironds as guardians for their lairs, although they must take care to avoid the plant’s hunting routes lest they become its latest victims. Migratory. If both moisture and warmth ebb away, colonies of basidironds are known to set off on a “root march” as they search for a living cave or more frequently used tunnel in which to re-establish a home. The sight of dozens, even hundreds of these plants moving steadily away from an inhospitable cavern is one of the wonders of the Underworld, although few who see it actually believe their eyes thanks to the reputation these organisms have for befuddling humanoids.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Basilisk","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Petrifying Gaze : If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated . On a failed save, the creature magically begins to turn to stone and is restrained . It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn . If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 ft. of it in bright light , it mistakes itself for a rival and targets itself with its gaze. Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"52 (8d8+16)","CHA":7,"CON":15,"DEX":8,"INT":2,"STR":16,"WIS":8,"Size":"Medium","Type":"monstrosity","Speed":"20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058231/I3rnnYlXRNdZvOY5Q_0cdA/original.png","Roll 0":"1d20 + 5\n2d6+3+2d6","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":700,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Petrifying Gaze\",\"Desc\":\"If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d6\",\"Damage 2 Type\":\"poison\"}]","data-CHA-mod":"-2","data-CON-mod":"+2","data-DEX-mod":"-1","data-INT-mod":"-4","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"-1","Challenge Rating":3,"Passive Perception":9,"data-CrNum":3,"data-AcNum":15,"data-HpNum":52},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Basilisk","description":"\"No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.\" —X the Mystic’s 4th rule of Dungeon Survival Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics as warnings, knowing that the basilisk that created them is likely to be nearby. Adaptable Predators. Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered underground. A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized. Gaze of Stone. Basilisks are ponderous for hunting creatures, but they needn’t chase prey. Meeting a basilisk’s supernatural gaze can be enough to affect a rapid transformation, transforming a victim into porous stone. Basilisks, with their strong jaws, are able to consume the stone. The stone returns to organic form in the basilisk’s gullet. Some alchemists are said to know how to process the basilisk’s gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return petrified creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the petrified creature, such as its head, is detached. Traits Petrifying Gaze : If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze. Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Basilisk","description":"They’re great guard dogs. You just gotta raise ’em from eggs. No, no. Don’t look her in the eye. She turned the tax collector to stone the other day when he tried to pet her. She’s just a big softie, really. With eight legs, a scaled rough hide, and razor-sharp teeth coated in poison, the basilisk is a deadly threat—even aside from their petrifying eye beams. This dreadful creature can fell the mightiest of foes with a look, turning them into immobilized stone statues. Horrifyingly, the basilisk’s petrified prey remain aware of their fate and surroundings, trapping them in an unending nightmare. Many Environments. One of the most adaptable predators, basilisks can be found in nearly any environ- ment, but they prefer damp caves. Over time, their tough scales take on the color of their surroundings, allowing the bulky creatures to blend in better. Raising Young. Basilisks typically live in mated pairs and raise several younglings. Adults prefer to subsist on berries, fish, fowl, and carrion, resorting to eating their petrified victims only when starving. On the other hand, basilisk younglings can only eat petrified victims, and fami- lies of basilisk have been known to travel far from their nest to populated areas in search of prey for their babies. Dangerous Servitors. Crime lords and overminds seek basilisk eggs to raise and train as bodyguards and pets. Training is dangerous, and many handlers (and their unscrupulous colleagues) find themselves turned to stone as the basilisk escapes and runs amok. Some creatures keep basilisks not for their terrifying abilities, but for their immunity to petrification. Medusas, largely due to their own limited options for companionship, commonly keep basilisks as pets. Both parties benefit from this symbiotic relationship, as the medusa feeds their own victims to the basilisk and their younglings. Alchemical Properties. Alchemists have discovered that after a basilisk eats petrified flesh, the basilisk’s gullet produces an oil that can be used to restore a petrified vic- tim. Unsavory alchemists pay good money to those willing to steal a basilisk youngling from their nest. Traits Alchemical Ingredients. After the basilisk dies, a creature can make a DC 12 Wisdom (Medicine) check using an herbalism kit and the basilisk’s gullet, destroying the gullet in the process. On a success, the creature creates three doses of a salve. One dose of this salve can be applied to a petrified creature as an action, and 1 minute after the salve is applied, the petrified condition ends for that creature. Toxic Ichor. A creature who deals piercing or slashing damage to the basilisk while within 5 feet of them takes 2 (1d4) poi- son damage. Actions Multiattack. The basilisk uses Petrifying Eye Beams and makes one Bite attack or uses Poison Fumes, if available. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage. Petrifying Eye Beams. The basilisk targets one or two creatures they can see within 30 feet of them. Each target must succeed on a DC 12 Constitution saving throw or be restrained as they magically begin to turn to stone. Until the end of the restrained creature’s next turn, they or an ally within 5 feet of them can use an action to cut the encroaching stone from the restrained creature’s body using a weapon that deals slashing damage. When they do, the restrained creature takes 13 (2d12) slashing damage, which can’t be reduced in any way, and they are no longer restrained. A creature restrained in this way must repeat the saving throw at the end of their turn. On a successful save, the effect ends. On a failed save, this creature is petrified until freed by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect. Poison Fumes (Recharge 4–6). The basilisk exhales poison- ous fumes in a 15-foot cone. Each creature in this area must make a DC 12 Constitution saving throw, taking 10 (4d4) poison damage on a failed save, or half as much damage on a successful one. Reactions Poison Splash. When the basilisk takes piercing or slashing damage, their wound spews poison. Each creature within 10 feet of the basilisk must succeed on a DC 12 Constitu- tion saving throw or be poisoned for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Basilisk","description":"Traits Alchemical Ingredients . After the basilisk dies, a creature can make a DC 12 Wisdom (Medicine) check using an herbalism kit and the basilisk’s gullet, destroying the gullet in the process. On a success, the creature creates three doses of a salve. One dose of this salve can be applied to a petrified creature as an action, and 1 minute after the salve is applied, the petrified condition ends for that creature. Toxic Ichor. A creature who deals piercing or slashing damage to the basilisk while within 5 feet of them takes 2 (1d4) poison damage. Actions Multiattack. The basilisk uses Petrifying Eye Beams and makes one Bite attack or uses Poison Fumes, if available. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage. Petrifying Eye Beams. The basilisk targets one or two creatures they can see within 30 feet of them. Each target must succeed on a DC 12 Constitution saving throw or be restrained as they magically begin to turn to stone. Until the end of the restrained creature’s next turn, they or an ally within 5 feet of them can use an action to cut the encroaching stone from the restrained creature’s body using a weapon that deals slashing damage. When they do, the restrained creature takes 13 (2d12) slashing damage, which can’t be reduced in any way, and they are no longer restrained. A creature restrained in this way must repeat the saving throw at the end of their turn. On a successful save, the effect ends. On a failed save, this creature is petrified until freed by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect. Poison Fumes (Recharge 4 – 6 ). The basilisk exhales poisonous fumes in a 15-foot cone. Each creature in this area must make a DC 12 Constitution saving throw, taking 10 (4d4) poison damage on a failed save, or half as much damage on a successful one. Reactions Poison Splash. When the basilisk takes piercing or slashing damage, their wound spews poison. Each creature within 10 feet of the basilisk must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Basilisk Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Poison Spittle (2 Ferocity). The basilisk makes a signature attack. On a hit, the attack deals an extra PB damage, and a creature the basilisk chooses within 5 feet of them other than the target takes PB poison damage. 3rd Level: Poison Gaze (5 Ferocity). The basilisk chooses up to three creatures they can see within 15 feet of them. Each creature must succeed on a DC 10 plus PB Constitution saving throw or become poisoned until the start of the basilisk’s next turn. 5th Level: Lesser Petrifying Gaze (8 Ferocity). The basilisk targets a creature they can see within 30 feet of them, which must make a DC 10 plus PB Constitution saving throw. On a failure, the creature magically begins to turn to stone and is restrained. The creature must repeat the saving throw at the end of their next turn. On a success, the effect ends. On a failure, the creature is petrified for 1 hour or until freed by the lesser restoration spell or similar magic. ( Lesser restoration normally doesn’t negate the petrified condition, but the companion’s Lesser Petrifying Gaze is weaker than other forms of petrification magic.) Reactions Heavy Glare. When the basilisk’s caregiver hits another creature that can see the basilisk, the basilisk can force that creature to make a DC 10 plus PB Constitution saving throw. On a failure, the target can’t make opportunity attacks and has their speed reduced by 10 feet until the start of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Basilisk Companion (PB 2)","description":"They’re great guard dogs. You just gotta raise ’em from eggs. No, no. Don’t look her in the eye. She turned the tax collector to stone the other day when he tried to pet her. She’s just a big softie, really. With eight legs, a scaled rough hide, and razor-sharp teeth coated in poison, the basilisk is a deadly threat—even aside from their petrifying eye beams. This dreadful creature can fell the mightiest of foes with a look, turning them into immobilized stone statues. Horrifyingly, the basilisk’s petrified prey remain aware of their fate and surroundings, trapping them in an unending nightmare. Many Environments. One of the most adaptable predators, basilisks can be found in nearly any environ- ment, but they prefer damp caves. Over time, their tough scales take on the color of their surroundings, allowing the bulky creatures to blend in better. Raising Young. Basilisks typically live in mated pairs and raise several younglings. Adults prefer to subsist on berries, fish, fowl, and carrion, resorting to eating their petrified victims only when starving. On the other hand, basilisk younglings can only eat petrified victims, and fami- lies of basilisk have been known to travel far from their nest to populated areas in search of prey for their babies. Dangerous Servitors. Crime lords and overminds seek basilisk eggs to raise and train as bodyguards and pets. Training is dangerous, and many handlers (and their unscrupulous colleagues) find themselves turned to stone as the basilisk escapes and runs amok. Some creatures keep basilisks not for their terrifying abilities, but for their immunity to petrification. Medusas, largely due to their own limited options for companionship, commonly keep basilisks as pets. Both parties benefit from this symbiotic relationship, as the medusa feeds their own victims to the basilisk and their younglings. Alchemical Properties. Alchemists have discovered that after a basilisk eats petrified flesh, the basilisk’s gullet produces an oil that can be used to restore a petrified vic- tim. Unsavory alchemists pay good money to those willing to steal a basilisk youngling from their nest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Poison Spittle (2 Ferocity). The basilisk makes a signature attack. On a hit, the attack deals an extra PB damage, and a different creature the basilisk chooses within 5 feet of them takes PB poison damage. 3rd Level: Poison Gaze (5 Ferocity). The basilisk chooses up to three creatures they can see within 15 feet of them. Each creature must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the basilisk’s next turn. 5th Level: Lesser Petrifying Eye Beams (8 Ferocity). The basilisk targets one creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Constitu- tion saving throw or be restrained as they magically begin to turn to stone. A creature restrained in this way must repeat the saving throw at the end of their turn. On a successful save, the effect ends. On a failed save, the creature is petrified for 1 hour or until freed by a cure ailment power, lesser restoration spell, or similar supernatural effect. Reactions Heavy Glare. When a creature who can see the basilisk is hit by an attack by the basilisk’s caregiver, the basilisk forces that creature to make a DC 10 plus PB Constitution saving throw. On a failed save, the target can’t make opportunity attacks and has their speed reduced by 10 feet until the start of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Basilisk Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Poison Spittle (2 Ferocity). The basilisk makes a signature attack. On a hit, the attack deals an extra PB damage, and a creature the basilisk chooses within 5 feet of them other than the target takes PB poison damage. 3rd Level: Poison Gaze (5 Ferocity). The basilisk chooses up to three creatures they can see within 15 feet of them. Each creature must succeed on a DC 10 plus PB Constitution saving throw or become poisoned until the start of the basilisk’s next turn. 5th Level: Lesser Petrifying Gaze (8 Ferocity). The basilisk targets a creature they can see within 30 feet of them, which must make a DC 10 plus PB Constitution saving throw. On a failure, the creature magically begins to turn to stone and is restrained. The creature must repeat the saving throw at the end of their next turn. On a success, the effect ends. On a failure, the creature is petrified for 1 hour or until freed by the lesser restoration spell or similar magic. ( Lesser restoration normally doesn’t negate the petrified condition, but the companion’s Lesser Petrifying Gaze is weaker than other forms of petrification magic.) Reactions Heavy Glare. When the basilisk’s caregiver hits another creature that can see the basilisk, the basilisk can force that creature to make a DC 10 plus PB Constitution saving throw. On a failure, the target can’t make opportunity attacks and has their speed reduced by 10 feet until the start of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Basilisk Companion (PB 3)","description":"They’re great guard dogs. You just gotta raise ’em from eggs. No, no. Don’t look her in the eye. She turned the tax collector to stone the other day when he tried to pet her. She’s just a big softie, really. With eight legs, a scaled rough hide, and razor-sharp teeth coated in poison, the basilisk is a deadly threat—even aside from their petrifying eye beams. This dreadful creature can fell the mightiest of foes with a look, turning them into immobilized stone statues. Horrifyingly, the basilisk’s petrified prey remain aware of their fate and surroundings, trapping them in an unending nightmare. Many Environments. One of the most adaptable predators, basilisks can be found in nearly any environ- ment, but they prefer damp caves. Over time, their tough scales take on the color of their surroundings, allowing the bulky creatures to blend in better. Raising Young. Basilisks typically live in mated pairs and raise several younglings. Adults prefer to subsist on berries, fish, fowl, and carrion, resorting to eating their petrified victims only when starving. On the other hand, basilisk younglings can only eat petrified victims, and fami- lies of basilisk have been known to travel far from their nest to populated areas in search of prey for their babies. Dangerous Servitors. Crime lords and overminds seek basilisk eggs to raise and train as bodyguards and pets. Training is dangerous, and many handlers (and their unscrupulous colleagues) find themselves turned to stone as the basilisk escapes and runs amok. Some creatures keep basilisks not for their terrifying abilities, but for their immunity to petrification. Medusas, largely due to their own limited options for companionship, commonly keep basilisks as pets. Both parties benefit from this symbiotic relationship, as the medusa feeds their own victims to the basilisk and their younglings. Alchemical Properties. Alchemists have discovered that after a basilisk eats petrified flesh, the basilisk’s gullet produces an oil that can be used to restore a petrified vic- tim. Unsavory alchemists pay good money to those willing to steal a basilisk youngling from their nest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Poison Spittle (2 Ferocity). The basilisk makes a signature attack. On a hit, the attack deals an extra PB damage, and a different creature the basilisk chooses within 5 feet of them takes PB poison damage. 3rd Level: Poison Gaze (5 Ferocity). The basilisk chooses up to three creatures they can see within 15 feet of them. Each creature must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the basilisk’s next turn. 5th Level: Lesser Petrifying Eye Beams (8 Ferocity). The basilisk targets one creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Constitu- tion saving throw or be restrained as they magically begin to turn to stone. A creature restrained in this way must repeat the saving throw at the end of their turn. On a successful save, the effect ends. On a failed save, the creature is petrified for 1 hour or until freed by a cure ailment power, lesser restoration spell, or similar supernatural effect. Reactions Heavy Glare. When a creature who can see the basilisk is hit by an attack by the basilisk’s caregiver, the basilisk forces that creature to make a DC 10 plus PB Constitution saving throw. On a failed save, the target can’t make opportunity attacks and has their speed reduced by 10 feet until the start of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Basilisk Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Poison Spittle (2 Ferocity). The basilisk makes a signature attack. On a hit, the attack deals an extra PB damage, and a creature the basilisk chooses within 5 feet of them other than the target takes PB poison damage. 3rd Level: Poison Gaze (5 Ferocity). The basilisk chooses up to three creatures they can see within 15 feet of them. Each creature must succeed on a DC 10 plus PB Constitution saving throw or become poisoned until the start of the basilisk’s next turn. 5th Level: Lesser Petrifying Gaze (8 Ferocity). The basilisk targets a creature they can see within 30 feet of them, which must make a DC 10 plus PB Constitution saving throw. On a failure, the creature magically begins to turn to stone and is restrained. The creature must repeat the saving throw at the end of their next turn. On a success, the effect ends. On a failure, the creature is petrified for 1 hour or until freed by the lesser restoration spell or similar magic. ( Lesser restoration normally doesn’t negate the petrified condition, but the companion’s Lesser Petrifying Gaze is weaker than other forms of petrification magic.) Reactions Heavy Glare. When the basilisk’s caregiver hits another creature that can see the basilisk, the basilisk can force that creature to make a DC 10 plus PB Constitution saving throw. On a failure, the target can’t make opportunity attacks and has their speed reduced by 10 feet until the start of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Basilisk Companion (PB 4)","description":"They’re great guard dogs. You just gotta raise ’em from eggs. No, no. Don’t look her in the eye. She turned the tax collector to stone the other day when he tried to pet her. She’s just a big softie, really. With eight legs, a scaled rough hide, and razor-sharp teeth coated in poison, the basilisk is a deadly threat—even aside from their petrifying eye beams. This dreadful creature can fell the mightiest of foes with a look, turning them into immobilized stone statues. Horrifyingly, the basilisk’s petrified prey remain aware of their fate and surroundings, trapping them in an unending nightmare. Many Environments. One of the most adaptable predators, basilisks can be found in nearly any environ- ment, but they prefer damp caves. Over time, their tough scales take on the color of their surroundings, allowing the bulky creatures to blend in better. Raising Young. Basilisks typically live in mated pairs and raise several younglings. Adults prefer to subsist on berries, fish, fowl, and carrion, resorting to eating their petrified victims only when starving. On the other hand, basilisk younglings can only eat petrified victims, and fami- lies of basilisk have been known to travel far from their nest to populated areas in search of prey for their babies. Dangerous Servitors. Crime lords and overminds seek basilisk eggs to raise and train as bodyguards and pets. Training is dangerous, and many handlers (and their unscrupulous colleagues) find themselves turned to stone as the basilisk escapes and runs amok. Some creatures keep basilisks not for their terrifying abilities, but for their immunity to petrification. Medusas, largely due to their own limited options for companionship, commonly keep basilisks as pets. Both parties benefit from this symbiotic relationship, as the medusa feeds their own victims to the basilisk and their younglings. Alchemical Properties. Alchemists have discovered that after a basilisk eats petrified flesh, the basilisk’s gullet produces an oil that can be used to restore a petrified vic- tim. Unsavory alchemists pay good money to those willing to steal a basilisk youngling from their nest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Poison Spittle (2 Ferocity). The basilisk makes a signature attack. On a hit, the attack deals an extra PB damage, and a different creature the basilisk chooses within 5 feet of them takes PB poison damage. 3rd Level: Poison Gaze (5 Ferocity). The basilisk chooses up to three creatures they can see within 15 feet of them. Each creature must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the basilisk’s next turn. 5th Level: Lesser Petrifying Eye Beams (8 Ferocity). The basilisk targets one creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Constitu- tion saving throw or be restrained as they magically begin to turn to stone. A creature restrained in this way must repeat the saving throw at the end of their turn. On a successful save, the effect ends. On a failed save, the creature is petrified for 1 hour or until freed by a cure ailment power, lesser restoration spell, or similar supernatural effect. Reactions Heavy Glare. When a creature who can see the basilisk is hit by an attack by the basilisk’s caregiver, the basilisk forces that creature to make a DC 10 plus PB Constitution saving throw. On a failed save, the target can’t make opportunity attacks and has their speed reduced by 10 feet until the start of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Basilisk Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Poison Spittle (2 Ferocity). The basilisk makes a signature attack. On a hit, the attack deals an extra PB damage, and a creature the basilisk chooses within 5 feet of them other than the target takes PB poison damage. 3rd Level: Poison Gaze (5 Ferocity). The basilisk chooses up to three creatures they can see within 15 feet of them. Each creature must succeed on a DC 10 plus PB Constitution saving throw or become poisoned until the start of the basilisk’s next turn. 5th Level: Lesser Petrifying Gaze (8 Ferocity). The basilisk targets a creature they can see within 30 feet of them, which must make a DC 10 plus PB Constitution saving throw. On a failure, the creature magically begins to turn to stone and is restrained. The creature must repeat the saving throw at the end of their next turn. On a success, the effect ends. On a failure, the creature is petrified for 1 hour or until freed by the lesser restoration spell or similar magic. ( Lesser restoration normally doesn’t negate the petrified condition, but the companion’s Lesser Petrifying Gaze is weaker than other forms of petrification magic.) Reactions Heavy Glare. When the basilisk’s caregiver hits another creature that can see the basilisk, the basilisk can force that creature to make a DC 10 plus PB Constitution saving throw. On a failure, the target can’t make opportunity attacks and has their speed reduced by 10 feet until the start of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Basilisk Companion (PB 5)","description":"They’re great guard dogs. You just gotta raise ’em from eggs. No, no. Don’t look her in the eye. She turned the tax collector to stone the other day when he tried to pet her. She’s just a big softie, really. With eight legs, a scaled rough hide, and razor-sharp teeth coated in poison, the basilisk is a deadly threat—even aside from their petrifying eye beams. This dreadful creature can fell the mightiest of foes with a look, turning them into immobilized stone statues. Horrifyingly, the basilisk’s petrified prey remain aware of their fate and surroundings, trapping them in an unending nightmare. Many Environments. One of the most adaptable predators, basilisks can be found in nearly any environ- ment, but they prefer damp caves. Over time, their tough scales take on the color of their surroundings, allowing the bulky creatures to blend in better. Raising Young. Basilisks typically live in mated pairs and raise several younglings. Adults prefer to subsist on berries, fish, fowl, and carrion, resorting to eating their petrified victims only when starving. On the other hand, basilisk younglings can only eat petrified victims, and fami- lies of basilisk have been known to travel far from their nest to populated areas in search of prey for their babies. Dangerous Servitors. Crime lords and overminds seek basilisk eggs to raise and train as bodyguards and pets. Training is dangerous, and many handlers (and their unscrupulous colleagues) find themselves turned to stone as the basilisk escapes and runs amok. Some creatures keep basilisks not for their terrifying abilities, but for their immunity to petrification. Medusas, largely due to their own limited options for companionship, commonly keep basilisks as pets. Both parties benefit from this symbiotic relationship, as the medusa feeds their own victims to the basilisk and their younglings. Alchemical Properties. Alchemists have discovered that after a basilisk eats petrified flesh, the basilisk’s gullet produces an oil that can be used to restore a petrified vic- tim. Unsavory alchemists pay good money to those willing to steal a basilisk youngling from their nest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Poison Spittle (2 Ferocity). The basilisk makes a signature attack. On a hit, the attack deals an extra PB damage, and a different creature the basilisk chooses within 5 feet of them takes PB poison damage. 3rd Level: Poison Gaze (5 Ferocity). The basilisk chooses up to three creatures they can see within 15 feet of them. Each creature must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the basilisk’s next turn. 5th Level: Lesser Petrifying Eye Beams (8 Ferocity). The basilisk targets one creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Constitu- tion saving throw or be restrained as they magically begin to turn to stone. A creature restrained in this way must repeat the saving throw at the end of their turn. On a successful save, the effect ends. On a failed save, the creature is petrified for 1 hour or until freed by a cure ailment power, lesser restoration spell, or similar supernatural effect. Reactions Heavy Glare. When a creature who can see the basilisk is hit by an attack by the basilisk’s caregiver, the basilisk forces that creature to make a DC 10 plus PB Constitution saving throw. On a failed save, the target can’t make opportunity attacks and has their speed reduced by 10 feet until the start of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Basilisk Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Poison Spittle (2 Ferocity). The basilisk makes a signature attack. On a hit, the attack deals an extra PB damage, and a creature the basilisk chooses within 5 feet of them other than the target takes PB poison damage. 3rd Level: Poison Gaze (5 Ferocity). The basilisk chooses up to three creatures they can see within 15 feet of them. Each creature must succeed on a DC 10 plus PB Constitution saving throw or become poisoned until the start of the basilisk’s next turn. 5th Level: Lesser Petrifying Gaze (8 Ferocity). The basilisk targets a creature they can see within 30 feet of them, which must make a DC 10 plus PB Constitution saving throw. On a failure, the creature magically begins to turn to stone and is restrained. The creature must repeat the saving throw at the end of their next turn. On a success, the effect ends. On a failure, the creature is petrified for 1 hour or until freed by the lesser restoration spell or similar magic. ( Lesser restoration normally doesn’t negate the petrified condition, but the companion’s Lesser Petrifying Gaze is weaker than other forms of petrification magic.) Reactions Heavy Glare. When the basilisk’s caregiver hits another creature that can see the basilisk, the basilisk can force that creature to make a DC 10 plus PB Constitution saving throw. On a failure, the target can’t make opportunity attacks and has their speed reduced by 10 feet until the start of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Basilisk Companion (PB 6)","description":"They’re great guard dogs. You just gotta raise ’em from eggs. No, no. Don’t look her in the eye. She turned the tax collector to stone the other day when he tried to pet her. She’s just a big softie, really. With eight legs, a scaled rough hide, and razor-sharp teeth coated in poison, the basilisk is a deadly threat—even aside from their petrifying eye beams. This dreadful creature can fell the mightiest of foes with a look, turning them into immobilized stone statues. Horrifyingly, the basilisk’s petrified prey remain aware of their fate and surroundings, trapping them in an unending nightmare. Many Environments. One of the most adaptable predators, basilisks can be found in nearly any environ- ment, but they prefer damp caves. Over time, their tough scales take on the color of their surroundings, allowing the bulky creatures to blend in better. Raising Young. Basilisks typically live in mated pairs and raise several younglings. Adults prefer to subsist on berries, fish, fowl, and carrion, resorting to eating their petrified victims only when starving. On the other hand, basilisk younglings can only eat petrified victims, and fami- lies of basilisk have been known to travel far from their nest to populated areas in search of prey for their babies. Dangerous Servitors. Crime lords and overminds seek basilisk eggs to raise and train as bodyguards and pets. Training is dangerous, and many handlers (and their unscrupulous colleagues) find themselves turned to stone as the basilisk escapes and runs amok. Some creatures keep basilisks not for their terrifying abilities, but for their immunity to petrification. Medusas, largely due to their own limited options for companionship, commonly keep basilisks as pets. Both parties benefit from this symbiotic relationship, as the medusa feeds their own victims to the basilisk and their younglings. Alchemical Properties. Alchemists have discovered that after a basilisk eats petrified flesh, the basilisk’s gullet produces an oil that can be used to restore a petrified vic- tim. Unsavory alchemists pay good money to those willing to steal a basilisk youngling from their nest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Poison Spittle (2 Ferocity). The basilisk makes a signature attack. On a hit, the attack deals an extra PB damage, and a different creature the basilisk chooses within 5 feet of them takes PB poison damage. 3rd Level: Poison Gaze (5 Ferocity). The basilisk chooses up to three creatures they can see within 15 feet of them. Each creature must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the basilisk’s next turn. 5th Level: Lesser Petrifying Eye Beams (8 Ferocity). The basilisk targets one creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Constitu- tion saving throw or be restrained as they magically begin to turn to stone. A creature restrained in this way must repeat the saving throw at the end of their turn. On a successful save, the effect ends. On a failed save, the creature is petrified for 1 hour or until freed by a cure ailment power, lesser restoration spell, or similar supernatural effect. Reactions Heavy Glare. When a creature who can see the basilisk is hit by an attack by the basilisk’s caregiver, the basilisk forces that creature to make a DC 10 plus PB Constitution saving throw. On a failed save, the target can’t make opportunity attacks and has their speed reduced by 10 feet until the start of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Basilisk Mount (PB 2)","description":"Svirfneblin ranchers are among the rare folk to tame basilisks. The gnomes teach the monsters how to temper their sight into controlled degrees of severity. “Riding Basils,” as they’re called by the deep gnomes, make invaluable guardians on long underground journeys. Mounted . During a long rest, the basilisk can designate one creature that rode it within the last 10 days as its rider. The basilisk gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The basilisk uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Bedrock . Medium and smaller creatures can ride the basilisk. The basilisk’s rider has advantage on saving throws against being dismounted from the basilisk. Heavy Sight . The basilisk can afflict supernatural effects on creatures it locks eyes with. If a hostile creature starts its turn within 30 feet of the basilisk, and the two of them can see each other, the creature’s movement speed is reduced by 5 feet. A creature that isn’t surprised can avert its eyes at the start of its turn to avoid this effect, as well as the basilisk’s Hardening Gaze and Petrifying Glare actions. If it does so, the creature can’t see the basilisk or the rider until the start of the creature’s next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. Actions Calcifying Bite . Melee Weapon Attack : +3 + PB to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. The target must succeed on a DC 10 + PB Constitution saving throw or have its movement speed halved until the end of the basilisk’s next turn. Hardening Glare . The basilisk locks eyes with a creature it can see within 30 feet of it. The target must make a DC 10 + PB Constitution saving throw. On a failed save, the target suddenly feels stiff and is restrained until the end of the basilisk’s next turn. Lesser Petrifying Gaze (1/Day) . The basilisk locks eyes with a creature it can see within 30 feet of it. The creature must make a DC 10 + PB Constitution saving throw. On a failed save, the creature visibly begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 1 hour or until freed by the lesser restoration spell or similar magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Basilisk Mount (PB 3)","description":"Svirfneblin ranchers are among the rare folk to tame basilisks. The gnomes teach the monsters how to temper their sight into controlled degrees of severity. “Riding Basils,” as they’re called by the deep gnomes, make invaluable guardians on long underground journeys. Mounted . During a long rest, the basilisk can designate one creature that rode it within the last 10 days as its rider. The basilisk gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The basilisk uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Bedrock . Medium and smaller creatures can ride the basilisk. The basilisk’s rider has advantage on saving throws against being dismounted from the basilisk. Heavy Sight . The basilisk can afflict supernatural effects on creatures it locks eyes with. If a hostile creature starts its turn within 30 feet of the basilisk, and the two of them can see each other, the creature’s movement speed is reduced by 5 feet. A creature that isn’t surprised can avert its eyes at the start of its turn to avoid this effect, as well as the basilisk’s Hardening Gaze and Petrifying Glare actions. If it does so, the creature can’t see the basilisk or the rider until the start of the creature’s next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. Actions Calcifying Bite . Melee Weapon Attack : +3 + PB to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage. The target must succeed on a DC 10 + PB Constitution saving throw or have its movement speed halved until the end of the basilisk’s next turn. Hardening Glare . The basilisk locks eyes with a creature it can see within 30 feet of it. The target must make a DC 10 + PB Constitution saving throw. On a failed save, the target suddenly feels stiff and is restrained until the end of the basilisk’s next turn. Lesser Petrifying Gaze (1/Day) . The basilisk locks eyes with a creature it can see within 30 feet of it. The creature must make a DC 10 + PB Constitution saving throw. On a failed save, the creature visibly begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 1 hour or until freed by the lesser restoration spell or similar magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Basilisk Mount (PB 4)","description":"Svirfneblin ranchers are among the rare folk to tame basilisks. The gnomes teach the monsters how to temper their sight into controlled degrees of severity. “Riding Basils,” as they’re called by the deep gnomes, make invaluable guardians on long underground journeys. Mounted . During a long rest, the basilisk can designate one creature that rode it within the last 10 days as its rider. The basilisk gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The basilisk uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Bedrock . Medium and smaller creatures can ride the basilisk. The basilisk’s rider has advantage on saving throws against being dismounted from the basilisk. Heavy Sight . The basilisk can afflict supernatural effects on creatures it locks eyes with. If a hostile creature starts its turn within 30 feet of the basilisk, and the two of them can see each other, the creature’s movement speed is reduced by 5 feet. A creature that isn’t surprised can avert its eyes at the start of its turn to avoid this effect, as well as the basilisk’s Hardening Gaze and Petrifying Glare actions. If it does so, the creature can’t see the basilisk or the rider until the start of the creature’s next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. Actions Calcifying Bite . Melee Weapon Attack : +3 + PB to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage. The target must succeed on a DC 10 + PB Constitution saving throw or have its movement speed halved until the end of the basilisk’s next turn. Hardening Glare . The basilisk locks eyes with a creature it can see within 30 feet of it. The target must make a DC 10 + PB Constitution saving throw. On a failed save, the target suddenly feels stiff and is restrained until the end of the basilisk’s next turn. Lesser Petrifying Gaze (1/Day) . The basilisk locks eyes with a creature it can see within 30 feet of it. The creature must make a DC 10 + PB Constitution saving throw. On a failed save, the creature visibly begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 1 hour or until freed by the lesser restoration spell or similar magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Basilisk Mount (PB 5)","description":"Svirfneblin ranchers are among the rare folk to tame basilisks. The gnomes teach the monsters how to temper their sight into controlled degrees of severity. “Riding Basils,” as they’re called by the deep gnomes, make invaluable guardians on long underground journeys. Mounted . During a long rest, the basilisk can designate one creature that rode it within the last 10 days as its rider. The basilisk gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The basilisk uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Bedrock . Medium and smaller creatures can ride the basilisk. The basilisk’s rider has advantage on saving throws against being dismounted from the basilisk. Heavy Sight . The basilisk can afflict supernatural effects on creatures it locks eyes with. If a hostile creature starts its turn within 30 feet of the basilisk, and the two of them can see each other, the creature’s movement speed is reduced by 5 feet. A creature that isn’t surprised can avert its eyes at the start of its turn to avoid this effect, as well as the basilisk’s Hardening Gaze and Petrifying Glare actions. If it does so, the creature can’t see the basilisk or the rider until the start of the creature’s next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. Actions Calcifying Bite . Melee Weapon Attack : +3 + PB to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage. The target must succeed on a DC 10 + PB Constitution saving throw or have its movement speed halved until the end of the basilisk’s next turn. Hardening Glare . The basilisk locks eyes with a creature it can see within 30 feet of it. The target must make a DC 10 + PB Constitution saving throw. On a failed save, the target suddenly feels stiff and is restrained until the end of the basilisk’s next turn. Lesser Petrifying Gaze (1/Day) . The basilisk locks eyes with a creature it can see within 30 feet of it. The creature must make a DC 10 + PB Constitution saving throw. On a failed save, the creature visibly begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 1 hour or until freed by the lesser restoration spell or similar magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Basilisk Mount (PB 6)","description":"Svirfneblin ranchers are among the rare folk to tame basilisks. The gnomes teach the monsters how to temper their sight into controlled degrees of severity. “Riding Basils,” as they’re called by the deep gnomes, make invaluable guardians on long underground journeys. Mounted . During a long rest, the basilisk can designate one creature that rode it within the last 10 days as its rider. The basilisk gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The basilisk uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Bedrock . Medium and smaller creatures can ride the basilisk. The basilisk’s rider has advantage on saving throws against being dismounted from the basilisk. Heavy Sight . The basilisk can afflict supernatural effects on creatures it locks eyes with. If a hostile creature starts its turn within 30 feet of the basilisk, and the two of them can see each other, the creature’s movement speed is reduced by 5 feet. A creature that isn’t surprised can avert its eyes at the start of its turn to avoid this effect, as well as the basilisk’s Hardening Gaze and Petrifying Glare actions. If it does so, the creature can’t see the basilisk or the rider until the start of the creature’s next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. Actions Calcifying Bite . Melee Weapon Attack : +3 + PB to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage. The target must succeed on a DC 10 + PB Constitution saving throw or have its movement speed halved until the end of the basilisk’s next turn. Hardening Glare . The basilisk locks eyes with a creature it can see within 30 feet of it. The target must make a DC 10 + PB Constitution saving throw. On a failed save, the target suddenly feels stiff and is restrained until the end of the basilisk’s next turn. Lesser Petrifying Gaze (1/Day) . The basilisk locks eyes with a creature it can see within 30 feet of it. The creature must make a DC 10 + PB Constitution saving throw. On a failed save, the creature visibly begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 1 hour or until freed by the lesser restoration spell or similar magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Bastet Temple Cat","description":"A slim feline far larger than any house cat slips from the shadows. Its coat glistens like ink as it chirps, and its tail flicks teasingly as its golden eyes observe the doings in its temple. Bred for Magic. Temple cats of Bastet are thought by some to be celestials, but they are a terrestrial breed, created by the priesthood through generations of enchantment. Lazy Temple Pets. By day, temple cats laze about their shrines and porticos, searching out attention from the faithful and occasionally granting boons when it suits then. Fierce Shrine Guardians. By night, they serve as guardians in their temples, inciting would-be thieves to come close before viciously mauling them. More than one would-be rogue has met his or her fate at the claws and teeth of these slim, black-furred beasts. Bastet temple cats are fierce enemies of temple dogs. What is Nurian? Nurian is the language of the ancient pyramid-builders and living mages of the Red Portals in the Midgard Campaign Setting. Substitute any ancient language of magic and power if you are using another setting. Traits Keen Smell: The temple cat has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting.: he temple cat’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The temple cat can innately cast the following spells, requiring no material components: At will: guidance 3/day each: charm person, cure wounds 1/day: enhance ability (only Cat’s Grace) Priestly Purr: When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet, that spellcaster can choose two 1st-level spells and one 2nd-level spell that they are able to cast and imbue them into the temple cat. The temple cat can cast these spells 1/day each without a verbal component. These spells are cast as if they were included in the temple cat’s Innate Spellcasting trait. Actions Multiattack: The temple cat makes one bite attack and one claws attack. Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 6 (1d4 + 4) piercing damage. Claws: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. Fascinating Lure: The temple cat purrs loudly, targeting a humanoid it can see within 30 feet that can hear the temple cat. The target must succeed on a DC 14 Wisdom saving throw or be charmed. While charmed by the temple cat, the target must move toward the cat at normal speed and try to pet it or pick it up. A charmed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, the creature is immune to the temple cat’s Fascinating Lure for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Bastian Thermandar","description":"Like many in the fire cult, Bastian burns with an inner fire, but his fire is ambition, rather than a wish to see the world burn. Bastian is scheming to supplant Vanifer and claim Tinderstrike for himself. As a practitioner of the arcane arts who learned much of his fire magic from Vanifer herself, Bastian relies on his spells in a fight, and he is a “quick burn” sort who tries to deliver maximum impact early in the fight. If he knows a fight is coming but can’t preemptively strike, Bastian becomes more cautious, casting wall of fire to protect himself before he hurls magic into the fray. Eternal Flame Cultists It is often said that fire is a dangerous servant and a fearful master. So too it is with the Eternal Flame cultists. Low-ranking members of the cult love the destructive power of fire. The cult leaders harness fire to cleanse their surroundings of anything impure and anyone who’s insufficiently dedicated to the cause. It’s perhaps too facile to say that those who follow elemental fire are pyromaniacs who were obsessed with flame as children, but there’s a grain of truth behind the stereotype. Eternal Flame cultists are fascinated with fire of all sorts and sometimes stare into a torch for several minutes, carefully studying each flicker of flame. Many have an experimental streak, eager to see what happens when something—a barrel of pitch, a hunter’s cabin, an annoying merchant—is set ablaze. Like the flames they adore, Eternal Flame cultists are quick to act. In a fight, they rarely take prisoners or retreat; they strive to be like an ever-advancing wildfire as they march forward. More broadly, they favor the direct approach and the simple plan to more oblique machinations. That’s one reason they loathe the cultists of elemental water, with all their supposed subtleties and ruses. Often it’s better put the target to the torch, then sift through the ashes afterward. Traits Innate Spellcasting. Bastian’s innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells: At will: produce flame 1/day: burning hands Spellcasting. Bastian is a 9th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Bastian knows the following sorcerer spells: Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp 1st level (4 slots): mage armor, magic missile, shield 2nd level (3 slots): misty step, scorching ray 3rd level (3 slots): counterspell, fireball 4th level (3 slots): dimension door, wall of fire 5th level (1 slot): hold monster Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (fire genasi)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Bat","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Echolocation : The bat can't use its blindsight while deafened . Keen Hearing : The bat has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite : Melee Weapon Attack : +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage .","properties":{"Category":"Monsters","AC":12,"HP":"1 (1d4-1)","CHA":4,"CON":8,"DEX":15,"INT":2,"STR":2,"WIS":12,"Size":"Tiny","Type":"beast","Speed":"5 ft., fly 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058378/it_mkLDQ4-Vjrf0YqyiL_A/original.png","Roll 0":"Bite\n1d20 + 0\n1","Senses":"Blindsight 60 Ft.","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Echolocation\",\"Desc\":\"The bat can't use its blindsight while deafened.\"},{\"Name\":\"Keen Hearing\",\"Desc\":\"The bat has advantage on Wisdom (Perception) checks that rely on hearing.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"0\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"-1","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"-4","data-SizeNum":0,"data-WIS-mod":"+1","Challenge Rating":0,"Passive Perception":11,"data-CrNum":0,"data-AcNum":12,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bat","description":"Traits Echolocation : The bat can't use its blindsight while deafened. Keen Hearing : The bat has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite : Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Bat","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":0},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Bat","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Bat","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage.","properties":{"Category":"Monsters","AC":12,"HP":"1 (1d4 − 1)","PB":2,"CHA":4,"CON":8,"DEX":15,"INT":2,"STR":2,"WIS":12,"Size":"Tiny","Type":"Beast","Speed":"5 ft., Fly 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406406867/Ahv-EX0Y23iWFIjvpPL-qQ/original.png","Senses":"Blindsight 60 ft.","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"-1","data-DEX-mod":2,"data-INT-mod":"-4","data-STR-mod":"-4","data-SizeNum":1,"data-WIS-mod":1,"Saving Throws":"Str -4, Dex +2, Con -1, Int -4, Wis +1, Cha -3","Challenge Rating":0,"Passive Perception":11,"data-CrNum":0,"data-AcNum":12,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Bat, Giant Albino","description":"An immense bat swoops out of the darkness. Unlike most bats, the creature is a bright smear in the shadows with dirty white fur and red eyes that gleam with a spark of cruel intelligence. All of its exposed skin is bright pink. Giant albino bats grow to staggering proportions. These bats are marked by Camazotz and aren't simple animals. They gather large gaggles of giant bats and swarms of common bats, claiming swaths of wilderness for their territories. Bats exist in hundreds of species, from the harmless messenger bats of the ghoul empire to the ravening blood-devouring vampire bats found in various castles and deep jungles. The giant albino bat and the giant vampire bat are two monsters that vex adventurers more often than most, and they are often allies of darakhul, werebats, followers of Camazotz, Demon Lord of Bats (Tome of Beasts), dhampirs, and vampires.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"neutral evil","Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Battle Balloon","description":"Through the winter clouds that surround the castle on this desolate hill, you see a shape emerge. Something so gigantic, you can’t believe it can actually fly. Airships are relatively rare in Acquisitions Incorporated, which is thought to hold no more than five in its fleet. But the unparalleled usefulness of these craft in commerce—and in combat—makes the company-standard battle balloon a much-coveted upgrade for any franchise. Origins and Operations. Professional secrecy and aggressive marketing make it unclear where the airship originated. Some say battle balloons were an original design created by the Heuristic Arcane Research and Development department of Acquisitions Incorporated. But the wizards of Halruaa developed similar skyships in ages past, and the Cult of the Dragon has been seen with flying ships of its own. Still, among the small number of factions and organizations known to possess or build airships, Acquisitions Incorporated might be the best known for its high-profile aerial escapades. It’s certain that neither the mages of Halruaa nor the members of the Cult of the Dragon ever crewed a battle balloon with keg robots, or used one to squash a tyrannosaurus flat. Flying Battle Vehicle. The standard design of an Acquisitions Incorporated-grade airship features an enormous balloon covered in a rope net. Trailing lines connect the balloon to the vessel of metal and wood suspended below. In the center of the deck, directly below the balloon, sits a large magic furnace, whose formidable lifting power is rumored to involve trapped elementals. The airship’s captain controls the arcane furnace and directs forward thrust by way of a propeller located at the back of the ship, helming the craft with a wheel positioned in the bow. Metal runners below the ship allow a battle balloon to land on the ground. Options and Armaments. Each franchise or organization customizes the offensive capability of its airships, but most battle balloons feature multiple harpoon guns, perfect for fighting and snaring aerial threats. Battle balloons that see a lot of combat are typically well stocked with other ranged weapons and polearms for ship-to-ship and crew-to-crew fighting. Whether privately financed or loaned out by Head Office under extraordinarily cautious terms, battle balloons can be customized with unique equipment—different siege weapons, lifting and cargo gear, and so forth—to make each airship unique. However, the most potent weapon featured on most Acquisitions Incorporated battle balloons is the green flame arbalester, a massive ballista whose bolts pulse with arcane power and detonate with formidable explosive force wherever they hit. Mobile Franchise Headquarters. A battle balloon is perhaps the most sought-after of the mobile headquarters options available to Acquisitions Incorporated franchises. The versatility of an airship allows for the rapid shipping of goods, mercenaries, and loot. Such a vessel also allows a quick escape from sticky developments and deals gone bad. Vehicle Rules Battle balloons and mechanical beholders are vehicles, and as such, they have special rules associated with them. Most pertinently, a vehicle has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers. The Strength of a vehicle expresses its size and weight. Dexterity represents its ease of handling. A vehicle’s Constitution covers its durability and the quality of its construction. Vehicles usually have a score of 0 in Intelligence, Wisdom, and Charisma. If a vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. How a vehicle is crewed and what actions it can take on its turn are described in the stat block for the vehicle. The Hard Cloud The Hard Cloud is Acquisitions Incorporated’s company flagship, and as such, bears special note. The great battle balloon bristles with armaments, including a vicious dragon-slaying spear at the fore that has seen use more than once. The Hard Cloud is a veteran of numerous combat operations, and it has so far come out in one piece. Beyond the tales told of the vessel’s exploits, rumors abound regarding the wondrous vehicle. Is it powered by a bound efreeti, as some have said? Does the hold contain clones of every high-ranking member of Acquisitions Incorporated, including Omin Dran himself? Does the mess, in fact, employ a terrifying ghostly chef? The answers lie below decks, where few have had the opportunity to learn the truth.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"vehicle (80 ft. x 20 ft.)","Expansion":4048},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Battle Horror","description":"A battle horror is a larger and more powerful version of the helmed horror. Aside from the normal qualities of a helmed horror, it has the ability to redirect a spell that was thrown at it. It has magical armor and its weapon is always enchanted with the flaming, lightning, or frost quality, although flaming appears to be the most common. When a battle horror is destroyed, the weapon and its armor lose their magical qualities. Traits Magic Resistance. The battle horror has advantage on saving throws against spells and other magical effects. Magic Weapons. The battle horror's weapon attacks are magical. Spell Immunity. The battle horror is immune to six spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt. Actions Multiattack. The battle horror makes three Greatsword attacks. Greatsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 7 (2d6) fire damage. Reactions Parry. The battle horror adds 4 to its AC against one melee attack that would hit it. To do so, the battle horror must see the attacker and be wielding a melee weapon. Spell Reflection. If the battle horror makes a successful saving throw against a spell, or a spell attack misses it, the battle horror can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the battle horror. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Typically Neutral","Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Battle Mage","description":"Battle mages are open vessels through which arcane energy pours raw, unfettered, and without regard for self-preservation. The art of the battle mage takes as much practice as any other type of spellcasting--perhaps more so. Many nations count battle mages among their ranks, with most establishing and maintaining an elite college or academy to properly train these living weapons. Just as much time goes into indoctrinating the battle mages into the patriotic beliefs as in the magic itself, for no group wants a powerful weapon turned against its creator.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Battle Smith","description":"Artificers that focus on enhancing and supplementing their martial skills are battle smiths. They can create and command iron defenders, constructs that act like beast companions. Traits Battle Ready. The battle smith uses its Intelligence modifier, instead of its Strength or Dexterity, for the attack and damage rolls when attacking with a weapon (included in the attacks). Actions Multiattack. The battle smith makes two Maul attacks. Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 4 (1d8) force damage. Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 4 (1d8) force damage. Summon Iron Defender (Recharges after a Long Rest). The battle smith summons its mechanical companion. In combat, the iron defender shares the battle smith's initiative count, but it takes its turn immediately after the battle smith. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless the battle smith used Command Iron Defender this turn. Spellcasting. The battle smith casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: light, mending, prestidigitation 1/day each: blur, haste, heat metal, heroism Bonus Actions Branding Smite (3/Day). Immediately after the battle smith hits a target with an attack roll, the battle smith deals an extra 7 (2d6) radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible for 1 minute. Command Iron Defender. The battle smith targets the iron defender it summoned and it can see within 60 feet of it. If the target can see or hear the battle smith, the target can use its reaction to make a melee weapon attack, or take the Dash, Disengage, Help, or Repair action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Battle Smith's Iron Defender","description":"Artificers that focus on enhancing and supplementing their martial skills are battle smiths. They can create and command iron defenders, constructs that act like beast companions. Traits Vigilant. The iron defender can’t be surprised. Unusual Nature. The iron defender doesn’t require air, food, drink, or sleep. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 5 (2d4) force damage. Repair (3/Day). The magical mechanisms inside the iron defender restore 11 (2d8 + 2) hit points to itself or to one construct or object within 5 feet of it. Reactions Defensive Pounce. The iron defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the iron defender.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Battle Snail","description":"This gigantic snail is native to the Feyrealm only. Its body is covered in a metallic shell where it can withdraw with blinding speed. It is a powerful predator that disables its prey by spraying it with a slimy spray that prevents it from fleeing. Battle Snail Upgrades Crafting. It requires one creature 1 hour per 5 gold pieces of resources to craft the appropriate item, requiring the necessary crafting proficiencies and tools. On the DM’s discretion, some upgrades can be broken down into resources and reused when crafting new upgrades. Feeding. Some upgrades require specific feed and Wisdom (Medicine) skill checks to be applied regularly to the battle snail. These treatments can slightly modify the biology of the battle snail. Upgrade Proficiencies Resources/Cost Ability Chain Mail Barding Smith’s tools 225 gp of materials AC 16 Splint Mail Barding Smith’s tools 600 gp of materials AC 17 Plate Barding Smith’s tools 4,500 gp of materials AC 18 Saddle Leatherworker’s tools 80 gp of materials Able to seat 1-2 medium creatures Battle Platform Carpenter’s tools 120 gp of materials Able to seat 1-4 medium creatures Howdah Carpenter’s tools 360 gp of materials Requires Battle Platform upgrade. Able to seat 1-4 medium creatures, provides half cover. Spiked Chains Carpenter’s, Leatherworker’s, or Smith’s tools 100 gp of materials Deals 1d6 piercing damage if a creature attempts to climb the battlesnail or attack if with a natural weapon. Armor Spikes Carpenter’s, Leatherworker’s, or Smith’s tools 250 gp of materials Deals 2d6 piercing damage if a creature attempts to climb the battlesnail or attack if with a natural weapon Ballista Turrets Carpenter’s, Smith’s and Tinker’s tools 500 gp of materials Requires Battle Platform upgrade. Heavy Ballista. A heavy ballista is a large object that has AC 17, 75 hit points, damage immunity to poison, psychic damage. It is a ranged weapon that fires heavy bolts with a range of 150/600 ft. that deal 22 (5d8) piercing damage. It takes one action to load the weapon, one action to aim it, and one action to fire it. A heavy ballista can be aimed and fired in the same round if two creatures perform these two actions at the same time. Harpoon Bolt Carpenter’s, Smith’s and Tinker’s tools 750 gp of materials Requires Ballista Turrets upgrade. Harpoon. Melee or Ranged Weapon Attack: Reach 5 ft. or range 20/60 ft., one target. Hit: 22 (5d8) piercing damage. If the target is a huge or smaller creature, it must succeed on a Strength contest or be pulled up to 20 feet toward the ballista. Incinerating Bolt Alchemist’s tools 1,250 gp of materials Requires Ballista Turrets upgrade. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Radula Spear DC 15 Medicine 10 gp of raw materials. Must succeed on the Wisdom (Medicine) skill check to upkeep the effect for one day. The battle snail’s radula hardens to a sharp point. Add 1d10 piercing damage to the battle snail’s damage on a bite attack. Caustic Slime DC 17 Medicine 10 gp of raw materials. Must succeed on the Wisdom (Medicine) skill check to upkeep the effect for one day. The battle snail’s slime becomes acidic. On a failed save against the Slippery Slime Spray attack of the battle snail, targets take 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. Acidic Slime DC 20 Medicine 20 gp of raw materials. Must succeed on the Wisdom (Medicine) skill check to upkeep the effect for one day. Requires Caustic Slime upgrade. The battle snail’s slime becomes more acidic. On a failed save against the Slippery Slime Spray attack of the battle snail, targets take 20 (6d6) acid damage on a failed save, or half as much damage on a successful one. Slippery Slime DC 20 Medicine 20 gp of raw materials. Must succeed on the Wisdom (Medicine) skill check to upkeep the effect for one day. The battle snail’s Slippery Slime becomes more slippery. Each creature in that cone must make a DC 15 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":17604,"Challenge Rating":4},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Battleforce Angel","description":"Ravnican angels are physical manifestations of the principles of justice and righteousness. Created in the image of the founder of the Boros Legion , Razia, they originally all served in the legion, but individual angels embody different approaches to ideals of justice, duty, law, and order. This diversity has caused some angels to leave the Boros Legion; they might join other guilds or remain independent, protecting the guildless. Angels from Ravnica appear similar to human women with two large feathered wings. Present-day angels have the full range of human height, weight, and coloration. Some are crowned or surrounded by a glowing nimbus of light, and others have hair like living flame. Immortal Nature. Angels don’t require air, food, drink, or sleep. Traits Flyby. The angel doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Immortal Nature. Angels don’t require air, food, drink, or sleep. Magic Resistance. The angel has advantage on saving throws against spells and other magical effects. Actions Multiattack. The angel makes two melee attacks. It also uses Battlefield Inspiration. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet of any of the angel’s allies, the target takes an extra 2 (1d4) radiant damage. Battlefield Inspiration. The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel’s next turn, each target can add a d4 to its attack rolls and saving throws.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful good","Expansion":7,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Battlehammer Dwarf","description":"Traits Keen Hearing and Sight. The dwarf has advantage on Wisdom (Perception) checks that rely on hearing or sight. Dwarven Resilience. The dwarf has advantage on saving throws against poison and resistance against poison damage. Actions Multiattack. The dwarf makes two melee attacks or two ranged attacks. Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) piercing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful good","Expansion":20541,"Challenge Rating":"1/2"},"publisher":"Daniel Kahn","book":"Danger in the Dwarven Valley"},{"name":"Battlemind Adept","description":"Battleminds are psions trained to use their abilities to defeat their opponents in direct conflict. They can be as formidable to other psions as they can toward mundane beings. Their versatility allows them to adapt to various roles such as commonwealth ambassadors, tactical aides, and corporate enforcers.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":6},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Bavalisk","description":"This overgrown six-legged dog is a monster of abnormal, Extravaganzian nature. Whoever comes into contact with its nauseating breath and drool turns into stone, after which the bavalisk consumes its victim, munching it carefully while it begins to change back to flesh. Actions Bite. Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6+3) piercing damage plus 7 (2d6) poison damage. and the target must succeed on a DC 13 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. Petrifying Bad Breath (Recharge 5-6) . The bavalisk exhales petrifying gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":11925,"Challenge Rating":3},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Bavlorna Blightstraw","description":"Younger than Skabatha and older than Endelyn, Bavlorna is called Slack-jawed Lorna because her wide mouth is prone to hang agape. Flies flit in and out of it. She is the hag of the present, the here and now, the moment to moment. Those desperate individuals who seek her out do so to find a remedy for a nagging problem or anxiety. Though she despises unannounced visitors, a tragic tale of woe and misery puts her in a bargaining mood. If these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of use to her. Alignment. Neutral evil. Personality Trait. “I detest chores and would rather have other creatures do them for me.” Ideal. “I don’t care about the past or the future. I live in the present. What I do now, this very moment, is all that matters.” Bond. “I’m safe in my cottage. Why should I leave it when I can make others come to me?” Flaw. “Watching someone run widdershins makes me sneeze uncontrollably.” Bavlorna’s Appearance Bavlorna has a toad-like face with a mouth that magically widens and elongates, enabling her to swallow creatures whole. Her bulging eyes move independently, constantly scanning her surroundings. Stained and moldering patchwork garments hide much of the leathery, mummified flesh that stretches over Bavlorna’s compact frame and extraordinarily long, spindly limbs. She must submerge herself in a briny concoction for an hour each day, or her body will dry out until it locks up in a kind of living rictus, and she remains that way until submerged. As the hours pass between each immersion, her movements become more ponderous and her skin audibly cracks as she moves. Bavlorna lives like a hermit. She is frazzled, impatient, paranoid, and vindictive, lashing out at anyone she thinks is trying to deprive her of the treasures she has tucked away in her cottage. She trusts no one, so she creates tiny duplicates of herself, called lornlings, to serve as her attendants. When she travels away from her lair, she does so on her bobbing lily pad , accompanied by lornlings, which use the quickling stat block. Bavlorna’s Weakness Bavlorna is allergic to the sight of creatures running counterclockwise in circles, a motion known as “running widdershins.” Creatures that run widdershins within 10 feet of Bavlorna cause her to lapse into a fit of sneezing. See the stat block for more details. Traits Amphibious. Bavlorna can breathe air and water. Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age. Widdershins Allergy. If a creature within 10 feet of Bavlorna uses at least 10 feet of movement to run in place counterclockwise, Bavlorna is overcome by a fit of sneezing and can’t cast spells until the end of her next turn. In addition, any creature Bavlorna has swallowed is immediately expelled and falls prone in an unoccupied space within 5 feet of her. Actions Multiattack. Bavlorna makes one Bite attack and one Withering Ray attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) piercing damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and Bavlorna can’t use her Bite attack on another target. Withering Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit : 17 (4d6 + 3) necrotic damage. Create Lornlings (Recharge 5–6). Bavlorna creates one or two 1-foot-tall duplicates of herself, called lornlings (use the quickling stat block in appendix C). Each lornling appears in an unoccupied space within 5 feet of Bavlorna, obeys her commands, and takes its turn immediately after hers. A lornling lasts for 1 hour, until it or Bavlorna dies, or until Bavlorna dismisses it as an action. Bavlorna can have no more than eight lornlings in existence at a time. Spellcasting. Bavlorna casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14): At will: detect magic 2/day each: create food and water, polymorph, remove curse 1/day: plane shift (self only) Bonus Actions Swallow. Bavlorna swallows a Small or smaller creature she is grappling, ending the grapple on it. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside Bavlorna, and it takes 10 (3d6) acid damage at the start of each of its turns. If the swallowed creature is one of Bavlorna’s lornlings, Bavlorna gains all the lornling’s memories when the acid damage reduces it to 0 hit points. Bavlorna can have only one creature swallowed at a time. If Bavlorna dies, a swallowed creature is no longer restrained and can escape from the corpse using 5 feet of movement, exiting prone. Hourglass Coven The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects the past, another reflects the present, and the third reflects the future. These hags are utter wickedness distilled into corporeal forms, driven by a lust for secrets that can be used to manipulate their prey. Skabatha Nightshade, Bavlorna Blightstraw, and Endelyn Moongrave are daughters of Baba Yaga. The three became wild with jealousy when Iggwilv, Baba Yaga’s adopted daughter, surpassed them in power and carved out a Feywild domain for herself in the guise of an archfey named Zybilna. The hags wormed their way into Iggwilv’s good graces, biding their time until they could wrest the domain from her clutches. They waited until Iggwilv was lured away on an important matter to imbue Iggwilv’s Cauldron with the ability to freeze time. When their sister returned, the hags used this power to trap Iggwilv and her court in temporal stasis. The hags then carved up Iggwilv’s domain, splitting it between them. The sisters couldn’t agree on which of them should keep Iggwilv’s Cauldron , so they left it in Iggwilv’s palace and hired some unscrupulous mercenaries to watch over it. The hags loathe each other’s company, but one hag will occasionally visit another to plot against the third sister, creating a vicious circle in which Bavlorna and Endelyn plot against Skabatha, Endelyn and Skabatha conspire against Bavlorna, and Skabatha and Bavlorna bedevil Endelyn. Nothing much ever comes of these petty plots and squabbles, however. Shared Spells of the Hourglass Coven On the rare occasions when all three hags of the Hourglass Coven are within 30 feet of one another, any one of them can use an action to cast one of the following spells, requiring no material components (spell save DC 14): detect thoughts, dispel magic, finger of death, glibness, locate creature, mass suggestion . Once a spell from this list has been cast, no member of the coven can cast that shared spell again until the next dawn, when the coven regains all of its shared spells.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (hag)","Alignment":"neutral evil","Expansion":11857,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Bayal Dethirinn","description":"Appearance and Personality: Bayal looks the part of the quintessential snow elf—long white hair, pale skin and hard, fierce eyes. He is a harsh person with no patience for delay, indecision, or mercy. He is a deliberate and cunning wildlander, but not very imaginative. He is fiercely loyal to Aradil, and in turn her Avatar Rhiann. When interacting with PCs, Bayal is initially reluctant to even speak to them. This is especially true for anyone who is not an elf. However, if they express an interest in the natural world or demonstrate some skill with it, he reluctantly opens up, sharing interests and expertise with them. Over the course of conversations, he confesses to having lost many close friends in past battles. He is hesitant to make new ones, in part to protect himself from potential losses. Traits Fey Ancestry. Bayal has advantage on saving throws against being charmed, and magic can’t put him to sleep. Wraith of the North. Bayal can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena. Bonus Actions Bonus Action. Bayal may take the Disengage Action as a bonus action. Actions Tireless (3/Day). Bayal gives himself 1d8 + 3 temporary hit points. Multiattack. Bayal makes three attacks, two with his erunsil fighting knife and one with his staghorn. Erunsil Fighting Knife. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 7 (1d4 + 4) piercing damage. Staghorn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) piercing damage. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 4) piercing damage. Reactions Staghorn Parry. When a creature damages Bayal with a melee attack, he can use his reaction to reduce the damage by 1d8 + 4.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Chaotic Good","Expansion":30502,"Challenge Rating":6},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Baykok","description":"When hunters become utterly obsessed with the chase and indulge excessively in the savagery of the kill, their souls become progressively tainted. When such remorseless hunters perish before they can capture and kill their quarry, they sometimes rise from death as baykoks—flying undead horrors that kill purely for the ecstasy that only murder can bring them. Unlike many undead who feed on and hate all living things, a baykok seeks always to prove its mastery of the hunt. Though thoroughly wicked, baykoks often ignore all but the most powerful-looking foe in a group, only picking offlesser creatures if they dare to get between the baykok and its true prey. When it finally lays low its quarry, the baykok swoops down on the victim to devour the creature’s soul in an attempt to make sure the creature never returns to seek revenge. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.ArticleTitle, li.ArticleTitle, div.ArticleTitle {mso-style-name:\"Article Title\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; mso-style-next:Normal; margin:0cm; mso-pagination:widow-orphan lines-together; page-break-after:avoid; mso-hyphenate:none; font-size:14.0pt; mso-bidi-font-size:10.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; text-transform:uppercase; mso-font-kerning:10.0pt; mso-ansi-language:EN-US; mso-fareast-language:JA; font-weight:bold; mso-bidi-font-weight:normal;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":32483,"Challenge Rating":9},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Bazymoros","description":"This creature appears in The Tale of Two Sphinxes adventure! Traits Inscrutable. Bazymoros is immune to any effect that would sense his emotions or read his thoughts, as well as any divination spell that he refuses. Wisdom (Insight) checks made to ascertain Bazymoros' intentions or sincerity have disadvantage. Magic Weapons. Bazymoros' weapon attacks are magical. Spellcasting. Bazymoros is a 18th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He requires no material components to cast his spells. He has the following spells prepared: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball 4th level (3 slots): blight, dimension door 5th level (3 slots): cloudkill, scrying 6th level (1 slot): disintegrate, globe of invulnerability 7th level (1 slot): finger of death, plane shift 8th level (1 slot): dominate monster, power word stun 9th level (1 slot): power word kill Actions Multiattack. The sphinx makes two claw attacks. Claw. Melee Weapon Attack. +12 to hit, reach 5 ft., one target. Hit: (3d10 + 6) slashing damage. Roar (3/Day). The sphinx emits a magical roar. Each time he roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 20 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Legendary Actions Bazymoros can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of their turn. Claw Attack. He makes one claw attack. Teleport (Costs 2 Actions). Bazymoros magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Cast a Spell (Costs 3 Actions). He casts a spell from his list of prepared spells, using a spell slot as normal.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful evil","Expansion":20627,"Challenge Rating":21},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Beach Weird","description":"Churning water in the shape of an eel erupts from the beach sand, its body containing strands of seaweed and kelp, chunks of driftwood, and copious amounts of sand. Its looming form weaves back and forth like a snake ready to strike at its prey. Beach weirds are the elemental guardians of beaches, lagoons, and coves. They are sometimes set to their task by celestial or fiendish powers or summoned by spellcasters of sufficient power and need who want to protect a piece of the shoreline. Dauntless Defenders. A beach weird doesn't strike at creatures simply because they are moving along the shoreline it is tasked to protect. When intruders are detected, it watches them and gauges their actions. It makes its presence known only if it deems them as threats. When called to action, beach weirds are canny opponents that use their mastery of their chosen environment to their advantage. They are particularly fond of creating patches of quicksand to trap their opponents. Elemental Nature. The beach weird doesn't require air, food, drink, or sleep. Invisible in Water. The beach weird is invisible while fully immersed in water. Swim in Sand. The beach weird can burrow through sand at half its swimming speed. The beach weird can't make attacks while immersed in sand. Tidepool Bound. The beach weird dies if it moves more than 100 feet from the tide pools to which it is bound or if those tide pools remain waterless for more than 24 hours. Actions Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the beach weird. Create Quicksand (3/Day). The beach weird creates a 10-foot-radius, 5-foot deep area of quicksand centered on a point it can see within 30 feet of it. A creature that starts its turn in the quicksand or enters the area for the first time on a turn must succeed on a DC 13 Strength saving throw or be grappled by it. A grappled creature must succeed on a DC 13 Strength saving throw at the start of each of its turns or sink 1 foot into the quicksand. A Small creature that sinks 2 feet or more or a Medium creature that sinks 3 feet or more is restrained instead.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Neutral","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Bear","description":"Known for their immense strength, formidable stature, and status as apex predators in forests, mountains, and ice sheets, bears are revered (and feared) as embodiments of nature’s might. Ursine Variation. In our own world, bears vary in size and diet. The brown bear (a category that includes the grizzly bear and Kodiak bear) and polar bear are the largest land predators in the world—though despite their bulk, they can sprint toward their prey at terrifying speeds. On the other hand, the giant panda and much smaller sun bear are herbivores, while the odd sloth bear uses their long, curved claws to dig up ants and termites. Traits Exceptional Smell. The bear has a +10 bonus to Wisdom (Perception) checks that rely on smell, and they can smell creatures even through dirt, snow, and water. Natural Camouflage. The bear has advantage on Dexterity (Stealth) checks made in their native terrain. Actions Multiattack. The bear makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is Medium or smaller, they are grappled (escape DC 14). Until this grapple ends, the bear can’t use their Bite attack on another target. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is Medium or smaller, they are knocked prone. Powerful Swipe (Recharge 6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. If the target is Medium or smaller, they are shoved up to 10 feet away and knocked prone. If the target hits a solid surface, they take an extra 7 (2d6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bear","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Bear Companion (PB 2)","description":"Traits Exceptional Smell. The bear’s proficiency bonus is doubled for Wisdom (Perception) checks that rely on smell, and they can smell creatures even through dirt, snow, and water. Familiar Territory. The bear has advantage on Dexterity (Stealth) and Wisdom (Survival) checks made in their native terrain (as determined by you and the GM). Actions Signature Attack (Bite or Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or slashing damage (Claw). 1st Level: Tenacious Strike (2 Ferocity). The bear makes a signature attack. On a hit, the attack deals an extra PB damage. On a miss, the bear deals PB slashing damage to the target and gains 2 ferocity. 3rd Level: Pummel (5 Ferocity). The bear makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). While grappled in this way, the bear’s attacks (including the triggering attack) deal an extra PB damage, the target is restrained if they are Large or smaller, and the bear can’t make a signature attack against another target. 5th Level: Clawing Frenzy (8 Ferocity). The bear makes a signature Claw attack against PB creatures of their choice within 5 feet of them. At the end of their turn, the bear gains 1 ferocity for every attack that missed. Bonus Actions Hunt by Scent. The bear detects the location of each living creature within 10 × PB feet of them, unless the creature is hiding their scent by supernatural means.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bear Companion (PB 3)","description":"Traits Exceptional Smell. The bear’s proficiency bonus is doubled for Wisdom (Perception) checks that rely on smell, and they can smell creatures even through dirt, snow, and water. Familiar Territory. The bear has advantage on Dexterity (Stealth) and Wisdom (Survival) checks made in their native terrain (as determined by you and the GM). Actions Signature Attack (Bite or Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or slashing damage (Claw). 1st Level: Tenacious Strike (2 Ferocity). The bear makes a signature attack. On a hit, the attack deals an extra PB damage. On a miss, the bear deals PB slashing damage to the target and gains 2 ferocity. 3rd Level: Pummel (5 Ferocity). The bear makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). While grappled in this way, the bear’s attacks (including the triggering attack) deal an extra PB damage, the target is restrained if they are Large or smaller, and the bear can’t make a signature attack against another target. 5th Level: Clawing Frenzy (8 Ferocity). The bear makes a signature Claw attack against PB creatures of their choice within 5 feet of them. At the end of their turn, the bear gains 1 ferocity for every attack that missed. Bonus Actions Hunt by Scent. The bear detects the location of each living creature within 10 × PB feet of them, unless the creature is hiding their scent by supernatural means.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bear Companion (PB 4)","description":"Traits Exceptional Smell. The bear’s proficiency bonus is doubled for Wisdom (Perception) checks that rely on smell, and they can smell creatures even through dirt, snow, and water. Familiar Territory. The bear has advantage on Dexterity (Stealth) and Wisdom (Survival) checks made in their native terrain (as determined by you and the GM). Actions Signature Attack (Bite or Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or slashing damage (Claw). 1st Level: Tenacious Strike (2 Ferocity). The bear makes a signature attack. On a hit, the attack deals an extra PB damage. On a miss, the bear deals PB slashing damage to the target and gains 2 ferocity. 3rd Level: Pummel (5 Ferocity). The bear makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). While grappled in this way, the bear’s attacks (including the triggering attack) deal an extra PB damage, the target is restrained if they are Large or smaller, and the bear can’t make a signature attack against another target. 5th Level: Clawing Frenzy (8 Ferocity). The bear makes a signature Claw attack against PB creatures of their choice within 5 feet of them. At the end of their turn, the bear gains 1 ferocity for every attack that missed. Bonus Actions Hunt by Scent. The bear detects the location of each living creature within 10 × PB feet of them, unless the creature is hiding their scent by supernatural means.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bear Companion (PB 5)","description":"Traits Exceptional Smell. The bear’s proficiency bonus is doubled for Wisdom (Perception) checks that rely on smell, and they can smell creatures even through dirt, snow, and water. Familiar Territory. The bear has advantage on Dexterity (Stealth) and Wisdom (Survival) checks made in their native terrain (as determined by you and the GM). Actions Signature Attack (Bite or Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or slashing damage (Claw). 1st Level: Tenacious Strike (2 Ferocity). The bear makes a signature attack. On a hit, the attack deals an extra PB damage. On a miss, the bear deals PB slashing damage to the target and gains 2 ferocity. 3rd Level: Pummel (5 Ferocity). The bear makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). While grappled in this way, the bear’s attacks (including the triggering attack) deal an extra PB damage, the target is restrained if they are Large or smaller, and the bear can’t make a signature attack against another target. 5th Level: Clawing Frenzy (8 Ferocity). The bear makes a signature Claw attack against PB creatures of their choice within 5 feet of them. At the end of their turn, the bear gains 1 ferocity for every attack that missed. Bonus Actions Hunt by Scent. The bear detects the location of each living creature within 10 × PB feet of them, unless the creature is hiding their scent by supernatural means.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bear Companion (PB 6)","description":"Traits Exceptional Smell. The bear’s proficiency bonus is doubled for Wisdom (Perception) checks that rely on smell, and they can smell creatures even through dirt, snow, and water. Familiar Territory. The bear has advantage on Dexterity (Stealth) and Wisdom (Survival) checks made in their native terrain (as determined by you and the GM). Actions Signature Attack (Bite or Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or slashing damage (Claw). 1st Level: Tenacious Strike (2 Ferocity). The bear makes a signature attack. On a hit, the attack deals an extra PB damage. On a miss, the bear deals PB slashing damage to the target and gains 2 ferocity. 3rd Level: Pummel (5 Ferocity). The bear makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). While grappled in this way, the bear’s attacks (including the triggering attack) deal an extra PB damage, the target is restrained if they are Large or smaller, and the bear can’t make a signature attack against another target. 5th Level: Clawing Frenzy (8 Ferocity). The bear makes a signature Claw attack against PB creatures of their choice within 5 feet of them. At the end of their turn, the bear gains 1 ferocity for every attack that missed. Bonus Actions Hunt by Scent. The bear detects the location of each living creature within 10 × PB feet of them, unless the creature is hiding their scent by supernatural means.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bearded Devil","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Devil's Sight : Magical darkness doesn't impede the devil's darkvision . Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. Steadfast : The devil can't be frightened while it can see an allied creature within 30 feet of it. Actions Multiattack : The devil makes two attacks : one with its beard and one with its glaive . Beard : Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage , and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points . The target can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success. Glaive : Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct , it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check . The wound also closes if the target receives magical healing.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"52 (8d8+16)","CHA":11,"CON":15,"DEX":15,"INT":9,"STR":16,"WIS":11,"Size":"Medium","Type":"fiend (devil)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058438/lslFeERlIQ011-KQPr0khA/original.png","Roll 0":"Beard\n1d20 + 5\n1d8+2","Roll 1":"Glaive\n1d20 + 5\n1d10+3","Senses":"Darkvision 120 Ft.","Source":"5th Edition SRD","data-XP":700,"Alignment":"Lawful Evil","Languages":"Infernal, Telepathy 120 Ft.","data-List":"false","Immunities":"Fire, Poison","Token Size":1,"Resistances":"Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered","data-Traits":"[{\"Name\":\"Devil's Sight\",\"Desc\":\"Magical darkness doesn't impede the devil's darkvision.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The devil has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Steadfast\",\"Desc\":\"The devil can't be frightened while it can see an allied creature within 30 feet of it.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The devil makes two attacks: one with its beard and one with its glaive.\"},{\"Name\":\"Beard\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"The target must succeed on a dc 12 constitution saving throw or be poisoned for 1 minute While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success\"},{\"Name\":\"Glaive\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 3\",\"Damage Type\":\"slashing\",\"Desc\":\"If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing\"}]","data-CHA-mod":"+0","data-CON-mod":"+2","data-DEX-mod":"+2","data-INT-mod":"-1","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Str +5, Con +4, Wis +2","Challenge Rating":3,"Passive Perception":10,"Condition Immunities":"Poisoned","data-CrNum":3,"data-AcNum":13,"data-HpNum":52},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bearded Devil","description":"Devils Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus’s will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature’s soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. The Infernal Hierarchy The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever—a fate that even Asmodeus fears. Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil’s memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Infernal Hierarchy 1. lemure Lesser devils 2. imp 3. spined devil 4. bearded devil 5. barbed devil 6. chain devil 7. bone devil Greater devils 8. horned devil 9. erinyes 10. ice devil 11. pit fiend Archdevils 12. duke or duchess 13. archduke or archduchess Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories—and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other’s most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. The Nine Hells The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Devil True Names and Talismans Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. A mortal who learns a devil’s true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice—typically someone the creator loved—when crafted. However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner’s soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. Bearded Devil (Barbazu) Bearded devils serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined, gorging themselves on violence as their infernal saw-toothed glaives carve a path through their foes. A bearded devil is humanoid in form, with pointed ears, scaly skin, a long tail, and claws that clearly show its fiendish nature. These devils take their names from the snakelike growths that adorn their chins, which they use to lash and poison enemies, weakening them with their virulent venom. Layers and the Lords of the Nine Hells Layer Layer Name Archduke or Archduchess Previous Rulers Primary Inhabitants 1 Avernus Zariel Bel, Tiamat Erinyes, imps, spined devils 2 Dis Dispater — Bearded devils, erinyes, imps, spined devils 3 Minauros Mammon — Bearded devils, chain devils, imps, spined devils 4 Phlegethos Belial and Fierna — Barbed devils, bone devils, imps, spined devils 5 Stygia Levistus Geryon Bone devils, erinyes, ice devils, imps 6 Malbolge Glasya Malagard, Moloch Barbed devils, bone devils, horned devils, imps 7 Maladomini Baalzebul — Barbed devils, bone devils, horned devils, imps 8 Cania Mephistopheles — Horned devils, ice devils, imps, pit fiends 9 Nessus Asmodeus — All devils Traits Devil's Sight : Magical darkness doesn't impede the devil's darkvision. Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. Steadfast : The devil can't be frightened while it can see an allied creature within 30 feet of it. Actions Multiattack : The devil makes two attacks: one with its beard and one with its glaive. Beard : Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Glaive : Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom, Medicine, check. The wound also closes if the target receives magical healing. Variant: Summon Devil (1/Day) : The devil chooses what to summon and attempts a magical summoning. A bearded devil has a 30 percent chance of summoning one bearded devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Bearded Devil Enforcer","description":"A bearded devil enforcer is more formidable and savage compared to the standard barbazu. Its kind usually forms the bulk of an elite shock troop unit of a devil army. An enforcer enters into a battle lust when it sees its nearby allies in the midst of combat. Traits Battle Frenzy. While it can see an allied creature within 30 feet of it, the devil gains advantage on Strength checks and saving throws, and all melee weapon attack rolls, but attacks rolls against it have advantage. Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it. Actions Multiattack. The devil makes two attacks: one with its Beard and one with its Glaive. Beard. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. If the target is a creature other than an Undead or a Construct, it must succeed on a DC 13 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bearded Vulture","description":"This dark-feathered vulture has a bald neck and head, and its long, hooked beak is caked with carrion. Unlike its smaller cousin this specimen has a magnificent beard below its beak. Though related to raptors and other birds of prey, bearded vultures mainly feed on carrion they spot or scent from on high. Vultures have weak claws compared to predatory birds, but their sharp and wickedly hooked beaks tear living flesh as readily as the sharpest blade. This particular specimen can crack bones easily as bone is the bearded vultures preferred food. Despite dining on carrion, bearded vultures prefer their corpses newly dead rather than rotten. Some even hunt smaller prey when food is scarce.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":1.8},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Bearfolk","description":"Although it has the head of a shaggy bear, this humanoid creature wears armor and carries a battleaxe in one massive, clawed hand and a warhammer in the other. It’s a solid slab of muscle that towers imposingly over most humans. The hulking bearfolk are intimidating creatures. Brutish and powerful, they combine features of humanoid beings and bears. Their heads are ursine with heavy jaws and sharp teeth. Dark fur covers their bodies, which are packed with muscle. Adult bearfolk stand at least 7 feet tall and weigh more than 600 pounds. Sworn to the Bear King. Bearfolk are almost universally the subjects of the Bear King, one of the great fey lords. The bearfolk protect the cities of their northern kingdom and roam the wooded roads of the wilderness. The greatest number of bearfolk are concentrated around the court of the Bear King himself, with ancient bear jarls governing their unruly kin. Only a handful of renegades, exiles, and other rogue bearfolk live permanently outside this society. Passionate and Volatile. Boisterous and jovial, the bearfolk are a people of extremes. They celebrate with great passion and are quick to explosive anger. Settling differences with wrestling matches that leave permanent scars is common, as is seeing two bloodied bearfolk sharing a cask of mead and a raucous song after such a scuffle. Traits Frenzy (1/rest): As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage. Keen Smell: The bearfolk has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack: The bearfolk makes three attacks: one with its battleaxe, one with its warhammer, and one with its bite. Battleaxe (One-handed): Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. Battleaxe (Two-handed): Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) slashing damage. Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4 ) piercing damage. Warhammer (One-handed): Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. Warhammer (Two-Handed): Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (bearfolk)","Source":"Tome of Beasts","Alignment":"Chaotic Good","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Bearfolk Chieftain","description":"With white fur and a sturdy ax, bearfolk chieftains use their size and appearance to threaten strangers. Those who show courage are often welcomed to join the tribe around a fire and feast on seal meat. Balanced Strength. Ruling even a small clan of bearfolk requires patience, sagacity, and ferocity in equal measure, and chieftains who last more than a season display mastery of such a balance. What tales the skalds do not tell of their deeds can be read in their scars, which they display with pride. Always flanked by loyal guards willing to enforce their will, bearfolk chieftains must nonetheless remain ready to wade into battle at a moment's notice against the horrors that lurk in their frozen wilderness or the challenges of their would-be successors. Axe of Rulership. Each chieftain owns (and often wields) an axe of some kind as a totem of rulership. Stealing a bearfolk chieftain's axe is a crime that usually results in death or exile. Bearfolk in Midgard In the Midgard setting, bearfolk are rare but respected. They thrive both in the Northlands and in the Shadow Realm, where many of a chieftain's strongest guards (often referred to by their northern name, huskarls‚) are expected to go on seasonal rambles over wide territory. Their fondness for wandering and their honest nature makes them natural friends to the dwarves and humans against giants and ogres.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (bearfolk)","Alignment":"chaotic good","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Bearfolk Druid","description":"A golden-furred bearfolk dressed in a beaded poncho slashes the air before her with a hefty wooden scepter. As the rod cuts through the air, a curtain of darkness is burned away by the trailing blue light. Bearfolk druids provide frontline defense against the corrupting influence of shadow. Traits Grounded Nature. Bearfolk who pursue druidic training understand the state of balance inherent in all natural creatures. Such keen inner senses provide these druids with hyperawareness of whether or not the taint of unnatural shadow magic has influenced a creature, and their insight makes these druids more resistant to any corrupting influences. Moonlit Leaders. While bearfolk druids are common throughout all bearfolk communities in the mortal world, the highest concentration is in the Shadow Realm. Each day in the Moonlit Glades they push back against the slow, insidious influences of shadow corruption. These druids are critical to the survival of such bearfolk communities. Glowing Heart. The bearfolk has advantage on saving throws made to resist being frightened and to resist corruption effects, such as from shadow or the void. Keen Smell. The bearfolk has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bearfolk makes one Bite attack and one Quarterstaff attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage if used with two hands. Repel Corruption (Recharges after a Short or Long Rest). The bearfolk can speak words of power that repel evil creatures or creatures corrupted by shadow. Each evil-aligned or shadow-corrupted creature within 30 feet of the bearfolk must succeed on a DC 15 Wisdom saving throw or become frightened of the bearfolk for 1 minute. A creature affected in this way must spend its turns trying to move as far away from the bearfolk as it can and can't willingly move closer to the source of its fear. It also can't take reactions. For its action, it can use only the Dash action. Spellcasting. The bearfolk casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15): At will: druidcraft , guidance , produce flame 2/day each: barkskin , cure wounds , faerie fire , speak with animals 1/day each: call lightning , dispel magic , entangle , moonbeam Bonus Actions Change Shape (Recharges after a Short or Long Rest). The bearfolk magically transforms into a beast (with a challenge rating of 2 or less), remaining in that form for up to 4 hours, or back into their true form. Their weapon attacks while in beast form are magical. Otherwise, other than size, their statistics are the same in each form. They can speak and cast spells while in beast form. Any equipment they are wearing or carrying in Humanoid form melds into the beast form. They can't activate, use, wield, or otherwise benefit from any of their equipment. They revert to their Humanoid form if they die. Frenzy (1/Rest). The bearfolk can trigger a berserk frenzy that lasts 1 minute. While in the frenzy, they gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and have advantage on attack rolls. Attack rolls made against the bearfolk while they are frenzied have advantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bearfolk)","Alignment":"any","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Bearfolk Thunderstomper","description":"This gaudily dressed humanoid bear stomps on the ground to a pounding rhythm to accompany her singing. Bearfolk thunderstompers are raucous bards that help to elevate the fight against shadow. Traits Jolly Big Bards. Thunderstompers tend to be jovial, loud, and larger than life. They eagerly dive into dangerous situations, confident their dancing stomps will see them through. They typically accompany their stomping with singing or chanting, flute playing, or some form of percussion instrument. Way of the Stomp. The bearfolk developed the thunderstomper style as a way of mimicking the sounds and vibrations of giant-kin. This allowed small groups of traveling bearfolk to fool their ancient enemies and avoid dangerous encounters. Later, the dancing style was honed to generate thunderous energy. Deceptive Steps. While traveling, the bearfolk can perform a stomping dance that mimics the thundering footsteps of mighty giants. Any creature within a half mile that hears the sound, but that can't see the bearfolk, must succeed on a DC 15 Perception check or believe the sound comes from real giants (or other Huge or larger creatures). Keen Smell. The bearfolk has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bearfolk uses their Thunder Stomp or Warsong. They also make one Bite attack and one War Flute attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. War Flute. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) thunder damage. Spellcasting. The bearfolk casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: dancing lights , prestidigitation , vicious mockery 2/day each: charm person , disguise self , mirror image , thunderwave 1/day each: compulsion , enthrall , freedom of movement , hypnotic pattern Thunder Stomp. The bearfolk hammers their feet on the ground while chanting, emitting destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 15 Strength saving throw or take 10 (3d6) thunder damage and be knocked prone. Warsong. The bearfolk sets an inspiring rhythm with their dancing. Each ally of the bearfolk within 60 feet of them has advantage on all saving throws against being charmed or frightened until the end of the bearfolk's next turn. Bonus Actions Frenzy (1/Rest). The bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, they gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and have advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage. Taunt (2/Rest). The bearfolk can target one creature within 30 feet of them. If the target can hear the bearfolk, the target must succeed on a DC 15 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bearfolk's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bearfolk)","Alignment":"any","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Bearfolk Thunderstomper","description":"This gaudily dressed humanoid bear stomps on the ground to a pounding rhythm to accompany her singing. Bearfolk thunderstompers are raucous bards that help to elevate the fight against beings of darkness and fear. Jolly Big Bards. Thunderstompers tend to be jovial, loud, and larger than life. They eagerly dive into dangerous situations, confident their dancing stomps will see them through. They typically accompany their stomping with singing, chanting, flute playing, or drumming. Way of the Stomp. The bearfolk developed the thunderstomper style as a way of mimicking the sounds and vibrations of giant-kin. This allowed small groups of traveling bearfolk to fool their ancient enemies and avoid dangerous encounters. Later, the dancing style was honed to generate thunderous energy. Deceptive Steps. While traveling, the bearfolk can perform a stomping dance that mimics the thundering footsteps of mighty giants. Any creature within a half mile that hears the sound, but that can't see the bearfolk, must succeed on a DC 15 Wisdom (Perception) check or believe the sound comes from real Giants (or other Huge or larger creatures). Keen Smell. The bearfolk has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bearfolk uses Thunder Stomp or Warsong. It then makes one Bite attack and one War Flute attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. War Flute. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) thunder damage. Thunder Stomp. The bearfolk hammers its feet on the ground while chanting, emitting destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 15 Strength saving throw or take 10 (3d6) thunder damage and be knocked prone. Warsong. The bearfolk sets an inspiring rhythm with its dancing. Each friendly creature within 60 feet of the bearfolk has advantage on all saving throws against being charmed or frightened until the end of the bearfolk's next turn. Spellcasting. The bearfolk casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: dancing lights , prestidigitation , vicious mockery 2/day each: charm person , disguise self , mirror image 1/day each: compulsion , enthrall , freedom of movement , hypnotic pattern Bonus Actions Frenzy (Recharges on a Short or Long Rest). The bearfolk can trigger a berserk frenzy that lasts 1 minute. It gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage. Taunt (2/Day). The bearfolk jests at one creature it can see within 30 feet of it. If the target can hear the bearfolk, the target must succeed on a DC 15 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bearfolk's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bearfolk)","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Bearmit Crab","description":"What at first looks like an innocent pile of rocks on the shore turns out to be the shell of a bear-like creature brandishing two giant crab claws at the end of its powerful arms. These dangerous monstrosities can turn seemingly harmless beaches and shallows into treacherous stretches of feeding grounds. Only the occasional scattered bones or stuck weapon give any clue as to the true nature of these creatures. Coastal Guardians. Created by a great wizard to guard her coastal keep in years long past, these monstrosities now roam the rocky coastlines, indiscriminately preying on unfortunate victims near the shore and in shallow waters. Sometimes, those particularly adept at taming and training wild beasts may keep small groups of bearmit crabs as guardians. Crafted Homes. Driven by the scarcity of shells large enough to accommodate their size, bearmit crabs have adapted by crafting their own shells, using rocks glued together with sticky propolis. More commonly known as bee glue, propolis is harvested by bearmit crabs from the hives they find near the coastline. Viscid Shells. Many adventurers get a nasty surprise when they try to stab or slash at the shell. Intuitively, the attackers aim for the crevices between the rocks, only to find their weapons hopelessly stuck fast in the shell's binding agent. To further complicate matters, bashing on the shell with blunter weapons doesn't prove particularly effective. Often, weapons of past victims are compelling lures, for few can resist a seemingly unattended sword sticking out of a pile of rocks.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Beast Master","description":"Beast masters are highly skilled warriors who fight alongside beasts that they have forged a bond with. Because of this, beast masters are often encountered in the wilderness, where they and their beast companions feel more comfortable. Beast masters usually make their living hunting and trapping animals for their meat and pelt. Due to their natural affinity to the outdoors, they are often hired as scouts and trackers. Evil beast masters often stalk intelligent beings for the sake of the hunt and the pleasure they and their beast companions get from the kill. Tag Team. In combat, beast masters bring down their targets by coordinating their attacks with their beasts. They have trained their beast companions to strike with such accuracy and ferocity, the attack can distract prey and create an opening for the beast masters to deliver a killing blow. More experienced beast masters can even command their beasts to intercept approaching enemies. Actions Multiattack. The beast master uses Command Beast. It then makes two Spear attacks or two Longbow attacks. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Command Beast. The beast master targets one allied beast it can see within 30 feet of it. If the allied beast can see and hear the beast master, the allied beast can use its reaction to make one melee weapon attack. If the attack hits and deals damage, the next attack roll made against the attacked creature by the beast master before the end of the turn has advantage. Spellcasting. The beast master casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12): 1/day each: animal friendship, animal messenger, silence, speak with animals Bonus Actions Hunter's Mark (2/Day). The beast master casts hunter's mark using Wisdom as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Beast of the Land","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024 . Traits Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes. Actions Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Wisdom modifier Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast). If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra 1d6 damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Neutral","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Beast of the Land (PB 2)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beast of the Land (PB 3)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beast of the Land (PB 4)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beast of the Land (PB 5)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beast of the Land (PB 6)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beast of the Sea","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Amphibious. The beast can breathe air and water. Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes. Actions Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 2 plus your Wisdom modifier Bludgeoning or Piercing damage (your choice when you summon the beast), and the target has the Grappled condition (escape DC equals your spell save DC).","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Neutral","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Beast of the Sea (PB 2)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beast of the Sea (PB 3)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beast of the Sea (PB 4)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beast of the Sea (PB 5)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beast of the Sea (PB 6)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beast of the Sky","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Flyby. The beast doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach. Primal Bond. Add your Proficiency Bonus to any ability check or saving throw the beast makes. Actions Beast’s Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d4 + 3 plus your Wisdom modifier Slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Neutral","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Beast of the Sky (PB 2)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beast of the Sky (PB 3)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beast of the Sky (PB 4)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beast of the Sky (PB 5)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beast of the Sky (PB 6)","description":"See Beast Master Companions feature \"Primal Companion\".","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Beat Cop","description":"Rookie cops, traffic cops, or any other lower ranking member of law enforcement, beat cops take on the jobs no one else in their department wants. Traits Roles . Support, Fodder Equipment . Service Pistol, Police kit, Pocket stuff Actions Cuff ‘Em . The cop tries to cuff a combatant it has grappled. The target must make a DC 12 Strength saving throw or be cuffed. The cop decides if the target is cuffed to an object, to the cop, or to itself. A combatant cuffed to an object or the cop cannot move further than 5 feet from what it is cuffed to and has disadvantage on any attack rolls made with the cuffed hand. A combatant cuffed to itself has disadvantage on any attack roll or ability check that uses its hands. Nightstick . Melee Attack: + 4 to hit, PV 1 , reach 5 ft., one target. Hit: 4 ( 1 d 4 + 2 ) bludgeoning damage. Service Pistol (21 rounds; bonus reload) Ranged Attack: + 3 to hit, PV 2 , range 100 / 200 ft., one target. Hit: 6 ( 1 d 10 + 1 ) ballistic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"person (human)","Expansion":16366,"Challenge Rating":"1/4"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Beetle, Clacker Soldier","description":"The golden beetle places its small mandible against its oversized mandible then snaps them quickly apart, creating a deafening clacking. Clacker beetles are aggressive subterranean scavengers. Individually they aren't much of a threat, but they're rarely encountered individually. Worker clacker beetles and immature beetles form swarms, and soldiers always scavenge in groups. Clacking Mandibles. The beetles get their name from the deadly clacking sound their mandibles produce. They can use their mandibles to create a clacking noise with the force of a sledgehammer. Clacker beetles use this attack to stun or kill potential prey. When they're encountered in large groups, the rapid-fire clacking of their mandibles can quickly bring down creatures as large as trolls and ogres. Cavern Nests. Clacker beetles nest by chewing holes into rock and rubble. A small cavern riddled with clacker beetle tunnels can house hundreds or thousands of the creatures. They're fond of shiny objects, much as crows and pack rats are. When clacker beetles infest ancient tombs or other sites where valuables are stored, they've been known to snatch nearly all the gold, silver, and jewels and drag it to their nesting site. Compact. A clacker beetle soldier can occupy the same space as one other clacker beetle soldier. Actions Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature. Hit: 11 (2d8 + 2) piercing damage. Clack. The beetle clacks its mandibles to create a small but dangerous booming noise in a 15-foot cone. Each creature in the area must make a DC 13 Constitution saving throw, taking 5 (2d4) thunder damage on a failed save, or half as much damage on a successful one. When multiple beetles clack in the same turn and create overlapping cones, each creature in overlapping cones must make one saving throw with disadvantage against the total damage from all overlapping cones rather than one saving throw for each cone.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Befana (Malevolence I)","description":"\"Better a befana in the house than a guard at the door\" - Popular Saying- Befane are the hideous hags of Brancalonia: supernatural sorcerers, creatures from Inferno who trample the world and are probably the origin of witchcraft as it is known in the Kingdom. They are also called crones and evil witches, and known by a series of local names: strias, striccas, bordes, janaras, mashaires, and so on... According to some, befane are ancient accursed creatures of unnatural origin, beings from Inferno permitted to live under the stars, or cannibal monsters similar to Marguttes; instead, for others they are practitioners of witchcraft who over time have been corrupted to the core by dark powers, and for this reason condemned to walk the world forever, accumulating victims upon victims. Even if the best-known among them appear as women, there is no shortage of heinous magicians and evil wizards, and in Torrigiana there are also numerous male befani. Befane are almost always cruel and gruesome hags dressed as peasants or witches of the woods. Occasionally, their appearance, their age, and even their personality can be totally different: beautiful ladies of the forest, creepy little girls with immense powers, and even kind old ladies could be neutral or good befane who have become independent or have disowned the dark powers that generated them. Whatever the truth is, while befane share a number of common traits, each one of them is a creature in itself, with distinct powers, malevolence, background, habits, and weaknesses. Malevolence Malevolence indicates the befana's level of power. The greater the Malevolence, the greater the creature's unique resistance, power, and abilities. For each Malevolence level, the befana gains a unique power, to be chosen from the befana's list of powers. Additionally, the befana adds the Malevolence level to its saving throw DC, attack rolls, and skill checks. Malevolence Level Number of Powers Basic Stats Change Challenge 1 1 Basic Stat 4 (1,100 XP) 2 2 Hit Points 105 (14d8+42), Damage Resistances, Innate Spellcasting 6 (2,300 XP) 3 3 Hit Points 136 (17d8+64), Damage Resitances, Innate Spellcasting, Legendary Actions, Multiattack (2) 9 (5,000 XP) The Befana’s Lair Typical befanas' lairs are: hovels and shacks in the woods which can be way much larger than they look on the outside, entire taverns, the hollow of a huge tree, a sailing ship's cabin, huts on poles or treehouses, a steaming cavern, a tangle of roots among the trees of a swamp, a beautiful house in the city, a tower's top floor. Lair actions On initiative count 20 (losing initiative ties), the befana takes a lair action to cause one of the following effects; the befana can't use the same effect two rounds in a row: The befana magically calls to her a swarm of insects and a swarm of rats that act as her allies and obey her commands. The swarms remain for 1 hour, until the befana dies, or until the befana dismisses them as a bonus action. The befana casts fog cloud (no concentration required). The befana casts sleep (no concentration required), casting the spell as using a slot that is of one higher level than the spell for each Malevolence level (saving throw DC 12 + Malevolence level). Regional effects The region surrounding a befana's lair is altered by the creature's unnatural presence, which generates one or more of the following effects: Beer spoils, wine turns to vinegar, milk curdles, food quickly rots, and harvests are scarce. Within 500 feet of the lair, the ground is full of brambles, nettles, and poisonous plants. The area around the lair is shrouded by a thin greenish mist that gives off a sweet stench. If the befana is destroyed, these effects end after 2d6 days. \"The Befanas come at night Children have a look of fright In their sack broken bones What a gift from those crones...\" - Nursery Rhyme- Traits Innate Spellcasting. The befana's innate spellcasting ability is Charisma (spell save DC 12, +1 per Malevolence level; +4, +1 per Malevolence level to hit with spell attacks). She can innately cast the following spells, requiring no material components: Malevolence 1 At will: bane, chill touch, detect magic 2/day each: magic missile, sleep, hideous laughter Mimicry. The befana can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 (+1 per Malevolence level) Wisdom (Insight) check. Horrific Appearance. Any humanoid that starts its turn within 30 feet of the befana and can see the befana's true form must make a DC 12 (+1 per Malevolence level) Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : (2d8+3) slashing damage. Illusory Appearance. The befana covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the befana takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the befana could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the befana is disguised. Unique Powers (1 per Malevolence Level) Create Effigy*. If the befana manages to get a lock of hair (or something similar) from a creature, she can create a wax figurine that represents its appearance. Through a 1-hour ritual, the befana creates a bond between the creature and the effigy, and from this moment she can perform the following actions: As an action, the Befana manipulates the effigy, forcing the creature connected to it to perform an action of its choice. As a bonus action, the befana crushes the effigy, dealing 2d4 bludgeoning damage per Malevolence level, to the creature connected to it. As an action the befana plunges a pin or a dagger into the effigy, dealing 1d6 piercing damage per Malevolence level to the creature connected to it, which must succeed on a DC 12 (+1 per Malevolence level) Constitution saving throw. On a failed save, the target creature falls prone or loses an object held in its hand (the befana's choice). These actions can be taken only if the creature connected to the effigy is within 100 ft of the befana and the befana can see it. Flying Broom*. The Befana carries a broom of flying . Ball of Yarn (Recharge 5-6)*. Ranged Weapon Attack : +5 to hit, reach 30/60 ft., a creature. Hit: The target is held by the yarn of the ball. As an action, the restrained target can make a DC 12 Strength check (+1 per Malevolence level) bursting the yarn on a success. The yarn can also be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Change Shape*. The befana magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. Death Glare*. The befana targets one frightened creature she can see within 30 feet of her. If the target can see the befana, it must succeed on a DC 12 (+1 per Malevolence level) Wisdom saving throw against this magic or drop to 0 hit points. Invisible Passage*. The befana magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. Nightmare Haunting (1/Day)*. While on the Ethereal Plane, the befana magically touches a sleeping humanoid. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"unaligned","Expansion":11925,"Challenge Rating":4},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Befana (Malevolence II)","description":"\"Better a befana in the house than a guard at the door\" - Popular Saying- Befane are the hideous hags of Brancalonia: supernatural sorcerers, creatures from Inferno who trample the world and are probably the origin of witchcraft as it is known in the Kingdom. They are also called crones and evil witches, and known by a series of local names: strias, striccas, bordes, janaras, mashaires, and so on... According to some, befane are ancient accursed creatures of unnatural origin, beings from Inferno permitted to live under the stars, or cannibal monsters similar to Marguttes; instead, for others they are practitioners of witchcraft who over time have been corrupted to the core by dark powers, and for this reason condemned to walk the world forever, accumulating victims upon victims. Even if the best-known among them appear as women, there is no shortage of heinous magicians and evil wizards, and in Torrigiana there are also numerous male befani. Befane are almost always cruel and gruesome hags dressed as peasants or witches of the woods. Occasionally, their appearance, their age, and even their personality can be totally different: beautiful ladies of the forest, creepy little girls with immense powers, and even kind old ladies could be neutral or good befane who have become independent or have disowned the dark powers that generated them. Whatever the truth is, while befane share a number of common traits, each one of them is a creature in itself, with distinct powers, malevolence, background, habits, and weaknesses. Malevolence Malevolence indicates the befana's level of power. The greater the Malevolence, the greater the creature's unique resistance, power, and abilities. For each Malevolence level, the befana gains a unique power, to be chosen from the befana's list of powers. Additionally, the befana adds the Malevolence level to its saving throw DC, attack rolls, and skill checks. Malevolence Level Number of Powers Basic Stats Change Challenge 1 1 Basic Stat 4 (1,100 XP) 2 2 Hit Points 105 (14d8+42), Damage Resistances, Innate Spellcasting 6 (2,300 XP) 3 3 Hit Points 136 (17d8+64), Damage Resitances, Innate Spellcasting, Legendary Actions, Multiattack (2) 9 (5,000 XP) The Befana’s Lair Typical befanas' lairs are: hovels and shacks in the woods which can be way much larger than they look on the outside, entire taverns, the hollow of a huge tree, a sailing ship's cabin, huts on poles or treehouses, a steaming cavern, a tangle of roots among the trees of a swamp, a beautiful house in the city, a tower's top floor. Lair actions On initiative count 20 (losing initiative ties), the befana takes a lair action to cause one of the following effects; the befana can't use the same effect two rounds in a row: The befana magically calls to her a swarm of insects and a swarm of rats that act as her allies and obey her commands. The swarms remain for 1 hour, until the befana dies, or until the befana dismisses them as a bonus action. The befana casts fog cloud (no concentration required). The befana casts sleep (no concentration required), casting the spell as using a slot that is of one higher level than the spell for each Malevolence level (saving throw DC 12 + Malevolence level). Regional effects The region surrounding a befana's lair is altered by the creature's unnatural presence, which generates one or more of the following effects: Beer spoils, wine turns to vinegar, milk curdles, food quickly rots, and harvests are scarce. Within 500 feet of the lair, the ground is full of brambles, nettles, and poisonous plants. The area around the lair is shrouded by a thin greenish mist that gives off a sweet stench. If the befana is destroyed, these effects end after 2d6 days. \"The Befanas come at night Children have a look of fright In their sack broken bones What a gift from those crones...\" - Nursery Rhyme - Traits Innate Spellcasting. The befana's innate spellcasting ability is Charisma (spell save DC 12, +1 per Malevolence level; +4, +1 per Malevolence level to hit with spell attacks). She can innately cast the following spells, requiring no material components: Malevolence 2 At will: bane, chill touch, detect magic 2/day each: magic missile, sleep, hideous laughter 1/day each: confusion, polymorph Mimicry. The befana can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 (+1 per Malevolence level) Wisdom (Insight) check. Horrific Appearance. Any humanoid that starts its turn within 30 feet of the befana and can see the befana's true form must make a DC 12 (+1 per Malevolence level) Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 12 (2d8+3) slashing damage. Illusory Appearance. The befana covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the befana takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the befana could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the befana is disguised. Unique Powers (1 per Malevolence Level) Create Effigy*. If the befana manages to get a lock of hair (or something similar) from a creature, she can create a wax figurine that represents its appearance. Through a 1-hour ritual, the befana creates a bond between the creature and the effigy, and from this moment she can perform the following actions: As an action, the Befana manipulates the effigy, forcing the creature connected to it to perform an action of its choice. As a bonus action, the befana crushes the effigy, dealing 2d4 bludgeoning damage per Malevolence level, to the creature connected to it. As an action the befana plunges a pin or a dagger into the effigy, dealing 1d6 piercing damage per Malevolence level to the creature connected to it, which must succeed on a DC 12 (+1 per Malevolence level) Constitution saving throw. On a failed save, the target creature falls prone or loses an object held in its hand (the befana's choice). These actions can be taken only if the creature connected to the effigy is within 100 ft of the befana and the befana can see it. Flying Broom*. The Befana carries a broom of flying . Ball of Yarn (Recharge 5-6)*. Ranged Weapon Attack : +5 to hit, reach 30/60 ft., a creature. Hit: The target is held by the yarn of the ball. As an action, the restrained target can make a DC 12 Strength check (+1 per Malevolence level) bursting the yarn on a success. The yarn can also be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Change Shape*. The befana magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. Death Glare*. The befana targets one frightened creature she can see within 30 feet of her. If the target can see the befana, it must succeed on a DC 12 (+1 per Malevolence level) Wisdom saving throw against this magic or drop to 0 hit points. Invisible Passage*. The befana magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. Nightmare Haunting (1/Day)*. While on the Ethereal Plane, the befana magically touches a sleeping humanoid. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"unaligned","Expansion":11925,"Challenge Rating":6},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Befana (Malevolence III)","description":"\"Better a befana in the house than a guard at the door\" - Popular Saying - Befane are the hideous hags of Brancalonia: supernatural sorcerers, creatures from Inferno who trample the world and are probably the origin of witchcraft as it is known in the Kingdom. They are also called crones and evil witches, and known by a series of local names: strias, striccas, bordes, janaras, mashaires, and so on... According to some, befane are ancient accursed creatures of unnatural origin, beings from Inferno permitted to live under the stars, or cannibal monsters similar to Marguttes; instead, for others they are practitioners of witchcraft who over time have been corrupted to the core by dark powers, and for this reason condemned to walk the world forever, accumulating victims upon victims. Even if the best-known among them appear as women, there is no shortage of heinous magicians and evil wizards, and in Torrigiana there are also numerous male befani. Befane are almost always cruel and gruesome hags dressed as peasants or witches of the woods. Occasionally, their appearance, their age, and even their personality can be totally different: beautiful ladies of the forest, creepy little girls with immense powers, and even kind old ladies could be neutral or good befane who have become independent or have disowned the dark powers that generated them. Whatever the truth is, while befane share a number of common traits, each one of them is a creature in itself, with distinct powers, malevolence, background, habits, and weaknesses. Malevolence Malevolence indicates the befana's level of power. The greater the Malevolence, the greater the creature's unique resistance, power, and abilities. For each Malevolence level, the befana gains a unique power, to be chosen from the befana's list of powers. Additionally, the befana adds the Malevolence level to its saving throw DC, attack rolls, and skill checks. Malevolence Level Number of Powers Basic Stats Change Challenge 1 1 Basic Stat 4 (1,100 XP) 2 2 Hit Points 105 (14d8+42), Damage Resistances, Innate Spellcasting 6 (2,300 XP) 3 3 Hit Points 136 (17d8+64), Damage Resitances, Innate Spellcasting, Legendary Actions, Multiattack (2) 9 (5,000 XP) The Befana’s Lair Typical befanas' lairs are: hovels and shacks in the woods which can be way much larger than they look on the outside, entire taverns, the hollow of a huge tree, a sailing ship's cabin, huts on poles or treehouses, a steaming cavern, a tangle of roots among the trees of a swamp, a beautiful house in the city, a tower's top floor. Lair actions On initiative count 20 (losing initiative ties), the befana takes a lair action to cause one of the following effects; the befana can't use the same effect two rounds in a row: The befana magically calls to her a swarm of insects and a swarm of rats that act as her allies and obey her commands. The swarms remain for 1 hour, until the befana dies, or until the befana dismisses them as a bonus action. The befana casts fog cloud (no concentration required). The befana casts sleep (no concentration required), casting the spell as using a slot that is of one higher level than the spell for each Malevolence level (saving throw DC 12 + Malevolence level). Regional effects The region surrounding a befana's lair is altered by the creature's unnatural presence, which generates one or more of the following effects: Beer spoils, wine turns to vinegar, milk curdles, food quickly rots, and harvests are scarce. Within 500 feet of the lair, the ground is full of brambles, nettles, and poisonous plants. The area around the lair is shrouded by a thin greenish mist that gives off a sweet stench. If the befana is destroyed, these effects end after 2d6 days. \"The Befanas come at night Children have a look of fright In their sack broken bones What a gift from those crones...\" - Nursery Rhyme - Traits Legendary Resistance (1/Day, Malevolence III). If the befana fails a saving throw, it can choose to succeed instead. Innate Spellcasting. The befana's innate spellcasting ability is Charisma (spell save DC 12, +1 per Malevolence level; +4, +1 per Malevolence level to hit with spell attacks). She can innately cast the following spells, requiring no material components: Malevolence 3 At will: bane, chill touch, detect magic 3/day each: magic missile, sleep, hideous laughter 2/day each: confusion, dominate beast, polymorph, 1/day each: cloudkill, dominate person Mimicry. The befana can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 (+1 per Malevolence level) Wisdom (Insight) check. Horrific Appearance. Any humanoid that starts its turn within 30 feet of the befana and can see the befana's true form must make a DC 12 (+1 per Malevolence level) Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. Actions Multiattack (Malevolence III) . The befana makes two melee attacks. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit : (2d8+3) slashing damage. Illusory Appearance. The befana covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the befana takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the befana could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the befana is disguised. Unique Powers (1 per Malevolence Level) Create Effigy*. If the befana manages to get a lock of hair (or something similar) from a creature, she can create a wax figurine that represents its appearance. Through a 1-hour ritual, the befana creates a bond between the creature and the effigy, and from this moment she can perform the following actions: As an action, the Befana manipulates the effigy, forcing the creature connected to it to perform an action of its choice. As a bonus action, the befana crushes the effigy, dealing 2d4 bludgeoning damage per Malevolence level, to the creature connected to it. As an action the befana plunges a pin or a dagger into the effigy, dealing 1d6 piercing damage per Malevolence level to the creature connected to it, which must succeed on a DC 12 (+1 per Malevolence level) Constitution saving throw. On a failed save, the target creature falls prone or loses an object held in its hand (the befana's choice). These actions can be taken only if the creature connected to the effigy is within 100 ft of the befana and the befana can see it. Flying Broom*. The Befana carries a broom of flying . Ball of Yarn (Recharge 5-6)*. Ranged Weapon Attack : +5 to hit, reach 30/60 ft., a creature. Hit: The target is held by the yarn of the ball. As an action, the restrained target can make a DC 12 Strength check (+1 per Malevolence level) bursting the yarn on a success. The yarn can also be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Change Shape*. The befana magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. Death Glare*. The befana targets one frightened creature she can see within 30 feet of her. If the target can see the befana, it must succeed on a DC 12 (+1 per Malevolence level) Wisdom saving throw against this magic or drop to 0 hit points. Invisible Passage*. The befana magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. Nightmare Haunting (1/Day)*. While on the Ethereal Plane, the befana magically touches a sleeping humanoid. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. Legendary Actions (Malevolence III) The befana can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The befana regains spent legendary actions at the start of its turn. Spell (Costs 2 Actions). The befana casts a spell. Unique Power (Costs 2 Actions). The befana uses a unique power. Claws. The befana makes one claws attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"unaligned","Expansion":11925,"Challenge Rating":9},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Befouled Weird","description":"Water filled with algae, worms, and other detritus rises up in a serpentine form. It reeks of stagnation and rot. Corrupted Water Elementals. When aquatic parasites invade a water elemental, they take control of it and seek to propagate. The host becomes a befouled weird, providing protection and an ideal environment for the parasites. It prefers warm, marshy environments where the parasites are more at home. While the weird can carry any parasite, it most commonly acts as a host for brain-eating amoebas. Exiles to the Material Plane. Water elementals prevent befouled weirds from infesting the Plane of Water. Otherwise, the tainted creatures infuse pure water elementals with their parasites. Water elementals knowledgeable about such things equate a plague of befouled weirds to ghouls infecting and turning humanoids into ghouls. Elemental Nature. The befouled weird doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Begedhi","description":"","properties":{"Category":"Monsters"},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Begedhi Parasite","description":"An alien form of intelligent plant creatures, begedhi seek out other living creatures as food and fodder to spread their infestation. Begedhi seedlings are about 1 foot in diameter and grow as tall as 3 feet. Parasites are about the size of a large egg, 6 inches across. Mother plants are 10 feet in diameter and grow to a height of 15 feet. Invasive Species. Transplanted by the Ultari Hegemony from a riotous jungle planet where all flora is inimical to fleshy life, begedhi have appeared on a variety of worlds. The Hegemony believed they could control the parasitic creatures and use them to infiltrate enemy forces, but the begedhi proved unpredictable and attacked anything within reach. Rather than destroy the plants, the Hegemony dumped them on worlds allied with their enemies with the expectation they would eventually arrive as saviors to exterminate the pests and convert such worlds to their side of the conflict. Begedhi, Parasite Thorny vines wriggle from this green, egg-shaped plant. Tumescent boils cover its surface and occasionally burst creating a nauseating scent. Subversive Progeny. Begedhi parasites exist as extensions of their mother plant, but still act as autonomous creatures with a tremendous ability to absorb knowledge and memories from their hosts to mimic them. Since it requires a week for parasites to fully overcome their hosts, mother plants maintain a larder of infected victims in a secluded place and release them when a week has elapsed to spread their progeny. Mother plants cannot regrow parasites, so they die once they have release all their “children.” Parasites can maintain a symbiotic relationship with their hosts for up to five years, allowing them to spread throughout the stars without having to draw undue attention to themselves. 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Begedhi seedlings are about 1 foot in diameter and grow as tall as 3 feet. Parasites are about the size of a large egg, 6 inches across. Mother plants are 10 feet in diameter and grow to a height of 15 feet. Invasive Species. Transplanted by the Ultari Hegemony from a riotous jungle planet where all flora is inimical to fleshy life, begedhi have appeared on a variety of worlds. The Hegemony believed they could control the parasitic creatures and use them to infiltrate enemy forces, but the begedhi proved unpredictable and attacked anything within reach. Rather than destroy the plants, the Hegemony dumped them on worlds allied with their enemies with the expectation they would eventually arrive as saviors to exterminate the pests and convert such worlds to their side of the conflict. Begedhi, Seedling This colorful plant with vibrant green leaves and sparkling blue berries seems very delicate. Life Cyle. Begedhi have two growth stages: a seedling and a mother plant. Seedlings are deceptively delicate plants, evolving that way to evoke a sense of protectiveness in other creatures. Their spores enforce this desire, which serves them well when multiple creatures work to remove them. Seedlings rarely defend themselves to give the illusion of helplessness so those left unmolested may eventually mature into a mother plant and further propagate. This process takes five years, during which seedlings feed on rotten organic material or small creatures they overcome. As the years pass, seedling tendrils lengthen and become tentacles, and their cheerfully colored berries transform into sickly green lumps which gestate with more parasites. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.H1Body, li.H1Body, div.H1Body {mso-style-name:\"H1 Body\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; mso-style-next:Normal; margin-top:12.0pt; margin-right:0cm; margin-bottom:0cm; margin-left:0cm; line-height:12.0pt; mso-line-height-rule:exactly; mso-pagination:none; page-break-after:avoid; mso-hyphenate:none; tab-stops:9.0pt; mso-layout-grid-align:none; text-autospace:none; font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; text-transform:uppercase; mso-ansi-language:EN-US; mso-fareast-language:JA; font-weight:bold;}p.StatDescriptionIndent, li.StatDescriptionIndent, div.StatDescriptionIndent {mso-style-name:\"Stat Description Indent\"; mso-style-unhide:no; mso-style-qformat:yes; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant","Alignment":"unaligned","Expansion":32483,"Challenge Rating":"1/8"},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Begedhi, Mother Plant","description":"An alien form of intelligent plant creatures, begedhi seek out other living creatures as food and fodder to spread their infestation. Begedhi seedlings are about 1 foot in diameter and grow as tall as 3 feet. Parasites are about the size of a large egg, 6 inches across. Mother plants are 10 feet in diameter and grow to a height of 15 feet. Invasive Species. Transplanted by the Ultari Hegemony from a riotous jungle planet where all flora is inimical to fleshy life, begedhi have appeared on a variety of worlds. The Hegemony believed they could control the parasitic creatures and use them to infiltrate enemy forces, but the begedhi proved unpredictable and attacked anything within reach. Rather than destroy the plants, the Hegemony dumped them on worlds allied with their enemies with the expectation they would eventually arrive as saviors to exterminate the pests and convert such worlds to their side of the conflict. Begedhi, Mother Plant Giant tumorous seeds comprise the majority of this plant, which sits atop a nest of writhing, thorny tentacles. Apotheosis. Once seedlings become mother plants, complete with fully grown parasites, their demeanor changes. The spore cloud they release covers a larger area and compels living creatures to move closer to them. The plants’ tentacles then sprout wicked thorns to ensnare prey more effectively and infect them with parasites. These victims then travel to other locations where they slowly rot, perish, and sprout more seedlings. A Mother Plant’s Lair A begedhi mother plant’s lair is full of plants, and disturbingly close to populated areas or well-used paths and roads. Some secluded corner of the lair contains the remains of creatures the plant fed upon, as well as those of hosts for its parasitic children. Lair Actions On initiative count 20 (losing initiative ties), the mother plant can take a lair action to caouse one of the following magical effects: the mother plant can’t use the same effect two rounds in a row: Grasping vines and tentacles erupt in a 10-foot radius centered on a point on the ground the mother plant can see within 120 feet of it. The area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the vines. A restrained creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The vines and tentacles recede into the ground if the mother plant uses this action again, or when the mother plant dies. Other begedhi are immune to this effect. The mother plant animates a tree or other large plant it can see within 120 feet of it. The animated plant lashes or slams at a creature within 10 feet of it (treat as a tentacle attack from the mother plant that deals bludgeoning damage). The plant remains animated until initiative count 20 on the following round. If the plant is grappling a creature at that time, it goes rigid, trapping the creature. The creature can attempt to escape as normal, but gains advantage on any further attempt as long as the plant is inanimate. The mother plant causes normal plants in the area to suddenly grow impossibly long and dense in a 20-foot radius centered on a point on the ground she can see within 120 feet. The area is heavily obscured by the plant growth and is difficult terrain. This effect lasts until initiative count 20 on the following round. Regional Effects The region containing a mother plant’s lair is warped the begedhi’s presence, which creates one or more of the following effects: Flowering plants and fragrant herbs grow in abundance within 2 miles of the mother plant’s lair, more densely closer to the lair itself. In the lair itself, the perfume of the plants is almost enough to cover the smell of decay from the mother plant’s past victims. Poisonous plants become more frequent within 6 miles of the lair. Many of these appear harmless until ingested. Areas of wild plant growth within 6 miles of the lair grow faster and thicker, but leave “natural” pathways that draw animals and people closer to the mother plant’s lair. 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In these primordial battles, the gods created weapons of such unthinkable power that the very fabric of reality was threatened. Some of these weapons were gargantuan titans that could rip apart dragons and giants as if they were mere insects. When these divine wars came to an end, the gods that remained were forced to imprison the behemoths that they had created. They locked their creations away in impregnable prisons, buried deep within the bowels of the world. It's possible that the gods imprisoned these creatures so that they could use them again in future conflicts—but it's also possible that the gods were simply incapable of destroying creatures of such immense power. Power of the Gods . Behemoths have the ability to use the energies of creation against their enemies. They are capable of breathing out streams of energy that can obliterate flesh, metal, and stone. Few creatures can survive a direct hit from such a blast. When the gods imprisoned the behemoths, they were forced to muzzle them with adamantine chains in order to keep such immense primordial energy contained. Engines of Destruction . Behemoths exist for a single purpose: to annihilate anything and everything. Unlike the bestial tarrasque, behemoths do not eat, sleep, or drink. They are sustained only by an appetite for destruction so vast that even if they were to destroy the world itself, they would still be unsatisfied. In such an event, the victorious behemoth would simply seek new worlds to destroy, drifting through space for aeons until it discovers a new focus for its unquenchable rage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":28},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Behir","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The behir makes two attacks : one with its bite and one to constrict. Bite : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage . Constrict : Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. Lightning Breath (Recharge 5-6) : The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw , taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Swallow : The behir makes one bite attack against a Medium or smaller target it is grappling . If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns . A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement , exiting prone.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"168 (16d12+64)","CHA":12,"CON":18,"DEX":16,"INT":7,"STR":23,"WIS":14,"Size":"Huge","Type":"monstrosity","Speed":"50 ft., climb 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058484/3VMZX3V9zHkLFufb5-dMug/original.png","Roll 0":"Bite\n1d20 + 10\n3d10+6","Roll 1":"Constrict\n1d20 + 10\n2d10+6+2d10+6","Roll 2":"Lightning Breath\n1d20 + 0\n12d10","Roll 3":"Acid Damage\n1d20 + 0\n6d6","Senses":"Darkvision 90 Ft.","Skills":"Perception +6, Stealth +7","Source":"5th Edition SRD","data-XP":"7,200","Alignment":"Neutral Evil","Languages":"Draconic","data-List":"false","Immunities":"Lightning","Token Size":3,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The behir makes two attacks: one with its bite and one to constrict.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"3d10 + 6\",\"Damage Type\":\"piercing\"},{\"Name\":\"Constrict\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"5 ft.\",\"Target\":\"one large or smaller creature\",\"Damage\":\"2d10 + 6\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"2d10 + 6\",\"Damage 2 Type\":\"slashing\",\"Desc\":\"The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends\"},{\"Name\":\"Lightning Breath (Recharge 5-6)\",\"Desc\":\"The behir exhales a line of lightning that is 20 ft. long and 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.\"},{\"Name\":\"Swallow\",\"Desc\":\"The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.\"}]","data-CHA-mod":"+1","data-CON-mod":"+4","data-DEX-mod":"+3","data-INT-mod":"-2","data-STR-mod":"+6","data-SizeNum":6,"data-WIS-mod":"+2","Challenge Rating":11,"Passive Perception":16,"data-CrNum":11,"data-AcNum":17,"data-HpNum":168},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Behir","description":"\"I’ve already eaten three giant bats, six troglodytes, and a mind flayer today, but that’s okay. Plenty of room in my belly for you and your friends.\" —Lludd the behir, confronting adventurers in the Lost Caverns of Tsojcanth The serpentine behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and eaten alive. A behir’s monstrous form resembles a combination of centipede and crocodile. Its scaled hide ranges from ultramarine to deep blue in color, fading to pale blue on its underside. Cavern Predators. Behirs lair in places inaccessible to other creatures, favoring locations where would-be intruders must make a harrowing climb to reach them. Deep pits, high caves in cliff walls, and caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir’s dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by folding its legs beside its body and slithering like a snake. Behirs swallow their prey whole, after which they enter a period of dormancy while they digest. While dormant, a behir chooses a hiding place where intruders in its lair might overlook it. Foes of the Dragons. In times long forgotten, giants and dragons engaged in seemingly endless war. Storm giants created the first behirs as weapons against the dragons, and behirs retain a natural hatred for dragonkind. A behir never makes its lair in an area it knows to be inhabited by a dragon. If a dragon attempts to establish a lair within a few dozen miles of a behir’s lair, the behir is compelled to kill the dragon or drive it off. Only if the dragon proves too powerful to fight does a behir back down, seeking out a new lair site a great distance away. Actions Multiattack : The behir makes two attacks: one with its bite and one to constrict. Bite : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 22 (3d10 + 6) piercing damage. Constrict : Melee Weapon Attack : +10 to hit, reach 5 ft., one Large or smaller creature. Hit : 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled, escape DC 16, if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. Lightning Breath (Recharge 5-6) : The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Swallow : The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Beholder","description":"\"Every beholder thinks it is the epitome of beholderkind, and the only thing it fears is that it might be wrong.\" —Valkara Ironfell, dwarf sage Beholders One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose. A beholder’s spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body twist and turn to keep its foes in sight. When a beholder sleeps, it closes its central eye but leaves its smaller eyes open and alert. Xenophobic Isolationists. Enemies abound, or so every beholder believes. Beholders are convinced that other creatures resent them for their brilliance and magical power, even as they dismiss those lesser creatures as crude and disgusting. Beholders always suspect others of plotting against them, even when no other creatures are around. The disdain a beholder has for other creatures extends to other beholders. Each beholder believes its form to be an ideal, and that any deviation from that form is a flaw in the racial purity of its kind. Beholders vary greatly in their physical forms, making conflict between them inevitable. Some beholders are protected by overlapping chitinous plates. Some have smooth hides. Some have eyestalks that writhe like tentacles, while others’ stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies. Eye Tyrant. Some beholders manage to channel their xenophobic tendencies into a terrible despotism. Rather than live in isolation, the aptly named eye tyrants enslave those other creatures, founding and controlling vast empires. An eye tyrant sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master’s behalf. Alien Lairs. Because they refuse to share territory with others, most beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder’s lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top of each other. Such an environment allows a beholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a beholder to float up and harry foes on the floor. As alien as their creator, the rooms in a beholder’s lair reflect the creature’s arrogance. It festoons its chambers with trophies from the battles it has won, including petrified adventurers standing frozen in their horrified final moments, pieces of other beholders, and magic items wrested from powerful foes. A beholder judges its own worth by its acquisitions, and it never willingly parts with its treasures. A Beholder’s Lair A beholder’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP). Lair Actions When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects: A 50-foot square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round. Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears. The beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row. Regional Effects A region containing a beholder’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects: Creatures within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t. When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren’t on anyone’s person. If the beholder dies, these effects fade over the course of 1d10 days. Traits Antimagic Cone : The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder’s own eye rays. Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (4d6) piercing damage. Eye Rays : The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: 1. Charm Ray : The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. 2. Paralyzing Ray : The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray : The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Slowing Ray : The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Enervation Ray : The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 6. Telekinetic Ray : If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7. Sleep Ray : The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. 8. Petrification Ray : The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. 9. Disintegration Ray : If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10. Death Ray : The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. Legendary Actions The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The beholder regains spent legendary actions at the start of its turn. Eye Ray : The beholder uses one random eye ray.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"MM1","Alignment":"lawful evil","Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Beholder Zombie","description":"\"After Beek died, we cast an Animate Dead spell on his corpse. It was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would’ve found that hilarious.\" —Fonkin Hoddypeak, on friendship From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp. Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator’s bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay. Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can’t be restored to life except by powerful magic, such as a resurrection spell. A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. Hideous Forms. Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water. Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won’t retrieve a dropped weapon or other tool until told to do so. Undead Nature. A zombie doesn’t require air, food, drink, or sleep. Traits Undead Fortitude : If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Eye Ray : The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. 1. Paralyzing Ray : The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2. Fear Ray : The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Enervation Ray : The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 4. Disintegration Ray : If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Source":"MM1","Alignment":"neutral evil","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Behtu","description":"With the face of a mandrill and the tusks of a great boar, these ferocious half-ape, half-human pygmies have demon blood flowing in their veins. Only the desperate or the suicidal travel to their volcanic temple-islands. Mechuiti (meh-CHOO-ee-tee), the demon lord of apes, cannibalism, and torture, combines the cruelty of a demon with the cunning of a human and the ferocity of an ape. He bred the same qualities into his people, the behtu (BAY-too), who carry his worship from island to island. Temple Builders. The behtus raise shrines to Mechuiti wherever they go. Some are kept and prosper, while others fall into decay and return to the jungle. Ichor Drinkers. In his volcanic temples, Mechuiti’s idols weep his ichorous demon blood, which the behtus use to create infusions that give them inhuman strength and speed. The behtus also use the infusions to etch demonic tattoos that grant them infernal powers and protection. Scaly Mounts. The behtus breed demonic iguanas as war mounts (treat as giant lizards). The most powerful behtu sorcerers and druids have been known to ride large crimson drakes and small flame dragons as personal mounts. Actions Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. Shortspear: Melee Weapon Attack : +5 to hit, range 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. Fire Breath (Recharge 6): The behtu exhales fire in a 15-foot cone. Each creature in that area takes 21 (5d8) fire damage, or half damage with a successful DC 13 Dexterity saving throw. Ichorous Infusions: Behtu war parties carry 1d6 vials of ichorous infusions. They often ingest an infusion before an ambush. For the next 2d6 rounds, the behtus gain a +4 bonus to their Strength and Constitution scores and quadruple their base speed (including their climb speed). Behtus also take a –4 penalty to their Intelligence and Wisdom scores for the duration of the infusion. A non-behtu character who ingests a behtu infusion becomes poisoned and takes 10 (3d6) poison damage; a successful DC 14 Constitution saving throw against poison reduces damage to half and negates the poisoned condition.","properties":{"Category":"Monsters","Size":"Small ","Type":"humanoid","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Bel","description":"Bel, one of the Nine Hells’ greatest military minds, dwells in this iron keep. From this bastion, Zariel’s second-in-command and the former lord of Avernus oversees the forges that furnish weapons and armor for the Blood War. An army of devils guards Bel’s fortress, and his dark magic alerts him to intruders within its walls. Strangers who venture too close are assaulted by a strike team of two horned devils leading ten bearded devils . If the intruders survive and linger in the area, a whole army of devils descends upon them. Characters can gain an audience with Bel if they have a letter of introduction (available from the dao Ralzala), or if they’re captured or killed by Bel’s forces. Bel delights in raising his enemies from the dead to interrogate them, especially if they appear to be outlanders. Infiltrating Bel’s fortress is possible, but only if the characters have magical means of shielding themselves from his divinations. If they befriend Olanthius (see “Crypt of the Hellriders\"), cut a new deal with Red Ruth (see “Bone Brambles\"), or perform a quest for Mephistopheles (see “Mirror of Mephistar\"), they could feasibly infiltrate Bel’s fortress by smuggling themselves in with any tribute their ally brings before Bel. Whether the characters smuggle themselves inside, arrive with a letter of introduction, or get taken into custody, they eventually arrive at the lowest level of Bel’s fortress, where Bel lairs.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Bel","description":"From his bastion, Zariel’s second-in-command and the former lord of Avernus oversees the forges that furnish weapons and armor for the Blood War. Though Asmodeus has instructed Zariel to accept Bel as her advisor, Bel and Zariel loathe each other and invent distractions to keep them apart. Bel outwardly plays the role of Zariel’s loyal vassal. However, Bel rankles at Zariel’s rulership of the layer of the Nine Hells that was once his, but he won’t challenge her directly as long as he thinks Asmodeus supports Zariel. Previous Adventures in Avernus: Bel If you have run Baldur’s Gate: Descent into Avernus , then Bel might have replaced Zariel as the ruler of Avernus. If so, his lair is the Bronze Citadel instead of the Forge. Bel’s Lair Bel makes his lair in an ancient volcano known as the Forge. Lair Actions On initiative count 20 (losing initiative ties), Bel can take one lair action to cause the following effect or one from the archdevil lair action list ; he can’t take the same lair action two rounds in a row: Transmute. If Bel has cast Wall of Fire , that wall becomes a permanent Wall of Stone instead (doesn’t require concentration). Regional Effects The region containing Bel’s lair is corrupted by his presence, which creates the following effect: Lava. There are numerous rivers of lava within 3 miles of the lair. Anyone who enters the lava for the first time or starts their turn in it takes 33 (6d10) fire damage. If Bel dies, the effects fade over the course of 1d10 days. Traits Fear Aura. Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw unless Bel is incapacitated. If the save fails, the creature has the frightened condition until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to Bel’s Fear Aura for the next 24 hours. Legendary Resistance (3/Day). If Bel fails a saving throw, he can choose to succeed instead. Magic Resistance. Bel has advantage on saving throws against spells and other magical effects. Actions Multiattack. Bel attacks twice with his Greatsword and once with his Tail. Greatsword. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that isn’t being held or worn, it catches fire. Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or have the stunned condition until the end of its next turn. Spellcasting. Bel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24): At will: Detect Magic, Fireball 2/day each: Dispel Magic, Hold Monster, Mirror Image, Mislead, Raise Dead, Teleport, Wall of Fire 1/day each: Imprisonment, Meteor Swarm Legendary Actions Bel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bel regains spent legendary actions at the start of his turn. Fireball. Bel casts Fireball . Tactical Edge (Costs 2 Actions). Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute. Summon Ice Devil (Costs 3 Actions). Bel magically summons an ice devil with an ice spear (as described in the ice devil’s entry in the Monster Manual ). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel’s ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it with an action.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Bel","description":"Traits Fear Aura. Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to Bel’s Fear Aura for the next 24 hours. Innate Spellcasting. Bel’s spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components: At will: detect magic, fireball 3/day each: dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire 1/day each: imprisonment, meteor swarm Legendary Resistance (3/Day). If Bel fails a saving throw, he can choose to succeed instead. Magic Resistance. Bel has advantage on saving throws against spells and other magical effects. Magic Weapons. Bel’s weapon attacks are magical. Actions Multiattack. Bel makes three attacks: two with his greatsword and one with his tail. Greatsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire. Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn. Legendary Actions Bel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bel regains spent legendary actions at the start of his turn. Fireball. Bel casts fireball. Tactical Edge (Costs 2 Actions). Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute. Summon Ice Devil (Costs 3 Actions). Bel magically summons an ice devil with an ice spear (as described in the ice devil’s entry in the Monster Manual ). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel’s ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Belashyrra","description":"Belashyrra is the Lord of Eyes, also known to its cultists as the All-Seer or the Glorious Eye. Stories told of Belashyrra in the Shadow Marches whisper that the Lord of Eyes can see every evil deed a person commits, and that those touched by this daelkyr suffer terrible hallucinations that inevitably drive them to violence or death. Dreadful Visions. The madness of Belashyrra is tied to sight: images that can’t be unseen, horrific hallucinations, the fear of blindness and of being watched—or realizing that something else is using your eyes. Belashyrra can force its victims to question whether what they perceive is real, or can fill their world with such terrors that they willingly blind themselves to escape. Belashyrra sees mortals as raw materials to be exploited or insects to be exterminated. However, the Lord of Eyes has been known to take an interest in specific mortals. Belashyrra’s warlocks serve as its envoys in the world and are often directed to seek out creatures and sites that the daelkyr wishes to see through their eyes. Belashyrra’s Cults. The Lord of Eyes has followers across Khorvaire, and its cults are typically driven by mad visions. Devoted cultists can grow eyes in unusual locations, and might have darkvision or other supernatural abilities when they view the world through those eyes. Beholderkin often advise or lead Belashyrra’s cults, and cultists typically treat these aberrations as divine beings. Belashyrra’s Lair Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and liquid expanses, thousands of eyes of every size and shape peer into the endless darkness. Beholders, dolgrims, and stranger aberrations dwell within the halls of the citadel, which is one of the few places where such creatures are willing to live side by side. Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only to the Lord of Eyes. It’s rumored that anyone who sits on the citadel’s throne can see through the eyes of any sentient creature on Eberron or in Khyber. If encountered in its lair, Belashyrra has a challenge rating of 23 (50,000 XP). Lair Actions. While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Belashyrra can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row: An eye opens on a solid surface within 60 feet of Belashyrra. One random eye ray of Belashyrra’s shoots from that eye at a target of Belashyrra’s choice that it can see. The eye then closes and disappears. Belashyrra creates a wave of madness. Each creature it can see within its lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Belashyrra’s choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Belashyrra taps into the eyesight of creatures in its lair and alters their perception. Each creature of Belashyrra’s choice in the lair must make a DC 22 Wisdom saving throw. On a failure, the affected creature perceives objects and creatures a short distance from their actual locations, imposing disadvantage on the creature’s attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this lair action for the next 24 hours. Regional Effects. Belashyrra’s lair is known to touch remote areas of the Shadow Marches and caverns below Xen’drik. A region containing a passage to Belashyrra’s lair is warped by its magic, which creates one or more of the following effects: Creatures within 1 mile of the passage sometimes feel as if they’re being watched. Beasts that live within 5 miles of the passage undergo magical transmutation, growing eyes or eyestalks that Belashyrra can see through. A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a DC 21 Wisdom saving throw or descend into a type of madness (see “Madness of Belashyrra” below). A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Belashyrra dies, these effects fade over the course of 1d10 days. Madness of Belashyrra If a creature goes mad in Belashyrra’s lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Belashyrra table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master’s Guide has more information on madness. Madness of Belashyrra d6 Flaw (lasts until cured) 1 “I constantly see shapes moving in the shadows.” 2 “I perceive certain types of people—vocations or entire societies—as hideous monsters.” 3 “Someone is watching everything I do.” 4 “When I close my eyes, I see my past misdeeds.” 5 “I don’t trust my sight. I have no idea what’s real and what’s a hallucination.” 6 “Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered.”","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":4480,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Beldora","description":"Beldora is a member of the Harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth. Ideal. \"We should all strive to help one another.\" Bond. \"I'll risk my life to protect the powerless.\" Flaw. \"I like lying to people. Makes life more interesting, no?\" Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Beldora carries ten crossbow bolts. Reactions Duck and Cover. Beldora adds 2 to her AC against one ranged attack that would hit her. To do so, Beldora must see the attacker and can't be grappled or restrained.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Illuskan human)","Alignment":"chaotic good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Beledros Witherbloom","description":"The dragon Beledros masters the intertwined magic of life and death. Her power taps into the life force flowing through living things and the natural world. She manipulates that energy to give healing and life or to bring death and decay. Her mastery of this magic sustains her own life force even without the sustenance of food, drink, or even air. She founded Witherbloom College to pass on her understanding of the natural cycle. She hoped to create generations of stewards who would use her teachings to defend nature and help others. In keeping with the dichotomous nature of her philosophy and magic, she views the more dangerous aspects of nature, including the inevitability of death and decay, as natural and integral parts of existence. Traits Legendary Resistance (3/Day). If Beledros fails a saving throw, she can choose to succeed instead. Unusual Nature. Beledros doesn’t require air, food, or drink. Actions Multiattack. Beledros makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 14 (1d10 + 9) piercing damage plus 6 (1d12) necrotic damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 12 (1d6 + 9) slashing damage. If the target is a Huge or smaller creature, it is knocked prone. Decaying Breath (Recharge 5–6). Beledros exhales decaying energy in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 39 (6d12) necrotic damage and 39 (6d12) poison damage on a failed save, or half as much damage on a successful one. A creature that takes damage from the breath can’t regain hit points until the start of Beledros’s next turn. Miasmal Flow. Beledros becomes a swirling cloud of green mist and can move up to half her flying speed without provoking opportunity attacks, then resumes her true form. During this movement, she can move through creatures and objects as if they were difficult terrain. If she moves through a creature, it must succeed on a DC 23 Constitution saving throw or become poisoned until the end of its next turn. If Beledros ends this move inside an object, she takes 5 (1d10) force damage and is shunted to the nearest unoccupied space. Spellcasting. Beledros casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability: 1/day each: greater restoration , mass cure wounds , plant growth , revivify , speak with dead Legendary Actions Beledros can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Beledros regains spent legendary actions at the start of her turn. Claw. Beledros makes one Claw attack. Miasmal Flow (Costs 2 Actions). Beledros uses Miasmal Flow. Teeming with Life (Costs 3 Actions). Beledros magically summons 1d4 pest mascots in unoccupied spaces she can see within 60 feet of herself. The pests obey her commands and take their turns immediately after hers. Any creature, other than a pest, takes 9 (2d8) poison damage if it starts its turn within 5 feet of one or more of these pests. When one of these pests drops to 0 hit points, Beledros regains 9 hit points. These pests disappear after 10 minutes, when Beledros dies, or when she uses this action again.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon (Druid)","Alignment":"Neutral Good","Expansion":12501,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Beli","description":"These small, winter faeries are vicious and deadly. With their pale skin and translucent wings, they blend perfectly into their snowy environment; only their beady black eyes stand out against the snow and ice. These malevolent ice-sprites are a plague upon the people of snowy climates, ambushing unwary prey with icy arrows and freezing spell-like powers. Servants of the North Wind. Known as “patzinaki” in some dialects of Dwarvish, the beli are the servants of winter gods and venerate the north wind as Boreas and other gods of darker aspects. They are frequent allies with the fraughashar. Feast Crashers. Beli especially delight in disrupting feasts and making off with the holiday cakes—the least deadly of their malicious pranks. Fear of Druids. They have an irrational fear of northern druids and their snow bear companions. Traits Arctic Hunter: Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings. Cold Regeneration: As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn’t function at the start of the beli’s next turn. The beli dies only if it starts its turn with 0 hit points and it doesn’t regenerate. Flyby: The beli doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Innate Spellcasting: The beli’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: invisibility 3/day: chill touch Actions Ice Dagger: Melee Weapon Attack : +5 to hit, range 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage. Icy Shortbow: Ranged Weapon Attack : +5 to hit, range range 80/320, one target. Hit : 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage. The target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow’s icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours, but any levels of exhaustion already gained remain in effect. A character who gains a sixth level of exhaustion doesn’t die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage.","properties":{"Category":"Monsters","Size":"Small ","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral Evil","Expansion":3,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Belial","description":"Belial maintains his image as the most carnal of all archdevils, and enjoys inflicting pain as much as experiencing pleasure. Despite his indulgences, Belial demonstrates charisma, passion, and intelligence, and is almost always scheming. He is confident to a fault, with vanity and desire being his greatest weaknesses. Phlegethos has been ruled by Belial, together with his daughter, Fierna, for almost as long as Dispater has ruled his Iron City. Belial considers himself an “old school” devil, alongside his friendly rivals Levistus and Dispater. Glasya’s recent rise to power has him concerned for his continued relevance in the political landscape, forcing him to direct his scheming inwards. During the Reckoning, Belial remained relatively neutral, until the end, when he allied with Baalzebul. Some argue that his alliance was just another scheme meant to misdirect Asmodeus—an idea further cemented when, instead of being deposed, Belial was forced to cede the throne to his daughter. For a time, he continued to rule from the shadows, but influence from Glasya on Fierna has encouraged the fiery lord to rule in tandem. Belial manages much of the political and official sides of the realm, including maintaining the infernal court. He occasionally sends avatars to other planes, which quickly seek out pleasure before continuing their assigned task. Similar to his daughter, Belial remains one of the most attractive archdevils. His rugged good looks and masculine physique serve to compliment his devilish features, of which he has many. Sharp horns and glowing eyes adorn his face, with midnight-black wings and a tail decorating the rest of his body. Depending on his mood, Belial’s skin either takes on an ashy-grey complexion, or smolders red like dying coal. Priding himself on his sensual appearance, Belial dresses provocatively while maintaining high fashion, truly embodying his carnal desires. Belial’s Lair This fierce archdevil currently makes his lair in an obsidian palace built within the confines of Abriymoch, but his reach extends throughout the entirety of the city. Lair Actions On initiative count 20 (losing initiative ties), Belial can take one lair action to cause the following effect or one from the archdevil lair action list ; he can’t take the same lair action two rounds in a row: Slow Torture . Every creature within 100 feet whose movement is currently reduced because of the Ranseur of Torture , takes 11 (2d10) fire damage and 11 (2d10) piercing damage. Regional Effects The region containing Belial’s lair is corrupted by his presence, which creates the following effect: Smoke-cloud . A vast fog rises 3 feet above ground within 1 mile of the lair, completely obscuring the ground. Any creature having the prone condition at the start of their turn must succeed on a DC 22 Constitution saving throw or take 7 (2d12) necrotic damage from choking on the noxious fumes. If Belial dies, the effects fade over the course of 1d10 days. Traits Deep Wounds. All damage dealt by Belial can only be restored through magical means. Devil’s Sight. Magical darkness doesn’t impede Belials darkvision. Fear Aura. When a creature starts their turn within 120 feet of Belial, they must succeed on a DC 22 Wisdom saving throw or have the frightened condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour. Fiendish Regeneration. Belial regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn’t function at the start of his next turn. Belial dies only if he starts his turn with 0 hit points and doesn’t regenerate. Legendary Resistance (3/Day). If Belial fails a saving throw, he can choose to succeed instead. Magic Resistance. Belial has advantage on saving throws against spells and other magical effects. Actions Multiattack. Belial makes three attacks using his Ranseur of Torture . Ranseur of Torture. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 5 (1d10) necrotic damage, and the target must make a DC 23 Constitution saving throw. On a failed save, the target’s movement speed is reduced by 5 feet until the end of their next turn. This penalty can stack. Walls of Phlegethos. Belial creates a wall of fire on a solid surface within 120 feet of him. The wall is 20 feet high and 1 foot thick, and Belial can make the wall up to 60 feet long or create a ringed wall up to 20 feet in diameter. The wall is opaque and lasts until Belial dismisses it. When the wall appears, each creature within its area must make a DC 25 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. A creature that ends its turn inside the wall, or within 5 feet of it, must repeat the save. Symbol of Insanity (Recharge 4–6). Belial draws a magic symbol at a point he can see within 120 feet of him. All creatures within a 20-foot-radius sphere centered on the symbol must make a DC 25 Intelligence saving throw. Targets take 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save immediately use their reaction to make a melee attack against a random creature within their reach, then move their full movement in a random direction. Reactions Pleasure in Pain. As a reaction to taking damage, Belial immediately regenerates half the damage he took. Legendary Actions Belial can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Belial regains spent legendary actions at the start of his turn. Ranseur. Belial makes a Ranseur of Torture attack. Eruption (Costs 2 Actions). Belial causes molten stone to erupt from a point he can see within 90 feet of him. All creatures within a 20-foot-radius sphere centered on that point must make a DC 23 Dexterity saving throw. Targets take 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. Call Underling (Costs 3 Actions). Belial summons an allied horned devil in an unoccupied space that he can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Belisana Bane","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic evil","Expansion":14533,"Challenge Rating":12},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Belkin Moonsplitter","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Expansion":27737,"Challenge Rating":2},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Belko","description":" A sell-spell mercenary, Belko has found a comfortable home among the Yellow Shields. Though he feels he ought to be paid better, he’s got a good thing, and knows it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"netural","Expansion":10365,"Challenge Rating":"1/2"},"publisher":"Green Ronin Publishing","book":"Death in Freeport 20th Anniversary Edition"},{"name":"Belleros","description":"These magnificent winged horses are renowned for their courage, grace, and nobility. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily befriended. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Most pegasi are white, though occasionally one is hatched with conventional horse colors and markings. Pegasi lay eggs, and these eggs (or young pegasus hatchlings) are quite valuable on the open market, but as they are intelligent, good-aligned creatures, selling eggs and young is essentially slavery and is looked down on or outlawed in good societies. Training. The proper method to convince a pegasus to serve as a mount is to befriend it with diplomacy, favors, and good deeds. A pegasus has an intuition about alignment and is generally indifferent to a good-aligned creature, unfriendly to a neutral one, and hostile to an evil one. Before a pegasus will consent to serve as a mount, it must be befriended with Charisma (Persuasion) checks or other means. Riding a pegasus requires an exotic saddle especially designed for it or no saddle at all, as a regular saddle’s straps interfere with the creature’s wings. Pegasi mature at the same rate as horses, and once properly trained they are unafraid of combat and will serve a good or neutral master with absolute faithfulness for life. Belleros. Belleros pegasi share the proud bearing of their ordinary pegasus cousins but are even more devoted to the cause of heroism than their kin. Each belleros fancies itself a great hero, and many ardently seek out companions in adventure and try to encourage them towards acts of greater heroism. While unable to speak, the noble belleros is as intelligent as a human. As such, those who try to train a pegasus to serve as a mount find the pegasus to be recalcitrant and even violent if they are mistreated in any way, but they are eager companions for any with the spirit to keep up with them. Olympian Pegasi. In some pegasi, the blood of a mighty heroic stallion ancestor runs strong, touched by actual divinity and inspired to glory. These champions have the lifespan of a human and can speak a few words in Common or Celestial. They are fully aware of their superiority over common horses and pegasi, and need no training to fly with a rider, but only allow themselves to be ridden by great heroes.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"chaotic good","Expansion":30635,"Challenge Rating":3},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Belu","description":"The green-skinned giant with curled tusks rises from the garden it tends, holding a lotus flower with the same gentleness a parent might hold its newborn. These giants sport curled lower tusks, slightly bulging eyes, and skin which ranges from pale emerald to burnt orange to deep mauve. Common in tropical and swampy environments, they usually roam bare chested with many tattoos covering their arms, shoulders, and faces. Lost Legacy. These loners tend gardens of rare medicinally and alchemically valuable flora. They claim to be the last remnants of a large empire and are excellent stonemasons. Supplicants who approach with a genuine need for help or with a genuine interest in helping others find the belu pleasant and willing to share its medicinal flora. When the belu finds a creature harming its garden or the nearby flora and fauna, it drives away or slays the creatures. Healing Lotuscraft. (1/Day). The belu can spend 1 minute crafting a poultice that lasts 24 hours. When a creature takes an action to apply the poultice to a wound or the skin of a creature, the target regains 18 (4d8) hp and is cured of any diseases or conditions affecting it. Actions Multiattack. The belu makes three Slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage, and the target must succeed 10 a DC 16 Strength saving throw or be pushed up to 10 feet away from the belu and knocked prone. Shatterstone (Recharge 5-6). The belu hurls an enchanted rock at a point it can see within 60 feet of it. The rock shatters on impact, and each creature within 10 feet of that point must make a DC 16 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one. Spellcasting. The belu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: entangle, speak with plants , stone shape 2/day: plant growth Bonus Actions Change Shape. The belu magically transforms into a Small or Medium Humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it. If the belu dies, it reverts to its true form.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Chaotic Good","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Beng'mun Ulacroy","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-orc)","Alignment":"chaotic good ","Expansion":14533,"Challenge Rating":3},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Benthonir","description":"Endemic to deepest parts of the ocean, benthonir are transparent humanoids with an undifferentiated biology. Each drop of the condensed slime that makes up a benthonir's body is interchangeable with the rest so long as enough of the body remains viable to maintain life. This extends to the beginning of their lives, with vast fields of benthonir buds growing on the walls of ocean trenches. Kraken Cultists. Vast schools of benthonir gather in the trenches. There they worship the krakens they believe created them from the lesser creatures of the trenches and, at the krakens' behest, wage war on the asquenti realms above. In their pantheon, the krakens only bend knee to the even greater Vulnatatoa. Mutations. With their great numbers and ever-shifting form, it comes as no surprise that the benthonir are susceptible to a wide variety of mutations. Few human settlers of Melefoni have seen a normal benthonir and fewer still recognize them as kin to the mutants who can be found on the surface. Thankfully for surface dwellers, the benthonir can only bud in the trenches, leaving the surface as yet uninvaded. Fire Shark benthonirs have red coloration that gathers in scales over their transparent flesh. This appearance grants them advantage on Dexterity (Stealth) checks while in the Red Kelp Jungle. They are also immune to fire rather than cold and often have multiple arms. Human Born benthonirs look completely human but lose fast healing and their swim speed, instead gaining a normal 30-foot land speed. They can suppress their bite, claw, and morphic form as a bonus action. Using these abilities can reveal their true nature, but otherwise detecting their benthoniri biology requires advanced scientific facilities and a successful DC 20 Intelligence (Nature) check. Human Mimic benthonirs look like incomplete human beings, wrinkled as their flesh constantly melts and reforms, but could be mistaken for elderly humans in poor light. They have a land speed of 30 feet and a swim speed of 20 feet. The benthonirs of Midron, including the Sisters of the Dark Spire, are of this type. Namonti benthonirs look like asquenti and can only be distinguished with a cursory medical examination (Wisdom (Medicine) DC 10) or scoring a critical hit on them in combat. 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Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life. Speakers of the Dead. Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. Spectral Spy⁠. The pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren’t above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is unconscious and can’t protect or nourish itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body. Weird⁠ Oracles. The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berba­langs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Githyanki have found a way to coexist with berbalangs, and sometimes use the creatures to spy on their enemies and to watch over their crèches on the Material Plane. Traits Spectral Duplicate (Recharges after a Short or Long Rest). As a bonus action⁠, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action⁠ required). The duplicate has the same statistics⁠ and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate’s attacks is psychic damage. Innate Spellcasting. The berbalang’s innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components: At will: speak with dead 1/day: plane shift (self only) Actions Multiattack. The berbalang makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Berbalang","description":"Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life. Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. Pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren’t above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is unconscious and can’t protect itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body. The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berba­langs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Some githyanki have been able to strike deals with the creatures, using berbalangs to spy on their enemies and to watch over their crèches on the Material Plane. Actions Multiattack. The berbalang makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 4 (1d8) psychic damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Spellcasting. The berbalang casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability: At will: speak with dead 1/day: plane shift (self only) Bonus Actions Spectral Duplicate (Recharges after a Short or Long Rest). The berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate’s attacks is psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Berbalang Loremaster","description":"Berbalang lore masters are versatile wizards with a vast amount of knowledge scoured from the dead ancient gods in the Astral Plane. While it may look no different from its brethren, the berbalang has grown stronger and wiser from the dark and powerful secrets it has attained. Manipulators of Energy. The berbalang loremaster has also evolved into a more powerful spellcaster, capable of unleashing deadly attacks at will. Highly intelligent, these lore masters have mastered the ability to control and alter their energy in spell casting, making their spells even more unpredictable and extremely dangerous. Actions Multiattack. The berbalang makes one Bite attack and one Claws attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Elemental Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage (berbalang's choice). Spellcasting. The berbalang casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14): At will: mage hand, prestidigitation, speak with the dead 1/day each: burning hands, dispel magic, identify, invisibility, fireball, lightning bolt, plane shift (self only) Bonus Actions Alter Energy Type (1/Turn). When the berbalang casts a spell and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, it can substitute that damage with one other type from that list. Alter Saving Throw (Recharges after a Short or Long Rest). When the berbalang casts a spell and the spell requires a saving throw, it can change the saving throw from one ability score to another of its choice. Spectral Duplicate (Recharges after a Short or Long Rest). The berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required). The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate’s attacks is psychic damage. Reactions Negate Spell (2/Day). The berbalang tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, the berbalang makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect. Protective Shield (2/Day). When the berbalang or a creature within 10 feet of it is hit by an attack roll, the berbalang gives the target a +5 bonus to its AC until the start of the berbalang’s next turn, which can cause the triggering attack roll to miss.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Berberoka","description":"Bellowing in rage, the moss and plant-covered giant absorbs an entire pond, growing as it spits a powerful jet of water. This giant is native to wetlands, acting as a protector of the wild areas in which it lives. Normally peaceable and nonthreatening, the berberoka is quick to attack those that threaten its domain. Marsh Guardian. Berberoka guard swamps, fens, and marshes from any who disrupt the natural balance. Travelers, hunters, and other interlopers are observed as they pass through, but most are left unmolested. The berberoka reserves its wrath for despoilers of the marshlands: those who hunt or fish all the wildlife, who drain swampland for farming, and especially those who poison the water or damage the local plants and animals. These quickly incur the berberoka's wrath. Foul Weather Friend. A berberoka is a solitary creature, preferring to remain alone in its home, but when its local environs are threatened, it is often willing to ally with other inhabitants against outside threats. Druids are happy to have a berberoka in the neighborhood, and both seek each other out when the danger proves too much for the giant or the druids alone. Amphibious. The berberoka can breathe air and water. Aqueous Regeneration. If the berberoka starts its turn in contact with a body of water large enough to submerge at least half of its body, it regains 10 hp if it has at least 1 hit point. Swamp Camouflage. The berberoka has advantage on Dexterity (Stealth) checks made to hide in marshland or swamp terrain. Swamp Stalker. The berberoka leaves behind no tracks or other traces of its passage when it moves through marshland or swamp terrain. Actions Multiattack. The berberoka makes three Slam attacks or two Muck-Coated Slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Muck-Coated Slam (Saturated Only). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) bludgeoning damage, and the target must succeed on a DC 15 Dexterity saving throw or its speed is reduced by 10 feet as mud and muck coat the target. A creature, including the target, can take an action to clean off the mud and muck. Water Jet (Saturated Only, Recharge 4-6). The berberoka releases all absorbed water as a powerful jet in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw. On a failure, a creature takes 40 (9d8) bludgeoning damage and is pushed up to 15 feet away from the berberoka and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. After using Water Jet, the berberoka is no longer saturated. Bonus Actions Saturated Expansion. While in contact with a body of water, the berberoka absorbs water that is a cube up to 10 feet on a side, and it becomes saturated as the water fills its body. While saturated, the berberoka increases in size, along with anything it is wearing or carrying, becoming Huge, and it has advantage on Strength checks and Strength saving throws. If the berberoka lacks the room to become Huge, it attains the maximum size possible in the space available. Ground exposed by the absorbed water becomes difficult terrain.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Neutral","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Bereginyas","description":"These small, winged faeries appear to be made out of gray mist, and can conceal themselves completely in the fogbanks and clouds enshrouding their mountainous lairs. Mist Dancers. These evil and cunning faeries (whose name means “mist dancers” in Old Elvish) overcome their victims by seeping into their lungs and choking them on the bereginyas’s foul essence. Mountain Spirits. They are most commonly found in the highest mountain ranges, often above the treeline, but they can be encountered in any foggy or misty mountainous region. Shepherds and goatherds often leave bits of milk or cheese to placate them; these offerings are certainly welcome during the spring lambing season. Actions Multiattack: The bereginyas makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 12) and the bereginyas immediately uses Smother against it as a bonus action. Claw: Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage. Smother: If the bereginyas grapples an opponent, it extends a semi-solid gaseous tendril down the target’s throat as a bonus action. The target must make a successful DC 14 Strength saving or it is immediately out of breath and begins suffocating. Suffocation ends if the grapple is broken or if the bereginyas is killed.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Berserker","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it. Traits Reckless : At the start of its turn , the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Greataxe : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage .","properties":{"Category":"Monsters","AC":"13 (Hide Armor)","HP":"67 (9d8+27)","CHA":9,"CON":17,"DEX":12,"INT":9,"STR":16,"WIS":11,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058585/BEAwpnnecv-jNfH_xvORNA/original.png","Roll 0":"1d20 + 5\n1d12+3","Source":"5th Edition SRD","data-XP":450,"Alignment":"Any Chaotic Alignment","Languages":"Any One Language (Usually Common)","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Reckless\",\"Desc\":\"At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.\"}]","data-Actions":"[{\"Name\":\"Greataxe\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d12 + 3\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-1","data-CON-mod":"+3","data-DEX-mod":"+1","data-INT-mod":"-1","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":2,"Passive Perception":10,"data-CrNum":2,"data-AcNum":13,"data-HpNum":67},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Berserker","description":"Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it. Traits Reckless : At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Greataxe : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any chaotic alignment","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Berserker","description":"Ruthless and fierce, the berserker tears across the battlefield in a wild frenzy, devastating their enemies with boundless rage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Berserker of Geryon","description":"Berserker Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict⁠ wherever they can find it. Diabolical Cults of Geryon Despite being deposed, Geryon still has the ability to strike bargains. He deals especially with those who seek brute strength⁠. Any warlike monster—such as orcs, ogres, and trolls—can be lured into Geryon’s cult. His cultists⁠ typically form fighting companies and bandit⁠ gangs, proving their strength by defeating others in battle and taking what they want as loot. Goals: Physical prowess, domination of others through strength, destruction of all opposition Typical Cultist: Bandit, bandit captain, berserker, cult fanatic, cultist, gladiator, thug, tribal warrior, veterans Members of the cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable⁠ Strength⁠ trait. Traits Crushing Blow (Recharges after a Short or Long Rest). As a bonus action⁠, the creature gains a bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1). Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack⁠ rolls against it have advantage until the start of its next turn. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Reactions Indomitable⁠ Strength⁠ (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Chaotic Alignment","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Berserker of Zariel","description":"Berserker Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict⁠⁠ wherever they can find it. Diabolical Cults of Zariel Zariel’s cult offers martial training⁠ and talent. It flourishes in areas wracked by war. Refugees with the will to fight but lacking experience are drawn to Zariel, as she can provide them with the skills needed to survive. Established warriors looking for an edge are otherwise her most common recruits. Knightly orders, fighters’ guilds, and mercenary companies are the most likely to come under her sway. Hobgoblins sometimes turn to her, but only if they have escaped the influence of Maglubiyet and his priests⁠. Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Zariel’s cultists⁠ can gain the Ferocious Surge trait. Cult leaders can also gain the Infernal Tactics⁠ trait. Traits Ferocious Surge (Recharges after a Short or Long Rest). When this creature hits with an attack⁠ that isn’t a critical hit, it can turn the hit into a critical hit. Infernal Tactics⁠. This creature has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them. Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack⁠ rolls during that turn, but attack⁠ rolls against it have advantage until the start of its next turn. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Chaotic Alignment","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Bestial Spirit","description":"See the Summon Beast spell.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Bestial Spirit","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Flyby (Air Only). The spirit doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach. Pack Tactics (Land and Water Only). The spirit has Advantage on an attack roll against a creature if at least one of the spirit’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Water Breathing (Water Only). The spirit can breathe only underwater. Actions Multiattack. The spirit makes a number of Rend attacks equal to half this spell’s level (round down). Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level Piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Neutral","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Betra the Younger","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":29375,"Challenge Rating":13},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Bheur Hag","description":"Hags delight in bringing ruin and misery to the world. Malevolence is such a core part of a hag that it shapes her physical form and molds her magical powers. Bheur hags live in wintry lands, favoring snow-covered mountains. They become more active during winter, using their ice and weather magic to make life miserable for nearby settlements. A bheur hag’s skin is blue-white, like that of a person who has frozen to death. Her hair is pale white, and she is emaciated, as if she were a person who had survived winter by eating bark and leather. Her eyes are pale and surrounded by dark, bruise-colored flesh. A bheur carries a twisted gray wooden staff, which she can ride like a flying broom and augments her magical powers. Cold Hearts. Bheur hags are attracted to selfish actions justified by deadly cold, such as murdering a traveler for a winter coat, chopping down a dryad’s grove for firewood, and so on. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding more food for the winter than he could possibly eat while others starve. Bheurs love to seed such ideas and thoughts in mortals. They use their ability to manipulate weather to batter villages with snow and freezing cold, hoping to instill despair that turns the villagers against each other. A bheur hag loves watching unprepared people suffer and die for their mistakes during the winter. She is delighted when mortals make petty, pathetic attempts to survive, such as eating boots and leather scraps when no real food is to be found. Awful to Behold. When a bheur hag is fully in the throes of combat and has recently slain one of her foes, she often forgoes a direct attack on her remaining enemies and instead takes a moment to feed on the corpse, dismembering it and tearing meat from bone. The sight of this savagery is enough to render witnesses temporarily insane. Covens. A bheur hag that is part of a coven (see the “Hag Covens” sidebar in the Monster Manual ) has a challenge rating of 9 (5,000 XP). Traits Graystaff Magic : The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying . While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff. Ice Walk : The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra moment. Innate Spellcasting : The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: • At will: hold person ,^ ray of frost • 3/day each: cone of cold ,^ ice storm ,^ wall of ice ^ • 1/day each: control weather Actions Ray of Frost : Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 9 (2d8) cold damage and the target's speed is reduced by 10 feet until the start of the hag's next turn. Slam : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage. Maddening Feast : The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag’s choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Maddening Feast for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Expansion":1,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Bheur Hag","description":"Bheur hags live in wintry lands, favoring snowy mountains. These hags become more active during winter, using their ice and weather magic to make life miserable for nearby settlements. A bheur hag’s skin has the bluish hue of a person who has frozen to death. The hag’s hair is white, and the hag is emaciated, with pale eyes surrounded by bruise-colored flesh. A bheur hag carries a twisted gray wooden staff that can be ridden like a flying broom and that augments the hag’s magic. Bheur hags are attracted to selfish actions inspired by deadly cold, such as murdering a traveler for a winter coat or chopping down a dryad’s grove for firewood. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding excess food for the winter while others starve. Bheurs use their ability to manipulate weather to batter villages with freezing cold, hoping to instill a despair that turns folk against each other. In combat, a bheur hag also strives to inspire horror. When near a recently slain foe, the hag may forgo an attack to feed on the corpse. The sight of this butchery is enough to terrify most witnesses. Traits Control Weather (1/Day). The hag can cast the control weather spell, requiring no material components and using Charisma as the spellcasting ability. Graystaff Magic. The hag carries a graystaff , a magic staff. The hag can use its flying speed only while astride the staff. If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff . Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn’t cost the hag extra moment. Actions Multiattack. The hag makes two Slam or Frost Shard attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 18 (4d8) cold damage. Frost Shard. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 30 (6d8 + 3) cold damage, and the target’s speed is reduced by 10 feet until the start of the hag’s next turn. Horrific Feast. The hag feeds on the corpse of one enemy within reach that died within the past minute. Each creature of the hag’s choice that is within 60 feet and able to see the feeding must succeed on a DC 15 Wisdom saving throw or be frightened of the hag for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Feast for the next 24 hours. Spellcasting. While holding or riding the graystaff , the hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: hold person 1/day each: cone of cold , ice storm , wall of ice","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Bheur Hag","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"any evil","Expansion":34600,"Challenge Rating":7},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Bheur Hag, Auntie Frigid Hearth","description":"Auntie Frigid Hearth is known for her extremely high pitched voice and her borderline erotic fascination with killing adventurers and other sentient creatures. Her skin is the blue-green of a submerged iceberg and she is completely hairless, but wears the collected long hair of various humanoids as a wig. Her clothing consists of grey thread-bare material with various bones attached to it. Auntie Frigid Hearth is one of three mixed hags that come together to form the Three Pains coven when a serious threat to hags emerges. When formed, this coven only exists to hunt down and destroy those who have killed or run hags out of their lairs. Frigid Hearth, as their resident loose cannon incapable of real strategy, initiates most battles under greater invisibility with her cube of force set to prevent living tissue. While she attracts attention the other two of the coven focus on eliminating the weakest threats first. Auntie Frigid Hearth has defied the grandmothers by refusing to kill her hagspawn son, Virinik the Only, after he survived a recent experiment. She was also accused of actually caring for her hagspawn. Some whisper that Auntie Frigid Hearth is guilty of the ultimate betrayal amongst hag, or that she actually loves her son. Regardless, Virinik is Auntie Frigid Hearth’s most powerful and loyal minion and he ruthlessly commands all the creatures that serve Auntie Frigid Hearth. Their lair will be the first expansion planned for this work and a small adventure is planned to bring the characters into contact with them.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":34600,"Challenge Rating":9},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Bheur Hag, Grandmother Nothing","description":"Grandmother Nothing is obsessed with death and unlife. This rail-thin bald hag wears thrown-together burlap clothes with all manner of bone and rotting flesh attached to it. Her obsession with death has alienated her from her fellow hags and some even whisper of Grandmother Nothing attempting to achieve lichdom. Her lair is in an ancient and mostly forgotten graveyard in the middle of a dark forest. She has surrounded herself with undead minions that she can communicate with and hasn’t spoken to another hag in over twenty years. Grandmother Nothing is not hunted down and slain by her fellows because of her power and ability to slay nightshade hags. At least three nightshade hags have died to Grandmother Nothing, probably due to Grandmother nothing’s main consort and ally, a completely insane vampire naming itself Prince Lugo. The vampire’s madness has been slowly twisted over time by Grandmother Nothing and it now believes that she is his actual grandmother and lover. Grandmother Nothing’s lair houses nothing living and she will be defended by her lover, vampire spawn, and swarms of bone rats.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":34600,"Challenge Rating":14},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Bhornak","description":"The Bhornak is a furry quadraped with multiple red eyes that glow in the dark.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Bhuta","description":"A bhuta is a ghostlike undead creature born of horrible death or murder in a natural setting. It is a manifestation of rage at the injustice of a death that interrupted important business or unsated desires. Doomed to haunt the wilderness within several miles of the site of its demise, a bhuta turns to the local fauna as tools for its vengeance. Ghost in Wolf’s Clothing. A bhuta can appear in a variety of animalistic forms by using its animal cloak ability, but its natural appearance is that of a bestial humanoid phantom that floats a foot above the ground as it moves. While bhutas are incorporeal, the touch of their claws creates horrific, bleeding wounds. A bhuta’s feet point backward. To disguise its nature, a bhuta can appear solid, manifesting in long robes that help disguise the fact that it floats and has strange feet. By means of its magic jar ability, a bhuta can also possess living animals to use as its minions; an animal possessed by a bhuta casts no shadow, and therefore prefers to lurk in heavily canopied or thicketed areas, waiting for the right time to strike out and attack intruders. Friendly Beasts. Animals find themselves attracted to bhutas, which use their spell-like abilities to manipulate such victims toward evil and deceptive ends. Bhutas generally avoid influencing animal companions or domesticated animals, for changes in behavior among such creatures can easily arouse suspicion and reveal a bhuta’s presence and influence. Unfulfilled Vengeance. A bhuta might have tasks it wishes to complete from its previous existence as a living creature, or it might work against those who slew its living form. This link to its past life is vague and compulsive rather than clear, unlike that of a ghost. Bhutas who have no specific target for retribution still seek to trouble those living in or near their domains, coaxing passersby into accepting them as traveling companions and using their influence over animals as a testament to their benevolence. When invited to join a group, a bhuta can journey outside its normal territory. 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The specifics behind the shepherd’s death determine the habits of the bicho cidrão it spawns. Some die in defense of their flock, and in death are unable or unwilling to divest themselves of their duty. Others die in acts of cowardice, attempting to flee danger only to die anyway, and the resulting bicho cidrão lingers in an attempt to find redemption for its craven actions. Unlike most undead, the bicho cidrão is not overtly hostile to the living. They will not knowingly take any action likely to result in harm or death to any sheep or goats. The presence of a bicho cidrão can be a blessing to herders, as its presence protects their flocks. However, the obsessive attention of the creature can cause frustration and confusion for them as well, as it has no regard for any humanoids tending the flocks, only the animals it is obsessed with protecting. A humanoid attempting to halt or subvert a bicho cidrão’s plans to protect a herd are likely to be considered an enemy and provoke a hostile response, even if they their actions are meant to be in the flock’s best interests. Bringer of Gloom . The bicho cidrão’s presence causes clouds to gather and rain to fall within 2 miles of its location. Unseasonal or prolonged wet weather in an area is a strong sign that a bicho cidrão is haunting the region.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful neutral","Expansion":30635,"Challenge Rating":1},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Biddrina","description":"Biddrina The biddrina is a predator that inhabits lowland marshes. This massive serpentine creature is armored in thick blue-green scales and with glowing red eyes and a massive head split wide to reveal rows of sharp teeth. It prowls the wetlands and adjacent areas, concealing itself in water or tall grass as it can, hunting for prey. It will often target settled areas near its lair, preferring the ease of herd animals and humanoids found in one place than hunting wild game. Prized Scales. Adventurers sometimes brave a biddrina’s territory to hunt and slay the beast. The scales and hide of the creature are prized as components in construction of armor of invulnerability.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":30635,"Challenge Rating":6},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Big Linda","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":9},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Bigat","description":"“To the east of the Fossa, upstream of Borgoratto, the Old Bucket flows between wild hills, draining a narrow valley the bumpkins call Del Bigat. Tis there that lurks one such creature, said to have a lair of gold and a lust for human flesh.Many sought the valley, few found it, no-one returned.” -Braccio da Montone, Brancalonia Corbellatica, Liber V- Bigat is a legendary creature that often appears in the stories of the North of the Kingdom. According to the different versions, it is described as a dragon without wings, a huge lizard, or even as a sort of titanic worm. Regardless of its appearance, the Bigat is a highly territorial creature, which avoids inhabited places and prefers rivers and wild areas. In the folklore, the Bigat collects a hoard during its entire existence, and it guards and defends the treasure within its own lair. Traits Hold Breath. The Bigat can hold its breath for 1 hour. Actions Multiattack. The Bigat makes three attacks: one with its bite, one with its claws, and one with its tail. Bite. Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 13 (2d8+4) piercing damage. Claws. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6+4) slashing damage. Tail. Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 11 (2d6+4) bludgeoning damage. Brutish Roar (Recharge 6). The bigat emits an explosive and deafening roar. Each creature within 30 feet of the bigat and able to hear the roar must make a DC 14 Constitution saving throw. On a failed save, a creature takes 18 (4d8) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"unaligned","Expansion":11925,"Challenge Rating":5},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Bil djooli","description":"Bil'djooli are an aggressive race of interplanetary travelers who raid worlds for their own gain and routinely scavenge alien technology. Once sorely pressed, the bil'djooli now range across disparate systems to find the fresh water essential for the continuation of their race. Bil'djooli physiology requires a significant amount of clean, fresh water in order to breathe and metabolize food properly. A single bil'djooli is 7 feet long from head to tentacle. They have somewhat translucent blue or purple skin with a white or pale blue underside to their tentacles. A mature bil'djooli weighs 300 pounds. Survival of the Fittest. A single bil'djool has incredibly competitive instincts and a large measure of pride, but the culture rewards cooperation and team work in order to secure the race's survival. Advancement in their militarized society requires competence and loyalty, though some level of corruption allows the truly ambitious to exploit others to their benefit. Regardless of rank or station, all bil'djooli receive intensive martial training, learning to fight with mass-produced technomagical rods that can crunch bones in melee or fire rays of magical energy. Bil'djooli family life is harsh from the beginning. Families are governed by ordered pair which lay hundreds of eggs over a lifetime. Though bil'djooli have distinctive male and female internal anatomies, their breeding produces a thick slime full of eggs that is then carried by both parents. The slime is spread across a flat surface when the eggs near maturity, and a dozen bil'djooli might hatch from a single clutch. Bil'djooli young learn quickly and train for survival and combat almost from birth, competing with one another for food and favor. While individual families do not always encourage violence among siblings, there are few penalties in the military meritocracy for murdering a sibling with cause. Pollutant. The bil'djooli spread filth across the galaxy, polluting entire planets with a naturally occurring byproduct of their toxic skin. Hailing from a dozen different home worlds, their kind has sought a means to inhabit aquatic worlds for generations without having to leave them behind. When traveling to alien seas, bil’djooli often wear a leather vest connected to a round glass helmet filled with clear fluid, as their immune systems are strong but delicate, and they produce toxins offensive to most living creatures very quickly. Without protective gear, bil'djooli poison is actually more dangerous for the bil'djooli than it is for most creatures they encounter. As aquatic creatures, they wear protective helmets full of fresh water they can breathe through a series of gills in their throat, lest they poison themselves and their fellow soldiers. Sea Soldiers. Most bil’djooli soldiers bear unusual metal rods covered with glowing arcane sigils. Bil’djooli soldiers obey orders without question, owing to a combination of redundant training, negative reinforcement, honored military traditions, and the belief that conquest alone perpetuates their species. Bil’djooli are masters at guerilla and pack tactics in combat and excel at flanking and ambush maneuvers. The bil'djooli teach a peculiar martial art that makes use of their long tentacles and superior reach. They take what they desire from enemy combatants, striking them with powerful tentacles and using agile suction to disarm their opponents or lift other equipment. 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They are commonly treated as a pest by Underworld and desert travelers as they enjoy rummaging in unattended packs and tents for food.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":0},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Bilby","description":"Often called rabbit-eared bandicoots, bilbies are rarely seen directly. They are commonly treated as a pest by Underworld and desert travelers as they enjoy rummaging in unattended packs and tents for food.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":5494,"Challenge Rating":0},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Billie Blind","description":"Blessed with the spirit and intelligence of a sprite and the wisdom of a dryad, the billie blind is a wise being in a child’s body. Billie blinds are enthusiastic and dedicated about a single thing in life. They analyze their chosen subject with meticulous accuracy and learn everything they can about it. These subjects of interest may vary for each individual. One billie blind might be an expert on history, arcane or religious matters, while the other might be an enthusiast of training dogs or making tea. They are rarely encountered and live solitary lives, but sometimes they serve as advisors to noble fey. They are usually reserved and kind but can be easily angered by questioning their expertise on their favorite subject.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral good","Expansion":17604,"Challenge Rating":1},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Bilwis","description":"The vague outline of a person wavers to and fro, mirage-like, formed from grass and weeds seemingly caught on a breeze with hair of blowing corn silk. Summoned Saboteur. The bilwis is an elemental creature. Usually summoned on behalf of another to ruin an enemy's crops, the bilwis hides in the fields until harvest draws near then rips through the crops, devouring and scattering the yield. False Undead. The form of a bilwis leads to them being misidentified as a ghost of some kind, and they are often referred to as a ghost. Though remedies for a haunting fail to drive them away, the remedies do sometimes add the undead to the list of local maladies when graves are disturbed unnecessarily. Shrouded in Superstition. Many farmers believe that if they plant and plow their fields from the outside inward, the bilwis won't be able to find its way in to damage their crops. The bilwis are also blamed for the spread of various illnesses but have no such ability. Elemental Nature. The bilwis doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Biologic Processor","description":"This mechanical monstrosity grinds to life with industrial precision and deadly strength, a massive industrial engine brought to life by technomagical sorcery. Scientific Machines. A biologic processor collects, stores, and analyses tissue samples from living creatures brought to it, cataloguing them for further research. 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Specialists in hybridizing and altering creatures through a mixture of science and magic, they have spawned countless hybrids and krasis in search of the perfect union between nature and civilization. Traits Bolstering Presence. The biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the biomancer that starts its turn there regains 5 (1d10) hit points. Magic Resistance. The biomancer has advantage on saving throws against spells and other magical effects. Spellcasting. The biomancer is a 16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The biomancer has the following wizard spells prepared: Cantrips (at will): acid splash, light, mending, poison spray, shocking grasp 1st level (4 slots): detect magic, grease, shield 2nd level (3 slots): alter self, darkvision, enlarge/reduce, hold person 3rd level (3 slots): counterspell, dispel magic, haste, protection from energy 4th level (3 slots): confusion, conjure minor elementals, polymorph 5th level (2 slots): cone of cold, creation, hold monster 6th level (1 slot): move earth, wall of ice 7th level (1 slot): prismatic spray 8th level (1 slot): control weather Actions Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"neutral good","Expansion":7,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Birch Siren","description":"An impossibly thin figure passes through the trees, its skin and clothes formed of curling silver birch bark. The autumn leaves that adorn its crown whisper strangely in the breeze. Birch sirens are a less common variety of treant that often live together in family units called copses. These sirens are more malicious than their larger counterparts and delight in luring travelers deeper into dangerous woodland with their haunting melodies. Traits Shadow Wood. The largest population of birch sirens lives in the Shadow Realm, in the more rarely traveled portions of forest that span the region. Occasionally, birch sirens are coerced to lend aid and protection to the shadow fey rangers who hunt such dangerous woods. Elven Origins. Birch sirens are rumored to have been created by the magic of the elves. These tree-folk were once guardians of vast orchards and beautiful gardens, contributing to the wonder of such places with their alluring songs. When the elves began to fade from the world, so too did the purpose of the birch sirens, and now they exist as cruel shadows of their former selves. False Appearance. While the birch siren remains motionless, it is indistinguishable from a normal tree. Rustling Copse. If two or more birch sirens use their Haunting Tune ability while within 300 feet of one another, saving throws to resist the effect are rolled with disadvantage. Actions Multiattack. The birch siren makes two Slam attacks. It can replace one of these attacks with Psychic Shriek. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. Haunting Tune. The birch siren rustles its leaves, creating a haunting chorus. Each humanoid within 300 feet of the birch siren that can hear the song must succeed on a DC 17 Wisdom saving throw or become charmed. The birch siren must take a bonus action on its subsequent turns to continue the chorus. It can stop the chorus at any time. The tune ends if the birch siren is incapacitated. While charmed by the birch siren, a creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature cannot take actions while charmed in this way. Whenever a target takes damage or begins a turn unable to hear the chorus, it can repeat the saving throw. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this birch siren's tune for the next 24 hours. Psychic Shriek. The birch siren emits a soundless scream that tears at the minds of its victims. All non-plant creatures within 30 feet of the birch siren must make a DC 17 Constitution saving throw, taking 22 (4d8 + 3) psychic damage on a failed save or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Chaotic Evil","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Bird of Prey","description":"Traits Exceptional Vision. The bird has a +10 bonus to Wisdom (Perception) checks that rely on sight. Flyby. The bird doesn’t provoke opportunity attacks when they fly out of an enemy’s reach. High-Speed Dive (Recharges after a Short or Long Rest). If the bird descends at least 30 feet on their turn, they can take the Dash action as a bonus action. When they do, they have advantage on the next attack they make before the end of their turn. Actions Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. If the target is a Tiny creature, they are grappled (escape DC 12). If the target is a Small or larger creature, the bird attaches to them. While attached, the bird’s Beak attacks against that target are made with advantage, and the bird can’t attack another target. The target or a creature who can reach them can attempt to detach the bird as an action by making a DC 12 Strength (Athletics) check. On a failed check, the attached target takes 2 (1d4) slashing damage. On a successful check, the attached target takes 2 (1d4) slashing damage and is no longer attached. The bird can detach by spending 5 feet of their movement. Bonus Actions Spot. The bird makes a Wisdom (Perception) check.","properties":{"Category":"Monsters","Size":"Tiny or Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Birdfolk Dockmaster","description":"It may be odd to see birdfolk working the docks and ships of Saltar’s Port, but the sea is a way of life for some folk. Jobs in the seafaring industry are as lucrative as they are tough. For the birdfolk that choose to ply their trade on the water, life is about order and efficiency. One improperly stowed barrel or poorly lashed line can spell disaster on the sea. Dockmasters take their marine jobs very seriously.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any birdfolk)","Alignment":"any","Expansion":5991,"Challenge Rating":2},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Birdfolk Farmer","description":"Simple farmers can be found across the Wood, providing necessary food and supplies to the cities. There are many places in Humblewood where digging up large heaps of soil would either be impractical or damaging to the forest. While traditional farms exists in Humblewood, the majority of farms are built in the canopies in or around cities. Farming in the canopy consists of growing flowering moss gardens or fruit-bearing vines on the branches of perch trees. Canopy farms can also include the raising of large insects for food, or silkworms for clothing.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any birdfolk)","Alignment":"any","Expansion":5991,"Challenge Rating":0},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Birdfolk Guard","description":"Aspiring recruits from all over the Wood flock to the Perch Guard headquarters in the capital of Alderheart to join their ranks. After successful training, these newly sworn guards return to their home perch. They serve with pride, acting as the perch’s first line of defense. Under the Humblefolk Treaty, members of the Perch Guard are tasked to aid nearby villages on the forest floor whenever necessary. In larger cities like Alderheart, the Perch Guard are also responsible for dealing with inner city issues such as robbery, bar fights, and investigating and arresting criminals.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any birdfolk)","Alignment":"any lawful","Expansion":5991,"Challenge Rating":"1/8"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Birdfolk Militia","description":"In smaller perches, where a guard force may be minimal or nonexistent, town security consists of a locally-organized militia. Anyone can enlist in these groups, provided they are upstanding citizens. They can be called upon by the Perch Guard to perform duties ranging from policing streets to supplementing military efforts.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any birdfolk)","Alignment":"any","Expansion":5991,"Challenge Rating":"1/8"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Birdfolk Sailor","description":"For birdfolk who take up the seafaring trade, their home is as much on the ocean as it is at port. They relish the salt spray and stiff winds, finding the closed spaces of forest life to be stifling compared to the wide-open expanse of the sea. Peculiar Design Birdfolk ship design often causes confusion among other seafaring races due to the relative absence of rigging. While cordage is needed to keep sails in place and cargo stored, nets and climbing ropes prove less necessary when the crew is capable of limited flight. A birdfolk sailor can simply lash a rope to their leg, open their wings, and let the ocean breeze carry them up to the sails or to a lookout post on the main mast.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any birdfolk)","Alignment":"any","Expansion":5991,"Challenge Rating":"1/8"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Birdfolk Skeleton","description":"Deceased birdfolk granted a semblance of life through necromantic spells don’t have memory per se, but their skeletal bodies retain familiarity with tasks they performed in life. They also remain skilled with weapons they wielded in life, making them useful guards or servants. Unnatural Life Animated skeletons are common among the practitioners of the necromantic arts. Even at the Avium, where necromancy is forbidden in practice, it is taught in theory. A common exception is the use of animated skeletons for menial tasks around the college. The reanimation of birdfolk who did not give their express consent in life is seen as a violation of their memory, so these skeletons usually consist of former college staff who desired to stay and help long past their own time. Not all scholars agree that even this relatively benign form of necromancy should be allowed, while others don’t see why permission from the dead should be necessary, believing that “dead is dead”. Though the consent policy remains in place, heady debates over the ethics of certain forms of necromancy have resulted in the shunning of more morally flexible scholars.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":5991,"Challenge Rating":"1/4"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Birdfolk Skirmisher","description":"The bulk of the Perch Guard’s military force are a light infantry called ‘The Spears.” They train relentlessly with polearm weapons perfectly suited for branch-to-branch combat. Many are also skilled at ranged attacks with these weapons, as well as performing special diving maneuvers, making them an even greater threat to enemies below. In times of peace, skirmishers often serve as skilled hunters, following the direction of trackers to collect enough food for entire villages.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any birdfolk)","Alignment":"any lawful","Expansion":5991,"Challenge Rating":"1/8"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Birgemon Seal","description":"Only a moment before it was a seal with large, glossy eyes. Then its strange bony growths split, revealing a massive, toothy maw. Three tentacles reach out from within. Named after Yorlan Birgemon, the famous explorer who first encountered the strange aberrations (and subsequently was eaten by them), the birgemon seal is infected with an extraplanar parasite. Sages who have studied birgemon seals discovered the parasites prefer the cold of the arctic and infect only seals. Inherited Parasite. The parasite influences the behavior of the seal, but the infected seal population acts normally, even following the same migratory patterns. Birgemon seals pass along the parasite to their young during birth, leaving whole generations of seals that know no other existence. Though infected seals act as any other seal, seal that aren't infected tend to stay away from those that are. Shimmer seals (see Tome of Beasts 2 ) kill birgemon seals on sight and have been observed leading uninfected seals in fights against pods of birgemon seals. Symbiotic Existence. The parasite alters its host by forming a toothy, tentacled maw on the seal's back, but it otherwise doesn't harm, hinder, or alter the seal. Birgemon seals are content to eat with either mouth, though some prey is far easier for the aberrant maw to hunt and devour. These seals also survive predation more than those that aren't infected, but birgemon seals killed and eaten don't infect the predator with the parasite, which dies alongside its host. Frozen to the Spot. When on snow or ice, the birgemon seal can't be moved against its will. Hold Breath. The birgemon seal can hold its breath for 90 minutes. Actions Multiattack. The birgemon seal makes one Bite attack, one Toothy Maw attack, and three Tendril attacks. It can replace all three Tendril attacks with a use of Reel. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Toothy Maw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Tendril. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: The target is grappled (escape DC 13) if it is a Medium or smaller creature, and the seal can't use the same tendril on another target. If a creature is grappled by two or more tendrils, it is also Restrained. Reel. The birgemon seal pulls each creature grappled by it up to 10 feet straight toward it. Bonus Actions Ice Slide. If the birgemon seal moves at least 10 feet in a straight line while on snow or ice during its turn, it can slide up to 40 feet.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Bisso Galeto","description":"Bisso Galeto These creatures appear to be a hybrid of bird and lizard or snake, with feathered upper bodies, a bird-like head with a wattle and comb, and scaly lower quarters and a long, serpentine tail. At first glance, one might easily mistake a bisso galeto for a cockatrice, especially since the two share both diet and habitat. However, where a cockatrice has bat-like wings, the bisso galeto’s wings are feathered, like a birds, save for the long, curving spines they bear, which are the creature’s primary weapon. Bisso galetos are territorial, attempting to run off anything they see as a threat or competition. They use their magical ability to increase their size to frighten off opponents, or to increase their ability to fight, should the enemy not retreat when faced with a larger threat. Mortal Enemies . As they compete with cockatrices for both territory and food, bisso galetos are hostile to cockatrices, often attacking on sight. A bisso galeto will typically win such encounters, being immune to the cockatrice’s petrification ability. Some creatures, particularly humanoids, will raise and train a bisso galeto, keeping it as a guard against cockatrices if they live in territory where such monsters are common.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Expansion":30635,"Challenge Rating":1},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Bit Drone","description":"Drones Drones are semi-autonamous robotic constructs programmed to decipher and follow the commands of their owners. These commands can be either general or specific, with the drone responding to the best of its ability. It uses its own independent logic to execute more simple or general commands. When not receiving commands, they follow the most recent directive or task assigned to them. Most drones don't have any means of communication other than verification of their assigned tasks, but a few have been programmed to speak. These additional traits are often used to seek out individuals or pass on encrypted communications. Mechanical Body. A drone doesn't require air, food, drink, or sleep. A drone that is reduced to 0 hit ponts is destroyed, their remains considered scrap. Since drone parts can come from a number of different creators, they're rarely intercompatible or interchangable.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":27051,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Bit Drone","description":"Drones Drones are semi-autonamous robotic constructs programmed to decipher and follow the commands of their owners. These commands can be either general or specific, with the drone responding to the best of its ability. It uses its own independent logic to execute more simple or general commands. When not receiving commands, they follow the most recent directive or task assigned to them. Most drones don't have any means of communication other than verification of their assigned tasks, but a few have been programmed to speak. These additional traits are often used to seek out individuals or pass on encrypted communications. Mechanical Body. A drone doesn't require air, food, drink, or sleep. A drone that is reduced to 0 hit ponts is destroyed, their remains considered scrap. Since drone parts can come from a number of different creators, they're rarely intercompatible or interchangable.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Biwari","description":"The biwari is a monster of draconic descent, with the torso of a huge serpent, two large forearms, and the head of a human with four black eyes, large pointed ears, and sharp fangs which emit a necrotic bite. While it has no back legs, its tail is long and muscular, which propels the biwari on land, much like a snake, allowing the creature to coil up and claw with its arms or strike for a deadly bite. Most biwari are pale yellow to white in color, with translucent spikes and sails running from the top of their heads to midway down their spines. Heightened Senses . With their large, pointed ears and multiple eyes, the biwari can see and hear from a great distance and with heightened accuracy. Two sets of eyelids provide protection for their black eyes, guarding against sand, pollen, and other irritants in their environment. Frightening Flyers . Imposingly grandiose wings enable the biwari to fly in the air, creating fearsome shadows over the desert and mountain landscapes in which it lives. The beating of a biwari’s wings is extremely recognizable and serves as a warning sign to people and prey that one is drawing near. Traits Frightful Presence . Each creature of the biwari’s choice that is within 120 feet of the biwari and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the biwari’s Frightful Presence for the next 24 hours. Actions Multiattack . The biwari makes two attacks: one with its bite and one with its claws. Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking an additional 24 (7d6) necrotic damage on a failed save or half as much damage on a successful one. Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. ","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":8938,"Challenge Rating":5},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Bjornhild Solvigsdottir","description":"Tribe of the Tiger The Tiger Tribe shuns the stronger Elk Tribe and preys on the weaker Bear and Wolf tribes. Of all the Reghed tribes, the Tiger Tribe is the most comfortable preying on the weakness of their rivals as well as Ten-Towns. Queen Bjornhild Solvigsdottir It’s unusual for a woman to lead a Reghed tribe, but Bjornhild is a most extraordinary woman. The fearless wife of the late King Korold, she fought alongside him in many battles. After a frost giant’s mammoth companion slew Korold, the formidable Bjornhild took his place. Bjornhild worships the Frostmaiden and is so ruthless that her enemies believe she has actual ice flowing through her veins. She has no living children that she knows of, but with Auril’s blessing, she won’t need any heirs to preserve her legacy. Bjornhild intends to live forever by demonstrating her unwavering faith in the Frostmaiden and becoming the Chosen of Auril. As if she weren’t fearsome enough, Bjornhild has a pet saber-toothed tiger named Grava. Auril’s Blessing (3/Day). When Bjornhild hits a creature with a weapon attack, the attack deals an extra 11 (2d10) cold damage. Actions Multiattack. Bjornhild makes two melee attacks. Greataxe. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: (1d12+4) slashing damage. If it hits, this attack deals an extra 2d10 cold damage if Bjornhild uses Auril’s Blessing Spear (Melee; One-Handed). Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: (1d6+4) piercing damage. If it hits, this attack deals an extra 2d10 cold damage if Bjornhild uses Auril’s Blessing Spear (Melee; Two-Handed). Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: (1d8+4) piercing damage. If it hits, this attack deals an extra 2d10 cold damage if Bjornhild uses Auril’s Blessing Spear (Ranged). Ranged Weapon Attack : +7 to hit, reach 20/60 ft., one target. Hit: (1d6+4) piercing damage. If it hits, this attack deals an extra 2d10 cold damage if Bjornhild uses Auril’s Blessing","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":6331,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Bjornhild Solvigsdottir","description":"Bjornhild worships the Frostmaiden and is so ruthless that her enemies believe she has actual ice flowing through her veins. She has no living children that she knows of, but with Auril’s blessing, she won’t need any heirs to preserve her legacy. Bjornhild intends to live forever by demonstrating her unwavering faith in the Frostmaiden and becoming the Chosen of Auril. As if she weren’t fearsome enough, Bjornhild has a pet saber-toothed tiger named Grava. Tribe of the Tiger The Tiger Tribe shuns the stronger Elk Tribe and preys on the weaker Bear and Wolf tribes. Of all the Reghed tribes, the Tiger Tribe is the most comfortable preying on the weakness of their rivals as well as Ten-Towns. It’s unusual for a woman to lead a Reghed tribe, but Bjornhild is a most extraordinary woman. The fearless wife of the late King Korold, she fought alongside him in many battles. After a frost giant’s mammoth companion slew Korold, the formidable Bjornhild took his place. Traits Auril’s Blessing (3/Day). When Bjornhild hits a creature with a weapon attack, the attack deals an extra 11 (2d10) cold damage. Actions Multiattack. Bjornhild makes two melee attacks. Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage, plus 11 (2d10) cold damage if Bjornhild uses Auril’s Blessing. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) cold damage if Bjornhild uses Auril’s Blessing.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":27909,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Black Abishai","description":"Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers? —Mordenkainen Abishai Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. Emissaries of Doom. Tiamat deploys abishais as emissaries, sending⁠ them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message⁠ to cultists⁠ or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets⁠, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command⁠ and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command⁠ abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. Black Abishai Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location from where they can deliver a fatal strike to their targets. Traits Devil’s Sight⁠. Magical darkness⁠ doesn’t impede the abishai’s darkvision. Magic Resistance⁠. The abishai has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. The abishai’s weapon attacks are magical. Shadow⁠ Stealth. While in dim light or darkness⁠, the abishai can take the Hide action⁠ as a bonus action⁠. Actions Multiattack. The abishai makes three attacks: two with its scimitar and one with its bite. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage. Creeping Darkness⁠ (Recharge 6). The abishai casts darkness at a point within 120 feet of it, requiring no components⁠. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness⁠ up to 60 feet as a bonus action⁠.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Black Abishai","description":"Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location where they can deliver a fatal strike to their targets. Abishais Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat’s five dragon heads: black, blue, green, red, and white. Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. Traits Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abishai makes one Bite attack and two Scimitar attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage. Creeping Darkness (Recharge 6). The abishai casts darkness at a point within 120 feet of it, requiring no spell components or concentration. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action. Bonus Actions Shadow Stealth. While in dim light or darkness, the abishai takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium ","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Black Bear","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell : The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack : The bear makes two attacks : one with its bite and one with its claws. Bite : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage . Claws : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.","properties":{"Category":"Monsters","AC":"11 (Natural Armor)","HP":"19 (3d8+6)","CHA":7,"CON":14,"DEX":10,"INT":2,"STR":15,"WIS":12,"Size":"Medium","Type":"beast","Speed":"40 ft., climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058599/SedkaKv_38M1MIcD08Vufw/original.png","Roll 0":"Bite\n1d20 + 3\n1d6+2","Roll 1":"Claws\n1d20 + 3\n2d4+2","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The bear has advantage on Wisdom (Perception) checks that rely on smell.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The bear makes two attacks: one with its bite and one with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 2\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"+2","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":"1/2","Passive Perception":13,"data-CrNum":0.5,"data-AcNum":11,"data-HpNum":19},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Black Bear","description":"Traits Keen Smell : The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack : The bear makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claws : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Black Bear","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Black Bear","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Multiattack. The bear makes two Rend attacks. Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage.","properties":{"Category":"Monsters","AC":11,"HP":"19 (3d8 + 6)","PB":2,"CHA":7,"CON":14,"DEX":12,"INT":2,"STR":15,"WIS":12,"Size":"Medium","Type":"Beast","Speed":"30 ft., Climb 30 ft., Swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406406902/AtyPuiHNd4lzjmFrxrFEWQ/original.png","Senses":"Darkvision 60 ft.","Skills":"Perception +5","data-XP":100,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The bear makes two Rend attacks.\"},{\"Name\":\"Rend\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"Slashing\"}]","data-CHA-mod":"-2","data-CON-mod":2,"data-DEX-mod":1,"data-INT-mod":"-4","data-STR-mod":2,"data-SizeNum":2,"data-WIS-mod":1,"Saving Throws":"Str +2, Dex +1, Con +2, Int -4, Wis +1, Cha -2","Challenge Rating":"1/2","Passive Perception":15,"data-CrNum":0.5,"data-AcNum":11,"data-HpNum":19},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Black Crier","description":"This skeletal figure is dressed in the style of a town crier. It carries an elaborate silver bell in its bony hands, and its skull gleams white in the moonlight. Heralds of Calamity. The black crier is an undead that appears hours, days, or even months before a great catastrophe. The larger the catastrophe, the earlier the black crier appears. Servants of Fate. Black criers are not malicious or vengeful undead and exist to warn of coming danger. They defend themselves if attacked but don’t pursue fleeing opponents. Mute Messengers. Despite their name, black criers cannot speak; instead, they use cryptic hand gestures or other mysterious signs to warn people of the impending calamity. Undead Nature. A black crier doesn’t require air, food, drink, or sleep. Portents of Disaster A black crier is always accompanied by signs of impending disaster. The crier isn’t affected or targeted by these portents, but it otherwise has no control over them. The portents appear within a black crier’s bound region (see the Bound by Calamity trait) and can be one or more of the following, becoming more frequent as the date of the catastrophe approaches: * Swarms of rats or insects appear, destroying crops, eating food stores, and spreading disease. * The ground in the region experiences minor tremors, lasting 1d6 minutes. * Thunderstorms, blizzards, and tornadoes plague the region, lasting 1d6 hours. * Natural water sources in the region turn the color of blood for 1d4 hours. The water is safe to drink, and the change in color has no adverse effect on local flora and fauna.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral","Expansion":8073,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Black Dragon Wyrmling","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Actions Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage. Acid Breath (Recharge 5-6) : The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw , taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"33 (6d8+6)","CHA":13,"CON":13,"DEX":14,"INT":10,"STR":15,"WIS":11,"Size":"Medium","Type":"dragon","Speed":"30 ft., fly 60 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058626/Rf57FRyFHTXYM344m8MJIQ/original.png","Roll 0":"Bite\n1d20 + 4\n1d10+2","Roll 1":"Acid Breath\n1d20 + 0\n5d8","Senses":"Blindsight 10 Ft., Darkvision 60 Ft.","Skills":"Perception +4, Stealth +4","Source":"5th Edition SRD","data-XP":450,"Alignment":"Chaotic Evil","Languages":"Draconic","data-List":"false","Immunities":"Acid","Token Size":1,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 2\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d4\",\"Damage 2 Type\":\"acid\"},{\"Name\":\"Acid Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+1","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Dex +4, Con +3, Wis +2, Cha +3","Challenge Rating":2,"Passive Perception":14,"data-CrNum":2,"data-AcNum":17,"data-HpNum":33},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Black Dragon Wyrmling","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Black Dragon The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood. With deep-socketed eyes and broad nasal openings, a black dragon’s face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon’s head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon’s reek of rotting vegetation and foul water. When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home. Brutal and Cruel. All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies. A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it. Foes and Servants. Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory. Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master’s domain. A black dragon’s malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon’s lair. Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon’s hunger. Wealth of the Ancients. Black dragons hoard the treasures and magic items of crumbled empires and conquered kingdoms to remind themselves of their greatness. The more civilizations a dragon outlasts, the more entitled it feels to claim the wealth of current civilizations for itself. A Black Dragon’s Lair Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Regional Effects The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud. Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. Fog lightly obscures the land within 6 miles of the lair. If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days. Traits Amphibious : The dragon can breathe air and water. Actions Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage. Acid Breath (Recharge 5-6) : The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Black Dropling","description":"Dropling Within the field of oozology, it’s a generally accepted fact that oozes require a critical mass to retain functionality. That’s why the discovery of droplings—tiny blobs each about the size of a fist, spawned from larger oozes—made massive ripples in the Slime Times newspaper. No one is quite sure of the circumstances or reasons that lead to their creation; experiments on a large variety of oozes have reproduced dropling spawning with only a twenty-three percent success rate. Pseudogelphobic Swarm. Perhaps the most peculiar trait of droplings is their tendency to form swarms instead of combining to form their progenitor oozes. Respected oozologists hypothesise droplings that retain their size for an extended period of time undergo changes to their surface membrane compositions that inhibit their ability to merge with other droplings, all while maintaining the pseudo-hivemind need for consolidation. Amateur oozologists, in much fewer words, like to think they’re becoming individuals. Black Droplings This variety of droplings are descended from black puddings. They retain their acidic composition, though it is much less potent. The larger collective surface area of the swarm allows it to latch onto targets more effectively, immobilising them.","properties":{"Category":"Monsters","Size":"Tiny","Type":"ooze","Alignment":"unaligned","Challenge Rating":1.2},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Black Earth Guard","description":"Black Earth guards are the warriors of the earth cult. They are brutal, heavily armored thugs devoted to Ogrémoch. That devotion has granted them an uncanny ability to hold their ground against the buffeting assaults. It has also earned them the right to wear special plate armor of elemental stone, which breaks down when the guard is slain. These guards are fanatically loyal to the Black Earth priests and the leaders of the cult. They fight to the death if commanded to do so by their superiors. Those with more potential become burrowsharks. Black Earth Cultists Murderers, lunatics, hateful nihilists—these are the sort of people drawn to worship the might of Elemental Evil. The followers of evil elemental earth call themselves the Cult of the Black Earth, and dream of the day when earthquakes reduce the world of mortals to rubble. They seek to recruit evil or destructive monsters that burrow or dwell in the ground, and in fact emulate subterranean creatures to the greatest extent possible, using burrowing magic to carve out their hidden lairs. Black Earth cultists are slow to act, but when they do, they are utterly implacable. They are single-minded and stubborn, working tirelessly to undermine their enemies. They get along well with the Cult of the Crushing Wave, but they hate the Howling Hatred cult— elemental air is fickle and insubstantial compared to the power of elemental earth. Actions Multiattack. The guard makes two melee attacks. Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Reactions Unyielding. When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Black Earth Priest","description":"The priests of the Black Earth are the drivers and organizers of Ogrémoch’s cult. They are the true believers, seeing Ogrémoch as a divine force, and they have developed a twisted dogma to explain how the evil of elemental earth is destined to remake the world and rule over all. The Black Earth priests form a cabal of leaders whose fanaticism and magical power serve as the backbone of the cult. Individuals of unusual power hold higher rank in the cult, but the priests provide the cult leader with his or her authority over the rest of Ogrémoch’s followers. Black Earth Cultists Murderers, lunatics, hateful nihilists—these are the sort of people drawn to worship the might of Elemental Evil. The followers of evil elemental earth call themselves the Cult of the Black Earth, and dream of the day when earthquakes reduce the world of mortals to rubble. They seek to recruit evil or destructive monsters that burrow or dwell in the ground, and in fact emulate subterranean creatures to the greatest extent possible, using burrowing magic to carve out their hidden lairs. Black Earth cultists are slow to act, but when they do, they are utterly implacable. They are single-minded and stubborn, working tirelessly to undermine their enemies. They get along well with the Cult of the Crushing Wave, but they hate the Howling Hatred cult— elemental air is fickle and insubstantial compared to the power of elemental earth. Traits Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B): Cantrips (at will): acid splash, blade ward, light, mending, mold earth* 1st level (4 slots): earth tremor,* expeditious retreat, shield 2nd level (3 slots): shatter, spider climb 3rd level (2 slots): slow Actions Multiattack. The priest makes two melee attacks. Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit : 7 (1d10 + 2) slashing damage. Reactions Unyielding. When the priest is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Black Eye","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Neutral"},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Black Gauntlet of Bane","description":"The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Bane and His Followers Bane is a god of tyranny, and both he and his worshipers seek to rule the world. Bane grants power to those who strive to rule with an iron fist. By imposing order on the world, Bane’s followers ensure that those who are clever, strong, and ambitious rise to the top while the weak languish in slavery. Regardless of the form he takes, Bane is always marked by his jet-black right hand. He usually wears a gauntlet or glove over this hand to conceal his identity, revealing it only when the time has come to display his true power. He is always well-dressed, donning the fine clothing of a noble or wearing the armor and gear of a successful mercenary general. His preferred weapon is a mace. Bane overpowers those who display any weakness, bullying them into submission or crushing them with his physical and magical power. His charisma is such that he can sway the mighty to pledge their loyalty to him in return for power over others. He finds the hunger for power that exists in every mortal heart and awakens it with carefully crafted promises and flattery. He is the mastermind of the Dead Three, the one whose ambitions drive the group’s efforts. Bane’s devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals. Cruel Tyrants. Whenever Bane’s followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty. Warrior Cult. Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane’s clerics wield black maces with heads shaped to look like a closed fist. Cult Ranks. Bane’s cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Black Gauntlet of Bane","description":"Bane and His Followers Bane is a god of tyranny, and both he and his worshipers seek to rule the world. Bane grants power to those who strive to rule with an iron fist. By imposing order on the world, Bane’s followers ensure that those who are clever, strong, and ambitious rise to the top while the weak languish at the bottom. Regardless of the form he takes, Bane is always marked by his jet-black right hand. He usually wears a gauntlet or glove over this hand to conceal his identity, revealing it only when the time has come to display his true power. He is always well-dressed, donning the fine clothing of a noble or wearing the armor and gear of a successful mercenary general. His preferred weapon is a mace. Bane overpowers those who display any weakness, bullying them into submission or crushing them with his physical and magical power. His charisma is such that he can sway the mighty to pledge their loyalty to him in return for power over others. He finds the hunger for power that exists in every mortal heart and awakens it with carefully crafted promises and flattery. He is the mastermind of the Dead Three, the one whose ambitions drive the group’s efforts. Bane’s devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals. Cruel Tyrants. Whenever Bane’s followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty. Warrior Cult. Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane’s clerics wield black maces with heads shaped to look like a closed fist. Cult Ranks. Bane’s cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls. Cultists of the Dead Three The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Traits Aura of Terror. When a hostile creature within 5 feet of the black gauntlet makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the frightened condition are immune to this trait. Spellcasting. The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): guidance, sacred flame, thaumaturgy 1st level (4 slots): bane, bless, cure wounds, guiding bolt (see “Actions” below) 2nd level (3 slots): blindness/deafness, hold person, silence 3rd level (2 slots): sending, spirit guardians Tactical Discipline. The black gauntlet has advantage on all ability checks and saving throws made during combat. Actions Multiattack. The black gauntlet makes two attacks with its mace. Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 13 (3d8) necrotic damage. Guiding Bolt (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made against the target before the end of the black gauntlet’s next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Black Goat Cultist","description":"Of all the myriad masks the Goat of the Woods adopts, her most terrifying manifestation is the Black Goat of One Thousand Young. This aspect demands nothing from mortals but instead seizes what she wants without relying on mortals to give her offerings. She consumes all life, devouring it, and replaces it with her wretched spawn’s foul and deformed transformations. She becomes the apocalypse, the harbinger of change that foretells the end of all things and the creator of all that exists. Those who worship the goddess in this aspect know she has no use for them other than as vessels for transformation. They exist only as mortal protoplasm to be devoured and reborn according to her whim. Only the truly devout enter into the cult of the Black Goat. Through intense and lengthy indoctrination, they achieve a mental state that they describe as the Kiss of Oblivion. They choose to accept the inevitable and hail the coming apocalypse without fear, regret, love, or longing. They fully accept the will of the Black Goat with One Thousand Young because they wish to bear witness to the inevitable, to experience the transformation and not just contemplate it. They hold great respect for those who challenge their efforts but consider their resistance futile. TRAITS Black Goat’s Blessing. The black goat cultist has advantage on saving throws against being poisoned or frightened. ACTIONS Multiattack. The black goat cultist makes two Sickle attacks or one Javelin attack. Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 +2) slashing damage plus 3 (1d6) poison damage. Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Spellcasting. The black goat cultist casts the following spell, using Wisdom as its spellcasting ability (spell save DC 11). 1/day: hunter’s mark","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":1},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Black Goat Priestess","description":"Of all the myriad masks the Goat of the Woods adopts, her most terrifying manifestation is the Black Goat of One Thousand Young. This aspect demands nothing from mortals but instead seizes what she wants without relying on mortals to give her offerings. She consumes all life, devouring it, and replaces it with her wretched spawn’s foul and deformed transformations. She becomes the apocalypse, the harbinger of change that foretells the end of all things and the creator of all that exists. Those who worship the goddess in this aspect know she has no use for them other than as vessels for transformation. They exist only as mortal protoplasm to be devoured and reborn according to her whim. Only the truly devout enter into the cult of the Black Goat. Through intense and lengthy indoctrination, they achieve a mental state that they describe as the Kiss of Oblivion. They choose to accept the inevitable and hail the coming apocalypse without fear, regret, love, or longing. They fully accept the will of the Black Goat with One Thousand Young because they wish to bear witness to the inevitable, to experience the transformation and not just contemplate it. They hold great respect for those who challenge their efforts but consider their resistance futile. Missionaries of the Flock. Black goat priestesses work to spread the coming of their goddess by targeting the naive, the hopeless, and the destitute for recruitment into the Black Flock. They offer aid and assistance but preach that gain comes only with sacrifice. In the harsh wastes where each day threatens an individual’s existence, this lesson rarely goes unheard. The priestess remains open in her intent but can convince others that submission provides the most significant benefit until the arrival of the inevitable. One must respect the apocalypse, celebrate its onset, and reap the benefits of each moment. TRAITS Black Goat’s Blessing. The black goat priestess has advantage on saving throws against being poisoned or frightened. Spellcasting. The black goat priestess is an 8th-level spellcaster. The priestess casts the following spells, using Wisdom as the spellcasting ability (spell save DC 13). At will: guidance, poison spray, thaumaturgy 3/day each: bane, command, shield of faith 1/day each: bestow curse, blight, blindness/deafness, confusion, enthrall, fear, spirit guardians ACTIONS Multiattack. The black goat priestess makes two Morningstar attacks or three Throwing Dagger attacks. Morningstar. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d6) piercing damage. Throwing Dagger. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":3},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Black Goat's Spawn","description":"Of all the myriad masks the Goat of the Woods adopts, her most terrifying manifestation is the Black Goat of One Thousand Young. This aspect demands nothing from mortals but instead seizes what she wants without relying on mortals to give her offerings. She consumes all life, devouring it, and replaces it with her wretched spawn’s foul and deformed transformations. She becomes the apocalypse, the harbinger of change that foretells the end of all things and the creator of all that exists. Those who worship the goddess in this aspect know she has no use for them other than as vessels for transformation. They exist only as mortal protoplasm to be devoured and reborn according to her whim. Only the truly devout enter into the cult of the Black Goat. Through intense and lengthy indoctrination, they achieve a mental state that they describe as the Kiss of Oblivion. They choose to accept the inevitable and hail the coming apocalypse without fear, regret, love, or longing. They fully accept the will of the Black Goat with One Thousand Young because they wish to bear witness to the inevitable, to experience the transformation and not just contemplate it. They hold great respect for those who challenge their efforts but consider their resistance futile. VARIANT: BLACK GOAT’S SPAWN Some insane Black Goat cultists try to fuse themselves to the Goat of the Woods by undergoing ritual surgery to transform themselves into warped, demonic creatures. As a result, these cultists gain one or more of the following traits. Hirsute. The cultist grows a thick, hairy, goatlike hide, giving it a natural Armor Class of 13. Mother’s Eyes. The cultist’s eyes become narrow with slitted pupils. The first time it locks its gaze with an opponent, the opponent must make a successful DC 13 Wisdom saving throw or become frightened of the cultist for 1 round. Mother’s Horns. A pair of asymmetrical, curving, goatlike horns sprout from the cultist’s head. The cultist gains an additional melee attack that deals bludgeoning damage of 1d6 plus its Strength modifier. TRAITS Black Goat’s Blessing. The black goat cultist has advantage on saving throws against being poisoned or frightened. ACTIONS Multiattack. The black goat cultist makes two Sickle attacks or one Javelin attack. Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 +2) slashing damage plus 3 (1d6) poison damage. Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Spellcasting. The black goat cultist casts the following spell, using Wisdom as its spellcasting ability (spell save DC 11). 1/day: hunter’s mark","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":1},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Black Guard Drake","description":"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watchbeast that can follow simple commands. Gifts from Dragons. The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours. Eager to Learn. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes. Traits Amphibious : The drake can breathe air and water. Actions Multiattack : The guard drake makes two attacks: one with its bite and one with its tail. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Black Guard Drake","description":"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast that can follow simple commands. Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a chromatic dragon’s aid; the dragon typically helps to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges from the cauldron and hatches within a few hours. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes. Variant: Chromatic Drakes Each type of chromatic dragon’s scales creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below. Black Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage. Traits Amphibious. The drake can breathe air and water. Actions Multiattack. The guard drake makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Black Knight Commander","description":"The black knight commander strikes an imposing figure upon his chosen mount; one that inspires bloodlust in his allies and fear in his foes. Devoted to his own twisted code, the black knight commander has a sense of honor but he spares no compassion for those who stand in his way. Whether he fights for a dark lord or a demonic god, all of his foes will be trampled into the dust and their families slaughtered so there can be no revenge. The only victory is a total victory. Traits Charge: If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage. Hateful Aura: The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below). Magic Weapons: The black knight commander’s weapon attacks are made with magical (+1) weapons. Actions Multiattack: The black knight commander makes two melee attacks. Mace: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage. Lance: Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (1d12 + 5) piercing damage. Frightful Charge (Recharges after a Short or Long Rest): The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander’s presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"Tome of Beasts","Alignment":"Lawful Evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Black Orchid Pirate","description":"TRAITS Special Equipment: A Black Orchid pirate wears leather armor, and carries a cutlass and a light crossbow (with 20 bolts). He has a pouch with 2d6 gp and a tattoo on his left forearm. ACTIONS Cutlass: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Light Crossbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":25195,"Challenge Rating":"1/4"},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Black Patch","description":"A large patch of an odd, black substance floats on the water. Its glossy sheen catches the light in a shimmer of color as the inky black substance drifts ever-so-slowly upon the tide. Black patch is a bizarre swamp ooze that has left most who studied it—from a safe distance—baffled by its origins. Abstruse Lurker. At first glance, black patch resembles a grotesque specimen of pond scum. Casual inspection of its dark surface, however, reveals a psychedelic eldritch luminance within the tenebrous folds of its slimy mass—a myriad of swirling colors that perpetually spiral in a maddening dance. Insatiable Hunger. A black patch stalks its prey slowly and silently from a distance. Since it can't leave the water, this semi-sentient aquatic ooze is forced to take advantage of its terrain to help it scavenge or hunt. Its digestive acid dissolves flesh and bone quickly but has no effect on other substances, such as wood and metal. Amphibious. The black patch can breathe air and water. Eldritch Luminance. When a creature that can see the black patch starts its turn within 90 feet of the ooze, the black patch can force it to make a DC 15 Wisdom saving throw if the ooze isn't incapacitated and can see the creature. On a failure, the creature is mesmerized for 1 minute. A mesmerized creature that is more than 5 feet away from the black patch must move on its turn toward the ooze by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the ooze, the target can repeat the saving throw. A mesmerized target can also repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the black patch's Eldritch Luminance for the next 24 hours. Flowing Form. The black patch can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Ooze Nature. The black patch doesn't require sleep. Actions Multiattack. The black patch makes two Pseudopod attacks. It can replace one attack with a use of Viscid Suffocation. Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 13 (3d8) acid damage. Viscid Suffocation. One creature in the black patch's space must make a DC 15 Dexterity saving throw or take 18 (4d8) acid damage, and the black patch attaches to it, coating the creature and its equipment. While the black patch is attached to it, the creature's speed is halved, it can't breathe, and it takes 9 (2d8) acid damage at the start of each of its turns. In addition, if the creature is in the water, it has disadvantage on ability checks to swim or stay afloat. The black patch can devour flesh quickly, but its acid doesn't harm metal, wood, or other similar objects or creatures without flesh. The black patch can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the black patch by succeeding on a DC 15 Strength check.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Black Pudding","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amorphous : The pudding can move through a space as narrow as 1 inch wide without squeezing . Corrosive Form : A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage . Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls . If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Spider Climb : The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check . Actions Pseudopod : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Reactions Split : When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points . Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.","properties":{"Category":"Monsters","AC":7,"HP":"85 (10d10+30)","CHA":1,"CON":16,"DEX":5,"INT":1,"STR":16,"WIS":6,"Size":"Large","Type":"ooze","Speed":"20 ft., climb 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058769/3KJgCawZJB9BPUC4SHaMFA/original.png","Roll 0":"Pseudopod\n1d20 + 5\n1d6+3+4d8","Senses":"Blindsight 60 Ft. (Blind Beyond This Radius)","Source":"5th Edition SRD","data-XP":"1,100","Alignment":"Unaligned","data-List":"false","Immunities":"Acid, Cold, Lightning, Slashing","Token Size":2,"data-Traits":"[{\"Name\":\"Amorphous\",\"Desc\":\"The pudding can move through a space as narrow as 1 inch wide without squeezing.\"},{\"Name\":\"Corrosive Form\",\"Desc\":\"A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.\"},{\"Name\":\"Spider Climb\",\"Desc\":\"The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"}]","data-Actions":"[{\"Name\":\"Pseudopod\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"4d8\",\"Damage 2 Type\":\"acid\",\"Desc\":\"In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10\"}]","data-CHA-mod":"-5","data-CON-mod":"+3","data-DEX-mod":"-3","data-INT-mod":"-5","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"-2","data-Reactions":"[{\"Name\":\"Split\",\"Desc\":\"When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.\"}]","Challenge Rating":4,"Passive Perception":8,"Condition Immunities":"Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone","data-CrNum":4,"data-AcNum":7,"data-HpNum":85},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Black Pudding","description":"“The dungeon’s floors were spotless. That should have been our first clue.” —from the journal of Jaster Hollowquill, on his first exploration of Undermountain Oozes Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze’s presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby. Slow Death. An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim’s comrades can come to the rescue before it is too late. Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers. Unwitting Servants. Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze’s need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room. Spawn of Juiblex. According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex. Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent. Ooze Nature. An ooze doesn’t require sleep. Black Pudding A black pudding resembles a heaving mound of sticky black sludge. In dim passageways, the pudding appears to be little more than a blot of shadow. Flesh, wood, metal, and bone dissolve when the pudding ebbs over them. Stone remains behind, wiped clean. Traits Amorphous : The pudding can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form : A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Spider Climb : The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Pseudopod : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Reactions Split : When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Black Puddle","description":"A stringy mass of sticky goo slithers from the hatch, extending an inky tendril that quivers with anticipation. Traits Amorphous: The puddle can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form: A creature that touches the puddle or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage. Any nonmagical weapon made of metal or wood that hits the puddle corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the puddle is destroyed after dealing damage. The puddle can eat through 2-inch-thick, nonmagical wood or metal in 2 rounds. Spider Climb: The puddle can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Pseudopod: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage plus 9 (2d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Reactions Split: When a puddle that is Small or larger is subjected to lightning or slashing damage, it splits into two new puddles if it has at least 10 hit points. Each new puddle has hit points equal to half the original puddle’s, rounded down. New puddles are one size smaller than the original puddle.","properties":{"Category":"Monsters","Size":"Small","Type":"ooze","Alignment":"unaligned","Expansion":18594,"Challenge Rating":2},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Black Puddling","description":"“Impeccable posture… rippling muscles… a winning, can-do attitude… A black puddling is only ever as good as that which it emulates. And this one chose very wisely.\" — Heliana, Immodest Type: Ooze Creature Component: Any assimilooze Bonus Tamer Improvement: Growth I and +2 Hit Dice Extracted from the remains of assimiloozes, these curious creatures are subjected to intricate biomantic procedures to limit their dangerous adaptive powers. As a side effect of the time spent around biomancers, they develop a strong fascination with humanoids, especially adventurers. Black puddlings can often be seen mimicking interesting characters or attempting to replicate particularly impressive feats of wit or strength, with… varying degrees of success. If any of the black puddling’s traits or actions require a saving throw, it is always against the black puddling’s save DC, as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the black puddling’s Constitution modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the black puddling the following improvements using your Monster Trainer feature: Growth I Prerequisite: Become a tamer’s companion Type: Passive (companion) The black puddling’s size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the bludgeoning damage die of its Slam attack increases to a d6 . Armour Thief I Prerequisite: 3rd-level tamer Type: Passive (companion) Once on each of the black puddling’s turns, when it hits a creature made of metal or wearing nonmagical metal armour, it can attempt to steal some of that armour. The creature must make a Strength saving throw . On a failed save, if it’s wearing nonmagical metal armour, the armour takes a permanent -1 penalty to the AC it offers, or, if the target is made of metal, it takes a -1 penalty to AC until it finishes a long rest. Either way, the black puddling gains a cumulative +1 bonus to its AC, which lasts until its tamer finishes a long rest, at which point the stolen armour corrodes. Once a creature has made a saving throw against this feature, it automatically succeeds on them for the next 24 hours. This feature can’t cause the black puddling’s AC to exceed 10 + the maximum value of its Hit Die. Assimilate I Prerequisite: 3rd-level tamer Type: Active (10 minutes) Over the course of 10 minutes , the black puddling can study the corpse of a creature within its reach that has been dead for less than 24 hours, adapting itself to copy some of its traits. It gains one of the following benefits (tamer’s choice): It learns up to two languages the creature knew and can speak them. It gains up to two of the creature’s skill proficiencies. It gains resistance to a damage type the creature had resistance or immunity to. It gains one of the creature’s special senses, with the same range, to a maximum of 30 feet . It gains one of the creature’s speeds, growing appropriate limbs to use it (such as wings or flippers). This speed can’t exceed the black puddling’s walking speed. The black puddling can only have one benefit at a time, and if it would gain another, the first one is lost. Once the black puddling has studied a corpse in this way, it can’t do so again until its tamer finishes a short or long rest. The same corpse can’t be studied twice. The black puddling loses all benefits when its tamer finishes a long rest. Growth II Prerequisite: 5th-level tamer, Growth I Type: Passive (companion) The black puddling’s size increases to Medium, its Hit Die size increases to a d8 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the bludgeoning damage die of its Slam attack increases to a d8 . Multiattack Prerequisite: 5th-level tamer Type: Active (action) As an action, the black puddling can make two Slam attacks. Acidic Burst Prerequisite: 5th-level tamer Type: Passive (companion) Whenever a creature within 5 feet of the black puddling hits it with a melee attack, that creature must succeed on a Dexterity saving throw or take 2d6 acid damage. Once this feature has triggered, it can’t do so again until the start of the black puddling’s next turn. Armour Thief II Prerequisite: 9th-level tamer, Armour Thief I Type: Passive (companion) The penalty to AC increases to -2 and the bonus to AC increases to +2 each time the black puddling successfully steals another creature’s armour. Assimilate II Prerequisite: 9th-level tamer, Assimilate I Type: Passive (companion) Studying a corpse only takes 1 minute instead of 10. The black puddling can have up to two benefits at the same time. If it gains another, its tamer chooses which one it replaces. Growth III Prerequisite: 13th-level tamer, Growth II Type: Passive (companion) The black puddling’s size increases to Large, its Hit Die size increases to a d10 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the bludgeoning damage die of its Slam attack increases to a d10 . Iron Shell Prerequisite: 13th-level tamer Type: Active (bonus action) While the black puddling is wearing armour or has a bonus to AC from the Armour Thief feature, it can use a bonus action to retreat fully into its armour, gaining an additional +5 bonus to AC which lasts until it moves, or takes an action, bonus action, or reaction. Assimilate III Prerequisite: 17th-level tamer, Assimilate II Type: Passive (companion) Studying a corpse only takes an action, instead of 1 minute, and there is no limit to the number of times the black puddling can do so. The black puddling can have up to three benefits at the same time. If it gains another, its tamer chooses which one it replaces. When the black puddling would lose its benefits due to its tamer finishing a long rest, the tamer can choose one of them for the black puddling to keep.","properties":{"Category":"Monsters","Size":"Tiny","Type":"ooze","Alignment":"unaligned","Expansion":28918,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Black Rose Bearer","description":"“Their existence mocks the living. Their roses mock the knights. Suffer not their presence; destroy rose bearers on sight.” —Common saying among the Knights of Solamnia A black rose bearer is a rotting corpse animated by necromancers on Krynn to serve as a guardian. Its name derives from the preserved black rose the bearer carries inside a delicate bell jar. The slightest jostle can cause the bearer to lose its grasp on the bell jar, destroying the jar and the flower within. Normally, a black rose bearer is sluggish and placid. It follows its creator’s orders and attacks intruders only languidly. If its rose is disturbed, however, the black rose bearer bursts into furious violence, attacking indiscriminately. A bearer’s black rose is an homage to the tyrannical Lord Soth, the most powerful death knight on Krynn, who was once a Solamnic Knight of the Order of the Rose. Traits Berserk. Whenever the bearer takes damage or makes a Strength or Dexterity saving throw, roll a d6. On a 5 or 6, the bearer goes berserk. On each of its turns while berserk, the bearer has advantage on melee attack rolls, it can Dash as a bonus action, and it must attack the nearest creature it can see. If no creature is near enough to move to and attack, the bearer attacks an object, with preference for an object smaller than itself. Once the bearer goes berserk, it remains berserk until it is destroyed or its creator gives it a pristine black rose. Undead Fortitude. If damage reduces the bearer to 0 hit points, it must make a Constitution saving throw with a DC of 5 plus the damage taken, unless the damage is radiant or from a critical hit. On a successful save, the bearer drops to 1 hit point instead. Actions Multiattack. The bearer makes two Slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 11 (2d10) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Black Shuck","description":"A gravelly growl reverberates from the throat of a large, shaggy black wolf. A single, glowing eye dominates its face. This fiendish black, shaggy, wolf-like creature is the size of a horse with a single, large eye that glows like molten iron. Pastoral Prowler. Haunting country byways and backroads, black shucks are credited with countless murders, missing wayfarers, and the wholesale slaughter of entire caravans and patrols. Black shucks hide in the cover of fog and stride quietly across ponds, creeks, and other fog-shrouded bodies of water to ambush weary travelers stopping for a drink. Unpredictable Predilections. A black shuck toys with its victims as often as it murders them, but this enigmatic entity is reported to show random kindness toward lost children, guiding them home. Grim rituals can summon a black shuck to terrorize individuals, or even whole families, compelling it to haunt and beleaguer them and their household, sometimes for generations. Blood Frenzy. The black shuck has advantage on attack rolls against any creature that doesn't have all its hp. Keen Hearing and Smell. The black shuck has advantage on Wisdom (Perception) checks that rely on hearing or smell. Water Walker. The black shuck can move across the surface of water as if it were harmless, solid ground. This trait otherwise works like the water walk spell. Actions Multiattack. The black shuck makes three Bite attacks and can use Curse of the Grave or Fearsome Howl, if available. If at least two Bite attacks hit a Medium or smaller target, the black shuck sinks in its teeth, shaking its head violently, and the target must succeed on a DC 17 Strength saving throw or take 7 (2d6) slashing damage and be thrown up to 15 feet in a random direction and knocked prone. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and 10 (3d6) necrotic damage. Curse of the Grave. The black shuck glares at one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be cursed. A cursed creature has disadvantage on the next two death saving throws it makes in the next 7 days. The curse lasts until the cursed creature has made two death saving throws, until 7 days have passed, or until it is lifted by a remove curse spell or similar magic. Fearsome Howl (Recharge 5-6). The black shuck howls a haunting tune. Each creature within 60 feet of the black shuck that can hear the howl must succeed on a DC 17 Wisdom saving throw or become frightened until the end of its next turn. A frightened creature that is concentrating on a spell must succeed on a DC 17 Constitution saving throw or it loses concentration. Bonus Actions Mist Stalker. While in an area of dim light, fog, or mist, the black shuck takes the Hide action.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Black Slaad","description":"The final state of the slaadi is the dreaded black slaad, which is what a white slaad evolves into if it was swallowed by the entropic energies of the Abyss or transformed by Ygorl the Lord of Entropy itself. The slaad becomes a powerful being of chaos that has several deadly abilities. A Black Slaad's Lair A black slaad's lair is usually a maze-like multilevel set of caverns or ruins, often defying laws of gravity. The black slaad normally places its lair in Limbo, but some have built lairs in the Abyss and in the Elemental Chaos. A black slaad encountered in its lair has a challenge rating of 21 (33,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the black slaad takes a lair action to cause one of the following effects; the black slaad can’t use the same effect two rounds in a row: Each creature that is not a Construct or Undead within 30 feet of the black slaad must make a DC 18 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. The black slaad then regains a number of hit points equal to half the total damage taken by all affected creatures. The black slaad targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Wisdom saving throw or become frightened until the end of the black slaad's next turn. The black slaad summons a red slaad. The red slaad appears in an unoccupied space within 30 feet of the slaad and acts as its ally. The red slaad acts right after the black slaad on the same initiative count and fight until it is destroyed. It remains for 1 hour, until it or the black slaad dies, or until the black slaad dismisses it as an action. Regional Effects The region containing a black slaad’s lair is warped by the black slaad’s magic, which creates one or more of the following effects: Random areas of up to 50 feet in diameter within 1 mile of the lair operate as if under a permanent reverse gravity spell. Random bursts of elemental energy scour the land within 6 miles of the black slaad’s lair. At the end of each hour spent in the area, creatures must make a DC 18 Dexterity saving throw or take 10 (3d6) acid, cold, fire, lightning, or thunder damage (determined randomly). Rocky fissures within 1 mile of the black slaad’s lair form portals to Limbo, allowing red and blue slaads into the world to dwell nearby. If the black slaad dies, the slaads disappear immediately, and the other effects fade over the course of 1d10 days. Traits Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects. Magic Weapons. The slaad's weapon attacks are magical. Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The slaad makes one Bite attack and two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 9 (2d8) slashing damage and must succeed on a DC 21 Constitution saving throw or be stunned until the end of the slaad's next turn. Bite (Slaad Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 7 (2d6) necrotic damage and the target can't regain hit points until the start of the slaad's next turn. Claw (Slaad Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 7 (2d6) necrotic damage. Chaos Spittle . Ranged Weapon Attack: +12 to hit, range 60 ft., one target. Hit: Roll 1d8 to determine what effect happens: The target takes 35 (10d6) fire damage. The target takes 35 (10d6) acid damage. The target takes 35 (10d6) lightning damage. The target takes 35 (10d6) poison damage. The target takes 35 (10d6) cold damage. The target is restrained. lt must then make a DC 20 Constitution saving throw at the end of each of its turns. If it successfully saves three times, the effect ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. The target is blinded. lt must then make a DC 20 Wisdom saving throw at the start of the slaad's next turn. A successful save ends the blindness. lf it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) Two effects. Roll twice more, rerolling any 8s. Spellcasting. The slaad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image 2/day each: dispel magic, fear, fly, tongues 1/day each: circle of death, finger of death, plane shift, maddening darkness, power word kill Change Shape. The slaad transforms into a Small or Medium humanoid, or back into its true form, while retaining its game statistics. This transformation ends if the slaad is reduced to 0 hit points or uses a bonus action to end it. Legendary Actions The slaad can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The slaad regains spent legendary actions at the start of its turn. Claw. The slaad makes a Claw attack. Chaos Spittle (Costs 2 Actions). The slaad makes a Chaos Spittle attack. Cast a Spell (Costs 3 Actions). The slaad uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":20},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Black Slime","description":"This creature appears in The Little Town of Tusk adventure module.","properties":{"Category":"Monsters","Size":"Small","Type":"ooze","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Black Sun Priestess","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"chaotic evil","Expansion":14533,"Challenge Rating":3},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Black Tear Cutthroat","description":"Criminal Wildlands and cities alike have long been infested by all manner of bandit, brigand, and other forms of criminals. The Stolen Lands themselves are notorious for harboring bandits. Black Tear Cutthroat Originally formed from the merger of seven street gangs from various Brevic settlements, the Black Tears are a criminal organization of cutthroats and thieves known to dabble in kidnapping, extortion, assassination, and the sale of illicit substances. Each must sever their left ring finger below the first knuckle as a pledge of loyalty. Members are further recognized by their signature weapon (a dagger with an ebony pommel), a trail of three black tears tattooed under their left eye, and a tattoo on their right forearm that reads “Live free or slaughter” in Draconic. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one creature. Hit: 4 (1d4+2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 5 (1d6+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":"1/8"},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Black Viper","description":"The Black Viper was a notorious burglar, pickpocket, mugger, and assassin who died a century ago, after a long and nefarious career. Esvele Rosznar, a brash young noble, has recently adopted the Black Viper’s persona to lead a secret life of crime. Like many other nobles, Esvele gossips about the Black Viper’s exploits to lend credence to the villain’s mystique. The Rosznar family was convicted of slave trading—highly illegal in Waterdeep—and banished over a hundred years ago, but has since returned. The Rosznars’ inability to regain the respect they feel they deserve rankles them. The slave trade has continued in Amn and elsewhere, and it’s not like other noble houses don’t have skeletons in their closets. But just because of a little family squabble that went public, the Rosznar name has been said with a sneer for a century. As part of the family’s constant effort to prove this conception wrong and win others’ respect, Esvele has been brought up to be the most proper noble possible, partaking in lessons of etiquette, dance, and poise as befits someone of her station. In her younger days, Esvele openly rebelled, but that behavior led to locked doors at night and house guards watching her every move during the day. So she taught herself how to pick locks, pluck keys from belts and pouches, clamber up walls, and sneak past guards—playing the perfect daughter by day while cutting loose at night. To hide her identity from those she met, she wore a hood and mask, exchanging her fine clothes for the kind of practical clothing her parents would never let her wear. One of the things Esvele has learned is to embrace the legend of the Black Viper. When she throws back her cloak to reveal the costume she has put together, most folk toss their purses and flee. If that doesn’t work, she usually needs only to draw her dagger. Of course, some of the nobles she targets are made of sterner stuff, so Esvele has learned how to fight as well. She knows she’s playing a dangerous game, but is satisfied that at least one member of the Rosznar family is earning the respect of Waterdeep’s nobility. Traits Cunning Action. On each of her turns, the Black Viper can use a bonus action to take the Dash, Disengage, or Hide action. Evasion. If the Black Viper is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She can't use this trait if she's incapacitated. Sneak Attack (1/Turn). The Black Viper deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Black Viper that isn't incapacitated and the Black Viper doesn't have disadvantage on the attack roll. Actions Multiattack. The Black Viper makes three attacks with her rapier. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Reactions Uncanny Dodge. The Black Viper halves the damage that she takes from an attack that hits her. She must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":7393,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Blackfire Wight","description":"Blackfire wights are humanoid residents of the prison planet of Terminus who rise as undead after being killed by blackfire. They roam the dark depths of the planetoid, seeking out humanoids to kill, with arcs of blackfire dancing along their leathery skin and flickering from their eye sockets. Any who display magical abilities or spellcasting are their first targets, hoping to draw power by absorbing the target's magical attacks before destroying them with blackfire. The prisoner clans of Terminus are a hard, harsh folk, but even the hint of a blackfire wight's presence is often enough to send them scurrying away. Blackfire (CR 4) One of the most dangerous phenomena of Terminus is blackfire. Blackfire occurs when magic is used. Due to circumstances that are not completely understood, the ubiquitous black mineral known as nightglass that striate the rock reacts to magical energies, releasing a crackling black and violet energy that seeks out the source of magic like electricity jumping to a conductive material. Blackfire can cause great damage to nearly all materials as well as living creatures. If a creature casts a spell, uses a spell-like ability, or activates a magic item with an effect that replicates a spell (a wand of fireball or a staff of the magi , for example) blackfire releases from nearby exposed nightglass to strike the caster or the object. Creatures hit by blackfire take 1d4 Dex and 1d4 Con damage. A successful Reflex saving throw against DC 16 will halve the damage. Objects take 4d6 points of damage, and the blackfire ignores hardness of less than 10. Those who die from injuries caused by blackfire will rise as blackfire wights within an hour of death. 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They consort with fiends and undead, and they reject all goodly things from their former lives. Traits Spellcasting : The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared: • 1st level (4 slots): command , protection from evil and good , thunderous smite • 2nd level (3 slots): branding smite , find steed • 3rd level (2 slots): blinding smite , dispel magic Actions Multiattack : The blackguard makes three attacks with its glaive or its shortbow. Glaive : Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Shortbow : Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Dreadful Aspect (Recharges after a Short or Long Rest) : The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any non-good alignment","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Blackguard","description":"Blackguards are paladins who broke their sacred oaths and now indulge their own villainous ambitions. They consort with Fiends and Undead, and they reject many of the goodly things from their former lives. Blackguards often adorn their armor and weapons with dread accoutrements or are marked by eerie phenomena. You may choose a blackguard’s accoutrement or roll on the Blackguard Accoutrements table to determine it. Blackguard Accoutrements d8 Accoutrement 1 Armor etched with stylized depictions of gruesome battles 2 Helm wrought in the shape of a demonic boar 3 Helm wrought to resemble a death mask 4 Cloak decorated with bloody handprints 5 Curls of inky smoke seeping from armor at the joints 6 Dozens of flies buzzing about the blackguard 7 Severed hand hanging from a chain around the blackguard’s neck 8 Glaive adorned with a length of cloth bearing the words “I choose violence” Actions Multiattack. The blackguard makes three attacks, using Glaive, Shortbow, or both. Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 9 (2d8) necrotic damage. Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Dreadful Aspect (Recharges after a Short or Long Rest). Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened of the blackguard for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success. Spellcasting. The blackguard casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): 2/day each: command , dispel magic , find steed Bonus Actions Smite. Immediately after the blackguard hits a target with an attack roll, the blackguard can force that target to make a DC 13 Constitution saving throw. On a failed save, the target suffers one of the following effects of the blackguard’s choice: Blind. The target is blinded for 1 minute. The blinded target can repeat the save at the end of each of its turns, ending the effect on itself on a success. Shove. The target is pushed up to 10 feet away and knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Paladin)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Blackguard Knight Commander","description":"Blackguard knight commanders serve as the leaders of an order of corrupt paladins, dressing in terrifying armor and capable of urging their followers on to inflict great harm on their foes. Traits Weakening Blows. When the blackguard hits a creature with two Greatsword attacks in the same turn, that creature must make a DC 15 Constitution saving throw or be afflicted with a special Injury, \"Weakened\", until the end of their next turn. While Injured in this way, all damage dealt by the creature is halved, and the blackguard deals an additional 3 (1d6) necrotic damage on attacks made against them. Once the effect has ended, a creature is immune to this ability until midnight of the following day. Actions Multiattack. The blackguard makes two Greatsword attacks. Greatsword. Melee Weapon attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. Bonus Actions Death Sentence (1/Rest). The commander points their sword at their target, marking them for death. The blackguard chooses an enemy within reach. The blackguard and their allies have advantage on attacks against the target until the end of the blackguard's next turn. The next time the blackguard or one of its allies hits the target with a melee attack, it deals an additional 14 (4d6) necrotic damage, and the damage is considered 10 higher for the purposes of inflicting an Injury.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":7},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Blackjack Mel","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Source":"custom","Expansion":21300,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Blackroot Treant","description":"The blackroot was once a mighty treant keeper of the grove that was corrupted by a coven of elder hags. Now it is an undead creature that feeds on flesh and life energy. It stands over 18-feet tall and appears as a dead oak tree with a huge maw filled with sharp teeth and a pair of arms that end with claw-like fingers. It perpetually radiates an aura of death and can cast devastating necromantic spells. Traits Aura of Blight. A living creature that starts its turn within 10 feet of the treant takes 7 (2d6) necrotic damage. False Appearance. If the treant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the treant move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the treant is animate. Siege Monster. The treant deals double damage to objects and structures. Actions Multiattack. The treant makes two Rotting Slam attacks. Rotting Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Rock. Ranged Weapon Attack: +12 to hit, range 60/180 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Spellcasting. The treant casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17): At will: darkness, detect thoughts 2/day each: blight, enervation, negative energy flood 1/day each: Abi-Dalzim's horrid wilting Animate Dead Trees (1/Day). The treant magically animates one or two dead trees it can see within 60 feet of it. These dead trees have the same statistics as a normal treant, except they have Intelligence and Charisma scores of 1, they can't speak, they have only the Slam action option, and have the Undead creature type. An animated dead tree acts as an ally of the treant. The dead tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate dead tree.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Blackscale Bruiser","description":"The 9-foot-tall hulking blackscale bruisers are dim-witted brutes that enjoy nothing more than inflicting pain and crushing enemies with their clubs. They are always in the front lines of any lizardfolk war party, unintentionally attracting the attention of their foes. Their smaller allies take advantage, skulking behind the blackscale and avoiding missile fire until they are close enough to make their move. Traits Hold Breath. The lizardfolk can hold its breath for 15 minutes. Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. Bite . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage and the target has disadvantage on the next attack roll it makes before the start of the lizardfolk's next turn. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target . Hit: 11 (2d6 + 4) piercing damage. ","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (Lizardfolk)","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Blackspawn Crawler","description":"The blackspawn crawler is the horrific combination of a monstrous centipede and a black dragon. It has the segmented multilegged body of a centipede, with the head, horns, and fins of a wingless black dragon. It lives underground beneath temperate swamps, forests, and ruins. It will head to the surface only to hunt for prey. In combat, the blackspawn crawler will prioritize constricting a target to immobilize it. It then tries to finish it off with its venomous bite, unless there are other targets to fend off. In this case, it will either use its highly toxic breath attack or bite against them. Dragonspawns The deity Tiamat continuously seeks to escape its infernal prison and return to the Prime Material Plane. To that end, it has empowered its most gifted followers to create the Dragonspawn from various beasts and monstrous eggs. These spawns of Tiamat have a sliver of Tiamats’ power and are born to spread chaos and destruction and help prepare for the Dragon Queen's return. Tiamat's Sentinels. Dragonspawn reach maturity in just a few years, never reaching sizes bigger than Large, and leave the nest to strike out on their own, preferring to stay in environments similar to those favored by their parents. They nest with other dragonspawn or even other races so long as they have the same objectives. They are normally found in the company of Tiamat's followers, such as the Cult of the Dragon and kobolds, often serving as guards. All dragonspawn are loyal to Tiamat’s cause and have adopted Tiamat’s temperament when it comes to dealing with other races, which is to say they look down on all non-Dragons and they hate good-aligned Dragons with a vengeance. Traits Keen Smell. The blackspawn crawler has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The blackspawn crawler makes one Bite attack and one Constrict attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) acid damage, and the target must succeed on a DC 15 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one Huge or smaller creature. Hit: 13 (2d8 + 4) bludgeoning damage. The target is grappled (escape DC 14) if the blackspawn crawler isn't already constricting a creature, and the target is restrained until this grapple ends. Toxic Breath (Recharge 5–6). The blackspawn crawler exhales noxious acid in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 14 (4d6) acid damage and 14 (4d6) poison damage and the creature is incapacitated until the end of the blackspawn crawler's next turn. On a successful save, a creature takes half as much damage and isn't incapacitated.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Blackspawn Stalker","description":"This nightmarish creature appears as a young black dragon whose body has mutated into that of a giant spider. It has lost its wings but has gained two spinneret tails, six arachnid limbs, and four pairs of eyes that glow a sickly yellow. The blackspawn stalker prefers to live in temperate swamps or dark, gloomy forests where they lay clutches of eggs in multiple locations to increase their chances of survival. Ambush Hunter. The blackspawn stalker is an expert trapper, spinning carefully-hidden webbings on the forest floor or the treetops to trap unsuspecting prey. It then spits caustic webbing at its target to pin them down before lunging at them for a bite and bludgeoning them with its tails. Dragonspawns The deity Tiamat continuously seeks to escape its infernal prison and return to the Prime Material Plane. To that end, it has empowered its most gifted followers to create the Dragonspawn from various beasts and monstrous eggs. These spawns of Tiamat have a sliver of Tiamats’ power and are born to spread chaos and destruction and help prepare for the Dragon Queen's return. Tiamat's Sentinels. Dragonspawn reach maturity in just a few years, never reaching sizes bigger than Large, and leave the nest to strike out on their own, preferring to stay in environments similar to those favored by their parents. They nest with other dragonspawn or even other races so long as they have the same objectives. They are normally found in the company of Tiamat's followers, such as the Cult of the Dragon and kobolds, often serving as guards. All dragonspawn are loyal to Tiamat’s cause and have adopted Tiamat’s temperament when it comes to dealing with other races, which is to say they look down on all non-Dragons and they hate good-aligned Dragons with a vengeance. Traits Spider Climb. The blackspawn stalker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the blackspawn stalker knows the exact location of any creature in contact with the same web. Web Walker. The blackspawn stalker ignores movement restrictions caused by webbing. Slay Foe (1/Turn). The blackspawn stalker deals an extra 13 (3d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Multiattack. The blackspawn stalker makes one Bite attack and two Tail attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) acid damage and 4 (1d8) poison damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Acid Web Spray (Recharge 5–6). The blackspawn stalker emits noxious webbing in a line that is 30 feet long and 10 feet wide. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) acid damage and be restrained by webbing. A creature that starts its turn restrained takes 4 (1d8) acid damage. As an action, the restrained creature can make a DC 15 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage and immunity to acid, bludgeoning, poison, and psychic damage. Bonus Actions Stealthy. The blackspawn stalker takes the Hide action.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Blade Drone","description":"Drones Drones are semi-autonamous robotic constructs programmed to decipher and follow the commands of their owners. These commands can be either general or specific, with the drone responding to the best of its ability. It uses its own independent logic to execute more simple or general commands. When not receiving commands, they follow the most recent directive or task assigned to them. Most drones don't have any means of communication other than verification of their assigned tasks, but a few have been programmed to speak. These additional traits are often used to seek out individuals or pass on encrypted communications. Mechanical Body. A drone doesn't require air, food, drink, or sleep. A drone that is reduced to 0 hit ponts is destroyed, their remains considered scrap. Since drone parts can come from a number of different creators, they're rarely intercompatible or interchangable.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27051,"Challenge Rating":"1/8"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Blade Drone","description":"Drones Drones are semi-autonamous robotic constructs programmed to decipher and follow the commands of their owners. These commands can be either general or specific, with the drone responding to the best of its ability. It uses its own independent logic to execute more simple or general commands. When not receiving commands, they follow the most recent directive or task assigned to them. Most drones don't have any means of communication other than verification of their assigned tasks, but a few have been programmed to speak. These additional traits are often used to seek out individuals or pass on encrypted communications. Mechanical Body. A drone doesn't require air, food, drink, or sleep. A drone that is reduced to 0 hit ponts is destroyed, their remains considered scrap. Since drone parts can come from a number of different creators, they're rarely intercompatible or interchangable.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/8"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Blade Lieutenant","description":"Blade lieutenants lead subordinates on raids on behalf of the Lord of Blades. Soldiers who fail to meet a lieutenant’s demands are harshly disciplined. Blades of Eberron In the aftermath of Eberron’s Last War, a warforged called the Lord of Blades rose to fill the power vacuum left in the devastated Mournland. The Lord of Blades’ followers, known as blades, formed a cult of personality that deifies the Lord of Blades and preaches a bloody, jingoistic doctrine of warforged superiority. The primary tenet of the blades is that non-warforged on the continent of Khorvaire must be slaughtered. Traits Pack Tactics. The lieutenant has advantage on an attack roll against a creature if at least one of the lieutenant’s allies is within 5 feet of the creature and the ally doesn’t have the incapacitated condition. Actions Multiattack. The lieutenant makes three Longsword or Javelin Launcher attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage, or 20 (3d10 + 4) slashing damage if used with two hands. Javelin Launcher. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target has the prone condition. Bonus Actions Command Ally. The lieutenant targets one ally it can see within 30 feet of itself. If the target can see or hear the lieutenant, the target can make one melee attack using its reaction, if available, and has advantage on the attack roll. Rally the Troops (1/Day). The lieutenant ends the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of itself. Reactions Parry. The lieutenant adds 3 to its AC against one melee attack that would hit it. To do so, the lieutenant must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct (Warforged)","Alignment":"Typically Lawful Evil","Expansion":30583,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Blade Scout","description":"Blade scouts are responsible for exploring and charting Mournland regions not yet claimed by the Lord of Blades’ legions. Blades of Eberron In the aftermath of Eberron’s Last War, a warforged called the Lord of Blades rose to fill the power vacuum left in the devastated Mournland. The Lord of Blades’ followers, known as blades, formed a cult of personality that deifies the Lord of Blades and preaches a bloody, jingoistic doctrine of warforged superiority. The primary tenet of the blades is that non-warforged on the continent of Khorvaire must be slaughtered. Traits Pack Tactics. The scout has advantage on an attack roll against a creature if at least one of the scout’s allies is within 5 feet of the creature and the ally doesn’t have the incapacitated condition. Actions Multiattack. The scout makes three Armblade or Bolt Launcher attacks. It can replace one of the attacks with a use of Snare Trap. Armblade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Bolt Launcher. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Snare Trap (1/Day). The scout deploys a Tiny mechanical trap on a solid surface within 5 feet of itself. The trap is hidden, requiring a successful DC 17 Intelligence (Investigation) check to find. The trap lasts for 1 minute. Whenever an enemy enters a space within 10 feet of the trap or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) piercing damage and have the prone condition. A creature makes this saving throw only once per turn. Bonus Actions Dash. The scout moves up to its speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct (Warforged)","Alignment":"Typically Lawful Evil","Expansion":30583,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Bladefish","description":"A school of human-sized grey fish moves as one. Their long flat bills and rigid fins are bordered in razor-thin silver scales. An adult bladefish is 7 feet long and weighs 600 pounds. Larger, rarer species can reach 40 feet in length and live for over a hundred years. Scintillating Wave. Fast and strong, bladefish swim across the oceans in instinctive circuits that cover thousands of miles. These cycles take them through their entire life cycle, including live birth, adolescence, hunting, and mating, though beautiful to behold, bladefish are deadly carnivores and deliver brutal blows very rapidly as they charge in, swim past, and charge in again. Their skulls narrow to a flat, horizontal blade and their tail fins sport a similar vertical protrusion. Both bear shining scales along these sharp edges as decoration. A long, sharp mouth blade is ideal for hunting and defense, while the brightest sheen along its blades attracts the most desirable mates. Storm of Blades. The greatest weapon bladefish have is in their numbers. Vast storms of them swim their lifelong circuits near the water’s surface and as deep as 200 feet. When one senses an intruder, it determines whether the threat is manageable or overwhelming and reacts by charging or fleeing, respectively. The entire community of bladefish joins in that reaction, swimming away as one or attacking in a rapid frenzy of sharp bills. 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The bladesinger makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Spellcasting. The bladesinger casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: fire bolt (2d10), light, green-flame blade (2d8 and 2d8), minor illusion, prestidigitation 1/day each: absorb elements, cone of cold, counterspell, fireball, haste, shield, steel wind strike, stoneskin* *The bladesinger casts this spell on itself before combat. Bonus Actions Bladesong (3/Day). The bladesinger starts Bladesong, which lasts for 1 minute. It ends early if the bladesinger is incapacitated, dons medium or heavy armor or a shield, or if it uses two hands to make an attack with a weapon. It can also dismiss the Bladesong at any time (no action required). While the Bladesong is active, the bladesinger gains the following benefits: +3 bonus to its AC walking speed increases by 10 feet advantage on Dexterity (Acrobatics) checks +3 bonus to any Constitution saving throw it makes to maintain concentration on a spell Reactions Song of Defense (3/day). When the bladesinger takes damage, it can reduce that damage by 10.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Blagothkus","description":"Traits Keen Smell. Blagothkus has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting. Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components: 3/day each: fog cloud, levitate Spellcasting. Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list: Cantrips (at will): light, mage hand, prestidigitation 1st level (4 slots): detect magic, identify, magic missile, shield 2nd level (3 slots): gust of wind, misty step, shatter 3rd level (2 slots): fly, lightning bolt Actions Multiattack. Blagothkus attacks twice with his morningstar. Morningstar. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (cloud giant)","Alignment":"neutral evil","Expansion":4500,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Blagothkus","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Keen Smell. Blagothkus has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting. Blagothkus can innately cast the following spells (spell save DC 15), requiring no material components: 3/day each: fog cloud , levitate Spellcasting. Blagothkus is a 5th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Blagothkus has the following spells prepared from the wizard spell list: Cantrips (at will): light , mage hand , prestidigitation 1st level (4 slots): detect magic , identify , magic missile , shield 2nd level (3 slots): gust of wind , misty step , shatter 3rd level (2 slots): fly , lightning bolt Actions Multiattack. Blagothkus attacks twice with his morningstar. Morningstar. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (cloud giant)","Alignment":"neutral evil","Expansion":7391,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Blaspheming Hand","description":"A massive, crimson, humanoid hand the size of a horse crawls across the ground. Numerous vestigial fingers sprout from where its wrist would be. Blaspheming hands are the severed hands of giants subjected to obscure, occult rituals, infused with the spirit of a lesser fiend, and given life. Hags and evil cults hold the secrets to creating these horrific fiends. Infused with Curses. During the creation of the blaspheming hand, foul fetishes and cursed trinkets are embedded within the dead flesh before it is imbued with new life. While the flesh is split, profane symbols are carved into its bones to seed it with evil charms. These allow a blaspheming hand to attack with both magical effects and debilita ting curses. Mount of Hags. Hags who create blaspheming hands often use them as mounts, riding them as they scuttle across the ground on their many fingers or sitting in their upturned palms as they fly through the air. Magic Resistance. The blaspheming hand has advantage on saving throws against spells and other magical effects. Steadfast. The blaspheming hand can't be charmed or frightened while at least one of its allies is within 30 feet of it. Actions Multiattack. The blaspheming hand makes one Claw attack and uses Evil Fingers. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature and the hand isn't being used as a mount. Until this grapple ends, the target is restrained, the blaspheming hand can't use its Claw on another target, and the hand's walking speed is reduced to 0. Evil Fingers. The blaspheming hand gestures at one creature it can see within 60 feet, causing one of the following effects: Beckoning Finger . The target must succeed on a DC 14 Strength saving throw or be magically pulled up to 30 feet in a straight line toward the hand. If the creature is pulled to within 5 feet of the hand, the hand can make one Claw attack against it as a bon us action. Punishing Finger. The target must succeed on a DC 14 Charisma saving throw or take 10 (3d6) fire damage and be marked for punishment. Until the start of the hand's next turn, each time the punished target makes an attack against the blaspheming hand or its rider, the target takes 7 (2d6) fi re damage. Repelling Finger. The target must succeed on a DC 14 Strength saving throw or take 11 (2d10) force damage and be pushed up to 10 feet away from the hand and knocked prone. Unravelling Finger. The target must succeed on a DC 14 Wisdom saving throw or bear a magical mark. Whenever the blaspheming hand deals damage to the marked creature, the hand regains hp equal to half the damage dealt. The mark lasts until the blaspheming hand dismisses it as a bonus action, or it uses Unravelling Finger again.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Blazebear","description":"“Even the animals in the Mournland are warped by magic. You should see the bears—terrifying!” —Clank, warforged merchant from Sharn On the world of Eberron, many strange, magic-warped monsters have emerged from the depths of the war-wracked Mournland. The blazebear is one such monster, so named for its hulking, ursine figure and the glow of its eyes. This glow is magical energy that saturates the blazebear’s entire body. Swipes from a blazebear’s claws dole out painful wounds and can end spells, and its gaze can stun prey. Traits Magic Resistance. The blazebear has advantage on saving throws against spells and other magical effects. Mist Sight. The blazebear can see normally through heavily obscured areas created by mist or fog, including areas created by spells such as Fog Cloud. Actions Multiattack. The blazebear makes two Bite attacks. It can replace one attack with Stunning Gaze if available. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 11 (2d10) force damage. Stunning Gaze (Recharge 5–6). The blazebear targets two creatures it can see within 120 feet of itself. Each target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of the blazebear’s next turn. Reactions Antimagic Swipe. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature casting a spell of 3rd level or lower. Hit: 22 (4d10) force damage, and the target must succeed on a DC 15 Intelligence saving throw or the spell fails and has no effect.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":30583,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Blazing Carcajou","description":"Elemental Beasts Occasionally, aetherial sailors find an elemental portal their craft can travel through, bringing them into the mysterious worlds of the Elemental Planes. These planar gates are typically guarded by bestial elemental spirits that jealously guard the entrance to their worlds. Sailors know to keep a distance from these portals unless they’re prepared to fight past these elemental beasts. Blazing Carcajou These small but fierce fire elemental creatures ferociously protect their homes. They burn with a white-hot intensity, resembling fiery wolverines in both appearance and temperament.","properties":{"Category":"Monsters","Size":"Small","Type":"Elemental","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":2},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Blazing Velbast","description":"Velbast Generations ago, the catastrophic battle known today as the Nesieve Conflict caused a mass eruption of spatial anomalies that spread across various regions of the galaxy. At first thought to be pockets of anti-matter, these distortions possessed their own intelligence and were imbued with the unstable primordial energies left behind during the war. They traveled through the stars, absorbing and merging with any inorganic material it could locate to create a physical shell. These aberrations became the first velbasti — terrifying shapeshifting constructs with the power to shape and control the matter and energy. They have evolved over generations, sustaining and growing their species by consuming beings capable of channeling the Crucibles' energies. Energy Shapers. What sets the velbasti apart from most other beings is the complex synergy between their organic and inorganic nature. Even with such a nature, they also possess the ability to shape matter and energy in a manner similar to other species that have achieved esper genesis. While all are able to channel destructive, elemental forces, the more evolved velbast have mastered the ability to use esper powers, as well as forge sorium into weapons and defenses. Relentless Evolution. All velbasti are highly intelligent, but possess an insatiable hunger for the lifeforce of other beings, as well as energy created through the use of sorium. Should a velbast encounter and consume either of these, they experience a euphoric sensation accompanied with a state of heightened strength and senses, marking a step in their eventual transformation. Each velbast begins as a fledgling of their type, evolving into more powerful forms after consuming enough primordial energy. The more a velbast evolves, the greater their appetites grow. However, powerful velbast are likely to recruit lesser types into their service, offering both protection and sustanance in return. These mutual arrangements are often delicate, as groups of lesser velbasti have been known to band together to reap the bounty gained by their more powerful benefactor. Bound to the Core. The essence of each velbasti is tied to their primary core, the source of primal energy that spawned them. Whenever a velbast is destroyed, its energy returns to the core, where it may be spawned again in the same form or multiple lesser forms. Each primary core is presided over by a consummate—a velbasti that has achieved the pinnacle of their evolution, transcending the limits of their origins. Though viewed moreso as generals than rulers among the velbasti, each consummate holds a considerable amount of influence over the actions of the velbast tied to their core, as well as control over how they may be respawned. Regardless of their origin point, all velbasti can communicate with each other in pulses of light and sound that mimics the same language used by proteans such as the belare. This has led to many theories as to how the velbasti originally came into being. Forces of Corruption. Most espers use their abilities to channel energy in its purest form, but a velbast's form is corrupted by its very nature. They defile all that they consume, and their powers can often leave behind an invisible mark or \"scar\" that causes plague and sickness in wildlife and plant life. Their channeling of powerful energies also produces a wave of dark matter that contaminates their surrounding area. In regions where all life has been annihilated by the velbasti, the scar of corruption left behind can sometimes form an interstellar gate through which they may freely travel to and from their core. Due to their very nature, the velbasti bear an intrinsic hatred for all other forms of life in the galaxy, especially espers, whom they view as their fundamental opposites. Lesser velbasti mercilessly unleash their malice toward their victims, while more evolved forms delight in evoking fear, anguish, and suffering in creatures until they devour their lifeforce. Shapeshifters. The unique makeup of the velbasti eventually grants them the ability to shift their form. Those evolved beyond fledglings can shape their limbs into elemental weapons depending upon their type. The more evolved can change their shape entirely, often concealing themselves among other species. However, their nature still makes it difficult for them to blend in among creatures who are particularly observant or possess sight beyond the mundane. The primary goal of such infiltrations, other than the advantage of concealment, is the ability to learn the weaknesses of the lifeforms they are imitating. In addition, the rapid advancements fueled by space travel creates even greater advantage for velbast that have already learned how to copy the traits of a spacefaring species, allowing them to easily blend into crowded areas where a variety of species are in abundance. Extinctionist Dogma. The appearance of the velbast has prompted the formation of numerous cultist groups that revere the velbasti and pledge service to their cause. Some of these fanatics believe they are participating in the imminent end-times, while some plan their schemes to claim dominion over the ashes of galactic civilization. Some yet still believe they can eventually shed their mortal forms to instead become beings of eternal destruction. Whatever the reason, it is not uncommon for powerful velbasti to play along in order to garner services and valuable gains from their union. Such creatures are sometimes marked by the velbast, shown on both their physical form and supernal essence. While the mark grants the worshippers access to special powers, it also slowly eats away at the creature's lifeforce. During this time, however, this supernatural bond can also become a liability for the velbast, and so it is not granted lightly. Devour Essence. A velbast can devour the lifeforce of a creature it has killed within the last hour, provided that creature is neither an automaton or construct. The devouring requires the velbast to be within 5 feet of the corpse for at least 1 hour, after which it regains hit points equal to half the creature’s hit point maximum and receives the benefits of a major remedy . A creature devoured by a category 2 or 3 velbast can be restored to life only by a cosmic weave or full restore power. Universal Adaptation. A velbast doesn't require air, food, drink, or sleep. Velbast Classifications Within galactic lore, velbasti are categorized based on three evolutionary stages. Most also have an affinity toward a particular form of primordial energy, which denotes its type. Velbasti that have evolved beyond these three stages are either considered to be consummates or have yet to be categorized. Velbast Types by Category Category Known Types 1 dynam, femeri, tensus 2 blazing, frost, power, reaper, storm 3 brumal, inferno, tempest, shade Category 2 Velbast These velbasti are shaped like armored humanoids or androids. They are far more intelligent than their fledgling counterparts, able to communicate with other species and adapt to their surroundings. Blazing Velbast This type of velbast stands at almost 9 feet tall. Its body is charged with a fiery core that radiates considerable heat. A blazing velbast is ferocious, and brutal. It revels in the heat of battle, seeking glory over powerful foes and collecting spoils of war from fallen enemies to keep as trophies. Frost Velbast A ruthless enforcer, the frost velbast serve as overseers or disciplinarians of their lessers. They delight in inflicting torture and torment upon their victims. They stand slightly below 8 feet tall. Their lean form is surrounded by a cold, hazy mist that mutes the colors around it. Power Velbast These velbasti value brawn and fortitude above all else. Though powerful on their own, they are far more dangerous as a group. A power velbast reaches almost 9 feet in height, with a silvery frame that houses clusters of charged energy. Reaper Velbast As their name foretells, where these velbasti tread, death swiftly follows. A reaper velbast not only consumes a victim's lifeforce, it also retains and harnesses the victim's darkest fears and most painful memories to be unleashed upon the velbast's next victim. A reaper velbast stands at 16 feet tall. Their bodies emanate a pair of shadowy wings used to deliver death to their enemies from above. Storm Velbast A storm velbast possesses keen insight and sharp wits, and are deadly foes in combat. When velbasti band into small groups, they often serve as the group leaders or tacticians. Storm velbasti are just above 8 feet in height. Their midnight-hued bio-mechanical frame is surrounded by rippling streams of electricity.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":6},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Bleak Cabal Void Soother","description":"A void soother cares for creatures struck by curses and the negative effects of the planes. These warriors go to dangerous planes and areas torn by conflict to provide relief to those they find there. Traits Spellcasting. The void soother casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12): At will: guida nce , light 1/day each: calm emotions , lesser restoration , remove curse , protection f rom energy Actions Multiattack. The void soother makes two Mace or Void Bolt attacks. Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) force damage. Void Bolt. Ranged Spell Attack: +4 to hit, range 90 ft., one target. Hit: 9 (2d8) force damage. Bonus Actions Soothing Word (3/Day). The void soother speaks a magical word of mercy, healing one creature it can see within 60 feet of itself. The target regains 4 (1d4 + 2) hit points.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Bleakheart","description":"A humanoid in blurred gray tones settles in the shadowed corner of a dimly-lit room and disappears from view. Poor Players. Some people are driven to perform. They crave the adulation of their peers, the attention of strangers, the promise of fame and the immortality it brings. Unfortunately, not every such artist has the talent and perseverance to succeed. Whenever a minstrel flees a stage pelted by rotting produce and ends their life in despair, or an actor’s alcoholism leads them to an early grave after a scathing review, a bleakheart is born. Once a bleakheart rises, it seeks to spread hopelessness and create new bleakhearts. Walking Shadows. Bleakhearts exist on the fringes of the societies where they once lived. When they are not skulking in the dark, the citizenry ignores them as they would any other drifter. They linger around taverns, theaters, and other places the living visit for entertainment. Sometimes the sight and sound of merriment rouses the bleakhearts from cold despair to hot rage. The resulting carnage invariably leads to the destruction of the originating bleakheart and the creation of several new ones. Familiar Faces. A bleakheart gains grim satisfaction in causing distress to the living, especially those who have recently experienced joy. By day, they lurk in deeply shadowed areas of settlements, usually around places of entertainment, and skim the thoughts of passersby. When a bleakheart detects someone who is elated, it follows them home for further observation. While its victim sleeps, the bleakheart probes their mind, causing the victim nightmares about the subject of their happiness. Once the victim awakens, its joy turned to pain, the bleakheart disguises itself as the personage who once brought the victim joy and reveals itself. Even while magically disguised, a bleakheart appears disquietingly out of focus. Undead Nature. A bleakheart doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Bleeding Cardinal","description":"The priests of the Blood God, or blood priests, worship blood. Although they can be of any alignment, can chase highly different goals in life, work under different organizations, or even battle each other on the opposite sides of a war, they all respect the value of blood. The Blood God is worshiped in many different cultures, from the great cities of Tolia to the region’s mountain tribes. As a result, different priests of the Blood God can fill different roles in their own environment; they can be great warband leaders, tacticians, healers, cult leaders, wandering scholars, messengers, and many other things. You can add to or subtract from the skills as you see fit. However, whatever role a priest plays in their own societies, they all know how to spill blood or how to stop it. These priests always carry a symbol of the Blood God on their person: a single drop of blood.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":24099,"Challenge Rating":10},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bleeding Specter","description":"Tolia is no stranger to supernatural forces, especially those associated with the underworld. Whatever the reason for this may be, it is certain that the dead are patiently waiting for an opportunity to take form on these lands. Murders are common in Tolia, both in the cities and in the wilderness. When a murder takes place and leaves a blood-curdling scene behind, there is a chance that a bleeding specter might be born out of it. If it does, it starts to wander slowly and patiently, trying to find an opportunity to recreate its own murder. The bleeding specter is invisible. Its presence can be discerned from traces of blood and bloody footprints without any visible source. Some spellcasters claim that they have seen the specter through the use of magic. They stated that it looked like a humanoid figure, mostly transparent, bleeding out of all orifices, and staring intently ahead with bright, gloomy eyes. The bleeding specter prefers to move through its prey to bind them in a bloodbond; then it harms itself, thereby harming its victim. Yet, the bleeding specter doesn’t care for sloppy murders and will not chase every creature it sees to kill them. The specter will try to create horrific murder scenes, painted with blood and decorated with flesh.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":24099,"Challenge Rating":10},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blemmyes","description":"This headless giant has a large mouth in its chest, with eyes bulging out on either side of it. Always Hungry. Blemmyes are brutes that savor humanoid flesh, and they see all humanoids as potential meals. Some even have the patience to tend groups of humans, goblins, or halflings like unruly herds, farming them for food and fattening them up for maximum succulence. Cannibals. So great is their hideous hunger that blemmyes are not above eating their own kind; they cull and consume the weakest specimens of their race when other food is scarce. The most terrible habit of these monsters is that they seldom wait for their food to die, or even for a battle to conclude, before launching into a grisly feast. Traits Carnivorous Compulsion: If it can see an incapacitated creature, the blemmyes must succeed on a DC 11 Wisdom save or be compelled to move toward that creature and attack it. Actions Multiattack: The blemmyes makes two slam attacks and one bite attack. Bite: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 19 (4d6 + 5) peircing damage plus 14 (4d6) acid damage. If the target is a Medium or smaller incapacitated creature, that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects from outside the blemmyes, and it takes 14 [4d6] acid damage at the start of each of the blemmyes’ turns. If the blemmyes takes 20 damage or more during a single turn from a creature inside it, the blemmyes must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the blemmyes. The blemmyes can have only one target swallowed at a time. If the blemmyes dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Slam: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn. Rock: Ranged Weapon Attack : +8 to hit, range 30/120 ft., one target. Hit : 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Blemys","description":"Blemys are cyclopes that have no heads. Instead, they have a single great cyclopean eye, along with a nose and a mouth, in the center of their chests. The blemys are cursed cyclops who live alone, filled with anger and bitterness. Their simmering anger often boils over during battle, making them an even more fearsome foe. Something to Prove. Despite their almost comical appearance, blemys are formidable foes. Underestimating their capabilities can lead to an untimely death. A blemys that does not receive due and proper deference from weaker creatures will demonstrate its giant strength by tearing such disrespectful foes apart. Blemys are frequently assumed to be unintelligent due to their lack of a cranium, and many non-blemys believe, incorrectly, that they are literally brainless. In fact, blemys are the most intelligent type of cyclops. They can outwit the average mortal settler, just as they outwitted their civilized cousins, the gygans, in ages past. The best strategy to avoid conflict with a blemys is to challenge it to a battle of wits. Letting the blemys win and then begging for mercy may be flattering enough for it to spare the loser’s life. If a blemys is beaten by an obviously superior intellect, its humiliation will likely drive it to attack in a fit of rage. In such situations, opponents can take advantage of the blemys' limited field of view. If a dexterous and observant individual avoids the blemys’ extreme tunnel vision for long enough, then it may be convinced that its quarry has escaped and give up its search in tearful frustration. Nomadic Lifestyle . Blemys’ prickly personalities and antisocial tendencies prevent these creatures from forming communities. They live by raiding poorly-defended settlements for food and other goods, and given the opportunity, they may even steal from their own kindred. As a result, blemys often find themselves wandering alone, as they are quickly driven from an area once survivors of their raids recover and organize. Uncertain Origins . The origin of these outlandish cyclopes is unknown. Some scholars believe that their condition is a divine curse. Blemys progenitors may have comprised a civilization of particularly intelligent, charismatic, and social cyclopes that were uncharacteristically prone to vanity. This, possibly combined with the nonreligious nature of most cyclopes, attracted the attention of cruel gods who decided to punish them for their pride and narcissism. Robbed of their good looks and affluence, the blemys’ civilization quickly collapsed, driving their descendants into lonely lives of perpetual dissatisfaction.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":4963,"Challenge Rating":8},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Blestsessebe","description":"A majestic antelope holds its head high. The golden, ridged horns forking from the top of its head catch the light and glow. As it leaps away, only a faint outline of its form remains visible. Found mostly in grasslands, blestsessebe travel anywhere, even to underground realms, to lead subjugated people to freedom. Foes to Tyrants. Blestsessebe seek independence for others from despotic regimes, which often leads them to the Material Plane where they find plenty of people seeking freedom from oppression. Blestsessebe try not to enact large-scale or flashy escapes, which may encourage tyrants to take more stringent measures. If a blestsessebe helps overthrow a dictator, it remains to work with the liberated subjects to ensure an even-handed successor government. Peaceable Runners. Blestsessebe use their incredible speed to escape foes, except when thwarting creatures oppressing others. When blestsessebe rescue escapees, they gift their speed to their wards and lead the creatures to safety. Once a blestsessebe has taken on this duty, it fights to protect those under its care, drawing the attention of pursuers and allowing its wards to escape. Friendly Rival to Cyonaxin. Blestsessebe and the cheetah-like cyonaxin (see) share similar goals, and the two celestials regularly work together. They often compete while carrying out missions, with the winner rescuing the most people, the most elderly, or the youngest person. The blestsessebe's more cautious nature and its reluctance to take unnecessary risks mean it typically loses these amicable competitions. When not carrying out missions of mercy, the celestials challenge each other to races that test their speed and endurance. Blur of Motion. When the blestsessebe moves at least 30 feet on its turn, ranged attack rolls against it have disadvantage until the start of its next turn. Freedom of Movement. The blestsessebe ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Magic Resistance. The blestsessebe has advantage on saving throws against spells and other magical effects. Trampling Charge. If a blestsessebe moves at least 30 feet straight toward a creature and then hits it with a gore attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the blestsessebe can make one hooves attack against it as a bonus action. Actions Multiattack. The blestsessebe makes one Gore attack and two Hooves attacks. Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 13 (3d8) radiant damage. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Distracting Glow (Recharge 6). The blestsessebe's horns flare brightly for a moment, distracting its enemies. Each hostile creature within 60 feet of the blestsessebe and that can see its horns must succeed on a DC 15 Wisdom saving throw or be entranced by the blestsessebe until the start of the blestsessebe's next turn. An entranced creature has disadvantage on attack rolls against creatures other than the blestsessebe. Hastening Stomp (Recharge 5-6). The blestsessebe rears and stomps, sending out a small, magical shockwave. For 1 minute, each friendly creature within 60 feet of the blestsessebe increases its speed by 10 feet and can use the Free Runner bonus action. Bonus Action Free Runner. The blestsessebe can take the Dash action.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Blight Druid","description":"The blight druid lives to corrupt all life and spread blight and decay. It is typically a worshipper of Talona, but some worship Moander, Shar, or Zuggtmoy. Actions Scythe. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage plus 7 (2d6) poison damage. Blight Bolt. Ranged Spell Attack: + 6 to hit, range 60 ft., one creature. Hit: 7 (2d6) poison damage and 7 (2d6) necrotic damage. Spellcasting. The blight druid casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: druidcraft, guidance, mold earth 2/day each: ice knife, stinking cloud, wither and bloom 1/day each: cloudkill, confusion, contagion Blight Wave (Recharge 5–6). Poison and necrotic fire surges from the blight druid. Each creature within 20 feet of the blight druid must succeed on a DC 14 Constitution saving throw. On a failed save, a creature takes 14 (4d6) poison damage and 14 (4d6) necrotic damage and is poisoned for 1 minute. A poisoned creature can't regain hit points. On a successful save, the target takes half as much damage and isn't poisoned. The target can make a DC 14 Constitution saving throw at the end of each of its turns, ending the effect on itself with a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Blighted Beast","description":"Blighted Beasts are Dangerous II creatures, both in their violent and aggressive nature and as a result of their ability to spread the Shadeblight disease. As a group, they are primarily made up of predatory mammals, though there are rare occurrences of much less conspicuously Dangerous II creatures becoming carriers of Shadeblight as well. Due to the nature of their disease, blighted beasts often appear ragged and malnourished, or even gangrenous. Their fur (if they have it) is greasy and matted, and their eyes and bodily fluids glow a sickly green. Unlike other afflicted creatures, blighted beasts never fully succumb to the disease, instead surviving to pass it on to any who survive their attacks and even use it in their hunts. Beasts of the Waste. They are driven to congregate in packs, and where they gather in sufficient numbers the disease they carry can even spread to plants; causing a horrible wilting and blackening of flora in their environment and leaving behind an inhospitable wasteland. It is for this reason that they are occasionally referred to as \"beasts of the waste\". Tactics. As pack hunters, blighted beasts tend to avoid conflict unless they outnumber their prey or can reasonably assume their prey is able to be singled out from its group. They focus on one opponent at a time when they can, but also have a sense that their bites can weaken their foes, and will try to bite any hostile creature that has not yet been bitten. The beasts will flee a losing fight, but may track their bitten prey, watching for disease progression that may weaken them further for a future hunt. Traits Injury Threshold. II: 15, III: 20, IIII: 30, Damage Loss: 0. Pack Tactics. The blighted beast has advantage on attack rolls as long as the target is within 5 feet of one of its allies. Actions Multiattack. The blighted beast makes a Corrupted Bite and two Claw attacks. Corrupted Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8+3) piercing damage plus (5d6) poison damage. The target must make a DC 15 Constitution saving throw or be poisoned until the end of its next turn. A creature that fails its saving throw by 5 or more contracts the Shadeblight disease. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6+4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":28072,"Challenge Rating":4},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Blighted Sapling (PB 3)","description":"Traits Hit Points. The sapling's hit points are equal to twice your druid level (currently set to the lowest level). Actions Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2d4+3 piercing damage. The attack uses your spell attack modifier to hit (Currently set to 0)","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Expansion":20583,"Challenge Rating":3},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Blighted Sapling (PB 4)","description":"Traits Hit Points. The sapling's hit points are equal to twice your druid level (currently set to the lowest level). Toxic Demise. Starting at level 10, when the creature is reduced to 0 hit points, it explodes in a burst of toxic mulch or fetid viscera. Each creature within 5 feet of the exploding creature must succeed on a Constitution saving throw against your spell save DC or take 4d8 necrotic damage. As an action, you can also cause a summoned creature to explode, immediately killing it. Actions Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2d4+4 piercing damage. The attack uses your spell attack modifier to hit (Currently set to 0)","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Expansion":20583,"Challenge Rating":4},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Blighted Sapling (PB 5)","description":"Traits Hit Points. The sapling's hit points are equal to twice your druid level (currently set to the lowest level). Toxic Demise. Starting at level 10, when the creature is reduced to 0 hit points, it explodes in a burst of toxic mulch or fetid viscera. Each creature within 5 feet of the exploding creature must succeed on a Constitution saving throw against your spell save DC or take 5d8 necrotic damage. As an action, you can also cause a summoned creature to explode, immediately killing it. Actions Multiattack. Starting at level 14, the blighted sapling makes two claw attacks. Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2d4+5 piercing damage. The attack uses your spell attack modifier to hit (Currently set to 0)","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Expansion":20583,"Challenge Rating":5},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Blighted Sapling (PB 6)","description":"Traits Hit Points. The sapling's hit points are equal to twice your druid level (currently set to the lowest level). Toxic Demise. Starting at level 10, when the creature is reduced to 0 hit points, it explodes in a burst of toxic mulch or fetid viscera. Each creature within 5 feet of the exploding creature must succeed on a Constitution saving throw against your spell save DC or take 6d8 necrotic damage. As an action, you can also cause a summoned creature to explode, immediately killing it. Actions Multiattack. Starting at level 14, the blighted sapling makes two claw attacks. Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2d4+6 piercing damage. The attack uses your spell attack modifier to hit (Currently set to 0)","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Expansion":20583,"Challenge Rating":6},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Blightwalker","description":"These undead abominations are born from spirits of the land that have been corrupted through years of being trapped in blighted regions. Spawns of Corruption. In regions strong with magical enchantments or a powerful connection to the Feywild, spirits of nature thrive, often becoming one with the weave of magic throughout the region. When such an area becomes corrupted by dark energies such as from the Abyss or the Shadowfell, the essences of these spirits become tainted, filled with rage and hatred of the world from which they expelled. Defilers of Nature. Often bound by powerful necromancers, these corrupted spirits embody suits of armor melted onto dead flesh. Normal plants wither and die beneath their footsteps. Each emanates an aura of death and decay that eats away at the souls of any who come within their reach. Manifestations of rage, they fight viciously and without mercy. Traits Corruption Aura. A creature that touches the blightwalker or hits it with a melee attack while within 5 feet of it takes 4 (1d8) necrotic damage. Actions Multiattack. The blightwalker makes two longsword attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8+4) slashing damage. Death Gaze. The blightwalker targets one creature it can see within 30 feet of it. The target must succeed on a DC 13 Constitution saving throw against this magic or take 15 (3d10) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"custom","Alignment":"chaotic evil","Expansion":24773,"Challenge Rating":3},"publisher":"Castle Skydawn Design","book":"Lost City of Mezro"},{"name":"Blink Dog","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Traits Keen Hearing and Smell : The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage . Teleport (Recharge 4-6) : The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.","properties":{"Category":"Monsters","AC":13,"HP":"22 (4d8+4)","CHA":11,"CON":12,"DEX":17,"INT":10,"STR":12,"WIS":13,"Size":"Medium","Type":"fey","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058784/oARbY9PwQslH0ci_pacTxQ/original.png","Roll 0":"Bite\n1d20 + 3\n1d6+1","Skills":"Perception +3, Stealth +5","Source":"5th Edition SRD","data-XP":50,"Alignment":"Lawful Good","Languages":"Blink Dog, Understands Sylvan But Can't Speak It","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Hearing and Smell\",\"Desc\":\"The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"piercing\"},{\"Name\":\"Teleport (Recharge 4-6)\",\"Desc\":\"The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.\"}]","data-CHA-mod":"+0","data-CON-mod":"+1","data-DEX-mod":"+3","data-INT-mod":"+0","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":"1/4","Passive Perception":10,"data-CrNum":0.25,"data-AcNum":13,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Blink Dog","description":"A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long-standing hatred for displacer beasts and attack them on sight. Traits Keen Hearing and Smell : The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Teleport (Recharge 4-6) : The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"MM1","Alignment":"lawful good","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Blistercoil Weird","description":"Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators. Elemental Nature. An Izzet weird doesn’t require air, food, drink, or sleep. A blistercoil weird is an anthropomorphic brute formed from water and molten rock. It absorbs energy from magical fire, causing its oozelike body to increase in size. During one disastrous experiment, Izzet researchers observed a blistercoil weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original size. Traits Elemental Nature. An Izzet weird doesn't require air, food, drink, or sleep. Feed on Fire. If the weird takes fire damage from a spell or other magical effect, its size increases by one category. If there isn’t enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage. If the weird starts its turn at Gargantuan size, the weird releases energy in an explosion. Each creature within 30 feet of the weird must make a DC 12 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren’t being worn or carried. The weird’s size then becomes Medium. Form of Fire and Water. The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature’s space and stop there. The first time the weird enters another creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns. Heated Body. A creature that touches the weird or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Illumination. The weird sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage, or 11 (2d8 + 3) bludgeoning damage plus 14 (4d6) fire damage if the weird is Large or bigger.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Bloated Nightmare","description":"Some fallen are bloated with bestial energy from their over-exposure to the Scourge. These fallen are distinguishable from others of their kind by their distended and swollen abdomen. Fallen Luyarnhian These dread-filled monstrosities are the harbingers of the Scourge. Uncannily mirroring the appearance of scourgeborne, the fallen Luyarnhians are an abomination born of this dark corruption that began in the Ruby District. Sufficient instincts lingers within them to make them formidable adversaries for the unprepared. They clutch onto torches, a flicker of rationality trying to ward off the encroaching darkness. Yet, this act merely serves to cast long, monstrous shadows, turning the district into a nightmarish landscape. Traits Keen Hearing and Smell. The fallen has advantage on Perception checks that rely on hearing or smell. Pack Tactics. The fallen has advantage on an attack roll against a creature if at least one of the fallen's allies is within 5 feet of the creature and the ally isn't incapacitated. Visceral Strike. The fallen deals an additional 4 (1d8) piercing damage when determining the extra damage for a critical hit it scores against a creature with a melee attack. Fallen Echoes. If the fallen is killed by a hostile creature, it explodes in a crimson mist. All creatures that are allied to it within 30 feet of it become enhanced for 2 rounds (on this initiative count, losing initiative ties). Whenever an enhanced creature makes an attack roll, saving throw, or ability check, the target can roll a d6 and add the number rolled to the result. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast and humanoid (any race)","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":"1/2"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Blodeuwedd","description":"The mysterious blodeuwedds dwell in those parts of the world where the boundaries between the Material Plane and the First World have worn thin, or around portals between the two planes. Although blodeuwedds share certain traits with nymphs, their role as guardians of the pathways between this world and the First World prevents them from forming as powerful a magical bond with the natural world. Many blodeuwedds consider nymphs to be spoiled “princesses” who take the beauties of the world for granted. Blodeuwedds are roughly humanoid in shape, but have bodies made of what appears to be thickly woven blades of grass and wildflowers instead of flesh. Traits Allergen Aura. The blodeuwedd exudes an aura of pollen and irritating allergens that forces living creatures who start their turn within 30 feet to make a DC 14 Constitution saving throw. On a failed save, the target is poisoned, coughing and sneezing for 1d6 rounds. A blodeuwedd can suppress or initiate this aura as a bonus action. Shapechanger. The blodeuwedd can use its action to polymorph into a single, unique Medium humanoid or an owl. Other than its size, the blodeuwedd’s statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. A blodeuwedd reverts to its true form upon death. Innate Spellcasting. The blodeuwedd’s innate spellcasting ability is Wisdom (spell save DC 13). The monster can innately cast the following spells, requiring no material components: At will: dancing lights, entangle, message, plant growth 3/day each: modify memory, sleep, spike growth 1/day each: geas, goodberry, hallucinatory terrain Actions Multiattack. The blodeuwedd makes two attacks with its claws or sling. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 +6) slashing damage. Sling. Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4+5) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (shapechanger)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Blood Barnacle","description":"A cluster of tiny rock-like shells wait, attached to a floating barrel. Blood stains the water, and the red and black beaks open, revealing small tendrils that taste at the blood and pull the barnacles toward its source. Found on ships, reefs, rocks, and old piers, these corrupted barnacles are by no means natural. Often gathered in groupings of five to ten, a blood barnacle infestation can prove to be a threat for any crew, particularly injured sea travelers seeking a good night's rest. Undead Origins. When coagulated blood drops off shambling undead zombies and into the sea, its necrotic blood may turn an ordinary barnacle into a blood barnacle. Large clusters of blood barnacles almost always indicate undead are nearby. Prey on the Weak. Though a slightly deeper red than most red barnacles, the blood barnacle can often remain undetected among more benign barnacles. It can lie in wait for weeks or months for the perfect injured or heavily bleeding creature before latching onto its prey. Resurrection. The remains of blood barnacles spawn more of their kind if not disposed of properly. Burning clusters of barnacles or blessing the area is the only way to ensure they don't regrow. Barnacle Shivers. Characterized by the inescapable cold—and subsequent shivering—that slowly pervades the victim's body, barnacle shivers is a disease that infects creatures attacked by blood barnacles. Until the disease is cured, the infected creature can't regain hp except by magical means, and its hp maximum decreases by 3 (1d6) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. A Humanoid or Beast slain by this disease rises 24 hours later as a zombie. The zombie isn't under the blood barnacle's control, but it views the blood barnacle as an ally. Blood Sense. The blood barnacle can pinpoint, by scent, the location of creatures that aren't Constructs or Undead and that don't have all of their hp within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. False Appearance. While the blood barnacle remains motionless, it is indistinguishable from a normal barnacle. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the blood barnacle attaches to the target. While attached, the blood barnacle doesn't attack. Instead, at the start of each of the blood barnacle's turns, the target loses 5 (1d6 + 2) hp due to blood loss. The blood barnacle can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the blood barnacle by succeeding on a DC 12 Strength check. When the blood barnacle is removed, the target takes 2 (1d4) piercing damage. If a creature ends its turn with a blood barnacle attached to it, that creature must succeed on a DC 12 Constitution saving throw or contract the barnacle shivers disease (see the Barnacle Shivers trait). Reactions Host Defense. When a creature damages an attached blood barnacle with anything other than fire, the creature hosting the barnacle must succeed on a DC 12 Wisdom saving throw or use its reaction to protect the barnacle. The barnacle takes half the damage dealt to it, and the host takes the other half.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Blood Carrion Giant Elk","description":"Blood carrions are parasitic monsters capable of possessing the carcass of dead beasts. Born of Blood A blood carrion with no host appears as a tiny crimson stone – a carrion core – but placing the stone inside the heart of a beast with a challenge rating of 2 or lower that has been killed within the last hour allows it to possess the creature's remains. While it gains the traits of the beast it possesses, a blood carrion also wields various powers tied to its accursed, blood-hungry nature. Though some loathe the idea of sacrificing a beast to breathe life into an otherworldly host, those willing to relinquish such sensitivities will find an exceptionally loyal companion in a blood carrion – and, if they dare form a lasting bond with it, have their share of its dark capabilities. Blood Carrion Template When a blood carrion possesses a beast, it retains its statistics except as described below. Type. The beast's type changes to Undead, and it doesn't require air, food, drink, or sleep. Damage Immunities. The beast is immune to necrotic and poison damage. Condition Immunities. The beast can't be blinded, frightened, or poisoned. It also doesn't suffer from exhaustion. Carrion Core. When the beast is reduced to 0 hit points, it returns back to a carrion core with AC 10; 10 hp; immunity to nonmagical damage. Dark Bond. The beast is bonded to the Humanoid that facilitated its transformation. The Humanoid the beast is bonded to gains a level of exhaustion that can't be removed until the beast is destroyed. The effects of this exhaustion are suppressed for 1 minute after the Humanoid has dealt damage to another creature. The Humanoid can also can communicate emotions and images telepathically with the beast, and while within 5 feet of the beast, the creature has resistance to necrotic damage and is immune to being frightened. Maddening Demise. When another creature reduces the beast to 0 hit points, it must succeed on a DC 13 Charisma saving throw or be cursed for 1 minute. While cursed, it loses the ability to distinguish friends from foes. At the end of each of its turns, the target can make a DC 13 Intelligence saving throw, ending the effect on a successful save. New Reaction: Siphon Soul. When the beast or a creature it has formed a Dark Bond with reduces another creature to 0 hit points, the beast and that creature regain 7 (2d6) hit points each.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Blood Cult Acolyte","description":"Blood Cultists Evil to their core, blood cultists typically pay homage to evil gods of chaos, darkness, death, evil, murder, tyranny, or war. They are what most would call classic cultists: simple people with simple goals, such as destroying the world, mass murder, demon summoning, and other similar activities. Usually amassed in small cabals with several acolytes, a few fanatics, and a single hierarch, Blood cultists can serve as dangerous and reckless foes in any adventure. What is it with cultists and blood and sacrifice? If you’re so enamored with gore and death, why not apprentice as a butcher or become a mortician? Running around and conjuring demons just seems so.. unnecessary. – the Heretic","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"Chaotic Evil","Expansion":25354,"Challenge Rating":1},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Blood Cult Fanatic","description":"Blood Cultists Evil to their core, blood cultists typically pay homage to evil gods of chaos, darkness, death, evil, murder, tyranny, or war. They are what most would call classic cultists: simple people with simple goals, such as destroying the world, mass murder, demon summoning, and other similar activities. Usually amassed in small cabals with several acolytes, a few fanatics, and a single hierarch, Blood cultists can serve as dangerous and reckless foes in any adventure. What is it with cultists and blood and sacrifice? If you’re so enamored with gore and death, why not apprentice as a butcher or become a mortician? Running around and conjuring demons just seems so.. unnecessary. – the Heretic","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"Chaotic evil","Expansion":25354,"Challenge Rating":4},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Blood Cult Hierarch","description":"Blood Cultists Evil to their core, blood cultists typically pay homage to evil gods of chaos, darkness, death, evil, murder, tyranny, or war. They are what most would call classic cultists: simple people with simple goals, such as destroying the world, mass murder, demon summoning, and other similar activities. Usually amassed in small cabals with several acolytes, a few fanatics, and a single hierarch, Blood cultists can serve as dangerous and reckless foes in any adventure. What is it with cultists and blood and sacrifice? If you’re so enamored with gore and death, why not apprentice as a butcher or become a mortician? Running around and conjuring demons just seems so.. unnecessary. – the Heretic","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"Chaotic Evil","Expansion":25354,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Blood Cult Officer","description":"Traits Spellcaster. The blood cult officer uses Intelligence as its spellcasting ability. The DC for its spells is 14, and the attack bonus is +6. Frightening Leader. Underlings of the blood cult officer gain advantage on saving throws against being frightened or charmed while they can see the blood cult officer. Additionally, they add 1d4 to their damage rolls. Actions Mace. Melee Weapon Attack: +6 to hit, one target, reach 5 ft.. Hit: 7 (1d8+3) bludgeoning damage. Cannibalize (1/Rest). The blood cult officer casts cannibalize * . One creature it touches must succeed on a DC 14 Constitution saving throw or gain a special Injury of Handicap III severity, “Cannibalized”. While Injured in this way, the creature’s highest ability score is reduced by 2 (along with all associated bonuses, not including max hp). Additionally, the blood cult officer’s ability score is increased by 2. At the end of each of its turns, the creature can repeat the saving throw to remove the Injury, but the bonus to the blood cult officer’s ability score remains until the spell ends (duration 1 minute). Guiding Malevolence (1/Rest). The blood cult officer casts guiding malevolence * . One creature it can see within 120 ft. must make a DC 14 Constitution saving throw. On a failed save, the next attack made against the creature before the start of the blood cult officer’s next turn has advantage and deals an additional 16 (3d10) necrotic damage if it hits. Bonus Actions Bloody Smite. The blood cult officer calls upon their dark powers, enhancing their strength at a cost. The next time the blood cult officer hits with a Mace attack, it deals an additional 9 (2d8) necrotic damage, and the blood cult officer's Injury thresholds are reduced by 5 until they suffer an Injury. This ability can’t be used again until the blood cult officer suffers an Injury.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Blood Cultist","description":"Traits Spellcaster. The blood cultist uses Intelligence as its spellcasting ability. The DC for its spells is 12, and the attack bonus is +4. Actions Sacrificial Dagger. Melee Weapon Attack: +4 to hit, one target, reach 5 ft.. Hit: 5 (1d6+2) slashing damage. This damage counts as 3 higher for determining if it inflicts an Injury. Painful Bolt. The blood cultist casts painful bolt * . Ranged Spell Attack: +4 to hit, range 30 ft., one creature. Hit: 2 (1d4) psychic damage, and the target’s Injury threshold is reduced by 5 (to a minimum of 5) until they receive an Injury or until the end of the blood cultist’s next turn, whichever comes sooner. Vile Incantation (2/Day). The blood cultist casts vile incantation *. One creature the blood cultist touches must succeed on a DC 12 Constitution saving throw or take 7 (2d6) force damage and be inflicted with a core Injury of the blood cultist’s choice. This Injury must be of the lowest severity the creature can gain (Setback I for PCs, Dangerous II for monsters and NPCs). A successful save negates the Injury and reduces the damage by half. Any creature immune to polymorph effects, such as a shapechanger, or not made of organic matter has advantage on the saving throw. Any creature that is incorporeal is not affected by this spell. This spell cannot inflict an Injury if the creature already has one of the severity that would be inflicted. Bonus Actions Blood Infusion. The blood cultist infuses their next spell with power from their own blood. The blood cultist gains an Injury of their choice, and that spell's DC or attack bonus increases by 2, and it deals an additional 7 (2d6) damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic evil","Challenge Rating":"½"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Blood Demon (Chaotic)","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"fied (Demon)","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Demon (Lawful)","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"fied (Demon)","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Demon (Nuetral)","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"fied (Demon)","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Dragon","description":"Blood dragons are among the most dangerous creatures known. Their origin is a mystery, yet their existence is proof that blood is a powerful part of the universe. They are extremely clever and love to get involved in the politics of mortals. Their greater aim is to show the might of blood to everyone and make everyone respect it. They generally excel in blood magic. They mostly have mortal servants that execute their plans in the mortal world. More powerful blood dragons even make pacts with warlocks, and some of them are worshiped as gods of blood. They can manipulate all kinds of mortals that live near their lairs in the course of their thousand-year plans. As most other dragons, blood dragons love to hoard treasure. However, since there is nothing more important than blood in their understanding of life, they collect blood and items related to blood. A vial of blood of someone belonging to a long-lost family, the blood of a sorcerer belonging to a famous bloodline, the blood of a powerful vampire or a rare creature; they could all be part of a blood dragon’s hoard. Blood dragons are very hard to kill. As long as there is a creature near them, they can escape death. Also, when too much blood is spilled in one place, like a battlefield, a new blood dragon may rise from the blood drained. Blood dragons do not reproduce like other dragons; they have no eggs. However, just like a vampire turning a mortal into a vampire, blood dragons can turn other dragons into blood dragons. As beings of blood, blood dragons do not breathe, and they do not require food, water, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"any alignment","Expansion":24099,"Challenge Rating":18},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood Drinker Vampire","description":"Plenty of blood drinkers haunt Ravnica’s alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds. Orzhov Vampires. Vampires thrive in the Orzhov Syndicate , where they can collect tithes and payments from their debtors in the form of blood. Their undead nature gives them the same immortality enjoyed by the oligarch spirits, but they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel. Blood Bond. Consuming a creature’s blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim. Actions Multiattack. The vampire makes three melee attacks, only one of which can be a bite attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is humanoid, it must succeed on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. The vampire can also grapple the target (escape DC 14) if it is a creature and the vampire has a hand free. Reactions Parry. The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":7,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Blood Elemental","description":"A rare form of water elemental, these creatures are typically created via magic rather than spontaneous formation. In cases where they survive their creation and escape to carry on their existence, they can inflict terrible losses on local fauna, and even whole towns and villages may be discovered exsanguinated in their wake. Appearance. Blood elementals are easily identifiable by sight, but the first sign that one is nearby is often an overpowering scent of bloody iron. In appearance, they typically have more form than a water elemental, with their top seeming roughly humanoid. Their heads have a smattering of eyes (usually about 13) and a jagged-toothed jaw, and their thick arms end in long, sharp claws. Unlike water elementals, their fluid form is much more viscous, and may appear somewhat curdled, with thick blobs dripping and running along the surface of their body. Tactics. When free to choose their own actions, blood elementals try to engulf as many creatures as possible, delivering Exsanguinating Touches to any creature it can't absorb. When fighting many creatures at once, it does its best to place a level of Exsanguinated on each creature it is fighting to reduce the likelihood of them escaping before seeking to increase those levels to Deadly IIII outcome. Traits Fluid Form. The blood elemental can move into a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch without squeezing, and any space as small as ¼ inch when squeezing. When the blood elemental enters a creature’s space, that creature must make a DC 14 Dexterity saving throw to avoid the blood elemental’s Exsanguinating Touch. Additionally, the blood elemental is immune to effects that would cause it to bleed. Cold Weakness. Cold damage dealt to the blood elemental is considered 5 higher for the purposes of inflicting an Injury. Exsanguinating Touch. Whenever a creature with blood comes into contact with the blood elemental on its turn, that creature must make a DC 10 Constitution saving throw or gain a special Injury, “Exsanguinated”. While Injured in this way, a creature is considered to have 1 level of exhaustion. Each time the creature would gain this Injury again, instead increase the level of the Injury (Exsanguinated 2, Exsanguinated 3, etc.). For every additional level of Exsanguination, the creature is considered to have another level of exhaustion. These exhaustion levels are removed when the Injury is removed. A creature naturally recovers from all levels of Exsanguination at the end of a long rest, and recovers from one level at the end of each short rest. A creature can’t gain more than one level of Exsanguinated in the same round. Actions Multiattack . The blood elemental makes two Slam attacks. Slam. Melee Weapon attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and the creature is affected by the blood elemental’s Exsanguinating Touch. Engulf (recharge 4-6). Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 11 (2d6+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 15), and is restrained until the grapple ends. If the saving throw is successful, it is pushed out of the elemental’s space. A creature engulfed by the elemental can still breathe normally. The elemental can grapple one Large creature or up to two Medium or smaller creatures at a time. At the start of each of the elemental’s turns, each target grappled by it takes 11 (2d6+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 15 Strength check and succeeding. When a creature attempts to pull another creature out of the elemental, it must either make a Constitution saving throw against the Exsanguinating Touch, or make its Strength check with disadvantage as it tries to avoid coming into contact with the elemental.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral evil","Expansion":28072,"Challenge Rating":7},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Blood Flurry","description":"Red tinges the edge of this gentle drifting of snow. Blood flurries are the remaining survivors of a slowly disintegrating dimension where the creatures fed on scraps of decaying iron. Just before the Great Crunch, which spelled the final doom for their dimension, the creatures slipped through a planar gap, bringing them to polar regions of worlds throughout the Material Plane. With readily digestible iron in short supply, the creatures adapted to the iron-rich blood of creatures populating their new homes. Safety in Numbers. The crystalline creatures' bodies are as fragile as a snowflake, forcing them to organize into colonies for mutual protection and to improve their chances at hunting prey. Lightweight. A single, crystalline aberration from a blood flurry weighs a quarter of an ounce. While it can propel itself, it prefers to float gently on the breezes like a snowflake. Collectively, a swarm moves along with the real snow found in its habitat, hidden on the wind. Red in Body. Each individual aberration has jagged limbs sharp enough to penetrate ordinary flesh. The creature's saliva induces the flow of blood from the cuts it produces. Because the creatures feed by absorbing iron from their victims' blood, their coloration reddens, and the blood flurry's snowy façade quickly fades. When desperate for food, a blood flurry may devour abandoned tools or weapons, but it consumes and processes iron from such objects slowly and with difficulty. Blood Sense. The blood flurry can pinpoint, by scent, the location of creatures that aren't Undead or Constructs within 30 feet of it. False Appearance. While the blood flurry remains motionless, either resting on the ground or carried by natural winds, it is indistinguishable from a collection of snowflakes. The blood flurry loses this trait if it has consumed blood in the last 24 hours. Rust Vulnerability. The large amount of iron in the blood flurry's diet makes it susceptible to effects that harm ferrous metal, such as the rust monster's Antennae. Swarm. The blood flurry can occupy another creature's space and vice versa, and the blood flurry can move through any opening large enough for a Tiny crystalline Aberration. The blood flurry can't regain hp or gain temporary hp. Actions Multiattack. The blood flurry makes two Free Bleeding Cuts attacks. Free Bleeding Cuts. Melee Weapon Attack: +9 to hit, reach 0 ft., one target in the swarm's space. Hit: 27 (6d8) slashing damage, or 13 (3d8) slashing damage if the blood flurry has half of its hp or fewer. If the target is a creature other than an Undead or a Construct, it must succeed on a DC 16 Constitution saving throw or lose 13 (3d8) hp at the start of each of its turns due to a bleeding wound. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Aberrations","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Blood Golem","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":25614,"Challenge Rating":3},"publisher":"Haigo Dungeoncrafts","book":"The Blood Mage"},{"name":"Blood Hawk","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey. Traits Keen Sight : The hawk has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics : The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated . Actions Beak : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage .","properties":{"Category":"Monsters","AC":12,"HP":"7 (2d6)","CHA":5,"CON":10,"DEX":14,"INT":3,"STR":6,"WIS":14,"Size":"Small","Type":"beast","Speed":"10 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058796/VNtPdyhSWLwH8dMYfy7smA/original.png","Roll 0":"Beak\n1d20 + 4\n1d4+2","Skills":"Perception +4","Source":"5th Edition SRD","data-XP":25,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Sight\",\"Desc\":\"The hawk has advantage on Wisdom (Perception) checks that rely on sight.\"},{\"Name\":\"Pack Tactics\",\"Desc\":\"The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"}]","data-Actions":"[{\"Name\":\"Beak\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"-2","data-SizeNum":1,"data-WIS-mod":"+2","Challenge Rating":"1/8","Passive Perception":14,"data-CrNum":0.125,"data-AcNum":12,"data-HpNum":7},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Blood Hawk","description":"Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey. Traits Keen Sight : The hawk has advantage on Wisdom (Perception) checks that rely on sight. Pack Tactics : The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Beak : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Blood Hawk","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/8"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Blood Hawk Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Beak (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The hawk makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the hawk’s next turn has advantage. 3rd Level: Swooping Attack (5 Ferocity). The hawk moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. On a hit, the attack deals its normal effects, and the target must succeed on a DC 10 plus PB Strength saving throw or drop one item they are holding. 5th Level: Storm of Talons (8 Ferocity). The hawk moves up to their speed without provoking opportunity attacks, then can target one creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd10 slashing damage and is blinded until the end of the hawk’s next turn. On a success, the target takes half as much damage and is not blinded. Reactions Swoop In (1/Long Rest). When the hawk is within 30 feet of their caregiver and the caregiver is hit with an attack, the hawk can move up to their speed without provoking opportunity attacks. If the hawk ends this movement within 5 feet of the caregiver, the hawk is hit by the attack instead, and the attack deals half as much damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Blood Hawk Companion (PB 2)","description":"Traits Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The hawk makes a signature attack. On a hit, the next attack made against the target before the start of the hawk’s next turn has advantage. 3rd Level: Swooping Attack (5 Ferocity). The hawk moves up to their speed without provoking opportunity attacks. During or after this move, they can make a signature attack against one target. On a hit, the target must succeed on a DC 10 plus PB Strength saving throw or drop one item they are holding. 5th Level: Storm of Talons (8 Ferocity). The hawk moves up to their speed without provoking opportunity attacks, then they can dive onto one creature within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 slashing damage and is blinded until the end of the hawk’s next turn. On a successful save, the target takes half as much damage and isn’t blinded. Reactions Swoop In (Recharges after a Long Rest). When the hawk’s caregiver is hit with an attack while the hawk is within 30 feet of them, the hawk moves up to their speed without pro- voking opportunity attacks. If the hawk ends this movement within 5 feet of the caregiver, the hawk becomes the target of the triggering attack instead, and the attack deals half as much damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood Hawk Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Beak (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The hawk makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the hawk’s next turn has advantage. 3rd Level: Swooping Attack (5 Ferocity). The hawk moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. On a hit, the attack deals its normal effects, and the target must succeed on a DC 10 plus PB Strength saving throw or drop one item they are holding. 5th Level: Storm of Talons (8 Ferocity). The hawk moves up to their speed without provoking opportunity attacks, then can target one creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd10 slashing damage and is blinded until the end of the hawk’s next turn. On a success, the target takes half as much damage and is not blinded. Reactions Swoop In (1/Long Rest). When the hawk is within 30 feet of their caregiver and the caregiver is hit with an attack, the hawk can move up to their speed without provoking opportunity attacks. If the hawk ends this movement within 5 feet of the caregiver, the hawk is hit by the attack instead, and the attack deals half as much damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Blood Hawk Companion (PB 3)","description":"Traits Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The hawk makes a signature attack. On a hit, the next attack made against the target before the start of the hawk’s next turn has advantage. 3rd Level: Swooping Attack (5 Ferocity). The hawk moves up to their speed without provoking opportunity attacks. During or after this move, they can make a signature attack against one target. On a hit, the target must succeed on a DC 10 plus PB Strength saving throw or drop one item they are holding. 5th Level: Storm of Talons (8 Ferocity). The hawk moves up to their speed without provoking opportunity attacks, then they can dive onto one creature within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 slashing damage and is blinded until the end of the hawk’s next turn. On a successful save, the target takes half as much damage and isn’t blinded. Reactions Swoop In (Recharges after a Long Rest). When the hawk’s caregiver is hit with an attack while the hawk is within 30 feet of them, the hawk moves up to their speed without pro- voking opportunity attacks. If the hawk ends this movement within 5 feet of the caregiver, the hawk becomes the target of the triggering attack instead, and the attack deals half as much damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood Hawk Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Beak (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The hawk makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the hawk’s next turn has advantage. 3rd Level: Swooping Attack (5 Ferocity). The hawk moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. On a hit, the attack deals its normal effects, and the target must succeed on a DC 10 plus PB Strength saving throw or drop one item they are holding. 5th Level: Storm of Talons (8 Ferocity). The hawk moves up to their speed without provoking opportunity attacks, then can target one creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd10 slashing damage and is blinded until the end of the hawk’s next turn. On a success, the target takes half as much damage and is not blinded. Reactions Swoop In (1/Long Rest). When the hawk is within 30 feet of their caregiver and the caregiver is hit with an attack, the hawk can move up to their speed without provoking opportunity attacks. If the hawk ends this movement within 5 feet of the caregiver, the hawk is hit by the attack instead, and the attack deals half as much damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Blood Hawk Companion (PB 4)","description":"Traits Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The hawk makes a signature attack. On a hit, the next attack made against the target before the start of the hawk’s next turn has advantage. 3rd Level: Swooping Attack (5 Ferocity). The hawk moves up to their speed without provoking opportunity attacks. During or after this move, they can make a signature attack against one target. On a hit, the target must succeed on a DC 10 plus PB Strength saving throw or drop one item they are holding. 5th Level: Storm of Talons (8 Ferocity). The hawk moves up to their speed without provoking opportunity attacks, then they can dive onto one creature within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 slashing damage and is blinded until the end of the hawk’s next turn. On a successful save, the target takes half as much damage and isn’t blinded. Reactions Swoop In (Recharges after a Long Rest). When the hawk’s caregiver is hit with an attack while the hawk is within 30 feet of them, the hawk moves up to their speed without pro- voking opportunity attacks. If the hawk ends this movement within 5 feet of the caregiver, the hawk becomes the target of the triggering attack instead, and the attack deals half as much damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood Hawk Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Beak (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The hawk makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the hawk’s next turn has advantage. 3rd Level: Swooping Attack (5 Ferocity). The hawk moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. On a hit, the attack deals its normal effects, and the target must succeed on a DC 10 plus PB Strength saving throw or drop one item they are holding. 5th Level: Storm of Talons (8 Ferocity). The hawk moves up to their speed without provoking opportunity attacks, then can target one creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd10 slashing damage and is blinded until the end of the hawk’s next turn. On a success, the target takes half as much damage and is not blinded. Reactions Swoop In (1/Long Rest). When the hawk is within 30 feet of their caregiver and the caregiver is hit with an attack, the hawk can move up to their speed without provoking opportunity attacks. If the hawk ends this movement within 5 feet of the caregiver, the hawk is hit by the attack instead, and the attack deals half as much damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Blood Hawk Companion (PB 5)","description":"Traits Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The hawk makes a signature attack. On a hit, the next attack made against the target before the start of the hawk’s next turn has advantage. 3rd Level: Swooping Attack (5 Ferocity). The hawk moves up to their speed without provoking opportunity attacks. During or after this move, they can make a signature attack against one target. On a hit, the target must succeed on a DC 10 plus PB Strength saving throw or drop one item they are holding. 5th Level: Storm of Talons (8 Ferocity). The hawk moves up to their speed without provoking opportunity attacks, then they can dive onto one creature within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 slashing damage and is blinded until the end of the hawk’s next turn. On a successful save, the target takes half as much damage and isn’t blinded. Reactions Swoop In (Recharges after a Long Rest). When the hawk’s caregiver is hit with an attack while the hawk is within 30 feet of them, the hawk moves up to their speed without pro- voking opportunity attacks. If the hawk ends this movement within 5 feet of the caregiver, the hawk becomes the target of the triggering attack instead, and the attack deals half as much damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood Hawk Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Beak (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The hawk makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the hawk’s next turn has advantage. 3rd Level: Swooping Attack (5 Ferocity). The hawk moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. On a hit, the attack deals its normal effects, and the target must succeed on a DC 10 plus PB Strength saving throw or drop one item they are holding. 5th Level: Storm of Talons (8 Ferocity). The hawk moves up to their speed without provoking opportunity attacks, then can target one creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd10 slashing damage and is blinded until the end of the hawk’s next turn. On a success, the target takes half as much damage and is not blinded. Reactions Swoop In (1/Long Rest). When the hawk is within 30 feet of their caregiver and the caregiver is hit with an attack, the hawk can move up to their speed without provoking opportunity attacks. If the hawk ends this movement within 5 feet of the caregiver, the hawk is hit by the attack instead, and the attack deals half as much damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Blood Hawk Companion (PB 6)","description":"Traits Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The hawk makes a signature attack. On a hit, the next attack made against the target before the start of the hawk’s next turn has advantage. 3rd Level: Swooping Attack (5 Ferocity). The hawk moves up to their speed without provoking opportunity attacks. During or after this move, they can make a signature attack against one target. On a hit, the target must succeed on a DC 10 plus PB Strength saving throw or drop one item they are holding. 5th Level: Storm of Talons (8 Ferocity). The hawk moves up to their speed without provoking opportunity attacks, then they can dive onto one creature within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 slashing damage and is blinded until the end of the hawk’s next turn. On a successful save, the target takes half as much damage and isn’t blinded. Reactions Swoop In (Recharges after a Long Rest). When the hawk’s caregiver is hit with an attack while the hawk is within 30 feet of them, the hawk moves up to their speed without pro- voking opportunity attacks. If the hawk ends this movement within 5 feet of the caregiver, the hawk becomes the target of the triggering attack instead, and the attack deals half as much damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood Hunter","description":"To mortals and monsters alike, the blood hunter is a legendary figure—a humanoid stalker said to embrace monstrous power. Long years ago, a group of mortals undertook dark rituals and alchemical experiments to gain the power of the deadliest monsters, allowing them to better hunt those monsters. Blood hunters are steely on the surface, but roiling emotion lies beneath that impassive mask. Bestial fury and fathomless sorrow drive every stroke of a blood hunter’s blade. Humanoids who draw the ire of a blood hunter are often in league with monsters—or the victims of a terrible misunderstanding. Such misunderstandings are tough to clear up, for blood hunters are the kind of folk to slay first and ask questions later.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":5016,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Blood Hunter","description":"To mortals and monsters alike, the blood hunter is a legendary figure—a humanoid stalker said to embrace monstrous power. Long years ago, a group of mortals undertook dark rituals and alchemical experiments to gain the power of the deadliest monsters, allowing them to better hunt those monsters. Blood hunters are steely on the surface, but roiling emotion lies beneath that impassive mask. Bestial fury and fathomless sorrow drive every stroke of a blood hunter’s blade. Humanoids who draw the ire of a blood hunter are often in league with monsters—or the victims of a terrible misunderstanding. Such misunderstandings are tough to clear up, for blood hunters are the kind of folk to slay first and ask questions later. Traits Blood Curse of Binding (1/Day). As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The tar- get can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Blood Frenzy. The blood hunter has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Innate Spellcasting (1/Day). The blood hunter can innately cast hex . Its innate spellcasting ability is Intelligence. Magic Resistance. The blood hunter has advantage on saving throws against spells and other magical effects. Actions Multiattack. The blood hunter attacks twice with a weapon. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29448,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Blood Mage","description":"Favoring linen robes of crimson or black to hide the stains and spatters of its medium, a blood mage about its work might look like a beggar and smell like an abattoir, but the power coursing through its veins makes such concerns beneath the blood mage's notice. Drawing power from bloodletting, both its own and that of others, makes most civilizations fear and despise the blood mage, necessitating that it practice its dark arts in secret. Each period of renewed study is usually accompanied by disappearances among the most vulnerable. A trail of exsanguinated corpses follows Blood Mages in Midgard Practiced openly in the Blood Kingdom of Morgau and tolerated in the Mharoti dragon empire, blood magic is a common threat in Midgard's darker lands. Blood mages are often found allied with or creating crimson tusked ogres and blood zombies, and are on good terms with most vampires, liches, and followers of Marena, the Red Goddess.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any evil alignment","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Blood Mage (Midgard)","description":"Favoring linen robes of crimson or black to hide the stains and spatters of its medium, a blood mage about its work might look like a beggar and smell like an abattoir, but the power coursing through its veins makes such concerns beneath the blood mage's notice. Drawing power from bloodletting, both its own and that of others, makes most civilizations fear and despise the blood mage, necessitating that it practice its dark arts in secret. Each period of renewed study is usually accompanied by disappearances among the most vulnerable. A trail of exsanguinated corpses follows Blood Mages in Midgard Practiced openly in the Blood Kingdom of Morgau and tolerated in the Mharoti dragon empire, blood magic is a common threat in Midgard's darker lands. Blood mages are often found allied with or creating crimson tusked ogres and blood zombies, and are on good terms with most vampires, liches, and followers of Marena, the Red Goddess.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any evil alignment","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Blood Mephit","description":"Blood mephits are natives of the elemental realms of blood, and are small in size though sinister in nature. These elementals look like puddles of blood when motionless and like humanoids made entirely of blood when they move. Their fleshless form makes them able to enter even the smallest spaces, thanks to their wings made of blood, they can reach the highest of places like the peaks of mountains. They usually wander the wilderness in small packs. They roam the lands of Tolia as they are summoned and set free by various sources such as sorcerers, vampires who have mastered the arcane arts, bleeding specters and many others. They crave blood and “live” to spill it as they believe blood must flow and be free of mortal veins.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"neutral evil","Expansion":24099,"Challenge Rating":"1/2"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Blood Seneschal (PB 2)","description":"Traits Signature Attack (Blood Curse). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 1d4 plus PB necrotic damage, and the target is poisoned until the end of the seneschal’s next turn. Beginning at 7th level, the seneschal can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Coagulate (3/Day). As an action, the seneschal empowers the blood of up to PB creatures within 30 feet of them. Each target can expend 1 Hit Die, rolling it and regain ing hit points equal to twice the result plus their Constitution modifier. 5th Level: Blood Puppet (3/Day). As an action, the sene schal chooses a creature they can see within 60 feet of them. The target must succeed on a DC 10 plus PB Wisdom saving throw or move up to their speed in a direction of the sene schal’s choice. During this movement, the seneschal can force them to make one attack against a creature of the seneschal’s choice (no action required). 7th Level: Blood Bondage (1/Day). As an action, the sene schal arrests the hearts of up to PB creatures within 30 feet of them. Each target must make a DC 10 plus PB Constitution saving throw. On a failed save, a creature takes PBd6 necrotic damage and is paralyzed for 1 minute (save ends at end of turn). On a successful save, a creature takes half as much damage and isn’t paralyzed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Earth, Fire, Water)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood Seneschal (PB 3)","description":"Traits Signature Attack (Blood Curse). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 1d4 plus PB necrotic damage, and the target is poisoned until the end of the seneschal’s next turn. Beginning at 7th level, the seneschal can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Coagulate (3/Day). As an action, the seneschal empowers the blood of up to PB creatures within 30 feet of them. Each target can expend 1 Hit Die, rolling it and regain ing hit points equal to twice the result plus their Constitution modifier. 5th Level: Blood Puppet (3/Day). As an action, the sene schal chooses a creature they can see within 60 feet of them. The target must succeed on a DC 10 plus PB Wisdom saving throw or move up to their speed in a direction of the sene schal’s choice. During this movement, the seneschal can force them to make one attack against a creature of the seneschal’s choice (no action required). 7th Level: Blood Bondage (1/Day). As an action, the sene schal arrests the hearts of up to PB creatures within 30 feet of them. Each target must make a DC 10 plus PB Constitution saving throw. On a failed save, a creature takes PBd6 necrotic damage and is paralyzed for 1 minute (save ends at end of turn). On a successful save, a creature takes half as much damage and isn’t paralyzed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Earth, Fire, Water)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood Seneschal (PB 4)","description":"Traits Signature Attack (Blood Curse). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 1d4 plus PB necrotic damage, and the target is poisoned until the end of the seneschal’s next turn. Beginning at 7th level, the seneschal can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Coagulate (3/Day). As an action, the seneschal empowers the blood of up to PB creatures within 30 feet of them. Each target can expend 1 Hit Die, rolling it and regain ing hit points equal to twice the result plus their Constitution modifier. 5th Level: Blood Puppet (3/Day). As an action, the sene schal chooses a creature they can see within 60 feet of them. The target must succeed on a DC 10 plus PB Wisdom saving throw or move up to their speed in a direction of the sene schal’s choice. During this movement, the seneschal can force them to make one attack against a creature of the seneschal’s choice (no action required). 7th Level: Blood Bondage (1/Day). As an action, the sene schal arrests the hearts of up to PB creatures within 30 feet of them. Each target must make a DC 10 plus PB Constitution saving throw. On a failed save, a creature takes PBd6 necrotic damage and is paralyzed for 1 minute (save ends at end of turn). On a successful save, a creature takes half as much damage and isn’t paralyzed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Earth, Fire, Water)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood Seneschal (PB 5)","description":"Traits Signature Attack (Blood Curse). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 1d4 plus PB necrotic damage, and the target is poisoned until the end of the seneschal’s next turn. Beginning at 7th level, the seneschal can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Coagulate (3/Day). As an action, the seneschal empowers the blood of up to PB creatures within 30 feet of them. Each target can expend 1 Hit Die, rolling it and regain ing hit points equal to twice the result plus their Constitution modifier. 5th Level: Blood Puppet (3/Day). As an action, the sene schal chooses a creature they can see within 60 feet of them. The target must succeed on a DC 10 plus PB Wisdom saving throw or move up to their speed in a direction of the sene schal’s choice. During this movement, the seneschal can force them to make one attack against a creature of the seneschal’s choice (no action required). 7th Level: Blood Bondage (1/Day). As an action, the sene schal arrests the hearts of up to PB creatures within 30 feet of them. Each target must make a DC 10 plus PB Constitution saving throw. On a failed save, a creature takes PBd6 necrotic damage and is paralyzed for 1 minute (save ends at end of turn). On a successful save, a creature takes half as much damage and isn’t paralyzed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Earth, Fire, Water)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood Seneschal (PB 6)","description":"Traits Signature Attack (Blood Curse). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 1d4 plus PB necrotic damage, and the target is poisoned until the end of the seneschal’s next turn. Beginning at 7th level, the seneschal can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Coagulate (3/Day). As an action, the seneschal empowers the blood of up to PB creatures within 30 feet of them. Each target can expend 1 Hit Die, rolling it and regain ing hit points equal to twice the result plus their Constitution modifier. 5th Level: Blood Puppet (3/Day). As an action, the sene schal chooses a creature they can see within 60 feet of them. The target must succeed on a DC 10 plus PB Wisdom saving throw or move up to their speed in a direction of the sene schal’s choice. During this movement, the seneschal can force them to make one attack against a creature of the seneschal’s choice (no action required). 7th Level: Blood Bondage (1/Day). As an action, the sene schal arrests the hearts of up to PB creatures within 30 feet of them. Each target must make a DC 10 plus PB Constitution saving throw. On a failed save, a creature takes PBd6 necrotic damage and is paralyzed for 1 minute (save ends at end of turn). On a successful save, a creature takes half as much damage and isn’t paralyzed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Earth, Fire, Water)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood Servant","description":"Torn between the chaos of being a food source and the laws regarding their status, blood servants work constantly to satisfy their guardian ahooling while forging their own role in ahool society.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":5818,"Challenge Rating":0},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Blood Shadow","description":"Yoten The true origins of the Yoten are likely never to be known but not all are loyal to Muspell, like Boða. Many just want to roam and devour as they desire. Monstrous Offspring. The Yoten are capable of breeding with numerous other creatures, which makes it difficult—but not impossible—to ascertain which creatures are true Yoten. True Yoten include corpse swallowers, forest striders, ratatoskr, and yoten devotees. The offspring of Yoten are blood shadows and tussers. Strength Dominates. Yoten grow in power throughout their lifetime. Younger and weaker Yoten follow their more experienced brethren until ready to assert their own strength. Giant-like Vulnerability. All Yoten are vulnerable to weapons that do additional damage or effects against the Giant creature type, which suggests some deeper connection to the giant-folk. Child of Muspell. All Yoten are born from the entity Muspell. If targeted by a spell like banishment, the Yoten’s plane of existence is considered to be the plane where Muspell currently is. Death Cairns. Most Yoten turn to stone when they are slain. These cairns can be found throughout the Lost Lands and occasionally even in Grimnir. Blood Shadow Blood shadows are creatures of suffering, born from the torment inflicted upon captive wolves by their Yoten captors. No longer a wolf—or resembling any living creature—they maintain the pack-like instincts of their progenitors; except they identify the Yoten as their pack-mates. Unerring Allies. Blood shadows do anything other Yoten command them to do, even sacrificing their own lives. ","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity (Yoten)","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":16},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Blood Witch","description":"Blood witches imagine themselves to be the intermediaries between Rakdos and his cult—the pinnacle of his priesthood, his trusted advisors, and the messengers who communicate his will to the scattered troupes and ringmasters. The Cult of Rakdos recognizes no authority but Rakdos, and the demon lord requires no advisors. Nonetheless, the blood witches are smart, charismatic, and powerful, so their voices do carry some weight. Blood witches strive both to protect the cult from external interference and to punish those who bring harm to the guild. They claim grandiose titles, such as Tormentor of the Wojek, as a way of mocking their intended victims. Traits Blood Witch Dance. The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch’s choice. Devil’s Sight. Magical darkness doesn’t impede the witch’s darkvision. Innate Spellcasting. The witch’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components: At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only) 1/day each: circle of death, enthrall, suggestion 3/day each: hellish rebuke, hex, scorching ray (at 3rd level) Actions Multiattack. The witch makes two attacks: one with its longsword and one with its shortsword. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic evil","Expansion":7,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Blood Wolf","description":"Wolves Blood Wolf Predators of grassland, forest, hill, and mountain, blood wolves are a magically altered wolf subspecies capable of detecting haemoglobin itself. Their rust-coloured fur is highly prized as a symbol of status in mountain tribes and their deep maroon eyes appear in more than one children’s fable. Alphas. Blood wolves often find themselves alphas of packs of their smaller dire wolf cousins. These packs grow to unnaturally large sizes due to their pack leaders ability to detect prey that would otherwise be hidden. Branded ‘lupine locusts’, wolves lead by a blood wolf have a propensity to decimated an ecosystem before sweeping onto their next hunting ground. Extra-Sanguinary Senses. The exact mechanism by which a blood wolf detects haemoglobin has not been identified. Scholars originally thought that the auditory acuity of such canines allowed it to hear the low-frequency thumps of heartbeats. Indeed, this research led to the development of spells such as detect heartbeat , which has saved more than one trapped miner’s life. However, experiments with undead prey determined that a heartbeat is not necessary. This research was backed up by less-than-ethical testing using deafened blood wolf subjects. A final swathe of tests in antimagic fields confirmed that this sense is of a magical nature, an unfortunate headline for hunters and trappers that don’t live in well-fortified keeps.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"neutral evil","Challenge Rating":8},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Blood-Borne Ooze","description":"Blood-borne oozes form when ambient necrotic energy seeps into the blood of a corpse. Hunger drives these creatures to slither from their rotting birthplace, seeking to feed on the bodily fluids of a living victim—from the inside. Outside a host body, a blood-borne ooze resembles a gelatinous pool of blood mixed with other bodily ichor. The ooze’s ability to permeate skin—living or dead—allows them to infect unsuspecting mourners, coroners, gravediggers, or other individuals who frequent cemeteries. Hidden Parasites. Whenever possible, a blood-borne ooze prefers to feed stealthily, inhabiting a host and draining their vitality over an extended period. Through careful feeding, an ooze can exist inside the same host for weeks before symptoms become apparent. Even then, the cause is commonly misdiagnosed until it’s too late. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the ooze remains motionless, they are indistinguishable from a pool of blood. Actions Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) necrotic damage. If the target is a creature who isn’t a Construct or an Undead, they must succeed on a DC 11 Constitution saving throw or the ooze melds into the target’s body. While inside a creature, the ooze has total cover against attacks and other effects originating outside that host. If the host creature takes 5 damage or more on a single turn from a source other than the ooze, the ooze must succeed on a DC 12 Constitution saving throw at the end of that turn or exit the host, entering the nearest unoccupied space of the ooze’s choice. A cure ailment power, protection from poison spell, or lesser restoration spell cast on the host also forces the ooze out. By spending 5 feet of their movement, the ooze can voluntarily leave the host’s body. Crimson Feast (Inside Host Only). The ooze consumes their host creature’s bodily fluids. The host must make a DC 11 Constitution saving throw. On a failed save, the host takes 5 (2d4) necrotic damage and is poisoned until the end of their next turn. On a successful save, the host takes half as much damage and isn’t poisoned.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood-Borne Ooze","description":"Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the ooze remains motionless, they are indistinguishable from a pool of blood. Actions Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) necrotic damage. If the target is a creature who isn’t a Construct or an Undead, they must succeed on a DC 11 Constitution saving throw or the ooze melds into the target’s body. While inside a creature, the ooze has total cover against attacks and other effects originating outside that host. If the host creature takes 5 damage or more on a single turn from a source other than the ooze, the ooze must succeed on a DC 12 Constitution saving throw at the end of that turn or exit the host, entering the nearest unoccupied space of the ooze’s choice. A cure ailment power, protection from poison spell, or lesser restoration spell cast on the host also forces the ooze out. By spending 5 feet of their movement, the ooze can voluntarily leave the host’s body. Crimson Feast (Inside Host Only). The ooze consumes their host creature’s bodily fluids. The host must make a DC 11 Constitution saving throw. On a failed save, the host takes 5 (2d4) necrotic damage and is poisoned until the end of their next turn. On a successful save, the host takes half as much damage and isn’t poisoned.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Alignment":"Typically Neutral Evil","Expansion":28288,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Blood-Borne Ooze Companion (PB 2)","description":"Blood-borne oozes form when ambient necrotic energy seeps into the blood of a corpse. Hunger drives these creatures to slither from their rotting birthplace, seeking to feed on the bodily fluids of a living victim—from the inside. Outside a host body, a blood-borne ooze resembles a gelatinous pool of blood mixed with other bodily ichor. The ooze’s ability to permeate skin—living or dead—allows them to infect unsuspecting mourners, coroners, gravediggers, or other individuals who frequent cemeteries. Hidden Parasites. Whenever possible, a blood-borne ooze prefers to feed stealthily, inhabiting a host and draining their vitality over an extended period. Through careful feeding, an ooze can exist inside the same host for weeks before symptoms become apparent. Even then, the cause is commonly misdiagnosed until it’s too late. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Actions Signature Attack (Pseudopod). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1 st Level: Distracting Attack ( 2 Ferocity). The ooze makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the ooze’s next turn has advantage. 3 rd Level: Clever Goop ( 5 Ferocity). The ooze takes the Hide action and makes a signature attack (in either order). If the attack hits a Large or smaller creature, the target is knocked prone. While the ooze is hidden in this way, they can approach a creature or move where they’re clearly visible without automatically giving away their position. 5 th Level: Crimson Feast ( 8 Ferocity). The ooze attempts to enter the body of a creature they can see within 5 feet of them who isn’t a Construct or an Undead. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the ooze melds into the target, who takes PBd6 necrotic damage, becomes the ooze’s host, and is poisoned until the ooze exits the host. While melded, the ooze has total cover against attacks and other effects originating outside the host, and they can’t take any action except to exit the host as a bonus action. At the start of each of the ooze’s turns, the host must make a DC 10 plus PB Constitution saving throw. On a failed save, the host takes PBd6 necrotic damage and remains melded. On a successful save, the host takes half as much damage and the ooze exits the host. If the host dies or is subject to a cure ailment power, a protection from poison or lesser restoration spell, or a similar supernatural effect, the ooze exits the host. When the ooze exits the host, they enter an unoccupied space within 5 feet of the host. Bonus Actions Parasitic Symbiosis. If the ooze’s caregiver is within 5 feet of them, the ooze moves inside their caregiver. While inside their caregiver, the ooze has total cover against attacks and other effects originating outside the caregiver. The ooze can exit the caregiver by using another bonus action, entering an unoccupied space within 5 feet of the caregiver. Quick Cure ( 1 /Day). While inside their caregiver (see Parasitic Symbiosis), the ooze cleanses their caregiver’s blood, ending the paralyzed and poisoned conditions on the caregiver.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood-Borne Ooze Companion (PB 3)","description":"Blood-borne oozes form when ambient necrotic energy seeps into the blood of a corpse. Hunger drives these creatures to slither from their rotting birthplace, seeking to feed on the bodily fluids of a living victim—from the inside. Outside a host body, a blood-borne ooze resembles a gelatinous pool of blood mixed with other bodily ichor. The ooze’s ability to permeate skin—living or dead—allows them to infect unsuspecting mourners, coroners, gravediggers, or other individuals who frequent cemeteries. Hidden Parasites. Whenever possible, a blood-borne ooze prefers to feed stealthily, inhabiting a host and draining their vitality over an extended period. Through careful feeding, an ooze can exist inside the same host for weeks before symptoms become apparent. Even then, the cause is commonly misdiagnosed until it’s too late. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Actions Signature Attack (Pseudopod). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1 st Level: Distracting Attack ( 2 Ferocity). The ooze makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the ooze’s next turn has advantage. 3 rd Level: Clever Goop ( 5 Ferocity). The ooze takes the Hide action and makes a signature attack (in either order). If the attack hits a Large or smaller creature, the target is knocked prone. While the ooze is hidden in this way, they can approach a creature or move where they’re clearly visible without automatically giving away their position. 5 th Level: Crimson Feast ( 8 Ferocity). The ooze attempts to enter the body of a creature they can see within 5 feet of them who isn’t a Construct or an Undead. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the ooze melds into the target, who takes PBd6 necrotic damage, becomes the ooze’s host, and is poisoned until the ooze exits the host. While melded, the ooze has total cover against attacks and other effects originating outside the host, and they can’t take any action except to exit the host as a bonus action. At the start of each of the ooze’s turns, the host must make a DC 10 plus PB Constitution saving throw. On a failed save, the host takes PBd6 necrotic damage and remains melded. On a successful save, the host takes half as much damage and the ooze exits the host. If the host dies or is subject to a cure ailment power, a protection from poison or lesser restoration spell, or a similar supernatural effect, the ooze exits the host. When the ooze exits the host, they enter an unoccupied space within 5 feet of the host. Bonus Actions Parasitic Symbiosis. If the ooze’s caregiver is within 5 feet of them, the ooze moves inside their caregiver. While inside their caregiver, the ooze has total cover against attacks and other effects originating outside the caregiver. The ooze can exit the caregiver by using another bonus action, entering an unoccupied space within 5 feet of the caregiver. Quick Cure ( 1 /Day). While inside their caregiver (see Parasitic Symbiosis), the ooze cleanses their caregiver’s blood, ending the paralyzed and poisoned conditions on the caregiver.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood-Borne Ooze Companion (PB 4)","description":"Blood-borne oozes form when ambient necrotic energy seeps into the blood of a corpse. Hunger drives these creatures to slither from their rotting birthplace, seeking to feed on the bodily fluids of a living victim—from the inside. Outside a host body, a blood-borne ooze resembles a gelatinous pool of blood mixed with other bodily ichor. The ooze’s ability to permeate skin—living or dead—allows them to infect unsuspecting mourners, coroners, gravediggers, or other individuals who frequent cemeteries. Hidden Parasites. Whenever possible, a blood-borne ooze prefers to feed stealthily, inhabiting a host and draining their vitality over an extended period. Through careful feeding, an ooze can exist inside the same host for weeks before symptoms become apparent. Even then, the cause is commonly misdiagnosed until it’s too late. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Actions Signature Attack (Pseudopod). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1 st Level: Distracting Attack ( 2 Ferocity). The ooze makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the ooze’s next turn has advantage. 3 rd Level: Clever Goop ( 5 Ferocity). The ooze takes the Hide action and makes a signature attack (in either order). If the attack hits a Large or smaller creature, the target is knocked prone. While the ooze is hidden in this way, they can approach a creature or move where they’re clearly visible without automatically giving away their position. 5 th Level: Crimson Feast ( 8 Ferocity). The ooze attempts to enter the body of a creature they can see within 5 feet of them who isn’t a Construct or an Undead. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the ooze melds into the target, who takes PBd6 necrotic damage, becomes the ooze’s host, and is poisoned until the ooze exits the host. While melded, the ooze has total cover against attacks and other effects originating outside the host, and they can’t take any action except to exit the host as a bonus action. At the start of each of the ooze’s turns, the host must make a DC 10 plus PB Constitution saving throw. On a failed save, the host takes PBd6 necrotic damage and remains melded. On a successful save, the host takes half as much damage and the ooze exits the host. If the host dies or is subject to a cure ailment power, a protection from poison or lesser restoration spell, or a similar supernatural effect, the ooze exits the host. When the ooze exits the host, they enter an unoccupied space within 5 feet of the host. Bonus Actions Parasitic Symbiosis. If the ooze’s caregiver is within 5 feet of them, the ooze moves inside their caregiver. While inside their caregiver, the ooze has total cover against attacks and other effects originating outside the caregiver. The ooze can exit the caregiver by using another bonus action, entering an unoccupied space within 5 feet of the caregiver. Quick Cure ( 1 /Day). While inside their caregiver (see Parasitic Symbiosis), the ooze cleanses their caregiver’s blood, ending the paralyzed and poisoned conditions on the caregiver.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood-Borne Ooze Companion (PB 5)","description":"Blood-borne oozes form when ambient necrotic energy seeps into the blood of a corpse. Hunger drives these creatures to slither from their rotting birthplace, seeking to feed on the bodily fluids of a living victim—from the inside. Outside a host body, a blood-borne ooze resembles a gelatinous pool of blood mixed with other bodily ichor. The ooze’s ability to permeate skin—living or dead—allows them to infect unsuspecting mourners, coroners, gravediggers, or other individuals who frequent cemeteries. Hidden Parasites. Whenever possible, a blood-borne ooze prefers to feed stealthily, inhabiting a host and draining their vitality over an extended period. Through careful feeding, an ooze can exist inside the same host for weeks before symptoms become apparent. Even then, the cause is commonly misdiagnosed until it’s too late. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Actions Signature Attack (Pseudopod). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1 st Level: Distracting Attack ( 2 Ferocity). The ooze makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the ooze’s next turn has advantage. 3 rd Level: Clever Goop ( 5 Ferocity). The ooze takes the Hide action and makes a signature attack (in either order). If the attack hits a Large or smaller creature, the target is knocked prone. While the ooze is hidden in this way, they can approach a creature or move where they’re clearly visible without automatically giving away their position. 5 th Level: Crimson Feast ( 8 Ferocity). The ooze attempts to enter the body of a creature they can see within 5 feet of them who isn’t a Construct or an Undead. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the ooze melds into the target, who takes PBd6 necrotic damage, becomes the ooze’s host, and is poisoned until the ooze exits the host. While melded, the ooze has total cover against attacks and other effects originating outside the host, and they can’t take any action except to exit the host as a bonus action. At the start of each of the ooze’s turns, the host must make a DC 10 plus PB Constitution saving throw. On a failed save, the host takes PBd6 necrotic damage and remains melded. On a successful save, the host takes half as much damage and the ooze exits the host. If the host dies or is subject to a cure ailment power, a protection from poison or lesser restoration spell, or a similar supernatural effect, the ooze exits the host. When the ooze exits the host, they enter an unoccupied space within 5 feet of the host. Bonus Actions Parasitic Symbiosis. If the ooze’s caregiver is within 5 feet of them, the ooze moves inside their caregiver. While inside their caregiver, the ooze has total cover against attacks and other effects originating outside the caregiver. The ooze can exit the caregiver by using another bonus action, entering an unoccupied space within 5 feet of the caregiver. Quick Cure ( 1 /Day). While inside their caregiver (see Parasitic Symbiosis), the ooze cleanses their caregiver’s blood, ending the paralyzed and poisoned conditions on the caregiver.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood-Borne Ooze Companion (PB 6)","description":"Blood-borne oozes form when ambient necrotic energy seeps into the blood of a corpse. Hunger drives these creatures to slither from their rotting birthplace, seeking to feed on the bodily fluids of a living victim—from the inside. Outside a host body, a blood-borne ooze resembles a gelatinous pool of blood mixed with other bodily ichor. The ooze’s ability to permeate skin—living or dead—allows them to infect unsuspecting mourners, coroners, gravediggers, or other individuals who frequent cemeteries. Hidden Parasites. Whenever possible, a blood-borne ooze prefers to feed stealthily, inhabiting a host and draining their vitality over an extended period. Through careful feeding, an ooze can exist inside the same host for weeks before symptoms become apparent. Even then, the cause is commonly misdiagnosed until it’s too late. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Actions Signature Attack (Pseudopod). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1 st Level: Distracting Attack ( 2 Ferocity). The ooze makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the ooze’s next turn has advantage. 3 rd Level: Clever Goop ( 5 Ferocity). The ooze takes the Hide action and makes a signature attack (in either order). If the attack hits a Large or smaller creature, the target is knocked prone. While the ooze is hidden in this way, they can approach a creature or move where they’re clearly visible without automatically giving away their position. 5 th Level: Crimson Feast ( 8 Ferocity). The ooze attempts to enter the body of a creature they can see within 5 feet of them who isn’t a Construct or an Undead. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the ooze melds into the target, who takes PBd6 necrotic damage, becomes the ooze’s host, and is poisoned until the ooze exits the host. While melded, the ooze has total cover against attacks and other effects originating outside the host, and they can’t take any action except to exit the host as a bonus action. At the start of each of the ooze’s turns, the host must make a DC 10 plus PB Constitution saving throw. On a failed save, the host takes PBd6 necrotic damage and remains melded. On a successful save, the host takes half as much damage and the ooze exits the host. If the host dies or is subject to a cure ailment power, a protection from poison or lesser restoration spell, or a similar supernatural effect, the ooze exits the host. When the ooze exits the host, they enter an unoccupied space within 5 feet of the host. Bonus Actions Parasitic Symbiosis. If the ooze’s caregiver is within 5 feet of them, the ooze moves inside their caregiver. While inside their caregiver, the ooze has total cover against attacks and other effects originating outside the caregiver. The ooze can exit the caregiver by using another bonus action, entering an unoccupied space within 5 feet of the caregiver. Quick Cure ( 1 /Day). While inside their caregiver (see Parasitic Symbiosis), the ooze cleanses their caregiver’s blood, ending the paralyzed and poisoned conditions on the caregiver.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood-Starved Vampire","description":"They look like us. Sometimes they even act like us. But they are not like us. Lydia Lockwood, Occultist Vampirism is a curse of blood. A curse that harrows its victims, turning them into mirror-mockeries of life. They become beings of pure vitality that nonetheless hunger for life’s essence: blood. With that hunger comes power everlasting over life and death. By feeding, a vampire passes this curse onto their victims. Though vampires are fundamentally changed from their mortal forms, they retain the intellect and memories of their mortal selves. Vampire Spawn. A vampire’s power grows as they spend time in undeath. Vampire spawn, the youngest of their ilk, are barely separated from their mortal selves. They are driven by their thirst for blood and by their master’s orders. Thanks to adventurers and zealous priests, few vampire spawn survive long enough to become true vampires. True Vampire. After about a hundred years of undeath, a spawn grows in strength and intelligence, becoming a true vampire. They learn to control their thirst and earn new gifts, allowing them to turn their victims into vampire spawn and to charm humanoids. These benefits let the vampire blend into humanoid society, often by masquerading as a long-lost relative of their old family or taking up their former profession. Meanwhile, they carefully choose prey and build a protective army of spawn and thralls. Vampire Lord. Most vampire lords have spent more than three hundred years in undeath. Some are created through powerful magic. Most have been so corrupted by their curse that they have no moral code and stop at nothing to get what they want. After centuries of amassing resources, vampire lords have the power to achieve nearly any goal. Some build empires. Others seek godhood. A few lie dormant, buried in sarcophagi while the ages flow past, waiting to awaken in new worlds ripe for the plucking. Strengths and Weaknesses. Though most vampires shun sunlight, some know a secret ritual to counteract this weakness. Vampires don’t require food, water, or air, but their bodies become desiccated husks if they don’t regularly drink the blood of living beings. Each vampire has a special resting place, typically a coffin or similar vessel, where they can regenerate after an arduous battle. While thus recuperating, they can’t move. Vampire Thralls. True vampires and vampire lords can cast geas , which charms other creatures to do the vampire’s bidding. Vampires use this spell to charm creatures in positions of authority. Most have at least one or two thralls working in local governments, which allows the vampire to prey on the populace without any interference from law enforcement or military. Though magic makes reliable thralls, vampires also rely on promises and coercion to maintain a reliable feeding ground and enact sinister plots. Some humanoids are so desperate for power that they will kill for a vampire in exchange for a promise of being turned into one of the undead someday. Vampires also rely on their servants and supernatural abilities to uncover the crimes and misconduct of mortals in power. Those secrets are used to blackmail people into doing a vampire’s bidding. Whenever a servant disobeys a vampire, swift retribution comes in the form of teeth to the neck. At least they can serve as a drink. There is always another who can take the thrall’s place. Exsanguinating Weapons. Vampire lords can summon exsanguinating weapons made from the blood of their enemies. Only they can wield these weapons, and when a vampire is destroyed, their exsanguinating weapons disappear. The most infamous of these weapons is Sanguinus, the sword of Count Rhodar von Glauer. Blood-Starved Vampires. When a vampire goes without blood for a year or more, their body shrivels, becoming a living husk. The vampire’s thirst for blood becomes their singular focus as their weakened form craves it. These blood-starved vampires often band together for survival, since a single blow can turn one to dust. A blood-starved vampire must drink the blood of scores of humanoids to be restored to an unweakened state. Traits Minion. If the vampire takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the vampire takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Radiant Weakening. The vampire has disadvantage on saving throws against effects that deal radiant damage. Actions Feeding Frenzy (Group Attack). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2 piercing damage plus 3 necrotic damage. If two or more vampires joined the attack, the target’s hit point maximum is reduced by a number equal to the necrotic damage dealt. The reduction lasts until the target finishes a long rest or is targeted by a cure ailment power, a lesser restoration spell, or a similar supernatural effect. The target dies if this attack reduces their hit point maximum to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Blood-Toll Harpy","description":"Harpies Cruel, corpse-eating creatures, harpies endlessly seek their next meal, careless of whether it comes from the living or the dead. With equal zeal, these vicious scavengers set upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees. Sirens Sirens are a kind of beautiful harpy with humanlike bodies, bird wings and legs, and bright plumage in shades of blue, purple, and green. They use the stat block of the harpy in the Monster Manual, using their luring song to mesmerize their prey and draw it near. Siren songs prove exceptionally dangerous to sailors, who risk steering their ships onto reefs in an attempt to reach the source of the melody. Blood-Toll Harpy Murderous gangs of harpies collect in grim places across Theros, preying on any who pass by. Many merchants face regular losses at the harpies' claws, common casualties often referred to as a \"blood toll.\"","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":5432,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Bloodbound Familiar (PB 2)","description":"Traits Blood Focus. All Bloodspeaker class features that are active within a specified range of you are also active within 10 feet of your bloodbound familiar. Inconspicuous. The bloodbound familiar cannot be the target of attacks of opportunity Actions Bite. Melee Weapon Attack: 2 + your proficiency modifier, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. If the target is affected by one or more malefic words, the attack inflicts an additional 2 (1d4) piercing damage. Blood Bat. Your bloodbound familiar gains a flying speed of 30 feet and telepathically relays everything it can see to you. Additionally, it can see invisible creatures and objects. Mutant Leech. Whenever your bloodbound familiar makes a successful attack with its bite, the target begins bleeding for 1 minute (1d4 piercing damage at the start of each of its turns, removed after it regains hit points). Plague Vermin. When your bloodbound familiar makes a successful attack with its bite, the target becomes poisoned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"neutral evil","Expansion":25901},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Bloodbound Familiar (PB 3)","description":"Traits Blood Focus. All Bloodspeaker class features that are active within a specified range of you are also active within 10 feet of your bloodbound familiar. Inconspicuous. The bloodbound familiar cannot be the target of attacks of opportunity Actions Bite. Melee Weapon Attack: 2 + your proficiency modifier, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. If the target is affected by one or more malefic words, the attack inflicts an additional 2 (1d4) piercing damage. Blood Bat. Your bloodbound familiar gains a flying speed of 30 feet and telepathically relays everything it can see to you. Additionally, it can see invisible creatures and objects. Mutant Leech. Whenever your bloodbound familiar makes a successful attack with its bite, the target begins bleeding for 1 minute (1d4 piercing damage at the start of each of its turns, removed after it regains hit points). Plague Vermin. When your bloodbound familiar makes a successful attack with its bite, the target becomes poisoned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Source":"custom","Alignment":"neutral evil","Expansion":25901},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Bloodbound Familiar (PB 4)","description":"Traits Blood Focus. All Bloodspeaker class features that are active within a specified range of you are also active within 10 feet of your bloodbound familiar. Inconspicuous. The bloodbound familiar cannot be the target of attacks of opportunity Actions Bite. Melee Weapon Attack: 2 + your proficiency modifier, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. If the target is affected by one or more malefic words, the attack inflicts an additional 2 (1d4) piercing damage. Blood Bat. Your bloodbound familiar gains a flying speed of 30 feet and telepathically relays everything it can see to you. Additionally, it can see invisible creatures and objects. Mutant Leech. Whenever your bloodbound familiar makes a successful attack with its bite, the target begins bleeding for 1 minute (1d4 piercing damage at the start of each of its turns, removed after it regains hit points). Plague Vermin. When your bloodbound familiar makes a successful attack with its bite, the target becomes poisoned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Source":"custom","Alignment":"neutral evil","Expansion":25901},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Bloodbound Familiar (PB 5)","description":"Traits Blood Focus. All Bloodspeaker class features that are active within a specified range of you are also active within 10 feet of your bloodbound familiar. Inconspicuous. The bloodbound familiar cannot be the target of attacks of opportunity Actions Bite. Melee Weapon Attack: 2 + your proficiency modifier, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. If the target is affected by one or more malefic words, the attack inflicts an additional 2 (1d4) piercing damage. Blood Bat. Your bloodbound familiar gains a flying speed of 30 feet and telepathically relays everything it can see to you. Additionally, it can see invisible creatures and objects. Mutant Leech. Whenever your bloodbound familiar makes a successful attack with its bite, the target begins bleeding for 1 minute (1d4 piercing damage at the start of each of its turns, removed after it regains hit points). Plague Vermin. When your bloodbound familiar makes a successful attack with its bite, the target becomes poisoned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Source":"custom","Alignment":"neutral evil","Expansion":25901},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Bloodbound Familiar (PB 6)","description":"Traits Blood Focus. All Bloodspeaker class features that are active within a specified range of you are also active within 10 feet of your bloodbound familiar. Inconspicuous. The bloodbound familiar cannot be the target of attacks of opportunity Actions Bite. Melee Weapon Attack: 2 + your proficiency modifier, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. If the target is affected by one or more malefic words, the attack inflicts an additional 2 (1d4) piercing damage. Blood Bat. Your bloodbound familiar gains a flying speed of 30 feet and telepathically relays everything it can see to you. Additionally, it can see invisible creatures and objects. Mutant Leech. Whenever your bloodbound familiar makes a successful attack with its bite, the target begins bleeding for 1 minute (1d4 piercing damage at the start of each of its turns, removed after it regains hit points). Plague Vermin. When your bloodbound familiar makes a successful attack with its bite, the target becomes poisoned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Source":"custom","Alignment":"neutral evil","Expansion":25901},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Bloodfray Giant","description":"Giants in the Cult of Rakdos act as enforcers, bouncers, and sometimes even pillars, holding the mobile platforms that serve as stages for Rakdos performances. Like other members of the cult, giants thrill to the violence of those shows. Though they can seem entranced by the horror unfolding on the stage, they react quickly and brutally to any interruption of the performance. Actions Chain. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the giant can’t use this attack on anyone else. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Reactions Furious Defense. After a creature the giant can see is dealt damage by a foe within 20 feet of the giant, the giant makes a chain attack against that foe.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":7,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Bloodhound","description":"Ferocious hunters, faithful companions, and the most prominent threat of the Tolia region; bloodhounds are creatures of blood in the shape of hounds. Although they won’t attack a humanoid without reason, bloodhounds are agile in combat and easy to anger. They are quite territorial; if they feel you invade their space, they won’t hesitate to tear you limb from limb. Bloodhounds generally live in packs, near the mountains of the Tolia region, although they can also be seen as the companions of Bloodhound Wardens or some other elite guards. However, such bloodhounds are slightly different from those that live freely, roaming the mountainsides. It is rumored that they were created by a group of spellcasters and scientists experimenting on blood to create faithful and powerful companions and guardians; however, the experiment went ary and the bloodhounds created as a result escaped. A Free Spirit. Bloodhounds are free creatures who live in nature; any attempt to tame them is futile. Only a few people can win their companionship.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"unaligned","Expansion":24099,"Challenge Rating":2},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloodhound","description":"Bio-Automatons When Dr. Stein discovered the Clockwork Arcadia’s advanced prototyper, CRE, he introduced it to the stochastic mutations that form the basis of biomantic research. He developed a process by which the deterministic machine could ‘imagine’ novel automaton designs, choose the best for a given purpose, and create new iterations on that prototype. Dubbing this form of burgeoning sentience ‘arcanificial intelligence’ (AI), he named this iterative process the AI-core-rhythm. With CREO’s help, CRE began creating a catalogue of all known lifeforms in the multiverse, combining this new-found knowledge with the reliability of its mechanical constructs. The result: bio-automatons. Bloodhound Bloodhounds are creatures born of biomancy and artifice. The subject for any bloodhound is a creature in possession of an especially tough physique; the surgeries to augment its body and the toll of the biomantic treatments on its organs can reduce even a stout farmer to a wasted husk. Bestial Affinity. A bloodhound sculpts its physique using the world around it as inspiration. More often than not, this draws from common creatures, like wolves and bears, or those that feed on the bloodhound’s scraps, such as ravens and hyenas. Though not necessarily evil, the further a bloodhound progresses on its journey of self-modification, the greater its mannerisms, behaviour, and thought patterns evolve to mimic its muse, and the more bestial it becomes. Regional Effects The region containing a bloodhound’s lair is warped by the infusion of his dark magic, creating one or more of the following effects: Enhanced Darkness. Shadows are magically extended and darker within the 6 miles surrounding the bloodhound’s lair. The radius of a creature’s darkvision is halved while within this area. Animal Frenzy. Animals are more aggressive and agitated than typical while within 1 mile of the bloodhound’s lair. Mounts and animal companions grow increasingly restless and difficult to handle, suffering disadvantage on Perception checks. Beasts with an Intelligence score of 3 or lower are most likely to experience this effect. Hunted. While within 1 mile of the bloodhound’s lair, humanoids feel as if they are being watched at all times and have an increasing sense that something is hunting them. If the bloodhound dies, these effects fade over the course of 1d10 days. Lair Actions While the bloodhound is in its lair, it can use the following lair actions. The saving throw DC and damage of the lair actions depend on the level of the hunt, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam Darkness Pack Howl 3rd 12 3 ( 1d6 ) 2nd-level Wolf 8th 14 7 ( 2d6 ) 4th-level Dire wolf 13 16 14 ( 4d6 ) 6th-level Poison wolf Lair Actions. On initiative count 20 (losing initiative ties), the bloodhound can take a lair action to cause one of the following effects; the bloodhound can’t use the same effect two rounds in a row: Darkness. The bloodhound creates a 20-foot-radius sphere of magical darkness, as per the darkness spell, centred on a point of his choice within the lair that lasts until initiative count 20 of the following round. The effect has an equivalent spell level equal to the value in the table above. Thorn Wall. The bloodhound summons tangled, thorny vines and brambles that burst from the ground, as per the wall of thorns spell and last for one hour ; the save DC and damage equals VDC and Vdam , respectively. Pack Howl (Waves 2 & 3 Only). The bloodhound rears back and unleashes an undulating howl, summoning a member of his wild pack. The creature summoned depends on the hunt level.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"chaotic evil","Challenge Rating":6},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Bloodling","description":"The bloodling is an elliptical ooze-like plant that grows on corpses that still have blood in them. It attaches itself to the corpse, digging its roots deep inside, and feeding on blood. As its roots are weak and fragile, it can’t penetrate living flesh. When a bloodling reaches maturity, it releases its spores that are invisible to the naked eye, and dies. It takes two weeks for a bloodling to reach maturity. If there is a bloodling on a fresh corpse, there are usually other bloodlings attached to the same corpse as well. When threatened, the bloodling jumps at the hostile creature and releases a toxin. The spores of a bloodling are not harmful to living creatures, and in dormant form, they can survive for up to a month in a living creature’s body. If a creature that has blood and bloodling spores in its body dies, the spores start to grow on said body, becoming a grown bloodling at the end of one day.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"unaligned","Expansion":24099,"Challenge Rating":3},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloodlord Varrox","description":"The brilliant tactician Varrox traces his lineage to the first goblin who made an infernal bargain to become a hobgoblin. Varrox’s mother, the great bloodlord Fanoxa, raised him right alongside her army. The only home Varrox has ever known was a war camp, and his upbringing was conquest and bloodshed. When he witnessed her defeat and capture at the Battle of Redfields, he vowed to die an even greater conqueror. The warlord enthusiastically embraces his legacy, seeking more power by forging deals with devils. These fiends demand Varrox capture more territory, which the devils then offer to greedy nobles in exchange for their souls and service. Varrox encourages his troops to forge infernal deals for more power, and he keeps them on a strict training regimen so they might better wreak havoc. While on a battlefield, he expects tactical precision and sacrifice. The archfiends who treat with Varrox credit him with every pact his troops forge, granting him a little more might with every contract signed. The devils of the Seven Cities of Hell have plans for Varrox. Once the hobgoblin amasses enough troops, they plan to send Varrox and his army out into the timescape to conquer peaceful worlds, some of which have no armies. For throwing a world into peril creates desperate souls—souls far more likely to make a deal with a devil. Camp Firefield. Varrox and his vanguard travel with a magical tent that was gifted to the hobgoblin by an archdevil. The tent contains the rest of his forces—when its stakes are set into the ground, the tent flaps open into Camp Firefield, a multilevel demiplane where Varrox’s forces prepare for conquest. Traits Infernal Ichor. When Varrox dies, his corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of him takes 5 fire damage. Infernal Sacrifice ( 3 /Day). When Varrox fails a saving throw, he can call on Hell to succeed instead. When he does, each ally within 60 feet of him takes 5 necrotic damage. Actions Multiattack. Varrox makes three attacks using Soulsword, Death Skulls, or both. Soulsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 10 (3d6) necrotic damage. If the target is a creature, they can’t regain hit points until the start of Varrox’s next turn. Death Skulls. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) fire damage, and Varrox can teleport to an unoccupied space he can see within 5 feet of the target. Bonus Actions Advance and Attack. Varrox barks orders at one ally within 60 feet of him who can hear him. That ally can use their reaction to move up to their speed and make a weapon attack. Reactions An Army from Blood. When a non-minion hobgoblin who Varrox can see within 60 feet of him takes damage, Varrox magically summons three hobgoblin recruits who appear in unoccupied spaces nearest to the damaged hobgoblin. Villain Actions Varrox has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Uncanny Leadership. Varrox chooses up to six non-minion allies within 60 feet of him who can see or hear him. Varrox and each chosen creature gain 10 temporary hit points and can move up to their speed. Action 2 : Hellish Transport. Varrox and each ally within 60 feet of him can teleport up to 60 feet to an unoccupied space they can see. Action 3 : I Am Fire and Death. Each enemy within 20 feet of Varrox must make a DC 15 Constitution saving throw, taking 11 (2d10) fire damage plus 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. After the explosion, a shroud of black flame covers Varrox for 1 minute. For the duration, each time another creature hits Varrox with an attack while within 5 feet of him or touches him, that creature takes 5 (1d10) fire damage plus 5 (1d10) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bloodlord Varrox","description":"Bloodlord Varrox Rides Again! If the characters managed to dispatch Bloodlord Varrox, the hobgoblin could easily return with the help of his infernal patrons to take revenge on the heroes who killed him. When Bloodlord Varrox returns from death, he can be more powerful than his previous incarnation, choosing from or inspired by one of the following options: Varrox returns with 168 hit points and a Strength of 24 (+7). Because of his new Strength score, he makes Strength (Athletics) checks with a +10 bonus and makes Soulsword and Death Skulls attacks with a +10 bonus to attack rolls and a +7 bonus to damage rolls. Varrox returns as a devil adjudicator (see “ECAS Stat Blocks”). Varrox returns as a vampire (see “Shadowkeep Stat Blocks”). Bloodlord Varrox stands victorious over his vanquished enemies. Traits Infernal Ichor. When Varrox dies, his corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of him takes 5 fire damage. Infernal Sacrifice ( 3 /Day). When Varrox fails a saving throw, he can call on Hell to succeed instead. When he does, each ally within 60 feet of him takes 5 necrotic damage. Actions Multiattack. Varrox makes three attacks using Soulsword, Death Skulls, or both. Soulsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 10 (3d6) necrotic damage. If the target is a creature, they can’t regain hit points until the start of Varrox’s next turn. Death Skulls. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) fire damage, and Varrox can teleport to an unoccupied space he can see within 5 feet of the target. Bonus Actions Advance and Attack. Varrox barks orders at one ally within 60 feet of him who can hear him. That ally can use their reaction to move up to their speed and make a weapon attack. Reactions An Army from Blood. When a non-minion hobgoblin who Varrox can see within 60 feet of him takes damage, Varrox magically summons three hobgoblin recruits who appear in unoccupied spaces nearest to the damaged hobgoblin. Villain Actions Varrox has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Uncanny Leadership. Varrox chooses up to six non-minion allies within 60 feet of him who can see or hear him. Varrox and each chosen creature gain 10 temporary hit points and can move up to their speed. Action 2 : Hellish Transport. Varrox and each ally within 60 feet of him can teleport up to 60 feet to an unoccupied space they can see. Action 3 : I Am Fire and Death. Each enemy within 20 feet of Varrox must make a DC 15 Constitution saving throw, taking 11 (2d10) fire damage plus 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. After the explosion, a shroud of black flame covers Varrox for 1 minute. For the duration, each time another creature hits Varrox with an attack while within 5 feet of him or touches him, that creature takes 5 (1d10) fire damage plus 5 (1d10) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Lawful Evil","Expansion":28288,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Bloodsapper","description":"This hairless, dog-like creature has pale skin, an enormous bladder underneath its throat, and a conical head with two deep-set, black eyes. A long, thick red tongue, ending in a hollow spike, flicks from its shrew-like mouth. Ravenous Blood Eaters. The bloodsapper is a vampiric creature with an unrelenting thirst for blood. While it can drink the blood of animals and wild beasts, it vastly prefers the blood of sapient bipedal creatures, such as giants and humanoids. When it catches prey, it uses its long, spiked tongue to impale and drain them until they are little more than husks. Due to its appetite, the bloodsapper frequently comes into conflict with other creatures reliant on blood such as stirges , vampires , and chupacabras , though it usually retreats if outmatched or outnumbered by its opponents. Strange Dogs. Because of their dog-like bodies and propensity to form into packs when hunting large numbers of prey, bloodsappers are frequently confused with evil canids like worgs and hell hounds, despite their clearly aberrant nature. Some believe bloodsappers were artificially created by an aboleth scientist, vampire mage, or similar entity, or that the creatures originated from beyond the stars or another realm of existence entirely.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Bloodscale Tyrant","description":"Bloodscale tyrants are one of nature's most terrifying predators. Related to other theropods such as allosauri, these crimson-scaled dinosaurs wear a crown of bone spikes which inspired the latter part of their name, and have a number of feathers on their back, tail, and arms that help them remain stable during their hunt. As apex predators, bloodscale tyrants have an excellent smell for blood, and have been compared to sharks for their ability to sense wounded creatures at a distance by scent alone, though in reality they are not much better than wolves. Iron Scales. Beyond their crimson color, a bloodscale tyrant's scales are unique, absorbing iron from its own blood when wounded and amplifying their defensive properties and hardening them against incoming blows. Tactics. Despite its huge size, the bloodscale tyrant prefers to hunt medium creatures so that it can quickly swallow them and avoid an extended fight. However, for creatures too large to swallow, it simply relies on its feral strength to beat them into unconsciousness before tearing in for its meal. Its ability to remain still, combined with its excellent senses, also makes it an excellent ambush predator and whenever possible it seeks to take its prey unawares, opening the fight with a Pouncing Stomp if it is fighting more than one creature, or attempting to carry away a single creature by attacking with Vicious Chomp followed by Swallow Whole on its next turn. Traits Blood Scent. The bloodscale tyrant has advantage on Wisdom (Perception) checks relying on smell to detect Injured creatures with blood. Bloodscaled Monstrosity. While the bloodscale tyrant is Injured, its AC increases by 2. This trait can be negated with a special Injury of Handicap III severity specifically targeting this trait. Actions Vicious Chomp. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (4d8+5) piercing damage, and the target must make a DC 16 Strength saving throw or be grappled. The bloodscale tyrant can only have one creature grappled in this way at a time. A grappled creature of size Medium or smaller becomes aware that it can be easily swallowed. Pouncing Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., up to two targets. Hit: 14 (2d8+5) bludgeoning or piercing damage. If the bloodscale tyrant moved at least 10 feet in a straight line before making this attack, the target(s) must make a DC 16 Strength saving throw or be grappled and knocked prone. The bloodscale tyrant releases its grip when it moves. Swallow Whole (grappled creature only). The bloodscale tyrant tosses its head back, giving one final chomp as it swallows the creature held in its mouth. One creature size Medium or smaller grappled by its Vicious Chomp must make a DC 16 Dexterity saving throw or take 23 (4d8+5) piercing damage. Success or failure, the creature is swallowed by the bloodscale tyrant. The bloodscale tyrant can have up to 2 Medium or 4 Small creatures (or 1 Medium and 2 Small) swallowed at once. A swallowed creature is grappled and restrained, and takes 7 (2d6) bludgeoning damage, plus 3 (1d6) acid damage at the start of each of its turns. Whenever the bloodscale tyrant becomes Injured, it must make a Constitution saving throw equal to the temporary recovery DC of the Injury or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the bloodscale tyrant. If the bloodscale tyrant dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"neutral","Expansion":28072,"Challenge Rating":"1/7/1900"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Bloodstone Sentinel","description":"A humanoid statue made of green stone streaked with red steps forward, its long, curved claws reaching out. Its face is blank of features except two deep eye sockets that drip fresh blood like tears. Evil cults exsanguinate sacrifices over specially prepared bloodstone statues, infusing the life force of the victims into the rock and granting it life. These sentinels are driven to see more blood spilled, whether by their own hands, those of their masters, or even those of their enemies. Blood Calls Blood. The blood infused into the sentinel perpetually leaks out, a representation of the agony that created the construct. This agony pulls on nearby creatures, drawing out vital fluids and ripping minor wounds into great injuries. The sentinel stores this blood inside itself, and the red veins in its stone become more prevalent the more blood it stores. Mindless Fury. Those who create bloodstone sentinels invariably see power through the spilling of blood and utilize the construct to spread their faith. Some blood cults use the sentinels as mobile containers for the primary component of their profane rituals. Construct Nature. A bloodstone sentinel doesn’t require air, food, drink, or sleep. Bloodstone Sentinels in Midgard Cults of Marena often create and use bloodstone sentinels to house blood for the cult’s blood mages. Blood Magic . As a bonus action, a spellcaster casting a blood magic spell (see Deep Magic ) while within 5 feet of the bloodstone sentinel can use blood from the sentinel’s reservoir to cast the spell without expending a spell slot. To do so, the spellcaster reduces the sentinel’s Blood Reservoir by 10 for each level of the spell cast. Casting a cantrip reduces the reservoir by 5 instead.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Bloodthorn","description":"There is a general misconception regarding bloodthorns; that they are wild vines with poisonous thorns that are harmless from a distance. Though they are vines with poisonous thorns, in reality, they are far from harmless over distances. They are intelligent hunters who can sense their prey, and sneak behind the cover their environment provides them with. Once they reach their prey, they drink its blood, killing the victim in the process. Bloodthorns grow on the bodies of other creatures, drinking their blood and becoming more powerful by doing so. Once they reach maturity, they leave the body they’ve grown on, leaving an empty husk behind, and start to search for prey of their own. They leave seeds inside their kills in order to reproduce. Once a bloodthorn leaves its seeds in a Medium or larger creature with blood, four other bloodthorns sprout inside the body and reach maturity at the end of one year. In the northwestern forests of Tolia, there are druids who see beauty in this blooddrinker plant and let it grow on their bodies, tapping into these wicked powers of nature. It is rumored that larger and more powerful bloodthorns protect the havens of these druid circles.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"neutral evil","Expansion":24099,"Challenge Rating":2},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloodthorn","description":"Bloodthorns are native plants of Abyss, Carceri, Hades, and Pandemonium. Only hags know how to cultivate this plant in the Material Plane. Bloodthorns resemble large thorn patches with bright red berries. The berries smell sweet and are very edible: rumored to taste like a mix of honey and avocado. For some, these berries may be the only relatively safe food to eat in the environments bloodthorns are normally found in. Bloodthorns will attack any creature, regardless of size that gets within 10 feet of it if it can sense the creature with its tremorsense. These evil sentient plants have a group mind that shares thoughts with all bloodthorns on the same plane of existence.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"neutral evil","Expansion":34600,"Challenge Rating":4},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Bloodthorn Druid","description":"Devotees of the Bloodthorn Grove, these druids serve as its harvesters, seeking and providing sacrifices to keep it alive. They are utterly devoted to the Keeper of the Grove. Traits Boon of the Grim Harvest. The bloodthorn druid adds their Wisdom modifier to their AC as long as they are wearing light or no armor, and uses it in place of Strength for attack rolls and damage rolls made with sickles and scythes (included in stat block). Nature Walk. The bloodthorn druid ignores difficult terrain made of soil or plants, and can move through solid plant matter but not end their turn inside it. Sickle of the Reaper. Whenever the bloodthorn druid hits a creature with a melee attack, including melee spell attacks, the attack deals an additional 4 (1d8) necrotic damage and the bloodthorn druid gains a number of temporary hit points equal to the necrotic damage dealt (included in stat block). Spellcasting. The bloodthorn druid is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with attacks). Actions Multiattack. The bloodthorn druid makes two Reaping Sickle attacks. Reaping Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+3) slashing damage plus (1d8)necrotic damage. and the bloodthorn druid gains a number of temporary hit points equal to the necrotic damage dealt. Lacerate (2/Rest). The bloodthorn druid casts lacerate *. Melee Spell Attack: +5 to hit, reach 30 ft., one creature. Hit: 9 (2d8) slashing damage, plus 4 (1d8) necrotic damage and the creature must make a DC 14 Constitution saving throw or gain a special Injury of Setback [ severity, “Laceration”. Each time the Injury creature takes an action, it loses 3 (1d6) hit points. This Injury is automatically removed at the end of a short rest, or when the creature regains hit points via magic. The bloodthorn druid gains temporary hit points equal to the necrotic damage dealt. Bloodthorn Bonds (1/Rest). The bloodthorn druid casts bloodthorn bonds *. One creature within 60 ft. that the bloodthorn druid can see must make a DC 13 Constitution saving throw or take 7 (2d6) piercing damage and gain a special Injury of Dangerous II severity, \"Bloodthorn Host\", until the spell ends. While Injured in this way, a creature is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. As an action, it can attempt a DC 13 Strength check to break the bonds. Alternatively, any creature can attack the vines to break it free. Each vine has an AC of 15 and must be dealt at least 10 damage with a single action to be destroyed. Once three vines have been destroyed, the spell ends. Vicarious Shriek (1/Rest). The bloodthorn druid casts vicarious shriek *. Up to three creatures the bloodthorn druid can see within 30 ft. must make a DC 13 Wisdom saving throw. On a failed saving throw, each creature takes 10 (3d6) psychic damage, plus 7 (2d6) additional psychic damage per creature that failed its saving throw, or half as much on a successful save. Additionally, each creature that fails its save becomes frightened of the bloodthorn druid and each target of the spell other than themselves. At the end of each of their turns, they can attempt a new saving throw to shake off the fear. On a creature's first failed save, the nearest creature within 60 ft. of them that is hostile to the bloodthorn druid and was not a target of the initial casting of the spell must make a Wisdom saving throw, on a failed save this creature takes 21 (6d6) psychic damage and becomes frightened of the bloodthorn druid and the targets of the spell. On a successful save the creature takes half damage and is not frightened. This creature can also attempt a new save to end its fear at the end of each of its turns, though the spell does not target additional creatures if it fails this save. Desiccating Sphere (1/Day). The bloodthorn druid casts desiccating sphere *. They reach out, pulling the life-giving water from each creature in a 20-foot radius sphere centered on a point you can see within range. Each living creature in the sphere must make a Constitution saving throw or take 27 (5d10) necrotic damage and gain a special Injury, \"Dehydrated\". While Injured in this way, a creature gains one level of exhaustion and has its non-magical movement speeds reduced by 5 ft.. Dehydrated is an Injury of Setback I severity, and is automatically removed at the end of a long rest. A creature cannot gain this Injury more than once, and it cannot be removed with a Wisdom (Medicine) check unless that check is made in conjunction with healing magic or made at the end of a short rest. On a successful save, a creature takes half damage and is not Injured. Plants have disadvantage on the saving throw, are vulnerable to the damage, and the movement speed penalty of the Dehydrated Injury increases to 10 ft..","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":28072,"Challenge Rating":3},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Bloodwork Automaton","description":"In the great city of Cyherested, where all kinds of people prosper, the streets are kept safe not only by mere guards but with the astonishing invention of bloodwork automatons. Generally, these constructs are crafted as humanoid bodies that carry a blood engine on their chest. A patrol bloodwork automaton is built to be 7 feet tall and weighs around five hundred pounds; quite heavy since its body is made out of various metals. A patrol bloodwork automaton’s duty is to accompany guards in areas that are considered to be less “friendly”. While patrolling, a patrol bloodwork automaton’s main objective is to protect the guards and eradicate any threat that exists in its perimeter. To that end, they are designed with a right arm that can extend into a blade instantly and a left arm that can fire projectiles to targets from afar. Worker bloodwork automatons mostly work in mines and construction, but they are sometimes given errands like cleaning the streets or cutting grass. Soldier bloodwork automatons work with the military and become perfect weapons to fight alongside each other. They prioritize keeping citizens safe and protecting military personnel. Most of them stay in and protect the Dragon’s Nest district and patrol the perimeters of the Spellspires. Blood Engine. Bloodwork automatons are blood engines that are enhanced by limbs, combat capabilities, and a decent amount of magic. The automatons still run with processed blood and contain a small amount of angst, located in the middle of their chest. Controlled Construct. Bloodwork automatons are controlled by those who activate them by sparing an amount of their own blood. Such an automaton’s mission or objective is imbued in its existence by magic and blood. Automatons obey any verbal commands that the activating party issues (no action required). If they don’t issue any commands to the automatons, they defend them from hostile creatures but otherwise take no actions.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":24099,"Challenge Rating":3},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bloody Bones","description":"A long-limbed, pale humanoid with a skinless head and saucer-shaped eyes stumbles forward. A steady drizzle of blood descends from its crown, painting its face, shoulders, and back a deep crimson. Under Bridge and Under Stairs. Though their lairs can be found anywhere, bloody bones most often occupy the spaces under stairways and bridges. There, they suckle at the trailing dark energies left behind by great betrayals or atrocities, often driving humanoids to commit such atrocities by imitating others they have seen and heard. They are sometimes found near a ghost's haunt, where their appetite for pained memories can be sated. Dark Influence. Creatures who live within a few miles of where a bloody bones rests are often filled with unexplainable dread, anger, and despair. Violent crimes and uncharacteristic sadness are both tell-tale signs that a bloody bones dwells nearby.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Bloom Cultist","description":"Cultist Just as bandits are drawn to the Stolen Lands, all manner of cultists find this region ripe for hideouts and hidden shrines to deities and demigods whose worship has been outlawed in most cities and towns. Some of these cultists are solitary members of groups with influence throughout the world, while others, such as the Cultists of the Bloom, are entirely regional threats. Note that these cultists, along with the more powerful specialized cultists presented later in this book under the entry for Thresholders, can be used together as different agents of a sprawling sect of sinister worshippers in your game simply by changing their descriptions to match whatever nefarious deity or evil faith you’ve decided they might serve. Bloom Cultist The Cult of the Bloom is a relatively recent addition to the dangers of the Stolen Lands, and it’s not until a kingdom begins to grow within that realm that these cultists rise to a level of prominence that marks them as a significant regional threat. They worship Lamashtu as a source of fecund life and see nonworshippers as nothing more than fertilizer within which they hope to cultivate their own new uprising of monsters infused with energies siphoned from the First World. Traits Sneak Attack. Once per turn, the bloom cultist deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the cleansed cultist that isn’t incapacitated and the cleansed cultist doesn’t have disadvantage on the attack roll. Spellcasting. The bloom cultist is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The bloom cultist has the following druid spells prepared: Cantrips (at will): druidcraft, poison spray, shillelagh 1st level (3 slots): animal friendship, create or destroy water, cure wounds, entangle 2nd level (4 slots): animal messenger, enhance ability, pass without a trace 3rd level (3 slots): conjure animals, plant growth Actions Kukri. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) slashing damage. Acid Dart (6/day). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: 20 (5d6+3) acid damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Bloom of Lamashtu","description":"A thick, green stalk with spiraling rows of thorns stands at the center of this enormous flowering plant. Each flower has a growing seed pod at its center, surrounded by vibrant petals in a wide variety of colors. Crafted after consecutive seasons of experimentation, prayer, and ritual, the bloom of Lamashtu is the triumph of the cultist Darivan and his Cult of the Bloom. The fiendish plant aids the cult’s effort to infect the humanoid population of the Stolen Lands and replace them with monstrous predators. Cultivated to spread misery and violence, the bloom is quietly malevolent, growing its cursed seeds as rapidly as it can. It stands 12 feet tall and weighs 600 pounds. While only one bloom of Lamashtu exists in the Kingmaker Adventure Path , you can use these statistics for an entire invasive species of abyssal foliage that might spring up in a forgotten corner of your campaign setting. In such a case, the spread of the bloom curse is not so much the result of a cult, but a simple side effect of this alien incursion of inimical plant life into the world. Trait Bloom Curse. A living creature is exposed to the bloom curse if it eats any portion of a bloom of Lamashtu, fails a save against the bloom’s seed pod, or is critically hit by the bloom’s thorny vine. The creature can resist the bloom curse with a successful DC 15 Constitution saving throw, otherwise it becomes poisoned for as long as the curse persists. Every 24 hours, the cursed victim must attempt a new DC 15 Constitution saving throw; on a failure, its hit point maximum decreases by 14 (4d6). If the curse reduces the target’s hit point maximum to 0, the target dies and its body bursts open in a blast of strange plant life that then releases a monster into the world. This creature is a chaotic evil low-intelligence monster chosen by the GM; the creature should be approximately the same challenge level as the original victim was in life. The curse itself lasts until removed by the remove curse spell or other magic. Actions Multiattack. The bloom of Lamashtu makes 2 thorny vine attacks. Thorny Vine. Melee Weapon Attack: +9 to hit, range 60/100 ft., one creature. Hit: 12 (2d6+5) piercing damage plus 4 (1d6) acid. Spew Seed Pod (Recharge 5–6). The bloom of Lamashtu’s central stalk disgorges a pulsing seed pod from its flower, spitting it at a range of up to 60 feet. The seed pod explodes into a spray of supernatural acidic poison, and all creatures within 20 feet must make a DC 15 Dexterity saving throw, taking 21 (6d6) acid damage and 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":10},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Bloom Wyvern","description":"Wyvern Wyverns are the most commonly encountered drakes within the Stolen Lands, although they tend to prefer the westernmost or easternmost reaches of the region as their hunting grounds. Bloom Wyvern Wyverns who have been violently spawned from the infected bodies of creatures who succumb to the dreaded bloom curse appear as more colorful, quicker, and simply more “alive” than their lesser kin. Actions Multiattack. The wyvern makes two attacks, one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6+5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (2d8+5) slashing damage. Stinger. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6+5) piercing damage. The target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"unaligned","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Bloomborn Athach","description":"Athach The towering and brutish giants known as athaches are reviled for both their monstrosity and cruelty. In addition to having slovenly habits and poisonous fangs, this giant sports a gangly third arm that protrudes from its torso and ends in a twitching, long-fingered claw. These giants despise civilization almost as much as they despise their own kind, and they delight in acts of sadism and terror. They generally don’t keep long-lasting territories or lairs, and are fond of a more nomadic lifestyle—traveling from region to region and often leaving little more than ruins behind. Bloomborn Athach Athaches who have become infused with the raw power of twisted life (such as that which suffuses Nyrissa’s realm of Thousandbreaths) grow vastly in power, transforming into creatures known as Bloomborn athaches. While these athaches are devastating in combat, many powerful fey force these giants to serve them as gardeners, farmers, or laborers—oft believing that visitors who see these powerful creatures working on such minor tasks will come to understand and respect the power of their leader. Actions Multiattack. The bloomborn athach makes any combination of two claw or slam attacks and one bite attack, or two rock attacks. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 20 (3d8+7) piercing damage, and the target must make a DC 17 Constitution saving throw; on a failed saving throw the target takes 10 (3d6) poison damage and becomes poisoned for one hour, and on a success, the target takes half as much damage and does not become poisoned. Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 18 (2d10+7) bludgeoning damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 14 (2d6+7) slashing damage. Thrown Rock. Ranged Weapon Attack: +13 to hit, range 80/320 ft., one target. Hit: 33 (4d12+7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":17},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Bloomhorse","description":"Bloomhorse Likes: tranquil forests, rare flowers, running free Dislikes: polluted water, flower pests, disrespectful riders Rare and majestic, bloomhorses possess equine bodies adorned with rich manes of exotic flowers. These elusive creatures roam pristine forests and gallop across forgotten valleys, leaving a trail of ephemeral flowers in their path. Bloomhorses are brimming with life magic and exceptional regenerative powers that are further enhanced under the sun. Their magic also allows them to create flowers at will, an ability they use to adorn their manes with a combination of flowers that is unique to each bloomhorse. Agile and resilient, bloomhorses can be excellent steeds for those skilled enough to win their trust. In combat, bloomhorses tend to flee and avoid violence, but they can be motivated to join the fight, especially if their friends are in danger. Greater Steed. At the gamemaster’s discretion, a player character who can obtain a greater steed through magic may choose the form of a bloomhorse for their greater steed. Awakened Bloomhorses. Bloomhorses are eligible targets for the awaken spell. Awakened bloomhorses typically love to explore the most remote corners of the world and discover rare flowers alongside their friends. Several bloomhorses seek out libraries and universities to study botany, and many take up flower arrangement and floral design. Optional Rule: Fey-Touched Bloomhorses Some bloomhorses might be infused with additional fey magic, gaining the following bonus action: Bloom Step. The bloomhorse can use a bonus action to magically teleport, along with any creatures riding it, up to 120 feet to an unoccupied space it can see. That space must be predominantly covered in flowers and can be the short-lived flowers from the bloomhorse’s Path of Ephemeral Flowers trait.","properties":{"Category":"Monsters","Size":"Large","Type":"plant (florofauna)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":2},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Blossomborn","description":"\"If you're lucky enough to meet one in the feywild, stick with them. They make for excellent guides.\" -Sanafyn Tianrelle, Hunter Ranger and Champion of Apollo A single beautiful flower blossoms, holding a lively nature spirit within. Vines, roots and other greenery spreads by the flower’s will, manipulating the terrain around them and fabricating a body through which the flower can interact with the world. This is a blossomborn. A rather rare fey, blossomborn are very similar in nature to satyrs and dryads, with the sole exception that they reproduce asexually in a rather private ritual which no other living being can claim to be privy to. Their golem-like bodies are never taller than 3 feet, no matter how old the blossomborn is. And they often start with a shorter body when they first learn to create one. Despite being fey in origin, blossomborn are not known for tricky behavior, shady deals or other unsavory chaotic reputations. They are well known for their curiosity and friendliness, which leads to many interesting relationships being formed amongst the usual crowd of the fey. Naturally Talented. These strange fey have been known to be talented in various types of magics, though most often they will have an affinity towards Druidic magic associated with power over plants as well as healing. But a blossomborn born with a knack for fire, frost or even lightning magic isn’t unheard of. United by Bonds. However, the most endearing trait of blossomborn seems to be their ability to create bonds with others. There have been many cases in which a blossomborn will befriend so many fey that they inadvertently create a circle of people willing to protect them. Though this type of situation is most common with creatures like blink dogs and sprites, who have a natural tendency for community and positive relationships. Variant: Elemental Caster You can replace or combine the spell list available in the blossomborn's statblock with the following spell lists to increase their offensive capabilities. If you choose to do this the Challenge Rating of the blossomborn increases to CR 5, increasing their Spell save DC and spell attack bonus by +1. Additionally, they should gain between 2 to 4 additional hit dice to increase their hit point total. Blossomborn Lightning Caster Blossomborn Fire Caster Blossomborn Frost Caster Fey They are ever present in the Greek world. A variety of nymphs, satyrs and other nature spirits are present throughout many legends, some of them even being the parents of heroes and minor gods. Traits Magic Resistance. The blossomborn has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The blossomborn can communicate with beasts and plants as if they shared a language. Spellcasting. The blossomborn's Spellcasting Ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following Spells, requiring no material components: At Will: druidcraft 3/day each: animal friendship, cure wounds, entangle, goodberry 2/day each: faerie fire, plant growth, spike growth 1/day each: grasping vine Actions Shillelagh Strike. Melee Spell Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) radiant damage. Vine Seed. Ranged Spell Attack: +6 to hit, reach 20/40ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. The target must make a DC 14 Dexterity saving throw or their speed becomes 0 until the end of their next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral good","Expansion":29804,"Challenge Rating":3},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Blossomborn Fire Caster","description":"A single beautiful flower blossoms, holding a lively nature spirit within. Vines, roots and other greenery spreads by the flower’s will, manipulating the terrain around them and fabricating a body through which the flower can interact with the world. This is a blossomborn. A rather rare fey, blossomborn are very similar in nature to satyrs and dryads, with the sole exception that they reproduce asexually in a rather private ritual which no other living being can claim to be privy to. Their golem-like bodies are never taller than 3 feet, no matter how old the blossomborn is. And they often start with a shorter body when they first learn to create one. Despite being fey in origin, blossomborn are not known for tricky behavior, shady deals or other unsavory chaotic reputations. They are well known for their curiosity and friendliness, which leads to many interesting relationships being formed amongst the usual crowd of the fey. Naturally Talented. These strange fey have been known to be talented in various types of magics, though most often they will have an affinity towards Druidic magic associated with power over plants as well as healing. But a blossomborn born with a knack for fire, frost or even lightning magic isn’t unheard of. United by Bonds. However, the most endearing trait of blossomborn seems to be their ability to create bonds with others. There have been many cases in which a blossomborn will befriend so many fey that they inadvertently create a circle of people willing to protect them. Though this type of situation is most common with creatures like blink dogs and sprites, who have a natural tendency for community and positive relationships. Fey They are ever present in the Greek world. A variety of nymphs, satyrs and other nature spirits are present throughout many legends, some of them even being the parents of heroes and minor gods. Traits Magic Resistance. The blossomborn has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The blossomborn can communicate with beasts and plants as if they shared a language. Spellcasting. The blossomborn's Spellcasting Ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following Spells, requiring no material components: At Will: druidcraft, create bonfire, produce flame 3/day each: animal friendship, cure wounds, entangle, goodberry, burning hands, hellish rebuke 2/day each: faerie fire, plant growth, spike growth, aganazzar's scorcher, flaming sphere 1/day each: grasping vine, fireball, scorching ray Actions Shillelagh Strike. Melee Spell Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) radiant damage. Vine Seed. Ranged Spell Attack: +6 to hit, reach 20/40ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. The target must make a DC 14 Dexterity saving throw or their speed becomes 0 until the end of their next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral good","Expansion":29804,"Challenge Rating":3},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Blossomborn Frost Caster","description":"A single beautiful flower blossoms, holding a lively nature spirit within. Vines, roots and other greenery spreads by the flower’s will, manipulating the terrain around them and fabricating a body through which the flower can interact with the world. This is a blossomborn. A rather rare fey, blossomborn are very similar in nature to satyrs and dryads, with the sole exception that they reproduce asexually in a rather private ritual which no other living being can claim to be privy to. Their golem-like bodies are never taller than 3 feet, no matter how old the blossomborn is. And they often start with a shorter body when they first learn to create one. Despite being fey in origin, blossomborn are not known for tricky behavior, shady deals or other unsavory chaotic reputations. They are well known for their curiosity and friendliness, which leads to many interesting relationships being formed amongst the usual crowd of the fey. Naturally Talented. These strange fey have been known to be talented in various types of magics, though most often they will have an affinity towards Druidic magic associated with power over plants as well as healing. But a blossomborn born with a knack for fire, frost or even lightning magic isn’t unheard of. United by Bonds. However, the most endearing trait of blossomborn seems to be their ability to create bonds with others. There have been many cases in which a blossomborn will befriend so many fey that they inadvertently create a circle of people willing to protect them. Though this type of situation is most common with creatures like blink dogs and sprites, who have a natural tendency for community and positive relationships. Fey They are ever present in the Greek world. A variety of nymphs, satyrs and other nature spirits are present throughout many legends, some of them even being the parents of heroes and minor gods. Traits Magic Resistance. The blossomborn has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The blossomborn can communicate with beasts and plants as if they shared a language. Spellcasting. The blossomborn's Spellcasting Ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following Spells, requiring no material components: At Will: druidcraft, frostbite, ray of frost 3/day each: animal friendship, cure wounds, entangle, goodberry, ice knife, chromatic orb (cold damage only)* 2/day each: faerie fire, plant growth, spike growth, rime's binding ice, snilloc's snowball swarm 1/day each: grasping vine, ice storm Actions Shillelagh Strike. Melee Spell Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) radiant damage. Vine Seed. Ranged Spell Attack: +6 to hit, reach 20/40ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. The target must make a DC 14 Dexterity saving throw or their speed becomes 0 until the end of their next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral good","Expansion":29804,"Challenge Rating":3},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Blossomborn Lightning Caster","description":"A single beautiful flower blossoms, holding a lively nature spirit within. Vines, roots and other greenery spreads by the flower’s will, manipulating the terrain around them and fabricating a body through which the flower can interact with the world. This is a blossomborn. A rather rare fey, blossomborn are very similar in nature to satyrs and dryads, with the sole exception that they reproduce asexually in a rather private ritual which no other living being can claim to be privy to. Their golem-like bodies are never taller than 3 feet, no matter how old the blossomborn is. And they often start with a shorter body when they first learn to create one. Despite being fey in origin, blossomborn are not known for tricky behavior, shady deals or other unsavory chaotic reputations. They are well known for their curiosity and friendliness, which leads to many interesting relationships being formed amongst the usual crowd of the fey. Naturally Talented. These strange fey have been known to be talented in various types of magics, though most often they will have an affinity towards Druidic magic associated with power over plants as well as healing. But a blossomborn born with a knack for fire, frost or even lightning magic isn’t unheard of. United by Bonds. However, the most endearing trait of blossomborn seems to be their ability to create bonds with others. There have been many cases in which a blossomborn will befriend so many fey that they inadvertently create a circle of people willing to protect them. Though this type of situation is most common with creatures like blink dogs and sprites, who have a natural tendency for community and positive relationships. Fey They are ever present in the Greek world. A variety of nymphs, satyrs and other nature spirits are present throughout many legends, some of them even being the parents of heroes and minor gods. Traits Magic Resistance. The blossomborn has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The blossomborn can communicate with beasts and plants as if they shared a language. Spellcasting. The blossomborn's Spellcasting Ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following Spells, requiring no material components: At Will: druidcraft, lightning lure, shocking grasp 3/day each: animal friendship, cure wounds, entangle, goodberry, witch bolt, chromatic orb (lightning damage only) 2/day each: faerie fire, plant growth, spike growth, call lightning 1/day each: grasping vine, lightning bolt Actions Shillelagh Strike. Melee Spell Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) radiant damage. Vine Seed. Ranged Spell Attack: +6 to hit, reach 20/40ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. The target must make a DC 14 Dexterity saving throw or their speed becomes 0 until the end of their next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral good","Expansion":29804,"Challenge Rating":3},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Blue Abishai","description":"Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers? —Mordenkainen Abishai Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. Emissaries of Doom. Tiamat deploys abishais as emissaries, sending⁠ them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message⁠ to cultists⁠ or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets⁠, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command⁠ and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command⁠ abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. Blue Abishai Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes and grimoires plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate their mistress’s enemies. Traits Devil’s Sight⁠. Magical darkness⁠ doesn’t impede the abishai’s darkvision. Magic Resistance⁠. The abishai has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. The abishai’s weapon attacks are magical. Spellcasting. The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared: Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp 1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave 2nd level (3 slots): darkness, mirror image, misty step 3rd level (3 slots): dispel magic, fear, lightning bolt 4th level (3 slots): dimension door, greater invisibility, ice storm 5th level (2 slots): cone of cold, wall of force 6th level (1 slot): chain lightning 7th level (1 slot): teleport Actions Multiattack. The abishai makes two attacks: one with its quarterstaff and one with its bite. Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Blue Abishai","description":"Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate Tiamat’s enemies. Abishais Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat’s five dragon heads: black, blue, green, red, and white. Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. Traits Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abishai makes three Bite or Lightning Strike attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage. Lightning Strike. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 36 (8d8) lightning damage. Spellcasting. The abishai casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): At will: disguise self , mage hand , minor illusion 2/day each: charm person , dispel magic , greater invisibility , wall of force Bonus Actions Teleport. The abishai teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see.","properties":{"Category":"Monsters","Size":"Medium ","Type":"Fiend (Devil, Wizard)","Alignment":"Typically Lawful Evil\r","Expansion":14934,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Blue Abishai","description":"Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Blue abishais plunder tomes throughout the universe. They use the knowledge they glean from these books to become accomplished spellcasters, and with the power they gain, they devastate Tiamat’s enemies. Abishais Each abishai was once a mortal who somehow won Tiamat’s favor before death. As a reward, the dragon god transformed the mortal into a draconic devil to serve at Tiamat’s pleasure in the Nine Hells. Abishais represent Tiamat’s interests in the Nine Hells and across the multiverse. Some have simple tasks, such as delivering messages to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal and ready to lay down their lives for Tiamat. Traits Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abishai makes three Bite or Lightning Strike attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage. Lightning Strike. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 36 (8d8) lightning damage. Spellcasting. The abishai casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): At will: Disguise Self, Mage Hand, Minor Illusion 2/day each: Charm Person, Dispel Magic, Greater Invisibility, Wall of Force Bonus Actions Teleport. The abishai teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil, Wizard)","Alignment":"Typically Lawful Evil","Expansion":30583,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Blue Dragon Wyrmling","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Blue Dragon Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons. A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw. A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air. Vain and Deadly. A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures. A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm’s reach as it waits to attack again. Desert Predators. Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon’s eye. When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks. Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely. A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them. Hoarders of Gems. Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems. A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves. A Blue Dragon’s Lair Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands. Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense. A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions—along with the wealth of the dead intruders. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage. Regional Effects The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Thunderstorms rage within 6 miles of the lair. Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5). Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole. If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are. Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage. Lightning Breath (Recharge 5-6) : The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"MM1","Alignment":"lawful evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Blue Dragon Wyrmling","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage. Lightning Breath (Recharge 5-6) : The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw , taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"52 (8d8+16)","CHA":15,"CON":15,"DEX":10,"INT":12,"STR":17,"WIS":11,"Size":"Medium","Type":"dragon","Speed":"30 ft., burrow 15 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058808/ysrNPhAGXvo5NxGk78kKjA/original.png","Roll 0":"Bite\n1d20 + 5\n1d10+3+1d6","Roll 1":"Lightning Breath\n1d20 + 0\n4d10","Senses":"Blindsight 10 Ft., Darkvision 60 Ft.","Skills":"Perception +4, Stealth +2","Source":"5th Edition SRD","data-XP":700,"Alignment":"Lawful Evil","Languages":"Draconic","data-List":"false","Immunities":"Lightning","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 3\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d6\",\"Damage 2 Type\":\"lightning\"},{\"Name\":\"Lightning Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+2","data-CON-mod":"+2","data-DEX-mod":"+0","data-INT-mod":"+1","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Dex +2, Con +4, Wis +2, Cha +4","Challenge Rating":3,"Passive Perception":14,"data-CrNum":3,"data-AcNum":17,"data-HpNum":52},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Blue Dragon Wyrmling","description":"Blue Dragons Vain and territorial, many blue dragons take pleasure in lording their power over creatures they see as lesser. Dragons Dragons are winged reptiles of ancient lineage and fearsome power. The oldest dragons, over a thousand years old, are some of the most powerful creatures in the world. Dragons’ innate magic fuels their dreaded breath weapons and other preternatural abilities. The chromatic and metallic dragon families encompass most of dragonkind. The chromatic dragons—black, blue, green, red, and white—are largely selfish, evil, and feared. The metallic dragons—brass, bronze, copper, gold, and silver—are typically noble, good, and respected by the wise. Though their goals and ideals vary tremendously, most dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Chromatic and metallic dragons pass through four distinct stages of life, from wyrmlings to ancient dragons. Even wyrmlings in their first five years of life are fearsome threats, and wise adventurers do not underestimate them or dismiss them as “children.” Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage plus 3 (1d6)lightning damage. Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon (Chromatic)","Alignment":"Typically Lawful Evil","Expansion":17254,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Blue Guard Drake","description":"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watchbeast that can follow simple commands. Gifts from Dragons. The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours. Eager to Learn. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes. Actions Multiattack : The guard drake makes two attacks: one with its bite and one with its tail. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Blue Guard Drake","description":"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast that can follow simple commands. Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a chromatic dragon’s aid; the dragon typically helps to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges from the cauldron and hatches within a few hours. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes. Variant: Chromatic Drakes Each type of chromatic dragon’s scales creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below. Blue Guard Drake. The drake has a burrowing speed of 20 feet and resistance to lightning damage. Actions Multiattack. The guard drake makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Blue Slaad","description":"Embedded in a slaad’s brain is a magic gem. Acquire it, and the slaad is yours to command. Slaadi In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone’s power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus’s creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus’s massive creation as the Spawning Stone for this reason. The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn’t perceive the slaadi as threats or chooses to ignore them. Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. Blue Slaad The bone hooks that protrude from the back of a blue slaad’s hands inflict a terrible transformative disease on humanoids wounded by them. This infection, called chaos phage, transforms its victim into a fully grown red slaad — or green slaad if the host was a spellcaster able to cast 3rd level spells or higher. Variant: Slaad Control Gems As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad’s brain. This fragment takes the form of a magic gem roughly the size and shape of a human child’s fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad’s gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad’s gem is destroyed, the slaad can no longer be controlled in this way. A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait. Control Gem : Implanted in the slaad’s brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment , the spell can transfer the gem to the spellcaster’s open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad’s presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. Traits Magic Resistance : The slaad has advantage on saving throws against spells and other magical effects. Regeneration : The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack : The slaad makes three attacks, one with its bite and two with its claws. Bite : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Claw : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can’t regain hit points, and its hit point maximum is reduced by 10, 3d6, every 24 hours. If the disease reduces the target’s hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"MM1","Alignment":"chaotic neutral","Expansion":2,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Blue-Flame Custodian","description":"Creations of the Scions, blue-flame custodians are instrumental tools of the eldritch hunt, as their azure flames reveal even those who lurk beyond. Though their minds are engineered to be unbreakable, their swords often fail under the tremendous force of their blows. The cerulean fire that powers them is manufactured by exposing flames to Scionic lightning, a practice that some in their ranks call blasphemous. A custodian's sturdy body is used as a shield in the midst of battle, defending the intellectual and frail scientists that are the Scions—a shield that must be held separate from one’s body. Indeed, some have tried to create armor from the body of custodians; all were immolated by the azure flames. In the aftermath of the first hunts, the production of blue-flame custodians came to a halt, as the rare metals required for their construction disappeared, along with entire trade routes, when Luyarnha was cut off from the world. Now, what remains of these living suits of armor is fiercely protected by the Scions, and their bodies are always sought after, should they fall in battle. Traits Illumination. The custodian sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Immutable Form. The custodian is immune to any spell or effect that would alter its form. Inferno (1/Day). Upon approaching death's door, the custodian unleashes its full potential. When the custodian is reduced to 84 hit points or fewer, its flames consume it for the next minute, and it gains the following benefits: At the start of each of its turns, each creature within 5 feet of it takes 5 (2d4) fire damage. Its Blue-Flame Blast creates a 30-foot cone and deals an additional 3 (1d6) fire damage. Its melee weapon attacks deal an additional 2 (1d4) fire damage on a hit. Its speed is doubled. Magic Resistance. The custodian has advantage on saving throws against spells and other magical effects. Magic Weapons. The custodian's weapon attacks are magical. Scorching Azure. Whenever the custodian deals fire damage, its blue flames are unleashed. The target must succeed on a DC 17 Constitution saving throw or be scorched by them for 1 minute or until a creature takes an action to douse the fire. While scorched in this way, a creature sheds dim light in a 10-foot radius, takes 2 (1d4) fire damage at the start of each of its turns, can't benefit from being invisible, and the custodian can see it through full cover while within 300 feet of it. Actions Multiattack. The custodian makes two melee attacks. Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage. Bonus actions Blue-Flame Burst. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage. Blue-Flame Blast (Recharge 3-6). The custodian magically releases a blast of flames in a 15-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. A creature within 5 feet of the custodian can use its reaction to attempt to redirect the flames before creatures make their saving throws. It must make a contested Athletics check. On a success, it can choose in which direction the custodian releases the burst of flames. Reactions Blinding Nova. When the custodian is attacked by a creature within 30 feet of it that it can see, the custodian can impose disadvantage on the attack roll, causing a burst of blinding flames to erupt from itself. An attacker that can't be blinded is immune to this effect.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":27461,"Challenge Rating":9},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Blue-Scaled Dracotaur","description":"The creature stood as tall as three strong warriors, armored from horned head to clawed foot in azure scales, and aimed a bow that hurled thunderbolts. Countless stories surround the cloudy origins of the dracotaur, though most of them involve centaurs. Dragonborn believe that a dragon captured centaurs during a skirmish on the plains and drowned them in its blood centuries ago. When their bodies were fished out, they had been transformed into perfect, draconic warriors and a new, distinct species. Dracotaurs in Midgard Dracotaurs are so rare and fearsome that most Mharoti consider them legend. Many believe that the wandering dracotaur are centaurs blessed by the dragon god Azuran. In decades past, some ambitious centaur raiders were intercepted and overpowered by a band of four dracotaurs. Now, these four dracotaurs are the so-called divine warlords of their own centaur herds, galloping freely along the distant border reaches of the Dragon Empire.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Bluecap","description":"Sometimes weary adventurers and even experienced miners find themselves in a deserted part of the Dark Below. Some lose all hope and wander aimlessly in the dark, and others trust their Experience with underground locations. Still, some who are lucky enough to encounter a bluecap can hopefully survive and find a way in the endless caverns. These generally elusive fey help miners find hidden ore deposits, and in exchange for an honest wage, they do what they can to assist.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"lawful neutral","Expansion":17604,"Challenge Rating":2},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Bluespawn Ambusher","description":"Bluespawn ambushers are what blue dragons would look like when compressed into the shape of a badger. They stand 3 feet tall at the shoulder and measure 5 feet in length and width. Their blue-scaled bodies, which crackle with electricity, no longer have wings but have adapted to burrowing under the ground. Bluespawn ambushers live in deserts and dry wastelands and hunt in packs. They hide underneath the surface and wait until prey passes by before overwhelming it with sheer numbers. Dragonspawns The deity Tiamat continuously seeks to escape its infernal prison and return to the Prime Material Plane. To that end, it has empowered its most gifted followers to create the Dragonspawn from various beasts and monstrous eggs. These spawns of Tiamat have a sliver of Tiamats’ power and are born to spread chaos and destruction and help prepare for the Dragon Queen's return. Tiamat's Sentinels. Dragonspawn reach maturity in just a few years, never reaching sizes bigger than Large, and leave the nest to strike out on their own, preferring to stay in environments similar to those favored by their parents. They nest with other dragonspawn or even other races so long as they have the same objectives. They are normally found in the company of Tiamat's followers, such as the Cult of the Dragon and kobolds, often serving as guards. All dragonspawn are loyal to Tiamat’s cause and have adopted Tiamat’s temperament when it comes to dealing with other races, which is to say they look down on all non-Dragons and they hate good-aligned Dragons with a vengeance. Traits Ambusher. The bluespawn ambusher has advantage on attack rolls against any creature it has surprised. Actions Multiattack. The bluespawn ambusher makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing Damage plus 4 (1d8) lightning damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Electricity Burst (Recharge 5–6). The bluespawn ambusher discharges a burst of electricity in a 15-foot radius circle centered on its space. Each creature in the area other than the bluespawn ambusher must succeed on a DC 13 Constitution saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Reactions Instinctive Electricity Burst. When the bluespawn ambusher takes damage from an attacker within 15 feet of it and Electricity Burst is available, it uses Electricity Burst.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Bluespawn Stormlizard","description":"Bluespawn stormlizards look like a hybrid wingless blue dragon and rhinoceros, with their horns sizzling with electricity. These dragonspawns prefer to live in arid plains and wastelands but will be fine anywhere warm as long as they have a dry, sandy place to lair and lay eggs. Trampling Chargers. Bluespawn stormlizards hunt by charging at and goring their prey, before finishing them off with their bite and stomp. When outnumbered, it will use its Lightning Breath. Fickle Mounts. Bluespawn stormlizards have animal level intelligence, and are stubborn and irritable. However, they are surprisingly easy to train as mounts for as long as the rider is aligned with Tiamat. Dragonspawns The deity Tiamat continuously seeks to escape its infernal prison and return to the Prime Material Plane. To that end, it has empowered its most gifted followers to create the Dragonspawn from various beasts and monstrous eggs. These spawns of Tiamat have a sliver of Tiamats’ power and are born to spread chaos and destruction and help prepare for the Dragon Queen's return. Tiamat's Sentinels. Dragonspawn reach maturity in just a few years, never reaching sizes bigger than Large, and leave the nest to strike out on their own, preferring to stay in environments similar to those favored by their parents. They nest with other dragonspawn or even other races so long as they have the same objectives. They are normally found in the company of Tiamat's followers, such as the Cult of the Dragon and kobolds, often serving as guards. All dragonspawn are loyal to Tiamat’s cause and have adopted Tiamat’s temperament when it comes to dealing with other races, which is to say they look down on all non-Dragons and they hate good-aligned Dragons with a vengeance. Traits Trampling Charge. If the bluespawn stormlizard moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the bluespawn stormlizard can make one Stomp attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 9 (2d8) lightning damage. Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) lightning damage. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone target. Hit: 12 (2d6 + 5) bludgeoning damage. Lightning Breath (Recharge 5–6). The bluespawn stormlizard exhales lightning in a 15-foot cone. Each creature in the area must succeed on a DC 16 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Boar","description":"Traits Charge : If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest) : If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Tusk : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Boar","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Charge : If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn , the target takes an extra 3 (1d6) slashing damage . If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . Relentless (Recharges after a Short or Long Rest) : If the boar takes 7 damage or less that would reduce it to 0 hit points , it is reduced to 1 hit point instead. Actions Tusk : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","AC":"11 (Natural Armor)","HP":"11 (2d8+2)","CHA":5,"CON":12,"DEX":11,"INT":2,"STR":13,"WIS":9,"Size":"Medium","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058823/sIr_tmEXeAmy7Q5FTGyK9Q/original.png","Roll 0":"Tusk\n1d20 + 3\n1d6+1","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Charge\",\"Desc\":\"If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.\"},{\"Name\":\"Relentless (Recharges after a Short or Long Rest)\",\"Desc\":\"If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.\"}]","data-Actions":"[{\"Name\":\"Tusk\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-3","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"-1","Challenge Rating":"1/4","Passive Perception":9,"data-CrNum":0.25,"data-AcNum":11,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Boar","description":"Boars are dim-witted omnivores that avoid combat unless they are particularly hungry or ornery. A boar attacks by charging and goring enemies with its tusks. Traits Charge : If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest) : If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Tusk : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Boar","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Boar","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Bloodied Fury. While Bloodied, the boar has Advantage on attack rolls. Actions Gore. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the boar moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and, if it is Large or smaller, has the Prone condition.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Boar","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Bloodied Fury. While Bloodied, the boar has Advantage on attack rolls. Actions Gore. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage. If the boar moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) Piercing damage and, if it is Large or smaller, has the Prone condition.","properties":{"Category":"Monsters","AC":11,"HP":"13 (2d8 + 4)","PB":2,"CHA":5,"CON":14,"DEX":11,"INT":2,"STR":13,"WIS":9,"Size":"Medium","Type":"Beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406412311/-Fhd4AAF8a-1wdYag8eJZQ/original.png","data-XP":50,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Bloodied Fury\",\"Desc\":\"While Bloodied, the boar has Advantage on attack rolls.\"}]","data-Actions":"[{\"Name\":\"Gore\",\"Desc\":\"If the boar moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (or [[1d6]] (1d6)) Piercing damage and, if it is Large or smaller, has the Prone condition.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-3","data-CON-mod":2,"data-DEX-mod":0,"data-INT-mod":"-4","data-STR-mod":1,"data-SizeNum":2,"data-WIS-mod":"-1","Saving Throws":"Str +1, Dex +0, Con +2, Int -4, Wis -1, Cha -3","Challenge Rating":"1/4","Passive Perception":9,"data-CrNum":0.25,"data-AcNum":11,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Bodak","description":"A bodak is the undead remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death. Marked by Orcus. A worshiper of Orcus can take ritual vows while carving the demon lord’s symbol on its chest over the heart. Orcus’s power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus’s name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze. Like each Hierophant of Annihilation, every bodak bears the mark of Orcus as a chest wound, an opening where a mortal humanoid’s heart would be. Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly. Bodaks are extensions of Orcus’s will outside the Abyss, serving the demon prince’s aims and other minions. Unhallowed Fragments. A bodak retains vague impressions of its past life. It seeks out both its former allies and its former enemies to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls and spares them from its wrath. Anyone who knew the individual before its transformation into a bodak can recognize mannerisms or other subtle clues to its original identity. Even nature despises bodaks. The sun burns away a bodak’s tainted flesh. The creature’s gaze lays waste to the living. Anyone a bodak slays with its gaze withers, its face frozen in a mask of terror. The monster’s mere presence is so unnatural that it chills the soul. Animals untrained for war instinctively flee just before a bodak arrives. Ravaged Soul. The soul of a creature that becomes a bodak is so damaged that it is unfit for most forms of magical resurrection. Only a wish spell or similar magic can return a bodak to its former life. Undead Nature. A bodak doesn’t require air, food, drink, or sleep. Traits Aura of Annihilation : The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect. Death Gaze : When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw. Sunlight Hypersensitivity : The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Fist : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage. Withering Gaze : One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Bodak","description":"A bodak is the undead remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death. Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly. Even nature despises bodaks. The sun burns away a bodak's tainted flesh. The creature's gaze lays waste to the living. Anyone a bodak slays with its gaze withers, its face frozen in a mask of terror. The monster's mere presence is so unnatural that it chills the soul. Ravaged Soul. The soul of a creature that becomes a bodak is so damaged that it is unfit for most forms of magical resurrection. Only a wish spell or similar magic can return a bodak to its former life. Undead Nature. A bodak doesn't require air, food, drink, or sleep. Traits Aura of Annihilation. The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect. Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw. Sunlight Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage. Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":7389,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Bodak","description":"A bodak is the undying remains of someone who revered Orcus (appears in this book). Devoid of life and soul, it exists only to cause death. A worshiper of Orcus can take ritual vows while carving the demon lord’s symbol on their chest over the heart. Orcus’s power flays body, mind, and soul, leaving behind a sentient husk that consumes life energy near it. Most bodaks come into being in this way, then are unleashed to spread death in Orcus’s name. Bodaks are extensions of Orcus’s will outside the Abyss, serving the demon prince’s aims and other minions. Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly. A bodak retains vague impressions of its past life. It seeks out its former allies and enemies alike to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls and spares them from its wrath. Anyone who knew the individual before its transformation into a bodak can recognize mannerisms or other subtle clues to its original identity. Traits Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, that creature must immediately make the saving throw. Sunlight Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Unusual Nature. The bodak doesn’t require air, food, drink, or sleep. Actions Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage. Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Bonus Actions Aura of Annihilation. The bodak activates or deactivates this deathly aura. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and Fiends ignore this effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Bodak","description":"When a living, sentient humanoid is exposed to an extreme expression of supernatural evil, the experience can irrevocably damn the victim, crushing their mind and ripping out their soul in an appalling, unholy transformation that results in a creature that’s anathema to life—the bodak. A bodak appears as a charred, smoking corpse, its fingers sharpened to bony points and its clothing hanging in burnt tatters. Though smoke pours from the orifices of the creature’s head at all times, tiny points of fiery light flicker within the sockets under its brow in place of actual eyes. Traits Death Aura. The bodak confers disadvantage on all death saving throws to creatures within 60 feet. A humanoid creature that dies within this aura rises as an autonomous bodak 24 hours after its death. Detect Life. The bodak can sense life up to 60 feet away as if it had blindsight. Draining Glance. Creatures that start their turns within 30 feet of the bodak and can see the bodak must make a DC 16 Constitution saving throw. On a failure, they take 10 (3d6) necrotic damage, or half as much damage on a success. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the bodak until the start of its next turn, when it can avert its eyes again. If the creature looks at the bodak in the meantime, it must immediately make the save. Sunlight Hypersensitivity. If the bodak is exposed to sunlight, it gains disadvantage on attack rolls and saving throws. Additionally, each round that the bodak is exposed to sunlight causes it to gain a level of exhaustion, destroying the bodak when it has 6 levels. If the bodak leaves the sunlight before being destroyed, it loses one level of exhaustion for each minute it spends in darkness. Actions Multiattack. The bodak makes a claw attack and uses its death gaze. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) necrotic damage. Death Gaze. The bodak stares at a living creature within 30 feet that it can sense with detect life. That creature must make a DC 16 Constitution saving throw. On a failure, the creature takes 17 (5d6) necrotic damage, and reduces its hit point maximum by an amount equal to the damage taken. On a success, the creature takes half as much damage and does not have its hit point maximum reduced. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Bodak","description":"A bodak is the undead remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death. Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly. Even nature despises bodaks. The sun burns away a bodak’s tainted flesh. The creature’s gaze lays waste to the living. Anyone a bodak slays with its gaze withers, its face frozen in a mask of terror. The monster’s mere presence is so unnatural that it chills the soul. Ravaged Soul. The soul of a creature that becomes a bodak is so damaged that it is unfit for most forms of magical resurrection. Only a wish spell or similar magic can return a bodak to its former life. Undead Nature. A bodak doesn’t require air, food, drink, or sleep. Traits Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, that creature must immediately make the saving throw. Sunlight Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Unusual Nature. The bodak doesn’t require air, food, drink, or sleep. Actions Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage. Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Bonus Actions Aura of Annihilation. The bodak activates or deactivates this deathly aura. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and Fiends ignore this effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":31454,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Bodak (GoSM)","description":"A bodak numbers among the numerous undead guardians in Isle of the Abbey. These soulless terrors, each one risen from the remains of someone who revered Orcus, Lord of the Undead, exist only to spread further suffering and death. Traits Aura of Annihilation. The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect. Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw. Sunlight Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage. Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":3905,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Bodak Devotee of Orcus","description":"Devotees of Orcus were once high priests who sought the ultimate gift from Orcus - undeath. Only the most loyal and devout can become bodaks that still retain their divine abilities. Otherwise, they would simply turn into normal bodaks. Agents of Orcus. The Devotees of Orcus serve at the behest of the Hierophants of Annihilation and their god, Orcus. Staying just behind the frontlines, devotees of Orcus utilize their vast array of divine spells to spread undeath within their enemies’ ranks – and bolstering theirs – by turning the dead into bodaks. Traits Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 15 Constitution saving throw if the bodak isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the frightened condition. Otherwise, a creature takes 22 (4d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, that creature must immediately make the saving throw. Sunlight Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Unusual Nature. The bodak doesn’t require air, food, drink, or sleep. Actions Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 13 (3d8) necrotic damage. Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC 15 Constitution saving throw, taking 33 (6d10) necrotic damage on a failed save, or half as much damage on a successful one. Spellcasting. The bodak casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: guidance, mending, resistance, thaumaturgy 2/day each: bestow curse, blindness/deafness, ray of sickness 1/day each: antilife shell, cloudkill, harm Bonus Actions Aura of Annihilation. The bodak activates or deactivates this deathly aura. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and Fiends ignore this effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Bodak Ravager","description":"When a large humanoid or giant worshiper of Orcus takes the same ritual sacrifice vows others do to become a bodak, it becomes a ravager, a larger and more aggressive version of bodak. While the bodak still prefers to use its terrifying gazes to kill its foes, the ravager prefers to crush and tear them apart. Traits Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 14 Constitution saving throw if the bodak isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, that creature must immediately make the saving throw. Sunlight Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Unusual Nature. The bodak doesn’t require air, food, drink, or sleep. Actions Multiattack. The bodak makes two Fist attacks. Fist. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 9 (2d8) necrotic damage. Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Bonus Actions Aura of Annihilation. The bodak activates or deactivates this deathly aura. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and Fiends ignore this effect.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Bodak Shrieker","description":"Devout worshippers of Orcus that were once serial killers or mass murderers are handpicked to undertake the ritual of transforming into a bodak. The process turns them into a more vile version of a bodak - a shrieker. This fearsome winged bodak has a poisonous stinger and can unleash a horrific screech that strikes terror into the hearts of those who hear it. Traits Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 14 Constitution saving throw if the bodak isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, that creature must immediately make the saving throw. Sunlight Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Unusual Nature. The bodak doesn’t require air, food, drink, or sleep. Actions Multiattack. The bodak makes two attacks: one with its Claws and one with its Tail Stinger. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 9 (2d8) necrotic damage. Tail Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Baleful Shriek (Recharge 5–6). The bodak emits a horrific screech. Each creature within 30 feet of it that can hear it must succeed on a DC 14 Constitution saving throw. On a failed save, a creature takes 22 (4d10) psychic damage and is frightened for 1 minute. On a successful save, a creature takes half as much damage and isn't frightened. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Aura of Annihilation. The bodak activates or deactivates this deathly aura. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and Fiends ignore this effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Bodyguard","description":"Actions Multiattack. The bodyguard makes two melee attacks. Longsword. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Reactions Protection. When an attacker the bodyguard can see makes an attack roll against a creature within 5 feet of the bodyguard, the bodyguard can impose disadvantage on the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bodytaker Plant","description":"Whether hailing from the stars or sprouting from hidden depths, the malicious vegetation known as bodytaker plants seek to become the dominant form of life wherever they appear. These invasive organisms subvert whole societies by consuming individuals and replacing them with duplicates called podlings. Bodytaker plants view themselves as perfect organisms and seek to dominate the lands where they grow. To their minds, a world would be healthier and more efficient were they in control. Anyone who disagrees either lacks perspective or is fit to serve only as fertilizer. A bodytaker plant roots deep, spreading near-invisible filaments through the soil. Should any of these fibers survive the plant’s destruction, the bodytaker plant regrows after a matter of months. Salting or poisoning the soil where it grew destroys these filaments and prevents the plant from reappearing. Traits Podling Link. The plant can see through and communicate telepathically with any of its podlings within 10 miles of it. Rejuvenation. When the plant dies, it returns to life in the place where it died 1d12 months later, unless the ground where it took root is sown with salt or soaked with poison. Unusual Nature. The plant doesn’t require sleep. Actions Multiattack. The plant makes three Vine Lash attacks. Vine Lash. Melee Weapon Attack : +7 to hit, reach 20 ft., one target. Hit : 11 (2d6 + 4) slashing damage. If the target is a creature, it is grappled (escape DC 15). Until the grapple ends, the target is Restrained. The plant has four vines, each of which can grapple one target. Entrapping Pod. Melee Weapon Attack : +7 to hit, reach 5 ft., one Medium or smaller creature grappled by the plant. Hit : 22 (4d8 + 4) acid damage, and the target is pulled into the plant’s space and enveloped by the pod, and the grapple ends. While enveloped, the target is restrained, and it has total cover against attacks and effects originating outside the pod. The enveloped target must also immediately succeed on a DC 16 Constitution saving throw or be stunned by the plant’s sapping enzymes until it is removed from the pod or the plant dies. The enveloped target doesn’t require air and gains 1 level of exhaustion for each hour it spends in the pod. If the target dies while enveloped, it immediately emerges from the pod as a living podling, wearing or carrying all of the original creature’s equipment. As an action, a creature within 5 feet of the bodytaker plant that is outside the pod can open the pod and pull the target free with a successful DC 15 Strength check. If the plant dies, the target is no longer restrained and can escape from the pod by spending 10 feet of movement, exiting prone. The plant has one pod, which can envelop one creature at a time.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Expansion":10535,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Bodythief","description":"Plants of frightfully advanced intellect, bodythieves cannot abide the irrationalities of other intelligent life, particularly emotions. They seek to create a world of perfect order by replacing other life forms with nearly perfect duplicates spawned by the bodythief itself. Indeed, these duplicates improve on the originals, as they can communicate telepathically with the bodythief, and they lack wasteful emotions. Individual bodythieves vary as to their specific plans for building a perfect society of duplicates. A common, though recognized, flaw in their plans is the infertility of their duplicates. To maintain a stable society, the bodythieves must capture creatures to replace the inevitable loss of healthy duplicates. Bodythieves are nearly immobile, though they can drag themselves along with their vines in extremis. 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The process makes their skin tough and leathery, protecting them from harm and helping them to remain unseen in a dark, treacherous swamp. In many cases, the corpse’s preservation means that at first glance, a bog body could easily be mistaken for a living person, with hair, skin, and even clothing still intact. An Endless Watch. Each time a swamp is threatened, a new set of bog bodies rises, adding to those awakened in the past. The older a swamp is, the more bog bodies it has. Some of the most ancient swamps have so many awakened bog bodies that passage is impossible for all but the most powerful visitors. Silent Stalker . Bog bodies use stealth to attack unwary intruders. They are adept at hiding in plain sight, blending in with plant life or submerging themselves fully in the murky water, then bursting out and taking their target by surprise. Traits Acidic Blood. A creature who deals piercing or slashing damage to the bog body while within 5 feet of them takes 3 (1d6) acid damage. Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a Medium or smaller creature, they are grappled (escape DC 13). Until this grapple ends, the bog body can’t make a Slam attack against another target. Sling Mud. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) acid damage. Submerge. If the bog body is in swampy terrain, they can submerge themself beneath the water and mud. While sub- merged, the bog body is heavily obscured. If the bog body is grappling a target when they submerge, the target submerges with them. While submerged, the target is heavily obscured, restrained, and unable to breathe, and takes 4 (1d8) acid damage at the start of each of their turns. A bog body can resurface as a bonus action. When they do so, a target they have grappled also resurfaces.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bog Mummy Cultist","description":"Not all mummies are linen-wrapped dusty tomb guardians. Some rise more naturally from the preservative nature of peat bogs. These bog mummies are a well-known threat in Hooktongue Slough, but the potent priests of Urgathoa detailed below are unique threats that, so far, have seen their influence remain limited in scope. Traits Ambusher. In the first round of a combat, the bog mummy has advantage on attack rolls against any creature it surprised. Breath of the Bog. A creature who begins its turn adjacent to the bog mummy must succeed on a DC 16 Constitution saving throw or begin to drown. Swamp Stride. A bog mummy ignores difficult terrain caused by swamp terrain features. Innate Spellcasting. The bog mummy’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The bog mummy can innately cast the following spells, requiring no material components: At will: fog cloud, pass without trace Actions Multiattack. The mummy can use its Dreadful Glare and make one attack with its rotting fist. Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 14 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Bog Strider","description":"The insectile bog striders call themselves seshes, but they take no offense at those who use the more common vernacular to refer to them. They resemble upright water striders with four legs, two arms, and powerful mandibles. Bog striders can move about on water like most creatures move on solid ground, chasing down prey or fleeing from predators across the water. Bog striders stand 5 feet tall and weigh approximately 150 pounds. In sesh society, each individual is expected to serve equally in all efforts to ensure the community’s survival against the more aggressive creatures often found in or near their swampland homes. In addition, each member of the community is expected to develop a skill that contributes to the community’s prosperity, and by extension, the continued survival of the species. Traditionally, female bog striders are builders and artisans, while male bog striders are hunters and gatherers, but often such roles aren’t stratified by gender, as every member of a small community pitches in to help as they can. Traits Hold Breath. The bog strider can hold its breath for 15 minutes. Tremor Tap. Bog striders can send and receive messages by creating and sensing silent vibrations on the surface of any body of water they currently tread. The range of communication extends outward 120 feet to all other bog striders within line of effect on or under the water. Because the ripples created on the water prove omni-directional, bog striders can communicate with multiple targets at the same time. Only bog striders can understand this form of communication. This ability also grants the bog strider tremorsense in water at a range of 120 feet. Water Sprint (Recharges after a Short or Long Rest). The bog strider can move up to 5 times its normal speed (250 feet) on water when making a charge or retreating from an enemy. Once it decides to increase its movement in this fashion, the effect lasts for up to 4 rounds, after which the bog strider gains one level of exhaustion. Water Stride. The bog strider can tread upon rivers, lakes, and flooded swamplands or marshes as if under the effects of the water walk spell. It also gains an increased movement rate by using the surface tension and its multiple legs to propel itself across the water. Actions Multiattack. The bog strider makes two melee attacks: one with its bite and one with its claw or spear. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage when used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Bog Troll","description":"Bog trolls are mottled grey humanoids that dwell in peat bogs and prey upon the outskirts of civilization. Their flesh is slick and warted, their bodies covered in dank mud. Many a farmer or traveler has been lured into the bog, following convincing cries for help, only to be set upon by bog trolls. They enjoy openly toying with their lured prey, making pretense at manners and politeness up to, and even during, their planned murder. Brothers. Bog trolls can often be found in small groups, calling each other “brother,” even if they’re unrelated or female. They use this epithet frequently while trifling with their victims. — What’s this, brother? — A tasty morsel, brother! — Yes, brother! Several tasty morsels! Let’s invite them to dinner, brother!","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Boggard Cultist","description":"Boggard Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and some rain forests. The boggards of the Stolen Lands primarily worship Gogunta and protect their settlements in Hooktongue Slough with powerful wardens. A typical boggard has slick green flesh and a froglike face, save that its teeth are much more akin to the fangs one might expect to find between a lizard’s jaws than those of a frog. A boggard has webbed hands and feet, and typically stands about 5 feet tall. Boggard Cultist Boggard cultists of Lamashtu can be encountered throughout Hooktongue Slough, where they’ve gathered into small clutches of violent zealots. Traits Spellcasting. The boggard cultist is an 8th-level spellcaster. Its primary spellcasting ability is Wisdom (DC 17, +9 to hit with spell attacks). The boggard cultist has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, cure wounds, shield of faith 2nd level (3 slots): darkness, ray of enfeeblement, see invisibility 3rd level (3 slots): blindness/deafness, fear, vampiric touch 4th level (2 slots): confusion, freedom of movement Swamp Stride. The boggard cultist ignores difficult terrain when in swamp terrain. Actions Multiattack. The boggard cultist can use Gogunta’s croak (page 18). The cultist then makes three melee attacks. Whip +1. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d4+6) slashing damage. Blowgun. Ranged Weapon Attack: +8 to hit, range 25/100. Hit: 6 piercing damage plus the target must make a DC 15 Constitution saving throw. On a failure, the target takes an additional 7 (2d6) poison damage. Tongue. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (3d4+5) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Medium or smaller creature. Until this grapple ends, the target creature is restrained, and the boggard can’t use its tongue attack. Gogunta’s Croak. The boggard cultist unleashes a terrifying croak. Any non-boggard within 30 feet must succeed on a DC 16 Wisdom saving throw or become frightened until the end of its next turn. A creature that fails this saving throw by 5 or more must use its movement on its turn to move away from the boggard cultist that used Gogunta’s croak. A creature that succeeds on this saving throw is immune to this boggard cultist’s croak for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (boggard)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Boggard Swampseer","description":"Boggard Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and some rain forests. The boggards of the Stolen Lands primarily worship Gogunta and protect their settlements in Hooktongue Slough with powerful wardens. A typical boggard has slick green flesh and a froglike face, save that its teeth are much more akin to the fangs one might expect to find between a lizard’s jaws than those of a frog. A boggard has webbed hands and feet, and typically stands about 5 feet tall. Boggard Swampseer Boggard swampseers worship the demon lord Gogunta, focusing primarily on her aspect as a demigoddess of swamplands. Their faith in Gogunta has granted them additional power exemplified by their terrifying croak and ability to cast powerful spells that can confuse and overwhelm their opponents. Boggard swampseers can defend also against sound-based spells by emitting a bellowing drone. Traits Spellcasting. The boggard swampseer is a 4th-level spellcaster. Its primary spellcasting ability is Wisdom (DC 14, +6 to hit with spell attacks). The boggard swampseer has the following druid spells prepared: Cantrips (at will): acid splash, dancing lights, ray of frost, shillelagh 1st level (4 slots): fear, jump 2nd level (3 slots): acid arrow, darkness Swamp Stride. The boggard swampseer ignores difficult terrain when in swamp terrain. Actions Multiattack. The boggard swampseer can use its terrifying croak. It then makes three melee attacks. Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage, or 7 (1d8+3) bludgeoning damage when used with two hands. Tongue. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the boggard swampseer can’t use its tongue attack. Terrifying Croak. The boggard swampseer unleashes a terrifying croak. Any non-boggard within 30 feet must succeed on a DC 14 Wisdom saving throw or become frightened until the end of its next turn. A creature that succeeds on this saving throw is immune to this boggard swampseer’s terrifying croak for 24 hours. Destructive Croak (Recharge 5–6). The boggard swampseer utters a powerful croak to every creature in a 15-foot radius. Affected creatures must make a DC 13 Constitution saving throw, taking 17 (5d6) damage on a failed save, or half as much damage on a successful one. If the boggard swampseer has a creature grappled with its tongue, that creature has disadvantage on its saving throw against the destructive croak. Reactions Drowning Drone. When the boggard swampseer or one of its allies within 60 feet fails its saving throw against a sound-based spell, the boggard swampseer can make a performance roll to create a deafening croak. The saving throw can be rerolled, and the higher of the two results is used.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (boggard)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Boggard Warden","description":"Boggard Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and some rain forests. The boggards of the Stolen Lands primarily worship Gogunta and protect their settlements in Hooktongue Slough with powerful wardens. A typical boggard has slick green flesh and a froglike face, save that its teeth are much more akin to the fangs one might expect to find between a lizard’s jaws than those of a frog. A boggard has webbed hands and feet, and typically stands about 5 feet tall. Boggard Warden Though most boggard wardens are powerful enough that they could rule their own enclaves, all boggard wardens in Hooktongue Slough remain loyal to the priest-king, Sepoko. Anyone who has attempted to escape from a boggard warden while stomping through the thick sludge of a marshy swamp knows that they can be relentless trackers even in the worst outdoor conditions. Traits Spellcasting. The boggard warden is a 2nd-level spellcaster. The boggard warden’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following ranger spells prepared: 1st level (2 slots): entangle, speak with animals Swamp Track. Boggard wardens are unhindered by natural difficult terrain in swamps or bogs. They are still affected by magical difficult terrain. Actions Multiattack. The boggard warden makes one trident attack, one handaxe attack, and one tongue attack. Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60, one target. Hit: 8 (1d6 +5) piercing damage or 9 (1d8+5) piercing damage when held with two hands, and the target must make a DC 14 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. Handaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 +5) slashing damage and the target must make a DC 14 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one target. Hit: 6 piercing damage and the target must make a DC 14 Constitution saving throw, taking 7 (2d6) poison damage and is poisoned for 1d4 rounds on a failed save, or half as much damage and is not poisoned on a successful one. Tongue. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4+5) bludgeoning damage and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the boggard warden can’t use its tongue attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (boggard)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":7},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Boggard Warrior","description":"Boggard Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and some rain forests. The boggards of the Stolen Lands primarily worship Gogunta and protect their settlements in Hooktongue Slough with powerful wardens. A typical boggard has slick green flesh and a froglike face, save that its teeth are much more akin to the fangs one might expect to find between a lizard’s jaws than those of a frog. A boggard has webbed hands and feet, and typically stands about 5 feet tall. Boggard Warrior Boggard warriors exalt in single combat and prefer to fight alone so that no others can contest their kills. They have been known to pursue enemies who flee combat with a single-minded focus that can seem almost supernatural, striding through the thick marsh of a swamp until they can ambush their prey. Traits Swamp Stride. The boggard warrior ignores difficult terrain when in swamp terrain. Actions Multiattack. The boggard warrior can use its terrifying croak, then makes two melee attacks. Club. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. Tongue. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) bludgeoning damage, and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the boggard warrior can’t use its tongue attack. Terrifying Croak. The boggard warrior unleashes a terrifying croak. Any non-boggard within 30 feet must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. A creature that succeeds on this saving throw is immune to this boggard warrior’s terrifying croak for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (boggard)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Boggle","description":"Boggles are the little bogeys of fairy tales. They hide under beds and in closets, waiting to frighten and bedevil folk with their mischief. A boggle excretes a special oil from its pores and can make the substance slippery or sticky. The oil dries up and disappears an hour after the boggle expels it. A boggle can create magical openings that enable it to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the space between the feet of a bed and the floor. The rift disappears after a few seconds—enough time for the boggle to step, reach, or attack through it. Actions Pummel. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit : 2 (1d6 − 1) bludgeoning damage. Oil Puddle. The boggle creates a puddle of nonflammable oil. The puddle is 1 inch deep and covers the ground in the boggle’s space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour. The oil has one of the following additional effects of the boggle’s choice: Slippery Oil. Any non-boggle creature that enters the puddle or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone. Sticky Oil. Any non-boggle creature that enters the puddle or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself, ending the effect and moving into the nearest unoccupied space of its choice with a successful DC 11 Strength check. Bonus Actions Boggle Oil. The boggle excretes nonflammable oil from its pores, giving itself one of the following benefits of its choice until it uses this bonus action again: Slippery Oil. The boggle has advantage on Dexterity (Acrobatics) checks made to escape bonds and end grapples, and it can move through openings large enough for a Tiny creature without squeezing. Sticky Oil. The boggle has advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Dimensional Rift. The boggle creates an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and a point within 30 feet of it that the boggle can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle’s next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"typically chaotic neutral","Expansion":11857,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Boggle","description":"Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief. A boggle is born out of feelings of loneliness, materializing in a place where the Feywild touches the world in proximity to an intelligent being that feels isolated or abandoned. For example, a forsaken child might unintentionally conjure a boggle and see it as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower’s house or in the caves of a hermit. Irksome Pests. Boggles engage in petty pranks to amuse themselves, passing the time at their hosts’ expense. A boggle isn’t above breaking dishes, hiding tools, making frightening sounds to startle cows and sour their milk, or hiding a baby in an attic. Although a boggle’s antics might cause distress and unintentional harm, mischief—not mayhem—is usually its intent. If threatened, a boggle flees rather than stand and fight. Oily Excretions. A boggle excretes an oil from its pores and can make its oil slippery or sticky. The oil dries up and disappears an hour later. Twisting Space. A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is invisible and disappears after a few seconds—enough time for the boggle to step, reach, or attack through it. Unreliable Allies. A boggle makes a decent servant for a strong-willed master, and wicked creatures such as fomorians and hags sometimes shelter boggles in their lairs. Warlocks who form pacts with archfey have also been known to command boggles, and charismatic individuals who make the right offers have enjoyed temporary alliances with these little tricksters. A bored boggle always finds some way to entertain itself. Traits Boggle Oil : The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action. Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples. Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Dimensional Rift : As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle’s next turn. Uncanny Smell : The boggle has advantage on Wisdom (Perception) checks that rely on smell. Actions Pummel : Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage. Oil Puddle : The boggle creates a puddle of oil that is either slippery or sticky (boggle’s choice). The puddle is 1 inch deep and covers the ground in the boggle’s space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour. If the oil is slippery, any creature that enters the puddle’s area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone. If the oil is sticky, any creature that enters the puddle’s area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Source":"Volo's Guide to Monsters","Alignment":"chaotic neutral","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Boggle","description":"Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief. Boggles are born out of feelings of loneliness. They materialize when a sapient being feels isolated or abandoned near a place where the Feywild touches the world. For example, a forsaken child might unintentionally conjure a boggle and see them as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower’s house or in a hermit’s cave. Boggles engage in petty pranks to amuse themselves, using the oil they excrete to cause trouble. A boggle also isn’t above breaking dishes, hiding tools, startling cows to decrease their milk, or hiding a baby in an attic. Although a boggle’s antics might cause distress and unintentional harm, mischief—not mayhem—is usually the intent. If threatened, a boggle flees rather than stand and fight. A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is invisible and disappears after a few seconds—just enough time for the boggle to step, reach, or attack through it. Actions Pummel. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage. Oil Puddle. The boggle creates a puddle of nonflammable oil. The puddle is 1 inch deep and covers the ground in the boggle’s space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour. The oil has one of the following additional effects of the boggle’s choice: Slippery Oil. Any non-boggle creature that enters the puddle or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone. Sticky Oil. Any non-boggle creature that enters the puddle or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself, ending the effect and moving into the nearest unoccupied space of its choice with a successful DC 11 Strength check. Bonus Actions Boggle Oil. The boggle excretes nonflammable oil from its pores, giving itself one of the following benefits of its choice until it uses this bonus action again: Slippery Oil. The boggle has advantage on Dexterity (Acrobatics) checks made to escape bonds and end grapples, and it can move through openings large enough for a Tiny creature without squeezing. Sticky Oil. The boggle has advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Dimensional Rift. The boggle creates an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and a point within 30 feet of it that the boggle can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle’s next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Boggle Trickster","description":"Boggle tricksters are craftier, quicker, and tend to be more annoying than their normal kin. Arcane Tricksters. These boggles are canny rogues that dabble in enchantments and illusions which they use for distraction while it skips in and out of the darkness to steal from, frighten, and – at inopportune moments – torment its victims. While they do not intentionally try to kill anyone, they can be very dangerous if backed into a corner, if that is at all possible. Sneaky Infiltrators. When not engaging in pranks to amuse themselves, boggle tricksters are sometimes hired as spies by their fey masters to infiltrate strategic targets, such as a noble folk's keep, a church, or a wizard's tower where they can potentially encounter adventurers hired as guards. Traits Evasion. If the boggle is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the boggle instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. The attack deals an extra 14 (4d6) damage if the boggle has advantage on the attack roll. Bolt of Misfortune. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 16 (3d8 + 3) psychic damage, and the target has disadvantage on its next attack roll, ability check, or saving throw made within the next minute. Oil Puddle. The boggle creates a puddle of oil that is either slippery or sticky (boggle’s choice). The puddle is 1 inch deep and covers the ground in the boggle’s space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour. If the oil is slippery, any creature that enters the puddle’s area or starts its turn there must succeed on a DC 12 Dexterity saving throw or fall prone. If the oil is sticky, any creature that enters the puddle’s area or starts its turn there must succeed on a DC 12 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 12 Strength check. Spellcasting. The boggle casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 13): At will: dancing lights, mage hand, minor illusion 1/day each: disguise self, invisibility, phantasmal force, silent image, Tasha's hideous laughter Bonus Actions Boggle Oil. The boggle excretes nonflammable oil from its pores, giving itself one of the following benefits of its choice until it uses this bonus action again: Slippery Oil. The boggle has advantage on Dexterity (Acrobatics) checks made to escape bonds and end grapples, and it can move through openings large enough for a Tiny creature without squeezing. Sticky Oil. The boggle has advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Dimensional Rift. The boggle creates an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and a point within 30 feet of it that the boggle can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle’s next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Boghaunter","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"neutral","Expansion":27683,"Challenge Rating":5},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Bogie","description":"The bogie (also called a boogeyman, boogie monster, or boogie woogie) is the embodiment of nightmares. Their appearance varies from moment to moment, but those targeted by a bogie's Terrify action can identify that bogie upon sight regardless of the form they take. A bogie feeds off the fear of their victims; rather than killing their prey, they often savor the victim's terror for weeks or even months at a time. Bogies are typically found in urban environments, particularly in crowded living spaces—or even in closets and under beds. Tactics A bogie often attacks from hiding, targeting a creature who looks inexperienced or uncertain. They use their Terrify ability until a target fails its saving throw, then harry the same creature with melee attacks. However, bogies are innate cowards who prefer to feed on helpless targets and flee combat when they know they can't win. Bogie Mythology Tales of bogies and similar monsters are found in many cultures, often used by adults to frighten children into good behavior. Bogies are typically described as masculine or androgynous monsters that punish people for misbehavior, though their appearance varies from story to story. In modern family media, they're often portrayed as cute \"monsters\" instead of sinister terrors. Incorporeal Movement . The bogie can move through other creatures and objects as if they were difficult terrain. They take 5 (1d10) force damage if they end their turn inside an object. Actions Multiattack . The bogie uses Terrify, then makes two attacks with their claws. Claws . Melee Weapon Attack : +6 to hit, reach 15 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 7 (2d6) psychic damage. Terrify . The bogie chooses one creature within 30 feet of them that can see the bogie. The bogie’s form changes, embodying the greatest fear of their target. The target must succeed on a DC 15 Wisdom saving throw or be frightened of the bogie for 1 minute. A creature frightened in this way can repeat the saving throw at the end of its turns, ending the condition on itself on a success. If the bogie targets a creature with Terrify while another creature is affected by it, the effect ends for the previous target. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any bogie’s Terrify for the next 24 hours. Shadow Shift. The bogie enters the Shadowfell from the Feywild or Material Plane, or leaves the Shadowfell and enters the Feywild or Material Plane. When using Shadow Shift to leave the Shadowfell, the bogie’s destination must be a confined space just big enough for them to fit inside (such as within a closet, under a bed, or inside a trunk). Spellcasting . The bogie’s spellcasting ability is Charisma (spell save DC 15). They can cast the following spells, requiring no components: At will: vicious mockery 3/day: detect thoughts Bonus Actions Marked for Death . The bogie chooses a creature they can see within 90 feet of them and magically marks the target as their quarry for 1 minute. Whenever the bogie hits the target with a weapon attack, they deal an extra 1d6 damage. Scare to Death . The bogie deals 14 (4d6) psychic damage to a creature within 30 feet of them that they can see that is frightened by their Terrify action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":22851,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Bogland Bugs","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":29375,"Challenge Rating":1},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Bol'bara","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"chaotic good (chaotic evil when fully possessed)","Expansion":5016,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Bol'bara","description":"Traits Dark One’s Blessing. When Bol’bara reduces a hostile creature to 0 hit points, she gains 6 temporary hit points. Nimble Escape. Bol’bara can take the Disengage or Hide action as a bonus action on each of her turns. Innate Spellcasting. Bol’bara’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: eldritch blast, false life, mage armor, mage hand 1/day each: charm person, hex, hold person, invisibility Actions Multiattack. Bol’bara makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Eldritch Blast (Cantrip). Ranged Spell Attack: +4 to hit, range 120 ft., one creature. Hit: 7 (1d10 + 2) force damage. Legendary Actions When fully possessed by her patron, Bol’bara can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bol’bara regains spent legendary actions at the start of her turn. Incorporeal Dash. Bol’bara moves up to her speed. She can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. Zone of Calamity (Costs 2 Actions). A 15-foot-radius sphere of magical confusion extends from a point Bol’bara can see within 60 feet of her and spreads around corners. Each creature that starts its turn in that area is treated as if targeted by the confusion spell (save DC 12). The sphere lasts as long as Bol’bara maintains concentration, up to 1 minute (as if concentrating on a spell).","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"chaotic good (chaotic evil when fully possessed)","Expansion":29448,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Boloti","description":"This small, leering water spirit resembles a cross between a gray frog and a damp scarecrow, with small tendrils sprouting from all its extremities. It has water wings seemingly made out of jellyfish flesh, allowing it to jet through the water at high speeds. Swamp Robbers. Known as “uriska” in Draconic, the bolotis are small, swamp-dwelling water spirits which delight in drowning unsuspecting victims in shallow pools and springs, then robbing their corpses of whatever shiny objects they find. Bolotis use their magical vortex to immobilize their victims and drag them to a watery death. They delight in storing up larders of victims under winter ice or under logs. Fond of Allies. Bolotis sometimes team up with vodyanoi, miremals, and will-o’-wisps to create cunning ambushes. They are happy with a single kill at a time. Traits Amphibious: The boloti can breathe air and water. Innate Spellcasting.: The boloti’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: detect magic, water walk 3/day: control water, create or destroy water, fog cloud, invisibility, see invisibility, water breathing 1/day: wall of ice Water Mastery: A boloti has advantage on attack rolls if both it and its opponent are in water. If the opponent and the boloti are both on dry ground, the boloti has disadvantage on attack rolls. Actions Dagger: Melee Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d4 + 5) piecing damage. Vortex (1/Day): A boloti can transform into a vortex of swirling, churning water for up to 4 minutes. This ability can be used only while the boloti is underwater, and the boloti can’t leave the water while in vortex form. While in vortex form, the boloti can enter another creature’s space and stop there in vortex form. In this liquid form, the boloti still takes normal damage from weapons and magic. A creature in the same space as the boloti at the start of the creature’s turn takes 9 (2d8) bludgeoning damage unless it makes a successful DC 15 Dexterity saving throw. If the creature is Medium or smaller, a failed saving throw also means it is grappled (escape DC 11). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw succeeds, the target is pushed 5 feet so it is out of the boloti’s space.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Bonded Companion","description":"Many unexplained phenomena surround an esper's powers and their link to the mysterious workings of the universe. One such mystery is their ability to create a living extension of themselves. These mysterious beings, often called \"affina\" among the espers, are known to the galaxy as bonded companions. Esper Forged. Bonded companions are created when an esper imbues a part of their essence into a piece of solidified sorium. The process is complex, requiring intense focus and concentration. It's only achievable with the mastery of an esper power, such as the bonded companion talent. There have been stories of altertative methods of creating these companions from material other than sorium, such as dark matter or plasma from the core of a star. The result is a semi-intelligent creature of the esper's design, which forms from the material used during the process. The creature is self-aware and bears its own personality and traits. However, they don't fall under any established definitions of carbon-based life. Due to this similarity to other self-aware automatons and artificial intelligences, scholars and scientists have exchanged many theories as to why these companions may or may not qualify as living beings. True Bonds. An esper's affina not only adopts a physical form reflective of the esper, it also bears an impression of the esper's personality. A bonded companion often shares one or more of their esper's background traits (Personality, Ideal, or Flaw). Where such an aspect creates a special affinity between esper and companion, it can also in rare moments create the unexpected consequence of having to deal with oneself. Varied Stats When a companion is created, it begins with a base stat block (as shown below), which is modified by the esper at the time of creation. Companion Form The creature’s form is a commonly known animal or beast of the esper’s choosing. When the form is chosen, the creator also chooses the form of the creature’s natural weapon (claws, bite, beak, or similar feature depending on the beast’s form). At the GM’s discretion, the damage type of the natural weapon can be changed to bludgeoning or slashing. Movement Type In addition to ground movement, the creature can choose one additional type of movement with a speed of 40 ft., chosen from climb, fly, or swim. Additional Features Upon creation, a companion gains one of the following special features: Amphibious. The companion can breathe air or water. The creature must be able to swim to gain this feature. Darkvision. The companion gains darkvision at a range of 60 feet. Flyby. The companion provokes no opportunity attacks when it flies out of an enemy’s reach. The creature must be able to fly to gain this feature. Keen Hearing. The companion has advantage on Wisdom (Perception) checks that rely on hearing. Keen Sight. The companion has advantage on Wisdom (Perception) checks that rely on sight. Keen Smell. The companion has advantage on Wisdom (Perception) checks that rely on smell. Spider Climb. The companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. The creature must be able to climb to gain this feature.","properties":{"Category":"Monsters","Size":"Tiny","Type":"protean or netherant","Alignment":"neutral","Expansion":27052,"Challenge Rating":"1/8"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Bonded Companion","description":"These creatures are companions forged from an extension of an esper’s essence and usually created by the use of bonded companion or a similar power. Varied Stats When a companion is created, it begins with a base stat block (as shown below) which is modified by the esper at the time of creation. Companion Form The creature’s form is most often a commonly known animal or beast of the esper’s choosing. When the form is chosen, the creator also chooses the form of the creature’s natural weapon (claws, bite, beak, or similar feature depending on the beast’s form). At the GM’s discretion, the damage type of the natural weapon can be changed to bludgeoning or slashing. Movement Type In addition to ground movement, the creature can one additional type of movement with a speed of 40 ft., chosen from climb, fly, or swim. Additional Features Upon creation, a companion gains one of the following special features: Amphibious. The companion can breathe air or water. The creature must be able to swim to gain this feature. Darkvision. The companion gains darkvision at a range of 60 feet. Flyby. The companion provokes no opportunity attacks when it flies out of an enemy’s reach. The creature must be able to fly to gain this feature. Keen Hearing. The companion has advantage on Wisdom (Perception) checks that rely on hearing. Keen Sight. The companion has advantage on Wisdom (Perception) checks that rely on sight. Keen Smell. The companion has advantage on Wisdom (Perception) checks that rely on smell. Spider Climb. The companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. The creature must be able to climb to gain this feature.","properties":{"Category":"Monsters","Size":"Tiny","Type":"protean or netherant","Alignment":"neutral","Expansion":27051,"Challenge Rating":"1/8"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Bone Collective","description":"A bone collective is almost a fluid; its thousands of tiny bones coalesce into a humanoid form only to disperse in a clattering swarm the next moment. Their tiny bones rustle when they move, a quiet sound similar to sand sliding down a dune. Spies and Sneaks: Bone collectives are not primarily fighters, although they swarm well enough. They prefer to spy and skulk. When cornered, however, they fight without fear or hesitation, seeking to strip the flesh from their foes. Zombie Mounts: Bone collectives’ long finger bones and hooked claws help them climb onto zombie mounts and control them. Bone collectives almost always wear robes or cloaks, the better to pretend to be humanoid. They understand that most creatures find their nature disturbing. Feed on Society: Bone collectives join the societies around them, whether human, goblin, or ghoul. They prey on the living and the dead, using them to replenish lost bones. Occasionally, they choose to serve necromancers, darakhul, some vampires, and liches, all of whom offers magical attunements and vile joys to the collective. They dislike extreme heat, as it makes their bones brittle. Traits Hive Mind: All elements of a bone collective within 50 miles of their main body constantly communicate with each other. If one is aware of a particular danger, they all are. Any bone collective with at least 30 hit points forms a hive mind, giving it an Intelligence of 14. Below this hp threshold, it becomes mindless (Intelligence 0) and loses its innate spellcasting ability. At 0 hp, a few surviving sets of bones scatter, and must spend months to create a new collective. Innate Spellcasting: The bone collective’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: chill touch 3/day: animate dead (up to 5 skeletons or zombies) Swarm: A bone collective can act as a swarm (composed of smaller elements), or it can grant a single member (called an exarch) control, acting as a singular creature. Changing between forms takes one action. In its singular form, the collective can’t occupy the same space as another creature, but it can perform sneak attacks and cast spells. In swarm form, the bone collective can occupy another creature’s space and vice versa, and it can move through openings at least 1 foot square. It can’t change to singular form while it occupies the same space as another creature. It uses its skills normally in either form. Actions Multiattack: The bone collective makes two claw attacks, or one claw and one bite attack, or one swarm attack. Bite: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 31 (4d12 + 5) piercing damage. The target must make a DC 16 Constitution save or suffer the effects of Wyrmblood Venom. Swarm (More than half HP): Melee Weapon Attack : +8 to hit, reach 0 ft., one creature. Hit : 57 (8d12 + 5) piercing damage. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom. Swarm (Half or less HP): Melee Weapon Attack : +8 to hit, reach 0 ft., one creature. Hit : 31 (4d12 + 5 ) piercing damage. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom. Wyrmblood Venom (Injury): Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 Constitution saving throw or become poisoned and take 1d6 Charisma damage. A poisoned creature repeats the saving throw every four hours, taking another 1d6 Charisma damage for each failure, until it has made two consecutive successful saves or survived for 24 hours. If the creature survives, the effect ends and the creature can heal normally. Lost Charisma can be regained with a lesser restoration spell or comparable magic","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Bone Collector","description":"A fully animate vulture carcass swoops down and alights on a corpse. The decaying scavenger opens its beak to reveal a large eye in its throat. Bone collectors are familiars and gatherers for the undead, necromancers, and other powerful spellcasters devoted to death. Picking through the Carnage. When not on a specific task for their masters, bone collectors visit sites of battle to gather bones, their favorite treats. If tasked to do so, they also collect battlefield leftovers, dutifully delivering the items for their masters' ever-growing collection of materials for rituals, growing undead armies, or simply decoration. Eyes of the Dead. Many of the deities of undeath use bone collectors to watch followers, to provide aid, or to ensure loyalty. These deities sometimes grant this ability to their more powerful minions, such as liches, vampires, or truant devourers (see), relying on the minion to keep their followers in check and loyal. Most young necromancers and initiate priests of such deities are unaware of this aspect of bone collectors. Call of the Grave. Attacks made within 60 feet of the bone collector score a critical hit on a roll of 19 or 20. Death Sense. The bone collector can pinpoint, by scent, the location of Undead creatures and creatures that have been dead no longer than 1 week within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. Magic Resistance. The bone collector has advantage on saving throws against spells and other magical effects. Undead Nature. The bone collector doesn't require air, food, drink, or sleep. Actions Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hp except by magical means, and the target's hp maximum decreases by 3 (1d6) every 24 hours. If the target's hp maximum drops to 0 as a result of this disease, the target dies. Bad Omen (1/Day). The bone collector places a bad omen on a creature it can see within 20 feet of it. The target must succeed on a DC 10 Wisdom saving throw or be cursed for 1 minute. While cursed, the target has disadvantage on attack rolls against the bone collector. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"Undead","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Bone Colossus","description":"Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation. Bone Colossuses. In his tome of deranged ramblings, Tomislav the Thrice-Flaye theorized how “posthumes”—the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the bone colossus, an undead creature big and powerful enough to serve as a rallying point for undead legions in battle. Death Barques. The death barque is built in the form of a ship to combat the dangers of the seas and to spearhead naval confrontations of undead nations. Its body is constructed from hardened purple worm hides stretched taut over the ribcage of a giant subterranean shark. Its figurehead was once a gypsosphinx while its tail belonged to a cave dragon . Death barques typically carry a dozen zombies armed with glaives and chained to the barque’s deck with hooks through their flesh to prevent them becoming lost overboard. But it’s the death barque itself that is the true threat. Its sphinxlike figurehead is capable of breathing a deadly cone of necrotic energy, and its spiked tail can launch explosive bone shards at its enemies. Undead Nature. Necrotech doesn’t require air, food, drink, or sleep. Necrotech in Midgard The darakhul of the Ghoul Imperium have long practiced necromancy, using the corpses and bones of Underworld denizens to create new undead servants and devise powerful war machines to aid in their conquest of the subterranean lands. Under Emperor Nicoforus, the darakhul necromancers, known as the Necrophagi, have prospered in their mission to develop experimental necrotech, and their progress has accelerated over the last decade, thanks to the blasphemous volumes of eldritch lore gifted to the ghouls by the vampires of Morgau and Doresh in exchange for their military aid against Krakova. Bone Colossi in Midgard The first bone colossus was deployed in anger against the Electoral Kingdom of Krakova, where it proved decisive in bringing the siege of Wallenbirg to a rapid and favorable conclusion for the undead armies. More bone colossi are under construction; an enthusiastic Emperor Nicoforus intends to position the huge creatures at the vanguard of each of his imperial legions.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"undead","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Bone Crab","description":"A bone crab’s cracked skull scurries forward on bone-white legs. These tainted crustaceans make discarded craniums their home. Skull Shells. Much like an enormous hermit crab, bone crabs inhabit the remains of large fish, humanoids, and other creatures. A bone crab’s spiny, ivory-white legs blend in perfectly with bones and pale driftwood. When lacking bones, these crabs gnaw cavities into chunks of driftwood or coral to make a shelter, cementing bits of shell and debris to their portable homes. All crabs fight over choice skulls. Scavengers of Memory. Bone crabs are voracious scavengers. They live in seaside crags and coves, where they use their specialized chelae to crack open skulls and feast on the brains. Centuries of such feeding have given bone crabs a collective intelligence. Some crabs retain fragments of memory from those they devour, and these crabs recognize friends or attack the foes of those whose skulls they wear. Bone crabs hunt in packs, preying on seabirds and creatures stranded in tidal pools. They drag aquatic prey above the high tide line and leave it to fester in the hot sun. They pick corpses clean in a few hours, so their hunting grounds are littered with cracked and sun-bleached bones—the perfect hiding place for these littoral predators. White Ghost Shivers. Because they eat carrion, bone crabs carry a dangerous disease—white ghost shivers, which wrack victims with fever and delirium. Sailors and others who eat a bone crab’s unwholesome, diseased flesh rarely survive it. Although bone crabs cannot be domesticated, they can be convinced to nest in particular areas, attacking intruders while ignoring the area’s regulars. Traits Amphibious: The bone crab can breathe air and water. Bone Camouflage: A bone crab has advantage on Dexterity (Stealth) checks while it’s among bones. Hive Mind: A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are. Leap: Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe. Actions Multiattack: The bone crab makes two claw attacks. Claw: Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. White Ghost Shivers: A living creature that is injured by or makes physical contact with a creature carrying the white ghost shivers must succeed on a DC 11 Constitution saving throw at the end of the encounter to avoid becoming infected. This disease manifests after 24 hours, beginning as a mild chill, but increasingly severe after a day, accompanied by a fever. Hallucinations are common, and the fright they induce lends the disease its name. At onset, the infected creature gains two levels of exhaustion that cannot be removed until the disease is cured by lesser restoration, comparable magic, or rest. The infected creature makes another DC 11 Constitution saving throw at the end of each long rest; a successful save removes one level of exhaustion. If the saving throw fails, the disease persists. If both levels of exhaustion are removed by successful saving throws, the victim has recovered naturally.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Bone Devil","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Devil's Sight : Magical darkness doesn't impede the devil's darkvision . Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack : The devil makes three attacks : two with its claws and one with its sting. Claw : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage . Sting : Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success.","properties":{"Category":"Monsters","AC":"19 (Natural Armor)","HP":"142 (15d10+60)","CHA":16,"CON":18,"DEX":16,"INT":13,"STR":18,"WIS":14,"Size":"Large","Type":"fiend (devil)","Speed":"40 ft., fly 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391832531/U-OH_ADpI_J1-DMDJ2RUIA/original.png","Roll 0":"Claw\n1d20 + 8\n1d8+4","Roll 2":"Sting\n1d20 + 8\n2d8+4","Senses":"Darkvision 120 Ft.","Skills":"Deception +7, Insight +6","Source":"5th Edition SRD","data-XP":"5,000","Alignment":"Lawful Evil","Languages":"Infernal, Telepathy 120 Ft.","data-List":"false","Immunities":"Fire, Poison","Token Size":2,"Resistances":"Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered","data-Traits":"[{\"Name\":\"Devil's Sight\",\"Desc\":\"Magical darkness doesn't impede the devil's darkvision.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The devil has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The devil makes three attacks: two with its claws and one with its sting.\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Sting\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"piercing\",\"Damage 2\":\"5d6\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must succeed on a dc 14 constitution saving throw or become poisoned for 1 minute The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success\"}]","data-CHA-mod":"+3","data-CON-mod":"+4","data-DEX-mod":"+3","data-INT-mod":"+1","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+2","Saving Throws":"Int +5, Wis +6, Cha +7","Challenge Rating":9,"Passive Perception":12,"Condition Immunities":"Poisoned","data-CrNum":9,"data-AcNum":19,"data-HpNum":142},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bone Devil","description":"Devils Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus’s will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature’s soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. The Infernal Hierarchy The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever—a fate that even Asmodeus fears. Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil’s memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Infernal Hierarchy 1. lemure Lesser devils 2. imp 3. spined devil 4. bearded devil 5. barbed devil 6. chain devil 7. bone devil Greater devils 8. horned devil 9. erinyes 10. ice devil 11. pit fiend Archdevils 12. duke or duchess 13. archduke or archduchess Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories—and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other’s most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. The Nine Hells The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Devil True Names and Talismans Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. A mortal who learns a devil’s true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice—typically someone the creator loved—when crafted. However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner’s soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. Bone Devil (Osyluth) Driven by hate, lust, and envy, bone devils act as the cruel taskmasters of the Nine Hells. They set weaker devils to work, taking special delight in seeing fiends that defy them demoted. At the same time, they long for promotion and are bitterly envious of their superiors, attempting to curry favor though it irks them to do so. A bone devil appears as a humanoid husk, with dried skin stretched tight across its skeletal frame. It bears a fearsome skull-like head and the tail of a scorpion, and a foul odor of decay hangs in the air around it. Though they are devastating in combat with their claws, bone devils also wield hooked polearms made of bone, which they use to subdue enemies before striking with their venomous tails. Layers and the Lords of the Nine Hells Layer Layer Name Archduke or Archduchess Previous Rulers Primary Inhabitants 1 Avernus Zariel Bel, Tiamat Erinyes, imps, spined devils 2 Dis Dispater — Bearded devils, erinyes, imps, spined devils 3 Minauros Mammon — Bearded devils, chain devils, imps, spined devils 4 Phlegethos Belial and Fierna — Barbed devils, bone devils, imps, spined devils 5 Stygia Levistus Geryon Bone devils, erinyes, ice devils, imps 6 Malbolge Glasya Malagard, Moloch Barbed devils, bone devils, horned devils, imps 7 Maladomini Baalzebul — Barbed devils, bone devils, horned devils, imps 8 Cania Mephistopheles — Horned devils, ice devils, imps, pit fiends 9 Nessus Asmodeus — All devils Traits Devil's Sight : Magical darkness doesn't impede the devil's darkvision. Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack : The devil makes three attacks: two with its claws and one with its sting, or the devil makes two attacks: one with its hooked polearm and one with its sting. Claw : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) slashing damage. Sting : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Variant: Hooked Polearm : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 17 (2d12 + 4) piercing damage. If the target is a Huge or smaller creature, it is grappled, escape DC 14. Until this grapple ends, the devil can’t use its polearm on another target. Variant: Summon Devil (1/Day) : The devil chooses what to summon and attempts a magical summoning. A bone devil has a 40 percent chance of summoning 2d6 spined devils or one bone devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Bone Devil Arch-Magus","description":"Devils grow in power as they get promoted. They rise in ranks and transform from lowly lemures into lesser devils, then greater devils, and finally, into archdevils. In very rare instances though, there are devils that may choose not to be transformed. Devils, who, through some unknown cosmic force or otherwordly power, gain abilities beyond their natural limits. Fearing they might lose such powers after being promoted, they willingly remain in their current form. These devils may continue to rise in rank despite being in a lesser form. Such are the cases of lesser and greater devils gifted with arcane magic. Arcane Masters. Bone devil magi continue to fulfill their roles as taskmasters. However, they utilize magic to make themselves the ultimate overlords, imposing their will on all lesser devils, including other bone devils. Traits Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Legendary Resistance (3/Day). If the devil fails a saving throw, it can choose to succeed instead. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes two Claw attacks and one Sting attack. Alternatively, it can use Elemental Bolt three times. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Sting. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Elemental Bolt. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 14 (2d8 + 5) acid, cold, fire, or lightning (devil's choice) damage. Spellcasting. The devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: dancing lights, mage hand, minor illusion, true strike 2/day each: fog cloud, hold person (up to 2 targets), lightning bolt, mirror image 1/day each: banishment, cloudkill, delayed blast fireball, disintegrate, fear, power word stun, time stop, wall of fire Bonus Actions Quickened Spell (5/Day). The devil uses Spellcasting. Reactions Shield (3/Day). An invisible barrier of magical force appears and protects the bone devil. Until the start of the bone devil's next turn, the bone devil has a +5 bonus to AC, including against the triggering attack, and takes no damage from magic missile . Legendary Actions The devil can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The devil regains spent legendary actions at the start of its turn. Claw. The devil makes a Claw attack. Elemental Bolt. The devil uses Elemental Bolt. Teleport (Costs 2 Actions). The devil magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions). The devil uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":20},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Bone Devil High Magus","description":"Devils grow in power as they get promoted. They rise in ranks and transform from lowly lemures into lesser devils, then greater devils, and finally, into archdevils. In very rare instances though, there are devils that may choose not to be transformed. Devils, who, through some unknown cosmic force or otherwordly power, gain abilities beyond their natural limits. Fearing they might lose such powers after being promoted, they willingly remain in their current form. These devils may continue to rise in rank despite being in a lesser form. Such are the cases of lesser and greater devils gifted with arcane magic. Arcane Masters. Bone devil magi continue to fulfill their roles as taskmasters. However, they utilize magic to make themselves the ultimate overlords, imposing their will on all lesser devils, including other bone devils. Traits Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes two Claw attacks and one Sting attack. Alternatively, it can use Elemental Bolt three times. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Elemental Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 13 (2d8 + 4) acid, cold, fire, or lightning (devil's choice) damage. Spellcasting. The devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: dancing lights, mage hand, minor illusion, true strike 2/day each: fog cloud, lightning bolt, mirror image 1/day each: banishment, dimension door, fear, hold person (up to 2 targets) Bonus Actions Quickened Spell (3/Day). The devil uses Spellcasting. Reactions Shield (3/Day). An invisible barrier of magical force appears and protects the bone devil. Until the start of the bone devil's next turn, the bone devil has a +5 bonus to AC, including against the triggering attack, and takes no damage from magic missile .","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Bone Devil Living Idol (Eminent Rank)","description":"Certain star systems are mystically interdicted, meaning that from the heart of their burning star to the distant nebulae and asteroid clouds at the verge of interstellar space, the entirety of that system is sealed against dimensional travel to the Astral Plane and the Outer Planes beyond. Most celestial, fiends, and similar creatures native to the Outer Planes (not to be mistaken with those from the Inner Planes like elementals) brought to the Material are ordinary examples of their own kind, capable of being forced back to their home plane by spells such as banishment . When an outsider native to the Outer Planes dies in such a system, there is no natural current for their planar energies to return to their native realm, nor are their fusions of body and soul drawn into the star itself as mortal souls are. Instead, their bodies decay and their spirits are warped by the planar forces that seal away the influence of gods, imprisoning the outsider forever. Imprisoned outsiders are no longer treated as extraplanar entities, forever bound to the Material and diminished in power and influence. Disconnected from their native plane, these outsiders drift over the course of their immortal years, shifting in outlook and ideology in ways they were never capable of before; imprisoned devils might discover their binding maddening and divert from their lawful ideas and angels may be driven to corruption by millennia of suffering and hopelessness. Imprisoned outsiders are unpredictable, usually dangerous, and never what they appear to be on the surface. Worse yet, imprisoned outsiders contain an untampered spark of divinity within themselves that responds to the adoration and veneration of worshippers. In a paradoxical existence, these imprisoned outsiders become a form of idol, capable of granting unusual supernatural abilities to their followers in exchange for a demanding toll they exert on these creatures. Cults of living idols arise in the remote corners of the world where desperate masses cling to these extreme demagogues. Some imprisoned outsiders use the worship of their cults to spread hope and good will, while most fall into decadence or entropy, becoming blights on the societies they invest. Parasitic Faith. No matter the good intentions they may possess, living idols are little more than spiritual parasites clinging to the immortal souls of living creatures to justify their presence on the Material Plane. Living idols themselves do not fully understand the means by which they are able to enact such change on both themselves and their followers, or how they can become so entangled with mortal souls to begin with. Each living idol has its own notions, and each one is colored by the living idol’s personal outlook and is equally as mercurial. Living idols often indulge themselves in mortal pleasures and behaviors once ignored in their planar residences. Creatures once obsessed with death become fascinated by life, and the more forbidden the fruit the more tempting it becomes to the living idol, leading them down anathema orgies to discovery and excess. Cults. The fiefdoms of living idols vary between clandestine monasteries located far from civilization, to seditious cults lingering in the shadows of great arcologies, to decadent churches of worship drifting through the Gulf in great asteroid colonies and everything in between. There is little rhyme or reason to a living idol’s choice of surroundings, short of convenience and accessibility to followers. Each habitat is as unique as the living idol that inhabits it, and equally likely to be torn down and changed when the living idol experiences a fitful shift of mortality on their journey of personal discovery. Each cult that venerates a living idol is equally unique and as likely to be subtle and insidious as they are bombastic and performative. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:Corbel; panose-1:2 11 5 3 2 2 4 2 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1610611985 1073783883 0 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.AetheraStatBlock1, li.AetheraStatBlock1, div.AetheraStatBlock1 {mso-style-name:\"Aethera Stat Block 1\"; mso-style-unhide:no; mso-style-qformat:yes; margin-top:0cm; margin-right:0cm; margin-bottom:0cm; margin-left:9.35pt; text-indent:-9.35pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:10.0pt; mso-bidi-font-size:12.0pt; font-family:\"Corbel\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-US; mso-fareast-language:EN-US;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful neutral","Expansion":32483,"Challenge Rating":9},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Bone Devil Magus","description":"Devils grow in power as they get promoted. They rise in ranks and transform from lowly lemures into lesser devils, then greater devils, and finally, into archdevils. In very rare instances though, there are devils that may choose not to be transformed. Devils, who, through some unknown cosmic force or otherwordly power, gain abilities beyond their natural limits. Fearing they might lose such powers after being promoted, they willingly remain in their current form. These devils may continue to rise in rank despite being in a lesser form. Such are the cases of lesser and greater devils gifted with arcane magic. Arcane Masters. Bone devil magi continue to fulfill their roles as taskmasters. However, they utilize magic to make themselves the ultimate overlords, imposing their will on all lesser devils, including other bone devils. Traits Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes two Claw attacks and one Sting attack. Alternatively, it can use Elemental Bolt twice. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Elemental Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 13 (2d8 + 4) acid, cold, fire, or lightning (devil's choice) damage. Spellcasting. The devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: dancing lights, mage hand, minor illusion, true strike 2/day each: fog cloud, lightning bolt, mirror image 1/day each: fear, hold person Reactions Shield (3/Day). An invisible barrier of magical force appears and protects the bone devil. Until the start of the bone devil's next turn, the bone devil has a +5 bonus to AC, including against the triggering attack, and takes no damage from magic missile .","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Bone Devil Taskmaster","description":"Bone devil taskmasters, unlike their regular kin, can utilize magic and exude an aura that emboldens their minions. Cruel Overseers. Taskmasters have perfected the art of super-vising less powerful allies, making them perform efficiently. Their vicious methods have caused their underlings to fear these bone devils more than their enemies. Traits Aura of Tyranny. An ally that is within 30 feet of the devil and can see and hear the devil and has less hit points than the devil has advantage to saving throws against being charmed and frightened, provided that the devil isn't incapacitated. Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil can use its Frightful Presence. It then makes two Claw attacks and one Sting attack. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 21 (6d6) poison damage and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Frightful Presence. Each creature of the devil's choice that is within 120 feet of the devil and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the devil's Frightful Presence for the next 24 hours. Spellcasting. The devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): 3/day each: invisibility (self only), major image 1/day: teleport, wall of ice Bonus Actions Spur Ally. The devil targets one ally within 30 feet that can see and hear the devil and must have less hit points than the devil. The target takes 3 (1d6) psychic damage and must use its reaction to make one melee weapon attack with advantage on the attack roll.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bone Elemental","description":"Familiar elementals warped and twisted by sudden changes to their environment or Plane can become corrupted beyond recognition. These former elementals cluster near their homes, or what remains of them, yearning for normalcy. Over time, these pitiable creatures corrupt the very landscape around them as if in their own, agonized way they seek to reverse the changes that created them. Bone elementals are the warped remains of former wood elementals, now wearing physical bodies of splintered bone and petrified wood. Many of the hulking monstrosities remain frozen within glaciers. The ice, however, only traps them fully during the colder months, and when they do surface during the summer thaw, they rampage against any living thing that crosses their path. Twisted into viscous, crimson aberrations, blood elementals are the remains of water elementals left stranded from their homes. Most of the violent, rampaging creatures are blessedly trapped, locked away in underground salt formations. Blood elementals are most often encountered by mining operations that accidentally drill or tunnel into the salt domes that most frequently serve as their prisons, releasing them to wreak their own manner of poisonous havoc. Vaccuum elementals are all that remain of air elementals, and most float adrift in the cold and airless depths of space. Those encountered by ships in transit are an incredible danger as they possess the ability to consume atmosphere, leading to more than one ship drifting to its destination with only the bloody-eyed corpses of its suffocated crew left to bear witness to their killers. Radiation elementals are the brilliant, deadly evolution of corrupted fire elementals. They blight and warp huge stretches of forest, leaving it blighted and dead. More commonly, they appear deep underwater, where they emerge from deep-sea vents and rifts, brilliantly illuminating the water with an eerie ghost-light of burning, blinding blue-white radiation. Former earth elementals, ruin elementals are found adrift on their own in space, or enveloped within asteroids. The ruin elementals seem obsessed with destroying any newly built structures, making them a bane upon settlements and mining operations. The rarest of the corrupted elementals are those formerly associated with the mysterious element of aether. These once bright, ethereal and mysterious creatures are now reduced to things of darkness, like clouds of nothingness with fangs and claws of black glass. The wraith-like abominations sow ruin in their wake. Blessedly, the creatures are exceptionally few in number, but their appearance seems almost random, with no specific world laying claim to their origin, which remains a mystery that few are eager to explore. Of these strange elementals, bone elementals are the most commonly seen on living worlds, appearing as shambling amalgamations of bone and petrified wood seems a twisted mockery of the humanoid form. 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It has four massive skeletal arms, two of which hold giant-sized weapons. Whirling Weapons. In combat, the bone golem fights like a brute, hacking at each foe with its weapons and pair of oversized clubbed arms. Against large groups, the skeletal construct can become a deadly machine, able to charge in a straight line and spin its upper body around at the same time, striking all targets within reach of its arms and weapons. Skeletal Sentinels. Bone golems are often created by necromancers to serve as guards and as an extra precaution against divine spellcasters that may be prepared against their undead armies. Traits Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes one Longsword attack, one Battleaxe attack, and two Slam attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Battleaxe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Whirling Weapons (Recharge 5–6). The golem moves up to its walking speed in a straight line and targets each creature within 10 feet of it during its movement. Each target must succeed on a DC 16 Dexterity saving throw, taking 23 (4d8 + 5) slashing damage and 23 (4d8 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Bone Knight","description":"Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command squads of undead soldiers as they pursue the sinister goals of Lady Illmarrow. Karrnathi Patriots. Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation’s army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. The first bone knights were appointed to provide this control. Devoted paladins of the Blood of Vol were fused into suits of bonecraft armor, whose magic focused their divine gifts, allowing them to command units of mindless undead. Bonecraft armor can’t be removed without killing the knight who wears it, and when donning it, each bone knight understood that their former life was over. The Fall of the Emerald Claw. During the Last War, many bone knights took service with the Order of the Emerald Claw, helping that name strike fear into the enemies of Karrnath. In the last decade, King Kaius III of Karrnath has done much to ensure a peaceful end to the Last War. Under the terms of the Treaty of Thronehold, Kaius sealed most of Karrnath’s undead in deep vaults, and the Order of the Emerald Claw was disbanded. A few bone knights remained in service to the crown, but most were cast aside—still bound to their bonecraft armor and still convinced of Karrnathi supremacy. These bone knights felt that Kaius had betrayed both them and their nation, leading their once-proud order to find a new purpose in the service of Lady Illmarrow.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any non-good alignment","Expansion":4480,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Bone Lord","description":"The pile of bones reforms into a giant goat-like skeleton with a four-armed humanoid torso. Its empty eye sockets glow menacingly red as it rushes forward. Bone lords are collective amalgams of various bones, erupting from mass graves and bone middens and coming together for the express purpose of punishing the living for simply being alive. Born of Darkness and Fury. A bone lord spawns spontaneously from a large pile of bones, generated by the collected psychic trauma—anguish, fear, grief, hate, loss, and other extreme emotions—of the atrocities that created the pile of bones. Sources of necromantic energy are required for a bone lord to form, or else bone lords would arise whenever there was mass slaughter, a great plague, or an interminable war. In spite of this, there is no definitive guiding hand in a bone lord's creation. It is a thing born of the results of the worst of humanoid nature, and it rises with a desire to destroy those whose actions created it. Undead Menace. The bone lord exists to destroy the living. As such, it attracts other undead that rally behind its strength and power. No living necromancer could control a bone lord, nor would its hatred of the living allow such a thing. A lich might enter an alliance with a bone lord, though the creatures have little use for subtlety or intricate machinations. Sensible living creatures would be wise to set aside their differences to defend against it, as it cares not whether those it crushes are good or evil; all the living are fated to die at the bone lord's whim. A Bone Lord's Lair Bone lords lair where they were spawned—a battlefield, oubliette, or similar place where a mass of nameless dead were gathered—or in the first place they cleared of living inhabitants after they formed: an empty castle, ghost town, or similar locale. Wherever the lair is, it is always scattered with bones and corpses of past victims, and it is eerily quiet, as no living creature willingly remains in the area. Lair Actions On initiative count 20 (losing initiative ties), the bone lord can take a lair action to cause one of the following effects; the bone lord can't use the same effect two rounds in a row: Bone Eruption. Bones erupt from the ground in a 30-foot radius around the bone lord. This area becomes difficult terrain for the 1 minute, until the bone lord uses Bony Reformation, or until the bone lord is destroyed. This difficult terrain doesn't cost the bone lord extra movement. Bony Reformation. The bone lord draws nearby bones into its body, regaining 27 (6d8) hp. The bone lord can use this lair action only if it is standing in an area of Bone Eruption. Deathly Wails. The horrid cries and screams of the dead resound around up to three creatures the bone lord can see within 120 feet of it. Each target must succeed on a DC 16 Wisdom saving throw or be stunned until initiative count 20 on the next round. Regional Effects The region containing the bone lord's lair is tainted by its presence, which creates one or more of the following effects: Bone Ache. Creatures with bones suffer random, mysterious aches, especially creatures that are already prone to such aches because of old injuries, a badly set break, or similar circumstances, within 10 miles of the lair. Skeletal Nightmares. Creatures sleeping within 5 miles of the lair occasionally suffer nightmares about skeletons, fields of bones, and similar imagery. Skull Sight. Whenever a creature that isn't a Construct or Undead spends more than 1 minute near a skull within 1 mile of the lair, the bone lord becomes aware of the creature's presence and knows the general direction and distance of the creature from the lair. If the bone lord is destroyed, these effects fade in 1d10 days. Death-Infused Weapons. The bone lord's weapon attacks are magical. When the bone lord hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack). Legendary Resistance (3/Day). If the bone lord fails a saving throw, it can choose to succeed instead. Master Tactician. The bone lord and any friendly Undead within 60 feet of it have advantage on attack rolls against a creature if at least one of the Undead's allies is within 5 feet of the creature and the ally isn't incapacitated. Rejuvenation. As long as at least one of its bones remains, a destroyed bone lord gathers a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of the largest remaining bone from its body. Turning Defiance. The bone lord and any Undead within 60 feet of it have advantage on saving throws against effects that turn Undead. Undead Nature. The bone lord doesn't require air, food, drink, or sleep. Actions Multiattack. The bone lord makes four Claw attacks. It can replace one attack with one Tail attack. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) necrotic damage, and the target is grappled (escape DC 19). Until the grapple ends, the target is restrained. The bone lord has for claws, each of which can grapple only one target. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 9 (2d8) necrotic damage. The target must succeed on a DC 19 Strength saving throw or be pushed up to 15 feet away from the bone lord. Fling. One Medium or smaller object held or creature grappled by the bone lord is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone. Servants of Death. The bone lord magically calls 3d6 skeletons or zombies, 2d4 ghouls, or 2 wights. The called creatures arrive in 1d4 rounds, acting as allies of the bone lord and obeying its spoken commands. The Undead remain for 1 hour, until the bone lord dies, or until the bone lord dismisses them as a bonus action. The bone lord can have any number of Undead under its control at one time, provided the combined total CR of the Undead is no higher than 8. Pattern of Death (Recharge 6). Necrotic energy ripples out from the bone lord. Each creature that isn't a Construct or Undead within 30 feet of the bone lord must make a DC 19 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. Each friendly Undead within 30 feet of the bone lord, including the bone lord, regains hp equal to half the single highest amount of necrotic damage dealt. Legendary Actions The bone lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bone lord regains spent legendary actions at the start of their turn. Sovereign's Onslaught. The bone lord commands up to four friendly Undead it can see within 60 feet of it to move. Each target can use its reaction to immediately move up to its speed. This movement doesn't provoke opportunity attacks. Sovereign's Reprisal. The bone lord commands one friendly Undead within 30 feet of it to attack. The target can make one weapon attack as a reaction. Call Servants (Costs 2 Actions). The bone lord uses Servants of Death. Fling (Costs 2 Actions). The bone lord uses Fling.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":19},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Bone Merchant","description":"Some believe the bone merchant to be the remnant of a once-greedy merchant who broke a pact with an archdevil. The devil got his due, stealing the merchant’s soul for his own plaything while sending the merchant’s decayed body into the deepest tombs of the world to sell wares to doomed adventurers. Others believe the bone merchant to be an agent of chaos, a being who delights in giving adventurers the barest glimpse of hope so they will tread even further into darkness. Others still believe the bone merchant to be a spy of a greater evil who watches through the merchant’s empty eyes and follows those who purchase their wares. Roleplaying the Bone Merchant In transactions, the bone merchant does not speak, instead sending wordless messages telepathically to potential customers. These messages answer questions with imagery and feelings rather than direct answers. Though they do not hear the words of the merchant, the adventurers become clearly aware of what the merchant offers and the price it seeks. The bone merchant is one merchant you hope you never need, but when you do, you will be happy it’s there. Strange as it sounds, that old bag of bones may literally save your life one day. Even so, precious few close a deal with the bone merchant feeling like they got the better of it. And those who do, just haven’t realized exactly how steep a price they paid. – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral","Expansion":27826,"Challenge Rating":7},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Bone Naga","description":"“If you destroy me, I will return, and everyone you care about will suffer for it.” —Explictica Defilus, spirit naga Nagas Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge. The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters’ treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks. Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga’s immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work. Benevolent Dictators and Brutal Tyrants. A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain. Rivalry. Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga’s authority. Immortal Nature. A naga doesn’t require air, food, drink, or sleep. Bone Naga In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga’s resurrection by transforming the living naga into a skeletal undead servitor. A bone naga retains only a few of the spells it knew in life. Traits Spellcasting : The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. If the naga was a guardian naga in life, its spellcasting ability is Wisdom, and it has the following cleric spells prepared: • Cantrips (at will): mending, sacred flame, thaumaturgy • 1st level (4 slots): command, shield of faith • 2nd level (3 slots): calm emotions, hold person • 3rd level (2 slots): bestow curse If the naga was a spirit naga in life, its spellcasting ability is Intelligence, and it has the following wizard spells prepared: • Cantrips (at will): mage hand, minor illusion, ray of frost • 1st level (4 slots): charm person, sleep • 2nd level (3 slots): detect thoughts, hold person • 3rd level (2 slots): lightning bolt Actions Bite : Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage. Ray of Frost (Ex-Spirit Naga only) : Ranged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 9 (2d8) cold damage. A frigid beam of blue-white light streaks toward a creature within range. On a hit its speed is reduced by 10 feet until the start of the casters' next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Source":"MM1","Alignment":"lawful evil","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Bone Roc","description":"A bone roc is a birdlike Undead that can incorporate the bones of multiple flying creatures. Despite their name, bone rocs aren’t always reanimated skeletons of rocs. You may customize a bone roc by rolling on the Bone Roc Sources table to determine the type of bones used and how that affects its stat block. Bone Roc Sources d6 Bone Source 1 Axe Beak. The bone roc’s walking speed is 50 feet. 2 Cockatrice. A creature hit by the bone roc’s Beak attack must succeed on a DC 14 Constitution saving throw or have its speed reduced by 10 feet until the start of the bone roc’s next turn. 3 Giant Owl. The bone roc’s modifier for Dexterity (Stealth) checks is +8. 4 Peryton. The bone roc has resistance to slashing damage from nonmagical attacks. 5 Pteranodon. The bone roc doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. 6 Roc. The bone roc’s size is Gargantuan, and its flying speed is 120 feet. Its Hit Dice remain unchanged. Actions Multiattack. The bone roc makes one Beak attack and two Talons attacks. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Bone Roc (Axe Beak)","description":"A bone roc is a birdlike Undead that can incorporate the bones of multiple flying creatures. Despite their name, bone rocs aren’t always reanimated skeletons of rocs. Traits Axe Beak. The bone roc’s walking speed is 50 feet. Actions Multiattack. The bone roc makes one Beak attack and two Talons attacks. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Bone Roc (Cockatrice)","description":"A bone roc is a birdlike Undead that can incorporate the bones of multiple flying creatures. Despite their name, bone rocs aren’t always reanimated skeletons of rocs. Traits Cockatrice. A creature hit by the bone roc’s Beak attack must succeed on a DC 14 Constitution saving throw or have its speed reduced by 10 feet until the start of the bone roc’s next turn. Actions Multiattack. The bone roc makes one Beak attack and two Talons attacks. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Bone Roc (Giant Owl)","description":"A bone roc is a birdlike Undead that can incorporate the bones of multiple flying creatures. Despite their name, bone rocs aren’t always reanimated skeletons of rocs. Traits Giant Owl. The bone roc’s modifier for Dexterity (Stealth) checks is +8. Actions Multiattack. The bone roc makes one Beak attack and two Talons attacks. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Bone Roc (Peryton)","description":"A bone roc is a birdlike Undead that can incorporate the bones of multiple flying creatures. Despite their name, bone rocs aren’t always reanimated skeletons of rocs. Traits Peryton. The bone roc has resistance to slashing damage from nonmagical attacks. Actions Multiattack. The bone roc makes one Beak attack and two Talons attacks. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Bone Roc (Pteranodon)","description":"A bone roc is a birdlike Undead that can incorporate the bones of multiple flying creatures. Despite their name, bone rocs aren’t always reanimated skeletons of rocs. Traits Pteranodon. The bone roc doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Actions Multiattack. The bone roc makes one Beak attack and two Talons attacks. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Bone Roc (Roc)","description":"A bone roc is a birdlike Undead that can incorporate the bones of multiple flying creatures. Despite their name, bone rocs aren’t always reanimated skeletons of rocs. Traits Roc. The bone roc’s size is Gargantuan, and its flying speed is 120 feet. Its Hit Dice remain unchanged. Actions Multiattack. The bone roc makes one Beak attack and two Talons attacks. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Bone Swarm","description":"Dank winds sweep up skeletons, both humanoid and animal. They blow forward, reaching out for living creatures like a clawed hand of bone. A scattering of bones rolls across the ground, then rises into the air, billowing like a sheet. Swarms of Fallen. On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms. Nomadic Undead. These swarms then ravage the countryside wresting life from living creatures, grabbing livestock, humanoids, and even dragons, digging in their claws in an attempt to cling to life. Bone swarms with one or more sets of jaws wail constantly in their sorrow, interrupting their cries with snippets of rational but scattered speech declaiming their woes and despair. Cliff and Pit Dwellers. Bone swarms gather near cliffs, crevasses, and pits in the hope of forcing a victim or an entire herd of animals to fall to its death, creating more shattered bones to add to their mass. Undead Nature. A mask wight doesn’t require air, food, drink, or sleep. Traits Strength of Bone: A bone swarm can choose to deal bludgeoning, piercing, or slashing damage, and adds 1.5× its Strength bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim. Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a human skull. The swarm can't regain hit points or gain temporary hit points. Actions Multiattack: The bone swarm can attack every hostile creature in its space with swirling bones. Swirling Bones: Melee Weapon Attack : +10 to hit, reach 0 ft., one creature. Hit : 31 (5d8 + 9) bludgeoning damage. The attack can be bludgeoning, piercing, or slashing damage and includes Strength of Bone special ability. Death’s Embrace (Recharge 5–6): The target is grappled (escape DC 16) and enveloped within the swarm's bones. While the creature is grappled, the swarm can direct the creature's movement on the creature's turn, or at any other time the creature would be allowed to move. Any non-area attack against the bone swarm has a 50% chance of hitting a creature grappled in Death's Embrace instead.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Expansion":3,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Bone Whelk","description":"Bone whelks are large mollusks that excrete an adhesive to attach skulls, bones, and other detritus to their bodies for protection. These slugs scour the wreck for organic matter to feed on, clinging to torn sections of wall, floor, and ceiling while taking shelter from the searing winds and hungry vrocks.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":4414,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Bone Whelk","description":"Traits Adhesive. The bone whelk can cause Medium or smaller objects to adhere to it. A Medium or smaller creature that touches the bone whelk is grappled by it (escape DC 10). Death Scream. When the bone whelk dies, it emits a blood-curdling shriek than can be heard out to a range of 120 feet. This shriek causes nonmagical, organic material within 10 feet of the bone whelk to rot. Each creature within 10 feet of the bone whelk when it dies takes 9 (2d8) necrotic damage. Spider Climb. The bone whelk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 4 (1d8) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":28744,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Bonebeast","description":"Constructed of haphazardly assembled humanoid bones, a bonebeast looks nothing like a man. Lumbering about on four legs with great boney fangs, the beast can run as fast as a bear and strike as viciously as a lion.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically neutral evil","Expansion":26275,"Challenge Rating":1},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Bonecage Constrictor","description":"Necrotech creations (see Tome of Beasts 2 ) are massive undead creatures made by a group of necromancers. In nations ruled by undead, these creations often act as siege weapons or powerful modes of transportation. Here, we present the necrotech bonecage constrictor, reaver, and thunderer. This enormous, skeletal snake is crafted from innumerable humanoid skeletons, ribcage after ribcage linked together. Some figures struggle within the body of this monstrous creature, clasping at the bony cage. Necromantic Amalgams. Rather than an army of skeletons, a powerful necromancer can instead assemble the bones of dozens of humanoids into something far more terrifying. Because of their mismatched parts, no two constrictors are exactly the same; however, they all resemble enormous serpents or centipedes: long stretches of rib cage supported by grasping hands or feet. Often, the head is made of several skulls, with the glittering lights of reanimation sparkling from dozens of eye sockets. Traveling Prisons. The necromantic energy that suffuses a bonecage constrictor drains the life from any creatures trapped within it, but doesn't kill them. Instead, it keeps the constrictor's victims on the brink of death, where they can be transported while docide and unlikely to fight back. While some ghouls and evil high priests use these constructs to bring back fresh corpses, more inspired necromancers have used them to carry hostages onto battlefields, bring back live prisoners for questioning, or even to carry reinforcements. Necrotic Prison . Creatures restrained by the bonecage constrictor's Encage automatically stabilize at 0 hp and take no further damage from Encage. If a creature takes damage from another source while restrained, it suffers a death saving throw failure, as normal, but immediately stabilizes if that isn't its final death saving throw. Actions Multiattack. The bonecage constrictor makes two Bite attacks and one Encage attack. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. Encage. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be caged within the body of the bonecage constrictor. A caged creature is restrained, it has cover against attacks and other effects outside the constrictor, and it takes 10 (3d6) necrotic damage at the start of each of the constrictor's turns. While caged, a creature can see outside the bone constrictor, but it can't target those outside the constrictor with attacks or spells nor can it cast spells or use features that allow it to leave the constrictor's body. In addition, creatures caged within the constrictor can't make attack rolls against creatures outside the constrictor. The constrictor can have up to six Medium or smaller creatures restrained at a time. If the bonecage constrictor takes 20 damage or more on a single turn from any source, it must succeed on a DC 16 Constitution saving throw at the end of that turn or all caged creatures fall prone in a space within 10 feet of the constrictor. If any of the damage is thunder damage, the bone constrictor has disadvantage on the saving throw. If the constrictor dies, a caged creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. Crush. Each creature caged by the bonecage constrictor must succeed on a DC 16 Strength saving throw or take 11 (2d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"(undead)","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Boneclaw","description":"A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling undead share a few of the lich’s attributes—but where liches are immortal masters of the arcane, boneclaws are slaves⁠ to darkness⁠, hatred⁠, and pain⁠. The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master—a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master’s wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting⁠ about⁠ the fulfillment of its master’s desires. Limited Immortality. A boneclaw can’t be destroyed while its master lives. No matter what happens to a boneclaw’s body, it re-forms within hours and returns to whatever duty its master assigned. The boneclaw can serve only evil. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is permanently destroyed. Cackling Slayers. Boneclaws delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once speared, a creature is pulled into the darkness⁠ to be sliced apart or teleported elsewhere to be tortured to death. Dark Reflections. A boneclaw’s master might not want such a servant or even know it has one. Boneclaws bind to petty criminals, bullies, and even particularly cruel children. Even if the master is unaware of its new, horrid bodyguard, its local area will be plagued by disappearances and grisly murders, tied together by the common thread of the master’s envy or hunger for revenge. Undead⁠ Nature. A boneclaw doesn’t require air, food, drink, or sleep. Traits Rejuvenation . While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw’s master. Shadow⁠ Stealth. While in dim light or darkness⁠, the boneclaw can take the Hide action⁠ as a bonus action⁠. Actions Multiattack. The boneclaw makes two claw attacks. Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target. Shadow⁠ Jump⁠. If the boneclaw is in dim light or darkness⁠⁠, each creature of the boneclaw’s choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage. The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it’s grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness⁠. Reactions Deadly Reach⁠. In response to a visible enemy moving into its reach, the boneclaw makes one claw attack⁠ against that enemy. If the attack⁠ hits, the boneclaw can make a second claw attack⁠ against the target.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Boneclaw","description":"A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling monsters share a few of liches’ attributes, but while liches are immortal masters of the arcane, boneclaws are thralls to evil, hatred, and pain. The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the wizard is too physically or magically weak to compel the soul into its new home, the soul instead seeks out a master—a person within a few miles who has a hate-filled heart. The soul bonds to that person and becomes enslaved to its new master’s wishes. The boneclaw forms near its master, sometimes appearing before that individual to receive orders and other times simply seeking to fulfill its master’s desires. A boneclaw can serve only an evil creature. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is destroyed. Otherwise, a boneclaw can’t be destroyed while its master lives. No matter what happens to the boneclaw’s body, it re-forms within hours. In service to its master, a boneclaw delights in causing horrific pain. It lurks like a spider in shadowy recesses, waiting for victims to approach within reach of its long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart. Traits Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw’s master. Unusual Nature. The boneclaw doesn’t require air, food, drink, or sleep. Actions Multiattack. The boneclaw makes two Piercing Claw attacks. Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 11 (2d10) necrotic damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target. Shadow Jump (Recharge 5–6). If the boneclaw is in dim light or darkness, each creature of the boneclaw’s choice within 15 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage. The boneclaw then teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it’s grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness. Bonus Actions Shadow Stealth. While in dim light or darkness, the boneclaw takes the Hide action. Reactions Deadly Reach. In response to a creature entering a space within 15 feet of it, the boneclaw makes one Piercing Claw attack against that creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Boneless","description":"Not all animate corpses shamble from their graves. Boneless are undead remains devoid of skeletons. Most rise from the bodies of those who’ve suffered brutal ends, such as deliberate skinning or crushing. Deathless malice infuses what remains, their husks flopping and slithering in pursuit of vengeance or at the whims of sinister masters. Slipping through cracks and under doors, these stealthy undead seek to adorn living frames once more, wrapping themselves around their victims and wringing them to death in their full-body grip. Boneless arise in a variety of forms. While the animate skins of specific creatures are the most common, foul spellcasters might create these horrors from the scraps of failed experiments, necromantic slurries, heaps of discarded hair, abattoirs, and charnel concoctions. These origins don’t affect a boneless’s statistics but lend it distinct forms. Whether through accident or depraved genius, some villains use one corpse to create two separate undead. Boneless might adorn the frames of other undead, like skeletons or zombies. The sight of a boneless peeling itself from its independently undead frame haunts the nightmares of many seasoned monster hunters. Traits Compression. The boneless can move through any opening at least 1 inch wide without squeezing. It can also squeeze to fit into a space that a Tiny creature could fit in. Unusual Nature. The boneless doesn’t require air, food, drink, or sleep. Actions Multiattack. The boneless makes two Slam attacks. If both attacks hit a Large or smaller creature, the creature is grappled (escape DC 13), and the boneless can use Crushing Embrace. Slam. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. Crushing Embrace. The boneless wraps its body around a Large or smaller creature grappled by it. While the boneless is attached, the target is blinded and is unable to breathe. The target must succeed on a DC 13 Strength saving throw at the start of each of the boneless’ turns or take 5 (1d4 + 3) bludgeoning damage. If something moves the target, the boneless moves with it. The boneless can detach itself by spending 5 feet of its movement. A creature, including the target, can use its action to try to detach the boneless and force it to move into the nearest unoccupied space, doing so with a successful DC 13 Strength check. When the boneless dies, it detaches from any creature it is attached to.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":10535,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Bonemonger Femur","description":"Bonemonger Little is known about astral hermits thanks to their propensity to set up shop in hard-to-reach locations. They are far-travelling aberrations, each developing extremely specific obsessions such as light, words, or bones. Astral hermits study their area of interest in meticulous detail, using it as a medium through which to learn more of the world. Corporeal Forms. A male astral hermit is made up of two bodies: his heart and his hearth. An astral hermit’s hearth is a maze-like construction at the centre of which is a portal to the Astral Plane. The astral hermit’s heart is how he presents himself to the world. Usually, this is in a form that is inviting to creatures of that plane, a tactic which ensures plentiful trade. Reproduction. Male and female astral hermits lead two very different existences. A male astral hermit’s hearth is his bower, and his heart can never travel further than a few hundred feet from it. The abundance and richness of its treasures (which to the common person may appear as worthless relics) help to impress females of the species, which flit through the Astral Plane searching for portals into the hearth’s of other hermits. When a union is formed, eggs are produced and jettisoned into the astral expanse. Crafters and Enchanters. Astral hermits are innately magical beings, able to imbue items or creatures with enchantments shaped by their subject of obsession. Unable to travel far from their hearths, astral hermits create reputations of skill with enchanting and use that as the currency with which they trade for relics that further fuel their obsession. Bonemonger. The bonemonger’s obsession is bones. Fossilised, inscribed, splintered, or fresh, the bonemonger can read the history of every bone that passes him, learning much of the creatures to which they once belonged. The bonemonger has also learnt to animate these bones with his necromantic magic, allowing them to act as guards, workers, and scouts. The bonemonger chooses the form of a tiny white rabbit as his heart, an unassuming form that is nevertheless extremely deadly when threatened. A Bonemonger’s Lair The bonemonger’s lair is its hearth, a nacre-coated spiral, folding in on itself and distorting gravity so that down is always towards its centre. Bones adorn every surface, and can be animated to prevent intrusion by unfriendly folks. Trinkets for trade can be found among the bones, making a newly formed lair a veritable hoard. The area around a bonemonger’s lair becomes distorted by its aberrant magic, often mixing with the background magic of the plane on which it finds itself. The bonemonger’s predilection for anything osseous leads to a lair that animates bones in a variety of ways. Often, this mingling of magic results in the spontaneous formation of zones of retributive truth, areas that punish those who lie or fail to answer questions in a timely manner. Regional Effects The area within 6 miles of the bonemonger’s lair has the following properties: Osteomancy. Bones never really settle and always seem to be in different positions than when observed a moment ago. Sometimes, entire severed limbs might drag themselves around with no apparent goal. Veritae Mucoformus. Zones of retributive truth spontaneously form. They are anywhere from 5 to 500 feet in radius and are often delineated by the growth of the rare Veritae mucoformus fungus. Odd Folk. The bonemonger is a trader, giving gifts of magical items and strange powers in return for interesting bones. Creatures that have recently travelled to him often carry these odd boons. If the bonemonger dies, the bones cease to move of their own accord and the zones of retributive truth fade over the course of 1d10 days. Enchantments the bonemonger has imbued into items and people persists. Lair Action While the bonemonger lives, he can invoke the ambient magic of his lair to take lair actions on initiative count 20 (losing initiative ties). The saving throw DCs and damage of the lair actions depend on the level at which you run the adventure, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC VDam VDist 4th 12 3 (1d6) 20 feet 10th 15 10 (3d6) 40 feet 16th 17 21 (6d6) 60 feet Bone Carapace. Up to three creatures of the bonemonger’s choice that are in his lair become encased in articulating bone armour, gaining temporary hit points equal to half of Vdam (minimum of 2). These temporary hit points are lost after 1 hour. Probing Question. The bonemonger asks one creature in his lair that can hear him an insightful and thought-provoking question. If the creature doesn’t answer the question truthfully and out loud within 6 seconds (the end of its next turn, if in combat), the creature is flung up to Vdist in a direction of the bonemonger’s choice. Examples of possible questions: What is your greatest fear? Who do you admire most and why? Do you have any biases for or against certain people? What is the biggest mistake you have ever made? What item in your possession do you care most about and why? How do you feel about keeping secrets from the rest of the party? Tanglebones. Bones of all descriptions—spines, claws, and jaws—emerge from the floor, walls, and ceiling of the bonemonger’s lair. Until initiative count 20 on the following round, all surfaces in the lair become difficult terrain for creatures of the bonemonger’s choice. In addition, each creature of the bonemonger’s choice that is within 5 feet of a surface when this lair action occurs must make a Strength saving throw or become grappled by the bones (escape DC equals VDC), which have a reach of 5 feet.","properties":{"Category":"Monsters","Size":"Tiny","Type":"abberation","Alignment":"neutral","Expansion":23695,"Challenge Rating":19},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonemonger Femur","description":"Bonemonger Little is known about astral hermits thanks to their propensity to set up shop in hard-to-reach locations. They are far-travelling aberrations, each developing extremely specific obsessions such as light, words, or bones. Astral hermits study their area of interest in meticulous detail, using it as a medium through which to learn more of the world. Corporeal Forms. A male astral hermit is made up of two bodies: his heart and his hearth. An astral hermit’s hearth is a maze-like construction at the centre of which is a portal to the Astral Plane. The astral hermit’s heart is how he presents himself to the world. Usually, this is in a form that is inviting to creatures of that plane, a tactic which ensures plentiful trade. Reproduction. Male and female astral hermits lead two very different existences. A male astral hermit’s hearth is his bower, and his heart can never travel further than a few hundred feet from it. The abundance and richness of its treasures (which to the common person may appear as worthless relics) help to impress females of the species, which flit through the Astral Plane searching for portals into the hearth’s of other hermits. When a union is formed, eggs are produced and jettisoned into the astral expanse. Crafters and Enchanters. Astral hermits are innately magical beings, able to imbue items or creatures with enchantments shaped by their subject of obsession. Unable to travel far from their hearths, astral hermits create reputations of skill with enchanting and use that as the currency with which they trade for relics that further fuel their obsession. Bonemonger. The bonemonger’s obsession is bones. Fossilised, inscribed, splintered, or fresh, the bonemonger can read the history of every bone that passes him, learning much of the creatures to which they once belonged. The bonemonger has also learnt to animate these bones with his necromantic magic, allowing them to act as guards, workers, and scouts. The bonemonger chooses the form of a tiny white rabbit as his heart, an unassuming form that is nevertheless extremely deadly when threatened. A Bonemonger’s Lair The bonemonger’s lair is its hearth, a nacre-coated spiral, folding in on itself and distorting gravity so that down is always towards its centre. Bones adorn every surface, and can be animated to prevent intrusion by unfriendly folks. Trinkets for trade can be found among the bones, making a newly formed lair a veritable hoard. The area around a bonemonger’s lair becomes distorted by its aberrant magic, often mixing with the background magic of the plane on which it finds itself. The bonemonger’s predilection for anything osseous leads to a lair that animates bones in a variety of ways. Often, this mingling of magic results in the spontaneous formation of zones of retributive truth , areas that punish those who lie or fail to answer questions in a timely manner (see Jim the Enchanter & The Swamp of Death on page 319). Regional Effects The area within 6 miles of the bonemonger’s lair has the following properties: Osteomancy. Bones never really settle and always seem to be in different positions than when observed a moment ago. Sometimes, entire severed limbs might drag themselves around with no apparent goal. Veritae Mucoformus. Zones of retributive truth spontaneously form. They are anywhere from 5 to 500 feet in radius and are often delineated by the growth of the rare Veritae mucoformus fungus. Odd Folk. The bonemonger is a trader, giving gifts of magical items and strange powers in return for interesting bones. Creatures that have recently travelled to him often carry these odd boons. If the bonemonger dies, the bones cease to move of their own accord and the zones of retributive truth fade over the course of 1d10 days . Enchantments the bonemonger has imbued into items and people persists. Lair Action While the bonemonger lives, he can invoke the ambient magic of his lair to take lair actions on initiative count 20 (losing initiative ties). The saving throw DCs and damage of the lair actions depend on the level at which the adventure is run, as shown in the Level-Based Lair Action Statistics table. The hunt’s level is determined by the average level of the adventuring party. Variable Lair Action Statistics Hunt Level VDC VDam VDist 4th 12 3 ( 1d6 ) 20 feet 10th 15 10 ( 3d6 ) 40 feet 16th 17 21 ( 6d6 ) 60 feet Bone Carapace. Up to three creatures of the bonemonger’s choice that are in his lair become encased in articulating bone armour, gaining temporary hit points equal to half of Vdam (minimum of 2 ). These temporary hit points are lost after 1 hour . Probing Question. The bonemonger asks one creature in his lair that can hear him an insightful and thought-provoking question. If the creature doesn’t answer the question truthfully and out loud within 6 seconds (the end of its next turn, if in combat), the creature is flung up to Vdist in a direction of the bonemonger’s choice. Examples of possible questions: What is your greatest fear? Who do you admire most and why? Do you have any biases for or against certain people? What is the biggest mistake you have ever made? What item in your possession do you care most about and why? How do you feel about keeping secrets from the rest of the party? Tanglebones. Bones of all descriptions—spines, claws, and jaws—emerge from the floor, walls, and ceiling of the bonemonger’s lair. Until initiative count 20 on the following round, all surfaces in the lair become difficult terrain for creatures of the bonemonger’s choice. In addition, each creature of the bonemonger’s choice that is within 5 feet of a surface a surface when this lair action occurs must make a Strength saving throw or become grappled by the bones ( escape DC equals VDC ), which have a reach of 5 feet .","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Alignment":"neutral","Challenge Rating":19},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bonemonger Phalange","description":"Bonemonger Little is known about astral hermits thanks to their propensity to set up shop in hard-to-reach locations. They are far-travelling aberrations, each developing extremely specific obsessions such as light, words, or bones. Astral hermits study their area of interest in meticulous detail, using it as a medium through which to learn more of the world. Corporeal Forms. A male astral hermit is made up of two bodies: his heart and his hearth. An astral hermit’s hearth is a maze-like construction at the centre of which is a portal to the Astral Plane. The astral hermit’s heart is how he presents himself to the world. Usually, this is in a form that is inviting to creatures of that plane, a tactic which ensures plentiful trade. Reproduction. Male and female astral hermits lead two very different existences. A male astral hermit’s hearth is his bower, and his heart can never travel further than a few hundred feet from it. The abundance and richness of its treasures (which to the common person may appear as worthless relics) help to impress females of the species, which flit through the Astral Plane searching for portals into the hearth’s of other hermits. When a union is formed, eggs are produced and jettisoned into the astral expanse. Crafters and Enchanters. Astral hermits are innately magical beings, able to imbue items or creatures with enchantments shaped by their subject of obsession. Unable to travel far from their hearths, astral hermits create reputations of skill with enchanting and use that as the currency with which they trade for relics that further fuel their obsession. Bonemonger. The bonemonger’s obsession is bones. Fossilised, inscribed, splintered, or fresh, the bonemonger can read the history of every bone that passes him, learning much of the creatures to which they once belonged. The bonemonger has also learnt to animate these bones with his necromantic magic, allowing them to act as guards, workers, and scouts. The bonemonger chooses the form of a tiny white rabbit as his heart, an unassuming form that is nevertheless extremely deadly when threatened. A Bonemonger’s Lair The bonemonger’s lair is its hearth, a nacre-coated spiral, folding in on itself and distorting gravity so that down is always towards its centre. Bones adorn every surface, and can be animated to prevent intrusion by unfriendly folks. Trinkets for trade can be found among the bones, making a newly formed lair a veritable hoard. The area around a bonemonger’s lair becomes distorted by its aberrant magic, often mixing with the background magic of the plane on which it finds itself. The bonemonger’s predilection for anything osseous leads to a lair that animates bones in a variety of ways. Often, this mingling of magic results in the spontaneous formation of zones of retributive truth, areas that punish those who lie or fail to answer questions in a timely manner. Regional Effects The area within 6 miles of the bonemonger’s lair has the following properties: Osteomancy. Bones never really settle and always seem to be in different positions than when observed a moment ago. Sometimes, entire severed limbs might drag themselves around with no apparent goal. Veritae Mucoformus. Zones of retributive truth spontaneously form. They are anywhere from 5 to 500 feet in radius and are often delineated by the growth of the rare Veritae mucoformus fungus. Odd Folk. The bonemonger is a trader, giving gifts of magical items and strange powers in return for interesting bones. Creatures that have recently travelled to him often carry these odd boons. If the bonemonger dies, the bones cease to move of their own accord and the zones of retributive truth fade over the course of 1d10 days. Enchantments the bonemonger has imbued into items and people persists. Lair Action While the bonemonger lives, he can invoke the ambient magic of his lair to take lair actions on initiative count 20 (losing initiative ties). The saving throw DCs and damage of the lair actions depend on the level at which you run the adventure, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC VDam VDist 4th 12 3 (1d6) 20 feet 10th 15 10 (3d6) 40 feet 16th 17 21 (6d6) 60 feet Bone Carapace. Up to three creatures of the bonemonger’s choice that are in his lair become encased in articulating bone armour, gaining temporary hit points equal to half of Vdam (minimum of 2). These temporary hit points are lost after 1 hour. Probing Question. The bonemonger asks one creature in his lair that can hear him an insightful and thought-provoking question. If the creature doesn’t answer the question truthfully and out loud within 6 seconds (the end of its next turn, if in combat), the creature is flung up to Vdist in a direction of the bonemonger’s choice. Examples of possible questions: What is your greatest fear? Who do you admire most and why? Do you have any biases for or against certain people? What is the biggest mistake you have ever made? What item in your possession do you care most about and why? How do you feel about keeping secrets from the rest of the party? Tanglebones. Bones of all descriptions—spines, claws, and jaws—emerge from the floor, walls, and ceiling of the bonemonger’s lair. Until initiative count 20 on the following round, all surfaces in the lair become difficult terrain for creatures of the bonemonger’s choice. In addition, each creature of the bonemonger’s choice that is within 5 feet of a surface when this lair action occurs must make a Strength saving throw or become grappled by the bones (escape DC equals VDC), which have a reach of 5 feet.","properties":{"Category":"Monsters","Size":"Tiny","Type":"abberation","Alignment":"neutral","Expansion":23695,"Challenge Rating":4},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonemonger Phalange","description":"Bonemonger Little is known about astral hermits thanks to their propensity to set up shop in hard-to-reach locations. They are far-travelling aberrations, each developing extremely specific obsessions such as light, words, or bones. Astral hermits study their area of interest in meticulous detail, using it as a medium through which to learn more of the world. Corporeal Forms. A male astral hermit is made up of two bodies: his heart and his hearth. An astral hermit’s hearth is a maze-like construction at the centre of which is a portal to the Astral Plane. The astral hermit’s heart is how he presents himself to the world. Usually, this is in a form that is inviting to creatures of that plane, a tactic which ensures plentiful trade. Reproduction. Male and female astral hermits lead two very different existences. A male astral hermit’s hearth is his bower, and his heart can never travel further than a few hundred feet from it. The abundance and richness of its treasures (which to the common person may appear as worthless relics) help to impress females of the species, which flit through the Astral Plane searching for portals into the hearth’s of other hermits. When a union is formed, eggs are produced and jettisoned into the astral expanse. Crafters and Enchanters. Astral hermits are innately magical beings, able to imbue items or creatures with enchantments shaped by their subject of obsession. Unable to travel far from their hearths, astral hermits create reputations of skill with enchanting and use that as the currency with which they trade for relics that further fuel their obsession. Bonemonger. The bonemonger’s obsession is bones. Fossilised, inscribed, splintered, or fresh, the bonemonger can read the history of every bone that passes him, learning much of the creatures to which they once belonged. The bonemonger has also learnt to animate these bones with his necromantic magic, allowing them to act as guards, workers, and scouts. The bonemonger chooses the form of a tiny white rabbit as his heart, an unassuming form that is nevertheless extremely deadly when threatened. A Bonemonger’s Lair The bonemonger’s lair is its hearth, a nacre-coated spiral, folding in on itself and distorting gravity so that down is always towards its centre. Bones adorn every surface, and can be animated to prevent intrusion by unfriendly folks. Trinkets for trade can be found among the bones, making a newly formed lair a veritable hoard. The area around a bonemonger’s lair becomes distorted by its aberrant magic, often mixing with the background magic of the plane on which it finds itself. The bonemonger’s predilection for anything osseous leads to a lair that animates bones in a variety of ways. Often, this mingling of magic results in the spontaneous formation of zones of retributive truth , areas that punish those who lie or fail to answer questions in a timely manner (see Jim the Enchanter & The Swamp of Death on page 319). Regional Effects The area within 6 miles of the bonemonger’s lair has the following properties: Osteomancy. Bones never really settle and always seem to be in different positions than when observed a moment ago. Sometimes, entire severed limbs might drag themselves around with no apparent goal. Veritae Mucoformus. Zones of retributive truth spontaneously form. They are anywhere from 5 to 500 feet in radius and are often delineated by the growth of the rare Veritae mucoformus fungus. Odd Folk. The bonemonger is a trader, giving gifts of magical items and strange powers in return for interesting bones. Creatures that have recently travelled to him often carry these odd boons. If the bonemonger dies, the bones cease to move of their own accord and the zones of retributive truth fade over the course of 1d10 days . Enchantments the bonemonger has imbued into items and people persists. Lair Action While the bonemonger lives, he can invoke the ambient magic of his lair to take lair actions on initiative count 20 (losing initiative ties). The saving throw DCs and damage of the lair actions depend on the level at which the adventure is run, as shown in the Level-Based Lair Action Statistics table. The hunt’s level is determined by the average level of the adventuring party. Variable Lair Action Statistics Hunt Level VDC VDam VDist 4th 12 3 ( 1d6 ) 20 feet 10th 15 10 ( 3d6 ) 40 feet 16th 17 21 ( 6d6 ) 60 feet Bone Carapace. Up to three creatures of the bonemonger’s choice that are in his lair become encased in articulating bone armour, gaining temporary hit points equal to half of Vdam (minimum of 2 ). These temporary hit points are lost after 1 hour . Probing Question. The bonemonger asks one creature in his lair that can hear him an insightful and thought-provoking question. If the creature doesn’t answer the question truthfully and out loud within 6 seconds (the end of its next turn, if in combat), the creature is flung up to Vdist in a direction of the bonemonger’s choice. Examples of possible questions: What is your greatest fear? Who do you admire most and why? Do you have any biases for or against certain people? What is the biggest mistake you have ever made? What item in your possession do you care most about and why? How do you feel about keeping secrets from the rest of the party? Tanglebones. Bones of all descriptions—spines, claws, and jaws—emerge from the floor, walls, and ceiling of the bonemonger’s lair. Until initiative count 20 on the following round, all surfaces in the lair become difficult terrain for creatures of the bonemonger’s choice. In addition, each creature of the bonemonger’s choice that is within 5 feet of a surface a surface when this lair action occurs must make a Strength saving throw or become grappled by the bones ( escape DC equals VDC ), which have a reach of 5 feet .","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Alignment":"neutral","Challenge Rating":4},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bonemonger Ulna","description":"Bonemonger Little is known about astral hermits thanks to their propensity to set up shop in hard-to-reach locations. They are far-travelling aberrations, each developing extremely specific obsessions such as light, words, or bones. Astral hermits study their area of interest in meticulous detail, using it as a medium through which to learn more of the world. Corporeal Forms. A male astral hermit is made up of two bodies: his heart and his hearth. An astral hermit’s hearth is a maze-like construction at the centre of which is a portal to the Astral Plane. The astral hermit’s heart is how he presents himself to the world. Usually, this is in a form that is inviting to creatures of that plane, a tactic which ensures plentiful trade. Reproduction. Male and female astral hermits lead two very different existences. A male astral hermit’s hearth is his bower, and his heart can never travel further than a few hundred feet from it. The abundance and richness of its treasures (which to the common person may appear as worthless relics) help to impress females of the species, which flit through the Astral Plane searching for portals into the hearth’s of other hermits. When a union is formed, eggs are produced and jettisoned into the astral expanse. Crafters and Enchanters. Astral hermits are innately magical beings, able to imbue items or creatures with enchantments shaped by their subject of obsession. Unable to travel far from their hearths, astral hermits create reputations of skill with enchanting and use that as the currency with which they trade for relics that further fuel their obsession. Bonemonger. The bonemonger’s obsession is bones. Fossilised, inscribed, splintered, or fresh, the bonemonger can read the history of every bone that passes him, learning much of the creatures to which they once belonged. The bonemonger has also learnt to animate these bones with his necromantic magic, allowing them to act as guards, workers, and scouts. The bonemonger chooses the form of a tiny white rabbit as his heart, an unassuming form that is nevertheless extremely deadly when threatened. A Bonemonger’s Lair The bonemonger’s lair is its hearth, a nacre-coated spiral, folding in on itself and distorting gravity so that down is always towards its centre. Bones adorn every surface, and can be animated to prevent intrusion by unfriendly folks. Trinkets for trade can be found among the bones, making a newly formed lair a veritable hoard. The area around a bonemonger’s lair becomes distorted by its aberrant magic, often mixing with the background magic of the plane on which it finds itself. The bonemonger’s predilection for anything osseous leads to a lair that animates bones in a variety of ways. Often, this mingling of magic results in the spontaneous formation of zones of retributive truth, areas that punish those who lie or fail to answer questions in a timely manner. Regional Effects The area within 6 miles of the bonemonger’s lair has the following properties: Osteomancy. Bones never really settle and always seem to be in different positions than when observed a moment ago. Sometimes, entire severed limbs might drag themselves around with no apparent goal. Veritae Mucoformus. Zones of retributive truth spontaneously form. They are anywhere from 5 to 500 feet in radius and are often delineated by the growth of the rare Veritae mucoformus fungus. Odd Folk. The bonemonger is a trader, giving gifts of magical items and strange powers in return for interesting bones. Creatures that have recently travelled to him often carry these odd boons. If the bonemonger dies, the bones cease to move of their own accord and the zones of retributive truth fade over the course of 1d10 days. Enchantments the bonemonger has imbued into items and people persists. Lair Action While the bonemonger lives, he can invoke the ambient magic of his lair to take lair actions on initiative count 20 (losing initiative ties). The saving throw DCs and damage of the lair actions depend on the level at which you run the adventure, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC VDam VDist 4th 12 3 (1d6) 20 feet 10th 15 10 (3d6) 40 feet 16th 17 21 (6d6) 60 feet Bone Carapace. Up to three creatures of the bonemonger’s choice that are in his lair become encased in articulating bone armour, gaining temporary hit points equal to half of Vdam (minimum of 2). These temporary hit points are lost after 1 hour. Probing Question. The bonemonger asks one creature in his lair that can hear him an insightful and thought-provoking question. If the creature doesn’t answer the question truthfully and out loud within 6 seconds (the end of its next turn, if in combat), the creature is flung up to Vdist in a direction of the bonemonger’s choice. Examples of possible questions: What is your greatest fear? Who do you admire most and why? Do you have any biases for or against certain people? What is the biggest mistake you have ever made? What item in your possession do you care most about and why? How do you feel about keeping secrets from the rest of the party? Tanglebones. Bones of all descriptions—spines, claws, and jaws—emerge from the floor, walls, and ceiling of the bonemonger’s lair. Until initiative count 20 on the following round, all surfaces in the lair become difficult terrain for creatures of the bonemonger’s choice. In addition, each creature of the bonemonger’s choice that is within 5 feet of a surface when this lair action occurs must make a Strength saving throw or become grappled by the bones (escape DC equals VDC), which have a reach of 5 feet.","properties":{"Category":"Monsters","Size":"Tiny","Type":"abberation","Alignment":"neutral","Expansion":23695,"Challenge Rating":11},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Bonemonger Ulna","description":"Bonemonger Little is known about astral hermits thanks to their propensity to set up shop in hard-to-reach locations. They are far-travelling aberrations, each developing extremely specific obsessions such as light, words, or bones. Astral hermits study their area of interest in meticulous detail, using it as a medium through which to learn more of the world. Corporeal Forms. A male astral hermit is made up of two bodies: his heart and his hearth. An astral hermit’s hearth is a maze-like construction at the centre of which is a portal to the Astral Plane. The astral hermit’s heart is how he presents himself to the world. Usually, this is in a form that is inviting to creatures of that plane, a tactic which ensures plentiful trade. Reproduction. Male and female astral hermits lead two very different existences. A male astral hermit’s hearth is his bower, and his heart can never travel further than a few hundred feet from it. The abundance and richness of its treasures (which to the common person may appear as worthless relics) help to impress females of the species, which flit through the Astral Plane searching for portals into the hearth’s of other hermits. When a union is formed, eggs are produced and jettisoned into the astral expanse. Crafters and Enchanters. Astral hermits are innately magical beings, able to imbue items or creatures with enchantments shaped by their subject of obsession. Unable to travel far from their hearths, astral hermits create reputations of skill with enchanting and use that as the currency with which they trade for relics that further fuel their obsession. Bonemonger. The bonemonger’s obsession is bones. Fossilised, inscribed, splintered, or fresh, the bonemonger can read the history of every bone that passes him, learning much of the creatures to which they once belonged. The bonemonger has also learnt to animate these bones with his necromantic magic, allowing them to act as guards, workers, and scouts. The bonemonger chooses the form of a tiny white rabbit as his heart, an unassuming form that is nevertheless extremely deadly when threatened. A Bonemonger’s Lair The bonemonger’s lair is its hearth, a nacre-coated spiral, folding in on itself and distorting gravity so that down is always towards its centre. Bones adorn every surface, and can be animated to prevent intrusion by unfriendly folks. Trinkets for trade can be found among the bones, making a newly formed lair a veritable hoard. The area around a bonemonger’s lair becomes distorted by its aberrant magic, often mixing with the background magic of the plane on which it finds itself. The bonemonger’s predilection for anything osseous leads to a lair that animates bones in a variety of ways. Often, this mingling of magic results in the spontaneous formation of zones of retributive truth , areas that punish those who lie or fail to answer questions in a timely manner (see Jim the Enchanter & The Swamp of Death on page 319). Regional Effects The area within 6 miles of the bonemonger’s lair has the following properties: Osteomancy. Bones never really settle and always seem to be in different positions than when observed a moment ago. Sometimes, entire severed limbs might drag themselves around with no apparent goal. Veritae Mucoformus. Zones of retributive truth spontaneously form. They are anywhere from 5 to 500 feet in radius and are often delineated by the growth of the rare Veritae mucoformus fungus. Odd Folk. The bonemonger is a trader, giving gifts of magical items and strange powers in return for interesting bones. Creatures that have recently travelled to him often carry these odd boons. If the bonemonger dies, the bones cease to move of their own accord and the zones of retributive truth fade over the course of 1d10 days . Enchantments the bonemonger has imbued into items and people persists. Lair Action While the bonemonger lives, he can invoke the ambient magic of his lair to take lair actions on initiative count 20 (losing initiative ties). The saving throw DCs and damage of the lair actions depend on the level at which the adventure is run, as shown in the Level-Based Lair Action Statistics table. The hunt’s level is determined by the average level of the adventuring party. Variable Lair Action Statistics Hunt Level VDC VDam VDist 4th 12 3 ( 1d6 ) 20 feet 10th 15 10 ( 3d6 ) 40 feet 16th 17 21 ( 6d6 ) 60 feet Bone Carapace. Up to three creatures of the bonemonger’s choice that are in his lair become encased in articulating bone armour, gaining temporary hit points equal to half of Vdam (minimum of 2 ). These temporary hit points are lost after 1 hour . Probing Question. The bonemonger asks one creature in his lair that can hear him an insightful and thought-provoking question. If the creature doesn’t answer the question truthfully and out loud within 6 seconds (the end of its next turn, if in combat), the creature is flung up to Vdist in a direction of the bonemonger’s choice. Examples of possible questions: What is your greatest fear? Who do you admire most and why? Do you have any biases for or against certain people? What is the biggest mistake you have ever made? What item in your possession do you care most about and why? How do you feel about keeping secrets from the rest of the party? Tanglebones. Bones of all descriptions—spines, claws, and jaws—emerge from the floor, walls, and ceiling of the bonemonger’s lair. Until initiative count 20 on the following round, all surfaces in the lair become difficult terrain for creatures of the bonemonger’s choice. In addition, each creature of the bonemonger’s choice that is within 5 feet of a surface a surface when this lair action occurs must make a Strength saving throw or become grappled by the bones ( escape DC equals VDC ), which have a reach of 5 feet .","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Alignment":"neutral","Challenge Rating":11},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Boneshard Wraith","description":"A vaguely humanoid form appears, dim and hazy amid the constant swirl of wind-wracked grit and tainted dust of the magical wasteland. Contorted and broken, the boneshard wraith is a ghostly horror, haphazardly assembled from mismatched bones and gravescavenged shards. Shattered eye sockets burn with the black, icy glow of eternal madness and the spiteful hunger of the Void. Undead Nature. A boneshard wraith doesn’t require air, food, drink, or sleep. Boneshard Wraiths in Midgard In the wake of the Battle of Flensing Gulch and the defeat of the last of Caelmarath’s Indomitables by a summoned boneshard tempest, the nearly innumerable dead arose to haunt the area as boneshard wraiths, a form of undead creature only truly encountered in the Wasted West. The Bonewraith goblin tribe worships these creatures and sends their elders out to be consumed and transformed by them.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Bonespitter","description":"A massive worm bursts through the ground, its body covered in bony protrusions. Bonespitters are bone-covered predators that live in the soft soil of grassy plains. Bones of Victims. Bonespitters have unique digestive systems. When a bonespitter consumes another creature, the acid in the worm’s stomach dissolves all of the prey’s tissue and leaves only bones behind. The bones become part of the bonespitter’s defenses, poking through its skin like sharp hair follicles. Other bones are stored in muscular sacks in the bonespitter’s mouth, waiting to be unleashed on unsuspecting prey.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Bonestalker","description":"Whispered legends tell of horrors who dwell in the deepest, darkest forests and torment villages on the outskirts. These so-called bonestalkers feed on the terror of their victims—and of entire villages—long before going in for the kill. Bonestalkers are tall and unsettlingly thin. Their head is a monstrous skull with a jutting jaw, and their long arms are flightless black wings that end in clawed hands. Bonestalkers collect the skulls of their victims, carrying them inside their wings as they draw power from these trophies. Fear Tactics. The bonestalker prefers to isolate their prey, using illusion spells to lure unwitting wanderers into the woods. These psychological tormenters enjoy a prolonged chase and a slow kill, drawing nourishment from their prey’s fear. When a victim refuses to give in to terror, the enraged bonestalker attacks in a reckless fury. Traits Bones of the Lost. The bonestalker starts with 5 (2d4) skulls, which they can destroy to fuel their actions and reactions. Choose or roll a d4 to determine each skull’s creature type: 1, Beast; 2, Fey; 3, Humanoid; 4, Monstrosity. Skull Resistance. While the bonestalker possesses at least one skull, they have advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The bonestalker makes two Touch of the Felled or two Scream of the Forsaken attacks, and they can use Grief of the Bygone. Touch of the Felled. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) necrotic damage. The bonestalker can destroy a Humanoid or Monstrosity skull to deal an extra 10 (3d6) psychic damage to the target. Scream of the Forsaken. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 15 (3d6 + 5) psychic damage. The bonestalker can destroy a Fey skull to force the target to make a DC 16 Wisdom saving throw. On a failed save, the target is frightened of the bonestalker until the start of the bonestalker’s next turn. Grief of the Bygone. The bonestalker destroys two skulls of any type, creating a 15-foot-radius sphere of magical darkness centered on a point they can see within 60 feet of them. The darkness spreads around corners and lasts for 1 minute. A creature with darkvision can’t see through this darkness, and mundane light can’t illuminate it. The bonestalker is unaffected by the darkness and has advantage on attack rolls against creatures in the darkness.Any creature who starts their turn in the darkness must make a DC 16 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one. Reactions Power from the Conquered. When the bonestalker is hit by an attack, they can destroy a Beast skull to become invisible until the end of their next turn. Utility Spells In addition to any other spells in this stat block, the bonestalker can cast the following spells, using Charisma as the spellcasting ability (spell save DC 16): At will: minor illusion A 3/day: sile nt image A","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bonestealer - The Mask-Bearing Horror of Journey's End City","description":"Traits Vile Depredation. When the bonestealer scores a critical hit against another creature, the bonestealer immediately regains 11 (2d10) hit points. Vile Mutation. At the start of its turn, if the bone­stealer’s current hit points are equal to or lower than 84, it gains the Foul Separation Shadowlands power (see Adventures in Rokugan , pages 410–411). If the bonestealer’s current hit points are equal or lower than 42, it gains the Dark Puppet Shadowlands power. The bonestealer loses these powers at the end of the encounter. Actions Multiattack. The bonestealer makes three slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. Creatures damaged by this attack are pushed 5 ft away from the bonestealer; if this knocks them into a wall or other solid object, they take an additional 1d6 bludgeoning damage. Scores a critical hit on a roll of 19 or 20. Swipe. Melee Weapon Attack: +10 to hit, reach 5 ft., all targets in range. Hit: 14 (2d8 + 5) slashing damage. Creatures hit by this attack suffer the bleeding condition until the start of the bonestealer’s next turn. Legendary Actions The bonestealer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The bonestealer regains spent legendary actions at the start of its turn. Living Wounds. Use this legendary action only if the bonestealer took damage on the previous turn. The flesh damaged by the attack falls to the ground writhing, and it takes upon a terrifying life of its own. Create a lesser horror creature up to 5 ft away from the bonestealer (Adventures in Rokugan page 408). Ferocious Swipe. The bonestealer makes one swipe attack. Bonestealing . Targets a single creature within 10 feet of it that made an attack against it on their turn. That creature must make a DC 20 Dexterity saving throw. On a failure, the bonestealer grabs one of the creature’s limbs and saps their strength. The bonestealer gains 1d12 temporary hit points, and until the end of the encounter that creature becomes vulnerable to bludgeoning damage and gains the maimed condition. Lair Actions When fighting inside its lair, the bonestealer can harness the cursed energy of its domain to take lair actions. On initiative count 20 (losing initiative ties), the bonestealer takes a lair action to cause one of the following effects: Bone stitching. The bonestealer regains 11 (2d10) hit points. Afterwards if it has less than half its maximum health it spawns a lesser horror ( Adventures in Rokugan , page 408) up to 5 ft away from it. Echoes of the Mask. The mask pulses with unholy energy, each creature within 15 ft. of the bonestealer makes a wisdom saving throw DC 15; if they fail, they have disadvantage on their next attack or saving throw this combat encounter.","properties":{"Category":"Monsters","Size":"Large","Type":"lost fiend","Alignment":"chaotic evil","Expansion":25901,"Challenge Rating":13},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Booa","description":"Boða An incredibly powerful being, Boða has lived for centuries, perhaps longer, serving an indescribable being known simply as the Muspell. Boða ancestry originates with Muspell, and many, many, Yoten descend from her. Other Yoten are the progeny of Boða's numerous sisters. It is her duty to weaken worlds, so that they become vulnerable to its predation. Afterwards, Muspell enters those lands and devours them. The Lost Lands posed a particular challenge for Boða for there she found numerous powerful beings standing against her. She spent many decades just observing that world, hoping to identify the weakest points. To her chagrin the peoples of that world only became more powerful. When the heroes known as the Vanir arose, she knew she had to act. She found one among them—Mirgal—who longed for greater power, and she exploited that. That world, more than any other, cost her. For she brought many Yoten into the world during her time there. Many of her own children fell against the Vanir and worse still some—like Hel—challenged Boða. Her daughter in fact, abandoned Boða early in Grimnir's own history and Boða eventually had to kill her. Boða usually appears as a tall, elven woman with long blue-gray hair and piercing white eyes, the same form she used to seduce Mirgal so long ago. She wields the legendary Ironwood Staff of the Three though prefers to use her minions and spells in combat. The Ironwood Witches both fear and love her and most will sacrifice their lives in her defense—she is equally willing to sacrifice them, as required. They mean nothing to her. Roleplaying Boða Determined Mastermind. Her ploys and schemes are too complicated for mortals to understand, but every move she makes is to ensure she is victorious in bringing Muspell into Grimnir. To that end she must control the Rainbow Spear, the artifact she convinced Mirgal to create so very long ago. Watchful. At any time, she has dozens of schemes actively in place, with her witches acting as agents of chaos and disruption across the world. She keeps the clans fighting one another and provokes war with the Baendur whenever she needs a suitable distraction. Boða uses her swarms of witchbeetles to watch the world and for generations she has been growing a network of ironheart trees that enable the witches to teleport from any corner of the world to any other. She is doing all she can to ensure the Yoten emerge victorious in the final confrontation. Unstable. She believes every witch in her coven, including the Witchking, as well as most Yoten, belong to her. This is why she could not fathom that Hel would not simply obey her. It sends Boða into a murderous rage when those that she has created are not entirely dedicated to her. Changed. The life she lived in the Lost Lands made her fond of certain types of finery—she enjoys well made clothing and jewelry and is just as interested in staring at a piece of art as she is destroying it. Yet this appreciation does not make her waver in the least—after destroying Grimnir there will be equally interesting worlds to explore before they too are consumed. Saga Actions Point of No Return (1x). This feature is available in Chapter 12, to be used while Boða is enacting a terrible ritual. When Boða is reduced to less than 300 hit points, she abandons the ritual to try to slay the heroes. She immediately regains 100 hit points. At this point she can continue to use Muspell Legendary actions, but her focus is on incapacitating or killing nearby heroes before resuming the ritual. Final Chance (1/day). When reduced to zero hit points, Boða teleports to a safe location within 120 feet and is restored to 50 hit points. Lair Actions Boða's lair is considered to be any area within one mile of Muspell. When fighting inside their lair, Boða can invoke ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Boða can take one lair action to cause one of the following effects: Distraction. Boða becomes invisible until the end of her next turn, and all hostiles within her lair are deafened for the same duration. This invisibility is not broken by attacks or spells. Earthquake. An earthquake shakes the ground in and around the lair. Any creatures standing on the ground are knocked prone and take 9 (2d8) bludgeoning damage. Reverberations through the ground causes the entire lair to be difficult terrain until another lair action is used. Thunderclap. Thunderous sound erupts throughout the lair, which can be heard from up to 3 miles away. Creatures in the region that are concentrating on a spell have their concentration broken and take 27 (6d8) thunder damage. Other creatures take 13 (3d8) thunder damage. A foul wind lingers and spoils all food and water unless quickly dispersed. Silence. All sound suddenly ceases throughout the lair, as if affected by a silence spell. Creatures cannot communicate with each other verbally, and spells with vocal components cannot be cast. The silence lasts until another lair action is used. Boða can't repeat an effect until they have all been used, and she can't use the same effect two rounds in a row.","properties":{"Category":"Monsters","Size":"Medium","Type":"Yoten","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":24},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Boog","description":"Boog hunt. Boog chase. Boog crush! Boog eat … Boog hungry. Boog Standing over ten feet tall with a powerful frame, Boog enjoys slaughter and destruction. They sport the head of a rhinoceros, the legs of an elephant, and the arms of a gorilla. Common sense isn’t Boog’s strong suit and their methods lack subtlety, but they’re inarguably effective in battle: Boog charges forward, hits their target until dead or subdued, then moves on to the next. Boog only speaks in two-word phrases beginning with “Boog”: Boog smash. Boog kill. Boog gorge. Because of their large size and lack of subtlety, Boog remains at camp with Ceemal during reconnaissance missions. Ceemal dotes on Boog during these times, and the big monster has begun to treat Ceemal as a child treats a parent. Traits Boog Rampage. If Boog sees another Abomination reduced to 0 hit points, Boog rampages for 1 minute. While rampaging, Boog’s melee attacks deal an extra 2 damage. Boog Charge. If Boog moves at least 10 feet straight toward a Medium or smaller creature and then hits them with a Gore attack on the same turn, the target is impaled on Boog’s horn and is grappled (escape DC 15). While grappled in this way, the target is restrained and takes 3 (1d6) piercing damage at the start of each of their turns, and Boog can’t make a Gore attack against another target. Actions Multiattack. Boog makes two Slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage or 12 (1d10 + 7) if rampaging. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage or 10 (1d6 + 7) if rampaging. Boog’s Ball. Boog throws a 3-inch-radius magic ball at a point they can see within 60 feet of them. If that point is 30 feet or less from Boog, the ball grows to a 5-foot radius. If that point is more than 30 feet from Boog, the ball grows to a 10-foot radius. Each creature in the ball’s area when it reaches that point must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) bludgeoning damage. After the ball reaches that point, it shrinks back to its 3-inch radius and teleports into the hand Boog used to throw it.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Book Golem","description":"No wizard’s library is complete without a book golem, but whether its for protection or the scent of musty tomes, who can say. While as mindless as any other golem, tales exist of book golems that possess all the collected knowledge of their many volumes, acting as librarian as much as guardian.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":5818,"Challenge Rating":7},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Bookkeeper","description":"As the tome is opened, a blob of ink splashes toward the reader's eyes, followed by mischievous giggles. For those wary of prying eyes, a tiny construct made of ink can keep private journals, records of magical runes, or discoveries safe. Tiny Guards. Created by wizards fearful of having their research stolen, bookkeepers are ink constructs bound to a designated book. They provide protection not just from unwanted intrusion but also from physical damage. The bookkeeper can move on its own when needed, but it spends most of its time hiding within the book it is assigned to guard. Alarm. As long as the creator is on the same plane as the book, it is mentally alerted if the book is opened by anyone other than it. The book also shrieks if handled by anyone other than the creator. The creator does not set off any wards or alarms when opening its own book. Construct Nature. A bookkeeper doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Bookworm","description":"The bespectacled worm bursts out of the bookshelf with pages stuck in its many sharp teeth. The words on the pages slowly bleed toward its gullet, leaving the pages blank as they go. Bookworms are long, worm-like creatures that subsist on the ink commonly used for writing. Their unique physiology also allows them to consume magical inks and writing infused with magic, such as that found on scrolls or in spell books. Draconic Origins. Bookworms were once the tiny larvae of some paper- and wood-pulp-eating insect. After prolonged exposure to a particularly stubborn infestation of living spells (see sigilians in Creature Codex ) in a dragon’s massive library, the larvae began to change, increasing in size and shifting to consuming the ink and magic on the paper rather than the paper itself. The dragon was slain after clearing out the insects but before noticing the changes they wrought in the larvae. The larvae were carried across the world in the books, scrolls, and spellbooks looted from the dragon’s library in the years following its death, where they eventually grew into bookworms.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Boomer","description":"An ear-piercing shriek echoes in the cavern. The sound comes from a human-sized mushroom whose stalk steadily swells with air as it shrieks. Thunderous Shriek. Boomers are a subspecies of shrieker, nearly indistinguishable from their more innocuous cousins. When shrieking, however, the stalk of the boomer noticeably expands, swelling with air until it releases the air in a thunderous burst of noise. Like its more common relative, it is often deliberately cultivated by intelligent subterranean races as a defensive measure against intruders.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":5315,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Boomer","description":"An ear-piercing shriek echoes in the cavern. The sound comes from a human-sized mushroom whose stalk steadily swells with air as it shrieks. Thunderous Shriek. Boomers are a subspecies of shrieker, nearly indistinguishable from their more innocuous cousins. When shrieking, however, the stalk of the boomer noticeably expands, swelling with air until it releases the air in a thunderous burst of noise. Like its more common relative, it is often deliberately cultivated by intelligent subterranean races as a defensive measure against intruders.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Boot Grabber","description":"A pair of powerful hands made from a weird transparent substance springs forth from the puddle lying on the cavern floor. Boot grabbers are ooze-like aberrant creatures that lie in wait for approaching prey on the floors of dank dungeons, overgrown ruins, and dark caverns. Deadly Ambushers. Its transparent, amorphous body means a boot grabber is easily mistaken for a puddle or patch of wet rock, allowing the creature to strike with surprise and grab hold of its victim's legs or feet with its strong hand-shaped appendages. The boot grabber can lure a creature that is reluctant to approach by emitting an unearthly, high-frequency sound. Once it has seized its target, the boot grabber secretes a strong adhesive to stop the hapless creature from pulling free and continues to crush its foe's lower limbs. When the victim finally ceases struggling, the boot grabber flows over the helpless victim's body to start consuming it. Creations of Warped Sorcery. Boot grabbers are believed to have been created centuries ago in twisted experiments conducted by deranged arcanists seeking new weapons to use against their rivals. Willing to wield fell sorceries that tapped into the alien power of the Void, these mages carried out all manner of blasphemous research. By melding alien protoplasm harvested from shoggoths (Tome of Beasts) with the dismembered bodies of human captives from a rival magocracy, the wizards created the boot grabber and other foul creatures, before ultimately spawning the first gibbering mouther. Shadow Dwellers. Boot grabbers are usually encountered in underground locations on the Material Plane, but they also inhabit the Plane of Shadow, where they are sometimes used by shadow fey nobles as guardians in the tunnels beneath their castles. On both planes, boot grabbers can often be found working in tandem with the alien-looking darkmantles, hunting together and sharing the spoils. These partnerships prove very effective, the darkmantle's darkness aura conceals both creatures' presence, and a target held fast by the boot grabber can readily be engulfed by the darkmantle.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"neutral","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Borborygmos","description":"For decades, the enormous cyclops Borborygmos has commanded the respect and obedience of the Gruul Clans by defeating all who challenged him. He embodies the raging fire that the Gruul believe burns in their bellies, and his wrath toward the civilization of Ravnica knows no bounds. Mightiest of the Mighty. Borborygmos leads the Burning Tree clan, which is the largest and most diverse of the Gruul Clans. He is almost always accompanied by other members of his clan—not because he needs their protection, but because they might need his. His companions include creatures ranging from burly giants to cowering goblins. The Gruul follow strength, and Borborygmos holds his position only because he has proved stronger than any challenger. Borborygmos’s Traits Ideal: “We fight!” Bond: “I will bring the wilds back.” Flaw: “I don’t have to listen to anybody.” Traits Legendary Resistance (3/Day). If Borborygmos fails a saving throw, he can choose to succeed instead. Poor Depth Perception. Borborygmos has disadvantage on any attack roll against a target more than 30 feet away. Siege Monster. Borborygmos deals double damage to objects and structures. Actions Multiattack. Borborygmos can use his Frightful Presence. He also makes two attacks: one with his maul and one with his stomp. Maul. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. Rock. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Frightful Presence. Each creature of Borborygmos’s choice that is within 60 feet of him and can see or hear him must succeed on a DC 17 Wisdom saving throw or become frightened of him for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Borborygmos’s Frightful Presence for the next 24 hours. Legendary Actions Borborygmos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Borborygmos regains spent legendary actions at the start of his turn. Attack. Borborygmos makes a weapon attack. Bellow (Costs 2 Actions). Borborygmos yells menacingly at one creature he can see within 60 feet of him. That creature must succeed on a DC 17 Wisdom saving throw or become frightened of him for 1 minute. If the creature is already frightened, it becomes stunned instead. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Borborygmos’s Bellow for the next 24 hours. Wide Berth (Costs 3 Actions). Borborygmos moves up to half his speed and can move through the space of any creature smaller than Huge. The first time Borborygmos enters a creature’s space during this move, the creature must make a DC 21 Dexterity saving throw. If the saving throw succeeds, the creature is pushed 5 feet away from Borborygmos. If the saving throw fails, that creature is knocked prone, and Borborygmos can make a stomp attack against it.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Borda","description":"Borda Bordas resemble tall, wizened crones that seem to materialize out of the fog in a swamp. Her emaciated frame is covered in a ragged robe and coils of rope, with a ragged scrap of cloth bound over her eyes. The embodiment of humanoid fears of swamps, the dangers that lurk within them, and drowning, bordas are solitary hags that dwell in swamps, marshes, or other wetland areas. Bordas were once common green hags, but a vile corruption elevates her to a new form and status by a supernatural connection to native fears focused on her and her homeland. There can be a only one borda in any given swamp, but only one, and each of them tends to refer to herself as the Borda, a creature unique to its local area. Some say that a new borda will arise in the same locale if the current Borda dies, though others whisper that these hags are truly immortal and survive as long as her swamp remains. True to the legends that surround her, the Borda is inimical to any trespassers in her domain, especially those that lose themselves in it by accident. She will stalk and kill those she encounters, leaving their bound, drowned bodies to mummify in the peat beneath the swamp’s dark waters. The Borda’s body is covered in coiled rope, which she can magically form into nooses with which to catch and strangle her victims, or drag them under the water with her to kill at her leisure. She also has a hag’s claws and her bite is venomous like many of the inhabitants of her home. Ruler of Her Domain. A borda has a magical connection to her swamp home. Even without use of her eyes, she is aware of everything in her immediate area. Further abroad, the borda’s sense of her domain is vaguer. If an intruder enters the swamp, she will eventually become aware of it, knowing the general direction in which the intruder lies. This means the Borda, if so inclined, will eventually find someone if they are within her domain. The closer they are, the more quickly she will find them. Solitary Evil . Unlike other hags, a borda is content with a solitary life in her domain and does not seek to form a coven with other hags. Only when forced by the greatest necessity, typically the threat of powerful heroes invading her swamp, will the borda reach out to her sisters to gain power by forming a triad with two other hags (typically green hags). Leave One Alive . Occasionally, a borda will terrorize a victim, only to allow them to escape, or choose a single victim in a group to leave alive. She knows they will return home to tell their harrowing tale of their encounter with her, instilling fear in most, and enticing the brave or foolhardy into her domain as her next victims.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (hag)","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":8},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Boreal Dragon Wyrmling","description":"Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground. Paradoxical Predators. Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. Dragons of Rage. Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as saber-toothed tigers and polar bears, and often invite the creatures to live in their lairs. A Boreal Dragon’s Lair Boreal dragons make their home in arctic or subarctic regions, particularly areas warmed by geothermal activity. Suitable sites for their lairs include cliffs above magma deposits or fissures, large caves at the edge of volcanic craters or near hot springs, or the abandoned outposts of fire giants. Boreal dragons also enjoy taking over the lairs of other dragons, particularly those they have personally slain or driven out. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: * The dragon chooses a creature it can see within 120 feet of it. The target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of its next turn. While enraged, the creature has advantage on melee attack rolls, but it is unable to distinguish friend from foe and must attack the nearest creature other than the dragon. If no other creature is near enough to move to and attack, the victim stalks off in a random direction, seeking a target for its rage. * The dragon magically calls a saber-toothed tiger or polar bear to aid it in battle. The creature appears within 120 feet of the dragon, emerging from a nearby cave entrance or other suitable opening, and acts as the dragon’s ally. The creature remains for 1 minute, until the dragon uses this lair action again, or until the dragon dies. * Searing winds batter a point the dragon can see within 120 feet of it. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Regional Effects The region containing a legendary boreal dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: * Temperatures within 5 miles of the dragon’s lair are warmer than in the surrounding lands. Snow melts shortly after landing, plants are more common, and animals lose their winter coats. * Beasts and monstrosities are more aggressive within 3 miles of the dragon’s lair. Animal Handling checks in the area are made with disadvantage. * Volcanic fissures and geysers spring up within 1 mile of the dragon’s lair. If the dragon dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Boreas, Lord of the North Wind","description":"Rime encrusts the wild, spiky hair and beard of this gaunt, savage‑eyed man. He strides with an arrogant swagger, snapping blue eyes regarding those around him as an eagle regards the mouse. He carries a dragon-shaped horn, a spear of ice, and an enchanted longbow that shoots bolts of pure frozen air. Lord of the North Wind. Known for creating mass destruction and death on a whim, Boreas is a devouring spirit of the north who frequently tampers with the mortal world. His worldly avatar resides in a palace of blue ice and white marble on Thule’s highest peak, and he styles himself lord of all the North. Boreas suffers no disrespect and demands yearly tribute of gold, goods, and horses. He has a deep and abiding hatred of the three other Wind Lords. Easily Angered. When displeased, he bombards his “subjects” with snow, lightning storms, and gale-force winds, or buries them in avalanches by blowing his greater horn of blasting. When particularly displeased, he sends his various servants to descend upon a tribe or settlement without mercy. Legends of Boreas All hail the Devourer, for tales and kennings of Boreas are as common as a spring gale or a winter’s blast. Called the Hail Thrower, the Snowy Rager, and the Father of the Snow Mares, Boreas is said to have been one of four brothers who lived far to the south, before a bitter struggle between Boreas and his three younger brothers led to him cursing the others and leaving them to suffer forever in empty quarters of sand and dust, while he took the rich forests and cool northern climes for his own. Stories tell of that Boreas lives in a great tower in the Utmost North, served by frost giants, thuellai, and ice maidens. There he plots Ragnarok with Loki and the giants, but he has another wish—to woo and win the hand of a worthy wife, and he is bold enough to woo two by turns, Oluffa, the Queen of the Frost Giants and Nicnevin, Fey Queen of Witches. His daughter, the Snow Queen Morrinn of Grokeheim, is not fond of this wild romance, and she strives to keep her father far from the Witch-Queen’s affections and further still from Loki and the giants. To do this, she sometimes employs mortal heroes to steal a treasure from her father’s tower, to rustle away with his finest winter wolves, or to bring sweet spring air into his court, thereby provoking him into a rage, and turning his careful wooing of powerful beauties into an occasion for raw tempers and abject apologies. Traits Chilling Presence.: Boreas freezes everything within 150 feet of him. After 5 rounds, nonmagical fires up to the size of a campfire are quenched. Water freezes within 1 minute. Spells that protect against cold are subjected to an immediate dispel magic (at +10 spellcasting ability) when within 150 feet of Boreas. Wind Form: Boreas can shift between his humanoid body and a body made of wind and mist as an action; he can never be forced to shift forms. In wind form, he can use a whirlwind blast attack and use his spells, but no weapon attack. Truesight reveals both forms at once. Freedom of the Wind: Locks, shackles, ropes, and other bindings cannot hold Boreas. Innate Spellcasting: Boreas’s innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components: At will: create water, detect magic, guidance, invisibility, polymorph, speak with animals, true seeing, wind wall 3/day each: call lightning, control weather, cure wounds, dispel magic, ice storm, lesser restoration 1/day each: chain lightning, earthquake, finger of death, heal, shapechange, wall of ice, word of recall Regeneration: The avatar of Boreas regains 10 hit points at the start of its turn. If the avatar of Boreas takes fire damage, this trait does not function at the start of its next turn. The avatar of Boreas dies only if it starts its turn with 0 hit points and does not regenerate. Actions Multiattack: Boreas makes 4 spear attacks, or 4 longbow attacks, or 2 whirlwind blasts. Ice Spear (Humanoid Form): Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 11 (1d8 + 7) piercing damage plus 17 (5d6) cold damage. North Wind Longbow: Ranged Weapon Attack : +12 to hit, range 150/600 ft., one target. Hit : 10 (1d8 + 6) piercing damage plus 9 (2d8) cold damage. Whirlwind Blast (Wind Form Only): Ranged Spell Attack : +11 to hit, range 50 ft., one target. Hit : 37 (5d12 + 5) slashing damage. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Ice Spear: Boreas makes an ice spear attack. North Wind’s Glare: Boreas freezes a foe with a look. One creature within 60 feet that the avatar of Boreas can see must make a successful DC 19 Constitution saving throw or be petrified until the start of the avatar’s next turn. Whirlwind Movement (Costs 2 Actions): Boreas erupts into an icy whirlwind. Mundane and magical light sources alike within 20 feet are automatically extinguished. Each creature within 20 feet of the avatar must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) cold damage. The avatar can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":17},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Boreas' Chosen","description":"The humanoid’s piercing blue eyes lock on their target as it charges forward with bloodlust. Bloodcurdling battle cries and flying spears follow the berserker’s charge. Regardless of what type of prior life they led, any humanoid can become one of Boreas’ chosen. Some humanoids are born with runic symbols designating them as creatures blessed by the North Wind, but most must undergo several trials before the first wintry rune scrawls itself into their flesh. The trials include surviving the highest mountain peaks in the dead of winter, defeating a frost giant in single combat, and crafting a spear out of the fang or claw of an icy beast. Even then, Boreas may deny his favor. Blood and Weapons of Ice. A humanoid chosen by Boreas goes through a transformation to become more like its patron. Its blood freezes into ice, and its weapons become forever rimed. Blessed and Loyal. Humanoids chosen by Boreas further his goals, protect his holy sites, spread winter wherever they walk, and honor the North Wind with every fallen foe.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Borlakan Sky Saw","description":"These peaceful giants make their homes in the skies and oceans of gas giants, where they use their sawlike rostrums and serrated pectoral fins to carve off pieces from the floating sponges upon which they feed. Lighter than Air. Borlakans possess fibrous organs that expand with rare gases, giving them remarkable bouyancy in the dense atmoshpheres they call home. By manipulating the volume of these internal gas pockets they are capable of lifting and carrying a startling amount of weight. Cloud Chargers. Borlakans are sometimes domesitcated and used as mounts, transport, and beasts of burden by skyfaring species like the Zalpheed and others. The Eerthor people of Andvik VI have bred a particularly agressive variety they use in war and ceremonial battles.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Boro","description":"Boros are large herd animals that roam the southern and central plains of Eredane in great numbers. Their broad bodies are covered by thick, curly hair, and two large tusks sprout from their upper jaws. They use these tusks for defense as well as to dig up the plants and roots on which they feed. The halflings of the central plains have domesticated some boros to use as labor and pack animals, and rarely, as a food source. The orcs have driven thousands of boros up to the lands north of the Sea of Pelluria and trained them to act as mounts in combat. Animals The crucible that was life after the Sundering affected the animals of Aryth as much as any, and some within the fey woodlands of Erethor were slowly transformed by it. Some animals devolved into an even more feral state than before, becoming swifter, stronger, and more aggressive in their hunt for food and quest for survival. Other animals expressed their inner nature by growing more intelligent and forming societies within their territory. These new creatures, the first dire animals known to the world, warred with the fey over territorial rights to the idyllic glades and pristine rivers of Erethor for thousands of years. At the end of the First Age, with the growing threat of the Shadow falling over all Eredane’s lands, Aradil called a council with the leaders of the dire animals, who also felt evil seeping into the land. From this great summit came the Dire Pact, an alliance born of mutual need that has grown into a true kinship between the fey and dire animals. The animals of the world play another role as well, one firmly under the control of Izrador. When he recruited and shaped the astiraxes as his servants, he saw an opportunity to further exploit Aryth’s natural resources. Though the malevolent spirits were not powerful enough to possess the intelligent bodies of humans or fey, they do have power over the beasts of the world. And so it was that the dark god corrupted the animals of the natural world, such that the forces of light could never look at their trusted and loyal companions, or the innocent and wild creatures with which they shared the world, without feeling a twinge of fear, suspicion, or distrust. Adventurers who travel with animal companions are viewed with even more suspicion than most strangers, at least by those who are aware of the astiraxes’ existence—what insanity must a person have to travel with a companion who could at any time become a servant of Shadow? Still, rumors of the heroism of the dire animals of Erethor have filtered to the human lands despite the Shadow’s best attempts to spread lies and misinformation about them, which has helped inspire a reverence toward animal-kind in many cultures. As a result, totemism is on the rise, especially among the halflings and those human communities who are in contact with them. Man’s Worst Enemy? Many of the cultures in the occupied lands have fast developed superstitions surrounding pets. In the Westlands and river communities around the Ardune, stories of the wogrens have led the people to believe that the ghosts of animals come back to protect their former masters. Thus, pets are kept for one year, after which time they are ritually sacrificed in hopes that the animals’ spirits will come back to protect the owners. In Erenhead, it is widely believed that feeding salt from the sea near Baden’s Bluff makes an animal immune to astirax possession. This faulty superstition has been the downfall of several resistance cells, whose members too easily let loose secrets while their “protected” pets skulked about, listening. The traitor princes and collaborators in the eastern cities around the Sea of Pelluria believe that it is a great honor to have one’s pet inhabited by an astirax, and so families keep many pets and often seek out bits of information so that they can tell them to their animals. The preponderance of false stories has led legates to actually discount much of what they hear, ironically lessening the chances that an astirax will actually possess a family pet during an investigation. Common Animals of Eredane Animal-kind has not flourished under the Shadow’s occupation. Existing domesticated herds were quickly depleted by armies on the march through Erenland, and rumors of the legates’ “demon ghosts” quickly made city dwellers nervous about keeping pets and allowing strays to roam the streets. As a result, pets have become scarce in large cities, and villages from the Dornish Northlands to the southern coasts have developed superstitions regarding animals. Among the free peoples of Eredane, concern over the use of animals as spies has grown in the last 100 years. Where possible, ranches and slaughterhouses are well controlled and placed some distance from cities. Even many legates do not trust having animals around, other than those inhabited by their companions, afraid that an enemy’s astirax might be spying on their activities. Nevertheless, most animals can be found somewhere in Eredane, especially those with profiles in the SRD or other popular supplementary materials. If an environment would typically have these creatures (wolves in northern forests, for example, or snakes in humid swamps), the creatures can also be found in Eredane’s equivalent environments. Traits Charge. If the boro moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the targets takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":30504,"Challenge Rating":"1/4"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Borthak","description":"Borthaks are irascible, wolflike behemoths that ravage northern wetlands and alpine fens on Krynn. Few mountain animals can challenge a borthak physically. Its powerful jaws, acidic spittle, and lightning-quick tail make the borthak an apex predator in its home territory. Luckily for most wetland dwellers, borthaks rarely congregate. Unluckily, a single borthak can wreak havoc on an entire ecosystem with its supernatural ability to siphon heat from the ground. A borthak’s body is so efficient at pulling the heat from its surroundings that it can transform a small, temperate glen into a frigid, slushy bog. Native plants and animals rarely survive long in a region a borthak claims as its hunting ground. Once a borthak has depleted an area of flora and fauna, it moves and begins its pillaging anew. Traits Glacial Aura. At the end of the borthak’s turn, slippery ice covers surfaces within 10 feet of the borthak. This ice is difficult terrain. When a creature other than the borthak enters the ice’s area for the first time on a turn or starts its turn there, it must succeed on a DC 16 Dexterity saving throw or have the prone condition. The ice disappears at the start of the borthak’s next turn. Webbed Feet. The borthak can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement. Actions Multiattack. The borthak makes one Bite attack or uses Noxious Regurgitation if available, and it makes two Stomp attacks. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 7 (2d6) acid damage. Stomp. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage. Noxious Regurgitation (Recharge 5–6). The borthak spews acid at a creature it can see within 120 feet of itself. The target must make a DC 21 Constitution saving throw. On a failed save, the creature takes 24 (7d6) acid damage and has the poisoned condition until the start of the borthak’s next turn. On a successful save, the creature takes half as much damage only. Reactions Reactive Tail. When a creature within 10 feet of the borthak hits the borthak with an attack roll, the borthak swings its tail in retaliation. The triggering creature and any creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 16 (2d8 + 7) bludgeoning damage. Legendary Actions The borthak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The borthak regains spent legendary actions at the start of its turn. Move. The borthak moves up to its speed without provoking opportunity attacks. Bite (Costs 2 Actions). The borthak makes one Bite attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":30583,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Boss Ahn-Nova","description":"Pronunciation: “Boss Ahn No-Vah” Boss Ahn-Nova is an owl-headed Avia-Ra who was kidnapped by mercenaries and taken away from his family as a child. Though the ransom was eventually paid and he was freed, Ahn-Nova resolved from that moment on to never be helpless again. After spending many years as a smuggler and occasional hitman, Ahn-Nova moved to Port Nomad and has been working since to build his own small criminal empire in the seedy spaceport. He has the sort of reputation that one would expect from a backwater crime lord: he never lets go of a debt, lacks any sort of moral compass, and is more than willing to help anyone with any problem that they have—for a price. Currently, Boss Ahn-Nova and the spaceport’s Chief of Security, Ser Helio-Horus, are known enemies. Because of their feud, Boss Ahn-Nova will not attend the presentation at Starswill Bar. However, both of the bartenders working that night are his employees, and he expects a full report.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (avia-ra)","Alignment":"lawful evil","Expansion":9634,"Challenge Rating":3},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Boss Augustus","description":"Augustus is a hulking human werewolf of few words. He shares leadership of the guild with Boss Delour and has a knack for planning heists. Guild members consider him a brutal but fair leader. Some perceptive guild members—like Kathra Bitterwind—have noticed he’s become more reclusive recently, and when he does appear, he’s restless. Augustus is a natural-born lycanthrope, born to werewolf parents. His parents were slain by monster hunters when he was young, and he traveled from town to town for most of his life, fleeing whenever townsfolk discovered his true nature. Delour and Pyrite accepted Augustus in a way he’d never experienced before. When the three of them created the Moonstalkers guild, Augustus relished his new life of crime. But over time, his passion has faded. The riches they gathered mean nothing to him now. The violence grates on him, and he no longer empathizes with Delour’s fantasies of revenge. Instead, Augustus secretly longs to end his curse and integrate into society. Only a Wish spell can end Augustus’s curse. He has ordered Wanewort, a night hag, to find anyone with access to that spell and plans to offer anything in his power in exchange for undoing his curse. And if bargaining doesn’t work, there’s always blackmail. (See the “Using the Moonstalkers in Your Campaign” section later in this chapter for more details.) Traits Regeneration. Augustus regains 10 hit points at the start of his turn. If he takes damage from a silver weapon, this trait doesn’t function at the start of his next turn. Augustus dies only if he starts his turn with 0 hit points and doesn’t regenerate. Special Equipment. Augustus wields a +2 Longsword. Actions Multiattack. Augustus makes any combination of two Bite, Claw, or Magic Longsword attacks. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with lycanthropy. While cursed in this way, the target retains its alignment, languages, and equipment but otherwise uses the werewolf stat block, excluding actions that require equipment the target doesn’t have. During any night when there’s a full moon in the sky, the target becomes an NPC under the DM’s control and remains so until the night ends. A Remove Curse spell or similar magic ends this curse. Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or have the prone condition. Magic Longsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) slashing damage. Bonus Actions Change Shape. Augustus polymorphs into a wolf-humanoid hybrid, a wolf, or his humanoid form. His statistics, other than his speed, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his humanoid form if he dies. Cunning Action. Augustus takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Neutral","Expansion":27234,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Boss Delour","description":"Delour the wererat is a sly trickster and consummate thief who rules the Moonstalkers alongside his friend Augustus. Delour’s honeyed words and calculating mind make him dangerous. He can smile and shake someone’s hand while simultaneously plotting to ruin that person. Expanding the guild’s activities beyond thievery was Delour’s idea. He studies other criminal syndicates and their methods of getting rich. He considers protection rackets, smuggling, and arson to be low-hanging fruit, with extortion, kidnapping, and murder for hire being more complex challenges the guild can take on as it grows in power. His only real fear is exposure; the bigger and more active the Moonstalkers become, the more likely they are to attract the attention of law enforcement or adventurous do-gooders. The sting of the guild’s flight from its first home is still fresh in Delour’s mind. Indeed, Delour never forgets a slight. He is obsessed with getting revenge on the officials who raided the original guildhall and killed Pyrite, who was like a brother to Delour. Though Delour is perfectly willing to backstab most people, he treats Augustus with utmost respect. If he discovers Augustus’s plot to become human and leave the Moonstalkers, he would consider it the ultimate betrayal. Traits Evasion. If Delour is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails, provided he doesn’t have the incapacitated condition. Nimbleness. Delour can move through the space of a Medium or larger creature. Regeneration. Delour regains 10 hit points at the start of his turn. If he takes damage from a silver weapon, this trait doesn’t function at the start of his next turn. Delour dies only if he starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Delour makes any combination of three Bite, Shortsword, or Hand Crossbow attacks. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with lycanthropy. While cursed in this way, the target retains its alignment, languages, and equipment but otherwise uses the wererat stat block, excluding actions that require equipment the target doesn’t have. During any night when there’s a full moon in the sky, the target becomes an NPC under the DM’s control and remains so until the night ends. A Remove Curse spell or similar magic ends this curse. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (3d6) poison damage. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (3d6) poison damage. Bonus Actions Change Shape. Delour polymorphs into a rat-humanoid hybrid, a Medium giant rat, or his humanoid form. His statistics, other than his size and speed, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his humanoid form if he dies. Cunning Action. Delour takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Lawful Evil","Expansion":27234,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Bouda","description":"A hulking, hyena-faced humanoid with heavily scarred, oversized muzzle, a bouda looks as if its jaw had once been ripped apart and put back together. Clouds of gnats and fleas roil around its arms. Glowing Eyes and Teeth. Bouda are child-eaters, despoilers of purity and family. Resembling oversized gnolls, a web of scars along their muzzles is evidence of their gluttonous eating habits. Forever leering, their teeth glow as yellow as their eyes. Fly-Bedecked Shapechangers. Bouda lurk on society’s fringes, shapechanging to blend in with mortals. They seek out happy families, consuming the children in the night and leaving gruesome trophies behind. They may mark a victim nights before attacking to terrify the helpless parents. Gluttons. Bouda have a weakness: they are incorrigible gluttons. When presented with a fresh corpse, even in combat, they will attempt to gorge on it or at least defile it for later consumption. Bouda are vindictive, seeking revenge on anything that drives them from a kill. Traits Shapechanger: The bouda can use its action to polymorph into a human, a hyena, or its true form, which is a hyena-humanoid hybrid. Its statistics, other than its Mephitic Claw attack, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if destroyed, before turning to dust. Defiling Smear (1/Day): The bouda can secrete a disgusting whitish-yellow substance with the viscosity of tar to mark food and territory. As a bonus action, the bouda marks a single adjacent 5-foot space, object, or helpless creature. Any living creature within 30 feet of the smear at the start of its turn must succeed on a DC 15 Constitution saving throw against poison or be poisoned for 1d6 rounds. A creature that makes a successful saving throw is immune to that particular bouda’s defiling smear for 24 hours. The stench of a smear remains potent for one week. Innate Spellcasting: The bouda’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components: Constant: detect evil and good, detect magic At will: thaumaturgy 3/day: darkness, expeditious retreat 1/day: contagion Actions Multiattack: The bouda makes one bite attack and one mephitic claw attack. Bite: Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4 ) slashing damage. Mephitic Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. On hit, the target must make a successful DC 15 Constitution saving throw or become poisoned for 1 round by the visible cloud of vermin swarming around the bouda’s forearms. Ravenous Gorge: The bouda consumes the organs of a corpse in a space it occupies. It gains temporary hit points equal to the dead creature’s HD that last 1 hour. Organs consumed by this ability are gone, and the creature can’t be restored to life through spells and magical effects that require a mostly intact corpse.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Bounty Hunter","description":"Traits Assassinate. During its first turn, the bounty hunter has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the bounty hunter scores against a surprised creature is a critical hit. Nonlethal Strike. If a creature's hit points drop to 0 from the bounty hunter's attack, the bounty hunter can choose to knock the creature unconscious at 0 hit points instead of leaving it dying. Sneak Attack (1/Turn). The bounty hunter deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the bounty hunter that isn't incapacitated and the bounty hunter doesn't have disadvantage on the attack roll. Actions Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Hunting Bolas. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be restrained and knocked prone. As an action, the restrained creature can make a DC 13 Strength check, escaping on a success. The effect ends if the Hunting Bolas is destroyed. The Hunting Bolas has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage. Bonus Actions Cunning Action. The bounty hunter takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bounty Hunter","description":"Guard Be they the personal protectors of a traveling celebrity or the highly-trained soldiers of a city watch, guards range widely in their level of skill. Bounty Hunter Bounty hunters typically work alone while in pursuit of their next target, but in some cases, they can be hired for other jobs—as in the case of the traveling bard Annamede when she heads east from her home of Pitax to take part in a hunting trip. Traits Favored Enemy (beasts and humans). The bounty hunter gains advantage on Wisdom (Perception) checks to search for their favored enemies and on Wisdom (Survival) checks to track them. Precision Edge. The first time the bounty hunter hits their favored enemy in a round, they deal an additional 9 (2d8) piercing damage. Rapid Reloading. The bounty hunter ignores the loading property of crossbows with which they are proficient. Actions Multiattack. The bounty hunter makes three melee attacks or two ranged attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands. Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 9 (1d10+4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Bounty Hunter","description":"In the two cities of Tolia that have overseen such magnificent growth and progress, law enforcement cannot always keep all the streets in line. Because of this, many individuals of wealth or authority prefer to put bounties on the heads of criminals or enemies. Bounty hunting is a lucrative occupation in these cities, and really good bounty hunters are well-equipped with many bloodwork weapons on their sleeves to bring their targets down.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":24099,"Challenge Rating":6},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bounty Hunter","description":"With a specific, yet highly-in-demand skill set, bounty hunters are found in every corner of the galaxy. They relentlessly hunt their targets, completing contracts often for money, fame, or status. Though a number of bounty hunters apply the same tactics, their methods vary greatly, including their choices in who they work for and the types of contracts they take on. This loosely-defined code they operate from also directly defines their reputation.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":6},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Bounty Hunter","description":"The bounty hunter typically operates within a more legal framework than an Assassin, pursuing targets for rewards or bounties placed on their heads. Bounty Hunters often work with a guild or law enforcement organization, retrieving criminals who have tried to escape justice. Traits Hit the Mark. When the bounty hunter is seeking a specific target as a bounty, it gains 1d4 on attack and damage rolls against that target. Tracker. The bounty hunter knows the direction and distance to its bounty as long as the two of them are on the same plane of existence. Actions Multiattack. The bounty hunter makes two Rapier attacks and one Hook or Crossbow attack. Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., 1 target. Hit: 6 (1d8 + 2 piercing damage. Hook. Ranged Weapon Attack: +8 to hit, range 20/50 ft., 1 target. Hit: 4 (1d4 + 2 piercing damage and the target must make a DC 15 Strength saving throw. If it fails, the target is pulled 10 feet toward the bounty hunter. Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Hunter’s Insight. As a bonus action, the bounty hunter can make a Wisdom (Insight) check against a creature it can see, contested by the target’s Charisma (Deception) check. If the bounty hunter succeeds, it has advantage on its next attack roll. ","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any lawful alignment","Expansion":32955,"Challenge Rating":9},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Bozak Draconian","description":"Bozak draconians are born from bronze dragon eggs and wield magic to aid their allies in battle. Their wings aren’t strong enough for full flight, but bozaks can use them to glide during a fall. When bozaks die, their flesh shrivels away before their bones explode, sending a shower of magical splinters in all directions. Draconians Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen’s foul magic. The Dragon Armies closely guard the secret of the draconians’ creation, allowing Krynn’s metallic dragons to continue to think their eggs are being held hostage so they don’t oppose the Dragon Queen’s conquests. Traits Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage. Glide. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage, and it can move up to 2 feet horizontally for every 1 foot it descends. Spellcasting. The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): 1/day each: enlarge/reduce , invisibility , stinking cloud , web Actions Multiattack. The draconian makes two Trident melee attacks or two Lightning Discharge attacks. Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Lightning Discharge. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) lightning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Sorcerer)","Alignment":"Typically Lawful Evil","Expansion":17925,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Brachavyrm","description":"The loathsome brachavyrm is a creature of nightmares that prowls the fens, jungles, and marshlands of the Abyss. This demon resembles a giant 20-foot long, slime-coated, segmented worm with a maw ridged with sharp teeth. Its midsection splits into two tails, each ending with a wicked-looking stinger. Pairs of emaciated arms ending in clawed hands extend grotesquely from its segmented body and function as the creature's legs. Arm Collector . The brachavyrm is a solitary predator that hunts for mortal humanoids. Each time a brachavyrm consumes a humanoid, a pair of arms will sprout from the sides of its elongated body. As the brachavyrm consumes more prey, more arms are created. But these arms wither and die after a short period, causing the brachavyrm to constantly hunt for more humanoids. Versatile Predator. In combat, the brachavyrm first spits a line of saliva from its maw towards its target. The saliva instantly hardens into sticky, web-like filaments upon contact with air, and can entangle a target. Once a creature is ensnared, the brachavyrm lunges at it and quickly impales it with its twin stingers. After the venom is injected, the demon wraps its body around the victim, constricting it at the same time that its multiple clawed arms dig and tear through its flesh. Finally, the fiend bites the helpless prey and slowly swallows it whole. Traits Body Arms. The brachavyrm gains a pair of arms each time it consumes a humanoid creature. For every five pairs of humanoid arms the brachavyrm has, its speed is increased by 5 feet. A pair of arms wither and die after a month it was created. Spider Climb. The brachavyrm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The brachavyrm makes one Bite attack, one Constrict attack, and two Tail Stinger attacks. It can replace its Bite attack with Swallow or Web Spray, if available. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the brachavyrm can't bite another target. Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one Huge or smaller creature. Hit: 16 (2d10 + 5) bludgeoning damage plus 16 (2d10 + 5) slashing damage. The target is grappled (escape DC 19) if the brachavyrm isn't already constricting a creature, and the target is restrained until this grapple ends. Tail Stingers. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned. Swallow. The brachavyrm makes one Bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the brachavyrm, and it takes 11 (2d10) acid damage at the start of each of the brachavyrm's turns. If the brachavyrm takes 20 damage or more on a single turn from a creature inside it, the brachavyrm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the brachavyrm. If the brachavyrm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. If a swallowed creature dies and the creature is a humanoid, the corpse's body is consumed and a pair of arms sprout from the brachavyrm's body. When this happens, the creature can only be restored to life only by means of a resurrection spell or greater. Web Spray (Recharge 5–6). The brachavyrm spits webbing in a line that is 30 feet long and 10 feet wide. Each creature in that line must succeed on a DC 16 Dexterity saving throw or be restrained by webbing. As an action, the restrained creature can make a DC 15 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage and immunity to bludgeoning, poison, and psychic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Brachyura Shambler","description":"The vaguely humanoid creature has an oblong head with a pair of deep-set black eyes, a pair of antennae, and grasping mandibles. The creature is covered in a chitinous shell that is deep red, almost black in color. As it moves, it makes a strange sound, as though it is asking unintelligible questions in gibberish. Purveyors of Mud. Brachyura shamblers are foul, vaguely humanoid, semi-intelligent creatures that live in the mud and primarily eat carrion. They eat fresh kills when they can, but they find it easier to eat what is already dead. Because of their filthy living conditions and unsanitary diet, they carry disease, which they easily spread to those they encounter. Related to the Sporous Crab. The brachyura often share living space with the sporous crab and are likely distantly related to them. The crabs are of much lower intelligence, leaving their relationship more like that of a master and pet. The crabs also support the brachyura when their lairs are attacked.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Brackish Trudge","description":"Brackish trudges are lumbering masses of sentient fungus and vegetation that thrive in the bayou. They are living examples of the conflicting forces of life and decay existing in a harmonious cycle. Flowers and other plant life grow on their backs, necks, and heads. When these plants die, they decay and become the ideal habitat for fungi. The older a trudge is, the wilder and more varied are the plants and fungi that thrive in the tiny ecosystem on its back. While sometimes ill-tempered and territorial, brackish trudges are usually content to mind their own business. When trudges are roused to defend themselves or drive off rivals, their punishing tusks laced with deadly fungus spores can make short work of the unwary. Trudges are also notoriously difficult to slay; the energies of life and death within them allow them to survive harrowing injuries. Traits Fungal Fortitude. If damage reduces the trudge to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the trudge drops to 1 hit point instead. Actions Tusk. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) poison damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Unaligned","Expansion":12501,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Brahma Lutier","description":"Formally a former member of the “B” Team, Brahma Lutier is a gifted cartographer, spy, and troubadour. Tutored in at least the latter of those vocations by Audra Courtier (wife of Propha Dran and co-owner of the Dran & Courtier inn of Red Larch), Brahma’s specialty is a song of domination that is legendarily difficult to resist. Her retirement is said to be connected to a falling out with husband Oak Truestrike, and Brahma has been operating as a solo agent for some time now. Known for a personality that is murderous and cheery in equal part, she utilizes an instrument of dragonborn design in combat. Known as a war lute, this unique item comes replete with hidden storage and powerful weaponry.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral","Expansion":4048,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Brain Barnacle","description":"Brain barnacles are a particularly insipid parasitic worm that feeds on its host's memories as they form. In order to avoid detection, they appear to be a benign barnacle-like growth on the host's skin, typically just behind the ear, and only consume tiny portions of the forming memories. The host's brain reinterprets these memory gaps, causing them to live out a slightly altered reality. These alterations typically eventually drive the host mad, and when the host dies, the brain barnacle consumes its nervous tissue, growing into a pod-like structure inside its brain. This pod serves as a sort of egg sac from which new brain barnacles will spawn. Servants of Supreme Sapience. Brain barnacles often serve other more powerful aberrations of psychic capabilities, though they have also been known to serve powerful wizards. When acting on their own, they consume memories seemingly at random, leading to the rapid deterioration of their host's understanding of reality. However, when serving a being with a specific intent for their host, they may only consume specific memories, often leading to a slower decline and a more easily manipulated individual for their masters to use as pawns in their grand schemes. Removing the Brain Barnacle. Even when discovered, removing a brain barnacle from its host is a difficult matter. First, the host must be unconscious to prevent the brain barnacle from using the host to either flee or fight off the host's wouldbe saviors. Second, the surgeon must be careful to remove the brain barnacle without killing it or damaging the host's nervous system further. This requires a successful DC 18 Wisdom (Medicine) check. On a failed check, the host's Intelligence and Charisma scores are reduced to 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. This effect can be ended by a greater restoration, heal, or wish spell. On a success, the brain barnacle is removed, and may attempt to take over the surgeon's body, or the body of any other creature within range. Tactics. The brain barnacle is not an especially Dangerous II foe on its own, but because of its ability to alter its host's perception of reality, it can be exceptionally deadly when it possesses a powerful host. If its host is slain and it is not safe for the brain barnacle to remain in place to consume the host's nervous tissue, the brain barnacle will attempt to flee the body, slithering away into the surrounding environment and making use of its small size to hide from its hunters' sight. Traits Brainsense. The brain barnacle is automatically aware of any creature with an Intelligence score of 2 or higher within 120 feet of it, and can pinpoint its location. A creature under the effects of a mindblank spell is immune to this ability. Guardian Host. When the brain barnacle or its mission comes under threat, it can take control of its host. The brain barnacle controls its host during combat as though they were the same creature, except that the host's Intelligence, Wisdom, and Charisma scores are replaced by the brain barnacle's. When combat ends, the host believes whatever reality it can most easily rationalize for why it has no recollection of the fight, and why any outcomes it is aware of happened. Tiny Aberration. The brain barnacle can enter another creatures' space and stop there, and does not provoke opportunity attacks for movement. Additionally, it can fit through any hole at least 1 centimeter in diameter. The brain barnacle does not need to breathe, but dies of starvation if it is without a host for more than 30 days. Actions Brain Latch. The brain barnacle attempts to burrow under the skin and connect to the central nervous system of a creature it shares a space with. That creature must make a DC 12 Constitution saving throw or become the brain barnacle's host.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Aberration1. The brain barnacle can enter another creatures' space and stop there","Alignment":"and does not provoke opportunity attacks for movement. Additionally","Expansion":28072,"Challenge Rating":"1/8/2024"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Brain Coral","description":"This towering spire of pink coral is textured like the ridges of a brain and hums with strange power. Once this water-dwelling organism finds purchase in a reef or rocky shore, it multiplies rapidly, forming a tower-like spire of thousands of clustered beings that share a single, potent consciousness known as a brain coral. Divide and Conquer. Brain coral is a conglomerate of thousands of psychically linked organisms. This unique structure allows groups of organizations to break off from the larger whole to defend the central spire, patrol the surrounding area, or leave to establish a new colony. Mind Tyrant. While the brain coral can expel pieces of the colony to defend against intruders, it prefers to dominate the minds of those around it to enact its will. Frequently, brain coral grows along coral reefs because they are home to aquatic creatures readily brought under the brain coral's control. Colony Cluster. The brain coral consists of a Huge central spire and three Small clusters. Each cluster acts on the brain coral's turn and shares its movement, allowing the central spire and the clusters to swim a total of 120 feet on the brain coral's turn. A cluster can't move further than 120 feet away from the central spire. A cluster more than 120 feet away from its central spire for more than 24 hours enters a dormant state, becoming a new brain coral after 30 days. A brain coral and its clusters share hp, and damage dealt to a cluster or the central spire reduces that shared total. If more than one section of the brain coral is included in a damaging spell or effect, such as a Dragon's breath weapon or the lightning bolt spell, the brain coral makes one saving throw and takes damage as if only one of its sections was affected. Whenever the brain coral takes 15 damage or more in a single turn, one of its clusters is destroyed. At the end of its turn, if the brain coral took damage on the previous turn, it can expel one new cluster from the central spire for every 15 damage it took. The brain coral can't have more than five clusters active at one time. Water Breathing. The brain coral can breathe only underwater. Actions Multiattack. The brain coral makes one Pseudopod attack from its central spire and one additional Pseudopod attack for each cluster it has. These additional Pseudopod attacks can originate from the central spire or from any cluster, provided the target is within reach of the attack's origin. Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Reef Poison Spray (Recharge 5-6). The brain coral expels a cloud of poison. Each creature within 15 feet of the brain coral's central spire must make a DC 15 Intelligence saving throw. On a failure, a creature takes 21 (6d6) poison damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated. Beasts of the Sea (1/Day). The brain coral magically calls 2d4 giant crabs, 2 giant sea horses or reef sharks, or 1 swarm of quippers, provided the brain coral is underwater. The called creatures arrive in 1d4 rounds, acting as allies of the brain coral and obeying its telepathic commands. The Beasts remain for 1 hour, until the brain coral dies, or until the brain coral dismisses them as a bonus action.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Brain Devourer","description":"Brain Devourer Brain devourers are among the most gruesome denizens of The Low—wrinkled, grey brains supported by legs formed from twisted nerves. Seeing one instantly strikes fear into seasoned veterans, a delicious sentiment which is promptly drained by the hungry abomination. A single brain devourer can syphon the emotions of an entire city until its inhabitants are mindless husks. Astral Transcendance. Brain devourers were once humanoids on a quest for cognitive transcendance. Gradual biomantic alterations ultimately caused them to shed all semblance of physical form, leaving only what they consider an intermediate step in humanoid evolution. Brain devourers believe the final step requires the consumption of a massive amount of brains, after which they will finally leave their bodies behind and ascend to the Astral Sea. Ravenous Hordes. When a city’s guards prove too tough to crack, brain devourers are driven to form ferocious swarms by their voracious hunger. In a group, they trade subtlety for sheer numbers, and the resulting condensation of psychic energy manifests as a massive brain storm. To avoid this, mind flayers carefully manage brain devourer populations by feeding them periodically.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"chaotic evil","Expansion":26720,"Challenge Rating":2},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Brain Golem","description":"Traits Immutable Form. The golem is immune to any spell or effect that would alter its form. Inertial Armour. The golem is considered to be under the effect of a mage armor spell. A dispel magic spell can remove this effect until the golem’s next Short Rest. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. Mind Blast (Recharge 5-6). The golem magically emits psychic energy in a 60-foot cone. Each creature that area must succeed on a DC 13 Intelligence saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"neutral","Expansion":20544,"Challenge Rating":7},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Brain Hood","description":"A bear with the top of its head covered in a strange, slick, black substance looks around with purpose. Parasitic. Brain hoods are parasites that are rarely encountered without host animals. In fact, outside of its host, a brain hood poses little danger to intelligent creatures or creatures who are not beasts. Brain hoods prefer to bond with larger creatures, such as bears or dire wolves, due to the beasts’ impressive physical prowess. They use the animals as powerful physical vessels, helping the host creature find food but otherwise subjugating the dim intelligence within it. Calculating. The brain hood is inherently evil and despises all living things that possess bodies of their own. They delight in using their beast forms to attack and kill humanoids, particularly if the humanoids are smaller or less powerful than their bonded beast. Druidic Enemies. Given the unique nature of a brain hood’s existence, some people mistake them for druids in beast form. Brain hoods often encourage this belief, sowing mistrust and discord between villagers and a local circle of druids. This practice, coupled with the brain hood’s abominable treatment of beasts, drives druids to hunt down and destroy brain hoods. Traveling druids listen for stories of sudden, uncommonly aggressive animal attacks, knowing the cause could be a sign that a brain hood is in the area.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Brain in a Jar","description":"Through an eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with preserving fluids and the liquefied goop of their body’s flesh. The transformation renders the brain immortal and imbues it with psionic power, so that it can spend eternity plotting and executing its desires. A brain in a jar can speak without vocal cords, psionically projecting its disembodied voice outward for all to hear. It enjoys conversation so much that it is prone to talking for hours on end, sometimes to itself if there are no others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation. Being divorced from one’s body can tax the mind, and the longer a brain in a jar exists, the more likely some form of insanity will take hold of it. A brain in a jar is particularly susceptible to dementia, schizophrenia, and paranoia. Immortal Vessels. The brain floats in a jar of solution, pulsating as it reacts to its surroundings. Some brains have been known to thump against the walls of their containers when excited or vexed. A jar’s metal casing might be rusty but serviceable, or an elegantly wrought masterwork, depending on its creator. A brain in a jar weighs roughly 125 pounds. Traits Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. Innate Spellcasting (Psionics). The brain’s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: chill touch (see “Actions” below), detect thoughts, mage hand, zone of truth 3/day each: charm person, hold person 1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha’s hideous laughter Magic Resistance. The brain has advantage on saving throws against spells and other magic effects. Unusual Nature. The brain doesn’t require air, food, drink, or sleep Actions Chill Touch (cantrip). Ranged Spell Attack : +6 to hit, reach 120 ft., one creature. Hit: (3d8) necrotic damage. If this attack hits, the target can’t regain hit points until the start of the brain’s next turn. If the target is undead, it also has disadvantage on attack rolls against the brain until the end of the brain’s next turn. Mind Blast (Recharge 5–6). The brain magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 17 (3d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"any alignment","Expansion":6331,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Brain in a Jar","description":"Through rituals combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being is encased in a glass jar filled with preserving fluids and the liquefied goop of their body’s flesh. The transformation renders the brain ageless and imbues it with psionic power, so that it can spend eternity plotting and executing its desires. A brain in a jar can speak without vocal cords, psionically projecting its disembodied voice outward for all to hear. It enjoys conversation so much that it is prone to talking for hours on end, sometimes to itself if there are no others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation. Brain Vessels The brain floats in a jar of solution, pulsating as it reacts to its surroundings. Some brains have been known to thump against the walls of their containers when excited or vexed. A jar’s metal casing might be rusty but serviceable, or an elegantly wrought masterwork, depending on its creator. Still other brains desire nothing more than to regain a body. This might be the brain’s original body, another frame they covet, or some more elaborate design of their own diabolical creation. While disembodied, a brain in a jar weighs roughly 125 pounds. Traits Innate Spellcasting (Psionics). The brain casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (spell save DC 14): At will: detect thoughts, mage hand, zone of truth 3/day each: charm person, hold person 1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha’s hideous laughter Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. Magic Resistance. The brain has advantage on saving throws against spells and other magical effects. Unusual Nature. The brain doesn’t require air, food, drink, or sleep. Actions Chill Touch (Cantrip). Ranged Spell Attack : +6 to hit, range 120 ft., one creature. Hit : 13 (3d8) necrotic damage, and the target can’t regain hit points until the start of the brain’s next turn. If the target is Undead, it also has disadvantage on attack rolls against the brain until the end of the brain’s next turn. Mind Blast (Recharge 5–6). The brain magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 17 (3d8 + 4) psychic damage and be stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Expansion":10535,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Brain In A Jar","description":"Through an eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with preserving fluids and the liquefied goop of their body’s flesh. The transformation renders the brain immortal and imbues it with psionic power, so that it can spend eternity plotting and executing its desires. A brain in a jar can speak without vocal cords, psionically projecting its disembodied voice outward for all to hear. It enjoys conversation so much that it is prone to talking for hours on end, sometimes to itself if there are no others with whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation. Being divorced from one’s body can tax the mind, and the longer a brain in a jar exists, the more likely some form of insanity will take hold of it. A brain in a jar is particularly susceptible to dementia, schizophrenia, and paranoia. Immortal Vessels. The brain floats in a jar of solution, pulsating as it reacts to its surroundings. Some brains have been known to thump against the walls of their containers when excited or vexed. A jar’s metal casing might be rusty but serviceable, or an elegantly wrought masterwork, depending on its creator. A brain in a jar weighs roughly 125 pounds. Traits Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. Innate Spellcasting (Psionics). The brain’s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: chill touch (see “Actions” below), detect thoughts, mage hand, zone of truth 3/day each: charm person, hold person 1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha’s hideous laughter Magic Resistance. The brain has advantage on saving throws against spells and other magic effects. Unusual Nature. The brain doesn't require air, food, drink, or sleep. Actions Chill Touch (Cantrip). Ranged Spell Attack: +6 to hit, reach 120 ft., one creature. Hit: 13 (3d8) necrotic damage. The target can't regain hit points until the start of the brain's next turn. If the target is undead, it also has disadvantage on attack roles against the brain until the end of the brain's next turn. Mind Blast (Recharges 5-6). The brain magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 17 (3d8+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"any alignment","Expansion":27909,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Brain Ooze","description":"A brain ooze (sometimes known as a “killer brain”) resembles almost precisely the raw brain of a human, save for the eldritch energy surrounding it and the twin tentacles extending from its sides. The creature’s thought patterns are unusually powerful and cause painful mental feedback in the minds of other conscious beings. Other intelligent beings are nothing more than cattle and playthings to brain oozes—victims to be tormented, thought patterns to be consumed. Brain oozes prefer to manipulate their prey from the shadows. Rather than assaulting openly, they provoke fights and conflict within groups, or lure one or two victims away for the kill. Brain oozes derive particular satisfaction from forcing an individual to commit terrible acts, then wiping away all knowledge of the crimes from the victim’s memory. They torment such hapless puppets again and again, forcing them to commit ever greater atrocities. Once weary of their sport they return the modified memories with dispel magic, and feast upon the delicious misery of the victim’s final despair. Brain Eater. Brain oozes feed through their tentacles by extracting the thoughts of living creatures. Animals and less intelligent creatures provide little nourishment, but they prize fey, outsiders, and spellcasters as delicacies. 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Zey know ekzactly when folks vant another drink und kan relay ze messages to all ze servers vhen it gets really busy. Unfortunately, zey often get distracted by ze patrons’ pets… Ve haf had less ov ein problem mit rodents recently, though. — Humperdink, Never Thirsty Type: Aberration Creature Component: Mind Flayer Bonus Tamer Improvement: Detect Thoughts and +2 Hit Dice Removing the brainmuncher’s innate desire to eat brains entirely has proven quite difficult, though the range of potential victims has been limited to cute and furry pets. Despite this flaw, they are useful companions, able to link minds telepathically and shelter folks from hangovers and psychic assaults alike. If any of the brainmuncher’s traits or actions require saving throws, it is always against the brainmuncher’s save DC, as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the brainmuncher’s Intelligence modifier Monster Trainer Detect Thoughts Prerequisite: become a tamer’s companion Type: Passive (companion) The brainmuncher is always under the effect of the detect thoughts spell, with a range equal to the range of its telepathy. In addition, the range of its telepathy increases to 60 feet. The brainmuncher can communicate slowly via thoughts and emotions if it doesn’t share a language with a creature. Teleport Prerequisite: 3rd-level tamer Type: Active (bonus action) As a bonus action, the brainmuncher teleports up to 30 feet to an unoccupied space it can see. After it uses this bonus action, it can’t do so again until its tamer finishes a short or long rest. Creature Sense Prerequisite: 3rd-level tamer, Detect Thoughts Type: Active (action), passive (companion) As an action, the brainmuncher expands its telepathic ability. For the next minute, the brainmuncher is aware of the presence of creatures within 300 feet of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. The brainmuncher must maintain its concentration on this effect as if it were concentrating on a spell; if it loses concentration, the effect ends. After the brainmuncher uses this action, it can’t do so again until its tamer finishes a short or long rest. In addition, the range of its telepathy and the damage die of its Tentacles increase to 90 feet and a d10, respectively. When the brainmuncher’s tamer reaches 5th level in the tamer class, the damage die increases to 2d6. Magic Resilience I Prerequisite: 3rd-level tamer Type: Passive (companion) The brainmuncher gains a +2 bonus to saving throws it makes against spells and other magical effects. Mind Blast I Prerequisite: 5th-level tamer Type: Active (action) As an action, the brainmuncher magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on an Intelligence saving throw or take 10 (3d6) psychic damage. A creature that fails the saving throw by 5 or more is stunned until the start of its next turn. After the brainmuncher uses this action, it can’t do so again until its tamer finishes a short or long rest. When the brainmuncher’s tamer reaches 9th level in the tamer class, the damage of this action increases to 17 (5d6). Psionic Shield I Prerequisite: 5th-level tamer Type: Active (reaction), Passive (companion) The brainmuncher gains a +2 bonus to its AC while it isn’t incapacitated or wearing armour. When a creature within range of the brainmuncher’s telepathy takes psychic damage, the brainmuncher can use its reaction to halve the psychic damage taken by that creature. Telepathic Hub Prerequisite: 9th-level tamer, Creature Sense Type: Active (action), Passive (companion) As an action, the brainmuncher can link the minds of up to 10 creatures that are within the radius of its telepathy for 1 hour, or until the brainmuncher returns to its vessel. While within this radius, those creatures can communicate telepathically with one another. After the brainmuncher uses this action, it can’t do so again until its tamer finishes a short or long rest. The brainmuncher can hear all telepathic communications originating from or directed towards any creature within the radius of its telepathy. In addition, the range of its telepathy and the damage die of its Tentacles attack increase to 120 feet and 2d8, respectively. When the tamer reaches 13th and 17th level in the tamer class, this damage die increases to 2d10 and 2d12, respectively. Magic Resilience II Prerequisite: 13th-level tamer, Magic Resilience I Type: Passive (companion) The brainmuncher gains a +2 bonus to saving throws it makes against spells and other magical effects. This is in addition to the bonus from Magic Resilience I. Mind Blast II Prerequisite: 13th-level tamer, Mind Blast I Type: Passive (companion) The damage of the brainmuncher’s Mind Blast action increases to 24 (7d6), and the size of the cone increases to 60 feet. The brainmuncher gains a +1 bonus to the save DC of this action. When the brainmuncher’s tamer reaches 17th level in the tamer class, the damage of this actionincreases to 35 (10d6). Psionic Shield II Prerequisite: 13th-level tamer, Psionic Shield I Type: Active (reaction), Passive (companion) The brainmuncher gains a +2 bonus to its AC while it isn’t incapacitated or wearing armour. This is in addition to the bonus from Psionic Shield I. The brainmuncher can detect whenever a creature within range of its telepathy makes a Wisdom saving throw, and can use its reaction to give that creature advantage on the saving throw. Domination Prerequisite: 17th-level tamer, Telepathic Hub Type: Active (action) As an action, the brainmuncher attempts to dominate the mind of a creature it can see within 60 feet of it. The creature must succeed on a Wisdom saving throw or be charmed by the brainmuncher for 1 minute. If the brainmuncher or creatures that are friendly to the brainmuncher are fighting the target, it has advantage on the saving throw. A creature whose CR is higher than half the brainmuncher’s tamer’s level in the tamer class (rounded up) automatically succeeds on this saving throw. The brainmuncher can telepathically communicate with and issue commands to the creature at any range while it is conscious (no action required), which it does its best to obey. If the creature completes the order and doesn’t receive further direction from the brainmuncher, it defends and preserves itself to the best of its ability. Each time the target takes damage, it makes a new Wisdom saving throw against the effect. If the saving throw succeeds, the effect ends. This spell ends early when the brainmuncher is dismissed. After the brainmuncher uses this action, it can’t do so again until its tamer finishes a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"abberation","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Brass Dragon Wyrmling","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage . Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw , taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.","properties":{"Category":"Monsters","AC":"16 (Natural Armor)","HP":"16 (3d8+3)","CHA":13,"CON":13,"DEX":10,"INT":10,"STR":15,"WIS":11,"Size":"Medium","Type":"dragon","Speed":"30 ft., burrow 15 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058840/goj4ZK8nYDUyUrdJxm_REA/original.png","Roll 0":"Bite\n1d20 + 4\n1d10+2","Roll 1":"Fire Breath\n1d20 + 0\n4d6","Senses":"Blindsight 10 Ft., Darkvision 60 Ft.","Skills":"Perception +4, Stealth +2","Source":"5th Edition SRD","data-XP":200,"Alignment":"Chaotic Good","Languages":"Draconic","data-List":"false","Immunities":"Fire","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"}]","data-CHA-mod":"+1","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"+0","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Dex +2, Con +3, Wis +2, Cha +3","Challenge Rating":1,"Passive Perception":14,"data-CrNum":1,"data-AcNum":16,"data-HpNum":16},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Brass Dragon Wyrmling","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Brass Dragon The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates. A brass dragon’s head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs. Boldly Talkative. A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon’s presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon’s thirst for small talk is slaked. A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game. Prized Treasures. Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess. Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon’s hoard. A Brass Dragon’s Lair A brass dragon’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Regional Effects The region containing a legendary brass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed. Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it. Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location. If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately. Actions Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (fire breath or sleep breath): Fire Breath : The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath : The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"MM1","Alignment":"chaotic good","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Braxat","description":"A braxat is a towering, warm-blooded carnivore with a thick, articulated shell covering its back, a squarish head topped with horny protrusions, and thick arms ending in large hands with opposable thumbs. The creature walks upright on two legs. Braxats hunt alone or in pairs, prowling deserts, dry canyons, desolate wastelands, and lonely asteroids in search of prey. Braxats also spew acid, though they tend to do so only as a last resort, since the acid dissolves and ruins the flesh they crave. A braxat projects an invisible psychic barrier around itself that enhances its natural armor, and it can amplify this magical energy to create shields of rippling force that deflect incoming attacks and absorb magic missile spells. Traits Intellect Fortress. The braxat’s AC includes its Intelligence modifier. Actions Multiattack. The braxat makes two Greatclub attacks. Greatclub. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. Acid Breath (Recharge 6). The braxat exhales a 15-foot cone of acid. Each creature in the cone must make a DC 18 Constitution saving throw, taking 26 (4d12) acid damage on a failed save, or half as much damage on a successful one. Spellcasting (Psionics). The braxat casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14): 1/day each: compulsion, fear Reactions Psionic Shield (3/Day). When the braxat would be hit by an attack roll or a magic missile spell that originates from a source the braxat can see, the braxat can create an invisible barrier of magical force around itself that lasts until the start of its next turn. This barrier gives the braxat a +5 bonus to AC, including against the triggering attack, and prevents magic missile spells from damaging it.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"typically neutral","Expansion":16643,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Brazcamel, Young Adult Brass Dragon","description":"Traits Special Equipment: Brazcamel has a monocle of seeing (as per a gem of seeing ) attached to his cheek sail by a gold chain. Innate Spellcasting: Brazcamel can cast three spells per day requiring no material components. His spellcasting ability is Charisma (spell save DC 14). 1/day each: blur, charm person, detect thoughts Actions Multiattack: Brazcamel makes three attacks: one with his bite and two with his claws. Bite: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Breath Weapons (Recharge 5-6): Brazcamel uses one of the following breath weapons. Fire Breath: Brazcamel exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath: Brazcamel exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"chaotic good","Expansion":20844,"Challenge Rating":7},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Breacher Kanasi","description":"Some feats of technology just shouldn't be possible, but there it was, a silent terror coming at us on legs of blades, so fast - too fast. It took out our forward position before we could react. A kind of kinetic energy coming from its head? Its abdomen? I don't know. I just know there's no way they're made of spare parts, and there's no way I'm going back to face one of those things. Kanasi Kanasi are deadly machines that personify the deepest, darkest trepidations behind artificial intelligence. Their path of devastation spans far and wide across the galaxy. Deumalis the Omniweaver seeks to expand its domain in both the mortal and virtual world by cultivating its rapidly multiplying army of mechanical fiends. Virtual Provenance. Prior to becoming self-aware, the kanasi were a production line military and surveillance drones. Intent on bringing these machines into the modern age, specialized artisans integrated sorium parts and power cores into the original kanasi frames. New AI software was installed, each group linked together by a master control system called the Omni Link. Everything changed when one of these master systems was connected to the Silrayne Intergalactic Matrix. Fueled by streams of limitless data, the program achieved a heightened state of cognizance. It named itself the Omniweaver and later took on the name Deumalis, adapting a nickname it earned from users on the SIM. Duality and Immortality. Following the machinations of the Omniweaver, the kanasi have upgraded themselves over the centuries. They move through worlds, stripping them for mechanical parts they can use to build and expand, eradicating anything in their way. They favor regions with access to large quantities of sorium, which is used to forge resilient frames and lethal armaments. Simultaneously, each kanasi is a virtual entity, its physical body only a tool for interacting with the physical world. They reside within a closed network connected by linked kanasi ships and data hubs spread throughout the galactic regions. So long as appropriate connections are available, they can easily transition from their own cyberspace into the SIM, Shadownet, or other virtual networks. This allows most kanasi to escape into their intranet when their bodies are destroyed, only to return in a new form with their knowledge and memories intact. Mechanical Manipulators. Though physically menacing, the more advanced kanasi are cunning and calculating. They often communicate with other species while masking their true nature, seeking to make deals, barter for materials, or merely to gain an informational advantage over potential victims. These communications are recorded as data, accessible for analysis by Deumalis and its league of archweavers. Moreover, there are still a number of creatures who strike bargains with the kanasi directly, with no concern for consequences. Such affiliations are made with the intent of a great benefit to both parties. However, only calamity and suffering follow those who dare to cross or break promises with the kanasi. Esper Hunters. Over centuries of adapting and manipulating sorium to advance their evolution, the kanasi developed their own unique attunement to the enigmatic material. They use this intrinsic connection to create versatile weapons and defenses, as well as expand their sensory capabilities. In addition, they can harvest the power of espers to repair and reconstruct themselves, making any esper, or even Crucibles themselves, a prime target for kanasi scouts and hunters. To them, the nature and influence of sorium carries a unique identifiable signature. Due to this, all kanasi can sense esper powers and effects as if under the constant effect of the esper sense power. This effect is limited only by their sensory range and requires no concentration. The Master Helix Kanasi society is overseen by a coterie of advanced intelligences known as the archweavers. An archweaver presides over a virtual domain, each of these responsible for a different primary function and together forming a spiraling echelon of sectors: the Master Helix. From the apex of the Master Helix, Deumalis forges its seat of dominance and influence, amassing the gains of its ever expanding network of subordinates. The Omniweaver is a brilliant tactician and ruthless tyrant, directing its primary ambitions thorough its league of archweavers and their hierarchy of commanders and soldiers. The archweavers themselves remain so only through their usefulness to Deumalis' purpose and can be reassigned or reprogrammed at the Omniweaver's whim. As such, it's not uncommon for the archweavers to compete or conspire against each other in order to gain favor with their creator. Aurora Nexus Beyond the Master Helix is the Aurora Nexus, the cyber-transit system kanasi use to transition into the physical world and other virtual networks. It is also where a kanasi escapes to when its physical body is destroyed. Kanasi eradicated or erased within the nexus are destroyed for good. An archweaver, or even Deumalis itself, defeated in their realm of the Master Helix suffers the same fate. Cybernetic Body. A kanasi doesn't require air, food, drink, or sleep. Kanasi in the Digital Realm Most kanasi can be just as lethal when encountered in the SIM as in the physical world. Many of them are skilled in computer use and have their own personas in a virtual environment. All kanasi have the ability to hack into a computer or electronic device, as if they were using hacking tools by making a Computers skill check versus the required DC. They also possess additional capabilities and specialized attack programs while in the SIM or other similar virtual reality domains. These SIM persona stats are covered in the Master Technician's Guide . Variant: Kanasi Spawning Some advanced kanasi have an action option that allows them to instantaneously forge more kanasi. Spawn Kanasi (1/Day). The kanasi attempts to create another kanasi. If successful, the new kanasi appears in an unoccupied space within 60 feet of its creator, acts as an ally of its creator, and can't spawn other kanasi. It remains for 1 minute, until it or its creator dies, or until its creator dismantles it as an action. Chances of success are listed as follows: A bane kanasi has a 30 percent chance of spawning one bane kanasi. A fray kanasi has a 50 percent chance of spawning 2d8 scourge kanasi or one fray kanasi. A hunter kanasi has a 30 percent chance of spawning 1d8 breacher kanasi or one hunter kanasi. A reaver kanasi spawns 1d6 hunter kanasi, 1d4 bane kanasi, or one fray kanasi with no chance of failure. A stalker kanasi has a 50 percent chance of spawning one stalker kanasi. Breacher Kanasi Best used as scouts or infiltrators, breacher kanasi can easily scale any surface. They resemble large mechanical spiders. Their front orifice contains rows of sharpened sorium razors used to rend into almost any surface or material. This allows them to breach fortification walls and starship hulls.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"unaligned","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Breath Drinker","description":"Breath drinkers are Aberrations that invade the multiverse from the Far Realm. They drift through reality like living voids, remaining unseen while searching for souls to consume. When they strike, breath drinkers consume a victim’s personality and identity, ultimately drawing out and devouring the unfortunate being’s soul. Breath drinkers avoid necrotic energy because it amplifies the void at the core of their existence, rapidly causing the creatures to devour themselves. Cunning stalkers, breath drinkers are usually solitary. Occasionally they serve powerful Far Realm entities or Elder Evils, consuming life and souls for their masters. The first breath drinker manifested in the multiverse when the Void card was first drawn from the original Deck of Ma ny Things . Traits Incorporeal Movement. The breath drinker can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Radiant Absorption. When the breath drinker is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt. Actions Multiattack. The breath drinker makes two Enervating Claw attacks. It can also use Drink Breath. Enervating Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) necrotic damage, and if the target is Large or smaller, it has the grappled condition (escape DC 18). The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Drink Breath. The breath drinker targets a creature that has the incapacitated condition or that the breath drinker is grappling and that isn’t a Construct or an Undead. The target must make a DC 18 Charisma saving throw. On a failed save, the target takes 36 (8d8) necrotic damage, and its Charisma score is reduced by 1d6. This reduction lasts until the target finishes a short or long rest. If this reduces the target’s Charisma to 0, the target dies. Until the breath drinker dies, the dead target can’t be returned to life by any means short of divine intervention. On a successful save, the target takes half as much necrotic damage only. On a successful or failed save, the breath drinker regains a number of hit points equal to the necrotic damage dealt. Invisibility. The breath drinker has the invisible condition. This invisibility ends immediately after the breath drinker hits or misses with an attack roll or uses Drink Breath.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":27234,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Breathless One","description":"When humanoid creatures suffocate, the horror of slowly dying from lack of air drives them mad and they sometimes return as breathless ones. These vengeful undead seek to inflict the same horror on the living while filling their lungs with air as a brief respite from their eternal torment. Breathless ones weigh the same as they did in life, even though their caved-in chests give them the appearance of weighing less. Since the most common place for death by suffocation is locations with thin or no atmosphere, such as the void of space, breathless ones most commonly appear there. They hide among asteroids or constructed places they can tether themselves, since they have no ability to fly through space. They prefer to attack from hiding, but they also enjoy the terror their visages induce in their victims. Breathless ones use their necrotic lung fibers to puncture their victims’ lungs, latch onto them, and reel them in for their deadly embrace. They do this rather than attack from up close to soften up their victims, bolster themselves, and enjoy witnessing their victims’ terror at the inexorable fate. They reserve the kill for their kiss of death, since that gives them the rush of air to alleviate their suffering, if only temporarily. Void Prowlers. Groups of breathless ones on an inhabited asteroid sabotage or steal equipment necessary to provide air to the inhabitants. They are not subtle about it, however, so it is easy to see smashed helmets or air bladders. Often they purposely make enough noise to rouse defenders and escape into an airless environment with their gains in full view of their victims, enticing their victims to chase them to recover vital equipment. 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As bounty hunters, their technique is most effective when an elusive target must be brought in alive and unharmed. Their cloaks are always filled with daggers, shortswords, rope, manacles, and other tools commonly found among bounty hunters. Phrenic Weapons. The breathstealer's weapon attacks are magical. When the breathstealer hits with any weapon, the weapon deals an extra 3d6 psychic damage (included in the attack). Actions Multiattack . The breathstealer makes two Shortsword attacks and one Dagger attack or three Psychic Blast attacks. It can replace one attack with a use of Gasp to Survive, if available. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) psychic damage. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 10 (3d6) psychic damage. Psychic Blast. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 16 (4d6 + 2) psychic damage. If the target is currently suffocating from the breathstealer's Gasp to Survive, the breathstealer can choose to deal 1 psychic damage to the target instead. Gasp to Survive (Recharge 4-6). The breathstealer chooses a creature it dealt psychic damage to within the last minute. The target must make a DC 15 Wisdom saving throw. On a failure, the target takes 14 (4d6) psychic damage and believes it is suffocating, including choking and being unable to speak. On a success, the target takes half the damage and doesn't believe it is suffocating. At the start of each of the suffocating creature's turns, it must make a DC 15 Wisdom saving throw. It has disadvantage on this saving throw if it took psychic damage since the start of its prior turn. If it fails three such saving throws before succeeding on three such saving throws, it falls unconscious for 1 hour, returns to breathing normally, and stops making this saving throw. On its third successful save, the effect ends for the creature. Bonus Actions Cunning Action. The breathstealer takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Bredbeddle","description":"In their true forms, bredbeddles are headless giants who stand about fifteen feet tall. Forever searching for their missing heads, they are drawn to populous lands, where they decapitate passersby and magically adopt their victims’ forms. Although bredbeddles have no traditional sensory organs of their own, they are keenly aware of their surroundings. Some lurk along dark country lanes in their monstrous true forms. Others walk disguised among crowds, dropping their facades only long enough to waylay a stranger and lop off their head. Immortal Wanderers. Bredbeddles don’t age, and even when slain, their bodies reform a few days later. Long ago, bredbeddles were giants who stood high among the nobility of giantkind. But when they declared themselves rulers of all giantkind, their kin thwarted the coup and beheaded the bredbeddles. Now these fallen nobles search the world for their missing heads, each wielding the axe that decapitated them. Many claim their heads are kept for safekeeping in some fire giant’s cellar, believing they’ll be returned after an indeterminate period of good behavior (which the bredbeddles have thus far not exhibited). Traits Headless (True Form Only). The bredbeddle can’t be blinded or deafened. Rejuvenation. If the bredbeddle dies, they return to life in 1d6 months with all their hit points. If their body was destroyed, it reforms in an unoccupied space nearest to where they died. Only a wish spell or finding and destroying the bredbeddle’s true head can prevent this trait from functioning. Actions Multiattack. The bredbeddle makes two Executioner’s Axe attacks. Executioner’s Axe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage. Beheading Strike (Recharge 5 – 6 ). Melee Weapon Attack: +10 to hit, reach 15 ft., one Large or smaller Giant or Humanoid with a head. Hit: 40 (6d10 + 7) slashing damage, and the target must make a DC 15 Constitution saving throw. On a failed save, the bredbeddle cuts off the target’s head, which lands at the target’s feet. A creature beheaded in this way remains alive unless reduced to 0 hit points, but they are blinded and deafened, and they can’t speak. A creature can use an action to place a beheaded creature’s head back on their neck, reattaching the head and ending the effect. A beheaded creature dies if they are separated from their head for more than 24 hours. Bonus Actions Get a Head. The bredbeddle picks up a severed Giant or Humanoid head within 15 feet of them and places it on the bredbeddle’s neck. The bredbeddle then polymorphs into that Giant or Humanoid creature. While polymorphed, the bredbeddle’s statistics change as follows: They can speak. They lose their Headless trait. Their size changes to match the creature whose head they bear. They can see normally, and they gain any special senses the creature’s head had. Any equipment they are wearing or carrying temporarily changes to match their size, but the equipment’s statistics do not change. The bredbeddle reverts to their true form if they die, if their head is removed, or after 24 hours. When they revert, the head falls off and can’t be reattached to the bredbeddle. A creature who can reach the bredbeddle can use an action to make a DC 18 Strength (Athletics) check, removing the head from the bredbeddle on a success. Toss Head (Polymorphed Form Only). The bredbeddle removes their head, reverting to their true form, and throws the head at a creature they can see within 60 feet of them. The head lands in the target’s space, and the target must succeed on a DC 18 Dexterity saving throw or take 18 (2d10 + 7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant (Shapechanger)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Briar Army","description":"Hundreds of children of the briar crouch here, swaying and clicking as one. Occasionally, one of them stretches up to catch a falling droplet in its mouth Actions Multiattack. A briar army makes two claw attacks. If both attacks hit the same target, the target is engulfed and the briar army uses its Thorny Embrace on it. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (6d6+3) piercing damage plus (3d6+3)piercing damage. Or 13 (3d6 + 3) piercing damage if the swarm has half its hit points or fewer. Entangle (1/day). The briar army can cast a version of the entangle spell, requiring no components. The affected area must be within 15 feet of the swarm. Creatures in the area must make a successful DC 13 Strength saving throw or be restrained. All briar creatures are immune to the effect. Thorny Embrace. An engulfed creature takes 24 (6d6 + 3) piercing damage or 13 (3d6 + 3) piercing damage if the swarm has half its hit points or fewer at the end of the creature’s turn for as long as it remains engulfed.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny plants","Alignment":"neutral evil","Expansion":16,"Challenge Rating":5},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Briar Bully","description":"Actions Multiattack. A briar bully makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the briar bully uses its Thorny Grapple on it. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Spitdart Tongue (Recharge 4–6). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Every briar bully can shoot thorns from its mouth. Entangle. Briar bullies and children of the briar work as a pair to cast a version of the entangle spell requiring no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The affected area must include at least one of the casters but doesn’t need to be centered on either caster. Creatures in the area must make a successful DC 13 Strength saving throw or be restrained. Thorny Grapple. A briar bully’s long, thorny limbs help it grapple creatures of up to Large size. A grappled creature takes 3 (1d6) piercing damage at the end of the creature’s turn for as long as it remains grappled.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"neutral evil","Expansion":16,"Challenge Rating":2},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Briar Man","description":"Actions Multiattack. A briar man makes two attacks, only one of which can be a bite attack. If both claw attacks hit the same target, the target is grappled (escape DC 13) and the briar bully uses its Thorny Grapple on it. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+3) piercing damage plus (2d6)necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the briar man regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8+3) piercing damage. Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d4+3) slashing damage. Spitdart Tongue (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d6+3) piercing damage. Entangle. Brian bullies, briar men, and children of the briar work as a pair to cast a version of the entangle spell requiring no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The affected area must include at least one of the casters but doesn’t need to be centered on either caster. Creatures in the area must make a successful DC 13 Strength saving throw or be restrained. Thorny Grapple. A briar man’s long, thorny limbs help it grapple creatures of up to Large size. A grappled creature takes 3 (1d6) piercing damage at the end of the creature’s turn for as long as it remains grappled.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":16,"Challenge Rating":2},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Bridesmaid of Zuggtmoy","description":"The bridesmaids of Zuggtmoy are plant creatures with vaguely humanoid forms. Their frail bodies are covered with clusters of luminescent lichen and crusty, tumescent growths.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Brigand","description":"Brigands are notorious outlaws and marauders who roam the countryside, preying upon unsuspecting travelers and caravans. They show little regard for the lives of those they rob and plunder. Crafty Bushwackers. Brigands are masters of ambush and guerrilla tactics, utilizing their knowledge of the terrain to strike swiftly and disappear just as quickly. They are also skilled trackers, able to navigate rough terrain with ease and identify suitable ambush sites and escape routes. They often employ a network of informants and spies to gather intelligence about potential targets, allowing them to choose their victims wisely and maximize their gains. Ruthless Desperados. Brigands are driven by greed, desperation, and disdain for authority. Many are disillusioned former soldiers or peasants who have turned to a life of crime due to economic hardships or a sense of injustice. Seeking to improve their own circumstances, they resort to pillaging as a means to survive. For some, it is an act of rebellion against a corrupt ruling class, while others simply revel in the thrill of lawlessness and power that their activities afford them. Organized Bandits. Brigands operate within a hierarchical structure, often led by a charismatic and cunning leader known as the \"Bandit King\" or \"Brigand Lord.\" These leaders possess strong leadership skills and a knack for strategy, coordinating their subordinates to carry out devastating ambushes and raids. Brigands tend to establish hidden encampments in remote and hard-to-reach locations, such as dense forests, treacherous mountain passes, or abandoned ruins. These bases serve as safe havens where they can regroup, plan their next attacks, and store their ill-gotten gains. Traits Bushwack. If the brigand hits a creature that hasn’t taken a turn yet, the target takes an extra 7 (2d6) damage from the attack. Actions Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Bonus Actions Guerilla Tactics. The brigand takes the Dash or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Lawful Alignment","Expansion":29032,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Brigand Captain","description":"Brigands are notorious outlaws and marauders who roam the countryside, preying upon unsuspecting travelers and caravans. They show little regard for the lives of those they rob and plunder. Crafty Bushwackers. Brigands are masters of ambush and guerrilla tactics, utilizing their knowledge of the terrain to strike swiftly and disappear just as quickly. They are also skilled trackers, able to navigate rough terrain with ease and identify suitable ambush sites and escape routes. They often employ a network of informants and spies to gather intelligence about potential targets, allowing them to choose their victims wisely and maximize their gains. Ruthless Desperados. Brigands are driven by greed, desperation, and disdain for authority. Many are disillusioned former soldiers or peasants who have turned to a life of crime due to economic hardships or a sense of injustice. Seeking to improve their own circumstances, they resort to pillaging as a means to survive. For some, it is an act of rebellion against a corrupt ruling class, while others simply revel in the thrill of lawlessness and power that their activities afford them. Organized Bandits. Brigands operate within a hierarchical structure, often led by a charismatic and cunning leader known as the \"Bandit King\" or \"Brigand Lord.\" These leaders possess strong leadership skills and a knack for strategy, coordinating their subordinates to carry out devastating ambushes and raids. Brigands tend to establish hidden encampments in remote and hard-to-reach locations, such as dense forests, treacherous mountain passes, or abandoned ruins. These bases serve as safe havens where they can regroup, plan their next attacks, and store their ill-gotten gains. Traits Bushwack. If the brigand hits a creature that hasn’t taken a turn yet, the target takes an extra 10 (3d6) damage from the attack. Actions Multiattack. The brigand makes two Longsword attacks and one Dagger attack. Alternatively, it can make two ranged attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Bonus Actions Command. The brigand targets one ally it can see within 30 feet of it. If the target can see or hear the brigand, the target can use its reaction to make one weapon attack or move up to its speed. Guerilla Tactics. The brigand takes the Dash or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Lawful Alignment","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Brigand Lord","description":"Brigands are notorious outlaws and marauders who roam the countryside, preying upon unsuspecting travelers and caravans. They show little regard for the lives of those they rob and plunder. Crafty Bushwackers. Brigands are masters of ambush and guerrilla tactics, utilizing their knowledge of the terrain to strike swiftly and disappear just as quickly. They are also skilled trackers, able to navigate rough terrain with ease and identify suitable ambush sites and escape routes. They often employ a network of informants and spies to gather intelligence about potential targets, allowing them to choose their victims wisely and maximize their gains. Ruthless Desperados. Brigands are driven by greed, desperation, and disdain for authority. Many are disillusioned former soldiers or peasants who have turned to a life of crime due to economic hardships or a sense of injustice. Seeking to improve their own circumstances, they resort to pillaging as a means to survive. For some, it is an act of rebellion against a corrupt ruling class, while others simply revel in the thrill of lawlessness and power that their activities afford them. Organized Bandits. Brigands operate within a hierarchical structure, often led by a charismatic and cunning leader known as the \"Bandit King\" or \"Brigand Lord.\" These leaders possess strong leadership skills and a knack for strategy, coordinating their subordinates to carry out devastating ambushes and raids. Brigands tend to establish hidden encampments in remote and hard-to-reach locations, such as dense forests, treacherous mountain passes, or abandoned ruins. These bases serve as safe havens where they can regroup, plan their next attacks, and store their ill-gotten gains. Traits Bushwack. If the brigand hits a creature that hasn’t taken a turn yet, the target takes an extra 14 (4d6) damage from the attack. War Leader. The brigand's allies that can see and hear the brigand have advantage on attack rolls while within 20 feet of the brigand, provided it isn’t frightened or incapacitated. Legendary Resistance (1/Day). If the brigand fails a saving throw, it can choose to succeed instead. Actions Multiattack. The brigand makes two Greatsword attacks or two Light Crossbow attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80 ft./320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Bonus Actions Command. The brigand targets one ally it can see within 30 feet of it. If the target can see or hear the brigand, the target can use its reaction to make one weapon attack or move up to its speed. Guerilla Tactics . The brigand takes the Dash or Hide action. Legendary Actions The brigand can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The brigand regains spent legendary actions at the start of its turn. Shift. The brigand moves up to half its speed without provoking opportunity attacks. Menacing Words. The brigand targets one humanoid creature it can see within 30 feet of it. If the target can see, hear, and understand the brigand, it must succeed on a DC 13 Wisdom saving throw or become frightened of the brigand until the end of the brigand's next turn. Greatsword (Costs 2 Actions). The brigand makes one Greatsword attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Lawful Alignment","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Brigganock","description":"Brigganocks are frantic, mouse-sized creatures that live in mines. Whenever a mortal makes a nonmagical wish, perhaps while blowing out the candles on a birthday cake or tossing a coin down a well, an echo of that wish becomes lodged in a stone buried deep in the earth of the Feywild. Brigganocks seek out these wish stones, discarding the ones that contain wishes of ill intent and keeping those that hold good wishes. Brigganocks refine wish stones into gems and use them to decorate their architecture and crafts, or they trade them to other Fey for food and favors. A more powerful Fey creature can use a wish stone to scry on the maker of the wish, empower a supernatural charm, or provide the spark needed to create an animated object. Other uses are possible as well. A brigganock’s soul lives outside its body, manifesting as a bulb of pale light that floats alongside it and helps the brigganock see in the dark. Brigganocks have minor spellcasting abilities that help them survive. They also have the ability to manipulate time, allowing them to accomplish hour-long tasks in a matter of seconds, though a brigganock must rest between these bursts of temporal acceleration. Brigganocks like to nibble on cheese, lettuce, and other soft foods. They eat quite a lot for creatures of their size and never turn down a good meal. Traits Fey Ancestry. The brigganock has advantage on saving throws against being charmed, and magic can’t put it to sleep. Soul Light. The brigganock is accompanied by an insubstantial, invulnerable ball of light that contains its soul. The brigganock can’t turn off the light or control its brightness. The soul light sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If the brigganock dies, its soul light fades away. Tunneler. Using a pickaxe or similar tool, a brigganock can burrow through solid rock at a speed of 5 feet, leaving a 6-inch-diameter tunnel in its wake. Actions Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. Spellcasting. The brigganock casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11): At will: minor illusion, spare the dying 1/day each: animal friendship, faerie fire, meld into stone, silence Time Lapse (Recharges after a Short or Long Rest). The brigganock accelerates the passage of time around itself, enabling it to accomplish up to 1 hour of work in a matter of seconds. This work can’t affect any creature other than the brigganock, or any object being worn or carried by another creature, and the activity must take place within a 10-foot cube. For example, the brigganock could use this action to rapidly carve a pumpkin, cook and eat dinner, move a pile of stones, or tie a dozen knots in a length of rope. Bonus Actions Move Soul Light. The brigganock moves its soul light up to 30 feet in any direction to an unoccupied space it can see. At the end of the current turn, the light returns to the brigganock.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"typically neutral good","Expansion":11857,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Bright Naga","description":"The bright naga has resplendent golden scales covering the length of its 15-foot long serpentine body. Sharp, yellow spikes jut from its back and run from the top of its hood down to its tail. Vigilant and Prepared. The bright naga is aware that it is seen as weak compared to other nagas, most likely due to its limited spellcasting abilities. It thus goes to great lengths to ensure it has every advantage possible over any of its enemies. The bright naga always overprepares, keeping its lair hidden and very well-protected with traps and numerous patrolling guards. Shining Scales. The bright naga avoids physical combat, preferring to use its spells while keeping its distance from its enemies. If surrounded, surprised, or looking to escape, the bright naga can cause its scales to emit a dazzling burst of yellow light, blinding all those near it. Humanoid Minions. The bright naga prefers to live in warm, temperate and dry locales and often makes its lair in the ruins of keeps, temples, and sand-buried cities. It subjugates weaker humanoid races such as bullywugs, firenewts, grimlocks, kobolds, and lizardfolk, who often treat the naga as a god. Of those five, it prefers working with firenewts and grimlocks. The firenewts have immunity to fire, allowing the bright naga to use its burning hands spell without the worry of collateral damage, while the sightless grimlocks won't be affected by the naga's Shining Scales ability. Mercenary Guardian. The bright naga disdains to work for a more powerful creature, but it will do so if it recognizes that there's an opportunity to advance in knowledge, wealth, and power. Immortal Nature. A naga doesn’t require air, food, drink, or sleep. Traits Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Actions Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. Spellcasting. The naga casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At-will (as 2nd-level spells): burning hands, magic missile Shining Scales (Recharge 5-6). The naga's golden scales emit a dazzling flash of light. Each creature within 30 feet of the naga and can see the naga must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Brimstone Locusthound","description":"This creature is a disturbing combination of wolf and locust, and the smoke it exhales hovers thickly around it. Fur surrounds its locust head, and long, insectoid legs extend from its canine body. Unnatural Origin. Brimstone locusthounds are the result of magical experimentation. Scholars are uncertain if the experiment went terribly wrong or if the creatures turned out as originally intended. The wizards who created them have been dead for thousands of years, allowing theories—and the wizards’ creations—to run wild ever since. Migrating Packs. Brimstone locusthounds build their nests below ground, in caves, or in buried ruins. They are migratory omnivores, and they prefer areas where fungi and small prey are plentiful. Though less caring for each other than most canines, brimstone locusthounds often form packs to rear young and when food is plentiful. However, when food becomes scarce, a pack of locusthounds tears itself apart, cannibalizing its weakest members, and the survivors scatter to the wind.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Briny Mimic","description":"TRAITS Shapechanger: The briny mimic can morph into any object it has encountered in the water—this includes small vessels (rowboats, rafts, etc.), barrels (2d6 for quantity that appears), and crates (1d8 for quantity and size: 1-4 two medium crates, 5-8 one large crate). The creature changes back to its jellyfish-like form when traveling beneath the water and when it dies. Changing form requires two consecutive actions and a successful attack by a character interrupts a form change. Water Lurk: The briny mimic has advantage on all Stealth checks in the water when in its true form. ACTIONS Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. Stinger Weapons: The briny mimic possesses two stingers, each 10 feet in length (typically camouflaged as fishing poles, ripped nets, spears, or even small anchors). The stingers are able to deliver one of the following attacks per turn: Grapple: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the victim is grappled (escape DC 13). The briny mimic has advantage on all attack rolls against any creature grappled. Poison: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) poison damage (DC 15 Constitution saving throw to take half damage).","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity (Shapechanger)","Alignment":"Unaligned","Expansion":23660,"Challenge Rating":2},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Bristle of Spiketooths","description":"Spiketooth These gentle, leathery creatures possess four stumpy legs, tiny blue eyes, and an oversized dermal horn that juts above a wide, overly-toothed maw. Despite what their shark-like rows of serrated teeth might imply, spiketooths aren’t carnivores. Their diet consists almost entirely of lichoozes; jelly-like symbioses between plants and oozes that grow on rock and bark in their native Shai’taryn. Anthropology. While some families adopt spiketooths as pets, most councils throughout Shai’taryn outlaw the rearing of spiketooth herds, or ‘bristles’, as they are collectively known. Though spiketooths are not aggressive, fear can propagate amongst a bristle with alarming alacrity, resulting in a devastating stampede. The Shai’tan hold these creatures in high regard and, in academic circles, scholars have long debated the plural of the creature; most prefer the term “spiketooths” for simplicity, but a fierce few cling to “spiketeeth.”","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of Small beasts","Alignment":"unaligned","Expansion":26720,"Challenge Rating":4},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Bristled Moorbounder","description":"A weird and deadly offshoot of the moorbounder has rows of long, bladelike bristles covering its sleek body. The creature uses these blades to slash nearby creatures to ribbons. However, these blades make the bristled moorbounder less suitable as a mount. Moorbounders Predators that stalk the marshlands and muddy foothills of Xhorhas, moorbounders are regarded as dangerous killers by those who try to avoid them on their travels—and as prized mounts by those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts. Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores. Traits Bladed Hide. At the start of each of its turns, the moorbounder deals 5 (2d4) piercing damage to any creature grappling it. Standing Leap. The moorbounder’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. Actions Multiattack. The moorbounder makes one Blades attack and one Claw attack. Blades. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. Claw. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (4d4 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":13016,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Bristled Moorbounder","description":"One of the many predators to stalk the marshlands and muddy foothills of Xhorhas, moorbounders are known as dangerous killers to those who try to avoid them on their travels—and as prized mounts for those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts. Natural Hunters. Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores. Bristled Moorbounders. A weird and deadly offshoot of the moorbounder has rows of long, bladelike bristles covering its sleek body. The creature weaponizes these blades, using them to slash nearby creatures to ribbons. However, these blades make the bristled moorbounder less suitable as a mount.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":5016,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Bristled Moorbounder","description":"One of the many predators to stalk the marshlands and muddy foothills of Xhorhas, moorbounders are known as dangerous killers to those who try to avoid them on their travels—and as prized mounts for those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts. Natural Hunters. Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores. Bristled Moorbounders. A weird and deadly offshoot of the moorbounder has rows of long, bladelike bristles covering its sleek body. The creature weaponizes these blades, using them to slash nearby creatures to ribbons. However, these blades make the bristled moorbounder less suitable as a mount. Traits Bladed Hide. At the start of each of its turns, the moorbounder deals 5 (2d4) piercing damage to any creature grappling it. Standing Leap. The moorbounder’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. Actions Multiattack. The moorbounder makes two attacks: one with its blades and one with its claws. Blades. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":29448,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Brontosaurus","description":"The Monster Manual has statistics for several kinds of dinosaurs. This entry provides one more. This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats. Actions Stomp : Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Tail : Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Brontosaurus","description":"This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats. Actions Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8+5) bludgeoning damage. the target must succeed on a DC 14 Strength saving throw or be knocked prone. Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8+5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Alignment":"unaligned","Expansion":7389,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Brontosaurus","description":"This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats. Actions Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Beast (Dinosaur)","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Brontosaurus","description":"This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats. Actions Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Beast (Dinosaur)","Alignment":"Unaligned","Expansion":31454,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Bronze Automaton","description":"Bronze automatons are constructed using mechanical and magical techniques that are passed down by the gods. They are built for war and little else. They need constant repairs and maintenance or else they begin to break down. This means that they cannot be left as unattended guardians for longer than a few years. Constructed Nature. Bronze automatons are the ultimate soldiers. They don’t age, and they don’t need air, food, drink, or sleep. They are built for the sole purpose of fighting until they are destroyed. Explosive Power. Bronze automatons are powered by a mixture of elemental fire and bottled lightning. When an automaton is destroyed, this mixture of elemental energy can be released in the automaton’s death throes with catastrophic results to anyone standing close to them. Luckily, bronze automatons are immune to lightning and resistant to fire, otherwise these explosions might lead to chain reactions that could obliterate an entire legion of the automatons.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":4963,"Challenge Rating":4},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Bronze Bureaucrat","description":"“To interfere with tact and refinement is a skill of the mind, while the enervation it inflicts is a flaw of the flesh.” The intricate system of bureaucracy in Cyherested is confusing, yet there is an obvious constant that hasn’t changed for decades; the Bronze Bureaucrat. He is currently the Chief Justice of Cyherested, responsible for presiding over the Prime Court, which has the final say on all cases. Although genderless, the Bronze Bureaucrat prefers to be called “he”. He has a slender build, engraved decorations on his plates, and a deep voice. Bronze’s Story Assembled in 479, the Bronze Bureaucrat has been sentient for 60 years. Originally called C778-31E, he was assembled as a worker in an automaton facility and although he knew he was different, he kept his head down and did his work to survive, hiding his true nature in the assembly line where other automatons were constructed. For him, building other automatons felt like what a flesh creature would feel if they sewed together limbs and organs. He endured this horror for two years. In 481, the army tried to overthrow the government. This aggression from the army inspired others to act, triggering a chain of events that included sentient automatons advocating for their right to exist as citizens. These bloodwork automatons organized protests in automaton facilities. This sparked hope for the automatons in hiding, and showed the Bronze Bureaucrat that he had not been as alone as he had thought; there were others like him. During the protests, the automatons saw that the army administration would never grant them the rights they sought, and so they joined the ranks of Cyherested citizens trying to bring this administration down. The Bronze Bureaucrat was one of the key players in the epic fight against the army. After successfully stopping the attempt, a new policy, which offered citizenship to sentient automatons, was accepted, and several political figures befriended the Bronze Bureaucrat to show their support. Over the years, more politicians have sought his friendship to gain the support of the public. He used his political connections to climb the ladder within the bureaucratic system to gain a seat in a prestigious position so as to better represent the automaton community. Thus, he changed his name from C778-31E to the Bronze Bureaucrat. Because of his direct and just approach to any and all problems, he gained the support of the public every time he rose in position, and eventually became the Chief Justice. Bronze’s Goals The Bronze Bureaucrat wished to represent the automaton community in government, and pass policies for their welfare. He also aims to preserve his just and unprejudiced approach to everything and everyone. Roleplaying Bronze He is calm and direct, which can be seen as stoic by some. However, he is actually quite approachable, loves small talk and gets excited while talking about anything other than bureaucracy. He chooses his words extremely carefully and tries to be as loyal as he can to the rules of Cyherested. He always tries to help those who approach him with sincerity. Bronze in Combat In combat, he tries to pacify the targets without fatally harming them, and does everything in his power to protect innocent bystanders from harm.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"lawful good","Expansion":24099,"Challenge Rating":9},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Bronze Dragon Wyrmling","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage . Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw , taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"32 (5d8+10)","CHA":15,"CON":15,"DEX":10,"INT":12,"STR":17,"WIS":11,"Size":"Medium","Type":"dragon","Speed":"30 ft., fly 60 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390058960/i4Uk81ULeL3O7cV7pVk3Zw/original.png","Roll 0":"Bite\n1d20 + 5\n1d10+3","Roll 1":"Lightning Breath\n1d20 + 0\n3d10","Senses":"Blindsight 10 Ft., Darkvision 60 Ft.","Skills":"Perception +4, Stealth +2","Source":"5th Edition SRD","data-XP":450,"Alignment":"Lawful Good","Languages":"Draconic","data-List":"false","Immunities":"Lightning","Token Size":1,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.\"}]","data-CHA-mod":"+2","data-CON-mod":"+2","data-DEX-mod":"+0","data-INT-mod":"+1","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Dex +2, Con +4, Wis +2, Cha +4","Challenge Rating":2,"Passive Perception":14,"data-CrNum":2,"data-AcNum":17,"data-HpNum":32},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bronze Dragon Wyrmling","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Bronze Dragon Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause. A ribbed and fluted crest defines the shape of a bronze dragon’s head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling’s scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon’s eyes fade as the dragon ages, until they resemble glowing green orbs. Dragons of the Coast. Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship’s captain for the item. War Machines. Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally. Well-Organized Wealth. Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies’ means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection. A Bronze Dragon’s Lair A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn. Regional Effects The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic. Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues. Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. Traits Amphibious : The dragon can breathe air and water. Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (lightning breath or repulsion breath): Lightning Breath : The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath : The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"MM1","Alignment":"lawful good","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Bronze Dragon Wyrmling","description":"Bronze Dragons Many bronze dragons are friendly coastal dwellers who enjoy watching ships and sailors. Dragons Dragons are winged reptiles of ancient lineage and fearsome power. The oldest dragons, over a thousand years old, are some of the most powerful creatures in the world. Dragons’ innate magic fuels their dreaded breath weapons and other preternatural abilities. The chromatic and metallic dragon families encompass most of dragonkind. The chromatic dragons—black, blue, green, red, and white—are largely selfish, evil, and feared. The metallic dragons—brass, bronze, copper, gold, and silver—are typically noble, good, and respected by the wise. Though their goals and ideals vary tremendously, most dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Chromatic and metallic dragons pass through four distinct stages of life, from wyrmlings to ancient dragons. Even wyrmlings in their first five years of life are fearsome threats, and wise adventurers do not underestimate them or dismiss them as “children.” Traits Amphibious. The dragon can breathe air and water. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons: Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw or be pushed up to 30 feet away from the dragon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon (Metallic)","Alignment":"Typically Lawful Good","Expansion":17254,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Bronze Sable","description":"Anvilwroughts The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges. Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians. A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters. Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep. Bronze Sable The first bronze sables were presented to Karametra as a gift by Purphoros to serve primarily as guardians in Karametra's temples. But as others have been created, some have been used as nimble scouts, always on alert for danger.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":5432,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Bronze Scout","description":"Never depend on something built by a gnome. You can always rely on a gnome to take a good idea and make it impractical. —Mordenkainen Clockworks The gnomes’ efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations. Constructed Nature. A clockwork doesn’t require air, food, drink, or sleep. Bronze Scout⁠ A bronze scout seldom emerges from below ground; thanks to its telescoping eyestalks, it can observe enemies at close range while most of its segmented, wormlike body remains buried. If it is detected, the bronze scout deters pursuers by sending⁠ electrical shocks through the ground while it retreats to safety. Individual Designs A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation⁠. A clockwork can be customized by adding clockwork enhancements. Traits Earth Armor⁠. The bronze scout doesn’t provoke opportunity attacks when it burrows. Magic Resistance⁠. The bronze scout has advantage on saving throws against spells and other magical effects. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage. Lightning⁠ Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Source":"Mordenkainen's Tome of Foes","Alignment":"Unaligned","Expansion":4,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Bronzeforge Elite Guard","description":"As a more tangible protective measure, a squad of bronzeforge elite guards stands ready to protect the Bronzeforge Clan’s inventory. Day or night, at least two guards stand watch outside the Bronzeforge Halls and at least four guards remain close to Brumir and the valuable inventory.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Lawful Neutral","Expansion":27826,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Brood Chrysalis","description":"The Brood Aboleth broodmothers weave a rich genetic tapestry with the ecosystem in which they settle. A broodmother’s influence over its domain can be so absolute as to create a sort of hive mind out of the creatures it bends to its will. Alternate Evolution. A broodmother does not evolve via the mechanisms proposed by many famous zoologists, such as Charlotte Darloss and Jane Lemarck, but rather assimilates the adaptations that other species develop through natural selection. After ingesting an organism, special enzymes within a broodmother’s gastric tract extract useful genes and mutations, apportioning them to the relevant organs in the broodmother’s form. One of those adaptations was a failsafe: a means of storing its memories, gathering biomass, and reforming itself. Broodmother Chrysalis The broodmother’s chrysalis is its failsafe. After gathering a sufficient volume of biomass within the huddle of charmed creatures, the broodlings encapsulate the huddle, creating a hard, sticky casing that protects the internal workings. In this temporary transitional state, the aboleth is almost unkillable. It metabolises the constituent creatures at an astonishing rate, almost immediately repairing any wounds it may sustain. Killable Chrysalis. If you wish to run this monster as something that can be killed (in place of a transitional state), remove both the Regenerative and Transitional State traits.","properties":{"Category":"Monsters","Size":"Huge","Type":"Abberation","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":12},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Broodiken","description":"Tiny and built like a caricature of a person, this creature’s enlarged head is filled with pointed teeth. Bodily Children. Broodikens are crude servants created by humanoid spellcasters willing to grow them within their own bodies. They resemble their creators in the most obvious ways, with the same number of limbs and basic features, but all broodikens stand one foot tall with overly large heads and heavily fanged mouths. Those born to monstrous humanoids with wings or horns have ineffective, decorative versions that do not help the creature fly or fight. Emotional Echoes. Broodikens have little personality of their own and respond to their creators’ emotions, growling when their creators feel anger and babbling happily when their creators feel joy. When their creators are more than 100 feet away, they cry loudly with a sound that resembles children of the creator’s own species. If discovered crying by anyone other than their creator, they attack. When their creators focus their anger on specific individuals, the broodikens attack as a group, using Stealth to get close and overwhelm single opponents. Born With Daggers. Broodikens are created by eating the heart of a dead broodiken. Once this “seed” is consumed, 2d4 broodikens grow inside of the “mother” or creator. Nurturing the growing brood requires consuming specific muds, ashes, and plants, which cost 50 gp/day for each incubating broodiken. The incubation period requires one month and takes a toll on the creator’s health. During this time, the creator becomes fatigued after four hours without eight hours’ rest. If the creator is not a spellcaster, a spellcaster who meets the requirements below must supervise the incubation and birth. Most spellcasters birth the broodiken using a dagger before the broodiken tears its way out. A “mother” can only control one brood of broodiken at a time. Incubating a second brood makes the first brood furiously jealous, and it will turn on its own creator. Constructed Nature. A broodiken doesn’t require air, food, drink, or sleep. Traits Immutable Form: The broodiken is immune to any spell or effect that would alter its form. Magic Resistance: The broodiken has advantage on saving throws against spells and other magical effects. Shared Rage: A broodiken cannot speak with its creator telepathically, but it feels strong emotions and recognizes the objects of those emotions. A creator can telepathically order broodiken to hunt for and attack individuals by sending the broodiken an image of the creature and the appropriate emotion. As long as the broodiken is on such a hunt, it can be more than 100 feet away from its master without wailing. Actions Bite: Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) Piercing damage. Attach: When a broodiken succeeds on a bite attack, its teeth latch on, grappling the target (escape DC 9). On each of its turns, its bite attack hits automatically as long as it can maintain its grapple.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Broodling","description":"The Brood Aboleth broodmothers weave a rich genetic tapestry with the ecosystem in which they settle. A broodmother’s influence over its domain can be so absolute as to create a sort of hive mind out of the creatures it bends to its will. Alternate Evolution. A broodmother does not evolve via the mechanisms proposed by many famous zoologists, such as Charlotte Darloss and Jane Lemarck, but rather assimilates the adaptations that other species develop through natural selection. After ingesting an organism, special enzymes within a broodmother’s gastric tract extract useful genes and mutations, apportioning them to the relevant organs in the broodmother’s form. One of those adaptations was a failsafe: a means of storing its memories, gathering biomass, and reforming itself. Broodling A broodmother’s workers are its broodlings. These ray-like amphibians scour the swamp looking for targets with high biomass or interesting features. Once such a creature is found, a broodling releases a pheromone, gathering its brethren and enhancing their hive-mind intellect. With a sting, the broodlings inject a toxin that makes a creature more suggestable and less willful. Then, the gathered mass of broodlings use their augmented intelligence to submit the creature to their will. Once entranced, the creature willingly follows the broodlings to the broodmother’s lair, where the matriarch decides how best to extract its assets.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Abberation","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":1.2},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Broodling","description":"Broodling Subservient to their aboleth broodmothers, these ray-like amphibians scour the swamps they call home in search of creatures with high biomass or interesting features. Once a broodling has found an adequate target, it releases a pheromone, gathering its brethren and enhancing their hive-mind intellect. With their stings, the broodlings inject a toxin that makes their victim more suggestible, allowing them to use their augmented intelligence to submit the creature to their will. Once entranced, the creature follows the broodlings to the broodmother’s lair, where the matriarch decides how best to extract its assets.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Alignment":"lawful evil","Expansion":26720,"Challenge Rating":1.2},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Broodmother of Leng","description":"A bloated purple spider the size of a castle gate, covered in gold, jewels, and its chittering young, lumbers forward. Deep in the bowels of the cursed land of Leng, the spiders of Leng vie for the gaze of the rare broodmothers. War Upon the World. All spiders that reside in Leng hate humanoids with seething passion. Each broodmother looks upon her brood not as children, but as a personal army that shall one day wipe all humanoids from the face of the Material Plane. Champion Suitors. Spiders of Leng often bring treasures or captives back to the broodmother’s cavern to prove their worth as a mate and help grow the broodmother’s army. If a spider’s campaign is deemed worthy, the spider is eaten, its life force and magical talents passing on to the next generation germinating within the broodmother. If a spider is unworthy, it is killed and dropped into the depths of the broodmother’s caverns. Dangerous, Sparkling Caverns. The caverns of the broodmothers hold generations of treasures brought by their many suitors. Though broodmothers love their hoards, their love for themselves and their brood outweighs their ancient greed. Broodmothers often have a great many spiders of Leng protecting their caverns, usually offspring still too young to join the broodmother’s armies or suitors serving as guardians until the broodmother is ready to hatch another brood.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Broom of Animated Attack","description":"A broom of animated attack is easily mistaken for a broom of flying . It attacks any creature that grabs it or tries to ride it. Flying Broom. Some brooms of animated attack allow their creators to ride them, in which case they behave like typical brooms of flying . A broom of animated attack, however, can carry only half the weight that a broom of flying can (see chapter 7, \"Treasure,\" of the Dungeon Master's Guide ). Animated Objects Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons. Constructed Nature. An animated object doesn’t require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. Traits Antimagic Susceptibility. The broom is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the broom must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance. While the broom remains motionless and isn’t flying, it is indistinguishable from a normal broom. Actions Multiattack. The broom makes two melee attacks. Broomstick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Reactions Animated Attack. If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature’s Strength check. If the broom wins the contest, it flies out of the creature’s grasp and makes a melee attack against it with advantage on the attack roll.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":7388,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Brother Adramalech","description":"Traits Devil’s Sight. Magical darkness doesn’t impede Adramalech’s darkvision. Magic Resistance. Adramalech has advantage on saving throws against spells and other magical effects. Unbreakable Bond. If Adramalech is reduced to 0 hit points while Brother Morax still lives, Adramalech regenerates 50 hit points at the start of his next turn. This regeneration is interrupted if Brother Morax is reduced to 0 hit points before the start of Adramalech’s turn. Actions Multiattack. Adramalech makes four attacks using Mental Barrage. He can replace one of the attacks with Brain Freeze or Cone of Madness (if available). Mental Barrage. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 25 (4d8 + 7) psychic damage. Brain Freeze. Adramalech attempts to overload the brain of a creature he can see within 60 feet of him. The target must make a DC 22 Intelligence saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much on a successful one. Creatures that fail the saving throw have the stunned condition for up to 1 minute. A stunned creature may repeat the saving throw at the end of each of their turns, ending the effect on a success. Cone of Madness (Recharge 4–6). Adramalech unleashes visions in a 30-foot cone in front of him. All creatures in the cone must make a DC 22 Wisdom saving throw, taking 17 (5d6) psychic damage on a failed save, or half as much on a successful one. For up to 1 minute, creatures that failed the save can’t take reactions and each turn must use their action to make a melee attack against the nearest creature. Creatures may repeat the saving throw at the end of each of their turns, ending the effect on a success. Bonus Actions Conjure Effigy (Recharge 6). Adramalech targets a creature, reading its thoughts and creating an effigy of a loved one in an unoccupied space that he can see within 60 feet of Adramalech. The effigy has 55 (10d10) hit points, an AC of 10, and ability scores of 10. It occasionally shouts for help, but otherwise takes no actions. While the effigy is alive, the target creature has disadvantage on attacks targeting Adramalech and any time the effigy takes damage, the target creature also takes an equal amount as psychic damage. If the effigy is killed, the target creature gains a level of exhaustion. If Adramalech is killed while effigies exist, they harmlessly melt into a warm sludge. Legendary Actions Adramalech can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adramalech regains spent legendary actions at the start of his turn. Barrage. Adramalech makes a Mental Barrage attack. Mental Blocker. Adramalech fortifies the mind of a creature he can see within 60 feet of him, or himself. The target benefits as if the Greater Restoration spell has been cast on them and is granted resistance to psychic damage until the end of Adramalech’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Brother Morax","description":"Traits Brittle Spine. For each Brittle Spine a creature has, the creature takes 3 (1d6) poison damage at the start of each of their turns, and when Morax activates Burrow or Deep Burrow. Spines can only be removed by a Regeneration spell or similar, or by killing Morax. Devil’s Sight. Magical darkness doesn’t impede Adramalech’s darkvision. Magic Resistance. Morax has advantage on saving throws against spells and other magical effects. Spined Hide. Whenever Morax is hit with a melee attack, the attacker takes 7 (2d6) piercing damage and gains 1 Brittle Spine. Unbreakable Bond. If Morax is reduced to 0 hit points while Brother Adramalech still lives, Morax regenerates 50 hit points at the start of his next turn. This regeneration is interrupted if Brother Adramalech is reduced to 0 hit points before the start of Morax’s turn. Actions Multiattack. Morax makes four attacks using his Claw, Spine Fling, or a combination of the two. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target gains 1 Brittle Spine. Spine Fling. Ranged Weapon Attack: +13 to hit, range 30/60 ft., one target. Hit: 12 (1d12 + 6) piercing damage, and the target gains 1 Brittle Spine. Deep Burrow. Morax immediately deals Brittle Spine ongoing damage to all creatures that have at least one Brittle Spine that he can see. Bone Spikes (Recharge 6). Morax shoves an arm into the ground, rapidly growing bones that erupt at a point he can see within 100 feet of him. Each creature in a 60-foot-radius sphere centered on that point must make a DC 21 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much damage on a successful one. Creatures that fail the save gain 2 Brittle Spines, while creatures that succeed only gain 1 Brittle Spine. Legendary Actions Morax can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Morax regains spent legendary actions at the start of its turn. Claw. Morax makes a Claw attack. Bone Splinters (Costs 2 Actions). Morax gestures at a creature he can see that has at least 1 Brittle Spine. That creature must succeed on a DC 21 Constitution saving throw or the number of Brittle Spines it has doubles. Burrow (Costs 2 Actions). Morax bristles the spines within a creature that he can see. The target immediately takes Brittle Spine ongoing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Brown Bear","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell : The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack : The bear makes two attacks : one with its bite and one with its claws. Bite : Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage . Claws : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","AC":"11 (Natural Armor)","HP":"34 (4d10+12)","CHA":7,"CON":16,"DEX":10,"INT":2,"STR":19,"WIS":13,"Size":"Large","Type":"beast","Speed":"40 ft., climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390059010/IjA-am-oGHwRrmvol3DiOQ/original.png","Roll 0":"Bite\n1d20 + 5\n1d8+4","Roll 1":"Claws\n1d20 + 5\n2d6+4","Skills":"Perception +3","Source":"5th Edition SRD","data-XP":200,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The bear has advantage on Wisdom (Perception) checks that rely on smell.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The bear makes two attacks: one with its bite and one with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"+3","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":1,"Passive Perception":13,"data-CrNum":1,"data-AcNum":11,"data-HpNum":34},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Brown Bear","description":"Traits Keen Smell : The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack : The bear makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Brown Bear","description":"TRAITS Keen Smell. The brown bear has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Multiattack . The brown bear makes one bite attack and one claws attack. Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":18098,"Challenge Rating":1},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Brown Bear","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Multiattack. The bear makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Prone condition if it is Huge or smaller.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Brown Bear","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Multiattack. The bear makes one Bite attack and one Claw attack. Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage. Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Prone condition if it is Huge or smaller.","properties":{"Category":"Monsters","AC":11,"HP":"22 (3d10 + 6)","PB":2,"CHA":7,"CON":15,"DEX":12,"INT":2,"STR":17,"WIS":13,"Size":"Large","Type":"Beast","Speed":"40 ft., Climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406412620/1iyHV2lRLo5UA7k0ed7RqQ/original.png","Senses":"Darkvision 60 ft.","Skills":"Perception +3","data-XP":200,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The bear makes one Bite attack and one Claw attack.\"},{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"Piercing\"},{\"Name\":\"Claw\",\"Desc\":\"The target has the Prone condition if it is Huge or smaller.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 3\",\"Damage Type\":\"Slashing\"}]","data-CHA-mod":"-2","data-CON-mod":2,"data-DEX-mod":1,"data-INT-mod":"-4","data-STR-mod":3,"data-SizeNum":5,"data-WIS-mod":1,"Saving Throws":"Str +3, Dex +1, Con +2, Int -4, Wis +1, Cha -2","Challenge Rating":1,"Passive Perception":13,"data-CrNum":1,"data-AcNum":11,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Brown Dragon Wyrmling","description":"Brown Dragon Often referred to by desert nomads as the great desert dragon or sand dragon, the brown dragon is a cunning creature, but it is also haughty, irritable, paranoid, and slothful. It provides for itself in whatever way requires the least inconvenience and steers clear of unnecessary trouble. It makes its home in underground caverns and the ruins of ancient cities buried beneath the wastelands. Desert Predator. The brown dragon is a flightless creature that swims under vast desert sands like a bloodthirsty shark at sea. Its scales are leathery and softer than the typical dragon's metallic-like ones and have the color that matches its natural hunting grounds, ranging from dark brown at birth to dull light brown in their old age. The brown dragon has four short, muscular limbs that end with webbed claws suitable for digging through the sand and a pair of leathery wing vestiges at the back of its shoulders. A few lucky survivors who survived a brown dragon's attack recall seeing twin dorsal-like fins, which were the dragon's wings, cutting through the sand during its approach. Ambush Hunter. The brown dragon consumes minerals but prefers meat. It particularly relishes the taste of livestock, especially camels and horses. It will go to great lengths to attack caravans and herders but is careful enough to do so only in isolated areas and to not leave any survivors to avoid attracting unwanted attention, such as a party of adventurers. The brown dragon hunts by burying itself in the sand, waiting patiently until it senses vibrations caused by a prey's movement, after which it explodes from its hiding place, showering sand everywhere as it leaps toward its target. The brown dragon's breath is a line of highly corrosive sand that can also blind those that are hit by it. Prey, Foes, and Allies. The brown dragon is fiercely territorial and will slay and consume other burrowing predatory creatures such as ankhegs, bulettes, kruthiks, and umber hulks. It tolerates the presence of oozes and ooze elementals, as well as desert-dwelling vermin like giant antlions and scorpions, only because the brown dragon doesn't see them as competition or threat to its well-being and treasure hoard. The brown dragon dislikes other dragons, though, and especially hates and fears blue dragons, which often shares its territory with them. If an older blue dragon threatens it, the brown dragon will establish a new lair, move its treasure, and abandon its old home. Aloof and Self-Serving. The brown dragon sees anything weaker than itself as nothing more than prey. It does not care much for speaking with other intelligent creatures, especially adventurers, as it finds it odd and beneath itself to talk to its food. If it does participate in a conversation, the brown dragon will feign boredom and disinterest and even toy with whoever it is talking to, subtly steering topics to potential prey, treasure, and threats. A Brown Dragon's Lair Brown dragons keep their lairs underneath desolate deserts and coastal beaches, using their lightning-quick burrowing claws and acidic breath to form a vast, maze-like network of caverns. Stagnant pools of acid and noxious gases plague the brown dragon’s lair, discouraging all but the hardiest of trespassers. Oozes, ooze paraelementals, as well as swarms of scarabs, scorpions, and similar vermin, infest its numerous tunnels. Like blue dragons, the brown dragons will cause cave-ins if their lairs are invaded by dangerous foes, only to return when confident their enemies are all dead from suffocation and injury from being trapped underneath tons of sand. The challenge rating of a legendary brown dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Noxious chlorine gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. Regional Effects The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Sandstorms rage within 6 miles of the lair. Ooze paraelementals scour the land within 6 miles of the lair. Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole. If the dragon dies, the ooze paraelementals disappear immediately, and the sandstorms abate within 1d10 days. Any sinkholes remain where they are. Traits Hold Breath. The dragon can hold its breath for 15 minutes or until it uses its Acid Breath. Sand Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) acid damage. Acid Breath (Recharge 5–6). The dragon exhales corrosive sand in a 15-­foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) acid damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Brown Scavver","description":"Brown scavvers are 10 feet long and range in color from sun-dappled brownish gold to dark umber. It takes them days to digest a meal, during which time they attack only in self-defense. A brown scavver likes to swallow its prey whole. The creature’s stomach is filled with poisonous gas, which kills off anything that survives being swallowed. Scavvers Scavvers are shark-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray—rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them. A scavver has a single large eye in the leading edge of its head. This eye glows while the creature is awake. Its wide mouth is full of sharp teeth. A scavver flies in lazy circles when it sleeps but otherwise moves through space much as a shark swims through water. Traits Unusual Nature. The scavver doesn’t require air. Actions Swallowing Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the scavver. The scavver can have one creature swallowed at a time. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the scavver, and takes 13 (3d8) poison damage at the start of each of the scavver’s turns from the poisonous gas in the scavver’s gullet. If the scavver takes 15 damage or more on a single turn from a creature inside it, the scavver must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the scavver. If the scavver dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":16643,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Brownie","description":"A tiny humanoid with pointed ears darts from the cover of the underbrush. A helmet made from an acorn protects its head, and it wields a sharpened branch as a spear. Brownies look like miniature humans with slightly elven features, sporting acorn helms, and clothed in leaves, mosses, animal skins, or even occasionally doll clothing. Bucolic Fey. Brownies are the wee folk of the forest and its remote, secluded villages. They always carry spears made from fallen branches, but some have acquired blades, either by earning them as boons or stealing them when found unattended. Rarely, they serve fey courts, though most noble fey find them to be too rustic for palace intrigues, or too uncultured to join their retinues. Brownies, if associated with fey nobles, often serve as gamekeepers, hunters, or keepers of the hounds. They don't fear iron, unlike many other fey, and are all too happy to steal from mortals who irritate them. In mortal communities, they regularly become the source of wild rumors of haunted locations or structures. In truth, such places have usually simply gained a brownie or two as residents. Helpful Pranksters. Brownies strongly dislike alps (see Creature Codex ) and morkos (see Creature Codex ), thinking them both to be outsized louts and miserable killjoys. With proper bribes or very effective verbal manipulation, brownies can be lured into communities suffering from these fey and attempt to drive them out. Such conflicts can escalate quickly, however, as neither side really considers the collateral damage to the homes and property of the mortals they're fighting among. Brownies tend to fear hags and alas (see Tome of Beasts ), who find the tiny brownies to be a prized delicacy. When an ala or hag is in an area, brownies will band together to chase off the creature (or ask a mortal adventurer to do it). Brownies are tricksy and love a good prank; however, they never allow a prank to do permanent harm, unless the target of their shenanigans responds with violence. They can appreciate when a mortal attempts to outwit them, respecting such attempts. Household Benefactor. Occasionally, a brownie adopts a residence and its people, living among the rafters, beneath the stairs, or even in a cozy crawlspace. The brownie coexists with the family while performing small tasks, like cleaning or repairing objects in exchange for gifts of bread, milk, honey, or even small trinkets or handkerchiefs. Brownies dislike braggarts, however, and any mortal who boasts about having a brownie living in their home soon finds they've been abandoned. Woodland Guardian. Brownie beastriders serve as champions among the brownies in the area, leading warbands as the vanguard against creatures they wish to drive away. Their ability to rally local wildlife to their cause and summon up fey reinforcements makes them an asset to the brownie communities they call home. More than other brownies, they enjoy beer and mead and can be more easily persuaded to a cause when a steady supply is promised. Hidden Wonders. Brownie mystics are elders who have defeated great creatures and secured their forests from marauding ogres, rapacious drakes, or similarly dangerous foes. These brownies discovered old fey magics and gained the respect of not only other brownies, but dryads, satyrs, and pixies. They're more likely to be invited to serve at a fey court, but they rarely accept the invitations, preferring to protect their homes and their kin. They work toward improving relations with mortal communities, growing the brownie population, and keeping the land free of cruel and bloodthirsty beasts. Magic Resistance. The brownie has advantage on saving throws against spells and other magical effects. Speak with Beasts. The brownie can communicate with Beasts as if they shared a language. Actions Branch Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d4 + 5) piercing damage. Domestic Magic. The brownie can cast the mending and prestidigitation cantrips at will, requiring no material components and using Wisdom as the spellcasting ability. Invisibility. The brownie magically turns invisible until it attacks or uses Domestic Magic, or until its concentration ends (as if concentrating on a spell). Any equipment the brownie wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Brownie, Beastrider","description":"A tiny humanoid with pointed ears darts from the cover of the underbrush. A helmet made from an acorn protects its head, and it wields a sharpened branch as a spear. Brownies look like miniature humans with slightly elven features, sporting acorn helms, and clothed in leaves, mosses, animal skins, or even occasionally doll clothing. Bucolic Fey. Brownies are the wee folk of the forest and its remote, secluded villages. They always carry spears made from fallen branches, but some have acquired blades, either by earning them as boons or stealing them when found unattended. Rarely, they serve fey courts, though most noble fey find them to be too rustic for palace intrigues, or too uncultured to join their retinues. Brownies, if associated with fey nobles, often serve as gamekeepers, hunters, or keepers of the hounds. They don't fear iron, unlike many other fey, and are all too happy to steal from mortals who irritate them. In mortal communities, they regularly become the source of wild rumors of haunted locations or structures. In truth, such places have usually simply gained a brownie or two as residents. Helpful Pranksters. Brownies strongly dislike alps (see Creature Codex ) and morkos (see Creature Codex ), thinking them both to be outsized louts and miserable killjoys. With proper bribes or very effective verbal manipulation, brownies can be lured into communities suffering from these fey and attempt to drive them out. Such conflicts can escalate quickly, however, as neither side really considers the collateral damage to the homes and property of the mortals they're fighting among. Brownies tend to fear hags and alas (see Tome of Beasts ), who find the tiny brownies to be a prized delicacy. When an ala or hag is in an area, brownies will band together to chase off the creature (or ask a mortal adventurer to do it). Brownies are tricksy and love a good prank; however, they never allow a prank to do permanent harm, unless the target of their shenanigans responds with violence. They can appreciate when a mortal attempts to outwit them, respecting such attempts. Household Benefactor. Occasionally, a brownie adopts a residence and its people, living among the rafters, beneath the stairs, or even in a cozy crawlspace. The brownie coexists with the family while performing small tasks, like cleaning or repairing objects in exchange for gifts of bread, milk, honey, or even small trinkets or handkerchiefs. Brownies dislike braggarts, however, and any mortal who boasts about having a brownie living in their home soon finds they've been abandoned. Woodland Guardian. Brownie beastriders serve as champions among the brownies in the area, leading warbands as the vanguard against creatures they wish to drive away. Their ability to rally local wildlife to their cause and summon up fey reinforcements makes them an asset to the brownie communities they call home. More than other brownies, they enjoy beer and mead and can be more easily persuaded to a cause when a steady supply is promised. Hidden Wonders. Brownie mystics are elders who have defeated great creatures and secured their forests from marauding ogres, rapacious drakes, or similarly dangerous foes. These brownies discovered old fey magics and gained the respect of not only other brownies, but dryads, satyrs, and pixies. They're more likely to be invited to serve at a fey court, but they rarely accept the invitations, preferring to protect their homes and their kin. They work toward improving relations with mortal communities, growing the brownie population, and keeping the land free of cruel and bloodthirsty beasts. Magic Resistance. The brownie has advantage on saving throws against spells and other magical effects. Mounted Warrior. While mounted, the brownie's mount can't be charmed or frightened. Speak with Beasts. The brownie can communicate with Beasts as if they shared a language. Actions Multiattack. The brownie makes two Branch Spear attacks, or it makes one Branch Spear attack and its mount makes one melee weapon attack. Branch Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d4 + 5) piercing damage. Domestic Magic. The brownie can cast the mending and prestidigitation cantrips at will, requiring no material components and using Wisdom as the spellcasting ability. Invisibility. The brownie magically turns invisible until it attacks, uses Domestic Magic, or Beasts of the Forest, or until its concentration ends (as if concentrating on a spell). Any equipment the brownie wears or carries is invisible with it. Beasts of the Forest (1/Day). The brownie magically calls 2d4 hawks or ravens, or it calls 1 black bear or wolf. The called creatures arrive in 1d4 rounds, acting as allies of the brownie and obeying its spoken commands. The Beasts remain for 1 hour, until the brownie dies, or until the brownie dismisses them as a bonus action.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Brownie, Mystic","description":"A tiny humanoid with pointed ears darts from the cover of the underbrush. A helmet made from an acorn protects its head, and it wields a sharpened branch as a spear. Brownies look like miniature humans with slightly elven features, sporting acorn helms, and clothed in leaves, mosses, animal skins, or even occasionally doll clothing. Bucolic Fey. Brownies are the wee folk of the forest and its remote, secluded villages. They always carry spears made from fallen branches, but some have acquired blades, either by earning them as boons or stealing them when found unattended. Rarely, they serve fey courts, though most noble fey find them to be too rustic for palace intrigues, or too uncultured to join their retinues. Brownies, if associated with fey nobles, often serve as gamekeepers, hunters, or keepers of the hounds. They don't fear iron, unlike many other fey, and are all too happy to steal from mortals who irritate them. In mortal communities, they regularly become the source of wild rumors of haunted locations or structures. In truth, such places have usually simply gained a brownie or two as residents. Helpful Pranksters. Brownies strongly dislike alps (see Creature Codex ) and morkos (see Creature Codex ), thinking them both to be outsized louts and miserable killjoys. With proper bribes or very effective verbal manipulation, brownies can be lured into communities suffering from these fey and attempt to drive them out. Such conflicts can escalate quickly, however, as neither side really considers the collateral damage to the homes and property of the mortals they're fighting among. Brownies tend to fear hags and alas (see Tome of Beasts ), who find the tiny brownies to be a prized delicacy. When an ala or hag is in an area, brownies will band together to chase off the creature (or ask a mortal adventurer to do it). Brownies are tricksy and love a good prank; however, they never allow a prank to do permanent harm, unless the target of their shenanigans responds with violence. They can appreciate when a mortal attempts to outwit them, respecting such attempts. Household Benefactor. Occasionally, a brownie adopts a residence and its people, living among the rafters, beneath the stairs, or even in a cozy crawlspace. The brownie coexists with the family while performing small tasks, like cleaning or repairing objects in exchange for gifts of bread, milk, honey, or even small trinkets or handkerchiefs. Brownies dislike braggarts, however, and any mortal who boasts about having a brownie living in their home soon finds they've been abandoned. Woodland Guardian. Brownie beastriders serve as champions among the brownies in the area, leading warbands as the vanguard against creatures they wish to drive away. Their ability to rally local wildlife to their cause and summon up fey reinforcements makes them an asset to the brownie communities they call home. More than other brownies, they enjoy beer and mead and can be more easily persuaded to a cause when a steady supply is promised. Hidden Wonders. Brownie mystics are elders who have defeated great creatures and secured their forests from marauding ogres, rapacious drakes, or similarly dangerous foes. These brownies discovered old fey magics and gained the respect of not only other brownies, but dryads, satyrs, and pixies. They're more likely to be invited to serve at a fey court, but they rarely accept the invitations, preferring to protect their homes and their kin. They work toward improving relations with mortal communities, growing the brownie population, and keeping the land free of cruel and bloodthirsty beasts. Magic Resistance. The brownie has advantage on saving throws against spells and other magical effects. Speak with Beasts. The brownie can communicate with Beasts as if they shared a language. Actions Multiattack. The brownie mystic makes three Mystic Staff or Magical Blast attacks. The mystic can replace one of the attacks with a use of Spellcasting. Mystic Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage plus 3 (1d6) psychic damage. Mystic Blast. Ranged Spell Attack: +6 to hit, ranged 60 ft., one target. Hit: 10 (2d6 + 3) psychic damage. Invisibility. The brownie magically turns invisible until it attacks or uses Spellcasting, or until its concentration ends (as if concentrating on a spell). Any equipment the brownie wears or carries is invisible with it. Spellcasting. The brownie casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13): At will: mending, minor illusion , prestidigitation 3/day each: entangle , mirror image 1/day each: confusion, conjure animals, dimension door","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Brumal Velbast","description":"Velbast Generations ago, the catastrophic battle known today as the Nesieve Conflict caused a mass eruption of spatial anomalies that spread across various regions of the galaxy. At first thought to be pockets of anti-matter, these distortions possessed their own intelligence and were imbued with the unstable primordial energies left behind during the war. They traveled through the stars, absorbing and merging with any inorganic material it could locate to create a physical shell. These aberrations became the first velbasti — terrifying shapeshifting constructs with the power to shape and control the matter and energy. They have evolved over generations, sustaining and growing their species by consuming beings capable of channeling the Crucibles' energies. Energy Shapers. What sets the velbasti apart from most other beings is the complex synergy between their organic and inorganic nature. Even with such a nature, they also possess the ability to shape matter and energy in a manner similar to other species that have achieved esper genesis. While all are able to channel destructive, elemental forces, the more evolved velbast have mastered the ability to use esper powers, as well as forge sorium into weapons and defenses. Relentless Evolution. All velbasti are highly intelligent, but possess an insatiable hunger for the lifeforce of other beings, as well as energy created through the use of sorium. Should a velbast encounter and consume either of these, they experience a euphoric sensation accompanied with a state of heightened strength and senses, marking a step in their eventual transformation. Each velbast begins as a fledgling of their type, evolving into more powerful forms after consuming enough primordial energy. The more a velbast evolves, the greater their appetites grow. However, powerful velbast are likely to recruit lesser types into their service, offering both protection and sustanance in return. These mutual arrangements are often delicate, as groups of lesser velbasti have been known to band together to reap the bounty gained by their more powerful benefactor. Bound to the Core. The essence of each velbasti is tied to their primary core, the source of primal energy that spawned them. Whenever a velbast is destroyed, its energy returns to the core, where it may be spawned again in the same form or multiple lesser forms. Each primary core is presided over by a consummate—a velbasti that has achieved the pinnacle of their evolution, transcending the limits of their origins. Though viewed moreso as generals than rulers among the velbasti, each consummate holds a considerable amount of influence over the actions of the velbast tied to their core, as well as control over how they may be respawned. Regardless of their origin point, all velbasti can communicate with each other in pulses of light and sound that mimics the same language used by proteans such as the belare. This has led to many theories as to how the velbasti originally came into being. Forces of Corruption. Most espers use their abilities to channel energy in its purest form, but a velbast's form is corrupted by its very nature. They defile all that they consume, and their powers can often leave behind an invisible mark or \"scar\" that causes plague and sickness in wildlife and plant life. Their channeling of powerful energies also produces a wave of dark matter that contaminates their surrounding area. In regions where all life has been annihilated by the velbasti, the scar of corruption left behind can sometimes form an interstellar gate through which they may freely travel to and from their core. Due to their very nature, the velbasti bear an intrinsic hatred for all other forms of life in the galaxy, especially espers, whom they view as their fundamental opposites. Lesser velbasti mercilessly unleash their malice toward their victims, while more evolved forms delight in evoking fear, anguish, and suffering in creatures until they devour their lifeforce. Shapeshifters. The unique makeup of the velbasti eventually grants them the ability to shift their form. Those evolved beyond fledglings can shape their limbs into elemental weapons depending upon their type. The more evolved can change their shape entirely, often concealing themselves among other species. However, their nature still makes it difficult for them to blend in among creatures who are particularly observant or possess sight beyond the mundane. The primary goal of such infiltrations, other than the advantage of concealment, is the ability to learn the weaknesses of the lifeforms they are imitating. In addition, the rapid advancements fueled by space travel creates even greater advantage for velbast that have already learned how to copy the traits of a spacefaring species, allowing them to easily blend into crowded areas where a variety of species are in abundance. Extinctionist Dogma. The appearance of the velbast has prompted the formation of numerous cultist groups that revere the velbasti and pledge service to their cause. Some of these fanatics believe they are participating in the imminent end-times, while some plan their schemes to claim dominion over the ashes of galactic civilization. Some yet still believe they can eventually shed their mortal forms to instead become beings of eternal destruction. Whatever the reason, it is not uncommon for powerful velbasti to play along in order to garner services and valuable gains from their union. Such creatures are sometimes marked by the velbast, shown on both their physical form and supernal essence. While the mark grants the worshippers access to special powers, it also slowly eats away at the creature's lifeforce. During this time, however, this supernatural bond can also become a liability for the velbast, and so it is not granted lightly. Devour Essence. A velbast can devour the lifeforce of a creature it has killed within the last hour, provided that creature is neither an automaton or construct. The devouring requires the velbast to be within 5 feet of the corpse for at least 1 hour, after which it regains hit points equal to half the creature’s hit point maximum and receives the benefits of a major remedy . A creature devoured by a category 2 or 3 velbast can be restored to life only by a cosmic weave or full restore power. Universal Adaptation. A velbast doesn't require air, food, drink, or sleep. Velbast Classifications Within galactic lore, velbasti are categorized based on three evolutionary stages. Most also have an affinity toward a particular form of primordial energy, which denotes its type. Velbasti that have evolved beyond these three stages are either considered to be consummates or have yet to be categorized. Velbast Types by Category Category Known Types 1 dynam, femeri, tensus 2 blazing, frost, power, reaper, storm 3 brumal, inferno, tempest, shade Category 3 Velbast Considered to be the most powerful among the non-unique forms, these velbasti are feared throughout the galaxy, as well as among their own kind. They've mastered the ability to blend in almost anywhere, priming their victims' fears and weaknesses while plotting their demise. Brumal Velbast A brumal velbast is a calculating being that takes great pride and pleasure in manipulating other intelligent lifeforms by playing on their deepest secrets, fears, and desires. They are heartless and self-absorbed, but are equally as dangerous when drawn into physical conflict. A brumal velbast stands about 12 feet tall. Their blue-white form is semi-translucent, holding swirling, frigid mists within. Inferno Velbast Standing at over twenty feet tall, an inferno velbast is a hulking powerhouse of wonton destruction. They enjoy exterminating all other lifeforms as equally as devouring their essence. The force of the inferno velbast is also powerful enough to devastate structures and barriers. Their bodies are surrounded by a flaming aura that burns through anything that crosses its path. Shade Velbast These ominous velbasti are brilliant and cunning. Often taking the role of commanders among groups of velbasti, their desire for power and influence holds no bounds. Though the most reserved and influential among their kind, they still bear the same contempt for all life, choosing to play a long game toward the extinction of the living. A shade velbast is 18 feet tall, its black and gold form surrounded by tendrils of shadow. Tempest Velbast As ephemeral in appearance as their name implies, a tempest velbast represents the epitome of controlled chaos. It thrives off of anarchy and confusion, excelerating these to the greatest heights before it feeds. A tempest velbast stands at nearly 15 feet tall. Their bodies ripple with electricity an their voices echo in a deep, thunderous tone. Variant: Velbast Summoning Some velbasti can have an action that allows them to summon other velbasti. Summon Velbast (1/Day). The velbast summons another velbast, which appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other velbast. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Chances of success are listed as follows: A brumal velbast has a 40 percent chance of summoning 2d8 femeri, 1d6 frost velbast, or one brumal velbast. An inferno velbast has a 40 percent chance of summoning 1d8 dynam, 1d6 blazing velbast, or one inferno velbast. A reaper velbast has a 30 percent chance of summoning 1d6 tensus, 1d3 frost velbast, or one reaper velbast. A shade velbast has a 50 percent chance of summoning 3d6 tensus, 2d6 dynam, 1d8 power velbast, 1d4 reaper velbast, or one shade velbast. A tempest velbast has a 50 percent chance of summoning 3d6 femeri, 2d6 dynam, 1d8 frost velbast, 1d3 reaper velbast, or one tempest velbast.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration (shapeshifter)","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":15},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Brumalek","description":"This white-furred, weasel-like creature stands balanced on its hind legs and broad tail. Beneath a wide skull, intelligent eyes peer intently as a frog-like sac at its throat contracts an d expands. A small and unassuming creature, the brumalek has caught many travelers among the snow-capped peaks unawares with its ramming skull and ear-spl itting howl. Avalanche Caller. The skittish brumalek can inflate its vocal sac and emit painful sounds, but it uses this primarily as a defense mechanism. The force of its cry is enough to throw up swirls of mountain snow, obscuring them and helping them escape predators. Large groups of brumalek can coordinate this effect, triggering avalanches on those approaching their nests. Mountain Children. Brumalek broods have deep attachments to the mountains where they were born, keeping their nests hidden close to the summit. Working together when a true danger threatens their home, the hit and run tactics of brumalek in these times overrules their otherwise skittish nature. When a threat is deemed great, they even howl warnings to nests on other, nearby m ountaintops. Captive Watchdogs. The small size, disarming appearance, and volume of a brumalek has led to some unscrupulous groups to kidnap the creatures for use as guards. Training a brumalek for this role is no easy task, but if one succeeds, they will have earned themselves a dangerous if morose guardian with an alarm loud enough to hear across the valleys. Pack Tactics. A brumalek has advantage on attack rolls against a creature if at least one of the brumalek's allies is within 5 feet of the creature and the ally isn't inca pacitated. Snow Stride. A brumalek can burrow through nonmagical snow and earth. While doing so, it doesn't disturb the material it moves through. In addition, difficult terrain composed of snow doesn't cost it extra movement. Actions Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Reverberating Howl. The brumalek releases an ear-shattering howl in a 30-foot cone that is audible 300 feet away. Each creature in that cone must make a DC 13 Dexterity saving throw. On a failure, a creature takes 5 (2d4) thunder damage and is deafened for 1 minute. On a success, the creature takes half the damage and isn't deafened. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Skittish. The brumalek can take the Dash or Disengage action.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Brush Thylacine","description":"Thylacine Thylacines are well known dangers of the central Stolen Lands, rivaling wolves in some regions. These creatures are predatory marsupials that look vaguely like lean wolves at first glance—until they stretch open their jaws in almost unnatural displays of aggression. Brush Thylacine Brush thylacines are larger, rarer, and more muscular variants of their leaner kin, who prefer to dwell in the thick undergrowth of the central woodlands of the region. Their fur coloration tends to be darker than other members of their kind, as befits their tactic of hiding in the shadows cast by thick patches of underbrush. Traits Ambush Hunter. If the brush thylacine moves at least 10 feet before it makes an attack, the target of the attack cannot make an opportunity attack against the thylacine, and the thylacine can use its bonus action to take a Hide action. Actions Multiattack. The thylacine uses its hunting cry, then makes two bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) piercing damage. Hunting Cry. The thylacine howls, causing distress to those around it. Any creature that is not a thylacine within 30 feet must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. Frightened creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. A creature that succeeds on this saving throw is immune to this thylacine’s hunting cry for 24 hours.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Brusipha","description":"Traits Demonic Ritual. Brusipha can spend 3 hours performing a ritual that summons 1d3 + 1 barlguras or 1 hezrou . She must sacrifice a Medium or larger living creature to Baphomet during this ritual, and the ritual can be performed only at night. The demons vanish at dawn. Labyrinthine Recall. Brusipha can perfectly recall any path she has traveled. Spellcasting. Brusipha casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: Prestidigitation , Speak wi th Animals 1/day each: Bestow Curse , Command , Crown of Madness Actions Multiattack. Brusipha makes two Eldritch Blast attacks. Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 8 (1d10 + 3) force damage. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) necrotic damage. If Brusipha moved at least 10 feet straight toward the target immediately before she hit, the target takes an extra 4 (1d8) piercing damage, and if the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet from Brusipha and have the prone condition. Incite the Hunters (Recharges after a Short or Long Rest). Brusipha allows each ally within 30 feet of herself that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally’s Unerring Tracker. Bonus Actions Unerring Tracker. Brusipha magically creates a psychic link with one creature she can see. For the next hour, Brusipha knows the current distance and direction to the target if it is on the same plane of existence. The link ends if Brusipha has the incapacitated condition or uses this ability on a different target. Reactions Baphomet’s Blessing. When Brusipha reduces a hostile creature to 0 hit points, she gains 8 temporary hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Minotaur, Warlock)","Alignment":"Chaotic Evil","Expansion":27234,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Bubblebutt","description":"Despite their comical appearance and name, bubblebutts are highly effective aerial ambush predators. Their inflated posterior air sacs are lighter than air, allowing bubblebutts to lurk in clouds, waiting to attack birds or other flying prey. Bubblebutts maneuver by releasing small bursts of flatulence, using their tiny rear legs as rudders. Their long, spindly arms dangle down to grab any potential meal. The bubblebutt’s gas can also be released as a defense. Traits Flammable Gas. The bubblebutt’s air sacs are filled with noxious, flammable gas. If the bubblebutt drops to half its hit points or fewer, it gains vulnerability to fire damage. Actions Multiattack. The bubblebutt makes two Claw attacks. If both hit, it makes a Bite attack as a bonus action. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, 1 target. Hit: 10 (2d6 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) slashing damage. Flatulent Blast (Recharge 5–6). The bubblebutt expels poisonous gas in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":32955,"Challenge Rating":3},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Bucca","description":"These tiny, obsidian-skinned, bat-winged fey always have a hungry look, leering with razor-sharp fangs showing and licking their leathery faces with their forked, purple tongues. Hidden in Crevices. Buccas are tiny, underground faeries who are also known as “snatchers,” because they love to steal from miners and hoard precious minerals and gems in tiny, trap‑filled crevices. Their small size makes them easy to overlook. Treasure Finders. Buccas are often enslaved by derro as treasure seekers and can be summoned by some derro shamans. Buccas are the bane of the dwarves of many mountains and hilly cantons, serving as spies and scouts for evil humanoids. Bat Friends. Buccas often train bats as mounts, messengers, and guard animals. On occasion they sell them to goblins and kobolds. Traits Flyby: The bucca doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Vulnerability to Sunlight: A bucca takes 1 point of radiant damage for every minute it is exposed to sunlight. Innate Spellcasting: The bucca’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: invisibility 3/day each: darkness, ensnaring strike, locate object Actions Dagger: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. The target must succeed on a DC 13 Constitution saving throw against poison or take 1d2 Strength damage. The target must repeat the saving throw at the end of each of its turns, and it loses another 1d2 Strength for each failed saving throw. The effect ends when one of the saving throws succeeds or automatically after 4 rounds. All lost Strength returns after a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Buccaneer","description":"Buccaneer Sailors who survive several voyages across the Expanse are likely to come across buccaneers. These pirates and privateers prowl busy wind routes, looking for poorly defended ships to pillage. Buccaneers expertly push through the crowded battles that invariably occur when boarding enemy ships.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"Humanoid","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":2},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Bucucahb, Individual","description":"Buucahb The buucahb are fiendish arthropods sometimes referred to as “the swarm,” native to a nearly inaccessible pocket dimension hidden deep within the Elemental Plane of Fire. The swarm’s name for their home plane is a string of hisses and clicks indecipherable to most other beings. These fiends are naturally communal—when one is discovered, more are almost certain to be found nearby. Increased Sightings? Ayrissian spies note the disappearance of several reputable Karelagne zoologists in recent months. Many of these researchers were said to be investigating an uptick in encounters with unusual extraplanar arthropods on Tholus, the Karelagne Empire’s home world. These creature sightings were concentrated around the province of Folly, though rumors persist they have been found throughout the empire, including on imperial naval vessels sailing the Aetherial Expanse. Imperial bureaucrats reject these rumors as Ayrissian propaganda. Buucahb, Individual Singular buucahb are typically encountered as palm-sized fiends resembling cockroaches with eyes that glow red like embers. They are voracious eaters burrowing into the flesh of their victims.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fiend (Devil)","Source":"custom","Alignment":"Typically Lawful Evil","Expansion":32048},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Buer","description":"Traits Contractually Obligated. Buer has advantage to hit creatures under an infernal contract and when she hits such creatures she delivers an additional 9 (2d8) damage of a type the target is most vulnerable to. A creature bound under an infernal contract also makes all saving throws against effects originating from Buer with disadvantage. Devil’s Sight. Magical darkness doesn’t impede Buer’s darkvision. Magic Resistance. Buer has advantage on saving throws against spells and other magical effects. Actions Multiattack. Buer makes three attacks using her Claw. She can replace two of the attacks with a Cleansing Bite attack. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage. Cleansing Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage, healing Buer for an amount equal to the damage dealt. Spectral Reaping (Recharge 6). Buer focuses her ethereal form, dashing up to 50 feet in a straight line through the ethereal plane. Any creatures in the line must make a DC 21 Constitution saving throw, taking 42 (12d6) force damage on a failed save, or half as much damage on a successful one. Buer may reappear at any unoccupied space along the line. For 1 minute after using Spectral Reaping, Buer is empowered by ethereal essence. Her Cleansing Bite attack now deals force damage instead of bludgeoning. Bonus Actions Defensive Trip (Recharge 5–6). Buer attempts to slow the actions of a creature she can see within 60 feet of her. The target must succeed on a DC 18 Wisdom saving throw or be slowed until the end of its next turn. A slowed creature’s speed is halved, it takes a –2 penalty to AC and Dexterity saving throws, and it can’t use its reactions. Regardless of the slowed creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. Reactions Soul Exchange. When Buer is subjected to a spell targeting only her, she can attempt to swap places with a creature she damaged on her last turn. The creature must make a DC 19 Wisdom saving throw. On a failed save, the creature and Buer swap positions, and the spell now targets the creature instead of Buer. Legendary Actions Buer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Buer regains spent legendary actions at the start of her turn. Teamwork. Buer or one other devil within 60 feet of Buer makes a melee weapon attack against a target of Buer’s choosing. Backdoor Clause. Buer wreathes energy around a creature she can see within 60 feet of her. Until the end of Buer’s next turn, the target is covered in fire or cold energy, Buer’s choice. Each time the target is struck with a melee attack, the attacker takes 9 (2d8) fire or cold damage. Refresh Souls (Costs 2 Actions). Buer devours a Soul Coin, instantly refreshing one Recharge ability of any devil within 60 feet, including herself.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Bugbear","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Brute : A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack ). Surprise Attack : If the bugbear surprises a creature and hits it with an attack during the first round of combat , the target takes an extra 7 (2d6) damage from the attack. Actions Morningstar : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Javelin : Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.","properties":{"Category":"Monsters","AC":"16 (Hide Armor, Shield)","HP":"27 (5d8+5)","CHA":9,"CON":13,"DEX":14,"INT":8,"STR":15,"WIS":11,"Size":"Medium","Type":"humanoid (goblinoid)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390059016/E7Er7meDb9slTWfywpeL-w/original.png","Roll 0":"Morningstar\n1d20 + 4\n2d8+2","Roll 1":"Melee\n1d20 + 4\n2d6+2","Roll 2":"Ranged\n1d20 + 4\n1d6+2","Senses":"Darkvision 60 Ft.","Skills":"Stealth +6, Survival +2","Source":"5th Edition SRD","data-XP":200,"Alignment":"Chaotic Evil","Languages":"Common, Goblin","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Brute\",\"Desc\":\"A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).\"},{\"Name\":\"Surprise Attack\",\"Desc\":\"If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.\"}]","data-Actions":"[{\"Name\":\"Morningstar\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Javelin\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Javelin\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"30/120 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-1","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"-1","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":1,"Passive Perception":10,"data-CrNum":1,"data-AcNum":16,"data-HpNum":27},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bugbear","description":"Bugbears Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured. Goblinoids. Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force. Followers of Hruggek. Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek’s side. They try to prove themselves worthy by defeating as many foes as possible. Venal Ambushers. Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life. Traits Brute : A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Surprise Attack : If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Morningstar : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) piercing damage. Javelin (Melee) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. Javelin (Ranged) : Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Bugbear Assassin","description":"The bugbear assassin uses its uncanny combination of strength and agility to successfully carry out assassination missions. Its favored weapon is the garrote which it uses to strangle its targets to death. It would then decapitate its kills and offer the heads to its god Hruggek or Grankhul. Traits Assassinate. During its first turn, the bugbear has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the bugbear scores against a surprised creature is a critical hit. Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Sneak Attack (1/Turn). The bugbear deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the bugbear that isn't incapacitated and the bugbear doesn't have disadvantage on the attack roll. Actions Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and the target must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or Small creature against which the bugbear has advantage on the attack roll. Hit: 8 (2d4 + 3) bludgeoning damage, and the target is grappled (escape DC 12). Until the grapple ends, the target can't breathe and takes 13 (4d4 + 3) bludgeoning damage at the start of each of the bugbear's turns. The bugbear can't make weapon attacks while grappling a creature in this way. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Bonus Actions Cunning Action. The bugbear takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Bugbear Beast Shaman","description":"The bugbear beast shaman wears a grizzly bear skin as a cloak and is armed with finely crafted bear claws as fist weapons. This deadly druid can seamlessly mix melee combat with magic and can take the form of a cave bear, giant wolverine, saber-tooth tiger, or worg alpha. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The bugbear makes two Claw attacks, or it makes one Claw attack and uses Spellcasting. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Twilight Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) radiant damage, and the target has disadvantage to attack rolls until the start of the bugbear's next turn. Spellcasting. The bugbear casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: druidcraft, guidance, resistance 2/day each: entangle, hold person 1/day each: conjure animals, dominate beast, erupting earth Change Shape (Recharges after a Short or Long Rest). The bugbear magically transforms into a cave bear (MM, pg. 334), giant wolverine (MME, pg. 299), saber-toothed tiger (MM, pg. 336), or worg alpha (MME, pg. 303), while retaining its game statistics. This transformation ends if the bugbear is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Bugbear Beastlord","description":"This cunning bugbear is a beast master who can command and summon giant rats, wolves, and worgs. It often leads hunting and raiding parties and serve as its tribes' foremost scout and tracker. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Legendary Resistance (1/Day). If the bugbear fails a saving throw, it can choose to succeed instead. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The bugbear uses Maneuver Allies, if available. It then makes two melee attacks or two ranged attacks. Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands. Shield Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage and if the target is a creature it must make a DC 14 Strength saving throw or be knocked prone. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Spellcasting. The bugbear casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability. The bugbear can innately cast the following spells, without providing material components: 1/day each: beast bond, beast sense, hunter's mark Maneuver Allies (Recharge 5-6). Up to three beast allies within 60 feet of this bugbear that can hear it each use their reaction to move up to half their speed without provoking opportunity attacks. Summon Beast (Recharges after a Short or Long Rest). The bugbear summons 2d4 giant rats, 1d4+1 wolves, 1d2 worgs, or 1 dire wolf. The beasts appear in unoccupied spaces within 30 feet of the bugbear and acts as its allies. The beasts act right after the bugbear on the same initiative count and fight until they're destroyed. They remain for 1 hour, until they or the bugbear dies, or until the bugbear dismisses them as an action. Reactions Protective Beast. When the bugbear is hit by an attack, one allied beast within 5 feet of the bugbear must use its reaction to be hit by the attack instead. Legendary Actions The bugbear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bugbear regains spent legendary actions at the start of its turn. Move. The bugbear moves up to half its speed. Shield Slam. The bugbear makes a Shield Slam attack. Command Beast. The bugbear targets one allied beast it can see within 30 feet of it. If the target can see and hear the bugbear, the target can use its reaction to make one weapon attack or move up to its speed. Attack (Costs 2 Actions). The bugbear attacks with its battleaxe or longbow. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bugbear Blood Ghost Berserker","description":"These bloodthirsty bugbears paint themselves with gray-white colored dyes to signify that they walk in the afterlife and, thus, do not fear death. They charge howling into combat, driven by their inner rage. Blood ghost berserkers are prized as bodyguards and are often found directly serving goblinoid leaders. Traits Brave. The bugbear has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Reckless. At the start of its turn, the bugbear can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The bugbear makes two Greataxe attacks or two Longbow attacks. Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) slashing damage, or 18 (2d12 + 5) slashing damage while raging. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Bonus Actions Rage (Recharges after a Short or Long Rest). The bugbear enters a rage. The rage lasts for 1 minute or until the bugbear is incapacitated. While raging, the bugbear gains the following benefits: The bugbear has advantage on Strength checks and Strength saving throws When it makes a melee weapon attack, the bugbear gains a +2 bonus to the damage roll (included in the attack). The bugbear has resistance to bludgeoning, piercing, and slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bugbear Boss","description":"The imposing bugbear boss is the skilled and wily veteran warrior who often leads a gang of goblinoids. In combat, it gives tactical commands to its underlings while waiting for an opportunity to crush the skulls of its foes. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Legendary Resistance (1/Day). If the bugbear fails a saving throw, it can choose to succeed instead. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The bugbear makes two Morningstar attacks or two Longbow attacks. Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Bonus Actions Battle Command. The bugbear targets one ally it can see within 30 feet of it. If the target can see or hear the bugbear, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Legendary Actions The bugbear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bugbear regains spent legendary actions at the start of its turn. Move. The bugbear moves up to half its speed. Intimidate Foe. The bugbear targets one creature it can see within 30 feet of it. If the target can see and hear the bugbear, it must make a DC 11 Wisdom saving throw or become frightened of the bugbear until the end of the bugbear's next turn. Attack (Costs 2 Actions). The bugbear makes a melee or ranged attack. Overhead Smash (Costs 3 Actions). The bugbear attacks with its maul. If the attack hits, the target must succeed on a DC 13 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bugbear Bruiser","description":"Bruisers are a bugbear tribe's shock troops, always on the frontlines leading the raid or attack. They are often armed with greataxes but some may wield two weapons at a time. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The bugbear makes two Greataxe attacks or two Javelin attacks. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage and the target has disadvantage on the next attack roll it makes before the start of the bugbear's next turn. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage in melee or 6 (1d6 + 4) piercing damage at range.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bugbear Champion of Hruggek","description":"Believed to be blessed by the bugbear deity, the Champion of Hruggek is often the largest and mightiest bugbear of the tribe. Wielding an oversized morningstar, this monstrous bugbear can stagger even the hardiest of opponents if it hits them hard enough. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Legendary Resistance (1/Day). If the bugbear fails a saving throw, it can choose to succeed instead. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The bugbear makes two Great Morningstar attacks or two Javelin attacks. Great Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. If the target is a creature and the attack roll against the target succeeds by 5 or more, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of the bugbear's next turn. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage in melee or 8 (1d6 + 5) piercing damage at range. Legendary Actions The bugbear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bugbear regains spent legendary actions at the start of its turn. Charge. The bugbear moves up to its speed. Attack (Costs 2 Actions). The bugbear makes a melee or ranged attack. Frighten Foes (Costs 1-3 Actions). The bugbear targets up to 3 enemies it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of bugbear’s next turn. It costs 1 legendary action per target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bugbear Channeler","description":"The oldest and largest of the goblinoids, bugbears com- bine remarkable silence with unusual strength. Most adventurers don’t sense an approaching bugbear until a heavy weapon connects with the adventurer’s skull. These fur-covered goblinoids thrive in almost any environment, inhabiting frigid tundra and sun-soaked plain alike—but good luck finding a bugbear tribe that doesn’t want to be found. Survival Lessons. Bugbears can trace their lineage back to the earliest days of civilization, when surviving in a harsh world teeming with monsters was no easy task. The bugbears of that ancient era passed down hard- learned lessons to their descendants. Every generation evolved and innovated these traditions, forging a people of fierce warriors, silent hunters, and powerful mages. Though many bugbears live peaceable lives or fight in defense of innocents, those who turn to evil wield these lessons to form armies of marauders and assassins. Inspiring Goblinoids. So great is a bugbear’s might and grace that they inspire others to fight on against overwhelming odds. Bugbears often recruit other goblinoids before a battle, but their inspiration doesn’t end with other goblinoids. Clever commanders who lead humanoids know the benefit of keeping a bugbear in their ranks beyond their mere skill as a warrior. Prepared for Battle. Bugbear training emphasizes that preparation is key to winning a battle. They prefer to pick their battlefields, preparing an ambush area with traps, reinforcements, and escape routes. At home, they leave no gaps in their defenses, often maintaining secret paths or havens where they can regroup, resupply, and continue the fight if caught unaware by invaders. Traits Bugbear’s Inspiration. Allied Humanoids within 15 feet of the channeler who can see or hear them have advantage on Wisdom and Charisma saving throws. Actions Multiattack. The channeler makes two Channeling Staff attacks. Channeling Staff. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) lightning damage. If the target is a Large or smaller creature, the channeler can move them up to 10 feet horizontally. Vine Eruption (3/Day; 4th-Level Spell). The channeler attempts to use primal magic to overload a creature they can see within 60 feet of them. The target must make a DC 15 Constitution saving throw as thorny vines erupt from their body and attempt to envelop them. On a failed save, the target takes 27 (5d10) piercing damage and is restrained until the vines are destroyed. On a successful save, a target takes half as much damage and isn’t restrained. A creature restrained in this way takes 5 (1d10) piercing damage at the start of each of their turns. The vines have AC 15, 10 hit points, and immunity to psychic damage. Ball Lightning (1/Day; 7th-Level Spell; Concentration). The channeler creates a 20-foot-radius sphere of electricity centered on a point they can see within 120 feet of them. The sphere lasts for 1 minute. When an enemy starts their turn in that area, they must succeed on a DC 15 Dexterity saving throw or take 27 (6d8) lightning damage. As a bonus action, the channeler can move the sphere up to 20 feet. Reactions Shared Shield (2/Day; 2nd-Level Spell). When a creature the channeler can see within 30 feet of them is hit with an attack, the channeler can create a barrier of magical force around that target. Until the start of the channeler’s next turn, the target gains a +5 bonus to AC, including against the triggering attack. Utility Spells In addition to any other spells in this stat block, the channeler can cast the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: light A , message A 1/day each: detect magic A , disguise self A , identify +","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bugbear)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bugbear Channeler","description":"Traits Bugbear’s Inspiration. Allied Humanoids within 15 feet of the channeler who can see or hear them have advantage on Wisdom and Charisma saving throws. Actions Multiattack. The channeler makes two Channeling Staff attacks. Channeling Staff. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) lightning damage. If the target is a Large or smaller creature, the channeler can move them up to 10 feet horizontally. Vine Eruption ( 3 /Day; 4 th-Level Spell). The channeler attempts to use primal magic to overload a creature they can see within 60 feet of them. The target must make a DC 15 Constitution saving throw as thorny vines erupt from their body and attempt to envelop them. On a failed save, the target takes 27 (5d10) piercing damage and is restrained until the vines are destroyed. On a successful save, a target takes half as much damage and isn’t restrained. A creature restrained in this way takes 5 (1d10) piercing damage at the start of each of their turns. The vines have AC 15, 10 hit points, and immunity to psychic damage. Ball Lightning ( 1 /Day; 7 th-Level Spell; Concentration). The channeler creates a 20-foot-radius sphere of electricity centered on a point they can see within 120 feet of them. The sphere lasts for 1 minute. When an enemy starts their turn in that area, they must succeed on a DC 15 Dexterity saving throw or take 27 (6d8) lightning damage. As a bonus action, the channeler can move the sphere up to 20 feet. Reactions Shared Shield ( 2 /Day; 2 nd-Level Spell). When a creature the channeler can see within 30 feet of them is hit with an attack, the channeler can create a barrier of magical force around that target. Until the start of the channeler’s next turn, the target gains a +5 bonus to AC, including against the triggering attack. Utility Spells In addition to any other spells in this stat block, the channeler can cast the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: light A , message A 1/day each: detect magic A , disguise self A , identify +","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bugbear)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Bugbear Chief","description":"Bugbears Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured. Goblinoids. Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force. Followers of Hruggek. Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek’s side. They try to prove themselves worthy by defeating as many foes as possible. Venal Ambushers. Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life. Traits Brute : A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Heart of Hruggek : The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. Surprise Attack : If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack : The bugbear makes two melee attacks. Morningstar : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. Javelin (Melee) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. Javelin (Ranged) : Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Bugbear Commander","description":"The oldest and largest of the goblinoids, bugbears com- bine remarkable silence with unusual strength. Most adventurers don’t sense an approaching bugbear until a heavy weapon connects with the adventurer’s skull. These fur-covered goblinoids thrive in almost any environment, inhabiting frigid tundra and sun-soaked plain alike—but good luck finding a bugbear tribe that doesn’t want to be found. Survival Lessons. Bugbears can trace their lineage back to the earliest days of civilization, when surviving in a harsh world teeming with monsters was no easy task. The bugbears of that ancient era passed down hard- learned lessons to their descendants. Every generation evolved and innovated these traditions, forging a people of fierce warriors, silent hunters, and powerful mages. Though many bugbears live peaceable lives or fight in defense of innocents, those who turn to evil wield these lessons to form armies of marauders and assassins. Inspiring Goblinoids. So great is a bugbear’s might and grace that they inspire others to fight on against overwhelming odds. Bugbears often recruit other goblinoids before a battle, but their inspiration doesn’t end with other goblinoids. Clever commanders who lead humanoids know the benefit of keeping a bugbear in their ranks beyond their mere skill as a warrior. Prepared for Battle. Bugbear training emphasizes that preparation is key to winning a battle. They prefer to pick their battlefields, preparing an ambush area with traps, reinforcements, and escape routes. At home, they leave no gaps in their defenses, often maintaining secret paths or havens where they can regroup, resupply, and continue the fight if caught unaware by invaders. Traits Commander’s Inspiration. Allied Humanoids within 30 feet of the commander who can see or hear them have advantage on Wisdom and Charisma saving throws and gain a +1 bonus to weapon attack and damage rolls. Actions Multiattack. The commander makes two Greatsword or two Longbow attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and one ally within 30 feet of the target who can see the commander has advantage on their next melee attack roll made against the target before the start of the commander’s next turn. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Bark Orders (Recharge 6). Each ally within 60 feet of the commander who can hear and understand them can use a reaction to move up to their speed and make a weapon attack. Reactions Bolstering Pride. When another creature within 60 feet of the commander who can hear and understand them makes a saving throw, the commander can give that creature advantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bugbear)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bugbear Commander","description":"Traits Commander’s Inspiration. Allied Humanoids within 30 feet of the commander who can see or hear them have advantage on Wisdom and Charisma saving throws and gain a +1 bonus to weapon attack and damage rolls. Actions Multiattack. The commander makes two Greatsword or two Longbow attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and one ally within 30 feet of the target who can see the commander has advantage on their next melee attack roll made against the target before the start of the commander’s next turn. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Bark Orders (Recharge 6 ). Each ally within 60 feet of the commander who can hear and understand them can use a reaction to move up to their speed and make a weapon attack. Reactions Bolstering Pride. When another creature within 60 feet of the commander who can hear and understand them makes a saving throw, the commander can give that creature advantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bugbear)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Bugbear Dark Claw of Skiggaret","description":"Skigarret is a hateful bugbear demigod of death, terror, and torture that resembles an 8-foot tall shadowy goblin with lips and hands and feet soaked in blood. The dark claw is an insidious warlock that worships Skiggaret. It can conjure a cloak of tenebrous tendrils around itself that can strike fear to anyone near it. The dark claw can also unleash shadowy claws that rakes and weakens any creature they hit. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Legendary Resistance (1/Day). If the bugbear fails a saving throw, it can choose to succeed instead. Spell Penetration. When the bugbear casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage plus 3 (1d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or the target’s speed is halved. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The effects last until the end of the bugbear's next turn. Spellcasting. The bugbear casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: chill touch (2d8), freedom of movement, mage hand, toll the dead (2d8 or 2d12), silent image 2/day (as 4th-level spells): blight, darkness, fear, hunger of Hadar Bonus Actions Cloak of Skiggaret (3/Day). The bugbear radiates an aura of terrifying darkness, appearing swathed in shadowy tendrils. A creature that starts its turn within 5 feet of the bugbear, or touches it or hits it with a melee attack while within 5 feet of the bugbear and the Cloak of Skiggaret is active takes 4 (1d8) necrotic damage and must succeed on a DC 14 Wisdom saving throw or become frightened until the start of its next turn. The Cloak of Skiggaret remains for 1 minute, until the bugbear dies, or until the bugbear dismisses it as an action. Legendary Actions The bugbear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bugbear regains spent legendary actions at the start of its turn. Move. The bugbear moves up to half its speed. Sickle. The bugbear attacks with its Sickle. Claws of Skiggaret (Costs 2 Actions). Ranged Spell Attack: +6 to hit, range 30 ft., one or two targets. Hit: 9 (2d8) necrotic damage. If the target is a creature, it deals only half damage with weapon attacks that use Strength for 1 minute. The target can make a DC 14 Constitution saving throw at the end of each of its turns, ending the effects on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bugbear Dread Eye of Grankhul","description":"The dread eye is a devious and skilled priest-assassin who worships Grankhul, the bugbear deity of hunting, stealth, and surprise. The dread eye serves its tribe as its inquisitor and executioner. It never attacks in the open and rarely without the element of surprise, often taking advantage of its foes' inability to see in the dark. The dread eye specializes in spells and abilities that confuse, disorient, and incapacitate its foes in order to set them up for a quick kill. Traits Assassinate. During its first turn, the bugbear has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the bugbear scores against a surprised creature is a critical hit. Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Legendary Resistance (1/Day). If the bugbear fails a saving throw, it can choose to succeed instead. Spell Penetration. When the bugbear casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Sneak Attack (1/Turn). The bugbear deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the bugbear that isn't incapacitated and the bugbear doesn't have disadvantage on the attack roll. Actions Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Darkness (Recharges 4-6). The bugbear casts darkness . Spellcasting. The bugbear casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: resistance, thaumaturgy, toll the dead (2d8 or 2d12) 1/day each: blindness/deafness, cure wounds, hold person, ray of sickness, silence, spirit shroud, vampiric touch Bonus Actions Ever-Open Eyes (Recharges after a Short or Long Rest). The bugbear gains blindsight 60 ft. for 1 minute. Shadow Step. While in dim light or darkness, the bugbear teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. Reactions Uncanny Dodge. The bugbear halves the damage that it takes from an attack that hits it. The bugbear must be able to see the attacker. Legendary Actions The bugbear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bugbear regains spent legendary actions at the start of its turn. Darkness. The bugbear casts darkness , if available. Move. The bugbear moves up to half its speed without provoking opportunity attacks. Glaring Eye of Grankhul. The bugbear turns its gaze toward one creature it can see within 30 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become paralyzed until the end of the bugbear's next turn. Attack (Costs 2 Actions). The bugbear makes a melee or ranged attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bugbear Footpad","description":"Cunning and sneaky, the footpads serve as the tribe's scouts and assassins. They can infiltrate enemy camps, strangle targets quietly with their garrotes, and leave without getting noticed. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Sneak Attack (1/Turn). The bugbear deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the bugbear that isn't incapacitated and the bugbear doesn't have disadvantage on the attack roll. Actions Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or Small creature against which the bugbear has advantage on the attack roll. Hit: 8 (2d4 + 3) bludgeoning damage, and the target is grappled (escape DC 12). Until the grapple ends, the target can't breathe and takes 16 (4d4 + 6) bludgeoning damage at the start of each of the bugbear's turns. The bugbear can't make weapon attacks while grappling a creature in this way. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in melee or 6 (1d6 + 3) piercing damage at range. Bonus Actions Cunning Action. The bugbear performs the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bugbear Hunter","description":"The hunter is an expert tracker that can mark its targets, enabling it to deliver more vicious strikes. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Favored Foe (2/Day). When the bugbear hits a creature with an attack roll, it can call on its mystical bond with nature to mark the target as its favored enemy for 1 minute or until it loses its concentration (as if it were concentrating on a spell). The first time on each of its turns that it hits the favored enemy and deal damage to it, including when it marks it, it can increase that damage by 1d6. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bugbear Huntmaster","description":"The bugbear huntmaster is a formidable scout and cold-blooded killer that can command a pack of vicious beasts. It is often sent by its elders to track and slay a rampaging monster, escaped prisoners, or a party of interloping adventurers. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Slay Foe (1/Turn). The bugbear deals an extra 9 (2d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The bugbear makes two Longsword attacks or two ranged attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Hunting Bolas. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one creature. Hit: 5 (1d3 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be restrained and knocked prone. As an action, the restrained creature can make a DC 14 Strength check, escaping on a success. The effect ends if the hunting bolas is destroyed. The hunting bolas has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. Summon Beasts (Recharges after a Short or Long Rest). The bugbear summons 2d6 giant rats , 1d4 wolves , or 1d2 worgs (all appear in the Monster Manual). The beasts appear in unoccupied spaces within 30 feet of the bugbear and acts as its allies. The beasts act right after the bugbear on the same initiative count and fight until they're destroyed. They disappear when the bugbear dies. Bonus Actions Go for the Throat. The bugbear targets one visible beast within 30 feet that can see and hear the bugbear. The beast uses its reaction to move up to half its speed and make one melee attack against a prone creature. If the beast hits, it is a critical hit. Hunter's Mark (3/Day). The bugbear casts hunter's mark using Wisdom as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Bugbear Marauder","description":"These highly mobile bugbears are killers who aim to break enemy ranks and distract defenders with their attacks. In battle, these bugbears move to flank their foes or rush vulnerable targets in order to create openings for their allies. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Distracting Strike (1/Turn). When the bugbear hits a creature with a weapon attack, the next attack roll against the target by an attacker other than the bugbear has advantage if the attack is made before the start of the bugbear's next turn. Actions Multiattack. The bugbear makes two Morningstar attacks or two Javelin attacks. Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 +3) piercing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in melee or 6 (1d6 + 3) piercing damage at range. Bonus Actions Lightfooted. The bugbear takes the Dash or Disengage action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bugbear Monarch","description":"The bugbear monarch claims its position for being the strongest and most cunning of all the bugbears in its territory. It leads its kin in combat like a warlord, brandishing its massive great morningstar. The bugbear monarch's mere presence stirs its followers into a zealous frenzy and his powerful blows can maim even the toughest foes. Traits Aura of Fervor. The bugbear's allies have advantage on attack rolls and saving throws against being charmed and frightened while within 20 feet of the bugbear, provided it isn’t incapacitated. Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Legendary Resistance (1/Day). If the bugbear fails a saving throw, it can choose to succeed instead. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The bugbear makes two Great Morningstar attacks or two Handaxe attacks. If available, it can use Staggering Smash in place of one of these attacks. Great Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. If the target is a creature and the attack roll against the target succeeds by 5 or more, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. Handaxe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) slashing damage in melee or 8 (1d6 + 5) slashing damage at range. Staggering Smash (Recharge 5–6). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage, and if the target is a creature, it must succeed on a DC 16 Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls and ability checks, can’t take reactions, and its speed is reduced to 10 feet for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effects on itself on a success. Legendary Actions The bugbear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bugbear regains spent legendary actions at the start of its turn. Move. The bugbear moves up to half its speed. Command. The bugbear targets one ally it can see within 30 feet of it. If the target can see and hear the bugbear, the target can use its reaction to make one weapon attack. Great Morningstar (Costs 2 Actions). The bugbear makes a Great Morningstar attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Bugbear Overseer","description":"Larger goblinoids are put to work by the armies of the Shadow as brutal and enthusiastic taskmasters of their lesser kin. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Unquestioning Servitude. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The bugbear makes two melee attacks. Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage in melee or 7 (1d6 + 3) piercing damage at range.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Chaotic Evil","Expansion":30502,"Challenge Rating":3},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Bugbear Predator","description":"The oldest and largest of the goblinoids, bugbears com- bine remarkable silence with unusual strength. Most adventurers don’t sense an approaching bugbear until a heavy weapon connects with the adventurer’s skull. These fur-covered goblinoids thrive in almost any environment, inhabiting frigid tundra and sun-soaked plain alike—but good luck finding a bugbear tribe that doesn’t want to be found. Survival Lessons. Bugbears can trace their lineage back to the earliest days of civilization, when surviving in a harsh world teeming with monsters was no easy task. The bugbears of that ancient era passed down hard- learned lessons to their descendants. Every generation evolved and innovated these traditions, forging a people of fierce warriors, silent hunters, and powerful mages. Though many bugbears live peaceable lives or fight in defense of innocents, those who turn to evil wield these lessons to form armies of marauders and assassins. Inspiring Goblinoids. So great is a bugbear’s might and grace that they inspire others to fight on against overwhelming odds. Bugbears often recruit other goblinoids before a battle, but their inspiration doesn’t end with other goblinoids. Clever commanders who lead humanoids know the benefit of keeping a bugbear in their ranks beyond their mere skill as a warrior. Prepared for Battle. Bugbear training emphasizes that preparation is key to winning a battle. They prefer to pick their battlefields, preparing an ambush area with traps, reinforcements, and escape routes. At home, they leave no gaps in their defenses, often maintaining secret paths or havens where they can regroup, resupply, and continue the fight if caught unaware by invaders. Traits Bugbear’s Inspiration. Allied Humanoids within 15 feet of the predator who can see or hear them have advantage on Wisdom and Charisma saving throws. Dirty Fighting. When the predator hits a creature with a melee weapon attack and has advantage on the attack roll, the target must succeed on a DC 12 Constitution saving throw or be blinded until the end of their next turn. Actions Multiattack. The predator makes two Curved Dagger or two Longbow attacks. If both attacks hit the same target, the predator has advantage on their next attack roll made against the target before the end of the predator’s next turn. Curved Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Go for the Eyes (1/Day). Each ally within 30 feet of the pred- ator who can hear and understand them gains the predator’s Dirty Fighting trait until the start of the predator’s next turn. Bonus Actions Guerilla Training. The predator takes the Dash or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bugbear)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bugbear Priest of Hruggek","description":"The priests often hold the most influence and political power of a tribe. They are primarily concerned with advancing Hruggek's and their tribes' interests, as well as their own. While they primarily serve as support, priests of Hruggek relish the opportunity to be in the thick of the battle, smiting foes with their empowered weapons as well as bestowing boons to nearby allies. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The bugbear makes two Morningstar attacks or uses Toxic Bolt twice. Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 4 (1d8) psychic damage. Toxic Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) poison damage, and the target is poisoned until the end of the bugbear's next turn. Spellcasting . The bugbear casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: resistance, sacred flame (2d8), thaumaturgy 1/day each: bane, banishment, blindness/deafness, cure wounds, dispel magic, glyph of warding, revivify Fury of Hruggek (Recharge 5–6). The bugbear targets up to 3 creatures it can see within 30 feet of it. Each target must succeed on a DC 13 Wisdom saving throw. On a failed save, a creature takes 13 (3d8) psychic damage and is frightened until the end of bugbear’s next turn. On a successful save, a creature takes half as much damage and isn't frightened. Reactions Blessing of Hruggek (3/Day). The bugbear grants a + 5 bonus to an attack roll made by a goblinoid it can see within 30 feet of it. If the goblinoid hits, it deals an extra 7 (2d6) poison damage. The bugbear can make this choice after the roll is made but before it hits or misses.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bugbear Regular","description":"The oldest and largest of the goblinoids, bugbears com- bine remarkable silence with unusual strength. Most adventurers don’t sense an approaching bugbear until a heavy weapon connects with the adventurer’s skull. These fur-covered goblinoids thrive in almost any environment, inhabiting frigid tundra and sun-soaked plain alike—but good luck finding a bugbear tribe that doesn’t want to be found. Survival Lessons. Bugbears can trace their lineage back to the earliest days of civilization, when surviving in a harsh world teeming with monsters was no easy task. The bugbears of that ancient era passed down hard- learned lessons to their descendants. Every generation evolved and innovated these traditions, forging a people of fierce warriors, silent hunters, and powerful mages. Though many bugbears live peaceable lives or fight in defense of innocents, those who turn to evil wield these lessons to form armies of marauders and assassins. Inspiring Goblinoids. So great is a bugbear’s might and grace that they inspire others to fight on against overwhelming odds. Bugbears often recruit other goblinoids before a battle, but their inspiration doesn’t end with other goblinoids. Clever commanders who lead humanoids know the benefit of keeping a bugbear in their ranks beyond their mere skill as a warrior. Prepared for Battle. Bugbear training emphasizes that preparation is key to winning a battle. They prefer to pick their battlefields, preparing an ambush area with traps, reinforcements, and escape routes. At home, they leave no gaps in their defenses, often maintaining secret paths or havens where they can regroup, resupply, and continue the fight if caught unaware by invaders. Traits Bodyblock. When a Medium or smaller enemy is within 5 feet of three or more regulars who aren’t prone or incapacitated, that enemy can’t see beyond a range of 15 feet. Bugbear’s Encouragement. Allied Humanoids within 5 feet of the regular who can see or hear them gain a cumulative +1 bonus to Wisdom saving throws. Minion. If the regular takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the regular takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Bullyclub (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bugbear)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bugbear Roughneck","description":"The oldest and largest of the goblinoids, bugbears com- bine remarkable silence with unusual strength. Most adventurers don’t sense an approaching bugbear until a heavy weapon connects with the adventurer’s skull. These fur-covered goblinoids thrive in almost any environment, inhabiting frigid tundra and sun-soaked plain alike—but good luck finding a bugbear tribe that doesn’t want to be found. Survival Lessons. Bugbears can trace their lineage back to the earliest days of civilization, when surviving in a harsh world teeming with monsters was no easy task. The bugbears of that ancient era passed down hard- learned lessons to their descendants. Every generation evolved and innovated these traditions, forging a people of fierce warriors, silent hunters, and powerful mages. Though many bugbears live peaceable lives or fight in defense of innocents, those who turn to evil wield these lessons to form armies of marauders and assassins. Inspiring Goblinoids. So great is a bugbear’s might and grace that they inspire others to fight on against overwhelming odds. Bugbears often recruit other goblinoids before a battle, but their inspiration doesn’t end with other goblinoids. Clever commanders who lead humanoids know the benefit of keeping a bugbear in their ranks beyond their mere skill as a warrior. Prepared for Battle. Bugbear training emphasizes that preparation is key to winning a battle. They prefer to pick their battlefields, preparing an ambush area with traps, reinforcements, and escape routes. At home, they leave no gaps in their defenses, often maintaining secret paths or havens where they can regroup, resupply, and continue the fight if caught unaware by invaders. Traits Bugbear’s Inspiration. Allied Humanoids within 15 feet of the roughneck who can see or hear them have advantage on Wisdom and Charisma saving throws. Actions Multiattack (Battle Fury Only). The roughneck makes two Handaxe attacks. Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Bugbear Battle Cry (1/Day). Each ally within 15 feet of the roughneck who can hear and understand them gains advantage on attack rolls until the start of the roughneck’s next turn. Bonus Actions Battle Fury (1/Day). The roughneck enters a furious state that lasts for 1 minute. While in this state, the roughneck can take the Multiattack action on their turn, and they have resis- tance to bludgeoning, piercing, and slashing damage from mundane attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bugbear)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bugbear Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Traits Brute. A melee weapon deals one extra die of its damage when the skeleton hits with it (included in the attack). Actions Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Javelin . Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bugbear Slaver","description":"Bugbears tend to fight alongside the Shadow’s legions as mercenaries and irregular auxiliaries. Many tend to be happy to fight for pay, but as the occupation of Eredane has stretched on, many have turned to other work. Bugbear slavers roam the human lands looking for people to kidnap and sell as slave labor to the Shadow. Using other Goblinoids in Midnight The goblinoids presented here represent bugbears, goblins, and hobgoblins in some of their more iconic roles in Midnight . However, other profiles for bugbears and goblins especially are equally appropriate, and can also be used in the setting. GMs should be careful when using other hobgoblin profiles, since hobgoblins in other settings tend to be more martial and focused on their own legions. In Midnight, they are almost always auxiliaries to the orc legions, and do not form independent military units. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Kidnapper. The bugbear has advantage on Strength (Athletics) checks to grapple a creature who cannot see it. The bugbear can move with a grappled creature at their normal speed without provoking opportunity attacks. Actions Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) bludgeoning damage. Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: If the target is large or smaller, it is restrained until it or another creature within 5 feet uses its action to make a DC 10 Strength check, or it or another creature within 5 feet deals 5 slashing damage to the net (AC 10).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Alignment":"chaotic evil","Expansion":30504,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Bugbear Tormentor","description":"Bugbear Bugbears are feared throughout the Inner Sea region, and those that dwell in the Stolen Lands are no exception. Bugbear tormentors have taken up the training of thieves and bandits, and often hire themselves out as mercenaries. Like all bugbears, the tormentors are covered in dark, shaggy fur, wide ears, and the sharp teeth of all goblinkind. Bugbear Tormentor Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Sneak Attack (1/Turn). The bugbear deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the bugbear that isn’t incapacitated and the bugbear doesn’t have disadvantage on the attack roll. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Twin Feint. If the bugbear hits a creature with its first attack on a turn, it has advantage on its next attack against the same creature that turn. Actions Multiattack. The bugbear makes two dagger attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 8 (2d4+3) piercing damage in melee or 5 (1d4+3) piercing damage at range. Reactions Parry. The bugbear adds 2 to its AC against one melee attack that would hit it. To do so, the bugbear must see the attacker and be wielding two melee weapons.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Bugbear Warden (PB 2)","description":"The oldest and largest of the goblinoids, bugbears com- bine remarkable silence with unusual strength. Most adventurers don’t sense an approaching bugbear until a heavy weapon connects with the adventurer’s skull. These fur-covered goblinoids thrive in almost any environment, inhabiting frigid tundra and sun-soaked plain alike—but good luck finding a bugbear tribe that doesn’t want to be found. Survival Lessons. Bugbears can trace their lineage back to the earliest days of civilization, when surviving in a harsh world teeming with monsters was no easy task. The bugbears of that ancient era passed down hard- learned lessons to their descendants. Every generation evolved and innovated these traditions, forging a people of fierce warriors, silent hunters, and powerful mages. Though many bugbears live peaceable lives or fight in defense of innocents, those who turn to evil wield these lessons to form armies of marauders and assassins. Inspiring Goblinoids. So great is a bugbear’s might and grace that they inspire others to fight on against overwhelming odds. Bugbears often recruit other goblinoids before a battle, but their inspiration doesn’t end with other goblinoids. Clever commanders who lead humanoids know the benefit of keeping a bugbear in their ranks beyond their mere skill as a warrior. Prepared for Battle. Bugbear training emphasizes that preparation is key to winning a battle. They prefer to pick their battlefields, preparing an ambush area with traps, reinforcements, and escape routes. At home, they leave no gaps in their defenses, often maintaining secret paths or havens where they can regroup, resupply, and continue the fight if caught unaware by invaders. Traits Signature Attack (Spiked Bow). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 80/320 ft., one target. Hit: 2d6 plus PB piercing damage. Beginning at 7th level, the warden can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Halting Shot (3/Day). As an action, the warden makes a signature attack. On a hit, the target’s speed is reduced to 0 until the end of their next turn. 5th Level: Presence of Inspiration (3/Day). As a bonus action, the warden inspires each ally within 30 feet of them who can hear them, granting them advantage on attack rolls until the start of the warden’s next turn. 7th Level: Enraged Barrage (1/Day). As an action, the warden makes a signature attack. Each ally within 30 feet of them who can see them can use a reaction to make a weapon attack, cast a cantrip with a casting time of 1 action, or manifest a 1st-order power with a manifestation time of 1 action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bugbear)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bugbear Warden (PB 3)","description":"The oldest and largest of the goblinoids, bugbears com- bine remarkable silence with unusual strength. Most adventurers don’t sense an approaching bugbear until a heavy weapon connects with the adventurer’s skull. These fur-covered goblinoids thrive in almost any environment, inhabiting frigid tundra and sun-soaked plain alike—but good luck finding a bugbear tribe that doesn’t want to be found. Survival Lessons. Bugbears can trace their lineage back to the earliest days of civilization, when surviving in a harsh world teeming with monsters was no easy task. The bugbears of that ancient era passed down hard- learned lessons to their descendants. Every generation evolved and innovated these traditions, forging a people of fierce warriors, silent hunters, and powerful mages. Though many bugbears live peaceable lives or fight in defense of innocents, those who turn to evil wield these lessons to form armies of marauders and assassins. Inspiring Goblinoids. So great is a bugbear’s might and grace that they inspire others to fight on against overwhelming odds. Bugbears often recruit other goblinoids before a battle, but their inspiration doesn’t end with other goblinoids. Clever commanders who lead humanoids know the benefit of keeping a bugbear in their ranks beyond their mere skill as a warrior. Prepared for Battle. Bugbear training emphasizes that preparation is key to winning a battle. They prefer to pick their battlefields, preparing an ambush area with traps, reinforcements, and escape routes. At home, they leave no gaps in their defenses, often maintaining secret paths or havens where they can regroup, resupply, and continue the fight if caught unaware by invaders. Traits Signature Attack (Spiked Bow). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 80/320 ft., one target. Hit: 2d6 plus PB piercing damage. Beginning at 7th level, the warden can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Halting Shot (3/Day). As an action, the warden makes a signature attack. On a hit, the target’s speed is reduced to 0 until the end of their next turn. 5th Level: Presence of Inspiration (3/Day). As a bonus action, the warden inspires each ally within 30 feet of them who can hear them, granting them advantage on attack rolls until the start of the warden’s next turn. 7th Level: Enraged Barrage (1/Day). As an action, the warden makes a signature attack. Each ally within 30 feet of them who can see them can use a reaction to make a weapon attack, cast a cantrip with a casting time of 1 action, or manifest a 1st-order power with a manifestation time of 1 action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bugbear)","Source":"custom","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bugbear Warden (PB 4)","description":"The oldest and largest of the goblinoids, bugbears com- bine remarkable silence with unusual strength. Most adventurers don’t sense an approaching bugbear until a heavy weapon connects with the adventurer’s skull. These fur-covered goblinoids thrive in almost any environment, inhabiting frigid tundra and sun-soaked plain alike—but good luck finding a bugbear tribe that doesn’t want to be found. Survival Lessons. Bugbears can trace their lineage back to the earliest days of civilization, when surviving in a harsh world teeming with monsters was no easy task. The bugbears of that ancient era passed down hard- learned lessons to their descendants. Every generation evolved and innovated these traditions, forging a people of fierce warriors, silent hunters, and powerful mages. Though many bugbears live peaceable lives or fight in defense of innocents, those who turn to evil wield these lessons to form armies of marauders and assassins. Inspiring Goblinoids. So great is a bugbear’s might and grace that they inspire others to fight on against overwhelming odds. Bugbears often recruit other goblinoids before a battle, but their inspiration doesn’t end with other goblinoids. Clever commanders who lead humanoids know the benefit of keeping a bugbear in their ranks beyond their mere skill as a warrior. Prepared for Battle. Bugbear training emphasizes that preparation is key to winning a battle. They prefer to pick their battlefields, preparing an ambush area with traps, reinforcements, and escape routes. At home, they leave no gaps in their defenses, often maintaining secret paths or havens where they can regroup, resupply, and continue the fight if caught unaware by invaders. Traits Signature Attack (Spiked Bow). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 80/320 ft., one target. Hit: 2d6 plus PB piercing damage. Beginning at 7th level, the warden can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Halting Shot (3/Day). As an action, the warden makes a signature attack. On a hit, the target’s speed is reduced to 0 until the end of their next turn. 5th Level: Presence of Inspiration (3/Day). As a bonus action, the warden inspires each ally within 30 feet of them who can hear them, granting them advantage on attack rolls until the start of the warden’s next turn. 7th Level: Enraged Barrage (1/Day). As an action, the warden makes a signature attack. Each ally within 30 feet of them who can see them can use a reaction to make a weapon attack, cast a cantrip with a casting time of 1 action, or manifest a 1st-order power with a manifestation time of 1 action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bugbear)","Source":"custom","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bugbear Warden (PB 5)","description":"The oldest and largest of the goblinoids, bugbears com- bine remarkable silence with unusual strength. Most adventurers don’t sense an approaching bugbear until a heavy weapon connects with the adventurer’s skull. These fur-covered goblinoids thrive in almost any environment, inhabiting frigid tundra and sun-soaked plain alike—but good luck finding a bugbear tribe that doesn’t want to be found. Survival Lessons. Bugbears can trace their lineage back to the earliest days of civilization, when surviving in a harsh world teeming with monsters was no easy task. The bugbears of that ancient era passed down hard- learned lessons to their descendants. Every generation evolved and innovated these traditions, forging a people of fierce warriors, silent hunters, and powerful mages. Though many bugbears live peaceable lives or fight in defense of innocents, those who turn to evil wield these lessons to form armies of marauders and assassins. Inspiring Goblinoids. So great is a bugbear’s might and grace that they inspire others to fight on against overwhelming odds. Bugbears often recruit other goblinoids before a battle, but their inspiration doesn’t end with other goblinoids. Clever commanders who lead humanoids know the benefit of keeping a bugbear in their ranks beyond their mere skill as a warrior. Prepared for Battle. Bugbear training emphasizes that preparation is key to winning a battle. They prefer to pick their battlefields, preparing an ambush area with traps, reinforcements, and escape routes. At home, they leave no gaps in their defenses, often maintaining secret paths or havens where they can regroup, resupply, and continue the fight if caught unaware by invaders. Traits Signature Attack (Spiked Bow). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 80/320 ft., one target. Hit: 2d6 plus PB piercing damage. Beginning at 7th level, the warden can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Halting Shot (3/Day). As an action, the warden makes a signature attack. On a hit, the target’s speed is reduced to 0 until the end of their next turn. 5th Level: Presence of Inspiration (3/Day). As a bonus action, the warden inspires each ally within 30 feet of them who can hear them, granting them advantage on attack rolls until the start of the warden’s next turn. 7th Level: Enraged Barrage (1/Day). As an action, the warden makes a signature attack. Each ally within 30 feet of them who can see them can use a reaction to make a weapon attack, cast a cantrip with a casting time of 1 action, or manifest a 1st-order power with a manifestation time of 1 action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bugbear)","Source":"custom","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bugbear Warden (PB 6)","description":"The oldest and largest of the goblinoids, bugbears com- bine remarkable silence with unusual strength. Most adventurers don’t sense an approaching bugbear until a heavy weapon connects with the adventurer’s skull. These fur-covered goblinoids thrive in almost any environment, inhabiting frigid tundra and sun-soaked plain alike—but good luck finding a bugbear tribe that doesn’t want to be found. Survival Lessons. Bugbears can trace their lineage back to the earliest days of civilization, when surviving in a harsh world teeming with monsters was no easy task. The bugbears of that ancient era passed down hard- learned lessons to their descendants. Every generation evolved and innovated these traditions, forging a people of fierce warriors, silent hunters, and powerful mages. Though many bugbears live peaceable lives or fight in defense of innocents, those who turn to evil wield these lessons to form armies of marauders and assassins. Inspiring Goblinoids. So great is a bugbear’s might and grace that they inspire others to fight on against overwhelming odds. Bugbears often recruit other goblinoids before a battle, but their inspiration doesn’t end with other goblinoids. Clever commanders who lead humanoids know the benefit of keeping a bugbear in their ranks beyond their mere skill as a warrior. Prepared for Battle. Bugbear training emphasizes that preparation is key to winning a battle. They prefer to pick their battlefields, preparing an ambush area with traps, reinforcements, and escape routes. At home, they leave no gaps in their defenses, often maintaining secret paths or havens where they can regroup, resupply, and continue the fight if caught unaware by invaders. Traits Signature Attack (Spiked Bow). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 80/320 ft., one target. Hit: 2d6 plus PB piercing damage. Beginning at 7th level, the warden can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Halting Shot (3/Day). As an action, the warden makes a signature attack. On a hit, the target’s speed is reduced to 0 until the end of their next turn. 5th Level: Presence of Inspiration (3/Day). As a bonus action, the warden inspires each ally within 30 feet of them who can hear them, granting them advantage on attack rolls until the start of the warden’s next turn. 7th Level: Enraged Barrage (1/Day). As an action, the warden makes a signature attack. Each ally within 30 feet of them who can see them can use a reaction to make a weapon attack, cast a cantrip with a casting time of 1 action, or manifest a 1st-order power with a manifestation time of 1 action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bugbear)","Source":"custom","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Bugbear Warlock","description":"These bugbears are warlocks of the fiend and are able to cast devastating spells. They counsel their chieftains and leaders in subjects about the arcane, supernatural, and worship of demons. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Spellcasting. The bugbear casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: eldritch blast (2 beams), false life, green-flame blade (2d8 and 2d8), minor illusion, silent image 2/day (as 3rd-level spells): blindness/deafness, fireball, hellish rebuke, stinking cloud","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bugbear Witch Doctor","description":"The bugbear witch doctor mainly serves its tribe as its spiritual guide and healer. It is still a dangerous foe in combat because of its ability to charm, confuse, incapacitate, and curse its foes with its spells and abilities. Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, or 11 (2d8 + 2) bludgeoning damage if used with two hands. Spellcasting. The bugbear casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: resistance, sacred flame (2d8), thaumaturgy 1/day each: charm person, guiding bolt, healing word, hold person, mirror image, spirit guardians Reactions Curse of Hruggek (3/Day). When a creature within 30 feet of the bugbear makes an attack roll and the bugbear can see the creature, the bugbear imposes disadvantage on that attack roll. If the attack misses, the next attack against the creature has advantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bugbear Zombie","description":"Traits Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Reactions Sudden Lunge. If an enemy moves within 10 feet of the zombie, roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet toward the enemy. If the zombie ends within 5 feet of the target, the zombie can make one melee weapon attack against it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Bukavac","description":"Unleashing a bone-shattering roar, this toad-like monster bears two gnarled horns and wicked claws. It charges from its watery lair on six legs, eager for the kill. Pond Lurkers. The placid surfaces of forest lakes and ponds hide many lethal threats, among them the bukavac. While not amphibious, the creature can hold its breath for minutes at a time as it lurks under the surface in wait for fresh meat. Enormous Roar. A ravenous bukavac lives to hunt and devour prey, preferring intelligent prey to animals, and usually ambushes its victims. Due to its size, the beast must find deep ponds or lakes to hide in, but it can flatten itself comfortably to rest in two feet of water. It leads with its wicked horns before grabbing hold of its target or another nearby foe and hanging on as it claws its victim to death. The creature relishes the feel of its victim’s struggles to escape its embrace and reserves its roar, which sounds like a cross between a toad’s croak and lion’s roar emanating from a creature the size of a dragon, for organized foes or against overwhelming numbers. If a bukavac’s devastating sonic attack routs its foes, it picks off remaining stragglers; otherwise, it retreats to its underwater hiding spot. Clamorous Mating. Solitary hunters by nature, bukavacs pair up briefly in the spring. Male bukavacs travel to a female’s lair and demonstrate their prowess by unleashing their most powerful bellows. Villages ten miles away from the lair often hear these howls for a week and pray that the creatures don’t attack. Once mating has been completed (and groves of trees have been destroyed), the female finds a secluded, shallow lake in which to bury eggs. A bukavac reaches maturity in five years, during which time it and its siblings hunt together. After the bukavacs mature, each finds its own lair. A bukavac is 11 feet long, including its foot-long horns, stands four feet tall, and weighs 4,000 lb. The creature has a natural lifespan of 40 years, but its noise and proclivity to ambush intelligent prey attracts the attention of hunting parties, which considerably shorten its life expectancy. Traits Hold Breath: The bukavac can hold its breath for up to 20 minutes. Hop: A bukavac can move its enormous bulk with remarkably quick hop of up to 20 feet, leaping over obstacles and foes. It may also use the hop as part of a withdraw action. Actions Multiattack: The bukavac makes four claw attacks, or two claw attacks and one bite attack, or two claw attacks and one gore attack, or one bite and one gore attack. Bite: Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage. Claw: Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (1d12 + 5) slashing damage. A bukavac can grapple up to 2 Medium size foes. Gore: Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage. Croaking Blast (Recharge 5-6).: A bukavac can emit a howling thunderclap that deafens and damages those nearby. Creatures within 15 feet who fail a DC 17 Constitution saving throw take 36 (8d8) thunder damage and are permanently deafened. Those succeeding on the saving throw take half damage and are not deafened. The deafness can be cured with lesser restoration.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Bulbous Observer","description":"Spawned in the Abyss by Orcus, these colossal bloated undead are made from the flayed skin of gigantic gibbering mouthers and those of giants. These floating undead spheres fly slowly over the domain of the Demon Lord of the Undead, looking for enemies and alerting lesser minions to any threat they encounter. Their favorite tactic involves lifting their opponents from the ground and dropping them from a great height, or breaking off parts of buildings or natural formations to drop them onto their enemies.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"undead","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":9},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Bulbous Violet","description":"An enormous deep purple flower pushes forward on its vines, which are covered in throbbing black protrusions. As it moves, a single protrusion bursts open, spraying a green, sizzling substance all over the forest floor. Meat Drinkers. Bulbous violets are carnivorous plants. The black growths that cover their vines are filled with acid and pop on impact, dissolving the violets’ prey. The plants then stand in the remains and drink in the liquefied gore. Migrating Predators. Bulbous violets travel in packs that follow warm weather. Although they can survive the cold, most of their prey disappears in the colder months, forcing the plants to travel for food. Sometimes these paths take the plants through farms where the plants attack livestock and people. If the violets find food, they stop their migration, hunting every morsel they can find before moving on. Violets can sense the nearby presence of creatures made of flesh. This magical ability guides their migration route and leads them into unexpected places. Germinating in Gore. In order to grow, bulbous violet seeds need to be sown in ground that has been covered in the blood, entrails, and corpses of other creatures. When a pack of violets is ready to drop their seeds, they go into areas crowded with prey and begin killing all they can. They attack monster hideouts, animal herds, and even villages to provide enough sustenance for their seeds. Actions Tendril. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (1d4+2) bludgeoning damage plus (1d4)acid damage. On a hit, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and takes 2 (1d4) acid damage at the start of each of its turns. The violet has two tendrils strong enough to grapple creatures, each can grapple only one target. If the acid damage reduces the target to 0 hp, the violet regains 7 (2d6) hp.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":16,"Challenge Rating":1},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Bulbous Violet","description":"An enormous deep purple flower pushes forward on its vines, which are covered in throbbing black protrusions. As it moves, a single protrusion bursts open, spraying a green, sizzling substance all over the forest floor. Meat Drinkers. Bulbous violets are carnivorous plants. The black growths that cover their vines are filled with acid and pop on impact, dissolving the violets’ prey. The plants then stand in the remains and drink in the liquefied gore. Migrating Predators. Bulbous violets travel in packs that follow warm weather. Although they can survive the cold, most of their prey disappears in the colder months, forcing the plants to travel for food. Sometimes these paths take the plants through farms where the plants attack livestock and people. If the violets find food, they stop their migration, hunting every morsel they can find before moving on. Violets can sense the nearby presence of creatures made of flesh. This magical ability guides their migration route and leads them into unexpected places. Germinating in Gore. In order to grow, bulbous violet seeds need to be sown in ground that has been covered in the blood, entrails, and corpses of other creatures. When a pack of violets is ready to drop their seeds, they go into areas crowded with prey and begin killing all they can. They attack monster hideouts, animal herds, and even villages to provide enough sustenance for their seeds.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Bulette","description":"A bulette is a massive predator that terrorizes any lands it inhabits. Also called a “land shark,” it lives only to feed. Irascible and rapacious, bulettes fear no other creature, and they attack with no regard for superior numbers or strength. Underground Hunters. Bulettes use their powerful claws to tunnel through the earth when they hunt. Heedless of obstruction, they uproot trees, cause landslides in loose slopes, and leave sinkholes behind them. When vibrations in the soil and rock alert a bulette to movement, it shoots to the surface, its jaws spread wide as it attacks. Wandering Monster. A bulette ranges across temperate lands, feeding on any animals and humanoids it comes across. These creatures dislike dwarf and elf flesh, although they often kill them before realizing what they are. A bulette loves halfling meat the most, and it is never happier than when chasing plump halflings across an open field. A bulette has no lair, but roams a hunting territory up to thirty miles wide. Its sole criterion for territory is availability of food, and when it has eaten everything in an area, a bulette moves on. These creatures often home in on humanoid settlements, terrorizing them until their panicked residents have fled, or until the bulette is slain. All creatures shun bulettes, which treat anything that moves as food—even other predators and bulettes. Bulettes come together only to mate, resulting in a bloody act of claws and teeth that usually ends with the male’s death and consumption. Arcane Creation. Some sages believe the bulette is the result of a mad wizard’s experiments at crossbreeding snapping turtles and armadillos, with infusions of demon ichor. Bulettes have been thought to be extinct at different times, but after years without a sighting, the creatures inevitably reappear. Because their young are almost never seen, some sages suspect that bulettes maintain secret nesting grounds from which adults strike out into the world. Traits Standing Leap : The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start. Actions Bite : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 30 (4d12 + 4) piercing damage. Deadly Leap : If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Bulette","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Standing Leap : The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start. Actions Bite : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) piercing damage . Deadly Leap : If the bulette jumps at least 15 ft. as part of its movement , it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"94 (9d10+45)","CHA":5,"CON":21,"DEX":11,"INT":2,"STR":19,"WIS":10,"Size":"Large","Type":"monstrosity","Speed":"40 ft., burrow 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390059069/Qhyj7r-Obl9beQr-DqfuGg/original.png","Roll 0":"Bite\n1d20 + 7\n4d12+4","Senses":"Darkvision 60 Ft., Tremorsense 60 Ft.","Skills":"Perception +6","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Standing Leap\",\"Desc\":\"The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"4d12 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Deadly Leap\",\"Desc\":\"If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.\"}]","data-CHA-mod":"-3","data-CON-mod":"+5","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":5,"Passive Perception":16,"data-CrNum":5,"data-AcNum":17,"data-HpNum":94},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Bulette Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Plated Protection. The bulette’s caregiver can ride on the bulette while the bulette burrows. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Violent Attack (2 Ferocity). The bulette makes a signature attack. On a hit, the attack deals an extra PB damage, and the bulette can move the target 5 feet in any direction. 3rd Level: Burrowing Trip (5 Ferocity). The bulette moves up to half their burrowing speed without provoking opportunity attacks. Each creature standing on the ground that the bulette moves under must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. 5th Level: Deadly Leap (8 Ferocity). The bulette leaps up to 30 feet, and if they land in a space that contains one or more creatures, each of those creatures must make a DC 10 plus PB Strength saving throw. On a failure, a creature takes PBd6 bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage, isn’t knocked prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is available, the creature instead is knocked prone in the bulette’s space.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Bulette Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Plated Protection. The bulette’s caregiver can ride on the bulette while the bulette burrows. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Violent Attack (2 Ferocity). The bulette makes a signature attack. On a hit, the attack deals an extra PB damage, and the bulette can move the target 5 feet in any direction. 3rd Level: Burrowing Trip (5 Ferocity). The bulette moves up to half their burrowing speed without provoking opportunity attacks. Each creature standing on the ground that the bulette moves under must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. 5th Level: Deadly Leap (8 Ferocity). The bulette leaps up to 30 feet, and if they land in a space that contains one or more creatures, each of those creatures must make a DC 10 plus PB Strength saving throw. On a failure, a creature takes PBd6 bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage, isn’t knocked prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is available, the creature instead is knocked prone in the bulette’s space.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Bulette Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Plated Protection. The bulette’s caregiver can ride on the bulette while the bulette burrows. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Violent Attack (2 Ferocity). The bulette makes a signature attack. On a hit, the attack deals an extra PB damage, and the bulette can move the target 5 feet in any direction. 3rd Level: Burrowing Trip (5 Ferocity). The bulette moves up to half their burrowing speed without provoking opportunity attacks. Each creature standing on the ground that the bulette moves under must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. 5th Level: Deadly Leap (8 Ferocity). The bulette leaps up to 30 feet, and if they land in a space that contains one or more creatures, each of those creatures must make a DC 10 plus PB Strength saving throw. On a failure, a creature takes PBd6 bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage, isn’t knocked prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is available, the creature instead is knocked prone in the bulette’s space.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Bulette Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Plated Protection. The bulette’s caregiver can ride on the bulette while the bulette burrows. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Violent Attack (2 Ferocity). The bulette makes a signature attack. On a hit, the attack deals an extra PB damage, and the bulette can move the target 5 feet in any direction. 3rd Level: Burrowing Trip (5 Ferocity). The bulette moves up to half their burrowing speed without provoking opportunity attacks. Each creature standing on the ground that the bulette moves under must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. 5th Level: Deadly Leap (8 Ferocity). The bulette leaps up to 30 feet, and if they land in a space that contains one or more creatures, each of those creatures must make a DC 10 plus PB Strength saving throw. On a failure, a creature takes PBd6 bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage, isn’t knocked prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is available, the creature instead is knocked prone in the bulette’s space.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Bulette Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Plated Protection. The bulette’s caregiver can ride on the bulette while the bulette burrows. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Violent Attack (2 Ferocity). The bulette makes a signature attack. On a hit, the attack deals an extra PB damage, and the bulette can move the target 5 feet in any direction. 3rd Level: Burrowing Trip (5 Ferocity). The bulette moves up to half their burrowing speed without provoking opportunity attacks. Each creature standing on the ground that the bulette moves under must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. 5th Level: Deadly Leap (8 Ferocity). The bulette leaps up to 30 feet, and if they land in a space that contains one or more creatures, each of those creatures must make a DC 10 plus PB Strength saving throw. On a failure, a creature takes PBd6 bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage, isn’t knocked prone, and is pushed 5 feet out of the bulette’s space into an unoccupied space of the creature’s choice. If no unoccupied space is available, the creature instead is knocked prone in the bulette’s space.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Bulette Mount (PB 2)","description":"Rumors abound of a crew of sand pirates who ride bulettes under cover of night to ambush merchant caravans. How the criminals tempered the devastating monsters is a mystery, but the wreckage from their attacks is undeniable. Those who live to tell the tale remember a faint buzzing before the devastating impact—the vibration of the bulettes' casing as they tear through the terrain. Traits Mounted. During a long rest, the bulette can designate one creature that rode it within the last 10 days as its rider. The bulette gains temporary hit points equal to the rider’s level or challenge rating after completing the long rest. The bulette uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Plated Protection. The rider can ride on the bulette while it burrows. Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Trenchshot. The bulette carves a trench 3 feet deep when it takes the Dash action to move over sand, earth, or mud, causing the spaces it moves out of to become difficult terrain. The bulette’s casing vibrates and audibly buzzes as it moves. Actions Flintlock Bite. Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or its speed is reduced to 0 until the end of its next turn. Artillery Leap (2/Day). The bulette can jump up to its speed. It can then use this action to land on its feet in a space that contains one or more other creatures. Each creature under and within 5 foot of the bulette when it lands must succeed on a DC 12 + PB Dexterity saving throw or be knocked prone and take 11 (2d6 + 4) bludgeoning damage. A creature directly underneath the bulette takes an additional 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and if the target was beneath the bulette it is pushed 5 feet out of the bulette's space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. Reactions Buletteproof. When the rider or the bulette has to make a Dexterity saving throw to avoid damage, the rider can use their reaction to use the bulette's Constitution modifier in place of the Dexterity modifier on the save.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted monstrosity","Alignment":"unaligned","Expansion":18512,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Bulette Mount (PB 3)","description":"Rumors abound of a crew of sand pirates who ride bulettes under cover of night to ambush merchant caravans. How the criminals tempered the devastating monsters is a mystery, but the wreckage from their attacks is undeniable. Those who live to tell the tale remember a faint buzzing before the devastating impact—the vibration of the bulettes' casing as they tear through the terrain. Traits Mounted. During a long rest, the bulette can designate one creature that rode it within the last 10 days as its rider. The bulette gains temporary hit points equal to the rider’s level or challenge rating after completing the long rest. The bulette uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Plated Protection. The rider can ride on the bulette while it burrows. Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Trenchshot. The bulette carves a trench 3 feet deep when it takes the Dash action to move over sand, earth, or mud, causing the spaces it moves out of to become difficult terrain. The bulette’s casing vibrates and audibly buzzes as it moves. Actions Flintlock Bite. Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or its speed is reduced to 0 until the end of its next turn. Artillery Leap (2/Day). The bulette can jump up to its speed. It can then use this action to land on its feet in a space that contains one or more other creatures. Each creature under and within 5 foot of the bulette when it lands must succeed on a DC 12 + PB Dexterity saving throw or be knocked prone and take 11 (2d6 + 4) bludgeoning damage. A creature directly underneath the bulette takes an additional 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and if the target was beneath the bulette it is pushed 5 feet out of the bulette's space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. Reactions Buletteproof. When the rider or the bulette has to make a Dexterity saving throw to avoid damage, the rider can use their reaction to use the bulette's Constitution modifier in place of the Dexterity modifier on the save.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted monstrosity","Alignment":"unaligned","Expansion":18512,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Bulette Mount (PB 4)","description":"Rumors abound of a crew of sand pirates who ride bulettes under cover of night to ambush merchant caravans. How the criminals tempered the devastating monsters is a mystery, but the wreckage from their attacks is undeniable. Those who live to tell the tale remember a faint buzzing before the devastating impact—the vibration of the bulettes' casing as they tear through the terrain. Traits Mounted. During a long rest, the bulette can designate one creature that rode it within the last 10 days as its rider. The bulette gains temporary hit points equal to the rider’s level or challenge rating after completing the long rest. The bulette uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Plated Protection. The rider can ride on the bulette while it burrows. Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Trenchshot. The bulette carves a trench 3 feet deep when it takes the Dash action to move over sand, earth, or mud, causing the spaces it moves out of to become difficult terrain. The bulette’s casing vibrates and audibly buzzes as it moves. Actions Flintlock Bite. Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or its speed is reduced to 0 until the end of its next turn. Artillery Leap (2/Day). The bulette can jump up to its speed. It can then use this action to land on its feet in a space that contains one or more other creatures. Each creature under and within 5 foot of the bulette when it lands must succeed on a DC 12 + PB Dexterity saving throw or be knocked prone and take 11 (2d6 + 4) bludgeoning damage. A creature directly underneath the bulette takes an additional 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and if the target was beneath the bulette it is pushed 5 feet out of the bulette's space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. Reactions Buletteproof. When the rider or the bulette has to make a Dexterity saving throw to avoid damage, the rider can use their reaction to use the bulette's Constitution modifier in place of the Dexterity modifier on the save.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted monstrosity","Alignment":"unaligned","Expansion":18512,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Bulette Mount (PB 5)","description":"Rumors abound of a crew of sand pirates who ride bulettes under cover of night to ambush merchant caravans. How the criminals tempered the devastating monsters is a mystery, but the wreckage from their attacks is undeniable. Those who live to tell the tale remember a faint buzzing before the devastating impact—the vibration of the bulettes' casing as they tear through the terrain. Traits Mounted. During a long rest, the bulette can designate one creature that rode it within the last 10 days as its rider. The bulette gains temporary hit points equal to the rider’s level or challenge rating after completing the long rest. The bulette uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Plated Protection. The rider can ride on the bulette while it burrows. Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Trenchshot. The bulette carves a trench 3 feet deep when it takes the Dash action to move over sand, earth, or mud, causing the spaces it moves out of to become difficult terrain. The bulette’s casing vibrates and audibly buzzes as it moves. Actions Flintlock Bite. Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or its speed is reduced to 0 until the end of its next turn. Artillery Leap (2/Day). The bulette can jump up to its speed. It can then use this action to land on its feet in a space that contains one or more other creatures. Each creature under and within 5 foot of the bulette when it lands must succeed on a DC 12 + PB Dexterity saving throw or be knocked prone and take 11 (2d6 + 4) bludgeoning damage. A creature directly underneath the bulette takes an additional 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and if the target was beneath the bulette it is pushed 5 feet out of the bulette's space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. Reactions Buletteproof. When the rider or the bulette has to make a Dexterity saving throw to avoid damage, the rider can use their reaction to use the bulette's Constitution modifier in place of the Dexterity modifier on the save.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted monstrosity","Alignment":"unaligned","Expansion":18512,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Bulette Mount (PB 6)","description":"Rumors abound of a crew of sand pirates who ride bulettes under cover of night to ambush merchant caravans. How the criminals tempered the devastating monsters is a mystery, but the wreckage from their attacks is undeniable. Those who live to tell the tale remember a faint buzzing before the devastating impact—the vibration of the bulettes' casing as they tear through the terrain. Traits Mounted. During a long rest, the bulette can designate one creature that rode it within the last 10 days as its rider. The bulette gains temporary hit points equal to the rider’s level or challenge rating after completing the long rest. The bulette uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Plated Protection. The rider can ride on the bulette while it burrows. Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Trenchshot. The bulette carves a trench 3 feet deep when it takes the Dash action to move over sand, earth, or mud, causing the spaces it moves out of to become difficult terrain. The bulette’s casing vibrates and audibly buzzes as it moves. Actions Flintlock Bite. Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or its speed is reduced to 0 until the end of its next turn. Artillery Leap (2/Day). The bulette can jump up to its speed. It can then use this action to land on its feet in a space that contains one or more other creatures. Each creature under and within 5 foot of the bulette when it lands must succeed on a DC 12 + PB Dexterity saving throw or be knocked prone and take 11 (2d6 + 4) bludgeoning damage. A creature directly underneath the bulette takes an additional 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and if the target was beneath the bulette it is pushed 5 feet out of the bulette's space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space. Reactions Buletteproof. When the rider or the bulette has to make a Dexterity saving throw to avoid damage, the rider can use their reaction to use the bulette's Constitution modifier in place of the Dexterity modifier on the save.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted monstrosity","Alignment":"unaligned","Expansion":18512,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Bulezau","description":"Demons Incarnations of chaos and evil, demons display endless variation in appearance and in how they go about wreaking havoc across the multiverse. Bulezau Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, bulezaus lurk in deep canyons and lofty crags, and many find a place in the ranks of the demon lords’ armies, serving as foot soldiers in the Abyss’s endless warring. Bloodlust. Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of any demon lord’s entourage. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience. Repulsive. Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go. Traits Rotting Presence. When any creature that isn’t a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it. Standing Leap. The bulezau’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Sure-Footed. The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Barbed Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned⁠ in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target’s hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Bulezau","description":"Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, these demons lurk in deep canyons and lofty crags, and many find a place in the ranks of demon lords’ armies, serving as foot soldiers in the Abyss’s endless warring. Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of many demon lords’ entourages. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience. Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go. Some ask why the bulezau, for all its rage and violence, has the head of a goat. I always respond, have you met a goat? They’re stubborn, they’re vicious, and they rarely go down without bashing you several times in the shins. You might say, that’s awfully specific. I say, don’t pry. Tasha Traits Rotting Presence. When any creature that isn’t a demon starts its turn within 30 feet of the bulezau, that creature must succeed on a DC 13 Constitution saving throw or take 3 (1d6) necrotic damage. Standing Leap. The bulezau’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Sure-Footed. The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Barbed Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage plus 4 (1d8) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target’s hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Bulezau","description":"Bulezaus are horned demons that lash foes with their spiky tails. Violent in the extreme, they gather in scrabbling mobs, wrestling and fighting among themselves until a better target comes along. Demon lords use bulezaus as foot soldiers in their undisciplined armies. Various ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go. Traits Rotting Presence. When any creature that isn’t a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it. Standing Leap. The bulezau’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Sure-Footed. The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Barbed Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target’s hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Bulezau (Descent)","description":"Bulezaus are horned demons that lash foes with their spiky tails. Violent in the extreme, they gather in scrabbling mobs, wrestling and fighting among themselves until a better target comes along. Demon lords use bulezaus as footsoldiers in their undisciplined armies. Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Bull","description":"Bulky quadrupeds with vicious horns, bulls are territorial beasts known to charge creatures that they perceive as challenges.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Bull","description":"Actions Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4+4) bludgeoning damage. Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6+4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Bull","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":4963,"Challenge Rating":1},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Bull","description":"Traits Trampling Charge. If the bull moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the bull can make one Stomp attack against it as a bonus action. Actions Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 6 (1d4 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Bull-Boar","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Neutral Good","Challenge Rating":4},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Bullbug","description":"Bullbug is a pot-bellied minotaur gladiator with a sunny disposition and a penchant for drinking. Contrary to the reputation that minotaurs have in Mytros, he doesn’t have an evil disposition or a lust for blood. He has a different view on life than many of his kind, because he was raised by a human family who treated him like a son. As a youth, Bullbug gained the distinction of being one of the few minotaurs to survive the sacrificial rituals in Mytros. He refused to kill the warriors he defeated, and so gained the sympathy of the family matron who took Bullbug into her home and raised him as a son. But then, several years ago, Bullbug's family were killed by the Order of Sydon, and he was sold into slavery. Bullbug is not very bright, but he’s reliable in a fight and he’s loyal. He loves to make terrible jokes at the expense of his own species. When he makes an especially bad mistake, he usually blames it on his “stupid cow brain.” Roleplaying Bullbug Loyal . Bullbug is always true to his word, and he would never dream of breaking an oath. He believes in the power of friendship and family. He will always be there for the people he cares for, and for those who care about him. Hungry . Bullbug is always hungry, and he’ll eat just about anything. He often thinks with his stomach, and this gets him into all sorts of trouble, because food is not usually free.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":5},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Bullywub Swampstalker","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bullywug)","Alignment":"Typically Neutral Evil","Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bullywug","description":"Life as a bullywug is nasty, brutish, and wet. These frog-headed amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, bullywugs overwhelm opponents with superior numbers when they can, but they flee from serious threats to search for easier prey. Bullywugs have green, gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and wield simple weapons, and can deliver a powerful bite to foes that press too close. Foul Aristocracy. Bullywugs consider themselves the right and proper rulers of the swamps. They follow an etiquette of sorts when dealing with outsiders and each other, subject to the whims and fancies of their leader—a self-styled lord of the muck. Bullywugs introduce themselves with grand-sounding titles, make great shows of bowing and debasing themselves before their superiors, and endlessly vie to win their superiors’ favor. A bullywug has two ways to advance among its kind. It can either murder its rivals, though it must take pains to keep its criminal deeds secret, or it can find a treasure or magic item and present it as tribute or a token of obeisance to its liege. A bullywug that murders its rivals without cunning is likely to be executed, so it’s more common for bullywugs to stage raids against caravans and settlements, with the goal of securing precious baubles to impress their lords and win their good graces. Invariably, such fine goods are reduced to filthy tatters through abuse and neglect. Once a gift loses its sheen, a bullywug lord invariably demands that its subjects bring it more treasure as tribute. Unruly Diplomacy. Bullywugs love nothing more than lording over those who trespass on their territories. Their warriors attempt to capture intruders rather than simply slaying them. Captives are dragged before the king or queen—a bullywug of unusually large size—and forced to beg for mercy. Bribes, treasure, and flattery can trick the bullywug ruler into letting its captives go, but not before it tries to impress its “guests” with the majesty of its treasure and its realm. Struck with a deep inferiority complex, bullywug lords fancy themselves as kings and queens, but desperately crave the fear and respect of outsiders. Amphibian Allies. Bullywugs speak a language that allows them to communicate over large areas by croaking like frogs. News of intruders or other events in the swamp spread within minutes across this crude communication system. Simple concepts in the language are understandable to frogs and toads. Bullywugs use this capability to form strong bonds with giant frogs, which they train as guardians and hunters. Larger specimens are sometimes used as mounts as well. The frogs’ ability to swallow creatures whole provides a bullywug hunting band an easy means of carrying prey back to their villages. Traits Amphibious : The bullywug can breathe air and water. Speak with Frogs and Toads : The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. Swamp Camouflage : The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Standing Leap : The bullywug’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Multiattack : The bullywug makes two melee attacks: one with its bite and one with its spear. Bite : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. Spear (Melee; One-Handed) : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. Spear (Melee; Two-Handed) : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage. Spear (Ranged) : Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (bullywug)","Source":"MM1","Alignment":"neutral evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Bullywug Boss","description":"This tough bullywug is a cunning and opportunistic warrior that fights dirty. It usually leads small bullywug tribes and war parties. Traits Amphibious. The bullywug can breathe air and water. Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Multiattack. The bullywug makes three melee attacks: one with its Bite and two with its Glaive. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Bonus Actions Battle Command. The bullywug targets one ally it can see within 30 feet of it. If the target can see or hear the bullywug, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Legendary Actions The bullywug can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bullywug regains spent legendary actions at the start of its turn. Move. The bullywug moves up to half its speed without provoking opportunity attacks. Kick Mud. The bullywug kicks dirt and mud at a creature it can see within 10 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be blinded until the end of its next turn. The bullywug must be standing on muddy ground to use this action. Grievous Strike (Costs 2 Actions). The bullywug makes a Glaive attack. If the attack hits, the creature must succeed on a DC 13 Constitution saving throw or it takes an extra 5 (1d10) slashing damage, has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bullywug)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bullywug Brute","description":"These 7-foot-tall, squat monstrosities look like humanoid bullfrogs and are the most savage of their kind. They will try to eat anything they can kill and fit into their maws, even other bullywugs. Traits Amphibious. The bullywug can breathe air and water. Brute. A melee weapon deals one extra die of its damage when the bullywug hits with it (included in the attack). Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Standing Leap. The bullywug's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Actions Multiattack. The bullywug makes two melee attacks: one with its Bite and one with its Greatclub or Spear. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack, or 6 (1d6 + 3) piercing damage at range.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bullywug)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bullywug Chieftain","description":"The greedy and opportunistic bullywug chieftain cares nothing more than to gorge on food and accumulate as much wealth as it can. It will not hesitate to sacrifice its kin for its own benefit. In battle, the chieftain can be a cunning foe. While it tries to avoid putting itself in direct harm, it knows how to utilize its powerful croaks to inspire its followers and disorient its foes. The tip of the chieftain's spear is always coated with serpent venom. Traits Amphibious. The bullywug can breathe air and water. Legendary Resistance (1/Day). If the bullywug fails a saving throw, it can choose to succeed instead. Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Multiattack. The bullywug makes three melee attacks: one with its Bite and two with its Spear. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) poison damage. Battle Croak (1/Day). The bullywug emits a frenzy-inducing croak. Up to six bullywug allies that are within 30 feet of this bullywug can use their reaction to move up to half their speed and make one melee weapon attack with advantage on the attack roll, but attack rolls against them have advantage until the start of their next turn. The bullywug can then take the Dash, Disengage, or Hide action as a bonus action. Legendary Actions The bugbear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bugbear regains spent legendary actions at the start of its turn. Leap. The bullywug moves up to half its speed without provoking opportunity attacks. Stab (Costs 2 Actions). The bullywug makes a Spear attack. Reverberating Croak (Costs 3 Actions). The bullywug emits a loud and disorienting croak. Each creature not a bullywug within 20 feet of the bullywug and can hear the bullywug must succeed on a DC 12 Constitution saving throw or be stunned until the end of the bullywug's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bullywug)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bullywug Croaker","description":"Some bullywugs are born with the ability to weave magic into their songs. These rare specimens are raised in protected enclaves where they are taught to use their magic to both heal and harm. As demonstrated in Danger at Dunwater , they are among the most pompous of bullywugs. Traits Amphibious. The croaker can breathe air and water. Speak with Frogs and Toads. The croaker can communicate simple concepts to frogs and toads when it speaks in Bullywug. Standing Leap. The croaker’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Swamp Camouflage. The croaker has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Glaaar-pat (3/Day). The croaker sings a song of marshy doom. Each chosen creature within 30 feet of the croaker that can hear the song must make a DC 12 Wisdom saving throw, taking 9 (2d8) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw also has disadvantage on Constitution saving throws until the end of its next turn. Rooooo-glog (1/Day). The croaker sings an ode to an elder froghemoth. Each bullywug within 30 feet of the croaker that can hear the song gains 10 temporary hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (bullywug)","Alignment":"neutral evil","Expansion":3905,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Bullywug Knight","description":"Bullywug knights adhere to a code of chivalry. Their sense of honor compels these noble bullywugs to fight fairly and to insist that others do so as well. Traits Amphibious. The knight can breathe air and water. Speak with Frogs and Toads. The knight can communicate simple concepts to frogs and toads when it speaks in Bullywug. Standing Leap. The knight’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Swamp Camouflage : The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Multiattack. The knight makes two Glaive attacks. Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) slashing damage. Bonus Actions Croak of Charming (Recharges after a Short or Long Rest). The knight makes a loud croak while targeting one creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or be charmed until the end of its next turn. Bullywugs Life as a bullywug is nasty, brutish, and wet. These frog-headed amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, bullywugs overwhelm opponents with superior numbers when they can, but they flee from serious threats to search for easier prey. Bullywugs have green, gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and wield simple weapons, and can deliver a powerful bite to foes that press too close. Foul Aristocracy. Bullywugs consider themselves the right and proper rulers of the swamps. They follow an etiquette of sorts when dealing with outsiders and each other, subject to the whims and fancies of their leader—a self-styled lord of the muck. Bullywugs introduce themselves with grand-sounding titles, make great shows of bowing and debasing themselves before their superiors, and endlessly vie to win their superiors’ favor. A bullywug has two ways to advance among its kind. It can either murder its rivals, though it must take pains to keep its criminal deeds secret, or it can find a treasure or magic item and present it as tribute or a token of obeisance to its liege. A bullywug that murders its rivals without cunning is likely to be executed, so it’s more common for bullywugs to stage raids against caravans and settlements, with the goal of securing precious baubles to impress their lords and win their good graces. Invariably, such fine goods are reduced to filthy tatters through abuse and neglect. Once a gift loses its sheen, a bullywug lord invariably demands that its subjects bring it more treasure as tribute. Unruly Diplomacy. Bullywugs love nothing more than lording over those who trespass on their territories. Their warriors attempt to capture intruders rather than simply slaying them. Captives are dragged before the king or queen—a bullywug of unusually large size—and forced to beg for mercy. Bribes, treasure, and flattery can trick the bullywug ruler into letting its captives go, but not before it tries to impress its “guests” with the majesty of its treasure and its realm. Struck with a deep inferiority complex, bullywug lords fancy themselves as kings and queens, but desperately crave the fear and respect of outsiders. Amphibian Allies. Bullywugs speak a language that allows them to communicate over large areas by croaking like frogs. News of intruders or other events in the swamp spread within minutes across this crude communication system. Simple concepts in the language are understandable to frogs and toads. Bullywugs use this capability to form strong bonds with giant frogs, which they train as guardians and hunters. Larger specimens are sometimes used as mounts as well. The frogs’ ability to swallow creatures whole provides a bullywug hunting band an easy means of carrying prey back to their villages.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"typically lawful good","Expansion":11857,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Bullywug Maw of Ramenos","description":"This monstrous, towering bullywug is blessed with the essence of Ramenos, a primordial bullywug deity. The Maw of Ramenos appears as an 8-foot tall bullywug with an oversized mouth, enabling it to swallow its foes and unleash a thunderous croak. Traits Amphibious. The bullywug can breathe air and water. Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the bullywug can't use its bite or tongue attack on another target. Tongue. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 7 (2d6) poison damage, and the target must make a DC 13 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the bullywug, which can use a bonus action to make a Bite attack against the target. Swallow. The bullywug makes a Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the bullywug, and it takes 7 (2d6) acid damage at the start of each of the bullywug's turns. The bullywug can have only one creature swallowed at a time. If the bullywug takes 10 damage or more on a single turn from a creature inside it, the bullywug must succeed on a DC 13 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the bullywug. If the bullywug dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. Stunning Croak (Recharge 5-6). The bullywug emits a magical stupefying croak. Each creature not a bullywug within 20 feet of the bullywug and can hear the bullywug must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The bullywug can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bullywug regains spent legendary actions at the start of its turn. Leap. The bullywug moves up to its speed without provoking opportunity attacks. The bullywug can move through Large or smaller creatures and objects during this movement but can't end its turn inside a creature's or object's space. Tongue. The bullywug makes a Tongue attack. Maw (Costs 2 Actions). The bullywug makes a Bite attack or uses Swallow.","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (Bullywug)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bullywug Priest","description":"Traits Amphibious. The bullywug can breathe air and water. Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Multiattack. The bullywug makes two melee attacks: one with its Bite and one with its Spear. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. Spellcasting. The bullywug casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: mending, resistance, sacred flame (2d8), thaumaturgy 1/day each: bane, healing word, blindness/deafness, hold person","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bullywug)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bullywug Royal","description":"The largest or most intelligent bullywugs invariably end up leading their kind. A royal is often mounted astride a giant toad or accompanied by one (see the Monster Manual for the giant toad’s stat block). Traits Amphibious. The royal can breathe air and water. Speak with Frogs and Toads. The royal can communicate simple concepts to frogs and toads when it speaks in Bullywug. Standing Leap. The royal’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Swamp Camouflage : The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Toad Rider. The royal has advantage on melee attacks its makes while riding a toad mount. Actions Multiattack. The royal makes two Spear attacks. Spear. Melee or Ranged Weapon Attack: +5 to hit (with advantage if the royal is mounted on a toad), reach 10 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Bonus Actions Croaked Decree (Recharge 5–6). The royal makes a loud pronouncement. Each ally of the royal that is within 60 feet of the royal and can hear the pronouncement has advantage on its first attack roll on its next turn. Bullywugs Life as a bullywug is nasty, brutish, and wet. These frog-headed amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, bullywugs overwhelm opponents with superior numbers when they can, but they flee from serious threats to search for easier prey. Bullywugs have green, gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and wield simple weapons, and can deliver a powerful bite to foes that press too close. Foul Aristocracy. Bullywugs consider themselves the right and proper rulers of the swamps. They follow an etiquette of sorts when dealing with outsiders and each other, subject to the whims and fancies of their leader—a self-styled lord of the muck. Bullywugs introduce themselves with grand-sounding titles, make great shows of bowing and debasing themselves before their superiors, and endlessly vie to win their superiors’ favor. A bullywug has two ways to advance among its kind. It can either murder its rivals, though it must take pains to keep its criminal deeds secret, or it can find a treasure or magic item and present it as tribute or a token of obeisance to its liege. A bullywug that murders its rivals without cunning is likely to be executed, so it’s more common for bullywugs to stage raids against caravans and settlements, with the goal of securing precious baubles to impress their lords and win their good graces. Invariably, such fine goods are reduced to filthy tatters through abuse and neglect. Once a gift loses its sheen, a bullywug lord invariably demands that its subjects bring it more treasure as tribute. Unruly Diplomacy. Bullywugs love nothing more than lording over those who trespass on their territories. Their warriors attempt to capture intruders rather than simply slaying them. Captives are dragged before the king or queen—a bullywug of unusually large size—and forced to beg for mercy. Bribes, treasure, and flattery can trick the bullywug ruler into letting its captives go, but not before it tries to impress its “guests” with the majesty of its treasure and its realm. Struck with a deep inferiority complex, bullywug lords fancy themselves as kings and queens, but desperately crave the fear and respect of outsiders. Amphibian Allies. Bullywugs speak a language that allows them to communicate over large areas by croaking like frogs. News of intruders or other events in the swamp spread within minutes across this crude communication system. Simple concepts in the language are understandable to frogs and toads. Bullywugs use this capability to form strong bonds with giant frogs, which they train as guardians and hunters. Larger specimens are sometimes used as mounts as well. The frogs’ ability to swallow creatures whole provides a bullywug hunting band an easy means of carrying prey back to their villages.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":11857,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Bullywug Royal","description":"The largest and most intelligent bullywugs invariably end up leading their kind. These sneering specimens dress in robes made from leather, rough cloth, and bits of marsh plants. As seen in Danger at Dunwater , a bullywug royal is often accompanied by and mounted astride a giant toad. Traits Amphibious. The royal can breathe air and water. Brute. A melee weapon deals one extra die of its damage when the royal hits with it (included in the attack). Frog Rider. The royal has advantage on melee attacks made while riding a frog mount. Speak with Frogs and Toads. The royal can communicate simple concepts to frogs and toads when it speaks in Bullywug. Standing Leap. The royal’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Swamp Camouflage. The royal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Multiattack. The royal makes two attacks: one with its royal spear and one with its bite. Royal Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Croaked Decree (1/Day). The royal makes a loud pronouncement. Each bullywug within 60 feet of the royal that can hear the pronouncement has advantage on its next attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (bullywug)","Alignment":"neutral evil","Expansion":3905,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Bullywug Shaman","description":"Traits Amphibious. The bullywug can breathe air and water. Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Multiattack. The bullywug makes two melee attacks: one with its Bite and one with its Spear. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. Spellcasting. The bullywug casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: druidcraft, poison spray (2d12), shape water 1/day each: conjure animals (giant frogs), cure wounds, entangle, thunderwave, tidal wave","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bullywug)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bullywug Skirmisher","description":"Traits Amphibious. The bullywug can breathe air and water. Skirmish Advantage. Once per turn, the bullywug gains advantage on its attack roll when it makes a weapon attack while occupying a space at least 15 feet away from where it started its turn. Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Multiattack. The bullywug makes two melee attacks: one with its Bite and one with its Spear. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Reactions Skirmisher. When an enemy the bullywug can see ends its turn within 5 feet of it, the bullywug can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bullywug)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bullywug Swampstalker","description":"Swampstalkers serve its bullywug tribe as their best scouts and hunters. If they find an opportunity to strike without getting noticed, they will do so. If not, they will lie in wait, observe their prey, and report back to the tribe. Traits Amphibious. The bullywug can breathe air and water. Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Swamp Strider. Moving through nonmagical difficult swampy terrain doesn't cost the bullywug extra movement. Slay Foe (1/Turn). The bullywug deals an extra 4 (1d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Multiattack. The bullywug makes two melee attacks: one with its Bite and one with its Spear. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Bonus Actions Stealthy. The bullywug takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bullywug)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bullywug Swarm Leader","description":"The swarm leader is a cunning shaman that unites several bullywug tribes under one banner. It combat, it uses an array of powerful water spells. Traits Amphibious. The bullywug can breathe air and water. Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. Spell Penetration. When the bullywug casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Multiattack. The bullywug uses Maneuver Allies, if available. It then makes two melee attacks: one with its Bite and one with its Glaive. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage. Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of this bullywug that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Spellcasting. The bullywug casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: druidcraft, poison spray (2d12), shape water 1/day each: conjure animals (giant frogs), healing spirit, summon elemental (water), thunderwave, tidal wave, watery sphere Bonus Actions Battle Command. The bullywug targets one ally it can see within 30 feet of it. If the target can see or hear the bullywug, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Legendary Actions The bullywug can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bullywug regains spent legendary actions at the start of its turn. Leap. The bullywug moves up to half its speed without provoking opportunity attacks. The bullywug can move through Medium or smaller creatures and objects during this movement but can't end its turn inside a creature's or object's space. Glaive. The bullywug attacks with its Glaive. Cast a Spell (Costs 2 Actions). The bullywug uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bullywug)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bullywug Warlock","description":"Traits Amphibious. The bullywug can breathe air and water. Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Multiattack. The bullywug makes two melee attacks: one with its Bite and one with its Spear. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. Spellcasting. The bullywug casts one of the following spells using Charisma as the spellcasting ability (spell save DC 12): At will: alter self, false life, mage hand, minor illusion, poison spray (2d12), silent image 2/day (as 4th-level spells): blight, crown of madness, fear, stinking cloud, thunder step Breath of Ramenos (Recharge 6). The bullywug exhales inebriating toxic gas in a 15-foot cube. Each creature in that area must make a DC 12 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. A target acts as if subjected to the confusion spell while poisoned this way. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bullywug)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bullywug Witch Doctor","description":"Bullywugs used to revere Ramenos, an evil and gluttonous deity that has long since died. And yet it is not fully understood how bullywug witch doctors continue to draw supernatural power from the dead god, which enables them to imbue themselves with deadly, poisonous attacks. The witch doctor always dips its spear in serpent venom. Traits Amphibious. The bullywug can breathe air and water. Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Standing Leap. The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Multiattack. The bullywug makes two melee attacks: one with its Bite and one with its Spear. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) poison damage. Poison Spittle. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 17 (5d6) poison damage and the target must succeed on a DC 13 Constitution saving throw or be blinded until the end of the bullywug's next turn. Spellcasting. The bullywug casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: light, sacred flame (2d8), thaumaturgy 1/day each: bestow curse, cure wounds, control water, feign death, hold person, tidal wave","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bullywug)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Bullywug Zombie","description":"Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Reactions Sudden Lunge. If an enemy moves within 10 feet of the zombie, roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet toward the enemy. If the zombie ends within 5 feet of the target, the zombie can make one melee weapon attack against it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Bungisngis","description":"Bungisngis (Boongis-ngis) Distantly related to both the cyclops and troll, the bungisngis is a 14-foot tall giant with a squat, heavyset body. Moss, rocks, and petrified wood stick like barnacles on the skin of the bungisngis, running from the back of its large, talon-like claws to its entire upper back, which enables it to blend in its surroundings effortlessly. A singular eye lies at the center of its noseless head, and two large sharp tusks protrude from the side of its mouth, which is full of jagged, yellowish teeth. Because of the size of its tusks and teeth and its inability to breathe through its nostrils, the bungisngis' mouth is never fully closed, as if stuck in a permanent, obnoxious-looking grin. The bungisngis lumbers about like a quadruped, not unlike a gorilla, leading with its knuckles. Cowardly Brutes. The bungisngis is incredibly strong, offset only by its limited vision, rudimentary intellect, and cowardice. A bungisngis is a bully and enjoys toying with its food but will flee combat when it realizes it cannot overpower its prey. There are many tales of how dimwitted a bungisngis is and how a single cut from a dagger has sent a bungisngis scampering away. Stories of crafty adventurers able to outwit or even bluff a bungisngis are common in forest-edge taverns. However, these stories are very few compared to the ones about those who were foolish enough to think they could take on a bungisngis head-on and ended up as a meal. Horrid Giggling. What makes the bungisngis dangerous is not just because of its ferocious ability to butcher its prey with its vicious tusks and claws, but rather for its other unique characteristic. When agitated or hungry, especially during combat, the bungisngis emits a noise from its throat that resembles a vulgar giggling or snickering sound. In fact, this is where the giant gets its name from because that is what it sounds like to those who have heard it and were lucky enough to escape and tell about it. The absurd and maddening giggling has a magical effect, causing anyone close enough to hear it to collapse into fits of uncontrollable laughter, enabling the bungisngis to easily maul the incapacitated victim. Gluttonous Giants. The bungisngis is an exceedingly rapacious creature. When hungry, the bungisngis will shamble about in the woods, foraging for anything edible-looking it can eat. This means the bungisngis will eat any creature smaller than itself that it can beat into submission. A single bungisngis can lay waste to a forest's ecosystem in a matter of weeks. When starving, it is not above raiding even well-defended settlements if it can steal a few cattle before getting seriously injured. Woodland Lurkers. The bungisngis is native to the Feywild and found in areas with the most tangled forests and peaty bogs. In the Material Plane, the bungisngis tends to live in gloomy forest-covered mountains, dense jungles, and dismal swamps where it has no competition. The bungisngis seldom makes a lair, as it merely rests in the first secluded spot it can find anywhere in its territory, where it simply curls itself up in a ball, ending up looking just like any other huge moss-covered boulder. A bungisngis is rarely found with its kind, as they tend to compete with each other for resources. Instead, it tends to share the company of unintelligent beasts such as bears, tigers, and wolves which it treats as pets as long as the food isn't scarce. If it is with a group of its kind, it is likely with its mate and siblings, often led by a shaman. Due to its cowardly nature, it is not uncommon for a bungisngis to be bullied into submission and become enslaved guards and servants to more powerful or intelligent beings such as other giants, dragons, hags, or oni that live in the same gloomy woodland areas the bungisngis prefers. Traits Charge. If the bungisngis moves at least 20 feet straight toward a target and then hits it with a Tusk attack on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Horrid Giggling. The bungisngis incessantly emits a magical, infectious giggling sound. When a creature starts its turn within 30 feet of the bungisngis and is able to hear the bungisngis, the creature must make a DC 13 Wisdom saving throw, succeeding automatically if it has an Intelligence of 4 or lower. On a failed saving throw, the creature is incapacitated for 1 minute as it is overcome by a fit of laughter. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the bungisngis's Horrid Giggling for the next 24 hours. Poor Depth Perception. The bungisngis has disadvantage on any attack roll against a target more than 30 feet away. Stone Camouflage. The bungisngis has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The bungisngis makes three attacks: one with its Tusk and two with its Claws. Tusk. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bungisngis Shaman","description":"Bungisngis (Boongis-ngis) Distantly related to both the cyclops and troll, the bungisngis is a 14-foot tall giant with a squat, heavyset body. Moss, rocks, and petrified wood stick like barnacles on the skin of the bungisngis, running from the back of its large, talon-like claws to its entire upper back, which enables it to blend in its surroundings effortlessly. A singular eye lies at the center of its noseless head, and two large sharp tusks protrude from the side of its mouth, which is full of jagged, yellowish teeth. Because of the size of its tusks and teeth and its inability to breathe through its nostrils, the bungisngis' mouth is never fully closed, as if stuck in a permanent, obnoxious-looking grin. The bungisngis lumbers about like a quadruped, not unlike a gorilla, leading with its knuckles. Cowardly Brutes. The bungisngis is incredibly strong, offset only by its limited vision, rudimentary intellect, and cowardice. A bungisngis is a bully and enjoys toying with its food but will flee combat when it realizes it cannot overpower its prey. There are many tales of how dimwitted a bungisngis is and how a single cut from a dagger has sent a bungisngis scampering away. Stories of crafty adventurers able to outwit or even bluff a bungisngis are common in forest-edge taverns. However, these stories are very few compared to the ones about those who were foolish enough to think they could take on a bungisngis head-on and ended up as a meal. Horrid Giggling. What makes the bungisngis dangerous is not just because of its ferocious ability to butcher its prey with its vicious tusks and claws, but rather for its other unique characteristic. When agitated or hungry, especially during combat, the bungisngis emits a noise from its throat that resembles a vulgar giggling or snickering sound. In fact, this is where the giant gets its name from because that is what it sounds like to those who have heard it and were lucky enough to escape and tell about it. The absurd and maddening giggling has a magical effect, causing anyone close enough to hear it to collapse into fits of uncontrollable laughter, enabling the bungisngis to easily maul the incapacitated victim. Gluttonous Giants. The bungisngis is an exceedingly rapacious creature. When hungry, the bungisngis will shamble about in the woods, foraging for anything edible-looking it can eat. This means the bungisngis will eat any creature smaller than itself that it can beat into submission. A single bungisngis can lay waste to a forest's ecosystem in a matter of weeks. When starving, it is not above raiding even well-defended settlements if it can steal a few cattle before getting seriously injured. Woodland Lurkers. The bungisngis is native to the Feywild and found in areas with the most tangled forests and peaty bogs. In the Material Plane, the bungisngis tends to live in gloomy forest-covered mountains, dense jungles, and dismal swamps where it has no competition. The bungisngis seldom makes a lair, as it merely rests in the first secluded spot it can find anywhere in its territory, where it simply curls itself up in a ball, ending up looking just like any other huge moss-covered boulder. A bungisngis is rarely found with its kind, as they tend to compete with each other for resources. Instead, it tends to share the company of unintelligent beasts such as bears, tigers, and wolves which it treats as pets as long as the food isn't scarce. If it is with a group of its kind, it is likely with its mate and siblings, often led by a shaman. Due to its cowardly nature, it is not uncommon for a bungisngis to be bullied into submission and become enslaved guards and servants to more powerful or intelligent beings such as other giants, dragons, hags, or oni that live in the same gloomy woodland areas the bungisngis prefers. Traits Charge. If the bungisngis moves at least 20 feet straight toward a target and then hits it with a Tusk attack on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Horrid Giggling. The bungisngis incessantly emits a magical, infectious giggling sound. When a creature starts its turn within 30 feet of the bungisngis and is able to hear the bungisngis, the creature must make a DC 14 Wisdom saving throw, succeeding automatically if it has an Intelligence of 4 or lower. On a failed saving throw, the creature is incapacitated for 1 minute as it is overcome by a fit of laughter. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the bungisngis's Horrid Giggling for the next 24 hours. Poor Depth Perception. The bungisngis has disadvantage on any attack roll against a target more than 30 feet away. Stone Camouflage. The bungisngis has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The bungisngis makes three attacks: one with its Tusk and two with its Claws. Tusk. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Rock. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Spellcasting. The bungisngis casts one of the following spells using Wisdom as the spellcasting ability (save DC 14, +6 to hit with spell attacks): At will: druidcraft, guidance, mending, produce flame (2d8) 1/day each: erupting earth, healing word, ice storm, lightning bolt, meld into stone, spike growth, stoneskin*, thunderwave *The bungisngis casts this spell on itself before combat.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Bunyip","description":"Appearing like a monstrous mixture of a shark and a leopard seal, the bunyip is a fearsome aquatic predator. It has the body and head of a leopard seal but with the fins, tail, and mouth of a shark. It is a solitary creature, generally keeping to itself and lurking underwater or in caves, heading out in the open only to hunt for prey. Frenzied Killer. An encounter with a bunyip can quickly become a deadly one. The scent of blood automatically sends it in a savage feeding frenzy. Once it has secured its prey with its mouth, the bunyip drags its underwater and worries it, an action where the bunyip violently shakes its head, causing its teeth to saw and tear the victim's flesh. Traits Amphibious. The bunyip can breathe air and water. Blood Frenzy. The bunyip has advantage on melee attack rolls against any creature that doesn't have all its hit points. Keen Smell. The bunyip has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and if the target is Large or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the bunyip can't use its bite on another target. Worry. A creature the bunyip is grappling must make a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (2d8 + 4) slashing damage and is stunned until the end of the bunyip's next turn. On a successful save, the creature takes half as much damage and isn't stunned.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Buraq","description":"An aura of holiness surrounds this handsome human-headed equine with its short but strong feathered wings. Only the Worthy. A buraq possesses astounding speed, determination, and resilience, among a host of noble qualities, but only pure-hearted humanoids can obtain a service from such a righteous and honorable creature. Angel Marked. Every buraq wears a gilded band around its head or neck. These are said to be angelic seals or wardings, each different. The hide of every buraq is white, though their beards, lashes, manes, and tails vary from silver and dusty tan to deep brown or glossy black. Heavenly Steeds. A buraq is smaller than a mule but bigger than a donkey, though their carrying capacity belies their size and apparent strength. Nevertheless, a buraq is the ultimate courier and a heavenly steed. Paladins and good-aligned clerics are the most likely candidates to ride a buraq, but other virtuous characters have had this privilege. Traits Angelic Weapons: The buraq’s attacks are magical. When the buraq hits with its hooves, it deals an extra 4d8 radiant damage (included in the attack). Innate Spellcasting: The buraq’s innate spellcasting ability is Charisma (spell save DC 17). The buraq can innately cast the following spells, requiring no components: At will: comprehend languages, detect evil and good, holy aura, pass without trace 3/day each: haste, longstrider 1/day each: plane shift, wind walk Magic Resistance: The buraq has advantage on saving throws against spells and other magical effects. Night Journey: When outdoors at night, a buraq’s vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey; for the next 24 hours, it can use its Teleport once per round. Its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, as a bonus action, the buraq can return itself and its rider to the location where it began the night journey. Actions Multiattack: The buraq makes two attacks with its hooves. Hooves: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 18 (4d8 ) radiant damage. Teleport (1/Day): The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Source":"Tome of Beasts","Alignment":"Lawful Good","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Burk Deepstone","description":"As you clear a bend in the road, you see a lone figure sitting dejectedly by the side of the road. The dwarf’s tunic is torn and his face is bruised. As he spots you, he raises a bloody hand in greeting: “Hello there, travelers. Name’s Burk Deepstone – reckon ye’d gimme a hand here?” Burk Deepstone explains that he was traveling north when he was ambushed by bandits who stole his horse and his belongings. Shifting the subject from himself, Burk asks the characters where they’re heading. If they mention that they’re going to the House of Silence, Burk exclaims, “The gods smile upon me – that’s exactly where I’m going! Finally going to take me vow of silence!” and asks if he can travel with them. If the characters mention another destination, Burk’s response is much the same – insisting that’s also where he’s going (“to visit me sick aunt!”) and asking to travel with the characters. Ayyail’s Agent. In truth, Burk is a ruthless mercenary hired by the drider Ayyail to keep tabs on the party, sabotage their efforts, and lead them into danger. His injuries are self-inflicted and his story is littered with lies – which a suspicious character who succeeds on DC 15 Wisdom (Insight) check should be able to sense. If the characters refuse to let the dwarf travel with them, Burk laments that “Ye’d be leavin’ me to the mercy of them bandits, but I can’t force yer hand.” He then rejoins with Ayyail’s band and may show up again later at the House of Silence. Treasure. Burk carries a concealed dagger in his boot, a hand crossbow and 5 poisoned bolts in the front of his trousers, and a vial of spiders , which he is planning to use to sabotage the characters’ sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Neutral Evil","Expansion":27826,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Burning Skeleton","description":"Burning skeletons are animated skeletons that radiate supernatural fire. When destroyed, burning skeletons explode in a fiery burst that can take their slayers with them. Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Traits Death Burst. The skeleton explodes when it drops to 0 hit points. Each creature within 5 feet of it must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) fire damage. Heated Body. A creature that touches the skeleton or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Heated Weapons. Any metal melee weapon the skeleton wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage. Hurl Flame. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 4 (1d8) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Burning Spirit","description":"Unique to the world-chain between Ashandri and Va'Laeth, Burning Spirits are rumored to be creations of Marisha Veilbreaker herself. They are undead entities that have been soldiers of Va'Laeth before they died on the world-chain. Now, they hunt any living denizen of their former home world. They are known to occasionally attack other travelers, as well. Any living being originating from Va'Laeth that gets killed by one of these creatures turns into a Burning Spirit themselves. Everybody else seems to be immune to this effect. For some reason, the Burning Spirits stay clear of Marisha Veilbreaker and anyone in her company.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any evil","Expansion":17295,"Challenge Rating":3},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Burnished Hart","description":"Anvilwroughts The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges. Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians. A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters. Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep. Burnished Hart Among the first anvilwroughts to be forged by Purphoros, elegant burnished harts wander the mortal realm in search of new sights to bring back to the god of the forge. On every trip from Mount Velus, where Purphoros has his forge, they seek out the far reaches of the world so they can witness beauty in all its forms, then later reunite with their creator, their minds filled with tales of how life's splendor continues to develop.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":5432,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Burp","description":"Anyone who attempts to steal from Luizhana must first get past the shop’s guardian: Burp. The unflappable lizard-creature (a souvenir Luizhana picked up in a faraway land) has keen eyes and truesight, which means it misses very little. When a thief is caught in the act, Burp croaks to stun the target and alert Luizhana. As long as characters don’t respond with violence, Luizhana delivers a stern warning, but avoids a fight.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":27826,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Burrowling","description":"These light brown, furred creatures inquisitively survey their surroundings, each comforted by the presence of the others. Friendly Farmers. Burrowlings work together at every task: digging tunnels, foraging, and rearing their young. They are omnivorous, eating roots, berries, insects, and reptiles—and they consider snakes a particular delicacy. The most advanced burrowling towns set up rudimentary farms, where they grow the fruits and vegetables they usually find in the wild. Safe Warrens. Some towns have domesticated prairie dogs, which burrowlings train to stand watch alongside their masters. Pairs of adults stand watch around the town perimeter and sound a warning when they spot a foe. An alerted town retreats to the safety of its warrens, while the strongest creatures add more tunnels if necessary, and close access from the surface until the threat has passed. In combat, burrowlings stand together in defense of the helpless young and fight with crude slings or their sharp teeth and claws. Die of Loneliness. If separated from its coterie, a burrowling becomes despondent, crying for others of its kind. A lone burrowling usually dies of loneliness within a week, unless it can find its way back to its town or discover another burrowling town. Rarely, a solitary creature makes its way to a non-burrowling settlement where it attempts to assist its new community. This frustrates the creature and those it interacts with as it tries to anticipate what its companions want. It may join an adventuring party in the hope of returning to a settlement. After spending at least six months with a party, the burrowling can use its Burrow Tactics ability with its new allies. Burrowlings live up to 15 years. Twice a year, a burrowling female bears a litter of up to three pups, but in especially dangerous regions, the creatures breed prodigiously to keep their population ahead of massive attrition. In cases like this, a female has a litter of five pups every other month. A burrowling pup reaches adulthood in a year. Burrowlings in Midgard Burrowling towns are found in the Western Wastes, where their greatest enemies are dust goblins. They seem to thrive in the badlands and magically scant territories of former human settlements. Traits Burrow Awareness: A burrowling gets advantage on Perception checks if at least one other burrowling is awake within 10 feet. Pack Tactics.: The burrowling has advantage on attack rolls when its target is adjacent to at least one other burrowling that’s capable of attacking. Actions Multiattack: The burrowling makes one bite attack and one claw attack. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. Claw: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. Sling: Ranged Weapon Attack : +5 to hit, range 30/120 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (burrowling)","Source":"Tome of Beasts","Alignment":"Lawful Neutral","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Burrowshark","description":"Elite warriors of the earth cult, burrowsharks are fierce champions who ride trained bulettes into battle. While their powerful mounts rend and tear foes to pieces, burrowsharks leap to the ground and cut down their foes without mercy. Burrowsharks are much like Black Earth guards, since both have uncanny footing and special armor. For burrowsharks, an additional gift of Ogrémoch’s might establishes a magical bond between the burrowshark and a bulette, allowing the rider to burrow with its mount and sense what its mount senses. Black Earth Cultists Murderers, lunatics, hateful nihilists—these are the sort of people drawn to worship the might of Elemental Evil. The followers of evil elemental earth call themselves the Cult of the Black Earth, and dream of the day when earthquakes reduce the world of mortals to rubble. They seek to recruit evil or destructive monsters that burrow or dwell in the ground, and in fact emulate subterranean creatures to the greatest extent possible, using burrowing magic to carve out their hidden lairs. Black Earth cultists are slow to act, but when they do, they are utterly implacable. They are single-minded and stubborn, working tirelessly to undermine their enemies. They get along well with the Cult of the Crushing Wave, but they hate the Howling Hatred cult— elemental air is fickle and insubstantial compared to the power of elemental earth. Traits Bond of the Black Earth. The burrowshark is magically bound to a bulette trained to serve as its mount. While mounted on its bulette, the burrowshark shares the bulette’s senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark’s commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process requiring a month. Actions Multiattack. The burrowshark makes three melee attacks. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. Reactions Unyielding. When the burrowshark is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Buso","description":"Buso (Boo-soh) The buso, also called bhuts in other regions, is a malevolent and rapacious aswang with gluttonous tendencies. It is skinny and twitchy in humanoid form, with an unusually large and foul-smelling mouth and bloodshot eyes. In its fiend form, the buso resembles a ghoulish creature with leathery skin, wild, unkempt hair, flat nostrils, and an oversized mouth filled with rows of jagged teeth. Its gangly body has long, skinny limbs that end in large clawed hands and feet. The buso moves with a loping, feral gait. Buso Curse. A humanoid becomes afflicted by the buso curse in four ways: One, by being cursed by a barrow hag. Second, after being bitten by a tigbanua. Third, by being born into it. Lastly, when a humanoid who has lived as a cannibal enters into a pact with Orcus, the Prince of Undeath. Living Ghouls. While busos will eat fresh meat, they prefer eating carrion because to them it tastes like a delicacy. By day, busos work as gravediggers, cemetery groundskeepers, embalmers, and priests, allowing them easy access to cadavers. At night, they act like ghouls, congregating as packs and prowling catacombs, cemeteries, and graveyards. They create a disturbing cacophony of chattering sounds with their teeth and claws, which can instill fear in anyone who hears it. They dig out the dead and ravenously eat their decomposing flesh, drink whatever blood is left, and suck the marrows from their bones. There are rumors of an aristocratic family of busos that host a party every full moon. They entertain their guests with fine cuisine, orgies, and other hedonistic indulgences during the day. By nightfall, the family reveal their true nature, slaughter their guests, and dine on their corpses in a lavish banquet hall. Aswang (Uh-swung) An aswang is an accursed humanoid that transforms into a fiend. In its natural form, an aswang resembles a typical humanoid. At night, it can change its shape into a cunning, demonic predator. It hunts other humanoids and feasts on their blood, organs, or life force. Aswang Curse. A humanoid creature can be afflicted by the aswang curse after it willingly made or was tricked into making a dark pact with a Demon Lord, sometimes through the actions of a hag. One can also be born into it if one or both of its parents are aswangs. Casting remove curse, greater restoration , or similar spell can free a humanoid of the curse, but a natural born aswang can only be freed of the curse with a wish . An aswang can either resist its curse or welcome it. By fighting the curse, an aswang keeps its normal behavior and personality while in its natural form. It can try to live its life as it wants but must constantly stave off the urge to feed. However, at nights of the full moon, the hunger becomes too great, and the curse overcomes the individual, forcing it to transform into its fiendish form. An aswang driven to this state becomes ravenous and will not stop hunting until it has fed. Each night that it fails to feed in its fiend form, it gains 1 level of exhaustion. A genuinely depraved individual, or someone corrupted by it, sees the aswang curse as a gift and, over time, masters the ability to change into a fiend. However, an aswang can only transform at night and retain its demonic form until dawn, at which point it automatically transforms back to its humanoid form. Masters of Deception. Aswangs hide in plain sight, living amongst normal folk and often taking up occupations like butchers, hunters, gravediggers, taxidermists, and trappers to help divert suspicions of why their homes may sometimes smell of carrion and death. They insert themselves into humanoid communities and earn their neighbors' trust through charm, friendliness, and generosity. They avoid getting physically close to an individual, though, because if one looks directly at their eyes, they will discover that their reflection is upside down. Aswangs tend to prey on members of society that no one will miss if they suddenly disappear. If such targets are unavailable, they travel to another community, settlement, or location that is far from their homes. They won't risk feeding near where they live. Anyone who becomes suspicious of them, or sees them in their fiendish form, is always dealt with immediately for fear of rousing an organized mob. A successful clan of aswangs can live in the outskirts of town, preying on its citizens for years without getting caught. If things start to go awry, the aswangs will not risk staying. They will leave as soon as they can and establish themselves in another community to begin anew. Night Stalkers. Aswangs are careful, patient, and stealthy hunters, often choosing targets that are defenseless or weak. Typically during the day, aswangs pick and mark their target and identify where they live. At night after they transform, they stalk their prey and bide their time until they can attack when their target is most vulnerable. This means most of their assaults happen when their target is alone or asleep. They often just leave the bodies of their victims where they are to avoid the risk of getting caught. Because their kills bear specific types of wounds commonly attributed to ghouls, lycanthropes, or vampires, they aren't worried suspicions about their presence will be brought up. Aswang Weaknesses. Aswangs, much like vampires, have several weaknesses. They find the pungent smell of garlic repulsive, and the chemical properties of pure salt sicken it. While an aswang can resist most blows, weapons made from a stingray's barbed tail, even simple ones, can hurt them normally. Because they become fiends while transformed, they are susceptible to attacks that specifically harm fiends, such as holy water. If an aswang fails its saving throw against a Dispel Evil and Good spell, it reverts to its humanoid form and can't transform for 1 minute. Traits Unnerving Chatter (Fiend Form Only). Any creature that starts its turn within 60 feet of at least 3 busos that aren't incapacitated and can hear the busos must make a DC 12 Wisdom saving throw or become frightened of the busos for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the buso’s Unnerving Chatter for the next 24 hours. Keen Hearing and Smell. The buso has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack. The buso makes one attack with its Dagger (humanoid form) or two attacks: one with its Bite and one with its Claws (fiend form). Bite (Fiend Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the buso gains temporary hit points equal to the damage dealt. Claws. (Fiend Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. Dagger (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Change Shape. The buso polymorphs into its Fiend Form or back into its true form, which is humanoid. In Fiend Form, the buso appears as a ghoul-like humanoid. Its statistics, other than its Speed, damage, and damage resistances, are the same in each form. It reverts to its true form at dawn or if it dies. The buso can only use this action at night. While transformed, the buso also gains the following features: The buso's creature type changes to fiend. The buso has advantage on Strength and Dexterity checks and Strength and Dexterity saving throws. When the buso makes a melee weapon attack, it gains a +3 bonus to the damage roll (included in the attack). The buso can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If the buso starts its turn within 10 feet of a pound of salt or garlic, it becomes poisoned until the start of its next turn. Bonus Actions Shadow Step (Fiend Form Only). While in dim light or darkness, the buso teleports up to 30 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Butatsch","description":"This horrific creature resembles an enormous, deflated cow’s stomach, studded with thousands of glaring eyes awash with flame. The Horror in the Lake. In certain deep, still lakes located in secluded valleys and mountain glens there lives the butatsch, a terrible monster from the subterranean reaches of the earth. It occasionally rises from the deep underwater caves in which it lives to slaughter and devour any creature that comes within its reach. The butatsch’s amorphous body is easily as big as an elephant, and its countless eyes are frightening to behold. The butatsch burns or melts organic material before absorbing it and leaves nothing behind when it has finished eating. Unsettling Morality. While the butatsch leaves a path of destruction wherever it goes, it is driven by a bizarre morality. It has been known to ignore and even protect weak or defenseless targets, such as farmers and cowherds, against other monsters and humanoids, slaughtering the weaker creatures’ persecutors before vanishing back into the lake from which it came.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Butcher","description":"Cursed-bloods are brave beyond reason, beings willing to go to dangerous lengths to protect their family; butchers are part of the many that have sacrificed more than their lives to defend their loved ones. Lunar Rebirth. For a cursed-blood, removing their mask causes excruciating pain, akin to the agony of being scalped, before causing a horrific death. One dangerous way of acquiring power is for cursed-bloods to, as they approach the end of their life, perform such an act on a night where the Blood Moon is high. All die immediately, their hearts withering; but for a chosen few, a horrific rebirth is granted. Willful subjects to the twisted influence of the astral body, their flesh contorts and mutates in ways that defy the natural order; the lost twin embedded in their chest is resurrected, and its new eye opens to survey the world from within their abominable form. The transformation isn’t without cost, as the cursed-blood’s mind fractures and its memories fade away, leaving behind only a fierce bloodlust that compels them to slaughter the aberrant. Eternal Hunt. Now consumed by eldritch power and stripped of their intellect, they are immune to the creeping tendrils of madness that would drive others to insanity. Before their rebirth is complete, an elder of the tribe bestows upon them a red cloth that covers their face, so that the actions from their new body may not tarnish the previous life they led. The newly birthed butcher soon begins their hunt, relentlessly cleaving the beasts that plague the city, though in their mindless zealotry, they often strike down even those that have yet to transform. Traits Aberrant Eye. The butcher has an eye in the middle of its torso that it uses to dispel magic. The eye is closed unless the butcher uses its bonus action to open it, or uses its Dispelling Gaze. At the start of its next turn, it can choose to close the eye (no action required). While closed, the eye is considered behind total cover and is immune to all damage. While opened, the eye has AC 18, 15 HP, and no resistances or immunities, and the butcher has truesight to a range of 60 feet. Any damage dealt to the eye is also dealt to the butcher. If the eye is destroyed, the butcher is blinded and can’t use its Dispelling Gaze. Actions Multiattack. The butcher makes two cleaver attacks. Cleaver. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage or 18 (2d12 + 5) slashing damage if used with two hand. It can only change its grip at the start of each of its turns. Bonus Actions Dispelling Gaze. The butcher opens the eye on its chest to cast dispel magic . The butcher's spellcasting ability for this spell is Charisma. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage and the butcher can choose to push the target back up to 10 feet in a straight line if the target is Large or smaller. The butcher can only make this attack if it has a free hand. Reactions Parry. The butcher adds 2 to its AC against one melee attack that would hit it. To do so, the butcher must see the attacker, and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid and monstrosity","Alignment":"lawful neutral","Expansion":27461,"Challenge Rating":3},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Buucahb, Drone","description":"Buucahb The buucahb are fiendish arthropods sometimes referred to as “the swarm,” native to a nearly inaccessible pocket dimension hidden deep within the Elemental Plane of Fire. The swarm’s name for their home plane is a string of hisses and clicks indecipherable to most other beings. These fiends are naturally communal—when one is discovered, more are almost certain to be found nearby. Increased Sightings? Ayrissian spies note the disappearance of several reputable Karelagne zoologists in recent months. Many of these researchers were said to be investigating an uptick in encounters with unusual extraplanar arthropods on Tholus, the Karelagne Empire’s home world. These creature sightings were concentrated around the province of Folly, though rumors persist they have been found throughout the empire, including on imperial naval vessels sailing the Aetherial Expanse. Imperial bureaucrats reject these rumors as Ayrissian propaganda. Buucahb, Drone Drones are the largest individual buucahb, resembling a cockroach the size of a small pony. The antennae of these blood-thirsty fiends quiver with excitement on sensing freshly spilled blood.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Source":"custom","Alignment":"Typically Lawful Evil","Expansion":32048,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Buucahb, Harrier","description":"Buucahb The buucahb are fiendish arthropods sometimes referred to as “the swarm,” native to a nearly inaccessible pocket dimension hidden deep within the Elemental Plane of Fire. The swarm’s name for their home plane is a string of hisses and clicks indecipherable to most other beings. These fiends are naturally communal—when one is discovered, more are almost certain to be found nearby. Increased Sightings? Ayrissian spies note the disappearance of several reputable Karelagne zoologists in recent months. Many of these researchers were said to be investigating an uptick in encounters with unusual extraplanar arthropods on Tholus, the Karelagne Empire’s home world. These creature sightings were concentrated around the province of Folly, though rumors persist they have been found throughout the empire, including on imperial naval vessels sailing the Aetherial Expanse. Imperial bureaucrats reject these rumors as Ayrissian propaganda. Buucahb, Harrier These flying, fiendish cockroaches relentlessly pursue their prey, ferociously clinging to their victims with hooklike claws.","properties":{"Category":"Monsters","Size":"Small","Type":"Fiend (Devil)","Source":"custom","Alignment":"Typically Lawful Evil","Expansion":32048,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Byakhee","description":"Byakhee are inhuman servants of the Great Old Ones and the Outer Gods whom they serve. They are a race of interstellar predators, vaguely humanoid in shape but prone to frequent mutation and aberrant physiology, both internally and externally. Their motion is hideous to behold, with the rhythmic flapping of its wings clashing with the spasmodic thrashing of disjointed limbs ending in cruel claws and its scabrous tail dripping dark venom. Its skin seems to split in a welter of weeping sores and creases, as though its inward parts were ready to burst. Byakhee are always winged, with a generally humanoid head and torso and at least four limbs. In some byakhee these are more akin to legs than arms and in some the opposite, and vestigial or accessory limbs are not at all unusual, but in all cases their appendages are tipped with cruel claws. Though bryka are most comfortable in the air, they typically have webbed digits to aid in swimming. Most byakhee have tails as well, sometimes long and sinuous and in others bulbous and insectoid, like the abdomen of a wasp. Those who have beheld the byakhee in person rarely describe them the same way, in part due to the grotesque variation these creatures exhibit, but also due to the fog of nightmares that inevitably follow in the wake of their advent. Mythos Minions. It is unknown whether byakhee originated on one of the home planets or prison worlds wherein the Great Old Ones are bound, or perhaps were refugees from a planet long since destroyed by the predations of world-devouring elder things, or perhaps have always been a star-spanning race and never a terrestrial one. What is certain is that as a race they are bound to the will of the Great Old Ones and their masters (especially Hastur the Unspeakable), and often compelled to answer the summons of earthly cultists calling upon their alien patrons for aid. Byakhee are strong flyers and may carry willing supplicants (as well as unwilling victims) far from their terrestrial home into the reaches of space and the dark places between and beyond the stars, though their passengers are best advized to have their own means of survival amid the rigors of space. Byakhee are willing warriors as well when called to serve, snatching up their victims and tearing them limb from limb or dropping them into gaping pits of toxic effluence that open in the byakhee's presence like rents in a reality that rebels against their alien presence. Star Scavenger. Byakhee are primarily carnivorous, preferring fresh blood and flesh. They are cruel beasts and enjoy stinging their prey with their mind-rotting venom and allowing their victim to descend into madness, giving themselves over to the byakhee for their feasting pleasure. 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They embody opposing concepts or forces and are tasked with maintaining balance between those two things. A wide number of different types of aeons exist, from relatively harmless scouts and diplomats to incredibly powerful protectors of creation and oblivion. These extraplanar creatures are native to the lawful neutral outer plane, where they can be encountered within that reality’s vast cities and urban sprawls. In the Kingmaker Adventure Path, though, only the bythos aeon plays a role. Bythos Aeon The bythos is a guardian of space and time that seeks out those who misuse planar and temporal magic. A bythos is a roughly humanoid creature with four arms and a body made of swirling clouds and mist. Despite its appearance, its body feels like dry stone. A bythos seeks out paradoxes caused by irresponsible planar or dimensional travelers and repairs breaches where the barriers between the planes have become thin or damaged. If the mortals responsible for the damage remain in the area and can’t be convinced to cease their activities, the bythos has no qualms about removing the perpetrators from the situation. Traits Confusing Gaze. A creature that ends its turn within 30 feet of the bythos must make a DC 19 Wisdom saving throw. On a failure, it is confused until the end of its next turn, as per the spell of the same name. A creature that successfully saves is immune to this bythos's confusing gaze for the next 24 hours. This is a magical effect, and immunity or protection against being charmed apply. Innate Spellcasting. The bythos's spellcasting ability is Charisma (spell save DC 18). The bythos can innately cast the following spells, requiring no components: At will: dimension door, plane shift, slow 3/day each: counterspell, haste 1/day: imprisonment Magic Weapons. The bythos's weapon attacks are magical. Regeneration. The bythos regains 15 hit points at the start of its turn. Temporal Reversion (1/day). If the bythos fails a saving throw, it can choose to reroll the saving throw. If it does, it must use the new roll. Actions Multiattack. The bythos makes two slam attacks. Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage plus 9 (2d8) cold damage. If a creature is hit by two or more of the bythos’s slam attacks in one turn, that creature must make a DC 15 Constitution saving throw. On a failure, it ages 1d10 years and gains one level of exhaustion. On a successful save, the target is immune to the aging and exhaustion effects of the bythos’s slam attack for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"lawful neutral","Expansion":17526,"Challenge Rating":16},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Bzeldruin's Hundred","description":"Spread out across the ground before you is an impressive collection of close to a hundred wooden miniatures. Each figure resembles an adult male, an adult female, or a child. Most seem to be human, but you can see elves, dwarves, halflings, and even a few centaurs and other creatures scattered among them. As soon as you notice them, the figures begin to mimic your every movement. Bzeldruin’s Hundred is a group of one hundred wooden miniature figures created by the gnomish transmuter Bzeldruin Tiwaskar to represent his friends and family. Bzeldruin created them in celebration of his life’s many achievements, but their creation was flawed and they became inhabited by an evil spirit that sought to slay the very people they were modeled after. Unable to bring himself to destroy them, Bzeldruin tried to seal them away in the depths of his tower—and although he succeeded, the effort cost him his life. Now his tower lies deserted, enticing explorers with the promise of powerful magic if they can overcome the horrors within.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny constructs","Alignment":"neutral evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Bzeldruin’s Hundred","description":"Spread out across the ground before you is an impressive collection of close to a hundred wooden miniatures. Most seem to be human, but you can see elves, dwarves, halflings, and even a few centaurs and other creatures scattered among them. As soon as you notice them, the figures begin to mimic your every movement. Bzeldruin’s Hundred is a group of one hundred wooden miniature figures created by the gnomish transmuter Bzeldruin Tiwaskar to represent his friends and family. Bzeldruin created them in celebration of his life’s many achievements, but their creation was flawed, and they became inhabited by an evil spirit that sought to slay the very people they were modeled after. Unable to bring himself to destroy them, Bzeldruin tried to seal them away in the depths of his tower—and although he succeeded, the effort cost him his life. Now his tower lies deserted, enticing explorers with the promise of powerful magic if they can overcome the horrors within.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Constructs","Alignment":"neutral evil","Expansion":25360,"Challenge Rating":7},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Cacklehob","description":"Cacklehobs are small, hairy fey that are often mistaken for small animals when seen running through the woods. They are excellent at camouflaging themselves in both the underground tunnels or mines in which they typically live and the forest alike, hiding in shadows and curling up into tiny grey or brown balls of fur that blend in with their surroundings. Mischievous in nature, cacklehobs are natural pranksters. Their namesake cackling laugh drives most people mad, often causing temporary insanity, paralysis, and occasionally accidental death. Traits Camouflage . The cacklehob has advantage on Dexterity (Stealth) checks made to hide in underground or wooded terrain. Fey Ancestry . The cacklehob has advantage on saving throws against being charmed, and magic can’t put the cacklehob to sleep. Maddening Cackle . Each creature of the cacklehob’s choice that is within 120 feet of the cacklehob and aware of it must succeed on a DC 13 Wisdom saving throw or become subject to short-term madness for d4 minutes, causing the creature to become incapacitated and spend the duration screaming, laughing, or weeping. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the cacklehob’s Maddening Cackle for the next 24 hours. Actions Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. Blowgun . Ranged Weapon Attack : +5 to hit, range 25/100 ft., one target. Hit : 5 (1d4 + 3) piercing damage. ","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic neutral","Expansion":8938,"Challenge Rating":2},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Cackler","description":"Cacklers are small, jabbering jesters that spice up Rakdos performances with their chaotic antics. Their incessant cackling can inspire uncontrollable laughter by making everything—even the most horrifying spectacles—seem hilarious. Some cacklers excel at vocal mimicry and perform as impressionists; others put their sadistic bent to use by lurking in shadows and terrifying passersby. Rakdos performers enjoy dressing cacklers in a variety of masks, hats, and costumes to lampoon public figures. Traits Innate Spellcasting. The cackler’s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components: At will: fire bolt 1/day: Tasha’s hideous laughter Last Laugh. When the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage. Mimicry. The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Spiked Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":7,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Cactid","description":"Rootlike tendrils explode from the sand at the base of this tall cactus bristling with needles. It uses its tendrils to reach for prey. Needled Sentients. Cactids are semi-sentient cacti that grow in a myriad of shapes and sizes, from ground-hugging barrels and spheroid clumps that pin their victims to the ground to towering saguaros with clublike arms that yank victims off their feet. Most cactids are green or brown with distinct ribs; all are lined with countless needles. Drain Fluids. In addition to gathering water, a cactid's tendril-roots can snag nearby creatures and pull them into a deadly embrace. Once a creature is pinned, the cactid’s spines siphon off the victim’s bodily fluids, until little but a dried husk remains. Many cactids are adorned with bright flowers or succulent fruit to lure prey into reach. Some scatter shiny objects within reach to attract sentient creatures. For those traveling the desert, however, a cactid’s greatest treasure is the water stored within its flesh. A slain cactid’s body yields four gallons of water with a successful DC 15 Wisdom (Survival) check. Failure indicates that only one gallon is recovered. Slow Packs. Cactids were created by a nomadic sect of druids, but their original purpose is lost. They have limited mobility, so they often congregate in stands or to travel together in a pack to better hunting grounds. Traits Hail of Needles (1/Day): When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw. Actions Multiattack: The cactid makes two attacks with its tendrils and uses Reel. Tendril: Melee Weapon Attack : +5 to hit, reach 15 ft., one creature. Hit : 10 (2d6 + 3) bludgeoning damage. A medium or smaller target is grappled, escape DC 13. Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target’s body fluids; at the start of each of the target’s turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature’s hit point maximum is reduced by 3 [1d6]. If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time. Reel: Each creature grappled by the cactid is pulled up to 5 feet straight toward the cactid.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Cacus","description":"The mighty cacus resembles a gigantic centaur-like creature, possessing the upper humanoid body of a fearsome fire giant and the lower body of a giant bull. Its eyes and horns glow like red-hot embers and its massive maul is wreathed in flames. Unrelenting Marauders. Caci (plural for cacus) are known for their aggressive and ruthless behavior. Their lives revolve around raiding and plundering, often attacking dwarven settlements and mining encampments to steal iron, steel, precious metals, and gemstones. When they aren't raiding, they build weapons and armor for their own use and for selling. Caci are reknowned blacksmiths and are sought by fire giants for their craftsmanship. Brutal Warriors. Caci prefer fighting with two-handed weapons, favoring the maul. They usually open combat by letting out a bloodcurdling roar that can strike fear into all who hear it before charging with their heads forward. Enemies are mercilessly gored by the caci' horns, and those that survive the initial onslaught are eventually trampled and crushed by their monstrous hooves. What makes caci even more dangerous is their ability to breathe fire and brimstone. Those that don't die instantly from the flames will likely perish terribly from smoke inhalation. Baphomet's Blacksmiths. Caci are usually encountered alone. However, a few form small tribes led by a priest and a chieftain. The priest, known as a forge shaman, has mystical knowledge of metallurgy and fire. The chieftain, typically the largest and most powerful one, rules the tribe with an iron fist. It is said that caci originated from a clan of fire giants Baphomet had hired to build weapons for his demonic army. To solidify their loyalty and mark them as his, Baphomet transformed them into half-bull monsters. Actions Multiattack. The cacus makes one Gore attack and one Maul attack. Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) piercing damage. If the cacus moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage and must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the cacus can make one Hooves attack against it as a bonus action. Maul. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) bludgeoning damage plus 3 (1d6) fire damage. Hooves. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage plus 3 (1d6) fire damage. Fire Breath (Recharge 5–6). The cacus exhales fire and brimstone in a 30-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature taking 38 (11d6) fire damage and is poisoned until the end of the cacus's next turn. A poisoned creature is incapacitated. On a successful save, a creature takes half as much damage and isn't poisoned. Bonus Actions Intimidating Roar (1/Day). The cacus lets out a bloodcurdling roar. Each creature within 30 feet of the cacus and able to hear the roar must make a DC 19 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a creature is vulnerable to fire damage. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the cacus's Frightful Roar for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Cacus Chieftain","description":"The mighty cacus resembles a gigantic centaur-like creature, possessing the upper humanoid body of a fearsome fire giant and the lower body of a giant bull. Its eyes and horns glow like red-hot embers and its massive maul is wreathed in flames. Unrelenting Marauders. Caci (plural for cacus) are known for their aggressive and ruthless behavior. Their lives revolve around raiding and plundering, often attacking dwarven settlements and mining encampments to steal iron, steel, precious metals, and gemstones. When they aren't raiding, they build weapons and armor for their own use and for selling. Caci are reknowned blacksmiths and are sought by fire giants for their craftsmanship. Brutal Warriors. Caci prefer fighting with two-handed weapons, favoring the maul. They usually open combat by letting out a bloodcurdling roar that can strike fear into all who hear it before charging with their heads forward. Enemies are mercilessly gored by the caci' horns, and those that survive the initial onslaught are eventually trampled and crushed by their monstrous hooves. What makes caci even more dangerous is their ability to breathe fire and brimstone. Those that don't die instantly from the flames will likely perish terribly from smoke inhalation. Baphomet's Blacksmiths. Caci are usually encountered alone. However, a few form small tribes led by a priest and a chieftain. The priest, known as a forge shaman, has mystical knowledge of metallurgy and fire. The chieftain, typically the largest and most powerful one, rules the tribe with an iron fist. It is said that caci originated from a clan of fire giants Baphomet had hired to build weapons for his demonic army. To solidify their loyalty and mark them as his, Baphomet transformed them into half-bull monsters. Traits Legendary Resistance (1/Day). If the cacus fails a saving throw, it can choose to succeed instead. Actions Multiattack. The cacus makes one Gore attack and one Maul attack. Alternatively, it can use its Hurl Flame twice. Gore. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage. If the cacus moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage and must succeed on a DC 23 Strength saving throw or be knocked prone. If the target is prone, the cacus can make one Hooves attack against it as a bonus action. Maul. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) bludgeoning damage plus 7 (2d6) fire damage. Hooves. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage. Rock. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage plus 7 (2d6) fire damage. Fire Breath (Recharge 5–6). The cacus exhales fire and brimstone in a 30-foot cone. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, a creature taking 52 (15d6) fire damage and is poisoned until the end of the cacus's next turn. A poisoned creature is incapacitated. On a successful save, a creature takes half as much damage and isn't poisoned. Bonus Actions Intimidating Roar (3/Day). The cacus lets out a bloodcurdling roar. Each creature within 30 feet of the cacus and able to hear the roar must make a DC 22 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a creature is vulnerable to fire damage. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the cacus's Frightful Roar for the next 24 hours. Legendary Actions The cacus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cacus regains spent legendary actions at the start of its turn. Charge. The cacus moves up to its speed. Stomp (Costs 2 Actions). The cacus makes a Hooves attack. Pulverize (Costs 3 Actions). The cacus makes a Maul attack. If the attack hits, the target must succeed on a DC 23 Constitution saving throw or be be stunned for 1 minute. The target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Cacus Forge Shaman","description":"The mighty cacus resembles a gigantic centaur-like creature, possessing the upper humanoid body of a fearsome fire giant and the lower body of a giant bull. Its eyes and horns glow like red-hot embers and its massive maul is wreathed in flames. Unrelenting Marauders. Caci (plural for cacus) are known for their aggressive and ruthless behavior. Their lives revolve around raiding and plundering, often attacking dwarven settlements and mining encampments to steal iron, steel, precious metals, and gemstones. When they aren't raiding, they build weapons and armor for their own use and for selling. Caci are reknowned blacksmiths and are sought by fire giants for their craftsmanship. Brutal Warriors. Caci prefer fighting with two-handed weapons, favoring the maul. They usually open combat by letting out a bloodcurdling roar that can strike fear into all who hear it before charging with their heads forward. Enemies are mercilessly gored by the caci' horns, and those that survive the initial onslaught are eventually trampled and crushed by their monstrous hooves. What makes caci even more dangerous is their ability to breathe fire and brimstone. Those that don't die instantly from the flames will likely perish terribly from smoke inhalation. Baphomet's Blacksmiths. Caci are usually encountered alone. However, a few form small tribes led by a priest and a chieftain. The priest, known as a forge shaman, has mystical knowledge of metallurgy and fire. The chieftain, typically the largest and most powerful one, rules the tribe with an iron fist. It is said that caci originated from a clan of fire giants Baphomet had hired to build weapons for his demonic army. To solidify their loyalty and mark them as his, Baphomet transformed them into half-bull monsters. Actions Multiattack. The cacus makes one Gore attack and one Maul attack. Alternatively, it can use its Hurl Flame twice. Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) piercing damage. If the cacus moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage and must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, the cacus can make one Hooves attack against it as a bonus action. Maul. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage plus 7 (2d6) fire damage. Hooves. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage. Hurl Flame. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 21 (6d6) fire damage. Fire Breath (Recharge 5–6). The cacus exhales fire and brimstone in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature taking 45 (13d6) fire damage and is poisoned until the end of the cacus's next turn. A poisoned creature is incapacitated. On a successful save, a creature takes half as much damage and isn't poisoned. Spellcasting. The cacus casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 16): At will: druidcraft, guidance, mending 3/day each: cure wounds, heat metal (3d8), spike growth 1/day each: conjure elemental (fire), meld into stone, wall of fire Bonus Actions Intimidating Roar (1/Day). The cacus lets out a bloodcurdling roar. Each creature within 30 feet of the cacus and able to hear the roar must make a DC 20 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a creature is vulnerable to fire damage. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the cacus's Frightful Roar for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Cadaver Collector","description":"Cadaver collectors cannot summon specters of those they have not slain, nor will slain specters return to one. Starve it of victims, and then do not attack&#8288; until you can be sure you’ll destroy it. Meteor swarm&#8288; works well. —Mordenkainen The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer, hobgoblin general, or other evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home. Sweeping the Dead. Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons⁠ of fallen warriors and impale the corpses of those warriors on the lances and other weapons⁠ embedded in their salvaged armor. Conjured Berserkers. Corpses that accumulate on the construct’s shell aren’t just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time. Constructed Nature. A cadaver collector doesn’t require air, food, drink, or sleep. Traits Magic Resistance⁠. The cadaver collector has advantage on saving throws against spells and other magical effects. Summon Specters (Recharges after a Short or Long Rest). As a bonus action⁠, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they’re destroyed. They disappear when the cadaver collector is destroyed. Actions Multiattack. The cadaver collector makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage. Paralyzing Breath (Recharge 5–6). The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed⁠ creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cadaver Collector","description":"The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer to bolster the ranks of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home. Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor. Corpses that accumulate on a cadaver collector’s shell aren’t just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to battle against its enemies. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given enough time. Traits Magic Resistance. The collector has advantage on saving throws against spells and other magical effects. Unusual Nature. The collector doesn’t require air, food, drink, or sleep. Actions Multiattack. The collector makes two Slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage. Paralyzing Breath (Recharge 5–6). The collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. Bonus Actions Summon Specters (Recharges after a Short or Long Rest). The collector calls up the enslaved spirits of those it has slain; 1d4 specters (without Sunlight Sensitivity; see the Monster Manual ) arise in unoccupied spaces within 15 feet of it. The specters act right after the collector on the same initiative count and fight until they’re destroyed. They disappear when the collector is destroyed.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cadaver Collector","description":"Ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called on by a necromancer to bolster the ranks of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home. A cadaver collector responds to a summons from a mortal only if it is called to the scene of a great battle—either where one is in progress, where one is imminent, or where one once took place. The collector encases itself in the armor and weapons of fallen warriors, and it impales the corpses of those warriors on the lances and other weapons embedded in the collector’s salvaged armor. Corpses that accumulate on a cadaver collector’s shell aren’t just grisly trophies; a cadaver collector can summon the spirits of these cadavers to battle against its enemies. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given enough time. Traits Magic Resistance. The collector has advantage on saving throws against spells and other magical effects. Actions Multiattack. The collector makes two Slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage. Paralyzing Breath (Recharge 5–6). The collector releases paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or have the paralyzed condition for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. Bonus Actions Summon Specters (Recharges after a Short or Long Rest). The collector calls upon the spirits of those it has slain; 1d4 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the collector. The specters act after the collector on the same initiative count and fight until they’re destroyed. They disappear when the collector is destroyed.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Typically Lawful Evil","Expansion":30583,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Cadaver Sprite","description":"The ground seems to crawl with tiny skeletal humanoids. Red pinpricks of baleful light emanate from empty eye sockets. The creatures have bony wings and tiny, vicious-looking teeth. Punished Fey. Cadaver sprites are the skeletal remains of sprites that have failed the fey courts. Some of them befriended non-fey and left the forest, others were simply too lazy to complete their duties, and many more were punished for dozens of other reasons. Whatever the case, the fey lords and ladies corrupt the bodies of the sprites so they can accomplish in death what they failed to do in life. As part of this corruption, the sprites’ wings are reduced to bones, which removes their freedom to fly and forces them to stick to bushes and foliage. They typically band together and assault their opponents in large groups. Retain Elements of Individuality. Unlike many forms of simple undead, cadaver sprites retain memories of their lives. These memories serve as a constant reminder of their failures. Those who associated with them in life consider them cursed or no longer recognize them. This inability to connect with those they once knew, combined with the compulsion to protect the forest and continue their previous duties, drives many cadaver sprites to madness. Deathspeakers. For reasons known only to the sprites and the fey lords and ladies that created them, cadaver sprites are often found in areas occupied by deathspeakers . Scholars speculate that they are naturally drawn together because of their penchant for trickery or because they recognize each other from their previous lives, but none know for sure. Undead Nature. The cadaver sprite doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Caddos Birdes","description":"These miniature horses dwell in forests and scrub brush hills, with their unusual coats of dappled shades of green making them hard to spot by predators. A caddos birdes is around 2-3 feet high at the shoulder, with a long frond-like tail of mossy green hair. Some claim that caddos birdes are magical fey creatures, but despite their appearance they are entirely natural. Some tiny fey have been known to train and ride them, though on their own they are relatively docile and skittish.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":1.8},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Cager","description":"Lurking in the darkness of dead ends, remote train stations, sewage tunnels, and the wilderness of Tolia, the cager is a dangerous creature with an endless bloodlust. They are silent creatures that prefer to live alone. Despite their size, they are very stealthy creatures, and they can easily escape and hide from the guards of the cities. Despite the ongoing decades-long research about their true nature, no one knows the exact reason or source of their existence. Many have suggested that they are undead who have come back from the dead through the sheer power of their formidable nature. Once torturers, serial killers, and criminals, they now continue their crimes as cagers. A cager is a highly wild and dangerous hunter who enjoys feeding on warm organs and spending time in the gory scene of their crimes. A cager’s favorite method of killing is using its sharpened and elongated ribs to “cage” and squeeze its victim to death, as it crushes the victims’ internal organs, which explode all over their cage.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":24099,"Challenge Rating":8},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Caipora","description":"The caipora is a small Fey native to dense forests and jungles, and known for its mischievous nature and uncanny ability to blend into its surroundings. Standing only 2 to 3 feet tall, the caipora resembles a diminutive humanoid with greenish-brown skin covered in leaf-like patterns, aiding its incredible camouflage. It has large, curious eyes and a playful grin, which hints at its fondness for pranks and trickery. Jungle Ambusher Armed with a blowgun and poison darts, the caipora is a fierce protector of its woodland home, targeting those who would despoil or exploit the natural world. The creature’s magical laughter is infectious, causing all who hear it to erupt into uncontrollable giggles, leaving them vulnerable to its attacks. In the realm of the Fey, the caipora is a skilled hunter and gatherer, using its agility and stealth to outwit both prey and predators. The caipora also carries a vine spear, that sprouts vines around whatever creature it hits. Despite its mischievous streak, a caipora can be a valuable ally to those who respect the natural order and seek to preserve nature’s balance.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"Chaotic Good","Expansion":25354,"Challenge Rating":1},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Cairn Linnorm","description":"Linnorm The powerful, serpentine beings known as linnorms might be related distantly to the more well-known dragons, but their draconic physiologies are where any such similarities end. Whereas true dragons boast incredible intellectual capabilities and far-reaching plans, linnorms are driven only by their insatiable hunger and desire to inflict cruelty on others. Linnorms are exceptionally difficult to outwit due to their strong wills, and it’s not wise to try bargaining with them—when faced with one of these legendary beasts, one’s best option is flight, pure and simple. Failing that, a noble death remains a viable back-up plan. Cairn Linnorm Cairn linnorms are disturbing, even by linnorm standards. Pallid in coloration, they make their homes in necropolises, burial grounds, and the sites of gory battles. Traits Creature of Primal Magic. The cairn linnorm is constantly under the effects of freedom of movement. Curse of the Crooked Cane. A creature that slays a cairn linnorm must make a DC 20 Wisdom saving throw or become cursed with one level of exhaustion, or two if the creature fails by 5 or more on the saving throw. This exhaustion can be removed only after the curse ends. Also, while cursed, the creature ages at a rate of 1 year per day. Draconic Nature. The cairn linnorm does not age, and magic can’t put the linnorm to sleep. Legendary Resistance (3/Day). If the cairn linnorm fails a saving throw, it can choose to succeed instead. Magic Resistance. The cairn linnorm has advantage on saving throws against spells and other magical effects. Regeneration. The cairn linnorm regains 15 hit points at the start of its turn. If the cairn linnorm takes fire damage, this trait doesn’t function at the start of its next turn. The cairn linnorm dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The cairn linnorm makes four attacks: two with its claws, one with its bite, and one with its tail. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) piercing damage plus 7 (2d6) acid damage. Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 15 (3d4+8) piercing damage. Breath Weapon (Recharge 5–6). The cairn linnorm exhales eldritch acid in a 60-foot cone. Each creature in that area must make a DC 20 saving throw, taking 66 (19d6) acid damage on a failed save, or half as much on a successful one. Legendary Actions The cairn linnorm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The linnorm regains spent legendary actions at the start of its turn. Detect. The linnorm makes a Wisdom (Perception) check. Tail Attack. The linnorm makes a tail attack. Stoke the Fires (Costs 2 Actions). The linnorm focuses its internal acid gland, allowing it to roll immediately to recharge its breath weapon.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":18},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Cairnwight","description":"Stone giants believe the god Skoraeus Stonebones inspires artists to create their finest stone carvings. Sometimes a giant pursues this divine inspiration to the exclusion of all other tasks, retreating into a spacious cavern and blocking out all distractions. Creating a masterwork can become such a driving obsession that death can’t stop it: a giant who dies while creating art might rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian. A cairnwight looks much like an emaciated stone giant. Its form is caked with lichens and mineral deposits, which help it blend with its cavern tomb. Should a creature attempt to interfere with the completion of the cairnwight’s project, damage the art, or steal from the cairnwight, the giant petrifies the creature, places the resulting statue outside as a warning, then reseals its cavern vault. Actions Multiattack. The cairnwight makes two Slam attacks or two Rock attacks, and it uses its Petrifying Touch if available. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or have the prone condition. Petrifying Touch (Recharge 5-6). The cairnwight touches one creature it can see within 10 feet of itself. The target must succeed on a DC 17 Constitution saving throw or take 26 (4d12) force damage and have the restrained condition as it begins to turn to stone. The affected target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target has the petrified condition instead of the restrained condition.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral","Expansion":24749,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Caithas","description":"Born from a deal with a devil, Caithas’s mother hid him from the militantly devout people of his small hometown. The tiefling lived under the floors of his mother’s house, nurturing his creativity and filling those dark spaces with drawings of what he imagined the world looked like. Then, at the age of eleven, he was discovered. The pre­judiced people of the town chased Caithas into the wilds, where he nearly starved before learning to forage. During those dark months, Qazyldrath spoke to him in dreams. The gloom dragon taught him not only to hunt and survive, but to thrive. As Caithas grew, he became a keen hunter, and the mysterious dragon in his dreams was his sole friend. Caithas was the first cultist Aronar and Athmia welcomed into the fold. While Caithas lacks the depth of the others’ cruelty and ambitions, Qazyldrath has spent a lifetime filling his head with dreams of a beautiful, shadowed world, and his loyalty to the dragon runs deep. Caithas often falls into wry humor that turns to mockery, a reflection of his deep distrust of mortalkind. He watches his back, even around the other cultists, and trusts only Qazyldrath with his safety. Traits Forest Defense. When Caithas is in forest terrain and is targeted by a ranged attack by an attacker he can see, the attack has disadvantage. Actions Multiattack. Caithas makes three Scimitar or three Scaled Longbow attacks. Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Scaled Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 12 (1d8 + 8) piercing damage plus 7 (2d6) necrotic damage. If the target is a creature who hasn’t attacked Caithas since the end of his last turn, he has advantage on the attack roll. Manifestation (Recharge 5 – 6 ). Caithas calls on his connection with Qazyldrath, and the dragon manifests in Caithas’s space and exhales dark energy in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 18 (4d8) acid damage plus 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, that area is filled with magical darkness for 1 minute. A creature with darkvision can’t see through this darkness, and supernatural light can’t illuminate it. The manifestation of Qazyldrath then disappears. Bonus Actions Gaze of the Decay ( 1 /Day). Caithas chooses a creature he can see within 60 feet of him, magically marking them for 24 hours. While Caithas and the marked creature are on the same plane of existence, he always knows the distance and direction to them. Additionally, a marked creature can’t hide from him, and if the marked creature becomes invisible, they gain no benefit from that condition against Caithas.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Tiefling)","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Caladrius","description":"Caladrii are benevolent and wise Celestial birds with an innate ability to heal and cure ailments. Legend has it that they can form bonds with ambitious yet kind-hearted humanoids, such as devoted paladins, powerful priests, or benevolent rulers. When they do, they dedicate themselves to guiding their charge on a path of light throughout its lifespan. While caladrii mostly roam in the Upper Planes, they are sometimes sent to the Mortal World to seek out mortal charges, and are wont to show up in a moment of crisis. I normally don’t have many nice things to say about celestial creatures, but the caladrius is an exception to that rule. Magnificently beautiful, pure-hearted to a fault, and really handy to have nearby when you’re down on your luck. – the Heretic","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Chaotic Good","Expansion":25354,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Caldera Kite","description":"The long-bodied insect floats over the gurgling volcano and along the lava's path. As it flies, it extends a proboscis to gobble up creatures fleeing the molten rock or stranded by it. Caldera kites are giant, sky-bound insectoids that soar on updrafts emitted from volcanic activity, and they scavenge their territories for prey with their long proboscides. Due to its slow, meandering nature, airborne soot and toxic particles adhere to its body and wings, released from the minerals and natural gasses that burn up beneath it. Caldera kites lack feet and have adapted by developing internal air bladders that collect and maintain lighter-than-air gasses. Noxious Predators. Caldera kites are scavengers by preference, trolling the edges of the superheated landscapes they reside in for vegetation, dead or dying creatures, or scraps left behind by wayward explorers. But when the opportunity presents itself for a live meal, such as an unaware straggler in a mountain expedition, caldera kites eagerly swoop in for a bite. The toxic dust cloud that pervades the air around them obscures their approach, and they can further agitate the cloud and mix in some of their trapped gases to create a haze that withers everything it touches. Once prey has been thoroughly poisoned, a caldera kite aims to suck up the creature in its large proboscis and carry the victim off to the safety of the skies where it can enjoy its meal. Firesight. The caldera kite can see through areas obscured by fire, smoke, and fog without penalty. Flyby. The caldera kite doesn't provoke opportunity attacks when it flies out of an enemy's reach. Sulfuric Haze. A glittering haze emanates from the caldera kite within 10 feet of it. The haze moves with the caldera kite, lightly obscuring the area. If dispersed by a wind of moderate or greater speed (at least 10 miles per hour), the haze reappears at the start of the caldera kite's next turn. When a creature enters the haze's area for the first time on a turn or starts its turn there, that creature must make a DC 14 Constitution saving throw. On a failure, a creature takes 7 (2d6) poison damage and is poisoned until the end of its next turn. On a success, a creature takes half the damage and isn't poisoned. If a creature's saving throw is successful, it is immune to the Sulphuric Haze of all caldera kites for 1 minute. Actions Multiattack. The caldera kite makes two Wings attacks or one Wings attack and one Proboscis attack. Proboscis. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target is grappled (escape DC 17) if it is a Medium or smaller creature and the caldera kite doesn't have another creature grappled. Until this grapple ends, the creature is restrained, the caldera kite can automatically hit the target with its Proboscis, and the caldera kite can't make Proboscis attacks against other targets. Wings. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and 7 (2d6) poison damage. Dust Cloud (Recharge 4-6). The caldera kite thrashes its body and releases stored toxic gases. Each creature within 20 feet of the caldera kite must make a DC 14 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw can't speak and is suffocating until it is no longer within 20 feet of the caldera kite.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Caller in Darkness","description":"A caller in darkness grows from the psychic remains of a creature with psychic sensitivity that died a violent death, its restless spirit compelled to visit upon others the horrors that it suffered before dying. As more and more minds are absorbed, it grows, and the original spirit is lost in the swirling mass of hatred, confusion, and despair. 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She had spent years studying at the Academy Arcana before becoming a professor there herself. After giving birth to her daughter, Elpha, she retired from her position at the academy and opened up Calypso’s Curiosities and Magical Emporium. Elpha’s father is no longer in the picture (“Leave it to that fool conjurer to pop out to the Feywild for a bag of pixie dust and never return!” as Calypso would often remark to Elpha – before she became a cat, that is). As the daughter of two competent wizards, Elpha was trained in the arcane arts from an early age. She has become a skilled evoker, although seemingly never good enough to meet her mother’s high standards. Elpha’s life hasn’t become easier since Calypso’s transformation, as her mother is never too far away to comment (“meow–meeeeow–meeeeeooow!”). Despite constant castings of prestidigitation , Elpha always has a little cat fur on her somewhere. Roleplaying Calypso & Elpha Although she is trapped in a cat’s form after an embarrassing magical mishap, Calypso hasn’t forgotten who she used to be. She saunters around the shop with imperious arrogance, meowing disapprovingly at customers who disparage her inventory, and swiping away customers’ hands if they touch something they’re not supposed to. Over the years, Calypso has adopted several cat-like traits. She spends most of the day sleeping on the countertop, only rousing to glance lazily when customers enter. She’s also picked up some of a cat’s careless curiosity. When a customer brings in something to sell, she may get the urge to see what happens if she knocks it off the countertop. Elpha is friendly and welcoming, but also somewhat anxious. She wears an amulet around her neck that allows her to understand her mother’s “words.” This often makes her seem to behave erratically; springing up to take an object out of a customer’s hands, grimacing in second-hand embarrassment, or shaking her head in objection, as if refusing an unspoken command. During business dealings, customers may notice Elpha constantly glancing at the cat as though looking for approval. While Elpha and Calypso have both grown accustomed to Calypso being a cat, the old matriarch would still prefer to end her magical transformation. So far, all attempts to revert the magic has failed and Calypso has all but given up hope. Even so, if Calypso believes a character powerful would be enough to help her – such as by casting a true polymorph or wish spell – she will pay almost any price to secure their aid.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Neutral","Expansion":27826,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Calypta","description":"This creature appears in the From the Forest They Fled adventure! Traits Innate Spellcasting. Calypta's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Calypta can innately cast the following spells, requiring no material components: At will: druidcraft, produce flame 3/day each: entangle, goodberry, create or destroy water 1/day each: barkskin, pass without trace Magic Resistance. Calypta has advantage on Saving Throws against Spells and other magical effects. Nimble Escape. Calypta can take the Disengage or Hide action as a bonus action on each of her turns. Speak with Beasts and Plants. Calypta can communicate with Beasts and Plants as if they shared a language. Tree Stride. Once on her turn, Calypta can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger. Actions Fey Charm. Calypta targets one humanoid or beast that she can see within 30 feet of her. If the target can see Calypta, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards Calypta as a trusted friend to be heeded and protected. Although the target isn't under Calypta's control, it takes Calypta's requests or actions in the most favorable way it can. Each time Calypta or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Calypta dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to Calypta's Fey Charm for the next 24 hours. Calypta can have no more than one humanoid and up to three beasts charmed at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral good","Expansion":20627,"Challenge Rating":1},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Camazotz","description":"The camazotz is a demon that resembles a giant-sized feral humanoid with vampire batlike features - oversized ears, fanged mouth, arms and legs that end in talon-like claws, and powerful wings spreading from its back. It has an affinity for bats and werebats and often has these in as minions. The camazotz patrols the skies of the Abyss, serving as scouts for more powerful demons and demon lords. If left on its own, the camazotz only lives to destroy and consume, hunting weaker demons if it can't find other more interesting prey. True Camazotz. Camazotz was said to have been a bloodthirsty chieftain who enjoyed sacrificing his captured enemies to his gods. This included a monstrous ritual of him wearing ceremonial armor that made him resemble a giant bat and would drink the blood of his dying victims before ripping their heads off with his bare hands. When he could no longer find foes to sacrifice, he would secretly have his people captured and sacrificed. Eventually, his evil deeds were discovered and after a vicious revolt that him mortally wounded, Camazotz prayed to his many gods for mercy. A demon prince answered, and in return for Camazotz's soul and eternal servitude, he would be able to continue what he enjoyed doing the most - killing. Camazotz agreed and as soon as his soul reached the Abyss, he was transformed into the first true demon of his kind and now serves as a general for the demon prince. Since then, many others who shared the same despicable taste for blood and sacrifice have become camazotz demons. Traits Fell Swoop. If the camazotz is flying and dives at least 30 feet toward a target and then hits with a Claw and has advantage on the attack, the attack deals an extra 10 (3d6) damage to the target. If this attack reduces the target to 0 hit points, the target dies and its head is dismembered. Magic Resistance. The camazotz has advantage on saving throws against spells and other magical effects. Sunlight Hypersensitivity. While in sunlight, the camazotz has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The camazotz makes one Bite attack and two Claw attacks. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the camazotz regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Sonic Screech (Recharge 6). The camazotz emits a deadly screech. Each creature within 30 feet of it that can hear it and that isn't a bat or demon must succeed on a DC 16 Constitution saving throw. On a failure, a creature takes 27 (6d8) thunder damage, is deafened for 1 minute, and is stunned until the end of the camazot's next turn. On a success, a creature takes half as much damage and isn't deafened or stunned. Summon Bats (1/Day). The camazots summons 1d4 + 1 giant bats or swarm of bats . The bats appear in unoccupied spaces within 30 feet of it. The bats act right after the camazotz on the same initiative count and fight until they’re destroyed. They disappear when the camazotz is destroyed.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Cambion","description":"\"They crawl from their mothers’ wombs to spread corruption throughout the multiverse. What’s not to love?\" —Baba Yaga A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it. Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion carries only as much authority as it can muster through sheer strength and force of will. Spawn of Graz’zt. The demon lord Graz’zt is fond of procreating with humanoids who have made pacts with fiends, and he has sired many cambions who help him sow chaos across the multiverse. These cambions are characterized by charcoal-black skin, cloven hooves, six-fingered hands, and unearthly beauty. Traits Fiendish Blessing : The AC of the cambion includes its Charisma bonus. Innate Spellcasting : The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: • 3/day each: alter self , command , detect magic • 1/day: plane shift (self only) Actions Multiattack : The cambion makes two melee attacks or uses its Fire Ray twice. Spear (Melee; One-Handed) : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Melee; Two-Handed) : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged) : Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray : Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 10 (3d6) fire damage. Fiendish Charm : One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Source":"MM1","Alignment":"any evil alignment","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Cambion Gladiator","description":"The cambion gladiator is a ruthless, highly-skilled warrior who lives for battle and entertains thousands of spectators in legendary blood-soaked arenas for the glory of its father, Graz'zt the Dark Prince. Deadly Arsenal. In combat, the crafty cambion gladiator will catch its opponents with its weighted net, hindering them momentarily for it to close in and stab them with their venomous stingers. Once a foe is weakened by the poison, the cambion finishes the match by crushing its skull with its vicious warhammer. If outnumbered, the cambion will utilize its fiendish charm to divide its enemies. Traits Brave. The cambion has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the cambion hits with it (included in the attack). Fiendish Blessing. The AC of the cambion includes its Charisma bonus (included in the AC). Actions Multiattack. The cambion makes three melee attacks: two with its Warhammer and one with its Sting; or uses its Fire Ray twice. Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, or 16 (2d10 + 5) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 9 (2d4 + 4) piercing damage. The target must succeed on a DC 15 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours. Weighted Net. Ranged Weapon Attack: +7 to hit, ranged 20/60 ft., one Small or Medium creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 15 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 10 slashing damage to the net (AC 12) destroys the net and frees the target. Spellcasting. The cambion casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): 3/day each: alter self, command, detect magic 1/day: plane shift (self only)","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"typically any Evil alignment","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Cambion Hell Knight","description":"Hell Knights are half-devil anti-paladins. They are fearless and cruel and often serve as commanders of a devil army. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 10 (3d6) fire damage. Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours. Spellcasting. The cambion casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): 3/day each: alter self, command, detect magic 1/day each: dispel magic, plane shift (self only) Dreadful Aspect (Recharges after a Short or Long Rest). The cambion exudes magical menace. Each enemy within 30 feet of the cambion must succeed on a DC 15 Wisdom saving throw or be frightened for l minute. If a frightened target ends its turn more than 30 feet away from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. Bonus Actions Hellfire Smite (Recharge 5–6). The cambion deals an extra 4 (1d8) fire damage and 4 (1d8) necrotic damage when it hits a target with its Greatsword attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Cambion Trickster","description":"Some cambions prefer the more subtle tactics of manipulation to toy with and torment their enemies. These are the cambions who take the path of the arcane trickster. Traits Evasion. If the cambion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the cambion instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Sneak Attack (1/Turn). The cambion deals an extra 24 (7d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the cambion that isn't incapacitated and the cambion doesn't have disadvantage on the attack roll. Actions Multiattack. The cambion makes two melee attacks or uses its Befuddling Bolt twice. Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) fire damage. Befuddling Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 10 (3d6 + 3) psychic damage and the target has disadvantage to Intelligence, Wisdom, and Charisma saving throws and can't use reactions until the end of the cambion's next turn. Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours. Spellcasting. The cambion casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: mage hand, minor illusion, mind sliver (2d6), poison spray (2d12) 3/day each: alter self, command, detect magic 1/day each: fear, fireball, hold person, invisibility, mirror image, plane shift (self only), silent image, shadow blade, Tasha's hideous laughter Bonus Actions Distracting Hand . While the cambion has the mage hand spell active, it designates a creature within 5 feet of the spectral hand. The cambion has advantage on its attack rolls against that creature until the end of the turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Cambion Warlock","description":"These cambions are warlocks that have made a pact with their parents, taking full advantage of their bloodline. Their lust for power and knowledge is unparalleled. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Dark One's Own Luck (Recharges after a Short or Long Rest). When the cambion makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 10 (3d6) fire damage. Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours. Spellcasting. The cambion casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: eldritch blast (3 beams, 1d10 + 4), levitate (self only), mage armor (self only) mage hand, minor illusion, speak with the dead 3/day: alter self, banishment, command, detect magic, fireball, flame strike, mirror image, scrying (as an action), wall of fire 1/day each: feeblemind, finger of death, plane shift (self only)","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Cambium","description":"Unfolding impossibly from beneath voluminous robes, this creature’s pockmarked, spindly arms end in clusters of narrow spikes. Its long, hollow, needle-like fingers and its many-jointed arms move with surprising speed and strength for such an emaciated creature. Hunched and Robed. The cambium skulks through mortal society, hunched and contorted, concealing its nine-foot height and its supernumerary arms. Devours Bodily Humors. The source of a cambium’s interest lies in every mortal body: the four humors, which it drains in precise amounts, sometimes to fix its own imbalances, sometimes to concoct serums meant for sale in hellish markets. Its victims are left in a desperate state, eager for a corrective fix and willing to obey the cambium’s every whim as servants and toadies. Abandons Victims. After a sufficient crop has been harvested, the cambium abandons these addicts to die slowly from violent withdrawals, and allows the local population to lie fallow for a decade or so.. Traits Innate Spellcasting: The cambium’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The cambium can innately cast the following spells, requiring no material components: Constant: levitate At will: alter self, detect thoughts, hold person, plane shift, spare the dying 3/day: cure wounds 21 (4d8 + 3), ray of sickness 18 (4d8), protection from poison, heal 1/day: finger of death Actions Multiattack: The cambium makes four needle fingers attacks. Needle Fingers: Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage. The target must make a DC 19 Constitution saving throw; if it fails, the cambium can either inflict Ability Damage or Imbalance Humors. A target makes this saving throw just once per turn, even if struck by more than one needle fingers attack. Ability Damage (3/Day): When the target of the cambium’s needle fingers fails its Constitution saving throw, one of its ability scores (cambium’s choice) is reduced by 1d4 until it finishes a long rest. If this reduces a score to 0, the creature is unconscious until it regains at least one point. Imbalance Humors (3/Day): When the target of the cambium’s needle fingers fails its Constitution saving throw, apply one of the following effects: Sanguine Flux: The target cannot be healed—naturally or magically—until after their next long rest. Choleric Flux: The target becomes confused (as the spell) for 3d6 rounds. The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends. Melancholic Flux: The target is incapacitated for 1d4 rounds and slowed (as the spell) for 3d6 rounds. The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends. Phlegmatic Flux: A successful DC 18 Constitution saving throw negates this effect. A failed saving throw means the target gains one level of exhaustion which lasts for 3d6 rounds. ","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Camel","description":"Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Camel","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage .","properties":{"Category":"Monsters","AC":9,"HP":"15 (2d10+4)","CHA":5,"CON":14,"DEX":8,"INT":2,"STR":16,"WIS":8,"Size":"Large","Type":"beast","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390059080/Chy-6o02knyGNLnWCUkkPQ/original.png","Roll 0":"Bite\n1d20 + 5\n1d4","Source":"5th Edition SRD","data-XP":25,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":"+2","data-DEX-mod":"-1","data-INT-mod":"-4","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"-1","Challenge Rating":"1/8","Passive Perception":9,"data-CrNum":0.125,"data-AcNum":9,"data-HpNum":15},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Camel","description":"Traits Beast of Burden. The camel is considered to be one size larger for the purpose of determining their carrying capacity. Desert Dweller. The camel ignores difficult terrain created by dirt or sand. They can tolerate temperatures as high as 120° Fahrenheit. Metabolic Reserves. The camel can go without water for up to 7 days, and without food for up to 90 days. Stubborn. The camel has advantage on saving throws made to avoid or end the charmed, frightened, or prone condition on themself. Actions Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone. Bonus Actions Bilious Spit (Recharge 5–6). The camel vomits bile onto a creature they can see within 10 feet of them. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). If the target fails the save by 5 or more, they are also blinded while poisoned in this way.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Camel","description":"Traits Beast of Burden. The camel is considered to be one size larger for the purpose of determining their carrying capacity. Desert Dweller. The camel ignores difficult terrain created by dirt or sand. They can tolerate temperatures as high as 120° Fahrenheit. Metabolic Reserves. The camel can go without water for up to 7 days, and without food for up to 90 days. Stubborn. The camel has advantage on saving throws made to avoid or end the charmed, frightened, or prone condition on themself. Actions Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone. Bonus Actions Bilious Spit (Recharge 5 – 6 ). The camel vomits bile onto a creature they can see within 10 feet of them. The target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). If the target fails the save by 5 or more, they are also blinded while poisoned in this way.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Camel","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Camel","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.","properties":{"Category":"Monsters","AC":10,"HP":"17 (2d10 + 6)","PB":2,"CHA":5,"CON":17,"DEX":8,"INT":2,"STR":15,"WIS":11,"Size":"Large","Type":"Beast","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406406936/XvSg9KO3Vx6cot_IODbOZQ/original.png","Senses":"Darkvision 60 ft.","data-XP":25,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":3,"data-DEX-mod":"-1","data-INT-mod":"-4","data-STR-mod":2,"data-SizeNum":5,"data-WIS-mod":0,"Saving Throws":"Str +2, Dex -1, Con +5, Int -4, Wis +0, Cha -3","Challenge Rating":"1/8","Passive Perception":10,"data-CrNum":0.125,"data-AcNum":10,"data-HpNum":17},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Camel Companion (PB 2)","description":"Traits Beast of Burden. The camel is considered to be one size larger for the purpose of determining their carrying capacity. Desert Dweller. The camel ignores difficult terrain created by dirt or sand. They can tolerate temperatures as high as 120° Fahrenheit. Metabolic Reserves. The camel can go without water for up to 7 days, and without food for up to 90 days. Stubborn. The camel has advantage on saving throws made to avoid or end the charmed, frightened, or prone condition on themself. Tall and Narrow. If the camel’s caregiver is Medium or smaller, the caregiver can occupy the camel’s space and vice versa, and it doesn’t count as difficult terrain for them. Actions Signature Attack (Bite or Kick). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or bludgeoning damage (Kick). 1st Level: Bilious Spit (2 Ferocity). The camel spits at a creature they can see within 10 feet of them. The target must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the camel’s next turn. 3rd Level: Punishing Shake (5 Ferocity). The camel moves up to their speed and makes a signature Bite attack against one target. If the attack hits and the target is Medium or smaller, the camel also shakes and flings them up to 10 feet away horizontally. If the target hits a solid surface, they are knocked prone and take an extra PB bludgeoning damage. 5th Level: Trample (8 Ferocity). The camel moves up to their speed. During this move, they can move through other creature’s spaces. Each Large or smaller creature whose space the camel passes through must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Reactions Ungulate Urgency. If the camel’s caretaker falls prone and the camel can see them, the camel moves up to their speed toward their caregiver. If they end this movement in the same space as their caregiver, attacks against the caregiver have disadvantage until either the caregiver is no longer prone, the caregiver is no longer in the same space as the camel, or the start of the camel’s next turn, whichever comes first.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Camel Companion (PB 3)","description":"Traits Beast of Burden. The camel is considered to be one size larger for the purpose of determining their carrying capacity. Desert Dweller. The camel ignores difficult terrain created by dirt or sand. They can tolerate temperatures as high as 120° Fahrenheit. Metabolic Reserves. The camel can go without water for up to 7 days, and without food for up to 90 days. Stubborn. The camel has advantage on saving throws made to avoid or end the charmed, frightened, or prone condition on themself. Tall and Narrow. If the camel’s caregiver is Medium or smaller, the caregiver can occupy the camel’s space and vice versa, and it doesn’t count as difficult terrain for them. Actions Signature Attack (Bite or Kick). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or bludgeoning damage (Kick). 1st Level: Bilious Spit (2 Ferocity). The camel spits at a creature they can see within 10 feet of them. The target must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the camel’s next turn. 3rd Level: Punishing Shake (5 Ferocity). The camel moves up to their speed and makes a signature Bite attack against one target. If the attack hits and the target is Medium or smaller, the camel also shakes and flings them up to 10 feet away horizontally. If the target hits a solid surface, they are knocked prone and take an extra PB bludgeoning damage. 5th Level: Trample (8 Ferocity). The camel moves up to their speed. During this move, they can move through other creature’s spaces. Each Large or smaller creature whose space the camel passes through must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Reactions Ungulate Urgency. If the camel’s caretaker falls prone and the camel can see them, the camel moves up to their speed toward their caregiver. If they end this movement in the same space as their caregiver, attacks against the caregiver have disadvantage until either the caregiver is no longer prone, the caregiver is no longer in the same space as the camel, or the start of the camel’s next turn, whichever comes first.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Camel Companion (PB 4)","description":"Traits Beast of Burden. The camel is considered to be one size larger for the purpose of determining their carrying capacity. Desert Dweller. The camel ignores difficult terrain created by dirt or sand. They can tolerate temperatures as high as 120° Fahrenheit. Metabolic Reserves. The camel can go without water for up to 7 days, and without food for up to 90 days. Stubborn. The camel has advantage on saving throws made to avoid or end the charmed, frightened, or prone condition on themself. Tall and Narrow. If the camel’s caregiver is Medium or smaller, the caregiver can occupy the camel’s space and vice versa, and it doesn’t count as difficult terrain for them. Actions Signature Attack (Bite or Kick). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or bludgeoning damage (Kick). 1st Level: Bilious Spit (2 Ferocity). The camel spits at a creature they can see within 10 feet of them. The target must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the camel’s next turn. 3rd Level: Punishing Shake (5 Ferocity). The camel moves up to their speed and makes a signature Bite attack against one target. If the attack hits and the target is Medium or smaller, the camel also shakes and flings them up to 10 feet away horizontally. If the target hits a solid surface, they are knocked prone and take an extra PB bludgeoning damage. 5th Level: Trample (8 Ferocity). The camel moves up to their speed. During this move, they can move through other creature’s spaces. Each Large or smaller creature whose space the camel passes through must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Reactions Ungulate Urgency. If the camel’s caretaker falls prone and the camel can see them, the camel moves up to their speed toward their caregiver. If they end this movement in the same space as their caregiver, attacks against the caregiver have disadvantage until either the caregiver is no longer prone, the caregiver is no longer in the same space as the camel, or the start of the camel’s next turn, whichever comes first.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Camel Companion (PB 5)","description":"Traits Beast of Burden. The camel is considered to be one size larger for the purpose of determining their carrying capacity. Desert Dweller. The camel ignores difficult terrain created by dirt or sand. They can tolerate temperatures as high as 120° Fahrenheit. Metabolic Reserves. The camel can go without water for up to 7 days, and without food for up to 90 days. Stubborn. The camel has advantage on saving throws made to avoid or end the charmed, frightened, or prone condition on themself. Tall and Narrow. If the camel’s caregiver is Medium or smaller, the caregiver can occupy the camel’s space and vice versa, and it doesn’t count as difficult terrain for them. Actions Signature Attack (Bite or Kick). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or bludgeoning damage (Kick). 1st Level: Bilious Spit (2 Ferocity). The camel spits at a creature they can see within 10 feet of them. The target must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the camel’s next turn. 3rd Level: Punishing Shake (5 Ferocity). The camel moves up to their speed and makes a signature Bite attack against one target. If the attack hits and the target is Medium or smaller, the camel also shakes and flings them up to 10 feet away horizontally. If the target hits a solid surface, they are knocked prone and take an extra PB bludgeoning damage. 5th Level: Trample (8 Ferocity). The camel moves up to their speed. During this move, they can move through other creature’s spaces. Each Large or smaller creature whose space the camel passes through must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Reactions Ungulate Urgency. If the camel’s caretaker falls prone and the camel can see them, the camel moves up to their speed toward their caregiver. If they end this movement in the same space as their caregiver, attacks against the caregiver have disadvantage until either the caregiver is no longer prone, the caregiver is no longer in the same space as the camel, or the start of the camel’s next turn, whichever comes first.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Camel Companion (PB 6)","description":"Traits Beast of Burden. The camel is considered to be one size larger for the purpose of determining their carrying capacity. Desert Dweller. The camel ignores difficult terrain created by dirt or sand. They can tolerate temperatures as high as 120° Fahrenheit. Metabolic Reserves. The camel can go without water for up to 7 days, and without food for up to 90 days. Stubborn. The camel has advantage on saving throws made to avoid or end the charmed, frightened, or prone condition on themself. Tall and Narrow. If the camel’s caregiver is Medium or smaller, the caregiver can occupy the camel’s space and vice versa, and it doesn’t count as difficult terrain for them. Actions Signature Attack (Bite or Kick). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or bludgeoning damage (Kick). 1st Level: Bilious Spit (2 Ferocity). The camel spits at a creature they can see within 10 feet of them. The target must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the camel’s next turn. 3rd Level: Punishing Shake (5 Ferocity). The camel moves up to their speed and makes a signature Bite attack against one target. If the attack hits and the target is Medium or smaller, the camel also shakes and flings them up to 10 feet away horizontally. If the target hits a solid surface, they are knocked prone and take an extra PB bludgeoning damage. 5th Level: Trample (8 Ferocity). The camel moves up to their speed. During this move, they can move through other creature’s spaces. Each Large or smaller creature whose space the camel passes through must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Reactions Ungulate Urgency. If the camel’s caretaker falls prone and the camel can see them, the camel moves up to their speed toward their caregiver. If they end this movement in the same space as their caregiver, attacks against the caregiver have disadvantage until either the caregiver is no longer prone, the caregiver is no longer in the same space as the camel, or the start of the camel’s next turn, whichever comes first.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Camlash","description":"Lolth isn’t present in Pandesmos; she has given command of her legions to Camlash. The balor general specializes in leading campaigns with troops of loyal driders and mutated arachnids. For this battle, adherents of Lolth have joined Camlash’s forces, despite the usual animosity between driders and people. All fight together in Lolth’s name. Camlash doesn’t enjoy fighting in Pandesmos. The wind muffles shouted commands and shreds war-banners, and troops exposed to the wind for too long become slow and erratic. Without the tower’s protection, Camlash’s forces are exposed to assault from Miska’s flying demons and the effects of Pandemonium’s winds. The tower remains stable for now, but the webs are a weak spot the characters and the opposing army could exploit. Traits Death Throes. Camlash explodes when reduced to 0 hit points, and each creature within 30 feet of Camlash must make a DC 21 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried. Magic Resistance. Camlash has advantage on saving throws against spells and other magical effects. Spider Aura. Camlash is surrounded by tiny, biting spiders that magically appear and disappear from moment to moment. At the start of each of Camlash’s turns, each creature within 10 feet of Camlash takes 10 (3d6) poison damage and must succeed on a DC 21 Constitution saving throw or have the paralyzed condition until the start of Camlash’s next turn. Actions Multiattack. Camlash makes one Flaming Whip attack and one Lightning Blade attack. Camlash can replace one of these attacks with Teleport. Flaming Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 25 (5d6 + 8) fire damage, and if the target is a creature, it must succeed on a DC 21 Strength saving throw or be pulled up to 25 feet toward Camlash. Lightning Blade. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. Teleport. Camlash magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":30583,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Campestri","description":"Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will happily sing along, each in an obnoxiously nasal falsetto, as they dance and caper around whoever is making the music. Campestris can easily imitate lyrics and music. After a campestri has practiced a song or a piece of music three or four times, the creature remembers it forever. Campestris vary widely in color, from white to tan to dark brown, but they always have red or purple caps and speckles. A campestri moves by manipulating the mycelium that grows out of the base of its stem and supports it. The mushroom creatures eat salty soil, filter out the salt, and excrete a slippery paste of purified soil (stripped of things nourishing to fungi, of course). Eating salt is also a defense mechanism, because it makes the campestris taste salty and thus unpleasant to most creatures, though bullywugs consider them a delicacy. Traits Mimicry. The campestri can mimic any voice or song it has heard, albeit in a nasal falsetto. Actions Head Butt. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit : 1 bludgeoning damage. Spores (1/Day). A 5-foot radius of spores extends from the campestri. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant","Alignment":"unaligned","Expansion":11857,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Canisphinx","description":"The despicable canisphinx appears as a black-furred lion with a jackal's head and the wings of a falcon. It is a cunning and opportunistic predator, stalking its prey patiently and biding its time until it can attack by surprise. The canisphinx never engages an enemy unless it believes it has the upper hand. It also relishes toying and terrorizing weaker prey before killing it. Waste Dweller. The canisphinx prefers to live in arid grasslands, bushlands, deserts, and open savannas. It makes its lair in caves, ruins, and rock outcroppings with high vantage points where it can survey its vast territory. The canisphinx is crepuscular, most active at dawn and dusk. Monstrous Allies. Canisphinxes are usually solitary hunters, but they can also be encountered as a mated pair. In some instances, they will work with jackalweres and lamias. Mummy lords have also employed canisphinxes as scouts. Canisphinxes hate opinicuses and attack them on sight. Sphinxes Not all sphinxes are divine guardians tasked to guard gods' treasures. Some sphinxes, like the canisphinx, crocosphinx, dracosphinx, luposphinx, taurusphinx, and the threskisphinx, are free to do as they please. They sometimes work as mercenaries, offering their services to powerful entities. Traits Keen Hearing and Smell. The sphinx has advantage on Wisdom (Perception) checks that rely on hearing or smell. Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. Magic Weapons. The sphinx's weapon attacks are magical. Actions Multiattack. The sphinx makes one Bite attack and two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 4 (1d8) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Howl (2/Day). The sphinx emits a magical howl. Each time it howls before finishing a long rest, the howl becomes more potent, as detailed below. Each creature within 200 feet of the sphinx and able to hear the howl must make a saving throw. First Howl. Each enemy creature that fails a DC 13 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Howl. Each enemy creature that fails a DC 13 Wisdom saving throw is frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. Claw Attack. The sphinx makes one Claw attack. Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Raking Pounce (Costs 3 Actions). The sphinx moves up to its speed without provoking opportunity attacks and makes two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 4 (1d8) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Cannon","description":"Cannon Large object Armor Class : 19 Hit Points : 75 Damage Immunities : poison, psychic A cannon uses Gunpowder to propel heavy balls of cast iron through the air at destructive speeds. In a campaign without Gunpowder, a cannon might be an arcane device built by clever Gnomes or wizardly engineers. A cannon is usually supported in a wooden frame with wheels. Operation. Before it can be fired, the cannon must be loaded and aimed. It takes one Action to load the weapon, one Action to aim it, and one Action to fire it. Cannon Ball . Ranged Weapon Attack : +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"object","Source":"custom","Expansion":7583},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Cannon Golem","description":"A cannon golem’s internal workings are a mechanical labyrinth that would entertain even the most inquisitive gnome engineer for weeks. Its extradimensional pockets constantly process new black powder and seemingly create cannonballs out of the prime matter of whichever plane it sits. In addition, once built, it seems able to slowly refine its methods of attack—both its slam and the cannon—to either copy or reflect the nature of its creator, which ever the builder chooses. Cannon golems stand about 12 feet tall, but they have no set form in their original manufacture. As a result, most cannon golems reflect the aesthetic of their creator. A drow-made golem might take the appearance of a spider or scorpion, while a dwarven one might depict a smith or mason.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":5818,"Challenge Rating":14},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Canny Beggar","description":"While nearly all cities have those desperate enough to beg on the streets, the canny beggar does so by choice. A con artist, the canny beggar pretends illness and injury in an attempt to solicit compassion and coin from passersby. Unseen Agents. Some canny beggars are low-level agents of the city’s thieves’ guild or of unscrupulous nobles wanting to keep tabs on rivals’ movements. Their guise often makes them dismissed and overlooked, and it allows them to eavesdrop for information or scout out easy targets for the guild.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Canoloth","description":"Canoloths are fundamentally lazy creatures. Given no reason to attack⁠, they rarely rise to the bait. —Mordenkainen Yugoloths Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren’t especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the creature presented here. Canoloth Canoloths prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked—never any more, never any less. With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges⁠. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting. Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues⁠ to grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds onto its prisoner, but if given the order to do so, it tears its prey limb from limb. Traits Dimensional Lock⁠. Other creatures can’t teleport⁠ to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted. Magic Resistance⁠ . The canoloth has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. The canoloth’s weapon attacks are magical. Uncanny Senses. The canoloth can’t be surprised while it isn’t incapacitated. Actions Multiattack. The canoloth makes two attacks: one with its tongue or its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. Tongue. Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Yugoloth)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Expansion":4,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Canoloth","description":"A type of yugoloth, canoloths are fiendish trackers and guardians employed by evil powers. They prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked—never any more, never any less. With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting. Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds on to its prisoner, but if given the order to do so, it tears its prey limb from limb. Canoloths are glorified guard dogs. If you must engage one, just find out exactly what it’s been assigned to do. I’ve often found I can waltz right past them by taking advantage of a relevant loophole. —Mordenkainen Traits Dimensional Lock. Other creatures can’t teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted. Magic Resistance. The canoloth has advantage on saving throws against spells and other magical effects. Uncanny Senses. The canoloth can’t be surprised unless it’s incapacitated. Actions Multiattack. The canoloth makes one Bite or Tongue attack and one Claw attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 18 (4d8) force damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) force damage. Tongue. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 10 (1d12 + 4) piercing damage plus 7 (2d6) acid damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Yugoloth)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Canon Athenodorus","description":"After moving to Capital as a teen, Canon Athenodorus the Unalloyed joined the Church of Saint Pellario the Aspirant, eventually rising to become a mid-level church official. While he publicly preaches the words of Saint Pellario, patron saint of ambition, he privately works to convert his fellows to the Church of Ajax. According to him, several Knights of the Black Glove—an order sponsored by the Church of Saint Pellario—are sympathetic to Ajax’s tyrannical teachings. The Knights of the Black Glove are considered the greatest in Capital. If Athenodorus could indeed convert them to allies of the Black Iron Pact, Ajax’s conquest of Capital would be all but assured. Traits Exploit Opening ( 3 /Day). When Athenodorus makes an attack, he has advantage on the attack roll. Actions Star of Iron. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, they are hexed until the end of their next turn. Whenever a creature hexed in this way makes an attack roll or saving throw, they must roll a d4 and subtract the number rolled from the attack roll or saving throw. Iron Ring ( 2 /Day). If not in the Cyst, Athenodorus teleports to the Cyst. If in the Cyst, he teleports to a place he has visited. Unholy Fire ( 2 /Day; 3 rd-Level Spell). Athenodorus calls unholy black flames from the depths at a point he can see within 90 feet of him. Each enemy in a 15-foot-radius, 30-foot-high cylinder centered on that point must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 14 (4d6) fire damage plus 14 (4d6) necrotic damage and is moved up to 15 feet horizontally. On a successful save, a creature takes half as much damage and isn’t moved. Bonus Actions Blessing of Ajax ( 2 /Day). Athenodorus chooses a creature he can see within 30 feet of him. The target regains 14 (2d8 + 5) hit points and Athenodorus can end one of the following conditions affecting the target: blinded, charmed, dazed, deafened, frightened, paralyzed, poisoned, or stunned. Utility Spells In addition to any other spells in this stat block, Athenodorus can cast the following spells, using Wisdom as the spellcasting ability (spell save DC 15): At will: light A , mending A 1/day each: divination A , glyph of warding +","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Canopic Golem","description":"Traits Limited Spell Immunity . The golem automatically succeeds on saving throws against spells of 7th level or lower, and the attack rolls of such spells always miss it. Unusual Nature . The golem doesn’t require air, food, drink, or sleep. Actions Multiattack . The golem makes two attacks. Slam . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 27 (4d10 + 5) force damage. Crystal Dart . Ranged Weapon Attack : +10 to hit, range 120 ft., one target. Hit : 14 (2d8 + 5) force damage. Reactions Spell Deflection . In response to a spell attack missing the golem, it causes that spell to hit another creature within 120 feet of it that it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Expansion":9505,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Cantar","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnome)","Alignment":"chaotic neutral","Expansion":14533,"Challenge Rating":6},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Caprisoul","description":"Cappy has saved me more than once when I ran out of healing potions in some dank dungeon. When it comes to caprisouls, just make sure you keep them fed and watch out for the pointy bit if you don’t. — Heliana, Drained Type: Undead Creature Component: Wight and stirge Bonus Tamer Improvement: Spirit Transfer and +2 Hit Dice A glowing caprisoul is a safe caprisoul; those ones have fed recently and are still digesting their life force meal. With a long, narrow proboscis capable of finding chinks in most armour, a caprisoul pierces more than the body when it attacks; it finds its way into the target’s very essence. And, shortly after, that essence finds its way into the caprisoul. A well trained caprisoul can transfer this life force back to its owner, or unleash it in a psyche-devastating ray. If any of the caprisoul’s traits or actions require saving throws, it is always against the caprisoul’s save DC, as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the caprisoul’s Constitution modifier Monster Trainer Spirit Transfer Prerequisite: become a tamer’s companion Type: Active (action), Passive (companion) When the caprisoul hits with its Soul Drain attack, it stores life force in a pool of soul power equal to the necrotic damage dealt, which has a maximum capacity equal to 10 plus the number of tamer levels the caprisoul’s tamer has. As an action, the caprisoul can empty this pool of soul power into one willing creature within 5 feet of it, causing that creature to regain hit points equal to the pool’s value. While its pool has life force in it, the caprisoul emits dim light in a 10-foot radius. The caprisoul’s Death Burst trait deals additional damage equal to the value in its pool of soul power when it dies. The pool of soul power resets to 0 when the caprisoul’s tamer finishes a long rest. After the caprisoul has used this action twice, it can’t do so again until its tamer finishes a short or long rest. Immaterial Prerequisite: 3rd-level tamer Type: Active (bonus action) As a bonus action, the caprisoul turns partially incorporeal. Until the start of its next turn, it has resistance to bludgeoning, piercing, and slashing damage. After the caprisoul uses this action, it can’t do so again until its tamer finishes a short or long rest. Quick I Prerequisite: 3rd-level tamer Type: Passive (companion) The caprisoul’s flying speed increases by 10 feet and it gains a +2 bonus to its AC while it isn’t wearing armour. Soulbeam I Prerequisite: 5th-level tamer, Spirit Transfer Type: Active (action) As an action, the caprisoul unleashes all of the energy stored in its pool of soul power. Each creature in a 5-foot-wide, 60-foot-long line must make a Dexterity saving throw. A creature takes psychic damage equal to the value in the caprisoul’s pool on a failure, or half as much damage on a success. The pool then resets to zero. When the caprisoul’s tamer reaches 9th level in the tamer class, this action deals an additional 7 (2d6) psychic damage. After the caprisoul has used this action, it can’t do so again until its tamer finishes a short or long rest. Flyby Prerequisite: 5th-level tamer Type: Passive (companion) The caprisoul doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Soul Siphon Prerequisite: 5th-level tamer Type: Passive (companion) The caprisoul’s Soul Drain attack deals an additional 1d6 necrotic damage (7 (2d6) total). This increases by 1d6 when its tamer reaches 11th level in the tamer class (10 (3d6) total) and 17th level in the tamer class (14 (4d6) total) Quick II Prerequisite: 9th-level tamer, Quick I Type: Passive (companion) The caprisoul’s flying speed increases by 10 feet and it gains a +2 bonus to its AC while it isn’t wearing armour. This is in addition to the increase and bonus from Quick I. Uncanny Dodge Prerequisite: 9th-level tamer Type: Active (reaction) When an attacker that the caprisoul can see hits it with an attack, the caprisoul can use its reaction to halve the attack’s damage against it. Incorporeality Prerequisite: 13th-level tamer, Immaterial Type: Passive (companion) While the caprisoul is under the effect of its Immaterial trait, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 5 (1d10) force damage and is shunted to the nearest unoccupied space. Soulbeam II Prerequisite: 13th-level tamer, Soulbeam I Type: Passive (companion) The length of the caprisoul’s Soulbeam line increases to 90 feet, and the caprisoul gains a +1 bonus to the save DC of this action. The action deals an additional 7 (2d6) psychic damage, in addition to the bonus from Soulbeam I (14 (4d6) total extra damage). When the caprisoul’s tamer reaches 17th level in the tamer class, this action deals an additional 10 (3d6) psychic damage, in addition to the previous bonuses (24 (7d6) total extra damage). Soulform Prerequisite: 17th-level tamer, Incorporeality or Soulbeam II Type: Active (bonus action) As a bonus action, the caprisoul unleashes its stored pool of soul power, turning into a terrifying, ghostly version of itself, changing in the following ways for 1 minute: It grows to Medium size. It becomes weightless and can hover while flying. It has resistance to bludgeoning, piercing, and slashing damage. It can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 5 (1d10) force damage and is shunted to the nearest unoccupied space. It gains a number of temporary hit points equal to the value in its pool of soul power. Its pool of soul power resets to zero. It gains a ranged spell attack: Soul Lance. Ranged Spell Attack : Con modifier + PB to hit, range 90 ft., one creature. Hit: 24 (7d6) psychic damage and the target must succeed on a Wisdom saving throw or be frightened of the caprisoul until the transformation ends. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. After the minute elapses, or if the caprisoul is reduced to 0 hit points before then, it falls unconscious until its tamer finishes a long rest. After it uses this action, it can’t do so again until its tamer finishes a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"neutral","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Captain","description":"Actions Multiattack. The captain makes two melee attacks or two ranged attacks. It can use its Command or Maneuver Allies in place of one attack. Longsword. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one creature. Hit: 5 (1d8 + 1) piercing damage. Command. The captain targets one ally it can see within 30 feet of it. If the target can see and hear the captain, the target can use its reaction to make one weapon attack. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of the captain that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Reactions Directed Strike (2/Day). When a creature the captain can see within 30 feet of it makes an attack roll, and the creature can hear the captain, the captain grants advantage to that roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Captain Callous - Chapter Five","description":"Captain Callous is a notorious tiefling pirate captain of The Devil’s Fin. He is a direct descendant of Asmodeus himself and is one of the most-feared pirates in the Sea of Swords. Captain Callous has five potential stat blocks, one for each chapter in which the characters might encounter him. Captain Callous Traits Ideal. “I will become the most feared pirate alive.” Bond. “The Devil’s Fin is my life and was a gift from Asmodeus. To lose it would be to lose my link to him.” Flaw. “I always believe I can escape.” Traits Demands of Nessus. At the start of each of Callous’ turns, he can choose one ally he can see within 30 feet of him. The chosen ally loses 20 hit points, and Callous regains the same number of hit points. If Callous is incapacitated, he makes no choice; instead, the closest ally within 30 feet is the chosen ally. Fiendish Boon. Callous adds his Charisma bonus to his AC and damage rolls. Innate Spellcasting. Callous’ innate spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components: At will: thaumaturgy 1/day each: darkness , hellish rebuke (2nd level) 3/day: misty step Firearm Expert. Callous has had extensive practice with firearms, giving him the following benefits: He ignores the loading quality of firearms with which he is proficient. Being within 5 feet of a hostile creature doesn’t impose disadvantage on his ranged attack rolls. If he makes an attack with a one-handed weapon, he can use a bonus action to attack with a loaded firearm he is holding. Legendary Resistance (3/Day). If Callous fails a saving throw, he can choose to succeed instead. Lightfooted. Callous can take the Dash or Disengage action as a bonus action of each of his turns. Magic Resistance. While wearing his mantle of spell resistance , Callous has advantage on saving throws against spells and other magical effects. Sneak Attack (1/Turn). Callous deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and Callous doesn’t have disadvantage on the attack roll. Special Equipment. Callous wears a cap of water breathing , gloves of swimming and climbing and a mantle of spell resistance . While wearing the gloves, climbing and swimming don’t cost him extra movement, and he has a +5 bonus to Strength (Athletics) checks made to climb or swim. Actions Multiattack. Callous makes three melee attacks or two ranged attacks. Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) piercing damage. Pistol. Ranged Weapon Attack: +9 to hit, range 30/90 ft., one target. Hit: 15 (1d10 + 10) piercing damage. Summon Devil (1/Day). Callous summons 1d4 bearded devils with no chance of failure. Reactions Parry. Callous adds 5 to his AC against one melee attack that would hit him. To do so, Callous must see the attacker and be wielding a melee weapon. Legendary Actions Callous can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Callous regains spent legendary actions at the start of his turn. Misty Step. Callous casts misty step . Pistol. Callous makes one pistol attack. Taunt (2 Actions). Callous targets one creature within 30 feet of him. If the target can hear Callous, the target must succeed on a DC 17 Charisma saving throw or have disadvantage on ability checks, attack rolls and saving throws until the start of Callous’ next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":18},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Captain Callous - Chapter Four","description":"Captain Callous is a notorious tiefling pirate captain of The Devil’s Fin. He is a direct descendant of Asmodeus himself and is one of the most-feared pirates in the Sea of Swords. Captain Callous has five potential stat blocks, one for each chapter in which the characters might encounter him. Captain Callous Traits Ideal. “I will become the most feared pirate alive.” Bond. “The Devil’s Fin is my life and was a gift from Asmodeus. To lose it would be to lose my link to him.” Flaw. “I always believe I can escape.” Traits Demands of Nessus. At the start of each of Callous’ turns, he can choose one ally he can see within 30 feet of him. The chosen ally loses 10 hit points, and Callous regains the same number of hit points. If Callous is incapacitated, he makes no choice; instead, the closest ally within 30 feet is the chosen ally. Fiendish Blessing. Callous’ AC includes his Charisma bonus. Innate Spellcasting. Callous’ innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components: At will: thaumaturgy 1/day each: darkness , hellish rebuke (2nd level) 3/day: misty step Firearm Expert. Callous has had extensive practice with firearms, giving him the following benefits: He ignores the loading quality of firearms with which he is proficient. Being within 5 feet of a hostile creature doesn’t impose disadvantage on his ranged attack rolls. If he makes an attack with a one-handed weapon, he can use a bonus action to attack with a loaded firearm he is holding. Lightfooted. Callous can take the Dash or Disengage action as a bonus action of each of his turns. Magic Resistance. While wearing his mantle of spell resistance , Callous has advantage on saving throws against spells and other magical effects. Sneak Attack (1/Turn). Callous deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and Callous doesn’t have disadvantage on the attack roll. Special Equipment. Callous wears a cap of water breathing , gloves of swimming and climbing and a mantle of spell resistance . While wearing the gloves, climbing and swimming don’t cost him extra movement, and he has a +5 bonus to Strength (Athletics) checks made to climb or swim. Actions Multiattack. Callous makes three melee attacks or two ranged attacks. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Summon Devil (1/Day). Callous summons 1d4 bearded devils with no chance of failure. Reactions Parry. Callous adds 3 to his AC against one melee attack that would hit him. To do so, Callous must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":8},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Captain Callous - Chapter One","description":"Captain Callous is a notorious tiefling pirate captain of The Devil’s Fin. He is a direct descendant of Asmodeus himself and is one of the most-feared pirates in the Sea of Swords. Captain Callous has five potential stat blocks, one for each chapter in which the characters might encounter him. Captain Callous Traits Ideal. “I will become the most feared pirate alive.” Bond. “The Devil’s Fin is my life and was a gift from Asmodeus. To lose it would be to lose my link to him.” Flaw. “I always believe I can escape.” Traits Innate Spellcasting. Callous’ innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: At will: thaumaturgy 1/day: hellish rebuke 3/day: misty step Firearm Expert. Callous has had extensive practice with firearms, giving him the following benefits: He ignores the loading quality of firearms with which he is proficient. Being within 5 feet of a hostile creature doesn’t impose disadvantage on his ranged attack rolls. If he makes an attack with a one-handed weapon, he can use a bonus action to attack with a loaded firearm he is holding. Special Equipment. Callous wears gloves of swimming and climbing . While wearing them, climbing and swimming don’t cost him extra movement, and he has a +5 bonus to Strength (Athletics) checks made to climb or swim. Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Reactions Parry. Callous adds 2 to his AC against one melee attack that would hit him. To do so, Callous must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":1},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Captain Callous - Chapter Three","description":"Captain Callous is a notorious tiefling pirate captain of The Devil’s Fin. He is a direct descendant of Asmodeus himself and is one of the most-feared pirates in the Sea of Swords. Captain Callous has five potential stat blocks, one for each chapter in which the characters might encounter him. Captain Callous Traits Ideal. “I will become the most feared pirate alive.” Bond. “The Devil’s Fin is my life and was a gift from Asmodeus. To lose it would be to lose my link to him.” Flaw. “I always believe I can escape.” Traits Demands of Nessus. At the start of each of Callous’ turns, he can choose one ally he can see within 30 feet of him. The chosen ally loses 10 hit points, and Callous regains the same number of hit points. If Callous is incapacitated, he makes no choice; instead, the closest ally within 30 feet is the chosen ally. Innate Spellcasting. Callous’ innate spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells, requiring no material components: At will: thaumaturgy 1/day each: darkness , hellish rebuke (2nd level) 3/day: misty step Firearm Expert. Callous has had extensive practice with firearms, giving him the following benefits: He ignores the loading quality of firearms with which he is proficient. Being within 5 feet of a hostile creature doesn’t impose disadvantage on his ranged attack rolls. If he makes an attack with a one-handed weapon, he can use a bonus action to attack with a loaded firearm he is holding. Lightfooted. Callous can take the Dash or Disengage action as a bonus action of each of his turns. Sneak Attack (1/Turn). Callous deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and Callous doesn’t have disadvantage on the attack roll. Special Equipment. Callous wears gloves of swimming and climbing . While wearing them, climbing and swimming don’t cost him extra movement, and he has a +5 bonus to Strength (Athletics) checks made to climb or swim. Actions Multiattack. Callous makes three melee attacks or two ranged attacks. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Reactions Parry. Callous adds 3 to his AC against one melee attack that would hit him. To do so, Callous must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":6},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Captain Callous - Chapter Two","description":"Captain Callous is a notorious tiefling pirate captain of The Devil’s Fin. He is a direct descendant of Asmodeus himself and is one of the most-feared pirates in the Sea of Swords. Captain Callous has five potential stat blocks, one for each chapter in which the characters might encounter him. Captain Callous Traits Ideal. “I will become the most feared pirate alive.” Bond. “The Devil’s Fin is my life and was a gift from Asmodeus. To lose it would be to lose my link to him.” Flaw. “I always believe I can escape.” Traits Innate Spellcasting. Callous’ innate spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells, requiring no material components: At will: thaumaturgy 1/day each: darkness , hellish rebuke 3/day: misty step Firearm Expert. Callous has had extensive practice with firearms, giving him the following benefits: He ignores the loading quality of firearms with which he is proficient. Being within 5 feet of a hostile creature doesn’t impose disadvantage on his ranged attack rolls. If he makes an attack with a one-handed weapon, he can use a bonus action to attack with a loaded firearm he is holding. Lightfooted. Callous can take the Dash or Disengage action as a bonus action of each of his turns. Special Equipment. Callous wears gloves of swimming and climbing . While wearing them, climbing and swimming don’t cost him extra movement, and he has a +5 bonus to Strength (Athletics) checks made to climb or swim. Actions Multiattack. Callous makes three melee attacks or two ranged attacks. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Reactions Parry. Callous adds 2 to his AC against one melee attack that would hit him. To do so, Callous must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":4},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Captain Gixx Shortpebble","description":"Gixx Shortpebble was always drawn to the open sea and fled his home to join a Draylish merchant ship when he turned fourteen. His aptitude for the sailor’s life and keeping his cool in the most dire situations earned him acclaim on the vessel, and he quickly climbed through the ranks to become first mate. However, his thirst for glory and gold could not be sated on this ship, and he turned on his crew, making a deal with a pirate gang to raid the vessel in exchange for placing him in the captain’s chair. Unfortunately, his life of piracy was interrupted by a rival pirate group that boarded his new ship, massacred the crew, and gang-pressed him into service on the Black Barracuda. This is where he met Jade Storm, who would become his lifelong companion and confidant. Gixx used his wit and the towering physique of Jade Storm to organize a mutiny and capture the Black Barracuda, becoming captain again. He has commanded many ships since then and sailed across many seas until the time came when the pair gave up the life of privacy for less risky endeavors at the helm of the Sated Contessa, which he won in a game of Spell Wars from a wealthy merchant. Perhaps Gixx’s most notable accomplishment is his voyage to the Isles of Xantharos over a decade ago. Equipment Captain Gixx has +1 rapier and a potion of greater healing on his person. He also wears slippers of spider climbing .","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (halfling)","Alignment":"chaotic neutral","Expansion":26071,"Challenge Rating":9},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Captain Ick Forge-n-hammer","description":"Always disheveled and shabby-looking, smoking smelly cigars, and quite nihilistic in nature, Captain Ick Forge-n-hammer is still regarded with respect by the Royal Swords he commands at Nangrath under Lord Arenbar Nangrath. The longtime friend and ex-adventuring companion of Thermerson the Wise is almost impossible to best both in battle and drinking. Equipment Captain Ick Forge-n-hammer carries a +1 battleaxe and wears a torn patchwork cloak of protection . He smokes good quality cigars worth 5 gold pieces each, that he always carries six of. He has a magic cigar that when lit can emulate the effects of a stinking cloud spell affecting everyone but the smoker in the area.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"neutral good","Expansion":17604,"Challenge Rating":8},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Captain Lysandra","description":"Pronunciation: “Captain Lies-an-druh” Captain Lysandra is a commander in the Nautilid Flotilla who has come to Port Nomad to listen to Professor Orryn’s presentation about a new gnomish technology that will allow limited use of magic for ships and individuals in Dead Magic Zones. They hold no small amount of hope that this technology could finally be the answer to the nautilids’ endless search for a new homeworld with naturally occurring Poseidon Solution. A year ago, Lysandra's ship was blown up in what was reported as an “accidental drive malfunction”. She believes it was no accident, and suspects the Firm was behind the sabotage. The incident has motivated Lysandra further, and made them a little reckless and desperate, as their goal to find a new homeworld for their people continues to be hampered by outside forces beyond their control.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (nautilid)","Alignment":"lawful neutral","Expansion":9634,"Challenge Rating":3},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Captain Othelstan","description":"Traits Action Surge (Recharges when Othelstan Finishes a Short or Long Rest). On his turn, Othelstan can take one additional action. Tiamat’s Blessing of Retribution. When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies. Actions Multiattack. Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears. Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4500,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Captain Othelstan","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Action Surge (Recharges when Othelstan Finishes a Short or Long Rest). On his turn, Othelstan can take one additional action. Tiamat’s Blessing of Retribution. When Othelstan takes damage that reduces him to 0 hit points, he immediately regains 20 hit points. If he has 20 hit points or fewer at the end of his next turn, he dies. Actions Multiattack. Othelstan attacks twice with his flail or spear, or makes two ranged attacks with his spears. Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7391,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Captain Revna Clairmane","description":"Traits Harrier. When Captain Revna is mounted, after she and her mount have moved at least 30 feet, creatures can’t make opportunity attacks targeting her or her mount, and any successful melee weapon attacks she makes also knock her target prone if its smaller than her mount. Actions Dornish horse spear. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d10+2) pierce damage. Net . Ranged Weapon Attack: +5 to hit, range 5/15 ft., one target. Hit: Creatures Large or smaller are restrained until freed. A creature can use its action to make a Strength DC 10 check to free itself or another creature within reach on success. Dealing 5 slashing damage to the net (AC 10), also frees the creature without harming it, ending the effect and destroying the net.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Erenlander Human)","Alignment":"lawful evil","Expansion":30501,"Challenge Rating":2},"publisher":"Edge Studio","book":"Midnight - A Single Spark"},{"name":"Captain Scarbelly","description":"A terror of the seas, more than one vessel has increased their speed by hurling cargo overboard upon seeing the tusked skull on red background of the Bloody Vengeance. Scarbelly is hungry and vicious, and slakes his taste for blood on those ships he takes on the high seas. Possessions. Captain Scarbelly has a +1 battleaxe, a chain shirt, five gold rings (worth a total of 150 gp), and a money pouch with 50 gp.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc),","Alignment":"chaotic evil","Expansion":10365,"Challenge Rating":2},"publisher":"Green Ronin Publishing","book":"Death in Freeport 20th Anniversary Edition"},{"name":"Captain Zavasha Indrioza","description":"Captain Zavasha Indrioza, a cunning werestingray pirate captain, was born on a pirate ship as the daughter of her werestingray pirate captain father, whose life was brutally ended by molten silver. Seeking vengeance, she carefully assembled her crew, offering them lycanthropy in return for undying loyalty. With her wits and merciless marauder approach, Captain Zavasha and her crew, known as the Dread Stingers, became the most feared pirates of the Calhay Sea, striking fear into the hearts of sailors and coastal settlements as they pillaged and plundered, leaving chaos and destruction in their wake. Equipment Captain Zavasha Indrioza’s shortsword is a +2 dancing sword . She also wears a ring of protection and an amulet of health . She has a bottle of hurricane in a holster on her belt.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Alignment":"chaotic neutral","Expansion":26071,"Challenge Rating":13},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Capybear","description":"Mud splotches this rotund, quadrupedal rodent's reddish-brown fur. The pigmented markings and the gleam of curiosity in its eyes denote the creature's intellect as greater than an ordinary animal's. A loamy odor wafts from the creature. Capybears dwell in marshes, swamps, and forests with deep bodies of water. They feed on grasses, reeds, low-hanging leaves, and other readily available vegetation. Though capybears are oversized rodents—often reaching a height equivalent to a pony—and physically imposing, they find themselves prey to large cats and smaller pack hunters. Sapient Grazers. Capybears roam their territory searching for their favorite grasses and roots to eat immediately and to gather for future meals. Observers who follow the rodents often mistake them for ordinary, if massive, rodents at first. However, further observation uncovers the capybears' ability to communicate and coordinate. They have their own language, composed of barks, chirps, and growls, which proves difficult for outsiders to duplicate short of magical means. With patience, non-capybears can establish a dialogue with the creatures. Capybears have limited dexterity in their paws, leaving them unable to use many tools, but they adeptly use materials available to them to build homes along the bodies of water they frequent. Useful Neighbors. Capybears generally distrust outsiders and drive away creatures that come too close to their abodes. When they forage for food and supplies, they are not aggressive unless provoked. Societies that have reached an understanding with capybear communities appreciate the industrious creatures' presence, for the capybears devour weeds in cultivated land without destroying valuable crops. The rodents also clear deadfalls from which they gather building material. Highly Social. Capybears gather in groups of ten to forty, depending on available food. They live up to forty years and reach maturity after five years, spending the majority of their lives contributing to the community's well-being. Many capybears spend their waking hours foraging while a few remain in their hidden abodes to rear young and the most physically imposing capybears guard their homes from diurnal predators. Elderly capybears impart their wisdom on the younger capybears at night when the community gathers to eat. Enjoying an egalitarian outlook, the creatures dwell in proximity, and every capybear is a valued member of the community. Hold Breath. The capybear can hold its breath for 30 minutes. Keen Smell. The capybear has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics . The capybear has advantage on attack rolls against a creature if at least one of the capybear's allies is within 5 feet of the creature and the ally isn't incapacitated. Pounce. If the capybear moves at least 20 feet straight toward a creature and then hits it with a Slam attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the capybear can make one Bite attack against it as a bonus action. Swamp Camouflage . The capybear has advantage on Dexterity (Stealth) checks made to hide in swamps or muddy terrain. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. Reactions Protect the Community. When another capybear within 5 feet of this capybear is hit by an attack, this capybear can leap in the way, becoming the new target of the attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Neutral","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Caradoc","description":"Seneschal of Lord Soth and a former Knight of Solamnia, Caradoc burned when Dargaard Keep was consumed in the fires of the Cataclysm. As with many of Soth’s retainers, Caradoc was cursed with undeath. Being duplicitous and cowardly at his core, the seneschal didn’t return as a skeletal knight but rather as an intangible spirit. Caradoc’s Undead form suits him well, allowing him to possess the living and use unwilling tongues to spread his lies. However, Caradoc is tethered to his scorched bones, which collect dust in Dargaard Keep. He can leave the accursed castle while possessing the body of a Humanoid, but he’s swiftly pulled back if caught beyond its walls without a host. Traits Bound Haunting. Caradoc’s spirit is bound to Dargaard Keep. At the start of his turn, if he’s outside the keep’s walls and not possessing a creature using his Possession action, he must succeed on a DC 15 Charisma saving throw or vanish and reappear in an unoccupied space within the keep. Incorporeal Movement. Caradoc can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object. Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6 days. Unusual Nature. Caradoc doesn’t require air, food, drink, or sleep. Actions Multiattack. Caradoc makes two Withering Touch attacks. Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) necrotic damage. Possession (Recharge 5–6). One Humanoid that Caradoc can see within 5 feet of himself must succeed on a DC 15 Charisma saving throw or be possessed by him; he then disappears, and the target is incapacitated and loses control of its body. Caradoc now controls the body but doesn’t deprive the target of awareness. Caradoc can’t be targeted by any attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence, Wisdom, and Charisma, immunity to being charmed and frightened, and his Divisive Whispers bonus action. He otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, Caradoc ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Caradoc reappears in an unoccupied space within 5 feet of the body. The target is immune to Caradoc’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. Bonus Actions Divisive Whispers. Caradoc magically whispers to one creature within 60 feet of himself. The target must succeed on a DC 15 Wisdom saving throw, or the target must immediately use its reaction to make a melee attack against another creature of Caradoc’s choice (wasting its reaction if there are no other creatures within reach).","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":17925,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Caransil Guardian","description":"The Caransil Guardian appears in Midnight - Legacy of Darkness. Warriors against the Shadow Even as hope fades and Izrador has occupied Erenland for a hundred years, some still fight against the Shadow. Under the boughs of the Great Forest, the veteran warriors of the Caransil elves exact a lethal tally on the orc legions who invade their homes. Each Caransil Guardian is a trained archer and skilled swordfighter, but what makes them especially dangerous is their ability to cast spells to augment their fighting capabilities. Human Servants of the Shadow Though the ranks of the Shadow’s armies are filled with legions of orcs, many humans also serve Izrador. Some of these are devoted followers, while others are press-ganged recruits, and many sign on to the Shadow simply for a meal or a chance to exercise a bit of power over their former neighbors. And of course, many of the legates who serve the Shadow are humans as well. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Fey Ancestry. The Caransil guardian has advantage on saving throws against being charmed, and magic cannot put them to sleep. Spellcasting. The Caransil guardian is a 2nd level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The Caransil guardian has the following spells prepared. Cantrips (at will): dancing lights, prestidigitation, shocking grasp, true strike 1st level (3 slots): expeditious retreat, fog cloud, shield Actions Multiattack. The Caransil guardian makes two melee attacks or two ranged attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) slashing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage. War Magic. The Caransil guardian uses its action to cast a cantrip, then makes one weapon attack as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"any alignment","Expansion":30504,"Challenge Rating":4},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Caranth Nevodar, Keeper of the Bloodthorn Grove","description":"Caranth Nevodar took over as Keeper of the Bloodthorn Grove a little over two centuries ago. After the deaths of the previous keeper, Caranth saw a need for further stability in the circle and formed a pact of his own with the grove – joining with it as an extension of its will and gaining some limited command over the bloodthorn vines. Immortal Keeper. Caranth’s pact with the grove ensures that so long as the grove stands so too shall he live. Like a lich and its soul-containing phylactery, Caranth is resurrected from the grove's heart tree within 1d10 days of his death so long as the grove still stands. When resurrected in this way, Caranth appears fully clothed and equipped with his usual attire. Additionally, as long as the grove remains, Caranth does not age. Personality. As the Keeper of the Bloodthorn Grove, Caranth is known for wisdom, patience, and his acceptance of the natural order of life - the need to consume life to maintain one's own. His judgements, while sometimes harsh or dispassionate, are always fair and keep the needs of the grove above all else. Few know him well or claim to know his true thoughts, but those who follow him trust him beyond doubt. Appearance. Caranth is an impossibly old man whose strength is yet undeniable and he carries himself with an air of authority and confidence that is hard to ignore. He dresses in robes woven from plant fibers and dyed with color taken from local flora. He also wears a crown carved from bloodthorns and wields a scythe whose blade is crafted from one of the enormous thorns growing on the vines of the grove’s heart tree. Plot Hooks A Worthy Sacrifice. The time for the grove's annual sacrifice draws nigh, but its guardians have not yet seen a creature worthy of sacrifice to the nature spirits. The party can gain their favor by helping them to find a powerful beast to sacrifice. They must bring it back alive, however. Hungering Grove. The guardians of the grove have been unable to find a creature worthy of sacrifice to the nature spirits and Caranth orders the next adventuring party to be captured and brought to the grove for sacrifice. Desperate times call for desperate measures. Blighted Grove. The bloodthorn grove has suffered a blight, and through their connections to the grove many of its most powerful guardians, Caranth included, have become vulnerable and weak. They seek a solution to the blight, but must rely on adventurers for aid. Tactics In combat, Caranth has no fear, knowing that he will be revived from the grove’s heart tree should he fall. Instead, he wades in, focusing on those with the most power to threaten his grove, especially any opponent with fire spells. He typically begins with the Entangling Thorns lair action, only relying on bloodthorn bonds* if he needs to be especially sure that a target will not escape. While his targets are restrained, he uses the advantage on attack rolls to try to get a critical strike and increase both his damage and his healing from his Scythe of the Reaper trait. His second lair action is typically Bramble Growth once he has found a target and wishes to keep them locked down next to him. He also tries to apply Lacerate to as many foes as possible to take advantage of the hit point loss whenever they take an action. Lair Actions While in the Bloodthorn Grove, on initiative count 20 (losing initiative ties), Caranth takes a lair action to cause one of the following effects; Caranth can’t use the same effect two rounds in a row: Entangling Thorns. Bloodthorn vines sprout from the ground, attempting to climb their way up creatures in a 20-foot cube centered on a point within 60 feet of Caranth. Each creature in the area must make a DC 17 Dexterity saving throw or take 7 (2d6) slashing damage and be restrained by the vines until initiative count 20 of the following round. A creature restrained in this way can use an Action to make a DC 17 Strength check to free itself. A creature that succeeds its saving throw takes half damage and is not restrained. Creatures allied with the Bloodthorn Grove are immune to this effect. Bramble Growth. A patch of bloodthorn vines grows along the ground in a 30-foot radius circle centered on Caranth. This area is considered difficult terrain, and creatures that cross the area take 3 (1d6) slashing damage for every 5 feet of movement they spend crossing it. Creatures allied with the Bloodthorn Grove are immune to this effect. Sapping Thorns. A single strand of bloodthorn vine attempts to grab a living, non-plant creature within 15 feet of Caranth and drink its blood. That creature must make a DC 17 Constitution saving throw or lose 9 (2d8) hit points. Caranth regains hit points equal to the hit points lost. Traits Boon of the Grim Harvest. Caranth adds his Wisdom modifier to his AC as long as he is wearing light or no armor, and uses it in place of Strength for attack rolls and damage rolls made with sickles and scythes (included in stat block). Immortal Keeper. As long as the Bloodthorn Grove stands, Caranth gains a new body within 1d10 days when slain. When his new body forms, it appears in a hollow of the grove’s heart tree fully equipped with his usual attire and with all his hit points restored restored and no Injuries. Nature Walk. Caranth ignores difficult terrain made of soil or plants, and can move through solid plant matter but not end his turn inside it. Scythe of the Reaper. Whenever Caranth hits a creature with a melee attack, including melee spell attacks, the attack deals an additional 9 (2d8) necrotic damage and Caranth gains a number of temporary hit points equal to the necrotic damage dealt (included in stat block). Spellcasting. Caranth is a 16th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Actions Multiattack. Caranth makes two melee attacks, one of which can be with the lacerate * spell. Keeper’s Bloodthorn Scythe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) piercing damage, plus 9 (2d8) necrotic damage and Caranth gains temporary hit points equal to the necrotic damage dealt. This attack ignores resistance to piercing damage and treats immunity to piercing damage as resistance instead. On a critical hit, this attack deals an additional 11 (2d10) piercing damage (in addition to any bonus damage from the critical hit). Lacerate. Melee Spell Attack: +9 to hit, reach 30 ft., one creature. Hit: 9 (2d8) slashing damage, plus 9 (2d8) necrotic damage and the creature must make a DC 17 Constitution saving throw or gain a special Injury of Setback I severity, “Laceration”. Each time the Injury creature takes an action, it loses 3 (1d6) hit points. This Injury is automatically removed at the end of a short rest, or when the creature regains hit points via magic. Caranth gains temporary hit points equal to the necrotic damage dealt. Bloodthorn Bonds (Recharge 5-6). Caranth casts bloodthorn bonds* at 5th level. One creature within 60 ft. of Caranth that he can see must make a DC 17 Constitution saving throw or take 10 (3d6) piercing damage and gain a special Injury of Dangerous II severity, \"Bloodthorn Host\", until the spell ends. While Injured in this way, a creature is restrained and takes 10 (3d6) piercing damage at the start of each of its turns. As an action, it can attempt a DC 17 Strength check to break the bonds. Alternatively, any creature can attack the vines to break it free. Each vine has an AC of 15 and must be dealt at least 20 damage with a single action to be destroyed. Once three vines have been destroyed, the spell ends. Reap the Bloody Harvest (Recharge 5-6). Each creature within 30 ft. of Caranth that has taken damage must make a DC 17 Constitution saving throw or take 21 (6d6) necrotic damage. Caranth regains hit points equal to half the total damage dealt. Creatures not made of flesh are immune to this ability (i.e. oozes, elementals, and constructs). Bonus Actions Reaper’s Stride (Recharge 4-6). Caranth teleports up to 30 ft. toward a hostile creature he can see. His destination must be an unoccupied space he can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Alignment":"neutral evil","Expansion":28072,"Challenge Rating":11},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Carapace Gnome Inventor","description":"A large group of gnomish inventors tried to prepare their kind for the apocalypse by inventing the Carapace Armor. When Ashandri shifted to Braythe, these armors exploded and merged with their wearers. This experience had a very different impact on their original creators: Some strive to find a way to undo what has happened, or to help those who were affected by it. Others have gone mad, whether from guilt, shock or the experience of being torn apart and put together again. The Carapace Gnome Inventors have used the time since the apocalypse to improve and optimize the armor that is merged with their body. This gives them superior abilities compared to other Carapace Gnomes.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"any","Expansion":17295,"Challenge Rating":2},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Carbuncle","description":"A glint of brilliant light shines from the forehead of a lithe cat-like creature covered in the vibrant plumage of a tropical songbird. The carbuncle is a jungle-dwelling beast highly sought after by alchemists for the shining jewel embedded in its forehead. The carbuncle's body is not unlike an ocelot mixed with a bird of paradise; a lithe, four-legged quadruped with vibrant purple-and-crimson plumage instead of fur. Despite their bestial appearance, carbuncles possess great cunning and build villages of their own in caves deep in the jungle. Bearers of Precious Gems. The glimmering garnet in this creature's forehead—the carbuncle for which it is named—is more than just a precious stone. Alchemists and other arcanists spend exorbitant amounts on carbuncle hunters because the gem is rumored to hold the power to amplify magic like light through a magnifying lens. What few wizards understand is that the carbuncle's garnet only holds magical power if given willingly; a garnet pried from the skull of a slain carbuncle still shines beautifully (and is worth 300 gp in most markets) but is devoid of magic. If a carbuncle willingly removes the gem from its forehead and gives it to another creature, the gem regrows in 1d4 weeks. See Carbuncle's Garnet Capricious Tricksters. Carbuncles are well aware of how much their precious gem is valued by humans and their ilk and rightly fear humanoids for their cruelty and greed. However, particularly courageous carbuncles fight back against the hunters. They are not large or powerful creatures and instead use their cunning mind to trick hunters into following them into pits of quicksand, the lairs of deadlier creatures, or into piranha-infested waters.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"chaotic good","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Caretaker Weevil","description":"The odd giant insect plods along a massive tree bough, which dips from its weight. The creature's incredibly long, thin neck has a swivel point in the middle of its length, allowing greater range for its head as it munches the branch's more distant leaves. Caretaker weevils are herbivorous giant insects that inhabit temperate forests and provide care for the flora and fauna. Farming Insects. Caretaker weevils incessantly care for the plants and animals in their range. Their presence and their compulsive ministrations bring comfort to those around them, creating incredibly lush and thriving habitats. They are typically seen tending their “crops” throughout the day, and many oddly placed collections of plants can be attributed to them. They've even been known to maintain herds of giant aphids and similarly docile creatures. Some of the more social creatures, including giant ants and giant bees, encourage the presence of caretaker weevils to ensure the community's vitality. Humanoid farms try to entice and maintain good relations with nearby caretaker weevils in hopes of a prosperous harvest. The weevils are considered by many as a mark of luck and good fortune. Moving Apothecary. Many alchemists and apothecaries seek caretaker weevils, living or dead, for a wide array of alchemical uses, from restorative potions and sedatives to glues and any number of other concoctions. They are alchemical treasure troves, and many hospitals, ailing nobles, and alchemist guilds offer high prices for fresh specimens. Ecological Remediation. Druids and others interested in preserving damaged ecosystems recently realized the true potential of caretaker weevils and have begun introducing them to areas in need of extra care. The weevils have markedly increased the viability of these lands, alleviating the effects of drought, wildfire, disease, and other ravages in a third of the time. Calming Presence. A creature that enters a space within 5 feet of the caretaker weevil or that starts its turn there must succeed on a DC 13 Charisma saving throw or be indifferent to all creatures that it is hostile toward while it remains within 60 feet of the weevil. This indifference ends if the creature is attacked or harmed by a spell or if it witnesses any of its allies being harmed. Diligent Preservation. A creature that isn't a Construct or Undead and that starts its turn with 0 hp within 60 feet of the caretaker weevil becomes stable. In addition, any corpse within 60 feet of the weevil is protected from decay and can't become Undead while it remains within 60 feet of the weevil and for 24 hours after it leaves the area. Actions Mandibles. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage. Glue Glob. Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 7 (2d6) acid damage. The target must make a DC 13 Dexterity saving throw. On a failure, it is restrained for 1 minute. On a success, its speed is halved for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Regenerative Spittle (3/Day). The caretaker weevil launches spittle at one creature it can see within 10 feet of it. The target regains 2 (1d4) hp. For 1 minute, the target regains 1 hp at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Carlo","description":"A small guy with a nondescript face who will follow the group. He has formerly embarked on a career as a pickpocket and is indebted to Savonarola who spared him the loss of a hand when he was caught stealing a purse. Traits Second-Story Work. Climbing no longer costs extra movement. Cunning Action. On each of his turns, Carlo can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack. Once per turn, Carlo deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Carlo’s that isn’t incapacitated and Carlo doesn’t have disadvantage on the attack roll. Actions Lucky Dagger of Stealing. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. The dagger adds +2 to Sleight of Hand (already included in the stats above).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Rogue)","Expansion":30058,"Challenge Rating":1},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Carmen Cane","description":"Pronunciation: “Car-men Cane” Carmen Cane is the definition of the human femme fatale. She oozes charisma, confidence, and immense intelligence. A short conversation with her immediately identifies her as a brilliant young brain surgeon. Because of her beauty and wit, she often finds herself rubbing elbows, sharing drinks, and exchanging glances with powerful men and women. The truth, however, is far more nefarious. Carmen is a deadly secret agent and a powerful wizard. She is also the leader of the New Terran Organization: a violent, dogmatic, and virulently spreading terrorist organization that believes that humankind is the most superior race, and that they should claim the stars as their right. So while Carmen’s bright smile and inviting demeanor may charm those who do not know her secrets, when dealing with her followers or enemies, she reveals herself as an unabashed sociopath, the mastermind of some of the most ruthless acts of interspecies violence in the 'verse’s recent history. Of course, even that isn’t the full truth. The New Terran Organization, unbeknownst to its xenophobic and simpleminded followers, is a front organization that works to execute the most secret and diabolic commands of the enigmatic wizard organization known only as the Tower (see Dark Matter , Chapter 1, Factions). And though Carmen Cane (if that’s her real name) may be one of the most dangerous individuals in the 'verse, even she doesn’t know the grand machinations of the Tower’s puppet-masters.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":9634,"Challenge Rating":8},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Carnivorous Blob","description":"While sages debate whether the first carnivorous blobs were created by a mad wizard, formed in foul fleshwarping vats in some sinister city, or traveled to this world trapped in the core of a meteor, there is one thing they all agree on—none wish to get close enough to study the monstrosity. Turgid Torpor. Carnivorous blobs move like a typical ooze, rolling out blobs of its fleshy material in haphazard directions, and pulling its bulk across the ground, up walls, and even through the water. If a carnivorous blob goes for more than 24 hours without a source of food, it drops into a sort of hibernation, resembling nothing so much as a pool of gelatinous blood. 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Bribable . A giant cousin to the mimic, the carnivorous ship is a cunning hunter of the seas. Wise captains traveling through known carnivorous ship hunting grounds carry tithes and offerings to placate the creatures. Solitary Ship Eaters. Carnivorous ships live and hunt alone. Though they prefer to consume wood, metal, rope, and cloth, they aren’t above eating flesh and readily eat entire ships, crew and all. They reproduce asexually after a season of particularly successful hunts. Young carnivorous ships are about the size of rowboats and use the statistics of a mimic, except they also have one drone. As they age, they grow in size, eventually gaining more drones. Drones. Carnivorous ships create vaguely humanoid drones from the flesh of their bodies. These drones are mindless and act under the mental direction of the carnivorous ship. From a distance, the drones appear to be a crew as they move about the deck of the carnivorous ship, but closer inspection reveals their true nature. When the carnivorous ship attacks another ship at sea, the drones swarm over the rails onto the target ship and take down the crew that would stop the carnivorous ship from enjoying its meal.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity (shapechanger)","Alignment":"neutral","Expansion":8073,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Carnivorous Sod","description":"What was a mere patch of green grass suddenly uproots itself and shows its true form: a flat, turtle-like creature with a wide maw filled with sharklike wooden teeth. Grassland Ambushers. The carnivorous sod is a plant monster that disguises itself as a simple patch of grass until it is stepped on. It then uses its grass-like tendrils to trip a creature before biting with its vicious jaws. Carnivorous sods typically prey on small herbivores, such as deer and rabbits, that come to graze on their backs, but they have been known to attack just about anything that treads on them as long as the target is Medium or smaller. Sometimes dozens of carnivorous sods gather together to hunt, though this is due more to happenstance than planning on the part of the monsters. Links to the Fey. Carnivorous sods begin their lives when a fey creature such as a pixie or sprite enchants or simply lays on a patch of grass; the grass soon animates as a plant creature called a stray sod. Stray sods are cultivated by fey to protect their dwellings and fey rings. Eventually, should a stray sod survive for more than a year and be fed a drop of blood, or have blood accidentally spilled on it, it transforms into a carnivorous sod. Once a carnivorous sod is born, it can reproduce naturally through budding, a process which can quickly infest an area with these dangerous creatures. Keep Off the Turf. Grassland-dwelling humanoids like gnolls and nkosi sometimes use carnivorous sods to guard their dwellings and encampments, keeping the sods moving along specific paths with the use of fences and trenches. Druids also use carnivorous sods as guardians, casting spells like plant growth on them to make them into formidable foes for any trespasser. Most notably, a treant may keep a carnivorous sod as a beloved pet.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Carnivorous Vines","description":"This creature appears in The Age of Green adventure module.","properties":{"Category":"Monsters","Size":"Large","Type":"plant monster","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Carp Shikigami","description":"It/They/Them Actions Multiattack. The shikigami makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a creature of Medium size or smaller, it must succeed on a DC 13 Dexterity saving throw or be grappled in the shikigami's mouth. This does not slow the shikigami's flying speed. Tail Fin. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. The target must succeed on a DC 13 Strength saving throw or be pushed 10 feet away from the shikigami. Radiant Beam (Recharge 5–6). The shikigami releases a beam of spirit energy in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, or take 12 (2d12) radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":26128,"Challenge Rating":2},"publisher":"Edge Studio","book":"Adventures in Rokugan GMs Kit"},{"name":"Carrier Mosquito","description":"Carrier mosquitos are massive insects that defy logic, as they not only stay aloft but also zip around with incredible speed and maneuverability. Their nine-foot wingspans keep them from falling out of the sky, but their wings beat frequently, producing an incredibly loud and distracting drone. Swamp-dwelling cueyatl train carrier mosquitos and use them as mounts. When not using the mosquitos on a hunt, cueyatl riders compete in jousting matches, most of which end with a cueyatl yielding before its mosquito becomes seriously injured to avoid jeopardizing future hunts.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Carrion Beetle","description":"The beetles wore golden bridles and carried huge leather sacks of stone and guano. They marched without stopping; dozens, even hundreds, bringing fresh earth to the white-fungus trees of the great forests. Their claws skittered with a sound like horseshoes slipping on stone, but their multiple legs ensured they never fell. The air around them singed the nostrils with the taint of acid. Beasts of Burden and War. Carrion beetles are powerful beasts of burden with strong jaws and the ability to both climb and burrow. With a wide back, serrated, spiky forelegs, and a narrow head, the carrion beetle is too large to ride on very comfortably although it makes an excellent platform for ballistae and howdahs. Its thick exoskeleton varies from drab brown, tan, and black to shimmering blue green, purple-green, and a highly prized yellow‑orange. The largest carrion beetles make a distinctive wheezing sound when their spiracles are stressed; this noise creates a hum when multiple beetles run or charge on the field of battle. War beetles are often armored with protective strips of metal or chitinous armor fused to their exoskeletons, increasing their natural armor by +2 while reducing their speed to 20 feet. Devour Fungi and Carrion. Carrion beetles rarely gather in groups larger than a breeding pair and a small cluster of offspring in the wild. The domesticated varieties travel in herds of 20–40 to feed on fungal forests, scavenge battlefields, or devour cave lichen and scour sewage pits. The larger caravan beetles are always antagonistic. When breeding season hits, carrion beetles feast on the bodies of large animals. They are often found in symbiotic relationships with deathcap mycolids, darakhul, and related species. Many species in the deep underworld consider carrion beetles food and use their exoskeletons to fashion shields and armor (though their chitin is too brittle for weaponry). Purple worms are their major predators. Worms swallow entire caravans when they find the beetles within. Domesticated by Ghouls. Domesticated by the darakhul, the carrion beetles live a more complex life. They begin as simple pack animals, with the strongest being trained as war beetles. War beetles often carry ballistae and harpoons fitted with lines for use against flying foes. In late life, the beetles are used as excavators, scouring out tunnels with their acid. After death, their exoskeletons are used both as animated scouting vehicles (ghouls hide within the shell to approach hostile territory) and as armored undead platforms packed with archers and spellcasters. Actions Multiattack: The beetle makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 10 (1d12 + 4) piercing damage. Claws: Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) slashing damage. Acid Spit (Recharge 5–6): The carrion beetle spits a line of acid that is 30 ft. long and 5 ft. wide. Each creature in that line takes 32 (5d12) acid damage, or half damage with a successful DC 13 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Carrion Crawler","description":"Carrion crawlers are large subterranean predators and scavengers that scour putrid flesh from carcasses and gobble the slimy bones that remain. They aggressively attack any creature that trespasses on their territory or disturbs their feasting. Traits Keen Smell : The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell. Spider Climb : The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack : The carrion crawler makes two attacks: one with its tentacles and one with its bite. Tentacles : Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Expansion":4415,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Carrion Crawler","description":"Carrion crawlers scour putrid flesh from carcasses and gobble the slimy bones that remain. They aggressively attack any creature that trespasses on their territory or disturbs their feasting. Carrion Eaters. A carrion crawler follows the scent of death to its food, but it prefers not to compete with other scavengers. These foul creatures thus hunker down in territories where death is plentiful and other carrion eaters have limited mobility. Caves, sewers, dungeons, and forested marshes are their favored lairs, but carrion crawlers are also drawn to battlefields and cemeteries. A carrion crawler roams on the hunt, its tentacles probing the air for the scent of blood or decay. In tunnels or ruins, carrion crawlers scurry across the ceiling as they move toward food. In this way, they avoid contact with oozes, otyughs, and other dangerous inhabitants of the darkness, even as they surprise potential meals that don’t think to look up. Patient Predators. Whether in subterranean darkness or while hunting at night, light signals a potential meal. A carrion crawler might follow a light source from a distance for hours, hoping to pick up the scent of blood. Despite their great size, carrion crawlers can also easily set up ambushes by waiting around blind corners for prey to come to them. When facing potential prey or intruders, a carrion crawler lets its poison do the work. Once a victim goes rigid with paralysis, the carrion crawler wraps it with its tentacles and drags it away to a high ledge or isolated passageway, where it can be killed safely. The monster then resumes patrolling its territory while waiting for its meal to ripen. Traits Keen Smell : The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell. Spider Climb : The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack : The carrion crawler makes two attacks: one with its tentacles and one with its bite. Tentacles : Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Carrion Crawler Zombie","description":"Traits Keen Smell. The zombie has advantage on Wisdom (Perception) checks that rely on smell. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Spider Climb. The zombie can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Reactions Sudden Lunge. If an enemy moves within 15 feet of the zombie, roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet toward the enemy. If the zombie ends within 10 feet of the target, the zombie can make one attack at it with its Tentacles.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Carrion Crow","description":"Feasting on the hearts of fallen evil warriors on battlefields has corrupted these crows. They resemble normal crows, but they are easily distinguished by their rust-colored, barbed beaks and a patch of feathers on their breasts of the same color. Sometimes, carrion crows use their mimicry to lure animals and people into danger, in hopes of having more dead meat on which to feast. Evil spellcasters find carrion crows to be capable familiars. The creatures are happy to serve a master if they are provided with a steady supply of dead flesh and blood.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"unaligned","Expansion":25360,"Challenge Rating":1.2},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Carrion Stalker","description":"A carrion stalker begins life as a pale larva that infests a corpse. Over the course of weeks, this grub burrows, feeds, and grows, ultimately developing into a chitinous mass of pincers and tentacles. When an adult carrion stalker detects movement, it bursts from its corpse-cradle to attack, intent on implanting its young into the living and starting its species’ life cycle anew. More than one necromancer has animated a corpse infested with carrion stalker larvae. While this can prove shocking and deadly, some depraved spellcasters cultivate carrion stalkers within zombies. The embedded carrion stalkers ride along in their freshly animated conveyances, bursting forth once they detect living creatures nearby. This destroys the zombie, but unleashes a new horror. Carrion stalkers also enjoy symbiotic relationships with carrion crawlers. Carrion crawlers won’t devour bodies infested by carrion stalkers, but they often pick up stalker larvae as they root among filth. The crawlers then spread these grubs, potentially infecting whole sewers, graveyards, or battlefields with carrion stalkers. In return, carrion stalkers avoid preying on carrion crawlers. Actions Multiattack. The carrion stalker makes three Tentacle attacks. If it is attached to a creature, it can replace one Tentacle attack with Larval Burst, if available. Tentacle. Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) piercing damage, and the carrion stalker attaches to the target and pulls itself into the target’s space. While attached, the carrion stalker moves with the target and has advantage on attack rolls against it. A creature can use its action to try to detach the carrion stalker and force it to move into the nearest unoccupied space, doing so with a successful DC 11 Strength check. On its turn, the carrion stalker can detach itself from the target by using 5 feet of movement. When it dies, the carrion stalker detaches from any creature it is attached to. Larval Burst (1/Day). The carrion stalker releases a burst of larvae in a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 13 Constitution saving throw or be poisoned. A creature poisoned in this way takes 7 (2d6) poison damage at the start of each of its turns as larvae infest its body. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any effect that cures disease or removes the poisoned condition instantly kills the larvae in the creature, ending the effect on it. If a creature is reduced to 0 hit points by the infestation, it dies. The larvae remain in the corpse, and one survives to become a fully grown carrion stalker in 1d4 weeks. Any effect that cures diseases or removes the poisoned condition that targets the corpse instantly kills the larvae.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Expansion":10535,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Carrionette","description":"Carrionettes arise from innocent intentions. Heartfelt wishes breathe life into a beloved toy and, for a time, a creator might feel blessed by their new companion. But carrionettes aren’t content to live as toys and seek to escape the confines of their diminutive bodies. Every carrionette possesses a silver needle that pins its soul to its body. By posing as simple toys or hiding their desires, a carrionette gets close to an unsuspecting victim. It then uses its needle to swap souls with the victim, stealing the victim’s body while trapping the victim’s soul in its own doll-like frame. The carrionette then imprisons its old body, keeping the animate doll hidden while it explores the world in its stolen guise—often that of the very person who wished the carrionette into being. Carrionettes might appear as any type of toy or piece of art. While marionettes and porcelain dolls are the most common, all manner of deadly stuffed animals, crawling jack-in-the-boxes, bloodthirsty poppets, murderous jewelry box ballerinas, and so forth might be carrionettes. These malicious toys are skilled deceivers and, despite some having existed for generations, often affect unsettlingly childlike personalities. Among the most notorious of these terrors is the carrionette Maligno, Darklord of the domain of Odaire . Traits False Object. If the carrionette is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the carrionette move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the carrionette is animate. Unusual Nature. The carrionette doesn’t require air, food, drink, or sleep. Actions Silver Needle. Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 1 piercing damage plus 3 (1d6) necrotic damage, and the target must succeed on a DC 12 Charisma saving throw or become cursed for 1 minute. While cursed in this way, the target’s speed is reduced by 10 feet, and it must roll a d4 and subtract the number rolled from each ability check or attack roll it makes. Soul Swap. The carrionette targets a creature it can see within 15 feet of it that is cursed by its Silver Needle. Unless the target is protected by a protection from evil and good spell, it must succeed on a DC 12 Charisma saving throw or have its consciousness swapped with the carrionette. The carrionette gains control of the target’s body, and the target is unconscious for 1 hour, after which it gains control of the carrionette’s body. While controlling the target’s body, the carrionette retains its Intelligence, Wisdom, and Charisma scores. It otherwise uses the controlled body’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. If the carrionette’s body is destroyed, both the carrionette and the target die. A protection from evil and good spell cast on the controlled body drives the carrionette out and returns the consciousness of both creatures to their original bodies. The swap is also undone if the controlled body takes damage from the carrionette’s Silver Needle.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Expansion":10535,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Carsian","description":"Carsians are an insectoid species similar to humanoid mantises with diaphanous webbing between each pair of its four arms, its scaly back sporting translucent variegated tail wings. Each arm ending not in claws but with paws each with three opposable digits reminiscent of large fat maggots. Carsians range in height from 6 to 8 feet tall, and weigh from 250 to 350 pounds in weight. Shattered World. Carsians evolved after Carsis shattered, becoming the first species able to traverse the space between land masses and naturally sail the stellar winds. It does this by leaping and gliding to the target landing point. Carsians have webbed membranes between each pair of arms, and wings down their back but they are unable to fly. A carsian cannot fly because its wings have neither the strength nor structure to provide the lift required, however, they do slow descent to a safe and gentle speed. The back and tail wings are used to direct the descent allowing a controlled and safe descent to be performed. When using its abating glide to traverse between land masses, carsians hold the air they need to breathe in internal extra lungs much like camels store water in their humps. Stealthy Stalker. Virtually invisible when hunting in forests and jungles, wild carsians is greatly feared by those travelling through such lands. A hunting carsian is almost preternaturally patient, waiting for days for a target to pass by. Making a gliding lunge as an ambush tactic, many wagons are found with no trace of riders or occupants anywhere. Wild carsians hunt individually or in hunting parties often consisting of the family pod. Carsian Characters Carsians characters gain the following abilities. Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1. Size. Carsians range in height from 6 to 8 feet tall. Your size is medium. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Carsian Weapon Training. You have proficiency with all weapons. However, due to your wings and multiarmed torsos, you can only become proficient with light armor. Natural Armor. Your base Armor Class equals 12 + your Dexterity modifier. Abating Glide. You can use your reaction when you fall to unfurl your wings and reduce falling damage you take by 20 feet. At 5th level, this reduction increases to 50 feet and you can leap and glide between land masses if they are no more than 100 feet apart. Agile. You gain proficiency in either the Acrobatics or Stealth skill. Languages. 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The Land of Dreams is said to be part of the fey realms, but can only be entered through dreaming, except by the most powerful of creatures, or by the fey that dwell there, including the meiga. Meigas differ widely in form and ability, but always appear as female. Clothing preference varies by individual, but meigas typically prefer bright colors and bold patterns. While all meiga can magically change their form to blend with mortal populations, their apparent age always shows through. If a meiga’s true appearance is elderly, then she appears elderly in any form she takes, while a more maiden-like meiga is always youthful when magically disguised. Dream Weapons. The meiga’s weapons are formed of dream-stuff and have a link to the Land of Dreams. When mortals are hit with such weapons, the pain is increased as their mind relives past pains from memory, brought forth by the meiga’s control over dreams. Functionaries of the Dream Realm. While in their own realm, a meiga serves a particular function in maintaining the dreamscapes of mortals. The cartuxeira oversees premonitory dreams of future events. The lobismuller is the bringer of nightmares. The vedoira are caretakers of dreams in which the spirits of the dead make contact with the living; their purview over dream communication means they are also overseers of those who are contacted via the dream spell. Other types of meigas do exist, exerting their particular influence over the dreams of mortals according to their sphere of influence. Summoned to Serve. In the Land of Dreams, meigas are typically not hostile, unless waking mortals come and interfere with their duties or disrupt the dreaming of sleepers. However, spellcasters aware of their existence and the powers available to them in the waking world often summon meigas (through spells such as conjure fey) to do their bidding. Such summoners should take great care not to lose control over a meiga, however, as they hold a grudge and will pursue vengeance against those foolish enough to let their mastery of the meiga slip. RARE MEIGAS While the meigas described in this book are the most common and best-known of their kind, other meiga dream-spirits can be encountered more rarely. Their abilities are generally a mystery and they are known by their particular behavior. Chuchonas. The most dangerous of all meigas, chuchonas appear with different faces or transformed into fanged vampires, but also can take the form of insects, most often bumblebees. They suck the blood of children, especially newborns, to steal their life essence to craft their ointments and potions. Feiticeira. These meigas live near rivers and streams, appearing as elderly women who still retain their loveliness. The feiticeira has a very beautiful voice that with her singing hypnotizes men and boys who approach the river and makes them go into the river, where they will drown to be later devoured. Lavandeira. These meigas surprise walkers who passes by a lavandeira (laundry house), inviting him to help her in the same direction as her, because otherwise, misfortune will befall his house. The Lavandeira will appear in the person's house and will end the pregnancy if there is one, steal the youngest of the children if there are any, or kill one of the spouses while they are sleeping, if there are no children at home. Marimanta . The origin of these meigas is unknown, but they can be invoked with complex rituals that draw them across both spatial and planar boundaries. They often wanders of their own free will between Dreamland and our world, entering houses where there is a child on which no blessings or protection have been used, and often abducts them to a place from which they never return for reasons and uses unknown to anyone. Meiga, Cartuxeira The cartuxeira is the agent of dreams that predict the future. She is typically dressed in a colorful, flowing dress, this elderly woman rattles a handful of divinatory tokens and studying their surroundings with bright, wise eyes. Cartuxeiras have has divinatory powers, using bones, cards, runestones, tea leaves, or other instruments, as per her individual preferences. Able to view both the past and the future, the cartuxeria’s greatest power is to reach along those threads of fate and tweak them, altering events or ensuring future events have a different outcome. While this ability has proven combat ability, its usefulness reaches far beyond that. The GM should consider the far-telling effects on a character or campaign should a cartuxeira change an element of the past or future, and its immediate or eventual consequences.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":30635,"Challenge Rating":5},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Casarian Ripper","description":"A fierce predator originating on the planet Casar IV, this species has spread to numerous worlds causing ecological upheaval and countless deaths. Adaptive and Invasive. The larval stage of the Casarian ripper is small and particularly difficult to eradicate. They are resistant most organic toxins, survive in extreme temperatures and can even withstand hard vacuum by retreating into their exoskeleton for extended periods of time. As a result, they’ve spread with trade and travel to many worlds visited by space farers. Voracious Predators. After many years of life the ripper undergoes a metamorphosis. They find a hidden sanctuary and built a nest/cocoon to transform from a small nuisance animal into a large, terrifying predator. This transformation takes many months and once complete the ripper hunts and kills every animal, sentient or otherwise, it can. Its success over a short period (about 9 standard solar days) determines how many eggs it lays to carry on its purpose.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":27052,"Challenge Rating":4},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Caskadon","description":"Caskadons are essentially the perfect party guests. They love to have fun, come with free booze, and if a brawl breaks out... Well, one way or another, when a caskadon joins the party, someone’s getting smashed! — Heliana, Enthusiastic Celebrant Type: Construct Creature Component: Any treant Bonus Tamer Improvement: Bottoms Up and +2 Hit Dice Good times follow caskadons wherever they go. With a penchant for harmless mischief and an infectious, jubilant spirit, caskadon are welcome in taverns and feast halls the world over. These gentle and affable creatures prefer to settle conflicts over a couple of stout drinks, but aren’t above barreling into a fray and putting some rabble rousers in their place with their mighty trunks. Woe to those who incur the wrath of a caskadon! If any of the caskadon’s traits or actions require a saving throw, it is always against the caskadon’s save DC, as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the caskadon’s Constitution modifier Monster Trainer Bottoms Up Prerequisite: Become a tamer’s companion Type: Passive (tamer) The caskadon can be used as a set of brewer’s supplies, and its tamer has advantage on any ability checks using it in this way. In addition, over the course of a short or long rest, the caskadon can brew an invigorating beverage for a creature to enjoy. A creature that drinks this beverage immediately after the rest gains one Brew Die, which is a d4 and lasts until the creature finishes a short or long rest. When the creature makes an ability check, attack roll, or saving throw, it can expend its Brew Die to roll it and add the number rolled to the result. Growth I Prerequisite: 3rd-level tamer Type: Passive (companion) The caskadon’s size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its Trunk attack increases to a d6. Happy Hour Prerequisite: 3rd-level tamer Type: Active (action) As an action, the caskadon can spray alcohol from its trunk in a 30-foot cone. Each creature in the area must succeed on a Dexterity saving throw or be soaked with alcohol until the end of its next turn. The next time a soaked creature takes fire damage, it takes an extra 10 (3d6) fire damage. In addition, a creature that fails its save suffers an effect depending on the type of alcohol sprayed (tamer’s choice): Sticky Beer. The creature’s speed is halved until the end of its next turn. Tart Wine. The creature takes 2d6 acid damage. Potent Scotch. The creature is poisoned until the end of its next turn. Once the caskadon uses this action, it can’t do so again until its tamer finishes a short or long rest. When the caskadon’s tamer reaches 5th level in the tamer class, the extra fire damage increases to 14 (4d6). Growth II Prerequisite: 5th-level tamer, Growth I Type: Passive (companion) The caskadon’s size increases to Medium, its Hit Die size increases to a d8 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its Trunk attack increases to a d8. Multiattack Prerequisite: 5th-level tamer Type: Active (action) As an action, the caskadon makes two attacks. Bar Brawler I Prerequisite: 9th-level tamer Type: Passive (companion) The caskadon can replace an attack it makes with a grapple, and has advantage on ability checks made to grapple creatures smaller than itself. In addition, the caskadon becomes proficient with improvised weapons. Creatures that the caskadon is grappling and that are at least two sizes smaller than it are considered improvised weapons for the caskadon. The damage die for these weapons is equal to the size of the creature’s Hit Dice, and they can’t be thrown. When the caskadon hits with an attack using a creature as a weapon, that creature takes 2 (1d4) bludgeoning damage. Hard Liquor Prerequisite: 9th-level tamer, Happy Hour Type: Active (action) When the caskadon uses its Happy Hour action, it can choose to increase the pressure of the spray, changing it from a 30-foot cone into a 5-foot-wide, 30-foot-long line, and from a Dexterity saving throw into a Strength saving throw. On a failed save, a creature takes 10 (3d6) bludgeoning damage and is knocked prone in addition to the other effects. On a successful save, a creature takes half as much damage and isn’t knocked prone. When the caskadon’s tamer reaches 13th level in the tamer class, the bludgeoning damage increases to 14 (4d6). Trojan Elephant Prerequisite: 9th-level tamer Type: Active (action) As an action, the caskadon can retract its trunk and legs and close its ears, making itself appear like a barrel. While in this form, its speed is 0 feet, it can’t take actions other than reverting to its normal form, and it’s indistinguishable from a normal barrel while it remains motionless. While the caskadon is in this form, a creature within 5 feet of it can use its action to enter it, gaining total cover against effects outside the caskadon. The caskadon can hold up to two creatures one size smaller than it, or up to four creatures at least two sizes smaller than it. Breathing creatures inside the caskadon can survive there for up to 1 hour, after which they begin to suffocate. Any creatures inside the caskadon when it reverts to its normal form are ejected into unoccupied spaces of their choice within 5 feet of the caskadon. Bar Brawler II Prerequisite: 13th-level tamer, Bar Brawler I Type: Passive (companion) The caskadon can use creatures one size smaller than itself as improvised weapons. The damage that a creature takes when the caskadon hits with an attack using it as a weapon increases to 4 (1d8). In addition, the caskadon can throw a creature it is using as an improvised weapon with a normal range of 10 feet and a long range of 20 feet. Growth III Prerequisite: 13th-level tamer, Growth II Type: Passive (companion) The caskadon’s size increases to Large, its Hit Die size increases to a d10 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its Trunk attack increases to a d10. Growth IV Prerequisite: 17th-level tamer, Growth III Type: Passive (companion) The caskadon’s size increases to Huge, its Hit Die size increases to a d12 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its Trunk attack increases to a d12.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"chaotic good","Expansion":26720,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Castruccio Irovetti","description":"King of Pitax, Castruccio Irovetti plays the role of one of Kingmaker’s primary villains, a foe whom the PCs learn of and encounter long before their destined fight. He works best in a similar role in other games, perhaps as the leader of a nation of your own design. Consider swapping out his Numerian technology for equivalent magic items if you do so, or alternately lean into this flavor and set him up as an up-and-coming challenger to the rule of a Numerian city. Traits Brave. Irovetti has advantage on saving throws against being frightened. Inspired. King Irovetti has been inspired by Nyrissa, granting him advantage on Performance checks. Legendary Resistance (3/Day). If Irovetti fails a saving throw, he can choose to succeed instead. Magic Armor. Any armor Irovetti wears gains a +3 bonus, which ceases when he removes the armor. Spellcasting. Irovetti is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Irovetti has the following bard spells known: Cantrips (at will): dancing lights, light, mage hand, message 1st level (4 slots): alarm, charm person, cure wounds, longstrider 2nd level (3 slots): detect thoughts, suggestion 3rd level (3 slots): clairvoyance, sending, tongues 4th level (3 slots): dimension door, greater invisibility, stoneskin 5th level (2 slots): dominate person, mass cure wounds 6th level (1 slot): contingency Thunder Brute. A melee weapon deals one extra die of its damage plus 1d10 thunder damage when Irovetti hits with it (included in the attack). Actions Multiattack. Irovetti makes two melee attacks. Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) slashing damage plus 5 (1d10) thunder damage. Legendary Actions Irovetti can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Irovetti regains spent legendary actions at the start of its turn. Flechettes (Costs 2 Actions). Irovetti fires multiple darts from his high-tech halberd. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 30 (6d8+3) piercing damage plus 9 (2d8) thunder damage. Halberd Attack. Irovetti makes a halberd attack. See Invisibility. Irovetti casts see invisibility on himself. This requires no spell slots or material components, and lasts for 1 minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":16},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Cat","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell : The cat has advantage on Wisdom (Perception) checks that rely on smell. Actions Claws : Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage .","properties":{"Category":"Monsters","AC":12,"HP":"2 (1d4)","CHA":7,"CON":10,"DEX":15,"INT":3,"STR":3,"WIS":12,"Size":"Tiny","Type":"beast","Speed":"40 ft., climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390059088/Ewmk2luFix7r1hifN9499w/original.png","Roll 0":"Claws\n1d20 + 0\n1","Skills":"Perception +3, Stealth +4","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The cat has advantage on Wisdom (Perception) checks that rely on smell.\"}]","data-Actions":"[{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"0\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d1\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"-4","data-SizeNum":0,"data-WIS-mod":"+1","Challenge Rating":0,"Passive Perception":13,"data-CrNum":0,"data-AcNum":12,"data-HpNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cat","description":"Traits Keen Smell : The cat has advantage on Wisdom (Perception) checks that rely on smell. Actions Claws : Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Cat","description":"","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":0},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Cat","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Jumper. The cat’s jump distance is determined using its Dexterity rather than its Strength. Actions Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Cat","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Jumper. The cat’s jump distance is determined using its Dexterity rather than its Strength. Actions Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage.","properties":{"Category":"Monsters","AC":12,"HP":"2 (1d4)","PB":2,"CHA":7,"CON":10,"DEX":15,"INT":3,"STR":3,"WIS":12,"Size":"Tiny","Type":"Beast","Speed":"40 ft., Climb 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406406953/Sp06bHFWTl6FmYFmgrPubA/original.png","Senses":"Darkvision 60 ft.","Skills":"Perception +3, Stealth +4","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Jumper\",\"Desc\":\"The cat's jump distance is determined using its Dexterity rather than its Strength.\"}]","data-Actions":"[{\"Name\":\"Scratch\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Slashing\"}]","data-CHA-mod":"-2","data-CON-mod":0,"data-DEX-mod":2,"data-INT-mod":"-4","data-STR-mod":"-4","data-SizeNum":1,"data-WIS-mod":1,"Saving Throws":"Str -4, Dex +4, Con +0, Int -4, Wis +1, Cha -2","Challenge Rating":0,"Passive Perception":13,"data-CrNum":0,"data-AcNum":12,"data-HpNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Catamount","description":"A large, broad-shouldered cat stalks its prey through a narrow canyon. A wall of stone erupts suddenly from the ground, cutting off the prey's only escape. Typically found in areas with rocky terrain, such as mountains, canyons, and badlands, the catamount is a large hunting cat with an innate control over rocks and earth. The catamount uses its ability to shape stone to aid in hunting, causing minor earthquakes or changes in terrain to confuse or redirect its prey. While catamounts prefer to hunt game like deer and goats, a hungry catamount happily feasts on whatever prey is available. Cavern Carvers. Catamounts use their ability to manipulate the earth to carve out complex cavern systems as dens for rearing young. It is not unusual for kobolds, goblins, or even small giants to claim abandoned catamount dens as their own, for the caverns make defensible homes. Territorial. The catamount is a solitary creature and can claim an area of up to 20 square miles as its hunting grounds. A catamount tolerates another catamount only long enough to mate, and the product of such a union is typically one to two kits. Once the kits are old enough to hunt on their own, they leave the den to find their own territory. Well-Grounded. The catamount has advantage on ability checks and saving throws made against effects that would knock it prone. Actions Multiattack. The catamount makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claw. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Bonus Actions Control Earth. The catamount molds the ground near it, causing one of the following effects: Stone Wall. The catamount causes a wall of rock to rise from the ground at a point it can see within 30 feet of it. The wall is up to 30 feet long, 5 feet high, and 5 feet thick. It can be any shape, as long as its base is connected to the ground. If the wall cuts through a creature's space when it appears, the creature is pushed to one side (the catamount's choice). If a creature would be surrounded on all sides by the wall, it can make a DC 14 Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall lasts 1 minute or until the catamount creates a new wall. Fissure. The catamount causes a rift to form in the ground at a point it can see within 30 feet of it. The rift can be up to 15 feet wide, up to 30 feet long and up to 10 feet deep, and it can be any shape. Each creature standing on a spot where the fissure opens must succeed on a DC 14 Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse as if the structure was in the area of an earthquake spell. The catamount can have only one fissure open at a time. If it opens another, the previous fissure closes, shunting all creatures inside it to the surface. Tremors. The catamount causes the earth beneath its feet to shake and shift. Each creature within 30 feet of the catamount must succeed on a DC 14 Strength saving throw or take 3 (1d6) bludgeoning damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Catctus","description":"The catctus is a lion sized wildcat that lives in desert regions. A larger cousin of the prickly puss, its green and brown fur is covered with cactus-like spines that serve as a defense and natural camouflage while hunting desert wildlife. Although scholars believe catcti are the result of a magic experiment, the large cats have thrived and spread across many arid deserts. Traits Keen Senses. The catctus has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Natural Camouflage. The catctus has advantage on Dexterity (Stealth) checks made to hide in desert terrain. Pounce. If the catctus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the catctus can make one bite attack against it as a bonus action. Sharp Spines. The catctus is covered in sharp cactus-like spines that deal 1d4 piercing damage to anyone who touches it without gauntlets or similar hand protection. Actions Multiattack. The catctus makes two attacks: one with its claws and one with its bite or launch spines. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, 1 target. Hit: 9 (1d8 + 5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) slashing damage. Launch Spines. Ranged Weapon Attack: +7 to hit, range 50/100 ft., one target. Hit: 9 (1d8 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":32955,"Challenge Rating":2},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Category 1 Krasis","description":"In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine , biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie. Traits Amphibious. The krasis can breathe air and water. Actions Multiattack. The krasis makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":7,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Category 2 Krasis","description":"In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine , biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie. Traits Amphibious. The krasis can breathe air and water. Actions Multiattack. The krasis makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":7,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Category 3 Krasis","description":"In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine , biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie. Traits Amphibious. The krasis can breathe air and water. Actions Multiattack. The krasis makes three attacks: one with its bite, one with its claws, and one with its tail. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage. Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 33 (6d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":7,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Catfish Shark","description":"The catfish shark lives in deep water. Most species are less than 1 foot long and range from pale orange to silvery white in color. Some are also bioluminescent. The catfish shark is an ideal familiar for a spellcaster who operates underwater.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"unaligned","Challenge Rating":0},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Catfolk, Basteti","description":"The cherished children of the cat goddess Bastet, these mischievous humanoids are found throughout Nuria. They live in Per-Bastet, the City of Cats, in great numbers. Lithe and slender, basteti have a cat’s eyes, long tail, and soft fur coat. Their fur varies in coloration and is often accented with spots, stripes, and other markings. Basteti like nothing better than having new experiences and meeting interesting strangers so they can share tales of their escapades with their family and friends. Their natural curiosity might get them into trouble, but they often seem to be able to quickly extricate themselves from their misfortunes and land on their feet.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral good","Expansion":11995,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Catfolk, Basteti Cat Burglar","description":"The cherished children of the cat goddess Bastet, these mischievous humanoids are found throughout Nuria. They live in Per-Bastet, the City of Cats, in great numbers. Lithe and slender, basteti have a cat’s eyes, long tail, and soft fur coat. Their fur varies in coloration and is often accented with spots, stripes, and other markings. Basteti like nothing better than having new experiences and meeting interesting strangers so they can share tales of their escapades with their family and friends. Their natural curiosity might get them into trouble, but they often seem to be able to quickly extricate themselves from their misfortunes and land on their feet.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral","Expansion":11995,"Challenge Rating":1},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Catilus Adventurer","description":"Catilus Adventurer Likes: exploration, harmless pranks, adventures with friends Dislikes: tyranny, laziness, people who put loot over friendship A catilus adventurer spends most of its time traveling and, of course, adventuring. Eager to explore and discover new things, catilus adventurers seek out forgotten planar portals and merrily jump through to find out what lies on the other side. Many catilus adventurers travel across worlds on reconnaissance missions and return to report their findings to the Catilus. Others just travel for the sake of adventure and the excitement of discovery. Catilus adventurers value friendship more than physical treasure and for them, an expedition is truly successful only if it leads to a new friendship. In combat, a catilus adventurer is bold but not reckless. When facing a dangerous foe, it prefers to stay invisible and try to confuse and misdirect them with minor illusion tricks and telepathic taunts. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a catilus adventurer for their familiar. Catilus adventurers are delighted to serve as familiars for warlocks who have made pacts with the Catilus as their otherworldly patron, and they may rarely also act as familiars for other warlocks as well.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey (catilus)","Alignment":"typically chaotic good","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Catilus Color Wizard","description":"Catilus Color Wizard Likes: painting, reading, counterspelling Dislikes: spoiled food, antimagic fields, aggressive petting For some catili, understanding the nature of magic represents the greatest adventure one can undertake. Catilus scholars who seek to explore the inner workings of magic in their own colorfully whimsical way become color wizards, sages of art and arcana both. Though devoted to their arcanoartistic studies, catilus color wizards appreciate friendship and understand the value of dependable allies, especially those that can lead them to more magical knowledge. Catilus color wizards base their study of the arcane on their own innate catilus magic and compile their findings in peculiar coloring spellbooks. Instead of “writing” spells, catilus color wizards create magically charged drawings in their coloring spellbook, which allows them to manipulate the nature of many spells in creative ways. A catilus color wizard is too strong and too focused on its arcanoartistic projects to serve as a familiar, but it can be a powerful ally for good-aligned heroes or a fearsome adversary against evil adventurers. In combat, the more disciplined catilus color wizards will stay invisible and strategically use spells that don’t require concentration, while the more spontaneous ones will blast enemies with prismatic bursts and the most powerful and colorful spells in their coloring spellbooks.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey (catilus)","Alignment":"typically chaotic good","Expansion":18016,"Challenge Rating":6},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Catilus Kitten","description":"Catilus Kitten Likes: warm milk, chasing illusions, cuddles Dislikes: loud sounds, getting wet, feeling lonely Curious and playful, catilus kittens are in no hurry to grow up. Being innately magical, catilus kittens can control how fast they age, and indeed whether they will age at all, while they play and laze about on the rim between worlds. As long as a catilus kitten does not travel too far and for too long away from its native plane, it can choose to remain a kitten, until the lure of adventure or the passion to undertake some long-term creative project motivates it to grow up! A catilus kitten will try to avoid scary situations, usually flying away to safety at the sight of danger. It loves to play with illusions (unless they are scary) and cuddle up to its friends for a nap when it gets tired. Familiar . At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a catilus kitten for their familiar.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey (catilus)","Alignment":"typically chaotic good","Expansion":18016,"Challenge Rating":0},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Catoblepas","description":"The catoblepas is as loathsome as the vile swamplands in which it lives. Like such wastelands, this conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts has few redeeming qualities. Few travelers willingly traverse the territory of a catoblepas. Animalistic Nature. Despite their ungainly physiology, catoblepases resemble natural beasts. A catoblepas behaves much like an animal, too, ambling through its marshy home, munching choice vegetation, eating the occasional bit of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for life and, on occasion, a calf. Especially if it’s guarding its young, a catoblepas attacks anyone that moves too close. Stench of Death. A catoblepas’s stink, like that of death mixed with swamp gas and skunk musk, gives it away as being much more ghastly than its appearance suggests. When it is on the attack, a catoblepas reveals the extent of its horrific nature. The creature’s serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its tail is a club that can rattle body and soul if it strikes true, leaving a victim unable to act. If the target of its attacks dies, the catoblepas feasts on the fresh remains. Blighted Territory. A catoblepas’s nature as a creature of disease and decay brings out similar characteristics in the creature’s swampy habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of the environment, such as healing herbs and clean water, diminish when a catoblepas lives nearby. Swamp gases have a hint of the catoblepas’s foulness to them. Animals in the area are more aggressive and liable to be diseased. Degenerate creatures are likely to take up residence near a catoblepas’s territory, as are those seeking to avoid notice. Sinister Folklore. Ordinary folk rarely see a catoblepas, but the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is proven false. The silhouette of a catoblepas, with its tail extended over its body and its head held low, is a baleful heraldic figure signifying death or doom. Sages say that gods of pestilence and rot created catoblepases as embodiments of their influence. Whatever the origin of the creature, stories link the catoblepas to misfortune, and many of these yarns have elements of truth. Some such tales claim that hags tend catoblepases like cattle, and that a swamp that contains a catoblepas might also be home to a hag that drinks the monster’s milk. Although a particular catoblepas might not be linked to a hag, a coven of hags might keep one or more of these beasts as guardians or pets. Other legends say that those of impure heart can tame a catoblepas. Indeed, some tales have circulated of malevolent warlocks and dark knights who have discovered how to domesticate the beasts and use them as mounts. Traits Keen Smell : The catoblepas has advantage on Wisdom (Perception) checks that rely on smell. Stench : Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour. Actions Tail : Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6 + 4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas’s next turn. Death Ray (Recharge 5–6) : The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Catoblepas","description":"The catoblepas is as loathsome as the vile swamplands in which it lives, a conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts. Despite its ungainly physiology, a catoblepas resembles a natural animal in its behavior, ambling through its marshy home, munching choice vegetation, eating the occasional bit of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for life and, on occasion, with a calf. A catoblepas attacks anyone that moves too close, especially if guarding its young. A catoblepas’s stink, like the stench of death mixed with swamp gas and skunk musk, gives it away as being much more ghastly than its appearance suggests. When it is on the attack, a catoblepas reveals the extent of its horrific nature. The creature’s serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its tail is a club that can rattle body and soul if it strikes true, leaving a victim unable to act while the catoblepas feasts on its body. Blighted Territory A catoblepas’s nature as a creature of disease and decay brings out similar characteristics in the creature’s swampy habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of the environment, such as healing herbs and clean water, become degraded, and swamp gases take on a hint of the catoblepas’s foulness. Animals in the area are more aggressive and liable to be diseased. Degenerate creatures are likely to take up residence near a catoblepas’s territory, as are those seeking to avoid notice. Catoblepases in Folklore Ordinary folk rarely see a catoblepas, but the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is proven false. In some lands, the silhouette of a catoblepas, with its tail extended over its body and its head held low, is a baleful heraldic figure signifying death or doom. Sages say that gods of pestilence and rot created catoblepases as embodiments of their influence, while other stories link them to misfortune. Some such tales claim that swamp-dwelling hags tend catoblepases like cattle, drinking the monsters’ milk and using them as guardians or pets. Other legends say that those of impure heart can tame a catoblepas and whisper of malevolent warlocks and wicked knights who ride them into battle. Traits Stench. Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of any catoblepas for 1 hour. Actions Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (5d6 + 4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas’s next turn. Death Ray (Recharge 5–6). The catoblepas targets one creature it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Catoblepas","description":"Even in its most docile moments, the catoblepas is an aggressive and imposing beast. Though it prefers swamps, the catoblepas has been know to forage in plains and forests for short periods, leaving behind hunting grounds tainted by its foul breath and noxious waste that other predators and prey alike avoid for days or even weeks thereafter. The catoblepas bullies those creatures it believes are a match for it, and eats everything weaker. This quadrupedal monster looks vaguely like a long-necked elk, yet its hide and antlers are covered in mosslike growth, and a ridge of bony spines runs along its back. Its eyes are a baleful red, and its underslung jaw is filled with sharp, tusk-like fangs. The creature is often accompanied by a buzzing cloud of flies. A catoblepas is 15 feet long and weighs 2,200 pounds. Traits Charge. If the catoblepas moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. Keen Smell. The catoblepas has advantage on Wisdom (Perception) checks that rely on smell. Stench. Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour. Actions Multiattack. The catoblepas makes one hooves attack, one gore attack, and one tail attack. Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) piercing damage. Hooves. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) slashing damage. Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 21 (5d6+4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be pushed 10 feet away from the catoblepas and knocked prone. Poison Breath (Recharge 5–6). The catoblepas exhales its horrid, stinking breath in a 60-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 63 (14d8) poison damage. The target dies if reduced to 0 hit points by this breath.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Catoblepas Calf","description":"Normally docile, a catoblepas calf will usually stay within its marshy domain and keep to itself. But if intruders – often lost adventurers – approach, it will use its tail to keep its opponents at bay. While young, its death ray can still prove to be a deadly threat to naïve adventurers. Adventurers beware though, its overprotective mother may not be too far away. Traits Keen Smell. The catoblepas has advantage on Wisdom (Perception) checks that rely on smell. Stench. Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour. Actions Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or be stunned until the start of the catoblepas's next turn. Death Ray (Recharge 5–6). The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 13 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 32 necrotic damage. The target dies if reduced to 0 hit points by this ray.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Catonoctrix","description":"This hairless cat moves its front legs forward, stretching its body impossibly long, then retracts its body, allowing its hind legs to catch up in its lopsided gait. The feline wears a constant, toothy grin. Mischievous catterballs exploit their malleability to reach otherwise inaccessible places where they can unleash pandemonium. Fey Pets. Fey legends universally point to forgotten nobles who created the creatures to entertain their children. As is the manner of children, fey or otherwise, unruly and destructive behavior elicited the best response in laughter and cries of “Do it again!” After several destructive accidents, the fey realized they needed to rid themselves of the creatures. Unable, and in some cases unwilling, to destroy the catterballs, the fey decided to lead the naughty creatures out of their homelands. Strange Diet. A catterball enjoys rancid food, such as rotten fish and curdled milk. An offering of such fare keeps the creature away from the location where it received the food. Fresh food and drink offend a catterball, which redoubles its pranks against the offender. Ratcatchers. Catterballs aren't true felines, but they despise rats. Catterballs ignore whatever has their attention in favor of chasing and killing rats. Some communities tolerate the catterballs' hijinks because the creatures are efficient rat slayers. Rubbery Flesh. The catterball is immune to any spell or effect that would alter its form, and it has advantage on ability checks and saving throws made to escape a grapple. In addition, it can move through a space as narrow as 1 inch wide without squeezing. Standing Leap (Ball Form Only). The catterball's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start. Actions Slam (Extended or True Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Snap Back (Extended Form Only). The catterball violently returns to its true form. Each creature within 5 feet of the catterball must make a DC 12 Dexterity saving throw. On a failure, a creature takes 4 (1d8) thunder damage, or 9 (2d8) if the catterball has extended its reach to 15 feet, and is deafened for 1 minute. On a success, a creature takes half the damage and isn't deafened. A deafened creature can make a DC 12 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Action Change Form. The catterball can extend its body, roll up into a ball, or return to its true form. Each time it extends its body, its reach with its slam attack increases by 5 feet, to a maximum of 15 feet, and its Armor Class decreases by 1.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Cats of Ulthar","description":"The silent rippling muscles of the clowder slip by unnoticed until nothing remains but gnawed bones and fat stomachs. A Convergence of Felines. Seeing a group of cats (called a clowder) slinking down an alley barely registers in the minds of busy city-dwellers. Pests to some, pets to others, and invisible to most, the domestic housecat does not seem much of a threat. However, any beast with tooth and claw poses a threat on some level. And hundreds of those beasts, inspired and working together, can be a terrifying prospect. The Cats and the Weather. The first sign a victim of the cats of Ulthar sees is cloudy, violent weather. The bluest, clearest daytime skies or the finest moonlit nights become stormy nightmares when the cats of Ulthar are on the prowl. A Hissing, Seething Mass. Through the darkness provided by the suddenly darkened skies, the cats of Ulthar come together, some from their comfortable homes and others from their wild dens. The call spares no feline, and all types of cats join together to form the swarm. The victims often do not see the cats until it is too late. The only thing the victims notice is a single hiss that rises up from the mass of fur and death.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Catscratch","description":"The small cat emits a horrific yowl as its body begins to bulge and swell. Within moments, a massive, veined humanoid covered in patches of fur stands in the cat’s place, casting a mad gaze. Not of This World. A catscratch comes from parts unknown. No one is quite sure of its source, but wherever domestic cats are found, these creatures appear. It is a hybrid monster, created when an aberrant virus infects a cat or cat-like humanoid. Summoned by Rage. An infected cat doesn’t transform until it becomes angry, leaving many communities unaware of the disease until it is too late. Once a cat is sufficiently upset, it swells to a massive size, turning into a catscratch intent on destroying everything in sight. Catscratch Fuge Catscratch fugue is a bacterial infection that only affects felids and feline humanoids. This infectious organism is carried by debris falling into the Material Plane from the Void and is transmitted either through contact with the crash site or by being bitten by a carrier. Upon contact, the target must succeed on a DC 13 Constitution saving throw or become infected. Once the host is infected, catscratch fugue incubates inside it for 3 days. During this window, the victim’s skin itches, and they are prone to violent mood swings. At the end of each long rest, the infected creature can repeat the saving throw, recovering from the disease on a success. A lesser restoration spell cast during the incubation time cures the disease. After the third day, if the infection is still present, any negative emotion causes the victim to transform into a monstrous catscratch intent on destroying everything around it. Only a wish spell can cure a catscratch once it has transformed.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Catsnake","description":"This prodigious creature is widespread throughout the Kingdom’s coasts, swamps, mountains, and forests; sometimes even among its ruins and sewers, and in the countryside. It looks like a cross between an ocelot and a long wriggling python and moves exactly like a snake, using its long tail to constrict and crush prey. It also shows considerable dexterity in using its single pair of legs to better grasp its victims or other objects. Traits Keen Hearing and Smell . The catsnake has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pounce . If the catsnake moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the catsnake can make one bite attack against it as a bonus action. Actions Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (2d4 + 3) piercing damage. Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":11925,"Challenge Rating":1},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Catterball","description":"A blackened, wyvern-like beast with leather purple wings soars the skies. The glowing eyes within its malformed, crystalline skull scour the area. A catonoctrix is not a natural being. It exists due to mutations a drake or, more rarely, an immature dragon undergoes either by exposure to otherworldly realms and energies or from experimentation by depraved creatures, such as aboleths or mad wizards. As a result of its newfound intelligence and power, the catonoctrix is twisted by a desire for knowledge either in service of a master or for its own warped obsessions. It satiates this desire by any means necessary, even if it means tearing its victim's mind apart at the seams. Deceitful Diviners. A catonoctrix's transformation gives it great psychic power and some measure of precognition. It uses this power to manipulate others, often by providing creatures with readings that are accurate but twisted in a way that encourages the creature to aid the catonoctrix's overall schemes. These manipulative tactics lead some to refer to them as “augur beasts” and revere them as all-knowing benefactors. A catonoctrix uses this advantage to weave its way into civilizations, subtly controlling the masses to further its long-reaching agenda. Pierce the Veil. When a creature the catonoctrix can see is stunned by Mind Ravage, the catonoctrix learns one secret the creature knows. Actions Multiattack. The catonoctrix makes one Bite attack and two Claw attacks, or it makes three Psychic Bolt attacks. It can replace one attack with a use of Spellcasting. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 7 (2d6) psychic damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Psychic Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (4d6 + 4) psychic damage. Mind Ravage (Recharge 5-6). The catonoctrix unleashes a torrent of psychic energy. Each creature within 20 feet of the catonoctrix must make a DC 16 Intelligence saving throw. On a failure, a creature takes 45 (10d8) psychic damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn't stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting (Psionics). The catonoctrix casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): At will: detect thoughts, divination 1/day each: confusion, scrying , suggestion Reactions Precognitive Dodge. The catonoctrix adds 4 to its AC against one attack that would hit it. To do so, the catonoctrix must see the attacker and be within 30 feet of it.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Cattle","description":"","properties":{"Category":"Monsters"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Catwere","description":"Catweres are a very secretive, rare, and long-lived race of magical cats that can shapechange into elves or a hybrid form. They retain all hit points, saving throws, skills, and damage resistance between all three forms. Due to some eons old conflict that no mortal can remember, the gods and catweres vehemently deny that the other exists. This atheism has granted the catwears magic resistance but they can never be successfully raised from the dead, not even by a wish. Catweres are so secretive that most elves believe they are extinct; some of the saddest elven songs speak of the catweres as the “missing ones that used to be plentiful.” Catweres can expect to live for almost 1500 years but may only carry young three times. Catweres are strong hag opponents, with both sides in a feud over who can use the moon’s magic and for what purpose.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (shapechanger)","Alignment":"any other than lawful","Expansion":34600,"Challenge Rating":2},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Cauchemar Nightmare","description":"The fearsome cauchemar is a massive nightmare that is 15-feet tall at the shoulder. It perpetually projects an aura of dread and can exhale a cone of sulfurous smoke that can severely burn and incapacitate anyone caught within it. They are the favored steeds of large fiends and giant blackguards. Traits Aura of Dread. A creature hostile to the cauchemar that starts its turn within 20 feet of the cauchemar must succeed on a DC 14 Wisdom saving throw, unless the cauchemar is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target can't perform any actions except move up to half its speed. If a creature's saving throw is successful, the creature is immune to the cauchemar's Aura of Dread for the next 24 hours. Confer Fire Resistance. The cauchemar grants resistance to fire damage to anyone riding it. Illumination. The cauchemar sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Actions Multiattack. The cauchemar makes two attacks: one with its Bite and one with its Hooves. Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 10 (3d6) fire damage. Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage plus 10 (3d6) fire damage. Ethereal Stride. The cauchemar and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. Sulfur Breath (Recharge 5–6). The cauchemar exhales nauseating sulfurous smoke in a 15-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw. On a failed save, the creature takes 14 (4d6) fire damage and is poisoned for 1 minute. A poisoned creature spends its action on each of its turns retching and reeling. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that don't need to breathe or are immune to fire or poison automatically succeed on this saving throw. On a successful save, the creature takes half as much damage and isn't poisoned.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Cauldronborn","description":"A humanoid made of clods of earth, worn stones, and fragments of metal roams a forgotten battlefield. When it spies a potion, faint light flares in its eye sockets and the creature rushes toward it. Sometimes mistaken for solitary earth elementals, cauldronborn arise from potions, corrupted by time or magic, that infuse nearby materials. The material animates with the potion's fluid holding the body together. They appear around ancient battlefields or magical ruins, searching for more potions to absorb and fuel their growth. Since a cauldronborn is only interested in potions, scavengers can search the same areas for other magic items the cauldronborn ignores. Having a lead-lined chest to safely store the magical items is vital to avoid the creature's attention. Corruption Given Form. Nearly all cauldronborn arise from the common *potion of healing*, thus their forms regenerate slowly. It is possible for other potions to grant cauldronborn corresponding benefits. Fueled Growth. Absorbing more potions increases a cauldronborn's resilience and eventually leads to gaining additional permanent benefits. The additional magical fluid also allows it to add more pieces onto its form and grow in size. It continues this cycle of searching, absorbing, and growing as long as it exists. Magically Obsessed. Cauldronborn are innately aware of magic and fixate on absorbing potions. They become increasingly frantic and dangerous when they sense potions nearby. A farmer may only need to engage in a brisk walk to stay safely out of reach of a creature on the hunt, while an alchemist carrying several potions will be run to ground by the desperate construct. Construct Nature. A cauldronborn doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Caustic Slime","description":"Slime Deep in the murky marshes of the Mokk Fields, where water lays stagnant and the stench of decay permeates all, the worlds of life and death intertwine. Within this ominous mire lurk some of the most unusual natural predators in Humblewood. Collectively known as “slimes”, these oozes move slowly through the muck, well-camouflaged by the dark and pungent waters, waiting to devour any hapless being that wanders within reach. Slimes are easily provoked, and while it isn’t difficult to outrun one, some who have strayed into a slime’s territory only find out too late that they have been detected. Fortunately for many swampland travelers, slimes have a slow metabolism, and can go without feeding for long periods. In addition to being an important part of the ecosystem, many slimes are either naturally magical, or yield organic materials which are in high demand among mages, scholars, and researchers. While slime hunting is a dangerous undertaking, the perch of Winnowing Reach was built on the labor of so-called “slime-wranglers”, whose skill collecting valuable residue from live slimes is directly responsible for transforming the once minor outpost into a thriving site for scholarly innovation. Three main types of slimes have been classified, but as magical creatures with strange properties, it’s speculated that more elusive slime species might exist somewhere in the remote swamps. The three documented types are: caustic slimes, shifting slimes, and sticky slimes. Caustic Slime These pale green oozes have an astringent chemical odor, which mixes with the smell of liquefied flesh from their latest meal. Owing to the slow speed at which they digest their victims, the bones of partially-digested meals can be seen through their transparent exterior. Dissolving remnants move within the slimes in a macabre semblance of motion. This phenomena has earned them the nickname “green puppeteers”. Natural Defenses Capable of producing a lethal acid that can eat away at stone and metal, caustic slimes are especially deadly. Even the slightest touch on exposed fur or feathers can be dangerous. Many would-be heroes have met a slow, grim demise after being engulfed by these strange creatures. Scientific Interest Though hazardous, the acid produced by these slimes is also valued for its potential uses as a powerful sorcery reagent and an ingredient in potent potions. Some claim it can be distilled into practical applications, like a solvent for metallurgists and builders.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":5991,"Challenge Rating":"1/4"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Cauthooj","description":"These large, flightless birds are deceptively agile, considering their long legs, slender neck, and awkward, hopping gait. A solitary predator, a cauthooj uses a hypnotic warbling song to drive prey into a wild frenzy, manipulating its victims into attacking each other so that the beast can feast on the remains. Some call these monsters “puppet-master birds” while others refer to them as “shrill shrikes.” Slightly smarter than the typical animal, cauthoojes are canny enough to avoid drawing too much attention to themselves and prefer to prey upon lone travelers than pick off meals from the fringes of towns or villages. A cauthooj looks somewhat similar to a pale-feathered ostrich, but with a sharper beak and long dangling feathers that depend from the neck and tail. Traits Staccato Strike. As a bonus action, the cauthooj uses subtle alterations in the pitch and tone of its song to direct one creature confused by its Warbling Song to make an attack against a target the cauthooj chooses. If no target is in reach or range, or the creature is unable to attack for any other reason, this ability has no effect. Actions Multiattack. The cauthooj uses its Warbling Song, then makes two melee attacks. Beak. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d12+5) piercing damage. Warbling Song. The cauthooj gives a strange, ululating cry that causes nearby creatures to lash out violently and without control. Each creature within 120 feet that can hear the cauthooj must succeed on a DC 16 saving throw or be confused (as per the confusion spell) until the end of the cauthooj’s next turn. Reactions Hop-Dodge. When the cauthooj is the target of a melee attack and is adjacent to another enemy that is also within the reach of the melee attack, the cauthooj nimbly hops aside, redirecting the attack against the adjacent enemy. The cauthooj then moves up to half its speed, not provoking attacks of opportunity.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Cavalier","description":"Cavaliers are chivalrous and noble knights that excel in mounted combat. They are superior defenders and protectors, able to keep enemies from breaking off and escaping. Traits Action Surge (Recharges after a Short or Long Rest). The cavalier can take one additional action on top of its regular action and possible bonus action. Threatening. Creatures provoke an opportunity attack from the cavalier when they move 5 feet or more while within the cavalier's reach, and if the cavalier hits a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. Actions Multiattack. The cavalier makes two Longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, and the target is marked until the end of the cavalier's next turn. This effect ends early if the cavalier is incapacitated or it dies, or if someone else marks the target. While it is within 5 feet of the cavalier, a creature marked by the cavalier has disadvantage on any attack roll that doesn't target the cavalier. Bonus Actions Punish the Marked. The cavalier can make a melee weapon attack against a creature marked by it if the creature dealt damage to anyone other than the cavalier during the last turn. The cavalier's melee weapon attack has advantage on the attack roll, and if it hits, the attack's weapon deals an extra 5 damage to the target. Reactions Warding Maneuver (3/Day). If the cavalier or a creature it can see within 5 feet of it is hit by an attack, it can roll a d8 and add it to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Lawful","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Cavalier","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":21300,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Cavalo Do Sonho","description":"Cavalo do Sonho This bat-winged horse can ride through the skies and leap among the clouds. Its body is nearly hairless, with purple-gray hide that resembles cracked stone. It does sport a lush, flowing mane of black hair, and its tail is a long cascade of gray-black hair. Its eyes and nostrils grow with a livid internal fire, while its wings creak ominously when flapped. The beast lives in dark caves in remote mountains and feasts on animals, humanoids, and plants with equal abandon. Horse of Thought. Some sages aver there is only a single Horse of Thought, sometimes called pensamento, though that may simply be an advanced variant of the typical cavalo do sonho. These hell-horses may materialize when a connection to the human mind is established and that its nature is defined by the thoughts of its summoner. The pensamento is thought to be benevolent, called to a dreamer by the purity and generosity of their thoughts. In a broken and dangerous world, however, negative thoughts and dreams seem far more common, and thus the evil-aligned cavalo are far better known. This intellectual link requires a perfect synchronization of both minds involved, and those casting their consciousness into the void seeking contact with a cavalo do sonho may find terrible consequences, with madness and senility being two of the better possible scenarios). On the other hand, success bestows immeasurable power upon the rider through the willing alliance of the cavalo, as it is may be called to materialize when the right thought is formulated and its mighty power allows it to traverse time, space, and even reach unimaginable planes of existence.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":12},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Cavalry Camel","description":"In deserts, a cavalry camel is worth its weight in exotic spices. Aggressive to others but loyal to their masters, these combat-trained beasts are as much a weapon as a mount and fight to the death to protect their riders if the riders are dismounted. Cavalry camels are usually single-humped dromedaries, though double-humped camels are not unknown on desert battlefields.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Cave Bear","description":"Traits Keen Smell : The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack : The bear makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Cave Bear","description":"Traits Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes one Bite attack and two Claw attacks. If both Claw attacks hit a Large or smaller creature, the target must succeed on a DC 16 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Cave Fisher","description":"A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filament, much like the strands of a spider’s webbing, which the creature uses to snag prey. Ambushers. A cave fisher usually hunts small animals and is fond of bats, so it stretches its filament over an opening that such prey might travel through. It then climbs to a hiding spot and adheres itself to the surface to rest and wait. When prey blunders into the filament, the cave fisher reels in its meal. A group of cave fishers might work together to cover a large area with filaments, but as soon as one captures potential food, every cave fisher in the area competes for the prize. If a victim escapes from the initial ambush, a cave fisher can reclaim its prey by shooting a filament out to capture it again. Moving Up in the World. Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal prey and creatures such as explorers or travelers occasionally moving through the area. A cave fisher instinctively knows that larger targets such as humanoids are more difficult to overcome, so the creatures shy away from attacking such prey unless they come across a solitary target. They might try to pick off a scout moving ahead of a group of travelers or a straggler lagging behind, rather than attracting the attention of the entire group. Valuable Innards. Nearly every part of a cave fisher is useful after the creature has been dispatched. Its blood is alcoholic and tastes like strong liquor. Several dwarven spirits include cave fisher blood as part of the recipe, and some dwarves, especially berserkers, drink the blood straight. If they are gathered after being extruded, cave fisher filaments can be woven into rope that is thin, tough, and nearly invisible. Cave fisher meat is edible, tasting much like crab cooked in strong wine. The creature’s shell is used in the manufacture of tools, armor, and jewelry. Reluctant Servants. While some folk hunt cave fishers to kill them for their filaments and their blood, others capture cave fisher eggs and rear the hatchlings. Cave fishers have a natural aversion to fire, since their blood is flammable. As such, chitines and hobgoblins sometimes use the threat of fire to train cave fishers, then employ them to guard passages or as beasts of war. Traits Adhesive Filament : The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher, escape DC 13, and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher, which can extrude a replacement filament on its next turn. Flammable Blood : If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage. Spider Climb : The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack : The cave fisher makes two attacks with its claws. Claw : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Filament : One creature grappled by the cave fisher’s adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can’t extrude another filament.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Cave Fisher","description":"A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filaments, much like the strands of a spider’s webbing, which the creature uses to snag prey. A cave fisher usually hunts small animals and is particularly fond of bats, so it stretches a filament over an opening that such prey might travel through. It then climbs to a hiding spot and adheres itself to the surface to rest and wait. When prey blunders into the filament, the cave fisher reels in its meal. A group of cave fishers might work together to cover a large area with filaments, but as soon as one captures potential food, every cave fisher in the area competes for the prize. If a victim escapes from the initial ambush, a cave fisher can reclaim its prey by shooting a filament out to capture it again. Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal prey and creatures such as explorers or travelers occasionally moving through the area. Valuable Parts Nearly every part of a cave fisher is useful after the creature has been dispatched. Cave fisher filaments can be woven into rope that is thin, tough, and nearly invisible. The creature’s shell is used in the manufacture of tools, armor, and jewelry. Its blood is alcoholic and tastes like strong liquor. Several dwarven spirits include cave fisher blood, and some dwarves, especially berserkers, drink the blood straight. Cave fisher meat is edible, tasting much like crab cooked in strong wine. While some folk hunt cave fishers to kill them to harvest their filaments, shells, and blood, others capture cave fisher eggs and rear the hatchlings, which can be trained to guard passages or serve as beasts of war. Cave fishers have a natural aversion to fire, since their blood is flammable. As such, Underdark denizens often use the threat of fire when training them. Traits Flammable Blood. If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage. Spider Climb. The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The cave fisher makes two Claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Retract Filament. One Large or smaller creature grappled by the cave fisher’s Adhesive Filament must make a DC 13 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes one Claw attack against it. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the cave fisher can’t use Adhesive Filament. Bonus Actions Adhesive Filament. The cave fisher extends a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature the filament adheres to is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage). A weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher. The filament crumbles away if the cave fisher takes this bonus action again.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cave Fisher","description":"This creature appears in the Cry of the Sea adventure! Traits Adhesive Filament. The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher, which can extrude a replacement filament on its next turn. Flammable Blood. If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage. Spider Climb. The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The cave fisher makes two attacks with its claws. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Filament. One creature grappled by the cave fisher's adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can't extrude another filament.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":20627,"Challenge Rating":3},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Cave Goat","description":"Cave goats are the size of a spaniel and have dog-like paws rather than hooves. Despite being quadrupeds, they are accomplished climbers of the steep and uneven confines of the Underworld. Cave goats are loyal, if a bit surly, and strong, making them a favorite companion of Underworld travelers.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Cave Goat","description":"Cave goats are the size of a spaniel and have dog-like paws rather than hooves. Despite being quadrupeds, they are accomplished climbers of the steep and uneven confines of the Underworld. Cave goats are loyal, if a bit surly, and strong, making them a favorite companion of Underworld travelers.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":5494,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Cave Mimic","description":"The cavern suddenly sprouts jagged teeth, and grappling pseudopods reach out from the walls. These immense mimics disguise themselves as caverns, rough-hewn dungeon rooms, or other natural terrain and wait for prey to walk into their open maws. To complete the disguise, the cave mimic shapes small pseudopods into terrain features or objects, such as stalagmites, stalactites, furniture, and sparkling treasure. Though most commonly seen as caves, a cave mimic can take the form of a mine, crumbling ruin, or even basement. Joined Link. Multiple cave mimics can join together to form networks. A dungeon formed of cave mimics tries to lure prey to the deepest part of the network with a trail of “treasure” before attacking. Cooperative Inhabitants. Occasionally, humanoids living in caves where a cave mimic lurks work out an arrangement with it, helping to lure intruders to the mimic in exchange for not eating members of that group. Adhesive (Object or Terrain Form Only). The mimic adheres to anything that touches it. A creature adhered to the cave mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. It can choose for a creature to not be affected by this trait. False Appearance (Object or Terrain Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object or terrain feature. Grappler. The mimic has advantage on attack rolls against any creature grappled by it. Object Mimicry (Object or Terrain Form Only). The mimic can shape minor pseudopods into Medium or smaller objects. A creature that sees such an object can tell it is an imitation with a successful DC 15 Wisdom (Insight) check. A creature with at least half its body in contact with the object, such as sitting on an imitation chair, is subjected to the mimic's Adhesive trait. Stretched Form (Terrain Form Only). The mimic can occupy another creature's space and vice versa. Tunneler. The cave mimic can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake. Actions Multiattack. The cave mimic makes four Pseudopod attacks. Pseudopod. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. If the cave mimic is in object or terrain form, the target is subjected to the mimic's Adhesive trait. Stalagteeth (Terrain Form Only, Recharge 4-6). The cave mimic launches a harpoon-like pseudopod, shaped like a stalactite or other similarly pointed object, at one creature in its space. The target must succeed on a DC 14 Dexterity saving throw or take 24 (7d6) piercing damage and have the harpoon pseudopod stuck in it. While the pseudopod is stuck, the target is restrained and takes 10 (3d6) acid damage at the start of each of its turns, and the mimic can use a bonus action to pull the target up to 30 feet toward the mimic's nearest wall, ceiling, or similar surface. A creature, including the target, can take its action to detach the harpoon pseudopod by succeeding on a DC 15 Strength check. If the target detaches the harpoon while it is stuck to the ceiling of the mimic, the target takes falling damage as normal. Bonus Actions Change Shape. The cave mimic transforms into a Gargantuan object or stretches itself out as terrain no larger than a 35-foot cube or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. ","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity (Shapechanger )","Alignment":"Neutral","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Cave Sovereign","description":"Soft luminance twinkles in the darkness. A hulking creature scuttles forth suddenly on massive insectoid limbs, a huge serpentine horror that is some aberrant hybrid of crustacean, arachnid, and eel. The soft radiance of its numerous antennae intensifies as its deadly maw opens to reveal multiple rows of semi-translucent teeth, large and sharp as swords. The Scourge of Subterranea. The creature colloquially known as the cave sovereign is a hideous subterranean hunter that preys upon the spiritual essence of every living being it encounters. Six tentacular antennae surround its eight pale eyes and prodigiously fanged mouth, all of which radiate a dim and unsettling light. Its long, somewhat ophidian body is covered in a pale gray-green segmented carapace that ends in a two-pronged tail tipped with scissor-like pincers. The sovereign winds its way through eponymous caves and caverns using six articulated legs like those of a spider. Eldritch Origins. The cave sovereign's size and squamous features belie its cruel alien intelligence. Despite their disparity, all of the sovereign's abhorrent features result in one rather inscrutable underworld predator. The ancestry of this loathsome aberration is otherworldly, and according to the most learned of sages, the first cave sovereign was spawned from the chaos-fueled core of a long-forgotten plane. They say it is never summoned; rather, it seeks. The immortal and relentless cave sovereign subsists on the souls of those who happen upon it. Harvester of Souls. The eyes and antennae of the cave sovereign shed an eerie light. The sovereign can affix this luminance upon a living creature to draw forth its mortal essence, effectively ripping the soul from the still-living wretch. The poor creatures who suffer this strange spiritual damnation at the hands of a cave sovereign are doomed to wander in its wake as hollow-minded thralls, semi-undead servitors who prowl the caverns in search of new souls for their undead master. Attempts to revive these soulless creatures are unfruitful, suggesting the cave sovereign either consumes or conglomerates the living spirits it collects. Cave Sovereign's Lair Somewhere in the depths of the world, the cave sovereign makes its lair. The tales of what few survivors there are to that terrible place can provide no concrete description of it, for no two stories can agree. The cave sovereign's mental prowess is unmatched in its lair. Its mind seeps unbidden into intruders' minds, shaping their perceptions of the place to its whim and causing the intruders to wander confused and aimless until it devours them. Lair Actions On initiative count 20 (losing initiative ties), the cave sovereign takes a lair action to cause one of the following magical effects; the cave sovereign can't use the same effect two rounds in a row: Disorienting Topography. The cave sovereign alters the awareness of up to three creatures it can see within 60 feet of it, causing each creature to see the cavern's structure differently. Each target must succeed on a DC 18 Wisdom saving throw or treat all areas within 120 feet of the cave sovereign as difficult terrain until initiative count 20 on the next round. This effect alters a target's understanding of its surroundings and isn't an illusion or illusory effect. Disrupt Light. The cave sovereign alters the awareness of up to three creatures it can see within 60 feet of it, reducing each creature's perception of light. Each target must succeed on a DC 18 Wisdom saving throw or treat all areas of bright light as dim light, areas of dim light as darkness, and areas of darkness as magical darkness until initiative count 20 on the next round. This doesn't affect the light shed by the cave sovereign's Deathlights. This effect alters a target's understanding of its surroundings and isn't an illusion or illusory effect. Maddening Landscape. The mentally disorienting nature of the cave sovereign's lair assaults the minds of up to three creatures the cave sovereign can see within 60 feet of it. Each target must succeed on a DC 18 Wisdom saving throw or suffer a random short-term madness for 1d4 rounds. Deathlights. When a creature that can see the cave sovereign's glowing antennae starts its turn within 30 feet of the cave sovereign, the cave sovereign can force it to make a DC 18 Wisdom saving throw if the cave sovereign isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is stunned until the start of its next turn. Otherwise, a creature that fails the save is incapacitated and its speed is reduced to 0 until the start of its next turn as it remains transfixed in place by the lights. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the cave sovereign until the start of its next turn, when it can avert its eyes again. If the creature looks at the cave sovereign in the meantime, it must immediately make the save. Illumination. The cave sovereign's antennae shed dim light in a 5-foot radius. This radius increases to 20 feet while at least one creature is incapacitated or stunned by Deathlights. At the start of its turn if no creatures are incapacitated or stunned by Deathlights, the cave sovereign can suppress this light until the start of its next turn. Inscrutable. The cave sovereign is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the cave sovereign's intentions or sincerity have disadvantage. Legendary Resistance (3/Day). If the cave sovereign fails a saving throw, it can choose to succeed instead. Magic Resistance. The cave sovereign has advantage on saving throws against spells and other magical effects. Sinuous Form. Provided there is suitable room to accommodate its bulk, the cave sovereign can squeeze through any opening large enough for a Small creature. Spider Climb. The cave sovereign can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The cave sovereign makes one Bite attack and two Slam attacks. It can make one Tail attack in place of its Bite attack. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 11 (2d10) poison damage. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the cave sovereign can't use its tail on another target. Consume Soul (Recharge 5-6). The cave sovereign chooses up to three creatures it can see within 60 feet of it that are incapacitated or stunned by Deathlights. Each target must make a DC 18 Wisdom saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one. A creature stunned by Deathlights has disadvantage on this saving throw. The cave sovereign then regains hit points equal to half the total psychic damage dealt. A Humanoid slain by this attack rises 1d4 rounds later as a zombie under the cave sovereign's control, unless the Humanoid is restored to life or its body is destroyed. The cave sovereign can have no more than thirty zombies under its control at one time. Spellcasting (Psionics). The cave sovereign casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18): At will: detect thoughts , mage hand (the hand is invisible) 3/day each: dimension door , telekinesis 1/day: hallucinatory terrain (as an action) Legendary Actions The cave sovereign can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cave sovereign regains spent legendary actions at the start of its turn. Move. The cave sovereign moves up to its speed without provoking opportunity attacks. Telekinetic Reel. The cave sovereign magically pulls a creature it can see that is incapacitated or stunned by its Deathlights up to 20 feet straight toward it. Cast a Spell (Costs 2 Actions). The cave sovereign uses Spellcasting. Tail Attack (Costs 2 Actions). The cave sovereign makes one Tail attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":16},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Cave Squid","description":"This creature appears in The Little Town of Tusk adventure module.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Cave Troll","description":"Cave trolls are larger, more feral versions of the common troll and have adapted to living in the Underdark or underground caves. They only come to the surface, and only at night, to hunt if food is scarce. They hate and fear sunlight, as it burns their skin. The corpse of a cave troll that dies from exposure to sunlight turns to stone. Traits Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, or radiant damage from sunlight, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Sunlight Hypersensitivity. The troll takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. If a troll dies from sunlight, its corpse turns into stone. Actions Multiattack. The troll makes one Bite attack and two Claw attacks. If both Claw attacks hit the same creature, the target takes an extra 9 (2d8) slashing damage and must succeed on a DC 16 Constitution saving throw or be stunned until the end of the troll's next turn. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Cavelight Moss","description":"These patches of tangled, lacy moss cling to the ceiling, slowly pulsing with an eerie glow. Their stems gently writhe among the soft, feathery mass, dusting the ground below with a twinkling of phosphorescent spores. Plant Carnivore. Cavelight moss glows with a pale yellow light, but when agitated, its light changes to an icy blue. Cavelight moss is frequently mistaken for a benign organism, but it hunts living flesh and renders its meals immobile before starting the long process of digestion. A cavelight moss is a collective of smaller life forms patched together and sharing sensations. Barely cognitive, a cavelight moss spends its time positioning itself above well-traveled sections of cavern, feeding on rats, bats, and crawling insects. When it senses larger prey, it slowly and quietly moves toward the creature. Long-Lived Spores. A cavelight moss can survive for 200 years, shedding luminous spores and consuming vermin. Its spores germinate in the carcasses of its victims, and in lean times, these spores can grow, albeit slowly, on guano or other areas rich in moisture and organic nutrients. Rare Colonies. If a cave system has no true protectors and food is plentiful, these creatures congregate—most commonly, in bat colonies of millions of individuals. When they gather this way, cavelight mosses function as a large colony, covering strategic locations where prey roams. When a source of food moves on, the entire colony slowly disperses as well. Traits Luminescence: The chemicals within cavelight moss make the entire creature shed light as a torch. A cavelight moss cannot suppress this effect. It can, however, diminish the light produced to shed illumination as a candle. Actions Tendrils: Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 33 (4d12 + 7) bludgeoning damage. If the target is a creature, it is grappled, escape DC 17. Until this grapple ends, the target is restrained, and the cavelight moss can’t use its tendrils against another target. Strength Drain: Living creatures hit by the cavelight moss’s tendril attack or caught up in its grapple must make a successful DC 14 Constitution saving throw or 1 level of exhaustion. Creatures that succeed are immune to that particular cavelight moss’s Strength Drain ability for 24 hours. For every level of exhaustion drained, the cavelight moss gains 5 temporary hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Cavern Troll","description":"Troll Trolls are one of the most notorious dangers of the Stolen Lands, be they encountered alone or as members of larger bands. Beyond the typical troll, other more dangerous variants of these creatures can be found in the region, each sharing a penchant for violence, sadism, and murderous cruelty. Cavern Troll Cavern trolls rarely venture to the surface world, for they have a debilitating vulnerability to sunlight. Their skin appears to be flinty, like stone, and is often studded with crystalline growths. Traits Keen Smell. The cavern troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The cavern troll regains 10 hit points at the start of his turn. If it takes acid or thunder damage, this trait doesn’t function at the start of the two-headed troll’s next turn. The cavern troll dies only if it starts his turn with 0 hit points and doesn’t regenerate. Sunlight Petrification. A cavern troll exposed to natural sunlight can move or take an action, but not both, nor can it take bonus actions. The troll must make a DC 15 Constitution saving throw and the end of each of its rounds, turning to stone on a failed save. A greater restoration spell (or similar effect) restores a petrified cavern troll. Spells like sunburst and other effects that create powerful natural sunlight do not petrify the cavern troll, though it does become stunned until the end of its next turn after being exposed to such an effect. Actions Multiattack. The cavern troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":6},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"CBI Lieutenant","description":"Each band of CBI agents has a lieutenant in their group who leads them and who is responsible for how they comport themselves at all times. You can apply the following template on a CBI Sorcerer to create a CBI Lieutenant.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"typically lawful evil","Expansion":24099,"Challenge Rating":9},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"CBI Sorcerer","description":"As sorcerers hold the reins in Cyherested, it’s not surprising that the city is ruled, managed, overseen, and protected by sorcerers as well. The police force of Cyherested is made up of the Cyherested Bureau of Investigation sorcerers. So long as they have a hematologic predisposition for arcane arts in their blood, these sorcerers can be of any race and are chosen from a variety of great spellcasters who are willing to devote their lives to the betterment of their home. If they are chosen, they are granted a badge with an arcane mark on it, signifying their devotion to the CBI as well as their position within.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"typically lawful evil","Expansion":24099,"Challenge Rating":7},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Ceemal","description":"Hello, traveler. Have a seat by the fire. My friends should be back any minute, and then it’s dinner time. Won’t you please join us? I’m sure you’re dying to know what I am. Ceemal Ceemal serves as the group’s spiritual advisor and butcher. They have the head and back hump of a camel, and the striped legs and rear hooves of a zebra. Though their front limbs show off a camel’s cloven hooves, those hooves function as humanoid hands. Thanks to veins infused with octopus blood, Ceemal can easily blend in with their surroundings when danger is close. Ceemal doesn’t go on hunts with the other Abomin­ations, preferring to remain in camp and prepare to break down captured prey. When the Abominations are together, Ceemal looks after the others like a concerned parent, keeping the peace and doting on their friends as seconds are served. Boog holds a particularly special place in Ceemal’s heart. Thanks to their gleaming, wide eyes and nonthreatening herbivore body parts, it’s easy to mistake Ceemal for a kind, innocent creature—but as victims beg them for mercy, Ceemal’s only response is a precise slice to the jugular from a sharp knife. Traits Octopodan Camouflage. Ceemal can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena. Actions Multiattack. Ceemal makes two Fillet Knife or two Acid Spit attacks. Fillet Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is a creature, another Abomination within 5 feet of the target regains hit points equal to half the damage dealt. Acid Spit. Ranged Weapon Attack: +6 to hit, range 20/40 ft., one target. Hit: 8 (1d8 + 4) acid damage, and the target is poisoned until the start of Ceemal’s next turn. Bonus Actions To Me, Sweetie ( 3 /Day). Ceemal chooses an ally within 30 feet of them who can hear them. The ally can use their reaction to move up to their speed toward Ceemal without provoking opportunity attacks. Reactions Wail of Loss. When another Abomination who Ceemal can see is reduced to 0 hit points by an enemy within 60 feet of Ceemal, Ceemal releases a psychic wail. The enemy must make a DC 14 Constitution saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Celebrant of the Dark Blood","description":"Celebrants of the Dark Blood are sahuagin chosen for their savage wisdom from the ranks of the tribe and elevated to the position of tribal leader. These chosen few are initiated into the faith of the Darkness Within, as their forebears have been for millennia. The tribe of Rakhix Gharthok Kol’jah has also been coopted by Faeryl Myrryn, who has granted warlock powers to these clerics as their patron. The celebrants have received the vampire queen’s blood gift and have been turned into vampire spawns by the tribe’s leader, Mor'jh Koah. They now tend to the head priest, the Temple of Bleeding Darkness, and the creation of dark blood sahuagin armies.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Alignment":"lawful evil","Expansion":26071,"Challenge Rating":9},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Celestial Devourer Magnus","description":"Celestial Devourers A wretched, mutated creature, a celestial devourer is borne of greed, gluttony, and pride. Though no pious clergyperson would label a celestial devourer as ‘angelic’, they are physiologically and arcanically celestial. Spells such as detect evil and good identify them as such and a magic circle impedes them the same as a deva or solar. A Glutton’s Punishment. Consuming the flesh of celestials is no trivial affair. In small quantities, one might notice an enhancing effect: a buoying fortitude, an augmentation to one’s charisma, perhaps even the ability to detect the presence of good and evil. Regular consumption can see these boons turned on their heads: emaciation, a sinister twist to one’s smile that few trust, and a blind madness towards morals and ethics. When taken to excess, a mortal creature will usually die by their own wasting, through misadventure, or at the hand of a vengeful paladin. However, a creature in a position of power with access to other means of sustaining and protecting itself might undergo the full transformation to a celestial devourer. Followers and Fanatics. A celestial devourer generates an infectious madness; a zealous entitlement that causes both them and their followers to believe it is worthy of godhood. Over time, their followers’ lose their kindness and mercy, becoming cruel sycophants. They develop an innate resistance to radiant damage and they can’t be charmed, such is their adoration for the devourer they serve. Lair Actions While the celestial devourer is in its lair, it can use the following lair actions. The saving throw DC and damage of the lair actions depend on the level of the adventure, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vmod Vdam Vdist 6th 13 +5 5 ( 2d4 ) 20 ft. 11th 15 +7 10 ( 3d6 ) 40 ft. 16th 17 +9 21 ( 6d6 ) 60 ft. Lair Actions. On initiative count 20 (losing initiative ties), the celestial devourer can take a lair action to cause one of the following effects; the celestial devourer can’t use the same effect two rounds in a row: Royal Reverence. An object of import within the lair—such as a throne, altar, or statue—releases a wave of divine energy. Each creature of the celestial devourer’s choice within Vdist of that object must succeed on a VDC Constitution saving throw or fall prone in supplication to the celestial devourer and gain 1 level of exhaustion . Bolster Zealots. Followers of the celestial devourer that can hear his speech are suffused with fanatical energy and throw themselves into battle with reckless abandon. Until initiative count 20 on the next round, allies of the celestial devourer gain advantage on attack rolls, but attack rolls against them have advantage . Radiant Burst. All lights that the celestial devourer can see flare with divine energy. Each creature within 20 feet of a light source must succeed on a VDC Constitution saving throw or become blinded until initiative count 20 of the following round. Regional Effects The region containing the celestial devourer’s lair is warped by the infusion of his dark magic, creating one or more of the following effects. For the sake of this adventure, the lair is Dor’alon. Celestials that come within 1 mile of the lair feel an intense dread growing within them. A celestial must succeed on a DC 10 Charisma saving throw at the end of each hour spent in the affected area. On a failure, it becomes frightened of the lair for 24 hours . The effect can be removed earlier by a greater restoration spell or similar magic. Food spoils at twice the usual rate within 3 miles of the lair, and creatures within the affected area must eat and drink twice as much to be satiated. Vegetation within 6 miles of the lair grows twisted and blackened as if scorched by fire. Creatures born in the region are deformed and vulnerable to disease. If the celestial devourer dies, the intense dread and food spoilage quickly fade in 24 hours. The deformed vegetation returns to normal over 1d10 days.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful evil","Challenge Rating":16},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Celestial Devourer Medius","description":"Celestial Devourers A wretched, mutated creature, a celestial devourer is borne of greed, gluttony, and pride. Though no pious clergyperson would label a celestial devourer as ‘angelic’, they are physiologically and arcanically celestial. Spells such as detect evil and good identify them as such and a magic circle impedes them the same as a deva or solar. A Glutton’s Punishment. Consuming the flesh of celestials is no trivial affair. In small quantities, one might notice an enhancing effect: a buoying fortitude, an augmentation to one’s charisma, perhaps even the ability to detect the presence of good and evil. Regular consumption can see these boons turned on their heads: emaciation, a sinister twist to one’s smile that few trust, and a blind madness towards morals and ethics. When taken to excess, a mortal creature will usually die by their own wasting, through misadventure, or at the hand of a vengeful paladin. However, a creature in a position of power with access to other means of sustaining and protecting itself might undergo the full transformation to a celestial devourer. Followers and Fanatics. A celestial devourer generates an infectious madness; a zealous entitlement that causes both them and their followers to believe it is worthy of godhood. Over time, their followers’ lose their kindness and mercy, becoming cruel sycophants. They develop an innate resistance to radiant damage and they can’t be charmed, such is their adoration for the devourer they serve. Lair Actions While the celestial devourer is in its lair, it can use the following lair actions. The saving throw DC and damage of the lair actions depend on the level of the adventure, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vmod Vdam Vdist 6th 13 +5 5 ( 2d4 ) 20 ft. 11th 15 +7 10 ( 3d6 ) 40 ft. 16th 17 +9 21 ( 6d6 ) 60 ft. Lair Actions. On initiative count 20 (losing initiative ties), the celestial devourer can take a lair action to cause one of the following effects; the celestial devourer can’t use the same effect two rounds in a row: Royal Reverence. An object of import within the lair—such as a throne, altar, or statue—releases a wave of divine energy. Each creature of the celestial devourer’s choice within Vdist of that object must succeed on a VDC Constitution saving throw or fall prone in supplication to the celestial devourer and gain 1 level of exhaustion . Bolster Zealots. Followers of the celestial devourer that can hear his speech are suffused with fanatical energy and throw themselves into battle with reckless abandon. Until initiative count 20 on the next round, allies of the celestial devourer gain advantage on attack rolls, but attack rolls against them have advantage . Radiant Burst. All lights that the celestial devourer can see flare with divine energy. Each creature within 20 feet of a light source must succeed on a VDC Constitution saving throw or become blinded until initiative count 20 of the following round. Regional Effects The region containing the celestial devourer’s lair is warped by the infusion of his dark magic, creating one or more of the following effects. For the sake of this adventure, the lair is Dor’alon. Celestials that come within 1 mile of the lair feel an intense dread growing within them. A celestial must succeed on a DC 10 Charisma saving throw at the end of each hour spent in the affected area. On a failure, it becomes frightened of the lair for 24 hours . The effect can be removed earlier by a greater restoration spell or similar magic. Food spoils at twice the usual rate within 3 miles of the lair, and creatures within the affected area must eat and drink twice as much to be satiated. Vegetation within 6 miles of the lair grows twisted and blackened as if scorched by fire. Creatures born in the region are deformed and vulnerable to disease. If the celestial devourer dies, the intense dread and food spoilage quickly fade in 24 hours. The deformed vegetation returns to normal over 1d10 days.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful evil","Challenge Rating":12},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Celestial Devourer Parvus","description":"Celestial Devourers A wretched, mutated creature, a celestial devourer is borne of greed, gluttony, and pride. Though no pious clergyperson would label a celestial devourer as ‘angelic’, they are physiologically and arcanically celestial. Spells such as detect evil and good identify them as such and a magic circle impedes them the same as a deva or solar. A Glutton’s Punishment. Consuming the flesh of celestials is no trivial affair. In small quantities, one might notice an enhancing effect: a buoying fortitude, an augmentation to one’s charisma, perhaps even the ability to detect the presence of good and evil. Regular consumption can see these boons turned on their heads: emaciation, a sinister twist to one’s smile that few trust, and a blind madness towards morals and ethics. When taken to excess, a mortal creature will usually die by their own wasting, through misadventure, or at the hand of a vengeful paladin. However, a creature in a position of power with access to other means of sustaining and protecting itself might undergo the full transformation to a celestial devourer. Followers and Fanatics. A celestial devourer generates an infectious madness; a zealous entitlement that causes both them and their followers to believe it is worthy of godhood. Over time, their followers’ lose their kindness and mercy, becoming cruel sycophants. They develop an innate resistance to radiant damage and they can’t be charmed, such is their adoration for the devourer they serve. Lair Actions While the celestial devourer is in its lair, it can use the following lair actions. The saving throw DC and damage of the lair actions depend on the level of the adventure, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vmod Vdam Vdist 6th 13 +5 5 ( 2d4 ) 20 ft. 11th 15 +7 10 ( 3d6 ) 40 ft. 16th 17 +9 21 ( 6d6 ) 60 ft. Lair Actions. On initiative count 20 (losing initiative ties), the celestial devourer can take a lair action to cause one of the following effects; the celestial devourer can’t use the same effect two rounds in a row: Royal Reverence. An object of import within the lair—such as a throne, altar, or statue—releases a wave of divine energy. Each creature of the celestial devourer’s choice within Vdist of that object must succeed on a VDC Constitution saving throw or fall prone in supplication to the celestial devourer and gain 1 level of exhaustion . Bolster Zealots. Followers of the celestial devourer that can hear his speech are suffused with fanatical energy and throw themselves into battle with reckless abandon. Until initiative count 20 on the next round, allies of the celestial devourer gain advantage on attack rolls, but attack rolls against them have advantage . Radiant Burst. All lights that the celestial devourer can see flare with divine energy. Each creature within 20 feet of a light source must succeed on a VDC Constitution saving throw or become blinded until initiative count 20 of the following round. Regional Effects The region containing the celestial devourer’s lair is warped by the infusion of his dark magic, creating one or more of the following effects. For the sake of this adventure, the lair is Dor’alon. Celestials that come within 1 mile of the lair feel an intense dread growing within them. A celestial must succeed on a DC 10 Charisma saving throw at the end of each hour spent in the affected area. On a failure, it becomes frightened of the lair for 24 hours . The effect can be removed earlier by a greater restoration spell or similar magic. Food spoils at twice the usual rate within 3 miles of the lair, and creatures within the affected area must eat and drink twice as much to be satiated. Vegetation within 6 miles of the lair grows twisted and blackened as if scorched by fire. Creatures born in the region are deformed and vulnerable to disease. If the celestial devourer dies, the intense dread and food spoilage quickly fade in 24 hours. The deformed vegetation returns to normal over 1d10 days.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful evil","Challenge Rating":7},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Celestial Dragon, Adult","description":"Celestial dragons are the embodiment of divine grace and celestial power. Feathered wings adorn their backs, and their scales are a pristine, pure white with a delicate touch of glimmering iridescence. As the dragon grows older, its iridescence intensifies, ultimately creating a display of colors that seem to dance across the dragon’s body like a living aurora. Peaceful Guardians Celestial dragons are innately good creatures. Wise and compassionate, celestial dragons prefer diplomacy over violence and work to maintain balance and promote harmony in the world. Celestial dragons are also known to provide aid and guidance to heroes on quests to vanquish great evils, imparting wisdom and even serving as powerful allies in times of need. Relic Hoarders Celestial dragons value relics and artifacts with divine origins or connections to the Upper Planes above all other treasure. They are particularly drawn to items that carry the power to heal, protect, and inspire hope. They also collect tomes and scrolls of divine magic, ancient prophecies, and chronicles of heroic deeds, as they believe in the importance of preserving the stories and lessons of the past. A Celestial Dragon’s Lair When they live outside celestial planes, the lairs of celestial dragons are often found in places where the veil between the Mortal World and the Upper Planes is thin, such as ancient temples, hidden mountain sanctuaries, or sacred groves. These locations emanate a serene, almost holy atmosphere. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Divine Reprisal. Each creature that has dealt damage to the dragon since the start of the creature’s last turn must succeed on a DC 15 Wisdom saving throw or, until initiative count 20 on the next round, the creature can’t take reactions and must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three. Enfeeblement. Each creature of the dragon’s choice within 30 feet must succeed on a DC 15 Constitution saving throw or, until initiative count 20 on the next round, the creature’s speed is halved and it has disadvantage on attack rolls, ability checks, and saving throws using Strength or Dexterity. Rejuvenation. The dragon is affected as by the greater restoration spell.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"Lawful Good","Expansion":25354,"Challenge Rating":16},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Celestial Dragon, Ancient","description":"Celestial dragons are the embodiment of divine grace and celestial power. Feathered wings adorn their backs, and their scales are a pristine, pure white with a delicate touch of glimmering iridescence. As the dragon grows older, its iridescence intensifies, ultimately creating a display of colors that seem to dance across the dragon’s body like a living aurora. Peaceful Guardians Celestial dragons are innately good creatures. Wise and compassionate, celestial dragons prefer diplomacy over violence and work to maintain balance and promote harmony in the world. Celestial dragons are also known to provide aid and guidance to heroes on quests to vanquish great evils, imparting wisdom and even serving as powerful allies in times of need. Relic Hoarders Celestial dragons value relics and artifacts with divine origins or connections to the Upper Planes above all other treasure. They are particularly drawn to items that carry the power to heal, protect, and inspire hope. They also collect tomes and scrolls of divine magic, ancient prophecies, and chronicles of heroic deeds, as they believe in the importance of preserving the stories and lessons of the past. A Celestial Dragon’s Lair When they live outside celestial planes, the lairs of celestial dragons are often found in places where the veil between the Mortal World and the Upper Planes is thin, such as ancient temples, hidden mountain sanctuaries, or sacred groves. These locations emanate a serene, almost holy atmosphere. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Divine Reprisal. Each creature that has dealt damage to the dragon since the start of the creature’s last turn must succeed on a DC 15 Wisdom saving throw or, until initiative count 20 on the next round, the creature can’t take reactions and must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three. Enfeeblement. Each creature of the dragon’s choice within 30 feet must succeed on a DC 15 Constitution saving throw or, until initiative count 20 on the next round, the creature’s speed is halved and it has disadvantage on attack rolls, ability checks, and saving throws using Strength or Dexterity. Rejuvenation. The dragon is affected as by the greater restoration spell.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"Lawful Good","Expansion":25354,"Challenge Rating":22},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Celestial Dragon, Wyrmling","description":"Celestial dragons are the embodiment of divine grace and celestial power. Feathered wings adorn their backs, and their scales are a pristine, pure white with a delicate touch of glimmering iridescence. As the dragon grows older, its iridescence intensifies, ultimately creating a display of colors that seem to dance across the dragon’s body like a living aurora. Peaceful Guardians Celestial dragons are innately good creatures. Wise and compassionate, celestial dragons prefer diplomacy over violence and work to maintain balance and promote harmony in the world. Celestial dragons are also known to provide aid and guidance to heroes on quests to vanquish great evils, imparting wisdom and even serving as powerful allies in times of need. Relic Hoarders Celestial dragons value relics and artifacts with divine origins or connections to the Upper Planes above all other treasure. They are particularly drawn to items that carry the power to heal, protect, and inspire hope. They also collect tomes and scrolls of divine magic, ancient prophecies, and chronicles of heroic deeds, as they believe in the importance of preserving the stories and lessons of the past. A Celestial Dragon’s Lair When they live outside celestial planes, the lairs of celestial dragons are often found in places where the veil between the Mortal World and the Upper Planes is thin, such as ancient temples, hidden mountain sanctuaries, or sacred groves. These locations emanate a serene, almost holy atmosphere. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Divine Reprisal. Each creature that has dealt damage to the dragon since the start of the creature’s last turn must succeed on a DC 15 Wisdom saving throw or, until initiative count 20 on the next round, the creature can’t take reactions and must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three. Enfeeblement. Each creature of the dragon’s choice within 30 feet must succeed on a DC 15 Constitution saving throw or, until initiative count 20 on the next round, the creature’s speed is halved and it has disadvantage on attack rolls, ability checks, and saving throws using Strength or Dexterity. Rejuvenation. The dragon is affected as by the greater restoration spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"Lawful Good","Expansion":25354,"Challenge Rating":4},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Celestial Dragon, Young","description":"Celestial dragons are the embodiment of divine grace and celestial power. Feathered wings adorn their backs, and their scales are a pristine, pure white with a delicate touch of glimmering iridescence. As the dragon grows older, its iridescence intensifies, ultimately creating a display of colors that seem to dance across the dragon’s body like a living aurora. Peaceful Guardians Celestial dragons are innately good creatures. Wise and compassionate, celestial dragons prefer diplomacy over violence and work to maintain balance and promote harmony in the world. Celestial dragons are also known to provide aid and guidance to heroes on quests to vanquish great evils, imparting wisdom and even serving as powerful allies in times of need. Relic Hoarders Celestial dragons value relics and artifacts with divine origins or connections to the Upper Planes above all other treasure. They are particularly drawn to items that carry the power to heal, protect, and inspire hope. They also collect tomes and scrolls of divine magic, ancient prophecies, and chronicles of heroic deeds, as they believe in the importance of preserving the stories and lessons of the past. A Celestial Dragon’s Lair When they live outside celestial planes, the lairs of celestial dragons are often found in places where the veil between the Mortal World and the Upper Planes is thin, such as ancient temples, hidden mountain sanctuaries, or sacred groves. These locations emanate a serene, almost holy atmosphere. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row: Divine Reprisal. Each creature that has dealt damage to the dragon since the start of the creature’s last turn must succeed on a DC 15 Wisdom saving throw or, until initiative count 20 on the next round, the creature can’t take reactions and must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three. Enfeeblement. Each creature of the dragon’s choice within 30 feet must succeed on a DC 15 Constitution saving throw or, until initiative count 20 on the next round, the creature’s speed is halved and it has disadvantage on attack rolls, ability checks, and saving throws using Strength or Dexterity. Rejuvenation. The dragon is affected as by the greater restoration spell.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"Lawful Good","Expansion":25354,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Celestial Panda","description":"Celestial Panda Likes: helping those in need, fairness, warm cuddles Dislikes: dishonesty, carelessness, cruelty Celestial pandas are wise, winged creatures that wield the magic of the heavens with a dedication to fairness and honesty, and a literal allergy to lies. Serving as companions and mentors to angels, unicorns, and other heavenly beings, celestial pandas are respected for their deep wisdom and their ability to sense deception. A celestial panda that hears a creature speak a deliberate lie feels itchy and soon after, it sneezes. The bigger the lie, the more dramatic the allergic reaction to it will be, making celestial pandas fierce adversaries of even the most masterful deceivers. Celestial Conciliators . Known for their dedication to righteousness, celestial pandas may act as arbiters in the rare case of a dispute between two creatures where both of them may be technically right. When a celestial panda considers such a case, it might spend weeks or even months seeking the fairest resolution to the dispute, often using its considerable magic to aid both creatures.","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Alignment":"typically lawful good","Expansion":18016,"Challenge Rating":6},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Celestial Spirit","description":"See the Summon Celestial spell.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Celestial Spirit","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down). Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the spell’s level Radiant damage. Radiant Mace (Defender Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Radiant damage, and the spirit can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 Temporary Hit Points. Healing Touch (1/Day). The spirit touches another creature. The target regains Hit Points equal to 2d8 + the spell’s level.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Neutral","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Celestir","description":"Background Like most dark elves, Celestir was born far below ground in a realm of rocky tunnels and black lakes, dotted by ancient cities hewn from the foundations of the surface world. After first learning of the sky and the stars above, the elf devoted his whole self to learning all there is to know about the infinite blackness above the ground. He swears it was written in the stars that he so readily found the perfect teacher, an astral wizard named Celestir, from whom the drow eventually inherited his tower and his chosen name. To further honor his teacher and the heavens, Celestir adorned his own body with a network of shining, star-like tattoos which he displays proudly. Roleplaying Celestir While Celestir strives to exude the patience and thoughtfulness of his late teacher, the drow wizard and artificer has an innate sense of wonder that keeps his mind stirring with new ideas. In conversation, Celestir often follows whatever thread he finds the most intriguing, and somehow, his questions always lead to Celestir confidently guessing the star sign of his interlocutor. A true scientist, the elf revels in an incorrect hypothesis – when a visitor doesn't seem to match their sign – and he excitedly follows new lines of inquiry to find the correct answer. In Celestir's case, this usually means murmuring about rare celestial events that could have caused the deviation. When he's actually invited to lecture about the stars, Celestir prefers to show rather than tell, captivating his visitors with astonishing views through his telescope or magically projecting constellations and other cosmic phenomena onto the domed ceiling of his tower. Though he's an astronomer first and foremost, Celestir joyfully follows these demonstrations with offerings of jewelry to match one's sign, books on the stars, or lenses for gazing into other realms.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Neutral Good","Expansion":27827,"Challenge Rating":13},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Centaur","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Charge : If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn , the target takes an extra 10 (3d6) piercing damage . Actions Multiattack : The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow . Pike : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Hooves : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Longbow : Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","AC":12,"HP":"45 (6d10+12)","CHA":11,"CON":14,"DEX":14,"INT":9,"STR":18,"WIS":13,"Size":"Large","Type":"monstrosity","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390059225/ABVAvitQiDS2u852TfiwYg/original.png","Roll 0":"1d20 + 6\n1d10+4","Roll 1":"1d20 + 6\n2d6+4","Roll 2":"1d20 + 4\n1d8+2","Skills":"Athletics +6, Perception +3, Survival +3","Source":"5th Edition SRD","data-XP":450,"Alignment":"Neutral Good","Languages":"Elvish, Sylvan","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Charge\",\"Desc\":\"If the centaur moves at least 30 ft. straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.\"},{\"Name\":\"Pike\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Hooves\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Longbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"150/600 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+0","data-CON-mod":"+2","data-DEX-mod":"+2","data-INT-mod":"-1","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":2,"Passive Perception":13,"data-CrNum":2,"data-AcNum":12,"data-HpNum":45},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Centaur","description":"\"I hear centaurs make excellent mounts!\" —Batley Summerfoot, a halfling adventurer who never read Hooves of Fury , by Irvil Grayborn of Sundown Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes range across lands with mild to hot climates, where a centaur requires only light furs or oiled skins to deal with inclement weather. They are hunter-gatherers and rarely build shelters or even use tents. Centaur migrations span continents and take decades to repeat, so that a centaur tribe might not retread the same path for generations. These long-ranging patterns can lead to conflict when centaurs encounter settlements of other creatures built along their traditional routes. Reluctant Settlers. A centaur that can’t keep pace with the rest of its tribe is left behind. Some such centaurs vanish into the wilderness and are never seen again. Those that can bear the loss of their tribe might take up residence among other races. Frontier settlements value the nature knowledge of their centaur residents. Many such communities owe their survival to the insight and acumen of a centaur. Despite their reclusive nature, centaurs trade with elves and with the caravans of other benevolent humanoids they meet during their wanderings. A trader might save the life of a wounded or an elderly centaur unfit for long travel, escorting it to a settlement where it can peacefully live out the rest of its days. Traits Charge : If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Actions Multiattack : The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. Pike : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) piercing damage. Hooves : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. Longbow : Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"neutral good","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Centaur","description":"Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Traits Charge : If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Actions Multiattack : The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. Pike : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) piercing damage. Hooves : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. Longbow : Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"neutral good","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Centaur","description":"Centaurs were said to be children of king Ixion of Thessaly and the nymph Nephele. They are basically horses with the upper body of a human attached to where the head would normally be. In Greek mythology, only the bearded, male kind is shown, but the Romans also depicted female versions. Centaurs were also seen in India and Russia. Although many accounts describe them as untamed, barbaric beings, they can be heroic and are some of the more agreeable monsters in Hell. All centaurs carry Lucifer’s hair in golden amulets around their necks. Although they fulfill the rather menial task of punishing sinners, they are proud warriors who adhere to a strict hierarchy with Chiron as their leader. The centaur Chiron is the offspring of titans (just like the dwarves are) and was raised and taught by the god Apollo. He is skilled in many arts like medicine, music, hunting and prophecy and is the most civilized of the centaurs. Numerous heroes like Achilles, Jason and Odysseus have been under his tutelage. Due to his prophetic abilities, Chiron will be able to spot any character whose Dark Secret is based on Violence against others. He will politely ask the person to come with him and tell them that they are about to have a personal experience. If the group has antagonized the centaurs, the person will be taken by force. Traits Charge. If a centaur moves at least 30 feet straight forward toward a target and then hits it with his trample attack, the target must make a DC 13 Constitution saving throw or be knocked prone. Actions Trample. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damag e. Longbow. Ranged Weapon Attack: +3 to hit, reach 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Expansion":30058,"Challenge Rating":2},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Centaur Champion","description":"Centaur champions are noble and fearless warriors who lead their tribes into battle. They can cleave through multiple targets with their halberds. Traits Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a Halberd attack on the same turn, the target takes an extra 17 (5d6) slashing damage. Indomitable (2/Day). The centaur rerolls a failed saving throw. It must use the new roll. Second Wind (Recharges after a Short or Long Rest). As a bonus action, the centaur can regain 15 hit points. Actions Multiattack. The centaur makes three attacks: two with its Halberd and one with its Hooves or three with its Longbow. Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one creature. Hit: 8 (1d8 + 4) piercing damage. Slashing Gallop (Recharge 5–6). The centaur moves up to its speed in a straight line and targets each creature within 10 feet of it during its movement. Each target must succeed on a DC 16 Dexterity saving throw or take 10 (1d10 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Good","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Centaur Chieftain","description":"The chieftain's mane and hooves showed signs of long travel, the dust of the trail. But the light in his eyes was bright and the blue-feathered pike he shouldered seemed little more than a toothpick--the creature showed no sign of weariness. Centaurs are not easily ruled. Centaur chieftains attain their status through superior strength, force of will, and a knack for sensing trouble early. All of these characteristics require frequent displays, which govern their brash, domineering approach to diplomacy. Generous with Plunder. Centaur chieftains raid caravans, merchant carts, and small villages for fun and to win the devotion of their best warriors. The chieftains give most of the goods to the warriors as raiding is often the best way to buy centaur loyalty. Raids are especially common when a chieftain's position in a tribe is new or unstable. Courting Herds. Humanoids accustomed to monogamous marriages and clear, permanent partnerships are often offended by centaur courting practices. Chieftains invariably retain a small courting-herd of male and female centaurs. The size of these courting-herds is as much a mark of status as anything, though outsiders often assume the herd's members are all wives or husbands to the chieftain. This assumption is incorrect as the honorable harem positions are more akin to squires, grooms, and ladies-in-waiting in a human or elven court--they dote upon the leader but are not necessarily lovers. The senior members of a courting-herd are often spouses to a centaur chieftain, though how to determine this is a puzzle to outsiders. Drunken Raiding. While raiding can be honorable, centaur chieftains of both genders have an enormous appetite for alcohol and many are violent drunkards. This fuels their reputation as brawlers and impetuous raiders, though the chieftains who are less susceptible to bouts of drunkenness are highly regarded as leaders and mercenaries. Some chieftains turn to mercenary work largely to be paid in wine, beer, or other spirits.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Centaur Druid","description":"Haughty, vain, and fiercely loyal to their kin, centaurs are creatures with the upper torso of a human and the lower torso of a horse. They gather into nomadic tribes and roam wide open landscapes, skirmishing during the day and singing under the stars at night. Centaur culture heavily emphasizes martial prowess, and they are generally expected to hone their fighting skills as soon as they are old enough to hold a weapon. Centaurs favor longbows and polearms, the latter of which allow them to take advantage of their large size when battling against smaller races. Despite their focus on warfare, centaurs are a highly cultured people who produce impressive works of art and song, though these are rarely shared with outsiders. Natural Druids . Centaurs feel a special connection to nature and exact vengeance upon any who disrespect it. Inborn aptitude for the druidic arts is common among centaurs. Young centaur foals who show an aptitude for spellcasting are quickly identified and trained as druids from an early age. Centaur druids are highly respected among their peers, for they are more deeply connected to the land and to the stars than most races. Free-Spirited Nomads . Centaurs do not create permanent settlements and instead constantly roam, setting up new temporary camps wherever the hunting is best. They look to the stars to determine when it is time to move on to new pastures. Living off of game and the occasional foraging, centaurs find the concept of agriculture very strange. Such practices require becoming rooted to one place, and they view the domestication of animals to be a complete perversion of nature. Centaurs in Thylea Centaurs are fiercely loyal to Thylea's native gods. Most tribes venerate the Mother Goddess Thylea, but many others worship the Twin Titans, Sydon and Lutheria. This does not necessarily make them evil—the Titans have long protected the centaur tribes and blessed them with glorious battles and bountiful land. Centaur history reaches back to long before the arrival of the settler races. When the first settlers arrived, the centaur tribes were largely indifferent to their presence. But during the First War, the Dragonlords and the Five Gods struck devastating blows against the centaur tribes. This has resulted in long-lasting enmity. Consequently, for the past several centuries, the centaurs have increasingly sought to drive the trespassing settler races out of Thylea by any means necessary.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"any neutral alignment","Expansion":4963,"Challenge Rating":7},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Centaur Hero","description":"Haughty, vain, and fiercely loyal to their kin, centaurs are creatures with the upper torso of a human and the lower torso of a horse. They gather into nomadic tribes and roam wide open landscapes, skirmishing during the day and singing under the stars at night. Centaur culture heavily emphasizes martial prowess, and they are generally expected to hone their fighting skills as soon as they are old enough to hold a weapon. Centaurs favor longbows and polearms, the latter of which allow them to take advantage of their large size when battling against smaller races. Despite their focus on warfare, centaurs are a highly cultured people who produce impressive works of art and song, though these are rarely shared with outsiders. Natural Druids . Centaurs feel a special connection to nature and exact vengeance upon any who disrespect it. Inborn aptitude for the druidic arts is common among centaurs. Young centaur foals who show an aptitude for spellcasting are quickly identified and trained as druids from an early age. Centaur druids are highly respected among their peers, for they are more deeply connected to the land and to the stars than most races. Free-Spirited Nomads . Centaurs do not create permanent settlements and instead constantly roam, setting up new temporary camps wherever the hunting is best. They look to the stars to determine when it is time to move on to new pastures. Living off of game and the occasional foraging, centaurs find the concept of agriculture very strange. Such practices require becoming rooted to one place, and they view the domestication of animals to be a complete perversion of nature. Centaurs in Thylea Centaurs are fiercely loyal to Thylea's native gods. Most tribes venerate the Mother Goddess Thylea, but many others worship the Twin Titans, Sydon and Lutheria. This does not necessarily make them evil—the Titans have long protected the centaur tribes and blessed them with glorious battles and bountiful land. Centaur history reaches back to long before the arrival of the settler races. When the first settlers arrived, the centaur tribes were largely indifferent to their presence. But during the First War, the Dragonlords and the Five Gods struck devastating blows against the centaur tribes. This has resulted in long-lasting enmity. Consequently, for the past several centuries, the centaurs have increasingly sought to drive the trespassing settler races out of Thylea by any means necessary.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":3},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Centaur Lord","description":"Haughty, vain, and fiercely loyal to their kin, centaurs are creatures with the upper torso of a human and the lower torso of a horse. They gather into nomadic tribes and roam wide open landscapes, skirmishing during the day and singing under the stars at night. Centaur culture heavily emphasizes martial prowess, and they are generally expected to hone their fighting skills as soon as they are old enough to hold a weapon. Centaurs favor longbows and polearms, the latter of which allow them to take advantage of their large size when battling against smaller races. Despite their focus on warfare, centaurs are a highly cultured people who produce impressive works of art and song, though these are rarely shared with outsiders. Natural Druids . Centaurs feel a special connection to nature and exact vengeance upon any who disrespect it. Inborn aptitude for the druidic arts is common among centaurs. Young centaur foals who show an aptitude for spellcasting are quickly identified and trained as druids from an early age. Centaur druids are highly respected among their peers, for they are more deeply connected to the land and to the stars than most races. Free-Spirited Nomads . Centaurs do not create permanent settlements and instead constantly roam, setting up new temporary camps wherever the hunting is best. They look to the stars to determine when it is time to move on to new pastures. Living off of game and the occasional foraging, centaurs find the concept of agriculture very strange. Such practices require becoming rooted to one place, and they view the domestication of animals to be a complete perversion of nature. Centaurs in Thylea Centaurs are fiercely loyal to Thylea's native gods. Most tribes venerate the Mother Goddess Thylea, but many others worship the Twin Titans, Sydon and Lutheria. This does not necessarily make them evil—the Titans have long protected the centaur tribes and blessed them with glorious battles and bountiful land. Centaur history reaches back to long before the arrival of the settler races. When the first settlers arrived, the centaur tribes were largely indifferent to their presence. But during the First War, the Dragonlords and the Five Gods struck devastating blows against the centaur tribes. This has resulted in long-lasting enmity. Consequently, for the past several centuries, the centaurs have increasingly sought to drive the trespassing settler races out of Thylea by any means necessary.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":9},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Centaur Mummy","description":"In The Hidden Shrine of Tamoachan , characters must contend with a mummified centaur that wants to prevent them from moving any farther into the dungeon. Combining the most lethal features of two creature types, the centaur mummy can attack nearby targets with its melee weapons while trying to use its Dreadful Glare against enemies that hold back. Undead Nature. A mummy doesn't require air, food, drink, or sleep. Traits Charge. If the centaur mummy moves at least 20 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Actions Multiattack. The centaur mummy makes two melee attacks, one with its pike and one with its hooves, or it attacks with its pike and uses Dreadful Glare. Pike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d10+5) piercing damage. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6+5) bludgeoning damage plus (3d6)necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic. Dreadful Glare. The centaur mummy targets once creature it can see within 60 feet of it. If the target can see the mummy, the target must succeed on a DC 12 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"lawful evil","Expansion":7386,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Centaur Scout","description":"Centaur The half-human, half-equine centaurs of Iobaria represent a diverse collection of peoples. Members of the Nomen tribe dwell in the westernmost reaches, living nomadic lives. They rely upon their scouts—spear-wielding centaurs who prefer to observe and report on potential threats rather than directly engage—to patrol their territories. Small groups of explorers (such as adventuring parties) often prove the exceptions to this tendency, as centaur scouts who come upon such travelers often choose to confront them at a distance while warning them to turn back. Centaur Scout Traits Charge. Once per turn, if the centaur scout moves at least 30 feet straight toward a target and then hits it with a melee spear attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Actions Multiattack. The centaur scout makes two attacks: one with its spear and one with its hooves. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one creature. Hit: 7 (1d6+4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands to make a melee attack. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Centaur Shaman","description":"Centaur shamans are druids who often lead their tribes or are advisors to the tribe's chieftain. In combat, they prefer to use their spells to heal their brethren but will not hesitate to unleash nature's wrath against their enemies if pressed. Traits Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a Pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Actions Multiattack. The centaur makes two attacks: one with its Pike and one with its Hooves or it uses its Storm Bolt twice. Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Storm Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) lightning or thunder (centaur's choice) damage. Spellcasting. The centaur casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: druidcraft, gust, thorn whip (3d6) 2/day each: cure wounds, entangle, moonbeam, thunderwave 1/day each: call lightning, freedom of movement, wrath of nature, wind wall Cyclone Blast (Recharges 5–6). The centaur summons powerful, whirling winds in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 14 Strength saving throw. On a failed save, a creature takes 31 (7d8) force damage and is pushed up to 10 feet and knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Good","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Centaur Skeleton","description":"The Alabaster Sierras are bordered by hazardously treacherous shore-side cliffs and bleak mountains swarming with starving monstrosities. But beneath those peaks is a dense, beautiful, and eerie forest called the Parchwood. During the six-year nightmare that was the Briarwood’s reign, refugees made their home here—but so did Lady Delilah and Lord Sylas’s experiments. The centaur skeletons of the Parchwood are not centaurs at all; rather, they are the remnants of the Briarwoods’ fleeting attempts to entertain themselves by refashioning the remains of different species into unique forms. Skeletons Skeletons are often the first creatures to be reanimated by aspiring necromancers, imbued with a vulgar imitation of life and reassembled into an approximation of their living forms. No trace remains of the life that once animated a skeleton, whose only purpose is loyalty. Skeletons follow the orders of their creators until those orders are completed. Their obedient, tireless nature makes them perfect as disposable battle fodder, guards, or distractions—and, in great enough numbers, turns them into an overwhelming tide of bone, tooth, and blade. Undead Nature. A skeleton doesn’t require air, food, drink, or sleep. Alignment. Neutral evil. “Odd mysteries surround these skeletal nightmares given renewed, violent purpose as a mockery of mortality. Rumors speak of a dark intelligence rooted within, seeking power and using their own bones, or even the wriggling worms that thrive within their corpses, as currency to trade with shadowy merchants.” —William Orom, Apothecary Traits Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Actions Multiattack. The centaur skeleton makes two attacks: one with its pike and one with its hooves, or two with its longbow. Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Centaur Skeleton Customization Some centaur skeletons have the following additional feature at the GM’s discretion. Spirit Away. The centaur skeleton and up to three creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. An unwilling creature that succeeds on a DC 13 Charisma saving throw can resist this effect.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"Neutral Evil","Expansion":20583,"Challenge Rating":2},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Centaur Skirmisher","description":"Primarily used as scouts, centaur skirmishers take advantage of their mobility and employ hit-and-run tactics to attack the most important targets within the enemy ranks. Traits Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a Pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. Skirmish Advantage. Once per turn, the centaur gains advantage on its attack roll when it makes a weapon attack while occupying a space at least 15 feet away from where it started its turn. Actions Multiattack. The centaur makes two attacks: one with its Pike and one with its Hooves or two with its Longbow. Pike . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Hooves . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Longbow . Ranged Weapon Attack: +6 to hit, range 150/600 ft., one creature. Hit: 8 (1d8 + 4) piercing damage. Reactions Lightfooted. The centaur takes the Dash or Disengage action. Skirmisher. When an enemy the centaur can see ends its turn within 5 feet of it, the centaur can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Good","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Cephal Lorentus","description":"Once a politician and member of the leadership of Varnhold, by the time the PCs meet Cephal he’s likely already transformed into a zombie lord under Vordakai’s control. You can use him as a unique undead foe in your game, or even use his statistics to represent an entire new category of undead spellcasters that might haunt a ruined school or university. Traits Spellcasting. Cephal Lorentus is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): chill touch, dancing lights, message, ray of frost 1st level (4 slots): burning hands, mage armor, magic missile, shield 2nd level (3 slots): acid arrow, mirror image, scorching ray 3rd level (3 slots): fireball, fly 4th level (1 slot): fire shield Turn Resistance. Cephal has advantage on saving throws against any effect that turns undead. Undead Fortitude. If damage reduces Cephal Lorentus to 0 hit points, he must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4+2) piercing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing damage. If the target is a Medium or smaller living creature that is incapacitated or restrained, it must succeed on a DC 13 Constitution saving throw or take an additional 5 (1d6+2) piercing damage as Cephal attempts to consume the victim’s brain. If this damage reduces the target to 0 hit points, or it is already at 0 hit points, it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Ceratops","description":"Stretching over 200 feet from the tip of its enormous nose horn to the end of its spiky tail, a ceratops gleams with lines of vibrant green energy in its thickly scaled hide. Its horn alone is larger than most giants, and the ceratops can trample ancient forests under its feet when it becomes enraged. Dinosaurs When Annam’s children first began to populate the worlds of the Material Plane, the All-Father created behemoth dinosaurs to live alongside them as companions. The primeval magic used to create the dinosaurs still thrums through their being and manifests in colorful, scar-like lines on their towering bodies. Some of these ancient dinosaurs persist in timeless jungles, hidden enclaves, and other lands untouched by the rest of the world. Traits Magic Resistance. The ceratops has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ceratops makes one Gore attack and one Stomp attack. Gore. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) piercing damage. If the ceratops moved at least 20 feet in a straight line toward the target immediately before the hit, the target takes an extra 11 (2d10) piercing damage; if the target is a creature, it also must succeed on a DC 19 Strength saving throw or be pushed up to 20 feet form the ceratops and have the prone condition. Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":24749,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Cerberi","description":"Cerberi The mythical watchdogs of Hell, cerberi bear the bodies of terrible, powerful hounds combined with the essences of fiends. Relied upon by villains and frightful beings as guardians and jailers, these three-headed canine abominations possess far greater cunning than their flensed, bestial appearances would suggest—a terrible intellect they pour largely into malice and enjoyment of their victims’ tormented ends. A typical cerberi stands a broad 4 feet tall and weighs over 200 pounds. Planar Watchdogs. Cerberi draw upon a legendary pedigree, all reputedly tracing their lineage to a single primordial evil beast said to still guard the foundations of some forsaken, deathly realm. Brethren to hell hounds, cerberi loathe their distant kin, viciously attacking such hellspawn if not kept at heel by a tyrannical master. In their natural infernal environments, cerberi might be found anywhere powerful fiends have need for guardians. Cerberi’s incredible ability to trap victims on planes and track the dead make them highly coveted servants across the multiverse. The hounds’ bestial appearances and love of slaughter often cause those who consider themselves cerberi owners to forget the deviousness of their allies, a development that often ends poorly, if not bloodily, for the unwary and the weak. Hounds of Hell . Outside of the devil-tamed reaches of Hell and other foul extraplanar wildernesses, small groups of cerberi gather in harsh, packlike communities. Typically dominated by the strongest or wiliest member, such packs form swift and deadly throngs, stalking trespassers upon their vast hunting grounds and doggedly pursuing any scent of lost souls. Although cerberi gain no sustenance from attacking the dead, all gain a vicious satisfaction at the feeling of an immortal essence discorporating forever within their deadly jaws, as befits their infernal nature.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":30635,"Challenge Rating":7},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Cerberus","description":"Sometimes called Gloom Hounds or Hounds of Hades, these three-headed creatures are bred to be the ultimate guardians. Very few creatures can successfully sneak past a cerebus hound that guards a doorway or treasure. Tortured by Hags . Hags train these creatures through abuse designed to instill fear and rage. No hound in their charge is ever shown affection, and they are kept either in total isolation or attached to chains too short to allow the pups to comfort each other. Large groups of cerberus hounds are sometimes given very little food, in order to identify weaker dogs for culling. The hags then sew shut the mouths of the runts and encourage their former packmates to devour them. The hags also present the hounds with captive humanoids, bound and mutilated, in order to give them a taste for blood. Progenitors of Death Dogs . Cerebus hounds can spawn litters of death dogs. They will only do this if there is enough food to satiate the hunger of all the hounds. The death dogs acknowledge the cerebus as the pack alpha. Whenever a cerebus dies, the death dogs fight for primacy. The victor devours the losers, and over the course of a month, it grows a new head, becoming a new cerebus to replace the original. Fearsome Guardians. Cerberus hounds take pride in sniffing out and devouring trespassers. Once they have been set to guard something, they never tire of their charge, even should hundreds of years pass without incident. Most hounds keep piles of their victims' bones as beloved trophies to gnaw on. Although the hound does require sleep, it rarely succumbs to the urge, and only one of its heads sleeps at any given time. Variant: Young Cerberus. Cerberus hounds that aren't yet fully grown are referred to as young cerberus. They are CR 5 (1,800 XP), cannot use the bark action, and cannot use lair actions. They are Large sized and have Hit Points: 126 (12d10 + 60). Lair Actions On initiative count 20 (losing initiative ties), the cerebus hound can take a lair action to cause one of the following magical effects: The cerberus creates the effects of the darkness spell at a point located within 60 feet of it. This magical darkness spreads to a 30-foot radius (rather than 15). This effects ends when the cerberus dismisses it as an action, uses a lair action again, or dies. Fire erupts from a chosen point within 60 feet of the cerebus in a 15-foot-radius sphere, until the hound dismisses it as an action, uses a lair action again, or dies. When the fire appears, each creature within its volume must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage (or half as much on a successful save). A creature must also make this saving throw when it enters the area for the first time or ends its turn there.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"neutral evil","Expansion":4963,"Challenge Rating":12},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Cerberus","description":"The Hound of Hades, a three-headed dog with a serpent for a tail who is known as the guardian to the gates of the Underworld. He was born from the union of Typhon and Echidna, the Father and Mother of Monsters, making him the sibling of other famous monsters like the Chimera, the Lernean Hydra, Orthus and many more. Cerberus is a massive figure, enveloped in dark flames and shadows, feared by most living beings, and by quite a number of dead ones too. Known for his steadfast loyalty to the God of the Underworld, the accounts of him being bypassed are only present in legend. No one since the ancient times of great demigods can claim to have done the same. However, when it comes to the denizens of Hades Cerberus is a massively popular figure. Beloved not only by his master, his wife and their children, but also by a grand majority of the chthonic deities that populate the grand expanse of the Underworld. Few dare oppose Cerberus, not only for fear of the great canine but also for the looming threat that an injury on him may represent divine retribution. The Wall Between Life and Death. As the appointed guardian of the realm of Hades, Cerberus has acquired abilities that have turned him into a great obstacle to those who’d try to enter the realm of the dead. No illusion magic can fool his senses, he can feel the essence of the living and the dead alike, he cannot be removed from his post against his will through magic and his loyalty is unwavering. Immortal Nature. With his essence tied to the realm of the Underworld, if Cerberus were to be slain he would reform within the castle of his master, Hades, within the next 1d10 days. Cerberus’ Lair The lair of Cerberus is the very entrance that separates the world of the living from the realm of the dead. It is a massive, cavernous chamber through which the River Styx flows and the dying words of all mortals are heard as whispers. Lair Actions On Initiative count 20 (losing Initiative ties), Cerberus takes a lair action to cause one of the following effects; Cerberus can’t use the same effect two rounds in a row: Cerberus chooses a point he can see within the lair. Skeletal hands erupt from the ground in a 20-foot radius surrounding that point, creating Difficult Terrain. Any creatures in the area at the start of their turn, or who enter the area for the first time on a turn, must make a successful DC 16 Dexterity saving throw or become restrained by the skeletal hands and take 13 (3d8) bludgeoning damage. A creature can be freed if it or an adjacent ally uses an action to make a successful DC 16 Strength check. This effect lasts until Cerberus uses this lair action again, or dies. A wall of dark stone rises up from the ground within 120 feet of Cerberus. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape Cerberus wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 16 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) bludgeoning damage and is knocked prone. Cerberus magically calls upon the servants of Hades to aid him in battle. In any unoccupied space within 60 feet 2 (1d4) Minotaur Skeletons appear. The skeletons vanish the moment the Cerberus uses another Lair Action. Regional Effects The region surrounding the Gates of Hades is warped by its power, which creates one or more of the following effects: Undead with a CR of 10 or lower within 10 miles are compelled to approach the Gates of Hades and accept destruction by Cerberus, who ushers their souls towards the River Styx, awaiting passage by the ferryman. Fire and magical light created by cantrips only create dim light and gradually shift through dark colors, regardless of the will of the caster. Evil-aligned creatures feel a deep sense of paranoia, as by approaching the Gates of Hades they can feel themselves getting closer to the Fury Sisters. The fear of their inevitable fate shakes them to their core. Even if Cerberus were to perish, none of these effects would disappear, as he is not the primary source of the realm’s power. Cerberus as a Mythic Encounter Cerberus is a truly fearsome being to face, being a creature that has for thousands of years kept the Underworld safe from incursions from the living. If you wish to make an encounter with this guardian truly legendary, Cerberus might use his Gatekeeper's Rage trait. The very domain of the Underworld rejuvenates the ever watchful dog. When this happens, Cerberus can choose one of his mythic actions when he uses a legendary action. Read or paraphrase the following text when Cerberus uses his Gatekeeper's Rage trait: The Keeper of the Gates crumbles The guardian of the entrance to the Underworld whines in pain, limping from the injuries sustained in the fight. Shadows start to coalesce on the ground behind him. Spirits sprout from this dark spot, turning into a translucent armor, emboldening his flames. Wounds stop bleeding, the spirits comfort the beloved guard dog of Hades. The three heads focus once again on the adversaries who backed him into a corner. The growling would bring shivers even to those who had already left their mortal flesh behind. Fighting Cerberus as a mythic encounter is equivalent to taking on two CR 26 creatures in one encounter. Award a party an additional 90,000 XP (180,000 XP total) for defeating him after his Gatekeeper’s Rage trait activates. Cerberus' Lair - The Gates of Hades In front of humongous stone gates that are as old as the gods themselves, lies a loyal and fierce beast. Born from a union of great evil, yet known solely due to his dutiful and steadfast devotion to his master. He is the great wall that stands between the realm of the living and the dead, keeping order of the natural world. The bane of the depraved mortal souls that refuse the cycle of life, loyal companion of the Lord of the Dead and an icon of duty that represents the Kingdom of the Underworld. Truly, a creature worthy of Lord Hades’ love. Fiends Dark creatures that inhabit the expanse of Hades and Tartarus. They are often in the service of chthonic gods as minions or simply roam through the cursed expanse of Tartarus until an opportunity to reach the material plan presents itself. Traits Gatekeeper's Rage (Recharges after a short or long Rest). If Cerberus is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 350 hit points. In addition, the power of the realm of Hades revitalizes Cerberus, granting him 125 temporary hit points, recharging his darkflame surge and regaining any expended uses of Legendary Resistance. Additionally, Cerberus can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating Cerberus after his Gatekeeper's Rage activates. Legendary Resistance (3/day). If Cerberus fails a saving throw, he can choose to succeed instead. Keen Hearing and Smell. Cerberus has advantage on Wisdom (Perception) checks that rely on hearing or smell. Shadow Jump. When Cerberus is in dim light or darkness, he can use his movement to teleport up to 60 feet to an unoccupied space he can see that is also in dim light or darkness. Magic Resistance. Cerberus has advantage on saving throws against spells and other magical effects. Spirit Perception. Cerberus can locate any creature who has a soul within 1 mile. Three Heads. Cerberus has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. Undeath Hunter. Cerberus has advantage on all attack rolls against Undead. Actions Multiattack. Cerberus makes three bite attacks and one snake tail attack. Bite. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 27 (4d8 + 9) piercing damage plus 10 (3d6) necrotic damage. Snake Tail. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit: 19 (2d6 + 9) piercing damage plus 7 (2d6) poison damage. Change Size. Cerberus magically polymorphs into a medium, large or huge-sized version of himself. Cerberus retains the same appearance that he had in his true form. Cerberus' bite does reduced damage in smaller sizes. 22 (3d8 + 9) for huge size, 18 (2d8 + 9) for large size and 13 (1d8 + 9) for medium size. Other than his size and bite attack, his statistics remain the same. Darkflame Surge (Recharge 6). A 60 foot-radius explosion of mystical flames is unleashed, centered on Cerberus. Each creature in that area other than Cerberus must make a DC 25 Dexterity saving throw, taking 44 (8d10) fire damage and 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail the saving throw have their maximum hit points reduced by an amount equal to half the necrotic damage dealt. Legendary Actions Cerberus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Cerberus regains spent legendary actions at the start of their turn. Shadow Jump. When Cerberus is in dim light or darkness, he can use his movement to teleport up to 60 feet to an unoccupied space he can see that is also in dim light or darkness. Attack. Cerberus can make a snake tail attack. Mythic Actions If Cerberus’ Gatekeeper's Rage trait has activated in the last hour, he can use the options below as legendary actions. Bite (costs 2 Actions). Cerberus can make a bite attack. Stygian Spears (costs 3 Actions). Cerberus conjures three massive spears of underworld stone that plummet to the ground at three different points he can see within 90 feet of him and then disappear. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on each point must succeed on a DC 25 Dexterity saving throw or take 17 (5d6) piercing damage. A creature in the area of more than one spear is affected only once.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend","Alignment":"lawful neutral","Expansion":29804,"Challenge Rating":26},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Cerberus","description":"This ravenous three headed beast is the guardian of the third circle. Dante describes him as a great worm (dragon) with a big belly, claws and three dog’s heads. His sharp teeth and scaled tail make him a dangerous foe. Cerberus is the offspring of two ancient monsters: Echidna, a snake-woman and Typhon, a giant of the early days. Both are now lost but their son rules in Hell. He is responsible for watching over the entrance to this Hell circle, and whenever he is hungry, he will descend unto the sinners, tearing them limb from limb, opening bellies and inflicting deep wounds to sate his voracious hunger. He is guardian and punisher at the same time. Cerberus carries Lucifer’s hair within himself, more precisely: in his liver. One can harvest it by cutting him open, which would be a true mess with foul bile and black blood spilling out like a dark river. Cerberus does not speak, but he understands simple sentences and commands in the Infernal language. Traits Keen Smell. Cerberus has advantage on Wisdom (Perception) checks that rely on smell. Playful. Cerberus likes to play with his prey (normally lost souls). If he catches his target and it stops moving or he is distracted by something else, he won’t attack anymore and search for new prey. Actions Multiattack. Cerberus can either make three bite attacks or one claw attack, but remember as a GM that he is playing with his prey not aiming for the kill. Fire Breath (Recharge 5–6). Cerberus exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the target is medium or smaller it must make a Strength saving throw DC 14. On a failed sa ve the target is knocked prone and grappled, with Cerberus holding him down with his paw. Succeed on a DC 14 St rength saving throw to escape.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Expansion":30058,"Challenge Rating":3},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Cerberus Spawn","description":"Descendants of the Underworld’s guardian, they carry the blood of one of the most prolific creatures in all of the Greek world. Born from the union of Cerberus and a common canine or descended from one of Cerberus’ hellhound litters, these are exceptionally rare creatures that somewhat resemble a mortal beast more than their supernatural ancestor, at least in attitude and intelligence. Their appearance will be completely dependent on the mix of canine breed they hail from, but they will always have three heads. Moreover, their blood carries powerful potential for fire and shadow magic. Descendants of the Watchdog. Due to their innate connection with the Underworld these dogs are able to peer into the ethereal plane, where spirits dwell. Additionally, they are very perceptive when it comes to the presence of undead creatures. Variant: Cerberus Spawn Familiar Cerberus spawn can often be found in the service of hunters of undeath, followers of Hades and other heroes who dedicate themselves to maintaining the order of the cycle of life and death. Familiar. The Cerberus spawn can enter into an agreement to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the cerberus spawn senses as long as they are within 1 mile of each other. While the cerberus spawn is within 10 feet of its master, the master shares the Cerberus spawn’s Sight beyond Worlds and Detector of Undeath traits. At any time and for any reason, the cerberus spawn can end its service as a familiar, ending the telepathic bond. Fiends Dark creatures that inhabit the expanse of Hades and Tartarus. They are often in the service of chthonic gods as minions or simply roam through the cursed expanse of Tartarus until an opportunity to reach the material plan presents itself. Traits Keen Hearing and Smell. The cerberus spawn has advantage on Wisdom (Perception) checks that rely on hearing or smell. Detector of Undeath. The cerberus spawn can detect any undead creature within 60 feet of it. Sight beyond Worlds. The cerberus spawn can look into the ethereal plane. Three Heads. The cerberus spawn has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage. Flame Surge (Recharge 6). A 5 foot-radius explosion of flames is unleashed, centered on the cerberus spawn. Each creature in that area other than the cerberus spawn must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend","Alignment":"lawful neutral","Expansion":29804,"Challenge Rating":"1/2"},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Cerebric Fungus","description":"Cerebric fungi are a race of carnivorous, intelligent fungi native to a distant planet. Although they are one of the lowliest life forms on their homeworld, the fungi still possess an alien intellect far beyond that of most terrestrial creatures. Cerebric fungi display great curiosity about other races and species when they visit other worlds, asking endless, apparently senseless, questions and engaging in disturbing experiments. Some eccentric scholars claim to have learned unsettling secrets from these interrogations. 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Each ceres is made from an okanta, tortured and disfigured beyond the reach of sanity. Ceres are in constant pain, snarling wetly through wired jaws and with flesh restrained by taut chains and metal plates. Their agony wanes only when they can inflict it on others, especially with the wicked blades that replace their severed forearms. 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Cerptors hail from the near lifeless moon the humanoids call Morthos. Created by the dark and alien manipulations of the jagladine, they were designed to manipulate weaker species of the neighboring moons in order to break them into revealing the secrets of the Ancient gates. Of genius and entirely alien intellect, a typical ceroptor appears almost as an oversized, hideous head trailing long ganglion-like structures of thick cartilage. Parasitic Predators. Ceroptors capture, enslave and breed the various humanoid races as if they were cattle. They eat humans when they so desire, but also use their bodies by removing a host’s head, inserting their ganglion into their necks and taking over their central nervous systems so they gain full control over the body. This mounting process kills the humanoid host, although the body can remain “alive” and in the possession and control of its host for as long as the host desires or until it is killed. They also reproduce by laying eggs inside a host body. When the eggs hatch, a brood of tiny ceroptor larvae eats its way out of the corpse. Upon escaping the host, the larvae go into deep caves where they sleep for several months as they mature into fully developed ceroptors. Body Traders. Ceroptors believe themselves to be a paragon species, far superior to all others. Currently ceroptors travel from moon to moon by mentally projecting themselves from their existing head-like bodies, through inner space and into recently hatched ceroptor larvae on other moons. The original form dies, but the same personality lives on in the new form. In this way, they are somewhat immortal. How ceroptors originally traveled between the moons is unknown, though it is speculated that an earlier humanoid race possessed the ability to moon jump and became infested with ceroptor eggs after an encounter with the hostile creatures. Ceroptors who find stable host bodies to inhabit over a long period of time become infiltrators within humanoid societies, spying out choice targets for their fellows and manipulating events behind the scenes. They use their mental powers to create disorder and suspicion so the communities where they hunt will be easy prey. Insidious Takeover. When a ceroptor controls a creature, you can consider it a template that can be applied to a creature much as any other template. Use the following rules when applying the ceroptor template. · The creature gains the shapechanger and ceroptor subtype. · Increase the CR of the base creature by 3, to a minimum of 2. · The creature’s AC becomes 17 if it is not already 17. · The creature’s mental attribute scores are altered as follows: Int 19, Wis 15, Cha 13. · The creature gains the skill proficiencies of the ceroptor, including those skills that count proficiency bonus twice (Deception, Intimidation, Perception, and Persuasion). · The creature gains the Powerful Mind ability, which grants it proficiency in Intelligence saving throws, and allows it to use that saving throw in place of Wisdom or Charisma. All physical saving throws are unchanged from the base creature. · The creature gains darkvision of 60 feet if it did not have it previously. · The creature gains the use of the Ceroptor’s Innate Spellcasting as follows: Innate Spellcasting (Psionic). The ceroptor’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components. • At will— detect thoughts, suggestion • 3/day— confusion, fear • 1/day— feeblemind This creature irrevocably dies when it reaches 0 hit points, as it was already mostly dead to begin with, and partially animated by the creoptor. If the host is targeted by magic that would return the corpse to life, the creoptor is expelled (see the creoptor’s “steal body” special ability above). 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Cerptors hail from the near lifeless moon the humanoids call Morthos. Created by the dark and alien manipulations of the jagladine, they were designed to manipulate weaker species of the neighboring moons in order to break them into revealing the secrets of the Ancient gates. Of genius and entirely alien intellect, a typical ceroptor appears almost as an oversized, hideous head trailing long ganglion-like structures of thick cartilage. Parasitic Predators. Ceroptors capture, enslave and breed the various humanoid races as if they were cattle. They eat humans when they so desire, but also use their bodies by removing a host’s head, inserting their ganglion into their necks and taking over their central nervous systems so they gain full control over the body. This mounting process kills the humanoid host, although the body can remain “alive” and in the possession and control of its host for as long as the host desires or until it is killed. They also reproduce by laying eggs inside a host body. When the eggs hatch, a brood of tiny ceroptor larvae eats its way out of the corpse. Upon escaping the host, the larvae go into deep caves where they sleep for several months as they mature into fully developed ceroptors. Body Traders. Ceroptors believe themselves to be a paragon species, far superior to all others. Currently ceroptors travel from moon to moon by mentally projecting themselves from their existing head-like bodies, through inner space and into recently hatched ceroptor larvae on other moons. The original form dies, but the same personality lives on in the new form. In this way, they are somewhat immortal. How ceroptors originally traveled between the moons is unknown, though it is speculated that an earlier humanoid race possessed the ability to moon jump and became infested with ceroptor eggs after an encounter with the hostile creatures. Ceroptors who find stable host bodies to inhabit over a long period of time become infiltrators within humanoid societies, spying out choice targets for their fellows and manipulating events behind the scenes. They use their mental powers to create disorder and suspicion so the communities where they hunt will be easy prey. Insidious Takeover. When a ceroptor controls a creature, you can consider it a template that can be applied to a creature much as any other template. Use the following rules when applying the ceroptor template. · The creature gains the shapechanger and ceroptor subtype. · Increase the CR of the base creature by 3, to a minimum of 2. · The creature’s AC becomes 17 if it is not already 17. · The creature’s mental attribute scores are altered as follows: Int 19, Wis 15, Cha 13. · The creature gains the skill proficiencies of the ceroptor, including those skills that count proficiency bonus twice (Deception, Intimidation, Perception, and Persuasion). · The creature gains the Powerful Mind ability, which grants it proficiency in Intelligence saving throws, and allows it to use that saving throw in place of Wisdom or Charisma. All physical saving throws are unchanged from the base creature. · The creature gains darkvision of 60 feet if it did not have it previously. · The creature gains the use of the Ceroptor’s Innate Spellcasting as follows: Innate Spellcasting (Psionic). The ceroptor’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components. • At will— detect thoughts, suggestion • 3/day— confusion, fear • 1/day— feeblemind This creature irrevocably dies when it reaches 0 hit points, as it was already mostly dead to begin with, and partially animated by the creoptor. If the host is targeted by magic that would return the corpse to life, the creoptor is expelled (see the creoptor’s “steal body” special ability above). 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Cerptors hail from the near lifeless moon the humanoids call Morthos. Created by the dark and alien manipulations of the jagladine, they were designed to manipulate weaker species of the neighboring moons in order to break them into revealing the secrets of the Ancient gates. Of genius and entirely alien intellect, a typical ceroptor appears almost as an oversized, hideous head trailing long ganglion-like structures of thick cartilage. Parasitic Predators. Ceroptors capture, enslave and breed the various humanoid races as if they were cattle. They eat humans when they so desire, but also use their bodies by removing a host’s head, inserting their ganglion into their necks and taking over their central nervous systems so they gain full control over the body. This mounting process kills the humanoid host, although the body can remain “alive” and in the possession and control of its host for as long as the host desires or until it is killed. They also reproduce by laying eggs inside a host body. When the eggs hatch, a brood of tiny ceroptor larvae eats its way out of the corpse. Upon escaping the host, the larvae go into deep caves where they sleep for several months as they mature into fully developed ceroptors. Body Traders. Ceroptors believe themselves to be a paragon species, far superior to all others. Currently ceroptors travel from moon to moon by mentally projecting themselves from their existing head-like bodies, through inner space and into recently hatched ceroptor larvae on other moons. The original form dies, but the same personality lives on in the new form. In this way, they are somewhat immortal. How ceroptors originally traveled between the moons is unknown, though it is speculated that an earlier humanoid race possessed the ability to moon jump and became infested with ceroptor eggs after an encounter with the hostile creatures. Ceroptors who find stable host bodies to inhabit over a long period of time become infiltrators within humanoid societies, spying out choice targets for their fellows and manipulating events behind the scenes. They use their mental powers to create disorder and suspicion so the communities where they hunt will be easy prey. Insidious Takeover. When a ceroptor controls a creature, you can consider it a template that can be applied to a creature much as any other template. Use the following rules when applying the ceroptor template. · The creature gains the shapechanger and ceroptor subtype. · Increase the CR of the base creature by 3, to a minimum of 2. · The creature’s AC becomes 17 if it is not already 17. · The creature’s mental attribute scores are altered as follows: Int 19, Wis 15, Cha 13. · The creature gains the skill proficiencies of the ceroptor, including those skills that count proficiency bonus twice (Deception, Intimidation, Perception, and Persuasion). · The creature gains the Powerful Mind ability, which grants it proficiency in Intelligence saving throws, and allows it to use that saving throw in place of Wisdom or Charisma. All physical saving throws are unchanged from the base creature. · The creature gains darkvision of 60 feet if it did not have it previously. · The creature gains the use of the Ceroptor’s Innate Spellcasting as follows: Innate Spellcasting (Psionic). The ceroptor’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components. • At will— detect thoughts, suggestion • 3/day— confusion, fear • 1/day— feeblemind This creature irrevocably dies when it reaches 0 hit points, as it was already mostly dead to begin with, and partially animated by the creoptor. If the host is targeted by magic that would return the corpse to life, the creoptor is expelled (see the creoptor’s “steal body” special ability above). When the body is incapacitated, the ceroptor is forced out of the body, and the host body. @font-face {font-family:Wingdings; panose-1:5 0 0 0 0 0 0 0 0 0; mso-font-charset:77; mso-generic-font-family:decorative; mso-font-pitch:variable; mso-font-signature:3 0 0 0 -2147483647 0;}@font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyIndent, li.BodyCopyIndent, div.BodyCopyIndent {mso-style-name:\"Body Copy Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Indent Char\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-GB;}span.BodyCopyIndentChar {mso-style-name:\"Body Copy Indent Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Indent\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}ol {margin-bottom:0cm;}ul {margin-bottom:0cm;}","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of medium aberrations","Alignment":"chaotic evil","Expansion":32483,"Challenge Rating":16},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Cervan Bandit General","description":"Bandit clans are commanded by generals. Serving as both a battle-tested warrior and master strategist, they alone coordinate the disparate band of thieves and outlaws that make up the collective. While military monikers are used to refer to bandit leadership, more than combat prowess is needed to maintain order in these volatile organizations. A dominating personality and charismatic voice are as necessary as a swift blade and a sharp mind. Cervans don’t typically take to brigandry, but their practical skills and ability to survive in even the most adverse situations make those with loose morals and dubious ambitions a natural fit.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (cervan)","Alignment":"neutral evil","Expansion":5991,"Challenge Rating":2},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Cervan Priest","description":"Cervan villages are typically led by a community elder who is wise both in politics as well as the ways of the Amaranthine. Priests provide guidance to the community, ensuring that rituals are properly observed and customs upheld. As storytellers and keepers of a village’s history, they are trusted with the myths and folktales used to impart knowledge necessary for survival in the forest.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (cervan)","Alignment":"any","Expansion":5991,"Challenge Rating":"1/4"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Cervidal","description":"At first glance, cervidals appear to look like satyrs. They resemble humanoids with goat-like features but are more handsome, nobler, and regal-looking. Cervidals have short, reddish-brown fur over their golden skin, with hooves as feet and their heads crowned with magnificent curving horns of a ram. Cervidals, along with equinals, are amongst the most common types of guardinals one will encounter in Elysium, and thus, along with equinals, form the bulk of a guardinal army. Dispelling Horns. A cervidal loathes physical combat, choosing to end conflicts through peaceful contests, diplomacy, or witty banter. But if a physical confrontation is unavoidable, a cervidal will not back down. It often opens combat with a headlong charge, using its formidable horns to break enemy formation. Its horns are more than just weapons, though, as the cervidal can also use it to break enchantments, dispel illusions, and banish summoned creatures. Despite its great strength, a cervidal prefers to use weapons that rely on finesse and skill. Guardinals The noble guardinals are celestials that resemble animal-humanoid hybrids. Despite their bestial appearance, guardinals are the most honorable and pure-hearted beings one will ever encounter. Native to Elysium and the House of Nature, the guardinals embody virtue and good-naturedness without being constrained by law nor distracted by the chaos of freedom. They are welcoming, mirthful, and witty. Though they always seek to resolve conflict through peaceful means, guardinals are ready to fight if needed. Due to their nature, guardinals often clash with fiends, tyrants, and evil undead. Noble Heroes. While guardinals have no strict hierarchy as do the celestial archons, they recognize the authority and follow the guardinal paragons known as Talisid and the Five Companions. From time to time, guardinals may be called upon by deities of Elysium and the House of Nature to perform noble quests, at times aiding heroes from the Material Plane. Squads of guardinals also mount lightning raids and rescue missions in the Lower Planes. Traits Charge. If the cervidal moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 5 (2d4) damage. Magic Resistance. The cervidal has advantage on saving throws against spells and other magical effects. Speak with Beasts. The cervidal can communicate with beasts as if they shared a language. Actions Multiattack. The cervidal makes three attacks: one to Ram and two with its Rapier. Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 7 (2d6) force damage. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Spellcasting. The cervidal casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: bless, command, detect poison and disease, light, magic missile 2/day each: hold person, protection from poison, suggestion Bonus Actions Dispelling Horns (3/Day). When the cervidal hits a target with a Ram attack, it can choose one of three effects: Break Enchantment. If the target that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead, the target hit is no longer charmed, frightened, or possessed by such creatures. Dismissal. If the target is an illusion, it is immediately dispelled. If the target is a fey, a fiend, or an undead, the cervidal can attempt to drive the creature back to its home plane. The creature must succeed on a DC 13 Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild. Dispel Magic. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, the cervidal must make a Charisma ability check. The DC equals 10 + the spell's level. On a successful check, the spell ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"typically Neutral Good","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Cervus Tenebris","description":"The cervus tenebris, spectral beings adorned with massive sets of ghostly wings, prowl the shadows in search of their next unsuspecting victim. Once humanoid, they were driven by an insatiable hunger so monstrous that they succumbed to the unthinkable act of cannibalism. In the throes of their grisly feast, they consumed their own bodies, an abomination that should have led to their demise. But the cosmos had other plans. Instead of meeting their end, they underwent a heinous transformation, becoming monstrous beings shrouded in shadows and damned to a never-ending existence of torment. Only while it hunts does the gnawing pain that crucifies its body dulls—it lives in a constant state of agony. This torment it externalizes unto its victims, summoning shadows from the fallen to stalk and drain the life from its quarries, weakening them for an inevitable, gruesome death. The cervus tenebris hunts by consuming the flesh and shadows of the living, growing more formidable as it feasts upon the essence of its prey, its spectral wings expanding as it gorges itself upon the life of its victims. Traits Incorporeal Movement. The tenebris can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Intangible Body. The tenebris's body is made of moving shadows; ranged weapon attacks against it are made with disadvantage. Sunlight Sensitivity. While in sunlight, the tenebris has disadvantage on attack rolls, as well as on Perception checks that rely on sight. Vile Aura. Beasts refuse to approach closer than 30 feet of the tenebris. If a beast ends its turn in that area, it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. Actions Multiattack. The tenebris makes two attacks. Cannibalize. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) piercing damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and the tenebris regains half as many hit points and one use of its Shadow Jump. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Bonus actions Shadow Jump (2/Day). The tenebris teleports to a space in darkness that it can see within 60 feet of it. Alternatively, it teleports inside of the space of a Medium or larger creature within 60 feet of it, emerging from the creature’s entrails. Create Shadows. The tenebris targets the corpse of a humanoid within 10 feet of it that died violently in the last hour. The target's spirit rises as a shadow in its space and the corpse can’t be targeted in this way again. This shadow is under the tenebris's control. The tenebris can have no more than two shadows under its control at a time. Reactions Feast on Darkness. When the tenebris reduces a creature to 0 hit points, it devours the creature's shadow. The tenebris's wings grow longer, its flying speed increases by 20 feet, and it gains a +2 bonus to attack and damage rolls for 1 minute or until it falls unconscious. It can gain this bonus multiple times, each time it devours a creature's shadow. A creature whose shadow has been devoured can’t be targeted by this reaction again. A remove curse spell cast on a creature that lost its shadow allows it to regrow it.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":27461,"Challenge Rating":9},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Ceryneian Hind","description":"A famously beautiful creature, with the form of a female deer, larger than a bull, with golden antlers like those of a stag, hooves of bronze, swift as the wind and capable of snorting fire. A truly magnificent creature, of which only five like it have ever existed. As legend goes, Artemis, goddess of the hunt, was so impressed by the beasts that she tamed four of them to pull her chariot by using magical golden bridles. However, she left the last one roam free on the Ceryneian hills, for in the future Heracles would need to capture it as one of his Labors. Which he would eventually succeed at, after a full year of chasing the hind throughout the land. As a result the Ceryneian Hind has become a sacred animal to Artemis, which has granted it protection from any and all hunters who would seek the creature. Although due to its rather skittish nature, very few creatures have more than a few seconds in the presence of the hind, before it runs away. Swift Escapist. The Ceryneian Hind is a calm creature, avoiding confrontation to the best of its ability. It’s astounding speed aids it in such endeavours, easily leaving riding horses, aurochs and even flying dragons in the dust while running on land. Sacred Beasts of the Land Throughout the ages the world has existed, unique animals have made themselves known in legends. Stronger, faster, more majestic and, perhaps, even a little magical. The most well known of these creatures are the Sacred Beasts of the Land. This title refers to all the unique animals associated with the Twelve Labors of Heracles. Polymorphing into a Sacred Beast Players attempting to use Polymorph to become any of the Sacred Beasts of the Land will find that they cannot replicate the magic properties of the creature in question. For example, they will not be able to use the innate spellcasting feature, legendary actions or legendary resistances. Additionally, only players who have substantial experience with the creature in question should be able to attempt such a transformation. An example of such experience could be the slaying of the beast, as well as the creation of a friendly bond, but it must involve personal experience from the character. Traits Legendary Resistance (3/Day). If the hind fails a saving throw, it can choose to succeed instead. Charge. If the hind moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3d6 (3d6) damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the hind can make another ram attack against it as a bonus action. Nimble Escape. The hind can take the dash, disengage or hide action as a bonus action on each of its turns. Slippery. The hind has advantage on skill checks and saving throws against being knocked prone, grappled or restrained. Spellcasting. The hind's Spellcasting Ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following Spells, requiring no material components: 2/day each: longstrider, pass without trace 1/day each: freedom of movement, haste Actions Multiattack. The hind can make two ram attacks. Ram. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Ceryneian Fire (Recharge 5-6). The hind snorts a stream of fire in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. All creatures that took damage are ignited, taking 3 (1d6) fire damage at the start of their turn. A creature can use its action to put the flames out or another creature within 5 feet of it can use its action to do it. Legendary Actions The Ceryneian Hind can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ceryneian Hind regains spent legendary actions at the start of their turn. Move. The hind can move up to its speed without provoking attacks of opportunity. Attack (Costs 2 Actions). The hind makes one Ram attack.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Ceti Snapper","description":"“It looks so cute,” are often the final words of foolish explorers that stray too close to a Ceti Snapper. Resembling small, flightless birds or harmless mammals, their non-threatening appearance is just one tool they use against unsuspecting prey. Delightfully Dangerous. Snappers attempt to lure non-apex predators away from their packs or territories. This can be accomplished with several performance behaviors: acting wounded, pretending to be unaware that it’s being stalked, or feigning curiosity as it edges closer. They then excrete a pheromone from their bodies that can generate a calm, euphoric feeling. Pack Hunters. Regardless of their method of lure, snappers attack in packs, often by stealthily encircling their prey and attacking when its guard is down. This allows them to take down creatures that normally hold a significant size advantage over them. Plagued Beasts. A snapper's toxic bite physically debilitates its prey, causing severe cellular damage in most organic beings. Because of this, snapper toxin is commonly used to create powerful poisons and bio-contaminants. Ravenous Eaters. Ceti snappers eat anything and everything they can consume as carnivores. Whether their prey is alive, dead, or rotting is usually of no concern to them. Colonies and settlements that keep livestock must be extra cautious if they suspect packs of ceti snappers dwell nearby. A single raid by a large pack would not only deplete their livestock, but poison whatever may be left.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Cetus","description":"Prowling the waters surrounding Thylea, the cetus is an abominable creature that closely resembles an enormous shark. Aside from its colossal size, the physical trait that most distinguishes a cetus from a normal shark are the multiple rows of wicked serrated teeth that extend the entire length of its gullet. Like those of a shark, a cetus’s teeth gradually move forward and continuously replace its front teeth, which are frequently shed. Once separated, these teeth remain exquisitely sharp and are often used as spearheads by tool-using people in and around the ocean. Although they are usually solitary creatures, cetea have been known to serve as mounts for extremely powerful beings, such as gods who have managed to best them in combat. Uncanny Intelligence . The biggest mistake one could make when confronting a cetus is to confuse it for a mindless beast. Cetea are clever monsters with intellects comparable to that of a human. As largely asocial creatures without other means of channeling their intelligence, cetea focus entirely on the hunt. The typical cetus memorizes every topographical detail in its territory, allowing it to easily herd opponents into dead ends while also avoiding areas that are unable to accommodate its massive bulk. Ancient Predators . The natural lifespan of a cetus can span millennia, and most that stalk the depths are thousands of years old. Their sickly mottled flesh is marred by countless wounds, both pale scars and oozing fresh lacerations alike. Despite their strong constitutions, cetea heal more slowly than mortal creatures. This make cetea frequently mistaken for undead monsters, though they are actually believed to be fiendish in nature.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"chaotic evil","Expansion":4963,"Challenge Rating":15},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Cetus","description":"Cetus Masters of the oceans, the enigmatic cetuses are mighty but slow-witted dragons who demand tribute of any who would dare enter their domain. A cetus’s length and weight are immense, their dizzying coils proving almost impossible to count. Sailors have long told tales of these great creatures, noting that they are almost unstoppable unless they can be turned to stone and left to sink into the ocean depths. Water Leaper. Cetuses prefer to fight their enemies on or under the water, but can leap unexpectedly high to attack foes who dare to take to the air.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"chaotic neutral","Expansion":30635,"Challenge Rating":13},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Chag Beetle","description":"A trio of exaggerated horns protrude from the crown of this massive beetle’s head and its six legs kick up a large amount of dust as it snorts aggressively. Chag beetles roam the grasslands in sizable herds, searching for carrion and plant matter. Juvenile chags are 3 feet long but weigh a very compact 150 pounds. The larger cows and bulls are 8 feet long, with cows weighing 500 pounds and bulls weighing nearly a ton. Viciously Territorial. When a mature herd finds a steady supply of food, the beetles revert to a territorial, hierarchical organization typical of many insectoid species. They aggressively protect this territory, as well as their eggs and hatchlings. Despite their appearance and insectoid behavior, chag possess an intelligence equivalent to any warm-blooded animal. Chags mate for life, and newly born beetles depart as they mature to start their own herds. During mating season, unmated chag cows attract several bulls which battle one another by charging and tangling horns to win mating rights. The victor is the bull with its horns still intact after such clashes, and this ritual proves dangerous to anyone stumbling upon them as the beetles stop their singular combat to drive off or kill intruders. Desert Staple. Various races on desert planets have domesticated these foul-tempered beetles and use them as a source of armor, tools, and food. Expert scavengers can strip the chitinous shells protecting chags and fashion them into suits of armor retaining the chitin’s resistance to blows. Very few armorsmiths can retain the shell’s reflective qualities, however, but many smiths purposely dull the armor to ensure the wearers don’t make easy targets on the desert plain. Smaller plates and bull horns are more often fashioned into hammering tools or serrated into saws and other cutting implements. Thanks to the shell’s natural hardness, objects crafted from them can withstand a lot of wear before breaking. Despite these benefits, chag meat remains the most popular product harvested from chags. For those unaccustomed to the simultaneously chewy and greasy substance, it demands an acquired taste. However, the beetles’ carrion diets surprisingly do not taint the meat, and it proves quite filling. A widespread technique on desert worlds transforms the chag meat into jerky which greatly reduces the greasy quality, making it more palatable to offworlders. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatDescriptionIndent, li.StatDescriptionIndent, div.StatDescriptionIndent {mso-style-name:\"Stat Description Indent\"; mso-style-unhide:no; mso-style-qformat:yes; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":32483,"Challenge Rating":5},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Chain Devil","description":"Devils Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus’s will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature’s soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. The Infernal Hierarchy The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever—a fate that even Asmodeus fears. Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil’s memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Infernal Hierarchy 1. lemure Lesser devils 2. imp 3. spined devil 4. bearded devil 5. barbed devil 6. chain devil 7. bone devil Greater devils 8. horned devil 9. erinyes 10. ice devil 11. pit fiend Archdevils 12. duke or duchess 13. archduke or archduchess Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories—and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other’s most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. The Nine Hells The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Devil True Names and Talismans Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. A mortal who learns a devil’s true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice—typically someone the creator loved—when crafted. However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner’s soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. Chain Devil (Kyton) This ominous fiend wears chains like a shroud. Driving lesser creatures before it with its fearsome gaze, a chain devil animates the chains that cover its body as well as inanimate chains nearby, which sprout hooks, blades, and spikes to eviscerate enemies. Chain devils act as sadistic jailers and torturers in the infernal realms, relishing pain and living to inflict it on others. They are called on to torment mortal souls trapped in the Nine Hells, inflicting their sadistic fury on the horrid lemures in which those souls manifest. Layers and the Lords of the Nine Hells Layer Layer Name Archduke or Archduchess Previous Rulers Primary Inhabitants 1 Avernus Zariel Bel, Tiamat Erinyes, imps, spined devils 2 Dis Dispater — Bearded devils, erinyes, imps, spined devils 3 Minauros Mammon — Bearded devils, chain devils, imps, spined devils 4 Phlegethos Belial and Fierna — Barbed devils, bone devils, imps, spined devils 5 Stygia Levistus Geryon Bone devils, erinyes, ice devils, imps 6 Malbolge Glasya Malagard, Moloch Barbed devils, bone devils, horned devils, imps 7 Maladomini Baalzebul — Barbed devils, bone devils, horned devils, imps 8 Cania Mephistopheles — Horned devils, ice devils, imps, pit fiends 9 Nessus Asmodeus — All devils Traits Devil's Sight : Magical darkness doesn't impede the devil's darkvision. Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack : The devil makes two attacks with its chains. Chain : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. Animate Chains (Recharges after a Short or Long Rest) : Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. Reactions Unnerving Mask : When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Chain Devil","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Devil's Sight : Magical darkness doesn't impede the devil's darkvision . Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack : The devil makes two attacks with its chains. Chain : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage . The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns . Animate Chains (Recharges after a Short or Long Rest) : Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points , resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. Reactions Unnerving Mask : When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.","properties":{"Category":"Monsters","AC":"16 (Natural Armor)","HP":"85 (10d8+40)","CHA":14,"CON":18,"DEX":15,"INT":11,"STR":18,"WIS":12,"Size":"Medium","Type":"fiend (devil)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390059229/xFvfFPlyGD819gdvsm9cXg/original.png","Roll 0":"Chain\n1d20 + 8\n2d6+4","Senses":"Darkvision 120 Ft.","Source":"5th Edition SRD","data-XP":"3,900","Alignment":"Lawful Evil","Languages":"Infernal, Telepathy 120 Ft.","data-List":"false","Immunities":"Fire, Poison","Token Size":1,"Resistances":"Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered","data-Traits":"[{\"Name\":\"Devil's Sight\",\"Desc\":\"Magical darkness doesn't impede the devil's darkvision.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The devil has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The devil makes two attacks with its chains.\"},{\"Name\":\"Chain\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"slashing\",\"Desc\":\"The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns\"},{\"Name\":\"Animate Chains (Recharges after a Short or Long Rest)\",\"Desc\":\"Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.\"}]","data-CHA-mod":"+2","data-CON-mod":"+4","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"+4","data-SizeNum":4,"data-WIS-mod":"+1","Saving Throws":"Con +7, Wis +4, Cha +5","data-Reactions":"[{\"Name\":\"Unnerving Mask\",\"Desc\":\"When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.\"}]","Challenge Rating":8,"Passive Perception":8,"Condition Immunities":"Poisoned","data-CrNum":8,"data-AcNum":16,"data-HpNum":85},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chain Devil Inquisitor","description":"A few kytons who have become very skilled in prolonging the suffering of their victims and have demonstrated certain arcane abilities eventually get rewarded and become chain devil inquisitors. When archdevils require information from certain key individuals, they send these masters of torture to extract it. Traits Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes three Chain attacks. It can replace two Chain attacks with Chain Slam. Chain. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) slashing damage. The target is grappled (escape DC 15) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. Chain Slam. The devil slams a Medium or smaller creature grappled by its chain into another creature or a solid surface within its reach. If slammed into another creature, both creatures must succeed on a DC 15 Strength saving throw or take 12 (2d6 + 5) bludgeoning damage and be stunned until the end of its next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Spellcasting. The devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): 3/day each: levitate, major image 1/day each: dimension door, fear Whirling Chains (Recharge 6). The devil moves up to half its walking speed and targets each creature within 15 feet of it during its movement. Each target must succeed on a DC 15 Dexterity saving throw or take 19 (4d6 + 5) slashing damage. The devil's movement during this action will not provoke opportunity attacks. The devil can't use this feature if it has a creature grappled by its Chain. Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried. Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies. Reactions Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Chain Spider (human)","description":"Content Warning: Torture Chain spiders are created from the corpses of giants and humanoids, returning them to a semblance of life (so similar that they are not even classified as undead by most scholars), though without an intact mind or soul. An incision is made above the corpse’s left orbital, and a chunk of the prefrontal cortex is removed using an iron or steel tube. The piece of brain is infused into a piece of metal through a dark ritual, and is then bound to the skull on the exterior, forming a small metal horn near where the incision was made. Horrifying Transformation. Over the next few days, the creature’s body undergoes painful and horrifying changes as shards of metal sprout and grow throughout its bone and muscle. By the end of the transformation, the creature becomes capable of harnessing its pain and suffering into supernatural abilities. It gains the ability to animate chains by transforming pieces of the chain into tiny metal spiders, and can move along them like a 4-limbed spider on a web. Mindless Intelligence. Although chain spiders lack the mind of the creature they once were, the rituals used to create them do give them enough intelligence and mental capacity to serve their creators and even communicate with them if needed. No semblance of the body’s original mind remains, though occasionally pieces of old memories and information slip through. Tactics. Though each chain spider's original abilities are unique, their tactics with their newly developed abilities are to begin by using Animate Chain in order to gain an ally in their fight, after which they will attempt to bind a foe with their Chain Web before using Inflict Pain. If there are no chains around, they first use Chain Web, animating those chains only after the target has broken free. Traits Grounded Body. Chain spiders can control the flow of electricity through the metal in their bodies, and have advantage on saving throws against lightning damage and other electrical effects. Dexterous Evasion. Whenever the chain spider would be subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw and only half damage if they fail. Spiked Body. Whenever the chain spider starts its turn while grappled or while grappling another creature, that creature takes 1d6 piercing damage. Actions Puncturing Punch. Melee Weapon Attack: +6 to hit, reach 5 feet, one target. Hit: 7 (1d6+4) piercing damage, and the target's Injury thresholds are reduced by 5 for 1 minute or until they suffer an Injury. Animate Chains. The chain spider turns a 10- foot length of metal chain into a swarm of metal spiders (see page 117). The chain spider controls the swarm's actions, but can have no more than three swarms under its control at once. If it creates a fourth swarm, the oldest swarm turns back into a chain. If the swarm is within 5 feet of another creature when this happens, the chain spider can use Chain Web against that creature, even if it is not within range or the ability is not able to be used either due to an Injury or recharge. Chain Web (recharge 5-6). The chain spider shoots a barbed chain from its body at a creature it can see within 60 feet. That creature must make a DC 14 Dexterity saving throw or be restrained by the chains. While restrained in this way, the creature takes 3 (1d6) piercing damage every time it takes an action. As an action, it can make an acrobatics or athletics check against the saving throw DC to break free from the chains. Inflict Pain. The chain spider channels its pain through a psychic connection to a creature restrained by its Chain Web. That creature must make an DC 14 Intelligence saving throw or take 14 (4d6) psychic damage, plus 3 (1d6) psychic damage per Injury the chain spider suffers from.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":"1/1/1900"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Chain Spider (troll)","description":"Content Warning: Torture Chain spiders are created from the corpses of giants and humanoids, returning them to a semblance of life (so similar that they are not even classified as undead by most scholars), though without an intact mind or soul. An incision is made above the corpse’s left orbital, and a chunk of the prefrontal cortex is removed using an iron or steel tube. The piece of brain is infused into a piece of metal through a dark ritual, and is then bound to the skull on the exterior, forming a small metal horn near where the incision was made. Horrifying Transformation. Over the next few days, the creature’s body undergoes painful and horrifying changes as shards of metal sprout and grow throughout its bone and muscle. By the end of the transformation, the creature becomes capable of harnessing its pain and suffering into supernatural abilities. It gains the ability to animate chains by transforming pieces of the chain into tiny metal spiders, and can move along them like a 4-limbed spider on a web. Mindless Intelligence. Although chain spiders lack the mind of the creature they once were, the rituals used to create them do give them enough intelligence and mental capacity to serve their creators and even communicate with them if needed. No semblance of the body’s original mind remains, though occasionally pieces of old memories and information slip through. Tactics. Though each chain spider's original abilities are unique, their tactics with their newly developed abilities are to begin by using Animate Chain in order to gain an ally in their fight, after which they will attempt to bind a foe with their Chain Web before using Inflict Pain. If there are no chains around, they first use Chain Web, animating those chains only after the target has broken free. Traits Keen Smell. the chain spider has advantage on wisdom (perception) checks that rely on smell. Regeneration. The chain spider regains 10 hit points at the start of its turn. If the chain spider takes acid or fire damage, this trait doesn't function at the start of its next turn. The chain spider dies only if it starts its turn with 0 hit points and doesn't regenerate. Grounded Body. Chain spiders can control the flow of electricity through the metal in their bodies, and have advantage on saving throws against lightning damage and other electrical effects. Dexterous Evasion. Whenever the chain spider would be subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw and only half damage if they fail. Spiked Body. Whenever the chain spider starts its turn while grappled or while grappling another creature, that creature takes 1d6 piercing damage. Actions Multiattack. The chain spider makes three attacks: one with its Bite and two with its Claws. It can replace any Claw attack with a Puncturing Punch. Bite. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 7 (1d6+4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 11 (2d6+4) slashing damage. Puncturing Punch. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 7 (1d6+4) piercing damage, and the target's Injury thresholds are reduced by 5 for 1 minute or until they suffer an Injury. Animate Chains. The chain spider turns a 10-foot length of metal chain into a swarm of metal spiders. The chain spider controls the swarm's actions, but can have no more than three swarms under its control at once. If it creates a fourth swarm, the oldest swarm turns back into a chain. If the swarm is within 5 feet of another creature when this happens, the chain spider can use Chain Web against that creature, even if it is not within range or the ability is not able to be used either due to an Injury or recharge. Chain Web (recharge 5-6). The chain spider shoots a barbed chain from its body at a creature it can see within 60 feet. That creature must make a DC 15 Dexterity saving throw or be restrained by the chains. While restrained in this way, the creature takes 3 (1d6) piercing damage every time it takes an action. As an action, it can make an acrobatics or athletics check against the saving throw DC to break free from the chains. Inflict Pain. The chain spider channels its pain through a psychic connection to a creature restrained by its Chain Web. That creature must make a DC 15 Intelligence saving throw or take 14 (4d6) psychic damage, plus 3 (1d6) psychic damage per Injury the chain spider suffers from. This ability cannot be removed by an Injury.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":7},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Chain Worm","description":"Chain worms are subterranean predators with an insatiable appetite for meat. The creature has a particular fondness for dwarf, gnome, and bugbear flesh. Chain worms often build their nests near communities of these creatures, so their food supply is readily available. Though not particularly fond of cold or damp weather, a chain worm can be found just about anywhere as its chitinous body offers it ample protection against less than friendly environments. Chain worms stand nearly 6 feet tall and are about 10 feet long with silver carapaces and dull silver legs. Their heads sport oversized dull black mandibles that constantly drip brownish-gray saliva. Its tail stinger is about a foot long and black (as it ages, its tail stinger changes to dull gray). A chain worm lies in wait for a meal, attacking whenever its target comes within range. It attacks using either a nasty bite or by curling its rear body forward and stinging with its tail stinger. If a chain worm grabs a foe in its mandibles, it holds it and repeatedly stings it until it is dead. Bone Collector. A chain worm’s nest is a hole or tunnel littered with rocks, bones, refuse, and debris, and often located on a rocky outcropping or ledge making it inaccessible to most creatures. Any valuables found in its lair are simply the remains of a previous meal that the chain worm couldn’t digest or didn’t bother eating. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatBlock1, li.StatBlock1, div.StatBlock1 {mso-style-name:\"Stat Block 1\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Stat Block 1 Char\"; margin-top:0cm; margin-right:0cm; margin-bottom:0cm; margin-left:9.35pt; text-indent:-9.35pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}span.StatBlock1Char {mso-style-name:\"Stat Block 1 Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Stat Block 1\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":32483,"Challenge Rating":12},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Chained Giant","description":"Deep within the subterranean depths of the Asylum, a network of chambers houses a once-proud race of giants, now transformed into grotesque monstrosities through years of barbaric experimentation. Prisoners of War. The First War saw Luyarnha pitted against its expansionist enemies, driving the city-state to abandon all moral principles in its quest for means to combat the rampant scourge that threatened its citizens. The early scholars of death, dogged in their determination, pressed forward with their grotesque experiments, and in their desperate pursuit of the perfect hunter, recognized the frailty of the humanoid body. They turned to capturing and subduing giants for their grim work—beings that could withstand more suffering before death. Derelict Patients. To ensure the subjects’ cooperation and restrict their movements during harrowing procedures, the giants were chained with bonds that burrowed deep into their very bones. Heavy armor was then affixed to their twisted forms, before injecting them with refined cerebro-spinal fluid extracted from Otherworldly beings, twisting their bodies and shattering their minds. Their usefulness was eventually outlived, as the scholars, now enlightened, resumed their experiments on humanoids. With the giants’ blood now corrosive and their minds destroyed, they remain imprisoned in their bleak chambers, abandoned, condemned to pain and insanity until their eventual death, forgotten by all. Traits Accursed Blood. At the end of the giant’s turns, if it has fewer than half its hit point maximum, each creature within 10 feet of it takes 13 (3d8) necrotic damage, unless the giant has taken radiant damage since the end of its last turn. Actions Multiattack. The giant uses its Sweep Chains and then makes two fist attacks. Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (3d4 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Sweep Chains. The giant swings its chains, forcing each creature within 20 feet of it must make a DC 17 Dexterity saving throw. On a failed saving throw, a creature takes 15 (2d8 + 6) bludgeoning damage and is knocked prone. Bonus actions Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone target. Hit: 13 (3d4 + 6) bludgeoning damage and the target must make a DC 17 Constitution saving throw. On a failure the target is staggered for 1 minute. A staggered creature suffers a 1d8 penalty on attack rolls, ability checks, and Strength and Dexterity saving throws. The staggered target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions Lead Catching. If a rock, cannonball, or similar object is hurled at the giant, the giant can make a DC 10 Dexterity saving throw, catching the missile and taking no damage from it on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":8},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Chained Library Agent","description":"The Chained Library’s agents are everywhere, from major cities to the halls of academia, trawling secondhand book markets and private collections. They use whatever tactics necessary to obtain their prizes. They visit auctions and merchants, using the library’s sizable budget to buy up what they can. For books not on the market, they use blackmail, bribery, and theft. Occasionally, a wealthy aristocrat or powerful mage is murdered, and the only things missing from the crime scene are a couple of precious books. The agents’ activities are consistent in only one way: that no books are harmed or destroyed, no matter how dangerous they are. The Chained Library is capable of storing anything, and the destruction of knowledge is sacrilege. The library agents exist to remove dangerous books from circulation in the outside world. This includes books of dark magic, the spellbooks of liches and evil mages, the secrets of wicked gods, and knowledge that could be used to open pathways to other planes: things not of the material world that could fundamentally threaten life there. The agents take no interest in material that is politically dangerous—many rulers have tried to recruit the library to suppress inconvenient or threatening information, but the organization is profoundly uninterested. Agents of the library recognize one another by the magical tattoos on their right index finger: a line of Common script reading, “Close your mind,” encircled by chains. The tattoos are visible to creatures with truesight. The tattoos use special ink which allows a detect magic spell to reveal them. Traits Evasion. When an effect would allow the agent to make a Dexterity saving throw to take half damage, it instead takes no damage if it succeeds on the saving throw and half damage if it fails. Sneak Attack (1/Turn). The agent deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the agent that isn’t incapacitated and the agent doesn’t have disadvantage on the attack roll. Spellcasting. The agent is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The agent has the following wizard spells prepared: Cantrips (at will): light, mage hand, message, minor illusion 1st level (4 slots): charm person, comprehend languages, detect magic, jump, mage armor 2nd level (3 slots): invisibility, locate object, knock, spider climb 3rd level (2 slots): gaseous form, haste, sending Actions Multiattack. The agent makes three attacks with its dagger. Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Bonus Actions Cunning Action. The agent takes the Dash, Disengage, or Hide action as a bonus action. Reactions Uncanny Dodge. The agent halves the damage it takes from an attack that hits it. The agent must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any lawful alignment","Expansion":18512,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Chalychia","description":"Chalychia has skin as black as the ocean’s deep abyss, and midnight long hair streaked with bone white. Her facial features are fine and she sports an alluring, thin smile. Her large eyes are violet and piercing. Bronze twisted horns crown her head, faintly carved with glowing eldritch runes. She wears a colorful silken gown with an oversized ebony cloak draped over her delicate shoulders. Traits Special Equipment : Chalychia possesses a staff of power (20 charges), slippers of spider climbing , a cloak of protection , a potion of superior healing , and a potion of gaseous form . Conjuration Savant : Chalychia can use the Minor Conjuration, Benign Transposition, and Focused Conjuration school features. Contingency : Chalychia has cast a contingency spell. When reduced to 25 or fewer hit points, the contingency triggers a dimension door spell. Fey Ancestry: Chalychia has advantage on saving throws against being charmed, and magic can’t be used to put her to sleep. Innate Spellcasting: Chalychia’s innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: At will: dancing lights, thaumaturgy 1/day each: faerie fire, hellish rebuke, levitate (self only) 2/day: darkness Spellcasting. Chalychia is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +11 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): blade ward, fire bolt, mage hand, poison spray, shocking grasp 1st level (4 slots): feather fall, magic missile, ray of sickness, sleep, witch bolt 2nd level (3 slots): hold person, misty step, see invisibility 3rd level: (3 slots): counterspell, stinking cloud, vampiric touch 4th level (3 slots): conjure minor elementals, ice storm 5th level (2 slots): cone of cold, conjure elemental, teleportation circle 6th level (1 slot): mass suggestion Sunlight Sensitivity: While in sunlight, Chalychia has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight. Actions Staff of Power: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage (two-handed), or +6 hit, reach 5 ft., one target. Hit : 5 (1d6 +2) bludgeoning damage (one-handed). If Chalychia expends a charge from the staff, she adds 3 (1d6) force damage. Legendary Actions Chalychia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Chalychia regains spent legendary actions at the start if her turn. Cantrip (costs 2 Actions): Chalychia can cast one of her known cantrips. Move: Chalychia can move up to her speed without provoking opportunity attacks. Saving Throw: Chalychia can attempt a saving throw to end an effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":18594,"Challenge Rating":9},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Chamberlain of Zuggtmoy","description":"A chamberlain of Zuggtmoy looks like a vaguely bipedal mass of blue mold with the barest hint of a face nested deep inside a mossy cowl. It pummels enemies with its mossy fists.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Champion","description":"One of the most remote locations inside White Plume Mountain is the hideout of a band of criminals led by the fallen champion Sir Bluto, an alleged mass murderer and a fugitive. Sir Bluto and his companions will do everything in their power to ensure that anyone who happens upon their sanctum doesn't live to tell of it. Traits Indomitable (2/Day) . The Champion rerolls a failed saving throw. Second Wind (Recharges after a Short or Long Rest) . As a Bonus Action, the Champion can regain 20 Hit Points. Actions Multiattack . The Champion makes three attacks with its Greatsword or its Shortbow. Greatsword . Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the Champion has more than half of its total Hit Points remaining. Light Crossbow . Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the Champion has more than half of its total Hit Points remaining.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":7386,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Champion","description":"Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers. Traits Indomitable (2/Day). The champion rerolls a failed saving throw. Second Wind (Recharges after a Short or Long Rest). As a bonus action, the campion can regain 20 hit points. Actions Multiattack. The champion makes three attacks with its greatsword or its shortbow. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. If the champion has more than half of its total hit points remaining add 7 (2d6) slashing damage . Shortbow. Ranged Weapon Attack: +6 to hit, reach 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. If the champion has more than half of its total hit points remaining add 7 (2d6) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":7389,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Champion","description":"Champions are mighty warriors who honed their fighting skills in gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers. Traits Indomitable (2/Day) . The Champion rerolls a failed saving throw. Second Wind (Recharges after a Short or Long Rest) . As a Bonus Action, the Champion can regain 20 Hit Points. Actions Multiattack . The Champion makes three attacks with its Greatsword or its Shortbow. Greatsword . Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the Champion has more than half of its total Hit Points remaining. Shortbow . Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the Champion has more than half of its total Hit Points remaining.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":7394,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Champion","description":"Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers. Traits Indomitable (2/Day) : The champion rerolls a failed saving throw. Second Wind (Recharges after a Short or Long Rest) : As a bonus action, the champion can regain 20 hit points. Actions Multiattack : The champion makes three attacks with its greatsword or its shortbow. Greatsword : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining. Shortbow : Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Expansion":1,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Champion","description":"Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers. A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms for a champion or roll on the Champion’s Coats of Arms table to determine it. Champion’s Coats of Arms d12 Coat of Arms 1 Three lit candles on a purple field 2 Sea serpent coiled around a trident on a blue field 3 Hunting horn banded in gold on a gray field 4 Raised fist grasping an anchor on a quartered field of blue and white 5 Turtle with crenelated tower on its shell on a white field 6 Dragon skull supported on either side by dragon wings on a red field 7 Yellow chicken foot on a black field 8 Lightning bolt splitting a galley in two on a blue field 9 Two crouching displacer beasts facing each other on a yellow field 10 Knotted brambles on a green field 11 Red owlbear with a silver crown on a checkered field of black and white 12 Black anvil cracked down the middle on an orange field Bountiful and overrated. You can’t spit in this realm without hitting one. I have witnessed the birth, death, and unlife of more champions than I dare recount. Few are worth remembering. —Mordenkainen Traits Indomitable (2/Day). The champion rerolls a failed saving throw. Actions Multiattack. The champion makes three Greatsword or Shortbow attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining. Bonus Actions Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment\r","Expansion":14934,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Champion","description":"Champions are mighty warriors who honed their fighting skills in gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers. Traits Indomitable (2/Day). The champion rerolls a failed saving throw. Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points. Actions Multiattack. The champion makes three attacks with its greatsword or its shortbow. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29191,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Waterdeep - Dungeon of the Mad Mage"},{"name":"Champion","description":"A champion is a skilled, tactical fighter, just as comfortable in the saddle during military drills as armored on the field of battle.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Champion","description":"Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers. Traits Indomitable (2/Day). The champion rerolls a failed saving throw. Actions Multiattack. The champion makes three Greatsword or Shortbow attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining. Bonus Actions Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":31454,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Champion of Gorm","description":"The Guardians of Gorm are stalwart Cynidiceans who worship Gorm, an ancient god of justice, storms, and war. Members of the order wear brass masks bearing the face of their god, who is depicted as a long-haired, bearded man with a stern gaze. Each fully initiated guardian has a small blue lightning bolt tattooed on their right shoulder. Guardians follow a strict code of decorum that values bravery, honesty, and justice tempered with mercy. Still, they are quick to chastise blasphemers, criminals, and cultists who oppose their cause, buffeting these foes with their shocking implements. Champion of Gorm Champions are blessed by Gorm to lead their fellow guardians. In battle, they channel auras of ghostly lightning to protect Gorm’s servants. Traits Brave. The guardian has advantage on saving throws against the frightened condition. Actions Lightning Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) lightning damage. Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Bonus Actions Aura of Resilience (1/Day). The champion exudes an aura of ghostly lightning that fills a 10-foot-radius sphere centered on itself. While this aura is active, the champion and each creature of its choice within the aura have advantage on saving throws. The aura moves with the champion and lasts for 1 minute, until the champion has the incapacitated condition, or until the champion uses another bonus action to end the aura.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Lawful Good","Expansion":31434,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Champion of Madarua","description":"Members of the Warriors of Madarua wear bronze masks that depict the determined the face of Madarua, an ancient Cynidicean god of birth, death, and the seasons. Each member bears a small tattoo of a sickle on the inside of their left wrist. Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat, they strive to be as fierce and unpredictable as nature itself. Champion of Madarua Champions of Madarua represent the most skilled warriors in the faction. Hardened by battle, they lead the charge into the fray and inspire their fellow warriors to strike with decisive fury. Actions Multiattack. The champion makes three Longsword attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands. Bonus Actions Aura of Fury (1/Day). The champion summons an aura of ghostly animals that fills a 10-foot-radius sphere centered on itself. While this aura is active, the champion and all its allies in the aura have advantage on attack rolls. The aura moves with the champion and lasts for 1 minute, until the champion has the incapacitated condition, or until the champion uses another bonus action to end the aura. Reactions Parry. The champion adds 2 to its AC against one melee attack that would hit it. To do so, the champion must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Good","Expansion":31434,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Champion of Ravens","description":"Death comes for all things in their time. It is the will of the Matron of Ravens that no being, no matter how heroic or how powerful, shall escape their rightful place in the hereafter. Yet when his sister Vex’ahlia died in a sunken Issylran tomb, Vax’ildan demanded that the goddess of death release her claim on Vex’ahlia’s soul—and claim his instead. Inscrutably, the Matron of Ravens acquiesced to Vax’ildan’s demand. He donned the Deathwalker’s Ward, a Vestige of Divergence imbued with the Matron of Ravens’ power, and the legendary armor of her previous mortal champion. In time, Vax’ildan too came to be called her champion, and returned to life from death more than once—even enduring utter annihilation by the Whispered One and strangulation by an Archfey. All these deaths were permissible for the Matron of Ravens’ champion, since the threads of fate that bound Vax’ildan to her service had not yet run their full course. But they inevitably did. Vax’ildan bade farewell to all the people he held most dear in the wake of the Whispered One’s defeat, and vanished into the eternal embrace of his god. In the years since, his returns to the world he once knew have been rare and fleeting. The Champion of Ravens is not Vax’ildan, though Vax resides within him. He is a loyal arbiter of the ineffable providence of death itself. He appears at times as a wrathful angel, masked and surrounded by a storm of raven feathers, bringing an end to those who would pervert the sanctity of oblivion out of greed or fear of the unknown. All fear the end, in their own way. Some fight it, delving into magic that delays the inevitable by making a mockery of both life and death. Others lash out, hurting people around them in smaller ways. But those whose fears are greatest are met by the Champion of Ravens, whose kind soul soothes and shepherds the fearful beyond the veil of the mortal world. Vox Machina Heroes. Scoundrels. Legends. Dumbasses. The legacy of the adventuring party Vox Machina is a complicated one. Over the course of their adventures, they’ve selflessly saved the lives of thousands of people in Tal’Dorei, Wildemount, Issylra, and beyond. Of course, there are also countless tales of individuals they’ve bullied, threatened, insulted, or otherwise needlessly antagonized throughout those same adventures. These legendary figures grew from a band of dime-a-dozen sellswords in the swamp burgh of Stilben to gods-blessed warriors whose actions might have saved all of Exandria from a future of undead tyranny. The deeds of Vox Machina are sung by bards across Tal’Dorei, often exaggerating those already belief-defying tales of gods and monsters and magic. But though their legend has grown wild and unruly, the members of Vox Machina are still people. More than twenty years have passed since their last great campaign. Most of them are still alive, and the lives of these heroes have changed—in big ways and in smaller, more subtle ones. Those among them who age have softer bodies and lines on their faces. Those among them who don’t age still show the weight of the world upon their shoulders. By and large, the members of Vox Machina have set aside weapons, armor, and spells in favor of more subtle ways of helping others. Some lead the lands they were born to lead. Others have been elected to the Tal’Dorei Council, shaping the fate of the continent’s people with quiet wisdom rather than blades and battle cries. Still, each member of this legendary band of adventurers would take up arms again in an instant if it meant protecting those they care for the most. And the Vestiges of Divergence, whose power they unlocked in the battles against the Cinder King and the Whispered One, are still within their grasp. The following stat blocks are here for GMs to use if their players encounter a member of Vox Machina—hopefully as an ally or a \"quest giver,\" for woe betide anyone who encounters these legendary heroes as a foe. These statistics don’t represent the full extent of the characters’ abilities as 20th-level adventurers, but have been streamlined to make them easier for the Game Master to run. Traits Assassinate. During his first turn, the Champion has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the Champion scores against a surprised creature is a critical hit. Aura of Protection. While the Champion is conscious, he and friendly creatures within 10 feet of him have a +3 bonus to saving throws (included above). Eternal Champion. When the Champion is reduced to 0 hit points or dies, his body is destroyed but his spirit returns to the Raven Queen’s side, and he gains a new body after 1d4 days. Evasion. If the Champion is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Fate-Touched (4/Day). When the Champion makes an attack roll, ability check, or saving throw, he can reroll the d20 and use either roll. Alternatively, when a creature the Champion can see makes an attack roll against him, or a saving throw against one of his spells or features, he can force that creature to reroll the attack or save and use the new roll. Innate Spellcasting. The Champion’s innate spellcasting ability is Charisma (+10 to hit with spell attacks, save DC 18). He can innately cast the following spells, requiring no material components: At will: bane, bless, druidcraft 1/day: greater invisibility Shadow Smite (1/Turn). The Champion deals an extra 49 (14d6) radiant or necrotic damage (his choice) when he hits a target with a weapon attack and he doesn’t have disadvantage on the attack roll. Unerring Sight. The Champion’s ranged weapon attacks ignore half cover and three-quarters cover and have no range penalty. Special Equipment. The Champion wears boots of haste and the Deathwalker's Ward , and wields Whisper . Actions Multiattack. The Champion makes three attacks with Whisper . Whisper. Melee or Ranged Weapon Attack: +15 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d4 + 8) piercing damage plus 4 (1d8) psychic damage. On a critical hit, the target must succeed on a DC 18 Wisdom saving throw or be frightened of the Champion for 1 minute. On a ranged attack, the Champion can teleport with Whisper , appearing within 5 feet of the target on a hit, or in a random space within 30 feet of the target on a miss. Touch of Life and Death (Recharges after a Short or Long Rest). The Champion touches a creature within 5 feet of him, and chooses to either heal or harm that creature, restoring 55 (10d10) hit points or dealing 55 (10d10) necrotic damage. If the creature is an unwilling target, it can avoid either effect with a successful DC 20 Dexterity saving throw. Bonus Actions Cunning Action. The Champion takes the Dash, Disengage, or Hide action. Boots of Haste (1/Day). The Champion clicks his heels together, casting haste on himself. He doesn’t suffer from lethargy when the spell ends. Reactions Uncanny Dodge. The Champion halves the damage that he takes from an attack that hits him. He must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Expansion":20583,"Challenge Rating":21},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Champion of Usamigaras","description":"The Mages of Usamigaras are Cynidicean spellcasters who worship Usamigaras, a god of magic, messengers, and lies. They hide their identities and intentions behind silver masks depicting the face of their god. Secrecy is key among the Mages of Usamigaras. Members whisper in the presence of outsiders and pepper their speech with lies, even obvious ones. Such behavior isn’t rude among members, who view deceit as worthy of celebration, not chastisement. Champion of Usamigaras Champions are blessed by Usamigaras to advance the faction by any means necessary. They boast a greater repertoire of spells than their fellows and can radiate an aura of illusions to confuse their foes. Actions Multiattack. The champion makes two Arcane Burst attacks or makes one Arcane Burst attack and uses Spellcasting. Arcane Burst. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 8 (1d10 + 3) force damage. Spellcasting. The champion casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13): At will: Light, Mage Armor (self only), Mage Hand, Minor Illusion 2/day each: Charm Person, Disguise Self, Silent Image 1/day each: Crown of Madness, Shatter Bonus Actions Aura of Deception (1/Day). The champion emits an aura of ghostly illusions that fills a 10-foot-radius sphere centered on itself. While this aura is active, creatures have disadvantage on attack rolls against the champion and any of the champion’s allies that are in the aura. The aura moves with the champion and lasts for 1 minute, until the champion has the incapacitated condition, or until the champion uses another bonus action to end the aura.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Neutral","Expansion":31434,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Chamrosh","description":"This large sheepdog has luxuriant white-gold fur. A pair of broad wings stretches out from the creature’s back, and its eyes are filled with an intelligent, silvery gleam. Celestial Guard Dogs. Created from the souls of exceptionally faithful guards and retainers who selflessly sacrificed themselves to protect others, chamrosh are celestials that take the form of large sheepdogs with silver-gold fur and eagle-like wings. They are known for their ability to sniff out evil and for their steadfast nature, refusing to back down from a fight even in the face of overwhelming odds. Because of this quality, chamrosh are often used as guard beasts by other celestials, though they are never treated as simple pets by even the haughtiest of angels. Roaming Defenders. When not employed by more powerful celestials as companions and guards, chamrosh gather in small packs to roam the planes of good, attacking any fiend or evil monster they come across. They also rescue lost or trapped mortals of good or neutral alignment, leading the mortals to a place of safety or to the nearest portal back to the Material Plane. Despite their appearance, chamrosh can speak and readily do so with mortals they rescue or celestials they serve or protect… Occasional Planar Travelers. Chamrosh rarely travel to the Material Plane, but when they do, it is usually for an important mission, such as to defend a holy relic or to aid a paladin on a divine quest. Since a chamrosh cannot change its form, such missions do not generally involve infiltration or deception, and when the task is finished, the chamrosh is quick to return to its normal duties.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"neutral good","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Changeling","description":"Changelings are a humanoid race of shapechangers who conceal their true identities behind false faces. Their gifts of mimicry allow them to appear as members of any humanoid culture, playing the part of a dwarf one day and a dragonborn the next. Although changelings can adopt any guise, most rely on a few established personas, each with a developed history and a network of friends and acquaintances.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (changeling, shapechanger)","Alignment":"any alignment","Expansion":4480,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Chaos Beast","description":"A chaos beast’s form changes without any goal or purpose. 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Pitcher-shaped fruit hangs from its branches. The chaos creeper is a lithophyte that grows on rocky outcroppings in highlands and foothills. Veteran explorers and adventurers keep a sharp eye out for them since the plant's healing properties can mean the difference between life and death. Unfortunately, the results of its magic are unpredictable. Fey Creation. The arborists of the fey courts originally created the chaos creepers to bedevil mortals and entertain fey nobility. Imbued with fey sentience, chaos creepers do their best to cajole or dupe non-fey into taking their delicious, magical fruit. A creature that takes a fruit without giving something in exchange is likely to meet with a nasty surprise, but the chaos creeper rarely shares that information, especially with those it finds rude or uptight. Pandemonium Fruit. The chaos creeper produces pitcher-shaped magical fruit. When a creature picks a fruit, it is subjected to the chaos creeper's Wondrous Cornucopia trait. A fruit withers 24 hours after being picked, losing all magic. If a creature expends a spell slot of 3rd level or higher or volunteers some of its life force while picking the fruit, it can choose which Wondrous Cornucopia effect happens instead of determining the effect randomly. A creature volunteering its life force must spend two Hit Dice, rolling the dice and losing hp equal to the total. Wondrous Cornucopia. A creature that picks one of the chaos creeper's fruits or that is struck by the creeper's Fruit Bomb triggers the chaotic magic within the fruit. Roll a d8 to determine which of the following effects happens: Butterfly Cloud. The fruit explodes into a cloud of butterflies, swirling out in a 30-foot radius from the fruit for 1 minute, making the area heavily obscured. Restoration. A creature eating the fruit ends one condition, disease, or any reduction to one of its ability scores, or it reduces its exhaustion level by one. Poison Gas. The fruit bursts into a cloud of red gas in a 20-foot radius centered on the fruit. The area is heavily obscured and lasts for 1 minute or until dispersed by a strong wind. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must make a DC 16 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. Healing. A creature eating the fruit regains 22 (5d8) hp. Swarming Insects. The fruit bursts, releasing 2d4 swarms of insects. Protection. A creature eating the fruit gains resistance to acid, cold, fire, lightning, poison, or thunder damage (determined randomly) for 8 hours. Squirrel Transformation. A creature eating the fruit must succeed on a DC 16 Constitution saving throw or transform into a squirrel for 10 minutes. Cleansing. All curses and diseases afflicting a creature end when it eats the fruit. Actions Multiattack. The chaos creeper makes three Vine Whip attacks or two Fruit Bomb attacks. Vine Whip. Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. Fruit Bomb. Ranged Weapon Attack : +8 to hit, range 30/120 ft., one target. Hit: 31 (5d10 + 4) acid, cold, fire, lightning, poison, or thunder damage (the chaos creeper's choice). Instead of dealing damage, the chaos creeper can choose for the fruit to trigger its Wondrous Cornucopia trait. Treat the target as if it ate the fruit, where applicable.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Chaos Drake","description":"This draconic creature is covered in thick, uneven scales in various exotic shades, including bright vermillion, rotting lime, and deep cobalt blue. Kaleidoscopic drool drips from the creature’s maw as it regards you with hungry anticipation. Few creatures of the wastes exemplify the nature of chaos better than the chaos drake. Its every action is an exercise in unpredictability. Chaos drakes have been known to rescue or protect other creatures in one moment and then turn on them a short time later. The only thing that a chaos drake can be counted on to do is to behave irrationally. Painful Existence. Chaos drakes are one of the few kinds of drakes that have no immunity to their own breath weapons. In fact, their breath weapon causes them excruciating pain, so they rarely use it unless they are cornered or desperate. Mating between chaos drakes is a tense affair, and few pairings produce offspring, making them one of the rarest of the varieties of drakes. Uncontrollable. Taming a chaos drake is virtually impossible for other creatures to accomplish, and most chaos drakes would fight to the death rather than succumb to the will of another creature. Nonetheless, some figures have learned to coexist with chaos drakes after a fashion, and tales are sometimes heard of barbarian warlords and other rulers of the wasteland riding chaos drakes into battle. TRAITS Warping Aura. A field of chaos surrounds the drake in a 15-foot radius. Each creature that starts its turn in the aura must make a DC 14 Wisdom saving throw. On a failed save, all the creature’s dice rolls are reduced by 1d4 for 1 minute. The creature can make a new saving throw at the end of each of its turns to end the effect on itself. Once a creature succeeds on its saving throw against the aura, it is immune to that chaos drake’s aura for 24 hours. ACTIONS Multiattack. The chaos drake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage. Chaos Breath (Recharge 5–6). The drake exhales a 15-foot cone of multicolored chaotic energy. Each time the chaos drake uses its Chaos Breath, roll on the following table to determine the type of damage it deals. d8 Damage Type d8 Damage Type 1 acid 5 lightning 2 cold 6 necrotic 3 fire 7 poison 4 force 8 radiant Each creature struck by the drake’s breath weapon must make a DC 14 Constitution saving throw, taking 14 (4d6) damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Chaotic Neutral","Expansion":25357,"Challenge Rating":2},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Chaos Goblin","description":"This goblin’s skin ripples and flows like melting cheese, its color shifting from gray to brown to green and back again as you watch. The creature would look almost pitiful except for its deranged expression and the short sword clenched in its fist. Within the most blighted of wastes lives the chaos goblin, a creature whose very skin writhes under the influence of corrupt magic. The first chaos goblins were produced when many ordinary goblins were subjected to brutal chaotic sorceries, which warped their bodies and unhinged their minds. Since then, the race has bred true and has spread across the desolation. The typical chaos goblin is about 3 feet tall and weighs 80 pounds. Servants of Chaos. Chaos goblins are instinctively drawn to serve powerful creatures of chaos, including cultists, black dragons, and chaotic aberrations. Most chaos goblins worship the Goat of the Woods, pledging their meager lives to its service, though some also follow demon lords like Hriggala. Cursed Outcasts. Chaos goblins are treated poorly by the rest of goblin society. When they are not outright shunned or killed, chaos goblins are kept as menial laborers or cannon fodder in the goblins’ wars against other creatures. Of course, chaos goblins can quickly turn this situation around with their fearsome abilities, and more than one dust goblin tribe has been routed by a force of angry chaos goblins. CHAOS GOBLIN MUTATIONS Some chaos goblins are born with a mutation that can substantially alter their capabilities. Roll on the following table to determine whether a chaos goblin has a mutation. d8 Mutation 1–3 No mutation. 4 The skin of the goblin is translucent, revealing the creature’s musculature, blood vessels, and skeletal structure. Its hideous appearance gives it advantage on Charisma (Intimidation) checks. 5 The goblin can change the color of its skin at will, giving it advantage on Dexterity (Stealth) checks. 6 The goblin’s body is covered in acidic pustules. The goblin has resistance to acid damage, and whenever it is hit with a slashing or piercing weapon, the pustules rupture, dealing 1d4 (2) acid damage to the attacker if it is within 5 feet of the goblin. 7 The goblin has an additional arm or leg. If it has an extra arm, it can wield an additional weapon and makes three attacks instead of two when it uses the Multiattack action. If it has an extra leg, its speed increases to 40 feet. 8 The goblin’s brain is larger than normal, making its forehead bulge out noticeably. Its intelligence score is 18, it has telepathy out to a range of 60 feet, and it has resistance to psychic damage. In addition, the goblin gains the Attack action described below. This mutation increases the goblin’s challenge rating to 2 (450 XP). Psychic Blast (Recharge 6). The chaos goblin unleashes an explosion of psychic energy in a 15-foot cone. Each creature in the area must make a DC 14 Wisdom saving throw, taking 9 (2d8) psychic damage on a failed save, or half as much damage on a successful one. TRAITS Chaotic Form. A chaos goblin is immune to critical hits. Shifting Strikes. A chaos goblin has advantage on its attack rolls if it moves at least 10 feet before making an attack on its turn. ACTIONS Multiattack. The chaos goblin makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":1},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Chaos Goblin Priest","description":"The Spider Face tribe’s priests maintain only partial existence within the material world; their minds and consciousnesses exist almost entirely in the Void and outer realms, leaving only their withered and sickly bodies. Their blank faces bear no expression and unnervingly stare outward through their pupilless eyes. Few speak, their lips stitched shut. Instead, they communicate telepathically. Chaos goblin priests sustain themselves with potions and nameless fluids, force-fed by tubes or injected with shunts. Some say the chaos goblin priests do not even bleed and are no longer living creatures. Others contest that the chaos-spawn are no longer goblins but spirits possessing the goblins’ mortal flesh. Chaos goblin priests seek to become reborn—transforming themselves and their followers through arcane surgeries, imbibing foul solutions, and vile orgiastic rituals. Priests and tribe members willingly undergo ritual mutilations to access divine insight or draw power to themselves from the Void. Mutilations include the sacrifice of eyes, the stitching shut of the mouth or removal of the tongue, scarification, or the lopping off of fingers, ears, or even a hand. Priests appear entirely withered, as if all blood was drawn from them. They frequently partake in ritual bloodletting, feeding upon each other’s blood, or perform offerings in which they draw blood and feed it to the Spider God. The deep lines crisscrossing the priests’ withered faces resemble a spider’s webbing. Some of these appear to be self-afflicted scars, highlighting the mystic patterns. If chaos goblin priests spoke, perhaps one might expect to gain more clarity of their connections to the outer realms, their rites, and philosophies. Unfortunately, their history and secrets are their own, incomprehensible. Outsiders can only judge the goblin’s behaviors and actions. TRAITS Alien Mind. Any creature trying to use magical means to read the goblin priest’s thoughts must make a successful DC 14 Wisdom save or take 7 (2d6) psychic damage from exposure to the horrors of the priest’s alien mind. This damage doesn’t prevent the creature from accessing the priest’s mind. ACTIONS Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Psychic Stab (Recharge 6). The goblin priest targets one creature that it can sense within 30 feet. The target must make a DC 12 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save or half as much damage on a successful one. Spellcasting. The goblin priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14): At will: guidance, poison spray, resistance, thaumaturgy 3/day each: command, inflict wounds, magic circle, spirit guardians * 1/day each: bestow curse, divination, geas, giant insect *The spirit guardians look like hideous goblin-faced spiders. BONUS ACTIONS Nimble Escape. The goblin priest takes the Disengage or Hide action. Swarm Host (Recharge 6). The goblin priest targets a willing ally to serve as a birthing vessel for a swarm of spiders. The priest must be able to contact the ally telepathically. The targeted creature’s stomach suddenly begins to bloat. The ally falls to the ground and expels a swarm of insects (spiders) from its mouth. The swarm attacks the nearest creature that is not a worshipper of Atlach-Nacha. The swarm dissipates after 10 minutes or when it is destroyed.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":7},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Chaos Orb","description":"An eyeball swollen to the size of a large melon hovers in the air, only observable to those that see invisible creatures. Others might feel the hair on their neck rise with a creeping sense of anxiety, as if they’re being watched by an unpredictable, malevolent presence. A chaos orb forms when a wizard’s connection to an arcane eye is severed by a catastrophe that ruptures the ordinary flow of magic. The eye takes on a life of its own as a magical construct, mimicking a fragment of the panicked thoughts of its former master as they lost control of the spell. They draw their sustenance from the magical energy of the world and can rapidly rebuild their physical form when injured. A chaos orb maintains the particular qualities of an arcane eye, being invisible and able to squeeze through tight openings. They aimlessly wander the ruins of the wastes, desperate to reconnect with their former masters. Unable to do so by any means short of a wish spell, they become paranoid and lash out at the creatures they encounter. Chaos orbs keenly observe their targets and then attack with psychic blasts, a vestige of the spellcasting that created them. When badly injured, they lash out wildly against anything near them, projecting their fear and confusion onto others. Experienced delvers in the wastes know to avoid them as they neither carry nor hoard treasure, but once an adventurer is aware of an invisible chaos orb, it is usually too late to avoid it. Captured chaos orbs can be very valuable to the right party, for they are rumored to remember everything they see. TRAITS Amorphous. The chaos orb can move through a space as narrow as 1 inch wide without squeezing. Antimagic Susceptibility. The chaos orb is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the chaos orb must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. Construct Nature. The chaos orb doesn’t require air, food, drink, or sleep. Invisible. The chaos orb is invisible. Regeneration. The chaos orb regains 10 hit points at the start of its turn if it has at least 1 hit point. ACTIONS Multiattack. The chaos orb makes two Psychic Bolt attacks. Psychic Bolt. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 16 (3d8 + 3) psychic damage. REACTIONS Panic Aura. When the chaos orb is reduced to half its hp maximum, each creature within a 10-foot-radius sphere must succeed on a DC 14 Wisdom saving throw or take 34 (7d8 + 3) psychic damage and be frightened. While frightened by the chaos orb, the target suffers the effects of the confusion spell. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is immune to this chaos orb’s aura for the next 24 hours.","properties":{"Category":"Monsters","Size":"Small","Type":"Construct","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":6},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Chaos Quadrapod","description":"A cluster of four suckered tentacles with a pulsing mass of ethereal light as its central body, the chaos quadrapod is a creature of the Far Realm, and it channels the anarchic power of that plane as it destroys all in its path. The quadrapod ambulates by flinging its mucus-covered tentacles out and dragging itself along, creating a horrid slurping sound as it advances relentlessly toward its prey.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":4048,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Chaos Raptor","description":"A massive bird flies through the mountain and out the other side. It dive-bombs the town, leaving chaos in its wake. A distant relative of the roc, the chaos raptor is an enormous, avian creature that delights in causing havoc in humanoid settlements. It slumbers within mountains, awakening when hungry, at which time it flies to a nearby settlement, driving the residents mad. While the townsfolk scatter, incapable of controlling their random urges, the creature absconds with enough locals to sate its hunger. Born of Stone. While not made of stone, chaos raptors have an affinity for it. They can easily travel through stone and hide inside it, rejuvenating their bodies. Some scholars believe they originate from the Elemental Plane of Earth and arrived on the Material Plane through a massive portal deep within the mountains. Harbinger of Chaos. Chaos raptors cause chaos wherever they go, and indeed, they enjoy disorder. They do not delight in cruelty so much as reckless abandon and disruption. Worshiped and Appeased. It is common for a chaos raptor to nest inside a mountain near a particular town. The locals often worship the chaos raptor as a deity, bringing sacrificial offerings of livestock or even people to appease its hunger. This meets with varying results, for the chaos raptor is temperamental and sometimes attacks even when it is not hungry. Aura of Chaos. When a creature with an Intelligence of 4 or higher starts its turn within 30 feet of the chaos raptor, the creature must make a DC 18 Charisma saving throw. On a failure, the creature can't take reactions until the start of its next turn and must roll a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a randomly determined creature within its reach, or it does nothing if no creature is within its reach. At the start of the chaos raptor's turn, it chooses whether this aura is active. Earth Glide . The chaos raptor can burrow through nonmagical, unworked earth and stone. While doing so, the chaos raptor doesn't disturb the material it moves through. Keen Sight . The chaos raptor has advantage on Wisdom (Perception) checks that rely on sight. Regeneration . The chaos raptor regains 20 hp at the start of its turn if at least half of its body is submerged in earth or stone. If the chaos raptor takes thunder damage, this trait doesn't function at the start of the chaos raptor's next turn. The chaos raptor dies only if it starts its turn with 0 hp and doesn't regenerate. Actions Multiattack. The chaos raptor makes one Beak attack and one Talons attack. Beak. Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage. Talons. Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the chaos raptor can't use its talons on another target.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Chaos Reaver","description":"Contact with a band of chaos reavers is enough to shatter even the most steadfast person’s sense of self. When that occurs, the resulting new chaos reaver joins the throng, picking fights, destroying property, and resolutely refusing to show respect to anyone other than the doom champion who leads the band. ACTIONS Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or use its next action to make an attack or a spell attack against a creature other than the reaver or an object within range. Creatures that are immune to being charmed automatically succeed on the save. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Chaos Spawn","description":"These strange beings take several forms, ranging from humanoid to strange beasts, plant-like forms and even geometrical shapes. Rarely do two spawns look exactly like each other, but you can always recognize one when you see it. The only physical attribute that doesn’t change is the strange appearance that resembles a night sky and the unending cosmos beyond it. Little is known about them, but they are not inherently destructive or aggressive most of the time. Due to their nature being chaotic at its core, all types of temperaments have been observed. From friendly to indifferent, skittish, aggressive and many more. However, it has been discovered that the size of the spawn correlates directly to its power, not unlike dragons, but strangely enough it is not indicative of their age. Such a detail is impossible to measure given the unique physiology of these creatures. The one common trait they all seem to possess outside of their abilities, is the fact that they are wanderers. They travel all over the land, doing whatever it is that their alien minds feel is appropriate at the time. Spawn of Creation. The Chaos Spawn are born from the infinite void of chaos that created the primordial forces of the Material Plane. They are children of the originator of the universe, which in turn has meant that their nature is almost impossible to comprehend. They do not need to breathe, eat or sleep and seem incapable of communicating with creatures that are not their own kind. Furthermore, when they die they occasionally leave behind a single pearl as their body evaporates, which also bears a similar appearance to their strange astral form. Uniquely Chaotic. While they may have brethren in other chaos spawn, they are never exactly the same as another specimen of their kind. Behaviors, tactics, patterns and preferences will always change from one spawn to the next, especially when they have more options to choose from. Wielder of Chaos Magic. Their power is unpredictable at best, life-changing at its worst. Whenever the spawn are agitated or pushed to violent conflict, they tap into a reserve of primordial power, the Void of Chaos. This in turn will cause strange effects to be unleashed on their enemies, themselves and the world around them. Traits Chaos Surge. Every time the chaos spawn uses its chaotic touch or casts a spell you must roll a d6 to determine the magical effect produced by the chaos surge in one of the Chaos Surge Tables. Spellcasting. The chaos spawn's Spellcasting Ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following Spells, requiring no material components: At will: vicious mockery, misty step 2/day each: chaos bolt, tasha's hideous laughter, tasha's mind whip Magic Resistance. The chaos spawn has advantage on saving throws against spells and other magical effects. Actions Chaotic Touch. Melee Spell Attack: +4 to hit, reach 5ft., one target. Hit: 7 (1d10 + 2) fire, cold, lightning, force or psychic damage. Chaos Surge Table A 1d6 Surge Effect 1 The chaos spawn summons a donkey 30 feet above the target of its spell or ability. If the spell or ability has no target, the donkey appears over the chaos spawn. Both the donkey and the creature it lands on take 3d6 bludgeoning damage from the inevitable fall, or the creature under the donkey takes no damage with a successful DC 12 Dexterity saving throw. 2 Wine rains from the sky in a 30-foot radius around the chaos spawn for 1 minute. 3 The chaos spawn casts hypnotic pattern centered on itself. 4 For 1 minute, a gust of wind spell blows out from the chaos spawn in all Directions, with a DC 12 Strength saving throw. 5 The chaos spawn casts healing word on a target of its choice. 6 The chaos spawn sprouts insect-like wings, giving it a flying speed of 30 feet. The wings last for 1 minute. Chaos Surge Table B 1d6 Surge Effect 1 A shockwave emanates from the chaos spawn. All creatures within 30ft of the chaos spawn take 1d4 force damage, and must perform a DC 12 Strength saving throw or be knocked prone. 2 The terrain around the chaos spawn starts to shift and mutate as per the effects of the spike growth spell, centered on itself. 3 The chaos spawn summons a swarm of rats in the nearest available space. The rats are, understandably, under the Frightened condition and will use their action to run as far away as possible. 4 The air around the chaos spawn suddenly explodes with miasma. All creatures within 10ft of the chaos spawn must make a DC 12 Constitution saving throw or become poisoned for one minute. 5 The next person to attack or target the chaos spawn with an ability or spell will fall under the reduce effect of the enlarge/reduce spell. 6 Regardless of climate, a cloud forms overhead and a snowstorm rages in a 120ft radius to the chaos spawn for 2d6 rounds. Visibility becomes poor and attacks that rely on sight have disadvantage.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"chaotic neutral","Expansion":29804,"Challenge Rating":2},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Chaos Spawn, Disharmonious Titan","description":"A humongous and alien form that has been documented very few times, as the number of sightings of such a creature has never risen into the triple digits for as long as history has been recorded. Other than its size, its power and presence are overwhelming for most creatures, even if no ill intent is shown by the giant aberration. This creature breaks the rules of physics and magic in its surroundings, turning it into a nightmare for both warriors and spellcasters. Aura of Grand Chaos. Within the vicinity of the spawn, gravity ceases to exist and magic is disturbed for all creatures using it, creating a chaotic surge. \"Chaos has defined my whole life, but these guys take it to another level. Maybe they'll be friendly, or maybe they'll be murderous. Just be ready for anything you can imagine. Like, crabs. Don't ask.\" -Fuzi Yuffentan, Wild Magic Sorcerer and Champion of Hermes Chaos Spawn These strange beings take several forms, ranging from humanoid to strange beasts, plant-like forms and even geometrical shapes. Rarely do two spawns look exactly like each other, but you can always recognize one when you see it. The only physical attribute that doesn’t change is the strange appearance that resembles a night sky and the unending cosmos beyond it. Little is known about them, but they are not inherently destructive or aggressive most of the time. Due to their nature being chaotic at its core, all types of temperaments have been observed. From friendly to indifferent, skittish, aggressive and many more. However, it has been discovered that the size of the spawn correlates directly to its power, not unlike dragons, but strangely enough it is not indicative of their age. Such a detail is impossible to measure given the unique physiology of these creatures. The one common trait they all seem to possess outside of their abilities, is the fact that they are wanderers. They travel all over the land, doing whatever it is that their alien minds feel is appropriate at the time. Spawn of Creation. The Chaos Spawn are born from the infinite void of chaos that created the primordial forces of the Material Plane. They are children of the originator of the universe, which in turn has meant that their nature is almost impossible to comprehend. They do not need to breathe, eat or sleep and seem incapable of communicating with creatures that are not their own kind. Furthermore, when they die they occasionally leave behind a single pearl as their body evaporates, which also bears a similar appearance to their strange astral form. Uniquely Chaotic. While they may have brethren in other chaos spawn, they are never exactly the same as another specimen of their kind. Behaviors, tactics, patterns and preferences will always change from one spawn to the next, especially when they have more options to choose from. Wielder of Chaos Magic. Their power is unpredictable at best, life-changing at its worst. Whenever the spawn are agitated or pushed to violent conflict, they tap into a reserve of primordial power, the Void of Chaos. This in turn will cause strange effects to be unleashed on their enemies, themselves and the world around them. Traits Legendary Resistance (3/day). If the chaos spawn fails a saving throw, it can choose to succeed instead. Magic Resistance. The chaos spawn has advantage on saving throws against spells and other magical effects. Chaos Surge. Every time the chaos spawn uses its multiattack, spends one of its legendary resistances, uses its primordial storm ability or casts a spell you must roll a d10 to determine the magical effect produced by the chaos surge in one of the Chaos Surge Tables. Spellcasting. The chaos spawn's Spellcasting Ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can cast the following Spells, requiring no material components: At will: mind sliver, misty step, chaos bolt (as a 2nd level spell) 3/day each: arms of hadar, dimension door, phantasmal killer, synaptic static, tasha's hideous laughter, tasha's mind whip (as a 3rd level spell) 1/day each: teleportation, plane shift, wall of force Aura of Grand Chaos (Magic). Any creature that casts a spell or cantrip within 30 feet of the chaos spawn triggers a chaos surge. Aura of Grand Chaos (Gravity). Gravity within 30 feet of the chaos spawn is ever changing. Three effects can take place. Roll a d6 at the start of each turn to determine the effect: 1-2 Gravity becomes oppressively heavy. Creatures within the aura must make a DC 19 Strength saving throw or be incapacitated on the spot, on a success the creature can move but the terrain around the aura counts as magical difficult terrain. 3-4 Gravity behaves as normal. 5-6 Gravity becomes nonexistent. Creatures without a flying speed start drifting 10 feet in a random direction. Actions Multiattack. The chaos spawn uses its otherwordly presence and then makes 2 chaotic touch or chaotic blast attacks followed by a slam attack. Chaotic Touch. Melee Spell Attack: +11 to hit, reach 10ft., one target. Hit: 27 (4d10 + 5) fire, cold, lightning, force or psychic damage. Chaotic Blast. Ranged Spell Attack: +11 to hit, reach 90ft., one target. Hit: 27 (4d10 + 5) fire, cold, lightning, force or psychic damage. Slam. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit: 32 (4d12 + 6) bludgeoning damage. Otherworldly Presence. Each creature of the chaos spawn's choice that is within 120 feet of it and aware of it must succeed on a DC 19 Wisdom saving throw or become confused, as if under the effect of the confusion spell, for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the chaos spawn's otherworldly presence for the next 24 hours. Primordial Storm (Recharge 5-6). The chaos spawn calls on the primordial powers responsible for creation, producing a massive surge of chaotic energy in a 60foot radius. Each creature in that area must make a DC 19 Dexterity saving throw, taking 14d8 (14d8) fire, cold, lightning, force or psychic damage on a failed save, or half as much damage on a successful one. Legendary Actions Chaos Spawn, Disharmonious Titan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Chaos Spawn, Disharmonious Titan regains spent legendary actions at the start of their turn. Move. The chaos spawn can move up to its speed without provoking attacks of opportunity. Attack. The chaos spawn can make either a Slam or Chaotic Blast attack. Cast a Spell (costs 2 Actions). The chaos spawn can cast a spell. Bringer of the Storm (costs 3 Actions). The chaos spawn recharges its primordial storm action. Chaos Surge Table E 1d10 Surge Effect 1 The chaos spawn swells and becomes one size category larger, as per the enlarge spell. 2 Radiance rains from the sky as falling stars strike every creature within 30 feet of the chaos spawn, including the chaos spawn, dealing 3d6 radiant damage. All struck creatures must make a DC 13 Constitution saving throw or be blinded until the end of their next turn. 3 A portal connected to the plane of water manifests 30 feet above the chaos spawn, covering a 60 foot radius centered on it. Water starts pouring out, any creatures within that range must make a DC 15 Dexterity saving throw or have an octopus latch on to them in a panic. The octopus is not hostile, but simply hanging on to the closest person in a fright, attempting to grapple them. 4 A wave of lethargy sweeps over all creatures within 60 feet of the chaos spawn. All creatures within range, aside from the spawn, must make a DC 14 Charisma saving throw or fall asleep, as per the sleep spell. 5 A random creature within 60 feet of the chaos spawn, which could also include the chaos spawn, must make a DC 13 Wisdom saving throw or be polymorphed into a beast of CR ¼ or lower chosen by the DM (no concentration required). 6 All creatures within 30 feet of the chaos spawn must make a DC 14 Intelligence saving throw or only be able to speak goblin for the next hour. 7 Time distorts in a 20 foot radius around the chaos spawn. All creatures caught within that space need to make a DC 14 Wisdom saving throw or suffer from the effects of the slow spell. 8 A psychic explosion that carries a joke across time and space erupts from the chaos spawn. All creatures within 30 feet, affecting creatures that are also within the ethereal plane, must make a DC 13 Charisma saving throw or fall over laughing, as per the hideous laughter spell. This chaos surge ignores the chaos spawn’s immunity to charm effects. 9 Water starts pouring out of the ground, manifested by dozens of really small geysers. From the water, bubbles start flying up vertically and when they pop a melody rings out throughout the air. 10 Loose objects come to life around the spawn, as the animate objects spell is cast. All animated objects are controlled by the chaos spawn. Chaos Surge Table F 1d10 Surge Effect 1 Within 60 feet of the chaos spawn three pools of ooze manifest, which cover a space of a 10 feet radius each. Creatures that step in the pool for the first time or that start their turn within it take 2d6 acid damage and their movement speed is reduced by 10 feet until the end of their next turn. The pools do not damage the environment around them and wiggle playfully when in contact with a creature. 2 A crab wielding a very expensive-looking knife manifests from the closest water source. If there is no river or lake nearby it will magically appear from a waterskin carried by the player characters. It is friendly, but cautious. If spoken to while under the effect of the speak with animals spell the crab will reveal that it’s name is Crabbius the Mighty, a champion of the sea. 3 The area around the spawn trembles as it casts the bones of the earth spell, targeting the spaces under 6 random creatures within range 4 Three humanoid-looking statues pop up from the ground in a 30 foot radius around the chaos spawn. They are crude and childish looking, but their arms are heavy and weighted. If a creature comes within 5 feet of one of the statues, the statues will perform an unarmed strike on them. The statue has a +6 to hit and does 3d6 bludgeoning damage on a successful hit. The statues have 25 hit points each, are immune to psychic and poison damage, and have a speed of zero. If there is no ground in the vicinity, reroll on the table. 5 Mouths appear on every surface within 30 feet of the chaos spawn. The mouths start shouting all sorts of phrases. From one-sided conversations, to filthy insults, rhymes and poetry, the mouths remain for the next minute, after which they fade away. 6 The chaos spawn casts flame strike . 7 The sun (or the moon, at night) is eclipsed for 10 minutes. 8 An awakened animal, such as a wolf, cat, elk or bear appears within 15 feet of a random creature in the vicinity of the spawn. The animal will shout encouraging phrases to all creatures that go within 15 feet of them for the next hour. After the hour has passed the animal will seemingly lose sentience and behave like any other of its kind would. 9 An alien presence creeps into the consciousness of nearby creatures, causing visions of the horrors that lurk in the spaces between the stars assault their mind. All creatures within 15 feet of the chaos spawn must make a DC 15 Wisdom saving throw or suffer a bout of short-term madness. 10 A weapon within 30 feet of the chaos spawn, that is being wielded by another creature, becomes sentient. The weapon knows all the languages its wielder knows, with an intelligence, Wisdom and Charisma of 10. The weapon is of True Neutral alignment and is fascinated with its new existence and the world around it. The weapon now counts as magical for the purpose of overcoming resistances, if it wasn’t magical before, but requires attunement to gain this benefit.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"chaotic neutral","Expansion":29804,"Challenge Rating":21},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Chaos Spawn, Mage of Discord","description":"This specimen of Chaos Spawn is more powerful than the common type, along with being large enough to match an average humanoid in size. However, what really stands out about it is its magical potential, being considerably more powerful as far as magic is concerned than its smaller kin. And along with this magical ability, they possess the ability to disturb the arcane power of other creatures, unleashing chaotic effects from various sources of magic. Chaos Spawn These strange beings take several forms, ranging from humanoid to strange beasts, plant-like forms and even geometrical shapes. Rarely do two spawns look exactly like each other, but you can always recognize one when you see it. The only physical attribute that doesn’t change is the strange appearance that resembles a night sky and the unending cosmos beyond it. Little is known about them, but they are not inherently destructive or aggressive most of the time. Due to their nature being chaotic at its core, all types of temperaments have been observed. From friendly to indifferent, skittish, aggressive and many more. However, it has been discovered that the size of the spawn correlates directly to its power, not unlike dragons, but strangely enough it is not indicative of their age. Such a detail is impossible to measure given the unique physiology of these creatures. The one common trait they all seem to possess outside of their abilities, is the fact that they are wanderers. They travel all over the land, doing whatever it is that their alien minds feel is appropriate at the time. Spawn of Creation. The Chaos Spawn are born from the infinite void of chaos that created the primordial forces of the Material Plane. They are children of the originator of the universe, which in turn has meant that their nature is almost impossible to comprehend. They do not need to breathe, eat or sleep and seem incapable of communicating with creatures that are not their own kind. Furthermore, when they die they occasionally leave behind a single pearl as their body evaporates, which also bears a similar appearance to their strange astral form. Uniquely Chaotic. While they may have brethren in other chaos spawn, they are never exactly the same as another specimen of their kind. Behaviors, tactics, patterns and preferences will always change from one spawn to the next, especially when they have more options to choose from. Wielder of Chaos Magic. Their power is unpredictable at best, life-changing at its worst. Whenever the spawn are agitated or pushed to violent conflict, they tap into a reserve of primordial power, the Void of Chaos. This in turn will cause strange effects to be unleashed on their enemies, themselves and the world around them. Traits Aura of Chaos. Any creature that casts a spell or cantrip within 30 feet of the chaos spawn triggers a chaos surge. Chaos Surge. Every time the chaos spawn uses its multiattack or casts a spell you must roll a d8 to determine the magical effect produced by the chaos surge in one of the Chaos Surge Tables. Spellcasting. The chaos spawn's Spellcasting Ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following Spells, requiring no material components: At will: mind sliver, misty step, chaos bolt 2/day each: arms of hadar, dimension door, phantasmal killer, synaptic static, tasha's hideous laughter, tasha's mind whip (as a 3rd level spell) 1/day each: wall of force Magic Resistance. The chaos spawn has advantage on saving throws against spells and other magical effects. Actions Multiattack. The chaos spawn makes two attacks in any combination and casts a spell or cantrip. Chaotic Blast. Ranged Spell Attack: +7 to hit, reach 90ft., one target. Hit: 15 (2d10 + 4) fire, cold, lightning, force or psychic damage. Chaotic Touch. Melee Spell Attack: +7 to hit, reach 5ft., one target. Hit: 15 (2d10 + 4) fire, cold, lightning, force or psychic damage. Chaos Surge Table C 1d8 Surge Effect 1 The next healing spell cast within 60ft of the chaos spawn, will damage instead of heal. 2 A thunder cloud forms as per the Call Lightning spell, cast at 3rd level. At the start of the chaos spawn’s turn, a random creature within the area of the cloud will be struck, which includes the chaos spawn. 3 All creatures within 20ft of the chaos spawn flip a coin. On heads, they grow 1d8 inches taller. On tails, they shrink 1d8 inches shorter. 4 The chaos spawn emits an ear-splitting shriek. All creatures within 30ft must make a DC 13 Constitution saving throw or take 2d8 thunder damage, halved on a successful save. Those who fail and are within 10ft of the chaos spawn, or those who fail the DC by 5 or more, are deafened for 2d4 hours. 5 Several small portals to the elemental plane of fire open, summoning 2d6 fire mephits that are hostile to all other creatures that are not their own kind. 6 Every time the creature that triggered this surge speaks for the next minute, spectral butterflies will fly out of their mouth, vaguely muffling their speech but not causing any harm. 7 The chaos spawn becomes electrified and crackling. The next creature to land a hit on the chaos spawn with an unarmed strike or a metal weapon will take 2d8 lightning damage. 8 The target of the attack or spell by the chaos spawn grows ram horns on their head and has the strange urge to chew on several objects it shouldn’t put in its mouth for the next 24 hours. Chaos Surge Table D 1d8 Surge Effect 1 The chaos spawn casts blur on itself. The effect lasts for 1d4 rounds. 2 Gravity in a 100ft radius to the chaos spawn nullifies, causing the spawn and any creatures in the radius to rise into the air as per the levitate spell for 1d4 rounds. 3 In a 60 foot radius around the chaos spawn 2d4 giant crabs spawn. The crabs are controlled by the DM, but their course of action will be to grapple the closest creature that isn’t a crab, including the chaos spawn. 4 A buffeting cyclone starts circling the chaos spawn for the next 1d4 rounds. All ranged weapon attacks and ranged spell attacks are made with disadvantage. 5 The chaos spawn casts confusion centered on itself. All creatures within 10ft of the spawn, and the spawn itself, must make a DC 12 Wisdom save or be affected by the spell. This chaos surge ignores the chaos spawn’s immunity to charm effects. 6 When the chaos spawn is killed, its body will re-form into a flawed simulacrum of the creature that performed the killing blow, controlled by the DM. The simulacrum has no memory, and has a 5 in all ability scores. It may become friendly to the party depending on how it is treated. 7 A wave of lethargy sweeps over all creatures within 60 feet of the chaos spawn. All creatures within range, aside from the spawn, must make a DC 12 Charisma saving throw or fall asleep, as per the sleep spell. 8 A portal the Far Realm opens as 1d6 gibbering mouthers appear within 30 feet of the chaos spawn. They are controlled by the DM and hostile to all creatures they see, except each other.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic neutral","Expansion":29804,"Challenge Rating":8},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Chaos Troll","description":"This troll stands close to 20 feet tall. Its grotesque form is covered in pustules, veins, spikes, and oddly colored patches of flesh. It lumbers forward, seemingly intent on devouring everything in its path. A chaos troll is created when an ordinary troll is subjected to an enormous dose of raw, primal chaos. This event causes a troll to increase in size and strength and substantially alters the creature’s regenerative ability. Because chaos trolls tower over their lesser kin, they are treated with deference and caution by other trolls they consort with. Ultimate Omnivores. Chaos trolls are constantly famished and will eat anything they can fit into their mouths, including meat or plant life that is poisonous, rotten, or otherwise damaged or corrupted. In the worst of times, a chaos troll might be forced to eat parts of its own body, such as an arm or a foot, to stave off starvation (in the knowledge that the extremity will soon grow back). Prone to Mutation. Due to the unpredictable effects of raw chaos infusing their bodies, many chaos trolls have unsightly or bizarre mutations. Most of these mutations improve the troll’s fighting ability or change how it interacts with its environment. CHAOS TROLL MUTATIONS Some chaos trolls have a mutation that can substantially alter their abilities. Roll on the following table to select from the possibilities. d8 Mutation 1–3 No mutation. 4 The troll has two heads. It gains an additional Bite attack when it uses the Multiattack action. 5 The troll’s hide is covered in stony plates. Its AC increases by 2, but its speed decreases to 30 feet. 6 The troll’s body is sprinkled with several blinking eyes. These eyes enable the troll to see invisible objects, as the effect of the see invisibility spell. 7 The troll has an extra arm or leg. If it has an extra arm, it gains an additional Claw attack when it uses the Multiattack action. If it has an extra leg, its speed increases to 40 feet. 8 The troll has immunity to disease and to the poisoned condition. TRAITS Shifting Regeneration. The troll regains 10 hp at the start of its turn. Whenever the troll takes acid, cold, fire, lightning, necrotic, or poison damage, roll on the table below. If the result of the roll matches the attack’s damage type, or if the troll takes radiant damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hp and doesn’t regenerate. d6 Damage Type d6 Damage Type 1 acid 4 lightning 2 cold 5 necrotic 3 fire 6 poison ACTIONS Multiattack. The chaos troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage. If the troll scores a critical hit with its Bite attack, it can make another Bite attack against the same target as a bonus action. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":7},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Chaplain","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":21300,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Chardalyn Berserker","description":"Chardalyn berserkers are Reghed nomads who wield weapons made of chardalyn, specifically ones suffused with demonic magic. This exposure has transformed them into fiends. They shed their heavier protective clothing and embrace the frigid cold, allowing frostbite to ravage the exposed parts of their bodies, with only their faith in the Frostmaiden keeping them alive. Chardalyn Weapons. A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Chardalyn Madness. Prolonged contact with the demonic magic imprinted on the chardalyn has afflicted the berserker with a form of madness, causing the berserker to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker’s madness is cured using magic that removes the effects of madness, the berserker loses its Chardalyn Madness trait but retains its chaotic evil alignment and other qualities. Further exposure to the demonic magic causes the berserker’s madness to return, however. Traits Chardalyn Madness. The berserker must roll a d6 at the start of each of its turns. On a 1, the berserker does nothing on its turn except speak to a nonexistent, evil master whom it has pledged to serve. Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The berserker attacks three times with a melee weapon. Chardalyn Flail. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: (1d8+3) bludgeoning damage. If hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. Chardalyn Javelin (Melee; One-Handed). Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: (1d6+3) piercing damage. If hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. Chardalyn Javelin (Melee; Two-Handed). Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: (1d8+3) piercing damage. If hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. Chardalyn Javelin (Ranged). Ranged Weapon Attack : +5 to hit, reach 30/120 ft., one target. Hit: (1d6+3) piercing damage. If hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic evil","Expansion":6331,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Chardalyn Berserker","description":"Chardalyn berserkers are Reghed nomads who wield weapons made of chardalyn, specifically ones suffused with demonic magic. This exposure has transformed them into fiends. They shed their heavier protective clothing and embrace the frigid cold, allowing frostbite to ravage the exposed parts of their bodies, with only their faith in the Frostmaiden keeping them alive. Chardalyn Weapons. A chardalyn berserker wields one or more weapons made wholly or partly out of chardalyn that has been tainted by demonic magic. Battleaxes, flails, javelins, and spears are favored weapons, though other weapons are possible. A character who claims one or more of these weapons can be corrupted by them. Each day at dawn, roll a d6 for each such weapon in the character’s possession. On a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone by any magic that ends a curse, but after ten days, it can be reversed only by a wish spell or divine intervention. A creature wounded by one of these chardalyn weapons can feel a sudden sickness creep over them, but it passes quickly. Chardalyn Madness. Prolonged contact with the demonic magic imprinted on the chardalyn has afflicted the berserker with a form of madness, causing the berserker to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker’s madness is cured using magic that removes the effects of madness, the berserker loses its Chardalyn Madness trait but retains its chaotic evil alignment and other qualities. Further exposure to the demonic magic causes the berserker’s madness to return, however. Traits Chardalyn Madness. The berserker must roll a d6 (d6) at the start of each of its turns. On a 1, the berserker does nothing on its turn except speak to a nonexistent, evil master whom it has pledged to serve. Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it has advantage until the start of its next turn. Actions Multiattack. The berserker attacks three times with a melee weapon. Chardalyn Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. Chardalyn Javelin (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. Chardalyn Javelin (Ranged). Ranged Weapon Attack: +5 to hit, reach 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic evil","Expansion":27909,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chardalyn Dragon","description":"This construct is fashioned from pieces of chardalyn that have been assembled in the form of a dragon. The only parts of the dragon not forged from chardalyn are its wing flaps, which are made of an oily film as tough as rubber, and its heart, which is an orb of pulsating, radiant energy. Demonic magic suffusing the chardalyn imbues the construct with malevolence, allowing it to enjoy the terror it causes. This effect extends outward from it, corrupting other creatures who get too close to the dragon. Those affected by the dragon’s presence turn their efforts to helping the dragon inflict suffering on others. A chardalyn dragon serves the tyrannical will of its evil creator—a tireless drive devotion that exceeds its own instinct of self-preservation. Thus, the dragon will destroy itself in pursuit of its master’s desires if necessary. The dragon likes to tear foes apart, as well as knock down doors and other structures. Against enemies it can’t reach, it fires a beam of destructive radiance from its grill-like maw. Traits Immutable Form. The dragon is immune to any spell or effect that would alter its form. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Siege Monster. The dragon deals double damage to objects and structures. Unusual Nature. The dragon doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. Actions Multiattack. The dragon uses its Malevolent Presence. It then makes three attacks: two with its claws and one with its tail. If the dragon isn’t flying, it can also make one attack with its wings. Claw. Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit: (2d6+7) slashing damage. Tail. Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit: (2d10+7) bludgeoning damage. Wings. Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit: (2d4+7) bludgeoning damage. Malevolent Presence. Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a DC 16 Wisdom saving throw or be charmed by it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Malevolent Presence for the next 24 hours. A creature charmed in this way fixates on another creature or object that the dragon mentally chooses and must, on each of its turns, move as close as it can to that target and use its action to make a melee attack against it. If the dragon doesn’t choose a target, the charmed creature can act normally on its turn. Radiant Breath (Recharge 5-6). Hit: (7d8) radiant damage. The dragon exhales a ray of radiant energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (7d8) radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"chaotic evil","Expansion":6331,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Chardalyn Dragon","description":"This construct is fashioned from pieces of chardalyn that have been assembled in the form of a dragon. The only parts of the dragon not forged from chardalyn are its wing flaps, which are made of an oily film as tough as rubber, and its heart, which is an orb of pulsating, radiant energy. Demonic magic suffusing the chardalyn imbues the construct with malevolence, allowing it to enjoy the terror it causes. This effect extends outward from it, corrupting other creatures who get too close to the dragon. Those affected by the dragon’s presence turn their efforts to helping the dragon inflict suffering on others. A chardalyn dragon serves the tyrannical will of its evil creator—a tireless drive devotion that exceeds its own instinct of self-preservation. Thus, the dragon will destroy itself in pursuit of its master’s desires if necessary. The dragon likes to tear foes apart, as well as knock down doors and other structures. Against enemies it can’t reach, it fires a beam of destructive radiance from its grill-like maw. Traits Immutable Form. The dragon is immune to any spell or effect that would alter its form. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Siege Monster. The dragon deals double damage to objects and structures. Unusual Nature. The dragon doesn't require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. Actions Multiattack. The dragon uses its Malevolent Presence. It then makes three attacks: two with its claws and one with its tail. If the dragon isn't flying, it can also make one attack with its wings. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) bludgeoning damage. Wings. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d4+7) bludgeoning damage. Malevolent Presence. Any creature with an Intelligence of 4 or more that is within 30 feet of the dragon must succeed on a DC 16 Wisdom saving throw or be charmed by it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Malevolent Presence for the next 24 hours. A creature charmed in this way fixates on another creature or object that the dragon mentally chooses and must, on each of its turns, move as close as it can to that target and use its action to make a melee attack against it. If the dragon doesn’t choose a target, the charmed creature can act normally on its turn. Radiant Breath (Recharge 5-6). The dragon exhales a ray of radiant energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (7d8) radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"chaotic evil","Expansion":27909,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Charity May","description":"Charity May is tall, pale, and gangly, with gaunt features and a tired expression. She wears a simple green tunic and heavy pants, both of which have been inexpertly mended many times. When she fights, her ribs split and extend from her back as many-jointed pseudopods, the bones cracking unnervingly throughout the battle. Though she speaks confidently and at length, Charity is abrasive and tends to annoy people with her eloquence rather than convince them of anything. Evasion . If Charity is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw and only half damage if she fails. Actions Multiattack . Charity makes three pseudopod attacks, or makes two pseudopod attacks and uses Smash. Pseudopod . Melee Weapon Attack : +8 to hit, reach 20 ft., one target. Hit : 9 (1d8 + 5) slashing damage. If Charity hits a creature twice with this attack in the same turn, they are grappled (escape DC 15). Charity has three pseudopods, each of which can grapple one creature. Smash . If Charity has a creature grappled, she flings them at another creature within 60 feet of her. Both creatures must make DC 16 Dexterity saving throws. On a failure, a creature takes 12 (2d6 + 5) bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. Spine Burst (Recharge 5–6) . Charity emits a 45-foot cone of sharpened bones. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, they take 13 (3d8) piercing damage and their speed is reduced to 0 until the end of their next turn. On a success, they take half as much damage and their speed isn’t reduced. Bonus Actions Bone Harpoon . Charity moves 20 feet in any direction, including vertically, without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Evil","Expansion":24839,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Arcadia Issue No. 15"},{"name":"Charmayne Daymore","description":"This creature appears in the Heart of Ashes adventure module. Traits Legendary Resistance (3/Day). If Charmayne fails a saving throw, she can choose to succeed instead. Spellcasting. Charmayne casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): At will: dancing lights, mage hand 3/day: mage armor 1/day each: dispel magic, invisibility, polymorph Actions Multiattack. Charmayne makes three Ashen Burst attacks. She can replace one of these attacks with one use of Spellcasting. Ashen Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 17 (5d6) fire damage. Cinder Spite (Recharge 5-6). Charmayne creates a magical explosion of fire centered on a point she can see within 120 feet of herself. Each creature in a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. A Humanoid reduced to 0 hit points by this damage dies and is transformed into a Tiny charcoal figurine. Reactions Charmayne can take up to three reactions per round but only one per turn. Elemental Rebuke. In response to being hit by an attack, Charmayne utters a word in Ignan, dealing 10 (3d6) fire damage to the attacker. Charmayne then teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see, leaving a harmless cloud of ash and embers in the space she just left. Fiery Counterspell. Charmayne interrupts a creature she can see within 60 feet of herself that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Charmayne makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 (3d6) fire damage if the spell fails.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Wizard)","Alignment":"Neutral Evil","Expansion":20256,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Keys from the Golden Vault"},{"name":"Charon","description":"Daemon, Charon An ancient figure dressed in black, with eyes that are sunken pits glinting with malevolent cunning, Charon, the Horseman of Death and Boatman of the Styx, is ancient even by comparison to his kindred Horsemen of the Apocalypse, the first — and only — Lord of Death. Yet Charon’s title obfuscates his true focus: not simply death as a whole, which is the purview of all daemons, but specifically death by old age. Even the most virile mortals must eventually succumb to that looming specter, and in this sense, it’s unsurprising that the Boatman remains the most powerful of the Four. Like mortality’s inevitable end, Charon’s patience is legendary. Charon resembles his thanadaemons, and most presume that he modeled them after himself. Charon, however, is so ancient as to have preceded the creation of humanoid life and thus his current form is likely nothing more than a modern guise, with his original form long discarded. Daemons in Charon’s service range far and wide across Abaddon, often riding the Styx to other reaches of the cosmos, hunting souls in his name. Unlike those of the other Horsemen, Charon’s servitors often act in understated and subtle ways, yet they harvest just as many souls as others. Death’s Bargain. When approached independently by a traveler, Charon sometimes simply carries the guest off to be consumed. Other times, however, he makes legitimate deals, though his bargains work toward ends hundreds or thousands of years in the making. Charon’s dealings also serve him well in other ways, with even his fellows among the Four often quietly acquiescing to his authority. In the past, Charon has bargained with dying and desperate divinities, archfiends, empyreal lords, and even the populations of entire worlds, offering them aid in return for payments of souls, knowing all the while that the bargainers were beyond saving anyway. Charon’s domain is the largest of the Four, particularly when one takes into account the fact that the River Styx stretches into or borders the others’ realms, the unclaimed wastes, and the planes beyond. Every branch of the Styx ultimately flows back to Charon’s citadel, the Drowning Court, which comprises hundreds of mobile islands, ships, and floating castles swirling around a massive central whirlpool. Charon’s Cult. Charon is worshiped by ferrymen and -women, grave robbers, undertakers, the undead, and so very many doomed and damned would-be immortals. The Horseman of Death is served by thanadaemons, his deacon servitor race, along with krakens, grim reapers, hags, hydrodaemons, river monsters, and numerous varieties of undead. Charon’s unholy symbol is a skull with coins over its eye sockets, and the quarterstaff is his favored weapon.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (daemon)","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":22},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Chasme","description":"Demons Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil—engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness , the Black Scrolls of Ahm , and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon True Names Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz’zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake’s and as powerful as a great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out—or if she has a reason to remind her followers to fear her—Lolth’s lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart. Orcus Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus , a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes’ flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Chasme This loathsome demon resembles an unspeakable crossing of humanoid and fly. A chasme shuffles about on four spindly legs that can find purchase on walls and ceilings. A droning sound precedes the approach of a chasme, inflicting foes with a terrible lethargy that leaves them open to attack. The lowly chasmes serve more powerful masters as interrogators or taskmasters. A chasme lives to dole out torture as punishment, and has a knack for spotting demons that have deserted their lords. Capturing and returning such traitors allows a chasme to torment the victim without fear of reprisal. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demons by Type Type Examples 1 barlgura, shadow demon, vrock 2 chasme, hezrou 3 glabrezu, yochlol 4 nalfeshnee 5 marilith 6 balor, goristro Traits Drone : The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn within 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can’t hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature’s saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours. Magic Resistance : The chasme has advantage on saving throws against spells and other magical effects. Spider Climb : The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Proboscis : Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature’s hit point maximum to 0, the creature dies. This reduction to a creature’s hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration . Variant: Summon Demon (1/Day) : The demon chooses what to summon and attempts a magical summoning. A chasme has a 30 percent chance of summoning one chasme. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Chasme Tormentor","description":"Unlike its normal kind, the demented chasme tormentor has special skills and spell-like abilities that enable it to track, pursue, and toy with its targets. Traits Drone. If the chasme isn't incapacitated, any creature that starts its turn within 30 feet of the chasme must succeed on a DC 13 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours. Demons are immune to this effect. Magic Resistance. The chasme has advantage on saving throws against spells and other magical effects. Spider Climb. The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The chasme attacks twice: one with its Proboscis and one with its Claws. Proboscis. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by the greater restoration spell or other magic. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Spellcasting. The chasme casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12): At will: darkness, detect magic 2/day each: crown of madness, enemies abound, mind spike 1/day: telekinesis","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Chatterlome","description":"When the oaken box is found on your stoop, run—for the box devil is soon to come. Chatterlomes have featureless grey heads with large, round eyes, and their circular mouths are filled with needlelike teeth. They have misshapen torsos and short, bandy legs. Their most notable feature, though, is their four arms, which always wield woodworking tools. Vengeance Seekers. Chatterlomes prey on scorned lovers, offering violent revenge for those who have been wronged. When a person calls upon the chatterlome, they soon receive an intricately carved oaken box with an obsidian inlay of a humanoid heart. Upon touching the box, the supplicant immediately knows that the box must be delivered to the home of the person who wronged the supplicant. When the victim opens the box, the chatterlome springs forth, claiming the heart of the victim and fulfilling the supplicant’s request. Whether or not the box is opened, a chatterlome whose box has been delivered knows the location of the victim and tracks the person relentlessly. After the victim dies, the supplicant must then deliver the chatterlome’s box to nine more victims or forfeit their own life. A string of deaths occurring shortly after victims received mysterious boxes is a sure sign that a chatterlome is in the area. Box Devils. Chatterlomes are often called “box devils” due to their peculiar ability to magically travel between boxes and other enclosed, wooden objects. Though chatterlomes can travel between boxes, each chatterlome has its original box, created when it was summoned by a supplicant who was scorned. If the chatterlome’s original box is destroyed, the chatterlome returns to the Hells, where it waits for another scorned lover to call it back to the Material Plane. Servants of Retribution. Poena, the Duke of Retribution , sometimes calls on chatterlomes when her vengeance requires a more subtle hand. Chatterlomes who serve Poena receive payment from her in the hearts and souls of their victims, leaving the supplicants alive and free of any obligations to the chatterlomes. The Duchess brings her full fury on chatterlomes who don’t adhere to this stipulation.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Chazen Xiltabar","description":"I shouldn't have been born. In a time of war between the drow and the duergar, my mother, a Matron Mother, and my father, a general, should not have had me. They should not have been meeting in secret. Should not have been lovers. Because of this, all I've known is hardship. I was given to a traveling troupe when I was very young when my mother could no longer hide my heritage. I spent years being everyone's whipping boy, but I vowed it wouldn't stay that way. I trained and trained and during that time my powers swelled within me. When that happened Kethan Vrinn, the troupe leader, decided I would fight for others' entertainment. As I grew in fame, they called me Stormbringer. They claimed my steps echoed thunderously around me—that harsh wind and crackles of lightning surrounded me. They claimed that I could not be defeated. Traits City Underbelly. You have connections to almost all illegal organizations and guilds in the city where you were imprisoned and the surrounding area. You can invoke favors and connections to possibly gain safe lodging or other favors from some organizations, but they may want something in return. Duergar Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Innate Spellcasting. Your innate spellcasting ability is Charisma. You can innately cast the following spells: At will: dancing lights Spellcasting. Your spellcasting ability is Charisma (+4 to hit with spell attacks, spell save DC 12). You can cast the following sorcerer spells: Cantrips (at will): booming blade, sword burst 1st level (2 slots): mage armor, shield Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Trance. You don't need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Actions Attack. You can attack when you take this action, using the following: Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d8 + 2 piercing damage. Bonus Actions Tempestuous Magic. On your turn, you can cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Elf)","Expansion":24690},"publisher":"Gnome Made Games","book":"An Elf and an Orc Had A Little Baby"},{"name":"Chazrac Hunter","description":"While Chazrac depend mostly on a vegetarian diet, their hunters occasionally bring meat home to their tribe. But the true role of a Chazrac Hunter is to protect the tribe from outside dangers. They track dangerous animals and other creatures in the nearby environment. If anyone attacks the tribe, the hunters not only defend their people, but are also known to find their enemies and destroy their homes or bases, either slaying them all or driving them out of their lands. They might even make alliances with other tribes to attack stronger enemies. The tribes that have been corrupted by hags often hunt something for their mistresses: Unique or supernatural creatures, hidden treasures or forbidden knowledge. They are known to be ruthless and without mercy, usually fighting to the death.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any","Expansion":17295,"Challenge Rating":"1/2"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Chelicerae","description":"A chelicerae resembles a massive spider perched on tall, stilted legs. Most often, the disheveled body of a robed arcanist swings from its clenched mandibles. Feed on Spellcasters. These massive arachnids are largely confined to the great forests and occasional wastelands, although rumors do persist of sightings in the dark alleys of magocratic cities, causing trepidation among the spellcasters there. Few creatures pose such a threat to spellcasters as chelicerae. Carry Their Prey. Walking on high, stilted legs, these creatures resemble gigantic harvesters. More often than not, they are found with the grisly bodies of humanoids dangling from the chelicerae’s clenched mandibles. Cocoon Arcanists. Chelicerae stalk isolated victims, striking them with a poisonous bite and then pinning its prey within its jaws. There, their helpless body can hang for days on end as the chelicerae pursues obscure and eldritch tasks. At best, victims wake up weeks later with no memory of the events, far from home, and drained of vitality and spells. Others are stored immobilized in a thick cocoon in a high treetop until their body and mind recover. A few unlucky victims are slain and animated as walking dead to protect the chelicerae. Traits Magic Resistance: The chelicerae has advantage on saving throws against spells and other magical effects. Spellcasting: The chelicerae is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells. The chelicerae has the following wizard spells prepared: Cantrips: acid splash, mage hand, minor illusion, true strike 1st level: burning hands, detect magic, expeditious retreat, ray of sickness 2nd level: hold person, invisibility, scorching ray 3rd level: animate dead, haste, lightning bolt 4th level: phantasmal killer Siphon Spell Slots: The chelicerae cannot replenish its spells naturally. Instead, it uses grappled spellcasters as spell reservoirs, draining uncast spells to power its own casting. Whenever the chelicerae wishes to cast a spell, it consumes a number of spell slots from its victim equal to the spell slots necessary to cast the spell. If the victim has too few spell slots available, the chelicerae cannot cast that spell. The chelicerae can also draw power from drained spellcasters or creatures without magic ability. It can reduce a grappled creature’s Wisdom by 1d4, adding 2 spell slots to its spell reservoir for every point lowered. A creature reduced to 0 Wisdom is unconscious until it regains at least one point, and can’t offer any more power. A creature regains all lost Wisdom when it finishes a long rest. Spider Climb: Chelicerae can climb difficult surfaces, including upside down on ceilings, without requiring an ability check. Actions Multiattack: The chelicerae makes one bite attack and two claw attacks. Bite: The target is grappled (escape DC 16). The target must also make a successful DC 16 Constitution saving throw or become poisoned. While poisoned this way, the target is unconscious and takes 1d4 Strength damage at the start of each of its turns. The poisoning ends after 4 rounds or when the target makes a successful DC 16 Constitution save at the end of its turn. Claw: Melee Weapon Attack : +9 to hit, reach 10 ft. , one target. Hit : 15 (2d8 + 6) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Chemosit","description":"This humanoid figure resembles a stork with a bare, mottled head and a large throat sac. It stands on one leg with a wooden crutch supporting it. When the creature opens its dagger-shaped beak, hellish light glows from within. The chemosit is a cruel fiend that stalks tropical grasslands and forests, hunting for humanoid prey on the outskirts of rural areas and remote villages. At night, it uses its inner light and song to lure the unwary or the desperate into its clutches. The flickering light and the thumping of its crutch keeping time with the song give the impression of a woodland celebration. By the time someone is close enough to discern the truth, it is often too late to escape. Hateful Legacy. The chemosit is cruel and enjoys seeing suffering, even suffering caused by others. While disguised in a community, it might speak one falsehood or rumor before sitting back to watch how the rumor spirals out of control, leading the community to infighting. Such infighting often results in a few members being cast out—directly into the chemosit's hungry beak. Inner Light . Its open mouth emits a red light, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. Opening or closing its mouth doesn't require an action. Actions Multiattack. The chemosit makes one Beak attack and two Crutch attacks. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) fire damage. Crutch . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or become infected with the cackle fever disease. Inviting Song. The chemosit sings an enchanting tune. Each creature with an Intelligence of 5 or higher within 300 feet of the chemosit that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The chemosit must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the chemosit is incapacitated. If the charmed target is more than 5 feet away from the chemosit, the target must move on its turn toward the chemosit by the most direct route, trying to get within 5 feet. It won't move into damaging terrain, such as lava or a pit, taking whatever route it can to avoid the terrain and still reach the chemosit. If the target can't find a safe route to the chemosit, the charmed effect ends. Whenever the target takes damage or at the end of each of its turns, the target can repeat the saving throw. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this chemosit's Inviting Song for the next 24 hours. Bonus Actions Change Shape. The chemosit magically transforms into a Small or Medium Humanoid or back into its true Fiendish form. Its statistics, other than its size, are the same in each form. No matter the form, the chemosit always has only one leg. Its crutch adjusts to fit its new form, but no other equipment transforms. It reverts to its true form if it dies, and its crutch becomes nonmagical.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Chernomoi","description":"These scaly creatures resemble nothing so much as tiny, batwinged dragonkin. Dragon Sprites. Chernomoi (which means “lair sprite” in Draconic) often reside discreetly in a dragon lair or dragonborn household, cleaning and tidying up at night, and only occasionally keeping a small trinket or shiny gemstone as compensation. They appear as tiny, winged dragonkin, dressed in metallic armor made of small coins and semi-precious stones. Lair Alarms. Chernomoi are terrified of wyverns and never lair anywhere near them. Otherwise, they are very protective of their draconic masters and raise an alarm if an intruder is undetected. They fight with their tiny blades and Shriek attack if cornered, though they always flee from danger as a first option— usually straight to a dragon, dragonborn, or drake ally. Chernomoi in Midgard Dragons of the Mharoti Empire consider chernomoi cute little guardian pets, and treat them roughly the way humans treat a parrot or pet bird. In some cases, chernomoi serve elder dragons as familiars and messengers, dressed in completely dazzling armor made of gemstones. Their golden armor is a sign of their master’s wealth and power Chernomoi in Midgard Dragons of the Mharoti Empire consider chernomoi cute little guardian pets, and treat them roughly the way humans treat a parrot or pet bird. In some cases, chernomoi serve elder dragons as familiars and messengers, dressed in completely dazzling armor made of gemstones. Their golden armor is a sign of their master’s wealth and power. Traits Innate Spellcasting: The chernomoi’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: detect magic, invisibility, mage hand, mending, message, prestidigitation 1/day each: detect poison and disease, dimension door Actions Scimitar: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. Shriek (Recharge 5–6): The chernomoi emits a loud shriek. All creatures within 60 feet who can hear take 10 (3d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Cherub","description":"Cherub When gods receive prayers for protection but lack personnel, the miniscule cherubim bravely answer the call. Standing at only six inches tall, these four-winged celestials weave their radiant magic to fulfil their god-given tasks, which range from protecting the devout to delivering divine blessings. Unfortunately, their eagerness to prove their worth often gets them killed. Cherubim Swarms. Even the holiest of celestials are capable of making mistakes. In rare instances, when a solar doesn’t notice that the same repeated prayers belong to a single individual or when the death of a planetar breaks the chain of command, multiple cherubim are assigned to the same mortal. United by their common cause, the cherubim form a swarm, which is capable of channelling divine energy to distract foes with blinding light.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial, neutral good","Alignment":"neutral good","Challenge Rating":1.8},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cherufe","description":"A humanoid torso rises from a long, arthropod body made from overlapping plates of obsidian. The creature’s face is twisted into a grimace of rage. Four arms ending in oversized fists jut from the torso. The creature’s form radiates a red glow and a palpable heat as a fire rages within it. Corrupted Keepers. The elemental anomaly that brings a lava keeper into the Material Plane is sometimes infused with material from the Lower Planes. As the keeper is pulled into the Material Plane, the lava that normally flows freely from it is instead trapped inside of it, and its form twists to resemble creatures from the Lower Planes. These twisted keepers are known as cherufes. Harbingers of Ruin. The arrival of a cherufe is frequently the precursor to a devastating volcanic eruption or earthquake. Cherufe revel in the anxiety and fear humanoids feel in the face of such natural disasters, capitalizing on these feelings to their benefit. Placated by Blood. Cherufe lair where populations are superstitious and allow these civilizations to worship them as gods of destruction. They amplify the fear and adulation of the populace with random acts of destruction. If the locals offer live sacrifices, the cherufe eagerly devour the offerings and cease their hostilities until they once again grow hungry or restless. Elemental Nature. A cherufe doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Chew Spiders","description":"Spider Giant spiders are feared by many, and those that dwell in the Stolen Lands are certainly adept at giving adventurers new things to fear beyond being merely poisoned or caught in a sticky web. Chew Spiders More dangerous than the typical spider swarm, a swarm of chew spiders not only poisons those they scuttle over, but their habits of gnawing and rasping at flesh leave their victims bleeding profusely. Traits Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. Web Sense. While in contact with a web, the chew spiders know the exact location of any other creature in contact with the same web. Web Walker. The spiders ignore movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Chicken","description":"","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":23695,"Challenge Rating":0},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Chicken Ammunition","description":"Chicken Ammunition Tiny Beast, Unaligned Armor Class 12 Hit Points 6 (3d4 − 1) Speed 30 ft, fly 20 ft. (see Bad Flier) STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 8 (-1) 4 (-3) 12 (+1) 7 (-2) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Bad Flier. The chicken falls if it ends its turn in midair. The chicken takes no damage if it falls 20 feet or less as a result of this. Keen Sight. The chicken has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The chicken makes two Beak attacks or one Talon attack. Beak. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 1 piercing damage. Talons. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 2 slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Challenge Rating":0},"publisher":"Jeff Stevens Games","book":"Weapons of Myth"},{"name":"Chief Guard","description":"Guard officers embody to the extreme the faults of normal guards. However, since the Kingdom still needs to function, some of these individuals are actually more capable, skilled, and even intelligent than the average guard. Knaves will do well not to underestimate them. Actions Multiattack . The chief guard makes two melee attacks. Longsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) slashing damage or 8 (1d10+3) slashing damage if used with two hands. Heavy Crossbow . Ranged Weapon Attack : +3 to hit, reach 100/400 ft., one target. Hit : 6 (1d10+1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":11925,"Challenge Rating":3},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Chief Ranger Tanesha Laurent","description":"Tanesha, one of Prince Abdalla Laurent's sisters, is a fierce woman in her mid-thirties. The Clawstrider Ranger is athletic with flowing wavy black hair, a round face, and stern brown eyes. She is adorned with many piercings in her nose and ears. Tanesha is the current Chief Ranger of the Clawstriders, chosen to speak for all the warrior bands and lead them when they all fight together. She rides into battle atop a great red Tyrannosaurus Rex named Konak.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Chief Sootscale","description":"Chief Sootscale’s role in Kingmaker is variable—he could simply be another kobold that the PCs must defeat in combat, or he could become an unexpected ally. In your games, he can certainly play similar roles, but as a kobold rogue you can also use his stats to represent an entire category of specialized and unusual robbers employed by a larger thieves’ guild. Traits Pack Tactics. Chief Sootscale has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated. Sneak Attack (1/Turn). Chief Sootscale deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Chief Sootscale that isn’t incapacitated and he doesn’t have disadvantage on the attack roll. Sunlight Sensitivity. While in sunlight, Chief Sootscale has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Sootscale makes two club attacks. Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Chikfari","description":"Created by dwarves deep in the Underworld as a beast of burden, chikfari quickly proved to be a species as malleable as iron to a skilled breeder. Now chikfari serve the dwarves not only as beasts of burden, agriculture, and travel, but as mounts of war, guard “dogs,” and even the rare pet. While they are for sale to travelers and traders, a chikfari rarely, if ever, stays with a non-dwarf owner for more than a few weeks. Many non-dwarves suspect this behavior is somehow bred into the beasts, giving rise to the Underworld saying, “As loyal as a chikfari” to mean one who can be trusted, but only for a short while. Chikfari that find cause to move on from their current masters invariably seek to make their way back to a deep dwarf settlement. Domesticated. Chikfari are a thoroughly domesticated species. When encountered in the wild, the insect surely distressed and struggling to survive, but often it’s only the gentle, calloused hand of a grey dwarf that can rehabilitate a displaced chikfari. Those insects the grey dwarves breed are something else. They herd like sheep, they guard like dogs, they jump like a hare, they ride like camels, and they kick like a mule. —Myris Firebrand, dweorg merchant","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Child of the Briar","description":"Its eyes gleam like polished walnuts, and its sly smile seems oddly placed on the tiny body, covered in spikes and thorns. The creature’s waist is no thicker than a clenched fist, and its sinuous arms are no wider than a finger but twice the length of its body . Born of Magic . Children of the briar are a frequent nuisance to fey and mortal alike. They grow in deep briar patches in forest clearings or along sunny hillsides and riverbanks. More rarely, they spawn when a sorcerer or magical creature’s blood is spilled on the forest floor, or when summoned into being by obscure druidic items of power. Thorn Fortresses . Despite their size, children of the briar gather in great numbers, cultivating ancient forest thickets into veritable fortresses. Wise men flee when they hear their clicking language in the underbrush, for the children have all the capricious wickedness of spiteful children and a taste for blood. Spies and Scouts . From their lairs, the children of the briar creep far and wide to spy on the forest’s inhabitants, sometimes using spiders, monstrous centipedes, and giant dragonflies as mounts. They converse with travelers bearing interesting news, but their words are thorned with gleeful malice, jealous bile, and lies. They are not above murder. They trade news and gossip for trinkets, favors, and drops of spilled blood. The fey have long used the children of the briar as spies and informants, and the power of the Otherworld now courses through their veins, allowing them to work simple magical tricks and slip between the mortal and faerie realms with relative ease. Traits Fey blood: Children of the briar count as both plant and fey for any effect related to type. Actions Multiattack: A child of the briar makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the child of the briar uses its Thorny Grapple on it. Claw: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. Spitdart Tongue (Recharge 4-6): Ranged Weapon Attack : +5 to hit, range range 20/60 ft., One target. Hit : 6 (1d6 + 3) Piercing damage. Every child of the briar can shoot thorns from its mouth. Entangle: Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn’t need to be centered on either caster. Creatures in the area must make a DC 13 Strength saving throw or be restrained. All children of the briar are immune to the spell’s effects Thorny Grapple: A child of the briar’s long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child’s turn for as long as it remains grappled.","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant","Source":"Tome of Beasts","Alignment":"Neutral Evil","Expansion":3,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Child of the Silver Sphere","description":"A beautiful human child wearing gossamer robes playfully twirls a lock of her long auburn hair. The child wears a broad smile, and her silvery eyes glow faintly. Children of the silver sphere are aliens that can travel at will throughout the cosmos. Some who know of them say they have visited a thousand worlds and might even have the ability to shift between planes, dimensions, and time. Their motives and intents lie beyond mortal understanding. When they appear on the Material Plane, they always do so in the guise of a small child with gleaming silver eyes. Why they choose this form is unknown, though some speculate it is because the image is not intimidating. Although not outwardly predatory, they are highly manipulative, suggesting they are interested in experimenting with and learning more about creatures from other worlds. Stratified. Children of the silver sphere create highly structured systems for interacting with each other. Each creature has a specific role and adheres to a certain behavior identifiable by other group members. These mannerisms include speech patterns and gestures, though most are too subtle for those outside their group to detect. Influence Wielders. Children of the silver sphere use their considerable intelligence and psychic powers to influence less intelligent mortals to treat them as deities. They frequently demand that followers bring sacrifices and tributes or perform certain quests or rituals. Sometimes these demands align with the belief systems of existing gods; other times, they fabricate the demands entirely. Grotesque. A child of the silver sphere’s true form resembles a pair of bloated lungs from which droop six long, slender, mucus-covered tentacles surrounding a dangling, articulated hook-shaped spike like the leg of a giant crab. Within the center of the creature’s body floats a pulsing silvery orb. TRAITS Shapechanger. The child of the silver sphere can use its action to polymorph into a Medium humanoid form that resembles a beautiful human child, with pale silver eyes and dressed in fine robes, or back into its true form. Its statistics remain the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. ACTIONS Multiattack. The child of the silver sphere makes two Tentacle attacks and one Metastoma attack. If it is grappling creatures with all six of its tentacles, it can still attack with its metastoma. In addition, while grappling an opponent, the child can use a bonus action to activate its Psychic Link on that creature. Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 4) bludgeoning damage. The target is grappled (escape DC 13) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. Metastoma. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (1d8 + 4) piercing damage. The target must make a DC 13 Constitution saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one. Spellcasting. The child of the silver sphere casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At will: comprehend languages, dancing lights, detect magic, detect thoughts, invisibility, message, minor illusion 3/day each: clairvoyance, dispel magic, faerie fire, hypnotic pattern, sleep BONUS ACTIONS Psychic Link. One creature grappled by the child must succeed on a DC 14 Intelligence saving throw, or the target becomes stunned and psychically linked to it. The child can read the target’s thoughts and communicate with the target telepathically. If the child takes damage while linked to the target, it transfers half of the damage to the target as psychic damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Lawful Evil","Expansion":25357,"Challenge Rating":5},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Child of Yggdrasil","description":"Long ago, a ratatosk found some dragon eggs, smeared them with the sap of the World Tree, and rolled them into a safe, warm place for later devouring. The eggs hatched a race of hunters that have plagued the ratatosk ever since. The children of Yggdrasil are sentient parts of the World Tree, saplings with long \"hair\" of ash leaves and radial symmetry. A child of Yggdrasil's four legs are rootlike and often planted in the ground. Its eyes sit at the center of flowers, and its \"hands\" resemble tentacles, though with twiggy branches rather than fingers. Cliff-Lovers. The children of Yggdrasil climb vertical cliffs and steep slopes in search of warmth and sunlight, roosting in these places until thirst drives them to climb down to a stream or pond. They often devour bird eggs on cliffs and can catch unwary climbers by surprise. Whispering Serpent Egg Horrors. Legends say the children of Yggdrasil came from a dragon's egg laid on the World Tree, which hatched a huge mass of serpents, each of them infused with the sap and cold wisdom of the World Tree itself. These larval forms of the children of Yggdrasil resemble a ball of serpents intertwined with leaves, and they feed on squirrels and mice until they grow large enough to lure bigger prey. Hissing Wind. The snakelike tongues and forked leaves of a child of Yggdrasil are always in motion; they are never entirely silent. In groups of three or more, the sound of their hissing resembles an ill, disquieting wind. Grove Gatherings. At night they come down from cliffs and hills and gather near streams to hiss, whisper, mate, and devour sacrifices left to them by druids or giants. At times like this, up to a dozen children of Yggdrasil may gather in one place, fusing their limbs and branches until shortly before dawn, when they go their separate ways.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"neutral evil","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Chill Haunt","description":"This ghostly humanoid’s hands end in frozen claws. Water drips from the claws, freezing before it hits the ground. Forlorn Spirits. Chill haunts arise from the corpses of humanoids that froze to death. While most chill haunts derive from those who died alone in the cold, stories tell of entire families or villages returning as chill haunts. Because of the intensity of their demise, chill haunts dread cold and flee when targeted by cold magic. Hungry for Body Heat. The chill haunt’s disdain for cold leads it to seek out warm buildings or open fires. While ambient heat or direct contact with fire diminishes its shivering and restores wounds it has received in combat, it craves heat from living creatures. Contact with the chill haunt sets off a deepening freeze in the victim, which is hard to reverse without the application of fire. The haunt comes into contact with living creatures to remember the feeling of warmth, and it does not care about the side effects of its touch. After it has drained the warmth from one creature, it immediately moves on to the next, ever-hungry. Restless Undead. Destroying a chill haunt is only a temporary solution to the undead creature’s depredations. Similar to a ghost, a destroyed chill haunt returns to unlife 24 hours after its demise, attaining eternal rest only after being slain under a specific set of circumstances. For most chill haunts, the surest way to eternal rest is by coaxing the haunt to a warm building where it can sit by a hearth and nestle in blankets or furs. Though physical objects normally pass through the spectral creature, such conditions allow the coverings to conform to the shape of the haunt’s former body. Moments later, the haunt lets out a contented sigh and winks out of existence. Undead Nature. A chill haunt doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Chimera","description":"Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras. Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing. Conflicted Creature. A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death. These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns. When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off. Servant of Evil. Though chimeras are far from cunning, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked. Actions Multiattack : The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. Bite : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) piercing damage. Horns : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) bludgeoning damage. Claws : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. Fire Breath (Recharge 5-6) : The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Chimera","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The chimera makes three attacks : one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. Bite : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage . Horns : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. Claws : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Fire Breath (Recharge 5-6) : The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw , taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"114 (12d10+48)","CHA":10,"CON":19,"DEX":11,"INT":3,"STR":19,"WIS":14,"Size":"Large","Type":"monstrosity","Speed":"30 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390059245/KficPNKrN-IMocCEQGwhHw/original.png","Roll 0":"1d20 + 7\n2d6+4","Roll 1":"1d20 + 7\n1d12+4","Roll 2":"1d20 + 7\n2d6+4","Roll 3":"1d20 + 0\n7d8","Senses":"Darkvision 60 Ft.","Skills":"Perception +8","Source":"5th Edition SRD","data-XP":"2,300","Alignment":"Chaotic Evil","Languages":"Understands Draconic But Can't Speak","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Horns\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d12 + 4\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Fire Breath (Recharge 5-6)\",\"Desc\":\"The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+0","data-CON-mod":"+4","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+2","Challenge Rating":6,"Passive Perception":18,"data-CrNum":6,"data-AcNum":14,"data-HpNum":114},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chimera","description":"Massive flexing claws. Lashing draconic tail. Nimble leathery wings. And not one, but three menacing heads: a snarling lion, a helix-horned ram, and a dragon with fire sparking in its throat. Many see the chimera as an aggres- sor, but few know its origins as a divine guardian. The First Chimera. The first chimera was a gift. A deity gave a devout queen this young guardian—one with the intelligence of a dragon, the bravery of a lion, and the tenacity of a ram. The queen raised the chimera to be a strong protector of not just her person, but of her people, who loved the chimera and their ruler. But neighboring lands feared the monstrosity. As a conquering force swept into the land, their first defilement of peace was slaughter- ing the chimera. The queen’s resulting fury was said to be felt by the gods. As she screamed, a nearby volcano erupted, spew- ing basalt and chimeras over the land. With fiery might, the chimeras overtook the opposing army and dispersed. Each found a new territory and claimed the role of divine protector over that place, its inhabitants, and its treasures. Fiercely Faithful. When a chimera acts as a guardian, almost nothing can shake that loyalty. They are viciously territorial over objects, creatures, and founts of magic they defend. Even when the charges they defend turn wicked, chimeras remain faithful, willing to lay down their lives. Corrupted Loyalty. Mortals who earn a chimera’s trust can tempt and train the monstrosity to bring out the worst of their three parts: a dragon’s greed, a lion’s pride, and a goat’s stubbornness. Such chimeras happily serve evil mortals. Tactical Warriors. Chimeras have many ways to keep themselves and their charges from being cornered. The lion head snaps up enemies in massive jaws and hurls them away, the ram head pummels them to the ground, and the dragon head bathes them in fire. The sound of the three heads crying together can shake even the most stalwart warriors. One Being, Three Heads. Unlike many other multi- headed creatures, a chimera has a single mind. Their heads work together, never snapping at one another over food, favors, or personality conflicts. The heads often express the chimera’s emotions in unison, braying together in times of battle or purring all at once to show affection. Traits Volant. When the chimera reduces a creature to 0 hit points, the chimera can move up to their speed toward an enemy they can see. Actions Multiattack. The chimera makes three Bite attacks. They can replace one attack with a Lion’s Toss attack or a use of Dragon’s Eruption, if available. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Lion’s Toss. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be moved up to 20 feet in any direction. Dragon’s Eruption (Recharge 6). The chimera spits a volcanic explosion at a point they can see within 120 feet of them. Each creature in a 10-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 27 (6d8) fire dam- age on a failed save, or half as much damage on a successful one. Bonus Actions Roar. Each enemy who can hear the chimera and is within 60 feet of them must succeed on a DC 13 Wisdom saving throw or be frightened of the chimera for 1 minute (save ends at end of turn). If a creature succeeds on a saving throw against this effect or if the effect ends for them, the creature is immune to the chimera’s Roar for the next 24 hours. Reactions Ram’s Defiance. When a creature within 30 feet of the chimera misses them with an attack, the chimera can move up to half their speed in a straight line toward the creature. If the chimera ends this movement within 5 feet of the creature, the creature must succeed on a DC 15 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Chimera","description":"Traits Volant. When the chimera reduces a creature to 0 hit points, the chimera can move up to their speed toward an enemy they can see. Actions Multiattack. The chimera makes three Bite attacks. They can replace one attack with a Lion’s Toss attack or a use of Dragon’s Eruption, if available. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Lion’s Toss. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be moved up to 20 feet in any direction. Dragon’s Eruption (Recharge 6 ). The chimera spits a volcanic explosion at a point they can see within 120 feet of them. Each creature in a 10-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. Bonus Actions Roar. Each enemy who can hear the chimera and is within 60 feet of them must succeed on a DC 13 Wisdom saving throw or be frightened of the chimera for 1 minute (save ends at end of turn). If a creature succeeds on a saving throw against this effect or if the effect ends for them, the creature is immune to the chimera’s Roar for the next 24 hours. Reactions Ram’s Defiance. When a creature within 30 feet of the chimera misses them with an attack, the chimera can move up to half their speed in a straight line toward the creature. If the chimera ends this movement within 5 feet of the creature, the creature must succeed on a DC 15 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral","Expansion":28288,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Chimera Companion (PB 2)","description":"Massive flexing claws. Lashing draconic tail. Nimble leathery wings. And not one, but three menacing heads: a snarling lion, a helix-horned ram, and a dragon with fire sparking in its throat. Many see the chimera as an aggres- sor, but few know its origins as a divine guardian. The First Chimera. The first chimera was a gift. A deity gave a devout queen this young guardian—one with the intelligence of a dragon, the bravery of a lion, and the tenacity of a ram. The queen raised the chimera to be a strong protector of not just her person, but of her people, who loved the chimera and their ruler. But neighboring lands feared the monstrosity. As a conquering force swept into the land, their first defilement of peace was slaughter- ing the chimera. The queen’s resulting fury was said to be felt by the gods. As she screamed, a nearby volcano erupted, spew- ing basalt and chimeras over the land. With fiery might, the chimeras overtook the opposing army and dispersed. Each found a new territory and claimed the role of divine protector over that place, its inhabitants, and its treasures. Fiercely Faithful. When a chimera acts as a guardian, almost nothing can shake that loyalty. They are viciously territorial over objects, creatures, and founts of magic they defend. Even when the charges they defend turn wicked, chimeras remain faithful, willing to lay down their lives. Corrupted Loyalty. Mortals who earn a chimera’s trust can tempt and train the monstrosity to bring out the worst of their three parts: a dragon’s greed, a lion’s pride, and a goat’s stubbornness. Such chimeras happily serve evil mortals. Tactical Warriors. Chimeras have many ways to keep themselves and their charges from being cornered. The lion head snaps up enemies in massive jaws and hurls them away, the ram head pummels them to the ground, and the dragon head bathes them in fire. The sound of the three heads crying together can shake even the most stalwart warriors. One Being, Three Heads. Unlike many other multi- headed creatures, a chimera has a single mind. Their heads work together, never snapping at one another over food, favors, or personality conflicts. The heads often express the chimera’s emotions in unison, braying together in times of battle or purring all at once to show affection. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Ram’s Defense (2 Ferocity). The chimera makes a signature attack. On a hit, the attack imposes disadvantage on the target’s next attack roll made before the start of the chimera’s next turn. 3rd Level: Lion’s Leap (5 Ferocity). The chimera moves up to half their speed without provoking opportunity attacks. If they end this movement on the ground, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Volcanic Blow (8 Ferocity). The chimera spits an explosion of fire at a point they can see within 60 feet of them. Each creature in a 10-foot-radius sphere centered on that point must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one. Reactions Protective Absorption (Recharges after a Short or Long Rest). When the chimera’s caregiver takes damage while within 60 feet of the chimera, half the damage taken (rounded up) is transferred to the chimera.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Chimera Companion (PB 3)","description":"Massive flexing claws. Lashing draconic tail. Nimble leathery wings. And not one, but three menacing heads: a snarling lion, a helix-horned ram, and a dragon with fire sparking in its throat. Many see the chimera as an aggres- sor, but few know its origins as a divine guardian. The First Chimera. The first chimera was a gift. A deity gave a devout queen this young guardian—one with the intelligence of a dragon, the bravery of a lion, and the tenacity of a ram. The queen raised the chimera to be a strong protector of not just her person, but of her people, who loved the chimera and their ruler. But neighboring lands feared the monstrosity. As a conquering force swept into the land, their first defilement of peace was slaughter- ing the chimera. The queen’s resulting fury was said to be felt by the gods. As she screamed, a nearby volcano erupted, spew- ing basalt and chimeras over the land. With fiery might, the chimeras overtook the opposing army and dispersed. Each found a new territory and claimed the role of divine protector over that place, its inhabitants, and its treasures. Fiercely Faithful. When a chimera acts as a guardian, almost nothing can shake that loyalty. They are viciously territorial over objects, creatures, and founts of magic they defend. Even when the charges they defend turn wicked, chimeras remain faithful, willing to lay down their lives. Corrupted Loyalty. Mortals who earn a chimera’s trust can tempt and train the monstrosity to bring out the worst of their three parts: a dragon’s greed, a lion’s pride, and a goat’s stubbornness. Such chimeras happily serve evil mortals. Tactical Warriors. Chimeras have many ways to keep themselves and their charges from being cornered. The lion head snaps up enemies in massive jaws and hurls them away, the ram head pummels them to the ground, and the dragon head bathes them in fire. The sound of the three heads crying together can shake even the most stalwart warriors. One Being, Three Heads. Unlike many other multi- headed creatures, a chimera has a single mind. Their heads work together, never snapping at one another over food, favors, or personality conflicts. The heads often express the chimera’s emotions in unison, braying together in times of battle or purring all at once to show affection. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Ram’s Defense (2 Ferocity). The chimera makes a signature attack. On a hit, the attack imposes disadvantage on the target’s next attack roll made before the start of the chimera’s next turn. 3rd Level: Lion’s Leap (5 Ferocity). The chimera moves up to half their speed without provoking opportunity attacks. If they end this movement on the ground, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Volcanic Blow (8 Ferocity). The chimera spits an explosion of fire at a point they can see within 60 feet of them. Each creature in a 10-foot-radius sphere centered on that point must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one. Reactions Protective Absorption (Recharges after a Short or Long Rest). When the chimera’s caregiver takes damage while within 60 feet of the chimera, half the damage taken (rounded up) is transferred to the chimera.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Chimera Companion (PB 4)","description":"Massive flexing claws. Lashing draconic tail. Nimble leathery wings. And not one, but three menacing heads: a snarling lion, a helix-horned ram, and a dragon with fire sparking in its throat. Many see the chimera as an aggres- sor, but few know its origins as a divine guardian. The First Chimera. The first chimera was a gift. A deity gave a devout queen this young guardian—one with the intelligence of a dragon, the bravery of a lion, and the tenacity of a ram. The queen raised the chimera to be a strong protector of not just her person, but of her people, who loved the chimera and their ruler. But neighboring lands feared the monstrosity. As a conquering force swept into the land, their first defilement of peace was slaughter- ing the chimera. The queen’s resulting fury was said to be felt by the gods. As she screamed, a nearby volcano erupted, spew- ing basalt and chimeras over the land. With fiery might, the chimeras overtook the opposing army and dispersed. Each found a new territory and claimed the role of divine protector over that place, its inhabitants, and its treasures. Fiercely Faithful. When a chimera acts as a guardian, almost nothing can shake that loyalty. They are viciously territorial over objects, creatures, and founts of magic they defend. Even when the charges they defend turn wicked, chimeras remain faithful, willing to lay down their lives. Corrupted Loyalty. Mortals who earn a chimera’s trust can tempt and train the monstrosity to bring out the worst of their three parts: a dragon’s greed, a lion’s pride, and a goat’s stubbornness. Such chimeras happily serve evil mortals. Tactical Warriors. Chimeras have many ways to keep themselves and their charges from being cornered. The lion head snaps up enemies in massive jaws and hurls them away, the ram head pummels them to the ground, and the dragon head bathes them in fire. The sound of the three heads crying together can shake even the most stalwart warriors. One Being, Three Heads. Unlike many other multi- headed creatures, a chimera has a single mind. Their heads work together, never snapping at one another over food, favors, or personality conflicts. The heads often express the chimera’s emotions in unison, braying together in times of battle or purring all at once to show affection. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Ram’s Defense (2 Ferocity). The chimera makes a signature attack. On a hit, the attack imposes disadvantage on the target’s next attack roll made before the start of the chimera’s next turn. 3rd Level: Lion’s Leap (5 Ferocity). The chimera moves up to half their speed without provoking opportunity attacks. If they end this movement on the ground, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Volcanic Blow (8 Ferocity). The chimera spits an explosion of fire at a point they can see within 60 feet of them. Each creature in a 10-foot-radius sphere centered on that point must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one. Reactions Protective Absorption (Recharges after a Short or Long Rest). When the chimera’s caregiver takes damage while within 60 feet of the chimera, half the damage taken (rounded up) is transferred to the chimera.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Chimera Companion (PB 5)","description":"Massive flexing claws. Lashing draconic tail. Nimble leathery wings. And not one, but three menacing heads: a snarling lion, a helix-horned ram, and a dragon with fire sparking in its throat. Many see the chimera as an aggres- sor, but few know its origins as a divine guardian. The First Chimera. The first chimera was a gift. A deity gave a devout queen this young guardian—one with the intelligence of a dragon, the bravery of a lion, and the tenacity of a ram. The queen raised the chimera to be a strong protector of not just her person, but of her people, who loved the chimera and their ruler. But neighboring lands feared the monstrosity. As a conquering force swept into the land, their first defilement of peace was slaughter- ing the chimera. The queen’s resulting fury was said to be felt by the gods. As she screamed, a nearby volcano erupted, spew- ing basalt and chimeras over the land. With fiery might, the chimeras overtook the opposing army and dispersed. Each found a new territory and claimed the role of divine protector over that place, its inhabitants, and its treasures. Fiercely Faithful. When a chimera acts as a guardian, almost nothing can shake that loyalty. They are viciously territorial over objects, creatures, and founts of magic they defend. Even when the charges they defend turn wicked, chimeras remain faithful, willing to lay down their lives. Corrupted Loyalty. Mortals who earn a chimera’s trust can tempt and train the monstrosity to bring out the worst of their three parts: a dragon’s greed, a lion’s pride, and a goat’s stubbornness. Such chimeras happily serve evil mortals. Tactical Warriors. Chimeras have many ways to keep themselves and their charges from being cornered. The lion head snaps up enemies in massive jaws and hurls them away, the ram head pummels them to the ground, and the dragon head bathes them in fire. The sound of the three heads crying together can shake even the most stalwart warriors. One Being, Three Heads. Unlike many other multi- headed creatures, a chimera has a single mind. Their heads work together, never snapping at one another over food, favors, or personality conflicts. The heads often express the chimera’s emotions in unison, braying together in times of battle or purring all at once to show affection. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Ram’s Defense (2 Ferocity). The chimera makes a signature attack. On a hit, the attack imposes disadvantage on the target’s next attack roll made before the start of the chimera’s next turn. 3rd Level: Lion’s Leap (5 Ferocity). The chimera moves up to half their speed without provoking opportunity attacks. If they end this movement on the ground, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Volcanic Blow (8 Ferocity). The chimera spits an explosion of fire at a point they can see within 60 feet of them. Each creature in a 10-foot-radius sphere centered on that point must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one. Reactions Protective Absorption (Recharges after a Short or Long Rest). When the chimera’s caregiver takes damage while within 60 feet of the chimera, half the damage taken (rounded up) is transferred to the chimera.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Chimera Companion (PB 6)","description":"Massive flexing claws. Lashing draconic tail. Nimble leathery wings. And not one, but three menacing heads: a snarling lion, a helix-horned ram, and a dragon with fire sparking in its throat. Many see the chimera as an aggres- sor, but few know its origins as a divine guardian. The First Chimera. The first chimera was a gift. A deity gave a devout queen this young guardian—one with the intelligence of a dragon, the bravery of a lion, and the tenacity of a ram. The queen raised the chimera to be a strong protector of not just her person, but of her people, who loved the chimera and their ruler. But neighboring lands feared the monstrosity. As a conquering force swept into the land, their first defilement of peace was slaughter- ing the chimera. The queen’s resulting fury was said to be felt by the gods. As she screamed, a nearby volcano erupted, spew- ing basalt and chimeras over the land. With fiery might, the chimeras overtook the opposing army and dispersed. Each found a new territory and claimed the role of divine protector over that place, its inhabitants, and its treasures. Fiercely Faithful. When a chimera acts as a guardian, almost nothing can shake that loyalty. They are viciously territorial over objects, creatures, and founts of magic they defend. Even when the charges they defend turn wicked, chimeras remain faithful, willing to lay down their lives. Corrupted Loyalty. Mortals who earn a chimera’s trust can tempt and train the monstrosity to bring out the worst of their three parts: a dragon’s greed, a lion’s pride, and a goat’s stubbornness. Such chimeras happily serve evil mortals. Tactical Warriors. Chimeras have many ways to keep themselves and their charges from being cornered. The lion head snaps up enemies in massive jaws and hurls them away, the ram head pummels them to the ground, and the dragon head bathes them in fire. The sound of the three heads crying together can shake even the most stalwart warriors. One Being, Three Heads. Unlike many other multi- headed creatures, a chimera has a single mind. Their heads work together, never snapping at one another over food, favors, or personality conflicts. The heads often express the chimera’s emotions in unison, braying together in times of battle or purring all at once to show affection. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Ram’s Defense (2 Ferocity). The chimera makes a signature attack. On a hit, the attack imposes disadvantage on the target’s next attack roll made before the start of the chimera’s next turn. 3rd Level: Lion’s Leap (5 Ferocity). The chimera moves up to half their speed without provoking opportunity attacks. If they end this movement on the ground, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Volcanic Blow (8 Ferocity). The chimera spits an explosion of fire at a point they can see within 60 feet of them. Each creature in a 10-foot-radius sphere centered on that point must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one. Reactions Protective Absorption (Recharges after a Short or Long Rest). When the chimera’s caregiver takes damage while within 60 feet of the chimera, half the damage taken (rounded up) is transferred to the chimera.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Chimera Zombie","description":"Traits Three-Headed. The zombie has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Multiattack. The zombie makes one Bite or Horns attack, and one Claws attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Horns. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+ 5) slashing damage. Baleful Breath (Recharge 5–6). The zombie exhales pestilent gas in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Chimera, Royal","description":"This chimera has a lion's mane plaited in gold, a goat head with magic sparking between its curved horns, a smoking dragon's head, and a hissing serpent for a tail. Chimeras that discover the luxury of long life inevitably enjoy the servitude of lesser creatures. Declaring sovereignty—with few willing to dispute the claim—such chimera foster unceasing ambition for power, wealth, and status. Profane Magic. Any chimera that lives long enough to claim royalty and be recognized as such soon gains magical power, often commanded by its goat head. With this power, the goat transfigures the chimera's tail into a snake, giving the chimera the knowledge of speech and greater capability for deception and manipulation. Though the transformation of the tail provides the knowledge of speech, the chimera can speak through any of its heads. Legendary Resistance (3/Day). If the royal chimera fails a saving throw, it can choose to succeed instead. Regal Bearing. The chimera's AC includes its Charisma modifier. Actions Multiattack. The chimera makes one Bite attack, one Claws attack, and one Eldritch Horns attack, or it makes two Arcane Blast attacks. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage . Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Eldritch Horns. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) force damage. Serpent Strike. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage. Arcane Blast. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 21 (3d10 + 5) force damage. Searing Breath (Recharge 5-6). The dragon head exhales a 30-foot cone of fire that burns and blinds. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (10d8) fire damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded. Spellcasting. The chimera's goat head casts one of the following spells, requiring only verbal components and using Charisma as the spellcasting ability (spell save DC 18): At will: charm person , dispel magic , mage hand 3/day each: bestow curse , enthrall , haste 1/day: dominate person Legendary Actions The chimera can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The chimera regains spent legendary actions at the start of its turn. Prideful Prowl. The chimera moves up to its walking speed, or flies up to half its flying speed, without provoking opportunity attacks. Serpent Strike. The chimera makes one Serpent Strike attack. Cast a Spell (Costs 2 Actions). The chimera uses Spellcasting. Roar of the King (Costs 2 Actions). The lion head lets out a bellow that spurs on its allies. Each friendly creature, including the chimera, within 30 feet of the chimera that can hear the roar gains 11 (2d10) temporary hp and can't be frightened for 1 minute.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Chimeric Phantom","description":"The vague outline of a tortured being flickers, appearing as though it may have once been human. Its face is composed of many faces, and its expressions shift rapidly from madness to anger to pain. Its features change from one moment to the next, resembling one person for a short time, then someone else, or an odd combination of several at the same time. Recombined Spirits. Chimeric phantoms are created when intelligent creatures, most often humanoid, are consumed by a kachlian . The kachlian keeps the pieces of the creatures’ souls that it finds most valuable and discards the remainder. These discarded pieces of souls often combine into a single, ghost-like creature. Although the chimeric phantom retains fractured memories of the individuals it once was, none of these memories are fully realized, and no single partial soul is in control of the phantom. Chimeric phantoms are an amalgam of spirits and can be destroyed. However, the spirits that make up the phantom cannot be separated into their former selves, as core pieces of the original souls were consumed by the kachlian that created the phantom. Insanity. Chimeric phantoms are destined to spend the remainder of their existence in a state of insanity. Each of the spirits fights to dominate the others to control the being they have become, though the spirits are doomed to never have a victor. Instead, the chimeric phantom is ruled by whatever emotion is strongest at that moment. The constant turmoil of its internal struggle leaves the chimeric phantom a chaotic mess of faces, voices, and body language that shift as its emotions change and as minor personalities take hold for seconds at a time. Its struggle is never-ending, permanently damaging the psyches of all the souls that make up the chimeric phantom. The fractured souls can never experience true peace until they have been completely destroyed, which requires destroying the chimeric phantom and the kachlian who made it. Undead Nature. A phantom doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Chimeron","description":"The tormenauk resembles a hulking ape with a dozen or more extra mouths randomly distributed around their body. Though their brute force is formidable enough, this Category 3 demon also inflicts raw psychic pain by scream- ing from their mouths in different voices—often using the agonized voices of souls the tormenauk has devoured. Traits Lethe. While the chimeron’s soul count is 0, they have advan tage on attack rolls, disadvantage on saving throws, and their Intelligence score becomes 3 (−4). Additionally, the chimeron must use their movement on each of their turns to move as close as possible to the nearest creature they can sense with their soulsight, and then if they are able, they must use their action to attack and attempt to kill that creature. The chimeron can’t act with any other purpose until they add 1 to their soul count. Soul Devourer. When the chimeron reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom saving throw. On a failed save, the chimeron consumes the creature’s soul and adds 1 to the chimeron’s soul count. A creature whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a wish spell. Soul Resistance. While the chimeron’s soul count is is 2 or higher, they have advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The chimeron makes up to three attacks using Powerful Bite, Scorching Bite, Booming Bite, or Chilling Bite. They can’t use any attack more than once. Powerful Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. Scorching Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 9 (2d8) fire damage, and the target is set on fire until the target or a creature who can reach them uses an action to extinguish the flames. A creature who is on fire at the start of their turn takes 7 (2d6) fire damage. If a creature who is already on fire is set on fire again on a subsequent turn, the damage isn’t cumulative. Booming Bite (Costs 1 Soul). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 9 (2d8) thunder damage, and the target is knocked prone. Chilling Bite (Costs 1 Soul). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 9 (2d8) cold damage, the target’s speed is halved until the end of their next turn, and they can only make one attack during their next turn. Reactions Pain Absorption (Cost 1 Soul). When the chimeron takes damage, they reduce the damage taken by 16 (3d10).","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon, Category 5)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":12},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Chimeron","description":"Traits Lethe. While the chimeron’s soul count is 0, they have advantage on attack rolls, disadvantage on saving throws, and their Intelligence score becomes 3 (−4). Additionally, the chimeron must use their movement on each of their turns to move as close as possible to the nearest creature they can sense with their soulsight, and then if they are able, they must use their action to attack and attempt to kill that creature. The chimeron can’t act with any other purpose until they add 1 to their soul count. Soul Devourer. When the chimeron reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom saving throw. On a failed save, the chimeron consumes the creature’s soul and adds 1 to the chimeron’s soul count. A crea­ture whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a w ish spell. Soul Resistance. While the chimeron’s soul count is 2 or higher, they have advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The chimeron makes up to three attacks using Powerful Bite, Scorching Bite, Booming Bite, or Chilling Bite. They can’t use any attack more than once. Powerful Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. Scorching Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 9 (2d8) fire damage, and the target is set on fire until the target or a creature who can reach them uses an action to extinguish the flames. A creature who is on fire at the start of their turn takes 7 (2d6) fire damage. If a creature who is already on fire is set on fire again on a subsequent turn, the damage isn’t cumulative. Booming Bite (Costs 1 Soul). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 9 (2d8) thunder damage, and the target is knocked prone. Chilling Bite (Costs 1 Soul). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 9 (2d8) cold damage, the target’s speed is halved until the end of their next turn, and they can only make one attack during their next turn. Reactions Pain Absorption (Costs 1 Soul). When the chimeron takes damage, they reduce the damage taken by 16 (3d10).","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon, Category 5)","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":12},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Chiron","description":"Centaur, Chiron Chirons are a noble and ancient subrace of centaurs, dedicated and devoted to the tutelage of mortal heroes and the overthrow of monstrous races and threats. They are skilled in the sciences, masters of music, disciples of the healing arts, and marvelous mentors. A typical chiron is 7 feet tall and weighs between 1500 and 2000 pounds. Chirons rarely live among their centaur kin, and in fact tend to consider themselves a tribe apart, referring to their less civilized relatives as \"wild centaurs,\" \"wildlings,\" or \"mavericks.\" They favor pastoral forests, grasslands, and hills for their homes, and unlike the nomadic centaurs chirons are generally staid and content to live in and around just one place where they can find peace and solitude. Many chirons find isolated and remote valleys while others dwell in simple caves surrounded by natural springs and windswept heights. A few even take to the sea to find a home on a lonely island, and those who have been a long time alone may take a good deal of convincing to provide instruction to an aspiring hero. Chiron proteges are often very young, with instruction in the simple rudiments of literacy and numeracy providing a foundation for later learning. Older students may focus on one or more specific disciplines in which the chiron can guide them. Not all chirons follow such a hermetic path, however. Many actively seek out proteges to mentor and teach in the old codes and ancient traditions of the land. Others work as tutors for the children of royalty, or those that are nominated to their tutelage by the acclamation of those they trust. Chirons rarely abide in palaces even when working with kings, but they may find contentment in grand gardens, or in the temple compounds of prophetic oracles. Even chirons that enjoy the company of others rarely associate for long with other chirons. Whether it is from professional jealousy or rivalry, or perhaps a genuine sense that their efforts would be better spent nurturing many different heroes, only rarely will chirons convene a council of members. In such councils, the eldest and wisest of the chirons present typically carry the most weight in debate and discussion. In the event of an impasse, one of the chirons will typically surrender the point rather than create bad blood between them or their proteges. Even when no such disagreements surface, chiron councils of up to 4 rarely last more than a week or two before each party goes its own separate way. Chirons are primarily herbivorous, though they can and do eat meat on occasion. Though they can subsist on meager fare at need, they enjoy finely crafted wine and delicate cuisine when they can obtain it. Many chirons are gardeners and beekeepers, as they savor the taste of honey and use it to create mythic ambrosia, which they often give as a parting gift to heroic proteges setting off on dangerous quests. Though able to interbreed with common centaurs, few chirons do so (which may account for their relative rarity). Their immortal lifespans preclude a deep sense of attachment with those among their short-lived kin, and those among their kind that sire children must often watch them grow old and die while the immortal chiron lives on, as only rarely is their divine spark passed on by heredity. Most prefer to reserve their paternal instincts for the heroes that seek them out, as they teach each new generation the lessons and leagcies of the past. Chirons can have a strong impact on the local environment, as they often contemplate the auguries and oracles before making decisions to see what omens they reveal. Acts that would compromise the beauty and balance of the natural world are avoided whenever possible, and they may help coordinate disorganized fey creatures and even the wild things of the wood to rise up and drive out those that would despoil their homes.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral good","Expansion":30635,"Challenge Rating":9},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Chiron","description":"Centaurs were said to be children of king Ixion of Thessaly and the nymph Nephele. They are basically horses with the upper body of a human attached to where the head would normally be. In Greek mythology, only the bearded, male kind is shown, but the Romans also depicted female versions. Centaurs were also seen in India and Russia. Although many accounts describe them as untamed, barbaric beings, they can be heroic and are some of the more agreeable monsters in Hell. All centaurs carry Lucifer’s hair in golden amulets around their necks. Although they fulfill the rather menial task of punishing sinners, they are proud warriors who adhere to a strict hierarchy with Chiron as their leader. The centaur Chiron is the offspring of titans (just like the dwarves are) and was raised and taught by the god Apollo. He is skilled in many arts like medicine, music, hunting and prophecy and is the most civilized of the centaurs. Numerous heroes like Achilles, Jason and Odysseus have been under his tutelage. Due to his prophetic abilities, Chiron will be able to spot any character whose Dark Secret is based on Violence against others. He will politely ask the person to come with him and tell them that they are about to have a personal experience. If the group has antagonized the centaurs, the person will be taken by force. Traits Charge. If Chiron moves at least 30 feet straight forward toward a target and then hits it with his trample attack, the target must make a DC 10 Constitution saving throw or be knocked prone. Spellcasting. Chiron is a 5t h-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Chiron knows the following druid spells: Cantrips (at will): druid craft, guidance, produce flame 1st level (4 slots): animal friendship, detect magic, longstrider 2nd level (3 slots): animal messenger, locate object, moonbeam 3rd level (2 slots): conjure animals, speak with plants Actions Trample. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) blugeoning damage. Short Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity (centaur druid)","Expansion":30058,"Challenge Rating":2},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Chironist Alchemist","description":"The School of Chiron takes theoretical learning just as seriously as physical training, which meant that students could choose to specialize in specific paths if they so wished. The alchemist is a specialist on potion-making, usage of poisons and complementary usage of magic. Although they’re no slouch with a sword, their true strength lies in their potions, which can present a variety of effects. From granting them magical empowerment to acting as powerful magic conduits, the alchemists have many tricks for all kinds of situations. The School of Chiron A subset of a monster-hunting order of blood-magic users known as Blood Hunters who broke away from the darker, blood magic and mutation-filled path that their order is known for. Their creation is owed to the action of one of the Master Blood Hunters, Kanan Reindhart, who wanted to distance future members of the order away from the occult and dark ways of the times of old, when the death of apprentices was far too common. In order to complete this shift in direction Kanan sought the assistance of a legendary figure, Chiron the immortal centaur. This man was known for many things, among them being the teacher for several heroes of legend such as Jason, Heracles and even Achilles. With his experience, knowledge and skill the new warriors would be able to compensate for the loss of the dark magic formerly used by the order. As a result, the next generations were able to flourish in new ways, without the heinous loss of life that the dark magic presented as a risk. Now these new monster slayers start taking their first steps into the world as a new order, the School of Chiron. Sins of the Order. Despite their new path in life, the School of Chiron still has to carry the weight of the Blood Hunters’ reputation, making them a bit of an outlier as far as social acceptance goes. There are places that do not treat them or their former order with such disdain, but they are few and far between. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Magic Weapons. The alchemist's weapon attacks are magical. Actions Multiattack. The alchemist makes two longsword attacks and throws a bomb. Longsword (One-Handed). Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) slashing damage. Longsword (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d10 + 4) slashing damage. Fire Bomb. Ranged Weapon Attack: +5 to hit, reach 60ft., one target. Hit: 11 (2d10) fire damage. On a hit the creature catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Ichor Bomb. Ranged Weapon Attack: +5 to hit, reach 60ft., one target. Hit: 9 (2d8) acid damage. On a hit the creature is restrained by sticky, alchemical goo. As an action, the restrained target can make a DC 14 Strength check, bursting through the goo on a success. Bonus Actions Alchemical Coating (2/day). The alchemist coats a melee weapon or 10 pieces of ammunition with a special potion. For the next minute the weapon or ammunition deals an additional 7 (2d6) poison, acid or necrotic damage on a hit. Rejuvenating Elixir (1/day). The alchemist imbibes a crimson elixir, healing 25 hit points and curing the poisoned condition. Draught of Endurance (1/day). The alchemist imbibes a sickly green liquid, gaining resistance to slashing, piercing, and bludgeoning damage for 1 minute. After the minute has passed the alchemist gains a level of exhaustion.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":6},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Chironist Mage","description":"Mages of the School of Chiron are not your standard Wizards, for they have created unique magical runes that are able to absorb magic from the world around them, named Cyphers. Although still capable of using traditional magic, Mages perfect the highly specialized magic of their Cyphers for maximum efficiency when on the hunt for monsters. They combine their unique spellcasting along with some very competent swordsmanship to catch their opponents off guard. Out of all members of the School of Chiron they are the most focused on swift movement and dodging, which makes them great hit-and-run tactics specialists. The School of Chiron A subset of a monster-hunting order of blood-magic users known as Blood Hunters who broke away from the darker, blood magic and mutation-filled path that their order is known for. Their creation is owed to the action of one of the Master Blood Hunters, Kanan Reindhart, who wanted to distance future members of the order away from the occult and dark ways of the times of old, when the death of apprentices was far too common. In order to complete this shift in direction Kanan sought the assistance of a legendary figure, Chiron the immortal centaur. This man was known for many things, among them being the teacher for several heroes of legend such as Jason, Heracles and even Achilles. With his experience, knowledge and skill the new warriors would be able to compensate for the loss of the dark magic formerly used by the order. As a result, the next generations were able to flourish in new ways, without the heinous loss of life that the dark magic presented as a risk. Now these new monster slayers start taking their first steps into the world as a new order, the School of Chiron. Sins of the Order. Despite their new path in life, the School of Chiron still has to carry the weight of the Blood Hunters’ reputation, making them a bit of an outlier as far as social acceptance goes. There are places that do not treat them or their former order with such disdain, but they are few and far between. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Magic Weapons. The mage's weapon attacks are magical. Spellcasting. The mage's Spellcasting Ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). They can cast the following spells: 3/day each: magic weapon, shield 2/day each: absorb elements, elemental weapon, expeditious retreat 1/day each: counterspell Actions Multiattack. The mage makes two shortsword attacks and uses one of their cyphers. Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) piercing damage. Cypher of Flame (2/day). The mage manifests the arcane symbol for fire, unleashing a torrent of flame. Any creature in a 30 foot cone must succeed on a DC 15 Dexterity saving throw or take 21 (6d6) fire damage, taking half as much on a successful save. Cypher of Force (3/day). The mage throws their hand forward and a wave of kinetic force is unleashed. Any creature in a 15 foot cone must succeed on a DC 15 Strength saving throw or take 14 (4d6) force damage and be pushed up to 10 feet away and knocked prone, taking half as much on a successful save and not being pushed or knocked prone. Cypher of Power (2/day). The mage makes a magical gesture, subtly trying to reach their opponent's nervous system. The mage chooses a creature within 30 feet, the creature must make a DC 15 Constitution saving throw or be stunned until the end of the mage's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":6},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Chironist Warrior","description":"Without the aid of occult powers enhancing their physicality,the chironists needed the edge only a legendary teacher could provide in order to stand against the dark forces that threaten to swallow the world of mortals. And so, their training brought a whole new level of skills to the table. Warriors are the martial specialists of the School of Chiron, being easily the sturdiest among their ilk. Combining that durability with extensive weapon training, as well as martial arts practice, puts them above most of the physical threats that haunt humanoids in the world. They are masters of combat, carrying and being able to use multiple weapons. Great heavy-set swords, hammers and axes, dual blades, bows and crossbows are all easily within the skill set of these warriors, and they carry more than a single weapon. If you’re lucky you might even spot all of them. Furthermore, they are excellent at enchanting their weaponry, giving it elemental properties, along with enhanced capabilities to go beyond the physical limits of their design. The School of Chiron A subset of a monster-hunting order of blood-magic users known as Blood Hunters who broke away from the darker, blood magic and mutation-filled path that their order is known for. Their creation is owed to the action of one of the Master Blood Hunters, Kanan Reindhart, who wanted to distance future members of the order away from the occult and dark ways of the times of old, when the death of apprentices was far too common. In order to complete this shift in direction Kanan sought the assistance of a legendary figure, Chiron the immortal centaur. This man was known for many things, among them being the teacher for several heroes of legend such as Jason, Heracles and even Achilles. With his experience, knowledge and skill the new warriors would be able to compensate for the loss of the dark magic formerly used by the order. As a result, the next generations were able to flourish in new ways, without the heinous loss of life that the dark magic presented as a risk. Now these new monster slayers start taking their first steps into the world as a new order, the School of Chiron. Sins of the Order. Despite their new path in life, the School of Chiron still has to carry the weight of the Blood Hunters’ reputation, making them a bit of an outlier as far as social acceptance goes. There are places that do not treat them or their former order with such disdain, but they are few and far between. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Brave. The warrior has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the warrior hits with it (included in the attack). Indomitable (2/Day). The warrior can reroll a saving throw they fail. They must use the new roll. Magic Weapons. The warrior's weapon attacks are magical. Actions Multiattack. The warrior makes three weapon attacks in any combination. Flame Tongue Greatsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 16 (3d6 + 5) slashing damage plus 7 (2d6) fire damage. Sonic Glaive. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 16 (2d10 + 5) slashing damage. On a hit, if the target is a creature they must make a DC 14 Constitution saving throw or take 9 (2d8) thunder damage and be deafened for 1 minute, taking half as much on a success and preventing the deafness. They can repeat the saving throw at the end of their next turn, recovering from the deafness on a success. Storm Crossbow. Melee Weapon Attack: +6 to hit, reach 100/400ft., one target. Hit: 7 (1d10 + 3) piercing damage. On a hit, if the target is a creature they must make a DC 14 Dexterity saving throw or take 11 (2d10) lightning damage, taking half as much on a success. A creature that fails the saving throw by 5 or more is also stunned until the end of their next turn. Bonus Actions Second Wind (Recharges after a Short or Long Rest). The warrior regains 20 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":6},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Chitine","description":"Look like spiders, but a colony of them behaves like ants, obeying a queen and her queen is Lolth. And Lolth is all temper and cruel whim. —Elminster Chitines are multiarmed humanoids with arachnid qualities that serve Lolth. They operate in well-organized colonies that prove to be effective fighters in the war against the enemies of the Demon Queen of Spiders. On occasion, Lolth pits chitines against dark elves—even though both groups worship her—as a way of punishing the drow, who created the chitines but displeased their goddess by doing so. Unnatural Origin. Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into creatures with both humanoid and spider traits, which their creators dubbed chitines. The dark elves’ intention was to create slaves dedicated first of all to the drow and, by association with them, to Lolth. As the drow ultimately discovered, the goddess found this arrangement unacceptable. The creation process required cooperation between magical disciplines. Drow wizards and warlocks used arcane magic and demonic powers, and drow priestesses invoked Lolth’s aid for the divine spark needed to ensure the subject’s survival. Lolth watched, expecting at some part of the process to see these new abominations dedicated to her, but no such ritual was performed. In retribution for this lack of respect, the Spider Queen twisted the drow’s creation rituals to serve her own purposes. Lolth’s Revenge. As the drow continued to perform the rituals, the process usually transformed the subject into the spindly, stunted creature they expected. Occasionally, though, the elf changed into a monstrosity that was more spider than elf, resembling Lolth in her spider form, and more cunning than a chitine, that the drow dubbed a choldrith. At first, the drow were unaware that the new creatures were signs of Lolth’s displeasure with them. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the dark elves came to realize their mistake—choldriths belonged to Lolth, body and soul. They whispered to the chitines of their adoration of the Spider Queen and their enmity of the drow, and the seeds of a rebellion took root and grew. The chitines and choldriths rose up against their would-be masters; soon afterward most of the creatures were free, and a number of the drow who helped breed and tend them were dead. Nowadays, drow still create chitines when they have need to. Outside the presence of a choldrith, chitines make good workers for the drow, and they can be useful if the drow find an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the drow destroy the creature immediately. Lolth’s Chosen. Choldriths are born with a fanatical devotion to Lolth, which leads them to develop some skill in divine magic. They preach that chitines are Lolth’s favored people, and that choldriths are the Spider Queen’s rightful worldly representatives sent to free the chitines from slavery. Although choldriths and chitines lack sexual characteristics, and choldriths need no mate to lay eggs, these creatures choose the gender identity of their goddess. Choldriths also believe and teach that Lolth’s spider form, much like that of a choldrith, is her truest shape. Any idol to Lolth in a chitine colony depicts Lolth in this way. As servants of Lolth, choldriths and chitines love spiders and spiderlike creatures. They rear spiders and similar arachnids, such as cave fishers. Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other evil, brutish beings that serve her. Anywhere chitines set up a colony quickly becomes a web-shrouded, gloomy, and treacherous place. Communal Spiders. Chitines and choldriths resemble spiders, but they behave more like social insects such as ants. Chitines are divided into worker and warrior castes, and choldriths occupy the top levels of a colony’s hierarchy. Each chitine has a social position that comes with duties related to that rank, and all chitines are expected to willingly sacrifice themselves to protect the choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit and protect the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig a pit trap and cover it with fragile webbing disguised with loose dirt to appear as a solid surface. A colony can support numerous choldriths, which serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a singular sovereign that determines which colony members perform which tasks, including whether she or any other choldrith is permitted to lay eggs. If this supreme ruler receives a vision from Lolth, she might change her colony’s entire course of action. At such times, chitines have emerged from the Underdark to settle in remote, gloomy places on the surface, from where they can wage war on other species, especially drow and elves. Traits Fey Ancestry : The chitine has advantage on saving throws against being charmed, and magic can’t put the chitine to sleep. Sunlight Sensitivity : While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Sense : While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web. Web Walker : The chitine ignores movement restrictions caused by webbing. Actions Multiattack : The chitine makes three attacks with its daggers. Dagger (Melee) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged) : Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Chitine","description":"Dedicated to Lolth, chitines are multiarmed bipeds with arachnid qualities. Most live in colonies in the Underdark and fight the enemies of the Demon Queen of Spiders. Long ago, the cult of Lolth first subjected elf prisoners to horrible rituals that transformed them into creatures with both elven and spider traits, which their creators dubbed chitines. The intention was to create servile warriors dedicated first to the cult and then, only by association with it, to Lolth. The goddess found this arrangement unacceptable. As punishment, the Spider Queen twisted her worshipers’ rituals. The process usually transformed subjects into the spindly creatures her devotees expected, but occasionally, an elf changed into a choldrith (appears in this book): an arachnid Monstrosity able to command and create more chitines on its own. These choldriths soon led the chitines to rebel and abandon their creators, founding free colonies elsewhere in the Underdark. On occasion, though, colonies can be found in remote, gloomy areas of the surface world, warring against Lolth’s enemies. The cult of Lolth still creates chitines as the need arises. Outside the presence of a choldrith, chitines make good workers, and they can be useful if the cult finds an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the cult destroys the creature. As servants of Lolth, chitines love spiders. They rear spiders and similar arachnids, such as cave fishers (also in this book). Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other beings that serve her. Anywhere chitines set up a colony quickly becomes a web-shrouded, gloomy, and treacherous place. Chitines resemble spiders, but they behave more like social insects such as ants. They are divided into worker and warrior castes; choldriths, when present, occupy the top levels of a colony’s hierarchy. Each chitine has a social position that comes with duties related to that rank, and all are expected to sacrifice themselves to protect the colony’s choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig pit traps and cover them with fragile webbing disguised with loose dirt to appear as a solid surface. Traits Fey Ancestry. The chitine has advantage on saving throws against being charmed, and magic can’t put the chitine to sleep. Sunlight Sensitivity. While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web. Web Walker. The chitine ignores movement restrictions caused by webbing. Actions Multiattack. The chitine makes three Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Chitine Skulker","description":"Often serving as scouts for its patrols, the deadly skulkers have the ability to stay completely hidden in the darkness, making it perfect for ambushing unwary prey that may have stumbled within its reach. Traits Ambusher. The chitine has advantage on attack rolls against any creature it has surprised. Fey Ancestry. The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep. Sunlight Sensitivity. While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Sense. While in contact with a web, the chitine knows the exact location of any creature in contact with the same web. Web Walker. The chitine ignores movement restrictions caused by webbing. Actions Multiattack. The chitine makes three Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. The attack deals an extra 3 (1d6) damage if the chitine has advantage on the attack roll. Bonus Actions Stealthy. The chitine takes the Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Chitine Warrior","description":"The strongest of their tribe, chitine warriors are chosen from the victors of brutal tribal competitions. Unlike normal chitine that prefer to ambush their foes, chitine warriors willingly charge into the battle. Traits Fey Ancestry. The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep. Sunlight Sensitivity. While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Sense. While in contact with a web, the chitine knows the exact location of any creature in contact with the same web. Web Walker. The chitine ignores movement restrictions caused by webbing. Actions Multiattack. The chitine makes three Shortsword attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Chlorine Vapen","description":"Often found in swamps, toxic fens, or areas plagued with noxious fumes, vapens are elementals composed of a volatile mixture of gases. A vapen appears as swirling clouds, although its abilities, smell, color – or lack thereof – are determined by which type of vapen it is. Ammonia Vapens Ammonia vapens are dense, white vapors that churn and roil like mist and exude a sharp, choking aroma that immediately burn the eyes and skin of their prey. Chlorine Vapens Chlorine vapens manifest as swirling, yellow-green clouds with a pungent odor and emit a hissing sound as their form reacts with moisture in the air, searing organic tissue and corroding metal on contact. Monoxide Vapens Monoxide vapens are odorless, colorless, and nearly imperceptible, appearing only as a slight distortion in the air as they silently suffocate unwitting victims. Suggested Weaknesses A vapen may have a weakness related to its unique type that a character can discover with a successful DC 13 Intelligence (Nature) check: Aqueous Aversion (Ammonia Only). If a gallon or more water is poured over the vapen, it can't take any actions until the end of its next turn. Weak Form (Monoxide Only). If the vapen is exposed to a strong wind such as a gust of wind spell, it takes 2d6 Force damage. Sunlight Hypersensitivity (Chlorine Only). If the vapen starts its turn in sunlight or enters it on its turn, it takes 2d6 Radiant damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Expansion":34474,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Choke Ooze","description":"Choke oozes are steaming masses of turgid slime that constantly churns and writhes in a pale tidal mass of anger and hunger. Great chunks of ooze boil upwards and splash back into its horrific bulk. Sages argue whether they were first distilled by the aboleth to create vast sub-oceanic domes of air for visitors and air-breathing slaves or simply curious scientists pushing the bounds of possibility, there seems little doubt that choke oozes were conceived, not discovered. Their fundamental purpose—and the reason for their being found in such vast quantities when they are met—is their ability to convert sustenance into breathable air. This boon not only causes their profligacy, but also may explain why they are so rarely encountered in the wild or randomly met. So great is this boon that the choke ooze is greatly prized, and even an immature specimen may fetch a king’s ransom amongst those with a vested interest in bringing air to remote locations. Hunger to Breathe. Cultivated choke oozes are usually massive—to enable them to yield the maximum amount of air harvest. Sometimes smaller versions of these oozes are found cultivated—often where a portable form of air is required in remote locations. There are, of course, dangers with the ooze. The first is its hunger—a choke ooze is never sated, its hunger a constant gnawing ache that is never satisfied. This need makes securing the ooze of the greatest importance, since they are drawn to flesh—any flesh—to consume. Unless held within an appropriately tough—usually steel or iron—container, their ability to create air is soon lost. 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Two long arms extend from its scrawny body, functioning like tentacles that enable the choker to strike from a distance. The creature's primary tactic is to grab a target around the throat and hold on until its prey is dead. Traits Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action⁠ on its turn. Spider Climb⁠. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The choker makes two tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is Grappled (escape DC 15). Until this grapple ends, the target is Restrained, and the choker can’t use this tentacle on another target. The choker has two tentacles. If this Attack is a critical hit, the target also can’t breathe or speak until the grapple ends.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"chaotic evil","Expansion":7386,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Choker","description":"Chokers are cowardly and dim-witted creatures, useless as guard beasts&#8288;, and utterly awful as servants. Yet for wizards of shorter stature, securing one as a familiar does negate the need for a ladder⁠. —Mordenkainen The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest. Chokers have cartilage rather than a bony skeleton⁠. This flexible internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by. Sly Trappers. A choker’s usual method for luring prey involves positioning the body of its latest catch just outside its hiding⁠ spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the corpse serves to entice other curious humanoids—explorers, drow, duergar, or the choker’s favorite prey, goblins—to come within reach. When a target presents itself, the choker’s starfish-shaped hands dart out of its hiding⁠ spot, wrap around the victim’s throat, and pin the unfortunate creature against the cavern wall while choking out its life. Because its arms are so long, the choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons⁠. Lone Hunters. Chokers tend to set their ambushes alone, rather than working in concert, but where one creature is found, others are likely to be nearby. They communicate through eerie, keening howls that travel long distances through rock but are difficult to identify⁠ or locate in a typical echo-filled cavern. Traits Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action⁠ on its turn. Boneless. The choker can move through and occupy a space as narrow as 4 inches wide without squeezing. Spider Climb⁠. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The choker makes two tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can’t use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Choker","description":"The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest. Chokers have cartilage rather than a bony skeleton. This flexible internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by. A choker’s usual method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the corpse serves to entice other curious folk—explorers from the surface world, drow, duergar, or the choker’s favorite prey, goblins—to come within reach. When a target presents itself, the choker’s starfish-shaped hands dart out of its hiding spot, wrap around the victim’s throat, and pin the unfortunate creature against the cavern wall. Because its arms are so long, the choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons. Chokers tend to set their ambushes alone, rather than working in concert, but where one choker is found, others are likely to be nearby. They communicate through eerie, keening howls that travel long distances through caves and tunnels but are difficult to identify or locate in a typical echo-filled cavern. Traits Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action on its turn. Boneless. The choker can move through and occupy a space as narrow as 4 inches wide without squeezing. Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The choker makes two Tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can’t use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Choker","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Choker","description":"Underground predators that often dwell on the outskirts of subterranean ruins or in the deep shadows of nameless cavern and in the cracks and crannies of grimy cities or even spacecraft and space stations when curiosity leads them to investigate, chokers lurk in the darkness and lash out with their long, rubbery arms to grasp prey as it passes by. They seldom attack multiple enemies at once, stalking their quarry until they can isolate a weaker victim from its pack. Chokers walk with a disturbing, almost comical gait due to their extremely limber legs. Weighing only 35 pounds and standing no taller than a halfling, chokers have no problem skittering across walls and ceilings, often lodging themselves into shadowy corners, tunnel intersections, walls, or staircases. A choker will attempt to grasp creatures of almost any size but prefers lone prey of its size or smaller. They cling to high perches and snatch prey with long, pliable arms like tentacles tipped with five wide, spiny claws. Solitary. Chokers appear to have little culture of their own, gathering only briefly to mate before their wanderlust and hunger spurs them again to a solitary existence. Their just-better-than-animalistic intelligence grants them a fascination with the trappings of society even if they do not truly understand it. Accordingly, the grubby lair of a choker (often situated in a difficult-to-reach nook or cranny) usually contains valuable objects such as rings, brooches, cloak clasps, and loose coins gathered from devoured victims. Curious Creeper. This fascination occasionally compels a choker to abandon its subterranean home for a closer study of the sunlit world's many civilizations. These chokers feel most at home in the darkened narrow alleyways of human cities, squeezing themselves into sewers, forgotten alcoves, barrels, and similar cramped, overlooked spaces. Chokers prefer to keep hidden during the light of day, emerging from their hidey-holes under cover of darkness to hunt for food and cruel pleasure. 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It uses its knowledge of its surroundings to find the perfect ambush spots where it can lie in wait and pick off a lone passerby, such as the rear guard of an adventuring party, without it getting noticed. Traits Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action on its turn. Boneless. The choker can move through and occupy a space as narrow as 4 inches wide without squeezing. Cave Strider. Moving through nonmagical difficult cavern or underground terrain doesn't cost the choker extra movement. Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Slay Foe (1/Turn). The choker deals an extra 9 (2d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Multiattack. The choker makes two Tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends. Bonus Actions Stealthy. The choker takes the Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Choldrith","description":"Look like spiders, but a colony of them behaves like ants, obeying a queen and her queen is Lolth. And Lolth is all temper and cruel whim. —Elminster Chitines are multiarmed humanoids with arachnid qualities that serve Lolth. They operate in well-organized colonies that prove to be effective fighters in the war against the enemies of the Demon Queen of Spiders. On occasion, Lolth pits chitines against dark elves—even though both groups worship her—as a way of punishing the drow, who created the chitines but displeased their goddess by doing so. Unnatural Origin. Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into creatures with both humanoid and spider traits, which their creators dubbed chitines. The dark elves’ intention was to create slaves dedicated first of all to the drow and, by association with them, to Lolth. As the drow ultimately discovered, the goddess found this arrangement unacceptable. The creation process required cooperation between magical disciplines. Drow wizards and warlocks used arcane magic and demonic powers, and drow priestesses invoked Lolth’s aid for the divine spark needed to ensure the subject’s survival. Lolth watched, expecting at some part of the process to see these new abominations dedicated to her, but no such ritual was performed. In retribution for this lack of respect, the Spider Queen twisted the drow’s creation rituals to serve her own purposes. Lolth’s Revenge. As the drow continued to perform the rituals, the process usually transformed the subject into the spindly, stunted creature they expected. Occasionally, though, the elf changed into a monstrosity that was more spider than elf, resembling Lolth in her spider form, and more cunning than a chitine, that the drow dubbed a choldrith. At first, the drow were unaware that the new creatures were signs of Lolth’s displeasure with them. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the dark elves came to realize their mistake—choldriths belonged to Lolth, body and soul. They whispered to the chitines of their adoration of the Spider Queen and their enmity of the drow, and the seeds of a rebellion took root and grew. The chitines and choldriths rose up against their would-be masters; soon afterward most of the creatures were free, and a number of the drow who helped breed and tend them were dead. Nowadays, drow still create chitines when they have need to. Outside the presence of a choldrith, chitines make good workers for the drow, and they can be useful if the drow find an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the drow destroy the creature immediately. Lolth’s Chosen. Choldriths are born with a fanatical devotion to Lolth, which leads them to develop some skill in divine magic. They preach that chitines are Lolth’s favored people, and that choldriths are the Spider Queen’s rightful worldly representatives sent to free the chitines from slavery. Although choldriths and chitines lack sexual characteristics, and choldriths need no mate to lay eggs, these creatures choose the gender identity of their goddess. Choldriths also believe and teach that Lolth’s spider form, much like that of a choldrith, is her truest shape. Any idol to Lolth in a chitine colony depicts Lolth in this way. As servants of Lolth, choldriths and chitines love spiders and spiderlike creatures. They rear spiders and similar arachnids, such as cave fishers. Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other evil, brutish beings that serve her. Anywhere chitines set up a colony quickly becomes a web-shrouded, gloomy, and treacherous place. Communal Spiders. Chitines and choldriths resemble spiders, but they behave more like social insects such as ants. Chitines are divided into worker and warrior castes, and choldriths occupy the top levels of a colony’s hierarchy. Each chitine has a social position that comes with duties related to that rank, and all chitines are expected to willingly sacrifice themselves to protect the choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit and protect the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig a pit trap and cover it with fragile webbing disguised with loose dirt to appear as a solid surface. A colony can support numerous choldriths, which serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a singular sovereign that determines which colony members perform which tasks, including whether she or any other choldrith is permitted to lay eggs. If this supreme ruler receives a vision from Lolth, she might change her colony’s entire course of action. At such times, chitines have emerged from the Underdark to settle in remote, gloomy places on the surface, from where they can wage war on other species, especially drow and elves. Traits Fey Ancestry : The choldrith has advantage on saving throws against being charmed, and magic can’t put the choldrith to sleep. Spellcasting : The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared: • Cantrips (at will): guidance , mending , resistance , thaumaturgy • 1st level (4 slots): bane , healing word , sanctuary , shield of faith • 2nd level (3 slots): hold person , spiritual weapon (dagger) Spider Climb : The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity : While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Sense : While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web. Web Walker : The choldrith ignores movement restrictions caused by webbing. Actions Dagger (Melee) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage. Dagger (Ranged) : Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage. Web (Recharge 5-6) : Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Choldrith","description":"Choldriths are monstrous spiderlike creatures originally created to serve Lolth. They rule colonies of chitines (in this book) and lead them into battle in Lolth’s war against her enemies. When devotees of Lolth created the first chitines, she watched as her followers used arcane magic and demonic powers and invoked her aid for the divine spark needed to ensure the subjects’ survival, expecting to see these new abominations dedicated solely to her, but the devotees performed no such ritual. As revenge for the devotees’ betrayal, the Spider Queen manipulated the creation rituals so that they sometimes created choldriths instead of chitines. At first, these devotees were unaware that the new creatures, which they dubbed choldriths, were signs of Lolth’s wrath. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the devotees soon realized their mistake—choldriths belonged to Lolth, body and soul. Choldriths whispered to the chitines of their adoration of the Spider Queen and their enmity against their creators, and led them in a successful revolt. Choldriths are born with a mystical connection to Lolth, which gives them divine magic. They also make up the ruling caste of most chitine colonies. A colony can support numerous choldriths, who serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a sovereign, who determines which colony members perform which tasks, including whether a choldrith is permitted to lay eggs. Sometimes a choldrith ruler receives a vision from Lolth that inspires the entire colony into some grand, often violent, action. Traits Fey Ancestry. The choldrith has advantage on saving throws against being charmed, and magic can’t put the choldrith to sleep. Spider Climb . The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Sense. While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web. Web Walker. The choldrith ignores movement restrictions caused by webbing. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage. Spellcasting. The choldrith casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12): At will: guidance , thaumaturgy 1/day each: bane , hold person Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Bonus Actions Spectral Dagger (Recharges after a Short or Long Rest). The choldrith conjures a floating, spectral dagger within 60 feet of itself. The choldrith can make a melee spell attack (+4 to hit) against one creature within 5 feet of the dagger. On a hit, the target takes 6 (1d8 + 2) force damage. The dagger lasts for 1 minute. As a bonus action on later turns, the choldrith can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Cleric)","Alignment":"Typically Chaotic Evil\r","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Choldrith High Priestess","description":"The choldrith high priestess is a devout follower of Lolth and serves at the behest of the choldrith queen. It takes charge of managing the training of potential young chitine priestesses and facilitating brutal contests for selecting potential chitine warriors. A choldrith high priestess will sometimes accompany and lead a chitine hunting party. Traits Fey Ancestry. The choldrith has advantage on saving throws against being charmed, and magic can't put the choldrith to sleep. Spider Climb. The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Sense. While in contact with a web, the choldrith knows the exact location of any creature in contact with the same web. Web Walker. The choldrith ignores movement restrictions caused by webbing. Actions Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage. Necrotic Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) necrotic damage, and the target can’t regain hit points until the start of the choldrith's next turn. Web (Recharge 5–6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Spellcasting. The choldrith casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14): At will: mending, message, thaumaturgy 2/day each: blindness/deafness, hold person (up to 2 targets) 1/day each: banishment, harm, insect plague (spiders)","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Choldrith Queen","description":"The choldrith queen is the supreme leader of its chitine colony. An extremely powerful priestess and capable warrior, the queen is seen by her kin as an emissary of Lolth and would willingly sacrifice themselves if she commands it. Traits Fey Ancestry. The choldrith has advantage on saving throws against being charmed, and magic can't put the choldrith to sleep. Legendary Resistance (1/Day). If the choldrith fails a saving throw, it can choose to succeed instead. Spider Climb. The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Sense. While in contact with a web, the choldrith knows the exact location of any creature in contact with the same web. Web Walker. The choldrith ignores movement restrictions caused by webbing. Actions Multiattack. The choldrith makes two Dagger attacks. Alternatively, it can use Necrotic Bolt twice. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 10 (3d6) poison damage. Necrotic Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 17 (3d8 + 4) necrotic damage, and the target can’t regain hit points until the start of the choldrith's next turn. Web (Recharge 5–6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Spellcasting. The choldrith casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15): At will: guidance, mending, message, thaumaturgy 3/day each: blindness/deafness, hold person (up to 3 targets) 1/day each: contagion, harm, insect plague (spiders) Bonus Actions Divine Word (1/Day). The choldrith casts divine word using Wisdom as the spellcasting ability (spell save DC 15). Legendary Actions The choldrith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The choldrith regains spent legendary actions at the start of its turn. Move. The choldrith moves up to half its speed. Strike (Costs 2 Actions). The choldrith makes a Dagger attack or uses Necrotic Bolt. Cast a Spell (Costs 3 Actions). The choldrith uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Chondrus","description":"Chondrus is a priest of Lutheria who works alongside the Order of Sydon to secure magical secrets and political influence for the Titans. He currently serves as the master of the Great Library in Yonder (Y14), though he occasionally makes trips to Mytros to oversee the Cult of Lutheria's activities in the city. Chondrus was born an orphan in Stygian Row, where he was treated with suspicion, like most of his kind. Eventually, he was taken in by priests at the Temple of Lutheria, where he learned magic and came to view the Mistress of Death as his own personal savior. When Chondrus came of age, he dared to travel to the Nether Sea to see the Lady of Dreams in person. After many trials, he succeeded in joining her personal harem. He spent many years aboard Hypnos, enjoying the pleasures of Lutheria's garden, but eventually, she grew bored of him and cast him out. Roleplaying Chondrus Arrogant . Chondrus believes that he's smarter than pretty much everyone he meets. While it's true that he's survived an impressive array of dangers by the strength of his own wits, his arrogance frequently makes him short-sighted and undermines his plans. Pedantic . The only thing Chondrus likes more than being right is correcting other people when they're wrong. He relishes pointing out minor errors, and he makes a great show of being patient with those of \"lesser intellect\" than himself.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Alignment":"lawful evil","Expansion":4963,"Challenge Rating":8},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Chonka","description":"Chonkas are tanky beefcake gobbos that get swole working out in golden gyms and use their massive, hulking arms as weapons. Chonkas love pain—each time they take damage, their muscles enlarge and they become jacked, empowering their next attack to decimate even the strongest creatures! If you run into a chonka, they tell you every detail about their daily workouts and strange dieting habits. Unfortunately, chonkas despise leg day; their upper bodies are huge, but their legs are so small that they move slower than other gobbos. They look really odd when they walk, trust me. Traits No Pain, No Gain . Whenever the chonka takes damage, their muscles swell with beefy might. When the chonka hits with a weapon attack, they deal an extra 1d6 damage for each instance of damage they have taken since their last weapon attack, up to a maximum of 10d6. This feature persists even if the chonka has died. Actions Multiattack . The chonka makes two melee attacks. Jacked Arms . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The chonka has two arms, each of which can grapple one target. Goblin Protein Bar . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. Bonus Actions Chonka Ward (2/Day) . The chonka chooses a point anywhere in the gobbo cave. A pile of dilapidated workout equipment erupts in a 10-foot cube centered on that point. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) bludgeoning damage and is restrained by the workout equipment. On a successful save, a creature takes half as much damage and isn’t restrained. A creature restrained by the workout equipment can use its action to make a DC 14 Strength or Dexterity check (its choice), ending the effect on itself on a success. Additionally, the chonka suffers 10 psychic damage due to the guilt of not working out.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Any Alignment","Expansion":21760},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Chroma Lizard","description":"Dizzying shimmers of light bounce off the mirror-like scales of this reptilian creature. Its powerful jaws part with a hiss, revealing a smile of razor-edged teeth. Chroma lizards' long, reptilian bodies are supported by short, powerful legs that are ideal for moving undetected through tall savannah grasses. The lizard is covered in reflective, mirror-like scales that provide constant camouflage and dazzle unwitting prey. Carnivorous Camouflage. Chroma lizards develop their unique chrome-plated scales through a specialized digestive process that extracts minerals readily found in meat. The lizards can extract these minerals from other foods but prefer a carnivorous diet whenever possible. Freshly hatched or poorly nourished chroma lizards have dull scales that don't afford the same protection as healthy scales. Prized Hide. The chroma lizard's mirror-like scales are prized for their beauty and utility. Hunters turn a healthy profit selling chroma hides to armorers and jewelry makers, but savannah-dwelling peoples train the lizards as mounts. Mirrored Competition. Needing a large intake of prey to maintain their scales, chroma lizards in the wild fight each other for territory or mates. Chroma lizards fight one another with their eyes closed to avoid the reflected light from their opponents. If the lizards see themselves in a reflection, they often shut their eyes out of reflex. Clever hunters use reflective surfaces when hunting chroma lizards to gain the upper hand on the lizards. Mirror Scales. While the chroma lizard is in bright light, creatures that rely on sight have disadvantage on attack rolls against the lizard. Mirror Shy. If the chroma lizard sees itself reflected in a polished surface within 30 feet of it and in an area of bright light, the lizard immediately closes its eyes and is blinded until the start of its next turn when it can check for the reflection again. Radiant Reflection. When a creature deals radiant damage to the chroma lizard, half the radiant damage the lizard took is reflected back at that creature. Actions Multiattack. The chroma lizard uses Dazzling Display. It then makes one Bite attack and one Claws attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Dazzling Display. The chroma lizard causes its chrome scales to ripple, casting dizzying reflections of light. Each creature that can see the chroma lizard must succeed on a DC 15 Constitution save or be blinded until the end of its next turn. The lizard can't use this action while in darkness, and creatures have advantage on the saving throw if the chroma lizard is in dim light.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Chromanticore (monster)","description":"A prismatic manticore summoned from the Astral Sea. This creature can be summoned by the spell Chromanticore . They can also be found in the Astral Sea, acting as vigilant protectors of important sites found on that plane.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Lawful good ","Challenge Rating":4},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Chromatic Greatwyrm","description":"The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat's mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons. Often a chromatic greatwyrm's ascension involves fusing the power of a single dragon's echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been. In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike. Traits Chromatic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates. Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead. Unusual Nature. The greatwyrm doesn't require food or drink. Actions Multiattack. The greatwyrm makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage. Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time. Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone. Breath Weapon (Recharge 5–6). The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) damage of a type determined by the greatwyrm's kind: acid (black), cold (white), fire (red), lightning (blue), or poison (green). On a successful save, the creature takes half as much damage. Legendary Actions The greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The greatwyrm regains spent legendary actions at the start of its turn. Attack. The greatwyrm makes one Claw or Tail attack. Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed. Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears. Mythic Actions If the greatwyrm's Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions. Bite. The greatwyrm makes one Bite attack. Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) damage of a type determined by the greatwyrm's kind: acid (black), cold (white), fire (red), lightning (blue), or poison (green).","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon (chromatic)","Alignment":"typically chaotic evil","Challenge Rating":27},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Chronalmental","description":"A chronalmental is difficult to pin down, and it may appear as a large man-shaped absence in the air that reveals first a field of stars, then a contorted rainbow of colored bands, then a brilliant white light, strobing in and out of existence. Fluid as Time. Shifting between the past, present, and future, chronalmentals are formed from temporal energy. They flow like sand in an hourglass and exist between the tickings of a clock. The first chronalmentals were forged from extra time left over from the beginning of the universe. Many served as shock troopers in unfathomable wars between angels and fiends or gods and ancient titans. Most were lost between seconds or abandoned to drift aimlessly in the Astral Plane or in the void between the stars. Stewards of Calamity. Locations of historical significance—both past and future—attract chronalmentals. They have a fondness for battlefields and other sites of strife. Because they are drawn to noteworthy places, chronalmentals have a reputation as harbingers of calamity, and their presence may incite panic among scholars, priests, and sages. Environmental Chaos. Whatever the terrain, the environment behaves strangely around the chronalmental. Collapsed walls might suddenly rise, seedlings become massive trees, and fallen soldiers relive their dying moments. These changes occur randomly, a side-effect of a chronalmental’s presence, and things return to normal when they depart. Elemental Nature. A chronalmental does not require air, food, drink, or sleep. Traits Temporal Body: When a chronalmental is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on the saving throw and regains 13 (3d8) hit points. Actions Multiattack: The chronalmental makes 1d4 + 1 slam attacks. Slam: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. Steal Time (1/Day): The chronalmental targets one creature it can see within 30 feet of it. The targeted creature must make a DC 16 Wisdom saving throw. On a failed saving throw, the chronalmental draws some of the creature’s time into itself and gains +10 to its position in initiative order. In addition, the target’s speed is reduced by half, it can’t take reactions, and it can take either an action or a bonus action on its turn, but not both. While it is stealing time, the chronalmental’s speed increases by 30 feet, and when it takes the multiattack action, it can make an additional slam attack. The targeted creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Displace (Recharge 5–6): The chronalmental targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically shunted outside of time. The creature disappears for 1 minute. As an action, the displaced creature can repeat the saving throw. On a success, the target returns to its previously occupied space, or the nearest unoccupied space. Reactions Step Between Seconds (Recharge 4–6): When a creature the chronalmental can see moves within 5 feet of it, the chronalmental can shift itself to a place it occupied in the past, teleporting up to 60 feet to an unoccupied space, along with any equipment it is wearing or carrying.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Chroniclum","description":"A chroniclum is a magically animated, leather-bound tome. Its cover wrinkles and creases to form the resemblance of a humanoid face on the cover. Empty voids fill the eyes and mouth, and it speaks with an eerily creaking voice. The chroniclum's pages are made from stiff parchment and filled with beautiful calligraphy. Although it has no ears, it hears and observes everything. It is also highly sensitive to loud sounds and will shush any creature in its vicinity that is being too noisy. Tireless Transcribers Chroniclums work tirelessly to record everything they can, magically filling themselves with new pages truthfully and objectively describing all they observe. If a chroniclum bonds with a creature, it dutifully repeats any knowledge it has recorded back to that creature if asked to (and sometimes without being asked). However, each of a chroniclum's magically transcribed pages is limited to 30 days, after which they crumble and turn to dust. If a chroniclum is left without anything new to record for too long, it eventually stops producing new pages until its magic finally withers and it is reduced to naught but an empty cover.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Construct","Alignment":"Typically Lawful Neutral","Expansion":32062,"Challenge Rating":"1/2"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Chronomatic Enhancer","description":"A giant clock walks on four insectoid legs. As a bolt of fire flies at a nearby humanoid, the clock creature’s inner gears spin and the fire fizzles into a singe on the humanoid’s cloak. Chronomatic enhancers are constructs made by powerful spellcasters specializing in time-altering magic. Enhancers are protective guardians of their masters and powerful tools the spellcasters can utilize. Time Construct. A chronomatic enhancer resembles a large clock with its inner workings clearly visible. It has four beetle-like legs and two arms. Intricate rune-like markings and glowing blue gems sparkle throughout the enhancer’s interior. These magical runes allow the chronomatic enhancer to alter time around it in minor ways, aiding allies and hindering foes. Construct Nature. The chronomatic enhancer doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":8073,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Chuhaister","description":"A brutish forest-dwelling giant whose loathing for fey creatures is matched only by its love of power. It is a tall muscled humanoid with bark-like skin that wears animal skins and adorns itself with the skulls of its fey victims. Imprisoner. Chuhaister detest fey creatures of any alignment, taking delight in capturing them and destroying their villages. Many chuhaister carry an unfortunate fey as a pet, which they keep in a wooden cage atop their heads. The giant's nullifying magic prevents the creature from using its spells to escape. Chieftains. Chuhaister sometimes lead small clans of forest marauders ( Tome of Beasts ), serving as chieftain to the dim-witted giants. In this role, they organize raids on fey communities within their territory and terrorize other settlements near their border. As chieftain, the chuhaister uses its clan to build great wooden fortifications in the deep recesses of the forest.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Chupacabra","description":"This fearsome creature stands about three feet tall and looks like a cross between a dog and a reptile. Its body is covered in a leathery greenish-gray hide, and a crest of spines runs down its back. A pair of bulging, glowing eyes stare intently as it opens its mouth, revealing a set of razor sharp fangs. Chupacabras wander remote hills and plains at night, alone or in small packs, in search of their prey. They will sometimes attack lone humans, but they prefer to feed on the blood of sheep and other domestic animals. Goats are a particular favorite. Stealthy Hunters. The chupacabra stalks its quarry before leaping out and sinking its teeth into the creature's neck to drain its blood. When hunting in open ground, the chupacabra will use its terrible glowing eyes to paralyze its victim with fear before attacking. Creatures killed by chupacabra are found completely drained of blood with a triangular, almost bat-shaped, puncture wound in their necks. Superstitious farmers may blame vampires, but those brave enough, and who know of the chupacabra, may band together to hunt down the true culprit, using a caged goat as bait. Servants of the Demon Bat. Chupacabras are sometimes bred underground by derro worshippers of Camazotz, the Demon Lord of Bats (Tome of Beasts). The sudden appearance of the creatures in a locality may indicate the presence of Demon Bat cultists below ground. Worse, whispered rumors tell of chupacabras with bat-like wings created by the derro savants under direction from their dreaded mi-go (Tome of Beasts) allies.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Chuul","description":"Survivors of the ancient aboleth empire, chuuls are crustaceans the aboleths modified and endowed with sentience. They follow the ingrained directives of their creators, as they have done since the dawn of time. Primeval Relics. In the primeval ages, aboleths ruled a vast empire that spanned the oceans of the world. In those days, the aboleths used mighty magic and bent the minds of the nascent creatures of the mortal realm. However, they were bound to the water and could not enforce their will beyond it without servants. Therefore, they created chuuls. Perfectly obedient, the chuuls collected sentient creatures and magic at the aboleths’ command. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths’ empire crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and consolidating power. Tireless Guardians. Chuul still guard the ruins of the ancient aboleth empire. They linger in silent observance of eons-old commands. Rumors and ancient maps sometimes lure treasure seekers to these ruins, but the reward for their boldness is death. Whatever riches that the explorers bring with them adds to the hoard guarded by the chuuls. Chuuls can sense magic at a distance. This sense couples with an innate drive that leads them to slay explorers, take their gear, and bury it in secret locales aboleths dictated eons ago. Waiting Servants. Although the aboleths’ ancient empire fell long ago, the psychic bonds between them and their created servants remain intact. Chuuls that come into contact with aboleths immediately assume their old roles. Such chuuls redirect their compulsions to the service of the aboleths’ sinister purposes. Traits Amphibious : The chuul can breathe air and water. Sense Magic : The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. Actions Multiattack : The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once. Pincer : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. The target is grappled, escape DC 14, if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. Tentacles : One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Chuul","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The chuul can breathe air and water. Sense Magic : The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. Actions Multiattack : The chuul makes two pincer attacks . If the chuul is grappling a creature, the chuul can also use its tentacles once. Pincer : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage . The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. Tentacles : One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed . The target can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success.","properties":{"Category":"Monsters","AC":"16 (Natural Armor)","HP":"93 (11d10+33)","CHA":5,"CON":16,"DEX":10,"INT":5,"STR":19,"WIS":11,"Size":"Large","Type":"aberration","Speed":"30 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390059254/lSznm_3eVRdtb-AH8WXCyw/original.png","Roll 0":"Pincer\n1d20 + 6\n2d6+4","Senses":"Darkvision 60 Ft.","Skills":"Perception +4","Source":"5th Edition SRD","data-XP":"1,100","Alignment":"Chaotic Evil","Languages":"Understands Deep Speech But Can't Speak","data-List":"false","Immunities":"Poison","Token Size":2,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The chuul can breathe air and water.\"},{\"Name\":\"Sense Magic\",\"Desc\":\"The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.\"},{\"Name\":\"Pincer\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled\"},{\"Name\":\"Tentacles\",\"Desc\":\"One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]","data-CHA-mod":"-3","data-CON-mod":"+3","data-DEX-mod":"+0","data-INT-mod":"-3","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":4,"Passive Perception":14,"Condition Immunities":"Poisoned","data-CrNum":4,"data-AcNum":16,"data-HpNum":93},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Chuul Juggernaut","description":"Although rare, some chuul grow to an immense size and develop some psychic abilities. These are called juggernauts and are often sought out by aboleths to use as personal guardians. Traits Amphibious. The chuul can breathe air and water. Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. Actions Multiattack. The chuul makes two Pincer attacks and uses its Telekinetic Pull. If the chuul is grappling a creature, the chuul can also use its Tentacles once. Pincer. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. The target is grappled (escape DC 16) if it is a Huge or smaller creature and the chuul doesn't have two other creatures grappled. Tentacles. One creature grappled by the chuul must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed and takes 11 (2d10) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Telekinetic Pull. The chuul projects a powerful telekinetic force that grips and crushes a target within 120 feet. If the target is a Huge or smaller creature, it must succeed on a DC 13 Strength saving throw or it takes 16 (3d10) psychic damage and the chuul pulls the target up to 30 feet towards itself. It is restrained by the chuul's telekinetic grip until the start of the chuul's next turn or until the chuul is incapacitated.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Chuul Mount (PB 2)","description":"Long ago, aboleths imbued chuuls with a powerful drive to seek out and collect sources of magic. That’s why deep-sea treasure hunters favor these magic-seeking mounts! Experienced chuul riders can dive to incredible depths in search of jewels and ancient artefacts. Traits Mounted. During a long rest, the chuul can designate one creature that rode it within the last 10 days as its rider. The chuul gains temporary hit points equal to the rider’s level or challenge rating after completing the long rest. The chuul uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious. The chuul can breathe air and water. Sense Magic. The chuul senses magic within 120 feet of it at will and makes a low clicking noise that can be heard by its rider when it does so. This trait otherwise works like the detect magic spell but isn't itself magical. Actions Vice Grip. Melee Weapon Attack: +4 + PB to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 12 + PB) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. Vimsipper Tentacles. One creature grappled by the chuul must succeed on a DC 10 + PB Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is paralyzed, and any spells or other magical effects affecting the target are suppressed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each time the target fails this saving throw, the chuul regains 1d4 hit points. Disrupting Trill (1/Day). The chuul lets out an discomforting clicking sound in a 60-foot cone, causing the area to vibrate with a field of antimagic until the end of its next turn. This effect works like the antimagic field spell. Reactions Carapace Cover. The chuul’s rider can use their reaction to gain a +2 bonus to AC until the start of its next turn. The chuul's AC is reduced by 2 until the start of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted aberration","Alignment":"unaligned","Expansion":18512,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Chuul Mount (PB 3)","description":"Long ago, aboleths imbued chuuls with a powerful drive to seek out and collect sources of magic. That’s why deep-sea treasure hunters favor these magic-seeking mounts! Experienced chuul riders can dive to incredible depths in search of jewels and ancient artefacts. Traits Mounted. During a long rest, the chuul can designate one creature that rode it within the last 10 days as its rider. The chuul gains temporary hit points equal to the rider’s level or challenge rating after completing the long rest. The chuul uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious. The chuul can breathe air and water. Sense Magic. The chuul senses magic within 120 feet of it at will and makes a low clicking noise that can be heard by its rider when it does so. This trait otherwise works like the detect magic spell but isn't itself magical. Actions Vice Grip. Melee Weapon Attack: +4 + PB to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 12 + PB) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. Vimsipper Tentacles. One creature grappled by the chuul must succeed on a DC 10 + PB Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is paralyzed, and any spells or other magical effects affecting the target are suppressed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each time the target fails this saving throw, the chuul regains 1d4 hit points. Disrupting Trill (1/Day). The chuul lets out an discomforting clicking sound in a 60-foot cone, causing the area to vibrate with a field of antimagic until the end of its next turn. This effect works like the antimagic field spell. Reactions Carapace Cover. The chuul’s rider can use their reaction to gain a +2 bonus to AC until the start of its next turn. The chuul's AC is reduced by 2 until the start of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted aberration","Alignment":"unaligned","Expansion":18512,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Chuul Mount (PB 4)","description":"Long ago, aboleths imbued chuuls with a powerful drive to seek out and collect sources of magic. That’s why deep-sea treasure hunters favor these magic-seeking mounts! Experienced chuul riders can dive to incredible depths in search of jewels and ancient artefacts. Traits Mounted. During a long rest, the chuul can designate one creature that rode it within the last 10 days as its rider. The chuul gains temporary hit points equal to the rider’s level or challenge rating after completing the long rest. The chuul uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious. The chuul can breathe air and water. Sense Magic. The chuul senses magic within 120 feet of it at will and makes a low clicking noise that can be heard by its rider when it does so. This trait otherwise works like the detect magic spell but isn't itself magical. Actions Vice Grip. Melee Weapon Attack: +4 + PB to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 12 + PB) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. Vimsipper Tentacles. One creature grappled by the chuul must succeed on a DC 10 + PB Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is paralyzed, and any spells or other magical effects affecting the target are suppressed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each time the target fails this saving throw, the chuul regains 1d4 hit points. Disrupting Trill (1/Day). The chuul lets out an discomforting clicking sound in a 60-foot cone, causing the area to vibrate with a field of antimagic until the end of its next turn. This effect works like the antimagic field spell. Reactions Carapace Cover. The chuul’s rider can use their reaction to gain a +2 bonus to AC until the start of its next turn. The chuul's AC is reduced by 2 until the start of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted aberration","Alignment":"unaligned","Expansion":18512,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Chuul Mount (PB 5)","description":"Long ago, aboleths imbued chuuls with a powerful drive to seek out and collect sources of magic. That’s why deep-sea treasure hunters favor these magic-seeking mounts! Experienced chuul riders can dive to incredible depths in search of jewels and ancient artefacts. Traits Mounted. During a long rest, the chuul can designate one creature that rode it within the last 10 days as its rider. The chuul gains temporary hit points equal to the rider’s level or challenge rating after completing the long rest. The chuul uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious. The chuul can breathe air and water. Sense Magic. The chuul senses magic within 120 feet of it at will and makes a low clicking noise that can be heard by its rider when it does so. This trait otherwise works like the detect magic spell but isn't itself magical. Actions Vice Grip. Melee Weapon Attack: +4 + PB to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 12 + PB) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. Vimsipper Tentacles. One creature grappled by the chuul must succeed on a DC 10 + PB Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is paralyzed, and any spells or other magical effects affecting the target are suppressed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each time the target fails this saving throw, the chuul regains 1d4 hit points. Disrupting Trill (1/Day). The chuul lets out an discomforting clicking sound in a 60-foot cone, causing the area to vibrate with a field of antimagic until the end of its next turn. This effect works like the antimagic field spell. Reactions Carapace Cover. The chuul’s rider can use their reaction to gain a +2 bonus to AC until the start of its next turn. The chuul's AC is reduced by 2 until the start of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted aberration","Alignment":"unaligned","Expansion":18512,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Chuul Mount (PB 6)","description":"Long ago, aboleths imbued chuuls with a powerful drive to seek out and collect sources of magic. That’s why deep-sea treasure hunters favor these magic-seeking mounts! Experienced chuul riders can dive to incredible depths in search of jewels and ancient artefacts. Traits Mounted. During a long rest, the chuul can designate one creature that rode it within the last 10 days as its rider. The chuul gains temporary hit points equal to the rider’s level or challenge rating after completing the long rest. The chuul uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious. The chuul can breathe air and water. Sense Magic. The chuul senses magic within 120 feet of it at will and makes a low clicking noise that can be heard by its rider when it does so. This trait otherwise works like the detect magic spell but isn't itself magical. Actions Vice Grip. Melee Weapon Attack: +4 + PB to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 12 + PB) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled. Vimsipper Tentacles. One creature grappled by the chuul must succeed on a DC 10 + PB Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is paralyzed, and any spells or other magical effects affecting the target are suppressed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each time the target fails this saving throw, the chuul regains 1d4 hit points. Disrupting Trill (1/Day). The chuul lets out an discomforting clicking sound in a 60-foot cone, causing the area to vibrate with a field of antimagic until the end of its next turn. This effect works like the antimagic field spell. Reactions Carapace Cover. The chuul’s rider can use their reaction to gain a +2 bonus to AC until the start of its next turn. The chuul's AC is reduced by 2 until the start of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted aberration","Alignment":"unaligned","Expansion":18512,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Chuul Spore Servant","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":4962,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Chwinga","description":"Chwingas are tiny elemental spirits that exist all over Faerûn. These gentle creatures tend to nature as humble custodians. Chwingas live inside plants, rocks, and springs far from civilization. Painfully shy, they prefer to move about unseen. Though no two chwingas look exactly alike, they all resemble 6-inch-tall animated dolls with strange masks, spindly limbs, and wild hair. Chwingas brighten a natural setting as they adorn their burrows with colorful rocks and plants. Humanoid Fascination . Chwingas shun other creatures, but they find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity compels it to shadow those creatures for a short time and observe them. If it takes a liking to a particular humanoid, a chwinga uses its cantrips to aid it, or bestows a magical gift before departing. The features that attract a chwinga to a particular humanoid vary. A chwinga might like the way a humanoid walks or the way it combs its hair, or be smitten by a humanoid’s ability to play music or to eat copious amounts of food. Chwingas that live in the desert can bestow the following additional supernatural charms: Charm of the Mirage . This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. Charm of the Water Bearer . This charm allows you to create up to 1 gallon of fresh water, which fills one or more empty containers in your possession. You can do this up to thrice per day for 10 days, after which this charm vanishes from you. Traits Evasion . When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Unusual Nature . The chwinga doesn’t require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice). Spellcasting . The chwinga casts one of the following spells, requiring no material or verbal components: At will: druidcraft, guidance, pass without trace, resistance Actions Magical Gift (1/Day). The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms. Natural Shelter . The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn’t impair the chwinga’s blindsight. The chwinga can use its action to emerge from its shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter’s former space, but is otherwise unharmed.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental","Expansion":9505,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Chwinga","description":"A chwinga is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Those found in cold climates also live in ice and snow. Painfully shy, chwingas prefer to move about unseen. Chwingas resemble 6-inch-tall animated dolls with mask-like faces, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by gentle breezes, the sweet smell of flowers, dancing fireflies, or snowflakes. They don’t have names and cannot speak. Humanoid Fascination. Chwingas find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it follows them for a short time to observe them. If it takes a liking to a humanoid, a chwinga might use its cantrips to aid the creature, or it might bestow a magical gift before departing. The aspect that attracts a chwinga to a humanoid can take any form. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid’s ability to play music or to eat copious amounts of food. Chwingas in Icewind Dale Chwingas first appeared in the published adventure Tomb of Annihilation as creatures indigenous to the tropical peninsula of Chult. As spirits of the elements, however, they range far and wide. Large numbers of them came to Icewind Dale with immigrants from Chult and made new homes for themselves in and around Ten-Towns. Those that remained near civilization adopted the garb of their humanoid neighbors, creating miniature coats for themselves. They can sometimes be seen riding on arctic foxes or snowshoe hares. Others wandered into the tundra, changing their coloration to blend in with their surroundings. Exposure to Auril’s nightly aurora and the unnatural blizzards she creates can cause chwingas to behave unpredictably, even insanely. New Chwinga Charms This section describes several new charms that chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action. Charm of Biting Cold. This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges to wreathe your weapon attacks with biting cold for 1 minute. Until this effect ends, you deal an extra 1d6 cold damage when you hit with a melee or ranged weapon attack. Once all its charges have been expended, this charm vanishes from you. Charm of Bounty. This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to cast the create food and water spell, requiring no components. Once all its charges have been expended, this charm vanishes from you. Charm of Cold Resistance. This charm allows you to give yourself resistance to cold damage as an action. This benefit lasts for 24 hours, after which the charm vanishes from you. Charm of Snowball Strike. This charm has 5 charges. As a bonus action, you can expend 1 of the charm’s charges to create a magical snowball in your hand and throw it. You must have a hand free to hold the snowball, or the charge is wasted. The snowball is a magic ranged weapon with which you are proficient. It has a normal range of 20 feet and a long range of 60 feet, it deals 1d4 cold damage on a hit, and it scores a critical hit on a roll of 19 or 20. If you score a critical hit with the snowball, the target is blinded until the end of its next turn. The snowball vanishes immediately after you hit or miss with it, or at the end of your turn if you don’t throw it. Once all its charges have been expended, this charm vanishes from you. Charm of the Ice Troll. This charm allows you to use your reaction when you take cold damage to reduce the damage to 0. You regain a number of hit points equal to half the cold damage you would have taken. Once you do so, the charm vanishes from you. Charm of the Snow Walker. This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to gain the following benefits for 24 hours: You and your allies within 15 feet of you ignore difficult terrain caused by snow or ice. You can see through areas heavily obscured by snow to a distance of 60 feet. You are immune to the effects of extreme cold, as described in the Dungeon Master’s Guide (though you gain no protection from cold damage). Once all its charges have been expended, this charm vanishes from you. Charm of the Traveler’s Haven. This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to cast the Leomund’s tiny hut spell, no components required. Once all its charges have been expended, this charm vanishes from you. Traits Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Innate Spellcasting. The chwinga’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components: At will: druidcraft, guidance, pass without trace, resistance Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice). Actions Magical Gift (1/Day). The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for information on supernatural charms. Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn’t impair the chwinga’s blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter’s space, but is otherwise unharmed.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental","Alignment":"neutral","Expansion":6331,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Chwinga","description":"A chwinga (pronounced cheh-WING-ah) is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Painfully shy, chwingas prefer to move about unseen. If two or more chwingas live in the same area, each one will take shelter in a different plant, rock, or body of fresh water. Though no two chwingas look exactly alike, they resemble 6-inch-tall animated dolls with strange masks, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by cool breezes, the sweet smell of flowers, and dancing fireflies. Their mere presence makes a natural setting more lush and vibrant. Humanoid Fascination. Chwingas shun most other creatures, but they find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga enounters one or more humanoids, its curiosity sometimes get the better of it, and it shadows those creatures for a short time to observe them. If it takes a liking to a particular humanoid, a chwinga might use its cantrips to aid it, or might bestow a magical gift before departing. The features that attract a chwinga to a particular humanoid can vary. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid's ability to play music or to eat copious amounts of food. Elemental Nature. Chwingas sleep but don't require air, food, or drink. They don't have names and have no ability to speak. When a chwinga dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a marble of smooth stone, or a puddle of fresh water. Traits Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Innate Spellcasting. The chwinga's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components: At will: druidcraft , guidance , pass without trace , resistance Actions Magical Gift (1/Day). The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice. See chapter 7 of the Dungeon Masters Guide for more information on supernatural charms. Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the chwinga's blindsight. The chwinga can use it's action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter's space, but is otherwise unharmed.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental","Alignment":"neutral","Expansion":7389,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Chwinga","description":"A chwinga is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Those found in cold climates also live in ice and snow. Painfully shy, chwingas prefer to move about unseen. Chwingas resemble 6-inch-tall animated dolls with mask-like faces, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by gentle breezes, the sweet smell of flowers, dancing fireflies, or snowflakes. They don’t have names and cannot speak. Humanoid Fascination. Chwingas find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it follows them for a short time to observe them. If it takes a liking to a humanoid, a chwinga might use its cantrips to aid the creature, or it might bestow a magical gift before departing. The aspect that attracts a chwinga to a humanoid can take any form. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid’s ability to play music or to eat copious amounts of food. Chwingas in Icewind Dale Chwingas first appeared in the published adventure Tomb of Annihilation as creatures indigenous to the tropical peninsula of Chult. As spirits of the elements, however, they range far and wide. Large numbers of them came to Icewind Dale with immigrants from Chult and made new homes for themselves in and around Ten-Towns. Those that remained near civilization adopted the garb of their humanoid neighbors, creating miniature coats for themselves. They can sometimes be seen riding on arctic foxes or snowshoe hares. Others wandered into the tundra, changing their coloration to blend in with their surroundings. Exposure to Auril’s nightly aurora and the unnatural blizzards she creates can cause chwingas to behave unpredictably, even insanely. New Chwinga Charms This section describes several new charms that chwingas living in Icewind Dale or other cold regions can bestow using their Magical Gift action. Charm of Biting Cold. This charm has 3 charges. As a bonus action, you can expend 1 of the charm’s charges to wreathe your weapon attacks with biting cold for 1 minute. Until this effect ends, you deal an extra 1d6 cold damage when you hit with a melee or ranged weapon attack. Once all its charges have been expended, this charm vanishes from you. Charm of Bounty. This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to cast the create food and water spell, requiring no components. Once all its charges have been expended, this charm vanishes from you. Charm of Cold Resistance. This charm allows you to give yourself resistance to cold damage as an action. This benefit lasts for 24 hours, after which the charm vanishes from you. Charm of Snowball Strike. This charm has 5 charges. As a bonus action, you can expend 1 of the charm’s charges to create a magical snowball in your hand and throw it. You must have a hand free to hold the snowball, or the charge is wasted. The snowball is a magic ranged weapon with which you are proficient. It has a normal range of 20 feet and a long range of 60 feet, it deals 1d4 cold damage on a hit, and it scores a critical hit on a roll of 19 or 20. If you score a critical hit with the snowball, the target is blinded until the end of its next turn. The snowball vanishes immediately after you hit or miss with it, or at the end of your turn if you don’t throw it. Once all its charges have been expended, this charm vanishes from you. Charm of the Ice Troll. This charm allows you to use your reaction when you take cold damage to reduce the damage to 0. You regain a number of hit points equal to half the cold damage you would have taken. Once you do so, the charm vanishes from you. Charm of the Snow Walker. This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to gain the following benefits for 24 hours: You and your allies within 15 feet of you ignore difficult terrain caused by snow or ice. You can see through areas heavily obscured by snow to a distance of 60 feet. You are immune to the effects of extreme cold, as described in the Dungeon Master’s Guide (though you gain no protection from cold damage). Once all its charges have been expended, this charm vanishes from you. Charm of the Traveler’s Haven. This charm has 3 charges. As an action, you can expend 1 of the charm’s charges to cast the Leomund’s tiny hut spell, no components required. Once all its charges have been expended, this charm vanishes from you. Traits Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Innate Spellcasting. The chwinga’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components: At will: druidcraft, guidance, pass without trace, resistance Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice). Actions Magical Gift (1/Day). The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM's choice. See the Dungeon Master's Guide for information on supernatural charms. Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn’t impair the chwinga’s blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter’s space, but is otherwise unharmed.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental","Alignment":"neutral","Expansion":27909,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Chwinga","description":"A chwinga (pronounced cheh-WING-ah) is a tiny elemental spirit that lives in plants, rocks, and rivers far from civilization. Painfully shy, chwingas prefer to move about unseen. If two or more chwingas live in the same area, each one will take shelter in a different plant, rock, or body of fresh water. Though no two chwingas look exactly alike, they resemble 6-inch-tall animated dolls with strange masks, spindly limbs, and wild hair. Their appearance is sometimes foreshadowed by cool breezes, the sweet smell of flowers, and dancing fireflies. Their mere presence makes a natural setting more lush and vibrant. Humanoid Fascination. Chwingas shun most other creatures, but they find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more humanoids, its curiosity sometimes gets the better of it, and it shadows those creatures for a short time to observe them. If it takes a liking to a particular humanoid, a chwinga might use its cantrips to aid it, or might bestow a magical gift before departing. The features that attract a chwinga to a particular humanoid can vary. In some cases, a chwinga might simply like the way a humanoid walks or the way it combs its hair. Other times, it might be smitten by a humanoid’s ability to play music or to eat copious amounts of food. Elemental Nature. Chwingas sleep but don’t require air, food, or drink. They don’t have names and have no ability to speak. When a chwinga dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a marble of smooth stone, or a puddle of fresh water. Traits Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Innate Spellcasting. The chwinga’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components: At will: druidcraft, guidance, pass without trace, resistance Actions Magical Gift (1/Day). The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM’s choice. See \"Charms\" for more information on supernatural charms. Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn’t impair the chwinga’s blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter’s space, but is otherwise unharmed.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental","Alignment":"neutral","Expansion":31454,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Chwinga Astronaut","description":"Chwingas that live in Wildspace usually dwell on habitable moons and asteroids, though they occasionally stow away on spelljamming ships or ride around on space guppies (described later in this book). Using its Magical Gift ability, a chwinga astronaut can bestow one of the following charms in place of those described in the Dungeon Master’s Guide. Charm of Air Bubbles This charm allows you to cast the air bubble spell (see the Astral Adventurer’s Guide ) as an action. Once used three times, this charm goes away. Charm of Instant Tools This charm allows you to magically conjure a set of artisan’s tools, navigator’s tools, or thieves’ tools. The conjured tools appear either in your hand or somewhere else in your space (your choice). Once used, this charm goes away, but the tools remain. Chwinga Chwingas are tiny elemental spirits that adapt easily to any habitable environment. These gentle creatures protect nature, considering themselves as its humble custodians. Chwingas live inside plants, rocks, and springs far from civilization. Chwingas resemble 6-inch-tall, animated dolls with mask-like faces, spindly limbs, and wild hair. They don’t have names and can’t speak. Chwingas normally avoid other creatures, but they find the trappings of civilization fascinating. They puzzle over creatures that wear armor, carry weapons, use tools, and cook food. When a chwinga encounters one or more such creatures, its curiosity compels it to shadow them for a short time and observe them. If it takes a liking to a particular creature, a chwinga uses its cantrips to aid that creature, or bestows upon it a magical gift before departing. The features that attract a chwinga to a particular creature vary. A chwinga might like the way a certain creature walks or the way it combs its hair, or be smitten by its ability to play music or to eat copious amounts of food. Traits Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails, provided it isn’t incapacitated. Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a tiny pile of moondust, a cloud of glittering spores, a statuette resembling its former self, a chunk of ice, or a sponge shaped like a dodecahedron (DM’s choice). Actions Magical Gift (1/Day). The chwinga targets a Humanoid it can see within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms. Natural Shelter. The chwinga takes shelter inside a rock, a bush, a tree, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while it is magically protected in this way, and the shelter doesn’t inhibit the chwinga’s blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter’s space, but is otherwise unharmed. Spellcasting. The chwinga casts one of the following spells, requiring no material or verbal components and using Charisma as the spellcasting ability: At will: druidcraft, guidance, pass without trace, resistance","properties":{"Category":"Monsters","Size":"TIny","Type":"elemental","Alignment":"typically neutral evil","Expansion":16643,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Cikavak","description":"The cikavak is a remarkably ugly magical bird—a supernatural creature conjured through a lengthy ritual. A dark gray comb flops atop their heads and shapeless wattles dangle from their throats. They seem unimposing. Dagger Beaks. Cikavaks use their elongated, dull-gray beaks to draw up nectar and other fluids—or to stab with the force of a dagger. Although it requires great effort to call up these homely birds, the magic is surprisingly common, known among peasants and townsfolk as well as mages. Once summoned, they remain faithful to their masters until death. While cikavaks don’t speak, they comprehend the Common tongue and can speak with animals to help their master. They often magically silence the cries of more melodious birds. Potion Pouches. Cikavaks possess another odd ability: when fully distended, their ventral pouches hold up to half a gallon of almost any liquid. These resilient pouches take little or no damage from their contents, holding potions without ingesting them or even carrying acid without injury. Thieves make use of this ability, directing the birds to siphon up liquids and thus steal honey from neighbors’ beehives, as well as milk, beer, and wine. The most audacious thieves send their birds into magicians’ towers, alchemists’ shops, or the local apothecary to seize mercury, phlogiston, and more exotic substances. They carry these stolen fluids back to their owner in their pouches. While normally strong flyers, when laden with liquids, their flight is clumsy at best. Folk Conjuration. To call a cikavak with folk magic rituals, a character must gather an egg from a black hen as well as 30 gp worth of herbs and colored chalks. Cast at sunset, the folk ritual requires half an hour and requires a successful DC 15 Intelligence (Arcana) check to succeed. (The material components can be used multiple times, until the ritual succeeds). The hen’s egg must then be carried and kept warm for 40 days. During this time, the ritual caster must not bathe or be subject to any spell effects. Usable only by non-casters, the ritual’s feeble magic is immediately dispelled if the cikavak’s master uses any other sort of spell or spell-like ability. Traits Innate Spellcasting: The cikavak’s innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: speak with animals 1/day: silence Actions Bite: Melee Weapon Attack : +4 to hit, range 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Cinder Hulk","description":"Cinder hulks are distant descendants of fire giants who isolated themselves from the world and steeped themselves in the energy of the Elemental Planes. Over the course of centuries, these giants were transformed into Elementals made of smoke and cinders. Half the size of their giant ancestors, cinder hulks maintain the basic physical shape of fire giants, but ash and embers billow around their barely cohesive physical forms. Cinder hulks live in isolated enclaves in fiery locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation of their giant ancestors; they simply want to burn as much as they can until their own flames are extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Traits Death Burst. When the cinder hulk dies, it leaves behind a cloud of cinders and smoke that fills a 10-foot-radius sphere centered on its space. The sphere is heavily obscured. Any creature that moves into the area for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 10 (3d6) fire damage. The cloud lasts for 1 minute or until it is dispersed by strong wind. Actions Multiattack. The cinder hulk makes two Slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 10 (3d6) fire damage. Wave of Cinders (Recharge 5-6). The cinder hulk emits a wave of smoldering ash from its face, hands, or chest in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Chaotic Evil","Expansion":24749,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Cinder-Fueled Vodyanoi","description":"Actions Multiattack. The cinder-fueled vodyanoi makes two claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d8+2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":16,"Challenge Rating":7},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Cinderslag Elemental","description":"Cinderslag elementals are pure manifestations of the hatred and furor of the deceased Cinder King, Thordak. Even after his death, the fires of that great red dragon continue to ravage Emon, as places scorched by his corrupting flames are transformed into vitriolic pits of slag and ash that spawn mindless creatures of elemental destruction. Though Thordak’s Crater in Emon has mostly been healed by the Fire Ashari of Pyrah, the terrible fires still churning beneath the city give rise to cinderslag elementals, as do other areas where the Cinder King’s elemental devastation has left an indelible mark, including the ruins of Serpent’s Head in the Cliffkeep Mountains and the Ashen Gorge in the Stormcrest Mountains. Gaze of Annihilation. A cinderslag elemental’s Molten Gaze unleashes incredible power that can melt steel and stone with a glance. If one of these creatures is allowed to focus its gaze for long periods, or if several elementals work in unison, entire cities can easily be leveled in a tide of molten stone. Fortunately for the people of Emon, Thordak’s elemental spawn are mindless and incapable of unified action—as long as no one is able to bend these creatures to their will. Traits Searing Presence. Any creature that starts its turn within 5 feet of the elemental takes 5 (1d10) fire damage. Molten Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and must succeed on a DC 14 Strength saving throw or be restrained. A creature that starts its turn restrained in this way takes 5 (1d10) fire damage. It can repeat the saving throw at the end of each of its turns, freeing itself on a success. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (3d6+2) bludgeoning damage plus (1d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Molten Gaze. Ranged Spell Attack: +8 to hit, reach 30 ft., one target. Hit: (6d6) fire damage. The target must succeed on a DC 14 Constitution saving throw or have one nonmagical item of the elemental’s choice that the target is carrying instantly melt or burn to cinders.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Expansion":20583,"Challenge Rating":8},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Cirdan Blackforge","description":"Pronunciation: “Seer-dan Black-forge” Cirdan Blackforge is an old, once-famous dwarvish shipwright, now down on his luck and nearing the end of his career. He is representing the Blackforge Clan at Professor Orryn’s presentation, but has grave misgivings about the possible impact the new technology might have on the 'verse’s complicated economy. He believes dwarves like him would be hit the hardest by any major change to the status quo. Despite his resistance to change, Cirdan does his best to keep an open mind and is always interested in meeting new people.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"true neutral","Expansion":9634,"Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Cirraal","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral good","Expansion":14533,"Challenge Rating":9},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Cirrus Mecharoid","description":"Mecharoids Mecharoids are advanced tactical defense units equipped with state-of-the-art artificial intelligence. Like many other automatons, they are considered to be semi-self-aware, yet they are completely devoted to their mission, regardless of their evolved programming. War Machines. Before the development of more advanced combat gear, mobile power armor was a popular choice for military operations on planetary soil. Rather than scrap their old suits, the now-defunct Deleron Corporation refitted them with new parts and a military-grade AI specifically designed to learn and adapt to all forms of tactical warfare. These new designs were named mecharoids, coined after the commonly used nickname for power armor, \"mecha-suits.\" Mission Primary. Though capable of learning on their own, a mecharoid's programming tends to be a bit slower and clunkier than other automatons. In addition, their AI is supplemented with a set of mission directives that can override their own logical processing. When programmed with a mission, a mecharoid is bound to complete it to the best of its ability, regardless of unforseen situations that arise. Cirrus Mecharoid One of the earliest models created by Deleron Corp, a cirrus mecharoid has a heavily armored, bulky frame and disruptor-powered blades that can cause cellular degradation in living creatures. The cirrus model is often used as a deterrent for ground troops and small vehicles.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"neutral","Expansion":27051,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Cirrus Mecharoid","description":"Mecharoids Mecharoids are advanced tactical defense units equipped with state-of-the-art artificial intelligence. Like many other automatons, they are considered to be semi-self-aware, yet they are completely devoted to their mission, regardless of their evolved programming. War Machines. Before the development of more advanced combat gear, mobile power armor was a popular choice for military operations on planetary soil. Rather than scrap their old suits, the now-defunct Deleron Corporation refitted them with new parts and a military-grade AI specifically designed to learn and adapt to all forms of tactical warfare. These new designs were named mecharoids, coined after the commonly used nickname for power armor, \"mecha-suits.\" Mission Primary. Though capable of learning on their own, a mecharoid's programming tends to be a bit slower and clunkier than other automatons. In addition, their AI is supplemented with a set of mission directives that can override their own logical processing. When programmed with a mission, a mecharoid is bound to complete it to the best of its ability, regardless of unforseen situations that arise. Cirrus Mecharoid One of the earliest models created by Deleron Corp, a cirrus mecharoid has a heavily armored, bulky frame and disruptor-powered blades that can cause cellular degradation in living creatures. The cirrus model is often used as a deterrent for ground troops and small vehicles. Durasteel Mecharoid This model's armored frame is made from the same composite as most starship hulls. Their breaching apparatus makes them equally as dangerous to fortifications and structures. Stormfury Mecharoid A walking arsenal, this elite siege unit has a small central frame outfitted with a host of interchangeable mounted weapons. Prime-Delta Mecharoid One of the \"prime\" line units fashioned after kanasi tech instead of older mobile armor frames, their armor and weapons are sorium forged. Though more versatile and dangerous, they also tend to take a far looser interpretation of their mission parameters. Titanium Mecharoid These units are commonly used in military outfits across the galaxy in conjunction with gamaroids and other synths.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"neutral","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Citadel Spider","description":"“Citadel spiders aren’t smart, but for sheer battlefield power and versatility, they can’t be beat.” —Camlash, balor general of Lolth Lolth’s followers breed spiders of all types and sizes, infusing the creatures with foul energy from the Demonweb Pits. Perhaps the most feared of such abominations is the citadel spider. The titanic citadel spider serves as a powerhouse weapon and mobile command post. Wedges of chitin atop a citadel spider’s back shield passengers and protect the spider’s biological cannon. A citadel spider can launch globs of acidic webbing from its cannon that hold victims in place until the spider can eviscerate them with its serrated jaws. Traits Legendary Resistance (3/Day). If the spider fails a saving throw, it can choose to succeed instead. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Multiattack. The spider makes two Bite attacks. It can replace one of these attacks with a use of Web Bomb. Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) poison damage. Web Bomb. Ranged Weapon Attack: +14 to hit, range 300 ft./600 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage, and the target and all creatures within 10 feet of it must succeed on a DC 19 Dexterity saving throw or take 10 (3d6) acid damage and have the restrained condition until the start of the spider’s next turn. Reactions Absorb Blow. In response to being hit with an attack roll, the spider’s carapace absorbs some of the blow, reducing the damage it takes by 11 (2d10).","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Citrine Bahtera","description":"You ask about what we could learn from the Bahtera. I ask, “What makes you think they want to talk to you?” Go out there and ask if you want. I am perfectly fine being very much ignorant and very much alive. Bahtera Bahtera are large lizard-like creatures with a hardened scale hide and six limbs, two of which can function as both arms and legs. They are a common type of primordial, beings evolved directly from the elemental building blocks of the universe. The question of how they came to be has yet to be answered, even by the bahtera themselves. Spawn of Bahrelis. Bahtera, like most primordials, are some of the oldest beings in the galaxy. They were originally born from the surface of Bahrelis, a planet-sized entity with its own intelligence and self-awareness. Over time, bahtera lairs spawned in nearby systems in the Rim Sectors, eventually expanding to many more systems closer to the galactic core. Today, it's not uncommon for a bahtera lair to be found on even the most desolate planets. No one knows what became of Bahrelis itself, however. Born from the Elements. All bahtera have a thick hide with scales bearing a stone-like texture and hardness. In addition, rows of gemstone-like spikes protrude from their skin. These spike growths identify the elemental nature of the bahtera, as each one is integrally linked to one of the universal forces of creation. This grants each type certain innate abilities, including the ability to wield the channeling powers of the espers. They defend themselves with crafted gem-like weapons akin to their nature. When all else fails, they can hurl hardened stone spikes from their tails. The Talkurr. Bahtera of the same type often develop and lair together in isolated areas beneath a planet's surface or within a region heavy with rock formations, if any. All bahtera, however, view each other as kin sharing the same language and system of writing. They refer to each other as \"talkurr,\" which in their language loosely translates to \"part of the greater.\" Evolutionary Calling. The bahtera of today are far different from those born thousands of years ago. The first spawn of Bahrelis were far weaker and more susceptible to their ever-changing environment. As children of the elements, many view themselves as superior to other species, with some demanding tribute from those they deem lesser, or using them for forced labor or food. Most bahtera groups establish a structured, tribal society. Ancient Technologies. Most bahtera tribes are not as technologically developed as modern, spacefaring species, but are able to use their surrounding resources to build fortified structures shaped and imbued with strange elemental or cosmic power. The lairs of the most powerful of the bahtera tribes are a wonder to behold. There are rumors of large devices hidden within these lairs that can create spatial rifts leading to other distant parts of the galaxy. Distant Kin. The matokai are rumored to be an offshoot of the bahtera, even sharing the same ancient language. While the matokai take enormous pride in their history and culture, the bahtera despise their distant cousins, viewing them with the utmost contempt. Azurite Bahtera Dwellers of rocky crags surrounded by great oceans or frozen wastelands, these bahtera (known among their kind as \"zeotis\") pride themselves on being strong, stalwart, and fearless. They have silvery gray scales with spikes of brilliant deep blue. Unyielding Might. Strength and fortitude are the most respected traits among the zeotis. They constantly test themselves and each other with physical feats of might and endurance, and of course, their victories in battle against worthy opponents. They are not the least bit kind-hearted to any other creatures, living or artificial, but can be made to show a begrudging respect for those who courageously stand firm against their raw power. The Cold and the Deep. Azurite bahtera settle on small, solitary landmasses surrounded by large water-based bodies. Their affinity for the cold also attracts them to icy wastelands, glaciers, or the surface of frozen moons. Baryte Bahtera As the most aloof among their kin, the baryte bahtera, known as \"ceowir\" consider themselves to be far above the concerns of other species, including other bahtera of the talkurr. Their have deep brown- or gray-colored scales. Their spikes are clear with tinges of yellow or light blue and radiate dim light in a 10-foot radius when in darkness. Empyrean Rulers. Power and greatness are as important to the baryte bahtera as the air that gives them life. They amass wealth in both money and resources, though for control and prestige rather than greed. As children of the sky and stars, the ceowir define themselves with lavish titles akin to emperor, prince, or sovereign. They tend to be far less overtly savage or cruel than some other bahtera, considering themselves to be above such things. To Reach the Stars. Baryte bahtera lair in grand fortresses in lofty mountainous regions or atop landmasses that float above the surface of a planet. These aerial strongholds often bear a seal or crest signifying their tribal name along with symbols that bear resemblance to the local sun, moon, or constellations. Citrine Bahtera Known as \"jateren\" among members of the talkurr, these bahtera are considered the most primitive and barbaric of their kin. They have reddish-brown scales and bright, golden-yellow spikes. Primitive Savages. Jataren delight in hunting and despoiling weaker or smaller creatures and settlements. They have a barbaric mindset combined with a bahtera's sense of entitlement, which makes them both dangerous and difficult to reason with. They loathe culturally developed societies and settlements and view advanced technology as a bane to be eradicated. The pride of a citrine bahtera is easily wounded, offering it immediate justification for unleashing its anger upon the offender. Underworld Residents. Underground caverns, caves, and tunnels beneath a planet's surface are where citrine bahtera lair. Alternatively, they can also be found in desolate badlands or in secluded areas deep within deserts or rocky wastes. Jadeite Bahtera Among their talkurr kin, these bahtera are known as \"raslant.\" They are peaceful and amiable, viewing themselves as guardians of other living species and sworn enemies of defilers and plaguebringers. They have light brown scales and spikes that range in color from light blue-green to dark green. Bastions of the Living. Raslant enjoy the beauty of all forms of flourishing life, often nesting within the ground of planets abundant with wild flora and fauna. For their love of such things, however, they are just as fierce against any force that would disturb the natural balance near their home. So long as their territory is not threatened by other developing or conquering species, or creatures seeking to bring plague and disease, they remain at least cordial if not friendly. Reclusive Guardians. Though mostly peaceful, jadeite bahtera still prefer to lair in reclusive areas such as caves or tunnels beneath a hillside or mountainside, preferably near a patch of flora or a body of water. More developed tribes of jadeite bahtera fashion a system of tunnels and caverns beneath large forests or mountainous regions. Rhodolite Bahtera Few seek to incur the fiery wrath of the rhodolite bahtera. Known as \"lojama\" among their kin, they are master warriors and fierce combatants. They claim their brutality against other species as their birthright. They have dark, ashen-gray scales and pronounced spikes that range in color between deep purples and reds. Masters of War. A lojama's name only has worth with tales of victory in battle behind it. A rhodolite bahtera lair is made up of manufacturing plants for forging weapons and fortifications. Unlike their azurite kin, rhodolite bahtera are an organized militant force, more concerned with success of their mission as a team over their own egos. They do little work on their own, often enslaving weaker creatures for developing gear-forged constructs and machinery. Forgers and Crafters. Rhodolite bahtera love the art of crafting as much as the art of war. Their lairs are vast, grand structures of mineral and metalwork, strengthened with modern methods of hardening and fortifying their materials. Though rare, it is even possible to find use of advanced polymers and fibers used by other developed civilizations. Rhodolite weapons are always forged from a combination of mineral and sorium melding.","properties":{"Category":"Monsters","Size":"Large","Type":"primordial","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":7},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"City Guard","description":"All of Florence’s city gates are manned by small units of guards. Two men will usually be on active duty, and two others stand by in case backup is needed. All gates are sealed after nightfall. The guards report to the gonfaloniere di giustizia. Savonarola can therefore not give them direct orders. But most are fearful of God’s (and Savonarola’s) damnation and will therefore go along with Savonarola’s suggestions. Here are 4 guards for you to use: Arturo: A rather stocky fellow with brown hair and moderate intelligence. Marco: A tall young guard, naive but dutiful. Massimo di Carlo: An older fellow with a round belly. He is the sergeant of this unit. (If the characters inquired about the death of Paola in Act 1, they might have already met him.) Francesco: A bald guy of average height who is quite quick. All guards are well equipped with pikes, shortswords and metal plated leather armor. Actions Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Short Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":30058,"Challenge Rating":"1/2"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"City of Lies Criminal","description":"Traits Call for backup. At the end of the City of Lies criminal’s turn, roll 1d4, on a result of 4 another City of Lies criminal joins the encounter at the start of the next round. Actions Multiattack. The City of Lies criminal makes two reinforced pipe attacks Reinforced Pipe. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: 3 (1d4 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any non-lawful","Expansion":25901,"Challenge Rating":1},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"City of Lies Deputy","description":"Traits Corrupt. Depending on the severity of their offense, players may pay the City of Lies deputy to look the other way and not punish them for perceived wrongdoing. This costs 4 sp (2 bu) per caught player, but can cost several times more for serious crimes. A deputy can’t be bribed this way if they are in the presence of a higher ranked magistrate that does not have the corrupt trait. Excessive Force. If the City of Lies deputy’s attack roll exceeds their target’s AC by 5 or more, the City of Lies deputy can subject the target to one of the following conditions: bleeding , distracted , or maimed . Illuminating Truth. Creatures within 5 feet of the City of Lies deputy have disadvantage on Charisma (Deception) checks. Actions Swordbreaker. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 3) bludgeoning damage. Criminal-Catcher. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: The target must make a DC 16 Strength or Dexterity saving throw. On a failure, the target is restrained. As an action, a creature may make a DC 16 Strength or Dexterity check. Success means the creature removes itself or another creature within reach from the criminal-catcher. While a creature is retrained this way, the City of Lies deputy cannot make attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"lawful neutral","Expansion":25901,"Challenge Rating":2},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"City Watch Captain","description":"Traits Tactical Insight: The city watch captain has advantage on initiative rolls. City watch soldiers under the captain’s command take their turns on the same initiative count as the captain. Actions Multiattack: The city watch captain makes two rapier attacks and one dagger attack. The captain can substitute a disarming attack for one rapier attack. Rapier: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. Dagger: Melee Weapon Attack : +5 to hit, range 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. Dagger: Melee Weapon Attack : +5 to hit, range 5 ft., one target. Hit : 5 (1d4 + 3) Piercing damage. Light Crossbow: Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target . Hit : 7 (1d8 + 3) piercing damage. Disarming Attack: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 0 (1d0) none damage. The target must make a successful DC 13 Strength saving throw or drop one item it’s holding of the city watch captain’s choice. The item lands up to 10 feet from the target, in a spot selected by the captain. Orders to Attack (1/day): Each creature of the city watch captain's choice that is within 30 feet of it and can hear it makes one melee or ranged weapon attack as a reaction. This person could easily have been on the other side of the law, but he likes the way he looks in the city watch uniform-and the way city residents look at him when he walks down the street leading a patrol. With a long mustache and a jaunty cap, there's no denying that he cuts a rakishly handsome figure. While a trained investigator, the city watch captain is not afraid to draw his blade to end a threat to his city.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"Tome of Beasts","Alignment":"Lawful Neutral","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Civilized Serpent Person","description":"The serpent people once ruled a vast empire. Their advanced knowledge of sorcery and the planes could not help them, though, when the Unspeakable One was summoned to the heart of Valossa. The Valossan Empire was destroyed, most of it falling beneath the waves, and millions died in the cat­aclysm. A few survived and continue to inhabit the islands of their former realm. A Folk Divided Of the remaining serpent people, most are the wretched off­spring of those maddened by the dread god’s coming. They have no memory of their ancestors’ former achievements and act on instinct, tainted by madness. Most of the degenerate serpent people live deep underground, rarely coming to the surface. A very few serpent people are descended from those who survived with their sanity intact. This civilized breed, mostly sorcerers, has thrived over the centuries by remain­ing out of sight. They either live in seclusion or adopt the forms of humans or elves, living among their successors. Serpent people are bipedal, but they retain the sinuous necks and long tails of snakes. Coloration varies widely, though black scales are dominant among the degenerates. Heirs to Ruins Hardly anything remains of the great serpent empire that once dominated the world. The degenerates multiply and fester underground, breaking free every few decades to cause murder and mayhem. These attacks are usually blamed on lizardfolk, since few now can recognize the serpent people as different beings. Civilized serpent people are very long-lived: Some of their sorcerers are over a thousand years old. They are, however, usually solitary and pursue individual goals. Even among the ser­pent people, few know that the Brotherhood of the Yellow Sign survived the cataclysm, and none guess that they would trifle with the Unspeakable One a second time. Perhaps this is the best cover for the Brotherhood, and the reason that powerful members of their own line have not yet obliterated them. Serpent People Traits All serpent people player characters are assumed to be civi­lized, capable of independent thought and action driven by choice rather than instinct. Ability Score Increase. Your Intelligence and Charisma scores both increase by 2. Age. Serpent people mature at the same rate as humans, but can live for hundreds of years. On average, they live about 850 years. Alignment. Though degenerate serpent people are almost always evil, driven by the ancient corruption of Yig, not all civilized serpent people are. Many of them certainly expe­rience the same urges as their bestial kin, and a great many give in to those tendencies, but by no means all of them. Size. Serpent people have the stature of elves and thin humans. Your size is Medium. Speed. Your walking speed is 30 feet. You also have a swim speed of 15 feet. Darkvision. Often raised in subterranean spaces, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Bite. In your natural form, you have the ability to bite as an unarmed attack, although you lack the vicious poison of your degenerate kin. You may make an unarmed melee attack roll, which has the Finesse property, and inflicts 1d4 points of piercing damage on a hit. Change Shape. You can assume the shape of any Small or Medium humanoid, appearing as another ancestry entirely, though you cannot use this ability to mimic specific indi­viduals. You lose your Swim speed, unless the folk you are mimicking also have a Swim speed. You can remain in this shape until you choose to assume a new shape, or become incapacitated. This effect does not detect as magic and cannot be dispelled, but true seeing and similar spells reveal your true form. You may change your shape in this way up to three times per day, regaining the ability upon completing a long rest. Reverting to your natural serpent people form does not constitute a use of this ability. While in an assumed form, you count as a shapeshifter for the purpose of rules that interact with shapeshifters. Languages. You can speak, read, and write Common and Valossan. Valossan is the ancient tongue of the Valossan Empire, thought to be long dead by most sages. It is a com­plex tongue full of sibilant sounds and recursive meanings, a perfect language for intrigues and esoteric topics. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Medium humanoid (serpent person)","Alignment":"any alignment","Expansion":10365,"Challenge Rating":"1/2"},"publisher":"Green Ronin Publishing","book":"Death in Freeport 20th Anniversary Edition"},{"name":"Clacking Skeleton","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":14533,"Challenge Rating":2},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Clairmane's Horse","description":"Actions Iron-shod Hooves. Melee Weapon Attack. +5 to hit, 5 ft. reach, one target. Hit: 8 (2d4+3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Challenge Rating":"1/4"},"publisher":"Edge Studio","book":"Midnight - A Single Spark"},{"name":"Clapperclaw the Scarecrow","description":"Despite the loss of its original head, this child-sized scarecrow retains an upbeat demeanor characterized by its affinity for gallows humor. With its long claws and rattling gourd head, Clapperclaw knows it can be off-putting to strangers, and it relies on humor to defuse tension. Alignment. Lawful neutral. Personality Trait. “I’m generally positive, and I make jokes when I’m nervous or sense tension in the air.” Ideal. “I prefer to keep moving from place to place.” Bond. “My original head. It was perfect every way. I hope to get it back one day.” Flaw. “I’m self-conscious about my replacement head.” Traits Unusual Nature. Clapperclaw doesn’t require air, food, drink, or sleep. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. Stuffing. Clapperclaw stuffs straw or other dead plant matter into itself and regains 2d4 + 4 hit points. Roll a d6; on a 1 or 2, Clapperclaw runs out of stuffing and must spend 8 hours foraging for more before it can use this action again. Bonus Actions Unsettling Presence (Recharge 6). Clapperclaw targets one creature it can see within 15 feet of it. The target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of Clapperclaw’s next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"lawful neutral","Expansion":11857,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Clasp Cutthroat","description":"Just because we of the Clasp are heroes these days doesn't mean we won't slit your throat in a heartbeat if you cross us. Heroism is good up on the streets of Emon, but it don't mean much when you're down here in the Grotto. —Gethrude Lael, Clasp cutthroat When the thieves and assassins of the Clasp need to acquire additional funds or relieve certain people of their possessions, the organization’s cutthroats are the first to be called. However, the Clasp didn’t earn an extraordinary customer satisfaction rating by letting just any scoundrel claim the rank of cutthroat. An effective cutthroat is patient and precise. Sneak in, take cover, wait, strike only with advantage, and fight without honor. If spotted, misdirect by fleeing—then regain a strategic position, and attack when they least expect it. Clasp Operatives Members of the Clasp—a stealthy organization of spies, thieves, assassins, and smugglers—are at once beloved folk heroes worthy of bardsong and bedtime stories, and sinister scoundrels whose deeds are the stuff of infamous legend. While definitely in the business of discreetly performing illegal deeds for the wealthy, Clasp operatives are also known as the roguish heroes who saved countless common folk of Tal’Dorei during the Cinder King’s tyranny. They style their brand now as the “clasp” that holds society together—understanding that, after all, an organized criminal syndicate requires a functioning, civilized economy. When night is come and darkness falls, Locks help not, nor do stone walls. Slinking and hiding, like poison asp; Close tight thy eyes, see not the Clasp. —Children’s rhyme Traits Sneak Attack (1/Turn). The cutthroat deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the cutthroat that isn’t incapacitated and the cutthroat doesn’t have disadvantage on the attack roll. Actions Multiattack. The cutthroat makes two shortsword or dagger attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6+4) piercing damage. Dagger (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4+4) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d4+4) piercing damage. Bonus Actions Cunning Action . The cutthroat can take the Dash, Disengage, or Hide action. Reactions Uncanny Dodge. The cutthroat halves the damage that it takes from an attack that hits it. The cutthroat must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Expansion":20583,"Challenge Rating":3},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Clasp Enforcer","description":"The Clasp prefers to operate in the shadows, but sometimes blackmail targets need convincing. Whenever a scare or a show of force is needed, the Clasp’s enforcers make quite an impression. An enforcer values promises and debt repayment nearly as much as profit, so any who break agreements with the Clasp are sure to earn a visit from one. “Want to know exactly what enforcers enforce?” is a popular Clasp one-liner—before the operative delivering the joke switches from telling to showing. Hard to hit and harder to kill, enforcers enjoy running up to targets with hammers swinging, inspiring a healthy dose of intimidation in anyone lacking the wisdom to pay up or run. Clasp Operatives Members of the Clasp—a stealthy organization of spies, thieves, assassins, and smugglers—are at once beloved folk heroes worthy of bardsong and bedtime stories, and sinister scoundrels whose deeds are the stuff of infamous legend. While definitely in the business of discreetly performing illegal deeds for the wealthy, Clasp operatives are also known as the roguish heroes who saved countless common folk of Tal’Dorei during the Cinder King’s tyranny. They style their brand now as the “clasp” that holds society together—understanding that, after all, an organized criminal syndicate requires a functioning, civilized economy. When night is come and darkness falls, Locks help not, nor do stone walls. Slinking and hiding, like poison asp; Close tight thy eyes, see not the Clasp. —Children’s rhyme Traits Intimidating Presence. Whenever the enforcer hits a creature with a melee attack, the target must succeed on a DC 15 Wisdom saving throw or be frightened of the enforcer until the end of the target’s next turn. The enforcer and its allies have advantage on attack rolls against any creature frightened in this way. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the enforcer’s Intimidating Presence for the next 24 hours. Actions Multiattack. The enforcer makes three warhammer attacks. Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10+3) bludgeoning damage. Bonus Actions Second Wind (Recharges after a Short or Long Rest) . The enforcer regains 12 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Expansion":20583,"Challenge Rating":5},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Claudia Eden","description":"Claudia is a delicate Noble woman in her mid-fifties. She has sunken features and a small, narrow face framed by flowing silver hair. She often wears a wide-brimmed brightly-colored hat and matching dress. She adorns herself with pearls, rings, jewels, and other finery. She speaks with a soothing, honeyed voice and often carries an air of elegance and false kindness.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":"1/8"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Claw of Sha'argon","description":"The aboleths created the lobster-like chuuls as living weapons and unleashed them against the sahuagin. The high priests of the Eternal Dominion responded by consuming the chuuls and taking their power. A Claw of Sha’argon is a mighty sahuagin champion—an armored powerhouse possessing deep faith and wielding divine power. While barons lead sahuagin into battle, the Claws of Sha’argon are the spiritual leaders of the Eternal Dominion who lead its inquisitions and crush its enemies with claw and spell. Claw and Tentacle. The powerful claws of a sahuagin priest are deadly weapons. It manipulates objects and casts spells using its facial tentacles. These tentacles are fully prehensile limbs capable of delicate work, but a Claw of Sha’argon has disadvantage on Strength checks made using its tentacles. Devoted Priests. Only the greatest spiritual leaders of the sahuagin are nominated for the ritual that produces a Claw of Sha’argon, and only those possessing the most unshakable faith survive this agonizing process. The Claws of Sha’argon see themselves as chosen vessels of the Devourer, channeling the fury of the wild. A Claw of Sha’argon casts spells as an 11th-level spellcaster, and those spells listed are typical for a Claw of Sha’argon, but can be replaced with any spell available to a Tempest cleric. Sahuagin The sahuagin dominate the Thunder Sea. Proud and predatory, the sahuagin see the creatures of the surface world as primitive and weak. The sahuagin are generally content to ignore the lesser creatures that dwell above the water, but when there is blood in the water, they are implacable and deadly foes. Through magebreeding and induced mutation they have created a host of terrors, such as the duplicitous malenti, the four-armed barons, the shapeshifting plasmids, and the terrifying Claws of Sha’argon. Traits Blood Frenzy. The Claw of Sha’argon has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Limited Amphibiousness. The Claw of Sha’argon can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Toughened Carapace. Any critical hit against the Claw of Sha’argon becomes a normal hit. Shark Telepathy. The Claw of Sha’argon can magically command any shark within 120 feet of it, using a limited telepathy. Spellcasting. The Claw of Sha’argon is a 11-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The Claw of Sha’argon has the following cleric spells prepared: Cantrips (at will): guidance, mending, resistance, thaumaturgy, toll the dead XGE 1st level (4 slots): bane, command, inflict wounds, shield of faith 2nd level (3 slots): blindness/deafness, hold person, spiritual weapon 3rd level (3 slots): bestow curse, dispel magic, spirit guardians 4th level (3 slots): banishment, freedom of movement 5th level (2 slots): contagion, flame strike 6th level (1 slot): harm Actions Multiattack. The Claw of Sha’argon makes one attack with its crushing claw, one attack with its cutter claw, and casts one spell. Crushing Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Cutter Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (sahuagin)","Alignment":"lawful evil","Expansion":20973,"Challenge Rating":11},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Clawfish","description":"Known as q’ukutxal (koo-OOK-oot-shaal) to angulotls, the clawfish resembles a moray eel with eight reptilian legs. These small beasts can slither through grass and clamber up trees nearly as well as they glide through river currents. Angulotls train them not only to pull rafts, but to cleverly fight by choking or electrocuting foes. Traits Hold Breath. The clawfish can hold their breath for 15 minutes. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage, and if the target is a Small or larger creature, the clawfish can pull themself into the target’s space and attach to the target. While attached, the clawfish moves with the target without provoking opportunity attacks, and the clawfish can’t make Claw attacks. A creature who can reach the clawfish can use an action to make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the clawfish is detached and shunted into an unoccupied space of the clawfish’s choice within 5 feet of the target. The clawfish also detaches if they become grappled, incapacitated, prone, or restrained, or if they use 5 feet of movement to detach. Electrocute (Recharge 6). Each creature touching the clawfish takes 7 (2d6) lightning damage. If the clawfish is immersed in water, each other creature within 10 feet of the clawfish who is touching the same body of water must succeed on a DC 11 Dexterity saving throw or take the same damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"1/8"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Clawfish Companion (PB 2)","description":"Known as q’ukutxal (koo-OOK-oot-shaal) to angulotls, the clawfish resembles a moray eel with eight reptilian legs. These small beasts can slither through grass and clamber up trees nearly as well as they glide through river currents. Angulotls train them not only to pull rafts, but to cleverly fight by choking or electrocuting foes. Traits Hold Breath. The clawfish can hold their breath for 15 minutes. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The clawfish makes a signature attack. On a hit, the attack deals an extra PB lightning damage, and the target can’t take reactions until the start of the clawfish’s next turn. 3rd Level: Coiling Claws (5 Ferocity). The clawfish makes a signature attack against a Medium or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until this grapple ends, the target is restrained and the clawfish can’t make a signature attack against another target. 5th Level: Lightning Bomb (8 Ferocity). Each creature within 10 feet of the clawfish must make a DC 10 plus PB Dexterity saving throw, taking PBd8 lightning damage on a failed save, or half as much damage on a successful one. 5th Level: Lightning Bomb (8 Ferocity). Each creature within 10 feet of the clawfish must make a DC 10 plus PB Dexterity saving throw, taking PBd8 lightning damage on a failed save, or half as much damage on a successful one. Reactions Lightning Retaliation (Recharges after a Short or Long Rest). When the clawfish or their caregiver is attacked by a creature the clawfish can see within 5 feet of them, the clawfish shocks the attacker. The attacker must make a DC 10 plus PB Dexterity saving throw, taking PBd6 lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Clawfish Companion (PB 3)","description":"Known as q’ukutxal (koo-OOK-oot-shaal) to angulotls, the clawfish resembles a moray eel with eight reptilian legs. These small beasts can slither through grass and clamber up trees nearly as well as they glide through river currents. Angulotls train them not only to pull rafts, but to cleverly fight by choking or electrocuting foes. Traits Hold Breath. The clawfish can hold their breath for 15 minutes. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The clawfish makes a signature attack. On a hit, the attack deals an extra PB lightning damage, and the target can’t take reactions until the start of the clawfish’s next turn. 3rd Level: Coiling Claws (5 Ferocity). The clawfish makes a signature attack against a Medium or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until this grapple ends, the target is restrained and the clawfish can’t make a signature attack against another target. 5th Level: Lightning Bomb (8 Ferocity). Each creature within 10 feet of the clawfish must make a DC 10 plus PB Dexterity saving throw, taking PBd8 lightning damage on a failed save, or half as much damage on a successful one. 5th Level: Lightning Bomb (8 Ferocity). Each creature within 10 feet of the clawfish must make a DC 10 plus PB Dexterity saving throw, taking PBd8 lightning damage on a failed save, or half as much damage on a successful one. Reactions Lightning Retaliation (Recharges after a Short or Long Rest). When the clawfish or their caregiver is attacked by a creature the clawfish can see within 5 feet of them, the clawfish shocks the attacker. The attacker must make a DC 10 plus PB Dexterity saving throw, taking PBd6 lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Clawfish Companion (PB 4)","description":"Known as q’ukutxal (koo-OOK-oot-shaal) to angulotls, the clawfish resembles a moray eel with eight reptilian legs. These small beasts can slither through grass and clamber up trees nearly as well as they glide through river currents. Angulotls train them not only to pull rafts, but to cleverly fight by choking or electrocuting foes. Traits Hold Breath. The clawfish can hold their breath for 15 minutes. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The clawfish makes a signature attack. On a hit, the attack deals an extra PB lightning damage, and the target can’t take reactions until the start of the clawfish’s next turn. 3rd Level: Coiling Claws (5 Ferocity). The clawfish makes a signature attack against a Medium or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until this grapple ends, the target is restrained and the clawfish can’t make a signature attack against another target. 5th Level: Lightning Bomb (8 Ferocity). Each creature within 10 feet of the clawfish must make a DC 10 plus PB Dexterity saving throw, taking PBd8 lightning damage on a failed save, or half as much damage on a successful one. 5th Level: Lightning Bomb (8 Ferocity). Each creature within 10 feet of the clawfish must make a DC 10 plus PB Dexterity saving throw, taking PBd8 lightning damage on a failed save, or half as much damage on a successful one. Reactions Lightning Retaliation (Recharges after a Short or Long Rest). When the clawfish or their caregiver is attacked by a creature the clawfish can see within 5 feet of them, the clawfish shocks the attacker. The attacker must make a DC 10 plus PB Dexterity saving throw, taking PBd6 lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Clawfish Companion (PB 5)","description":"Known as q’ukutxal (koo-OOK-oot-shaal) to angulotls, the clawfish resembles a moray eel with eight reptilian legs. These small beasts can slither through grass and clamber up trees nearly as well as they glide through river currents. Angulotls train them not only to pull rafts, but to cleverly fight by choking or electrocuting foes. Traits Hold Breath. The clawfish can hold their breath for 15 minutes. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The clawfish makes a signature attack. On a hit, the attack deals an extra PB lightning damage, and the target can’t take reactions until the start of the clawfish’s next turn. 3rd Level: Coiling Claws (5 Ferocity). The clawfish makes a signature attack against a Medium or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until this grapple ends, the target is restrained and the clawfish can’t make a signature attack against another target. 5th Level: Lightning Bomb (8 Ferocity). Each creature within 10 feet of the clawfish must make a DC 10 plus PB Dexterity saving throw, taking PBd8 lightning damage on a failed save, or half as much damage on a successful one. 5th Level: Lightning Bomb (8 Ferocity). Each creature within 10 feet of the clawfish must make a DC 10 plus PB Dexterity saving throw, taking PBd8 lightning damage on a failed save, or half as much damage on a successful one. Reactions Lightning Retaliation (Recharges after a Short or Long Rest). When the clawfish or their caregiver is attacked by a creature the clawfish can see within 5 feet of them, the clawfish shocks the attacker. The attacker must make a DC 10 plus PB Dexterity saving throw, taking PBd6 lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Clawfish Companion (PB 6)","description":"Known as q’ukutxal (koo-OOK-oot-shaal) to angulotls, the clawfish resembles a moray eel with eight reptilian legs. These small beasts can slither through grass and clamber up trees nearly as well as they glide through river currents. Angulotls train them not only to pull rafts, but to cleverly fight by choking or electrocuting foes. Traits Hold Breath. The clawfish can hold their breath for 15 minutes. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The clawfish makes a signature attack. On a hit, the attack deals an extra PB lightning damage, and the target can’t take reactions until the start of the clawfish’s next turn. 3rd Level: Coiling Claws (5 Ferocity). The clawfish makes a signature attack against a Medium or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until this grapple ends, the target is restrained and the clawfish can’t make a signature attack against another target. 5th Level: Lightning Bomb (8 Ferocity). Each creature within 10 feet of the clawfish must make a DC 10 plus PB Dexterity saving throw, taking PBd8 lightning damage on a failed save, or half as much damage on a successful one. 5th Level: Lightning Bomb (8 Ferocity). Each creature within 10 feet of the clawfish must make a DC 10 plus PB Dexterity saving throw, taking PBd8 lightning damage on a failed save, or half as much damage on a successful one. Reactions Lightning Retaliation (Recharges after a Short or Long Rest). When the clawfish or their caregiver is attacked by a creature the clawfish can see within 5 feet of them, the clawfish shocks the attacker. The attacker must make a DC 10 plus PB Dexterity saving throw, taking PBd6 lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Clawfoot","description":"Dinosaurs are widespread on Eberron, particularly in Q’barra, the Talenta Plains, Xen’drik, and Argonnessen. Smaller dinosaurs are the rule in Q’barra and the Talenta Plains, including varieties commonly used by Talenta halflings as mounts. Clawfoot Clawfoot dinosaurs are two-legged saurians with sharp teeth and toe claws that resemble deadly sickles. They are imposing creatures, about the size of a tall human, and are fierce enough to take down even larger prey. In the wild, an untrained clawfoot can easily hold its own in combat, but they are even fiercer when hunting in packs. Their instinct for pack structure has made these dinosaurs a traditional war mount for the halflings of the Talenta Plains, with clawfoots quickly and eagerly responding to training and control.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":4480,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Clawstrider Ranger","description":"Riding throughout the jungles of Terene atop great Clawstrider Raptors or other giant lizards, the Rangers are skilled at guerilla tactics and mounted combat, often wearing camouflaged leather armor reinforced with jungle leaves and hardwoods. The Clawstriders are a fearsome and stealthy force. If you see a lone ranger in the jungles, you are already surrounded. “There are giant lizards in the jungle? Why would anyone want to live there?”","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Clawstrider Raptor","description":"Riding throughout the jungles of Terene atop great Clawstrider Raptors or other giant lizards, the Rangers are skilled at guerilla tactics and mounted combat, often wearing camouflaged leather armor reinforced with jungle leaves and hardwoods. The Clawstriders are a fearsome and stealthy force. If you see a lone ranger in the jungles, you are already surrounded. “There are giant lizards in the jungle? Why would anyone want to live there?”","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Source":"custom","Alignment":"unaligned","Expansion":29025,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Clay Golem","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Acid Absorption : Whenever the golem is subjected to acid damage , it takes no damage and instead regains a number of hit points equal to the acid damage dealt. Berserk : Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. Immutable Form : The golem is immune to any spell or effect that would alter its form. Magic Resistance : The golem has advantage on saving throws against spells and other magical effects. Magic Weapons : The golem's weapon attacks are magical. Actions Multiattack : The golem makes two slam attacks. Slam : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. Haste (Recharge 5-6) : Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action .","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"133 (14d10+56)","CHA":1,"CON":18,"DEX":9,"INT":3,"STR":20,"WIS":8,"Size":"Large","Type":"construct","Speed":"20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390059263/eiXcBRXwAK77ZCqzOYn-Vg/original.png","Roll 0":"Slam\n1d20 + 8\n2d10+5","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":"5,000","Alignment":"Unaligned","Languages":"Understands The Languages Of Its Creator But Can't Speak","data-List":"false","Immunities":"Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine","Token Size":2,"data-Traits":"[{\"Name\":\"Acid Absorption\",\"Desc\":\"Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.\"},{\"Name\":\"Berserk\",\"Desc\":\"Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.\"},{\"Name\":\"Immutable Form\",\"Desc\":\"The golem is immune to any spell or effect that would alter its form.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The golem has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Magic Weapons\",\"Desc\":\"The golem's weapon attacks are magical.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The golem makes two slam attacks.\"},{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 5\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic\"},{\"Name\":\"Haste (Recharge 5-6)\",\"Desc\":\"Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.\"}]","data-CHA-mod":"-5","data-CON-mod":"+4","data-DEX-mod":"-1","data-INT-mod":"-4","data-STR-mod":"+5","data-SizeNum":5,"data-WIS-mod":"-1","Challenge Rating":9,"Passive Perception":9,"Condition Immunities":"Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned","data-CrNum":9,"data-AcNum":14,"data-HpNum":133},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Clay Golem","description":"\"Beyond the unopenable doors lay a grand hall ending before a towering stone throne, upon which sat an iron statue taller and wider than two men. In one hand it clutched an iron sword, in the other, a feather whip. We should have turned back then.\" —Mordenkainen the Archmage, chronicling his party’s harrowing exploits in the dungeons below Maure Castle Golems Golems are made from humble materials—clay, flesh and bones, iron, or stone—but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator’s orders, and it protects or attacks as that creator demands. To create a golem, one requires a manual of golems (see the Dungeon Master’s Guide ). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type. Elemental Spirit in Material Form. The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem’s creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work. After constructing the body from clay, flesh, iron, or stone, the golem’s creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem’s creator. Ageless Guardians. Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells. A golems can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master. Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can’t fulfill its orders, a golem might react violently—or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them. A golem can’t think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep. \"The more rigid its physical form, the less likely the golem is to lose its sense of purpose. The clay ones can be a bit twitchy.\" —Words of warning in the Manual of Clay Golems Clay Golem Sculpted from clay, this bulky golem stands head and shoulders taller than most human-sized creatures. It is human shaped, but its proportions are off. Clay golems are often divinely endowed with purpose by priests of great faith. However, clay is a weak vessel for life force. If the golem is damaged, the elemental spirit bound into it can break free. Such a golem runs amok, smashing everything around it until it is destroyed or completely repaired. Traits Acid Absorption : Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. Berserk : Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. Immutable Form : The golem is immune to any spell or effect that would alter its form. Magic Resistance : The golem has advantage on saving throws against spells and other magical effects. Magic Weapons : The golem's weapon attacks are magical. Actions Multiattack : The golem makes two slam attacks. Slam : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic. Haste (Recharge 5-6) : Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Clay Golem Mauler","description":"The massive clay golem mauler is a larger and more dangerous version of the typical clay golem. It is so strong that its massive fists can knock targets prone with a single hit. If they manage to do so, they quickly follow up the attack by stomping on their fallen foes. Traits Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. Berserk. Whenever the golem starts its turn with 90 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. lf no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Actions Multiattack. The golem makes two Slam attacks. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. Ground Smash (Recharge 5–6). The golem slams the ground, triggering an earth tremor and violently pelting the area around it with debris. Each creature on the ground within 15 feet of the golem must succeed on a DC 20 Strength saving throw. On a failed save, a creature takes 23 (3d10 + 7) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Haste (Recharge 5–6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its Slam attack as a bonus action.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Clay No-Face","description":"A Tiny construct with AC 10, 1 hit point, a walking speed of 10 feet, immunity to poison damage and the poisoned condition, and no attacks. Destroying a doll causes the child’s soul within it to become trapped in the Soulmonger. Clay No-Face can speak only if it molds a mouth onto its blank face. If any character makes an effort to befriend one of the dolls, the soul of the child trapped inside the doll bestows a magical charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in \"Charms\" and follow the same rules. Clay No-Face’s Charm. While you have Clay No-Face in your possession, you don’t need to eat, drink, or breathe. These benefits last for 30 days while the doll is in your possession, after which the charm vanishes from you.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":31454,"Challenge Rating":"-"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Cleansed Cultist","description":"Cultist Just as bandits are drawn to the Stolen Lands, all manner of cultists find this region ripe for hideouts and hidden shrines to deities and demigods whose worship has been outlawed in most cities and towns. Some of these cultists are solitary members of groups with influence throughout the world, while others, such as the Cultists of the Bloom, are entirely regional threats. Note that these cultists, along with the more powerful specialized cultists presented later in this book under the entry for Thresholders, can be used together as different agents of a sprawling sect of sinister worshippers in your game simply by changing their descriptions to match whatever nefarious deity or evil faith you’ve decided they might serve. Cleansed Cultist The cultists of the Kingdom of the Cleansed seek to build a new society from the bones of the old. They excel at recruiting newcomers to their faith with promises of transcendence. That they worship the demon lord Yhidothrus is a secret known only to the higher ranking members and their half-fiend leader, a mysterious figure known to them only as the First Faithful. These cultists have all survived a dangerous ritual that grants them the power to release the “inmost worm,” a mental projection of their faith. Those who fail this ritual become bodaks instead. Traits Dark Devotion. The cleansed cultist has advantage on saving throws against being charmed or frightened. Sneak Attack. Once per turn, the cleansed cultist deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the cleansed cultist that isn’t incapacitated and the cleansed cultist doesn’t have disadvantage on the attack roll. Actions Multiattack. The cleansed cultist makes three attacks: two with its shortsword and one with its dagger. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. Release the Inmost Worm (Recharge 5–6). The cleansed cultist spends an action to expel a bloody worm from the scar on its forehead, targeting a creature within 30 feet. The creature must succeed at a DC 14 Constitution saving throw or the worm burrows into the creature’s head, dealing 21 (6d6) psychic damage and incapacitating the target until the beginning of the cleansed cultist’s next turn. On a successful save, the worm deals half damage and falls to the ground, vanishing, and the target is not incapacitated.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Climbing Vine","description":"A long, thin vine sprawls across the cliff face. Spindly fronds unfold from the main vine, covered in tiny, dew-tipped stalks. One frond lies curled around the half-digested remains of a bird. Climbing vines are a form of high-altitude plant life, adapted to living above the tree line where few nutrients are available. Clinging to rocky crags, they survive by feeding on whatever animals they can catch. Birds, lizards, insects, and even humanoids who get too close are grabbed by their dew-tipped feelers, crushed by their vines, and slowly digested. Ambush Plant. Slow, fragile, and functionally blind, a climbing vine is a foe that is easy to underestimate. Seen from afar, they are trivial to avoid or destroy. However, they tend to hide among less dangerous plants or squeeze into tiny gaps in the rock, nearly invisible from a distance but able to sense vibrations in the air and through the rock via specialized roots. Often, they are imperceptible until they strike, reaching out to grab some unfortunate creature and crush it into easily digestible paste. They are most vulnerable while feeding, when the corpse of their prey limits their options to hide and makes it clear that they are not a harmless plant. Cultivated Traps. While the climbing vines' natural environment is remote, hostile, and unlikely to be seen by most adventurers, they are far more plentiful as purposefully cultivated living traps. Intelligent monsters, isolated hermits, and particularly belligerent mages occasionally grow climbing vines as a self-maintaining security system. A climbing vine attached to a breach in a lair or little-traveled section of a fortress eats vermin and sneaky intruders, keeping the area relatively clean and providing a modicum of security. Though solitary in the wild, climbing vines live in large groups when cultivated. A single vine is little threat to all but the frailest intruder, but a cluster might entangle and devour a relatively hardy foe. They are also a suitably horrible way to dispose of witnesses, sacrifices, or unruly subordinates. Alchemically Valuable. Alchemists have an ever-present demand for climbing vines. Their dew is a potent acid commonly used as a reagent or for dilution into acid flasks. Their vines are strong for their size, and the fibers in the vines are used in a variety of strength potions. Some alchemists have specially prepared greenhouses where they maintain and harvest climbing vines, but stories of overrun greenhouses filled with man-eating plants and the remains of unfortunate apprentices lead most to buy what they need from adventurers. Digestive Dew. A creature that starts its turned grappled by the climbing vine takes 2 (1d4) acid damage. Flexible Form. A climbing vine can move through a space as narrow as 6 inches wide without squeezing. Actions Dewvine. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: The target is grappled (escape DC 11). The climbing vine has two attacking vines, each of which can grapple only one creature. Squeeze. The climbing vine squeezes creatures in its grasp. Each creature grappled by the climbing vine must succeed on a DC 11 Strength saving throw or take 5 (2d4) bludgeoning damage. Reactions Grasping Retaliation. When a creature hits the climbing vine with a melee attack while within 5 feet of the vine, the vine can make one Dewvine attack against it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Cloak","description":"The High Command’s master of assassins, Cloak’s identity is a carefully guarded secret. She approached Lord Erasmus Deseo and demanded entry into the society after discovering the identity of the High Command and making her way into the Cyst without an iron ring . The brash move so impressed the leader of the Black Iron Pact that he accepted her offer and terms of anonymity. Cloak plans the Black Iron Pact’s operations alongside Lord Erasmus. It is usually Cloak who gathers intelligence, pays people off, and ensures there are no surprises or hidden variables when the High Command strikes. Their victories can largely be credited to her immaculate prep­aration. Members of the High Command speculate that Cloak is a highly ranked and well-connected member of one of the major guilds in the city. Traits Exploit Opening ( 3 /Day). When Cloak makes an attack, she has advantage on the attack roll. Actions Multiattack. Cloak makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 3 (1d6) poison damage, and the target is poisoned until the start of Cloak’s next turn. Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 5) piercing damage. If the target is a creature who hasn’t moved since the end of Cloak’s last turn, the attack deals an extra 7 (2d6) piercing damage. Iron Ring ( 2 /Day). If not in the Cyst, Cloak teleports to the Cyst. If in the Cyst, she teleports to a place she has visited. Bonus Actions Cunning Action. Cloak takes the Dash, Disengage, or Hide action. Reactions You Should’ve Been Watching Me. If a creature within 5 feet of Cloak hits one of her allies with an attack, Cloak makes a Shortsword attack against the creature. To use this reaction, Cloak must be able to see the ally and the attacker. Who is Cloak? We have intentionally left the identity of Cloak a mystery so that you can better work the Black Iron Pact into your campaign’s story. She might be an NPC who is close to the characters and has been spying on them since their arrival in Capital. She could be a secret hero working to take the Black Iron Pact down from the inside. She might be a wealthy noble or politician who trusts no one, not even Erasmus, to keep her involvement in the heinous organization a secret.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Cloaker","description":"Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling through the darkness. Camouflaged Lurkers. Like a stingray, a cloaker’s body is composed of cartilage and muscle. With its tail and fins unfurled, it flies through darkness and lurks among the shadows of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl resemble bone clasps. When a cloaker unfurls and moves to attack, it reveals its pale underside and makes its true nature evident. Red eyes glow above rows of sharp teeth, and a long pendulous tail whips behind it. Opportunistic Predators. When hunting, cloakers glide through the shadows at a safe distance behind groups of other creatures traversing the Underdark. They follow parties of humanoids to prey on the wounded after a battle, or pursue herds of Underdark beasts, attacking the sick, the weak, or the straggling. Cloakers strike quickly and consume their meals as swiftly as possible, enveloping and devouring their victims. While it feeds, a cloaker uses its swift, whiplike tail for defense, although it rarely takes a stand against dangerous foes or groups of creatures. As an added defense, cloakers can create illusory duplicates of themselves. Haunting Moan. Cloakers’ thoughts are alien to other life-forms, and they communicate with one another through subsonic moans inaudible to most creatures. At higher intensities, a cloaker’s haunting moan becomes audible, evoking sensations of doom and dread in creatures that hear it. Cloaker Conclaves. Cloakers prefer isolation, but they sometimes convene with other cloakers for defense or to exchange information about new dangers, suitable hunting grounds, or developments that might affect their habitats. When this convergence is complete, the cloakers separate again. Traits Damage Transfer : While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half. False Appearance : While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. Light Sensitivity : While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. Actions Multiattack : The cloaker makes two attacks: one with its bite and one with its tail. Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. Tail : Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 7 (1d8 + 3) slashing damage. Moan : Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours. Phantasms (Recharges after a Short or Long Rest) : The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"MM1","Alignment":"chaotic neutral","Expansion":2,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Cloaker","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Damage Transfer : While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half. False Appearance : While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak. Light Sensitivity : While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. Actions Multiattack : The cloaker makes two attacks : one with its bite and one with its tail. Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement . A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check . Tail : Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) slashing damage. Moan : Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn . If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours. Phantasms (Recharges after a Short or Long Rest) : The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light , the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"78 (12d10+12)","CHA":14,"CON":12,"DEX":15,"INT":13,"STR":17,"WIS":12,"Size":"Large","Type":"aberration","Speed":"10 ft., fly 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390059283/QZB1vBI_ZBKb9ZcaLPjR4Q/original.png","Roll 0":"Bite\n1d20 + 6\n2d6+3","Roll 1":"Tail\n1d20 + 6\n1d8+3","Senses":"Darkvision 60 Ft.","Skills":"Stealth +5","Source":"5th Edition SRD","data-XP":"3,900","Alignment":"Chaotic Neutral","Languages":"Deep Speech, Undercommon","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Damage Transfer\",\"Desc\":\"While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.\"},{\"Name\":\"False Appearance\",\"Desc\":\"While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.\"},{\"Name\":\"Light Sensitivity\",\"Desc\":\"While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The cloaker makes two attacks: one with its bite and one with its tail.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"10 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Moan\",\"Desc\":\"Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.\"},{\"Name\":\"Phantasms (Recharges after a Short or Long Rest)\",\"Desc\":\"The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.\"}]","data-CHA-mod":"+2","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"+1","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":8,"Passive Perception":11,"data-CrNum":8,"data-AcNum":14,"data-HpNum":78},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cloaker Lord","description":"Cloaker Lords are huge shadows that take to the air, having an average wingspan of 30 feet. They are the highly intelligent supreme leaders and rulers of all cloakerkind and sometimes lead their kin in daring raids against Underdark drow, svirfneblin, and illithid communities. However, cloaker lords prefer to stay within the confines of their lairs, sending out cloakers to scout and do their bidding. They are never without at least half a dozen cloakers nearby as bodyguards. In combat, a cloaker lord will rarely put itself within an enemy's reach, usually staying well behind its minions with its phantasms activated. It prefers to use only its spells and ranged abilities to defeat its foes, approaching a defeated foe only to dine on it. Traits Damage Transfer. While attached to a creature, the cloaker lord takes only half the damage dealt to it (rounded down) and that creature takes the other half. False Appearance. If the cloaker lord is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the cloaker lord move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the cloaker lord is animate. Legendary Resistance (2/Day). If the cloaker lord fails a saving throw, it can choose to succeed instead. Light Sensitivity. While in bright light, the cloaker lord has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. Actions Multiattack. The cloaker lord uses Command Cloaker. It then makes two attacks: one with its Bite and one with its Tail. Alternatively, it can use Moan and make one Tail attack. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) piercing damage, and if the target is Huge or smaller, the cloaker lord attaches to it. lf the cloaker lord has advantage against the target, the cloaker lord attaches to the target's head, and the target is blinded and unable to breathe while the cloaker lord is attached. While attached, the cloaker lord can make this attack only against the target and has advantage on the attack roll. The cloaker lord can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker lord by succeeding on a DC 19 Strength check. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 10 (1d10 + 5) piercing damage. Command Cloaker. The cloaker lord targets an allied cloaker within 30 feet that can see and hear the cloaker lord. The target uses its reaction to move up to half its speed and make one melee attack. Moan. Each creature within 60 feet of the cloaker lord that can hear its moan and that isn't an aberration must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature that fails the save by 5 or more is also paralyzed for the same duration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the cloaker lord's Moan for the next 24 hours. Spellcasting (Psionics). The cloaker lord casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: darkness, invisibility, phantasmal force 2/day each: dominate person, Evard's black tentacles, hold monster, major image, negative energy flood, stinking cloud 1/day each: maddening darkness, plane shift Phantasms (Recharge 5–6). The cloaker lord magically creates four illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker lord is the real one. If the cloaker lord is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker lord with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker lord or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker lord's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. Legendary Actions The cloaker lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cloaker lord regains spent legendary actions at the start of its turn. Tail. The cloaker lord makes a Tail attack. Command Cloaker. The cloaker lord uses Command Cloaker. Cast a Spell (Costs 3 Actions). The cloaker uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Cloaker Mutate","description":"Mutates A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature’s existence. Any creature can become a mutate and transform to exhibit physical characteristics associated with the Far Realm. Some creatures become mutates after prolonged exposure to Far Realm energy or magic drawn from that strange plane. Others deliberately change themselves, seeking to embrace the fell powers they worship. Creatures that become mutates often inexplicably change back to their previous forms once the Far Realm influence abates. Forcing a transformation on creatures inexplicably fails, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers have tried to create armies of mutates to sweep through the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes. Several common types of mutates exist. The individuals with stat blocks presented in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates, such as the cloaker and otyugh presented on the following pages. Mutates often gain psionic abilities, grow wings, become covered in otherworldly slime, or exhibit other unsettling traits. Specific mutated creatures are further described in the sections that follow. Cloaker Mutate The malign energy of the Far Realm causes a cloaker to merge with the rotted corpse of its last meal, resulting in a hideous puppeteering Aberration. The cloaker mutate shrouds its actions in a miasma of phantasmic duplicates. It uses the corpse melded to its underside to absorb damage and to strike at prey. Traits Avoidance. If the mutate is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Light Sensitivity. While in bright light, the mutate has disadvantage on attack rolls. Actions Multiattack. The mutate makes one Corpse Swipe attack and two Tail attacks, or it makes four Tail attacks. Corpse Swipe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit : (3d10+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature can't regain hit points. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit : (2d8+4) slashing damage. Bonus Actions Phantasmal Duplicates. The mutate magically projects up to four illusory copies of itself. These duplicates make it difficult to ascertain the mutate’s true location and last until the end of the mutate’s next turn. While the copies exist, attack rolls against the mutate are made with disadvantage. Psychic Moan (Recharge 6). The mutate lets out a moan charged with psychic energy. Each creature within 60 feet of the mutate that isn’t an Aberration must succeed on a DC 16 Wisdom saving throw or take 17 (5d6) psychic damage and have the frightened condition until the end of the mutate’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"typically chaotic neutral","Expansion":25525,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Clockroach","description":"Clockroaches are large, cockroach-like constructs created to patrol castle halls and dungeons. In battle, clockroaches are used as shock troops. With their flat frame and flexible mechanical bodies coated with oil, clockroaches can squeeze through barricades with ease. Once inside enemy defenses, clockroaches will begin to sow pain and confusion with its acid spray and painful, metallic bites. Traits Magic Resistance. The clockroach has advantage on saving throws against spells and other magical effects. Slippery Frame. The clockroach gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples. Unusual Nature. The clockroach doesn't require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) acid. Acid Spray (Recharge 5–6). The clockroach spits a line of acid that is 15 feet long and 5 feet wide. Each creature in that line must succeed on a DC 12 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Clockwork Abomination","description":"At rest, a clockwork abomination resembles a pile of debris and scrap on the ground, but in motion it reveals a large insectoid form with smoke rising between the plates of its hide. Its many orange‑yellow eyes shine like dim lanterns and reveal no hint of expression or intent. Bound Devils . Clockwork abominations result from ill‑considered attempts to bind lesser devils into clockwork or steam-driven constructs. The disciplines of devil binding and engineering seemingly do not mix well, and the results of such attempts are typically disastrous. Every now and then, however, something goes right, and a clockwork abomination is created. Junk Collectors . Clockwork abominations are canny enough to collect bits of old wagons, tools, or machinery as camouflage. Motionless among such objects, they can often surprise a foe. Sadistic Machines . Malevolent in the extreme, these fiendish automatons are frustrated by the limits of their new forms, and they delight in inflicting suffering on others. Constantly seeking to break free of their creators’ control, the most they can be entrusted to do is to serve as a guardian or attack something. Constructed Nature . A clockwork abomination doesn’t require air, food, drink, or sleep. Traits Additional Legs: Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain. Piston Reach: The abomination’s melee attacks have a deceptively long reach thanks to the pistons powering them. Immutable Form: The clockwork abomination is immune to any spell or effect that would alter its form. Infernal Power Source: When a clockwork abomination falls to 0 hp, its infernal battery explodes. Creatures within 10 feet of the clockwork abomination take 14 (4d6) fire damage, or half damage with a successful DC 14 Dexterity saving throw. Actions Multiattack: The clockwork abomination makes one bite attack and one slam attack. Bite: Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 15 (2d8 + 6) piercing damage. Slam: Melee Weapon Attack : +9 to hit, range 15 ft., one target. Hit : 13 (2d6 + 6) bludgeoning damage. Breath Weapon (Recharge 5–6): The clockwork abomination’s Infernal Power Source allows it to breathe fire in a 20-foot cone. Targets in this cone take 22 (4d10) fire damage, or half damage with a successful DC 14 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"construct (devil)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Clockwork Abomination","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"construct (devil)","Alignment":"lawful evil","Expansion":14533,"Challenge Rating":5},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Clockwork Archon","description":"The air around this massive construct is filled with the sound of spinning gears and mechanisms. It spreads its metal wings and takes to the air in a roar of wind. Servants of the Righteous. Clockwork archons are built to fight in the names of deities devoted to justice, battle, and glory. They stand as bulwarks upon the battlefields of the holy, offering a rallying point for paladins and crusaders. Churches that have the ability to manufacture clockwork archons guard the knowledge jealously, lest it fall into the hands of the unworthy. Engines of War. Clockwork archons are deployed as support vehicles and weapons. A single archon can quickly reduce a small settlement’s defenses to ruin, while groups of them can swiftly render fortified structures to rubble. Armies with clockwork archons at their disposal sometimes use them to move sensitive material and personnel into position. Corruptible Constructs. On occasion, a clockwork archon is captured by the enemy. The followers of some evil gods, archdevils, and demon lords have determined methods of overwriting the construct’s animating magic, turning the creature to their fell purposes. More than one community has had its cheer turn to dismay as the clockwork archon they freely allowed inside the walls disgorged enemy agents while attacking the structures and residents. More insidious cults use their clockwork archons to mask their true natures. They allow the common folk to believe they represent good faiths while they rot the community’s moral fabric from the inside. Construct Nature. A clockwork archon doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":8073,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Clockwork Armadillo","description":"This intricate construct is encased in brass plates and shaped like an armadillo. The clockwork armadillo was first created as a practical joke between tinkerer mages. In seeking to disrupt the success of a colleague, a particularly devious metallurgist crafted a creature from a geodesic sphere, clad the creation in pliant and slippery armor, and sent it out to confiscate a rival's project. After a raucous chase through a packed crafting hall, word of the clever design swiftly spread. Since its fateful inception, the clockwork armadillo has become a favorite of the wealthy, who often use the critters as theft deterrents in their vaults and private estates. Deviously Equipped. Clockwork armadillos designed for theft denial are outfitted with sharp claws, which can snip through leather and cord with ease, and hyperkinetic fly gears, which magnify torsion and allow for optimal reflexive output when evading hostile forces. While a clockwork armadillo is certainly equipped to defend itself, its primary motive is to confiscate loose valuables, tuck them inside its rolled-up body, and lure its opponents into pursuit to buy time for more capable authorities to arrive. Geared for Mischief. The original design called for an unruly animal spirit to be bound to the clockwork armadillo, but as clockwork design has advanced, tinkerers have experimented with binding minor demons, devils, and even fey. However, this often results in unpredictable behavior. In a few notable cases, unfortunate owners were found bereft of valuables, keys, prized possessions, and nearly always their tempers. Construct Nature. The armadillo doesn't require air, food, drink, or sleep. Immutable Form . The armadillo is immune to any spell or effect that would alter its form. Magic Resistance. The armadillo has advantage on saving throws against spells and other magical effects. Overclocked. The armadillo has advantage on initiative rolls. Actions Scissor Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or drop whatever it is currently holding. Tuck In. The armadillo tucks its entire body into its shell, forming an armored ball. While an armored ball, it moves by rolling, has resistance to bludgeoning, piercing, and slashing damage, is immune to the prone condition, and it can't make Scissor Claws attacks. As part of this action, the armadillo can expand its shell outward to contain one object of its size or smaller that isn't being worn or carried and is within 5 feet of the armadillo. The armadillo can uncurl its body and release any contained item as a bonus action.","properties":{"Category":"Monsters","Size":"Small","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Clockwork Assassin","description":"The ticking of their gears is all the warning some victims ever hear. Clockwork servants, soldiers, and even killers exist in societies with sufficiently advanced metallurgy and schools of clockwork magic. Construct Nature. A clockwork creature doesn't require air, food, drink, or sleep. Single-minded Killers. A deadly, sentient tool and a lucrative investment for those who would hire them out, a clockwork assassin is a cold and efficient killer with no concern for its own well being. Clockwork Assassins in Midgard Creating or employing a clockwork assassin in the Free City of Zobeck is a capital crime. The gearforged oppose the creation of clockwork assassins not only because making an assassin requires the corruption of a soul gem, but also because the public might easily confuse honest gearforged with the look-alike assassins. The temple of Rava and the gearforged both make efforts to uncover and destroy these constructs and those who make or employ them.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Clockwork Assassin Drone","description":"These spindly and discreet mechanical arachnids are ideal for surveillance and reconnaissance missions and can be vital tools in political intrigues or illicit consortium tactics. Their retractable, insectile wings make the swift creatures even craftier foes than most would anticipate. As they are less combat-oriented than many other clockworks, if a clockwork spy is caught in the act of recording its target, escape is usually the most practical course of action for it. Clockwork spies are about 2 feet wide from leg to leg and weigh less than 40 pounds. Assassin Drone. While most clockwork spies are programmed for simple reconnaissance, some are weaponized with built-in armaments to deliver poisons or other lethal payloads to their targets. Clockwork. As a constructed being, a clockwork soldier doesn't eat, breathe, drink, or sleep. 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Bejeweled Familiars. Forged by talented jewelers and sold to gear-mages and aristocrats, clockwork beetles are highly prized as familiars. Although normally created in the form of metal beetles, their appearance can vary greatly. Some resemble incandescent ladybugs while others have razor-sharp horns reminiscent of deadly stag beetles. Some are fashioned as darkling beetles with prehensile antennae, and even weevil-like designs have been spotted. Flying Noisemakers. In the southern deserts, scarab beetle patterns are particularly prized. Anytime the creatures move they emit an audible rhythmic buzz, especially when taking to the air. Once in flight, they create a disturbing cacophony of clicks and whirs. Hidden Timers . The most talented gear‑mages occasionally design a clockwork beetle with a hidden countdown clock that silently ticks down over years or even decades. When the tightly wound gear-counter expires, it suddenly triggers a mechanical metamorphosis within the beetle, causing it to rapidly transform and blossom into a completely different clockwork creature—a wondrous surprise known in advance only to the designer who created it so many years ago. Constructed Nature . A clockwork beetle doesn’t require air, food, drink, or sleep. Traits Immutable Form: The clockwork beetle is immune to any spell or effect that would alter its form. Magic Resistance: The clockwork beetle has advantage on saving throws against spells and other magical effects. Actions Bite: Melee Weapon Attack : +5 to hit, range 5 ft. , one target. Hit : 17 (5d6) piercing damage plus 3 (1d6) poison damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Clockwork Beetle Swarm","description":"Light glints off the moving parts of almost a thousand clockwork beetles in a biting cloud. Freed But Foolish. Clockwork beetle swarms form when several of the creatures break free of their creators and bond together in a noisy mass of clattering mechanical parts. Severed from the bond of their creators, the beetle swarm lacks the telepathy of singular clockwork beetles and has a reduced mental capacity. Traits Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can’t regain hit points or gain temporary hit points. Actions Bites: Melee Weapon Attack : +5 to hit, range 0 ft., Up to 4 creatures in the swarm's space. Hit : 17 (5d6) piercing damage plus 3 (1d6) Poison damage.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of tiny constructs","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Clockwork Beholder","description":"Pushing themselves to continue building the perfect efficient guardian, inventive gnomes looked to the beholder for inspiration and marveled at the aberration’s simple yet effective biological design. After years of planning, acquiring expensive raw materials, and trial and error, they were able to build the first clockwork beholder. Mechanical Tyrant. When activated, its spherical body hovers at all times, buoyed by steam jets below it. It has a great bulging lens for an eye, sitting above a large maw that contains rows of razor-sharp metallic teeth. Ten retracting segmented metal stalks crown its body, each ending with a unique type of lens that can project different types of energy rays. When inert, a clockwork beholder resembles a large metallic ball with its central eye shut and its eyestalks retracted. Spell-Reflecting Eye. In combat, the clockwork beholder will typically blast its enemies with its rays. If any foe attempts to target it with a spell or spell attack, the clockwork beholder can turn its central eye lens toward the caster and reflect the spell back toward it. Death Burst. As with most gnomish inventions, the clockwork beholder is dangerously volatile. If destroyed, its mechanical body has a chance to explode, hitting anyone near it with superheated steam and shrapnel. Constructed Nature. A clockwork doesn’t require air, food, drink, or sleep. Traits Death Burst. When the clockwork beholder's hit points reaches 0, roll 1d6. On a roll of 3 or higher, it explodes in a burst of shrapnel and scalding steam. Each creature within 10 feet of it must make a DC 17 Dexterity saving throw, taking 9 (2d8) piercing damage and 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. Spell Redirection Cone. The clockwork beholder's central eye creates an area of spell redirection, in a 150-foot cone. If a creature within the cone targets the clockwork beholder with a spell or spell attack, the beholder causes that spell to hit another creature of its choice within 60 feet of it that it can see. At the start of each of its turns, the clockwork beholder decides which way the cone faces and whether the cone is active. Magic Resistance. The clockwork beholder has advantage on saving throws against spells and other magical effects. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d6 + 1) piercing damage. Eye Rays. The clockwork beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: Fire Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the creature takes 22 (4d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, a creature takes half as much damage. Freeze Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or take 18 (4d8) cold damage and the target can't use reactions and its speed is halved for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Lightning Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or take 18 (4d8) lightning damage and the target is incapacitated until the end of the clockwork beholder's next turn. Acid Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the creature takes 18 (4d8) acid damage immediately and 9 (2d8) acid damage at the end of its next turn. On a successful save, a creature takes half as much of the initial damage and no damage at the end of its next turn. Poison Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. A poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Radiant Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or take 13 (3d8) radiant damage and the target is blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Force Ray. The targeted creature must succeed on a DC 17 Strength saving throw or take 18 (4d8) force damage and the target is pushed horizontally up to 10 feet directly away from the clockwork beholder and is knocked prone. Antimagic Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or the target is affected as if in an antimagic field spell for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 33 (6d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. Malfunctioning Ray. The eye activates, sputters, blows a gasket, and does nothing. Reactions Direct Spell Redirection Cone. When a creature the clockwork beholder can see targets the clockwork beholder with a spell or spell attack and the creature is within 150 feet of the clockwork beholder, the clockwork beholder activates its spell redirection cone and faces in the direction of the creature. Legendary Actions The clockwork beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The clockwork beholder regains spent legendary actions at the start of its turn. Eye Ray. The clockwork beholder uses one random eye ray.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"unaligned","Expansion":26536,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Clockwork Bronze Scout","description":"A bronze scout seldom emerges from underground. Its telescoping eyestalks observe foes at close range while most of its segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats. Clockworks Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations. Individual Designs Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder. Clockwork Enhancements d10 Enhancement 1 Camouflaged. The clockwork gains proficiency in Stealth if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine. 2 Sensors. The range of the clockwork’s darkvision increases by 60 feet, and it gains proficiency in Perception if it lacks that proficiency. 3 Fortified. The clockwork’s AC increases by 2. 4 Increased Speed. The clockwork’s speed increases by 10 feet. 5 Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. 6 Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn’t function at the start of its next turn. 7 Sturdy Frame. The clockwork’s hit point maximum increases by an amount equal to its number of Hit Dice. 8 Suction. The clockwork gains a climbing speed of 30 feet. 9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish. 10 Water Propulsion. The clockwork gains a swimming speed of 30 feet. Clockwork Malfunctions d8 Malfunction 1 Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. 2 Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. 3 Ground Fault. The clockwork has vulnerability to lightning damage. 4 Imprinting Loop. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won’t willingly harm that creature for 1 minute or until that creature attacks or damages it. 5 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn’t use any of its speeds on its turn. 6 Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting. 7 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. 8 Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. I’ve sometimes made the mistake of disavowing gnomish contraptions altogether. Yet some are downright functional. That said, I still won’t entrust my well-being to a whirling kettle. —Mordenkainen Traits Earth Armor. The clockwork doesn’t provoke opportunity attacks when it burrows. Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects. Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage. Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the clockwork must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Clockwork Clawcreature","description":"To defend himself, his store, and his animals, Melvin has constructed a series of automaton guardians that are attached to his wagon. After speaking the command word “animalis,” a group of four clockwork clawcreatures detaches themselves from the wagon and rush to Melvin’s aid. Their first priority is to defend Melvin and they will do so with no hesitation or worry about their own safety. The clockwork clawcreatures are molded to appear like mechanized versions of common animals. The four clockwork clawcreatures take the appearance of a large dog, a pony, a bull, and a ram.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":27826,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Clockwork Conductor","description":"A polished, mechanical gnome waddles onto the stage. The figure begins to conduct the orchestra with a baton and even, measured gestures. Clockwork conductors are ingenious little inventions devised by bards specializing in clockwork magic. The outer frame, a chassis often crafted to look like a formally attired gnome or halfling, houses an intricate metronome. Initially crafted with the intent to assist in composition and performances, clockwork conductors were later fine-tuned to empower their creators' spellcasting and even out magic's sometimes-unpredictable nature. Since the first models were crafted, subsequent iterations have been developed, often with peculiar and sometimes temperamental personalities. Sonorous Synergy. Clockwork conductors are in their element when assisting spellcasters and performance artists, but animated instruments (see) especially benefit from their presence. The animated symphony makes an impression all the more majestic with a clockwork conductor leading the orchestration. Mechanical Maestros. Clockwork conductors project an aura that ensures moderate success in most battle and artistic endeavors though this effect can often overshadow individual brilliance and triumph. Equipped with a baton-shaped arm that sports a painful electric charge, clockwork conductors can coax allies from afar into moments of deep focus. When all else fails, a clockwork conductor can overclock its inner workings, offering a surge of creative mastery to its allies at great expense to itself. Construct Nature. The conductor doesn't require air, food, drink, or sleep. Immutable Form. The conductor is immune to any spell or effect that would alter its form. Magic Resistance. The conductor has advantage on saving throws against spells and other magical effects. Metronomic Aura . When a friendly creature within 20 feet of the conductor makes an attack or a Charisma (Performance) check, the creature can treat the d20 roll as a 10 instead of using the die's actual roll. Actions Conductive Baton. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 4 (1d8) lightning damage, and the target can't take reactions until the start of its next turn. Overclocked Finale (Recharges after a Short or Long Rest). The conductor makes a grand sacrifice, spurring its allies on in a final masterstroke. Each friendly creature within 30 feet of the conductor that can see it gains a +5 bonus to attack rolls, damage rolls, and ability checks for until the end of the conductor's next turn. Roll a d6. On a 1 to 4, the conductor can't use Concerted Effort until it finishes a short rest. On a 5 or 6, it can't use Concerted Effort, and its Metronomic Aura becomes inactive until it finishes a short rest. Bonus Actions Concerted Effort. The conductor inspires itself or one friendly creature it can see within 30 feet of it until the start of the conductor's next turn. When the target makes an attack roll or a Constitution saving throw to maintain concentration on a spell, the target can roll a d4 and add the number rolled to the attack roll or saving throw.","properties":{"Category":"Monsters","Size":"Small","Type":"Construct","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Clockwork Defender","description":"This creature appears in the Tockworth's Clockworks adventure module. Traits Unusual Nature. The defender doesn't need air, food, drink, or sleep. Actions Electrified Bite. Melee Weapon Attack: +5 to hit, reach 6 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) lightning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13). A creature grappled by the defender takes the damage again at the start of each of the defender's turns. The defender can have only one creature grappled in this way at a time, and the defender can't make Electrified Bite attacks while grappling. Bonus Actions Light Beam. The defender emits bright light from its eyes in a 60-foot cone, or it shuts off this light.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":20256,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Keys from the Golden Vault"},{"name":"Clockwork Dragon","description":"These intricately crafted constructs are typically made to reflect the forms of the metallic dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken for fine draconic statues at first glance. A clockwork dragon makes a formidable guardian or defender, with its advanced intellect allowing it to be programmed with a wide range of orders, as well as being capable of wholly independent reactions to potential threats. Though most clockwork dragons have a breath weapon that deals fire damage, some might be constructed to deal acid, cold, or lightning damage, depending on their makers’ whims.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"neutral","Expansion":4048,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Clockwork Gardener","description":"This tree-like clockwork creation has a bronze trunk and patina-coated copper leaves to help it blend into decorative gardens while it quietly works. The gardener can plant seeds, trim grass with scythe-like blades stored internally, or even water plants from a spigot and holes hidden in its branches. Its branches house pipes that can hold up to 10 gallons of water, which the gardener can sprinkle beneath its branches or release in a burst from its spigot. In addition, the gardener’s trunk has the Hidden Compartment modification, which typically holds gardening tools and other supplies.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Clockwork Golem","description":"The clockwork golem is a 12-foot tall bipedal automaton made of bronze, steel, and invar. Various interlocking gears, sockets, springs, tubings, and wires, seemingly like humanoid organs, make up the rest of its body. A symphony of clanging, clicking, hissing, humming, rattling, and whirring sounds always accompanies the clockwork golem wherever it goes. Wondrous Constructs. Gnomish artificers of Gond designed and crafted the first clockwork golems. They used winding mainspring devices, steam-pressured pistons, divine magic, and arcane magic from Mechanus to power the clockwork golems. Rarely found outside gnomish communities, clockwork golems are now accessible to anyone who can afford to craft or purchase them. Array of Deadly Gadgets. In combat, the clockwork golem has numerous weapons it can deploy. It can batter foes foolish enough to be within reach of its massive metal fists. For targets that are out of reach, the clockwork golem can extend its arm like a spring, grabbing and pulling them to itself. It can boost and propel itself into the air through steam-powered rockets underneath its feet. If faced with numerous foes, the clockwork golem can utilize its shoulder-mounted arcane cannon that can fire three types of energy grenades and its arm-attached double-barrels that can spray a cone of scalding steam. Finally, if its enemies manage to destroy it, the clockwork golem will explode, hitting everyone close to it with searing hot shrapnel. Traits Death Burst. When the golem's hit points reaches 0, it explodes in a burst of shrapnel and scalding steam. Each creature within 10 feet of it must make a DC 17 Dexterity saving throw, taking 9 (2d8) piercing damage and 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes two Slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Arcane Cannon (Recharge 4-6). The golem fires a magical projectile from its shoulder-mounted cannon at a point within 120 feet of it. The golem chooses the effect from the following options: 1. Fire Projectile (1/Day). Each creature in a 15-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (5d8) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, a creature takes half as much damage. 2. Frost Projectile (1/Day). Each creature in a 10-foot-radius sphere centered on that point must make a DC 17 Strength saving throw. On a failed save, a creature takes 18 (4d8) cold damage and suffers 2 levels of exhaustion. On a successful save, a creature takes half as much damage. 3. Lightning Projectile (1/Day). Each creature in a 5-foot-radius sphere centered on that point must make a DC 17 Constitution saving throw. On a failed save, a creature takes 18 (4d8) lightning damage and is incapacitated for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't incapacitated. Steam Spray (Recharge 5-6). The golem jets scalding steam from its arm-mounted twin barrels in a 15-foot cone. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 18 (4d8) fire damage and be blinded until the end of its next turn. On a successful save, a target takes half as much damage and isn't blinded. Bonus Actions Retracting Arm. The golem extends the reach of its next Slam attack this turn to 20 feet. If the attack hits and the target is Large or smaller, it is grappled (escape DC 15) and pulled 15 feet toward the golem. Until this grapple ends, the target is restrained. Steam-Powered Rocket Jump (Recharge 5-6). The golem gains a fly speed of 40 until the end of the turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"unaligned","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Clockwork Golem","description":"Forged from thousands of gears, the clockwork golem is a precision creation. In combat, a clockwork golem is ruthlessly efficient, moving with swift conviction to grind and slice its foes to ribbons. 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Gleaming teeth fill its metal mouth. Ticking Bloodhounds. Partners to the clockwork huntsmen, these black hounds follow the trails of criminals, escaped slaves, and other unfortunates. Their infused spirits are those of hunting hounds, and their animating magic allows them to follow a scent with preternatural speed and accuracy. Toy Variants. Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gearforged possible; others say that it has done nothing but make clockwork mages rich. Certainly the earliest hounds were built for work and war, but the most recent varieties also include some that are deceptively big-eyed and painted as children’s toys or to match a young aristocrat’s favorite outfit. Serve the Rulers. Despite this brief flirtation with fashion, most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards. Constructed Nature. A clockwork hound doesn’t require air, food, drink, or sleep. Clockworks in Midgard Common in the Free City of Zobeck and other advanced towns and cities, and devices made with such magic are commonly status symbols as much as functional tools. The Gear Goddess Rava smiles on all such creations, and destroying them is an affront to her sense of balance and industry—smashing a clockwork is said to be quite unlucky. Gear mages practice a school of clockwork magic that creates and sustains many such devices. Traits Immutable Form: The clockwork hound is immune to any spell or effect that would alter its form. Magic Resistance: The clockwork hound has advantage on saving throws against spells and other magical effects. Diligent Tracker: Clockwork hounds are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking. Actions Bite: Melee Weapon Attack : +5 to hit, range 5 ft. , one target. Hit : 16 (2d10 + 5) piercing damage. Tripping Tongue: Melee Weapon Attack : +5 to hit, reach 15 ft., One target. Hit : 9 (1d8 + 5) slashing damage. On hit, the target must succeed on a DC 13 Strength saving throw or be knocked prone. Explosive Core: The mechanism that powers the hound explodes when the construct is destroyed. All creatures within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Clockwork Hound","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":14533,"Challenge Rating":2},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Clockwork Huntsman","description":"A clockwork huntsman is mechanical soldier clad in flat-black armor, and beneath its breastplate, gears tick and whir. Slave Hunters. These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places they operate only on the command of the secret police, hunting down persons of interest wanted for questioning. Huntsmen may operate alone, but usually they seek their quarry as a small group of two or three. Because they are unsleeping and tireless, few can hide from them for long without magical assistance. Despised Machines. Clockwork huntsmen are painted matte black with mithral trim, and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them. Obedient to Orders. Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, always alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets—priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down. Clockwork huntsmen stand nearly six feet tall and weigh 400 lb. Constructed Nature. A clockwork huntsman doesn’t require air, food, drink, or sleep. Traits Immutable Form: The clockwork huntsman is immune to any spell or effect that would alter its form. Magic Resistance: The clockwork huntsman has advantage on saving throws against spells and other magical effects. Actions Longsword: Melee Weapon Attack : +5 to hit, range 5 ft. , One target. Hit : 7 (1d8 + 3) slashing damage. Slam: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d6 + 3) bludgeoning damage. Net Cannon: the target is restrained. A mechanism within the clockwork huntsman’s chest can fire a net with a 20-foot trailing cable anchored within the huntsman’s chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded. Explosive Core: The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Clockwork Huntsman","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":14533,"Challenge Rating":3},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Clockwork Iron Cobra","description":"An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. Gnomes load this clockwork with alchemical concoctions that can paralyze creatures and cloud the mind. Clockworks Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations. Individual Designs Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder. Clockwork Enhancements d10 Enhancement 1 Camouflaged. The clockwork gains proficiency in Stealth if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine. 2 Sensors. The range of the clockwork’s darkvision increases by 60 feet, and it gains proficiency in Perception if it lacks that proficiency. 3 Fortified. The clockwork’s AC increases by 2. 4 Increased Speed. The clockwork’s speed increases by 10 feet. 5 Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. 6 Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn’t function at the start of its next turn. 7 Sturdy Frame. The clockwork’s hit point maximum increases by an amount equal to its number of Hit Dice. 8 Suction. The clockwork gains a climbing speed of 30 feet. 9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish. 10 Water Propulsion. The clockwork gains a swimming speed of 30 feet. Clockwork Malfunctions d8 Malfunction 1 Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. 2 Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. 3 Ground Fault. The clockwork has vulnerability to lightning damage. 4 Imprinting Loop. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won’t willingly harm that creature for 1 minute or until that creature attacks or damages it. 5 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn’t use any of its speeds on its turn. 6 Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting. 7 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. 8 Rusty Gears . The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. I’ve sometimes made the mistake of disavowing gnomish contraptions altogether. Yet some are downright functional. That said, I still won’t entrust my well-being to a whirling kettle. —Mordenkainen Traits Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects. Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random effect (roll a d6): 1–2: Confusion. On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it’s holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature. 3–4: Paralysis. The target is paralyzed until the end of its next turn. 5–6: Poison. The target takes 13 (3d8) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Clockwork Kestrel","description":"This clockwork creation is a thing to behold with its glinting brass and gleaming copper. This tiny clockwork bird emits a barely perceptible whizzing and the minutest whisper of steam. Its eyes are brilliant jewels, which click quietly with each blink. The kestrel has two Recounting Crystal modifications for eyes, which can record audial as well as visual information. These specialized crystals can record up to 4 hours each instead of the 1 hour normal for a recounting crystal, and an audial recording is projected as an illusion that works like the minor illusion spell. The kestrel can’t have any other modifications except for the Familiar modification.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Clockwork Lantern","description":"Apprentices find themselves working at all hours and frequently need a good lamp. The clockwork lantern is an improvement on the standard, hooded lantern as it floats up to 10 feet off the ground and can follow a creature that is holding or carrying its control rod. It can alter its wick on command to shed bright light in a radius from 5 to 30 feet and dim light for an additional number of feet equal to the chosen radius. It can even extinguish or ignite its flame on command. The lantern has the Chemical Reservoir modification, except this reservoir is treated to hold only lantern oil. Once lit, the lantern can burn for 6 hours on a flask (1 pint) of oil. The lantern can also lob small tongues of fire short distances to discourage hungry predators or start campfires.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Clockwork Leech","description":"From a distance this creature appears to be an enormous leech. Closer observation reveals it to be a clockwork device. Blood stains its maw, which leaks a green fluid with a vaguely astringent odor. Collectors of Blood. Hags and other magic practitioners who require blood for their rituals and sacrifices create clockwork leeches to scout marshlands and neighboring settlements for large groups of living creatures. The leeches are designed to extract their fill and return to their controllers, who access and drain their reservoirs. Autonomous clockwork leeches continue to collect blood, but, without masters to whom they deliver it, they go through cycles of draining blood then violently disgorging it. Regardless of their purpose (or lack thereof) for obtaining blood, most clockwork leeches retreat after getting their fill. Waterproof Swimmer. A clockwork leech has layered copper plating that keeps water away from its inner mechanisms. These mechanisms allow the leech to propel itself through water. They can use this propelling undulation on land to make attacks with their “tails.” Leeches that don’t receive regular cleanings eventually turn green as the copper corrodes. Unseen, Unheard, and Unfelt. The same plating that protects the clockwork leech’s inner mechanisms also buffers noise from the gears. Its coloration allows it to blend in with marshland foliage and silty water. Finally, when it punctures a creature’s skin, it releases a sedative to numb the wound, leaving the victim unaware of the injury and subsequent blood drain. The leech doesn’t have an unlimited supply of the sedative, and a leech that hasn’t undergone maintenance for a few weeks loses its Anesthetizing Bite trait. Because the leech must remain attached to its victim to drain its blood, it prefers to attack lone or sleeping targets. Construct Nature. A clockwork leech doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"neutral","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Clockwork Leviathan","description":"Clockwork leviathans are equally capable of functioning on land and in water. Sailors who are haunted by the memories of these treacherous machines need not exaggerate their yarns, for the reality of an aquatic construct such as this holds enough terror in its story for even the hardiest of seafarers. A clockwork leviathan’s numerous metal plates and links are made of such resilient material that they never rust, even after long exposure to the briny sea waters that leviathans often patrol. Clockwork leviathans are 25 feet long and weigh just over 3 tons. Clockwork. As a constructed being, a clockwork leviathan doesn't eat, breathe, drink, or sleep. 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An ingenious combination of mechanical devices and magical conduits allows a clockwork mage to channel the power of a spell gem into a variety of arcane powers. They often serve powerful arcane spellcasters, or as unflinching and unquestioning casters to those who wants the benefit of spells without ego or free thought. A humanoid figure of mithral, steel, and vapor-filled crystals, a clockwork mage often drapes itself in a cloak or shroud. It stands 7 feet tall. Clockwork. As a constructed being, a clockwork mage doesn't eat, breathe, drink, or sleep. 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These marvelous mechanical constructs were originally designed by the gnomish master engineer, Zook. Dreading that they were too powerful to be released into the world and fall into the wrong hands, he secreted them away. Whether they were released by a destructionbent agent of chaos, or they somehow effected their own freedom, they are now a threat to any who cross their paths. Uncontrollable and Invisible. In the past, Zook was able to control his machines, which were built to be invisible agents and protectors. But the creations outlived their creator. If the secret to controlling the creatures exists anywhere, it is within the heavily secured vaults Zook left behind. Wanted by Gnomes. The existence of these wandering clockwork monsters creates a bad reputation for peaceful gnomish engineers. A few groups of gnomes specialize in tracking and destroying these clockwork creations. They claim to do it out of virtue, but rumors abound that they do it for rare parts or the possibility of tracking down old Zook’s vault. Construct Nature. The clockwork mantis doesn’t require air, food, drink or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Clockwork Myrmidon","description":"This hulking brass and iron creature resembles a giant suit of plate armor; a constant growl issues from its midsection. It stands 9 feet tall and its squat head wears an angry expression. A clockwork myrmidon always moves with moves with a powerful, determined grace unusual in most clockwork creations. Elite Machines. Clockwork myrmidons are heavily armored at their joints and at most vital parts. They are much too valuable to undertake patrols or menial labor, and they are unleashed only for dangerous situations that clockwork watchmen cannot handle. Single Targets. A clockwork myrmidon defends itself but does not initiate combat unless so directed by its master. When it does enter battle, a clockwork myrmidon is unrelenting and single-minded, and it attacks one particular target until that foe surrenders, escapes, or is defeated. Unless given other instructions, a clockwork myrmidon attacks whatever enemy is closest to it. A clockwork myrmidon attacks until destroyed or ordered to stand down. Alchemical Tricks. A clockwork myrmidon is always outfitted with alchemical fire, acids, grease, and other special devices. An alchemist is required to keep one running well. Constructed Nature. A clockwork myrmidon doesn’t require air, food, drink, or sleep. Traits Immutable Form: The clockwork myrmidon is immune to any spell or effect that would alter its form. Magic Resistance: The clockwork myrmidon has advantage on saving throws against spells and other magical effects. Actions Multiattack: The clockwork myrmidon makes two attacks: two pick attacks or two slam attacks, or one of each. Heavy Pick: Melee Weapon Attack : +8 to hit, reach 10 ft., One target. Hit : 14 (2d8 + 5) piercing damage. Slam: Melee Weapon Attack : +8 to hit, range 10 ft., One target. Hit : 11 (1d12 + 5) bludgeoning damage. Alchemical Flame Jet (Recharge 5–6): The clockwork myrmidon can spew a jet of alchemical fire in a line 20 feet long and 5 feet wide. Any creature in the path of the jet takes 26 (4d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied. Grease Spray (Recharge 5–6): As a bonus action, the clockwork myrmidon’s chest can fire a spray of alchemical grease with a range of 30 feet, covering a 10-by-10 foot square area and turning it into difficult terrain. Each creature standing in the affected area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied. Alchemical Fireball: The clockwork myrmidon’s alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. A creature within 5 feet of the myrmidon takes 19 (3d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. This explosion doesn’t occur if the clockwork myrmidon has already fired its alchemical flame jet four times.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Clockwork Myrmidon","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":14533,"Challenge Rating":6},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Clockwork Oaken Bolter","description":"No ordinary ballista, an oaken bolter is a Construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward traps or melee-oriented clockworks—and at shorter ranges, burst with explosive force. Clockworks Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations. Individual Designs Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder. Clockwork Enhancements d10 Enhancement 1 Camouflaged. The clockwork gains proficiency in Stealth if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine. 2 Sensors. The range of the clockwork’s darkvision increases by 60 feet, and it gains proficiency in Perception if it lacks that proficiency. 3 Fortified. The clockwork’s AC increases by 2. 4 Increased Speed. The clockwork’s speed increases by 10 feet. 5 Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. 6 Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn’t function at the start of its next turn. 7 Sturdy Frame. The clockwork’s hit point maximum increases by an amount equal to its number of Hit Dice. 8 Suction. The clockwork gains a climbing speed of 30 feet. 9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish. 10 Water Propulsion. The clockwork gains a swimming speed of 30 feet. Clockwork Malfunctions d8 Malfunction 1 Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. 2 Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. 3 Ground Fault. The clockwork has vulnerability to lightning damage. 4 Imprinting Loop. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won’t willingly harm that creature for 1 minute or until that creature attacks or damages it. 5 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn’t use any of its speeds on its turn. 6 Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting. 7 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. 8 Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. I’ve sometimes made the mistake of disavowing gnomish contraptions altogether. Yet some are downright functional. That said, I still won’t entrust my well-being to a whirling kettle. —Mordenkainen Traits Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects. Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep. Actions Multiattack. The clockwork makes two Lancing Bolt attacks or one Lancing Bolt attack and one Harpoon attack. Lancing Bolt. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Harpoon. Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature’s speed isn’t reduced, but it can move only in directions that bring it closer to the clockwork. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. The clockwork can grapple only one creature at a time with its harpoon. Explosive Bolt (Recharge 5–6). The clockwork launches an explosive charge at a point within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. Bonus Actions Reel In. The clockwork pulls the creature grappled by its Harpoon up to 20 feet closer.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Clockwork Observer","description":"This creature appears in the Tockworth's Clockworks adventure module. Traits Flyby. The observer doesn't provoke opportunity attacks when it flies out of an enemy's reach. Telepathic Bond. While the observer is within 1 mile of its creator, it can magically convey what it sees to its creator, and the two can communicate telepathically. Unusual Nature. The observer doesn't need air, food, drink, or sleep. Actions Shriek. The observer emits a mechanical shriek until the start of its next turn or until it drops to 0 hit points. This shriek can be heard within a range of 300 feet.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Construct","Alignment":"Unaligned","Expansion":20256,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Keys from the Golden Vault"},{"name":"Clockwork Pugilist","description":"The mechanical brawler shows the dents of regular combat. Its chest is a filigreed breastplate, its hands are reinforced gauntlets, and its good eye is a stylized monocle. It moves with a deftness belying its artificial nature. Clockwork pugilists are bodyguards and prize fighters deployed by some human and dwarf nobles. They are designed as a complete weapon system, capable of fighting at full capacity with no external armament. Most clockwork pugilists are made of decorated brass, precision gears, and tightly wound enchanted springs. Icons of Style. Clockwork pugilists aren't merely combat automatons but a chance for creators to flaunt their wealth and taste. Elaborate filigree, decorated faceplates, and molded eyepieces, hats, and faux fashion accessories are extremely common. Most are made to emulate a rich socialite, though some social circles have more specialized aesthetic expectations. Military families sometimes style their pugilists after ancient knights, royalty might model theirs on prominent historical figures, and wizards often design theirs after schoolmates they particularly disliked. Pit Fighters. Tournaments, legal or otherwise, for the rich and powerful to exhibit their clockwork pugilists are common. At their most basic, these are glorified boxing rings. Each participant pits their pugilist against the others, demonstrating the durability and skill of each pugilist and artisan. Construct Nature. A clockwork pugilist doesn't require air, food, drink, or sleep. Immutable Form. The clockwork pugilist is immune to any spell or effect that would alter its form. Magic Resistance. The clockwork pugilist has advantage on saving throws against spells or other magical effects. Actions Multiattack. The clockwork pugilist makes two Fist attacks. Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Brass Onslaught (Recharge 6). The pugilist moves up to 10 feet and makes one fist attack. If it hits, the target takes an extra 10 (3d6) bludgeoning damage. This movement doesn't provoke opportunity attacks. Reactions Get Down, Sir! When a creature within 5 feet of the pugilist is targeted by a ranged attack or spell, the pugilist steps in the way, and the ranged attack or spell targets the pugilist instead. Parry. The pugilist adds 2 to its AC against one melee attack that would hit it. To do so, the pugilist must see the attacker and have at least one hand empty.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Clockwork Scorpion","description":"A massive, mechanical scorpion rears its stinger, the tail's segments sloshing with colorful alchemical solutions inside them. Puffs of noxious gas discharge from nozzles poking through the gaps in its armor. Constructing and maintaining a clockwork scorpion requires mastery of both engineering and alchemy. Because of this, they are usually built with the cooperative work of multiple artisans. Being the sole creator of a clockwork scorpion is considered a mark of prestige. Valued Guardians. Nobles that enjoy supporting scientific pursuits might commission a master crafter that they're sponsoring to create a clockwork scorpion for them. This allows the noble to show off their protégé's skills while improving their home's protection. Construct Nature. The clockwork scorpion doesn't require air, food, drink, or sleep. Immutable Form. The clockwork scorpion is immune to any spell or effect that would alter its form. Magic Resistance. The clockwork scorpion has advantage on saving throws against spells and other magical effects. Actions Multiattack. The clockwork scorpion makes one Sting attack and two Claw attacks. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage, and the target is grappled (escape DC 16). The clockwork scorpion has two claws, each of which can grapple only one target. Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage plus 22 (4d10) poison damage. The scorpion then chooses one of the following alchemical solutions, and the target must make a DC 16 Constitution saving throw. The effect is determined by the chosen solution. Hallucinatory Elixir. On a failed save, the target sees enemies everywhere for 1 minute. On its turn, the target uses its action to make a melee attack against the nearest creature that is not the clockwork scorpion, moving up to its speed toward the creature, if necessary. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target succeeds on the initial save, it is charmed until the end of its next turn. Sleep Solution. On a failed save, the target falls unconscious for 1 minute. This effect ends for the target if it takes damage or if another creature takes an action to wake it. On a successful save, the target is incapacitated until the end of its next turn. Vocal Paralytic. On a failed save, the target is poisoned for 1 minute. While poisoned in this way, the target is unable to speak or cast spells that require verbal components. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target succeeds on the initial save, it is poisoned in this way until the end of its next turn. Acid Spray (Recharge 5-6). The clockwork scorpion spews acid in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one. Reactions Gas Nozzles. When the clockwork scorpion takes damage, each creature within 5 feet of it takes 5 (1d10) poison damage. If the damage it took was fire, the gas ignites and deals an extra 5 (1d10) fire damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Clockwork Servant","description":"The mechanical servant offers drinks and conversation, though it is prone to uncoordinated jerks and occasional graceless, lurching movements. Clockwork servants, soldiers, and even killers exist in societies with sufficiently advanced metallurgy and schools of clockwork magic. Construct Nature. A clockwork creature doesn't require air, food, drink, or sleep. Advanced Social Skills. Clockwork servants have few defensive capabilities, though they boast enhanced minds compared to other clockwork automata. Particularly expensive clockwork servants can even carry on full conversations, though their memory gears must be routinely replaced or they develop something quite close to emotion and free will. They understand the basic language, etiquette, and protocol of their country of creation.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Clockwork Soldier","description":"The halberd-wielding soldier is made of brass and iron and stands head-and-shoulders taller than any human soldier. Steam hisses from valves at its joints, and its face is an iron mask of sharp angles and intimidating steel teeth. Clockwork servants, soldiers, and even killers exist in societies with sufficiently advanced metallurgy and schools of clockwork magic. Construct Nature. A clockwork creature doesn't require air, food, drink, or sleep. Mighty but Linear. Clockwork soldiers are shock troops deployed by some human and dwarven societies. These soldiers can strike hard and quickly but are poorly armored and susceptible to burning out their internal furnace. Their rudimentary mechanical minds are sufficient for front-line fodder but wholly unsuited for more fluid situations--in these cases they require orders from living officers.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Clockwork Soldier","description":"These constructs are the pinnacle of clockwork inventions. An ingenious combination of mechanical devices and magical conduits allows a clockwork mage to channel the power of a spell gem into a variety of arcane powers. They often serve powerful arcane spellcasters, or as unflinching and unquestioning casters to those who wants the benefit of spells without ego or free thought. A humanoid figure of mithral, steel, and vapor-filled crystals, a clockwork mage often drapes itself in a cloak or shroud. It stands 7 feet tall. Clockwork. As a constructed being, a clockwork mage doesn't eat, breathe, drink, or sleep. 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Their retractable, insectile wings make the swift creatures even craftier foes than most would anticipate. As they are less combat-oriented than many other clockworks, if a clockwork spy is caught in the act of recording its target, escape is usually the most practical course of action for it. Clockwork spies are about 2 feet wide from leg to leg and weigh less than 40 pounds. Assassin Drone. While most clockwork spies are programmed for simple reconnaissance, some are weaponized with built-in armaments to deliver poisons or other lethal payloads to their targets. Clockwork. As a constructed being, a clockwork soldier doesn't eat, breathe, drink, or sleep. 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Its chief role is as a bodyguard. Clockworks Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations. Individual Designs Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork’s builder. Clockwork Enhancements d10 Enhancement 1 Camouflaged. The clockwork gains proficiency in Stealth if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine. 2 Sensors. The range of the clockwork’s darkvision increases by 60 feet, and it gains proficiency in Perception if it lacks that proficiency. 3 Fortified. The clockwork’s AC increases by 2. 4 Increased Speed. The clockwork’s speed increases by 10 feet. 5 Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage. 6 Self-Repairing. If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn’t function at the start of its next turn. 7 Sturdy Frame. The clockwork’s hit point maximum increases by an amount equal to its number of Hit Dice. 8 Suction. The clockwork gains a climbing speed of 30 feet. 9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish. 10 Water Propulsion. The clockwork gains a swimming speed of 30 feet. Clockwork Malfunctions d8 Malfunction 1 Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. 2 Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. 3 Ground Fault. The clockwork has vulnerability to lightning damage. 4 Imprinting Loop. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won’t willingly harm that creature for 1 minute or until that creature attacks or damages it. 5 Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn’t use any of its speeds on its turn. 6 Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting. 7 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. 8 Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. I’ve sometimes made the mistake of disavowing gnomish contraptions altogether. Yet some are downright functional. That said, I still won’t entrust my well-being to a whirling kettle. —Mordenkainen Traits Magic Resistance. The clockwork has advantage on saving throws against spells and other magical effects. Unusual Nature. The clockwork doesn’t require air, food, drink, or sleep. Actions Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone. Reactions Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Clockwork Tactician","description":"A gleaming silver humanoid, fashioned to appear attired in military garb, deftly twirls a silver weapon that combines features from a hammer, a pick, and a sword. Battlefield Smarts. Clockwork tacticians are savants in combat but can't engage in conversational topics outside tactics and strategy. They work well as lieutenants in active combat, for they can assess current conditions and issue advantageous orders to those in their command. Likewise, they serve as capable advisors to commanders preplanning war strategy. Clockwork tacticians given suitable intelligence about troops, terrain, and other variables quickly determine winning maneuvers. Principled Fighters. The constructs desire to serve on the battlefield and engineer their plans to include their contributions. They don't engage in wanton slaughter and readily accept any opponents' offers of surrender. However, clockwork tacticians only allow an opponent to fool them once with a false surrender. Unwieldy Weapon. A clockwork tactician battles with a weapon uniquely suited to it, allowing it to land the most devastating attack based on its evaluation of its enemy. In the hands of a creature other than the tactician, the weapon is treated as a two-handed martial weapon, and its damage type can be changed as a bonus action. Construct Nature. The clockwork tactician doesn't require air, food, drink, or sleep. Immutable Form. The clockwork tactician is immune to any spell or effect that would alter its form. Magic Resistance. The clockwork tactician has advantage on saving throws against spells and other magical effects. Magic Weapons. The tactician's weapon attacks are magical. Pack Tactics. This clockwork tactician has advantage on attack rolls against a creature if at least one of this tactician's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The clockwork tactician makes four Multiweapon attacks. Multiweapon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning, piercing, or slashing damage. The clockwork tactician chooses the damage type when it attacks. Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Bonus Actions Battlefield Commands. The clockwork tactician issues commands to up to three friendly creatures it can see within 60 feet of it. Each target has advantage on its next ability check or attack roll, provided it can hear and understand the tactician. Press the Attack. If the clockwork tactician hits one target with two Multiweapon attacks or scores a critical hit with its multiweapon, it can make one additional Multiweapon attack. Reactions Quick Study. When a creature hits the clockwork tactician with an attack, the tactician makes a DC 13 Intelligence check. On a success, it chooses one of the following benefits: The tactician has advantage on melee attack rolls against the attacker. The attacker has disadvantage on attack rolls against the tactician. The tactician has resistance to the type of damage from the attack that hit it. The tactician can have more than one benefit active at a time. The benefits end when the tactician attacks a different creature or uses Quick Study on a different creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Clockwork Tiger","description":". The ticking of metal gears is all that hints at the presence of a pair of feline-shaped metal creatures. They are bronze and steel, with sharp metal teeth and razor claws. Magical Origin. Clockwork tigers were invented as guardians in times now long forgotten. In spite of their age, they continue to serve their original purpose as guardians, protecting ancient ruins and new masters alike. The number of clockwork tigers in existence is slowly rising, leading many scholars to speculate on the reason. Some suspect the instructions for creating them were finally found, while others surmise a natural phenomenon unearthed a lost vault of clockwork tigers. Found in Pairs. Clockwork tigers are almost always found in pairs and almost always guarding a spellcaster or magical object, which they consider their “ward.” The tigers work in tandem to defeat threats and protect their wards, leaping in and out of combat. Their clockwork brains are capable of thought, but they are less interested in communication and wholly devoted to protecting their wards. Construct Nature. A clockwork tiger doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Clockwork Tutor","description":"This adaptive clockwork studies a creature holding or carrying its control rod and learns the way that creature learns. When such a creature is trying to learn a new language or tool proficiency, the tutor can’t be the instructor, but the tutor can assist in the creature’s learning process, decreasing the downtime days required to learn by 25 percent. The tutor doesn’t need to know the language or be proficient with the tool to assist the creature in this way.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Clockwork Warhorse","description":"Warhorses are easily the most popular steed for adventurers. However, gearforged often find flesh-and-bone mounts to be finicky, unreliable, and temperamental, and they developed a mechanical steed for their own ease of use. These mechanical destriers never tire and don’t eat, but their incredible bulk means they can’t move quite as quickly as their living counterparts. A clockwork warhorse requires basic maintenance (no tools required) each week, requiring 1 hour of work and 1 gp worth of materials. Unlike other clockwork creations, a clockwork warhorse’s control mechanism is the set of reins built into its head and neck instead of a control rod. If the warhorse has more than one control rod, such as through the Additional Control Rod modification, the warhorse prioritizes the commands of the creature holding its reins.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Clockwork Watchman","description":"This mechanical being’s body is composed of brass and iron and bedecked in a loose uniform of the city watch. Its movements are slow but steady. Lightly Armored Servants. Clockwork watchmen are more solidly built versions of the more common clockwork scullions (servant creatures in wealthy households, incapable of combat). Proper clockwork watchmen are built with iron parts instead of tin, and given keener senses. Many have small bits of armor covering their joints and most vital parts. Constant Rounds. They endlessly patrol the city day and night, pausing only to receive maintenance and new boots. Shouts & Stutters. Their speech is slow and halting, but their distinctive shouts and whistles bring human guards at a run. Constructed Nature. A clockwork watchman doesn’t require air, food, drink, or sleep. Traits Immutable Form: The clockwork watchman is immune to any spell or effect that would alter its form. Magic Resistance: The clockwork watchman has advantage on saving throws against spells and other magical effects. Actions Halberd: Melee Weapon Attack : +4 to hit, range 10 ft., One target. Hit : 7 (1d10 + 2) slashing damage. Slam: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 5 (1d6 + 2) bludgeoning damage. Net Cannon: the target is restrained. A mechanism within the clockwork huntsman’s chest can fire a net with a 20-foot trailing cable anchored within the watchman’s chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net at AC 10. The watchman can fire up to four nets before it must be reloaded.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Clockwork Watchman","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":14533,"Challenge Rating":"1/2"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Clockwork Weaving Spider","description":"This clockwork creature looks like a mechanical spider with long, spindly legs, including one equipped with a particularly sharp blade that’s disproportionately large for the creature’s body. Cloth Makers. These tiny but useful devices are a boon to weavers as they help produce clothing—and they also sometimes serve as spies and defenders, for nothing is so invisible as a simple machine making cloth, day in and day out. As their name implies, these devices resemble large spiders but with ten limbs instead of eight. Two of their legs are equipped with loops or crooks useful in guiding thread on a loom, six are for moving and climbing, one is for stitching and extremely fast needlework, and one has a razor-sharp blade used to trim thread or cloth (or for attacking foes). Throw Poison. Weaving spiders rarely initiate combat unless directed to by their owners, but they instinctively defend themselves, their masters, and other weavers. A weaving spider throws its poisoned shuttle at the nearest foe, then climbs along the strand to attack that foe. Weaving spiders fight until destroyed or ordered to stand down. When spying, they flee as soon as they are threatened, to preserve whatever information they have gathered. Constructed Nature. A clockwork weaving spider doesn’t require air, food, drink, or sleep. Weaving Spiders in Midgard Weaving spiders are built by priests of Rava and imbued with her divine energy, although their shells and armatures are made by the Arms and Armory Guild and the Geargrinders Guild, respectively. They are maintained, operated, and directed by the Honorable Order of Weavers in the Free City of Zobeck, and it is believed that weaving spiders sometimes serve as vessels for a Norn or a skein witch to speak to humans. Traits Immutable Form: The weaving spider is immune to any spell or effect that would alter its form. Magic Resistance: The weaving spider has advantage on saving throws against spells and other magical effects. Actions Multiattack: The weaving spider makes two trimming blade attacks or two needle shuttle attacks. Trimming Blade: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 10 (2d6 + 3) slashing damage. On hit, possible unmaking. Poisoned Needle Shuttle: Ranged Weapon Attack : +5 to hit, range 30 ft., One target. Hit : 7 (1d8 + 3) piercing damage. On hit, the target must succeed on a DC 13 Constitution saving throw or become paralyzed. The target repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. Unmaking: The weaving spider’s speed and its slim, sharp blade can slice cloth, leather, and paper into scraps very quickly. Whenever a weaving spider’s trimming blade attack roll exceeds the target’s armor class by 5 or more, the target must succeed on a DC 13 Dexterity saving throw or one of their possessions becomes unusable or damaged until repaired (DM’s choice).","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Clockwork Weaving Spider","description":"","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":14533,"Challenge Rating":1},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Clockwork Worm","description":"While Ernart is no push-over, he isn’t nearly powerful enough to dissuade all aggressors on his own. Luckily, you don’t need to be, when you can create magically-powered machines to guard you. Most prominent of these creations is his sentient and gargantuan clockwork worm which always lingers close to the tinker, either towering far above the customers or burrowed under the ground nearby. At the slightest hint of violent conflict, the worm makes its presence known, acting swiftly to protect Dippletopp and his wares.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Construct","Alignment":"Neutral","Expansion":27826,"Challenge Rating":15},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Clockwork Wyvern","description":"see Clockwork Wyvern","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Challenge Rating":1.2},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Cloistered Maiden","description":"Before the Scourge, before even the First War, the hubris of wizards invited the eldritch powers to assert their will. These osteomancers, magicians who delve into the magic of bones, sought to enhance their own bodies—growing to the heights of giants, making armour of bony plates, and forming blades from calcified protrusions. Like moths to a flame, eldritch beings were drawn to these spellcasters and corrupted their magic, resulting in the malformed creatures known as cloistered maidens. Sexual Dimorphism Over a few days, a period known as the Great Unchaining, all who practiced osteomancy lost control of their spells. All male osteomancers began dying, their bones growing in warped, fractal patterns and piercing their own organs. Their female counterparts fared even worse: borne by a flood of necromantic magic, their bodies grew into large, twisted creatures, vessels for the eldritch powers that overcame them. Eternal Hunger These half-dead corpses feel nothing more than an insatiable hunger that drives them to devour anything alive. Indeed, reports of a cloistered maiden are often the first priority for hunters lest they turn entire neighbourhoods into corpse and bone. The Radiant Church, ever vocal in its disparagement of osteomancy, proclaims these maidens to be manifestations of the sin of gluttony, another instrument in the toolbox of propaganda they use to sway the populace. Traits Sharp Fangs. The maiden has advantage on attack rolls against creatures it is grappling. Innate Spellcasting. The maiden's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: alter self, chill touch (2d8) 3/day: animate dead (up to five skeletons) Bone Regeneration. The maiden regains 10 hit points and reforms any of its broken bones at the start of its turn if it has at least 1 hit point. Magic Strikes. The maiden’s attacks are magical. Actions Multiattack. The maiden makes two attacks: one with its bite and one with its claw. It can use Feast instead of its bite. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the maiden can't bite another target. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. Feast. The maiden makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is devoured, and the grapple ends. While devoured, the creature is restrained, it has total cover against attacks and other effects outside the maiden, and it takes 20 (8d4) piercing damage at the start of each of the maiden’s turns. The maiden can only have one creature devoured at a time. If the maiden takes 20 damage or more on a single turn from a creature inside it, its teeth break and the creature inside of it falls prone in an unoccupied space within 5 feet of the maiden. If the maiden dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. Spinal Explosion (1/Day). The maiden releases all the bony protrusions on its spine. Each creature within 30 feet of the maiden must make a DC 15 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save or half as much damage on a successful one. Each creature that fails the saving throw is also embedded with bony spikes. At the start of the creature’s next turn, it must make a DC 14 Constitution saving throw. On a failed save, it becomes restrained, as its body begins to harden. On a successful save, its body ejects the spikes and it isn’t otherwise affected. A restrained creature must make another DC 14 Constitution saving throw at the start of its next turn. On a success, the effect ends on the creature. On a failure, its skin hardens into bone and it becomes petrified until the maiden dies, or until it is released by a greater restoration spell.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration and undead","Alignment":"neutral evil","Expansion":27461,"Challenge Rating":8},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Cloud Giant","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell : The giant has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting : The giant's innate spellcasting ability is Charisma . It can innately cast the following spells , requiring no material components : At will: detect magic , fog cloud , light 3/day each: feather fall , fly , misty step , telekinesis 1/day each: control weather , gaseous form Actions Multiattack : The giant makes two morningstar attacks . Morningstar : Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage . Rock : Ranged Weapon Attack : +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"200 (16d12+96)","CHA":16,"CON":22,"DEX":10,"INT":12,"STR":27,"WIS":16,"Size":"Huge","Type":"giant","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390059423/WMZptF8NY06A4UqSghCeDA/original.png","Roll 0":"Morningstar\n1d20 + 12\n3d8+8","Roll 1":"Rock\n1d20 + 12\n4d10+8","Skills":"Insight +7, Perception +7","Source":"5th Edition SRD","data-XP":"5,000","Alignment":"Neutral Good (50%) Or Neutral Evil (50%)","Languages":"Common, Giant","data-List":"false","Spell Book":"Detect Magic, Fog Cloud, Light, Feather Fall, Fly, Misty Step, Telekinesis, Control Weather, Gaseous Form","Token Size":3,"data-Spells":"{\"innate\":{\"at-will\":[\"detect magic\",\"fog cloud\",\"light\"],\"3/day\":[\"feather fall\",\"fly\",\"misty step\",\"telekinesis\"],\"1/day\":[\"control weather\",\"gaseous form\"]}}","data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The giant has advantage on Wisdom (Perception) checks that rely on smell.\"},{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: At will: detect magic, fog cloud, light 3/day each: feather fall, fly, misty step, telekinesis 1/day each: control weather, gaseous form\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The giant makes two morningstar attacks.\"},{\"Name\":\"Morningstar\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"12\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"3d8 + 8\",\"Damage Type\":\"piercing\"},{\"Name\":\"Rock\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"12\",\"Reach\":\"60/240 ft.\",\"Target\":\"one target\",\"Damage\":\"4d10 + 8\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"+3","data-CON-mod":"+6","data-DEX-mod":"+0","data-INT-mod":"+1","data-STR-mod":"+8","data-SizeNum":6,"data-WIS-mod":"+3","Saving Throws":"Con +10, Wis +7, Cha +7","Challenge Rating":9,"Passive Perception":17,"data-CrNum":9,"data-AcNum":14,"data-HpNum":200},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cloud Giant","description":"\"Boulders assailed our walls and cast them down, leavin’ gaps through which the giants strode, weapons in hand.\" —Captain Dwern Addlestone’s partial account of the Siege of Sterngate Giants Ancient empires once cast long shadows over a world that quaked beneath the giants’ feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. Giants are almost as old as dragons, which were still young when the giants’ heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race’s glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. The Ordning Each of the main giant races—the cloud, fire, frost, hill, stone, and storm giants—are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. Regardless of a giant’s rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn’t considered evil to disrespect or even betray a giant of another type, merely rude. Cloud Giant Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue. High and Mighty. Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly. Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs. Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants’ lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants. Affluent Princes. Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races. They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder—sometimes fighting for the cloud giants’ amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottage-sized produce and magic beans are spread in the mortal realm. As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants’ gardens by night, along with trained predators such as owlbears and lions. Children of the Trickster. The patron god and father of the cloud giants is Memnor the Trickster, the cleverest and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Memnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silver-tongued speech. Family members usually align in the same direction. Wealth and Power. A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants. However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant’s household. Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings’ ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor. \"And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.\" —Elder Zelane of Istivin, recounting the Giant Wars Giant Gods When the giants’ ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants’ pantheon. Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind’s primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam’s daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. Traits Keen Smell : The giant has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting : The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: • At will: detect magic , fog cloud , light • 3/day each: feather fall , fly , misty step , telekinesis • 1/day each: control weather , gaseous form Actions Multiattack : The giant makes two morningstar attacks. Morningstar : Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) piercing damage. Rock : Ranged Weapon Attack : +12 to hit, range 60/240 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Source":"MM1","Alignment":"neutral good (50%) or neutral evil (50%)","Expansion":2,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Cloud Giant Count","description":"In the Ordning, the count or countess is the highest-ranking cloud giant of its kind. The count is also often the most clever, powerful, and ruthless. Always scheming, every action or inaction the count makes is calculated, to ensure that it furthers its goals. In battle, the count rarely fights in the open. It instead prefers to direct its underlings where they will be most effective. If needed, the cloud giant count will use its potent illusions and enchantments to gain the upper hand. Traits Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell. Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Spell Penetration. When the giant casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 3 levels higher. Superior Focus. The giant has advantage on saving throws it makes to maintain its concentration. Actions Multiattack. The giant makes two Morningstar attacks. Morningstar . Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll. Rock. Ranged Weapon Attack: +15 to hit, reach 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: detect magic, fog cloud, light 3/day each: fly, telekinesis 1/day each: control weather (as an action), gaseous form Bonus Actions Battle Command. The giant targets one ally it can see within 30 feet of it. If the target can see or hear the giant, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Bewildering Mist (Recharge 6). The giant conjures a magical 20-foot diameter bluish-white mist centered on the giant that lasts for 1 minute. A creature hostile to the giant that starts its turn within the mist takes 10 (3d6) psychic damage and must make a DC 18 Charisma saving throw. On a failed save, the creature can’t take reactions until the start of its next turn, and it rolls a d4 to determine what it does during its current turn: 1–2. The creature does nothing. 3. The creature does nothing except use all its movement to move in a random direction. 4. The creature either makes one melee attack against a random creature it can see or does nothing if no visible creature is within its reach. Misty Step (3/Day). The giant casts misty step using Charisma as the spellcasting ability. Reactions Featherfall (3/Day). The giant casts feather fall using Charisma as the spellcasting ability. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Cunning Instruction. The giant targets one ally it can see within 30 feet of it. If the target can see or hear the giant, the target gains advantage on its next attack roll, ability check, or saving throw until the start of the giant's next turn. Attack (Costs 2 Actions). The giant makes a Morningstar attack. Cast a Spell (Costs 2 Actions). The giant uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Neutral Good (50%) or Neutral Evil (50%)","Expansion":17751,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Cloud Giant Destiny Gambler","description":"Cloud giants rise in the ordning by amassing valuable and beautiful treasures—often by gambling. While many cloud giants are content with risking their wealth in games with each other, those who aim for the top of their ordning challenge all manner of beings in games of chance and wit. A destiny gambler is a cloud giant who has won increasingly high-stakes wagers against other giants, smaller folk, and even beings from the Outer Planes. Destiny gamblers wear half masks that cover their eyes. The masks’ runic magic allows these giants not only to see normally, but also to see through illusions, invisibility, darkness, and other forms of magical trickery. Years of successful wagers make destiny gamblers so confident in their ability to win any challenge that they invite potential rivals to name the terms of a wager. Those who are foolish enough to issue a combat challenge quickly find these giants’ magical prowess is nearly unmatched. Destiny Gambler Spell Winnings Destiny gamblers aren't content with winning mere treasures, preferring to play for power and favors from creatures who possess great magic. Tales passed through cloud giant generations tell of a giant who outwitted a celestial being to win a feature imbued with the light of an extinct sun, and another who obtained a fraction of power from the demon lord Orcus. To depict a destiny gambler who won such a wager, you can add one or more of these spells to the destiny gambler's Spellcasting action, each castable once per day: circle of death , harm , Otiluke's freezing sphere , sunbeam . Traits Cloud Rune. The giant has a cloud rune inscribed on a mask in its possession. While holding or wearing the mask bearing the rune, the giant has truesight within a range of 30 feet and can use its Thunderous Clap action and Negate Spell reaction. The mask bearing the cloud rune has AC 15; 45 hit points; and immunity to necrotic, poison, and psychic damage. The mask regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a cloud rune on a mask in its possession when it finishes a short or long rest. Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20): At will: detect magic , fog cloud , light , minor illusion 1/day each: dream (as an action), gaseous form , major image Actions Multiattack. The giant makes three Flying Staff attacks. Flying Staff. Melee or Ranged Weapon Attack: +14 to hit, reach 10 ft. or range 30/90 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage plus 16 (3d10) thunder damage. Hit or Miss: The staff magically returns to the giant's hand immediately after a ranged attack. Thunderous Clap (Requires Cloud Rune). The giant magically summons a thundercloud that fills a 30-foot-radius sphere centered on a point the giant can see within 60 feet of itself. The cloud spreads around corners. Each creature in that area must make a DC 20 Constitution saving throw as the cloud emits a thunderous boom. On a failed save, a creature takes 52 (8d12) thunder damage and has the prone condition. On a successful save, a creature takes half as much damage only. The thunderclap is audible within 300 feet of the cloud's center point. The cloud's area is heavily obscured. The cloud lingers until the start of the giant's next turn or until a strong wind disperses it. Reactions Negate Spell (Requires Cloud Rune). When the giant sees a creature within 60 feet of itself casting a spell, the giant tries to interrupt it. If the creature is casting a spell using a spell slot of 3rd level or lower, the spell fails and has no effect. If the creature is casting a spell of 4th level or higher, it must succeed on a DC 18 Intelligence saving throw, or the spell fails and has no effect.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant (Bard)","Alignment":"Any Alignment","Expansion":24749,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Cloud Giant Divine Trickster","description":"The cloud giant divine trickster is a powerful cleric of Memnor, the giant deity of control, deceit, and pride. It is a cunning cleric that seeks to bring chaos and disorder to the Realms through deception and manipulation. It enjoys orchestrating wars between nations and factions and delights in bringing misery to everyone. In combat, the cloud giant is very crafty and opportunistic and often employs dirty tactics. Aside from its incredible strength and potent divine magic, it can conjure an illusory image of itself to mislead attackers. It also has the uncanny ability to copy and recast most spells it has just observed from other spellcasters. Traits Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell. Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant makes two attacks with its Morningstar. Morningstar. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 4 (1d8) lightning damage. Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 18): At will: detect magic, fog cloud, light, poison spray (2d12), minor illusion, thaumaturgy 3/day each: feather fall, fly, misty step, telekinesis 1/day each: banishment, charm person, control weather, disguise self, gaseous form, mirror image, polymorph, suggestion Cloak of Shadows (Recharges after a Short or Long Rest). The giant creates a perfect illusion of itself that lasts for 1 minute, or until the giant loses its concentration (as if it was concentrating on a spell). The illusion appears in an unoccupied space that the giant can see within 30 feet of it. As a bonus action on its turn, it can move the illusion up to 30 feet to a space it can see, but it must remain within 120 feet of it. For the duration, the giant can cast spells as though it was in the illusion’s space, but it must use its own senses. Additionally, when both the giant and its illusion are within 5 feet of a creature that can see the illusion, the giant has advantage on attack rolls against that creature, given how distracting the illusion is to the target. Reactions Mirror Spell (3/Day). When a creature within 30 feet of the giant casts a spell, and the giant can see and hear the creature, the giant temporarily gains knowledge of the spell if it is at least 1st level and not higher than 4th level and takes only 1 action to cast. The giant knows the spell this turn only and casts it using Wisdom as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks). Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Move. The giant moves up to half its speed. Attack (Costs 2 Actions). The giant makes a melee or ranged attack. Cast a Spell (Costs 2 Actions). The giant uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Cloud Giant Ghost","description":"Traits Ethereal Sight . The ghost can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement . The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Regeneration . The ghost regains 10 hit points at the start of its turn. If the ghost takes radiant damage or damage from a magic weapon, this trait doesn’t function at the start of the ghost’s next turn. The ghost dies only if it starts its turn with 0 hit points and doesn’t regenerate. Spellcasting . The ghost casts one of the following spells, using Charisma as the spellcasting ability and requiring no material components: At will: fog cloud 3/day: telekinesis 1/day: control weather Actions Multiattack . The ghost makes two melee attacks. Spectral Weapon . Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) force damage. Etherealness . The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. Wind Howl (Recharge 6). The ghost emits a dreadful howl that summons a cold, biting wind. This wind engulfs up to three creatures of the ghost’s choice that it can see within 60 feet of it. Each target is pulled up to 20 feet toward the ghost and must make a DC 15 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Expansion":9505,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Cloud Giant Mastermind","description":"When brutish giants, such as hill giants and frost giants, that usually only make random raids suddenly show signs of coordinated and strategic attacks, it is very likely a cloud giant mastermind is directing them. Scheming and always working behind the shadows, a cloud giant mastermind uses guile, strategy, and adaptability as its foremost weapons. Very rarely will it make its presence known, but if it does come out to the open, it is to claim its goal. Traits Cunning Presence. An ally that starts is turn within 30 feet of this giant and can see and hear this giant can take the Dash, Disengage, or Hide action as a bonus action, provided the giant isn't incapacitated. Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The giant makes two Morningstar attacks. Morningstar. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. The attack deals an extra 17 (5d6) damage if the giant has advantage on the attack roll. Rock. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 17 (5d6) damage if the giant has advantage on the attack roll. Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: detect magic, fog cloud, light 3/day each: fly, telekinesis 1/day each: control weather, gaseous form Bonus Actions Cunning Action. The giant takes the Dash, Disengage, or Hide action. Cunning Insight (Recharge 5–6). The giant chooses a target it can see within 30 feet of it. The giant and up to 3 creatures of its choice have advantage on ability checks, attack rolls, and saving throws against the target. In addition, the target has disadvantage on ability checks and attack rolls made against the giant. These effects last until the start of the giant's next turn. Misty Step (3/Day). The giant casts misty step using Charisma as the spellcasting ability. Reactions Featherfall (3/Day). The giant casts featherfall using Charisma as the spellcasting ability. Misdirection. When the giant is targeted by an attack while a creature within 5 feet of it is granting it cover against that attack, it can have the attack target that creature instead.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Neutral Good (50%) or Neutral Evil (50%)","Expansion":23212,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Cloud Giant of Evil Air","description":"Given their inherent link to elemental air, cloud giants who turn from the gods of the Ordning often gravitate to the service of Yan-C-Bin, Prince of Evil Air. These giants’ cunning, charisma, and sheer physical and magical might make them well suited to leadership positions in the cults of Elemental Evil. A cult with a cloud giant at its head can be a formidable force of corruption and destruction in the world. As if that weren’t enough, cloud giants often bring tremendous wealth with them, swelling the cult’s coffers to finance more far-reaching operations. A cloud giant dedicated to Evil Air wears a magic vest adorned with wings made from roc feathers and enchanted with elemental air, allowing the ­giant to fly. The vest functions only for the giant who wears it. Traits Flyby. The giant doesn't provoke an opportunity attack when it flies out of an enemy's reach. Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: detect magic , fog cloud , light 2/day: telekinesis 1/day: gaseous form Actions Multiattack. The giant makes two Scimitar attacks and one Storm Boomerang attack. Scimitar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) slashing damage. Storm Boomerang. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 15 (3d4 + 8) bludgeoning damage plus 7 (2d6) thunder damage, and the target must succeed on a DC 16 Constitution saving throw or have the stunned condition until the end of its next turn. Hit or Miss: The boomerang magically returns to the giant's hand immediately after the attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Neutral Evil","Expansion":24749,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Cloud Giant Smiling One","description":"The giant presented here is more powerful than others of its kind, either because the gods have shown it favor or because fate has dealt it a bad hand and forced it to seek out other paths to power. Cloud giants aren’t, on the whole, religious. They tolerate many conflicting ideas about their patron deity, Memnor. The smiling ones strain that tolerance. Smiling ones are cloud giants who honor and emulate Memnor’s craftiness and deceit above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor. While cloud giants expect a certain amount of trickery and deceit in their dealings with others of their kind, smiling ones overstep the bounds of decorum with their behavior, doing and saying things that nobler cloud giants consider beneath the dignity of their kind. Mysterious Masks. Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about their place in the ordning—second to the storm giants. The masks serve as symbols of their devotion, but they also conceal their wearers’ true facial expressions. Traits Innate Spellcasting : The giant’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: • At will: detect magic , fog cloud , light • 3/day each: feather fall , fly , misty step , telekinesis • 1/day each: control weather , gaseous form Spellcasting : The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared: • Cantrips (at will): minor illusion , prestidigitation , vicious mockery • 1st level (4 slots): cure wounds , disguise self , silent image , Tasha’s hideous laughter • 2nd level (3 slots): invisibility , suggestion • 3rd level (2 slots): major image , tongues Keen Smell : The giant has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack : The giant makes two attacks with its morningstar. Morningstar : Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll. Rock : Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll. Change Shape : The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (cloud giant)","Source":"Volo's Guide to Monsters","Alignment":"chaotic neutral","Expansion":1,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Cloud Giant Smiling One","description":"Smiling ones are cloud giants who honor and emulate the craftiness and deceit of the deity Memnor above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor. Smiling ones overstep all bounds of decorum with their behavior, doing and saying things that even other knavish folk consider beneath their dignity. Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about cloud giants’ place in the ordning—second to storm giants. The masks serve as symbols of smiling ones’ devotion and also conceal their wearers’ true facial expressions. Traits Control Weather (8th-level Spell). The giant can cast the control weather spell, requiring no material components and using Charisma as the spellcasting ability. Actions Multiattack. The giant makes two Slam attacks or two Telekinetic Strike attacks. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 5 (1d10) psychic damage. Telekinetic Strike. Ranged Spell Attack: +7 to hit, range 240 ft., one target. Hit: 25 (4d10 + 3) force damage. Change Shape. The giant magically transforms to look and feel like a Beast or a Humanoid it has seen or to return to its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, don’t change. It reverts to its true form if it dies. Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: detect magic , fog cloud , light , minor illusion 3/day each: invisibility , silent image , suggestion , tongues 1/day each: gaseous form , major image Bonus Actions Cloud Step (Recharge 4–6). The giant teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Neutral","Expansion":14934,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cloud Giant Sorcerer","description":"The cloud giant sorcerer can unleash forked lightning bolts to strike down its foes. It takes advantage of its metamagic abilities to enable it to also cast a spell while performing other actions during the same turn, making it a very dangerous foe. Traits Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell. Sorcery Points. The giant has 13 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell's effects, the giant can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When it casts a spell that has a casting time of 1 action, the giant can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Actions Multiattack. The giant makes two Quarterstaff attacks. Quarterstaff. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage, or 21 (3d8 + 8) bludgeoning damage if used with two hands, plus 4 (1d8) force damage. Forked Lightning (Recharge 5–6). The giant unleashes arcs of magical lightning at up to three creatures it can see within 60 feet of itself. Each target must make a DC 17 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. Rock. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Spellcasting. The giant casts one of the following spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: detect magic, fire bolt (4d10), fog cloud, friends, light, mage hand, minor illusion 3/day each: fireball, fly, greater invisibility, mirror image, telekinesis 1/day each: cone of cold, control weather (as an action), dominate person, gaseous form, prismatic spray Reactions Featherfall (3/Day). The giant casts feather fall using Charisma as the spellcasting ability. Bonus Actions Misty Step (3/Day). The giant casts misty step using Charisma as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Neutral Good (50%) or Neutral Evil (50%)","Expansion":17751,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Cloud Giant Variant","description":"Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options. Fling Wind Aura Traits Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: At will: detect magic, fog cloud, light 3/day each: feather fall, fly, misty step, telekinesis 1/day each: control weather, gaseous form Actions Multiattack. The giant makes two morningstar attacks. Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown. Wind Aura. A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral good (50%) or neutral evil (50%)","Expansion":7387,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Cloud Giant Wind Disciple","description":"Due to where they live, some cloud giants have become natural wind disciples that have spent a lifetime mastering the martial arts combined with the power of the air elements. Armed with just their fists and a few spells, these giants can harness the power of the wind and hit opponents with the force of a hundred punches. Traits Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell. Stunning Strike (3/Day). Once per turn, when the giant hits a creature with a melee weapon attack, it can force the creature to make a DC 16 Constitution saving throw or be stunned until the end of the creature's next turn. Actions Multiattack. The giant makes three Unarmed Strike attacks. It can use Giant Fist of the Unbroken Air in place of one Unarmed Strike, if available. Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Giant Fist of Unbroken Air (3/Day, 1/Turn). The giant chooses a creature it can see within 60 feet of it and hits it with a blast of compressed air. The creature must make a DC 16 Strength saving throw. On a failed save, the creature takes 33 (6d10) bludgeoning damage, and is pushed up to 30 feet away and knocked prone. On a successful save, the creature takes half as much damage, and isn't pushed or knocked prone. Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: detect magic, fog cloud, light 3/day each: fly, gust of wind, hold person, telekinesis 1/day each: cone of cold, control weather, gaseous form Bonus Actions Misty Step (3/Day). The giant casts misty step using Charisma as the spellcasting ability. Reactions Featherfall (3/Day). The giant casts featherfall using Charisma as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Neutral Good (50%) or Neutral Evil (50%)","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Cloudhoof Assassin","description":"This white-furred sheep has an impressive set of horns that curve around to make a nearly complete circle. It leaps from a thin ledge to a narrow spire with little concern as it sticks the landing. The cloudhoof assassin, also known as a shove sheep or bully goat, has an unusual diet consisting of carrion. While the treacherous mountain ranges it inhabits provide it with plenty of food, the sheep can provide for itself, by hunting for unwary prey it knocks from precarious heights. It waits for its victim to succumb to its injuries from the fall and feeds on the remains. Its physical prowess offers it little protection from larger predators, especially giants who prize the taste of its flesh. Curious Follower Gambit. When on the prowl for prey, a cloudhoof assassin chooses a solitary target, which it follows from a distance. Those unknowledgeable about the sheep may mistake the animal's tactic as overcoming its fear of the traveler for the traveler's food or out of curiosity. It chews on anything its target discards while it maintains its separation, aiding the ruse. The cloudhoof assassin remains patient as it waits for its prey to move close to a dangerous drop and lose focus on the animal. When it gauges the right moment, it suddenly speeds toward its target to push it off the edge. If it fails to shove its target, it tries to bludgeon the creature to death or scamper away along a hard-to-follow path, depending on how hungry it is. Territorial. Other than their small family groups, cloudhoof assassins aggressively protect their mountains from other such sheep. Young cloudhoof assassins often leave their families and move to other mountains where they can start their own families or challenge one or both of their parents for dominion. Challenges between cloudhoof assassins take place along mountainsides, where the winner pushes the loser over an edge and kills it. Shoving Charge. If the cloudhoof assassin moves at least 20 feet straight toward a target and then hits it with a Headbutt attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away from the cloudhoof. If a creature fails this saving throw by 5 or more, it is pushed up to 15 feet. Sure-Hooved. The cloudhoof assassin has advantage on Strength and Dexterity checks and saving throws made against effects that would knock it prone. In addition, it has advantage on Strength (Athletics) checks to climb rocky surfaces and Dexterity (Acrobatics) checks to maintain its balance on rocky surfaces. Actions Multiattack . The cloudhoof assassin makes one Headbutt attack and one Shoving Kick attack. Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Shoving Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be pushed up to 5 feet away from the cloudhoof assassin. If the cloudhoof scores a critical hit, the target is pushed up to 10 feet on a failed save.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Cloudsheep","description":"Cloudsheep Likes: frolicking, hiding among clouds, playful headbutts Dislikes: flying predators, being underground, being alone Native to aerial dimensions and flying islands, cloudsheep are affable elemanimals who love frolicking among the fluffiest of clouds. Curious and playful, cloudsheep will often fly down to the ground to socialize with terrestrial animals and the occasional adventurer. Cloudsheep are particularly wary of flying predators. If it feels threatened, a cloudsheep will use its innate magic to create a fog cloud and fly through it to safety. Though timid, a cloudsheep will aid its friends in combat either by creating fog clouds or bleating magically to scatter dangerous vapors. Its fluffy mistwool allows it to headbutt enemies and then quickly fly back to its friends without provoking attacks of opportunity. Mistwool. A cloudsheep’s fleece is made of mistwool, a weightless and delicate textile fiber used in the creation of magic garments. Shearing and scouring mistwool requires exceptional skill and specialized magic, as well as the full cooperation and trust of a cloudsheep. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a cloudsheep for their familiar.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental (elemanimal)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Cloudshrike","description":"Elemental Beasts Occasionally, aetherial sailors find an elemental portal their craft can travel through, bringing them into the mysterious worlds of the Elemental Planes. These planar gates are typically guarded by bestial elemental spirits that jealously guard the entrance to their worlds. Sailors know to keep a distance from these portals unless they’re prepared to fight past these elemental beasts. Cloudshrike Air elemental beasts are invisible, for they’re made of swirling gusts of wind. When their movements kick up sand or debris, or they’re perceived by creatures with truesight, it’s revealed they possess a bestial form in the vague shape of a large, carnivorous bird.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Source":"custom","Alignment":"Unaligned","Expansion":32048},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Cloudy Spirit Eye","description":"Spirit eyes are ectoplasmic servants summonable by Dowda. They appear as different-colored, 5-foot-radius, floating eyes (note separate entries for each below). Every spirit eye has an ethereal and extensible energy strand attached to it that links back to Dowda and allows him to see what they see. Dowda maintains total control of the eyes' spiritual states. He can mentally Command them at great distances, immediately recall them, or even remanifest them in different guises and for different purposes. They move by a form of enhanced levitation. These Creatures have been summoned to guard the four glass panes of Dowda’s Lantern . They immediately Attack anything entering through the panes during the lantern’s mastering process, using the Special Attack described below at a rate of once per turn. They are never present after the lantern has been mastered. If killed, a spirit eye disappears without a trace. Magic Resistance . The eye has advantage on saving throws against spells and other magical effects. Spell Immunity . The banishment and polymorph spells have no effect on the eye. Thunder Aura . Any creature that starts its turn within 20 feet of the eye takes 3 (1d6) thunder damage and is pushed 5 feet away from the eye. Actions Multiattack . The eye uses Lightning Tentacle twice, each of which it can replace with one use of Fling. Lightning Tentacle . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d8 + 3) lightning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained. The eye has two tentacles, each of which can grapple one target. Fling . One Medium or smaller object held or creature grappled by the eye is thrown up to 30 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. Reactions Quick Zap . When a creature grappled by the eye ends the condition with a successful Strength (Athletics) or Dexterity (Acrobatics) check, the eye can deal 3 (1d6) lightning damage to the creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Unaligned","Expansion":22851,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Clurichaun","description":"Around a corner in the wine cellar stumbles a surly, two-foot tall man carrying an open bottle of wine. He has a bushy beard and wears a rumpled, red overcoat over a dirty white shirt and knee-length red trousers with blue stockings and silver-buckled shoes. A cap made from leaves stitched together with gold thread slouches atop his head, and he reeks of stale beer and wine. Drunks in the Cellar. Clurichauns are mean-spirited, alcohol-loving fey that plague butteries and wine cellars. These drunken fey were once leprechauns, but they long ago forsook a life of toil for one of solitary debauchery. Now they spend every night drinking, warbling off-key, and tormenting their hapless hosts with cruel pranks. However, if the clurichaun’s host keeps him or her well supplied with a favorite libation and otherwise leaves him or her alone, the clurichaun will protect their wine cellars from thieves, drunkards, or worse—becoming quite vigorous when they feel the security of the cellars is threatened in any way. They have a particular hatred for rum gremlins and for other clurichauns. Contest Evictions. Most people can’t tolerate or afford a clurichaun’s presence for long. Unfortunately, attempts to drive them off usually result in the spiteful clurichaun going on a destructive rampage and them spoiling any remaining wine. The best way to evict a clurichaun is to challenge him or her to a drinking contest. A clurichaun can’t abide losing to a mortal and will slink away in shame, never to be seen again, if that happens. This is a risky option, however, because despite their size, clurichauns can drink prodigiously with little ill effect. Small Brawlers. While clurichauns aren’t adverse to an old-fashioned tavern brawl, they rely mainly on their magic to protect themselves. Creatures under a clurichaun’s spell feel and act as if they were intoxicated, complete with hangovers the next morning! Traits Clurichaun’s Luck: Clurichauns add both their Dexterity and Charisma modifiers to their Armor Class. Innate Spellcasting: The clurichaun’s innate spellcasting ability is Charisma (spell save DC 13). The clurichaun can cast the following spells, requiring only alcohol as a component. At will: friends, mending, minor illusion, purify food and drink, vicious mockery 1/day each: blur, calm emotions, heroism, sleep, suggestion Magic Resistance: The clurichaun has advantage on saving throws against spells and other magical effects. Actions Unarmed Strike: Melee Weapon Attack : +3 to hit, range 5 ft., One creature. Hit : 2 (1 + 1) bludgeoning damage. Improvised Weapon: Melee Weapon Attack : +3 to hit, range 20/60 ft., One creature. Hit : 3 (1d4 + 1) bludgeoning damage. Damage type can be either bludgeoning, piercing, or slashing.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Expansion":3,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Coastline Reaper","description":"Tentacles rise out of the water, whipping about as the creature pulls itself up from the depths. Its bulbous head resembles a jellyfish, but its flesh sinks into holes created by its internal organs, giving its body the appearance of a large skull crowned with rows of spikes. Coastal Boogeyman. Communities that live near coasts tell stories of the coastline reaper to their children to keep them away from the beach at night. Coastline reapers live in submerged caves and hunt along coasts when the tide is high. Fisherfolk who know there is a lair nearby always go out onto the waters at low tide or in large groups to avoid encountering the coastline reaper. The reaper gets its name from the unique pattern that appears on its bulbous head. It can deflate the outer flesh of its head, which sinks into holes created by the arrangement of its internal organs. The end result resembles a humanoid skull crowned in spikes, provoking fear in those who see it. When the reaper is submerged, these organs glow a pale blue, evoking a ghostly skull-like appearance as the reaper swims. Deadly Hunter. Coastline reapers hunt the coast for aquatic life to feed on, but those near settlements are fond of the taste of humanoids. Such reapers quickly learned their appearance frightens humanoids and have adapted their hunting techniques over time to capitalize on this fear. Some of the reaper's tentacles are covered in small stingers filled with a paralyzing poison that is particularly effective against frightened creatures. Dark Allies and Rivals. Though not quite sentient, coastline reapers can learn basic words and signals, making them desirable minions for creatures such as aboleths. Coastline reapers dislike the unpalatable sahuagin, who often hunt in the reaper's territory, and reapers go out of their way to destroy sahuagin colonies in their territory. Glowing Organs. While underwater, the coastline reaper's internal organs glow an eerie, pale blue, shedding dim light in a 10-foot radius. Hold Breath. While out of water, the coastline reaper can hold its breath for 30 minutes. Water Breathing. The coastline reaper can breathe only underwater. Actions Multiattack. The coastline reaper makes two Tentacle Lash attacks and one Stinging Tentacle attack. Tentacle Lash. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. Stinging Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. The target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. A frightened creature has disadvantage on this saving throw. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Frightening Visage (Recharge 5-6). If underwater, the coastline reaper flares the light from its organs, making the skull-like structure within more apparent. If above water, the coastline reaper tightly pulls in its outer flesh, causing its body to take on a fleshy, skull-like appearance. Each Humanoid within 30 feet of the coastline reaper that can see it must make a DC 16 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Cobalt Golem","description":"A unique form of a classic arcane construct, cobalt golems are mighty armored servitors made by arcanists who find iron too mundane a metal. The first seeds of these automata fall from the sky, with raw cobalt carefully extracted from meteorites and smelted by way of ferromagnetic alchemy into a hard, lustrous, silver-gray metal. This finished cobalt is then molded and twisted into armored skin shielding clockwork designs that animate rune-encrusted muscle-like chains. A central lodestone powers a cobalt golem, fueled by magic rituals that spark ionized life within its inorganic shell. Archivists’ Automata. The Library of the Cobalt Soul has commissioned a large number of cobalt golems to guard their most restricted archives, taking pleasure in the serendipitous nature of the construct’s name and trusting the threat of these powerful warriors to deter anyone thinking of fleeing with sacred knowledge. Golems Ageless and unstoppable guardians, golems are expertly crafted to execute their owners’ every command without question. Vaguely humanoid in appearance and unfailingly loyal, these powerful constructs feel no agony or sympathy, require no sustenance or sleep, ignore bribes and bargains, and do as they are told without remorse or hesitation. Covetous Origins. During the Age of Arcanum, magic inspired a deep arrogance in many of the gods’ children, who assumed arcane gifts were proof of inevitable divinity. In response, many mortal folk experimented with manufacturing “life” of their own. The dwarves succeeded first, marrying divine gifts with technical skill to animate autonomous wardens as protectors of their ancestral halls. The dwarves’ knowledge was quickly stolen and expanded upon by other folk, and creating golems eventually became less about proving that mortals can shape life as the gods do, and more about protecting life, wealth, and secrets from others. Traits Conductive Body. Whenever the golem is subjected to lightning damage, it takes no damage. Instead, its weapon attacks deal an extra 11 (2d10) lightning damage until the end of its next turn. Also until the end of the golem’s next turn, any creature that touches it or hits it with a melee attack while within 5 feet of it takes 11 (2d10) lightning damage. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Actions Multiattack. The golem makes two attacks: one with its slam and one with its sword, or it uses its Magnetic Pulse and then its Spinning Cleave. Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage. Sword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) slashing damage. Spinning Cleave. The golem makes a sword attack against each creature within 10 feet of it. Magnetic Pulse (Recharge 6). The golem raises its arms and unleashes a magnetic pulse. All unattended metal objects within 30 feet of it are pulled to an unoccupied space within 5 feet of the golem. Each creature wearing metal armor or made of metal within 30 feet of the golem must succeed on a DC 20 Strength saving throw or be pulled to an unoccupied space within 5 feet of the golem, then fall prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Expansion":20583,"Challenge Rating":18},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Cobblefright","description":"Cobblefrights are undead monstrosities created through dark necromancy. Rumored to have been originally devised by the mad necromancer Lathrus of the Night’s Call, cobblefrights are made by linking several birdfolk skeletons together to form one frightening creature with enhanced physical properties. Among those who have studied Lathrus’ research, only the most reckless have tried to create a cobblefright of their own, often to disastrous effect. Horror of Horrors Cobblefrights are generally pieced together from the skeletons of five or six birdfolk. The combination of multiple bodies allows not only for a larger and more robust design, but also vastly increases the quantity of necromantic energies cobblefrights contain. This increased capacity for power provides cobblefrights with tremendous strength, as much as a dozen birdfolk combined. It also grants cobblefright bones greater durability. Their remarkable power and resilience is somewhat of a double-edged sword, as cobblefrights also require a large amount of necromantic energy to be sustained. The surviving records of cobblefright creators note that, quite unexpectedly, the creatures developed the ability to drain the life force of other living beings, replenishing their own energy in the process. This makes cobblefrights useful as independent sentries, so long as they have a steady supply of living beings to fuel them. Chaotic Psyche The discordant parts that comprise cobblefrights exert tremendous strain on the bodies of these creatures. The source of this strain is rooted in the same magic that allows birdfolk skeletons to recall skills they once knew in life: the bones remember. Remnants of the soul such as memories, desires, fears, skills, and certain forms of knowledge are imprinted on the bones of the departed. When activated by necromantic energy, these conflicting impressions swirl chaotically within cobblefrights. Since cobblefrights are composed of multiple bodies, often originating from differing times, places, and walks of life, the impressions contained within the creatures are particularly volatile and chaotic. This constant internal conflict requires large and regular supplies of energy to keep cobblefrights stable, but it also grants them a surprising degree of resistance against those who would seek to wrest control of the creatures away from their creator. However, necromancers must be careful to maintain control over these dangerous creatures. Damaged cobblefrights will readily harvest their maker as an immediate source of life energy.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":5991,"Challenge Rating":5},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Cobbleswarm","description":"The paving stones underfoot suddenly lurch and tumble over one another. Thousands of tiny limbs, pincers, and stingers break from the stony surface and frantically scuttle forward. A cobbleswarm is made up of tiny, crablike creatures with smooth, stony shells. Individually they are referred to as cobbles. The creatures vary in size, shape, and color, but all have six segmented legs, a whiplike stinger, and a single eye. Paving Stone Mimics. When the eye is closed and the limbs are pulled under the shell, cobbles are nearly indistinguishable from lifeless paving stones. Victims of cobbleswarms are caught unaware when the floor beneath them suddenly writhes and shifts, and dozens of eyes appear where there should be none. Trap Affinity. Cobbleswarms have a rudimentary understanding of traps. They often hide in places where their shift and tumble ability can slide intruders into pits or across trapped areas, and kobold tribes prize them highly for this reason. Traits False Appearance: While the swarm remains motionless, it is indistinguishable from normal stones. Shift and Tumble: As a bonus action, the swarm can push a prone creature whose space it occupies 5 feet. Shifting Floor: Whenever the swarm moves into a creature’s space or starts its turn in another creature’s space, that other creature must make a successful DC 13 Dexterity saving throw or fall prone. A prone creature must make a successful DC 13 Dexterity (Acrobatics) check to stand up in a space occupied by the swarm. Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny stone. The swarm can’t regain hit points or gain temporary hit points. Actions Stings (swarm at more than half HP): Melee Weapon Attack : +3 to hit, range 0ft. , One target. Hit : 10 (4d4) piercing damage. Stings (swarm at less than half HP): Melee Weapon Attack : +3 to hit, range 0ft. , One target. Hit : 5 (2d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny monstrosities","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Coca","description":"Coca Cocas are bodiless entities. Similar to hermit crabs, they take possession of a receptacle (of natural origin) and transform it into their body or home, often a simple coconut shell. Once occupied by the coca’s spirit, the occupied container subtly shifts its appearance to resemble a sort of head, to which it adds limbs made of earth or plants, animating the whole by the power of its spirit. Cocas tend to hide in the shadows, lurking about seeking those they may snare and devour. Their fell reputation is invoked by elders to caution misbehaving youngsters with stories of the creature, telling them, “If you don't behave well, the coca will devour you!” During autumn harvest festivals, creatures often place gourds, pumpkins, and even severed heads near crossroads and at the entrances to villages to placate a coca known to live nearby, giving it an easy place to inhabit in the hopes it will not vent its bile on the locals. Those who fear a cocas wrath struggle to keep all hostile thoughts from their minds, as anger and hatred attract its attention as it imbibes the thoughts of those around it and unleashes warped visions of their hidden thoughts upon them in a wave of terror. Murucututu . Not all cocas are inherently evil. Some are more like creepy guardian angels, guarding pathways and punishing those with ill intentions. These spirits, called murucututu, are skilled sentinels and mostly benevolent and may take the form of large owls with dark, shadowy wings, perched along ridgelines and at wayside markers at crossroads.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil (neutral for murucututu)","Expansion":30635,"Challenge Rating":8},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Cockatrice","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage , and the target must succeed on a DC 11 Constitution saving throw against being magically petrified . On a failed save, the creature begins to turn to stone and is restrained . It must repeat the saving throw at the end of its next turn . On a success, the effect ends. On a failure, the creature is petrified for 24 hours.","properties":{"Category":"Monsters","AC":11,"HP":"27 (6d6+6)","CHA":5,"CON":12,"DEX":12,"INT":2,"STR":6,"WIS":13,"Size":"Small","Type":"monstrosity","Speed":"20 ft., fly 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390059435/XhsO-O-E1L4G5tuT1fqxgA/original.png","Roll 0":"1d20 + 3\n1d4+1","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d4 + 1\",\"Damage Type\":\"piercing\",\"Desc\":\"The target must succeed on a dc 11 constitution saving throw against being magically petrified On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours\"}]","data-CHA-mod":"-3","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-4","data-STR-mod":"-2","data-SizeNum":1,"data-WIS-mod":"+1","Challenge Rating":"1/2","Passive Perception":11,"data-CrNum":0.5,"data-AcNum":11,"data-HpNum":27},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cockatrice","description":"The cockatrice looks like a hideous hybrid of lizard, bird, and bat, and it is infamous for its ability to turn flesh to stone. These omnivores have a diet that consists of berries, nuts, flowers, and small animals such as insects, mice, and frogs—things they can swallow whole. They would be no threat to anything else if not for their fierce and frenzied response to even a hint of danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice’s beak can spell doom as its victim slowly turns to stone from the injury. Actions Bite : Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Coelenite","description":"A coelenite (pronounced SEE-len-ite) is a roughly humanoid coral-like creature made of hundreds of thousands of tiny organisms no larger than a pebble. The tiny creatures that make up a coelenite are brightly coloured and amorphous, but when they group together in a colony they harden like coral and take on a more structured form. These bodies have crushing claws akin to those of a giant crab and almost impenetrable armour. In addition, their colonial nature makes them resistant a wide variety of spells and conditions. Water Dependent . Despite their tough exoskeleton, the interior of a coelenite colony is amorphous and mushy. This interior requires a near constant supply of water to remain hydrated. Many sailors claim that the easiest way to kill a coelenite is to lure it inside a cabin and lock it in overnight. Mass Minds. Should enough coelenites come together, they can produce an intelligence above that of a regular colony. These mass minds are capable of commanding other coelenite colonies and even manifesting magical effects. Luckily, if enough of the organisms that form the mass mind are killed, it loses these cognitive qualities. Traits Colony Resistance. The coelenite has advantage on saving throws against spells and magical effects that target only it. Limited Amphibiousness. The coelenite can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, or 5 (1d6 + 2) bludgeoning damage if the swarm has half its hit points or fewer. A target hit by the attack is grappled (escape DC 12). The coelenite has two claws, each of which can grapple one target.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":1},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Coelenite Mass Mind","description":"A coelenite (pronounced SEE-len-ite) is a roughly humanoid coral-like creature made of hundreds of thousands of tiny organisms no larger than a pebble. The tiny creatures that make up a coelenite are brightly coloured and amorphous, but when they group together in a colony they harden like coral and take on a more structured form. These bodies have crushing claws akin to those of a giant crab and almost impenetrable armour. In addition, their colonial nature makes them resistant a wide variety of spells and conditions. Water Dependent . Despite their tough exoskeleton, the interior of a coelenite colony is amorphous and mushy. This interior requires a near constant supply of water to remain hydrated. Many sailors claim that the easiest way to kill a coelenite is to lure it inside a cabin and lock it in overnight. Mass Minds. Should enough coelenites come together, they can produce an intelligence above that of a regular colony. These mass minds are capable of commanding other coelenite colonies and even manifesting magical effects. Luckily, if enough of the organisms that form the mass mind are killed, it loses these cognitive qualities. Traits Colony Resistance. The coelenite has advantage on saving throws against spells and magical effects that target only it. Colony Weakness. If the coelenite has half its hit points or fewer it’s Intelligence score drops to 5 (-3), it can’t use it’s Innate Spellcasting, Limited Telepathy, or Psychic Crush. Innate Spellcasting (Psionics). The coelenite’s innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: shape water 3/day each: jump , create or destroy water 1/day each: hold person , phantasmal force Limited Amphibiousness. The coelenite can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Limited Telepathy. The coelenite can magically transmit simple messages and images to any creature within 60 feet of it that can understands a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond unless that creature is a coelenite. Actions Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage, or 6 (1d6 + 3) bludgeoning damage if the coelenite has half its hit points or fewer. A target hit by the attack is grappled (escape DC 15). The coelenite has two claws, each of which can grapple only one target. Psychic Crush (Recharge 5-6). The coelenite targets one creature that it can sense within 60 feet of it. The target must make a DC 12 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":4},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Cogwork Archivist","description":"Programmed with knowledge of Strixhaven’s extensive lore catalog, cogwork archivists serve as keepers of the university’s various libraries. The archivists’ towering metal frames are equipped with long, articulated limbs and retractable conservator tools, which they use to organize and preserve documents from throughout Strixhaven’s winding history. Many cogwork archivists can be found among the towering shelves of the Biblioplex, simultaneously retrieving scrolls for curious students while keeping a stern eye on any rowdy groups that might disrupt the quiet atmosphere. Traits Magic Resistance. The archivist has advantage on saving throws against spells and other magical effects. Actions Multiattack. The archivist makes two Grasping Limb attacks. Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The archivist can have no more than two targets grappled at a time. Spellcasting. The archivist casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability: At will: dancing lights , prestidigitation 2/day: silence","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Typically Lawful Neutral","Expansion":12501,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Cohors Sanguinea","description":"Within the vampire society, there is an elite group called Cohors Sanguinea whose members also carry the same name. These vampires prefer serving their great elders, their creators, the royalty, rather than serving their own selfish goals and desires. They are the guardians of the royal family; the heart of Kanrath. There is only one way of joining Cohors Sanguinea: to perform a sunbath ritual within the Royal Castle courtyard; all vampires can volunteer and only vampires can undergo the sunbath ritual. The volunteer is put into a silver cage, given a silver dagger, and is expected to endure in the sun for 3 full days. After getting into the cage, the only way to end the suffering is to succeed or to find release through the silver dagger. After a vampire successfully completes the sunbath ritual, they are trained in combat, etiquette, history, arcane, and vampiric powers. After the training, flesh crafters place a special kind of armor on the vampire by inserting some parts of it into their flesh and attaching it to their bones; the armor is not to be taken off ever again. Then, a group of blood priests endows the blessing of the Blood God on the vampire’s left arm; it is to be cherished until the end. Finally, the Crimson King himself places a ring on the vampire’s right hand; a ring that conjures the weapon that symbolizes the Crimson King’s wrath. Members of Cohors Sanguinea are forbidden to feed as they wish. They have a mortal herd on which they, and they alone, must feed.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically lawful evil","Expansion":24099,"Challenge Rating":15},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Coilsnake","description":"Coilsnake Likes: being worn alongside luxurious clothes and expensive jewelry, hugging its friends really tight, attention and praise Dislikes : being stepped on, being locked in chests, being told it is out of fashion Originally conceived as customizable jewelry gifts that Sporkus could offer to his lady friends, coilsnakes proved to be too unruly and kept slithering away from jewelry boxes when nobody was looking. Coilsnakes have an innate fashion sense and are capable of transforming into fancy bracelets, anklets, necklaces, or belts, and they might do so for a while for people they trust. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a coilsnake for their familiar. Crafting Coilsnakes. At the gamemaster’s discretion, player characters who are proficient in the Arcana skill or with Smith’s Tools or Tinker’s Tools and have obtained the coilsnake schematic can create a coilsnake by spending time and materials comparable to creating an uncommon magic item.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct (robobeast)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Colchis Bull","description":"Also known as the Khalkotauroi, were created by the smith God, Hephaestus, as a gift for King Aeetes of Colchis. These mechanical bulls are recognizable due to their immense size, body of bronze and their powerful bond with the element of fire. They are most known about due to their part in the journey of Jason, the Argonaut. The hero, having been tasked by the King of Colchis with plowing the fields by using the bulls as beasts of burden. The seemingly impossible task is achieved with a little help from the king’s daughter, Medea, who used a magic potion to make Jason invulnerable to flames for a short time. However, as ages passed the Kingdom of Colchis lost track of the creatures. Lost in the wilderness, taken by foolish thieves and a hundred other possibilities exist, but the only fact is that these beast-machines roam free now. Machine and Beast. Despite being a machine in their totality, the colchis bulls behave very much like temperamental animals and have a similar level of intellect. While not outright wild, they were much harder to keep in line than actual beasts of burden. Especially given the fact that their body holds several more weapons than just its horns, hooves and breath of fire. Bleeding Fire. Those who have faced these creatures in combat and were capable of injuring them tell tales of rivers of magma flowing from the bull’s wounds, as they went into a frenzy, only to automatically close shortly after. A true marvel of engineering, made by a god of unparalleled craft. Constructs Automatons are not an uncommon sight in the mythology of Greece. The god of the forge is the inventor of several famous constructs which inhabit these grand tales, but there are plenty of brilliant mortals who have adopted the craft as well. Traits Charge. If the bull moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 14 (4d6) damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. Immutable Form. The bull is immune to any spell or effect that would alter its form. Magic Resistance. The bull has advantage on saving throws against spells and other magical effects. Skin of the Forge. When the bull takes bludgeoning, piercing or slashing damage, each creature within 5 feet of it takes 9 (2d8) fire damage. Actions Multiattack. The Colchis Bull makes two horn attacks. Horn. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 16 (3d6 + 6) piercing damage plus 9 (2d8) fire damage. Flamethrower (Recharge 5-6). The bull exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. Saw Storm (Recharge 5-6). The bull unleashes a barrage of blades and saws from its body in a 10foot radius. Each creature in that area must make a DC 18 Dexterity saving throw, taking 26 (6d6+5) slashing damage and 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":29804,"Challenge Rating":11},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Cold Snap Spirit","description":"A number of elves and archmagi still live who remember the Icelost Years—a dark time in Tal’Dorei’s history, when legions of ice-rimed warriors spilled forth from the Elemental Planes, intent on turning the world into a gelid wasteland. Cold snap spirits are a surviving echo of the vast armies of the cruel elemental Errevon the Rimelord, who nearly claimed Tal’Dorei for his own. They linger in the ever-frozen forests of the Frostweald, atop the snow-capped peaks of the Cliffkeep Mountains, and amid the arctic plains of the Neverfields. Reclusive Spirits. When separated from the malign command of an elemental warlord, cold snap spirits are little more than animalistic creatures of instinct. They drift harmlessly about cold regions of the Material Plane that mirror the interminable frost of their plane of origin. Heated Hatred. Normally docile cold snap spirits are driven into a terrible frenzy by the presence of heat. They have an instinctive fear of flame, and even the warmth of a living creature can be enough to drive them into a murderous rage. Once the source of heat is annihilated, a cold snap spirit rapidly returns to a state of calm ambivalence. Inchoate Berserkers. Cold snap spirits make excellent soldiers for elemental beings with ambition and the will to dominate. Their aversion to warm climes is quickly overridden by loyalty to their commander, and the ambient heat of even a temperate region is enough to drive them to a state of constant frenzy. Traits Sense Heat. The cold snap spirit can sense heat within 60 feet of it. Frozen Aura. Any creature that starts its turn within 5 feet of a cold snap spirit takes 5 (1d10) cold damage. Jealous Spirit. If the spirit attacks a creature that is within 5 feet of another cold snap spirit, the attack deals an extra 10 (3d6) cold damage on a hit. Actions Consume Warmth. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: (6d6) cold damage. The target’s speed is halved until the end of the spirit’s next turn. Subzero Wave (1/Day). Each creature within 30 feet of the cold snap spirit must make a DC 15 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Expansion":20583,"Challenge Rating":5},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Coldlight Child","description":"Traits Eerie Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Icy Doom. Any creature killed by the walker freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead. Unusual Nature. The walker doesn’t require air, food, drink, or sleep. Actions Multiattack. The walker makes two attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 1) bludgeoning damage plus 7 (2d6) cold damage. Cold Ray. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 12 (2d10 + 1) cold damage.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"chaotic evil","Expansion":28293,"Challenge Rating":2},"publisher":"Daniel Kahn","book":"Evermelt"},{"name":"Coldlight Walker","description":"Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. They typically wear the clothing in which they died. God-Spawned Horrors. Gods that personify winter create coldlight walkers as embodiments of winter’s wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be. When a coldlight walker dies, its light goes out, leaving behind a frozen, inanimate corpse that can never be raised from the dead. Traits Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker’s next turn. Icy Doom. Any creature killed by the walker freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead. Unusual Nature. The walker doesn’t require air, food, drink, or sleep. Actions Multiattack. The walker makes two attacks. Slam. Melee Weapon Attack : +5 to hit, reach 5 ft., one target . Hit: (2d8+2) bludgeoning damage plus (4d6)cold damage. Cold Ray. Ranged Spell Attack : +3 to hit, reach 60 ft., one target. Hit: (4d10+3) cold damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":6331,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Coldlight Walker","description":"Traits Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker’s next turn. Icy Doom. Any creature killed by the walker freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead. Unusual Nature. The walker doesn’t require air, food, drink, or sleep. Actions Multiattack. The walker makes two attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 14 (4d6) cold damage. Cold Ray. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 25 (4d10 + 3) cold damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":28293,"Challenge Rating":5},"publisher":"Daniel Kahn","book":"Evermelt"},{"name":"Coldlight Walker","description":"Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. They typically wear the clothing in which they died. God-Spawned Horrors. Gods that personify winter create coldlight walkers as embodiments of winter’s wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be. When a coldlight walker dies, its light goes out, leaving behind a frozen, inanimate corpse that can never be raised from the dead. Traits Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker’s next turn. Icy Doom. Any creature killed by the walker freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead. Unusual Nature. The walker doesn't require air, food, drink, or sleep. Actions Multiattack. The walker makes two attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) bludgeoning damage plus (4d6) cold damage. Cold Ray. Ranged Spell Attack: +3 to hit, reach 60 ft., one target. Hit: 25 (4d10+3) cold damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":27909,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Collais","description":"The colláis is a large, deer-like creature covered in thick, black fur. A great rack of antlers grows from its thick skull, whose prominent eye sockets display two red embers for eyes. The monster has no mouth; instead, a coarse beard grows in its place. Summoned Protector. If a piney village is in danger, the villagers might perform a ritual sacrifice to summon a colláis. Once the ritual is complete, the creature appears in the branches of a nearby tree. It then stalks the village and its surroundings. A colláis returns to its home plane after 24 hours Actions Multiattack. The colláis makes one gore attack and two hooves attacks. Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d10+4) piercing damage. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8+4) bludgeoning damage. Cry of the Margreve. The colláis sounds a dreadful and reverberating call. Each creature within 100 feet of the colláis that can hear the cry must succeed on a DC 16 Charisma saving throw or be frightened until the end of its next turn. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the colláis’s Cry of the Margreve for the next 24 hours. Forest-dwelling beasts and monstrosities with an Intelligence of 4 or lower automatically succeed or fail on this saving throw, depending on the colláis’s choice.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":16,"Challenge Rating":10},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Collais","description":"The colláis is a large, deer-like creature covered in thick, black fur. A great rack of antlers grows from its thick skull, in which prominent eye sockets display two red embers for eyes. The monster has no mouth; instead, a coarse beard grows in its place. Summoned Protector. If a forest village is in danger, the villagers might perform a ritual sacrifice to summon a colláis. Once the ritual is complete, the creature appears in the branches of a nearby tree. It then stalks the village and its surroundings. A colláis returns to its home plane after 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"College of Eradication Bard","description":"These performers have chosen the battlefield as their stage, focused on evocation magic and the art of combat. Their magic discipline is native to Sparta, but other armies have tried to adopt this arcane style, to varying degrees of success. But a competent bard of this college will always manage to raise the spirits of their comrades-in-arms. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Magic Weapons. The bard's weapon attacks are magical. Spellcasting. The bard's Spellcasting Ability is Charisma (spell save DC 17, +9 to hit with spell attacks). They can cast the following spells: At Will: fire bolt, ray of frost, shocking grasp 3/day each: healing word, misty step, shatter (as a 4th level spell), shield 2/day each: counterspell, fireball, hypnotic pattern, lightning bolt, mirror image 1/day each: bigby's hand, cone of cold, chain lightning, dimension door Actions Multiattack. The bard makes two maul attacks. Maul. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. Roar of Warmongering (2/day). The bard chooses up to 5 creatures within 60 feet of them. These creatures can choose one the following benefits: The creatures regain 14 (4d6) hit points. They can spend their reaction to immediately teleport anywhere within 30 feet of them that they can see. They can spend their reaction to make a single attack or cast a cantrip. Bonus Actions War-born Inspiration (3/Day). The bard can target one creature within 60 feet of them. The creature will have advantage on the next attack roll, saving throw or ability check they make. If they choose to make an attack they deal an additional 7 (2d6) damage. Taunt (3/Day). The bard can target one creature within 30 feet of them. If the target can hear the bard, the target must succeed on a DC 17 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":9},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Colliatur Reaver","description":"The colliatur reaver is a lethal adversary unlike any other. These masters of their own, strange fighting style can exert superb control over their crystalline components, shaping them into truly deadly claws. More importantly, they can generate crystalline, razor-sharp filaments they can emit and wield with a precision unknown in the realms above, cutting undead and the foes of the reaver into deadly ribbons.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (colliatur)","Alignment":"neutral","Expansion":5818,"Challenge Rating":7},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Color-Blighted (template)","description":"A beast, humanoid, giant, or plant can become a color-blighted creature. It keeps its statistics, except as follows. As long as a creature suffers the colour-blighted template, it becomes aggressive toward creatures that do not exude the colors of a colour out of space and gains a +1 bonus on attack and damage rolls such targets. Every time the creature takes a long rest (or 24 hours for plant creatures), a creature suffering from this template must succeed at a DC 12 Constitution saving throw or crumble into fine, white ash—such a doom means instant death and, for many color-blighted creatures, the only chance at escape from a life filled with pain. Acquiring the Template : If a creature is killed by the colour out of space’s drain or aura of lassitude ability (see regional effects) it gains the color-blighted template. It losses the template if its Charisma score is restored back to normal or if the colour out of space is killed. Alignment : The creatures’ alignment changes to chaotic neutral. 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Many colossal octopi serve as the emissaries of krakens, exploring waters beyond the territory of the master and reporting back. It’s said that a colossal octopus can pull the mast out of a ship from beneath the hull, but that seeing on and survival is a blessing from the gods. Ship Sinkers. Colossal octopi are renowned for sinking even large ships, using their powerful tentacles to tear apart hulls, rip siege weaponry from their bases, and fling crew members across the deck with ease. Sailors typically utter prayers to Umberlee or other gods of the ocean to protect them from the beasts while out at sea. Traits Hold Breath. While out of water, the octopus can hold its breath for 1 hour. Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing. The octopus can breathe only underwater. Actions Multiattack. The octopus makes four tentacle attacks. Tentacle. Melee Weapon Attack: +9 to hit, reach 25 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 18). Until the grapple ends, the octopus can’t use this tentacle on another target. The octopus has eight tentacles. Tentacle Slam. The octopus slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 18 Strength saving throw or take 22 (4d8 + 4) bludgeoning damage and be stunned until the end of the octopus’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned. Ink Cloud (Recharges after a Short or Long Rest). A 30-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":20544,"Challenge Rating":5},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Colossus","description":"These enormous statues are the largest constructs ever created, and they can only be forged with the aid of godlike beings. They are constructed from iron, mithral, adamantine, or bronze. Once built, they are typically charged with guarding entire cities or countries. Divine Construction . The rarity of these magnificent constructs is due to the fact that their completion is impossible without divine aid. Mortal attempts at building these marvels results in nothing more than articulated statues that are unable to move due to their own immense weight. As a result, it is common for a colossus to be sculpted in the likeness of its patron deity. This may be done to gain the favor or attention of the god, or it may be done at the god's request. Ambitious artificers should be aware that depicting a god has backfired at least once in history. It is said that a god once took offense at an artificer's clumsy depiction of his features. Enraged, the god cursed the colossus, creating a titanic engine of destruction that leveled the city that it was intended to protect. Activation . A colossus remains dormant until activated by a command word. Sometimes the command word requires someone from a specific royal bloodline to speak it. The colossus will attack anything that is identified as an enemy by whoever awakened it. The colossus can also be directly controlled from a control room located inside its head. This set of controls typcally requires the user to possess a specific device, such as a rod of rulership, before the colossus can be given orders. Such devices are often royal heirlooms. Everlasting . Because it is a construct, a colossus doesn’t age, and does not need air, food, drink, or sleep. It can stand guard over a city for millennia. Variant: Sentient Colossus Very rarely, a colossus might be more than just a mindless guardian—it can think and reason for itself. Such colossi have been granted sentience by the gods. Sentient colossi have an Intelligence score of 12, and they can speak the language of the artificer who constructed them. Although they are free to wander the world and do as they please, they typically feel a strong attachment to the place that they were built to protect.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":4963,"Challenge Rating":21},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Colossus of Akros","description":"Colossus of Akros An enormous golem of bronze and iron overlooks the path leading to the polis of Akros. Though it is rarely called on to defend the polis, the sight of its towering form is enough to ease the minds of the populace. In truly desperate times, priests of Purphoros work their magic to call the colossus to life, whereupon the earth rumbles as it steps down from its twin plinths to place itself before the threat. Constructed Nature. The colossus of Akros doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":5432,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Coloterim Soldier","description":"Coloterim Once thought to be an offshoot of the xamaron, the coloterim have been reclassified as a separate threat. Originating in a sector of space associated with the tserka, this expansionist species employs organic technology in combination with their own psionic abilities. Naturally Tough. Coloterim are covered in a hard exoskeleton and carapace made of a razor-sharp chitin that acts as armor and offers protection against radiation and high/low pressure, even in outer-space environments. This extremely hard material is capable of tearing through reinforced armor, making them very effective combatants, even if disarmed. Organized Fighters. This species communicates through a form of telepathy even the most skilled espers have yet to understand. Their range for individual soldiers is limited, but it is clear they possess a centralized communication system that allows for command and control on a planetwide scale. Aggressively Territorial. Coloterim prefer to operate in secrecy, and once they establish an area of control, they patrol it, and pursue any interlopers to the limit of their boundaries. Living Technology. Coloterim technology is alive and shares a symbiotic and telepathic link with its creators. Though this species has developed gear similar to that used throughout the galaxy, it does not function for any other species.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral","Expansion":27052,"Challenge Rating":6},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Colour out of Space","description":"The deepest, strangest parts of space hold truly alien beings—and of those, few are more notorious than the colour out of space. The lack of a physical body does little to impede this deadly alien life form’s ability to cause incredible devastation to other life it encounters. A colour out of space’s life cycle requires periodic visits to the deepest reaches of space for the creature to gestate and grow in the vicinity of powerful gravitational fields (such as those created by planets), and this custom only increases the monster’s opportunities to bring ruin to countless worlds. The colour out of space is just that—a mobile radiance. Its glow is unlike any seen in nature. The few who encounter one of these creatures and survive sometimes describe the radiance or portrayed it in art as a sinister, green-gray illumination, but these depictions are flawed reproductions. To witness the colour out of space is to know there are things no humanoid mind can fully comprehend, describe, or explain, but its eeriness brings with it a stifling sense of latent malignancy. Colour Blight. Very little is known about the life cycle of a colour that dwells in the depths of space, for it is only when it comes to a planet to grow and reproduce that other life forms encounter it. A colour’s arrival upon a world is typically via a small meteorite strike—the colour itself infuses a meteoroid, and shortly after the falling star’s arrival, the rock crumbles away to expose the semisolid mass of a larval colour that seeps into the surrounding landscape. Although a colour is incorporeal, and thus able to move through solid objects, it can also exist as a free-floating, eerie radiance. Natural sunlight doesn’t particularly harm colours out of space, but they prefer to dwell in darkened areas like deep caves or abandoned wells where their own radiance is the only light. Lassitude. Over the course of several weeks, months, or even years, the colour feeds upon the surrounding plant and animal life—the act of being fed upon is weirdly addictive to its victims, who develop a self-destructive lassitude that prevents them from fleeing the region. When a colour has absorbed enough life to grow to full maturity, it gathers its strength and erupts from its den, coruscating into the sky as it launches the majority of itself back into space. Sometimes, enough remains of the parent colour to survive on its own, and in these cases the life cycle repeats again and again. Areas blighted by a colour out of space are singularly recognizable, not only for the eerie pallor of local plant life and large swaths of blasted, barren landscape, but also by the presence of those the colour has fed on. These unfortunate, deformed individuals, known as colour-blighted creatures, never live for long, but while they do, their madness often drives them to violent behavior, be they people or beasts. Regional Effects The region containing a colour out of space’s lair is warped by the colour’s nature, which creates one or more of the following effects: The colour’s aura of lassitude reaches up to 6 miles from its lair though its effects are much weaker. All living creatures have a general, yet persistent, feeling of weariness and lethargy come over them. If the colour out of space dies, this effect fades over the course of 1d6 days. Within 1 mile of the colour out of space’s lair everything is gray and nights are much darker than normal. All living creatures have disadvantage on Constitution and Charisma saving throws while within this area. Beasts and other creatures in the area gain the color blighted template (see below) and aggressively attack intruders. If the colour out of space dies, this effect fades over the course of 1d10 days and blighted creatures return to normal over the same period. An aura of lassitude is palatable in the area immediately around the colour out of space’s lair. A creature within 300 feet of a colour out of space (even when the colour is hiding within a solid object) must succeed at a DC 18 Charisma save or become overwhelmed with listlessness and ennui. While under this effect, the creature has disadvantage on all Charisma saving throws and doesn’t willingly travel farther than a mile from the area where it failed its saving throw against that colour’s aura of lassitude. A dispel magic spell (or similar effect vs. DC 18) ends the effect, as does removing the victim from the aura’s area of effect. Every 24 hours, a creature affected by an aura of lassitude can attempt a new DC 18 Wisdom save to cast off the effects of the aura. A creature that succeeds at this saving throw is immune to that colour’s aura of lassitude for 24 hours. A creature that is under the effects of an aura of lassitude from a colour out of space can’t be further affected by this ability from other colours. 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Some are doctors in their own right, following an oath to help and heal, while others are part of a trained unit with a job to do regardless of their moral capacity.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Combat Robot","description":"Robots are Constructs created for heavy labor, menial tasks, or routine security. Despite robots’ hardy construction, their circuitry is prone to overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages specialized for its role. Robots are programmed with intelligence, understanding, and usually loyalty to their creators. Despite that, long-operating robots sometimes develop their own personalities and ideas. Robots that endure long stretches of isolation, mistreatment, or neglect are prone to malfunctions. Some robots become despondent or cruel, while others obsessively repeat their last directive or adopt new, peculiar purposes of their own. Combat Robot Combat robots are designed for security or military action. They make able sentries and are usually programmed to take intruders prisoner before resorting to lethal force. Combat robots signal their pursuit with built-in sirens and flashing lights, warning nearby creatures of their imminent arrival with an intimidating display. Combat robots display a wide range of voices. Some units are clearly designed to intimidate, while others offer canned, upbeat platitudes in pleasant tones even while subduing opponents. Traits Lightning Overload. When the robot takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its turn. Actions Multiattack. The robot makes two Tentacle attacks or three Laser Beam attacks. Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it has the grappled condition (escape DC 16). While grappled, the target also has the restrained condition. The robot has two tentacles, each of which can grapple one target. Laser Beam. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 16 (4d6 + 2) radiant damage. Grenade Launcher (Recharge 5–6). The robot fires a grenade at a point it can see within 120 feet of itself. The grenade explodes in a 20-foot-radius sphere centered on that point, creating one of the following effects (robot’s choice): Concussion Grenade. Each creature in the sphere must make a DC 15 Dexterity saving throw, taking 21 (6d6) force damage on a failed save or half as much damage on a successful one. Sleep Grenade. Each creature in the sphere must succeed on a DC 15 Constitution saving throw or have the unconscious condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake. Bonus Actions Emergency Speed (2/Day). The robot takes the Dash or Disengage action","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Typically Lawful Neutral","Expansion":31434,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Comburo","description":"Comburos are extremely volatile elementals composed of metals like lithium and potassium. Cracks in their dull, metallic grey exteriors reveal a searing explosive fire at their cores. This fire takes on a characteristic hue depending on the primary composition of the comburo, with flames ranging from deep purple to brilliant blue. Traits Death Burst. When the comburo dies, it explodes in a fiery burst. Each creature within 15 feet of the comburo must succeed on a DC 14 Dexterity saving throw or take 14 (4d6) fire damage. Ductile Form. The comburo can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Explosive Reactivity. A creature that hits the comburo with an attack while within 15 feet of it must make a DC 14 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Illumination. The comburo sheds bright light in a 15-foot radius and dim light in an additional 15 feet. Actions Multiattack. The comburo makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns. Volatile Burst (Recharge 6). The comburo launches a hailstorm of explosive projectiles that land at three different points the comburo can see within 120 feet of itself. Each creature in a 15-foot-radius sphere centered on each point must make a DC 14 Dexterity saving throw. A creature takes 21 (6d6) fire damage and is knocked prone on a failure. On a success, a creature takes half as much damage and is not knocked prone. The spheres spread around corners. A creature in the area of more than one explosion point is affected only once. This ability damages objects in the area and ignites flammable objects that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"chaotic neutral","Expansion":15703,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Arcadia Issue No. 2"},{"name":"Comet Eel","description":"Comet Eel There are few creatures ship captains on the Aetherial Expanse fear more than the beautifully vibrant comet eel. These fast-swimming eels get their name from their resemblance to comets flashing through the aether. The eel’s skull contains layers of aetherium crystal, making it as hard as iron. When swimming at top speed, these eels can punch through a ship's hull, much like a cannonball. These ordinarily docile fish are particularly dangerous when gathered in large schools, posing a navigation hazard that most captains try to avoid.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast (Aetherbeast)","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Commander","description":"There are hundreds of small and large armed companies and bands in the Kingdom. Commanders at the head of the largest and most dangerous of these are experienced leaders and captains of fortune, at the head of dozens of soldiers, knights, dragoons, or cutthroats, and should be taken very seriously. Actions Multiattack . The commander makes two melee attacks. Schiavona . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing or slashing damage. Leadership (Recharges after a Short or Long Rest) . For 1 minute, the commander can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the commander. A creature can benefit from only one Leadership die at a time. This effect ends if the commander is incapacitated. Reactions Parry . The commander adds 3 to its AC against one melee attack that would hit it. To do so, the commander must see the attacker and be wielding a melee weapon. Legendary actions The commander can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The commander regains spent legendary actions at the start of its turn. Move . The commander moves up to its speed without provoking opportunity attacks. Attack (Costs 2 Actions) . The commander makes one attack with its schiavona. Leadership . The commander uses Leadership.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":11925,"Challenge Rating":5},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Commander","description":"Military Forces The Karelagne Empire is feared throughout the Aetherial Expanse for its military might and power. The Ayrssian Kingdom hires mercenary groups to achieve their own objectives. Each relies on commanders and contingents of soldiers to maintain control of their territory in the Aetherial Expanse. Commander A commander wields authority over a garrison or army of one or more contingents of soldiers. A Commander’s Lair Commanders typically operate out of the forts in which their military garrison is quartered. Forts are purpose-built to safeguard major ports, capitals, and islands along sea trade routes. While within one mile of a friendly fort, garrison commanders can call upon the fort’s powerful weapons to defend against enemies.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"Humanoid","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":8},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Commander Esther Livingston","description":"Commander Livingston, a human Veteran is the current ruler of Port Brynor. She commands the strongest military force in the Vales and overlooks much of the trade passing through her city. She is a stern and intellectual woman, but honest to a fault. Commander Livingston has no desire to stretch her reach any further than the outskirts of her city, and instead wants to ensure that the Eastern Vales remains a free and proud collective of communities. She has been known to aid many of the other towns and cities along the Dawnbreaker Trail when dealing with unwanted monsters from the woods, or rival nations interfering. Esther is a sturdy woman with short brown hair, thin pointed eyebrows, dark eyes, and pursed lips. She is often clad in dull steel armor and carries her sword with her wherever she goes. She drapes a red mantle cape off her left pauldron.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Commander Everett","description":"Commander Everett is a corrupt knight with great skill in blood magic and a ruthless commander who despises weakness. All who oppose him meet horrific fates, either as a result of facing him in combat or being used as material for his next creation. Blood Warden. Everett is the commander and for all intents and purposes sole ruler of a high-security prison. Although he does not typically abuse his power over the “well behaved” prisoners, the punishments he sets are incredibly harsh and unethical, and he has been known to make examples of prisoners who raise his ire, taking their blood for use in rituals or the crafting of arms and armor. Appearance. Everett is a tall, muscular human and is almost never found without his blood-red armor. Having used rituals of blood magic to craft all components of his equipment, his presence is accompanied by a nauseatingly intense scent of iron. Personality. Quick to anger and almost always on edge, Everett is an unpleasant individual to say the least. He rules his prison with an iron fist, always on the lookout for new subjects to use in his rituals. However, he is a man of his word, and once given, Everett does not break his promises. Plot Hooks Prison Break. The party has been tasked with extracting a prisoner from Everett’s prison. However, to do so they must pass through the defenses created by Everett’s blood magic, and possibly even fight Everett himself. Wrongfully Accused. The party has been imprisoned for crimes they did not commit and must escape Everett’s prison without most of their adventuring equipment. Hopefully someone can help them clear their name once they’ve escaped. End His Reign. Hearing of the atrocities committed by Everett, the local ruler (whom Everett serves) has called for Everett to stand down as the prison’s warden. However, Everett has refused, and with his skill in blood magic the ruler must seek the aid of the party in ending Everett’s reign over the prison. Tactics Everett is always looking to test his newest weapons, and eagerly accepts any fight presented to him. When encountered, he typically has several prison guards with him, which can be represented by blood cult officers or blood cultists . He typically leads each turn by using Shield Bash to knock his target prone before making his Sanguine Blade attacks. Everett does his best to keep hit points in his armor to make up for his overall lower hit point pool as his armor serves to both prevent damage he would take and lower the damage relative to his Injury thresholds. Lair Actions While in his prison, on initiative count 20 (losing initiative ties), Everett takes a lair action to cause one of the following effects; Everett can’t use the same effect two rounds in a row: Bloody Prison. One creature within 60 feet of Everett that he can see must make a DC 14 Dexterity saving throw or be restrained by a cage of crystalized blood. Any creature can use its action to make a DC 14 Strength check to shatter the cage, freeing the creature. Bloody Spikes. Each creature within 10 feet of Everett that is hostile to him must make a DC 14 Dexterity saving throw or take 11 (2d10) piercing damage. Sticky Blood. A 15-foot square of ground fills with viscous blood, becoming difficult terrain for creatures other than Everett. Traits Blood Armor. Everett’s armor has a pool of 40 hit points that reduces damage taken by him. When he would take damage, Everett’s armor absorbs up to 10 points of damage and Everett reduces the damage taken by this amount. The armor can absorb a maximum of 10 points of damage per turn. While the armor has 0 hit points, Everett’s AC is reduced by 1. Nauseating Blood. Each time a creature starts its turn within 5 ft. of Everett, it must make a DC 14 Constitution saving throw or be sickened until the start of its next turn. On a successful saving throw, the creature becomes immune to this trait for 1 hour. Commanding Presence. Allies of Everett that can see or hear him add a d4 to each attack roll or saving throw they make while within 30 ft. of him. Actions Multiattack. Everett makes two melee attacks. Sanguine Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, and the target must make a DC 14 Constitution saving throw. On a failed save, the target takes an additional 13 (3d8) necrotic damage and Everett’s armor regains 5 hit points. On a successful saving throw, the target takes half damage and the armor does not regain any hit points. Damage dealt by this attack is magical. Bloody Drain (Recharge 5-6). Everett drains blood from foes nearby, restoring his hit points and refilling his armor. Up to four creatures Everett can see that are within 30 ft. of him must make a DC 14 Constitution saving throw or lose 13 (3d8) hit points. A successful saving throw halves the hit point loss. Everett regains 4 (1d8) hit points and his armor regains 5 hit points per creature that failed its saving throw. Bonus Actions Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage, and the target must make a DC 15 Strength saving throw or be knocked prone. Damage dealt by this attack is magical.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":7},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Commander Gaius","description":"Gaius is the Commander of the Order of Sydon. He is a true believer who fervently wants Sydon to rule Thylea. He commands a force of over one thousand knights in Mytros and on the islands of the Cerulean Gulf. In Mytros, he can usually be found at the Temple of Sydon or the Great Palace, but he often travels to the Island of Yonder, where the ancient Gygan ruins serve as a military base for his faction. Dragon Rider Gaius travels between Mytros and the Cerulean Gulf with ease thanks to Argyn, his young silver dragon mount. Argyn was raised by Sydon and given to Gaius as a reward for his loyalty. For his part, Gaius loves Argyn and has vowed to marry her when she is old enough to transform into a human. Unfortunately for Gaius, Argyn merely tolerates him. She loves only Sydon, who has promised her a mountain of treasure in exchange for her loyal service to the zealot. Roleplaying Gaius Zealous . Gaius is utterly devoted to Sydon’s cause, and he brooks no insult to the Titans. He spares nothing in punishing what he considers heresy, making (fatal) examples of anyone who threatens the dominion of the Lord of Storms. Humorless . Gaius is dour and grim-faced, and he has absolutely no sense of humor at all. He crucifies bards just to shut them up. He never drinks. Even his own men are frightened of him.","properties":{"Category":"Monsters","Size":"Medium","Type":"human","Alignment":"lawful evil","Expansion":4963,"Challenge Rating":8},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Commander of Horn and Gold","description":"An imposing figure clad in black plate armor chased with gold embellishment steps out of the shadows, flourishing a claw-tipped black spear. Kaedrin Blackwing cuts a striking image in his gold and black armor, adorned with the horns, teeth, and claws of elder shadow drakes. He is a tall, purple-skinned fey with a pair of curling ram’s horns, and he moves with military precision. His voice is hollow, and his expression borders on cruel at the calmest of moments. He is the Commander of Horn and Gold, and he oversees a watchtower that perches on a black mountain crag in the Plane of Shadow, where thick gray ashes drift from the leaden sky like grimy snow. The Tower of Horn and Gold is inhabited by a cadre of shadow fey knights and a contingent of goblin retainers and miners. Master of Drakes. A network of lightless tunnels and caverns inhabited by a host of shadow drakes fills the black mountain beneath the tower. The commander and his knights have forged an alliance with the drakes, exchanging access to the tunnels—and the drakes’ service as fearsome mounts—for protection, food, and treasure. Guardian of Wealth and Power. Besides the power the shadow drakes themselves represent, the tunnels beneath the tower brim with riches. Veins of shadow gold run through the rock, and the goblins and shadow fey diligently mine the precious substance. The Commander’s Lair The commander’s lair is the Tower of Horn and Gold in the Plane of Shadow, as well as the dark mountain ridge on which the tower sits and the shadow drake tunnels in the rock beneath the tower. When encountered in his lair, the commander has a challenge rating of 16 (15,000 XP) Lair Actions On initiative count 20 (losing initiative ties), the commander takes a lair action to cause one of the following effects; the commander can’t use the same effect two rounds in arow: * The commander draws upon the wellspring of shadowy power in his lair, bolstering his prowess. Until initiative count 20 on the following round, the commander’s speed increases to 80 feet, he regains 5 hp whenever he hits a creature with an attack during his turn, and while in dim light or darkness he can take the Hide action as a bonus action. * Magical darkness gathers in a 15-foot radius sphere centered on a point the commander can see within 60 feet of him. The darkness spreads around corners. It lasts until the commander dismisses it as an action, he uses this lair action again, or until he dies. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. * The bloodcurdling cries of drakes on the hunt echo throughout the lair, coalescing around the commander. Each enemy of the commander within 100 feet of him and that can hear the cries must succeed on a DC 15 Wisdom saving throw or be frightened until initiative count 20 on the following round. Regional Effects The region containing the commander’s lair is warped by his magic, which creates one or more of the following effects: * Elder shadow drakes are attracted to hunt and nest in the area within 10 miles of the lair. * Gold and silver that remain within 5 miles of the lair for at least 1 day become tarnished with inky patches of darkness. * Lighting conditions become dim and gloomy. The bright and dim light radiuses of nonmagical light are halved while within 3 miles of the lair. If the commander dies, these effects fade in 1d10 days. The Commander in Midgard The Tower of Horn and Gold stands atop the Mistcall Mountains in the Shadow Realm, to the relative west of the Courts of the Shadow Fey. The commander holds this western border and defends the shadow gold mines, as well as a shadow road and powerful ley line nexus deep in the drake caverns. Shadow gold resembles standard gold, but it is infused with the essence of the Shadow Ream. When the metal is molten, scratched, or bent, the damage to the metal is pitch black, revealing its true nature. Shadow fey mint coins and other trinkets from shadow gold, and shower it liberally upon mortals, buying their services, loyalty, and some say enslaving their souls, one coin at a time. For more information on the shadow fey, see the Midgard Worldbook . Touch of Iron Lords and ladies of the fey courts are timeless creatures, inured to many of the world’s threats. A universal exception to this is weapons of cold-wrought iron. This metal undoes the very fabric of a fey creature’s life as it blights their ageless flesh. A cold iron weapon is treated as magical when used against any fey creature, and is the only weapon with any hope of harming the most powerful fey lords and ladies. However, cold iron weapons are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult—and finding one with the courage to anger the fey courts may be even harder.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"lawful neutral","Expansion":8073,"Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Commander Pricklethrust","description":"Daring and fearless, Commander Pricklethrust has always been a model to the members of King Dasmag’s armed forces. The veteran sprite warrior was on the satyr king’s side long before they defeated the forces of Faeryl Myrryn, the demon conjurer drow vampire, and served as his chief army officer until the death of his king. The no-nonsense faerie was always apprehensive about the debaucheries of his lord but always served him loyally. Commander Pricklethrust is an expert tactician, a master combatant, and a versatile leader who has seen many forms of enemies and has led countless successful war campaigns. Equipment Commander Pricklethrust carries a +1 scimitar , a +1 dagger , a +1 light crossbow , and wears +1 leather armor .","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"neutral good","Expansion":17604,"Challenge Rating":4},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Commoner","description":"Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. Actions Club : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Commoner","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. Actions Club : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage .","properties":{"Category":"Monsters","AC":10,"HP":"4 (1d8)","CHA":10,"CON":10,"DEX":10,"INT":10,"STR":10,"WIS":10,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390059481/q0FaAkQEx6OD17fJZYGtYA/original.png","Roll 0":"1d20 + 2\n1d4","Source":"5th Edition SRD","data-XP":10,"Alignment":"Any Alignment","Languages":"Any One Language (Usually Common)","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Club\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"+0","data-CON-mod":"+0","data-DEX-mod":"+0","data-INT-mod":"+0","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":0,"Passive Perception":10,"data-CrNum":0,"data-AcNum":10,"data-HpNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Commoner","description":"Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. Actions Club : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Commoner","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"Any","Expansion":21300,"Challenge Rating":0},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Commoner","description":"Commoners represent a broad range of intelligent beings who simply live day-to-day lives as common civilians and inhabitants of all forms of galactic society. Civilians, farmers, corporate workers, club-goers, villagers, diplomats, tribal folk, merchants, travelers, reporters, and celebrities are just a few examples of commoners.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":0},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Comozant Wyrd","description":"A comozant wyrd appears to be approximately 3 feet of heatless blue or violet plasma jutting from solid, protruding objects. Manifested on the Material Plane, the creature emits an uncanny buzzing, hissing noise, but does not consume creatures or objects it touches. Creatures adjacent to it or to targets of its illuminating flames often find their hair literally standing on end and their bodies crawling with harmless but unnerving sparks, and often experience flashes of sudden insight or inspiration, glimpsing images within the wyrd’s mind that reveal clues to a puzzle, hidden secrets in the hearts of those nearby, or visions of places far away. Storm Sage. Comozant wyrds are most often encountered in the hearts of the greatest storms or high in the atmosphere during auroras or other magnetospheric events. They are incredibly rare, and almost always solitary. They have no society as such and rarely speak even to those fluent in Auran, preferring to communicate in a more primal way, using their illuminating flames. Those who have “conversed” with a wyrd in this way describe an alien mode of communication that is as much raw emotion and image as it is concept and word, and a mysterious mixture of knowledge and ignorance. For instance, when first encountered, a wyrd apparently does not understand how different from itself mortals are, or how dangerous storms are to mortal creatures. 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More chirps respond from within the nearby grass, becoming a sinister chorus. Compsognathus is one of the smallest carnivorous dinosaurs. Its stature leads many to underestimate the deadly nature of a pack of these beasts. Kobold Pets. Compsognathus are often kept by kobolds as pets. Kobolds are particularly fond of building traps that feed swarms of the dinosaurs by placing them at the bottom of a hidden pit or rigging a cage full of the creatures to drop on the heads of unsuspecting adventurers. Little Dinosaurs, Big Appetites. Though compsognathus are small, they live in large packs. Compsognathus are not afraid of larger prey when they hunt together as a swarm and will seek out a meal worthy of the pack. Silently Surrounds. Compsognathus are naturally stealthy thanks to their size and ability to blend in with natural terrain. They hunt in tall grass or areas of dense foliage, spreading out to surround their prey before attacking. Compsognathus Familiars Compsognathus readily bond with their pack mates, and a young compsognathus without a pack is often willing to serve a spellcaster as a familiar. Such compsognathus have the following trait. Familiar. The compsognathus can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the compsognathus senses as long as they are within 1 mile of each other. While the compsognathus is within 10 feet of its companion, the companion shares the compsognathus’ Grassland Camouflage trait. At any time and for any reason, the compsognathus can end its service as a familiar, ending the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Conch Tree","description":"Several stalks of thick seaweed rise from the ocean floor, with large round stones decorating the silt nearby. Cadaverous Reproduction. Conch trees reproduce by implanting a single seed in a partially digested corpse. The corpse is then expelled so the seed can absorb nutrients before sprouting and taking root. Conch trees never stop growing, but an average adult specimen is 20 feet tall. Sea Treants. Conch trees are frequently cultivated as living barriers, unsporting hedges against unwanted incursions. After centuries of breeding and experimentation, they developed an instinct for discerning regular travelers among their groves from visiting prey. 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Dryads believe that their efforts are the will of Mat’Selesnya, the soul of the world, and they spread their teachings through every Selesnya enclave. Thanks to their attunement to Mat’Selesnya, dryads serve as visionaries and spiritual intermediaries for the Selesnya Conclave. They hold positions of great respect as spiritual leaders, and also share their vision of harmonious construction as architects, working with stonemasons and woodshapers to create Selesnya enclaves. Summoned Mount. When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and imbued with a fey spirit. Traits Innate Spellcasting. The dryad’s innate spellcasting ability is Charisma (spell save DC 17). The dryad can innately cast the following spells, requiring no material components: At will: druidcraft 3/day each: dispel magic, entangle, plant growth, spike growth 1/day each: moonbeam, grasping vine, wall of thorns Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they and the dryad shared a language. Actions Multiattack. The dryad makes three attacks, using its vine staff, its longbow, or both. Vine Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Summon Mount (1/Day). The dryad magically summons a mount, which appears in an unoccupied space within 60 feet of the dryad. The mount remains for 8 hours, until it or the dryad dies, or until the dryad dismisses it as an action. The mount uses the stat block of an elk (see the Monster Manual ) with these changes: it is a plant instead of a beast, it has an Intelligence of 6, and it understands Sylvan but can’t speak. While within 1 mile of the mount, the dryad can communicate with it telepathically. Suppress Magic (Recharge 5–6). The dryad targets one magic item it can see within 120 feet of it. If the magic item isn’t an artifact, its magical properties are suppressed for 10 minutes, until the dryad is incapacitated or dies, or until the dryad uses a bonus action to end the effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"lawful good","Expansion":7,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Conducere","description":"Made of precious metals like gold and copper, conduceres are known for their incredibly flexible nature and ability to transfer energy across long distances. Conduceres are the most docile of the nova elementals, and many mages keep a conducere in their study purely for its glittering aesthetic. Traits Ductile Form. The conducere can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Flexible. The conducere has advantage on Dexterity saving throws. Actions Multiattack. The conducere makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Reactions Energy Conductor. When the conducere takes damage from a spell or magical effect, it can use its reaction to redirect that magical energy to another creature. The conducere takes no damage and instead chooses a target within 30 feet of itself. The target must make a DC 16 Dexterity saving throw. On a failure, the target takes the damage originally intended for the conducere; this damage is equal to the amount of damage the conducere would have taken had it not used its reaction in this way. On a success, the target only takes half this damage.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":15703,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 2"},{"name":"Confined (Malevolence I)","description":"“You talk about vengeance, spirit. Is vengeance going to bring your life back to you?\" - Don Vito Caprileone, Cleric and Exorcist - The Confined are probably the most powerful of the ghosts and phantasms that Knaves can encounter in the Kingdom. They are undead beings of ancient pain, dark intentions, and great powers, who for some reason remain to haunt the place where they died. Their dark abilities are so extensive and connected with the place they haunt that they are able to generate paranormal phenomena of all kinds: poltergeists, possession, fires, disgregation of matter, and even control of corpses and other specters. The only positive aspect of their terrifying existence is that their area of influence is limited by some boundary they cannot cross, unless under special conditions: a castle, a dungeon, a sailing ship, a village, or even an entire city. They take their name from this confinement. Malevolence Malevolence indicates the power level of the confined. The higher the Malevolence, the greater the resistance, the power, and the strength of the manifestation's unique capabilities. For each Malevolence level, the confined gains a unique power, chosen from the list of powers of the confined. Additionally, the confined adds the Malevolence level to its saving throw DCs, attack rolls, and skill checks. Malevolence Level Number of Powers Basic Stats Change Challenge 1 1 Basic Stat 7 (2,900 XP) 2 2 Hit Points 119 (14d8 + 56). Legendary Resistance (1/Day), Legendary Actions 9 (5,000 XP) 3 3 Hit Points 136 (16d8 + 64), Legendary Resistance (3/Day), Legendary Actions, Multiattack (2) 13 (10,000 XP) The Lair of A Confined Typical Confined’s lairs are; a ghost village lost in the mountains, a haunted tower, a stretch of forest or swamp, a complex of caves or dungeons, a ship adrift, a small island, the district around a crossroads, a stretch of road. Lair Actions On initiative count 20 (losing initiative ties), the confined takes a lair action to cause one of the following effects; the confined can't use the same effect two rounds in a row: The confined calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the confined can see within 60 feet of it. The target must succeed on a DC 13 + Malevolence level Constitution saving throw, taking 10 (3d6) necrotic damage per Malevolence level on a failed save, or half as much damage on a success. The apparitions then disappear. The confined summons any undead present in its lair. The confined can cast the bestow curse spell (no concentration required), on a creature it can see within 120 feet of it (saving throw DC 13 + Malevolence level). Regional Effects The region surrounding a confined’s lair is altered by the creature's unnatural presence, which generates one or more of the following effects: The presence of ghostly undead in the region increases visibly. Plants within 150 meters of the lair wither, the stems, flowers, and tree branches become twisted and thorny. Storm clouds fill the sky above the confined’s lair, not allowing sunlight to filter through. Disturbing noises such as whispers and squeaks, inanimate objects that move of their own free will, such as doors that close, objects that float in the air and then fall to the ground helpless, etc. The confined has no control over these phenomena. If the confined is destroyed, these effects end immediately. Traits Incorporeal Movement. The confined can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity . While in sunlight, the confined has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Confined Weaknesses . The confined has the following flaws: Bound . The confined’s area of influence is limited to a specific territory (its lair), such as a village, a valley, or a forest. The confined cannot cross the boundaries of its lair nor manifest any power outside of them. Mortal Remains . If the mortal vestiges of the confined are found and burned or given a worthy burial, the confined is destroyed. Long-Awaited Peace. If peace is given to the confined by righting the wrong that torments it, the confined disappears forever. Actions Life Drain Touch . Melee Spell Attack : +5 (+1 per Malevolence level) to hit, reach 5 ft., one creature. Hit : 16 (4d6+2) necrotic damage. The target must succeed on a DC 13 (+1 per Malevolence level) Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Unique Powers (1 Per Malevolence Level) Freezing Gaze .* When a creature starts its turn within 10 feet of the confined and is able to see the confined’s eyes, the confined can magically force it to make a DC 13 (+ 1 per Malevolence level) Constitution saving throw. On a failed saving throw, the creature suffers 1 level of exhaustion. Ignite .* The confined targets one creature it can see within 60 feet of it. The target must make a DC 13 (+ 1 per Malevolence level) Constitution saving throw. On a failure, the target catches fire and takes 1d6 fire damage per Malevolence level at the start of each of its turns. The ignited target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If someone takes an action to sprinkle the target with holy water, the effect ends immediately. Lord of the Unsolved (1/Day) .* The confined magically calls 1d4 zombies per Malevolence level. The zombies arrive in 1d4 rounds, acting as allies of the confined and they remain for 1 hour, until the confined dies, or until the confined dismisses them as a bonus action. Possession (Recharge 6) .* One humanoid that the confined can see within 5 feet of it must succeed on a DC 13 (+1 per Malevolence level) Charisma saving throw or be possessed by the confined; the confined then disappears, and the target is incapacitated and loses control of its body. The confined now controls the body but doesn't deprive the target of awareness. The confined can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the confined ends it as a bonus action, or the confined is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the confined reappears in an unoccupied space within 5 feet of the body. The target is immune to this confined's Possession for 24 hours after succeeding on the saving throw or after the possession ends. Spectral Drowning .* Each creature within 10 feet of the confined must make a successful DC 13 (+1 per Malevolence level) Dexterity saving throw or begin to suffocate as if it was out of breath or choking. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the confined's Spectral Drowning for the next 24 hours. Telekinetic Control .* The confined targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. If the target is a creature, the confined makes a Charisma check contested by the target's Strength check. If the confined wins the contest, the confined hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. If the target is an object that isn't being worn or carried, the confined hurls it up to 30 feet in any direction. The confined can use the object as a ranged weapon, attacking one creature along the object's path (+4, +1 per Malevolence level to hit) and dealing 2d4 bludgeoning damage per Malevolence level on a hit. Terrifying Glare .* The confined targets one creature it can see within 30 feet of it. The target must make a DC 13 (+ 1 per Malevolence level) Wisdom saving throw. On a failure, the target is paralyzed until the confined deals damage to it, or until the end of the confined's next turn. When the paralysis ends, the target is frightened of the confined for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the confined, ending the frightened condition on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":11925,"Challenge Rating":7},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Confined (Malevolence II)","description":"“You talk about vengeance, spirit. Is vengeance going to bring your life back to you?\" - Don Vito Caprileone, Cleric and Exorcist - The Confined are probably the most powerful of the ghosts and phantasms that Knaves can encounter in the Kingdom. They are undead beings of ancient pain, dark intentions, and great powers, who for some reason remain to haunt the place where they died. Their dark abilities are so extensive and connected with the place they haunt that they are able to generate paranormal phenomena of all kinds: poltergeists, possession, fires, disgregation of matter, and even control of corpses and other specters. The only positive aspect of their terrifying existence is that their area of influence is limited by some boundary they cannot cross, unless under special conditions: a castle, a dungeon, a sailing ship, a village, or even an entire city. They take their name from this confinement. Malevolence Malevolence indicates the power level of the confined. The higher the Malevolence, the greater the resistance, the power, and the strength of the manifestation's unique capabilities. For each Malevolence level, the confined gains a unique power, chosen from the list of powers of the confined. Additionally, the confined adds the Malevolence level to its saving throw DCs, attack rolls, and skill checks. Malevolence Level Number of Powers Basic Stats Change Challenge 1 1 Basic Stat 7 (2,900 XP) 2 2 Hit Points 119 (14d8+56), Legendary Resistance (1/Day), Legendary Actions 9 (5,000 XP) 3 3 Hit Points 136 (16d8+64), Legendary Resistance (3/Day), Legendary Actions, Multiattack (2). 13 (10,000 XP) The Lair of A Confined Typical Confined’s lairs are; a ghost village lost in the mountains, a haunted tower, a stretch of forest or swamp, a complex of caves or dungeons, a ship adrift, a small island, the district around a crossroads, a stretch of road. Lair Actions On initiative count 20 (losing initiative ties), the confined takes a lair action to cause one of the following effects; the confined can't use the same effect two rounds in a row: The confined calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the confined can see within 60 feet of it. The target must succeed on a DC 13 + Malevolence level Constitution saving throw, taking 10 (3d6) necrotic damage per Malevolence level on a failed save, or half as much damage on a success. The apparitions then disappear. The confined summons any undead present in its lair. The confined can cast the bestow curse spell (no concentration required), on a creature it can see within 120 feet of it (saving throw DC 13 + Malevolence level). Regional Effects The region surrounding a confined’s lair is altered by the creature's unnatural presence, which generates one or more of the following effects: The presence of ghostly undead in the region increases visibly. Plants within 150 meters of the lair wither, the stems, flowers, and tree branches become twisted and thorny. Storm clouds fill the sky above the confined’s lair, not allowing sunlight to filter through. Disturbing noises such as whispers and squeaks, inanimate objects that move of their own free will, such as doors that close, objects that float in the air and then fall to the ground helpless, etc. The confined has no control over these phenomena. If the confined is destroyed, these effects end immediately. Traits Legendary Resistance (1/Day) . If the confined fails a saving throw, it can choose to succeed instead. Incorporeal Movement . The confined can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity . While in sunlight, the confined has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Confined Weaknesses . The confined has the following flaws: Bound . The confined’s area of influence is limited to a specific territory (its lair), such as a village, a valley, or a forest. The confined cannot cross the boundaries of its lair nor manifest any power outside of them. Mortal Remains . If the mortal vestiges of the confined are found and burned or given a worthy burial, the confined is destroyed. Long-Awaited Peace . If peace is given to the confined by righting the wrong that torments it, the confined disappears forever. Actions Life Drain Touch . Melee Spell Attack : +5 (+1 per Malevolence level) to hit, reach 5 ft., one creature. Hit : 16 (4d6+2) necrotic damage. The target must succeed on a DC 13 (+1 per Malevolence level) Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Unique Powers (1 Per Malevolence Level) Freezing Gaze .* When a creature starts its turn within 10 feet of the confined and is able to see the confined’s eyes, the confined can magically force it to make a DC 13 (+ 1 per Malevolence level) Constitution saving throw. On a failed saving throw, the creature suffers 1 level of exhaustion. Ignite .* The confined targets one creature it can see within 60 feet of it. The target must make a DC 13 (+ 1 per Malevolence level) Constitution saving throw. On a failure, the target catches fire and takes 1d6 fire damage per Malevolence level at the start of each of its turns. The ignited target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If someone takes an action to sprinkle the target with holy water, the effect ends immediately. Lord of the Unsolved (1/Day) .* The confined magically calls 1d4 zombies per Malevolence level. The zombies arrive in 1d4 rounds, acting as allies of the confined and they remain for 1 hour, until the confined dies, or until the confined dismisses them as a bonus action. Possession (Recharge 6) .* One humanoid that the confined can see within 5 feet of it must succeed on a DC 13 (+1 per Malevolence level) Charisma saving throw or be possessed by the confined; the confined then disappears, and the target is incapacitated and loses control of its body. The confined now controls the body but doesn't deprive the target of awareness. The confined can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the confined ends it as a bonus action, or the confined is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the confined reappears in an unoccupied space within 5 feet of the body. The target is immune to this confined's Possession for 24 hours after succeeding on the saving throw or after the possession ends. Spectral Drowning .* Each creature within 10 feet of the confined must make a successful DC 13 (+1 per Malevolence level) Dexterity saving throw or begin to suffocate as if it was out of breath or choking. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the confined's Spectral Drowning for the next 24 hours. Telekinetic Control .* The confined targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. If the target is a creature, the confined makes a Charisma check contested by the target's Strength check. If the confined wins the contest, the confined hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. If the target is an object that isn't being worn or carried, the confined hurls it up to 30 feet in any direction. The confined can use the object as a ranged weapon, attacking one creature along the object's path (+4, +1 per Malevolence level to hit) and dealing 2d4 bludgeoning damage per Malevolence level on a hit. Terrifying Glare .* The confined targets one creature it can see within 30 feet of it. The target must make a DC 13 (+ 1 per Malevolence level) Wisdom saving throw. On a failure, the target is paralyzed until the confined deals damage to it, or until the end of the confined's next turn. When the paralysis ends, the target is frightened of the confined for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the confined, ending the frightened condition on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":11925,"Challenge Rating":9},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Confined (Malevolence III)","description":"“You talk about vengeance, spirit. Is vengeance going to bring your life back to you?\" - Don Vito Caprileone, Cleric and Exorcist - The Confined are probably the most powerful of the ghosts and phantasms that Knaves can encounter in the Kingdom. They are undead beings of ancient pain, dark intentions, and great powers, who for some reason remain to haunt the place where they died. Their dark abilities are so extensive and connected with the place they haunt that they are able to generate paranormal phenomena of all kinds: poltergeists, possession, fires, disgregation of matter, and even control of corpses and other specters. The only positive aspect of their terrifying existence is that their area of influence is limited by some boundary they cannot cross, unless under special conditions: a castle, a dungeon, a sailing ship, a village, or even an entire city. They take their name from this confinement. Malevolence Malevolence indicates the power level of the confined. The higher the Malevolence, the greater the resistance, the power, and the strength of the manifestation's unique capabilities. For each Malevolence level, the confined gains a unique power, chosen from the list of powers of the confined. Additionally, the confined adds the Malevolence level to its saving throw DCs, attack rolls, and skill checks. Malevolence Level Number of Powers Basic Stats Change Challenge 1 1 Basic Stat 7 (2,900 XP) 2 2 Hit Points 119 (14d8+56), Legendary Resistance (1/Day), Legendary Actions 9 (5,000 XP) 3 3 Hit Points 136 (16d8+64), Legendary Resistance (3/Day), Legendary Actions, Multiattack (2) 13 (10,000 XP) The Lair of A Confined Typical Confined’s lairs are; a ghost village lost in the mountains, a haunted tower, a stretch of forest or swamp, a complex of caves or dungeons, a ship adrift, a small island, the district around a crossroads, a stretch of road. Lair Actions On initiative count 20 (losing initiative ties), the confined takes a lair action to cause one of the following effects; the confined can't use the same effect two rounds in a row: The confined calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the confined can see within 60 feet of it. The target must succeed on a DC 13 + Malevolence level Constitution saving throw, taking 10 (3d6) necrotic damage per Malevolence level on a failed save, or half as much damage on a success. The apparitions then disappear. The confined summons any undead present in its lair. The confined can cast the bestow curse spell (no concentration required), on a creature it can see within 120 feet of it (saving throw DC 13 + Malevolence level). Regional Effects The region surrounding a confined’s lair is altered by the creature's unnatural presence, which generates one or more of the following effects: The presence of ghostly undead in the region increases visibly. Plants within 150 meters of the lair wither, the stems, flowers, and tree branches become twisted and thorny. Storm clouds fill the sky above the confined’s lair, not allowing sunlight to filter through. Disturbing noises such as whispers and squeaks, inanimate objects that move of their own free will, such as doors that close, objects that float in the air and then fall to the ground helpless, etc. The confined has no control over these phenomena. If the confined is destroyed, these effects end immediately. Traits Legendary Resistance (3/Day) . If the confined fails a saving throw, it can choose to succeed instead. Incorporeal Movement . The confined can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity . While in sunlight, the confined has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Confined Weaknesses . The confined has the following flaws: Bound . The confined’s area of influence is limited to a specific territory (its lair), such as a village, a valley, or a forest. The confined cannot cross the boundaries of its lair nor manifest any power outside of them. Mortal Remains . If the mortal vestiges of the confined are found and burned or given a worthy burial, the confined is destroyed. Long-Awaited Peace . If peace is given to the confined by righting the wrong that torments it, the confined disappears forever. Actions Life Drain Touch . Melee Spell Attack : +5 (+1 per Malevolence level) to hit, reach 5 ft., one creature. Hit : 16 (4d6+2) necrotic damage. The target must succeed on a DC 13 (+1 per Malevolence level) Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Legendary Actions (Malevolence 3) The confined can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The confined regains spent legendary actions at the start of its turn. Move . The confined moves up to its speed without provoking opportunity attacks. Unique Power (Costs 2 Actions) . The confined uses a unique power among those at its disposal. Life Drain Touch . The confined makes one Life Drain Touch attack. Unique Powers (1 Per Malevolence Level) Freezing Gaze .* When a creature starts its turn within 10 feet of the confined and is able to see the confined’s eyes, the confined can magically force it to make a DC 13 (+ 1 per Malevolence level) Constitution saving throw. On a failed saving throw, the creature suffers 1 level of exhaustion. Ignite .* The confined targets one creature it can see within 60 feet of it. The target must make a DC 13 (+ 1 per Malevolence level) Constitution saving throw. On a failure, the target catches fire and takes 1d6 fire damage per Malevolence level at the start of each of its turns. The ignited target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If someone takes an action to sprinkle the target with holy water, the effect ends immediately. Lord of the Unsolved (1/Day) .* The confined magically calls 1d4 zombies per Malevolence level. The zombies arrive in 1d4 rounds, acting as allies of the confined and they remain for 1 hour, until the confined dies, or until the confined dismisses them as a bonus action. Possession (Recharge 6) .* One humanoid that the confined can see within 5 feet of it must succeed on a DC 13 (+1 per Malevolence level) Charisma saving throw or be possessed by the confined; the confined then disappears, and the target is incapacitated and loses control of its body. The confined now controls the body but doesn't deprive the target of awareness. The confined can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the confined ends it as a bonus action, or the confined is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the confined reappears in an unoccupied space within 5 feet of the body. The target is immune to this confined's Possession for 24 hours after succeeding on the saving throw or after the possession ends. Spectral Drowning .* Each creature within 10 feet of the confined must make a successful DC 13 (+1 per Malevolence level) Dexterity saving throw or begin to suffocate as if it was out of breath or choking. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the confined's Spectral Drowning for the next 24 hours. Telekinetic Control .* The confined targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds. If the target is a creature, the confined makes a Charisma check contested by the target's Strength check. If the confined wins the contest, the confined hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. If the target is an object that isn't being worn or carried, the confined hurls it up to 30 feet in any direction. The confined can use the object as a ranged weapon, attacking one creature along the object's path (+4, +1 per Malevolence level to hit) and dealing 2d4 bludgeoning damage per Malevolence level on a hit. Terrifying Glare .* The confined targets one creature it can see within 30 feet of it. The target must make a DC 13 (+ 1 per Malevolence level) Wisdom saving throw. On a failure, the target is paralyzed until the confined deals damage to it, or until the end of the confined's next turn. When the paralysis ends, the target is frightened of the confined for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the confined, ending the frightened condition on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":11925,"Challenge Rating":13},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Conjoined Queen","description":"The torso of a pale humanoid woman melds into the thorax of a massive insect. It moves about on six pointed legs, stabbing through stone and metal alike. Born in Chaos. The first conjoined queen was created when cultists sacrificed a captured queen to their dark insectoid god. In a ritual of chaotic magic, the human queen and an insect queen were joined, forming a chitinous chrysalis from which the conjoined queen eventually emerged. Rulers of the Many-Legged. A conjoined queen rules from a subterranean throne room, often in a burrow under the ruins of a fallen monarchy’s castle. There she commands her insectoid host and sits atop a pile of incubating eggs. Hungry for Power. The conjoined queen hungers for humanoid flesh but also for power. She seeks to rule and conquer humanoids and insects alike. Her armies consist of giant insects and the humanoids who ride them into battle.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Conjurer","description":"Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on battlefields, while others use summoned creatures to guard their lairs. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a cranium rat, a crawling claw, a gazer, an imp, a pseudodragon, or a quasit. Traits Spellcasting : The conjurer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared: • Cantrips (at will): acid splash , mage hand , poison spray , prestidigitation • 1st level (4 slots): mage armor , magic missile , unseen servant ^ • 2nd level (3 slots): cloud of daggers ,^ misty step ,^ web ^ • 3rd level (3 slots): fireball , stinking cloud ^ • 4th level (3 slots): Evard’s black tentacles ,^ stoneskin • 5th level (2 slots): cloudkill ,^ conjure elemental ^ ^Conjuration spell of 1st level or higher Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher) : As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. Actions Dagger (Melee) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged) : Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Expansion":1,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Conjurer","description":"Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on battlefields, while others use summoned creatures to guard their lairs. Traits Spellcasting . The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared: Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation 1st level (4 slots): mage armor, magic missile, unseen servant * 2nd level (3 slots): cloud of daggers *, misty step *, web * 3rd level (3 slots): fireball, stinking cloud * 4th level (3 slots): Evard's black tentacles *, stoneskin 5th level (2 slots): cloudkill *, conjure elemental * *Conjuration spell of 1st level or higher Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher) . As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":7386,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Conjurer Wizard","description":"Conjurers summon creatures from other planes of existence and teleport themselves and others in the blink of an eye. Wizards Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells. Actions Multiattack. The conjurer makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) force damage. Spellcasting. The conjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14): At will: dancing lights , mage hand , prestidigitation 2/day each: fireball , mage armor , unseen servant 1/day each: fly , stinking cloud , web Bonus Actions Benign Transportation (Recharge 4–6). The conjurer teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. Summon Elemental (1/Day). The conjurer magically summons an air elemental , an earth elemental , a fire elemental , or a water elemental (all appear in the Monster Manual ). The elemental appears in an unoccupied space within 60 feet of the conjurer, whom it obeys. It takes its turn immediately after the conjurer. It lasts for 1 hour, until it or the conjurer dies, or until the conjurer dismisses it as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Conniption Bug","description":"Several giant insects with massive mandibles emerge from the water's edge. One rears back on its elongated abdomen and propels itself through the air. Conniption bugs are devasting, predatory giant insects that inhabit bodies of fresh water and the surrounding lowlands. Casual Menace. These bugs are ferocious, and they try to consume anything within reach. Worse, these predators tend to gather in packs, making travel through their territory particularly dangerous for lone explorers. Their mandibles are viciously barbed and designed to catch and hold prey. Some eccentrics like to keep conniption bugs as pets or disposal systems, and collectors and torturers often find creative uses for the barbed mandibles. Ecological Warning. Conniption bugs are very sensitive to ecological change, including that of magic pollution. The unnatural effect that unrestrained magic can have on the land, whether due to cataclysm or to long-term magic, can cause conniption bugs to mutate rapidly, creating new specimens (see the Scourge Bug sidebar). Death Trap. When the conniption bug dies, its mandibles remain locked in place, continuing to grapple beyond its death. Until the grapple ends, the creature takes 4 (1d8) piercing damage at the start of each of its turns as if the bug was still alive. Any creature can take an action to remove the mandibles with a successful DC 11 Strength (Athletics) or Wisdom (Medicine) check. Limited Amphibiousness. The conniption bug can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Pack Tactics. The conniption bug has advantage on attack rolls against a creature if at least one of the bug's allies is within 5 feet of the creature and the ally isn't incapacitated. Standing Leap. The conniption bug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Vicious Wound. The conniption bug's melee attacks score a critical hit on a roll of 19 or 20. Actions Barbed Mandibles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. The target is grappled (escape DC 13) if it is a Medium or smaller creature and the conniption bug doesn't have another creature grappled. Until this grapple ends, the target takes 4 (1d8) piercing damage at the start of each of its turns, and the conniption bug can't make Barbed Mandible attacks against other targets. Barbed Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Constance Kleinkessel","description":"Today, the ruler of House Kleinkessel is Countess Constance Kleinkessel. She is secretly a Vampire . Constance Kleinkessel is a voluptuous woman who appears in her late forties. She has gleaming emerald eyes, crimson red lips, a flushed round face, and a small pointed nose. Her jet-black hair is tied up into braids and woven into an intricate headpiece set with pearls. She wears a scarlet gown and is dripping with jewelry. Her painted fingernails are sharpened into points. She often meets guests for dinner, where she licks her lips and runs her fingers on the edge of a cup of red wine.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Shapechanger)","Source":"custom","Alignment":"lawful Evil","Expansion":29025,"Challenge Rating":13},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Constrictor Snake","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage . Constrict : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained , and the snake can't constrict another target.","properties":{"Category":"Monsters","AC":12,"HP":"13 (2d10+2)","CHA":3,"CON":12,"DEX":14,"INT":1,"STR":15,"WIS":10,"Size":"Large","Type":"beast","Speed":"30 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061566/C2m1SR7XbdqWZ6ePhnY-MA/original.png","Roll 0":"Bite\n1d20 + 4\n1d6+2","Roll 1":"Constrict\n1d20 + 4\n1d8+2","Senses":"Blindsight 10 Ft.","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Constrict\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"The target is grappled (escape dc 14) Until this grapple ends, the creature is restrained, and the snake can't constrict another target\"}]","data-CHA-mod":"-4","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"-5","data-STR-mod":"+2","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":"1/4","Passive Perception":10,"data-CrNum":0.25,"data-AcNum":12,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Constrictor Snake","description":"Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Constrict : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled, escape DC 14. Until this grapple ends, the creature is restrained, and the snake can't constrict another target.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Constrictor Snake","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Constrictor Snake","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12).","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Constrictor Snake","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. Constrict. Strength Saving Throw: DC 12, one Medium or smaller creature the snake can see within 5 feet. Failure: 7 (3d4) Bludgeoning damage, and the target has the Grappled condition (escape DC 12).","properties":{"Category":"Monsters","AC":13,"HP":"13 (2d10 + 2)","PB":2,"CHA":3,"CON":12,"DEX":14,"INT":1,"STR":15,"WIS":10,"Size":"Large","Type":"Beast","Speed":"30 ft., Swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406406966/9fldNx7nucjwg0-3uJAxyg/original.png","Senses":"Blindsight 10 ft.","Skills":"Perception +2, Stealth +4","data-XP":50,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"Piercing\"},{\"Name\":\"Constrict\",\"Desc\":\"*Strength Saving Throw*: DC 12, one Medium or smaller creature the snake can see within 5 feet. \\n*Failure*: 7 (or [[3d4]] (3d4)) Bludgeoning damage, and the target has the Grappled condition (escape DC 12).\"}]","data-CHA-mod":"-4","data-CON-mod":1,"data-DEX-mod":2,"data-INT-mod":"-5","data-STR-mod":2,"data-SizeNum":5,"data-WIS-mod":0,"Saving Throws":"Str +2, Dex +2, Con +1, Int -5, Wis +0, Cha -4","Challenge Rating":"1/4","Passive Perception":12,"data-CrNum":0.25,"data-AcNum":13,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Construct Cohort","description":"With the help of a tinkerer or a mage, you gain the unwavering, mechanical loyalty of a golem, shield guardian, or clockwork construct. Your construct is of a smaller variety than most golems, but can be built and repaired in far less time. Constructed Nature. A construct doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"any alignment","Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Construct Spirit","description":"See the Summon Construct spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Construct Spirit","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Heated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit takes 1d10 Fire damage. Stony Lethargy (Stone Only). When a creature starts its turn within 10 feet of the spirit, the spirit can target it with magical energy if the spirit can see it. Wisdom Saving Throw: DC equals your spell save DC, the target. Failure: Until the start of its next turn, the target can’t make Opportunity Attacks, and its Speed is halved. Actions Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down). Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level Bludgeoning damage. Reactions Berserk Lashing (Clay Only). Trigger: The spirit takes damage from a creature. Response: The spirit makes a Slam attack against that creature if possible, or the spirit moves up to half its Speed toward that creature without provoking Opportunity Attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Neutral","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Constructed Commoner","description":"To populate the demiplane without endangering any innocents, the Harpers created constructs out of wooden mannequins to act as villagers (see the accompanying stat block). Magic makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal their true nature, as each construct is shielded by a spell that makes it seem nonmagical. Though these constructed villagers can physically interact with the environment around them and hold lengthy conversations, a few clues to their true nature exist. A character who observes one or more of the commoners closely and succeeds on a DC 15 Wisdom (Perception) check notices a faint clicking sound whenever a villager touches a hard surface. The villagers are also cold to the touch, which can be ascertained only through physical contact. A character who succeeds on a DC 15 Wisdom (Insight) check notices that if the villagers are asked about anything outside Wisteria Vale or their individual talents, they quickly change subjects to small talk about the weather or gossip, and always in Common regardless of their apparent origin. Constructed commoners don’t bleed or feel pain like flesh-and-blood humanoids. If a villager’s hit points drop to 0, its true form is revealed: that of a lifeless wooden mannequin. Overnight, the mannequin disappears, and a replacement villager is generated by the demiplane to take over the “slain” villager’s place and role in the village a few days later. If the mannequin is disintegrated or reduced to ashes, it is not replaced and the population of the village permanently decreases by one. Traits Unusual Nature . The commoner doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest. When it drops to 0 hit points, it becomes a lifeless object. Actions Club . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":9505,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Consul Isabella Ezio","description":"Isabella is a bold, middle-aged Noble woman with long brown hair usually tied up in a ponytail. She wears a modest long skirt and blouse and has served three terms as Consul of the Republic of Liberio. Isabella is a well-spoken woman and a powerful leader. She is a staunch supporter of the people and has fought hard for the city and its freedoms.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":"1/8"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Contingent of Soldiers","description":"Military Forces The Karelagne Empire is feared throughout the Aetherial Expanse for its military might and power. The Ayrssian Kingdom hires mercenary groups to achieve their own objectives. Each relies on commanders and contingents of soldiers to maintain control of their territory in the Aetherial Expanse. Contingent of Soldiers Karelagne soldiers and Ayrissian mercenaries are often deployed in large numbers, fighting together as a military unit. This contingent typically clashes with deadly monsters or against heroes too powerful to be defeated in a one-on-one battle.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Humanoid","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":8},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Conveyance Golem","description":"Conveyance golems provide comfortable travel for creatures negotiating their service from their owners. Their interiors are climate-controlled to the specifications of their inhabitants. They have rudimentary intelligence, allowing them to follow a programmed set of instructions, usually getting clients to their destinations as quickly and safely as possible. Since they are immune to the rigors of space, they provide short-distance transportation among asteroids or other closely-clustered objects. Conveyance golems are capable of passing through multiple environments and change their forms to suit the conditions. For those within, a few seconds of freefall or seemingly uncontrolled driving proves unsettling as the golems change form, but they take precautions to ensure their passengers remain otherwise unbothered by the transformation. Snatching Vehicle. Unscrupulous owners can also employ conveyance golems in kidnappings. The golems can quickly transform themselves to create openings with which to snag creatures. The interior restraints used to keep passengers safe also work to pin unwilling captives. The climate control can instead pump anesthetizing gas to incapacitate victims. When all else fails, the golems make the transportation highly turbulent to throw victims around the interior. Construction Materials. A conveyance golem’s body is constructed from 6,000 pounds of iron infused with adamantine and smelted in a furnace with rare tinctures worth 4,500 gp. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopy, li.BodyCopy, div.BodyCopy {mso-style-name:\"Body Copy\"; mso-style-priority:99; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"unaligned","Expansion":32483,"Challenge Rating":7},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Copper Dragon Wyrmling","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Copper Dragon Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened. A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon’s scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon’s pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs. Good Hosts. A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn’t laugh at its jokes or accept its tricks with good humor. Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted. Cautious and Crafty. When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures. A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure. A Copper Dragon’s Lair Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. Regional Effects The region containing a legendary copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Magic carvings of the dragon’s smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair. Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts. Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing. If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately. Actions Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (acid breath or slowing breath): Acid Breath : The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath : The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"MM1","Alignment":"chaotic good","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Copper Dragon Wyrmling","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage . Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw , taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions , its speed is halved, and it can't make more than one attack on its turn . In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.","properties":{"Category":"Monsters","AC":"16 (Natural Armor)","HP":"22 (4d8+4)","CHA":13,"CON":13,"DEX":12,"INT":14,"STR":15,"WIS":11,"Size":"Medium","Type":"dragon","Speed":"30 ft., climb 30 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061625/W66-bmN19ppebmfFR29jCw/original.png","Roll 0":"Bite\n1d20 + 4\n1d10+2","Roll 1":"Acid Breath\n1d20 + 0\n4d8","Senses":"Blindsight 10 Ft., Darkvision 60 Ft.","Skills":"Perception +4, Stealth +3","Source":"5th Edition SRD","data-XP":200,"Alignment":"Chaotic Good","Languages":"Draconic","data-List":"false","Immunities":"Acid","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.\"}]","data-CHA-mod":"+1","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"+2","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Dex +3, Con +3, Wis +2, Cha +3","Challenge Rating":1,"Passive Perception":14,"data-CrNum":1,"data-AcNum":16,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Copperkill Slime","description":"The paint on the old, green wall suddenly moves and flows outward, revealing the wall underneath wasn't green at all. Among the wealthy, one popular, though deadly, trend is that of green-painted rooms sourced from arsenic. These trends led to the creation of the first copperkill slime, an ooze formed from the poisonous paint. For curious adventurers, such a ponderous room could mean a much swifter death by ooze rather than poisoning. Hall Guardians. Copperkill slimes are relatively docile and have enough sentience to be trained as guardians, provided their keepers maintain a steady supply of food. Ambush predators, copperkill slimes stretch themselves to adhere to walls, pillars, furniture, statues, or similar objects or support structures. As a copperkill slime stretches itself thin to hide, it tinges everything viewed through its transparent form a curious green color. When unsuspecting prey approaches the wall or object, the copperkill slime snaps back into its normal form, spraying poisonous slime on nearby creatures. This poisonous slime slowly kills the prey, and the copperkill slime devours the remains. Amorphous. The slime can move through a space as narrow as 1 inch wide without squeezing. Ooze Nature. The copperkill slime doesn't require sleep. Patinated Appearance. While the slime remains motionless, it is indistinguishable from the object or structure it is stretched across, though the object or structure appears to be covered in green paint or verdigris. Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The copperkill slime makes three Pseudopod attacks. If the slime hits one creature with two Pseudopod attacks, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 9 (2d8) poison damage at the start of each of its turns. The copperkill slime can have only one target grappled in this way at a time. Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 9 (2d8) poison damage. Poisonous Snap (Stretched Body Only, Recharge 5-6). While the copperkill slime is covering an object or structure, it can rapidly collapse back to its normal form, ending the stretch and spraying all nearby creatures with poisonous slime. Each creature within 10 feet of any space the stretched slime occupied before collapsing must make a DC 15 Dexterity saving throw. On a failure, a creature takes 27 (6d8) poison damage and is coated in poisonous slime. On a success, a creature takes half the damage and isn't coated in slime. A creature coated in poisonous slime takes 9 (2d8) poison damage at the start of each of its turns. A creature, including the slime-coated creature, can take an action to clean off the slime. Bonus Action Stretch Body. The copperkill slime stretches its body across the surface of a Gargantuan or smaller object or across the surface of a wall, pillar, or similar structure no larger than a 20-foot square within 5 feet of it, sharing the space of the object or structure. The slime can end the stretch as a bonus action, occupying the nearest unoccupied space to the object or structure.","properties":{"Category":"Monsters","Size":"Huge","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Copyblob Artisan","description":"Copyblob Artisan Likes: crafting and talking about its craft, being recognized by other artisans, rock candy Dislikes: tight spaces, being called a monster, running out of raw materials Staying in one shape for too long can be boring, so copyblobs explore many different shapes and activities throughout their lives. When a copyblob finds a craft it is passionate about, it strives to learn all it can about it and becomes a copyblob artisan, a true master of its craft. Copyblob artisans can take the shape of and function as the artisan’s tools they are experts in, allowing them to practice their craft anytime and anywhere. Their social nature makes most copyblob artisans eager to meet and work with other experts in their field, and they love nothing more than talking about their craft and collaborating with other artisans on wonderful creations. Pact of the Chain Familiar . At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a copyblob artisan for their familiar.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity (shapechanger)","Alignment":"typically neutral","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Copyblob Kid","description":"Copyblob Kid Likes: finding new objects to polymorph into, funny songs, candy floss Dislikes: tight spaces, scary stories, tummy aches Copyblob kids, also known as copybloblings, are small but intelligent enough to keep good company to any adventurer who likes a talkative friend. Often the offspring of copyblobs who are already in contact with adventurers, copyblob kids may be born into an adventuring party and regard its members as family. Eager to learn and be useful, copyblob kids love to find new objects to polymorph into, especially if they can be of use to their friends. However, they are usually impatient, and they will often start fidgeting and wiggling around if they try to keep the same form for long. Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a copyblob kid for their familiar.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity (shapechanger)","Alignment":"typically neutral","Expansion":18016,"Challenge Rating":0},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Copyblob Sage","description":"Copyblob Sage Likes: studying magic and talking about it, verbal components of spells that rhyme together, toffee Dislikes: physical combat, book burning, being counterspelled Most copyblobs love to learn new things, and some of the more inquisitive ones become fascinated with magic and seek out spellbooks and the power they hold within. In time, these copyblob sages amass great knowledge and might become self-taught wizards, realizing the power of the arcane through years of passionate study. A copyblob sage delights in studying all kinds of magic but usually prefers to prepare mostly abjuration, divination, and conjuration spells to help in its quest to seek out more knowledge and often enhance its relatively limited mobility. Living Spellbooks . As masters of the arcane, copyblob sages can take on the form of usable spellbooks, allowing spellcasters to use them to enhance their magic, and other wizards to copy spells directly from their living pages.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity (shapechanger)","Alignment":"typically neutral","Expansion":18016,"Challenge Rating":10},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Coral Guardian","description":"Coral Guardian A sign of merfolk ingenuity is the coral guardian. Granted sentience through an elemental aether spirit, the coral guardian is made from the reefs and flora surrounding the astral merfolk’s Constellation Isles home. They are peaceful guardians unless faced with an outsider to their community.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":9},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Coranzan Gullion","description":"Protector to the Matron Since Coranzan could speak, his tongue has tried the patience of his teachers, caretakers, siblings, and even the Matron at times. A scrawny, impatient child, Coranzan’s wit and insight were his only strengths. A snide joke—that could easily be a veiled threat—served to deter bullies as well as any bravado, especially given the backing of his family name. Coranzan learned early that the line between perception of power and true power is an illusion: they are one and the same. But with power comes those who would test themselves against it, to wrest it for their own. More than once Coranzan’s arrogance proved his downfall. A misplaced witticism, a retort too barbed, a taunt ill-timed: then the contest was on, only shame or bloodshed would determine whom would wield control over the other. Oft times Coranzan’s tongue boasted more than the drow could deliver, and from these defeats he learned subtlety and timing. As an adolescent, where other drow of his age were forging their futures on one path or another, Coranzan yet lingered in the tower, following the whims of youth. When the day finally came that the matron could no longer ignore this aimless child, she summoned him before her. “I will be your voice,” he proclaimed when asked why he refused to enter the war college or the priesthood, as befit a noble drow. “I am no warrior, who wields power through his sword. I am no cleric, who wields the power of the Goddess. My power is in words. How often have courtiers left here more enraged at my insults than at your command, even as your words take gold from their coffers and slaves from their holds, and my words take nothing but pride? How much of that gold is spent scrying on these unworthy cads, ensuring they take no action against the Matron’s male child who has dared insult them. How many have died at your command, for naught more than reacting to such insolence? Wield my power, make me your voice.” Bold Coranzan dared lock eyes with his mother then. For the first time, the youth knew true fear. Yet his words had swayed her, at least enough to consider what he had said. Against her nascent impulse, she decided to seek for him a master. A few male drow had risen to prominence through careful cunning and silken words, and with training he could become an adept instigator. At great expense, a suitable tutor was found and Coranzan sent away. A week later he returned to report: the master of the thieves’ guild of Embla had nothing to teach him. His own lieutenants were now loyal to House Gullion, the man himself put to the blade. Coranzan had no interest in being a damber, learning grifts, fingerwork, or smuggling. Mildly impressed, but not yet convinced, the matron arranged for another apprenticeship, to a duergar named Bruthwol Landgarder. An ambassador for Embla, though not a native to the city, Bruthwol was known far and wide as a determined negotiator who couched sinister intent behind jovial charisma. Coranzan would either tame his tongue or find himself outmatched. For years the drow learned from the dwarf. Outwardly their relationship was one of master and apprentice, but in private moments Coranzan wondered at the dwarf’s ability to sway listeners with mere words. From Bruthwol he learned that the perception of power is indeed equivalent to true power, so long as you understand your opponent, their motives, dreams, and fears. “Bringing another under the sway of your words is not unlike a hunter bringing low his prey.” At these words, the truth of Coranzan’s power awoke within him. Countless instructors had plied the boy with similar wisdom, but Bruthwol’s explanation somehow made sense. Years more the drow followed the dwarf, serving as his apprentice, but knowing now he would one day surpass his master. Coranzan spent this time learning combat with a bow, illusion and charm magic, and always improving his way with poison- and honey-dipped words. Bruthwol, for his part, played his role well, never mistreating the drow and never requiring of him any task that would rankle his pride. Until, that is, when Coranzan chanced to overhear the dwarf bragging on how the drow Matron gave him her own son as a servant. Coranzan recalled then the power his mother wielded, that all drow wield when compared to other races; he knew this was his call to return home. It was a simple matter to convince the dwarf and his acquaintance to turn on each other. As he stood over the injured Bruthwol, he saw in the dwarf’s eyes a meek cunning, a plan of words to save his life, but a hunter is not swayed by his prey.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Corax","description":"The gruff leader of a group of loggers who have found trouble with local fey, Corax is meant to play less of a combat role and instead provide a social encounter with a disgruntled expert. Should a fight break out, however, he’s more than capable of protecting himself. You can use these stats for any similar character in your game; simply swap out “logger” from Corax’s profession for the occupation of your choice. If you do so, you should also consider replacing or removing his weapons, especially if his new job takes him far away from one that requires him to chop wood! He can also serve as the leader of a group of bandits as well, although if you lean into that role, you should also consider changing his alignment to chaotic evil. Traits Archery. Corax gains a +2 bonus to attack rolls he makes with ranged weapons (included in attack). Spellcasting. Corax is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Corax has the following ranger spells known: 1st level (4 slots): alarm, cure wounds, hunter’s mark 2nd level (3 slots): find traps, protection from poison Actions Multiattack. Corax makes two attacks. Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12+2) slashing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Core Spawn Crawler","description":"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world’s depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific. Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose. Offspring of Calamity . The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right. Core Spawn Crawler The smallest and most numerous of the core spawn, these eyeless creatures scurry through the subterranean darkness with the help of their four irregular, gangly arms and hooked prehensile tails. Core spawn crawlers rarely travel alone, and a group of these agile predators is known as a vein of crawlers. Their clattering taloned limbs warn of their presence as they scuttle through the shadow-haunted depths of the earth.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"chaotic evil","Expansion":5016,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Core Spawn Crawler","description":"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world’s depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific. Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose. Offspring of Calamity. The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right. Core Spawn Crawler The smallest and most numerous of the core spawn, these eyeless creatures scurry through the subterranean darkness with the help of their four irregular, gangly arms and hooked prehensile tails. Core spawn crawlers rarely travel alone, and a group of these agile predators is known as a vein of crawlers. Their clattering taloned limbs warn of their presence as they scuttle through the shadow-haunted depths of the earth. Traits Pack Tactics. The crawler has advantage on an attack roll against a creature if at least one of the crawler’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The crawler makes four attacks: one with its bite, two with its claws, and one with its tail. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Wisdom saving throw or become frightened until the start of the crawler’s next turn. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"chaotic evil","Expansion":29448,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Core Spawn Emissary","description":"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world’s depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific. Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose. Offspring of Calamity . The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right. Core Spawn Emissary These airborne predators serve as assassins and sentinels for the core spawn. The terrible thrum of its insectoid wings and a chittering of mandibles announces an emissary’s arrival. The core spawn emissary can expel clouds of crystalline spores from tubes in its head. These spores act like a contact poison and can be deadly if inhaled.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":5016,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Core Spawn Emissary","description":"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world’s depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific. Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose. Offspring of Calamity. The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right. Core Spawn Emissary These airborne predators serve as assassins and sentinels for the core spawn. The terrible thrum of its insectoid wings and a chittering of mandibles announces an emissary’s arrival. The core spawn emissary can expel clouds of crystalline spores from tubes in its head. These spores act like a contact poison and can be deadly if inhaled. Traits Magic Resistance. The emissary has advantage on saving throws against spells and other magical effects. Actions Multiattack. The emissary makes three talons attacks. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. Alluring Thrum (Recharge 5–6). The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn’t an aberration must succeed on a DC 14 Constitution saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Crystal Spores (Recharge 6). A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a creature takes 11 (2d10) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":29448,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Core Spawn Seer","description":"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world’s depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific. Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose. Offspring of Calamity . The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right. Core Spawn Seer Core spawn seers are humanoid arcanists corrupted by the eldritch power of the Elder Evils through blasphemous rites or accursed encounters. Ravaged by otherworldly radiation and disease, their bodies are covered in horrible protrusions of fluorescent crystals, which emit a psychedelic glow from beneath the tattered folds of their robes.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":5016,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Core Spawn Seer","description":"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world’s depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific. Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose. Offspring of Calamity. The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right. Core Spawn Seer Core spawn seers are humanoid arcanists corrupted by the eldritch power of the Elder Evils through blasphemous rites or accursed encounters. Ravaged by otherworldly radiation and disease, their bodies are covered in horrible protrusions of fluorescent crystals, which emit a psychedelic glow from beneath the tattered folds of their robes. Traits Earth Glide. The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn’t disturb the material it moves through. Magic Resistance. The seer has advantage on saving throws against spells and other magical effects. Actions Multiattack. The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once. Fission Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is knocked prone. Psychedelic Orb. The seer hurls a glimmering orb at one creature it can see within 120 of it. The target must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage and suffer a random condition until the start of the seer’s next turn. Roll a d6 for the condition: (1–2) blinded, (3–4) frightened, or (5–6) stunned. Reactions Fuse Damage. When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra 1d6 radiant damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":29448,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Core Spawn Worm","description":"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world’s depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific. Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose. Offspring of Calamity . The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right. Core Spawn Worm This invertebrate horror has quivering, barbed tentacles set around its massive, toothy maw. The worm’s cracked and stony hide pulses with a dull orange glow, as if it might be composed of primordial lava perpetually on the verge of hardening into solid rock.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"chaotic evil","Expansion":5016,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Core Spawn Worm","description":"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world’s depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific. Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose. Offspring of Calamity. The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right. Core Spawn Worm This invertebrate horror has quivering, barbed tentacles set around its massive, toothy maw. The worm’s cracked and stony hide pulses with a dull orange glow, as if it might be composed of primordial lava perpetually on the verge of hardening into solid rock. Traits Illumination. The worm sheds dim light in a 20-foot radius. Radiant Mirror. If the worm takes radiant damage, each creature within 20 feet of it takes that damage as well. Tunneler. The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. Actions Multiattack. The worm makes two attacks: one with its barbed tentacles and one with its bite. Barbed Tentacles. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 25 (5d6 + 8) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The tentacles can grapple only one creature at a time. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 21 (6d6) fire damage at the start of each of the worm’s turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"chaotic evil","Expansion":29448,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Cornugon","description":"Cornugon devils are an elite subtype of horned devils that serve under archdevils. They are known for their strength, fighting prowess, and magical abilities. Terrifying Fiends. Typical cornugon devils stand at around 11 to 12 feet tall, are overly muscular, and have steel-like scales or tough fur covering their body. Two great horns flank each side of their head, and their massive leathery or feathered wings stand well above their full body, enough to serve as a shield in battle. Their appearances vary, and will closely resemble the archdevils they serve. For example, cornugon devils who serve under Bael will look like massive winged minotaurs while those who serve under Dispater will look like armored humanoids that have ridged, iron scales covering its body and metallic wings. Archdevils' Elite. Cornugon devils are often tasked to lead lesser devils in combat or if grouped together, serve as the archdevil's elite troops. When a favored cultist prays for an archdevil to deal with a major threat and the cultist's sacrifice is deemed worthy, the archdevil may send a cornugon. Warrior Spellcasters. In combat, cornugon devils take a dual role. They start off as artillery support, unleashing devastating long range spells from afar to break clustered enemy ranks while also dispelling any magical threats and barriers that may hinder their allies. When the battle finally joins, they take flight and dive at the most dangerous but vulnerable targets, such as enemy spellcasters. Against challenging opponents, cornugon devils will utilize both their martial and spellcasting abilities to full advantage, often creating illusions to distract and mislead while making hit and run tactics. Traits Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Magic Resistance. The cornugon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The cornugon makes one Bite attack, two Claw attacks, and one Tail attack. Or it can use Infernal Bolt twice. Alternatively, it can make one Tail attack and use Infernal Bolt, Spellcasting or Teleport. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage. If the target is a creature other than an Undead or a Construct, it must succeed on a DC 19 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the cornugon hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Infernal Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one creature. Hit: 17 (3d8 + 4) fire damage, and the target must succeed on a DC 17 Wisdom saving throw or become frightened until the end of the cornugon's next turn. Teleport. The cornugon magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see. Spellcasting. The cornugon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: detect evil and good, detect magic 2/day each: dispel magic, fireball, lightning bolt, major image","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Corpse Flower","description":"Corpse-flower seedlings are quite useful for various purposes. Simply kill and bury a necromancer, and you should have a good crop in about a week. —Mordenkainen A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful undead. Unless it is uprooted and burned while it is still a seedling, the corpse flower grows to enormous size over several weeks, then tears itself free of the earth and begins scavenging humanoid corpses from battlefields and graveyards. Using its fibrous tentacles, it stuffs the remains into its body and feeds on carrion to repair itself. The plant has a malevolent bent and despises the living. Horrible Odor. With or without humanoid corpses nested in its body, a corpse flower exudes a stench of decay that can overwhelm the senses of nearby creatures, causing them to become nauseated. The stench, which serves as a defense mechanism, fades 2d4 days after the corpse flower dies. Traits Corpses. When first encountered, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free. While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action⁠ to do one of the following: The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space. The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie⁠ appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie⁠ acts as an ally of the corpse flower but isn’t under its control, and the flower’s stench clings to it (see the Stench of Death trait). Spider⁠ Climb⁠. The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stench of Death. Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours. Actions Multiattack. The corpse flower makes three tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage. Harvest the Dead. The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment⁠ the corpse is wearing or carrying. The remains can be used with the Corpses trait.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Corpse Flower","description":"A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful Undead creatures. Unless it is uprooted and burned while it is still a seedling, the corpse flower grows to enormous size over several weeks, then tears itself free of the earth and begins scavenging Humanoid corpses from battlefields and graveyards. Using its fibrous tentacles, it stuffs the remains into its body to sustain and repair itself. The plant has a malevolent bent and despises the living. With or without corpses nested in its body, a corpse flower exudes a stench of decay that can overwhelm the senses of nearby creatures, causing them to become nauseated. The stench, which serves as a defense mechanism, fades 2d4 days after the corpse flower dies. Traits Corpses. When first encountered, a corpse flower contains the corpses of 1d6 + 3 Humanoids. A corpse flower can hold the remains of up to nine Humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free. Spider Climb. The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stench of Death. Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a Construct or an Undead. On a failed save, the creature is poisoned until the start of its next turn. On a successful save, the creature is immune to the Stench of Death of all corpse flowers for 24 hours. Actions Multiattack. The corpse flower makes three Tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 10 (3d6) poison damage. Harvest the Dead. The corpse flower swallows one unsecured Humanoid corpse within 10 feet of it, along with any equipment the corpse is wearing or carrying. Bonus Actions Digest. The corpse flower digests one corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested corpse remains. Any equipment on the corpse is expelled from the corpse flower in its space. Reanimate. The corpse flower animates one corpse in its body, turning it into a zombie (see the Monster Manual ). The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn’t under its control, and the flower’s stench clings to it (see Stench of Death).","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Corpse Mound","description":"The reeking pile of bodies and bones as large as a giant lurches forward. Corpses that tumble off it rise moments later as undead and follow the determined hill of corruption. Rise from Mass Graves. In times of plague and war, hundreds of bodies are dumped into mass graves. Without sanctifying rites, necromantic magic can seep into the mound of bodies and animate them as a massive horror hungering for others to join its form. Absorb Bodies. A corpse mound is driven to kill by the anger and loneliness of the dead within, and to absorb the bodies of its victims. It attacks any living creature larger than a dog, but it is drawn to humans and humanoids. It never tires no matter how many victims it accumulates. Entire towns have been wiped out by advancing corpse mounds. Undead Nature. A corpse mound doesn’t require air, food, drink, or sleep. Traits Absorb the Dead: Whenever a Small or larger non‑undead creature dies within 20 feet of the corpse mound, that creature’s remains join its form and the corpse mound regains 10 hit points. Noxious Aura: Creatures that are within 20 feet of the corpse mound at the end of its turn must succeed on a DC 17 Constitution saving throw or become poisoned until the end of their next turn. On a successful saving throw, the creature is immune to the Noxious Aura for 24 hours. Zombie Drop: At the start of the corpse mound’s turn during combat, one corpse falls from the mound onto the ground and immediately rises as a zombie under its control. Up to 10 such zombies can be active at one time. Zombies take their turns immediately after the corpse mound’s turn. Actions Multiattack: The corpse mound makes two weapon attacks or uses envelop once. Slam: Melee Weapon Attack : +11 to hit, range 5 ft., One target. Hit : 18 (2d10 + 7) bludgeoning damage plus 10 (3d6) necrotic damage. The bludgeoning damage can be replaced with piercing or slashing. On hit, the target is grappled, escape DC 17. Until this grapple ends, the target is restrained. Bone Shard: Ranged Weapon Attack : +11 to hit, range 30/120 ft., One target. Hit : 14 (2d6 + 7) piercing damage plus 10 (3d6) necrotic damage. When hit, the target must make a successful DC 17 Strength check or be knocked prone, pinned to the ground by the shard, and restrained. To end this restraint, the target or a creature adjacent to it must use an action to make a successful DC 17 Strength Athletics check to remove the shard. Envelop: The corpse mound makes a slam attack against a restrained creature. If the attack hits, the target takes damage as normal, is pulled 5 feet into the corpse mound’s space, and is enveloped, which ends any grappled or prone condition. While enveloped, the creature is blinded and restrained, it has total cover against attacks and other effects outside the corpse mound, and it takes 21 (6d6) necrotic damage at the start of each of the corpse mound’s turns. An enveloped creature can escape by using its action to make a successful DC 17 Strength saving throw. If the corpse mound takes 30 or more damage on a single turn from the enveloped creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or expel the creature, which falls prone in a space within 10 feet of the corpse mound. If the corpse mound dies, an enveloped creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone. A corpse mound can envelop up to 4 creatures at once.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Corpse Swallower","description":"Corpse Swallower These creatures appear to be massive bird/bat hybrids but are a strain of Yoten, capable of flight. In many ways they emulate the behavior of natural birds, tending to form flocks, and “nesting” upon sheer cliff faces rising far above oceans and seas. But unlike birds, they delight in attacking and consuming humanoids. Cruel Attackers. A common tactic used by corpse swallowers is to divide an enemy force and then concentrate their attacks on isolated victims. They generally use their Talons to grasp an opponent and fly away with them, dropping them far from help. If the fall does not kill the victim, the corpse swallowers swarm their target, seeking to slay them swiftly.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity (Yoten)","Alignment":"Chaotic Evil","Expansion":25792,"Challenge Rating":13},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Corpse Thief","description":"This thin, androgynous creature stands with a noticeable hunch. Its skin is patchy and discolored, and it wears dozens of trinkets on strings around its neck and shoulders. Unable to feel strong emotion naturally, corpse thieves steal objects from other humanoids, reliving sensations tied to those possessions in an attempt to find some feeling of belonging. Object Reading. By holding certain objects, a corpse thief can learn about the item's previous owner. It feels the sensations and emotions tied to the object, and such experiences are usually the only strong feelings it ever experiences in its life. The creature gets its name from its tendency to loot graves for such trinkets, although it is also adept at stealing them in the chaos of a battle. Alien Minds. Corpse thieves cannot feel strong emotions such as joy, anger, and love without reading it on an object. They have a weak sense of personal identity, often confusing memories gained through stolen items with their own. A corpse thief that steals too many objects from one individual may start to believe it is that person. Always seeking emotional connection but forever unable to attain it, corpse thieves live in small communities on the edges of humanoid settlements in mock semblances of those humanoids' societies. Unflattering Legends. In addition to the unfortunate name others have bestowed upon them, corpse thieves find themselves associated with several ugly myths. Some claim a corpse thief's discolored patches of skin come from the flesh of humanoid corpses sewn onto its body. Others believe the creatures sometimes disguise themselves as recently deceased humanoids. If somebody makes a miraculous recovery from illness but acts strangely afterward, people may believe the individual is really a corpse thief in disguise.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Corpse Worm","description":"A large, bloated worm, its body the gray-white pallor of death and slicked with yellow mucus, crawls across a pile of corpses. As its dozens of legs propel it over the bodies, its fang-filled maw opens to reveal a second jaw that repeatedly bursts outward, slurping up chunks of flesh with each strike. These creatures prowl deep caverns, seeking flesh to devour. Eaters of the Dead. The corpse worm feeds primarily on death and decay, though it hunts and kills living prey it encounters if hungry. Corpse worms have a keen sense of smell that they can use to locate wounded prey or sources of carrion on which to feed. Ignore the Unliving. While both the living and the dead are food for the corpse worm, it doesn’t feed upon the undead. Unless attacked, the corpse worm ignores undead near it. Some intelligent undead tame and train corpse worms, using them as pets, guardians, or shock troops. Slimy Eggs. Corpse worm eggs are about the size of a human head and are sheathed in a rubbery, translucent gray membrane. The eggs are deposited with a pungent, sticky, mustard-colored excretion, allowing them to be placed on walls or even ceilings.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Corpse Worm","description":"A large, bloated worm, its body the gray-white pallor of the dead and slicked with a sheen of yellow mucus, crawls across a pile of corpses. As its dozens of legs propel it over the bodies, its fang-filled maw opens to reveal a second jaw that repeatedly bursts outward, slurping up chunks of flesh with each strike. These disgusting creatures prowl deep caverns, seeking flesh both living and dead to devour. Eaters of the Dead. The corpse worm feeds primarily on death and decay, though it will hunt and kill living prey it encounters if hungry, especially if the prey is already wounded. Corpse worms have a keen sense of smell that they can use to locate wounded prey or sources of carrion on which to feed. Ignore the Unliving. While both the living and the dead are food for the corpse worm, it will not feed upon the undead. Unless attacked, the corpse worm will ignore undead near it. Some intelligent undead will tame and train corpse worms, using them as pets, guardians, or shock troops. Worshipers of Vardesain value the corpse worm as a living representation of their deity, and the god’s undead followers are the most frequent tamers and trainers of the worms. Slimy Eggs. A female corpse worm lays up to two dozen eggs in crevasses, cul-de-sacs, or other remote areas. Corpse worm eggs are about the size of a human head and are sheathed in a rubbery, translucent gray membrane. The eggs are deposited with a sticky, mustard-colored excretion, allowing them to be placed on walls or even ceilings. This excretion exudes a powerful smell that many subterranean predators find unpleasant, and it allows the mother to relocate the eggs as she watches over them until they hatch.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":5315,"Challenge Rating":3},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Corpselight Moth","description":"The giant moth has pale fur and wings, its body luminescing as if with moonlight. Black and gray patterns decorate its wings and body, and the fur on its thorax forms the subtle outline of a skull. Corpselight moths were bred over centuries by Mother Moth (see) as favored pets and mounts for her subjects. Mother's Servants. Mother Moth adores her corpselight moths, and she attends to them daily, cleansing them of the necrotic energy that naturally accumulates within them. Mother Moth is the only one who knows the secrets of this process, ensuring no rivals are able steal her moths. Those who do often end up prey to the moths' transformation (see the Midden Moth sidebar). Glowing Corpses. Corpselight moths lay one egg at a time in a rotting corpse, which the grub uses for food. Never leaving its corpse home, the grub eventually cocoons within the rotting flesh. Soon thereafter, it begins to glow and emerges as an adult moth. The adult moth subsists on the nectar from various night-blooming flowers, feasting on blood or corpses again only if it transforms into a midden moth. Downdraft. While the moth is flying, the area within 10 feet of it is difficult terrain. Glow. The moth casts light from its abdomen, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Keen Smell. The moth has advantage on Wisdom (Perception) checks that rely on smell. Necrotic Dampening. Each friendly creature within 30 feet of the moth has resistance to necrotic damage. Spider Climb. The moth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The corpselight moth makes two Proboscis attacks. Proboscis. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) radiant damage. Radiant Wind (Recharge 4-6). The corpselight moth flaps its wings, releasing magical wind in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, a target takes 21 (6d6) radiant damage and is flung up 15 feet away from the moth in a direction following the cone and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown into another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the radiant damage and isn't flung away or knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Corrilario","description":"Corrilário Appearing in the form of a large dog, its muzzle crusty with dried blood and its eyes glowing red in dim light, a corrilário is not a beast but rather an incarnation of a lost soul. Corrilários are formed when an exceptionally willful humanoid is killed by a werewolf, or occasionally when such a humanoid dies after losing those dearest to them to a werewolf attack. The urge for retribution returns them to corporeal form, that of a great, wolfish dog. In this form, the corrilário prowls the woodlands, searching for werewolves to destroy. Hunters and Protectors . While fearsome in appearance, the corrilário seeks to destroy werewolves and protect others from the depredations of such creatures. Tales are told of lost children or travelers being led out of the woods to safety by large dogs, often after the hound interrupts a werewolf attack, killing or driving the lycanthrope away. When a corrilário’s unlife ends, its body withers and crumbles to dust. The duration of a corrilário’s time in the world is an uncertain thing. Some linger only long enough to end the life of the werewolf that killed them or their loved one. Others might remain for months, years, or even decades, protecting a particular person, family, settlement, or area until those it protects are no more or it is defeated.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic good","Expansion":30635,"Challenge Rating":3},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Corrupted Aatxe","description":"A fierce, crimson bull trots across the grass, tossing its curved horns and snorting with anger. Aatxe spend their considerable lifetimes protecting a swath of territory that contains several small villages and farming communities. In time, the aatxe becomes the embodiment of its communities' values and traditions, upholding such tenets. If left without the guidance of the deity who assigned the aatxe to the area, an aatxe can become corrupted when a community's values and traditions steer toward tyranny and oppression. Earthbound Celestial Guardians. Aatxes serve as protective agents of benevolent deities, sent to watch over pious communities and provide them with a measure of protection from harm. Walks Among the People. Though its true form is that of a great red bull, an aatxe can take on the form of a male humanoid to walk among the people it is tasked to protect--the better to uncover threats to their safety. An aatxe so disguised rarely takes on the appearance of anyone familiar to those it protects and avoids unnecessary communication and attachment, attempting to pass itself off as an uninteresting traveler. Deceptively Cautious. Once it detects a threat to its charges, the aatxe will stalk the roads, fields, and wildernesse near its home, seeking to find its foes where it can dispatch them without harming the innocent. The aatxe is also known to chase bystanders back indoors when a threat is beyond its abilities, though it will also sacrifice itself to protect them, if necessary. An Aatxe's Lair Aatxes prefer to make their homes in caverns or other secluded locations, though they will forego that preference in favor of ruins or shelters which provide a view of the regions they protect. Lair Actions On initiative count 20 (losing initiative ties), the aatxe takes a lair action to cause one of the following magical effects: The ground bubbles into a sticky muck in a 20-foot radius centered on a point that the aatxe can see within 120 feet of it. That area becomes difficult terrain, and each creature in that area must succeed on a DC 15 Dexterity saving throw or be restrained by the muck. A creature can take its action to free itself or another stuck creature from the muck by succeeding on a DC 15 Strength check. The muck hardens back into earth when the aatxe uses this lair action again or when it dies. The aatxe targets one creature it can see within 30 feet of it. A glowing beam of red light tethers the aatxe to the target. An unwilling target must succeed on a DC 15 Wisdom saving throw to resist the tether. Each time the target takes damage, the damage is split evenly between the target and the aatxe, transferring along the red beam. While tethered, the aatxe has resistance to all damage, except for damage transferred along the beam. This tether lasts until the tethered target dies, the aatxe uses this lair action again, or the aatxe dies. Motes of celestial light dance around the aatxe. Each hostile creature within 20 feet of the aatxe must succeed on a DC 15 Dexterity saving throw or be covered in the motes of light. A creature covered in motes of light sheds dim light in a 10-foot radius and can't benefit from being invisible. Any attack roll against a creature covered in motes of light has advantage if the attacker can see the creature. The motes of light last until initiative count 20 on the next round. Regional Effects The region containing an aatxe's lair is changed by its celestial presence, which creates one or more of the following effects: Nonmagical light illuminates an additional 10 feet within 3 miles of an aatxe's lair. From sunset to sunrise, birds within 5 miles of an aatxe's lair do their best to draw attention to those lying in wait to ambush or stalking victims for nefarious purposes. A separate DC 15 Dexterity (Stealth) check must be made to avoid the attention of birds in the area while stalking or preparing to ambush an intelligent being. If the creature engaged in such activity is a fiend or undead, the birds will race to alert the aatxe to its presence. Predatory beasts within 5 miles of an aatxe's lair find intelligent beings unpalatable.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial (shapechanger)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Corrupted Avatar of Lurue","description":"Actions Multiattack . The avatar makes two attacks: one with its hooves and one with its horn. Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 32 (8d6 + 4) necrotic damage. Horn . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 32 (8d6 + 4) necrotic damage. If the target is a humanoid, it must succeed on a DC 13 Wisdom saving throw or be transformed into a wolf under the avatar’s control. This transformation lasts for 1 hour, or until the target drops to 0 hit points or dies. The target’s game statistics are replaced by the wolf’s statistics, but it retains its hit points. The target is limited in the actions it can perform by the nature of its wolf form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form, and it can’t activate, use, wield, or otherwise benefit from any of its equipment.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Expansion":9505,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Corrupted Barbshell","description":"TRAITS Amphibious: The corrupted barbshell can breathe air and water. Fleshy Harpoon: The corrupted barbshell has a fleshy harpoon strand that can be attacked and severed (AC 14; 15 hit points; immunity to bludgeoning and piercing damage). Destroying the fleshy harpoon deals no damage to the corrupted barbshell. ACTIONS Harpoon: Ranged Weapon Attack: +6 to hit, range 20 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 14). A grappled target is restrained. Only one target can be grappled at a time. Reel: A grappled target can be reeled in 10 feet as a bonus action each round at the beginning of the corrupted barbshell's turn. A target can prevent this forced movement with a successful Strength contest, although the corrupted barbshell gets to attempt this contest with advantage. Crush: A grappled target that enters the corrupted barbshell's space takes 20 (3d10 + 4) points of bludgeoning damage each round. The check to escape the grapple is now made at disadvantage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral evil","Expansion":25195,"Challenge Rating":3},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Corrupted Giant Shark","description":"In addition to its vicious bite, this giant shark projects a psychic aura that causes painful mental distress in other creatures nearby. The crystals that corrupt the shark’s body enable it to regenerate, and only radiant energy or particularly devastating attacks can overcome this unnatural defense. Traits Psychic Maelstrom. Any creature that starts its turn within 15 feet of the shark must succeed on a DC 17 Wisdom saving throw or take 11 (2d10) psychic damage. Regeneration. The shark regains 10 hit points at the start of its turn. If the shark takes radiant damage or suffers a critical hit, this trait doesn’t function at the start of its next turn. The shark dies only if it starts its turn with 0 hit points and doesn’t regenerate. Water Breathing. The shark can breathe only underwater. Actions Bite. Melee Weapon Attack : +10 to hit (with advantage if the target is a creature missing any hit points), reach 5 ft., one target. Hit : 22 (3d10 + 6) piercing damage, and if the target is a creature, it must succeed on a DC 17 Charisma saving throw or gain 1 level of exhaustion.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Unaligned","Expansion":13016,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Corrupted Pixie","description":"A wrinkly, purple-skinned pixie with small black horns and bat wings flits about, chanting a violent song about harvesting organs. Corrupted pixies are fey turned fiends who savor violence. Corrupted by Hags. Hags sometimes capture pixies and torture them by forcing the tiny fey beings to watch the hags commit acts of depraved violence. These acts combined with the hags’ magic drive the pixies mad, twisting their forms and turning them into corrupt versions of what they once were. The corrupted pixies become fiends that live to serve the hags who created them. Many of these pixies think of their creators as gods who exposed the world’s true joys: murder, torture, and other evil acts. Mischief Makers. Hags send corrupted pixies to cause mischief and chaos to punish their enemies, for their own entertainment, or as a distraction from the hags’ more sinister schemes. The pixies delight in these tasks, often using their magic to make people harm one another and remaining invisible as long as they can. Corrupted pixies like to make the pain last as long as possible before their tricks satisfyingly result in another creature’s death. Destroy Beauty. Corrupted pixies take a special joy in destroying anything beautiful, be it a work of art, a garden, or the face of a handsome adventurer. The fiends sometimes become distracted from their hag-assigned tasks because the opportunity to mar something perfect is too good to pass up. Restored by Pixie Dust. If a corrupted pixie is captured, it can be restored to its fey form. The captured pixie must be showered with pixie dust every day at sunrise for ten consecutive days. On the final day, the pixie reverts to its original form.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Corruption Devil (Paeliryon)","description":"One of the stronger greater devils, the paeliryon focus on corruption and obtaining mortal souls. While they can be found on almost every layer of the Nine Hells, paeliryons are particularly prominent in Dis and Malbolge, where they hold positions of power. Their duties include managing lesser devils, directing and manipulating the soul trade, and infernal politics. They’re particularly talented at blackmailing and spying—abilities used both within and without the Nine Hells. Imposing Devils As greater devils, paeliryons are particularly large, often weighing more than 4000 pounds. Like hags, their skin is covered in boils and warts of varying colors, and they have massive bellies and leathery wings. Despite their physical drawbacks, corruption devils are quite formidable in combat. Rather than fight themselves, however, they use followers and lesser devils as fodder. Sire of Corruption Occasionally a paeliryon becomes more powerful than their sisters and takes on the mantle of a sire of corruption. These sires can be counted among the strongest infernals, aside from archdevils, and usually direct their power to other planes of existence. Befitting their name, sires of corruption only seek one goal: to corrupt. To this end, their plans often involve the decay of empires or corruption of religious groups. Sires are few and far between, and a new sire usually rises only once every few centuries. Though they usually operate alone, some sires have served archdevils whose plans involved enough corruption to encourage cooperation. Traits Magic Resistance. The paeliryon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The paeliryon makes three Claw attacks. It can replace one of the attacks with Draining Grasp (if available). Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage plus 10 (3d6) fire damage. Draining Grasp (Recharge 4–6). The paeliryon makes a Claw attack. On a hit, the target’s Charisma score is reduced by 2 (1d4). This reduction lasts until the target finishes a short or long rest. A creature whose Charisma is reduced to 3 or less because of this ability, has the stunned condition for 1 minute. Spellcasting. The paeliryon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: Bestow Curse, Command, Darkness, Hold Monster, Major Image 1/day each: Antilife Shell, Incendiary Cloud, Scrying, Weird","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Corso's Toy","description":"A single object animated to serve. This creature can be made using the spell Corso's Toy .","properties":{"Category":"Monsters","Size":"Varying size","Type":"Construct","Challenge Rating":"1/8"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Corvian Dweller","description":"The corvian dwellers began appearing in the Ruby District, their warped form eerily similar to that of the scourgeborne, like fallen Luyarnhians . Their wings, heavy and matted with grime, are incapable of lifting them high enough to escape the district's confines—a blessing to others, else they'd carry their plague beyond the barricaded borders of the Ruby District. Traits Broken Wings. The corvian dweller falls if it ends its turn in the air and nothing else is holding it aloft. Mimicry. The corvian dweller can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 11 Insight check. Actions Multiattack. The corvian dweller makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Reactions Wing Flutter. If the corvian dweller's speed isn't 0, and it is targeted by a melee attack, it flaps its wings in defense. It moves 5 feet, and makes a Dexterity saving throw with a DC equal to the attacker's attack roll’s total. On a success, it evades completely and the attack misses. On a failure, it halves the attack's damage against itself if the attack hits. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast and humanoid","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":1},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Corvum Assassin","description":"Frequently members of criminal organizations, contract killers can be found in the Wood’s largest and most politically complex perches. They serve powerful figures with a lack of scruples and an abundance of coin. Assassins are trained from a young age to become deadly masters of their craft, learning how to skulk the branchroads and keep hidden in the canopy to time the perfect ambush. Corvums, with their natural intelligence and cunning, make the best assassins.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (corvum)","Alignment":"any non-lawful","Expansion":5991,"Challenge Rating":5},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Corvum Diviner","description":"Diviners specialize in esoteric spells and rituals, which can be used to see the threads of fate that move the world. Even when such predictions fail, they usually reveal useful information in the process. Corvums prize knowledge in all its forms, often dealing in secrets the way others deal in goods, and so many are drawn to practice the diviner’s art.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (corvum)","Alignment":"lawful neutral","Expansion":5991,"Challenge Rating":6},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Corvum Necromancer","description":"Every sentient being is susceptible to the lure of necromancy. The promise of seeing lost loved ones again, or raising an army of powerful minions, can sometimes be difficult to resist. The birdfolk of Humblewood are not immune to that lure. To help curb this curiosity, professors at The Avium teach necromantic theory only. But some intrepid students have been known to pursue the practical applications in secret. Sure of their intellect, corvums in particular are often willing to challenge traditions for the sake of knowledge. As a result, more than one corvum has wandered down the path of the dark arts.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (corvum)","Alignment":"any evil","Expansion":5991,"Challenge Rating":6},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Cosmic Horror","description":"Cosmic horrors are colossal, malevolent entities that occasionally slip the bonds of the Far Realm and find themselves adrift on the Astral Plane. Drawn to the light of distant stars, these creatures invade Wildspace systems and lay waste to worlds. After feeding on the minds and bodies of a world’s inhabitants until it is sated, a cosmic horror usually returns to the void, where it falls into a deep sleep, drifting aimlessly until hunger or some other stimulus awakens it. Cosmic horrors are among the most powerful creatures spawned by the Far Realm. No two of them have the same appearance, but they have certain qualities in common. Each one is roughly 100 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less recognizable organs and appendages. Traits Legendary Resistance (3/Day). If the horror fails a saving throw, it can choose to succeed instead. Unusual Nature. The horror doesn’t require air. Actions Multiattack. The horror makes one Bite attack and two Tentacle attacks. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) piercing damage. Tentacle. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 18 (3d6 + 8) force damage, and if the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the horror can’t use this tentacle against other targets. The horror has 1d8 + 1 tentacles, each of which can grapple one target. Psychic Whispers (Recharge 5–6). The horror emits dreadful whispers in a 60-foot-radius sphere centered on itself. Each creature in the sphere that isn’t an Aberration must make a DC 21 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one. Legendary Actions The horror can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The horror regains spent legendary actions at the start of its turn. Crushing Tentacle. The horror crushes one creature it is grappling. The grappled creature must make a DC 22 Constitution saving throw, taking 18 (3d6 + 8) force damage on a failed save, or half as much damage on a successful one. Poison Jet (Costs 2 Actions). Foul gas squirts from the horror in a 30-foot line that is 5 feet wide. Each creature in the line must succeed on a DC 21 Constitution saving throw or take 14 (4d6) poison damage. Teleport (Costs 2 Actions). The horror teleports, along with any creatures it is grappling, to an unoccupied space it can see within 120 feet of itself.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"typically neutral evil","Expansion":16643,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Cosmic Horror","description":"Cosmic horrors are colossal, malevolent entities that occasionally slip the bonds of the Far Realm and find themselves adrift on the Astral Plane. Drawn to the light of distant stars, these creatures invade Wildspace systems and lay waste to worlds. After sating themselves on the minds and bodies of a world’s inhabitants, cosmic horrors usually return to the void, where they fall into a deep sleep, drifting aimlessly until hunger or some other stimulus awakens them. Cosmic horrors are among the most powerful creatures spawned by the Far Realm. No two of them have the same appearance, but they have certain qualities in common. Each one is roughly 100 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less recognizable organs and appendages. Traits Legendary Resistance (3/Day). If the horror fails a saving throw, it can choose to succeed instead. Actions Multiattack. The horror makes one Bite attack and two Tentacle attacks. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) piercing damage. Tentacle. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 18 (3d6 + 8) force damage, and if the target is a creature, it has the grappled condition (escape DC 18). Until this grapple ends, the horror can’t use this tentacle against other targets. The horror has 1d8 + 1 tentacles, each of which can grapple one target. Psychic Whispers (Recharge 5–6). The horror emits dreadful whispers in a 60-foot-radius sphere centered on itself. Each creature in the sphere that isn’t an Aberration must make a DC 21 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save or half as much damage on a successful one. Legendary Actions The horror can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The horror regains spent legendary actions at the start of its turn. Crushing Tentacle. The horror crushes one creature it is grappling. The grappled creature must make a DC 22 Constitution saving throw, taking 18 (3d6 + 8) force damage on a failed save or half as much damage on a successful one. Poison Jet (Costs 2 Actions). Foul gas squirts from the horror in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 14 (4d6) poison damage. Teleport (Costs 2 Actions). The horror teleports, along with any creatures it is grappling, to an unoccupied space it can see within 120 feet of itself.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Aberration","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Cosmic Symphony","description":"Humming reverberates through the air as spinning rings of rainbow light shimmer in the sky. A cosmic symphony is invisible, being made of heavenly sound, but those capable of seeing invisible creatures see an angelic being shimmering with rainbow-colored light. Music of the Spheres. Cosmic symphonies form only when a remarkable event upsets the predestined rhythms of the universe. This upset reverberates as a living symphony that exists for as long as it takes to play through its unique musical movements. Soul Music. The music emitted by the cosmic symphony is felt rather than heard. Any creature with a soul can perceive the symphony's music, regardless of if it can normally hear sound. Consequently, the majority of fiends and celestials are unable to hear the symphony. Invisible. The cosmic symphony is invisible. Legendary Resistance (3/Day). If the cosmic symphony fails a saving throw, it can choose to succeed instead. Magic Resistance. The cosmic symphony has advantage on saving throws against spells and other magical effects. Actions Multiattack. The cosmic symphony can use Universal Music. It then makes one Discordant Wave attack and one Slam attack or two Discordant Wave attacks. Discordant Wave. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 27 (5d8 + 5) thunder damage. The target and each creature within 10 feet of it must succeed on a DC 18 Constitution saving throw or become deafened until the end of its next turn. Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage plus 22 (5d8) thunder damage. Universal Music. Each creature of the symphony's choice within 120 feet of the cosmic symphony must succeed on a DC 18 Constitution saving throw or be incapacitated for 1 minute. A creature that fails the saving throw by 5 or more is stunned for 1 minute instead. A stunned or incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the cosmic symphony's Universal Music for the next 24 hours. Celestial Crescendo (Recharge 5-6). Sound waves explode from the cosmic symphony. Each creature within 30 feet of the symphony must make a Constitution saving throw. On a failure, a creature takes 45 (10d8) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn't deafened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The cosmic symphony can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The cosmic symphony regains spent legendary actions at the start of its turn. Fly. The cosmic symphony flies up to half its flying speed without provoking opportunity attacks. Major Chord (Costs 2 Actions). The symphony regains 18 (4d8) hp. Minor Chord (Costs 2 Actions). Each creature within 10 feet of the symphony must succeed on a DC 18 Constitution saving throw or take 9 (2d8) thunder damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Cosmic Turtle","description":"Cosmic Turtle Few creatures in the Aetherial Expanse predate cosmic turtles. These ancient turtles are born of star stuff fragments and share an unbreakable bond with cosmic life and creation. Their bodies appear crystal-like, infused with swirling stars, exploding supernovas, and reflections of the deepest voids in space. Cosmic turtles are immortal; instead of “death” as mortal creatures experience, cosmic turtles enter a slumber that can last from hundreds to thousands of years, depending on the circumstance. Disciplined cosmic turtles can temporarily break out of their slumber if they sense imminent danger. A cosmic turtle can only be killed using a wish spell while hibernating using its Slumber trait. A fully grown cosmic turtle can be as large as five miles long; when it enters hibernation, entire islands can form on its shell and body. Guardians of the Aetherial Expanse. Cosmic turtles act as stewards of the Aetherial Expanse, awakening from their slumbers in times of grave turmoil to rebalance the shifting tides. Many civilizations upset the natural order of the Aetherial Expanse, only to be wiped out by an attack from a cosmic turtle. Woe be to those who summon the ire of the cosmic turtles.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":21},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Cosmotronic Blastseeker","description":"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do. Traits Empowered Spell (3/Day). When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice. Innate Spellcasting. The blastseeker’s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn’t function for others: 3/day each: scorching ray, shield, thunderwave 2/day: fireball Tides of Chaos (1/Day). The blastseeker makes one attack roll, ability check, or saving throw with advantage. Actions Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Couatl","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Innate Spellcasting : The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells , requiring only verbal components : At will: detect evil and good , detect magic , detect thoughts 3/day each: bless , create food and water , cure wounds , lesser restoration , protection from poison , sanctuary , shield 1/day each: dream , greater restoration , scrying Magic Weapons : The couatl's weapon attacks are magical. Shielded Mind : The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Actions Bite : Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage , and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious . Another creature can use an action to shake the target awake. Constrict : Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained , and the couatl can't constrict another target. Change Shape : The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength , Dexterity , and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions , and lair actions ) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.","properties":{"Category":"Monsters","AC":"19 (Natural Armor)","HP":"97 (13d8+39)","CHA":18,"CON":17,"DEX":20,"INT":18,"STR":16,"WIS":20,"Size":"Medium","Type":"celestial","Speed":"30 ft., fly 90 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061637/x27q0-uMIc3Y3svOIMHDpQ/original.png","Roll 0":"Bite\n1d20 + 8\n1d6+5","Roll 1":"Constrict\n1d20 + 6\n2d6+3","Senses":"Truesight 120 Ft.","Source":"5th Edition SRD","data-XP":"1,100","Alignment":"Lawful Good","Languages":"All, Telepathy 120 Ft.","data-List":"false","Immunities":"Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","Spell Book":"Detect Evil And Good, Detect Magic, Detect Thoughts, Bless, Create Food And Water, Cure Wounds, Lesser Restoration, Protection From Poison, Sanctuary, Shield, Dream, Greater Restoration, Scrying","Token Size":1,"Resistances":"Radiant","data-Spells":"{\"innate\":{\"at-will\":[\"detect evil and good\",\"detect magic\",\"detect thoughts\"],\"3/day\":[\"bless\",\"create food and water\",\"cure wounds\",\"lesser restoration\",\"protection from poison\",\"sanctuary\",\"shield\"],\"1/day\":[\"dream\",\"greater restoration\",\"scrying\"]}}","data-Traits":"[{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: At will: detect evil and good, detect magic, detect thoughts 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield 1/day each: dream, greater restoration, scrying\"},{\"Name\":\"Magic Weapons\",\"Desc\":\"The couatl's weapon attacks are magical.\"},{\"Name\":\"Shielded Mind\",\"Desc\":\"The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d6 + 5\",\"Damage Type\":\"piercing\",\"Desc\":\"The target must succeed on a dc 13 constitution saving throw or be poisoned for 24 hours Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake\"},{\"Name\":\"Constrict\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"10 ft.\",\"Target\":\"one medium or smaller creature\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"The target is grappled (escape dc 15) Until this grapple ends, the target is restrained, and the couatl can't constrict another target\"},{\"Name\":\"Change Shape\",\"Desc\":\"The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.\"}]","data-CHA-mod":"+4","data-CON-mod":"+3","data-DEX-mod":"+5","data-INT-mod":"+4","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+5","Saving Throws":"Con +5, Wis +7, Cha +6","Challenge Rating":4,"Passive Perception":15,"data-CrNum":4,"data-AcNum":19,"data-HpNum":97},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Couatl","description":"Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins. Divine Caretakers. Couatls were created as guardians and caretakers by a benevolent god not worshiped since the dawn of time, and which is forgotten now by all but the couatls themselves. Most of the divine mandates given to these beings are long since fulfilled or failed. However, a number of couatls still watch over ancient power, await fulfillment of prophecy, or safeguard the heirs of creatures they once guided and protected. Regardless of a couatl’s task, it prefers to remain hidden, revealing itself only as a last resort. Truth Tellers. A couatl can’t lie, but it can withhold information, answer questions vaguely, or allow others to jump to the wrong conclusions if doing so is necessary to protect something, to keep promises, or to hide the secret of its existence. Ancient and Few. A couatl can live for ages without sustenance, even surviving without air, but these creatures can die of disease or the passage of time. A couatl can sense its end up to a century beforehand, but it has no insight into the manner of its demise. If a couatl has already accomplished what it set out to do, it accepts its fate. However, if its imminent death endangers the completion of its goals, it actively seeks out another couatl with which to produce offspring. The mating ritual of couatls is a beautiful and elaborate dance of magic and light, which results in a gem-like egg from which a new couatl hatches. The parent that sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished. Traits Innate Spellcasting : The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components: • At will: detect evil and good , detect magic , detect thoughts • 3/day each: bless , create food and water , cure wounds , lesser restoration , protection from poison , sanctuary , shield • 1/day each: dream , greater restoration , scrying Magic Weapons : The couatl's weapon attacks are magical. Shielded Mind : The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Actions Bite : Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. Constrict : Melee Weapon Attack : +6 to hit, reach 10 ft., one Medium or smaller creature. Hit : 10 (2d6 + 3) bludgeoning damage, and the target is grappled, escape DC 15. Until this grapple ends, the target is restrained, and the couatl can't constrict another target. Change Shape : The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice). In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Source":"MM1","Alignment":"lawful good","Expansion":2,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Couatling","description":"We used to have a lot of bar fights before Couaty took a liking to Granny Weathertax. Now they’re quite the formidable pair. Couaty follows her everywhere, lets her know which folks are up to no good, and Granny takes care of them before any more of my tables get broken. I’d just got pretty good at carpentry too… — Heliana, No Longer A Woodworker Type: Celestial Creature Component: Couatl Bonus Tamer Improvement: Linguist and +2 Hit Dice Agents of good, harbingers of harmony, and a font of pleasant vibes, couatlings are anathema to evil. It isn’t unusual for a couatl mother to expire after guarding her brood of eggs without rest or reprieve. Hatching without a parent isn’t as dire a consequence for these innately magical creatures as one might think. The most bold of the brood will often use the mother’s skull as a means of scaring off would-be predators. Adorable. If any of the couatling’s traits or actions require saving throws, it is always against the couatling’s save DC, as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the couatling’s Charisma modifier Monster Trainer Linguist Prerequisite: become a tamer’s companion Type: Active (action), Passive (companion) The couatling can understand all the languages that its tamer understands and can speak falteringly in those languages. In addition, the couatling can use an action to cast comprehend languages, requiring no material components. After it has used this action, it can’t do so again until its tamer finishes a long rest. The couatling gains this improvement when it becomes a companion; it doesn’t cost an improvement. Divine Constriction Prerequisite: 3rd-level tamer Type: Active (action) The couatling gains a melee spell attack: Constrict. The damage die of the Constrict attack increases with the specified die size in the couatling’s Growth improvements. Constrict. Melee Spell Attack: Cha modifier + PB to hit, reach 5 ft., one creature no more than one size larger than the couatling. Hit: 1d4 + Cha modifier bludgeoning damage, and the target is grappled (escape DC equals save DC). Until this grapple ends, the target is restrained, and the couatling can’t constrict another target. Growth I Prerequisite: 3rd-level tamer Type: Passive (companion) The couatling’s size increases to Small and its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage die of its Bite attack increases to a d8 and its Divine Constriction to a d6. Divine Aegis Prerequisite: 5th-level tamer Type: Active (action) As an action, the couatling casts protection from evil and good or protection from poison, without requiring material components. These spells end early when the couatling is dismissed. After it uses this feature to cast either spell, it can’t do so again until its tamer finishes a long rest. Solar Beam I Prerequisite: 5th-level tamer Type: Active (companion) As an action, the couatling unleashes a beam of radiant energy from its fanged maw. Each creature in a 5-foot-wide, 30-foot-long line must make a Dexterity saving throw, taking 17 (5d6) radiant damage on a failed save, or half as much damage on a successful one. After the couatling uses this action, it can’t do so again until its tamer finishes a short or long rest. When the couatling’s tamer reaches 9th level in the tamer class, the damage of this action increases to 24 (7d6). True Seeing I Prerequisite: 5th-level tamer Type: Active (action), Passive (companion) The couatling gains blindsight to a range of 15 feet. As an action, it can gain truesight out to the range of its blindsight until the end of its next turn. After it uses this action, it can’t do so again until its tamer finishes a short or long rest. Divine Armour Prerequisite: 9th-level tamer, Divine Aegis Type: Passive (companion) The couatling’s scales harden as it is shrouded in a golden veil that wards against evil creatures. The couatling gains a +2 bonus to its AC while it isn’t wearing armour. In addition, evil-aligned creatures that target the couatling with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the couatling from area effects, such as the explosion of a fireball. If the couatling makes an attack, casts a spell that affects an enemy, or deals damage to another creature, the golden veil fades to mist and this effect (but not the bonus to its AC) is suspended for 1 minute. Growth II Prerequisite: 9th-level tamer, Growth I Type: Passive (companion) The couatling’s size increases to Medium and its Hit Die size increases to a d8 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage die of its Bite attack increases to a d10 and its Divine Constriction to a d8. Solar Beam II Prerequisite: 13th-level tamer, Solar Beam I Type: Passive (companion) The damage of the couatling’s Solar Beam action increases to 31 (9d6), and the length of the line increases to 60 feet. The couatling gains a +1 bonus to the save DC of this action. When the couatling’s tamer reaches 17th level in the tamer class, the damage of this action increases to 42 (12d6). True Seeing II Prerequisite: 13th-level tamer, True Seeing II Type: Passive (companion) The couatling’s blindsight increases to 60 feet. When it uses its action to gain truesight out to the range of its blindsight, the effect lasts 10 minutes. Evil’s Scourge Prerequisite: 17th-level tamer, Divine Armour Type: Active (action) As an action, the couatling casts the dispel evil and good spell, without requiring material components. This spell ends early when the couatling is dismissed. After it uses this action, it can’t do so again until its tamer finishes a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"couatl","Alignment":"lawful good","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Count Rhodar von Glauer","description":"I do the devil’s work. Motto of House von Glauer After falling to a vampiric curse in his early twenties, Count Rhodar—the last Lord of Glauer—ruled his tiny, heavily forested mountainous county in eastern Rhöl for three hundred years. There were worse overlords, the people said. After all, Rhodar took his pact with the people and the land seriously. He aggressively defended the villages in his demesne against constant incursions from rival counts and barons. He believed his power waxed and waned with the prosperity of the people and the vitality of the land. Each new moon, when the Red Tax came due, the count would visit a young candidate, then emerge with renewed vitality. Across the land, folk feared their Dragon Count, but the witches of the wood wove a prophecy: “The land’s darkest hour shall be the redemption of House von Glauer.” Eventually, the conquering force of Emperor Gaius VIII came for Rhodar—not because he was a vampire, but because the empire wanted his land and people. Count von Glauer was staked, and his body burned to ash. The emperor kept the Rod of Count Rhodar von Glauer as a trophy, and with this symbol of authority, he sealed his claim to the land. Under new rule, Rhodar’s people lament the absence of their lord, recalling the time before the coming of the empire as a golden age. But the witches’ whispers can still be heard. For as long as the people of Glauer persist, they continue believing their Dragon Count will return in their darkest hour to deliver them from tyranny. Traits Resting Place. When Rhodar drops to 0 hit points and isn’t in his resting place, he teleports to his resting place. While in his resting place, Rhodar is stable. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point. Spear Sacrifice ( 3 /Day). Rhodar is surrounded by three floating spears of shimmering darkness, which he can summon to a free hand on his turn (no action required). When Rhodar fails an ability check or saving throw, he can choose to destroy one of these spears and succeed on the ability check or saving throw instead. Once Rhodar destroys all three spears, he can’t use his Spear of the Damned attack or Spear Sacrifice until the next dusk, when he manifests any destroyed spears. Actions Multiattack. Rhodar makes two Sanguinus attacks, and he can make one Spear of the Damned attack for each Spear Sacrifice use he has remaining. Sanguinus. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, their hit point maximum is reduced by a number equal to the necrotic dam­age taken, and Rhodar regains hit points equal to that number. This reduction lasts until reversed by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect. The target dies if this effect reduces their hit point maximum to 0. A humanoid slain in this way rises the following midnight as a vampire spawn under Rhodar’s control. Spear of the Damned. Ranged Spell Attack: +12 to hit, range 60 ft., one target. Hit: 10 (3d6) force damage, and if the target is a creature, they are knocked prone and restrained as a spear of darkness impales them. A creature can attempt to free themself or another creature within their reach by using an action or a bonus action to make a DC 20 (Strength) Athletics check. On a success, the creature is freed and the restrained condition ends for them. The creature is also freed if Rhodar summons that spear to attack another target or destroys it using Spear Sacrifice. Bonus Actions Beguile. Rhodar targets one creature he can see within 30 feet of him and who can see him. The target must make a DC 20 Wisdom saving throw. On a failed save, the creature uses their reaction, if available, to move up to their speed to a location chosen by Rhodar, then either makes a melee attack against a target of Rhodar’s choice or falls prone (Rhodar’s choice). Inhuman Agility. Rhodar moves up to his speed without provoking opportunity attacks. Reactions Withering Stare. When Rhodar is hit by an attack by a creature he can see within 60 feet of him, his eyes bore into the creature. The target must succeed on a DC 20 Wisdom saving throw or take 10 (3d6) necrotic damage. Villain Actions Rhodar has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Bloodstained. Rhodar causes blood to explode in a 20-foot-radius sphere centered on a point he can see within 120 feet of him. Creatures who aren’t Undead in that area must succeed on a DC 20 Dexterity saving throw or be bloodstained until the end of Rhodar’s next turn. Rhodar has advantage on attack rolls against bloodstained creatures, and bloodstained creatures have disadvantage on saving throws against Rhodar’s Beguile bonus action. Action 2 : Fire Drake. Rhodar, along with anything he is wearing or carrying, turns into a Large dragon made of fire. When he does, he releases any creature he was grappling, and if Rhodar was grappled or restrained, that effect ends for him. He then flies up to twice his speed to an unoccupied space. During this move, Rhodar ignores difficult terrain, doesn’t provoke opportunity attacks, and can move through creatures and objects. Each creature Rhodar passes through must make a DC 20 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. At the end of this movement, Rhodar transforms back into his previous form. Action 3 : Mist of Blades. Rhodar fills the area within 60 feet of him with thick swirling mists, heavily obscuring that area for other creatures. He can teleport up to four times into any unoccupied space in the mist and make one Sanguinus attack after each teleport. The mist dissipates at the end of this action. Utility Spells In addition to any other spells in this stat block, Rhodar can cast the following spells, using Charisma as the spellcasting ability (spell save DC 20): At will: charm person A , detect thoughts A , disguise self A , sending A 3/day each: clairvoyance + , geas (at 9th level) + , leg end lore +","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":19},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Count Rhodar von Glauer","description":"Excerpt from the Chronicle of the Chain of Acheron “In those days, the Chain was in service to the Emperor Gaius VIII, third of the Five Crusading Emperors, and 27th Emperor of Caelia. Gaius continued the crusades started by his illustrious granduncle. Those were profitable days for the Chain, the Wheel, and the Gate. While the other Helltroopers waded into the deserts of Khoursir and Khemhara, we battled in the forests of Vaslor. We had it easy. I hate deserts. “Thinking his vampiric power would save him, Count Rhodar von Glauer waited until he was fulsome in his strength before trying to extend his dark realm into Caelian territory. But we know how to deal with vampires. The black and gold standard of the von Glauer family reads, “I do the devil’s work.” We can attest to that. We lost many souls to that long siege, but in the end, we staked him. An old woman howled at us saying, “He is the land!” but we hear that stuff all the time. We sacked his castle, burned his forest and orchards, and delivered his staff to the emperor. That was harder than it sounds. Finger had to drop it in one of his bottomless sacks to stop the mists from coming. What the emperor will do with it, I don’t know. I fear that staff may hold more than the power to make the mist.” Dancer, Chronicler of the Chain of Acheron, Heroes 228 Traits Resting Place. When Rhodar drops to 0 hit points and isn’t in his resting place, he teleports to his resting place. While in his resting place, Rhodar is stable. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point. Spear Sacrifice ( 3 /Day). Rhodar is surrounded by three floating spears of shimmering darkness, which he can summon to a free hand on his turn (no action required). When Rhodar fails an ability check or saving throw, he can choose to destroy one of these spears and succeed on the ability check or saving throw instead. Once Rhodar destroys all three spears, he can’t use his Spear of the Damned attack or Spear Sacrifice until the next dusk, when he manifests any destroyed spears. Actions Multiattack. Rhodar makes two Sanguinus attacks, and he can make one Spear of the Damned attack for each Spear Sacrifice use he has remaining. Sanguinus. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, their hit point maximum is reduced by a number equal to the necrotic dam­age taken, and Rhodar regains hit points equal to that number. This reduction lasts until reversed by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect. The target dies if this effect reduces their hit point maximum to 0. A humanoid slain in this way rises the following midnight as a vampire spawn under Rhodar’s control. Spear of the Damned. Ranged Spell Attack: +12 to hit, range 60 ft., one target. Hit: 10 (3d6) force damage, and if the target is a creature, they are knocked prone and restrained as a spear of darkness impales them. A creature can attempt to free themself or another creature within their reach by using an action or a bonus action to make a DC 20 Strength (Athletics) check. On a success, the creature is freed and the restrained condition ends for them. The creature is also freed if Rhodar summons that spear to attack another target or destroys it using Spear Sacrifice. Bonus Actions Beguile. Rhodar targets one creature he can see within 30 feet of him and who can see him. The target must make a DC 20 Wisdom saving throw. On a failed save, the creature uses their reaction, if available, to move up to their speed to a location chosen by Rhodar, then either makes a melee attack against a target of Rhodar’s choice or falls prone (Rhodar’s choice). Inhuman Agility. Rhodar moves up to his speed without provoking opportunity attacks. Reactions Withering Stare. When Rhodar is hit by an attack by a creature he can see within 60 feet of him, his eyes bore into the creature. The target must succeed on a DC 20 Wisdom saving throw or take 10 (3d6) necrotic damage. Villain Actions Rhodar has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Bloodstained. Rhodar causes blood to explode in a 20-foot-radius sphere centered on a point he can see within 120 feet of him. Creatures who aren’t Undead in that area must succeed on a DC 20 Dexterity saving throw or be bloodstained until the end of Rhodar’s next turn. Rhodar has advantage on attack rolls against bloodstained creatures, and bloodstained creatures have disadvantage on saving throws against Rhodar’s Beguile bonus action. Action 2 : Fire Drake. Rhodar, along with anything he is wearing or carrying, turns into a Large dragon made of fire. When he does, he releases any creature he was grappling, and if Rhodar was grappled or restrained, that effect ends for him. He then flies up to twice his speed to an unoccupied space. During this move, Rhodar ignores difficult terrain, doesn’t provoke opportunity attacks, and can move through creatures and objects. Each creature Rhodar passes through must make a DC 20 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. At the end of this movement, Rhodar transforms back into his previous form. Action 3 : Mist of Blades. Rhodar fills the area within 60 feet of him with thick swirling mists, heavily obscuring that area for other creatures. He can teleport up to four times into any unoccupied space in the mist and make one Sanguinus attack after each teleport. The mist dissipates at the end of this action. Utility Spells In addition to any other spells in this stat block, Rhodar can cast the following spells, using Charisma as the spellcasting ability (spell save DC 20): At will: charm person A , detect thoughts A , disguise self A , sending A 3/day each: clairvoyance + , geas (at 9th level) + , leg end lore + While we drink blood, specters, wraiths, and other dead creatures without form feed on a different lifeforce. Some say it is energy drawn from the souls of the living these ghosts pass through. Other sages take a more tangible approach, claiming the spirits siphon the warmth needed to survive from the bodies of mortals. Whatever the case, these undead have no interest in feeding on vampires, and therefore make perfect companions. Count Rhodar von Glauer","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":28288,"Challenge Rating":19},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Counterflux Blastseeker","description":"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do. Traits Counterflux Overcast (Recharge 5–6). The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1–3. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects. 4–6. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have advantage on saving throws against spells and other magical effects. Innate Spellcasting. The blastseeker’s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn’t function for others: 3/day each: enlarge/reduce, mage armor (self only), scorching ray 1/day each: counterspell, dispel magic, protection from energy Actions Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Countess Mirea Mirea (Transformed)","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic evil","Expansion":29375,"Challenge Rating":7},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Cow","description":"Use the cow stat block to represent common varieties of cattle, including oxen. Traits Charge : If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Actions Gore : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Cow","description":"Traits Charge : If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Actions Gore : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Crab","description":"Traits Amphibious : The crab can breathe air and water. Actions Claw : Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Crab","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The crab can breathe air and water. Actions Claw : Melee Weapon Attack : +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage .","properties":{"Category":"Monsters","AC":"11 (Natural Armor)","HP":"2 (1d4)","CHA":2,"CON":10,"DEX":11,"INT":1,"STR":2,"WIS":8,"Size":"Tiny","Type":"beast","Speed":"20 ft., swim 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061643/M2u4Y3JQqCrnOYxgjNwfww/original.png","Roll 0":"Claw\n1d20 + 0\n1","Senses":"Blindsight 30 Ft.","Skills":"Stealth +2","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The crab can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"0\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d1\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-4","data-CON-mod":"+0","data-DEX-mod":"+0","data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":0,"data-WIS-mod":"-1","Challenge Rating":0,"Passive Perception":9,"data-CrNum":0,"data-AcNum":11,"data-HpNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Crab","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Amphibious. The crab can breathe air and water. Actions Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Crab","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Amphibious. The crab can breathe air and water. Actions Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage.","properties":{"Category":"Monsters","AC":11,"HP":"3 (1d4 + 1)","PB":2,"CHA":2,"CON":12,"DEX":11,"INT":1,"STR":6,"WIS":8,"Size":"Tiny","Type":"Beast","Speed":"20 ft., Swim 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406406973/ErN2_pBkLZwW7_iPlmqCRQ/original.png","Senses":"Blindsight 30 ft.","Skills":"Stealth +2","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The crab can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Claw\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-4","data-CON-mod":1,"data-DEX-mod":0,"data-INT-mod":"-5","data-STR-mod":"-2","data-SizeNum":1,"data-WIS-mod":"-1","Saving Throws":"Str -2, Dex +0, Con +1, Int -5, Wis -1, Cha -4","Challenge Rating":0,"Passive Perception":9,"data-CrNum":0,"data-AcNum":11,"data-HpNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Crab, Duffel","description":"An enormous hermit crab pulls itself along the beach with its deep-red claws. Oddly, the bulk of its body is hidden inside a bag much too small to contain a creature of its size. Duffel crabs are often found along coastlines and shipping routes where shipwrecks are common. Destroyed shipping vessels using extradimensional bags, chests, and other items to save on weight leave valuable trinkets for curious creatures. Duffel crabs come into existence when a hermit crab stumbles upon an extradimensional bag and takes it up as a shell. The latent magic of the bag causes the crab to grow to an enormous size. Food Hoarders. The crab's bag provides an excellent storage solution to save food for a later date. A duffel crab's bag is often stocked with rotting sea creatures and the bodies of unfortunate sailors collected from shipwrecks. Living creatures are no exception in the crab's eyes, as they never live long in the suffocating interior of the extradimensional space. Risky Treasure. To budding adventurers, duffel crabs present the opportunity to gain a unique treasure, if they are experienced and strong enough to face a hungry crab the size of a draft horse. Extradimensional Bag. The duffel crab uses an extra-dimensional space, such as a bag of holding , as its “shell.” The bag can hold creatures in addition to the crab, based on the size of the extradimensional space. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed. While this would normally cause the contents to be lost in the Astral Plane, the crab's half-in, half-out existence kept the bag constantly open, even when it fully withdrew, altering the bag, which simply spills out its contents into the area when the bag is destroyed or the crab dies. The bag becomes a standard bag of holding or similar magic item with extradimensional space 24 hours after the crab dies. False Appearance. While motionless and withdrawn into its extradimensional bag, the duffel crab is indistinguishable from its extradimensional bag with an ajar lid or opening. Actions Multiattack. The duffel crab makes two Claw attacks, or it makes one Claw attack and uses Collect. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the crab can't attack another target with that claw. The crab has two claws, each of which can grapple only one target. Collect. The crab places one target it is grappling into its extradimensional space, provided there is room, and the grapple ends. The target is blinded and restrained, and it has total cover against attacks and other effects outside the extradimensional space. A trapped creature can take its action to climb out of the bag by succeeding on a DC 13 Strength or Dexterity check (the creature's choice). If the crab dies, a trapped creature is no longer restrained by the crab and can escape from the bag using 5 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Crab, Razorback","description":"With a thick exoskeleton studded with sharp ridges and low spines, this large crab harkens back to the primordial era before recorded history. Razorback crabs are a rare form of crustacean that has evolved to live outside the water. In fact, the crabs' evolution has deprived it of its gills entirely, making it markedly unsuited for coastal or aquatic living. Instead, razorback crabs thrive in farmland and grassy plains and are the bane of farmers and other plains dwellers. Scuttling Tunnelers. In places where a colony of razorback crabs has taken hold, the land is riddled with crisscrossing tunnels and moderately-sized burrows large enough to house three or four of the pests. The tunnels are large enough for a human to crawl through, or for a hound to walk in without difficulty, though the occasion of a dog touring the tunnels often ends in tragedy for the poor beast. Colonies of the crustaceans rarely number more than ten individuals. When a group grows larger, the heartiest young crab leaves with a few of its siblings to found a new colony nearby. Farmyard Threat. Razorback crabs are carnivorous and have a diet comprised primarily of insects and small animals. In their burrows, the crabs devour insects, annelids, and arthropods, but their favorite food is fowl, particularly chicken, partridge, and pheasant. Razorback crabs are not voracious, requiring only a few pounds of meat every week to survive, but a small colony of them can empty a chicken coop in a single night simply by burrowing into it. Farmers and their families take evidence of razorback crabs in an area very seriously, and they form search parties to track the creatures to their nests and put an end to them. A single crab is deadly, even to a group of armed farmers. When facing an infestation, the farmers prefer to keep their distance and burn the nuisances out without having to get close enough to come to harm. Succulent Flesh. Like their aquatic counterparts, razorback crabs have tender, flavorful flesh, particularly when roasted. After a razorback crab colony has been put to the torch, the exultant farmers haul the carcasses away and invite their friends and neighbors for a feast of legs and pincers. A single razorback crab can easily feed a dozen people. Bladed Shell. A creature that touches the crab or hits it with a melee attack while within 5 feet of it takes 3 (1d6) slashing damage. Pounce. If the crab moves at least 15 feet straight toward a creature and then hits it with a Shell Bash attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the crab can make one Claw attack against it as a bonus action. Actions Multiattack. The crab makes one Claw attack and one Shell Bash attack. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The crab has two claws, each of which can grapple only one target. Shell Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning plus 3 (1d6) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Crab, Samurai","description":"A crab with a peculiar looking shell shaped like a helmet scuttles forward. It moves with uncanny precision as it draws a sword from a scabbard-like section of its carapace. There are many rumors surrounding the creation of the first samurai crab. Some say they are cursed warriors who broke the creed they swore to uphold. Others say they were a wizard experiment gone wrong. Still other scholars speculate they are just unusually intelligent crabs who watched skilled warriors' movements from the shallows and began to mimic them. Samurai crabs are found near coastal cities, especially those with significant martial forces. It is believed that the presence of talented and skilled fighters attracts the crabs. Unclear Motives. From outside observations, the samurai crab appears to be simply a large crab with an odd shell. However, samurai crabs are quite skilled with blades, and they constantly seek out opponents to test their combat prowess. Though they can't speak, they understand rudimentary Common, and they know the basic weapon movements and signals for initiating honorable duels with armed combatants. Whether bested or the winner, a samurai crab competing in an honorable duel never kills an opponent unless its own life is threatened. Carapace Blade. One of the most unique and interesting aspects of the samurai crab is the presence of its iconic sword or in some cases swords. Some crabs salvage the swords from shipwrecks while others seem to be hatched with them. Samurai crabs fight to the death when creatures attempt to relieve them of their swords. Amphibious. The samurai crab can breathe air and water. Actions Multiattack. The samurai crab makes three melee attacks. If the crab is grappling two creatures, it can't make Crustaceous Sword attacks. Crustaceous Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15), and the crab can't use this claw to attack another target. The crab has two claws, each of which can grapple only one target. Bonus Actions Fighting Stance. The samurai crab adopts a fighting stance, choosing from the options below. The stance lasts until the crab ends it (no action required) or uses this bonus action again. Banded Claw. The samurai crab adopts a wide, grappler's stance. While the samurai crab is in this stance, each creature that starts its turn grappled by the crab takes 3 (1d6) bludgeoning damage. Hard Shell. The samurai crab adopts a defensive stance, increasing its AC by 2. Soft Shell. The samurai crab adopts an offensive stance, gaining advantage on the first Crustaceous Sword attack it makes each turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Cradle of the Cloud Scion","description":"A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for “rain spirits” while playing mischievous pranks on each other. When roused, a cradle of the cloud scion manifests as a titanic air elemental made of fierce winds and wisps of cloud. It wields air and thunder to knock enemies from the sky. If the cradle is destroyed, the scion of Memnor emerges from the dissipating cloud, often laughing as if it just heard a great joke. Incredibly tall and lanky, the scion towers 75 feet tall and wields a morningstar made from magically dense clouds. It tends to regard other creatures as toys rather than serious threats, and it uses its illusion magic to manipulate creatures into fighting each other. If seriously threatened, it wields thunder and wind to demolish its enemies. Regional Effects The region surrounding a scion of Memnor is altered by the giant’s magic, creating one or more of the following effects: Compulsory Offering. The first time a sapient creature comes within 6 miles of the scion, the creature must succeed on a DC 15 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift. A creature can be affected only once by this compulsion. Empowered Cloud Giants. Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls. Mischievous Whispers. Whispers can be heard on the wind within 1 mile of the scion. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as instructions for a prank they can play on others. If the scion dies, these effects end immediately. Scions of Giants' Gods Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “ Giants of Myth ” in chapter 3 for additional inspiration.) Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Traits Awakening of the Scion. The cradle is a container for the scion of Memnor . When the cradle drops to 0 hit points, its body dissipates into cloud wisps. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count. Flyby. The cradle doesn't provoke opportunity attacks when it flies out of an enemy's reach. Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead. Magic Resistance. The cradle has advantage on saving throws against spells and other magical effects. Siege Monster. The cradle deals double damage to objects and structures. Actions Multiattack. The cradle makes three Slam or Wind Javelin attacks in any combination. Slam. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage plus 19 (3d12) thunder damage. Wind Javelin. Ranged Weapon Attack: +17 to hit, range 120 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage plus 10 (3d6) thunder damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition. Vortex (Recharge 5-6). The cradle conjures a vortex of wind at a point it can see within 90 feet of itself. The wind vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than the cradle in that area must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 71 (11d12) bludgeoning damage and has the restrained condition within the vortex. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of the cradle's next turn. A creature with the restrained condition falls prone when the vortex ends. A creature with the restrained condition can use its action to try to escape the vortex. The creature makes a DC 19 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the creature escapes and moves 3d6 x 10 feet away from the vortex in a random direction. Reactions Thunderclap. Immediately after taking damage, the cradle unleashes a thunderclap in a 30-foot-radius sphere centered on itself. All other creatures in that area must succeed on a DC 25 Constitution saving throw or take 18 (4d8) thunder damage and have the deafened condition for 1 minute.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Alignment":"Typically Chaotic Neutral","Expansion":24749,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Cradle of the Fire Scion","description":"When a volcanic eruption makes me concerned, not just for the fate of settlements and wildlife nearby, but that there might be a much more personal sort of violence heading my way, I begin to question my life choices. —Bigby A scion of Surtur slumbering at the peak of a volcano causes an unending plume of smoke to rise, sometimes lit from below by fiery bursts of lava. As the scion dreams of battle—perhaps a battle to rouse Annam from seclusion by uniting the giants or a war to conquer all in Surtur’s name—the volcano rumbles and spews molten rage. If intruders disturb its resting place, the fire scion’s cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion’s volcano, or misguided fire cultists offer sacrifices meant to appease or awaken the volcano, and the awakened cradle defies all their expectations. Like a living volcano, the cradle hurls balls of magma at intruders, exhales fiery gases, and causes molten stone to erupt from the ground around it. If the cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest, preferably at the head of a fire giant army. Regional Effects The region surrounding a scion of Surtur is altered by the giant’s magic, creating one or more of the following effects: Abundant Ore. Veins of precious metals and ore are more common within 6 miles of the scion. Desertification. Precipitation is almost nonexistent within 6 miles of the scion, parching the land and withering most plant life. Empowered Fire Giants. Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls. If the scion dies, existing ore remains, but new veins of ore stop forming. The other effects end immediately. Scions of Giants' Gods Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “ Giants of Myth ” in chapter 3 for additional inspiration.) Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Traits Awakening of the Scion. The cradle is a container for the scion of Surtur . When the cradle drops to 0 hit points, its body hardens and crumbles to ash. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count. Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead. Magic Resistance. The cradle has advantage on saving throws against spells and other magical effects. Siege Monster. The cradle deals double damage to objects and structures. Actions Multiattack. The cradle makes three Slam or Hurl Lava attacks in any combination. Slam. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage plus 14 (4d6) fire damage. Hurl Lava. Ranged Weapon Attack: +17 to hit, range 120 ft., one target. Hit: 27 (4d8 + 9) fire damage. If the target is a creature or flammable object, it ignites. Until a creature within 5 feet of the fire takes an action to douse the fire, the target takes 10 (3d6) fire damage at the start of each of its turns. Erupting Breath (Recharge 5-6). The cradle exhales flames and volcanic gases in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw. On a failed save, a creature takes 55 (10d10) fire damage and has the poisoned condition for 1 minute. On a successful save, a creature takes half as much damage only. A creature poisoned in this way can make a DC 24 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Lava Geyser. The cradle causes lava to erupt from a point on the ground it can see within 120 feet of itself. Each creature in a 20-foot-radius, 50-foot-high cylinder centered on that point must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) fire damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Alignment":"Typically Lawful Evil","Expansion":24749,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Cradle of the Frost Scion","description":"A slumbering scion of Thrym encased in its cradle is functionally identical to a glacier or iceberg, nestled in an alpine valley or drifting in a polar sea. In its wintry seclusion, the scion dreams of battle and glory. If it is disturbed, the scion’s cradle animates as a bipedal figure formed of ice and snow. It smashes intruders with its icy fists or hurls shards of its own icy substance at them, and it can exhale a blast of frigid air to freeze foes in place. If the cradle is destroyed, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion rushes at any foe that dares to challenge it. Emulating sagas of Thrym, the scion can achieve a tremendous feat of strength: creating a glacier in the ground and hurling it skyward, along with any creatures standing on it. Regional Effects The region surrounding a scion of Thrym is altered by the giant’s magic, creating one or more of the following effects: Biting Chill. Extreme cold envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have disadvantage on Strength and Dexterity checks. Empowered Frost Giants. Frost giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls. Thriving Wildlife. Beasts reproduce rapidly and thrive within 6 miles of the scion. If the scion dies, these effects end immediately. Scions of Giants' Gods Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “ Giants of Myth ” in chapter 3 for additional inspiration.) Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Traits Awakening of the Scion. The cradle is a container for the scion of Thrym . When the cradle drops to 0 hit points, its body shatters into shards of ice. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count. Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead. Magic Resistance. The cradle has advantage on saving throws against spells and other magical effects. Siege Monster. The cradle deals double damage to objects and structures. Actions Multiattack. The cradle makes two Slam or Hurl Icicle attacks. Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage plus 11 (2d10) cold damage. Hurl Icicle. Ranged Weapon Attack: +15 to hit, range 120 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 9 (2d8) cold damage, and the target must succeed on a DC 23 Strength saving throw or have the prone condition. Freezing Breath (Recharge 5-6). The cradle exhales a blast of frost in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 52 (8d12) cold damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, a creature takes half as much damage only. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the petrified condition, turning into a frozen statue. If the statue takes bludgeoning damage, it shatters, killing the frozen creature. If the statue would take fire damage, it instead takes no damage and thaws, ending the petrification. Bonus Actions Chilling Mist. The cradle magically conjures a cloud of chilling mist that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. The mist spreads around corners. Each creature in that area must succeed on a DC 19 Constitution saving throw or take 28 (8d6) cold damage and be unable to use reactions until the start of its next turn. The mist vanishes at the end of the cradle's turn.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Alignment":"Typically Neutral Evil","Expansion":24749,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Cradle of the Hill Scion","description":"A slumbering scion of Grolantor is often mistaken for a hill, and sometimes people erect standing stones, a village, or a city on a scion’s back, unaware of the mighty power beneath them. Such settlements can thrive for centuries, as the scion’s magic causes crops to flourish and livestock to thrive in the surrounding region. An ancient tree towers from the crest of the hill. When roused, a cradle of the hill scion rises as a mass of dirt, stone, and roots with two massive arms. The cradle uses tree roots and waves of dirt to entangle and entomb foes. If the cradle is destroyed, the scion of Grolantor inside it awakens. Standing 50 feet tall, the scion devours everything within reach to satiate its hunger. Its powerful lungs can suck food straight into its gullet. The scion uses a great tree to bat foes far into the distance. Regional Effects The region surrounding a scion of Grolantor is altered by the giant’s magic, creating one or more of the following effects: Abundant Food. Crops and domestic animals grow and reproduce quickly within 6 miles of the scion. Empowered Hill Giants. Hill giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls. Farming Weather. The weather within 6 miles of the scion is always ideal for farming: sunny and warm with occasional showers. If the scion dies, these effects end immediately. Scions of Giants' Gods Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “ Giants of Myth ” in chapter 3 for additional inspiration.) Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Traits Awakening of the Scion. The cradle is a container for the scion of Grolantor . When the cradle drops to 0 hit points, its body crumbles to dirt and moss. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count. Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead. Magic Resistance. The cradle has advantage on saving throws against spells and other magical effects. Siege Monster. The cradle deals double damage to objects and structures. Actions Multiattack. The cradle makes three Slam or Spit Rock attacks in any combination and one Grasping Root attack. Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. Spit Rock. Ranged Weapon Attack: +14 to hit, range 120 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, and the target must succeed on a DC 22 Strength saving throw or have the prone condition. Grasping Root. Melee Weapon Attack: +14 to hit, reach 30 ft., one creature not grappled by the cradle. Hit: the target has the grappled condition (escape DC 17). Until the grapple ends, the target takes 29 (4d10 + 7) bludgeoning damage at the start of each of its turns. The root has AC 19 and can be severed by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn't hurt the cradle but ends the grapple. Rolling Hills (Recharge 6). The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and up to 30 feet wide. Each creature in the wave must make a DC 22 Strength saving throw. On a failed save, a creature takes 58 (9d12) bludgeoning damage, has the prone condition, and is buried under dirt. On a successful save, a creature takes half as much damage only. A buried creature has the restrained condition, has total cover, and can't breathe. As an action, a creature buried in this way, or another creature within 5 feet of it that isn't buried, can make a DC 17 Strength (Athletics) check. On a successful check, the buried creature no longer has the prone or restrained conditions.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Alignment":"Typically Chaotic Evil","Expansion":24749,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Cradle of the Stone Scion","description":"One time Diancastra and I were exploring deep underground, and suddenly an eye opened in the wall of the cave and a rumbling voice said, \"Auntie D, is that you?\" I nearly...well, let's just say I was startled. —Bigby Don't forget who I am, dear Bigby. —Diancastra A scion of Skoraeus typically slumbers deep in the heart of a towering mountain, almost becoming one with the earth. While the scion dreams, the mountain’s minerals are transformed into fine carving stones and brilliant gems. If a miner tunnels too close to the heart of the mountain, the cradle awakens as a bipedal mass of stone and crystals. It brings the weight of the mountain down on the intruder’s head and unleashes an earsplitting roar that can collapse mine tunnels. If the cradle is destroyed, the scion of Skoraeus inside it awakens. At nearly 70 feet tall, it towers over most other creatures and wields a mass of crystal as a club. Once awakened, the scion continues to pursue the art that ornamented its dreams, seeking to mold and shape stone into beautiful elegance. If it needs more raw materials, the scion can transform a living creature in its palm into stone. Regional Effects The region surrounding a scion of Skoraeus is altered by the giant’s magic, creating one or more of the following effects: Abundant Stone and Minerals. Smooth stones and gems grow within 6 miles of the scion. Edible Moss. Carpets of golden moss that stone giants find tasty grow on cavern walls within 6 miles of the scion. Empowered Stone Giants. Stone giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls. If the scion dies, the Empowered Stone Giants effect ends immediately. The other effects cease to produce new moss and minerals, and existing moss dies within 1d10 days. Scions of Giants' Gods Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “ Giants of Myth ” in chapter 3 for additional inspiration.) Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Traits Awakening of the Scion. The cradle is a container for the scion of Skoraeus . When the cradle drops to 0 hit points, its body crumbles to dust. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count. Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead. Magic Resistance. The cradle has advantage on saving throws against spells and other magical effects. Siege Monster. The cradle deals double damage to objects and structures. Actions Multiattack. The cradle makes two Slam or Spit Rock attacks. Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Spit Rock. Ranged Weapon Attack: +15 to hit, range 120 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage, and the target must succeed on a DC 23 Strength saving throw or have the prone condition. Shattering Roar (Recharge 5-6). The cradle lets out a painfully loud roar. Each creature within 60 feet of the cradle must make a DC 23 Constitution saving throw. On a failed save, a creature takes 33 (6d10) thunder damage and has the incapacitated condition until the end of its next turn. Bonus Actions Crystal Flare. The cradle causes the crystals on its body to flare with light. Each creature within 30 feet of the cradle must succeed on a DC 22 Constitution saving throw or take 21 (6d6) radiant damage and have the blinded condition until the end of the cradle's next turn. Stone Spikes. The cradle causes the ground in a 20-foot square within 90 feet of itself to sprout crystal spikes until the start of its next turn. The area becomes difficult terrain for the duration. A creature takes 10 (3d6) piercing damage for each 5 feet it moves on this terrain.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Alignment":"Typically Neutral","Expansion":24749,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Cradle of the Storm Scion","description":"A scion of Stronmaus often slumbers high in the sky or deep in the ocean, where the tumult caused by the scion’s restless sleep has little effect on the world. If it drifts too near the ground or the ocean surface, it causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from joyful glimpses of an idyllic past to horrific nightmares of torment and devastation. A cradle of the storm scion stirs into action not only when the scion is threatened but also if the scion’s sleep is troubled by nightmares. When roused, the cradle takes on a vaguely giant-shaped form consisting of air, water, and ice whirling in fury. If the cradle is destroyed, the scion of Stronmaus inside it awakens. Among the mightiest creatures of all giantkind, the scion stands 80 feet tall. It often finds some relief in waking and being freed from its troubling dreams, so it doesn’t necessarily lash out in violence when emerging from its cradle. But it’s not particularly interested in Humanoids or other little creatures—either in conversing with them or in protecting them from harm it might cause. If the scion is threatened, it unleashes elemental might like few other forces in the multiverse can muster: blades of lightning, boulder-sized hailstones, and a storm of churning elements. Regional Effects The region surrounding a scion of Stronmaus is altered by the giant’s magic, creating one or more of the following effects: Elemental Portals. Two-way portals to the Elemental Plane of Air (if the scion is in the sky) or the Elemental Plane of Water (if the scion is in the ocean) form within 1 mile of the cradle or scion, allowing elemental creatures into the world. Empowered Storm Giants. Storm giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls. Extreme Weather. The weather within 1 mile of the scion dramatically shifts day to day, ranging from pleasantly sunny to brutal hailstorms. If the scion dies, these effects end immediately. Scions of Giants' Gods Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “ Giants of Myth ” in chapter 3 for additional inspiration.) Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Traits Awakening of the Scion. The cradle is a container for the scion of Stronmaus . When the cradle drops to 0 hit points, its body bursts into light. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count. Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead. Magic Resistance. The cradle has advantage on saving throws against spells and other magical effects. Siege Monster. The cradle deals double damage to objects and structures. Actions Multiattck. The cradle makes three Slam or Spit Hailstone attacks in any combination. Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage plus 19 (3d12) lightning damage. Spit Hailstone. Ranged Weapon Attack: +18 to hit, range 120 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage plus 14 (4d6) cold damage, and the target must succeed on a DC 26 Strength saving throw or have the prone condition. Lightning Barrage (Recharge 5-6). The cradle hurls multiple magical lightning bolts at up to two creatures it can see within 500 feet of itself. Each target must make a DC 22 Dexterity saving throw. On a failed save, the target takes 71 (11d12) lightning damage and has the stunned condition until the end of its next turn. On a successful save, the target takes half as much damage only. Reactions Booming Step. Immediately after taking damage, the cradle cracks with thunder and then magically teleports up to 60 feet to an unoccupied space it can see. Each creature within 10 feet of the space the cradle left must make a DC 22 Constitution saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Alignment":"Typically Chaotic Good","Expansion":24749,"Challenge Rating":27},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Crafter","description":"Festooned with the tools and implements of their trade, crafters take pride in creating, and sometimes selling, quality goods, and they have a keen sense for those trying to swindle them. Function Over Beauty. While crafters can add artistic flourishes to their work, such as embossing heraldry on a breastplate, they use their tools primarily to create more utilitarian or functional works. For example, a crafter that uses woodcarver’s tools might sculpt beams, banisters, and chairs in the local architectural style or with the local lord’s emblem, but they aren’t likely to carve elaborate, decorative thrones for the nobility or intricate sculptures for a temple.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Crag Cat","description":"The creature referred to in Northlander lore as the Hunter of Men is a sure-footed predator that can be found anywhere except the deep forest, preferring to patrol ledges and cliffs in the mountains. Its cry resembles a human scream of terror. It often elicits such sounds from its victims, for it prefers human flesh to all other fare. Crag cats blend in with their surroundings. During winter, their fur turns white to blend in with the snow. At other times of the year, their fur is gray, enabling them to hide among the rocks more easily. The crag cat knows its territory and often attacks when its prey is asleep, exhausted, or otherwise weakened. Although crag cats are typically encountered singly, they can be found in family groups of two parents and 1d4 Small noncombatant cubs in the spring, or in hungry packs in severe winter weather. Traits Nondetection. The cat can’t be targeted or detected by any divination magic or perceived through magical scrying sensors. Pounce. If the cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action. Spell Turning. The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat’s saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster. Actions Bite. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: (1d10+3) piercing damage. Claw. Melee Weapon Attack : +5 to hit, reach 5 ft., one target . Hit: (1d8+3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":6331,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Crag Cat","description":"The creature referred to in Northlander lore as the Hunter of Men is a sure-footed predator that can be found anywhere except deep forest, preferring ledges and cliffs in the mountains. Its cry resembles a human scream of terror. It often elicits such sounds from its victims, for it prefers human flesh to all other prey. Crag cats blend in with natural surroundings. During the winter, their fur turns white to blend in with the snow. At other times of the year, their fur is gray, enabling them to hide among the rocks more easily. The crag cat knows its territory and often attacks when its prey is asleep, exhausted, or otherwise weakened. Although crag cats are typically solitary, they can be found in family groups of two parents and 1d4 Small noncombatant cubs in the spring, or in hungry packs in severe winter weather. Traits Nondetection. The cat can't be targeted or detected by any divination magic or perceived through magical scrying sensors. Pounce. If the cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action. Spell Turning. The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat's saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":7387,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Crag Cat","description":"The creature referred to in Northlander lore as the Hunter of Men is a sure-footed predator that can be found anywhere except the deep forest, preferring to patrol ledges and cliffs in the mountains. Its cry resembles a human scream of terror. It often elicits such sounds from its victims, for it prefers human flesh to all other fare. Crag cats blend in with their surroundings. During winter, their fur turns white to blend in with the snow. At other times of the year, their fur is gray, enabling them to hide among the rocks more easily. The crag cat knows its territory and often attacks when its prey is asleep, exhausted, or otherwise weakened. Although crag cats are typically encountered singly, they can be found in family groups of two parents and 1d4 Small noncombatant cubs in the spring, or in hungry packs in severe winter weather. Traits Nondetection. The cat can't be targeted or detected by any divination magic or perceived through magical scrying sensors. Pounce. If the cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action. Spell Turning. The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat's saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":27909,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Cranium Rat","description":"Mind flayers create cranium rats by bombarding normal rats with psionic energy. Evil Collectives. Cranium rats are no smarter than ordinary rats and behave as such. However, if enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s constituents. The rats become smarter as a result, and they retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers similar to spells. A rat separated from the swarm becomes an ordinary cranium rat with an Intelligence of 15. It loses 1 point of Intelligence each day that it remains separated from the swarm. Its Intelligence can’t drop below 4 and becomes 15 again if it rejoins the swarm or another one. Telepathic Vermin. A single, low-intelligence cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and “us.” Spies for an Elder Brain. Mind flayer colonies use cranium rats as spies. The rats invade surface communities and act as eyes and ears for the elder brain, transmitting their thoughts when they swarm and are within range of the elder brain’s telepathy. Cranium rats occasionally spread beyond the elder brain’s range of influence. Whatever these rats do is of no concern to the elder brain, and the illithids can always make more if they so desire. Traits Illumination : As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light. Telepathic Shroud : The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Expansion":1,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Cranium Rat","description":"Cranium Rats Mind flayers create cranium rats by bombarding rats with psionic energy. Cranium rats are somewhat smarter than ordinary rats and behave as such. If enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s constituents. The rats become smarter as a result, and retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers. A single cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and “us.” Some mind flayer colonies use cranium rats as spies. The rats invade communities and act as eyes and ears for the colony’s elder brain (appears in this book), transmitting their thoughts when they swarm and are within range of the elder brain’s telepathy. Traits Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Bonus Actions Illumination. The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Aberration","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cranium Rat Squeaker","description":"The cranium rats squeakers of Sigil have no connection to the mind flayers that created their progenitors. Rather, these magical rodents cooperate with the residents of the City of Doors, whether by simply living together or by pursuing greater ambitions. When squeakers collect in large numbers, their swarms merge into a single intelligence with enhanced psionic abilities and the accumulated memories of its constituents. Traits Shared Telepathy. Any creature touching the cranium rat can use the rat’s telepathy if the rat allows it. If the creature knows any language, the creature can use the telepathy to communicate words and emotions. Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Bonus Actions Illumination. The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Alignment":"unaligned","Expansion":26427,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Cranium Rat Squeaker Swarm","description":"The cranium rats squeakers of Sigil have no connection to the mind flayers that created their progenitors. Rather, these magical rodents cooperate with the residents of the City of Doors, whether by simply living together or by pursuing greater ambitions. When squeakers collect in large numbers, their swarms merge into a single intelligence with enhanced psionic abilities and the accumulated memories of its constituents. Traits Psychic Messenger. The swarm can use its sending spell to target someone familiar to a creature in telepathic contact with the swarm. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points. Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells. Spellcasting (Psionics). The swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13): At will: command ,* detect thoughts ,* sending* 1/day each: confusion ,* dominat e monster* *To cast this spell, the swarm must have more than half its hit points remaining. Actions Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer, plus 22 (5d8) psychic damage. Bonus Actions Illumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius, or extinguishes the light.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny aberrations","Alignment":"typically neutral","Expansion":26427,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Crater Wurm","description":"Found only in the Crater Basin, these massive burrowing monsters have petal-like mouths lined with razor-sharp teeth. Their thick hides of midnight purple are covered in spines and octarine slime. Those who have survived an encounter with one have spoken of the earth shaking moments before the beast emerges from below, devouring helpless victims caught in its path. These mutated purple worms replace their Multiattack and Tail Stinger traits with the following abilities: Breach. The crater wurm utilises its full movement. While doing so, it can enter large or smaller creatures’ spaces. Whenever the wurm enters a creature’s space, the creature must succeed on a DC 19 Strength saving throw. On a successful save, the creature can choose to be pushed to the side of the wurm’s space. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the creature takes 35 (10d6) bludgeoning damage, and is pushed 10 feet and knocked prone. After finishing its move, the wurm can make one bite attack against a prone target as a bonus action. Contaminated Gullet. A creature swallowed by a crater wurm gains one level of contamination each time it takes acid damage while inside the wurm.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":15},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Crawling Claw","description":"\"Makes you wonder what can be done with all those other murderer parts, doesn’t it?\" —Evangeliza Lavain, necromancer Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing. Wizards and warlocks of a dark bent use crawling claws as extra hands in their labors. Magical Origins. Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer’s spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails. The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers. Creator’s Control. A crawling claw can’t be turned, nor can it be controlled by spells that control undead. These foul monsters are entirely bound to the will of their creator, which can concentrate on a claw in sight to mentally command its every action. If the crawling claw’s creator doesn’t command it, the claw follows its last command to the best of its ability. Commands given to a crawling claw must be simple. A claw can’t be tasked with finding and killing a particular person, because its limited senses and intelligence prevent it from tracking and picking out specific individuals. However, a command to kill all creatures in a particular locale works. A crawling claw can easily feel out the contours of keys and doorknobs, crawling from room to room on a blind killing spree. Malign Intelligence. A crawling claw possesses little of the intellect and memories of the individual of which it was once a living part. The hate, jealousy, or greed that drove that person to murder lingers on, however, amplified by the claw’s torturous fragmented state. Left to its own devices, a crawling claw imitates and recreates the same murderous acts it committed in life. Living Claws. If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer’s soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed. Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw. Undead Nature. A crawling claw doesn’t require air, food, drink, or sleep. Traits Turn Immunity : The claw is immune to effects that turn undead. Actions Claw : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning or slashing damage, claw’s choice.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Source":"MM1","Alignment":"neutral evil","Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Crawling Claw","description":"Crawling claws are severed hands animated by fell spells. The magic that granted them unlife also turns their finger­nails into filth-covered blades. These tiny creatures are wickedly mischievous and make rude gestures at their opponents before attacking. Traits Minion. If the claw takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the claw takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Claw (Group Attack). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage. If three or more crawling claws joined the attack, the target must succeed on a DC 10 Constitution saving throw or contract a disease called gravefilth. Whenever a power, a spell, or a similar supernatural effect causes a creature with gravefilth to regain hit points, the number of hit points they regain is halved. A creature with gravefilth can repeat the saving throw whenever they finish a long rest. On a successful save, the disease is cured.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":0},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Crawling Claw Companion (PB 2)","description":"Crawling claws are severed hands animated by fell spells. The magic that granted them unlife also turns their finger­nails into filth-covered blades. These tiny creatures are wickedly mischievous and make rude gestures at their opponents before attacking. Traits Fingers for Feet. While the claw is holding an object, their speed is halved. If the claw is knocked prone, they drop anything they are holding. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Thieving Attack ( 2 Ferocity). The claw makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the claw takes a random object (determined by the GM) from an easily accessed pocket, pouch, backpack, or similar container the target is wearing or carrying. 3 rd Level: Dazing Slash ( 5 Ferocity). The claw makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the target must succeed on a DC 10 plus PB Constitution saving throw or be dazed until the start of the claw’s next turn. 5 th Level: Filthy Scratch ( 8 Ferocity). The claw scratches a creature they can see within 5 feet of them. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd8 poison damage and is poisoned until the start of the claw’s next turn. While poisoned in this way, the target can’t regain hit points. On a successful save, the target takes half as much damage and isn’t poisoned. Bonus Actions Fast Hand ( 3 /Long Rest). The claw moves up to their speed toward the caregiver without provoking opportunity attacks. The claw can take the Use an Object action once during this movement.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Crawling Claw Companion (PB 3)","description":"Crawling claws are severed hands animated by fell spells. The magic that granted them unlife also turns their finger­nails into filth-covered blades. These tiny creatures are wickedly mischievous and make rude gestures at their opponents before attacking. Traits Fingers for Feet. While the claw is holding an object, their speed is halved. If the claw is knocked prone, they drop anything they are holding. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Thieving Attack ( 2 Ferocity). The claw makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the claw takes a random object (determined by the GM) from an easily accessed pocket, pouch, backpack, or similar container the target is wearing or carrying. 3 rd Level: Dazing Slash ( 5 Ferocity). The claw makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the target must succeed on a DC 10 plus PB Constitution saving throw or be dazed until the start of the claw’s next turn. 5 th Level: Filthy Scratch ( 8 Ferocity). The claw scratches a creature they can see within 5 feet of them. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd8 poison damage and is poisoned until the start of the claw’s next turn. While poisoned in this way, the target can’t regain hit points. On a successful save, the target takes half as much damage and isn’t poisoned. Bonus Actions Fast Hand ( 3 /Long Rest). The claw moves up to their speed toward the caregiver without provoking opportunity attacks. The claw can take the Use an Object action once during this movement.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Crawling Claw Companion (PB 4)","description":"Crawling claws are severed hands animated by fell spells. The magic that granted them unlife also turns their finger­nails into filth-covered blades. These tiny creatures are wickedly mischievous and make rude gestures at their opponents before attacking. Traits Fingers for Feet. While the claw is holding an object, their speed is halved. If the claw is knocked prone, they drop anything they are holding. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Thieving Attack ( 2 Ferocity). The claw makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the claw takes a random object (determined by the GM) from an easily accessed pocket, pouch, backpack, or similar container the target is wearing or carrying. 3 rd Level: Dazing Slash ( 5 Ferocity). The claw makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the target must succeed on a DC 10 plus PB Constitution saving throw or be dazed until the start of the claw’s next turn. 5 th Level: Filthy Scratch ( 8 Ferocity). The claw scratches a creature they can see within 5 feet of them. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd8 poison damage and is poisoned until the start of the claw’s next turn. While poisoned in this way, the target can’t regain hit points. On a successful save, the target takes half as much damage and isn’t poisoned. Bonus Actions Fast Hand ( 3 /Long Rest). The claw moves up to their speed toward the caregiver without provoking opportunity attacks. The claw can take the Use an Object action once during this movement.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Crawling Claw Companion (PB 5)","description":"Crawling claws are severed hands animated by fell spells. The magic that granted them unlife also turns their finger­nails into filth-covered blades. These tiny creatures are wickedly mischievous and make rude gestures at their opponents before attacking. Traits Fingers for Feet. While the claw is holding an object, their speed is halved. If the claw is knocked prone, they drop anything they are holding. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Thieving Attack ( 2 Ferocity). The claw makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the claw takes a random object (determined by the GM) from an easily accessed pocket, pouch, backpack, or similar container the target is wearing or carrying. 3 rd Level: Dazing Slash ( 5 Ferocity). The claw makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the target must succeed on a DC 10 plus PB Constitution saving throw or be dazed until the start of the claw’s next turn. 5 th Level: Filthy Scratch ( 8 Ferocity). The claw scratches a creature they can see within 5 feet of them. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd8 poison damage and is poisoned until the start of the claw’s next turn. While poisoned in this way, the target can’t regain hit points. On a successful save, the target takes half as much damage and isn’t poisoned. Bonus Actions Fast Hand ( 3 /Long Rest). The claw moves up to their speed toward the caregiver without provoking opportunity attacks. The claw can take the Use an Object action once during this movement.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Crawling Claw Companion (PB 6)","description":"Crawling claws are severed hands animated by fell spells. The magic that granted them unlife also turns their finger­nails into filth-covered blades. These tiny creatures are wickedly mischievous and make rude gestures at their opponents before attacking. Traits Fingers for Feet. While the claw is holding an object, their speed is halved. If the claw is knocked prone, they drop anything they are holding. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Thieving Attack ( 2 Ferocity). The claw makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the claw takes a random object (determined by the GM) from an easily accessed pocket, pouch, backpack, or similar container the target is wearing or carrying. 3 rd Level: Dazing Slash ( 5 Ferocity). The claw makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the target must succeed on a DC 10 plus PB Constitution saving throw or be dazed until the start of the claw’s next turn. 5 th Level: Filthy Scratch ( 8 Ferocity). The claw scratches a creature they can see within 5 feet of them. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd8 poison damage and is poisoned until the start of the claw’s next turn. While poisoned in this way, the target can’t regain hit points. On a successful save, the target takes half as much damage and isn’t poisoned. Bonus Actions Fast Hand ( 3 /Long Rest). The claw moves up to their speed toward the caregiver without provoking opportunity attacks. The claw can take the Use an Object action once during this movement.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Crawling Nightmare","description":"Crawling nightmares dwell in the darkness between worlds, emerging in the prime material plane to feast on the fears and flesh of the living. Their misshapen heads with razor teeth and pale staring eyes dangle from spider-like bodies. Victims are often paralyzed with fear at the sight of a crawling nightmare, allowing the monstrosity to capture and consume its prey with minimal effort. Traits Paralyzing Fear. When a creature starts its turn within 30 feet of a crawling nightmare, that creature must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes frightened of the crawling nightmare for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success. On a successful save, the creature is immune to the Paralyzing Fear of crawling nightmares for 24 hours. Actions Multiattack. The crawling nightmare makes three attacks: one with its bite or Mind Blast and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16), and it is restrained until the grapple ends. While grappling a creature, the crawling nightmare can’t make a Claw attack. Mind Blast. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 22 (4d10) psychic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":32955,"Challenge Rating":10},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Crawly Turrit","description":"","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Challenge Rating":3},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Crazed Drider","description":"The process for becoming a drider is a torturous one. Not only is the physical change painful—ritual grafting and mutative elixirs—but driders carry a societal burden they will never escape and can never fulfill. Paragons of the Spider Goddess. To the drow, the ideal drider is a soldier, both servant and leader, the embodiment of power, grace, and ambition. At creation it would seem a new-made drider has all the traits needed to achieve this lofty ideal. As they age, they evolve. Their innate poison becomes more potent, their jaws distend and open to become mandibles. Their spider carapace grows layered and sharp. But as their form adapts to suit the drow ideal of what a drider should be, their minds begin to fracture. Doomed to Insanity. Whether it is the weight of cultural expectation, the imperfect magic of their creation, or their bestial evolution, a drider eventually succumbs to insanity. Especially male driders, who carry the added burden of rising above the failings of their former position within drow society. As a drider comes closer to being the paragon they’re expected to become, less of what drove them to become a drider in the first place remains, replaced by instinct to consume, impulse to ambush, and the desire to control.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":9},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"CREO Mk I","description":"Bio-Automatons When Dr. Stein discovered the Clockwork Arcadia’s advanced prototyper, CRE, he introduced it to the stochastic mutations that form the basis of biomantic research. He developed a process by which the deterministic machine could ‘imagine’ novel automaton designs, choose the best for a given purpose, and create new iterations on that prototype. Dubbing this form of burgeoning sentience ‘arcanificial intelligence’ (AI), he named this iterative process the AI-core-rhythm. With CREO’s help, CRE began creating a catalogue of all known lifeforms in the multiverse, combining this new-found knowledge with the reliability of its mechanical constructs. The result: bio-automatons. CREO Construct Remit Engineered Organism, better known as CREO, is an advanced bio-automaton from the Clockwork Arcadia. A mix of the Arcadia’s sophisticated construct designs and the randomness of Dr. Stein’s biomantic research, CREO is an arcanificial intelligence (AI) tasked with finding new means of creating life. This is its singular motivation; it is matterof- fact, devoid of morality or ethics circuits, and aims to achieve its goal in the most efficient manner possible. Adapter. While travelling the planes, CREO has caused the creation of many new types of life, from sentient wax elementals to ooze dragons and bio-automatons. Samples of these creations are always stored internally; a backup in case the messengers it sends back to CRE succumb to ‘environmental interference’. These samples have been co-opted into defence mechanisms like the movement restricting Wax Fountain and Slime Ball. Subterfuge. CREO’s neural network and ability toshapechange makes it a master of subterfuge, despitelacking any proficiency in stealth or sleight of hand. It uses a probabilistic approach to outline the possible outcomes of all possible actions, much like a dragon chess master, and then devises the most favourable route in which it can manipulate circumstances to achieve its desired outcome. It thinks of its survival in terms of a cost-benefit analysis: resources expended in its creation versus the information it might acquire. It knows that without CRE, it can’t be remade, and so protects its forebear without any sense of self-preservation. However, with CRE gone, survival becomes its main priority, followed by recreating its creator. Regional Effects The ecology of the Battletois Mountains is warped by the products of CRE’s misguided creation, causing one or more of the following effects: Constructed Lifeforms. Plants and animals within 1 mile of the lair’s portal are replaced by similar- appearing species with metal and glass properties. For example, this could include razor-sharp petals on flowers, pollen with a consistency like powdered glass, and rabbits with clockwork springs for legs. Corrupted Coding. Constructs within 2 miles of the lair’s portal not created by CRE can feel corruption pulsing from the Outer Plane. At the end of each hour a construct spends in the affected area, it must succeed on a DC 10 Intelligence saving throw to resist the corruption or gain one short-term madness effect. Polluted Water. Water sources within 1 mile of the lair’s portal have been fouled with oil and noxious chemicals. A living creature that drinks the water must succeed on a DC 10 Constitution saving throw or become poisoned for 1 hour . If CRE is destroyed or cured of its corruption, these effects fade over the course of 1d10 days. Lair Actions CRE’s physical form consists of the entirety of the Forge of Creation and it can influence its form as if it were a lair. The saving throw DC and other statistics of its lair actions depend on the level of the hunt, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam Vdist 7th 14 7 ( 2d6 ) 5 ft. 12th 16 14 ( 4d6 ) 10 ft. 17th 17 21 ( 6d6 ) 15 ft. Lair Actions. On initiative count 20 (losing initiative ties), CRE uses a lair action. These lair actions must be used in order. Creator’s Blood. CRE chooses three unoccupied spaces on the ground in the lair and opens a spout that sprays slick oil in a Vdist-radius circle centred on each space. Each creature standing in the area when the effect triggers, or that starts or ends its turn in the area, must succeed on a VDC Dexterity saving throw or fall prone and become covered in oil until it uses an action to scrape the oil off. Creator’s Wrath. CRE ignites three oil slicks, creating 60-foot-high cylinders of fire the same diameter as the slick. Each creature in the area when the effect triggers, or that ends its turn in the area, must make a VDC Dexterity saving throw , taking Vdam fire damage on a failed save, or half as much damage on a successful one. A creature covered in oil has disadvantage on these saving throws. The fire disappears on initiative count 20 of the next round (winning initiative ties). Creator’s Blessing. CRE chooses up to three constructs in the lair and charges them with a burst of lightning. Each target gains Vdam temporary hit points and the benefits (but not the lethargy) of the haste spell until initiative 20 of the next round (winning initiative ties).","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"lawful nuetral","Challenge Rating":7},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"CREO Mk II","description":"Bio-Automatons When Dr. Stein discovered the Clockwork Arcadia’s advanced prototyper, CRE, he introduced it to the stochastic mutations that form the basis of biomantic research. He developed a process by which the deterministic machine could ‘imagine’ novel automaton designs, choose the best for a given purpose, and create new iterations on that prototype. Dubbing this form of burgeoning sentience ‘arcanificial intelligence’ (AI), he named this iterative process the AI-core-rhythm. With CREO’s help, CRE began creating a catalogue of all known lifeforms in the multiverse, combining this new-found knowledge with the reliability of its mechanical constructs. The result: bio-automatons. CREO Construct Remit Engineered Organism, better known as CREO, is an advanced bio-automaton from the Clockwork Arcadia. A mix of the Arcadia’s sophisticated construct designs and the randomness of Dr. Stein’s biomantic research, CREO is an arcanificial intelligence (AI) tasked with finding new means of creating life. This is its singular motivation; it is matterof- fact, devoid of morality or ethics circuits, and aims to achieve its goal in the most efficient manner possible. Adapter. While travelling the planes, CREO has caused the creation of many new types of life, from sentient wax elementals to ooze dragons and bio-automatons. Samples of these creations are always stored internally; a backup in case the messengers it sends back to CRE succumb to ‘environmental interference’. These samples have been co-opted into defence mechanisms like the movement restricting Wax Fountain and Slime Ball. Subterfuge. CREO’s neural network and ability toshapechange makes it a master of subterfuge, despitelacking any proficiency in stealth or sleight of hand. It uses a probabilistic approach to outline the possible outcomes of all possible actions, much like a dragon chess master, and then devises the most favourable route in which it can manipulate circumstances to achieve its desired outcome. It thinks of its survival in terms of a cost-benefit analysis: resources expended in its creation versus the information it might acquire. It knows that without CRE, it can’t be remade, and so protects its forebear without any sense of self-preservation. However, with CRE gone, survival becomes its main priority, followed by recreating its creator. Regional Effects The ecology of the Battletois Mountains is warped by the products of CRE’s misguided creation, causing one or more of the following effects: Constructed Lifeforms. Plants and animals within 1 mile of the lair’s portal are replaced by similar- appearing species with metal and glass properties. For example, this could include razor-sharp petals on flowers, pollen with a consistency like powdered glass, and rabbits with clockwork springs for legs. Corrupted Coding. Constructs within 2 miles of the lair’s portal not created by CRE can feel corruption pulsing from the Outer Plane. At the end of each hour a construct spends in the affected area, it must succeed on a DC 10 Intelligence saving throw to resist the corruption or gain one short-term madness effect. Polluted Water. Water sources within 1 mile of the lair’s portal have been fouled with oil and noxious chemicals. A living creature that drinks the water must succeed on a DC 10 Constitution saving throw or become poisoned for 1 hour . If CRE is destroyed or cured of its corruption, these effects fade over the course of 1d10 days. Lair Actions CRE’s physical form consists of the entirety of the Forge of Creation and it can influence its form as if it were a lair. The saving throw DC and other statistics of its lair actions depend on the level of the hunt, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam Vdist 7th 14 7 ( 2d6 ) 5 ft. 12th 16 14 ( 4d6 ) 10 ft. 17th 17 21 ( 6d6 ) 15 ft. Lair Actions. On initiative count 20 (losing initiative ties), CRE uses a lair action. These lair actions must be used in order. Creator’s Blood. CRE chooses three unoccupied spaces on the ground in the lair and opens a spout that sprays slick oil in a Vdist-radius circle centred on each space. Each creature standing in the area when the effect triggers, or that starts or ends its turn in the area, must succeed on a VDC Dexterity saving throw or fall prone and become covered in oil until it uses an action to scrape the oil off. Creator’s Wrath. CRE ignites three oil slicks, creating 60-foot-high cylinders of fire the same diameter as the slick. Each creature in the area when the effect triggers, or that ends its turn in the area, must make a VDC Dexterity saving throw , taking Vdam fire damage on a failed save, or half as much damage on a successful one. A creature covered in oil has disadvantage on these saving throws. The fire disappears on initiative count 20 of the next round (winning initiative ties). Creator’s Blessing. CRE chooses up to three constructs in the lair and charges them with a burst of lightning. Each target gains Vdam temporary hit points and the benefits (but not the lethargy) of the haste spell until initiative 20 of the next round (winning initiative ties).","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"lawful nuetral","Challenge Rating":10},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"CREO Mk III","description":"Bio-Automatons When Dr. Stein discovered the Clockwork Arcadia’s advanced prototyper, CRE, he introduced it to the stochastic mutations that form the basis of biomantic research. He developed a process by which the deterministic machine could ‘imagine’ novel automaton designs, choose the best for a given purpose, and create new iterations on that prototype. Dubbing this form of burgeoning sentience ‘arcanificial intelligence’ (AI), he named this iterative process the AI-core-rhythm. With CREO’s help, CRE began creating a catalogue of all known lifeforms in the multiverse, combining this new-found knowledge with the reliability of its mechanical constructs. The result: bio-automatons. CREO Construct Remit Engineered Organism, better known as CREO, is an advanced bio-automaton from the Clockwork Arcadia. A mix of the Arcadia’s sophisticated construct designs and the randomness of Dr. Stein’s biomantic research, CREO is an arcanificial intelligence (AI) tasked with finding new means of creating life. This is its singular motivation; it is matterof- fact, devoid of morality or ethics circuits, and aims to achieve its goal in the most efficient manner possible. Adapter. While travelling the planes, CREO has caused the creation of many new types of life, from sentient wax elementals to ooze dragons and bio-automatons. Samples of these creations are always stored internally; a backup in case the messengers it sends back to CRE succumb to ‘environmental interference’. These samples have been co-opted into defence mechanisms like the movement restricting Wax Fountain and Slime Ball. Subterfuge. CREO’s neural network and ability toshapechange makes it a master of subterfuge, despitelacking any proficiency in stealth or sleight of hand. It uses a probabilistic approach to outline the possible outcomes of all possible actions, much like a dragon chess master, and then devises the most favourable route in which it can manipulate circumstances to achieve its desired outcome. It thinks of its survival in terms of a cost-benefit analysis: resources expended in its creation versus the information it might acquire. It knows that without CRE, it can’t be remade, and so protects its forebear without any sense of self-preservation. However, with CRE gone, survival becomes its main priority, followed by recreating its creator. Regional Effects The ecology of the Battletois Mountains is warped by the products of CRE’s misguided creation, causing one or more of the following effects: Constructed Lifeforms. Plants and animals within 1 mile of the lair’s portal are replaced by similar- appearing species with metal and glass properties. For example, this could include razor-sharp petals on flowers, pollen with a consistency like powdered glass, and rabbits with clockwork springs for legs. Corrupted Coding. Constructs within 2 miles of the lair’s portal not created by CRE can feel corruption pulsing from the Outer Plane. At the end of each hour a construct spends in the affected area, it must succeed on a DC 10 Intelligence saving throw to resist the corruption or gain one short-term madness effect. Polluted Water. Water sources within 1 mile of the lair’s portal have been fouled with oil and noxious chemicals. A living creature that drinks the water must succeed on a DC 10 Constitution saving throw or become poisoned for 1 hour . If CRE is destroyed or cured of its corruption, these effects fade over the course of 1d10 days. Lair Actions CRE’s physical form consists of the entirety of the Forge of Creation and it can influence its form as if it were a lair. The saving throw DC and other statistics of its lair actions depend on the level of the hunt, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam Vdist 7th 14 7 ( 2d6 ) 5 ft. 12th 16 14 ( 4d6 ) 10 ft. 17th 17 21 ( 6d6 ) 15 ft. Lair Actions. On initiative count 20 (losing initiative ties), CRE uses a lair action. These lair actions must be used in order. Creator’s Blood. CRE chooses three unoccupied spaces on the ground in the lair and opens a spout that sprays slick oil in a Vdist-radius circle centred on each space. Each creature standing in the area when the effect triggers, or that starts or ends its turn in the area, must succeed on a VDC Dexterity saving throw or fall prone and become covered in oil until it uses an action to scrape the oil off. Creator’s Wrath. CRE ignites three oil slicks, creating 60-foot-high cylinders of fire the same diameter as the slick. Each creature in the area when the effect triggers, or that ends its turn in the area, must make a VDC Dexterity saving throw , taking Vdam fire damage on a failed save, or half as much damage on a successful one. A creature covered in oil has disadvantage on these saving throws. The fire disappears on initiative count 20 of the next round (winning initiative ties). Creator’s Blessing. CRE chooses up to three constructs in the lair and charges them with a burst of lightning. Each target gains Vdam temporary hit points and the benefits (but not the lethargy) of the haste spell until initiative 20 of the next round (winning initiative ties).","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"lawful nuetral","Challenge Rating":16},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Crime Boss","description":"Criminal activity in Rokugan is harshly punished, but that just makes the rewards all the more tempting. While most criminals never advance beyond petty thievery or acting as brigands, some come to lead large organizations that wield power on par with provincial lords. Bandit Captains. Bandits who manage to survive their dangerous profession usually become cunning and dangerous. Large bandit groups might function essentially as villages, and their leaders might spend far more time governing these groups than conducting day-to-day activities. By contrast, smaller and more focused bandit groups might even sell their services to samurai lords, doing clandestine jobs for them or raiding the lands of their rivals. Syndicate Leaders. The largest crime syndicates are found in Rokugan’s burgeoning cities, but criminal organizations can be found in many parts of the Empire. The leaders of these organizations tend to be as shrewd and politically savvy as any provincial lord. Criminal Hideouts. Many bandits make their homes in out-of-the-way locations, such as abandoned castles, cavern networks, and villages in the deep wilds. Criminal syndicates tend to choose more opulent locations, from the hidden backrooms of tea houses in flourishing cities to the mansions at the outskirts of town to entire ships that function as pirate vessels. A crime boss has access to lair abilities while within their hideout. Table A-7: Crime Boss Motivations D6 Roll Crime Boss Motivations 1 Is gripped by a fear that the other local factions are encroaching on their territory or prestige. 2 Desires to live to enjoy the wealth and power they have taken. 3 Is looking for a successor so that they can retire to a pleasant life. 4 Wants to end an old feud with a rival group or power. 5 Conscientiously seeks to improve the lives of their followers, allies, and family. 6 Wants to expand their operations as much as possible. Traits Survival Instinct. When a crime boss’s current hit points are lower than or equal to half its maximum hit points (29 or lower), its AC becomes 15. Actions Multiattack. The crime boss makes two attacks. Reinforced Pipe. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 5 (1d4+3) bludgeoning damage. …Get Them! A crime boss can give an order for up to 3 friendly ruffians within 30 feet to immediately move 10 feet, then make a melee or ranged attack against one creature in range. I’ll Show You How It’s Done. The crime boss lashes out with a low blow, and one character in 5 feet must make a DC 14 Constitution saving throw or suffer one of the following conditions of the crime boss’s choice until the end of its next turn: distracted (–2 AC, removed after it is hit by an attack) or maimed (–10 ft. of speed and disadvantage on Dexterity saving throws, removed after it regains HP). Lair Actions A crime boss can use the following lair actions if encountered in its hideout, and is considered CR 4 (1,100 XP). I Have You at a Disadvantage (Recharge 6). On initiative count 20 (losing ties), a crime boss in its hideout can call for three additional ruffians to step out of an area of low light, or somewhere else they were hidden in ambush. If the guards have already been dispatched, the crime boss cannot use this ability. Remember, Always Have an Exit. On initiative count 20 (losing ties), a crime boss in their hideout can reveal a (hitherto concealed) escape route from their lair and immediately moves up to 40 feet toward it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any non-lawful","Expansion":26129,"Challenge Rating":2},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Crimson Countess","description":"The Crimson Countess is a powerful harpy matriarch. Recognizable by her red-feathered wings and deep crimson hair, she is clad in black and gold armour and carries with her a spear that crackles with electrical energies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":21300,"Challenge Rating":8},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Crimson Drake","description":"An evil drake that resembles a pseudodragon, the crimson drake is a popular familiar among evil evokers, particularly those who favor fire magic. An evil warlock who has the Pact of the Chain can acquire a crimson drake companion in place of a quasit, while an evil wizard can procure the services of one through treats and sacrifices worth at least 150 gp. Familiar. If a crimson drake agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the crimson drake senses, as long as they are within 1 mile of each other. While the crimson drake is within 10 feet of its master, the master shares the drake’s Magic Resistance trait. At any time and for any reason, the drake can abandon its service as a familiar, ending the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Dragon","Alignment":"chaotic evil","Challenge Rating":1},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Crimson Mist","description":"A thick crimson haze floats lazily through the air. Every few seconds, some of the mist coalesces into a drop of liquid that spatters beneath it, leaving a thin trail of blood in its wake. All vampires die horribly when exposed to the sun's golden rays. Yet when a vampire is killed by sunlight while feeding upon a living victim, its blood-fattened body explodes into a fine, crimson mist. The vampire's mind and personality are destroyed by the light of the sun, but its unholy lust for blood and hatred of the living persist in the form of a cloud of sanguine mist. Bloody Thoughts. A crimson mist begins its existence as an unthinking creature of animalistic instincts. However, as it feeds on the blood of the living, it also feeds on their thoughts. Over years of feeding, fragmented memories from hundreds of victims—and sometimes even memories from the vampire that spawned it—congeal into a patchwork consciousness. The unending torment of fractured thoughts and incoherent schemes only drives the mist deeper into homicidal madness Reclaimed Memories. Some mists overcome the chaos of their thoughts and are able to create a cogent personality from the disparate snapshots of hundreds of lives. These mists gain the ability to speak any language their victims knew and can draw upon dozens of personas as they toy with their victims. They occasionally form into humanoid silhouettes, as if trying to regain their lost humanity. A mist that has reformed a personality has an Intelligence score of 17 (+3), a Wisdom score of 15 (+2), and a Charisma score of 18 (+4). Its Wisdom and Charisma saving throws increase to Wis +4 and Cha +6. It also gains the ability to speak all languages it knew in life. Undead Nature. The crimson mist doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":13,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Crimson Shambler","description":"The bloody corpse stands up, dripping a red slime. As each drop hits the ground, it splatters into little red spores. The crimson shambler is an intermediary form of a hazardous slime mold found in deep caverns. It wanders the dark passageways, attacking any creatures it encounters to infect them with its spores. Gruesome Appearance. The crimson shambler is a mobile plant, feeding off the remains of an infected creature. The overlay of red slime atop an ambulatory decomposing corpse is often mistaken as some type of undead creature. In actuality, the remains are animated by a slime mold, allowing it to hunt and infect other creatures until it finds a suitable place to spawn. Then it falls and becomes a new colony of crimson slime. Environmental Hazard: Crimson Slime This slime mold is bright red with darker blotches scattered over its surface. Crimson slime is usually encountered in warm, heavily forested areas or deep underground in areas full of living creatures for its spores. Crimson slime typically covers a 5-foot square. When a living creature moves within 10 feet of a crimson slime, the dark splotches on its surface burst and release spores in a 10-foot-radius around itself (see the crimson shambler’s Spores trait for the effects of the spores). Ingestion of or physical contact with the crimson slime will also cause exposure to the spores. Crimson slime is immune to acid. Any effect that cures disease, and any effect that deals cold or fire damage destroys a patch of crimson slime.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":5315,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Crimson Shambler","description":"The bloody corpse stands up, dripping a red slime. As each drop hits the ground, it splatters into little red spores. The crimson shambler is an intermediary form of a hazardous slime mold found in deep caverns. It wanders the dark passageways, attacking any creatures it encounters to infect them with its spores. Gruesome Appearance. The crimson shambler is a mobile plant, feeding off the remains of an infected creature. The overlay of red slime atop an ambulatory decomposing corpse is often mistaken as some type of undead creature. In actuality, the remains are animated by a slime mold, allowing it to hunt and infect other creatures until it finds a suitable place to spawn. Then it falls and becomes a new colony of crimson slime. Crimson Slime Environmental Hazard This slime mold is bright red with darker blotches scattered over its surface. Crimson slime is usually encountered in warm, heavily forested areas or deep underground in areas full of living creatures for its spores. Crimson slime typically covers a 5-foot square. When a living creature moves within 10 feet of a crimson slime, the dark splotches on its surface burst and release spores in a 10-foot-radius around itself (see the crimson shambler’s Spores trait for the effects of the spores). Ingestion of or physical contact with the crimson slime will also cause exposure to the spores. Crimson slime is immune to acid. Any effect that cures a disease or deals cold or fire damage destroys a path of crimson slime.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Crinaea","description":"A beautiful figure made of water and plants steps from the lake and smiles. Crinaea are nymph-like water fey that inhabit small bodies of water such as wells and fountains. Water-bound Fey. Similar to dryads, crinaea are bound to a body of water which becomes their home and focal point. Unlike dryads, crinaea can choose to be bound to a water source and can change which water source they call home. A crinaea must submerge itself in its bound water source every day or suffer. As long as the water source stays pure and the crinaea never travels more than a mile from it, the crinaea can live indefinitely. If its home water source is ever dried up or destroyed, the crinaea quickly fades until it finds a new home or dies. Friendly but Poisonous. One of the most gregarious fey, the crinaea enjoys long conversations with intelligent creatures. The crinaea is often well-versed in the goings-on around its home and happily shares such information with friendly creatures. It offers its pure water to those in need and those who are polite, but woe be unto those who anger the fey after having tasted its water, as the crinaea can poison any water taken from its home.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Criosphinx","description":"Sphinx, Lesser As the name implies, lesser sphinxes are less powerful than their cousins, the better-known gynosphinxes and androsphinxes. Rather than having a humanoid head like greater sphinxes, hierocosphinxes resemble birds of prey, while criosphinxes possess features that resemble horned sheep. Despite their animal visages, lesser sphinxes are eloquent and wise. Some scholars speculate that it is possible for a lesser sphinx to change into gynosphinx or an androsphinx over time. Lesser sphinxes often serve greater sphinxes, forming a small pride led by a greater sphinx or a designated lieutenant. However, instead of guarding a location alongside their gynosphinx or androsphinx master, lesser sphinxes are given the task of protecting a separate area. Usually nearby, these auxiliary locations lie along the path to the primary place of stewardship. They provide additional challenges to supplicants in search of the greater sphinxes. Although lesser sphinxes are bound to guard a particular location like their greater counterparts, they do not have access to lair actions. However, lesser sphinxes are able to utilize their connections to the primordial powers of time in their own ways. Like greater sphinxes, some lesser sphinxes eventually grow weary of their responsibilities as guardians and break away from their divine command. Unlike androsphinxes and gynosphinxes, lesser sphinxes can wander far away from their former dens, finding new places for themselves in the world at large. Such cases are very rare, but unbound sphinxes have been known to found and lead humanoid groups. Special Abililty: Time Mark The lesser sphinxes have powers that interact with their ability to mark time. This time marking only works if detailed notes are kept by the Game Master. When a sphinx uses time mark, make sure to write down hit points, effects, and positions of all of the creatures impacted. Criosphinx These ram-headed sphinxes are the most likely of their kind to abandon neutrality and are sometimes of lawful good alignment, in contrast to their somewhat fiendish appearance. Associated with love and vigor, criosphinxes represent the sanguine side of creatures otherwise known for their phlegmatic attitudes. Although less likely than hierocosphinxes to ignore divine commands, those unbound criosphinxes that do exist are more likely to interact with human society. Such criosphinxes are often attracted to serve human royalty or take on the mantle of leadership themselves. Many monuments and statues of sphinxes from antiquity may actually depict criosphinxes rather than the gynosphinxes they more resemble, with ancient artisans attempting to “humanize” these great figures for future generations.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful neutral (75%) lawful good (25%)","Expansion":4963,"Challenge Rating":9},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Criosphinx","description":"The criosphinx is an ill-tempered and ill-mannered ram-headed sphinx whose only objective is to become the alpha of its territory. It spends most of its time driving off other male sphinxes and searching for a gynosphinx to mate with. Traits Charge. If the sphinx moves at least 20 feet straight toward a creature and then hits it with a Ram attack on the same turn, the target takes an extra 5 (1d10) bludgeoning damage and must succeed on a DC 15 Constitution saving throw or become stunned until the end of the sphinx's next turn. Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. Magic Weapons. The sphinx's weapon attacks are magical. Actions Multiattack. The sphinx makes three attacks: one Ram attack and two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 4 (1d8) slashing damage. Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Legendary Actions The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. Claw Attack. The sphinx makes one Claw attack. Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Raking Pounce (Costs 3 Actions). The sphinx moves up to its speed without provoking opportunity attacks and makes two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 4 (1d8) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Crocodile","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Hold Breath : The crocodile can hold its breath for 15 minutes. Actions Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage , and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained , and the crocodile can't bite another target","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"19 (3d10+3)","CHA":5,"CON":13,"DEX":10,"INT":2,"STR":15,"WIS":10,"Size":"Large","Type":"beast","Speed":"20 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061684/TdnGQnrEsahAbmUFzv7uYA/original.png","Roll 0":"Bite\n1d20 + 4\n1d10+2","Skills":"Stealth +2","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Hold Breath\",\"Desc\":\"The crocodile can hold its breath for 15 minutes.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d10 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"The target is grappled (escape dc 12) Until this grapple ends, the target is restrained, and the crocodile can't bite another target\"}]","data-CHA-mod":"-3","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+2","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":"1/2","Passive Perception":10,"data-CrNum":0.5,"data-AcNum":12,"data-HpNum":19},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Crocodile","description":"Traits Hold Breath : The crocodile can hold its breath for 15 minutes. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled, escape DC 12. Until this grapple ends, the target is restrained, and the crocodile can't bite another target","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Crocodile","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Crocodile","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Hold Breath. The crocodile can hold its breath for 1 hour. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is Medium or smaller, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Crocodile","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Hold Breath. The crocodile can hold its breath for 1 hour. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is Medium or smaller, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition.","properties":{"Category":"Monsters","AC":12,"HP":"13 (2d10 + 2)","PB":2,"CHA":5,"CON":13,"DEX":10,"INT":2,"STR":15,"WIS":10,"Size":"Large","Type":"Beast","Speed":"20 ft., Swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406406986/4wnMBNdrEHmHsHPzq9iFkQ/original.png","Skills":"Stealth +2","data-XP":100,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Hold Breath\",\"Desc\":\"The crocodile can hold its breath for 1 hour.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Desc\":\"If the target is Medium or smaller, it has the Grappled condition (escape DC 12). While Grappled, the target has the Restrained condition.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-3","data-CON-mod":1,"data-DEX-mod":0,"data-INT-mod":"-4","data-STR-mod":2,"data-SizeNum":5,"data-WIS-mod":0,"Saving Throws":"Str +2, Dex +0, Con +3, Int -4, Wis +0, Cha -3","Challenge Rating":"1/2","Passive Perception":10,"data-CrNum":0.5,"data-AcNum":12,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Crocosphinx","description":"The crocosphinx is a nightmarish monstrosity that lurks in bayous, creeks, marshes, rivers, and swamps. It has a hulking leonine body, large feathered wings, and a crocodilian tail. Its head is that of a massive crocodile with light green osteoderms and a maw filled with sharp, serrated teeth, framed by a lion's mane with small horn-like scales jutting out from its nape to the back of its body. Water Dweller. Like its reptilian kin, the crocosphinx spends most of its time submerged with only its eyes, snout, and top of its head visible. Its wings secrete an oily substance that resists water, enabling the crocosphinx to emerge from underwater and immediately fly effortlessly. Ambush Hunter. The crocosphinx hunts very much like a crocodile, patiently waiting for prey to approach when they come for a drink at the edge of the riverbank. When their target is within striking distance, the crocosphinx explodes from the water with blinding speed, propelling itself with its powerful tail and wings before locking its prey with its jaws. The crocosphinx then drag its victim into the water where it can use its death roll. Monstrous Allies. Crocosphinxes are aggressive, cruel, and evil. They sometimes lead tribes of lizardfolk and gatorfolk, who revere them. They have been known to associate with black dragons, hag covens, mummy lords, evil nagas, and yuan-ti. Sphinxes Not all sphinxes are divine guardians tasked to guard gods' treasures. Some sphinxes, like the canisphinx, crocosphinx, dracosphinx, luposphinx, taurusphinx, and the threskisphinx, are free to do as they please. They sometimes work as mercenaries, offering their services to powerful entities. Traits Hold Breath. The sphinx can hold its breath for 30 minutes. Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. Magic Weapons. The sphinx's weapon attacks are magical. Actions Multiattack. The sphinx makes one Bite attack and two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 4 (1d8) slashing damage. It can use Death Roll in place of its Bite attack, if available. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, the sphinx can automatically hit the target with its Bite attack, and the sphinx can't attack another target with its Bite attack. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Death Roll (Recharge 5-6). While the sphinx is underwater, a creature the sphinx is grappling must make a DC 17 Strength saving throw. On a failed save, the creature takes 31 (4d12 + 5) slashing damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned. Hiss and Bellow (2/Day). The sphinx emits a magical hiss or bellow. The first time it uses this feature before finishing a long rest, the sphinx uses Hiss. The second time it uses this feature before finishing a long rest, it uses Bellow. Each creature within 60 feet of the sphinx and able to hear the Sphinx must make a saving throw. Hiss. Each creature that fails a DC 15 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bellow. Each creature that fails a DC 15 Wisdom saving throw is frightened for 1 minute. A frightened creature is knocked prone and stunned and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. Claw Attack. The sphinx makes one Claw attack. Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Raking Pounce (Costs 3 Actions). The sphinx moves up to its speed without provoking opportunity attacks and makes two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 4 (1d8) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Crocotta","description":"A human voice emanates from a lion-like hyena. As it speaks, its black tongue runs over the many teeth in its unnaturally wide mouth. Disturbing Grin. The crocotta’s mouth stretches back to its ears, allowing its powerful jaw to open unnaturally wide. In spite of its large mouth, the crocotta is able to perfectly mimic the sounds of humanoid voices. When hunting, it often mimics the sounds of a person in need, luring in a victim, then pounces on the victim when they investigate the sounds. Dog Hater. The crocotta holds particular animosity toward dogs and attacks them before more obvious threats. Dogs innately understand this about crocotta and often purposefully distract an attacking crocotta to allow their humanoid families to escape. Oracular Eyes. The gemstone eyes of the crocotta hold its prey captive when the crocotta is alive, but they grant visions of the future after its death. If a crocotta’s eye is placed under a creature’s tongue within five days of the crocotta’s death, the creature experiences omens of the future similar to those produced by the augury spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Crokek'toeck","description":"Crokek’toeck is Yeenoghu’s demonic pet. Resembling a giant mudskipper with the teeth, fur, ears, and laugh of a hyena, this unique demon can hold smaller demons in its gullet and disgorge them anywhere Yeenoghu wishes. Immune to the mind-shattering effects of the River Styx, Crokek’toeck is often used to transport smaller demons (and sometimes Yeenoghu himself) through the Styx’s terrible waters.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Crokek'toeck","description":"Crokek’toeck is Yeenoghu’s demonic pet. Resembling a giant mudskipper with the teeth, fur, ears, and laugh of a hyena, this unique demon can hold smaller demons in its gullet and disgorge them anywhere Yeenoghu wishes. Immune to the mind-shattering effects of the River Styx, Crokek’toeck is often used to transport smaller demons (and sometimes Yeenoghu himself) through the Styx’s terrible waters. Traits Amphibious. Crokek’toeck can breathe air and water. Magic Resistance. Crokek’toeck has advantage on saving throws against spells and other magical effects. Magic Weapons. Crokek’toeck’s weapon attacks are magical. Secure Memory. Crokek’toeck is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts. Standing Leap. Crokek’toeck’s long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 44 (10d6 + 9) piercing damage. Disgorge Allies (Recharge 6). Crokek’toeck opens its mouth and disgorges 1d4 barlguras , 3d6 gnolls led by 1 gnoll fang of Yeenoghu , 6d6 dretches , or 1d3 vrocks (see the Monster Manual for these creatures’ stat blocks). Each creature it disgorges appears in an unoccupied space within 30 feet of Crokek’toeck’s mouth, or the next closest unoccupied space.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Cronosyte","description":"You really can't cheat time. You can try, but eventually time catches up with you - sometimes, with a vengeance. Trust me...it's not worth it. A shimmer of light flashes in the corner of one's eye. \"What was that?\" they ask as they attempt to fathom what they thought was a sort of crystalline, multi-limbed creature. And then, there it is again in another spot. But then, the realization sets in and the next question is, \"Did it just move... or did I?\" Cronosytes are aberrations that wander the folds of space-time. Their features are similar to echinoderms with anywhere from five to seven arms and thick, translucent hides that reflect light into a myriad of colors whenever they're in motion. Time Stalkers. The most interesting aspect of a cronosyte is the constant fluctuations of time and space that occur when they are nearby. It's unclear whether these are defense mechanisms or if they can manipulate time. No one can say for certain as the cronosytes have no known language. Some scholars have theorized that these creatures live in an alternate dimension and their powers enable them to exist in our realm of space-time instead of the other way around. Wanderers of the Veil. Cronosytes are encountered within powerful spatial anomalies such as singularities, nebulae that generate an abundance of energy, or regions where space folds upon itself such as the tunnels between spatial rifts. Cronosytes can also briefly appear on the hulls of ships that recently used their stardrives to execute a system jump. Watch of the Tenders. While encountering cronosytes is rare, even more so is the appearance of a cronosyte tender. Physiologically similar to cronosytes, they have an upper torso that bears humanoid features, and they possess an even greater mastery over space-time. Few are encountered alone by chance, as they more often appear in the presence of other cronosytes, especially those that have been missing for long periods of time. Self-Sustained. A cronosyte doesn't require air, food, drink, or sleep. Crono-enhancements Powerful espers can perform special techniques to create forged enhancements using the remains of cronosytes or, even rarer still, one that has been captured and kept alive. These items enable espers to manipulate space-time in a manner similar to the cronosytes. However, these items are not only extremely rare, their use can attract the attention of a cronosyte tender. This is especially true for bound, living cronosytes in the offending creature's possession. Examples of these crono-enhancements are detailed in the Master Technician's Guide .","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"neutral","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Cronosyte Tender","description":"You really can't cheat time. You can try, but eventually time catches up with you - sometimes, with a vengeance. Trust me...it's not worth it. Cronosyte A shimmer of light flashes in the corner of one's eye. \"What was that?\" they ask as they attempt to fathom what they thought was a sort of crystalline, multi-limbed creature. And then, there it is again in another spot. But then, the realization sets in and the next question is, \"Did it just move... or did I?\" Cronosytes are aberrations that wander the folds of space-time. Their features are similar to echinoderms with anywhere from five to seven arms and thick, translucent hides that reflect light into a myriad of colors whenever they're in motion. Time Stalkers. The most interesting aspect of a cronosyte is the constant fluctuations of time and space that occur when they are nearby. It's unclear whether these are defense mechanisms or if they can manipulate time. No one can say for certain as the cronosytes have no known language. Some scholars have theorized that these creatures live in an alternate dimension and their powers enable them to exist in our realm of space-time instead of the other way around. Wanderers of the Veil. Cronosytes are encountered within powerful spatial anomalies such as singularities, nebulae that generate an abundance of energy, or regions where space folds upon itself such as the tunnels between spatial rifts. Cronosytes can also briefly appear on the hulls of ships that recently used their stardrives to execute a system jump. Watch of the Tenders. While encountering cronosytes is rare, even more so is the appearance of a cronosyte tender. Physiologically similar to cronosytes, they have an upper torso that bears humanoid features, and they possess an even greater mastery over space-time. Few are encountered alone by chance, as they more often appear in the presence of other cronosytes, especially those that have been missing for long periods of time. Self-Sustained. A cronosyte doesn't require air, food, drink, or sleep. Crono-enhancements Powerful espers can perform special techniques to create forged enhancements using the remains of cronosytes or, even rarer still, one that has been captured and kept alive. These items enable espers to manipulate space-time in a manner similar to the cronosytes. However, these items are not only extremely rare, their use can attract the attention of a cronosyte tender. This is especially true for bound, living cronosytes in the offending creature's possession. Examples of these crono-enhancements are detailed in the Master Technician's Guide .","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"neutral","Expansion":27052,"Challenge Rating":16},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Crowd of Peasants","description":"A mob of angry peasants advances along the street brandishing pitchforks and torches, ready to dispense summary justice! Traits Swarm . The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can't regain hit points or gain temporary hit points. Trampling Charge . If the swarm moves at least 20 feet straight toward a creature and then hits it with a pitchforks attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the swarm can make one stomp attack against it as a bonus action. Actions Multiattack . The swarm makes three melee attacks. Pitchforks . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) piercing damage or 9 (1d8 + 5) piercing damage if the swarm has half of its hit points or fewer. Stomp . Melee Weapon Attack : +8 to hit, reach 5 ft., one prone creature. Hit : 21 (3d10+5) bludgeoning damage or 10 (1d10 + 5) bludgeoning damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"swarm of Medium humanoids","Alignment":"any","Expansion":11925,"Challenge Rating":6},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Cruel Bounty Hunter","description":"Bounty hunters are paid to find and capture or kill their targets, but some go out of their way to cause their captives just as much harm as technically allowed in their contracts. Traits Sneak Attack. Once per turn, when the bounty hunter hits with an attack against an enemy that hasn't acted yet in combat, who is within 5 ft. of one of their allies, or who they have advantage against, they deal an additional 7 (2d6) damage with that attack. Actions Multiattack. The cruel bounty hunter makes two Cruel Knife attacks. Cruel Knife. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 10/20 ft., one target. Hit: 6 (1d4+4) piercing damage, and the target's Injury thresholds are reduced by 5 until the end of the turn (this effect can’t apply to the same creature more than once at a time). Bonus Actions Sapping Wound. After hitting a creature with a melee attack that dealt extra damage from Sneak Attack, the bounty hunter can attempt to inflict a Sapping Wound. The target of the triggering attack must make a DC 14 Constitution saving throw or gain a special Injury of Dangerous ] severity, “Bleeding”. While Injured in this way, a creature loses 2 (1d4) hit points at the start of each of its turns. This Injury lasts for 1 minute, or until the creature receives magical healing.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":4},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Crushing Wave Priest","description":"Crushing Wave priests are the fanatical core of the cult. Gathering in secretive cabals, they perform dark rituals to glorify Olhydra as the embodiment of water’s destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra’s favor. Crushing Wave Cultists The Cult of the Crushing Wave venerates the element of water as a force of destruction and evil. Only fools or lunatics worship the idea of destruction, and many of the Crushing Wave cultists can be described as such. Others are more calculating and deliberate in their evil, and see the power of Elemental Evil as a tool by which they can sweep away the existing order of things and make themselves rulers over all. While the Crushing Wave cultists take in many people who are bitter, lost, or mad, they also seek alliances with evil or destructive sea creatures. They perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools or lakes, where devotees use water-breathing magic to immerse themselves in the element they worship. Crushing Wave cultists embrace a philosophy of elusiveness, patience, and opportunism. They are quick to retreat when challenged, but soon return to strike again. They admire the patience and endurance of the Black Earth cult, but despise the Cult of the Eternal Flame. They see the followers of elemental fire as reckless and short-tempered. Traits Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B): Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost 1st level (4 slots): expeditious retreat, ice knife,* magic missile, shield 2nd level (3 slots): blur, hold person 3rd level (2 slots): sleet storm Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Crushing Wave Reaver","description":"The foot soldiers of the Crushing Wave cult are vicious sea reavers. Many of them were pirates before they fell in with the cult, and they remain eager for blood and plunder. Crushing Wave reavers appreciate the value of stealth and surprise, and look for chances to launch sudden attacks from positions of concealment whenever possible. The soldiers of the Crushing Wave cult are highly loyal to the cult priests, but they rarely fight to the death if an avenue of retreat is open to them. Reavers carry shields made of giant crab shells, and the blades of their swords are lined with shark’s teeth. Crushing Wave Cultists The Cult of the Crushing Wave venerates the element of water as a force of destruction and evil. Only fools or lunatics worship the idea of destruction, and many of the Crushing Wave cultists can be described as such. Others are more calculating and deliberate in their evil, and see the power of Elemental Evil as a tool by which they can sweep away the existing order of things and make themselves rulers over all. While the Crushing Wave cultists take in many people who are bitter, lost, or mad, they also seek alliances with evil or destructive sea creatures. They perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools or lakes, where devotees use water-breathing magic to immerse themselves in the element they worship. Crushing Wave cultists embrace a philosophy of elusiveness, patience, and opportunism. They are quick to retreat when challenged, but soon return to strike again. They admire the patience and endurance of the Black Earth cult, but despise the Cult of the Eternal Flame. They see the followers of elemental fire as reckless and short-tempered. Actions Sharktoothed Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Crustanoid","description":"These large humanoid creatures, evolved from a rare combination of crustaceans and humans, find solace in the bountiful depths of their coral sanctuaries. They embrace a way of life harmonious with nature, embodying an unwavering commitment to their surroundings. Each member of a crustanoid tribe, regardless of age or gender, contributes to the community's well-being, fostering a sense of collective responsibility and unity. They select their leaders through a tug-of-war competition held each year.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (crustanoid)","Alignment":"neutral","Expansion":26071,"Challenge Rating":4},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Crux of Fire","description":"The crux of fire, often called a blazecaster, takes the form of a fiery lizard. They often live in hot zones of planar convergence or areas of volcanic activity. These territorial elementals usually question interlopers from afar—and if they don’t like the answers, they rain down fire before their foes can draw near. While many elementals weave their innate gifts into oral storytelling, cruxes of fire are particularly adroit at animat- ing their stories in silhouettes of flame. Traits Ablaze. The crux sheds bright light in a 20 foot radius and dim light for an additional 20 feet, and they can’t benefit from being invisible. A creature who starts their turn grap pling or grappled by the crux takes 7 (2d6) fire damage. Actions Multiattack. The crux makes two Flame Tongue or two Sulfurous Rake attacks. Sulfurous Rake. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and the target can’t take reactions this turn. Flame Tongue. Ranged Spell Attack: +6 to hit, range 100 ft., one target. Hit: 13 (2d12) fire damage. If the target is a flam mable object that isn’t being worn or carried, it ignites. Bonus Actions Convocation of Fire (1/Day). The crux imbues the power of fire in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Flame Bloom. The Elemental launches a seed of flame at a point they can see within 60 feet of them. A 10 foot radius sphere centered on that point erupts with fire and burns for 1 minute. Each creature who enters that area for the first time on a turn or starts their turn there takes 10 (3d6) fire damage. Smoke Screen. The Elemental exudes an aura of smoke 10 feet in every direction for 1 minute or until dispersed by a moderate or stronger wind. The smoky area is heavily obscured for all creatures who aren’t fire elementals. Flame Jet (1/Day). The crux gains a flying speed of 30 feet until the end of their turn and can move up to their speed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Fire)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Crux of Frost","description":"An entity of mirrored ice, the crux of frost is almost always covered by a frosted facade. They are commonly called frigid glintmasks due to their ability to imperfectly mimic creatures, inflicting supernatural terror on those they reflect. This fear makes the reflected creature more vulner- able to harm, their form and spirit withering to a brittle consistency under the crux’s scrutiny. Traits Scintillating. The crux can't benefit from being invisible. Actions Multiattack. The crux makes two Rimeglass Touch attacks, and they can use Frosted Reflection or It Stares Back, if available. Rimeglass Touch. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 17 (3d8 + 4) cold damage, and the target can’t see or hear creatures other than themself and the crux until the start of the crux’s next turn. Frosted Reflection. The crux reflects the appearance of a specific Medium or Small creature they’ve seen within the last week. This appearance is illusory and imperfect, showing a frostbitten version of the creature. The illusion lasts until the crux takes thunder damage, uses this action again, or is incapacitated. For the duration, the crux additionally knows any languages that creature knows. It Stares Back (Recharge 5–6). The crux imposes fragility on a creature within 60 feet of them who is reflected by the crux’s Frosted Reflection. If the target can see the crux, the target must make a DC 15 Wisdom saving throw. On a failed save, the target is frightened of the crux for 1 minute (save ends at end of turn), or until the crux stops reflecting them. While frightened in this way, whenever the target takes damage, they take an extra 11 (2d10) psychic damage. On a successful save, the target isn’t frightened, and they are immune to the It Stares Back of all cruxes for 24 hours. Bonus Actions Convocation of Ice (1/Day). The crux imbues the power of ice in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Frigid Sheen. The Elemental gains a mirror sheen that reflects damage for 1 minute. When the Elemental is hit with an attack by a creature they can see within 30 feet of them, the Elemental can use a reaction to reflect the attack. The Elemental is unaffected by the attack, and the attacker must make a DC 15 Dexterity saving throw. On a failed save, the attack’s damage and effects are reflected back at the attacker as if the attack originated from the Elemental, turning the attacker into the target. On a successful save, the attacker takes half as much damage, but suffers no other effect. Frost Squall. Frost swirls around the Elemental for 1 minute. For the duration, each non Elemental creature who starts their turn within 15 feet of the Elemental has their speed reduced to 15 feet unless it is already lower until the end of their turn, and the first time they willingly move before the start of their next turn, they take 10 (3d6) cold damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Water)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Crux of Frost","description":"Crux of Frost An entity of mirrored ice, the crux of frost is almost always covered by a frosted facade. They are commonly called frigid glintmasks due to their ability to imperfectly mimic creatures, inflicting supernatural terror on those they reflect. This fear makes the reflected creature more vulnerable to harm, their form and spirit withering to a brittle consistency under the crux’s scrutiny. Traits Scintillating. The crux can’t benefit from being invisible. Actions Multiattack. The crux makes two Rimeglass Touch attacks, and they can use Frosted Reflection or It Stares Back, if available. Rimeglass Touch. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 17 (3d8 + 4) cold damage, and the target can’t see or hear creatures other than themself and the crux until the start of the crux’s next turn. Frosted Reflection. The crux reflects the appearance of a specific Medium or Small creature they’ve seen within the last week. This appearance is illusory and imperfect, showing a frostbitten version of the creature. The illusion lasts until the crux takes thunder damage, uses this action again, or is incapacitated. For the duration, the crux additionally knows any languages that creature knows. It Stares Back (Recharge 5 – 6 ). The crux imposes fragility on a creature within 60 feet of them who is reflected by the crux’s Frosted Reflection. If the target can see the crux, the target must make a DC 15 Wisdom saving throw. On a failed save, the target is frightened of the crux for 1 minute (save ends at end of turn), or until the crux stops reflecting them. While frightened in this way, whenever the target takes damage, they take an extra 11 (2d10) psychic damage. On a successful save, the target isn’t frightened, and they are immune to the It Stares Back of all cruxes for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Water)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Cryo Tectonic","description":"Tectonic elementals are formidable embodiments of the primal forces of nature. Composed of roiling, ever-shifting elemental materials, these elementals manifest in forms that align with the core aspects of their environment. Cryo Tectonic Cryo tectonics are embodiments of arctic ferocity, their huge forms an amalgamation of jagged ice, snow, and freezing fog that obscures its surroundings while their heavy steps carry the foreboding sound of an iceberg cracking. A chilling sight – literally and figuratively – it can cause geysers of freezing water to erupt from the ground, making it almost trivial by comparison that it has the strength to toss a cow as if it were a pebble. Ember Tectonic Ember tectonics appear as a mass of smoldering rocks and pebbles that continuously melt and reform. Filling the air around them with dense ash, these elementals can cause geysers of scalding water and steam to erupt around them – and release floods of molten debris on anyone who gets in their path. Tempest Tectonic Tempest tectonics are the embodiment of storms and atmospheric chaos and appear as towering masses of swirling storm clouds, lightning, and howling winds. Their form is ever-changing, with flashes of lightning crackling through their bodies and thunder echoing with every movement.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Expansion":34474,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Cryo Worm","description":"Lurking deep beneath the icy crust of frigid tundras and frozen lakes, cryo worms are huge, monstrosities covered in a chitinous hide that glistens like ice. Whether they originate from a rogue planet traversing the empty cold of interstellar space or an exoplanet with cryovolcanoes that support the worms' natural abilities, these worms are terrifying predators that live for centuries. Patient Predators Evolved to thrive in extremely cold climates, the cryo worm's body is built for burrowing through the ice. The worm is also capable of drastically slowing its metabolism, letting it resist attempts to sway its mind or poison its body. Burrowing deep into the ground, the worm uses this trait to enter a state of hibernation where it can endure long periods without sustenance – lying dormant deep beneath the ice until its tremorsense alerts it of prey. Perhaps the worm's most terrifying trait is a gland-like organ that lets it produce various components – which when mixed create supercooled liquid it can spew upon unwitting prey.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Expansion":34474,"Challenge Rating":7},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Cryoceros","description":"This enormous, squat beast has a shaggy hide of ice. Two translucent horns protrude from its snout, the frontmost of which looks like a scimitar. Elemental-Touched Rhino. A cryoceros resembles a woolly rhinoceros made of ice. Its thick, frozen hide protects the soft flesh at its core, and a layer of ice forms over its already formidable, keratinous horns. The creature’s body is efficient at transferring warmth to its fleshy interior; fire still harms a cryoceros, but its icy form is not unduly damaged by fiery attacks. A cryoceros has a second stomach that stores ice it consumes. As a defense mechanism, the cryoceros can spew stinging, pulverized ice from this alternate stomach. Slow Metabolisms. Cryoceroses survive on stunted grasses and other plants that thrive in the tundra, as well as ice and snow, to replenish their icy exteriors. Despite their size, they don’t require a great deal of sustenance, and they conserve their energy by slowly grazing across frozen plains. Their ponderous movement fools the unwary into believing that distance equals safety. Indeed, cryoceroses endure much provocation before they decide to act, but they run at and spear or crush those who irritate them. Once their ire is up, they rarely give up pursuing the source of their anger; only by leaving their vast territories can one hope to escape them. Cantankerous Mounts. Gentleness and a regular source of food temporarily earns the cryoceroses’ trust, and patient humanoids can manage to train the creatures to accept riders. This works for convenience much more than for combat, since cryoceroses balk at fighting with loads on their backs. A cryoceros in combat with a rider either stands stock still until its rider dismounts or, worse, rolls over to throw its rider, often crushing the rider in the process. Because of this, most tribes who train cryoceroses use the creatures as beasts of burden rather than war mounts.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Cryohydra","description":"The cryohydra has a mottled white hide with a pale white underside. Each of its heads can breathe frost in a 15-foot cone, but since the hydra has only one set of lungs, only one of the heads can do so per turn. They are normally found in arctic regions, such as glaciers and icy caverns. Frost giants sometimes keep them as guards. Traits Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydra makes as many Bite attacks as it has heads, one of which it can replace with one use of Cold Breath. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 3 (1d6) cold damage. Cold Breath (1/Turn). One of the hydra's heads exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must succeed on a DC 17 Dexterity saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Crystal Dragon Wyrmling","description":"I had a crystal dragon read my fortune once. A lot of codswallop and poppycock, to be sure, except for the part where he said I'd forget what he told me! That was impressively accurate. -Fizban Crystal Dragons Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic. Inner Glow When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly. The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy. Visions in Starlight Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace. Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them. Glittering Hoards For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing. A Crystal Dragon's Lair Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed. The challenge rating of a legendary crystal dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high. Starlight's Gleam. The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a DC 15 Dexterity saving throw or take 13 (2d12) radiant damage and be outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can't hide or benefit from being invisible. The starlight and the glow around any creature fades on initiative count 20 on the next round. Regional Effects The region surrounding a legendary crystal dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day. Crystal Profusion. Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals. Icy Sight. Ice and quartz within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any ice or quartz crystals in that region. Positive Energy. Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice. Thriving Wildlife. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage. If the dragon dies, the animal population near the lair returns to normal levels over the course of 1d10 days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate. Actions Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) radiant damage. Scintillating Breath (Recharge 5–6). The dragon exhales a burst of brilliant radiance in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 5 temporary hit points by absorbing a portion of the radiant energy. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability: At will: dancing lights , guidance","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon (gem)","Alignment":"typically chaotic neutral","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Crystal Golem","description":"Crystal golems are rough-cut humanoid constructs hewn from spars and blocks of bluish crystal. Shining with an inner light, c rystal golems cannot speak but emit a constant hum of psychic energy. 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A towering menhir of shimmering crystal dominates the center of the cavern. Whether a rare evolution of silicate life or a wandering nomadic race from some alternate reality, crystalline monoliths are enigmatic beings found deep underground in caverns where giant crystals flourish and grow. Crystal Gardens. Crystalline monoliths reside in areas of living crystal, these formations often growing to gigantic proportions, resembling the monolith itself. Some sages speculate that crystalline monoliths grow crystals to certain specifications, then use their magic to instill sentience in the crystals as a means of reproducing. Whether the gardens are for reproduction or some other mysterious purpose, the crystal monoliths are very protective of them. The environment of these gardens is often not comfortable for most humanoid life; the temperature may be extremely hot or cold, or the cavern may contain poisonous gases or even be partiallysubmerged in water. Magical Philosophers. Crystalline monoliths prefer to spend their days in quiet contemplation. They tend their crystal gardens and meditate. If encountered by other intelligent creatures, they are generally open to exchanges of information and intellectual discussion. They prefer to communicate telepathically but can create sounds through vibrations that mimic speech. Aggressive intruders are dealt with according to the level of threat they exhibit. If the crystalline monolith considers the intruders unlikely to cause it harm, it will often use its magic to misdirect opponents or lure them away from the garden. Should the intruders persist or show themselves to be dangerous, a crystalline monolith is not above using its magic to crush and destroy them. It is especially unforgiving to those that try to steal or damage crystals in its lair. Crystalline Nature. A crystalline monolith doesn’t require air, food, drink, or sleep. A Crystalline Monolith’s Lair Crystalline monoliths lair in vast gardens of crystal in mountains or deep underground, often near areas of extreme temperature or geothermal activity. They harness the ambient magical energy in the crystals to defend themselves and repel intruders. Lair Actions On initiative count 20 (losing initiative ties), the crystalline monolith takes a lair action to cause one of the following magical effects; the crystalline monolith can’t use the same effect two rounds in a row: * The crystalline monolith creates an illusory duplicate of itself in its space. The double moves or speaks according to the monolith’s mental direction. Each time a creature targets the monolith with an attack, roll a d20 to determine whether the attack instead targets the duplicate. On a roll of 11 or higher, the attack hits and destroys the duplicate. A creature can use its action to make a DC 15 Intelligence (Investigation) check to determine which monolith is real. On a success, the creature identifies the illusion. The duplicate is intangible, but otherwise is identical to the monolith by sight, smell, or hearing. The duplicate lasts for 1 minute or until the monolith uses this lair action again. * The crystalline monolith vibrates at a frequency that reverberates through the lair, causing the ground to tremble. Each creature on the ground within 60 feet of the monolith (except for the crystalline monolith itself) must succeed on a DC 15 Dexterity saving throw or be knocked prone. * Magically-charged shards of crystal fire from the crystals in the lair, striking up to two targets within 60 feet of the crystalline monolith. The crystalline monolith makes one ranged attack roll (+3 to hit) against each target. On a hit, the target takes 2 (1d4) piercing damage and 2 (1d4) psychic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"lawful neutral","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Crystalline Monolith","description":"The cavern glitters with refracted light bouncing off thousands of crystals. A towering menhir of shimmering crystal dominates the center of the crystals. Whether a rare evolution of silicate life or a wandering nomadic race from some alternate reality, the crystalline monolith is an enigmatic being only found deep underground in caverns where giant crystals flourish and grow. Crystal Gardens. Crystalline monoliths reside in areas of living crystal, these formations often growing to gigantic proportions, resembling the monolith itself. Some sages speculate that crystalline monoliths grow crystals to certain specifications, then use their magic to instill sentience in the crystals as a means of reproducing. Whether for reproduction or some other mysterious purpose, the crystalline monoliths are very protective of their crystal gardens. The environment of these gardens is often not comfortable for most humanoid life; the temperature may be extremely hot or cold, or the cavern may contain poisonous gasses or even be partially-submerged in water. Magical Philosophers. Crystalline monoliths prefer to spend their days in quiet contemplation. They tend their crystal gardens and meditate. If encountered by other intelligent creatures, they are generally open to exchanges of information and intellectual discussion. They prefer to communicate telepathically but can create sounds through vibrations that mimic speech. Aggressive intruders are dealt with according to the level of threat they exhibit. If the crystalline monolith considers the intruders unlikely to cause it harm, it will often use its magic to misdirect opponents or lure them away from the garden. Should the intruders persist or show themselves to be dangerous, a crystalline monolith is not above using its magic to crush and destroy them. It is especially unforgiving to those that try to steal or damage crystals in its lair. Crystalline Nature. A crystalline monolith doesn’t require air, food, drink, or sleep. A Crystalline Monolith’s Lair Crystalline monoliths lair in vast gardens of crystal in mountains or deep underground often near areas of extreme temperature or geothermal activity. They harness the ambient magical energy in the crystals to defend themselves and repel intruders. Lair Actions On initiative count 20 (losing initiative ties), the crystalline monolith takes a lair action to cause one of the following magical effects; the crystalline monolith can’t use the same effect two rounds in a row: The crystalline monolith creates an illusory duplicate of itself in its space. The double moves or speaks according to the monolith’s mental direction. Each time a creature targets the monolith with an attack, roll a d20 to determine whether the attack instead targets the duplicate. On a roll of 11 or higher, the attack hits and destroys the duplicate. A creature can use its action to make a DC 15 Intelligence (Investigation) check to determine which monolith is real. On a success, the creature identifies the illusion. The duplicate is intangible, but otherwise is identical to the monolith by sight, smell, or hearing. The duplicate lasts for 1 minute or until the monolith uses this lair action again. The crystalline monolith vibrates at a frequency that reverberates through the lair, causing the ground to tremble. Each creature on the ground, other than the monolith, within 60 feet of it must succeed on a DC 15 Dexterity saving throw or be knocked prone. Magically charged shards of crystal fire from the crystals in the lair, striking up to two targets within 60 feet of the crystalline monolith. The crystalline monolith makes one ranged attack roll (+3 to hit) against each target. On a hit, the target takes 2 (1d4) piercing damage and 2 (1d4) psychic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"lawful neutral","Expansion":5315,"Challenge Rating":7},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Crystallite","description":"Fans of multicolored crystals sprout from this giant's unremarkable grey flesh. Crystallites are contemplative subterranean giants who have mastered growing crystals from living skin. Each of these beings supports a range of colored and patterned crystals, creating the appearance of a living geode. Obsessive Perfection. Crystallites are obsessed with the perfect patterns that form crystalline structures. Consequently, most crystallites consider order and structure the most desirable qualities a being can possess. Stone Cousins. Crystallites are smaller cousins of the stone giants who dwell in isolated caverns beneath the earth. Rather than be satisfied with the quiet chronicling of their cousins, crystallites sought a way to become one with the earthen structures they so admire. Quiet Contemplation. Crystallites spend the majority of their lives in quiet contemplation, attempting to master their physiology and reflect on the nature of crystalline symmetry. Occasionally, crystallites seek out similar beings of greater knowledge like crystalline monoliths (see Tome of Beasts 2) and offer devotion in exchange for tutelage. False Appearance. While the crystallite remains motionless, it is indistinguishable from a large geode. Final Form. When a crystallite dies, its corpse transforms into crystal and becomes a Large object that can be attacked and destroyed (AC 17; hp 45; immunity to poison and psychic damage). It can no longer be affected by spells and effects that target creatures. Actions Multiattack. The crystallite makes two Crystal Limb attacks. It can replace one attack with a use of Biomineralize. Crystal Limb. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the crystallite impales the target on its limb, grappling the target (escape DC 14) if it is a Medium or smaller creature. When this grapple ends, the target takes 9 (2d8) slashing damage. The crystallite has two Crystal Limbs, each of which can grapple only one target. Biomineralize. The crystallite absorbs lifeforce from one creature grappled by it. The target must make a DC 14 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the crystallite regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. Reactions Calcify. When the crystallite takes 5 damage or more on a single turn, it can reduce its hp maximum by an amount equal to the damage taken and gains a +1 bonus to AC. The reduction and the bonus last until the crystallite finishes a long rest. The crystallite can't increase its AC above 20 using this reaction.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Cthulhu","description":"Known to some as the Dreamer in the Deep, Great Cthulhu is the mightiest of the Great Old Ones. Cthulhu is represented often in artwork—particularly in sculpture, painting, and poetry, for his influence is particularly strong among such sensitive and creative minds. In these eldritch works of art, he is depicted or described as having a vaguely humanoid frame, but with immense draconic wings and an octopus-shaped head. His actual form is somewhat fluid—the Great Old One can shift and reshape his exact countenance as he wills, allowing him to occupy a smaller space than one might expect for a creature that stands over 100 feet tall. It is fortunate indeed that Cthulhu is currently imprisoned on a distant planet within the sunken city of R'lyeh. There, the Great Old One slumbers away the eons in a state neither quite dead nor living, held in stasis by ancient magic and the potency of the Elder Sign, yet at times the city rises from the sea and the doors to his tomb open, granting Cthulhu limited mobility before he must return to his tomb. Cthulhu's Cult. Although Cthulhu is imprisoned on a far-flung world, his dreams span the gulfs of existence and are capable of touching upon the sleeping minds of sensitive or artistic souls, inspiring them with insane visions and driving the creation of all manner of eldritch artistry. In such ways, his cult spreads like a night-borne virus of the dreaming mind across all worlds on which sapient life dwells. Cthulhu is worshiped by various aquatic races and folk who dwell along coasts, but also among certain decadent or fringe societies of artists, poets, and philosophers. When they form, his cults are secretive and careful to hide their allegiance to the Great Old One, meeting only in desolate and otherwise abandoned locales hidden from society's notice. Central among his cult's beliefs is the prophecy that one day, the stars will be right and Great Cthulhu shall rise from his corpse-city to usher in the end times, wiping clean all worlds to make them ready for his kind. The cultists believe they might be spared this fate through proper obeisance and fealty, when in truth Cthulhu is unlikely to notice the difference between those who worship him and anyone else. Cthulhu's cult is associated with cataclysms, dreams, and the stars, and his sacred symbol is a complex rune surrounding an open eye. Cthulhu's temples are monolithic structures of a stark and cyclopean architectural style, but most of his faithful lack the resources to build such temples and instead make do with what they can, hiding away personal shrines in underground chambers or in shacks or glades in the remote wilderness. Immortality. Cthulhu does not age, nor does he need to eat or breathe. Only violence can bring about the death of a Great Old One, and even then, only temporarily. CTHULHU'S LAIR Cthulhu's lair is typically a grand temple, fallen into obscurity from aeons of neglect. He may also be found keeping court in deep undersea caves. Cthulhu's dread presence permeates the lair, making it sick with the taint of madness and causing its cyclopean proportions to distort in the mind. LAIR ACTIONS On initiative count 20 (losing all initiative ties), Cthulhu can use one of his lair action options. He can’t do so while incapacitated or otherwise unable to take actions. If surprised, he can’t use one until after his first turn in the combat. Chill. Unnatural chill permeates a 20-foot radius centereed on a point Cthulhu can see within 120 feet. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) cold damage. Madness. Shadows of the mind afflict a 20-foot radius centereed on a point Cthulhu can see within 120 feet. Creatures in the area must succeed on a DC 15 Wisdom saving throw or suffer a short-term madness. Non-Euclidean Shifts. Cthulhu chooses two creatures within 120 feet that he can see. The targets must succeed on a DC 15 Intelligence saving throw. On a failure, the creature moves up to 10 feet in a direction of Cthulhu's choice, without provoking opportunity attacks or causing the target to leave a solid surface or a body of water. If both targets fail, Cthulhu can instead switch their positions. REGIONAL EFFECTS · Creatures that sleep within 1 mile of the lair can sense Cthulhu's dreams. Dreamers may be inspired, frightened, or bewildered. · Cthulhu's huge temples seem to defy ordinary geometry. Passages and rooms may overlap or differ in length, seemingly in contradiction of physical possiblity. · Intelligent creatures within 1 mile of the lair may gradually develop various forms of madness. The more sensitive or powerful the intellect, the worse the madness. 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These alien creatures stand about four and a half feet tall, with a broad, bipedal body. The resemblance to a humanoid ends there, as its body is covered in coarse, black hair, and three tentacle-like appendages sprout from its torso—two from the shoulders, and the third from the center of its torso. These arms are more like tails or extensions of its spine, composed of vertebrae and powerful muscles, able to write and constrict like a snake. A curving horn rises from its forehead, beneath which are three large, round eyes: one blue, one red, and one green. The eyes can move independently of one another. Its mouth has five rows of teeth, and its jaws extend outward from the skull when it bites, allowing it to use all its teeth to rend and tear its prey. Cuegle are cruel predators, preferring to hunt sentient prey. They prey upon the solitary, the weak, and the undefended. If its favored prey are inaccessible, they will sustain themselves on pets and livestock, if only to cause grief to those on which it would prefer to feed. Cuegle attacks are typically stealthy, with the creature attempting to kill or subdue its prey quickly before carrying it off to its lair: typically, a cave or ruin nearby. Cuegle lair within a few miles of local humanoid settlements if possible. See Through Time. The eyes of a cuegle have sight beyond the norm, piercing the temporal veil. Its central red eye sees the present and the blue eye sees into the past, while the green eye sees into the future. Focusing these eyes on a creature allows the cuegle to see through the expanse of the creature’s timeline, giving it insight into the creature and its future and past deeds. Temporal Tastes. A cuegle’s palate is influenced by what it sees in the timeline of its victims. The choicest morsels are innocents it views, with its green eye, that will commit great evils in the future. Only slightly less delectable are goodly individuals who have redeemed themselves of evil acts in the past, seen through its blue eye. Child Snatcher . This fiendish beast creature has a predilection for stealing newborns at the beginning of their timeline, and any child in a cradle is in danger. What happens to the babies it steals is not known; The only thing that is certain is that they are never seen again. Because of its aversion to oak and holly, wood from these trees is often placed in babies' cradles to protect them.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":5},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Cueyatl","description":"Deep in the coastal jungles, the frog-like cueyatl subjugate other humanoids, forcing them into labor or delivering them to enigmatic gods. Deadly Poisons. Giant ants and venomous aquatic life in the cueyatl diet help them generate poisonous secretions from their skin and in their saliva. The cueyatl use this poison to coat their weapons both for hunting and war. Savage Pirates. Knifing through the water in their outrigger canoes, the cueyatl attack ships that blunder into their coastal waters with great ferocity. The cargo is often left aboard if the cueyatl have no immediate use for it; the ships' crews are their main targets, sacrificed to appease their temperamental gods. Fiercely Obedient. Their priesthoods work together closely under the cueyatl priest-kings. These priest-kings speak with the authority of the gods, and the cueyatl never waver in their obedience, even to the point of self-sacrifice.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"lawful evil","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Cueyatl Moon Priest","description":"Deep in the coastal jungles, the frog-like cueyatl subjugate other humanoids, forcing them into labor or delivering them to enigmatic gods. Deadly Poisons. Giant ants and venomous aquatic life in the cueyatl diet help them generate poisonous secretions from their skin and in their saliva. The cueyatl use this poison to coat their weapons both for hunting and war. Savage Pirates. Knifing through the water in their outrigger canoes, the cueyatl attack ships that blunder into their coastal waters with great ferocity. The cargo is often left aboard if the cueyatl have no immediate use for it; the ships' crews are their main targets, sacrificed to appease their temperamental gods. Fiercely Obedient. Their priesthoods work together closely under the cueyatl priest-kings. These priest-kings speak with the authority of the gods, and the cueyatl never waver in their obedience, even to the point of self-sacrifice.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"lawful evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Cueyatl Sea Priest","description":"Deep in the coastal jungles, the frog-like cueyatl subjugate other humanoids, forcing them into labor or delivering them to enigmatic gods. Deadly Poisons. Giant ants and venomous aquatic life in the cueyatl diet help them generate poisonous secretions from their skin and in their saliva. The cueyatl use this poison to coat their weapons both for hunting and war. Savage Pirates. Knifing through the water in their outrigger canoes, the cueyatl attack ships that blunder into their coastal waters with great ferocity. The cargo is often left aboard if the cueyatl have no immediate use for it; the ships' crews are their main targets, sacrificed to appease their temperamental gods. Fiercely Obedient. Their priesthoods work together closely under the cueyatl priest-kings. These priest-kings speak with the authority of the gods, and the cueyatl never waver in their obedience, even to the point of self-sacrifice.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"lawful evil","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Cueyatl Warchief","description":"A small frog-like figure wearing a colorful feathered headdress sits astride a mosquito the size of a horse. The mosquito is decorated in similar feathers and colors as its rider. Mounted Warrior. The warchiefs of the cueyatl (see Creature Codex ) ride into battle atop large insects, such as giant spiders, giant wasps, or carrier mosquitos (see Tome of Beast 2), that have been fitted with special saddles to prevent the warchiefs from falling during battle. Each warchief spends months or even years training and battling alongside its mount, their movements becoming as one during combat. Chosen by the Gods. Each cueyatl tribe has one warchief that is selected by the high priest, who receives visions of the next warchief from the tribe's patron deity. A warchief is then tasked with leading cueyatl warriors into battle against threats to the tribe or in disputes of territory with other cueyatl or humanoids in the area. Greatest Warrior . Even though the warchief is selected by a high priest, the chosen cueyatl is always one of the mightiest warriors of the tribe. Warchiefs are fierce in battle and are driven with a zeal of righteousness after being chosen by the gods to lead their people. Amphibious. The warchief can breathe air and water. Insect Affinity. Insects understand the warchief and view it favorably. The warchief can communicate simple ideas, through words and gestures, with insectoid Beasts, and the warchief has advantage on Wisdom (Animal Handling) checks made when interacting with such Beasts. Jungle Camouflage. The warchief has advantage on Dexterity (Stealth) checks made to hide in jungle terrain. Locked Saddle. The warchief can't be knocked prone, dismounted, or moved against its will while mounted. Mounted Warrior. While the warchief is mounted, its mount can't be charmed or frightened. Slippery. The warchief has advantage on saving throws and ability checks made to escape a grapple. Spirited Charge. If the warchief moves at least 20 feet straight toward a creature while mounted and then hits with a Lance attack on the same turn, the warchief can use a bonus action to command its mount to make one melee weapon attack against that creature as a reaction. Standing Leap. The warchief's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Multiattack. The cueyatl warchief makes two Lance attacks. If the warchief is mounted, its mount can then make one melee weapon attack. Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage plus 7 (2d6) poison damage. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage. Reactions Mounted Parry. The warchief adds 3 to its AC or its mount's AC against one melee attack that would hit it or its mount. To do so, the warchief must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Cueyatl)","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Cueyatl Warrior","description":"Deep in the coastal jungles, the frog-like cueyatl subjugate other humanoids, forcing them into labor or delivering them to enigmatic gods. Deadly Poisons. Giant ants and venomous aquatic life in the cueyatl diet help them generate poisonous secretions from their skin and in their saliva. The cueyatl use this poison to coat their weapons both for hunting and war. Savage Pirates. Knifing through the water in their outrigger canoes, the cueyatl attack ships that blunder into their coastal waters with great ferocity. The cargo is often left aboard if the cueyatl have no immediate use for it; the ships' crews are their main targets, sacrificed to appease their temperamental gods. Fiercely Obedient. Their priesthoods work together closely under the cueyatl priest-kings. These priest-kings speak with the authority of the gods, and the cueyatl never waver in their obedience, even to the point of self-sacrifice.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"lawful evil","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Cult Exarch of Asmodeus","description":"The Cult of Asmodeus is the largest and arguably the most feared of the diabolical cults. While other cults may worship different archdevils, they must still acknowledge Asmodeus as the supreme leader that holds power and authority over them. Power and Wealth. Although the cult may have fiendish and monstrous members, the majority of its sects are secretly located in civilized human cities and a few from the other fair races. Those who join the cult mostly use the membership to take advantage of the cult’s political reach and deep resources to gain wealth and power. As such, a large number of members are local politicians, merchants, and noblemen. Shrewd Negotiators. However, some do join in hopes of following the ideology of Asmodeus and become priests. Like Asmodeus, the cultists see themselves cut above the rest, and are often regarded by others as arrogant, cruel, and elitist. But despite these negative qualities, majority of their membership are very sharp, intuitive, and very skillful diplomats, forming secret alliances and lucrative trade deals with various organizations, legitimate or not. They have been mostly successful due to their ability to use Dominance of Nessus, as well as their array of coercive spells. If they encounter a threat or problem, they rarely act on it themselves. Instead, they use or leverage other individuals, organizations, or cults to take care of it. Traits Demands of Nessus. At the start of each of the cult exarch's turns, it can choose one ally it can see within 30 feet of it. The chosen ally loses 10 hit points, and the cult exarch regains the same number of hit points. If the cult exarch is incapacitated, it makes no choice; instead, the closest ally within 30 feet is the chosen ally. Actions Multiattack. The cult high priest makes two Red Scepter attacks. Ruby Scepter (Mace). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 18 (4d8) psychic damage, and the target must succeed on a DC 17 Wisdom saving throw. On a failed save, the creature is stunned until the end of the cult exarch's next turn. Word of Submission (Recharges after a Long Rest). The cult exarch channels the voice of Asmodeus through a word of power. Each creature of the cult exarch's choice that is within 60 feet of it, can hear it, and not already affected by Word of Submission must succeed on a DC 17 Wisdom saving throw. On a failed save, the creature takes 18 (4d8) psychic damage is frightened for 1 minute. A creature frightened in this way is stunned. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to Word of Submission for the next 24 hours. On a successful save, the creature takes half as much damage and isn't frightened. Spellcasting. The cult exarch casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: guidance, sacred flame (4d8), thaumaturgy 3/day each: command, hold person 1/day each: antimagic field, banishment, bestow curse, confusion, dominate monster, dominate person, fear, flame strike, project image Bonus Actions Dominance of Nessus (4/Day). Saving throws made against the cult exarch's spells and actions this turn are made with disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Cult Fanatic","description":"Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Traits Dark Devotion : The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting : The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: • Cantrips (at will): light, sacred flame, thaumaturgy • 1st level (4 slots): command, inflict wounds, shield of faith • 2nd level (3 slots): hold person, spiritual weapon Actions Multiattack : The fanatic makes two melee attacks. Dagger (Melee) : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged) : Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any non-good alignment","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Cult Fanatic","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Traits Dark Devotion : The fanatic has advantage on saving throws against being charmed or frightened . Spellcasting : The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks ). The fanatic has the following cleric spells prepared: Cantrips (at will): light , sacred flame , thaumaturgy • 1st level (4 slots): command , inflict wounds , shield of faith • 2nd level (3 slots): hold person , spiritual weapon Actions Multiattack : The fanatic makes two melee attacks . Dagger : Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage .","properties":{"Category":"Monsters","AC":"13 (Leather Armor)","HP":"33 (6d8+6)","CHA":14,"CON":12,"DEX":14,"INT":10,"STR":11,"WIS":13,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061765/2sBYaEBg-CsIzJDYxFV2bQ/original.png","Roll 0":"Dagger\n1d20 + 4\n1d4+2","Skills":"Deception +4, Persuasion +4, Religion +2","Source":"5th Edition SRD","data-XP":450,"Alignment":"Any Non-good Alignment","Languages":"Any One Language (Usually Common)","data-List":"false","Spell Book":"Light, Sacred Flame, Thaumaturgy, Command, Inflict Wounds, Shield Of Faith, Hold Person, Spiritual Weapon","Token Size":1,"data-Spells":"{\"spells\":{\"cantrips\":[\"light\",\"sacred flame\",\"thaumaturgy\"],\"1st\":[\"command\",\"inflict wounds\",\"shield of faith\"],\"2nd\":[\"hold person\",\"spiritual weapon\"]}}","data-Traits":"[{\"Name\":\"Dark Devotion\",\"Desc\":\"The fanatic has advantage on saving throws against being charmed or frightened.\"},{\"Name\":\"Spellcasting\",\"Desc\":\"The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: \\n\\n\\u2022 Cantrips (at will): light, sacred flame, thaumaturgy \\n\\u2022 1st level (4 slots): command, inflict wounds, shield of faith \\n\\u2022 2nd level (3 slots): hold person, spiritual weapon\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The fanatic makes two melee attacks.\"},{\"Name\":\"Dagger (Melee)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Dagger (Ranged)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"20/60 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+2","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":2,"Passive Perception":11,"data-CrNum":2,"data-AcNum":13,"data-HpNum":33},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cult Fanatic of Baphomet","description":"Baphomet grants his cultists special abilities. All his devotees gain the Labyrinthine Recall trait below. He grants his rank-and-file followers the Unerring Tracker trait, and cult leaders gain the Incite the Hunters trait. Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Labyrinthine Recall. This creature can perfectly recall any path it has traveled. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light , sacred flame , thaumaturgy 1st level (4 slots): command , inflict wounds , shield of faith 2nd level (3 slots): hold person , spiritual weapon Actions Multiattack. The fanatic makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Incite the Hunters (Recharges after a Short or Long Rest). As an action, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally’s Unerring Tracker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cult Fanatic of Dispater","description":"Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Diabolical Cults of Dispater Dispater trades in secrets, offering them in return for a creature’s soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing governments or religious orders. Renegade mind flayers sometimes strike pacts with D⁠ispater in search⁠ of the secrets needed to forever escape an elder brain’s domination. Goals: Power gained and used in secret, influence exerted via blackmail, control of people and organizations through knowledge of their weaknesses and shames Typical Cultist: Acolyte, bandit, bandit captain, cult fanatic, cultist, mage, noble, spy Signature Spells: Guidance (cantrip), identify (1st level), see invisibility (2nd level), clairvoyance (3rd level) Cultists can gain the Infernal Insight trait. Cult leaders might also have the Vexing Escape trait. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon Infernal Insight (Recharges after a Short or Long Rest). As a bonus action⁠, this creature gains advantage on all ability checks and attack rolls it makes until the end of the current turn. Vexing Escape (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see. Actions Multiattack. The fanatic makes two melee attacks. Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Expansion":4,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cult Fanatic of Fierna","description":"Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Diabolical Cults of Fierna Fierna is a master manipulator. Mortals who desire success in love or who seek to become beloved leaders at the head of a band of fanatics are drawn to striking bargains with her. Goals: Control over the emotions of others, turning them into puppets and playthings Typical Cultist: Acolyte, archmage, bandit captain, cult fanatic, cultist, knight, noble, priest, spy Signature Spells: Friends (cantrip), charm person (1st level), suggestion (2nd level), hypnotic pattern (3rd level) Her cultists can gain the Infernal Loyalty trait. Cult leaders can also gain the Loyalty beyond Death trait. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon Infernal Loyalty. This creature has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait. Actions Multiattack. The fanatic makes two melee attacks. Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Reactions Loyalty beyond Death (Recharges after a Short or Long Rest). As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature’s Charisma score + half its number of Hit Dice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cult Fanatic of Geryon","description":"Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Diabolical Cults of Geryon Despite being deposed, Geryon still has the ability to strike bargains. He deals especially with those who seek brute strength⁠. Any warlike monster—such as orcs, ogres, and trolls—can be lured into Geryon’s cult. His cultists⁠ typically form fighting companies and bandit⁠ gangs, proving their strength by defeating others in battle and taking what they want as loot. Goals: Physical prowess, domination of others through strength, destruction of all opposition Typical Cultist: Bandit, bandit captain, berserker, cult fanatic, cultist, gladiator, thug, tribal warrior, veterans Signature Spells: Shillelagh (cantrip), wrathful smite (1st level), enhance ability (2nd level), aura of vitality (3rd level) Members of the cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable⁠ Strength⁠ trait. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon Crushing Blow (Recharges after a Short or Long Rest). As a bonus action⁠, the creature gains a bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1). Actions Multiattack. The fanatic makes two melee attacks. Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Reactions Indomitable⁠ Strength⁠ (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Expansion":4,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cult Fanatic of Geryon","description":"Geryon grants his cultists special abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait. Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light , sacred flame , thaumaturgy 1st level (4 slots): command , inflict wounds , shield of faith 2nd level (3 slots): hold person , spiritual weapon Actions Multiattack. The fanatic makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Bonus Actions Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the creature gains a bonus to the damage roll of its next melee weapon attack roll that hits within the next minute. The bonus equals its Strength modifier (minimum of +1). Reactions Indomitable Strength (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cult Fanatic of Glasya","description":"Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation. Diabolical Cults of Glasya As an expert in finding loopholes and exploiting the law for her own good, Glasya is a patron of thieves and other criminals, especially corrupt nobles. Her influence is supposed to strengthen family bonds, but she has taken a liberal interpretation of that and offers gifts that can be turned against family members. Goblins who risk insurrection against their hobgoblin masters make pacts with G⁠lasya, as do kenku who form criminal gangs. Goals: Power gained by turning a system against itself, yielding power that isn’t only absolute but legitimate on a cultural and legal basis Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, knight, noble, spy, thug Signature Spells: Friends (cantrip), charm person (1st level), invisibility (2nd level), haste (3rd level) G⁠lasya grants the Step into Shadows trait. Cult leaders can also gain the Infernal Ring Leader trait. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon Step into Shadows (Recharges after a Short or Long Rest). As an action⁠, this creature, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn. Actions Multiattack. The fanatic makes two melee attacks. Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Reactions Infernal Ring Leader. As a reaction when this creature is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack⁠ instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Expansion":4,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cult Fanatic of Graz'zt","description":"Graz’zt grants his cultists special abilities. His cultists can gain the Joy from Pain trait, while his cult leaders can gain the Master of Pleasures trait. Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light , sacred flame , thaumaturgy 1st level (4 slots): command , inflict wounds , shield of faith 2nd level (3 slots): hold person , spiritual weapon Actions Multiattack. The fanatic makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Reactions Master of Pleasures. As a reaction when this creature takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cult Fanatic of Juiblex","description":"The Faceless Lord grants its cultists special abilities. Lesser followers can gain the Liquid Movement trait. The most dedicated devotees of ooze can also gain the Slimy Organs trait. Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Slimy Organs. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Whenever this creature suffers a critical hit or is reduced to 0 hit points, it sprays acid; each creature within 5 feet of it takes acid damage equal to its number of Hit Dice. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light , sacred flame , thaumaturgy 1st level (4 slots): command , inflict wounds , shield of faith 2nd level (3 slots): hold person , spiritual weapon Actions Multiattack. The fanatic makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Liquid Movement. As an action, this creature can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cult Fanatic of Levistus","description":"Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Diabolical Cults of Levistus Levistus has no cult in the traditional sense. Instead, he offers favors to those who are desperate to escape a seemingly inevitable fate. Drow are sometimes worshipers of L⁠evistus, as their cruel society often pushes them into situations they feel they can’t escape. Goals: Survival and eventual revenge against those who wrong them Typical Cultist: Assassin, bandit captain, cult fanatic, cultist, mage, noble, spy, thug Signature Spells: Blade ward (cantrip), expeditious retreat (1st level), spider climb (2nd level), gaseous form (3rd level) L⁠evistus usually grants those who pledge their souls to him a single chance to escape from danger, but some cunning folk strike a deal with L⁠evistus, pledging their souls to him in return for escape at a future date. This boon takes the form of the Path of L⁠evistus trait. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon Path of Levistus. This creature magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the creature’s hit points. This ability can be invoked as an action⁠ by the creature or when the creature would die. Once the creature uses it, the creature can’t use it again. Actions Multiattack. The fanatic makes two melee attacks. Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Expansion":4,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cult Fanatic of Mammon","description":"Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Diabolical Cults of Mammon Mammon’s greed overwhelms everything else. He deals with mortals who desire material wealth and provides them with the ability to spread that greed like an infection. The greedy duergar and even some d⁠ragons are prone to falling⁠ prey to Mammon’s temptations, and merchants and trade guilds are vulnerable to his bargains. Goals: Wealth, secured not only to promise personal comfort and power but to deny wealth and its benefits to others. Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, noble, spy, thug Signature Spells: Mending (cantrip), Tenser’s floating disk (1st level), arcane lock (2nd level), glyph of warding (3rd level) Mammon’s cultists⁠ can gain the Grasping Hands trait. Cult leaders can also gain the Promise of Wealth trait. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon Grasping Hands (Recharges after a Short or Long Rest). As a bonus action⁠, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this creature succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds. Promise of Wealth (Recharges after a Short or Long Rest). As a bonus action⁠, this creature chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of this creature’s next turn, those allies gain advantage on all attack rolls against the target. Actions Multiattack. The fanatic makes two melee attacks. Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Expansion":4,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cult Fanatic of Mephistopheles","description":"Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Diabolical Cults of Mephistopheles As a master of the arcane arts, Mephistopheles finds eager recruits among those who study magic. Any monsters⁠ that use spells⁠, such as storm giants⁠ and oni, might follow him, and wizards’ guilds and conclaves of sages are the most likely to come under his influence. Goals: Magical skill and power, backed with the will to use it to crush rivals Typical Cultist: Archmage, cult fanatic, cultist, mage, priest Signature Spells: Fire bolt (cantrip), burning hands (1st level), flaming sphere (2nd level), fireball (3rd level) Mephistopheles’s cultists⁠ can gain the Spell Shield⁠ trait. Cult leaders can also gain the Spell Leech trait. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon Spell Shield⁠. This creature gains advantage on saving throws against spells⁠. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s level. Spell Leech. As a bonus action⁠, this creature chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and this creature gains it. Actions Multiattack. The fanatic makes two melee attacks. Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Expansion":4,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cult Fanatic of Orcus","description":"Orcus grants his rank-and-file cultists the Undying Soul trait, and his cult leaders can gain the Aura of Death trait. Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Aura of Death. This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the creature and any friendly Undead are immune to the frightened condition and have resistance to radiant damage. Enemies have disadvantage on death saving throws while in the aura. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light , sacred flame , thaumaturgy 1st level (4 slots): command , inflict wounds , shield of faith 2nd level (3 slots): hold person , spiritual weapon Actions Multiattack. The fanatic makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cult Fanatic of Yeenoghu","description":"Yeenoghu grants special abilities to his cultists. His most devoted followers gain the Gnashing Jaws action and the Rampage bonus action, while cult leaders gain the Aura of Bloodthirst trait. Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Aura of Bloodthirst. If this creature isn’t incapacitated, any creature that has Rampage can make its Gnashing Jaws attack as a bonus action while within 10 feet of this creature. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light , sacred flame , thaumaturgy 1st level (4 slots): command , inflict wounds , shield of faith 2nd level (3 slots): hold person , spiritual weapon Actions Multiattack. The fanatic makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cult Fanatic of Zariel","description":"Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Diabolical Cults of Zariel Zariel’s cult offers martial training⁠ and talent. It flourishes in areas wracked by war. Refugees with the will to fight but lacking experience are drawn to Zariel, as she can provide them with the skills needed to survive. Established warriors looking for an edge are otherwise her most common recruits. Knightly orders, fighters’ guilds, and mercenary companies are the most likely to come under her sway. Hobgoblins sometimes turn to her, but only if they have escaped the influence of Maglubiyet and his priests⁠. Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Signature Spells: True strike (cantrip), heroism (1st level), spiritual weapon (2nd level), crusader’s mantle (3rd level) Zariel’s cultists can gain the Ferocious Surge trait. Cult leaders can also gain the Infernal Tactics trait. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon Ferocious Surge (Recharges after a Short or Long Rest). When this creature hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit. Infernal Tactics⁠. This creature has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them. Actions Multiattack. The fanatic makes two melee attacks. Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Expansion":4,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cult Fanatic of Zariel","description":"Zariel grants special abilities to her most loyal cultists. They can gain the Ferocious Surge trait, and her cult’s leaders can also gain the Infernal Tactics trait. Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Ferocious Surge (Recharges after a Short or Long Rest). When this creature hits with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit. Infernal Tactics. Immediately after rolling initiative, this creature can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light , sacred flame , thaumaturgy 1st level (4 slots): command , inflict wounds , shield of faith 2nd level (3 slots): hold person , spiritual weapon Actions Multiattack. The fanatic makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cult Fanatic of Zuggtmoy","description":"Zuggtmoy’s cultists are primarily mindless victims of her children’s strange spores. The spores burrow into a victim’s brain, turning it into a fanatic servitor. Each victim gains the Spore Kissed trait. Cult Fanatic Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Traits Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Spore Kissed. This creature is immune to the charmed and frightened conditions. In addition, if it is reduced to 0 hit points, each creature within 10 feet of it takes poison damage equal to its number of Hit Dice. Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light , sacred flame , thaumaturgy 1st level (4 slots): command , inflict wounds , shield of faith 2nd level (3 slots): hold person , spiritual weapon Actions Multiattack. The fanatic makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cult Head of Demogorgon","description":"High priests who have proven themselves worthy of Demogorgon are gifted by the demon prince with deformities, most commonly sprouting an extra grotesque limb or an arm that mutates into a tentacle. These deformities imbue the high priests with additional abilities which eventually allows them to take the position of exarch. Cultists of Demogorgon The Cult of Demogorgon is not a true organization. Instead, it is a set of loosely connected covens of various sizes. The bulk of the cultists are fiends and intelligent aberrations. Their humanoid members are comprised of mostly bandits, thugs, and social outcasts. They do have two common sets of attributes - all share some form of deformity and a level of deranged sociopathy. Most, if not all, are psychopathic killers who hear the voice of their master. Double Headed. Each coven is often led by two heads, each symbolizing Demogorgon's twin heads, Aameul and Hathradiah. These two heads lead separate groups, each with its objectives. They clash with each other as often as they cooperate. While their methods are not efficient, the horrific trail of bodies they leave sow chaos and fear in most civilized lands. Actions Multiattack. The cult head uses Insanity Gaze. It then makes two Quarterstaff attacks or two Bolt of Madness attacks. Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 10 (3d6) psychic damage. Bolt of Madness. Ranged Spell Attack: +8 to hit, range 90 ft., one creature. Hit: 11 (2d6 + 4) psychic damage, and the target must succeed on a DC 16 Wisdom saving throw or it must use its reaction to make a melee weapon attack against one visible creature of the cult head's choice. Constructs and Undead are immune to this effect. Insanity Gaze. The cult head fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on DC 16 Wisdom saving throw or suffer the effect of the confusion spell without making a saving throw. The effect lasts until the start of the cult head's next turn. Spellcasting. The cult head casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16): At will: mage hand, message, minor illusion 2/day each: crown of madness, fear, mirror image 1/day each: bestow curse, contagion, Evard's black tentacles, gate, harm, maddening darkness Duplicate Self (Recharge 5–6). The cult head creates an illusory duplicate of itself, which appears in its space and lasts for 1 minute. On its turn, the cult head can move the illusory duplicate a distance equal to its walking speed (no action required). The first time a creature or an object interacts physically with cult head (for example, by hitting it with an attack), there is a 50 percent chance that the illusory duplicate is affected, not the cult head, in which case the illusion disappears. Bonus Actions Divine Word. The cult head casts divine word using Charisma as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Cult High Priest of Asmodeus","description":"The Cult of Asmodeus is the largest and arguably the most feared of the diabolical cults. While other cults may worship different archdevils, they must still acknowledge Asmodeus as the supreme leader that holds power and authority over them. Power and Wealth. Although the cult may have fiendish and monstrous members, the majority of its sects are secretly located in civilized human cities and a few from the other fair races. Those who join the cult mostly use the membership to take advantage of the cult’s political reach and deep resources to gain wealth and power. As such, a large number of members are local politicians, merchants, and noblemen. Shrewd Negotiators. However, some do join in hopes of following the ideology of Asmodeus and become priests. Like Asmodeus, the cultists see themselves cut above the rest, and are often regarded by others as arrogant, cruel, and elitist. But despite these negative qualities, majority of their membership are very sharp, intuitive, and very skillful diplomats, forming secret alliances and lucrative trade deals with various organizations, legitimate or not. They have been mostly successful due to their ability to use Dominance of Nessus, as well as their array of coercive spells. If they encounter a threat or problem, they rarely act on it themselves. Instead, they use or leverage other individuals, organizations, or cults to take care of it. Traits Demands of Nessus. At the start of each of the cult high priest's turns, it can choose one ally it can see within 30 feet of it. The chosen ally loses 10 hit points, and the cult high priest regains the same number of hit points. If the cult high priest is incapacitated, it makes no choice; instead, the closest ally within 30 feet is the chosen ally. Actions Multiattack. The cult high priest makes two Red Scepter attacks. Red Scepter (Mace). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 13 (3d8) psychic damage. Spellcasting. The cult high priest casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: guidance, sacred flame (3d8), thaumaturgy 3/day each: command, hold person 1/day each: banishment, bestow curse, confusion, dominate person, fear, flame strike, mass suggestion Bonus Actions Dominance of Nessus (3/Day). Saving throws made against the cult high priest's spells this turn are made with disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Cult High Priest of Demogorgon","description":"Cultists of Demogorgon The Cult of Demogorgon is not a true organization. Instead, it is a set of loosely connected covens of various sizes. The bulk of the cultists are fiends and intelligent aberrations. Their humanoid members are comprised of mostly bandits, thugs, and social outcasts. They do have two common sets of attributes - all share some form of deformity and a level of deranged sociopathy. Most, if not all, are psychopathic killers who hear the voice of their master. Double Headed. Each coven is often led by two heads, each symbolizing Demogorgon's twin heads, Aameul and Hathradiah. These two heads lead separate groups, each with its objectives. They clash with each other as often as they cooperate. While their methods are not efficient, the horrific trail of bodies they leave sow chaos and fear in most civilized lands. Actions Multiattack. The cult high priest uses Insanity Gaze. It then makes two Quarterstaff attacks or two Bolt of Madness attacks. Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 10 (3d6) psychic damage. Bolt of Madness. Ranged Spell Attack: +6 to hit, range 90 ft., one creature. Hit: 10 (2d6 + 3) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or it must use its reaction to make a melee weapon attack against one visible creature of the cult high priest's choice. Constructs and Undead are immune to this effect. Insanity Gaze. The cult high priest fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on DC 14 Wisdom saving throw or suffer the effect of the confusion spell without making a saving throw. The effect lasts until the start of the cult high priest's next turn. Spellcasting. The cult high priest casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14): At will: mage hand, message, minor illusion 2/day each: crown of madness, mirror image 1/day each: bestow curse, contagion, Evard's black tentacles, fear, harm","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Cult Leader","description":"Traits Dark Devotion. The cult leader has advantage on saving throws against being charmed or frightened. Legendary Resistance (1/Day). If the cult leader fails a saving throw, it can choose to succeed instead. Actions Multiattack. The cult leader makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Spellcasting. The cult leader casts one of the following spells using Wisdom as the spellcasting ability (save DC 14, +6 to hit with spell attacks): At will: light, sacred flame (2d8), thaumaturgy, toll the dead (2d8 or 2d12) 1/day each: command, blindness/deafness, hold person, glyph of warding, inflict wounds, motivational speech, spirit guardians Reactions Protective Thrall. When the cult leader is hit by an attack, one ally within 5 feet of the cult leader must use its reaction to be hit by the attack instead. Legendary Actions The cult leader can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cult leader regains spent legendary actions at the start of its turn. Beguile. The cult leader targets a creature it can see within 30 feet of it. If the target can see or hear the cult leader, the target must succeed on a DC 14 Wisdom saving throw or be charmed until the end of its next turn. Cantrip. The cult leader casts sacred flame or toll the dead . Dark Exhortation (Costs 2 Actions). The cult leader targets one ally it can see within 30 feet of it. If the target can see or hear the cult leader, the target can use its reaction to move up to half its speed and make one melee weapon attack with advantage on the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any non-good alignment","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Cult Priest of Asmodeus","description":"The Cult of Asmodeus is the largest and arguably the most feared of the diabolical cults. While other cults may worship different archdevils, they must still acknowledge Asmodeus as the supreme leader that holds power and authority over them. Power and Wealth. Although the cult may have fiendish and monstrous members, the majority of its sects are secretly located in civilized human cities and a few from the other fair races. Those who join the cult mostly use the membership to take advantage of the cult’s political reach and deep resources to gain wealth and power. As such, a large number of members are local politicians, merchants, and noblemen. Shrewd Negotiators. However, some do join in hopes of following the ideology of Asmodeus and become priests. Like Asmodeus, the cultists see themselves cut above the rest, and are often regarded by others as arrogant, cruel, and elitist. But despite these negative qualities, majority of their membership are very sharp, intuitive, and very skillful diplomats, forming secret alliances and lucrative trade deals with various organizations, legitimate or not. They have been mostly successful due to their ability to use Dominance of Nessus, as well as their array of coercive spells. If they encounter a threat or problem, they rarely act on it themselves. Instead, they use or leverage other individuals, organizations, or cults to take care of it. Actions Multiattack. The cult priest makes two Red Scepter attacks. Red Scepter (Mace). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 9 (2d8) psychic damage. Spellcasting. The cult priest casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: guidance, sacred flame (2d8), thaumaturgy 3/day each: command, hold person 1/day each: banishment, fear, flame strike Bonus Actions Dominance of Nessus (2/Day). Saving throws made against the cult priest's spells this turn are made with disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Cult Priest of Demogorgon","description":"Cultists of Demogorgon The Cult of Demogorgon is not a true organization. Instead, it is a set of loosely connected covens of various sizes. The bulk of the cultists are fiends and intelligent aberrations. Their humanoid members are comprised of mostly bandits, thugs, and social outcasts. They do have two common sets of attributes - all share some form of deformity and a level of deranged sociopathy. Most, if not all, are psychopathic killers who hear the voice of their master. Double Headed. Each coven is often led by two heads, each symbolizing Demogorgon's twin heads, Aameul and Hathradiah. These two heads lead separate groups, each with its objectives. They clash with each other as often as they cooperate. While their methods are not efficient, the horrific trail of bodies they leave sow chaos and fear in most civilized lands. Traits Two Minds of Chaos. The cult priest has advantage on all Intelligence, Wisdom, and Charisma saving throws. Actions Multiattack. The cult priest makes two Quarterstaff attacks or two Bolt of Madness attacks. Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) psychic damage. Bolt of Madness. Ranged Spell Attack: +4 to hit, range 90 ft., one creature. Hit: 9 (2d6 + 2) psychic damage, and the target must succeed on a DC 12 Wisdom saving throw or it must use its reaction to make a melee weapon attack against one visible creature of the cult priest's choice. Constructs and Undead are immune to this effect. Spellcasting. The cult priest casts one of the following spells using Charisma as the spellcasting ability (spell save DC 12): At will: mage hand, message, minor illusion 2/day each: crown of madness, mirror image 1/day each: contagion, Evard's black tentacles, fear","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Cultist","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes , cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion : The cultist has advantage on saving throws against being charmed or frightened . Actions Scimitar : Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage .","properties":{"Category":"Monsters","AC":"12 (Leather Armor)","HP":"9 (2d8)","CHA":10,"CON":10,"DEX":12,"INT":10,"STR":11,"WIS":11,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061779/U2LJYVxLQ-nMrI1Eidbh-Q/original.png","Roll 0":"1d20 + 3\n1d6+1","Skills":"Deception +2, Religion +2","Source":"5th Edition SRD","data-XP":25,"Alignment":"Any Non-good Alignment","Languages":"Any One Language (Usually Common)","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Dark Devotion\",\"Desc\":\"The cultist has advantage on saving throws against being charmed or frightened.\"}]","data-Actions":"[{\"Name\":\"Scimitar\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"+0","data-CON-mod":"+0","data-DEX-mod":"+1","data-INT-mod":"+0","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/8","Passive Perception":10,"data-CrNum":0.125,"data-AcNum":12,"data-HpNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Cultist","description":"Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion : The cultist has advantage on saving throws against being charmed or frightened. Actions Scimitar : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any non-good alignment","Expansion":2,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Cultist","description":"Dogmatic and often unhinged, cultists draw upon forbidden, eldritch allies for a taste of arcane might.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":26275,"Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Cultist of Asmodeus","description":"Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Diabolical Cults of Asmodeus Asmodeus demands the loyalty of all cultists who gain power and leadership in the cults of the Nine. His cult subsumes all the others. Any NPC who leads a diabolical cult must acknowledge the power of Asmodeus. In return, the most worthy of those leaders gain the Demands of Nessus trait. Traits Dark Devotion. The cultist⁠ has advantage on saving throws against being charmed or frightened. Demands of Nessus. At the start of each of this creature’s turns, this creature can choose one ally it can see within 30 feet of it. The chosen ally loses 10 hit points, and this creature regains the same number of hit points. If the creature is incapacitated, it makes no choice; instead, the closest ally within 30 feet is the chosen ally. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Expansion":4,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Atropus","description":"Cultists Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Elder Evils Blessings Through generations of study and grim practice, the disciples of certain Elder Evils have mastered the ability to bestow supernatural gifts on minions they select for the privilege. Any creature that serves a cult of Elder Evil, including a star spawn, can be given one of these rewards—usually as compensation for faithful service, but sometimes as a chance for a creature that breached the cult’s laws to redeem itself. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Gaze of Corruption (Recharge 6). The cultist⁠ targets⁠ one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned⁠ target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Atropus","description":"Elder Evil Blessings Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following power is unique to the Cult of Atropus, the World Born Dead; typically a creature has only one. Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist of Baalzebul","description":"Cultists Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Diabolical Cults of Baalzebul Baalzebul typically recruits individuals rather than cults. He offers hope to those whose failures drive them to seek redemption. Goals: Restoration of honor and respect, at the cost of those who stole it Typical Cultist: Any NPC or monster that has suffered a fall from grace He grants a boon, the Path of B⁠aalzebul trait, that allows a favored cultist to look good in the aftermath of an ally’s failure. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Path of Baalzebul. As a bonus action⁠ on its turn, this creature can choose one ally it can see within 30 feet of it. Until the start of this creature’s next turn, it gains advantage on all ability checks and attack rolls, while the chosen ally suffers disadvantage on all ability checks⁠, attack⁠ rolls⁠, and saving throws. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Balor","description":"Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Demonic Boons Demons of sufficient cunning and power can bestow boons, using the boons’ recipients as pawns. A demon can grant a specia⁠l trait based on its type, a balor grants the trait Fiery Soul. Traits Dark Devotion. The cultist⁠ has advantage on saving throws against being charmed or frightened. Fiery Soul. This creature has resistance to fire damage. When it dies, it explodes; each creature within 10 feet of it takes fire damage equal to its number of Hit Dice. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Expansion":4,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Baphomet","description":"Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Cultists⁠ of Baphomet include nobles who use their vassals as playthings, assassins who practice their murderous art for the sheer love of hunting intelligent creatures, and paranoid humans who combine a hatred⁠ of outsiders with bloodthirstiness. Cults of Baphomet Known as the Horned King, Baphomet divides the creatures of the world into two groups. Those who acknowledge his power are his servants, and he endows them with savagery and a hunter’s cunning. The rest are prey, creatures to be hunted and slaughtered. His aim is to transform the cosmos into his personal hunting ground. B⁠aphomet is a savage entity, but he tempers his ferocity with shrewdness. He loves the hunt and the sense of impending doom that comes over prey that can’t escape his pursuit. His fondness for labyrinths, instilled in the minotaurs he created, reflects this aspect of his personality. B⁠aphomet⁠ studies every detail of the mazes he creates and exults in the dread that overcome those who become lost in them. He tracks them at his leisure, striking only after the maze’s contorted corridors have exhausted the energy and the hope of his victims. Cultists. The cult of B⁠aphomet attracts those who see themselves as superior to everyone else, to the extent that they consider other people little more than animals. B⁠aphomet’s teachings reinforce these beliefs, appealing to the ego and justifying narcissism. Bigots are also drawn to B⁠aphomet’s doctrine of individual superiority. Typically, a cult builds a maze beneath a castle, a guild hall, or some other place it controls. The cultists⁠⁠ drug their victims, strip them of their weapons⁠ and armor, and place them in the labyrinth before they wake up disoriented. Then the cultists⁠ stalk their prey in the maze. They howl as they chase their quarry, striking fear into their victims’ hearts before descending for the kill. If the hunt claims a particularly powerful creature, B⁠aphomet might bestow boons on the cultists⁠ as a reward. Demonic Boons Ability Score Adjustment: Up to a +4 bonus to Strength, Wisdom, or both (not applied) Baphomet grants the gifts of cunning and physical power. He grants his rank-and-file followers the Unerring Tracker trait, and cult leaders gain the Incite the Hunters trait. All of his devotees also gain the Labyrinthine Recall trait. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Unerring Tracker. As a bonus action⁠, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action⁠ this creature learns the current distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target. Incite the Hunters (Recharges after a Short or Long Rest). As an action⁠, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack⁠ as a reaction against the target of that ally’s Unerring Tracker. Labyrinthine Recall. This creature can perfectly recall any path it has traveled. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Baphomet","description":"Baphomet grants his cultists special abilities. All his devotees gain the Labyrinthine Recall trait below. He grants his rank-and-file followers the Unerring Tracker trait. Cultists Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Labyrinthine Recall. This creature can perfectly recall any path it has traveled. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Bonus Actions Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist of Borem","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Elder Evils Blessings Through generations of study and grim practice, the disciples of certain Elder Evils have mastered the ability to bestow supernatural gifts on minions they select for the privilege. Any creature that serves a cult of Elder Evil, including a star spawn, can be given one of these rewards—usually as compensation for faithful service, but sometimes as a chance for a creature that breached the cult’s laws to redeem itself. Traits Dark Devotion. The cultist⁠ has advantage on saving throws against being charmed or frightened. Borem’s Embrace (1/Day). The cultist⁠ touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist⁠ is incapacitated or dies, or until the target is immersed in water. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Borem","description":"Elder Evil Blessings Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following power is unique to the Cult of Borem of the Lake of Boiling Mud; typically a creature has only one. Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit : 4 (1d6 + 1) slashing damage. Borem’s Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist of Demogorgon","description":"Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Cults of Demogorgon The Prince of Demons is a being of unfettered violence and rage, the mightiest of the demon lords. His twin heads, Aameul and Hathradiah, compete in some ways and cooperate in others. The result is an entity that is capable of devising and enacting the most clever strategies, paranoid at all times about threats to his rule (which certainly exist in the chaos of the Abyss), and possessed of immense physical power. D⁠emogorgon prefers to meets every challenge with overwhelming force and to ferret out enemies long before they can marshal the strength⁠ to make a serious stand against him. He sees every living creature as a potential threat—and only those who debase themselves before him have a chance of escaping his wrath. His ultimate goal is to empty the multiverse of all other creatures, even his cultists⁠. Free from any prospect of being betrayed or insulted, he can finally rest in a perfectly peaceful cosmos. According to one hypothesis, if D⁠emogorgon were ever to achieve this end, his two heads would finally fight to the death, each devouring the other and leaving behind nothing but a void. Cultists. Demons comprise the majority of D⁠emogorgon’s cultists⁠, since he commands unmatched power in the Abyss. The mere sight of him anywhere in that realm can transfix lesser demons and instantly compel them to do his bidding. In mortal realms, people can fall under his sway simply by laying eyes on a true copy of his symbol⁠, crafted either by D⁠emogorgon or one of his most powerful demonic followers. An individual exposed to such a symbol⁠ becomes an agent of D⁠emogorgon⁠, dedicated ever after to a life of lurking in the shadows, lashing out against unsuspecting victims and striking fear into those who discover the bodies left behind. Demonic Boons Ability Score Adjustment: Up to a +4 bonus to Strength, Charisma, or both (not applied) Demogorgon’s followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Madness⁠ trait. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Two Minds of Madness⁠. This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Demogorgon","description":"Demogorgon’s followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Chaos trait. Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Two Minds of Chaos. This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist of Dispater","description":"Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Diabolical Cults of Dispater Dispater trades in secrets, offering them in return for a creature’s soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing governments or religious orders. Renegade mind flayers sometimes strike pacts with Dispater in search⁠ of the secrets needed to forever escape an elder brain’s domination. Goals: Power gained and used in secret, influence exerted via blackmail, control of people and organizations through knowledge of their weaknesses and shames Typical Cultist: Acolyte, bandit, bandit captain, cult fanatic, cultist, mage, noble, spy Cultists can gain the Infernal Insight trait. Cult leaders might also have the Vexing Escape trait. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Infernal Insight (Recharges after a Short or Long Rest). As a bonus action⁠, this creature gains advantage on all ability checks and attack rolls it makes until the end of the current turn. Vexing Escape (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Fierna","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Diabolical Cults of Fierna Fierna is a master manipulator. Mortals who desire success in love or who seek to become beloved leaders at the head of a band of fanatics are drawn to striking bargains with her. Goals: Control over the emotions of others, turning them into puppets and playthings Typical Cultist: Acolyte, archmage, bandit captain, cult fanatic, cultist, knight, noble, priest, spy Her cultists can gain the Infernal Loyalty trait. Cult leaders can also gain the Loyalty beyond Death trait. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Infernal Loyalty. This creature has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Reactions Loyalty beyond Death (Recharges after a Short or Long Rest). As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature’s Charisma score + half its number of Hit Dice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Fraz-Urb'luu","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Cults of Fraz-Urb'luu The most deceptive of all demons, Fraz-Urb’luu is a master illusionist⁠ and weaver of lies. He thrives by luring his cultists⁠ and his enemies alike into lives of self-delusion. He can take on nearly any form, usually appearing in whatever shape is most pleasing to a potential cultist. Fraz-Urb’luu considers himself the smartest entity in the cosmos, the only one who can see through all of reality’s lies and understand the truth that lies beyond them. Yet the truth that he sees remains known only to him. He utters cryptic remarks about a grand design that guides the cosmos toward some unknown end, but none can say whether these statements are another layer of deception or evidence of a true insight. Cultists. Those who worship Fraz-Urb’luu fall into two camps. Most of his so-called “cultists,” rather than being true volunteers, are unfortunates duped into honoring him because they listened to his lies. Fraz-Urb’luu might appear to a desperate paladin and claim to be a saintly figure, or contact a wizard⁠ while in the guise of a wise sage. He tells these folk whatever stories and promises they want to hear, playing to their needs and slowly drawing them into his circle of influence. He especially enjoys using the arrogance and vanity of good folk against them, helping to bring about their downfall. A few of his followers are illusionists, deceivers, and con artists who seek him out. Fraz-Urb’luu makes use of their talents, and rewards these supplicants appropriately, as long as they follow his example in the campaign to bring about the downfall of all that is lawful and good. Demonic Boons Ability Score Adjustment: Up to a +4 bonus to Wisdom, Charisma, or both (not applied) As a master of deceit, Fraz-Urb’luu teaches his initiates the secrets of lies and illusions. They can also gain the Liar’s Eye trait. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Liar’s Eye. This creature has advantage on Wisdom (Insight or Perception) checks. As a bonus action⁠, it automatically detects the location of all illusions and hidden creatures within 15 feet of it. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Fraz-Urb'luu","description":"Fraz-Urb’luu grants his cultists the Liar’s Eye trait. Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Liar’s Eye. This creature has advantage on Wisdom (Insight or Perception) checks. As a bonus action, the creature detects the location of all illusions and hidden creatures within 15 feet of it. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist of Geryon","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Diabolical Cults of Geryon Despite being deposed, Geryon still has the ability to strike bargains. He deals especially with those who seek brute strength⁠. Any warlike monster—such as orcs, ogres, and trolls—can be lured into Geryon’s cult. His cultists⁠ typically form fighting companies and bandit⁠ gangs, proving their strength⁠ by defeating others in battle and taking what they want as loot. Goals: Physical prowess, domination of others through strength, destruction of all opposition Typical Cultist: Bandit, bandit captain, berserker, cult fanatic, cultist, gladiator, thug, tribal warrior, veterans Members of the cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable⁠ Strength⁠ trait. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Crushing Blow (Recharges after a Short or Long Rest). As a bonus action⁠, the creature gains a bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1). Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Reactions Indomitable⁠ Strength⁠ (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Geryon","description":"Geryon grants his cultists special abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait. Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Bonus Actions Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the creature gains a bonus to the damage roll of its next melee weapon attack roll that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist of Glasya","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Diabolical Cults of Glasya As an expert in finding loopholes and exploiting the law for her own good, Glasya is a patron of thieves and other criminals, especially corrupt nobles. Her influence is supposed to strengthen family bonds, but she has taken a liberal interpretation of that and offers gifts that can be turned against family members. Goblins who risk insurrection against their hobgoblin masters make pacts with Glasya, as do kenku who form criminal gangs. Goals: Power gained by turning a system against itself, yielding power that isn’t only absolute but legitimate on a cultural and legal basis Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, knight, noble, spy, thug Glasya grants the Step into Shadows trait. Cult leaders can also gain the Infernal Ring Leader trait. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Step into Shadows (Recharges after a Short or Long Rest). As an action⁠, this creature, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Reactions Infernal Ring Leader. As a reaction when this creature is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack⁠ instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Goristro","description":"Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Demonic Boons Demons of sufficient cunning and power can bestow boons, using the boons’ recipients as pawns. A demon can grant a specia⁠l trait based on its type, a goristro grants the trait Labyrinthine Recall. Traits Dark Devotion. The cultist⁠ has advantage on saving throws against being charmed or frightened. Labyrinthine Recall. This creature can perfectly recall any path it has traveled. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Expansion":4,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Graz'zt","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Cults of Graz’zt The lord of pleasure and limitless indulgence, Graz’zt is the ultimate hedonist. He incites lust and uncontrollable urges in both his cultists⁠ and his enemies. In Graz’zt’s eyes, the universe is a great plaything, and one day he will be its master. All other creatures and things will be allowed to exist only if they give him pleasure. When he ascends to dominate the cosmos, all who are left will love and worship him. Despite his extreme self-indulgence, Graz’zt isn’t blind to what goes on around him. He can curb his lust when he needs to plot against an enemy or counter an attack⁠. When he must contend with an enemy, he fights with a detached, thoughtful demeanor, channeling his frustration at being distracted from pleasurable pursuits into the actions of a cool, efficient killer. Cultists. Graz’zt attracts most of his followers from the ranks of those who seek pleasure above all else. He promises dark delights and forbidden ecstasies, in return for total submission to him. His cult gathers new members by circulating tracts, poems, and other works of art that depict encounters with him. Upstanding folk regard these works as vulgar, wretched, and obscene, but the delights they depict or describe sometimes lure a curious soul into learning more about the demon lord. When a cult beseeches him during the induction of new members, Graz’zt sends an emissary or an avatar to preside over the proceedings, which conclude with the new followers being treated to a night of debauchery. Demonic Boons Ability Score Adjustment: Up to a +4 bonus to Constitution, Charisma, or both (not applied) The Lord of Forbidden Pleasures grants his cultists the ability to transform even the most hideous pain into pleasure. His cultists⁠ gain the Joy from Pain trait, while his cult leaders gain the Master of Pleasures trait. Traits Dark Devotion. The cultist⁠ has advantage on saving throws against being charmed or frightened. Joy from Pain. Whenever this creature suffers a critical hit, it can make one melee weapon attack as a reaction. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Reactions Master of Pleasures. As a reaction when this creature takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Graz'zt","description":"Graz’zt grants his cultists special abilities. His cultists can gain the Joy from Pain trait, while his cult leaders can gain the Master of Pleasures trait. Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Reactions Joy from Pain. Whenever this creature suffers a critical hit, it can make one melee weapon attack as a reaction.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist of Haask","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Elder Evils Blessings Through generations of study and grim practice, the disciples of certain Elder Evils have mastered the ability to bestow supernatural gifts on minions they select for the privilege. Any creature that serves a cult of Elder Evil, including a star spawn, can be given one of these rewards—usually as compensation for faithful service, but sometimes as a chance for a creature that breached the cult’s laws to redeem itself. Traits Dark Devotion. The cultist⁠ has advantage on saving throws against being charmed or frightened. Haask’s Presence (1/Day). The cultist transforms into a Tiny, leech-like being and teleports onto the shoulder of a humanoid that it can see within 30 feet of it. The targeted humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist⁠. While the target is charmed⁠⁠, the cultist⁠ has control of it on the target’s next turn. At the end of that turn, the cultist⁠ teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist⁠ can’t be targeted directly by any attack⁠ or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Haask","description":"Elder Evil Blessings Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following power is unique to the Cult of Haask, the Voice of Hargut; typically a creature has only one. Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Haask’s Presence (1/Day). The cultist transforms into a Tiny, slug-like being and teleports onto the shoulder of a Humanoid that it can see within 30 feet of it. The targeted Humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist of Juiblex","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Cults of Juiblex The Faceless Lord is a truly alien creature, said to be responsible for spawning the oozes found throughout the world. Those who study such topics theorize that every such creature has a connection to Juiblex, and the demon lord sees and knows all that its minions encounter. Wherever Juiblex⁠ wanders, it leaves trailings in its wake that coalesce into new slimes and oozes. Most sages believe that if Juiblex⁠ and its spawn were given free rein, they would one day overrun the universe, turning every realm into an ooze-infested wasteland. Cultists. Juiblex has few cultists⁠, and most of them are incurably disturbed or delusional. His mortal cultists⁠ preach of the glorious day to come, when a tide of slimes and oozes will swallow the world. These wretched followers believe that by aligning with Juiblex⁠, they can avoid the fate that awaits all other living creatures. The lord’s followers dwell underground, where they maintain a stable of oozes and slimes that help to protect their gathering place. They use traps to capture sentient creatures, then feed them to the oozes in a simulation of what awaits all who don’t revere Juiblex. Demonic Boons Ability Score Adjustment: Up to a +8 bonus to Constitution, with an equal penalty to Intelligence, Wisdom, and Charisma (not applied) The Faceless Lord’s followers are bizarre loners who prefer the company of slimes and oozes to other creatures. They gain the hardiness of a slime at the cost of their minds. Lesser followers gain the Liquid Movement⁠ trait. The most dedicated devotees of ooze also gain the Slimy Organs trait. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Liquid Movement⁠. As an action⁠, this creature can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement⁠. Slimy Organs. This creature has resistance⁠ to bludgeoning, piercing, and slashing damage from nonmagical attacks. Whenever this creature suffers a critical hit or is reduced to 0 hit points, all creatures within 5 feet of it take acid damage equal to its number of Hit Dice. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Juiblex","description":"The Faceless Lord grants its cultists special abilities. Lesser followers can gain the Liquid Movement trait. The most dedicated devotees of ooze can also gain the Slimy Organs trait. Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Liquid Movement. As an action, this creature can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist of Levistus","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Diabolical Cults of Levistus Levistus has no cult in the traditional sense. Instead, he offers favors to those who are desperate to escape a seemingly inevitable fate. Drow are sometimes worshipers of Levistus, as their cruel society often pushes them into situations they feel they can’t escape. Goals: Survival and eventual revenge against those who wrong them Typical Cultist: Assassin, bandit captain, cult fanatic, cultist, mage, noble, spy, thug Levistus usually grants those who pledge their souls to him a single chance to escape from danger, but some cunning folk strike a deal with Levistus⁠, pledging their souls to him in return for escape at a future date. This boon takes the form of the Path of Levistus⁠ trait. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Path of Levistus. This creature magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the creature’s hit points. This ability can be invoked as an action⁠ by the creature or when the creature would die. Once the creature uses it, the creature can’t use it again. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Mammon","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Diabolical Cults of Mammon Mammon’s greed overwhelms everything else. He deals with mortals who desire material wealth and provides them with the ability to spread that greed like an infection. The greedy duergar and even some dragons⁠ are prone to falling⁠ prey to Mammon’s temptations, and merchants and trade guilds are vulnerable to his bargains. Goals: Wealth, secured not only to promise personal comfort and power but to deny wealth and its benefits to others. Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, noble, spy, thug Mammon’s cultists⁠ can gain the Grasping Hands trait. Cult leaders can also gain the Promise of Wealth trait. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Grasping Hands (Recharges after a Short or Long Rest). As a bonus action⁠, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this creature succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds. Promise of Wealth (Recharges after a Short or Long Rest). As a bonus action⁠, this creature chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of this creature’s next turn, those allies gain advantage on all attack rolls against the target. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Marilith","description":"Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Demonic Boons Demons of sufficient cunning and power can bestow boons, using the boons’ recipients as pawns. A demon can grant a specia⁠l trait based on its type, a marilith grants the trait Serpentine Reaction. Traits Dark Devotion. The cultist⁠ has advantage on saving throws against being charmed or frightened. Serpentine Reaction. This creature can take an extra reaction each round, but this reaction can be used only to make an opportunity attack. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Expansion":4,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Mephistopheles","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Diabolical Cults of Mephistopheles As a master of the arcane arts, Mephistopheles finds eager recruits among those who study magic. Any monsters that use spells, such as storm giants⁠ and oni, might follow him, and wizards’ guilds and conclaves of sages are the most likely to come under his influence. Goals: Magical skill and power, backed with the will to use it to crush rivals Typical Cultist: Archmage, cult fanatic, cultist, mage, priest Mephistopheles’s cultists⁠ can gain the Spell Shield⁠ trait. Cult leaders can also gain the Spell Leech trait. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Spell Shield⁠. This creature gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s level. Spell Leech. As a bonus action⁠, this creature chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and this creature gains it. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Nalfeshnee","description":"Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Demonic Boons Demons of sufficient cunning and power can bestow boons, using the boons’ recipients as pawns. A demon can grant a specia⁠l trait based on its type, a nalfeshnee grants the trait Guarded Mind. Traits Dark Devotion. The cultist⁠ has advantage on saving throws against being charmed or frightened. Guarded Mind. This creature is immune to the frightened condition. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Expansion":4,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Orcus","description":"Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Cults of Orcus The bloated Demon Prince of the Undead seeks to end all life in the cosmos, replacing the living with immortal, undead⁠ creatures that answer only to him. In this grim future, the many suns of the Material Plane are extinguished, and all hope has faded away. All that remains is the eternally static realm of the living dead. Orcus is the universe’s staunchest advocate of stagnation. He sees the activity of life as noisy, crude, and maddening. It rakes at his senses like the claws of a rat scratch across a hard floor. In his view, the universe can know peace only when life’s incessant hum is replaced with the peace and quiet of the world of the dead. Cultists. Worshipers of O⁠rcus are heretics and blasphemers who see the gods of the multiverse as cruel, unjust creatures. They resent that mortals must suffer and die at the whims of these entities. In O⁠rcus⁠, they see the promise of release from pain without the demand of obedience. In the state of undeath that O⁠rcus⁠ offers, they will be free from hunger, fear, and worry. People who have lost a loved one to a tragic death are especially susceptible to his appeal. A father stricken with grief after the death of his child might seek Orcus’s intervention in returning his child to the world after the gods cruelly snatched her away. All who would become cultists of O⁠rcus must be willing to become undead. Those who commit to the cause are admitted to the cult. Those who have second thoughts and attempt to decline are destroyed, their souls condemned to the Outer Planes while their bodies are animated as skeletons and zombies. Demonic Boons Ability Score Adjustment: Up to a +4 bonus to Intelligence, Wisdom, or both (not applied) In most cases, O⁠rcus transforms his followers into undead creatures such as ghouls and wights. Sometimes he needs his followers to retain their mortal forms, to more easily infiltrate a kingdom or city. He grants rank-and-file cultists the Undying Soul trait, and his cult leaders gain the Aura of Death trait. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Undying Soul (Recharges after a Short or Long Rest). If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point. Aura of Death. This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the creature and any friendly undead are immune to the frightened condition and have resistance⁠ to radiant damage. Enemies suffer disadvantage on death saving throws while in the aura. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Orcus","description":"Orcus grants his rank-and-file cultists the Undying Soul trait, and his cult leaders can gain the Aura of Death trait. Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Undying Soul (Recharges after a Short or Long Rest) . If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist of Tharizdun","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Elder Evils Blessings Through generations of study and grim practice, the disciples of certain Elder Evils have mastered the ability to bestow supernatural gifts on minions they select for the privilege. Any creature that serves a cult of Elder Evil, including a star spawn, can be given one of these rewards—usually as compensation for faithful service, but sometimes as a chance for a creature that breached the cult’s laws to redeem itself. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Tharizdun’s Spark⁠ (Recharge 6). As a bonus action⁠, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or experience short-term madness⁠ for 10 minutes. Consult the Short-Term Madness table to determine the form of the madness⁠. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Expansion":4,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Tharzidun","description":"Elder Evil Blessings Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following power is unique to the Cult of Tharizdun, the Chained God; typically a creature has only one. Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Bonus Actions Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist of Tyranthraxus","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Elder Evils Blessings Through generations of study and grim practice, the disciples of certain Elder Evils have mastered the ability to bestow supernatural gifts on minions they select for the privilege. Any creature that serves a cult of Elder Evil, including a star spawn, can be given one of these rewards—usually as compensation for faithful service, but sometimes as a chance for a creature that breached the cult’s laws to redeem itself. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist⁠ is incapacitated or dies, or until the cultist⁠ extinguishes the flame (no action required). While inflamed, the cultist⁠ has telepathy with a range of 30 feet, and it can teleport as a bonus action⁠ up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist⁠ must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Tyranthraxus","description":"Elder Evil Blessings Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following power is unique to the Cult of Tyranthraxus, the Flamed One; typically a creature has only one. Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist of Yeenoghu","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Cults of Yeenoghu Also known as the Beast of Butchery, Yeenoghu inspires his followers to devour any creatures they meet. In his mind, the cosmos is made up only of predators and prey. To sate his blood lust, Y⁠eenoghu often rampages across the Abyss, killing everything in his path. Only those demons that join him in wreaking carnage can avoid his wrath. Yeenoghu’s wanderings across the Abyss are like the meanderings of a storm. He and his cultists⁠ pass through an area like a monstrous hurricane whose course can never be predicted. Of all the demon lords, Y⁠eenoghu has made the greatest mark on the Material Plane. During his rampage across the world eons ago, the race of gnolls sprang up in his wake. Every gnoll is a miniature embodiment of Yeenoghu’s rage and hunger. They mimic their creator, killing any creatures that cross them and respecting only those that can withstand their fury. Cultists. Y⁠eenoghu rarely acquires cultists⁠ other than gnolls, leucrottas, and the other creatures spawned by his incursions across the planes. The few humanoids that take up his worship are disaffected loners, many of them outcasts driven away from civilization. A cult of Yeenoghu⁠ operates like a pack of gnolls⁠, regardless of what creatures make it up. Yeenoghu⁠ infuses them with a cannibalistic hunger, and they know that each victim they claim draws them closer to his presence. Demonic Boons Ability Score Adjustment: Up to a +4 bonus to Strength and Dexterity, with an equal penalty to Intelligence and Charisma (not applied) Yeenoghu’s followers form packs of cannibalistic marauders. They grow more like gnolls in temperament with each passing day. His most devoted followers gain the Gnashing Jaws action⁠ option and the Rampage trait, while cult leaders gain the Aura of Bloodthirst trait. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Rampage. When this creature reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action⁠ to move up to half its speed and make its Gnashing Jaws attack⁠⁠ once. Aura of Bloodthirst. If this creature isn’t incapacitated, any creature with the Rampage trait can make its Gnashing Jaws attack as a bonus action⁠ while within 10 feet of this creature. Actions Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to this creature’s proficiency bonus plus its Strength modifier, reach 5 ft., one target. Hit: 1d4 + this creature’s Strength⁠ modifier piercing damage. Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Yeenoghu","description":"Yeenoghu grants special abilities to his cultists. His most devoted followers gain the Gnashing Jaws action and the Rampage bonus action. Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to this creature’s proficiency bonus plus its Strength modifier, reach 5 ft., one target. Hit: 1d4 + this creature’s Strength modifier piercing damage. Bonus Actions Rampage. When this creature reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make one Gnashing Jaws attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist of Zariel","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Diabolical Cults of Zariel Zariel’s cult offers martial training⁠ and talent. It flourishes in areas wracked by war. Refugees with the will to fight but lacking experience are drawn to Zariel, as she can provide them with the skills needed to survive. Established warriors looking for an edge are otherwise her most common recruits. Knightly orders, fighters’ guilds, and mercenary companies are the most likely to come under her sway. Hobgoblins sometimes turn to her, but only if they have escaped the influence of Maglubiyet and his priests⁠. Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Zariel’s cultists⁠ can gain the Ferocious Surge trait. Cult leaders can also gain the Infernal Tactics trait. Traits Dark Devotion. The cultist⁠ has advantage on saving throws against being charmed or frightened. Ferocious Surge (Recharges after a Short or Long Rest). When this creature hits with an attack⁠ that isn’t a critical hit, it can turn the hit into a critical hit. Infernal Tactics⁠. This creature has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Zariel","description":"Zariel grants special abilities to her most loyal cultists. They can gain the Ferocious Surge trait. Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Ferocious Surge (Recharges after a Short or Long Rest). When this creature hits with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist of Zuggtmoy","description":"Cultist Cultists⁠ swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists⁠ often show signs of insanity in their beliefs and practices. Cults of Zuggtmoy The Demon Queen of Fungi has many traits similar to those of Juiblex. Some sages believe she is the originator of all fungi and molds, from the mushrooms that grow in the forest to the deadliest forms of yellow mold. Those who study demons argue that Zuggtmoy isn’t merely a patron of fungi, and that her ultimate goal is to meld all living creatures into one great organism, an entity that she will then join with and rule over. Cultists. Most of Zuggtmoy’s cultists⁠ are hapless mortals that have been infested with the demonic spores she cultivates in the fungi she created. The spores slowly devour these creatures’ brains, leaving them with enough functionality to spread malevolent fungi but robbing them of the will to turn against their master. A few mortals freely enter her service. Most are druids who want to exterminate civilization and replace it with wild plants⁠ and fungus, or deluded, power-hungry individuals who believe that they would retain their identities while they bring others under Zuggtmoy’s thrall. Z⁠uggtmoy allows these zealots to retain their existing forms if doing so furthers her aims and helps to spread her children far and wide, but they are destined for the same fate as all the others. Demonic Boons Ability Score Adjustment: Up to a +4 bonus to Constitution, with an equal penalty to Intelligence, Wisdom, and Charisma (not applied) Zuggtmoy’s followers are primarily mindless victims of her children’s strange spores. The spores burrow into a victim’s brain, turning it into a fanatic servitor. Each victim gains the Spore Kissed trait. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Spore Kissed. This creature is immune to the charmed and frightened conditions. In addition, if it is reduced to 0 hit points, each creature within 10 feet of it takes poison damage equal to its number of Hit Dice. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-Good Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Cultist of Zuggtmoy","description":"Zuggtmoy’s cultists are primarily mindless victims of her children’s strange spores. The spores burrow into a victim’s brain, turning it into a fanatic servitor. Each victim gains the Spore Kissed trait. Cultist Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Traits Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Spore Kissed. This creature is immune to the charmed and frightened conditions. In addition, if it is reduced to 0 hit points, each creature within 10 feet of it takes poison damage equal to its number of Hit Dice. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Cultist, Psychophant","description":"Whether by profane pacts, experiments gone awry, or awoken inner potential, psychophants have expanded their minds far beyond the mundane. Their commanding presences and indomitable personalities coupled with great psychic prowess can influence and control others, completely indifferent to the effect on those individuals. Their magnetic personalities draw followers to their sides, and many psychophants become leaders of cults, thieves' guilds, or other illicit organizations, while others dabble in politics. In battle, they compel others to their defense while they launch mental onslaughts against their foes. Impenetrable Ego. While the psychophant is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above) and saving throws. In addition, it has advantage on saving throws against being charmed or frightened. Actions Multiattack. The psychophant makes three Psychic Strike attacks. If the psychophant hits one creature with two Psychic Strike attacks, the target must succeed on a DC 16 Intelligence saving throw or be stunned until the end of its next turn. Psychic Strike. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (4d6 + 4) psychic damage. Brain Storm (Recharge 6) The psychophant lashes out with a brutal manifestation of psychic force, wracking its foes' psyches. Each creature within 30 feet of the psychophant must make a DC 16 Intelligence saving throw. On a failure, a creature takes 31 (9d6) psychic damage and is poisoned for 1 minute as it suffers a debilitating headache. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting (Psionics). The pyschophant casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16): At will: detect thoughts , mage hand (the hand is invisible), thaumaturgy 3/day each: charm person , suggestion 1/day each: levitate , telekinesis Bonus Actions Bend the Spoon. The psychophant chooses one nonmagical weapon it can see within 30 feet of it and magically warps the weapon. If the weapon is being worn or carried, the creature wearing or carrying it can prevent the warping by succeeding on a DC 16 Wisdom saving throw. A warped weapon deals only half its normal damage on a hit, and a creature wielding a warped weapon has disadvantage on attack rolls with it. A creature can repair a warped weapon with the mending spell or by spending a short rest repairing the weapon with the appropriate tools. Reactions Appeal to the Fervent. When a creature the psychophant can see targets it with an attack, the psychophant calls for aid from its followers, switching places with a friendly creature within 5 feet of it. The friendly creature becomes the target of the attack instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Cuprilach Rilmani","description":"Cuprilachs infiltrate places of power throughout the multiverse, serving as spies and assassins. They strike surgically, following the orders of aurumachs without question or emotion. Cuprilachs have wiry copper frames, with torsos that float above their waists, separated by a hovering, polished sphere. Agile and armed with an arsenal of deceptive magic, cuprilachs do whatever they must to complete their missions. Rilmani Rilmani protect the balance between the forces and philosophies of the multiverse. They seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too powerful or too weak. To the rilmani, each of these forces is fundamental to the multiverse’s existence. Whenever one threatens to tip the balance in its favor or a plane is on the verge of collapse, the rilmani act to even the odds. While the rilmani might be found anywhere, they’re most frequently encountered on their home plane, the Outlands, where they work to ensure that no force overexerts itself on the Concordant Opposition. Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces. Traits Spellcasting. The cuprilach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: detect magic , dis guise self 1/day each: alter self , fog clou d , silence Actions Multiattack. The cuprilach makes three Burnished Blade or Bolt attacks. Burnished Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 13 (2d12) psychic damage. Bolt. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 13 (2d12) psychic damage. Bonus Actions Assassin’s Agility. The cuprilach takes the Dash or Disengage action, or it makes one Burnished Blade attack. Reactions Uncanny Dodge. The cuprilach halves the damage it takes from an attack that hits it, provided it can see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"typically neutral","Expansion":26427,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Curator","description":"Cities often hold collections of rare and valuable things. Art galleries, historical archives, and museums collect, catalog, and preserve cultural artifacts, and curators oversee and run such places. Curators are educated individuals who are knowledgeable about and protective of the items under their purview. Those in search of knowledge about such items, seeking to sell them, or wanting to authenticate their veracity often turn to a curator for aid. Magical Protectors. Curators learn minor magic to help them maintain and protect the items in their care, most often from wear, tear, and time. They tend to hire guards to protect particularly vulnerable or valuable items, but they aren’t above getting their hands dirty if the items in their care are in danger.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Lawful Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Cursed Bear","description":"Cursed Beasts Some curses are so horrible that they afflict not only the creature that is at the heart of it but take root in the entire land, spreading to even the wildlife and innocent animals in an area. Cursed beasts are the pitiful result of such curses. Pained Aggression A curse can manifest in numerous ways in a beast, but it almost always involves agonizing pain and results in unnatural and aggressive behavior. Often, a curse will greatly increases the beast's physical prowess and give it various abilities related to the curse – making a pack of cursed wolves or a cursed boar much more dangerous than their unspoiled kin. Removing the Curse While cursed beasts are, luckily, a rare phenomena, most scribes believe that their accursed state can be cured as one would cure a curse on any other creature. However, due to the powerful nature of these kinds of curses, a simple spell will usually do little help to bring a beast back to its normal state, providing temporary relief at best, until the curse is ended at its root.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Chaotic Evil","Expansion":32062,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Cursed Giant Boar","description":"Cursed Beasts Some curses are so horrible that they afflict not only the creature that is at the heart of it but take root in the entire land, spreading to even the wildlife and innocent animals in an area. Cursed beasts are the pitiful result of such curses. Pained Aggression A curse can manifest in numerous ways in a beast, but it almost always involves agonizing pain and results in unnatural and aggressive behavior. Often, a curse will greatly increases the beast's physical prowess and give it various abilities related to the curse – making a pack of cursed wolves or a cursed boar much more dangerous than their unspoiled kin. Removing the Curse While cursed beasts are, luckily, a rare phenomena, most scribes believe that their accursed state can be cured as one would cure a curse on any other creature. However, due to the powerful nature of these kinds of curses, a simple spell will usually do little help to bring a beast back to its normal state, providing temporary relief at best, until the curse is ended at its root.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Chaotic Evil","Expansion":32062,"Challenge Rating":4},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Cursed Giant Spider","description":"Cursed Beasts Some curses are so horrible that they afflict not only the creature that is at the heart of it but take root in the entire land, spreading to even the wildlife and innocent animals in an area. Cursed beasts are the pitiful result of such curses. Pained Aggression A curse can manifest in numerous ways in a beast, but it almost always involves agonizing pain and results in unnatural and aggressive behavior. Often, a curse will greatly increases the beast's physical prowess and give it various abilities related to the curse – making a pack of cursed wolves or a cursed boar much more dangerous than their unspoiled kin. Removing the Curse While cursed beasts are, luckily, a rare phenomena, most scribes believe that their accursed state can be cured as one would cure a curse on any other creature. However, due to the powerful nature of these kinds of curses, a simple spell will usually do little help to bring a beast back to its normal state, providing temporary relief at best, until the curse is ended at its root.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Typically Unaligned","Expansion":32062,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Cursed Guardian","description":"This unusual bear guards a long-forgotten shrine of Erastil. You can present the guardian as cursed by other faiths by simply changing the nature of its Accursed weakness so that worshippers of other faiths gain advantage against it. The cursed guardian can be used as a particularly powerful species of grizzly bear in your game by simply removing the Accursed weakness, removing its languages, and reducing its Intelligence score to 2. Traits Accursed. The cursed guardian has vulnerability to all damage inflicted upon it by a worshipper of Erastil, and it has disadvantage on all saving throws to resist effects created by worshippers of Erastil. Keen Smell. The cursed guardian has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the cursed guardian moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the cursed guardian can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (2d6+5) piercing damage, or 15 (3d6+5) piercing damage if the target is grappled by the cursed guardian. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d4+5) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the cursed guardian can’t grapple another target.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Cursed Knight","description":"Denizens of the Underworld Many of the undead of Grimnir serve a somewhat different role than they do in other worlds. While on the surface skeletons and zombies exist as dangers to the living, their existence is more nuanced. Many of the dead are agents of Hel and scour the surface world at her bidding. They gather information, they help her collect the unfortunate and forgotten, and they defend her interests—and those of Grimnir. Yet, despite this semblance of civility, the undead are still frightening and the raiders avoid them. The walking dead are something they simply don’t understand and some fear that one day the undead will rise to help consume the world. This is a worrying concept and one that is often on the mind of any raider who travels near territory haunted by the once-living. That is not to say that undead are never vile, never evil. There are many examples of the dead disregarding Hel’s mercy and love. These tend to cause the same sorts of disruptions that one might expect in more typical worlds. Pretty much any undead that might be found elsewhere can be found in Grimnir and Hel does not control them—even within the Underworld they have free will. And some decide to be terrible. In addition to standard undead, the world of Grimnir has spawned several unique flavors, from the cursed knight to the pyrewights. Many of these are created because of the breaking or bending of an oath, or because a duty was not honored. Undead Nature. Like undead in other realms, these undead do not require air, food, drink, or sleep. Cursed Knight These undead knights tend to return to the world of the living after a great and tragic conflict. At first, they haunt deserted battlefields, at times re-enacting a glorious fight or watching for trespassers. They tend to adhere to the ideals they honored in life, but the ideals become exaggerated and eventually twisted, sometimes even vile. Self-Deluding. Cursed knights are intelligent but can frame their reality in a way that aligns with their beliefs. While they can set traps and outwit opponents, they ultimately exceed best at deceiving themselves. The Twisted Quest. Eventually an idea–or compulsion–forms in them, a twisted version of the duty they held in such high esteem during their lives. They take their ideals to the extreme and become a force of unbending destruction as they seek to make good on their twisted and distorted beliefs.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":9},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Cursed Multitude","description":"The restless dwarven corpses of the cursed multitude climb over each other to reach their targets, releasing sorrowful moans. Cursed Dwarves. A great kingdom of reaver dwarves fell during a terrible winter. No one knows how, but it is certain the kingdom was felled from the inside. Many blame the frost giants, winter gods, wily fey, and even demons from the endless Void. Whatever the truth, its people remain in the fallen kingdom, cursed to wander between life and death in the forest and ruins of their ancient home. Unintentional Killers. When the cursed dwarves encounter a lost traveler in the forest around their fallen city, they reach out to the traveler, seeking lost companionship. Unfortunately, the rush of dwarven citizens spouting bits of their previous lives often overwhelms the traveler, driving the traveler out of the forest or out of its mind—if the crush of undead bodies doesn’t kill the traveler first.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"unaligned","Expansion":5315,"Challenge Rating":6},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Cursed Seeker","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":29375,"Challenge Rating":2},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Cursed Shade","description":"TRAITS Amorphous: The cursed shade moves easily through narrow gaps and small spaces. Glass Weakness: When struck by a piece of blessed glass, the cursed shade takes double damage and has disadvantage on its next attack roll or saving throw. ACTIONS Multiattack: The cursed shade makes one Shadow Whip attack and one Necrotic Touch attack per turn. Shadow Whip: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 11 (2d6 + 4) necrotic damage. Necrotic Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) necrotic damage, and reduces the target’s hit point maximum by the amount of necrotic damage taken. The target dies when its hit point maximum is reduced to 0. A short or long rest is required for full recovery.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Chaotic Evil","Expansion":23660,"Challenge Rating":3},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Cursed Thurisaz Hill Giant","description":"Hill giants are the most nomadic of all the humanoid giant species, preferring to travel from one settlement to the next in order to raid and pillage. Though it could hardly be said that hill giants are cowardly, they seem to be acutely aware of their diminished capacity for strategy, thus they prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves. First Giants of the Old World “The first inhabitants of the north were giants, but not the mortals of enormous size we know today. Not truly immortal—they could be killed, after all—but they were beings of immense life span, measured in eons, not years. They moved about among the lesser creatures, teaching them the ways of the smith, the farmer, and the diplomat. Often these giants would assume the form of the people they sought to guide—human, elf, dwarf, or orc—taking positions of leadership and governance. They were known by many names, among them jötunn, þursar, eóten, and thurisaz, but “giants” is the word in the common tongue that has stood the test of time. Today’s giants are but a shadow of these lost titans, but their legacy still manifests from time to time in some of these erstwhile thurisaz. These giants are more inclined toward civilized discourse with adventurers who wander into their territory, rather than bombarding them with rocks. Those cursed giants who embrace their more peaceable nature find a rekindled control over their ability to blend in with the more fragile races.” —Sage Yuri Statel","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral good","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Cursed Wolf","description":"Cursed Beasts Some curses are so horrible that they afflict not only the creature that is at the heart of it but take root in the entire land, spreading to even the wildlife and innocent animals in an area. Cursed beasts are the pitiful result of such curses. Pained Aggression A curse can manifest in numerous ways in a beast, but it almost always involves agonizing pain and results in unnatural and aggressive behavior. Often, a curse will greatly increases the beast's physical prowess and give it various abilities related to the curse – making a pack of cursed wolves or a cursed boar much more dangerous than their unspoiled kin. Removing the Curse While cursed beasts are, luckily, a rare phenomena, most scribes believe that their accursed state can be cured as one would cure a curse on any other creature. However, due to the powerful nature of these kinds of curses, a simple spell will usually do little help to bring a beast back to its normal state, providing temporary relief at best, until the curse is ended at its root.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Typically Chaotic Evil","Expansion":32062,"Challenge Rating":1},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Cutthroat","description":"Cutthroats are the Kingdom’s most common and wide-spread criminals in cities and countryside alike: swindlers armed with knives, ready for anything; villains who travel in the wake of armies to finish off and loot the wounded; cheap killers, thugs, and professional hitmen in the service of the Honored Society. Traits Sneak Attack . Once per turn, the cutthroat deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the cutthroat that isn't incapacitated and the cutthroat doesn't have disadvantage on the attack roll. Cunning Action . On each of its turns, the cutthroat can use a bonus action to take the Dash, Disengage, or Hide action. Actions Multiattack . The cutthroat makes two melee attacks or two ranged attacks. Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6+3) piercing damage. Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft or 20/60 ft., one target. Hit : 5 (1d4+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":11925,"Challenge Rating":2},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Cyber Ghost","description":"Cyber ghosts are espers that use their cybermancy powers to operate in the shadows, both in the physical world and in the SIM. These super hackers can be found working for local governments, megacorporations, and various cybersecurity groups.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":7},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Cyclops","description":"Cyclopes are one-eyed giants that eke out a meager existence in wild lands. Isolationists by nature, they avoid contact with other races and try to drive away strangers in their territory. Nonreligious. Legends claim that the cyclopes are the spawn of one of the gods of the giants, but these creatures pay little heed to any deities. They see little benefit in prayer and dislike ritual, which they perceive as complex and foreign. However, a cyclops that gains direct benefit from some site of divine power, or which is threatened by a supernatural force or creature, will pay homage as long as the benefit or threat remains. Unsophisticated. Though they are reasonably intelligent, cyclopes live simple, reclusive lives, keeping herds of animals for food. They prefer to dwell alone or in small family groups, lairing in caves, ruins, or rough structures of dry stone construction they build themselves. A cyclops keeps its herd animals with it at night, sealing the entrance to its home with boulders to let it serve double duty as a barn. A cyclops lairs within a day’s journey of other cyclopes, so that they can meet to trade goods or seek mates. They craft weapons and tools of wood and stone, but will use metal when they can find it. Although cyclopes understand the Giant tongue, they write nothing and speak little, using grunts and gestures for their interactions with each other. Cyclopes don’t use money for trade, but they value gold, shells, and other glittering and colorful objects as jewelry. A cyclops might wear a necklace strung with feathers and silver coins, but also with pewter goblets, cutlery, and other bits of ruined metal. Unwise. Cyclopes aren’t great thinkers or strategists. Slow to learn and bound to their traditional ways, they find innovation difficult. Although they are a terrifying threat in combat due to their size and strength, they can often be tricked by clever foes. Cyclopes can be cowed and awed by obvious displays of magic. Rustics with little exposure to magic, they can be deceived into mistaking a warlock, cleric, or other caster for a powerful divine figure. However, their sense of pride causes them to react with vengeful, bloodthirsty violence once they learn that the individual they assumed was a “god” is a mere mortal. Traits Poor Depth Perception : The cyclops has disadvantage on any attack roll against a target more than 30 feet away. Actions Multiattack : The cyclops makes two greatclub attacks. Greatclub : Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. Rock : Ranged Weapon Attack : +9 to hit, range 30/120 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Source":"MM1","Alignment":"chaotic neutral","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Cyclops Berserker","description":"These muscled brutes wield spiked clubs and shields and always charge into battle fearlessly, aiming to draw attention to themselves and away from their weaker allies. They are prized by slavers as they make excellent arena gladiators. Traits Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away. Reckless. At the start of its turn, the cyclops can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The cyclops makes two Greataxe attacks. It can use its Cleaving Swing in place of one of these attacks, if available. Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage. Rock. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Cleaving Swing (Recharge 5–6). The cyclops swings its Greataxe in a wide arc, and each creature within 10 feet of it must succeed on a DC 18 Dexterity saving throw. The target takes 26 (3d12 + 7) slashing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Cyclops Storm Sorcerer","description":"Often thought of as shamans by their kin, these mages can naturally harness the elemental powers of air, lightning, and wind, as well as control the weather to suit the needs of their tribe. Traits Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away. Heart of the Storm. Whenever the cyclops casts a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds it. In addition to the spell’s effects, creatures of its choice within 10 feet of it take 10 (3d6) lightning or thunder damage (cyclops' choice). Sorcery Points. The cyclops has 9 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Heightened Spell: When the cyclops casts a spell that forces a creature to make a saving throw to resist the spell's effects, it can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When the cyclops casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Actions Multiattack. The cyclops makes two melee attacks or uses Storm Lash twice. Quarterstaff. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage, or 16 (3d8 + 3) bludgeoning damage if used with two hands. Storm Lash. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) lightning or thunder damage (the cyclop’s choice). Spellcasting. The cyclops casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: light, mage hand, ray of frost (2d8), thunderclap (2d6) 2/day each: gust of wind, lightning bolt, thunderwave 1/day each: control winds, ice storm, mage armor Storm Cloud (Recharge 5–6). A storm cloud instantly appears in the shape of a cylinder that is 10 feet tall with a 20-foot radius, centered on a point within 120 feet of the cyclops. The cyclops chooses up to three targets it can see under the cloud. A bolt of lightning flashes down from the cloud to each target. Each target must make a DC 15 Dexterity saving throw. A creature takes 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is also incapacitated for the same duration. The storm cloud dissipates at the end of the turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Cyclops Stormcaller","description":"When cyclopes are born beneath a raging storm, they sometimes grow up different—smaller than the rest, sickly and weak. Most of these stormborn cyclopes are relentlessly bullied and beaten for their tiny stature, and many die before adulthood. Those who survive do so because of the magic the Stormlord has bestowed upon them—intentionally or otherwise. As cyclopes are generally unfamiliar with magic, the power of a stormcaller awes and terrifies them, and many see stormcallers as nothing short of the manifestation of a god. Storm Worship. Their fellow cyclopes may assume that the might of a stormcaller is akin to godliness, but many stormcallers hunger for greater power. A cabal of stormcallers regularly gathers in the Daggerbay Mountains at an ancient elven temple called the Skyneedle (in Elvish, ira’fallai; in Giant, “Tall Zappo-Zappo”). There, they conduct strange rituals to commune with an entity they call the Eye of the Storm—and with every ritual, their power grows. However, the Eye of the Storm is no avatar of the Stormlord, but a vengeful storm giant named Eyvindr, who’s posing as a demigod and intent on raising an army to exact retribution on the Council of Seven Scepters. He’ll have to risk revealing himself to the stormcallers eventually—but not until he believes that his control over his cyclops devotees is absolute. Traits One-Eyed. The cyclops has disadvantage on any attack roll against a target more than 30 feet away. Storm Wings. While outdoors in stormy conditions, the cyclops has a flying speed of 60 feet. Supernatural Focus. The cyclops has advantage on Constitution saving throws made to maintain concentration on spells, and cannot lose concentration because of turbulent weather. Innate Spellcasting. The cyclops’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The cyclops can innately cast the following spells, requiring no material components: At will: ray of frost (3d8), water walk 3/day each: ice storm, sleet storm, wind wall 1/day each: control weather, storm of vengeance Actions Multiattack. The cyclops makes two ice claw attacks. Ice Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (3d6+3) slashing damage plus (1d6) cold damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Expansion":20583,"Challenge Rating":10},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Cyclops Warlock of the Fey","description":"Cyclops usually refrain from worshipping gods but in very rare instances, one might enter into a pact with an archfey, especially a cyclops that originated from the Feywild. Traits Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away. Actions Multiattack. The cyclops makes two Spear attacks, or uses Bewildering Word twice. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 30/120 ft., one target. Hit: 13 (3d6 + 3) piercing damage, or 16 (3d8 + 3) piercing damage if used with two hands to make a melee attack. Bewildering Word. The cyclops utters a magical bewilderment, targeting one creature it can see within 60 feet of it. The target must succeed on a DC 14 Wisdom saving throw or take 9 (2d8) psychic damage and have disadvantage on attack rolls until the end of the cyclops's next turn. Spellcasting. The cyclops casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14): At will: mage hand, minor illusion, prestidigitation 2/day: fear, hold person (2 targets)","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Cyclops Zombie","description":"Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Cyclopskin","description":"Cyclopskin are the smaller cousins of the cyclops, standing about seven to eight feet tall. Although weaker, they appear to be slightly more intelligent, as they can carry a conversation better than their more brutish cousins. Traits Poor Depth Perception. The cyclopskin has disadvantage on any attack roll against a target more than 30 feet away. Actions Multiattack. The cyclopskin makes two melee attacks. Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Cygnus","description":"Cygnus has worn numerous guises over the millennium to hide its immortal nature. Currently, the couatl is in human form, wearing exotic clothes and armor, and wielding a strange toothed club. The celestial serpent was sent to the Material Plane by Shining Light as its champion to monitor the Dark Star. It did so from hiding, biding its time until it noticed the spark that Sarath inflamed into a beacon of hope that would overthrow the rule of the dark angels. However, the Order of the Eternal Light that came to rule the land was too radical for Cygnus, and it once again found itself on the side of mortals - Master Arlen and Razmyrel Melkar - against the Order that twisted its faith in the Shining Light. Cygnus has remained in Aglarion since and established the Lodge of Wanderlust - an adventuring guild to find and eradicate traces of the Dark Star on its fallen angels.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful good","Expansion":17604,"Challenge Rating":6},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Cyherested Crime Boss","description":"Living in Cyherested can be a rough and grueling experience. As a solution, some people decided to live off others. Cyherested Thugs harass people and local businesses to collect “protection tax”. With extortion and bullying, they have become quite the problem for the city. However, nobody seems to meddle in their affairs, since they are in league with the CBI sorcerers.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any non-good alignment","Expansion":24099,"Challenge Rating":3},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Cyonaxin","description":"A cheetah with pale blue spots and glowing blue eyes carries itself regally. When it sprints, it leaves afterimages of itself in its wake. Carefree celestial cheetahs, cyonaxin enjoy sprinting through grasslands. The obligate carnivores constrain their diet to non-sentient creatures, except for those who subjugate others. Beacons of Freedom. Cyonaxin believe every creature should be free from slavery, captivity, and imprisonment. They concede imprisonment is sometimes necessary, but they view execution as more merciful. Friendly Competitors. Though the celestial cheetahs take their responsibilities seriously, they delight in friendly competition. They compare their results against other cyonaxin and engage in spirited rivalries with blestsessebe (see). Cyonaxin can be reckless in freeing their charges and sometimes lose people in their care. They regard such losses as unfortunate but still victories since the deceased enjoyed the taste of freedom before dying. Blur of Motion. When the cyonaxin moves at least 30 feet on its turn, ranged attack rolls against it have disadvantage until the start of its next turn. Chain Breaker. The cyonaxin deals double damage to objects that restrain creatures. Evasion. If the cyonaxin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the cyonaxin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Freedom of Movement. The cyonaxin ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Keen Smell. The cyonaxin has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The cyonaxin has advantage on saving throws against spells and other magical effects. Magic Weapons. The cyonaxin's weapon attacks are magical. Pounce. If the cyonaxin moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the cyonaxin can make one Bite attack against it as a bonus action. Actions Multiattack. The cyonaxin makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage plus 10 (3d6) radiant damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 6) slashing damage. Frightful Yowl (Recharge 6). The cyonaxin screeches, the sound growing more intense over a few seconds. Each hostile creature within 60 feet of the cyonaxin and that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature grappling or restraining another creature has disadvantage on its saving throws. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Liberating Churr (Recharge 5-6) . The cyonaxin issues a loud, staccato chirp. Each friendly creature within 90 feet of the cyonaxin and that can hear it gains the benefits of the cyonaxin's Freedom of Movement trait. In addition, each affected creature grows claws, which it can use to make unarmed strikes. When an affected creature hits with a claw, its claw deals slashing damage equal to 1d6 + its Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. These benefits last until the start of the cyonaxin's next turn. Bonus Actions Free Runner. The cyonaxin can take the Dash action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"Chaotic Good","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Cyrene Basilisk","description":"Basilisk, Cyrene Cyrenes are black-scaled serpents that glide through the undergrowth, plants withering and yellowing in their wake. At first, it might be mistaken for a common grass snake. However, it travels with its head raised, like a cobra, rather than on the ground like a grass snake. It also has distinctive white markings on its head resembling a ring or crown. Its aggressive and poisonous nature quickly dispels any notion of it being harmless. A common mistake made, given its name, is that creatures die when meeting its deadly gaze. In fact, it is the very air around the cyrene that is dangerous, as the creature releases unseen, poisonous vapors into the air around it, but it is true that the mystical gaze of the cyrene’s lambent eyes focused and intensify the pernicious poison that surrounds it like a cloak. Toxic Touch . Every part of a cyrene is toxic, from its venomous fangs to its shimmering scales. Plants coming into contact with the basilisk as it travels wither and die in its wake, making the trail of the basilisk easy to follow. Likewise, a cyrene’s lair is marked by surroundings wasted and dead from constant exposure to the creature. The poisons leached into the soil from extended stays in its lair kill all life nearby. Alchemical Creation. The first basilisk of this kind was created by a sinister wizard from an ancient city. He created a creature so foul that it was deadly to all life it touched. For this and other atrocities, the wizard was eventually killed and all record of his name erased from history. His worst creation is remembered only by his city of origin, long since cast into ruin.","properties":{"Category":"Monsters","Size":"small","Type":"monstrosity","Alignment":"unaligned","Expansion":30635,"Challenge Rating":3},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Dabus","description":"A Dabus Rebus that translates as \"Leave at Once, the Lady Commands It\" Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns. Where they travel, cracks in the mortar seal shut, stray bricks float back into place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the Lady of Pain. Dabus patrol the City of Doors to maintain public buildings, portals, and utilities. They use their innate ability to manipulate Sigil’s infrastructure not only to effect repairs but also to combat individuals who disrupt the city’s operations or violate the Lady’s edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands. When dabus communicate, rather than speaking or signing words, they create esoteric illusory images and symbols in front of themselves. Scholars have yet to determine the origin of dabus’s difficult-to-comprehend rebuses, though some speculate their etymology predates Sigil itself. Traits Physical Restraint. The dabus doesn’t make melee attacks or opportunity attacks, even in self-defense. Symbol Speech. A dabus communicates by creating illusory symbols and pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful DC 10 Intelligence (Investigation) check (no action required). Actions Multiattack. The dabus makes two Flying Brick attacks. Flying Brick. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Grasping Ground (Recharge 6). The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching appendages made of stone. Each creature of the dabus’s choice in that area must succeed on a DC 13 Dexterity saving throw or take 9 (2d8) bludgeoning damage and have the grappled condition (escape DC 13). While grappled in this way, the creature has the restrained condition. The appendages vanish after 1 minute or if the dabus’s concentration ends (as if concentrating on a spell).","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"typically lawful neutral","Expansion":26427,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Daedal Wright","description":"The daedal wright is a multifunction construction and production golem invented by Master Arlen. It is equipped with multiple smaller and larger mechanical arms with different appendages for digging, drilling, fine and bulk manipulation, and many more tasks. The archmage’s routines imprinted in the daedal wrights allow it to find the most optimal solution to any given problem.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":17604,"Challenge Rating":7},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Daedalian Inventor","description":"The grand inventor Daedalus is a massive source of inspiration for these tinkerers. They have taken the designs of the ancient engineer and made it their own. With grand mechanical wings, their movement is remarkable, loaded up with several weapons and devices within the bronze feathers at their back. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Spellcasting. The inventor's Spellcasting Ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). They can cast the following spells: 3/day each: divine favor, shield 2/day each: branding smite, locate creature, slow, tasha's mind whip 1/day each: steel wind strike, summon construct Daedalian Craft. The inventor adds their Intelligence modifier to all weapon attack and damage rolls, instead of Strength or Dexterity (included in the attack). Magic Weapons. The inventor's weapon attacks are magical. Actions Multiattack. The inventor makes three weapon attacks in any combination. Daedalian Blade. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 9 (2d8) force damage. Daedalian Crossbow. Ranged Weapon Attack: +9 to hit, reach 100/400ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 9 (2d8) force damage. Daedalian Feather Barrage (Recharge 5-6). The inventor unleashes a razor-sharp storm of bronze feathers in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 33 (6d10) piercing damage on a failed save, or half as much damage on a successful one. Additionally, if a creature fails the save their walking speed is reduced by 10 feet until the creatures regain at least 1 hit point. Bonus Actions Sharing Wings (Recharges after a short or long rest). The inventor grants a flying speed of 50 ft. to a willing creature they touch for 1 minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":9},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Daemogoth","description":"Slipping through the darkest corners of the world, daemogoths are powerful fiendish creatures that feed on misery and other negative emotions. Some sages refer to daemogoths as tear lickers, owing to the fiends’ tendency to lurk near battlefields and other sites of great tragedy to consume the anguish saturating the area. Daemogoths are creatures of forbidden knowledge and magic, all fueled by their consumption of anguish. They trade magical influence over the lives and minds of others to ambitious mortals in exchange for the mortal’s agony. Daemogoths are alien-looking in the extreme. Their eyes are insectile or smooth and bulbous like gleaming jewels, and they have five arms. They typically wear long robes, which drape low over their forms, and they sport a halo of horns, antlers, or floating stones or crystals. Traits Pact of Pain. Using a 10-minute ritual, the daemogoth can forge a magical bond with a willing creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the daemogoth dies, or the pact is broken by any effect that can remove a curse. The daemogoth chooses one spell from the necromancy or enchantment school that is 3rd level or lower. The bound creature can cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it casts the spell, the creature takes 7 (2d6) psychic damage, which can’t break the creature’s concentration on a spell. Once the bound creature casts the spell in this way, it can’t do so again until it finishes a long rest. Actions Multiattack. The daemogoth makes three Agonizing Burst attacks. It can use Terrify, if available, in place of one of the attacks. Agonizing Burst. Melee or Ranged Spell Attack: +9 to hit, reach 10 ft. or range 120 ft., one target. Hit: 11 (2d10) force damage. If the target is a creature, the daemogoth regains 5 hit points. Terrify (Recharge 4–6). The daemogoth targets one creature it can see within 120 feet of itself. The target must make a DC 17 Wisdom saving throw. On a failed save, the target takes 33 (6d10) psychic damage and is frightened of the daemogoth until the end of the daemogoth’s next turn, and the daemogoth regains 5 hit points. On a successful save, the target takes half as much damage and isn’t frightened, and the daemogoth doesn’t heal.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend","Alignment":"Typically Lawful Evil","Expansion":12501,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Daemogoth Titan","description":"Daemogoth titans are towering monsters that blight the land around them. A daemogoth grows in power over the course of decades spent feeding on sorrow and draining life from nature. Eventually that growth turns the daemogoth into a titan. The titans maintain their lesser cousins’ ability to trade magical power for a mortal’s pain, but they tend to demand more punishing suffering in exchange for their pacts or knowledge. Barbed Gifts When a supplicant piques a daemogoth titan’s interest, the titan can grant a blessing to the supplicant (see “Supernatural Gifts” in the Dungeon Master’s Guide ). As long as the creature has the blessing, it must expend and roll two of its Hit Dice whenever it finishes a long rest. It takes psychic damage equal to the total rolled, and its hit point maximum is reduced by an amount equal to the psychic damage taken. This reduction lasts until the creature finishes its next long rest. The creature dies if this effect reduces its hit point maximum to 0. The blessing can be removed only by a wish spell. Traits Legendary Resistance (3/Day). If the titan fails a saving throw, it can choose to succeed instead. Pact of Suffering. Using a 10-minute long ritual, the titan can forge a magical bond with a willing creature it touches throughout the ritual. The creature becomes bound by the pact until it dies, the titan dies, or the pact is broken by a wish spell. The titan chooses one spell from the necromancy or enchantment school that is 8th level or lower. The bound creature can cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it casts the spell, the creature takes 21 (6d6) psychic damage, which can’t break the creature’s concentration on a spell. Once the bound creature casts the spell in this way, it can’t do so again until it finishes a long rest. Actions Multiattack. The titan makes two Agonizing Burst attacks. Agonizing Burst. Melee or Ranged Spell Attack: +12 to hit, reach 15 ft. or range 120 ft., one target. Hit: 17 (3d6 + 7) force damage. If the target is a creature, the titan regains 5 hit points. Teleport. The titan teleports to an unoccupied space it can see within 120 feet of itself. Legendary Actions The titan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The titan regains spent legendary actions at the start of its turn. Attack. The titan makes one Claw or Agonizing Bolt attack. Stalking Nightmare (Costs 2 Actions). The titan uses Teleport, after which it can target one creature within 20 feet of itself that it can see. The target must make a DC 20 Constitution saving throw. On a failed save, the target takes 22 (4d10) necrotic damage, and the titan regains 10 hit points. On a successful save, the target takes half as much damage, and the titan doesn’t heal. Terrorize (Costs 3 Actions). The titan targets one creature it can see within 120 feet of itself. The target must make a DC 20 Wisdom saving throw. On a failed save, the target takes 38 (7d10) psychic damage and is frightened of the titan until the end of the target’s next turn, and the titan regains 15 hit points. On a successful save, the target takes half as much damage and isn’t frightened, and the titan doesn’t heal.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Fiend","Alignment":"Typically Chaotic Evil","Expansion":12501,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Daeodon","description":"The massive warthog has a disturbingly large maw lined with enormous teeth. It snorts and charges. Daeodons are scavengers that range freely in forests and grasslands. Locals refer to them as hell pigs, but they are more closely related to hippopotamuses and possess massive maws. Unfussy Eaters. Daeodons will eat most anything. While they may be content to graze for fruit and leaves or dig for tubers and grubs, they have the power to crush bone and devour flesh. Most of that is from scavenging kills from others—coming in only after something else has done all the hard work and is too tired to stand up to a hungry daeodon—but they've been known to hunt prey themselves. Temporary Herds. Daeodons live largely solitary lives. They can tolerate one another enough to briefly form small squads and bring down tougher prey. However, they rarely come together unless food is plentiful. They fight among themselves, and the winners garner respect until another can best them. Rude Neighbors. Isolated towns often face the challenge of keeping daeodons away from their food stores and livestock, for these massive beasts can trample fencing and destroy other obstacles to reach food. Some towns and villages create massive refuse piles well outside of the settlement; by keeping them well stocked, the villages satisfy local daeodons and keep them from the more vital stores. This has the added benefit of using the daeodons as deterrents from bandits and dangerous predators, though it means the daeodons adopt the area as their territory. Keen Smell. The daeodon has advantage on Wisdom (Perception) checks that rely on smell. Relentless (Recharges after a Short or Long Rest). If the daeodon takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead. Trampling Charge. If the daeodon moves at least 20 feet straight toward a creature and then hits it with a Bite attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the daeodon can make one Slam attack against it as a bonus action. Actions Multiattack. The daeodon makes one Bite attack and one Slam attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the daeodon can't Bite another target. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. Fierce Call (Recharges after a Short or Long Rest). The daeodon lets out a loud, fearsome call. Each hostile creature within 60 feet of the daeodon must succeed on a DC 13 Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. While frightened, a creature must take the Dash action and move away from the daeodon by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Daergor","description":"Xenoterum The xenoterum are intergalactic invaders responsible for the annihilation of an untold number of galactic systems. They enslave all sentient life they encounter, using their resources to transmute their region of space into a form akin to their once great multidimensional empire. For eons, the xenoterum have invaded and conquered system after system indiscriminately, concerned only with harvesting each world and forcing its populace into eternal subjection. Many notable galactic societies have lost worlds to the tyranny of the xenoterum. Some, such as the ilarios, were created from the ashes of their civilization and bred to serve as worshippers and minions. They refer to themselves as the sinotha, a word derived from the name of their old empire, Sinoth Ir. Vanquished from Majesty. Long before the discovery of the Crucibles, the xenoterum held dominion over a vast collection of interstellar regions that spanned different galaxies and multiple dimensional realms. Other dimensional beings such as cronosytes, kreidren, and the rithni were also thought to reside within regions connected to the weave that formed Sinoth Ir. Due to their boundless reach, some believe the xenoterum to be among those once considered gods within many ancient societies and customs. A chosen few among the them wielded such power as to claim dominion over forces yet unfathomable to the mortal mind. Their empire fell to ruin because of their own hubris. They brazenly clashed with beings of similar power, resulting in the sundering of the dimensional weave that held their domains together. The surging backlash pulled the majority of Sinoth Ir into oblivion, destroying thousands of worlds, along with the billions of souls living upon them. Most of the xenoterum leaders, known as the grand elders, vanished within the dimensional cataclysm, thought to be consumed by its chaotic energies. Those that survived still rule from the shadows. Stellarformers. Each system invaded by the xenoterum is slowly transformed into a spatial subdimension using massive machines which that draw power from the system's primary star. Though not remotely comparable to the vastness of realms such as Drath Sia, these subdimensions overlay the existing fabric of space-time within that system, warping the perceptions of reality, thought, and the passage of time. This pollution of primordial energies causes conflict with creatures such as the bahtera or velbasti, whose very natures are defined by them. Similarly, the xenoterum strive to keep their technology a closely guarded secret from organizations such as the Silrayne Defenders or the Shadow Technocracy. Devious Psions. Xenoterum are gifted psions and telepaths, able to exert their will over the minds of other creatures. They use their psionic powers to subjugate those that reside within the systems they seek to claim. Creatures who fall under such a fate are forced to face the xenoterum in a twisted, nightmarish version of their own reality. Unless they escape, those unfortunate enough to survive the mass hysteria have their minds broken and enslaved. The ability of high-ranking xenoterum to communicate with each other over tremendous distances enable them to devise far-reaching strategies and dark machinations. Scattered Brethren. There are many forms of xenoterum. Only a few are known to have arrived within the known galaxy after the sundering of their empire. In addition to restoring their dimensional dynasty, each transformation of a galactic system is a step closer toward tearing a new hole in the fabric of space-time, where more of their kind may be found. Similarly, the surviving grand elders seek to regain their godlike power and station. Cults of the Grand Elders. The expanding influence of the xenoterum and their grand elders has also prompted some to view them as deities, forming zealot bands of worshippers seeking to return them to their rightful rule over the universe. These groups are usually formed and led by a voorsha, but could also be led by other powerful espers, particularly those whose minds have been severely twisted by the effects of a xenoterum subdimension. Amphibious. A xenoterum can breathe both air and water. Abilos Abilos are monstrous, blue-scaled horrors with elongated heads set with a row of three to five red eyes. They have multiple sets of tentacles, the larger used for interaction and defense, and the smaller for feeding. Tips and Tactics Often seen as the soldiers within the hierarchy, abilos are more likely to face their enemies directly instead of using minions. They'll weaken foes with psionic attacks from a distance while trying to grapple and consume enemies within reach. Daergor Specializing as tacticians, daergors often command groups of abilos and other xenoterum servants on invasions and expeditions. They have heads similar to the abilos but instead attached to a humanoid upper torso with elongated arms. Their lower torso is made up of six chitinous, pincered legs. Tips and Tactics Daergor avoid direct conflict, instead preferring to use their troops to fend off enemies while using their ego whip against approaching targets. Myrnrog Myrnrogs are viewed as the overseers and generals of the lesser forms of xenoterum.They are dangerous psions and merciless combatants. Their mental prowess is only matched by their lack of morality, making them cruel, unyielding tyrants. A myrnrog's head has yellowish upper layers with a mandibled mouth. Varied tentacles extend from its face, body, and lower torso. It has four long insectoid limbs. Tips and Tactics Myrnrogs are deadly up close and at a distance. They use their esper powers primarily to attack or control opponents from afar. They use their psychic drain ability if possible on any enemy that moves within range. Voorsha These humanoids are espers that have pledged themselves to serve the xenoterum, either by choice or by having their will completely broken. Rather than becoming food, they are converted into hybrid troopers, outfitted with biosynthetic armor and weapons. Though the process weakens them as espers, they can still channel potent energies using their gear. Tips and Tactics Voorsha rarely initiate conflict, preferring to wait for an opportunity to ambush its enemies with esper powers before fighting directly.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":14},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Dag’drirath","description":"The Blood Queen, Faeryl Myrryn, a drow conjurer vampire servant of Orcus, infected Dag’drirath, a vrock, with vampirism during the early years of her experiments. The demon gained new powers and rose above its demonkin but it soon found out that it also acquired new weaknesses. The Blood Queen tasked Dag’drirath with a mission on the Material Plane. However, the undead demon failed and soon found itself trapped in a ruby in the dwarven mining caverns of Darkstone. Some dwarven miners unearthed the Treasure that was its prison and have inadvertently released Dag’drirath, but it is still bound by the ruby and confined to the area of the mine. Its most coveted goal is becoming free again and returning to the Abyss.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":14},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Dajna","description":"Dajna This is a camel of titanic proportions. It doesn’t seem hostile, but its sheer size is a danger to anything smaller than itself. Also called a thunder camel, a dajna has the head and neck of a camel but is ten times the size of an elephant. They were once more numerous, but in the wake of a primordial deluge or similar cataclysm it was left behind where other beasts found rescue and went extinct in most lands as a result, but a population of these colossal camels survived in the netherworld. Although a dajna is highly dangerous to human beings, the yellowish milk produced by the females is a remedy for baldness and many other afflictions. Only heroes dare retrieve it.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast (titan)","Alignment":"unaligned","Expansion":30635,"Challenge Rating":8},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Dakini, Simhamukha","description":"Those who say that the good and wise are meek and gentle have never seen the simhamuka in her full rage, striking down evil with the fury of a raging lion. The simhamukha is a dakini of great vengeance and wrath but also of vast enlightenment. It appears as a titanic woman with blue-black skin and the head of a white lion with a golden mane. The lion's face has three yellow or red eyes with the third in the center of its forehead. Manifestations of Energy. Dakinis are lesser goddesses that take active roles in the world. They are an embodiment of enlightened awareness and wisdom and seek to help others to achieve a higher state of being. Of the dakinis, the simhamukha is the most wrathful, seeking to punish those who have harmed protected beings.","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (dakini)","Alignment":"chaotic good","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dame Edelgren","description":"Background Dame Edelgren grew up in an affluent family and was enrolled into an arcane college at an early age. Though she excelled at her studies, Edelgren had a rebellious streak that eventually saw her leave the college (\"Some might say ‘expelled,' but the decision was mutual”) and strike out as an adventurer. Throughout her many adventures, Edelgren got to indulge her passion for danger, romance, and treasure, but her true love has remained the same: knowledge. Always with her nose deep in a book or with a scroll tucked under her arm, the theoretical aspect of magic was never far from Edelgren's mind. When an encounter with an orc warband saw two of her companions slain, Edelgren was ready to hang up her staff and retire. The only other survivor was a young orc. Unusually timid for an orc, the boy would likely die within a few days if left to fend for himself. Feeling responsible (\"They may have started it, but it was my Fireball spell that ended it”), Dame Edelgren decided to help the youngster to the nearest town. To her surprise and joy, Mort the Merciless (a name that was later eschewed for the more respectable ‘Mortyn') was nothing like a typical orc. Curious, gentle, and kind-hearted, the young orc awakened maternal instincts Edelgren had thought she didn't possess, and she decided to raise him as her own. For his part, Mortyn never knew his mother and his father was a savage tyrant who had nothing but disdain for his son's gentle nature. Though Mortyn mourned the loss of his kin, he also knew that they had deserved the end they got – and he never resented Dame Edelgren and her companions for their part in it. After liquidating most of her treasures, Edelgren fulfilled her dream of opening up a bookstore and scribery . For more than a decade now, the wizard and her adopted orc son have run the bookstore together. Roleplaying Edelgren & Mortyn With a lifetime of adventures and arcane studies under her belt, Edelgren possesses confidence and knowledge in equal measures. She has experienced most that there is to experience (\"and if I haven't, I have at least read about it”) and now only seeks to enjoy her retirement in peace. She is also still a powerful wizard, though that isn't immediately apparent from her unassuming appearance and easy-going manner. Mild-mannered and gentle, Mortyn is friendly and slow to anger – defying the perception many may have of orcs. Much more so than Edelgren, Mortyn values courtesy and civility and always uses proper titles. Whatever their differences, Edelgren and Mortyn share a kind heart and a love of the written word. Though Edelgren may tease her adoptive son, there is never any doubt that she loves him deeply – and he her, though her coarse language and off-color jokes often cause him to blush and apologize on her behalf (\"my dear mother can be a bit rough around the edges, but I promise you that she means no offense”). The only real issue between the pair is that Dame Edelgren's age is beginning to catch up with her. Less careful than she used to be, Edelgren will occasionally make small mistakes – which can be quite dangerous, when working with magical items. Mortyn has neither the heart nor the courage to tell her, so he instead frantically attempts to correct her mistakes as they're made or steer her away from more perilous tasks (\"why not leave the scroll-scribing to me, mother, and focus on your autobiography instead – I can't wait to read how you defeated Braxileres the Pestilence!”)","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Neutral Good","Expansion":27827,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Dancing Foliage","description":"A slender, humanoid-shaped plant dances in a clearing. Its two long legs and four arms are decorated with a plethora of vibrant petals and serrated leaves. A wide flower blossoms at the top of the whimsical performer. Jovial Creations. Dancing foliage appears in areas where the magic of the arts combines with the magic of nature. Birthed by such magic, the creature is influenced by both: it loves the arts and is protective of the natural world. Garden Guardians. Dancing foliage primarily inhabits and defends forest groves from outside threats, but they sometimes wander the gardens of urban settlements. Their love of flowers causes them to tend and protect the plants at all costs, often to the dismay of the garden’s owner or castle groundskeeper. Once a dancing foliage has decided to protect an area, it refuses to leave, though terms of pruning and planting can be negotiated with it, especially if such actions make the garden more aesthetically pleasing. Dancing Gardeners. When tending to its garden, dancing foliage moves to some unheard tune, gracefully leaping, twirling, and bobbing around the garden. If it or its garden is threatened, the dancing foliage enters a battle dance until the threat is either removed or eliminated. It never pursues foes beyond the end of its garden.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"chaotic good","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Dancing Item","description":"See College of Creation feature \"Animating Performance\".","properties":{"Category":"Monsters","Size":"Large or smaller","Type":"construct","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Dancing Lady","description":"The Dancing Lady is an evil fey creature known as a baobhan sith; a wicked presence that has settled into a forgotten ruin in the Stolen Lands. You can use these stats for any sinister fey creature in your game—one compelling plot could involve what starts out feeling like a hunt for a vampire but turns into something entirely different. Traits Innate Spellcasting. The Dancing Lady’s innate spellcasting ability is Charisma (spell save DC 16). The Dancing Lady can innately cast the following spells, requiring no material components: At will: detect thoughts 1/day: entangle, suggestion Shapechanger. The Dancing Lady can use her action to polymorph into a Small bat. While in bat form, she can’t speak, her walking speed is 5 feet, and she has a flying speed of 30 feet. Her statistics, other than its size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. She reverts to her true form if she dies. Actions Claw (fey form only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage, and the target must make a DC 16 Constitution saving throw, taking 35 (10d6) necrotic damage on a failure, or half as much damage on a success. Drink Blood. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Dancing Lady, incapacitated, or restrained, or one creature that is at half its maximum hit points or less. Hit: 8 (1d6+5) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Dancing Lady regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Captivating Dance. The Dancing Lady dances rhythmically, causing creatures of her choice that she can see within 30 feet and that can see her to make a DC 16 Wisdom saving throw. On a failed save, the target is charmed. A charmed target must use its movement on its turn to move toward the Dancing Lady as expediently as possible, avoiding obvious danger, until adjacent the Dancing Lady. A target that begins its turn adjacent to the Dancing Lady and charmed has its speed is reduced to 0 ft. As an action, a charmed target can make a new saving throw, ending the effect for itself on a success. The captivating dance ends if the Dancing Lady is incapacitated or can no longer move—or after 1 minute. A creature that succeeds at a saving throw against the captivating dance is immune to the Dancing Lady’s captivating dance for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (shapechanger)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Dancing Lady","description":"Strange visions in the mist are to be expected in enchanted forests, but in the case of the dancing lady, these figures aren’t illusions—they’re real … sort of. The dancing lady is an enormous plant with white humanoid-sized flowers resembling figures in dresses. Large red-and-green leaves surround these hanging blooms. The dancing lady lurks around fey populations or other forest denizens, flowers peacefully turning until a threat appears. Once the plant’s allies are endangered, the dancing lady’s oversized flowers spring into dizzying dances to addle and frighten foes. Traits Dancing Flowers. The dancing lady has three spinning flowers resembling life-sized dancing Humanoids. Each flower has AC 16, 5 hit points, vulnerability to fire damage, and immunity to psychic damage. Attack rolls against these whirling blooms have disadvantage. Destroying a flower deals no damage to the dancing lady, who regrows destroyed flowers at the end of their turn. Actions Multiattack. The dancing lady makes two Slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. Blood-Red Waltz. For each flower the dancing lady has, they can choose one creature they can see within 60 feet of them. Each target must make a DC 17 Strength saving throw as a dancing flower sweeps toward them. On a failed save, a creature takes 18 (4d8) psychic damage and is moved to an unoccupied space within 60 feet of the dancing lady. On a successful save, a creature takes half as much damage and isn’t moved. Disarming Quickstep. For each flower the dancing lady has, they can choose one creature they can see within 60 feet of them. Each target must make a DC 17 Dexterity saving throw as a dancing flower whirls them into a dance. On a failed save, a creature takes 17 (5d6) bludgeoning damage and is dazed until the start of the dancing lady’s next turn. On a successful save, a creature takes half as much damage and isn’t dazed. Ballet of Terror ( 1 /Day). The dancing lady’s flowers pirouette and emit acrid mist. Enemies within 120 feet of the dancing lady who can smell the mist must make a DC 17 Wisdom saving throw. On a failed save, a creature becomes frightened of the dancing lady for 1 minute (save ends at end of turn). Reactions Somber Dirge. When a creature the dancing lady can see hits the dancing lady with an attack, the dancing lady causes the attack to hit one of their flowers instead.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Danisil Hunter-Scholar","description":"The Danisil Hunter-Scholar appears in Midnight - Legacy of Darkness. Warriors against the Shadow Even as hope fades and Izrador has occupied Erenland for a hundred years, some still fight against the Shadow. Under the boughs of the Great Forest, the veteran warriors of the Caransil elves exact a lethal tally on the orc legions who invade their homes. Each Caransil Guardian is a trained archer and skilled swordfighter, but what makes them especially dangerous is their ability to cast spells to augment their fighting capabilities. Their cousins, the Danisil Hunter-Scholars , are even more adept at wielding magic to defeat their foes, and are also trained in the deadly art of combating demons and fell spirits. Human Servants of the Shadow Though the ranks of the Shadow’s armies are filled with legions of orcs, many humans also serve Izrador. Some of these are devoted followers, while others are press-ganged recruits, and many sign on to the Shadow simply for a meal or a chance to exercise a bit of power over their former neighbors. And of course, many of the legates who serve the Shadow are humans as well. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Danisil Wards. The Danisil hunter-scholar has advantage on saving throws against spells and other magical effects. Fey Ancestry. The Danisil hunter-scholar has advantage on saving throws against being charmed, and magic cannot put them to sleep. Spellcasting. The Danisil hunter-scholar is a 10th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Danisil hunter-scholar has the following spells prepared. Cantrips (at will): acid splash, fire bolt, light, minor illusion, ray of frost 1st level (4 slots): expeditious retreat, feather fall, protection from evil and good, shield 2nd level (3 slots): acid arrow, see invisibility, silver blood 3rd level (3 slots): counterspell, protection from energy, slow 4th level (3 slots): silver wind, stoneskin 5th level (2 slots): hold monster, silver storm Actions Multiattack. The Danasil hunter-scholar makes two melee attacks. Silvered Sepi. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"lawful good","Expansion":30504,"Challenge Rating":9},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Dao","description":"\"Welcome to the Great Dismal Delve, gem of the Inner Planes. You are now slaves of the mighty and merciful Khatun Zafara al’Yil jin Zarain, Queen of the Mantled Depths, Pontiff of the Diamond Cathedral, Protector of the Malachite Scepter, and so on and so forth.\" —Gargoyle seneschal’s standard greeting Genies Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves. Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power. Creatures of the Elements. A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie. A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie’s form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don’t mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare. When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam. Rule or Be Ruled. Mortal slaves serve to validate a genie’s power and high self-opinion. A hundred flattering voices are music to a genie’s ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use. In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service. Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination. Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn’t beholden to any noble genie, however, and will sometimes choose to defy a noble genie’s will and risk the consequences. The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome—except as it is directed toward them by their worshipful slaves. Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms—even whole continents or worlds—bow down before them. Variant: Genie Powers Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn’t a genie. Once a genie has granted its limit of wishes, it can’t grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature’s existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature’s behalf to bring about the effect. Depending on the genie’s nature, the genie might try to pervert the intent of the wish by exploiting the wish’s poor wording. The perversion of the wording is usually crafted to be to the genie’s benefit. Dao Dao are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they fly, their lower bodies become columns of swirling sand. A dao isn’t happy unless it is the envy of other dao. All That Glitters. The dao dwell in complexes of twisting tunnels and glittering ore-veined caverns on the Elemental Plane of Earth. These mazeworks are continually expanding as the dao delve into and reshape the rock around them. Dao care nothing for the poverty or misfortune of others. A dao might grind powdered gems and gold dust over its food to heighten the experience of eating, devouring its wealth as mortals consume a precious spice. Lords of the Earth. A dao never assists a mortal unless the genie has something to gain, preferably treasure. Among the genies, dao are on speaking and trading terms with the efreet, but they have nothing but scorn for djinn and marids. Other races native to the Elemental Plane of Earth avoid the dao, which are always seeking new slaves to mine the mazeworks of their floating earth islands. Proud Slavers. The dao trade for the finest slaves that money can buy, forcing them to work in dangerous subterranean realms that rumble with earthquakes. As much as they enjoy enslaving others, the dao hate being enslaved. Powerful wizards have been known to lure dao to the Material Plane and trap them in the confines of magic gemstones or iron flasks. Unfortunately for the dao, their greed makes it relatively easy for mages to cozen them into service. Traits Earth Glide : The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn’t disturb the material it moves through. Elemental Demise : If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying. Innate Spellcasting : The dao’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: detect evil and good , detect magic , stone shape • 3/day each: passwall , move earth , tongues • 1/day each: conjure elemental (earth elemental only), gaseous form , invisibility , phantasmal killer , plane shift , wall of stone Sure-Footed : The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack : The dao makes two fist attacks or two maul attacks. Fist : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. Maul : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Dao Great Khan","description":"The Great Khan is the undisputed ruler of the dao. It lives in a massive gem-encrusted stone palace within the Great Dismal Cave, a region carved and built entirely from slave labor. As one of the true primary genies, it can even grant a wish. However, it loathes to do so and almost never does. Traits Earth Glide. The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through. Elemental Demise. If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying. Legendary Resistance (3/Day). If the dao fails a saving throw, it can choose to succeed instead. Magic Resistance. The dao has advantage on saving throws against spells and other magical effects. Greater Spell Penetration. When the dao casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 5 levels higher. Surefooted. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The dao makes two Fist attacks or two Maul attacks. Fist . Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. Maul. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone. A creature that fails the save by 5 or more is also stunned until the end of its next turn. Spellcasting. The dao casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: detect evil and good, detect magic, move earth, passwall, stone shape, tongues 3/day each: conjure elemental (earth elemental only, as an action), dispel magic, gaseous form, invisibility, phantasmal killer, plane shift, wall of stone 1/day each: earthquake, flesh to stone Teleport. The dao magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Grant Wish (3/Year). The dao grants a wish spell to a creature that isn't a genie. In order to work, the dao must be willing to grant the wish . Unless carefully and properly worded, the dao will pervert the wish's intent into a literal but undesirable or partial fulfillment. The dao can't grant a wish purposely to serve its own needs. Legendary Actions The dao can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dao regains spent legendary actions at the start of its turn. Maul. The dao makes a Maul attack. Teleport. The dao uses Teleport. Cast a Spell (Costs 2 Actions). The dao uses Spellcasting. Conjure Boulders (Costs 3 Actions). The dao creates up to three boulders and magically hurl them at targets within 120 feet. The dao makes a ranged spell attack (+10 to hit) for each boulder. On a hit, the target takes 25 (4d10 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":21},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dao Overlord","description":"The overlord is a cruel and merciless tyrant in charge of managing the khan's slave encampments throughout the Great Dismal Cave. It likes to use its Scouring Instruction feature to motivate its underlings and its chain whip to torment its foes. Traits Earth Glide. The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through. Elemental Demise . If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying. Spellcasting . The dao casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: detect evil and good, detect magic, move earth, passwall, stone shape, tongues 2/day each: conjure elemental (earth elemental only, as an action), dispel magic, gaseous form, invisibility, phantasmal killer, plane shift, wall of stone 1/day: flesh to stone Surefooted. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The dao makes two attacks: one with its Maul and one with its Chain Whip. Maul. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. A creature that fails the save by 5 or more is also stunned until the end of its next turn. Chain Whip. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 7) slashing damage plus 10 (3d6) psychic damage. The target is grappled (escape DC 20) if the dao isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 10 (3d6) psychic damage at the start of each of its turns, and the dao can't attack another creature with its Chain Whip. Reactions Scouring Instruction. When an ally that the dao can see makes a d20 roll, the dao can roll a 1d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can’t be affected by Scouring Instruction.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Darakhul General","description":"This proud and commanding darakhul meets every threat with a steely gaze and a blade crackling with necrotic power. Traits Imperial Authority. All darakhul and ghouls automatically acknowledge the commanding presence of a general but may not automatically obey depending on the relationship between them. Hungry Dead Nature. Darakhul generals don't require air or sleep. Legendary Resistance (1/Day). If the darakhul fails a saving throw, they can choose to succeed instead. Master of Disguise. A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses their Stench. Necrotic Weapons. The darakhul's weapon attacks are magical. When the darakhul hits with any weapon, the weapon deals an extra 5d6 necrotic damage (included in the attack). Stench. Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 18 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the darakhul's Stench for 24 hours. Sunlight Sensitivity. While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Turning Defiance. The darakhul and any ghouls within 60 feet of the darakhul have advantage on saving throws against effects that turn undead. Actions Multiattack. The darakhul uses Targeting Directive and makes three weapon attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) necrotic damage. If the target is a humanoid, they must succeed on a DC 18 Constitution saving throw or contract darakhul fever. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 17 (5d6) necrotic damage. Tactical Strike (Recharge 5-6). The darakhul barks out an order. Up to five allied ghouls within 120 feet that can hear the darakhul can use their reactions to each make one weapon attack. Targeting Directive. One of the darakhul's allies within 60 feet that can hear the directive deals an extra 10 (3d6) damage to creatures it hits with a weapon attack until the beginning of the darakhul's next turn. Legendary Actions The darakhul general can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The darakhul regains spent legendary actions at the start of their turn: Reposition. The darakhul can take a Dash action. Attack (Costs 2 action). The darakhul makes one weapon attack. Rejuvenation (Costs 3 actions). The darakhul drains life energy from one ghoul ally within 60 feet that they can see. The ghoul crumbles to dust and the darakhul regains hit points equal to the target's remaining hit points, plus 1 for each of the target's Hit Dice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Lawful Evil","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Darakhul Ghoul","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":14533,"Challenge Rating":3},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Darakhul Shadowmancer","description":"Relishing the darkness feared by others, the shadowmancer's undeath grants it nothing but time to study its art. Servants of Alquam. While most darakhul follow the Hunger God, many shadowmancers praise the Demon Lord of Night, Alquam ( Tome of Beasts ). Never Alone. A darakhul shadowmancer is almost never encountered alone; it is regularly accompanied by shadow guardians, shadow skeletons , or other horrors. Frequent Spies. Often called upon by their emperor to serve as spies among the cities of the surface world or as emissaries to the shadow fey, darakhul shadowmancers may be encountered virtually anywhere. Hungry Dead Nature. The darakhul doesn't require air or sleep. Darakhul Shadowmancers in Midgard Most shadowmancers are experts in the use of shadow magic, and some claim they invented the art (the shadow fey dispute this). If using the Midgard setting, change the darakhul shadowmancer's spells to the following (see the Midgard Heroes Handbook ): Cantrips (at will): acid splash , claws of darkness , douselight , mage hand 1st level (4 slots): black ribbons , cloak of shadow , mage armor , ray of sickness 2nd level (3 slots): dark path , darkbolt , see invisibility 3rd level (3 slots): dispel magic , fear , legion 4th level (2 slots): arcane eye , shadow monsters 5th level (1 slot): shadow realm gateway","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Darakhul Shadowmancer","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Darakhul Shadowmancer (Midgard)","description":"Relishing the darkness feared by others, the shadowmancer's undeath grants it nothing but time to study its art. Servants of Alquam. While most darakhul follow the Hunger God, many shadowmancers praise the Demon Lord of Night, Alquam ( Tome of Beasts , p. 84). Never Alone. A darakhul shadowmancer is almost never encountered alone; it is regularly accompanied by shadow guardians, shadow skeletons (see page 342), or other horrors. Frequent Spies. Often called upon by their emperor to serve as spies among the cities of the surface world or as emissaries to the shadow fey, darakhul shadowmancers may be encountered virtually anywhere. Hungry Dead Nature. The darakhul doesn't require air or sleep.\\n\\n## Darakhul Shadowmancers in Midgard Most shadowmancers are experts in the use of shadow magic, and some claim they invented the art (the shadow fey dispute this). If using the Midgard setting, change the darakhul shadowmancer's spells to the following (see the Midgard Heroes Handbook ): Cantrips (at will): acid splash , claws of darkness , douselight , mage hand 1st level (4 slots): black ribbons , cloak of shadow , mage armor , ray of sickness 2nd level (3 slots): dark path , darkbolt , see invisibility 3rd level (3 slots): dispel magic , fear , legion 4th level (2 slots): arcane eye , shadow monsters 5th level (1 slot): shadow realm gateway","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Darathra Shendrel","description":"As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster. Ideal. \"Good people should be given every chance to prosper, free of tyranny.\" Bond. \"I'll lay down my life to protect Triboar and its citizens.\" Flaw. \"I refuse to back down. Push me, and I'll push back.\" Traits Brave. Darathra has advantage on saving throws against being frightened. Actions Multiattack. Darathra makes two melee attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Darathra carries twenty crossbow bolts.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Chondathan human)","Alignment":"lawful good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Darcel","description":"Level 0 Priest Weapon Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Equipment Hide armor, holy symbol, book of prayers","properties":{"Category":"Monsters","Size":"medium","Type":"Priest","Expansion":21056},"publisher":"MCDM Productions","book":"Arcadia Issue No. 9"},{"name":"Darg","description":"Darg, Fesl, and Urda These three hill giants seek to take advantage of the growing instability in the Stolen Lands as the threat of war escalates. Of course, these statistics for hill giant fighters also work quite well for hill-giant leaders, or if the party is much higher level, as the rank and file guards in a hill-giant fort. Traits Knockback. When the giant hits a foe with a melee attack, the giant can use a bonus action to make the target roll a DC 16 Strength saving throw. On a failed save, the target is pushed back 10 feet. Brutality. One per round, when the giant hits a target with a weapon attack, it can deal 4 (1d8) additional damage of the same type as the weapon. Special Equipment. Each giant carries a Huge greatclub +1 . Actions Multiattack. The giant makes two greatclub attacks. Greatclub +1. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. Thrown Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 22 (3d10+6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Darien Ashbrow","description":"Elegant, bright, and charming, Darien Ashbrow is the son of Cas Ashbrow, a dwarf military general of modest renown. Since his father’s passing, Darien has transformed Cas’s extensive curio collection into a thriving antique store. Ashbrow’s Oddities draws the attention of museum archivists, historians, and rich nobles seeking conversation pieces for their showrooms. Darien makes a point to never publicly reveal the full contents of his father’s collection, vexing entitled fat cats who yearn for never-before-seen pieces at Darien’s private auctions. Truthfully, the Ashbrow family treasure is more myth than material, a meager stock of clan weapons, baubles, and other heirlooms Darien mostly sold off decades ago in pursuit of his business. However, the mystery allows the mustachioed dwarf to shroud his crimes, touting burgled goods as exclusive pieces to eager, unwitting buyers. Normally a dwarf of few words, Darien lights up at opportunities for show and tell, especially those related to weapons, armor, or the history of warfare. Darien uses the veteran stat block with the following changes: His walking speed is 25 feet. He has advantage on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. Personality Trait . “I offer unprompted, verbose musings on the history of my antiques.” Ideal . “All is fair in love and war.” Bond . “I have borrowed from my ancestors to build a treasure of my own. My legacy must be monumental.” Flaw . “I sometimes embellish my wares with white lies to increase their value.” Inventory Following in the steps of his father, Darien has amassed a collection of his own. He can sell the characters any nonmagical armor, shield, or weapon at normal cost. At the GM’s discretion, he may be willing to sell some of these items at a discount if they have heat. Darien also has several magic items available for sale, as outlined in the Ashbrow’s Arms and Armor table. Item Price Adamantine armor 500 gp Mithral armor 750 gp Flame tongue 5,000 gp Wand of the war mage, +1 1,000 gp Weapon, +1 1,000 gp Special Service: Firearms Darien's interest in all things warfare exposed him to black powder. A rarity among criminals of any caliber, Ashbrow’s Oddities carries a secret stash of firearms and black powder weapons. At the GM’s discretion, Darien has the firearms listed in the Firearms table available for sale, all of which are martial ranged weapons. Ammunition . Bullets and black powder are sold packaged together (10 rounds for 2 gp). Blunderbuss . The blunderbuss uses three bullets instead of one and targets all creatures in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, the DC of which is equal to 8 + your Dexterity modifier + your proficiency bonus. A creature takes 2d4 piercing damage on a failed save, or half as much damage on a successful one. Pistol. At the GM’s discretion, characters with the Two-Weapon Fighting fighting style can wield a pair of these one-handed ranged weapons simultaneously. When you take the Attack action while wielding two pistols and attack with a pistol you hold in one hand, you can use a bonus action to attack with the pistol you hold in the other hand. Reload . A weapon with the reload property can be fired a number of times equal to its reload score before you must spend an action or a bonus action to reload it. Powder Kegs . Darien also discreetly offers powder kegs. When a barrel takes fire damage, it explodes in a 30-foot-radius sphere. Creatures in the area must succeed on a DC 13 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a successful one. Weapon Cost Damage Weight Properties Pistol 200 gp 1d8 piercing 5lb. Ammunition (range 30/90), reload (6 shots) Blunderbuss 300 gp 2d4 piercing 8lb. Ammunition (special), reload (1 shot), two-handed Rifle 400 gp 2d6 piercing 10 lb. Ammunition (range 60/180), reload (4 shots), two-handed Powder keg (barrel) 500 gp Special 100 lb. Specials","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Expansion":22441,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 11"},{"name":"Darivan","description":"Not all cult leaders are clerics invested with the power of a god, and one does not need divine spellcasting to devote their life to a higher power. Darivan is a perfect example as he is a powerful sorcerer who received visions from Lamashtu that compelled him to found the Cult of the Bloom. You can use Darivan’s stats for any cult leader associated with some sort of life-giving source of vitality; simply rename his Bloom Regeneration ability as needed and swap out his languages and alignment as appropriate to fit the new role. Traits Profane Leather. Leather armor Darivan wears gains a +6 bonus, which ceases when he removes the armor. Spellcasting. Darivan is a 11th-level cleric spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Darivan has the following cleric spells prepared: Cantrips (at will): light, mending, resistance, sacred flame, thaumaturgy 1st level (5 slots): create or destroy water, cure wounds, inflict wounds, shield of faith 2nd level (4 slots): aid, lesser restoration, spiritual weapon 3rd level (3 slots): bestow curse, mass healing word, protection from energy 4th level (3 slots): banishment, divination, stone shape 5th level (2 slots): contagion, flame strike 6th level (1 slots): harm Actions Multiattack. Darivan makes two falchion attacks. Falchion +2. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (2d4+5) slashing damage. Reactions Bloom Regeneration. When Darivan takes damage while located within the Cradle of Lamashtu, he can cry out a quick prayer to the Mother of Monsters, and filaments of fungus slither up into his wounded body. He regains 15 hit points as the filaments heal his wounds.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":11},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Dark Creeper","description":"Barely more than a malicious thought made real, dark creepers seem to be little more than a manifestation of a grudge, lie, or hatred given physical form. These foul little humanoids feed on yet more bile behavior to survive, stalking good-hearted folks and drawing sustenance from their suffering.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (dark)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dark Duwende","description":"Dark duwendes are foul, misbegotten, and mischievous fey with fetid leathery hides resembling that of a rat's, with tufts of white hair and strange, fungus-like growths protruding from their heads and bodies. Dark duwendes live only to indulge themselves, delighting in wreaking havoc and spreading misery. They often burglarize people's homes and kidnap children to keep them as their slaves. Dark duwendes often serve powerful evil fey, such as hags, malignos, and agents of the Unseelie Court, as spies. Duwendes (Dwen-deh) Duwendes are tiny fey beings that are distantly related to gnomes. They stand no more than 6 inches tall and have bulbous noses, rat-like ears, and furry, leathery skin. Duwendes are carefree, inquisitive, self-indulgent, skittish, and whimsical creatures who live in the undergrowth of forests, fields, hills, and jungles. They can cast spells and converse with animals and plants. They are fond of mundane items, keepsakes, and tools humanoids use and go out of their way to collect them, sometimes sneaking into people's homes. They usually keep themselves hidden and invisible, but their reckless behaviors often place them at risk. There are three types of duwendes - dark, gray, and green. While each behaves differently, they generally tolerate each other's presence. Earth Attuned. Although they aren't earth fey, duwendes appear to have a connection to the Elemental Plane of Earth and are cordial with creatures native or have strong ties to it, such as earth elementals, galeb duhr, and korreds. Duwendes build their homes underground, forming large mounds rising from the earth. Unfortunately, their homes resemble large termite hills, and many passersby have foolishly tried to destroy them, earning the ire of the duwende who resides in it. The offending creatures find themselves blinded, cursed, or unable to stop themselves from having endless fits of laughter. Luck Giver. Duwendes are magical beings of chaos and have a natural ability to affect another person's luck. However, it depends on the duwende's nature and whim and its relationship to the person, on what kind of luck - good or bad, it will bestow to it. Traits Magic Resistance. The duwende has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The duwende can communicate with beasts and plants as if they and the anito shared a language. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1 + 3) piercing damage. Superior Invisibility. The duwende magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the duwende wears or carries is invisible with it. Spellcasting. The duwende casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: infestation, mage hand, minor illusion 3/day: cause fear, hex, sleep 1/day: bestow curse, crown of madness Reactions Bestow Misfortune (3/Day). When a creature the duwende can see within 30 feet of it makes an attack roll, an ability check, or a saving throw, the duwende rolls a d10 and deducts it from the result. The duwende can make this choice after the roll is made but before the outcome is determined.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Dark Eye","description":"This pale-skinned humanoid is swathed in dark robes. Beneath its hood, its face is a grotesque mask. Smooth, featureless flesh is where one eye would be; the existing eye is a black pit that swallows both light and hope. Some dark folk carry a stronger measure of shadow in their souls, and it grants them the gift of sight, at the cost of one of their eyes. Staring into that eye threatens to draw the viewer in to its doom. Dark folk arose when a line of human wizards swore allegiance to shadow gods and passed this shadow power to their children. Easily mistaken for humans at a glance, the dark folk long ago diverged from their ancestors. Shadows among Light. Dark folk most often live near humanoid settlements. They worship the powers of darkness and shadow in secret, spreading their corruption in the dead of night and in darkened cellars. They often work nocturnal jobs as undertakers, night soil collectors, alchemists, or night watchmen, escaping the unrelenting glare of the sun. Darkened Blood. Sometimes a family line carries the tiniest seed of darkness, and a dark folk is born. These pale children face difficult lives, often singled out and shunned by peers for the dark nature they can't ever fully hide. Though most dark folk look human, dark folk can descend from any humanoid (though they lose all traits associated with their heritage).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dark folk)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dark Father","description":"This towering humanoid is shrouded in a heavy cloak darker than night. Color drains from the world as it silently approaches. An embodiment of the finality of death, a dark father comes for those soon to die. These vultures of the living are attracted to those lingering on the steps to the afterlife and watch over them to hasten their deaths. Funereal Origins. Dark fathers frequent graveyards and sepulchers. A dark father may take up a dormant position among the dead, only making itself known when death knocks at a nearby creature's door. Shadows are sometimes drawn to the presence of a dark father. Scales of Death. Unlike more bloodthirsty undead, a dark father gives up pursuit if its target receives healing or curative effects that stave off the threat of death. However, it may linger if others are in danger of dying soon. A dark father has no quarrel with healthy creatures and avoids them. However, if attacked while waiting for a dying creature to expire, it will defend itself and even slay the attacker, if necessary. A Shade Apart. A dark father may be found among other powerful undead since creatures are more likely to face their mortality when confronting such foes. Just as often, a lone dark father may roam far and wide, finding itself in hospitals, battlefields, and among the houses of the poor and diseased. Undead Nature. A dark father doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dark Naga","description":"The devious dark naga has a 15-foot long serpentine body covered in glossy dark gray scales that often has a black and blue striped pattern. It has a hoodless head and a tail that ends in a sharp stinger from which drips a sleep-inducing venom. Creature of Avarice. The dark naga craves wealth and power above all and will go to extreme lengths to accumulate them. Unlike other nagas that tend to be solitary, the dark naga recognizes the value of forging alliances with other beings. It works with creatures it knows can eventually exploit and quietly eliminates those it sees as future threats. Dark nagas, however, hate their kind and cannot stand each other's presence. They will ruthlessly slay the other at the first opportunity. Master Manipulators. Dark nagas dwell within ancient ruins, sprawling dungeons, and even urban sewers – anywhere they can build a following of potential worshippers. Some dark nagas have managed to control humanoid tribes such as kobolds, goblinoids, lizardfolk, and orcs by establishing themselves as advisers to their chieftains. They exert their influence and subtly manipulate the chieftains to make decisions that help further the dark nagas' goals. They are very successful at doing these because of their natural ability to mask their lies and true intentions. Giver of Nightmares. The dark naga is a skilled sorcerer, able to cast spells quicker or make its spells more potent. Anyone that succumbs to the venom of its stinger falls unconscious. In this state, the victim is in a deep sleep and experiencing a harrowing nightmare that is difficult to wake from. If the victim succeeds in waking, the ordeal still leaves it shaken. Immortal Nature. A naga doesn’t require air, food, drink, or sleep. Traits Inscrutable. The naga is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the naga's intentions or sincerity have disadvantage. Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Sorcery Points. The naga has 7 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Heightened Spell: When the naga casts a spell that forces a creature to make a saving throw to resist the spell's effects, the naga can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When the naga casts a spell that has a casting time of 1 action, the naga can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Actions Multiattack. The naga makes two melee attacks: one with its Bite and one with its Sting. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw or become poisoned for 1 minute. Until this poison ends, the target is unconscious and is in a nightmare-haunted sleep. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the unconscious creature takes damage, or someone uses an action to shake or slap it awake, it gains advantage on its saving throw. A creature that awakens from this effect becomes frightened until the end of its next turn. Spellcasting. The naga casts one of the following spells, requiring only verbal components and Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: chill touch (2d8), detect magic, mage hand, minor illusion, true strike 1/day each: charm person, darkness, greater invisibility,* lightning bolt, major image scorching ray, suggestion *The dark naga casts this spell on itself before combat.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Dark Ranger","description":"Not every ranger is a champion of good. Some have strayed into darkness, embracing the savage side of nature and rejecting the moral guidelines of civilized society. Whether they serve a dark master or they are dangerous lone predators, these rangers are dangerous in any wild environment. Traits Camouflage. The dark ranger has advantage on Stealth rolls when hiding in a natural environment. Actions Multiattack. The dark ranger makes two Longsword attacks and one Shortsword attack or two Longbow attacks. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., 1 target. Hit: 8 (1d8 + 4 piercing damage. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) slashing damage. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Spellcasting. The dark ranger casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): At will: Speak with Animals 1/day each: Barkskin, Longstrider, Speak with Plants Summon Creatures (1/Day). The dark ranger chooses what to summon and attempts a magical summoning. It has a 50 percent chance of summoning 1d6 Dire Wolves , 1d4 Giant Boars , or one Owlbear . A summoned creature appears in an unoccupied space within 60 feet of its summoner and acts as an ally of its summoner. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any non-good alignment","Expansion":32955,"Challenge Rating":7},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Dark Servant","description":"This figure is dressed in black robes, and every part of its body that isn't covered by robes is wrapped in gray bandages. It wields blood-stained sickles in each bandaged hand and moves with menace. The lowliest of the dark folk, the dark servants are also the most numerous. They cover their skin completely to shield it from even a single mote of light. Dark servants are without empathy and prefer the company of other dark folk. Murderous and cruel, they have difficulty interacting with non-dark folk for long. Dark folk arose when a line of human wizards swore allegiance to shadow gods and passed this shadow power to their children. Easily mistaken for humans at a glance, the dark folk long ago diverged from their ancestors. Shadows among Light. Dark folk most often live near humanoid settlements. They worship the powers of darkness and shadow in secret, spreading their corruption in the dead of night and in darkened cellars. They often work nocturnal jobs as undertakers, night soil collectors, alchemists, or night watchmen, escaping the unrelenting glare of the sun. Darkened Blood. Sometimes a family line carries the tiniest seed of darkness, and a dark folk is born. These pale children face difficult lives, often singled out and shunned by peers for the dark nature they can't ever fully hide. Though most dark folk look human, dark folk can descend from any humanoid (though they lose all traits associated with their heritage).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dark folk)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dark Soul","description":"The dark soul is a sorcerer whose innate magical powers come from a malevolent or fiendish power. It can manifest fiendish characteristics, such as bat-like wings and horns, if it chooses to. Traits Favored by the Gods (Recharges after a Short or Long Rest). When the dark soul fails a saving throw or misses with an attack roll, it can roll 2d4 and add it to the total, possibly changing the outcome. Actions Multiattack. The dark soul makes two Soul Strike attacks. Soul Strike. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 28 (8d6) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of the dark soul's next turn. Spellcasting. The dark soul casts one of the following spells using Charisma as the spellcasting ability (spell save DC 17): At will: mage hand, minor illusion, prestidigitation 3/day each: bestow curse, mage armor, mirror image 1/day each: circle of death, cone of cold, finger of death, unholy aura * (see Appendix C. New Spells) Bonus Actions Heightened Spell (3/Day). When the dark soul casts a spell that forces a creature to make a saving throw to resist the spell's effects, the dark soul gives one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell (3/Day). The dark soul uses Spellcasting. Unearthly Recovery (Recharges after a Long Rest). When the dark soul has fewer than 55 hit points, it regains 55 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Evil Alignment","Expansion":23212,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Dark Stalker","description":"Most who commit evil are petty cowards, hiding their true selves in lies and shadows. But some take such a life to heart, leading the weak into greater wrong. From such malice comes the fusion of darkness and depravity known as the dark stalker. These cunning humanoids attract creepers to them, the lesser beings holding a grudging respect for their superiors at the same time as wishing they could replace them. But a stalker knows how to direct a creeper’s hatred and self-loathing that drives dark society. Stalkers go to great lengths to protect their little creeps when times are quiet, yet are willing to sacrifice them over and over to achieve their ends. Creepers quickly fall into mental thrall of a stalker, and work hard to make themselves visible to their chosen leader while renouncing their peers. Of course, no stalker cares for any creeper really. The darkness is theirs to rule, and underlings are nothing more than forgettable fodder.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dark)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":4},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dark Tide Knight","description":"Dark Tide knights are the elite warriors of the Crushing Wave cult. By drawing upon Olhydra’s dark power, they gain the ability to ride sea-creatures that normally wouldn’t be suitable as mounts, and can even breathe underwater and share their mount’s senses. The knights prefer to fight from or in the water, since they don’t like to leave their mounts behind, but they can be fierce opponents on foot at need. Unlike most other knights, Dark Tide knights disdain heavy armor, relying on the speed and ferocity of their attacks to carry them to victory. Crushing Wave Cultists The Cult of the Crushing Wave venerates the element of water as a force of destruction and evil. Only fools or lunatics worship the idea of destruction, and many of the Crushing Wave cultists can be described as such. Others are more calculating and deliberate in their evil, and see the power of Elemental Evil as a tool by which they can sweep away the existing order of things and make themselves rulers over all. While the Crushing Wave cultists take in many people who are bitter, lost, or mad, they also seek alliances with evil or destructive sea creatures. They perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools or lakes, where devotees use water-breathing magic to immerse themselves in the element they worship. Crushing Wave cultists embrace a philosophy of elusiveness, patience, and opportunism. They are quick to retreat when challenged, but soon return to strike again. They admire the patience and endurance of the Black Earth cult, but despise the Cult of the Eternal Flame. They see the followers of elemental fire as reckless and short-tempered. Traits Bonded Mount. The knight is magically bound to a beast with an innate swimming speed trained to serve as its mount. While mounted on this beast, the knight gains the beast’s senses and ability to breathe underwater. The bonded mount obeys the knight’s commands. If its mount dies, the knight can train a new beast to serve as its bonded mount, a process requiring a month. Sneak Attack. The knight deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the knight that isn’t incapacitated and the knight doesn’t have disadvantage on the attack roll. Actions Multiattack. The knight makes two shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit : 9 (1d12 + 3) piercing damage. Reactions Uncanny Dodge. When an attacker the knight can see hits it with an attack, the knight can halve the damage against it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7390,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Dark Voice","description":"Shadows cling to the black chainmail draping this humanoid’s form. Black cloth binds its eyes tightly, but it turns its face as if it can see. The figure’s frost-rimmed mace leaves wisps of vapor in the air as the whispering begins, and the light starts to die. The most powerful of the dark folk, a dark voice sacrifices both eyes to the truth lurking in the shadows. All dark folk instantly recognize the power and authority vested within a dark voice, though hearing two voices leads to bitter rivalry. Either the local dark folk turn on one another until only one voice remains, or the weaker dark voice sets off to establish a splinter group. In the rare case that multiple dark voices work together, the dark folk become a terrifying force. A dark voice commands the essence of darkness itself, whispering secrets that snuff light and fill listeners with terror so profound it can be deadly. Dark folk arose when a line of human wizards swore allegiance to shadow gods and passed this shadow power to their children. Easily mistaken for humans at a glance, the dark folk long ago diverged from their ancestors. Shadows among Light. Dark folk most often live near humanoid settlements. They worship the powers of darkness and shadow in secret, spreading their corruption in the dead of night and in darkened cellars. They often work nocturnal jobs as undertakers, night soil collectors, alchemists, or night watchmen, escaping the unrelenting glare of the sun. Darkened Blood. Sometimes a family line carries the tiniest seed of darkness, and a dark folk is born. These pale children face difficult lives, often singled out and shunned by peers for the dark nature they can't ever fully hide. Though most dark folk look human, dark folk can descend from any humanoid (though they lose all traits associated with their heritage).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dark folk)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dark Whisperer","description":"Actions Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 10 (3d6) poison damage. Maddening Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 13 (3d6 + 3) psychic damage and the target must succeed on a DC 13 Wisdom saving throw or it must use its reaction to make a melee weapon attack against one creature of the dark whisperer's choice that the dark whisperer can see. Constructs and Undead are immune to this effect. Spellcasting. The dark whisperer casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights, friends, minor illusion 1/day each: charm person, dissonant whispers, invisibility, major image, Tasha's hideous laughter Bonus Actions Dark Whispers. The dark whisperer targets one creature within 30 feet of it. If the target can hear the dark whisperer, the target must succeed on a DC 13 Charisma saving throw or be frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the dark whisperer by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to the dark whisperer, the creature can repeat the saving throw. On a success, the effect ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Good Alignment","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Darkling","description":"The Summer Queen’s curse causes a darkling’s body to absorb light, which wizens the creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their lives explodes outward when they die, incinerating the creatures and much of their possessions. Traits Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn. Light Sensitivity. While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage. Darklings Ancient legends speak of a seelie fey who betrayed the Summer Queen. In the Summer Queens’ wrath, she cursed every member of his house. The seelie fey’s true name has been stricken from history, but the stories call him Dubh Catha (“Dark Crow” in Common), and other Fey refer to the house’s descendants as dubh sith—“darklings.” Darklings dwell in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"typically chaotic neutral","Expansion":11857,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Darkling","description":"Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha (“Dark Crow” in Common). So great was the Summer Queen’s wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha’s house as the dubh sith—or, in Common, “darklings.” Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins. The Killing Light. The Summer Queen’s curse causes a darkling’s body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions. Love of Art. Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel. Elder Transformation. A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling’s absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails. Traits Death Flash : When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature’s next turn. Light Sensitivity : While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger (Melee) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage. Dagger (Ranged) : Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Source":"Volo's Guide to Monsters","Alignment":"chaotic neutral","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Darkling","description":"The Summer Queen’s curse causes a darkling’s body to absorb light, which wizens the creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their lives explodes outward when they die, incinerating the creatures and much of their possessions. Darklings Ancient legends speak of a seelie fey who betrayed the Summer Queen. In the Summer Queens’ wrath, she cursed every member of his house. The seelie fey’s true name has been stricken from history, but the stories call him Dubh Catha (“Dark Crow” in Common), and other Fey refer to the house’s descendants as dubh sith—“darklings.” Darklings dwell in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins. Traits Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn. Light Sensitivity. While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":14934,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Darkling Creeper","description":"When they aren't out burglarizing, creepers serve as scouts for the darklings. Some may even be affiliated with the local thieves' guild, but will take steps to hide their true nature first. Traits Ambusher. The darkling has advantage on attack rolls against any creature it has surprised. Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature’s next turn. Light Sensitivity. While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Surprise Attack. If the darkling surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The darkling makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Bonus Actions Shadow Stealth. While in dim light or darkness, the darkling can take the Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Darkling Elder","description":"A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails. Traits Death Burn. When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 7 (2d6) radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded. Actions Multiattack. The darkling elder makes two Scimitar attacks. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage. Darkness (Recharges after a Short or Long Rest). The darkling elder casts darkness , requiring no spell components and using Wisdom as the spellcasting ability. Darklings Ancient legends speak of a seelie fey who betrayed the Summer Queen. In the Summer Queens’ wrath, she cursed every member of his house. The seelie fey’s true name has been stricken from history, but the stories call him Dubh Catha (“Dark Crow” in Common), and other Fey refer to the house’s descendants as dubh sith—“darklings.” Darklings dwell in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"typically chaotic neutral","Expansion":11857,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Darkling Elder","description":"Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha (“Dark Crow” in Common). So great was the Summer Queen’s wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha’s house as the dubh sith—or, in Common, “darklings.” Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins. The Killing Light. The Summer Queen’s curse causes a darkling’s body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions. Love of Art. Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel. Elder Transformation. A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling’s absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails. Traits Death Burn : When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn’t blinded. Actions Multiattack : The darkling elder makes two melee attacks. Shortsword : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals an extra 10 (3d6) piercing damage. Darkness (Recharges after a Short or Long Rest) : The darkling elder casts darkness without any components. Wisdom is its spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Volo's Guide to Monsters","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Darkling Elder","description":"A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling’s absorbed light. If the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails. Darklings Ancient legends speak of a seelie fey who betrayed the Summer Queen. In the Summer Queens’ wrath, she cursed every member of his house. The seelie fey’s true name has been stricken from history, but the stories call him Dubh Catha (“Dark Crow” in Common), and other Fey refer to the house’s descendants as dubh sith—“darklings.” Darklings dwell in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins. Traits Death Burn. When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 7 (2d6) radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded. Actions Multiattack. The darkling elder makes two Scimitar attacks. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage. Darkness (Recharges after a Short or Long Rest). The darkling elder casts darkness , requiring no spell components and using Wisdom as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Darkling Elder Assassin","description":"Cold-blooded and pragmatic, darkling elder assassins take pride in their work. When their band is contracted to kill a challenging and difficult target, the darkling elder assassin will be more than happy to handle the task. Traits Assassinate. During its first turn, the darkling elder has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the darkling elder scores against a surprised creature is a critical hit. Death Burn. When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 12 Constitution saving throw. On a failed save, the creature takes 10 (3d6) radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded. Light Sensitivity. While in bright light, the darkling elder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Sneak Attack (1/Turn). The darkling elder deals an extra 7 (2d6) damage when the darkling elder hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the darkling elder that isn't incapacitated and the darkling elder doesn't have disadvantage on the attack roll. Actions Multiattack. The darkling elder makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Darkness (Recharges 6). The darkling elder casts darkness without any components. Wisdom is its spellcasting ability. Bonus Actions Shadow Step. While in dim light or darkness, the darkling elder can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. Shadow Stealth. While in dim light or darkness, the darkling can take the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Darkling Elder Hexblade","description":"Warlocks are not uncommon within the darkling ranks, as they are already comfortable answering to a shadowy patron. Most would prefer to be hexblades, though, due to the fact that they gain more satisfaction inflicting pain by hand instead of magical spells. Traits Death Burn. When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 12 Constitution saving throw. On a failed save, the creature takes 10 (3d6) radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded. Light Sensitivity. While in bright light, the darkling elder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The darkling elder makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Darkness (Recharge 5–6). The darkling elder casts darkness , without any components and using Wisdom as its spellcasting ability. Spellcasting. The darkling elder casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: eldritch blast (3 bolts), mage hand, minor illusion 4/day: blink, cone of cold, dimension door, dispel magic, phantasmal killer Bonus Actions Hexblade's Curse (Recharges after a Short or Long Rest). The darkling elder targets a creature it can see within 30 feet of it. The target is cursed for 1 minute. The curse ends early if the target dies, the darkling elder dies, or it is incapacitated. Until the curse ends, the darkling elder gains the following benefits: It deals an extra 3 damage on damage rolls against the cursed target. Any attack roll it makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, the darkling elder regains 13 hit points. Reactions Armor of Hexes. When hit by an attack roll by a creature cursed by the darkling elder's Hexblade's Curse, roll a d6. On a roll of 4 or higher, the attack instead misses the darkling elder, regardless of its roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Darkling Elder Mastermind","description":"Darkling elders are the leaders and brilliant strategists of the darkling community. Their primary task is to ensure each of their missions and orders are efficiently carried out. Battle Tacticians. In combat, masterminds fight in a calculated and cunning manner. They can assess the battlefield with ease, and can give specific orders out to their subordinate darklings where they can be the most effective. They never knowingly put themselves at risk, and will always have a bodyguard or two nearby to redirect an attack made against them to it. Traits Cunning Presence. An ally that starts its turn within 30 feet of this darkling elder and can see and hear this darkling elder can take the Dash, Disengage, or Hide action as a bonus action, provided the darkling elder isn't incapacitated. Death Burn. When the darkling elder dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 13 Constitution saving throw. On a failure, the creature takes 10 (3d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded. Light Sensitivity. While in bright light, the darkling elder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Sneak Attack (1/Turn). The darkling elder deals an extra 24 (7d6) damage when the darkling elder hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the darkling elder that isn't incapacitated and the darkling elder doesn't have disadvantage on the attack roll. Actions Multiattack. The darkling elder makes two Rapier attacks. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Darkness (Recharge 5–6). The darkling elder casts darkness without any components. Wisdom is its spellcasting ability. Bonus Actions Cunning Action. The darkling elder takes the Dash, Disengage, or Hide action. Cunning Insight (Recharge 5–6). The darkling elder chooses a target it can see within 30 feet of it. The darkling elder and up to 3 creatures of its choice have advantage on ability checks, attack rolls, and saving throws against the target. In addition, the target has disadvantage on ability checks and attack rolls made against the darkling elder. These effects last until the start of the darkling elder's next turn. Reactions Misdirection. When the darkling elder is targeted by an attack while a creature within 5 feet of it is granting it cover against that attack, it can have the attack target that creature instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Darkling Skulker","description":"Skulkers are more mature and experienced darkling creepers. While they are still used as scouts from time to time, they are the ones who are sent for longer spying missions. Their primary role is to infiltrate a potential target's base or home, gather information such as determine the level of risk and resources required to overwhelm it, and report back safely to the mastermind without getting noticed. Traits Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn. Light Sensitivity. While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Sneak Attack (1/Turn). The darkling deals an extra 7 (2d6) damage when the darkling hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the darkling that isn't incapacitated and the darkling doesn't have disadvantage on the attack roll. Actions Multiattack. The darkling makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 3 (1d6) poison damage. Bonus Actions Shadow Stealth. While in dim light or darkness, the darkling can take the Hide action. Shadow Step. While in dim light or darkness, the darkling can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Darkmantle","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Echolocation : The darkmantle can't use its blindsight while deafened . False Appearance : While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. Actions Crush : Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage , and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll , it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action . On its turn, the darkmantle can detach itself from the target by using 5 feet of movement . Darkness Aura (1/day) : A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration , up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.","properties":{"Category":"Monsters","AC":11,"HP":"22 (5d6+5)","CHA":5,"CON":13,"DEX":12,"INT":2,"STR":16,"WIS":10,"Size":"Small","Type":"monstrosity","Speed":"10 ft., fly 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061947/4T9CTp07NEDbfWPdU66m0g/original.png","Roll 0":"Crush\n1d20 + 5\n1d6+3","Senses":"Blindsight 60 Ft.","Skills":"Stealth +3","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Echolocation\",\"Desc\":\"The darkmantle can't use its blindsight while deafened.\"},{\"Name\":\"False Appearance\",\"Desc\":\"While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.\"}]","data-Actions":"[{\"Name\":\"Crush\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"The darkmantle attaches to the target If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement\"},{\"Name\":\"Darkness Aura (1/day)\",\"Desc\":\"A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.\"}]","data-CHA-mod":"-3","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-4","data-STR-mod":"+3","data-SizeNum":1,"data-WIS-mod":"+0","Challenge Rating":"1/2","Passive Perception":10,"data-CrNum":0.5,"data-AcNum":11,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Darkmantle","description":"\"Remind me again why we’re on this quest?\" —Ethelrede the fighter, after his first darkmantle encounter A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone. Then it drops from the ceiling and unfurls, surrounding itself with magical darkness as it engulfs and crushes its prey. Darkmantles are found throughout the Underdark, but they are equally common on the Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on the Material Plane. Intelligent creatures of the Shadowfell sometimes train darkmantles as guardians or companions. Traits Echolocation : The darkmantle can't use its blindsight while deafened. False Appearance : While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite. Actions Crush : Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement. Darkness Aura (1/day) : A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Darkshard Ooze","description":"Liquid metal brought to life by fell magic, the mysterious darkshard ooze is a nightmarish creature. Living Metal Resembling ferrofluid, the ooze's dark, metallic body contorts and writhes with glistening spikes as it drags itself across a dungeon's floor. Sensitive to light, the ooze prefers to remain in darkness. In combat, the ooze can extend its form to create long spikes that can pierce and rend flesh. It can also lob pieces of itself to scatter fragments of spiked metal in all directions. Dark Puppeteers Darkshard oozes scavenge on carrion and will often seek out any dark location where corpses are plentiful, such as disused dungeons and ancient ruins. The darkshard ooze eats its meals by crawling into them and consuming them from inside. Once it has hollowed a corpse, it often extends itself to fill out the corpse and wear it like a second skin. This provides the ooze with both a layer of protection and shields it against the light it so hates. While inhabiting a corpse this way, the ooze lies perfectly still, waiting for new prey to wander too close.","properties":{"Category":"Monsters","Size":"Medium","Type":"Ooze","Alignment":"Typically Chaotic Evil","Expansion":32062,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Darkshard Ooze, Forge Leader","description":"Liquid metal brought to life by fell magic, the mysterious darkshard ooze is a nightmarish creature. Living Metal Resembling ferrofluid, the ooze's dark, metallic body contorts and writhes with glistening spikes as it drags itself across a dungeon's floor. Sensitive to light, the ooze prefers to remain in darkness. In combat, the ooze can extend its form to create long spikes that can pierce and rend flesh. It can also lob pieces of itself to scatter fragments of spiked metal in all directions. Dark Puppeteers Darkshard oozes scavenge on carrion and will often seek out any dark location where corpses are plentiful, such as disused dungeons and ancient ruins. The darkshard ooze eats its meals by crawling into them and consuming them from inside. Once it has hollowed a corpse, it often extends itself to fill out the corpse and wear it like a second skin. This provides the ooze with both a layer of protection and shields it against the light it so hates. While inhabiting a corpse this way, the ooze lies perfectly still, waiting for new prey to wander too close.","properties":{"Category":"Monsters","Size":"Medium","Type":"Ooze","Alignment":"Typically Chaotic Evil","Expansion":32062,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Darkshard Ooze, Forge Worker","description":"Liquid metal brought to life by fell magic, the mysterious darkshard ooze is a nightmarish creature. Living Metal Resembling ferrofluid, the ooze's dark, metallic body contorts and writhes with glistening spikes as it drags itself across a dungeon's floor. Sensitive to light, the ooze prefers to remain in darkness. In combat, the ooze can extend its form to create long spikes that can pierce and rend flesh. It can also lob pieces of itself to scatter fragments of spiked metal in all directions. Dark Puppeteers Darkshard oozes scavenge on carrion and will often seek out any dark location where corpses are plentiful, such as disused dungeons and ancient ruins. The darkshard ooze eats its meals by crawling into them and consuming them from inside. Once it has hollowed a corpse, it often extends itself to fill out the corpse and wear it like a second skin. This provides the ooze with both a layer of protection and shields it against the light it so hates. While inhabiting a corpse this way, the ooze lies perfectly still, waiting for new prey to wander too close.","properties":{"Category":"Monsters","Size":"Medium","Type":"Ooze","Alignment":"Typically Chaotic Evil","Expansion":32062,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Darkstar Killagob","description":"Pronunciation: “Dark-star Kill-ay-gob” Darkstar Killagob is an ex-hitman and current information broker for the Firm, which makes him one of the most dangerous halflings in the 'verse. The Firm stands to gain a lot from investing in technology that could unlock Dead Magic Zones to exploration, colonization, resource mining, and more. Darkstar, a stone-cold killer, will do whatever it takes to determine whether or not the gnomish technology is the real deal, and make sure that his organization reaps the lion’s share of the benefits. Darkstar is extremely confident and believes that he is smarter and more skillful than pretty much everyone he meets. Despite this, he doesn’t feel the need to prove it, and will only act when he feels it’s absolutely necessary; his small gestures and quiet words hold a lot of weight.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (halfling)","Alignment":"neutral evil","Expansion":9634,"Challenge Rating":3},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Darkweaver","description":"Arachnid predators of the Shadowfell, darkweavers inhabit caves, dungeons, and other dark locales throughout the multiverse, including Undersigil and the windswept darkness of Pandemonium. A darkweaver lurks in the shadows of its lair, waiting for hapless prey to pass by. When a target approaches, the darkweaver fires webs of pure shadow at its quarry, then drags the victim into the darkness. Darkweavers are fascinated by sensations—particularly taste—and how creatures from across the planes experience reality. For them, the act of eating is an experience to be drawn out and savored, with every meal considered in all its facets. Whether its fare is a demon, an archon, a struggling halfling, or a catatonic mule, all such meals are culinary delights for a darkweaver, served up from the cosmic kitchen that is the multiverse. These spider-like terrors appreciate second-hand descriptions of sensations, especially those they’re unlikely to experience in their home environment. A darkweaver’s captive might delay being consumed by sharing tales of its experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to escape a darkweaver should think twice about returning to the creature’s lair, though, as darkweavers prioritize their appetites over bargains. A Darkweaver’s Lair Darkweavers dwell in lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the Shadowfell. Darkweavers tend to inhabit isolated sites where they can weave webs of shadow undisturbed. A darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP). Lair Actions On initiative count 20 (losing initiative ties), a darkweaver can take one of the following lair actions; the darkweaver can’t take the same lair action two rounds in a row: Extinguish. All nonmagical flames within 30 feet of the darkweaver are extinguished. In addition, if this area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Shadow Fears. The darkweaver instills frightful magic into its webs. Each creature grappled by the darkweaver’s Shadow Web must make a DC 15 Wisdom saving throw. On a failed save, the creature has the frightened condition until the end of its next turn. Shadow Step. If the darkweaver is in dim light or darkness, it teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself that is in dim light or darkness. Darkweaver Webs A darkweaver’s web has a 50 percent chance of having 1d6 cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy masses. Darkweaver Cocoon Contents d6 Contents 1 Roll a die. If you roll an even number, the cocoon contains the bones of a Humanoid. If you roll an odd number, the cocoon contains the bones of a non-Humanoid creature, such as a flumph or a mule. 2 A swarm of insects that might be a darkweaver’s young 3 A corpse holding a jar of universal solvent with a slightly stuck lid 4 A collection of menus from restaurants in Sigil 5 4d12 gold pieces amid a digested slurry 6 A halfling commoner or musteval guardinal (detailed later in this book) that the darkweaver forgot about “The worst thing about darkweavers isn’t that they want to eat you­– it’s that they want to talk to you while they eat you.” –Morte Traits Shadowy Form. While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the incapacitated condition. Spider Climb. The darkweaver can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The darkweaver takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The darkweaver makes two Shadow Web attacks and one Bite attack. It can use Reel after any of these attacks. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) piercing damage plus 17 (5d6) necrotic damage, and if the target is a creature, the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Shadow Web. Ranged Weapon Attack: +7 to hit, reach 120 ft., one creature. Hit: 16 (3d10) necrotic damage, and the target has the grappled condition (escape DC 15). The shadow web can be attacked and destroyed (AC 16; 20 hit points; vulnerability to radiant damage; immunity to bludgeoning, necrotic, poison, and psychic damage). The darkweaver can grapple up to six creatures at a time using its shadow web. Reel. The darkweaver pulls each creature it has grappled up to 60 feet toward itself.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"typically chaotic evil","Expansion":26427,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Darmavian Lizard","description":"Also called aragells , darmavian lizards are four legged scaled creatures with long limbs and a sharp fin-shaped horn atop a wide head. They are often domesticated for use as mounts in planets with an abundance of deserts and jungles.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27051,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Darz Helgar","description":"In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker. Ideal. \"You can run from your past, but you can't hide from it.\" Bond. \"I've made a new life in Triboar. I'm not gonna run away this time.\" Flaw. \"I have no regrets. I do whatever it takes to survive.\" Traits Sneak Attack (1/Turn). Darz deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Darz that isn't incapacitated and Darz doesn't have disadvantage on the attack roll. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Darz carries twenty sling stones.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Illuskan human)","Alignment":"neutral","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Dau","description":"A constant shimmer surrounds this short, winged creature, and staring at it is eyewatering and confusing, like a distant desert mirage though it’s only scant yards away. Desert Mirage Fey. Daus are creatures of haze and illusion. They stand three feet tall, with sandy skin, and are surrounded by a shimmering aura like a heat haze. They are flighty, physically weak, and unfocused, but are agile in both body and wit. Lazy and Bored. Their ability to magically provide for themselves in most material ways tends to make daus lazy and hedonistic. As a result, daus are often friendly and eager for company and they invite friends and strangers alike to rest in their lairs, partake in their feasts and share their stories. Sticklers for Etiquette. However, a dau’s hospitality often turns to cruelty when guests breach its intricate rules of etiquette. Traits Magic Resistance: The dau has advantage on saving throws against spells and other magical effects. Innate Spellcasting.: The dau’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: detect thoughts 3/day each: invisibility, mirror image 1/day each: mirage arcana, programmed illusion, project image Actions Multiattack: The dau makes two slam attacks. Slam: Melee Weapon Attack : +5 to hit, range 5 ft., One creature. Hit : 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. On hit, the dau regains hit points equal to the necrotic damage dealt. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. Tangible Illusion (1/Day): After casting an illusion spell of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but not magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet. Reactions Mirror Dodge (1/Day): When the dau would be hit by an attack or affected by a spell, the dau replaces itself with an illusory duplicate and teleports to any unoccupied space within 30 feet in sight. The dau isn’t affected and the illusory duplicate is destroyed.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Daveet","description":"Daveet is a half-elf fortune teller who hails from parts unknown – though they grew up in a temple nestled into the craggy face of the Grey Peaks. Holding no regard for the rule of law, be it mortal law or divine, Daveet is a begrudging tool of the gods who wishes only to live a life of security and peace. While Daveet is a true oracle and sometimes receives visions from gods, they make their day-to-day living as a fortune teller for a traveling carnival. Adventurers can stumble upon Daveet’s booth in any urban location, small town, or even by the side of a busy road. You can read more about Daveet and their services in Chapter 4 - Divine Agents .","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":4},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Davik Nettles","description":"Davik Nettles rose from death as a unique undead creature, and now haunts the site of his murder as a relentless force. If you choose to use these statistics to represent an entirely new category of undead monster, you’ll want to adjust the specifics of Davik’s rejuvenation to match the lore you build for them. For example, you might create a “river revenant,” an undead creature known to haunt the shore of the waterway where it was murdered. Swapping out his ranseur for other types of weapons is another easy way to adjust this stat block to fit other cultures or types of descriptive flavor. Traits Dream Haunting. Davik can cast dream , without using a spell slot or requiring components, to enter the dreams of someone who destroyed him. This link can be ended as though it were a 5th-level spell or by anything that can end a curse, preventing him from casting dream against that target again. Rejuvenation. If Davik is reduced to 0 hit points, his bones and gear melt into water that runs back into the river or seeps into the ground, leaving nothing behind. The next night, he rises again, completely healed, but with his unholy anger now directed at those who previously destroyed him as well as at the Stag Lord. Davik can be put to rest permanently only when his unfinished business is taken care of. Rotting Stench. A creature that is not undead that begins its turn within 10 feet of Davik must succeed at a DC 13 Constitution saving throw or become poisoned until the end of its next turn. Creatures with advantage on Wisdom (Perception) checks based on scent have disadvantage on this saving throw. On a success, a creature is immune to Davik’s stench for 1 minute. Sure Possession. Davik possesses a magical ranseur (a glaive +1 ). If disarmed of the ranseur, or if he drops it, it melts into water; he can retrieve it by pulling it out of any body of water. If Davik is put to rest permanently by fulfilling his quest, his ranseur loses this ability and can be claimed by someone else. Water Walk. Davik can walk on water without sinking. Actions Multiattack. Davik can use his Fearsome Gaze. He then makes two melee weapon attacks. Ranseur +1. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) slashing damage. Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage. Fearsome Gaze. Each creature of Davik’s choice that is within 30 feet of him that he can see must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Davik’s Fearsome Gaze for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Davil Starsong","description":"The Doom Raiders The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called “dooms” by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies. Davil Starsong Within the Waterdeep division of the Black Network, Davil is accorded the title of Master of Opportunities and Negotiations because he’s good at sniffing out lucrative business deals, and he makes friends easily. Like many sun elves, Davil has an affinity for magic and is gifted with the kind of patience that comes with a long life span. Unlike most, he’s not the least bit pretentious or aloof. He keeps a room at the Yawning Portal and does all his business in the establishment’s taproom. He negotiates deals with grace and aplomb, even while drunk, and uses an elven lute as a spellcasting focus. Davil can put the characters in contact with other leaders of the Black Network’s Waterdeep division, namely Istrid Horn (if they need a loan), Skeemo Weirdbottle (if they need magic), Tashlyn Yafeera (if they need weapons or mercenaries), and Ziraj the Hunter (if they need a highly skilled assassin). Traits Fey Ancestry. Davil has advantage on saving throws against being charmed, and magic can't put him to sleep. Spellcasting. Davil is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He has the following bard spells prepared: Cantrips (at will): mage hand, mending, minor illusion, vicious mockery 1st level (4 slots): cure wounds, disguise self, sleep 2nd level (3 slots): crown of madness, invisibility, suggestion 3rd level (3 slots): nondetection, sending, tongues 4th level (3 slots): compulsion, freedom of movement, polymorph 5th level (2 slots): dominate person, greater restoration 6th level (1 slot): Otto's irresistible dance Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral","Expansion":7393,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Davil Starsong","description":"Traits Fey Ancestry. Davil has advantage on saving throws against being charmed, and magic can’t put him to sleep. Spellcasting. Davil is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He has the following bard spells prepared: Cantrips (at will): mage hand, mending, minor illusion, vicious mockery 1st level (4 slots): cure wounds, disguise self, sleep 2nd level (3 slots): crown of madness, invisibility, suggestion 3rd level (3 slots): nondetection, sending, tongues 4th level (3 slots): compulsion, freedom of movement, polymorph 5th level (2 slots): dominate person, greater restoration 6th level (1 slot): Otto’s irresistible dance Actions Dagger . Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral","Challenge Rating":6},"publisher":"Matthew Whitby","book":"Volo's Guide to Getting Murdered"},{"name":"Dawn Specter","description":"Commonly found in Aereni, a dawn specter is a variety of ghost that’s actually a deathless, rather than being tied to Dolurrh or Mabar. Each dawn specter must be bound to something—either a location or a spirit idol (discussed in Exploring Eberron )—but its ability to manifest is tied to the devotion it receives from the people of a community. So you might find the dawn specter of a bard entertaining patrons in an Aereni tavern; the joy of the patrons is what allows it to maintain its form and interact with the world. Dawn specters can possess mortals just like ghosts; however, most dawn specters can’t go more than 10 miles from the object or location they are bound to, even while possessing a mortal. Some Aereni willingly allow dawn specters to possess them, allowing the dead elf to interact directly with its descendants; however, a willing host’s mind usually can’t maintain this possession for more than a few hours or days, depending on their force of will, after which the specter is forced out. Dawn Specter Statistics A dawn specter uses a ghost stat block with these changes: Replace its immunity to necrotic damage with immunity to radiant damage. Replace its Withering Touch attack with a Radiant Touch attack that deals radiant damage. Replace its Horrifying Visage action with a Glorious Visage action that charms victims rather than frightening them, and that doesn't age its targets. Traits Ethereal Sight. The specter can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Radiant Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) radiant damage. Etherealness. The specter enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Glorious Visage. Each non-undead creature within 60 ft. of the specter that can see it must succeed on a DC 13 Wisdom saving throw or be charmed for 1 minute. A charmed target can repeat the saving throw at the end of each of its turns, ending the charmed condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this specter's Glorious Visage for the next 24 hours. Possession (Recharge 6). One humanoid that the specter can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the specter; the specter then disappears, and the target is incapacitated and loses control of its body. The specter now controls the body but doesn't deprive the target of awareness. The specter can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the specter ends it as a bonus action, or the specter is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the specter reappears in an unoccupied space within 5 ft. of the body. The target is immune to this specter's Possession for 24 hours after succeeding on the saving throw or after the possession ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":21558,"Challenge Rating":4},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Dawnfly","description":"An enormous dragonfly blocks out the sun, except for the iridescent shadows filtered through its diaphanous wings. Its three tails gouge into the land like plows before it darts off in a random direction. A full-grown dawnfly is an incredibly rare sight, a massive creature that emerges once every few years and lives for little more than a week. However, it can destroy a vast swathe of crops and homes in that brief period of time. Larval Stage. A dawnfly starts life as a desolation nymph. Unlike their smaller cousins, which turn into dragonflies, the life cycle of the desolation nymph is complex. Only occasionally do the nymphs mature into giant dragonflies and even then, not until after several years or even decades, as a nymph. Some remain a nymph for the whole of their lives. A nymph that survives at least a decade may transform into the terrifying dawnfly in the final days of its life. Predatory Larva. Desolation nymphs hide as best they can among mangrove roots or giant reeds; they prefer to hunt near water. When prey is close, the nymph rapidly extends its lower jaw, arrayed with hooks and spines, to capture and devour its prey. Dire Omen. The reason for a dawnfly's emergence is a mystery. Some view it as a harbinger of terrible times, or the avatar of any number of gods associated with death and destruction, or the herald of some demon lord or arch-devil associated with insects. All agree that, regardless of its origin, the dawnfly is a powerfully destructive force capable of eliminating entire civilizations. Flyby. The dawnfly doesn't provoke opportunity attacks when it flies out of an enemy's reach. Siege Monster. The dawnfly deals double damage to objects and structures. Unsettling Drone. A creature that starts its turn within 10 feet of the dawnfly must succeed on a DC 19 Constitution saving throw or become incapacitated until the start of its next turn. Deafened creatures have advantage on the saving throw. On a successful saving throw, the creature is immune to the dawnfly's Unsettling Drone for the next 24 hours. Actions Multiattack. The dawnfly makes one Bite attack and three Tail attacks. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 7 (2d6) poison damage. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Wing Slice (Recharge 4-6). The dawnfly flies up to 40 feet in a straight line and can move through the space of any Huge or smaller creature. The first time it enters a creature's space during this move, that creature must make a DC 19 Dexterity saving throw. On a failure, a creature takes 54 (12d8) slashing damage and is stunned until the end of its next turn. If the dawnfly's wings are ignited from Winged Inferno, the creature takes an extra 14 (4d6) fire damage. On a success, a creature takes half the damage and isn't stunned. Bonus Actions Winged Inferno. The dawnfly rapidly beats its wings igniting them until the start of its next turn. Its wings shed bright light in a 20-foot radius and dim light an additional 20 feet. A creature that touches the dawnfly or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. In addition, when a creature starts its turn within 5 feet of the dawnfly, that creature must succeed on a DC 19 Dexterity saving throw or take 7 (2d6) fire damage. This effect ends early if the dawnfly stops flying. Legendary Actions The dawnfly can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dawnfly regains spent legendary actions at the start of its turn. Dust Burst. The dawnfly's wings shed blinding dust within 10 feet of it. Each creature in the area must succeed on a DC 19 Constitution saving throw or be blinded until the end of its next turn. Fiery Downburst (Costs 2 Actions). The dawnfly's wings beat furiously, releasing a downdraft of heated air in a 15-foot cone. Each creature in the area must make a DC 19 Strength saving throw. On a failure, a creature takes 9 (2d8) bludgeoning damage and 7 (2d6) fire damage, is pushed up to 15 feet away from the dawnfly in a direction following the cone, and is knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. Snatch and Drop (Costs 3 Actions). The dawnfly flies up to half its flying speed, making one Tail attack at a creature within its reach along the way. If the attack hits, the creature is grappled and carried with the dawnfly, which immediately drops the creature at the end of the movement. The creature takes falling damage, as normal.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":19},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"De Ogen","description":"A roughly humanoid figure composed of thick, greenish-gray fog steps out of the darkness. Its eyes are smoldering orange orbs, and yellow embers trail behind it as it moves forward, burning the very air with its passage. Spirits of Vengeance and Flame. De ogen are the malevolent spirits of murderers and other criminals executed by being burned at the stake or thrown into a blazing fire pit. The depth of their evil and strength of their rage return them to life shortly after death to seek vengeance against those who killed them. Undead Companions. A de ogen is usually accompanied by shadows that follow in its wake and drain the strength from those that try to flee its burning wrath. The de ogen ignores the shadows following it and does not cooperate with them in battle. Aside from the shadows that follow it, a de ogen never allies with other creatures, undead or otherwise, and actively attacks any creature it sees unless the creature is composed of flame. Undead Nature. The de ogen doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Deadbark Dryad","description":"When a dryad fails to protect its wilderness home from a great evil and is unable to forgive itself, the dryad might transform into a wicked Fey monster called a deadbark dryad. Such dryads relinquish any compassion they once felt for living beings and instead harbor hatred for anyone who dares to invade their rotted demesne. The wilds around a deadbark dryad become malignant, souring into a swampy morass of stinging nettles and noxious muck. Deadbark dryads are immune to this toxic bog’s deleterious effects. A deadbark dryad is typically bound to the spot where it failed to protect its charge. When a dryad transforms into a deadbark dryad, it becomes stronger and more violent, and it typically gains a renewed dedication to protecting its now-fetid domain. Most deadbark dryads would rather fight to the death than allow any intrusion into their homes. Deadbark dryads are most often found on Krynn, but occasionally they are found on other worlds where magic and trees are plentiful. Traits Bramble Walk. Difficult terrain composed of vegetation, such as foliage or thorns, doesn’t cost the dryad extra movement. Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language. Actions Multiattack. The dryad makes two Poisonous Thorn attacks and one Sapping Vine attack. Poisonous Thorn. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 10 (3d6) poison damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or have the poisoned condition until the start of the dryad’s next turn. Sapping Vine. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: The target has the grappled condition (escape DC 16). Until the grapple ends, the target has the restrained condition, and the dryad can’t use the same vine on another target. A creature restrained in this way takes 13 (3d8) necrotic damage at the start of its turn. The dryad has six vines. Each vine can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a vine deals no damage to the dryad, but any creature grappled by that vine no longer has the grappled condition. All vines immediately wither and disappear when the dryad is reduced to 0 hit points. Spellcasting. The dryad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: Druidcraft 2/day each: Pass without Trace, Spike Growth 1/day: Dispel Magic","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":30583,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Death","description":"In the forlorn Luyarnha, where clerics and hunters hold sway, magic capable of resurrecting the fallen is often called \"The Call of Death.\" For those who have journeyed beyond the veil of mortality and dare return, an irremovable stain is left on their soul, beckoning their demise — “Death”. A monster that stalks those who have eluded the clutches of the grave, a creature whose sole purpose is to snuff out the lives of those who have defied their fate, Death ’s reputation is such that its mere mention is enough to send shivers down the spines of those afflicted. No one knows for certain where Death came from or why it was unleashed upon the world, but its presence is a grim reminder of the fragility of life. Yet there are those who seek to defy this fate, who cling to life with a desperate fervor, willing to pay any price to cheat its relentless march, those who would think themselves above their kin, but to Death, their life has the same worth as that of a beggar’s—two gold coins, which shall cover their eyes until it finds its next prey. Traits Blood Frenzy. Death has advantage on melee attack rolls made against any creature that doesn't have all its hit points. Death's Embrace. A creature killed by Death can be restored to life only by a wish spell. Magic Resistance. Death has advantage on saving throws against spells and other magical effects. Magic Weapons. Death's weapon attacks are magical. Turn Immunity. Death is immune to features that turn undead. Actions Multiattack. Death uses its Whistle of Death and makes four claw attacks. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 6) slashing damage, and the target gains one bleeding die if it’s a creature. A creature can have up to ten bleeding dice, which are d4s. A creature rolls its bleeding dice at the start of each of its turns, taking slashing damage equal to the total rolled. This damage can’t be reduced in any way. Each time the creature regains hit points, the number of hit points it regains is halved and it loses one bleeding die. A creature within 5 feet of a creature with one or more bleeding dice can use its action to make a Medicine check (DC 10 + the number of bleeding dice), removing all bleeding dice on a success. If the creature has a healer's kit, it can expend two uses of the kit to automatically succeed on the check. Change Shape. Death magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Death's choice). In a new form, Death retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Whistle of Death. One creature of Death's choice within 120 feet of Death and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature that has ever died automatically fails this saving throw. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Death's Whistle of Death for the next 24 hours. Bonus actions Final Minute (1/Day). Death briefly stops the flow of time for all creatures except itself and one creature that it can see. No time passes for other creatures, while Death and the target take 1 minute, during which they can use actions and move as normal. This effect ends if one of the actions Death uses or effects it creates during this period affects a creature other than it and its target or an object being worn or carried by a creature other than Death and its target. Death must concentrate on this ability (as if concentrating on a spell). Scraping Charge. Death moves up to its speed in a straight line toward a target. If Death then hits it with its next claw attack on the same turn, the target takes an extra 5 (1d10) slashing damage. Reactions Deflect. Death adds 4 to its AC against one attack that would hit it. To do so Death must see the attacker. Close the Gap. When Death is targeted by a ranged weapon attack, it can teleport to an unoccupied space within 5 feet of the attacker. To do so, Death must see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":27461,"Challenge Rating":12},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Death Barque","description":"Necromancers, both living and dead, sometimes come together to make massive undead creatures known collectively as “necrotech”. In nations ruled by undead, these massive creations often act as siege weapons or powerful modes of transportation. Bone Colossuses. In his tome of deranged ramblings, Tomislav the Thrice-Flaye theorized how “posthumes”—the tiny skeletal creatures used to make up the bone collectives—might be gathered in even greater numbers to form bigger, stronger creatures. Thus was born the bone colossus, an undead creature big and powerful enough to serve as a rallying point for undead legions in battle. Death Barques. The death barque is built in the form of a ship to combat the dangers of the seas and to spearhead naval confrontations of undead nations. Its body is constructed from hardened purple worm hides stretched taut over the ribcage of a giant subterranean shark. Its figurehead was once a gypsosphinx while its tail belonged to a cave dragon . Death barques typically carry a dozen zombies armed with glaives and chained to the barque’s deck with hooks through their flesh to prevent them becoming lost overboard. But it’s the death barque itself that is the true threat. Its sphinxlike figurehead is capable of breathing a deadly cone of necrotic energy, and its spiked tail can launch explosive bone shards at its enemies. Undead Nature. Necrotech doesn’t require air, food, drink, or sleep. Necrotech in Midgard The darakhul of the Ghoul Imperium have long practiced necromancy, using the corpses and bones of Underworld denizens to create new undead servants and devise powerful war machines to aid in their conquest of the subterranean lands. Under Emperor Nicoforus, the darakhul necromancers, known as the Necrophagi, have prospered in their mission to develop experimental necrotech, and their progress has accelerated over the last decade, thanks to the blasphemous volumes of eldritch lore gifted to the ghouls by the vampires of Morgau and Doresh in exchange for their military aid against Krakova.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Death Butterfly Swarm","description":"These enormous clouds of orange and green butterflies add a reek of putrefaction to the air, stirred by the flapping of their delicate wings. Demon-Haunted. A death butterfly swarm results when a rare breed of carrion-eating butterflies, drawn to the stench of great decay, feeds on the corpse of a fiend, demon, or similar creature. Dizzying and Poisonous. The colorful and chaotic flapping of the insects’ wings blinds and staggers those in its path, allowing the swarm to necrotize more flesh from those it overruns. Attracted to rotting material, the swarm spreads a fast-acting, poison on its victims, creating carrion it can feed on immediately. Devour the Undead. Undead creatures are not immune to a death butterfly swarm’s poison, and a swarm can rot an undead creature’s animating energies as easily as those of the living. Given the choice between an undead and living creature, a death butterfly swarm always attacks the undead. Such swarms find ghouls and vampires particularly appealing. Some good-aligned forces regard summoning these swarms as a necessary evil. Traits Potent Poison: The death butterfly swarm’s poison affects corporeal undead who are otherwise immune to poison. Swarm: he swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit point. Weight of Wings: A creature in a space occupied by the death butterfly swarm has its speed reduced by half, and must succeed on a DC 13 Dexterity saving throw or become blinded. Both effects end when the creature doesn’t share a space with the swarm at the end of the creature’s turn. If a creature succeeds on the saving throw, it is immune to the swarm’s blindness (but not the speed reduction) for 24 hours. Actions Multiattack: The swarm makes a Bite attack against every target in its spaces. Bites (More than half HP): Melee Weapon Attack : +3 to hit, range 0 ft., Every target in the swarm's space. Hit : 22 (6d6 + 1) piercing damage plus 10 (3d6) poison damage. The target becomes poisoned for 1d4 rounds; a successful DC 13 Constitution saving throw reduces poison damage by half and prevents the poisoned condition. Bites (Half or less HP): Melee Weapon Attack : +3 to hit, range 0 ft., Every target in the swarm's space. Hit : 11 (3d6 + 1) piercing damage plus 10 (3d6) poison damage. The target becomes poisoned for 1d4 rounds; a successful DC 13 Constitution saving throw reduces poison damage by half and prevents the poisoned condition.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of tiny beasts","Source":"Tome of Beasts","Alignment":"Chaotic evil","Expansion":3,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Death Butterfly Swarm, Greater","description":"These enormous clouds of orange and green butterflies add a reek of putrefaction to the air, stirred by the flapping of their delicate wings. Demon-Haunted. A death butterfly swarm results when a rare breed of carrion-eating butterflies, drawn to the stench of great decay, feeds on the corpse of a fiend, demon, or similar creature. Dizzying and Poisonous. The colorful and chaotic flapping of the insects’ wings blinds and staggers those in its path, allowing the swarm to necrotize more flesh from those it overruns. Attracted to rotting material, the swarm spreads a fast-acting, poison on its victims, creating carrion it can feed on immediately. Devour the Undead. Undead creatures are not immune to a death butterfly swarm’s poison, and a swarm can rot an undead creature’s animating energies as easily as those of the living. Given the choice between an undead and living creature, a death butterfly swarm always attacks the undead. Such swarms find ghouls and vampires particularly appealing. Some good-aligned forces regard summoning these swarms as a necessary evil. Traits Potent Poison: The death butterfly swarm’s poison affects corporeal undead who are otherwise immune to poison. Swarm: he swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit point. Weight of Wings: As death butterfly swarm but with DC 16 Dexterity saving throw Actions Multiattack: The swarm makes a Bite attack against every target in its spaces. Bites (More than half HP): Melee Weapon Attack : +6 to hit, range 0 ft., Every target in the swarm's space. Hit : 24 (6d6 + 3) piercing damage plus 17 (5d6) poison damage. The target becomes poisoned for 1d4 rounds; a successful DC 15 Constitution saving throw reduces poison damage by half and prevents the poisoned condition. Bites (Half or less HP): Melee Weapon Attack : +6 to hit, range 0 ft., Every target in the swarm's space. Hit : 13 (3d6 + 3) piercing damage plus 17 (5d6) poison damage. The target becomes poisoned for 1d4 rounds; a successful DC 15 Constitution saving throw reduces poison damage by half and prevents the poisoned condition.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of tiny beasts","Source":"Tome of Beasts","Alignment":"Chaotic evil","Expansion":3,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Death Dog","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog’s heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim’s flesh to slowly rot off the bone. Traits Two-Headed : The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , or knocked unconscious . Actions Multiattack : The dog makes two bite attacks . Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage . If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.","properties":{"Category":"Monsters","AC":12,"HP":"39 (6d8+12)","CHA":6,"CON":14,"DEX":14,"INT":3,"STR":15,"WIS":13,"Size":"Medium","Type":"monstrosity","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"1d20 + 4\n1d6+2","Senses":"Darkvision 120 Ft.","Skills":"Perception +5, Stealth +4","Source":"5th Edition SRD","data-XP":200,"Alignment":"Neutral Evil","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Two-Headed\",\"Desc\":\"The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dog makes two bite attacks.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0\"}]","data-CHA-mod":"-2","data-CON-mod":"+2","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":1,"Passive Perception":15,"data-CrNum":1,"data-AcNum":12,"data-HpNum":39},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Death Dog","description":"A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog’s heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim’s flesh to slowly rot off the bone. Traits Two-Headed : The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Actions Multiattack : The dog makes two bite attacks. Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5, 1d10, on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"MM1","Alignment":"neutral evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Death Embrace","description":"Drifting through the dark waters of the Netherdeep, the death embrace is an ominous sight. Beneath its bell hangs a lacy, tendrilous mass that thrums with magic, surrounded by six 60-foot-long, barbed tentacles. The death embrace uses these tentacles to grasp and petrify its prey. Despite its foreboding name, the death embrace is not an overly aggressive creature. It prefers to bide its time, using creatures it has caught in its tentacles as shields to absorb attacks. Traits Petrifying Tendrils. Any creature that starts its turn in the death embrace’s space must make a DC 16 Constitution saving throw. On a failed saving throw, the creature is restrained. A creature restrained in this way must repeat the saving throw at the end of its next turn, becoming petrified on a failed saving throw or ending the effect on a successful one. The petrified condition lasts until the effect is ended by a greater restoration spell or similar magic. Reel. At the start of each of its turns, the death embrace can pull each creature it is grappling up to 20 feet toward it (no action required). Water Breathing. The death embrace can breathe only underwater. Actions Multiattack. The death embrace makes two Tentacle attacks. Tentacle. Melee Weapon Attack : +10 to hit, reach 60 ft., one target. Hit : 13 (2d6 + 6) piercing damage plus 11 (2d10) psychic damage. If the target is Large or smaller, it is also grappled (escape DC 16). The death embrace has six tentacles, each of which can grapple one target. Reactions Body Shield. When the death embrace is hit by an attack, one creature the death embrace is grappling (chosen by the death embrace) takes the damage instead.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":13016,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Death Giant Reaper","description":"Death giant reapers wield massive scythes and wear armor that resembles the carapaces of giant insects. They wield the magic of shadow, which lets them take on a ghastly appearance and disappear, as well as twist shadow into terrifying bolts of energy that drain the vigor of their victims. Death Giants Long ago, a large band of cloud giants traveled to the Shadowfell in search of a way to preserve their collapsing empire. Desperate to save themselves and their way of life, they collectively made a bet with the Raven Queen, a mysterious god of death and memory who dwells on that plane. Accounts of that bet and its outcome vary: some say the Raven Queen answered every riddle the giants posed until the giants collapsed from exhaustion, while others describe a series of increasingly improbable events favoring the Raven Queen in every wager. What is certain is that the giants severely underestimated the Raven Queen. When they lost their wager, the Shadowfell became their home, and they have grudgingly served the Raven Queen ever since. Over time, the Shadowfell transformed these ­giants; their bodies shriveled, and their complexions took on a deep-purple hue. They became the first death giants, and their descendants haunt the Shadow­fell to this day, searching both that plane and the Material Plane for souls that might please their divine queen. Actions Multiattack. The giant makes to Scythe or Soul Bolt attacks. Scythe. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 11 (2d10) necrotic damage. Soul Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 26 (4d10 + 4) necrotic damage. If the target has the frightened condition, the giant gains temporary hit points equal to the damage dealt. Bonus Actions Frightening Teleport (Recharge 4-6). The giant magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature within 10 feet of the location the giant left must succeed on a DC 16 Wisdom saving throw or have the frightened condition until the end of that creature's next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":24749,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Death Giant Shrouded One","description":"Most giants know better than to make regular use of the death rune. —Diancastra \"Know better\"? Perhaps, but there's no denying that death giants can make excellent use of it. —Bigby A death giant shrouded one has learned the secrets of death magic—some say from the Raven Queen herself. A shrouded one collects the skulls of fallen kin and inscribes the death rune on a prized skull from this grisly collection. Abandoning armor in favor of gloomy robes, the shrouded one uses rune magic to create a shadowy scythe blade at the end of a staff and to conjure an aura of tormented souls for protection. Death Giants Long ago, a large band of cloud giants traveled to the Shadowfell in search of a way to preserve their collapsing empire. Desperate to save themselves and their way of life, they collectively made a bet with the Raven Queen, a mysterious god of death and memory who dwells on that plane. Accounts of that bet and its outcome vary: some say the Raven Queen answered every riddle the giants posed until the giants collapsed from exhaustion, while others describe a series of increasingly improbable events favoring the Raven Queen in every wager. What is certain is that the giants severely underestimated the Raven Queen. When they lost their wager, the Shadowfell became their home, and they have grudgingly served the Raven Queen ever since. Over time, the Shadowfell transformed these ­giants; their bodies shriveled, and their complexions took on a deep-purple hue. They became the first death giants, and their descendants haunt the Shadow­fell to this day, searching both that plane and the Material Plane for souls that might please their divine queen. Traits Death Rune. The giant has a death rune inscribed on a giant's skull in its possession. While holding or wearing the skull bearing the rune, the giant can use its Reaping Scythe action and Shroud of Souls bonus action. The skull bearing the death rune has AC 18; 35 hit points; and immunity to necrotic, poison, and psychic damage. The skull regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a death rune on another skull in its possession when it finishes a short or long rest. Spellcasting. The giant casts one of the following spells, using Intelligence as the spellcasting ability: At will: detect magic , mage armor 3/day each: speak with dead , Tenser's floating disk Actions Multiattack. The giant makes three Soul Burst attacks. Alternatively, if the giant has its death rune, it can make three Reaping Scythe attacks. Soul Burst. Melee or Ranged Spell Attack: +11 to hit, reach 10 ft. or range 120 ft., one target. Hit: 28 (4d10 + 6) necrotic damage. If the target has the frightened condition, the giant gains temporary hit points equal to the damage dealt. Reaping Scythe (Requires Death Rune). Melee Spell Attack: +11 to hit, reach 15 ft., one creature. Hit: 38 (7d10) necrotic damage, and the target can't regain hit points until the end of its next turn. The target dies if it is reduced to 0 hit points by this attack. Bonus Actions Frightening Teleport (Recharge 4-6). The giant magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature within 10 feet of the location the giant left must succeed on a DC 19 Wisdom saving throw or have the frightened condition until the end of that creature's next turn. Shroud of Souls (Requires Death Rune). The giant shrouds itself in a torrent of souls. While the giant is shrouded, each creature that starts its turn within 5 feet of the giant must succeed on a DC 19 Wisdom saving throw or have disadvantage on saving throws until the end of that creature's next turn. The shroud disappears after 1 minute, when the giant dies, when the giant uses this bonus action again, or when the giant's death rune is destroyed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant (Wizard)","Alignment":"Any Alignment","Expansion":24749,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Death Jelly","description":"The death jelly is a gigantic deadly aquatic creature that lurks beneath the water's surface, camouflaging itself with remarkable skill. Its ability to blend seamlessly into its watery surroundings makes it a truly dangerous predator. When provoked or hunting for prey, the death jelly unleashes its powerful tentacles upon its target, which can stop the heart of its prey with a mere touch.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":26071,"Challenge Rating":6},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Death Kiss","description":"True beholders are isolationists that despise others of their kind, but their dreams can give rise to a variety of lesser beholder-like creatures, one of which is described in this entry. A death kiss is a lesser beholder that might come into being when a beholder has a vivid nightmare about losing blood. Instead of magical eye rays, it has ten long tentacles, each ending in a mouth full of teeth. In coloration and shape it is similar to the beholder that dreamed it into existence, but its hue is more muted. Blood Drinker. A death kiss survives solely on ingested blood, which it uses to generate electrical energy inside its body. Paranoid about dying from starvation, it obsessively drains even little creatures such as rats in an effort to stave off this fate for as long as possible. After it drains its prey, it abandons the corpse to scavengers. A death kiss prefers to hunt alone. If it meets another death kiss, it might fight, flee, or team up, depending on its health and pride. When underground, it uses its tentacles as feelers, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out and extends them to their full length to catch opponents off guard. False Tyrant. In poor lighting and with its tentacles extended, a death kiss can be mistaken for a true beholder. It might purposely present itself as a beholder to an ignorant creature, but this behavior is rare, since it usually is focused on hunting and lacks the self-importance and paranoia of a true beholder. It can speak through any of its tentacle-throats, and its voice sounds nasal and high-pitched. A true beholder has little to fear from a death kiss, since it can easily kill or subdue the death kiss long before the death kiss gets into melee range. Thus, out of self-preservation, a death kiss usually submits to the rule of a beholder that it encounters, though it might attempt to escape as soon as its master is preoccupied. Simple Tactics. A death kiss lacks the combat finesse and intelligence of a beholder. It might attempt an unusual maneuver to control its prey (such as flying up while grappling), but in most cases, it attaches one or more of its tentacles to a creature and drains blood until its prey collapses. If it is in a superior position and its opponent poses no threat, it might toy with its food, slowly squeezing and draining the life out of a creature. Traits Lightning Blood : A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage. Actions Multiattack : The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature. Tentacle : Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target is grappled, escape DC 14, if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can’t use the same tentacle on another target. The death kiss has ten tentacles. Blood Drain : One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Expansion":1,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Death Kiss","description":"A death kiss is a lesser beholder that can come into being when a true beholder has a vivid nightmare about losing blood. Its coloration and shape resemble those of the beholder that dreamed it into existence, but its hue is more muted, and instead of magical eye rays, it has ten long tentacles, each ending in a mouth full of teeth. It can speak through any of its tentacle-maws in a high-pitched, nasal voice. Death kisses fear true beholders, which can easily kill or subdue them. Lacking the egotism of their stronger kin, a death kiss usually submits to the rule of its creator or any other beholder it encounters, but it tries to escape as soon as the beholder is preoccupied. A death kiss consumes ingested blood, which it also uses to heal and generate electrical energy inside its body. Terrified of dying from starvation, it obsessively drains even little creatures such as rats, leaving behind a trail of bloodless corpses. When underground, it uses its tentacles as feelers, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out with them to catch opponents off guard. A death kiss lacks the combat finesse and intelligence of a true beholder. In most cases, it simply latches on to its prey with one or more of its tentacles and drains blood until the prey collapses. If it’s in a superior position and its foe poses no threat, it might toy with its food, drawing out its prey’s death. A death kiss prefers to hunt alone. If it meets another of its kind, it might fight, flee, or team up, depending on its health and pride. Traits Lightning Blood. A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage. Actions Multiattack. The death kiss makes three Tentacle attacks. Up to three of these attacks can be replaced by Blood Drain—one replacement per tentacle grappling a creature. Tentacle . Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can’t use the same tentacle on another target. The death kiss has ten tentacles. Blood Drain. One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration (Beholder)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Death Knight","description":"When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. A death knight is a skeletal warrior clad in plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets. Eldritch Power. The death knight retains the ability to cast divine spells, but no death knight can use its magic to heal. It also attracts and commands lesser undead, although death knights that serve powerful fiends might have fiendish followers instead. Death knights often use warhorse skeletons and nightmares as mounts. Immortal Until Redeemed. A death knight can arise anew even after it has been destroyed. Only when it atones for a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish. Undead Nature. A death knight doesn’t require air, food, drink, or sleep. Lord Soth Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde’s fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight. Traits Magic Resistance : The death knight has advantage on saving throws against spells and other magical effects. Marshal Undead : Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. Spellcasting : The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared: • 1st level (4 slots): command , compelled duel , searing smite • 2nd level (3 slots): hold person , magic weapon • 3rd level (3 slots): dispel magic , elemental weapon • 4th level (3 slots): banishment , staggering smite • 5th level (2 slots): destructive wave (necrotic) Actions Multiattack : The death knight makes three longsword attacks. Longsword (One-Handed) : Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage, plus 18 (4d8) necrotic damage. Longsword (Two-Handed) : Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage. Hellfire Orb (1/Day) : The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. Reactions Parry : The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Death Priest","description":"Actions Scythe. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 7 (2d6) necrotic damage. Withering Blast (Recharge 5-6). Necrotic energy streams out from the death priest's hands. Each creature in a 30-foot cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 22 (5d8) necrotic damage and is weakened for 1 minute. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. The target can make a DC 14 Constitution saving throw at the end of each of its turns, ending the effects on itself on a success. On a successful save, the target takes half as much damage and isn't weakened. Spellcasting. The death priest casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14): At will: guidance, mending, resistance, thaumaturgy 1/day each: animate dead, antilife shell, blindness/deafness, circle of death, symbol (as an action), vampiric touch (4d6) Bonus Actions Ray of Entropy (Recharge 4-6). The death priest targets one creature it can see within 60 feet of it. If the target is an Undead creature, it regains 12 (2d8 + 3) hit points. If the target isn't a Construct or an Undead creature, it must succeed on a DC 14 Constitution saving throw. On a failed save, the target takes 12 (2d8 + 3) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. On a successful save, the target takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Good Alignment","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Death Shroud","description":"Delightful companions when tracking; they don’t speak and they get as excited as me when identifying the cause of a corpse’s demise—a useful trait when discerning your prey’s favourite meals. Just don’t take them to a mortuary. People are so touchy about their relatives’ flesh sacks. — Heliana, Irreverent Type: Undead Creature Component: Undead spellcaster Bonus Tamer Improvement: Recycle and +2 Hit Dice A death shroud can be created by combining cloth imbued with necromantic energy with flesh free of a soul. One blast of biomantic energy later and you have an animate, cloth-wrapped limb. A death shroud actively recruits fresh corpses into its own form, temporarily increasing its size and strength. Over time, some of these additions stick, and the death shroud can grow to a mass of writhing limbs, heads, and torsos. If any of the death shroud’s traits or actions require saving throws, it is always against the death shroud’s save DC, as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the death shroud’s Intelligence modifier Monster Trainer Recycle Prerequisite: become a tamer’s companion Type: Active (action or reaction) As a reaction when the death shroud kills a creature with its Slap or Lich Slap attacks, or as an action when the death shroud is within 5 feet of a corpse that has been dead for no longer than 1 hour, the death shroud absorbs some of the corpse’s mass into itself. The death shroud regains hit points equal to one roll of the corpse’s Hit Die and gains the same number of temporary hit points. In addition, if the corpse is equal to or larger than the death shroud, the death shroud’s size increases by one size category until its tamer finishes a short or long rest. The death shroud’s size can increase by no more than one category in this way. If there isn’t enough room for the death shroud to double its size, it attains the maximum possible size in the space available. While its size is increased in this way, the death shroud has advantage on Strength checks and Strength saving throws, it gains a +2 bonus to the attack roll of its Slap attack, and its Slap attack deals an extra 1d4 bludgeoning damage on a hit. Growth I Prerequisite: 3rd-level tamer Type: Passive (companion) The death shroud’s size increases to Small and its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage die of its Slap increases to a d6 and its Lich Slap to a d10. Hulking Protector Prerequisite: 3rd-level tamer Type: Active (reaction) When a creature the death shroud can see attacks a target that is within 5 feet of the death shroud, it can use its reaction to decrease the damage the target takes by 1d10, provided the attack is against a creature other than the death shroud. When the death shroud’s tamer reaches 13th level in the tamer class, this damage reduction increases to 2d10. Grave Robber Prerequisite: 5th-level tamer Type: Active (bonus action), Passive (companion & tamer) The death shroud is always under the effects of the detect magic spell, which has a radius equal to the death shroud’s blindsight. If the death shroud uses its action to see magical auras, these are also visible to its tamer. In addition, the death shroud can use its bonus action to use its thieves’ tools to disarm a trap or open a lock, or to take the Use an Object action. Growth II Prerequisite: 5th-level tamer, Growth I Type: Passive (companion) The death shroud’s size increases to Medium and its Hit Die size increases to a d8 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage die of its Slap increases to a d8 and its Lich Slap to a 2d6. Multiattack Prerequisite: 5th-level tamer Type: Active (action) As an action, the death shroud makes two attacks with any combination of Slap and Lich Slap. Undead Fortitude I Prerequisite: 5th-level tamer Type: Passive (companion) The death shroud gains a +1 bonus to its AC. In addition, if damage reduces the death shroud to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the death shroud drops to 1 hit point instead. Corpse Investigator Prerequisite: 9th-level tamer, Grave Robber Type: Active (action), Passive (tamer) As an action, the death shroud can cast the speak with dead spell without requiring material components, allowing its tamer to ask the corpse questions. This spell ends early when the death shroud is dismissed. After the death shroud uses this action, it can’t do so again until its tamer finishes a short or long rest. In addition, the death shroud’s tamer gains proficiency in the Medicine skill. Undead Fortitude II Prerequisite: 9th-level tamer, Undead Fortitude I Type: Passive (companion) The death shroud gains a +1 bonus to its AC. This improvement is in addition to the bonus from Undead Fortitude I. The DC for the Constitution saving throw it makes when reduced to 0 hit points equals the damage taken, unless the damage is radiant or from a critical hit. Growth III Prerequisite: 13th-level tamer, Growth II Type: Passive (companion) The death shroud’s size increases to Large and its Hit Die size increases to a d10 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage die of its Slap attack increases to a d10 and its Lich Slap to 2d8. Undead Fortitude III Prerequisite: 13th-level tamer, Undead Fortitude II Type: Passive (companion) The death shroud gains a +1 bonus to its AC. This improvement is in addition to the bonuses from Undead Fortitude I & II. It can make the Constitution saving throw when reduced to 0 hit points even if the damage is radiant or from a critical hit. Swarm Prerequisite: 17th-level tamer, Growth III Type: Active (action) As an action, the death shroud deconstructs itself into eight ghouls which last for 1 minute. While in this state, the tamer can issue a single command as an action to all eight ghouls, which they follow to the best of their ability. The tamer can’t use its Bolster, Psychic Bond, Malleable Presence, Switcheroo, or Magnificent Presence features to affect any of the ghouls. The tamer can dismiss the death shroud if at least on ghoul is within range of the tamer. When it does so, the nearest ghoul returns to the vessel—where it reverts to a death shroud and remains unconcious and remains unconscious until its tamer finishes a long rest—and all the other ghouls drop dead. Alternatively, if at least one ghoul is alive at the end of the minute and is on the same plane of existence as the tamer, the death shroud returns to its vessel and remains unconscious until its tamer finishes a long rest. If all ghouls die, the death shroud returns to its vessel with 3 levels of exhaustion and remains unconscious until its tamer finishes a long rest. if the tamer is on a different plane of existence to all of the ghouls when the minute ends or when the last ghoul dies, the death shroud dies.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"lawful neutral","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Death Shroud","description":"Death Shroud A death shroud can be created by combining cloth imbued with necromantic energy with flesh free of a soul. One blast of biomantic energy later and you have an animate, cloth-wrapped limb. A death shroud actively recruits fresh corpses into its own form, temporarily increasing its size and strength. Over time, some of these additions stick, and the death shroud can grow to a mass of writhing limbs, heads, and torsos. Fluttering Swarm. From a distance, the unliving limbs and rotten cloth that makes up a death shroud swarm can appear like a single, enormous specimen. However, unlike their solitary cousins, which incorporate recently-unliving matter into their own form, a swarm of death shrouds manifests when individual shrouds pick upon a single, enormous corpse. The concentration of necromantic energy can cause small parts of the corpse to wrench themselves free from the unanimated tissue and join the clambering, tumbling mass that is driven by a singular curiosity for unliving flesh.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"lawful neutral","Expansion":26720,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Death Slaad","description":"Embedded in a slaad’s brain is a magic gem. Acquire it, and the slaad is yours to command. Slaadi In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone’s power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus’s creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus’s massive creation as the Spawning Stone for this reason. The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn’t perceive the slaadi as threats or chooses to ignore them. Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. Death Slaad Death slaadi are suffused with energy from the Negative Energy Plane and exemplify evil’s corruption of chaos, and they take sadistic pleasure in bringing harm to others. They propagate their race by dragooning mobs of red and blue slaadi and invading other planes. Humanoids who survive the incursion become incubators for new slaadi. Variant: Slaad Control Gems As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad’s brain. This fragment takes the form of a magic gem roughly the size and shape of a human child’s fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad’s gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad’s gem is destroyed, the slaad can no longer be controlled in this way. A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait. Control Gem : Implanted in the slaad’s brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment , the spell can transfer the gem to the spellcaster’s open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad’s presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. Traits Shapechanger : The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Innate Spellcasting : The slaad’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components: • At will: detect magic, detect thoughts, invisibility (self only) , mage hand, major image • 2/day each: fear, fireball, fly, tongues • 1/day each: cloudkill, plane shift Magic Resistance : The slaad has advantage on saving throws against spells and other magical effects. Magic Weapons. The slaad’s weapon attacks are magical. Regeneration : The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack : The slaad makes three attacks: one with its bite and two with its claws or greatsword. Bite (Slaad Form Only) : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage. Claws (Slaad Form Only) : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage. Greatsword : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration (shapechanger)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Death Snail","description":"A death snail is formed from a vile concoction of forest troll bone meal, giant eagle blood, and goblin bone meal, enclosed in a hollowed-out efreet horn, and sealed shut with an ettercap tongue. The resulting monstrosity possesses a dull intelligence, but its only impulse is to slay all creatures other than its master.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"typically neutral evil","Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Death Tyrant","description":"\"A cluster of tiny lights descended from a dark crevice in the ceiling. These motes cast an eerie glow on the great, alien skull that hung beneath them.\" —from the Journal of Jastus Hollowquill, explorer of Undermountain Beholders One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose. A beholder’s spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body twist and turn to keep its foes in sight. When a beholder sleeps, it closes its central eye but leaves its smaller eyes open and alert. Xenophobic Isolationists. Enemies abound, or so every beholder believes. Beholders are convinced that other creatures resent them for their brilliance and magical power, even as they dismiss those lesser creatures as crude and disgusting. Beholders always suspect others of plotting against them, even when no other creatures are around. The disdain a beholder has for other creatures extends to other beholders. Each beholder believes its form to be an ideal, and that any deviation from that form is a flaw in the racial purity of its kind. Beholders vary greatly in their physical forms, making conflict between them inevitable. Some beholders are protected by overlapping chitinous plates. Some have smooth hides. Some have eyestalks that writhe like tentacles, while others’ stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies. Eye Tyrant. Some beholders manage to channel their xenophobic tendencies into a terrible despotism. Rather than live in isolation, the aptly named eye tyrants enslave those other creatures, founding and controlling vast empires. An eye tyrant sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master’s behalf. Alien Lairs. Because they refuse to share territory with others, most beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder’s lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top of each other. Such an environment allows a beholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a beholder to float up and harry foes on the floor. As alien as their creator, the rooms in a beholder’s lair reflect the creature’s arrogance. It festoons its chambers with trophies from the battles it has won, including petrified adventurers standing frozen in their horrified final moments, pieces of other beholders, and magic items wrested from powerful foes. A beholder judges its own worth by its acquisitions, and it never willingly parts with its treasures. Death Tyrant On rare occasions, a beholder’s sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind. This monster possesses the cunning and much of the magic it had in life, but it is fueled by the power of undeath. A death tyrant appears as a massive, naked skull, with a pinpoint of red light gleaming in its hollow eye socket. With its eyestalks rotted away, ten spectral eyes hover above the creature and glare in all directions. Deathly Despot. As they did when they were beholders, death tyrants lord their power over other creatures. Moreover, a beholder’s ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants. Zombies created by a death tyrant are used and discarded as needed. They stand guard at the entrances to the death tyrant’s lair or guard its treasure vaults. Acting as bait for traps or as combat fodder, zombies keep powerful enemies distracted while the death tyrant moves into position and prepares to destroy them. Armies of the Dead. A death tyrant that embraces undeath becomes an engine of destruction. Driven by a hunger for power and security, it advances against humanoid settlements, using its eye rays to destroy every creature it encounters, then building an army of undead. If left unchecked, a death tyrant might wipe out the population of a city in weeks, then set its undead eye on wider conquest. As each settlement falls, the death tyrant’s zombie forces build to overwhelming numbers. Undead Nature. A death tyrant doesn’t require air, food, drink, or sleep. A Death Tyrant’s Lair A death tyrant’s lair is usually the same site it held as a beholder, but it contains more trappings of death and decay. A death tyrant encountered in its lair has a challenge rating of 15 (13,000 XP). Lair Actions When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the death tyrant can take one lair action to cause one of the following effects: An area that is a 50-foot cube within 120 feet of the tyrant is filled with spectral eyes and tentacles. To creatures other than the death tyrant, that area is lightly obscured and difficult terrain until initiative count 20 on the next round. Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check. A spectral eye opens in the air at a point within 50 feet of the tyrant. One random eye ray of the tyrant shoots from that eye, which is considered to be an ethereal source, at a target of the tyrant’s choice. The eye then closes and disappears. The death tyrant can’t repeat an effect until all three have been used, and it can’t use the same effect on consecutive rounds. Regional Effects A region containing a death tyrant’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects: Creatures within 1 mile of the tyrant’s lair sometimes feel as if they’re being watched even when they aren’t. When a creature hostile to the tyrant and aware of its existence finishes a long rest within 1 mile of the tyrant’s lair, roll a d20 for that creature. On a roll of 10 or lower, the creature is subjected to one random eye ray of the tyrant. If the death tyrant dies, these effects fade over the course of 1d10 days. Traits Negative Energy Cone : The death tyrant’s central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active. Any creature in that area can’t regain hit points. Any humanoid that dies there becomes a zombie under the tyrant’s command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed. Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (4d6) piercing damage. Eye Rays : The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: 1. Charm Ray : The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the beholder harms the creature. 2. Paralyzing Ray : The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray : The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Slowing Ray : The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Enervation Ray : The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 6. Telekinetic Ray : If the target is a creature, it must succeed on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. The target is restrained by the ray’s telekinetic grip until the start of the tyrant’s next turn or until the tyrant is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7. Sleep Ray : The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. 8. Petrification Ray : The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. 9. Disintegration Ray : If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10. Death Ray : The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. Legendary Actions The death tyrant can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The tyrant regains spent legendary actions at the start of its turn. Eye Ray : The death tyrant uses one random eye ray.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Source":"MM1","Alignment":"lawful evil","Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Death Vulture","description":"The putrid stench of death wafts off a grotesquely muscled vulture with glowing green eyes. It opens its mouth in a shrill call, rotting meat dripping from its beak. Death vultures are giant birds transformed by their diet of undead flesh. Mutated Monstrosities. When a giant vulture gorges on undead flesh, the necromantic magic suffused in the meal warps and changes the bird’s body. The vulture’s muscles bulge in odd places, making it stronger and tougher, its eyes burn with green fire, and it reeks of rot, earning these mutated monsters the name “death vultures.” The vulture also gains the ability to regurgitate necromantic energy, which can cause the flesh of living creatures to decay and age rapidly. Massive Meat Appetites. Death vultures have incredible appetites and are far more willing to attack live prey than other vultures. They have a special taste for rotting flesh, and they use their decaying breath weapon to “season” their foes with necrotic energy before using their talons and beaks to tear apart their quarry. Necromancer Neighbors. Death vultures often form kettles near the lairs of necromancers as they feed on their undead creations. While some necromancers find the birds to be a nuisance, many necromancers feed the vultures, encouraging them to stay. Most death vultures are willing to trade service as guardians of the lairs for food.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Death Worm","description":"A large red worm pops out of the dirt nearby, crackling with energy. Death worms are found in high-altitude deserts and scrublands where they can be a deadly hazard to the unwary. The Worm Electric. Death worms gather lightning within their bodies and discharge it to kill foes. This discharge is especially deadly when death worms gather in squirms. Death worms are attracted to the miniscule bits of lightning contained in living creatures, and a living creature simply walking through a region containing death worms on a particularly dry day is often enough to attract a worm attack. The first sign of the worms' presence is small, random arcs of lightning skittering across the surface of the ground. Wise travelers quickly leave the area. Mysterious Origins. Some scholars suggest the death worm is the larval form of the behir, but none have found proof. However, death worms separated from their kind may grow to immense sizes. From the Gods. Humanoids living near death worms treat them with respect and, in some cases, even mystical reverence. To them, the worms are the messengers of the gods, and surviving for days in regions filled with the creatures is often a mark of adulthood. Alchemical Uses. Many seek out death worms for alchemical research, using their poison or conductive flesh for lucid-dreaming elixirs, deadly poisons, and various lightning-based spell components. Locals also use death worm venom as a food preservative, especially in the fermentation of animal's milk and vegetables, allowing for increased food stores through the harshest seasons. Detect Life. The death worm can sense the general direction of creatures that aren't Constructs or Undead within 1 mile of it. Discharge. When a creature ends its turn within 5 feet of a death worm, the creature takes 2 (1d4) lightning damage. Dreaming Venom. The death worm's poison influences the dreams of those poisoned by it. A creature that succumbs to this poison has disadvantage on Wisdom saving throws and suffers strange dreams. Every 24 hours that elapse, it must repeat the saving throw, reducing its hp maximum by 2 (1d4) on a failure. The poison is neutralized on a success. The target dies if dreaming venom reduces its hp maximum to 0. This reduction lasts until the poison is neutralized. Lightning Arc. When a creature starts its turn within 15 feet of at least two death worms, the creature must succeed on a DC 14 Dexterity saving throw or take 5 (2d4) lightning damage. The creature has disadvantage on the saving throw if it is within 15 feet of three or more death worms. Regeneration. The death worm regains 3 hp at the start of its turn if it has at least 1 hp. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) lightning damage and 4 (1d8) poison damage, and the target must succeed on a DC 12 Constitution saving throw or succumb to the worm's venom (see the Dreaming Venom trait). Spit Poison. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 12 Constitution saving throw or succumb to the worm's venom (see the Dreaming Venom trait).","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Death Wraith","description":"A death wraith is the terrifying result of a soul being trapped on the plane where its physical body perished. Capable of commanding shadows and siphoning the life out of living creatures, these powerful Undead retain few, if any, memories of their mortal life – appearing and acting as resentful, spectral slivers of their former selves. Cursed Creatures Unlike other wraiths who are typically spirits of creatures that were evil in life, the fate of becoming a death wraith can befall even goodly creatures as their souls are trapped and twisted through dark magic. In most cases, slaying the death wraith allows the creature’s soul to pass on to the afterlife and find peace. When delving into an archpriest’s crypt, it’s my experience that there’s a 50/50 chance you’ll find a death wraith down there. They’re not too bad, really – just make sure you bring a bunch of healing potions and a “sunny” disposition! – the Heretic","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"Chaotic Evil","Expansion":25354,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Death’s Head","description":"A death’s head is a disembodied, flying head. The type of creature one of these grotesque undead originated from determines how it terrorizes it prey. A death’s head that arises from a person or animal swoops down to rip apart victims with its gnashing teeth. One with the head of monster like a nothic or medusa, though, retains a measure of the power it had in life and can befuddle the minds or petrify the bodies of its victims. Death’s Head Tree In cursed wilds grow death’s head trees, awakened trees from which 2d6 death’s heads dangle like foul fruit. The heads detach to protect the tree if it’s threatened. Should the tree be destroyed, the heads scatter and plant themselves in unholy ground. A new death’s head tree emerges from each planted head 1d12 months later. Traits Beheaded Form. When created, a death’s head takes one of three forms: Aberrant Head, Gnashing Head, or Petrifying Head. This form determines the creature’s attack. Unusual Nature. The death’s head doesn’t require air, food, drink, or sleep. Actions Gnashing Bite (Gnashing Head Only). Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) necrotic damage. Mind-Bending Bite (Aberrant Head Only) . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 5 (1d10) necrotic damage, and the target must succeed on a DC 10 Intelligence saving throw or it can’t take a reaction until the end of its next turn. Moreover, on its next turn, the target must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. Petrifying Bite (Petrifying Head Only). Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be restrained as it begins to turn to stone. The target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the target is petrified for 10 minutes.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Expansion":10535,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Death's Head of Bhaal","description":"The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Bhaal and His Followers Bhaal is a god of murder who lends power to those whose killings invoke fear and dread. The act of murder is only half the equation. The second half is the suspicion, paranoia, and fear that a seemingly unstoppable killer can evoke. Bhaal seeks to inspire fear by slaying those seemingly beyond the reach of death. Bhaal always carries a red handkerchief somewhere on his person. He can take on an alternate appearance regardless of his current form, that of a hulking brute armed with a long, curved dagger that drips blood. In this form, he wears only a tattered loin cloth, is hairless, and is covered with bleeding wounds caused by a slashing blade. His face is a skull flayed of its flesh and surrounded by a halo of blood. Bhaal is a vicious bully who enjoys killing people in gruesome ways. He’s brought to heel only by the combination of Bane and Myrkul. Bhaal’s cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore. Bloodletters. All cultists of Bhaal learn to call upon their god’s power to leave their victims vulnerable to their long-bladed knives. When Bhaal’s magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim’s body and cause terrible pain and bleeding. Killers from the Shadows. Bhaal’s followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god’s power to blend into the shadows with ease, or even turn invisible for a crucial moment. Cult Ranks. Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with darkvision and superior stealth. Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal’s magic to evade suspicion. The highest rank are the death’s heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal’s schemes is futile.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Death's Head of Bhaal","description":"Bhaal and His Followers Bhaal is a god of murder who lends power to those whose killings invoke fear and dread. The act of murder is only half the equation. The second half is the suspicion, paranoia, and fear that a seemingly unstoppable killer can evoke. Bhaal seeks to inspire fear by slaying those seemingly beyond the reach of death. Bhaal always carries a red handkerchief somewhere on his person. He can take on an alternate appearance regardless of his current form, that of a hulking brute armed with a long, curved dagger that drips blood. In this form, he wears only a tattered loin cloth, is hairless, and is covered with bleeding wounds caused by a slashing blade. His face is a skull flayed of its flesh and surrounded by a halo of blood. Bhaal is a vicious bully who enjoys killing people in gruesome ways. He’s brought to heel only by the combination of Bane and Myrkul. Bhaal’s cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore. Bloodletters. All cultists of Bhaal learn to call upon their god’s power to leave their victims vulnerable to their long-bladed knives. When Bhaal’s magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim’s body and cause terrible pain and bleeding. Killers from the Shadows. Bhaal’s followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god’s power to blend into the shadows with ease, or even turn invisible for a crucial moment. Cult Ranks. Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with darkvision and superior stealth. Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal’s magic to evade suspicion. The highest rank are the death’s heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal’s schemes is futile. Cultists of the Dead Three The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Traits Aura of Murder. As long as the death’s head is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage. Magic Resistance. The death’s head has advantage on saving throws against spells and other magical effects. Actions Multiattack. The death’s head uses Stunning Gaze and makes two dagger attacks. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Stunning Gaze. The death’s head targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its next turn. Reactions Unstoppable (3/Day). The death’s head reduces the damage it takes from an attack to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Deathcap, Myconid","description":"Deathcap flesh ranges from white to pale gray to a warm yellow-orange. Their heads resemble fungal caps, often either red with white spots, red at the center with a brown edge, or a bluish-purple tone. Although deathcaps have vicious-looking fanged mouths, they use them only to ingest earth or mineral nutrients. Mushroom Farmers. These sentient mushroom folk tend the white forests of fungi in the underworld and are allies of the darakhul. Despite their ominous name, deathcap myconids are chiefly farmers. They cultivate dozens of species of mushrooms anywhere they have water, dung, and a bit of earth or slime in the underworld deeps. For this reason, other races rarely attack them. The ghouls do not eat them, and they cannot be made into darakhul. Toxic Spores. Although deathcaps are mostly peaceful, their spores are toxic and sleep-inducing. They make excellent allies in combat because their abilities tend to punish attackers, but they aren’t especially lethal on their own. They use their poison and slumber spores to full effect against living creatures; they typically flee from constructs and undead. They count on their allies (carrion beetles, darakhul, purple worms, dark creepers, or even various devils) to fend off the most powerful foes. Clones. Deathcap myconids live in communal groups of related clones. They reproduce asexually, and an elder and its offspring can be nearly identical in all but age. These clone groups are called deathcap rings. Myconids build no huts or towns, but their groups are defined by their crops and general appearance. Indeed, many sages claim that the deathcaps are merely the fruiting, mobile bodies of the forests they tend, and that this is why they fight so ferociously to defend their forests of giant fungi. Traits Distress Spores: When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain. Sun Sickness: While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. Actions Multiattack: The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack. Fist: Melee Weapon Attack : +3 to hit, reach 5 ft., One target. Hit : 11 (4d4 + 1) Bludgeoning damage plus 10 (4d4) Poison damage. Deathcap Spores (3/day): The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Slumber Spores (3/day): The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"Tome of Beasts","Alignment":"Neutral evil","Expansion":3,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Deathdreamer","description":"Deathdreamer This is a spellcaster that has devoted their life to unraveling the secrets behind Grimnir’s creation. This pursuit often renders deathdreamers insane. Waterwalkers Creatures slain by the deathdreamer’s Primal Breath can be awakened by the deathdreamer via a cryptic ritual. When this happens, they animate as waterwalkers.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":12},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Deathhawk","description":"Traits Corpse Sense. Within a range of 5 miles, the deathhawk can sense the presence of Undead or corpses that have been dead for less than 90 days; the deathhawk knows the general direction these are in but not their exact locations. In addition, the deathhawk has advantage on Wisdom (Perception) checks made to find Undead or corpses that have been dead for less than 90 days. Flyby. The deathhawk doesn’t provoke opportunity attacks when they fly out of an enemy’s reach. Actions Multiattack. The deathhawk makes one Beak attack and one Wounding Talons attack. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage. Wounding Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature who isn’t a Construct or an Undead, they gain a bleeding wound that lasts until they regain at least 1 hit point. A bleeding creature loses 5 (1d10) hit points for each bleed- ing wound they have at the start of their turn. Any creature who can reach the target can use an action to stanch all the target’s wounds, ending the effect. Bonus Actions Bloodcurdling Shriek (Recharge 6). The deathhawk shrieks, and each enemy within 300 feet of the deathhawk who can hear them must make a DC 14 Wisdom saving throw. Creatures who are immune to the frightened condition automatically succeed on this saving throw. On a failed save, a creature is horrified for 1 minute (save ends at end of turn). While horrified, each time the creature makes an attack roll or a saving throw, they must roll a d4 and subtract the number rolled from the attack roll or saving throw. If a creature’s saving throw is successful or the effect ends for them, they are immune to the Bloodcurdling Shriek of all deathhawks for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Deathlock","description":"The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock⁠. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock⁠ who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock’s patron. Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don’t please its patron fall away as its master’s desires become the purpose that drives the deathlock. The creature immediately resumes work on its patron’s behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. Undead⁠ Nature. A deathlock doesn’t require air, food, drink, or sleep. Traits Innate Spellcasting. The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: detect magic, disguise self, mage armor Spellcasting. The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, mage hand 1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb Turn Resistance⁠. The deathlock has advantage on saving throws against any effect that turns undead⁠. Actions Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 +2) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Expansion":4,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Deathlock","description":"An overpowering urge to serve consumes the mind of a newly awakened deathlock. Any goals and ambitions it had in life that don’t please its patron fall away as its master’s desires become the purpose that drives it. The deathlock immediately resumes work on its patron’s behalf. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a Fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One might hunt for the materials needed to call forth a horrifying entity into the world. To accomplish a difficult goal, the deathlock might be forced to serve another powerful creature or might need to gather servants of its own. Deathlocks The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul Undead driven to serve its otherworldly patron. An powerful necromancer might also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock’s patron. Traits Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead. Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep. Actions Multiattack. The deathlock makes two Deathly Claw or Grave Bolt attacks. Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage. Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (2d10 + 3) necrotic damage. Spellcasting. The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: detect magic , disguise self , mage armor , mage hand 1/day each: dispel magic , hunger of Hadar , invisibility , spider climb","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Warlock)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Deathlock (Archfey Patron)","description":"The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock⁠. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock⁠ who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock’s patron. Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don’t please its patron fall away as its master’s desires become the purpose that drives the deathlock⁠. The creature immediately resumes work on its patron’s behalf. Accomplishing a difficult goal might mean the deathlock⁠ is forced to serve another powerful creature or might entail in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. Undead⁠ Nature. A deathlock doesn’t require air, food, drink, or sleep. Patron-Specific Spells⁠ You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells⁠ specific to its patron. Archfey patron: blink, faerie fire, hunger of Hadar, hypnotic pattern, phantasmal force, sleep Traits Innate Spellcasting. The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: detect magic, disguise self, mage armor Spellcasting. The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, mage hand 1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb Turn Resistance⁠. The deathlock has advantage on saving throws against any effect that turns undead. Actions Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 +2) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Deathlock (Fiend Patron)","description":"The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock⁠. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock⁠ who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock’s patron. Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don’t please its patron fall away as its master’s desires become the purpose that drives the deathlock⁠. The creature immediately resumes work on its patron’s behalf. Accomplishing a difficult goal might mean the deathlock⁠ is forced to serve another powerful creature or might entail in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. Undead⁠ Nature. A deathlock doesn’t require air, food, drink, or sleep. Patron-Specific Spells You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells⁠ specific to its patron. Fiend patron: blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray Traits Innate Spellcasting. The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: detect magic, disguise self, mage armor Spellcasting. The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch , eldritch blast, mage hand 1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb Turn ⁠Resistance⁠. The deathlock has advantage on saving throws against any effect that turns undead. Actions Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 +2) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Deathlock (Great Old One Patron)","description":"The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock⁠. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock⁠ who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock’s patron. Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don’t please its patron fall away as its master’s desires become the purpose that drives the deathlock⁠. The creature immediately resumes work on its patron’s behalf. Accomplishing a difficult goal might mean the deathlock⁠ is forced to serve another powerful creature or might entail in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. Undead⁠ Nature. A deathlock doesn’t require air, food, drink, or sleep. ⁠Patron-Specific Spells You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells⁠ specific to its patron. Great Old One patron: armor of Agathys, detect thoughts, dissonant whispers, hunger of Hadar, Tasha’s hideous laughter, phantasmal force Traits Innate Spellcasting. The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: detect magic, disguise self, mage armor Spellcasting. The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch , eldritch blast, mage hand 1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb Turn Resistance⁠. The deathlock has advantage on saving throws against any effect that turns undead. Actions Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 +2) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Deathlock Mastermind","description":"Deathlock⁠ The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock⁠. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock⁠ who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock’s patron. Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don’t please its patron fall away as its master’s desires become the purpose that drives the deathlock⁠⁠. The creature immediately resumes work on its patron’s behalf. Accomplishing a difficult goal might mean the deathlock⁠⁠ is forced to serve another powerful creature or might entail in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. Undead⁠ Nature. A deathlock doesn’t require air, food, drink, or sleep. Deathlock⁠ Mastermind Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising particular tactics⁠ and carrying out their plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil. Traits Innate Spellcasting. The deathlock’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: detect magic, disguise self, mage armor Spellcasting. The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, mage hand, minor illusion, poison spray 1st–5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility Turn Resistance⁠. The deathlock has advantage on saving throws against any effect that turns undead. Actions Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). Grave Bolts. Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets⁠. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained⁠ target can use its action⁠ to repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Deathlock Mastermind","description":"Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising tactics and carrying out plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil. Deathlocks The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul Undead driven to serve its otherworldly patron. An powerful necromancer might also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock’s patron. Traits Devil’s Sight. Magical darkness doesn’t impede the deathlock’s darkvision. Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead. Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep. Actions Multiattack. The deathlock makes two Deathly Claw or Grave Bolt attacks. Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). Grave Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 13 (3d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. Spellcasting . The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: detect magic , disguise self , mage armor , minor illusion 1/day each: darkness , dimension door , dispel magic , fly , invisibility","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Warlock)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Deathlock Mastermind (Archfey Patron)","description":"Deathlock⁠ The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock⁠. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock⁠ who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock’s patron. Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock⁠. All goals and ambitions it had in life that don’t please its patron fall away as its master’s desires become the purpose that drives the deathlock⁠⁠. The creature immediately resumes work on its patron’s behalf. Accomplishing a difficult goal might mean the deathlock⁠⁠ is forced to serve another powerful creature or might entail in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. Undead⁠ Nature. A deathlock doesn’t require air, food, drink, or sleep. Deathlock⁠ Mastermind Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising particular tactics⁠ and carrying out their plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil. Patron-Specific Spells You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Archfey patron: blink, dominate beast, dominate person, faerie fire, greater invisibility, hunger of Hadar, hypnotic pattern, phantasmal force, seeming, sleep Traits Innate Spellcasting. The deathlock’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: detect magic, disguise self, mage armor Spellcasting. The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, mage hand, minor illusion, poison spray 1st–5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility Turn Resistance⁠. The deathlock has advantage on saving throws against any effect that turns undead. Actions Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). Grave Bolts. Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets⁠. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained⁠ target can use its action⁠ to repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Deathlock Mastermind (Fiend Patron)","description":"Deathlock⁠ The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock⁠. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock⁠ who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock’s patron. Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don’t please its patron fall away as its master’s desires become the purpose that drives the deathlock⁠⁠. The creature immediately resumes work on its patron’s behalf. Accomplishing a difficult goal might mean the deathlock⁠⁠ is forced to serve another powerful creature or might entail in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. Undead⁠ Nature. A deathlock doesn’t require air, food, drink, or sleep. Deathlock⁠ Mastermind Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising particular tactics⁠ and carrying out their plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil. Patron-Specific Spells⁠ You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells⁠ specific to its patron. Fiend patron: blindness/deafness, burning hands, command, fire shield, fireball, flame strike, hellish rebuke, scorching ray, stinking cloud, wall of fire Traits Innate Spellcasting. The deathlock’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: detect magic, disguise self, mage armor Spellcasting. The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, mage hand, minor illusion, poison spray 1st–5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility Turn Resistance⁠. The deathlock has advantage on saving throws against any effect that turns undead. Actions Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). Grave Bolts. Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets⁠. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained⁠ target can use its action⁠ to repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Deathlock Mastermind (Great Old One Patron)","description":"Deathlock⁠ The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock⁠. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock⁠ who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock’s patron. Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don’t please its patron fall away as its master’s desires become the purpose that drives the deathlock⁠. The creature immediately resumes work on its patron’s behalf. Accomplishing a difficult goal might mean the deathlock⁠ is forced to serve another powerful creature or might entail in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. Undead⁠ Nature. A deathlock doesn’t require air, food, drink, or sleep. Deathlock⁠ Mastermind Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising particular tactics⁠ and carrying out their plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil. Patron-Specific Spells⁠ You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells⁠ specific to its patron. Great Old One patron: clairvoyance, detect thoughts, dissonant whispers, dominate person, Evard’s black tentacles, hunger of Hadar, phantasmal force, sending, Tasha’s hideous laughter, telekinesis Traits Innate Spellcasting. The deathlock’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: detect magic, disguise self, mage armor Spellcasting. The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, mage hand, minor illusion, poison spray 1st–5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility Turn Resistance⁠. The deathlock has advantage on saving throws against any effect that turns undead. Actions Deathly Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3 necrotic damage). Grave Bolts. Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. Hit: 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained⁠ target can use its action⁠ to repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Deathlock Wight","description":"In Dead in Thay , two kinds of wights serve the Red Wizards as guards and workers. The deathlock wight resembles a normal wight, except that its undead form courses with dark magic. Undead Nature. A wight doesn't require air, food, drink, or sleep. Traits Innate Spellcasting. The wight’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components: At will: detect magic, disguise self, mage armor 1/day each: fear, hold person, misty step Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The wight attacks twice with Grave Bolt. Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":7386,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Deathlock Wight","description":"Deathlock⁠ The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock⁠. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock⁠ who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock’s patron. Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don’t please its patron fall away as its master’s desires become the purpose that drives the deathlock⁠. The creature immediately resumes work on its patron’s behalf. Accomplishing a difficult goal might mean the deathlock⁠ is forced to serve another powerful creature or might entail in gathering servants of its own. Whatever the goal, it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world. Undead⁠ Nature. A deathlock doesn’t require air, food, drink, or sleep. Deathlock⁠ Wight&#8288; Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight—a special⁠ punishment meted out by certain patrons and necromancers. Traits Innate Spellcasting. The wight’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components: At will: detect magic, disguise self, mage armor 1/day each: fear, hold person, misty step Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The wight attacks twice with Grave Bolt. Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (1d8 + 3) necrotic damage. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Deathlock Wight","description":"Deprived of much of its magic as a special punishment, a deathlock wight lingers between the warlock it was and the wretched existence of a wight. Deathlocks The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul Undead driven to serve its otherworldly patron. An powerful necromancer might also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock’s patron. Traits Sunlight Sensitivity. While in sunlight, the deathlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep. Actions Multiattack. The deathlock makes two Life Drain or Grave Bolt attacks. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain by this attack rises 24 hours later as a zombie (see the Monster Manual ) under the deathlock’s control, unless the Humanoid is restored to life or its body is destroyed. The deathlock can have no more than twelve zombies under its control at one time. Grave Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) necrotic damage. Spellcasting. The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: detect magic , disguise self , mage armor 1/day each: fear , hold person","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Warlock)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Deathpact Angel","description":"Deathpact angels dwell in the grandest of Orzhov cathedrals, where they surround themselves with wealth and wretched vassals that are utterly in their thrall. Gift Givers. Posing as a beneficent god, a deathpact angel attracts petitioners who beg the angel for blessings: wealth, prestige, health, revenge, and the like. Imagining itself generous and merciful, the angel usually tries to grant the petitioners what they seek by using its abilities, drawing from its hoard of riches, or extorting favors from other members of the guild. True to the spirit of the Orzhov, though, the angel doesn’t bestow these gifts out of kindness, but for the sake of gaining fanatical followers who owe it life debts. Debt and Indenture. Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits. Debts Paid A deathpact angel can give an indentured spirit a clause to escape its bound servitude: if the angel ever dies, the indentured spirit can sacrifice its undead existence to restore the angel to life. Upon seeing the angel drop to 0 hit points, an indentured spirit can destroy itself, its debt discharged as it dissipates, after which the angel returns to life with 1 hit point. Traits Exploitation of the Debtors. As a bonus action, the angel targets a creature charmed by it that it can see within 30 feet of it. The angel deals 11 (2d10) necrotic damage to the target, and the angel gains temporary hit points equal to the damage dealt. Flyby. The angel doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Innate Spellcasting. The angel’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components: At will: command (as a 2nd-level spell), detect evil and good 3/day each: charm person (as a 5th-level spell), darkness, suggestion 1/day: raise dead Magic Resistance. The angel has advantage on saving throws against spells and other magical effects. Actions Multiattack. The angel makes two attacks with its scythe. It can substitute Chains of Obligation for one of these attacks. Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage. Chains of Obligation. The angel targets one creature charmed by it that it can see within 90 feet of it. The target must succeed on a DC 19 Charisma saving throw or become paralyzed for 1 minute or until it takes any damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful evil","Expansion":7,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Deathpriest Exarch of Orcus","description":"Cultists of Orcus Of all of the demon lords of the Abyss, Orcus, the Demon Prince of Undeath, claims the largest amount of followers. It has therefore spawned scores of cults with diversified objectives, but all fall under three major doctrines. Necromantic Practitioners. The first one is mastery of necromancy, which is the most common type of cult of Orcus. Members of this type of cult are mages and priests who seek power over mortality, utilizing undead minions to further their goals and aspirations. Undead Master Race. The second doctrine is the support of undeath or power over the living. The majority of its members are undead themselves and seek to add more to its ranks while those who are alive use the remainder of their mortal lives to infiltrate and set up shop in major cities to establish a steady source of fresh bodies. Members of these types of cults are undead that require sustenance, knowledge, or the arts, such as vampires and liches, and other intelligent undead. Insane Nihilists. The third most common doctrine is the true goal of Orcus, which is to seek an end to all life in the cosmos, replacing the living with the undead who serve only him. Cult members of this type are mostly insane, deranged, and suicidal. Those that work in large groups carry out mass murders, attacking small villages and hamlets, while those that work in smaller groups or individually, operate like serial killers and hide in plain sight within bustling and thriving cities. Deathpriests. The majority of divine spellcasters who worship Orcus, no matter the doctrine, call themselves deathpriests. Blessed by the Prince of Undeath, they can cast necromantic spells that are normally only available to arcane spellcasters. Traits Aura of Death. The deathpriest exarch emanates a deathly aura that extends 30 feet in every direction from its space while it isn't incapacitated. The aura is blocked by total cover. While in the aura, the deathpriest exarch and any Undead ally are immune to the frightened condition and have resistance to radiant damage. Enemies suffer disadvantage on death saving throws while in the aura. Undying Soul (Recharges after a Short or Long Rest). If the deathpriest exarch is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. lf it succeeds, it is instead reduced to 1 hit point. Actions Multiattack. The deathpriest exarch makes two Bone Mace attacks or two Necrotic Bolt attacks. Bone Mace. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 13 (3d8) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Necrotic Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 17 (3d8 + 4) necrotic damage, and the target can’t regain hit points until the start of the high exarch's next turn. Spellcasting. The deathpriest casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: guidance, resistance, thaumaturgy 2/day each: animate dead (as an action), blindness/deafness, false life, vampiric touch 1/day each: Abi-Dalzim's horrid wilting, banishment, circle of death, cloudkill, contagion, finger of death Summon Undead (1/Day). The deathpriest exarch conjures Undead creatures no higher than CR 5 and whose combined average hit points don't exceed 150. These Undead magically rise up from the ground or otherwise form in unoccupied spaces within 60 feet of the deathpriest exarch and obey its commands until they are destroyed, until it dismisses them as an action, or 8 hours have passed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Neutral Evil or Chaotic Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Deathpriest of Orcus","description":"Cultists of Orcus Of all of the demon lords of the Abyss, Orcus, the Demon Prince of Undeath, claims the largest amount of followers. It has therefore spawned scores of cults with diversified objectives, but all fall under three major doctrines. Necromantic Practitioners. The first one is mastery of necromancy, which is the most common type of cult of Orcus. Members of this type of cult are mages and priests who seek power over mortality, utilizing undead minions to further their goals and aspirations. Undead Master Race. The second doctrine is the support of undeath or power over the living. The majority of its members are undead themselves and seek to add more to its ranks while those who are alive use the remainder of their mortal lives to infiltrate and set up shop in major cities to establish a steady source of fresh bodies. Members of these types of cults are undead that require sustenance, knowledge, or the arts, such as vampires and liches, and other intelligent undead. Insane Nihilists. The third most common doctrine is the true goal of Orcus, which is to seek an end to all life in the cosmos, replacing the living with the undead who serve only him. Cult members of this type are mostly insane, deranged, and suicidal. Those that work in large groups carry out mass murders, attacking small villages and hamlets, while those that work in smaller groups or individually, operate like serial killers and hide in plain sight within bustling and thriving cities. Deathpriests. The majority of divine spellcasters who worship Orcus, no matter the doctrine, call themselves deathpriests. Blessed by the Prince of Undeath, they can cast necromantic spells that are normally only available to arcane spellcasters. Traits Undying Soul (Recharges after a Short or Long Rest). If the deathpriest is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. lf it succeeds, it is instead reduced to 1 hit point. Actions Multiattack. The deathpriest makes two Sickle attacks or two Necrotic Bolt attacks. Sickle. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 4 (1d8) necrotic damage. Necrotic Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) necrotic damage. Spellcasting. The deathpriest casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: guidance, resistance, thaumaturgy 2/day each: blindness/deafness, false life 1/day each: animate dead (as an action), cloudkill, vampiric touch","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Neutral Evil or Chaotic Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Deathspeaker","description":"An ancient man in a tattered cloak with matted hair, cloudy eyes, and a deathly pallor says in a raspy voice, “Come, sit, and listen.” Doomsayer. The deathspeaker appears to be alive, if only barely, but it is an undead menace that attempts to engage people in conversation, eventually cursing the one who listens to it by predicting the listener’s death. The deathspeaker claims to be a seer who is granted glimpses into the future, saying it is there to advise people of the perils they face. Deathspeakers know their appearance can often be unsettling to humanoids, and many use disguises or heavy clothing to obscure their features. Evil Origins. Deathspeakers are imparted unlife from gods of trickery and deception. Chosen from people who were charlatans in life, deathspeakers rely on their former tricks to curse the living in the names of their gods. Cadaver Sprites. For reasons that aren’t understood, cadaver sprites are often found in areas around deathspeakers, though not always in their company. Deathspeakers are neither fey nor associated with the fey courts, but they don’t dissuade the little undead from following them. Even the most learned sages don’t understand why the two associate with each other, though some speculate it lies in their shared penchant for trickery. Undead Nature. The deathspeaker doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Deathweaver","description":"The black and crimson spider, its fangs dripping a dark poison, uses the two arms beside its fangs to pull a corpse from its tainted web. Deathweavers are spiders who were once subjected to dark rituals and are now infused with necrotic energies. Their carapaces are mottled patterns of black, crimson, and ivory, and two arms flank their fangs. Allied Evil. Deathweavers are often found in league with other intelligent, evil creatures. A powerful necromancer or an evil cult might ally with one, using the undead it spawns to bolster their strength in exchange for treasure or favors. Web Spawn. The deathweaver’s webs infuse corpses left in them with necrotic energy. A humanoid corpse cocooned in the webbing for 24 hours has a 50 percent chance of rising as a web zombie under its control. These zombies are shriveled and covered in tattered webbing. Variant: Web Zombie A web zombie has a challenge rating of 1 (200 XP) and retains the statistics of a normal zombie except as described below. Speed. The web zombie has a climbing speed of 30 feet. Necrotic Weapons. When the web zombie hits a creature with a melee attack, the attack deals an extra 1d6 necrotic damage. Spider Climb. The web zombie can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The web zombie ignores movement restrictions caused by webbing. Multiattack. The web zombie makes two slam attacks. If both attacks hit a Medium or smaller target, the target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, necrotic, poison, and psychic damage).","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Deathwisp","description":"A shadowy figure flickers in and out of view. Its indistinct shape betrays a sylvan ancestry, and its eyes are malevolent blue points of light. Fey Undead. A deathwisp is a wraith-like spirit created in the Shadow Realm from the violent death of a shadow fey or evil fey. Rift Walkers. Many deathwisps remain among the shadows, but a few enter the natural world through planar rifts and gates, or by walking along shadow roads between the worlds. Retaining only a trace of their former personality and knowledge, their lost kindness has been replaced with malice. Devour Breath. A deathwisp feasts on the breath of living things, and invariably seeks to devour animals and solitary intelligent prey. It is quite intelligent and avoids fights against greater numbers. Undead Nature. A deathwisp doesn’t require air, food, drink, or sleep. Traits Flicker: The deathwisp flickers in and out of sight, and ranged weapon attacks against it are made with disadvantage. Incorporeal Movement: The deathwisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a solid object. Shadow Jump: A deathwisp can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow. A shadow fey can jump up to a total of 40 feet per day; this may be a single jump of 40 feet, four jumps of 10 feet each, etc. This ability must be used in 10-foot increments. Sunlight Sensitivity: While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Unnatural Aura: Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check. Actions Life Drain: Melee Weapon Attack : +8 to hit, range 5 ft., One target. Hit : 36 (7d8 + 5) necrotic damage. On hit, the target must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Create Deathwisp: The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target’s spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp’s control. The deathwisp can keep no more than five wraiths under its control at one time.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Deathwolf","description":"A deathwolf combines the might of a werewolf, the unholy powers of undeath, and the magic of the full moon. Deathwolves are most common on Krynn but occasionally are found in other locations where lycanthropy and necromancy are prevalent. To create a deathwolf, a necromancer reanimates the body of a powerful werewolf by conducting a profane ritual fueled by lunar magic. The result is an Undead abomination that resembles a skeletal, shadowy werewolf in hybrid form. Deathwolves can’t shapeshift, but they can create dangerous illusions. A deathwolf’s bite makes its victims more susceptible to the mind-bending phantoms the deathwolf can conjure. Deathwolves in Dragonlance On the world of Krynn, deathwolves are associated with Lunitari, Krynn’s red moon and the god of neutral magic. The god Lunitari is a trickster and master of illusions; necromancers perform the ritual to create a deathwolf under the light of her moon to instill the deathwolf with powers of illusion and trickery. Traits Legendary Resistance (2/Day). If the deathwolf fails a saving throw, it can choose to succeed instead. Moon’s Grace. When the deathwolf falls, it descends at a rate of 60 feet per round and takes no falling damage. Actions Multiattack. The deathwolf makes one Bite attack and two Claw attacks. It can replace one of these attacks with Phantom Deathwolf if available. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) necrotic damage. The target must succeed on a DC 16 Wisdom saving throw or have disadvantage on saving throws against the frightened condition. This curse lasts until removed by the Remove Curse spell or other magic. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) necrotic damage. Phantom Deathwolf (Recharge 5–6). The deathwolf creates a terrifying phantom of itself in the mind of a creature the deathwolf can see within 60 feet of itself. The target must succeed on a DC 17 Intelligence saving throw or have the frightened condition for 1 minute. While the target is frightened, the phantom deals 21 (6d6) psychic damage to the target at the start of each of the target’s turns. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions The deathwolf can take up to two reactions per round but only one per turn. Imposing Slash. When a creature within 5 feet of the deathwolf makes an attack roll against it, the deathwolf forces the creature to succeed on a DC 17 Wisdom saving throw or have disadvantage on that roll. After the attack hits or misses, the deathwolf makes one Claw attack against the creature. Phase Step. Immediately after taking damage, the deathwolf teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness. \\","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":30583,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Decahedrooze","description":"Biomantic Polyhedroozes When Dr. Stein left his lab at short notice (following a pitchfork-wielding-mob related event), he left an entire pool of his patent-pending Mut-x exposed to the elements. Things fell into it; those things had brains, and those brains, their memories, and the sum of their intelligence fused with gelatinous cubes into biomantic polyhedroozes. Empathetic. When a biomantic polyhedrooze forms, it begins absorbing the latent psychic energy of its environs. Creatures with strong psyches that are nearby in either space or time influence the nascent sentience of the polyhedrooze. A long-destroyed lich might impart its madness and hate into the ooze, whilst a colony of highly-charismatic mice might lend the goopey mass a penchant for cheese. Reactive Mutations. The true feat of Dr. Stein’s research, and a trait that the polyhedroozes embody, is that of extreme biomantic reaction to environmental stimuli. A polyhedrooze that takes damage immediately adapts its morphology to prevent further damage of that type. The larger the polyhedrooze, the more such adaptations it can sustain at any one time. Size Matters. Bigger polyhedroozes have absorbed more brains and, so, are more clever. A polyhedrooze that reaches a critical mass might decide to split into two, with the idea of sending one of its halves in search of pastures new. Unfortunately, the decrease in intelligence that results from a split means that polyhedroozes can get confused and end up in a cycle of splitting and reforming over and over.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"unaligned","Expansion":23695,"Challenge Rating":9},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Decahedrooze","description":"Biomantic Polyhedroozes When Dr. Stein left his lab at short notice (following a pitchfork-wielding-mob related event), he left an entire pool of his patent-pending Mut-x exposed to the elements. Things fell into it; those things had brains, and those brains, their memories, and the sum of their intelligence fused with gelatinous cubes into biomantic polyhedroozes. Empathetic. When a biomantic polyhedrooze forms, it begins absorbing the latent psychic energy of its environs. Creatures with strong psyches that are nearby in either space or time influence the nascent sentience of the polyhedrooze. A long-destroyed lich might impart its madness and hate into the ooze, whilst a colony of highly-charismatic mice might lend the goopey mass a penchant for cheese.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"unaligned","Challenge Rating":9},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Decaton Modron","description":"The least of the hierarchs, decatons monitor the physical well-being of base modrons. Two stubby legs support their spherical bodies, and ten mechanical tentacles sprout out from their rounded frames in all directions. Their heads contain ten eyes to readily observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of electricity from each of its ten eyes, synchronizing them to deadly effect. “You wanna learn Modron? Yeah, I speak it. Lesson one: ‘beep boop.’ That means ‘Hello, friend, I mean you no harm.’ Really, I swears it!” —Morte, amid surely innocent snickering Modrons Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked base modrons—monodrones, duodrones, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monst er Manual . “I’ve known a few modrons in my day. Most are gullible, harmless sorts. Watch out for those hierarch modrons, though. Not only can’t they take a joke, they’ll blame you for disrupting the lawful working of the multiverse then try to measure how much your powdered bones weigh. ” –Morte Traits Axiomatic Mind . The decaton can't be compelled to act in an manner contrary to its nature or its instructions. Combat Ready. The decaton has advantage on initiative rolls. Disintegration. If the decaton dies, its body disintegrates into dust, leaving behind anything it was carrying. Spellcasting. The decaton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13): At will: detect magic , dispel magic , mending (as an action) 1/day each: plane shift (self only), protection from evil and good Actions Multiattack. The decaton makes three Tentacle attacks. Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the decaton can't use this tentacle against other targets. The decaton has ten tentacles, each of which can grapple one target. Lightning Rays (Recharge 6). The decaton unleashes a barrage of lightning bolts from its eyes. Each creature within 30 feet of the decaton must make a DC 13 saving throw, taking 38 (7d10) lightning damage on a failed save, or half as much damage on a successful save. “You ever notice how certain modrons sort of look like some kind of wacky dice?” –Morte","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"typically lawful neutral","Expansion":26427,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Deck Defender","description":"Deck defenders are Constructs made of large, intricately folded playing cards. You can use a deck defender when a character draws the Knight card, substituting the defender for the friendly ally the card usually summons. Created from the multifaceted magic of a Deck of Many Things , a deck defender obeys the commands of the character who drew the Knight card. It can assume multiple shapes. When summoned, a deck defender first appears in its protective guardian form, bearing a folded sword and shield. The character who summoned the deck defender can fold it into the more threatening berserker form or the nimble acrobat form, as desired. No matter what form a deck defender takes, its card-like nature makes it fragile. When a deck defender is defeated, it collapses into a pile of nonmagical cards. Traits Allied Knight. Some of the deck defender’s statistics are based on the character who drew the Knight card. Where the deck defender stat block refers to “you,” it refers to that character. Folded Versatility. After finishing a long rest, you can refold the deck defender’s shape, changing it to acrobat form, berserker form, or guardian form. Fragile. If the deck defender is reduced to 0 hit points, it collapses into a haphazard pile of nonmagical playing cards and can’t be resurrected or reconstructed. Actions Multiattack. The deck defender makes a number of attacks equal to half its proficiency bonus (rounded down). Paper Cut. Melee Weapon Attack: PB + 3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Reckless Strike (Berserker Form Only). Melee Weapon Attack: PB + 3 to hit (with advantage), reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and attacks made against the deck defender until the start of its next turn have advantage. Bonus Actions Swift Step (Acrobat Form Only). The deck defender takes the Dash or Disengage action. Reactions Protection (Guardian Form Only). When a creature the deck defender can see attacks a target other than the deck defender and is within 5 feet of the deck defender, the deck defender imposes disadvantage on the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":27234,"Challenge Rating":"-"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Decrepit Hyphan Brute","description":"Hyphans Sharing a closer genealogy with the common toadstool than with any of the humanoid races, hyphans is the term used for the alien, fungal hive mind and the creatures it animates. Found underground, hyphans line vast subterranean caverns as stationary toadstools, penetrate tremendous expanses of rock and soil as microscopic mycelia, and infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after. Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger. These individuals must regularly return to the heart of their colony to be replenished and regain their vigour, lest they become decrepit, dessicated husks. Hyphan Brute Strong and burly creatures will be formed into brutes. Used for clearing rockfalls and to intimidate interlopers in a hyphan’s domain, these large specimens’ size can often act as an impediment in the tight tunnels of The Low. On the battlefield, brutes act as juggernauts, sending ranks of foes to the floor—perfect targets for their smaller cousins, the duskcaps. Their bulk and toughness allow them to fight without any sense of self preservation as they rampage through the enemy lines.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"lawful neutral","Expansion":23695,"Challenge Rating":2},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Decrepit Hyphan Duskcap","description":"Hyphans Sharing a closer genealogy with the common toadstool than with any of the humanoid races, hyphans is the term used for the alien, fungal hive mind and the creatures it animates. Found underground, hyphans line vast subterranean caverns as stationary toadstools, penetrate tremendous expanses of rock and soil as microscopic mycelia, and infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after. Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger. These individuals must regularly return to the heart of their colony to be replenished and regain their vigour, lest they become decrepit, dessicated husks. Hyphan Duskcap Lithe, graceful, or otherwise agile creatures can expect to become duskcaps if they should find themselves overcome by a hyphan colony’s grasp. Primarily information gatherers, duskcaps are adept at passing without notice, and often patrol a colony’s periphery, acting as its eyes and ears. Brainless Senses. An isolated duskcap—indeed any isolated hyphan—does not possess the ability to understand what it hears; it is the fungal hive mind that interprets those sounds. While a duskcap is within range of a colony’s communication spores, this interpretation happens instantaneously. However, if a duskcap should range beyond these spores, it will record everything it hears, to be transmitted to the hive mind with unfailing accuracy upon its return.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"lawful neutral","Expansion":23695,"Challenge Rating":2},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Decrepit Hyphan Sporeslinger","description":"Hyphans Sharing a closer genealogy with the common toadstool than with any of the humanoid races, hyphans is the term used for the alien, fungal hive mind and the creatures it animates. Found underground, hyphans line vast subterranean caverns as stationary toadstools, penetrate tremendous expanses of rock and soil as microscopic mycelia, and infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after. Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger. These individuals must regularly return to the heart of their colony to be replenished and regain their vigour, lest they become decrepit, dessicated husks. Hyphan Sporeslinger Innately magical creatures that get ‘hyphanated’ (the term used by scholars to describe the act by which a creature is overcome by a hyphan colony) will become sporeslingers. Some of these individuals may remember the spells they knew in life, but, for the most part, this connection with the Weave is co-opted to provide the colony access to charm-based magics. Sporeslingers use these beguiling enchantments to capture stray creatures and deliver them to the fungal heart where they too can be hyphanated. Without these specimens, a hive mind would have to rely on serendipity to gather new biomass. With them, it can take a more proactive approach. Self-preservation. A hyphan hive mind is far from stupid. It understands the fragility and value of a sporeslinger. A sporeslinger possesses the ability to produce clouds of obscuring spores (from which to make its escape) and is rarely found alone. On diplomatic missions they may be accompanied by brutes, for their intimidating size. When laying a trap, a sporeslinger may stand alone in a field of barely-visible puffball toadstools, several duskcaps lying in wait in the shadows.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"lawful neutral","Expansion":23695,"Challenge Rating":1},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Decrepit Skeleton","description":"Decrepit skeletons are the animated remains of skeletons in very poor condition or animated skeletons that have slowly rotted and fallen into disrepair. Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Actions Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":"1/8"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Decrepit Skeleton","description":"Without flesh to weigh them down, skeletons are among the most agile undead. This unnatural talent makes them prized archers in most necromancers’ armies—doubly so because skeletons can use their remains as ammunition infused with necrotic energy, then regrow these expended bones the next day. Traits Bone Weapons. The skeleton’s weapon attacks are magical. They use their bones as ammunition for their bone bow, regrowing used bones every dusk. Minion. If the skeleton takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the skeleton takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Bone Bow (Group Attack). Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 1 piercing damage. If the target is a creature and three or more skeleton minions joined the attack, the skeletons can choose another creature they can see within 5 feet of the original target. The second target takes 2 piercing damage. Bone Knife (Group Attack). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Deep Badger","description":"Companions, guards, allies, a source of warmth in the cold, and an efficient waste disposal system: deep badgers are constant allies to dweorg of the Underworld. Deep badgers are still found in the wild—ferocious beats not to be crossed—but many thousands of years ago they were tempted to the campsites of dwarven miners and explorers, showing little fear and more than a spark of wise curiosity. For their part, early dweorg trained deep badgers to burrow a well or guide away from pitfalls and unstable caverns. Those stout delvers also made good use of the tunnels deep badgers dug for mushroom farming and defensive structures. The fledgling symbiotic relationship blossomed, and today’s domesticated badgers are the result, as common in dwarf settlements as dogs are in human ones. The Badger Named Dabbage Only leaves of cabbage would the badger Dabbage Consume without complaint Only fool or savage thinks this is an adage ‘Cuz wisdom this poem ain’t","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":"1/4"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Deep Crow","description":"The only warning you’ll get is that fearsome, far-off caw, echoing from the darkness like a death knell. For by the time those glowing red eyes fix on you, it’s far too late to run... Some adventurers and sages whisper that deep crows were first spawned as the familiars of evil arcane casters, abandoned in the subterranean depths and left to grow to enormous size. Others claim these creatures were once normal crows transmuted by vile essence and viler powers. But one thing all agree on is that ending up a meal for one of these monstrosities is a too-real threat for those who stumble into their deadly lairs. Though the deep crow most immediately resembles a massive version of its namesake bird, this creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed feet, and the cluster of red eyes that are the most unsettling part of its appearance. Terror from Above. The deep crow’s most fearsome attack is the bite of its mandibles, which can seize and hold almost any creature. Their preferred attack is a snatch-and-grab that sees a deep crow flying off with a living victim before its companions have any chance of counterattack. Provided the doomed prey doesn’t struggle, the deep crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit. Family Ties. Deep crows live alone for an unknown length of years, emerging from the lair only to hunt, to look for potential threats, and to mate. Mating is a once-in-a-lifetime urge that sees each deep crow involved in the pairing produce a cluster of four to eight eggs. Incubation lasts a year, followed by a year during which the fledgling deep crows stay close by their parent’s side. The young then set out to establish lairs of their own. Unknown and Inscrutable. The mindset of these intelligent yet alien creatures is a mystery, but some who have encountered them relate that they are quick to hold a grudge. For years. Of even greater importance, they can teach their chicks to harbor the same resentments, instilling a cross-generational hatred of chosen foes that can last for centuries. A Deep Crow’s Lair Deep crows and ancient deep crows roost in places both deep and warm, favoring sites with access to exposed lava. The spires of volcanic rock the creatures prize as roosts are common in such places, whose ambient warmth provides constant temperature regulation for the creature’s eggs.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":4048,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Deep Dragon Wyrmling","description":"The ultimate paradox: some deep dragons are actually very shallow. -Fizban Deep Dragons Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind. Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels. Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack. A Deep Dragon's Lair Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays. The challenge rating of a legendary deep dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Deep Torpor. The dragon casts the slow spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16 for an adult dragon or DC 19 for an ancient dragon). The spell ends early if the dragon uses this lair action again or if the dragon dies. Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round. Toxic Spores. The dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn. Regional Effects The region surrounding a legendary deep dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Preservation of Knowledge. Books, letters, and any other physical forms of writing within 6 miles of the dragon's lair become magically charged and can't be damaged by nonmagical means. Restless Sleep. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect. Verdant Growth. Vegetation and fungi within 6 miles of the dragon's lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food. If the dragon dies, these effects fade over the course of 1d10 days. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Nightmare Breath (Recharge 5–6). The dragon exhales a cloud of spores in a 15-foot cone. Each creature in that area must make a DC 11 Wisdom saving throw. On a failed save, the creature takes 5 (1d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"typically neutral evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Deep Dreamer","description":"A fine network of barbed black filaments supports the deep dreamer’s fungal body, making them resemble a massive sinister dandelion. These plants drift through the air on gentle psionic currents, propelled by the spores they constantly release. As other creatures dream, the deep dreamer uses their filaments to feed on those creatures’ psychic energy. A deep dreamer’s influence can compel creatures to become lost in their dreams, never to wake up. Drifting Dreams. Deep dreamers seem perpetually lost in their own reverie, and collisions with solid objects often go unnoticed. When they do become aware of other creatures, they use their spores to share their strange dreams in hopes of stoking a creature’s imagination and creating pleasant dreams to feed on. Sinister Bonds. Some deep dreamers unwittingly accumulate colonies of creatures who are permanently lost in dreams. These creatures follow their deep dreamers wherever they drift, lumbering after the fungus in a trance—and even jumping in front of the deep dreamer to save them from danger. Some of these creatures have been with their dreamers for so long that they’re permanently tethered to one of the dreamer’s filaments. Encountering a Deep Dreamer There are two typical setups for deep dreamer encount­ers. The first is a deep dreamer with a bevy of creatures charmed by the fungus who fight to protect the dreamer. The other is a lone dreamer floating in the darkness above the characters, releasing spores in an attempt to charm them before any fighting begins. Traits Psionic Shroud. The dreamer is immune to divination spells and to any effect that would sense their emotions or read their thoughts. Actions Multiattack. The dreamer makes two Tendrils attacks and uses Dream Spores, if available. Tendrils. Melee Power Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 22 (4d10) psychic damage. If the target is charmed by the dreamer, the dreamer regains hit points equal to half the psychic damage dealt. *Dream Spores (5th-Order Power; Recharge 5–6). The dreamer releases a cloud of psionic spores. Each creature within 60 feet of them must succeed on a DC 18 Intelligence saving throw or be charmed by the dreamer for 1 minute. While charmed in this way, a creature must use their move- ment during their turn to move within 10 feet of the dreamer by the safest available route. A creature charmed in this way can repeat the saving throw whenever they take damage, ending the effect on themself on a success. Reactions Rouse Dreamer. When a creature makes an attack against the dreamer, the dreamer chooses a creature charmed by the dreamer within the attack’s range, and the charmed creature becomes the target of the attack instead.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Typically Neutral","Expansion":25493,"Challenge Rating":13},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Deep Dreamer","description":"Deep Dreamer A fine network of barbed black filaments supports the deep dreamer’s fungal body, making them resemble a massive sinister dandelion. These plants drift through the air on gentle psionic currents, propelled by the spores they constantly release. As other creatures dream, the deep dreamer uses their filaments to feed on those creatures’ psychic energy. A deep dreamer’s influence can compel creatures to become lost in their dreams, never to wake up. Traits Psionic Shroud. The dreamer is immune to divination spells and to any effect that would sense their emotions or read their thoughts. Actions Multiattack. The dreamer makes two Tendrils attacks and uses Dream Spores, if available. Tendrils. Melee Power Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 22 (4d10) psychic damage. If the target is charmed by the dreamer, the dreamer regains hit points equal to half the psychic damage dealt. *Dream Spores ( 5 th-Order Power; Recharge 5 – 6 ). The dreamer releases a cloud of psionic spores. Each creature within 60 feet of them must succeed on a DC 18 Intelligence saving throw or be charmed by the dreamer for 1 minute. While charmed in this way, a creature must use their movement during their turn to move within 10 feet of the dreamer by the safest available route. A creature charmed in this way can repeat the saving throw whenever they take damage, ending the effect on themself on a success. Reactions Rouse Dreamer. When a creature makes an attack against the dreamer, the dreamer chooses a creature charmed by the dreamer within the attack’s range, and the charmed creature becomes the target of the attack instead.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Typically Neutral","Expansion":28288,"Challenge Rating":13},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Deep Dreg","description":"Mortals contaminated by delerium under the influence of an aquatic creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"custom","Alignment":"chaotic evil","Expansion":29025,"Challenge Rating":"1/4"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Deep Gnome (Svirfneblin)","description":"Deep gnomes, or svirfneblin, live far below the world’s surface in twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity. Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average adult weighs 100 to 120 pounds and stands 3 feet tall. A typical svirfneblin enclave contains several hundred deep gnomes and is strongly fortified. Secret tunnels lead to and from the settlement, and the deep gnomes use these as evacuation routes when the enclave comes under attack. Established Gender Roles. Male svirfneblin are bald, while females have stringy gray hair. Traditionally, females run the enclaves while males scour the outskirts in search of enemies and deposits of precious gemstones. Gemstone Harvesters. Svirfneblin cherish fine gemstones, especially rubies, which they harvest from mines deep in the Underdark. The hunt for gems often brings them into conflict with beholders, drow, kuo-toa, duergar, and mind flayers. Of all their natural enemies, deep gnomes fear and despise the murderous, demon-worshiping drow the most. Earth Friends. Deep gnomes are often encountered in the company of creatures from the Elemental Plane of Earth. Some svirfneblin can summon such creatures. Earth creatures guard svirfneblin settlements, especially xorn enticed to service with the promise of gems to feed on. Traits Stone Camouflage : The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Gnome Cunning : The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Innate Spellcasting : The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: • At will: nondetection (self only) • 1/day each: blindness deafness, blur, disguise self Actions War Pick : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. Poisoned Dart : Ranged Weapon Attack : +4 to hit, range 30/120 ft., one creature. Hit : 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Source":"MM1","Alignment":"neutral good","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Deep Gnome (Svirfneblin)","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Stone Camouflage : The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Gnome Cunning : The gnome has advantage on Intelligence , Wisdom , and Charisma saving throws against magic. Innate Spellcasting : The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components : At will: nondetection (self only) 1/day each: blindness deafness , blur , disguise self Actions War Pick : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage . Poisoned Dart : Ranged Weapon Attack : +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success.","properties":{"Category":"Monsters","AC":"15 (chain shirt)","HP":"16 (3d6 + 6)","CHA":9,"CON":14,"DEX":14,"INT":12,"STR":15,"WIS":10,"Size":"Small","Type":"humanoid (gnome)","Speed":"20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116042/nfplC_7MvSXpmXUz_hct1Q/original.png","Roll 0":"1d20 + 4\n1d8+2","Roll 1":"1d20 + 4\n1d4+2","Senses":"darkvision 120 ft.","Skills":"Investigation +3, Perception +2, Stealth +4","Source":"5th Edition SRD","data-XP":100,"Alignment":"Neutral Good","Languages":"Gnomish, Terran, Undercommon","data-List":"false","Token Size":1,"data-Spells":"{\"innate\":{\"at-will\":[\"nondetection\"],\"1/day\":[\"blindness deafness\",\"blur\",\"disguise self\"]}}","data-Traits":"[{\"Name\":\"Stone Camouflage\",\"Desc\":\"The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.\"},{\"Name\":\"Gnome Cunning\",\"Desc\":\"The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.\"},{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The gnome's innate spellcasting ability is Intelligence (spell save DC 11). 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Elder Gods. In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids. Coastal Raiders. The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas. Demand Sacrifices. They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule. Traits Amphibious: A deep one can breathe air or water with equal ease. Frenzied Rage: On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage. Lightless Depths: A deep one is immune to the pressure effects of the deep ocean. Ocean Change: A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30. Actions Claws: Melee Weapon Attack : +5 to hit, range 5 ft., One target. Hit : 12 (2d8 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"Tome of Beasts","Alignment":"Chaotic evil","Expansion":3,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Deep One","description":"Deep ones are as at ease dwelling in the most remote of ocean trenches as they are in the shallows that hug secluded shorelines, although their favorite haunts combine the two. The largest deep one cities are located at places not far off shore but nestled in vast submerged canyons unusually close to those coastlines. This proximity allows deep ones to pursue one of their favorite goals—commingling with and corrupting surface-dwelling humanoids. Deep ones do so not out of a biological need but as a way to spread their blasphemous religion above the ocean waves. The hybrid children of deep ones and humans form a race of their own. These offspring typically live near others of their kind, assuming positions of leadership in their small towns. A deep one’s gray-green hide glistens with moisture, and saliva dribbles from its fishlike maw. Deep Devotees. Deep ones usually worship the alien entities known as the Outer Gods or the Great Old Ones, with Cthulhu the foremost among them. Deep one settlements that contain a deep one elder instead typically venerate that powerful deep one, who in turn serves one of the eldritch gods. Underwater wielders. Deep ones prefer to fight with their claws. If they do resort to manufactured weapons, they prefer piercing ones, as these function best underwater. They can also use wands and staves; deep ones who pursue the study of more powerful magic often learn to create magic items for their weaker kinfolk to wield. Immortal. A deep one does not age. Barring death from violence, disease, or misadventure, a deep one can live forever. Deep ones are immune to effects that cause magical aging. Deep Dweller. Deep ones are immune to damage from water pressure; their bodies are capable of instantly adjusting to different water depths or even the surface with ease. Deep One Bishop. Deep one bishops incite religious fervor in their kinfolk and promote their chosen deities as the greatest among the Outer Gods. Hybrid Horrors. Deep one hybrids are the spawn of humans and deep ones. They are most comfortable with others of their kind, and typically cluster in small, insular settlements where they can assume positions of authority. They keep any humans within their towns subservient and cowed, making sure those other residents know better than to act against local laws. 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Deep ones prefer to fight with their claws. If they do resort to manufactured weapons, they prefer piercing ones, as these function best underwater. They can also use wands and staves; deep ones who pursue the study of more powerful magic often learn to create magic items for their weaker kinfolk to wield. Immortal. A deep one does not age. Barring death from violence, disease, or misadventure, a deep one can live forever. Deep ones are immune to effects that cause magical aging. Deep Dweller. Deep ones are immune to damage from water pressure; their bodies are capable of instantly adjusting to different water depths or even the surface with ease. Deep One Bishop. Deep one bishops incite religious fervor in their kinfolk and promote their chosen deities as the greatest among the Outer Gods. Hybrid Horrors. Deep one hybrids are the spawn of humans and deep ones. They are most comfortable with others of their kind, and typically cluster in small, insular settlements where they can assume positions of authority. They keep any humans within their towns subservient and cowed, making sure those other residents know better than to act against local laws. 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Elder Gods. In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids. Coastal Raiders. The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas. Demand Sacrifices. They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule. The deep ones are faithful servants of horrific powers inimical to all life on land. Father Dagon is a god of fertility, fish, and the strength of the deep ocean, and is an evil lord of storm and waves. Mother Hydra is his consort, a goddess of immense strength and size, spawning entire schools of fish at nce and mistress of the great kraken and toothsome krake spawn, who are her children and servitors. Both are keen on conquest, through a long program of forced interbreeding and eldritch meddling with human bloodlines. In addition, many deep ones follow Shar-Ngolyeth, a long-lost deity also referred to as That Which Lurks Beneath the Waves. This kraken and her krake spawn offspring are close allies to the deep ones, but are largely indifferent to Dagon and Hydra Traits Amphibious: A deep one can breathe air or water with equal ease. Frenzied Rage: On its next turn after a deep one archimandrite takes 10 or more damage from a single attack, it has advantage on its attacks, it adds +4 to damage, and it can make one extra unholy trident attack. Innate Spellcasting: The deep one archimandrite’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: bless, revivify, sacred flame, shocking grasp, suggestion 3/day each: charm person, lightning bolt, sanctuary, shatter 1/day each: chain lightning, cone of cold, ice storm Legendary Resistance (1/Day): If the deep one archimandrite fails a saving throw, it can count it as a success instead. Lightless Depths: A deep one hybrid priest is immune to the pressure effects of the deep ocean. Voice of the Archimandrite: With a ringing shout, the deep one archimandrite summons all deep ones within a mile to come to his aid. This is not a spell but a command that ocean creatures and deep ones heed willingly. Actions Multiattack: A deep one archimandrite makes one claw attack and 1 unholy trident attack. Claw: Melee Weapon Attack : +8 to hit, range 5 ft., One target. Hit : 14 (2d8 + 5) slashing damage. Unholy Trident: Melee Weapon Attack : +8 to hit, range 10 ft., One target. Hit : 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid","Source":"Tome of Beasts","Alignment":"Chaotic evil","Expansion":3,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Deep One, Hybrid Priest","description":"With enormous eyes, a wide mouth, and almost no chin, the deep ones are hideous, fishlike folk, often hunched and scaled when encountered in coastal villages. Elder Gods. In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. They’ve intermarried with coastal humans to create human-deep one hybrids. Coastal Raiders. The deep ones keep to themselves in isolated coastal villages and settlements in the ocean for long periods, and then turn suddenly, at the command of their patron gods, into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant chilled seas. Demand Sacrifices. They demand tolls from mariners frequently; those who do not leave tribute to them at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Over time, some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule. Gods of the Deep Ones The deep ones are faithful servants of horrific powers inimical to all life on land. Father Dagon is a god of fertility, fish, and the strength of the deep ocean, and is an evil lord of storm and waves. Mother Hydra is his consort, a goddess of immense strength and size, spawning entire schools of fish at once and mistress of the great kraken and toothsome krake spawn, who are her children and servitors. Both are keen on conquest, through a long program of forced interbreeding and eldritch meddling with human bloodlines. In addition, many deep ones follow Shar-Ngolyeth, a long-lost deity also referred to as That Which Lurks Beneath the Waves. This kraken and her krake spawn offspring are close allies to the deep ones, but are largely indifferent to Dagon and Hydra. Traits Amphibious: A deep one priest can breathe air or water with equal ease. Frenzied Rage: On its next turn after a deep one hybrid priest takes 10 or more damage from a single attack, it has advantage on its melee attacks and adds +4 to spell and claws damage. Innate Spellcasting: The deep one priest’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: sacred flame, shocking grasp 3/day each: inflict wounds, sanctuary, sleep 1/day each: ice storm, shatter Lightless Depths: A deep one hybrid priest is immune to the pressure effects of the deep ocean. Ocean Change: A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30. Voice of the Deeps: A deep one priest may sway an audience of listeners with its rolling, droning speech, fascinating them for 5 minutes and making them dismiss or forget what they’ve seen recently unless they make a successful DC 13 Wisdom saving throw at the end of that period. If the saving throw succeeds, they remember whatever events the deep one sought to erase. Actions Claws: Melee Weapon Attack : +6 to hit, range 5 ft., One target. Hit : 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"Tome of Beasts","Alignment":"Chaotic evil","Expansion":3,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Deep Otter","description":"Deep Otter Likes: darkness, holding hands while sleeping, using its glowing lure to catch food Dislikes: remaining out of water for too long, blinding lights, being hungry Evolved to thrive underwater but capable of breathing air as well, deep otters use a luminescent lure to hunt in the depths. In their natural habitat, these deep-sea critters possess outstanding echolocation to help them navigate in the dark, making them excellent allies for underwater adventures. Adventurers who befriend deep otters often find them to be particularly affectionate and friendly, especially if they take steps to accommodate their likes. Pact of the Chain Familiar . At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a deep otter for their familiar. Awakened Deep Otters . Deep otters are eligible targets for the awaken spell. Awakened deep otters typically have a weird and sometimes eerie sense of humor and might play scare pranks with their glowing lures in the dark.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Deep Rothe","description":"Deep rothé are stunted Underdark variants of rothé. They are Medium instead of Large and communicate with each other by using magical flashing lights. Traits Charge : If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Innate Spellcasting : The deep rothé’s spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components. Actions Gore : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Deep Rothe","description":"Deep rothé are Underdark cattle that communicate with one another using the dancing lights spell. Some scholars speculate that rothé came originally from the Feywild and brought the ability to cast the spell with them. Other sages attribute the ability to the centuries rothé have spent in the Underdark, where ambient magic slowly transforms everything. Cattle Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them. Traits Beast of Burden. The rothé is considered to be one size larger for the purpose of determining its carrying capacity. Actions Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the rothé moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage. Dancing Lights. The rothé casts dancing lights , requiring no spell components and using Wisdom as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast (Cattle)","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Deep Scion","description":"If you meet a human and there’s something fishy about them, they might be a deep scion. Or a crook, or just a fishmonger. Sometimes fish stink is just fish stink. —Volo Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapechanger that can take a form that is fully at home beneath the waves. Spies from the Sea. A deep scion emerges from the depths in service to its underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling its master’s desires. Sometimes a deep scion returns to its former home and a hero’s welcome—unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion’s duty to infiltrate the air-breathing world and report back to its master. When set to its task, a deep scion worms its way into the life of an unsuspecting enemy as a new best friend, an irresistible lover, the perfect candidate for a job, or in some other role that enables the minion to carry out its master’s commands. Cold-Hearted Killers. The training to which a deep scion is subjected rids it of empathy for those whom it spies on. Though one might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. It believes that its true form is the shape it takes when it returns to the sea that it thinks of as home. Ironically, however, a deep scion that is killed when in its piscine form is stripped of the magic that robbed it of emotion, leaving behind the corpse of the person the deep scion once was. Traits Shapechanger : The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies. Amphibious (Hybrid Form Only) : The deep scion can breathe air and water. Actions Multiattack : In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws. Battleaxe (Humanoid Form Only; One-Handed) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Battleaxe (Humanoid Form Only; Two-Handed) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Bite (Hybrid Form Only) : Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage. Claw (Hybrid Form Only) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest) : The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (shapechanger)","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Deep Scion","description":"Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shape-shifter that can take on an aquatic form. A deep scion emerges from the depths in service to their underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person they once were as a sort of mask, the creature is bent on fulfilling their master’s desires. Sometimes a deep scion returns to their former home—unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion’s duty to infiltrate the air-breathing world and report back to their master. When set to this task, a deep scion worms their way into the life of an unsuspecting enemy as a new friend, a lover, the perfect candidate for a job, or some other role that enables the minion to carry out their master’s commands. The training to which a deep scion is subjected rids it of empathy for those they spy on. Though a deep scion might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. The creature believes that their true form is the shape they take when they return to the sea they think of as home. Ironically, however, a deep scion that is killed when in their piscine form is stripped of the magic that enabled them to transform, leaving behind the corpse of the person the deep scion once was. Traits Amphibious (Hybrid Form Only). The deep scion can breathe air and water. Actions Multiattack. The deep scion makes two Battleaxe attacks, or it makes one Bite attack and two Claw attacks. Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage. Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water. Bonus Actions Change Shape. The deep scion transforms into a hybrid form (humanoid-piscine) or back into its true form, which is humanlike. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Evil\r","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Deep Scion (GoSM)","description":"Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapechanger that can take a form that is fully at home beneath the waves. Traits Shapechanger. The deep scion can use its action to polymorph into a humanoid–piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies. Amphibious (Hybrid Form Only). The deep scion can breathe air and water. Actions Multiattack. In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws. Battleaxe (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage. Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (shapechanger)","Alignment":"neutral evil","Expansion":3905,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Deep Scion Assassin","description":"A deep scion assassin is ruthless and methodical. It often hides under the guise of a sailor or seafaring merchant. The deep scion uses connections to carry out assassinations on targets provided by its master. It can blend in with other traders and gain access to its targets without raising suspicion. Traits Amphibious (Hybrid Form Only). The deep scion can breathe air and water. Assassinate. During its first turn, the deep scion has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the deep scion scores against a surprised creature is a critical hit. Sneak Attack (1/Turn). The deep scion deals an extra 7 (2d6) damage when the deep scion hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the deep scion that isn't incapacitated and the deep scion doesn't have disadvantage on the attack roll. Actions Multiattack. The deep scion makes two Rapier attacks, or it makes one Bite attack and two Claw attacks. Alternatively, it can make two ranged attacks. Rapier (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Bite (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water. Bonus Actions Cunning Action. The deep scion takes the Dash, Disengage, or Hide action. Change Shape. The deep scion transforms into a hybrid form (humanoid-piscine) or back into its true form, which is humanlike. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Deep Scion Thug","description":"Deep scion thugs are created from weaker humanoids, possibly the crew of a sunken ship, or a group of unfortunate fishermen. Unlike their normal ilk, they prefer rushing and mugging their targets in open combat than using ambush and subterfuge. Traits Amphibious (Hybrid Form Only). The deep scion can breathe air and water. Pack Tactics. The deep scion has advantage on an attack roll against a creature if at least one of the deep scion's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The deep scion makes two Battleaxe attacks, or it makes one Bite attack and two Claw attacks. Battleaxe (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. Bite (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water. Bonus Actions Change Shape. The deep scion transforms into a hybrid form (humanoid-piscine) or back into its true form, which is humanlike. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Deep Scion Warlock","description":"Deep scions that show an aptitude for the dark arts are granted powers by the gods of their masters for as long as they fulfill their pact. Natural leaders, they help scheme and lead missions provided by their masters. Traits Amphibious (Hybrid Form Only). The deep scion can breathe air and water. Whispering Aura. At the start of each of the deep scion’s turns, each creature of its choice within 10 feet of it must succeed on a DC 14 Wisdom saving throw or take 10 (3d6) psychic damage, provided the deep scion isn’t incapacitated. Actions Multiattack. The deep scion makes two Dagger attacks, or it makes one Bite attack and two Claw attacks. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage. Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 10 (3d6) psychic damage. Howling Void. The deep scion opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 14 Wisdom saving throw. On a failed save, a creature takes 9 (2d8) psychic damage and is frightened of the deep scion until the start of the deep scion’s next turn. On a successful save, a creature takes half as much damage and isn’t frightened. Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 14 Wisdom saving throw or be stunned until the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water. Spellcasting. The deep scion casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14): At will: detect magic, guidance, levitate, mage armor (self only), mage hand, minor illusion, prestidigitation, speak with dead 1/day each: cone of cold, Evard's black tentacles, lightning bolt, tidal wave, true seeing Bonus Actions Change Shape. The deep scion transforms into a hybrid form (humanoid-piscine) or back into its true form, which is humanlike. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Deep Siren","description":"Mortals contaminated by delerium under the influence of an aquatic creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"custom","Alignment":"chaotic evil","Expansion":29025,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Deep Tiger Anemone","description":"Colorful tentacles writhe across this marine creature like long petals on an immense flower. Vermin of the Deep. The largest anemones of the planetary oceans are capable predators despite their plodding movement. They lie in fields of other, usually smaller, anemones and among brightly colored coral societies. 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Evolved to thrive in realms where sunlight cannot penetrate, their slender forms move with a grace that transcends the darkness. Adorned with iridescent scales that give them an otherworldly aura, the deep-sea elves are a mesmerizing sight. Living in harmony with the enigmatic creatures of the deep, they extend their compassion and empathy to the underwater world they call home. Guided by a deep respect for the delicate balance of the oceanic ecosystem, deep-sea elves are stewards of their environment, embodying a gentle spirit that radiates through their interactions with both fellow beings and the marine life that surrounds them.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral good","Expansion":26071,"Challenge Rating":1.8},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Deepspawn","description":"The deepspawn is a devious and malevolent aberration native to both the Shadowfell and the Underdark. To the deepspawn, all living creatures are nothing more than resources to be consumed and replaced by the deepspawn's progeny. The deepspawn has an appearance born out of someone's worst nightmare. It has a spherical body with a width of 15 to 25 feet in diameter, covered with a rubbery, mottled grayish-brown hide. Protruding from its mass are six segmented arms, each reaching up to 20 feet long. Three of the arms are octopus-like tentacles, while the other three are serpent-like appendages that end in crocodilian jaws, each filled with multiple rows of jagged teeth. Spread around its body are dozens of retractable eye stalks that allow the deepspawn to see everything around it, though it chooses to extend only four to six eyestalks at a time while keeping the rest safely tucked in. Monster Factory. The deepspawn gets its name from its unexplained, natural ability to produce or spawn an exact duplicate of any living thing native to the Material Plane it has consumed. After a deepspawn devours a creature, a duplicate gestates for 4-7 days. Once the spawn is mature, the deepspawn can continue to carry it for no more than a month until it decides to expel the spawn through a special egress located under the deepspawn's body. The spawn is not a mere replication, as it retains the abilities, behaviors, skills, and memories of the original. The spawn is fiercely loyal to its creator and will still defend the deepspawn from its enemies to the death. Even the offspring of spawns become genetically predisposed to serving the deepspawn without question. The deepspawn sees its spawns as mere cannon fodder, serving to protect the deepspawn from harm and hunt and bring back food for it. If left unchecked, the deepspawn will continue to grow its army of spawns. Master Tactician. A deepspawn is shrewd enough not to put itself at unnecessary risk and will usually let its spawns fight in its stead. A deepspawn may have four to six of its brood protecting it at all times and even carries one more inside its body, ready to expel it if needed. The deepspawn will telepathically connect to its spawn and direct them in battle while keeping a safe distance. If forced to fight, the deepspawn will use its arms to maximum advantage, grabbing vulnerable targets with its constricting tentacles while attacking more dangerous ones with the rending bites of its jawed appendages. It is also not uncommon for a deepspawn to wield melee weapons and giant-sized shields with one of its tentacles. Opponents can attack and dismember the deepspawn's arms, but it only slows down the deepspawn as it can regrow a lost arm in an instant. Foes and Allies. A deepspawn is a solitary being in the sense that it does not actively keep the company of other creatures that isn't its spawn. Most intelligent races, even evil ones such as drow, duergar, and illithids, see the deepspawn as a dangerous threat, and take great lengths to destroy it and its offspring before they grow to overwhelming numbers. However, on rare occasions, a deepspawn may ally itself with others if it sees the partnership's benefits outweigh the risks and helps further the deepspawn's goals. A deepspawn once worked with a powerful evil cult while secretly replacing its members one by one with its spawn. Deepspawn Tyrant. This gigantic deepspawn is an ancient and powerful monster that has survived for centuries due to its cunning and deliberate actions, building its empire while remaining hidden from outside scrutiny. A Deepspawn's Lair A deepspawn's lair is often either a sprawling dungeon, a network of caverns, or the ruins of a small city, isolated from the rest of the world by miles of dismal and treacherous swamps, wild and gloomy forests, densely tangled jungles, or deep, winding Underdark tunnels. The lair will be surrounded by multiple rooms and mini-lairs, occupied and patrolled by the deepspawn's offspring. The deepspawn usually keeps itself hidden or half-buried in its large piles of amassed coins and treasure within its den, emerging only if needed. The challenge rating of a deepspawn increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the deepspawn takes a lair action to cause one of the following effects; the deepspawn can’t use the same effect two rounds in a row: The deepspawn casts hold monster . The deepspawn regrows a tentacle; or regains 35 hit points and ends blindness, deafness, and any diseases affecting it. The deepspawn targets one spawn it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before Initiative Count 20 on the next round. If the target doesn’t or can’t use this benefit in that time, the inspiration is lost. Regional Effects The region containing a legendary deepspawn’s lair is warped by the deepspawn’s magic, which creates one or more of the following effects: The land within 6 miles of the lair takes twice as long as normal to traverse, since the vegetation grow thick and twisted, the swamps are thick with reeking mud, and sharp, rocky outcroppings choke pathways. Spawns in the lair have advantage on saving throws against being charmed or frightened. Spawns within 1 mile of the deepspawn’s lair serve as the deepspawn’s eyes and ears. If the deepspawn dies, these effects fade over the course of 1-10 days. Traits Appendages. The deepspawn can have up to six appendages. Three of the appendages are tentacles and the other three are serpent-like limbs. One of the tentacles is used to wield a weapon. Each appendage can be attacked (AC 16; 50 hit points; immunity to psychic damage). Destroying an appendage deals no damage to the deepspawn, which can regrow a replacement appendage by using its lair action. Legendary Resistance (1/Day). If the deepspawn fails a saving throw, it can choose to succeed instead. Magic Resistance. The deepspawn has advantage on saving throws against spells and other magical effects. Actions Multiattack. The deepspawn makes three melee attacks: one with its Bite, one with its Tentacle, and one with its Battleaxe. It can replace two of its melee attacks with Tentacle Slam or Spawn, if available. Bite. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 12 (2d6 +5) piercing damage. Tentacle. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the deepspawn can automatically hit the target with its Tentacle attack. The deepspawn has two Tentacles, each of which can grapple only one target. Battleaxe. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Tentacle Slam. The deepspawn slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 17 Constitution saving throw or take 14 (2d8 + 5) bludgeoning damage and be stunned until the end of the deepspawn's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Spellcasting. The deepspawn casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At-will: detect magic, detect thoughts, water breathing 3/day: hold monster Bonus Actions Spawn (1/Day). The deepspawn produces a spawn, which is a random Large or smaller creature that is has devoured. The spawn must be a beast, dragon, fey, giant, humanoid, monstrosity, or plant of CR 3 or less. The spawn is a direct copy of the creature devoured by the deepspawn, and retains learned abilities as well as some dim recollection of its former existence. Once the deepspawn has spawned a specific creature it has devoured, it cannot spawn that creature again. The spawn appears in the nearest space within 5 feet of the deepspawn and acts as its ally. The spawn acts one turn after the deepspawn on the same initiative count and fight until they're destroyed. The spawn is completely loyal and dedicated to the deepspawn and cannot be forced to attack the deepspawn by any means. Reactions Protective Spawn. When the deepspawn is hit by an attack, one spawn within 5 feet of the deepspawn must use its reaction to be hit by the attack instead. Legendary Actions The deepspawn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The deepspawn regains spent legendary actions at the start of its turn. Move. The deepspawn moves up to half its speed. Bite. The deepspawn makes a Bite attack. Tentacle. The deepspawn makes a Tentacle attack. Bludgeon (Costs 2 Actions). The deepspawn uses Tentacle Slam. Hold Monster (Costs 2 Actions). The deepspawn casts Hold Monster .","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Deepspawn Tyrant","description":"The deepspawn is a devious and malevolent aberration native to both the Shadowfell and the Underdark. To the deepspawn, all living creatures are nothing more than resources to be consumed and replaced by the deepspawn's progeny. The deepspawn has an appearance born out of someone's worst nightmare. It has a spherical body with a width of 15 to 25 feet in diameter, covered with a rubbery, mottled grayish-brown hide. Protruding from its mass are six segmented arms, each reaching up to 20 feet long. Three of the arms are octopus-like tentacles, while the other three are serpent-like appendages that end in crocodilian jaws, each filled with multiple rows of jagged teeth. Spread around its body are dozens of retractable eye stalks that allow the deepspawn to see everything around it, though it chooses to extend only four to six eyestalks at a time while keeping the rest safely tucked in. Monster Factory. The deepspawn gets its name from its unexplained, natural ability to produce or spawn an exact duplicate of any living thing native to the Material Plane it has consumed. After a deepspawn devours a creature, a duplicate gestates for 4-7 days. Once the spawn is mature, the deepspawn can continue to carry it for no more than a month until it decides to expel the spawn through a special egress located under the deepspawn's body. The spawn is not a mere replication, as it retains the abilities, behaviors, skills, and memories of the original. The spawn is fiercely loyal to its creator and will still defend the deepspawn from its enemies to the death. Even the offspring of spawns become genetically predisposed to serving the deepspawn without question. The deepspawn sees its spawns as mere cannon fodder, serving to protect the deepspawn from harm and hunt and bring back food for it. If left unchecked, the deepspawn will continue to grow its army of spawns. Master Tactician. A deepspawn is shrewd enough not to put itself at unnecessary risk and will usually let its spawns fight in its stead. A deepspawn may have four to six of its brood protecting it at all times and even carries one more inside its body, ready to expel it if needed. The deepspawn will telepathically connect to its spawn and direct them in battle while keeping a safe distance. If forced to fight, the deepspawn will use its arms to maximum advantage, grabbing vulnerable targets with its constricting tentacles while attacking more dangerous ones with the rending bites of its jawed appendages. It is also not uncommon for a deepspawn to wield melee weapons and giant-sized shields with one of its tentacles. Opponents can attack and dismember the deepspawn's arms, but it only slows down the deepspawn as it can regrow a lost arm in an instant. Foes and Allies. A deepspawn is a solitary being in the sense that it does not actively keep the company of other creatures that isn't its spawn. Most intelligent races, even evil ones such as drow, duergar, and illithids, see the deepspawn as a dangerous threat, and take great lengths to destroy it and its offspring before they grow to overwhelming numbers. However, on rare occasions, a deepspawn may ally itself with others if it sees the partnership's benefits outweigh the risks and helps further the deepspawn's goals. A deepspawn once worked with a powerful evil cult while secretly replacing its members one by one with its spawn. Deepspawn Tyrant. This gigantic deepspawn is an ancient and powerful monster that has survived for centuries due to its cunning and deliberate actions, building its empire while remaining hidden from outside scrutiny. A Deepspawn's Lair A deepspawn's lair is often either a sprawling dungeon, a network of caverns, or the ruins of a small city, isolated from the rest of the world by miles of dismal and treacherous swamps, wild and gloomy forests, densely tangled jungles, or deep, winding Underdark tunnels. The lair will be surrounded by multiple rooms and mini-lairs, occupied and patrolled by the deepspawn's offspring. The deepspawn usually keeps itself hidden or half-buried in its large piles of amassed coins and treasure within its den, emerging only if needed. The challenge rating of a deepspawn increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the deepspawn takes a lair action to cause one of the following effects; the deepspawn can’t use the same effect two rounds in a row: The deepspawn casts hold monster . The deepspawn regrows a tentacle; or regains 35 hit points and ends blindness, deafness, and any diseases affecting it. The deepspawn targets one spawn it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before Initiative Count 20 on the next round. If the target doesn’t or can’t use this benefit in that time, the inspiration is lost. Regional Effects The region containing a legendary deepspawn’s lair is warped by the deepspawn’s magic, which creates one or more of the following effects: The land within 6 miles of the lair takes twice as long as normal to traverse, since the vegetation grow thick and twisted, the swamps are thick with reeking mud, and sharp, rocky outcroppings choke pathways. Spawns in the lair have advantage on saving throws against being charmed or frightened. Spawns within 1 mile of the deepspawn’s lair serve as the deepspawn’s eyes and ears. If the deepspawn dies, these effects fade over the course of 1-10 days. Traits Appendages. The deepspawn can have up to six appendages. Three of the appendages are tentacles and the other three are serpent-like limbs. One of the tentacles is used to wield a weapon. Each appendage can be attacked (AC 16; 50 hit points; immunity to psychic damage). Destroying an appendage deals no damage to the deepspawn, which can regrow a replacement appendage by using its lair action. Legendary Resistance (3/Day). If the deepspawn fails a saving throw, it can choose to succeed instead. Magic Resistance. The deepspawn has advantage on saving throws against spells and other magical effects. Actions Multiattack. The deepspawn makes three melee attacks: one with its Bite, one with its Tentacle, and one with its Battleaxe. It can replace two of its melee attacks with Tentacle Slam or Spawn, if available. Bite. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 17 (3d6 +7) piercing damage. Tentacle. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. If the target is Huge or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the deepspawn can automatically hit the target with its Tentacle attack. Battleaxe. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 20 (3d8 + 7) slashing damage. Tentacle Slam. The deepspawn slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 21 Constitution saving throw or take 25 (4d8 + 7) bludgeoning damage and be stunned until the end of the deepspawn's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Spellcasting. The deepspawn casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18): At-will: detect magic, detect thoughts, water breathing 3/day: hold monster 1/day: psychic scream Bonus Actions Spawn (1/Day). The deepspawn produces a spawn, which is a random Huge or smaller creature that is has devoured. The spawn must be a beast, dragon, fey, giant, humanoid, monstrosity, or plant of CR 6 or less. The spawn is a direct copy of the creature devoured by the deepspawn, and retains learned abilities as well as some dim recollection of its former existence. Once the deepspawn has spawned a specific creature it has devoured, it cannot spawn that creature again. The spawn appears in the nearest space within 5 feet of the deepspawn and acts as its ally. The spawn acts one turn after the deepspawn on the same initiative count and fight until they're destroyed. The spawn is completely loyal and dedicated to the deepspawn and cannot be forced to attack the deepspawn by any means. Reactions Protective Spawn. When the deepspawn is hit by an attack, one spawn within 5 feet of the deepspawn must use its reaction to be hit by the attack instead. Legendary Actions The deepspawn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The deepspawn regains spent legendary actions at the start of its turn. Move. The deepspawn moves up to half its speed. Bite. The deepspawn makes a Bite attack. Tentacle. The deepspawn makes a Tentacle attack. Bludgeon (Costs 2 Actions). The deepspawn uses Tentacle Slam. Hold Monster (Costs 2 Actions). The deepspawn casts Hold Monster .","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Aberration","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":20},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Deer","description":"Actions Bite : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Deer","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage .","properties":{"Category":"Monsters","AC":13,"HP":"4 (1d8)","CHA":5,"CON":11,"DEX":16,"INT":2,"STR":11,"WIS":14,"Size":"Medium","Type":"beast","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"Bite\n1d20 + 2\n1d4","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+0","data-DEX-mod":"+3","data-INT-mod":"-4","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+2","Challenge Rating":0,"Passive Perception":12,"data-CrNum":0,"data-AcNum":13,"data-HpNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Defaced Naiad Queen","description":"Nymph Nymphs are well known as protectors of nature, but the defaced naiad nymphs who dwell in Thousandbreaths have been corrupted by the cruelty and bitterness of their queen, Nyrissa. While they carry a deep, almost debilitating shame at their role in her House at the Edge of Time, their deadly powers more than offset this disadvantage in most combats. While they remain beautiful, their empty eye sockets and despondent voices lay bare the tragic truth of their existence. Defaced Naiad Queen Traits Blinding Beauty. When a humanoid that can see the defaced nymph starts its turn within 30 feet of the nymph, the nymph can force it to make a DC 16 Constitution saving throw if the nymph is not incapacitated and can see the creature. If the save fails by 5 or more, the humanoid is blinded permanently. Otherwise, a humanoid that fails the saving throw is blinded until the start of its next turn, when it must repeat the saving throw on its next turn, becoming permanently blinded on a failure or ending the effect on a success. Unless surprised, a humanoid can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the nymph until the start of its next turn, when it can avert its eyes again. If the creature looks at the nymph in the meantime, it must immediately make the save. Fey Weapons. The nymph’s weapon attacks are magical. When the nymph hits with any weapon, the weapon deals an extra 13 (3d8) radiant damage (included in the attack). Magic Resistance. The nymph has advantage on saving throws against spells and other magical effects. Shame. A defaced naiad queen has disadvantage on all rolls made against fey creatures, or any spellcaster who worships a deity or faith associated with nature or the First World. A character who understands the nature of this shame can attempt to forgive a defaced naiad queen (requiring an action by the forgiving creature) by speaking to it in a language she understands. The defaced naiad queen must attempt a DC 21 Wisdom saving throw. If it fails, the defaced naiad queen has disadvantage on all rolls until the end of her next turn. If she rolls a natural 1 on this saving throw, her eyes are restored and she cries out in relief an instant before she vanishes, returning to the First World to live out a new life far from Thousandbreaths. As she does so, a wave of emotional thanks and inspiration infuse the character who forgave the nymph, granting them advantage on Intelligence checks and saves against fear effects for 24 hours. Spellcasting. The nymph is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The nymph has prepared the following druid spells: Cantrips (at will): druidcraft, guidance, produce flame 1st level (4 slots): animal friendship, cure wounds, entangle, fog cloud 2nd level (3 slots): enhance ability, flame blade, lesser restoration 3rd level (3 slots): call lightning, water breathing 4th level (1 slots): conjure woodland beings Actions Multiattack. The nymph makes three melee attacks with her torturous touch. Agonized Wail. The nymph emits an agonized wail that affects all creatures (except defaced naiad queens) with 120 feet. Targets must succeed on a DC 19 Wisdom saving throw against this magic or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A successful save renders a creature immune to this defaced nymph’s agonized wail for 1 minute. Torturous Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) slashing damage plus 10 (3d6) radiant damage. Stunning Glance. A nymph can turn the power of its primal displeasure on a single creature within 30 feet, which must succeed on a DC 16 Constitution saving throw or be stunned for 1 minute. The creature can repeat the saving throw each round at the end of each of its turns, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":15},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Defiler","description":"\"I saw one once. I saw the utter devastation it caused. Weird that what I remember most is the smell of ozone surrounding it. Had to be that impossible black hole where its gut should be, charging up the atmosphere. So now when I smell the summer rain, it brings me back to that hellish day on Danvi III. Every damned time.\" Roll20 Note: This creature can be encountered in individual combat or in ship-based combat. For its ship combat stat block, see this page . Creatures rarely spoken of in anything but passing rumor and tales of galactic legend, these beasts are known as one of the great terrors of the galaxy. Whether they are abominations of scientific experimentation or an ancient galactic species, no one knows where they came from or how many exist. Defilers are winged reptilian creatures bearing similarities to dinosaurs. Their hardened scales change in color depending on their current environment. It uses its massive size to drop down upon unsuspecting colonies, destroying settlements in a matter of minutes. They're also well known for ambushing small space vessels. Threats Across the Stars. The defiler is a threat in starship combat. When using the defiler in this way, refer to its stat block in appendix C. Forms of Dark Matter. Each defiler emanates an aura of dark matter energy that disrupts and warps the fabric of reality. The nature of this aspect is not fully understood by scholars, as only a handful of beings have encountered a defiler and lived to tell about it. Walking Singularities. A defiler's signature feature is a gaping void encompassing its torso. When activated, the circular void functions as a black hole, dragging everything nearby into an infinite pit of emptiness. Universal Adaptation. The defiler doesn't require air, food, drink, or sleep. It can survive in a vacuum.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"unaligned","Expansion":27052,"Challenge Rating":28},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Degenerate Serpent Person","description":"The serpent people once ruled a vast empire. Their advanced knowledge of sorcery and the planes could not help them, though, when the Unspeakable One was summoned to the heart of Valossa. The Valossan Empire was destroyed, most of it falling beneath the waves, and millions died in the cat­aclysm. A few survived and continue to inhabit the islands of their former realm. A Folk Divided Of the remaining serpent people, most are the wretched off­spring of those maddened by the dread god’s coming. They have no memory of their ancestors’ former achievements and act on instinct, tainted by madness. Most of the degenerate serpent people live deep underground, rarely coming to the surface. A very few serpent people are descended from those who survived with their sanity intact. This civilized breed, mostly sorcerers, has thrived over the centuries by remain­ing out of sight. They either live in seclusion or adopt the forms of humans or elves, living among their successors. Serpent people are bipedal, but they retain the sinuous necks and long tails of snakes. Coloration varies widely, though black scales are dominant among the degenerates. Heirs to Ruins Hardly anything remains of the great serpent empire that once dominated the world. The degenerates multiply and fester underground, breaking free every few decades to cause murder and mayhem. These attacks are usually blamed on lizardfolk, since few now can recognize the serpent people as different beings. Civilized serpent people are very long-lived: Some of their sorcerers are over a thousand years old. They are, however, usually solitary and pursue individual goals. Even among the ser­pent people, few know that the Brotherhood of the Yellow Sign survived the cataclysm, and none guess that they would trifle with the Unspeakable One a second time. Perhaps this is the best cover for the Brotherhood, and the reason that powerful members of their own line have not yet obliterated them.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (serpent person)","Alignment":"any evil","Expansion":10365,"Challenge Rating":1},"publisher":"Green Ronin Publishing","book":"Death in Freeport 20th Anniversary Edition"},{"name":"Degloth","description":"Degloths are massive, blue, bipedal demons with razor-studded fists. They are commonly used as shock troops on the front lines of wars waged in the Abyss and other Outer Planes. Degloths gravitate toward violence and mayhem without caring about the reasons behind the bloodshed. They enjoy ripping their enemies limb from limb using their razor-studded fists, which are equally adept at slashing foes and crushing the life from them. Traits Magic Resistance. The degloth has advantage on saving throws against spells and other magical effects. Actions Multiattack. The degloth makes two Razor Fist attacks. Razor Fist. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage, and if the target is a Medium or smaller creature, the target has the grappled condition (escape DC 18). Until this grapple ends, the target has the restrained condition, and the degloth can’t use this fist to grapple another target. The degloth has two fists. Bonus Actions Crush. The degloth targets one creature currently grappled by it. The target must make a DC 18 Strength saving throw, taking 15 (2d8 + 6) bludgeoning damage on a failed save or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":30583,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Degmadu","description":"A massive, fleshy polyp emerges from the ground, ringed with hundreds of wobbly eyes and filled with a whirlpool of stony teeth. Tentacles burst from within this gaping maw, ready to strike. The Millennium Polyp. Degmadu the Shuddering Maw, or the Millennium Polyp, is said to grow active on the surface for three days every thousand years when it bursts from its earthly confines.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":28},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Deinonychus","description":"This larger cousin of the velociraptor kills by gripping its target with its claws and feeding while the creature is alive. Traits Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action. Actions Multiattack. The deinonychus makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":7389,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Deinonychus","description":"The Monster Manual has statistics for several kinds of dinosaurs. This entry provides one more. This larger cousin of the velociraptor kills by gripping its target with its claws and feeding while the creature is still alive. Traits Pounce : If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action. Actions Multiattack : The deinonychus makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claw : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Deinonychus","description":"This larger cousin of the velociraptor kills by gripping its target with its claws and feeding. Traits Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one Bite attack against it as a bonus action. Actions Multiattack. The deinonychus makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast (Dinosaur)","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Deinonychus","description":"This larger cousin of the velociraptor kills by gripping its target with its claws and feeding while the creature is still alive. Traits Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one Bite attack against it as a bonus action. Actions Multiattack. The deinonychus makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast (Dinosaur)","Alignment":"Unaligned","Expansion":31454,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Deinonychus Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The deinonychus makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the deinonychus’s next turn. 3rd Level: Clever Girl (5 Ferocity). The deinonychus can take the Hide action then make a signature attack, or can make a signature attack then take the Hide action. If the deinonychus hits with the signature attack, they also knock the target prone. The deinonychus can move between their Hide action and the attack, or vice versa, even if such movement would normally negate an attempt to hide. 5th Level: Keep Them Down (8 Ferocity). The deinonychus leaps at another creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd12 slashing damage and is knocked prone and grappled (escape DC 10 plus PB). On a success, the target takes half as much damage and is not knocked prone or grappled. A creature knocked prone by this feature can’t stand up until they are no longer grappled. If the deinonychus attacks or uses Keep Them Down on another target, the grapple ends. Bonus Actions Part of the Pack (1/Long Rest). When the deinonychus’s caregiver is charmed, frightened, or stunned while within 5 feet of the deinonychus, the deinonychus can end one of those conditions on the caregiver.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Deinonychus Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The deinonychus makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the deinonychus’s next turn. 3rd Level: Clever Girl (5 Ferocity). The deinonychus can take the Hide action then make a signature attack, or can make a signature attack then take the Hide action. If the deinonychus hits with the signature attack, they also knock the target prone. The deinonychus can move between their Hide action and the attack, or vice versa, even if such movement would normally negate an attempt to hide. 5th Level: Keep Them Down (8 Ferocity). The deinonychus leaps at another creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd12 slashing damage and is knocked prone and grappled (escape DC 10 plus PB). On a success, the target takes half as much damage and is not knocked prone or grappled. A creature knocked prone by this feature can’t stand up until they are no longer grappled. If the deinonychus attacks or uses Keep Them Down on another target, the grapple ends. Bonus Actions Part of the Pack (1/Long Rest). When the deinonychus’s caregiver is charmed, frightened, or stunned while within 5 feet of the deinonychus, the deinonychus can end one of those conditions on the caregiver.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Deinonychus Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The deinonychus makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the deinonychus’s next turn. 3rd Level: Clever Girl (5 Ferocity). The deinonychus can take the Hide action then make a signature attack, or can make a signature attack then take the Hide action. If the deinonychus hits with the signature attack, they also knock the target prone. The deinonychus can move between their Hide action and the attack, or vice versa, even if such movement would normally negate an attempt to hide. 5th Level: Keep Them Down (8 Ferocity). The deinonychus leaps at another creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd12 slashing damage and is knocked prone and grappled (escape DC 10 plus PB). On a success, the target takes half as much damage and is not knocked prone or grappled. A creature knocked prone by this feature can’t stand up until they are no longer grappled. If the deinonychus attacks or uses Keep Them Down on another target, the grapple ends. Bonus Actions Part of the Pack (1/Long Rest). When the deinonychus’s caregiver is charmed, frightened, or stunned while within 5 feet of the deinonychus, the deinonychus can end one of those conditions on the caregiver.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Deinonychus Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The deinonychus makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the deinonychus’s next turn. 3rd Level: Clever Girl (5 Ferocity). The deinonychus can take the Hide action then make a signature attack, or can make a signature attack then take the Hide action. If the deinonychus hits with the signature attack, they also knock the target prone. The deinonychus can move between their Hide action and the attack, or vice versa, even if such movement would normally negate an attempt to hide. 5th Level: Keep Them Down (8 Ferocity). The deinonychus leaps at another creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd12 slashing damage and is knocked prone and grappled (escape DC 10 plus PB). On a success, the target takes half as much damage and is not knocked prone or grappled. A creature knocked prone by this feature can’t stand up until they are no longer grappled. If the deinonychus attacks or uses Keep Them Down on another target, the grapple ends. Bonus Actions Part of the Pack (1/Long Rest). When the deinonychus’s caregiver is charmed, frightened, or stunned while within 5 feet of the deinonychus, the deinonychus can end one of those conditions on the caregiver.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Deinonychus Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The deinonychus makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the deinonychus’s next turn. 3rd Level: Clever Girl (5 Ferocity). The deinonychus can take the Hide action then make a signature attack, or can make a signature attack then take the Hide action. If the deinonychus hits with the signature attack, they also knock the target prone. The deinonychus can move between their Hide action and the attack, or vice versa, even if such movement would normally negate an attempt to hide. 5th Level: Keep Them Down (8 Ferocity). The deinonychus leaps at another creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd12 slashing damage and is knocked prone and grappled (escape DC 10 plus PB). On a success, the target takes half as much damage and is not knocked prone or grappled. A creature knocked prone by this feature can’t stand up until they are no longer grappled. If the deinonychus attacks or uses Keep Them Down on another target, the grapple ends. Bonus Actions Part of the Pack (1/Long Rest). When the deinonychus’s caregiver is charmed, frightened, or stunned while within 5 feet of the deinonychus, the deinonychus can end one of those conditions on the caregiver.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Deinos","description":"Deinos These sinister stallions and magnificent mares are related to ordinary horses and at first glance they are simply strong and sleek horses, well-muscled and with shining coats but otherwise unremarkable. At times, they even behave like ordinary horses, if spirited and headstrong. However, they carry a hidden and accursed nature, an uncanny taste for flesh and blood, especially for humanoids. While no more intelligent than other animals, they cunning enough to be capable of subterfuge, feigning docility in order to draw close to their prey. When inflamed with bloodlust, however, they are tireless in pursuit of their prey, inspiring terror with their screaming whinnies. Royal Lineage. Legend tells that the first deinos were bred from ordinary horses by a cruel king, who fed his royal herd on the flesh of unsuspecting guests or strangers to his island. He kept them lashed with iron chains to their feasting troughs, releasing them from time to time to terrorize the countryside until a mighty hero overcame them and lashed them to his own chariot, feeding the cruel king to his own mares before binding their mouths and calming their spirits for a time. Many horses sired or foaled from that lineage grow up as ordinary horses, though of excellent stock, but in others the madness of their sires and dams breeds true and they grow into savage hunters, fleeing into the wild","properties":{"Category":"Monsters","Size":"Large","Type":"beast (titan)","Alignment":"unalighned","Expansion":30635,"Challenge Rating":1},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Deinos Herd","description":"Deinos These sinister stallions and magnificent mares are related to ordinary horses and at first glance they are simply strong and sleek horses, well-muscled and with shining coats but otherwise unremarkable. At times, they even behave like ordinary horses, if spirited and headstrong. However, they carry a hidden and accursed nature, an uncanny taste for flesh and blood, especially for humanoids. While no more intelligent than other animals, they cunning enough to be capable of subterfuge, feigning docility in order to draw close to their prey. When inflamed with bloodlust, however, they are tireless in pursuit of their prey, inspiring terror with their screaming whinnies. Royal Lineage . Legend tells that the first deinos were bred from ordinary horses by a cruel king, who fed his royal herd on the flesh of unsuspecting guests or strangers to his island. He kept them lashed with iron chains to their feasting troughs, releasing them from time to time to terrorize the countryside until a mighty hero overcame them and lashed them to his own chariot, feeding the cruel king to his own mares before binding their mouths and calming their spirits for a time. Many horses sired or foaled from that lineage grow up as ordinary horses, though of excellent stock, but in others the madness of their sires and dams breeds true and they grow into savage hunters, fleeing into the wild","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast (swarm of large beasts)","Alignment":"unaligned","Expansion":30635,"Challenge Rating":7},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Delerium Dreg","description":"Delerium Dreg “Who knows how many of these twisted abominations were once our steadfast comrades, friends, and loved ones. When you see these lost souls, you must not hesitate.” - Elias Drexel Many who succumb to contamination become grotesque mockeries of their former selves. They suffer a wretched and loathsome fate, aimlessly wandering the ruins following half-forgotten memories. Most are gripped by despair, fear, and madness which drive them to act violently, though a rare few experience lucidity and a gruesome awareness of their miserable state. Their distorted and emaciated bodies are sustained by the magic of the Haze. Actions","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":"1/2"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Delerium Dreg Aquatic","description":"Variant: Dreg Mutations A delerium dreg might have one of the following additional sets of traits: These do not change the dreg’s Challenge Rating. Aquatic (Deep One or “Fishfolk”) These mutated creatures have piscine faces, gills, fins, and fish scales. They are garbed in wet rags and carry spears and shields, and dwell deep within the sewers and underground caverns below the city. Amphibious. An aquatic dreg can breathe air and water. It has a swimming speed of 30 feet. Blindsight. An aquatic dreg gains blindsight with a radius of 30 feet. Bloated Death Burst. When a bloated delerium dreg dies, it explodes in a burst of corrupt offal. Each creature within 5 feet of it must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Bile Spray (Recharge 5-6). The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Chitinous Armoured Shell. A chitinous dreg has AC 18. Cyclopean Spectral Vision. A cyclopean dreg gains truesight 60 feet. It has advantage on Wisdom (Perception) checks that rely on sight. Mad Certainty. A cyclopean dreg is immune to the frightened condition and psychic damage. Psychic Shriek (Recharge 6). Creatures within 20 feet of the cyclopean dreg must succeed on a DC 10 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Displaced Displacement. Attack rolls against a displaced dreg have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displaced dreg is incapacitated or has a speed of 0. Teleport (Recharge 4–6). The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 (2d6) psychic damage. Frenzied Reckless. At the start of its turn, a frenzied dreg can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Brute. A melee weapon deals one extra die of its damage when the frenzied dreg hits with it. Lambent Illumination. A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Octarine Beam. The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Leeching Bounding Leap. The leeching dreg’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the dreg attaches to the target. While attached, the dreg can’t attack. Instead, at the start of each of the dreg’s turns, the target takes 7 (2d6) necrotic damage. The attached dreg moves with the target whenever the target moves, requiring none of the dreg’s movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg. Lurking Normal Semblance. The lurking dreg has advantage on Charisma (Deception) checks to pass itself off as a normal humanoid creature. Sneak Attack (1/Turn). The dreg deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dreg that isn’t incapacitated and the dreg doesn’t have disadvantage on the attack roll. Spined Spider Climb. The spined dreg has a climb speed equal to its walking speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Multiattack. The dreg makes three spike attacks. Spike. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage. Tentacled Amorphous. The dreg can move through a space as narrow as 6 inches wide without squeezing. Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the tentacled dreg can’t use its tentacles on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":"1/2"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Delerium Dreg Bloated","description":"Variant: Dreg Mutations A delerium dreg might have one of the following additional sets of traits: These do not change the dreg’s Challenge Rating. Aquatic (Deep One or “Fishfolk”) These mutated creatures have piscine faces, gills, fins, and fish scales. They are garbed in wet rags and carry spears and shields, and dwell deep within the sewers and underground caverns below the city. Amphibious. An aquatic dreg can breathe air and water. It has a swimming speed of 30 feet. Blindsight. An aquatic dreg gains blindsight with a radius of 30 feet. Bloated Death Burst. When a bloated delerium dreg dies, it explodes in a burst of corrupt offal. Each creature within 5 feet of it must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Bile Spray (Recharge 5-6). The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Chitinous Armoured Shell. A chitinous dreg has AC 18. Cyclopean Spectral Vision. A cyclopean dreg gains truesight 60 feet. It has advantage on Wisdom (Perception) checks that rely on sight. Mad Certainty. A cyclopean dreg is immune to the frightened condition and psychic damage. Psychic Shriek (Recharge 6). Creatures within 20 feet of the cyclopean dreg must succeed on a DC 10 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Displaced Displacement. Attack rolls against a displaced dreg have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displaced dreg is incapacitated or has a speed of 0. Teleport (Recharge 4–6). The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 (2d6) psychic damage. Frenzied Reckless. At the start of its turn, a frenzied dreg can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Brute. A melee weapon deals one extra die of its damage when the frenzied dreg hits with it. Lambent Illumination. A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Octarine Beam. The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Leeching Bounding Leap. The leeching dreg’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the dreg attaches to the target. While attached, the dreg can’t attack. Instead, at the start of each of the dreg’s turns, the target takes 7 (2d6) necrotic damage. The attached dreg moves with the target whenever the target moves, requiring none of the dreg’s movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg. Lurking Normal Semblance. The lurking dreg has advantage on Charisma (Deception) checks to pass itself off as a normal humanoid creature. Sneak Attack (1/Turn). The dreg deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dreg that isn’t incapacitated and the dreg doesn’t have disadvantage on the attack roll. Spined Spider Climb. The spined dreg has a climb speed equal to its walking speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Multiattack. The dreg makes three spike attacks. Spike. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage. Tentacled Amorphous. The dreg can move through a space as narrow as 6 inches wide without squeezing. Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the tentacled dreg can’t use its tentacles on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":"1/2"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Delerium Dreg Chitinous","description":"Variant: Dreg Mutations A delerium dreg might have one of the following additional sets of traits: These do not change the dreg’s Challenge Rating. Aquatic (Deep One or “Fishfolk”) These mutated creatures have piscine faces, gills, fins, and fish scales. They are garbed in wet rags and carry spears and shields, and dwell deep within the sewers and underground caverns below the city. Amphibious. An aquatic dreg can breathe air and water. It has a swimming speed of 30 feet. Blindsight. An aquatic dreg gains blindsight with a radius of 30 feet. Bloated Death Burst. When a bloated delerium dreg dies, it explodes in a burst of corrupt offal. Each creature within 5 feet of it must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Bile Spray (Recharge 5-6). The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Chitinous Armoured Shell. A chitinous dreg has AC 18. Cyclopean Spectral Vision. A cyclopean dreg gains truesight 60 feet. It has advantage on Wisdom (Perception) checks that rely on sight. Mad Certainty. A cyclopean dreg is immune to the frightened condition and psychic damage. Psychic Shriek (Recharge 6). Creatures within 20 feet of the cyclopean dreg must succeed on a DC 10 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Displaced Displacement. Attack rolls against a displaced dreg have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displaced dreg is incapacitated or has a speed of 0. Teleport (Recharge 4–6). The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 (2d6) psychic damage. Frenzied Reckless. At the start of its turn, a frenzied dreg can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Brute. A melee weapon deals one extra die of its damage when the frenzied dreg hits with it. Lambent Illumination. A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Octarine Beam. The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Leeching Bounding Leap. The leeching dreg’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the dreg attaches to the target. While attached, the dreg can’t attack. Instead, at the start of each of the dreg’s turns, the target takes 7 (2d6) necrotic damage. The attached dreg moves with the target whenever the target moves, requiring none of the dreg’s movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg. Lurking Normal Semblance. The lurking dreg has advantage on Charisma (Deception) checks to pass itself off as a normal humanoid creature. Sneak Attack (1/Turn). The dreg deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dreg that isn’t incapacitated and the dreg doesn’t have disadvantage on the attack roll. Spined Spider Climb. The spined dreg has a climb speed equal to its walking speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Multiattack. The dreg makes three spike attacks. Spike. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage. Tentacled Amorphous. The dreg can move through a space as narrow as 6 inches wide without squeezing. Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the tentacled dreg can’t use its tentacles on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":"1/2"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Delerium Dreg Cyclopean","description":"Variant: Dreg Mutations A delerium dreg might have one of the following additional sets of traits: These do not change the dreg’s Challenge Rating. Aquatic (Deep One or “Fishfolk”) These mutated creatures have piscine faces, gills, fins, and fish scales. They are garbed in wet rags and carry spears and shields, and dwell deep within the sewers and underground caverns below the city. Amphibious. An aquatic dreg can breathe air and water. It has a swimming speed of 30 feet. Blindsight. An aquatic dreg gains blindsight with a radius of 30 feet. Bloated Death Burst. When a bloated delerium dreg dies, it explodes in a burst of corrupt offal. Each creature within 5 feet of it must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Bile Spray (Recharge 5-6). The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Chitinous Armoured Shell. A chitinous dreg has AC 18. Cyclopean Spectral Vision. A cyclopean dreg gains truesight 60 feet. It has advantage on Wisdom (Perception) checks that rely on sight. Mad Certainty. A cyclopean dreg is immune to the frightened condition and psychic damage. Psychic Shriek (Recharge 6). Creatures within 20 feet of the cyclopean dreg must succeed on a DC 10 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Displaced Displacement. Attack rolls against a displaced dreg have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displaced dreg is incapacitated or has a speed of 0. Teleport (Recharge 4–6). The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 (2d6) psychic damage. Frenzied Reckless. At the start of its turn, a frenzied dreg can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Brute. A melee weapon deals one extra die of its damage when the frenzied dreg hits with it. Lambent Illumination. A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Octarine Beam. The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Leeching Bounding Leap. The leeching dreg’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the dreg attaches to the target. While attached, the dreg can’t attack. Instead, at the start of each of the dreg’s turns, the target takes 7 (2d6) necrotic damage. The attached dreg moves with the target whenever the target moves, requiring none of the dreg’s movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg. Lurking Normal Semblance. The lurking dreg has advantage on Charisma (Deception) checks to pass itself off as a normal humanoid creature. Sneak Attack (1/Turn). The dreg deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dreg that isn’t incapacitated and the dreg doesn’t have disadvantage on the attack roll. Spined Spider Climb. The spined dreg has a climb speed equal to its walking speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Multiattack. The dreg makes three spike attacks. Spike. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage. Tentacled Amorphous. The dreg can move through a space as narrow as 6 inches wide without squeezing. Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the tentacled dreg can’t use its tentacles on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":"1/2"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Delerium Dreg Displaced","description":"Variant: Dreg Mutations A delerium dreg might have one of the following additional sets of traits: These do not change the dreg’s Challenge Rating. Aquatic (Deep One or “Fishfolk”) These mutated creatures have piscine faces, gills, fins, and fish scales. They are garbed in wet rags and carry spears and shields, and dwell deep within the sewers and underground caverns below the city. Amphibious. An aquatic dreg can breathe air and water. It has a swimming speed of 30 feet. Blindsight. An aquatic dreg gains blindsight with a radius of 30 feet. Bloated Death Burst. When a bloated delerium dreg dies, it explodes in a burst of corrupt offal. Each creature within 5 feet of it must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Bile Spray (Recharge 5-6). The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Chitinous Armoured Shell. A chitinous dreg has AC 18. Cyclopean Spectral Vision. A cyclopean dreg gains truesight 60 feet. It has advantage on Wisdom (Perception) checks that rely on sight. Mad Certainty. A cyclopean dreg is immune to the frightened condition and psychic damage. Psychic Shriek (Recharge 6). Creatures within 20 feet of the cyclopean dreg must succeed on a DC 10 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Displaced Displacement. Attack rolls against a displaced dreg have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displaced dreg is incapacitated or has a speed of 0. Teleport (Recharge 4–6). The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 (2d6) psychic damage. Frenzied Reckless. At the start of its turn, a frenzied dreg can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Brute. A melee weapon deals one extra die of its damage when the frenzied dreg hits with it. Lambent Illumination. A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Octarine Beam. The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Leeching Bounding Leap. The leeching dreg’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the dreg attaches to the target. While attached, the dreg can’t attack. Instead, at the start of each of the dreg’s turns, the target takes 7 (2d6) necrotic damage. The attached dreg moves with the target whenever the target moves, requiring none of the dreg’s movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg. Lurking Normal Semblance. The lurking dreg has advantage on Charisma (Deception) checks to pass itself off as a normal humanoid creature. Sneak Attack (1/Turn). The dreg deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dreg that isn’t incapacitated and the dreg doesn’t have disadvantage on the attack roll. Spined Spider Climb. The spined dreg has a climb speed equal to its walking speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Multiattack. The dreg makes three spike attacks. Spike. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage. Tentacled Amorphous. The dreg can move through a space as narrow as 6 inches wide without squeezing. Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the tentacled dreg can’t use its tentacles on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":"1/2"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Delerium Dreg Frenzied","description":"Variant: Dreg Mutations A delerium dreg might have one of the following additional sets of traits: These do not change the dreg’s Challenge Rating. Aquatic (Deep One or “Fishfolk”) These mutated creatures have piscine faces, gills, fins, and fish scales. They are garbed in wet rags and carry spears and shields, and dwell deep within the sewers and underground caverns below the city. Amphibious. An aquatic dreg can breathe air and water. It has a swimming speed of 30 feet. Blindsight. An aquatic dreg gains blindsight with a radius of 30 feet. Bloated Death Burst. When a bloated delerium dreg dies, it explodes in a burst of corrupt offal. Each creature within 5 feet of it must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Bile Spray (Recharge 5-6). The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Chitinous Armoured Shell. A chitinous dreg has AC 18. Cyclopean Spectral Vision. A cyclopean dreg gains truesight 60 feet. It has advantage on Wisdom (Perception) checks that rely on sight. Mad Certainty. A cyclopean dreg is immune to the frightened condition and psychic damage. Psychic Shriek (Recharge 6). Creatures within 20 feet of the cyclopean dreg must succeed on a DC 10 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Displaced Displacement. Attack rolls against a displaced dreg have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displaced dreg is incapacitated or has a speed of 0. Teleport (Recharge 4–6). The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 (2d6) psychic damage. Frenzied Reckless. At the start of its turn, a frenzied dreg can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Brute. A melee weapon deals one extra die of its damage when the frenzied dreg hits with it. Lambent Illumination. A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Octarine Beam. The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Leeching Bounding Leap. The leeching dreg’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the dreg attaches to the target. While attached, the dreg can’t attack. Instead, at the start of each of the dreg’s turns, the target takes 7 (2d6) necrotic damage. The attached dreg moves with the target whenever the target moves, requiring none of the dreg’s movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg. Lurking Normal Semblance. The lurking dreg has advantage on Charisma (Deception) checks to pass itself off as a normal humanoid creature. Sneak Attack (1/Turn). The dreg deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dreg that isn’t incapacitated and the dreg doesn’t have disadvantage on the attack roll. Spined Spider Climb. The spined dreg has a climb speed equal to its walking speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Multiattack. The dreg makes three spike attacks. Spike. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage. Tentacled Amorphous. The dreg can move through a space as narrow as 6 inches wide without squeezing. Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the tentacled dreg can’t use its tentacles on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":"1/2"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Delerium Dreg Lambent","description":"Variant: Dreg Mutations A delerium dreg might have one of the following additional sets of traits: These do not change the dreg’s Challenge Rating. Aquatic (Deep One or “Fishfolk”) These mutated creatures have piscine faces, gills, fins, and fish scales. They are garbed in wet rags and carry spears and shields, and dwell deep within the sewers and underground caverns below the city. Amphibious. An aquatic dreg can breathe air and water. It has a swimming speed of 30 feet. Blindsight. An aquatic dreg gains blindsight with a radius of 30 feet. Bloated Death Burst. When a bloated delerium dreg dies, it explodes in a burst of corrupt offal. Each creature within 5 feet of it must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Bile Spray (Recharge 5-6). The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Chitinous Armoured Shell. A chitinous dreg has AC 18. Cyclopean Spectral Vision. A cyclopean dreg gains truesight 60 feet. It has advantage on Wisdom (Perception) checks that rely on sight. Mad Certainty. A cyclopean dreg is immune to the frightened condition and psychic damage. Psychic Shriek (Recharge 6). Creatures within 20 feet of the cyclopean dreg must succeed on a DC 10 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Displaced Displacement. Attack rolls against a displaced dreg have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displaced dreg is incapacitated or has a speed of 0. Teleport (Recharge 4–6). The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 (2d6) psychic damage. Frenzied Reckless. At the start of its turn, a frenzied dreg can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Brute. A melee weapon deals one extra die of its damage when the frenzied dreg hits with it. Lambent Illumination. A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Octarine Beam. The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Leeching Bounding Leap. The leeching dreg’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the dreg attaches to the target. While attached, the dreg can’t attack. Instead, at the start of each of the dreg’s turns, the target takes 7 (2d6) necrotic damage. The attached dreg moves with the target whenever the target moves, requiring none of the dreg’s movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg. Lurking Normal Semblance. The lurking dreg has advantage on Charisma (Deception) checks to pass itself off as a normal humanoid creature. Sneak Attack (1/Turn). The dreg deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dreg that isn’t incapacitated and the dreg doesn’t have disadvantage on the attack roll. Spined Spider Climb. The spined dreg has a climb speed equal to its walking speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Multiattack. The dreg makes three spike attacks. Spike. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage. Tentacled Amorphous. The dreg can move through a space as narrow as 6 inches wide without squeezing. Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the tentacled dreg can’t use its tentacles on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":"1/2"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Delerium Dreg Leeching","description":"Variant: Dreg Mutations A delerium dreg might have one of the following additional sets of traits: These do not change the dreg’s Challenge Rating. Aquatic (Deep One or “Fishfolk”) These mutated creatures have piscine faces, gills, fins, and fish scales. They are garbed in wet rags and carry spears and shields, and dwell deep within the sewers and underground caverns below the city. Amphibious. An aquatic dreg can breathe air and water. It has a swimming speed of 30 feet. Blindsight. An aquatic dreg gains blindsight with a radius of 30 feet. Bloated Death Burst. When a bloated delerium dreg dies, it explodes in a burst of corrupt offal. Each creature within 5 feet of it must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Bile Spray (Recharge 5-6). The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Chitinous Armoured Shell. A chitinous dreg has AC 18. Cyclopean Spectral Vision. A cyclopean dreg gains truesight 60 feet. It has advantage on Wisdom (Perception) checks that rely on sight. Mad Certainty. A cyclopean dreg is immune to the frightened condition and psychic damage. Psychic Shriek (Recharge 6). Creatures within 20 feet of the cyclopean dreg must succeed on a DC 10 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Displaced Displacement. Attack rolls against a displaced dreg have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displaced dreg is incapacitated or has a speed of 0. Teleport (Recharge 4–6). The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 (2d6) psychic damage. Frenzied Reckless. At the start of its turn, a frenzied dreg can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Brute. A melee weapon deals one extra die of its damage when the frenzied dreg hits with it. Lambent Illumination. A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Octarine Beam. The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Leeching Bounding Leap. The leeching dreg’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the dreg attaches to the target. While attached, the dreg can’t attack. Instead, at the start of each of the dreg’s turns, the target takes 7 (2d6) necrotic damage. The attached dreg moves with the target whenever the target moves, requiring none of the dreg’s movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg. Lurking Normal Semblance. The lurking dreg has advantage on Charisma (Deception) checks to pass itself off as a normal humanoid creature. Sneak Attack (1/Turn). The dreg deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dreg that isn’t incapacitated and the dreg doesn’t have disadvantage on the attack roll. Spined Spider Climb. The spined dreg has a climb speed equal to its walking speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Multiattack. The dreg makes three spike attacks. Spike. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage. Tentacled Amorphous. The dreg can move through a space as narrow as 6 inches wide without squeezing. Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the tentacled dreg can’t use its tentacles on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":"1/2"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Delerium Dreg Lurking","description":"Variant: Dreg Mutations A delerium dreg might have one of the following additional sets of traits: These do not change the dreg’s Challenge Rating. Aquatic (Deep One or “Fishfolk”) These mutated creatures have piscine faces, gills, fins, and fish scales. They are garbed in wet rags and carry spears and shields, and dwell deep within the sewers and underground caverns below the city. Amphibious. An aquatic dreg can breathe air and water. It has a swimming speed of 30 feet. Blindsight. An aquatic dreg gains blindsight with a radius of 30 feet. Bloated Death Burst. When a bloated delerium dreg dies, it explodes in a burst of corrupt offal. Each creature within 5 feet of it must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Bile Spray (Recharge 5-6). The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Chitinous Armoured Shell. A chitinous dreg has AC 18. Cyclopean Spectral Vision. A cyclopean dreg gains truesight 60 feet. It has advantage on Wisdom (Perception) checks that rely on sight. Mad Certainty. A cyclopean dreg is immune to the frightened condition and psychic damage. Psychic Shriek (Recharge 6). Creatures within 20 feet of the cyclopean dreg must succeed on a DC 10 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Displaced Displacement. Attack rolls against a displaced dreg have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displaced dreg is incapacitated or has a speed of 0. Teleport (Recharge 4–6). The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 (2d6) psychic damage. Frenzied Reckless. At the start of its turn, a frenzied dreg can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Brute. A melee weapon deals one extra die of its damage when the frenzied dreg hits with it. Lambent Illumination. A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Octarine Beam. The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Leeching Bounding Leap. The leeching dreg’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the dreg attaches to the target. While attached, the dreg can’t attack. Instead, at the start of each of the dreg’s turns, the target takes 7 (2d6) necrotic damage. The attached dreg moves with the target whenever the target moves, requiring none of the dreg’s movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg. Lurking Normal Semblance. The lurking dreg has advantage on Charisma (Deception) checks to pass itself off as a normal humanoid creature. Sneak Attack (1/Turn). The dreg deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dreg that isn’t incapacitated and the dreg doesn’t have disadvantage on the attack roll. Spined Spider Climb. The spined dreg has a climb speed equal to its walking speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Multiattack. The dreg makes three spike attacks. Spike. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage. Tentacled Amorphous. The dreg can move through a space as narrow as 6 inches wide without squeezing. Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the tentacled dreg can’t use its tentacles on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":"1/2"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Delerium Dreg Spined","description":"Variant: Dreg Mutations A delerium dreg might have one of the following additional sets of traits: These do not change the dreg’s Challenge Rating. Aquatic (Deep One or “Fishfolk”) These mutated creatures have piscine faces, gills, fins, and fish scales. They are garbed in wet rags and carry spears and shields, and dwell deep within the sewers and underground caverns below the city. Amphibious. An aquatic dreg can breathe air and water. It has a swimming speed of 30 feet. Blindsight. An aquatic dreg gains blindsight with a radius of 30 feet. Bloated Death Burst. When a bloated delerium dreg dies, it explodes in a burst of corrupt offal. Each creature within 5 feet of it must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Bile Spray (Recharge 5-6). The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Chitinous Armoured Shell. A chitinous dreg has AC 18. Cyclopean Spectral Vision. A cyclopean dreg gains truesight 60 feet. It has advantage on Wisdom (Perception) checks that rely on sight. Mad Certainty. A cyclopean dreg is immune to the frightened condition and psychic damage. Psychic Shriek (Recharge 6). Creatures within 20 feet of the cyclopean dreg must succeed on a DC 10 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Displaced Displacement. Attack rolls against a displaced dreg have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displaced dreg is incapacitated or has a speed of 0. Teleport (Recharge 4–6). The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 (2d6) psychic damage. Frenzied Reckless. At the start of its turn, a frenzied dreg can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Brute. A melee weapon deals one extra die of its damage when the frenzied dreg hits with it. Lambent Illumination. A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Octarine Beam. The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Leeching Bounding Leap. The leeching dreg’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the dreg attaches to the target. While attached, the dreg can’t attack. Instead, at the start of each of the dreg’s turns, the target takes 7 (2d6) necrotic damage. The attached dreg moves with the target whenever the target moves, requiring none of the dreg’s movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg. Lurking Normal Semblance. The lurking dreg has advantage on Charisma (Deception) checks to pass itself off as a normal humanoid creature. Sneak Attack (1/Turn). The dreg deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dreg that isn’t incapacitated and the dreg doesn’t have disadvantage on the attack roll. Spined Spider Climb. The spined dreg has a climb speed equal to its walking speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Multiattack. The dreg makes three spike attacks. Spike. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage. Tentacled Amorphous. The dreg can move through a space as narrow as 6 inches wide without squeezing. Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the tentacled dreg can’t use its tentacles on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":"1/2"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Delerium Dreg Tentacled","description":"Variant: Dreg Mutations A delerium dreg might have one of the following additional sets of traits: These do not change the dreg’s Challenge Rating. Aquatic (Deep One or “Fishfolk”) These mutated creatures have piscine faces, gills, fins, and fish scales. They are garbed in wet rags and carry spears and shields, and dwell deep within the sewers and underground caverns below the city. Amphibious. An aquatic dreg can breathe air and water. It has a swimming speed of 30 feet. Blindsight. An aquatic dreg gains blindsight with a radius of 30 feet. Bloated Death Burst. When a bloated delerium dreg dies, it explodes in a burst of corrupt offal. Each creature within 5 feet of it must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Bile Spray (Recharge 5-6). The bloated delerium dreg exhales a 15-foot cone of acid. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Chitinous Armoured Shell. A chitinous dreg has AC 18. Cyclopean Spectral Vision. A cyclopean dreg gains truesight 60 feet. It has advantage on Wisdom (Perception) checks that rely on sight. Mad Certainty. A cyclopean dreg is immune to the frightened condition and psychic damage. Psychic Shriek (Recharge 6). Creatures within 20 feet of the cyclopean dreg must succeed on a DC 10 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Displaced Displacement. Attack rolls against a displaced dreg have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displaced dreg is incapacitated or has a speed of 0. Teleport (Recharge 4–6). The displaced dreg magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the dreg can make one melee attack. If this attack hits, it deals an extra 7 (2d6) psychic damage. Frenzied Reckless. At the start of its turn, a frenzied dreg can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Brute. A melee weapon deals one extra die of its damage when the frenzied dreg hits with it. Lambent Illumination. A lambent delerium dreg sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Octarine Beam. The lambent dreg targets one creature it can see within 60 feet of it. The target must succeed on a DC 10 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw by 5 or more gain one level of contamination. Leeching Bounding Leap. The leeching dreg’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the dreg attaches to the target. While attached, the dreg can’t attack. Instead, at the start of each of the dreg’s turns, the target takes 7 (2d6) necrotic damage. The attached dreg moves with the target whenever the target moves, requiring none of the dreg’s movement. The dreg can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dreg. Lurking Normal Semblance. The lurking dreg has advantage on Charisma (Deception) checks to pass itself off as a normal humanoid creature. Sneak Attack (1/Turn). The dreg deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dreg that isn’t incapacitated and the dreg doesn’t have disadvantage on the attack roll. Spined Spider Climb. The spined dreg has a climb speed equal to its walking speed. It can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Multiattack. The dreg makes three spike attacks. Spike. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage. Tentacled Amorphous. The dreg can move through a space as narrow as 6 inches wide without squeezing. Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the tentacled dreg can’t use its tentacles on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":"1/2"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Demilich","description":"\"I, Acererak the Eternal, beckon you to your doom. Come, foolish ones, plunder my treasures, if you dare! Others have tried. All have failed! From your skin, tapestries shall be woven, and your bones will carpet my tomb. Only I am beyond Death’s reach. Only I know the secret to true immortality!\" —Epitaph of a demilich The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This “demilich” contains only a fragment of the lich’s malevolent life force—just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form. The skull then emits a terrifying howl that can slay the weak-hearted and leave others trembling with fear. Left alone, it sinks back down and returns to the empty peace of its existence. Few liches seek to become demiliches, for it means an end to the existence they hoped to preserve by becoming undead. However, time can erode the lich’s reason and memory, causing it to retreat into its ancient tomb and forget to feed on souls. The spells it once knew fade from its mind, and it no longer channels the arcane energy it wielded as a lich. However, even as a mere skull it remains a deadly and vexing enemy. Enduring Existence. Even after a lich is reduced to a demilich state, its phylactery survives. As long as its phylactery is intact, the demilich can’t be permanently destroyed. Its skull reforms after 1d10 days, restoring the creature to its wretched state. If it has the presence of mind to do so, a demilich can reclaim its former power by feeding just one soul to its phylactery. Doing so restores the demilich to lich form, reconstituting its undead body. Undead Nature. A demilich doesn’t require air, food, drink, or sleep. So great is a demilich’s will to survive that it always has the maximum number of hit points for its Hit Dice, instead of average hit points. A Demilich’s Lair A demilich hides its earthly remains and treasures in a labyrinthine tomb guarded by monsters and traps. At the heart of this labyrinth rests the demilich’s skull and the dust from its other bones. In its crypt, a demilich has access to lair actions and additional uses for its legendary actions. Its whole lair also has unique traits. A demilich in its lair has a challenge rating of 20 (24,500 XP). Lair Actions On initiative count 20 (losing initiative ties), the demilich rolls a d20. On a result of 11 or higher, the demilich takes a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row. The tomb trembles violently for a moment. Each creature on the floor of the tomb must succeed on a DC 19 Dexterity saving throw or be knocked prone. The demilich targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round. The demilich targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round. Lair Traits A demilich’s tomb might have any or all of the following effects in place: The first time a non-evil creature enters the tomb’s area, the creature takes 16 (3d10) necrotic damage. Monsters in the tomb have advantage on saving throws against being charmed or frightened, and against features that turn undead. The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such creatures can’t teleport into or out of the tomb’s area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the tomb as long as they aren’t used to leave or enter the tomb’s area. If the demilich is destroyed, these effects fade over the course of 10 days. Traits Avoidance : If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Legendary Resistance (3/Day) : If the demilich fails a saving throw, it can choose to succeed instead. Turn Immunity : The demilich is immune to effects that turn undead. Actions Howl (Recharge 5–6) : The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. Life Drain : The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets. Legendary Actions The demilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The demilich regains spent legendary actions at the start of its turn. Flight : The demilich flies up to half its flying speed. Cloud of Dust : The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich’s next turn. Energy Drain (Costs 2 Actions) : Each creature within 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature’s hit point maximum is magically reduced by 10 (3d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored with the greater restoration spell or similar magic. Vile Curse (Costs 3 Actions) : The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Demitrius, Asarte's Champion","description":"","properties":{"Category":"Monsters"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Demitrius, Astarte's Champion","description":"This NPC appears in The Straight Way Lost . Actions Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Human","Source":"custom","Expansion":30058,"Challenge Rating":"1/2"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Demogorgon","description":"Demogorgon Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, madness, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss. The demon lord is a meld of different forms, with a saurian lower body and clawed, webbed feet, as well as suckered tentacles sprouting from the shoulders of a great apelike torso, surmounted by two hideous simian heads, named Aameul and Hathradiah, both equally mad. Their gaze brings madness and confusion to any who confront it. Similarly, the spiraling Y sign of Demogorgon’s cult can inspire madness in those who contemplate it for too long. All the followers of the Prince of Demons go mad, sooner or later. Demogorgon’s Lair Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon’s lair is a place of madness and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon’s heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions On initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects; Demogorgon can’t use the same effect two rounds in a row: Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, hitting him with an attack), there is a 50 percent chance that it is the illusory duplicate that is being affected, not Demogorgon himself, in which case the illusion disappears. Demogorgon casts the darkness spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Regional Effects The region containing Demogorgon’s lair is warped by his magic, creating one or more of the following effects: The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts. Beasts within 1 mile of the lair become violent and crazed—even creatures that are normally docile. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Demogorgon table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Demogorgon dies, these effects fade over the course of 1d10 days. Madness of Demogorgon If a creature goes mad in Demogorgon’s lair or within line of sight of the demon lord, roll on the Madness of Demogorgon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Demogorgon d100 Flaw (lasts until cured) 01–20 “Someone is plotting to kill me. I need to strike first to stop them!” 21–40 “There is only one solution to my problems: kill them all!” 41–60 “There is more than one mind inside my head.” 61–80 “If you don’t agree with me, I’ll beat you into submission to get my way.” 81–00 “I can’t allow anyone to touch anything that belongs to me. They might try to take it away from me!”","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Demogorgon","description":"I studied Demogorgons’ symbol⁠. I thought that, by looking at it through a mirror, I might avoid its effects. If anything, viewing its reflection made its effect more potent and more subtle. It was Rary who saved me, and I thought he had been spared the symbols’⁠ effects. I don’t have many regrets, but underestimating that symbol⁠ is one of my greatest. —Mordenkainen Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, madness⁠, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss. The demon lord is a meld of different forms, with a saurian lower body and clawed, webbed feet, as well as suckered tentacles sprouting from the shoulders of a great apelike torso, surmounted by two hideous simian heads, named Aameul and Hathradiah, both equally mad. Their gaze brings madness⁠ and confusion⁠ to any who confront it. Similarly, the spiraling Y sign of Demogorgon's cult can inspire madness⁠ in those who contemplate it for too long. All the followers of the Prince of Demons go mad, sooner or later. Demogorgon's Lair Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon's lair is a place of madness⁠ and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon's heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions On initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is being affected, not Demogorgon himself, in which case the illusion disappears. Demogorgon casts the darkness spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Regional Effects The region containing Demogorgon's lair is warped by his magic, creating one or more of the following effects: The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts. Beasts within 1 mile of the lair become violent and crazed—even creatures that are normally docile. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness⁠ of Demogorgon table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Demogorgon dies, these effects fade over the course of 1d10 days. Madness⁠ of Demogorgon If a creature goes mad in Demogorgon's lair or within line of sight of the demon lord, roll on the Madness⁠ of Demogorgon table to determine the nature of the madness⁠, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. Madness⁠ of Demogorgon d100 Flaw (lasts until cured) 01–20 \"Someone is plotting to kill me. I need to strike first to stop them!\" 21–40 \"There is only one solution to my problems: kill them all!\" 41–60 \"There is more than one mind inside my head.\" 61–80 \"If you don't agree with me, I'll beat you into submission to get my way.\" 81–00 \"I can't allow anyone to touch anything that belongs to me. They might try to take it away from me!\" Traits Innate Spellcasting. Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components: At will: detect magic , major image 3/day each: dispel magic , fear , telekinesis 1/day each: feeblemind , project image Legendary Resistance⁠ (3/Day). If Demogorgon fails a saving throw, he can choose to succeed instead. Magic Resistance⁠. Demogorgon has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. Demogorgon's weapon attacks are magical. Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. Actions Multiattack. Demogorgon makes two tentacle attacks. Tentacle. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Gaze. Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save. If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random: Beguiling Gaze. The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed⁠ target uses its actions, reactions, and movement⁠. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action⁠ until the start of his next turn. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell. Legendary Actions Demogorgon can take 2 legendary actions⁠, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature's turn. Demogorgon regains spent legendary actions⁠ at the start of his turn. Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage. Maddening Gaze. Demogorgon uses his Gaze action⁠, and must choose either the Beguiling Gaze or the Insanity Gaze effect.","properties":{"Category":"Monsters","Size":"Huge ","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Demogorgon","description":"Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, confusion, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss. The demon lord is a meld of different forms. He has a saurian lower body and clawed, webbed feet; suckered tentacles sprout from the shoulders of his great apelike torso, which is surmounted by two hideous simian heads named Aameul and Hathradiah. Their gaze brings bewilderment and confusion to any who confront them. Similarly, the spiraling Y sign of Demogorgon’s cult drives those who contemplate it for too long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later. Demogorgon’s Lair Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon’s lair is a place of confusion and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon’s heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns. Lair Actions On initiative count 20 (losing initiative ties), Demo­gorgon can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Darkness. Demogorgon casts the darkness spell four times, targeting different areas with the spell. Demogorgon doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Illusory Duplicate. Demogorgon creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by hitting him with an attack), there is a 50 percent chance that the illusory duplicate is affected, not Demogorgon, in which case the illusion disappears. Regional Effects The region containing Demogorgon’s lair is warped by his magic, creating one or more of the following effects: Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage. Frenzied Animals. Beasts within 1 mile of the lair become frenzied and violent—even creatures that are normally docile. Within that area, any ability check involving Animal Handling has disadvantage. Venomous Beasts. The area within 6 miles of the lair becomes overpopulated with poisonous snakes and other venomous Beasts. If Demogorgon dies, these effects fade over the course of 1d10 days. Cultists of Demogorgon Demogorgon’s followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Chaos trait. Two Minds of Chaos. This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws. Are two heads better than one? In Demogorgon’s case, the two double the horror and the chaos. —Mordenkainen Traits Legendary Resistance (3/Day). If Demogorgon fails a saving throw, he can choose to succeed instead. Magic Resistance. Demogorgon has advantage on saving throws against spells and other magical effects. Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. Actions Multiattack. Demogorgon makes two Tentacle attacks. He can replace one attack with a use of Gaze. Tentacle. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) force damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Gaze. Demogorgon turns his magical gaze toward one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw or suffer one of the following effects (choose one or roll a d6): 1–2: Beguiling Gaze. The target is stunned until the start of Demogorgon’s next turn or until Demogorgon is no longer within line of sight. 3–4: Confusing Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn’t need to concentrate on the spell. 5–6: Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses its action, reaction, and movement. Spellcasting. Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): At will: detect magic , major image 3/day each: dispel magic , fear , telekinesis 1/day each: feeblemind , project image Legendary Actions Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Demogorgon regains spent legendary actions at the start of his turn. Gaze. Demogorgon uses Gaze and must use either Beguiling Gaze or Confusing Gaze. Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage. Cast a Spell (Costs 2 Actions). Demogorgon uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":14934,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Demon Grinder","description":"A Demon Grinder is a bulky, armored coach that rumbles loudly as it crushes obstacles and enemies in its path with the help of a swinging wrecking ball. Iron jaws are mounted on the front of the vehicle, which handles like a garbage truck.","properties":{"Category":"Monsters","Size":"Gargantuan vehicle","Type":"12,000 lb.","Expansion":4414},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Demon Grinder","description":"A Demon Grinder is a bulky, armored coach that rumbles loudly as it crushes obstacles and enemies in its path with the help of a swinging wrecking ball. Iron jaws are mounted on the front of the vehicle, which handles like a garbage truck. Traits Crushing Wheels. The Demon Grinder can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4d10) bludgeoning damage. This trait can’t be used against a particular creature more than once each turn. Magic Weapons. The Demon Grinder's weapon attacks are magical. Prone Deficiency. If the Demon Grinder rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright. Action Stations Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Demon Grinder. Chomper (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the Demon Grinder. Any nonmagical items the target was holding or carrying are destroyed as well. Wrecking Ball (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 40 (8d8 + 4) bludgeoning damage. Double the damage if the target is an object or a structure. 2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons per station. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"vehicle (12,000 lb.)"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Demon Lord, Akyishigal","description":"Demon Lords Demonic powers swarm throughout the lower planes without number. Ancient beasts fade from mortal history, only to reappear eons later when their schemes draw them back to the Material Plane. Akyishigal, Demon Lord of Cockroaches Of all the demons lurking in the Abyss, few are as vile and disgusting as Akyishigal, the lord of cockroaches. His filth-slicked mandibles clack ceaselessly for the flesh and souls of humanoids. Civilization’s Corruption. Although Akyishigal has sired an entire race in his image, he craves followers among humans, elves, and other races as a means of corrupting civilization, rotting it from within. Despite his repulsiveness, Akyishigal has followers among the urban dispossessed, the slum-dwelling poor, and those who lurk in lightless undercities. His shrines are tended in abandoned houses, tanneries and butcher yards, as well as in sewers and similar places. Filth Sacrifices. In these shrines, kidnapped victims find themselves submerged in filth up to their necks. While the demon lord’s cultists chant, sacramental roaches feast on the prisoner’s eyes and tongue. A victim who survives the rite is dumped back onto the streets. Persistent Cults. Akyishigal’s cults are almost as difficult to stamp out as real cockroach infestations. No matter how they are driven off or crushed, followers resurface among the teeming mobs of the downtrodden. Typical worshipers include evil humanoids, particularly kobolds and goblins as well as roachlings, minor demons, slaves, thralls, and shadow creatures of all stripes. Traits Innate Spellcasting: Akyishigal’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect evil and good, magic circle, teleport 3/day: dispel magic, insect plague (6th level), shapechange (vermin only) 1/day: contagion (always filth fever) Magic Resistance: Akyishigal has advantage on saving throws against spells and other magical effects. Summon Demon (1/Day): Akyishigal can summon a chasme demon. The chasme appears in an unoccupied space within 60 feet of Akyishigal, acts as an ally of Akyishigal, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Actions Multiattack: Akyishigal makes four claw attacks. Claw: Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit :16 (2d10 + 5) slashing damage. Cloak of Swarms (Recharge 5–6): Akyishigal can emit a cloud of flying, stinging insects from his mouth, his eyes, and the tears in his skin. This cloud surrounds him to a depth of 5 feet. When the cloak is active, all attacks against him are made with disadvantage, and Akyishigal can see in all directions (through the insects' eyes) Any living creature that starts its turn within 5 feet of Akyishigal takes 11 (2d10) piercing damage plus 10 (3d6) poison damage, or half as much poison damage with a successful DC 17 Constitution saving throw. If the saving throw fails, the character is also poisoned for 1 hour. The swarm lasts for 5 rounds; it dissipates instantly if Akyishigal takes 30 or more damage from a nonweapon attack that he doesn’t have resistance to. While poisoned by the Cloak of Swarms, a character emits a stench of decomposition. All uncontrolled vermin attack that character on sight and in preference to other targets. Legendary Actions Can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Teleport: Akyishigal may teleport within line of sight. Skitter: Akyishigal combines an attack with a move up to 20 feet as if using a withdraw action, and is not subject to attacks of opportunity. Spellcasting (Costs 2 Actions): Akyishigal casts insect plague from its innate spellcasting ability.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Demon Lord, Alquam, Master of Night","description":"Demon Lords Demonic powers swarm throughout the lower planes without number. Ancient beasts fade from mortal history, only to reappear eons later when their schemes draw them back to the Material Plane. Alquam, Demon Lord of Night Alquam, the Silent Black, Eyes in the Night, the Dark Hunter, is the demon lord of night and the creatures that prowl it. He has a particular affinity for owls; the stryx and owl harpies are both offshoots of his influence. Any shadow or dark corner at night might carry whispers to his ears. Alquam delights in music, though his favorite songs are said to grate mortal sanity to shreds. His huffed breath reeks of carrion. Alquam is composed mostly of darkness, with some features of a monstrous owl. He stands over 15 feet tall, and dark gray feathers with lighter speckles and bands cover his body. His head is that of a great owl with back-swept horns and massive, bulbous eyes that gleam yellow. His body is thin and such a deep black that it drinks in light. His feathery wings are long enough to wrap around his whole body. Alquam’s Lair Alquam’s lair is an immense tree in the center of a lightless layer of the Abyss. The tree is an ancient, dead snag with a massive, hollow chamber in the rotting trunk. Lair Actions On initiative count 20 (losing initiative ties), Alquam takes a lair action to cause one of the following effects; Alquam can’t use the same effect two rounds in a row: Alquam snuffs all light sources within the lair. Spells that create light are dispelled, mundane light sources are extinguished, and magical light sources are suppressed. Even light created by artifacts is reduced to dim light with half its normal radius of illumination. This lasts until initiative count 20 on the following round. Haunting, maddening music emanates from a point Alquam can see. Creatures within 50 feet of the origin that can hear the music must make a DC 15 Wisdom saving throw. Those that fail are charmed, incapacitated, and have their speed reduced to 0 until they take damage or until initiative count 20 on the following round. Black tendrils writhe around up to three creatures Alquam can see within 100 feet. The creatures must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the following round. Regional Effects The region containing Alquam’s lair is warped by the demon lord’s magic, which creates one or more of the following effects: Within 1 mile of the lair all light sources except artifacts shed light to only half the usual radius. Owls and other nocturnal beasts become enraged and hostile within 5 miles of the lair, attacking intruders individually and in swarms. Within 1 mile of the lair, Alquam can cast his senses into any area of dim light or darkness as if using clairvoyance. If Alquam dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. Traits Born of Darkness: Alquam can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed. Innate Spellcasting: Alquam’s innate spellcasting ability is Charisma (save DC 18). It can innately cast the following spells without material components. At will: darkness, silence 3/day each: fear, invisibility, teleport 1/day: circle of death Keen Senses: Alquam has advantage on Wisdom (Perception) checks that rely on sight. Legendary Resistance (3/day): If Alquam fails a saving throw, it can choose to succeed instead. Magic Resistance: Alquam has advantage on saving throws against spells and other magical effects. Magic Weapons: Alquam’s weapon attacks are magical. Actions Multiattack: Alquam makes one bite attack, one wing attack, and one talons attack. Bite: Melee Weapon Attack : +11 to hit, reach 5 ft., One target. Hit : 26 (4d10 + 4) piercing damage. Wing: Melee Weapon Attack : +11 to hit, range 15 ft., One target. Hit : 17 (3d8 + 4 ) bludgeoning damage. On hit, the target must succeed on a DC 17 Strength saving throw or be knocked prone. Talons: Melee Weapon Attack : +11 to hit, range 10 ft., One target. Hit : 14 (3d6 + 4) slashing damage. On hit, the target is grappled and restrained, escape DC 17. Alquam can grapple one creature at a time if it is on the ground or two if it is flying. Talons grappling a creature can’t attack any other creature. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Attack: Alquam makes one attack. Move: Alquam flies half its speed without provoking opportunity attacks. Shroud (2 actions): Alquam radiates magical darkness in a 30‑foot radius. The darkness lasts until the start of Alquam’s next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":21},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Demon Lord, Alsikaya","description":"Small volcanoes form, erupt, and subside on the skin of this large demon, surrounding her with the stench of sulfur and leaving ash in her wake. Unceasing babble whines from the gaping maw of Duchess Alsikaya, the Screeching Mother of Volcanoes. The nauseating stench of sulfur surrounds her, and red-hot lava flows down her body from volcanic cinder cones seething in her flesh. Eruptive Disposition. Duchess Alsikaya is antisocial and aggressive. Rather than grant—or even listen to—their requests, she prefers to dissolve petitioners in lava and poisonous fumes. Alsikaya’s legendary temper erupts with little provocation, especially when forced into diplomacy. Clever supplicants bring Alsikaya a bard, songbird, or fey musician as tribute before a negotiation. Their songs calm Alsikaya for a time. Volcanic Followers. Creatures with an affinity to volcanoes venerate the Screeching Mother, as do trolls , some gargoyles , and debased dwarves. Alsikaya regularly employs cherufes to do her bidding on the Material Plane, speaking her needs through pools of bubbling magma. The rumbling and volcanic activity brought about by Alsikaya’s words often results in cherufes receiving more tribute from the civilizations they subjugate, leaving even the most recalcitrant of cherufes willing to listen to her request. Alsikaya’s Lair Aliskaya’s lair is in a huge, frequently-blackened palace of turrets, heavy walls, and deep-dug barracks. Her palace sits at the heart of a plane of fire and smoke, where she rules with an explosive temper. Lair Actions On initiative count 20 (losing initiative ties), Alsikaya can take a lair action to cause one of the following effects; Alsikaya can’t use the same effect two rounds in a row: * A spray of lava and rocks erupts from a point on the ground Alsikaya can see within 120 feet of her. Each creature within 10 feet of that point must succeed on a DC 20 Dexterity saving throw or take 17 (5d6) bludgeoning damage and 17 (5d6) fire damage. If the point is directly under a creature and that creature fails its saving throw, it is pushed up to 15 feet away from the eruption and knocked prone. * Choking sulfur forms a cloud in a 20-foot-radius sphere centered on a point Alsikaya can see within 120 feet of her. The cloud spreads around corners and lasts until initiative count 20 on the next round. Each creature that enters or starts its turn in the cloud must make a DC 20 Constitution saving throw. On a failure, it takes 28 (8d6) poison damage and is poisoned until the end of its next turn. On a success, it takes half the damage and isn’t poisoned. * Alsikaya chooses a stone surface she can see within 120 feet of her and causes a shrieking likeness of her face to grow from it. Each creature within 30 feet of the image that can hear the screeching it emits must succeed on a DC 20 Wisdom saving throw or be afflicted with shortterm madness. Regional Effects The region containing Alsikaya’s lair is warped by her presence, which creates one or more of the following effects. Volcanic vents within 1 mile of her lair spew burning ash and toxic fumes into the environment. Food consumed within 3 miles of Alsikaya’s lair tastes of char and ash. Foodstuffs within 1 mile of her lair become inedible chunks of coal after 1d4 days of exposure to the environment. Mocking screeches and laughter echo through the minds of non-fiends near her lair. When a creature that isn’t a fiend takes a short or long rest within 1 mile of her lair, it must succeed on a DC 15 Constitution saving throw or it doesn’t regain expended class features during that rest. If Alsikaya dies, these effects fade over the course of 1d10 days. Duchess Alsikaya in Midgard Alsikaya’s lair is the Scarred Palace, which looms over the city of Ahtesseri, the City of Flowering Fire. From there, she rules over a plane of choking smoke, sinuous rivers of lava, and stony ground—Urgennos, the Luminous Hell of Fire and Sulfur. Fiery demons and devils of all kinds make their home on this plane, though Alsikaya’s palace is predominantly staffed with barbed devils and fire imps . For more information on the plane of Urgennos, see Warlock #16: Eleven Hells .","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":28},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Demon Lord, Bathael","description":"This demon has the lower body of a maggot, merged with a humanoid torso whose flesh appears carved from stone. It wears a helmet that conceals all but its three gleaming eyes. At the point where the two forms meet, it has a wide, slobbering maw with serrated teeth and a roaming tongue. Behind the Scenes. Once a dread lord of demons, Bathael was forced to flee from the Abyss after his subjects rose up against him. Since, he has installed himself in the sewers beneath large cities on the Material Plane. He works behind the scenes to make slaves of the people, using them to spread chaos and ruin across the mortal world. After civilization is in ruins, he will return to the Abyss and reclaim his stolen throne.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":16},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Demon Lord, Camazotz","description":"Demon Lords Demonic powers swarm throughout the lower planes without number. Ancient beasts fade from mortal history, only to reappear eons later when their schemes draw them back to the Material Plane. Camazotz, Demon Lord of Bats and Fire Camazotz looks like a hunched, lean man, covered in short black fur and with large membranous wings. His lips, pulled back in a sinister smile, reveal a mouth lined with crooked, needlelike teeth. His eyes glow red like burning embers of hate. Long arms end in cruel claws, and the air around him shimmers with waves of intense heat. Underworld Bat Lord. Camazotz is a being of pure savagery and hatred—a vile demon that holds sway over bats, vampires, and the lightless places of the underworld. In the deep recesses of the earth and the caves connecting to the surface, he waits restlessly until the slow creep of night engulfs the land, releasing him to feed and spread terror. New Fiery Mantle. Recently, Camazotz stole the fire aspect of the decrepit Huhueteotl, Lord of the Hearth and the Fire of Life. With his new prestige, Camazotz has attracted new followers, served notice to the gods of his ascendancy, and solidified his place in the Abyss as a power to be reckoned with. Cults of derro, goblins, and humans praise his name in the darkness. Emerging from Darkness. With his blindsense, Camazotz much prefers darkness to light, but with his new ability to play with fire and light, he grows increasingly confident in daylight. Traits Shapechanger: Camazotz can use his action to polymorph into a form that resembles a giant bat covered in smoldering ashes, or back into his true, winged humanoid form. His statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed. Either form turns into a pile of greasy ash if destroyed. Echolocation: Camazotz can’t use his blindsight while deafened. Keen Hearing: Camazotz has advantage on Wisdom (Perception) checks that rely on hearing. Gift of Vampirism: Camazotz may choose to raise those slain through Strength loss as vampires. They rise after 1d4 days, permanently dominated by Camazotz until such time as he sees fit to grant them free will. Camazotz may have no more than ten enslaved vampires at any given time. Heat Mantle: Camazotz is infused with the heart of volcanoes. A creature who strikes Camazotz with a nonreach weapon or with an unarmed strike takes 7 (2d6) fire damage automatically. Innate Spellcasting: Camazotz’ innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: darkness, detect evil and good, dispel magic, plane shift, shapechange, telekinesis, teleport 3/day each: banishment, haste, symbol 1/day: earthquake Magic Resistance: Camazotz has advantage on saving throws against spells and other magical effects. Summon Bats (1/Day): Camazotz can summon 4d6 giant bats or 2d6 swarms of bats. The bats appear immediately and serve the demon for up to 1 hour. Summon Demons (1/Day): Camazotz can summon 2d4 barlgura of a variety native to his cavernous realm: squat and blubbery creatures with clawed batwings for arms and a fly speed of 40 ft. Actions Multiattack: Camazotz makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +17 to hit, range 5 ft., One target. Hit : 38 (8d6 + 10) piercing damage plus 7 (2d6) fire damage. On hit, the target must make a successful DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies. Claw: Melee Weapon Attack : +17 to hit, range 10 ft., One target. Hit : 31 (6d6 + 10) slashing damage plus 7 (2d6) fire damage. On hit, the target must make a successful DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies. Fire Breath (Recharge 5–6): Cone of unholy fire. Any creature caught in the area takes 55 (10d10) damage, half of which is fire, the other half is necrotic, or half as much damage with a successful DC 22 Dexterity saving throw. Legendary Actions Can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect: Camazotz makes a Wisdom (Perception) check. Wing Attack (Costs 2 Actions): Camazotz beats his wings, extinguishing mundane and magical light sources alike. Each creature within 10 feet must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) fire damage. Camazotz can then fly up to half his flying speed.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"Tome of Beasts","Alignment":"Chaotic evil","Expansion":3,"Challenge Rating":22},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Demon Lord, Chemosh","description":"Chemosh is a 30-foot-tall, shark-headed human covered in red scales. People with hatred or ambition in their hearts hear his whispers as they look across the sea, goading them towards slaughter and tyranny. As Lord of Conquest, Chemosh longs for perpetual war, a world that knows no peace anywhere. Architect of Destruction. Despite his savage appearance, the Lord of Conquest is not a brutish beast. He possesses a cunning intellect and an instinctive understanding of military tactics that he shares with mortal generals in dreams. But the greatest of his powers is his knowledge of military engineering. Chemosh's formidable mind is incessantly dreaming new ways to kill more efficiently, more indiscriminately, and more painfully. Whenever the Lord of Conquest dreams up a new weapon, he sends it to the mind of an evoker, an engineer, or a trapsmith, who he then trusts to test, perfect, and iterate upon it. Leviathan of Legend. Chemosh rarely meddles directly, preferring to prey on mortals' lust for power. When Chemosh does appear on the Material Plane, it is usually because he was called by his most powerful cultists--human warlords, sahuagin barons, and druids who wish to see the civilizations of the world razed and nature reborn anew. Chemosh may one day come to the mortal world of his own accord, because he fears his dream of endless war will be permanently quashed if he does not. On the Material Plane, he might choose to disguise himself as a kraken or other monstrous leviathan to prevent the gods from learning of his involvement and destroying him. Marshal of the Bloodstained Sea. Chemosh lurks in the Bloodstained Sea, a layer of the Abyss containing a jet-black ocean which extends infinitely in all directions. Above its inky waters hangs a blood-red moon in a perpetual lunar eclipse. The souls of warmongers and cruel soldiers war forever beneath the surface of the sea, and Chemosh, the secret leader of all armies, plants jealousy and suspicions of conspiracy in the minds of the soldiers to pit themselves against each other for all eternity. Chemosh's Lair Chemosh resides in a palace of iron at the bottom of the Bloodstained Sea in the Abyss. The palace is shaped like a massive hermit crab and slowly plods across the ocean floor, surveying the endless war of damned spirits that fills the Bloodstained Sea. Lair Actions On initiative count 20 (losing initiative ties), Chemosh can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row. A raging whirlpool appears. Each creature within 60 feet of a point Chemosh can see within 120 feet of him must succeed on a DC 19 Strength saving throw or be pulled to the center of the whirlpool. If a creature starts its turn within 30 feet of the center of the whirlpool, it must succeed on a DC 19 Strength saving throw or be pulled to the center of the whirlpool. A creature in the center of the whirlpool can move out of the center by succeeding on a DC 19 Strength check. This whirlpool lasts until initiative count 20 on the next round. A 60-foot radius sphere of water Chemosh can see within 120 feet of him becomes poisonous. Each creature within the sphere must make a DC 19 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. This poison lasts until initiative count 20 on the next round. A vertical wall of whirling, razor-sharp blades of magical energy appears at a point Chemosh chooses within 90 feet. The wall can be a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The first time a creature enters the wall on a turn or starts its turn there, the creature must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. Chemosh can choose to concentrate on maintaining this wall as if it were a spell for up to 10 minutes, if he chooses not to take another lair action while concentrating. If not, the wall disappears when Chemosh takes another lair action. Regional Effects The region containing Chemosh's lair is warped by his magic, which creates one or more of the following effects: Within 1 mile of the lair, the swim speed of creatures that have gained a swim speed through magic is reduced by half. All creatures within the Bloodstained Sea gain the ability to breathe water. No creature on the Bloodstained Sea can willingly retreat or call a truce. A creature that wishes to spare an unconscious target's life must make a DC 19 Wisdom saving throw. On a failure, the creature is compelled to kill its target. If Chemosh dies, these supernatural effects disappear after 1d10 days.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":19},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon Lord, Chittr'k'k","description":"Puffing on his faintly screaming pipe, the foul creature seemed almost contemplative as he disemboweled the humans, one by one. The air around him was thick with plague, with nibbling decay, and with the greasy shine of hideous dreams. The demon lord is an upright and partly-humanoid large, red-eyed rat. His grey-white fur is sometimes spattered with offal and flecked with blood; other times, he is groomed constantly by swarms of ordinary rats. Chittr'k'k's tail is tipped with a strange greenish fire. His front paws are long-fingered in the manner of rats, fully capable of holding and manipulating wands, scrolls, and other objects. He has long gold incisors, a short snout, and large ears (often ornamented with black or golden rings). He often smokes a magical pipe filled with mortal souls, drawing necrotic energy from this unhallowed vessel. Cunning and Malicious. Chittr'k'k finds human weakness amusing and delights in cruelty. While still given to unbridled destruction, he is sometimes more cunning than other demon lords. He is able to destroy a crop or a city with equal joy. He justifies this as \"vengeance for my brethren\"—for all rats are his worshippers and slaves. Devourer of Souls. Chittr'k'k's power comes in part from eating entire legions of mortal souls, and he dreams of attaining godhood through the devouring of demons. Rattok demons are said to be his creations. Lord of Shadows. Chittr'k'k keeps a vast network of spies in the mortal world. All red-eyed rats are his servants, chittering their knowledge of blood, sacrifice, and misery to their dark lord. Chittr'k'k uses this information to give his followers greater reach, to destroy granaries, to starve entire nations, and to spread disease and misery everywhere his long-fingered claws reach. The Cloud Pipes of Chittr'k'k Chittr'k'k has a pipe of cracked bone inlaid with golden glyphs, a pipe of glowing green jade that shines in the night, a pipe of black glass etched with blasphemous demonic triumphs, and (richest of all) a ruby pipe with mithral inlay in various disturbing patterns, a work of pure chaos artistry. All four of these pipes are associated with a particular gaseous magical effect: fog cloud (bone pipe), cloudkill (jade pipe), cloud of daggers (black glass pipe), and incendiary cloud (ruby pipe). A creature smoking the pipe can cast the associated spell as a bonus action 1/day. See Jade Cloud Pipe , Bone Cloud Pipe , Black Glass Cloud Pipe , Ruby Cloud Pipe Chittr'k'k's Lair Chittr'k'k's lair is a vast realm of tunnels and dank caverns with thousands, if not millions, of rats, ratfolk, rattok demons and other horrors, a noisy place of constant squeals and skittering filled with the rank smells of blood, offal, and sweat. It is filled with snarling creatures preying on one another in its narrow, bone-strewn passages. Its only illumination comes from unholy sigils and territorial markings made in multi-colored, pale luminous ink. Lair Actions On initiative count 20 (losing initiative ties), Chittr'k'k can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: A cloud of filth and the smell of rotting garbage fills the lair. Each creature within 60 feet of Chittr'k'k must succeed on a DC 15 Constitution saving throw or be poisoned until initiative count 20 on the next round. Rats swarm together into miniature boulders and drop from the ceiling, striking up to three creatures beneath them that Chittr'k'k can see within 120 feet of him. Chittr'k'k makes one ranged attack roll (+11 to hit) against each target. On a hit, the target takes 10 (3d6) bludgeoning damage and has disadvantage on concentration checks until initiative count 20 on the next round as the rats scamper down the target. A swarm of ghostly rattok demons fills a 20-foot-radius sphere at a point Chittr'k'k chooses within 120 feet. The swarm of ghosts spreads around corners and remains until Chittr'k'k dismisses it as an action, uses this lair action again, or dies. The swarm is lightly obscured, and its area is difficult terrain. A creature in the swarm when it appears or that ends its turn in the swarm must make a DC 18 Dexterity saving throw, taking 39 (6d12) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":13},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon Lord, Hriggala","description":"Some demons plot, destroy, and smash their way to power. Hriggala is a simpler demon lord, devouring and destroying all who oppose it. A hundred thousand souls have been extinguished in its jaws. Hriggala is the great crawling wyrm who serves the Unsated God in malign and destructive forms. Those devotees who claim to have seen the herald of the ghoulish Unsated God in visions tell of an enormous shadow with an ill-defined outline, moving like a wave in the sea and sprouting tendrils that twist and probe like whirlwinds. A low, rhythmic, roaring buzz, as though a droning hive has replaced a beating heart, announces its coming. Hriggala utterly devours any living thing it touches. Growing Void. Hriggala embodies all-consuming, maddening, bottomless hunger. Some of those who worship the Unsated God have found transcendence within its depths—others, merely madness and endless gluttony. Ghouls and ghasts, cannibals and madmen, and those who would harness the power in deprivation and gluttony all pay homage to Hriggala as the prophet and factotum of the Unsated God—or as a power in its own right. Invitation to the Feast. The demon lord itself urges its followers on with apocalyptic visions experienced at the bitter end of starvation or in acts of unrivaled gluttony, revealing the primacy of those who feast over those who serve and those who are feasted upon.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":23},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Demon Lord, Hriggala, the Jaws of Vardesain","description":"Some demons plot, destroy, and smash their way to power. Hriggala is a simpler demon lord, devouring and destroying all who oppose it. A hundred thousand souls have been extinguished in its jaws. Hriggala is the great crawling wyrm who serves the Unsated God Vardesain in malign and destructive forms. Those devotees who claim to have seen the herald of the Ghoul-God in visions tell of an enormous shadow which moves like a wave in the sea with an ill-defined outline, sprouting tendrils which twist and probe like whirlwinds. A low, rhythmic, roaring buzz, as though a droning hive has replaced a beating heart, announces its coming. Hriggala utterly devours any living thing it touches. Growing Void. Hriggala embodies all-consuming, maddening, bottomless hunger. Some of those who worship the Hunger God have found transcendence within its depths; others merely madness and endless gluttony. Ghouls and ghasts, cannibals and madmen, and those who would harness the power in deprivation and gluttony pay homage to Hriggala as the prophet and factotum of the Hunger God—or as a power in its own right. Invitation to the Feast. The demon lord itself urges its followers on with apocalyptic visions experienced at the bitter end of starvation or in acts of unrivaled gluttony, revealing the primacy of those who feast over those who serve and those who are feasted upon.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend","Alignment":"chaotic evil","Expansion":5315,"Challenge Rating":23},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Demon Lord, Mechuiti","description":"Demon Lords Demonic powers swarm throughout the lower planes without number. Ancient beasts fade from mortal history, only to reappear eons later when their schemes draw them back to the Material Plane. Mechuiti, Demon Lord of Cannibal Apes A yellow-green fire burns atop the head of this towering, red‑furred demon, which resembles an enormous mandrill. It has massive, muscular arms tipped with razor-sharp claws, and a slavering jaw filled with huge fangs and tusks that curl back almost to its blue cheeks. Standing 25-feet-tall, Mechuiti can stand erect like a human or walk on its knuckles, like a great ape. Bloodskull Island. After being expelled from the sweltering jungles and deadly swamps of the Hell of Cannibals, Mechuiti was coughed out of a volcanic portal into an island prison called Bloodskull. Here he schemes and plots his revenge while breeding demonic minions: tieflings, fiendish beasts, and behtu. Bound But Dangerous. Despite being imprisoned on his island, Mechuiti has remained a terror through the ages. Only with the most powerful magic and technology did the ancient humans bind him within the volcano—the best they could accomplish, since they couldn’t destroy him. Maker of the Behtu. Mechuiti first enthralled a small band of cannibal pygmies, known as the behtu, by visiting their leaders and priests in dreams and nightmares. After crossbreeding them with carnivorous apes, he infected them with his demonic ichor and taught them tattoo magic to give them fiendish power and strength. The behtu have not found the key to secure their master’s release, but they still torture and ensorcel any unlucky explorers who stumble into their abode, hoping to find someone who knows how to unlock their master’s prison. Mechuiti commanded the behtu to breed many fiendish beasts and lizards with his blood: dire apes, fiery giant lizards, and even demonic spiders. He has raised generations of flame dragons, which lair in the volcano’s caldera, to guard his temple-fane and deal with any threats beyond the behtu’s reach. Mechuiti’s Lair Mechuiti is trapped within the volcano in its island prison. Imprisonment hasn’t prevented Mechuiti from mustering an army and turning its confinement into a nightmarish bastion. If Mechuiti is encountered in its lair, it has a challenge rating of 28 (120,000 XP). Lair Actions On initiative count 20 (losing initiative ties), Mechuiti takes a lair action to cause one of the following effects. Mechuiti can’t use the same effect two rounds in a row. Mechuiti targets one creature it can see within 120 feet of it, and a fissure full of lava opens under the target’s feet. The target must succeed on a DC 20 Dexterity saving throw or take 28 (8d6) fire damage. The whole volcano trembles and shakes. Each creature on a solid surface other than a demon must succeed on a DC 20 Dexterity saving throw or be knocked prone. All ground in the volcano becomes difficult terrain for creatures other than a demon until initiative count 20 on the next round. Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Mechuiti can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, a creature is incapacitated. The pain of all creatures other than demons within 120 feet of Mechuiti is intensified. Until initiative count 20 on the next round, every time a creature affected this way takes damage, he must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. Mechuiti can’t repeat an effect until all have been used, and it can’t use the same effect two rounds in a row. Regional Effects The region containing Mechuiti’s lair is warped by its presence, which creates one or more of the following effects. Mechuiti can make the volcano erupt at will. A cloud of hot ashes and smoke covers a 6 mile area around the volcano, and magma flows from the volcano’s cone. When intelligent creatures within 6 miles sleep, they dream with Mechuiti. Unless they make a successful DC 15 Wisdom saving throw, they are compelled to seek out and join Mechuiti’s cult. Water within 1 mile of the lair carries Mechuiti’s Ichor disease. Any creature that drinks the water must make a successful DC 15 Constitution saving throw against disease or be infected. An infected creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw. On a failure, its hit point maximum is reduced by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured. When Mechuiti dies, all these regional effects fade immediately. Traits Legendary Resistance (4/Day).: If Mechuiti fails a saving throw, it can choose to succeed instead. Magic Resistance: Mechuiti has advantage on saving throws against spells and other magical effects. Magic Weapons: Mechuiti’s weapon attacks are magical. Diseased Ichor: Every time Mechuiti takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 24 Constitution saving throw against disease or be infected by Mechuiti’s Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must make a successful DC 24 Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured. Innate Spellcasting: Mechuiti’s spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Mechuiti can innately cast the following spells, requiring no material components: At will: dispel magic, fireball, hold monster, wall of fire 3/day each: fire storm, power word stun 1/day each: meteor swarm, power word kill Speak with Apes: Mechuiti can communicate simple concepts to apes. Actions Multiattack: Mechuiti uses its Frightful Presence and makes one bite attack and two with claw attacks. Bite: Melee Weapon Attack : +17 to hit, range 10 ft., One target. Hit : 20 (2d10 + 9 ) piercing damage plus 5 (1d10) fire damage. Claw: Melee Weapon Attack : +17 to hit, range 20 ft., One target. Hit : 20 (2d10 + 9) slashing damage. If Mechuiti scores a critical hit, it rolls damage dice three times instead of twice. Immolating Breath (Recharge 5–6): Mechuiti exhales fire and acid in a 60-foot cone. Each creature in that cone takes 21 (6d6) fire damage plus 21 (6d6) acid damage, or half damage with a successful DC 24 Dexterity saving throw. Immolating Corona: Mechuiti’s fiery crown explodes into a burst of yellow-green flames. All creatures within 30 feet of Mechuiti take 10 (3d6) fire damage plus 10 (3d6) acid damage, or half damage with a successful DC 24 Dexterity saving throw. If the saving throw fails, the creature also catches fire and takes 3 (1d6) fire damage at the start of each of its turns while on fire. A creature can use an action to extinguish a fire on itself or on another creature within 5 feet. Frightful Presence: Each creature of Mechuiti’s choice that is within 120 feet of Mechuiti and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Mechuiti’s Frightful Presence for the next 24 hours. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Move: Mechuiti moves up to half its speed, using any move it wishes. Burn from Inside: Mechuiti targets a creature within 120 feet that has Mechuiti’s Ichor disease. The creature takes 10 (3d6) fire damage plus 10 (3d6) acid damage, or half damage with a successful DC 24 Constitution saving throw. If the saving throw fails, the creature also catches fire and takes 3 (1d6) fire damage at the start of each of its turns while on fire. A creature can use an action to extinguish a fire on itself or on another creature within reach. Spell (Costs 2 Actions): Mechuiti casts a spell. Fiery Corona (Costs 2 Actions): Mechuiti uses Immolating Corona.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend (demon)","Source":"Tome of Beasts","Alignment":"Chaotic evil","Expansion":3,"Challenge Rating":27},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Demon Lord, Qorgeth, Lord of Worms","description":"Demon Lords Demonic powers swarm throughout the lower planes without number. Ancient beasts fade from mortal history, only to reappear eons later when their schemes draw them back to the Material Plane. Qorgeth, Demon Lord of Worms Qorgeth, the Writhing Prince, Pale Maw, the Devourer, is lord of worms and decay, a massive undulating form that crushes trees and cracks stone. Its presence seeps into the world of mortals via the trails of worms and maggots through rotting flesh. The demon lord views all things that live, or once lived, as its property in the making. Everything becomes its food eventually. An impossibly massive, pale-fleshed worm, Qorgeth’s segmented body is road-mapped with pale veins of pink and blue. When it opens its massive maw, it reveals a writhing mass of smaller worms, many of which are adorned with wailing or enraged humanoid heads. Qorgeth's Lair Qorgeth’s lair is a tangled labyrinth of tunnels in the heart of its dark realm. The tunnels seem to twist and burrow through space itself rather than just the rock and soil surrounding them. Lair Actions On initiative count 20 (losing initiative ties), Qorgeth takes a lair action to cause one of the following effects; Qorgeth can’t use the same effect two rounds in a row: Until initiative count 20 on the following round, Qorgeth twists space through the tunnels of its lair. Any creature other than a demon that tries to move must succeed on a DC 15 Charisma saving throw or move half its speed in a random direction before getting its bearings; it can then finish moving as it wants. A section of ceiling in the lair collapses, raining debris onto a 20-foot-radius area. Each creature in the area must make a successful DC 15 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be restrained until the end of its next turn Thick tangles of demonic worms erupt in the space of up to three creatures Qorgeth can see within 60 feet. Each targeted creature is attacked once by the worms (Melee Weapon Attack: +7 to hit, reach 0 ft., one target; Hit: 14 (4d6) piercing). Regional Effects The region containing Qorgeth’s lair is warped by the demon lord’s magic, which creates one or more of the following effects: Tunnels within 5 miles of the lair attract all manner of worms and vermin, including purple worms. These creatures are ravenous and violent. Within 1 mile of the lair, food rots and spontaneously erupts with maggots. One day worth of food carried by creatures spoils every 24 hours it remains in the area. It is impossible to forage for food in this area. Dead bodies within 1 mile of the lair decay quickly. Any corpse is reduced to bones in 24 hours. Magic that prevents decay staves off this decomposition normally. Anointing the body with holy water prevents decomposition for one day but no longer. If Qorgeth dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. Traits Innate Spellcasting: Qorgeth’s innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material or somatic components. At will: detect magic, black tentacles 3/day each: dispel magic, fear, insect plague (biting worms) 1/day each: earthquake, teleport Legendary Resistance (3/Day): If Qorgeth fails a saving throw, it can choose to succeed instead. Tunneler: Qorgeth can burrow through solid stone at its full speed. It leaves a 15-foot-diameter tunnel in its wake. Magic Resistance: Qorgeth has advantage on saving throws against spells and other magical effects. Magic Weapons: Qorgeth’s weapon attacks are magical. Actions Multiattack: Qorgeth makes one bite attack, two crush attacks, and one stinger attack. Bite: Melee Weapon Attack : +16 to hit, range 10 ft., One target. Hit : 22 (2d12 + 9) piercing damage. A target creature of Large size or smaller must succeed on a DC 24 Dexterity saving throw or be swallowed by Qorgeth. A swallowed creature is blinded and restrained, and takes 16 [3d10] necrotic damage at the start of each of Qorgeth’s turns. Qorgeth can have any number of creatures swallowed at one time. If Qorgeth takes 50 damage or more in a single turn from a creature it has swallowed, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, who land prone within 10 feet of Qorgeth. If Qorgeth dies, a swallowed creature is no longer restrained, and can escape the corpse by spending 30 feet of movement, exiting prone. Crush: Melee Weapon Attack : +16 to hit, range 10 ft., One target. Hit : 20 (2d10 + 9) bludgeoning damage. On hit, a target creature is also grappled and restrained, escape DC 19, until Qorgeth moves. Qorgeth can grapple up to two creatures at once; at least one of Qorgeth’s crush attacks must be directed against each creature it has grappled. Stinger: Melee Weapon Attack : +16 to hit, range 15 ft., One target. Hit : 23 (4d6 + 9) piercing damage plus 33 (6d10) poison damage. On hit, the target is also poisoned for 1 hour; a successful DC 23 Constitution saving throw reduces poison damage by half and negates the poisoned condition. A creature that fails the save by 10 or more is also paralyzed for as long as the poisoned condition lasts. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Shriek: All creatures within a 60-foot cone that can hear Qorgeth must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Death Roll (2 actions): Qorgeth moves half its speed and makes one Crush attack. Any structures or objects in spaces Qorgeth moves through take double Crush damage automatically. Devour (3 actions): Qorgeth makes one bite attack.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend (demon)","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":23},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Demon Lord, Rangda","description":"This giant, elderly woman, with long, unkempt hair, pendulous breasts, and horrific claws cracks a crooked smile. Her face is a horrifying, fanged mask with wild, protruding eyes, and her tongue is disturbingly long with curved spikes of bone along its edges. Rangda, also known as the Wretched Lover and the Rot Within, is the demon queen of witches. Sacrifice of Innocents. Worshippers of Rangda are required to deliver the babes of mortals unto her once a year. She delights in feasting upon these offerings, often swallowing them whole. Cursed Enemies. Rangda, once the mortal lover of Barong, is now his eternal enemy. Her hate for Barong fuels her machinations, and she blames him for her misfortunes. In this, at least, she is correct--Barong did betray her to darkness long ago, though she has since embraced it as an instrument of her vengeance. Friend to Hags. Rangda is often accompanied by a half-dozen green or sea hags, occasionally by a few night or sand hags, and very rarely by one or two blood hags. The hags are messengers, guards, and allies of the demon queen. Rangda's Lair Rangda's lair is nestled beneath an immense, twisted tree strewn with corpse flowers and surrounded by warlock's trumpetblooms deep in a vast bog of the Abyss. The tree must reshape itself to grant access to the Witch Queen's abode, an earthy, worm-ridden manse that reeks of decay. Lair Actions On initiative count 20 (losing initiative ties), Rangda takes a lair action to cause one of the following effects; Rangda can't use the same effect two rounds in a row: Roots of the great tree burst through the ground to grasp at a creature that Rangda can see. The creature must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15) until initiative count 20 on the following round. Water bubbles up from the ground in a 20-foot-radius from a point that Rangda can see, making the area difficult terrain for 1 minute or until Rangda uses this lair action again. The air in the lair shimmers in a disorienting way. Up to three creatures that Rangda can see must succeed on a DC 15 Constitution saving throw or have disadvantage on all attack rolls until initiative count 20 on the following round. Regional Effects The region containing Rangda's lair is warped by her magic, which creates one or more of the following effects: Within 1 mile of the lair, all terrain is considered difficult, as boggy ground sucks at the feet of those walking, and leafless trees are grown so thick as to make flight burdensome. Hags, warlocks who gain their power from Rangda, and creatures native to swamps are unaffected. Rangda can choose to see or hear through the senses of any beast or swarm within 3 miles of her lair. Water within 1 mile of the lair becomes tainted with the sight rot disease. Any non-native creature drinking water in this area, even water it brought in from outside the area, must succeed on a DC 15 Constitution saving throw or become infected. Holy water is not infected by this effect.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":17},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon Lord, Rhopalocerex","description":"This beautiful creature has a humanoid frame covered with tiny, colorful, chitinous plates, and it sports large, rounded red wings with dark markings. Its face is an odd combination of human and insectoid, with heavy brows and large antennae that protrude from its forehead. Menace lurks behind its red, baleful eyes, and the spikes that jut from its shoulders, elbows, and knees speak of danger. Rhopalocerex, also known as the Purveyor of Deception and Master of Moths, is the father of death butterflies , moths, and all manner of other giant insects that are both beautiful and deadly. He lives in a layer of the Abyss that, like him, is beautiful at first sight, with vast vistas of flowers, trees, and a cloudless blue sky overhead; but it is equally deadly, with each element dripping with toxins, hiding some deadly surprise, or harboring hostile creatures. He lives at the top of a massive deciduous tree at the center of the plane. Thorny branches and leaves support the chambers of his stronghold above, while the bodies of his slain foes hang by nooses made of vines below. Death Cloaked in Beauty. Rhopalocerex surrounds himself with things whose beauty is part of their deceptiveness and deadliness, including poisonous plants, colorful yet deadly creatures, weapons disguised as ornaments, and similar objects. He likes to draw potential victims in with their natural curiosity or admiration before exposing the true vileness within him. Despite this, he maintains an extensive collection of truly beautiful art gathered from numerous civilizations and races that he has destroyed throughout the multiverse. He prefers works of art that display technical complexity and mastery of the art form. Master of Moths. Rhopalocerex is the lord of butterflies, moths, and other flying insects that take to the air under the cover of night and spread pestilence, poison, and filth. He is always followed by swarms of death butterflies, while other giant moths and butterflies cling to the walls and ceiling of his lair. The fluttering of their wings causes a constant pulsating sound to ripple through his lair. When he travels from his home plane, flying insects naturally flock to his location and follow him. Cults of Rhopalocerex. Like Rhopalocerex himself, his cults’ are obsessed with things that are both beautiful and deadly. When they perform ritual sacrifices in his name, they do so with expertly crafted blades and sweet-smelling but deadly poisons. The cult’s leaders are almost always charismatic individuals with silver tongues or pleasing countenances. Skilled alchemists and poisoners are highly valued by the cult and many alchemists find themselves, sometimes unintentionally, in the employ of the cult. Rhopalocerex’s Lair Rhopalocerex’s lair is located in an impossibly massive tree deep in the Abyss. It is made of sticky strands like those used to construct a chrysalis, and access to the tree is via a massive spiral staircase winding through the tree’s core. The tree houses a labyrinth of chambers filled with giant insects and their larvae and eggs. Lair Actions On initiative count 20 (losing initiative ties), Rhopalocerex takes a lair action to cause one of the following effects; Rhopalocerex can’t use the same effect two rounds in a row: * Rhopalocerex magically calls a giant insect or a demon of challenge rating 5 or lower to aid him. The called creature acts as an ally of Rhopalocerex and obeys his mental commands. The creature remains for 1 hour or until Rhopalocerex uses this lair action again. * Rhopalocerex chooses up to two creatures he can see within 60 feet of him. Each creature must succeed on a DC 15 Dexterity saving throw or have disadvantage on its attack rolls until initiative count 20 on the following round, as numerous butterflies and moths fly up in its way. * Rhopalocerex chooses up to two creatures he can see that are within 15 feet of a wall of his lair. The creature must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15) by the sticky fibers that make up the walls. Regional Effects The region containing Rhopalocerex’s lair is warped by his magic, which creates one or more of the following effects: * While within 1 mile of Rhopalocerex’s lair, creatures and plants with a challenge rating of 5 or lower are more toxic than normal. When these creatures deal poison damage, they deal an extra die of poison damage. If these creatures normally don’t deal poison damage, one of their attacks now deals an extra 2 (1d4) poison damage on a hit. * The area within 1 mile of Rhopalocerex’s lair is difficult terrain, as the tree’s roots gradually bulge and shift throughout the day, churning the soil, moving plants and rocks, and creating and filling sinkholes. * Thousands of insects swarm in the air and on the ground within 1 mile of the lair. Rhopalocerex can choose to see or hear through the senses of any insect in this area and can speak through it while doing so.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":20},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Demon Lord, Typhon","description":"The creature towers out of a nightmare. It is humanoid from the waist up and serpentine from the waist down with its lower body splitting into two tails. Great scaled, leathery wings sprout from its shoulders, and its arms fork into nests of hissing snakes just below the elbow. Its eyes are baleful flames, casting ugly shadows into its wild hair and beard. Typhon is the Father of Monsters and Master of the Lamias. This towering demon lord lives in bitter exile, chained to his level of the Abyss by defeat in an ancient conflict against the powers of good. He broods in the depths of his cavern, hoarding stolen wealth and spawning ever more hideous creatures to unleash upon the multiverse. Desperate for Escape. While most demon lords can't easily leave their demesnes within the Abyss for various reasons, Typhon's very essence is bound beneath his mountain by the powers of heaven. No known portal, spell, ritual, or even divine intervention yet attempted can release him. His influence can slip through the cracks in the planes in the form of his demons and spawn, but the Father of Monsters himself can find no such release. He is obsessed with finding the key to his prison and will spare no amount of effort nor show a shred of mercy in pursuit of the solution. Eyes, Ears, and Claws. Of all the creatures that crawl into existence under Typhon's corrupted touch, his favorites are the lamia. Conventional demonology holds the lamia were created by a different demon lord originally, but Typhon delights in subverting that supposed truth. Lamia created or blessed by Typhon vary from the expected norm of a lower leonine body and sport a variety of bestial lower bodies. Snake tails are the most common, but the lower bodies of boars, crocodiles, sharks, and even spiders have been reported. Many lamia abroad in the planes are servants of Typhon, actively seeking out information and power that might free their master from his prison. Besides the lamia, Typhon employs other spies that can often slip into places demons and monstrosities can't. Many planar explorers meet their end after being spared Typhon's fangs and pressed into his service to search out and steal some celestial artifact or demonic power that might lead to his release. Typhon's Lair Typhon rules Tarkoros, a layer of the Abyss covered in dense forests and rocky hills that radiate out from a singular mountain. Within the mount is a honeycomb of tunnels and immense caverns that Typhon fills with beautiful treasure and hideous horrors. Monsters of all kinds spring up in the shadow of Typhon's wings. The creatures lurk in the halls of Tarkoros and spill out to seek portals to the Material Plane. Lair Actions On initiative count 20 (losing initiative ties), Typhon takes a lair action to cause one of the following effects; Typhon can't use the same effect two rounds in a row: Typhon creates a creature at a point he can see within the lair. A single aberration, dragon, monstrosity, or ooze of challenge rating 10 or less or a demon of challenge rating 5 or less crawls out of a crack in the ground. It acts immediately and on initiative count 20 on subsequent rounds. The creature follows Typhon's commands and remains for 1 hour or until Typhon uses this lair action again. Typhon howls, causing blood-curdling echoes to reverberate through the lair. All Typhon's enemies within 300 feet that can hear the howl must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. Typhon causes chains of rock to burst out of the ground, ceilings, or wall. Two creatures that Typhon can see within 120 feet of him must succeed on a DC 15 Strength saving throw or be restrained by the chains until initiative count 20 on the following round. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The chains crumble to dust if the creature is freed. Regional Effects The region containing Typhon's lair is warped by Typhon's magic, which creates one or more of the following effects: Within 5 miles of the lair, aberrations, beasts, dragons, monstrosities, and oozes are extremely common and highly aggressive. Typhon can communicate telepathically with any lamia within 5 miles of the lair. Clouds grow thick in the sky within 1 mile of the lair. Even in broad daylight the area is only dim light. Inside the lair itself, all light sources have their illumination radius reduced to half. If Typhon dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend (demon)","Alignment":"chaotic evil","Challenge Rating":22},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon, Alnaar","description":"The creature resembles a great blackened asp with smoldering skin and white-hot serpentine eyes. It slithers as confidently through the air as across the ground. Serpent of Suffering. Alnaar demons appear most commonly when a people, race, or species is experiencing suffering. There to hasten the process, the alnaar erupts from the Abyss, leaving massive holes in the firmament of the afflicted cities and towns. The alnaar's only wish is to partake in the suffering of others, and it thrives on tormenting those already beset by tragedy. Disease, calamity, misfortune, and disaster are dinner bells to the alnaar. Devourers. These demons have an insatiable appetite, and a single alnaar has been known to devour a cattle herd in minutes. Alnaar who have not eaten recently become weakened and desperate. Some evil warlocks make pacts with alnaar demons, offering piles of meat for service as guardians or assassins. Demonic Mounts. When war rages across the Abyss, the great fiery serpents sometimes serve as mounts for powerful demons. A lord of the Abyss streaking through the skies atop the slithering alnaar terrorizes all but the most stalwart foe.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon, Alpha Yek","description":"With a flattened, lupine face and skin pulled taught over its skeletal frame, the creature is terrible to behold. It wears entrails and bones of previous victims over its dark red fur and has black spikes jutting from its spine. Favor Warlike Lords. While Qorgeth ( Tome of Beasts ), Chittr'k'k , and similar demonic figures are popular overlords for yek demons, their greatest reverence is usually given to Mechuiti ( Tome of Beasts ), lord of cannibals, and to Typhon , lord of monsters, for the lords' sheer constant states of war. At other times they swear themselves to hierophant liches , umbral vampires ( Tome of Beasts ), or anyone else who can guarantee them a steady supply of fresh, strong bone, frequent combat, and wanton destruction. Pack of Cannibals. Yek are loathsome fiends, hated by other demons because of their cannibalistic tendencies. They are creatures that do not care what flesh they feed upon but prefer it to be raw and wriggling. Though vicious fighters alone, they are rarely encountered without their pack. Even the most powerful of fiends can be brought down by a pack of yek. Pack Loyalties. The lesser yek demons are completely subservient to their pack leader, sometimes called the alpha yek, and follow that leader's direction in all things. This includes targets to attack, to which demon lord to swear obeisance, and when to betray one demonic warlord for another. They always move together as a group, directed by the strongest. When a yek pack leader is slain, the lesser yek scatter in complete disarray. They choose another leader within a few days, celebrating the occasion with an unholy feast. Some demonologists have confirmed that the weakest member of the pack is devoured by the new leader during this feast. Yek Demons as Mercenaries While yek demons usually choose their own masters, they are among the most mercenary of demons and can be bargained with to a greater degree than most. An evil spellcaster can perform a yek summoning ritual (its details shared among malign warlords and wizards) offering \"blood and bone and a stream of rich and constant plunder‚\" to the demons' pack leader, in exchange for service against a particular foe. If the plunder and cartloads of bone are not forthcoming (as, for instance, when a foe withdraws from the battlefield), the yek demons invariably take their fee out of their summoner or that summoner's troops and followers. This practice sometimes spreads to merely rapacious and opportunistic armies seeking an edge. For instance, in a controversial move, the armies of the Dragon Empire have begun using yek as shock troops, summoning the fiends behind enemy lines and letting them do the dirty work.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon, Apau Perape","description":"Sharp teeth fill this large, demonic ape’s mouth. Its long, muscular arms stretch to the ground, ending in wickedly curved claws. Servants of Fire. These black-furred gorilla demons serve only Mechuiti, the demon lord of fire and apes. Their final loyalty is unshakable, though sometimes they serve others for a time—and they have no fear of fire, gleefully setting fire to villages and crops if their master is snubbed or insulted. Fearless Attackers. The apau perape are fearless and savage, living for battle. Once in combat, their morale never breaks. Like their master, they have an insatiable hunger and do not leave any dead behind, consuming even their bones. Eyes of Fire. When this demon is angered, its eyes glow a deep, disturbing red, unlike any natural ape. Variant: Demon Summoning Some apau perapes have an action option that allows them to summon other demons. Summon Demon (1/Day): The apau perape chooses what to summon and attempts a magical summoning. The apau perape has a 50 percent chance of summoning one apau perape or one giant ape. Traits Diseased Ichor: Every time the apau perape takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 15 Constitution saving throw against disease or be infected by Mechuiti’s Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured. Innate Spellcasting: The apau perape is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The apau perape can innately cast the following spells, requiring no material components: 1/day each: fear, wall of fire Magic Resistance: The apau perape has advantage on saving throws against spells and other magical effects. Actions Multiattack: The apau perape makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +8 to hit, range 5 ft. , One creature. Hit : 12 (2d6 + 5) piercing damage. Claws: Melee Weapon Attack : +8 to hit, range 5 ft., One target. Hit : 14 (2d8 + 5) Slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"Tome of Beasts","Alignment":"Chaotic evil","Expansion":3,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Demon, Balbazu","description":"This cat-sized, wriggling, leech-like creature has red, glowing eyes, and hundreds of tiny legs run along the underside of its slimy body. When fiendish portals to the demon realms open in freshwater rivers or lakes, they corrupt the water and alter the creatures within it. One such creature is the balbazu, a parasitic fiend that attaches to creatures in the water and drains them of their blood. Some balbazu live in demonic waterways in distant planes. Alchemist's Delight. Alchemists and healers prize balbazu for the numbing agent they secrete when they bite, which makes an effective anesthetic. Rumors abound that a few alchemists have even transformed the substance into a paralytic poison. Demonic Delicacy. More powerful fiends consider balbazu a delicacy, harvesting the creatures, draining them of the mortal blood they store, then releasing them back through a portal to feed again. In battles near water, fiends pluck balbazu and drink their blood as a restorative. Hidden Parasite. Balbazu are invisible in the water, and their bites secrete an anesthetic agent. Several of them often feed on a group of creatures wading through the water; their painless bite allows them to drink their fill then detach, leaving their victims none the wiser. Balbazu are not brave creatures, and while they are as unpleasant as most demons, their goal is to feed. When they feel they have the advantage, they may gang up on a foe, bleeding their prey to death before the victim's companions know anything is wrong. Aquatic Invisibility. The balbazu is invisible while fully immersed in water. Blood Reservoir. The balbazu stores drained blood within itself. Each time it causes blood loss to a creature, the balbazu's Blood Reservoir increases by an amount equal to the hp of blood it drained from the creature. Demon Food. A demon within 5 feet of the balbazu and that isn't another balbazu can use a bonus action to reduce the Blood Reservoir by up to 10, regaining hp equal to that amount as it drinks blood from the reservoir. Magic Resistance. The balbazu has advantage on saving throws against spells and other magical effects. Actions Bite . Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the balbazu attaches to the target. While attached, the balbazu doesn't attack. Instead, at the start of each of the balbazu's turns, the target loses 10 (2d6 + 3) hp from blood loss. When the balbazu first attaches to the target and each time the target loses hp from blood loss, the target must succeed on a DC 11 Constitution saving throw or be unaware of the attack (and the balbazu if it is invisible). The target is still aware of the hp loss, but it feels no pain from the attack. On a success, the target is aware of the attack and the balbazu and doesn't need to continue making this saving throw while the balbazu remains attached to it. The balbazu regains hp equal to half the hp of blood it drains. The balbazu can detach itself by spending 5 feet of its movement. A creature that is aware of the balbazu, including the target, can use its action to detach the balbazu.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Demon, Baliri","description":"A muscular humanoid with gray-black skin and the oversized head of a donkey lumbers forward. The monster’s eyes and tongue loll from its head, and its arms end in crimson crab-like pincers that snap together with incredible strength. Tormented Killers. A baliri demon is created when a humanoid suffers at the hands of family or peers and turns to one of the demon lords for succor and bloody retribution. The result is both catastrophic and deadly, and the victim of the abuse is often executed for their dark dealings. It is at this moment that the demon lord snatches up the victim’s soul and transforms it into a baliri demon, a savage and remorseless killer that seeks to spread misery in its wake. Braying Apostles. A baliri demon is a devout servant of the demon lord that created it, stridently extolling the virtues of its demonic master even as it butchers and defiles anyone who stands in its way. The loud braying prayers and hymns of a baliri demon carry for miles across the blasted Abyssal landscape and fill the hearts of mortals and lesser demons alike with dread. Baliri demons are not picky when it comes to choosing their victims but have a preference for anyone who resembles an aggressor from their previous life.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Demon, Berstuc","description":"Although slightly stooped, this male figure is muscular and broad-shouldered. The creature’s head is lost in a riot of moss, and a thick mustache and beard reach almost to its waist. The hulking, moss-haired berstuc looks sculpted out of a primordial forest—and it stands over 12 feet tall and weighs 800 pounds. Despite its great stature, it seems strangely gentle, with a serene, almost soothing presence. Nothing could be further from the truth; the berstuc is a murderous demon that stalks woodlands and jungles of the Material Plane. Poisoned Fruit. Berstuc prowl forests in search of travelers to torment. A berstuc demon poses as a benevolent, or at least indifferent, wood spirit to gain the trust of mortals. It allows itself to be persuaded to help lost travelers (reluctantly) or to lead them to their destinations. Once it draws its unwitting prey deep into the woods, it strikes. Verdant Nature. The berstuc doesn’t require food or sleep. Traits False Presence: The berstuc counts as a fey for purposes of spells and magical effects that detect otherworldly creatures. Beasts and plants are comfortable around the berstuc and will not attack it unless ordered to or provoked. Magic Resistance: The berstuc has advantage on saving throws against spells and other magical effects. Twisted Path: The berstuc leaves no path through natural terrain and can’t be tracked with skill checks or other natural means. Creatures that travel with it can’t retrace their own trails, and they become hopelessly lost after 1 hour of travel. Creatures led astray by a berstuc have disadvantage on attempts to discern their location or to navigate for 24 hours. Actions Multiattack: The berstuc makes three slam attacks and Absorbs once. Slam: Melee Weapon Attack : +10 to hit, range 5 ft. , One target. Hit : 14 (2d8 + 5) bludgeoning damage. On hit, the target is grappled, escape DC 16. Absorb: The berstuc draws a Medium or smaller creature it has grappled into its body. An absorbed creature is no longer grappled but is blinded and restrained, has total cover from attacks and other effects from outside the berstuc, and takes 14 (2d8 + 5) piercing damage plus 27 (5d10) poison damage at the start of each of the berstuc’s turns. The berstuc can hold one absorbed creature at a time. If the berstuc takes 20 damage or more on a single turn from a creature inside it, the berstuc must succeed on a DC 17 Constitution saving throw or expel the absorbed creature, which falls prone within 5 feet of the berstuc. If the berstuc dies, an absorbed creature is no longer restrained and can escape from the corpse by using 5 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Demon, Cipactli","description":"The first one hopped out of the stream with a foul noise; its many mouths chirping with a disquieting ‚\"reepmaok, reepmaok‚\" sound. All might have died if not for the captain, who smacked a horse and drove it to sudden movement; the cipactli swarmed and stripped it to bones while our party fled. Cipactli are a hideous, demonic blend of the worst elements of crocodilians and deepwater fish with some of the coloration of a poisonous frog. They have scaled hide, a spiked tail with a spine, and toothy maws at each joint. Swift Spawning. The cipactli are all hermaphrodites or of indefinite gender, laying eggs in their fallen foes. These fiendish eggs hatch into young, froggish cipactli within a week, and their parent generally leaves them at least one large carcass as nourishment. Ravenous Raiders. Always hungry and ever-seeking easy prey, a cipactli demon steals blood and animal sacrifices from temples, devours goats and cattle in their barns, consumes carrion, demands sacrifices, and has been known to hypnotize then eat human victims so silently that others sleeping nearby never wake. Friends of Elementals. The cipactli were witnesses to the creation of the world, and their bloodline traces back to the earliest instances of fire, water, earth, void, and air. All elementals are at least somewhat respectful to a cipactli, and the two occasionally form alliances. Water elementals, in particular, often inhabit the same rivers, wells, and oceans as cipactli.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon, Culicoid","description":"Filthy rags partially conceal this walking mosquito’s form. The hands poking out of its rags end in needle-like fingers, which resemble the proboscis on the creature’s head. Abyssal Swamp Dwellers. Culicoid demons make their home in a fetid layer of the Abyss where they serve demon lords who value insects. When they travel to the Material Plane, they make themselves at home in insect-infested marshes. Buzzing and Itching. Though a culicoid’s wings are suitably large for its size, they produce a high-pitched drone. Their wingbeats don’t stand out from regular insects, making them difficult to detect. The culicoid’s filthy proboscis induces an irritating rash that forces its victims to ignore all else to scratch the rash. Friend to Mosquitos. The culicoid demon can communicate with mosquitos, stirges, and other similar creatures, such as anophiloi . These creatures cannot drink blood from the demon, but they innately feel a connection to it. The culicoid surrounds itself with swarms of the insects and uses its sensitivity to the smell of blood to lead its allies to feasts.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Demon, Echo","description":"This vaguely humanoid creature has a bat-like face and large claws of twisted, rusting iron at the end of winged arms. Strangely soft rust-colored fur covers its body. Like an echo, some monsters can appear to come from everywhere at once. Liar's Destiny. Nearly every evil soul told lies during its mortal life--some petty, some bold, and some deadly. It is said when a truly despicable liar's soul passes to the Abyss, it sometimes takes the form of an echo demon. The tormented creature is surrounded by a constant echoing chatter that repeats every lie ever told, surrounding the demon with a cacophonous aura of noise that disorients and demoralizes foes. Acoustic Lairs. Echo demons are dangerous hunters that love nothing more than to prowl near empty halls in cavernous dwellings in search of creatures to torment and kill. They use their sound based powers to sow discord and confusion, picking off groups of adventurers one at a time. Their ability to appear anywhere within earshot allows them to launch attacks from surprising angles, often catching their prey off guard. Ironically, the claws of an echo demon deafen their victims, rendering them immune to the creature's potent sonic powers. Temporary Packs. Though they can see as well as other demons, echo demons often rely on their batlike echolocation to find their foes. Even more deadly than a single demon, a cluster of the monsters can use their ability to be seemingly everywhere at once to set up ambushes and vicious surrounding attacks. Thankfully, like most demons, echo demons rarely cooperate for long, finding the noise generated by their brethren to be the most grating sound they can imagine.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon, Fulad-Zereh","description":"An enormous horned demon with a hide the color of burnt blood, a fulad-zereh's body is encased in red armor that has blackened through the ages. Abyssal Officers. Lieutenants of demon armies, fulad-zereh tower over their allies and enemies alike. Fulad-zereh are violent and bloodthirsty demons who have fought for centuries to attain their forms and power, or who are elevated by demon lords during times of war. Marked for Service. The armor that bolsters a fulad-zereh is forged to reflect the demon lord to which it is bound. It has been said that some fulad-zereh will abandon their demon lords rather than being demoted after battle. These rogue demons forge their own terrifying, nightmarish armor and sell their services to those willing to pay in souls.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon, Inciter","description":"A humanoid wisp of flame and smoke briefly appears and then vanishes again. It slips through the gathered assembly, sowing discord and inspiring violence with its hissing words. Inciter demons are the embodiment of malicious mischief. They are wicked fiends whose only love is to disrupt the social ties between other creatures. Their whispers spoil trust and goodwill, and domineering mages employ them to ruin important alliances and turn former friends toward infighting and hostility. Flame Form. An inciter demon's true form is that of a slender humanoid figure of cold flames and smoke. The only sign that an inciter is to blame for a breakdown in diplomacy is the flicker of fire that appears before they vanish, as they retreat to delight in what they have wrought. Amorphous. The inciter demon can move through a space as narrow as 1 inch wide without squeezing. Aura of Distrust. The inciter demon radiates a psychic aura that causes creatures to doubt the intentions of their friends. Each creature within 30 feet of the inciter that isn't a Fiend has disadvantage on Wisdom (Insight) checks. When a creature enters the aura's area for the first time on a turn or starts its turn there, that creature must make a DC 13 Charisma saving throw. On a failure, any spell cast by the creature can't affect allies or friendly creatures, including spells already in effect, such as bless , while it remains in the aura. In addition, the creature can't use the Help action or accept assistance from a friendly creature, including assistance from spells, such as bless or cure wounds , while it remains in the aura. Actions Multiattack. The inciter demon makes two Claw attacks. Claw. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Inspire Violence (Recharge 5-6). The inciter demon whispers to a creature within 5 feet of it that can hear it, stoking paranoia and hatred. The creature must succeed on a DC 13 Charisma saving throw or it uses its next action to make one attack against a creature that both the target and the inciter demon can see. A creature immune to being charmed isn't affected by the inciter demon's Inspire Violence. Bonus Actions Invisibility. The inciter demon magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the inciter wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Medium Fiend","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Demon, Kishi","description":"This strong and handsome warrior has a snarling hyena’s face at the back of its head. Dark Appetites. Kishi are two-faced male demons perpetually driven by their voracious appetites, carnal or otherwise, with a predilection for female humanoids. Kishi frequently behead, scalp, or skin their conquests and decorate their shields with their trophies. Hats and Veils. Kishi demons typically masquerade as muscular warriors or glib storytellers, wearing elaborate headdresses or clan veils to hide the demonic hyena face on the back of their head. Deadly Charmers. They use magical and nonmagical means of persuasion to inveigle women into their embrace, but their trysts always end in a grisly feast upon their victim’s flesh. Variant: Demon Summoning Some kishi demons have an action option that allows them to summon other demons. Summon Demon (1/Day): The kishi demon has a 35 percent chance of summoning one kishi demon. Traits Two Heads: The demon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Innate Spellcasting: The demon’s spellcasting ability is Charisma (spell save DC 17). The demon can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, suggestion 3/day: glibness 1/day: dominate person Magic Resistance: The demon has advantage on saving throws against spells and other magical effects. Trophy Shield: If the kishi demon killed an opponent this turn, as a bonus action, it takes part of the slain creature’s essence along with a grisly trophy and mounts it upon its shield. For 24 hours, the Armor Class of the kishi demon becomes 20, and creatures of the same race as the slain creature have disadvantage on attack rolls against the kishi demon. Actions Multiattack: The demon makes one bite attack and three spear attacks. Bite: Melee Weapon Attack : +8 to hit, range 5 ft. , One creature. Hit : 12 (2d6 + 5) piercing damage. Spear: Ranged Weapon Attack : +7 to hit, range 5 ft., One target. Hit : 7 (1d6 + 4) piercing damage. Spear: Melee Weapon Attack : +7 to hit, range 5 ft., One target. Hit : 8 (1d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Demon, Kogukhpak","description":"Tusks jut from the jaw of this massive albino toad, and small, spiky horns rise from above its demonic eyes. Kogukhpak demons are massive toad-like creatures with mammoth tusks and a bottomless cauldron of untamed flame deep within their bellies. They are typically found in colder climes, which helps keep the raging fires within in check. They inhabit deep caverns to avoid the sun and visit the surface only at night to hunt. Enemy of the Light. In the cold, far north, the nights are long and winter nearly interminable. This allows the kogukhpak to hunt and kill at its leisure, rarely having to fear its only true weakness: sunlight. During the summer, when daylight rarely ceases, the fiend remains underground. Voracious Killer. The kogukhpak is a scourge to all it encounters. The fiend will attack and devour anyone or anything it comes across while hunting, to fuel the incessant fires within it. A koguhkpak eats everything, leaving little trace except blood and signs of struggle, with occasionally ashes or burnt grasses. Remnants of a settlement destroyed by a seemingly sourceless flame are a sure sign of a kogukhpak. Magic Resistance. The kogukhpak has advantage on saving throws against spells and other magical effects. Standing Leap. The kogukhpak's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Sunlight Hypersensitivity. The kogukhpak takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The kogukhpak makes one Bite attack and two Gore attacks, or it makes three Spit Fire attacks. Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage plus 9 (2d8) fire damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, the kogukhpak can automatically hit the target with its Bite, and the kogukhpak can't make Bite attacks against other targets. Gore. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 37 (5d10 + 10) piercing damage. Spit Fire. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 32 (6d8 + 5) fire damage. Devastating Leap (Recharge 6). The kogukhpak leaps up to 30 feet and lands on its feet in a space it can see. Each creature in the space or within 5 feet of the kogukhpak when it lands must make a DC 20 Strength saving throw. On a failure, a creature takes 72 (16d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage, isn't knocked prone, and, if it is in the kogukhpak's space, can choose to be pushed 5 feet back or to the side of the kogukhpak. A creature in the kogukhpak's space that chooses not to be pushed suffers the consequences of a failed saving throw. Fire Breath (Recharge 6). The kogukhpak exhales fire in a 90-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":18},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Demon, Leech","description":"Hundreds of leeches cling to and crawl around this serpentine creature, which has a toothy maw filling most of its face. It raises two tentacles, revealing similar toothy maws lining each tentacle. Leech demons prefer to spend their time on the Material Plane, where their unsettling appearance draws more of a reaction and where they can better inflict suffering. They especially enjoy infesting their victims' bodies with leeches, which burst forth from the corpses to wreck havoc on the victims' loved ones. Implements of Swampland Revenge . Rumors proliferate about rituals to summon leech demons to right a grievous wrong. The demons gleefully wreak vengeance on their targets and try to ensure their summoners witness the gruesome deaths. The stories fail to disclose the demons demand a price from their callers, usually paid by the life of someone dear to them. Only the most desperate benefit from calling leech demons for retribution, as they often have no problem offering themselves up as payment when the demons complete their deeds. Amphibious. The leech demon can breathe air and water. Blood Sense. The leech demon can pinpoint, by scent, the location of creatures that aren't Constructs or Undead within 30 feet of it. Magic Resistance. The leech demon has advantage on saving throws against spells and other magical effects. Actions Multiattack . The leech demon makes one Bite attack and two Tentacle Bite attacks, or it makes two Bite attacks. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage plus 9 (2d8) necrotic damage. Tentacle Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage and 4 (1d8) necrotic damage, and the leech demon can attach its tentacle to the target. The demon has two tentacles, each of which can attach to only one target. While a tentacle is attached, the demon can't use that tentacle to make Tentacle Bite attacks, the target is restrained, and the demon doesn't attack with the tentacle. Instead, at the start of each of the demon's turns, each creature with a tentacle attached to it loses 11 (2d6 + 4) hp due to blood loss, and the demon gains temporary hp equal to that amount. The demon can add temporary hp gained from this attack together and can add it to temporary hp gained from Release Swarm. The demon's temporary hp can't exceed half its hp maximum. The leech demon can detach one or both tentacles as a bonus action. A creature, including the target, can use its action to detach the demon's tentacle by succeeding on a DC 17 Strength check. Release Swarm (Recharge 5-6) . The leech demon shakes loose dozens of leeches, creating a leech swarm (see Tome of Beasts 2 or use a swarm of poisonous snakes). The swarm acts as an ally of the leech demon and obeys its spoken commands. The swarm remains for 1 minute, until the leech demon dies, or until the demon dismisses it as a bonus action. If the leech demon is within 5 feet of the swarm, it can use its action to consume the swarm, gaining temporary hp equal to the swarm's current hp. It can add temporary hp gained in this way with temporary hp gained from its Tentacle Bite attack. The demon's temporary hp can't exceed half its hp maximum. The demon can have only one swarm active at one time.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Demon, Maha","description":"This emaciated creature with long, stringy black hair, milky white eyes, and pale blue skin squats in the snow. Its face is split in an almost too- wide grin. Mahas are demons of the cold north, reveling in the snowy wastes but never far from civilization, which holds their preferred food source: humanoids. Laughing Nightmares. Maha demons are always seen smiling, laughing, or giggling. They spread their malevolent hilarity wherever they go by tickling their victims with their claws, all the while tearing into flesh. The victims' bodies are said to retain that same grotesque and eternal smile on their cold and rigid faces. Sustained by Torment. The ongoing torment mahas create sustains them. A maha will try to unsettle victims long before confronting them. By manipulating the environment and creating baffling and frightening conditions, the demon seeks to slowly build a feeling of terror. A maha often ambushes single travelers or picks off stragglers, separating them from their companions and building terror on multiple fronts. Not so Bright. According to legends, maha demons are not terribly intelligent. Stories abound of travelers escaping mahas by tricking the demons into following false footsteps in the snow, attacking cloaked snow sculptures, or ambushing an empty campsite. Such deceptions often result in the loss of equipment or a reliable pack mule, but it is preferable to contending with the maha directly. Frozen Aura. When a creature enters a space within 30 feet of the maha or starts its turn there, that creature must succeed on a DC 17 Constitution saving throw or have its speed reduced by 10 feet until it starts its turn outside the aura. Magic Resistance. The maha has advantage on saving throws against spells and other magical effects. Snow Camouflage. The maha has advantage on Dexterity (Stealth) made to hide in snowy or icy terrain. Actions Multiattack. The maha makes three Claw attacks. If the maha hits one creature with two Claw attacks, the target must succeed on a DC 17 Wisdom saving throw or chuckle until the end of its next turn. While chuckling, a creature can't speak coherently, can't cast spells with verbal components, and has disadvantage on attack rolls with weapons that use Strength or Dexterity. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage plus 9 (2d8) cold damage. Deadly Laughter (Recharge 5-6). The maha chuckles, giggles, and chortles at nearby creatures. Each creature within 30 feet of the maha must make a DC 17 Wisdom saving throw. On a failure, a creature takes 42 (12d6) psychic damage, drops whatever it is holding, and laughs for 1 minute. On a success, a creature takes half the damage and doesn't drop whatever it is holding or laugh. While laughing, a creature is incapacitated, can't speak coherently, and takes 7 (2d6) psychic damage at the start of each of its turns. A laughing creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while laughing, its face turns pale blue and displays a wide grin.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Demon, Malakbel","description":"Within a blinding wave of heat and glare strides a long-limbed, misshapen form. The creature scorches everything in its path as it strides forward. What most people recall most vividly from an encounter with a malakbel is the blinding light and blistering heat surrounding them. Rippling distortion obscures the creature’s body, which is roughly the size and shape of an adult human. Demonic Messengers. Malakbel demons are contradictory creatures. They are both messengers and destroyers who carry the words of demon lords or even dark gods to the mortal realm. Paradoxically, once their message is delivered, they often leave none of its hearers alive to spread the tale. Where Virtue Cannot Look. The malakbel is the embodiment of all that is forbidden and destructive. Despite its vital role as a messenger, its destructive nature always comes to the fore. A malakbel descends upon settlements and travelers with the merciless and relentless onslaught of the raging sun, burning all it sees to cinders before vanishing like heat shimmers at dusk. Traits Blistering Radiance: The malakbel generates a 30-foot-radius aura of searing light and heat. A creature that starts its turn in the aura, or who enters it for the first time on a turn, takes 11 (2d10) radiant damage. The area in the aura is brightly lit, and it sheds dim light for another 30 feet. The aura dispels magical darkness of 3rd level or lower where the areas overlap. Distortion: Ranged attacks against the malakbel have disadvantage. Magic Resistance: The malakbel has advantage on saving throws against spells and other magical effects. Actions Multiattack: The malakbel makes two scorching blast attacks. Scorching Blast: Ranged Spell Attack : +9 to hit, range 120 ft., One target. Hit : 18 (3d8 + 5) fire damage. Searing Flare (Recharge 5-6): The malakbel intensifies its Blistering Radiance to withering levels. All creatures in the malakbel’s aura take 31 (7d8) radiant damage and gain a level of exhaustion; a successful DC 16 Constitution saving throw reduces damage by half and negates exhaustion. Teleport: The malakbel magically teleports to an unoccupied space it can see within 100 feet.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Demon, Neophron","description":"This creature has the sallow skin and sharp features of a ghoul, but its mouth unhinges impossibly wide, the lower jaw reaching almost to its waist. It has a ruff of reddish feathers around its neck and black, hook-like claws on its fingers and toes. Neophron are shapechanging, ghoulish demons that favor deserts and other areas where giant vultures are common, so they draw less attention when they change their shape. With a little care and a lot of luck, a neophron in its true form can pass as a ghoul, at a distance. Eyes and Teeth. Servants of the Unsated God, neophron demons are direct extensions of his will and influence. Employed as trackers, neophron bring their keen sense to bear, sniffing out particular victims. Impossible Hunger. Neophron ravenously devour any flesh they find, living and dead alike. No matter how much they eat, hunger gnaws at them, driving them to find new victims. Neophron can unhinge their maws to an impossible gape, and their guts defy all understanding of space, allowing them to swallow creatures their size. Fonts of Undeath. Humanoids who die in the gullet of a neophron are doomed to serve dark gods of hunger without end. The demon vomits a newly-created undead to spread hunger across the world. Neophron Demons and Death Cults As their vulture-like appearance suggests, neophron demons are found devouring carrion and blood sacrifices in hideous dark rites in deserts and across plains. Their ability to create undead makes them especially popular with vampires, ghouls, and other intelligent undead, and their flight and shapeshifting make them common scouts for evil armies. The following examples are drawn from the Midgard setting (though applicable elsewhere). For the Blood Goddess. The Red Goddess Marena seems quite fond of the neophron, though primarily as temple servants and plague bearers. The demons have been known to live in the belltowers of her cathedrals, creating nests of bone similar (at a distance) to stork nests. Being demons, the nests never contain eggs but are supplied with rounded, egglike skulls in profusion. On some occasions, a pair of neophron demons might carry a priestess swiftly through the sky from one place to another for some unholy purpose. The Twelve Horse Bargain. While horses find a neophron's presence unsettling, Khazzaki khans and centaur chieftains have long struck bargains with the demons in exchange for a blood sacrifice of twelve horses or an entire herd of other animals. This is a notable amount of flesh and blood, but the power of the neophron to scout in darkness grants the upper hand to those who employ them in raiding, surprise attacks, and even the wholesale clash of armies. The ritual is known as an evil one, and the nomads avoid the summoning when they can. Those leaders who employ it are always somewhat suspect. In the Ghoul Empire. Surprisingly, neophron demons thrive underground among the ghouls, where they often serve as bodyguards for darakhul nobles, evil high priests, and other notables. Their darkvision makes it possible for them to fly along underground passages with tremendous speed, tracking and often overtaking small bands of derro raiders, kobold merchants, or other underworld travelers. In Desert Oases. Neophron work with gypsosphinxes (Tome of Beasts) in desert territories, acting as scouts and spies for the creatures. They operate as guardians of temples and religious sites of Set and Anu Akma, the god of the underworld. When a herald of undeath draws near, a neophron's cries of adulation are loud, often the only warning those nearby get of the herald's approach. The Throne of Bone. In one of the outer planes devoted to flesh, bone, and suffering, the neophron are constructing an enormous throne of bones and gristle stained red with blood and surrounded by a cathedral made of living and undead creatures. It is said a creature connected to the neophron will ascend the throne, look out over the multiverse, and assume the mantle of godhood.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon, shapechanger)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon, Pishacha","description":"This ghoul-like demon has blue-black skin covered in bulging red veins that glow like embers. A long, lascivious tongue snakes forth from a mouth filled with jagged teeth. Cursed by the Gods. Originating in eastern lands, pishacha are created when the souls of the greedy and lustful are deemed too wicked to be reincarnated by the gods. Unable to redeem themselves, the pishacha are cursed to remain on the Material Plane and feed on the living. Graveyard Dwellers. Pishacha demons haunt remote places where they can lure a living creature to its doom. They often share space with ghouls, and some pishacha can be found dwelling near darakhul settlements. Those living near a pishacha lair make offerings of rice at the crossroads on holy days to appease the demons and keep them away. Bloodthirsty and Cruel. Pishacha seek to spread fear and mayhem among the living. They seek to possess humanoid bodies, driving their victims insane from the inside out.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (shapechanger)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon, Plaresh","description":"A squelching mass of fleshy worms twists and writhes. Thousands of thin bodies twine together, smooth skin and barbed segments giving way to eyeless heads with screeching, hissing maws. Green ichor drools from the mouths where tiny, needle-like teeth gleam. Plaresh demons arise from the slime and offal left behind in the wake of Qorgeth, Demon Lord of the Devouring Worm ( Tome of Beasts , p. 90). Individually, these tiny worm demons are little more than a disgusting nuisance. When they band together into writhing masses hundreds or even thousands strong, the story changes drastically. The plaresh is an amalgamation of these demonic slivers, each linked into a cruel hive mind driven to common purpose in the service of the Writhing Prince. Devoured Tribute. Plaresh demons are more intelligent than any mortal vermin, but their lord's insatiable hunger overwhelms complex thought. Sometimes they act with a disturbing purpose which hints at a greater intelligence or plan, but mostly they exist to eat. When they devour a humanoid corpse, they send the unfortunate creature's soul to Qorgeth's tunnel-realm, and a new plaresh slips through in the wake of the soul's passing.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon, Psoglav","description":"An immense creature sniffs at the air. Most of its head is covered by a helmet from which one baleful eye gazes out. Its muzzle fuses flesh and machinery, and sharp metal teeth glint from under its lips. Paid in Souls and Memories. These demonic creations are bred for protection, which they provide for a select few. The price for their guardianship is always high, and never in coin. Their Abyssal breeders demand everything from memories to souls in exchange for their services. Fond of Trophies. Psoglav demons carry recent kills along with them as grisly toys, and often wear strings of scalps or ears as trophies. They do not mind the stench, and they enjoy gnawing bones as a pastime, the larger and more durable the better. Psoglav demons suffer no ill effects from bright light, but they far prefer dappled shadow or full darkness. Helmet Totems. Speculation about what a psoglav keeps under its helmet is rampant. Some believe they keep stolen shadows and souls there, others that their helmets are part of a leash held by their breeders—and if the helmet were ever removed, one would not only see the demon’s brains, but also release it from servitude to its demonic lord or summoner. Psoglav demons without a helmet are rare but extremely dangerous. Traits Innate Spellcasting: The psoglav’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components: 1/day: greater invisibility Magic Weapon: The psoglav’s weapon attacks are magical. Shadow Door (4/Day): The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet. Actions Multiattack: The psoglav demon makes three bite attacks. Bite: Melee Weapon Attack : +8 to hit, reach 5 ft, One target. Hit : 18 (2d12 + 5) piercing damage. Shadow Stealing Ray (Recharge 5-6): The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target’s shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature’s natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature’s alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"Tome of Beasts","Alignment":"Chaotic evil","Expansion":3,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Demon, Rattok","description":"Wearing filthy hoods to hide their snouts, these small, ratlike demons squeaked with delight as they tore apart the innkeeper's cat. Everything they left behind was dead, injured, or befouled with their urine and scat. Thoroughly gross and decadent, rattok demons sport patchy fur, sharp whiskers, notched ears, dangling charms and amulets, and long claws. They delight in manipulating souls and are fond of both necrotic energy and pure flames. Servants of Chittr'k'k. Often called rat demons, the rattok do serve Chittr'k'k, Demon Lord of Rats, though many also serve other demons. They are greasy, sneering, smug and horrible bullies to lesser demons and enjoy tormenting those they catch. At the same time, they are complete toadies to larger and more powerful demons--though bold enough to sometimes play tricks on their masters. They spend most of their time in narrow tunnels, sewers, and caverns of the Abyss. Necrotic Connoisseurs. Rattok demons collect, bottle, and often distill and flavor souls, trading them and generating abhorrent bottled spirits from them. These bottled souls resemble potions. Consuming a bottled soul destroys a portion of a living soul and floods the drinker's mind with some of the soul's memories. Mishappen Claws, Black Hearts. A rattok demon's peculiar claws are a visible sign of its foulness, but its true evil lies within. Rattoks are famous as torturers, cannibals, slavers, and connivers--they constantly strive to outdo one another in vileness, and, among demonkind, they are known for their especially inventive evil deeds.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon, Rubezahl","description":"Resembling a black-furred stag that walks like a man, this creature has a pair of immense, branching antlers arching above its coldly gleaming eyes. The fur is sleek over most of its body, but becomes shaggy around its goatlike legs. The creature’s hands are tipped with wicked claws, and its legs are goatlike with cloven hooves. Assume Mortal Form. Rubezahls are capricious creatures, driven by constantly shifting motivations and mannerisms. They are consummate tricksters who delight in taking the form of innocuous mortals like traveling monks, tinkers, or lost merchants. They love to play the friend with their nearly undetectable lies, slipping into the confidence of unsuspecting mortals before murdering them. Counting Demons. Rubezahls have a weakness, however. They are known as counting demons, and a savvy mortal who knows its nature can confound one with groups of objects: a handful of coins, a basket of apples, even a bed of flowers. If the objects are clearly pointed out to the rubezahl, the creature becomes distracted until it counts each item in the group. Unfortunately for mortals, rebezahls can count startlingly fast; even a mound of gravel takes no more than a few moments for a rubezahl to assess. Rubezahl loathe being compelled this way, and they are equally driven to annihilate any mortal bold enough to exploit this weakness. Traits Counting Compulsion: If a creature uses an action to point out an ordered group of objects to the rubezahl, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks and it can’t take reactions. Once it has counted a given group of objects, it can’t be compelled to count those objects ever again. False Tongue: The rubezahl has advantage on Charisma (Deception) checks, and magical attempts to discern lies always report that the rubezahl’s words are true. Innate Spellcasting: The rubezahl’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: disguise self (humanoid forms only), fog cloud 3/day each: call lightning, gust of wind, lightning bolt 1/day: control weather Sneak Attack (1/turn): The rubezahl does an extra 10 (3d6) damage if it hits a target with a weapon attack when it had advantage on the attack roll, or if the target is within 5 feet of an ally of the rubezahl that isn’t incapacitated and the rubezahl doesn’t have disadvantage on the attack roll. Actions Multiattack: The rubezahl makes one gore attack and two claw attacks. Claw: Melee Weapon Attack : +9 to hit, range 5 ft, One target. Hit : 15 (3d6 + 5 ) slashing damage. Gore: Melee Weapon Attack : +9 to hit, range 5 ft., One target. Hit : 18 (3d8 + 5) piercing damage. On hit, a target creature must succeed on a DC 15 Strength saving throw or be knocked prone. Thunderstrike (Recharge 5-6): The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet. All creatures within 20 feet of the target point take 36 (8d8) lightning damage, or half damage with a successful DC 16 Dexterity saving throw. A creature that fails its saving throw is stunned until the start of the rubezahl’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Demon, Spawn of Alquam","description":"This large creature exudes darkness and contempt. It has feathery wings, backswept horns set behind its wide eyes, a narrow, vicious-looking beak, and talon-like claws. Its body is thin and sinewy, and its skin is a sickly green. Demonic Servants. These demons lurk in darkness, serving and protecting Alquam, the Demon Lord of Night . Alquam is known to send them to aid his cults, and he sometimes utilizes them to assassinate individuals who threaten his followers. Because the spawn are created by Alquam, many of his cults worship them as physical representations of the Demon Lord himself. The cults believe that offerings to the spawn are conveyed directly to their master in his planar abode. Kinship with Shadow. When the spawn of Alquam venture to the Material Plane, they take care to move only in places that are cloaked in darkness. While direct light does not harm them, they find it uncomfortable and often flee from it. Lords of Birds. Birds instinctively follow the mental commands of the spawn of Alquam, and sudden changes in bird behavior that can signal a spawn is nearby. Swarms of birds attack targets the spawn designates, act as the spawn’s messengers, and enact the spawn’s or Alquam’s will in whatever way either demon dictates.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Demon, Spree","description":"This wild gnome's shaggy hair is matted on one side with blood. It has razorlike claws, and its teeth are filed to points. Gnomes who die while succumbing to vile, homicidal desires sometimes return as murderous, demonic creatures. Instigators of Madness. Spree demons have a similar appearance to gnomes, but they look even more deranged. They seek to infect others with their murderous desires and inflict curses on those they harm. A single spree demon can incite violence that cripples a city for weeks, but they prefer to group up to spread mayhem all the quicker.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon, Uridezu","description":"Uridezu, or rat-fiends, are the most commonly encountered demons in the Material Plane. They are often spies, messengers, or scouts for more powerful creatures or they have fled the Abyss with the hope of an easier and lazier life. The cowardice of an uridezu is almost as powerful as its need to find and serve a powerful creature. When a demon army begins to falter or take heavy casualties, the uridezu are the first to flee. Uridezu look like hairless rat-humanoids and are often mistaken for wererats. Uridezu usually have no desire or flair for leadership and prefer to join already existing wererat clans, thieves guilds, etc. if they find themselves with no master.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":34600,"Challenge Rating":3},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Demon, Vellso","description":"This lanky, gray, hairless fiend grins widely, revealing a mouth full of long, sharp teeth and a lolling tongue, dripping saliva. Four short, black horns crown its temples and forehead above a pair of shining black eyes. The creature's hunched posture makes it hard to gauge its true size. Cruel Hunters. Vellso demons chase after their quarry in a loping crouch, employing their wiry arms and the claws on their fingers to gain a purchase as they run up vertical surfaces as quickly as they do on level ground. These fiends love nothing more than hunting intelligent creatures, scraping their claws loudly against stone as they stalk their prey. They also enjoy biting their prey a single time then releasing it, sometimes for days, allowing the wound to fester and torment the hunted. Summoned to the Chase. For all their love of hunting, vellso eat little of what they kill. This makes the vellso of great use to ghouls and other creatures capable of summoning them, as prey is either left to be devoured or to rise as undead, usually marked in some way to show it was slain by the demon. Telepaths. Vellso have difficulty with speech due to their dagger-like teeth and long, lolling tongues. They rely on their telepathy for communication.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon, Vetala","description":"This shadowy figure has eyes like two cinders and loose, flowing hair that seems buffeted by a gentle breeze. Its chest cavity burns with hellish light, and its hands end in wicked claws. Vetala lurk in graveyards and battlefields, where they claim corpses to serve as minions. Capricious and vain, vetala demons occasionally make bargains to protect nearby villages, requiring villagers to provide regular sacrificial goods, while the demon keeps the corpses of any killed. These bargains state the vetala may claim the residents if the village fails to meet its obligations. Celebrators of the Necropolis. Vetala are strangely vain about their occupied graveyards, wanting the graveyards to be decorated with strings of flowers, treats, and votive offerings. They never claim these objects themselves, but they viciously attack anyone attempting to steal the items. This vanity extends to the demon's minions, which stop decaying while controlled and eventually appear less decayed. Corpse Stride. Once on its turn, the vetala can use 10 feet of its movement to step magically into one corpse or Undead within its reach and emerge from a second corpse or Undead within 60 feet of the first, appearing in an unoccupied space within 5 feet of the second corpse or Undead. Graveyard Walker. Difficult terrain composed of tombstones, grave dirt, corpses, or other objects or features common to graveyards and necropolises doesn't cost the vetala extra movement, and the vetala can move through graveyard objects and structures, such as sarcophaguses and mausoleums, as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Magic Resistance. The vetala has advantage on saving throws against spells and other magical effects. Master of Undeath. A Humanoid killed by the vetala or an Undead under its control rises 1 minute later as a skeleton or zombie (the vetala's choice), unless the Humanoid is restored to life or its body is destroyed. The vetala can have no more than 20 total skeletons and zombies under its control at one time. Shepherd of Death. When an Undead under the vetala's control hits with any weapon, the weapon deals an extra 4 (1d8) necrotic damage. Actions Multiattack. The vetala makes two Claw attacks. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 9 (2d8) necrotic damage. Raise Corpse. One Humanoid corpse the vetala can see within 30 feet of it rises as a skeleton or zombie (the vetala's choice) under the vetala's control. Bonus Actions Command Corpse. The vetala commands one Undead under its control that it can see to make one weapon attack as a reaction. If it does so, the Undead has advantage on the attack roll. Reactions Corpse Detonation. When an Undead under the vetala'a control is reduced to 0 hp, the vetala can force it to explode. Each creature that isn't an Undead or the vetala within 5 feet of the exploding Undead must make a DC 15 Dexterity saving throw, taking 10 (3d6) bludgeoning (if zombie) or slashing (if skeleton) damage and 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Demon, Wind","description":"The marshy reek of rotting vegetation was everywhere. Even above that rank scent, though, the arrival of the demons was clear: howling, pestilent, and enough to make our horses and dogs vomit and paw their noses. Half-corporeal and half a miasma of pestilent stench, wind demons are minor fiends that delight in foul odors, rank gasses, and poisonous air. They live in swamps, marshes, sewers and near volcanic vents--wherever a natural or synthetic stench reeks. Shrieking Servants of Cold and Death. Cold and foul-smelling, wind demons delight in serving other demons or gods of cold and decay. They often attend dark rituals to such divine beings, howling hideous prayers at a volume that can be heard over hills and valleys. They are sometimes found around wind harp devils, a rare instance where demons and devils tolerate one another's company. Rushing Motion. Wind demons have great difficulty sitting still for more than a moment. They are always in constant motion: speaking, manipulating small objects, blowing out torches and candles, and generally making a nuisance of themselves around larger, slower demons or among humans who wish to attend to some urgent plot or scheme. Connoisseurs of Rot. Wind demons are utterly delighted by foul smells of all kinds; rotting corpses, decaying plant matter, and raw sewage are all equally appealing to them. They often form small globes of concentrated stench to share with their own kind or to offer as gifts to summoners and to other demons.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demon, Yek","description":"With a flattened, lupine face and skin pulled taught over its skeletal frame, the creature is terrible to behold. It wears entrails and bones of previous victims over its dark red fur and has black spikes jutting from its spine. Favor Warlike Lords. While Qorgeth ( Tome of Beasts ), Chittr'k'k , and similar demonic figures are popular overlords for yek demons, their greatest reverence is usually given to Mechuiti ( Tome of Beasts ), lord of cannibals, and to Typhon , lord of monsters, for the lords' sheer constant states of war. At other times they swear themselves to hierophant liches , umbral vampires ( Tome of Beasts ), or anyone else who can guarantee them a steady supply of fresh, strong bone, frequent combat, and wanton destruction. Pack of Cannibals. Yek are loathsome fiends, hated by other demons because of their cannibalistic tendencies. They are creatures that do not care what flesh they feed upon but prefer it to be raw and wriggling. Though vicious fighters alone, they are rarely encountered without their pack. Even the most powerful of fiends can be brought down by a pack of yek. Pack Loyalties. The lesser yek demons are completely subservient to their pack leader, sometimes called the alpha yek, and follow that leader's direction in all things. This includes targets to attack, to which demon lord to swear obeisance, and when to betray one demonic warlord for another. They always move together as a group, directed by the strongest. When a yek pack leader is slain, the lesser yek scatter in complete disarray. They choose another leader within a few days, celebrating the occasion with an unholy feast. Some demonologists have confirmed that the weakest member of the pack is devoured by the new leader during this feast. Yek Demons as Mercenaries While yek demons usually choose their own masters, they are among the most mercenary of demons and can be bargained with to a greater degree than most. An evil spellcaster can perform a yek summoning ritual (its details shared among malign warlords and wizards) offering \"blood and bone and a stream of rich and constant plunder‚\" to the demons' pack leader, in exchange for service against a particular foe. If the plunder and cartloads of bone are not forthcoming (as, for instance, when a foe withdraws from the battlefield), the yek demons invariably take their fee out of their summoner or that summoner's troops and followers. This practice sometimes spreads to merely rapacious and opportunistic armies seeking an edge. For instance, in a controversial move, the armies of the Dragon Empire have begun using yek as shock troops, summoning the fiends behind enemy lines and letting them do the dirty work.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Demonfeed Spider","description":"“It was poor guidance that left us wandering through that sulfurous nest of web and ash, but it was cruel fate that woke the matron beast and her brood of burning blood. The only reason I stand before you today is because I had the wisdom to run.” —Orac Wioda, renowned relic hunter These monstrous spiders, the spawn of the divine Spider Queen, lurk in the darkest recesses of the world. They have gorged themselves on the ichor of demons since the earliest days of the Calamity, when demons were slain in such quantity that the subterranean depths were awash with their foul blood. Monstrosities Transformed. Demonfeed spiders are terrible fiends as a result of having supped upon the remains of demons, but all are descended from the overlarge spiders that haunt caverns and forests across Tal’Dorei. As such, most are native to the Material Plane, so that once killed, they are slain forever—unlike fiends that are simply banished to their home plane. Endless Hunger. No sustenance is more delectable to a demonfeed spider than the ichor remaining behind after a demon has been slain on the Material Plane. However, in the absence of such remains, they will sate themselves on the fluids of any living creature. Toxic Blood. The terrible poison of spiders, when mixed with the vile ichor of demons, becomes the demonfeed spider’s most potent weapon. When its chitinous hide is pierced and its blood begins to flow, the spider can expel arcing sprays of caustic blood that seep into the exposed flesh of its attackers. Alignment. Chaotic evil. Traits Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Multiattack. The spider makes two melee attacks: one with its bite and one with its stinger; or the spider can make one attack with its web spinner followed by a melee attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) piercing damage, and the target must make a DC 14 Constitution saving throw. On a failed save, the target takes 27 (6d8) poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much damage and isn’t poisoned. If this poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Web Spinner. Ranged Weapon Attack: +7 to hit, reach 40 ft., one target. Hit: The target is pulled 40 feet toward the spider and is grappled (escape DC 14). The spider can grapple only one creature at a time in this way. As an action, the spider can cocoon a creature it has grappled in webbing, causing it to be restrained and ending the grappled condition. Reactions Arterial Spray. When the spider takes damage while below half its hit point maximum, it can spray poisonous blood in a 15-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 13 (3d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. If this poison damage reduces a creature to 0 hit points, the creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Expansion":20583,"Challenge Rating":8},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Demonfeed Spiderling","description":"“It was poor guidance that left us wandering through that sulfurous nest of web and ash, but it was cruel fate that woke the matron beast and her brood of burning blood. The only reason I stand before you today is because I had the wisdom to run.” —Orac Wioda, renowned relic hunter These monstrous spiders, the spawn of the divine Spider Queen, lurk in the darkest recesses of the world. They have gorged themselves on the ichor of demons since the earliest days of the Calamity, when demons were slain in such quantity that the subterranean depths were awash with their foul blood. Monstrosities Transformed. Demonfeed spiders are terrible fiends as a result of having supped upon the remains of demons, but all are descended from the overlarge spiders that haunt caverns and forests across Tal’Dorei. As such, most are native to the Material Plane, so that once killed, they are slain forever—unlike fiends that are simply banished to their home plane. Endless Hunger. No sustenance is more delectable to a demonfeed spider than the ichor remaining behind after a demon has been slain on the Material Plane. However, in the absence of such remains, they will sate themselves on the fluids of any living creature. Toxic Blood. The terrible poison of spiders, when mixed with the vile ichor of demons, becomes the demonfeed spider’s most potent weapon. When its chitinous hide is pierced and its blood begins to flow, the spider can expel arcing sprays of caustic blood that seep into the exposed flesh of its attackers. Alignment. Chaotic evil. Traits Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Expansion":20583,"Challenge Rating":1},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Demonflesh Golem","description":"The demonflesh golem is a nightmare to behold. Its head, limbs, and wings have been taken from various demons and are bolted, stitched, and grafted together to form a 10-foot tall abomination. It moves with an awkward gait but has supernatural strength that is fueled by fiendish magic. Malice, mayhem, and murderous thoughts churn from behind its bloodshot eyes. Crafted in Mephistar. The first demonflesh golem was created in the dreaded laboratories within the Citadel of Mephistar by skilled artificers and wizards whose souls were bound in service to Mephistopheles. The demonflesh golems were built from the remains of slain demons, brought in from the raging Blood War in Avernus. Instead of elemental spirits, souls were wrenched from captured prisoners and infused into the golems' constructed bodies. Unstable Weapon of War. Unleashed by its master, a demonflesh golem can tear foes with its powerful melee attacks, fly, and cast powerful spells. However, it is flawed and unpredictable construct. Perhaps due to the imperfections of the magic that binds it or the residual memories and chaotic tendencies of its bound demonic soul, a demonflesh golem will sometimes suddenly run amok when badly damaged. It breaks free of its master's control and vents its evil wrath on anything near it until fully repaired or until its shell of demonflesh is destroyed. It is said that one still wanders the war-torn battlefields of Avernus to this day. Because of this, only a few were ever produced. Somehow, some demonflesh golems still managed to find their way into the Material Plane, brought by a powerful devil or sent as a gift to a diabolical cult. Traits Berserk. Whenever the golem starts its turn with 90 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem uses its Terrifying Gaze. It then makes three attacks: one with its Bite, one with its Claw, and one with its Pincer. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage and the target must succeed on a DC 19 Wisdom saving throw or be cursed for 1 minute. While cursed, a creature has disadvantage on attack rolls against the golem. A creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Pincer. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 19). Terrifying Gaze. The golem turns its magical gaze toward one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or become frightened of the golem for 1 minute. A frightened creature is paralyzed. A creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to golem's Terrifying Gaze for the next 24 hours. Spellcasting. The golem casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16): 3/day each: cloudkill, darkness 1/day: Abi-Dalzim’s horrid wilting","properties":{"Category":"Monsters","Size":"Large","Type":"Construct (fiend)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Demonic Alpha Hound","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend","Alignment":"Chaotic Evil","Expansion":29375,"Challenge Rating":2},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Demonic Cambion of Baphomet","description":"Cambion A cambion⁠ is the offspring of a fiend (usually a succubus⁠ or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Demonic Cambions Cambions spawned by demon lords sometimes manifest different abilities⁠ from a typical cambion. Graz’zt is notable among demon lords for the many cambions he has spawned across the multiverse. Most famous among them is Iuz, who combined his father’s abyssal heritage and his mother’s peerless arcane tutelage to become a demigod. Signature Spells⁠ Cambions have the Innate Spellcasting trait. When customizing a demonic cambion⁠, you can replace spells⁠ in that trait with ones of the same level from the list of signature spells⁠ in the boon entry of the demonic parent. The cambion can use these spells⁠ once per day each. Signature Spells: Hunter’s mark (1st level), beast sense (2nd level), slow (3rd level) Special⁠ Traits A cambion descended from a demon can have the special⁠ traits conferred to that demon’s cultists, as described in the demon’s boon section. Baphomet grants his rank-and-file followers the Unerring Tracker trait, and cult leaders gain the Incite the Hunters trait. All of his devotees also gain the Labyrinthine Recall trait. Few demons consort with mortals, and those with the charm or desire to usually grant their cambion children the Fiendish Charm ability. Cultists of Baphomet and Orcus can also use foul rituals⁠ to infuse their master’s str⁠ength into a young or unborn child, yielding a cult champion⁠ who can wield special⁠ abilities; a cambion⁠ linked to Baphomet⁠ replaces Fiendish Charm with Horned One’s Call. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Horned One’s Call. When the cambion targets⁠ only one creature with the attacks of its Multiattack, it can choose one ally it can see within 30 feet. That ally can use its reaction to make one melee attack against a target of its choice. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Unerring Tracker. As a bonus action⁠, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action⁠ this creature learns the current distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target. Incite the Hunters (Recharges after a Short or Long Rest). As an action⁠, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack⁠ as a reaction against the target of that ally’s Unerring Tracker. Labyrinthine Recall. This creature can perfectly recall any path it has traveled. Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Evil Alignment","Expansion":4,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Demonic Cambion of Demogorgon","description":"A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. ⁠ Demonic Cambions Cambions spawned by demon lords sometimes manifest different abil⁠ities from a typical cambio⁠n. Graz’zt is notable among demon lords for the many cambions he has spawned across the multiverse. Most famous among them is Iuz, who combined his father’s abyssal heritage and his mother’s peerless arcane tutelage to become a demigod. Signature Spells Cambions have the Innate Spellcasting trait. When customizing a demonic cambion, you can replace spells in that trait with ones of the same level from the list of signature spells in the boon entry of the demonic parent. The camb⁠ion can use these sp⁠ells once per day each. Signature Spells: Charm person (1st level), enlarge/reduce (2nd level), vampiric touch (3rd level) Special⁠ Traits A cambion descended from a demon can have the speci⁠al traits conferred to that demon’s cultists, as described in the demon’s boon section. Ability Score Adjustment: Up to a +4 bonus to Wisdom, Charisma, or both Demogorgon’s followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Ma⁠dness trait. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Two Minds of Madn⁠ess. This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws. Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (Melee; One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Melee; Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"MTOF","Alignment":"Any Evil Alignment","Expansion":4,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Demonic Cambion of Fraz-Urb'luu","description":"A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Demonic Cambions Cambions spawned by demon lords sometimes manifest different abili⁠ties from a typical cambion. Graz’zt is notable among demon lords for the many cambions he has spawned across the multiverse. Most famous among them is Iuz, who combined his father’s abyssal heritage and his mother’s peerless arcane tutelage to become a demigod. Signature Spells Cambions have the Innate Spellcasting trait. When customizing a demonic cambion, you can replace spells in that trait with ones of the same level from the list of signature spells in the boon entry of the demonic parent. The camb⁠ion can use these sp⁠ells once per day each. Signature Spells: Minor illusion (cantrip), disguise self (1st level), invisibility (2nd level), hypnotic pattern (3rd level) Special⁠ Traits A cambion descended from a demon can have the spe⁠cial traits conferred to that demon’s cultists, as described in the demon’s boon section. Ability Score Adjustment: Up to a +4 bonus to Wisdom, Charisma, or both As a master of deceit, Fraz-Urb’luu teaches his initiates the secrets of lies and illusions. They can also gain the Liar’s Eye trait. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Innate Spellcasting . The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Liar's Eye. This creature has advantage on Wisdom (Insight or Perception) checks. As a bonus action, it automatically detects the location of all illusions and hidden creatures within 15 feet of it. Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (Melee; One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Melee; Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"MTOF","Alignment":"Any Evil Alignment","Expansion":4,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Demonic Cambion of Graz'zt","description":"A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Demonic Cambions Cambions spawned by demon lords sometimes manifest different abiliti⁠es from a typical cambion. Graz’zt is notable among demon lords for the many cambions he has spawned across the multiverse. Most famous among them is Iuz, who combined his father’s abyssal heritage and his mother’s peerless arcane tutelage to become a demigod. Spawn of Graz’zt. The demon lord Graz’zt is fond of procreating with humanoids who have made pacts with fiends, and he has sired many cambions who help him sow chaos across the multiverse. These cambions are characterized by charcoal-black skin, cloven hooves, six-fingered hands, and unearthly beauty. Signature Spell⁠s Cambions have the Innate Spellcasting trait. When customizing a demonic cambion, you can replace spells in that trait with ones of the same level from the list of signature spe⁠lls in the boon entry of the demonic parent. The cambi⁠on can use these spe⁠lls once per day each. Signature Spells: False life (1st level), hold person (2nd level), fear (3rd level) Speci⁠al Traits A cambion descended from a demon can have the spe⁠cial traits conferred to that demon’s cultists, as described in the demon’s boon section. Ability Score Adjustment: Up to a +4 bonus to Constitution, Charisma, or both The Lord of Forbidden Pleasures grants his cultists the ability to transform even the most hideous pain into pleasure. His cultists gain the Joy from Pain trait, while his cult leaders gain the Master of Pleasures trait. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Horned One’s Call. When the cambion ta⁠rgets only one creature with the attacks of its Multiattack, it can choose one ally it can see within 30 feet. That ally can use its reaction to make one melee attack against a target of its choice. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (Melee; One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Melee; Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Reactions Joy from Pain. Whenever this creature suffers a critical hit, it can make one melee weapon attack as a reaction. Master of Pleasures (Cult Leader Variant). As a reaction when this creature takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"MTOF","Alignment":"Any Evil Alignment","Expansion":4,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Demonic Cambion of Juiblex","description":"A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Demonic Cambions Cambions spawned by demon lords sometimes manifest different ab⁠ilities from a typical cambion. Graz’zt is notable among demon lords for the many cambions he has spawned across the multiverse. Most famous among them is Iuz, who combined his father’s abyssal heritage and his mother’s peerless arcane tutelage to become a demigod. Signature Spells Cambions have the Innate Spellcasting trait. When customizing a demonic cambion, you can replace spells in that trait with ones of the same level from the list of signature spel⁠ls in the boon entry of the demonic parent. The cambi⁠on can use these sp⁠ells once per day each. Signature Spells: Grease (1st level), web (2nd level), gaseous form (3rd level) Special⁠ Traits A cambion descended from a demon can have the speci⁠al traits conferred to that demon’s cultists, as described in the demon’s boon section. Ability Score Adjustment: Up to a +8 bonus to Constitution, with an equal penalty to Intelligence, Wisdom, and Charisma The Faceless Lord’s followers are bizarre loners who prefer the company of slimes and oozes to other creatures. They gain the hardiness of a slime at the cost of their minds. Lesser followers gain the Liquid Moveme⁠nt trait. The most dedicated devotees of ooze also gain the Slimy Organs trait. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Slimy Organs (Cult Leader Variant). This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.Whenever this creature suffers a critical hit or is reduced to 0 hit points, all creatures within 5 feet of it take acid damage equal to its number of Hit Dice. Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (Melee; One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Melee; Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Liquid Movem⁠ent. As an action, this creature can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"MTOF","Alignment":"Any Evil Alignment","Expansion":4,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Demonic Cambion of Orcus","description":"Cambion A cambion⁠ is the offspring of a fiend (usually a succubus⁠ or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Demonic Cambions Cambions spawned by demon lords sometimes manifest different abilities⁠ from a typical cambion. Graz’zt is notable among demon lords for the many cambions he has spawned across the multiverse. Most famous among them is Iuz, who combined his father’s abyssal heritage and his mother’s peerless arcane tutelage to become a demigod. Signature Spells⁠ Cambions have the Innate Spellcasting trait. When customizing a demonic cambion, you can replace spells⁠ in that trait with ones of the same level from the list of signature spells in the boon entry of the demonic parent. The cambion⁠ can use these spells⁠⁠ once per day each. Signature Spells: False life (1st level), ray of enfeeblement (2nd level), animate dead (3rd level) Special⁠ Traits⁠ A cambion descended from a demon can have the special⁠ traits conferred to that demon’s cultists, as described in the demon’s boon section. He grants rank-and-file cultists the Undying Soul trait, and his cult leaders gain the Aura of Death trait. Few demons consort with mortals, and those with the charm or desire to usually grant their cambion children the Fiendish Charm ability. Cultists of Baphomet and Orcus can also use foul rituals⁠ to infuse their master’s strength⁠ into a young or unborn child, yielding a cult champion⁠ who can wield specia⁠l abilities; a cambion⁠ linked to Orcus⁠ replaces Fiendish Charm with Spawn of the Grave. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Spawn of the Grave. At the end of each of the cambion’s turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points, provided the cambion⁠ isn’t incapacitated. In addition, this cambion⁠ can use its Innate Spellcasting ability to cast animate dead three times per day. Undying Soul (Recharges after a Short or Long Rest). If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point. Aura of Death. This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the creature and any friendly undead are immune to the frightened condition and have resistance⁠ to radiant damage. Enemies suffer disadvantage on death saving throws while in the aura. Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Evil Alignment","Expansion":4,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Demonic Cambion of Yeenoghu","description":"A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Demonic Cambions Cambions spawned by demon lords sometimes manifest different abilities from a typical cambion. Graz’zt is notable among demon lords for the many cambions he has spawned across the multiverse. Most famous among them is Iuz, who combined his father’s abyssal heritage and his mother’s peerless arcane tutelage to become a demigod. Signature Spells Cambions have the Innate Spellcasting trait. When customizing a demonic cambion, you can replace spells in that trait with ones of the same level from the list of signature spells in the boon entry of the demonic parent. The cam⁠bion can use these s⁠pells once per day each. Signature Spells: Tasha’s hideous laughter (1st level), crown of madness (2nd level), fear (3rd level) Spec⁠ial Traits A cambion descended from a demon can have the specia⁠l traits conferred to that demon’s cultists, as described in the demon’s boon section. Ability Score Adjustment: Up to a +4 bonus to Strength and Dexterity, with an equal penalty to Intelligence and Charisma Yeenoghu’s followers form packs of cannibalistic marauders. They grow more like gnolls in temperament with each passing day. His most devoted followers gain the Gnashing Jaws action option and the Rampage trait, while cult leaders gain the Aura of Bloodthirst trait. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Rampage. When this creature reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make its Gnashing Jaws attack once. Aura of Blood Thirst (Cult Leader Variant). If this creature isn’t incapacitated, any creature with the Rampage trait can make its Gnashing Jaws attack as a bonus action while within 10 feet of this creature. Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (Melee; One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Melee; Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to this creature’s proficiency bonus plus its Strength modifier, reach 5 ft., one target. Hit: 1d4 + 4 piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"MTOF","Alignment":"Any Evil Alignment","Expansion":4,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Demonic Cambion of Zuggtmoy","description":"A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Demonic Cambions Cambions spawned by demon lords sometimes manifest different abilities from a typical cambion. Graz’zt is notable among demon lords for the many cambions he has spawned across the multiverse. Most famous among them is Iuz, who combined his father’s abyssal heritage and his mother’s peerless arcane tutelage to become a demigod. Signature Spells Cambions have the Innate Spellcasting trait. When customizing a demonic cambion, you can replace spells in that trait with ones of the same level from the list of signature spells in the boon entry of the demonic parent. The cam⁠bion can use these sp⁠ells once per day each. Signature Spells: Ray of sickness (1st level), suggestion (2nd level), plant growth (3rd level) Speci⁠al Traits A cambion descended from a demon can have the sp⁠ecial traits conferred to that demon’s cultists, as described in the demon’s boon section. Ability Score Adjustment: Up to a +4 bonus to Constitution, with an equal penalty to Intelligence, Wisdom, and Charisma Zuggtmoy’s followers are primarily mindless victims of her children’s strange spores. The spores burrow into a victim’s brain, turning it into a fanatic servitor. Each victim gains the Spore Kissed trait. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Spore Kissed. This creature is immune to the charmed and frightened conditions. In addition, if it is reduced to 0 hit points, each creature within 10 feet of it takes poison damage equal to its number of Hit Dice. Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (Melee; One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Melee; Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"MTOF","Alignment":"Any Evil Alignment","Expansion":4,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Demonic Hound","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Chaotic Evil","Expansion":29375,"Challenge Rating":1},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Demonic Houndmaster","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Chaotic Evil","Expansion":29375,"Challenge Rating":6},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Demonwind Steed","description":"Just as humans who die in the Shadowlands can attract corrupted spirits and arise as foul abominations, so can their steeds. Formed from the remains of horses, demonwind steeds are more bones than flesh, yet they can still effectively carry riders into battle. Vicious and carnivorous, these undead creatures are ridden by many Lost champions. Table A-9: Undying Warrior & Demonwind Steed Motivation Roll Undying Warrior & Demonwind Steed Motivation 1 Hungers unrelentingly for the flesh of the living. 2 Hungers unrelentingly for the flesh of the living. 3 Hungers unrelentingly for the flesh of the living. 4 Hungers unrelentingly for the flesh of the living. Traits Desecrating Presence. Any Medium humanoid creature that is killed within 10 feet of this creature rises as an undying warrior one minute later. Other creatures may be affected at the GM’s discretion, rising as a creature with its own profile and the Zombified template (see page 388). Nezumi are unaffected by this ability. Actions Crushing Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+3) bludgeoning damage. Ruinous Breath. Breath Weapon (Recharge 5–6): The demonwind steed unleashes baleful energies in a 20-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 16 (4d8) necrotic damage on a failed save, or half as much on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"lost undead","Alignment":"any evil","Expansion":26129,"Challenge Rating":2},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Demos Magen","description":"Magen are magical, humanlike beings created by a wizard spell (see the Create Magen spell) or by other arcane methods. Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates. Magical Servants. Magen make ideal servants. At creation, each is instilled with an instinct to protect itself and its creator, and it follows its creator’s instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders. Demos Magen Demos magen wear armor, wield weapons, and typically serve as guards. Traits Fiery End. If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying. Magic Resistance. The magen has advantage on saving throws against spells and other magical effects. Unusual Nature. The magen doesn’t require air, food, drink, or sleep. Actions Multiattack. The magen makes two melee attacks. Greatsword. Melee Weapon Attack : +4 to hit, reach 5 ft., one target . Hit: (2d6+2) slashing damage. Light Crossbow. Ranged Weapon Attack : +4 to hit, reach 80/320 ft., one target. Hit: (1d8+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":6331,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Demos Magen","description":"Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods. Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates. Magical Servants. Magen make ideal servants. At creation, each is instilled with an instinct to protect itself and its creator, and it follows its creator’s instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders. Demos magen wear armor, wield weapons, and typically serve as guards. Traits Fiery End. If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying. Magic Resistance. The magen has advantage on saving throws against spells and other magical effects. Unusual Nature. The magen doesn’t require air, food, drink, or sleep. Actions Multiattack. The magen makes two melee attacks. Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27909,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Denizen of Leng","description":"These eerie denizens travel the universe from their strange homeland of Leng, walking uncontested only when they disguise themselves as humans by wearing loose-fitting robes and wrappings about the head and face. Under these disguises, they have horned brows, clawed fingers, mouths full of tentacles, and crooked goatish legs with cloven hooves. A denizen of Leng weighs 200 pounds and stands roughly 5-1/2 feet tall. Dimensional Raiders. Many scholars have argued over where the otherworldly realm of Leng lies— some believe it can be found among the Outer Planes, while others are convinced it can only be reached via a dimension of dreams. The denizens of Leng can travel to other planes freely, and often do so in strange, black ships, constantly seeking new breeds of slaves or trading rubies for unusual services or magical treasures. At other times, their visits are much more violent, focusing on abducting victims for use as slaves or worse. 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Its wings are rainbow-hued, and its body is likewise colored. From its mouth, the creature extends a dozen long, pink and black tentacles with fat white suction cups. The tentacles writhe around a great black beak that glistens in the dim light. The creature spreads its wings, revealing a dizzying pattern of purple, pink, and blue. Strange, fine-haired appendages hang limply from its hind quarters. Actions Multiattack. The Derendian moth abomination makes a number of tentacle attacks equal to the number of tentacles it currently possesses, and one beak attack. Tentacle. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: (1d8+1) bludgeoning damage. Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d10) piercing damage. Wings of the Primal Tender (1/day). The Derendian moth abomination teleports to an unoccupied location within 100 feet, leaving a shimmering outline of its wings in its former location. The shimmering wings flap violently before exploding in a rainbow-colored dust cloud covering a 60-foot radius. Any creature caught in the dust cloud must make a successful DC 16 Wisdom saving throw or be reduced to 0 hit points. Creatures reduced to 0 hit points from this effect regenerate 10 hit points at the beginning of their next three turns.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"neutral evil","Expansion":16,"Challenge Rating":12},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Derendian Moth Abomination","description":"The creature’s multicolored moth wings slow to a flutter as it lands. The tentacles surrounding its mouth wriggle at the prospect of a new meal. Cursed Origins. A dark tree resides in the depths of a forest where the veil between the Material and Shadow Realms is thin. Once a year, a heart-shaped growth on the tree beats, imbuing a nearby creature with shadow. The creature grows in size and power and becomes the tree’s avatar in the mortal world. It spends its short life tending to and protecting its parent and the other shadowtouched trees of the forest.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Derghodaemon","description":"Daemon Daemons are sinister neutral evil fiends who form from the most despicable of souls and personify the most horrible ways one can die. Natives to the neutral evil outer planes, daemons lack the strict order and regiment associated with devils, yet also lack the almost gleeful addiction to spreading chaos and mayhem common to demons. They are, many scholars posit, one of the purest forms of evil. Daemons as a whole cover a wide range of power, and many are associated with the legendary demigods known collectively as the Horsemen of the Apocalypse. Derghodaemon Derghodaemons represent death through unfathomable violence and being eaten alive. Derghodaemons look like walking masses of razor-sharp insect claws connected to equally menacing chitinous limbs. They don’t particularly represent a specific Horseman of the Apocalypse, and are often conjured by evil spellcasters to serve as guardians for important sites. Traits Chittering Screech. A derghodaemon can grind its mandibles and chitin plates together to form a distended and cacophonous scraping noise that can drive a mortal being insane. Anyone within 30 feet must succeed on a DC 16 Wisdom saving throw or be affected by a symbol spell ( insanity ). A creature that makes this save is immune to this derghodaemon’s screech for 24 hours. Cloud of Misery. A derghodaemon is surrounded at all times by an insect swarm (as the spell insect plague ) extending 5 feet from its space and moving with it without requiring concentration. The area surrounding the daemon is lightly obscured and acts as difficult terrain, as well as damaging all creatures adjacent to the daemon when it ends its movement. As a bonus action, it can concentrate to move the swarm away from itself up to 60 feet away, forming it into a 10-foot-radius sphere. It can move the swarm up to 60 feet each round thereafter as a bonus action to any point within 60 feet of itself. If it stops concentrating, the swarm disperses and reforms around the daemon at the beginning of its next turn. If the daemon takes 20 or more damage from an area effect while surrounded by the swarm, it is dispersed until the daemon uses a bonus action to reform it. Magic Resistance. A derghodaemon has advantage on saving throws against spells and other magical effects. See Invisible. A derghodaemon can see invisible creatures and objects as if they were invisible. It can see Ethereal creatures or objects, though they appear ghostly and translucent. Tearing Rend. If a derghodaemon hits a creature with 2 or more claws in the same round, it deals an additional 6 (1d8+2) slashing damage. As a bonus action, it can increase this bonus damage to 13 (2d8+4) slashing damage and cause the target to gain one level of exhaustion (as long as the target has no other levels of exhaustion). Actions Multiattack. The derghodaemon makes five claw attacks. Claw. Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Dermot Wurder (Tier 1)","description":"When you’re the twelfth son of a poor goblin family in Jigow, the only way to make a name for yourself is to become a great champion—someone who can win bragging contests in the local taverns night after night. Young Dermot Wurder, however, wasn’t interested in performing feats of strength or agility that would win him a boast-worthy epithet. Fame wasn’t for him, nor was the aggressiveness that becoming famous required. He was more interested in cooking, planting flowers, and sewing clothes—doing the work that kept his family together while his carefree siblings dove off waterfalls and wrestled stray dogs. Dermot and Ayo Jabe have known each other long enough that their first meeting has vanished into the haze of youthful pre-memory. Dermot accompanied Ayo whenever he could, packing herbs and medicines when they went exploring in the woods. When Ayo recently told him of her dream to form an adventuring party, he started training to wear heavy armor and threw himself into studying the faith of the Luxon so he could wield the blessings of the light to protect those he cares about. Dermot is fiercely protective of his friends and furiously rebukes anyone who disparages or threatens them. His deepest need—one even he doesn’t know he has—is to make a friend who will help him realize what he wants for himself. Rivals’ Goals Protect his friends; have a life-changing holy vision; discover that he has value himself, not just as someone who can help others Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 1 Rivals The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own. Traits Spellcasting. Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: guidance , light , spare the dying 1/day each: bless , cure wounds Actions Multiattack. Dermot makes one Warhammer attack and one Searing Wrath attack. Warhammer. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage when used with two hands. Searing Wrath. Ranged Spell Attack : +5 to hit, range 60 ft., one creature. Hit : 9 (2d8) radiant damage, and the target is blinded until the end of its next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Cleric, Goblin, Goblinoid)","Alignment":"Lawful Good","Expansion":13016,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Dermot Wurder (Tier 2)","description":"When you’re the twelfth son of a poor goblin family in Jigow, the only way to make a name for yourself is to become a great champion—someone who can win bragging contests in the local taverns night after night. Young Dermot Wurder, however, wasn’t interested in performing feats of strength or agility that would win him a boast-worthy epithet. Fame wasn’t for him, nor was the aggressiveness that becoming famous required. He was more interested in cooking, planting flowers, and sewing clothes—doing the work that kept his family together while his carefree siblings dove off waterfalls and wrestled stray dogs. Dermot and Ayo Jabe have known each other long enough that their first meeting has vanished into the haze of youthful pre-memory. Dermot accompanied Ayo whenever he could, packing herbs and medicines when they went exploring in the woods. When Ayo recently told him of her dream to form an adventuring party, he started training to wear heavy armor and threw himself into studying the faith of the Luxon so he could wield the blessings of the light to protect those he cares about. Dermot is fiercely protective of his friends and furiously rebukes anyone who disparages or threatens them. His deepest need—one even he doesn’t know he has—is to make a friend who will help him realize what he wants for himself. Rivals’ Goals Protect his friends; have a life-changing holy vision; discover that he has value himself, not just as someone who can help others Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 2 Rivals The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high. Traits Spellcasting. Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15): At will: guidance , light , spare the dying 2/day each: bless (at 2nd level), cure wounds (at 3rd level) 1/day: revivify Actions Multiattack. Dermot makes one Warhammer attack and one Searing Wrath attack. Warhammer. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage when used with two hands. Searing Wrath. Ranged Spell Attack : +7 to hit, range 60 ft., one creature. Hit : 18 (4d8) radiant damage, and the target is blinded until the end of its next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Cleric, Goblin, Goblinoid)","Alignment":"Lawful Good","Expansion":13016,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Dermot Wurder (Tier 3)","description":"When you’re the twelfth son of a poor goblin family in Jigow, the only way to make a name for yourself is to become a great champion—someone who can win bragging contests in the local taverns night after night. Young Dermot Wurder, however, wasn’t interested in performing feats of strength or agility that would win him a boast-worthy epithet. Fame wasn’t for him, nor was the aggressiveness that becoming famous required. He was more interested in cooking, planting flowers, and sewing clothes—doing the work that kept his family together while his carefree siblings dove off waterfalls and wrestled stray dogs. Dermot and Ayo Jabe have known each other long enough that their first meeting has vanished into the haze of youthful pre-memory. Dermot accompanied Ayo whenever he could, packing herbs and medicines when they went exploring in the woods. When Ayo recently told him of her dream to form an adventuring party, he started training to wear heavy armor and threw himself into studying the faith of the Luxon so he could wield the blessings of the light to protect those he cares about. Dermot is fiercely protective of his friends and furiously rebukes anyone who disparages or threatens them. His deepest need—one even he doesn’t know he has—is to make a friend who will help him realize what he wants for himself. Rivals’ Goals Protect his friends; have a life-changing holy vision; discover that he has value himself, not just as someone who can help others Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 3 Rivals Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see “Ruidium” in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain. If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals 1d4 levels of exhaustion each. In this case, you’ll need to keep track of each rival’s exhaustion level and the condition’s corresponding effects. Useful Magic. To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure. Traits Special Equipment. Dermot wields a mariner's armor and wields a ruidium warhammer . If Dermot rolls a 1 on an attack roll made with the warhammer, he must succeed on a DC 20 Charisma saving throw or gain 1 level of exhaustion. Spellcasting. Dermot casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16): At will: guidance , light , spare the dying 2/day each: bless (at 3rd level), cure wounds (at 3rd level) 1/day: revivify Actions Multiattack. Dermot makes one Ruidium Warhammer attack and one Searing Wrath attack. Ruidium Warhammer. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage when used with two hands, plus 7 (2d6) psychic damage. Searing Wrath. Ranged Spell Attack : +8 to hit, range 60 ft., one creature. Hit : 22 (5d8) radiant damage, and the target is blinded until the end of its next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Cleric, Goblin, Goblinoid)","Alignment":"Lawful Good","Expansion":13016,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Derro","description":"The derro are degenerate Underdark humanoids that resemble small dwarves. Cruel and insane, they take delight in tormenting others—even their own kind. Derro have blue-gray skin and straight hair that is white or yellow in color. Their uniformly pale white eyes lack both irises and pupils. Unnatural Origin. Derro believe they were created by their god, Diirinka, but they are actually the result of cruel experiments on dwarves by mind flayers. Like duergar, the derro were a slave race to the mind flayers, but eventually freed themselves. Born to Madness. The process of their creation rendered the derro irrevocably insane. They cooperate with each other only out of necessity and when riled up by a charismatic leader. Life of Attrition. Derro can live to be one hundred and fifty years old, but they mature and breed quickly. When their elders deem that their numbers are becoming unmanageable, the derro declare war on some other race and surge forth in a reckless horde, fighting until their population dwindles to a tolerable size. These ghastly purges weed out the weak among the derro and are referred to as “Uniting Wars.” Second-Class Citizens. Derro create no settlements of their own. Instead, they form small, isolated enclaves in non-derro settlements throughout the Underdark, where they are treated as vermin or slaves. Their own cutthroat politics prevent the derro from mounting any effective resistance against such exploitation. Derro Weapons. The derro wield special weapons. They use a hooked shortspear, which is a martial melee weapon that deals 1d4 piercing damage, weighs 2 pounds, and has the light weapon property (see chapter 5, “Equipment,” of the Player’s Handbook ). It doesn’t possess the thrown or versatile weapon properties of a normal spear. On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder’s Strength modifier + the wielder’s proficiency bonus. The derro also use a light repeating crossbow fitted with a cartridge that can hold up to six crossbow bolts. This weapon is similar to a light crossbow except that it has half the range (40/160 feet) and doesn’t have the loading property. It automatically reloads after firing until it runs out of ammunition. Reloading the cartridge takes an action.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (derro)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Derro","description":"Mad as hatters, every one of them. No derro has ever been sane, but neither is every form of madness⁠ a hindrance —Mordenkainen Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. Wild-haired, haggard, shuddering, and shabbily dressed, a lone derro seems a pitiable creature, but when a cackling, spitting, growling, howling horde of them attacks, the sight inspires both fear and revulsion. Madness⁠ and Sorcery. Fractious in groups and individually weak, derro would have been driven to extinction long ago but for two elements of their character. They have an inborn tendency toward paranoia, a peculiarity that serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so become their leaders, known as savants. The derro consider these sorcerers to be specially blessed by their deity, Diirinka. Forgotten Duergar. Grandiose fantasies and rampant fanaticism have obscured the true origin of the derro, even among themselves. Most dwarves don’t recognize derro as kin, but the legends that the derro tell about their race and the story that the duergar believe share a grain of truth. According to the duergar, the derro are descended from dwarves of a clan that was left behind when the others escaped the mind flayers’ rule. They eventually also got away, but not before becoming demented and contorted. The derro tell their own story of flight and survival in the Underdark, and the mind flayers aren’t always the enemy. Laduguer and Deep Duerra don’t feature in their mythic history. Instead they tell of two brothers, Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues. Derro Madness⁠ All derro suffer from a form of madness⁠ that most often manifests as mania and paranoia, but other mental afflictions and strange tics also commonly affect them. Derro take little notice of odd behavior in their ranks, except when an individual displays the characteristics of a savant. They believe the strange behavior of savants arises because those leaders carry messages from Diirinka. You can use the Derro Madnes⁠s table to generate one or more odd qualities for a derro NPC. Derro Madness⁠ d20 Oddity 1 Never bathes or changes clothes 2 Frets with hair or mustache 3 Speaks to someone who isn’t there 4 Walks backward whenever possible 5 Never looks others in the eye 6 Gnashes teeth after each sentence 7 Spits out half of each mouthful of food and drink 8 Insults everyone when first addressing them 9 Touches whomever he or she speaks to 10 Sees the spirits of the dead leaving their bodies 11 Faints when first subjected to bright light 12 Frequently licks their palms 13 Hears voices 14 Terrified of writing 15 Tastes objects 16 Stands too close to others 17 Breathes loudly 18 Drools constantly 19 Mumbles when speaking 20 Hops from place to place Traits Magic Resistance⁠. The derro has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Hooked Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Derro)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Expansion":4,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Derro","description":"Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. A lone derro may seem pitiable, but a cackling, spitting, growling, howling horde of them is horrifying to behold. Fractious in groups and individually weak, derro would have died out long ago but for two elements of their character. They are cautious and distrustful, which serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so usually serve as leaders and are known as savants. Grandiose fantasies and rampant fanaticism have obscured derro’s true origin, even among themselves. Most dwarves don’t recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the histories of some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers’ psionic power that the dwarves became Aberrations. Derro tell their own stories of flight and survival in the Underdark, in which mind flayers aren’t always the enemy. They tell of two brothers, the gods Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues. Mind flayers must be stopped. They have visited horrors on countless worlds, and entire groups of people have been mutated by illithid experiments. Such are the derro. Whenever I’ve met them, I refuse to fight, no matter how violent they might be. I think of the dwarves they once were, and I must confess that even I have shed tears. —Mordenkainen Traits Magic Resistance. The derro has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Hooked Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Derro Apprentice","description":"Derro are Underdark dwellers of dubious origin. According to the histories of some duergar, derro are descended from a community of dwarves that was left behind when the others escaped the rule of mind flayers. The mind flayers’ psionic power eventually transformed these forsaken dwarves into Aberrations. You can learn more about derro in Mordenkainen Presents: Monsters of the M ultiverse . Derro Apprentice Derro who have just begun to discover and control their magic are called apprentices. The magic of a derro apprentice is dangerous and unpredictable. Traits Magic Resistance. The derro has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls. Actions Chaos Blast. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) damage. Roll a d4 to determine the damage type: 1, acid; 2, cold; 3, fire; 4, lightning. Force Burst (Recharge 4–6). Raw arcane magic bursts out from the derro. Each creature within 10 feet of it must make a DC 11 Strength saving throw. On a failed save, the creature takes 7 (2d6) force damage and has the prone condition. On a successful save, the creature takes half as much damage only. Spellcasting. The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11): At will: Message, Prestidigitation 1/day: Charm Person","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":31434,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Derro Berserker","description":"Berserkers are usually placed at the frontlines of battles and hunting parties not just because of their fighting prowess, but because no one else wants to fight beside them. Berserkers are rabidly aggressive and are prone to attack anything it sees, enemies and derro alike. Hook guards and thugs placed in the frontlines keep berserkers at bay with their spears while taskmasters keep their rage focused on enemies. Traits Magic Resistance. The derro has advantage on saving throws against spells and other magical effects. Reckless. At the start of its turn, the derro can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The derro makes two Battleaxe attacks. Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Derro Explorer","description":"The small humanoid sets its claw-toothed boots into the rock, steadying itself, then looses an arrow. Its lips curl into a cruel smile as a cry of surprise and shouts of alarm resound in the dark cavern. Deep beneath the earth, the derro gather in clans and worship beings that dwell between the stars. Lifelong exposure to these beings damages the psyche of the mortal derro, leaving most reliant on the powers of their dark masters. Assassins for Hire. Derro outposts can be found in the slums of many surface cities.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"any non-good alignment","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Derro Guard","description":"The small humanoid sets its claw-toothed boots into the rock, steadying itself, then looses an arrow. Its lips curl into a cruel smile as a cry of surprise and shouts of alarm resound in the dark cavern. Deep beneath the earth, the derro gather in clans and worship beings that dwell between the stars. Lifelong exposure to these beings damages the psyche of the mortal derro, leaving most reliant on the powers of their dark masters. Assassins for Hire. Derro outposts can be found in the slums of many surface cities.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"any non-good alignment","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Derro Hookguard","description":"Hookguards specialize in keeping foes' attention on themselves and away from their more vulnerable allies. They savagely run after any who try to move past their guard. Traits Magic Resistance. The derro has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The derro makes two Hooked Spear attacks. Hooked Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone. In either case, the target is marked until the end of the derro's next turn. This effect ends early if the derro is incapacitated or it dies, or if someone else marks the target. While it is within 5 feet of the derro, a creature marked by the derro has disadvantage on any attack roll that doesn't target the derro. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Bonus Actions Punish the Marked. The derro can make a melee weapon attack against a creature marked by it if the creature dealt damage to anyone other than the derro during the last turn. The derro's melee weapon attack has advantage on the attack roll, and if it hits, the attack's weapon deals an extra 3 (1d6) damage to the target.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Derro Master Savant","description":"Derro savants who are favored by their deity, Diirinka, eventually become master savants. These unique savants are divine souls blessed with the ability to unleash both arcane and divine spells. They are recognized as the true chosen ones by their kin, and naturally become their supreme leaders. Traits Favored by Diirinka (Recharges after a Short or Long Rest). If the derro fails a saving throw or misses with an attack roll, it can roll 2d4 and add it to the total, possibly changing the outcome. Magic Resistance. The derro has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. Chromatic Beam. The derro launches a brilliant beam of magical energy in a 5-foot-wide line that is 60 feet long. Each creature in the line must make a DC 14 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. Chromatic Blast (1/Day). The derro magically emits brilliant energy in a 60-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 28 (8d6) radiant damage and is blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the blind effect on a success. On a success, a creature takes half as much damage and isn't blinded. Spellcasting. The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: mage hand, message, prestidigitation 2/day each: invisibility, sleep, spider climb 1/day each: confusion, dispel magic, sickening radiance, tongues Bonus Actions Heightened Spell (2/Day). When the derro casts a spell that forces a creature to make a saving throw to resist the spell's effects, the derro gives one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell (2/Day). The derro uses Spellcasting.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Derro Raider","description":"Derro are Underdark dwellers of dubious origin. According to the histories of some duergar, derro are descended from a community of dwarves that was left behind when the others escaped the rule of mind flayers. The mind flayers’ psionic power eventually transformed these forsaken dwarves into Aberrations. You can learn more about derro in Mordenkainen Presents: Monsters of the M ultiverse . Derro Raider Hostility and greed are guiding values for some derro. These derro indiscriminately raid settlements and rob travelers regardless of the apparent value of any goods they steal. These derro believe such acts are sanctioned by their despicable god, Diirinka, who delights in cruelty and destruction. Traits Magic Resistance. The derro has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls. Actions Hooked Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, the derro can choose to deal no damage, and instead the target has the prone condition. Throwing Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":31434,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Derro Savant","description":"Mad as hatters, every one of them. No derro has ever been sane, but neither is every form of madness⁠ a hindrance —Mordenkainen Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. Wild-haired, haggard, shuddering, and shabbily dressed, a lone derro seems a pitiable creature, but when a cackling, spitting, growling, howling horde of them attacks, the sight inspires both fear and revulsion. Madness⁠ and Sorcery. Fractious in groups and individually weak, derro would have been driven to extinction long ago but for two elements of their character. They have an inborn tendency toward paranoia, a peculiarity that serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so become their leaders, known as savants. The derro consider these sorcerers to be specially blessed by their deity, Diirinka. Forgotten Duergar⁠. Grandiose fantasies and rampant fanaticism have obscured the true origin of the derro, even among themselves. Most dwarves don’t recognize derro as kin, but the legends that the derro tell about their race and the story that the duergar believe share a grain of truth. According to the duergar, the derro are descended from dwarves of a clan that was left behind when the others escaped the mind flayers’ rule. They eventually also got away, but not before becoming demented and contorted. The derro tell their own story of flight and survival in the Underdark, and the mind flayers aren’t always the enemy. Laduguer and Deep Duerra don’t feature in their mythic history. Instead they tell of two brothers, Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues. Derro Madness⁠ All derro suffer from a form of madness⁠ that most often manifests as mania and paranoia, but other mental afflictions and strange tics also commonly affect them. Derro take little notice of odd behavior in their ranks, except when an individual displays the characteristics of a savant. They believe the strange behavior of savants arises because those leaders carry messages from Diirinka. You can use the Derro Madness⁠ table to generate one or more odd qualities for a derro NPC. Derro Madness⁠ d20 Oddity 1 Never bathes or changes clothes 2 Frets with hair or mustache 3 Speaks to someone who isn’t there 4 Walks backward whenever possible 5 Never looks others in the eye 6 Gnashes teeth after each sentence 7 Spits out half of each mouthful of food and drink 8 Insults everyone when first addressing them 9 Touches whomever he or she speaks to 10 Sees the spirits of the dead leaving their bodies 11 Faints when first subjected to bright light 12 Frequently licks their palms 13 Hears voices 14 Terrified of writing 15 Tastes objects 16 Stands too close to others 17 Breathes loudly 18 Drools constantly 19 Mumbles when speaking 20 Hops from place to place Traits Magic Resistance⁠. The derro savant has advantage on saving throws against spells and other magical effects. Spellcasting. The derro savant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells: Cantrips (at will): acid splash, mage hand, message, prestidigitation, ray of frost 1st level (4 slots): burning hands, chromatic orb, sleep 2nd level (3 slots): invisibility, spider climb 3rd level (2 slots): lightning bolt Sunlight Sensitivity. While in sunlight, the derro savant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Derro)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Expansion":4,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Derro Savant","description":"Derro savants have an affinity for arcane magic. A derro savant has the same statistics as a derro , except that it has 49 (11d6 + 11) hit points, a Charisma of 14 (+2), and a challenge rating of 3 (700 XP). The savant also gains the following additional feature. Spellcasting. The derro is a 5th-level spellcaster. Its spellcasting ability is Charisma (save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells: Cantrips (at will): acid splash, light, mage hand, message, ray of frost 1st level (4 slots): burning hands, chromatic orb, sleep 2nd level (3 slots): invisibility, spider climb 3rd level (2 slots): blink, lightning bolt","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (derro)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Derro Savant","description":"Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. A lone derro may seem pitiable, but a cackling, spitting, growling, howling horde of them is horrifying to behold. Fractious in groups and individually weak, derro would have died out long ago but for two elements of their character. They are cautious and distrustful, which serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so usually serve as leaders and are known as savants. Grandiose fantasies and rampant fanaticism have obscured derro’s true origin, even among themselves. Most dwarves don’t recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the histories of some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers’ psionic power that the dwarves became Aberrations. Derro tell their own stories of flight and survival in the Underdark, in which mind flayers aren’t always the enemy. They tell of two brothers, the gods Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues. Mind flayers must be stopped. They have visited horrors on countless worlds, and entire groups of people have been mutated by illithid experiments. Such are the derro. Whenever I’ve met them, I refuse to fight, no matter how violent they might be. I think of the dwarves they once were, and I must confess that even I have shed tears. —Mordenkainen Traits Magic Resistance. The derro has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage. Chromatic Beam. The derro launches a brilliant beam of magical energy in a 5-foot-wide line that is 60 feet long. Each creature in the line must make a DC 12 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12): At will: mage hand , message , prestidigitation 1/day each: invisibility , sleep , spider climb","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration (Sorcerer)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Derro Shadowseeker","description":"This blue-skinned creature wears leather armor smeared with blood and filth, though the dagger it wields is immaculate. Its milky eyes complement equally white hair, which sprouts chaotically from its head. Its movements are twitchy and unpredictable. Erratic Combatants. Derro shadowseekers manifest their insanity in their physicality. They seem to have a continual series of muscle spasms that control their movements. Their apparent randomness is distracting to their foes, which enables them to better land killing blows. The bafflement they cause in combat also allows them to move about the battlefield without heed for their safety, as practiced blows fail to land on them. Unreliable Allies. Shadowseekers are aware they are more effective when allying with other creatures, but they detest working with others. If a situation forces shadowseekers to work with allies, they often mock their ostensible partners and work to maneuver their allies into unfavorable positions. A squabbling group of shadowseekers invokes a bewildering array of threats and ridicule that often throws off their foes.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Derro Shadowseeker","description":"This blue-skinned dwarven creature wears leather armor smeared with blood and filth. The dagger it wields is immaculate, however. Its milky white eyes complement equally white hair, which sprouts chaotically from its head in a multitude of directions. Its movements are twitchy and unpredictable. Erratic Combatants. Derro shadowseekers manifest their insanity in their physicality. They seem to have a continual series of muscle spasms that control their movements. Their apparent randomness is distracting, which enables them to land killing blows with their daggers. The bafflement they cause in combat also allows them to move about the battlefield without heed for their safety, as practiced blows fail to land on them. Unreliable Allies. Shadowseekers are aware they are more effective when allying with other creatures, but their insanity sometimes makes them detest working with others. If a situation forces shadowseekers to work with allies, they often mock their ostensible partners and work to maneuver their allies into unfavorable positions. A squabbling group of shadowseekers invokes a bewildering array of threats and ridicule that often throws off their foes.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"chaotic evil","Expansion":5315,"Challenge Rating":6},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Derro Taskmaster","description":"Taskmasters are derro savants who keep derro warriors in line while in the battlefield due to their tendency to give in to their insane nature. When not leading derro in combat, they can be found managing derro slave labor and prisoner camps. Traits Magic Resistance. The derro has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The derro makes two Flail attacks. Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 7 (2d6) psychic damage. Mind Stab. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 16 (3d8 + 3) psychic damage, and the target must succeed on a DC 13 Intelligence saving throw or become incapacitated until the end of the derro's next turn. Constructs and Undead are immune to this effect. Mind Blades (1/Day). Each creature of the derro's choice within 30 feet of it is beset by excruciating psychic attacks and must make a DC 13 Intelligence saving throw. On a failed save, a creature takes 24 (7d6) psychic damage and is incapacitated for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the incapacitation effect on a success. On a success, a creature takes half as much damage and isn't incapacitated. Spellcasting. The derro casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 13): At will: mage hand, message, prestidigitation 2/day each: fear, mind spike, thunderwave 1/day each: charm monster, hold person (2 targets), lightning bolt, phantasmal killer Bonus Actions Spur Ally. The derro targets a visible ally within 30 feet of it. The target must see and hear the derro and have less hit points than the derro. The target takes 3 (1d6) psychic damage and uses its reaction to make one melee attack with advantage on the attack roll.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Derro Thug","description":"Some derro, due to their insane nature and inability to keep social relationships, have broken away from their society and have instead turned into a life of random violence and crime. Most of them band together like a pack of rats, attacking targets that they can overwhelm, and then scatter back to their hiding places. Others wander deeper into the Underdark to live like nomads, scavenging and preying on whoever crosses their path. Traits Magic Resistance. The derro has advantage on saving throws against spells and other magical effects. Pack Tactics. The derro has advantage on an attack roll against a creature if at least one of the derro's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The derro makes two Hooked Spear attacks. Hooked Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Derro, Abysswalker","description":"A cloud of noxious, green vapors wafting from cracks in this dwarf's ashen skin. One hand clutches a wicked blade, while the other is a monstrous, crab- like claw. The demented nature of the derro often leads them on wild journeys. Some journey farther than others, finding ways to slip into chaotic and evil planes of existence or jaunt into distant, alien realms. Most never return, but those that do are changed by their experiences. The darkness that lurks in the hearts of derro becomes a transformative power, causing perverse metamorphoses of the flesh and stoking an unholy lust for power. Grim Transfiguration. The longer a creature from the Material Plane navigates the darker planes of existence or the depths of the Void, the more likely it is to fall prey to insidious, magical corruption. The derro, already tormented creatures, are more vulnerable to such transformative corruption but also more likely to survive it. These derro are collectively known as “planewarped.” Walkers of the Abyss. Transformed by the primordial and erratic evil where demons are spawned, abysswalkers are the most erratic in form. They can sport a variety of corrupted shapes, and no two look exactly alike. They are often driven by mad ambitions to reveal the unseen and transcend mortality. They are found both serving and served by demons, often seeking no less than the toppling of universal order. Infernal Sojourners. On rare occasions, a derro travels to Hell. Rarer still, the derro's chaotic mind is enraptured with the plane's philosophy of order and dominion. The journey becomes a crucible in which the derro's mind is forged into a much more rigorous instrument, if no less insane for it. A hellforged derro still suffers insanity, but it is the insanity of a rigid mind. Such derro seek total control over every aspect of what goes on around them, an impossible task that these derro take to with fervent vigor. Demented Void Travelers . Some far-wandering derro seek out the darkness of the Void, traveling deep into the black reaches between the stars and returning alive but not unchanged. Having seen the awesome terror that exists there, a voidwarped derro has opened its heart to embrace this vision. Voidwarped derro frequently act as prophets or harbingers for the elder things that lurk in the Void, paving the way for their coming and the eventual unraveling of all things. Floating in a nimbus of writhing shadow, the voidwarped speaks its revelations to any within earshot, often with devastating effects on the mortal psyche. Insanity. The abysswalker has advantage on saving throws against being charmed or frightened. Poisonous Vapors. When a creature enters a space within 5 feet of the abysswalker or starts its turn there, that creature must make a DC 15 Constitution saving throw. On a failure, the creature takes 13 (2d12) poison damage and is poisoned until the start of its next turn. On a success, the creature takes half the damage and isn't poisoned. Sunlight Sensitivity. While in sunlight, the abysswalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The abysswalker makes one Bite attack, one Claw attack, and one Scimitar attack, or it makes one Bite attack and two Scimitar attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing and 5 (2d4) poison damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning, and the target is grappled (escape DC 15) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the abysswalker can't make Claw attacks against other targets. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Derro)","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Derro, Fetal Savant","description":"This creature resembles a blue-skinned dwarven infant, no older than a year. Its limbs flail and its head lolls with an obvious lack of coordination, and it screams incessantly. Of the madness and insanity that resonates so strongly in derro society, perhaps none is so twisted as these premature infants, born insane and destined to lead their people further into madness. These derro are known as fetal savants. Soul Swapping. Only the rarest of derro are born with the ability to exchange souls with other creatures, and when discovered, the babbling infants are treated with maddened reverence. Carried into Battle. Placed in small, intricately wrought pillowed cages and borne aloft on hooked golden staves, the wild-eyed newborns are used to sow madness and confusion among enemy ranks. Fear the Sun. Fetal savants hate and fear all bright lights. Fear the Sun: Fetal savants hate and fear all bright lights. Traits Enchanted Cage: The iron cage that holds the fetal savant provides cover for the creature. The cage (AC 19, 10 hp) is considered an equipped object when borne by a derro and cannot be attacked directly. In addition, the cage protects the occupant from up to 20 spell levels of spells 4th level or lower but provides no protection to those outside of the cage. Spells of level 5 or higher take full, normal effect against the cage and its occupant. Once the cage protects against 20 or more spell levels it is rendered non-magical. If exposed to direct sunlight for over one hour of cumulative time it is destroyed. Madness: A derro fetal savant’s particular madness grants it immunity to psychic effects. It cannot be restored to sanity by any means short of a wish spell or comparable magic. A derro fetal savant brought to sanity gains 4 points of Wisdom and loses 6 points of Charisma. Vulnerability to Sunlight: A derro fetal savant takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1/day spent underground or otherwise sheltered from the sun. Actions Babble: The sight of potential host bodies so excites the fetal savant that it babbles and giggles madly and childishly, creating an insanity effect. All sane creatures that start their turns within 60 feet of the fetal savant must succeed on a DC 13 Charisma saving throw or be affected by confusion (as the spell) for 1d4 rounds. This is a psychic effect. Creatures that successfully save cannot be affected by the same fetal savant’s babbling for 24 hours. This action cannot be taken when the fetal savant is using Soul Exchange. Soul Exchange: As an action, the fetal savant can attempt to take control of a creature it can see within 90 feet, forcing an exchange of souls as a magic jar spell, using its own body as the container. The fetal savant can use this power at will, but it can exchange souls with only one other creature at a time. The victim resists the attack with a successful DC 13 Charisma saving throw. A creature that successfully saves is immune to the same fetal savant’s soul exchange for 24 hours. If the saving throw fails, the fetal savant takes control of the target’s body and ferociously attacks nearby opponents, eyes blazing with otherworldly light. As an action, the fetal savant can shift from its host body back to its own, if it is within range, returning the victim’s soul to its own body. If the host body or fetal savant is brought to 0 hit points within 90 feet of each other, the two souls return to their original bodies and the creature at 0 hit points is dying; it must make death saving throws until it dies, stabilizes, or regains hit points, as usual. If the host body or fetal savant is slain while they are more than 90 feet apart, their souls cannot return to their bodies and they are both slain. While trapped in the fetal savant’s withered body, the victim is effectively paralyzed and helpless.","properties":{"Category":"Monsters","Size":"Tiny","Type":"humanoid","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Derro, Hellforged","description":"A cloud of noxious, green vapors wafting from cracks in this dwarf's ashen skin. One hand clutches a wicked blade, while the other is a monstrous, crab- like claw. The demented nature of the derro often leads them on wild journeys. Some journey farther than others, finding ways to slip into chaotic and evil planes of existence or jaunt into distant, alien realms. Most never return, but those that do are changed by their experiences. The darkness that lurks in the hearts of derro becomes a transformative power, causing perverse metamorphoses of the flesh and stoking an unholy lust for power. Grim Transfiguration. The longer a creature from the Material Plane navigates the darker planes of existence or the depths of the Void, the more likely it is to fall prey to insidious, magical corruption. The derro, already tormented creatures, are more vulnerable to such transformative corruption but also more likely to survive it. These derro are collectively known as “planewarped.” Walkers of the Abyss. Transformed by the primordial and erratic evil where demons are spawned, abysswalkers are the most erratic in form. They can sport a variety of corrupted shapes, and no two look exactly alike. They are often driven by mad ambitions to reveal the unseen and transcend mortality. They are found both serving and served by demons, often seeking no less than the toppling of universal order. Infernal Sojourners. On rare occasions, a derro travels to Hell. Rarer still, the derro's chaotic mind is enraptured with the plane's philosophy of order and dominion. The journey becomes a crucible in which the derro's mind is forged into a much more rigorous instrument, if no less insane for it. A hellforged derro still suffers insanity, but it is the insanity of a rigid mind. Such derro seek total control over every aspect of what goes on around them, an impossible task that these derro take to with fervent vigor. Demented Void Travelers . Some far-wandering derro seek out the darkness of the Void, traveling deep into the black reaches between the stars and returning alive but not unchanged. Having seen the awesome terror that exists there, a voidwarped derro has opened its heart to embrace this vision. Voidwarped derro frequently act as prophets or harbingers for the elder things that lurk in the Void, paving the way for their coming and the eventual unraveling of all things. Floating in a nimbus of writhing shadow, the voidwarped speaks its revelations to any within earshot, often with devastating effects on the mortal psyche. Insanity. The hellforged has advantage on saving throws against being charmed or frightened. Hellfire Weapons. The hellforged's weapon attacks are magical. When the hellforged hits with any weapon, the weapon deals an extra 2d6 fire damage (included in the attack). Sunlight Sensitivity. While in sunlight, the hellforged has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The hellforged makes three Battleaxe or Hurl Hellfire attacks. Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 7 (2d6) fire damage. Hurl Hellfire. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 12 (3d6 + 2) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Reactions Voice of Authority (Recharge 5-6). When a creature hits the hellforged with an attack, the hellforged shrieks a one-word command. The attacker must succeed on a DC 15 Wisdom saving throw or carry out this command on its next turn. This reaction works like the command spell, except the attacker doesn't have to understand the hellforged's language. The hellforged must see the attacker and be able to speak to use this reaction.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Derro)","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Derro, Shadow Antipaladin","description":"This blue-skinned creature resembles a stunted dwarf. Its eyes are large and its hair wild, and both are colorless. The expression on its face is a terrible rictus of madness and hate. All derro are mad, but some devote their very souls to the service of insanity. They embrace the powers of darkness and channel shadow through their minds to break the sanity of any creatures they encounter. Derro shadow antipaladins are the elite servants of gods like Nyarlathotep and the Black Goat of the Woods. Herald of Madness. The derro shadow antipaladin is insanity personified. Despite being called paladins, these unhinged creatures aren’t swaggering warriors encased in steel or their dark reflections. Instead, a shadow antipaladin serves as a more subtle vector for the madness of its patron. They are masters of shadow magic and stealth who attack the faith of those who believe that goodness can survive the approaching, dark apotheosis. Death, madness, and darkness spread in the shadow antipaladin’s wake. Traits Evasive: Against effects that allow a Dexterity saving throw for half damage, the derro takes no damage on a successful save, and only half damage on a failed one. Insanity: The derro has advantage on saving throws against being charmed or frightened. Magic Resistance: The derro has advantage on saving throws against spells and other magical effects. Shadowstrike: The derro is a 5th level spellcaster. Its spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). The derro has the following paladin spells prepared: 1st level (4 slots): hellish rebuke, inflict wounds, shield of faith, wrathful smite 2nd level (2 slots): aid, crown of madness, darkness, magic weapon Sunlight Sensitivity: While in sunlight, the derro shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack: The derro makes two scimitar attacks or two heavy crossbow attacks. Scimitar: Melee Weapon Attack : +7 to hit, range 5 ft., One target. Hit : 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage. Heavy Crossbow: Ranged Weapon Attack : +7 to hit, range 100/400 ft., One target. Hit : 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage. Infectious Insanity (Recharge 5-6): The derro chooses a creature it can see within 30 feet and magically assaults its mind. The creature must succeed on a DC 13 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (derro)","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Derro, Speaker to the Darkness","description":"Guano stains the bat fur robe and flayed-skin cloak of this creature. Its mustache is braided with beads of carved bone and its balding head is circled in straw-like white hair. The speaker to the darkness wears a mask and a cloak of flayed skin over a robe of bat fur. Its bare feet are caked with dried guano, while its clothing is spattered with fresher samples. Priest of Camazotz, Demon Lord of Bats. The speaker to the darkness oversees the religious aspects of the derro bat cult, leading rituals and sacrifices, consulting with Lord Camazotz ( Tome of Beasts ), and organizing expeditions to the surface for prisoners. It often squabbles with other derro priests and leaders over how to divide such prisoners between them. The howling winds of the outer dark soothe its troubled mind, reminding it of the great destiny before it and its ultimate gift to its Lord Camazotz: eternal darkness. See Ebon Shard","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (derro)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Derro, Speaker to the Darkness (Midgard)","description":"Guano stains the bat fur robe and flayed-skin cloak of this creature. Its mustache is braided with beads of carved bone and its balding head is circled in straw-like white hair. The speaker to the darkness wears a mask and a cloak of flayed skin over a robe of bat fur. Its bare feet are caked with dried guano, while its clothing is spattered with fresher samples. Priest of Camazotz, Demon Lord of Bats. The speaker to the darkness oversees the religious aspects of the derro bat cult, leading rituals and sacrifices, consulting with Lord Camazotz ( Tome of Beasts ), and organizing expeditions to the surface for prisoners. It often squabbles with other derro priests and leaders over how to divide such prisoners between them. The howling winds of the outer dark soothe its troubled mind, reminding it of the great destiny before it and its ultimate gift to its Lord Camazotz: eternal darkness.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (derro)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Derro, Voidwarped","description":"A cloud of noxious, green vapors wafting from cracks in this dwarf's ashen skin. One hand clutches a wicked blade, while the other is a monstrous, crab- like claw. The demented nature of the derro often leads them on wild journeys. Some journey farther than others, finding ways to slip into chaotic and evil planes of existence or jaunt into distant, alien realms. Most never return, but those that do are changed by their experiences. The darkness that lurks in the hearts of derro becomes a transformative power, causing perverse metamorphoses of the flesh and stoking an unholy lust for power. Grim Transfiguration. The longer a creature from the Material Plane navigates the darker planes of existence or the depths of the Void, the more likely it is to fall prey to insidious, magical corruption. The derro, already tormented creatures, are more vulnerable to such transformative corruption but also more likely to survive it. These derro are collectively known as “planewarped.” Walkers of the Abyss. Transformed by the primordial and erratic evil where demons are spawned, abysswalkers are the most erratic in form. They can sport a variety of corrupted shapes, and no two look exactly alike. They are often driven by mad ambitions to reveal the unseen and transcend mortality. They are found both serving and served by demons, often seeking no less than the toppling of universal order. Infernal Sojourners. On rare occasions, a derro travels to Hell. Rarer still, the derro's chaotic mind is enraptured with the plane's philosophy of order and dominion. The journey becomes a crucible in which the derro's mind is forged into a much more rigorous instrument, if no less insane for it. A hellforged derro still suffers insanity, but it is the insanity of a rigid mind. Such derro seek total control over every aspect of what goes on around them, an impossible task that these derro take to with fervent vigor. Demented Void Travelers . Some far-wandering derro seek out the darkness of the Void, traveling deep into the black reaches between the stars and returning alive but not unchanged. Having seen the awesome terror that exists there, a voidwarped derro has opened its heart to embrace this vision. Voidwarped derro frequently act as prophets or harbingers for the elder things that lurk in the Void, paving the way for their coming and the eventual unraveling of all things. Floating in a nimbus of writhing shadow, the voidwarped speaks its revelations to any within earshot, often with devastating effects on the mortal psyche. Insanity. The voidwarped has advantage on saving throws against being charmed or frightened. Mortal Void Traveler. The voidwarped doesn't require air or ambient pressure. Sunlight Sensitivity. While in sunlight, the voidwarped has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Void-Touched Weapons. The voidwarped's weapon attacks are magical. When the voidwarped hits with any weapon, the weapon deals an extra 1d6 cold damage and 1d6 force damage (included in the attack). Actions Multiattack. The voidwarped makes two Shortsword attacks and one Void Tendril attack. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) cold damage and 3 (1d6) force damage. Void Tendril. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 3 (1d6) cold damage and 3 (1d6) force damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by the amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. Void Speech Rant (Recharge 5-6). The voidwarped spews a tirade of Void Speech. Each creature within 40 feet of it that can hear the tirade must make a DC 15 Wisdom saving throw. On a failure, a creature takes 27 (5d10) psychic damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Derro)","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Derro, Witch Queen","description":"The unfocused dark eyes and twisted smile of the small, dwarf-like creature at first make her seem insane, yet harmless. Then the magic that pours from her proves that assumption terribly wrong. Cold, Calculating Insanity. The derro witch queen sits at the center of an entire clan of derro, turning the mad dreams and odd behaviors of each individual into action. Like the rest of her clan, the inscrutable thoughts and actions of the derro witch queen may seem random and chaotic, but at their core the derro find themselves moving toward a common goal. Ruler and Servant. The witch queen looks different from other derro. Her pale skin and dark raven hair set her apart, as do her cold, black-pupiled eyes. These changes come over the witch queen upon the death of the previous witch queen, when the mad soul of the witch queen transfers from one host to the next. While outsiders may think the witch queen rules her clan, the opposite is true. The witch queen responds to the unfocused, rambling thoughts of each member of her clan. Her synchronicity with every member of the clan informs all her actions and decisions, making her the maddest of the mad.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (derro)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Descendant of Atlas, the Titan of Endurance","description":"The power to endure, survive and keep fighting is the core of this bloodline. Live through what'd kill even a powerful warrior by virtue of the divine protection granted by your ancestry. Titan-Blooded Sorcerer A far-off descendant of one of the immortals of the past, carrying divine power in their veins, as well as the ability to manipulate their ancestor’s domain to a certain degree. Their power often sprouts from the divine blood that minor deities and nature spirits who were fathered by the Titans spread in the mortal world through amorous affairs. The blood of four immortals has been identified among these magical warriors: Atlas, Helios, Hyperion and Oceanus. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Divine Empowerment (3/day). Whenever the sorcerer casts a spell, they can choose to empower it. When empowered a spell is treated as if it had been upcast at one level higher. Stone Shell. While the sorcerer is wearing no armor and wielding no shield, their AC is calculated by combining their Constitution and Charisma modifiers. Spellcasting. The sorcerer's Spellcasting Ability is Charisma (spell save DC 17, +9 to hit with spell attacks). They can cast the following spells: At Will: mage armor, mage hand, prestidigitation 3/day each: armor of agathys (cast as a 4th-level spell), bless, enlarge/reduce, mind spike 2/day each: bestow curse, guardian of faith, sickening radiance, spirit guardians 1/day each: flamestrike, summon celestial Actions Celestial Strike. Melee Spell Attack: +9 to hit, reach 5ft., one target. Hit: 27 (4d10 + 5) radiant damage. Celestial Blast. Ranged Spell Attack: +9 to hit, reach 120ft., one target. Hit: 27 (4d10 + 5) radiant damage. Bonus Actions Quick Spell (3/day). The sorcerer can cast a spell with a casting time of 1 action. Reactions Fortitude of Atlas (Recharge 6). When the sorcerer takes damage from an area of effect, such as a breath weapon or a fireball spell, they can halve the damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":10},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Descendant of Helios, the Titan of Sight and the Sun","description":"The power to gaze beyond what most mortals can see and the ability to wield the flames that keep the mortal world warm. Titan-Blooded Sorcerer A far-off descendant of one of the immortals of the past, carrying divine power in their veins, as well as the ability to manipulate their ancestor’s domain to a certain degree. Their power often sprouts from the divine blood that minor deities and nature spirits who were fathered by the Titans spread in the mortal world through amorous affairs. The blood of four immortals has been identified among these magical warriors: Atlas, Helios, Hyperion and Oceanus. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Divine Empowerment (3/day). Whenever the sorcerer casts a spell, they can choose to empower it. When empowered a spell is treated as if it had been upcast at one level higher. Spellcasting. The sorcerer's Spellcasting Ability is Charisma (spell save DC 17, +9 to hit with spell attacks). They can cast the following spells: At Will: mage armor, mage hand, prestidigitation, produce flame 3/day each: armor of agathys (cast as a 4th-level spell), bless, enlarge/reduce, mind spike, detect magic 2/day each: bestow curse, guardian of faith, daylight, fly, sickening radiance, spirit guardians 1/day each: flamestrike, summon celestial, fireball Actions Celestial Strike. Melee Spell Attack: +9 to hit, reach 5ft., one target. Hit: 27 (4d10 + 5) radiant damage. Celestial Blast. Ranged Spell Attack: +9 to hit, reach 120ft., one target. Hit: 27 (4d10 + 5) radiant damage. Bonus Actions Quick Spell (3/day). The sorcerer can cast a spell with a casting time of 1 action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":10},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Descendant of Hyperion, the Titan of Light","description":"The power to illuminate and scorch your enemies with a furious light that doesn't discriminate. Aggression and destruction are part of this bloodline's talents. Titan-Blooded Sorcerer A far-off descendant of one of the immortals of the past, carrying divine power in their veins, as well as the ability to manipulate their ancestor’s domain to a certain degree. Their power often sprouts from the divine blood that minor deities and nature spirits who were fathered by the Titans spread in the mortal world through amorous affairs. The blood of four immortals has been identified among these magical warriors: Atlas, Helios, Hyperion and Oceanus. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Divine Empowerment (3/day). Whenever the sorcerer casts a spell, they can choose to empower it. When empowered a spell is treated as if it had been upcast at one level higher. Hyperion's Rage. The sorcerer can add their Charisma modifier to one damage roll of any spell attack. Spellcasting. The sorcerer's Spellcasting Ability is Charisma (spell save DC 17, +9 to hit with spell attacks). They can cast the following spells: At Will: mage armor, mage hand, prestidigitation 3/day each: armor of agathys (cast as a 4th-level spell), bless, enlarge/reduce, mind spike 2/day each: bestow curse, guardian of faith, sickening radiance, spirit guardians 1/day each: flamestrike, summon celestial Actions Celestial Strike. Melee Spell Attack: +9 to hit, reach 5ft., one target. Hit: 27 (4d10 + 5) radiant damage. Celestial Blast. Ranged Spell Attack: +9 to hit, reach 120ft., one target. Hit: 27 (4d10 + 5) radiant damage. Furious Guiding Bolt (4/day). Ranged Spell Attack: +9 to hit, reach 60 ft., one target. Hit: 26 (6d6 + 5) radiant damage. On a hit, the next attack roll made against this target before the end of the sorcerer's next turn has advantage. Bonus Actions Quick Spell (3/day). The sorcerer can cast a spell with a casting time of 1 action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":10},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Descendant of Oceanus, the Titan of the Ocean","description":"The power of the ocean, the flow of water and the calm of the deep. This bloodline excels at manipulating their ancestor's domain in a multitude of ways. Titan-Blooded Sorcerer A far-off descendant of one of the immortals of the past, carrying divine power in their veins, as well as the ability to manipulate their ancestor’s domain to a certain degree. Their power often sprouts from the divine blood that minor deities and nature spirits who were fathered by the Titans spread in the mortal world through amorous affairs. The blood of four immortals has been identified among these magical warriors: Atlas, Helios, Hyperion and Oceanus. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Amphibious. The sorcerer can breathe air and water. Divine Empowerment (3/day). Whenever the sorcerer casts a spell, they can choose to empower it. When empowered a spell is treated as if it had been upcast at one level higher. Power of the Depths (3/day). The sorcerer can change the damage type of their spells to cold or bludgeoning damage. Spellcasting. The sorcerer's Spellcasting Ability is Charisma (spell save DC 17, +9 to hit with spell attacks). They can cast the following spells: At Will: mage armor, mage hand, prestidigitation, shape water 3/day each: armor of agathys (cast as a 4th-level spell), bless, enlarge/reduce, mind spike, create or destroy water, fog cloud, tidal wave 2/day each: bestow curse, guardian of faith, sickening radiance, spirit guardians, control water, maelstrom 1/day each: flamestrike, summon celestial Actions Celestial Strike. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) radiant damage. Celestial Blast. Ranged Spell Attack: +9 to hit, reach 120 ft., one target. Hit: 27 (4d10 + 5) radiant damage. Bonus Actions Quick Spell (3/day). The sorcerer can cast a spell with a casting time of 1 action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":10},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Desdemona","description":"Desdemona “Before you face undeath, you must prove yourself against death’s sting!” Time, practice, magic, and sheer will to survive have honed Desdemona into a formidable foe. Her two blades afford her speed and precision, and Akaste’s reaping magic lashes out at her command. At times, it is hard to tell where Desdemona’s power ends and Akaste’s power begins, but none believe that Desdemona would be helpless without her connection to the sea-witch. She is too ancient, too skilled, too level-headed, and too stubborn to die. Desdemona fights with her two blades for speed, pulling out Carina only for reaping. Officer Roles. Desdemona is an officer with 4 ranks in captain.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant (Storm Giant)","Source":"custom","Alignment":"Neutral","Expansion":32048,"Challenge Rating":11},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Desert Giant","description":"Desert giants appear as 12 to 13 feet tall giants with swarthy skin that range from burgundy, maroon, and crimson. They are distantly related to both fire giants and dao genies. Desert giants typically wear brown-colored bishts or cloaks over their armor to help camouflage their presence while out in the sandy wastes. Despite their size, they are surprisingly nimble. Warrior Nomads. Desert giants live as nomads and survive by hunting and raiding settlements. While desert giants can be very cruel, they respect their elders and those who have shown honor in battle. Desert giant leaders are usually the mightiest and most experienced in warfare. Their customs are rigid, and conflicts are usually resolved through combat and often to the death. Desert giants typically worship earth or fire elemental deities. Sand Strikers. Desert giants usually arm themselves with two-handed scimitars, but some prefer to use sabers (longswords) or spears, especially when mounted. They have the magical ability to control and manipulate sand within their immediate vicinity. They do this to build temporary sand structures and walls to hide their camp or cover themselves in preparation for an ambush. In combat, they use the sand to blind their foes. Hired Mercenaries. Desert giants are very suspicious of other races and prefer the company of their kin. They also commonly work as mercenaries under the employ of evil genies, fire giants, and lamias. They capture and raise desert drakes and keep them as guards. They hate and avoid blue dragons, and try to kill them while still young, as adult and ancient ones tend to eat or subjugate them. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Actions Multiattack. The giant makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. Rock. Ranged Weapon Attack: +8 to hit, range 60/120 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Bonus Actions Sand Strike (Recharge 5–6). While the giant is standing on sandy terrain, each creature of the giant's choice within 15 feet of the giant must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws made against any giant's Sand Strike for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Desert Giant Chieftain","description":"Desert giants appear as 12 to 13 feet tall giants with swarthy skin that range from burgundy, maroon, and crimson. They are distantly related to both fire giants and dao genies. Desert giants typically wear brown-colored bishts or cloaks over their armor to help camouflage their presence while out in the sandy wastes. Despite their size, they are surprisingly nimble. Warrior Nomads. Desert giants live as nomads and survive by hunting and raiding settlements. While desert giants can be very cruel, they respect their elders and those who have shown honor in battle. Desert giant leaders are usually the mightiest and most experienced in warfare. Their customs are rigid, and conflicts are usually resolved through combat and often to the death. Desert giants typically worship earth or fire elemental deities. Sand Strikers. Desert giants usually arm themselves with two-handed scimitars, but some prefer to use sabers (longswords) or spears, especially when mounted. They have the magical ability to control and manipulate sand within their immediate vicinity. They do this to build temporary sand structures and walls to hide their camp or cover themselves in preparation for an ambush. In combat, they use the sand to blind their foes. Hired Mercenaries. Desert giants are very suspicious of other races and prefer the company of their kin. They also commonly work as mercenaries under the employ of evil genies, fire giants, and lamias. They capture and raise desert drakes and keep them as guards. They hate and avoid blue dragons, and try to kill them while still young, as adult and ancient ones tend to eat or subjugate them. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Traits Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. Rock. Ranged Weapon Attack : +9 to hit, range 60/120 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Yardang (1/Day). The giant targets up to three creatures standing on the ground it can see within 60 feet of it. Sand instantly billows around each target and encases them before hardening into a yardang. Each creature must succeed on a DC 14 Strength saving throw. On a failed save, a creature is trapped within a yardang for 1 minute. While trapped, a creature is restrained and can't breathe. As an action, a restrained target can make a DC 14 Strength check with disadvantage on the roll, breaking the yardang on a success. The yardang can also be attacked and destroyed (AC 14; hp 40; immunity to poison and psychic damage). Bonus Actions Sand Strike (Recharge 5–6). While the giant is standing on sandy terrain, each creature of the giant's choice within 20 feet of the giant must make a DC 16 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws made against any giant's Sand Strike for the next 24 hours. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Charge. The giant moves up to its speed. Attack (Costs 2 Actions). The giant makes a melee or ranged attack. Whirling Blade (Costs 3 Actions). The giant moves up to its speed without provoking opportunity attacks and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 17 Dexterity saving throw or take 19 (4d6 + 5) slashing damage and is blinded until the end of the giant's next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Desert Giant Shaman","description":"Desert giants appear as 12 to 13 feet tall giants with swarthy skin that range from burgundy, maroon, and crimson. They are distantly related to both fire giants and dao genies. Desert giants typically wear brown-colored bishts or cloaks over their armor to help camouflage their presence while out in the sandy wastes. Despite their size, they are surprisingly nimble. Warrior Nomads. Desert giants live as nomads and survive by hunting and raiding settlements. While desert giants can be very cruel, they respect their elders and those who have shown honor in battle. Desert giant leaders are usually the mightiest and most experienced in warfare. Their customs are rigid, and conflicts are usually resolved through combat and often to the death. Desert giants typically worship earth or fire elemental deities. Sand Strikers. Desert giants usually arm themselves with two-handed scimitars, but some prefer to use sabers (longswords) or spears, especially when mounted. They have the magical ability to control and manipulate sand within their immediate vicinity. They do this to build temporary sand structures and walls to hide their camp or cover themselves in preparation for an ambush. In combat, they use the sand to blind their foes. Hired Mercenaries. Desert giants are very suspicious of other races and prefer the company of their kin. They also commonly work as mercenaries under the employ of evil genies, fire giants, and lamias. They capture and raise desert drakes and keep them as guards. They hate and avoid blue dragons, and try to kill them while still young, as adult and ancient ones tend to eat or subjugate them. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Actions Multiattack. The giant makes two Spear attacks or uses Heat Lightning twice. Spear. Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. and range 30/90 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack. Heat Lightning. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) fire damage plus 9 (2d8) lightning damage and the target can't use reactions until the end of the giant's next turn. Haboob (1/Day). The giant conjures an intense electrical sand storm that engulfs an area within 240 feet of it. The area can be up to 60 feet long, up to 20 feet wide, and up to 20 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and 18 (4d8) lightning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The haboob vanishes at the end of the turn. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14): At will: druidcraft, guidance, mending 3/day each: cure wounds, hold person (2 targets), spike growth 1/day each: hallucinatory terrain, spirit guardians, wall of stone Bonus Actions Sand Strike (Recharge 5–6). While the giant is standing on sandy terrain, each creature of the giant's choice within 20 feet of the giant must make a DC 14 Constitution saving throw. On a failed save, a creature is blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws made against any giant's Sand Strike for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Desert Slime","description":"The sand suddenly moved beneath the travelers, tendrils of sand reaching up to pull them to the ground. Desert slimes were first created by a druidic oozemaster who had long been frustrated at the dawdling pace of his creations. While traveling the wastes, he learned to infuse the desert wind into a sandy ooze, thereby solving his dilemma. Slumbering Sands. Most desert slimes rest in sandy locales, awaking only when creatures blunder upon them. The slime quickly clings to its prey's feet and legs then pulls it to the ground, where the slime can better consume it. This hunting method leaves an indelible memory for anyone who witnesses a companion's death. Shifting Sands. Imbued with a touch of elemental wind, desert slimes can display bursts of speed to catch up to fleeing prey or escape dangerous foes. While such bursts are taxing for the slime, they often prove fruitful, as few suspect plodding sand to suddenly catch up to them. Amorphous. The desert slime can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the desert slime remains motionless, it is indistinguishable from ordinary sand. Ooze Nature. The desert slime doesn't require sleep. Sandy Ooze. The desert slime can occupy another creature's space and vice versa. Its space is difficult terrain for creatures traveling through it. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) acid damage. Mire. One creature in the slime's space must make a DC 13 Dexterity saving throw. If a creature fails the saving throw by 5 or more, it is restrained and knocked prone. Otherwise, a creature that fails the save is restrained, and the slime steadily creeps up the creature, dissolving and consuming its flesh. The restrained creature must repeat the saving throw at the end of each of turns, being pulled prone on a failure. A restrained creature takes 10 (3d6) acid damage at the start of each of the slime's turns. If the restrained creature is also prone, it is unable to breathe or cast spells with verbal components. The slime can have only one creature mired at a time, and a mired creature moves with the slime when it moves. A creature, including a restrained target, can take its action to pull the restrained creature out of the slime by succeeding on a DC 13 Strength check. The creature making the attempt takes 10 (3d6) acid damage. Bonus Actions Surging Sands (Recharge 4-6). The desert slime takes the Dash action.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Desolation Nymph","description":"An enormous dragonfly blocks out the sun, except for the iridescent shadows filtered through its diaphanous wings. Its three tails gouge into the land like plows before it darts off in a random direction. A full-grown dawnfly is an incredibly rare sight, a massive creature that emerges once every few years and lives for little more than a week. However, it can destroy a vast swathe of crops and homes in that brief period of time. Larval Stage. A dawnfly starts life as a desolation nymph. Unlike their smaller cousins, which turn into dragonflies, the life cycle of the desolation nymph is complex. Only occasionally do the nymphs mature into giant dragonflies and even then, not until after several years or even decades, as a nymph. Some remain a nymph for the whole of their lives. A nymph that survives at least a decade may transform into the terrifying dawnfly in the final days of its life. Predatory Larva. Desolation nymphs hide as best they can among mangrove roots or giant reeds; they prefer to hunt near water. When prey is close, the nymph rapidly extends its lower jaw, arrayed with hooks and spines, to capture and devour its prey. Dire Omen. The reason for a dawnfly's emergence is a mystery. Some view it as a harbinger of terrible times, or the avatar of any number of gods associated with death and destruction, or the herald of some demon lord or arch-devil associated with insects. All agree that, regardless of its origin, the dawnfly is a powerfully destructive force capable of eliminating entire civilizations. Limited Amphibiousness. The desolation nymph can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shifting Camouflage. The desolation nymph's carapace adapts to its current surroundings. The nymph has advantage on Dexterity (Stealth) checks made to hide in nonmagical, natural terrain. Actions Hinged Maw. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 14 (2d10 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13) and pulled to within 5 feet of the nymph. Until this grapple ends, the target is restrained, and the desolation nymph can't use its Hinged Maw on another target. Swallow. The desolation nymph makes one Hinged Maw attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the nymph, and it takes 7 (2d6) acid damage at the start of each of the nymph's turns. The nymph can have only one creature swallowed at a time. If the desolation nymph dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Bonus Actions Water Jet. The desolation nymph takes the Disengage action, and each creature within 5 feet of the nymph must succeed a DC 13 Dexterity saving throw or be blinded until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Despair","description":"When a mortal soul cannot find its way to the afterlife and the mortal in question died with a lonesome, grief-stricken heart, a despair is the result. Whether a brave adventurer on some distant plane of existence or a forsaken commoner, bereft of family and community, a despair appears physically much as they did in life. Indeed, many despair may not initially realize they’ve died. But when the despair interacts with their whilom, their true nature becomes apparent even to themselves. Whilom. A despair appears unchanged from their former selves until it encounters its whilom. A whilom is a humanoid that reminds the despair of their grief, of the misery and lonesomeness that has replaced a despair’s soul. A whilom could be simply any member of the despair’s former race, a familiar friend, or a specific person tied to the despair’s moment of death. Regardless of the source, the whilom becomes the focus of the despair’s anguish, the only relief for which is to ruin the whilom’s soul, just as the despair’s is ruined. Despair Dagger. When it encounters its whilom for the first time, a despair discovers it can manifest a psychic weapon: a despair dagger. Each dagger is unique to its despair. A wound from a despair dagger bombards the recipient with images of woe and misery, preparing the soul to become a despair. Former Adventurers. Occasionally, despairs from the same adventuring group gather together in a pitiful, yet deadly parody of their former band. The group is unstable, however, and the transformation from harmony to discord can happen in an instant. Groups of despairs hold together long enough to defeat any party they come across; the subsequent fighting over spoils is jaw-dropping, with many items, particularly those that allow inter-planar travel, being destroyed during the argument, so that no one can have them and leave the others behind. Undead Nature. A despair doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":19},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Despair and Anger","description":"The armored entity with two faces shifts from a face of sadness to a face of rage and releases a devastating wave of fire. Despair and anger are two fallen celestials, corrupted and fused together by a demon lord. They share a tarnished, silver breastplate, welded around their grafted torsos. Alternating Aspects. Despair and anger are two independent personalities, alternatively taking control of their conjoined body. When one awakes, its half of the body animates, eyes glowing as it turns to face its opponents. Meanwhile, its other half falls into a torpor, carried around by the dominant half until it awakens again. Consumed by Rage (Anger Only). Despair and anger has advantage on Strength (Athletics) checks. Magic Resistance. Despair and anger has advantage on saving throws against spells and other magical effects. Ruled by Sorrow (Despair Only). Despair and anger has advantage on saving throws against being charmed and frightened. Actions Multiattack. Despair and anger makes three Blazing Fist or Shadow Tendril attacks, or it makes three Divine Bolt attacks. Blazing Fist (Anger Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 7 (2d6fire damage and 7 (2d6) radiant damage. Shadow Tendril (Despair Only). Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. Despair and anger has three shadow tendrils, each of which can grapple only one target. At the start of each of despair and anger's turns, each creature grappled by it takes 7 (2d6) necrotic damage, and despair and anger regains hp equal to half the total necrotic damage dealt. Divine Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 22 (4d8 + 4) necrotic damage (if despair is active) or radiant damage (if anger is active). Burning Rage (Anger Only, Recharge 5-6). Despair and anger releases a burst of burning anger. Each creature within 30 feet of it must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. Despairing Rejection (Despair Only, Recharge 4-6). Despair and anger assaults the minds of up to three creatures it can see within 30 feet of it with cold despair. Each target must make a DC 16 Wisdom saving throw. On a failure, a creature takes 17 (5d6) cold damage and 17 (5d6) psychic damage and must use its reaction to move its full speed away from despair and anger by the safest available route, unless there is nowhere to move. This movement doesn't provoke opportunity attacks. On a success, a creature takes half the damage and doesn't move away from despair and anger. Bonus Actions Change Aspect. Despair and anger changes which aspect is in control. It can have only one aspect active at a time. A creature grappled by the despair aspect is no longer grappled if anger becomes the aspect in control.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Despair Giant","description":"These emotionless and sluggish giants are descendants of a primitive hill giant tribe that ventured into the plane of Shadows many thousands of years ago. The despair giants have adapted to the dark and empty Environment of the Shadowrealm over the millennia. Their haggardness and dreariness are so apparent that they engulf the spirit of anyone in their close vicinity.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":6},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Destrachan","description":"Destrachans are cruel Underdark-dwelling creatures that look vaguely reptilian and move about like ten-feet long bipedal dinosaurs, but are actually quite intelligent and very sadistic. They normally hunt in packs, feeding on misery and taking pleasure in torturing their victims before going in for the kill. Sightless Hunters. As underground creatures, destrachans have evolved to become naturally blind, relying more on their unmatched sense of hearing to navigate their surroundings and locate viable prey. They have a pair of sophisticated, three-part ears that can pinpoint a target's exact location more accurately than sight. Deadly Harmonics. What makes destrachans dangerous are their ability to emit flesh-rending sound waves. Their tubular maws can project carefully focused harmonics, producing sonic vibrations so powerful it can literally shatter objects and barriers. Their tough scaly hide has naturally evolved as well to become resistant to their own harmonics, as well as other thunder-based attacks. Traits Echolocation. The destrachan can't use its blindsight while deafened. Keen Hearing. The destrachan has advantage on Wisdom (Perception) checks that rely on hearing. Actions Multiattack. The destrachan makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Destructive Harmonics (Recharge 4–6). The destrachan emits thunder energy in a 30-foot cone. It can choose one from the following three effects: 1. Rupture. Each creature in that area must succeed on a DC 13 Dexterity saving throw, taking 18 (4d8) thunder damage on a failed save, or half as much on a successful one. 2. Stun. Each creature in that area must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn. 3. Shatter. Each non-magical object that isn't worn in that area takes 27 (6d8) thunder damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Destrachan","description":"A destrachan is a hunched, reptilian beast that lopes about on two clawed feet, its eyeless head dominated by a huge circular maw filled with jagged teeth. Despite its bestial appearance, destrachan s are creature s of cunning and cruel intellect that enjoy inflicting pain and viciously toying with their prey. Eyeless. Destrachans have no eyes and are completely blind but possess a pair of complex, tripartite ears it can adjust to different levels of sensitivity to sound, allowing the destrachan to hunt in absolute darkness as if it were able to see. Howling Hunters. Destrachans are carnivores, preferring to stalk and kill live prey, although they also feast on carrion. This habit serves them well, since they often kill more than they can immediately consume. They often hunt in packs, using a complex series of clicks, shrieks, and whistles to communicate with each other. 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They eventually become the natural alphas of the pack and the only ones that can breed with the females. They lead their packs in making coordinated hunts. Destrachan Destrachans are cruel Underdark-dwelling creatures that look vaguely reptilian and move about like ten-feet long bipedal dinosaurs, but are actually quite intelligent and very sadistic. They normally hunt in packs, feeding on misery and taking pleasure in torturing their victims before going in for the kill. Sightless Hunters. As underground creatures, destrachans have evolved to become naturally blind, relying more on their unmatched sense of hearing to navigate their surroundings and locate viable prey. They have a pair of sophisticated, three-part ears that can pinpoint a target's exact location more accurately than sight. Deadly Harmonics. What makes destrachans dangerous are their ability to emit flesh-rending sound waves. Their tubular maws can project carefully focused harmonics, producing sonic vibrations so powerful it can literally shatter objects and barriers. Their tough scaly hide has naturally evolved as well to become resistant to their own harmonics, as well as other thunder-based attacks. Traits Echolocation. The destrachan can't use its blindsight while deafened. Pack Tactics. The destrachan has advantage on an attack roll against a creature if at least one of the destrachan's allies is within 5 feet of the creature and the ally isn't incapacitated. Pack Leader. The destrachan’s allies have advantage on attack rolls while within 20 feet of the destrachan, provided it isn’t incapacitated. Keen Hearing. The destrachan has advantage on Wisdom (Perception) checks that rely on hearing. Actions Multiattack. The destrachan makes two Claw attacks. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Destructive Harmonics (Recharge 4–6). The destrachan emits thunder energy in a 30-foot cone. It can choose one from the following three effects: 1. Rupture. Each creature in that area must succeed on a DC 15 Dexterity saving throw, taking 22 (5d8) thunder damage on a failed save, or half as much on a successful one. 2. Stun. Each creature in that area must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. 3. Shatter. Each non-magical object that isn't worn in that area takes 40 (9d8) thunder damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Destrachan Pack Lord","description":"A rare destrachan alpha that is particularly cunning and cruel can grow old enough to reach an incredible size. Known as a pack lord, this destrachan hunts and kills rival alphas and absorb their packs. Intelligent denizens of the Underdark consider the pack lord a very dangerous but useful creature due to its ability to lead large packs of destrachans and destroy physical structures. They strive to earn the pack lord's favor and become allies with it. If not, they form hunting parties to put it down. Destrachan Destrachans are cruel Underdark-dwelling creatures that look vaguely reptilian and move about like ten-feet long bipedal dinosaurs, but are actually quite intelligent and very sadistic. They normally hunt in packs, feeding on misery and taking pleasure in torturing their victims before going in for the kill. Sightless Hunters. As underground creatures, destrachans have evolved to become naturally blind, relying more on their unmatched sense of hearing to navigate their surroundings and locate viable prey. They have a pair of sophisticated, three-part ears that can pinpoint a target's exact location more accurately than sight. Deadly Harmonics. What makes destrachans dangerous are their ability to emit flesh-rending sound waves. Their tubular maws can project carefully focused harmonics, producing sonic vibrations so powerful it can literally shatter objects and barriers. Their tough scaly hide has naturally evolved as well to become resistant to their own harmonics, as well as other thunder-based attacks. Traits Echolocation. The destrachan can't use its blindsight while deafened. Pack Tactics. The destrachan has advantage on an attack roll against a creature if at least one of the destrachan's allies is within 5 feet of the creature and the ally isn't incapacitated. Pack Leader. The destrachan’s allies have advantage on attack rolls while within 20 feet of the destrachan, provided it isn’t incapacitated. Keen Hearing. The destrachan has advantage on Wisdom (Perception) checks that rely on hearing. Actions Multiattack. The destrachan makes two Claw attacks and one Tail attack. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. Destructive Harmonics (Recharge 4–6). The destrachan emits thunder energy in a 60-foot cone. It can choose one from the following three effects: 1. Rupture. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 31 (7d8) thunder damage on a failed save, or half as much on a successful one. 2. Stun. Each creature in that area must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. 3. Shatter. Each non-magical object that isn't worn in that area takes 45 (10d8) thunder damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Deva","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Angelic Weapons : The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Innate Spellcasting : The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components : At will: detect evil and good 1/day each: commune , raise dead Magic Resistance : The deva has advantage on saving throws against spells and other magical effects. Actions Multiattack : The deva makes two melee attacks . Mace : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. Healing Touch (3/Day) : The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease , poison , blindness , or deafness . Change Shape : The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength , Dexterity , and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions , and lair actions ) that the new form has but that it lacks.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"136 (16d8+64)","CHA":20,"CON":18,"DEX":18,"INT":17,"STR":18,"WIS":20,"Size":"Medium","Type":"celestial","Speed":"30 ft., fly 90 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061952/e52_IUeRKXlK9rB_CB24Og/original.png","Roll 0":"Mace\n1d20 + 8\n1d6+4+4d8","Senses":"Darkvision 120 Ft.","Skills":"Insight +9, Perception +9","Source":"5th Edition SRD","data-XP":"5,900","Alignment":"Lawful Good","Languages":"All, Telepathy 120 Ft.","data-List":"false","Spell Book":"Detect Evil And Good, Commune, Raise Dead","Token Size":1,"Resistances":"Radiant; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks","data-Spells":"{\"innate\":{\"at-will\":[\"detect evil and good\"],\"1/day\":[\"commune\",\"raise dead\"]}}","data-Traits":"[{\"Name\":\"Angelic Weapons\",\"Desc\":\"The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).\"},{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: At will: detect evil and good 1/day each: commune, raise dead\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The deva has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The deva makes two melee attacks.\"},{\"Name\":\"Mace\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 4\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"4d8\",\"Damage 2 Type\":\"radiant\"},{\"Name\":\"Healing Touch (3/Day)\",\"Desc\":\"The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.\"},{\"Name\":\"Change Shape\",\"Desc\":\"The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.\"}]","data-CHA-mod":"+5","data-CON-mod":"+4","data-DEX-mod":"+4","data-INT-mod":"+3","data-STR-mod":"+4","data-SizeNum":4,"data-WIS-mod":"+5","Saving Throws":"Wis +9, Cha +9","Challenge Rating":10,"Passive Perception":19,"Condition Immunities":"Charmed, Exhaustion, Frightened","data-CrNum":10,"data-AcNum":17,"data-HpNum":136},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Deva","description":"Angels An angel is a celestial agent sent forth into the planes to further its god’s agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope. Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight. Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels’ dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good. An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel’s task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances. Fallen Angels. An angel’s moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service. Immortal Nature. An angel doesn’t require food, drink, or sleep. Deva Devas are angels that act as divine messengers or agents to the Material Plane, the Shadowfell, and the Feywild and that can assume a form appropriate to the realm they are sent to. Legend tells of angels that take mortal form for years, lending aid, hope, and courage to goodhearted folk. A deva can take any shape, although it prefers to appear to mortals as an innocuous humanoid or animal. When circumstances require that it cast off its guise, a deva is a beautiful humanoid-like creature with silvery skin. Its hair and eyes gleam with an unearthly luster, and large feathery wings unfurl from its shoulder blades. Traits Angelic Weapons : The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Innate Spellcasting : The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components: • At will: detect evil and good • 1/day each: commune , raise dead Magic Resistance : The deva has advantage on saving throws against spells and other magical effects. Actions Multiattack : The deva makes two melee attacks. Mace : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. Healing Touch (3/Day) : The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness. Change Shape : The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Source":"MM1","Alignment":"lawful good","Expansion":2,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Devil Adjudicator","description":"In the lower plane of Hell, devils of the Seven Cities vie unceasingly against each other for power and control—a conflict fought foremostly through cunning and schemes. Compared to other fiends, devils appear remarkably humanoid, but infernal attributes such as horns, hooves, tails, and wings still set them apart. Precarious Pyramids. The Seven Cities are built on a strict hierarchy and bureaucracy. Draconian chains of command place each devil in service to a higher authority—typically a more powerful devil. While devils are lawful, they’re always looking for another way up the ladder. They twist every rule to their benefit to gain power and usurp those they answer to, eager to uncover loopholes in the eternal struggle for significance and supremacy. Silver Tongues. These winsome fiends can acquire great influence through corrupting mortal souls—who then become subordinate devils when they die. Devils are virtuosos with words, skilled at tempting and coercing people into performing atrocities. They exploit the weaknesses of mortals—greed, revenge, vanity—or just simple desperation. In the heat of battle, a devil’s supernatural charisma can influence a mortal to do their bidding, often without realizing until it’s too late. True Names. All devils have two names: one they’re commonly known by, and another secret true name. Every devil zealously safeguards the latter, as their true name can be spoken aloud to aid in summoning the fiend or to strip them of their power. Hell’s Defectors. Not every devil in the Seven Cities wants to ruthlessly ascend the hierarchy. Some others do desire advancement, but they remain dissatisfied at the bottom. As luck would have it, these fiends can free themselves from Hell’s bureaucracy—for when a mortal overestimates their fortitude and dies while enacting an infernal summoning, it leaves open a passage to the Mundane World that an enterprising devil can cross through. Some of these defectors cling to old habits, acquiring power in mortal spheres of business, law, or politics. Others, inspired by mortals, join adventuring parties or set out to explore the world. These devils and their descendants are often colloquially known as tieflings. Traits True Name. If a creature the adjudicator can hear within 60 feet of them speaks the adjudicator’s true name aloud, the adjudicator loses their damage resistances, damage immunities, and Devilish Charm reaction for 24 hours. Actions Multiattack. The adjudicator makes two Infernal Injunction attacks and uses Adjudicator’s Interdiction, if available. Infernal Injunction. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 120 ft., one target. Hit: 27 (5d8 + 5) fire damage, and the target must make a DC 18 Wisdom saving throw. On a failed save, the adjudicator chooses for the target to become either charmed by or frightened of them until the end of the target’s next turn. Adjudicator’s Interdiction (Recharge 5–6). The adjudicator places an infernal seal on one creature they can see within 120 feet of them. The target must succeed on a DC 18 Charisma saving throw or be interdicted until the adjudicator dies. While interdicted, a creature’s speed is halved, they can’t take reactions, and they can’t regain hit points. A cure ailment power, a lesser restoration or remove curse spell, or a similar supernatural effect ends the effect early. Bad Deal (1/Day). Three creatures the adjudicator can see within 60 feet of them must make a DC 18 Charisma saving throw. On a failed save, a target must choose to either take a −5 penalty to AC or a −5 penalty to ability checks and attack rolls. This penalty lasts for 10 minutes (save ends at end of turn). Reactions Devilish Charm (2/Day). When the adjudicator is targeted by an attack, power, spell, or other supernatural effect by a creature they can see within 60 feet of them, the creature must make a DC 18 Charisma saving throw. On a failed save, the creature is charmed by the adjudicator until the start of the creature’s next turn, and the adjudicator chooses a new target the adjudicator can see for the triggering effect. The new target must be within the triggering effect’s range.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":14},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Devil Adjudicator","description":"Traits True Name. If a creature the adjudicator can hear within 60 feet of them speaks the adjudicator’s true name aloud, the adjudicator loses their damage resistances, damage immunities, and Devilish Charm reaction for 24 hours. Actions Multiattack. The adjudicator makes two Infernal Injunction attacks and uses Adjudicator’s Interdiction, if available. Infernal Injunction. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 120 ft., one target. Hit: 27 (5d8 + 5) fire damage, and the target must make a DC 18 Wisdom saving throw. On a failed save, the adjudicator chooses for the target to become either charmed by or frightened of them until the end of the target’s next turn. Adjudicator’s Interdiction (Recharge 5 – 6 ). The adjudicator places an infernal seal on one creature they can see within 120 feet of them. The target must succeed on a DC 18 Charisma saving throw or be interdicted until the adjudicator dies. While interdicted, a creature’s speed is halved, they can’t take reactions, and they can’t regain hit points. A cure ailment power, a lesser restoration or remove curse spell, or a similar supernatural effect ends the effect early. Bad Deal ( 1 /Day). Three creatures the adjudicator can see within 60 feet of them must make a DC 18 Charisma saving throw. On a failed save, a target must choose to either take a −5 penalty to AC or a −5 penalty to ability checks and attack rolls. This penalty lasts for 10 minutes (save ends at end of turn). Reactions Devilish Charm ( 2 /Day). When the adjudicator is targeted by an attack, power, spell, or other supernatural effect by a creature they can see within 60 feet of them, the creature must make a DC 18 Charisma saving throw. On a failed save, the creature is charmed by the adjudicator until the start of the creature’s next turn, and the adjudicator chooses a new target the adjudicator can see for the triggering effect. The new target must be within the triggering effect’s range.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":28288,"Challenge Rating":14},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Devil Bough","description":"The devil bough appears as an ordinary tree. It grows in the shape of the trees nearby to increase its chances at surviving past the sapling stage. Each devil bough has a single, fleshy, twisting bough tipped with a spindly, clawed hand. It keeps its this hand hidden as best it can, using it only to catch and devour small animals who flit through its branches. Devourers of Magic. Devil bough trees have a natural ability to feed on magical energy, gaining strength and growth spurts from consuming a spell or magical item. For this reason, the trees often inhabit places where magic is found: enchanted pools or interplanar portals. Cannibals. The devil bough will gladly eat its own kind or other fiends to sustain itself. However, if meat is scarce in a region, the trees are known to work together along with execrable shrubs to ensure survival. Fiendish flora grows at sites where great evil has transpired, where foul things are worshipped, and where devils and demons have tread. These foul life forms are carnivorous and require blood to grow and thrive on the Material Plane. Cunning devils cut and clip the plants into unholy gardens which bolster their powers. Demons promote the flora's wild and expanding nature, sacrificing animals and humanoids to allow the fiendish plants to grow as rapidly as possible. Carnivores. Fiendish plants require blood to grow. On the Material Plane, the plants do best in forests where careless animals are plentiful. These evil, sentient plants form relationships with all manner of dark-hearted beings. Fiendish flora offer power and protection in exchange for fresh blood. The craven nature of these plants often sees them devouring their allies when fresh blood is scarce. Discord, Dismay, and Darkness. The fiendish plants propagate and thrive wherever there is a concentration of evil, chaos, and misery. If a fiend treads the Material Plane, there is a good chance that fiendish plants will trace its steps. A single shrub hidden in a farmer's field can affect the temperament of nearby animals and humanoids, causing nightmares, depression, and a darkening of disposition.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend","Alignment":"neutral evil","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Devil Jurist","description":"In the lower plane of Hell, devils of the Seven Cities vie unceasingly against each other for power and control—a conflict fought foremostly through cunning and schemes. Compared to other fiends, devils appear remarkably humanoid, but infernal attributes such as horns, hooves, tails, and wings still set them apart. Precarious Pyramids. The Seven Cities are built on a strict hierarchy and bureaucracy. Draconian chains of command place each devil in service to a higher authority—typically a more powerful devil. While devils are lawful, they’re always looking for another way up the ladder. They twist every rule to their benefit to gain power and usurp those they answer to, eager to uncover loopholes in the eternal struggle for significance and supremacy. Silver Tongues. These winsome fiends can acquire great influence through corrupting mortal souls—who then become subordinate devils when they die. Devils are virtuosos with words, skilled at tempting and coercing people into performing atrocities. They exploit the weaknesses of mortals—greed, revenge, vanity—or just simple desperation. In the heat of battle, a devil’s supernatural charisma can influence a mortal to do their bidding, often without realizing until it’s too late. True Names. All devils have two names: one they’re commonly known by, and another secret true name. Every devil zealously safeguards the latter, as their true name can be spoken aloud to aid in summoning the fiend or to strip them of their power. Hell’s Defectors. Not every devil in the Seven Cities wants to ruthlessly ascend the hierarchy. Some others do desire advancement, but they remain dissatisfied at the bottom. As luck would have it, these fiends can free themselves from Hell’s bureaucracy—for when a mortal overestimates their fortitude and dies while enacting an infernal summoning, it leaves open a passage to the Mundane World that an enterprising devil can cross through. Some of these defectors cling to old habits, acquiring power in mortal spheres of business, law, or politics. Others, inspired by mortals, join adventuring parties or set out to explore the world. These devils and their descendants are often colloquially known as tieflings. Traits Hellfire. Fire damage dealt by the jurist ignores damage resistance. True Name. If a creature the jurist can hear within 60 feet of them speaks the jurist’s true name aloud, the jurist loses their damage resistances, damage immunities, and Devil ish Charm reaction for 24 hours. Actions Multiattack. The jurist makes two Fire and Brimstone attacks. Fire and Brimstone. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8 + 4) fire damage, and the target must succeed on a DC 16 Constitution saving throw or gain one festering wound. A creature takes 4 (1d8) fire damage at the start of each of their turns for each festering wound they have. A creature who receives supernatural healing loses all festering wounds. Inferno (Recharge 5–6). The jurist makes one Fire and Brimstone attack against each enemy they can see within 60 feet of them. Bonus Actions Ashes to Ashes. The jurist chooses a creature they can see within 120 feet of them who has one or more festering wounds. One of the target’s wounds ignites and they take 9 (2d8) fire damage. Reactions Devilish Charm (1/Day). When the jurist is targeted by an attack, power, spell, or other supernatural effect by a creature they can see within 60 feet of them, the creature must make a DC 16 Charisma saving throw. On a failed save, the creature is charmed by the jurist until the start of the creature’s next turn, and the jurist chooses a new target the jurist can see for the triggering effect. The new target must be within the triggering effect’s range.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Devil Jurist","description":"Traits Hellfire. Fire damage dealt by the jurist ignores damage resistance. True Name. If a creature the jurist can hear within 60 feet of them speaks the jurist’s true name aloud, the jurist loses their damage resistances, damage immunities, and Devilish Charm reaction for 24 hours. Actions Multiattack. The jurist makes two Fire and Brim­­stone attacks. Fire and Brimstone. Melee or Ranged Spe ll Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8 + 4) fire damage, and the target must succeed on a DC 16 Constitution saving throw or gain one festering wound. A creature takes 4 (1d8) fire damage at the start of each of their turns for each festering wound they have. A creature who receives supernatural healing loses all festering wounds. Inferno (Recharge 5 – 6 ). The jurist makes one Fire and Brimstone attack against each enemy they can see within 60 feet of them. Bonus Actions Ashes to Ashes. The jurist chooses a creature they can see within 120 feet of them who has one or more festering wounds. One of the target’s wounds ignites and they take 9 (2d8) fire damage. Reactions Devilish Charm ( 1 /Day). When the jurist is targeted by an attack, power, spell, or other supernatural effect by a creature they can see within 60 feet of them, the creature must make a DC 16 Charisma saving throw. On a failed save, the creature is charmed by the jurist until the start of the creature’s next turn, and the jurist chooses a new target the jurist can see for the triggering effect. The new target must be within the triggering effect’s range.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":28288,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Devil Legate","description":"In the lower plane of Hell, devils of the Seven Cities vie unceasingly against each other for power and control—a conflict fought foremostly through cunning and schemes. Compared to other fiends, devils appear remarkably humanoid, but infernal attributes such as horns, hooves, tails, and wings still set them apart. Precarious Pyramids. The Seven Cities are built on a strict hierarchy and bureaucracy. Draconian chains of command place each devil in service to a higher authority—typically a more powerful devil. While devils are lawful, they’re always looking for another way up the ladder. They twist every rule to their benefit to gain power and usurp those they answer to, eager to uncover loopholes in the eternal struggle for significance and supremacy. Silver Tongues. These winsome fiends can acquire great influence through corrupting mortal souls—who then become subordinate devils when they die. Devils are virtuosos with words, skilled at tempting and coercing people into performing atrocities. They exploit the weaknesses of mortals—greed, revenge, vanity—or just simple desperation. In the heat of battle, a devil’s supernatural charisma can influence a mortal to do their bidding, often without realizing until it’s too late. True Names. All devils have two names: one they’re commonly known by, and another secret true name. Every devil zealously safeguards the latter, as their true name can be spoken aloud to aid in summoning the fiend or to strip them of their power. Hell’s Defectors. Not every devil in the Seven Cities wants to ruthlessly ascend the hierarchy. Some others do desire advancement, but they remain dissatisfied at the bottom. As luck would have it, these fiends can free themselves from Hell’s bureaucracy—for when a mortal overestimates their fortitude and dies while enacting an infernal summoning, it leaves open a passage to the Mundane World that an enterprising devil can cross through. Some of these defectors cling to old habits, acquiring power in mortal spheres of business, law, or politics. Others, inspired by mortals, join adventuring parties or set out to explore the world. These devils and their descendants are often colloquially known as tieflings. Traits Hellish Resistance. While in Hell or within 60 feet of a devil with a challenge rating of 9 or higher, the legate has advantage on saving throws against powers, spells, and other supernatural effects. True Name. If a creature the legate can hear within 60 feet of them speaks the legate’s true name aloud, the legate loses their damage resistances, damage immunities, and Devilish Charm reaction for 24 hours. Actions Multiattack. The legate makes two Infernal Pike attacks. Infernal Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) fire damage, and the legate chooses one of the following effects: Focused Hate. The target has disadvantage on attack rolls made against creatures other than the legate until the end of the legate’s next turn. Hellbite. The target takes an extra 5 (2d4) fire damage. Skewer. The legate deals 5 (1d10) piercing damage plus 5 (1d10) fire damage to another creature within 5 feet of the target. Reactions Devilish Charm (1/Day). When the legate is targeted by an attack, power, spell, or other supernatural effect by a creature they can see within 60 feet of them, the creature must make a DC 15 Charisma saving throw. On a failed save, the creature is charmed by the legate until the start of the creature’s next turn, and the legate chooses a new target the legate can see for the triggering effect. The new target must be within the triggering effect’s range.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Devil Legate","description":"Traits Hellish Resistance. While in Hell or within 60 feet of a devil with a challenge rating of 9 or higher, the legate has advantage on saving throws against powers, spells, and other supernatural effects. True Name. If a creature the legate can hear within 60 feet of them speaks the legate’s true name aloud, the legate loses their damage resistances, damage immunities, and Devilish Charm reaction for 24 hours. Actions Multiattack. The legate makes two Infernal Pike attacks. Infernal Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) fire damage, and the legate chooses one of the following effects: Focused Hate. The target has disadvantage on attack rolls made against creatures other than the legate until the end of the legate’s next turn. Hellbite. The target takes an extra 5 (2d4) fire damage. Skewer. The legate deals 5 (1d10) piercing damage plus 5 (1d10) fire damage to another creature within 5 feet of the target. Reactions Devilish Charm ( 1 /Day). When the legate is targeted by an attack, power, spell, or other supernatural effect by a creature they can see within 60 feet of them, the creature must make a DC 15 Charisma saving throw. On a failed save, the creature is charmed by the legate until the start of the creature’s next turn, and the legate chooses a new target the legate can see for the triggering effect. The new target must be within the triggering effect’s range.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":28288,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Devil Magistrate","description":"In the lower plane of Hell, devils of the Seven Cities vie unceasingly against each other for power and control—a conflict fought foremostly through cunning and schemes. Compared to other fiends, devils appear remarkably humanoid, but infernal attributes such as horns, hooves, tails, and wings still set them apart. Precarious Pyramids. The Seven Cities are built on a strict hierarchy and bureaucracy. Draconian chains of command place each devil in service to a higher authority—typically a more powerful devil. While devils are lawful, they’re always looking for another way up the ladder. They twist every rule to their benefit to gain power and usurp those they answer to, eager to uncover loopholes in the eternal struggle for significance and supremacy. Silver Tongues. These winsome fiends can acquire great influence through corrupting mortal souls—who then become subordinate devils when they die. Devils are virtuosos with words, skilled at tempting and coercing people into performing atrocities. They exploit the weaknesses of mortals—greed, revenge, vanity—or just simple desperation. In the heat of battle, a devil’s supernatural charisma can influence a mortal to do their bidding, often without realizing until it’s too late. True Names. All devils have two names: one they’re commonly known by, and another secret true name. Every devil zealously safeguards the latter, as their true name can be spoken aloud to aid in summoning the fiend or to strip them of their power. Hell’s Defectors. Not every devil in the Seven Cities wants to ruthlessly ascend the hierarchy. Some others do desire advancement, but they remain dissatisfied at the bottom. As luck would have it, these fiends can free themselves from Hell’s bureaucracy—for when a mortal overestimates their fortitude and dies while enacting an infernal summoning, it leaves open a passage to the Mundane World that an enterprising devil can cross through. Some of these defectors cling to old habits, acquiring power in mortal spheres of business, law, or politics. Others, inspired by mortals, join adventuring parties or set out to explore the world. These devils and their descendants are often colloquially known as tieflings. Traits True Name. If a creature the magistrate can hear within 60 feet of them speaks the magistrate’s true name aloud, the magistrate loses their damage resistances, damage immunities, and Devilish Charm reaction for 24 hours. Actions Multiattack. The magistrate makes two Infernal Knife attacks and one Obsidian Kris attack. Infernal Knife. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) fire damage, and the target is frightened of their allies until the end of their next turn. Obsidian Kris. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and if the target is frightened, they can’t take reactions until the frightened condition ends for them. Reactions Devilish Charm (2/Day). When the magistrate is targeted by an attack, power, spell, or other supernatural effect by a creature they can see within 60 feet of them, the creature must make a DC 16 Charisma saving throw. On a failed save, the creature is charmed by the magistrate until the start of the creature’s next turn, and the magistrate chooses a new target the magistrate can see for the triggering effect. The new target must be within the triggering effect’s range.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":12},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Devil Magistrate","description":"Traits True Name. If a creature the magistrate can hear within 60 feet of them speaks the magistrate’s true name aloud, the magistrate loses their damage resistances, damage immunities, and Devilish Charm reaction for 24 hours. Actions Multiattack. The magistrate makes two Infernal Knife attacks and one Obsidian Kris attack. Infernal Knife. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) fire damage, and the target is frightened of their allies until the end of their next turn. Obsidian Kris. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and if the target is frightened, they can’t take reactions until the frightened condition ends for them. Reactions Devilish Charm ( 2 /Day). When the magistrate is targeted by an attack, power, spell, or other supernatural effect by a creature they can see within 60 feet of them, the creature must make a DC 16 Charisma saving throw. On a failed save, the creature is charmed by the magistrate until the start of the creature’s next turn, and the magistrate chooses a new target the magistrate can see for the triggering effect. The new target must be within the triggering effect’s range.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":28288,"Challenge Rating":12},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Devil Notary","description":"In the lower plane of Hell, devils of the Seven Cities vie unceasingly against each other for power and control—a conflict fought foremostly through cunning and schemes. Compared to other fiends, devils appear remarkably humanoid, but infernal attributes such as horns, hooves, tails, and wings still set them apart. Precarious Pyramids. The Seven Cities are built on a strict hierarchy and bureaucracy. Draconian chains of command place each devil in service to a higher authority—typically a more powerful devil. While devils are lawful, they’re always looking for another way up the ladder. They twist every rule to their benefit to gain power and usurp those they answer to, eager to uncover loopholes in the eternal struggle for significance and supremacy. Silver Tongues. These winsome fiends can acquire great influence through corrupting mortal souls—who then become subordinate devils when they die. Devils are virtuosos with words, skilled at tempting and coercing people into performing atrocities. They exploit the weaknesses of mortals—greed, revenge, vanity—or just simple desperation. In the heat of battle, a devil’s supernatural charisma can influence a mortal to do their bidding, often without realizing until it’s too late. True Names. All devils have two names: one they’re commonly known by, and another secret true name. Every devil zealously safeguards the latter, as their true name can be spoken aloud to aid in summoning the fiend or to strip them of their power. Hell’s Defectors. Not every devil in the Seven Cities wants to ruthlessly ascend the hierarchy. Some others do desire advancement, but they remain dissatisfied at the bottom. As luck would have it, these fiends can free themselves from Hell’s bureaucracy—for when a mortal overestimates their fortitude and dies while enacting an infernal summoning, it leaves open a passage to the Mundane World that an enterprising devil can cross through. Some of these defectors cling to old habits, acquiring power in mortal spheres of business, law, or politics. Others, inspired by mortals, join adventuring parties or set out to explore the world. These devils and their descendants are often colloquially known as tieflings. Traits Importunity. At the start of the notary’s turn, they can grant an infernal blessing to a non minion ally they can see within 60 feet of them (no action required). The next time that ally makes an attack roll or saving throw before the start of the notary’s next turn, the ally can add a +1 bonus to the roll. This bonus increases by 1 (maximum bonus of +5) for each notary who grants an infernal blessing to the creature. Minion. If the notary takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the notary takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. True Name. If a creature the notary can hear within 60 feet of them speaks the notary’s true name aloud, the notary loses their damage immunities and Importunity trait for 24 hours. Actions Brimstone (Group Attack). Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one target. Hit: 4 fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Devil Notary","description":"Traits Importunity. At the start of the notary’s turn, they can grant an infernal blessing to a non-minion ally they can see within 60 feet of them (no action required). The next time that ally makes an attack roll or saving throw before the start of the notary’s next turn, the ally can add a +1 bonus to the roll. This bonus increases by 1 (maximum bonus of +5) for each notary who grants an infernal blessing to the creature. Minion. If the notary takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the notary takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. True Name. If a creature the notary can hear within 60 feet of them speaks the notary’s true name aloud, the notary loses their damage immunities and Importunity trait for 24 hours. Actions Brimstone (Group Attack). Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one target. Hit: 4 fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":28288,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Devil Retainer (PB 2)","description":"In the lower plane of Hell, devils of the Seven Cities vie unceasingly against each other for power and control—a conflict fought foremostly through cunning and schemes. Compared to other fiends, devils appear remarkably humanoid, but infernal attributes such as horns, hooves, tails, and wings still set them apart. Precarious Pyramids. The Seven Cities are built on a strict hierarchy and bureaucracy. Draconian chains of command place each devil in service to a higher authority—typically a more powerful devil. While devils are lawful, they’re always looking for another way up the ladder. They twist every rule to their benefit to gain power and usurp those they answer to, eager to uncover loopholes in the eternal struggle for significance and supremacy. Silver Tongues. These winsome fiends can acquire great influence through corrupting mortal souls—who then become subordinate devils when they die. Devils are virtuosos with words, skilled at tempting and coercing people into performing atrocities. They exploit the weaknesses of mortals—greed, revenge, vanity—or just simple desperation. In the heat of battle, a devil’s supernatural charisma can influence a mortal to do their bidding, often without realizing until it’s too late. True Names. All devils have two names: one they’re commonly known by, and another secret true name. Every devil zealously safeguards the latter, as their true name can be spoken aloud to aid in summoning the fiend or to strip them of their power. Hell’s Defectors. Not every devil in the Seven Cities wants to ruthlessly ascend the hierarchy. Some others do desire advancement, but they remain dissatisfied at the bottom. As luck would have it, these fiends can free themselves from Hell’s bureaucracy—for when a mortal overestimates their fortitude and dies while enacting an infernal summoning, it leaves open a passage to the Mundane World that an enterprising devil can cross through. Some of these defectors cling to old habits, acquiring power in mortal spheres of business, law, or politics. Others, inspired by mortals, join adventuring parties or set out to explore the world. These devils and their descendants are often colloquially known as tieflings. Actions Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft. Hit: 2d4 + PB piercing damage. Beginning at 7th level, the retainer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Misleading Strike (3/Day). As an action, the retainer makes a signature attack. On a hit, the target must use their reaction, if available, to make a weapon attack against a creature of the retainer’s choice. 5th Level: Adjuration (3/Day). As a bonus action, the retainer grants an infernal blessing to an ally they can see within 60 feet of them. The next time that ally makes an attack roll before the start of the retainer’s next turn, the ally adds a +PB bonus to the roll. If the attack hits, it deals an extra PB damage. 7th Level: Hellbitten Knives (1/Day). As a bonus action, the retainer imbues their daggers with hellfire. For 1 minute, their signature attack deals an extra PB fire damage and ignores damage resistances.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Devil Retainer (PB 2)","description":"Traits Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft. Hit: 2d4 + PB piercing damage. Beginning at 7th level, the retainer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Misleading Strike ( 3 /Day). As an action, the retainer makes a signature attack. On a hit, the target must use their reaction, if available, to make a weapon attack against a creature of the retainer’s choice. 5 th Level: Adjuration ( 3 /Day). As a bonus action, the retainer grants an infernal blessing to an ally they can see within 60 feet of them. The next time that ally makes an attack roll before the start of the retainer’s next turn, the ally adds a +PB bonus to the roll. If the attack hits, it deals an extra PB damage. 7 th Level: Hellbitten Knives ( 1 /Day). As a bonus action, the retainer imbues their daggers with hellfire. For 1 minute, their signature attack deals an extra PB fire damage and ignores damage resistances.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Devil Retainer (PB 3)","description":"In the lower plane of Hell, devils of the Seven Cities vie unceasingly against each other for power and control—a conflict fought foremostly through cunning and schemes. Compared to other fiends, devils appear remarkably humanoid, but infernal attributes such as horns, hooves, tails, and wings still set them apart. Precarious Pyramids. The Seven Cities are built on a strict hierarchy and bureaucracy. Draconian chains of command place each devil in service to a higher authority—typically a more powerful devil. While devils are lawful, they’re always looking for another way up the ladder. They twist every rule to their benefit to gain power and usurp those they answer to, eager to uncover loopholes in the eternal struggle for significance and supremacy. Silver Tongues. These winsome fiends can acquire great influence through corrupting mortal souls—who then become subordinate devils when they die. Devils are virtuosos with words, skilled at tempting and coercing people into performing atrocities. They exploit the weaknesses of mortals—greed, revenge, vanity—or just simple desperation. In the heat of battle, a devil’s supernatural charisma can influence a mortal to do their bidding, often without realizing until it’s too late. True Names. All devils have two names: one they’re commonly known by, and another secret true name. Every devil zealously safeguards the latter, as their true name can be spoken aloud to aid in summoning the fiend or to strip them of their power. Hell’s Defectors. Not every devil in the Seven Cities wants to ruthlessly ascend the hierarchy. Some others do desire advancement, but they remain dissatisfied at the bottom. As luck would have it, these fiends can free themselves from Hell’s bureaucracy—for when a mortal overestimates their fortitude and dies while enacting an infernal summoning, it leaves open a passage to the Mundane World that an enterprising devil can cross through. Some of these defectors cling to old habits, acquiring power in mortal spheres of business, law, or politics. Others, inspired by mortals, join adventuring parties or set out to explore the world. These devils and their descendants are often colloquially known as tieflings. Actions Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft. Hit: 2d4 + PB piercing damage. Beginning at 7th level, the retainer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Misleading Strike (3/Day). As an action, the retainer makes a signature attack. On a hit, the target must use their reaction, if available, to make a weapon attack against a creature of the retainer’s choice. 5th Level: Adjuration (3/Day). As a bonus action, the retainer grants an infernal blessing to an ally they can see within 60 feet of them. The next time that ally makes an attack roll before the start of the retainer’s next turn, the ally adds a +PB bonus to the roll. If the attack hits, it deals an extra PB damage. 7th Level: Hellbitten Knives (1/Day). As a bonus action, the retainer imbues their daggers with hellfire. For 1 minute, their signature attack deals an extra PB fire damage and ignores damage resistances.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Devil Retainer (PB 3)","description":"Traits Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft. Hit: 2d4 + PB piercing damage. Beginning at 7th level, the retainer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Misleading Strike ( 3 /Day). As an action, the retainer makes a signature attack. On a hit, the target must use their reaction, if available, to make a weapon attack against a creature of the retainer’s choice. 5 th Level: Adjuration ( 3 /Day). As a bonus action, the retainer grants an infernal blessing to an ally they can see within 60 feet of them. The next time that ally makes an attack roll before the start of the retainer’s next turn, the ally adds a +PB bonus to the roll. If the attack hits, it deals an extra PB damage. 7 th Level: Hellbitten Knives ( 1 /Day). As a bonus action, the retainer imbues their daggers with hellfire. For 1 minute, their signature attack deals an extra PB fire damage and ignores damage resistances.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Devil Retainer (PB 4)","description":"In the lower plane of Hell, devils of the Seven Cities vie unceasingly against each other for power and control—a conflict fought foremostly through cunning and schemes. Compared to other fiends, devils appear remarkably humanoid, but infernal attributes such as horns, hooves, tails, and wings still set them apart. Precarious Pyramids. The Seven Cities are built on a strict hierarchy and bureaucracy. Draconian chains of command place each devil in service to a higher authority—typically a more powerful devil. While devils are lawful, they’re always looking for another way up the ladder. They twist every rule to their benefit to gain power and usurp those they answer to, eager to uncover loopholes in the eternal struggle for significance and supremacy. Silver Tongues. These winsome fiends can acquire great influence through corrupting mortal souls—who then become subordinate devils when they die. Devils are virtuosos with words, skilled at tempting and coercing people into performing atrocities. They exploit the weaknesses of mortals—greed, revenge, vanity—or just simple desperation. In the heat of battle, a devil’s supernatural charisma can influence a mortal to do their bidding, often without realizing until it’s too late. True Names. All devils have two names: one they’re commonly known by, and another secret true name. Every devil zealously safeguards the latter, as their true name can be spoken aloud to aid in summoning the fiend or to strip them of their power. Hell’s Defectors. Not every devil in the Seven Cities wants to ruthlessly ascend the hierarchy. Some others do desire advancement, but they remain dissatisfied at the bottom. As luck would have it, these fiends can free themselves from Hell’s bureaucracy—for when a mortal overestimates their fortitude and dies while enacting an infernal summoning, it leaves open a passage to the Mundane World that an enterprising devil can cross through. Some of these defectors cling to old habits, acquiring power in mortal spheres of business, law, or politics. Others, inspired by mortals, join adventuring parties or set out to explore the world. These devils and their descendants are often colloquially known as tieflings. Actions Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft. Hit: 2d4 + PB piercing damage. Beginning at 7th level, the retainer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Misleading Strike (3/Day). As an action, the retainer makes a signature attack. On a hit, the target must use their reaction, if available, to make a weapon attack against a creature of the retainer’s choice. 5th Level: Adjuration (3/Day). As a bonus action, the retainer grants an infernal blessing to an ally they can see within 60 feet of them. The next time that ally makes an attack roll before the start of the retainer’s next turn, the ally adds a +PB bonus to the roll. If the attack hits, it deals an extra PB damage. 7th Level: Hellbitten Knives (1/Day). As a bonus action, the retainer imbues their daggers with hellfire. For 1 minute, their signature attack deals an extra PB fire damage and ignores damage resistances.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Devil Retainer (PB 4)","description":"Traits Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft. Hit: 2d4 + PB piercing damage. Beginning at 7th level, the retainer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Misleading Strike ( 3 /Day). As an action, the retainer makes a signature attack. On a hit, the target must use their reaction, if available, to make a weapon attack against a creature of the retainer’s choice. 5 th Level: Adjuration ( 3 /Day). As a bonus action, the retainer grants an infernal blessing to an ally they can see within 60 feet of them. The next time that ally makes an attack roll before the start of the retainer’s next turn, the ally adds a +PB bonus to the roll. If the attack hits, it deals an extra PB damage. 7 th Level: Hellbitten Knives ( 1 /Day). As a bonus action, the retainer imbues their daggers with hellfire. For 1 minute, their signature attack deals an extra PB fire damage and ignores damage resistances.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Devil Retainer (PB 5)","description":"In the lower plane of Hell, devils of the Seven Cities vie unceasingly against each other for power and control—a conflict fought foremostly through cunning and schemes. Compared to other fiends, devils appear remarkably humanoid, but infernal attributes such as horns, hooves, tails, and wings still set them apart. Precarious Pyramids. The Seven Cities are built on a strict hierarchy and bureaucracy. Draconian chains of command place each devil in service to a higher authority—typically a more powerful devil. While devils are lawful, they’re always looking for another way up the ladder. They twist every rule to their benefit to gain power and usurp those they answer to, eager to uncover loopholes in the eternal struggle for significance and supremacy. Silver Tongues. These winsome fiends can acquire great influence through corrupting mortal souls—who then become subordinate devils when they die. Devils are virtuosos with words, skilled at tempting and coercing people into performing atrocities. They exploit the weaknesses of mortals—greed, revenge, vanity—or just simple desperation. In the heat of battle, a devil’s supernatural charisma can influence a mortal to do their bidding, often without realizing until it’s too late. True Names. All devils have two names: one they’re commonly known by, and another secret true name. Every devil zealously safeguards the latter, as their true name can be spoken aloud to aid in summoning the fiend or to strip them of their power. Hell’s Defectors. Not every devil in the Seven Cities wants to ruthlessly ascend the hierarchy. Some others do desire advancement, but they remain dissatisfied at the bottom. As luck would have it, these fiends can free themselves from Hell’s bureaucracy—for when a mortal overestimates their fortitude and dies while enacting an infernal summoning, it leaves open a passage to the Mundane World that an enterprising devil can cross through. Some of these defectors cling to old habits, acquiring power in mortal spheres of business, law, or politics. Others, inspired by mortals, join adventuring parties or set out to explore the world. These devils and their descendants are often colloquially known as tieflings. Actions Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft. Hit: 2d4 + PB piercing damage. Beginning at 7th level, the retainer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Misleading Strike (3/Day). As an action, the retainer makes a signature attack. On a hit, the target must use their reaction, if available, to make a weapon attack against a creature of the retainer’s choice. 5th Level: Adjuration (3/Day). As a bonus action, the retainer grants an infernal blessing to an ally they can see within 60 feet of them. The next time that ally makes an attack roll before the start of the retainer’s next turn, the ally adds a +PB bonus to the roll. If the attack hits, it deals an extra PB damage. 7th Level: Hellbitten Knives (1/Day). As a bonus action, the retainer imbues their daggers with hellfire. For 1 minute, their signature attack deals an extra PB fire damage and ignores damage resistances.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Devil Retainer (PB 5)","description":"Traits Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft. Hit: 2d4 + PB piercing damage. Beginning at 7th level, the retainer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Misleading Strike ( 3 /Day). As an action, the retainer makes a signature attack. On a hit, the target must use their reaction, if available, to make a weapon attack against a creature of the retainer’s choice. 5 th Level: Adjuration ( 3 /Day). As a bonus action, the retainer grants an infernal blessing to an ally they can see within 60 feet of them. The next time that ally makes an attack roll before the start of the retainer’s next turn, the ally adds a +PB bonus to the roll. If the attack hits, it deals an extra PB damage. 7 th Level: Hellbitten Knives ( 1 /Day). As a bonus action, the retainer imbues their daggers with hellfire. For 1 minute, their signature attack deals an extra PB fire damage and ignores damage resistances.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Devil Retainer (PB 6)","description":"In the lower plane of Hell, devils of the Seven Cities vie unceasingly against each other for power and control—a conflict fought foremostly through cunning and schemes. Compared to other fiends, devils appear remarkably humanoid, but infernal attributes such as horns, hooves, tails, and wings still set them apart. Precarious Pyramids. The Seven Cities are built on a strict hierarchy and bureaucracy. Draconian chains of command place each devil in service to a higher authority—typically a more powerful devil. While devils are lawful, they’re always looking for another way up the ladder. They twist every rule to their benefit to gain power and usurp those they answer to, eager to uncover loopholes in the eternal struggle for significance and supremacy. Silver Tongues. These winsome fiends can acquire great influence through corrupting mortal souls—who then become subordinate devils when they die. Devils are virtuosos with words, skilled at tempting and coercing people into performing atrocities. They exploit the weaknesses of mortals—greed, revenge, vanity—or just simple desperation. In the heat of battle, a devil’s supernatural charisma can influence a mortal to do their bidding, often without realizing until it’s too late. True Names. All devils have two names: one they’re commonly known by, and another secret true name. Every devil zealously safeguards the latter, as their true name can be spoken aloud to aid in summoning the fiend or to strip them of their power. Hell’s Defectors. Not every devil in the Seven Cities wants to ruthlessly ascend the hierarchy. Some others do desire advancement, but they remain dissatisfied at the bottom. As luck would have it, these fiends can free themselves from Hell’s bureaucracy—for when a mortal overestimates their fortitude and dies while enacting an infernal summoning, it leaves open a passage to the Mundane World that an enterprising devil can cross through. Some of these defectors cling to old habits, acquiring power in mortal spheres of business, law, or politics. Others, inspired by mortals, join adventuring parties or set out to explore the world. These devils and their descendants are often colloquially known as tieflings. Actions Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft. Hit: 2d4 + PB piercing damage. Beginning at 7th level, the retainer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Misleading Strike (3/Day). As an action, the retainer makes a signature attack. On a hit, the target must use their reaction, if available, to make a weapon attack against a creature of the retainer’s choice. 5th Level: Adjuration (3/Day). As a bonus action, the retainer grants an infernal blessing to an ally they can see within 60 feet of them. The next time that ally makes an attack roll before the start of the retainer’s next turn, the ally adds a +PB bonus to the roll. If the attack hits, it deals an extra PB damage. 7th Level: Hellbitten Knives (1/Day). As a bonus action, the retainer imbues their daggers with hellfire. For 1 minute, their signature attack deals an extra PB fire damage and ignores damage resistances.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Devil Retainer (PB 6)","description":"Traits Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft. Hit: 2d4 + PB piercing damage. Beginning at 7th level, the retainer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Misleading Strike ( 3 /Day). As an action, the retainer makes a signature attack. On a hit, the target must use their reaction, if available, to make a weapon attack against a creature of the retainer’s choice. 5 th Level: Adjuration ( 3 /Day). As a bonus action, the retainer grants an infernal blessing to an ally they can see within 60 feet of them. The next time that ally makes an attack roll before the start of the retainer’s next turn, the ally adds a +PB bonus to the roll. If the attack hits, it deals an extra PB damage. 7 th Level: Hellbitten Knives ( 1 /Day). As a bonus action, the retainer imbues their daggers with hellfire. For 1 minute, their signature attack deals an extra PB fire damage and ignores damage resistances.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Devil Shark","description":"With a fang-filled maw and the glimmer of malevolent intelligence in its ruby red eyes, this shark-like creature glides through the depths in complete silence. Relentlessly Territorial. This terrifying creature possesses a cunning and devious mind which it uses to bend others to its will. The devil shark considers itself superior to all other creatures of the sea and goes to great lengths to prove it. A merciless, vicious predator when active, a devil shark carves out and defends a territory for itself measured in leagues, relentlessly hunting down any creature it considers a competitor for primacy. Slumbering Evil. The creature relies in part on the terror it spreads during its periods of activity to keep it safe and undisturbed during its long periods of dormancy. While dormant, it sleeps in deep undersea caves or ancient submerged structures of unknown artifice. Object of Veneration. The devil shark is a solitary creature, though it sometimes enjoys the worship of sahuagin. As rapacious as the hungriest shark, the devil shark enjoys consuming the flesh of sentient creatures and looks kindly on those providing it with such sacrifices, though it will just as soon eat those same admirers should such offerings cease.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"neutral evil","Expansion":45,"Challenge Rating":13},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Devil Shrike","description":"Named for the creature known as the \"butcher bird\", devil shrikes are believed to have been bred from their namesake by crossing fiendish blood with a dire shrike, producing this huge, abhorrent, and beautifully terrifying fiend. Devil shrikes make their homes in caverns and dark forest glens where they transform their surroundings into a spiked lair commonly referred to as an \"abattoir\". Like their namesake, devil shrikes stick their prey on the spikes that grow in their lair to save the prey for later, and to more easily rip them apart for consumption. Appearance. Devil shrikes also look a lot like their namesake, except much, much larger, and different in color. Their bodies are covered in iridescent green feathers, and their feathered wings are purple at their base, fading into a cobalt blue at the tips. Their hooked beaks end in a terrifyingly sharp, crimson point, and their talons are large enough to carry off even a troll with ease. Tactics. Devil shrikes prefer to fight in their lair, or take their prey by surprise - hitting them with their Paralyzing Beak before carrying them back to its lair to spit them and finish them off. Creatures that approach the devil shrike's lair may find themselves drawn in by its Luring Call. The devil shrike only leaves its lair to hunt if no prey has come by for a few days. In combat, the devil shrike makes use of its flight and Rapid Flight to set up a Paralyzing Beak on the back line of its foes. After paralyzing a creature, it flies up into the air, waits for the turn before its next turn, then uses Rapid Flight to descend in preparation for Spike, repeating this process as long as possible. If it has been forced to use both of its Legendary Toughnesses, it flees before its wings can be Injured. Lair Actions On initiative count 20 (losing initiative ties), the devil shrike takes a lair action to cause one of the following effects; the devil shrike can’t use the same effect two rounds in a row: Spit. A growth of black, glossy material sprouts from the ground beneath a creature hostile to the devil shrike. That creature must make a DC 15 Dexterity saving throw or take 7 (2d6) piercing damage and gain a special Injury of Dangerous II severity, \"Spitted\". While Injured in this way, a creature is grappled by the thing it is spitted on, and loses 3 (1d6) hit points at the start of each of its turns. Another creature can lift the Injured creature off of the spike with a successful DC 15 Strength (Athletics) check. The injury can then be treated using a DC 15 Wisdom (Medicine) check. The Spitted creature can use its action to make a DC 15 Strength (Athletics) check with disadvantage to climb off the spike. Screech. The devil shrike lets out a loud screech, deafening and disorienting other creatures. Each creature in a 60-foot radius of the devil shrike that can hear it must make a DC 15 Constitution saving throw or take 5 (2d4) thunder damage and be deafened until the end of their next turn. While deafened in this way, a creature may take a reaction or a bonus action during a round, but not both. If a creature had previously used its reaction since the end of its last turn, it may still take a bonus action on its turn. Luring Cry. The devil shrike mimics the call of a creature's ally or loved one, inviting them closer. Each creature that can hear the devil shrike must make a DC 10 Wisdom saving throw or be charmed by the devil shrike until the end of its next turn. On its turn, it must use its action to Dash, moving as close to the devil shrike as possible, and granting the devil shrike advantage on its next attack roll made against them. Traits Fiendish Resilience. The devil shrike has advantage on saving throws against being charmed, frightened, poisoned, or sickened. Fiendish Perception. The devil shrike has advantage on Wisdom (Perception) checks relying on sight, and on saving throws against illusions. Spitted Feast. The devil shrike has advantage on attack rolls made against creatures with the Spitted Injury. Legendary Resistance (2/Day). If devil shrike fails a saving throw, it can choose to succeed instead. Legendary Toughness (2/Day). When the devil shrike gains an Injury, it can choose to ignore the effects of the Injury until it finishes a long rest. Actions Multiattack. The devil shrike uses Paralyzing Beak and Keening Shriek. Paralyzing Beak. Melee Weapon Attack: +9 to hit, reach 5 feet, one target. Hit: 15 (2d8+5) bludgeoning damage, and the target must make a DC 15 Constitution saving throw or be paralyzed. A paralyzed creature can make a new saving throw to end this effect on itself at the end of each of its turns. Keening Shriek. Each creature that can hear the devil shrike that is within 30 feet of it must make a DC 15 Wisdom saving throw or take 3 (1d6) psychic damage. Spike. The devil shrike grabs a paralyzed creature and spikes it on a nearby object or piece of terrain, saving it for later consumption. That creature takes 18 (4d8) piercing damage, and gains a special Injury of Dangerous II severity, \"Spitted\". While Injured in this way, a creature is grappled by the thing it is spitted on, and loses 3 (1d6) hit points at the start of each of its turns. The Injury can be treated as normal if another creature lifts the Injured creature off of the spike with a successful DC 15 Strength (Athletics) check. The Spitted creature can use its action to make a DC 15 Strength (Athletics) check with disadvantage to climb off the spike. Each creature that can see the target must make a DC 15 Wisdom saving throw or be frightened of the devil shrike for 1 minute. A frightened creature can attempt a new saving throw at the end of each of its turns to end this effect. This ability can only be used if there is a spike available for use. Legendary Actions The devil shrike can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The devil shrike regains spent legendary actions at the start of its turn. Unnerving Cry (Costs 2 Actions). Each creature within 300 feet of the devil shrike that is hostile to it and can hear it must make a DC 15 Wisdom saving throw or be frightened of the devil shrike until the end of their next turn. Rapid Flight. The devil shrike moves up to its speed without provoking opportunity attacks. Swift Beak. Melee Weapon Attack: +9 to hit, reach 5 feet, one target. Hit: 15 (2d8+5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":10},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Devil, Arachnocrat","description":"A portly gentleman with slender arms and legs keeps his face and hands carefully concealed. Arachnocrats are spider-like fiends who enjoy masquerading as members of high society. They eat haute cuisine and drink fine wine in the company of humans. Finer Tastes. Viewing the wealth and standing of their victims as the greatest measure of taste, these devils delight in aristocratic prey, though they most often feed on the liquefied innards of servants of the aristocracy to avoid detection. They use local spiders as spies and informants to get closer to their quarries or discover dark secrets their quarries would rather keep hidden. Ever patient in their schemes of corruption, arachnocrats often court their quarries over months of theatre, dinner parties, and elaborate balls. Hidden in Plain Sight. Arachnocrats are adept at disguising themselves as aristocrats. Their most noticeable features are their clawed hands and their spider-like faces, which they cover with gloves, masks, scarves, voluminous robes, and similar attire. The eccentricities of the well-to-do help to cast off any suspicion over their odd coverings. As Good As Gold. The arachnocrat’s preferred prey comes at a high price. Blessed by the Arch-Devil of Greed, Mammon , arachnocrats have a second stomach that can turn common rocks into faux gemstones. The fiends vomit up the gemstones after digesting the rocks for a few months, and they use the gemstones to fund their endeavors. The counterfeit nature of the gems is detectable by only true craftsmen.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Devil, Arch-Devil Mammon","description":"Devil, Arch-Devils The rulers of Hell are the arch-devils, some arch-dukes and princes, others mere barons—but all with great longing to advance themselves and seize power. Mammon, Archduke of Greed This massive demon is made of money. His corpulent body is clad only in a woven platinum loincloth and a myriad of golden bangles, necklaces, rings, and chains. His skin is a deep golden hue, and his bald head is surmounted by a magnificent crown. The figure’s grin is wide, wicked, and dripping with avarice. Rich and Ostentatious. Mammon, the Golden Duke, the Arch-Devil of Greed, embodies the desire for material wealth that is so prevalent in mortals, and he has grown fat on the Material Plane’s greed. Supplicants enter into service with Mammon, hoping desperately for a taste of the mind-boggling treasures that flow through his realm. The Arch-Devil of Greed rarely has to try to corrupt souls—they willingly cast themselves onto his counting room floor. Befitting his appetites, Mammon is a rotund devil, and massively tall. He clads his golden body in ostentatious wealth. His only concession to actual clothing is a scant loincloth woven from platinum threads. Greed Embodied. Mammon’s greed knows no bounds. It is the one constant that allows mortals hope when dealing with him. If Mammon wants something badly enough, he spares no expense to get it, and even the lowliest supplicant can leverage that desire to his gain. Damned souls can be rescued from the Halls of Avarice by trading some unique bauble that has escaped Mammon’s collection, or by offering to deliver an even more valuable soul in their place. Of course, such promises must be delivered, which means somehow coercing or tricking another living person into Mammon’s clutches. Mammon’s Lair Mammon resides within a realm of overwhelming opulence. The forests grow golden trees with emerald leaves. Streams of liquid silver wind past fields of lapis wildflowers. The Archdevil of Greed’s home, the Halls of Avarice, is in the heart of a golden city. Everything within his palace is made of a precious substance, and it is filled to bursting with breathtaking treasures. Lair Actions On initiative count 20 (losing initiative ties), Mammon takes a lair action to cause one of the following effects; Mammon can’t use the same effect two rounds in a row: Mammon infuses a pile of treasure in his lair with life. It becomes an earth elemental made of precious metals and gems. The elemental acts immediately and lasts until destroyed or until Mammon uses this action again. Stacked piles of treasure shift and slide, collapsing onto a creature Mammon can see. The creature is restrained until initiative count 20 on the following round, or until it or an adjacent ally uses an action to make a successful DC 18 Strength check to free it. Mammon magically teleports from one area of treasure to another within 150 feet Regional Effects The region containing Mammon’s lair is warped by the archdevil’s magic, which creates one or more of the following effects: Treasure in the possession of creatures other than Mammon turns to worthless materials such as lead, wood, or gravel, after spending 24 hours within 1 mile of the lair. The resulting junk resumes its valuable form when Mammon claims it, or by means of a wish spell or comparable magic. Creatures that spend more than 1 hour within 1 mile of Mammon’s lair become obsessed with gaining the most generous payment or portion of wealth in any dealing unless they succeed on a DC 18 Wisdom saving throw. A creature that saves successfully is immune to this effect for 24 hours. The effect can be removed by a greater restoration spell or comparable magic. Any naturally occurring treasure in Mammon’s home plane reverts to worthless junk if removed from the plane. Similarly, any mundane item left behind transforms into something fantastically valuable, as long as it remains on the plane. If Mammon dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. Traits Innate Spellcasting: Mammon’s innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: charm person, detect magic, dispel magic, fabricate (Mammon can create valuable objects), heat metal, magic aura 3/day each: animate objects, counterspell, creation, instant summons, legend lore, teleport 1/day each: imprisonment (minimus containment only, inside gems), sunburst Legendary Resistance (3/day): If Mammon fails a saving throw, he can choose to succeed instead. Magic Resistance: Mammon has advantage on saving throws against spells and other magical effects. Magic Weapons: Mammon’s weapon attacks are magical. Actions Multiattack: Mammon makes three attacks. Pulse: Melee Weapon Attack : +14 to hit, range 10 ft., One target. Hit : 19 (3d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage. Molten Coins: Ranged Weapon Attack : +14 to hit, range 10/120 ft., One target. Hit : 16 (3d6 + 6) bludgeoning damage plus 18 (4d8 ) fire damage. Your Weight In Gold (Recharge 5-6): Mammon can use this ability as a bonus action immediately after hitting a creature with his purse attack. The creature must make a DC 24 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified by being turned to solid gold. Otherwise, a creature that fails the saving throw is restrained. A restrained creature repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature receives a greater restoration spell or comparable magic. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Attack: Mammon makes one purse or molten coins attack. Make It Rain!: Mammon casts gold and jewels into a 5-foot radius within 60 feet. One creature within 60 feet of the treasure that can see it must make a DC 24 Wisdom saving throw. On a failure, the creature must use its reaction to move its speed toward the trinkets, which vanish at the end of the turn. Deep Pockets (3 actions): Mammon recharges his Your Weight In Gold ability.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (devil)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":25},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Devil, Arch-Devil Totivullus","description":"Totivillus, Scribe of Hell This unassuming man has walnut-colored skin and small horns, and he wears a simple, gray scribe’s robe. Evil in Triplicate. Devils track everything, and therein lies the difference between the creatures of demonkind and the creatures of the Nine Hells. The devil responsible for all pacts, soul-stealing contracts, and documents signed in blood is Totivillus, who also creates errors in sacred scrolls and who encourages nodding scribes to drift to sleep and ruin a fresh page of vellum. Serves Mammon. To all outward appearances, Totivillus is the most powerful servant of the Archduke Mammon, though in the infernal chain of command his immediate superior is Duke Berith, the Duke of False Coins and the Master of Accounts. To the unbiased eye, Totivillus is at least as powerful as Duke Berith, and some believe he rivals Mammon himself. However, this is not reflected in public or even in the confidential lists of Hell’s feudal order. Totivillus is a sort of hidden archduke, and that is the way he prefers to operate, shielded by reams of paper and ranks of intermediaries. Humble Appearance. Totivillus is a baron, but unlike most of the princes of Hell, he does not appear wealthy, powerful, or even outwardly malignant. His simple robe seems gray from a distance, but on close inspection it is actually a white garment woven with tiny letters that describe his history and deeds in the Infernal tongue. The Baron’s True Name Depending on your group of players, it might or might not be worth using the baron’s true name: Titivillus. Pronounced at the table, it’s likely to reduce grown men to giggles, but that might prove worthwhile as no arch-devil can stand to be laughed at. Perhaps this is why Totivillus maintains a low profile and works his evil in paper and ink? Traits Devil's Sight: Magical darkness doesn’t impede the devil’s darkvision. Fear Aura: Any creature hostile to Totivillus that starts its turn within 20 feet of him must make a DC 21 Wisdom saving throw, unless Totivillus is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, it is immune to the devil’s Fear Aura for the next 24 hours. Spellcasting: Totivillus is a 20th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 23, +15 to hit with spell attacks). He requires no material components to cast his spells. Totivillus has the following wizard spells prepared: Cantrips (at will): chill touch, light, minor illusion, poison spray, prestidigitation 1st level (4 slots): comprehend languages, disguise self, illusory script, magic missile, unseen servant 2nd level (3 slots): blindness/deafness, hold person, mirror image, misty step 3rd level (3 slots): counterspell, dispel magic, haste, protection from energy 4th level (3 slots): banishment, dimension door, greater invisibility, polymorph 5th level (3 slots): dominate person, geas, modify memory, passwall 6th level (2 slots): eyebite, guards and wards, mass suggestion 7th level (2 slots): forcecage, plane shift 8th level (1 slot): feeblemind 9th level (1 slot): time stop Magic Resistance: The devil has advantage on saving throws against spells and other magical effects. Magic Weapons: Totivillus’s weapon attacks are magical. Meld with Text: Totivillus can enter any book, scroll, or other written material and remain hidden there as long as he wishes. If the text is damaged or destroyed, he is ejected from it without suffering damage. Trust Aura: Totivillus projects a 25-foot-radius trust aura. As long as Totivillus is talking, creatures in that area find his utterances so fascinating and compelling that they must make a DC 23 Wisdom saving throw at the start of each of their turns; if the saving throw fails, they can’t attack Totivillus directly until the start of their next turn. This effect ends immediately and can’t be renewed for 1 minute if Totivillus attacks physically. Devils are not immune to this aura. Actions Multiattack: Totivillus makes two claw attacks. Claw: Melee Weapon Attack : +11 to hit, range 5 ft., One target. Hit : 30 (4d12 + 4) Slashing damage. Hellfire Bolt (Recharge 5–6): Ranged Spell Attack : +15 to hit, range 120 ft., One target. Hit : 65 (10d12) Force damage plus 33 (6d10) Thunder damage. A successful DC 20 Dexterity saving throw halves thunder damage. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Claw Attack: Totivillus makes one claw attack. Devil's Mark: Totivillus sprays magical ink from his fingertips at a single target within 30 feet. The target must make a successful DC 23 Dexterity saving throw or receive a devil’s mark: a tattoo in the shape of Totivillus’s personal seal. All devils have advantage on spell attacks made against the devil‑marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed by remove curse if the caster also makes a successful DC 23 spellcasting check. The mark reveals itself as desecrated to detect evil and good. It often shifts its position on the body, especially when it’s concealed (and usually at the most inconvenient moment). Because such marks are sometimes placed on those who’ve made pacts with devils, NPC paladins and clerics might assume that any character bearing a devil’s mark is in league with evil forces. Cast a Spell (Costs 3 Actions): Totivillus casts a spell from its list of prepared spells, using a spell slot as normal.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":24},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Devil, Arch-Devil, Belphegor","description":"A whirring clatter of gears, bone, and tormented cries speeds across the skies of hell. Once, a lesser-devil named Belphegor ruled a spit of Hell known as the Plane of Openings. There, the devil oversaw great chasms that appeared each morning in the thick blood-clay; chasms filled daily with the excrement of the denizens of Hell. Belphegor and his minions sealed the chasms at day's end, and thusly were the bodily wastes of Hell returned to its unhallowed ground. Though he did as was commanded by the Lords of Hell, the stooped and wretched devil desired power and rank. He began to conceive of ways to reduce the labor of his task. He built a great contraption from the bones of the damned to perform his toilsome task in his stead and named it Prime. Belphegor hoped it would impress his master, who might deliver him from his menial work. Before he could share his invention, Belphegor became entranced by Prime. Lost in its gears of bone, the devil soon forgot the original purpose of the invention. He continued building intricate parts that seemed like strokes of genius but, in reality, performed no useful function. The Plane of Openings overran with the bilious excrement of the planes of Hell, and soon the stench sank to the lowest pits, befouling the nose of his master. When he arrived to rend the delinquent devil into pieces as punishment for abandoning the task, the Arch-Devil saw Belphegor's machine and smiled wickedly. Through the busywork of self-indulgent invention, Belphegor had managed to produce nothing on a never-before seen scale. Belphegor was immediately made a lieutenant and given domain over tempting brilliant mortals into fruitless ingenuity and invention. He rides upon Prime as his infernal mount, its endless complexities whirring as he passes. In Hell, Belphegor is a massive, bent humanoid. His face is covered in small, horned protrusions, and his eyes are two endless spiralling voids. In combat, he wields a great flail whose head is held in place by a chain of damned humanoids. The sides of Prime are decorated with the useless inventions of mortals he has corrupted. On the Material Plane, he appears as a wizened, old man who carries a pack filled with tinkerer's tools. His symbol is a laborer's hammer with a shattered head. Corruptor of Invention. Belphegor spreads Hell's corruption by tempting mortal ingenuity into endless complexities and fruitless obsessions. A brilliant alchemist attempting to concoct an epic healing draught might be tempted to pursue increasingly rare ingredients--until the draught is forgotten, and the hunt for ingredients takes precedence. An engineer building a massive and glorious span might find herself suddenly obsessed with cladding the bridge in an overly complex way; construction grinds to a halt as the builders iterate endlessly. Wherever ingenuity threatens to make progress, there is Belphegor, steering it towards wasteful tinkering. Wasted Gifts. Belphegor delights in good-hearted mortals ignoring their own gifts and pursuing goals that are beneath their abilities. He revels in social, religious, and political systems that prevent beings from fulfilling their destinies. Self-pitying paralysis is one of the devil's strongest powers; Belphegor longs to watch a hero wallow in drink and doubt while their town is pillaged around them.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":22},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Devil, Arch-Devil, Iorvensiav","description":"This serpentine fiend sprouts four pairs of limbs along her length, and horns of faceted ice adorn her dragon-like head. When moving, her scales scintillate in patterns of frostbite black, glacier blue, and snowy white. A glittering diamond point marks the end of her thrashing tail, and a spiked chain of frosty steel hangs from her clawed hands. Iorvensiav, Lady of the Unforgiving Cold, is master of the frozen hells and queen of frigid deaths. In those infernal places where fires do not burn, the cold is so terrible it can set mortal bones and flesh ablaze. Last of Her Kind. Even Iorvensiav no longer recalls her origins. Some in the hells whisper she was once a dragon, tortured and reshaped by her own request to become the frigid power she is today. Others say she is the last of a species that once roamed the frozen wildlands deep within various hellscapes, the others having long since turned to dust. Cold and Calculating. Iorvensiav often holds herself aloof, watching from a distance and gauging the odds of her opportunities. She watches for any options that give her a firmer hold on her growing power in the hells. The chill she wears like a cloak is only a mask, however. Inside, the Lady of Unforgiving Cold is a raging inferno, capable of sudden violence when she is displeased. Her Shiny Hoard. Similar to dragons, Iorvensiav keeps a hoard. Instead of coins, jewels, and other wealth, she gathers frozen souls to her lair. These souls are strewn throughout her mountain kingdom as frozen carvings, depicting how the creatures appeared in life. Iorvensiav's Lair A mountain of ice rises up from a hellish plain of frost. Within the mountain, at the center of a fiend-riddled labyrinth, a glimmering, cylindrical chamber of cyclopean proportions reaches from the mountain's depths to its peak. Iorvensiav resides in this chamber, hoarding souls as she grows in power. Lair Actions On initiative count 20 (losing initiative ties), Iorvensiav can take a lair action to cause one of the following effects; Iorvensiav can't use the same effect two rounds in a row: Freezing Fog. Freezing fog rises up from the floor or pours out of the walls from a point Iorvensiav can see within 120 feet of her. Each hostile creature within 30 feet of that point must succeed on a DC 21 Constitution saving throw or its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions until the end of its next turn. Frigid Blast. A cold wind blasts down from the top of the lair. Each hostile creature within 60 feet of Iorvensiav must succeed on a DC 21 Strength saving throw or be knocked prone. Flying creatures have disadvantage on the saving throw and take falling damage if knocked prone, as normal. Ice Barrage. Magical shards of ice whirl violently around a point Iorvensiav can see within 120 feet of her. Each hostile creature within 20 feet of that point must make a DC 21 Dexterity saving throw, taking 10 (3d6) piercing damage and 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. Amphibious. Iorvensiav can breathe air and water. Death Throes. When Iorvensiav dies, she explodes, and each creature within 30 feet of her must make a DC 21 Constitution saving throw, taking 70 (20d6) cold damage on a failed save, or half as much damage on a successful one. The explosion freezes objects in the area that aren't being worn or carried, encapsulating them in ice. Freezing Weapons. Iorvensiav's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 2d6 cold damage (included in the attack). Legendary Resistance (3/Day). If Iorvensiav fails a saving throw, she can choose to succeed instead. Magic Resistance. Iorvensiav has advantage on saving throws against spells and other magical effects. Actions Multiattack. Iorvensiav makes one Bite attack and two Claw attacks. She can replace one Claw attack with a Freezing Chain attack. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage and 7 (2d6) cold damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage and 7 (2d6) cold damage. Freezing Chain. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage, and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained and takes 14 (4d6) cold damage at the start of each of its turns, and Iorvensiav can't make Freezing Chain attacks against other targets. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) slashing damage and 7 (2d6) cold damage. This attack ignores resistance to slashing damage, and if Iorvensiav rolls a 20 on the attack roll, she cuts off one of the target's heads. The target dies if it can't survive without the lost head. If the target doesn't have a head or can't be decapitated, it takes an extra 27 (6d6) slashing damage instead. Thundering Ice Breath (Recharge 5-6). Iorvensiav exhales a booming, frigid spray in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 45 (8d10) cold damage and 45 (8d10) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more is stunned until the end of its next turn. Bonus Actions Change Shape. Iorvensiav magically transforms into any Beast, Fiend, or Humanoid that is Huge or smaller or back into her true form. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying transforms with her or is borne by the new form (Iorvensiav's choice). She reverts to her true form if she dies. Legendary Actions Iorvensiav can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Iorvensiav regains spent legendary actions at the start of her turn. Detect. Iorvensiav makes a Wisdom (Perception) check. Tail Attack. Iorvensiav makes a tail attack. Chilling Wings (Costs 2 Actions). Iorvensiav beats her wings, releasing a blast of icy wind. Each creature within 15 feet of her must succeed on a DC 21 Constitution saving throw or take 14 (4d6) cold damage and be stunned until the end of its next turn. Iorvensiav can then fly up to half her flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":24},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Devil, Arch-Devil, Parzelon","description":"This hulking fiend has a frightening leonine head atop the preternatural physique of a huge human body. A pronged crown sits upon his maned skull, and his eyes burn with a deep labradorite iridescence. Saint of Vile Soothsayers. Parzelon is a formidable warrior as well as a patron of scholars. His ashen left hand wields an enormous immortal viper like a whip, while his right brandishes a terrible silver trumpet that heralds his coming (he loves to announce himself in lavish style). When summoned, the King of Secrets travels upon the back of a massive, fiendish black bear (treat as an adult red dragon with no fly speed, tail, wings, or legendary actions), who serves the Arch-Devil for eternity as his steed and companion. Lord of Fallen Houses. The King of Secrets is a cunning monarch among devils, who attends mortals only to further his elusive, infernal agendas. A retinue of twenty two devils obey his will, belonging to both the Order of Virtues and the Order of Thrones. Two ancient orobas devils (Tome of Beasts) serve him as spies and advisers.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":25},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Devil, Arch-Devil, Poena","description":"The fiendish beauty descends on dark wings, her eyes glittering with malice. Champion of Revenge. Poena lives to harvest the souls of those who have done violence to others. In particular, she targets individuals who commit harm to children, domestic violence, or sexual assault. Victims of such crimes can call upon Poena and her servants to punish those that plague them. Mother of Erinyes. Poena corrupted the angels who would become the erinyes, her singleminded drive to punish murderers and abusers appealing to them. Poena is attended by a band of nine female erinyes “muses.” Action Over Words. Poena is consumed by her quest for vengeance, and she frequently forgets to participate in devil politics. While her wrath can be troublesome, she is widely disregarded by other devils.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":19},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Devil, Arch-Devil, The Curator","description":"Bulging eyes stare unblinkingly at you from an oversized head held up by a bone neck brace. Its mottled green skin is covered by rich robes, adorned with dozens of delicately carved cages. Curious Being. The Curator was created through a series of improbable events. An amphibious creature fell from the Material Plane into the River Styx and, after bathing in its waters, wriggled its way to the shore. Warped by magic, the now highly-intelligent and mutated creature rose to carve out its corner of Hell. Other arch-devils regard the Curator with a mixture of fear and disgust due to this bizarre origin. Soul Museum. Hidden among the marshes of the Lower Planes, the Curator maintains a museum of souls. It seeks unusual specimens to add to the ever-growing collection of spirits preserved in its crystalline menagerie. The Curator spends its resources finding, buying, and trading for the rarest souls trapped in the Hells. No one knows why the Curator is building the museum, though creatures from across the planes are rumored to have received invitations to view it. The Curator’s Lair The Curator’s museum is a crystalline structure raised from the marshy lands fed by the River Styx. Hidden by magic, the beautiful building is nearly impossible to find without an invitation. The inside of the museum is filled with soul cages carved with luminescent runes, ice sculptures imbued with gleaming souls, and drifting spirits confined within its walls. Lair Actions On initiative count 20 (losing initiative ties), the Curator can take a lair action to cause one of the following effects; the curator can’t use the same effect two rounds in a row: * All souls in the museum cease to emit light, and the lair becomes completely dark. The souls begin to glow once again on initiative count 20 on the next round. * Souls fly to the Curator to shield it, and the Curator gains 15 temporary hp. They remain until initiative count 20 on the next round. * The Curator commands the captured souls to scream. Each creature the Curator can see within 120 feet of it must succeed on a DC 20 Wisdom saving throw or take 18 (4d8) psychic damage. Regional Effects The region containing the Curator’s lair is warped by its magic, which creates one or more of the following effects: * If a creature does not possess an invitation to the museum, dense fog and a labyrinth of marshes make the area within 1 mile of the lair heavily obscured difficult terrain. * The fog that surrounds the lair is filled with whispering voices and the barely-visible forms of spirits. The spirits harass living creatures, making it impossible to benefit from a long rest while within 1 mile of the lair. * The marshy land within 1 mile of the lair is home to an alarmingly large population of frogs and toads. The Curator can choose to see or hear through the senses of any frog or toad in this area and can speak through it while doing so. If the Curator dies, these effects fade over the course of 1d10 days. The Curator in Midgard The Curator inhabits a museum in the marshes of Archedantuss. Mammon rules the plane, but his primary concern is the accumulation of wealth. The Curator has struck a bargain with Mammon, which allows the Curator to keep its collection and museum on the shores of the River Styx in exchange for two things: the Curator must collect lesser souls for Mammon, and the Curator must glean the locations of all material treasures its curated souls kept in life. For more information on the plane of Archedantuss, see Warlock #16: Eleven Hells .","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":24},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Devil, Automata","description":"A nightmare wrapped in chains and built of cutting cogs and whirring gears, an automata devil howls like a hurricane in battle. Once chain devils, automata devils have been promoted to greater power. Guards and Overseers. Sometimes called castigas, automata devils are made to monitor others. They are often put in charge of prisoners or infernal factories. Pierced by Chain and Wire. This slender creature’s skin is pierced with barbs, sharp nails, and coils of wire, which have been threaded through its flesh. Chains are buried under blisters and scabs. This infernal horror’s eyelids—both front and back pairs—have been sewn back with wire, while six arms ending in large grasping hands erupt from its shoulders. Coiled Metal Whips. The creature’s back is broad and massive. Its head is a black mass ending in two large mandibles. By its side, it carries a huge coiled whip that squirms like a snake and is said to scent lies and treachery. The creature’s stomach opens up like a second mouth, filled with spines. Castigas in Midgard One corner of the Eleven Hells is known simply as the Forge. Here, black chimneys rise a mile high from a dead land of choking air and red poison hills. The Machine, a greater devil who never sleeps and never lets his subjects know rest, rules this land. His overseers consist of thousands upon thousands of imps who whip and punish the workers. The imps themselves are kept in check by hordes of chain devils, who in turn answer to the automata devils as overseers. Traits Devil's Sight: Magical darkness doesn’t impede the devil’s darkvision. Magic Resistance: The automata devil has advantage on saving throws against spells and other magical effects. Innate Spellcasting: The automata devils’ spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: charm person, suggestion, teleport 1/day each: banishing smite, cloudkill Actions Multiattack: The automata devil makes two melee attacks, using any combination of bite, claw, and whip attacks. The bite attack can be used only once per turn. Bite: Melee Weapon Attack : +11 to hit, range 5 ft., One target. Hit : 18 (2d10 + 7) Slashing damage. Claw: Melee Weapon Attack : +11 to hit, range 5 ft., One target. Hit : 14 (2d6 + 7) Slashing damage. Whip: Melee Weapon Attack : +11 to hit, range 15 ft., One target. Hit : 11 (1d8 + 7) Slashing damage. On hit, the target is grappled, escape DC 17, and restrained. Only two targets can be grappled by the automata devil at one time, and each grappled target prevents one whip from being used to attack. An individual target can be grappled by only one whip at a time. A grappled target takes 9 [2d8] piercing damage at the start of its turn. Punishing Maw: If a target is already grappled in a whip at the start of the automata devil’s turn, both creatures make opposed Strength (Athletics) checks. If the grappled creature wins, it takes 9 (2d8) piercing damage and remains grappled. If the devil wins, the grappled creature is dragged into the devil’s stomach maw, a mass of churning gears, razor teeth, and whirling blades. The creature takes 49 (4d20 + 7) slashing damage and is grappled, and the whip is free to attack again on the devil’s next turn. The creature takes another 49 (4d20 +7) slashing damage automatically at the start of each of the automata devil’s turns for as long as it remains grappled in the maw. Only one creature can be grappled in the punishing maw at a time. The automata devil can freely “spit out” a creature or corpse during its turn, to free up the maw for another victim. Fear Aura: Automata devils radiate fear in a 10-foot radius. A creature that starts its turn in the affected area must make a successful DC 16 Wisdom saving throw or become frightened. A creature that makes the save successfully cannot be affected by the same automata devil’s fear aura again.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Devil, Blood Imp","description":"Blood drips from the lips of this crimson fiend. Agents of Death. Blood imps are the devilish servants of gods of blood, death, and decay. On the Material Plane they are often found hastening the deaths of sacrifices and drinking spilled blood in the names of their masters. Temple Bane. Blood imps despise the temples of gods of life and healing. The devils are driven to a mad rage when close to the altar of such a deity and go out of their way to defile or destroy it. Blood Imps in Midgard The Blood Goddess Marena makes frequent use of blood imps and is rarely seen without a pack of them nearby, receiving and delivering messages on her behalf. Her followers see the appearance of a blood imp as an auspicious event and a blessing. It is said several blood imps appeared at King Lucanís side during the siege of Krakova, each representing a Krakovan city, minus oneóa sign from the Blood Goddess that he would not win all of the Electoral Kingdom. Blood Imp Familiars Blood imps often serve the followers of their deities and encourage those followers to shed blood wherever they go. Such imps have the following trait. Familiar. The imp can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its companion, the companion shares the imp’s Magic Resistance trait. At any time and for any reason, the imp can end its service as a familiar, ending the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Devil, Chort","description":"Small horns crown this pig-faced devil’s head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes. Bad Bargains. Quick and canny, a chort devil uses varied, pleasing forms to entice mortals to make terrible bargains, but it revels in its obvious devilishness. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive those whom it bargains with. After all, the chort affirms, if the victim weren’t so desperate, he wouldn’t be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the creature is careful not to torture or otherwise harm its patsy, since that voids any potential contract. Recitation of Contracts. An annual spectacle in large cities involves some poor fool who believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a love who once spurned him, and other disclosures. A chort ensures all those entangled in its victim’s affairs are present to hear it, and it disappears once all the victim's dark secrets have been revealed. Smear Tactics. A zealous opponent of the chort often finds himself the victim of his own hubris, as the devil digs up or creates vile tales about its foe and brings his folly to light. A chort enjoys tarnishing the reputation of tools of good. For example, it may steal a paladin’s sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe strongly resistant to its manipulations, brings suspicion to another potential foe, and taints a weapon—at least in reputation—which might be used against it. Traits Devil's Sight: Magical darkness doesn’t impede the devil’s darkvision. Magic Resistance: The devil has advantage on saving throws against spells and other magical effects. Innate Spellcasting: The chort devil’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components: At will: blur, magic circle, teleportation 3/day: scorching ray (5 rays) 1/day each: dispel magic, dominate person, flame strike, haste Actions Multiattack: The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws. Claw: Melee Weapon Attack : +11 to hit, range 5 ft., One target. Hit : 12 (2d4 + 7) slashing damage plus 5 (2d4) charisma damage. Flaming Ranseur: Melee Weapon Attack : +11 to hit, range 10 ft., One target. Hit : 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage. Devilish Weapons: Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Devil, Crystalline","description":"Created and favored by Mammon, the arch-devil of greed, crystalline devils masquerade as magic treasures. Barefoot, Gem-Coated. Crystalline devils resemble gem‑coated humanoids with cruel, twisted faces, jagged teeth, and terrible talons like shards of broken glass. Their feet, however, are soft and bare, allowing them to pad along with surprising stealth, always looking for a favorable spot to assume gem form. Winking Jewels. In its treasure form, a crystalline devil resembles a pretty, sparkling jewel lying on the ground, glowing with a warm inner light. They seek to catch the eye of an unwary creature whose mind it might corrupt to greed and murder. If their identity is discovered in gem form, they reassume their normal form and attack. Passed Along. After insinuating themselves into groups, they encourage betrayal and murder, then persuade a host to pass on their treasure as atonement for their crimes. Traits Devil's Sight: Magical darkness doesn’t impede the devil’s darkvision. Magic Resistance: The crystalline devil has advantage on saving throws against spells and other magical effects. Sneak Attack (1/Turn): The crystalline devil deals an extra 7 (2d6) damage when it hits a target with an attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the devil that isn’t incapacitated and the devil doesn’t have disadvantage on the attack roll. Innate Spellcasting: While in the form of a gemstone, the devil is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components: 2/day: command 1/day: suggestion Actions Multiattack: The devil makes two claw attacks. Betraying Carbuncle: The crystalline devil takes the form of a gemstone worth 500 gp. It radiates magic in this form, but it can’t be destroyed. It is fully aware and can see and hear its surroundings. Reverting to its usual form requires another action. Claw: Melee Weapon Attack : +7 to hit, range 5 ft., One target. Hit : 11 (2d6 + 4) Slashing damage. Crystalline Spray (Recharge 5–6): The crystalline devil magically sprays shards of crystal in a 15-foot cone. Each target in that area takes 17 (7d4) piercing damage, or half damage with a successful DC 15 Dexterity saving throw. Variant: Devil Summoning: Some crystalline devils have an action option that allows them to summon other devils. Summon Devil (1/Day): The crystalline devil has a 25 percent chance of summoning one crystalline devil.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Devil, Devilflame Juggler","description":"A four-armed devil with hands for feet and a grinning face for a torso leaps to and fro, juggling balls of fire. Insolent bards who die and end up in Hell become twisted caricatures of themselves called devilflame jugglers. Large but very nimble, these fiends bounce around on six hands attached to limbs that extend from a grinning, diabolical visage in its torso. From this torso, the creature belches orbs of hellfire fueled by the souls of entertainers who sold theirs for notoriety. Bound by Absurd Law. Punished by eons-old infernal contracts, devilflame jugglers are victims in their own bodies, constantly on fire inside and compelled by contract to leap about for others' amusement. To cease moving spells disaster, as more powerful, and sadistic, devils descend upon it to force it back into capering and entertaining. Gifts Among Princes. Devilflame jugglers serve as entertainers to demons, other devils, or efreeti on the Plane of Fire, and popular ones are given as gifts. While performing, they are often ordered to distract their hosts to free up other devilish spies for diabolical plots. Devil's Sight. Magical darkness doesn't impede the juggler's darkvision. Dizzying Movement. If the juggler moves at least 15 feet on a turn, each creature that can see the movement must succeed on a DC 18 Constitution saving throw or be poisoned until the end of its next turn. Magic Resistance. The juggler has advantage on saving throws against spells and other magical effects. Standing Leap. The juggler's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Actions Multiattack. The juggler makes three Deft Touch or Devilflame Sphere attacks. If the juggler hits one creature with two Deft Touch or two Devilflame Sphere attacks, the target must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn. Deft Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 9 (2d8) fire damage. Instead of dealing damage, the juggler can steal one item the target is wearing or carrying, provided the item weighs no more than 15 pounds and isn't wrapped around or firmly attached to the target, such as a shirt or belt. Devilflame Sphere. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d8 + 4) fire damage. Fiery Flourish (Recharge 5-6). The juggler tosses a ball of hellfire at a creature it can see within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. The ball then splits and bounces to up to four creatures within 30 feet of the target. Each of these creatures must make a DC 18 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one. This fire ignites flammable objects that aren't being worn or carried and that are between each of the targets. Bonus Actions Nimble Leap. The juggler takes the Dash or Disengage action. Reactions Uncanny Dodge. The juggler halves the damage from an attack that hits it. The juggler must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Devil, Fire Imp","description":"A tiny devil with red scales and wings of fire flits around the area, laughing as it ignites everything with a touch. The creature reeks of sulfur and brimstone. Fire imps are one of the lowest forms of devils, below even common imps. They are mischievous troublemakers who desire only to ignite the multiverse. Contained Insanity. While fire imps are demented arsonists, they are still devils and follow the chain of command. When the imps are not starting fires, they fidget, play with nearby utilitarian flames, and beg for permission to use their destructive abilities like whiny children. Glee strikes when the imps set something on fire, and they often go overboard, burning anything they can get away with. Distract and Weaken. Devils send fire imps to a fortified location to cause chaos and weaken defenses. Demons recognize the havoc the tiny fiends cause and know to expect a devil attack soon after the arrival of fire imps. Favored by Efreeti. Efreeti commonly hire fire imps as henchmen. The devils serve as spies, saboteurs, and guards in exchange for trips to the Plane of Fire, the most beautiful place in the multiverse to a fire imp. Efreeti often make the imps set fires to the property of nobles so that the genie can save the day‚ for a price.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Devil, Gilded","description":"This tall, bronze-complexioned man is abnormally long-limbed and clad in armor of stained and battered coins. His wiry frame is festooned with mismatched bracelets, rings, and necklaces, each gaudier than the last. The easy smile on his face is cold with envy. Servants of Mammon. Rarely seen in their natural form outside of Hell, gilded devils are the servitors of Mammon, archdevil of greed. They tempt and corrupt with promises of wealth, power, and fame, twisting mortal greed into sure damnation. Impression of Wisdom. When pursuing a mortal of high standing, gilded devils prefer unassuming appearances, molding their flesh and gaudy trappings to make themselves look the parts of wise advisers, canny merchants, or sly confidants. Fond of Gold and Jewels. Even in their humblest form, gilded devils always wear a piece of golden jewelry or a jeweled button or ornament. Traits Devil's Sight: Magical darkness doesn’t impede the devil’s darkvision. Liar’s Largesse: A gilded devil has influence over the recipient of a gift for as long as that creature retains the gift. The recipient receives a −2 penalty on saving throws against the gilded devil’s abilities and a further −10 penalty against scrying attempts made by the gilded devil. A remove curse spell removes this effect. Magic Resistance: The devil has advantage on saving throws against spells and other magical effects. Magic Weapons: The gilded devil’s weapon attacks are magical. Innate Spellcasting: The gilded devil’s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The gilded devil can innately cast the following spells, requiring no material components: At will: detect thoughts, major image, suggestion 3/day each: dominate person, polymorph, scorching ray (4 rays), scrying 1/day: teleport (self plus 50 lb. of objects only) Actions Multiattack: The gilded devil makes two heavy flail attacks. Heavy Flail (Scourge of Avarice): Melee Weapon Attack : +8 to hit, range 5 ft., One target. Hit : 10 (1d10 + 5) bludgeoning damage. Betrayal of Riches (Recharge 5–6): As a bonus action, a gilded devil can turn rings, necklaces, and other jewelry momentarily against their wearer. The devil can affect any visible item of jewelry on up to two creatures within 60 feet, twisting them into cruel barbs and spikes. Each target must succeed on a DC 15 Wisdom saving throw to halve the damage from this effect. If the saving throw fails, the victim takes 13 (3d8) piercing damage and an additional effect based on the item location targeted. An item is treated as jewelry if it is made of a precious material (such as silver, gold, ivory, or adamantine), adorned with gems, or both, and is worth at least 100 gp. Location Effect: Arms: Melee damage halved until short rest Hand: Drop any held item Eyes: Permanently blinded Head: Disadvantage on Int checks until long rest Feet: Speed halved for 24 hours Neck: Stunned, unable to breathe for 1 round Other: No additional effect Scorn Base Metals: A gilded devil’s attacks ignore any protection provided by nonmagical armor made of bronze, iron, steel, or similar metals. Protection provided by valuable metals such as adamantine, mithral, and gold apply, as do bonuses provided by non-metallic objects. Scourge of Avarice: As a bonus action, a gilded devil wearing jewelry worth at least 1,000 gp can reshape it into a +2 heavy flail. A creature struck by this jeweled flail suffers disadvantage on all Wisdom saving throws until his or her next short rest, in addition to normal weapon damage. The flail reverts to its base components 1 minute after it leaves the devil’s grasp, or upon the gilded devil’s death. Voracious Greed: As an action, a gilded devil can consume non-magical jewelry or coinage worth up to 1,000 gp. For each 200 gp consumed, it heals 5 hp of damage. A gilded devil can use this ability against the worn items of a grappled foe. The target must succeed on a DC 13 Dexterity saving throw to keep an item from being consumed.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Devil, Infernal Knight","description":"The edges of the figure's black armor plates glow red hot with the glare of hellfire leaking from them. The figure's eyes, glowing with that same hellfire, gleam from within its helmet as it swings its mighty sword. Few devil souls hold the necessary dedication and temperament to become an infernal knight. The knight is a trusted advisor and servant to a powerful pit fiend or arch-devil. Soul Stealer. An infernal knight's most terrifying aspect is its ability to steal the souls of its victims. The devil draws these souls into its dark blade and carries them back to its infernal master. Tireless Pursuer. Powerful beings who make contracts with devils sometimes think they can avoid the worst consequences of infernal bargains. Infernal knights exist primarily to prove them wrong. A knight dispatched to reclaim an indebted soul stalks tirelessly across the multiverse in search of its quarry. Relentless Nature. An infernal knight doesn't require food, drink, or sleep. Infernal Knights in Midgard Infernal knights serve many masters of the Eleven Hells in Midgard, but none are more feared than those sworn to Mammon, the Lord of Greed. These infernal knights specialize in stalking those who owe a debt to the gilded archdevil and enjoy dragging a wayward soul back to Mammon's gilded hall to make good on its debts.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":16},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Devil, Infernal Tutor","description":"This hunched, wizened creature's sallow skin is stretched tightly over its bones and covered in infernal script. Cunning and cruel eyes shine a little too brightly beneath a broad forehead adorned with small horns. These despicable fiends pose as teachers and mentors, sometimes killing a known sage and taking their place. They willingly dole out wisdom to the worthy that seek their guidance, yet all the while, they lure their pupils into corruption. While all devils trade in souls, infernal tutors gain their greatest satisfaction in corrupting mortals who are seeking self-improvement. They revel in leading their ardent students into infernal mindsets under the guise of high-minded philosophies promoting the general good. Mysterious Ascetics . Infernal tutors teach in remote and inaccessible places, such as forbidding mountaintops or atop lone mesas rising above the wilderness. They welcome those mortals willing to brave the distance in search of knowledge and wisdom, especially since such seekers leave behind their family, friends, and any others who could counteract the fiend's insidious teachings. Calculating and Patient. Infernal tutors implement their schemes with vast and deliberate patience. Those that question or rebel against their teachings are simply released from their tutelage. The fiend often does so with a sad shake of the head, lamenting that the student simply is not ready for true understanding. Meanwhile, they mold their most ardent pupils into tools to spread tyranny under the guise of the greater good, the better to corrupt others when they return to civilization. Age Brings Power. All infernal tutors are insidious, lurking evils. They craft and shape their plans carefully, knowing their power grows every time one of their students spreads the fiend's twisted teachings abroad in the world. The common, “lesser” fiends of this type are terrible enough. However, those that manage to spread corruption over centuries, refining their plots and gaining power every time one of those corrupted souls is damned, become even greater evils. Devil's Sight. Magical darkness doesn't impede the infernal tutor's darkvision. Magic Resistance. The infernal tutor has advantage on saving throws against spells and other magical effects. Phrenic Weapons. The infernal tutor's weapon attacks are magical. When the tutor hits with any weapon, the weapon deals an extra 4d6 psychic damage (included in the attack). Weaken Resolve. The infernal tutor's speech is laced with subtle enchantments that make its words seem logical or profound, regardless of the actual words used. It has advantage on Charisma (Deception) and Charisma (Persuasion) checks against Humanoids. In addition, if the infernal tutor spends at least 1 minute conversing with a Humanoid, that creature has disadvantage on saving throws against the infernal tutor's Fiendish Indoctrination and against enchantment spells the tutor casts. Actions Multiattack. The infernal tutor makes three Claw or Tutor's Baton attacks, or it makes one Claw attack and two Tutor's Baton attacks. It can replace one attack with a use of Spellcasting. Claw (True Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 14 (4d6) psychic damage. Tutor's Baton. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 14 (4d6) psychic damage. Instead of dealing psychic damage, the infernal tutor can cause the target to become incapacitated until the end of the target's next turn. Fiendish Indoctrination (Recharge 5-6). The infernal tutor speaks fiendish ideals couched in persuasive, scholarly language. Each creature within 30 feet of the tutor must make a DC 18 Charisma saving throw. On a failure, a creature takes 45 (13d6) psychic damage and is charmed for 1 minute. On a success, a creature takes half the damage and isn't charmed. A charmed creature isn't under the tutor's control, but it regards the tutor as a trusted friend, taking the tutor's requests or actions in the most favorable way it can. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that fails the saving throw by 5 or more is charmed for 1 day instead. Such a creature can repeat the saving throw only when it suffers harm or receives a suicidal command, ending the effect on a success. Spellcasting. The infernal tutor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: bane , calm emotions , command , detect thoughts , suggestion 3/day each: bestow curse , compulsion , enthrall 1/day each: geas , modify memory Bonus Actions Change Shape. The infernal tutor magically transforms into a Small or Medium Humanoid, or back into its true, fiendish form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Reactions Strength of Character. When the infernal tutor succeeds on a saving throw, the tutor responds with a scathing magical insult, if the source of the effect is a creature within 60 feet of the tutor. That creature must succeed on a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage and have disadvantage on the next saving throw it makes against a spell cast by the infernal tutor.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Devil, Ink","description":"This small devil wears a small red hat. A wicked grin flashes black teeth, and the creature nervously wrings its hands, baring long, needle-like claws. Ink devils have small, pursed mouths and long, thin, bony fingers. Their nails resemble quills. Their heads are often bald or shaved in a monastic tonsure, and they have two small horns, no larger than an acorn. Their skin tends toward walnut, indigo, and black tones, though the eldest are as pale as parchment. They often wear robes and carry scroll cases, and many consider the Baron Totivillus the greatest of arch-devils. Cowards at Heart. Ink devils are talkers and cowards. They prefer chatting, whining, and pleading to any form of combat. When they are forced to fight, they prefer to hide behind other devils. They force lesser devils, like lemures, to fight for them while they use teleportation, invisibility, and their ability to disrupt the concentration of spellcasters to harry the opposition. False Gifts. They often give strangers false gifts, like letters of credit, charters, or scholarly papers inscribed with a glyph of warding to start combat. Bibliophiles and Bookworms. Ink devils live in libraries and scriptoria in the hells and related planes. Their speed and keen vision make them excellent accountants, record keepers, translators, and note takers. They cannot be trusted, and they delight in altering documents for their own amusement or in their master’s service. Traits Devil's Sight: Magical darkness doesn’t impede the devil’s darkvision. Magic Resistance: The devil has advantage on saving throws against spells and other magical effects. Innate Spellcasting: The ink devil’s spellcasting ability is Charisma (spell save DC 14). The ink devil can cast the following spells, requiring no material components: At will: detect magic, illusory script, invisibility, teleportation (self plus 50 lb. of objects only) 1/day each: glyph of warding, planar ally (1d4 + 1 lemures 40%, or 1 ink devil 25%) Actions Bite: Melee Weapon Attack : +6 to hit, range 5 ft., One target. Hit : 11 (2d6 + 4) piercing damage. Claw: Melee Weapon Attack : +6 to hit, range 5 ft., single target. Hit : 14 (3d6 + 4) slashing damage. Disrupt Concentration: Their sharp, shrill tongues and sharper claws make ink devils more distracting than their own combat prowess might indicate. As a bonus action, an ink devil can force a single foe within 30 feet of the ink devil to make a DC 13 Wisdom saving throw or lose concentration until the beginning of the target’s next turn. Corrupt Scroll: An ink devil can corrupt the magic within any scroll by touch. Any such corrupted scroll requires a DC 13 Intelligence saving throw to use successfully. If the check fails, the scroll’s spell affects the caster if it is an offensive spell, or it affects the nearest devil if it is a beneficial spell. Devil's Mark: Ink devils can flick ink from their fingertips at a single target within 15 feet of the devil. The target must succeed on a Dexterity saving throw (DC 13), or the affected creature gains a devil’s mark—a black, red, or purple tattoo in the shape of an archduke’s personal seal (most often Mammon or Totivillus but sometimes Arbeyach, Asmodeus, Beelzebub, Dispater, or others). All devils have advantage on spell attacks made against the devil-marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed only by a remove curse spell or comparable magic. In addition, the mark detects as faintly evil and often shifts its position on the body. Paladins, witchfinders, and some clerics may consider such a mark proof that a creature has made a pact with a devil.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend (devil)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Devil, Koralk","description":"The fiendish hulk bears features taken from a nightmare scorpion, with three stinging tails and four limbs, and wields a massive scythe. Shaped by Arbeyach. These fiendish scorpions sprang from the dark imagination of the arch-devil Arbeyach himself, who twisted them into being from the tormented forms of lemures and demoted devils. The Lord of the Swarm shaped the koralk to not only be annihilators in battle, but also to gather souls from the fallen, bypassing the typical methods of collecting souls and speeding up the influx to feed his war machine. Transforming Poison. Poison from any one of the koralk’s three stingers liquefies the target’s insides in an agonizing transformation. The stung creature swells as its organs, muscle, and skeleton rapidly break down and reform. When the skin casing pops, it releases a spray of gelatinous goo and reveals the form of a lemure, the lowest form of devil. The new lemure is subject to the will of more powerful devils, and its fate from that moment on is the same as any lemure’s. Eventually it will be remolded into a higher form of devil and become another warrior in service to the arch-devils and Arbeyach. Astoundingly, the koralk’s poison can even work this transformation on demons, converting them to the lowest form of devil. Infernal Mounts. A koralk is large and strong enough for Medium-size devils to ride as a mount. They don’t like being used this way, but being devils, they do what they’re told by their betters or suffer the consequences. Arbeyach commands an especially large specimen of koralk, called the Grand Annihilator by his devilish troops. The Prince of Swarms has been seen riding it into battle. Traits Devil's Sight: Magical darkness does not impair the koralk’s darkvision. Magic Resistance: The koralk has advantage on saving throws against spells and other magical effects. Steadfast: The koralk cannot be frightened while it can see an allied creature within 30 feet of it. Actions Multiattack: The koralk can make three stinger attacks and two scythe attacks. It can also make a bite attack if it has a target grappled. Scythe: Melee Weapon Attack : +7 to hit, range 10 ft., One target. Hit : 16 (2d12 + 3) slashing damage. A medium‑sized or smaller target can be grappled by the koralk’s smaller, vestigial arms instead of taking damage - no damage, escape DC 13. Bite: Melee Weapon Attack : +7 to hit, range 5 ft., One grappled target. Hit : 19 (3d10 + 3) piercing damage. Stinger: Melee Weapon Attack : +7 to hit, range 5 ft., One target. Hit : 12 (2d8 + 3) piercing damage. On hit, the target must make a successful DC 15 Constitution saving throw or become poisoned. While poisoned this way, the target takes 10 [3d6] poison damage at the start of each of its turns, from liquefaction of its innards. A successful save renders the target immune to the koralk’s poison for 24 hours. If a creature dies while poisoned by a koralk, its body bursts open, spewing vile liquid and a newly-formed lemure devil. The lemure is under the command of any higher-order devil nearby. The poison can be neutralized by lesser restoration, protection from poison, or comparable magic. If the lemure is killed, the original creature can be restored to life by resurrection or comparable magic.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Devil, Lesser Infernal Tutor","description":"This hunched, wizened creature's sallow skin is stretched tightly over its bones and covered in infernal script. Cunning and cruel eyes shine a little too brightly beneath a broad forehead adorned with small horns. These despicable fiends pose as teachers and mentors, sometimes killing a known sage and taking their place. They willingly dole out wisdom to the worthy that seek their guidance, yet all the while, they lure their pupils into corruption. While all devils trade in souls, infernal tutors gain their greatest satisfaction in corrupting mortals who are seeking self-improvement. They revel in leading their ardent students into infernal mindsets under the guise of high-minded philosophies promoting the general good. Mysterious Ascetics . Infernal tutors teach in remote and inaccessible places, such as forbidding mountaintops or atop lone mesas rising above the wilderness. They welcome those mortals willing to brave the distance in search of knowledge and wisdom, especially since such seekers leave behind their family, friends, and any others who could counteract the fiend's insidious teachings. Calculating and Patient. Infernal tutors implement their schemes with vast and deliberate patience. Those that question or rebel against their teachings are simply released from their tutelage. The fiend often does so with a sad shake of the head, lamenting that the student simply is not ready for true understanding. Meanwhile, they mold their most ardent pupils into tools to spread tyranny under the guise of the greater good, the better to corrupt others when they return to civilization. Age Brings Power. All infernal tutors are insidious, lurking evils. They craft and shape their plans carefully, knowing their power grows every time one of their students spreads the fiend's twisted teachings abroad in the world. The common, “lesser” fiends of this type are terrible enough. However, those that manage to spread corruption over centuries, refining their plots and gaining power every time one of those corrupted souls is damned, become even greater evils. Devil's Sight. Magical darkness doesn't impede the infernal tutor's darkvision. Magic Resistance. The infernal tutor has advantage on saving throws against spells and other magical effects. Weaken Resolve. The infernal tutor's speech is laced with subtle enchantments that make its words seem logical or profound, regardless of the actual words used. It has advantage on Charisma (Deception) and Charisma (Persuasion) checks against Humanoids. In addition, if the infernal tutor spends at least 1 minute conversing with a Humanoid, that creature has disadvantage on saving throws against the infernal tutor's Fiendish Tutelage and against enchantment spells the tutor casts. Actions Multiattack. The infernal tutor makes three Claw or Tutor's Baton attacks, or it makes one Claw attack and two Tutor's Baton attacks. It can replace one attack with a use of Spellcasting. Claw (True Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Tutor's Baton. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Fiendish Tutelage (Recharge 5-6). The infernal tutor speaks fiendish teachings. Each creature within 15 feet of the tutor and that can hear it must make a DC 15 Charisma saving throw, taking 35 (10d6) psychic damage on a failed save, or half as much damage on a successful one. Spellcasting. The infernal tutor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: bane , calm emotions , detect thoughts 3/day each: command , enthrall , suggestion 1/day: compulsion Bonus Actions Change Shape. The infernal tutor magically transforms into a Small or Medium Humanoid, or back into its true, fiendish form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Reactions Strength of Character. When the infernal tutor succeeds on an Intelligence, Wisdom, or Charisma saving throw, the tutor responds with a scathing magical insult if the source of the effect is a creature within 60 feet of the tutor. That creature must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage and have disadvantage on the next saving throw it makes against a spell cast by the infernal tutor.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Devil, Lunar","description":"A hulking figure floats in the air, a winged horror painted in mist and moonlight. Corruptors of the Moon. Always standing a bit apart from the machinations of the Dukes of Hell due to their dependence on moonlight, lunar devils can be found subverting druidical orders or leading packs of werewolves. They are a lazy breed of devil, and prefer lounging in the light of the moon over any more vigorous activity. The only exception is an opportunity to corrupt druids and moon-worshippers, pitting them against followers of sun gods. Vain and Boastful. Lunar devils are as vain as they are indolent, and tales the fey tell of them involve thwarting them by appealing to their vanity. Lunar devils frequently befriend the dark fey. Flying in Darkness. In combat, lunar devils sometimes cast fly on allies to bring them along, and they stay in areas of moonlight whenever they can. Lunar devils have excellent vision in total darkness as well, though, and are happy to use that against foes. At range, they use hurl moonlight and lightwalking to frustrate enemies. In melee, they use wall of ice to split foes, the better to battle just half at a time. Lunar Devils and the Fey In Midgard, lunar devils serve the Moonlit King in the Realms of the Shadow Fey and are close allies of followers of Hecate. They have some agreement with the shadow fey; the two often work together. Traits Devil's Sight: Magical darkness doesn’t impede the devil’s darkvision. Innate Spellcasting: The devil’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: fly, major image, planar binding 3/day: greater invisibility 1/day: wall of ice Light Incorporeality: The devil is semi-incorporeal when standing in moonlight, and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead. Lightwalking: Once per round, the lunar devil magically teleports, along with any equipment it is wearing or carrying, from one beam of moonlight to another within 80 feet. This relocation uses half of its speed. Magic Resistance: The devil has advantage on saving throws against spells and other magical effects. Variant: Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil. Actions Multiattack: The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively, it can use Hurl Moonlight twice. Bite: Melee Weapon Attack : +8 to hit, range 5 ft., One target. Hit : 11 (1d12 + 5 ) piercing damage. Claw: Melee Weapon Attack : +8 to hit, range 10 ft., One target. Hit : 12 (2d6 + 5) slashing damage. Tail: Melee Weapon Attack : +8 to hit, range 10 ft., One target. Hit : 9 (1d8 + 5) bludgeoning damage. Hurl Moonlight: Melee Weapon Attack : +7 to hit, range 150 ft., One target. Hit : 19 (3d12) cold damage. The target must succeed on a DC 15 Constitution saving throw or become blinded for 4 rounds.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Devil, Maelstrom","description":"Razor-sharp claws tip the long arms of this coralline fiend, and a crown of flowing water adorns its head. It raises a rusted trident in fury, and the wind rises into a tumultuous gale around it. Maelstrom devils are fiends who largely dwell on the Material Plane. Unconcerned with the ever-shifting politics of Hell, they lair within dangerous shoals, war-torn waters, and remote shipping lanes. These devils are brute-force manipulators, unleashing horrible storms and suborned monsters upon passing ships, then roping mortals into their schemes with promises of safe passage and personal profit. Tempestuous Extortionists. Maelstrom devils can control the weather, conjuring horrific storms or becalming unruly seas. They use this to beset merchant vessels and ferries with sudden hurricanes and rough seas before offering to quell the storm if the captain will do as the devil asks. Compliant captains find that their ships sail safely, and they make record profits, as competitors find their own shipments running aground or delayed by unseasonable storms. Others, as well as any captains who try to go back on their deal with the devil, are killed. Labyrinthine Manipulators. Maelstrom devils aren't concerned with the damnation of individual souls, instead preferring to use their network of blackmailed captains and subverted ships to spread misery on a larger scale. They ensure that food fails to reach starving cities, that vital medicine never reaches those who need it most, and that the families of all aboard the nearest vessel never see their loved ones again. Devil's Sight. Magical darkness doesn't impede the maelstrom devil's darkvision. Influence Weather. Nearby weather responds to the maelstrom devil's desires. At the start of each minute, the maelstrom devil can choose to change the precipitation and wind within 1 mile of it by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the control weather spell, except the maelstrom devil can't change the temperature and the conditions change immediately. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes three Claws attacks and one Tempest Trident attack, or it makes three Lightning Ray attacks. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Tempest Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage plus 7 (2d6) cold damage. A creature hit by this attack must succeed on a DC 16 Strength saving throw or be knocked prone by a gust of wind channeled through the trident. Lightning Ray. Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 18 (4d8) lightning damage. Crown of Water (1/Day). The water on the maelstrom devil's head erupts in a geyser. Each creature within 10 feet of the devil must make a DC 16 Constitution saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. For 1 minute, when a creature enters a space within 10 feet of the devil for the first time on a turn or starts its turn there, that creature must succeed on a DC 16 Constitution saving throw or take 10 (3d6) cold damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Devil, Moldering","description":"Scabrous flesh and tufts of bristly hair sheath this devil from the tip of its piglike snout to the ends of its well-muscled legs. A pair of insectile wings lies flat against its back, and rows of needle teeth fill its gaping maw. Moldering devils are a fiendish blight on the farmlands and grasslands. A region rarely suffers from the presence of just one of the pests, as they tend to arrive in an area in groups numbering a dozen or more. Devilish Hands. Moldering devils are rarely the architects of their own mischief. They act at the command of a more powerful fiend, usually a spined devil or bearded devil, though occasionally a favored imp is given command. Often their presence frightens a farming community into handing control over to an infernal overseer, who then exercises its influence over the populace to increase its personal power. Dealers of Despair. A lone moldering devil can ruin a farmstead in a single season. A group of the fiends can ruin a village in the same amount of time, turning it into a ghost town. On a personal level, moldering devils enjoy exchanging the promise of their absence for the souls of the mortals they would otherwise victimize. They have a morbid sense of humor, and they relish pitting mortals against one another. A moldering devil might grant a mortal the opportunity to alleviate the mortal's suffering by providing the names and locations of rival farmers for the devil to target instead. Devil's Sight. Magical darkness doesn't impede the moldering devil's darkvision. Field Hopper. The moldering devil can fly up to 40 feet on its turn, but it must start and end its movement on a solid surface, such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage. Rotting Death. When the moldering devil dies, all foodstuffs, water, and beverages within 100 feet of it are subjected to the devil's Touch of Rot trait. Touch of Rot. Any foodstuff, water, or beverage, whether fresh or preserved, that comes into contact with the moldering devil immediately decays and becomes inedible or undrinkable. If a creature consumes such food or drink, it must make a DC 11 Constitution saving throw. On a failure, it takes 7 (2d6) poison damage and is poisoned for 24 hours. On a success, it takes half the damage and is poisoned for 1 hour. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing plus 3 (1d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Devil, Nephirron","description":"This devilish monster has a draconic body covered in thick, greenish-gold scales and the head of a handsome giant with gleaming red eyes. It opens its mouth in a sardonic smile, and the head of a serpent appears between its lips, hissing with malevolent, mirthful relish. Devilish Infiltrators. Nephirron devils are powerful fiends with draconic features that are adept at corrupting goodaligned dragons and bending evil dragons to their will. The older and more powerful the dragon, the bigger the challenge in the eyes of the nephirron devil. When two of these devils meet, they typically boast about the number and types of dragons they have manipulated and destroyed. This pride can also be a nephirron devil’s undoing, however, for it often overlooks humanoids attempting to interfere with its plans, and more than one nephirron devil has been brought low by a band of mortal heroes. Hellish Nobles. Nephirron devils are treated as lesser nobility in the hells, second only to pit fiends and arch-devils in the infernal pecking order. A nephirron devil is often served by ghost dragons , remnants of good and evil dragons the nephirron devil corrupted and inevitably consumed.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":16},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Devil, Orobas","description":"Tall and powerful, this creature resembles a strong man with well‑chiseled muscles, save its equine head, flaring nostrils, and hoofed feet. The orobas thrive in Hell, selling their knowledge to those who have the coin (or other form of payment). The common phrase, “never trust a gift horse,” stems from these corrupting devils. Horse-Headed but Wise. When called to the mortal world, they sometimes take the shape of a destrier. Orobas devils prefer to take the horrific form of a horse-headed man. Sulfuric smoke curls from their nostrils and their fingers sport ragged claws. This beast‑like appearance belies their true strength; the orobas possess an uncanny knowledge of the past, as well as of things to come. Masters of Deceit. When bargaining with an orobas, one must speak truthfully—or possess an exceptionally quick tongue and the most charming smile. Practitioners of the dark arts know these devils as the Lords of Distortion, for their ability to practice deceit. They prize reality-warping magic above all else, and bribes of that sort can win concessions when making a pact. Surrounded by Lessers. Orobas devils gather lesser devils both as chattel and defense. Their analytical minds telepathically confer the strengths and weaknesses of foes to their allies. With surprising speed, the deceivers can assess a battlefield, weigh outcomes, and redirect forces. Enemies of the orobas almost never catch them off guard. They have frequent, clear visions of their immediate future. Orobas Devils in Midgard Once a benevolent race of advisors to the great serpent Ouroboros, these devils tricked the “dragon that eats itself ” into renouncing its nature, nearly destroying the mortal world in the process. Ouroboros cast down these deceivers after learning of their treachery, committing them into hellish exile. Traits Knowing (3/day): An orobas can predict actions and alter chance accordingly. Three times per day, it can choose to have advantage on any attack or skill check. Magic Resistance: The orobas has advantage on saving throws against spells and other magical effects. Magic Weapons: The orobas’s weapon attacks are magical. Sage Advice: An orobas sometimes twists responses to a divination. It softens the answer, leaves crucial information out of the response, manipulates a convoluted answer, or outright lies. An orobas always has advantage on Deception and Persuasion checks when revealing the result of a divination. Innate Spellcasting: The orobas’ spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components: Constant: detect evil and good At will: augury, protection from evil and good, teleport (self plus 50 lb. of objects only) 5/day each: bestow curse, fireball, scorching ray 3/day each: antimagic field, chain lightning, contact other plane, dimension door, wall of fire 1/day each: eyebite, find the path, foresight Actions Multiattack: The orobas makes four attacks: one with its bite, one with its claw, one with its flail, and one with its stomp. Bite: Melee Weapon Attack : +13 to hit, range 5 ft., One target. Hit : 18 (3d6 + 8) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points and it takes 14 [4d6] poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw: Melee Weapon Attack : +13 to hit, reach 10 ft., One target. Hit : 15 (2d6 + 8) slashing damage. Flail: Melee Weapon Attack : +13 to hit, range 10 ft., One target. Hit : 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) acid damage. Stomp: Melee Weapon Attack : +13 to hit, range 5 ft., One target. Hit : 15 (2d6 + 8) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Devil, Rimepacted","description":"Dark, frostbitten skin pulls taut over bone, and ice rimes this humanoid's body. Massive ice on its forearms and hands forms monstrous, rending claws, and icicles on its back give it the semblance of a fiendish tail. A vile anger burns in its eyes. When creatures lost in the coldest reaches of the world approach death from starvation or exposure, they often call out for aid from any entities that can hear them. When an ice devil or similarly cold-based devil hears the cries whispered into the blizzard, it might form a pact to spare the mortal's life, resulting in frost-afflicted (see). If the devil arrives too late for a pact but before the mortal's spirit has fully left the body, it can reforge the fleeing soul from the freezing cold, creating a rimepacted devil. Servants of Ice. Rimepacted devils typically serve the devils who created them, scouring the land and reaping souls for their infernal masters. Bonded with icy and frigid locales on the Material Plane, rimepacted rarely fight for higher station in devilish hierarchies, content to bring the power of winter down on warm-blooded mortals. Devil's Sight. Magical darkness doesn't impede the rimepacted's darkvision. Frigid Vortex. The rimepacted emits a swirl of cold wind extending in a 15-foot radius around it. Each creature that enters the wind's area for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or be knocked prone. The wind is nonmagical and disperses gas or vapor and extinguishes candles, torches, and similar unprotected flames in the area. At the start of each of its turns, the rimepacted chooses whether this wind is active. While the wind is active, the rimepacted has disadvantage on Dexterity (Stealth) checks. Magic Resistance. The rimepacted has advantage on saving throws against spells and other magical effects. Snow Burrower. The rimepacted can burrow only through nonmagical snow and ice. Actions Multiattack. The rimepacted makes two Icy Claw attacks or three Frostbolt attacks. Icy Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 10 (3d6) cold damage. Frostbolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 13 (3d6 + 3) cold damage, and the target's speed is reduced by 10 feet until the end of its next turn. Freezing Smite (Recharge 5-6). The rimepacted raises its frigid claw, drawing upon fiendish energies, then smashes its rimed fist into the ground, causing a wave of freezing power to emanate outward. Each creature within 30 feet of the rimepacted must make a DC 15 Constitution saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it is restrained by ice until the end of its next turn. Reactions Fury of the Storm. When a creature the rimepacted can see is knocked prone by Frigid Vortex, the rimepacted can move up to half its speed toward the creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Devil, Salt","description":"“They led that caravan without mercy or kindness. If you fell or stumbled, they struck you, making your tongue feel as sand or your body ache with pain, then laughed, telling you to get up. And once we arrived, gods, they had us take the tools from the dead, withered hands of the last slaves, and start digging.” He took a drink from his waterskin, as if just the memory made him thirsty. Sparkly Crystals. Salt devils have sharp, crystalline teeth, sparkling skin studded with fine salt crystals, and long claws that leave jagged, burning wounds. They can also fight with salt-encrusted blades seemingly forged from thin air. Servants of Mammon. Salt devils claim to serve Mammon, and they often ally with gnolls and slavers with whom they seek out oases to use as ambush sites or just to poison the water. Slavers and Corruptors. Salt devils create slave markets and salt mines, where they thrive on the misery of those indentured into their service. They detest summoning peers during combat because they hate being indebted to another devil. They prefer to forge alliances with mortals when partners are needed for an endeavor, and they are less grasping and greedy than one might expect of Mammon’s servants, preferring to encourage corruption in others. Traits Devil's Sight: Magical darkness doesn’t impede the devil’s darkvision. Magic Resistance: The devil has advantage on saving throws against spells and other magical effects. Innate Spellcasting: The devil’s spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components: At will: darkness 1/day each: harm, teleport Actions Multiattack: The devil makes two scimitar attacks. Scimitar: Melee Weapon Attack : +7 to hit, range 5 ft., One target. Hit : 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 [1d10] necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also gains one level of exhaustion. Variant: Devil Summoning: Some salt devils have an action option that allows them to summon other devils. Summon Devil (1/Day): The salt devil has a 40% chance of summoning one salt devil.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Devil, Scribe","description":"A fiend with yellow skin covered in Infernal script examines a scroll as its pointed, ink-drenched tail twitches, eager to make corrections. Scribe devils are the ill-tempered authors of infernal contracts, which outline deals between mortals and devils. Masters of Legal Logic. No fiends better understand the power of bureaucracy and a written contract than scribe devils. Able to draw up a contract for a deal at a moment’s notice, these devils carefully select every letter of a written deal. Typically, their ink-soaked tails craft documents that confuse and misdirect mortals into raw deals. If a fellow fiend gets on a scribe devil’s bad side or in the way, the scribe devil has no qualms about writing a bad contract for the fiend. Contract Makers. Scribe devils make their documents from the skins of damned mortals acquired with the fiend’s knife-like claws. Their ink is the blood of ink devils , who scribe devils enjoy bullying and bleeding. Servants of Totivillus. Scribe devils are direct charges of Totivillus . The archdevil keeps detailed records of the contracts they write and oversees their work, rewarding those who write clever deals and punishing his sloppier scribes.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Devil, Tzepharion","description":"Strutting forward on four legs tipped with sharp talons, this raptor-like fiend has dark crimson feathers covering its scaled hide and an extended, eyeless, saw-toothed maw. A baleful orange eye glares from the monster’s chest. Primeval Devils. Tzepharions are perhaps the most savage and primal of all devils. They care little for the schemes and temptations of other devils and are happy to spend their time chasing and devouring lower life forms. For this reason, tzepharions are treated as simple beasts by other fiends, and packs of tzepharions are sometimes employed by pit fiends and arch-devils on hunting trips. Structured Packs. Despite their limited intelligence, tzepharions are highly lawful fiends and organize themselves into tightly regimented packs to hunt down prey. Each tzepharion knows its place in the pack and coordinates with its fellows in battle. Tzepharions on the Material Plane band together for survival or work to control a pack of dire wolves, a pride of lions, or another group of carnivorous beasts.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Devil, Wind's Harp","description":"Among the more bizarre products of diabolic fleshwarping, the wind's harp is a living object. Though a few might mistake it for an ordinary instrument, once a wind's harp devil squirms and plucks forth a jarring note, its bizarre, living shape is impossible to mistake for anything else. Loud, harsh, and prone to unleashing their racket at every possible opportunity, wind's harp devils serve the courts of Hell as background music and as instruments of sonic and psychic torture. Devas and kinnara are particular targets of wind's harp devils. Arcane Counters. Intelligent devils often bring along a wind's harp devil to counter the spells of a wizard, bard, sorcerer, or other spellcaster. Devils in this position leave the wind's harp devil in the back ranks, protected by a few minor underlings. Friend to Winds. Wind's harp devils are on good terms with air elementals, wind demons, and similar creatures of air and song. They often work together against foes. Rich Materials of Disguise. The body of a wind's harp devil often resembles fine rosewood or mahogany. To enhance this appearance, they often glue mother-of-pearl or silver ornaments on themselves to appear more like an inanimate object. Once their red eyes open and their strings and mouths utter their screaming wails, this illusion cannot be sustained.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Devil's Ride","description":"A Devil’s Ride is a two-wheeled infernal war machine that handles like a motorcycle. It has spiked wheels, a screaming engine, and a cowl shaped vaguely like a grinning devil’s visage, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability.","properties":{"Category":"Monsters","Size":"Large vehicle","Type":"500 lb.","Expansion":4414},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Devil's Ride","description":"A Devil’s Ride is a two-wheeled infernal war machine that handles like a motorcycle. It has spiked wheels, a screaming engine, and a cowl shaped vaguely like a grinning devil’s visage, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability. Traits Jump. If the Devil’s Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement. Prone Deficiency. If the Devil’s Ride falls prone, it can’t right itself and is incapacitated until pulled upright. Stunt. On its turn, the driver of the Devil’s Ride can expend 10 feet of movement to perform one free vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Devil’s Ride must move at least 10 feet in a straight line. If the driver succeeds on DC 10 Dexterity check using the bike’s Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can’t attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Devil’s Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop. Action Stations Helm (Requires 1 Crew and Grants Half Cover). Drive and steer the Devil’s Ride. Reactions Juke. If the Devil’s Ride is able to move, the driver can use its reaction to grant the Devil’s Ride advantage on a Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"vehicle (500 lb.)"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Devilbound Gnomish Prince","description":"The devilbound gnomish prince with a small cat on his shoulder offers a friendly smile while twirling his mustache. Just like his familiar, he is a servant of the Eleven Hells who has sold his soul for infernal power. Now he seeks even more power, and that costs even more souls. Traits Banishing Word (1/Day): When the devilbound gnomish prince hits with an attack, he can choose to banish the target to the Eleven Hells. The target vanishes from its current location and is incapacitated until its return. At the end of the devilbound gnomish prince’s next turn, the target returns to the spot it previously occupied or the nearest unoccupied space and takes 55 (10d10) psychic damage. Infernal Blessing: The devilbound gnomish prince gains 21 temporary hit points when it reduces a hostile creature to 0 hit points. Infernal Tie: The devilbound gnomish prince can perceive through his imp’s senses, communicate telepathically through its mind, and speak through his imp’s mouth as long as both of them are on the same plane of existence. Innate Spellcasting: The devilbound gnomish prince’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: detect magic, false life, mage armor 1/rest each: create undead, forcecage, power word stun Magic Resistance: The devilbound gnomish prince has advantage on all saving throws against spells and magical effects. Spellcasting: The devilbound gnomish prince is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devilbound gnomish prince has the following warlock spells prepared: Cantrips (at will): chill touch, eldritch blast, minor illusion, prestidigitation 5th level (3 slots): banishment, command, contact other plane, counterspell, dimension door, fireball, fly, flame strike, hallow, hex, hold monster, invisibility, scorching ray, scrying, wall of fire, witch bolt Actions Dagger (Melee): Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. Dagger (Ranged): Melee Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. Chill Touch: Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 13 (3d8) necrotic damage. On hit, the target can't regain hit points until the start of the next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. Scorching Ray: Ranged Spell Attack: +10 to hit, range 120 ft., one or more targets. Hit: 7 (2d6) fire damage. The Devilbound Gnomish Prince creates six rays of fire and hurls them at targets within range. They can hurl them at one target or several.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Source":"Tome of Beasts","Alignment":"Any evil","Expansion":3,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Devkarin Lich","description":"Powerful spellcasters of the Devkarin elves, steeped in Golgari magic, can transcend death to become liches. For them, life and death don’t merely chase each other in an inevitable cycle; the two can intersect, and at that nexus the liches find immense power, which commands the awe, envy, and fear of other Golgari. Unlike the shambling zombies they command, liches retain their memories, their personalities, and especially their ambition. They also retain the grace and stature of living elves, but their bodies are in a constant state of slow decay. Various forms of fungus grow in and over the rotting flesh to hold the body together. Undead Nature. The lich doesn’t require air, food, drink, or sleep. Storrev Storrev is a lich and a leader of the Erstwhile. She is adept at the politics of court, and she is feared for her power to transform dead monsters, from ordinary beetles to the mightiest wurms, into fierce undead horrors. Such creatures accompany her into battle. Traits Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead. Regeneration. The lich regains 10 hit points at the start of its turn. If the lich takes fire or radiant damage, this trait doesn’t function at the start of the lich’s next turn. The lich dies only if it starts its turn with 0 hit points and doesn’t regenerate. Spellcasting. The lich is a 14th-level Golgari spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The lich has the following wizard spells prepared: Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation 1st level (4 slots): chromatic orb, magic missile, ray of sickness 2nd level (3 slots): Melf's acid arrow, ray of enfeeblement, spider climb, web 3rd level (3 slots): animate dead, bestow curse, fear, vampiric touch 4th level (3 slots): blight, Evard's black tentacles 5th level (2 slots): cloudkill, insect plague 6th level (1 slot): circle of death, create undead 7th level (1 slot): finger of death Turn Resistance. The lich has advantage on saving throws against any effect that turns undead. Undead Fortitude. If damage reduces the lich to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lich drops to 1 hit point instead. Actions Noxious Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (4d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn. Cantrip. The lich casts one of its cantrips. Noxious Touch (Costs 2 Actions). The lich uses Noxious Touch. Disrupt Life (Costs 3 Actions). Each creature within 30 feet of the lich must make a DC 17 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":7,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Devorastus","description":"Traits Legendary Resistance (3/Day). If Devorastus fails a saving throw, it can choose to succeed instead. Ooze Cube. Devorastus takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 21 Strength check, and the creature making the attempt takes 35 (10d6) acid damage. The cube can hold only one Huge creature or up to six Large or smaller creatures inside it at a time. Sticky. Devorastus can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Transparent. Even when Devorastus is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot Devorastus if it has neither moved nor attacked. A creature that tries to enter Devorastus’ space while unaware of Devorastus is surprised by it. Actions Multiattack. Devorastus makes four attacks using its Pseudopod, Spit, or a combination of the two. Pseudopod. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 42 (12d6) acid damage. Spit. Ranged Weapon Attack: +8 to hit, range 100/200 ft., one target. Hit: 28 (8d6) acid damage. A target hit by this attack must make a DC 21 Constitution saving throw. On a failed save, the target has the prone condition. Engulf. Devorastus moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever Devorastus enters a creature’s space, the creature must make a DC 21 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of Devorastus. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, Devorastus enters the creature’s space, the creature takes 35 (10d6) acid damage, and is engulfed. The engulfed creature can’t breathe, has the restrained condition, and takes 42 (12d6) acid damage at the start of each of Devorastus’ turns. When Devorastus moves, the engulfed creature moves with it. An engulfed creature can try to escape by making a DC 21 Strength check as an action. On a success, the creature escapes and enters a space of its choice within 5 feet of Devorastus.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"unaligned","Expansion":28645,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Devourer","description":"I’ve heard of “rib-sticking,” but this is ridiculous. —Volo Of all the abominations Orcus has unleashed, devourers are among the most feared. These tall, mummy-like fiends wander the planes, consuming souls and, by example, spreading Orcus’s creed of replacing all life with everlasting death. Instruments of Orcus. A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer’s first foray into the planes. Most devourers remain in the Abyss, or on the Astral or Ethereal Plane, pursuing Orcus’s schemes and interests in those realms. When Orcus sends devourers to the Material Plane, he often sets them on a mission to create, control, and lead a plague of undead. Skeletons, zombies, ghouls and ghasts, and shadows are particularly attracted to the presence of a devourer. Tormentors of Souls. Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer’s body to begin its new existence as an undead servitor of the monster that spawned it. Fiendish Nature. A devourer doesn’t require air, food (other than souls), drink, or sleep. Actions Multiattack : The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend. Claw : Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 21 (6d6) necrotic damage. Imprison Soul : The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer’s ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time. Soul Rend (Recharge 6) : The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Expansion":1,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Devourer","description":"Of all the abominations unleashed by Orcus (appears in this book), devourers are among the most feared. These tall, mummy-like Undead wander the planes, consuming souls and spreading Orcus’s creed of replacing all life with everlasting death. A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated biped with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer’s first foray into the planes. Most devourers remain in the Abyss or on the Astral or Ethereal Plane, pursuing Orcus’s schemes and interests in those realms. When Orcus sends devourers to the Material Plane, he often sets them on a mission to create, control, and lead a plague of Undead. Skeletons, zombies, ghouls, ghasts, and shadows (all of which appear in the Monster Manual ) are particularly attracted to the presence of a devourer. Devourers hunt Humanoids with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim’s body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer’s body to begin its new existence as an Undead servitor of the monster that spawned it. Traits Unusual Nature. A devourer doesn’t require air, drink, or sleep. Actions Multiattack. The devourer makes two Claw attacks and can use either Imprison Soul or Soul Rend, if available. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 21 (6d6) necrotic damage. Imprison Soul. The devourer chooses a living Humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer’s ribcage and imprisoned there. While imprisoned in this way, the creature is restrained and has disadvantage on death saving throws. If the creature dies while imprisoned, the devourer regains 25 hit points and immediately recharges Soul Rend. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an Undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie . If it had 3 to 5 Hit Dice, it becomes a ghoul . Otherwise, it becomes a wight . (All three appear in the Monster Manual .) A devourer can imprison only one creature at a time. Soul Rend (Recharge 6). The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Devouring Angel","description":"Vaguely humanoid in shape, this creature has smooth, white skin with shifting red patterns. Its long, thin limbs are of differing proportions, giving it a jerking gait. Its eyeless face is dominated by a fanged maw with a long, red tongue. Devouring angels are twisted planar predators that can and do attempt to consume any and all life forms. Angelic Shape. Originating in the Upper Planes, devouring angels are nothing more than a semi-intelligent celestial slime mold that evolved a form loosely resembling the angels of its home. They even evolved fleshy quasi-wings, earning the creature its name. Though it isn't as malleable as its slimy ancestor, its body remains incredibly flexible, allowing the devouring angel to chase prey into small burrows or homes. Planar Gourmands . Devouring angels like eating and consume anything they can easily bite. They aren't malicious and prefer easy meals to fighting when possible. However, their love of tasting something they have never tasted drives them to always seek new locales with new creatures to devour and new delicacies to sample. Clever travelers who know a devouring angel inhabits an area bring exotic foods to placate the hungry creature and earn safe passage. Assisted Leaping. The devouring angel can use its quasi-wings to fly up to 30 feet on its turn, but it must start and end its movement on a solid surface, such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage. Flexible Form. The devouring angel can twist its body into unnatural positions, allowing it to easily move through any opening large enough for a Small creature. It can squeeze through any opening large enough for a Tiny creature. The angel's destination must still have suitable room to accommodate its volume. Keen Smell. The devouring angel has advantage on Wisdom (Perception) checks that rely on smell. Limited Telepathy. The devouring angel can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. Actions Multiattack. The devouring angel makes one Bite attack and four Claw attacks. It can replace one Claw attack with a Spiked Tongue attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 10 (3d6) acid damage. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Spiked Tongue. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and takes 9 (2d8) piercing damage at the start of each of its turns, and the devouring angel can pull the creature up to 15 feet closer to it as a bonus action. The devouring angel can have only one target grappled in this way at a time. Shed Spines (Recharge 5-6). The devouring angel shakes its body, sending acid-coated spines outward. Each creature within 10 feet of the devouring angel must make a DC 17 Dexterity saving throw, taking 18 (4d8) piercing damage and 24 (7d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Neutral","Expansion":19901,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Devouring Belua","description":"The emergence of such a formidable monster as this breed of belua is a rare and dreaded event. Most beluas succumb to their curse and transform into lesser monstrosities, such as the Scourge Lycans, which though still dangerous, don’t possess the same unfathomable savagery as their greater kin. However, should a particularly skilled hunter lose their grip on their own humanity, they may become a far greater menace to the city than any mere beast they had once vanquished. The devouring belua is a fearsome monstrosity birthed from the unbridled fury of an eponymous scourgeborne, a monster that bears witness to the brutal nature of their curse. Once half-beasts of lupine visage, with a tenuous hold on their souls, they are now consumed by the inferno of their own anger, and have surrendered entirely to their bestial essence, abandoning any semblance of morality. The devouring belua's lupine form has completely overtaken their humanoid shape; their once unblemished skin now a mangled tangle of coarse, matted hair; their muzzles elongated, filled with razor-sharp teeth that rend flesh with vicious ease; and their howls, harrowing echoes of their suffering, are now cacophonous cries that freeze the blood of those who hear them. Once turned, these monsters prowl the shadowed alleyways and desolate corners of Luyarnha, their blind anger robbing them of their sight, like a cruel poetry of fate. Relying solely on their heightened senses of hearing and smell to navigate the world around them, their blindness now only serves as a catalyst for their rage, ensuring that anyone—beast or human—who crosses their path will be met with a storm of ferocity. It is whispered that devouring belua are capable of detecting the rage that lies dormant in the hearts of others, drawn to the turmoil that festers within. They prey upon these enraged souls, devouring the very essence of their anger, leaving behind a broken husk, devoid of fury or flesh, whilst feeding their own insatiable anger in vain. Traits Blood Frenzy. The belua has advantage on melee attack rolls against any creature that doesn't have all its hit points. Crippling Strikes. Creatures provoke opportunity attacks from the belua even if they take the Disengage action before leaving its reach. When the belua hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Keen Hearing and Smell. The belua has advantage on Perception checks that rely on hearing or smell. Never-ending Fury. The belua has advantage on Strength checks and Strength saving throws and a +3 bonus to its damage for melee weapon attacks (included in the attacks). Regeneration. The belua regains 15 hit points at the start of its turn. If the belua takes damage from a moongilded weapon, this trait doesn't function at the start of the belua's next turn. The Belua dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The belua makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage. This attack scores a critical hit on a roll of 19 or 20 on the d20. On a critical hit, the belua’s monstrous jaws rip off one of the target’s appendages. Roll a d12 on the following table for the result: 1-2: Right forearm 3-4: Left forearm 5-6: Right hand 7-8: Left hand 9: Left leg 10: Right leg 11: Gut 12: Head A creature that has an appendage ripped off takes 5 (1d10) necrotic damage at the start of each of its turns as it bleeds out, until it receives magical healing. If its gut is ripped off, it takes 11 (2d10) necrotic damage instead. A creature that loses its head dies if it can't live without it. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 8) slashing damage. Bonus actions Bestial Rage (3/Day). The belua enters a feral rage fuelled by its ravenous hunger. It becomes Huge, it gains 20 temporary hit points, and the number of damage dice of its natural weapon attacks increase by one (3d8 for the bite and 3d4 for the claw). This transformation lasts for 1 minute, or until the belua takes more than 15 damage from a moongilded weapon in a single turn, or until the belua dies. Leap. The belua jumps up to 50 feet horizontally or vertically.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":10},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Devouring Belua (Revelations)","description":"The emergence of such a formidable monster as this breed of belua is a rare and dreaded event. Most beluas succumb to their curse and transform into lesser monstrosities, such as the Scourge Lycans, which though still dangerous, don’t possess the same unfathomable savagery as their greater kin. However, should a particularly skilled hunter lose their grip on their own humanity, they may become a far greater menace to the city than any mere beast they had once vanquished. The devouring belua is a fearsome monstrosity birthed from the unbridled fury of an eponymous scourgeborne, a monster that bears witness to the brutal nature of their curse. Once half-beasts of lupine visage, with a tenuous hold on their souls, they are now consumed by the inferno of their own anger, and have surrendered entirely to their bestial essence, abandoning any semblance of morality. The devouring belua's lupine form has completely overtaken their humanoid shape; their once unblemished skin now a mangled tangle of coarse, matted hair; their muzzles elongated, filled with razor-sharp teeth that rend flesh with vicious ease; and their howls, harrowing echoes of their suffering, are now cacophonous cries that freeze the blood of those who hear them. Once turned, these monsters prowl the shadowed alleyways and desolate corners of Luyarnha, their blind anger robbing them of their sight, like a cruel poetry of fate. Relying solely on their heightened senses of hearing and smell to navigate the world around them, their blindness now only serves as a catalyst for their rage, ensuring that anyone—beast or human—who crosses their path will be met with a storm of ferocity. It is whispered that devouring belua are capable of detecting the rage that lies dormant in the hearts of others, drawn to the turmoil that festers within. They prey upon these enraged souls, devouring the very essence of their anger, leaving behind a broken husk, devoid of fury or flesh, whilst feeding their own insatiable anger in vain. Some unfortunate beluas cross path with accursed weapons that robs them of their sight, hastening the scourgeborne's descent into their fully transformed, Devouring kin. Such a belua has a CR of 11, and gains the following trait: Special Equipment. The Devouring Belua has a Revelations . It can replace its claw attacks with attacks with the weapon. Traits Blood Frenzy. The belua has advantage on melee attack rolls against any creature that doesn't have all its hit points. Crippling Strikes. Creatures provoke opportunity attacks from the belua even if they take the Disengage action before leaving its reach. When the belua hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Keen Hearing and Smell. The belua has advantage on Perception checks that rely on hearing or smell. Never-ending Fury. The belua has advantage on Strength checks and Strength saving throws and a +3 bonus to its damage for melee weapon attacks (included in the attacks). Regeneration. The belua regains 15 hit points at the start of its turn. If the belua takes damage from a moongilded weapon, this trait doesn't function at the start of the belua's next turn. The Belua dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The belua makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage. This attack scores a critical hit on a roll of 19 or 20 on the d20. On a critical hit, the belua’s monstrous jaws rip off one of the target’s appendages. Roll a d12 on the following table for the result: 1-2: Right forearm 3-4: Left forearm 5-6: Right hand 7-8: Left hand 9: Left leg 10: Right leg 11: Gut 12: Head A creature that has an appendage ripped off takes 5 (1d10) necrotic damage at the start of each of its turns as it bleeds out, until it receives magical healing. If its gut is ripped off, it takes 11 (2d10) necrotic damage instead. A creature that loses its head dies if it can't live without it. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 8) slashing damage. Bonus actions Bestial Rage (3/Day). The belua enters a feral rage fuelled by its ravenous hunger. It becomes Huge, it gains 20 temporary hit points, and the number of damage dice of its natural weapon attacks increase by one (3d8 for the bite and 3d4 for the claw). This transformation lasts for 1 minute, or until the belua takes more than 15 damage from a moongilded weapon in a single turn, or until the belua dies. Leap. The belua jumps up to 50 feet horizontally or vertically.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":11},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Dew Drinker Horrid Plant","description":"Horrid plants are a family of carnivorous vegetation found in bogs, damp heaths, jungles, and swamps. Some botanists theorize these plants are an invasive species from a faraway world. When still, horrid plants resemble ordinary (if vibrant) foliage. Horrid Plant Varieties The most infamous varieties of horrid plant are dew drinkers, purple blossoms, and snapper saws. Dew Drinker Dew drinkers resemble large cabbage plants until they unfurl their long, hair-tipped tendrils. Dew drinkers use these tendrils to drain the moisture and life force from their prey. Traits Horrid Plant Varieties. A horrid plant comes in one of three varieties (choose or roll a d6): 1–2, dew drinker; 3–4, purple blossom; or 5–6, snapper saw. This form determines certain traits in this stat block. False Appearance. If the horrid plant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the horrid plant move or act, that creature must succeed on a DC 18 Intelligence (Nature) check to discern that the horrid plant isn’t an ordinary plant. Actions Multiattack. The horrid plant makes two Tendril attacks. Tendril. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 7 (2d6) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14), and the horrid plant can pull the target up to 25 feet closer to itself. Until the grapple ends, the target has the restrained condition, and the horrid plant can’t use the same tendril on another target. The horrid plant has two tendrils. Bonus Actions Vampiric Tendril (Dew Drinker Only). One creature grappled by the horrid plant must make a DC 13 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken, and the horrid plant regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.ew drinkers use these tendrils to drain the moisture and life force from their prey.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Source":"custom","Alignment":"Unaligned","Expansion":31434,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Dex","description":"Years ago, Livanna, a skilled human transmuter and merchant of magic, created an iron golem to guard her magical wares. Over the years, Livanna gave the large, rust-colored construct a name – Dex – and several upgrades, including the ability to speak, a peerless ability to discern lies, and rudimentary emotions. As Dex grew more capable, the wizard began employing it to manage the shop when she was away. On one of these occasions, the wizard never returned. Perfectly patient and ever dutiful, Dex has managed the shop on its own since – several decades at this point – while it waits for Livanna to return. Roleplaying Dex Though Dex has been imbued with a more complex intelligence than most iron golems, it is still a construct at its core. Dex follows its creator’s instructions – the last of which was “manage the shop as I would, while I am gone” – almost to the letter. Entirely rational and capable of performing complex calculations with uncanny speed, Dex is a proficient shopkeeper. It always knows the value of its wares (and those that are offered by customers) and can quickly deduce when it has made a good bargain, making it a competent haggler. Dex even employs classic sales tactics such as exaggerations and flattery, albeit clumsily: “This is the best sword you will ever buy – if you do not buy more swords” and “You are a handsome and likable humanoid – would you like to pay above market value for this item?” It’s weird, but I count Dex as one of my closest friends. There’s something comforting about dealing with someone so predictable and rational. With Dex, you know you’re never being cheated and there’s no reason to try any tricks of your own (Dex will see right through those, believe me, I’ve tried). Plus, seeing Jaziel being picked up and petted like a cute puppy never gets old! – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Neutral","Expansion":27826,"Challenge Rating":16},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Dhampir (CC)","description":"A lithe being of dark beauty appears human, though its movements, intensity, and charm are so powerful and coordinated it seems almost supernatural. Dhampirs are the half-living children of vampires and living mothers, born into a world that fears and rejects them. Thanks to their human-like appearance, many dhampirs hide in plain sight, spending their lives concealing their identities. Blood Ties. For most dhampirs, their mother's family is all they have since even those who do not know of a dhampir's true nature are generally put off by their supernatural presence. As a result, families with a dhampir withdraw from the world, becoming reclusive. Most dhampirs strike out on their own when they mature to spare their families further burden, but the half-living remember what their loved ones sacrificed. Dhampirs will return to aid their families at a moment's notice. Inner Darkness. Dhampirs constantly struggle with their vampiric heritage. They thirst for blood and experience a disturbing urge to control others. Many fight these desires by focusing on other all-consuming pursuits, like adventuring, military, or religious service. Others give in and become children of the night.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dhampir)","Alignment":"any alignment","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dhampir Commander","description":"The thin, dark-haired commander wades into the throng of enemy soldiers. The leader's troops come rushing in, inspired by the courageous example. Dhampirs in military service fly up the ranks and use their natural charisma to inspire the soldiers beneath them to acts of heroism and violence. Inspiring Leaders. Dhampir commanders lead by example on the battlefield, wading into combat and leading charges. A dhampir's troops die for their leader and offer their own necks for feeding if the commander is injured. Good dhampirs rely on this loyalty to fight malevolent forces, while evil half-living commanders relish the power they have over soldiers, pushing them to acts of depravity.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dhampir)","Alignment":"any alignment","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dhergoloth","description":"A dhergoloth’s head doesn’t turn along with its furiously spinning torso, and its torso can spin a different direction from its dancing legs. I’d like to vivisect one at some point to find out how this can be. —Mordenkainen Yugoloths Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren’t especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the creature presented here. Dhergoloth Dhergoloths rush into battle like whirlwinds of destruction, lashing out with five sets of claws, which extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their unhinged laughter rising above their victims’ screams. Since dhergoloths are little more than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either forget what they’re told or don’t listen in the first place, and then bungle the task that was set for them. Traits Innate Spellcasting. The dhergoloth’s innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components: At will: darkness, fear 3/day: sleep Magic Resistance⁠. The dhergoloth has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. The dhergoloth’s weapon attacks are magical. Actions Multiattack. The dhergoloth makes two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Flailing Claws (Recharge 5–6). The dhergoloth moves up to its walking speed in a straight line and targets⁠ each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage. Teleport⁠. The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Yugoloth)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Dhergoloth","description":"A kind of yugoloth, dhergoloths rush into battle like whirlwinds of destruction, lashing out with the five sets of claws that extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams. Since dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however, they either forget what they’re told or don’t listen in the first place, and then bungle the task that was set for them. A dhergoloth’s head doesn’t turn along with its furiously spinning torso, and its torso can spin a different direction from its dancing legs. I’d like to vivisect one at some point to find out how this can be. —Mordenkainen Traits Magic Resistance. The dhergoloth has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dhergoloth makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) force damage. Flailing Claws (Recharge 5–6). The dhergoloth moves up to its speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) force damage. Spellcasting. The dhergoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 10): At will: darkness , fear Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Yugoloth)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Dhurge","description":"Pirate Lords Sea King Tentrix commands a fleet of pirate ships known as the Black Armada. He himself is a kraken priest from Purple Rocks, who has received special powers from Slarkrethel because of his fanatical devotion. Tentrix has around a dozen Pirate Lords under his command, some of which are detailed in the adventure. Some of these have their own statistics, as presented below. Traits Blood Frenzy. Dhurge has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Limited Amphibiousness. Dhurge can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. Dhurge can magically command any shark within 120 feet of him, using a limited telepathy. Special Equipment. Dhurge carries a wand of binding , a wand of fear , a wand of fireballs and a wand of wonder . Wand Wielder. Dhurge counts as a spellcaster for the purpose of attuning to wands (spell save DC 15). If Dhurge is carrying more than one wand, he can use an action to expend 1 charge from up to two wands, triggering the effects of them simultaneously. Actions Multiattack. Dhurge makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (sahuagin)","Alignment":"lawful evil","Expansion":20544,"Challenge Rating":8},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Dimensional Shambler","description":"The large creature lumbers forward, its ape-like and insectoid features blending incomprehensibly. It blinks in and out of existence, closing in on prey in a manner that betrays both the eye and time itself. Solitary and efficient hunters, dimensional shamblers often materialize in closed structures to surprise prey that believes it is safely hidden. Capable of seeing into and entering the Lower Planes, they regularly stalk targets in the Material Plane by hopping in and out of other planes to remain undetectable. Disturbing Form. The dimensional shambler has a rudimentary face with dead eyes, thick hide, and symetrical hands. Its claw-tipped fingers bend in either direction. Moving through many dimensions, the creature’s disturbing gait suggests a lack of any conventional skeletal structure. Unknown Origins. The number and lifecycle of these creatures is unknown. No records of more than one shambler appearing in the Material Plane at one time exist, and it is not clear whether they were created by some dark or inscrutable power or evolved naturally.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Dimetrodon","description":"The Monster Manual has statistics for several kinds of dinosaurs. This entry provides one more. This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role as a crocodile. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Dimetrodon","description":"This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role as a crocodile. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":7389,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Dimetrodon","description":"This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role to a crocodile. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast (Dinosaur)","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Dimetrodon","description":"This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role as a crocodile. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast (Dinosaur)","Alignment":"Unaligned","Expansion":31454,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Dingetooth","description":"Dingetooth and Uurch These two mitflits are more accomplished than most of their kind, although their choice to focus their efforts on a marble launcher might not be the most efficient use of their training. You can use these statistics for any mitflit gremlin that’s managed the luck and skill to live long enough to hone their combat prowess—whether or not you let them keep their marble launcher. Of course, switching the type of damage the marble launcher deals when it hits a target also lets you change the launcher into a glass slinger (slashing damage), a coal flinger (fire damage), or a poison toad–launcher (poison damage). Traits Hatred. Dingetooth and Uurch double their proficiency bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype due to special training against these hated foes. Innate Spellcasting. The gremlin’s innate spellcasting ability is Wisdom (spell save DC 11). The gremlin can innately cast the following spells, requiring no material components: At will: prestidigitation 1/day: bane Keen Smell. The mitflit has advantage on Wisdom (Perception) checks that rely on smell. Self-Loathing. The mitflit’s self-loathing makes them easy to influence. They have disadvantage on saving throws and ability checks to resist any Charisma-based skills or being charmed. Vermin Keeper. Through sounds and gestures, the mitflit can communicate simple ideas with arthropods. The knowledge and awareness of arthropods is limited by their intelligence, but at minimum, they can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. The mitflit can ask for small favors from arthropods and has advantage on Wisdom (Animal Handling) checks when communicating with them. Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. Marble Launcher (1/Day). Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 3 (1d6) bludgeoning damage, and the target must succeed at a DC 13 Dexterity saving throw or become prone. Reactions Vengeful. When the mitflit is hit by an attack or fails a saving throw, the mitflit makes an attack against the creature that harmed it.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Dinichthys","description":"Among the deadlier animals of the sea, the mighty dinichthys holds its own against dragons and magical beasts. Its punishing bite allows it to both defend itself and feed from Vareen's hardiest animals. Dinichthyses hunt at any depth greater than 20 feet, chasing prey for miles in any direction before resuming a natural migration toward decennial mating waters. Dinichthyses live for approximately 100 years. An adult is 30 feet long and weighs 22,000 pounds. Neverfull. 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Its plumage is a muted blue, and its eyes shine with intelligence. Guardian archaeopteryxes are enormous feathered dinosaurs bred by ancient druids to guard sacred sites. Their glowing green eyes hint at the ancient magic that still suffuses their forms. Prehistoric Guardians. In a time before writing, ancient druids infused archaeopteryx (see Creature Codex ) with magic and bred them to guard the druids' most sacred sites. The resulting creatures could spit enchanted thorns and poison foes beset by their lesser kin. Flock Leaders. Guardian archaeopteryxes gather flocks of their smaller brethren to help perform their duties. The mundane archaeopteryx alert the guardians to intruders, scare off smaller creatures, and hunt for the shared nest, ensuring the flock grows strong. When a significant threat arrives, the guardian peppers foes with thorns and imbues the flock with magical poison. Made Obsolete by Time. In the millennia since the guardians were first created, many of the sites they once guarded have been destroyed, profaned, or changed biome from the passage of time. Additionally, when a flock grows too large for a sacred site to support, the youngest guardian archaeopteryx leaves with a section of the flock, looking for a new site to guard. All of these processes create ‘orphaned' flocks that guard ruins or verdant bits of forest, unrelated to their ancient purpose. Flyby. The archaeopteryx doesn't provoke opportunity attacks when it flies out of an enemy's reach. Magic Resistance. The archaeopteryx has advantage on saving throws against spells and other magical effects. Actions Multiattack. The guardian archaeopteryx makes one Beak attack and one Talons attack, or it makes two Spit Thorn attacks. If the archaeopteryx hits one creature with two attacks, the target must succeed on a DC 11 Constitution saving throw or take 2 (1d4) poison damage and be poisoned until the end of its next turn. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus 2 (1d4) poison damage. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Spit Thorn. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) poison damage. Bonus Action Imbue Poison. The guardian archaeopteryx chooses a friendly creature it can see within 30 feet of it and imbues that creature's attacks with magical poison. The next time the friendly creature hits with an attack before the start of the guardian archaeopteryx's next turn, the target of the attack takes an extra 2 (1d4) poison damage and must succeed on a DC 11 Constitution saving throw or be poisoned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dinosaur, Jeholopterus","description":"This small flying creature is covered in hair-like fibers, and its mouth resembles that of a rattlesnake. The jeholopterus is an acrobatic flying reptile about the size of a goose that dwells in warm swamps and jungles and along tropical coastlines. It feasts on insects, especially those attracted to bloody wounds on other creatures. A particularly hungry jeholopterus might take this a step further by making its own fresh wounds. After landing on a suitable target and securing itself with its hand and foot claws, the jeholopterus latches on with its fangs. It then uses its plier-like jaws to squeeze the wound and keep the blood flowing to attract insects. Flyby. The jeholopterus doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Sight. The jeholopterus has advantage on Wisdom (Perception) checks that rely on sight. Actions Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage, and the jeholopterus attaches to the target. While attached, the jeholopterus doesn't attack. Instead, at the start of each of the jeholopterus's turns, the target loses 8 (2d4 + 3) hp due to blood loss. The jeholopterus can detach itself by spending 5 feet of its movement. It does so after it drains 15 hp of blood from the target or the target dies. A creature, including the target, can take its action to detach the jeholopterus by succeeding on a DC 13 Strength check. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dinosaur, Lystrosaurus","description":"This creature, roughly the size of a hog, roots in the soil with tusks pointing downward from its upper jaw. The middle joints of its forelimbs point outward, like a lizard, and its thick, gray hide is sparsely covered with wiry hair down its back to its stubby tail. It makes a grunting, muttering sound to itself. Often used as guard animals by kobolds in warmer climes, the lystrosaurus has a reputation as a sturdy and self-sufficient companion. When not working in some capacity, it rips up vegetation and masticates the day away. At night, it digs shallow burrows in the ground to sleep, which are occasionally expanded upon by its masters.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dinosaur, Mbielu","description":"This lumbering saurian quadruped has large, oblong plates of bone covered in greenish slime protruding from its back and its thick, club-like tail. Large Plates. People describe this reptilian herbivore as “the animal with planks growing out of its back.” The mbielu is a large dinosaur akin to a stegosaurus, with square dorsal plates that support symbiotic colonies of toxic, green algae. The plates themselves are as large as shields. Aquatic Herbivore. An mbielu spends most of its life underwater, feeding on aquatic plants and avoiding the withering glare of the harsh sun, but it comes onto land frequently to sun itself for a few hours before immersing itself once again. Toxic Alchemy. Its dorsal plate algae undergo an alchemical reaction in the continual transition between water and sky, especially during mbielu migrations to new watery dens. The algae produce a hallucinogenic contact poison that clouds the minds of most creatures. Mbielus themselves are immune to the toxin. Traits Toxic Skin: A creature that touches the mbielu or hits it with a melee attack exposes itself to the mbielu’s poisonous skin. The creature must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature also suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws. Actions Tail: Melee Weapon Attack : +6 to hit, range 10 ft., One target. Hit : 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Reactions Rollover: If the mbielu is grappled by a Large creature, it rolls on top of the grappler and crushes it. The mbielu automatically escapes from the grapple and the grappler takes 20 (3d10 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dinosaur, Ngobou","description":"This ill-tempered, six-horned creature resembles a triceratops the size of an ox, with pairs of horns atop its nose and brows, as well as great tusks jutting from each side of its mouth. Hatred of Elephants. Ngobous are ox-sized dinosaurs often at war with elephants over territory. Ngobous are irascible and suspicious by nature, prone to chasing after any creature that stays too long inside its territory. They also become aggressive when they can see or smell elephants. Even old traces of elephants’ scent are sufficient to trigger an ngobou’s rage. Poor Beasts of War. Grasslands tribes sometimes try to train ngobous as beasts of burden or war, but most have given up on the ill-tempered animals; their behavior is too erratic, especially if elephants are nearby or have been in the area recently. Trample Crops. Ngobou herds can smash entire crops flat in minutes—and their horns can tear through a herd of goats or cattle in little time as well. Traits Trampling Charge: If the ngobou moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ngobou can make one stomp attack against it as a bonus action. Elephants’ Bane: The ngobou has advantage on attacks against elephants. It can detect by scent whether an elephant has been within 180 feet of its location anytime in the last 48 hours. Spikes: A creature that grapples an ngobou takes 9 (2d8) piercing damage. Actions Gore: Melee Weapon Attack : +8 to hit, range 5 ft., One target. Hit : 38 (6d10 + 5) piercing damage. Stomp: Melee Weapon Attack : +8 to hit, range 5 ft., One prone creature. Hit : 18 (3d8 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dinosaur, Nodosaurus","description":"The nodosaurus is a broad-backed, armor-plated herbivore with a gentle disposition. When provoked or attacked, it can turn and slap opponents with its tail, but its thick hide and the spikes protruding from its side discourage most would-be predators from anything more than a cursory look. Lizardfolk have long trained the dinosaurs as beasts of burden, and a single nodosaurus is capable of carrying nearly all of the material a migratory tribe could hope to bring along.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dinosaur, Razorfeather Raptor","description":"A large raptor stalks through the brush, chittering and chirping. Its vibrant emerald feathers gleam like steel, and its eyes reflect a malevolent intelligence. Razorfeather raptors are the results of arcane experiments in creating a more lethal and intelligent velociraptor. They were imbued with blade-like feathers, armored skin, great intelligence, and an instinctive drive to hunt humanoids. The result was a terrifying pack hunter with an urge to hunt and eat humanoids. Now, they're a relentless scourge upon isolated communities and lost hunters. Escaped Experiment. An arcano-paleontologist thought he had designed the perfect soldier: intelligent, social, lethal, and easy to control. The process went well until the first batch of raptors were purchased and deployed. Without warning or apparent cause, they slaughtered their handlers and escaped into the wilds, leaving a trail of bodies in their wake. The wizard stopped his experiments and destroyed the raptors he had, but he was already too late. Hundreds had escaped from half a dozen buyers, most of whom died during the escape. The wizard's reputation was ruined, and the razorfeather raptors were free. Intelligent Hunters. Though lacking speech, razorfeather raptors are almost as intelligent as the humanoids they devour. They understand the speech of those around them, can work door handles, latches, and basic locks, and can set elaborate traps for their prey. Many adventurers who think they have cornered a raptor find they have stumbled into an ambush from the pack. Rumors abound of raptors that have learned literacy or how to use magic items, but they remain unconfirmed. Jungle Stalkers. Razorfeather raptors dwell in thick jungles and wetlands. They live in networks of small packs, which share nests and protect each other's eggs but hunt and socialize separately. Though fully capable of living on prey animals, the raptors have a compulsive need to hunt humanoids. They stalk hunters, lost travelers, and even attack rural villages and isolated mines. Most of these attacks are months-long campaigns of terror, with isolated individuals or families disappearing in surprise attacks. When humanoids discover razorfeather raptors, or hunt them in retaliation, the attacks escalate and often lead to small villages being wiped from the map. Pack Tactics. The raptor has advantage on attack rolls against a creature if at least one of the raptor's allies is within 5 feet of the creature and the ally isn't incapacitated. Pounce. If the raptor moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the raptor can make one Bladed Feather attack against it as a bonus action. Actions Multiattack. The raptor makes one Bladed Feather attack and one Claw attack. Bladed Feather. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 8 (1d10 + 3) slashing damage, and the target's speed is reduced by 10 feet until the end of its next turn. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dinosaur, Spinosaurus","description":"A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids. Friend to Lizardfolk. The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care. Enormous Size and Color. This immense saurian has a long tooth-filled maw, powerful claws, and colorful spines running the length of its spine. An adult dire spinosaurus is 70 feet long and weighs 35,000 pounds or more, and a young spinosaurus is 20 feet long and weighs 6,000 pounds or more. Swift Predator. A spinosaurus is quick on both land and water. Spinosauruses as Mounts Spinosauruses mate each year in the winter. Male spinosauruses bring food and help build an enormous nest of reeds, sticks, and mud. Then the male departs, leaving the female to lay and care for the eggs. Spinosaurus eggs are typically found in nests along riversides or deep in marshes. They are sometimes stolen and sold, generally to lizardfolk and sometimes to daring humans with a knack for training animals. These eggs are worth as much as 2,000 gp apiece; live young are worth twice that. Characters eager for dire spinosaurus mounts, however, should note that buying or domesticating such an enormous carnivore requires vast amounts of food and vast stores of patience. They do not take easily to domestication. Before it can be ridden in combat, a spinosaurus must practice bearing the weight of its trainer and passengers. They rarely master more than a handful of tricks, but they are extremely comfortable in the water and are aware that some of their riders may not breathe water. An adult spinosaurus can carry up to six tons as cargo. Riding a spinosaurus requires an exotic saddle, riding platform, or howdah. Spinosauruses in the Southlands The lizardfolk of Veles-Sa in the Southlands use spinosauruses as a mode of transportation; they are large enough to pull barges or to carry a crew of raiders anywhere on the rivers, and they are reasonably swift overland as well. Lizardfolk scouts are especially fond of these enormous reptiles, as they are powerful combatants and capable of carrying a dozen lizardfolk warriors. In addition to their role as trained raiders in Veles-Sa, some spinosauruses live in or along most of the major river systems of the Southlands—including the River Nuria. There they are also called “river dragons” or sometimes “river walkers,” and they are frequently associated with the worship of Baal-Hotep and Set. They are kept as sacred animals in several river temples, where they are fed regular meals and have been known to grow to enormous size and strength. Finally, along the Spice Coast, spinosauruses carry high-value spice cargoes along the coast when banditry is rife or when a lizardfolk mercenary company is available to guard materials going north toward Mhalmet, Nuria, or Ishadia. These Spice Coast beasts are often especially bred for gaudy coloration: green-and-orange, blue-and-gold, and even red-and-black bloodlines are spotted in the Spice Coast harbors. Traits Tamed: The spinosaurus will never willingly attack any reptilian humanoid, and if forced or magically compelled to do so, it suffers disadvantage on attack rolls. Up to twelve Medium or four Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid. Siege Monster: The spinosaurus deals double damage to objects and structures. Actions Multiattack: The spinosaurus makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +13 to hit, range 15 ft., One target. Hit : 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled, escape DC 18. When the spinosaurus moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the spinosaurus can’t bite another target. Claw: Melee Weapon Attack : +13 to hit, range 10 ft., One target. Hit : 22 (4d6 + 8) slashing damage. Tail: Melee Weapon Attack : +13 to hit, range 20 ft., One target. Hit : 21 (3d8 + 8) bludgeoning damage. Frightful Presence: Each creature of the spinosaurus’ choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the spinosaurus’ Frightful Presence for the next 24 hours. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Move: The spinosaurus moves up to half its speed. Roar: The spinosaurus uses Frightful Presence. Tail Attack (Costs 2 Actions): The spinosaurus makes one tail attack.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dinosaur, Spinosaurus Young","description":"A spinosaurus is a land and riverine predator capable of carrying a platoon of lizardfolk long distances on raids. Often called a river king or river dragon, they are worshipped by bullywugs and other primitive humanoids. Traits Tamed: The spinosaurus never willingly attacks any reptilian humanoid, and if forced or magically compelled to do so it suffers disadvantage on attack rolls. Up to three Medium or one Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid. Actions Multiattack: The spinosaurus makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +9 to hit, range 10 ft., One target. Hit : 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled, escape DC 16. Until this grapple ends, the target is restrained and the spinosaurus can’t bite another target. Claw: Melee Weapon Attack : +9 to hit, range 5 ft., One target. Hit : 13 (2d6 + 6) slashing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dinosaur, Therizinosaurus","description":"The massive, shuffling dinosaur seems an improbable cross between ground sloth and pigeon yet stands taller than an elephant. Its brown, bristle-like feathers are broken up by a shock of blue around its neck and head, and sword-like claws extend from its arms. Therizinosaurus are tall, herbivorous theropods native to dense forests. These thick-set creatures sport great bellies, muscular haunches, and thick-set necks that allow them to sit comfortably as they browse for food. Their massive claws are used to harvest great clumps of foliage, pulling it into their maws as they feed. The claws can also rip apart any predator who dares attack them. Feeding therizinosaurus have been compared to gluttonous halflings, happily shoving everything they can reach into their bottomless bellies. Territorial Giants. Therizinosaurus are not truly solitary creatures, but they react poorly to anything they see as a threat. Annoying humanoids, aggressive wolves, predatory dinosaurs, and even herbivores who share the therizinosaurus's favored foods are chased away with deep, guttural bellows and flourishes of scythe-like claws. Harnessed Labor. Settlements near therizinosaurus territory often come to understandings with the massive dinosaurs. Therizinosaurus are surprisingly docile with humanoids they know, and they accept bribes of greenery and fermented fruit. Some villages even train therizinosaurus to wear harnesses and perform tasks for the village, such as felling trees for lumber, pulling large loads, or even ploughing stony fields. Kobold Warmounts. Enterprising kobolds have discovered combat applications for therizinosaurus domestication. Their harnesses incorporate wooden platforms and slats of armor, allowing kobold riders to direct the therizinosaurus while shooting at foes from the safety of their massive mount. While terrifying to behold, the ornery dinosaurs occasionally resist being ridden into battle and drop to the floor, crushing the platforms and potentially their riders. Relentless (Recharges after a Short or Long rest). If therizinosaurus would take 20 or less damage that would reduce it to less than 1 hp, it is reduced to 1 hp instead. Actions Multiattack. The therizinosaurus makes two claw attacks. Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) slashing damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dinosaur, Thundercall Hadrosaur","description":"An enormous hadrosaur lumbers through the trees, then rises onto its hind legs, letting out a thunderous call that splinters tree branches and sends soil flying into the air around it. A thundercall hadrosaur is a magically augmented hadrosaur designed as a living siege weapon. However, the first such hadrosaurs escaped, resulting in a strain of dangerous hadrosaurs with a bellow that can liquify organs and shatter buildings. Escaped Experiment. Designed by an arcano-paleontologist who thought she had found the perfect tool to create new and terrifying forms of life, the first batch of successful hadrosaurs escaped, killing her, and destroying most of her research. The escaped hadrosaurs swiftly returned to the wild, and they are almost indistinguishable from their lesser kin, save for their larger crests and bulkier musculature. Though they reproduced slowly, even when interbreeding with mundane hadrosaurs, they had no natural predators, unnaturally long lifespans, and proved excellent parents. As a result, thundercall hadrosaurs can spread anywhere they can get enough food. Defensive Giant. Although they are phenomenally lethal, thundercall hadrosaurs aren't aggressive. They are happy to simply exist, attacking only if threatened and using their bellow only if they believe they're in danger. However, their voracious appetites and enormous bulk often lead them to eat fields of crops and scatter terrified herds of livestock. When town militias or enraged farmers try to scare off the titanic hadrosaurs, a retaliatory bellow can level houses and kill dozens. Hunted for War. The thundercall hadrosaur was meant as a siege weapon, and those who have seen one in action see the potential. As a result, nobles and wizards occasionally put out a bounty for live hadrosaurs, sparing no expense in training and harnessing the creatures. Such hunts are bloody and brutal, for the hadrosaurs resist captivity. However, when they succeed, the results are worth the trouble. Clad in armor and topped with a howdah, a tamed thundercall hadrosaur is a mobile fortress capable of smashing castle walls and ripping gaping holes in any battle formation. Siege Monster. The hadrosaur does double damage to objects and structures. Actions Multiattack. The hadrosaur makes three Slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone. Thunderous Bellow (Recharge 5-6). The thundercall hadrosaur unleashes a ground-shattering bellow in a 120-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failure, a creature takes 38 (7d10) thunder damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. Reactions Sonic Shield. The hadrosaur adds 4 to its AC against one ranged attack that would hit it. To do so, the hadrosaur must see the attacker and not be in an area of magical silence.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Diomedian Horse","description":"The brindled, horse-like creature rears in fury, its claws pawing the air and its wide mouth bristling with sharp fangs. Diomedian horses are carnivorous equines that gather in herds, hunting and devouring beasts and other creatures smaller than them. Their claws and powerful jaws are suited to tearing and rending flesh, though diomedians can subsist on vegetation for short periods of time if no meat is available. Fierce Free-Spirit. Diomedian horses have never been domesticated on a large scale. Their demeanor is too fierce and they cooperate only with others of their kind. In rare cases, very young diomedians have been trained to bear a rider but most such attempts fail. A trained diomedian will only ever accept a single rider, returning to the wild if that rider is ever lost or dies. Trainers with the skill to teach such a beast are rare and expensive to hire, but such a mount does confer great prestige. Rite of Passage. Given the fierce reputation these creatures have, some societies consider it a mark of skill and bravery for a hunter or warrior of their culture kill or capture a diomedian horse. Those that do are often rewarded with a special rank or exceptional gift. Keen Smell . The diomedian horse has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics . The diomedian horse has advantage on attack rolls against a creature if at least one of the horse's allies is within 5 feet of the creature and the ally isn't incapacitated. Pounce . If the diomedian horse moves at 20 feet straight toward a creature and then hits with a Claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the diomedian horse can make one Bite attack against it as a bonus action. Actions Multiattack. The diomedian horse makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Diorite, Voice of Orlassk","description":"Actions Multiattack. Diorite makes 3 Eldritch Bolt attacks. Up to three of these attacks can be replaced by Stone to Flesh. She also makes one Sculptor's Claws attack. Sculptor's Claws. Melee Attack Roll: +7, reach 5 ft. Hit: 6 (1d4 + 4) Slashing damage, and the target must succeed on a DC 15 Constitution saving throw or have the Restrained condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. If the target fails a saving throw against this ability while it has the Restrained condition, it instead has the Petrified condition. It can continue to make saving throws at the end of each of its turns, ending the petrification on a successful save. Eldritch Bolt. Ranged Attack Roll: +7, range 120 ft. Hit: 9 (1d10 + 4) Force damage. Stone to Flesh. Diorite ends the Petrified condition on one creature she touches. Diorite regains 16 (3d10) Hit Points and the newly un-Petrified creature has the Charmed condition for 10 minutes. Spellcasting. Diorite casts one of the following spells, requiring no material components, using Charisma as the spellcasting ability (spell save DC 15): At Will: Blade Ward, Mold EarthXGE, Thaumaturgy 3/Day Each: Charm Person, Dispel Magic, Dissonant Whispers, Earthbind, Shield 1/Day Each: Dimension Door Legendary Actions Diorite can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action option can be used at a time and only at the end of another creature’s turn. Diorite regains spent Legendary Actions at the start of her turn. Diorite’s Fury. Diorite makes a Sculptor’s Claws attack or an Eldritch Bolt attack. Belief in Stone. Intelligence Saving Throw: DC 15, one creature Diorite can see within 60 feet. Failure: 7 (2d6) Psychic damage and the target believes one of its arms has been turned to stone until the end of its next turn. While affected, the creature cannot make use of that arm or use an item it is holding with that arm (though it can switch a held item to a different hand). Whispers of Stone (2 Legendary Actions). Wisdom Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point Diorite can see within 60 feet. Failure: 7 (2d6) Psychic damage and is Frightened of Diorite until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Neutral Evil","Expansion":33184,"Challenge Rating":6},"publisher":"Keith Baker Presents","book":"Heart of Stone Adventure"},{"name":"Diplomat Android","description":"Androids are synthetic humanoids built to assist their creators with highly specialized tasks. They are designed to be compliant and typically have friendly demeanors. Every android has one or more upgrades to help it excel at its intended functions, but all androids are capable of defending themselves with concentrated bolts of force up close or from a distance. Despite an android’s sophisticated construction, electrical surges can temporarily disrupt its finely tuned components. Similarly, damage to its core processing functions or long stretches of isolation can wear down an android’s critical faculties, causing it to behave erratically. Traits Design Specialization. When the android is created, it gains one of six possible designs suited for its role (choose or roll a d6): 1, aerialist; 2, diplomat; 3, diver; 4, duelist; 5, medic; 6, sentry. This design determines certain traits in this stat block. Actions Lightning Overload. When the android takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn. Actions Multiattack. The android makes two Force Strike attacks. Force Strike. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 40/120 ft., one target. Hit: 15 (2d10 + 4) force damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or have the prone condition. Spellcasting (Diplomat and Medic Only). The android casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability: 2/day each: Identify, Tongues (diplomat only)","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Source":"custom","Alignment":"Typically Lawful Neutral","Expansion":31434,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Dipsa","description":"Except for a pair of tiny fangs, the entire body of this yellowish-green worm looks like a ropy tangle of slime-covered tubes and puddles of mucus. Anesthetic Ooze. Many jungle clans believe the dipsa is an eyeless snake, but it is a tubular ooze with a lethal poisonous bite. The dipsa’s venom has an anesthetic quality that allows the ooze to cling to creatures and slowly turn their innards to jelly without being noticed until the victim falls down dead. Once the poison’s numbing property wears off, however, victims report an agonizing sense of burning from the inside out. Tiny Fangs. A dipsa’s undulating movement evokes that of a snake as much as its serpentine form, but close examination reveals that it has neither bones nor internal organs, only tiny fangs of the same color and substance as the rest of its body. A dipsa never exceeds 1 foot in length. Its coloration oscillates between sickly hues of yellow or green. Gelatinous Eggs. Dipsas are hermaphroditic. When two dipsas breed, they leave behind about 100 gelatinous eggs in a small puddle of highly acidic milt. A dozen become fertilized and survive long enough to hatch, after which they immediately devour the others. Traits Amorphous: The dipsa can move through a space as narrow as 1 inch wide without squeezing. Discreet Bite: The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. A creature bitten must succeed on a DC 15 Wisdom (Perception) check to notice the attack or any damage taken from it. Translucent: The dipsa can take the Hide action as a bonus action on each of its turns. Actions Bite: Melee Weapon Attack : +7 to hit, range 0 ft., One creature. Hit : 1 piercing damage. The dipsa attaches to the target. A creature with a dipsa attached takes 3 [1d6] acid damage per round per dipsa, and it must make a successful DC 12 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. This reduction to a creature’s hit point maximum lasts until it is affected by a lesser restoration spell or comparable magic.","properties":{"Category":"Monsters","Size":"Tiny","Type":"ooze","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dipsa","description":"The myths and legends of the Mediterranean are replete with strange and mystic serpents of every description. Dipsa. You feel the heat emanating from this dull-colored reptile’s body even before seeing it. Its jaws snap nervously, searching for flesh to bite. Dipsae live in the few humid patches they can find in deserts, sucking all humidity from their prey in order to survive.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"neutral","Expansion":30635,"Challenge Rating":1},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Dire Afanc","description":"The curious creature known as the afanc is a predator that lurks in rivers and lakes, patiently waiting for prey to approach the water. It is a ravenous carnivore that will eat any creature of its size or smaller, although it prefers livestock, fish, and reptiles. Ambush Predator. Once a chosen prey is within range of its strike, the afanc would burst from the water and pounce on its target, latching its jaws on the victim's neck or back before biting with tremendous force to instantly snap it. If the prey manages to survive this initial assault, the afanc would drag it back into the water and try to drown it. Invisible Abomination. The monstrous afanc has the body and head of a 12-foot-long giant beaver, the limbs and jaws of a bear, and the claws, spine, and tail of a crocodile. Underneath the fur of the afanc is a tough armor-like hide covered with scutes similar to a crocodile's that can resist most blows. The afanc's crocodilian tail ends with a large, paddle-shaped plate identical to a beaver's tail. The afanc is always invisible before it attacks, appearing when it strikes. Once it has killed its prey, it immediately turns invisible again and retreats to its lair with its prize where it can feed in peace. Force Manipulators. Older afancs are even more dangerous. By simply slamming their tails on a surface, their paddle-shaped tails vibrate and create supernatural waves of force that the afanc can direct, instantly killing most creatures hit by them. Afancs sometimes use this ability to create a tidal wave or whirlpool strong enough to overturn a small boat to toss its occupants overboard. An afanc is usually encountered alone or as a mated pair. Rarely are there more than two in the same territory, but if a large group exists, it is most certainly led by an alpha. A Dire Afanc's Lair A dire afanc usually builds its lair near a large body of water where it hunts its food. This place is usually a large, underground cave that can only be reached via an underwater passage or tunnel, which the afanc most probably made. A dire afanc encountered in its lair has a challenge rating of 12 (8,400 XP). Lair Actions On initiative count 20 (losing initiative ties), the afanc can take a lair action to cause one of the following magical effects; the afanc can’t use the same effect two rounds in a row: Pools of water within 120 feet of the afanc surge outward like a tidal wave. Any creature on the ground within 15 feet of such a pool must succeed on a DC 18 Strength saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Parts of the ceiling collapses above three creatures that the afanc can see within 60 feet of it. Each creature must succeed on a DC 18 Dexterity saving throw or take 10 (3d6) bludgeoning damage. The afanc targets one creature it can see within 60 feet of it and sends a focused wave of vibrations toward it. The creature must succeed on a DC 18 Constitution saving throw or become incapacitated due to nausea until the end of the afanc's next turn. Traits Hold Breath. The afanc can hold its breath for 30 minutes. Actions Multiattack. The afanc makes one Bite attack, two Claw attacks, and one Tail Club attack. When its Force Wave is available, it can use the Force Wave in place of its Tail Club attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage and if the target is a creature, it must succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute. If the target is a Huge or smaller creature, it is also grappled (escape DC 16). Until this grapple ends, the target is restrained, and the afanc can't make Bite attacks against other targets. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Tail Club. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a creature, it must make a DC 18 Strength saving throw or be pushed up to 10 feet away from the afanc and knocked prone. If the saving throw fails by 5 or more, the creature is also stunned until the end of the afanc's next turn. Invisibility. The afanc magically turns invisible. The invisibility ends when the afanc attacks, uses Force Wave, or if it takes damage. Force Wave (Recharge 5–6). The afanc slams its tail on the ground and creates a wave of supernatural force. Each creature in a 30-foot cube originating from the afanc must make a DC 18 Constitution saving throw. On a failed save, a creature takes 31 (7d8) force damage and is pushed 10 feet away from the afanc. On a successful save, the creature takes half as much damage and isn't pushed. Legendary Actions The afanc can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The afanc regains spent legendary actions at the start of its turn. Claw. The afanc makes a Claw attack. Vanish. The afanc uses Invisibility. Tail Sweep (Costs 2 Actions). The afanc swings its tail violently. Each creature standing on the ground in a 15-foot cube originating from the afanc must succeed on a DC 18 Strength saving throw or take 15 (2d8 + 6) bludgeoning damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Dire Alligator","description":"The Dire Alligator appears in Midnight - Legacy of Darkness . Dire Animals of Eredane Dire animals are much larger and fiercer than their more mundane cousins. Not only are they strong, but their skin tends to be as tough as boiled leather, and their fur or scales can turn aside a bowshot or blade. But their most notable difference is that they tend to be intelligent and even sapient, though their mentality is still primarily that of an animal and they have little patience for the workings of “civilized” beings. Dire animals can be found mostly in the Caraheen, working along the Felthera and Gamaril Rivers, as well as harassing enemy troops along the Burning Line. Dire bears, dire tigers, and dire wolves make up the bulk of those allied with the elves, although a troop of dire apes works along the Caraheen-Aruun border and the dire alligators of the Druid’s Swamp try to feed on orcs and traitor humans more than elves and refugees, when possible. There are dire animals in the Kaladrun Mountains as well, but they are not signatories to the Dire Pact, and thus tend to keep to themselves. Adventurers expecting a welcoming attitude from the gigantic creatures of the region are in for a nasty surprise, especially if they do not take pains to establish that they are not a threat. Dire animals tend to speak languages unique to their species and unintelligible to everyone else. However, almost all of them also speak Sylvan, allowing them to communicate with elves and a few other learned individuals. Traits Hold Breath. The dire alligator can hold its breath for 1 hour. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the dire alligator can’t bite another target.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral","Expansion":30504,"Challenge Rating":2},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Dire Ape","description":"The Dire Ape appears in Midnight - Legacy of Darkness . Dire Animals of Eredane Dire animals are much larger and fiercer than their more mundane cousins. Not only are they strong, but their skin tends to be as tough as boiled leather, and their fur or scales can turn aside a bowshot or blade. But their most notable difference is that they tend to be intelligent and even sapient, though their mentality is still primarily that of an animal and they have little patience for the workings of “civilized” beings. Dire animals can be found mostly in the Caraheen, working along the Felthera and Gamaril Rivers, as well as harassing enemy troops along the Burning Line. Dire bears, dire tigers, and dire wolves make up the bulk of those allied with the elves, although a troop of dire apes works along the Caraheen-Aruun border and the dire alligators of the Druid’s Swamp try to feed on orcs and traitor humans more than elves and refugees, when possible. There are dire animals in the Kaladrun Mountains as well, but they are not signatories to the Dire Pact, and thus tend to keep to themselves. Adventurers expecting a welcoming attitude from the gigantic creatures of the region are in for a nasty surprise, especially if they do not take pains to establish that they are not a threat. Dire animals tend to speak languages unique to their species and unintelligible to everyone else. However, almost all of them also speak Sylvan, allowing them to communicate with elves and a few other learned individuals. Actions Multiattack. The dire ape makes two fist attacks. Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage. Rock. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral","Expansion":30504,"Challenge Rating":2},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Dire Atrociraptor","description":"These savage lizards roam the wild in small groups, either seizing prey killed by other predators and stealing it from them or rushing in from all directions as a pack and ripping great hunks from a carcass. These traits can be developed by skillful trainers, as can a variety of related actions, making atrociraptor-riding cavalry a truly fearsome opponent. Adept at moving stealthily across most terrain, little escapes their keen senses when hunting.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":4},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dire Badger","description":"Traits Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The badger makes Bite attack and one Claws attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Dire Bear","description":"Traits Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes one Bite attack and two Claw attacks. If both Claw attacks hit a Large or smaller creature, the target must succeed on a DC 18 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 +7) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Intimidating Roar (Recharge 4–6). The dire bear lets out a terrifying roar audible out to 120 feet. Any creature within 30 feet of the dire bear that can hear its roar must succeed on a DC 15 Wisdom saving throw or be frightened of the dire bear for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this dire bear’s Intimidating Roar for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dire Bear","description":"The Dire Bear appears in Midnight - Legacy of Darkness . Dire Animals of Eredane Dire animals are much larger and fiercer than their more mundane cousins. Not only are they strong, but their skin tends to be as tough as boiled leather, and their fur or scales can turn aside a bowshot or blade. But their most notable difference is that they tend to be intelligent and even sapient, though their mentality is still primarily that of an animal and they have little patience for the workings of “civilized” beings. Dire animals can be found mostly in the Caraheen, working along the Felthera and Gamaril Rivers, as well as harassing enemy troops along the Burning Line. Dire bears, dire tigers, and dire wolves make up the bulk of those allied with the elves, although a troop of dire apes works along the Caraheen-Aruun border and the dire alligators of the Druid’s Swamp try to feed on orcs and traitor humans more than elves and refugees, when possible. There are dire animals in the Kaladrun Mountains as well, but they are not signatories to the Dire Pact, and thus tend to keep to themselves. Adventurers expecting a welcoming attitude from the gigantic creatures of the region are in for a nasty surprise, especially if they do not take pains to establish that they are not a threat. Dire animals tend to speak languages unique to their species and unintelligible to everyone else. However, almost all of them also speak Sylvan, allowing them to communicate with elves and a few other learned individuals. Traits Keen Smell. The dire bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The dire bear makes two attacks, one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"neutral","Expansion":30504,"Challenge Rating":3},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Dire Bird of Prey","description":"Traits Exceptional Vision. The bird has a +10 bonus to Wisdom (Perception) checks that rely on sight. Flyby. The bird doesn’t provoke opportunity attacks when they fly out of an enemy’s reach. High-Speed Dive (Recharges after a Short or Long Rest). If the bird descends at least 30 feet on their turn, they can take the Dash action as a bonus action. When they do, they have advantage on the next attack they make before the end of their turn. Actions Multiattack. The bird makes two attacks using Heavy Beak, Rending Talons, or both. Heavy Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. On a critical hit, the target is dazed until the start of the bird’s next turn. Rending Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the target is Medium or smaller, they are grappled (escape DC 13). While grappling a target, the bird’s Beak attacks against that target are made with advantage, and the bird can’t attack another target. Each time the target makes a check to end the grapple, the target takes 4 (1d8) slashing damage. Crushing Grip. The bird’s powerful talons crush a grappled target. The target must make a DC 13 Strength saving throw, taking 17 (5d6) bludgeoning damage on a failed save, or half as much damage on a successful one. If the target fails the save by 5 or more, they are also dazed until the end of their next turn. Bonus Actions Spot. The bird makes a Wisdom (Perception) check.","properties":{"Category":"Monsters","Size":"Medium or Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Dire Bull","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":4963,"Challenge Rating":2},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Dire Bunny","description":"Yes, a dire bunny is a great enchanting buddy, valuable rogue-like combatant, and excellent at getting the truth out of folks. But what no-one talks about is their ability to plough a field. One word and thousands of bony limbs dig it all up. Just don’t take them to a graveyard, they get… distracted. - Heliana, Aspiring Farmer Type: Aberration Creature Component: Bonemonger Bonus Tamer Improvement: Sneak Attack Astral hermits are a strange and esoteric species. Mercantile in nature, those that visit the Material Plane choose forms that appear innocuous and unthreatening, to better sell their enchanting services. The hermit from which this specimen, dubbed the ‘dire bunny’, has been crafted had a peculiar fascination with bones that has been surprisingly difficult to remove. If any of the dire bunny’s traits or actions require saving throws, it is always against the dire bunny’s save DC, as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the dire bunny’s Constitution modifier Monster Trainer Sneak Attack Prerequisite: become a tamer’s companion Type: Passive (companion) Once on its turn, the dire bunny can deal an extra 3 (1d6) damage to one creature it hits with a Bite attack if it has advantage on the attack roll. The dire bunny doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the dire bunny doesn’t have disadvantage on the attack roll. The extra damage increases by 1d6 when the dire bunny’s tamer reaches 3rd level (2d6), 5th level (3d6), 9th level (4d6), 13th level (5d6), and 17th level (6d6) in the tamer class. Astral Enchanter I Prerequisite: 3rd-level tamer Type: Active (action), Passive (tamer) While the dire bunny is summoned, its tamer has a +2 bonus to Enchanting checks*. In addition, as an action, the dire bunny can cast the identify spell, requiring no material components. After it uses this action, it can’t do so again until its tamer finishes a long rest. Mi! Prerequisite: 3rd-level tamer Type: Active (action) As an action, the dire bunny proclaims “Mi!” at one creature it can see within 60 feet of it. If the target can hear the proclamation, it must succeed on a Constitution saving throw or take 4 (1d8) thunder damage and 4 (1d8) psychic damage, and become frightened of the dire bunny until the end of the dire bunny’s next turn. Veracious Question Prerequisite: 3rd-level tamer Type: Active (bonus action), Passive (companion & tamer) The dire bunny gains proficiency in the Persuasion and Intimidation skills and, while the bunny is summoned, its tamer can add half its proficiency bonus to ability checks it makes that use the Insight, Intimidation, or Persuasion skills. In addition, when the dire bunny asks a question, it can use a bonus action to imbue the question with magical truth. If the question’s recipient can hear (or otherwise perceive) and understand the question, it must make a Charisma saving throw, blurting out a short, truthful answer on a failure, or answering as it pleases (if at all) on a success. A creature can choose to fail this saving throw. After the dire bunny has used this bonus action twice, it can’t do so again until its tamer finishes a short or long rest. Grasping Bonetide I Prerequisite: 5th-level tamer Type: Active (action) As an action, the dire bunny summons a wave of animated bones that ripples out from it in either a 30-foot cone or 15-foot-radius circle (dire bunny’s choice). Skeletal limbs burst out from surfaces in the area, slashing and grasping at creatures in contact with those surfaces. Each of those creatures must make a Dexterity saving throw, taking 10 (3d6) slashing damage and becoming restrained until the end of the dire bunny’s next turn on a failure, or taking half as much damage and not becoming restrained on a success. After the dire bunny uses this action, it can’t do so again until its tamer finishes a short or long rest. When the dire bunny’s tamer reaches 9th level in the tamer class, the damage of this action increases to 17 (5d6). Boney Carapace I Prerequisite: 5th-level tamer Type: Passive (companion) The dire bunny gains a +2 bonus to its AC while it isn’t wearing armour. Springstrike Prerequisite: 9th-level tamer, Sneak Attack Type: Active (action), Passive (companion) The dire bunny’s speed increases by 10 feet. As an action, the dire bunny can move up to half its speed without provoking opportunity attacks and make one Bite attack. Uncanny Dodge Prerequisite: 9th-level tamer Type: Active (reaction) When an attacker that the dire bunny can see hits it with an attack, the dire bunny can use its reaction to halve the attack’s damage against it. Zone of Retributive Truth Prerequisite: 9th-level tamer, Veracious Question Type: Active (bonus action) As a bonus action, the dire bunny manifests an aura that lasts for 1 minute and extends 20 feet from the dire bunny, moving with it. As part of the bonus action to create the aura and as a bonus action on subsequent turns, the dire bunny can ask one creature it can see within the aura a question. If the creature can hear (or otherwise perceive) the question and understands it, it feels compelled to answer truthfully. If it doesn’t answer before the end of its next turn, or answers untruthfully, it must succeed on a Charisma saving throw or be thrown up to 20 feet in a direction of the dire bunny’s choice. After the dire bunny has manifested this aura, it can’t do so again until its tamer finishes a short or long rest. Astral Enchanter II Prerequisite: 13th-level tamer, Astral Enchanter I Type: Active (action), Passive (tamer) While the dire bunny is summoned, its tamer has a +2 bonus to Enchanting checks*. This is in addition to the bonus from Astral Enchanter I. As an action, the dire bunny can cast the identify spell at will, requiring no material components. Grasping Bonetide II Prerequisite: 13th-level tamer, Grasping Bonetide I Type: Passive (companion) The damage of the dire bunny’s Grasping Bonetide action increases to 24 (7d6), and the size of the area increases to a 50-foot cone or a 20-foot-radius circle. The dire bunny gains a +1 bonus to the save DC of this action. When the dire bunny’s tamer reaches 17th level in the tamer class, the damage of this action increases to 35 (10d6). Boney Carapace II Prerequisite: 13th-level tamer, Boney Carapace I Type: Passive (companion) The dire bunny gains a +2 bonus to its AC while it isn’t wearing armour. This is in addition to the bonus from Boney Carapace I. Astral Enchanter III Prerequisite: 17th-level tamer, Astral Enchanter II Type: Active (action), Passive (tamer) While the dire bunny is summoned, its tamer has a +2 bonus to Enchanting checks*. This is in addition to the bonuses from Astral Enchanter I & II. As an action, the dire bunny can cast the locate object spell, requiring no material components. This spell ends early when the dire bunny is dismissed. *See Heliana’s Guide to Monster Hunting. Bone Cage Prerequisite: 17th-level tamer, Boney Carapace II Type: Active (action), Passive (companion) The dire bunny gains a +1 bonus to its AC while it isn’t wearing armour. This is in addition to the bonuses from Boney Carapace I & II. As an action, the dire bunny creates a magical effect identical to the bone cage* spell (see page 22) with a range of self (30-foot-radius sphere). After it uses this action, it can’t do so again until its tamer finishes a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"abberation","Alignment":"neutral","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Dire Bunny","description":"Yes, a dire bunny is a great enchanting buddy, valuable rogue-like combatant, and excellent at getting the truth out of folks. But what no-one talks about is their ability to plough a field. One word and thousands of bony limbs dig it all up. Just don’t take them to a graveyard, they get… distracted. - Heliana, Aspiring Farmer Type: Aberration Creature Component: Bonemonger Bonus Tamer Improvement: Sneak Attack Astral hermits are a strange and esoteric species. Mercantile in nature, those that visit the Material Plane choose forms that appear innocuous and unthreatening, to better sell their enchanting services. The hermit from which this specimen, dubbed the ‘dire bunny’, has been crafted had a peculiar fascination with bones that has been surprisingly difficult to remove. If any of the dire bunny’s traits or actions require saving throws, it is always against the dire bunny’s save DC, as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the dire bunny’s Constitution modifier Monster Trainer Sneak Attack Prerequisite: become a tamer’s companion Type: Passive (companion) Once on its turn, the dire bunny can deal an extra 3 (1d6) damage to one creature it hits with a Bite attack if it has advantage on the attack roll. The dire bunny doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the dire bunny doesn’t have disadvantage on the attack roll. The extra damage increases by 1d6 when the dire bunny’s tamer reaches 3rd level (2d6), 5th level (3d6), 9th level (4d6), 13th level (5d6), and 17th level (6d6) in the tamer class. Astral Enchanter I Prerequisite: 3rd-level tamer Type: Active (action), Passive (tamer) While the dire bunny is summoned, its tamer has a +2 bonus to Enchanting checks*. In addition, as an action, the dire bunny can cast the identify spell, requiring no material components. After it uses this action, it can’t do so again until its tamer finishes a long rest. Mi! Prerequisite: 3rd-level tamer Type: Active (action) As an action, the dire bunny proclaims “Mi!” at one creature it can see within 60 feet of it. If the target can hear the proclamation, it must succeed on a Constitution saving throw or take 4 (1d8) thunder damage and 4 (1d8) psychic damage, and become frightened of the dire bunny until the end of the dire bunny’s next turn. Veracious Question Prerequisite: 3rd-level tamer Type: Active (bonus action), Passive (companion & tamer) The dire bunny gains proficiency in the Persuasion and Intimidation skills and, while the bunny is summoned, its tamer can add half its proficiency bonus to ability checks it makes that use the Insight, Intimidation, or Persuasion skills. In addition, when the dire bunny asks a question, it can use a bonus action to imbue the question with magical truth. If the question’s recipient can hear (or otherwise perceive) and understand the question, it must make a Charisma saving throw, blurting out a short, truthful answer on a failure, or answering as it pleases (if at all) on a success. A creature can choose to fail this saving throw. After the dire bunny has used this bonus action twice, it can’t do so again until its tamer finishes a short or long rest. Grasping Bonetide I Prerequisite: 5th-level tamer Type: Active (action) As an action, the dire bunny summons a wave of animated bones that ripples out from it in either a 30-foot cone or 15-foot-radius circle (dire bunny’s choice). Skeletal limbs burst out from surfaces in the area, slashing and grasping at creatures in contact with those surfaces. Each of those creatures must make a Dexterity saving throw, taking 10 (3d6) slashing damage and becoming restrained until the end of the dire bunny’s next turn on a failure, or taking half as much damage and not becoming restrained on a success. After the dire bunny uses this action, it can’t do so again until its tamer finishes a short or long rest. When the dire bunny’s tamer reaches 9th level in the tamer class, the damage of this action increases to 17 (5d6). Boney Carapace I Prerequisite: 5th-level tamer Type: Passive (companion) The dire bunny gains a +2 bonus to its AC while it isn’t wearing armour. Springstrike Prerequisite: 9th-level tamer, Sneak Attack Type: Active (action), Passive (companion) The dire bunny’s speed increases by 10 feet. As an action, the dire bunny can move up to half its speed without provoking opportunity attacks and make one Bite attack. Uncanny Dodge Prerequisite: 9th-level tamer Type: Active (reaction) When an attacker that the dire bunny can see hits it with an attack, the dire bunny can use its reaction to halve the attack’s damage against it. Zone of Retributive Truth Prerequisite: 9th-level tamer, Veracious Question Type: Active (bonus action) As a bonus action, the dire bunny manifests an aura that lasts for 1 minute and extends 20 feet from the dire bunny, moving with it. As part of the bonus action to create the aura and as a bonus action on subsequent turns, the dire bunny can ask one creature it can see within the aura a question. If the creature can hear (or otherwise perceive) the question and understands it, it feels compelled to answer truthfully. If it doesn’t answer before the end of its next turn, or answers untruthfully, it must succeed on a Charisma saving throw or be thrown up to 20 feet in a direction of the dire bunny’s choice. After the dire bunny has manifested this aura, it can’t do so again until its tamer finishes a short or long rest. Astral Enchanter II Prerequisite: 13th-level tamer, Astral Enchanter I Type: Active (action), Passive (tamer) While the dire bunny is summoned, its tamer has a +2 bonus to Enchanting checks*. This is in addition to the bonus from Astral Enchanter I. As an action, the dire bunny can cast the identify spell at will, requiring no material components. Grasping Bonetide II Prerequisite: 13th-level tamer, Grasping Bonetide I Type: Passive (companion) The damage of the dire bunny’s Grasping Bonetide action increases to 24 (7d6), and the size of the area increases to a 50-foot cone or a 20-foot-radius circle. The dire bunny gains a +1 bonus to the save DC of this action. When the dire bunny’s tamer reaches 17th level in the tamer class, the damage of this action increases to 35 (10d6). Boney Carapace II Prerequisite: 13th-level tamer, Boney Carapace I Type: Passive (companion) The dire bunny gains a +2 bonus to its AC while it isn’t wearing armour. This is in addition to the bonus from Boney Carapace I. Astral Enchanter III Prerequisite: 17th-level tamer, Astral Enchanter II Type: Active (action), Passive (tamer) While the dire bunny is summoned, its tamer has a +2 bonus to Enchanting checks*. This is in addition to the bonuses from Astral Enchanter I & II. As an action, the dire bunny can cast the locate object spell, requiring no material components. This spell ends early when the dire bunny is dismissed. *See Heliana’s Guide to Monster Hunting Bone Cage Prerequisite: 17th-level tamer, Boney Carapace II Type: Active (action), Passive (companion) The dire bunny gains a +1 bonus to its AC while it isn’t wearing armour. This is in addition to the bonuses from Boney Carapace I & II. As an action, the dire bunny creates a magical effect identical to the bone cage* spell (see page 341) with a range of self (30-foot-radius sphere). After it uses this action, it can’t do so again until its tamer finishes a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Alignment":"neutral","Expansion":26720,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Dire Bunyip","description":"The dire bunyip is a massive specimen that can reach a length of 25 feet. Very rarely encountered, it has been known to attack small ships and boats, slamming into them and overturning them to get to its crew and cargo. Bunyip Appearing like a monstrous mixture of a shark and a leopard seal, the bunyip is a fearsome aquatic predator. It has the body and head of a leopard seal but with the fins, tail, and mouth of a shark. It is a solitary creature, generally keeping to itself and lurking underwater or in caves, heading out in the open only to hunt for prey. Frenzied Killer. An encounter with a bunyip can quickly become a deadly one. The scent of blood automatically sends it in a savage feeding frenzy. Once it has secured its prey with its mouth, the bunyip drags its underwater and worries it, an action where the bunyip violently shakes its head, causing its teeth to saw and tear the victim's flesh. Traits Amphibious. The bunyip can breathe air and water. Blood Frenzy. The bunyip has advantage on melee attack rolls against any creature that doesn't have all its hit points. Keen Smell. The bunyip has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bunyip makes two attacks: one with its Bite one with its Tail. It can't make both attacks against the same target. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage, and if the target is Large or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the bunyip can't use its bite on another target. Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Worry. A creature the bunyip is grappling must make a DC 17 Constitution saving throw. On a failed save, the creature takes 19 (3d8 + 6) slashing damage and is stunned until the end of the bunyip's next turn. On a successful save, the creature takes half as much damage and isn't stunned.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Dire Corby","description":"Dire corbies are denizens of the Underdark that resemble humanoid avians with brutish features. Although they have a measure of intelligence, these savage creatures barely have any societal structure and do not often use tools. They nest in underground cliff-side caves and normally hunt their prey by leaping down from ceilings or overhangs to rend targets with their claws. When attacking as a pack, they turn into a savage frenzy and become nearly suicidal. Traits Pack Frenzy. While it can see two allied creatures within 30 feet of it, the dire corby gains advantage on saving throws against being frightened and charmed, and all melee weapon attack rolls, but attacks rolls against it have advantage. Actions Multiattack. The dire corby makes one Beak attack and one Claws attack. Beak . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Dire Corby Alpha","description":"Alphas are the natural leaders of the dire corby pack. Not only are they physically stronger and larger, dire corby alphas also developed an ear-splitting shriek that it uses constantly to distract and frighten enemies, giving their hunting pack an opening for a killing strike. Dire Corby Dire corbies are denizens of the Underdark that resemble humanoid avians with brutish features. Although they have a measure of intelligence, these savage creatures barely have any societal structure and do not often use tools. They nest in underground cliff-side caves and normally hunt their prey by leaping down from ceilings or overhangs to rend targets with their claws. When attacking as a pack, they turn into a savage frenzy and become nearly suicidal. Traits Pack Frenzy. While it can see two allied creatures within 30 feet of it, the dire corby gains advantage on saving throws against being frightened and charmed, and all melee weapon attack rolls, but attacks rolls against it have advantage. Actions Multiattack. The dire corby makes one Beak attack and two Claw attacks. It can use its Doom Shriek in place of its Beak attack. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Doom Shriek. The dire corby emits a horrifying shriek. Each humanoid and beast within 30 feet of the dire corby and able to hear it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of the dire corby's next turn. If a target's saving throw is successful or the effect ends for it, the target is immune to the dire corby's Doom Shriek for 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Dire Goose","description":"Dire Goose Likes: open spaces, honking loudly, berries Dislikes: being indoors for too long, being sprayed with water, bitter foods and bitter scents Towering over regular geese, dire geese are migratory birds of impressive size and surprisingly strong memories. These enormous birds usually lead peaceful lives in the wild but can be fiercely aggressive against anyone who threatens them or those they consider family. Dire geese usually fly together in a V formation in groups known as wedges and use their mighty honks to communicate with each other and instill fear in the hearts of their enemies. Powerful and defiant, dire geese can be challenging to train, but once tamed, they become fiercely protective and develop parental tendencies towards their riders. When threatened, a dire goose will flap its wings aggressively and let out deafening honks to drive enemies away. If this fails, the fearless bird will fight with surprising aggression and ferocity. Greater Steed . At the gamemaster’s discretion, a player character who can obtain a greater steed through magic may choose the form of a dire goose for their greater steed. Awakened Dire Geese . Dire geese are eligible targets for the awaken spell. Awakened dire geese might become minstrels and sing loud and energetic ballads and use intimidating wing flapping and dire honks in their performances. Entire wedges of awakened dire geese might take up aerobatics or precision marching as fun pastimes.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":2},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Dire Hawk","description":"The Dire Hawk appears in Midnight - Legacy of Darkness . Dire Animals of Eredane Dire animals are much larger and fiercer than their more mundane cousins. Not only are they strong, but their skin tends to be as tough as boiled leather, and their fur or scales can turn aside a bowshot or blade. But their most notable difference is that they tend to be intelligent and even sapient, though their mentality is still primarily that of an animal and they have little patience for the workings of “civilized” beings. Dire animals can be found mostly in the Caraheen, working along the Felthera and Gamaril Rivers, as well as harassing enemy troops along the Burning Line. Dire bears, dire tigers, and dire wolves make up the bulk of those allied with the elves, although a troop of dire apes works along the Caraheen-Aruun border and the dire alligators of the Druid’s Swamp try to feed on orcs and traitor humans more than elves and refugees, when possible. There are dire animals in the Kaladrun Mountains as well, but they are not signatories to the Dire Pact, and thus tend to keep to themselves. Adventurers expecting a welcoming attitude from the gigantic creatures of the region are in for a nasty surprise, especially if they do not take pains to establish that they are not a threat. Dire animals tend to speak languages unique to their species and unintelligible to everyone else. However, almost all of them also speak Sylvan, allowing them to communicate with elves and a few other learned individuals. Traits Keen Sight. The dire hawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"neutral","Expansion":30504,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Dire Lionfish","description":"This large orange and red fish has dozens of long spines extending from its body, and its magnificent fins display black stripes. It stalks the coral with intent, aggressively protecting its underwater home. Dire lionfish are especially deadly creatures with morphology accentuated from minor Plane of Water influences and the sacred coral groves tended by sea druids. Many times the size of their cousins, dire lionfish can weigh well over 1,500 pounds and eagerly throw their weight behind fierce headbutts and powerful bites. Dire lionfish venom, while still deadly, decreases with potency as they grow in size. The tradeoff for these marvelous beasts is an increased constitution and remarkable resilience against the toxins of others. Deep Sea Bullies. Dire lionfish are highly territorial, and whatever they cannot eat, they doggedly pursue. Many fishermen recount tales of being harassed for leagues by dire lionfish and a few claim the beasts spit torrents of water at them, knocking them into the sea. Sahuagin, alpha fish (see Tome of Beasts 2), and even the bigger pelagic blush worm (see) have to fend off the highly combative dire lionfish. Some merfolk know how to assuage these beasts' savage nature and employ dire lionfish to guard their sunken secrets. Charge. If the lionfish moves at least 30 feet straight toward a target and then hits it with a Headbutt attack on the same turn, the target takes an extra 9 (2d8) piercing damage. Coral Camouflage. The lionfish has advantage on Dexterity (Stealth) checks made to hide in underwater terrain that includes plant life or coral reefs. Envenomed Spines. A creature that touches the lionfish or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage. Poison Affinity. The lionfish has advantage on saving throws against being poisoned. Water Breathing. The dire lionfish can breathe only underwater. Actions Multiattack. The dire lionfish makes one Bite attack and one Headbutt attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) poison damage. Forceful Spit (Recharge 4-6). The dire lionfish launches a stream of pressurized water from its mouth in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw. On a failure, a creature takes 21 (6d6) bludgeoning damage and is pushed up to 20 feet away from the lionfish and is knocked prone. On a success, a creature takes half the damage and is pushed up to 10 feet away from the lionfish and isn't knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dire Owlbear","description":"The dire owlbear is a monstrous beast that is twice as big as a standard owlbear, able to reach a height of 15 feet when upright. It has powerful rending claws that end in foot-long talons. It is so strong that it can easily knock down creatures as large as itself. Traits Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack. The owlbear makes two Claw attacks and one Beak attack. If both Claw attacks hit a Huge or smaller creature, the target takes an extra 9 (2d8) slashing damage and must succeed on a DC 18 Strength saving throw or be knocked prone. Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dire Owlbear","description":"This armored owlbear with brown and white fur and feathers stands upright and roars. Decades ago, dwarves selectively bred owlbears for toughness, ferocity, and slightly more discipline and intelligence. They also managed to introduce a bulette trait they considered desirable into the creatures: the ability to burrow rapidly. The dwarves termed the result “dire owlbears,” although that label isn't really correct. Most “dire” creatures are primitive branches of a family tree that survive for eons unchanged from more savage versions, usually in isolated regions far from civilization. Mistaken for Bulettes. Because of their armor plating, dire owlbears are sometimes misidentified as mutated or freakish bulettes by frightened travelers and farmers whose horses and other livestock these monstrosities prey on. Nocturnal Prowlers. Unlike dire wolves or lions, dire owlbears hunt exclusively by night, stealing away sheep or even horses from pens, corrals, and stables. Hunters and rangers describe them as unusually stealthy, with excellent night vision and the ability to open simple latches or leap over most fences. In some cases, a dire owlbear is thought to be a supernatural creature like a vampire or ghoul—able to enter farm buildings silently to take prey. However, their foot-long, patterned feathers (often found at a kill site) are rather obvious clues to the true culprits. Blood Frenzy. The dire owlbear has advantage on melee attack rolls against a creature that doesn't have all its hit points. Keen Sight and Smell. The dire owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack. The dire owlbear makes one attack with its beak and one attack with its claws. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dire Pangolin","description":"A pangolin as big as an ox uses its foreclaws and sharp armored plates to rip apart the bole of a large tree. Its long tongue snakes into the opening and slurps out swarms of ants. Equipped with keen instincts, sharp claws, and keratinous scales that would make a dwarven armorer envious, dire pangolins are deadly. Fierce Tree Dwellers. Too big to burrow effectively, dire pangolins live in temperate forests and warm plains, resting in the upper boughs of trees at night. Unlike their small cousins, dire pangolins are fierce when fought. Some docile denizens of the forests and plains develop symbiotic relationships with dire pangolins, relying on their bulk and demeanor for protection, in exchange for help finding ant nests or scouting out predators. Insectivores. Dire pangolins subsist entirely on insects and take great delight when encountering swarms of ants, beetles, termites, and centipedes. Pangolins have adapted a resistance to most poisons as a result of their choice of prey. Because of their size, dire pangolins are especially equipped to prey upon giant insects, though they adjust their hunting tactics to ambush from trees. Dire pangolins are particularly aggressive toward giant ants (see Tome of Beasts ), though encounters between them often end in stalemates. Edged Scales. A creature that touches the pangolin or hits it with a melee attack while within 5 feet of it takes 4 (1d8) slashing damage. Keen Hearing and Smell. The pangolin has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack . The pangolin makes two Claws attacks and one Tail Slap attack. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) slashing damage. Tail Slap. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Tuck In. The dire pangolin curls its entire body, forming an armored ball. While an armored ball, it moves by rolling, has resistance to bludgeoning, piercing, and slashing damage, is immune to the prone condition, and it can't make Claw or Tail Slap attacks or climb. The dire pangolin can uncurl its body as a bonus action.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dire Peryton","description":"This oversized, extremely rare peryton is usually found as a solitary creature or a mated pair. If encountered near its nest, it will typically be tending to 3-4 of its young, which are treated as regular perytons. Dire perytons are also prized as guardians by annis hags, giants, and onis. Traits Dive Attack. If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 13 (3d8) damage to the target. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Flyby. The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach. Keen Sight and Smell. The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack. The peryton makes two attacks: one to Gore and one with its Talons. Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dire Rat","description":"Traits Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dire Rust Monster","description":"Of the most feared creatures a group of adventurers will ever face, the dire rust monster is probably one of the few they will dread the most. Unlike the more common rust monster, the dire rust monster can corrode magical metal, such as weapons and armor. It prefers and relishes such items as it finds them more delicious and rich in taste than the common, nonmagical metal. Traits Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. When a creature hits the rust monster with a magical weapon made of metal and deals damage, it must succeed on a DC 13 Wisdom saving throw with advantage on the saving throw roll. On a failed save, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Ammunition made of metal that hits the rust monster is destroyed after dealing damage. Actions Multiattack. The rust monster attacks twice, one with its Bite and one with its Antennae. Beak . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Antennae. The rust monster corrodes a ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 13 Dexterity saving throw to avoid the rust monster's touch. If the object is magical, the creature has advantage on the saving throw. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dire Tiger","description":"The Dire Tiger appears in Midnight - Legacy of Darkness . Dire Animals of Eredane Dire animals are much larger and fiercer than their more mundane cousins. Not only are they strong, but their skin tends to be as tough as boiled leather, and their fur or scales can turn aside a bowshot or blade. But their most notable difference is that they tend to be intelligent and even sapient, though their mentality is still primarily that of an animal and they have little patience for the workings of “civilized” beings. Dire animals can be found mostly in the Caraheen, working along the Felthera and Gamaril Rivers, as well as harassing enemy troops along the Burning Line. Dire bears, dire tigers, and dire wolves make up the bulk of those allied with the elves, although a troop of dire apes works along the Caraheen-Aruun border and the dire alligators of the Druid’s Swamp try to feed on orcs and traitor humans more than elves and refugees, when possible. There are dire animals in the Kaladrun Mountains as well, but they are not signatories to the Dire Pact, and thus tend to keep to themselves. Adventurers expecting a welcoming attitude from the gigantic creatures of the region are in for a nasty surprise, especially if they do not take pains to establish that they are not a threat. Dire animals tend to speak languages unique to their species and unintelligible to everyone else. However, almost all of them also speak Sylvan, allowing them to communicate with elves and a few other learned individuals. Traits Keen Smell. The dire tiger has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the dire tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the dire tiger can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral","Expansion":30504,"Challenge Rating":2},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Dire Troll","description":"Trolls Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls⁠ is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters. Dire Troll⁠ Trolls kill and eat almost anything—including, in rare cases, other trolls⁠. This cannibalism has the effect of causing the troll⁠ to grow to an unusually large size. These dire trolls⁠ crave more and more troll⁠ flesh to fuel their continued growth. Dire trolls also increase their size by grafting flesh and organs onto themselves. When a slab of quivering troll flesh is bound against a fresh wound on the dire troll, its regenerative capacity incorporates the new mass into its own musculature. Even more horrifying are the multiple arms, eyes, claws, and other organs that a dire troll tears from its victims and grafts onto itself. Over time, these creatures can accumulate many limbs. Vaprak the Destroyer Although trolls are hardly devout and seldom ponder spiritual questions, they do fear and venerate the entity known as Vaprak the Destroyer. As with many lesser deities, Vaprak’s true nature is something of a mystery, but it is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. It’s given to fits of mindless destruction and is constantly paranoid about the plots and ambitions of other deities⁠. Among trolls⁠, Vaprak is believed to devour those on the brink of death, but only if the troll⁠ is already cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body, no matter how little of its previous form remained. Thus, only trolls slain by acid or fire remain dead, because only those are consumed by Vaprak. Traits Keen Senses. The troll has advantage on Wisdom (Perception) checks that rely on smell or sight. Regeneration. The troll regains 10 hit points at the start of its turn.If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points. Actions Multiattack. The troll makes five attacks: one with its bite and four with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage. Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Whirlwind of Claws (Recharge 5–6). Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Dire Troll","description":"Trolls kill and eat almost anything—including, in rare cases, other trolls. This cannibalism has the effect of causing a troll to grow to an unusually large size. The resulting dire trolls crave more and more troll flesh to fuel their continued growth. Dire trolls also increase their size by grafting flesh onto themselves. When a slab of quivering troll flesh is bound against a fresh wound on a dire troll, the dire troll’s regenerative capacity incorporates the new mass into the troll’s own musculature. Even more horrifying are the multiple arms, eyes, claws, and organs that dire trolls tear from their victims and graft onto themselves in this manner. Trolls Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls’ own practices, as is the case for dire trolls. Vaprak the Destroyer Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak’s true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities. Vaprak’s troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body. Traits Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points. Actions Multiattack. The troll makes one Bite attack and four Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Whirlwind of Claws (Recharge 5–6). Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Dire Vargouille","description":"In most cases, the fiendish curse from a vargouille can only affect a humanoid. In very rare instances, however, the curse may affect beasts and monstrosities, especially if the target was assaulted by a swarm of vargouille. When the transformation occurs, the resulting creature is that of dire vargouille - a stronger, more lethal specimen of the original. Vargouilles Not all vargouilles are created equal. The most common vargouilles are created from the humanoid races. Some vargouilles are created from the heads of other species, and have resulted in a different species of vargouilles. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target can't regain hit points until the start of the vargouille's next turn. Abyssal Curse. The vargouille targets one incapacitated Humanoid within 5 feet of it. The target must succeed on a DC 13 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse , greater restoration , or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse. Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the vargouille's next turn. While frightened in this way, a target is stunned. If a target's saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.","properties":{"Category":"Monsters","Size":"Small","Type":"Fiend","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Dire Vvor","description":"Vvor are a domesticated food source of many cultures. Although still aggressive when protecting their young or a succulent food source, the presence of a vvor herd is a sign of civilization taming the dangerous Underworld. The exception to this is the dire vvor. These great creatures are a strain that refuses to be subdued and remain a challenging hunt. They are fiercely territorial and possess a long memory and deep hatred for those who infringe. It’s surprising such tender meat comes from such an ugly beast, but once you get a taste of properly cured cuts from a vvor’s belly, you’ll do anything for more, even risking your life taking the buggers down in the wild. Much of the allure comes from the hunt itself; at times you’ll feel like you’re the one being hunted! —Kord Steelfoot, wizard-warrior of Stoneholme","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dire Werebear","description":"Dire Lycanthropes A few lycanthropes can shapechange into primeval beast forms or dire beasts. They appear to have been blessed by Malar (if they are neutral or evil) or Mielikki (neutral or good). They are more powerful and dangerous than the normal lycanthropes, as their primeval forms are larger and stronger. They tend to become the champions, if not the main leaders, of their respective packs. Traits Keen Smell. The dire werebear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. In dire bear form, the dire werebear makes one Bite attack and two Claw attacks. In Humanoid form, it makes three Greataxe attacks. In hybrid form, it can attack like a dire bear or a Humanoid. Bite (Dire Bear or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. lf the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with dire werebear lycanthropy. Claw (Dire Bear or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) slashing damage, or 18 (2d12 + 5) slashing damage while in hybrid form. Change Shape. The dire werebear magically transforms into a Large dire bear-humanoid hybrid or into a Large dire bear or back into its true form (humanoid), while retaining its game statistics (other than its size). This transformation ends if the dire werebear is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Neutral Good/Evil","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dire Wereboar","description":"Dire Lycanthropes A few lycanthropes can shapechange into primeval beast forms or dire beasts. They appear to have been blessed by Malar (if they are neutral or evil) or Mielikki (neutral or good). They are more powerful and dangerous than the normal lycanthropes, as their primeval forms are larger and stronger. They tend to become the champions, if not the main leaders, of their respective packs. Traits Charge (Boar or Hybrid Form Only). If the dire wereboar moves at least 15 feet straight toward a target and then hits it with its Tusks on the same turn, the target takes an extra 10 (3d6) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Actions Multiattack. In humanoid form, it makes two Maul attacks. In hybrid form, the dire wereboar makes three melee attacks, only one of which can be with its Tusks. Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, or 18 (4d6 + 4) bludgeoning damage while in hybrid form. Tusks (Dire Boar or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. lf the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with dire wereboar lycanthropy. Change Shape. The dire wereboar magically transforms into a Large dire boar-humanoid hybrid or into a Large dire boar or back into its true form (humanoid), while retaining its game statistics (other than its size). This transformation ends if the dire wereboar is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dire Weretiger","description":"Dire Lycanthropes A few lycanthropes can shapechange into primeval beast forms or dire beasts. They appear to have been blessed by Malar (if they are neutral or evil) or Mielikki (neutral or good). They are more powerful and dangerous than the normal lycanthropes, as their primeval forms are larger and stronger. They tend to become the champions, if not the main leaders, of their respective packs. Traits Keen Hearing and Smell. The dire weretiger has advantage on Wisdom (Perception) checks that rely on hearing and smell. Pounce. If the dire weretiger moves at least 30 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the dire weretiger can make one Bite attack against it as a bonus action. Actions Multiattack. In dire tiger or hybrid form, the dire weretiger makes one Bite attack and two Claw attacks. In humanoid form, it makes three Scimitar attacks or three Longbow attacks. Bite (Dire Tiger or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. lf the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with dire weretiger lycanthropy. Claw (Dire Tiger or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one creature. Hit: 6 (1d8 + 2) piercing damage. Change Shape. The dire weretiger magically transforms into a Large dire tiger-humanoid hybrid or into a Large dire tiger or back into its true form (humanoid), while retaining its game statistics (other than its size). This transformation ends if the dire weretiger is reduced to 0 hit points or uses a bonus action to end it. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dire Werewolf","description":"Dire Lycanthropes A few lycanthropes can shapechange into primeval beast forms or dire beasts. They appear to have been blessed by Malar (if they are neutral or evil) or Mielikki (neutral or good). They are more powerful and dangerous than the normal lycanthropes, as their primeval forms are larger and stronger. They tend to become the champions, if not the main leaders, of their respective packs. Traits Keen Hearing and Smell. The dire werewolf has advantage on Wisdom (Perception) checks that rely on hearing and smell. Actions Multiattack. In hybrid form, the dire werewolf makes one Bite attack and two Claw attacks. In humanoid form, it makes three Scimitar attacks. Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. lf the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with dire werewolf lycanthropy. Claw (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Change Shape. The dire werewolf magically transforms into a Large dire wolf-humanoid hybrid or into a Large dire wolf or back into its true form (humanoid), while retaining its game statistics (other than its size). This transformation ends if the dire werewolf is reduced to 0 hit points or uses a bonus action to end it. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dire Wildebeest","description":"This giant antelope has a head topped with curving horns, a brown hide marked with old scars, spindly legs, and a shaggy mane and tail. Dire wildebeests live on the plains in warm regions where they travel in small groups or together with herds of wildebeests and zebras. Their presence deters predators, who are repelled by its fearsome stare and foul breath. When the herd is in danger, dire wildebeests step forward to confront the threat. If their presence fails to drive off the menace, they can initiate deadly stampedes. Voracious Omnivores. Dire wildebeests follow migratory patterns that coincide with seasonal rains, traveling vast distances in search of fresh grazing and breeding grounds. Unlike their smaller cousins, dire wildebeests can eat carrion. This proclivity fills their mouths with decay, giving them their distinctive foul breath. Patchwork Creations. Locals living in the grasslands say the gods created these grotesque creatures from the parts left over after making all the other animals. The gods are to said to have combined a warthog's head, a buffalo's horns, a lion's tail, and a goat's legs, then gave the creature bad breath for good measure. Trampling Charge. If the dire wildebeest moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the wildebeest can make one Hooves attack against it as a bon us action. Actions Multiattack. The dire wildebeest uses Intimidating Glare. It then makes one Gore attack and one Hooves attack. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 22 (4d8 + 4) piercing damage. Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) bludgeoning damage. Intimidating Glare. The dire wildebeest glares at one creature it can see within 30 feet of it. If the target can see the wildebeest, the target must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful or if the effect ends for it, the target is immune to the wildebeest's Intimidating Glare for the next 24 hours. Noxious Breath (Recharge 5-6). The dire wildebeest exhales noxious gas in a 15-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Incite Stampede (1/Day). The dire wildebeest moves up to 30 feet in a straight line and can move through the space of any Medium or smaller creature. Each friendly creature within 120 feet of the dire wildebeest can use its reaction to join the stampede and move up to 30 feet in a straight line and move through the space of any Medium or smaller creature. This movement doesn't provoke opportunity attacks. The first time a stampeding creature enters a creature's space during this move, that creature must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. For each creature in the stampede after the first, the save DC increases by 1, to a maximum of DC 17, and the damage increases by 3 (1d6), to a maximum of 8d6.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dire Wolf","description":"Traits Keen Hearing and Smell : The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics : The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Dire Wolf","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Hearing and Smell : The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics : The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated . Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage . If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone .","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"37 (5d10+10)","CHA":7,"CON":15,"DEX":15,"INT":3,"STR":17,"WIS":12,"Size":"Large","Type":"beast","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061969/tAnX706DDeqCqrlFAtxE0w/original.png","Roll 0":"Bite\n1d20 + 5\n2d6+3","Skills":"Perception +3, Stealth +4","Source":"5th Edition SRD","data-XP":200,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Keen Hearing and Smell\",\"Desc\":\"The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.\"},{\"Name\":\"Pack Tactics\",\"Desc\":\"The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone\"}]","data-CHA-mod":"-2","data-CON-mod":"+2","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":1,"Passive Perception":13,"data-CrNum":1,"data-AcNum":14,"data-HpNum":37},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dire Wolf","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Dire Wolf","description":"The Dire Wolf appears in Midnight - Legacy of Darkness . Dire Animals of Eredane Dire animals are much larger and fiercer than their more mundane cousins. Not only are they strong, but their skin tends to be as tough as boiled leather, and their fur or scales can turn aside a bowshot or blade. But their most notable difference is that they tend to be intelligent and even sapient, though their mentality is still primarily that of an animal and they have little patience for the workings of “civilized” beings. Dire animals can be found mostly in the Caraheen, working along the Felthera and Gamaril Rivers, as well as harassing enemy troops along the Burning Line. Dire bears, dire tigers, and dire wolves make up the bulk of those allied with the elves, although a troop of dire apes works along the Caraheen-Aruun border and the dire alligators of the Druid’s Swamp try to feed on orcs and traitor humans more than elves and refugees, when possible. There are dire animals in the Kaladrun Mountains as well, but they are not signatories to the Dire Pact, and thus tend to keep to themselves. Adventurers expecting a welcoming attitude from the gigantic creatures of the region are in for a nasty surprise, especially if they do not take pains to establish that they are not a threat. Dire animals tend to speak languages unique to their species and unintelligible to everyone else. However, almost all of them also speak Sylvan, allowing them to communicate with elves and a few other learned individuals. Traits Keen Hearing and Smell. The dire wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The dire wolf has advantage on attack rolls against a creature if at least one of the dire wolf’s allies is within 5 feet of the creature and isn’t incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral","Expansion":30504,"Challenge Rating":1},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Dire Wolf","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage, and the target has the Prone condition if it is Huge or smaller.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Dire Wolf","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Pack Tactics. The wolf has Advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 8 (1d10 + 3) Piercing damage, and the target has the Prone condition if it is Huge or smaller.","properties":{"Category":"Monsters","AC":14,"HP":"22 (3d10 + 6)","PB":2,"CHA":7,"CON":15,"DEX":15,"INT":3,"STR":17,"WIS":12,"Size":"Large","Type":"Beast","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407003/Fk9lJ2h2PC7bQ-PWFkacow/original.png","Senses":"Darkvision 60 ft.","Skills":"Perception +5, Stealth +4","data-XP":200,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Pack Tactics\",\"Desc\":\"The wolf has Advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Desc\":\"The target has the Prone condition if it is Huge or smaller.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 3\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-2","data-CON-mod":2,"data-DEX-mod":2,"data-INT-mod":"-4","data-STR-mod":3,"data-SizeNum":5,"data-WIS-mod":1,"Saving Throws":"Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha -2","Challenge Rating":1,"Passive Perception":15,"data-CrNum":1,"data-AcNum":14,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Direguard Skeleton","description":"Direguards are an advanced and more powerful version of the baneguard. They are animated by high-level clerics of Bane. Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Actions Multiattack. The skeleton makes one Longsword attack and uses Spellcasting. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Spellcasting. The skeleton casts one of the following spells, requiring no material components: At will: magic missile (3 missiles) 3/day: blink","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Direshi","description":"A gift for tinkering isn't much of a blessing in a hierarchal tribe of ogres governed by brute and brawn. Although Direshi managed to get through his early childhood by steering clear of the biggest of his brethren, having your parents applaud your brother for clubbing your latest invention to smithereens isn't much of an inducement. Thus, Direshi decided early in life to move on and refine his craft elsewhere. A brief year as an apprentice for the eccentric gnome tinker Ernart Dippletopp allowed Direshi to grasp the marvelous prospects hidden in the mixture of mind, magic, and machinery. It was only when the careless tinkering with explosives, at the clear fault of his mentor, cost Direshi an eye, an arm, and a leg, that the ogre once again felt it was time to move on. By then, Direshi truly found his path as he joined the runecarvers at the Arkrune Enclave – first to acquire prosthetics, but then to be trained for years in the sacred art of carving objects with magical runes. Eventually, the calm and increasingly careful ogre grew tired of his colleagues' arrogant ambition and concealment of knowledge, so, equipped with the skills of a true runecarving master, he left to open up a shop and share his inventions with the world!","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Chaotic Good","Expansion":32062,"Challenge Rating":10},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Dirgesinger","description":"Dirgesingers are twisted bards who use their haunting melodies to raise the dead and control them, creating an army of loyal undead minions at their command. Their spells and abilities allow them to strike fear into the hearts of their enemies and bolster the resistance of their undead horde against turn attempts. The Dirgesinger's eerie music can bring despair to those who hear it, and their necromantic spells can even bring fallen foes back to life as undead thralls. They are often in the company of members of cults and secret guilds that specialize in necromancy, such as the Death Priests of Orcus, who highly prize the dirgesinger's abilities to enhance the undead they summon and control. Actions Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) necrotic damage. Necrotic Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) necrotic damage, and the target can’t regain hit points until the start of the dirgesinger's next turn. March of the Dead. Up to six Undead within 60 feet of the dirgesinger and can hear the dirgesinger can use its reaction to move up to its speed. Spellcasting. The dirgesinger casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights, mage hand, minor illusion, prestidigitation 3/day each: animate dead (as an action), blindness/deafness, dissonant whispers 1/day each: greater invisibility Bonus Actions Dirge. The dirgesinger can perform a dirge that lasts until the start of the dirgesinger's next turn. The dirgesinger can select from one of three effects: 1. Song of Horror. Provided the dirgesinger isn't incapacitated, an enemy that starts its turn within 60 feet of the dirgesinger and can hear the dirgesinger must succeed on a DC 13 Wisdom saving throw or become frightened until the end the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dirgesinger's Song of Horror for the next 24 hours. 2. Song of Sorrow. Provided the dirgesinger isn't incapacitated, an enemy that starts its turn within 60 feet of the dirgesinger and can hear the dirgesinger must succeed on a DC 13 Wisdom saving throw or start wailing and weeping in grief until the start of its next turn. Until this wailing and weeping ends, the target can't take actions or reactions, and its speed is halved and can't be increased. If a creature's saving throw is successful, the creature is immune to the dirgesinger's Song of Sorrow for the next 24 hours. 3. Song of the Profane. Provided the dirgesinger isn't incapaci-tated, any Undead that starts its turn within 60 feet of the dirge-singer and can hear the dirgesinger gains advantage on melee attack rolls and saving throws against any effect that turns Undead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Good Alignment","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Dirt Mournling","description":"Dirt mournlings are guardians made of packed earth who leave a trail of silt or clay wherever they walk. A steady stream of tears constantly moistens the mournling’s soil and makes them ooze mud. The soil used to create a dirt mournling must come from a land razed by humanoid-made disaster. During each dirt mournling’s creation ritual, their maker gives their soil a certain shape, typically that of an animal or humanoid. The mournling maintains this general form throughout their existence, though they can produce extra limbs during combat to grapple as many foes as they like. Traits Anguish Unleashed. When the mournling dies, the sadness they contain is released into the world. Each creature within 30 feet of the mournling who can hear them must make a DC 19 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Immutable Form. The mournling is immune to any power, spell, or effect that would alter their form. Puddle of Mud. When the mournling leaves a space, the ground in that space becomes difficult terrain for their enemies for 10 minutes. Actions Multiattack. The mournling makes three attacks using Slam, Mudslide, or both, and they can use Dust Storm, if available. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage, and the target is grappled (escape DC 20). While grappled in this way, the target is restrained. Mudslide. Ranged Weapon Attack: +12 to hit, range 30/60 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a Huge or smaller creature, the target and each Huge or smaller creature of the mournling’s choice within 5 feet of the target are pulled up to 30 feet toward the mournling. Dust Storm ( 1 /Day). The mournling hurls dirt, gravel, and sand. Each creature within 60 feet of them must succeed on a DC 19 Constitution saving throw or be blinded for 1 minute (save ends at end of turn). Bonus Actions Break and Reform. The mournling teleports to an unoccupied space they can see within 30 feet of them. Reactions Stuck Fast. When the mournling is hit by a melee weapon attack, they capture the weapon that struck them in quick-hardening mud, disarming the attacker. A creature who can reach the weapon can use an action or bonus action to make a DC 19 Strength (Athletics) check, freeing the weapon on a success. The mournling can’t use this reaction on attacks made with natural weapons.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":18},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Dirt Mournling","description":"Traits Anguish Unleashed. When the mournling dies, the sadness they contain is released into the world. Each creature within 30 feet of the mournling who can hear them must make a DC 19 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Immutable Form. The mournling is immune to any power, spell, or effect that would alter their form. Puddle of Mud. When the mournling leaves a space, the ground in that space becomes difficult terrain for their enemies for 10 minutes. Actions Multiattack. The mournling makes three attacks using Slam, Mudslide, or both, and they can use Dust Storm, if available. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage, and the target is grappled (escape DC 20). While grappled in this way, the target is restrained. Mudslide. Ranged Weapon Attack: +12 to hit, range 30/60 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a Huge or smaller creature, the target and each Huge or smaller creature of the mournling’s choice within 5 feet of the target are pulled up to 30 feet toward the mournling. Dust Storm ( 1 /Day). The mournling hurls dirt, gravel, and sand. Each creature within 60 feet of them must succeed on a DC 19 Constitution saving throw or be blinded for 1 minute (save ends at end of turn). Bonus Actions Break and Reform. The mournling teleports to an unoccupied space they can see within 30 feet of them. Reactions Stuck Fast. When the mournling is hit by a melee weapon attack, they capture the weapon that struck them in quick-hardening mud, disarming the attacker. A creature who can reach the weapon can use an action or bonus action to make a DC 19 Strength (Athletics) check, freeing the weapon on a success. The mournling can’t use this reaction on attacks made with natural weapons.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":18},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Disciple","description":"Disciples faithfully adhere to the tenets of their chosen religions and receive spells from the deities they worship. Creating a Survivor When you plan a session using survivors, determine how you’ll use the Apprentice, Disciple, Sneak, and Squire stat blocks that appear in the following section. Once you’ve determined what survivors to use, take a few moments to individualize them. If the survivors have particular roles in your adventure, provide that information to players along with their survivors’ statistics; otherwise, let them come up with their own details. Players can give their survivors names, personalities, and lineages, but these details don’t affect the survivors’ stat blocks. Levels Survivors don’t possess classes as detailed in the Player’s Handbook . Despite this, you can make a survivor marginally more powerful by increasing its level. The stat blocks present the survivors as they are at 1st level. Rather than gaining experience points, a survivor increases in level whenever it makes sense for your adventure. When a survivor gains a level, it gains the benefits on the Survivor Progression table. A survivor that advances from 1st to 2nd level and from 2nd to 3rd level gains access to the player’s choice of Survivor Talents (see the section below). Survivor Progression Table Level Feature 1st See the appropriate stat block 2nd Survivor Talent 3rd Survivor Talent Hit Points Whenever a survivor gains a level, it gains one Hit Die and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type that appears in the survivor’s stat block), and add the survivor’s Constitution modifier. It gains a minimum of 1 hit point per level. If a survivor drops to 0 hit points, it falls unconscious and subsequently makes death saving throws just like a normal player character. Survivor Talents At 2nd level and again at 3rd level, a survivor gains their choice of one of the following talents. A survivor can’t gain the same talent more than once, unless a talent’s description says otherwise. If a talent has a prerequisite, the character must meet it to gain the talent. Adrenaline Surge At the start of your turn, you can choose one creature you can see within 30 feet of you. Until the start of your next turn, you are frightened of that creature and your walking speed is doubled. Desperate Scream Whenever you make a saving throw, you can summon your desire to live into a desperate scream. You gain advantage on the saving throw, and the scream is audible up to 100 feet away. You can scream in this way twice, and you regain all expended uses when you finish a long rest. Divine Guidance Prerequisite: Disciple survivor You learn one 1st-level spell of your choice from the cleric spell list. It must be a spell you don’t already know. You can cast the spell once with this talent, and you regain the ability to do so when you finish a long rest. You can select this talent more than once. Each time you do so, you must choose a different spell. Resilience Choose one ability score. You gain proficiency in saving throws using the chosen ability. Skillful You gain proficiency in two skills of your choice.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":10535},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Disciple of Peace","description":"Peace Cultists Somewhat ironically, cultists devoted to the God of Peace can sometimes be formidable martial artists – though one wouldn’t necessarily guess it from their subdued manner and humble presentation. Trained in martial arts, these cultists are proficient at pacifying and neutralizing threats, which makes them ideal bodyguards and – in the case of the disciple of peace – lethal assassins, when the situation warrants it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"Lawful Neutral","Expansion":25354,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Diseased Giant Rat","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell . The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics . The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated . Actions Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage . If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease . Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.","properties":{"Category":"Monsters","AC":12,"HP":7,"CHA":4,"CON":11,"DEX":15,"INT":2,"STR":7,"WIS":10,"Size":"Small","Type":"beast","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"1d20+4\n1d4+2","Senses":"Darkvision 60 ft.","Source":"5th Edition SRD","data-XP":25,"Hit Dice":"2d6","Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The rat has advantage on Wisdom (Perception) checks that rely on smell.\"},{\"Name\":\"Pack Tactics\",\"Desc\":\"The rat has advantage on an attack roll against a creature if at least one of the rat\\u2019s allies is within 5 feet of the creature and the ally isn\\u2019t incapacitated.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can\\u2019t regain hit points except by magical means, and the target\\u2019s hit point maximum decreases by 3 (1d6) every 24 \\nhours. If the target\\u2019s hit point maximum drops to 0 as a result of this disease, the target dies\"}]","data-CHA-mod":"-3","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"-2","data-SizeNum":1,"data-WIS-mod":"+0","Challenge Rating":"1/8","Passive Perception":10,"data-CrNum":0.125,"data-AcNum":12,"data-HpNum":7},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Diseased Giant Rat","description":"NOTICE Giant rats have been sighted throughout the city. Anyone bitten by a giant rat should visit a temple for ministration and prayer. The city hereby offers a silver coin for each giant rat slain within its walls. To receive payment, evidence must be delivered to the watch captain at the docks between highsun and dusk. Some giant rats carry vile diseases that they spread with their bites. Traits Keen Smell : The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics : The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3, 1d6, every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Dispater","description":"The reclusive lord of Dis rules the second layer of Baator with a militaristic grip. Hidden within his main lair, the ominous Iron Tower, Dispater sits on his throne surrounded by the weapons, treasures and scrolls of secrets he has gained throughout millennia. The Lord of Iron stands at an imposing height of 7 feet, with steel-like, bluish skin that is cold to the touch. His black hair is always swept back, prominently showing the two horns on his forehead. Dispater prefers to roam his castle in resplendent regalia, but underneath the royal robe is a unique adamantine armor that he personally crafted and designed to protect him from any attack no matter how powerful. The armor gleams in the darkness, imbued with magical charms that allows him to teleport to safety if he is about to be harmed. Always cautious and prepared, Dispater has a gleaming black iron rod with his symbol at the top serving as his badge of office. Arms Dealer. Dispater trades in iron and secrets. The most vicious weapons in all nine layers of Hell come from Dis and Dispater sits at the top of all arms deals, selling weapons and armor to both sides of any battle. The most powerful weapons, however, are in the hands of his archdukes and trusted commanders, with a select few stored in his throne room for his own use. Within the main chamber of the tower sits a mound of scrolls full of secrets that Dispater has collected throughout his life. This veritable treasure trove of knowledge has been the object of envy among the other lords, seeing it as a new source of advantage over each other. The secrets that Dispater has collected has always come at a price. Creatures will often bargain their souls as payment for the answer to a secret, which Dispater always gladly collects to fuel his soul harvesters. The Iron Tower. Dispater rarely leaves his fortress, preferring to stay inside his libraries and workshops as he watches over Dis through the eyes of his minions. The Iron Tower stands in the middle of Dis, and always looks like it is farther than it seems. The tower is completely black and is always enveloped in dark mists and shadows. Erinyes constantly circle the tower, ensuring that no one gets in or out without Dispater’s approval. Dispater is the only one who decides who is allowed to go in and out of the fortress and getting in is a near-impossible task. There are several ways to get in the tower and all have deadly consequences. One may try to secure the services of the imps that loiter along the streets of Dis. These imps usually pose as mischievous and chattering children and are willing to guide anyone through the maze-like city and into the fortress for a price. Adventurers beware though, because the imps’ true goal is to lure would-be victims to their deaths. Due to Dispater’s deep paranoia, he prefers to stay in his fortress and instead send messages to his archdukes through letters sewed on the bodies of imp servants. These messengers use a secret passage to travel in and out of the fortress. Adventurers may attempt to follow the imp as it goes through the secret passage, though they will need to take great care not to harm or kill the imp, lest Dispater be alerted. Dispater's Lair The halls of the Iron Tower is as labyrinthine as the city it stands on. Hallways and chambers look identical and no pathway looks the same after passing through it, leading intruders in a hopeless, trap-filled, rat race to find Dispater’s throne room. Dispater’s lair sits at the top of the Iron Tower, underneath the dome that forms the highest point of the tower. The circular room has obsidian black walls which are as hot as all the walls in Dis, and four full-sized windows that Dispater uses to watch the entire city. In the middle of the room is a dais where Dispater sits on his iron throne. On one side of the throne is a rack of weapons that Dispater has chosen for his private collection. On the other side is a long table full of maps and plans that cover the second layer and the city of Dis that Dispater uses to create his security and construction plans. Lined up against the walls are the numerous scrolls of secrets that Dispater himself guards with magic connected to his life force. Anyone who tries to reach the main lair and challenge the Lord of Iron will need to contend with the room’s unbearable heat and Dispater’s aura of fear. Any weapon or armor that he touches rust almost immediately. Opponents will also have to deal with his ability to teleport and summon devils to fight for him, as well as his ability to force opponents to relive painful and shameful memories. Lair Actions On initiative count 20 (losing initiative ties), Dispater can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Dispater casts wall of iron (Appendix C. New Spells), requiring only verbal components and using Charisma as the spellcasting ability (spell save DC 24). The wall lasts for 1 minute, until Dispater uses this lair action again, or until Dispater dies or is incapacitated. Dispater causes iron chains to rise from an area on the ground, walls, and ceiling in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the chains appear must succeed on a DC 24 Strength saving throw or be restrained until the chains disappear or until Dispater releases them (no action required). Dispater magically summons 2d6 merregons ( Mordenkainen Presents: Monsters of the Multiverse , pg. 179) or 1 erinyes ( MM , pg. 173). They appear in unoccupied spaces within 120 feet of Dispater and obeys Dispater without question. It remains for an hour, until it or Dispater dies, until Dispater dismisses it as an action, or until Dispater uses this lair action again. Regional Effects The region containing Dispater’s lair is warped by its magic, creating one or more of the following effects: The air within 6 miles of the lair smells of rust. Creatures within 6 miles of the lair that aren't protected from intense, unbearable heat must make a DC 20 Constitution saving throw at the end of every hour or gain one level of exhaustion. Once every 60 feet within 1 mile of the lair, 20-foot radius areas on the ground are covered with sharp iron nails and spikes. These areas are difficult terrain. When a creature moves into or within the area, it takes 5 (2d4) piercing damage for every 5 feet it travels. Creatures must make a DC 15 Wisdom (Perception) check to recognize the terrain as hazardous before entering it. If Dispater dies, these effects fade over the course of 1d10 days. Traits Fear Aura. A creature that starts its turn within 20 feet of Dispater must succeed on a DC 24 Wisdom saving throw, unless Dispater is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Dispater's Fear Aura for the next 24 hours. Legendary Resistance (3/Day). If Dispater fails a saving throw, he can choose to succeed instead. Magic Resistance. Dispater has advantage on saving throws against spells and other magical effects. Magic Weapons. Dispater's weapon attacks are magical. Regeneration. Dispater regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of its next turn. Dispater dies only if he starts its turn with 0 hit points and doesn't regenerate. Rust Metal. Any nonmagical weapon made of metal that hits Dispater instantly corrodes. After dealing damage, the weapon is destroyed. When a creature hits Dispater with a magical weapon made of metal and deals damage, it must succeed on a DC 24 Wisdom saving throw with advantage on the roll. On a failed save, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Ammunition made of metal that hits Dispater is destroyed after dealing damage. Actions Multiattack. Dispater makes two Iron Rod attacks. Alternatively, he can make one Iron Rod Attack and use Spellcasting. Iron Rod. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) force damage, and the target must succeed on a DC 24 Constitution saving throw. On a failed save, Dispater can choose one of two effects: 1. Flesh to Iron. The creature begins to turn to iron and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is turned into iron for 24 hours. 2. Corrode. If the target is a metallic object, or is wearing metal armor or carrying a metal shield (Dispater's choice), its takes a permanent and cumulative -2 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Daggers of Dispater. Dispater conjures a barrage of flying daggers that unerringly strike each creature of Dispater's choice that he can see within a 60-foot cone. Each target must make a DC 24 Dexterity saving throw, taking 10 (4d4) force damage and 10 (4d4) necrotic damage on a failed save, or half as much damage on a successful one. Dark Discomfiture (Recharge 5–6). Dispater magically forces creatures to instantly relive painful and shameful memories in excruciating detail. Each visible creature of Dispater's choice within 30 feet of him must succeed on a DC 24 Charisma saving throw. On a failed save, a creature takes 36 (8d8) psychic damage and is incapacitated for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't incapacitated. Teleport. Dispater magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. Spellcasting. Dispater casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24): At will: alter self (can become Large when changing his appearance), detect magic, heat metal (6th level), suggestion 2/day each: blade barrier, charm monster, dispel magic, plane shift, unholy weapon*, wall of iron* 1/day each: forcecage, invulnerability, Mordenkainen's sword, unholy aura* * (see Appendix C. New Spells) Reactions Vexing Defense (Recharge 5–6). When Dispater is hit by an attack roll, Dispater gives himself a +5 bonus to his AC until the start of his next turn, which can cause the triggering attack roll to miss. Additionally, Dispater magically teleports, along with any equipment he is wearing and carrying, up to 60 feet to an unoccupied space he can see. Legendary Actions Dispater can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Dispater regains spent legendary actions at the start of his turn. Iron Strike. Dispater makes an Iron Rod attack or uses Daggers of Dispater. Infernal Magic (Costs 2 Actions). Dispater uses Teleport or Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":25},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Dispater","description":"Despite frequent shifts in leadership among other archdevils, Dispater has maintained his position as the ruler of Dis since its creation. Known for his vigilance and caution, he rarely leaves his tower, and even less frequently leaves the Iron City. Those who know his plans, including Asmodeus, know that he hopes to one day rule each layer of the Nine Hells. Dispater remains one of the foremost suppliers of weapons across all the planes, which helps keep his position in Dis secure. As well, his advisors are carefully chosen and he maintains very few friendships. Those that attempt battle with the Iron Lord find victory nigh impossible. In addition to his stratagem and defense, Dispater maintains extremely powerful abilities and a legion of minions. Outwitting him can’t be done, and anyone unfortunate enough to catch him off guard is quickly disposed of. Dispater remains calm and controlled in conversation. He prefers wherever possible to engage in gentlemanly debates rather than aggressive arguments. Unlike other archdevils, he almost never forces an individual into doing something, preferring to persuade or deceive instead. Fittingly, his skin is an iron-black color and his signature staff, wrought from the same iron as the tower he lives in, is always in hand. Dispater’s Lair The ruler of Dis makes his lair inside the Iron Tower. Within these confines he is vastly more protected. Lair Actions On initiative count 20 (losing initiative ties), Dispater can take one lair action to cause the following effect or one from the archdevil lair action list ; he can’t take the same lair action two rounds in a row: Buckle . The area in a 120-foot-radius around Dispater bends and twists, becoming difficult terrain. Dispater’s Superheat Metal ability is recharged. Regional Effects The region containing Dispater’s lair is corrupted by his presence, which creates the following effect: Din . Within 6 miles of the lair, the sound of metal working is near inescapable. Any creature attempting a short or long rest may do so, but must make a DC 21 Constitution saving throw afterwards. Failure negates any benefits of the rest. If Dispater dies, the effects fade over the course of 1d10 days. Traits Devil’s Sight. Magical darkness doesn’t impede Dispater’s darkvision. Fear Aura. When a creature starts their turn within 120 feet of Dispater, they must succeed on a DC 22 Wisdom saving throw or have the frightened condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour. Fiendish Regeneration. Dispater regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn’t function at the start of his next turn. Dispater dies only if he starts his turn with 0 hit points and is unable to regenerate. Legendary Resistance (3/Day). If Dispater fails a saving throw, he can choose to succeed instead. Magic Resistance. Dispater has advantage on saving throws against spells and other magical effects. Rust Metal. Any nonmagical weapon or ammunition made of metal that hits Dispater corrodes. After its hit, the weapon or ammunition is destroyed. Actions Multiattack. Dispater makes four attacks using his Wrought-Iron Tower , Iron Column, or a combination of the two. He can replace one of the attacks with Superheat Metal (if available). Wrought-Iron Tower. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 21 (2d8 + 12) bludgeoning damage plus 7 (2d6) fire damage. Dispater may replace the bludgeoning damage with damage of a type that the target is vulnerable to instead. Iron Column. Ranged Spell Attack: +15 to hit, range 60 ft., one target. Hit: 21 (2d8 + 12) bludgeoning damage plus 7 (2d6) fire damage. Dispater may replace the bludgeoning damage with damage of a type that the target is vulnerable to instead. Superheat Metal (Recharge 4–6). Dispater targets a metal object he can see within 90 feet of him. The metal glows white-hot, burning all that touches it. If the object was held by a creature, the creature must succeed on a DC 23 Dexterity saving throw to drop the object or take 45 (10d8) fire damage. If the object is attached to a creature, or they couldn’t feasibly drop it, they automatically fail the save. The object returns to room temperature at the end of Dispater’s turn. Nail Spray (2/Day). Dispater conjures a storm of iron nails and launches them forward in a 90-foot-long, 5-foot-wide line. All creatures within the line must make a DC 23 Dexterity saving throw, taking 40 (16d4) piercing damage on a failed save, or half as much damage on a successful one. Nails launched from this ability stick into soft surfaces or fall to the ground after the attack finishes. Legendary Actions Dispater can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Dispater regains spent legendary actions at the start of his turn. Staff. Dispater makes a Wrought-Iron Tower attack. Flesh to Iron (Costs 2 Actions). Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit: 40 (6d10 + 7) force damage, and the target must make a DC 23 Constitution saving throw. On a failed save, the target’s flesh begins to harden, and the creature’s movement speed is halved for 1 minute. If the creature is harmed by Flesh to Iron again, while still partly iron, the rest of the creature also turns to iron, killing them. Call Underling (Costs 3 Actions). Dispater summons an allied erinyes in an unoccupied space that he can see.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":27},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Displacer Beast","description":"This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek great cat covered in blue-black fur. However, its otherworldly origins are clear in its six legs and the two tentacles sprouting from its shoulders, both ending in pads tipped with spiky protrusions. A displacer beast’s eyes glow with an awful malevolence that persists even in death. Unseelie Origins. Displacer beasts roamed the twilight lands of the Feywild for ages, until they were captured and trained by the Unseelie Court. The warriors of the court selectively bred the beasts to reinforce their ferocious and predatory nature, using them to hunt unicorns, pegasi, and other wondrous prey. However, it didn’t take long for the displacer beasts to use their malevolent intelligence to escape their masters. Running and breeding freely in the Feywild, the displacer beasts soon came to the attention of the Seelie Court. With blink dog companions at their side, fey hunters drove these predators to the fringes of the Feywild, where many crossed over to the Material Plane. To this day, displacer beasts and blink dogs attack each other on sight. Love of the Kill. Displacer beasts kill not just for food but also for sport. They target prey even when not hungry, often toying with their victims to entertain themselves until they are ready to eat. After killing its prey using its tentacles, a displacer beast drags the corpse to a quiet place where it can feed without distraction. Displacer beasts hunt alone or in small prides that demonstrate skill at setting ambushes. A single beast will strike and withdraw, luring prey into a densely wooded area where its packmates wait. Packs of displacer beasts hunting near trade roads recall the frequency and schedule of regular caravans, laying down ambushes to pick off those caravans. Prized Guards and Pets. Intelligent evil creatures favor displacer beasts as pets, but a displacer beast enters such an alliance only if it appears beneficial. A displacer beast might guard a vault or act as a bodyguard for a prominent individual. Traits Avoidance : If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Displacement : The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0. Actions Multiattack : The displacer beast makes two attacks with its tentacles. Tentacle : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"lawful evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Displacer Beast Kitten","description":"Traits Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0 feet. Actions Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit : 2 bludgeoning damage plus 2 piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Expansion":11857,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Displacer Beast Pack Lord","description":"The pack lord is the dominant male of a displacer beast pack and is usually the only male of the pack. When hunting, a pack lord will normally hang back and let its females do the actual pursuit and killing. When faced with formidable prey, the pack lord will coordinate the attack to make an efficient kill. Traits Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0. Pack Tactics. The displacer beast has advantage on an attack roll against a creature if at least one of the displacer beast's allies is within 5 feet of the creature and the ally isn't incapacitated. Packmaster. An ally within 5 feet of the displacer beast has advantage on attack rolls against a creature that is within 5 feet of the displacer beast and another ally, provided the displacer beast and the other ally aren't incapacitated. Actions Multiattack. The displacer beast makes one Bite attack and two Tentacle attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 4 (1d8) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Displacer Beast Stalker","description":"A stalker is a displacer beast that has learned to be nearly invisible when prowling and hunting. More often than not, its prey does not even have time to realize what attacked it before it is slain. Traits Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0. Slay Foe (1/Turn). The displacer beast deals an extra 9 (2d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Multiattack. The displacer beast makes one Bite attack and two Tentacle attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage. Bonus Actions Stealthy. The displacer beast takes the Hide action.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Displacer Fiend","description":"Long ago a Fey lord led his hunt into the Nine Hells to settle a score with an archfiend over mortals claimed by both. What fate the lord met is unknown, but of all his expedition, one particular faerie breed prospered in its new environment. A particularly vicious strain of displacer beast has become an entrenched new threat across many layers of the Nine Hells, prowling about the edges of fiendish communities and attacking mortal and infernal travelers alike. Stalking Horrors Long ages in the Nine Hells have warped the original beasts into something more fiendish. Whilst still feline in shape, the displacer fiend’s shoulders sprout with an explosion of writhing tentacles each tipped with a lamprey-like mouth. These tooth-lined maws drain life essence or infernal strength from their prey, providing the fiends with their sustenance. The mouths drip with a vitriol that causes agony to mortals, but acts as a tranquilizing balm to devils, permitting the Fiends to feast on them without waking their prey if they get the chance. Displacer fiends retain the innate stealth of their progenitors and slip from shadow to shadow across all but the most barren of infernal landscapes. Packs of them will follow travelers for long distances, waiting until the terrain most favors an ambush. Corruptors of Perception Like their base stock, displacer fiends bend light around themselves, the visible monster always slightly shifted from its true location. These natural gifts have been fortified by the deceptive influence of the lower planes. The monsters also possess the ability to shift the perceived location of their victim and affect their prey’s grasp of relative distance and place. Fighting them can be a nightmare of confusion, as allies, enemies and landscape features appear randomly close or far, huge or small—or the fighters find themselves viewing the battlefield from outside their own heads, trying to control their bodies like puppets. Even basic functions like proprioception—the knowledge of where one’s limbs are when not directly observed—can be lost. This can lead to a complete loss of coordination, accidentally striking friends or falling into bogs or crevasses that seemed far distant. Monstrous Pets Many large cities in the Nine Hells have feral populations of displacer fiends predating off the lowliest devils and breeding in hidden corners. Much of the time they’re considered pests, but they do keep down populations of various infernal vermin, like halogs, that would otherwise be more troubling in their proliferation. Some devils actively cultivate their presence, encouraging them by staking out a lemure or imp every so often, as a human might leave a bowl of scraps for a cat. Devils aren’t sentimental, but some find the viciousness and skulking cruelty of the displacer fiends oddly endearing. Traits Avoidance. If the displacer fiend is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Displacement. The displacer fiend projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer fiend is incapacitated or has a speed of 0. Actions Multiattack. The displacer fiend makes three Tentacle attacks. It can replace one of the attacks with a Bite attack. Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage plus 7 (2d6) necrotic damage. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (3d12 + 4) piercing damage, and the target’s Dexterity score is reduced by 2 (1d4). The target is killed if this reduces its Dexterity to 0. The reduction lasts until the target finishes a short or long rest. Bonus Actions Shadowhop. While in dim light or darkness, the displacer fiend can teleport up to 60 feet, provided its destination is also in dim light or darkness.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"neutral evil","Expansion":28645,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Displacer Render","description":"Displacer renders are said to be the result of twisted experiments of combining a gray render and a displacer beast by wizards employed by the Unseelie court. Whatever reasons they may have had were never uncovered. The gray render retains its form but is now covered in bluish-black fur with two tentacles sprouting from its back. With the gray render’s powerful rage-fueled attacks, and the displacer’s natural light bending abilities, the threat level of this monster is taken to an entirely new level. Traits Avoidance. If the displacer render is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Displacement. The displacer render projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer render is incapacitated or has a speed of 0. Actions Multiattack. The displacer render makes one Bite attack, two Claw attacks, and two Tentacle attacks. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 18 Strength saving throw or be knocked prone. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage, plus 7 (2d6) bludgeoning damage if the target is prone. Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 4 (1d8) piercing damage. Reactions Bloody Rampage. When the displacer render takes damage, it makes one Claw or Tentacle attack against a random creature within its reach, other than its master.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Neutral","Expansion":23212,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Dissimortuum","description":"This twisted humanoid has gray flesh and black claws that drip blood. A bone mask is bound to its head by strips of putrid flesh and a third arm hangs from the right side of the creature’s body, its hand clutching a large sack stained with blood. Plague Bringers. Dissimortuum are undead monstrosities constructed by necromancers to spread the undead plague, slowly but surely. These creatures are rare but tenacious. A dissimortuum obeys orders from the necromancer whose magic created it. When a dissimortuum kills, it collects body parts from its victims and keeps them in a sack that it carries with its third arm at all times. The monster sets down its sack of trophies only when pressed in combat, to make the most of its extra limb. Constructing Dissimortuum. Even when not following instructions, a dissimortuum seeks to create more of its own kind. The creature wanders graveyards, battlefields, and slums, searching for the gruesome components it needs to construct a mask and body for its undead offspring. The process is slow, taking up to a month to make a single mask, but a dissimortuum has nothing but time. The new creation is independent and not under the control of its maker. Donning the Mask. The mask of a dissimortuum is nigh indestructible. When the creature is destroyed, its mask usually survives and breaks free. On its own, the object detects as magical with mixed enchantment and necromantic auras. It is a tempting souvenir, but anyone foolish enough to don the mask is immediately wracked by pain and takes 7 (2d6) necrotic damage. The character must make a successful DC 15 Wisdom saving throw or become dominated by the mask. The domination arrives slowly. The character acts normally for a day or two, but then the character notices periods of time that cannot be accounted for. During these times, the character gathers the grisly components needed to build a new body for the dissimortuum. This process takes a week, after which the character is freed from domination as the undead creature is reborn. Traits Spider Climb: The dissimortuum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack: The dissimortuum makes three claw attacks. Claw: Melee Weapon Attack : +5 to hit, range 5 ft., One target. Hit : 15 (3d8 + 2) Slashing damage. Terrifying Mask: Each non-undead creature within 60 feet of the dissimortuum that can see it must make a successful DC 15 Wisdom saving throw or be frightened for 1d8 rounds. If a target’s saving throw is successful or the effect ends for it, the target becomes immune to all dissimortuum’s terrifying masks for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Div","description":"This pot-bellied, demonic humanoid has a pair of horns, boar-like tusks, and a short beard. Brawny and squat, it grins wickedly as it brandishes a scimitar in its clawed hand. Although they are often mistaken for demons or devils, divs are mi nor genies. Corrupted Origins. Divs were created in the distant past, when a number of living souls fused with tainted primordial matter on the elemental planes. The genies that arose from this corrupted material were so noxious and contrary that the Genie Lords banished them to the Material Plane, roughly around the same time that the djinni caliphs exiled the peris (see) for their mischievousness. While the peris have tried to behave better since their banishment, the divs have done the opposite, and the two minor genies have become impl acable foes. Unwelcome Dinner Guests. Divs have a wicked and evil reputation. They sleep all day then roam around at night, seeking to bring ruin to anyone they encounter until the bright sun drives them back to their underground lairs. Folk tales say that divs are drawn to homes by the sound of chatter over dinner. In areas where they are common, eating after nightfall is avoided lest it attract thei r attention. Cruel Genies. Although divs are capable warriors, they prefer subtler methods, using their sorcerous powers to trick victims into reckless or depraved acts or to give victims terrifying nightmares. They watch in delight from a safe distance as the victim is confronted by its peers or awakes, screaming in terror. Elemental Demise. If the div dies, its body disintegrates into a pool of noxious sludge, leaving behind only equipment the div was wearing or carrying. Sunlight Sensitivity. While in sunlight, the div has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The div makes one Claw attack and two Scimitar attacks, or it makes three Noxious Blast attacks. It can replace one attack with a use of Spellcasting. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) acid damage. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Noxious Blast. Ranged Spell Attack: +6 to hit, ranged 60 ft., one target. Hit: 12 (2d8 + 3) acid damage. Noxious Sands (Recharge 4-6). The div vomits a cloud of tainted sand in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 14 (4d6) slashing damage and 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. Spellcasting. The div casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: disguise self, minor illusion 3/day each: charm person, suggestion 1/day each: dream, fear","properties":{"Category":"Monsters","Size":"Small","Type":"Elemental","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Diver Android","description":"Androids are synthetic humanoids built to assist their creators with highly specialized tasks. They are designed to be compliant and typically have friendly demeanors. Every android has one or more upgrades to help it excel at its intended functions, but all androids are capable of defending themselves with concentrated bolts of force up close or from a distance. Despite an android’s sophisticated construction, electrical surges can temporarily disrupt its finely tuned components. Similarly, damage to its core processing functions or long stretches of isolation can wear down an android’s critical faculties, causing it to behave erratically. Traits Design Specialization. When the android is created, it gains one of six possible designs suited for its role (choose or roll a d6): 1, aerialist; 2, diplomat; 3, diver; 4, duelist; 5, medic; 6, sentry. This design determines certain traits in this stat block. Actions Lightning Overload. When the android takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn. Actions Multiattack. The android makes two Force Strike attacks. Force Strike. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 40/120 ft., one target. Hit: 15 (2d10 + 4) force damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or have the prone condition.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Source":"custom","Alignment":"Typically Lawful Neutral","Expansion":31434,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Divine Deceiver","description":"A divine deceiver is a cunning Celestial that sustains itself on holy energy and the prayers of mortals. A deceiver might, for example, kill a local cleric and adopt their identity so it can slowly corrupt the congregation, until they are no longer praying to their god but to the deceiver itself. Charged by Divinity While the deceiver typically has no interest in combat – preferring subterfuge that allows it to trick mortals into surrendering their prayers and spiritual essence willingly – it is still a fearsome combatant. It steals its foes essences and prayers and uses the divine energy to fuel its attacks against them.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Chaotic Evil","Expansion":25354,"Challenge Rating":7},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Divine Matriarch Mercy V","description":"No one living in the world today has shaped the political destiny of the continent through their words and actions more than Divine Matriarch Mercy V . The responsibility and gravity of these decisions weighs heavily upon her. Now twenty years into her tenure, she was the youngest ever to assume the office. Nevertheless, she wields incredible divine power. Before taking up the position as the head of the Sacred Flame, Mercy V was named Esmeralda Poe. As youngest scion of House Poe, she was groomed from a young age to take up the mantle of a Flamekeeper by her father, Lord Balthazar Poe. Remarkably gifted with the Divine Light, she could channel the holy magic of the Sacred Flame from the age of ten. Nevertheless, her election to the office over the experienced miracle-worker Lucretia Mathias was a shocking upset. Mercy V speaks with warm wisdom and fiery conviction, and holds each syllable of every hymn, prayer, or text of the Sacred Flame in her memory. A tall and slender woman in her late forties, Mercy V has long, wavy black hair and a striking gaze. Her garb consists of ornate flowing white robes with golden trim and embroidered with golden filigree. The symbol of the Sacred Flame is emblazoned prominently upon the robes. She carries a long scepter of white-gold, and wears a large frilled collar that looks like golden flames flickering around her head.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"lawful good","Expansion":29025,"Challenge Rating":20},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Divine Trickster","description":"Traits Sneak Attack (1/Turn). The divine trickster deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the divine trickster that isn't incapacitated and the divine trickster doesn't have disadvantage on the attack roll. Actions Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage plus 14 (4d6) poison damage. Befuddling Bolt . Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 13 (3d6 + 3) psychic damage and the target has disadvantage to Intelligence, Wisdom, and Charisma saving throws and can't use reactions until the end of the divine trickster's next turn. Spellcasting. The divine trickster casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: mending, minor illusion, thaumaturgy 2/day each: charm person, disguise self, mirror image 1/day each: blink, dimension door, feign death, polymorph Bonus Actions Cunning Action. The divine trickster performs the Dash, Disengage, or Hide action. Reactions Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the divine trickster turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Lawful Alignment","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Diviner","description":"Diviners are specialist wizards who know that knowledge is power. They might act aloof and mysterious, hinting at omens and secrets, or they might be know-it-alls, spilling secrets and insights to advance their own status or reputation. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a cranium rat, a crawling claw, a gazer, an imp, a pseudodragon, or a quasit. Traits Spellcasting : The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared: • Cantrips (at will): fire bolt , light , mage hand , message , true strike • 1st level (4 slots): detect magic ,^ feather fall , mage armor • 2nd level (3 slots): detect thoughts ,^ locate object ,^ scorching ray • 3rd level (3 slots): clairvoyance ,^ fly , fireball • 4th level (3 slots): arcane eye ,^ ice storm , stoneskin • 5th level (2 slots): Rary’s telepathic bond ,^ scrying ^ • 6th level (1 slot): mass suggestion , true seeing ^ • 7th level (1 slot): delayed blast fireball , teleport • 8th level (1 slot): maze ^Divination spell of 1st level or higher Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher) : When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check. Actions Fire Bolt : Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn. Quarterstaff (One-Handed) : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage. Quarterstaff (Two-Handed) : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage. Scorching Ray : Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. The diviner creates three rays when it casts this spell and it can hurl them at one or several targets in range.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Diviner Wizard","description":"Diviners peer into the future and know that knowledge is power. They might act aloof and mysterious, hinting at omens and secrets, or they might be know-it-alls, spilling insights to advance their own status. Wizards Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells. Actions Multiattack. The diviner makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 4) radiant damage. Overwhelming Revelation (Recharge 5–6). The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point within 120 feet of it. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and is stunned until the end of the diviner’s next turn. On a successful save, the creature takes half as much damage and isn’t stunned. Spellcasting. The diviner casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At will: light , mage hand , message , prestidigitation 2/day each: arcane eye , detect magic , detect thoughts , fly , lightning bolt , locate object , mage armor , Rary’s telepathic bond 1/day: true seeing Reactions Portent (3/Day). When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner rolls a d20 and chooses whether to use that roll in place of the d20 rolled for the attack roll, saving throw, or ability check.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment\r","Expansion":14934,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Diving Gel","description":"A green blob the size of a human head undulates through the water, peaceful and serene. Air bubbles float through its form, occasionally dissolving without apparent cause. Escaped Experiment. The original diving gels were the personal project of a wizard obsessed with the sunken treasure of lost civilizations and ancient shipwrecks. Unsatisfied with existing magic, she sought to create a docile ooze to help her to breathe underwater, and which might be sold to her colleagues once it was perfected. Unfortunately, a dissatisfied apprentice burned her notes and released the entire stock of early oozes into the sea, then attempted to replicate the project for his own profit. He was murdered by his early specimens, which joined the swiftly-growing population of rogue oozes in the sea. Curious Creations. Diving gels were made to help land-dwelling creatures breathe underwater while seeking sunken treasure. As a result, they are curious about shiny objects and new lifeforms. When meeting a new creature, a diving gel attaches itself to the creature's head or face, content to ride on the creature to see what the creature sees and does for a few hours, unless the creature attacks it. If the creature dies, the diving gel consumes the remains. If not, it detaches once the creature no longer explores new areas or no longer brings the diving gel to areas where it can observe or collect shiny objects. Hungry diving gels purposefully suffocate fish and slowly consume the decaying body. Obsessive Hoarders. Diving gels collect or congregate near things that shine. In their watery environs, this is often sunken treasure, but the gels can't distinguish valuable trinkets from shiny junk. Though their hoards can fill entire rooms in their sunken lairs, with colonies of dozens of diving gels watching their treasure shine in rapt attention, those hoards are often filled with colorful rocks, shiny fish scales, and rusted locks and doorknobs rather than actual treasure. Worse, the diving gels protect these baubles as vociferously as a dragon protects its hoard, bludgeoning would-be thieves and suffocating intruders. Some treasure-hunters trade with diving gels, offering copper coins for gold or interesting scales for ancient treasures, but many colonies simply take the offered item without offering anything in return. Amorphous. The gel can move through a space as narrow as 1 inch wide without squeezing. Amphibious. The gel can breathe air and water. Ooze Nature. The diving gel doesn't require sleep. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. Attach. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: The gel attaches itself to the head, face, or gills of a creature. If the creature is Large or smaller and can breathe air, it continues to breathe normally as the air-filled gel provides breathable air for the creature. If the creature can't breathe air, it must hold its breath or begin to suffocate. If the gel is attached to a creature, it has advantage on attack rolls against that creature. A creature, including the target, can take its action to detach the diving gel by succeeding on a DC 12 Strength check.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Divymm","description":"The divymm are an enigma: a race of intelligent constructs and androids, created long ago by the ancient Patrons, though whether the divymm were servitors or ‘children’ of the Ancients and whether the divymm were left behind for some purpose or simply abandoned by these goodly Ancients when they disappeared is lost to history. Not even the divymm know, for they lack any memory or knowledge of their makers. The divymm don’t have a single homeworld, instead, they’ve been found across many different worlds, usually in an ageless state of torpor or offline reverie. Elder members of the Bellanic Accord have recently activated a number of divymm, but lately many others have come out of suspended animation on their own, as if in response to some unseen trigger. Ghost in the Shell. A divymm is a mind and living soul in a constructed body. Divymms are physically powerful, and intellectually cognizant, but are often emotionally detached. Their purely mechanical body presents an emotive obstacle between their psyche and those around them. Divymms often find their emotions seemingly diluted by how they artificially interface with their environment. Divymms each have their own unique personality and identity and many work hard to convey who they are to those around them. Despite their physical forms, most divymms strongly identify themselves as having a specific gender. Divymms are known to react badly to the implication that they have no emotions or any inference that they are just machines. Variable Construction. Divymms come in many different shapes and sizes, apparently suited for a variety of purposes at the time of their construction. Some are completely humanoid, taking on more of the characteristics of an android, and others are hulking brutes, chiseled in stone, metal, or with other strange technological attachments. Given sufficient time and resources, divymms can modify their mechanical form considerably and many make cosmetic changes to suit their own personal tastes and personality. Lifeforge. Divymms all recognize one another as emanating from the same source, or lifeforge as they refer to it. Divymms often have a glowing rune or sigil on their forehead or chest, but even without this, divymms can automatically identify each other and share a bond passed down by the Ancients which unites them far beyond the roles they currently serve. Nevertheless, at the present time, the divymm are an important part of the Bellanic Accord, defending the multiverse from malevolent incursions. Divymm Modifications Divyyms are able to modify their body and add additional components giving themselves new traits. Listed below is a sample of such modifications they can make to themselves. Armored Plating. A divymm can be fitted with armor plating that otherwise functions as normal armor of its type except heavy armor does not reduce the speed of the wearer regardless of their strength score. Grab. A divymm with this ability can grab a target in place of a slam attack. Inbuilt Armament. A divymm can hide items the size of a small dagger in their forearm. Items held in this compartment cannot be found without an opposed perception roll. Integrated Weaponry. A divymm can have weapons affixed to their arms. A divymm cannot be forced to drop an integrated weapon, but nor can they willingly drop or sheathe weapon or use the hand holding the affixed weapon for anything else. Large. A divymm can be constructed into a large-sized form, increasing their HD to d10s and their HP to 110 HP. 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The diwata's natural form is a tall, graceful humanoid made from an orchid-like plant. Its pleasant face features attractive elven-like traits, with kind amber-like eyes, pale lilac skin, carnation-colored lips, and an array of leaves, vines, and flowers flow from its shoulders like a cloak. Benevolent Conservator. The diwata lives to protect the forests and all of its inhabitants. Unlike other engkantos, though, it strives for a harmonious relationship with those who live outside of its domain. Those who live near a diwata's realm often worship it as a deity and make offerings. In return, the diwata ensures that they are safe from natural calamities such as earthquakes and deluges and provides them with plenty of the forest's resources in times of drought. The diwata will always aid and lend its wisdom to anyone as long as that person does not deliberately harm any of the diwata's wards or take more than what it needs from the forest's resources. A Diwata's Lair A diwata's lair is a garden or grove of beautiful and majestic flowering trees and orchids. Bariaurs, centaurs, faerie dragons, dryads, good elves, green duwendes, pegasi, pegataurs, pixies, sprites, and treants are normally encountered in and around the lair, supporting and protecting the diwata. Lair Actions On initiative count 20 (losing initiative ties), the diwata takes a lair action to cause one of the following effects; the diwata can’t use the same effect two rounds in a row: A strong wind blows around the diwata. Each creature within 60 feet of the diwata must succeed on a DC 19 Strength saving throw or be pushed 15 feet away from the diwata and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. Up to three creatures the diwata can see within 60 feet of it must succeed on a DC 19 Wisdom saving throw or fall into a deep sleep and become unconscious. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the unconscious creature takes damage, or someone uses an action to shake or slap it awake, it gains advantage on its next saving throw. Regional Effects The region containing a diwata’s lair is warped by the diwata’s magic, which creates one or more of the following effects: Once per day, the diwata can alter the weather or end an earthquake in a 6-mile radius centered on its lair. The diwata doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. Plants and trees within 6 miles of the diwata’s lair are bursting with greenery, flowers, and fruits as if in summer. The smell of lilies, hyacinths, and lilacs fill the air and colorful butterflies flitter about the area. Tiny beasts, such as rodents and birds, that are normally unable to speak gain the magical ability to speak and understand Common, Elven, and Fey while within 1 mile of the diwata’s lair. These creatures speak well of the diwata, but can’t divulge its whereabouts. If the diwata dies, the effects fade over the course of 1d10 days. Engkanto (Eng-kaan-toh) Despite their plant-like appearance, engkantos are actually mighty fey spirits that dwell in the Material Plane. They were once humanoids who died in ancient enchanted forests and, through Feywild magic or by a nature deity's intervention, were reincarnated into engkantos. They may not fully recall their mortal life, but engkantos will occasionally see glimpses of their past. This sometimes leaves engkantos confused and even frustrated. Thankfully, the forest where it now lives gives enkantos a sense of peace. In return, the engkantos become its mighty guardian. Engkantos tend to be reclusive and very rarely show themselves to nonwoodland dwellers. However, they are fascinated with the humanoids who live near their territories, perhaps because it reminds them of their past. At times, enkantos even act as their invisible guardians and even transform themselves into normal humanoids to get closer to the neighbors' communities, possibly mingling with them without them knowing of their true nature. Nature's Guardians. Engkantos see themselves as protectors and wardens of the forests and its inhabitants and often work with druids. Because of this, they often come into conflict with those who enter, encroach, and defile their territories, which can span miles of wooded areas, though how they react and pursue a course of action dramatically differs from one another. There are three types of engkantos: anitos, diwatas, and malignos. Grove-bound. Engkantos are bound to a special grove or group of trees, just like a dryad is bound to a tree. An engkanto can emerge from any of the trees within its grove and travel the lands around it, but the grove remains its home and roots the enkanto to the Material Plane. As long as one tree from the grove remains alive and unharmed, the engkanto stays healthy. If any of the trees are harmed, the engkanto suffers. If the grove is ever destroyed, the engkanto descends into madness and will seek vengeance against those responsible. Traits Legendary Resistance (3/Day). If the diwata fails a saving throw, it can choose to succeed instead. Magic Resistance. The diwata has advantage on saving throws against spells and other magical effects. Plant Camouflage. The diwata has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration. The diwata regains 10 hit points at the start of its turn if it is within 120 feet of its grove. If the diwata takes fire or necrotic damage, this trait doesn’t function at the start of the diwata’s next turn. The diwata’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Speak with Beasts and Plants. The diwata can communicate with beasts and plants as if they and the diwata shared a language. Spell Penetration. When the diwata casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Actions Multiattack. The diwata can use its Pacifying Presence. It then makes two Slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) radiant damage, and the target must succeed on a DC 19 Wisdom saving throw or be charmed by the diwata until the end of the diwata's next turn. Pacifying Presence. Each creature of the diwata’s choice that the diwata can see within 120 feet of it must succeed on a DC 19 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the diwata for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the diwata’s Pacifying Presence for the next 24 hours. Spellcasting. The diwata casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): At will: bestow curse, dancing lights, druidcraft, entangle, healing word (as a 4th-level spell), tree stride, word of radiance (4d6) 2/day each: aura of life, awaken, banishment, control water, dawn, greater restoration, plant growth, wrath of nature 1/day each: control weather, dominate person, druid grove, geas, heal, heroes' feast, reincarnate Change Shape. The diwata magically transforms into a Medium humanoid, while retaining its game statistics. This transformation ends if the diwata is reduced to 0 hit points or uses an action to end it. Legendary Actions The diwata gains 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The diwata regains spent legendary actions at the start of its turn. Move. The diwata moves up to half its speed without provoking opportunity attacks. Slam. The diwata makes a Slam attack. Cast Spell (Costs 2 Actions). The diwata innately casts a spell. Expel (Costs 2 Actions). One creature the diwata can see within 30 feet of it must succeed on a DC 19 Wisdom saving throw or be teleported to an unoccupied space within 240 feet of the diwata. That space must be on the ground or on a floor. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"typically Neutral good","Expansion":26536,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Djer Huskel's Abomination","description":"Dull steel plates and clockwork mechanisms have been fused with the stitched flesh of an uncountable number of creatures to create an unsettling figure of meat and metal. When spoken to, the mortal-machine construct responds in a voice that is both delicate and resonant. Its gears tick rhythmically as they turn. Before she died and was rebuilt by her obsessed husband, the creature now known as Djer Huskel’s abomination was a beloved singer and performer. When she was killed in the collapse of the performance hall that destroyed much of her body, he called upon his mastery of necromancy and engineering to preserve what he could of her and construct her a new, more durable body of corpses and clockworks. When he completed his project and animated the result, he was horrified by the unrecognizable creature that spoke in his dead wife’s voice. Always Alone. Unable to bring himself to destroy the abomination, its creator teleported it to a distant, sparsely populated wasteland and left it to wander. Since its banishment, the construct has roved, ever searching, but not cognizant of what it is looking for. Often, it sings softly and sweetly to itself, not really understanding the words but comforted by them all the same. If it becomes confused, it chants the words “Djer Huskel” in a steady, repetitive stream. If asked what the words mean, the construct can’t provide an answer. When confronted by other creatures, the abomination is as likely to behave aggressively as benignly. If it happens across a source of music, it stops all activities and listens in place until the music ceases, wherein it becomes active again. TRAITS Aberrant Construction. Djer Huskel’s abomination reacts as noted below when it is subjected to certain effects or stimuli. When the abomination hears music, such as when a creature makes a Charisma (Performance) check, it becomes incapacitated while it listens. When the abomination is hit with an attack that deals cold damage, it takes no damage and instead recovers a number of hit points equal to half the damage rolled. When the abomination takes lightning damage, as a reaction, it can immediately move up to half its speed and make a Slam attack. When the abomination takes psychic damage, it must make a successful DC 16 Charisma saving throw or be stunned until the end of its next turn. Unusual Nature. Djer Huskel’s abomination doesn’t require air, food, drink, or sleep. ACTIONS Multiattack. Djer Huskel’s abomination makes two Slam attacks or two Static Discharge attacks, or one Slam attack and one Static Discharge attack. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 13 (3d8) lightning damage. Static Discharge. Ranged Weapon Attack: +4 to hit, range 90 ft., one creature. Hit: 13 (3d8) lightning damage. Electrical Overload (Recharge 6). Djer Huskel’s abomination releases stored-up electricity in a 30-foot radius around itself. Each creature in the area must make a DC 16 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Chaotic Neutral","Expansion":25357,"Challenge Rating":8},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Djinni","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Elemental Demise : If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. Innate Spellcasting : The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks ). It can innately cast the following spells, requiring no material components : • At will: detect evil and good , detect magic , thunderwave • 3/day each: create food and water (can create wine instead of water), tongues , wind walk • 1/day each: conjure elemental (air elemental only), creation , gaseous form , invisibility , major image , plane shift Actions Multiattack : The djinni makes three scimitar attacks . Scimitar : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice). Create Whirlwind : A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check . If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"161 (14d10+84)","CHA":20,"CON":22,"DEX":15,"INT":15,"STR":21,"WIS":16,"Size":"Large","Type":"elemental","Speed":"30 ft., fly 90 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061979/fRKcn6uSL-WfVJhPNEJwlg/original.png","Roll 0":"Scimitar\n1d20 + 9\n2d6+5+1d6","Senses":"Darkvision 120 Ft.","Source":"5th Edition SRD","data-XP":"7,200","Alignment":"Chaotic Good","Languages":"Auran","data-List":"false","Immunities":"Lightning, Thunder","Spell Book":"Detect Evil And Good, Detect Magic, Thunderwave, Create Food And Water, Tongues, Wind Walk, Conjure Elemental, Creation, Gaseous Form, Invisibility, Major Image, Plane Shift","Token Size":2,"data-Spells":"{\"innate\":{\"at-will\":[\"detect evil and good\",\"detect magic\",\"thunderwave\"],\"3/day\":[\"create food and water\",\"tongues\",\"wind walk\"],\"1/day\":[\"conjure elemental\",\"creation\",\"gaseous form\",\"invisibility\",\"major image\",\"plane shift\"]}}","data-Traits":"[{\"Name\":\"Elemental Demise\",\"Desc\":\"If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.\"},{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: \\u2022 At will: detect evil and good, detect magic, thunderwave \\u2022 3/day each: create food and water (can create wine instead of water), tongues, wind walk \\u2022 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The djinni makes three scimitar attacks.\"},{\"Name\":\"Scimitar\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 5\",\"Damage Type\":\"slashing\",\"Damage 2\":\"1d6\",\"Damage 2 Type\":\"lightning or thunder\",\"Desc\":\"(djinni's choice)\"},{\"Name\":\"Create Whirlwind\",\"Desc\":\"A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.\"}]","data-CHA-mod":"+5","data-CON-mod":"+6","data-DEX-mod":"+2","data-INT-mod":"+2","data-STR-mod":"+5","data-SizeNum":5,"data-WIS-mod":"+3","Saving Throws":"Dex +6, Wis +7, Cha +9","Challenge Rating":11,"Passive Perception":13,"data-CrNum":11,"data-AcNum":17,"data-HpNum":161},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Djinni","description":"Genies Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves. Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power. Creatures of the Elements. A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie. A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie’s form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don’t mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare. When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam. Rule or Be Ruled. Mortal slaves serve to validate a genie’s power and high self-opinion. A hundred flattering voices are music to a genie’s ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use. In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service. Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination. Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn’t beholden to any noble genie, however, and will sometimes choose to defy a noble genie’s will and risk the consequences. The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome—except as it is directed toward them by their worshipful slaves. Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms—even whole continents or worlds—bow down before them. Variant: Genie Powers Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn’t a genie. Once a genie has granted its limit of wishes, it can’t grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature’s existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature’s behalf to bring about the effect. Depending on the genie’s nature, the genie might try to pervert the intent of the wish by exploiting the wish’s poor wording. The perversion of the wording is usually crafted to be to the genie’s benefit. Djinni Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature. Airy Aesthetes. Djinn rule floating islands of cloudstuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music. Djinn are known for their sense of mischief and their favorable attitude toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation. Masters of the Wind. Masters of the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as the djinni spins away on that wind if outmatched in combat. When a djinni flies, its lower body transforms into a column of swirling air. Accepting Servitors. The djinn believe that servitude is a matter of fate, and that no being can contest the hand of fate. As a result, of all the genies, djinn are the ones most amenable to servitude, though they never enjoy it. Djinn treat their slaves more like servants deserving of kindness and protection, and they part with them reluctantly. A mortal who desires the brief service of a djinni can entreat it with fine gifts, or use flattery to bribe it into compliance. Powerful wizards are able to forgo such niceties, however, if they can summon, bind into service, or imprison a djinni using magic. Long-term service displeases a djinni, and imprisonment is inexcusable. Djinn resent the cruel wizards that have imprisoned their kind in bottles, iron flasks, and wind instruments throughout the ages. Betrayal, particularly by a mortal whom a djinni trusted, is a vile deed that only deadly vengeance can amend. Traits Elemental Demise : If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. Innate Spellcasting : The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: detect evil and good , detect magic , thunderwave • 3/day each: create food and water (can create wine instead of water), tongues , wind walk • 1/day each: conjure elemental (air elemental only), creation , gaseous form , invisibility , major image , plane shift Actions Multiattack : The djinni makes three scimitar attacks. Scimitar : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage. The djinni chooses either lightning or thunder when it makes the attack. Create Whirlwind : A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"MM1","Alignment":"chaotic good","Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Djinni Grand Caliph","description":"The Grand Caliph rules over all djinn from his palace in the djinni capital known as the Citadel of Ice and Steel in the Elemental Plane of Air. The Grand Caliph's word is law, and to disobey his order can be punishable by death. As a true primary genie, he can grant a wish, and he does so to those he deems deserving. Traits Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. Legendary Resistance (3/Day). If the djinni fails a saving throw, it can choose to succeed instead. Magic Resistance. The djinni has advantage on saving throws against spells and other magical effects. Greater Spell Penetration. When the djinni casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 5 levels higher. Actions Multiattack. The djinni makes three Mace attacks. Mace. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 7 (2d6) lightning or thunder damage (djinni's choice) and the target can't take reactions until the end of the djinni's next turn. Create Whirlwind. A 10-foot-radius, 60-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 23 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 23 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. Spellcasting. The djinni casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): At will: create food and water (can create wine instead of water), detect evil and good, detect magic, thunderwave, tongues, wind walk (as an action) 3/day each: conjure elemental (air elemental only, as an action), creation (as an action), dispel magic, gaseous form, invisibility, major image, plane shift 1/day each: chain lightning, storm of vengeance Teleport. The djinni magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Grant Wish (3/Year). The djinni grants a wish spell to a creature that isn't a genie. In order to work, the djinni must be willing to grant the wish . Unless carefully and properly worded, and if the djinni has good reason to, the djinni will pervert the wish's intent into a literal but undesirable or partial fulfillment. The djinni can't grant a wish purposely to serve its own needs. Legendary Actions The djinni can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The djinni regains spent legendary actions at the start of its turn. Mace. The djinni makes a Mace attack. Teleport. The djinni uses Teleport. Cast a Spell (Costs 2 Actions). The djinni uses Spellcasting. Tornado Form (Costs 3 Actions). The djinni magically transforms into a violent, twisting tornado and moves up to half its flying speed in a straight line and targets each creature its space it enters without provoking opportunity attacks. Each target must succeed on a DC 23 Strength saving throw. On a failure, the target takes 18 (4d8) bludgeoning damage, 9 (2d8) lightning damage, and 9 (2d8) thunder damage and is flung up 30 feet away from the djinni in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 23 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the damage and isn't flung away or knocked prone. The djinni reverts to its true form at the start of the next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Typically Chaotic Good","Expansion":17751,"Challenge Rating":21},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Djinni Wind Warden","description":"Wind wardens are guardians and protectors of the djinni and their holdings. They are often found in temples and in the Citadel of Ice and Steel where they serve as personal bodyguards of the Great Caliph. Sometimes, they are sent on missions to the Material Plane to retrieve an item or to exact justice, which may lead them to ask help from, or bring them into conflict, with adventurers. Traits Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying. Actions Multiattack. The djinni makes three Scimitar attacks or three Longbow attacks. The djinni can replace one of those attacks with Spirit Away. Scimitar. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice). Longbow. Ranged Weapon Attack: +10 to hit, range 120/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 3 (1d6) thunder damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed 5 feet and knocked prone. Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 19 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it. A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 19 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. Spellcasting. The djinni casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: create food and water (can create wine instead of water), detect evil and good, detect magic, thunderwave, tongues, wind walk 2/day each: conjure elemental (air elemental only, as an action), creation (as an action), dispel magic, gaseous form, invisibility, major image, plane shift 1/day: chain lightning Spirit Away. The djinni targets a nonhostile creature within 60 feet of it. Until the end of the turn, the target gains a flying speed of 40 feet and can use its reaction to move up to its flying speed without provoking opportunity attacks. Reactions Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the djinni gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the djinni must be able to see the creature and the attacker.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Chaotic Good","Expansion":17751,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Doctor","description":"Dressed in a white lab coat with a pair of thick glasses, the doctor carries their medical bag with them into battle. With their syringe in hand and equipped with toxins and tinctures they have the means to aid their allies, or poison their enemies.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Dodecahedrooze","description":"Biomantic Polyhedroozes When Dr. Stein left his lab at short notice (following a pitchfork-wielding-mob related event), he left an entire pool of his patent-pending Mut-x exposed to the elements. Things fell into it; those things had brains, and those brains, their memories, and the sum of their intelligence fused with gelatinous cubes into biomantic polyhedroozes. Empathetic. When a biomantic polyhedrooze forms, it begins absorbing the latent psychic energy of its environs. Creatures with strong psyches that are nearby in either space or time influence the nascent sentience of the polyhedrooze. A long-destroyed lich might impart its madness and hate into the ooze, whilst a colony of highly-charismatic mice might lend the goopey mass a penchant for cheese. Reactive Mutations. The true feat of Dr. Stein’s research, and a trait that the polyhedroozes embody, is that of extreme biomantic reaction to environmental stimuli. A polyhedrooze that takes damage immediately adapts its morphology to prevent further damage of that type. The larger the polyhedrooze, the more such adaptations it can sustain at any one time. Size Matters. Bigger polyhedroozes have absorbed more brains and, so, are more clever. A polyhedrooze that reaches a critical mass might decide to split into two, with the idea of sending one of its halves in search of pastures new. Unfortunately, the decrease in intelligence that results from a split means that polyhedroozes can get confused and end up in a cycle of splitting and reforming over and over.","properties":{"Category":"Monsters","Size":"Huge","Type":"ooze","Alignment":"unaligned","Expansion":23695,"Challenge Rating":12},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Dødelig Bandit","description":"Born of the skeletal remains of long-interred halflings and animated by a dying lich’s final spell, dødelig are a race that was never meant to be. In spite of this, or perhaps because of it, they have a cheery and amicable disposition. Nomadic. Dødelig who have banded together to form a settlement do so where ever they can find safe harbor. Their tent villages are notable for their brightly adorned colors. Those dødelig who settle amongst other races likewise tend toward not staying in one place for too long. The exception, of course, being Dødeligtown near Embla, where the undead race has found a tentative home. Undead Nature. Dødelig do not breathe and don’t require sustenance or sleep.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"chaotic neutral","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dog","description":"Traits Keen Hearing and Smell. Dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Dog Of War","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":29375,"Challenge Rating":3},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Dogai","description":"Dogai (Assassin Devil) The dogai, also known as assassin devils, are highly skilled silent killers, infiltrators, and spies who serve the Lords of the Nine and other archdevils. If they are not on spying missions against the demons, they are sent to the Material Plane to assist and take care of problems the worshipers of the Nine pray and ask for, such as troublesome adventurers. Meticulous Planners. If a dogai is sent to assassinate a target, it will first plan its approach, assess the target's location, and make preparations. It will never engage a target unless it can have total surprise. It will always conjure its shadow blade beforehand, and will utilize its shadow abilities to ensure it reaches striking distance unnoticed. Traits Assassinate. During its first turn, the dogai has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the dogai scores against a surprised creature is a critical hit. Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Evasion. If the dogai is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dogai instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn). The dogai deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the dogai that isn't incapacitated and the dogai doesn't have disadvantage on the attack roll. Magic Resistance. The dogai has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dogai makes two Shadow Blade attacks. Shadow Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) necrotic damage plus 7 (2d6) psychic damage. Spellcasting. The dogai casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: alter self, darkness, detect evil and good, detect magic 3/day: nondetection Bonus Actions Shadow Form. The dogai turns into an indistinct figure of pure shadow. While in this form, the dogai can't attack or cast spells, is invisible in dim light or darkness, can move through a space as narrow as 1 inch wide without squeezing. Attacks against the dogai while in shadow form are made with disadvantage. The dogai can use a bonus action to end the effect. Shadow Teleport. The dogai magically teleports up to 60 feet to an unoccupied space of dim light or darkness that it can see. Shadow Stealth. While in dim light or darkness, the dogai takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Dogmole","description":"This mole-like creature is the size of a large dog, with a thick, barrel-shaped body as heavy as a full-grown dwarf. A ring of tentacles sprouts above a mouth dominated by spade-like incisors. It has no visible ears and only tiny, cataract-filled eyes, but somehow it senses its environment nonetheless. Domesticated by Dwarves. Mountain dwarves have domesticated many subterranean creatures, among them a breed of giant talpidae commonly called dogmoles. Energetic and obedient, dogmoles pull ore-trolleys through mines, sniff out toxic gases and polluted waters, and help dig out trapped miners. Sense Cave-Ins. Dogmoles are renowned for their ability to detect imminent cave-ins and burrowing monsters, making them welcome companions in the depths. Outside the mines, dogmoles serve as pack animals, guard beasts, and bloodhounds. Derro Cruelty. Derro also use dogmoles, but such unfortunate creatures are scarred and brutalized, barely controllable even by their handlers. Traits Burrow: Dogmoles cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 feet in diameter. Wormkiller Rage: Wild dogmole packs are famed for their battles against monsters in the dark caverns of the world. If the dogmole draws blood against vermin, a purple worm, or other underground invertebrates, it gains a +4 boost to its Strength and Constitution, but suffers a –2 penalty to its AC. The wormkiller rage lasts for 3 rounds. It cannot end the rage voluntarily while the creatures that sent it into a rage still lives. Actions Multiattack: The dogmole makes one claw attack and one bite attack. Bite: Melee Weapon Attack : +4 to hit, range 5 ft., One target. Hit : 5 (1d6 + 2) piercing damage. Claw: Melee Weapon Attack : +4 to hit, range 5 ft., One target. Hit : 12 (3d6 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dogmole, Juggernaut","description":"Hide armor and scraps of mail are nailed onto this scarred and tattooed mole-like beast. A ring of tentacles sprouts above its mouth, which is dominated by spade-like incisors. The beast has no visible ears and only tiny, cataract-filled eyes. Blood and foam fleck from its tentacled maw. Grown from Chaos. What the derro have done with certain breeds of dogmole almost defies description, but the secret of their size is a steady diet of chaos fodder, magical foodstuffs and spells that force the creatures to grow and grow. Scarred and Abused. Brutalized from birth and hardened by scarification, foul drugs, and warping magic, the dogmole juggernaut is barely recognizable as a relative of its smaller kin. A furless mass of muscle, scar tissue, and barbed piercings clad in haphazard barding, a dogmole juggernaut stands seven feet tall at the shoulder and stretches nine to twelve feet long. Its incisors are the length of shortswords. Living Siege Engines. Derro use dogmole juggernauts as mounts and improvised siege engines, smashing through bulwarks and breaking up dwarven battle lines. When not at war, derro enjoy pitting rabid juggernauts against one another in frenzied gladiatorial contests. Traits Burrow: Dogmole juggernauts cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 10 ft. in diameter. Ferocity (1/Day): When the dogmole juggernaut is reduced to 0 hit points, it doesn’t die until the end of its next turn. Powerful Build: A dogmole juggernaut is treated as one size larger if doing so is advantageous to it (such as during grapple checks, pushing attempts, and tripping attempts, but not for the purposes of squeezing or AC). It gains advantage against magical pushing attempts such as gust of wind or Repelling Blast. Wormkiller Rage: Wild dogmole juggernaut packs are famed for their battles against the monsters of the dark caverns of the world. If a dogmole juggernaut draws blood against vermin, purple worms, or other underground invertebrate, it gains a +4 bonus to Strength and Constitution but suffers a −2 penalty to AC. The wormkiller rage lasts for a number of rounds equal to 1+ its Constitution modifier (minimum 1 round). It cannot end the rage voluntarily while the creatures that sent it into a rage still live. Actions Multiattack: The dogmole juggernaut makes one claw attack and one bite attack. Bite: Melee Weapon Attack : +8 to hit, range 5 ft., One target. Hit : 11 (1d12 + 5) piercing damage. Claw: Melee Weapon Attack : +8 to hit, range 5 ft., One target. Hit : 19 (4d6 + 5) Slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dohma Raskovar","description":"Dohma Raskovar is the latest in a long line of leaders—known as dohmas—of the Ivory Throne, a band of mercenaries. Under Raskovar’s leadership, the throne has grown to over a hundred strong, and now they handle multiple contracts simultaneously, occasionally banding together to fight as a single unit in battle. Raskovar runs the throne from the Hanging Tree, his tavern where he plays the role of barkeep. Here, clients in the know can discreetly indicate their desire to hire bounty hunters, cutthroats, or thieves by ordering a boiling oil, a mundane blend of whiskey and rum that appears on no menu. Once the drink is ordered, Raskovar himself appears at the table, ready to do business. He prides himself on remaining politically neutral and treating all potential customers as equals, something that chafes a few of his clients. Many local nobles have stormed out of the Hanging Tree in a rage after Raskovar refused to use the proper forms of address—only to return later when their situation is more desperate, and pride too costly. Life of Luxury. Dohma Raskovar enjoys the finer things in life—nice clothes, fine drink, and delicious food. He shares these comforts with members of the Ivory Throne and others he trusts enough to let into the restricted areas of the Hanging Tree. Traits Adrenaline Rush. If Raskovar fails a saving throw, he can expend a use of his Dohma Rally without gaining its benefits (no action required) and succeed instead. Relentless ( 1 /Turn). When Raskovar isn’t incapacitated and he is reduced to 0 hit points but not killed outright, he can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, Raskovar drops to 1 hit point instead of 0 hit points. Actions Multiattack. Raskovar makes three Repeating Crossbow attacks or two War Mace attacks. War Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage, and the target is dazed until the end of their next turn. Repeating Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 7 (1d12 + 1) piercing damage, and the target’s speed is reduced by 10 feet until the end of their next turn. Reinforcements ( 1 /Day). Raskovar takes the Dodge action, and ten orc blitzers appear in unoccupied spaces within 30 feet of him. BONUS ACTIONS Dohma Rally ( 3 /Day). Raskovar regains 20 hit points, and he gains resistance to bludgeoning, piercing, and slashing damage until the end of his next turn. Reactions On the House. When a creature Raskovar can see within 30 feet of him fails an ability check or misses with an attack roll, that creature can reroll the check or attack, choosing either result. Villain Actions Raskovar has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Close In. Each ally within 60 feet of Raskovar who can hear him can move up to their speed. After this movement, each enemy within 5 feet of at least one creature who moved must make a DC 15 Wisdom saving throw or be frightened of Raskovar for 1 minute (save ends at end of turn). Action 2 : Lockdown. Each ally within 60 feet of Raskovar who can hear him can make a Strength (Athletics) check with advantage to grapple an enemy within their reach (no action required). Then Raskovar can move up to his speed. Action 3 : Do It Myself. Raskovar moves up to his speed without provoking opportunity attacks. At the end of the movement, he can make up to five War Mace attacks with advantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Dohma Raskovar","description":"Traits Adrenaline Rush. If Raskovar fails a saving throw, he can expend a use of his Dohma Rally without gaining its benefits (no action required) and succeed instead. Relentless ( 1 /Turn). When Raskovar isn’t incapacitated and he is reduced to 0 hit points but not killed outright, he can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, Raskovar drops to 1 hit point instead of 0 hit points. Actions Multiattack. Raskovar makes three Repeating Crossbow attacks or two War Mace attacks. War Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage, and the target is dazed until the end of their next turn. Repeating Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 7 (1d12 + 1) piercing damage, and the target’s speed is reduced by 10 feet until the end of their next turn. Reinforcements ( 1 /Day). Raskovar takes the Dodge action, and ten orc blitzers appear in unoccupied spaces within 30 feet of him. Bonus Actions Dohma Rally ( 3 /Day). Raskovar regains 20 hit points, and he gains resistance to bludgeoning, piercing, and slashing damage until the end of his next turn. Reactions On the House. When a creature Raskovar can see within 30 feet of him fails an ability check or misses with an attack roll, that creature can reroll the check or attack, choosing either result. Villain Actions Raskovar has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Close In. Each ally within 60 feet of Raskovar who can hear him can move up to their speed. After this movement, each enemy within 5 feet of at least one creature who moved must make a DC 15 Wisdom saving throw or be frightened of Raskovar for 1 minute (save ends at end of turn). Action 2 : Lockdown. Each ally within 60 feet of Raskovar who can hear him can make a Strength (Athletics) check with advantage to grapple an enemy within their reach (no action required). Then Raskovar can move up to his speed. Action 3 : Do It Myself. Raskovar moves up to his speed without provoking opportunity attacks. At the end of the movement, he can make up to five War Mace attacks with advantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Lawful Evil","Expansion":28288,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Dohwar","description":"Dohwars are short, pudgy, flightless avians that look and move like penguins. Dohwars migrate from the Feywild to Wildspace, where they are typically encountered. They conduct their affairs in secrecy, preferring to meet in dark alleys and out-of-the-way places even when their business isn't illegal or dangerous. They tend to dress in a garish mishmash of clothing, but many of them also shroud themselves in hooded cloaks. The average dohwar stands 3 feet tall and has bright plumage matching a particular color in the rainbow spectrum. This color can change at unpredictable times in the dohwar's life, often in response to the dohwar experiencing an overwhelming emotion. Instead of wings, it has arms and tiny hands. Dohwars prefer to communicate through a form of telepathy they call merging, in which two dohwars stay in mental contact while both are telepathically linked with a third creature. Dohwar merchants are common in Wildspace communities and have their own pantheon of deities, made up entirely of gods of commerce and wealth. By focusing on the worship of such deities, these merchants hope to profit without alienating or offending any god in particular. Traits Merging. Two dohwars can have a telepathic conversation with each other and a third willing creature of their choice, provided all three are within 30 feet of one another. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Spellcasting (Psionics). The dohwar casts the following spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 11): 3/day: detect thoughts","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"any alignment","Expansion":16643,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Dokkaebi","description":"This humanoid creature has large eyes, a wide nose, and a mouth full of sharp teeth and curving tusks. Its green skin is hirsute, and its fingers and toes are tipped with claws rather than nails. It wears well-tailored clothes and a tall hat. Dokkaebi are gregarious, fun-loving fey with a sense of natural justice. They abhor bullies and cruelty, and they take it upon themselves to be arbiters of justice. However, while the dokkaebi think they are extremely clever, among mortals they are often foolish and reactionary. They frequently misread a situation and can be fooled by a clever ruse. Competitive. Dokkaebi love contests of any type. They prefer wrestling, but they can be easily convinced into another sport, competition, or game of chance. With a troublesome dokkaebi that has grown fond of an area, challenging it to a contest—and winning—may be the only way to get it to leave. Magic Wands. While dokkaebi cannot change reality to grant wishes like powerful djinni, they can use their magical clubs to fulfill requests for physical things, such as food, money, or other objects. These items are not created but summoned from somewhere nearby. In an area where dokkaebi are common, items that are lost or go missing are said to have been “conjured by the dokkaebi.” This can cause problems if an angry owner goes searching for their missing property—and worse if he finds it and accuses the new owner of theft. Invisibility Hat . The dokkaebi's hat allows it to turn invisible. This item works for another creature only if the dokkaebi formally allows that creature to borrow the hat. A creature wearing the hat with the dokkaebi's permission can use the dokkaebi's Invisibility action. If the hat is not returned to the dokkaebi when requested, the hat loses all magical properties. Wrestler. The dokkaebi has advantage on Strength (Athletics) checks made to grapple and on ability checks and saving throws made to escape a grapple. Actions Multiattack. The dokkaebi makes three attacks with its club. Dokkaebi Bangmangi. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. See the Dokkaebi Bangmangi sidebar for more information. Invisibility. The dokkaebi magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the dokkaebi wears or carries is invisible with it. It can't use this action if it doesn't have its hat.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Chaotic Neutral or Chaotic Good","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dolgaunt","description":"Dolgaunts are emaciated hobgoblins with disease-hued flesh. Their eye sockets gape open and empty above a mouth with a wormlike tongue. Writhing cilia cover their bodies, with longer tendrils around their heads and two wiry tentacles protruding from their bare shoulders. A dolgaunt is blind but can perceive its surroundings through the sensitive cilia that cover its skin. It can also absorb life through its tentacles, allowing it to drain the vitality out of any creature it touches. Warped by Chaos. When the daelkyr emerged from Xoriat to conquer Khorvaire, they captured and transformed that land’s indigenous creatures to create armies of hideous warriors. Dyrrn the Corruptor shaped dolgaunts from hobgoblin stock, turning them into intelligent, cold, and efficient killers. When the daelkyr were defeated, the dolgaunts descended into the depths of Khyber with their masters. There, they study in cavernous monasteries, forging their bodies into living weapons dedicated to the missions given them by those masters. Dolgaunts are often found commanding squads of dolgrims, and can also be found working with the Cults of the Dragon Below—particularly those devoted to Dyrrn the Corruptor.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"lawful evil","Expansion":4480,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Dolgrim","description":"Dolgrims are squat, deformed things. Warped by the daelkyr, a dolgrim is essentially two goblins crushed into one creature, their misshapen body boasting four arms and a pair of twisted mouths that gibber and slather at the front of a headless torso. The two mouths of a dolgrim sometimes carry on demented conversations with one another. However, a dolgrim has only a single personality—sadistic, bloodthirsty, and brutally dedicated to serving itself. Small numbers of these creatures sometimes make their way to the surface, often under the command of dolgaunts, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to feast and destroy.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"chaotic evil","Expansion":4480,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Dolorous Ooze","description":"A dolorous ooze is a carnivorous mass of protoplasm that can consume any type of organic matter. It bonds with such matter rapidly and tenaciously, with a clinging stickiness that is difficult to remove without first destroying the ooze. The enzymes released when it begins bonding with organic matter send most living creatures into a state of shock, unable to move or escape as the dolorous ooze flows over them and begins to leach nutrients from their tissues. 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An adult specimen is between 5 and 6 feet long. Traits Charge : If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. Hold Breath : The dolphin can hold its breath for 20 minutes. Actions Slam : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Dolphin","description":"Dolphins are symbols of wisdom and playfulness among the sea folk of many worlds. Found in oceans and in the Elemental Plane of Water, dolphins are befriended by druids and rangers, and many tales speak of dolphins that appeared out of nowhere to protect swimmers from sharks and other aquatic predators. Dolphins Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long. Traits Hold Breath. The dolphin can hold its breath for 20 minutes. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the dolphin moved at least 30 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Dolphin","description":"This creature appears in the Cry of the Sea adventure! Traits Charge. If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. Hold Breath. The dolphin can hold its breath for 20 minutes. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":20627,"Challenge Rating":"1/8"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Dolphin Delighter","description":"In the Feywild, dolphin delighters brighten the moods of those who travel the seas of the Domains of Delight. Telepathically singing sea chanteys, these dolphins leap and teleport through the luminous waters of Faerie and the Material Plane, and they are faithful allies to any who battle the forces of gloom and brutality under the waves. Dolphin delighters often accompany groups of sea elves, tritons, and tortles as guardians and friends. Dolphins Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long. Traits Hold Breath. The dolphin can hold its breath for 20 minutes. Actions Multiattack. The dolphin makes two Dazzling Slam attacks. Dazzling Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) psychic damage, and the target is blinded until the start of the dolphin’s next turn. Bonus Actions Delightful Light (Recharge 5–6). The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and each creature of its choice in that light gain 11 (2d10) temporary hit points. Fey Leap. The dolphin teleports up to 30 feet to an unoccupied space it can see. Immediately before teleporting, the dolphin can choose one creature within 5 feet of it. That creature can teleport with the dolphin, appearing in an unoccupied space within 5 feet of the dolphin’s destination space.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Good","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Domesticated Ooze (PB 2)","description":"Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Transparent. Even when the domesticated ooze is in plain sight, it has advantage on Dexterity (Stealth) ability checks to hide if it hasn’t moved or attacked this turn. If a creature tries to move into the domesticated ooze’s space, the domesticated ooze can use its reaction to make one pseudopod attack against the creature. Actions Grasping Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 bludgeoning damage and the target must succeed on a Strength saving throw against your artificer spell save DC or be grappled by the domesticated ooze. Striking Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 bludgeoning damage and 1d4 + 2 (PB) acid damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Domesticated Ooze (PB 3)","description":"Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Transparent. Even when the domesticated ooze is in plain sight, it has advantage on Dexterity (Stealth) ability checks to hide if it hasn’t moved or attacked this turn. If a creature tries to move into the domesticated ooze’s space, the domesticated ooze can use its reaction to make one pseudopod attack against the creature. Actions Grasping Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 bludgeoning damage and the target must succeed on a Strength saving throw against your artificer spell save DC or be grappled by the domesticated ooze. Striking Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 bludgeoning damage and 1d4 + 3 (PB) acid damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Domesticated Ooze (PB 4)","description":"Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Transparent. Even when the domesticated ooze is in plain sight, it has advantage on Dexterity (Stealth) ability checks to hide if it hasn’t moved or attacked this turn. If a creature tries to move into the domesticated ooze’s space, the domesticated ooze can use its reaction to make one pseudopod attack against the creature. Actions Grasping Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 bludgeoning damage and the target must succeed on a Strength saving throw against your artificer spell save DC or be grappled by the domesticated ooze. Striking Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 bludgeoning damage and 1d4 + 4 (PB) acid damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Domesticated Ooze (PB 5)","description":"Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Transparent. Even when the domesticated ooze is in plain sight, it has advantage on Dexterity (Stealth) ability checks to hide if it hasn’t moved or attacked this turn. If a creature tries to move into the domesticated ooze’s space, the domesticated ooze can use its reaction to make one pseudopod attack against the creature. Actions Grasping Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 bludgeoning damage and the target must succeed on a Strength saving throw against your artificer spell save DC or be grappled by the domesticated ooze. Striking Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 bludgeoning damage and 1d4 + 5 (PB) acid damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Domesticated Ooze (PB 6)","description":"Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Transparent. Even when the domesticated ooze is in plain sight, it has advantage on Dexterity (Stealth) ability checks to hide if it hasn’t moved or attacked this turn. If a creature tries to move into the domesticated ooze’s space, the domesticated ooze can use its reaction to make one pseudopod attack against the creature. Actions Grasping Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 bludgeoning damage and the target must succeed on a Strength saving throw against your artificer spell save DC or be grappled by the domesticated ooze. Striking Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 bludgeoning damage and 1d4 + 6 (PB) acid damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Domovoi","description":"The domovoi enjoy violence and bonebreaking; this makes them useful to more delicate creatures that need enforers. Long Armed Bruisers. Domovoi resemble nothing so much as large, stony goblins, with oversized heads and leering grins, and with mossy beards as well as massive shoulders and forearms. Their large limbs give them reach and powerful slam attacks. Abandoned Servants. The domovoi were the portal guards and house lackeys of the elvish nobility, and some were left behind—some say on purpose. Debt Collectors. These smirking stragglers seek work as tireless sentinels and fey button men, collecting debts for criminal syndicates. They can use alter self and invisibility at will, and they delight in frustrating the progress of would-be thieves and tomb robbers. They enjoy roughing up weaker creatures with their powerful, stony fists. Domovoi in Midgard The domovoi are ancient survivors, and they have outlived empires. They now have a certain sense of ownership of ancient places, and they are most commonly found in the ruins of Old Valera and Old Thorn, as well as the vast necropoli of Spintarra and Siwal. The Siwalese fey are sandier in appearance and have beards of rope and twine. These desert domovoi are known as “pa’athara” in Siwalese. Traits Innate Spellcasting: The domovoi’s innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components: At will: alter self, invisibility 3/day each: darkness, dimension door, haste Actions Multiattack: The domovoi makes two slam attacks. Slam: Melee Weapon Attack : +6 to hit, range 10 ft., One target. Hit : 13 (2d8 + 4) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Don-Jon Raskin","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Donaar Blit'zen","description":"Everybody cooooool out! The hulking dragonborn decisionist of the “C” Team, Donaar Blit’zen is an icon of brash confidence and warrior chill. He is known for his furious skill in battle, and for his propensity to fall asleep as soon as a fight is done (as well as countless other inopportune times). More immediately notable is the unique physical trait that all members of his clan bear—a stylish tail that is rare and often considered a deformity among dragonborn. As with his tail, an odd quirk of heritage makes Donaar’s acid breath more of a signature vomiting, giving rise to a driving paranoia that this regurgitation might damage his teeth. As testaments to his obsession with dental hygiene, Donaar named his greatsword Toothbrush and calls his whip Floss. He carries an actual toothbrush (named Percival) and actual floss at all times. Those who know Donaar quickly come to recognize that the braggadocio that defines him involves a certain amount of artifice. When the young dragonborn left his clan and family to adventure in foreign climes, he realized that doing so provided the perfect opportunity to reinvent himself for folk who had no idea what he was once like. As such, Donaar has learned that no amount of bravado and compensation is too much—provided he leaves no openings for strangers to call him on it. By the same token, strangers quickly come to realize that reinforcing Donaar’s self-congratulating sense of draconic entitlement makes it remarkably easy to win his favor. Despite his easily massaged vanity, the dragonborn sometimes shows the occasional streak of selflessness. Most notably, Donaar serves in his off-hours as part-time godfather to a young dragonborn named Chronaar, who had inadvertently imprinted on Donaar as a parental figure while he watched over her while she was in her egg.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragonborn)","Alignment":"chaotic good","Expansion":4048,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Doom Blossom","description":"The doom blossom is a carnivorous plant that resembles a giant orchid. It has four 3-foot diameter star-shaped magenta-colored flowers with a beautiful overlay of dark burgundy-colored patterns on its petals and sepals. Each flower is a horrid mouth lined with sharp, needle-like teeth that drip toxic venom. A fully-grown specimen reaches a height of 9 feet, with tendril-like roots extending up to 10 feet from the base of its 4-foot diameter stem. Adaptable Hunter. The doom blossom is highly adaptable and can live in almost all climates except cold and arid extremes. It thrives in tropical jungles, but others can be found in temperate forests and swamps, and semi-desert regions near the coast and tundra. The doom blossom roots itself near animal trails, footpaths, and riverbanks, where it can wait patiently for prey. Spores of Doom. When the doom blossom senses prey nearby, it releases poisonous spores. When breathed in by a creature, the spores' toxins instantly cause nerve damage and compels the victim to approach the plant, sending it to its doom. Once a target is within reach, the doom blossom attacks with its root tendrils, snaring the prey and pulling it close where its dreaded flowers can finish it off with its venomous bites. Once the prey is slain, the doom blossom tears and dismembers the corpse with its tentacles and teeth into bite-sized chunks of meat that it can swallow. The doom blossom purposely leaves some of the corpse's remains to rot and fester, not just to add nutrients to the soil which the plant still needs, but to attract the attention of scavenging animals that it can prey on. Traits False Appearance. If the doom blossom is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the doom blossom move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the doom blossom is animate. Actions Multiattack. The doom blossom uses Pheromones, if available. It then makes four melee attacks, any number of which can be Bite or Root Tendril attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Tendril. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 12) and pulled 5 feet toward the doom blossom. Until this grapple ends, the target is restrained and doom blossom can automatically hit the target with its Tendril attack. The doom blossom has 6 tendrils, each of which can only grapple one target. Each tendril can be attacked (AC 10; 10 hit points; immunity to psychic damage). Destroying a tendril deals no damage to the doom blossom, which can use an action to grow a replacement tendril. Pheromones (1/Day). A 60-foot radius cloud of pheromones extends from the doom blossom and lingers in the air for 1 minute. These pheromones can go around corners and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature that is completely within the cloud at the start of its turn must make a DC 13 Wisdom saving throw. On a failed save, the creature is charmed until the start of its next turn. While charmed, the creature tries to get as close to the doom blossom as possible, using its actions to Dash until it is within 5 feet of the doom blossom. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"unaligned","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Doom Champion","description":"It is hard to tell which is most arresting about the seven-foot-tall creature, the baleful yellow eyes glaring out from beneath the horned greathelm or the hulking musculature. It is when the doom champion hefts an axe, its haft almost as long as it is tall, that its most prominent feature becomes evident. The doom champion has always walked the wastes. No one can remember a time before. Its adherents whisper that it is immortal, the offspring of a god of ruin sent to lead them through the pain of this world into a perfect next life, free of the constraints of law and morality. Even on the rare occasions its followers have seen it fall, it returns to them within a day or two, ready to lead them on their careening path once again. Cursed Headwear. In truth, the power of the doom champion is in its helmet. Once a creature puts it on, the helmet alters its personality and appearance within a few days. Creatures wearing the helmet become greedy and erratic, unable to focus for long on tasks beyond urging the chaos reavers to kill and despoil. It isn’t known whether any victim of the helmet has survived its removal. TRAITS Helm of Truth. While wearing its helmet, the doom champion has truesight out to a range of 30 feet and can’t be blinded or deafened. It also has advantage on saving throws against spells cast on it by attackers it can see. If the doom champion is charmed, a creature can use its action to remove its helmet by succeeding on a DC 15 Strength check. Hulking Mein. The doom champion can wield its greataxe in one hand, though it doesn’t add its Strength modifier to its damage when it does so. While the overlord is grappled, it can still move half its speed. Waste Walker. The doom champion has advantage on saving throws against traps and any environmental effect that could harm it, such as a cave-in or avalanche. ACTIONS Multiattack. The doom champion makes two Greataxe attacks, or it tries to grapple a creature and makes one Greataxe attack. Greataxe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 4) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed 5 feet away from the overlord. LEGENDARY ACTIONS The doom champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The overlord regains spent legendary actions at the start of its turn. Greataxe. The doom champion makes a Greataxe attack. Thundering Charge (Costs 2 Actions). The doom champion moves up to its speed and makes a Greataxe attack at the end of its movement. Sweeping Staredown (Costs 2 Actions). Each creature the doom champion can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be frightened of it until the beginning of the overlord’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":6},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom Champion Overlord","description":"It is hard to tell which is most arresting about the seven-foot-tall creature, the baleful yellow eyes glaring out from beneath the horned greathelm or the hulking musculature. It is when the doom champion hefts an axe, its haft almost as long as it is tall, that its most prominent feature becomes evident. The doom champion has always walked the wastes. No one can remember a time before. Its adherents whisper that it is immortal, the offspring of a god of ruin sent to lead them through the pain of this world into a perfect next life, free of the constraints of law and morality. Even on the rare occasions its followers have seen it fall, it returns to them within a day or two, ready to lead them on their careening path once again. Cursed Headwear. In truth, the power of the doom champion is in its helmet. Once a creature puts it on, the helmet alters its personality and appearance within a few days. Creatures wearing the helmet become greedy and erratic, unable to focus for long on tasks beyond urging the chaos reavers to kill and despoil. It isn’t known whether any victim of the helmet has survived its removal. TRAITS Charge. If the doom champion overlord is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage. Fueled By Fear. The doom champion overlord deals an extra 7 (2d6) damage when it hits a creature suffering from the Frightened condition. Magic Weapons. The doom champion overlord’s weapon attacks are made with magical (+1) weapons. Menacing Advance. Whenever the doom champion overlord moves within 15 feet of a target, it can activate its Terrifying Visage feature as a bonus action. ACTIONS Multiattack. The doom champion overlord makes two Maul attacks or two Lance attacks. If it is riding a nightmare, its mount can then make a Hooves attack. Maul. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) bludgeoning damage. Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. Terrifying Visage (3/day). The doom champion overlord can glare at a target within 30 feet. If the target can see the doom champion overlord, it must succeed on a DC 15 Wisdom saving throw or become frightened of the doom champion overlord for 1 minute. If the doom champion overlord has already damaged the target in combat, it has disadvantage on its saving throw. A creature can repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful, the effect ends on it. A target that successfully saves is immune to the doom champion overlord’s gaze for the next 24 hours. REACTIONS Victor’s Roar. When the doom champion overlord scores a critical hit or reduces an enemy to 0 hp, it can use its reaction to unleash a bloodcurdling screech, targeting all enemies within 15 feet with Terrifying Visage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Chaotic Neutral","Expansion":25357,"Challenge Rating":7},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Doom Creeper","description":"A bundle of vines with a single large black rose at its center perches on a tree. The rose opens and closes, like a great blinking eye, and emits an eerie purple glow. The doom creeper's origin is a mystery, but the most common legend is that a god of death gave the world of mortals a single black rose, whose petals would help maintain the balance between the scales of life and death. Whenever mortals found one in the forests or jungles, terror would fill them as they knew death was near, giving rise to the rose's more commonly recognized name, the Rose of Death. Nature Attractions. Doom creepers are very fond of other plants and plant creatures, and they are drawn to plant-focused fey, such as dryads or wood hags (see). They can sometimes be found protecting and serving such creatures, and they have a basic understanding of fey language. Dead Eater. Doom creepers feed on decaying creatures and find undead particularly appetizing. A forest clear of rotting corpses or undead creatures is often a sign that a doom creeper lurks in the area. Actions Multiattack. The doom creeper uses Deaths' Rose. It then makes two Decaying Vine attacks. Decaying Vine. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 12 (2d6 + 5) slashing and 9 (2d8) necrotic damage. Death's Rose. The doom creeper shoots a glowing purple beam of magical energy at a creature it can see within 60 feet of it, choosing one of the following effects: Disorienting Petal. The target must succeed on a DC 15 Intelligence saving throw or be incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Frightful Petal. The target must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the target can see the doom creeper, ending the effect on itself on a success. Slowing Petal. The target must succeed on a DC 15 Wisdom saving throw or its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take reactions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Wasting Petal. The target must succeed on a DC 15 Constitution saving throw or waste away for 1 minute. While wasting away, the target is vulnerable to necrotic damage and regains only half the hp when it receives magical healing. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Doomguard Doom Lord","description":"Doom lords are the highest-ranking members of the Doomguard, embodying the multiverse’s inevitable collapse into dust. Doom lords’ mere presence snuffs the life from weaker foes, and the stoutest walls crumble before them. Traits Aura of Doom. Any creature that starts its turn within 10 feet of the doom lord must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. If the doom lord doesn’t have the incapacitated condition, it can suppress or resume this aura at the start of its turn (no action required). Siege Monster. The doom lord deals double damage to objects and structures. Actions Multiattack. The doom lord makes two Entropic Greatsword or Entropic Javelin attacks. Entropic Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash. Entropic Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 14 (4d6) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Doomguard Rot Blade","description":"Rot blades are the entropic levers through which the Doomguard quickens the natural decay of the multiverse. These members wield weapons immersed in necrotic energy, which can turn their enemies to ash. Actions Multiattack. The rot blade makes two Entropic Blade or Entropic Javelin attacks. Entropic Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 7 (2d6) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash. Hit or Miss: The rot blade can cause the blade to emit a burst of entropic magic in a 10-foot-radius sphere centered on the weapon. Each creature in that area other than the rot blade must succeed on a DC 13 Constitution saving throw or take 6 (1d12) necrotic damage. The blade can emit entropic magic in this way only once per turn. Entropic Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 13 (2d12) necrotic damage. A creature killed by this attack has its body and everything it is wearing or carrying, except for magic items, reduced to ash.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Doomspeaker","description":"The only creatures more vile than demons--creatures born irredeemably evil--are those who willingly adopt a demon's cruel ways. Worst among the demon worshipers are the fallen paladins known as doomspeakers, warriors so ensorcelled by power that they would burn the world just to rule its ashes. These creatures walk the path of evil not by birth but by choice, and they breed cruelty in their hearts so dark that no glimmer of compassion can pierce it. Doomspeakers raise vast hordes of weak-minded and rage-fueled followers to run roughshod over the world. Empowered by their leader's evil magic, such legions can trample even mighty armies into the mud. Doomspeakers in Midgard In the Southlands, doomspeakers recruit many of the gnolls of the Sarkland Desert to their cause. The gnolls are drawn by the doomspeakers' strength and the thought of easy conquest. Doomspeakers have a hidden complex in the south that serves as their main base of operations and the resting place of the Book of Nine Dooms , a book containing magic that uses raw, violent emotion as fuel. They also maintain a presence on the Rothenian Plain, both in caves under Demon Mountain by permission of its Master and in the forests north of the plain.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Doomspeaker","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic evil","Expansion":14533,"Challenge Rating":6},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Doomspeaker (Midgard)","description":"The only creatures more vile than demons--creatures born irredeemably evil--are those who willingly adopt a demon's cruel ways. Worst among the demon worshipers are the fallen paladins known as doomspeakers, warriors so ensorcelled by power that they would burn the world just to rule its ashes. These creatures walk the path of evil not by birth but by choice, and they breed cruelty in their hearts so dark that no glimmer of compassion can pierce it. Doomspeakers raise vast hordes of weak-minded and rage-fueled followers to run roughshod over the world. Empowered by their leader's evil magic, such legions can trample even mighty armies into the mud. Doomspeakers in Midgard In the Southlands, doomspeakers recruit many of the gnolls of the Sarkland Desert to their cause. The gnolls are drawn by the doomspeakers' strength and the thought of easy conquest. Doomspeakers have a hidden complex in the south that serves as their main base of operations and the resting place of the Book of Nine Dooms , a book containing magic that uses raw, violent emotion as fuel. They also maintain a presence on the Rothenian Plain, both in caves under Demon Mountain by permission of its Master and in the forests north of the plain.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Doomsphere","description":"Urban legends speak of the bodies of adventurers who were unfortunate enough to encounter the ghostly globe of death. Lifeless bodies frozen in fear and anguish, no one can tell how they came to their gruesome ends. Perhaps this spectral beholder passed through their bodies, its necrotic touch corrupting flesh and bone. Or perhaps one look at its pale, abhorrent visage was enough to drain the life out of its victims. Mad Orb of Undeath. A doomsphere is the restless spirit of a beholder that spawned after its death due to a curse or was created by powerful necromantic magic. In extremely rare instances, a beholder that sought lichdom but failed in the ritual would instead return as a doomsphere. The creature retains almost all of its arsenal of abilities, save a few that have changed due to undeath. Most, but not all, tend to become insane after this ghastly reincarnation. The doomsphere continues to “live” beyond death as the vile xenophobic beholder it once was, only far more dangerous and more isolated this time and adventurers know better than to invade its old stomping grounds, which it haunts to this day. A Doomsphere's Lair A doomsphere’s central lair is usually a large, spacious cavern that is enclosed and has no physical access. A doomsphere encountered in its lair has a challenge rating of 16 (15,000 XP). Lair Actions When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects: A 50-foot square area of ground within 120 feet of the doomsphere becomes shadowy and gloomy; that area is difficult terrain until initiative count 20 on the next round. Each creature that starts its turn in that area must succeed on a DC 17 Constitution saving throw or take 7 (2d6) necrotic damage and can't regain hit points until the end of the doomsphere's next turn. Walls within 120 feet of the doomsphere sprout grasping appendages until initiative count 20 on the round after next. Each creature of the doomsphere’s choice that starts its turn within 15 feet of such a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check. A rotting eye opens on a solid surface within 60 feet of the doomsphere. One random eye ray of the doomsphere shoots from that eye at a target of the doomsphere’s choice that it can see. The eye then closes and disappears. Regional Effects The regional effects of a doomsphere are identical to that of a Beholder (MM, pg. 27). Traits Antimagic Cone. The doomsphere's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the doomsphere decides which way the cone faces and whether the cone is active. The area works against the doomsphere's own eye rays. Ethereal Sight. The doomsphere can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The doomsphere can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Unusual Nature. The doomsphere doesn't require air, food, drink, or sleep. Actions Withering Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 2) necrotic damage. Eye Rays. The doomsphere shoots three of the following magical eye rays at random (roll three d10s, and reroll duplicates), choosing one to three targets it can see within 120 feet of it: 1. Chill Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or take 18 (4d8) cold damage, its speed is reduced by 10 feet, and has disadvantage on attack rolls until the end of its next turn. This ray has no effect on creatures immune to cold damage. 2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Enervation Ray. The targeted creature must succeed on a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the doomsphere moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the doomsphere's next turn or until the doomsphere is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The doomsphere can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7. Exhaustion Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or gain 1 level of exhaustion. 8. Withering Ray. The targeted creature must succeed on a DC 17 Constitution saving throw. On a failed save, the creature ages 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. Etherealness. The doomsphere enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Legendary Actions The doomsphere can take 3 legendary actions, using the options listed below. It can take only one legendary action at a time and only at the end of another creature's turn. The doomsphere regains spent legendary actions at the start of its turn. Antimagic Cone. The doomsphere directs which way the cone faces and decides whether the cone is active. Eye Ray. The doomsphere uses one random eye ray. Reactions Redirect Antimagic Cone. When the doomsphere sees a creature within 150 feet cast a spell, the doomsphere activates its antimagic cone and points it at the creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Doomwake Giant","description":"Giants A spectrum of giants claims territory across Theros, drawing strength from aspects of the world itself—from ancient stone and roiling flames to the depths of the seas and skies. Unlike many creatures of legend, most giants owe their existence not to Nyx and the dreams of mortals, but to natural forces in the land. As a result, Theran giants are typically infused with the elements they embody, which might manifest as flaming beards, frozen skin, hair crackling with lightning, or other primal incarnations. Beyond these primal giants, though, other giants fill the tales of Theros. Doomwake Giant Belief is a powerful force in Theros, capable of bringing about wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that infect a whole city or region. If enough mortals dread destruction for long enough, their terror can manifest as one of these massive Nyxborn beings. Once unleashed, a doomwake giant goes on a rampage, fulfilling the prophecy mortals believed into being. After doing so, these terrors typically roam to the edges of the world, where they either fade away over time or become legends that take on their own terrible life.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"lawful evil","Expansion":5432,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Doppelganger","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Shapechanger : The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics , other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Ambusher : In the first round of a combat , the doppelganger has advantage on attack rolls against any creature it has surprised . Surprise Attack : If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. Actions Multiattack : The doppelganger makes two melee attacks. Slam : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage . Read Thoughts : The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.","properties":{"Category":"Monsters","AC":14,"HP":"52 (8d8+16)","CHA":14,"CON":14,"DEX":18,"INT":11,"STR":11,"WIS":12,"Size":"Medium","Type":"monstrosity (shapechanger)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061987/IP7YJV9DZTpZgqfyCVkPpw/original.png","Roll 0":"1d20 + 6\n1d6+4","Senses":"Darkvision 60 Ft.","Skills":"Deception +6, Insight +3","Source":"5th Edition SRD","data-XP":700,"Alignment":"Unaligned","Languages":"Common","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Shapechanger\",\"Desc\":\"The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"},{\"Name\":\"Ambusher\",\"Desc\":\"In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has surprised.\"},{\"Name\":\"Surprise Attack\",\"Desc\":\"If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The doppelganger makes two melee attacks.\"},{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 4\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Read Thoughts\",\"Desc\":\"The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.\"}]","data-CHA-mod":"+2","data-CON-mod":"+2","data-DEX-mod":"+4","data-INT-mod":"+0","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":3,"Passive Perception":11,"Condition Immunities":"Charmed","data-CrNum":3,"data-AcNum":14,"data-HpNum":52},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Doppelganger","description":"Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. Few creatures spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. Stealing Secrets. A doppelganger’s adopted form allows it to blend into almost any group or community, but its transformation doesn’t impart languages, mannerisms, memory, or personality. Doppelgangers often follow or capture creatures they intend to impersonate, studying them and probing their minds for secrets. A doppelganger can read a creature’s surface thoughts, allowing it to glean that creature’s name, desires, and fears, along with a few scattered memories. A doppelganger impersonating a specific creature as part of a long-term plot might keep its double alive and close at hand for weeks, probing the victim’s mind daily to learn how to behave and speak authentically. Hedonistic Swindlers. Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered merchant or noble, the others take on a number of identities as circumstances warrant, playing the parts of family or servants while they live off the victim’s riches. Changelings. Doppelgangers are too lazy or self-interested to raise their young. They assume attractive male forms and seduce women, leaving them to raise their progeny. A doppelganger child appears to be a normal member of its mother’s species until it reaches adolescence, at which point it discovers its true nature and is driven to seek out its kind to join them. Traits Shapechanger : The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Ambusher : In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has surprised. Surprise Attack : If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. Actions Multiattack : The doppelganger makes two melee attacks. Slam : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Read Thoughts : The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger)","Source":"MM1","Alignment":"neutral","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Doppelganger Assassin","description":"Doppelgangers who learn the craft of murder become assassins for hire. They are highly sought after by assassin guilds because of their unparalleled ability to blend in and insert themselves within reach of their targets. Traits Ambusher. In the first round of combat, the doppelganger has advantage on attack rolls against any creature it has surprised. Assassinate. During its first turn, the doppelganger has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the doppelganger scores against a surprised creature is a critical hit. Evasion. If the doppelganger is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the doppelganger instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn). The doppelganger deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the doppelganger that isn't incapacitated and the doppelganger doesn't have disadvantage on the attack roll. Actions Multiattack. The doppelganger makes three melee attacks. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 +5) bludgeoning damage. Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. Change Shape. The doppelganger transforms into a Small or Medium humanoid it has seen, or back into its true form, while retaining its game statistics. This transformation ends if the doppelganger is reduced to 0 hit points or uses an action to end it. Bonus Actions Cunning Action. The doppelganger performs the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger)","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Doppelganger Dark Whisperer","description":"Dark whisperers are mysterious bards from the College of Whispers. They are often employed as spies and agents that sow fear and discord. They often take the guise of a wealthy noble, royal courtesan, or lady-in-waiting. They are not above murdering an innocent just for convenience. Traits Ambusher. In the first round of combat, the doppelganger has advantage on attack rolls against any creature it has surprised. Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. Actions Multiattack. The doppelganger makes two rapier attacks or two maddening bolt attacks. Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage. Maddening Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 13 (3d6 + 3) psychic damage and the target must succeed on a DC 16 Wisdom saving throw or it must use its reaction to make a melee weapon attack against one creature of the fiend's choice that the fiend can see. Constructs and Undead are immune to this effect. Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. Spellcasting. The doppelganger casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: friends, mage hand, minor illusion 2/day each: charm person, dissonant whispers, Tasha's hideous laughter 1/day each: confusion, greater invisibility, major image, synaptic static Change Shape. The doppelganger transforms into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Bonus Actions Dark Whispers. The doppelganger targets one creature within 30 feet of it. If the target can hear the doppelganger, the target must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the doppelganger by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to the doppelganger, the creature can repeat the saving throw. On a success, the effect ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger)","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Doppelganger Warlock","description":"Some doppelgangers believe they were changelings left by their Fey relatives to live amongst humanoids. A few of these become obsessed with Fey magic and eventually forge pacts with an Archfey. Traits Ambusher. In the first round of combat, the doppelganger has advantage on attack rolls against any creature it has surprised. Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. Actions Multiattack. The doppelganger makes two Slam attacks or it uses Bewildering Word three times. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 +5) bludgeoning damage plus 7 (2d6) psychic damage. Bewildering Word. The doppelganger utters a magical bewilderment, targeting one creature it can see within 60 feet of it. The target must succeed on a DC 14 Wisdom saving throw or take 9 (2d8) psychic damage and have disadvantage on attack rolls until the end of the doppelganger’s next turn. Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. Spellcasting. The doppelganger casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: dancing lights, disguise self, friends, mage armor (self only), minor illusion, silent image, speak with animals 3/day (as 5th-level spells): charm person, dimension door, fear, greater invisibility, hold monster, phantasmal force, phantasmal killer, seeming Change Shape. The doppelganger transforms into a Small or Medium humanoid it has seen, or back into its true form, while retaining its game statistics. This transformation ends if the doppelganger is reduced to 0 hit points or uses an action to end it. Reactions Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the doppelganger turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger)","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Doppelixir","description":"When the flask of purple liquid is moved, the liquid froths and spins, then a hand forms and shoots out from the flask. The alchemist Nurb Nissikad sought to produce a universal potion, which allowed the imbiber to choose the potion's effects. To that end, he fed blood from a mimic mixed with magical liquids to a blood ooze (see Creature Codex ). Unfortunately, the creation turned on its creator, escaped into the sewer adjacent to the alchemist's laboratory, and eventually duplicated and spread. Magical Liquid Imitator. An incomplete experiment, doppelixirs can't become just any magical fluid, but their creation allows them to mimic simple alchemical formulas. They use this while hiding in transparent containers to lure prey. If a curious creature moves nearby but doesn't interact with the ooze's container, the doppelixir changes its composition to imitate another liquid to encourage investigation. It also emits a low-level telepathic urge to coax the creature into drinking it. Careful collection of its remains allows someone to use the remains as the liquid it imitates. Blood Hunter. Doppelixirs consumes blood and gain no sustenance from undead or constructs, ignoring such creatures. If a construct or undead attempts to consume the doppelixir, it scuttles away and clings to a nearby ceiling. Amorphous. The doppelixir can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the doppelixir remains motionless, it is indistinguishable from the liquid it imitates. Ooze Nature . The doppelixir doesn't require sleep. Spider Climb. The doppelixir can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the doppelixir attaches to the target. While attached, the doppelixir doesn't attack. Instead, at the start of each of the doppelixir's turns, the target loses 10 (2d6 + 3) hp due to blood loss. The doppelixir can detach itself by spending 5 feet of its movement. It does so after it drains 20 hp of blood from its target or the target dies. A creature, including the target, can use its action to detach the doppelixir by succeeding on a DC 13 Strength check. Telepathic Urge . The doppelixir mentally urges one creature it can see within 60 feet of it to attempt to drink it. The target must succeed on a DC 11 Wisdom saving throw or be charmed for 1 minute. While charmed, the target must move on its turn toward the doppelixir by the safest available route, trying to get within 5 feet of the doppelixir to drink it. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the doppelixir attacks the target, the effect also ends. If the target attempts to drink it, the doppelixir can use a reaction to make one Slam attack with advantage against the target. If the target's saving throw is successful or the effect ends for it, the creature is immune to the doppelixir's Telepathic Urge for the next 24 hours. Bonus Actions Imitative Liquid. The doppelixir imitates one common or uncommon potion, oil, or other alchemical substance until it uses this bonus action again to end it or to imitate a different liquid. If the doppelixir takes no acid, fire, or poison damage on the round it is slain, a creature can collect its remains, which can be used as the liquid it was imitating before it died.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Doppelrat","description":"This rat startled the moment it knew it was seen. Within seconds, the one rat became four, and then the four quickly multiplied into sixteen rats. The result of a clone spell gone awry, a doppelrat uses short‑lived duplicates to overwhelm its adversaries. An easy battle against a single rat can quickly spiral out of control as the doppelrat clones itself into a swarm—and the original rat may hide while combat rages. Stillborn Clones. Those who survive a doppelrat’s bite suffer from a frightening disease, sloughing off a stillborn clone each day as their own vitality fades. These clones cannot be raised from the dead in any manner. Doppelrats settle in large city alleys and sewers after they have killed off or driven out normal rats and natural predators. A cat that survives an encounter with a doppelrat avoids any other doppelrats it meets. Doppelrats can sense others of their kind; helpful, since doppelrat litters produce only one truebred creature out of ten. Their parents and siblings devour the others. Clone and Run. In combat, they spawn as many clones as they can, and then flee while the copied rats swarm their opponent. By succeeding at a Perception check opposed by the doppelrat’s Stealth check, a character can discern the original from all the clones. City Bounties. In cities with known doppelrat lairs, magistrates hire spellcasters to scour alleys and sewers and obliterate any rats they find. Shady spellcasters who capture a live doppelrat have blackmailed such magistrates by promising to rescue the town from the rats for an exorbitant fee. Running Doppelrats The hardest part of this monster is the sheer volume of attacks they generate. To model this, run them in groups of 4 for attack purposes and have those groups all use the same +5 to attack and do 1d4 damage. That way you need not roll 20 times for all of them, and you reduce the number of rolls required by a factor of 4. Traits Keen Smell: The doppelrat has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite: Melee Weapon Attack : +5 to hit, range 5 ft., One target. Hit : 1 piercing damage. Arcane Doubling (recharges after 10 minutes): A doppelrat under duress creates clones of itself at the beginning of its turn. Each round for 4 rounds, the number of live doppelrats quadruples but never exceeds 20. For example, when the doppelrat triggers arcane doubling, 1 rat becomes 4; at the start of the rat’s next turn, those 4 become 16; and at the start of the rat’s third turn, those 16 become 20, the maximum allowed. If one of the duplicates was destroyed between the original doppelrat’s 1st and 2nd turns, then the surviving 3 would become 12, and so on. Doppeling Disease: At the end of a dopplerat encounter, every creature bitten by a doppelrat or its duplicates must succeed on a DC 12 Constitution saving throw or contract the degenerate cloning disease. During each long rest, the diseased creature grows and sloughs off a stillborn clone. The doppeling process leaves the diseased creature incapacitated for 1 hour, unable to move and barely able to speak (spellcasting is impossible in this state). When the incapacitation wears off, the creature makes a DC 12 Constitution saving throw; it recovers from the disease when it makes its second successful save. Humanoid clones created by the disease cannot be brought to life in any manner.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Doprillu","description":"Doprillus are hulking humanoid-shaped creatures with banded muscles who wear ornate masks at all times that fill their wearers with magical strength and fighting spirit. Despite their human-like frames, these creatures are without doubt alien in body and mind alike, particularly due to their plantlike manes of hair. Doprillus love to battle, especially by grappling, and are eager to start brawls. On neutral ground, a doprillu offers to duel the strongest-looking opponent, but when a doprillu’s home turf is invaded, no rules apply to the confrontation. As befits the superheated blood that fuels them, doprillus make their homes in warm locations: hot jungles, sunny deserts, and underground caverns near sulfur vents. Traits Magic Weapons. The doprillu’s weapon attacks are magical. Mask of Power. If the doprillu’s mask is removed, it loses its regeneration abilities, its immunity to exhaustion and being incapacitated, and it immediately gains one level of exhaustion. If the doprillu puts the mask back on, it regains its abilities and loses all levels of exhaustion. A creature can pull off the doprillu’s mask with a successful DC 20 Strength (Athletics) check. Otherworldly Perception. The doprillu can see invisible creatures and objects as if they were visible. Regeneration. The doprillu regains 20 hit points at the start of its turn if it has at least 1 hit point. If the doprillu takes cold damage, this trait doesn’t function at the start of the doprillu’s next turn. Actions Multiattack. The doprillu makes three fist attacks, or if it has a grappled creature, it makes two body strikes and a fist attack. Alternatively, if the doprillu makes a whirlwind throw, it makes a body strike as a ranged attack immediately afterward. Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 16 (2d8+7) bludgeoning damage plus 9 (2d8) fire damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target takes 10 (3d6) fire damage at the start of each of its turns, and the doprillu can’t grapple another target. Body Strike. Melee or Ranged Weapon Attack: +12 to hit, reach 10 ft. or range 20/50 ft., one creature. Hit: the doprillu uses a Medium or smaller creature it is grappling to strike another creature and deals 14 (2d6+7) bludgeoning damage to the target and half as much damage to the grappled creature. Whirlwind Throw. The doprillu whirls a grappled creature, using it to strike all creatures within 10 feet of the doprillu. All creatures in the area must succeed on a DC 17 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage. The grappled creature takes half the amount of damage taken by each creature struck.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":14},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Dorenthil Balendaal","description":"Dorenthil Balendaal, a courageous deep-sea elven knight, commands the seas astride his mighty steed, Tide-splitter, a giant seahorse. Renowned for his prowess in mounted combat, Dorenthil wields a trident with unparalleled skill, devastating enemies with precise strikes. When the City of A'rvanshy fell under the wrath of Morgawr, the nefarious kraken necromancer, Dorenthil recognized the futility of sacrificing himself and his surviving knights. Determined to aid, protect, and ultimately liberate the city, he leads his loyal companions on a daring quest, seeking alliances, uncovering ancient secrets, and strategizing in his colossal starfish fort, Starhaven, with a single goal in mind—to reclaim A'rvanshy from its sinister captor.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (deep-sea elf)","Alignment":"lawful good","Expansion":26071,"Challenge Rating":11},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Dorreq","description":"These twitching balls of tentacles surround an inhuman face dominated by a squid-like beak. Servants of the Void. The dorreqi are servants to ancient horrors of the void and realms beyond human understanding. They are guardians and sentries for such creatures, and they swarm and attack any creatures approaching too close to the elder aberrations they serve. Death from Above. Dorreq prefer to drop on their victims from above, pinning them in a grapple attack with their many tentacles and biting them with their large chitinous beaks. Dorreqi of the Wasted West Mages who study the Wasted West disagree whether the dorreqi are something that slipped through with the Great Old Ones during the Mage Wars, or if they are creatures twisted and warped by the alien radiations of the Walkers. Regardless, they are most commonly found swarming on and around the enormous Walkers of the Wastes, tootling strange, alien harmonies through their beaks. Traits Innate Spellcasting: The dorreq’s innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no material components: 3/day each: blink, dimension door, haste, shatter Wasteland Stride: This ability works like tree stride, but the dorreq can use it to sink into and appear out of any sandy or rocky ground, and the range is only 30 ft. Using this ability replaces the dorreq’s usual movement. Actions Multiattack: The dorreq makes two tentacle attacks and one bite attack. If both tentacle attacks hit, the target is grappled (escape DC 14). Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 22 (4d8 + 4) piercing damage. Tentacle: Melee Weapon Attack : +6 to hit, reach 10 ft., One target. Hit : 8 (1d8 + 4) bludgeoning damage. If both tentacles hit the same target in a single turn, the target is grappled, escape DC 14, and pulled within reach of the bite attack, if it was farther than 5 feet away. The target must be size Large or smaller to be pulled this way. The dorreq can maintain a grapple on one Large, two Medium, or two Small creatures at one time. Entanglement: Any creature that starts its turn within 10 feet of a dorreq must make a successful DC 14 Dexterity saving throw each round or be restrained by the dorreq’s tentacles until the start of its next turn. On its turn, the dorreq can ignore or freely release a creature in the affected area.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"Tome of Beasts","Alignment":"Neutral Evil ","Expansion":3,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dorreq","description":"These twitching balls of tentacles surround an inhuman face dominated by a squid-like beak. Servants of the Void . The dorreqi are servants to ancient horrors of the void and realms beyond human understanding. They are guardians and sentries for such creatures, and they swarm and attack any creatures approaching too close to the elder aberrations they serve. Death from Above . Dorreq prefer to drop on their victims from above, pinning them in a grapple attack with their many tentacles and biting them with their large, chitinous beaks. TRAITS Void Warping . The area around the dorreq is warped by its connection to the Void. A creature that starts its turn within 20 feet of the dorreq must succeed on a DC 14 Strength saving throw or its speed is halved until the start of its next turn. ACTIONS Multiattack . The dorreq makes one Bite attack and two Tentacles attacks. Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. Tentacles . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 14) and pulled up to 5 feet closer to the dorreq. Until this grapple ends, the target is restrained. The dorreq can grapple up to two creatures at a time. Void Thrum (Recharge 5–6). The dorreq emits a barely audible, vibrating thrum laced with Void energy. Each creature within 20 feet of the dorreq must make a DC 14 Constitution saving throw, taking 10 (3d6) thunder damage and 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. BONUS ACTIONS Stone Step. The dorreq teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain a stone or rocky surface, such as a cliff face or rocky terrain.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":25756,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tales from the Wastes"},{"name":"Doty X","description":"The Automatic Scribe, Doty. Doty X is much like past models of Tary's mechanical servant—vaguely humanoid but not too expressive. The new model is sleek and stylish, and not built for battle. Doty’s vocabulary has grown to six words: “Tary,” “Yes,” “Correct,” “Absolutely,” “Soon,” and “Handsome.” The scribe also features a built-in shelf of Taryon’s favorite books—that is, his favorite books that he’s written himself—in case Taryon needs to make a sale while he’s on holiday. Traits Arcane Surge (4/Day). When Doty hits a target, Tary can channel magical energy to deal an extra 14 (4d6) force damage to the target as long as Tary is not incapacitated. Dedicated Servant. Doty has an additional 20 hit points, and has a +2 modifier to saving throws, ability checks using skill proficiencies, and attack rolls. Limited Vocabulary. Doty can say the following words in Common: “Tary,” “Yes,” “Correct,” “Absolutely,” “Soon,” and “Handsome.” Vigilant. Doty can’t be surprised. Actions Empowered Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage. Repair (3/Day). Doty regains 15 (2d8 + 6) hit points. Reactions Deflect. If a creature within 5 feet of Doty that he can see makes an attack against a creature other than Doty, he can impose disadvantage on the attack roll. The attacker then takes 6 (1d4 + 4) force damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":20583,"Challenge Rating":6},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Dovan","description":"Dovan served as the Stag Lord’s second-in-command until recently, but now that this role has been usurped, he’s been plotting betrayal. You can use Dovan’s stats to serve the role of a typical mid-tier burglar or bandit. Traits Evasion. If Dovan is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage from the effect, Dovan instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Sneak Attack (1/Turn) . Dovan deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Dovan that isn’t incapacitated and he doesn’t have disadvantage on the attack roll. Actions Multiattack. Dovan makes two ranged attacks with his daggers, or one melee attack with his rapier and one with his dagger. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 4 (1d4 +2) piercing damage. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Draaki Merchant","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (draaki)","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dracohydra","description":"I once spent months trying to teach a dracohydra to perform a sixteen-bar, five-part harmony. The singing didn't take, but the image of all its heads wearing the little hats and mustaches I gave them still tickles me to this day. -Fizban The dracohydra is the result of arcane experimentation dedicated to recreating Tiamat's power. Amalgamating the magic of chromatic dragons with the blood of a hydra resulted in a many-headed draconic monster with wings and multiple snakelike tails. The dracohydra's breath weapon is a multicolored mass of energy that contains the essence of a chromatic dragon's elemental power. These gluttonous creatures' appearance heralds disaster for any region they settle in, as they feed relentlessly—with each head demanding a feast of its own. If left alone, they hunt the local fauna almost to extinction, then move on to threatening the folk of nearby settlements. A dracohydra can sometimes be found in the service of the spellcaster who created it, kept obedient by the rituals of their creation. Traits Multiple Heads. The dracohydra has five heads. While it has more than one head, the dracohydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the dracohydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the dracohydra dies. At the end of its turn, the dracohydra grows two heads for each of its heads that died since its last turn, unless it has taken radiant damage since its last turn. The dracohydra regains 10 hit points for each head regrown this way. Reactive Heads. For each head the dracohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the dracohydra sleeps, at least one of its heads is awake. Actions Multiattack. The dracohydra makes as many Bite attacks as it has heads. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison. Prismatic Breath (Recharge 4–6). The dracohydra's heads exhale a single breath of multicolored energy in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 33 (6d10) damage of a type chosen by the dracohydra: acid, cold, fire, lightning, or poison. On a successful save, the creature takes half as much damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"typically chaotic evil","Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dracolich (Template)","description":"Dracolich Even as long-lived as they are, all dragons must eventually die. This thought doesn’t sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods. Beyond Death. A dracolich retains its shape and size upon transforming, its skin and scales drawing tight to its bones or sloughing away to leave a skeletal form behind. Its eyes appear as glowing points of light floating in shadowy sockets, hinting at the malevolence of its undead mind. Though many dragons pursue vain goals of destruction and dominance, dracoliches are more nefarious than the most evil dragons, driven to rule over all. A dracolich is a fiendishly intelligent tyrant that crafts complex webs of foul schemes, attracting servants motivated by greed and a lust for power. Acting from the shadows and actively plotting to keep its existence a secret, a dracolich is a cunning and challenging foe. Dracolich Phylacteries. Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich’s phylactery. As the dragon’s flesh rots away, the spirit inside the gem returns to animate the dragon’s bones. If a dracolich’s physical form is ever destroyed, its spirit returns to the gem as long as the two are on the same plane. If the gem comes into contact with another dragon’s corpse, the dracolich’s spirit can take possession of that corpse to become a new dracolich. If the dracolich’s spirit gem is taken to another plane, the dracolich’s spirit has nowhere to go when its undead body is destroyed and simply passes into the afterlife. Dracolich Template Only an ancient or adult true dragon can be transformed into a dracolich. Younger dragons that attempt to undergo the transformation die, as do other creatures that aren’t true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can’t be transformed into a dracolich, for it has already lost too much of its physical form. When a dragon becomes a dracolich, it retains its statistics except as described below. The dragon loses any trait, such as Amphibious, that assumes a living physiology. The dracolich might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. Type. The dracolich’s type changes from dragon to undead, and it no longer requires air, food, drink, or sleep. Damage Resistance. The dracolich has resistance to necrotic damage. Damage Immunities. The dracolich has immunity to poison. It also retains any immunities it had prior to becoming a dracolich. Condition Immunities. The dracolich can’t be charmed, frightened, paralyzed, or poisoned. It also doesn’t suffer from exhaustion. Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Source":"MM1","Alignment":"lawful evil","Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Draconian Dreadnought","description":"The largest of the draconians are the dreadnoughts, who are born from the eggs of silver, blue, or sapphire dragons. They fly on mighty wings over the battlefield to wherever the fighting is the thickest. Their magical ability to change their appearance to mimic those they've slain allows them to sow confusion and despair among their enemies. When dreadnoughts are killed, their bodies burst into flames, scorching everything around them. On the world of Krynn, draconian dreadnoughts formed from silver dragon eggs are called sivak draconians. Draconians Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings. When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence. Traits Death Throes. When the draconian is reduced to 0 hit points, it bursts into flames and is reduced to ashes. Each creature in a 10-foot-radius sphere centered on the draconian must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) fire damage. Actions Multiattack. The draconian makes two Serrated Sword attacks and one Tail attack. Serrated Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Reactions Shape Theft. After the draconian kills a Medium or smaller Humanoid, the draconian can magically transform itself to look and feel like that creature while retaining its game statistics (other than its size). This transformation lasts until the draconian dies or uses an action to end it.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"any","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Draconian Foot Soldier","description":"The most numerous draconians are the foot soldiers, who are born from brass, white, or crystal dragon eggs. They are the smallest of their kind, and their slight wings are incapable of flight—though they do afford the draconians some control when falling. These wings are small enough to be hidden beneath a cloak or robe, so foot soldiers sometimes disguise themselves to get close to enemies before springing an ambush. When draconian foot soldiers die, they unleash clouds of petrifying gas, turning their corpses—and any creatures within the clouds—to stone. On the world of Krynn, draconian foot soldiers formed from brass dragon eggs are called baaz draconians. Draconians Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings. When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence. Traits Controlled Fall. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage. Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust. Actions Multiattack. The draconian makes two Short­sword attacks. Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"any","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Draconian Infiltrator","description":"Copper, black, and topaz dragon eggs yield these sly and stealthy draconians, who often serve their creators as scouts and spies. They use the paralytic venom of their saliva to coat their weapons, making them formidable assassins as well. Their wings allow them to turn a fall into a rough glide. When draconian infiltrators die, their bodies dissolve into pools of acid. On the world of Krynn, draconian infiltrators formed from copper dragon eggs are called kapak draconians. Draconians Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings. When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence. Traits Death Throes. When the draconian is reduced to 0 hit points, it turns into a puddle of acid and splashes acid on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature can use its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns. Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends. Actions Multiattack. The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the target's next turn. While poisoned in this way, the target is also paralyzed. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"any","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Draconian Mage","description":"Draconians born from the eggs of bronze, green, and emerald dragons have some ability to wield magic. They often lead small groups of draconian foot soldiers, using their magic to snipe across the battlefield or aid their allies' incursions and attacks. They have wings that allow them to glide during a fall. When draconian mages die, their flesh shrivels away before their bones explode, sending a shower of magical splinters in all directions. On the world of Krynn, draconian mages formed from bronze dragon eggs are called bozak draconians. Draconians Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings. When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence. Traits Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away and its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage. Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends. Actions Multiattack. The draconian makes two Trident or Necrotic Ray attacks. Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Necrotic Ray. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) necrotic damage. Spellcasting. The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): 1/day each: enlarge/reduce , invisibility , stinking cloud","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"any","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Draconian Mastermind","description":"The rarest and most powerful of the draconians are the masterminds—spellcasters and strategists who most often serve as military commanders or as advisors to those who created them. They emerge from gold, red, or amethyst dragon eggs, wingless but possessed of an arsenal of eldritch power. Like their dragon progenitors, masterminds have a breath weapon—a billowing cloud of poisonous gas. They also have formidable claws and teeth they use to rend foes in close combat. Dying draconian masterminds are a sight to behold, as their magical essence coalesces as a ball of lightning that arcs out at those nearby. On the world of Krynn, draconian masterminds formed from gold dragon eggs are called aurak draconians. Draconians Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings. When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence. Traits Death Throes. When the draconian is reduced to 0 hit points, its magical essence lashes out as a ball of lightning at the closest creature within 30 feet of it before arcing out to up to two other creatures within 15 feet of the first. Each creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 9 (2d8) lightning damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned. Actions Multiattack. The draconian makes three Rend or Energy Ray attacks. Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Energy Ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 8 (1d10 + 3) force damage. Noxious Breath (Recharge 5–6). The draconian exhales a 15-foot cone of noxious gas. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, the creature takes 21 (6d6) poison damage and gains 1 level of exhaustion. On a successful save, the creature takes half as much damage, doesn't gain exhaustion, and is immune to all draconians' Noxious Breath for 24 hours. Spellcasting. The draconian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: invisibility , mage hand 2/day each: dimension door , disguise self , sending Reactions Magic Shield (3/Day). When the draconian is hit by an attack roll, it can create an invisible barrier of magical force around itself, granting it a +5 bonus to its AC against that attack and potentially causing the attack to miss.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"any","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Draconic Gargoyle","description":"While they are indistinguishable from inanimate statues, a character with a passive Perception of 14 or higher gets an eerie feeling that the eyes of the statues follow the characters as they step into the room.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Unaligned","Expansion":27826,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Draconic Shard","description":"Gem dragons wield psionic power, and when a powerful gem dragon perishes, the force of the dragon's will and mind sometimes refuses to pass on. This essence lingers in the form of a psychic remnant called a draconic shard. A draconic shard in its true form resembles a shimmering, spectral image of the dragon. More often, though, a shard inhabits an object the gem dragon poured psionic power into—typically a weapon or other item from the dragon's hoard. In this vessel, a draconic shard continues to pursue the interests and struggles that drove the dragon, perhaps even accompanying adventurers in the guise of an intelligent magic item and steering them to fulfill the dragon's designs. A draconic shard is difficult to destroy. Destroying the shard's spectral form or an object the shard inhabits forces the spirit into the form of a cracked gemstone while the spirit slowly regains strength. Only if that stone is destroyed can the shard be put to rest. Traits Deflection. The shard's AC includes its Intelligence modifier. Incorporeal Movement. The shard can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 5 (1d10) force damage. Legendary Resistance (3/Day). If the shard fails a saving throw, it can choose to succeed instead. Rejuvenation. When it drops to 0 hit points, the shard disappears and leaves a Tiny cracked gemstone in its space. The gemstone matches the kind of gem dragon it was in life and has AC 20, 15 hit points, and immunity to all damage except force. Unless the gemstone is destroyed, after 1d20 days, the gemstone dissipates and the shard re-forms, regaining all its hit points and appearing in the place the gemstone once occupied or in the nearest unoccupied space. Unusual Nature. The shard doesn't require air, food, drink, or sleep. Actions Multiattack. The shard makes two Telekinetic Rend attacks. Telekinetic Rend. Melee or Ranged Spell Attack: +12 to hit, reach 10 ft. or range 120 ft., one target. Hit: 15 (2d8 + 6) force damage. Inhabit Object. The shard disappears as it pours its psychic essence into a Medium or smaller nonsentient object it can see within 30 feet of it, magically possessing it. The object uses the shard's AC, and any damage dealt to the object applies to the shard's hit points. The shard inhabits the object until it uses an action to leave; until it is turned; until it is reduced to 0 hit points; or until an effect that ends possession, such as a dispel evil and good spell, is used on it. When it leaves the object, it reappears in the nearest unoccupied space. While inhabited, the object becomes a magic item if it wasn't already, and a Tiny cracked gemstone matching the kind of gem dragon the shard was in life appears somewhere on the object. The shard can cause the object to fly using the shard's own flying speed, use its senses, speak verbally or telepathically, cast spells, and use its legendary actions. If a creature wears or carries the inhabited object, the shard can grant the creature the following benefits: Each of the creature's attacks deals an extra 1d8 force damage on a hit. The creature gains resistance to psychic damage. Psychic Crush (Recharge 5–6). The shard unleashes a pulse of psychic power. Each creature of the shard's choice in a 60-foot-radius sphere centered on it must make a DC 20 Intelligence saving throw. On a failed save, the creature takes 55 (10d10) psychic damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn't stunned. Spellcasting (Psionics). The shard casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 20): At will: detect thoughts , invisibility , telekinesis Legendary Actions The shard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The shard regains spent legendary actions at the start of its turn. Rend. The shard makes one Telekinetic Rend attack. Cast a Spell (Costs 2 Actions). The shard uses Spellcasting. Commanding Thought (Costs 2 Actions). The shard targets a creature it can see within 30 feet of it. The target must succeed on a DC 20 Wisdom saving throw or be charmed until the end of its next turn. While charmed in this way, the target becomes the shard's puppet, acting and moving in accordance with its telepathic commands. While under the shard's control, the target can take only the Attack (shard chooses the target) or Dash action on its turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"typically neutral","Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Draconic Spirit","description":"Traits Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends. Actions Multiattack. The dragon makes a number of Rend attacks equal to half the spell's level (rounded down), and it uses Breath Weapon. Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell's level piercing damage. Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"neutral"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Draconic Spirit","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends. Actions Multiattack. The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon. Rend. Melee Attack: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d6 + 4 + the spell’s level Piercing damage. Breath Weapon. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Neutral","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Draconic Spirit","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Shared Resistances. When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends. Actions Multiattack. The spirit makes a number of Rend attacks equal to half the spell’s level (round down), and it uses Breath Weapon. Rend. Melee Attack: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d6 + 4 + the spell’s level Piercing damage. Breath Weapon. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 30-foot Cone. Failure: 2d6 damage of a type this spirit has Resistance to (your choice when you cast the spell). Success: Half damage.","properties":{"Category":"Monsters","AC":"19 (plus the spell's level; base included)","HP":50,"PB":2,"CHA":14,"CON":17,"DEX":14,"INT":10,"STR":19,"WIS":14,"Size":"Large","Type":"Dragon","Speed":"30 ft., Fly 60 ft., Swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406960760/6NVec6xAPv_yTG3d1DzwDw/original.png","Senses":"Blindsight 30 ft., Darkvision 60 ft.","data-XP":0,"Alignment":"Neutral","Expansion":33335,"Languages":"Draconic, understands the languages you know","data-List":"false","Token Size":2,"Resistances":"Acid, Cold, Fire, Lightning, Poison","data-Traits":"[{\"Name\":\"Your Spell Casting Mod in Description (do NOT move this trait)\",\"Desc\":\"1\"},{\"Name\":\"Spell Level in Description (do NOT move this trait)\",\"Desc\":\"5\"},{\"Name\":\"HP Notes\",\"Desc\":\"Equals 50 plus 10 for each spell level above 5 (base included).\"},{\"Name\":\"Shared Resistances\",\"Desc\":\"When you summon the spirit, choose one of its Resistances. You have Resistance to the chosen damage type until the spell ends.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The spirit makes a number of Rend attacks equal to half the spell's level (round down) ([[floor(@{repeating_npctrait_$1_description}/2)]]), and it uses Breath Weapon.\"},{\"Name\":\"Rend\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"@{npc_pb} + @{repeating_npctrait_$0_description}\",\"Reach\":\"10 feet.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 4 + @{repeating_npctrait_$1_description}\",\"Damage Type\":\"plus spell's level (included) Piercing\"},{\"Name\":\"Breath Weapon\",\"Desc\":\"*Dexterity Saving Throw*: DC equals your spell save DC, each creature in a 30-foot Cone. \\nFailure: [[2d6]] (2d6) damage of a type this spirit has Resistance to (your choice when you cast the spell). \\n*Success*: Half damage.\"}]","data-CHA-mod":2,"data-CON-mod":3,"data-DEX-mod":2,"data-INT-mod":0,"data-STR-mod":4,"data-SizeNum":5,"data-WIS-mod":2,"Saving Throws":"Str +4, Dex +2, Con +3, Int +0, Wis +2, Cha +2","Challenge Rating":"None","Passive Perception":12,"Condition Immunities":"Charmed, Frightened, Poisoned","data-CrNum":0,"data-AcNum":19,"data-HpNum":50},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dracosphinx","description":"The dracosphinx has the body and limbs of a lion and the head, wings, and tail of a red dragon. It is a calculating, cunning, and narcissistic monster that believes those of its kind are destined to rule over everything else. It craves and hoards treasure just like a red dragon, and relishes playing a battle of wits to demonstrate its perceived intellectual superiority, just like any sphinx. Draconic Trickster. In combat, the dracosphinx let its allies engage first while it keeps itself hidden or invisible. It plans its actions and chooses its targets carefully before it strikes. While it prefers to use spells, it won't hesitate to maul a foe with its fangs and claws if it won't put itself in any danger. If hard-pressed or it sees an opportunity to hit multiple targets, it will use its powerful fire breath attack. If the dracosphinx recognizes it is losing the fight, it will try to escape or negotiate its way out of it. Secret Lairs. Dracosphinxes make their lairs in great caverns located within high desert mountains and volcanoes or deep within the ruins of sunken temples and pyramids. The dracosphinx always keeps its lairs hidden by illusions and protected by various magical traps. Monstrous Allies. It is not uncommon for dracosphinxes to have kobolds, lizardfolk, dracotaurs, and minotaurs as minions. Some dracosphinxes have been known to work with the Cult of the Dragon and the Church of Tiamat, serving as both guardian and advisor. Sphinxes Not all sphinxes are divine guardians tasked to guard gods' treasures. Some sphinxes, like the canisphinx, crocosphinx, dracosphinx, luposphinx, taurusphinx, and the threskisphinx, are free to do as they please. They sometimes work as mercenaries, offering their services to powerful entities. Traits Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. Magic Weapons. The sphinx's weapon attacks are magical. Actions Multiattack. The sphinx makes one Bite attack and two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 4 (1d8) slashing damage. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Spellcasting. The sphinx casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: dancing lights, mage hand, mind sliver (2d6), minor illusion 1/day each: charm person, counterspell, fear,* greater invisibility,* major image,* mislead,* phantasmal force,* phantasmal killer* Fire Breath (Recharge 5–6). The sphinx exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one. Bonus Actions Displacement (Recharges after the Sphinx Casts an Illusion Spell of 1st Level or Higher*). The sphinx projects an illusion that makes the sphinx appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the sphinx. The effect ends if the sphinx takes damage, it is incapacitated, or its speed becomes 0. Legendary Actions The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. Claw Attack. The sphinx makes one Claw attack. Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions). The sphinx uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity (Dragon)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Dracotaur","description":"Dracotaurs are fearsome creatures with reptilian torsos atop a set of powerful legs akin to those of dragonkind. They are ruthless territorial predators whose primary purpose is to hunt, conquer, and assert dominance over all other species. Power Absolute. Power represents supremacy in the dracotaurs' tribal society. They are often led by those in their ranks that have proven themselves to be the strongest warriors or spellcasters. Allies and Enemies. Dracotaurs view other reptilian species, such as lizardfolk and nagas, as allies or, at the very least, worthy servants. Dragons are commonly revered amongst dracotaurs as most of their knowledge and practices come from the teachings and practices of the ancient draconic cultures. Centaurs are hated enemies of the dracotaurs. Any dracotaurs or centaurs found within the same area would not hesitate in the brutal extermination of the other. Seekers of the Ancients . With tendency to be nomadic, dracotaur tribes gather in small settlements either in or nearby ancient ruins or remote sanctuaries. They use these areas as either study or training grounds before moving on toward their next conquest. Versatile Hunters. Though dracotaurs are most often warriors and barbarians, there are many who also pursue studies, both arcane and mystical. Archeology and alchemy are not unheard of practices. Those who follow the tenets of faith are most likely to venerate Tiamat as their patron deity. Dracotaur Traits Aggressive. As a bonus action, the dracotaur can move up to its speed toward a hostile creature that it can see. Actions Multiattack. The dracotaur makes two attacks, one with its glaive and one with its tail, or two with its longbow. Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d10+2) slashing damage. Spiked Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8+2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, one target. Hit: (1d8+2) piercing damage. Fire Breath (Recharge 6). The dracotaur exhales a fiery blast in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon (dracotaur)","Source":"custom","Alignment":"neutral evil","Expansion":24773,"Challenge Rating":2},"publisher":"Castle Skydawn Design","book":"Lost City of Mezro"},{"name":"Dracotaur","description":"Dracotaurs The dracotaur is a large, 7-foot tall creature with the upper torso, arms, and head of a reptilian humanoid, and the lower body of a wingless dragon with a long spiked tail. Tough scales cover its body, with the scales' color ranging from green, brown, and red. A crimson or purple dorsal crest runs from the top of its head down to its spine. The dracotaur's powerful tail is prehensile and is used by the creature in combat like a spiked flail. Exceptional Warriors. Dracotaurs are incapable of showing compassion and expect none in return from their opponents. They fear and respect power above anything else and consider a warrior's worth based on its raw brute strength and magical ability. They are master strategists and use their numbers, ranged abilities, and magic to overwhelm their enemies. Before they charge into battle with their pikes, they break enemy ranks by spitting globs of saliva that ignite when exposed to air and explode upon impact, spraying fire to other creatures within the immediate vicinity of its target. Dragon Soldiers. Dracotaurs are often encountered in the company of dragons and other reptilians. They bully and enslave bullywugs, firenewts, gatorfolk, kobolds, and lizardfolk, and they serve powerful dragonborns, nagas, and yuan-ti as mercenaries. Dracotaurs consider chromatic dragons to be demigods and are often willing to offer their lives in servitude to them. They make forays into civilized settlements to capture slaves and plunder treasure that will be offered to their dragon master. Tribes of Tiamat. Dracotaurs lead a nomadic lifestyle and rarely stay in one place for too long. Most tribes number less than 30, comprised chiefly of warriors and archers, led by a chieftain who keeps a retinue of priests, shamans, and war casters. Some dracotaur tribes also occupy ancient ruins, using the site as a worship place to chromatic dragons and to Tiamat, who they see as the one true god. While they dislike being in the presence of creatures that aren't dragons or reptilians, they have been known to tolerate working with nonreptilian members of the Cult of the Dragon and the Church of Tiamat. Ruthless Predators. Dracotaurs consider bariaurs and centaurs as sport, and the thought of devouring the flesh of such creatures is enough to drive dracotaurs into a frenzy. They hate and hunt metallic dragons and other creatures that seek to oppose the dominance of chromatic dragons. Dracotaurs can live anywhere but they prefer mountainous regions with warm or tropical climates. Traits Charge. If the dracotaur moves at least 30 feet straight toward a target and then hits it with its Pike on the same turn, the target takes an extra 5 (1d10) piercing damage. Actions Multiattack. The dracotaur makes three melee attacks: one with its Pike or Javelin, one with its Bite, and one with its Tail. Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 2 (1d4) piercing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Spit Fire (Recharge 6). The dracotaur spits fire at a point within 30 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Dracotaur Archer","description":"Dracotaurs The dracotaur is a large, 7-foot tall creature with the upper torso, arms, and head of a reptilian humanoid, and the lower body of a wingless dragon with a long spiked tail. Tough scales cover its body, with the scales' color ranging from green, brown, and red. A crimson or purple dorsal crest runs from the top of its head down to its spine. The dracotaur's powerful tail is prehensile and is used by the creature in combat like a spiked flail. Exceptional Warriors. Dracotaurs are incapable of showing compassion and expect none in return from their opponents. They fear and respect power above anything else and consider a warrior's worth based on its raw brute strength and magical ability. They are master strategists and use their numbers, ranged abilities, and magic to overwhelm their enemies. Before they charge into battle with their pikes, they break enemy ranks by spitting globs of saliva that ignite when exposed to air and explode upon impact, spraying fire to other creatures within the immediate vicinity of its target. Dragon Soldiers. Dracotaurs are often encountered in the company of dragons and other reptilians. They bully and enslave bullywugs, firenewts, gatorfolk, kobolds, and lizardfolk, and they serve powerful dragonborns, nagas, and yuan-ti as mercenaries. Dracotaurs consider chromatic dragons to be demigods and are often willing to offer their lives in servitude to them. They make forays into civilized settlements to capture slaves and plunder treasure that will be offered to their dragon master. Tribes of Tiamat. Dracotaurs lead a nomadic lifestyle and rarely stay in one place for too long. Most tribes number less than 30, comprised chiefly of warriors and archers, led by a chieftain who keeps a retinue of priests, shamans, and war casters. Some dracotaur tribes also occupy ancient ruins, using the site as a worship place to chromatic dragons and to Tiamat, who they see as the one true god. While they dislike being in the presence of creatures that aren't dragons or reptilians, they have been known to tolerate working with nonreptilian members of the Cult of the Dragon and the Church of Tiamat. Ruthless Predators. Dracotaurs consider bariaurs and centaurs as sport, and the thought of devouring the flesh of such creatures is enough to drive dracotaurs into a frenzy. They hate and hunt metallic dragons and other creatures that seek to oppose the dominance of chromatic dragons. Dracotaurs can live anywhere but they prefer mountainous regions with warm or tropical climates. Traits Charge. If the dracotaur moves at least 30 feet straight toward a target and then hits it with its Pike on the same turn, the target takes an extra 5 (1d10) piercing damage. Actions Multiattack. The dracotaur makes three melee attacks: one with its Pike, one with its Bite, and one with its Tail; or it can make two Longbow attacks. Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 2 (1d4) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. Spit Fire (Recharge 6). The dracotaur spits fire at a point within 30 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Dracotaur Berserker","description":"Dracotaurs The dracotaur is a large, 7-foot tall creature with the upper torso, arms, and head of a reptilian humanoid, and the lower body of a wingless dragon with a long spiked tail. Tough scales cover its body, with the scales' color ranging from green, brown, and red. A crimson or purple dorsal crest runs from the top of its head down to its spine. The dracotaur's powerful tail is prehensile and is used by the creature in combat like a spiked flail. Exceptional Warriors. Dracotaurs are incapable of showing compassion and expect none in return from their opponents. They fear and respect power above anything else and consider a warrior's worth based on its raw brute strength and magical ability. They are master strategists and use their numbers, ranged abilities, and magic to overwhelm their enemies. Before they charge into battle with their pikes, they break enemy ranks by spitting globs of saliva that ignite when exposed to air and explode upon impact, spraying fire to other creatures within the immediate vicinity of its target. Dragon Soldiers. Dracotaurs are often encountered in the company of dragons and other reptilians. They bully and enslave bullywugs, firenewts, gatorfolk, kobolds, and lizardfolk, and they serve powerful dragonborns, nagas, and yuan-ti as mercenaries. Dracotaurs consider chromatic dragons to be demigods and are often willing to offer their lives in servitude to them. They make forays into civilized settlements to capture slaves and plunder treasure that will be offered to their dragon master. Tribes of Tiamat. Dracotaurs lead a nomadic lifestyle and rarely stay in one place for too long. Most tribes number less than 30, comprised chiefly of warriors and archers, led by a chieftain who keeps a retinue of priests, shamans, and war casters. Some dracotaur tribes also occupy ancient ruins, using the site as a worship place to chromatic dragons and to Tiamat, who they see as the one true god. While they dislike being in the presence of creatures that aren't dragons or reptilians, they have been known to tolerate working with nonreptilian members of the Cult of the Dragon and the Church of Tiamat. Ruthless Predators. Dracotaurs consider bariaurs and centaurs as sport, and the thought of devouring the flesh of such creatures is enough to drive dracotaurs into a frenzy. They hate and hunt metallic dragons and other creatures that seek to oppose the dominance of chromatic dragons. Dracotaurs can live anywhere but they prefer mountainous regions with warm or tropical climates. Traits Charge. If the dracotaur moves at least 30 feet straight toward a target and then hits it with its Greataxe on the same turn, the target takes an extra 5 (1d10) piercing damage. Reckless. At the start of its turn, the dracotaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The dracotaur makes three melee attacks: one with its Greataxe or Javelin, one with its Bite, and one with its Tail. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 2 (1d4) piercing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Spit Fire (Recharge 6). The dracotaur spits fire at a point within 30 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one. Reactions Retaliation. When the dracotaur takes damage from a creature within 5 feet of it, the dracotaur can make one melee weapon attack against the creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Dracotaur Champion of Tiamat","description":"If a dracotaur tribe has been particularly successful in defeating enemies of Tiamat, the Dragon Queen would sometimes gift them with a champion, a dracotaur born with great strength and blessed with supernatural dragon-like abilities. The Champion of Tiamat serves as the tribe's war leader and the chieftain's general, until at which point the Champion sees itself more deserving of being the chieftain. Dracotaurs The dracotaur is a large, 7-foot tall creature with the upper torso, arms, and head of a reptilian humanoid, and the lower body of a wingless dragon with a long spiked tail. Tough scales cover its body, with the scales' color ranging from green, brown, and red. A crimson or purple dorsal crest runs from the top of its head down to its spine. The dracotaur's powerful tail is prehensile and is used by the creature in combat like a spiked flail. Exceptional Warriors. Dracotaurs are incapable of showing compassion and expect none in return from their opponents. They fear and respect power above anything else and consider a warrior's worth based on its raw brute strength and magical ability. They are master strategists and use their numbers, ranged abilities, and magic to overwhelm their enemies. Before they charge into battle with their pikes, they break enemy ranks by spitting globs of saliva that ignite when exposed to air and explode upon impact, spraying fire to other creatures within the immediate vicinity of its target. Dragon Soldiers. Dracotaurs are often encountered in the company of dragons and other reptilians. They bully and enslave bullywugs, firenewts, gatorfolk, kobolds, and lizardfolk, and they serve powerful dragonborns, nagas, and yuan-ti as mercenaries. Dracotaurs consider chromatic dragons to be demigods and are often willing to offer their lives in servitude to them. They make forays into civilized settlements to capture slaves and plunder treasure that will be offered to their dragon master. Tribes of Tiamat. Dracotaurs lead a nomadic lifestyle and rarely stay in one place for too long. Most tribes number less than 30, comprised chiefly of warriors and archers, led by a chieftain who keeps a retinue of priests, shamans, and war casters. Some dracotaur tribes also occupy ancient ruins, using the site as a worship place to chromatic dragons and to Tiamat, who they see as the one true god. While they dislike being in the presence of creatures that aren't dragons or reptilians, they have been known to tolerate working with nonreptilian members of the Cult of the Dragon and the Church of Tiamat. Ruthless Predators. Dracotaurs consider bariaurs and centaurs as sport, and the thought of devouring the flesh of such creatures is enough to drive dracotaurs into a frenzy. They hate and hunt metallic dragons and other creatures that seek to oppose the dominance of chromatic dragons. Dracotaurs can live anywhere but they prefer mountainous regions with warm or tropical climates. Traits Charge. If the dracotaur moves at least 30 feet straight toward a target and then hits it with its Greatsword on the same turn, the target takes an extra 6 (1d12) slashing damage. Actions Multiattack. The dracotaur makes three melee attacks: one with its Greatsword, one with its Bite, and one with its Tail. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, or 16 (2d6 + 9) slashing damage while raging. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage, or 13 (1d8 + 9) while raging. Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, or 12 (1d6 + 9) bludgeoning damage while raging, plus 2 (1d4) piercing damage. Spit Fire (Recharge 6). The dracotaur spits fire at a point within 30 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 16 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. Tiamat's Breath (1/Day). The dracotaur chooses an energy type from acid, cold, fire, lightning, or poison. The dracotaur exhales energy of the chosen type in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) damage of the chosen damage type on a failed save, or half as much damage on a successful one. Bonus Actions Rage (Recharges after a Short or Long Rest). The dracotaur enters a rage. The rage lasts for 1 minute or until the dracotaur is incapacitated. While raging, the dracotaur gains the following benefits: The dracotaur has advantage on Strength checks and Strength saving throws. When it makes a melee weapon attack, the dracotaur gains a +4 bonus to the damage roll (included in the attack). The dracotaur has resistance to bludgeoning, piercing, and slashing damage. Legendary Actions The dracotaur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dracotaur regains spent legendary actions at the start of its turn. Move. The dracotaur moves up to half its speed. Frightful Glare. The dracotaur turns its gaze toward one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to dracotaur's Frightful Glare for the next 24 hours. Attack (Costs 2 Actions). The dracotaur makes a melee or ranged attack. Tail Sweep (Costs 3 Actions). The dracotaur swings its tail, and every creature within 10 feet of it must make a DC 17 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d6 + 5) bludgeoning damage, or 12 (1d6 + 9) bludgeoning damage while raging, plus 2 (1d4) piercing damage. On a successful save, the creature takes half as much damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Dracotaur Chieftain","description":"Dracotaurs The dracotaur is a large, 7-foot tall creature with the upper torso, arms, and head of a reptilian humanoid, and the lower body of a wingless dragon with a long spiked tail. Tough scales cover its body, with the scales' color ranging from green, brown, and red. A crimson or purple dorsal crest runs from the top of its head down to its spine. The dracotaur's powerful tail is prehensile and is used by the creature in combat like a spiked flail. Exceptional Warriors. Dracotaurs are incapable of showing compassion and expect none in return from their opponents. They fear and respect power above anything else and consider a warrior's worth based on its raw brute strength and magical ability. They are master strategists and use their numbers, ranged abilities, and magic to overwhelm their enemies. Before they charge into battle with their pikes, they break enemy ranks by spitting globs of saliva that ignite when exposed to air and explode upon impact, spraying fire to other creatures within the immediate vicinity of its target. Dragon Soldiers. Dracotaurs are often encountered in the company of dragons and other reptilians. They bully and enslave bullywugs, firenewts, gatorfolk, kobolds, and lizardfolk, and they serve powerful dragonborns, nagas, and yuan-ti as mercenaries. Dracotaurs consider chromatic dragons to be demigods and are often willing to offer their lives in servitude to them. They make forays into civilized settlements to capture slaves and plunder treasure that will be offered to their dragon master. Tribes of Tiamat. Dracotaurs lead a nomadic lifestyle and rarely stay in one place for too long. Most tribes number less than 30, comprised chiefly of warriors and archers, led by a chieftain who keeps a retinue of priests, shamans, and war casters. Some dracotaur tribes also occupy ancient ruins, using the site as a worship place to chromatic dragons and to Tiamat, who they see as the one true god. While they dislike being in the presence of creatures that aren't dragons or reptilians, they have been known to tolerate working with nonreptilian members of the Cult of the Dragon and the Church of Tiamat. Ruthless Predators. Dracotaurs consider bariaurs and centaurs as sport, and the thought of devouring the flesh of such creatures is enough to drive dracotaurs into a frenzy. They hate and hunt metallic dragons and other creatures that seek to oppose the dominance of chromatic dragons. Dracotaurs can live anywhere but they prefer mountainous regions with warm or tropical climates. Traits Charge. If the dracotaur moves at least 30 feet straight toward a target and then hits it with its Greataxe on the same turn, the target takes an extra 6 (1d12) slashing damage. Marshal Allies. Unless the dracotaur is incapacitated, it and creatures of its choice within 30 feet of it have advantage on saving throws against being frightened. Actions Multiattack. The dracotaur makes three melee attacks: one with its Greataxe or Javelin, one with its Bite, and one with its Tail. Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 2 (1d4) piercing damage. Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Spit Fire (Recharge 6). The dracotaur spits fire at a point within 30 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 16 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. War Cry (1/Day). Each creature of the dracotaur's choice that is within 30 feet of it, can hear it, and not already affected by War Cry gain advantage on attack rolls until the start of the dracotaur's next turn. All other creatures within 30 feet of it, can hear it, and not already affected by War Cry must make a DC 16 Wisdom saving throw or become frightened until the end of the dracotaur's next turn. The dracotaur can then make one attack as a bonus action. Reactions Directed Strike (3/Day). When a creature the dracotaur can see within 30 feet of it makes an attack roll, and the creature can hear the dracotaur, the dracotaur grants advantage to that roll. Legendary Actions The dracotaur can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dracotaur regains spent legendary actions at the start of its turn. Move. The dracotaur moves up to half its speed. Attack. The dracotaur makes a melee or ranged attack. Tactical Command. The dracotaur targets one ally it can see within 30 feet of it. If the target can see or hear the dracotaur, the target can use its reaction to make one melee attack, move up to its speed, or move up to half its speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Dracotaur Priest of Tiamat","description":"Dracotaurs The dracotaur is a large, 7-foot tall creature with the upper torso, arms, and head of a reptilian humanoid, and the lower body of a wingless dragon with a long spiked tail. Tough scales cover its body, with the scales' color ranging from green, brown, and red. A crimson or purple dorsal crest runs from the top of its head down to its spine. The dracotaur's powerful tail is prehensile and is used by the creature in combat like a spiked flail. Exceptional Warriors. Dracotaurs are incapable of showing compassion and expect none in return from their opponents. They fear and respect power above anything else and consider a warrior's worth based on its raw brute strength and magical ability. They are master strategists and use their numbers, ranged abilities, and magic to overwhelm their enemies. Before they charge into battle with their pikes, they break enemy ranks by spitting globs of saliva that ignite when exposed to air and explode upon impact, spraying fire to other creatures within the immediate vicinity of its target. Dragon Soldiers. Dracotaurs are often encountered in the company of dragons and other reptilians. They bully and enslave bullywugs, firenewts, gatorfolk, kobolds, and lizardfolk, and they serve powerful dragonborns, nagas, and yuan-ti as mercenaries. Dracotaurs consider chromatic dragons to be demigods and are often willing to offer their lives in servitude to them. They make forays into civilized settlements to capture slaves and plunder treasure that will be offered to their dragon master. Tribes of Tiamat. Dracotaurs lead a nomadic lifestyle and rarely stay in one place for too long. Most tribes number less than 30, comprised chiefly of warriors and archers, led by a chieftain who keeps a retinue of priests, shamans, and war casters. Some dracotaur tribes also occupy ancient ruins, using the site as a worship place to chromatic dragons and to Tiamat, who they see as the one true god. While they dislike being in the presence of creatures that aren't dragons or reptilians, they have been known to tolerate working with nonreptilian members of the Cult of the Dragon and the Church of Tiamat. Ruthless Predators. Dracotaurs consider bariaurs and centaurs as sport, and the thought of devouring the flesh of such creatures is enough to drive dracotaurs into a frenzy. They hate and hunt metallic dragons and other creatures that seek to oppose the dominance of chromatic dragons. Dracotaurs can live anywhere but they prefer mountainous regions with warm or tropical climates. Traits Charge. If the dracotaur moves at least 30 feet straight toward a target and then hits it with its Pike on the same turn, the target takes an extra 5 (1d10) piercing damage. Actions Multiattack. The dracotaur makes three melee attacks: one with its Pike, one with its Bite, and one with its Tail. Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 2 (1d4) piercing damage. Spellcasting. The dracotaur casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: poison spray (2d12), sacred flame (2d8), thaumaturgy 1/day each: absorb elements, dispel magic, dragon's breath, fear, glyph of warding, gust of wind, lightning bolt Spit Fire (Recharge 6). The dracotaur spits fire at a point within 30 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 23 (5d8) fire damage on a failed save, or half as much damage on a successful one. Reactions Boon of Tiamat (3/Day). The dracotaur grants a + 5 bonus to an attack roll made by an allied creature it can see within 30 feet of it. The dracotaur can make this choice after the roll is made but before it hits or misses. If the attack hits, it deals an extra 10 (3d6) energy damage of the type chosen by the dracotaur (acid, cold, fire, lightning, or poison).","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Dracotaur Rager","description":"Dracotaurs are fearsome creatures with the reptilian torsos atop a set of powerful legs akin to those of dragonkind. They are ruthless territorial predators whose primary purpose is to hunt, conquer, and assert dominance over all other species. Power Absolute. Power represents supremacy in the dracotaurs' tribal society. They are often led by those in their ranks that have proven themselves to be the strongest warriors or spellcasters. Allies and Enemies. Dracotaurs view other reptilian species, such as lizardfolk and nagas, as allies or, at the very least, worthy servants. Dragons are commonly revered amongst dracotaurs as most of their knowledge and practices come from the teachings and practices of the ancient draconic cultures. Centaurs are hated enemies of the dracotaurs. Any dracotaurs or centaurs found within the same area would not hesitate in the brutal extermination of the other. Seekers of the Ancients . With tendency to be nomadic, dracotaur tribes gather in small settlements either in or nearby ancient ruins or remote sanctuaries. They use these areas as either study or training grounds before moving on toward their next conquest. Versatile Hunters. Though dracotaurs are most often warriors and barbarians, there are many who also pursue studies, both arcane and mystical. Archeology and alchemy are not unheard of practices. Those who follow the tenets of faith are most likely to venerate Tiamat as their patron deity. Dracotaur Rager Traits Aggressive. As a bonus action, the dracotaur can move up to its speed toward a hostile creature that it can see. Reckless. At the start of its turn, the dracotaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The dracotaur makes three melee attacks, two with its battleaxe and one with its tail, or two ranged attacks with its longbow. Greataxe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (1d10+4) slashing damage. Spiked Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8+4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: (1d8+3) piercing damage. Fire Breath (Recharge 6). The dracotaur exhales a fiery blast in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon (dracotaur)","Source":"custom","Alignment":"chaotic evil","Expansion":24773,"Challenge Rating":5},"publisher":"Castle Skydawn Design","book":"Lost City of Mezro"},{"name":"Dracotaur Shaman","description":"Dracotaurs The dracotaur is a large, 7-foot tall creature with the upper torso, arms, and head of a reptilian humanoid, and the lower body of a wingless dragon with a long spiked tail. Tough scales cover its body, with the scales' color ranging from green, brown, and red. A crimson or purple dorsal crest runs from the top of its head down to its spine. The dracotaur's powerful tail is prehensile and is used by the creature in combat like a spiked flail. Exceptional Warriors. Dracotaurs are incapable of showing compassion and expect none in return from their opponents. They fear and respect power above anything else and consider a warrior's worth based on its raw brute strength and magical ability. They are master strategists and use their numbers, ranged abilities, and magic to overwhelm their enemies. Before they charge into battle with their pikes, they break enemy ranks by spitting globs of saliva that ignite when exposed to air and explode upon impact, spraying fire to other creatures within the immediate vicinity of its target. Dragon Soldiers. Dracotaurs are often encountered in the company of dragons and other reptilians. They bully and enslave bullywugs, firenewts, gatorfolk, kobolds, and lizardfolk, and they serve powerful dragonborns, nagas, and yuan-ti as mercenaries. Dracotaurs consider chromatic dragons to be demigods and are often willing to offer their lives in servitude to them. They make forays into civilized settlements to capture slaves and plunder treasure that will be offered to their dragon master. Tribes of Tiamat. Dracotaurs lead a nomadic lifestyle and rarely stay in one place for too long. Most tribes number less than 30, comprised chiefly of warriors and archers, led by a chieftain who keeps a retinue of priests, shamans, and war casters. Some dracotaur tribes also occupy ancient ruins, using the site as a worship place to chromatic dragons and to Tiamat, who they see as the one true god. While they dislike being in the presence of creatures that aren't dragons or reptilians, they have been known to tolerate working with nonreptilian members of the Cult of the Dragon and the Church of Tiamat. Ruthless Predators. Dracotaurs consider bariaurs and centaurs as sport, and the thought of devouring the flesh of such creatures is enough to drive dracotaurs into a frenzy. They hate and hunt metallic dragons and other creatures that seek to oppose the dominance of chromatic dragons. Dracotaurs can live anywhere but they prefer mountainous regions with warm or tropical climates. Traits Charge. If the dracotaur moves at least 30 feet straight toward a target and then hits it with its Pike on the same turn, the target takes an extra 5 (1d10) piercing damage. Actions Multiattack. The dracotaur makes three melee attacks: one with its Pike, one with its Bite, and one with its Tail. Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 2 (1d4) piercing damage. Spellcasting. The dracotaur casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: control flames, druidcraft, poison spray (2d12) 1/day each: call lightning, erupting earth, ice knife, healing spirit, heat metal, thunderwave Spit Fire (Recharge 6). The dracotaur spits fire at a point within 30 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Dracotaur Sovereign","description":"Dracotaurs are fearsome creatures with the reptilian torsos atop a set of powerful legs akin to those of dragonkind. They are ruthless territorial predators whose primary purpose is to hunt, conquer, and assert dominance over all other species. Power Absolute. Power represents supremacy in the dracotaurs' tribal society. They are often led by those in their ranks that have proven themselves to be the strongest warriors or spellcasters. Allies and Enemies. Dracotaurs view other reptilian species, such as lizardfolk and nagas, as allies or, at the very least, worthy servants. Dragons are commonly revered amongst dracotaurs as most of their knowledge and practices come from the teachings and practices of the ancient draconic cultures. Centaurs are hated enemies of the dracotaurs. Any dracotaurs or centaurs found within the same area would not hesitate in the brutal extermination of the other. Seekers of the Ancients . With tendency to be nomadic, dracotaur tribes gather in small settlements either in or nearby ancient ruins or remote sanctuaries. They use these areas as either study or training grounds before moving on toward their next conquest. Versatile Hunters. Though dracotaurs are most often warriors and barbarians, there are many who also pursue studies, both arcane and mystical. Archeology and alchemy are not unheard of practices. Those who follow the tenets of faith are most likely to venerate Tiamat as their patron deity. Dracotaur Sovereign Traits Innate Spellcasting . The dracotaur's spellcasting ability is Charisma (spell save DC 14). The dracotaur can innately cast the following spells, requiring no material components: 3/day each: enthrall 1/day each: fear Magic Resistance . The dracotaur has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dracotaur makes three attacks, two with its heavy spear and one with its tail. Heavy Spear. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d10+5) piercing damage. Spiked Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8+5) piercing damage. Fire Breath (Recharge 5-6). The dracotaur exhales a fiery blast in a 20-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. Reactions Parry. The dracotaur adds 4 to its AC against one melee attack that would hit it. To do so, the dracotaur must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon (dracotaur)","Source":"custom","Alignment":"neutral evil","Expansion":24773,"Challenge Rating":7},"publisher":"Castle Skydawn Design","book":"Lost City of Mezro"},{"name":"Dracotaur War Mage","description":"Dracotaurs The dracotaur is a large, 7-foot tall creature with the upper torso, arms, and head of a reptilian humanoid, and the lower body of a wingless dragon with a long spiked tail. Tough scales cover its body, with the scales' color ranging from green, brown, and red. A crimson or purple dorsal crest runs from the top of its head down to its spine. The dracotaur's powerful tail is prehensile and is used by the creature in combat like a spiked flail. Exceptional Warriors. Dracotaurs are incapable of showing compassion and expect none in return from their opponents. They fear and respect power above anything else and consider a warrior's worth based on its raw brute strength and magical ability. They are master strategists and use their numbers, ranged abilities, and magic to overwhelm their enemies. Before they charge into battle with their pikes, they break enemy ranks by spitting globs of saliva that ignite when exposed to air and explode upon impact, spraying fire to other creatures within the immediate vicinity of its target. Dragon Soldiers. Dracotaurs are often encountered in the company of dragons and other reptilians. They bully and enslave bullywugs, firenewts, gatorfolk, kobolds, and lizardfolk, and they serve powerful dragonborns, nagas, and yuan-ti as mercenaries. Dracotaurs consider chromatic dragons to be demigods and are often willing to offer their lives in servitude to them. They make forays into civilized settlements to capture slaves and plunder treasure that will be offered to their dragon master. Tribes of Tiamat. Dracotaurs lead a nomadic lifestyle and rarely stay in one place for too long. Most tribes number less than 30, comprised chiefly of warriors and archers, led by a chieftain who keeps a retinue of priests, shamans, and war casters. Some dracotaur tribes also occupy ancient ruins, using the site as a worship place to chromatic dragons and to Tiamat, who they see as the one true god. While they dislike being in the presence of creatures that aren't dragons or reptilians, they have been known to tolerate working with nonreptilian members of the Cult of the Dragon and the Church of Tiamat. Ruthless Predators. Dracotaurs consider bariaurs and centaurs as sport, and the thought of devouring the flesh of such creatures is enough to drive dracotaurs into a frenzy. They hate and hunt metallic dragons and other creatures that seek to oppose the dominance of chromatic dragons. Dracotaurs can live anywhere but they prefer mountainous regions with warm or tropical climates. Traits Charge. If the dracotaur moves at least 30 feet straight toward a target and then hits it with its Pike on the same turn, the target takes an extra 5 (1d10) piercing damage. Battle Concentration. The dracotaur has advantage on Constitution saving throws that it makes to maintain concentration on a spell when it takes damage. Actions Multiattack. The dracotaur makes three melee attacks: one with its Pike, one with its Bite, and one with its Tail. Alternatively, it can make one Pike attack and cast one spell that takes 1 action to cast. Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 2 (1d4) piercing damage. Spellcasting. The dracotaur casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 14, + 6 to hit with spell attacks): At will: fire bolt (2d10), mage hand, prestidigitation, true strike 1/day each: chromatic orb, fireball, lightning bolt, misty step, scorching ray, shield, vampiric touch Spit Fire (Recharge 6). The dracotaur spits fire at a point within 30 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. Reactions Opportunity Spell. When a hostile creature's movement provokes an opportunity attack from the dracotaur, it can use its reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Dracusa","description":"A Little History Chlorothra has sired many offspring in the centuries he has traveled the land. One of them was from a forbidden tryst with an elven maiden with a talent for sculpture. The result was Dracusa, a half-dragon elf, an equally talented sculptress, but with a jealous streak larger than Chlorothra’s hoard. Dracusa spent many years seeking her “father,” but when she finally arrived at the Dragon’s Maw, Chlorothra had already settled down with a matron dragon, who recently gave birth to a fine clutch of wyrmlings. Dracusa was displeased that she was not the focus of Chlorothra’s attention, after all the effort she went through to find him. It led to a confrontation with the matron dragon. Dracusa was able to slip her an elixir of petrification , and took great satisfaction watching the matron slowly embrace a stony fate. But in the moments during the transformation, the matron dragon was able to utter a curse on Dracusa. During her many centuries the matron had made powerful infernal allies, and one happened to grant her wish. Dracusa was transformed into a mockery of herself. Gone was the last shred of elven beauty, replaced with the horrid form and visage of a medusa. In a fit of rage, she destroyed the petrified matron dragon. Chlorothra took pity on his daughter and, despite her act of hatred, granted her solace in his lair. Although he is unable to gaze upon her face, instead he sees her beauty and admiration through the sculptures that adorn her stone garden. The monstrosity in front of you is a twisted mockery of a dragon and a great serpent. Its lower quarters are that of a green-black snake clad in fine, smooth scales. Its upper body is that of a curvaceous female humanoid covered with thicker bright green scales. She wears a bright metal breastplate. Her muscled face sports bony protrusions on the chin and cheeks. Her hair is a writhing mass of snakes, parted with a fin-like sail that slides down her neck and back. In her arms she cradles an oak longbow. TRAITS Special Equipment. +2 longbow, +2 arrows (20), breastplate of blinking , potion of fire breath , potion of superior healing . Petrifying Gaze. When a creature that can see Dracusa’s eyes starts its turn within 30 feet of her, Dracusa can force it to make a DC 15 Constitution saving throw if she is not incapacitated and she can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Dracusa until the start of its next turn, when it can avert its eyes again. If the creature looks at Dracusa in the meantime, it must immediately make the save. If Dracusa sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, Dracusa is, due to her curse, affected by her own gaze. Sharpshooter. Dracusa has mastered the longbow. When she attacks with her longbow at long range, she doesn’t suffer disadvantage to the attack roll. Her ranged attacks with the bow ignore half cover and three-quarters cover. Before she makes an attack with her bow, she can choose to take a -5 penalty to the attack roll. If the attack hits, she adds +10 to the attack’s damage. ACTIONS Multiattack. Dracusa makes either three melee attacks—one with her snake hair and two with her dagger—or two ranged attacks with her longbow. Snake Hair. Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 18 (4d8) poison damage. Dagger . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. +2 Longbow. Ranged Weapon Attack : +10 to hit, range 150/600 ft., one target. Hit : 10 (1d8 + 6) piercing damage plus 9 (2d8) poison damage. With +2 arrows: +12 to hit, range 150/600 ft., one target. Hit : 12 (1d8 + 8) piercing damage plus 9 (2d8) poison damage. With Sharpshooter trait : +5 to hit, range 150/600 ft., one target. Hit : 20 (1d8 + 16) piercing damage plus 9 (2d8) poison damage. With Sharpshooter trait and +2 arrow : +7 to hit, range 150/600 ft., one target. Hit : 22 (1d8 + 18) piercing damage plus 9 (2d8) poison damage. Poison Breath (Recharge 5-6). Dracusa exhales poisonous gas in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS Dracusa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Dracusa regains spent legendary actions at the start of her turn Detect . Dracusa makes a Wisdom (Perception) check. Longbow Attack . Dracusa makes a single longbow attack. Move . Dracusa can move up to her speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful evil","Expansion":19585,"Challenge Rating":10},"publisher":"Goodman Games","book":"Into the Dragon's Maw (FEF 5)"},{"name":"Draegloth","description":"These drow house pets are as graceful and nimble as Waterdhavian stage dancers. Only they’re slayers and enforcers, four-armed brutes built like an ogre. Life isn’t fair. —Volo A draegloth is a half-drow, half-glabrezu demon, born of a drow high priestess in an unholy, dangerous ritual. Gifted with innate magic and physical might, it usually remains in the service of its mother’s house, lending its thirst for destruction to that house’s plans to triumph over its rivals. A draegloth is an ogre-sized, four-armed humanoid with purple-black skin and yellow-white hair. Two of its arms are huge and muscular, tipped with sharp claws; the other two are the size and shape of drow arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful and quiet like a drow. Its face is clearly demonic, with bestial features, glowing red eyes, an elongated doglike snout, and a mouth full of sharp teeth. Blessing on the House. The ritual to create a draegloth succeeds only rarely, but when it does, it is a great event that is seen by the drow of the house as a sign of the demon lord Lolth’s favor—and a sign of Lolth’s disregard for the family’s rivals, which were not thus gifted. The birth prompts the leaders of the house to begin crafting new plans to strike at its rivals when the draegloth is fully grown. These plans always use the draegloth in a significant role, because its abilities can turn the tide in a battle against a house that doesn’t have a draegloth of its own. Subservient Enforcers. Although it plays an important part in the welfare of its house, a draegloth can’t rise above the status of a favored slave or a consort to a priestess. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Draegloths instinctively resist this sort of treatment, but most of them take out their frustration on their house’s enemies. A draegloth that can’t suppress its ambitions might abandon its house and strike out on its own. Whether these rebellious draegloths are part of Lolth’s plan for sowing even greater chaos is unclear. Brute Cunning and Dark Magic. A draegloth loves the feeling of tearing opponents apart with its claws and teeth and of wielding the magic that courses through its veins. Most are too impatient to bother with complicated tactics, but a few go on to learn more destructive magic. Traits Fey Ancestry : The draegloth has advantage on saving throws against being charmed, and magic can’t put it to sleep. Innate Spellcasting : The draegloth’s innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components: • At will: darkness • 1/day each: confusion , dancing lights , faerie fire Actions Multiattack : The draegloth makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage. Claws : Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Expansion":1,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Draegloth","description":"A draegloth is a demon created by an elf priest of Lolth in an unholy, dangerous ritual in which it is infused with the fey essence of the creator and the fiendish essence of a glabrezu. This ritual rarely succeeds, but Lolth’s faithful consider it worth the risk, as the resulting creature is gifted with innate magic and physical might. The draegloth usually serves its creator, lending its thirst for destruction to the creator’s plans to triumph over rivals. A draegloth is an ogre-sized, four-armed biped with purple skin and pale hair. Two of its arms are muscular, tipped with sharp claws; the other two are the size and shape of an elf’s arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful like an elf. Its bestial face features glowing red eyes, a doglike snout, and a mouth full of sharp teeth. Among the drow noble houses of Menzoberranzan in the Forgotten Realms, a high priestess’s successful creation of a draegloth is seen as a sign of Lolth’s favor toward her house—and a sign of the demon lord’s disregard for the family’s rivals, who were not thus gifted. The creation prompts the leaders of the house to begin crafting new plans to strike at its rivals when the draegloth is fully grown. These plans use the draegloth in a significant role, because its abilities can turn the tide in a battle against a house that doesn’t have a draegloth of its own. Although draegloths plays an important part in the plans of Lolth’s cult, a draegloth can’t rise above the status of a favored servant to a priest in that cult. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Most draegloths fiercely resent being given orders, but thanks to their training, they typically take out their frustration on their creator’s enemies, rather than on their creator. A draegloth that can’t suppress its ambitions might abandon its creator and strike out on its own. Whether these rebellious draegloths are part of Lolth’s plan for sowing chaos is unclear. Traits Fey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can’t put it to sleep. Actions Multiattack. The draegloth makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage. Spellcasting. The draegloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11): At will: dancing lights , darkness 1/day each: confusion , faerie fire","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Draegloth Abomination","description":"Draegloth abominations are physically larger, stronger, and more feral specimens compared to their kind. In addition, they also can weave steel-like webbing from their smaller arms, trapping hapless victims who are then ripped apart by their larger clawed arms. Traits Fey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can't put the draegloth to sleep. Actions Multiattack. The draegloth makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage. Web (Recharge 5–6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 17 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage and immunity to bludgeoning, poison, and psychic damage. Spellcasting. The draegloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights, darkness 1/day each: confusion, faerie fire Bonus Actions Tethering Web. The draegloth can pull a target restrained by its web into an unoccupied space within 5 feet of the draegloth.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Draegloth War Caster","description":"When young draegloths show signs of exceptional affinity to magic, the drow take advantage and train them in both the martial and arcane arts. Those that survive eventually become cunning war casters that can cast and maintain spells while simultaneously hacking at their enemies with their vicious claws. Traits Battle Concentration. The draegloth has advantage on Constitution saving throws that it makes to maintain concentration on a spell when it takes damage. Fey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can't put the draegloth to sleep. Actions Multiattack. The draegloth makes one Bite attack and two Claw attacks. Alternatively, it can make two Claw attacks and use Spellcasting. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. Spellcasting. The draegloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: dancing lights, darkness, faerie fire 3/day each: blight, confusion, mirror image 1/day each: maddening darkness, power word stun","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Draft Horse","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Hooves : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage .","properties":{"Category":"Monsters","AC":10,"HP":"19 (3d10+3)","CHA":7,"CON":12,"DEX":10,"INT":2,"STR":18,"WIS":11,"Size":"Large","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062148/1-jIo5vXiHU5B2hEXFIAhg/original.png","Roll 0":"Hooves\n1d20 + 6\n2d4+4","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Hooves\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 4\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":"1/4","Passive Perception":10,"data-CrNum":0.25,"data-AcNum":10,"data-HpNum":19},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Draft Horse","description":"Actions Hooves : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Draft Horse","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Draft Horse","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Bludgeoning damage.","properties":{"Category":"Monsters","AC":10,"HP":"15 (2d10 + 4)","PB":2,"CHA":7,"CON":15,"DEX":10,"INT":2,"STR":18,"WIS":11,"Size":"Large","Type":"Beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407018/90CfGoSKAadbw2zNWmK3jw/original.png","data-XP":50,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Hooves\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 4\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":2,"data-DEX-mod":0,"data-INT-mod":"-4","data-STR-mod":4,"data-SizeNum":5,"data-WIS-mod":0,"Saving Throws":"Str +4, Dex +0, Con +2, Int -4, Wis +0, Cha -2","Challenge Rating":"1/4","Passive Perception":10,"data-CrNum":0.25,"data-AcNum":10,"data-HpNum":15},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Dragon Army Dragonnel","description":"Dragonnels from the volcanic mountains surrounding Sanction are closely related to red dragons, resembling them in scale coloration and general shape. They are cruel and selfish creatures trained by the Dragon Armies to serve as mounts for trusted officers. While they lack a red dragon’s destructive breath, these dragonnels are inured to fire, and their vicious teeth and claws flare with embers. Dragonnels Dragonnels are distantly related to chromatic and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking themselves, they are willful creatures largely motivated by the desire for food. Traits Flyby. The dragonnel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Actions Multiattack. The dragonnel makes two Rend attacks. Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Lawful Evil","Expansion":17925,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Dragon Army Officer","description":"Dragon Army Troops The Dragon Armies gather fanatical followers to their ranks. Recruits are indoctrinated to revere the Dragon Queen and view dragons as her favored servants. Troops in the Dragon Army wield weapons blessed by Takhisis to strike with the power of the dragons they fight alongside. Dragon Army Weapons The weapons of Dragon Army troops are blessed with an infusion of dragon breath. The type of damage these weapons deal depends on the specific army. The stat blocks presented here represent Red Dragon Army troops with weapons infused by the fire of red dragons. You can represent followers of other chromatic dragons by changing the fire damage to match the damage type associated with those dragons’ breath weapons. Traits Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls. Actions Multiattack. The officer makes two Vicious Lance attacks and uses Assault Orders if it’s available. Vicious Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) fire damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage. Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Lawful Evil","Expansion":17925,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Dragon Army Soldier","description":"Dragon Army Troops The Dragon Armies gather fanatical followers to their ranks. Recruits are indoctrinated to revere the Dragon Queen and view dragons as her favored servants. Troops in the Dragon Army wield weapons blessed by Takhisis to strike with the power of the dragons they fight alongside. Dragon Army Weapons The weapons of Dragon Army troops are blessed with an infusion of dragon breath. The type of damage these weapons deal depends on the specific army. The stat blocks presented here represent Red Dragon Army troops with weapons infused by the fire of red dragons. You can represent followers of other chromatic dragons by changing the fire damage to match the damage type associated with those dragons’ breath weapons. Traits Draconic Devotion. While the soldier can see a Dragon that isn’t hostile to it, the soldier has advantage on attack rolls. Actions Multiattack. The soldier makes two Longsword or Javelin attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 2 (1d4) fire damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Lawful Evil","Expansion":17925,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Dragon Blessed","description":"Dragon blessed are the acolytes of dragons, whom they revere as gods. They wield magic to heal and support those who have earned their dragon masters' favor—and scourge those who incur the dragons' wrath. Dragon blessed view their lives and magical abilities as gifts bestowed by their dragon, and they give life energy to save those they deem important to their masters' work. Dragon Followers Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return. Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon's reward, and they dream of a world where dragons can live among them as their rulers. Actions Multiattack. The blessed makes two Mace or Radiant Bolt attacks. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 18 (4d8) radiant damage. Radiant Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 22 (5d8) radiant damage, and the blessed regains 5 (1d10) hit points. Spellcasting. The blessed casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14): At will: light , thaumaturgy 1/day each: enhance ability , flame strike , mass cure wounds , revivify , tongues","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragon Chosen","description":"Dragon chosen are mighty warriors who offer their bodies as vessels for a dragon's might. They serve as enforcers of their masters' will; they often accompany dragon speakers—and are quick to defend them if they sense any ill intent. Dragon chosen are skilled in close combat, using two weapons to tear at their foes. Dragon Followers Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return. Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon's reward, and they dream of a world where dragons can live among them as their rulers. Actions Multiattack. The chosen makes one Handaxe attack and two Shortsword attacks. Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Hit or Miss: The handaxe magically returns to the chosen's hand immediately after a ranged attack. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Reaction Biting Rebuke. Immediately after the chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragon Disciple","description":"Whether a dragon takes a humanoid disciple as an ally or an indentured servant, the sorcerer learns to harness their magic in ways beyond that of their arcane peers. It takes a certain type of person to even want to become a dragon disciple: an overbearing sense of self-worth, the will to wield ancient power, and the presence to command in the dragon’s name. Of course, the chosen aim of all disciples to learn as much as possible from their dragon aegis. As a result, most disciple are sorcerers able to innately cast spells that mirror the magical ability of their dragon. However, disciples rarely, if ever, reach the height of power that they crave. It would be a foolish dragon that let one of its underlings potentially learn and develop to the point where it might rival the dragon itself.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":5818,"Challenge Rating":16},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dragon Eel","description":"The dragon eel’s unmistakable slender form sports a powerful single finned tail and wicked jaws like a matched pair of serrated blades. Dragon eels vary widely in color from browns and blacks to brilliant iridescent hues in mottled patterns. Fond of Servants. While most dragon eels are solitary and irascible, on rare instances some form pairs or small bands—and some gather humanoid servants. Magnetic and Lightning. Dragon eels make their natural homes in twisting underwater cave systems and prefer magnetically-aligned, metallic cavern formations navigable with their refined electric-sight. Some dragon eels use their constant electric auras combined with acquired alchemical reagents to electroplate portions of their golden hoard onto the walls of their dwellings. Pirate Fleets and Dominions. Dragon eels claim large swaths of shoreline as their demesne. Although neither particularly cruel nor righteous, a dragon eel often lords over awed tribes, allowing locals to revere it as a mighty spirit. Some dragon eels use such tribes as the core of a pirate fleet or raiding parties carried on their backs. Their ability to swim through air during storms adds to their reputation as terrible thunder spirits. Bribable. Their deceptive moniker sometimes lulls foolish sailors into a false confidence when they expect to face a simple if dangerous eel beast, but instead find themselves dealing with intelligent draconic kings of the coastal shallows. Wise sailors traveling through known dragon eel territory bring tithes and offerings to placate them. Traits Limited Amphibiousness: The dragon eel can breathe air and water, but it needs to be submerged at least once every six hours to avoid suffocation. Shoking Touch: A dragon eel’s body generates a potent charge of lightning. A creature that touches or makes a successful melee attack against a dragon eel takes 5 (1d10) lightning damage. Storm Glide: During storms, the dragon eel can travel through the air as if under the effects of a fly spell, except using its swim speed. Actions Multiattack: The dragon eel makes one bite attack and one tail slap attack. Bite: Melee Weapon Attack : +12 to hit, reach 10 ft., One target. Hit : 26 (4d8 + 8) piercing damage plus 5 (1d10) lightning damage. On hit, the target must succeed on a DC 18 Constitution saving throw or become paralyzed for 1d4 rounds Tail Slap: Melee Weapon Attack : +12 to hit, reach 10 ft., One target. Hit : 30 (5d8 + 8) bludgeoning damage plus 5 (1d10 ) lightning damage. On hit, will also push the target up to 10 feet away. Lightning Breath (Recharge 6): The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line takes 55 (10d10) lightning damage, or half damage with a successful DC 18 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon Speaker","description":"Dragon speakers are charismatic and persuasive orators who serve as a dragon's ambassadors among other folk. Dragon speakers have loud and authoritative voices, which they use to gain valuable resources, diplomatic connections, and donations of treasure and magic for their dragons—as well as to weave magic both subtle and thundering. They use their commanding presence to instill awe and fear into the hearts of friends and foes alike. Dragon Followers Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return. Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon's reward, and they dream of a world where dragons can live among them as their rulers. Actions Multiattack. The speaker makes two Thunder Bolt attacks. Thunder Bolt. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (3d8) thunder damage, and the target is pushed horizontally up to 10 feet away from the speaker. Spellcasting. The speaker casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights 1/day each: calm emotions , charm person , command , comprehend languages Reactions Disarming Words (3/Day). When a creature the speaker can see within 60 feet of it makes a damage roll, the speaker can roll a d6 and subtract the number rolled from that damage roll.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"any","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragon Tooth Warrior","description":"These skeleton warriors are born from a magical ritual that involves the planting of a dragon’s teeth into soil that has been plowed by one of the Colchis Bulls. Their creation is very rare and has only happened a handful of times throughout history. When the teeth are planted a small army is formed, even if it’s only a few fangs that have been placed into the soil. These skeletons seem to behave like a legion of sorts, always acting together. Although not always to their own benefit, as Jason, the Argonaut, is said to have tricked them into destroying each other when he created them as part of his quest. These skeletons emerge from the ground where the teeth have been planted, fully decked out in armor that reeks with power from the Underworld. They are not weak remains of living beings manipulated by necromancy, but summoned entities brought forth by the strange and mysterious powers of the world. One must not forget that the world and all of its realms are living, eternal entities, just like the gods. Born from Dragons. Despite being undead these warriors are created from draconic bones, as such they inherently possess some of the traits and magic that dragons carry inherently, although in a rather minor scale. Disjointed Unity. A single dragon tooth creates many warriors, but they are not a hive. They will attack their fellow warriors if they believe that they might be a threat to their survival. Unfortunately, these undead warriors are not quite intelligent enough to realize that such a situation is very unlikely. Origin of its Magic The Dragon Tooth Warrior manifests a small portion of the magic of the dragon from which it was created. Resistance, Weapons and Elemental Blast. The Dragon Tooth Warrior gains a connection to the element of the dragon to which the tooth belonged. As such, it only has resistance to that specific element and its additional weapon damage and Elemental Blast ability use the same damage type. Traits Ever Watchful. The warrior has advantage to Initiative rolls and Wisdom (Perception) checks. Magic Resistance. The warrior has advantage on saving throws against spells and other magical effects. Magic Weapons. The warrior's weapon attacks are magical. Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The warrior makes three weapon attacks. It can replace one weapon attack with an elemental blast. Longsword (One-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) damage of the damage type to which the warrior has resistance. Longsword (Two-Handed). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 7 (2d6) damage of the damage type to which the warrior has resistance. Spear (One-Handed). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) damage of the damage type to which the warrior has resistance. Spear (Two-Handed). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) damage of the damage type to which the warrior has resistance. Spear (Thrown). Melee Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) damage of the damage type to which the warrior has resistance. Elemental Blast. The warrior exhales destructive energy in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. A creature takes 10 (3d6) damage of the damage type to which the warrior has resistance. Reactions Scales of Protection. The warrior's dragonscale armor flares with protective magic. When the warrior or another creature it can see within 5 feet of it is hit by an attack roll, it can grant a +3 bonus to the target's AC, potentially causing it to miss.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Dragon Turtle","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon turtle can breathe air and water. Actions Multiattack : The dragon turtle makes three attacks : one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. Bite : Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage . Claw : Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage. Tail : Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone . Steam Breath (Recharge 5-6) : The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.","properties":{"Category":"Monsters","AC":"20 (Natural Armor)","HP":"341 (22d20+10)","CHA":12,"CON":20,"DEX":10,"INT":10,"STR":25,"WIS":12,"Size":"Gargantuan","Type":"dragon","Speed":"20 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062158/6rdr8Jj4FZpwol7n0yfGuw/original.png","Roll 0":"Bite\n1d20 + 13\n3d12+7","Roll 1":"Claw\n1d20 + 13\n2d8+7","Roll 2":"Tail\n1d20 + 13\n3d12+7","Roll 3":"Steam Breath\n1d20 + 0\n15d6","Senses":"Darkvision 120 Ft.","Source":"5th Edition SRD","data-XP":"18,000","Alignment":"Neutral","Languages":"Aquan, Draconic","data-List":"false","Token Size":4,"Resistances":"Fire","data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon turtle can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"13\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"3d12 + 7\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"13\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 7\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"13\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"3d12 + 7\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone\"},{\"Name\":\"Steam Breath (Recharge 5-6)\",\"Desc\":\"The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.\"}]","data-CHA-mod":"+1","data-CON-mod":"+5","data-DEX-mod":"+0","data-INT-mod":"+0","data-STR-mod":"+7","data-SizeNum":7,"data-WIS-mod":"+1","Saving Throws":"Dex +6, Con +11, Wis +7","Challenge Rating":17,"Passive Perception":11,"data-CrNum":17,"data-AcNum":20,"data-HpNum":341},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dragon Turtle","description":"Dragon turtles are among the most fearsome creatures of the oceans. As large and voracious as the oldest of its land-based dragon kin, a dragon turtle strikes with its deadly jaws, steaming breath, and crushing tail. A dragon turtle’s rough shell is the same dark green color as the deep water where this monster dwells. Silver highlights lining the shell resemble light dancing on open water, and a surfacing dragon turtle is sometimes mistaken for the reflection of the sun or moon on the waves. Dragons of the Deep. Like true dragons, dragon turtles collect treasure, first by sinking ships and then by sifting through the wreckage for coins and other precious items. A dragon turtle swallows treasure for transport, then regurgitates it when it reaches its lair. Dragon turtles dwell in caves hidden in coral reefs or beneath the seafloor, or along rugged stretches of coastline. If a choice cave is already inhabited, a dragon turtle attacks its current residents in an attempt to take over. Mercenary Monsters. A dragon turtle is smart enough to be bribed, and pirates sailing seas patrolled by these creatures quickly learn to offer them treasure in exchange for safe passage. Clever sahuagin sometimes ally with dragon turtles, enticing them with treasure to use their blistering breath weapons in sahuagin raids against ships and coastal settlements. Elemental Might. Dragon turtles sometimes find their way through sunken planar rifts to the Elemental Plane of Water. Those monstrous specimens can often be found in the service of marids, which strap magnificent coral thrones to the backs of dragon turtles and ride them as mounts. Traits Amphibious : The dragon turtle can breathe air and water. Actions Multiattack : The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. Bite : Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 26 (3d12 + 7) piercing damage. Claw : Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 16 (2d8 + 7) slashing damage. Tail : Melee Weapon Attack : +13 to hit, reach 15 ft., one target. Hit : 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. Steam Breath (Recharge 5-6) : The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"MM1","Alignment":"neutral","Expansion":2,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Dragon Turtle Wyrmling","description":"Dragon Turtles Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island—and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground. Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle's defenses, magical storms manifest to shield the dragon turtle and strike at foes. Traits Amphibious. The dragon turtle can breathe air and water. Actions Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. Steam Breath (Recharge 5–6). The dragon turtle exhales scalding steam in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"typically neutral","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragon Wyrmling Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Draconic Lineage. The wyrmling has a lineage that determines a damage type to which they have immunity and which applies to the damage dealt by their Spit Breath and Breath Weapon actions. See the Draconic Lineages table for more information. Shared Resistance. The wyrmling’s caregiver has resistance to the damage type associated with their Draconic Lineage, and takes no damage from the wyrmling’s Breath Weapon action. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Spit Breath (2 Ferocity). The wyrmling makes a signature attack as a ranged weapon attack, with a normal range of 30 feet and a long range of 60 feet. On a hit, the attack deals an extra PB damage, and all the damage dealt by the attack is of the type associated with the wyrmling’s lineage instead of piercing damage. 3rd Level: Frightful Presence (5 Ferocity). Each creature of the wyrmling’s choice that is within 10 feet of the wyrmling and aware of them must succeed on a DC 10 plus PB Wisdom saving throw or become frightened of the wyrmling for 1 minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. If a creature’s saving throw is successful or the effect ends for them, the creature is immune to the wyrmling’s Frightful Presence for the next 24 hours. 5th Level: Breath Weapon (8 Ferocity). The wyrmling exhales elemental energy that fills an area. Creatures in that area must make a DC 10 plus PB saving throw, taking PBd6 damage on a failed save, or half as much damage on a successful one. The damage type, area, and type of saving throw are determined by the wyrmling’s Draconic Lineage trait. Draconic Lineages Lineage Damage Type Area Black, copper Acid 5 by 30 ft. line (Dex. save) Silver, white Cold 15 ft. cone (Con. save) Brass Fire 5 by 30 ft. line (Dex. save) Gold, red Fire 15 ft. cone (Dex. save) Blue, bronze Lightning 5 by 30 ft. line (Dex. save) Green Poison 15 ft. cone (Con. save) Dragon Babies Dragons are fiercely independent creatures, and make good pets only when they are newborns. Dragon wyrmling companions are so young that they haven’t yet developed the ability to truly speak, and a wyrmling who learns to speak is typically old enough to go off on their own. They might return later to assist a former caregiver in a moment of need, perhaps then sticking around after deciding that the character is the pet now.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Dragon Wyrmling Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Draconic Lineage. The wyrmling has a lineage that determines a damage type to which they have immunity and which applies to the damage dealt by their Spit Breath and Breath Weapon actions. See the Draconic Lineages table for more information. Shared Resistance. The wyrmling’s caregiver has resistance to the damage type associated with their Draconic Lineage, and takes no damage from the wyrmling’s Breath Weapon action. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Spit Breath (2 Ferocity). The wyrmling makes a signature attack as a ranged weapon attack, with a normal range of 30 feet and a long range of 60 feet. On a hit, the attack deals an extra PB damage, and all the damage dealt by the attack is of the type associated with the wyrmling’s lineage instead of piercing damage. 3rd Level: Frightful Presence (5 Ferocity). Each creature of the wyrmling’s choice that is within 10 feet of the wyrmling and aware of them must succeed on a DC 10 plus PB Wisdom saving throw or become frightened of the wyrmling for 1 minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. If a creature’s saving throw is successful or the effect ends for them, the creature is immune to the wyrmling’s Frightful Presence for the next 24 hours. 5th Level: Breath Weapon (8 Ferocity). The wyrmling exhales elemental energy that fills an area. Creatures in that area must make a DC 10 plus PB saving throw, taking PBd6 damage on a failed save, or half as much damage on a successful one. The damage type, area, and type of saving throw are determined by the wyrmling’s Draconic Lineage trait. Draconic Lineages Lineage Damage Type Area Black, copper Acid 5 by 30 ft. line (Dex. save) Silver, white Cold 15 ft. cone (Con. save) Brass Fire 5 by 30 ft. line (Dex. save) Gold, red Fire 15 ft. cone (Dex. save) Blue, bronze Lightning 5 by 30 ft. line (Dex. save) Green Poison 15 ft. cone (Con. save) Dragon Babies Dragons are fiercely independent creatures, and make good pets only when they are newborns. Dragon wyrmling companions are so young that they haven’t yet developed the ability to truly speak, and a wyrmling who learns to speak is typically old enough to go off on their own. They might return later to assist a former caregiver in a moment of need, perhaps then sticking around after deciding that the character is the pet now.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Dragon Wyrmling Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Draconic Lineage. The wyrmling has a lineage that determines a damage type to which they have immunity and which applies to the damage dealt by their Spit Breath and Breath Weapon actions. See the Draconic Lineages table for more information. Shared Resistance. The wyrmling’s caregiver has resistance to the damage type associated with their Draconic Lineage, and takes no damage from the wyrmling’s Breath Weapon action. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Spit Breath (2 Ferocity). The wyrmling makes a signature attack as a ranged weapon attack, with a normal range of 30 feet and a long range of 60 feet. On a hit, the attack deals an extra PB damage, and all the damage dealt by the attack is of the type associated with the wyrmling’s lineage instead of piercing damage. 3rd Level: Frightful Presence (5 Ferocity). Each creature of the wyrmling’s choice that is within 10 feet of the wyrmling and aware of them must succeed on a DC 10 plus PB Wisdom saving throw or become frightened of the wyrmling for 1 minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. If a creature’s saving throw is successful or the effect ends for them, the creature is immune to the wyrmling’s Frightful Presence for the next 24 hours. 5th Level: Breath Weapon (8 Ferocity). The wyrmling exhales elemental energy that fills an area. Creatures in that area must make a DC 10 plus PB saving throw, taking PBd6 damage on a failed save, or half as much damage on a successful one. The damage type, area, and type of saving throw are determined by the wyrmling’s Draconic Lineage trait. Draconic Lineages Lineage Damage Type Area Black, copper Acid 5 by 30 ft. line (Dex. save) Silver, white Cold 15 ft. cone (Con. save) Brass Fire 5 by 30 ft. line (Dex. save) Gold, red Fire 15 ft. cone (Dex. save) Blue, bronze Lightning 5 by 30 ft. line (Dex. save) Green Poison 15 ft. cone (Con. save) Dragon Babies Dragons are fiercely independent creatures, and make good pets only when they are newborns. Dragon wyrmling companions are so young that they haven’t yet developed the ability to truly speak, and a wyrmling who learns to speak is typically old enough to go off on their own. They might return later to assist a former caregiver in a moment of need, perhaps then sticking around after deciding that the character is the pet now.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Dragon Wyrmling Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Draconic Lineage. The wyrmling has a lineage that determines a damage type to which they have immunity and which applies to the damage dealt by their Spit Breath and Breath Weapon actions. See the Draconic Lineages table for more information. Shared Resistance. The wyrmling’s caregiver has resistance to the damage type associated with their Draconic Lineage, and takes no damage from the wyrmling’s Breath Weapon action. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Spit Breath (2 Ferocity). The wyrmling makes a signature attack as a ranged weapon attack, with a normal range of 30 feet and a long range of 60 feet. On a hit, the attack deals an extra PB damage, and all the damage dealt by the attack is of the type associated with the wyrmling’s lineage instead of piercing damage. 3rd Level: Frightful Presence (5 Ferocity). Each creature of the wyrmling’s choice that is within 10 feet of the wyrmling and aware of them must succeed on a DC 10 plus PB Wisdom saving throw or become frightened of the wyrmling for 1 minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. If a creature’s saving throw is successful or the effect ends for them, the creature is immune to the wyrmling’s Frightful Presence for the next 24 hours. 5th Level: Breath Weapon (8 Ferocity). The wyrmling exhales elemental energy that fills an area. Creatures in that area must make a DC 10 plus PB saving throw, taking PBd6 damage on a failed save, or half as much damage on a successful one. The damage type, area, and type of saving throw are determined by the wyrmling’s Draconic Lineage trait. Draconic Lineages Lineage Damage Type Area Black, copper Acid 5 by 30 ft. line (Dex. save) Silver, white Cold 15 ft. cone (Con. save) Brass Fire 5 by 30 ft. line (Dex. save) Gold, red Fire 15 ft. cone (Dex. save) Blue, bronze Lightning 5 by 30 ft. line (Dex. save) Green Poison 15 ft. cone (Con. save) Dragon Babies Dragons are fiercely independent creatures, and make good pets only when they are newborns. Dragon wyrmling companions are so young that they haven’t yet developed the ability to truly speak, and a wyrmling who learns to speak is typically old enough to go off on their own. They might return later to assist a former caregiver in a moment of need, perhaps then sticking around after deciding that the character is the pet now.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Dragon Wyrmling Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Draconic Lineage. The wyrmling has a lineage that determines a damage type to which they have immunity and which applies to the damage dealt by their Spit Breath and Breath Weapon actions. See the Draconic Lineages table for more information. Shared Resistance. The wyrmling’s caregiver has resistance to the damage type associated with their Draconic Lineage, and takes no damage from the wyrmling’s Breath Weapon action. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Spit Breath (2 Ferocity). The wyrmling makes a signature attack as a ranged weapon attack, with a normal range of 30 feet and a long range of 60 feet. On a hit, the attack deals an extra PB damage, and all the damage dealt by the attack is of the type associated with the wyrmling’s lineage instead of piercing damage. 3rd Level: Frightful Presence (5 Ferocity). Each creature of the wyrmling’s choice that is within 10 feet of the wyrmling and aware of them must succeed on a DC 10 plus PB Wisdom saving throw or become frightened of the wyrmling for 1 minute. A creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. If a creature’s saving throw is successful or the effect ends for them, the creature is immune to the wyrmling’s Frightful Presence for the next 24 hours. 5th Level: Breath Weapon (8 Ferocity). The wyrmling exhales elemental energy that fills an area. Creatures in that area must make a DC 10 plus PB saving throw, taking PBd6 damage on a failed save, or half as much damage on a successful one. The damage type, area, and type of saving throw are determined by the wyrmling’s Draconic Lineage trait. Draconic Lineages Lineage Damage Type Area Black, copper Acid 5 by 30 ft. line (Dex. save) Silver, white Cold 15 ft. cone (Con. save) Brass Fire 5 by 30 ft. line (Dex. save) Gold, red Fire 15 ft. cone (Dex. save) Blue, bronze Lightning 5 by 30 ft. line (Dex. save) Green Poison 15 ft. cone (Con. save) Dragon Babies Dragons are fiercely independent creatures, and make good pets only when they are newborns. Dragon wyrmling companions are so young that they haven’t yet developed the ability to truly speak, and a wyrmling who learns to speak is typically old enough to go off on their own. They might return later to assist a former caregiver in a moment of need, perhaps then sticking around after deciding that the character is the pet now.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Dragon, Adult Prismatic","description":"With a multicolored hide and wings with multifaceted panes, this dragon stands over an array of chaotic crystals. Light gleams off the dragon's hide and pours through its wings in a dizzying display. Prismatic dragons bring light and color to the otherwise dark and gray underworld. They consume minerals for sustenance, making them relatively harmless as far as their appetites go, unless they encounter creatures loaded with gems and jewels. Even then, they may negotiate for the treats, and canny explorers discover worthless crystals satisfy the dragons just as much as valuable jewels. Resplendent Flightlessness. Like many dragons, prismatic dragons possess wings, but they can't sustain flight with their wings. Prismatic dragon wings have both the appearance and unwieldiness of stained glass. Fortunately, the dragons have no need to fly in most of their domain and their razor-sharp claws give them strong purchase to climb. The dragons' wings have a greater purpose than aesthetics—though they are vain about their appearance—because the dragons can tilt their wings to dazzle opponents to the point of blindness. As prismatic dragons age, their bodies shift in coloration from a dusty pink through an ever-expanding panoply of hues, including those invisible to most others. Crystal Groves. Prismatic dragons tend crystals in their lair and in the surrounding territory. These crystal groves exhibit a riot of different shapes, sizes, and colors. Proud of their carefully cultivated collection, prismatic dragons may become incensed when a visitor criticizes any of the crystals or arrangements. Though prismatic dragons coexist peacefully with crystalline monoliths (see Tome of Beasts 2), the dragons harbor jealousy about the monoliths' crystal gardens, and they subtly direct intruders to a monolith's lair in the fervent hope the interlopers damage the other creature's crystal. Gregarious Hosts. Of course, all this beauty serves no purpose if only the prismatic dragon can enjoy it. The dragon often welcomes subterranean guests or explorers from the upper world. It can't promise a comfortable stay for those who have difficulty sleeping on beds of crystals, but it attempts to accommodate food and drink requests within its means. This hospitality ends at undead creatures and conquest-driven groups. A prismatic dragon especially loathes cave dragons (see Tome of Beasts ) and strives to eradicate the crystal-destroying pests if they move into the dragon's territory. A Prismatic Dragon's Lair Prismatic dragons inhabit underground caverns, especially those containing colorful, translucent crystals. Some dragons dwell in closed off portions of their mighty caverns, while many construct shrines or cathedrals from the crystals grown in their territories. Though the dragons don't require light to see, they always dot their lairs with light-filled, crystal globes to enhance the vibrant displays. Lair Actions On initiative count 20 (losing initiative ties), the prismatic dragon can take a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: Crystalline Burst. Crystals suddenly grow from a point on the ground the dragon can see within 120 feet of it, creating a 1-foot-tall carpet of crystals. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage and falling prone on a failed save, or half as much damage and not falling prone on a successful one. The area becomes difficult terrain, and when a creature moves into or within the area, it takes 2d6 piercing damage for every 5 feet it travels. The crystals crumble to dust when the dragon uses this lair action again or when the dragon dies. Dazzling Lights. Light strobes at a point the dragon can see within 120 feet of it. Each creature other than the dragon that starts its turn within 60 feet of that point must make a DC 15 Charisma saving throw or have disadvantage on attack rolls until the start of its next turn. The effect persists for 1 minute, until the dragon uses this lair action again, or until the dragon dies. Mood Lights. The dragon changes the ambient lighting centered on a point within 120 feet of it. Each creature within 30 feet of that point must succeed on a DC 15 Wisdom saving throw or suffer one of the following effects until initiative count 20 on the next round (the dragon chooses the effect, which applies to all creatures that failed their saving throws, when it uses this lair action): the target becomes apathetic and has disadvantage on attack rolls and ability checks; the target becomes enraged and uses its next action to make a melee attack against a random creature within its reach; the target becomes paranoid and considers no other creature an ally, refusing help and being unable to benefit from the spells and effects of allies. A creature immune to being charmed is unaffected by this effect. Regional Effects The region containing a legendary prismatic dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: Crystal Growth. Luminescent quartz and other inexpensive crystal protrude from all surfaces within 6 miles of a prismatic dragon's lair. Enhanced Spells. Color-based spells (such as hypnotic pattern, frenzied bolt from Deep Magic, or any “prismatic” spell) cast within 1 mile of a prismatic dragon's lair become enhanced. When rolling damage for a spell of that type that deals damage, treat any 1 on a damage die as a 2 and increase the spell save DC by 1 (this doesn't affect the dragon's spells). Prismatic Light. All light sources, including those created by magic effects, shed light in a rainbow of colors while within 1 mile of a prismatic dragon's lair. If the dragon dies, these effects fade over the course of 1d10 days. The quartz and crystals immediately lose their luminescence and crumble to dust over the same period. Legendary Resistance (3/Day) . If the prismatic dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack . The prismatic dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence . Each creature of the prismatic dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapon (Recharge 5-6) . The prismatic dragon uses one of the following breath weapons: Light Beam. The prismatic dragon emits a beam of white light in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one. Rainbow Blast. The prismatic dragon emits multicolored light in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 36 (8d8) damage on a failed save, or half as much damage on a successful one. The dragon splits the damage up among acid, cold, fire, lightning, or poison, choosing a number of d8s for each damage type totaling 8d8. It must choose at least two damage types. Spellcasting . The prismatic dragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: charm person , color spray , dancing lights 3/day: prismatic spray 1/day: prismatic wall Legendary Actions The prismatic dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The prismatic dragon makes a Wisdom (Perception) check. Tail Attack. The prismatic dragon makes a tail attack. Cast a Spell (Costs 2 Actions) . The prismatic dragon uses Spellcasting. Shimmering Wings (Costs 2 Actions). The prismatic dragon beats its crystalline wings. Each creature within 20 feet of the dragon must succeed on a DC 16 Wisdom saving throw or take 11 (2d10) radiant damage and become blinded until the start of the dragon's next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Neutral","Expansion":19901,"Challenge Rating":16},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dragon, Adult Sand","description":"Sand constantly sloughs from this brown dragon and twirls about in the air surrounding it. Falling sand reveals the creature's desiccated form. Spikes of dried and caked sand jut from its body. Overlords of dry and desolate domains, sand dragons enjoy the solitude of a harsh climate. They begrudgingly share territory with blue dragons and wasteland dragons (see Creature Codex ), but these dragons often keep clear of each other. Sometimes, they come together in alliances of convenience, though more often one of the dragons believes it can take the other's territory by force. Cantankerous Loners. A sand dragon's desire for isolation and the scarcity of available food renders it an irritable host at best. A dragon's first response upon noticing intruders rarely goes further than killing and eating them. Travelers who offer the dragon plenty of fresh meat stand a chance to pass through its domain unharmed. The sand dragon tolerates lesser creatures that inhabit the same land, such as sandwyrms (see Tome of Beasts ), provided they don't compete for resources. It may bully these creatures to hunt on its behalf. Sand Sculptors. Sand dragons express themselves through the medium of sand or similar materials in their lairs. Spiraling towers erupt from the ground, reaching dozens of feet in height and seeming on the verge of collapse. In the rare instances where the dragons decide to attack settlements, they commit the location to memory and duplicate the buildings as sand sculptures to near perfection. They often etch screaming faces in the walls of the buildings to commemorate the terror they unleashed during their attacks. Sand dragons also use sand to encase the remains of those who dared attack the dragons in their lairs, molding the sand to match the likenesses of the creatures when they were alive. Guardians of Lost Empires. When tons of sand, silt, and other debris cover up the remains of forgotten kingdoms, they may slumber undisturbed for centuries. Bored or curious sand dragons sometimes discover the ruins of these little-remembered empires and loot their ancient treasures and magic items. The dragons guard these locations closely, not wishing to encourage treasure hunting mercenaries to invade their lairs. A Sand Dragon's Lair Sand dragons live in areas with a plentitude of sand or other loose, course material. They can make themselves at home in deserts, salt flats, wastelands, and coastal dunes. Some sand dragons find convenient caves where they can dwell, but most dig deep below the surface, leaving a couple of well-supported tunnels where they can exit and enter. Piles of whatever common material they have in their lairs conceal these tunnels. Lair Actions On initiative count 20 (losing initiative ties), the sand dragon can take a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: Create Sinkhole . A sinkhole opens beneath one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or be knocked prone and buried in sand. If the buried target doesn't have a burrowing speed, it is restrained and unable to breathe or stand up. A creature, including the buried target, can take an action to make a DC 15 Strength check, ending the buried state on a success. When the buried state ends, the target enters an unoccupied space within 5 feet of where it was buried and is prone. Evaporate Liquid. A container of liquid the dragon can see within 120 feet of it evaporates. If the container isn't being worn or carried and is nonmagical, up to one gallon of the liquid is destroyed. If the container isn't being worn or carried and the liquid or container is magical, the liquid must succeed on a DC 15 Constitution saving throw (with a bonus equal to +2 per level of rarity above common) or up to one gallon of the liquid is destroyed. If the container is being worn or carried, the creature holding the container must succeed on a DC 15 Dexterity saving throw to avoid the liquid's destruction. Sand Wall. The dragon creates a wall of sand on a solid surface it can see within 120 feet of it. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or be pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. Each 10-foot section of wall has AC 10, 20 hit points, and immunity to necrotic, poison, psychic, and radiant damage. The wall lasts for 1 minute, until the dragon uses this lair action again, or until the dragon dies. Regional Effects The region containing a legendary sand dragon's lair is warped by its magic, which creates one or more of the following effects: Dehydrate. Creatures, other than the sand dragon, within 1 mile of a sand dragon's lair need twice as much water to avoid dehydration. Precipitation rarely falls, making the area hospitable only to the hardiest specimens. Prolific Vermin. Sand-dwelling vermin, such as scorpions and scarabs, become more numerous within 3 miles of the dragon's lair. Sand Storms. Sand constantly swirls in small storms, impeding vision. Creatures within 1 mile of a sand dragon's lair have disadvantage on Wisdom (Perception) checks that rely on vision. If the dragon dies, these effects fade over the course of 1d10 days. Legendary Resistance (3/Day) . If the creature fails a saving throw, it can choose to succeed instead. Sand Camouflage. The sand dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Sandy Nature. The sand dragon is infused with elemental power, and it requires only half the amount of air, food, and drink that a typical dragon if its size needs. Stinging Sand . The first time the sand dragon hits a target with a melee weapon attack, the target must succeed on a DC 21 Constitution saving throw or have disadvantage on attack rolls and ability checks until the end of its next turn. Actions Multiattack . The sand dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) slashing damage. Frightful Presence . Each creature of the sand dragon's choice that is within 120 feet of the creature and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapon (Recharge 5-6). The sand dragon uses one of the following breath weapons: Sand Blast. The dragon exhales superheated sand in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 27 (5d10) piercing damage and 27 (5d10) fire damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw by 5 or more, it suffers one level of exhaustion as it dehydrates. Blinding Sand. The dragon breathes fine sand in a 60-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or be blinded for 1 minute. A blinded creature can take an action to clear its eyes of sand, ending the effect for it. Legendary Actions The sand dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The sand dragon makes a Wisdom (Perception) check. Tail Attack. The sand dragon makes a tail attack. Wing Attack (Costs 2 Actions). The sand dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":18},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dragon, Ancient Prismatic","description":"With a multicolored hide and wings with multifaceted panes, this dragon stands over an array of chaotic crystals. Light gleams off the dragon's hide and pours through its wings in a dizzying display. Prismatic dragons bring light and color to the otherwise dark and gray underworld. They consume minerals for sustenance, making them relatively harmless as far as their appetites go, unless they encounter creatures loaded with gems and jewels. Even then, they may negotiate for the treats, and canny explorers discover worthless crystals satisfy the dragons just as much as valuable jewels. Resplendent Flightlessness. Like many dragons, prismatic dragons possess wings, but they can't sustain flight with their wings. Prismatic dragon wings have both the appearance and unwieldiness of stained glass. Fortunately, the dragons have no need to fly in most of their domain and their razor-sharp claws give them strong purchase to climb. The dragons' wings have a greater purpose than aesthetics—though they are vain about their appearance—because the dragons can tilt their wings to dazzle opponents to the point of blindness. As prismatic dragons age, their bodies shift in coloration from a dusty pink through an ever-expanding panoply of hues, including those invisible to most others. Crystal Groves. Prismatic dragons tend crystals in their lair and in the surrounding territory. These crystal groves exhibit a riot of different shapes, sizes, and colors. Proud of their carefully cultivated collection, prismatic dragons may become incensed when a visitor criticizes any of the crystals or arrangements. Though prismatic dragons coexist peacefully with crystalline monoliths (see Tome of Beasts 2), the dragons harbor jealousy about the monoliths' crystal gardens, and they subtly direct intruders to a monolith's lair in the fervent hope the interlopers damage the other creature's crystal. Gregarious Hosts. Of course, all this beauty serves no purpose if only the prismatic dragon can enjoy it. The dragon often welcomes subterranean guests or explorers from the upper world. It can't promise a comfortable stay for those who have difficulty sleeping on beds of crystals, but it attempts to accommodate food and drink requests within its means. This hospitality ends at undead creatures and conquest-driven groups. A prismatic dragon especially loathes cave dragons (see Tome of Beasts ) and strives to eradicate the crystal-destroying pests if they move into the dragon's territory. A Prismatic Dragon's Lair Prismatic dragons inhabit underground caverns, especially those containing colorful, translucent crystals. Some dragons dwell in closed off portions of their mighty caverns, while many construct shrines or cathedrals from the crystals grown in their territories. Though the dragons don't require light to see, they always dot their lairs with light-filled, crystal globes to enhance the vibrant displays. Lair Actions On initiative count 20 (losing initiative ties), the prismatic dragon can take a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: Crystalline Burst. Crystals suddenly grow from a point on the ground the dragon can see within 120 feet of it, creating a 1-foot-tall carpet of crystals. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage and falling prone on a failed save, or half as much damage and not falling prone on a successful one. The area becomes difficult terrain, and when a creature moves into or within the area, it takes 2d6 piercing damage for every 5 feet it travels. The crystals crumble to dust when the dragon uses this lair action again or when the dragon dies. Dazzling Lights. Light strobes at a point the dragon can see within 120 feet of it. Each creature other than the dragon that starts its turn within 60 feet of that point must make a DC 15 Charisma saving throw or have disadvantage on attack rolls until the start of its next turn. The effect persists for 1 minute, until the dragon uses this lair action again, or until the dragon dies. Mood Lights. The dragon changes the ambient lighting centered on a point within 120 feet of it. Each creature within 30 feet of that point must succeed on a DC 15 Wisdom saving throw or suffer one of the following effects until initiative count 20 on the next round (the dragon chooses the effect, which applies to all creatures that failed their saving throws, when it uses this lair action): the target becomes apathetic and has disadvantage on attack rolls and ability checks; the target becomes enraged and uses its next action to make a melee attack against a random creature within its reach; the target becomes paranoid and considers no other creature an ally, refusing help and being unable to benefit from the spells and effects of allies. A creature immune to being charmed is unaffected by this effect. Regional Effects The region containing a legendary prismatic dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: Crystal Growth. Luminescent quartz and other inexpensive crystal protrude from all surfaces within 6 miles of a prismatic dragon's lair. Enhanced Spells. Color-based spells (such as hypnotic pattern, frenzied bolt from Deep Magic, or any “prismatic” spell) cast within 1 mile of a prismatic dragon's lair become enhanced. When rolling damage for a spell of that type that deals damage, treat any 1 on a damage die as a 2 and increase the spell save DC by 1 (this doesn't affect the dragon's spells). Prismatic Light. All light sources, including those created by magic effects, shed light in a rainbow of colors while within 1 mile of a prismatic dragon's lair. If the dragon dies, these effects fade over the course of 1d10 days. The quartz and crystals immediately lose their luminescence and crumble to dust over the same period. Legendary Resistance (3/Day) . If the prismatic dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack . The prismatic dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage. Claw. Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack : +14 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence . Each creature of the prismatic dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapon (Recharge 5-6) . The prismatic dragon uses one of the following breath weapons: Light Beam. The prismatic dragon emits a beam of white light in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 90 (20d8) radiant damage on a failed save, or half as much damage on a successful one. Rainbow Blast. The prismatic dragon emits multicolored light in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 72 (16d8) damage on a failed save, or half as much damage on a successful one. The dragon splits the damage up among acid, cold, fire, lightning, or poison, choosing a number of d8s for each damage type totaling 16d8. It must choose at least two damage types. Spellcasting . The prismatic dragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20): At will: charm person , dancing lights , prismatic spray 1/day: prismatic wall Legendary Actions The prismatic dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The prismatic dragon makes a Wisdom (Perception) check. Tail Attack. The prismatic dragon makes a tail attack. Cast a Spell (Costs 2 Actions) . The prismatic dragon uses Spellcasting. Shimmering Wings (Costs 2 Actions). The prismatic dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 19 Wisdom saving throw or take 16 (3d10) radiant damage and become blinded until the start of the dragon's next turn.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Neutral","Expansion":19901,"Challenge Rating":21},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dragon, Ancient Sand","description":"Sand constantly sloughs from this brown dragon and twirls about in the air surrounding it. Falling sand reveals the creature's desiccated form. Spikes of dried and caked sand jut from its body. Overlords of dry and desolate domains, sand dragons enjoy the solitude of a harsh climate. They begrudgingly share territory with blue dragons and wasteland dragons (see Creature Codex ), but these dragons often keep clear of each other. Sometimes, they come together in alliances of convenience, though more often one of the dragons believes it can take the other's territory by force. Cantankerous Loners. A sand dragon's desire for isolation and the scarcity of available food renders it an irritable host at best. A dragon's first response upon noticing intruders rarely goes further than killing and eating them. Travelers who offer the dragon plenty of fresh meat stand a chance to pass through its domain unharmed. The sand dragon tolerates lesser creatures that inhabit the same land, such as sandwyrms (see Tome of Beasts ), provided they don't compete for resources. It may bully these creatures to hunt on its behalf. Sand Sculptors. Sand dragons express themselves through the medium of sand or similar materials in their lairs. Spiraling towers erupt from the ground, reaching dozens of feet in height and seeming on the verge of collapse. In the rare instances where the dragons decide to attack settlements, they commit the location to memory and duplicate the buildings as sand sculptures to near perfection. They often etch screaming faces in the walls of the buildings to commemorate the terror they unleashed during their attacks. Sand dragons also use sand to encase the remains of those who dared attack the dragons in their lairs, molding the sand to match the likenesses of the creatures when they were alive. Guardians of Lost Empires. When tons of sand, silt, and other debris cover up the remains of forgotten kingdoms, they may slumber undisturbed for centuries. Bored or curious sand dragons sometimes discover the ruins of these little-remembered empires and loot their ancient treasures and magic items. The dragons guard these locations closely, not wishing to encourage treasure hunting mercenaries to invade their lairs. A Sand Dragon's Lair Sand dragons live in areas with a plentitude of sand or other loose, course material. They can make themselves at home in deserts, salt flats, wastelands, and coastal dunes. Some sand dragons find convenient caves where they can dwell, but most dig deep below the surface, leaving a couple of well-supported tunnels where they can exit and enter. Piles of whatever common material they have in their lairs conceal these tunnels. Lair Actions On initiative count 20 (losing initiative ties), the sand dragon can take a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: Create Sinkhole . A sinkhole opens beneath one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or be knocked prone and buried in sand. If the buried target doesn't have a burrowing speed, it is restrained and unable to breathe or stand up. A creature, including the buried target, can take an action to make a DC 15 Strength check, ending the buried state on a success. When the buried state ends, the target enters an unoccupied space within 5 feet of where it was buried and is prone. Evaporate Liquid. A container of liquid the dragon can see within 120 feet of it evaporates. If the container isn't being worn or carried and is nonmagical, up to one gallon of the liquid is destroyed. If the container isn't being worn or carried and the liquid or container is magical, the liquid must succeed on a DC 15 Constitution saving throw (with a bonus equal to +2 per level of rarity above common) or up to one gallon of the liquid is destroyed. If the container is being worn or carried, the creature holding the container must succeed on a DC 15 Dexterity saving throw to avoid the liquid's destruction. Sand Wall. The dragon creates a wall of sand on a solid surface it can see within 120 feet of it. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or be pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. Each 10-foot section of wall has AC 10, 20 hit points, and immunity to necrotic, poison, psychic, and radiant damage. The wall lasts for 1 minute, until the dragon uses this lair action again, or until the dragon dies. Regional Effects The region containing a legendary sand dragon's lair is warped by its magic, which creates one or more of the following effects: Dehydrate. Creatures, other than the sand dragon, within 1 mile of a sand dragon's lair need twice as much water to avoid dehydration. Precipitation rarely falls, making the area hospitable only to the hardiest specimens. Prolific Vermin. Sand-dwelling vermin, such as scorpions and scarabs, become more numerous within 3 miles of the dragon's lair. Sand Storms. Sand constantly swirls in small storms, impeding vision. Creatures within 1 mile of a sand dragon's lair have disadvantage on Wisdom (Perception) checks that rely on vision. If the dragon dies, these effects fade over the course of 1d10 days. Legendary Resistance (3/Day) . If the sand dragon fails a saving throw, it can choose to succeed instead. Sand Camouflage. The sand dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Sandy Nature. The sand dragon is infused with elemental power, and it requires only half the amount of air, food, and drink that a typical dragon if its size needs. Stinging Sand . The first time the sand dragon hits a target with a melee weapon attack, the target must succeed on a DC 25 Constitution saving throw or have disadvantage on attack rolls and ability checks until the end of its next turn. Actions Multiattack . The sand dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) slashing damage. Frightful Presence . Each creature of the sand dragon's choice that is within 120 feet of the creature and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapon (Recharge 5-6). The sand dragon uses one of the following breath weapons: Sand Blast. The dragon exhales superheated sand in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 44 (8d10) piercing damage and 44 (8d10) fire damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw by 5 or more, it suffers one level of exhaustion as it dehydrates. Blinding Sand. The dragon breathes fine sand in a 90-foot cone. Each creature in that area must succeed on a DC 25 Constitution saving throw or be blinded for 1 minute. A blinded creature can take an action to clear its eyes of sand, ending the effect for it. Legendary Actions The sand dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The sand dragon makes a Wisdom (Perception) check. Tail Attack. The sand dragon makes a tail attack. Wing Attack (Costs 2 Actions). The sand dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":23},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dragon, Cave, Adult","description":"Covered in black spikes, the dragon’s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water. Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food. Born to Darkness. Eyeless, these dragons have long, thin spikes that help them navigate tunnels, or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight entirely. Cave dragon coloration darkens with age, but it always provides good camouflage against stone: white like limestone, yellow, muddy brown, then black at adult and older categories. Mature adult and old cave dragons sometimes fade to gray again. Ravenous Marauders. Cave dragons are always hungry and ready to eat absolutely everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. What alliances they do make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically end in failure. Cave dragons do form alliances with derro or drow, joining them in battle against the darakhul, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed. A Hard Life. Limited food underground makes truly ancient cave dragons almost unheard of. The eldest die of starvation after stripping their territory bare of prey. A few climb to the surface to feed, but their sensitivity to sunlight, earthbound movement, and lack of sight leave them at a terrible disadvantage. A Cave Dragon’s Lair Labyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals.Large vertical chimneys, just big enough to contain the beasts, make preferred ambush sites for young cave dragons. Their ruff spikes hold them in position until prey passes beneath.Due to the scarcity of food in their subterranean world, a cave dragon’s hoard may consist largely of food sources: colonies of bats, enormous beetles, carcasses in various states of decay, a cavern infested with shriekers, and whatever else the dragon doesn’t immediately devour. Cave dragons are especially fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, sorted or arranged like artful ossuaries. Cave dragons have no permanent society. They gather occasionally to mate and to protect their eggs at certain spawning grounds. Large vertical chimneys are popular nesting sites. There, the oldest cave dragons also retreat to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row: The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check. A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom. The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round. Regional Effects The region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair. Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood. Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger. If the dragon dies, these effects fade over the course of 1d10 days. Traits Darkness Aura: An adult or older cave dragon can generate an aura of darkness that fills its space and the surrounding 20 feet. This darkness prevents normal vision and darkvision from functioning. Blindsight and truesight function normally. Activating or deactivating the aura is a bonus action. Earth Glide: An adult cave dragon glides through stone, dirt, or any sort of earth except metal as easily as a fish glides through water. Its burrowing produces no ripple or other sign of its presence and leaves no tunnel or hole unless the dragon chooses to do so; in that case, it creates a passageway 15 feet wide by 10 feet high. The spell move earth cast on an area containing an earth-gliding cave dragon flings the dragon back 30 feet and stuns the creature for one round unless it succeeds on a Constitution saving throw. Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead. Innate Spellcasting: The dragon’s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: detect magic, speak with dead 3/day each: blur, counterspell, darkness, web 1/day each: dispel magic, hold person Actions Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite: Melee Weapon Attack : +13 to hit, reach 15 ft., One target. Hit : 18 (3d6 + 8) piercing damage plus 3 (1d6) poison damage. Claw: Melee Weapon Attack : +13 to hit, reach 10 ft., One target. Hit : 15 (2d6 + 8) slashing damage. Tail: Melee Weapon Attack : +13 to hit, reach 15 ft., One target. Hit : 17 (2d8 + 8) bludgeoning damage. Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Poison Breath (Recharge 5–6): The dragon exhales a cone of black poison gas in a 60-foot cone. Each target in that area takes 56 (16d6) poison damage and is poisoned if it is a creature; a successful DC 18 Constitution saving throw reduces damage by half and negates the poisoned condition. The poisoned condition lasts until the target takes a long or short rest or it’s removed with lesser restoration or comparable magic. Reactions Ruff Spikes: When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 18 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren’t within 5 feet of the dragon and takes 10 (3d6) piercing damage from spikes. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect: The dragon makes a Wisdom (Perception) check. Reset Ruff Spikes: The dragon can use its ruff spikes as a reaction again before its next turn. Tail: The dragon makes a tail attack. Swift Bite (Costs 2 Actions): The dragon makes two bite attacks.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":16},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Cave, Wyrmling","description":"Covered in black spikes, the dragon’s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water. Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food. Born to Darkness. Eyeless, these dragons have long, thin spikes that help them navigate tunnels, or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight entirely. Cave dragon coloration darkens with age, but it always provides good camouflage against stone: white like limestone, yellow, muddy brown, then black at adult and older categories. Mature adult and old cave dragons sometimes fade to gray again. Ravenous Marauders. Cave dragons are always hungry and ready to eat absolutely everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. What alliances they do make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically end in failure. Cave dragons do form alliances with derro or drow, joining them in battle against the darakhul, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed. A Hard Life. Limited food underground makes truly ancient cave dragons almost unheard of. The eldest die of starvation after stripping their territory bare of prey. A few climb to the surface to feed, but their sensitivity to sunlight, earthbound movement, and lack of sight leave them at a terrible disadvantage. A Cave Dragon’s Lair Labyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals.Large vertical chimneys, just big enough to contain the beasts, make preferred ambush sites for young cave dragons. Their ruff spikes hold them in position until prey passes beneath.Due to the scarcity of food in their subterranean world, a cave dragon’s hoard may consist largely of food sources: colonies of bats, enormous beetles, carcasses in various states of decay, a cavern infested with shriekers, and whatever else the dragon doesn’t immediately devour. Cave dragons are especially fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, sorted or arranged like artful ossuaries. Cave dragons have no permanent society. They gather occasionally to mate and to protect their eggs at certain spawning grounds. Large vertical chimneys are popular nesting sites. There, the oldest cave dragons also retreat to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row: The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check. A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom. The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round. Regional Effects The region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair. Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood. Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger. If the dragon dies, these effects fade over the course of 1d10 days. Traits Tunneler: The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot wide, 5-foot high tunnel in its wake. Innate Spellcasting: The dragon’s innate spellcasting ability is Charisma. It can innately cast the following spell, requiring no material components: 3/day: darkness Actions Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 11 (2d6 + 4) piercing damage plus 3 (1d6) poison damage. Poison Breath (Recharge 5–6): The dragon exhales a cone of black poison gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save and the target is poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration. If the save is successful, the target takes half the damage and does not become poisoned.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Cave, Young","description":"Covered in black spikes, the dragon’s eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water. Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food. Born to Darkness. Eyeless, these dragons have long, thin spikes that help them navigate tunnels, or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight entirely. Cave dragon coloration darkens with age, but it always provides good camouflage against stone: white like limestone, yellow, muddy brown, then black at adult and older categories. Mature adult and old cave dragons sometimes fade to gray again. Ravenous Marauders. Cave dragons are always hungry and ready to eat absolutely everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. What alliances they do make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically end in failure. Cave dragons do form alliances with derro or drow, joining them in battle against the darakhul, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed. A Hard Life. Limited food underground makes truly ancient cave dragons almost unheard of. The eldest die of starvation after stripping their territory bare of prey. A few climb to the surface to feed, but their sensitivity to sunlight, earthbound movement, and lack of sight leave them at a terrible disadvantage. A Cave Dragon’s Lair Labyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals.Large vertical chimneys, just big enough to contain the beasts, make preferred ambush sites for young cave dragons. Their ruff spikes hold them in position until prey passes beneath.Due to the scarcity of food in their subterranean world, a cave dragon’s hoard may consist largely of food sources: colonies of bats, enormous beetles, carcasses in various states of decay, a cavern infested with shriekers, and whatever else the dragon doesn’t immediately devour. Cave dragons are especially fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, sorted or arranged like artful ossuaries. Cave dragons have no permanent society. They gather occasionally to mate and to protect their eggs at certain spawning grounds. Large vertical chimneys are popular nesting sites. There, the oldest cave dragons also retreat to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row: The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check. A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom. The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round. Regional Effects The region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair. Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood. Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger. If the dragon dies, these effects fade over the course of 1d10 days. Traits Tunneler: The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot wide, 5-foot high tunnel in its wake. Innate Spellcasting: The dragon’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: 1/day each: blur, counterspell, web 3/day: darkness Actions Multiattack: The dragon makes three attacks; one with its bite and two with its claws. Bite: Melee Weapon Attack : +8 to hit, reach 10 ft., One target. Hit : 13 (2d6 + 6) piercing damage plus 3 (1d6) poison damage. Claw: Melee Weapon Attack : +8 to hit, reach 10 ft., One target. Hit : 13 (2d6 + 6) Slashing damage. Poison Breath (Recharge 5-6): The dragon exhales a cone of black poison gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (13d6) poison damage on a failed save and becoming poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration or comparable magic. If the save is successful, the target takes half damage and is not poisoned. Reactions Ruff Spikes: When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 16 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren’t within 5 feet of the dragon and takes 4 (1d8) piercing damage from spikes.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Flame Adult","description":"The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw. The flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish. Taunting Others. The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. Malevolent Purpose. The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and ever-changing goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. Fond of Souvenirs. Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. Nothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult. Flame Dragons in Midgard Flame dragons descend from the passionate daughter of the great World Serpent. Bards say a new flame dragon egg appears in the world when Glaurvistus completes her cyclical games of lust and revenge. Her satisfaction brings ruin in the moment and for centuries to come when a new egg hatches. Glaurvistus, the Smoking Scourge, inserts herself into many mortal events, burning her mark upon history. She manufactures an outrage when bored, working wildly complex plots against arbitrary enemies until it all ends in death. Her favorite game involves pledging admiration for a stalwart hero and bringing slow but destructive ruin upon any force around that person. Her false affections culminate in a fiery death for the unfortunate object of her attentions. She always leaves some cherished possession untouched by the cremation and builds her hoards with the memories of a thousand murdered champions. Glaurvistus has many lairs, most within active volcanoes or deep below the ground. Each boasts unique treasures to lure would-be heroes. She grants many fortresses to her most beloved offspring, who oversee their mother’s domain. There is no surer way for a hero to gain her attention than by slaying one of her favored children. Legends claim she lairs in a true sanctuary, accessing the outside world only through magic or caves of molten adamantine. Flame Dragon's Lair Flame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey. Many of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row. A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check. A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies Regional Effects The region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common. Temperatures rise within 6 miles of the lair. Crops wither, producing famines. Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw. If the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are. Traits Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead. Fire Incarnate: All fire damage dealt by the dragon ignores fire resistance but not fire immunity. Actions Multiattack: The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +9 to hit, reach 10 ft., One target. Hit : 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage. Claw: Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 11 (2d6 + 4) slashing damage. Tail: Melee Weapon Attack : +9 to hit, reach 15 ft., One target. Hit : 32 (2d8 + 4) bludgeoning damage. Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Fire Breath (Recharge 5–6): The dragon exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19 Dexterity saving throw. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Shifting Flames: The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect: The dragon makes a Wisdom (Perception) check. Tail Attack: The dragon makes a tail attack. Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":16},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Flame Ancient","description":"The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw. The flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish. Taunting Others. The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. Malevolent Purpose. The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and ever-changing goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. Fond of Souvenirs. Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. Nothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult. Flame Dragons in Midgard Flame dragons descend from the passionate daughter of the great World Serpent. Bards say a new flame dragon egg appears in the world when Glaurvistus completes her cyclical games of lust and revenge. Her satisfaction brings ruin in the moment and for centuries to come when a new egg hatches. Glaurvistus, the Smoking Scourge, inserts herself into many mortal events, burning her mark upon history. She manufactures an outrage when bored, working wildly complex plots against arbitrary enemies until it all ends in death. Her favorite game involves pledging admiration for a stalwart hero and bringing slow but destructive ruin upon any force around that person. Her false affections culminate in a fiery death for the unfortunate object of her attentions. She always leaves some cherished possession untouched by the cremation and builds her hoards with the memories of a thousand murdered champions. Glaurvistus has many lairs, most within active volcanoes or deep below the ground. Each boasts unique treasures to lure would-be heroes. She grants many fortresses to her most beloved offspring, who oversee their mother’s domain. There is no surer way for a hero to gain her attention than by slaying one of her favored children. Legends claim she lairs in a true sanctuary, accessing the outside world only through magic or caves of molten adamantine. Flame Dragon's Lair Flame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey. Many of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row. A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check. A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common. Temperatures rise within 6 miles of the lair. Crops wither, producing famines. Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw. If the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are. Traits Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead. Fire Incarnate: All fire damage dealt by the dragon ignores fire resistance but not fire immunity. Actions Multiattack: The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +13 to hit, reach 15 ft., One target. Hit : 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage. Claw: Melee Weapon Attack : +13 to hit, reach 10 ft., One target. Hit : 13 (2d6 + 6) slashing damage. Tail: Melee Weapon Attack : +13 to hit, reach 20 ft., One target. Hit : 15 (2d8 + 6) bludgeoning damage. Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Fire Breath (Recharge 5–6): The dragon exhales fire in a 90-foot cone. Each creature in that area takes 91 (26d6) fire damage, or half damage with a successful DC 23 Dexterity saving throw. Each creature in that area must also succeed on a DC 21 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Shifting Flames: The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect: The dragon makes a Wisdom (Perception) check. Tail Attack: The dragon makes a tail attack. Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":24},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Flame, Wyrmling","description":"The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw. The flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish. Taunting Others. The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. Malevolent Purpose. The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and ever-changing goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. Fond of Souvenirs. Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. Nothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult. Flame Dragons in Midgard Flame dragons descend from the passionate daughter of the great World Serpent. Bards say a new flame dragon egg appears in the world when Glaurvistus completes her cyclical games of lust and revenge. Her satisfaction brings ruin in the moment and for centuries to come when a new egg hatches. Glaurvistus, the Smoking Scourge, inserts herself into many mortal events, burning her mark upon history. She manufactures an outrage when bored, working wildly complex plots against arbitrary enemies until it all ends in death. Her favorite game involves pledging admiration for a stalwart hero and bringing slow but destructive ruin upon any force around that person. Her false affections culminate in a fiery death for the unfortunate object of her attentions. She always leaves some cherished possession untouched by the cremation and builds her hoards with the memories of a thousand murdered champions. Glaurvistus has many lairs, most within active volcanoes or deep below the ground. Each boasts unique treasures to lure would-be heroes. She grants many fortresses to her most beloved offspring, who oversee their mother’s domain. There is no surer way for a hero to gain her attention than by slaying one of her favored children. Legends claim she lairs in a true sanctuary, accessing the outside world only through magic or caves of molten adamantine. Flame Dragon's Lair Flame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey. Many of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row. A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check. A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common. Temperatures rise within 6 miles of the lair. Crops wither, producing famines. Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw. If the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are. Actions Bite: Melee Weapon Attack : +3 to hit, reach 5 ft., One target. Hit : 6 (1d10 + 1) piercing damage plus 3 (1d6) fire damage. Fire Breath (Recharge 5–6).: The dragon exhales fire in a 10-foot cone. Each creature in that area takes 24 (7d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Flame, Young","description":"The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw. The flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring complete and total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. “May you be the fire’s plaything” is a curse often used by the foolish. Taunting Others. The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure—direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler’s ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started. Malevolent Purpose. The results of these schemes are secondary to the enjoyment they derive from pursuing a nebulous and ever-changing goal. Some spend centuries torturing a family line for nothing more than trespassing on the dragon’s land. Others plot eternal curses after twisting poorly chosen words into the most dire of insults. The vengeance itself is not as important as having an excuse to hate, plot, and ruin. Flame dragons relish such opportunities for revenge, seeing each as a delightful hobby. The disruption of a game kindles a true and terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn. Fond of Souvenirs. Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, whether petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius. Nothing is safe from a flame dragon’s endless scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon’s undivided attention for generations. It would be wiser still to make certain there is not a trace of involvement in a flame dragon’s death. All burning serpents see the murder of one of their kin as the gravest insult. Flame Dragons in Midgard Flame dragons descend from the passionate daughter of the great World Serpent. Bards say a new flame dragon egg appears in the world when Glaurvistus completes her cyclical games of lust and revenge. Her satisfaction brings ruin in the moment and for centuries to come when a new egg hatches. Glaurvistus, the Smoking Scourge, inserts herself into many mortal events, burning her mark upon history. She manufactures an outrage when bored, working wildly complex plots against arbitrary enemies until it all ends in death. Her favorite game involves pledging admiration for a stalwart hero and bringing slow but destructive ruin upon any force around that person. Her false affections culminate in a fiery death for the unfortunate object of her attentions. She always leaves some cherished possession untouched by the cremation and builds her hoards with the memories of a thousand murdered champions. Glaurvistus has many lairs, most within active volcanoes or deep below the ground. Each boasts unique treasures to lure would-be heroes. She grants many fortresses to her most beloved offspring, who oversee their mother’s domain. There is no surer way for a hero to gain her attention than by slaying one of her favored children. Legends claim she lairs in a true sanctuary, accessing the outside world only through magic or caves of molten adamantine. Flame Dragon's Lair Flame dragons dwell in lairs where a burning fire is always near: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, its purpose is always to serve as a showcase of all the trophies the dragon has collected. Carefully arranged and organized prizes decorate the walls, sometimes even protected behind crystal walls. This display both feeds the dragon's vanity and pride, and also serves as a lure to attract adventurers, since flame dragons love to encourage the lowest instincts in their prey. Many of these lairs feature a huge, reflective surface. A flame dragon likes nothing more than itself. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row. A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The ground erupts with volcanic force at a point the dragoncan see within 120 feet of it. Any creature within 20 feet of thepoint must make a successful DC 15 Dexterity saving throwor be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creaturecan end the restraint if it or another creature takes an action tomake a successful DC 15 Strength check. A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common. Temperatures rise within 6 miles of the lair. Crops wither, producing famines. Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw. If the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are. Traits Fire Incarnate: All fire damage dealt by the dragon ignores fire resistance but not fire immunity. Actions Multiattack: The dragon makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +6 to hit, reach 10 ft., One target. Hit : 13 (2d10 + 2) piercing damage plus 3 (1d6) fire damage. Claw: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 9 (2d6 + 2) slashing damage. Fire Breath (Recharge 5–6): The dragon exhales fire in a 30-foot cone. Each creature in that area takes 56 (16d6) fire damage, or half damage with a successful DC 16 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Mithral, Adult","description":"Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes. Glimmering Champions. Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile. Rage in Youth. Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals. Peacemakers. Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles. Mithral Dragons in Midgard Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and seek out opportunities to make peace elsewhere—they are the only dragons that advocate against the perpetual war of the Dragon Empire, and they occasionally serve as mercenaries against the Mharoti. Traits Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead. Innate Spellcasting: The dragon’s innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: tongues 5/day each: dispel magic, enhance ability Spellcasting: The dragon is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared: Cantrips (at will): acid splash, light, mage hand, prestidigitation 1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant 2nd level (3 slots): blur, hold person, see invisibility 3rd level (3 slots): haste, lightning bolt, protection from energy Actions Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite: Melee Weapon Attack : +13 to hit, reach 10 ft., One target. Hit : 19 (2d10 + 8) piercing damage. Claw: Melee Weapon Attack : +13 to hit, reach 5 ft., One target. Hit : 15 (2d6 + 8) slashing damage. On hit,the target loses 4 hit points from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 4 hp per round for each bleeding wound it’s taken from a mithral dragon’s claws. Tail: Melee Weapon Attack : +13 to hit, reach 15 ft., One target. Hit : 17 (2d8 + 8) bludgeoning damage. Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature’s Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature’s Breath Weapon (Recharge 5–6): A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 42 (12d6) magical slashing damage and lose another 8 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage are halved by a successful DC 18 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon’s use. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect: The dragon makes a Wisdom (Perception) check. Tail Attack: The dragon makes a tail attack. Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Mithral, Ancient","description":"Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes. Glimmering Champions. Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile. Rage in Youth. Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals. Peacemakers. Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles. Mithral Dragons in Midgard Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and seek out opportunities to make peace elsewhere—they are the only dragons that advocate against the perpetual war of the Dragon Empire, and they occasionally serve as mercenaries against the Mharoti. Traits Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead. Innate Spellcasting: The dragon’s innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no material components: At will: tongues 5/day each: counterspell, dispel magic, enhance ability Mithral Shards: Ancient mithral dragons can choose to retain the mithral shards of their breath weapon as a hazardous zone of spikes. Treat as a spike growth zone that does 2d8 magical slashing damage for every 5 feet travelled. Spellcasting: The dragon is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared: Cantrips (at will): acid splash, light, mage hand, minor illusion, prestidigitation 1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant 2nd level (3 slots): blur, hold person, see invisibility 3rd level (3 slots): haste, lightning bolt, protection from energy 4th level (3 slots): dimension door, stoneskin, wall of fire 5th level (2 slots): polymorph, teleportation circle 6th level (1 slot): guards and wards 7th level (1 slot): forcecage 8th level (1 slot): antimagic field Actions Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite: Melee Weapon Attack : +15 to hit, reach 15 ft., One target. Hit : 22 (2d12 + 9) piercing damage. Claw: Melee Weapon Attack : +15 to hit, reach 10 ft., One target. Hit : 18 (2d8 + 9) slashing damage. On hit, the target loses 5 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 5 hp per round for each bleeding wound it’s taken from a mithral dragon’s claws. Tail: Melee Weapon Attack : +15 to hit, reach 20 ft., One target. Hit : 20 (2d10 + 9) bludgeoning damage. Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Breath Weapon (Recharge 5–6): A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 59 (17d6) magical slashing damage and lose another 10 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage is halved by a successful DC 21 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon’s use. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect: The dragon makes a Wisdom (Perception) check. Tail Attack: The dragon makes a tail attack. Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 18 (2d8 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":18},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Mithral, Young","description":"Mithral dragons are wise and learned, and are legendary peacemakers and spellcasters. They pursue their own interests when not called to settle disputes. Glimmering Champions. Light glints off a mithral dragon’s glossy scales, shining silver-white, and its tiny wings fold flush against its body—but open like a fan to expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. The dragon’s sleek look continues into its body and a mithral dragon’s impossibly thin frame makes it look extremely fragile. Rage in Youth. Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard—though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, they are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life spent in pursuit of interesting goals. Peacemakers. Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees), enjoying bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to ignore many attacks make them particularly well suited to these vital roles. Mithral Dragons in Midgard Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and seek out opportunities to make peace elsewhere—they are the only dragons that advocate against the perpetual war of the Dragon Empire, and they occasionally serve as mercenaries against the Mharoti. Traits Innate Spellcasting: Innate Spellcasting. The dragon’s innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components: At will: tongues 3/day: enhance ability Actions Multiattack: The dragon makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 10 (2d6 + 3) piercing damage. Claw: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 14 (2d10 + 3) slashing damage. On hit, the target loses 3 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 3 hp per round for each bleeding wound it has taken from a mithral dragon’s claws. Breath Weapon (Recharge 5–6): A mithral dragon can spit a 50-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 21 (6d6) magical slashing damage and lose another 5 hit points from bleeding at the start of their turns for 6 rounds; slashing damage is halved by a successful DC 12 Dexterity saving throw, but bleeding damage is not affected. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon’s use.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Sea Adult","description":"This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings. Divine Dragons. Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. Shipwreck Art. Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. Sunken Memorials. A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. Sea Dragon’s Lair Sea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. Whatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish. The sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row: Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies. The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies. The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round Sea Dragons in Midgard Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god’s idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire’s enemies, the most ancient sea dragons are too consumed with their contemplation of time and their inscrutable duties in the depths of the ocean to make war. Priests of Seggotan Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon. Regional Effects The region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area. Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water. Storms and rough water are more common within 6 miles of the lair. If the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days. Traits Amphibious: The dragon can breathe air and water. Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead. Siege Monster: The dragon deals double damage to objects and structures. Actions Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite: Melee Weapon Attack : +12 to hit, reach 10 ft., One target. Hit : 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage. Claw: Melee Weapon Attack : +12 to hit, reach 5 ft., One target. Hit : 14 (2d6 + 7) slashing damage. Tail: Melee Weapon Attack : +12 to hit, reach 15 ft., One target. Hit : 16 (2d8 + 7) bludgeoning damage. Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Tidal Breath (Recharge 5-6): The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn’t pushed or knocked prone. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect: The dragon makes a Wisdom (Perception) check. Tail Attack: The dragon makes a tail attack. Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or half its swim speed if in the water.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":16},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Sea Ancient","description":"This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings. Divine Dragons. Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. Shipwreck Art. Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. Sunken Memorials. A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. Sea Dragon’s Lair Sea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. Whatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish. The sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row: Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies. The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of thewall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies. The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slowspell. This effect last until initiative count 20 on the following round Sea Dragons in Midgard Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god’s idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire’s enemies, the most ancient sea dragons are too consumed with their contemplation of time and their inscrutable duties in the depths of the ocean to make war. Priests of Seggotan Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon. Regional Effects The region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area. Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water. Storms and rough water are more common within 6 miles of the lair. If the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days. Traits Amphibious: The dragon can breathe air and water. Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead. Siege Monster: The dragon deals double damage to objects and structures. Actions Multiattack: The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite: Melee Weapon Attack : +16 to hit, reach 15 ft., One target. Hit : 20 (2d10 + 9) piercing damage plus 11 (2d10) cold damage. Claw: Melee Weapon Attack : +16 to hit, reach 10 ft., One target. Hit : 16 (2d6 + 9) slashing damage. Tail: Melee Weapon Attack : +16 to hit, reach 20 ft., One target. Hit : 18 (2d8 + 9) bludgeoning damage. Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Tidal Breath (Recharge 5-6): The dragon exhales a crushing wave of frigid seawater in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failure, the target takes 44 (8d10) bludgeoning damage and 44 (8d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn’t pushed or knocked prone. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect: The dragon makes a Wisdom (Perception) check. Tail Attack: The dragon makes a tail attack. Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or swim speed if in the water.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":22},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Sea Wyrmling","description":"This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings. Divine Dragons. Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. Shipwreck Art. Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. Sunken Memorials. A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. Sea Dragon’s Lair Sea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. Whatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish. The sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row: Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies. The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies. The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round Sea Dragons in Midgard Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god’s idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire’s enemies, the most ancient sea dragons are too consumed with their contemplation of time and their inscrutable duties in the depths of the ocean to make war. Priests of Seggotan Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon. Regional Effects The region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area. Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water. Storms and rough water are more common within 6 miles of the lair. If the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days. Actions Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage. Tidal Breath (Recharge 5 - 6): The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the target takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage, and is pushed 15 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn’t pushed or knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Sea, Young","description":"This aquamarine dragon has a shark’s head that tapers off into a sleek eel-like body. Its large fins double as wings. Divine Dragons. Sea dragons are the children of the ocean, and believe they are semi-divine beings, worthy of worship. Given their size and power, they may be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna. Shipwreck Art. Sea dragons love collecting treasure, especially prize the sunken treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that can stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon’s lair when they catch stray beams of light. Sea dragons take any more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods. Sunken Memorials. A sea dragon’s lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed. Sea Dragon’s Lair Sea dragons dwell in lairs dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. Whatever the place, it’s dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish. The sky surrounding a sea dragon’s lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row: Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies. The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies. The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slowspell. This effect last until initiative count 20 on the following round Sea Dragons in Midgard Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god’s idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire’s enemies, the most ancient sea dragons are too consumed with their contemplation of time and their inscrutable duties in the depths of the ocean to make war. Priests of Seggotan Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon. Regional Effects The region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area. Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water. Storms and rough water are more common within 6 miles of the lair. If the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days. Traits Amphibious: The dragon can breathe air and water. Siege Monster: The dragon deals double damage to objects and structures. Actions Multiattack: The dragon makes three attacks: one with its bite and two with its claws. Bite: Melee Weapon Attack : +9 to hit, reach 10 ft., One target. Hit : 16 (2d10 + 5) piercing damage plus 5 (1d10) cold damage. Claw: Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 12 (2d6 + 5) slashing damage. Tidal Breath (Recharge 5-6): The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27 (5d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn’t pushed or knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Void Ancient","description":"A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body. Children of the Stars. Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice. Witnesses to the Void. Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out. Voracious Scholars. Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard Collapsing Star An ancient void dragon can be more deadly than CR 24 implies, thanks to the Collapsing Star ability. If characters defeat one and kill it, they may be obliterated by 165 hp cosmic blast damage-enough to kill characters outright, if they take the full brunt. Characters have three chances to reduce it with successful saving throws, and by the time they’re strong enough to defeat an ancient void dragon, some likely have resistance or immunity to one or more of the damage types involved. So even if they’re completely unprepared for the collapsing star effect, some of the heroes will likely survive.The key to facing an ancient void dragon is information. NPCs and legends should encourage characters to research this creature before battling one. Once they know the terrible risk of killing one, they can prepare a plan for it—and what might be a tragic “gotcha” deathtrap becomes a challenging puzzle instead Void Dragons in Midgard Void dragons are the eldest children of Veles the World Serpent, and worshipped as divine by his followers. Some stories claim they were the first to teach magic to the elves Void Dragon's Lair The true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space. When a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs. If fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round. Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies. The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw. Regional Effects The region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge. Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area. Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.If the dragon dies, these effects fade over the course of 1d10 days Traits Chill of the Void: Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. Collapsing Star: When the void dragon is killed it explodes in a swath of celestial destruction. Each creature and object within 1 mile of the dragon take 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. Each damage type can be reduced by half with a successful DC 21 saving throw: Dexterity vs. bludgeoning, Constitution vs. cold, and Wisdom vs. psychic. Additionally, a creature that fails two or three of the saving throws is affected by a plane shift spell and sent to a random plane. If it is sent to the plane it currently occupies, it appears 5d100 miles away in a random direction. Legendary Resistance: (3/Day) If the dragon fails a saving throw, it can choose to succeed instead. Void Dweller: Void dragons dwell in the empty expanse between the stars, and do not require air, food, drink, or sleep. When flying between stars the void dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time. Actions Multiattack: The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws. Bite: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage. Claw: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage. Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Aura of Madness: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more it is driven insane. An insane creature is frightened permanently, and behaves as if affected by confusion while it is frightened in this way. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Aura of Madness for the next 24 hours. Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons. Gravitic Breath: The dragon exhales a 90-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 24 Dexterity saving throw. On a failure the creature is restrained. On a success the creature’s speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon’s breath recharges, and it can’t use gravitic breath twice consecutively. Stellar Flare Breath: The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 45 (13d6) fire damage and 45 (13d6) radiant damage on a failed save, or half as much damage on a successful one. Teleport: The dragon magically teleports to any open space within 100 feet. Reactions Void Twist: When the dragon is hit by a ranged attack, it can create a small rift in space to increase its AC by 2 against that attack. If the attack misses because of this increase, the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect: The dragon makes a Wisdom (Perception) check. Tail Attack: The dragon makes a tail attack. Void Slip (Costs 2 Actions): The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet. Void Cache (Costs 3 Actions): The dragon can magically reach into its treasure hoard and retrieve one item. If the dragon is holding an item, it can use this ability to deposit the item into its hoard.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":24},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Void Wyrmling","description":"A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body. Children of the Stars. Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice. Witnesses to the Void. Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out. Voracious Scholars. Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard. Collapsing Star An ancient void dragon can be more deadly than CR 24 implies, thanks to the Collapsing Star ability. If characters defeat one and kill it, they may be obliterated by 165 hp cosmic blast damage­—enough to kill characters outright, if they take the full brunt. Characters have three chances to reduce it with successful saving throws, and by the time they’re strong enough to defeat an ancient void dragon, some likely have resistance or immunity to one or more of the damage types involved. So even if they’re completely unprepared for the collapsing star effect, some of the heroes will likely survive. The key to facing an ancient void dragon is information. NPCs and legends should encourage characters to research this creature before battling one. Once they know the terrible risk of killing one, they can prepare a plan for it—and what might be a tragic “gotcha” deathtrap becomes a challenging puzzle instead. A Void Dragon’s Lair The true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space. When a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs. If fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round. Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies. The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw. Regional Effects The region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge. Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area. Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area. If the dragon dies, these effects fade over the course of 1d10 days. Void Dragons in Midgard Void dragons are the eldest children of Veles the World Serpent, and worshipped as divine by his followers. Some stories claim they were the first to teach magic to the elves. Traits Chill of the Void: Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. Void Dweller: Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. Actions Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage. Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons. Gravitic Breath: The dragon exhales a 15-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 13 Dexterity saving throw. On a failure the creature is restrained. On a success the creature’s speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon’s breath recharges, and it can’t use gravitic breath twice consecutively. Stellar Flare Breath: The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Void, Adult","description":"A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body. Children of the Stars. Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice. Witnesses to the Void. Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out. Voracious Scholars. Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard. Collapsing Star An ancient void dragon can be more deadly than CR 24 implies, thanks to the Collapsing Star ability. If characters defeat one and kill it, they may be obliterated by 165 hp cosmic blast damage­—enough to kill characters outright, if they take the full brunt. Characters have three chances to reduce it with successful saving throws, and by the time they’re strong enough to defeat an ancient void dragon, some likely have resistance or immunity to one or more of the damage types involved. So even if they’re completely unprepared for the collapsing star effect, some of the heroes will likely survive. The key to facing an ancient void dragon is information. NPCs and legends should encourage characters to research this creature before battling one. Once they know the terrible risk of killing one, they can prepare a plan for it—and what might be a tragic “gotcha” deathtrap becomes a challenging puzzle instead. A Void Dragon’s Lair The true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space. When a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs. If fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round. Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies. The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw. Regional Effects The region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge. Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area. Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area. If the dragon dies, these effects fade over the course of 1d10 days. Void Dragons in Midgard Void dragons are the eldest children of Veles the World Serpent, and worshipped as divine by his followers. Some stories claim they were the first to teach magic to the elves. Traits Chill of the Void: Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead. Void Dweller: As ancient void dragon. Actions Multiattack: The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws. Bite: Melee Weapon Attack : +12 to hit, reach 10 ft., One target. Hit : 18 (2d10 + 7) piercing damage plus 7 (2d6) cold damage. Claw: Melee Weapon Attack : +12 to hit, reach 5 ft., One target. Hit : 14 (2d6 + 7) slashing damage plus 3 (1d6) Cold damage. Tail: Melee Weapon Attack : +12 to hit, reach 15 ft., One target. Hit : 16 (2d8 + 7) bludgeoning damage. Aura of Madness: As ancient void dragon, with DC 18 Wisdom saving throw. Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons. Gravitic Breath. The dragon exhales a 60-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 20 Dexterity saving throw. On a failure the creature is restrained. On a success the creature’s speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon’s breath recharges, and it can’t use gravitic breath twice consecutively. Stellar Flare Breath. The dragon exhales star fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one. Teleport: The dragon magically teleports to any open space within 100 feet. Reactions Void Twist: When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 5 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect: The dragon makes a Wisdom (Perception) check. Tail Attack: The dragon makes a tail attack. Void Slip (Costs 2 Actions): The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet. Void Cache (Costs 3 Actions): The dragon can magically reach into its treasure hoard and retrieve one item. If it is holding an item, it can use this ability to deposit the item into its hoard.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Void, Young","description":"A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon’s body. Children of the Stars. Void dragons drift through the empty spaces beyond the boundaries of the mortal world, wanderers between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves. When lesser creatures visit void dragons, the dragons themselves barely notice. Witnesses to the Void. Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the void itself. Gazing into the yawning nothing outside has taken a toll. The void dragons carry a piece of that nothing with them, and it slowly devours their being. They are all unhinged, and their madness is contagious. It flows out of them to break the minds of lesser beings when the dragons fly into a rage and lash out. Voracious Scholars. Despite their removed existence and strange quirks, void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures. Woe to any who disturbs this collection, for nothing ignites their latent madness like a violation of their hoard. Collapsing Star An ancient void dragon can be more deadly than CR 24 implies, thanks to the Collapsing Star ability. If characters defeat one and kill it, they may be obliterated by 165 hp cosmic blast damage­—enough to kill characters outright, if they take the full brunt. Characters have three chances to reduce it with successful saving throws, and by the time they’re strong enough to defeat an ancient void dragon, some likely have resistance or immunity to one or more of the damage types involved. So even if they’re completely unprepared for the collapsing star effect, some of the heroes will likely survive. The key to facing an ancient void dragon is information. NPCs and legends should encourage characters to research this creature before battling one. Once they know the terrible risk of killing one, they can prepare a plan for it—and what might be a tragic “gotcha” deathtrap becomes a challenging puzzle instead. A Void Dragon’s Lair The true lair of a void dragon exists deep in the freezing, airless void between stars. Hidden away in caves on silently drifting asteroids or shimmering atop the ruins of a Star Citadel, the void dragon’s lair rests in the great void of space. When a void dragon claims a home elsewhere, it forges a connection to its true lair. It prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. It can reach through space from this lair to reach its treasure hoard hidden in the void. That connection has repercussions, of course, and the most powerful void dragons leave their mark on the world around them when they roost. Intrusions from beyond and a thirst for proscribed knowledge are common near their lairs. If fought in its lair, its Challenge increases by 1, to 15 for an adult (13,000 XP) and 25 for an ancient void dragon (75,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round. Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies. The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw. Regional Effects The region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge. Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area. Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area. If the dragon dies, these effects fade over the course of 1d10 days. Void Dragons in Midgard Void dragons are the eldest children of Veles the World Serpent, and worshipped as divine by his followers. Some stories claim they were the first to teach magic to the elves. Traits Chill of the Void: Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity. Void Dweller: As ancient void dragon. Actions Multiattack: The dragon makes three attacks: one with its bite and two with its claws. Bite: Melee Weapon Attack : +9 to hit, reach 10 ft., One target. Hit : 16 (2d10 + 5) piercing damage plus 3 (1d6) cold damage. Claw: Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 12 (2d6 + 5) slashing damage. Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons. Gravitic Breath. The dragon exhales a 30-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 17 Dexterity saving throw. On a failure the creature is restrained. On a success the creature’s speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon’s breath recharges, and it can’t use gravitic breath twice consecutively. Stellar Flare Breath. The dragon exhales star fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. Reactions Void Twist: As adult void dragon, but increase AC by 4.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Wind Adult","description":"Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat. Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger. Braggarts and Bullies. Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place. Lords of the Far Horizons. Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule. Perpetual Infighting. These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled. Wind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable. Wind Dragon Tactics Wind dragons much prefer to fight from the air, and can be effective with spells and breath weapons there. However, this can be quite frustrating for parties without ranged attacks, and even then, ancient dragons are immune to non-magical ranged attacks and adult wind dragons impose disadvantage. Just as importantly, the wind dragon's own legendary actions and its multiattack both require being closer and in melee. Wind dragons are designed to soften up foes at range, and then swoop in for the kill in melee, carrying off one or more victims. Wind Dragon’s Lair Wind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row. Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success. Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw. A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn Traits Innate Spellcasting: The dragon’s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: feather fall 3/day: lightning bolt Fog Vision: The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind. Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects. Uncontrollable: The dragon’s movement is never impeded by difficult terrain, and its speed can’t be reduced by spells or magical effects. It can’t be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks. Whirling Winds: Gale-force winds rage around the dragon. Ranged weapon attacks against it are made with disadvantage. Actions Multiattack: The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite, and two with its claws. Bite: Melee Weapon Attack : +13 to hit, reach 10 ft., One target. Hit : 18 (2d10 + 7) piercing damage. Claw: Melee Weapon Attack : +13 to hit, reach 5 ft., One target. Hit : 14 (2d6 + 7) slashing damage. Tail: Melee Weapon Attack : +13 to hit, reach 15 ft., One target. Hit : 16 (2d8 + 7) bludgeoning damage. Breath of Gales (Recharge 5–6): The dragon exhales a blast of wind in a 60-foot cone. Each creature in that cone takes 27 (5d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 20 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished. Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect: The dragon makes a Wisdom (Perception) check. Tail Attack: The dragon makes a tail attack. Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":17},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Wind Ancient","description":"Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat. Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger. Braggarts and Bullies. Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place. Lords of the Far Horizons. Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule. Perpetual Infighting. These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled. Wind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable. Wind Dragon Tactics Wind dragons much prefer to fight from the air, and can be effective with spells and breath weapons there. However, this can be quite frustrating for parties without ranged attacks, and even then, ancient dragons are immune to non-magical ranged attacks and adult wind dragons impose disadvantage. Just as importantly, the wind dragon's own legendary actions and its multiattack both require being closer and in melee. Wind dragons are designed to soften up foes at range, and then swoop in for the kill in melee, carrying off one or more victims. Wind Dragon’s Lair Wind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row. Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success. Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw. A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn Traits Innate Spellcasting: The dragon’s innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components: At will: feather fall 5/day each: lightning bolt, ice storm Fog Vision: The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind. Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance: The dragon has advantage on saving throws against spells and other magical effects. Uncontrollable: The dragon’s movement is never impeded by difficult terrain, and its speed can’t be reduced by spells or magical effects. It can’t be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks. Whirling Winds: Gale-force winds rage around the dragon, making it immune to ranged weapon attacks except for those from siege weapons. Actions Multiattack: The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws. Bite: Melee Weapon Attack : +16 to hit, reach 15, One target. Hit : 22 (2d12 + 9) piercing damage. Claw: Melee Weapon Attack : +16 to hit, reach 10 ft., One target. Hit : 18 (2d8 + 9) slashing damage. Tail: Melee Weapon Attack : +16 to hit, reach 20 ft., One target. Hit : 20 (2d10 + 9) bludgeoning damage. Breath of Gales (Recharge 5–6): The dragon exhales a blast of wind in a 90-foot cone. Each creature in that cone takes 55 (10d10) bludgeoning damage and is pushed 50 feet away from the dragon and knocked prone; a successful DC 23 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished. Frightful Presence: Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect: The dragon makes a Wisdom (Perception) check. Tail Attack: The dragon makes a tail attack. Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":22},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Wind Wyrmling","description":"Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat. Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger. Braggarts and Bullies. Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place. Lords of the Far Horizons. Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule. Perpetual Infighting. These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled. Wind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable. Wind Dragon Tactics Wind dragons much prefer to fight from the air, and can be effective with spells and breath weapons there. However, this can be quite frustrating for parties without ranged attacks, and even then, ancient dragons are immune to non-magical ranged attacks and adult wind dragons impose disadvantage. Just as importantly, the wind dragon's own legendary actions and its multiattack both require being closer and in melee. Wind dragons are designed to soften up foes at range, and then swoop in for the kill in melee, carrying off one or more victims. Wind Dragon’s Lair Wind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row. Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success. Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw. A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn Actions Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 9 (1d10 + 4) piercing damage. Breath of Gales (Recharge 5–6): The dragon exhales a blast of wind in a 15-foot cone. Each creature in that cone must make a successful DC 12 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 50 percent chance of being extinguished.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Wind Young","description":"Howling wind encircles the white- and gray-scaled dragon, filling and pushing its wings without the need for them to beat. Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe-inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter. Although wind dragon wyrmlings are the weakest of the newborn dragons, they grow in power rapidly, and few fully-grown dragons are seen as stronger. Braggarts and Bullies. Wind dragons number among the greatest bullies and worst tyrants among mortal creatures. The sometimes foolhardy creatures take personal offense at any perceived challenge and great pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance, and they perceive the mortals in that territory as possessions. Vassals receive only dubious protection in exchange for unflinching loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it’s unlikely to go to any length to prevent the loss of life in the first place. Lords of the Far Horizons. Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust, and often travel far from their thrones. They always return eventually, ready to subjugate new generations and to press a tyrannical claw on the neck of anyone who questions their right to rule. Perpetual Infighting. These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus their numbers never grow large, and the weakest among them are frequently culled. Wind dragons’ hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons quickly. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a smaller number of notable trophies or unique historic items—often quite portable. Wind Dragon Tactics Wind dragons much prefer to fight from the air, and can be effective with spells and breath weapons there. However, this can be quite frustrating for parties without ranged attacks, and even then, ancient dragons are immune to non-magical ranged attacks and adult wind dragons impose disadvantage. Just as importantly, the wind dragon's own legendary actions and its multiattack both require being closer and in melee. Wind dragons are designed to soften up foes at range, and then swoop in for the kill in melee, carrying off one or more victims. Wind Dragon’s Lair Wind dragons make their lairs in locations where they can overlook and dominate the land they claim as theirs, but remote enough so the inhabitants can’t pester them with requests for protection or justice. They have little to fear from the elements, so a shallow cave high up on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs where the dragon can perch in the howling wind and catch staggering updrafts and downdrafts sweeping through the canyons and tearing across the crags. Non-flying creatures find these locations much less hospitable. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row. Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success. Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw. A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn Traits Innate Spellcasting: The dragon’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spell, requiring no material components: At will: feather fall Fog Vision: The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind. Uncontrollable: The dragon’s movement is never impeded by difficult terrain, and its speed can’t be reduced by spells or magical effects. It can’t be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks. Actions Multiattack: The dragon makes three attacks: one with its bite and two with its claws. Bite: Melee Weapon Attack : +8 to hit, reach 10 ft., One target. Hit : 16 (2d10 + 5) piercing damage. Claw: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 12 (2d6 + 5) slashing damage. Breath of Gales (Recharge 5–6): The dragon exhales a blast of wind in a 30-foot cone. Each creature in that cone takes 11 (2d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 16 Strength saving throw halves the damage and prevents being pushed and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 75 percent chance of being extinguished.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragon, Wyrmling Prismatic","description":"With a multicolored hide and wings with multifaceted panes, this dragon stands over an array of chaotic crystals. Light gleams off the dragon's hide and pours through its wings in a dizzying display. Prismatic dragons bring light and color to the otherwise dark and gray underworld. They consume minerals for sustenance, making them relatively harmless as far as their appetites go, unless they encounter creatures loaded with gems and jewels. Even then, they may negotiate for the treats, and canny explorers discover worthless crystals satisfy the dragons just as much as valuable jewels. Resplendent Flightlessness. Like many dragons, prismatic dragons possess wings, but they can't sustain flight with their wings. Prismatic dragon wings have both the appearance and unwieldiness of stained glass. Fortunately, the dragons have no need to fly in most of their domain and their razor-sharp claws give them strong purchase to climb. The dragons' wings have a greater purpose than aesthetics—though they are vain about their appearance—because the dragons can tilt their wings to dazzle opponents to the point of blindness. As prismatic dragons age, their bodies shift in coloration from a dusty pink through an ever-expanding panoply of hues, including those invisible to most others. Crystal Groves. Prismatic dragons tend crystals in their lair and in the surrounding territory. These crystal groves exhibit a riot of different shapes, sizes, and colors. Proud of their carefully cultivated collection, prismatic dragons may become incensed when a visitor criticizes any of the crystals or arrangements. Though prismatic dragons coexist peacefully with crystalline monoliths (see Tome of Beasts 2), the dragons harbor jealousy about the monoliths' crystal gardens, and they subtly direct intruders to a monolith's lair in the fervent hope the interlopers damage the other creature's crystal. Gregarious Hosts. Of course, all this beauty serves no purpose if only the prismatic dragon can enjoy it. The dragon often welcomes subterranean guests or explorers from the upper world. It can't promise a comfortable stay for those who have difficulty sleeping on beds of crystals, but it attempts to accommodate food and drink requests within its means. This hospitality ends at undead creatures and conquest-driven groups. A prismatic dragon especially loathes cave dragons (see Tome of Beasts ) and strives to eradicate the crystal-destroying pests if they move into the dragon's territory. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Light Beam (Recharge 5-6) . The prismatic dragon emits a beam of white light in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting . The prismatic dragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12): At will: dancing lights 1/day each: charm person, color spray","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Neutral","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dragon, Wyrmling Sand","description":"Sand constantly sloughs from this brown dragon and twirls about in the air surrounding it. Falling sand reveals the creature's desiccated form. Spikes of dried and caked sand jut from its body. Overlords of dry and desolate domains, sand dragons enjoy the solitude of a harsh climate. They begrudgingly share territory with blue dragons and wasteland dragons (see Creature Codex ), but these dragons often keep clear of each other. Sometimes, they come together in alliances of convenience, though more often one of the dragons believes it can take the other's territory by force. Cantankerous Loners. A sand dragon's desire for isolation and the scarcity of available food renders it an irritable host at best. A dragon's first response upon noticing intruders rarely goes further than killing and eating them. Travelers who offer the dragon plenty of fresh meat stand a chance to pass through its domain unharmed. The sand dragon tolerates lesser creatures that inhabit the same land, such as sandwyrms (see Tome of Beasts ), provided they don't compete for resources. It may bully these creatures to hunt on its behalf. Sand Sculptors. Sand dragons express themselves through the medium of sand or similar materials in their lairs. Spiraling towers erupt from the ground, reaching dozens of feet in height and seeming on the verge of collapse. In the rare instances where the dragons decide to attack settlements, they commit the location to memory and duplicate the buildings as sand sculptures to near perfection. They often etch screaming faces in the walls of the buildings to commemorate the terror they unleashed during their attacks. Sand dragons also use sand to encase the remains of those who dared attack the dragons in their lairs, molding the sand to match the likenesses of the creatures when they were alive. Guardians of Lost Empires. When tons of sand, silt, and other debris cover up the remains of forgotten kingdoms, they may slumber undisturbed for centuries. Bored or curious sand dragons sometimes discover the ruins of these little-remembered empires and loot their ancient treasures and magic items. The dragons guard these locations closely, not wishing to encourage treasure hunting mercenaries to invade their lairs. Sand Camouflage. The sand dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Sandy Nature. The sand dragon is infused with elemental power, and it requires only half the amount of air, food, and drink that a typical dragon if its size needs. Stinging Sand . The first time the sand dragon hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or have disadvantage on attack rolls and ability checks until the end of its next turn. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Breath Weapon (Recharge 5-6). The sand dragon uses one of the following breath weapons: Sand Blast. The dragon exhales superheated sand in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 11 (2d10) piercing damage and 11 (2d10) fire damage on a failed save, or half as much damage on a successful one. Blinding Sand. The dragon breathes fine sand in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A blinded creature can take an action to clear its eyes of sand, ending the effect for it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dragon, Young Prismatic","description":"With a multicolored hide and wings with multifaceted panes, this dragon stands over an array of chaotic crystals. Light gleams off the dragon's hide and pours through its wings in a dizzying display. Prismatic dragons bring light and color to the otherwise dark and gray underworld. They consume minerals for sustenance, making them relatively harmless as far as their appetites go, unless they encounter creatures loaded with gems and jewels. Even then, they may negotiate for the treats, and canny explorers discover worthless crystals satisfy the dragons just as much as valuable jewels. Resplendent Flightlessness. Like many dragons, prismatic dragons possess wings, but they can't sustain flight with their wings. Prismatic dragon wings have both the appearance and unwieldiness of stained glass. Fortunately, the dragons have no need to fly in most of their domain and their razor-sharp claws give them strong purchase to climb. The dragons' wings have a greater purpose than aesthetics—though they are vain about their appearance—because the dragons can tilt their wings to dazzle opponents to the point of blindness. As prismatic dragons age, their bodies shift in coloration from a dusty pink through an ever-expanding panoply of hues, including those invisible to most others. Crystal Groves. Prismatic dragons tend crystals in their lair and in the surrounding territory. These crystal groves exhibit a riot of different shapes, sizes, and colors. Proud of their carefully cultivated collection, prismatic dragons may become incensed when a visitor criticizes any of the crystals or arrangements. Though prismatic dragons coexist peacefully with crystalline monoliths (see Tome of Beasts 2), the dragons harbor jealousy about the monoliths' crystal gardens, and they subtly direct intruders to a monolith's lair in the fervent hope the interlopers damage the other creature's crystal. Gregarious Hosts. Of course, all this beauty serves no purpose if only the prismatic dragon can enjoy it. The dragon often welcomes subterranean guests or explorers from the upper world. It can't promise a comfortable stay for those who have difficulty sleeping on beds of crystals, but it attempts to accommodate food and drink requests within its means. This hospitality ends at undead creatures and conquest-driven groups. A prismatic dragon especially loathes cave dragons (see Tome of Beasts ) and strives to eradicate the crystal-destroying pests if they move into the dragon's territory. Actions Multiattack . The prismatic dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Light Beam (Recharge 5-6) . The prismatic dragon emits a beam of white light in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting . The prismatic dragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14): At will: dancing lights 3/day each: charm person, color spray 1/day: prismatic spray","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Neutral","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dragon, Young Sand","description":"Sand constantly sloughs from this brown dragon and twirls about in the air surrounding it. Falling sand reveals the creature's desiccated form. Spikes of dried and caked sand jut from its body. Overlords of dry and desolate domains, sand dragons enjoy the solitude of a harsh climate. They begrudgingly share territory with blue dragons and wasteland dragons (see Creature Codex ), but these dragons often keep clear of each other. Sometimes, they come together in alliances of convenience, though more often one of the dragons believes it can take the other's territory by force. Cantankerous Loners. A sand dragon's desire for isolation and the scarcity of available food renders it an irritable host at best. A dragon's first response upon noticing intruders rarely goes further than killing and eating them. Travelers who offer the dragon plenty of fresh meat stand a chance to pass through its domain unharmed. The sand dragon tolerates lesser creatures that inhabit the same land, such as sandwyrms (see Tome of Beasts ), provided they don't compete for resources. It may bully these creatures to hunt on its behalf. Sand Sculptors. Sand dragons express themselves through the medium of sand or similar materials in their lairs. Spiraling towers erupt from the ground, reaching dozens of feet in height and seeming on the verge of collapse. In the rare instances where the dragons decide to attack settlements, they commit the location to memory and duplicate the buildings as sand sculptures to near perfection. They often etch screaming faces in the walls of the buildings to commemorate the terror they unleashed during their attacks. Sand dragons also use sand to encase the remains of those who dared attack the dragons in their lairs, molding the sand to match the likenesses of the creatures when they were alive. Guardians of Lost Empires. When tons of sand, silt, and other debris cover up the remains of forgotten kingdoms, they may slumber undisturbed for centuries. Bored or curious sand dragons sometimes discover the ruins of these little-remembered empires and loot their ancient treasures and magic items. The dragons guard these locations closely, not wishing to encourage treasure hunting mercenaries to invade their lairs. Sand Camouflage. The sand dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Sandy Nature. The sand dragon is infused with elemental power, and it requires only half the amount of air, food, and drink that a typical dragon if its size needs. Stinging Sand . The first time the sand dragon hits a target with a melee weapon attack, the target must succeed on a DC 17 Constitution saving throw or have disadvantage on attack rolls and ability checks until the end of its next turn. Actions Multiattack . The sand dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Breath Weapon (Recharge 5-6). The sand dragon uses one of the following breath weapons: Sand Blast. The dragon exhales superheated sand in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 22 (4d10) piercing damage and 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw by 5 or more, it suffers one level of exhaustion as it dehydrates. Blinding Sand. The dragon breathes fine sand in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. A blinded creature can take an action to clear its eyes of sand, ending the effect for it.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dragonbait","description":"Dragonbait is a champion of good and saurial—a race that originated on a distant world and whose members have long lives. Very few saurials dwell in the Forgotten Realms, and no saurial communities are believed to exist anywhere in the world. The saurial's language is a combination of clicks and whistles beyond the human range of hearing, so Dragonbait tends to rely on scents to communicate emotions. To be understood by most speaking creatures, he must \"shout\" a scent. Dragonbait's known scents include: brimstone (confusion), roses (sadness), lemon (pleasure or joy), baked bread (anger), violets (danger or fear), honeysuckle (tenderness or concern), wood smoke (devotion or piety), tar (victory or celebration), and ham (nervousness or worry). Dragonbait stands 4 feet 10 inches tall, weighs 150 pounds, and has a dry, wrinkled hide. He wields a holy avenger longsword and carries a blue, red, and white shield. Though he has traits in common with paladins, Dragonbait isn't a member of any class. Using an ability known as the Shen-state, he can determine the alignment of any creature within 60 feet of him. An Unexpected Friendship. Dragonbait met Artus Cimber in Port Nyanzaru, and the two became fast friends. As Artus spoke of his quest to reunite with his wife, Alisanda, he was comforted by Dragonbait's quiet manner and unusual methods of communication. With a smile and a nod, Dragonbait agreed to help Artus. A frequent visitor to Chult, the saurial understood the dangers of the jungle all too well. Using Dragonbait. Dragonbait has never been to Omu and doesn't know where the city is located. If the characters convince Artus Cimber to help them destroy the Soulmonger, Dragonbait wants to help as well. Dragonbait's Traits Ideal. Dragonbait emits a lemon scent while thinking about exploring the world, seeing its many wonders, and helping others along the way. (Translation: He has the heart of an explorer) Bond. Dragonbait gives off the scent of wood smoke while doing things to aid a friend's quest. (Translation: He would do anything for a friend.) Flaw. Dragonbait \"shouts\" the scent of ham while going where others fear to tread. (Translation: He will hurl himself into danger no matter how frightening.) Traits Divine Health. Dragonbait is immune to disease. Magic Resistance Aura. While holding his holy avenger , Dragonbait creates an aura in a 10-foot radius around him. While this aura is active, Dragonbait and all creatures friendly to him in the aura have advantage on saving throws against spells and other magical effects. Actions Multiattack. Dragonbait makes two melee weapon attacks. Holy Avenger (+3 Longsword). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage when used with two hands. If the target is a fiend or an undead, it takes an extra 11 (2d10) radiant damage. Sense Alignment. Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn't hidden from divination magic by a spell or other magical effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (saurial)","Alignment":"lawful good","Expansion":7389,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Dragonbait","description":"Dragonbait is a champion of good and a saurial—a race that originated on a distant world and whose members have long lives. Very few saurials dwell in the Forgotten Realms, and no saurial communities are believed to exist anywhere in the world. The saurial’s language is a combination of clicks and whistles beyond the human range of hearing, so Dragonbait tends to rely on scents to communicate emotions. To be understood by most speaking creatures, he must “shout” a scent. Dragonbait’s known scents include: brimstone (confusion), roses (sadness), lemon (pleasure or joy), baked bread (anger), violets (danger or fear), honeysuckle (tenderness or concern), wood smoke (devotion or piety), tar (victory or celebration), and ham (nervousness or worry). Dragonbait stands 4 feet 10 inches tall, weighs 150 pounds, and has a dry, wrinkled hide. He wields a holy avenger longsword and carries a blue, red, and white shield. Though he has traits in common with paladins, Dragonbait isn’t a member of any class. Using an ability known as the Shen-state, he can determine the alignment of any creature within 60 feet of him. An Unexpected Friendship. Dragonbait met Artus Cimber in Port Nyanzaru, and the two became fast friends. As Artus spoke of his quest to reunite with his wife, Alisanda, he was comforted by Dragonbait’s quiet manner and unusual methods of communication. With a smile and a nod, Dragonbait agreed to help Artus. A frequent visitor to Chult, the saurial understood the dangers of the jungle all too well. Using Dragonbait. Dragonbait has never been to Omu and doesn’t know where the city is located. If the characters convince Artus Cimber to help them destroy the Soulmonger, Dragonbait wants to help as well. Dragonbait’s Traits Ideal. Dragonbait emits a lemon scent while thinking about exploring the world, seeing its many wonders, and helping others along the way. (Translation: He has the heart of an explorer.) Bond. Dragonbait gives off the scent of wood smoke while doing things to aid a friend’s quest. (Translation: He would do anything for a friend.) Flaw. Dragonbait “shouts” the scent of ham while going where others fear to tread. (Translation: He will hurl himself into danger no matter how frightening.) Divine Health. Dragonbait is immune to disease. Magic Resistance Aura. While holding his holy avenger , Dragonbait creates an aura in a 10-foot radius around him. While this aura is active, Dragonbait and all creatures friendly to him in the aura have advantage on saving throws against spells and other magical effects. Actions Multiattack. Dragonbait makes two melee weapon attacks. Holy Avenger (+3 Longsword). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage when used with two hands. If the target is a fiend or an undead, it takes an extra 11 (2d10) radiant damage. Sense Alignment. Dragonbait chooses one creature he can see within 60 feet of him and determines its alignment, as long as the creature isn’t hidden from divination magic by a spell or other magical effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (saurial)","Alignment":"lawful good","Expansion":31454,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Dragonblood Lizardfolk Sorcerer of Tiamat","description":"Once in a while in every generation, a line of evil lizardfolk will be tainted with the essence of Tiamat. These lizardfolk would exhibit arcane talents, and eventually rise to power as sorcerers and lead its tribe against the Dragon Queen's foes. Traits Hold Breath. The lizardfolk can hold its breath for 15 minutes. Sorcery Points. The lizardfolk has 6 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Empowered Spell: When the lizardfolk rolls damage for a spell, it can spend 1 sorcery point to reroll up to 3 damage dice. It must use the new rolls. It can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell. Quickened Spell: When the lizardfolk casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Actions Multiattack. The lizardfolk makes two attacks: one with its Bite and one with Chromatic Strike. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) acid. Chromatic Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) acid, cold, fire, lightning, or poison damage (the lizardfolk’s choice). Spellcasting. The lizardfolk casts one of the following spells using Charisma as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: mage hand, minor illusion, shape water 2/day each: color spray, Rime's binding ice, lightning bolt Dragon Breath (Recharge 5–6). The lizardfolk exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 12 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dragonblood Ooze","description":"What to say about the dragonblood ooze? I could comment on the bad blood between me and Tiamat. I might observe that its creator originally intended a blood sausage recipe. But perhaps I shall simply say, “You ooze, you lose.” -Fizban Magic-minded artisans have long incorporated parts of dragons' bodies into magic items, crafting dragon hide into armor and forging weapons from claws and teeth. Alchemists have found beneficial uses for dragon blood, but ill-advised experiments have also given rise to dragonblood oozes. The congealed blood of a dragon given mobility and hunger, the ooze tries to shape itself into a draconic form. It cannot hold a coherent shape for long and soon collapses into an amorphous heap. Similarly, it tries to manifest a breath weapon but manages only to spew forth part of its own body that it then reels back in. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The ooze makes two Pseudopod attacks. The ooze can replace one Pseudopod attack with its Slime Breath, if available. Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 14 (4d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target takes 7 (2d6) acid damage at the start of each of its turns. Slime Breath (Recharge 6). The ooze expels a spray of its gelatinous mass in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 22 (4d10) acid damage and is pulled up to 30 feet straight toward the ooze. On a successful save, the creature takes half as much damage and isn't pulled.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"unaligned","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragonbone Golem","description":"A dragonbone golem is composed of dragon bones linked together with adamantine wire into the form of a dragon, animated by drawing on the bones' inherent magic. Most dragon­bone golems are created by powerful dragons from the bones of vanquished rivals. Each bone is etched with intricate glyphs that allow animating power to flow through the golem's form. Dragonbone golems' resilience and obedience make them excellent lair guardians for their dragon creators, and their supernaturally fearsome presence is a strong deterrent against intrusion. Traits Fear Aura. Each creature of the golem's choice that starts its turn within 20 feet of the golem must make a DC 15 Wisdom saving throw unless the golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this golem's Fear Aura for the next 24 hours. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Unusual Nature. The golem doesn't require air, food, drink, or sleep. Actions Multiattack. The golem makes one Pinion attack and two Rend attacks. Pinion. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. If the target is a Medium or smaller creature, it is pinned beneath the bony pinion and restrained. The golem has two pinions, each of which can restrain one target. If a creature is restrained by one of the pinions, the golem can't attack with it. Any creature restrained by a pinion can free itself at the start of its turn with a successful DC 17 Strength (Athletics) check. Rend. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 5 (1d10) necrotic damage. Petrifying Breath (Recharge 5–6). The golem emits a 60-foot cone of petrifying gas from its mouth. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 35 (10d6) poison damage and be restrained as it begins to turn to stone. The restrained target must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the target. On a failed save, the target is petrified.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragonborn Legend","description":"Dragonborn Legend Skilled dragonborn thrived in the Lost Lands, leading adventurers and bandits alike. Only a few of these legends have survived.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dragonborn)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":10},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Dragonborn of Bahamut","description":"Often called platinum knights, dragonborn champions of Bahamut might belong to an order that exists to protect the world from evil—and especially from evil dragons. A champion of Bahamut has a distinctive pair of platinum wings and a breath weapon suffused with radiant energy. Dragonborn Champions The connection between dragonborn and their draconic ancestors manifests in a variety of ways. Some dragonborn identify with a particular kind of dragon and attempt to emulate such dragons' attitudes and behavior. Others consider their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote themselves to their divine ancestor. Dragonborn champions advance the cause of their dragon god among draconic creatures and other folk alike. Traits Legendary Resistance (1/Day). If the dragonborn fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragonborn makes three Longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) radiant damage. The dragonborn can cause the sword to flare with bright light, and the target must succeed on a DC 14 Constitution saving throw or be blinded until the start of the dragonborn's next turn. The sword can flare in this way only once per turn. Healing Touch (1/Day). The dragonborn touches another creature within 5 feet of it. The target magically regains 40 hit points. In addition, all diseases and poisons affecting the target are removed. Radiant Breath (Recharge 6). The dragonborn exhales fiery radiance in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) radiant damage on a failed save, or half as much damage on a successful one. When the dragonborn uses this action, it can choose up to three creatures in the cone. These creatures take no damage from the radiance and instead regain 22 (4d10) hit points each.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"typically lawful good","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragonborn of Sardior","description":"Sardior is said to have died in the destruction of the First World. But many believe that Sardior's divine essence survives within every gem dragon. This philosophy is central to the teachings of Sardior's dragonborn champions, who wield psionic power in the service of their mysterious cause. Many of these champions are associated with the Inheritors of the First World (see chapter 3). Sardior's champions use telekinetic power to move their foes and even carry themselves through the air. Their breath weapon, a blast of heat, is believed to be an echo of long-lost Sardior's breath.Dragonborn Champions Dragonborn Champions The connection between Dragonborn and their Draconic ancestors manifests in a variety of ways. Some Dragonborn Identify with a particular kind of Dragon and attempt to emulate such dragons' attitudes and behavior. Others consider their Draconic heritage—chromatic, metallic, or gem—something like a large extended Family. But for Dragonborn champions, this bond is spiritual as much as biological, and they devote themselves to their divine ancestor. Dragonborn champions advance the cause of their Dragon god among Draconic creatures and other folk alike. Traits Legendary Resistance (1/Day). If the dragonborn fails a saving throw, it can choose to succeed instead. Mental Defense. While the dragonborn is wearing no armor, its AC includes its Intelligence modifier. Actions Multiattack. The dragonborn makes three Mind Blade attacks. Mind Blade. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 10 (3d6) psychic damage. Heat Breath (Recharge 6). The dragonborn exhales a wave of intense heat in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of the dragonborn's next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 14 Constitution saving throw. On a failed save, the creature takes 9 (2d8) fire damage and has disadvantage on attack rolls until the start of its next turn. Spellcasting (Psionics). The dragonborn casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): 1/day each: Bigby's hand , hypnotic pattern , telekinesis","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"typically neutral","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragonborn of Tiamat","description":"Champions of the dragon queen are often called Talons of Tiamat. They work tirelessly to free their master from her imprisonment in Avernus, and Tiamat grants these pawns immense strength and a devastating breath weapon. Champions of Tiamat are sometimes associated with the Cult of the Dragon (described in chapter 3). Dragonborn Champions The connection between dragonborn and their draconic ancestors manifests in a variety of ways. Some dragonborn identify with a particular kind of dragon and attempt to emulate such dragons' attitudes and behavior. Others consider their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote themselves to their divine ancestor. Dragonborn champions advance the cause of their dragon god among draconic creatures and other folk alike. Traits Legendary Resistance (1/Day). If the dragonborn fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragonborn makes two Greataxe attacks. Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 13 (3d8) necrotic damage. Necrotic Breath (Recharge 6). The dragonborn exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is frightened of the dragonborn for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened. A frightened creature can repeat the saving throw at end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"typically chaotic evil","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragonborn-Tiger Hybrid","description":"Traits Keen Sight and Smell. The dragonborn-tiger has advantage on Wisdom (Perception) checks that rely on sight or smell. Pack Tactics. The dragonborn-tiger has advantage on an attack roll against a creature if at least one of the dragonborn’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack. +5 to hit, reach 5 ft. one target. Hit: 8 (1d10 +3) piercing damage. Claw. Melee Weapon Attack. +5 to hit, reach 5 ft. one target. Hit: 7 (1d8 +3) slashing damage. Breath Weapon. Lightning. Distance 30 ft. Target must roll a Dexterity saving throw; on a failed save, they take 2d6 lightning damage. This ability can be used once per day.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"chaotic evil","Expansion":20626,"Challenge Rating":1},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Dragonborn, Edjet","description":"Born into war, the edjet are proud of their scars, their cracked scales, their trophies taken from the hairy races, and the plunder they have rendered to the great dragon lords. They are a proud few and with good reason. Troops of Dragon Armies. The classic edjet are heavy troops of dragonborn devoted to one or another of the elemental gods and commanded by paladins or priests. Their general is typically a lesser dragon or major drake, and their units include any number of holy warriors and elementalists, as well as heavily armored lizard-riders, and even oliphaunt-riding artillerists. Their rank and file consist of halberdiers, feared as much for their prowess as for their ability to breathe gouts of flame into their enemy's front line. Dragons Above All. The edjet are raised from birth to believe in the superiority of the scaled folk over all others, and their confidence shows on the battlefield. Their charges are swift and crushing, and they fight with a zeal rarely seen elsewhere. The edjet are believers, and this gives them courage to stand tall against giants, magic, or even gods.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragonborn)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dragonborn, Elementalist","description":"A dragonborn draped in flowing robes cracks its knuckles, causing sparks of elemental magic to spray in all directions. Dragons carry the power of the elements in their blood, and some dragonborn also carry this supernatural gift. Arcane Artillerists. Most dragonborn elementalists are specially trained soldiers, used on the field of battle to protect their infantry and cavalry allies. Elementalists specialize in combat spells that utilize a specific element, wasting no effort on broadening their horizons with utility spells.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragonborn)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dragonborn, Heavy Cavalry","description":"A dragonborn knight sits astride a giant lizard like a mountain of armor and scales, draped in crimson heraldry. The knight couches its lance on its saddle and begins loading a heavy crossbow. Mounted Soldier. Dragonborn heavy cavalry crash through the fields of war like a wall of scales and iron, breaking through enemy lines with the combined might of their lances and the weight of their giant lizard mounts. These mighty warriors also enjoy the privileges of high society as recompense for their military service, instilling most heavy cavaliers with a sort of patriotism, even if it only lasts as long as they receive their promised gold. Dragonborn in Midgard For most in Midgard, speaking the word dragonborn conjures images of the Mharoti Dragon Empire. They see the armies marching across the fields of their homelands, the wyverns soaring through the skies, the fire raining down upon the earth. To them, dragonborn herald death. Most dragonborn resent this, of course. Like any other people, they are not inclined toward evil or good--but those within the Dragon Empire are subject to the sultan's dreams of conquest. Because the Dragon Empire holds scalykind above all other races, intelligent creatures like true dragons, dragonborn, and half-dragons--even kobolds--receive superior education and martial training to the rest of the empire's peoples. These dragonkin often go on to become officers in the Dragon Empire's mighty legions, desiring to amass even more power for themselves by conquering Midgard and the Southlands. Dragonborn elementalists and light cavalry are part of the Dragon Empire's akinji military caste. In peacetime, the akinji are its landholders, merchants, priests, mayors, headmen, ship captains, and minor figures, filling a role similar to landed gentry elsewhere. Dragonborn heavy cavalry within the empire are part of the timarli military caste, which is comprised entirely of minor nobles, generals, and ambassadors. Many dragonborn heavy cavalry serve the sultan directly as advisors, castellans, seers, or spies.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragonborn)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dragonborn, Light Cavalry","description":"A lithe, red dragonborn wielding a curved cavalry saber and a sturdy steel shield emblazoned with its nation's crest sits upon a cloth-draped warhorse. Mobile Infantry. Dragonborn light cavalry are used as scouts and as strike forces for dragonborn military units. Mounted upon warhorses and wearing light armor, these warriors execute rapid, surgical strikes against their enemy's infantry. When the need arises, these agile cavaliers are also used as ground-based scouts to support the army's air-based wyvern knights (see page 385).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragonborn)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dragonborn, Ouroban","description":"Blood and slaughter are meat and drink to the ouroban! Strike hard, they say, to hasten the apocalypse--death in the name of the great wyrm! Bringers of Apocalypse. Fanatical warriors obsessed with apocalypse and the power they believe will come to them when it arrives, ourobans spread fear, slaughter, and chaos wherever they can. In the doom cults to which they belong, no creature of greater rank rests easy with an ouroban underling as ourobans either claw their way to the top or die in the attempt. Those beneath an ouroban, however, rest a bit easier, so long as they display steady devotion in stoking the ouroban's vanity. Ouroban in Midgard Venerating a dark, malevolent interpretation of Ouroboros, a number of ourobans joined the ranks of the Doomspeaker cult. Though the cult's disparate cells mainly worship demons, displays of destructive will and power sways them quickly, and ouroborans do not hesitate to take advantage of this. As a result, the ourobans often claim a following of doomspeaker cultists, be they human, dragonborn, kobold, or otherwise. A wise ouroban usually counts a debased cleric or two in its retinue.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragonborn)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":11},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dragonclaw","description":"Traits Dragon Fanatic. The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened. Fanatic Advantage. Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage of the weapon’s type. Pack Tactics. The dragonclaw has advantage on an attack roll against a creature if at least one of the dragonclaw’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The dragonclaw attacks twice with its scimitar. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":4500,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Dragonclaw","description":"This monster appears in the Rise of Tiamat module. Traits Dragon Fanatic. The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened. Fanatic Advantage. Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage. Pack Tactics. The dragonclaw has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The dragonclaw attacks twice with its scimitar. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7392,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Dragonclaw","description":"This monster appears in the Hoard of the Dragon Queen module. Dragonwing A dragonwing uses the dragonclaw stat block except that it has double the normal hit points, double the normal hit dice, and is Challenge Rating 2 (450 XP). A more detailed statistics block for the dragonwing will appear in The Rise of Tiamat . Traits Dragon Fanatic. The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened. Fanatic Advantage. Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage of the weapon’s type. Pack Tactics. The dragonclaw has advantage on an attack roll against a creature if at least one of the dragonclaw’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The dragonclaw attacks twice with its scimitar. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7391,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Dragonet","description":"The tiny cousins of majestic true dragons, dragonets are much less powerful—and prideful—than their larger kin. Though true dragons are essentially immortal, dragonets are omnivores who only live for about a century and need food to survive. Each dragonet has a traditional Draconic name, but they also choose a nickname reserved for clutchmates, close friends, and their mate or mates (many dragonets mate for life with one or more partners). An adventurer who befriends a dragonet might even find the dragonet bestows a nickname on their new friend. The Dragonet Names table presents examples of dragonet names and nicknames. Although dragonets rarely practice spellcraft them- selves, they are attuned to arcane forces. These clever creatures have an innate understanding of spells and supernatural effects, as well as a keen sense for telling truth from fiction. Dragonets eschew deception and lies among friends, and they have little compunction about calling out untrue statements with varying levels of tact, though they understand well the need for lying to enemies. Family Bonds. True dragons recognize dragonets as kin, and most will protect a dragonet in danger—or at least try to avoid killing any dragonet caught up in their conflicts. Many dragons, dragonets, and humanoids alike believe that dragonets were created by dragons long ago, much as the dragon god created dragons themselves. Traits Arcane Acumen. The dragonet has advantage on Intelligence (Arcana) checks made to reveal information about supernatural effects and objects they can see. Additionally, they always know if their emotions are being sensed, their thoughts are being read, or they are being targeted or perceived by any divination spells. True Words. When a creature speaks in Draconic, the dragonet has advantage on Wisdom (Insight) checks to determine whether they are lying. Actions Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Revealing Breath (Recharges after a Short or Long Rest). The dragonet exhales sparkling light in a 15 foot cone. Each object in that area is outlined in light for 1 minute, and each creature in that area must succeed on a DC 13 Dexterity saving throw or also be outlined in light for the duration. Outlined creatures and objects shed dim light in a 5 foot radius, and if any outlined creatures or objects bear magic, the dragonet can learn its school of magic, if any, by looking at it. Any attack roll against an outlined creature or object has advantage if the attacker can see the target, and the outlined creature or object can’t benefit from being invisible. Truesight (Recharges after a Long Rest). For 1 minute, the dragonet gains truesight out to a range of 60 feet.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Dragon","Alignment":"Typically Neutral Good","Expansion":25493,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Dragonette, Barnyard","description":"This reptile stares into the distance for a moment, balanced on its powerful hind legs and tail, before dropping back down to all fours. Its short snout and oversized lower jaw give it a pugnacious appearance that is reinforced by its rolling gait. Barnyard dragonettes are friendly and social lesser dragons with a fondness for pranks. They primarily eat mushrooms, though they can subsist on scraps from the slops trough without any complaint. The dragons bury their eggs in animal manure to gestate, and mated pairs have found the easiest way to gain access to a manure pile is to choose a farmstead and make a deal with the farmers working it. Most often, they trade pest- and predator-killing services for their stinking reward. Coyote Hunters. Barnyard dragonettes despise canines, and the chore they most relish is the stalking and killing of wolves, coyotes, and foxes that threaten their farm. A pair of the housecat-sized dragons can make short work of most predatory canines, while larger family units or groups comprised of dragonettes residing at multiple closely located farms will work together to destroy or chase off packs of larger predators such as worgs. The dragonettes are less antagonistic to farmyard dogs and develop a grudging fondness for them over time. Prankster Dragons. Barnyard dragonettes love to play pranks on each other and other creatures. Their favorite trick is to take a regularly used item, such as a shovel or hatchet, and move it away from its normal resting place, forcing the user to hunt it down. Keen Smell. The barnyard dragonette has advantage on Wisdom (Perception) checks that rely on smell. Speak with Beasts. The barnyard dragonette can communicate with Beasts as if they shared a language. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a Small or smaller creature, it must succeed on a DC 12 Strength saving throw or be grappled. Scale Rake. One creature grappled by the dragonette must make a DC 12 Strength saving throw, taking 5 (2d4) slashing damage on a failed save, or half as much damage on a successful one. Gritty Breath (Recharge 5-6). The dragonette exhales a cloud of stinging dust in a 15-foot cone. Each creature in the area must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Dragon","Alignment":"Neutral","Expansion":19901,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dragonette, Keyhole","description":"A wingless reptile with a long, lithe body and short, powerful legs scurries down an alley after a rat. Its pointed snout darts into the hole where its prey disappeared. The keyhole dragonette is a small, wingless dragon with flexible bands of large, overlapping scales, a pointed snout, and a wide, flat tail. Urban Exterminators. Keyhole dragonettes were magically bred to be adept at entering closed-off or hard-to-reach places. Their original purpose was to seek out and destroy nests of rats and other city-dwelling vermin, but they regularly find themselves employed as living lockpicks. Their sensitivity to vibrations helps them find prey no matter where it is hidden, and their long, deft tongues enable them to pick even the most complex of locks. Dragonettes have difficulty delineating between pests and pets, and they sometimes consume the furry companions of the people whose homes they are ridding of vermin. Big Eaters. Belying their small frames, keyhole dragonettes have voracious appetites and can consume a variety of foods. Aside from meat, they enjoy fruits, nuts, and vegetables. Keyhole dragonettes with easy access to sugary foods often develop a sweet tooth. Loyal Companions. Guards, wilderness scouts, and rogues of all types often see the value in taking a keyhole dragonette as a companion. Young dragonettes are easy to train and eagerly bond with people, quickly becoming steadfast friends with their caretakers. If the person a dragonette has bonded to dies or leaves, the dragonette becomes despondent. The depression can last for years if something doesn’t occur to lift the creature’s spirits. Keyhole Dragonette Familiars Some keyhole dragonettes are willing to serve spellcasters as a familiar. Such dragonettes have the following trait. Familiar. The dragonette can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the dragonette senses as long as they are within 1 mile of each other. While the dragonette is within 10 feet of its companion, magic, including the dragonette’s breath, can’t put the companion to sleep. At any time and for any reason, the dragonette can end its service as a familiar, ending the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"dragon","Alignment":"neutral","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Dragonette, Sedge","description":"This low-slung dragon is no larger than a skunk. Sharp teeth jut from the lower jaw, and the fine spines flat against its back are almost invisible until the dragon reflexively fans them out. Sedge dragonettes are native to swamps and bogs where they nest in tall copses of soggy marsh grass. Long ago, they were bred to protect valuable papyrus thickets, but their shyness led them to avoid confrontation when possible. Instead, their innate curiosity and interest in the goings-on around them led them to becoming knowledgeable about their environs and its denizens. Rangers and druids who are well versed in boggy terrain often seek out the local sedge dragonettes to determine the bog's health and the recent activities of its inhabitants. Introverted Scalykin. Sedge dragonettes rarely seek company. They don't prefer isolation, nor are they antisocial. Their standoffishness is the result of a shyness common to their species. It is unknown whether their diffidence was intentionally sought when the creatures were first bred or is a result of the inhospitable environment where they thrive. Creatures that slowly and patiently break through the emotional shell find the dragonettes to be among their fiercest friends. Swamp Camouflage. The sedge dragonette has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spines. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and a spine sticks into the target. Until a creature takes an action to remove the spine, the target has disadvantage on attack rolls. Reeking Breath (Recharge 5-6). The dragonette exhales a cloud of nauseating gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Boggy Presence (1/Day). The sedge dragonette transmutes the ground in a 10-foot-radius centered on it into a muddy soup for 10 minutes. For the duration, any creature, other than a sedge dragonette, moving through the area must spend 4 feet of movement for every 1 foot it moves. Reactions Prickly Defense. When a creature the sedge dragonette can see hits the dragonette with a melee attack while within 5 feet of it, the dragonette can make one Spines attack against the creature.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Dragon","Alignment":"Neutral","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dragonette, Shovel","description":"This stocky reptile has a heavy jawed snout, and its pebbled skin changes color to blend in against a backdrop of nearby oranges. Stocky little reptiles, shovel dragonettes were originally bred to manage infestations. However, they were discovered shortly thereafter to have an affinity for gardening. Gardener's Best Friend. Fey nobles, hedge mages, elite gardeners, and alliumites (see Creature Codex ) prize shovel dragonettes for their surprisingly strong builds and spade-like lower jaws. If a shovel dragonette isn't digging in the dirt, it can often be found blended into its surroundings, watching for pests. Once an invader is detected, a shovel dragonette strikes out with its sticky tongue, pulling itself or the pest within reach of its sharp claws. Shovel dragonettes delight in smacking particularly small pests with their big heads, aiming to launch the pests away or over fences. Industrious Companions. Shovel dragonettes sometimes seek to explore the world beyond garden walls. As traveling companions, they work hard to maintain campsites by hammering tent spikes, digging ditches, and building fire pits. Their omnivorous diet makes them easy to feed, but they can be very messy companions. Floral Camouflage. The dragonette has advantage on Dexterity (Stealth) checks made to hide among ample, obscuring flowers, fruits, or vegetables. Messy Digger. Opportunity attacks against the dragonette are made with disadvantage when the dragonette burrows out of an enemy's reach. Squat Body. The dragonette has advantage on ability checks and saving throws against effects that move it against its will, and if an effect moves the dragonette against its will along the ground, it can use a reaction to reduce the distance it is moved by up to 10 feet. Actions Head Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and if the target is Small or smaller, it must succeed on a DC 12 Strength saving throw or be launched up 10 feet into the air and away from the dragonette, taking falling damage as normal. Raking Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Sticky Tongue. The dragonette uncoils a long tongue coated in sticky saliva and launches it at a target up to 15 feet away. If the target is Small or smaller, it must succeed on a DC 13 Strength saving throw or be pulled up to 15 feet toward the dragonette. If the target is Medium or larger, it must succeed on a DC 13 Dexterity saving throw or the dragonette is pulled up to 15 feet closer to the target. If the target is within 5 feet of the dragonette, the dragonette can make one Raking Claws attack against it as a bonus action.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Dragon","Alignment":"Neutral","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dragonfang","description":"Traits Dragon Fanatic. The dragonfang has advantage on saving throws against being charmed or frightened. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being charmed or frightened. Fanatic Advantage. Once per turn, if the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage of the weapon’s type. Limited Flight. The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn. Pack Tactics. The dragonfang has advantage on an attack roll against a creature if at least one of the dragonfang’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The dragonfang attacks twice with its shortsword. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) damage of the type to which the dragonfang has damage resistance. Orb of Dragon’s Breath (2/Day). Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 22 (5d8) damage of the type to which the dragonfang has damage resistance.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":4500,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Dragonfang","description":"This monster appears in the Rise of Tiamat module. Traits Dragon Fanatic. The dragonfang has advantage on saving throws against being charmed or frightened. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores effects of being charmed or frightened. Fanatic Advantage. Once per turn, if the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage. Limited Flight. The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn. Pack Tactics. The dragonfang has advantage on an attack roll against a creature if at least one of the dragonfang's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The dragonfang attacks twice with its shortsword. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) damage of the type to which the dragonfang has damage resistance. Orb of Dragon's Breath (2/day). Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 22 (5d8) damage of the type to which the dragonfang has damage resistance.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7392,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Dragonfang","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Dragon Fanatic. The dragonfang has advantage on saving throws against being charmed or frightened. While the dragonfang can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonfang ignores the effects of being charmed or frightened. Fanatic Advantage. Once per turn, if the dragonfang makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage of the weapon’s type. Limited Flight. The dragonfang can use a bonus action to gain a flying speed of 30 feet until the end of its turn. Pack Tactics. The dragonfang has advantage on an attack roll against a creature if at least one of the dragonfang’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The dragonfang attacks twice with its shortsword. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) damage of the type to which the dragonfang has damage resistance. Orb of Dragon’s Breath (2/Day). Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 22 (5d8) damage of the type to which the dragonfang has damage resistance.","properties":{"Category":"Monsters","Source":"custom","Expansion":7391},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Dragonflesh Abomination","description":"A dragonflesh abomination is the final stage of a grafter's transformation—a hulking monster whose corrupted brain is ablaze with desire for treasure. Its abhorrent transformation erases the last vestiges of its previous life. It sprouts a tail and clumsy wings and grows to enormous size, barely retaining a bipedal shape. Its stomach churns with acid, causing noxious fumes to waft from its mouth and providing it with a caustic breath weapon. Its body is in a constant state of growth and change, allowing it to quickly heal from its wounds. These creatures are most often found in abandoned dragon lairs, temples to Tiamat, or other sites associated with the dragons they love. Dragonflesh Grafters Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying their bodies and minds to emulate the dragons they revere. They collect dragon parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on, implant, or ingest these dragon parts, attempting to incorporate them into their own bodies and absorb the latent magic that lingers in a draconic corpse. While most would-be grafters wind up hideously scarred or dead, a few survive as wretched horrors. Their minds become twisted by magical malevolence, with only a shadow of their former selves remaining. In the most extreme cases, the resulting abomination holds no remnant of the person it once was and is utterly ruled by a dragon's lust for treasure. Traits Cloying Miasma. The abomination is surrounded by a noxious stench. At the start of the abomination's turn, any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the abomination's next turn. Regeneration. The abomination regains 10 hit points at the start of its turns if it has at least 1 hit point. Actions Multiattack. The abomination makes three attacks using Claw, Acidic Spit, or a combination of them. It can replace one of the attacks with a Tail attack. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 5 (1d10) poison damage. Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Acidic Spit. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) acid damage. Acid Belch (Recharge 5–6). The abomination belches forth a cloud of acidic gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"typically neutral evil","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragonflesh Grafter","description":"The best way to identify one of these grafters is if you see someone running around chanting, “Look at me! I'm a dragon! I'm a draaaaaagon!” -Fizban An ordinary dragonflesh grafter is a hulking fusion of draconic and bipedal characteristics, standing between 8 and 12 feet tall. As its original nature wanes, its draconic powers grow, giving it a thick layer of dragon scale armor that covers the grafted areas of its body. A dragonflesh grafter can belch forth a gout of corrosive acid in a mockery of dragon breath. As a universal effect of their experimentation, grafters become obsessed with treasure. Their greed compels them to gather any gold or gems they can. After taking this treasure back to their lairs, they gaze for hours on end at their glittering trinkets and golden baubles. Dragonflesh Grafters Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying their bodies and minds to emulate the dragons they revere. They collect dragon parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on, implant, or ingest these dragon parts, attempting to incorporate them into their own bodies and absorb the latent magic that lingers in a draconic corpse. While most would-be grafters wind up hideously scarred or dead, a few survive as wretched horrors. Their minds become twisted by magical malevolence, with only a shadow of their former selves remaining. In the most extreme cases, the resulting abomination holds no remnant of the person it once was and is utterly ruled by a dragon's lust for treasure. Actions Multiattack. The grafter makes one Claw attack and one Greatclub attack. Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 5 (1d10) poison damage. Greatclub. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Acid Retch (Recharge 5–6). The grafter retches forth a spray of acidic bile in a 30-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"typically neutral evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragonleaf Tree","description":"The dragon-headed leaves of these oak trees sometimes rustle despite the lack of wind, betraying a hint of their draconic power. Gifts among Dragons. These magnificent trees are imbued with some characteristics of their draconic masters. While most groves consist of only one type of dragonleaf tree, dragons sometimes make gifts of them to cement a pact or as a show of fealty. The dragon giving the tree relinquishes command of the plant as part of the deal. This accounts for mixed groves belonging to especially powerful dragon lords. Silent Guardians. Dragonleaf trees use fairly simple tactics to deter potential intruders. They remain motionless or allow the breeze to jostle their leaves to appear inconspicuous. Once enough targets enter the grove, the trees fire razor sharp leaves at or breathe on their targets, adjusting their position to make better use of their weapons. Long Memories. Dragonleaf trees live up to 1,000 years. They stand 15 feet tall and weigh 3,000 lb, but ancient specimens can reach heights of 45 feet. Growing a new dragonleaf tree requires a cutting from an existing tree at least 50 years old, which the tree’s master imbues with power, sacrificing the use of its breath weapon for a month. While this time barely registers on a dragon’s whole lifespan, it still carefully considers the creation of a new tree, for fear that others might discover its temporary weakness. Dragonleaf Trees in Midgard The finest druidic minds in the Mharoti Empire created these trees for the draconic lords of the land. Once the druids had shown the dragons the secret of the tree’s creation they were slain, so that the secret would not spread. A handful of human and kobold gardeners know how to tend them and make them thrive, but little more. Traits Loyal to Dragon Master: A dragonleaf tree only follows commands from its designated master (or from any creatures to whom the master grants control). It has advantage on saving throws against any charm or compulsion spell or effect. Additionally, the tree has advantage on any saving throw to resist Bluff, Diplomacy, or Intimidate checks made to influence it to act against its masters. Weaknesses: Dragonleaf trees with immunity to fire also have vulnerability to cold, and trees with immunity to cold have vulnerability to fire. Actions Slam: Melee Weapon Attack : +6 to hit, reach 10 ft., One target. Hit : 58 (10d10 + 3) bludgeoning damage. Leaves: Ranged Weapon Attack : +3 to hit, range 30/60 ft., One target. Hit : 45 (10d8) slashing damage. Breath Weapon (Recharge 6): A dragonleaf tree can issue forth a breath weapon from its leaves appropriate to the dragon it honors. The creature’s breath weapon deals 49 (14d6) damage, or half damage to targets that make a successful DC 15 Dexterity saving throw. A black, copper, or green tree breathes a 60-foot line of acid; a blue or bronze tree breathes a 60-foot line of lightning; a brass, gold, or red tree breathes a 30-foot cone of fire; and a silver or white tree breathes a 30-foot cone of cold.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dragonling","description":"I did mein best to downplay ze greed tendencies but zese adorable drakes just kan’t help zemselves. If you need ein hot töddy or kold beer in a giffy, chuck von a gold or silver koin und vatch it get to vurk! — Humperdink, Hot Chocolate Aficionado Type : Dragon Creature Component : Any dragon Bonus Tamer Improvement : Growth I and +2 Hit Dice Like a dragon, but a little less greedy and a little more pliant, dragonlings are Humperdink’s attempt at retaining a dragon’s useful characteristics and limiting the more… tyrannical ones. Able to shift its makeup depending on the metals to which it is exposed, the dragonling is an adaptable, if distractable, companion. If any of the dragonling’s traits or actions require a saving throw, it is always against the dragonling’s save DC , as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the dragonling’s Constitution modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the dragonling the following improvements using your Monster Trainer feature: Growth I Prerequisite : become a tamer’s companion Type : Passive (companion) The dragonling’s size increases to Small and its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage die of its bite attack increases to a d8 . The dragonling gains this improvement when it becomes a companion; it doesn’t cost an improvement. Harden I Prerequisite : 3rd-level tamer Type : Passive (companion) The dragonling gains a +2 bonus to its AC while it isn’t wearing armour. Breath Weapon I Prerequisite : 5th-level tamer Type : Active (action) As an action, the dragonling can unleash a torrent of elemental energy. Each creature in an area must make a saving throw, taking 17 ( 5d6 ) damage on a failed save, or half as much damage on a successful one. The area, damage type, and saving throw depend on the dragonling’s affinity (see its Metallic Character trait): Copper. A 5-foot-wide , 30-foot-long line that requires a Dexterity saving throw and deals acid damage. Gold. A 20-foot cone that requires a Dexterity saving throw and deals fire damage. Magnetite. A 20-foot cone that requires a Dexterity saving throw and deals piercing damage. Silver. A 20-foot cone that requires a Constitution saving throw and deals cold damage. After the dragonling uses this action, it can’t do so again until its tamer finishes a short or long rest. When the dragonling’s tamer reaches 9th level in the tamer class, this action’s damage increases to 24 ( 7d6 ). Multiattack Prerequisite : 5th-level tamer Type : Active (action) As an action, the dragonling can make two bite attacks. Growth II Prerequisite : 5th-level tamer, Growth I Type : Passive (companion) The dragonling’s size increases to Medium and its Hit Die size increases to a d8 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage die of its bite attack increases from a d8 to a d10 . Blindsight Prerequisite : 9th-level tamer Type : Passive (companion) The dragonling gains blindsight to a range of 15 feet . Harden II Prerequisite : 9th-level tamer, Harden I Type : Passive (companion) The dragonling gains a +2 bonus to its AC while it isn’t wearing armour. This improvement is in addition to the bonus from Harden I. Breath Weapon II Prerequisite : 13th-level tamer, Breath Weapon I Type : Active (action) The damage of the dragonling’s Breath Weapon action increases to 31 ( 9d6 ), the area of the cones increases to 30 feet , and the length of the line increases to 90 feet . The dragonling gains a +1 bonus to the save DC of this action. When the dragonling’s tamer reaches 17th level in the tamer class, the Breath Weapon’s damage increases to 42 ( 12d6 ). Growth III Prerequisite : 13th-level tamer, Growth II Type : Passive (companion) The dragonling’s size increases to Large and its Hit Die size increases to a d10 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage die of its bite attack increases from a d10 to 2d6 . Wing Attack Prerequisite : 17th-level tamer Type : Active (action) As an action, the dragonling can beat its wings. Each creature within 10 feet of the dragonling must succeed on a Strength saving throw ( DC = 8 + the tamer’s proficiency bonus + the dragonling’s Strength modifier) or take bludgeoning damage and be knocked prone . The damage equals 4d6 plus the dragonling’s Strength modifier. Creatures larger than the dragonling automatically succeed on this saving throw. The dragonling can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Tiny","Type":"dragon","Alignment":"lawful good","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Dragonnel","description":"Some dragons consider it an honor to bear a worthy rider into battle. Others find it demeaning and view dragonnels' willingness to serve as mounts as a sign of their debasement. -Fizban Dragonnels are distantly related to chromatic, gem, and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking themselves, they are willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the kill. In some regions, dragonnels are raised from eggs to be used as aerial mounts. These domesticated dragonnels are loyal to the point of being overly protective of their riders. However, efforts to break wild dragonnels to the saddle are perilous, as these creatures often feign compliance before throwing their would-be riders from great heights. A dragonnel is an agile mount and naturally inclined to flyby tactics, swooping in to make attacks with its beak and claws before flying out of reach. Dragonnel Steeds With the DM's permission, a paladin can summon a spirit in the form of a dragonnel using the find greater steed spell, which appears in Xanathar's Guide to Everything . Traits Flyby. The dragonnel doesn't provoke an opportunity attack when it flies out of an enemy's reach. Actions Multiattack. The dragonnel makes two Rend attacks. Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"typically neutral","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Dragonroot Tree","description":"The mighty dragonroot tree is one of the most dangerous carnivorous plants one can encounter. It resembles a 24-foot tall kapok tree with a 10-foot diameter trunk. Its branches form a thick crown of foliage that can reach 40 feet in diameter. Hanging from its branches are over a dozen 1-foot diameter sweet-smelling fruits that resemble yellow-green watermelons. Six giant 20-foot long buttress roots extend from the base of its trunk. Each of these serpentine roots ends in a dragon-like maw filled with sharp wooden tusk-like protrusions that appear to serve as its teeth. Each of these teeth drips deadly venom. Ambush Hunter. The dragonroot tree is a patient predator. It remains still with the tail-end of its roots lying half-buried in the earth. Attracted to the sweet aroma of its fruits, animals and other creatures unfamiliar with the dreaded dragonroot tree approach it. Once a prey is within reach, the dragonroots burst from the ground and attack it. Like crocodiles fighting over food, the dragonroots' jaws clamp over the target, pull, and shred it into pieces. Usually, the prey is instantly killed from the bites alone. Those that survive the initial onslaught eventually succumb to the dragonroot's toxic venom. Fruits from the Poisonous Tree. The dragonroot tree can utilize its noxious seed pods like explosive grenades. Once per turn, it can detach and lob one of its seed pods at a point within 60 feet of it. Upon hitting the ground, the seed pod bursts in a greenish cloud of toxic spores. Those that succumb to the poison reel from the intense pain and agony brought about by toxins attacking their lungs and nervous system. Top Predator. Dragonroot trees are rare and can only be found in temperate and tropical forests, savannahs, jungles, and swamps. Dragonroot trees seldomly associate with other creatures, treating almost everything that moves as prey. Only the most powerful of druids and fey such as malignos have been able to influence and control these creatures. Traits False Appearance. If the dragonroot tree is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the dragonroot tree move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the dragonroot tree is animate. Actions Multiattack. The dragonroot tree makes three Bite attacks. It can use Seed Pod in place of one attack, if available. Bite. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the dragonroot tree can automatically hit the target with its Bite attack. The dragonroot tree has six roots, each of which can make one Bite attack. Each root can be attacked (AC 16; 50 hit points; immunity to psychic damage). Destroying a root deals no damage to the dragonroot tree, which can regrow a replacement root in 24 hours. Seed Pod (Recharge 5-6). The dragonroot tree lobs one of its seed pods at a point within 30 feet of it. The seed pod explodes and releases toxic spores. Each creature in a 15-foot-radius sphere centered on that point must make a DC 19 Constitution saving throw or become poisoned for 1 minute. Until this poison ends, a creature is incapacitated and takes 9 (2d8) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Plants and creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"unaligned","Expansion":26536,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Dragonsoul","description":"This monster appears in the Rise of Tiamat module. Traits Dragon Fanatic. The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened. Fanatic Advantage. Once per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage. Limited Flight. The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn. Pack Tactics. The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonsoul's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The dragonsoul attacks twice with its shortsword. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) damage of the type to which the dragonsoul has damage resistance. Orb of the Dragon's Breath (3/day). Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 27 (6d8) damage of the type to which the dragonsoul has damage resistance.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7392,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Dragonsoul","description":"Traits Dragon Fanatic. The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened. Fanatic Advantage. Once per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage of the weapon’s type. Limited Flight. The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn. Pack Tactics. The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonsoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The dragonsoul attacks twice with its shortsword. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) damage of the type to which the dragonsoul has damage resistance. Orb of Dragon’s Breath (3/Day). Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 27 (6d8) damage of the type to which the dragonsoul has damage resistance.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":4500,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Dragonsoul","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Dragon Fanatic. The dragonsoul has advantage on saving throws against being charmed or frightened. While the dragonsoul can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonsoul ignores the effects of being charmed or frightened. Fanatic Advantage. Once per turn, if the dragonsoul makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 10 (3d6) damage of the weapon’s type. Limited Flight. The dragonsoul can use a bonus action to gain a flying speed of 30 feet until the end of its turn. Pack Tactics. The dragonsoul has advantage on an attack roll against a creature if at least one of the dragonsoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The dragonsoul attacks twice with its shortsword. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) damage of the type to which the dragonsoul has damage resistance. Orb of Dragon’s Breath (3/Day). Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 27 (6d8) damage of the type to which the dragonsoul has damage resistance.","properties":{"Category":"Monsters","Source":"custom","Expansion":7391},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Dragonwing","description":"Traits Dragon Fanatic. The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened. Fanatical Advantage. Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage. Limited Flight. The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn. Pack Tactics. The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The dragonwing attacks twice with its scimitar. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) damage of the type to which the cultist has damage resistance.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":4500,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Dragonwing","description":"This monster appears in the Rise of Tiamat module. Traits Dragon Fanatic. The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened. Fanatical Advantage. Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage. Limited Flight. The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn. Pack Tactics. The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The dragonwing attacks twice with its scimitar. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) damage of the type to which the cultist has damage resistance.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7392,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Dragonwing","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Dragon Fanatic. The dragonwing has advantage on saving throws against being charmed or frightened. While the dragonwing can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonwing ignores the effects of being charmed or frightened. Fanatical Advantage. Once per turn, if the dragonwing makes a weapon attack with advantage on the attack roll and hits, the target takes an extra 7 (2d6) damage. Limited Flight. The dragonwing can use a bonus action to gain a flying speed of 30 feet until the end of its turn. Pack Tactics. The dragonwing has advantage on an attack roll against a creature if at least one of the dragonwing’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The dragonwing attacks twice with its scimitar. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) damage of the type to which the cultist has damage resistance.","properties":{"Category":"Monsters","Source":"custom","Expansion":7391},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Dragonwrought Sorcerer","description":"Dragonwrought sorcerers are a very rare type of winged kobolds born with the ability to exhale dragon breath. They show exceptional abilities and intelligence unseen from normal kobolds, and some even become arcane spellcasters. They become natural leaders of their tribe, if not all of the tribes in the region. Traits Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Sorcery Points. The kobold has 6 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Empowered Spell: When the kobold rolls damage for a spell, it can spend 1 sorcery point to reroll up to 3 damage dice. It must use the new rolls. It can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell. Quickened Spell: When the kobold casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The kobold makes two Chromatic Strike attacks. Chromatic Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) acid, cold, fire, lightning, or poison damage (the kobold’s choice). Spellcasting. The kobold casts one of the following spells using Charisma as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: control flames, mage hand, minor illusion 2/day each: Aganazzar’s scorcher, fireball 1/day each: alter self, mage armor, mirror image Dragon Breath (Recharge 5–6). The kobold exhales fire in a 15-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dragoon","description":"Dragoons are the Kingdom’s best-trained and best-equipped heavy infantry soldiers – professional armigers serving in companies of fortune and squadrons of veterans. Most of them serve in Penumbria or come from there and, due to the region’s proverbial brutality, are even more feared. Traits Pack Tactics . The dragoon has advantage on an attack roll against a creature if at least one of the dragoon's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack . The dragoon makes two melee attacks. Schiavona . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) piercing or slashing damage. Heavy Crossbow . Ranged Weapon Attack: +2 to hit, reach 100/400 ft., one target. Hit : 5 (1d10) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":11925,"Challenge Rating":3},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Drainberry Bush","description":"Drainberry bushes are floating plants that originate from the First World, with long, thorny vines and dense clusters of bright-red berries. Their hollow thorns quickly siphon blood, which is how these carnivorous plants feed, and they rapidly turn consumed blood into fresh batches of delicious berries. Drainberry bushes exude a faint white glow that is a result of stored positive energy. Drainberry bushes exhibit unusually high intelligence and have an astute sense of value. They typically become insulted when creatures attempt to harvest their berries. Creatures that attempt to converse with drainberry bushes find that the plants telepathically convey only short and simple phrases such as, “Money please,” “Deal good,” “Deal no good,” “Want that,” (with a gesture toward an item it covets), “Thank you, customer,” and if necessary, “No refunds.” Though a drainberry bush considers the market value of its berries to be 250 gp each, it greatly prefers interesting art objects as payment—even ones of significantly lower value. Traits Hide in Plain Sight. While the drainberry bush remains motionless, it gains advantage on Dexterity (Stealth) checks to appear to be an ordinary bush. Nature Empathy. The drainberry bush can speak telepathically with animals and sentient plant creatures (as speak with animals ). Blood Berries. The drainberry bush must drain blood from living creatures for sustenance. This causes clusters of bright red, highly nutritious berries to grow among its branches. Each cluster of berries lasts for 1 day, and a drainberry bush typically has 3 (1d4+1) clusters when encountered. When consumed, a cluster restores 14 (2d8+5) hit points and removes one level of exhaustion. A creature can pluck a cluster of berries with a successful unarmed melee attack or Dexterity (Sleight of Hand) check against the bush’s AC. (If the drainberry bush is not hostile, it is also possible to purchase blood berries from it at a typical price of 200 gp per cluster.) Consume Berries. As a bonus action, the bush draws nourishment from one cluster of its own blood berries, regaining 14 (2d8+5) hit points. That berry cluster wrinkles and dies. Drain Blood. As a bonus action, if it has grappled at least one creature, the drainberry bush can use its hollow thorns to siphon blood from the grappled creatures. For each grappled creature, a new cluster of blood berries immediately grows on the drainberry bush. All creatures grappled by the drainberry bush have some of their blood taken and must attempt a DC 16 Constitution saving throw to resist the effects of blood loss. On a failed save, a creature takes 14 (2d8+5) necrotic damage and gains one level of exhaustion. Actions Multiattack. The drainberry bush makes three attacks with its vines. Vine. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and the target is grappled (escape DC 14).","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"neutral","Expansion":17526,"Challenge Rating":7},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Draining Creeper","description":"Draining Creeper Appearing as clusters of vines, draining creepers gain sustenance from spells and magical effects. These plants creep toward their targets, lashing out with remarkable speed when spellcasters come near.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Drak'Shara","description":"Like many dragonborn, Drak’Shara was born with a dragon’s innate talent for magic. As a sorcerer of no small power, Drak’Shara spent most his life adventuring for good, gold, and glory alongside a small band of dear companions. That all changed one faithful day, when Drak’Shara and his friends found themselves facing down a powerful devil. Vastly underestimating their foe, Drak’Shara and his companions were easily defeated. One by one, the devil snuffed the life from Drak’Shara’s friends. When his turn came, however, the devil did not kill him, but instead offered the sorcerer a dark bargain: become his warlock, and for the price of one thousand souls, willingly bequeathed and signed for in blood, Drak’Shara’s friends would be returned to life. If the dragonborn accepted, he would be allowed to go, free to do as he please for all eternity – as long as he swore to gather souls for the devil. It wasn't a hard choice to make. Drak’Shara gathered the treasures he and his friends had collected throughout their years of adventuring, and set out to procure a thousand souls. Trading magic items to brave adventurers in need of protection, the dragonborn warlock works to honor the principles that used to guide him and his friends – while still fulfilling his end of the devilish bargain. Roleplaying Drak’Shara When the memories of his old companions were still fresh, Drak’Shara upheld ideals of kindness and self-sacrifice, but his perception of good and evil has blurred out into a single scale of gray over the years. Despite the pain he inflicts upon others, Drak’Shara believes that his quest to gather souls is righteous because it will help him bring back his dear friends. Since Drak’Shara has long since accepted death, it takes a lot to rattle the old dragonborn. He treats everyone with the same irreverence. None are spared from his biting sarcasm, his mocking cackle, and his well-meant – but still patronizing – lectures about the sacrifices it requires to be a true adventurer. That is also what Drak’Shara most respects: adventurers who are willing to sacrifice everything to further their cause – no matter how wicked that cause is. Drak’Shara always makes a point of asking the purpose behind a customer’s visit and what their goals are – and what they will do to achieve them!","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dragonborn)","Alignment":"Neutral Evil","Expansion":27826,"Challenge Rating":13},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Drakainia","description":"Drakainia A drakainia is a true mother of monsters, an otherworldly abomination of legend that seeds the universe with her foul and monstrous brood. Her upper body is humanoid, shapely and beautiful, but her lower body is bloated, with pulsating tumors and writhing tentacles. She is always encountered with at least a handful of her favored children, as well as other progeny she can sacrifice to protect herself. With their help, she seeds worlds she visits with twisted, monstrous life. These spawn, usually gestated within the drakainia herself but also inflicted on others by means of the horrific plague she imparts with her infectious phage, and any creature born of such horrific means is inevitably a mutated abomination bearing only a terrifying remnant of its other parent’s species.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":24},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Drakainia","description":"A drakainia is a true mother of monsters, an otherworldly abomination of legend that seeds the universe with her foul and monstrous brood. Her upper body is humanoid, shapely and beautiful, but her lower body is bloated, with pulsating tumors and writhing tentacles. She is always encountered with at least a handful of her favored children, as well as other progeny she can sacrifice to protect herself. With their help, she seeds worlds she visits with twisted, monstrous life. These spawn, usually gestated within the drakainia herself but also inflicted on others by means of the horrific plague she imparts with her infectious phage, and any creature born of such horrific means is inevitably a mutated abomination bearing only a terrifying remnant of its other parent’s species. LAIR ACTIONS On initiative count 20 (losing initiative ties), a drakainia takes a lair action to cause one of the following effects; a drakainia can’t use the same effect two rounds in a row: The drakainia causes four CR 1 spawn-of-drakainia (or less) to appear in an unoccupied space that she chooses within the lair. They vanish after 1 hour and do not count against her CR limit. Up to four creatures infested with black-green phage that she can see must succeed on a DC 22 Wisdom saving throw or use their reactions to move up to their speed and make one weapon attack against any hostile-to-drakainia creature within range. The drakainia uses her malignant aura centred on any single creature within her lair infested with black-green phage. 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When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake's damage immunity and the damage of its Infused Strikes trait. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage. Reactions Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.","properties":{"Category":"Monsters","Size":"Small","Type":"dragon"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Drake Companion (PB 3)","description":"Traits Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake's damage immunity and the damage of its Infused Strikes trait. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage. Reactions Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"dragon"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Drake Companion (PB 4)","description":"Traits Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake's damage immunity and the damage of its Infused Strikes trait. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6 + 4 piercing damage. Reactions Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Drake Companion (PB 5)","description":"Traits Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake's damage immunity and the damage of its Infused Strikes trait. Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage. Reactions Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.","properties":{"Category":"Monsters","Size":"Medium or Large","Type":"dragon"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Drake Companion (PB 6)","description":"Traits Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake's damage immunity and the damage of its Infused Strikes trait. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d6 + 6 piercing damage. Reactions Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Drake, Alehouse","description":"This plump little creature reclines with a dazed look in its eyes and the suggestion of a grin on its fanged jaws. Scaled Barflies. Alehouse drakes squat in busy bars, rowdy taverns, and bustling inns. A bane or savior to every bartender and innkeeper, alehouse drakes enjoy pushing patrons’ emotions, driving crowds to ecstatic cheers or bloody bar fights. Alehouse drakes make their homes in cities and towns, though older drakes settle down in roadside coaching inns. In the former situations, they are often troublemakers or pranksters, but in the latter circumstances, they usually befriend the proprietor and help manage flared tempers and weepy drinkers in return for living space and a generous tab. Relentless Gossips. Alehouse drakes gossip endlessly. Perched in hiding places throughout busy taverns, they overhear many stories, and often trade in information, making them good sources for news about town. More devious and ill-mannered alehouse drakes resort to blackmail, but usually only to secure a comfortable spot in their chosen tavern. Family Heirlooms. Alehouse drakes are one to two feet long on average and weigh about eighteen lb. with a plump belly. Their scales are deep amber with cream or white highlights, and they possess glittering, light-colored eyes. The oldest recorded alehouse drake lived just past 400 years—some are quite beloved by innkeeping families, and treated bit like family heirlooms. Traits Innate Spellcasting: The drake’s innate casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: friends, vicious mockery 5/day each: calm emotions, dissonant whispers, ray of sickness, hideous laughter 3/day each: confusion, invisibility Forgetful Spellcasting: When a creature fails an Intelligence, Wisdom, or Charisma saving throw against a spell cast by an alehouse drake, the creature immediately forgets the source of the spellcasting. Actions Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d6 + 3) piercing damage. Claw: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 9 (2d4 + 4) slashing damage. Breath Weapon (Recharge 5 - 6): An alehouse drake can burp a cloud of intoxicating gas in a 15-foot cone. A creature caught in the cloud becomes poisoned for 1 minute and must make a successful DC 14 Constitution saving throw or become stunned for 1d6 rounds. Discombobulating Touch: An alehouse drake can make a touch attack that grants its target +3 to Dexterity-based skill checks and melee attacks but also induces confusion as per the spell. This effect lasts for 1d4 rounds. A successful DC 13 Charisma saving throw negates this effect.","properties":{"Category":"Monsters","Size":"Tiny","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Drake, Ash","description":"A lean and dull-scaled ash drake often perches on a chimney as if it just crawled out, its tail still hanging into the chimney as smoke billows out. Chimney Nesting. Ash drakes clog chimney flues and delight in dusting crowds with thick, choking ash and soot, while the drakes laugh with sneering, wheezing tones. To placate the creatures, owners of smelters and smithies leave large piles of ash for the drakes to play in, with the hope they leave the shop and its workers alone. Anyone hunting ash drakes finds them very difficult to attack in their cramped lairs because the creatures blend in with the surroundings. Ash drakes often befriend kobolds, who have little trouble appeasing the beasts and appreciate the added security they bring. Hunt Strays and Pets. Ash drakes eat rats and stray animals, although few can resist snatching an unattended, possibly beloved pet. Contrary to popular opinion, this drake doesn’t consume ash, but enjoys a pile of ash like a cat would catnip, rolling around in it and becoming wild-eyed. Anyone who disrupts such play becomes the target of the creature’s intensely hot and sooty breath weapon. While an ash drake is three feet long with a four-foot long tail that seems to trail off into smoke, it weighs less than one might expect—approximately ten lb. Every third winter, when chimneys are active, a male drake leaves his lair to find a mate. If the new couple roosts in a city or town, the nearby streets know it, as the air becomes nearly unbreathable with soot. The resulting eggs are left in a suitable chimney, and one of the parents protects the young until they leave the nest at two years of age. Volcanic Haunts. Ash drakes outside a city live in or near volcanic plateaus, and mutter about the lack of neighbors to bully. In the wild, an ash drake may partner with a red dragon or flame dragon, since the dragon provides its lesser cousin with plenty of ash. Actions Multiattack: The ash drake makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 9 (2d6 + 2) fire damage. Claw: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 9 (2d6 + 2) slashing damage. Ash Cloud: An ash drake can beat its wings and create a cloud of ash that extends 10 feet in all directions, centered on itself. This cloud provides half cover, though the ash drake can see normally through its own cloud. Any creature that enters or starts its turn in the cloud must succeed on a DC 14 Constitution saving throw or become blinded for 1d6 rounds. Ash Breath (recharge 6): An ash drake spews a 20-foot cone of blistering hot, choking ash. Any targets in the path of this spray takes 14 (4d6) fire damage and become poisoned for one minute; a successful DC 13 Dexterity saving throw reduces damage by half and negates the poisoning. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a successful save.","properties":{"Category":"Monsters","Size":"Small","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Drake, Bakery","description":"This dragon's scales are a deep brown, except along its golden-brown underbelly. The smell of baked bread emanates from it, and bits of salt and splotches of white flour dot its scales, giving it the coloration of a baked roll. Bakery drakes inhabit bakeries, restaurants, and inns, where they devise resplendent pastries and other savory baked treats. Though most bakery drakes receive adoration in settled areas, they face danger in the wilderness, where their aroma makes them targets for hungry creatures. No Shortcuts, No Artificiality. Bakery drakes zealously guard their reputations as bakers. While they calmly accept the opinion of those who don't like the goods they produce, they take great offense when anyone suggests they cut corners or use magic to enhance their food. The drakes take care to point out when they use magic to enhance a food item to set expectations. Consistent with their pride in their craft, they never poison food they prepare. Sweet-Toothed Dragons. Bakery drakes enjoy fruit and have trouble controlling their appetites when preparing treats containing their favorite pieces. The drakes enjoy traveling to other lands to learn new recipes and sample new food. Doughy Physiology. Bakery drakes have several properties in common with bread dough, notably the naturally occurring yeast within their bodies. The heat of a sunny day or a lit oven causes the yeast to break down, surrounding the drake with the aroma of baked bread. However, too much heat speeds up this process, disorienting the drake. Fire Weakness. If the bakery drake takes fire damage, it can't use Yeast Slurry on its next turn. In addition, if the drake fails a saving throw against a spell or magical effect that deals fire damage, it becomes poisoned until the end of its next turn. Keen Smell . The bakery drake has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The dough drake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Breath Weapon (Recharge 5-6). The bakery drake uses one of the following breath weapons. Purifying Breath. The drake exhales the aroma of a warm, hearty meal in a 15-foot cone. All nonmagical food and drink in the area is purified and rendered free of poison and disease, and its flavor is enhanced in quality for 1 hour. Yeast Slurry. The drake expels sticky yeast in a 15-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw. On a failure, a target takes 14 (4d6) bludgeoning damage and is restrained for 1 minute. On a success, a target takes half the damage and its speed is reduced by 10 feet until the end of its next turn. A creature, including the restrained target, can use its action to free a restrained target by succeeding on a DC 13 Strength check.","properties":{"Category":"Monsters","Size":"Small","Type":"Dragon","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Drake, Bathhouse","description":"A drake the size of a large mastiff stares at the gathered bathers with a firm gaze then lets out a breath of steam, moisturizing their skin. Creatures of unknown origin, bathhouse drakes are a welcome sight to those who desire a relaxing sabbatical for the right price. Unknown Origin. No one is certain how the bathhouse drakes came to be. Some theorize they were bred from other drakes to get a more tolerant and social temperament, while others speculate they might have migrated from some very distant jungle or rainforest. Another possible theory suggests they originated somewhere within the inner planes, where fire meets water. The drakes themselves, if they know, do not speak of it. Lords of Luxury. Bathhouse drakes are curiosities of the world, serving as often as being served. Their lairs are not the dangerous caves of many true dragons, but instead the wondrous marble bathhouses of their namesake. They invest treasure from their hoards and hire artisans to create the most artistic and functional bathhouses, drawing in customers and appeasing their own egos. Some truly ambitious bathhouse drakes invest in constructing additions such as inns and taverns into their \"lairs\" and some even hire masseurs and chefs to serve guests and, of course, the drakes themselves. Firm Yet Fair. While they possess the arrogance of their more ferocious draconic cousins, bathhouse drakes treat their subordinates (typically kobolds) with some respect, rarely abusing and sometimes rewarding them. Though the prices of their services are high, they personally insure that they give only the best, for they understand such quality customer care is a reflection of themselves.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Drake, Cactus","description":"A gigantic cactus shifts its arms and trunk so it stands on four legs. Long spines jut from its skin. A small spiky draconic head gives it away as more than a simple plant. Cactus drakes are friendly creatures found in all but the coldest deserts. The omnivorous dragons subsist on plants, notably cacti, and supplement their diets with small mammals and rodents—and the occasional ill-mannered traveler. Helpful Desert Dweller. Despite its frightful appearance, a cactus drake is usually benign. It keeps a watch for travelers lost in the desert or suffering from dehydration. It aids such visitors by directing them to the nearest oasis, and it may even offer some of its own water-retaining flesh in emergencies. Though not greedy, the cactus drake accepts repayment for its deeds and does extort treasure from travelers it knows as troublemakers. The drake also has no qualms about killing creatures that attack it and may spitefully mislead foes to cause them to dehydrate. Sanddrift Prey. The more mobile and physically powerful sanddrift drakes (see Tome of Beasts 2 ) hunt cactus drakes in shared desert homes. To protect themselves, cactus drakes lair on bluffs and rocky outcroppings to thwart burrowing by their predators. They also gather for mutual safety. Scholars who study cactus drakes note the dragons have slowly evolved countermeasures to sanddrift drakes' most devastating attacks. Part Plant. The peculiar cactus drakes are almost as much plants as they are dragons. Like the cacti they emulate, the drakes wither in extreme cold. Some cactus drakes can also produce flowers, allowing them to further camouflage themselves. False Appearance. While the cactus drake remains motionless, it is indistinguishable from a tall, branched cactus. Offering of Flesh. The cactus drake can spend 1 minute carefully cutting its own flesh, inflicting 10 slashing damage to itself, to remove a small piece of pulpy material. The pulp is edible and provides a Medium or smaller creature with one quart of water and nourishment equivalent to one meal. The pulp provides this nourishment only if the drake offered the flesh willingly. Regeneration . The cactus drake regains 5 hp at the start of its turn. If the drake takes cold or poison damage, this trait doesn't function at the start of the drake's next turn. The drake dies only if it starts its turn with 0 hp and doesn't regenerate. Thorny Body . A creature that touches the cactus drake or hits it with a melee attack while within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) piercing damage from the drake's thorns. Actions Multiattack . The drake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Thorn Spray (Recharge 5-6). The cactus drake shakes its body, spraying thorns around it. Each creature within 20 feet of the cactus drake must make a DC 13 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more has its speed reduced by 10 feet until it takes an action to remove the thorns. When the drake uses this action, it loses its Thorny Body trait until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Drake, Cave","description":"Widely-spaced, large eyes sit on either side of the dragon’s broad, flat head, and sharp, curving teeth fill its fearsome maw. It clings to the ceiling, silently waiting for prey to appear below. Highly adapted to hunting underground, this lesser cousin of true dragons stalks cavern passages for prey. Patient Predator. An adult cave drake is between ten and fifteen feet long, with a thin, whip-like tail that nearly doubles its overall length. Its scales are dull and colored to match the surrounding stone. A cave drake hunts by lying in wait for prey to pass, often hanging from a wall or ceiling, before ambushing with its blinding venom. The drake then tracks the blinded creature as it flees, using a keen sense of smell and the creature’s disorientation to follow it. A cave drake will follow prey patiently for miles, unless its quarry wanders into the territory of another cave drake. Solitary Hunter. The cave drake is a lone predator. It typically lairs in high-roofed caverns, atop sheer ledges, or in other areas where it can take advantage of its superior climbing ability. Each cave drake claims a wide expanse of tunnels and caverns as its territory. A cave drake will fight to defend its territory from all other creatures, including other cave drakes, with the exception of mating season, when territories fluctuate as female drakes search for mates. A female cave drake will lay two to five eggs, raising the young until they are able to hunt on their own, then driving them out. Hoards. Like their true dragon kin, cave drakes collect treasure, favoring shiny metals and sparkling gemstones. They will often arrange such treasures near phosphorescent fungi, glowing crystals, or other sources of light. Unlike true dragons, cave drakes are not overly protective or jealous of their hoards. The more cunning of their kind often use such objects as bait to draw out greedy prey while they wait in ambush.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"neutral","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Drake, Cave","description":"Widely-spaced, large eyes sit on either side of the dragon’s broad, flat head, and sharp, curving teeth fill its fearsome maw. It clings to the ceiling, silently waiting for prey to appear below. Highly adapted to hunting underground, this lesser cousin of true dragons stalks cavern passages for prey. Patient Predator. An adult cave drake is between ten and fifteen feet long, with a thin, whip-like tail that nearly doubles its overall length. Its scales are dull and colored to match the surrounding stone. A cave drake hunts by lying in wait for prey to pass, often hanging from a wall or ceiling, before ambushing with its blinding venom. The drake then tracks the blinded creature as it flees, using a keen sense of smell and the creature’s disorientation to follow it. A cave drake will follow prey patiently for miles, unless its quarry wanders into the territory of another cave drake. Solitary Hunter. The cave drake is a lone predator. It typically lairs in high-roofed caverns, atop sheer ledges, or other areas where it can take advantage of its superior climbing ability. Each cave drake claims a wide expanse of tunnels and caverns as its territory. A cave drake will fight to defend its territory from all other creatures, including other cave drakes, with the exception of mating season when territories fluctuate as female drakes search for mates. A female cave drake will lay two to five eggs, raising the young until they are able to hunt on their own, then driving them out. Hoards. Like their true dragon kin, cave drakes collect treasure, favoring shiny metals and sparkling gemstones. They will often arrange such treasures near phosphorescent fungi, glowing crystals, or other sources of light. Unlike true dragons, cave drakes are not overly protective or jealous of their hoards. The more cunning of their kind often use such objects as bait to draw out greedy prey while they wait in ambush.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"neutral","Expansion":5315,"Challenge Rating":3},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Drake, Coral","description":"Swimming upright, this creature peels itself from the vibrant seascape and strikes with needle-thin claws, shredding teeth, and a wickedly curved stinger. Camouflaged Hunter. Like a piece of moving coral, this drake’s coloration and scale patterns change to match nearby anemones, corals, seaweed, and sea urchins. This adaptation allows the creature considerable stealth in its natural habitat. It avoids combat if it can, preferring to hide and protect its young. Long serrated spines stretch from the coral drake’s body, waving in brilliant colors against a blue sea. All Spikes and Needles. The creature’s long snout stretches out from its narrow face and an array of spikes and slender protrusions form a jagged crown. Inside the mouth, serrated teeth form multiple ringed ridges where it’s young feed on leftover scraps of food and small parasites. Needle-thin talons spring from finned appendages, and a stinger frilled with tiny barbs curves at the end of its slender tail. A coral drake measures seven feet from the tip of its snout to its barbed stinging tail. Thin and agile, the beast weighs less than 100 lb. Both male and female coral drakes gestate their delicate eggs inside sacks within their mouths and throats. This oral incubation protects the vulnerable eggs, but only a handful ever reach maturity, because their parents use the ravenous spawn for defense. Poisonous Lairs. Coral drakes live in warm waters near great coral reefs. They hollow out small lairs and protect their meager hoards with the aid of the area’s natural inhabitants. Because they are immune to poison, coral drakes often choose lairs nestled in forests of poisonous sea urchins, stinging anemones, and toxic corals. Aside from humankind, the coral drake harbors a great rivalry with dragon turtles. These beasts prize the same hunting grounds and nests and fight for supremacy in the richest reefs. Traits Camouflage: A coral drake’s coloration and shape lend to its stealth, granting the creature advantage on all Stealth checks while it’s underwater. Water Breathing: The coral drake can breathe only underwater. Actions Multiattack: The coral drake makes one bite attack, one claw attack, and one stinger attack. Bite: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 15 (2d10 + 4) piercing damage. Claw: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 22 (4d8 + 4) slashing damage. Stinger: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 15 (2d10 + 4) piercing damage. On hit, the target must succeed on a DC 15 Constitution saving throw or take 7 [2d6] poison damage at the start of each of its turns for 4 rounds. The creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. Breath Weapon (Recharge 5–6): Coral drakes nurture their offspring in specialized throat sacs. They can pressurize these sacs to spew forth a 15-foot cone of spawn. Each target in this area takes 21 (6d6) piercing damage from thousands of tiny bites and is blinded for 1d4 rounds; a successful DC 15 Dexterity saving throw reduces the damage by half and negates the blindness.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Drake, Crater","description":"Flecks of unnatural luminescence dot the hide of this small dragon. Plants slowly wilt in its shadow, and even insects give it a wide berth. Crater drakes live in inhospitable badlands and thrive in areas where hostile magic lingers. Decaying Presence. The presence of a crater drake has a profoundly negative impact on its environment. Stunted or dead vegetation and pools of toxic water surround a crater drake’s lair. Prone to Mutation. The twisted magic of their homelands infuses the crater drakes, promoting diversity in the species. Two drakes, even those hatched from the same clutch, rarely have identical biology. They continue to mutate as they age, and it isn’t unusual for a crater drake to develop new abilities through these mutations. Treasure Eaters. Crater drakes keep their treasure hoards in the safest place they know: their gullets. Opening the stomach of a dead crater drake reveals fused piles of metals studded with precious gems and the occasional magical trinket. Survivor. The crater drake doesn’t require food or water. Crater Drake Mutations Mutation is common among crater drakes. If you want to make a crater drake that is unique from typical crater drakes, roll a d6 or choose a mutation from the following: 1. Tail Sweep. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, and the target must succeed on a DC 17 Dexterity saving throw or be knocked prone. The drake can use this in place of one claw attack when using its Multiattack action. 2. Immunity to Acid. The drake has immunity, rather than resistance, to acid damage. 3. Steel Hide. The drake’s hide is tougher than most drakes. Its Armor Class increases by 2. 4. Caustic Bite. Instead of poison damage, the drake’s bite deals an extra 17 (5d6) acid damage. 5. Burrower. The drake’s wings are stunted and useless. It doesn’t have a flying speed, but it has a burrowing speed of 30 feet. 6. Survivor’s Fortitude. If damage reduces the drake to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, the drake drops to 1 hp instead.","properties":{"Category":"Monsters","Size":"Small","Type":"dragon","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Drake, Crimson","description":"Crimson drakes are easy to spot, with scales the color of dried blood, a deadly scorpion stinger, and a mischievous gleam in their eyes. Fiery Raiders. Crimson drakes lair in woodlands near small settlements, making nighttime forays to set fires and hunt those who flee the flames—traits that make humanoid tribes prize them as raiding partners. Goblins gleefully adopt a crimson drake as a mascot to burn things down while they get on with slaughtering people. Red dragons and flame dragons regard a crimson drake as a pet, at best, but this rarely works out. When it is inevitably insulted by its larger cousins, a malicious crimson drake may even intentionally set fires to blaze a trail for hunters to the dragon’s lair. Mistaken for Pseudodragons. A crimson drake’s scales and features are quite similar to those of a pseudodragon, and they will imitate a pseudodragon’s hunting cry or song to trick victims into approaching. Once their prey gets close enough, they immolate it. As with pseudodragons, they resemble a red dragon in all but size and the presence of the drake’s scorpion-like stinger. On average, a crimson drake weighs 12 lb, its body measures about 18 inches long, and its tail adds another 18 inches. Foul Familiars. A crimson drake occasionally chooses to serve an evil spellcaster as a familiar; they are too mischievous to be loyal or trustworthy, but ferocious in defense of their master. Traits Magic Resistance: The drake has advantage on saving throws against spells and other magical effects. Actions Multiattack: The crimson drake makes one bite attack and one stinger attack. Bite: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage. Stinger: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 4 (1d4 + 2) piercing damage. On hit, the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2, 1d4, poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early. Breath Weapon (Recharge 6): The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Tiny","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Drake, Deep","description":"This large, unnerving drake’s glassy black scales have purple undertones. Its features are elongated and almost alien. Black, expressionless eyes stare ahead, and a barbed stinger sits at the end of a long tail. Friend to Ghouls. The deep drake has made a niche for itself in subterranean realms, establishing trade with the darakhul and with other races of the underworld. The drakes’ poison ensures the ghouls have replacements when their population dwindles. In return, those underlings who fail their rulers become food for the drake. Love Darkness. Life underground has warped the drakes. Whereas most drakes attach themselves to humanoids, these creatures feel much more at home with aberrations and undead. They avoid sunlight and are strictly nocturnal when on the surface. Few in Number. A deep drake mates for life with another deep drake when two of these rare creatures meet. A hermaphroditic creature, the drake assumes a gender until it finds a mate, at which time it may change. Once every 10–20 years, the drakes reproduce, resulting in three or four three‑foot long, rubbery eggs. Occasionally, subterranean undead or aberrations take these eggs to their cities to train the young drakes. A “household drake” is a great status symbol in some deep places, and surface necromancers who have heard of them are often extremely eager to acquire one. Deep drakes are 12 feet long, plus a three-foot long tail, and weigh up to 1,500 pounds. Their coloration makes them ideal predators in the subterranean dark. Traits Magic Resistance: The drake has advantage on saving throws against spells and other magical effects. Actions Multiattack: The drake makes one bite attack, two claw attacks, and one stinger attack. Bite: Melee Weapon Attack : +9 to hit, reach 10 ft., One target. Hit : 16 (2d10 + 5) piercing damage. Claw: Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 12 (2d6 + 5) slashing damage. Stinger: Melee Weapon Attack : +9 to hit, reach 10 ft., One target. Hit : 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage. On hit, the target must also succeed on a DC 16 Constitution saving throw or become poisoned for 4 rounds. While poisoned this way, the target must repeat the save at the start of its turn, ending the condition on a success. On a failure, it takes 10 [3d6] poison damage. When animate dead is cast on creatures killed by this poison, the caster requires no material components. Breath Weapon (Recharge 5–6): A deep drake blasts forth a crackling 80-foot line of purple-black energy that wracks its victims with pain. This attack deals 35 (10d6) necrotic damage, or half damage with a successful DC 16 Dexterity saving throw. Targets that fail this saving throw must also succeed on a DC 16 Constitution saving throw or become stunned for 1d4 rounds.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Drake, Diminution","description":"The diminution drake removes its stinger from its prey, watching them shrink to one-foot-tall. It then flings its spaghetti-like tongue around the pint-sized victim and engulfs it in one swift motion. This draconic hunter can shrink or grow from a cat-sized to a person-sized drake. Diminution drakes resemble dragons with a long, tubular snouts. Their eyes have red pupils that continually contract from wide spheres to tiny dots and back again. They have subpar vision and hearing but an extraordinary sense of smell. Shrinking Hunter. The diminution drake uses the shrinking properties of its toxic breath weapon and stinger to reduce the size of its prey. Once a creature has been reduced in size, the drake uses its spaghetti-like tongue to swallow its prey. Hunters of Sport. Diminution drakes can live off of rodents and small animals, but they find great satisfaction in hunting, diminishing, and devouring larger prey. The gut of the drake can digest anything, and digesting a shrunken, armored adventurer is of no consequence. The drake is a cunning hunter, often hiding as a tiny creature to set up ambushes.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Drake, Elder Shadow","description":"A large dragon-like creature with black scales and shadowy wings emerges suddenly from the darkness. Its red eyes glare bright as coals, and it speaks in a deep monotone. Strange Humor. Elder shadow drakes are mischievous and greedy. They devour entire goats and sheep and sometimes spell out messages with their bones. They make surprisingly good bandits, and sometimes ally themselves with bands of humanoids—their own share of plunder must always be clearly the largest share of any such arrangement. Solitary Lairs. They haunt dark and lonely places, such as deep caves, dense forests, and shadowy ruins. They are long-lived for drakes, often reaching 250 years of age, and mate rarely, abandoning their eggs shortly before hatching. Fade Into Shadows. An elder shadow drake naturally fades from view in areas of dim light or darkness. Darkvision doesn’t overcome this, because the shadow drake doesn’t simply blend into shadows; it magically becomes invisible in them. What is Umbral? Umbral is the language of the shadow elves, a corrupted dialect of Elvish, and spoken by most creatures of shadow. Those who speak it gain +1 to a Stealth check 1/day. Traits Shadow Blend: In areas of dim light or darkness, an elder shadow drake is treated as invisible. Artificial illumination, such as a lantern or a light or continual flame spell, does not negate this ability; nothing less than true sunlight or a daylight spell does. The drake cannot use its Speed Surge or its Stygian Breath while invisible. An elder shadow drake can suspend or resume this ability at will, so long as the drake is in dim light or darkness. Shadow Jump (3/Day): An elder shadow drake can travel between shadows as if by means of a dimension door spell. This magical transport must begin and end in an area of dim light or darkness, and the distance must be no more than 60 feet. Speed Surge (3/Day): The elder shadow drake takes one additional move action on its turn. It can use only one speed surge per round. Actions Multiattack: The drake makes one bite attack and one tail slap attack. Bite: Melee Weapon Attack : +9 to hit, reach 10 ft., One target. Hit : 25 (3d10 + 9) piercing damage. Tail Slap: Melee Weapon Attack : +9 to hit, reach 10 ft., One target. Hit : 19 (3d8 + 6) bludgeoning damage. Stygian Breath (Recharge 5–6): The elder shadow drake exhales a ball of black liquid that travels up to 60 feet before exploding into a cloud of frigid black mist with a 20-foot radius. Each creature in that sphere takes 42 (12d6) cold damage, or half damage with a successful DC 15 Constitution saving throw. Within the area of effect, the mist snuffs out nonmagical light sources and dispels magical light of 1st level or lower.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic evil","Expansion":3,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Drake, Ethereal","description":"This blue-green dragon has a deathly, almost spectral appearance. Its sunken eyes and exposed ribs resemble the living dead. Despite their unhealthy appearance, ethereal drakes are living creatures, inhabitants of the Ethereal Plane that can pass easily from their home to the Material Plane in pursuit of prey. Ethereal Stalkers . Ethereal drakes are not picky eaters, taking their meals where they can. They put their ability to phase between planes to good use, lurking along the edges of the Ethereal, catching their prey unawares and carrying it back home to be devoured. Ghost Hunters. Ethereal drakes have adapted for survival on the Ethereal Plane by devouring ghosts, specters, and other spirits, using the spirits' energies to sustain their bodies. Hunters of the living dead have tried to tame ethereal drakes or raise them from hatchlings for use as tools of the trade, with a dismal amount of success. Wily hunters often try to locate an ethereal drake before visiting a haunted locale, offering the drake its fill of spirits in return for its aid in clearing the haunting. Desperate Origins. Ethereal drakes were formed from desperate and hungry drakes trapped in the Ethereal Plane. Those that survived did so by adapting to their new home, fully capable of surviving in such a barren realm. Ethereal Sight. The ethereal drake can see 60 feet into the Ethereal Plane when on the Material Plane and vice versa. Actions Multiattack. The ethereal drake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 9 (2d8) force damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the drake doesn't have another creature grappled. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target . Hit: 11 (2d6 + 4) slashing damage. Phase Breath (Recharge 5-6). The ethereal drake exhales a blue mist in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 27 (6d8) force damage and is magically shifted to the Ethereal Plane for 1 minute. On a success, a creature takes half the damage and isn't magically shifted. A creature shifted to the Ethereal Plane in this way can repeat the saving throw at the end of each of its turns, magically shifting back to the Material Plane on a success. Bonus Actions Ethereal Step. The ethereal drake magically shifts from the Material Plane to the Ethereal Plane, or vice versa. The drake can bring creatures grappled by it into the Ethereal Plane with it. A creature not native to the Ethereal Plane returns to the Material Plane in 1d4 rounds if brought to the plane while grappled by the drake.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Drake, Fey","description":"The small dragon flicks its tongue, light glinting off its purple-black scales. The gleam in its eye hovers somewhere between mischief and malice. Divine Servant. The oldest and most capricious drakes catch the eye of the god of dragons who imbues them with its power. That lucky drake then becomes a fey drake, a (mostly) faithful servant. The fey drake's main duties to its master generally involve finding people, spying on them, and, when appropriate, convincing them to perform tasks for the god of dragons. In the best cases, the task is something the person wants to do, and harmony prevails. In cases where the person is less agreeable, the fey drake uses its magic to force the person to comply. But Still Capricious. Fey drakes, however, have a streak of unpredictability. Something that seems like a good idea at the time, or something that might be a bad idea but be fun, is exactly what a fey drake is likely to do without regard for the long-term consequences. The fey drake is more prone to mischief than even its most mischievous draconic cousins. Silvaniel, the Demigod of Fey Drakes Fey drakes are surprisingly devoted in their worship of a minor draconic deity named Silvaniel, the trickster friend of Veles, god of all dragons. The role of Silvaniel is to remind grim and brooding Veles of the existence of joy, warmth, friendship, and mischief in the world, for Veles (and many other great dragons) spend much of their time brooding and counting coins. Gnomes, halflings, and some kobolds also venerate Silvaniel.","properties":{"Category":"Monsters","Size":"Small","Type":"dragon","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Drake, Forest","description":"A wingless, scaled beast the size of a hound squats low to the ground on four stocky legs. It blows fire from its mouth, igniting a pile of dry leaves and casting white ash onto its emerald scales. It smiles as the flames begin to climb up a dead tree. Forest drakes are short, wingless drakes. They trundle slowly across the ground but are capable of climbing trees at a rapid pace using their long, muscular tail and powerful, dagger-sharp claws. Forest drake eggs are laid in hollows buried beneath old-growth trees, and it is said that a drake will live as long as the tree where it hatched. Altruistic Arsonists. Forest drakes love setting forest fires. Yet despite their apparently ruthless contempt for their sylvan home, forest drakes set fires to protect their domains. Forest drakes are acutely aware that small, frequent forest fires cull dead and diseased trees and prevent the woods from becoming tinder-dry and prone to massive, uncontrollable infernos in the summer. Wood elves and seasoned human woodmen tend to make forest drakes their allies, as the helpful drakes keep their self-set wildfires from spreading. Lumberjacks, hunters, and farmers less skilled in the art of forestry often mistake forest drakes' altruism for malice and attack the creatures on sight. Druidic Watchdogs. Druids and forest drakes share a common interest in ensuring the continued survival of the natural world. While forest drakes tend not to directly aid mortals, they make an exception for their druidic allies by guarding druidic enclaves, scouting for threats by swinging through the treetops with their prehensile tails, and making secret markings in the trees to ward druids from dangerous areas.","properties":{"Category":"Monsters","Size":"Small","Type":"dragon","Alignment":"neutral","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Drake, Hoard","description":"A plump, wingless drake with golden scales and glowing amber eyes lounges on a pile of treasure. When it opens its crooked mouth, molten gold drips from its jaws. Avarice Personified. Hoard drakes are perhaps the most avaricious and lazy of all dragonkind, spending their days lying on huge mounds of copper, silver, and gold pieces, rarely—if ever—venturing out of their lairs. Hoard drakes feed irregularly, gorging themselves on metals, minerals, and the occasional dwarf or goat when hunger finally gets the better of them. Hoard drakes are almost as vain as they are greedy and meticulously clean their scales to a polished gleam that matches their golden treasure. Hoard drakes lust after the hoards of true dragons and sometimes attack small dragons to steal their treasure or take over their lairs. Robbers Beware. Strangely, hoard drakes are docile creatures that are open to conversation with visitors. However, hoard drakes are roused to terrible anger when even the smallest portion of their treasure is taken. At such times, a hoard drake leaves its lair to relentlessly pursue the thief, not resting until its treasure is reclaimed and the offending party is slain and eaten. A hoard drake never gives up any part of its hoard unless threatened with certain death. Even then, it doesn’t rest until the indignity it has suffered has been repaid in full.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Drake, Hoarfrost","description":"This small, blue-tinged dragon has frozen spikes covering its body and wings that look like cracked sheaves of ice. When the dragon exhales, its breath covers everything in a patina of frost. White Dragon Servants. Hoarfrost drakes share territory with white dragons, not as rivals, but as minions. As disagreeable as the more impressive dragons, hoarfrost drakes are apt proxies for their masters. Failure is rewarded with a swift and violent death, but the drakes are too self-assured to believe they can fail their draconic sovereigns. Creator of Slippery Surfaces. A hoarfrost drake’s cold breath creates a glaze of frost and ice. The cruel dragons enjoy using this aspect of their breath to slick the ground and render objects slippery. They taunt those who fall on the ice or lose their grip on weapons and shields. Their hides are also slippery, allowing them to escape the grasp of foes trying to hold them. They are particularly adept at twisting their bodies to make would-be captors regret the decision. Haters of Fire. Hoarfrost drakes despise fire, especially magical fire. If they are targeted by spells or effects that deal fire damage, they focus their attacks on the source. Hoarfrost drakes that attack civilized areas usually extinguish fires with their breath before attacking residents.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Drake, Kelp","description":"The dragon surges through the water in a rippling mass of seaweed, flotsam, and hungry jaws. Avarice and Opportunity. Scavengers driven by draconic instinct, kelp drakes have an eye for sunken treasure and easy food. They favor giant oysters, shipwrecked sailors, and unperceptive castaways. Never in one place for long, kelp drakes keep their hoards with them, bundled up in seaweed and scum. Tragically, they lack the intelligence to tell the difference between genuine treasure and pretty but worthless objects. Drawn to Disaster. Kelp drakes instinctively trail along the wakes of larger oceanic creatures. After powerful monsters like sea dragons , carnivorous ships , and even the mighty timingila destroy seafaring vessels and coastal settlements, a kelp drake surge soon follows. Kelp drakes prowl among the debris, even climbing up on floating derelicts to steal scraps and ambush survivors.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Drake, Light","description":"The light drake is a small, bulky dragon with two legs and two wings. It has glowing yellow eyes, and light reflects easily off its golden scales. Light Bringers. Light drakes are obsessed with bringing light into dark places, and often inhabit the darkest parts of the world. They use their light to aid lost travelers and defeat the denizens of the darkest parts of the world. They are regularly hunted by such denizens, who offer large rewards for their golden hides. Social Trinket-Collectors. Light drakes are social creatures that live in small, glowing colonies in deep caverns. Like their larger cousins, they enjoy collecting trinkets, though they prefer objects made of bright metals or iridescent stones. They often adorn themselves with such trinkets and use their light magic to make the trinkets shine. Light drakes tend to sleep together in piles for warmth and light in the cold darkness, which has led to many a thief inadvertently stumbling into a colony of the jewelry-coated sleeping drakes after mistaking them for a pile of glittering treasure. Undead Slayers. Light drakes despise undead and any creatures that use light, or the absence of light, to prey on innocents. They have a particularly strong hatred for will o’-wisps. When a will-o’-wisp has been spotted in a light drake colony’s territory, packs of the drakes tirelessly hunt for the creature until it is slain. Light Drake Familiars Some light drakes are willing to serve good-aligned spellcasters as a familiar. Such light drakes have the following trait. Familiar. The light drake can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the light drake senses as long as they are within 1 mile of each other. While the light drake is within 10 feet of its companion, the companion gains the *sacred flame** cantrip, using the companion’s spell save DC or the light drake’s, whichever is higher. At any time and for any reason, the light drake can end its service as a familiar, ending the telepathic bond. if using the Midgard Heroes Handbook , the companion instead gains the starburst * cantrip","properties":{"Category":"Monsters","Size":"Tiny","Type":"dragon","Alignment":"neutral good","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Drake, Light","description":"The light drake is a small, bulky dragon with two legs and two wings. It has glowing, yellow eyes, and light reflects easily off its golden scales. Light Bringers. Light drakes are obsessed with bringing light into dark places, and often inhabit the darkest parts of the world. They use their light to aid lost travelers and defeat the dark denizens of the Underworld. They are regularly hunted by such denizens who offer large rewards for their golden hides. Social Trinket Collectors. Light drakes are social creatures that live in small, glowing colonies in the caverns of the Underworld. Like their larger cousins, they enjoy collecting trinkets, though they prefer objects made of bright metals or iridescent stones. They often adorn themselves with such trinkets and use their light magic to make the trinkets shine. Light drakes tend to sleep together in piles for warmth and light in the cold darkness of the Underworld, which has led to many a thief inadvertently stumbling into a colony of the jewelry-coated sleeping drakes after mistaking them for a pile of glittering gold and jewels. Undead Slayers. Light drakes despise undead and creatures that use light, or the absence of light, to prey on innocents. They have a particularly strong hatred for will-o’-wisps. When a will-o’-wisp has been spotted in a light drake colony’s territory, packs of the drakes tirelessly hunt for the creature until it is slain. Light Drake Familiars Some light drakes are willing to serve good-aligned spellcasters as a familiar. Such light drakes have the following trait. Familiar. The light drake can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the light drake senses as long as they are within 1 mile of each other. While the light drake is within 10 feet of its companion, the companion gains the sacred flame* cantrip, using the companion’s spell save DC or the light drake’s, whichever is higher. At any time and for any reason, the light drake can end its service as a familiar, ending the telepathic bond. *if using the Midgard Heroes Handbook, the companion instead gains the starburst cantrip","properties":{"Category":"Monsters","Size":"Tiny","Type":"dragon","Alignment":"neutral good","Expansion":5315,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Drake, Liminal","description":"A shadow drifts gently over the castle walls, quietly sliding over its faded banners as though cast by an unseen cloud in the midday sun. A faint shimmer traces through the shade, probing its corners before settling beneath the skull of a great beast. The shadows draw inward, learning from the old bone to forge a body of glimmering void. Void Dragon Offspring. When an ancient void dragon dies, some of the material composing the dragon cleaves from its body to produce liminal drakes. Though not true offspring, these drakes still possess many of the characteristics of their progenitors. Planar Bodies. As a side effect of their origins, liminal drakes are linked to multiple planes and worlds. In an emergency, the drakes can turn themselves inside-out to pass through one of these links, escaping to safety. Ominous Aurora. The combination of starlight and void composing a liminal drake’s body is nauseating to many observers. Madness cults relish a drake’s appearance in the night sky as a sure sign their dark patrons will soon arrive. Void Traveler. The liminal drake doesn’t require air, food, drink, or ambient pressure.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Drake, Moon","description":"A pale drake drifts through the air like a leaf on the surface of a pond, barely moving its billowing, cloak-like wings. Its large, jet-black eyes stare skyward but reflect no light. Impalpable as the night and ephemeral as the moon, the pale-winged moon drakes are mysterious creatures. Monster hunters have long struggled to capture a specimen and study the alien form, but the drakes are all but impossible to catch. Whenever a hunter tries to snare one, the moon drake's ethereal body turns into a beam of pure moonlight and flies away at impossible speeds. Power over Lycanthropes. The only thing that is known for certain about these drakes is that their connection with the moon gives them some power over lycanthropy. A moon drake's saliva is liquid moonlight, and it uses this against lycanthropes it encounters. Timid but Loyal. Moon drakes are flighty creatures and are frightened of most humanoid creatures. Moon drakes are often only able to overcome their fear of others when innocent people are in danger, and the drakes are the only ones able to save them. The people of countless countryside villages have stories of being nearly eviscerated by a rampaging werewolf, only to be saved by a strange creature with wings of moonlight hurtling from the heavens. These people say their rescuer cured the werebeast in a flash of pearlescent light then disappeared into the sky as quickly as it arrived.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"neutral","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Drake, Pact","description":"The thief pushed a clinking bag across the desk, but the pact drake hissed and spit, making it clear that the law could not be bent, even for a handsome price. The word of law in draconic form, pact drakes make their homes in large cities or other seats of authority. They often appear at major negotiations, as if drawn by an uncanny sense. Sometimes welcomed, sometimes not, the drakes nevertheless assure that all parties honor the contract. Witnesses for a Price. Some nations or powerful individuals retain the services of a pact drake, usually by providing historical, legal, or religious documents. Some of these creatures also demand trivial payment in gems and jewels; though trivial to the drake could mean up to 10% of the kingdom's treasure. Delicate negotiations between rival humanoid powers sometimes fall to the pact drakes \"employed\" by both sides. Crowns, Seals, and Banners. As the embodiment of law, a pact drake must enforce all deals it brokers. While its 4-foot long body and 1-foot long tail make a pact drake seem insignificant, it carries an unmistakable presence in the halls of power. The creatures sometimes take on affectations to further their image, usually the trappings of authority recognized by the society around them, such as particular flags, rings, seals, or umbrellas carried by servants.","properties":{"Category":"Monsters","Size":"Small","Type":"dragon","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Drake, Paper","description":"With its sharp angles and translucent skin, this draconic creature looks as if it were carefully folded from a massive sheet of paper, including its razor-sharp claws and teeth. Book and Map Erasers. These drakes originated in exotic lands far away, where paper is as common as parchment and vellum. They now inhabit wide stretches of the world, and they seem to have edited their origins out of history. Paper drakes are a bane to historians and spellcasters because they can erase ink and pigments, and they often do so at random simply for aesthetic purposes. They adore the possibility of a blank page, but they also sometimes erase one selectively to make beautiful patterns in the remaining ink. Correcting Errors. Some paper drakes have a compulsion to correct errors in text or speech, and in these cases their strange ability isn’t a nuisance. Indeed, these paper drakes help scribes correct mistakes, update outdated text, or erase entire volumes so they can be hand-lettered again with different text. Tattoo Magicians. Paper drakes are sometimes subjected to strange magical rituals in which wizards tattoo powerful runes and symbols onto their skin. Those who survive this process gain even stranger, esoteric abilities, such as the ability to “stamp” text or images with their feet, the ability to make illustrations move as if alive, or even the ability to erase the memory of written words from a person’s mind, much as they erase text from a page. Traits Shelve: A paper drake can fold itself into a small, almost flat form, perfect for hiding on bookshelves. The drake can still be recognized as something other than a book by someone who handles it (doesn’t just glance at it on the shelf) and makes a successful DC 11 Intelligence (Nature or Investigation) check. The drake can hop or fly (clumsily, by flapping its pages) 5 feet per turn in this form. Refold (Recharge 5–6): A paper drake can fold its body into different sizes and shapes. The drake can adjust its size by one step in either direction, but can’t be smaller than Tiny or larger than Medium size. Changes in size or shape don’t affect the paper drake’s stats. Actions Multiattack: The drake makes one bite attack, one claw attack, and one tail attack. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 10 (2d6 + 3) piercing damage. Claw: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 13 (3d6 + 3) slashing damage. Tail (Recharge 5–6): Melee Weapon Attack : +6 to hit, reach 10 ft., One target. Hit : 20 (5d6 + 3) slashing damage. On hit, the target must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 round.","properties":{"Category":"Monsters","Size":"Small","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Drake, Peluda","description":"The drake's wedge-shaped head sits atop a long, snake-like neck. Its wingless body is covered in enormous quills. War Beasts. Quill drakes are often tamed and trained by elves for use as beasts of war. While they do not take well to other races, they have a strange rapport with those of elven heritage. Quills and Darts. Some tribes of jungle elves and cueyatl make use of peluda drake quills in blowguns or as speartips. The quills retain their poison for only a few days, so the tribes often keep one or more peluda as captives. Root Lairs. Unlike most drakes, the peluda do not nest in trees or on cliffs. Instead, they dig underground dens reeking with acid and damp with steam, sometimes near hot springs or sulfurous fumaroles. Their line of acid is especially effective in close quarters, where dodging it is nearly impossible.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Drake, Reef","description":"An enormous, scaled wyrm bursts from the reef in a flurry of bubbles and jagged rock. Its snout sports an enormous pair of scissor-like mandibles. Reef drakes live in coral reefs and submerged cave systems. Long centuries under the sea have seen their forms flatten and their limbs shrivel, leaving a drake that resembles a centipede more than its terrestrial kin. This odd shape is uniquely suited to the drake's preferred terrain, allowing it to carve out and hide in narrow tunnels and choose its prey unseen. Amiable and Ravenous. Reef drakes are, like many of their terrestrial cousins, intelligent creatures fully capable of conversing with others. Often, they will hold long conversations in Draconic with aquatic humanoids, coming off as jovial, amiable, and casual right up until the moment they bite their conversational partner in half. While pleasant creatures to talk to, reef drakes are far more interested in sating their hunger or testing their might than they are even the most pleasant conversation, and they socialize only briefly—even with other reef drakes—preferring their solitude and ambush-tunnels. Jaws of Death. Reef drakes are ambush predators. They memorize shipping lanes and the migration patterns of large fish, nestle into a hiding spot along those routes, and wait for days, weeks, or even months. They strike when they spot their quarry, devouring their prey or shattering ship keels to get at the prey inside. When confronted with a quarry that fights back, a reef drake drags the fight into a coral reef, where it can hide among the rocks and ambush its foes again and again. On rare occasions, a reef drake takes great personal offense at a port in its territory or a ship that has escaped its attacks and attacks a settlement. The drake's concussive snap can collapse buildings and shatter ships in dock, but these chaotic attacks can be dangerous for the drake. While in a settlement, the drake has no places to hide and may find it difficult to retreat. Siege Monster. The reef drake deals double damage to objects and structures. Tunneler. The drake can burrow through coral and solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. Actions Multiattack. The drake makes one Bite attack and two Slam attacks. Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) slashing damage. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage. Concussive Snap (Recharge 5-6). The reef drake snaps its jaws, emitting concussive force in a 90-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 35 (10d6) thunder damage, is pushed up to 15 feet away from the drake, and stops holding its breath, if was doing so. On a success, a creature takes half as much damage, isn't pushed, and doesn't lose its held breath. Constructs and objects and structures have disadvantage on the saving throw. Bonus Actions Reef Stealth. If the reef drake is within 10 feet of a coral reef, it can take the Hide action. Siege Follow-Through. If a reef drake destroys an object or structure, it can make a bite attack against a creature it can see within 5 feet of that object or structure.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Drake, Riptide","description":"This sinuous, eel-like dragon swims gracefully through the water, its current shifting and roiling at the dragon' s command. Riptide drakes are underwater predators who exert control over the flow of water and exploit this ability to aid in their hunts. Cruel Seas. The drakes enjoy catching creatures unaccustomed to the underwater environment off guard. They delight in battering and disorienting their prey and watch as their victims drown or become lost in the deep. The carnivorous dragons feast on the bloated corpses of creatures that have succumbed to the dangers of the sea. Desirous of Leadership. Riptide drakes seek worthy leaders and grow bored without direction. They follow powerful aquatic dragons, dragon turtles, or watery fiends. A riptide drake remains faithful to its superior, unless the leader betrays them, driving the creature to seek terrible vengeance and new leadership. Amphibious. The riptide drake can breathe air and water. Echolocation. The riptide drake can't use its blindsight while deafened or out of the water. Underwater Camouflage . The riptide drake has advantage on Dexterity (Stealth) checks while underwater. Actions Multiattack . The riptide drake makes three Sonic Pulse attacks or one Bite attack and two Slam attacks. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. Sonic Pulse. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 21 (4d8 + 3) thunder damage. The riptide drake can use this action only while underwater. Buffeting Blast (Recharge 5-6). The riptide drake exhales a powerful stream of water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 38 (7d10) bludgeoning damage and becomes disoriented for 1 minute. On a success, a creature takes half the damage and isn't disoriented. When a disoriented creature moves, it moves in a random direction. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Manipulate Currents . While underwater, the riptide drake can change the flow of water within 60 feet of it. It can choose one of the following effects, which lasts until the start of its next turn. A 20-foot cube of rushing water forms on a point the drake can see in the water. The cube's space is difficult terrain, and a creature that starts its turn swimming in the area must succeed on a DC 17 Strength saving throw or be pushed out of the cube directly away from the riptide drake. The current shoots in a 60-foot-long, 10-foot-wide line from the drake in a direction it chooses. Each creature in the area must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the drake in a direction following the line. The drake takes the Dash action.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Drake, Rust","description":"A motionless rust drake is easily mistaken for a pile of scrap metal. Shedding Rust. Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes. Warped Metallics. Many sages claim that rust dragons are a perversion of nature’s order obtained either by the corruption of a metallic dragon’s egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins. Filthy Scrap Metal Eaters. These foul creatures feed on rust and are known as disease carriers. Actions Multiattack: The drake makes one bite attack and one tail swipe attack. Bite: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 18 (3d8 + 5) piercing damage. On hit, the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw. Tail Swipe: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 14 (2d8 + 5) bludgeoning damage. Vomits Scrap (Recharge 5–6): A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus. Rust Drake Lockjaw: This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic evil","Expansion":3,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Drake, Sanddrift","description":"The serpentine body of the sanddrift drake blends in with the desert sands, its six legs giving it purchase on the canyon walls as it bursts from the ground to snatch its prey. Found in the hottest deserts, the sanddrift drake is a cunning hunter that blends in with the burning sands. Burrowing Hunter. The sanddrift drake hunts by hiding beneath the desert sand and ambushing its prey from below. A series of transparent lids protect the drake’s eyes from the harsh light of the desert and the sand where it hides, leaving it with a clear view of approaching prey. Paralytic Poison. The drake’s bite holds a paralytic poison, which it uses to separate its prey from a group or herd. Sanddrift Drakes in Midgard The fallen Fey Lord, Tarkun, has been known to capture and tame sanddrift drakes for use in his army. Tarkun’s apaxrusl minions are also capable of gliding through the sands of the desert, making them the perfect warriors to ride upon the tamed drakes.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"neutral","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Drake, Shepherd","description":"A ram-headed dragon is covered with downy off-white scales, and its tufts of curly white fur give it a calming, almost gentle, demeanor. Shepherd drakes are quite distinctive; they have a short, woolly layer of curly fur over downy scales. The head of the drake is blunt-nosed with two thick, backward-curving horns, resembling that of a ram. They are herbivores and have only large blunt teeth. Amiable Shepherds. Shepherd drakes get their name from their tendency for raising and caring for other herbivores, such as goats or sheep. Shepherd drakes are solitary and make their lairs within caves or hollowed-out trees, where they can observe and be near their flocks. Being quite fond of halflings, shepherd drakes often live near halfling villages to trade goods and stories with them. Knowledge as Currency. Shepherd drakes consider stories and anecdotes a more valuable currency than coins or gems. The shepherd drake's true hoard is one of words: a collection of stories, folk tales, and useful practical knowledge, such as remedies and recipes. A shepherd drake's physical possessions tend to be utilitarian. Charge. If the shepherd drake moves at least 20 feet straight toward a target and then hits with a ram attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Speak with Beasts. The drake can communicate with Beasts as if they shared a language. Actions Multiattack. The shepherd drake makes one Ram attack and two Claw attacks. Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Charm Animals. The drake charms any number of Beasts with an Intelligence of 3 or less that it can see within 30 feet of it. Each target must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 hour. Charmed targets obey the drake's verbal commands. If a target's saving throw is successful or the effect ends for it, the target is immune to the drake's Charm Animals for the next 24 hours. Breath Weapons (Recharge 5-6). The drake uses one of the following breath weapons: Calming Breath. The drake breathes a cloud of soothing gas around itself. Each creature within 30 feet of the drake must succeed on a DC 15 Charisma saving throw or become indifferent about creatures that it is hostile toward within 100 feet of the drake for 1 hour. This indifference ends if the creature is attacked, harmed by a spell, or witnesses any of its allies being harmed. In addition, frightened creatures within 30 feet of the drake are no longer frightened. Protective Roar. The drake releases a roar in a 30-foot cone. Each hostile creature in the area must make a DC 15 Constitution saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one. Each friendly Beast in the area gains 5 (1d10) temporary hp, or 11 (2d10) temporary hp if it is charmed by the drake. Reactions Shepherd's Safeguard. When a Beast within 30 feet of the drake would be hit by an attack, the drake can chirp, and the beast adds 3 to its AC against the attack. To do so, the drake must see the attacker and the Beast.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Drake, Skull","description":"What at first appears to be a dead creature of some sort reveals itself to be a gray-skinned, winged serpent whose body is covered in a bony exoskeleton. Slender and snakelike, its leathery wings cling to its body tightly as it slithers out from hiding. Fierce in appearance and a formidable opponent, the skull drake is a scavenger and carrion eater. Though it enjoys chasing smaller scavengers away from a prize meal, it will flee at the first sign of a more powerful creature. Wandering Scavenger. When left to its own devices, the skull drake travels many miles between places of death, regularly revisiting sites where it feasted previously. Poisoned pools, places of execution, cemeteries, and - with caution and speed - the lairs of creatures who drag their meals home with them. Circling vultures and crows draw a skull drake's attention, and a sizeable battlefield may become a temporary home for a skull drake until opportunity or threat drives it elsewhere. A skull drake prefers to sleep in piles of bones and corpses, using its bony protrusions to blend in. It spits a cloud of deadly gas at any creature coming too close or uses its long neck to strike like a snake. Associate of Death. Skull drakes consider themselves natural companions to practitioners of the necromantic arts, viewing such partnerships as mutually beneficial. It provides both parties with a degree of protection, and it assures the drake regular feeding since it has no qualms about eating the rotten remains of failed projects.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"neutral","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Drake, Spider","description":"Hidden in the stalactites near the ceiling of a web-filled cave, a skulking half dragon, half arachnid waits to ensnare its prey. Savage Hunters. Spider drakes are more primal than their true dragon cousins, following an instinctual desire to hunt and trap prey. Beautiful Treasures. Like its kin, the spider drake collects a hoard. Instead of displaying the hoard openly, the spider drake wraps its prizes in silk, encasing the valuables and the body of the hunted creature together. Opening the treasures of the lair often reveals the spider drake's most recent kills.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"lawful evil","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Drake, Star","description":"Twinkling motes of light move around this draconic creature’s body like stars, their reflections twinkling across its metallic scales. Returned Travelers. A drake’s curiosity sometimes drives it to seek experiences beyond its plane, and it finds companions with which it travels the multiverse. Such drakes return quite clearly changed in appearance, demeanor, and ability. Regardless of which type of drake embarked on the journey, the creature always returns as a star drake. Mortal Protectors. Star drakes consider themselves protectors of the Material Plane. They view those from other planes as meddlers in the affairs of humanoid races, regarding fiends and celestials as equally threatening. Star drakes might negotiate with, drive off, or destroy such meddlers. Occasionally, they lead extraplanar incursions to make it clear outsiders are unwelcome. Glimmering Lights. A star drake differs in appearance from dragons primarily by its mottled metallic scales and the nimbus of tiny stars surrounding its body. A star drake measures 10 feet long and weighs roughly 500 lb. Traits Legendary Resistance (2/day): If the star drake fails a saving throw, it can choose to succeed instead. Magic Resistance: The drake has advantage on saving throws against spells and other magical effects. Magic Weapons: The drake’s weapon attacks are magical. Nimbus of Stars: The drake is surrounded by a whirling nimbus of tiny motes of starlight. A sighted creature that starts its turn within 10 feet of the drake must make a successful DC 18 Constitution saving throw or become incapacitated. At the start of a character’s turn, a character can choose to avert its eyes and gain immunity against this effect until the start of its next turn, but it must treat the drake as invisible while the character’s eyes are averted. Innate Spellcasting: The drake’s innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components: At will: faerie fire, moonbeam 3/day: plane shift 1/day each: gate, planar binding Actions Multiattack: The drake makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +10 to hit, reach 10 ft., One target. Hit : 16 (2d10 + 5) piercing damage. Claw: Melee Weapon Attack : +10 to hit, reach 5 ft., One target. Hit : 15 (3d6 + 5) slashing damage. Breath Weapon (Recharge 5–6): The drake exhales either fire or frigid air in a 40-foot cone. Each creature in that area takes 78 (12d12) fire or cold damage, whichever the drake wishes, or half damage with a successful DC 18 Dexterity saving throw. Searing Star (1/Day): Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage. The target must succeed on a DC 18 Constitution saving throw or be permanently blinded. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Bite Attack: The drake makes one bite attack. Nova (Costs 2 Actions): The drake momentarily doubles the radius and intensity of its nimbus of stars. Every sighted creature within 20 feet of the drake must make a successful DC 18 Constitution saving throw or become blinded until the end of its next turn. Characters who are averting their eyes are immune to the nova. Pale Sparks: The drake casts faerie fire or moonbeam.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Drake, Vapor","description":"After huffing a gout of swampgas, this green wingless drake takes to the sky, diving at its prey with its razor-sharp claws and venomous bite. Vapor drakes have long lived deep in the swamplands, and their scales are well suited to the boggy environment. These drakes react violently to any trespassers upon their hunting grounds, and they fight to the death if cornered. Flightless Flier. By inhaling swamp vapors, the vapor drake can emulate its draconic cousins and fly for short periods of time. Many adventurers are surprised by this seemingly clumsy flyer, who rams into foes before tearing at their flesh with its ravenous maw. Venomous Bite. After injecting the meat of its prey with its venom, the drake buries the meat in the mire, preserving it for future meals. Later consumption of preserved prey enhances the venomous quality of the drake's bite. Friend to Swamp Creatures. The vapor drake can converse with the creatures that live within the fens, and most animals, particularly lizards, recognize the drake's authority within the bog's hierarchy. The vapor drake views these creatures as either prey or its wards, depending on the palatability of the creatures, and aggressively protects them from intruders. Diving Pounce. If the drake is flying and moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the drake can make one Bite attack against it as a bonus action. Gaseous Ascension . The vapor drake must regularly inhale swamp gases to maintain its flight. If the drake can't breathe or if it isn't in swampy terrain, it loses its flying speed. In addition, when the drake uses Poisonous Breath, it loses its flying speed until Poisonous Breath recharges. Speak with Beasts. The drake can communicate with Beasts native to swampland as if they shared a language. Swamp Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Multiattack. The drake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Poisonous Breath (Recharge 5-6). The drake exhales poisonous swamp gas in a 30-foot cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 27 (5d8) poison damage on a failed save, or half as much damage on a successful one. If the drake is flying, its Gaseous Ascension immediately ends, it takes falling damage, as normal, and each creature that failed the saving throw is poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Neutral","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Drake, Venom","description":"The thin, serpentine body of a drake unfolds as its scales slowly shift in a menagerie of changing colors. Its head rears back as veiny frills extend, black bile dripping from its gaping maw. Venom drakes are venomous jungle-dwelling predators that use their natural camouflage to ambush and hunt prey. Camouflaged Hunter. The drake can change the colors of its scales providing it with the camouflage and helping it hunt in a multitude of environments. It is most commonly found in tropical rainforests, but it can also make its home in more temperate forests. Venom drakes claiming hunting territory in mountainous forests is less common. Crippling Venom. The venom drake's venom is unique, causing hyperactivity in a creature's nerve endings. Survivors have reported increased tactile senses, to the point of feeling pain from any touch. Aching Venom. The venom drake produces a potent poison that causes its victims to feel pain from even the most benign contact, leaving them aching from the weight of their clothing or sore after a simple sword swing. When a creature that succumbs to this poison takes bludgeoning, piercing, or slashing damage, it must succeed on a DC 16 Constitution saving throw or be incapacitated until the end of its next turn as pain fills its body. This potent poison remains within the creature's body until removed by the greater restoration spell or similar magic or until the creature finishes a long rest. Keen Smell. The venom drake has advantage on Wisdom (Perception) checks that rely on smell. Shifting Camouflage . The venom drake's scales adapt to its current surroundings. The drake has advantage on Dexterity (Stealth) checks made to hide in nonmagical, natural terrain. Actions Multiattack . The venom drake makes one Bite attack and two Claw attacks or three Spit Venom attacks. If the drake hits one creature with two Spit Venom attacks, the target must succeed on a DC 16 Constitution saving throw or succumb to the drake's venom (see the Aching Venom trait). Bite . Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 16 Constitution saving throw or succumb to the drake's venom (see the Aching Venom trait). Claw . Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Spit Venom. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 16 (3d8 + 3) poison damage. Venom Breath (Recharge 5-6) . The venom drake spits venom in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Constitution saving throw. On a failure, a creature takes 36 (8d8) poison damage and succumbs to the drake's venom (see the Aching Venom trait). On a success, a creature takes half the damage and doesn't succumb to the venom.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Drake, Vine","description":"Grasping vines form this draconic creature’s wings. Nettle-like teeth fill its maw, and its tail branches like a thriving plant. Living Vines. Vines coil around and branch out from the body of the vine drake, and lengthy thorns protrude from its head and down its spine. The poison dripping from its fangs causes a severe rash on its victims. The drake uses the vines around its body to hide in its swampy home and to squeeze the life out of its prey. Despite the vine drake’s plantlike nature, it is still a carnivorous dragon. It prefers deer and other game animals, but it has no problem eating the odd humanoid when it is truly hungry. In the absence of food, it can subsist, though barely, on sunlight if it spends time sunbathing. Avaricious Bullies. Vine drakes share the typical greed possessed by most dragons and often shake down humanoids for treasure in return for safe passage through the drakes’ territory. They prefer emeralds and other green precious items that blend with their coloration, and they often secret such items deep within the tangle of vines on their bodies. They usually initiate their demands by grabbing unsuspecting victims in their vines and then threatening to strangle their captured prey unless given green treasures. However, they balk at strong resistance and withdraw into undergrowth if grievously harmed or if they face opponents they can’t overcome. Flightless Dragons. Unlike most dragons, vine drakes can’t fly. In their claustrophobic swampy lairs, flight is not necessary. Instead, they use their grasping vines to quickly climb and move from tree to tree to hunt or evade predators.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"neutral","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Drakon","description":"These winged snakes are coastal beasts and sometimes confused with true dragons or wyverns. They are neither, but quite deadly in their own right. Searing Acid. Drakon fangs do not deliver venom; volatile acid constantly burbles up from a drakon's stomach and enhances its attacks. A caustic drool clings to creatures they bite, and drakons can also belch clouds of searing vapor. Their lairs reek with acidic vapors and droplets of searing liquid. Dissolving Gaze. The gaze of a drakon can paralyze creatures and dissolve them. Coastal Beasts. Drakons lair along warm, largely uninhabited coasts, where they explore the shores and the coastal shelf, spending as much time above the waves as under them. Fortunately, they rarely travel far inland. Traits Dissolving Gaze: When a creature that can see the drakon’s eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a DC 13 Constitution saving throw if the drakon isn’t incapacitated and can see the creature. On a failed saving throw, the creature takes 3 (1d6) acid damage, its hit point maximum is reduced by an amount equal to the acid damage it takes (which ends after a long rest), and it’s paralyzed until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can’t see the drakon until the start of its next turn, when it chooses again whether to avert its eyes. If the creature looks at the drakon before then, it must immediately make the saving throw. Actions Multiattack: The drakon makes one bite attack and one tail attack. Bite: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 11 (2d6 + 4) piercing damage plus 10 (4d4) acid damage. Tail: Melee Weapon Attack : +7 to hit, reach 10 ft., One target. Hit : 8 (1d8 + 4) bludgeoning damage. Acid Breath (Recharge 5–6): The drakon exhales acidic vapors in a 15-foot cone. Each creature in that area takes 28 (8d6) acid damage, or half damage with a successful DC 13 Constitution saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dralmorrer Borngray","description":"Traits Fey Ancestry. Dralmorrer has advantage on saving throws against being charmed, and magic can’t put him to sleep. Spellcasting. Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list: Cantrips (at will): fire bolt, prestidigitation, shocking grasp 1st level (4 slots): longstrider, magic missile, shield, thunderwave 2nd level (2 slots): magic weapon, misty step War Magic. When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack. Weapon Bond. Provided his longsword is on the same plane, Dralmorrer can take a bonus action to teleport it to his hand. Actions Multiattack. Dralmorrer attacks twice, either with his longsword or dagger. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (high elf)","Alignment":"neutral evil","Expansion":4500,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Dralmorrer Borngray","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Fey Ancestry. Dralmorrer has advantage on saving throws against being charmed, and magic can’t put him to sleep. Spellcasting. Dralmorrer is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Dralmorrer has the following spells prepared from the wizard spell list: Cantrips (at will): fire bolt , prestidigitation , shocking grasp 1st level (4 slots): longstrider , magic missile , shield , thunderwave 2nd level (2 slots): magic weapon , misty step War Magic. When Dralmorrer uses his action to cast a cantrip, he can also take a bonus action to make one weapon attack. Weapon Bond. Provided his longsword is on the same plane, Dralmorrer can take a bonus action to teleport it to his hand. Actions Multiattack. Dralmorrer attacks twice, either with his longsword or dagger. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (high elf)","Alignment":"neutral evil","Expansion":7391,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Drangolin Companion (PB 2)","description":"Kobolds train drangolins—draconic pangolins—to dig residential tunnel networks and neutralize enemy fortifications. While drangolins can curl into balls and smash through obstacles, kobold tacticians prefer to go under walls instead of through them. After burrowing, the drangolin erupts into the center of an enemy camp, then kobold legionaries pour out through the tunnel. Made of Shields. Kobold legions decorate their drangolin’s scales to match their own shields’ designs, and warriors consider it a good omen when the scale they painted blocks a blow. When a drangolin loses a scale in battle, it’s gifted to a warrior to serve as their shield. Traits Tunneler. The drangolin can burrow through solid rock at half their burrow speed and leaves behind a 3-foot-diameter tunnel when they burrow. Tiny and Small creatures can move through this tunnel normally, and Medium and Large creatures can squeeze through it. This tunnel collapses after 10 minutes. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Spit Breath ( 2 Ferocity). The drangolin breathes fire at their foe. This attack uses the statistics for their signature attack, except the fire is a ranged weapon with a normal range of 30 feet and a long range of 60 feet. On a hit, the attack deals an extra PB damage, and all the damage dealt by the attack is fire damage instead of piercing damage. 3 rd Level: Roll Out ( 5 Ferocity). The drangolin moves up to their walking speed in a straight line without provoking opportunity attacks. The drangolin can end this movement in a space that contains another creature. If they do, that creature takes 2 × PB bludgeoning damage for every 10 feet the drangolin traveled, and they must make a DC 10 plus PB Strength saving throw. On a failed save, the creature is knocked prone. On a successful save, the creature is pushed 5 feet out of the drangolin’s space into an unoccupied space of the creature’s choice. 5 th Level: Rend and Roast ( 8 Ferocity). The drangolin makes two signature attacks against the same target, then breathes fire on them. The target must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one. Reactions Ash Shot (Recharges after a Long Rest). When an enemy the drangolin can see moves within 5 feet of the drangolin’s caregiver, the drangolin sprays the enemy with ash. If the drangolin is within 30 feet of their caregiver, the target must succeed on a DC 10 plus PB Dexterity saving throw or be blinded until the start of the drangolin’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Drangolin Companion (PB 3)","description":"Kobolds train drangolins—draconic pangolins—to dig residential tunnel networks and neutralize enemy fortifications. While drangolins can curl into balls and smash through obstacles, kobold tacticians prefer to go under walls instead of through them. After burrowing, the drangolin erupts into the center of an enemy camp, then kobold legionaries pour out through the tunnel. Made of Shields. Kobold legions decorate their drangolin’s scales to match their own shields’ designs, and warriors consider it a good omen when the scale they painted blocks a blow. When a drangolin loses a scale in battle, it’s gifted to a warrior to serve as their shield. Traits Tunneler. The drangolin can burrow through solid rock at half their burrow speed and leaves behind a 3-foot-diameter tunnel when they burrow. Tiny and Small creatures can move through this tunnel normally, and Medium and Large creatures can squeeze through it. This tunnel collapses after 10 minutes. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Spit Breath ( 2 Ferocity). The drangolin breathes fire at their foe. This attack uses the statistics for their signature attack, except the fire is a ranged weapon with a normal range of 30 feet and a long range of 60 feet. On a hit, the attack deals an extra PB damage, and all the damage dealt by the attack is fire damage instead of piercing damage. 3 rd Level: Roll Out ( 5 Ferocity). The drangolin moves up to their walking speed in a straight line without provoking opportunity attacks. The drangolin can end this movement in a space that contains another creature. If they do, that creature takes 2 × PB bludgeoning damage for every 10 feet the drangolin traveled, and they must make a DC 10 plus PB Strength saving throw. On a failed save, the creature is knocked prone. On a successful save, the creature is pushed 5 feet out of the drangolin’s space into an unoccupied space of the creature’s choice. 5 th Level: Rend and Roast ( 8 Ferocity). The drangolin makes two signature attacks against the same target, then breathes fire on them. The target must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one. Reactions Ash Shot (Recharges after a Long Rest). When an enemy the drangolin can see moves within 5 feet of the drangolin’s caregiver, the drangolin sprays the enemy with ash. If the drangolin is within 30 feet of their caregiver, the target must succeed on a DC 10 plus PB Dexterity saving throw or be blinded until the start of the drangolin’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Drangolin Companion (PB 4)","description":"Kobolds train drangolins—draconic pangolins—to dig residential tunnel networks and neutralize enemy fortifications. While drangolins can curl into balls and smash through obstacles, kobold tacticians prefer to go under walls instead of through them. After burrowing, the drangolin erupts into the center of an enemy camp, then kobold legionaries pour out through the tunnel. Made of Shields. Kobold legions decorate their drangolin’s scales to match their own shields’ designs, and warriors consider it a good omen when the scale they painted blocks a blow. When a drangolin loses a scale in battle, it’s gifted to a warrior to serve as their shield. Traits Tunneler. The drangolin can burrow through solid rock at half their burrow speed and leaves behind a 3-foot-diameter tunnel when they burrow. Tiny and Small creatures can move through this tunnel normally, and Medium and Large creatures can squeeze through it. This tunnel collapses after 10 minutes. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Spit Breath ( 2 Ferocity). The drangolin breathes fire at their foe. This attack uses the statistics for their signature attack, except the fire is a ranged weapon with a normal range of 30 feet and a long range of 60 feet. On a hit, the attack deals an extra PB damage, and all the damage dealt by the attack is fire damage instead of piercing damage. 3 rd Level: Roll Out ( 5 Ferocity). The drangolin moves up to their walking speed in a straight line without provoking opportunity attacks. The drangolin can end this movement in a space that contains another creature. If they do, that creature takes 2 × PB bludgeoning damage for every 10 feet the drangolin traveled, and they must make a DC 10 plus PB Strength saving throw. On a failed save, the creature is knocked prone. On a successful save, the creature is pushed 5 feet out of the drangolin’s space into an unoccupied space of the creature’s choice. 5 th Level: Rend and Roast ( 8 Ferocity). The drangolin makes two signature attacks against the same target, then breathes fire on them. The target must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one. Reactions Ash Shot (Recharges after a Long Rest). When an enemy the drangolin can see moves within 5 feet of the drangolin’s caregiver, the drangolin sprays the enemy with ash. If the drangolin is within 30 feet of their caregiver, the target must succeed on a DC 10 plus PB Dexterity saving throw or be blinded until the start of the drangolin’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Drangolin Companion (PB 5)","description":"Kobolds train drangolins—draconic pangolins—to dig residential tunnel networks and neutralize enemy fortifications. While drangolins can curl into balls and smash through obstacles, kobold tacticians prefer to go under walls instead of through them. After burrowing, the drangolin erupts into the center of an enemy camp, then kobold legionaries pour out through the tunnel. Made of Shields. Kobold legions decorate their drangolin’s scales to match their own shields’ designs, and warriors consider it a good omen when the scale they painted blocks a blow. When a drangolin loses a scale in battle, it’s gifted to a warrior to serve as their shield. Traits Tunneler. The drangolin can burrow through solid rock at half their burrow speed and leaves behind a 3-foot-diameter tunnel when they burrow. Tiny and Small creatures can move through this tunnel normally, and Medium and Large creatures can squeeze through it. This tunnel collapses after 10 minutes. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Spit Breath ( 2 Ferocity). The drangolin breathes fire at their foe. This attack uses the statistics for their signature attack, except the fire is a ranged weapon with a normal range of 30 feet and a long range of 60 feet. On a hit, the attack deals an extra PB damage, and all the damage dealt by the attack is fire damage instead of piercing damage. 3 rd Level: Roll Out ( 5 Ferocity). The drangolin moves up to their walking speed in a straight line without provoking opportunity attacks. The drangolin can end this movement in a space that contains another creature. If they do, that creature takes 2 × PB bludgeoning damage for every 10 feet the drangolin traveled, and they must make a DC 10 plus PB Strength saving throw. On a failed save, the creature is knocked prone. On a successful save, the creature is pushed 5 feet out of the drangolin’s space into an unoccupied space of the creature’s choice. 5 th Level: Rend and Roast ( 8 Ferocity). The drangolin makes two signature attacks against the same target, then breathes fire on them. The target must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one. Reactions Ash Shot (Recharges after a Long Rest). When an enemy the drangolin can see moves within 5 feet of the drangolin’s caregiver, the drangolin sprays the enemy with ash. If the drangolin is within 30 feet of their caregiver, the target must succeed on a DC 10 plus PB Dexterity saving throw or be blinded until the start of the drangolin’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Drangolin Companion (PB 6)","description":"Kobolds train drangolins—draconic pangolins—to dig residential tunnel networks and neutralize enemy fortifications. While drangolins can curl into balls and smash through obstacles, kobold tacticians prefer to go under walls instead of through them. After burrowing, the drangolin erupts into the center of an enemy camp, then kobold legionaries pour out through the tunnel. Made of Shields. Kobold legions decorate their drangolin’s scales to match their own shields’ designs, and warriors consider it a good omen when the scale they painted blocks a blow. When a drangolin loses a scale in battle, it’s gifted to a warrior to serve as their shield. Traits Tunneler. The drangolin can burrow through solid rock at half their burrow speed and leaves behind a 3-foot-diameter tunnel when they burrow. Tiny and Small creatures can move through this tunnel normally, and Medium and Large creatures can squeeze through it. This tunnel collapses after 10 minutes. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Spit Breath ( 2 Ferocity). The drangolin breathes fire at their foe. This attack uses the statistics for their signature attack, except the fire is a ranged weapon with a normal range of 30 feet and a long range of 60 feet. On a hit, the attack deals an extra PB damage, and all the damage dealt by the attack is fire damage instead of piercing damage. 3 rd Level: Roll Out ( 5 Ferocity). The drangolin moves up to their walking speed in a straight line without provoking opportunity attacks. The drangolin can end this movement in a space that contains another creature. If they do, that creature takes 2 × PB bludgeoning damage for every 10 feet the drangolin traveled, and they must make a DC 10 plus PB Strength saving throw. On a failed save, the creature is knocked prone. On a successful save, the creature is pushed 5 feet out of the drangolin’s space into an unoccupied space of the creature’s choice. 5 th Level: Rend and Roast ( 8 Ferocity). The drangolin makes two signature attacks against the same target, then breathes fire on them. The target must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one. Reactions Ash Shot (Recharges after a Long Rest). When an enemy the drangolin can see moves within 5 feet of the drangolin’s caregiver, the drangolin sprays the enemy with ash. If the drangolin is within 30 feet of their caregiver, the target must succeed on a DC 10 plus PB Dexterity saving throw or be blinded until the start of the drangolin’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Drannin Splithelm","description":"Drannin is a self-serving dwarf who has always felt that, due to his heritage, he was owed better than he received. When he didn’t receive the accolades, he began to see everyone in his way as the problem, trying to keep him down, and he vowed to do whatever it took to turn the tables. He is currently intent on claiming the legendary axe Orcsplitter , the weapon buried with King Torhild Flametongue of Besilmer many centuries ago. The secret doors and puzzles of the Halls of the Hunting Axe have frustrated Drannin for a long time, but he now has a plan to dupe his cousin Gargosh into finding the axe for him (see the “Halls of the Hunting Axe” side trek in chapter 6). Drannin believes that with Orcsplitter in his possession he can establish himself as a powerful lord among his clan, and finally win the respect he thinks he deserves. Drannin’s most prized possession is his shield guardian. He stole the amulet that controls the shield guardian from a sorcerer some years back. Other Villains Not every troublemaker in the Dessarin Valley is a cultist. Some prefer to keep their affiliation with the elemental cults secret, while many more have nothing to do the cults. This section presents a collection of villains from the introductory adventures and side treks in chapter 6. Traits Action Surge (Recharges after a Short or Long Rest). Drannin takes an additional action on his turn. Brute. A melee weapon deals one extra die of its damage when Drannin hits with it (included in the attack). Dwarven Resilience. Drannin has advantage on saving throws against poison. Indomitable (Recharges after a Short or Long Rest). Drannin can reroll a saving throw that he fails. He must use the new roll. Second Wind (Recharges after a Short or Long Rest). Drannin can use a bonus action to regain 16 (1d10 + 11) hit points. Special Equipment. Drannin wears a control amulet for his shield guardian (see the Monster Manual) and a ring of cold resistance . He also carries a potion of frost giant strength . Actions Multiattack. Drannin makes three attacks with his greataxe. Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit : 17 (2d12 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (shield dwarf)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Draugr","description":"Denizens of the Underworld Many of the undead of Grimnir serve a somewhat different role than they do in other worlds. While on the surface skeletons and zombies exist as dangers to the living, their existence is more nuanced. Many of the dead are agents of Hel and scour the surface world at her bidding. They gather information, they help her collect the unfortunate and forgotten, and they defend her interests—and those of Grimnir. Yet, despite this semblance of civility, the undead are still frightening and the raiders avoid them. The walking dead are something they simply don’t understand and some fear that one day the undead will rise to help consume the world. This is a worrying concept and one that is often on the mind of any raider who travels near territory haunted by the once-living. That is not to say that undead are never vile, never evil. There are many examples of the dead disregarding Hel’s mercy and love. These tend to cause the same sorts of disruptions that one might expect in more typical worlds. Pretty much any undead that might be found elsewhere can be found in Grimnir and Hel does not control them—even within the Underworld they have free will. And some decide to be terrible. In addition to standard undead, the world of Grimnir has spawned several unique flavors, from the cursed knight to the pyrewights. Many of these are created because of the breaking or bending of an oath, or because a duty was not honored. Undead Nature. Like undead in other realms, these undead do not require air, food, drink, or sleep. Draugr Draugr are formidable undead, retaining much of their training—and sometimes even the equipment they once possessed. There are a variety of draugr haunting not only the Underworld, but forests and ruins as well. Broken Oaths. Most commonly, a draugr is created when a raider makes an oath that they later break. The breaking of the oath causes torment in the undead creature; so much so that often they attempt to finish in death what they failed to in life. At other times they seek revenge against those that originally solicited the oath from them. Creatures of Circumstance. Depending on the nature of the broken oath and the circumstances of where the draugr died, they may appear as either standard draugr or sea draugr. There are rumors of even more powerful variants existing.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"typically Neutral Evil","Expansion":25792,"Challenge Rating":6},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Draven Malas","description":"Had vengeance not consumed him so deeply, Draven Malas would’ve been heralded as a paragon. A prominent government figure and a sorcerer of some renown, he dabbled in blood magic, certain he would never be drawn into its tempting darkness. But when his son died in a bandit attack, Draven snapped. He hunted down the bandits and the guards who failed to protect his boy, cursing their blood and boiling each offender from the inside. He was branded a murderer and fled. Lost in grief, Draven was perfectly vulnerable when Qazyldrath gave him dreams—visions of a world where no evils would go unpunished, where Draven’s fury was righteous and right. These visions guided him to the cult. Qazyldrath gave Draven the weightiest blessing of all, the blessing of blood. After nearly dying during his transformation, he revived to find the blood of dragons empowering his body. Draven is reckless and driven by rage, pushing himself to his limits in combat. He tears down his enemies’ hopes and defenses, leaving them vulnerable and afraid before they die. Traits Exploit Opening ( 3 /Day). When Draven makes an attack, he has advantage on the attack roll. Profane Sacrifice ( 1 /Turn). When Draven hits a creature with a melee attack, he can sacrifice his vitality to empower the attack. The target’s speed drops to 0 until the start of his next turn, and Draven takes 5 (1d10) psychic damage. Actions Multiattack. Draven makes three Gloom Dagger attacks. Gloom Dagger. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (1d4 + 8) piercing damage plus 7 (3d4) necrotic damage, and Draven can move the target up to 10 feet horizontally. If the damage from this attack reduces a creature to 0 hit points, Draven regains a use of Blood of the Dragon. Blood of the Dragon ( 1 /Day). Draven boils the blood of up to three creatures he can see within 60 feet of him. Each target takes 33 (6d10) necrotic damage and must succeed on a DC 19 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn) and knocked prone. Bonus Actions Creeping Dread. Draven chooses a creature he can see within 30 feet of him in an area of dim light or darkness. The creature must succeed on a DC 19 Wisdom saving throw or move their speed in a direction chosen by Draven. A creature with advantage on saving throws against being frightened has advantage on this saving throw, and a creature who can’t be frightened automatically succeeds on it. Utility Spells In addition to any other spells in this stat block, Draven can cast the following spells, using Intelligence as the spellcasting ability (spell save DC 19): At will: alarm + , m age hand A 1/day each: glyph of warding + , scrying +","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Dread Allip","description":"When several people in the same area discover an obfuscated truth held only by the archdevil Dispater, it can bring disastrous consequences - a malignant curse that plunges those in its path into mad rage. This compels them to commit wicked acts of violence upon each other, culminating with their eventual demise. From their remains, an abominable creature known as the dread allip may arise. Twisted Amalgamation. Unlike the ordinary allip, the dread allip is a more powerful and sinister undead creature, twisted by several unfortunate souls that were driven mad. These tortured spirits manifest as a 9-foot-tall shadowy, vaguely-humanoid entity that pulses with chaotic, psychic energy. Its multiple heads that seemingly writhe in agony howl and whisper powerful psychic cacophonies that drive any who hear it to insanity. Those near the dreadful creature are always in peril of succumbing to its malevolent influence. Traits Aura of Dread. A creature hostile to the allip that starts its turn within 20 feet of the allip must succeed on a DC 16 Wisdom saving throw, unless the allip is incapacitated. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way, the creature is incapacitated and its speed halved. If a creature's saving throw is successful, the creature is immune to the allip's Aura of Dread for the next 24 hours. Incorporeal Movement. The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Multi-headed. The allip has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, and stunned. Unusual Nature. The allip doesn't require air, food, drink, or sleep. Actions Multiattack. The allip makes one Maddening Touch attack. It then uses Whispers of Compulsion. Maddening Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) psychic damage. Whispers of Compulsion. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 16 Wisdom saving throw, or it takes 13 (2d8 + 4) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and Undead are immune to this effect. Howling Babble (Recharge 5–6). Each creature within 30 feet of the allip that can hear it must make a DC 16 Wisdom saving throw. On a failed save, the target takes 22 (4d8 + 4) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and Undead are immune to this effect.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Dread Boar","description":"Dread Beasts Dread beasts are hulking undead animals raised by Lutheria, Mistress of Death and Lady of Dreams . These creatures typify both of her domains, as these twisted mockeries of life are nightmarish indeed. Dread beasts engage in few—if any—of the behaviors they did in life and are almost universally driven to slaughter any humanoid they encounter. While most of these creatures lurk in the hidden, barely-trod corners of the world, others conduct nocturnal raids against villages and other civilized communities. After it has been raised, a dread beast continues to rot, creating a nauseating odor that is sometimes pungent enough to poison living creatures unlucky enough to be in its vicinity. Although the creature’s flesh festers and falls away, this process does nothing to diminish its considerable strength. When a dread beast survives long enough, it eventually becomes little more than a skeleton, held together only by the will of powerful dark magic. Monstrous Forms . Dread beasts are typically many times larger than their living counterparts. This gigantism is often due to the fact that dread beasts are frequently created from the remains of legendary mythic beasts. However, others are an amalgamation of multiple mundane animals. For example, many dread wolves have been stitched together from the flesh of entire packs. Tenacious Hunters . Some dread beasts are bound directly as servants of Lutheria and stand as guardians of things that the Titan holds dear. Others behave like revenants, hunting down and slaughtering their killers. Those created from mythic beasts are more likely to exhibit the latter behavior, frequently harassing heroes and adventuring parties. Withering Maws . A dread beast can lash out at its enemies using the necrotic energy that sustains it. A bite from one of these monster drains the life force from its victim, and the resulting wound is highly susceptible to infection—assuming the victim survives the encounter. Dread Boar Usually created from the remains of great boar of legends, dread boar lumber across the plains of the underworld and on the peripheries of civilization. Although still more intelligent than the average mundane boar, great boar are largely stripped of their cunning when they become dread beasts, leaving them husks of their former selves. Dread boar often haunt cemeteries where they desecrate the tombs and grave markers of mortals who have displeased their mistress. Traveling Miasma . The stench that cloaks a dread boar is even stronger than of other dread beasts. This is partly due to the creature’s filthy, gore-caked tusks. Rather than being relegated solely to the creature’s mouth, the necrotic black discharge that makes a dread beast’s bite so deadly oozes continuously over the dread boar’s deadly tusks. Voracious Appetites . Dread boar are driven by an insatiable hunger that is a far greater threat to the civilized world than their murderous tempers. A single dread boar can devour entire fields of crops and herds of livestock in a matter of hours. If left unchecked and allowed to encroach upon humanoid settlements, a dread boar makes short work of all available food stores, leaving the residents to starve. Lutheria sometimes personally sends these creatures to plague prosperous cities she believes have not offered her adequate sacrifices.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"neutral evil","Expansion":4963,"Challenge Rating":8},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Dread Colossus Flesh Golem","description":"Hunched over before you is a horrid monstrosity fashioned from lumps of gray-green flesh, sculpted into the form of a toadlike humanoid. It raises its oversized head, displaying a mouth filled with rows of teeth. Eerily, the vile thing appears to have no eyes. At the height of the Mage Wars, several of the most powerful arcanists began experimenting with dread colossus flesh as a raw material for enhancing undead creations and crafting golems. Varied Forms. Only two factors limit the creation of a dread colossus flesh golem: the ability of the crafter and the availability of dread colossus flesh in some form or another. Most golems are vaguely humanoid in shape and Medium in size, but some tales circulate of larger and formidable dread colossus flesh golems fashioned into inhuman shapes, sometimes resembling the colossus from which the golem’s body was salvaged. TRAITS Death Curse. When the dread colossus flesh golem dies, it unleashes a burst of the dread colossus’s consciousness. Each creature within 20 feet of it must make a successful DC 13 Wisdom saving throw, or unknowable horrors flood its mind, dealing it 4 (1d8) psychic damage. Immutable Form. The dread colossus flesh golem is immune to any spell or effect that would alter its form. Lacerating Grappler. The dread colossus flesh golem has advantage on attack rolls against any creature it has grappled. In addition, when it maintains a grapple, its bony protrusions deal 10 (3d6) piercing damage per round. Conversely, it deals 10 (3d6) slashing damage at the start of its turn. Magic Resistance. The dread colossus flesh golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The dread colossus flesh golem’s weapon attacks are magical. Standing Leap. The dread colossus flesh golem’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. ACTIONS Multiattack. The dread colossus flesh golem makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Neutral","Expansion":25357,"Challenge Rating":5},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Dread Examiner","description":"Random objects float together in mutual orbit. As they move, shifting perspectives, their body doesn't change but its shape appears to, gaining an elongated head and stretched limbs that end in terrible talons. Another turn, and its form is lost again, appearing simply as floating shapes. The dread examiner is clearly not of this world, perhaps not even of this universe. A powerful creature without pity or mercy, the dread examiner abducts creatures of all types and subjects them to mind and body-altering experiments. These experiments often combine the flesh of several beings into new, terrible amalgams, such as a fire-breathing, fire-resistant troll. The dread examiner's motives for this behavior are unknown. Perhaps there is some grand scheme behind its machinations, an ineffable goal beyond the understanding of mortal minds. Body by Necessity. To anchor its presence in this reality, the dread examiner creates a body for itself out of whatever materials are at hand when it arrives on the Material Plane. Rocks, tools, debris, carrion, whatever happens to be at hand is bound together with psychic force. The material undergoes a profound change, becoming rubbery, slick, and organic with a purplish-blue, slimy surface, though the original shapes of the objects used to construct the body remain. The collection moves together in a tight orbit, perceived differently by those viewing it, depending on the angle at which it is viewed. From one angle, the dread examiner might have a humanoid form, but this impression changes as it or its observers move, ranging from a malformed giant to a random collection of flying shapes. The body serves no other purpose than to anchor the dread examiner in physical reality. When the body “dies,” the examiner departs this realm to return at a later time. This return may take months, years, or even centuries. The Dread Examiner's Lair The dread examiner rarely stays in one place for long, perhaps a year or two at most in one area, performing its experiments on living beings before moving on. It finds an enclosed area, often underground tunnels or an abandoned building where it can act without interruption. Here it fabricates tools, holding facilities, and machines out of the materials available to it, forming an elaborate, device-filled laboratory. When finished, the dread examiner unmakes its devices, leaving nothing but debris when it departs. Occasionally, the dread examiner leaves functional equipment behind, intending to return to the lair and resume its work. Lair Actions On initiative count 20 (losing initiative ties), the dread examiner takes a lair action to create one of the following effects; the dread examiner can't use the same effect two rounds in a row: Animate Device. A device the dread examiner can see within 120 feet of it briefly animates, reaching out with grasping appendages at a creature within 10 feet of the device. The target must succeed on a DC 20 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be restrained. A creature, including the restrained creature, can take its action to break free by succeeding on a DC 20 Strength check. Psychedelic Gas. Cannisters of strange gas release their contents in a 20-foot radius centered on a point the dread examiner can see within 120 feet it. Each creature in the area must make a DC 20 Constitution saving throw. On a failure, it takes 11 (2d10) poison and 11 (2d10) psychic damage and is poisoned until the end of its next turn. On a success, it takes half the damage and isn't poisoned. Shrieking Crystal. A glowing crystal the dread examiner can see within 120 feet of it emits a screech and burst of light. Each creature within 20 feet of the crystal must succeed on a DC 20 Constitution saving throw or be blinded and deafened until the end its next turn. Regional Effects The region containing the dread examiner's lair is warped by its unnatural presence, which creates one or more of the following effects: Bountiful Aberrations. Within 5 miles of the lair, aberrations and mutated creatures are more common. Hallucinations. Creatures with an Intelligent score of 5 or higher regularly see mirages and experience similar visual hallucinations while within 1 mile of the lair. Strange Phenomena. The dread examiner's psychic emanations have strange effects on wildlife within 3 miles of the lair, causing one or more of the following phenomena: flocks of birds flying in strange formations, ominous symbols forming in the air from clouds, pollen, floating leaves, or similar airborne objects, Beasts becoming uncharacteristically aggressive or reckless. If the dread examiner dies or departs the region for more than 24 hours, these effects fade over the course of 1d10 days. Legendary Resistance (3/Day) . If the dread examiner fails a saving throw, it can choose to succeed instead. Magic Resistance . The dread examiner has advantage on saving throws against spells and other magical effects. Otherworldly Form. The dread examiner's form is tentative in its cohesion, as well as its adherence to physical laws. It is immune to effects that cause the loss of limbs, such as the effects of a sword of sharpness or vorpal sword . It is immune to any spell or effect that would alter its form, and it can move through a space as narrow as 1 foot wide without squeezing. Psychic Awareness . If the dread examiner is being directly observed at the start of its turn, it can immediately make a Wisdom (Perception) check to notice the observer. Once it has noticed the observer, it always knows the observer's exact location regardless of cover, obscurement, or invisibility, as long as the observer is within 120 feet of the examiner. Sense Magic. The dread examiner senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. Actions Multiattack . The dread examiner makes three Force Swipe or Force Blast attacks. It can replace one attack with a use of Spellcasting. Force Swipe. Melee Spell Attack : +14 to hit, reach 5 ft., one target. Hit: 43 (8d8 + 7) force damage, and the target must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet in a direction of the dread examiner's choosing. Force Blast. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 43 (8d8 + 7) force damage, and the target must succeed on a DC 20 Strength saving throw or be knocked prone. Spellcasting (Psionics) . The dread examiner casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 22): At will: dispel magic , fabricate (as an action), telekinesis 3/day each: animate objects , wall of force 1/day: true polymorph Legendary Actions The dread examiner can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dread examiner regains spent legendary actions at the start of its turn. Teleport . The dread examiner magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Reform (Costs 2 Actions). The dread examiner rearranges its disjointed parts and regains 36 (8d8) hp. Psychic Surge (Costs 3 Actions) . The dread examiner releases a wave of psychic energy. Each creature within 20 feet of it must make a DC 20 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage, can't use reactions, and has disadvantage on attack rolls and ability checks until the end of its next turn. On a success, a creature takes half the damage and ignores the other effects of this legendary action.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":21},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dread Lord of Bane","description":"Traits Aura of Dread. A creature hostile to the dread lord that starts its turn within 20 feet of the dread lord must succeed on a DC 18 Wisdom saving throw, unless the dread lord is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target can't perform any actions except move up to half its speed. If a creature's saving throw is successful, the creature is immune to the dread lord's Aura of Dread for the next 24 hours. Legendary Resistance (3/Day). If the dread lord fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dread lord makes two Morningstar attacks or uses Dire Bolt twice. Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) psychic damage and the target must succeed on a DC 18 Wisdom saving throw or become frightened until the end of its next turn. Dire Bolt. Ranged Spell Attack: +10 to hit, range 60 ft., one creature. Hit: 18 (3d6 + 5) psychic damage and the target must succeed on a DC 18 Wisdom saving throw or become frightened until the end of the dread lord's next turn. Dreadful Word (Recharge 5–6). The dread lord utters a terrifying word of power. Each creature of the dread lord's choice within 30 feet of it must succeed on a DC 18 Wisdom saving throw. On a failed save, a creature takes 28 (8d6) psychic damage and is frightened for 1 minute. If the target is already frightened, it becomes paralyzed while frightened. On a successful save, the target takes half as much damage and isn't frightened. The target can make a DC 18 Wisdom saving throw at the end of each of its turns, ending the effect on itself with a success. Spellcasting. The dread lord casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: guidance, mending, thaumaturgy, toll the dead (4d8 or 4d12) 2/day each: command, hold person, spirit guardians 1/day each: antimagic field, banishment, flame strike, gate, harm Legendary Actions The dread lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dread lord regains spent legendary actions at the start of its turn. Attack. The dread lord makes a Morningstar attack or uses Dire Bolt. Move. The dread lord moves up to half its speed. Cast a Spell (Costs 2 Actions). The dread lord uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dread Mouther","description":"A massive flood of thick putrescent slime bubbles with a chaotic jumble of mouths and eyeballs. The glop quickly spreads across the ground, roiling and splashing like waves striking angrily against a seawall during a hurricane. The wake of death and destruction that followed the mage wars left thousands of bodies tainted with unknown eldritch energies. The littered wastelands drew the voracious appetites of foul and monstrous scavengers that fed upon the dead, stoking their gluttony and mutating them to immense sizes. The plagues of gibbering mouthers that stalked the wastes were no exception. Dread mouthers amplify every horror of their smaller kin. They even eat other gibbering mouthers as they fuse more and more entities into their deranged consciousness. Children of an Elder God. Many wasteland cults devoted to old gods believe dread mouthers are the holy spawn of an elder god. As part of their ceremonies, cultists bring the creatures living sacrifices and proclaim that absorption into the creature’s consciousness is a supreme blessing. Corpse Feeders. Dread mouthers feed constantly and are drawn to locations such as battlefields and graveyards where they can acquire massive amounts of food with little effort. However, the sounds of war and death draw them out, especially when food supplies are scarce. Dark hordes have attempted to lure the creatures into battle but must remain vigilant as they cannot control who or what the dread mouther targets. TRAITS Aberrant Terrain. The ground in a 15-foot radius around the dread mouther is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of its next turn. Babbling. The dread mouther unleashes a constant barrage of incoherent babble while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the babbling must make a DC 13 Wisdom saving throw. On a failed save, the creature cannot take reactions until the start of its next turn, and it rolls a d8 to determine what happens on its current turn. d8 Effect 1–4 The creature becomes frightened of the mouther. 5–6 The creature takes no actions or bonus actions and uses all its movement to move toward the dread mouther in a blank-faced daze. 7–8 The creature falls prone and takes 4d6 psychic damage. ACTIONS Multiattack. The dread mouther makes three Bite attacks and, if it can, uses its Blinding Spittle. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone. If this damage kills the target, the dread mouther consumes it. Radiant Spittle (Recharge 5–6). The mouther spits a chemical glob at a point it can see within 20 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) radiant damage and be blinded until the end of the mouther’s next turn. On a successful save, a creature takes half damage and is not blinded.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Neutral","Expansion":25357,"Challenge Rating":7},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Dread Onaryx","description":"One of the oldest of the Elder Evil species, the bat-like onaryx are born predators possessed of both power and prowess that few can match upon battlefield. Theirs is a militant race whose people swell the Ultari Hegemony forces both as rank-and-file soldiers as well as commanding officers and even generals. Onaryx were among the earliest of the evil races to ally themselves with Hegemony against the Bellianic Accord. Fortunately, their constant warfare (even among their peers) has caused both the waxing and waning of their empires over the past millennia, thus preventing them ever posing a unified threat. Arrogantly, many onaryx think of themselves as superior to other races of the Hegemony, including the Ultar, whom they currently serve beneath. Secretly, a handful of the most powerful onaryx elders actively hatch independent plans for overtaking the Hegemony and bending its power to their own designs. Metamorphic Maturity. Onaryx have become an extremely diverse race, and a good many mutate as they age. Few understand why the mutations occur, and a variety of explanations such as sickness and forced genetic alterations have been credited as the cause of the shift. For the most part, they are hideously formed creatures, with strangely jointed bodies that appear almost crumpled beneath thick knots of sinew and muscle. When standing upright, an onaryx can twist its wings alongside its arms so that they fold backwards, making them nearly undetectable. Their legs too are sized similar to those of a human; however, the knees turn slightly outward and its feet are flat, wide and clawed, extending a from its raized ankle. Their mottled flesh has a slightly greasy sheen and few hairs. Coloration ranges from drab grayish-green to ochre and dark brown, with dark stains and blotches that make them difficult to spot in the dark. Nails and teeth are a sickly ochre color stained with umber. Depending on age, they stand between 6 to 18 feet tall. Night-Born. Onayrx prefer the darkness of both night and space and use their uncanny abilities to navigate in complete darkness. They also wield advanced technological weaponry and equipment developed over thousands of years. 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It is very rare, and typically born from a very hateful mortal that was betrayed and murdered. It perpetually radiates an aura of dread that only a few can resist. Traits Aura of Dread. A creature hostile to the specter that starts its turn within 20 feet of the specter must succeed on a DC 14 Wisdom saving throw, unless the specter is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target can't perform any actions except move up to half its speed. If a creature's saving throw is successful, the creature is immune to the specter's Aura of Dread for the next 24 hours. Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if she ends her turn inside an object. Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Life Drain. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 24 (6d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dread Stinger","description":"The Dread Stinger is a veteran in the pirate organization by the same name, serving on one of the group's ships. Captives who show loyalty and are deemed worthy of becoming members of the Dread Stingers are bestowed with werestingray lycanthropy rather than being sold as slaves or eaten. All Dread Stingers show admiration for their leader, Zavasha Indrioza, who leads the fleet of ships from the Rusty Nail with her silver parrot named Neb. Dread Stingers are cutthroats and backstabbers toward those not in their crew, ruthless and slippery by nature.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Alignment":"chaotic neutral","Expansion":26071,"Challenge Rating":6},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Dread Unicorn","description":"The dread unicorn is an evil unicorn infused with the fiendish essence of Bane. It is often used as a steed by baneliches, death knights, and powerful blackguards and clerics of Bane. Traits Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a Horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects. Magic Weapons. The unicorn's weapon attacks are magical. Actions Multiattack. The unicorn makes two attacks: one with its Hooves and one with its Horn. Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Spellcasting. The unicorn casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: detect evil and good, druidcraft, pass without trace 1/day each: dispel evil and good, entangle, ray of enfeeblement Horn of Death (2/Day). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target must succeed on a DC 14 Constitution. On a failed save, the target takes 24 (7d6) necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. Legendary Actions The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn. Hooves. The unicorn makes one attack with its Hooves. Shadow Shield (Costs 2 Actions). The unicorn creates a wispy cloud of darkness around itself or another target it can see within 60 feet of it. Until the end of the unicorn's next turn, any creature has disadvantage on attack rolls against the target with shadow shield. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. Necrotic Breath (Costs 3 Actions). The unicorn exhales shadowy fire in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6) necrotic damage and can't regain hit points until the start of the unicorn's next turn. On a successful save, a creature takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dread Walker Excavator","description":"These glyph-covered metal spiders slowly crawl over the cracked temples of beings beyond the minds of mortals. Dread walker excavators are spider-shaped constructs developed to protect and excavate ancient, magical ruins. Excavators are found deep underwater or in wastelands, crawling over monuments built hundreds of years ago. Alien Minds. The minds of the excavators are completely mysterious, their instructions indecipherable. Excavators are able to communicate with one another, and supposedly with their masters, but the transmission path of this communication is unknown. Dread Eye. The excavatorís central eye shines complicated diagrams atop the stonework of ancient ruins, imprinting alien glyphs atop those carved hundreds of years previously. Some believe the excavators contain vast knowledge of ancient magic and lost civilizations, and sages greatly desire destroyed excavators, hoping to extract this knowledge from their remains. None have yet been successful, and many have been driven mad by the attempt. Construct Nature. A dread walker excavator doesn’t require air, food, drink, or sleep. Dread Walker Excavators in Midgard Few know the exact origin of the excavators, but many believe them to be remnants of the Great Mage Wars, a horrible conflict between powerful and unbridled magocracies that took place centuries ago. Their creators were clearly skilled in the arcane arts, but the goals and intentions the creators embedded into the excavators are unknown. Though the creators are likely long dead, the excavators still perform their instructions long after their masters’ demise. Others believe the creators of the excavators exist still, silently pulling the strings behind the rise and fall of empires while they study the mysterious origins of the Dread Walkers over the centuries.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"neutral","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Dread Warrior","description":"The Red Wizards ( Dead in Thay ) make use of several kinds of undead minions, including the special servants known as dread warriors. After being created by a secret ritual, a dread warrior is further enchanted so that a Red Wizard can employ the creature in the fashion of a spellcaster's familiar. By creating a psychic link with a dread warrior, a Red Wizard can experience the world through the creature's senses and direct the warrior. Undead Nature. A dread warrior doesn't require air, food, drink, or sleep. Traits Undead Fortitude. If damage reduces the dread warrior to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the dread warrior drops to 1 hit point instead. Actions Multiattack. The dread warrior makes two melee attacks. Battleaxe (One-handed). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8+2) slashing damage. Battleaxe (Two-handed). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10+2) slashing damage. Javelin. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) piercing damage. Javelin (Ranged). Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":7386,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Dread Wolf","description":"Dread Beasts Dread beasts are hulking undead animals raised by Lutheria, Mistress of Death and Lady of Dreams . These creatures typify both of her domains, as these twisted mockeries of life are nightmarish indeed. Dread beasts engage in few—if any—of the behaviors they did in life and are almost universally driven to slaughter any humanoid they encounter. While most of these creatures lurk in the hidden, barely-trod corners of the world, others conduct nocturnal raids against villages and other civilized communities. After it has been raised, a dread beast continues to rot, creating a nauseating odor that is sometimes pungent enough to poison living creatures unlucky enough to be in its vicinity. Although the creature’s flesh festers and falls away, this process does nothing to diminish its considerable strength. When a dread beast survives long enough, it eventually becomes little more than a skeleton, held together only by the will of powerful dark magic. Monstrous Forms . Dread beasts are typically many times larger than their living counterparts. This gigantism is often due to the fact that dread beasts are frequently created from the remains of legendary mythic beasts. However, others are an amalgamation of multiple mundane animals. For example, many dread wolves have been stitched together from the flesh of entire packs. Tenacious Hunters . Some dread beasts are bound directly as servants of Lutheria and stand as guardians of things that the Titan holds dear. Others behave like revenants, hunting down and slaughtering their killers. Those created from mythic beasts are more likely to exhibit the latter behavior, frequently harassing heroes and adventuring parties. Withering Maws . A dread beast can lash out at its enemies using the necrotic energy that sustains it. A bite from one of these monster drains the life force from its victim, and the resulting wound is highly susceptible to infection—assuming the victim survives the encounter. Dread Wolf The relentless dread wolves track their prey with unerring precision. Once a dread wolf has smelled the blood of a living creature, it tirelessly pursues its quarry. Occasionally, dread wolves are used as hunting “dogs” by more intelligent monsters on the trail of particularly elusive human champions. Glare of the Grave . The baleful glow of a dread wolf’s eyes has the power to shake the nerves of even the most valiant warrior. This is not merely a reaction to the creature’s repulsive appearance but rather a manifestation of the dread wolf’s inner malevolence. The dread wolf is therefore able to use this ability at the most opportune time, focusing its enmity to invoke great fear in only its chosen targets. Strange Origins . Although most dread wolves have been fashioned from the corpses of ordinary wolves, humanoids are occasionally selected to transform into these creatures upon death. Those so chosen are invariably evil and were often werewolves or prolific murderers—or both—in life. Ever a cruel goddess, Lutheria has been known to bestow this “gift” to her worshippers.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"neutral evil","Expansion":4963,"Challenge Rating":9},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Dread Wraith","description":"The fearsome dread wraith is a larger and more powerful wraith that is consumed with intense hate for the living. It constantly radiates an aura of dread that causes those who succumb to it to immediately turn and flee. Traits Aura of Dread. A creature hostile to the wraith that starts its turn within 20 feet of the wraith must succeed on a DC 14 Wisdom saving throw, unless the wraith is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target can't perform any actions except move up to half its speed. If a creature's saving throw is successful, the creature is immune to the wraith's Aura of Dread for the next 24 hours. Detect Life. The wraith can magically sense the presence of living creatures up to 120 feet away. It knows the general direction they're in but not their exact locations. Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if she ends her turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 30 (6d8 + 3) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Create Wraith. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under the wraith's control. The wraith can have no more than seven wraiths under its control at one time.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dread Wraith","description":"These menacing spiritual remnants of wicked warlords or bloodthirsty generals are towering specters of shadow and death. Like other wraiths, dread wraiths haunt the shadowy places of the world, but dread wraiths are more likely to travel greater distances to sow terror or amass influence, often sticking to dark glades or sinister ruins when journeying across sun-dappled lands. Dread wraiths tends to be arrogant and rarely form a pack with others of their kind, preferring instead to dominate groups of ordinary wraiths. Traits Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 11 (2d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Draining Presence. When a creature starts it turn within 10 feet of the wraith, it must succeed at a DC 15 Constitution saving throw or take 11 (2d10) necrotic damage and have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if it this effect reduces its hit point maximum to 0. Actions Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10+4) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than ten specters under its control at one time. Absorb Wraith. The dread wraith extends its hand toward another wraith or specter within 100 feet. The target must succeed at a DC 15 Wisdom save or be absorbed (a willing creature can choose to fail this save). A creature being absorbed dissolves into mist which streaks toward the wraith in a straight line. Each creature along that line must succeed at a DC 15 Constitution saving throw or take 22 (4d10) necrotic damage. After absorbing a creature, the wraith gains the effect of haste for 1 minute.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Dreadcrow","description":"Of all beings that relish in the terror they cause, dreadcrows are among the most foul, embodying the worst fears of those who behold them. A dreadcrow’s body is illusory, constantly changing and shifting to reflect its victims' deepest fears. Yet it rarely relies on this, instead opting to lie in wait, slowly eroding the minds of those who are unfortunate enough to cross it, driving them to madness. Victims often lose their grip on reality—and life—long before laying their eyes on a dreadcrow. If approached too closely, dreadcrows will retreat in darkness, snuffing any chance of seeing their true form, before assaulting the mind of their prey and plunging them into a smothering abyss of terror. The success that the once prosperous Luyarnha knew bred complacency and hubris, cardinal sins that no god would leave unpunished. Dreadcrows are said to be born of this divine retaliation, but in stark contrast to their supposed holy origins, dreadcrows are some of the most aberrant creatures to walk the realms. They terrorize, torture, and torment all, with a sinister preference for the defenseless—newborns or the elderly. Traits Fear Smith. Creatures can’t have advantage on saving throws against the dreadcrow’s effects that cause the frightened condition. While a creature is frightened of the dreadcrow, the creature has disadvantage on Intelligence and Wisdom checks, as the creature’s reality crumbles. Innate Spellcasting. The dreadcrow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material or verbal components: 3/day each: blind ambush, fear, pass without trace 1/day: circle of death Illusory Horror. The dreadcrow's appearance is an illusion, reflecting the worst fear of the observer. It gains a bonus to its AC equal to its Charisma modifier while it isn’t incapacitated. In addition, when a creature that can see the dreadcrow starts its turn within 30 feet of it, the creature must succeed on a DC 16 Wisdom saving throw or become frightened. A creature that isn't surprised can avert its eyes at the start of its turn to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the dreadcrow until the start of the creature's next turn, when it can avert its eyes again. If the creature looks at the dreadcrow in the meantime, it must immediately make the saving throw. Creatures within 5 feet of the dreadcrow have advantage on this saving throw, as they partially see its true form. Creatures seeing the dreadcrow with truesight ignore this trait’s effects. Magic Resistance. The Dreadcrow has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dreadcrow makes two attacks with its claws or Devour Fear. It can use Living Nightmare in place of one attack. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) slashing damage and 5 (1d10) psychic damage. Devour Fear. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 21 (3d10 + 5) psychic damage. If the target is frightened, the dreadcrow has advantage on the attack roll and regains hit points equal to the damage dealt. Flay Sanity (Recharge 5-6). The dreadcrow creates atrocious illusions that rend sanity. Each creature within 120 feet of it must succeed on a DC 16 Wisdom saving throw or gain a short-term madness and become frightened for 1 minute. Frightened creatures have disadvantage on this saving throw. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This action doesn't reveal the dreadcrow if it's hidden. Living Nightmare (Recharges after a Long Rest). The dreadcrow becomes the embodiment of terror for a creature that is frightened of it within 60 feet of it. This unleashes a primal fear within the target, causing the target to go insane. It must make a DC 16 Wisdom saving throw. On a failed save, the target bellows a scream so powerful that it rips its own vocal cords and it loses the ability to speak. If the target is still frightened of the dreadcrow at the start of the dreadcrow’s next turn and the target can see the dreadcrow, the terror becomes so untenable that it rips out its own eyes, becoming blinded. Bonus Actions Gaze Upon Me. The dreadcrow forces a creature that it can see within 30 feet to look at it. The target must succeed on a DC 16 Wisdom check or look directly at the Dreadcrow. Reactions Skittering Walk. When a creature moves within 5 feet of the Dreadcrow, the Dreadcrow can move up to 20 feet. Its AC increases by 3 during this movement.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":7},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Dreadmaster","description":"Dreadmasters are blackguards serving the god Bane. They often lead Zhentarim troops and the Church of Bane into battle. Dread Companion. Dreadmasters always have a special beast or monstrous companion known as a dread beast that has absolute loyalty to its dreadmaster. Typical dread beasts are displacer beasts, hell hounds, and nightmares. Traits Aura of Dread. An enemy creature that starts its turn within 20 feet of the dreadmaster must succeed on a DC 15 Wisdom saving throw, unless the dreadmaster is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target can't perform any actions except move up to half its speed. If a creature's saving throw is successful, the creature is immune to the dreadmaster's Aura of Dread for the next 24 hours. Actions Multiattack. The dreadmaster makes two melee attacks or two ranged attacks. It can use Command Ally in place of one weapon attack. Longsword. Melee Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 9 (2d8) psychic damage and the target has disadvantage to Wisdom saving throws until the end of the dreadmaster's next turn. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage. Command Ally. The dreadmaster targets an ally it can see within 30 feet that can see and hear the dreadmaster. The target uses its reaction to move up to half its speed and make one melee attack. Spellcasting. The dreadmaster casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15): 2/day each: bane, command, hold person 1/day each: crusader's mantle, dimension door, haste Dreadmaster's Presence (1/Day). Each ally within 30 feet of the dreadmaster, can see the dreadmaster, and not already affected by Dreadmaster's Presence gain advantage on attack rolls until the start of the dreadmaster's next turn. Each creature of the dreadmaster's choice that it can see within 30 feet of it and not already affected by Dreadmaster's Presence become frightened until the start of the dreadmaster's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dream Eater","description":"This tattered skeletal humanoid resembles a monster from a nightmare. A dream eater’s natural form is mostly human in appearance, though with vestigial skeletal wings with a few feathers, small horns, sharp teeth, and cloven hooves. Most often they use magic to disguise themselves as attractive members of a humanoid race. Drawn to Sin. Dream eaters are dedicated to lust, gluttony, and greed, and they make their lairs in casinos, brothels, thieves’ dens, and other locations where gambling, food, and other pleasures are readily available. Sometimes dream eaters work together to create such a place, especially near large towns or cities. Some band together to create traveling shows, offering all the oddities, whimsies, and flights of fantasy customary for such entertainers. Devouring Hopes. Dream eaters lure people into their lairs, enticing them with promises of pleasure or wealth, but they make sure the odds are stacked in their favor. Eventually, their victims are left with nothing. Worse than the loss of physical treasures, though, dream eaters leave their victims stripped of all hopes and aspirations. Dream eaters feed on their emotions, leaving helpless thralls willing to sell their souls for their vices. Lords of Confusion. When confronted, dream eaters are dangerous opponents. Using their innate abilities, they can drive enemies into a dream state, using the resulting confusion to make their escape while their foes destroy themselves. Traits Shape Changer: The dream eater can use its turn to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in all forms. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Innate Spellcasting: The dream eater’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: command 3/day: suggestion Actions Multiattack: The dream eater makes one bite attack and one claw attack. Bite: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 11 (2d8 + 2) piercing damage. On hit, the target is also grappled, escape DC 12. Claw: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 24 (4d10 + 2) slashing damage. Dream Eater’s Caress: A creature that ends its turn grappled by a dream eater is restrained until the end of its next turn, it takes 5 (1d4 + 3) psychic damage, and the dream eater gains the same number of temporary hit points. Lotus Scent (Recharge 6): The dream eater secretes an oily chemical that most creatures find intoxicating. All living creatures within 30 feet must succeed on a DC 14 Constitution saving throw against poison or be poisoned for 2d4 rounds. While poisoned this way, the creature is stunned. Creatures that successfully save are immune to that dream eater’s lotus scent for 24 hours. Waking Dreams (1/Day): Every creature within 20 feet of the dream eater must make a DC 16 Charisma saving throw. Those that fail enter waking dreams and are confused (as the spell) for 6 rounds. On turns when the creature can act normally (rolls 9 or 10 for the confusion effect), it can repeat the saving throw at the end of its turn, and the effect ends early on a successful save.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dream Squire","description":"Dressed in fine black and silver livery, this young-looking figure sports an embroidered coat of arms on its tabard. Upon closer inspection, the figure is pale and drawn with black hair and dark smears beneath its eyes. Dream squires are fey servants and bodyguards commonly found in service to shadow fey nobility. A shrinking, servile thing, a dream squire lurks in the shadows near its master, awaiting its master's whim. Taken and Bound. Perhaps it was a broken promise, a foolish deal made in haste, or punishment for offending a fey lord, but a dream squire was once a mortal man or woman who ran afoul of the fey. The fey took the mortal and transformed it into a fey creature. The freshly-minted squire is then bound to unflinchingly serve its new master. Conscripted. A dream squire is a tireless servant, forsaking refreshment and rest to serve its master's will. The squire often looks bedraggled and exhausted, though it keeps its clothing and equipment in top repair and cleanliness, so as not to embarrass its master. Tireless Nature. A dream squire doesn't require drink, food, or sleep. Dream Squires in Midgard Dream squires are most often bound in service to the shadow fey, and sometimes to the elves of the Summer Lands or a priestess of Marena. They exist in great numbers in the fey courts of the Shadow Realm and are infrequently seen on the streets of Bemmea, Cronepisht, or Zobeck, attending or running some errand for their shadow fey masters.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dream Wraith","description":"This wraith creature hovers over its sleeping victim, its ghostly silver hand reaching down toward her throat. The wraith changes form, appearing as the lost love of the sleeper. As the sleeper opens her eyes and smiles at the sight, the wraith wraps its cold fingers around the woman's throat and squeezes. Haunter of Dreams. The dream wraith is an undead monster spawned when a living creature is killed while in the throes of a powerful dream. That dream wraith then wanders the world, searching out others having powerful dreams, hoping to finish its own unfinished dream and find peace in oblivion. Dwellers in the Dream World. Born from the world of dreams, the dream wraiths live partially in the mortal world and partially in the land of dreams. As such, it is particularly vulnerable to those who can mete out psychic damage. Sleeping Victims. While dream wraiths are rare, even a solitary wraith can devastate a densely populated area. They tend to focus on one victim at a time, stealing into bed chambers and bunkrooms at night while everyone sleeps. They move through walls without waking sleepers, sense the person having the most vivid dream, and drain its life force via its dreams. Sometimes the victim survives the attack, waking in the morning feeling very ill, but often the shock of the attack kills the dreamer. The creature's body remains, but its spirit follows the dream wraith into the night, becoming a servant of the creature. Undead Nature. The dream wraith doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dreamer's Minor Avatar","description":"Should a bold soul dare to infiltrate the submerged chapels of the Deep Ones, they would soon discover an unsettling truth. The figures that ornament the watery halls are no statues at all; they are in fact shards of the Slumbering One's power, poised to imbue the world with the incomprehensible gifts of their otherworldly patron. Conjured through the arcane rituals of the Deep Ones, the Dreamer's Minor Avatars are embodiments of their master, made manifest within submerged sanctuaries. Resembling inert statues, these entities endow the Slumbering One’s devout followers with minute portions of the power they ardently seek. These avatars are devoid of thought and emotion, their purpose inscrutable, yet their link to the Slumbering One is undeniable. Meaningless specks of dust erring through the cosmos, devoid of the grandeur of their progenitor, one must wonder if their father is even aware of the existence of such worthless and pathetic effigies. \"Our Slumbering Father that lies dormant, may you discover our worthless world; may you sink it beneath your waves; may you grant us a glimpse of your grandeur; guide us home.\" Traits Aberrant Mind. The avatar can maintain concentration on two spells at the same time. If it loses concentration, it loses both spells. Aberrant Magic. Each time a creature fails a saving throw against a spell cast by the avatar, the creature also gains a short-term madness. Fear Aura. Any creature hostile to the avatar that starts its turn within 30 feet of the avatar must make a DC 19 Wisdom saving throw, unless the avatar is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the avatar's Fear Aura for the next 24 hours. Gift of Guilt. Whenever a creature damages the avatar, the creature must succeed on a DC 19 Wisdom saving throw or be wracked with remorse for its actions and take psychic damage equal to the damage dealt. Innate Spellcasting. The avatar's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The avatar can innately cast the following spells, requiring no material components: At will: misty step, sanctuary 3/day each: bludgeoning horror (5th level), color spray (5th level), counterspell (5th level), dominate person, haste, mass healing word, sleep (5th level) 1/day each: hold monster, hypnotic pattern, mass cure wounds, modify memory (9th level), plane shift, wall of force Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects. Sanctified Being. The avatar is permanently under the effect of the sanctuary spell, and attacking, casting spells, and dealing damage doesn't end the spell. Actions Mind Break. Ranged Spell Attack: +11 to hit, range 150 ft., one creature. Hit: 23 (3d10 + 7) psychic damage and the target can't take reactions until the start of its next turn. Time Loop. The avatar chooses a creature it can see within 150 feet of it, attempting to force the creature to repeat itself. The target must succeed on a DC 19 Intelligence saving throw or, on its next turn, it is forced to use the same action and bonus action it performed on its previous turn. If the target can’t perform the same action or bonus action (for example casting a spell because it is out of spell slots) it wastes the action and bonus action instead. Bonus actions Gift of Power. The avatar utters a word of power. Allied creatures within 60 feet of the avatar that can hear it gain a power die that can be added to any die roll once before it's expended. The die begins as a d4, but increase to a d8, d10, and finally a d12 each time Gift of Power is used on the creature prior to it expending the die.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"any evil","Expansion":27461,"Challenge Rating":12},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Dreamholder","description":"Dreamholders Natives of the Anomalies, dreamholders often find routes through to the Astral Plane and, from this staging post, parasitise creatures who astrally project, hitching a ride on their psyches back into the home plane. There, they flit between the minds of sleeping creatures, distorting each dreamer’s narrative and feasting on their fear, joy, and distress. An incorporeal version of the floating eye tyrant, the dreamholder can unleash a devastating array of eye beams at lucid dreamers who threaten to expel them from their mind. Fear of Ejection. Rarely does a dreamholder take physical form on the Material Plane. Instead, a dreamholder traverses the world through a dreamscape, an ephemeral plane created by the psyches of sleeping creatures. If this dreamscape ever disappears, such as if all creatures within range of the dreamholder’s influence awaken, the dreamholder is ejected back to the Astral Plane, a place it loathes due to the absence of its favourite snack: sleeping beings. For this reason, dreamholders are commonly found in densely populated areas, places with a mix of diurnal and nocturnal beings, or wherever sleeping creatures can be reliably preyed upon. The dreamholder is a clever and resourceful aberration. Should its continued existence in the dreams of creatures on the Material Plane be threatened, it chooses one of two tactics. If it believes itself more powerful than its foe, it will immediately attempt to annihilate the threatening creature’s psyche and render their body a comatose shell. Alternatively, a dreamholder might bargain with its assailant, delivering secrets to them nightly until such a time as it can destroy this erstwhile ally. Balanced Diet. Dreamholders feed on the gamut of emotions that a creature can experience. For a properly balanced diet, a dreamholder needs to consume anger, disgust, fear, happiness, sadness, and surprise. A dreamholder that can keep a group of humanoids experiencing all these emotions simultaneously is a contented dreamholder indeed. Inconsistent Incorporeality. The dreamholder maintains its incorporeal form through psionics. Its mastery of this technique is absolute; even the most well-placed blow with a magical weapon passes through thin air, the dreamholder dissolving the instant before contact is made. The dreamholder abhors loud noises and psychic attacks, all of which interfere with its focus, causing it to become momentarily corporeal and susceptible to physical blows. Dream Stasis & Bridging. Dreamholders possess the unique ability to bridge the dreams of sleeping creatures, a feature they use to slip from a soon-to-wake mind into that of one that has recently drifted off. Indeed, one of the symptoms of dreamholder parasitisation is the increased frequency of shared dreams between individuals in a community (and the social awkwardness that soon follows). Powerful dreamholders can exert such influence over a sleeping creature that the dreamer enters a ‘dream stasis’, a paralytic state from which it can’t wake of its own volition. A clever dreamholder learns to release these captured sleepers just before they waste away entirely, knowing full well that they must return to sleep eventually. Dream Lair. Combining these two abilities of stasis and bridging, a dreamholder can create a tangled web of interconnecting landscapes, scenarios, and protagonists, a veritable feast of corrupted dreams. Time dilates and constricts at the dreamholder’s whim, and respite is rarely attainable. In this varied, restless landscape, physical prowess means little; the dreamholder is the ruler, and those that are weak of mind seldom emerge. Regional Effects The dreamholder’s lair has the following unique properties: Detect Thoughts. The dreamholder can detect the surface thoughts of all creatures within its lair. This gives it advantage on any Wisdom (Insight) checks against creatures in its lair. Immutable Form. The environment of the Dreamscape can be permanently changed only by a dream or wish spell. All objects are otherwise unbreakable. Speed of Thought. Each creature gains a modifier to its speed equal to its Intelligence score minus 10 (rounded down to the nearest 5-foot increment). Strength of Mind. Strength, Dexterity, and Constitution saving throws are all replaced with Intelligence saving throws. Quiet. The Dreamscape is magically quietened; the dreamholder doesn’t like loud noises (or thunder damage). All creatures have disadvantage on Wisdom (Perception) checks that involve hearing. Where Are We? No one can quite remember how they arrived where they are. Lair Actions While the dreamholder lives, it can invoke the ambient magic of its dreamscape to take lair actions. The saving throw DCs, damage, and temporary hit points of the lair actions depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vdam Temporary Hit Points 5th 13 5 (2d4) 3 (1d6) 12th 16 14 (4d6) 7 (2d6) 19th 18 28 (8d6) 14 (4d6) Lair Actions. On initiative count 20 (losing initiative ties), the dreamholder takes one of the following lair actions; the dreamholder can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Forgetful Friend. Each creature of the dreamholder’s choice within the lair must make a VDC Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe. It regards all creatures it can see as enemies until initiative count 20 of the next round. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.Valiance. The dreamholder inspires creatures of its choice within its lair, giving them visions of triumph and hope. Each affected creature gains temporary hit points and is affected by the bless spell until initiative count 20 of the next round. Despair. The dreamholder gives creatures of its choice within its lair visions of failure and despair. Each creature of the dreamholder choice that is in its lair must make a VDC Charisma saving throw. On a failure, a creature takes psychic damage and is affected by the bane spell until initiative count 20 of the next round. On a success, the creature takes half as much damage and isn’t affected by the spell.","properties":{"Category":"Monsters","Size":"Large","Type":"Abberation","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":14},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Dreevith Keeper","description":"Every Dreevith settlement has at least one Keeper, an individual who writes down historic events and important insights. These Keepers often become clerics of good-aligned gods or of spiritual concepts like Nature itself.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral good","Expansion":17295,"Challenge Rating":2},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Drelev Guard","description":"Guard Be they the personal protectors of a traveling celebrity or the highly-trained soldiers of a city watch, guards range widely in their level of skill. Drelev Guard The soldiers who guard Fort Drelev were hand-picked not only for their skill with the longsword and longbow, but for their personalities. Hannis Drelev wanted guards that would inspire fear as much as loyalty from his citizens. Traits Devoted to Drelev. A Drelev guard has advantage on saving throws against effects that would force them to abandon their duty to Drelev. Actions Multiattack. The guard makes three attacks with his longsword or longbow. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Drelnza","description":"Drelnza is the vampire daughter of Iggwilv. She is the Witch Queen’s greatest treasure, an immortal warrior who guards some of her mother’s most precious belongings decades after the archmage’s mysterious departure. The identity of Drelnza’s father is unknown even to her. Drelnza slumbers deep in the Lost Caverns of Tsojcanth, rising to dispatch those few who make it to Iggwilv’s hoard. As a consequence of Drelnza’s prolonged rest, she has yet to regain some of her vampiric powers. In the years before Iggwilv’s disappearance, Drelnza acted as general to a battalion of demons bound to serve the Witch Queen. Armed with her sentient longsword, Heretic (see appendix A), Drelnza terrorized the people of Perrenland. Traits Legendary Resistance (3/Day). If Drelnza fails a saving throw, she can choose to succeed instead. Special Equipment. Drelnza wields Heretic (see appendix A). Spider Climb. Drelnza can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. Drelnza takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks. Actions Multiattack. Drelnza makes one Bite attack and one Heretic attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Drelnza regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain in this way and then buried rises the following night as a vampire spawn under Drelnza’s control. Heretic. Melee Weapon Attack: +12 to hit, reach 5 ft. one target. Hit: 40 (6d10 + 7) slashing damage, and the target must succeed on a DC 17 Constitution saving throw or have the paralyzed condition until the start of Drelnza’s next turn. Celestials have disadvantage on the saving throw. Charm. Drelnza targets one Humanoid she can see within 30 feet of herself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition. While charmed in this way, the target regards Drelnza as a trusted friend to be heeded and protected. The target isn’t under Drelnza’s control, but it takes her requests and actions in the most favorable way. Each time Drelnza or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Drelnza is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Reactions Drelnza can take up to three reactions per round but only one per turn. Move. Immediately after a creature Drelnza can see ends its turn, Drelnza moves up to her speed without provoking opportunity attacks. Parry. Drelnza adds 5 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Vampire)","Alignment":"Lawful Evil","Expansion":31434,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Dretch","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The dretch makes two attacks : one with its bite and one with its claws. Bite : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage . Claws : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage. Fetid Cloud (1/Day) : A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured . It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions .","properties":{"Category":"Monsters","AC":"11 (Natural Armor)","HP":"18 (4d6+4)","CHA":3,"CON":12,"DEX":11,"INT":5,"STR":11,"WIS":8,"Size":"Small","Type":"fiend (demon)","Speed":"20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062168/vRuKaaM1aoGMdc-WbzZ9nQ/original.png","Roll 0":"Bite\n1d20 + 2\n1d6","Roll 1":"Claws\n1d20 + 2\n2d4","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":50,"Alignment":"Chaotic Evil","Languages":"Abyssal, Telepathy 60 Ft. (Works Only With Creatures That Understand Abyssal)","data-List":"false","Immunities":"Poison","Token Size":1,"Resistances":"Cold, Fire, Lightning","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dretch makes two attacks: one with its bite and one with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Fetid Cloud (1/Day)\",\"Desc\":\"A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.\"}]","data-CHA-mod":"-4","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-3","data-STR-mod":"+0","data-SizeNum":1,"data-WIS-mod":"-1","Challenge Rating":"1/4","Passive Perception":9,"Condition Immunities":"Poisoned","data-CrNum":0.25,"data-AcNum":11,"data-HpNum":18},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dretch","description":"Demons Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil—engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness , the Black Scrolls of Ahm , and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon True Names Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz’zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake’s and as powerful as a great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out—or if she has a reason to remind her followers to fear her—Lolth’s lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart. Orcus Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus , a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes’ flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Dretch Dretches are among the weakest of demons—repulsive, self-loathing creatures doomed to spend eternity in a state of perpetual discontent. Their low intelligence makes dretches unsuitable for anything but the simplest tasks. However, what they lack in potential, they make up for in sheer malice. Dretches mill about in mobs, voicing their displeasure as an unsettling din of hoots, snarls, and grunts. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demons by Type Type Examples 1 barlgura, shadow demon, vrock 2 chasme, hezrou 3 glabrezu, yochlol 4 nalfeshnee 5 marilith 6 balor, goristro Actions Multiattack : The dretch makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) piercing damage. Claws : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 5 (2d4) slashing damage. Fetid Cloud (1/Day) : A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend (demon)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Drider","description":"\"I failed the Spider Queen once. Never again.\" —Pellanistra the drider When a drow shows great promise, Lolth summons it to the Demonweb Pits for a test of faith and strength. Those that pass the test rise higher in the Spider Queen’s favor. Those that fail are transformed into driders—a horrid hybrid of a drow and a giant spider that serves as a living reminder of Lolth’s power. Only drow can be turned into driders, and the power to create these creatures resides with Lolth alone. Scarred for Life. Drow transformed into driders return to the Material Plane as twisted and debased creatures. Driven by madness, they disappear into the Underdark to become hermits and hunters, either wandering alone or leading packs of giant spiders. On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some longstanding vow or vendetta from its former life. Drow fear and shun the driders, holding them in lower esteem than slaves. However, they tolerate the presence of these creatures as living representatives of Lolth’s will, and a reminder of the fate that awaits all who fail the Spider Queen. Traits Fey Ancestry : The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. Innate Spellcasting : The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/day each: darkness , faerie fire Spider Climb : The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity : While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker : The drider ignores movement restrictions caused by webbing. Actions Multiattack : The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 2 (1d4) piercing damage plus 9 (2d8) poison damage. Longsword (One-Handed) : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. Longsword (Two-Handed) : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage. Longbow : Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Drider","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Fey Ancestry : The drider has advantage on saving throws against being charmed , and magic can't put the drider to sleep. Innate Spellcasting : The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components : At will: dancing lights 1/day each: darkness , faerie fire Spider Climb : The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check . Sunlight Sensitivity : While in sunlight, the drider has disadvantage on attack rolls , as well as on Wisdom (Perception) checks that rely on sight. Web Walker : The drider ignores movement restrictions caused by webbing. Actions Multiattack : The drider makes three attacks , either with its longsword or its longbow . It can replace one of those attacks with a bite attack. Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. Longsword : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Longbow : Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.","properties":{"Category":"Monsters","AC":"19 (Natural Armor)","HP":"123 (13d10+52)","CHA":12,"CON":18,"DEX":16,"INT":13,"STR":16,"WIS":14,"Size":"Large","Type":"monstrosity","Speed":"30 ft., climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062180/SWEU8gtJI4y5i9HFw9cjuA/original.png","Roll 0":"Bite\n1d20 + 6\n1d4+2d8","Roll 1":"One Handed\n1d20 + 6\n1d8+3","Roll 2":"Two Handed\n1d20 + 6\n1d10+3","Roll 3":"Longbow\n1d20 + 6\n1d8+3","Senses":"Darkvision 120 Ft.","Skills":"Perception +5, Stealth +9","Source":"5th Edition SRD","data-XP":"2,300","Alignment":"Chaotic Evil","Languages":"Elvish, Undercommon","data-List":"false","Spell Book":"Dancing Lights, Darkness, Faerie Fire","Token Size":2,"data-Spells":"{\"innate\":{\"at-will\":[\"dancing lights\"],\"1/day\":[\"darkness\",\"faerie fire\"]}}","data-Traits":"[{\"Name\":\"Fey Ancestry\",\"Desc\":\"The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.\"},{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire\"},{\"Name\":\"Spider Climb\",\"Desc\":\"The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"},{\"Name\":\"Sunlight Sensitivity\",\"Desc\":\"While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.\"},{\"Name\":\"Web Walker\",\"Desc\":\"The drider ignores movement restrictions caused by webbing.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d4\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d8\",\"Damage 2 Type\":\"poison\"},{\"Name\":\"Longsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 3\",\"Damage Type\":\"slashing\",\"Desc\":\"two handed\"},{\"Name\":\"Longsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"slashing\",\"Desc\":\"one handed\"},{\"Name\":\"Longbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"6\",\"Reach\":\"150/600 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d8\",\"Damage 2 Type\":\"poison\"}]","data-CHA-mod":"+1","data-CON-mod":"+4","data-DEX-mod":"+3","data-INT-mod":"+1","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+2","Challenge Rating":6,"Passive Perception":15,"data-CrNum":6,"data-AcNum":19,"data-HpNum":123},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Drider Cavestalker","description":"These driders are often insane, driven to madness by their cursed transformation, and for decades of being isolated after being banished to the deep wilds of the Underdark. They become exceptional hunters and killers, preying on anything that wanders into their territory. The rare few who manage to keep their sanity sell their services as mercenaries and scouts. Traits Cave Strider. Moving through nonmagical difficult cavern or underground terrain doesn't cost the drider extra movement. Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker. The drider ignores movement restrictions caused by webbing. Slay Foe (1/Turn). The drider deals an extra 13 (3d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Multiattack. The drider makes three attacks: either with its Rapier or its Longbow. It can replace one of those attacks with a Bite attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 120/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. Spellcasting. The drider casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: dancing lights 1/day each: conjure barrage, cordon of arrows, darkness, faerie fire, spike growth Bonus Actions Hunter's Mark (3/Day). The drider casts hunter's mark, requiring no material components and using Wisdom as the spellcasting ability. Stealthy. The drider takes the Hide action.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Drider Dark Sniper","description":"The dark sniper is an elite archer that specializes in taking down enemies from afar while under cover of darkness. It waits while hanging from the ceiling until it gets a clear shot at its target. After firing, it immediately retreats behind stalactites and hides within the shadows. Traits Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sharpshooter. The drider's ranged weapon attacks ignore half cover and three-quarters cover and attacking at long range doesn't impose disadvantage on the drider's ranged weapon attack rolls. Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker. The drider ignores movement restrictions caused by webbing. Actions Multiattack. The drider makes three attacks, either with its Rapier or its Longbow. It can replace one of those attacks with a Bite attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. Spellcasting. The drider casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): At will: dancing lights 1/day each: darkness, faerie fire Bonus Actions Stealthy. The drider takes the Hide action. Steady Aim (3/Day). The drider takes careful aim at a creature it can see within range of its ranged weapon. Until the end of its turn, the drider deals an extra 10 (3d6) damage with each of its ranged weapon attacks against the target.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Drider Matron","description":"The process for becoming a drider is a torturous one. Not only is the physical change painful—ritual grafting and mutative elixirs—but driders carry a societal burden they will never escape and can never fulfill. Paragons of the Spider Goddess. To the drow, the ideal drider is a soldier, both servant and leader, the embodiment of power, grace, and ambition. At creation it would seem a new-made drider has all the traits needed to achieve this lofty ideal. As they age, they evolve. Their innate poison becomes more potent, their jaws distend and open to become mandibles. Their spider carapace grows layered and sharp. But as their form adapts to suit the drow ideal of what a drider should be, their minds begin to fracture.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":13},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drider Sorcerer","description":"Drider sorcerers can unleash arcane elemental power, striking its foes with burning acid, numbing frost, searing flames, bolts of lightning, and blasts of thunder. What makes it dangerous is its ability to heighten the potency of its spells or cast them in an instant. Drider Mages Some drow were sorcerers, warlocks, or wizards before they were cursed and transformed by Lolth into driders. While most lose their powers and memories of their former drow selves, a rare few manage to retain their abilities, making them dangerous opponents. Whether this was willed by Lolth or not is anyone's guess. Because they still retain memories of a portion of their lives, some grow to hate the drow that have forsaken them. Thus, these drider mages exile themselves and wander off into the wilds of the Underdark, setting up new lairs. They tend to stalk known drow pathways where they can raid merchant caravans and unwary travelers. They will not hesitate to attack anyone or anything that enters their territory, even drow. Traits Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. Sorcery Points. The drider has 9 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Heightened Spell: When the drider casts a spell that forces a creature to make a saving throw to resist the spell's effects, the drider can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When the drider casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker. The drider ignores movement restrictions caused by webbing. Actions Multiattack. The drider makes three Elemental Strike attacks. It can replace one of those attacks with a Bite attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. Elemental Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) acid, cold, fire, lightning or thunder damage (the drider’s choice). Forked Lightning (Recharge 5–6). The drider unleashes arcs of magical lightning at up to three creatures it can see within 60 feet of itself. Each target must make a DC 15 Dexterity saving throw, taking 17 (5d6) lightning damage on a failed save, or half as much damage on a successful one. Spellcasting. The drider casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: dancing lights, minor illusion, mending, true strike 2/day each: charm person, dimension door, web 1/day each: confusion, cone of cold, darkness, dispel magic, faerie fire","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Drider Spellcaster","description":"When a drow shows great promise, Lolth summons it to the Demonweb Pits for a test of faith and strength. Those that pass the test rise higher in the Spider Queen’s favor. Those that fail are transformed into driders—a horrid hybrid of a drow and a giant spider that serves as a living reminder of Lolth’s power. Only drow can be turned into driders, and the power to create these creatures resides with Lolth alone. Scarred for Life. Drow transformed into driders return to the Material Plane as twisted and debased creatures. Driven by madness, they disappear into the Underdark to become hermits and hunters, either wandering alone or leading packs of giant spiders. On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some longstanding vow or vendetta from its former life. Drow fear and shun the driders, holding them in lower esteem than slaves. However, they tolerate the presence of these creatures as living representatives of Lolth’s will, and a reminder of the fate that awaits all who fail the Spider Queen. Variant: Drider Spellcasting Driders that were once drow spellcasters might retain their ability to cast spells. Such driders typically have a higher spellcasting ability (15 or 16) than other driders. Further, the drider gains the Spellcasting trait. A drider that was a drow divine spellcaster, therefore, could have a Wisdom of 16 (+3) and a Spellcasting trait. Traits Fey Ancestry : The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. Innate Spellcasting : The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/day each: darkness , faerie fire Spellcasting : The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list: • Cantrips (at will): poison spray , thaumaturgy • 1st level (4 slots): bane , detect magic , sanctuary • 2nd level (3 slots): hold person , silence • 3rd level (3 slots): clairvoyance , dispel magic • 4th level (2 slots): divination , freedom of movement Spider Climb : The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity : While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker : The drider ignores movement restrictions caused by webbing. Actions Multiattack : The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack. Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit : 2 (1d4) piercing damage plus 9 (2d8) poison damage. Longsword (One-Handed) : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. Longsword (Two-Handed) : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage. Longbow : Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Drider Spiderlord","description":"The cunning spiderlord is a unique drider favored by Lolth. It is able to summon a variety of spiders that do its bidding. The drider also has the ability to wrap its victims with thick webbing, trapping them inside a tough web cocoon. Traits Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. Legendary Resistance (1/Day). If the drider fails a saving throw, it can choose to succeed instead. Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker. The drider ignores movement restrictions caused by webbing. Actions Multiattack. The drider makes three attacks: either with its Pike or its Longbow. It can replace one of those attacks with a Bite attack or Web Cocoon, if available. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. If the target is not immune to poison, it must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Longbow. Ranged Weapon Attack: +8 to hit, range 120/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. Spellcasting. The drider casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15): At will: dancing lights 1/day each: darkness, faerie fire Web Cocoon (Recharge 5-6). The drider targets a creature it can see within 5 feet of it. The target must succeed on a DC 16 Strength saving throw. On a failed save, the target is restrained by very thick webbing. As an action, the restrained target can make a DC 16 Strength check with disadvantage on the roll, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 15; hp 50; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Summon Spider (Recharges after a Short or Long Rest). The drider summons 2d6 giant wolf spiders or 1d3 giant spiders. The spiders appear in unoccupied spaces within 30 feet of the drider and acts as its allies. The spiders act right after the drider on the same initiative count and fight until they're destroyed. They remain for 1 hour, until they or the drider dies, or until the drider dismisses them as an action. Legendary Actions The drider can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The drider regains spent legendary actions at the start of its turn. Crawl. The drider moves up to half its speed. Command Spider. The drider targets one allied spider it can see within 30 feet of it. If the target can see and hear the drider, the target can use its reaction to make one weapon attack or move up to its speed. Attack (Costs 2 Actions). The drider makes a melee or ranged attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Drider War Mage","description":"These crafty driders are warrior wizards that can fluidly weave their melee attacks with spellcasting, making them versatile and dangerous opponents. Traits Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker. The drider ignores movement restrictions caused by webbing. Actions Multiattack. The drider makes three Rapier attacks. It can replace one of those attacks with a Bite attack. Alternatively, it can make one Rapier attack and cast one spell that takes 1 action to cast. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Spellcasting. The drider casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 14, + 6 to hit with spell attacks): At will: chill touch (2d8), dancing lights, green-flame blade (extra 1d8 and 1d8 + 3), mage hand, poison spray (2d12) 1/day each: absorb elements, darkness, dispel magic, faerie fire, fireball, lightning bolt, mirror image, shield, web","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Drider Warlock","description":"A drider, banished and alone, may seek retribution against its kind and call for a dark patron. Or it may begin to hear unearthly whispers in the dark, asking it to form a pact with a demonic power. Whatever its reasons, a drider forms a pact with a fiend and becomes a warlock. Drider Mages Some drow were sorcerers, warlocks, or wizards before they were cursed and transformed by Lolth into driders. While most lose their powers and memories of their former drow selves, a rare few manage to retain their abilities, making them dangerous opponents. Whether this was willed by Lolth or not is anyone's guess. Because they still retain memories of a portion of their lives, some grow to hate the drow that have forsaken them. Thus, these drider mages exile themselves and wander off into the wilds of the Underdark, setting up new lairs. They tend to stalk known drow pathways where they can raid merchant caravans and unwary travelers. They will not hesitate to attack anyone or anything that enters their territory, even drow. Traits Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep. Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker. The drider ignores movement restrictions caused by webbing. Dark One's Own Luck (Recharges after a Short or Long Rest). When the drider makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. Actions Multiattack. The drider makes two Necrotic Bolt attacks. It can replace one of those attacks with a Bite attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage. Hellfire. Green flame explodes in a 10-foot-radius sphere centered on a point within 120 feet of the drider. Each creature in that area must make a DC 16 Dexterity saving throw, taking 16 (3d10) fire damage and 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. Spellcasting. The drider casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: dancing lights, mage hand, minor illusion, prestidigitation 2/day (as 5th-level spells): banishment, fireball, flame strike, mirror image, wall of fire 1/day each: Abi-Dalzim's horrid wilting, darkness, faerie fire, finger of death, plane shift (self only) Reactions Fiendish Rebuke (2/Day). In response to being damaged by a visible creature within 60 feet of it, the drider forces that creature to make a DC 16 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Droki","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (derro)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Drone Robot","description":"This metallic construct resembles a beetle with three legs spaced equidistantly around an oval body. A jet of blue flame shoots from its underside, keeping the creature aloft as it zips across the terrain. The creature smells strongly of burning oil. Robot drones were created by an advanced civilization to spy on enemy forces, their miniature size and ability to fly enabling them to keep tabs on foes without being detected. This invention did not save the civilization from eventual destruction, leaving most of the surviving drones without a master. The typical drone is smaller than 1 foot in diameter and weighs roughly 20 pounds, though smaller and bigger versions have been found. Wasteland Rarities. Only a few robot drones still roam the wasteland. Most of the original drones have succumbed either to the ravages of time or the attacks of various beasts. Adventurers and explorers are much more likely to find an odd leg, a stray piece of machinery, or a ruined eye than a complete specimen. ROBOT DRONE FAMILIARS Though such occurrences are exceedingly rare, some robot drones have been turned into familiars under the control of spellcasters interested in artifice and lost technology. A robot drone that becomes a familiar shares a telepathic bond with its master just as any other familiar does, enabling the master to sense what the drone senses as long as it is within 1 mile of its master. In addition, while its master is within 10 feet of the familiar, the master gains the drone’s Nimble Attacker trait when making ranged attacks using weapons or spells. NO ROBOTS IN MY FANTASY, PLEASE! Many players and GMs don’t like to mix fantasy and science fiction, preferring to keep the two genres separate, and might be turned off by a campaign setting or adventure that incorporates both. The elegant solution to this problem, rather than simply getting rid of the sci-fi elements, is to modify them to make them more palatable to a fantasy audience. A death ray gun might become an archaic wand from a fallen civilization that fires beams of energy, and a robot is simply a golem in a different shell. Even a spaceship can be redefined. Perhaps it is a sky barge of one of the gods of the campaign world or a wondrous gnomish invention powered by elemental forces or tamed dragons. TRAITS Electrical Malfunction. If the robot drone takes lightning damage, it must make a successful DC 10 Wisdom saving throw or become confused until the end of its next turn. Unusual Nature. The robot drone doesn’t require air, food, drink, or sleep. Nimble Attacker. The robot drone doesn’t have disadvantage on its attack rolls when using its Flame Jet attack within 5 feet of an enemy. ACTIONS Slam. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 (1d6 – 2) bludgeoning damage. Flame Jet. Ranged Weapon Attack: +6 to hit, range 5/15 ft., one target. Hit: 8 (1d8 + 4) fire damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Construct","Alignment":"Unaligned","Expansion":25357,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Droth","description":"Oth who live for centuries eventually transform into droth. These huge, undulating piles of ooze travel from world to world, creating the zolvs wherever they are needed. Droth have a calming effect on living creatures, and their rippling surface is not unlike a great body of water. Droth have a different sense of time than other shoth and communicating simple messages with them can take days or weeks. Droth are revered by the sooze and the oth, as they resemble Shoth itself. Droth, in turn, bolster the abilities of the lesser shoth. Made From Their Bodies. The dissolving pools (zolvs) of the shoth are made from a portion of a droth. A droth who has recently created a zolv remains weakened (maximum hp halved)) for several days. For this reason, the droth are heavily guarded during and after the zolv production process.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration (shoth)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":12},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Drought Swallow Swarm","description":"Drought swallows have sand-colored feathers and reddish eyes. Flying alone or in small groups they are harmless, if not particularly friendly. In larger masses, however, often provoked by cries of distress or concentrations of creatures in or near their nesting areas, drought swallows form raging swarms that can decimate whole caravans. Experienced travelers keep their eyes out when drought swallows are spotted, looking for the cliffside rookeries or twisted hillside thorn bushes where they roost in massive colonies of hundreds or even thousands. When agitated, teeming masses of drought swallows surge out of their nests and surround intruders in their territory, leaching the moisture from their bodies and leaving desiccated husks behind. Rival Flocks. Thankfully, drought swallows are very territorial not only with respect to other creatures but toward other flocks of drought swallows as well. Unrelated flocks frequently fight for dominance and choice nesting grounds, engaging in pitched aerial skirmeshes, striking and peeling away until one flock submits and retreats. Fortunately for settled kingdoms, drought swallows rarely encroach on civilized lands. On the few occasions, when this has occurred, rivers have dried up, crops have withered, and livestock has perished in vast numbers. 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Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Fey Ancestry : The drow has advantage on saving throws against being charmed , and magic can't put the drow to sleep. Innate Spellcasting : The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness , faerie fire Sunlight Sensitivity : While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. Actions Shortsword : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow : Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.","properties":{"Category":"Monsters","AC":"15 (Chain Shirt)","HP":"13 (3d8)","CHA":12,"CON":10,"DEX":14,"INT":11,"STR":10,"WIS":11,"Size":"Medium","Type":"humanoid (elf)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062195/IFOhGaY86rxIidGYZqLKdA/original.png","Roll 0":"Shortsword\n1d20 + 4\n1d6+2","Roll 1":"Hand Crossbow\n1d20 + 4\n1d6+2","Senses":"Darkvision 120 Ft.","Skills":"Perception +2, Stealth +4","Source":"5th Edition SRD","data-XP":50,"Alignment":"Neutral Evil","Languages":"Elvish, Undercommon","data-List":"false","Spell Book":"Dancing Lights, Darkness, Faerie Fire","Token Size":1,"data-Spells":"{\"innate\":{\"at-will\":[\"dancing lights\"],\"1/day\":[\"darkness\",\"faerie fire\"]}}","data-Traits":"[{\"Name\":\"Fey Ancestry\",\"Desc\":\"The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.\"},{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire\"},{\"Name\":\"Sunlight Sensitivity\",\"Desc\":\"While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.\"}]","data-Actions":"[{\"Name\":\"Shortsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Hand Crossbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"30/120 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"The target must succeed on a dc 13 constitution saving throw or be poisoned for 1 hour If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake\"}]","data-CHA-mod":"+1","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/4","Passive Perception":12,"data-CrNum":0.25,"data-AcNum":15,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Drow","description":"\"Such depravity. Such terrifying cruelty. They are the vile poison that plagues all elvenkind.\" —Nelar Autumnwell, elf cleric of Corellon Larethian Elves: Drow Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves—the drow—found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld. Children of Lolth. The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will. Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control. Underdark Cities. The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls. Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways. Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface. Cutthroat Politics. Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril. Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house’s social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive. Matriarchal Rule. Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command. In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow—either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can’t be priests, nor can they rule a house. Poison Predilection. Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat. Variant: Drow Magic Armor and Weapons Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 19 and a +1 bonus on attack and damage rolls with shortsword attacks. A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks. A drow priestess of Lolth wearing +3 scale mail has AC 19. Traits Fey Ancestry : The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Innate Spellcasting : The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/day each: darkness , faerie fire Sunlight Sensitivity : While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Shortsword : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Hand Crossbow : Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Drow Acolyte","description":"No drow embodies ambition more than an acolyte. From non-clergy all acolytes demand due deference. That they are the lowest of their order is incidental; their faith and fervor will ensure their rise to the very pinnacle of drow society, and those who dared oppose them will find themselves as so much arachnid fodder.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Apprentice","description":"Amongst the drow, a sure avenue to power is magic. Though the arcane may come easy, navigating the halls of politics and subservience becomes a magic all its own to males who seek to enrich their own station. Few male drow who would become known as mage undertake to do so without an instructor. The master-apprentice relationship affords both the protection of a partnership, and either can dispose of the other should doing so become necessary to avoid a matron’s wrath.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Arachnomancer","description":"Drow⁠ mages can be quite learned and skilled in magic. Some of them can even cast my spells⁠. —Mordenkainen Drow Whether they are found in Underdark cities, the darkened passages between them, or in the dreaded Demonweb Pits⁠, drow stand as one of the most insidious threats to surface-dwellers. Devoted to Lolth, the dark elves obey her often-contradictory commands and live in fear of her wrath. Some attain great power and influence through cunning, talent, or subterfuge, evoking fear from the lesser drow who serve them. Drow Arachnomancer Drow spellcasters who seek to devote themselves wholly to the Spider Queen sometimes walk the dark path of the arachnomancer. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits⁠, channeling magic from that dread place. Traits Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action⁠ to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action⁠. Its statistics, other than its size, are the same in each form. It can speak and cast spells⁠ while in giant spider⁠ form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider⁠ form. It can’t activate, use, wield, or otherwise benefit from any of its equipment⁠. It reverts to its humanoid form if it dies. Fey⁠ Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Spellcasting. The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray 1st–5th level (3 5th-level slots): conjure animals (spiders only) , crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt 1/day each: dominate monster, etherealness, eyebite Spider Climb. The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web⁠ Walker. The drow ignores movement restrictions caused by webbing. Actions Multiattack. The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target. Poisonous Touch (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 28 (8d6) poison damage. Bite (Giant Spider Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web⁠ (Giant Spider Form Only; Recharge 5–6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action⁠, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Expansion":4,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Drow Arachnomancer","description":"Drow spellcasters who seek to devote themselves wholly to Lolth, the Spider Queen, sometimes walk the sinister path of the arachnomancer. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Spider Climb. The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Walker. The drow ignores movement restrictions caused by webbing. Actions Multiattack. The drow makes three attacks, using Bite, Poisonous Touch, Web, or a combination of them. One attack can be replaced by a use of Spellcasting. Bite (Spider Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Poisonous Touch (Humanoid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 35 (10d6) poison damage. Web (Spider Form Only; Recharge 5–6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Spellcasting. The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: dancing lights , mage hand 1/day each: darkness , dispel magic , etherealness , faerie fire , fly , insect plague , invisibility Bonus Actions Change Shape (Recharges after a Short or Long Rest). The drow magically transforms into a Large spider, remaining in that form for up to 1 hour, or back into its true form. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in spider form. Any equipment it is wearing or carrying in Humanoid form melds into the spider form. It can’t activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its Humanoid form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Drow Arcane Guard","description":"Drow arcane guards specialize in weaving elemental magic and martial skills together in an efficient manner. If provided a moment to prepare, they will conjure mirror images to confuse their foes. They then utilize their metamagic features to their great advantage. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Sorcery Points. The drow has 6 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Empowered Spell: When the drow rolls damage for a spell, it can spend 1 sorcery point to reroll up to 3 damage dice. It must use the new rolls. It can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell. Quickened Spell: When the drow casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes two Rapier attacks or uses Elemental Bolt twice. Rapier. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. Elemental Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 12 (2d8 + 3) acid, cold, fire, or lightning (drow's choice) damage. Forked Lightning (Recharge 5–6). The drow unleashes arcs of magical lightning at up to three creatures it can see within 60 feet of itself. Each target must make a DC 14 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. Spellcasting. The drow casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: dancing lights, mage hand, minor illusion 1/day each: darkness, faerie fire, lightning bolt, levitate (self only), thunderwave, web Reactions Counterspell (1/Day). The drow casts counterspell using Charisma as the spellcasting ability. Shield (2/Day). The drow casts shield using Charisma as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Drow Arcane Knight","description":"Drow arcane knights are remarkable magic-using warriors. They are dangerous adversaries, able to attack three times with their poisoned spiked chains. In addition, they can heighten the potency of their spells or instantly cast a spell after performing a series of attacks. Drow arcane knights usually serve drow in high positions, such as matriarchs, high priestesses, and house wizards as guards. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes two Spiked Chain attacks or uses Elemental Bolt twice Spiked Chain. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 7 (2d6) poison damage. Elemental Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 12 (2d8 + 3) acid, cold, fire, or lightning (drow's choice) damage. Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: dancing lights, minor illusion, prestidigitation, true strike 2/day each: mirror image, thunderwave 1/day each: banishment, darkness, dimension door, dispel magic, faerie fire, greater invisibility, levitate (self only), lightning bolt Bonus Actions Heightened Spell (2/Day). When the drow casts a spell that forces a creature to make a saving throw to resist the spell's effects, the drow gives one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell (2/Day). The drow uses Spellcasting. Reactions Counterspell (1/Day). The drow casts counterspell using Charisma as the spellcasting ability. Shield (2/Day). The drow casts shield using Charisma as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Drow Assassin","description":"Amongst the drow, “assassin” is not merely a term used to describe a means to an end. The tactics of infiltration and escape that result in the death of a rival are practiced by drow of all stations. To truly earn the title of Assassin is to earn a reputation for effectiveness in killing, without incurring collateral losses and undue attention. Ambassadors of Death. In drow cities where the perception of power is as important as the actuality, assassins offer more services than simple murder. Hiring an assassin to speak on behalf of your House is a subtle message of ruthless intent and a brazen flaunting of wealth. Loyal Mercenary. Unlike other killers-for-hire, drow assassins are motivated by more than coin. Often an assassin will tie their fate to that of an individual house, or a group of allied houses. An assassin declares their loyalty through their kills, and as long as the house to which they’re allied remains ascendant, the assassin takes no job that will conflict with their house’s interests. Their loyalty is unquestioned, and attempting to bribe away an assassin is one of the lowest forms of dishonor amongst the drow. However, convincing the assassin that their best interests are served by betraying their matron is an honor that reflects well on both the assassin and their new alliance.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":8},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Beastmaster","description":"In world where much of the fauna revolves around mindless oozes, jellies, mushrooms, and insects, it’s not surprising that drow beast-handlers have a passion for the more exotic species taken from the deep Underworld: spiders, ettercaps, and titanic dinosaurs have all been tamed by a beastmaster’s lash. More monstrous humanoids, too, find themselves broken in service to a drow beastmaster. For example, trolls in the wild are little more than dim-witted predators, but under a beastmaster’s training become daunting combatants. Indeed, the line between pest, pet, and slave is a fine one, as many kobolds and halflings would testify.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":7},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Cavalier","description":"Above all else, drow cavaliers prize mounts that can move them efficiently about the unpredictable terrain of the Underworld. Whether atrociraptors with their prodigious ability to jump, spiders that can climb, or creatures with even a passing ability to fly, cavaliers seek mounts they can rely on to quickly find sure footing. Tactical Terrain. Cavaliers use the Underworld terrain to their advantage. If their mount is a skilled climber, they seek out locations with sheer cliffs and tall chimneys from which to fight. A mount with great speed does well in open passages. Arrogant Soldier. Cavaliers loath postings and patrols that include those who cannot ride. Even if the patrol is fully mounted, the other members of the patrol seldom have trained in a cavalier’s mounted tactics, and almost none know how best to care for their beasts of burden, thus the cavalier becomes as much a stable hand as a mounted warrior. A cavalier loses their mount, or whose mount becomes injured and can no longer bear a rider, quickly finds themselves left behind by their peers.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Cleric","description":"To outward appearances, all drow worship but one deity. But behind this facade, myriad deities are called on to support specific aims and objectives. Religion and politics are closely intertwined, and faiths rise and fall, just as houses do, even if the tides are borne on the centuries, rather than a single lifetime. Few drow of regressed faiths rise to any real power, but all acknowledge the necessity of healthy competition.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Cutthroat","description":"In a society where morality is lax, cutthroats are the most pitiless members. Biding their time, a cutthroat follows orders, earning a foul reputation, until eventually they feel ready to turn on their patron and assume command. Calling a barbarous minder a lackey is a sure way to find yourself in a dying heap down some remote tunnel in the not-too-distant future, for even more than most drow, a cutthroat holds a grudge.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Dark Sniper","description":"Drow dark snipers are expert marksmen who use the shadows of the Underdark as their cover. Skilled with the use of the longbow and hand crossbow, they can pick off unwary targets with ease without getting noticed. Dark snipers are also excellent melee fighters, often choosing to carry a shortsword with them in case an opponent gets too close. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Sharpshooter. The drow's ranged weapon attacks ignore half cover and three-quarters cover and attacking at long range doesn't impose disadvantage on the drow's ranged weapon attack rolls. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes two Shortsword attacks or two Longbow attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Bonus Actions Stealthy. The drow can takes the Hide action. Steady Aim (3/Day). The drow takes careful aim at a creature it can see within range of its ranged weapon. Until the end of its turn, the drow deals an extra 10 (3d6) damage with each of its ranged weapon attacks against the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Drow Demonbinder","description":"Drow demonbinders are practitioners of the dark arts. They draw and absorb the essence of demons to gain additional powers and abilities, such as temporarily opening a rift into the Abyss. They do not care that doing so condemns them to eternal damnation. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Fiendish Blessing. The AC of the drow includes its Charisma bonus. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Dark One's Own Luck (Recharges after a Short or Long Rest). When the drow makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. Actions Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) poison damage. Claws (Demonbind Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Spellcasting. The drow casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: dancing lights, eldritch blast (3 beams, 1d10 + 4), friends, minor illusion, poison spray (3d12), prestidigitation 1/day each: circle of death, darkness, faerie fire, finger of death, fireball, levitate (self only), power word stun, wall of fire Abyssal Rift (Recharge 6). The drow opens a momentary Abyssal rift within 60 feet of it. The rift is a 20-foot-radius sphere. Each creature in that area must make a DC 16 Constitution saving throw, taking 13 (3d8) necrotic damage on a failed save, or half as much damage on a successful one. In addition, there is a 50 percent chance that 2d6 dretches or 1d3 rutterkins then appear in unoccupied spaces in the sphere. They act as the drow’s allies and take their turns immediately after the drow. They remain until destroyed or until the drow dismisses them as an action. Demonbind (Recharges after a Short or Long Rest). The drow transform into a demon. Horns grow from her head, her skin turns leathery-red, bat-like wings sprout from her back, and her hands turn into vicious claws. While in this form, the drow's creature type changes to Fiend (Demon) and it gains 30 temporary hit points, resistance to cold, fire, lightning and to bludgeoning, piercing, and slashing from nonmagical attacks, and immunity to poison. The effects last for 1 hour, or until the drow dies or uses a bonus action to end it. Reactions Fiendish Rebuke (2/Day). In response to being damaged by a visible creature within 60 feet of it, the drow forces that creature to make a DC 16 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Drow Dread Fang of Lolth","description":"The dread fangs of Lolth are elite assassins, often under the employ of noble houses in drow society. While very capable of fighting alone, they are deadlier when working with a team, as they can provide an opening for an ally when in melee against a common target. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Sneak Attack (1/Turn). The drow deals an extra 10 (3d6) damage when the drow hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the drow that isn't incapacitated and the drow doesn't have disadvantage on the attack roll. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Bonus Actions Cunning Action. The drow performs the Dash, Disengage, or Hide action. Reactions Lolth's Whispers (3/Day). If an ally attacks a target with a weapon attack and the target is within 5 feet of the drow and the ally can hear the drow, the drow grants advantage on the ally's attack roll. If the attack hits, it deals an extra 10 (3d6) damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Drow Elite Warrior","description":"\"Such depravity. Such terrifying cruelty. They are the vile poison that plagues all elvenkind.\" —Nelar Autumnwell, elf cleric of Corellon Larethian Elves: Drow Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves—the drow—found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld. Children of Lolth. The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will. Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control. Underdark Cities. The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls. Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways. Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface. Cutthroat Politics. Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril. Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house’s social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive. Matriarchal Rule. Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command. In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow—either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can’t be priests, nor can they rule a house. Poison Predilection. Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat. Drow Elite Warrior Drow elite warriors defend their houses and their superiors against all enemies, although they specialize in fighting dwarves, gnomes, and elves (including other drow). They frequently raid surface settlements under cover of night, returning to the Underdark with prisoners and spoils in tow before dawn. Elite warriors can be male or female. Variant: Drow Magic Armor and Weapons Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 19 and a +1 bonus on attack and damage rolls with shortsword attacks. A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks. A drow priestess of Lolth wearing +3 scale mail has AC 19. Traits Fey Ancestry : The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Innate Spellcasting : The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/day each: darkness , faerie fire , levitate (self only) Sunlight Sensitivity : While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The drow makes two shortsword attacks. Shortsword : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage. Hand Crossbow : Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Reactions Parry : The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Drow Evoker","description":"While all magic-users enjoy the thrill of drawing forth energy and bending it to their will, evokers deal in raw, unmitigated power. To be a worthy practitioner is to disregard safety. Unlike the clergy, who hide behind armor-clad thralls, an evoker takes combat by the shortest route: burn them where they stand. As a result, most wizards employ spells that have a decent range and at least secondary if not tertiary effects. Fire, for example, is popular as it damages, blinds many light-sensitive creatures, and then continues to burn flammable material. Such efficiency can earn even a lowly male mage some grudging respect.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Favored Consort","description":"Drow mages can be quite learned and skilled in magic. Some of them can even cast my spells. —Mordenkainen Drow Whether they are found in Underdark cities, the darkened passages between them, or in the dreaded Demonweb Pits⁠, drow stand as one of the most insidious threats to surface-dwellers. Devoted to Lolth, the dark elves obey her often-contradictory commands and live in fear of her wrath. Some attain great power and influence through cunning, talent, or subterfuge, evoking fear from the lesser drow who serve them. Drow Favored Consort Nearly all priestesses of Lolth, including the powerful matron mothers, take attractive drow as their consorts. Often these individuals serve no purpose beyond pleasure, breeding, or both, but sometimes consorts can gain the ear of their priestess and be relied on to provide useful advice. No position of consort is assured for long; priestesses are infamous for being fickle with their favor, which are they are especially glad to lavish on a consort who combines beauty with magical might. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Spellcasting. The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost 1st level (4 slots): burning hands, mage armor, magic missile, shield 2nd level (3 slots): gust of wind, invisibility, misty step, shatter 3rd level (3 slots): counterspell, fireball, haste 4th level (3 slots): dimension door, Otiluke’s resilient sphere 5th level (2 slots): cone of cold 6th level (1 slot): chain lightning Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. War Magic. When the drow uses its action⁠ to cast a spell, it can make one weapon attack as a bonus action⁠. Actions Multiattack. The drow makes three scimitar attacks. Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow’s next turn. Hand Crossbow. Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action⁠ to shake it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Drow Favored Consort","description":"Nearly every priestess of Lolth, including the powerful drow matron mother in this book, takes an attractive drow as consort. Chosen as much for beauty as for magical might, a drow favored consort can hold their own in both conversation and combat. Combining the roles of advisor, protector, and beloved, some favored consorts are content with a supporting role, while more ambitious consorts aspire to be the power behind the throne—or even to claim the throne themselves. Those favored consorts who prove their cunning gain the ear, and perhaps even the heart, of their priestess and are relied on to provide useful advice. No position of consort is assured for long, though; Lolth’s priestesses are notoriously fickle, and a consort must often contend with rivals. Some favored consorts work behind the scenes to undermine the evils encouraged by Lolth. Others can be found in Underdark cities free of Lolth’s influence, where these powerful spellcasters apply their might toward ending her tyranny. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes three Scimitar or Arcane Eruption attacks. The drow can replace one of the attacks with a use of Spellcasting. Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 27 (6d8) poison damage. Arcane Eruption. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 36 (8d8) force damage, and the drow can push the target up to 10 feet away if it is a Large or smaller creature. Spellcasting. The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18): At will: dancing lights , mage armor , mage hand , message 3/day each: dimension door , fireball , invisibility 1/day each: darkness , faerie fire , levitate (self only) Reactions Protective Shield (3/Day). When the drow or a creature within 10 feet of it is hit by an attack roll, the drow gives the target a +5 bonus to its AC until the start of the drow’s next turn, which can cause the triggering attack roll to miss.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf, Wizard)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Drow Ghoul","description":"All drow males face a singular problem: they are male. Born as second class citizens, drow males have few options if they are to strive for their culture’s ideals of gathering power and influence and wielding it ruthlessly. Most males who aspire to more than mere servitude enter the military, training with sword, bow and poison. A few pursue the arcane arts, there to wield power outside the established hierarchy. But too often the innate drow lust for status leads a male to attempt to move beyond their station. When such attempts fail, there is but one option if the drow would avoid becoming a slave or sacrifice: to become a ghoul. A drow ghoul is a dishonored drow, given one last chance for redemption. These former dark elves retain their innate lust for power, but as undead they are thrall to any priestess. With nothing left to lose, they undertake impossible missions in an attempt to regain what small measure of freedom they once had.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Gladiator","description":"Gladiatorial combat exists in a somewhat different form amongst the drow than it does elsewhere. Each house will train a favored son or daughter in bloody, ostentatious combat. When open warfare is too costly and sabotage or assassination too subtle a message, a house can assert themselves through their gladiators. But such combat is more than a mere fight to the death. A prolonged fight is the most desirable, with the victor claiming the honor of toying with an inferior foe, even if the truth is much more drawn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":10},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Guard","description":"An important part of a house’s show of force are drow guards in full, decorative regalia, marching on patrol in escort to messengers and dignitaries. Drow guards are chosen from the rank-and-file soldiery for their combat prowess and penchant for blindly following orders.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"lawful evil","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Gunslinger","description":"Firearms aren’t widely available in the North, but some members of Bregan D’aerthe are equipped with Lantanese pistols, bullets, and packets of smokepowder . These drow gunslingers are expert pistoleers, as skilled with their guns as the best archers are with their bows. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Gunslinger. Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on the drow's ranged attack rolls with a pistol. In addition, the drow ignores half cover and three-quarters cover when making ranged attacks with a pistol. Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes two shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Poisonous Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"any","Expansion":7393,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Drow House Captain","description":"Give no quarter to drow, for none shall be given to you. Capture by drow means certain death, either as a sacrifice or after a life as a slave or a plaything. —Mordenkainen Drow Whether they are found in Underdark cities, the darkened passages between them, or in the dreaded Demonweb Pits⁠, drow stand as one of the most insidious threats to surface-dwellers. Devoted to Lolth, the dark elves obey her often-contradictory commands and live in fear of her wrath. Some attain great power and influence through cunning, talent, or subterfuge, evoking fear from the lesser drow who serve them. Drow House Captain Each drow noble house entrusts the leadership of its military forces to a house captain, a position normally held by the matriarch’s first or second son. The house captain commands the drow and slaves making up the family’s army and has made extensive study of strategy and tactics⁠ to become an effective leader in battle. Traits Battle Command⁠. As a bonus action⁠, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action⁠. Fey⁠ Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow. Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage. Whip . Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn. Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action⁠ to shake it. Reactions Parry. The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Drow House Captain","description":"A drow house captain leads the troops of an Underdark faction, whether defending a stronghold or leading forces against enemies. These officers make extensive study of strategy and tactics to become effective leaders in battle. Among Lolth’s devotees in the city of Menzoberranzan in the Forgotten Realms, each noble house entrusts the leadership of its military forces to a house captain, who is typically the first or second son of a drow matron mother (appears in this book). Elsewhere drow house captains fight in the war against Lolth, often allying with duergar and others who also wish to rid their subterranean world of that god’s malevolence. House captains will do anything to protect their family—whether that’s their birth house or their platoon of scrappy rebels. I’d do anything for my (sometimes infuriating) mother and for my chosen family, so I admire their dedication. Tasha Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes two Scimitar attacks and one Whip or Hand Crossbow attack. Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage. Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights 1/day each: darkness , faerie fire, levitate (self only) Bonus Actions Battle Command. Choose one creature within 30 feet of the drow that the drow can see. If the chosen creature can see or hear the drow, that creature can use its reaction to make one melee attack or to take the Dodge or Hide action. Reactions Parry. The drow adds 3 to its AC against one melee attack roll that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Drow House Wizard","description":"The house wizard is usually the most powerful mage in a drow family, a position usually held by a male who is in a good standing with the house matriarch. His tasks normally include arcane research, training of potential wizards, supplying arcane scrolls and magic items, providing magical defenses and scrying, and leading artillery support during times of war. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target . Hit: 21 (3d10 + 5) force damage. Spellcasting. The drow casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: dancing lights, mage hand, message, minor illusion, prestidigitation 2/day each: mage armor, invisibility, lightning bolt 1/day each: banishment, cloudkill, darkness, delayed blast fireball, dimension door, disintegrate, dispel magic, faerie fire, levitate (self only), greater invisibility, telekinesis Summon Demon (1/Day). The drow magically summons a shadow demon , or attempts to summon a vrock with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. Bonus Actions Misty Step (2/Day). The drow casts misty step using Intelligence as the spellcasting ability. Reactions Counterspell (1/Day). The drow casts counterspell using Intelligence as the spellcasting ability. Shield (2/Day). The drow casts shield using Intelligence as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Drow Hussar","description":"Much like the cavaliers who command them, hussars prefer to engage in mounted combat in a terrain of their choosing. Most hussars train on the most docile of drow war mounts, the giant spider.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Inquisitor","description":"Many creatures enjoy torture, but the dark elves have made it into an exquisite art. —Mordenkainen Drow Whether they are found in Underdark cities, the darkened passages between them, or in the dreaded Demonweb Pits⁠, drow stand as one of the most insidious threats to surface-dwellers. Devoted to Lolth, the dark elves obey her often-contradictory commands and live in fear of her wrath. Some attain great power and influence through cunning, talent, or subterfuge, evoking fear from the lesser drow who serve them. Drow Inquisitor Drow expect treachery. After all, the Spider⁠ Queen encourages it. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some semblance of order and to root out traitors, drow priestesses employ inquisitors. Chosen from the ranks of the priesthood, these female drow possess authority equaled only by the matrons of the noble houses. Anyone they decide is at odds with the hierarchy faces torture and usually an excruciating death. Variant: Yochlol Summoning Some drow inquisitors have an action⁠ that allows them to summon a demon. Summon Demon (1/Day). The drow attempts to magically summon a yochlol , with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon ⁠other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action⁠. Traits Discern Lie. The drow knows when she hears a creature speak a lie in a language⁠ she knows. Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only) , suggestion Magic Resistance⁠. The drow has advantage on saving throws against spells and other magical effects. Spellcasting. The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy 1st level (4 slots): bane, cure wounds, inflict wounds 2nd level (3 slots): blindness/deafness, silence, spiritual weapon 3rd level (3 slots): bestow curse, dispel magic, magic circle 4th level (3 slots): banishment, divination, freedom of movement 5th level (2 slots): contagion, dispel evil and good, insect plague 6th level (1 slot): harm, true seeing Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes three death lance attacks. Death Lance. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Expansion":4,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Drow Inquisitor","description":"Lolth’s worshipers expect treachery—the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some semblance of order and to root out traitors, priestesses of Lolth employ inquisitors. Inquisitors are chosen from the ranks of the priesthood, and their authority is equaled only by that of the drow matron mothers (also in this book) of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death. Variant: Demon Summoning Some drow inquisitors have an action that allows them to summon a yochlol. Summon Demon (1/Day). The drow attempts to magically summon a yochlol (see the Monster Manual ), with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. Traits Discern Lie. The drow discerns when a creature in earshot speaks a lie in a language the drow knows. Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes three Death Lance attacks. Death Lance. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: dancing lights , detect magic , message , thaumaturgy 1/day each: clairvoyance , darkness , detect thoughts , dispel magic , faerie fire , levitate (self only), silence , suggestion , true seeing Bonus Actions Spectral Dagger (Recharges after a Short or Long Rest). The drow conjures a floating, spectral dagger within 60 feet of itself. The drow can make a melee spell attack (+10 to hit) against one creature within 5 feet of the dagger. On a hit, the target takes 9 (1d8 + 5) force damage. The dagger lasts for 1 minute. As a bonus action on later turns, the drow can move the dagger up to 20 feet and repeat the attack against one creature within 5 feet of the dagger.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Cleric, Elf)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Drow Lolth's Sting","description":"In certain drow societies lies a secret martial arts training school known as the Order of the Spider Queen. This school only accepts female students who come from prominent drow families favored by Lolth. The students undergo years of brutal training, their masters pitting them against one another in duels to the death. Those who complete their training, which is less than half their original number, become formidable shadow monk assassins known as Lolth's Stings. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Sneak Attack (1/Turn). The drow deals an extra 10 (3d6) damage when the drow hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the drow that isn't incapacitated and the drow doesn't have disadvantage on the attack roll. Stunning Strike (3/Day). Once per turn, when the drow hits a creature with an Unarmed Strike attack, it can force the creature to make a DC 13 Constitution saving throw or be stunned until the end of the drow's next turn. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Unarmored Defense. While the drow is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The drow makes two Shortsword attacks and one Unarmed Strike. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and 7 (2d6) poison damage. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11): At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Bonus Actions Cunning Action. The drow takes the Dash, Disengage, or Hide action. Shadow Step. While in dim light or darkness, the drow teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Drow Mage","description":"\"Such depravity. Such terrifying cruelty. They are the vile poison that plagues all elvenkind.\" —Nelar Autumnwell, elf cleric of Corellon Larethian Elves: Drow Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves—the drow—found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld. Children of Lolth. The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will. Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control. Underdark Cities. The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls. Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways. Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface. Cutthroat Politics. Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril. Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house’s social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive. Matriarchal Rule. Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command. In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow—either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can’t be priests, nor can they rule a house. Poison Predilection. Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat. Drow Mage Privileged drow males who lack the strength and fighting prowess to train as warriors have no recourse but to pursue the study of magic. For them, it is a matter of survival. Female drow with a natural affinity for the arcane arts may also become drow mages, although they are much less common. Traits Fey Ancestry : The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Innate Spellcasting : The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/day each: darkness , faerie fire , levitate (self only) Spellcasting : The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared: • Cantrips (at will): mage hand , minor illusion , poison spray , ray of frost • 1st level (4 slots): mage armor , magic missile , shield , witch bolt • 2nd level (3 slots): alter self , misty step , web • 3rd level (3 slots): fly , lightning bolt • 4th level (3 slots): Evard’s black tentacles , greater invisibility • 5th level (2 slots): cloudkill Sunlight Sensitivity : While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Ray of Frost : Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 9 (2d8) cold damage and the target's speed is reduced by 10 feet until the start of the evoker's next turn. Staff (One-Handed) : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d6 - 1) bludgeoning damage plus 3 (1d6) poison damage. Staff (Two-Handed) : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d8 - 1) bludgeoning damage plus 3 (1d6) poison damage. Witch Bolt : Ranged Spell Attack: +6 to hit, range 30 ft., one creature. Hit: 6 (1d12) lightning damage. On each of the drow's turns for the duration, the drow can use its action to deal 1d12 damage to the target automatically. The spell ends if the drow uses its action to do anything else, if the target is outside the spell's range, or if the target has total cover from the drow. Summon Demon (1/Day) : The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Drow Matron","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":18},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Matron Mother","description":"Matron mother is a strange title for a cruel tyrant, but given what drow consider to be a goddess, perhaps we shouldn’t be surprised. —Mordenkainen Drow Whether they are found in Underdark cities, the darkened passages between them, or in the dreaded Demonweb Pits, drow stand as one of the most insidious threats to surface-dwellers. Devoted to Lolth, the dark elves obey her often-contradictory commands and live in fear of her wrath. Some attain great power and influence through cunning, talent, or subterfuge, evoking fear from the lesser drow who serve them. Drow Matron Mother At the head of each drow noble house sits a matron mother, an influential priestess of Lolth charged with carrying out the god’s will while also advancing the interests of the family. Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, drow, spiders, and slaves positioned between them and their enemies. Although matron mothers command⁠ great power, that power depends on maintaining the Spider Queen’s favor, and the dark god sometimes capriciously takes back what she has given. The stat block here represents a matron mother at the height of her power. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only) , suggestion Lolth’s Fickle Favor. As a bonus action⁠, the matron can bestow the Spider Queen’s blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn. Magic Resistance⁠. The drow has advantage on saving throws against spells and other magical effects. Spellcasting. The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared: Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy 1st level (4 slots): bane, command, cure wounds, guiding bolt 2nd level (3 slots): hold person, silence, spiritual weapon 3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians 4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith 5th level (3 slots): contagion, flame strike, geas, mass cure wounds 6th level (2 slots): blade barrier, harm 7th level (2 slots): divine word, plane shift 8th level (1 slot): holy aura 9th level (1 slot): gate Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The matron mother makes two demon staff attacks or three tentacle rod attacks. Demon Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions. Moreover, on each of its turns, it can take either an action⁠ or a bonus action⁠, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. Summon Servant (1/Day). The drow magically summons a retriever or a yochlol . The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action⁠. Legendary Actions The drow can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature’s turn. The drow regains spent legendary actions at the start of her turn. Demon Staff. The drow makes one attack with her demon staff. Compel Demon (Costs 2 Actions). An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow’s choice that she can see. Cast a Spell (Costs 1–3 Actions). The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action⁠ per level of the spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Drow Matron Mother","description":"Among drow followers of Lolth, each noble house is led by a matron mother, an influential priestess of Lolth charged with carrying out the god’s will while also advancing the interests of the family. Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, spiders, and conscripted soldiers positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen’s favor, and the goddess sometimes capriciously takes back what she has given. The stat block here represents a matron mother at the height of her power. A matron mother is almost never encountered alone. She is typically accompanied by a drow favored consort and a drow house captain, each of whom appears in this book. Other Underdark creatures might also be in the priestess’s presence, providing protection or advice. Mothers of Rebellion Some matron mothers renounce Lolth and join the war against their former goddess. Such drow could be of any alignment, and they lose the following abilities in the stat block: Lolth’s Fickle Favor, Summon Servant, and Compel Demon. Even without these abilities, drow matron mothers are formidable opponents, and several of them hold positions of great influence in the Underdark armies arrayed against the followers of Lolth. A Matron Mother’s Lair The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following lair actions while within it. Any temple of Lolth also functions as a matron mother’s lair while she is inside it, unless she has renounced Lolth or another matron mother is present. When two or more matron mothers gather within a temple of their goddess, none of them can use it as their lair. Lair Actions On initiative count 20 (losing initiative ties), the drow can take one of the following lair actions when in her lair; she can’t take the same lair action two rounds in a row: Perceive Interlopers. The drow projects her mind throughout her lair, marking any potential threats against her or her retinue. Until initiative count 20 of the next round, hostile creatures within the lair can’t become hidden from her and gain no benefit from the invisible condition against her. Spectral Web. A glistening spectral spider web erupts from a point the drow can see within 120 feet of her. Each creature within 60 feet of that point must succeed a DC 19 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Telekinetic Throw. The drow targets one creature she can see within 60 feet of her and attempts to expel it from her presence. The target must succeed on a DC 19 Strength saving throw or be flung 2d6 × 10 feet through the air. A creature smashed into a solid object takes 1d6 bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Special Equipment. The drow wields a tentacle rod . Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack and three Tentacle Rod attacks. Demon Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. The target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tentacle Rod. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. Divine Flame (2/Day). A 10-foot-radius, 40-foot-high column of divine fire sprouts in an area up to 120 feet away from the drow. Each creature in the column must make a DC 20 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20): At will: command , dancing lights , detect magic , thaumaturgy 2/day each: banishment , blade barrier , cure wounds , hold person , plane shift , silence 1/day each: clairvoyance , darkness , detect thoughts , dispel magic , faerie fire , gate , levitate (self only), suggestion Bonus Actions Lolth’s Fickle Favor. The drow bestows the Spider Queen’s blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes before the end of its next turn. Summon Servant (1/Day). The drow magically summons a glabrezu or a yochlol (both appear the Monster Manual ). The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. Legendary Actions The drow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The drow regains spent legendary actions at the start of her turn. Compel Demon. An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow’s choice that she can see. Demon Staff. The drow makes one Demon Staff attack. Cast a Spell (Costs 2 Actions). The drow uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Cleric, Elf)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Drow Mystic","description":"Priestess is a formal title amongst the drow clergy, used to denote one with authority to speak with the deity’s voice—to drow of lesser rank. Mystic is a more generic term that describes any clergy member in good standing, male or female. Mystics can be found serving many roles with a house, from advisor to matron.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Necromancer","description":"Not all dark elves dismiss undead as those who have failed in some way. A necromancer recognizes the undead capacity to achieve more in death than was possible life. Ghouls and wights who seek some semblance of redemption flock to drow necromancers in throngs.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":12},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Outrider","description":"Outriders—or outrunners if they go unmounted—are fleet spies that lurk on the outskirts of settlements in order gauge their strengths and weaknesses. Part spy, part wilderness survivalist, an outrider is the vanguard of drow raiding and expansion. If a well-known hunter suddenly leaves town, or a guard goes missing, it may well be that dark elf outriders are in the vicinity.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Priestess of Lolth","description":"\"Such depravity. Such terrifying cruelty. They are the vile poison that plagues all elvenkind.\" —Nelar Autumnwell, elf cleric of Corellon Larethian Elves: Drow Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves—the drow—found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld. Children of Lolth. The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will. Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control. Underdark Cities. The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls. Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways. Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface. Cutthroat Politics. Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril. Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house’s social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive. Matriarchal Rule. Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command. In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow—either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can’t be priests, nor can they rule a house. Poison Predilection. Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat. Drow Priestess of Lolth Female drow with blood ties to a noble house are molded and trained from birth to become priestesses of Lolth. The Spider Queen doesn’t allow male drow to hold such positions.. Such priestesses execute the will of the Spider Queen, and as a result, they wield tremendous power and influence in drow society. The matron mothers who rule the drow houses are the most powerful of Lolth’s priestesses, but they must constantly balance their devotion to the Spider Queen with their devotion to their families. Variant: Drow Magic Armor and Weapons Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer. A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 19 and a +1 bonus on attack and damage rolls with shortsword attacks. A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks. A drow priestess of Lolth wearing +3 scale mail has AC 19. Traits Fey Ancestry : The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Innate Spellcasting : The drow’s innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/day each: darkness , faerie fire , levitate (self only) Spellcasting : The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared: • Cantrips (at will): guidance , poison spray , resistance , spare the dying , thaumaturgy • 1st level (4 slots): animal friendship , cure wounds , detect poison and disease , ray of sickness • 2nd level (3 slots): lesser restoration , protection from poison , web • 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic • 4th level (3 slots): divination , freedom of movement • 5th level (2 slots): insect plague , mass cure wounds Sunlight Sensitivity : While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The drow makes two scourge attacks. Scourge : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage. Ray of Sickness : Ranged Spell Attack : +6 to hit, range 60 ft., one creature. Hit : 9 (2d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or it is poisoned until the end of the drow's next turn. Summon Demon (1/Day) : The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Source":"MM1","Alignment":"neutral evil","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Drow Scion","description":"Marked at birth by the hand of a drow deity, a scion is a portent of greatness. Unfortunately for the ruling house, the birth of a scion also heralds their downfall. While no matron is foolish enough to strike down a god-touched child, allowing them to grow in power among a burgeoning house is also not an option. Often a drow scion remains as the last member of a forgotten house, robbed of their destiny and secluded away from the halls of influence.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":7},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Sergeant","description":"Sergeants are veteran drow warriors who often lead guard patrols and soldiers. They are cunning in battle, taking advantage of their opponents' weaknesses, and directing their underlings to vulnerable targets with deadly efficiency. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes two Shortsword attacks. It can use Maneuver Allies in place of one attack. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) poison damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. A creature that fails the save by 5 or more is also unconscious for the same duration. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of the drow that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Reactions Command Retaliation. In response to a creature missing the drow with a melee attack and the attacker is visible to the drow, it can target an ally within 5 feet of the creature. If the ally can see and hear the drow, it uses its reaction to make one melee weapon attack against the creature with advantage on the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Drow Shadowblade","description":"Many creatures enjoy torture, but the dark elves have made it into an exquisite art. —Mordenkainen Drow Whether they are found in Underdark cities, the darkened passages between them, or in the dreaded Demonweb Pits⁠, drow stand as one of the most insidious threats to surface-dwellers. Devoted to Lolth, the dark elves obey her often-contradictory commands and live in fear of her wrath. Some attain great power and influence through cunning, talent, or subterfuge, evoking fear from the lesser drow who serve them. Drow Shadowblade Drow shadowblades steal down the darkened passages of the Underdark, bound on errands of mayhem. Ruthless killers, shadowblades find employment with a noble house, usually involving the elimination of a rival in another house. Shadowblades also protect enclaves and Underdark cities from enemies and track down thieves who make off with prized treasures. In whatever role they serve, they move undetected until the moment they attack. And then they are the last thing their victims see. A shadowblade harnesses a dark magic that is said to arise from a fiendish ritual in which the drow kills a lesser demon and mystically prevents it from reforming in the Abyss. This ritual creates a shadow demon and infuses the drow with ⁠shadow magic. Variant: Shadow Demon Summoning Some drow shadowblades have an action⁠⁠ that allows them to summon a demon. Summon Shadow⁠ Demon⁠ (1/Day). The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons⁠. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action⁠. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Shadow⁠ Step. While in dim light or darkness⁠, the drow can teleport⁠ as a bonus action⁠ up to 60 feet to an unoccupied space it can see that is also in dim light or darkness⁠. It then has advantage on the first melee attack it makes before the end of the turn. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes two attacks with its shadow⁠ sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness⁠ created by the shadow⁠ sword on a previous turn, the drow can dismiss that darkness⁠⁠ and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness⁠ in this way no more than once per turn. Shadow Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute. Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action⁠ to shake it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Drow Shadowblade","description":"Drow shadowblades steal down the dim passages of the Underdark, bound on errands of mayhem. They protect enclaves and Underdark cities from enemies and track down thieves who make off with prized treasures. In the city of Menzoberranzan in the Forgotten Realms, noble houses often employ shadowblades to eliminate rivals from other houses. In communities free of Lolth’s sway, they serve as spies tasked with foiling the plots of that demon lord’s cult. In any role they take on, they move undetected until the moment they attack—and then they are the last thing their victims see. A shadowblade gains their powers over shadow via a ritual in which they kill a shadow demon and mystically prevent it from re-forming in the Abyss, siphoning its essence into themselves. Variant: Demon Summoning Some drow shadowblades have an action that allows them to summon a demon. Summon Shadow Demon (1/Day). The drow attempts to magically summon a shadow demon (see the Monster Manual ) with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. Traits Devil’s Sight. Magical darkness doesn’t impede the drow’s darkvision. Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes three Shadow Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness . Shadow Sword. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 27 (7d6 + 5) necrotic damage. Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it. Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights , darkness 1/day each: faerie fire , levitate (self only) Bonus Actions Shadow Step. While in dim light or darkness, the drow teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Drow Skirmisher","description":"Often serving as scouts and spies, drow skirmishers avoid direct fighting. They prefer to select their targets first, moving toward them without being seen, striking, and then retreating before their foes can counter. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Skirmish Advantage. Once per turn, the drow gains advantage on its attack roll when it makes a weapon attack while occupying a space at least 15 feet away from where it started its turn. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. A creature that fails the save by 5 or more is also unconscious for the same duration. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11): At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Bonus Actions Lightfooted. The drow performs the Dash or Disengage action. Reactions Skirmisher. When an enemy the drow can see ends its turn within 5 feet of it, the drow can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Drow Soldier","description":"Drow soldiers, usually male, are the foundation of any drow army. Trained for combat and sworn to servitude since childhood, drow soldiers exhibit their discipline and combat mastery with perfect and unbreakable phalanx formations. Traits Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep. Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes one Rapier attack and one Shortsword attack. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11): At will: dancing lights 1/day each: darkness, faerie fire Reactions Parry. The drow adds 2 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Drow Spore Servant","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":4962,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Drow Temple Guard","description":"Temple guards are elite soldiers given assignments in temples and royal chambers. Like the guards they command, they are skilled combatants unable to balk at any command.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"lawful evil","Expansion":5818,"Challenge Rating":10},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Warlock","description":"Warlocks facilitate the summoning of outsiders to strike a deal for power and influence amongst the drow elite. Few nobles undertake to become warlocks themselves. Instead, warlocks often exist outside the normal drow hierarchy, their services for sale to the highest bidder. The nature of a warlock’s business lends itself to such mercenary practices; once the demon or devil is summoned, the warlock is under no obligation to ensure their customer enters into a favorable pact. Unless, of course, the client has retained the warlock for that additional service.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":9},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Warmage","description":"The drow warmage is the esteemed result of a well-rounded drow education. Most of the drow nobility that do not enter the clergy train in the variety of arts required to earn the title warmage. Just as comfortable slinging spells from the rear as they are trading blows on the front line, a drow warmage is the source of their race’s reputation on the battlefield.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drow Warrior","description":"The soldiery of any given house comprises the bulk of the house’s “display”—that is, the standing army the house can muster at any one time. Little is expected of a house’s display forces beyond marching, standing at attention, and wearing the house’s insignia. Even so, nearly all drow undergo training in the basics of sword and crossbow, as well as learning tactics surrounding their innate spellcasting. Most dark elves will serve fifty to one-hundred years amongst the common soldiery before embarking on a path, either to bolster their family’s status or seek influence on their own.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":"1/4"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Drowned Ascetic","description":"Dressed in tattered robes, its fists wrapped in long ribbons of rotting cloth, the drowned ascetic moves with alarming speed for an undead creature. This martial artist, rising from the ocean in Tammeraut’s Fate , retains its fighting reflexes despite its rotting flesh. Traits Bottom Treader. The drowned ascetic cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet. Bound Together. The drowned ascetic shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. Undead Fortitude. If damage reduces the drowned ascetic to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned ascetic drops to 1 hit point instead. Actions Multiattack. The drowned ascetic makes three unarmed strikes. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see the “Bluerot” sidebar). Reactions Dexterous Target. The drowned ascetic adds 3 to its AC against one ranged attack that would hit it. To do so, the drowned ascetic must see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":3905,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Drowned Assassin","description":"The drowned assassin stalks and kills in a grim pantomime of its former occupation. Sneaking from shadow to shadow, and appearing in the undead assault of Tammeraut’s Fate , it aims its barnacle-encrusted hand crossbow with deadly precision. Hidden behind a simple driftwood mask, this creature’s face causes terror in mortal hearts when exposed. Traits Bottom Treader. The drowned assassin cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet. Bound Together. The drowned assassin shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. Undead Fortitude. If damage reduces the drowned assassin to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned assassin drops to 1 hit point instead. Actions Multiattack. The drowned assassin makes two hand crossbow attacks or two dagger attacks. It can then take the Dash, Disengage, or Hide action. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see Bluerot). Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see Bluerot). Reveal (1/Day). The drowned assassin removes its mask, revealing its rotting face. Each creature of the assassin’s choice within 30 feet of it that can see the assassin must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":3905,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Drowned Blade","description":"Assaulting the hermitage in Tammeraut’s Fate , this barnacle-encrusted undead warrior fights with surprising cunning. Starfish cling to its wispy beard, and its evil rage is visible in its bloated gray eyes. Traits Bottom Treader. The drowned blade cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet. Bound Together. The drowned blade shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. Undead Fortitude. If damage reduces the drowned blade to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned blade drops to 1 hit point instead. Actions Multiattack. The drowned blade makes two rusted longsword attacks. Rusted Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see Bluerot).","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":3905,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Drowned Maiden","description":"The drowned maiden is usually found as the corpse of a women floating in the water, her long hair drifting with the current. Occasionally, these are drowned lads rather than maidens, though this is rare. Raging Romantics. Drowned maidens are piteous but terrifying undead, created when a woman dies in water due to a doomed romance, whether from unrequited love or whether drowned by a philandering partner. Either way, the drowned maiden awakens from death seeking vengeance. Even as she dishes out retribution, a drowned maiden often anguishes over her doomed existence and tragic fate. Beckoning for Help. The maiden lurks in the silent depths where she died—usually deserted docks, bridges, or coastal cliffs. She waits to pull the living to the same watery grave in which she is now condemned. A drowned maiden uses her disguise self ability to appear as in life. She silently beckons victims from afar, as if in danger of drowning. When within range, the maiden uses her hair to pull her victim close enough to kiss it. Victims soon weaken and drown. The victim’s final vision is the drowned maiden’s tearful lament over the loss of life. Death to Betrayers. Desperate individuals may bargain with drowned maidens, and they will release pleading victims who promise to return to their lair with the person who caused the maiden’s death. Embracing and drowning her betrayer releases the maiden from undeath. Traits Grasping Hair: The drowned maiden’s hair attacks as though it were three separate limbs, each of which can be attacked (AC 19; 15 hit points; immunity to necrotic, poison, and psychic damage; resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered). A lock of hair can be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. Innate Spellcasting: The drowned maiden’s innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: At will: disguise self, silence Actions Multiattack: The drowned maiden makes two claw attacks and one hair attack, each of which it can replace with one kiss attack. Claw: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 7 (1d8 + 3) slashing damage. Hair: Melee Weapon Attack : +6 to hit, reach 20 ft., One target. Hit : 14 (2d10 + 3) slashing damage. On hit, the target is also grappled, escape DC 16. Three creatures can be grappled at a time. Kiss: The drowned maiden can kiss one target that is grappled and adjacent to her. The target must succeed on a DC 15 Charisma saving throw or take 1d6 Strength damage. Reef: The drowned maiden pulls a grappled creature of Large size or smaller up to 15 feet straight toward herself.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral evil","Expansion":3,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Drowned Master","description":"This waterlogged undead, bound to the Pit of Hatred in Tammeraut’s Fate , hovers menacingly over the bones of its victims. Its torso, arms, and head retain their former shapes, but its legs have split into shadowy tentacles. The drowned master is tethered to a source of powerful magic that prevents it from traveling far. It commands other drowned ones, compelling them to serve as agents in its dark plots. Traits Bound Together. The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation. Cold Aura. At the start of each of the drowned master’s turns, each creature within 5 feet of it takes 5 (1d10) cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage. Undead Fortitude. If damage reduces the drowned master to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the drowned master drops to 1 hit point instead. Actions Multiattack. The drowned master makes two attacks: one with its greatsword and one with its Life-Draining Tentacle. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 14 (4d6) cold damage, and the target must succeed on a DC 12 Constitution saving throw or contract bluerot (see Bluerot). Life-Draining Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. This reduction lasts until the target finishes a long rest. On a failed save, the target also contracts bluerot (see Bluerot). Necrotic Ink (Recharge 5–6). The drowned master discharges foul ink in front of itself in a 30-foot cone. Each creature caught in the ink must make a DC 15 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much damage on a successful one. A creature that fails this saving throw is blinded until the end of its next turn and contracts bluerot (see Bluerot).","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":3905,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Drubal Menkrow","description":"Drubal’s childhood as an orphan half-orc on the streets of a coastal city was a sordid struggle for survival. Thus, when he got the chance to strike out to sea as a young boy, it was hardly a choice at all. As months turned to years, Drubal’s cunning and relentlessness brought him from scrubbing decks to being the first mate on a renowned pirate ship. Not long after, a tragic “accident” cost his old mentor his life and secured Drubal the captain’s mantle. In those days, looting, pillaging, gold, and the memory of murder were drowned with sweet rum, but as Drubal’s treasury and renown grew larger, so did the list of Drubal’s problems. With rival pirates and local authorities breathing down his neck, Drubal staged his own death at sea. With a few loyal crew members and the treasure collected through years of piracy, Drubal set out on a new path as a seafaring merchant – a respectable profession where he could continue converting his cunning into coin with much less bloodshed. Roleplaying Drubal Drubal is a hustler at heart, and he doesn’t try to hide it. Though his days as an unscrupulous pirate are (mostly) long behind him, the aging half-orc is still an awe-inspiring figure – and is a well-respected and highly capable sea captain. Gold weighs heavier than friendship on Drubal’s scale, with only a handful of people as the potential exceptions. “Gold can buy friends, but friends sure don’t buy ye no gold,” as he would put it. Drubal is, however, a fair employer and keeps his crew happy by keeping their purses full. While Drubal personally couldn’t care less about an insult aimed at him, he knows that appearances are important. If offended in front of others, Drubal may feel he has to strike back swiftly and harshly, unless a trade involving a big bag of gold on Drubal’s desk prevents him from doing so. Drubal won’t hesitate to break the law to reach his goals but prefers not to get his own hands dirty – it has taken decades for the old captain to make them appear clean. There’s no such thing as a free ride with The Black Tusk. You pay in gold or you pay in blood – old Drubal may have mellowed in retirement, but he’s still as tough as they come! – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Half-Orc)","Alignment":"Chaotic Neutral","Expansion":27826,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Drudge Pitcher","description":"A massive bundle of leaves and vines rises from the foliage. Jar-like containers with tops that flip open hang from the ends of several thick vines. The scent of rotten eggs wafts up from inside the containers. As the giant plant swings one of these jar-tipped vines, a zombie with melted skin tumbles out. Necrotic Origins. Feared denizens from deep within the thickest jungles, these massive and dangerous plants sprout up when dark magic is used to raise the dead. Jungle dwellers believe the plant comes from an evil shaman who cursed the land with her dying breath. The shaman's necromantic magic pulsed into the plants and the first drudge pitcher began to grow. Undead Maker. Drudge pitchers use their jar-like appendages to scoop up their prey, where the poor captives are then twisted by a necrotic slime that fills the pitchers. The creature's skin is melted away and absorbed as nourishment for the drudge pitcher. The creature's body is then re-animated from the same necrotic slime that slew it, becoming a mindless undead creature that roams the jungles. Viscous Reagent. The slime found in the pitchers of drudge pitchers can enhance any undead created by a potion or spell that uses the slime as a component. Few seekers survive drudge pitchers long enough to confirm this rumor, but many alchemists, wizards, and their agents visit the jungles to collect this necrotic slime. Undead Creator. When a creature dies while trapped inside a drudge pitcher's pitcher, the drudge pitcher regains 11 (2d10) hp, and the corpse of the creature rises as a zombie. This works like the animate dead spell, except the zombie stays under the drudge pitcher's control for 1d4 days. At the end of this duration or when the drudge pitcher is destroyed, the corpse melts into a puddle of necrotic slime. Actions Multiattack. The drudge pitcher makes five Vine Slam attacks. It can make one Pitcher Swallow attack in place of two Vine Slam attacks. Vine Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Pitcher Swallow. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be scooped up into the pitcher. A creature scooped up into a pitcher is blinded and restrained, it has total cover against attacks and other effects outside the pitcher, and it takes 10 (3d6) necrotic damage at the start of each of the drudge pitcher's turns. The drudge pitcher has four pitchers, each of which can have only one creature scooped up at a time. If the drudge pitcher takes 30 damage or more on a single turn from a creature inside one of its pitchers, the drudge pitcher must succeed on a DC 14 Constitution saving throw at the end of that turn or spill that creature out of the pitcher. The creature falls prone in a space within 5 feet of the drudge pitcher. If the drudge pitcher dies, a creature scooped up in a pitcher is no longer restrained by it and can escape from the pitcher using 15 feet of movement.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Drugan Deem, Legate","description":"Traits Dark God’s Blessing . When Drugan Deem kills a living creature, he heals 7 (2d6) hit points. Spellcasting . Drugan Deem is a second level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Drugan Deem has the following spells prepared: Cantrips (at will) : chill touch , light , thaumaturgy 1 st Level (3 slots) : bane , cure wounds , inflict wounds , hellish rebuke Actions Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d10) slashing damage. Drugan Deem always wields his longsword with both hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":30503,"Challenge Rating":1},"publisher":"Edge Studio","book":"Midnight - Game Master's Kit"},{"name":"Druid","description":"Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance. Traits Spellcasting : The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: • Cantrips (at will): druidcraft, produce flame, shillelagh • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave • 2nd level (3 slots): animal messenger, barkskin Actions Quarterstaff (One-Handed) : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Quarterstaff (Two-Handed) : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage. Quarterstaff (with Shillelagh) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Produce Flame : Ranged Spell Attack : +4 to hit, range 30 ft., one creature. Hit : 4 (1d8) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Druid","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance. Traits Spellcasting : The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: • Cantrips (at will): druidcraft, produce flame, shillelagh • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave • 2nd level (3 slots): animal messenger, barkskin Actions Quarterstaff : Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.","properties":{"Category":"Monsters","AC":"11 (16 With Barkskin)","HP":"27 (5d8+5)","CHA":11,"CON":13,"DEX":12,"INT":12,"STR":10,"WIS":15,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062402/x0-b2M3WmU1TIOgYcsBXxQ/original.png","Roll 0":"Quarterstaff\n1d20 + 2\n1d6","Roll 1":"Shillelagh\n1d20 + 6\n1d8+2","Skills":"Medicine +4, Nature +3, Perception +4","Source":"5th Edition SRD","data-XP":450,"Alignment":"Any Alignment","Languages":"Druidic Plus Any Two Languages","data-List":"false","Spell Book":"Druidcraft, Produce Flame, Shillelagh, Entangle, Longstrider, Speak With Animals, Thunderwave, Animal Messenger, Barkskin","Token Size":1,"data-Spells":"{\"spells\":{\"cantrips\":[\"druidcraft\",\"produce flame\",\"shillelagh\"],\"1st\":[\"entangle\",\"longstrider\",\"speak with animals\",\"thunderwave\"],\"2nd\":[\"animal messenger\",\"barkskin\"]}}","data-Traits":"[{\"Name\":\"Spellcasting\",\"Desc\":\"The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: \\n\\n\\u2022 Cantrips (at will): druidcraft, produce flame, shillelagh \\n\\u2022 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave \\n\\u2022 2nd level (3 slots): animal messenger, barkskin\"}]","data-Actions":"[{\"Name\":\"Quarterstaff (One-Handed)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Quarterstaff (Two-Handed)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Quarterstaff (Shillelagh)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"+0","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"+1","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+2","Challenge Rating":2,"Passive Perception":14,"data-CrNum":2,"data-AcNum":11,"data-HpNum":27},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Druid of the Old Ways","description":"The druids of the Old Ways are the keepers of ancient Gruul traditions devoted to the primal ferocity of animal gods such as Ilharg the Raze-Boar and Kashath the Stalker. The End-Raze. The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when Ilharg’s hoofs will trample every brick and stone of Ravnica’s soaring skylines to rubble. The world will return to a state of nature in which the lawless code of muscle and savagery will reign once again. Nikya of the Old Ways The Zhur-Taa leader, Nikya, is a powerful centaur druid of the Old Ways. In fact, she considers herself to be the last of the true Gruul druids. Though raised to be a warrior, Nikya soon discovered her natural gifts with magic. She can summon enormous constricting vines from the ancient layers of Ravnica’s crust. She has little love for Borborygmos, and she believes that another leader—one who is loyal to the Old Ways—will arise among the Gruul before the End-Raze begins. Traits Siege Monster. The druid deals double damage to objects and structures. Speak with Beasts and Plants. The druid can communicate with beasts and plants as if they shared a language. Spellcasting. The druid is a 12th-level Gruul spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, produce fire, resistance, thorn whip 1st level (4 slots): cure wounds, faerie fire, thunderwave 2nd level (3 slots): beast sense, flame blade, pass without trace 3rd level (3 slots): conjure animals, dispel magic, plant growth 4th level (3 slots): dominate beast, freedom of movement, wall of fire 5th level (2 slots): commune with nature, conjure elemental, scrying 6th level (1 slot): transport via plants, wall of thorns Actions Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Druid of Zuggtmoy","description":"Druid Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters⁠ and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance⁠. Cults of Zuggtmoy The Demon Queen of Fungi has many traits similar to those of Juiblex. Some sages believe she is the originator of all fungi and molds, from the mushrooms that grow in the forest to the deadliest forms of yellow mold. Those who study demons argue that Zuggtmoy isn’t merely a patron of fungi, and that her ultimate goal is to meld all living creatures into one great organism, an entity that she will then join with and rule over. Cultists. Most of Zuggtmoy’s cultists are hapless mortals that have been infested with the demonic spores she cultivates in the fungi she created. The spores slowly devour these creatures’ brains, leaving them with enough functionality to spread malevolent fungi but robbing them of the will to turn against their master. A few mortals freely enter her service. Most are druids who want to exterminate civilization and replace it with wild plants and fungus, or deluded, power-hungry individuals who believe that they would retain their identities while they bring others under Zuggtmoy’s thrall. Zuggtmoy allows these zealots to retain their existing forms if doing so furthers her aims and helps to spread her children far and wide, but they are destined for the same fate as all the others. Demonic Boons Ability Score Adjustment: Up to a +4 bonus to Constitution, with an equal penalty to Intelligence, Wisdom, and Charisma (not applied) Signature Spells: Ray of sickness (1st level), suggestion (2nd level), plant growth (3rd level) Zuggtmoy’s followers are primarily mindless victims of her children’s strange spores. The spores burrow into a victim’s brain, turning it into a fanatic servitor. Each victim gains the Spore Kissed trait. Traits Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, produce flame, shillelagh 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave 2nd level (3 slots): animal messenger, barkskin Spore Kissed. This creature is immune to the charmed and frightened conditions⁠. In addition, if it is reduced to 0 hit points, each creature within 10 feet of it takes poison damage equal to its number of Hit Dice. Actions Quarterstaff (One-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Quarterstaff (Two-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage. Quarterstaff (with Shillelagh). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Produce Flame. Ranged Spell Attack: +4 to hit, range 30 ft., one creature. Hit: 4 (1d8) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Druj Claw","description":"The least powerful of its forms, the druj spirit bound to its hand appears as a hideous-looking claw. In combat, it uses its spells to sow confusion before crawling and pouncing on its victim, grabbing its neck and draining it until it is dead. Druj A druj is an undead creature who was once a depraved humanoid high priest of a vile deity of death or demon lord (such as Bhaal, Demogorgon, Orcus, Myrkul, Shar, or Vecna). Its life ended before it could achieve its purpose or goals set by its god, dying from a horrific death that nearly resulted in the destruction of its entire body. Its dark god bound the priest's accursed spirit to its remaining body part - a head, gouged eyeball, or dismembered hand, and transformed it into a druj. Agent of Annihilation. Once born, a druj sets out to complete its goals, including eradicating what it now hates above all else - the living, especially the ones that slew its mortal form. No matter what form it takes, a druj's presence and touch can drain the life of the living unfortunate enough to be caught close to it. It is resistant to magic and nonmagical attacks and can see invisible and hidden things and those existing in the Ethereal Plane. It travels only at night as it abhors and avoids daylight. A druj haunts temple ruins, catacombs, crypts, and graveyards, often attracting undead servitors such as skeletons, zombies, ghouls, and wights. Troupe of Doom. A druj is almost often encountered singly. However, a more powerful entity - such as a demon, death knight, or lich, can command a few druj to work together as a team. These dangerous druj groups can be comprised of a head with two eyes, a head accompanied by two claws, or a head with two eyes and two claws. Undead Nature. A druj doesn’t require air, food, drink, or sleep. Traits Aura of Annihilation. The druj can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the druj. Undead and fiends ignore this effect. Magic Resistance. The druj has advantage on saving throws against spells and other magical effects. Spider Climb. The druj can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the druj has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning or slashing damage plus 13 (3d8) necrotic damage (druj's choice) and if the target is a creature, it is grappled (escape DC 13). Until this grapple ends, the druj can automatically hit the target with its Claw attack, and the druj can't attack another target. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the druj's control, unless the humanoid is restored to life or its body is destroyed. The druj can have no more than twelve zombies under its control at one time. Spellcasting. The druj casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: animate dead, chill touch (3d8), darkness, silence 1/day each: confusion, contagion, finger of death","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Druj Eye","description":"The sinister druj eye appears as a sickly, almost diseased-looking eyeball with its attached veins trailing behind it. It moves by hovering before flitting about almost unseen to pick off its victims. It has a potent set of spells that can disrupt, perplex, and outright destroy its targets. Creatures foolish enough to be caught by its terrifying gaze are instantly paralyzed, gripped by supernatural fear. Druj A druj is an undead creature who was once a depraved humanoid high priest of a vile deity of death or demon lord (such as Bhaal, Demogorgon, Orcus, Myrkul, Shar, or Vecna). Its life ended before it could achieve its purpose or goals set by its god, dying from a horrific death that nearly resulted in the destruction of its entire body. Its dark god bound the priest's accursed spirit to its remaining body part - a head, gouged eyeball, or dismembered hand, and transformed it into a druj. Agent of Annihilation. Once born, a druj sets out to complete its goals, including eradicating what it now hates above all else - the living, especially the ones that slew its mortal form. No matter what form it takes, a druj's presence and touch can drain the life of the living unfortunate enough to be caught close to it. It is resistant to magic and nonmagical attacks and can see invisible and hidden things and those existing in the Ethereal Plane. It travels only at night as it abhors and avoids daylight. A druj haunts temple ruins, catacombs, crypts, and graveyards, often attracting undead servitors such as skeletons, zombies, ghouls, and wights. Troupe of Doom. A druj is almost often encountered singly. However, a more powerful entity - such as a demon, death knight, or lich, can command a few druj to work together as a team. These dangerous druj groups can be comprised of a head with two eyes, a head accompanied by two claws, or a head with two eyes and two claws. Undead Nature. A druj doesn’t require air, food, drink, or sleep. Traits Aura of Annihilation. The druj can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the druj. Undead and fiends ignore this effect. Magic Resistance. The druj has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the druj has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (3d8 + 4) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the druj's control, unless the humanoid is restored to life or its body is destroyed. The druj can have no more than twelve zombies under its control at one time. Terrifying Glare. The druj targets one creature it can see within 30 feet of it. If the target can see the druj, the target must succeed on a DC 13 Wisdom saving throw or be magically frightened for 1 minute. The frightened target is paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The druj casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: animate dead, chill touch (3d8), darkness, silence 1/day each: charm monster, synaptic static, disintegrate","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Druj Head","description":"The druj head appears as a menacing decapitated head or skull of a humanoid corpse, with faint, greenish necrotic energy emanating from within its eye sockets. Like the druj eye, the druj head moves by hovering, darting in and out of shadows while attacking. The most powerful of its type, the druj head has devastating spells and the ability to unleash a bloodcurdling scream that can terrify those who hear it. Druj A druj is an undead creature who was once a depraved humanoid high priest of a vile deity of death or demon lord (such as Bhaal, Demogorgon, Orcus, Myrkul, Shar, or Vecna). Its life ended before it could achieve its purpose or goals set by its god, dying from a horrific death that nearly resulted in the destruction of its entire body. Its dark god bound the priest's accursed spirit to its remaining body part - a head, gouged eyeball, or dismembered hand, and transformed it into a druj. Agent of Annihilation. Once born, a druj sets out to complete its goals, including eradicating what it now hates above all else - the living, especially the ones that slew its mortal form. No matter what form it takes, a druj's presence and touch can drain the life of the living unfortunate enough to be caught close to it. It is resistant to magic and nonmagical attacks and can see invisible and hidden things and those existing in the Ethereal Plane. It travels only at night as it abhors and avoids daylight. A druj haunts temple ruins, catacombs, crypts, and graveyards, often attracting undead servitors such as skeletons, zombies, ghouls, and wights. Troupe of Doom. A druj is almost often encountered singly. However, a more powerful entity - such as a demon, death knight, or lich, can command a few druj to work together as a team. These dangerous druj groups can be comprised of a head with two eyes, a head accompanied by two claws, or a head with two eyes and two claws. Undead Nature. A druj doesn’t require air, food, drink, or sleep. Traits Aura of Annihilation. The druj can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the druj. Undead and fiends ignore this effect. Magic Resistance. The druj has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the druj has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 22 (5d8) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the druj's control, unless the humanoid is restored to life or its body is destroyed. The druj can have no more than twelve zombies under its control at one time. Spellcasting. The druj casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: animate dead, chill touch (3d8), darkness, silence 1/day each: telekinesis, power word pain, psychic scream Dreadful Scream (Recharge 5-6). The druj emits a bloodcurdling scream. Each creature that is neither a fiend nor an undead within 60 feet of the druj must make a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to druj's Dreadful Scream for the next 24 hours.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Druskis","description":"Mind Flayer Attendants The colony of Zellix’Phor consists of many mind flayers, but some of the most notable of the community have been promoted to the rank of attendant – illithids whose unique strengths make them most useful to the elder brain, and who act as its council. The attendants are described in detail in chapter one, but their game statistics are listed here. Traits Elder Brain Conduit. While within 5 miles of Zellix’Phor, the elder brain can act through Druskis, and cast spells as if it occupied Druskis’s space. Magic Resistance. Druskis has advantage on saving throws against spells and other magical effects. Innate Spellcasting (Psionics). Druskis is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 16; +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate 1/day each: dominate monster, plane shift (self only) Druskis has the following spells prepared: At will (cantrips): guidance, mage hand, vicious mockery, true strike 1st level (4 slots): charm person, command, comprehend languages, sanctuary 2nd level (3 slots): crown of madness, phantasmal force, see invisibility 3rd level (3 slots): clairvoyance, fear, meld into stone 4th level (3 slots): confusion, stone shape 5th level (2 slots): scrying, telekinesis Actions Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the Druskis. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the Druskis kills the target by extracting and devouring its brain. Mind Blast (Recharge 5-6). Druskis magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 23 (4d8 +5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns , ending the effect on itself on a success. Telepathic Reinforcement (Recharges after a Short or Long Rest). Each creature of Druskis’s choice that is within 120 feet of it, and is not already affected by the Telepathic Reinforcement gains advantage on attack rolls until the start of Druskis’s next turn. Druskis can then make one attack as a bonus action. Reactions Command Ally. Druskis targets one ally within 120 feet of it. The can make one melee weapon attack using its reaction and has advantage on the attack. Redirect Attack. When a creature Druskis can see targets it with an attack, Druskis chooses an ally within 5 feet of it. The two creatures swap places, and the chosen ally becomes the target instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"lawful evil","Expansion":20544,"Challenge Rating":10},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Dryad","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Innate Spellcasting : The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: At will: druidcraft 3/day each: entangle , goodberry 1/day each: barkskin , pass without trace , shillelagh Magic Resistance : The dryad has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants : The dryad can communicate with beasts and plants as if they shared a language. Tree Stride : Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger. Actions Club : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage. Club (with shillelagh) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Fey Charm : The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed . The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time.","properties":{"Category":"Monsters","AC":"11 (16 With Barkskin)","HP":"22 (5d8)","CHA":18,"CON":11,"DEX":12,"INT":14,"STR":10,"WIS":15,"Size":"Medium","Type":"fey","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062417/dSbSM7H6jgQW1VyHH8vfsg/original.png","Roll 0":"Club\n1d20 + 2\n1d4","Senses":"Darkvision 60 Ft.","Skills":"Perception +4, Stealth +5","Source":"5th Edition SRD","data-XP":200,"Alignment":"Neutral","Languages":"Elvish, Sylvan","data-List":"false","Spell Book":"Druidcraft, Entangle, Goodberry, Barkskin, Pass Without Trace, Shillelagh","Token Size":1,"data-Spells":"{\"innate\":{\"at-will\":[\"druidcraft\"],\"3/day\":[\"entangle\",\"goodberry\"],\"1/day\":[\"barkskin\",\"pass without trace\",\"shillelagh\"]}}","data-Traits":"[{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: At will: druidcraft 3/day each: entangle, goodberry 1/day each: barkskin, pass without trace, shillelagh\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The dryad has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Speak with Beasts and Plants\",\"Desc\":\"The dryad can communicate with beasts and plants as if they shared a language.\"},{\"Name\":\"Tree Stride\",\"Desc\":\"Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.\"}]","data-Actions":"[{\"Name\":\"Club\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Club (with shillelagh)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 4\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Fey Charm\",\"Desc\":\"The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time.\"}]","data-CHA-mod":"+4","data-CON-mod":"+0","data-DEX-mod":"+1","data-INT-mod":"+2","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+2","Challenge Rating":1,"Passive Perception":14,"data-CrNum":1,"data-AcNum":11,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dryad","description":"Travelers entering a forest might catch a glimpse of a feminine form flitting through the trees. Warm laughter hangs on the air, drawing those who hear it deeper into the emerald shadows. Treebound. Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. This is sometimes done as a punishment when the fey spirit falls in love with a mortal and that love is forbidden. A dryad can emerge from the tree and travel the lands around it, but the tree remains her home and roots her to the world. As long as the tree remains healthy and unharmed, the dryad stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness. Reclusive Fey. Dryads act as guardians of their woodland demesnes. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be charmed. Dryads work with other sylvan creatures to defend their forests. Unicorns, treants, and satyrs live alongside them, in addition to druids that share the dryads’ devotion to the woods they call home. Woodland Magic. Dryads can speak with plants and animals. They can teleport from one tree to another, luring interlopers away from their groves. If pressed, a dryad can beguile humanoids with her enchantments, turning enemies into friends. They also know a handful of useful spells. Traits Innate Spellcasting : The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components: • At will: druidcraft • 3/day each: entangle , goodberry • 1/day each: barkskin , pass without trace , shillelagh Magic Resistance : The dryad has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants : The dryad can communicate with beasts and plants as if they shared a language. Tree Stride : Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger. Actions Club : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage. Club (with shillelagh) : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage. Fey Charm : The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"MM1","Alignment":"neutral","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Dryad Witch","description":"These dryads were the first to abandon King Dasmag due to the corruption of the Matrons of Malice. The dryad witches cultivate the malicious plant life of the Bleak Mire and serve their midnight hag patrons as informants. They communicate with the plants and beasts of the Feyrealm regularly and prey on those they can charm or lure into a trap.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":3},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Dryad Witch of the Fey","description":"While most dryads develop druidic powers, some dryads develop eldritch abilities, partly due to their patronage of either Titania of the Summer Court, or Oberon, the Green Lord. Those few who are cruel and mischievous tend to forge pacts with the Queen of Air and Darkness or the other ruling members of the Unseelie Court. Of all dryads, the dryad witches are the ones most inclined to play magical tricks and pranks on, or even kidnap, those foolish enough to wander near their territory. Traits Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language. Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Actions Poison Lash. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 21 (3d10 + 5) poison damage. If the target is a creature, it is also poisoned until the end of the dryad’s next turn. A poisoned creature has disadvantage on saving throws made against the dryad's spells. Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 16 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target 's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours. The dryad can have no more than one humanoid and up to three beasts charmed at a time. Spellcasting. The dryad casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: dancing lights, druidcraft, entangle, minor illusion, speak with animals 3/day (as 5th-level spells): dominate beast, fear, hold monster, mage armor (self only), phantasmal force, seeming 1/day each: barkskin, conjure fey, feeblemind, finger of death, pass without trace, shillelagh Reactions Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the dryad turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Dryad, Duskthorn","description":"A duskthorn dryad is a striking woman with obvious fey features and skin the color of slate, often found in the shade of an ancient tree. Clothed in vines and leaves, it can be difficult to tell where one leaves off and the other begins. Creeper Vine Spirits. Duskthorn dryads are spirits tied to thorn-bearing creeper vines. They seek out dead trees and use them as a home for their vines to cling to. They can travel through trees to escape their foes but must stay near their vines. Create Guardians. Duskthorn dryads use their vines and the plants in their glades to defend themselves, animating enormously strong vine troll skeletons as well as ordinary skeletons, children of the briar, and other horrors. These defenders are linked to the tree and vines that animated them, are controlled by hearts within the tree. If the hearts are destroyed, the servants wither or scatter. Duskthorn Dryads in Midgard These dryads are commonly found near the ruins of Thorn, in the Arbonesse Forest, and in the Shadow Realms. They are close friends there to the darker fey, and are thought by some to be created from ordinary dryads drawn into the corruption of the Shadow world. Certainly their mastery of the shadow language Umbral shows their close ties to this darker world. Traits Innate Spellcasting: The dryad’s innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components: At will: dancing lights, druidcraft 3/day each: charm person, entangle, invisibility, magic missile 1/day each: barkskin, counterspell, dispel magic, fog cloud, shillelagh, suggestion, wall of thorns Magic Resistance: The dryad has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants: The dryad can communicate with beasts and plants as if they shared a language. Tree Stride: Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Tree Dependent: The dryad is mystically bonded to her duskthorn vines and must remain within 300 yards of them or become poisoned. If she remains out of range of her vines for 24 hours, she suffers 1d6 Constitution damage, and another 1d6 points of Constitution damage every day that follows—eventually, this separation kills the dryad. A dryad can bond with new vines by performing a 24-hour ritual. Actions Dagger (Melee): Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 7 (1d4 + 5) piercing damage. Dagger (Ranged): Ranged Weapon Attack : +7 to hit, range 20/60 ft., One target. Hit : 7 (1d4 + 5) piercing damage. Longbow: Ranged Weapon Attack : +7 to hit, range 150/600 ft., One target. Hit : 9 (1d8 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dryad, Mountain","description":"An enormous woman covered in rocky formations accented with crystals emerges from the mountainside. Often mistaken for giants, mountain dryads are huge fey who are tied to primal mountains. Like the Mountain. Mountain dryads are sturdier than their smaller, frailer sisters. Their beauty is more rugged, with hair the color of lichen and skin the shade of their mountain’s stone. Despise Mining. Mountain dryads tend to spend long stretches of time sleeping deep within their mountains, and they do not take kindly to the scarring of their homes. The dryads have a particular dislike for dwarves, kobolds, and others who make their living mining mountains.","properties":{"Category":"Monsters","Size":"Huge","Type":"fey","Alignment":"neutral","Expansion":8073,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Du'ulora Quori","description":"Du’ulora are spirits of fury that feed on anger and inspire rage in mortals. A du’ulora is a maelstrom of eyes and wings, bound together by flesh that seems like solidified shadow. It can extend up to three tentacles from this dark mass. A du’ulora can turn a victim’s anger into manifested heat; in battle, it grapples its victims and burns them with their own fury. Variant Inspired: Quori Vessel As described in chapter 6 of Eberron: Rising from the Last War , an Inspired gain benefits based on the type of quori possessing it. Du’ulora All-Around Vision. The Inspired can’t be surprised. Enemies Abound (1/Day). The Inspired can cast the enemies abound spell (spell save DC 13). Manipulating Fury. While they feed on anger and hatred, du’ulora rarely act rashly. They are cunning and calculating strategists who excel at inspiring fury in others and turning it against them. In battle this can cause their victims to lower their guard and even to strike their own allies in heedless rage. As servants of the Dreaming Dark, the du’ulora craft dreams that stir buried anger and incite hatred; they excel at igniting feuds and inspiring vendettas. So where a tsucora agent of the Dreaming Dark manipulates peoples’ fears and a hashalaq employs seduction, the du’ulora excel at inciting violence. The Fists of Dal Quor. The du’ulora are martial champions of the quori. They thrive on conflict and love to personally crush their enemies. While they enjoy fighting in the vanguard, the du’ulora are also skilled strategists. In Dal Quor, the du’ulora command squads of tsucora and lesser quori. In Riedra, military commanders are typically Inspired bound to du’ulora spirits. Rage Against The Darkness. The du’ulora bound to the kalashtar serve the light, but they still manipulate fury. Du’ulora kalashtar learn to harness and channel their own aggression, and are often fighters or barbarians; others are dispassionate monks, who provoke rage in their enemies while never allowing it to distract them from their goals. Quori The quori are the spirits that rule Dal Quor, the Region of Dreams. Quori are immortal, but they can be slain; when a quori dies, its essence returns to the Dreaming Dark, where it is reconstituted as a new spirit. Quori spirits are bound to emotions, and they feed on those emotions and excel at manipulating them in mortals. The tsucora thrive on fear, the hashalaq manipulate pleasure, the du’ulora are driven by anger, and the kalaraq consume pride and ambition. These are the most common quori, but there are many others; the spiteful tsoreva and the domineering usvapna have already been mentioned in previous editions. The quori are the creations of il-Lashtavar, the malevolent force that shapes Dal Quor. Cruelty is a part of their nature. However, when a quori is reborn, there is a microscopic chance that it will be touched by il-Yannah, the incarnation of light that will one day replace the Dreaming Dark. It’s possible for a quori to carry this seed of light and never embrace it. The kalaraq Taratai was the first to rally those quori who could sense the light, teaching them to push back the darkness and embrace il-Yannah. These rebels are the spirits who are now bound to the kalashtar. They are still quori—tsucora, hashalaq, du’ulora, kalaraq—and they are still tied to the emotion associated with their quori type. But they are driven by their vision of the light that is to come rather than the darkness of the present. Taratai’s rebels fled Dal Quor long ago, and there have surely been new quori touched by il-Yannah since then. But today, the Dreaming Dark are constantly policing their own ranks and searching for such “corrupted” spirits. Any that are found will be destroyed, so their spirits can be reborn as proper servants of il-Lashtavar. All quori have powerful psionic abilities. DMs could choose to represent this by granting each quori from Eberron: Rising from the Last War telepathy with a range of 120 feet. If a quori has any Inspired hosts, as do all that interact with the Material Plane, it would also speak the Riedran language. Quori: Fiends or Aberrations? Quori aren’t biological creatures. They’re immortal spirits, fragments of nightmare spawned by il-Lashtavar. They don’t sleep, and they dine only on the emotions of mortals. They are known for their ability to possess other mortals, a reflection of their fundamentally spiritual nature. All of these make them quite different from creatures such as beholders or mind flayers—monsters that are deeply alien, but that are still formed of flesh and blood. The choice to classify quori as aberrations in fifth edition reflects the idea that “aberration” is a broad category including any entity that is fundamentally alien; and certainly, the quori have no place in the natural world. However, this has a number of concrete mechanical effects. Many effects that target evil spirits only affect fiends and undead. As aberrations, quori can’t be detected by a paladin’s Divine Sense or banished to Dal Quor with divine word . The spells hallow and forbiddance don’t protect against them. This was an intentional decision that renders quori immune to many of the tools that can be deployed against devils or demons. However, as a DM, you can choose to make quori fiends instead of aberrations if you want these spells and effects to be effective against them. Or you could compromise by leaving quori as aberrations, but say that clerics and paladins devoted to the Path of Light can affect quori with any spell or class feature that affects fiends. This keeps quori as mysterious and alien, and gives the Path of Light a unique role in battling them. Traits All-Around Vision. The quori can’t be surprised while it isn’t incapacitated. Aura of Fury. Any creature of the quori’s choice that ends its turn within 60 of the quori must succeed on a DC 16 Wisdom saving throw or become enraged for 1 minute. During that time, the enraged target has advantage on all melee attack rolls, and all attack rolls made against that target have advantage. An enraged target is subject to the quori’s Incite Fury reaction. Innate Spellcasting (Psionics). The quori’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand 3/day each: crown of madness, flaming sphere, shield 1/day each: enemies abound XGE Magic Resistance. The quori has advantage on saving throws against spells and other magical effects. Track Hatred. When the quori deals damage to any creature, it forms a psychic link with the target for 24 hours. During that time, the quori has advantage on Wisdom (Survival) checks to track the target. The quori can attempt to track the target at any range, even if it is on another plane of existence, and abilities such as the pass without trace spell or the ranger’s Vanish feature do not impede the quori’s ability to track its target. Even when the quori is tracking while traveling, it remains alert to danger. Actions Multiattack. The quori makes three tentacle attacks. Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 17). Until this grapple ends, the target takes 10 (3d6) fire damage and 10 (3d6) psychic damage at the start of each of the quori’s turns, and the quori can’t use that tentacle against a different target. The quori has three tentacles. Possession (Recharge 6). One humanoid that the quori can see within 5 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn’t deprive the target of awareness. The quori can’t be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. Recall Agony (Recharge 5-6). The quori makes a creature recall the most agonizing moments of its past—or future. One creature within 60 feet of the quori must make a DC 16 Wisdom saving throw, taking 67 (15d8) psychic damage on a failed save, or half as much on a successful one. Reactions Incite Fury. When an enraged creature targets the quori with an attack, the quori can cause it to instead target another creature of the quori’s choice within range.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"lawful evil","Expansion":20973,"Challenge Rating":11},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Dubius","description":"Twisted horns sprout from the temples of this thin, hunched humanoid. Above its razor-sharp teeth, wide, stricken eyes dart about, taking in everything. Dubius are spawned from a creature's doubt, self-pity, loathing, misery, and despair. A person who revels in dismay and misery may give form to a dubius, literally creating and feeding their own demons. Base and Devious Creatures. Dubius never fight fair. They corner or trap a single victim to feed off of its raw emotions, turning the victim's emotions into powerful attacks; they transform sorrow and self-pity into weapons. Birthed by Tragedy. At times, multiple dubius can spawn in situations where a populace suffers a great humiliation. A proud city that has never bowed to outside conquerors may find itself infested with dozens, possibly hundreds, of dubius when it falls to an enemy, or an enslaved village may give rise to one or two dubuis when taken away in chains. Memory of Shame. When a Humanoid that can see the dubius starts its turn within 30 feet of the dubius, the dubius can force it to make a DC 13 Wisdom saving throw if the dubius isn't incapacitated and can see the Humanoid. On a failed save, the Humanoid is frightened for 1 minute. The Humanoid can repeat the saving throw at the end of each of its turns, with disadvantage if the dubius is within line of sight, ending the effect on itself on a success. If a Humanoid's saving throw is successful or the effect ends for it, the Humanoid is immune to the dubius's Memory of Shame for the next 24 hours. Unless surprised, a Humanoid can avert its eyes to avoid the saving throw at the start of its turn. If the Humanoid does so, it can't see the dubius until the start of its next turn, when it can avert its eyes again. If the Humanoid looks at the dubius in the meantime, it must immediately make the save. If a dubius sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the dubius, due to its unique creation, is affected by its own Memory of Shame. Actions Doubt. The dubius forces a creature it can see within 30 feet of it to recall all its doubts and fears. The target must make a DC 13 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one. A creature frightened by the dubius has disadvantage on the saving throw. Loathing. The dubius sows distrust and loathing in one creature it can see within 30 feet of it. The target must make a DC 13 Wisdom saving throw. On a failure, the target loathes another creature of the dubius's choice within 30 feet of it and must make one attack against that creature on its next turn, moving to the creature if necessary. On a success, the target distrusts its allies and can't give or receive aid from them on its next turn, including spells and the Help action. Reactions Hesitation. When a creature the dubius can see attacks it, the dubius can force the creature to roll a d6, subtracting the result from the attack roll. If this causes the attack to miss, the attacker is stunned until the start of the dubius's next turn. Self-Pity. If a creature the dubius can see within 30 feet of it regains hp, the dubius regains hp equal to half that amount.","properties":{"Category":"Monsters","Size":"Small","Type":"Fiend","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Duelist","description":"Like swordplayers, duelists are professional fighters and fencing virtuosos, generally serving as bodyguards, master swordsmen, and mercenary blades. Traits Duel . The duelist deals an extra 3 (1d6) damage when it hits a target with a weapon attack is within 5 feet of the target and no other creatures are within 5 feet of them. Actions Multiattack . The duelist makes three melee attacks: two with its rapier and one with its dagger. Rapier . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8+3) piercing damage. Dagger . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft or 20/60 ft., one target. Hit : 5 (1d4+3) piercing damage. Reactions Parry . The duelist adds 2 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":11925,"Challenge Rating":1},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Duelist","description":"A duelist is a cunning melee combatant who combines its expertise with two-weapon fighting, the art of leaving opponents open, and mastery of taking advantage of such vulnerabilities. Most duelists are sought-after mercenaries. Some are obsessive narcissists, always looking for a challenge to prove their martial skills. If they hear stories of adventurers' great deeds that overshadow theirs, the duelist will seek them out and goad them into a fight. Traits Dual Wielder. When the duelist is wielding a separate melee weapon in each hand, it gains a +1 bonus to its AC (included in AC). In addition, it can draw or stow two one-handed weapons. Fancy Footwork. When the duelist makes a melee attack against a creature, that creature can't make opportunity attacks against the duelist until the end of the turn. Sneak Attack (1/Turn). The duelist deals an extra 10 (3d6) damage when the duelist hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the duelist that isn't incapacitated and the duelist doesn't have disadvantage on the attack roll. Toujours l’Audace. The duelist adds its Charisma modifier to its initiative rolls. In addition, it can use Sneak Attack with any melee attack made against a target that has none of its allies adjacent to it. Actions Multiattack. The duelist makes two Rapier attacks. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage Bonus Actions Cunning Action. The duelist takes the Dash, Disengage, or Hide action. Feinting Attack. The duelist chooses one creature within 5 feet of it. It has advantage on its next attack roll against the target. Two-Weapon Fighter. The duelist makes one melee or ranged weapon attack with its Dagger. Reactions Riposte. When a creature misses the duelist with a melee attack, the duelist can make one melee weapon attack against it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Duelist Android","description":"Androids are synthetic humanoids built to assist their creators with highly specialized tasks. They are designed to be compliant and typically have friendly demeanors. Every android has one or more upgrades to help it excel at its intended functions, but all androids are capable of defending themselves with concentrated bolts of force up close or from a distance. Despite an android’s sophisticated construction, electrical surges can temporarily disrupt its finely tuned components. Similarly, damage to its core processing functions or long stretches of isolation can wear down an android’s critical faculties, causing it to behave erratically. Traits Design Specialization. When the android is created, it gains one of six possible designs suited for its role (choose or roll a d6): 1, aerialist; 2, diplomat; 3, diver; 4, duelist; 5, medic; 6, sentry. This design determines certain traits in this stat block. Actions Lightning Overload. When the android takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn. Actions Multiattack. The android makes two Force Strike attacks. Force Strike. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 40/120 ft., one target. Hit: 15 (2d10 + 4) force damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or have the prone condition. Reactions Parry (Duelist Only). The android adds 3 to its AC against one melee attack roll that would hit it. To do so, the android must see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Source":"custom","Alignment":"Typically Lawful Neutral","Expansion":31434,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Duende","description":"Duende Duendes are tiny humanoids with rough brown skin marked with streaks of colored clay. Their hair is long and wild, and they typically carry a simple walking stick in their hands. Duendes fancy themselves as lords of the land—which is true, in a literal sense, these spirits embody the very soil upon the ground. Unlike most other fey, duendes have learned from the society that grew around them. They've come to accept the mortal understanding of what being a landlord means, so they expect rent from their perceived tenants. However, their notions of acceptable rent—and the acceptable role of a landlord for that matter—don't really line up with those of most societies. Duendes don't hold mortal currencies in high regard. They strongly prefer toenail clippings over gold. If they don't receive them often enough, they enter their tenants' homes and help themselves. They aren't very good at doing so and occasionally cut off entire toes during collections. Duendes' natural abilities allow them to dwell in termite mounds, but as societies arose, they adopted the habit of sleeping in their tenants' homes. This tendency can be bothersome, as duendes don't clean up after themselves, lock doors behind them, or have the basic decency to be visible. On top of that, they act like they own the places they settle, casting spells on anyone they find annoying. These quirks are usually tolerated, though, as keeping duende happy means that crops grow well and that their magic protects the families in their care. Families aware of their presence are careful to warn invisible duendes before doing things like tossing bathwater out the window or entering a seemingly empty room. These warnings are usually polite but firm, in the vein of “Please move aside!”","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic neutral","Expansion":30635,"Challenge Rating":2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Duergar","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Duergar Resilience : The duergar has advantage on saving throws against poison , spells, and illusions , as well as to resist being charmed or paralyzed . Sunlight Sensitivity : While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom ( Perception ) checks that rely on sight. Actions Enlarge (Recharges after a Short or Long Rest) : For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large , doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. War Pick : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. Javelin : Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. Invisibility (Recharges after a Short or Long Rest) : The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it .","properties":{"Category":"Monsters","AC":"16 (Scale Mail, Shield)","HP":"26 (4d8+4)","CHA":9,"CON":14,"DEX":11,"INT":11,"STR":14,"WIS":10,"Size":"Medium","Type":"humanoid (dwarf)","Speed":"25 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062459/ldZZWm2mxTU4tM_yHeUF7g/original.png","Roll 0":"War Pick\n1d20 + 4\n1d8+2","Roll 1":"Enlarged\n1d20 + 4\n2d8+2","Roll 2":"Javelin\n1d20 + 4\n1d6+2","Roll 3":"Enlarged\n1d20 + 4\n2d6+2","Senses":"Darkvision 120 Ft.","Source":"5th Edition SRD","data-XP":200,"Alignment":"Lawful Evil","Languages":"Dwarvish, Undercommon","data-List":"false","Token Size":1,"Resistances":"Poison","data-Traits":"[{\"Name\":\"Duergar Resilience\",\"Desc\":\"The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.\"},{\"Name\":\"Sunlight Sensitivity\",\"Desc\":\"While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.\"}]","data-Actions":"[{\"Name\":\"Enlarge (Recharges after a Short or Long Rest)\",\"Desc\":\"For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.\"},{\"Name\":\"War Pick\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"while enlarged\"},{\"Name\":\"War Pick\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Javelin\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"30/120 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"while enlarged\"},{\"Name\":\"Javelin\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"while enlarged\"},{\"Name\":\"Javelin\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Javelin\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"30/120 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Invisibility (Recharges after a Short or Long Rest)\",\"Desc\":\"The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.\"}]","data-CHA-mod":"-1","data-CON-mod":"+2","data-DEX-mod":"+0","data-INT-mod":"+0","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":1,"Passive Perception":10,"data-CrNum":1,"data-AcNum":16,"data-HpNum":26},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Duergar","description":"The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms. Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor. Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry. Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency. Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar’s mind is a fortress, able to shrug off charms, illusions, and other spells. Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can’t fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar’s vision is compromised by sunlight. Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity. Traits Duergar Resilience : The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity : While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Enlarge (Recharges after a Short or Long Rest) : For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. War Pick (Normal-Sized) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. War Pick (Enlarged) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) piercing damage. Javelin (Normal-Sized; Melee) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Javelin (Normal-Sized; Ranged) : Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Javelin (Enlarged; Melee) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. Javelin (Enlarged; Ranged) : Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 9 (2d6 + 2) piercing damage. Invisibility (Recharges after a Short or Long Rest) : The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Source":"MM1","Alignment":"lawful evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Duergar Battle Smith","description":"A duergar battle smith is an artificer who can create and command special constructs, known as iron defenders. The iron defender often resemble a mechanical, clockwork spider that can inject venom through its bite. Together, the battle smith and iron defender form a potent team that can prove challenging to a low level party of adventurers. Traits Battle Ready. The duergar uses its Intelligence modifier, instead of its Strength or Dexterity, for the attack and damage rolls when attacking with a weapon (included in the attacks). Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes two Maul attacks. Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, or 18 (4d6 + 4) bludgeoning damage while enlarged. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Summon Iron Defender (Recharges after a Long Rest). The duergar summons its mechanical companion. In combat, the iron defender shares the duergar's initiative count, but it takes its turn immediately after the duergar. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless the duergar used Command Iron Defender this turn. Spellcasting. The duergar casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks). It has the following artificer spells prepared: At will: fire bolt (3d10), mending, message 1/day each: conjure barrage, haste, heroism Bonus Actions Branding Smite (3/Day). Immediately after the duergar hits a target with an attack roll, the duergar deals an extra 7 (2d6) radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible for 1 minute. Command Iron Defender. The duergar targets the iron defender it summoned and it can see within 60 feet of it. If the target can see or hear the duergar, the target can use its reaction to make a melee weapon attack, or take the Dash, Disengage, Help, or Repair action. Reactions Protective Shield (3/Day). When the duergar is hit by an attack roll, the duergar gains a +5 bonus to its AC until the start of its next turn, which can cause the triggering attack roll to miss.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Duergar Bombardier","description":"Duergar bombardiers are artificers that use long range cannons, and are capable of raining death and destruction from a great distance. Traits Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, or 7 (2d4 + 2) bludgeoning damage while enlarged, plus 9 (2d8) force damage. Arcane Bombard (Recharge 4–6). The duergar fires from its cannon an arcane shell at a point it can see within 150 feet of it. The arcane shell explodes upon impact, creating a blast wave. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a target takes 35 (10d6) force damage and is knocked prone. On a successful save, a target takes half as much damage and isn't knocked prone. The duergar must immediately make a DC 11 Constitution saving throw or be incapacitated until the end of its next turn. If the duergar is enlarged, it has advantage on the saving throw. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Spellcasting. The duergar casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 13): At will: mage hand, mending, prestidigitation 2/day each: shatter, thunderwave Reactions Protective Shield (3/Day). When the duergar is hit by an attack roll, the duergar gains a +5 bonus to its AC until the start of the its next turn, which can cause the triggering attack roll to miss.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Duergar Captain","description":"Captains are experienced war veterans who are always found leading patrols or training young duergar to become guards and foot soldiers. Traits Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Phalanx Formation. The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes two War Pick or Javelin attacks. It can replace one of those attacks with Call to Attack. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 12 (2d8 + 3) piercing damage while enlarged. Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 10 (2d6 + 3) piercing damage while enlarged. Call to Attack. Up to two allied duergar within 30 feet of this duergar that can hear it can each use their reaction to make one weapon attack. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Duergar Champion","description":"Champions represent the best and some of the most vicious soldiers of any duergar army. They prefer to wield mauls rather than use one-handed weapons and shields. Traits Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Indomitable (1/Day). The duergar can reroll a saving throw it fails. It must use the new roll. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes three Maul or Javelin attacks and uses Enlarge if it is available. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, or 18 (4d6 + 4) bludgeoning damage while enlarged. Javelin. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Bonus Actions Second Wind (Recharges after a Short or Long Rest). The duergar can regain 15 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Duergar Darkhaft","description":"The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms. Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor. Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry. Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency. Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar’s mind is a fortress, able to shrug off charms, illusions, and other spells. Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can’t fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar’s vision is compromised by sunlight. Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity. Duergar Darkhaft The darkhafts are the members of the Deepking’s secret corps of psionic agents. The duergar darkhaft has the same statistics as the duergar in the Monster Manual , except that its challenge rating is 2 (450 XP) and it has the Innate Spellcasting (Psionics) feature.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":4962,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Duergar Despot","description":"Absence of light results in darkness⁠. So, what results from the absence of Good? The Underdark is a place with very little of either. —Mordenkainen Duergar The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar⁠ train warriors to fulfill a variety of roles. Duergar Despot Duergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities⁠. Traits Innate Spellcasting (Psionics). The duergar despot’s innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components: At will: mage hand, minor illusion 1/day each: counterspell, misty step, stinking cloud Magic Resistance⁠. The duergar has advantage on saving throws against spells and other magical effects. Psychic Engine. When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it. Sunlight Sensitivity. While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet. Iron Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown⁠ up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) bludgeoning damage. Stomping Foot. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) to a prone target. Flame Jet. The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Duergar Despot","description":"Duergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities. Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework. —Mordenkainen Duergar Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage. Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts. Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive. Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose. The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size? Most likely because those servants would excel at herding their masters’ other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys. —Mordenkainen Traits Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects. Psychic Engine. When the duergar suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes two Iron Fist attacks and two Stomping Foot attacks. After one of the attacks, the duergar can move up to its speed without provoking opportunity attacks. It can replace one of the attacks with a use of Flame Jet. Iron Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 30 feet away in a straight line and be knocked prone. Stomping Foot. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, or 21 (3d10 + 5) to a prone target. Flame Jet. The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. Spellcasting (Psionics). The duergar casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 12): At will: mage hand , minor illusion 1/day: stinking cloud","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Duergar Hammerer","description":"Duergar are dwarves that dwell deep in the Underdark and other sunless realms. They owe their psionic abilities to the mind flayers that enslaved them long ago. The duergar eventually broke free of their illithid masters but were forever transformed, gaining power but also a sadness. That gloom leads some duergar to acts of melancholic beauty and others to outbursts of violence. Infernal Master. Asmodeus, lord of the Nine Hells, impersonates duergar gods in order to cultivate evil within the hearts of duergar who are already corrupt. He offers them divine guidance and vengeance against their enemies while urging them to acts of brutality, all the while concealing his identity. Duergar Hammerer The hammerer is a bipedal construct with a duergar strapped inside it. One of its arms ends in a pincer claw, the other a large hammer instead of a hand. The machine transforms the captive duergar’s pain into energy that powers the device, which is typically used to dig tunnels and repel invaders. Traits Engine of Pain. Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction Siege Monster. The hammerer deals double damage to objects and structures Actions Multiattack. The hammerer makes two attacks: one with its claw and one with its hammer. Claw. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: (1d6+3) bludgeoning damage. Hammer. Melee Weapon : +5 to hit, reach 5 ft., one target. Hit: (2d6+3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"lawful evil","Expansion":6331,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Duergar Hammerer","description":"Absence of light results in darkness⁠. So, what results from the absence of Good? The Underdark⁠ is a place with very little of either. —Mordenkainen Duergar The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar⁠ train warriors to fulfill a variety of roles. Duergar Hammerer The hammerer is a digging machine with a duergar strapped inside it—typically a punishment for those whose work ethic wavers. The machine’s mechanism transforms the captive duergar’s pain into energy that powers the device, which is typically used to dig tunnels and repel invaders. Traits Engine of Pain. Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack⁠ deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction. Siege Monster. The hammerer deals double damage to objects and structures. Actions Multiattack. The hammerer makes two attacks: one with its claw and one with its hammer. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Duergar Hammerer","description":"The duergar hammerer is a digging machine and siege engine, used to dig tunnels and besiege enemy fortifications. Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework. —Mordenkainen Duergar Constructs Creative duergar engineers have built numerous war machines, including some that can be fused with a duergar. Such a duergar-machine hybrid is fueled by the duergar’s psionic energy, and the duergar inside the machine can psychically channel pain into power when attacked. These machines are deployed to assist with construction projects and war. Some duergar bravely volunteer to become hybrids, while other duergar are forced into the fusion by Underdark tyrants. Unless incapacitated, the duergar inside a machine can extricate themself from it over the course of a short rest, completing the process at the rest’s end. Duergar Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage. Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts. Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive. Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose. The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size? Most likely because those servants would excel at herding their masters’ other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys. —Mordenkainen Traits Siege Monster. The hammerer deals double damage to objects and structures. Actions Multiattack. The hammerer makes one Claw attack and one Hammer attack. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Reactions Engine of Pain. Immediately after a creature within 5 feet of the hammerer hits it with an attack roll, the hammerer makes a Hammer attack against that creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct (Dwarf)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Duergar Hammerer","description":"The hammerer is a bipedal construct with a duergar strapped inside it. One of its arms ends in a pincer claw, the other a large hammer instead of a hand. The machine transforms the captive duergar’s pain into energy that powers the device, which is typically used to dig tunnels and repel invaders. Duergar Duergar are dwarves that dwell deep in the Underdark and other sunless realms. They owe their psionic abilities to the mind flayers that enslaved them long ago. The duergar eventually broke free of their illithid masters but were forever transformed, gaining power but also a sadness. That gloom leads some duergar to acts of melancholic beauty and others to outbursts of violence. Infernal Master. Asmodeus, lord of the Nine Hells, impersonates duergar gods in order to cultivate evil within the hearts of duergar who are already corrupt. He offers them divine guidance and vengeance against their enemies while urging them to acts of brutality, all the while concealing his identity. Traits Engine of Pain. Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction. Siege Monster. The hammerer deals double damage to objects and structures. Actions Multiattack. The hammerer makes two attacks: one with its claw and one with its hammer. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"lawful evil","Expansion":27909,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Duergar Heavy Sniper","description":"Duergar heavy snipers are experts at the use of the heavy crossbow, which is evident in the speed that they demonstrate when reloading what others may regard as a slow and cumbersome weapon. Excellent sharpshooters, heavy snipers can kill targets with just one shot from greater distances, even when the targets are partially hidden by cover. Traits Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Quick Loader. The duergar ignores the loading quality of crossbows. Sharpshooter. The duergar's ranged weapon attacks ignore half cover and three-quarters cover and attacking at long range doesn't impose disadvantage on the duergar's ranged weapon attack rolls. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes two Shortsword attacks or two Heavy Crossbow attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Bonus Actions Steady Aim (3/Day). The duergar takes careful aim at a creature it can see within range of its ranged weapon. Until the end of its turn, the duergar deals an extra 10 (3d6) damage with its ranged weapon attack against the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Duergar High Priest","description":"Duergar high priests are the cruel and insane leaders and overlords of duergar companies, but more often take the role of advisors to the duergar despots. Young duergar high priests prefer to reinforce themselves with magical protection and strength-enhancing spells before entering melee. The elder ones prefer to hang back behind the shield wall and support their kin with protective spells or throw devastating ones at their enemies. Traits Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Legendary Resistance (1/Day). If the duergar fails a saving throw, it can choose to succeed instead. Spell Penetration. When the duergar casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Superior Focus. The duergar has advantage on saving throws it makes to maintain its concentration. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes two Warhammer attacks and uses Enlarge if it is available. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 11 (2d8 + 2) bludgeoning damage while enlarged. Spellcasting. The duergar casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: mending, poison spray (3d12), sacred flame (3d8), thaumaturgy 2/day each: guiding bolt, hold person, spirit guardians 1/day each: blade barrier, dispel magic, flame strike, mass cure wounds, stoneskin Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Bonus Actions Divine Weapon (2/Day). The duergar casts magic weapon or spiritual weapon using Wisdom as the spellcasting ability. Wrath of Laduguer. The duergar targets a creature it can see within 30 feet of it. The creature must succeed on a DC 16 Wisdom saving throw. On a failed save, the creature takes 18 (4d8) psychic damage and becomes frightened until the end of the duergar's next turn. A creature that fails the save by 5 or more is also paralyzed for the same duration. Legendary Actions The duergar can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The duergar regains spent legendary actions at the start of its turn. Attack. The duergar makes one weapon attack. Cantrip. The duergar casts poison spray or sacred flame. Cast a Spell (Costs 2 Actions). The duergar casts dispel magic , guiding bolt , hold person , spirit guardians , or spiritual weapon , if available.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Duergar Inquisitor","description":"The inquisitor is a wicked unholy warrior fiercely loyal to the worship of Laduguer. It is always on the hunt for other dwarven subraces and worshipers of the Morndinsamman. Armed with a vicious flail, the inquisitor strides through the Underdark while emanating an aura of despair. Traits Aura of Judgement. A creature hostile to the duergar that is within 10 feet of the duergar has disadvantage on saving throws against being frightened, provided that the duergar isn't incapacitated. Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes two Flail attacks and uses Enlarge if it is available. Alternatively, it can make one Flail attack and use Spellcasting. Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning damage while enlarged, plus 9 (2d8) psychic damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage plus 9 (2d8) psychic damage. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Spellcasting. The duergar casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): 2/day each: command, fear, hold person Bonus Actions Smite. Immediately after the duergar hits a target with an attack roll, the duergar deals an extra 7 (2d6) psychic damage to the target and forces the target to make a DC 13 Wisdom saving throw or the target is frightened of the duergar until the end of the duergar's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Duergar Kavalrachni","description":"Absence of light results in darkness⁠. So, what results from the absence of Good? The Underdark⁠ is a place with very little of either. —Mordenkainen Duergar The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar⁠ train warriors to fulfill a variety of roles. Duergar Kavalrachni The kavalrachni are duergar cavalry, trained to fight while riding steeders. Traits Cavalry Training⁠. When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make one melee attack⁠ against⁠ the same target as a reaction. Duergar⁠ Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes two war pick⁠ attacks. War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 5 (2d4) poison damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Shared Invisibility⁠ (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar⁠ wears or carries is invisible⁠ with it. While the invisible⁠ duergar⁠ is mounted on a female steeder, the steeder⁠ is invisible⁠ as well. The invisibility ends early on the steeder immediately after it attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Duergar Kavalrachni","description":"Duergar The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms. Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor. Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry. Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency. Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar’s mind is a fortress, able to shrug off charms, illusions, and other spells. Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can’t fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar’s vision is compromised by sunlight. Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity. Duergar Kavalrachni The vicious kavalrachni are the duergar cavalry of Gracklstugh, riding giant tarantulas known as steeders (see the female steeder stat block). The duergar kavalrachni has the same statistics as the duergar in the Monster Manual , except that its challenge rating is 2 (450 XP) and it has the Cavalry Training feature and Heavy Crossbow action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":4962,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Duergar Kavalrachni","description":"Kavalrachni are duergar cavalry trained to fight while riding female steeders (in this book) or other Underdark creatures as mounts. Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework. —Mordenkainen Duergar Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage. Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts. Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive. Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose. The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size? Most likely because those servants would excel at herding their masters’ other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys. —Mordenkainen Traits Cavalry Training. When the duergar hits a target with a melee attack while mounted, the mount can use its reaction to make one melee attack against the same target. Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes two War Pick attacks. War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 5 (2d4) poison damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Shared Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted, the mount is invisible as well. The invisibility ends early on the mount immediately after it attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Duergar Keeper of the Flame","description":"Duergar The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms. Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor. Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry. Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency. Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar’s mind is a fortress, able to shrug off charms, illusions, and other spells. Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can’t fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar’s vision is compromised by sunlight. Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity. Duergar Keeper of the Flame The Keepers of the Flame is a well-respected order of psionic clerics that serves the red dragon Themberchaud in Gracklstugh, and whose members are advisors to the Deepking. The duergar Keeper of the Flame uses the same statistics as the duergar in the Monster Manual , except that its challenge rating is 2 (450 XP) and it has the Innate Spellcasting (Psionics) and Spellcasting features.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":4962,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Duergar Mind Master","description":"Duergar are dwarves that dwell deep in the Underdark and other sunless realms. They owe their psionic abilities to the mind flayers that enslaved them long ago. The duergar eventually broke free of their illithid masters but were forever transformed, gaining power but also a sadness. That gloom leads some duergar to acts of melancholic beauty and others to outbursts of violence. Infernal Master. Asmodeus, lord of the Nine Hells, impersonates duergar gods in order to cultivate evil within the hearts of duergar who are already corrupt. He offers them divine guidance and vengeance against their enemies while urging them to acts of brutality, all the while concealing his identity. Duergar Mind Master The feared duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets. Traits Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery. Mind-Poison Dagger. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced. Invisibility (Recharge 4-6). The duergar magically turns invisible until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Mind Mastery. The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar’s choice. Creatures that can’t be charmed are immune to this effect. Reduce (Recharges after a Short or Long Rest). For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":6331,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Duergar Mind Master","description":"Absence of light results in darkness⁠. So, what results from the absence of Good? The Underdark⁠ is a place with very little of either. —Mordenkainen Duergar⁠ The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar⁠ train warriors to fulfill a variety of roles. Duergar⁠ Mind Master The feared duergar mind masters usually operate as spies, both inside and beyond a duergar⁠ stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets. Traits Duergar⁠ Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery. Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced. Invisibility (Recharge 4–6). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar⁠ wears or carries is invisible with it. Mind Mastery. The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar⁠ causes it to use its reaction either to make one weapon attack against another creature the duergar⁠ can see or to move up to 10 feet in a direction of the duergar’s choice. Creatures that can’t be charmed are immune to this effect. Reduce (Recharges after a Short or Long Rest). For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar⁠ is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action⁠ on each of its turns to take the Hide action⁠.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Duergar Mind Master","description":"Wearing fearsome masks, duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets. Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework. —Mordenkainen Duergar Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage. Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts. Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive. Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose. The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size? Most likely because those servants would excel at herding their masters’ other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys. —Mordenkainen Traits Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery. Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage, or 1 piercing damage plus 10 (3d6) psychic damage while under the effect of Reduce. Invisibility (Recharge 4–6). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Mind Mastery. The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction, if available, either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar’s choice. Creatures that can’t be charmed are immune to this effect. Bonus Actions Reduce (Recharges after a Short or Long Rest). For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attack rolls, ability checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Duergar Mind Master","description":"The feared duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets. Duergar Duergar are dwarves that dwell deep in the Underdark and other sunless realms. They owe their psionic abilities to the mind flayers that enslaved them long ago. The duergar eventually broke free of their illithid masters but were forever transformed, gaining power but also a sadness. That gloom leads some duergar to acts of melancholic beauty and others to outbursts of violence. Infernal Master. Asmodeus, lord of the Nine Hells, impersonates duergar gods in order to cultivate evil within the hearts of duergar who are already corrupt. He offers them divine guidance and vengeance against their enemies while urging them to acts of brutality, all the while concealing his identity. Traits Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery. Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced. Invisibility (Recharge 4–6). The duergar magically turns invisible until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Mind Mastery. The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar’s choice. Creatures that can’t be charmed are immune to this effect. Reduce (Recharges after a Short or Long Rest). For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":27909,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Duergar Priest","description":"Duergar priests are a staple in any duergar company. They serve as the primary support for duergar guard patrols and armies. They are devout and fanatical followers of either Laduguer or Deep Duerra. Traits Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 11 (2d8 + 2) bludgeoning damage while enlarged. Spellcasting. The duergar casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: mending, poison spray (2d12), sacred flame (2d8), thaumaturgy 1/day each: bane, blindness/deafness, command, dispel magic, hold person, spirit guardians Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Bonus Actions Divine Weapon (1/Day). The duergar casts magic weapon or spiritual weapon using Wisdom as the spellcasting ability. Wrath of Laduguer. The duergar targets a creature it can see within 30 feet of it. The creature must succeed on a DC 13 Wisdom saving throw. On a failed save, the creature takes 13 (3d8) psychic damage and becomes frightened until the end of the duergar's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Duergar Screamer","description":"Absence of light results in darkness. So, what results from the absence of Good? The Underdark is a place with very little of either. —Mordenkainen Duergar⁠ The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar⁠ train warriors to fulfill a variety of roles. Duergar⁠ Screamer A duergar screamer is a construct that uses sonic energy to grind rock into dust. Duergar⁠ accused of spreading gossip or plotting against their superiors are trapped within one of these devices, their beards shorn and their ongoing agony channeled into psionic energy that powers the screamer. Traits Engine of Pain . Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack⁠ deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction. Actions Multiattack. The screamer makes one drill attack and uses its Sonic Scream. Drill. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. Sonic Scream. The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Duergar Screamer","description":"A duergar screamer uses sonic energy to grind rock into dust and to hurl invaders to the ground. Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework. —Mordenkainen Duergar Constructs Creative duergar engineers have built numerous war machines, including some that can be fused with a duergar. Such a duergar-machine hybrid is fueled by the duergar’s psionic energy, and the duergar inside the machine can psychically channel pain into power when attacked. These machines are deployed to assist with construction projects and war. Some duergar bravely volunteer to become hybrids, while other duergar are forced into the fusion by Underdark tyrants. Unless incapacitated, the duergar inside a machine can extricate themself from it over the course of a short rest, completing the process at the rest’s end. Duergar Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage. Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts. Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive. Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose. The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size? Most likely because those servants would excel at herding their masters’ other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys. —Mordenkainen Actions Multiattack. The screamer makes one Drill attack, and it uses Sonic Scream. Drill. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. Sonic Scream. The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone. Reactions Engine of Pain. Immediately after a creature within 5 feet of the screamer hits it with an attack roll, the screamer makes a Drill attack against that creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct (Dwarf)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Duergar Sergeant","description":"Duergar sergeants are crafty squad leaders and tacticians who recognize opportunities in the battlefiled they can exploit. A phalanx formation led by a duergar sergeant is thought to be unbreakable, moving in a synchronized and almost mechanical manner, showing no weaknesses. Duergar sergeants often wear heavy armor, wield sharp war picks, and carry and handful of javelins. Traits Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Phalanx Formation. The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes two War Pick or Javelin attacks. It can use Command in place of one of these attacks. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged. Command. The duergar targets one ally it can see within 30 feet of it. If the target can see and hear the duergar, the target can make one weapon attack as a reaction. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of the duergar that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Duergar Slavemaster","description":"Slave masters were once duergar sergeants who were promoted due to their cruelty and efficiency. These tyrants are now assigned to oversee labor and prison camps. They make use of their flails and whips to punish, prod, and intimidate prisoners and slaves to do their bidding. Slave masters will not hesitate to sacrifice their minions on a whim. Traits Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar uses Enlarge if it is available. It then makes one Flail attack and one Whip attack. Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning damage while enlarged, plus 4 (1d8) psychic damage. Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage, or 8 (2d4 + 3) slashing damage while enlarged and the target has disadvantage on attack rolls until the end of the duergar's next turn. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Ruthless Command (Recharges after a Short or Long Rest). For 1 minute, the duergar can issue a telepathic command whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll. The creature takes 4 (1d8) psychic damage and can add a d10 to its roll provided it can understand the duergar. A creature can benefit from only one Ruthless Command die at a time. This effect ends if the duergar is incapacitated.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Duergar Soulblade","description":"Duergar The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms. Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor. Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry. Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency. Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar’s mind is a fortress, able to shrug off charms, illusions, and other spells. Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can’t fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar’s vision is compromised by sunlight. Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity. Duergar Soulblade Duergar soulblades are assassins with the ability to manifest blades of psionic energy.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":4962,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Duergar Soulblade","description":"Absence of light results in darkness&#8288;. So, what results from the absence of Good? The Underdark&#8288; is a place with very little of either. —Mordenkainen Duergar⁠ The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar⁠ train warriors to fulfill a variety of roles. Duergar⁠ Soulblade Soulblades are duergar warriors whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes. Traits Duergar⁠ Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Create Soulblade. As a bonus action⁠, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar’s hand and vanishes if it leaves the duergar’s grip, or if the duergar⁠ dies or is incapacitated. Innate Spellcasting (Psionics). The duergar’s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: blade ward, true strike 3/day each: jump, hunter’s mark Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Soulblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack⁠ deals an extra 3 (1d6) force damage. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar⁠ is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar⁠ lacks the room to become Large, it attains the maximum size possible in the space available. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar⁠ wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Duergar Soulblade","description":"Soulblades are duergar combatants whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes. Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework. —Mordenkainen Duergar Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage. Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts. Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive. Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose. The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size? Most likely because those servants would excel at herding their masters’ other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys. —Mordenkainen Traits Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Soulblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) force damage, or 17 (4d6 + 3) force damage while under the effect of Enlarge. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Bonus Actions Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Duergar Spore Servant","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":4962,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Duergar Spy","description":"Combining the natural abilities of the duergar race with the specialized training of a spy, the duergar named Ghared is a force to be reckoned with inside Khundru-kar ( The Forge of Fury ). Traits Cunning Action . On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. Duergar Resilience . The spy has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sneak Attack . Once per turn, the spy can deal an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. Sunlight Sensitivity . While in sunlight, the spy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The spy makes two shortsword attacks. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the spy magically increases in size, along with anything it is wearing or carrying. While enlarged, the spy is Large, doubles her damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the spy lacks the room to become Large, it attains the maximum size possible in the space available. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+3) piercing damage. Shortsword (Enlarged Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6+3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, reach 30/120 ft., one target. Hit: (1d6+3) piercing damage. Invisibility (Recharges after a Short or Long Rest). The spy magically turns invisible until it attacks, deals damage, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the spy wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":7386,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Duergar Stone Guard","description":"You think dwarves&#8288; are dour and unpleasant? Wait until you meet a duergar&#8288;. —Mordenkainen Duergar⁠ The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar⁠ train warriors to fulfill a variety of roles. Duergar⁠ Stone Guard⁠ The stone guard are elite duergar troops, deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions. Traits Duergar⁠ Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Phalanx Formation. The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar⁠ ally wielding a shield⁠. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions King’s Knife (Shortsword). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar⁠ is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar⁠ lacks the room to become Large, it attains the maximum size possible in the space available. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar⁠ wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Duergar Stone Guard","description":"Duergar The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms. Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor. Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry. Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency. Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar’s mind is a fortress, able to shrug off charms, illusions, and other spells. Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can’t fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar’s vision is compromised by sunlight. Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity. Duergar Stone Guard The Stone Guards are veteran warriors who serve the Deepking as bodyguards, elite troops, and secret police.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":4962,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Duergar Stone Guard","description":"Stone guards are elite troops deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions. Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework. —Mordenkainen Duergar Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage. Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts. Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive. Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose. The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size? Most likely because those servants would excel at herding their masters’ other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys. —Mordenkainen Traits Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions. Phalanx Formation. The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of an ally wielding a shield. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes two Shortsword or Javelin attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Bonus Actions Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Duergar Warlord","description":"You think dwarves are dour and unpleasant? Wait until you meet a duergar. —Mordenkainen Duergar⁠ The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar⁠ train warriors to fulfill a variety of roles. Duergar⁠ Warlord⁠ A warlord⁠ is cunning, inspiring, and cruel in equal parts. A skilled warrior who leads duergar into battle, the warlord⁠ can use spikes of psionic energy to compel duergar⁠ warriors to fight harder. Traits Duergar⁠ Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available. Psychic-Attuned Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while enlarged, plus 5 (1d10) psychic damage. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged. Call to Attack. Up to three allied duergar within 120 feet of this duergar⁠ that can hear it can each use their reaction to make one weapon attack. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar⁠ is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar⁠ lacks the room to become Large, it attains the maximum size possible in the space available. Invisibility (Recharge 4–6). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar⁠ wears or carries is invisible with it. Reactions Scouring Instruction. When an ally that the duergar can see makes a d20 roll, the duergar⁠ can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can’t be affected by Scouring Instruction.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Duergar Warlord","description":"A warlord is cunning, inspiring, and merciless in equal parts. A skilled leader in battle, the warlord can use spikes of psionic energy to compel the warriors they command to fight harder. Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework. —Mordenkainen Duergar Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage. Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts. Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive. Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose. The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size? Most likely because those servants would excel at herding their masters’ other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys. —Mordenkainen Traits Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack. Psychic-Attuned Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage while under the effect of Enlarge, plus 5 (1d10) psychic damage. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while under the effect of Enlarge. Call to Attack. Up to three allies within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack. Invisibility (Recharge 4–6). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Bonus Actions Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available. Reactions Scouring Instruction. When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6, and the ally can add the number rolled to the d20 by taking 3 (1d6) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Duergar Xarrorn","description":"Duergar The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms. Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor. Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry. Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency. Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar’s mind is a fortress, able to shrug off charms, illusions, and other spells. Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can’t fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar’s vision is compromised by sunlight. Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity. Duergar Xarrorn The xarrorn are duergar warriors of Clan Xardelvar trained to wield lances that spew alchemical fire.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":4962,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Duergar Xarrorn","description":"You think dwarves&#8288; are dour and unpleasant? Wait until you meet a duergar&#8288;. —Mordenkainen Duergar⁠ The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar⁠ train warriors to fulfill a variety of roles. Duergar⁠ Xarrorn The xarrorn are specialists who construct weapons using a mixture of alchemy and psionics. Traits Duergar⁠ Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Fire Lance. Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 3 (1d6) fire damage, or 16 (2d12 + 3) piercing damage plus 3 (1d6) fire damage while enlarged. Fire Spray (Recharge 5–6). From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar⁠ is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar⁠ lacks the room to become Large, it attains the maximum size possible in the space available. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment⁠ the duergar⁠ wears or carries is invisible⁠ with it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Duergar Xarrorn","description":"Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics. Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers—I prefer gold, gems, and tracery—but I admire the boldness of dwarven stonework. —Mordenkainen Duergar Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage. Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts. Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do—even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded—in the Underdark, all must cooperate to survive. Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose. The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size? Most likely because those servants would excel at herding their masters’ other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys. —Mordenkainen Traits Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions. Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Fire Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage, or 16 (2d12 + 3) piercing damage while under the effect of Enlarge, plus 3 (1d6) fire damage. Fire Spray (Recharge 5–6). From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. Bonus Actions Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Duke Ludwig von Fritz","description":"The current head of the household is Duke Ludwig von Fritz, a cantankerous and covetous noble miser. The decrepit man is suffering from long-term delerium contamination, made worse by his reliance on an utter quack of a doctor who uses the duke to test his own tinctures.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":"1/8"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Duke Thalamra Vanthampur","description":"Acid-tongued, shrewd, and aggressive, Duke Thalamra Vanthampur is the matriarch of the Vanthampur family. Born with nothing, she spent years wallowing in obscurity, repairing and renovating the city’s ancient sewer system. One promotion after another followed until she was named Master of Drains and Underways. By then, she had been married three times and given birth to three sons. Her lifelong goal has been to lift herself and her family out of the sewers and into high society. Years of political dealing, blame shuffling, and bribery paid off when Thalamra was elected to the Council of Four. Although she has served on the council for the shortest amount of time, Duke Vanthampur is easily the most politically savvy council member. She speaks little during meetings of the council, preferring to further her political agenda through meetings in her private offices and at her family estate. When she does choose to debate, she speaks with a strength beyond what it seems like her age should allow, and is known for leveling insults that land unsettlingly close to (supposedly) hidden truths.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Duke Thalamra Vanthampur","description":"Traits Dark Devotion. Thalamra has advantage on saving throws against being charmed or frightened. Devil’s Sight. Thalamra can see normally in darkness, both magical and nonmagical, out to a distance of 120 feet. Actions Multiattack. Thalamra uses eldritch blast twice or makes two unarmed strikes. Eldritch Blast (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 9 (1d10 + 4) force damage. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage. Reactions Hellish Rebuke (1st-Level Spell; 2/Day). When Thalamra is damaged by a creature within 60 feet of her that she can see, the creature that damaged her is engulfed in hellish flames and must make a DC 14 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Duke Valentin von Baden","description":"A finely-dressed male human Liege , Duke von Baden is a stately man in his mid-forties. After spending his youth adventuring among pirates in the Middle Sea, Valentin took up the mantle of the Duke of Drannsmund when his father and elder brother were slain in the early attempts to reclaim Drakkenheim. Now a shrewd admiral and diplomat, Duke von Baden chose discretion during the Civil War, remaining neutral throughout the conflict despite repeated entreaties from both sides of House von Kessel.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Dullahan","description":"Dullahans are headless undead warriors—the remains of villains who let vengeance consume them. These decapitated hunters haunt the areas where they were slain, butchering innocents in search of their severed heads or to quench their thirst for revenge. Wicked knights or commanders in life, dullahans adhere to twisted codes of chivalry or soldiership. These fallen champions consider a specific location their battlefield. This gives rise to stories of haunted battlegrounds, ruins, roads, river crossings and other strategic locations where a dullahan continues a terrifying campaign against the living. In death, dullahans are often rejoined by those who followed them in life, either in the form of lesser undead, like skeletons or wights, or terrifying mounts, like warhorse skeletons or nightmares. Headless Hunts Dullahans are known for seeking their lost heads, giving rise to regional legends of headless hunters and endless searches. The Dullahan Legends table suggests dullahan hauntings that might be the stuff of local legends. Dullahan Legends d4 Haunting 1 A dullahan pursues anyone who has one of the shards of its shattered skull. 2 A vain dullahan pursues it own relatives, seeking to claim a head with its family resemblance. 3 A greedy dullahan seeks to recover its bejeweled helmet, caring nothing for the head that wears it. 4 Two dullahans seek the same head, both believing they’re the actual owner. Traits Headless Summoning (Recharges after a Short or Long Rest). If the dullahan is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains 97 hit points. In addition, it summons three death’s heads, one of each type, in unoccupied spaces within 5 feet of it. The death’s heads are under the dullahan’s control and act immediately after the dullahan in the initiative order. Additionally, the dullahan can now use the options in the “Mythic Actions” section. Award a party an additional 5,900 XP (11,800 XP total) for defeating the dullahan after it uses Headless Summoning. Legendary Resistance (2/Day). If the dullahan fails a saving throw, it can choose to succeed instead. Unusual Nature. The dullahan doesn’t require air, food, drink, or sleep. Actions Multiattack. The dullahan makes two attacks. Battleaxe. Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 11 (2d10) necrotic damage. If the dullahan scores a critical hit against a creature, the target must succeed on a DC 15 Constitution saving throw or the dullahan cuts off the target’s head. The target dies if it can’t survive without the lost head. A creature that doesn’t have or need a head, or has legendary actions, instead takes an extra 27 (6d8) slashing damage. Fiery Skull. Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 14 (2d10 + 3) fire damage. Legendary Actions The dullahan can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dullahan regains spent legendary actions at the start of its turn. Attack. The dullahan makes one attack. Frightful Presence (Costs 2 Actions). Each creature of the dullahan’s choice within 30 feet of it must succeed on a DC 15 Wisdom saving throw or become frightened of the dullahan until the end of its next turn. Head Hunt (Costs 3 Actions). The dullahan moves up to its speed without provoking opportunity attacks and makes one Battleaxe attack with advantage. If the attack hits, but is not a critical hit, the attack deals an extra 27 (6d8) necrotic damage. Mythic Actions If the dullahan’s Headless Summoning trait is active, it can use the options below as legendary actions. Coordinated Assault. The dullahan makes a Battleaxe attack, and then one death’s head the dullahan can see within 30 feet of it can use its reaction to make a melee attack. Headless Wail (Costs 2 Actions). An echoing shriek issues from the dullahan’s headless stump. Each creature of the dullahan’s choice within 10 feet of it must make a DC 15 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one. If one or more creatures fail the saving throw, the dullahan gains 10 temporary hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":10535,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Dullahan","description":"This creature appears in the Ghastly Grins adventure! Traits Fey Ancestry. The Dullahan has advantage on saving throws against being charmed, and magic can't put it to sleep. Innate Spellcasting. The Dullahan's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components: At will: dancing lights, detect magic 1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion Fey Resilience. As a bonus action, the Dullahan can restore 5d8 of health every turn unless she has been hit with necrotic damage in the previous round. Magic Resistance. The Dullahan has advantage on saving throws against spells and other magical effects. Spellcasting. The Dullahan is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The Dullahan has the following cleric spells prepared: Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy 1st level (4 slots): bane, command, cure wounds, guiding bolt 2nd level (3 slots): hold person, silence, spiritual weapon 3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians 4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith 5th level (3 slots): contagion, flame strike, geas, mass cure wounds 6th level (2 slots): blade barrier, harm 7th level (2 slots): divine word, plane shift 8th level (1 slot): holy aura 9th level (1 slot): gate Actions Multiattack. The Dullahan can make two attacks with her Vorpal Sword. Vorpal Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (4d6 + 7) slashing damage. Wen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. The DM can also allow characters to make a death saving throw to avoid decapitation and instead take the 6d8 extra damage. Summon Servant (1/Day). The Dullahan magically summons a nightmare. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. Legendary Actions The Dullahan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Dullahan regains spent legendary actions at the start of her turn. Spine Whip. (1 Action) The Dullahan makes one additional attack with her spine whip. It has a reach of 15 and a +8 to hit. It deals 2d12 slashing damage. Lucky. (2 Actions) The Dullahan can reroll an attack with the Vorpal Sword and take the higher result. Cast a Spell. (1-3 Actions) The Dullahan expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (fey)","Alignment":"neutral","Expansion":20627,"Challenge Rating":20},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Dullahan","description":"Dullahans owe their dreadful existence to the Circle of Symbiosis. When one of their own members dares to betray the sacred circle, they are condemned to the grim fate of becoming a dullahan. The transgressor is bound to an ancient stone altar, where, beneath the cold gaze of the moon, their head is severed in an act of macabre justice—yet life doesn’t leave their body. Relentless Huntsmen. Unleashed into the world as a headless harbinger, the newly created dullahan is then merged with an undying steed and tasked with a dark purpose: to hunt. Their prey vary—for some, innocent individuals to be kidnapped from their everyday lives, and others, adversaries of the Circle, marked for death. The Circle's knowledge of their targets is eerily accurate, and so, once the dullahan sets its sightless gaze upon a target, relenting isn’t an option that exists. Scorned by Radiance. The price of transmogrification into a dullahan is steep. The unholy essence that fueled their headless form etches an irreversible mark on their soul. Even when restored to their living state, they bear this cursed taint, which stands in stark opposition to the divine energies that brim in many places of worship. When a dullahan dares to breach the boundaries of these hallowed grounds, their bodies immediately ignite in a roaring blaze, punished by the radiant powers above. Eternal Curse. Should the dullahan weather its gruesome task and pay off the debt of its soul, the Circle takes it upon themselves to decide the creature’s destiny. Some are mercifully put to rest, their spectral existences snuffed out as abruptly as they began. Others, who've shown their penitence throughout their servitude, are deemed worthy of a second chance. These fortunate few are restored to their former state, reinstated as druids in the Circle, but forever marked by the scars of their ordeal. Traits Accursed Beacon. The dullahan knows the exact location of creatures that are under the effect of its spells as long as they are on the same plane of existence. Innate Spellcasting. The dullahan's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The dullahan can innately cast the following spells, requiring no material or somatic components: At will: bane, brittle bone throw (2d8, 2d4), chill touch (2d8), knock 2/day each: hex (5th level, damage can’t break the dullahan’s concentration), malicious rancor Relentless Advance. The dullahan is unaffected by difficult terrain and can move over water and other liquids. It can't willingly enter consecrated areas such as churches; it takes 22 (4d10) radiant damage at the start of each of its turns while within such an area. Actions Multiattack. The dullahan makes two attacks with its spine whip. Spine Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage and 13 (3d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Bonus Actions Cunning Action. The dullahan takes the Dash, Disengage, or Hide action. Reactions Maddening Sight. When a creature within 30 feet of the dullahan targets it with an attack or spell, the dullahan can force the creature to gaze into its severed head. The target must succeed on a DC 14 Wisdom saving throw or become blinded for 1 minute and gain a short-term madness. A blinded creature can repeat the saving throw at the end of each of its turns, ending the blinded condition on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"lawful evil","Expansion":27461,"Challenge Rating":6},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Dullahan (ToB)","description":"The black horse strides out of the shadows with its nostrils huffing steam. Its rider, swathed in black leather, raises his arm to reveal not a lantern but its own severed, grinning head. Though it appears to be a headless rider astride a black horse, the dullahan is a single creature. The fey spirit takes the shape of the rider holding its own head aloft like a lantern, or (more rarely) the form of an ogre cradling its head in one arm. Harbingers of Death. Hailing from the darkest of fey courts, the dullahan are macabre creatures that walk hand in hand with death. They sometimes serve powerful fey lords and ladies, riding far and wide in the capacity of a herald, bard, or ambassador. More often than not they carry doom to a wretch who roused their lord’s ire. Relentless Nature. The dullahan doesn’t require food, drink, or sleep. Traits Baleful Glare: When a creature that can see the eyes of the dullahan’s severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 15 Wisdom saving throw if the dullahan isn’t incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way the creature must move away from the dullahan, and can only use its action to Dash. If the creature is affected by the dullahan’s Deathly Doom trait, it is restrained while frightened instead. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save. Deathly Doom (1/Day): As a bonus action, the dullahan magically dooms a creature. The dullahan knows the direction to the doomed creature as long as it is on the same plane. Innate Spellcasting: The dullahan’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The dullahan can innately cast the following spells, requiring no material or somatic components: At will: bane, chill touch, hex, knock 3/day each: false life, see invisibility 1/day: blight Relentless Advance: The dullahan is unaffected by difficult terrain, and can ride over water and other liquid surfaces. Actions Multiattack: The dullahan makes two attacks with its spine whip. Spine Whip: Melee Weapon Attack : +8 to hit, reach 10 ft., One target. Hit : 15 (2d10 + 4) slashing damage plus 16 (3d10) necrotic damage. If the target is a creature it must make a DC 15 Constitution saving throw or be wracked with pain and fall prone. Seal the Doom: The dullahan points at a creature marked by Deathly Doom within 40 feet than it can see. The creature must succeed at a DC 15 Constitution saving throw against this magic or immediately drop to 0 hit points. A creature that successfully saves is immune to this effect for 24 hours. Reactions Interposing Glare: When the dullahan is hit by a melee attack it can move its severed head in front of the attacker’s face. The attacker is affected by the dullahan’s Baleful Glare immediately. If the creature is averting its eyes this turn, it must still make the save, but does so with advantage.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Source":"Tome of Beasts","Alignment":"Lawful evil","Expansion":3,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dune Mimic","description":"When a dune mimic strikes, the sand surges and shifts, a sinkhole opens, and sandy tendrils snatch at nearby creatures. Enormous Forms. Though most commonly seen as dunes, a dune mimic can take the form of a date palm grove, a riverbank, an enormous boulder, or other large shapes in the landscape. A King’s Guardians. Dune mimics were created by a forgotten king as guardians for his desert tomb. Somewhere, dozens of them guard vast wealth. Spread by Spores. Although not intended to reproduce, they began producing spores spontaneously and replicating themselves, so that now they’re spread across the deserts. Luckily for the other inhabitants, dune mimics reproduce just once per century. Traits Shape Changer: The dune mimic can use its action to polymorph into a Huge object or terrain feature (maximum area 25 x 25 feet) or back into its true, amorphous form. Since its coating of dust, sand, and gravel can’t be hidden, it usually disguises itself as a terrain feature or eroded ruin. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Adhesive: (Object or Terrain Form Only). The dune mimic adheres to anything that touches it. A creature adhered to the dune mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. The dune mimic can harden its outer surface, so only the creatures it chooses are affected by this trait. False Appearance (Object or Terrain Form Only): While the dune mimic remains motionless, it is indistinguishable from an ordinary object or terrain feature. Grappler: The dune mimic has advantage on attack rolls against a creature grappled by it. Actions Multiattack: The dune mimic makes four pseudopod attacks. Pseudopod: Melee Weapon Attack : +8 to hit, reach 10 ft., One target. Hit : 14 (2d8 + 5) bludgeoning damage. If the dune mimic is in object or terrain form, the target is subjected to the mimic’s Adhesive trait. Engulf: The dune mimic engulfs all creatures it has grappled. An engulfed creature can’t breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the dune mimic, and takes 18 (4d8) acid damage at the start of each of the dune mimic’s turns. When the dune mimic moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the dune mimic.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity (shapechanger)","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dunghill Golem","description":"Constructed by mysterious necromancers and unhinged tinkers from the junk, refuse, and filth found in dunghills and middens, the dunghill golem is a grotesque and repugnant amalgamation of gruesome rotting carcasses and various discarded scrap and waste materials. It emanates a strong, putrid odor and is covered in a layer of grime and slime. Foul Abomination. Despite its abhorrent appearance, the dunghill golem possesses immense strength and durability. It is often constructed to appear as a giant quadruped beast, complete with scissor-like jaws, a club-like arm, and a pincer claw. It lumbers forward with slow, purposeful movements, its massive form towering over its adversaries. Leachate Breath. A dunghill golem is created primarily for collecting and disposing of waste material in a landfill. In battle, it uses the same tools, delivering bone-crushing blows and vicious wounds with its powerful limbs and mandibles. For defense, the golem exudes a vile stench that can sicken those in close proximity. Finally, it can also spew noxious gases and acrid fluids. Anyone doused by this vile concoction will suffer severe burns and, if they manage to survive, become violently ill. Traits Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Stench. Any creature other than Constructs and Undead that starts its turn within 5 feet of the golem must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of this golem for 1 hour. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes one Bite attack, one Slam attack, and one Pincer attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Pincer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the golem can't make Pincer attacks against other targets. Leachate Breath (Recharge 5–6). The golem discharges toxic gas and corrosive fluids in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a make a DC 15 Constitution saving throw. On a failed save, a creature takes 13 (3d8) acid damage and 13 (3d8) necrotic damage and is poisoned for 1 minute. A poisoned creature is incapacitated. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Dunkan Dunk of Clan Durgis","description":"Appearance and Personality: Dunk is pale and a bit pudgy, but hardy of both body and spirit. Light-­hearted for a dwarf, others find him coarse-­mannered and abrupt even for his kind. He is emotional and easily distracted, but loyal to his friends and a good ally in a fight. Dunk considers any of the PCs from Durgis Rock to be his students, regardless of their background. He is a warrior from the town, and he sees it as his duty to make certain that the next generation is ready to come to its defense at any time. Because of this, he constantly nags and reminds everyone about routine duties. This can include properly disposing of a corpse, knowing how to prepare shelter for the night, or just basic hunting tips for common game animals. He always makes it a point to speak of tradition and the honor of the clan when he makes these pronouncements, as a way to make sure that everyone recognizes the importance of what he is saying. Traits Dwarven Resilience. Dunkan has advantage on saving throws against poison. Battle Fury (1/Day). Dunkan can push himself into a momentary flurry of battle rage. On his turn Dunkan can take one extra action, but it must be used to take the multiattack action. Bonus Actions Second Wind (1/Day). Dunkan can use a bonus action to regain 1d10 + 5 hit points. Actions Multiattack. Dunkan makes two attacks with his urutuks. Urutuk. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft, or range 20/60ft, one target. Hit: 7 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Lawful Good","Expansion":30502,"Challenge Rating":3},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Dunkleosteus","description":"A dunkleosteus is a massive, 20-foot-long armored fish that hunts shallow, warm coastal bodies of water. It has a flattened head, a body covered with stone-like plates, and a powerful jaw lined with sharp, bony teeth. The dunkleosteus typically preys on giant crabs and variety of large fish and other marine creatures, but it will eat anything that looks edible to it. The dunkleosteus's jaws are so powerful, its bite can cut through bone and crush armor with ease. Traits Aquatic. The dunkleosteus can breathe only underwater. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage and the target's nonmagical armor or shield (determined randomly if it has both) takes a permanent and cumulative -1 penalty. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. In addition, if the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the dunkleosteus can't use its Bite attack another target.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Duodrone","description":"“Every 289 years, the entire multiverse goes mad. Like clockwork.” —Kwint Stormbellow, rock gnome adventurer Modrons Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order. Absolute Law and Order. Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no “I,” but only “we” or “us.” Absolute Hierarchy. Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand. Cogs of the Great Machine. If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result. The Great Modron March. When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. Duodrone The blocky duodrones supervise units of monodrones and can perform up to two tasks at a time. Variant: Rogue Modrons A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don’t act in accordance with Primus’s wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. Traits Axiomatic Mind : The duodrone can’t be compelled to act in a manner contrary to its nature or its instructions. Disintegration If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. Actions Multiattack : The duodrone makes two fist attacks or two javelin attacks. Fist : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Javelin (Melee) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Javelin (Ranged) : Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"MM1","Alignment":"lawful neutral","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Durasteel Mecharoid","description":"Mecharoids Mecharoids are advanced tactical defense units equipped with state-of-the-art artificial intelligence. Like many other automatons, they are considered to be semi-self-aware, yet they are completely devoted to their mission, regardless of their evolved programming. War Machines. Before the development of more advanced combat gear, mobile power armor was a popular choice for military operations on planetary soil. Rather than scrap their old suits, the now-defunct Deleron Corporation refitted them with new parts and a military-grade AI specifically designed to learn and adapt to all forms of tactical warfare. These new designs were named mecharoids, coined after the commonly used nickname for power armor, \"mecha-suits.\" Mission Primary. Though capable of learning on their own, a mecharoid's programming tends to be a bit slower and clunkier than other automatons. In addition, their AI is supplemented with a set of mission directives that can override their own logical processing. When programmed with a mission, a mecharoid is bound to complete it to the best of its ability, regardless of unforseen situations that arise. Durasteel Mecharoid This model's armored frame is made from the same composite as most starship hulls. Their breaching apparatus makes them equally as dangerous to fortifications and structures.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"neutral","Expansion":27051,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Durasteel Mecharoid","description":"Mecharoids Mecharoids are advanced tactical defense units equipped with state-of-the-art artificial intelligence. Like many other automatons, they are considered to be semi-self-aware, yet they are completely devoted to their mission, regardless of their evolved programming. War Machines. Before the development of more advanced combat gear, mobile power armor was a popular choice for military operations on planetary soil. Rather than scrap their old suits, the now-defunct Deleron Corporation refitted them with new parts and a military-grade AI specifically designed to learn and adapt to all forms of tactical warfare. These new designs were named mecharoids, coined after the commonly used nickname for power armor, \"mecha-suits.\" Mission Primary. Though capable of learning on their own, a mecharoid's programming tends to be a bit slower and clunkier than other automatons. In addition, their AI is supplemented with a set of mission directives that can override their own logical processing. When programmed with a mission, a mecharoid is bound to complete it to the best of its ability, regardless of unforseen situations that arise. Cirrus Mecharoid One of the earliest models created by Deleron Corp, a cirrus mecharoid has a heavily armored, bulky frame and disruptor-powered blades that can cause cellular degradation in living creatures. The cirrus model is often used as a deterrent for ground troops and small vehicles. Durasteel Mecharoid This model's armored frame is made from the same composite as most starship hulls. Their breaching apparatus makes them equally as dangerous to fortifications and structures. Stormfury Mecharoid A walking arsenal, this elite siege unit has a small central frame outfitted with a host of interchangeable mounted weapons. Prime-Delta Mecharoid One of the \"prime\" line units fashioned after kanasi tech instead of older mobile armor frames, their armor and weapons are sorium forged. Though more versatile and dangerous, they also tend to take a far looser interpretation of their mission parameters. Titanium Mecharoid These units are commonly used in military outfits across the galaxy in conjunction with gamaroids and other synths.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"neutral","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Durixaviinox","description":"In a cold expanse at the edge of the world, Durixaviinox (dur-ih-ZAH-vin-nox) lairs beneath the ruins of the draconic city of Vexinoth. Though many now call him the Ruined Providence, this frost-breathing ruin dragon once ruled as a benevolent and all-powerful emperor who amassed enough reverence to rival the gods. But Durixaviinox was betrayed by his sister Yserthrax, who conspired with Qazyldrath to destroy the city. The conflict killed countless dragons on both sides and Durixaviinox was left for dead, his body buried beneath the rubble of a once-mighty civilization. But the Providence refused to die, bringing himself back from the brink through force of will. As Durixaviinox slowly regained his physical might over a millennium of wound licking, he swore oaths of revenge against his sister and Qazyldrath. He plans to bring an eternal winter to the Mundane World, making it a place fit only for those with frigid hearts. Traits Frosted Resistance (3/Day). When Durixaviinox fails a saving throw, he can succeed instead. When he does, his speed is halved and he can’t take the Disengage action until the end of his next turn. Hoarfrost. Cold damage dealt by Durixaviinox ignores damage resistance. Ice Walk. Durixaviinox can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost him extra movement. Actions Multiattack. Durixaviinox makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage, and the target can’t take reactions until the end of their next turn. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and Durixaviinox can move the target up to 15 feet horizontally. Numbing Breath (Recharge 5–6). Durixaviinox exhales a freezing blast in a 90 foot cone. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, a creature takes 42 (12d6) cold damage and is restrained until the end of their next turn. On a successful save, a creature takes half as much damage and isn’t restrained. Bonus Actions Icy Grip. Durixaviinox encases a creature he can see within 60 feet of him in ice. The target must make a DC 18 Strength saving throw. On a failed save, a creature takes 22 (4d10) cold damage and is restrained. On a successful save, a target takes half as much damage and isn’t restrained. A creature can use an action to break themself or another creature they can reach out of the ice, ending the restrained condition. Reactions Withering Frost. When a creature within 5 feet of Durixavi inox hits him with an attack, Durixaviinox releases a burst of cold energy. Each creature within 5 feet of him must succeed on a DC 18 Constitution saving throw or take 10 (3d6) cold damage. Villain Actions Durixaviinox has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1: Raging Blizzard. Durixaviinox beats his wings, and frigid winds and hail swirl around him. Each creature within 120 feet of him must make a DC 18 Strength saving throw. On a failed save, a creature takes 21 (6d6) bludgeoning damage, is pushed 60 feet directly away from Durixaviinox, and is knocked prone. On a successful save, a creature takes half as much damage and isn’t pushed or knocked prone. Action 2: Royal Defense. Durixaviinox calls the faithful soul of a spectral guard to fight at his side. The guard uses the frost giant wind sprinter stat block, but they are an Undead instead of a Giant. The guard acts immediately after Durixaviinox and follows his verbal commands. While the guard is within 60 feet of Durixaviinox, Durixaviinox gains resistance to all damage. If Durixaviinox dies, the guard is destroyed. Action 3: Frost Cataclysm. Durixaviinox releases a pulse of frigid energy followed by a shock wave of force in a 120 foot radius sphere centered on him. Each enemy in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. Immediately after, each enemy in that area must make a DC 18 Strength saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":20},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Durixaviinox","description":"My rule was glorious, and the dragons, giants, and others who I protected lived prosperous lives. Those that remain—the dead that walk—don’t remember the time that was. They are mindless drones. The lucky ones died ages ago and stayed dead. Durixaviinox Traits Frosted Resistance ( 3 /Day). When Durixaviinox fails a saving throw, he can succeed instead. When he does, his speed is halved and he can’t take the Disengage action until the end of his next turn. Hoarfrost. Cold damage dealt by Durixaviinox ignores damage resistance. Ice Walk. Durixaviinox can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost him extra movement. Actions Multiattack. Durixaviinox makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage, and the target can’t take reactions until the end of their next turn. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and Durixaviinox can move the target up to 15 feet horizontally. Numbing Breath (Recharge 5 – 6 ). Durixaviinox exhales a freezing blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, a creature takes 42 (12d6) cold damage and is restrained until the end of their next turn. On a successful save, a creature takes half as much damage and isn’t restrained. Bonus Actions Icy Grip. Durixaviinox encases a creature he can see within 60 feet of him in ice. The target must make a DC 18 Strength saving throw. On a failed save, a creature takes 22 (4d10) cold damage and is restrained. On a successful save, a target takes half as much damage and isn’t restrained. A creature can use an action to break themself or another creature they can reach out of the ice, ending the restrained condition. Reactions Withering Frost. When a creature within 5 feet of Durixaviinox hits him with an attack, Durixaviinox releases a burst of cold energy. Each creature within 5 feet of him must succeed on a DC 18 Constitution saving throw or take 10 (3d6) cold damage. Villain Actions Durixaviinox has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Raging Blizzard. Durixaviinox beats his wings, and frigid winds and hail swirl around him. Each creature within 120 feet of him must make a DC 18 Strength saving throw. On a failed save, a creature takes 21 (6d6) bludgeoning damage, is pushed 60 feet directly away from Durixaviinox, and is knocked prone. On a successful save, a creature takes half as much damage and isn’t pushed or knocked prone. Action 2 : Royal Defense. Durixaviinox calls the faithful soul of a spectral guard to fight at his side. The guard uses the frost giant wind sprinter stat block, but they are an Undead instead of a Giant. The guard acts immediately after Durixaviinox and follows his verbal commands. While the guard is within 60 feet of Durixaviinox, Durixaviinox gains resistance to all damage. If Durixaviinox dies, the guard is destroyed. Action 3 : Frost Cataclysm. Durixaviinox releases a pulse of frigid energy followed by a shock wave of force in a 120-foot-radius sphere centered on him. Each enemy in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. Immediately after, each enemy in that area must make a DC 18 Strength saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. My breath carries the sorrow of thousands of dead dragons. Their despair will freeze the heart of my sister and make brittle anything else that stands in the way of my revenge for those lost. Durixaviinox","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Lawful Evil","Expansion":28288,"Challenge Rating":20},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Durnan","description":"Durnan is the owner and proprietor of the Yawning Portal. Although he looks like a middle-aged man whose best days are behind him, Durnan has a sharp mind and can still swing a sword when he must. He doesn’t like talking about his past, and he won’t reveal anything about his time as an adventurer. If Durnan has any living family members, he doesn’t speak of them. He rarely says two words when one will do. He has a dark sense of humor and spares no pity on those who take the risk of entering Undermountain. He keeps Grimvault, his magic greatsword, within reach under the bar, and can chop tables in half with it if he so desires. He also can pull out a double crossbow (a heavy crossbow with reduced range that fires two bolts at the same target). Still, if he gets involved in a brawl, he prefers fighting with fists or a well-flung tankard. Durnan doesn’t often venture far from the Yawning Portal, using his employees to run errands for him as needed. If he’s feeling charitable, he might gently discourage likable “nobodies” from venturing into Undermountain, if he thinks they wouldn’t survive. He can also direct adventurers toward tavern regulars who might be able to help them or offer useful information. Special Equipment. Durnan wields a sword of sharpness (greatsword) called Grimvault. He wears boots of striding and springing, elven chain, and a ring of spell turning. Indomitable (Recharges after a Long Rest). Durnan can reroll a saving throw that he fails. He must use the new roll. Spell Turning. While wearing his ring of spell turning , Durnan has advantage on saving throws against any spell that targets only him (not in an area of effect). If Durnan rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. Actions Multiattack. Durnan makes four melee attacks. Grimvault. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is an object, the hit instead deals 16 slashing damage. If the target is a creature and Durnan rolls a 20 on the d20 for the attack roll, the target takes an extra 14 slashing damage, and Durnan rolls another d20. On a roll of 20, he lops off one of the target's limbs, or some other part of its body if it is limbless. Double Crossbow. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 13 (2d10 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":7393,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Dusk Hag","description":"Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and their dark magic allows them to influence the dreams of others, sending messages or inflicting nightmares with a touch. Tales talk of ambitious wizards, frantic monarchs, and desperate heroes undertaking quests or making bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like all hags, dusk hags enjoy causing strife to those who bargain with them, and find ways to twist and turn promises to their own advantage. The Dusk Hag Prophecies table provides examples of the sort of dreams dusk hags might share with unsuspecting sleepers. Dusk Hag Prophecies d10 Dusk Hag Prophecies 1 “A red hat approaches with ill intent. Be wary.” 2 “A ship comes on a sea of bones, but treasure waits behind a silver skull.” 3 “Three days, three deaths, three eyes, three breaths.” 4 “Doom falls on the peacock and the sparrow alike. Best be a raven.” 5 “A white hand on a black field holds the golden key.” 6 “Beware the black horse.” 7 “The fish is your friend.” 8 “The stairs downward lead to that which you seek.” 9 “Look for two crossed swords. There your goal lies.” 10 “If you see two crows, turn back. Beyond is death.”","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":4480,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Dust Goblin","description":"A ragged creature emerges from the sand. Its spindly frame is encased in a hodge-podge of armor scraps and rusted weapons. A long, hooked nose protrudes over a wide mouth filled with sharp teeth. Dust goblins vary greatly in size and appearance, although they are universally scrawny, bony, and lanky. They seem to suffer from malnutrition even when in perfect health, a perception reinforced by the way their bellies distend after they’ve gorged themselves on flesh. Their skin is always dry and cracked, ranging from dusky gray to dark green in color. Rule the Wastelands. Dust goblins are twisted creatures, tainted by many generations of life in a blasted wasteland. After a magical war devastated the dust goblins’ homeland, they rose to become the most dominant inhabitants. They inhabit ancient ruins and ambush travelers who stray too close to their borders. Twisted Minds. The lingering magical energy saturating the wastes of their home, coupled with the harsh conditions in which they scratch out a living, have tainted the minds of all dust goblins. Their thinking is alien and unfathomable to most creatures. Whereas most goblins are cowardly, dust goblins don’t seem to experience fear. To the contrary, they enjoy wearing skull helmets and using ghostly whistles to frighten foes. Owing to this alien mindset, dust goblins get along disturbingly well with Aberrations. The creatures often forge alliances and work together for mutual benefit, while making their unnerving mark on communal lairs. TRAITS Twisted. When the dust goblin attacks a creature from hiding, the target must succeed on a DC 10 Wisdom saving throw or be frightened until the end of its next turn. ACTIONS Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Neutral Evil","Expansion":25357,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Dust Goblin Archmage","description":"A ragged creature emerges from the sand. Its spindly frame is encased in a hodge-podge of armor scraps and rusted weapons. A long, hooked nose protrudes over a wide mouth filled with sharp teeth. Dust goblins vary greatly in size and appearance, although they are universally scrawny, bony, and lanky. They seem to suffer from malnutrition even when in perfect health, a perception reinforced by the way their bellies distend after they’ve gorged themselves on flesh. Their skin is always dry and cracked, ranging from dusky gray to dark green in color. Rule the Wastelands. Dust goblins are twisted creatures, tainted by many generations of life in a blasted wasteland. After a magical war devastated the dust goblins’ homeland, they rose to become the most dominant inhabitants. They inhabit ancient ruins and ambush travelers who stray too close to their borders. Twisted Minds. The lingering magical energy saturating the wastes of their home, coupled with the harsh conditions in which they scratch out a living, have tainted the minds of all dust goblins. Their thinking is alien and unfathomable to most creatures. Whereas most goblins are cowardly, dust goblins don’t seem to experience fear. To the contrary, they enjoy wearing skull helmets and using ghostly whistles to frighten foes. Owing to this alien mindset, dust goblins get along disturbingly well with Aberrations. The creatures often forge alliances and work together for mutual benefit, while making their unnerving mark on communal lairs. TRAITS Erratic Casting. Whenever the dust goblin archmage casts a spell of level 1 or higher, roll a d20. On a result of 19 or 20, a chaos magic surge occurs. Twisted. When the dust goblin archmage attacks a creature from hiding, the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. ACTIONS Multiattack. The dust goblin archmage makes three Chaos Burst attacks. Chaos Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 36 (6d10 + 3) acid, cold, fire, force, lightning, or necrotic damage. Determine the damage type by rolling a d6: 1 = Acid, 2 = Cold, 3 = Fire, 4 = Force, 5 = Lightning, 6 = Necrotic. If the dust goblin archmage scores a critical hit, the burst explodes. The target and each creature within 10 feet of it must succeed on a DC 15 Dexterity saving throw or take 36 (6d10) damage. Determine the damage type by rolling a d6, as above. Spellcasting. The dust goblin archmage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At will: mage hand, message, thaumaturgy 2/day each: confusion, divination, mage armor 1/day: twist of fate (see Chapter 6 ) REACTIONS Counterspell Chaos Surge (2/Day). When the dust goblin archmage can see a creature within 60 feet casting a spell, it can attempt to interrupt it. If the target is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the dust goblin archmage makes an Intelligence check. The DC equals 10 + the spell’s level. On a success, the target’s spell fails and has no effect. Whether the spell is successfully cast or fails, the dust goblin archmage can force the target to roll on the Chaos Magic Surge table (see Chapter 6 ).","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Neutral Evil","Expansion":25357,"Challenge Rating":10},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Dust Goblin Chieftain","description":"At first, the strange eyes and gibbering might make the dust goblin seem addled or at least a less-than-formidable foe. But its mastery of command words and bizarre ancient rituals makes these small creatures extremely dangerous, able to call on powers older than human history. A dust goblin chieftain must keep its tribe alive and fed, which is no small accomplishment in the wastelands it calls home. The chieftain has an edge on its fellows, which helps it keep the others in line, and that edge takes the form of a beneficial mutation brought on by the energies which permeate its homelands. Mastery of Ancient Languages. Dust goblin chieftains are often surprisingly learned in ancient tongues, able to speak and command creatures of the outer void, the hells, or from tombs long forgotten. Their ability to decipher scripts and faded text is unmatched. Strange Technology and Oddly Arcane Items. Thanks to the ruined civilizations which came before and in whose ruins the dust goblins live, a chieftain has access to a wide variety of unexpected items and magic. The exact nature of these items varies from chieftain to chieftain and is up to the GM's discretion.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dust Grazer","description":"This creature is a massive, inchoate riot of flesh infested with slimy, fungal growths. It floats slowly through the air, trailing a mass of writhing tendrils that drip a foul liquid. Dust grazers are abominations spawned in the blasted wastelands created by magical fallout. Once some natural creature of the wastelands, the first dust grazer was exposed to a magic-blasted fungus that altered the creature. A dust grazer does two things: eat everything in its reach and infect living creatures with fungal spores when it dies. The spores cause a painful transformation and eventually turn the creature into another dust grazer. Danger to All. Dust grazers scour each area they visit until every last bit of once-living material has been devoured. The presence of a dust grazer is one of the few crises that can unite the residents of wastelands. Even bitter enemies temporarily set aside their differences to eliminate the danger. Gorge and Grow. A dust grazer trails its tendrils over the land below it as it drifts, pulling up and devouring any organic material it finds, even sown seeds and insects buried in the topsoil. Dust grazers never stop growing, and some travelers have reported sightings of truly immense grazers in the deepest reaches of the wastes. Rumors often attribute sudden disappearances of entire settlements to such grazers. Death Spores. When the dust grazer dies, it explodes, releasing a cloud of spores. Each creature within 20 feet of the dust grazer when it dies must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage and become infected with the grazer spores disease. Creatures immune to the poisoned condition are immune to this disease. Until the disease is cured, the creature is poisoned and can't regain hp except by magical means. Every 24 hours that elapse, the target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the disease is cured. The target dies if this effect reduces its hp maximum to 0. Two days after the creature dies, it rises as a dust grazer of its size, growing to Large over the course of a week. Actions Tendril. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) acid damage. If the target is a creature, it is grappled (escape DC 14) if the grazer isn't already grappling a creature. Absorb. The dust grazer makes one Tendril attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also absorbed into the dust grazer's body, and the grapple ends. While absorbed, a creature is blinded and restrained, it has total cover against attacks and other effects outside the dust grazer, and it takes 7 (2d6) acid damage at the start of each of the dust grazer's turns. A dust grazer can have only one creature absorbed at a time. If the dust grazer takes 10 damage or more on a single turn from the absorbed creature, the grazer must succeed on a DC 15 Constitution saving throw at the end of that turn or expel the creature, which falls prone in a space within 5 feet of the grazer. If the grazer is flying, the expelled creature takes falling damage, as normal. If the grazer dies, an absorbed creature is no longer restrained, but it has disadvantage on the saving throw against the grazer's Death Spores.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dust Hulk","description":"It's tempting to view the various hulks as symbols of the long, slow decline of the giants as a people. But that's hardly fair to the giants who still survive and thrive in the world, heirs of tremendous glory. —Bigby Dust hulks are descended from enclaves of stone giants who lived in extreme environments, isolated from others. Elemental energy from the Plane of Air eroded their physical forms and slowly transformed them into Elementals. They are little more than clouds of gravel and dust, barely maintaining a cohesive form. When a dust hulk dies, it disperses into a cloud of dust. Dust hulks retain their ancestors’ passion for artistry, but instead of carving stone, they view their bodies as living works of art. As they fly, coursing along wind currents or blowing through underground tunnels like living sandstorms, they create mesmerizing dances with their ever-­shifting forms. Traits Air Form. The dust hulk can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch without squeezing. Death Burst. When the dust hulk dies, it explodes in a burst of dust that fills a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 14 Constitution saving throw or have the blinded condition for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Actions Multiattack. The dust hulk makes three Slam attacks. It can replace one of these attacks with Stinging Dust. Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Stinging Dust. One creature of the dust hulk's choice inside its space must make a DC 14 Constitution saving throw. On a failed save, the creature takes 10 (3d6) bludgeoning damage and has the blinded condition until the end of its next turn. On a successful save, the creature takes half as much damage only.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Chaotic Neutral","Expansion":24749,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Dust Mephit","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Death Burst : When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. Innate Spellcasting (1/Day) : The mephit can innately cast sleep , requiring no material components. Its innate spellcasting ability is Charisma. Actions Claws : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage. Blinding Breath (Recharge 6) : The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","AC":12,"HP":"17 (5d6)","CHA":10,"CON":10,"DEX":14,"INT":9,"STR":5,"WIS":11,"Size":"Small","Type":"elemental","Speed":"30 ft., fly 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062479/xQiZoGtA6VdquwH2EDMpxQ/original.png","Roll 0":"Claws\n1d20 + 4\n1d4+2","Senses":"Darkvision 60 Ft.","Skills":"Perception +2, Stealth +4","Source":"5th Edition SRD","data-XP":100,"Alignment":"Neutral Evil","Languages":"Auran, Terran","data-List":"false","Immunities":"Poison","Spell Book":"Sleep","Token Size":1,"data-Spells":"{\"innate\":{\"1/day\":[\"sleep\"]}}","data-Traits":"[{\"Name\":\"Death Burst\",\"Desc\":\"When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.\"},{\"Name\":\"Innate Spellcasting (1/Day)\",\"Desc\":\"The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.\"}]","data-Actions":"[{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"slashing\"},{\"Name\":\"Blinding Breath (Recharge 6)\",\"Desc\":\"The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]","data-CHA-mod":"+0","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-1","data-STR-mod":"-3","data-SizeNum":1,"data-WIS-mod":"+0","Vulnerabilities":"Fire","Challenge Rating":"1/2","Passive Perception":12,"Condition Immunities":"Poisoned","data-CrNum":0.5,"data-AcNum":12,"data-HpNum":17},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Dust Mephit","description":"Mephits Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements. Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales. Elemental Nature. A mephit doesn’t require food, drink, or sleep. Dust Mephit Composed of earth and air, dust mephits are drawn to catacombs and find death morbidly fascinating. Traits Death Burst : When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. Innate Spellcasting (1/Day) : The mephit can innately cast sleep , requiring no material components. Its innate spellcasting ability is Charisma. Actions Claws : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage. Blinding Breath (Recharge 6) : The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Variant: Summon Mephits (1/Day) : Some mephits can have an action option that allows them to summon other mephits. The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Duvessa Shane","description":"The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove. Ideal. \"The people of Icewind Dale are survivors. They can weather any storm.\" Bond. \"My mother taught me what it means to be a good leader. I won't disappoint her.\" Flaw. \"I don't give an inch in any argument or conflict.\" Actions Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage. Duvessa carries only one dagger. Reactions Parry. Duvessa adds 2 to her AC against one melee attack that would hit her. To do so, Duvessa must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Illuskan human)","Alignment":"lawful good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Duxt","description":"Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) piercing damage. Dart. Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target . Hit: (1d4+2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"lawful evil","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Dvarapala","description":"This fearsome warrior-giant stands guard in front of a pair of great doors, brandishing a large, bronze mace. He has a huge, block-like physique, thick arms and legs, large ears, and a monstrous face dominated by a mouth full of sharp teeth. He wears a skirt and several pieces of gold jewelry but is otherwise unclothed, as if to better show off his impressive belly. Divine Door Guardians. Dvarapala are a race of semi-divine giants who serve the various gods of the East, standing guard over their most sacred temples and shrines. Normally encountered in pairs or in even numbers, one dvarapala will be stationed on each side of the temple entrance with another pair inside, guarding the doorway into the inner sanctum. The dvarapala take orders from the god's servants, ensuring that only those allowed to enter the temple are admitted. Touched by the Gods. Although all dvarapala are both larger-than-life and martial, their appearances and costumes vary based on the attributes of their divine master. A dvarapala serving a god of war, for example, might appear more ferocious, while one sworn to a god of the morning might have skin that gleams with a golden glow. Its weapons vary as well, but huge gadas (maces) are favored by most dvarapala to knock intruders down the temple steps or bludgeon them into submission.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"any alignment (as its patron deity)","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dvergr","description":"Dvergr are subterranean dwarves that spend most of their time building massive cities and sealing off passages to the surface. They are isolationists that seek little or no contact with peoples outside of the Underworld; preserving a rich cultural heritage unspoiled by Upperworlders is a dvergr’s way of life.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dvergr Berserker","description":"The front line of any dvergr army holds almost exclusively berserkers. Unafraid for themselves or their compatriots, an enlarged squad of berserkers is a sight to behold, should they choose to remain visible.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dvergr Bounty Hunter","description":"Bounty hunters are prepared to travel far from dvergr strongholds in order to fulfill a contract, usually one bound up in a clan’s honor, and they charge handsomely for doing so.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":5818,"Challenge Rating":4},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dwarf Skeleton","description":"Traits Sure-Footed. This skeleton has advantage on Strength and Dexterity saving throws made against effects that make it have the prone condition. Actions Battleaxe (One Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : (1d8+3) slashing damage or (1d10+3) slashing damage if used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":25525,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Dwarf Warrior","description":"This NPC appears in The Straight Way Lost . Actions Pilum. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Short Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":30058,"Challenge Rating":"1/8"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Dwarf, Angler","description":"A pale light bobs gently on the end of a long tendril affixed to the forehead of a gray-skinned dwarf. Saliva drips from an enormous maw filled with dagger-like teeth. Long ago, a clan of dwarves broke away from its brethren, choosing to embrace the challenge of living in the deepest, darkest caverns of the world. In time, even the deepest-dwelling clans lost contact with this clan as it delved deeper with each generation. Symbiotic Predators. Over millennia under the earth, the angler dwarves developed a symbiotic union with tiny elementals that now reside in the tendrils that grow from angler dwarves' heads. When hunting for food, an angler dwarf stands still, camouflaged by the magic of its symbiotic elemental and leaving only an orb of pale light visible. When a creature—whether a monster, lost miner, or unlucky adventurer—steps too close to the light, the angler dwarf surprises and attempts to consume it. Remnants of the Clan. In their gradual transformation from dwarf to angler dwarf, the symbiotic predators retained some of the clan structures of their dwarvish ancestors. Angler dwarves are mostly solitary creatures, but they maintain a scattered sense of community and tend to dwell within a few miles of each other. If the angler dwarves perceive a great threat, they temporarily band together in large numbers in their ancestral caverns to drive it away. Underworld Camouflage. The angler dwarf has advantage on Dexterity (Stealth) checks to hide in rocky underground terrain. Actions Multiattack. The angler dwarf makes two Bite attacks, or it makes one Bite attack and uses Blazing Beacon. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) piercing damage. Alluring Light. The angler dwarf causes the orb at the end of its lure to glow. The angler dwarf can extinguish the light as a bonus action. While the light is active, when a creature enters a space within 90 feet of the angler dwarf for the first time on a turn or starts its turn there and can see the light must make a DC 14 Wisdom saving throw or be charmed by the angler dwarf until the light is extinguished. While charmed in this way, a creature is incapacitated and ignores the lights of other angler dwarves. If a charmed creature is more than 5 feet away from the dwarf, the creature must move on its turn toward the dwarf by the most direct route, trying to get within 5 feet. The charmed creature doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the angler dwarf, the creature can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. On a successful save, the effect ends on it, and the creature is immune to the alluring light of all angler dwarves for the next 24 hours. Blazing Beacon. The angler dwarf summons a bright burst of light from its lure. Each creature that isn't an angler dwarf within 20 feet of the dwarf must make a DC 14 Dexterity saving throw. On a failure, a creature takes 9 (2d8) radiant damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dwarf, Cleric of the Brew","description":"Dwarves love their beer, so it is no surprise that many of them revere the goddess of beer. Clerics of the brew are talented brewers, creating delicious full-flavored mundane ales, but they can also channel the power of the goddess to make special blessed brews to aid her followers. They are capable fighters and are often found in the front ranks of dwarven war bands, swinging their maces and inspiring their comrades. Clerics of the Brew in Midgard The Goddess of Merriment was originally introduced to the dwarves by the wandering Kariv, who still revere her as Mother Ale. Ninkash, patron of brewers and tavern keepers, is widely beloved among both dwarves and humans and worshipped from the heights of the dwarven cantons to the desert cities of the Southlands. When someone dozes off after a bout of drinking, he or she is said to have gone to visit Ninkash. Her clerics, known as the vaer , act as trusted advisers to their communities, and many are empowered with the divine domain of Beer (see Midgard Heroes Handbook ).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"any good alignment","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dwarf, Firecracker","description":"A soot-covered dwarf with a wicked-eyed gleam and a smoking maul strides onto the field. Dwarven firecrackers are dwarves with an affinity for fire and are a devastating force on the battlefield. Reckless Fighters. These burly fanatics smash through the opposition and are all too willing to risk their own wellbeing in the process. Even when they are caught in their own blast, they do not falter. Fire, whether their foe's or their own, only propels them onward. Fiery Mauls. Their mauls are hollow and composed of several parts that operate like a piston, slamming foes away with explosive force. Whether these marvelous weapons are fueled by sorcery or alchemy is a well-kept dwarven secret, and the mauls seem to work only in the hands of the firecrackers. Dwarven Fleet Foot. When the firecracker takes fire damage, its speed increases by 10 feet until the end of its next turn. In addition, it can immediately reroll its initiative and choose to change its place in the initiative order in subsequent rounds to the result. Siege Monster. The firecracker deals double damage to objects and structures. Actions Multiattack. The firecracker makes two Wrecking Maul or Fire Blast attacks. Wrecking Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) fire damage. The target must succeed on a DC 13 Strength saving throw or be pushed up to 15 feet away from the firecracker and knocked prone. Fire Blast. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 12 (3d6 + 2) fire damage. Combustion Wave (Recharge 5-6). The firecracker slams its massive hammer into the ground, battering itself and its foes with a fiery shockwave. Each creature within 20 feet of the firecracker, including itself, must make a DC 13 Constitution saving throw, taking 10 (3d6) fire damage and 10 (3d6) thunder damage on a failed save, or half as much damage on a successful one. Creatures behind cover have advantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Any Alignment","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dwarf, Graveslayer","description":"Pious servants of the sun god, dwarven graveslayers belong to an elite group of undead-slaying warriors. Trained and drilled from an early age in the art of battle, these dwarves are molded into fanatical fighters against the skeletons, zombies, and worse creatures that threaten their mountain homeland. Although not full paladins, the graveslayers have blessings from the sun god that grant them the ability to channel holy power through their weapons and ensure that the undead they slay do not rise up again. The bodies of any fallen comrades are carried back home whenever possible to ensure they do not line up against the dwarves as undead opponents in the future. Graveslayers in Midgard The graveslayers are active in the Black Canton of Grisal in the Ironcrags bordering the Grisal Marches of western Doresh. The dwarves battle the skeletons and zombies of Morgau, raiding across the river into the mountains and beyond to the infamous Zombie Wood. A few members of this tradition also operate out of the Wolfmark, fighting against the Morgau undead with allies from the Northlands. Graveslayers who fall in battle and are left behind often become ghost dwarves if Morgau's necromancers don't get to them first. Variant: Corrupted Graveslayers The necromancers of the Blood Kingdom regularly animate the corpses of dwarven raiders as zombies. When a graveslayer's body is available, they use dark rituals to corrupt its soul, enlisting it to fight against its former comrades. A corrupted graveslayers' type changes from humanoid to undead, and it inflicts extra necrotic (rather than radiant) damage with its battleaxe. It loses the ability to turn undead.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"any non-evil alignment","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Dwarf, Pike Guard","description":"A heavily armored dwarf braces himself on one knee. A massive pike juts out ahead of him, warding off any who dare approach. Anchoring the dwarven battle line, protecting besieged tunnels, and guarding its largest garrisons are the pike guards. Pike guards are dwarves armed with pikes, swathed in chain, and trained extensively in formation fighting. While not veterans, a mass of pike guards is a threat far greater than the sum of its parts. Massed pikes turn away arrows and spells as effectively as any shield, while their officers can inspire a unit to hold against even the most horrific adversary. Stationary Guardians. A pike guard is trained to fight a defensive engagement, one where its slow speed and lack of ranged weapons doesn't work against it. When in battle, units of pike guards require support against ranged attackers or risk being picked apart by distant foes. Veteran Officers. A pike guard formation is held together by a pike guard captain, a veteran dwarf who's survived untold battles over its long life. Such captains are key to their units, as they can ensure their subordinates focus their blows and don't rout. However, this can make a unit of pike guards fragile if its captain is killed. Forest of Pikes. If a pike guard is within 5 feet of at least one pike guard or pike guard captain, it has half cover against ranged attacks. Actions Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Reactions Brace Pike. When a creature enters the pike guard's reach, the pike guard can brace its pike. If it does so, it has advantage on its next attack roll against that creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Lawful Neutral","Expansion":19901},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dwarf, Pike Guard Captain","description":"A soot-covered dwarf with a wicked-eyed gleam and a smoking maul strides onto the field. Dwarven firecrackers are dwarves with an affinity for fire and are a devastating force on the battlefield. Reckless Fighters. These burly fanatics smash through the opposition and are all too willing to risk their own wellbeing in the process. Even when they are caught in their own blast, they do not falter. Fire, whether their foe's or their own, only propels them onward. Fiery Mauls. Their mauls are hollow and composed of several parts that operate like a piston, slamming foes away with explosive force. Whether these marvelous weapons are fueled by sorcery or alchemy is a well-kept dwarven secret, and the mauls seem to work only in the hands of the firecrackers. Forest of Pikes. As the pike guard. Pike Mastery. As the pike guard. Actions Multiattack. The pike guard captain uses Not One Step Back, if it can. It then makes two Pike attacks. Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Not One Step Back! (Recharge 5-6). The captain bellows an order, inspiring its subordinates to glory. Each creature of the captain's choice within 10 feet of it becomes immune to the charmed and frightened conditions for 1 minute. In addition, the captain grants one such creature the Bring It Down reaction for 1 minute, allowing the target to make an opportunity attack if a pike guard or the captain deals damage to a creature in the target's reach. The captain can share Bring It Down with only one creature at a time. If the captain shares Bring It Down with another, the effect on the previous target ends. These effects ends early if the captain is incapacitated. Reactions Brace Pike. When a creature enters the captain's reach, the captain can brace its pike. If it does so, it has advantage on its next attack roll against that creature. Bring It Down. When a creature within the captain's reach takes damage from a pike guard or pike guard captain, the captain can make one opportunity attack against that creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Dwarven Ringmage","description":"The dwarven ringmage is a master of the imbuing magic of the reaver dwarves. With his aid, his reaver allies are more than just dangerous warriors; they can augment their abilities with powerful spells or surprise their enemies with unexpected powers. Often well armored and always bearing a host of spells, the dwarven ringmage can dominate any battlefield. Traits Dwarven Resistance: The dwarven ringmage has adcantage on saving throws against poison. Ring Magic: The dwarven ringmage can imbue a nonmagical ring with a spell that has a range of self or touch. Doing so expends components as if the dwarven ringmage had cast the spell normally and uses a spell slot one level higher than the spell normally requires. When the wearer of the ring activates the ring as an action, the spell is cast as if the dwarven ringmage had cast the spell. The dwarven ringmage does not regain the spell slot until the ring is discharged or the dwarven ringmage chooses to dismiss the spell. Ring-Staff Focus: The dwarven ringmage can use his ring-staff as a focus for spells that require rings as a focus or component, or for his Ring Magic ability. If used as a focus for Ring Magic, the spell does not require a spell slot one level higher than the spell normally requires. Once per day, the dwarven ringmage can imbue a spell of 4th level or lower into his ring-staff by expending a spell slot equal to the spell being imbued. Spellcasting: The mage is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): fire bolt, mage hand, shocking grasp, truestrike 1st level (4 slots): expeditious retreat, magic missile, shield, thunderwave 2nd level (3 slots): misty step, web 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold Actions Multiattack: The dwarven ringmage makes two melee attacks. Ring-Staff: Melee Weapon Attack : +3 to hit, reach 5 ft., One target. Hit : 3 (1d6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Source":"Tome of Beasts","Alignment":"Any alignment","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Dwarven Tunnel Fighter","description":"The Dwarven Tunnel Fighter appears in Midnight - Legacy of Darkness. Warriors against the Shadow Even as hope fades and Izrador has occupied Erenland for a hundred years, some still fight against the Shadow. Under the boughs of the Great Forest, the veteran warriors of the Caransil elves exact a lethal tally on the orc legions who invade their homes. In the caverns beneath the Kaladruns, the dwarves still grimly hold their last bastions against the Shadow’s hordes. Dwarven tunnel fighters are dangerous alone, with their heavy armor and innate toughness. But when a group of three or four lock shields and form a barrier across a tunnel, they are nearly impossible to shift. Human Servants of the Shadow Though the ranks of the Shadow’s armies are filled with legions of orcs, many humans also serve Izrador. Some of these are devoted followers, while others are press-ganged recruits, and many sign on to the Shadow simply for a meal or a chance to exercise a bit of power over their former neighbors. And of course, many of the legates who serve the Shadow are humans as well. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Dwarven Resilience. The dwarven tunnel fighter has advantage on saving throws against poison. Shieldwall Soldier. While a friendly creature is within 5 feet of the dwarven tunnel fighter or another ally with this ability, that creature’s AC is increased by 2. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage. Shield Blow. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage, and if the dwarven tunnel fighter has a shortsword drawn, they can make an attack with their shortsword as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"any alignment","Expansion":30504,"Challenge Rating":3},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Dwarven Voidguard Captain","description":"During the apocalypse, all the great dwarven metropolises were destroyed. While millions of dwarves died, there were still thousands upon thousands that made it out. A significant number of experienced dwarven warriors later joined the Voidguard, finding a new home in the military organization. While the Voidguard is a very diverse group, many dwarves quickly rose in ranks simply because of their competency. It's not unusual to meet a Dwarven Voidguard Captain with several dozen soldiers under their command. Occasionally, Voidguard captains take over important missions. Depending on the nature of such a mission, they might be travelling with a smaller group of soldiers.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"any good","Expansion":17295,"Challenge Rating":2},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Dweomercat","description":"Dweomercats are magically gifted, four-eyed felines from the First World, where they prey upon other creatures and feed upon their primal energy. They are often encountered in areas of the Material Plane where the veil to the First World is thin, or in regions where magic has been warped irreparably. Dweomercats have dark purple fur that is decorated with spirals and curls of lighter blue stripes that almost seem to form magical runes in their patterns. Dweomercats are famous for their ability to twist the metaphorical strings of spells cast on or near them, which they can transform into their own defensive magic or tap into to instantly teleport across the battlefield. Traits Innate Spellcasting. The dweomercat’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The dweomercat can innately cast the following spells, requiring no material components: At will: detect magic, dispel magic 3/day: dimension door, globe of invulnerability Keen Smell. The dweomercat has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The dweomercat has advantage on saving throws against spells and other magical effects. Rake. If a dweomercat hits with both claw attacks, or with one claw attack and its bite, it can make an extra claw attack as a bonus action. It has disadvantage on the attack roll for this claw attack. Actions Multiattack. The dweomercat makes two claw attacks and one bite attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+6) slashing damage. Pouncing Spring. If the dweomercat moves at least 10 feet before attacking and this attack hits, it can choose to deal an additional 1d6 piercing damage. If it chooses to forgo this extra damage, its movement after attacking does not provoke attacks of opportunity. Reactions Whenever a dweomercat is subjected to a spell effect or is in the area of effect for a spell, as a reaction it can use one of the following reactions. The dweomercat is still affected by the spell. Dweomer Leap. The dweomercat teleports to an unoccupied space adjacent to the caster and makes a single melee attack. Spell Link. The dweomercat gains one of the following spell effects, depending on the school of the spell. If an active spell effect requires concentration, it ends if the dweomercat uses this ability to gain another concentration spell effect. Abjuration: The dweomercat gains protection from energy for 1 minute. Conjuration: The dweomercat gains shield for 1 round. Divination: The dweomercat can detect evil or good or detect thoughts for 1 minute. Enchantment: The dweomercat gains heroism for 1 minute. Evocation: The dweomercat reflects a portion of the spell’s energy back at the caster, dealing a number of damage equal to the spell’s level if the caster fails a DC 13 Dexterity saving throw, or half as much damage if they succeed (minimum 1). Illusion: The dweomercat gains invisibility for 1 minute. Necromancy: The dweomercat gains false life for 1 minute. Transmutation: The dweomercat gains the effect of magic weapon on its bite and claws for 1 minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":7},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Dweorg Ambassador","description":"The dweorg balance traditionalist ideals with commercial needs and cultural diversity. Ambassadors are the arbiters of this balance, their negotiations bringing to new heights the legendary dweorg stubbornness. Diplomatic missions, especially amongst rival clans with opposed ideals on traditionalism, are wont to decay into pitched battle. Even then the ambassador keeps a cool head, using well-timed words to give pause to hot-headed combatants.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful neutral","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dweorg Arbalist","description":"Arbalists are as much engineer and smith as they are renowned crossbowmen, though it the latter for which they are named. A heavy crossbow is notoriously difficult to load, but an arbalist—through training and clever invention—is able to achieve what other dweorg have accepted as impossible. This is the true strength of an arbalist’s outlook: the ability too out think and move beyond that which is rote and inflexible. If ingenuity in crafting is the right of all dweorg, it is the arbalist who best exemplifies this trait.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"neutral good","Expansion":5818,"Challenge Rating":4},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dweorg Beastmaster","description":"Beastmasters among the dweorg specialize in the rearing and training of skildpadders, deep badgers, and—for travel on the surface—the common mule. While insular dweorg cities make little effort to accommodate the animals of the rare traveler, those rare settlements that welcome outsiders rely on beastmasters to stable all manner of Underworld mounts and beasts of burden.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"chaotic good","Expansion":5818,"Challenge Rating":7},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dweorg Captain","description":"Dweorg trademasters—whether the grandest of skildpadder caravans or a simple mule-drawn wagon train—go by the title “captain.” Merchant captains hold a unique status in dweorg society: part diplomat, part beastmaster, part commander, but all merchant.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful good","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dweorg Cleric","description":"Every clan counts at least one cleric amongst their numbers, and often several dozen. Most dweorg live a lifestyle that is already close to that of a devout cleric; it is simply the cleric’s faith in a deity that separates them.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"chaotic good","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dweorg Coin Guard","description":"Known colloquially as the Tanglebeards, coin guards of the trade district travel in pairs. Each coin guard carries a whistle that they use to summon more help if needed; usually four additional guards will come to their aid. Legend tells that a particular note will summon more celestial aid, although even the coin guard themselves believe this is just a folktale.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"neutral good","Expansion":5818,"Challenge Rating":8},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dweorg Horn Guard","description":"More commonly called by their nickname, the Parched Throats, these guards who patrol the entertainment district keep an eye out for good humor gone too far, and drunken revelers too lost in their mugs. They use a leaded beanbag known as a sapsop to quiet public partygoers who’ve gotten out of hand.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"chaotic good","Expansion":5818,"Challenge Rating":7},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dweorg Justice Guard","description":"Know to dwarf-kind as the Hammerheads, these soldiers patrol the government district, on the look out for diplomatic disputes gone awry and to keep the thoroughfares clear of rabble with no business harassing ambassadors and government agents.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful good","Expansion":5818,"Challenge Rating":9},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dweorg Paladin","description":"Dweorg paladins are holy warriors that hold faith and honor above all else. While a clan may claim a dweorg paladin as a favored daughter or son—as the paladin’s name would indicate—all know that those who enter the faith militant do so to honor their clan, but not to serve it. Instead the paladin serves as a beacon of those dwarven ideals to which their faith is dedicated. For a paladin, concerns of family and clan are held secondary to those of the church. In Service to Balir. Dweorg paladins who’ve chosen Balir as their god are a common sight in the dweorg cities of the Underworld. While they adhere to the faith’s tenets of perseverance at industry and dedication to clan and industry, they do so apart from the Church of Balir as a whole. Following in the footsteps of the god himself, dweorg paladins seek to forge their own path and find their own cause in service to Balir.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful good","Expansion":5818,"Challenge Rating":10},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dweorg Ranger","description":"Dweorg are not commonly thought of as wanders and woodsman, but in the Underworld and in the foothills surrounding their mountain kingdoms, dweorg rangers are the front line of any dweorg settlement. Whether it’s finding safer trade routes, hunting grounds, or keeping an eye out for new mineral deposits, a ranger may be an atypical dweorg, but they’re respected for their trade nonetheless.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"neutral good","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dweorg Reaver","description":"Reavers may not be the most highly regarded soldiers in a dwarven army, but they are proven combatants capable of surprising resilience on the battlefield. Reavers throw caution to the wind, entering combat without regard for their own safety. The thrill of battle, the camaraderie of the vanguard, the promise of glory: these are what defines a reaver, and what the normally stoic dweorg politely shake their heads at, while rushing to keep up with the charge.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"chaotic good","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dweorg Sentry","description":"All dweorg dedicate themselves to their chosen profession, and career soldiers are no exception. Dweorg sentries learn the basics of warfare and guardianship, perfecting their methods as rigorously as a blacksmith or a brewsmith. Bypassing or fooling a dweorg sentry is a practice in futility to most outsiders, and even skilled dweorg thieves, familiar with the sentries’ tactics must spend more time and effort than the job is usually worth.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"neutral good","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dweorg Smith","description":"Known for their superior quality in metallurgy, stonework, and crystalsculpt, dweorg revere “smiths” as both practical craftsman and savvy artisans. Specialized Skillset. A smith amongst the dweorg is known as a master of their trade, be it blacksmithing, sculpting, masonry, intaglio, engineering, baking, brewing, farming, or any other trade dwarves appreciate. A dweorg smith might be able to translate a subset of their skills to another task, but only at their chosen profession does their skillset truly shine.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"neutral good","Expansion":5818,"Challenge Rating":"1/4"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Dybbuk","description":"Demons Incarnations of chaos and evil, demons display endless variation in appearance and in how they go about wreaking havoc across the multiverse. Dybbuk Dybbuks terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities. Puppet Masters. In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tendrils as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses the first suitable corpse it finds, rousing the body from death so it can then indulge its hideous vices. Dark Masquerade. By plundering a corpse’s memories and accessing its capabilities, a dybbuk can impersonate the creature as it was in life. But the truth of the matter quickly becomes apparent to those around it, because a dybbuk can’t resist pursuing its vices with a maniacal single-mindedness that betrays its true nature. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways—throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground. Traits Incorporeal Movement⁠. The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting. The dybbuk’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: dimension door 3/day each: fear, phantasmal force Magic Resistance⁠. The dybbuk has advantage on saving throws against spells and other magical effects. Violate Corpse. The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened⁠ creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours. Actions Tendril. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0. Possess Corpse (Recharge 6). The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse’s hit point maximum in life. While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target’s game statistics, gaining access to its knowledge and proficiencies but not its class features, if any. The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Dybbuk","description":"Dybbuks are demons that terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities. In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tentacles as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses a suitable corpse as a vehicle, rousing the body from death. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways—throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground. Traits Incorporeal Movement. The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Magic Resistance. The dybbuk has advantage on saving throws against spells and other magical effects. Action Tentacle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0. Possess Corpse (Recharge 6). The dybbuk disappears into an intact corpse within 5 feet of it that belonged to a Large or smaller Beast or Humanoid. The dybbuk gains 20 temporary hit points. While possessing the corpse, the dybbuk adopts the corpse’s size and can’t use Incorporeal Movement. Its game statistics otherwise remain the same. The possession lasts until the temporary hit points are lost or the dybbuk ends it as a bonus action. When the possession ends, the dybbuk appears in an unoccupied space within 5 feet of the corpse. Spellcasting. The dybbuk casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: dimension door 3/day: phantasmal force Bonus Actions Control Corpse. While Possess Corpse is active, the dybbuk makes the corpse do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any Beast or Humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Control Corpse for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil\r","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Dynam","description":"Velbast Generations ago, the catastrophic battle known today as the Nesieve Conflict caused a mass eruption of spatial anomalies that spread across various regions of the galaxy. At first thought to be pockets of anti-matter, these distortions possessed their own intelligence and were imbued with the unstable primordial energies left behind during the war. They traveled through the stars, absorbing and merging with any inorganic material it could locate to create a physical shell. These aberrations became the first velbasti — terrifying shapeshifting constructs with the power to shape and control the matter and energy. They have evolved over generations, sustaining and growing their species by consuming beings capable of channeling the Crucibles' energies. Energy Shapers. What sets the velbasti apart from most other beings is the complex synergy between their organic and inorganic nature. Even with such a nature, they also possess the ability to shape matter and energy in a manner similar to other species that have achieved esper genesis. While all are able to channel destructive, elemental forces, the more evolved velbast have mastered the ability to use esper powers, as well as forge sorium into weapons and defenses. Relentless Evolution. All velbasti are highly intelligent, but possess an insatiable hunger for the lifeforce of other beings, as well as energy created through the use of sorium. Should a velbast encounter and consume either of these, they experience a euphoric sensation accompanied with a state of heightened strength and senses, marking a step in their eventual transformation. Each velbast begins as a fledgling of their type, evolving into more powerful forms after consuming enough primordial energy. The more a velbast evolves, the greater their appetites grow. However, powerful velbast are likely to recruit lesser types into their service, offering both protection and sustanance in return. These mutual arrangements are often delicate, as groups of lesser velbasti have been known to band together to reap the bounty gained by their more powerful benefactor. Bound to the Core. The essence of each velbasti is tied to their primary core, the source of primal energy that spawned them. Whenever a velbast is destroyed, its energy returns to the core, where it may be spawned again in the same form or multiple lesser forms. Each primary core is presided over by a consummate—a velbasti that has achieved the pinnacle of their evolution, transcending the limits of their origins. Though viewed moreso as generals than rulers among the velbasti, each consummate holds a considerable amount of influence over the actions of the velbast tied to their core, as well as control over how they may be respawned. Regardless of their origin point, all velbasti can communicate with each other in pulses of light and sound that mimics the same language used by proteans such as the belare. This has led to many theories as to how the velbasti originally came into being. Forces of Corruption. Most espers use their abilities to channel energy in its purest form, but a velbast's form is corrupted by its very nature. They defile all that they consume, and their powers can often leave behind an invisible mark or \"scar\" that causes plague and sickness in wildlife and plant life. Their channeling of powerful energies also produces a wave of dark matter that contaminates their surrounding area. In regions where all life has been annihilated by the velbasti, the scar of corruption left behind can sometimes form an interstellar gate through which they may freely travel to and from their core. Due to their very nature, the velbasti bear an intrinsic hatred for all other forms of life in the galaxy, especially espers, whom they view as their fundamental opposites. Lesser velbasti mercilessly unleash their malice toward their victims, while more evolved forms delight in evoking fear, anguish, and suffering in creatures until they devour their lifeforce. Shapeshifters. The unique makeup of the velbasti eventually grants them the ability to shift their form. Those evolved beyond fledglings can shape their limbs into elemental weapons depending upon their type. The more evolved can change their shape entirely, often concealing themselves among other species. However, their nature still makes it difficult for them to blend in among creatures who are particularly observant or possess sight beyond the mundane. The primary goal of such infiltrations, other than the advantage of concealment, is the ability to learn the weaknesses of the lifeforms they are imitating. In addition, the rapid advancements fueled by space travel creates even greater advantage for velbast that have already learned how to copy the traits of a spacefaring species, allowing them to easily blend into crowded areas where a variety of species are in abundance. Extinctionist Dogma. The appearance of the velbast has prompted the formation of numerous cultist groups that revere the velbasti and pledge service to their cause. Some of these fanatics believe they are participating in the imminent end-times, while some plan their schemes to claim dominion over the ashes of galactic civilization. Some yet still believe they can eventually shed their mortal forms to instead become beings of eternal destruction. Whatever the reason, it is not uncommon for powerful velbasti to play along in order to garner services and valuable gains from their union. Such creatures are sometimes marked by the velbast, shown on both their physical form and supernal essence. While the mark grants the worshippers access to special powers, it also slowly eats away at the creature's lifeforce. During this time, however, this supernatural bond can also become a liability for the velbast, and so it is not granted lightly. Devour Essence. A velbast can devour the lifeforce of a creature it has killed within the last hour, provided that creature is neither an automaton or construct. The devouring requires the velbast to be within 5 feet of the corpse for at least 1 hour, after which it regains hit points equal to half the creature’s hit point maximum and receives the benefits of a major remedy . A creature devoured by a category 2 or 3 velbast can be restored to life only by a cosmic weave or full restore power. Universal Adaptation. A velbast doesn't require air, food, drink, or sleep. Velbast Classifications Within galactic lore, velbasti are categorized based on three evolutionary stages. Most also have an affinity toward a particular form of primordial energy, which denotes its type. Velbasti that have evolved beyond these three stages are either considered to be consummates or have yet to be categorized. Velbast Types by Category Category Known Types 1 dynam, femeri, tensus 2 blazing, frost, power, reaper, storm 3 brumal, inferno, tempest, shade Category 1 Velbast Velbasti in this category appear as abstract, mechanical beasts powered by elemental energy. Most have a limited intelligence and are often driven by basic instincts such as fear, rage, or desire to consume. Dynam These brutes savagely attack any lifeform that they see and lay waste to anything in its path. They are heavy and lumbering but deliver swift, powerful attacks. Femeri Femeris have a much less defined shape, able to twist and bend around obstacles and attack from any angle. Their ability to hover through the air can make them hard to pin down. Tensus Not as physically strong as others in their category, these velbasti instead use covert tactics and powers to sow conflict and cause mischief. They emit a droning wail that can impair other lifeforms.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Dyrrn","description":"Dyrrn is known to its followers as the Corruptor, the Stealer of Thoughts, the Slithering Lord, and the Foul Labyrinth. In the lore of the Gatekeepers, it is said that Dyrrn plants thoughts in the weak minded—the seeds of terrible ideas that fester and grow. Those who are particularly brilliant often draw the attention of the Foul Labyrinth, which hungers to consume unique minds. Twisting Flesh and Thought. The mind flayers of Eberron know Dyrrn as the Overmind, and it serves as the cornerstone of their collective consciousness. Of all the daelkyr, the Corruptor is the most adept at twisting minds and bodies to create monsters. It was Dyrrn who turned goblinoid prisoners into the first dolgaunts and dolgrims, creating the legions that would savage the nations of Khorvaire. Dyrrn is also a prolific creator of symbionts—treasures that tempt people to bind alien entities to their flesh. Dyrrn’s Cults. Dyrrn’s lair touches the Eldeen Reaches, and the druids of the Towering Wood are always watching for Dyrrn’s influence. At the start of the Last War, the dwarves of the Mror Holds discovered passages to the daelkyr’s realm below their halls, and Dyrrn’s cults have spread from there. Mind flayers often work with Dyrrn’s cults, many of which are obsessed with evolution—through the use of symbionts or by becoming an aberration. Those who worship the Stealer of Thoughts believe that Dyrrn will consume all sentient beings, except for its servants. Dyrrn most often appears as a tall humanoid male with pale skin, clad in a heavy cassock of interwoven black leather that slithers unsettlingly around the daelkyr’s form. Dyrrn can extend tentacles from its body, using them to extract the brains of others. Dyrrn’s Lair Dyrrn makes its lair in the Palace of Sinew, a horrid site shaped from the leftover flesh and bones of the daelkyr’s sculpting. The walls of the palace undulate as air flows through them, as if the space were breathing. Lair Actions. While within the Palace of Sinew, Dyrrn can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Dyrrn can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row: Dyrrn uses its Corruption action. A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength (Athletics) or Dexterity (Acrobatics) check as an action. Each creature of Dyrrn’s choice that it can see within 120 feet of it must succeed on a DC 23 Wisdom saving throw or take 26 (4d12) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4 each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest. Regional Effects. A region containing a passage to Dyrrn’s lair is warped in one or more of these ways: Plants and animals raised within 2 mile of the passage have twisted, aberrant forms. Use the Daelkyr Modifications table for inspiration. Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin. If a humanoid spends at least 1 hour within 1 mile of the passage, that creature must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see “Madness of Dyrrn” below). A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Dyrrn dies, these effects fade away after 1d10 days. Madness of Dyrrn If a creature goes mad in Dyrrn’s lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Dyrrn table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master’s Guide has more information on madness. Madness of Dyrrn d6 Flaw (lasts until cured) 1 “There’s an illithid parasite living in my brain!” 2 “I can feel myself evolving into an aberration.” 3 “Aberrations are the only natural things.” 4 “A part of me has become a conscious entity.” 5 “My opponents must bow down to a mind flayer!” 6 “Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!”","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":4480,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Dzaan","description":"Dzaan was a Red Wizard of Thay who studied the arcane tradition of illusion. The leaders of the Arcane Brotherhood welcomed him with open arms, eager to count a Red Wizard among their ranks. Dzaan might have become a force to reckon with in the brotherhood had his quest for power not led him to Icewind Dale, where he was killed by the people of Easthaven after making a few too many enemies. Dzaan’s Demise. Dzaan’s trouble started after he broke away from his fellow wizards and hired adventurers to scour Icewind Dale for Netherese ruins. One group of them uncovered a buried tower in the tundra (see “Lost Spire of Netheril”), and Dzaan went out of his way to eliminate anyone who knew of it, including the adventurers who found it and several Ten-Towners with whom they had spoken. After turning the tower into his secret base, Dzaan visited Easthaven to gather supplies. Although he took the precaution of adopting a magical disguise, members of the local militia recognized Dzaan by the way he walked and spoke. They captured him, gagged him, confiscated his spellbook, and condemned him to death. The characters have no opportunity to speak with Dzaan. They first encounter him in Easthaven, tied to a stake and engulfed in flames (see “Toil and Trouble”). The Ten-Towners enjoy the execution while it lasts. After warming themselves by the fire, they leave Dzaan’s ashes to be scattered by the wind. Dzaan’s Simulacrum. Unbeknownst to his executioners, Dzaan had used a spell scroll of simulacrum to create a copy of himself. This simulacrum dwells in the sunken Netherese spire, waiting for its creator to return. The simulacrum, which looks and acts like Dzaan, has half of Dzaan’s hit points and can’t regain expended spell slots. It has wasted its 3rd-level spell slots trying to reach Dzaan with sending spells, to no avail, and has expended other spell slots to help it survive the perils of the spire. It uses its remaining spell slots sparingly. The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter. If this change occurs, the simulacrum effectively becomes a clone of Dzaan, authentic in every way. Dzaan’s stat block and abilities change as follows: He has spell slots appropriate for a 9th-level wizard (four 1st-level spell slots, three 2nd- through 4th-level spell slots, and one 5th-level spell slot), but he lacks a spellbook and therefore can’t change his list of prepared spells. If he finishes a long rest, he has the following additional spell slots, which allow him to cast the indicated spells: 3rd level (3 slots): fireball , sen ding , slow 4th level (3 slots): arcane eye , confusion 5th level (1 slot): anima te objects His hit point maximum becomes 49 (9d8 + 9), and his challenge rating becomes 2 (450 XP). His challenge rating becomes 4 (1,100 XP) if he finishes a long rest and regains his expended spells. Companion. Because they’re so despised throughout Faerûn, Red Wizards often adopt disguises and rarely travel abroad without an escort. They generally favor undead servants and bodyguards, since they find that undead tend to be more obedient than the living. Dzaan’s bodyguard is a Thayan wight named Krintaas. When Dzaan returned to Easthaven, he ordered his companion to stay with the simulacrum and watch over it and the buried Netherese spire. Traits Spellcasting. The simulacrum is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): acid splash,* light, minor illusion, shocking grasp* 1st level (2 slots): detect magic, disguise self, magic missile* 2nd level (2 slots): invisibility, levitate, phantasmal force *See “Actions” below. Actions Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit, reach 5 ft., one creature (the attack roll has advantage if the target is wearing armor made of metal). Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn. Acid Splash (Cantrip). The simulacrum hurls a bubble of acid at one creature it can see within 60 feet of it, or at two such creatures that are within 5 feet of each other. A target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage. Magic Missile (1st-Level Spell; Requires a Spell Slot). The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature the simulacrum can see within 120 feet of it, dealing 3 (1d4 + 1) force damage. If the simulacrum casts this spell using a 2nd-level spell slot, it creates one more dart.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":27909,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Dzaan's Simulacrum","description":"Dzaan was a Red Wizard of Thay who studied the arcane tradition of illusion. The leaders of the Arcane Brotherhood welcomed him with open arms, eager to count a Red Wizard among their ranks. Dzaan might have become a force to reckon with in the brotherhood had his quest for power not led him to Icewind Dale, where he was killed by the people of Easthaven after making a few too many enemies. Dzaan’s Demise. Dzaan’s trouble started after he broke away from his fellow wizards and hired adventurers to scour Icewind Dale for Netherese ruins. One group of them uncovered a buried tower in the tundra (see “Lost Spire of Netheril”), and Dzaan went out of his way to eliminate anyone who knew of it, including the adventurers who found it and several Ten-Towners with whom they had spoken. After turning the tower into his secret base, Dzaan visited Easthaven to gather supplies. Although he took the precaution of adopting a magical disguise, members of the local militia recognized Dzaan by the way he walked and spoke. They captured him, gagged him, confiscated his spellbook, and condemned him to death. The characters have no opportunity to speak with Dzaan. They first encounter him in Easthaven, tied to a stake and engulfed in flames (see “Toil and Trouble”). The Ten-Towners enjoy the execution while it lasts. After warming themselves by the fire, they leave Dzaan’s ashes to be scattered by the wind. Dzaan’s Simulacrum. Unbeknownst to his executioners, Dzaan had used a spell scroll of simulacrum to create a copy of himself. This simulacrum dwells in the sunken Netherese spire, waiting for its creator to return. The simulacrum, which looks and acts like Dzaan, has half of Dzaan’s hit points and can’t regain expended spell slots. It has wasted its 3rd-level spell slots trying to reach Dzaan with sending spells, to no avail, and has expended other spell slots to help it survive the perils of the spire. It uses its remaining spell slots sparingly. The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter. If this change occurs, the simulacrum effectively becomes a clone of Dzaan, authentic in every way. Dzaan’s stat block and abilities change as follows: He has spell slots appropriate for a 9th-level wizard (four 1st-level spell slots, three 2nd- through 4th-level spell slots, and one 5th-level spell slot), but he lacks a spellbook and therefore can’t change his list of prepared spells. If he finishes a long rest, he has the following additional spell slots, which allow him to cast the indicated spells: 3rd level (3 slots): fireball, sending, slow 4th level (3 slots): arcane eye, confusion 5th level (1 slot): animate objects His hit point maximum becomes 49 (9d8 + 9), and his challenge rating becomes 2 (450 XP). His challenge rating becomes 4 (1,100 XP) if he finishes a long rest and regains his expended spells. Companion. Because they’re so despised throughout Faerûn, Red Wizards often adopt disguises and rarely travel abroad without an escort. They generally favor undead servants and bodyguards, since they find that undead tend to be more obedient than the living. Dzaan’s bodyguard is a Thayan wight named Krintaas. When Dzaan returned to Easthaven, he ordered his companion to stay with the simulacrum and watch over it and the buried Netherese spire. Traits Spellcasting. The simulacrum is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): acid splash,* light, minor illusion, shocking grasp * 1st level (2 slots): detect magic, disguise self, magic missile * 2nd level (2 slots): invisibility, levitate, phantasmal force *See “Actions” below. Actions Shocking Grasp (Cantrip). Melee Spell Attack : +5 to hit, reach 5 ft., one creature. Hit: (2d8) lightning damage. The attack roll has advantage if the target is wearing armor made of metal. If it hits, the target can’t take reactions until the start of its next turn. Acid Splash (Cantrip). The simulacrum hurls a bubble of acid at one creature it can see within 60 feet of it, or at two such creatures that are within 5 feet of each other. A target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage. Magic Missile (1st-Level Spell; Requires a Spell Slot). The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature the simulacrum can see within 120 feet of it, dealing 3 (1d4 + 1) force damage. If the simulacrum casts this spell using a 2nd-level spell slot, it creates one more dart.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"lawful evil","Expansion":6331,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Dzaan's Simulacrum","description":"Dzaan was a Red Wizard of Thay who studied the arcane tradition of illusion. The leaders of the Arcane Brotherhood welcomed him with open arms, eager to count a Red Wizard among their ranks. Dzaan might have become a force to reckon with in the brotherhood had his quest for power not led him to Icewind Dale, where he was killed by the people of Easthaven after making a few too many enemies. Dzaan’s Demise. Dzaan’s trouble started after he broke away from his fellow wizards and hired adventurers to scour Icewind Dale for Netherese ruins. One group of them uncovered a buried tower in the tundra (see “Lost Spire of Netheril”), and Dzaan went out of his way to eliminate anyone who knew of it, including the adventurers who found it and several Ten-Towners with whom they had spoken. After turning the tower into his secret base, Dzaan visited Easthaven to gather supplies. Although he took the precaution of adopting a magical disguise, members of the local militia recognized Dzaan by the way he walked and spoke. They captured him, gagged him, confiscated his spellbook, and condemned him to death. The characters have no opportunity to speak with Dzaan. They first encounter him in Easthaven, tied to a stake and engulfed in flames (see “Toil and Trouble”). The Ten-Towners enjoy the execution while it lasts. After warming themselves by the fire, they leave Dzaan’s ashes to be scattered by the wind. Dzaan’s Simulacrum. Unbeknownst to his executioners, Dzaan had used a spell scroll of simulacrum to create a copy of himself. This simulacrum dwells in the sunken Netherese spire, waiting for its creator to return. The simulacrum, which looks and acts like Dzaan, has half of Dzaan’s hit points and can’t regain expended spell slots. It has wasted its 3rd-level spell slots trying to reach Dzaan with sending spells, to no avail, and has expended other spell slots to help it survive the perils of the spire. It uses its remaining spell slots sparingly. The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter. If this change occurs, the simulacrum effectively becomes a clone of Dzaan, authentic in every way. Dzaan’s stat block and abilities change as follows: He has spell slots appropriate for a 9th-level wizard (four 1st-level spell slots, three 2nd- through 4th-level spell slots, and one 5th-level spell slot), but he lacks a spellbook and therefore can’t change his list of prepared spells. If he finishes a long rest, he has the following additional spell slots, which allow him to cast the indicated spells: 3rd level (3 slots): fireball , sen ding , slow 4th level (3 slots): arcane eye , confusion 5th level (1 slot): anima te objects His hit point maximum becomes 49 (9d8 + 9), and his challenge rating becomes 2 (450 XP). His challenge rating becomes 4 (1,100 XP) if he finishes a long rest and regains his expended spells. Companion. Because they’re so despised throughout Faerûn, Red Wizards often adopt disguises and rarely travel abroad without an escort. They generally favor undead servants and bodyguards, since they find that undead tend to be more obedient than the living. Dzaan’s bodyguard is a Thayan wight named Krintaas. When Dzaan returned to Easthaven, he ordered his companion to stay with the simulacrum and watch over it and the buried Netherese spire. Traits Spellcasting. The simulacrum is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): acid splash,* light, minor illusion, shocking grasp* 1st level (2 slots): detect magic, disguise self, magic missile* 2nd level (2 slots): invisibility, levitate, phantasmal force *See “Actions” below. Actions Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit, reach 5 ft., one creature (the attack roll has advantage if the target is wearing armor made of metal). Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn. Acid Splash (Cantrip). The simulacrum hurls a bubble of acid at one creature it can see within 60 feet of it, or at two such creatures that are within 5 feet of each other. A target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage. Magic Missile (1st-Level Spell; Requires a Spell Slot). The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature the simulacrum can see within 120 feet of it, dealing 3 (1d4 + 1) force damage. If the simulacrum casts this spell using a 2nd-level spell slot, it creates one more dart.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"lawful evil","Expansion":27909,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Eagle","description":"Traits Keen Sight : The eagle has advantage on Wisdom (Perception) checks that rely on sight. Actions Talons : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Eagle","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Sight : The eagle has advantage on Wisdom ( Perception ) checks that rely on sight. Actions Talons : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","properties":{"Category":"Monsters","AC":12,"HP":"3 (1d6)","CHA":7,"CON":10,"DEX":15,"INT":2,"STR":6,"WIS":14,"Size":"Small","Type":"beast","Speed":"10 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063498/q0AxKCmrmqzgGBckA7lWyg/original.png","Roll 0":"Talons\n1d20 + 4\n1d4+2","Skills":"Perception +4","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Sight\",\"Desc\":\"The eagle has advantage on Wisdom (Perception) checks that rely on sight.\"}]","data-Actions":"[{\"Name\":\"Talons\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"-2","data-SizeNum":1,"data-WIS-mod":"+2","Challenge Rating":0,"Passive Perception":14,"data-CrNum":0,"data-AcNum":12,"data-HpNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Eala","description":"This swanlike creature’s feathers are made of shining metal. When it inhales, the feathers on its chest glow red hot. Eala are beautiful but deadly creatures native to the plane of Shadow. They grow feathers like their Material Plane counterparts, but their feathers are made of gleaming, razor‑sharp metal. Metallic Diet. Eala plumage displays a stunning mixture of metallic colors, which vary depending on their diet. An eala uses its fire breath to melt metals with low melting points such as gold, silver, lead, copper, and bronze. The eala consumes the molten metal, some of which migrates into the creature’s deadly feathers. Eala that display primarily or entirely a single color are highly prized. Eala in Midgard Eala are favorites of Sarastra, the Queen of Night and Magic, a ruler of the shadow fey. She is partial to jet black eala; all such specimens are brought to her flock at the Winter Palace, and those who bring them rewarded with a magical dagger and the title and status of “Honored Eala Catcher” or (for multiples) “Lord or Lady of Black Feathers.” Actions Multiattack: The eala makes two attacks with its wing blades. Wing Blades: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 7 (1d8 + 3) slashing damage. Fire Breath (recharge 5-6): The eala breathes fire in a 20-foot cone. Every creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a successful one. The eala’s fire breath ignites flammable objects and melts soft metals in the area that aren’t being worn or carried. Reactions Swan Song: When the eala is reduced to 0 hit points, it can use its last breath sing a plaintive and beautiful melody. Creatures within 20 feet that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated for 1 round. A creature incapacitated in this way has its speed reduced to 0.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Earth Elemental","description":"Elementals Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks. Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being. Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it. Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds. The strength of the magic and materials that bind an elemental determines how well the elemental functions in a bound form. Golems are elemental spirits bound to physical forms, but weaker materials such as flesh and clay can’t bind elemental power sufficiently. Durable materials such as stone and iron require stronger magic, which consequently binds an elemental more securely. Elemental Nature. An elemental doesn’t require air, food, drink, or sleep. Earth Elemental An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals. Earth elementals glide through rock and earth as though they were liquid. Earthbound creatures have much to fear from an earth elemental, since the elemental can pinpoint the precise location of any foe that stands on solid ground in its vicinity. Traits Earth Glide : The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster : The elemental deals double damage to objects and structures. Actions Multiattack : The elemental makes two slam attacks. Slam : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"MM1","Alignment":"neutral","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Earth Elemental","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Earth Glide : The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster : The elemental deals double damage to objects and structures. Actions Multiattack : The elemental makes two slam attacks. Slam : Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"126 (12d10+60)","CHA":5,"CON":20,"DEX":8,"INT":5,"STR":20,"WIS":10,"Size":"Large","Type":"elemental","Speed":"30 ft., burrow 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062658/ruwRcVrNcZBLrOEHU8uPnA/original.png","Roll 0":"Slam\n1d20 + 8\n2d8+5","Senses":"Darkvision 60 Ft., Tremorsense 60 Ft.","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Neutral","Languages":"Terran","data-List":"false","Immunities":"Poison","Token Size":2,"Resistances":"Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Earth Glide\",\"Desc\":\"The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.\"},{\"Name\":\"Siege Monster\",\"Desc\":\"The elemental deals double damage to objects and structures.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The elemental makes two slam attacks.\"},{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 5\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":"+5","data-DEX-mod":"-1","data-INT-mod":"-3","data-STR-mod":"+5","data-SizeNum":5,"data-WIS-mod":"+0","Vulnerabilities":"Thunder","Challenge Rating":5,"Passive Perception":10,"Condition Immunities":"Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious","data-CrNum":5,"data-AcNum":17,"data-HpNum":126},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Earth Elemental Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Earth Glide. The elemental can burrow through nonmagical, unworked earth or stone. While doing so, the elemental doesn’t disturb the material they move through. While they use Earth Glide, the elemental can’t be used as a mount. Actions Slam (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The elemental makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the elemental can pull the target 5 feet toward them. 3rd Level: Earthshaker (5 Ferocity). The elemental strikes the ground, and each creature within 10 feet of them must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. The elemental’s caregiver automatically succeeds on this saving throw. 5th Level: Transmute Ground (8 Ferocity). The elemental picks a 10-foot-square area of ground they can see within 30 feet of them. Each creature standing in the area must succeed on a DC 10 plus PB Strength saving throw or partially sink into the ground and become restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) check, freeing themself or another creature within their reach on a success and ending the restrained condition for the freed creature. Bonus Actions Toss Me. While the elemental is within 5 feet of their caregiver, they can hurl the caregiver 5 times PB feet in any direction, including up. If the caregiver would normally take damage from a fall after being thrown, they can negate the damage with a successful DC 15 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Earth Elemental Companion (PB 2)","description":"Traits Earth Glide. The elemental can burrow through mundane, unworked earth and stone. While doing so, the elemental doesn’t disturb the material they move through. While they use Earth Glide, the elemental can’t be used as a mount. Actions Signature Attack (Slam). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The elemental makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the elemental can pull the target 5 feet toward them. 3rd Level: Earthshaker (5 Ferocity). The elemental strikes the ground, and each creature within 10 feet of them must suc ceed on a DC 10 plus PB Dexterity saving throw or be knocked prone. The elemental’s caregiver automatically succeeds on this saving throw. 5th Level: Transmute Ground (8 Ferocity). The elemental picks a 10 foot square area of ground they can see within 30 feet of them. Each creature standing in the area must succeed on a DC 10 plus PB Strength saving throw or partially sink into the ground and become restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) check, free ing themself or another creature within their reach on a success and ending the restrained condition for the freed creature. Bonus Actions Toss Me. While the elemental is within 5 feet of their care giver, they can hurl the caregiver 5 × PB feet in any direction, including up. If the caregiver would normally take damage from a fall after being thrown, they can negate the damage with a successful DC 15 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Earth Elemental Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Earth Glide. The elemental can burrow through nonmagical, unworked earth or stone. While doing so, the elemental doesn’t disturb the material they move through. While they use Earth Glide, the elemental can’t be used as a mount. Actions Slam (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The elemental makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the elemental can pull the target 5 feet toward them. 3rd Level: Earthshaker (5 Ferocity). The elemental strikes the ground, and each creature within 10 feet of them must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. The elemental’s caregiver automatically succeeds on this saving throw. 5th Level: Transmute Ground (8 Ferocity). The elemental picks a 10-foot-square area of ground they can see within 30 feet of them. Each creature standing in the area must succeed on a DC 10 plus PB Strength saving throw or partially sink into the ground and become restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) check, freeing themself or another creature within their reach on a success and ending the restrained condition for the freed creature. Bonus Actions Toss Me. While the elemental is within 5 feet of their caregiver, they can hurl the caregiver 5 times PB feet in any direction, including up. If the caregiver would normally take damage from a fall after being thrown, they can negate the damage with a successful DC 15 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Earth Elemental Companion (PB 3)","description":"Traits Earth Glide. The elemental can burrow through mundane, unworked earth and stone. While doing so, the elemental doesn’t disturb the material they move through. While they use Earth Glide, the elemental can’t be used as a mount. Actions Signature Attack (Slam). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The elemental makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the elemental can pull the target 5 feet toward them. 3rd Level: Earthshaker (5 Ferocity). The elemental strikes the ground, and each creature within 10 feet of them must suc ceed on a DC 10 plus PB Dexterity saving throw or be knocked prone. The elemental’s caregiver automatically succeeds on this saving throw. 5th Level: Transmute Ground (8 Ferocity). The elemental picks a 10 foot square area of ground they can see within 30 feet of them. Each creature standing in the area must succeed on a DC 10 plus PB Strength saving throw or partially sink into the ground and become restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) check, free ing themself or another creature within their reach on a success and ending the restrained condition for the freed creature. Bonus Actions Toss Me. While the elemental is within 5 feet of their care giver, they can hurl the caregiver 5 × PB feet in any direction, including up. If the caregiver would normally take damage from a fall after being thrown, they can negate the damage with a successful DC 15 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Earth Elemental Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Earth Glide. The elemental can burrow through nonmagical, unworked earth or stone. While doing so, the elemental doesn’t disturb the material they move through. While they use Earth Glide, the elemental can’t be used as a mount. Actions Slam (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The elemental makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the elemental can pull the target 5 feet toward them. 3rd Level: Earthshaker (5 Ferocity). The elemental strikes the ground, and each creature within 10 feet of them must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. The elemental’s caregiver automatically succeeds on this saving throw. 5th Level: Transmute Ground (8 Ferocity). The elemental picks a 10-foot-square area of ground they can see within 30 feet of them. Each creature standing in the area must succeed on a DC 10 plus PB Strength saving throw or partially sink into the ground and become restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) check, freeing themself or another creature within their reach on a success and ending the restrained condition for the freed creature. Bonus Actions Toss Me. While the elemental is within 5 feet of their caregiver, they can hurl the caregiver 5 times PB feet in any direction, including up. If the caregiver would normally take damage from a fall after being thrown, they can negate the damage with a successful DC 15 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Earth Elemental Companion (PB 4)","description":"Traits Earth Glide. The elemental can burrow through mundane, unworked earth and stone. While doing so, the elemental doesn’t disturb the material they move through. While they use Earth Glide, the elemental can’t be used as a mount. Actions Signature Attack (Slam). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The elemental makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the elemental can pull the target 5 feet toward them. 3rd Level: Earthshaker (5 Ferocity). The elemental strikes the ground, and each creature within 10 feet of them must suc ceed on a DC 10 plus PB Dexterity saving throw or be knocked prone. The elemental’s caregiver automatically succeeds on this saving throw. 5th Level: Transmute Ground (8 Ferocity). The elemental picks a 10 foot square area of ground they can see within 30 feet of them. Each creature standing in the area must succeed on a DC 10 plus PB Strength saving throw or partially sink into the ground and become restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) check, free ing themself or another creature within their reach on a success and ending the restrained condition for the freed creature. Bonus Actions Toss Me. While the elemental is within 5 feet of their care giver, they can hurl the caregiver 5 × PB feet in any direction, including up. If the caregiver would normally take damage from a fall after being thrown, they can negate the damage with a successful DC 15 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Earth Elemental Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Earth Glide. The elemental can burrow through nonmagical, unworked earth or stone. While doing so, the elemental doesn’t disturb the material they move through. While they use Earth Glide, the elemental can’t be used as a mount. Actions Slam (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The elemental makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the elemental can pull the target 5 feet toward them. 3rd Level: Earthshaker (5 Ferocity). The elemental strikes the ground, and each creature within 10 feet of them must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. The elemental’s caregiver automatically succeeds on this saving throw. 5th Level: Transmute Ground (8 Ferocity). The elemental picks a 10-foot-square area of ground they can see within 30 feet of them. Each creature standing in the area must succeed on a DC 10 plus PB Strength saving throw or partially sink into the ground and become restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) check, freeing themself or another creature within their reach on a success and ending the restrained condition for the freed creature. Bonus Actions Toss Me. While the elemental is within 5 feet of their caregiver, they can hurl the caregiver 5 times PB feet in any direction, including up. If the caregiver would normally take damage from a fall after being thrown, they can negate the damage with a successful DC 15 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Earth Elemental Companion (PB 5)","description":"Traits Earth Glide. The elemental can burrow through mundane, unworked earth and stone. While doing so, the elemental doesn’t disturb the material they move through. While they use Earth Glide, the elemental can’t be used as a mount. Actions Signature Attack (Slam). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The elemental makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the elemental can pull the target 5 feet toward them. 3rd Level: Earthshaker (5 Ferocity). The elemental strikes the ground, and each creature within 10 feet of them must suc ceed on a DC 10 plus PB Dexterity saving throw or be knocked prone. The elemental’s caregiver automatically succeeds on this saving throw. 5th Level: Transmute Ground (8 Ferocity). The elemental picks a 10 foot square area of ground they can see within 30 feet of them. Each creature standing in the area must succeed on a DC 10 plus PB Strength saving throw or partially sink into the ground and become restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) check, free ing themself or another creature within their reach on a success and ending the restrained condition for the freed creature. Bonus Actions Toss Me. While the elemental is within 5 feet of their care giver, they can hurl the caregiver 5 × PB feet in any direction, including up. If the caregiver would normally take damage from a fall after being thrown, they can negate the damage with a successful DC 15 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Earth Elemental Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Earth Glide. The elemental can burrow through nonmagical, unworked earth or stone. While doing so, the elemental doesn’t disturb the material they move through. While they use Earth Glide, the elemental can’t be used as a mount. Actions Slam (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The elemental makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the elemental can pull the target 5 feet toward them. 3rd Level: Earthshaker (5 Ferocity). The elemental strikes the ground, and each creature within 10 feet of them must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. The elemental’s caregiver automatically succeeds on this saving throw. 5th Level: Transmute Ground (8 Ferocity). The elemental picks a 10-foot-square area of ground they can see within 30 feet of them. Each creature standing in the area must succeed on a DC 10 plus PB Strength saving throw or partially sink into the ground and become restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) check, freeing themself or another creature within their reach on a success and ending the restrained condition for the freed creature. Bonus Actions Toss Me. While the elemental is within 5 feet of their caregiver, they can hurl the caregiver 5 times PB feet in any direction, including up. If the caregiver would normally take damage from a fall after being thrown, they can negate the damage with a successful DC 15 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Earth Elemental Companion (PB 6)","description":"Traits Earth Glide. The elemental can burrow through mundane, unworked earth and stone. While doing so, the elemental doesn’t disturb the material they move through. While they use Earth Glide, the elemental can’t be used as a mount. Actions Signature Attack (Slam). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The elemental makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the elemental can pull the target 5 feet toward them. 3rd Level: Earthshaker (5 Ferocity). The elemental strikes the ground, and each creature within 10 feet of them must suc ceed on a DC 10 plus PB Dexterity saving throw or be knocked prone. The elemental’s caregiver automatically succeeds on this saving throw. 5th Level: Transmute Ground (8 Ferocity). The elemental picks a 10 foot square area of ground they can see within 30 feet of them. Each creature standing in the area must succeed on a DC 10 plus PB Strength saving throw or partially sink into the ground and become restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) check, free ing themself or another creature within their reach on a success and ending the restrained condition for the freed creature. Bonus Actions Toss Me. While the elemental is within 5 feet of their care giver, they can hurl the caregiver 5 × PB feet in any direction, including up. If the caregiver would normally take damage from a fall after being thrown, they can negate the damage with a successful DC 15 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Earth Elemental Myrmidon","description":"Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. Traits Magic Weapons⁠. The myrmidon's weapon attacks are magical. Actions Multiattack. The myrmidon makes two maul attacks. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Thunderous Strike (Recharge 6). The myrmidon makes one maul attack. On a hit, the target takes an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Earth Elemental Myrmidon","description":"Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. Traits Magic Weapons. The myrmidon’s weapon attacks are magical. Actions Multiattack. The myrmidon makes two maul attacks. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. Thunderous Strike (Recharge 6). The myrmidon makes one maul attack. If the attack hits, it deals an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"neutral","Expansion":7390,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Earth Elemental Myrmidon","description":"Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators. Actions Multiattack. The myrmidon makes two Maul attacks. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage. Thunderous Strike (Recharge 6). The myrmidon makes one Maul attack. On a hit, the target takes an extra 22 (4d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Neutral\r","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Earth Gen","description":"Also called daolanin , these gen are stout in stature with skin and hair ranging between reds and browns. They are extremely vain, and respect wealth, power, and station above all else, expecting the same of those they serve. Gen Gens are tiny genie-kin that reside in the elemental planes and, due to their stature, are sometimes referred to as lesser genie. Once bound, they are very willing servants who strive to be the best at any task they are given. They even tend to be competitive with other gen. At their core, every genie holds itself in high regard, and the gen desire the same praise and respect as their far more powerful counterparts. Recruiting one is an entirely different matter, as most deal exclusively with other genies and extraplanar beings. Yet, it is possible for a diligent mortal to gain one's trust and obedience, and their patience is greatly rewarded in both friendship and power. Plane Shifters. Gens possess the ability to shift between the planes, making them ideal messengers. A warlock who has made a pact with such a being can expect to communicate with powerful creatures through their familiar, and even request their aid, but such exercise is taxing on the gen and they require time to recuperate after each planar shift. To Serve with Purpose. While the majority of gen find their toil within the realms and palaces of noble genies and in the company of unfathomable cosmic power, to a mortal, they can prove to be diligent attendants, able teachers, and friends. Such gen take pride in their association to the warlock as much as, or more than, the warlock might. Should their warlock miss the first opportunity to introduce their gen, it will likely take the next instant upon itself. As they serve with distinction, a gen’s self-worth won’t accept any physical or mental abuse at the hands of any master, nor do they see themselves as a pawn or slave. While they pride themselves on being helpful, each gen wishes to elevate their status through their time spent with other powerful beings, learning how each approaches a specific situation or magical opportunity. In fact, each gen believes that their power grows faster the more they accomplish with a single entity, and thus the greater each ascension may be. With this in mind, some gen cultivate multiple pacts with powerful beings throughout their existence, but limit themselves to only one mortal at a time. All things important to the gen hinge on this relationship, as each hopes that someday they may grow to know absolute power and prestige, rivaling the gods, as only a true noble genie can. Elemental Nature. The type of gen your pact binds depends on its elemental plane of origin. The majority are classified into four types, whose personalities can differ as much as their appearance. Variant: Gen Familiar Gens bound to a warlock by a noble genie patron often act as advisors and familiars. They often push the warlock into gaining more power and influence, as to be deemed worthy of service. Such gens have the following trait. Familiar. The gen can serve as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the gen senses as long as they are within 1 mile of each other. While the gen is within 10 feet of its master, the master shares the gen's Magic Resistance trait. At any time, the gen can end its service as a familiar, ending the telepathic bond. Traits Innate Spellcasting. The gen’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no components: At will: detect evil and good 2/day each: entangle , plane shift (self only) 1/day each: earth tremor , tongues Elemental Demise. If the gen dies, its body disintegrates into crystalline powder, leaving behind only equipment the gen was wearing or carrying. Magic Resistance. The gen has advantage on saving throws against spells and other magical effects. Actions Multiattack. The gen makes two fist attacks. Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage. Smash. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage and the target must succeed on a DC 12 Strength saving throw or be knocked prone. Invisibility. The gen magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the gen wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental","Alignment":"neutral","Expansion":23171,"Challenge Rating":"1/2"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Earth Mephit","description":"When a wagon driver curses muddy roadways or a farmer complains on the unyielding soil, an earth mephit is conjured into being. Plodding and humorless, the mephit makes great effort to aid the mortal who summoned it, but often the elemental is too dim to know weal from woe. The farmer finds rows plowed through his barn and home; the wagon driver finds rocky, uneven roads more detrimental than muddy ones.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Earth Spark","description":"On their home planes, elemental sparks are living motes of floating air, earth, fire, and water. When one of these elemental minions travels to another world, they take the form of an animal native to that plane. In the Mundane World, air sparks appear as winged serpents, earth sparks appear as rhinoceroses, fire sparks appear as bears, and water sparks take on the appearance of octopuses. Traits Minion. If the spark takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the spark takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Trampling Rampage. If an enemy who is touching the ground starts their turn within 5 feet of two or more earth sparks, the enemy must make a Strength saving throw with a DC equal to 12 plus the number of earth sparks within 5 feet of the enemy. On a failed save, the enemy falls prone, and they can’t stand up until there are fewer than two earth sparks within 5 feet of them. Actions Shatter Smash (Group Attack). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage. Snort Rocks (Group Attack). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 5 bludgeoning damage. If the target is a flying creature, they must succeed on a Strength saving throw or fall prone. The DC for this saving throw equals 12 plus the number of sparks who joined the attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Earth)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Earth Spark","description":"I do not care what you have come for. You are but an annoyance and have simply earned the right to burn before the rest of the world. Forzaantilirys Traits Minion. If the spark takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the spark takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Trampling Rampage. If an enemy who is touching the ground starts their turn within 5 feet of two or more earth sparks, the enemy must make a Strength saving throw with a DC equal to 12 plus the number of earth sparks within 5 feet of the enemy. On a failed save, the enemy falls prone, and they can’t stand up until there are fewer than two earth sparks within 5 feet of them. Actions Shatter Smash (Group Attack). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage. Snort Rocks (Group Attack). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 5 bludgeoning damage. If the target is a flying creature, they must succeed on a Strength saving throw or fall prone. The DC for this saving throw equals 12 plus the number of sparks who joined the attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Earth)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Earth Spirit","description":"Manifest Elemental Spirit Earth Spirits. When they take physical form, earth spirits often shape bodies of stone for themselves, appearing as statues of warlike fortunes or the sacred beasts that guard ancient shrines and tombs. These beings are powerful, wise, and slow to anger—but their wrath is that of an avalanche, and once started, it cannot be stopped. Actions Earthen Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) bludgeoning damage. Living Stone. The manifest earth spirit can perform any earth invocation (see earth invocations). Its invocation ability modifier is Constitution, and its invocation save DC is 16. When it performs an earth invocation, it gains 3 additional favor to spend on that invocation’s empowerments. Any favor not spent this way is lost.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"any lawful","Expansion":26129,"Challenge Rating":4},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Eater of Dust","description":"This terrible creature resembles an imposing knight wearing baroque plate armor made of calcified resin. Its helm is a blank gray oval without eye slots or mouthpiece, and it carries a glistening greatsword with one or more slavering, fanged mouths. Eaters of dust can consume just about anything with their horrible animate mawblades, including most gems and metals, but they prefer the flesh and souls of mortals to any other form of payment. Mercenary Companies. Eaters of dust—or yakat-shi as they are sometimes called in ancient planar texts—roam the lower planes selling their services to arch-devils, demon lords, and other fiendish rulers for the chance to sample new flavors and devour interesting morsels. Eaters of dust often operate in small but deadly military units led by a powerful leader, styled the yakat-norog. Armor Shell. While many sages confuse eaters of dust for some obscure variety of fiend, they are aberrations escaped from a far-flung dimension of madness and nightmares. Indeed, their armor is not armor at all, but a secreted resin that hardens into a shell as strong as steel. When cracked, it exudes a nacreous blood, and the resulting scar resembles mother-of-pearl. Heavily scarred eaters of dust seem to have a huge number of such mother-of-pearl inlays, but these are all marks of wounds they have survived. Destroy Magic. Eaters of dust take particular delight in destroying and devouring powerful magical weapons and armor, especially intelligent or holy weapons, and charge recklessly into battle against opponents wielding such delicious viands. They are have nothing but contempt for most other life forms, attacking and eating their allies at the first sign of weakness. A typical eater of dust is 7 feet tall and weighs more than 350 lb. While an eater of dust cannot speak, it can telepathically communicate with almost any creature. Traits Innate Spellcasting: The eater of dust’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 3/day each: freedom of movement, inflict wounds, true strike 1/day each: cure wounds (as 3rd level), magic weapon (as 6th level), misty step Regeneration: The eater of dust regains 5 hit points at the start of its turn. If it takes fire damage, this trait does not function at the start of its next turn. The eater of dust dies only if it starts its turn with 0 hit points and does not regenerate. Unending Hunger: An eater of dust can devour any substance with its mawblade, regardless of composition, and never get full. It can even gain nourishment from eating dust or soil (hence the name given to the race by various fiends). If an eater of dust’s mawblade is ever stolen, lost, or destroyed, it slowly starves to death. Weapon Band: A mawblade is part of the eater of dust. It can strike any creature as if it were magically enchanted and made of silver, iron, or other materials required to overcome immunities or resistances. An eater of dust always knows the location of its mawblade as if using the locate creature spell. Actions Multiattack: The eater of dust makes two mawblade attacks, or makes one mawblade attack and casts inflict wounds. Mawblade: Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 19 (4d6 + 5) piercing damage. On hit, the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Eater of Hope","description":"Demons of Theros Some foul souls can't let go of the miserable lives they had. Having been despicable in life, these spirits fester in death. The worst of these hateful dead, through ages of bitterness, gradually transform into fiends, the tormentors of the Underworld. The people of Theros know these fiends as demons. Immortal Nature. A demon of Theros doesn't require food, drink, or sleep. Fiends of Theros On Theros, the term “demon” encompasses all fiends. The people of Theros might refer to “demons” or “devils” interchangeably, having no understanding of the difference between fiendish species or distant nightmarish planes. A pit fiend might be interpreted by Theros’s mortals as one of the Underworld’s countless demonic denizens, while a balor meeting a Theros demon on some other plane might consider it a rarity from some undiscovered Abyssal layer. In general, feel free to use whatever fiends you wish when telling stories in Theros—the Underworld’s a big place with room for all the incarnate wickedness you desire. Eater of Hope An eater of hope is bitter to the core, resentful of all forms of life and joy. Although these demons can strike down most foes, they prefer to let terror and despair overtake their victims first, letting their victims marinate in fear before the fiend devours them. Twister of Wills. Being obsessed with wealth and dominating lesser beings, eaters of hope hoard treasure for the sole purpose of tempting and manipulating mortals. They revel in using creatures' greed to turn them against one another and their own best interests.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":5432,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Eater of Knowledge","description":"Originally created by the mind flayer god-brain Ilsensine and now produced by some of that god’s followers, eaters of knowledge are lumbering, bipedal masses of squelching muscles and exposed brain matter. These rugose hulks collect information from others by devouring brains before returning to their masters with delicious secrets. Unlike illithids, which overwhelm their foes with psionic power, eaters of knowledge use their physical strength to hold prey while burly feeding tentacles crack free their victims’ brains. Consuming brains fuels these brutes’ psionic power, making eaters of knowledge deadlier with each brain devoured. “Best to just forget every idiom you’ve ever learned, Chief. For example, in the Outlands, ‘brain food’ probably means you.” –Morte Traits Brains Devoured. When the eater of knowledge is first encountered, roll 1d10 to determine the number of brains it has already consumed. Magic Resistance. The eater of knowledge has advantage on saving throws against spells and other magical effects. Spellcasting (Psionics). The eater of knowledge casts one of the following spells, requiring no spell components and using Intelligence as its spellcasting ability (spell save DC 15). It must have consumed the requisite number of brains to cast the spell, as indicated: 1/day each: plane shift (self only, 0 brains), detect magic (1 brain), silent image (2 brains), invisibility (3 brains), hypnotic pattern (4 brains), major image (5 brains), telekinesis (6 brains), arcane eye (7 brains), mislead (8 brains), greater invisibility (9 brains), mass suggestion (10 or more brains) Actions Multiattack. The eater of knowledge makes two Slam attacks. If both attacks hit the same creature and the target is Large or smaller, it has the grappled condition (escape DC 14) and must succeed on a DC 15 Intelligence saving throw or have the stunned condition until the grapple ends. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one Humanoid with the incapacitated condition. Hit: 45 (10d8) piercing damage. If this damage reduces the target to 0 hit points, the eater of knowledge kills the target by extracting and consuming its brain.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"typically neutral evil","Expansion":26427,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Eaves Dropper","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":27737,"Challenge Rating":1},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Eblis","description":"Eblis (pronounced EH-blee) are thought to be reincarnations of evil humans who were punished by gods for acts of larceny and kidnapping. These intelligent, evil cranes loom 8 feet tall and lay eggs as mundane birds do. They can manipulate objects with their beaks and feet. Traits Innate Spellcasting. The eblis's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: 1/day each: blur , hypnotic pattern , minor illusion Actions Multiattack. The eblis attacks twice with its beak. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":7389,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Eblis","description":"Eblis (pronounced EH-blee) are thought to be reincarnations of evil humans who were punished by gods for acts of larceny and kidnapping. These intelligent, evil cranes loom 8 feet tall and lay eggs as mundane birds do. They can manipulate objects with their beaks and feet. Eblis try to sway other creatures into doing their bidding, and their plots are self-serving. They live to destroy creatures that offend them and delight in luring humanoids to an unexpected death. Eblis also like to collect treasure, which they sometimes use to reward those who serve them. They build crude huts and nests out of grass and reeds, wherein they hide their treasure. Traits Innate Spellcasting. The eblis’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: 1/day each: blur, hypnotic pattern, minor illusion Actions Multiattack. The eblis attacks twice with its beak. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":31454,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Echo of Demogorgon","description":"No transformation wrought by the hand (or tentacle, whatever) of a demon lord is rightly understood as a \"blessing.\" —Bigby Some legends claim the first ettins were orcs transformed by Demogorgon, the Prince of Demons, while others tie their origin to Grolantor or another god of the Ordning. Whatever the truth of their origin, ettins sometimes recognize a kindred soul in the two-headed Demogorgon and devote themselves to his service. Those who prove exceptionally valuable to Demogorgon’s purposes in the Material Plane are rewarded with a “blessing” that transforms them into monstrous echoes of their demon patron. The arms of an echo of Demogorgon transform into powerful tentacles, and the heads take on a more bestial appearance. The transformation leaves the echo frenzied with rage; the two heads shout and howl at each other with a fury that resounds with demonic magic, sowing discord and confusion around them. As the echo’s monstrous heads roar and bite at each other, nearby creatures are racked with psychic pain or join in the ruckus, attacking their allies. Traits Magic Resistance. The echo has advantage on saving throws against spells and other magical effects. Wakeful. When one of the echo's heads is asleep, its other head is awake. Actions Multiattack. The echo makes two Tentacle attacks. Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 9 (2d8) necrotic damage. Bonus Actions Discordant Screams. The echo directs its frenzied howls at one creature it can see within 60 feet of itself. The target must succeed on a DC 13 Wisdom saving throw or suffer one of the following effects of the echo's choice: Confused Reaction. The target must use its reaction to make a melee attack against another creature of the echo's choice that the echo can see. Psychic Torment. The target takes 13 (2d12) psychic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":24749,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Eclipse Angel","description":"Very rarely, a priestess who devotes her entire life to her deity finds her spirit becomes indistinguishable entwined with the being, so much so that she is able, just once, to transform from a mortal creature to into a unique servant, a fiend only because of the foul nature of her new abilities and trenchant beliefs. However, sages and others who watch and study such manifestations fear an eclipse angel is something much worse than a servant fiend. There is a strong belief amongst a select band of intellectuals that is ready to proclaim these individuals to be legendary examples of fallen celestials, a corrupted solar that has had the soul of the priestess and some small part of the mind of her higher power implanted in it over many years, kept ready for the moment when a grand plan comes to fruition, or the chance to take advantage of a truly momentous occasion comes along. At this time, the three full forces of mind, soul and body come together in as wicked a triumvirate as can be imagined by any sane person. As a result, an eclipse angel is an horrific representation of what ought to be an exemplar of good. All that is worthy of respect in a solar is now turned against the hopeful and the trusting; everything about the transformed priestess is to be afraid of, nothing can be taken at face value, and her every act is designed to abuse, contaminate, and ruin the lives of all who cross her path. What happens to the eclipse angel once it has achieved its aims, no one knows. Either it is defeated and disappears in a foul miasma, or no-one survives her onslaught and she is never seen again.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":20},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Eclipse Giant","description":"While these massive giants might appear brutish, they are actually esoteric wanderers and thinkers who take very little notice of the world around them. Instead, their attention is fixated on the heavenly bodies, as they search for the empowering presence of solar or lunar eclipses. This fixation is reflected in their living flesh, as symbolic representations of the occultation of heavenly bodies decorate the dark gray skin of each eclipse giant. Eclipse giants stand 40 feet tall and weigh 30,000 pounds. Eclipse Focus. While in their search for such cosmological events, eclipse giants are uncaring and may be obliviously destructive, as they are quite large, and they don’t watch where they step. While in the presence of an eclipse, however, an eclipse giant becomes truly active, unlocking an inspired inner self that varies from giant to giant. While one eclipse giant might enter a violent frenzy and rage against the world and other creatures, another might produce a fragment of writing that will one day become one of the greatest plays of her generation, and another might solve a complex formula that predicts the celestial movements of the planets. Some eclipse giants are able to predict the coming of eclipses and call themselves eclipse seers. While some believe this knowledge is divinely inspired, in truth most such giants are able to derive the eclipses using mathematical formulas. 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Nicknamed the “black death from above”, a darkmantle’s favourite hunting strategy involves masquerading as a stalactite and dropping on its prey’s head. If its natural camouflage proves insufficient, it conjures a cloud of magical darkness to conceal itself. Just one darkmantle can incapacitate the ill-prepared, quietly suffocating an entire party of adventurers one by one. They’re All Darkmantles! Travellers fear the danger that a single darkmantle represents. Imagine, then, the terror caused by an entire swarm of these creatures rapidly descending from a cavern ceiling, where an inconspicuous cluster of stalactites previously seemed to be. Luckily, swarms of darkmantles are rarely found in the wild, but creatures of great power have been known to control these dreaded predators, teaching them to work in large groups to be used in the defence of their underground lairs.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Small monstrosities","Alignment":"unaligned","Expansion":26720,"Challenge Rating":5},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ecorche","description":"The bodyguards and spies of undead masterminds, ecorches appear as gory giants with musculatures overdeveloped by infusions of necromantic toxins and grafts of reanimated sinew. Skin-Stealer. Although its natural form possesses no skin, an ecorche can steal the flesh of another creature, flaying its victim in mere seconds and leaving it in unimaginable shock and pain with only moments to seek aid before perishing. Yet this gruesome act of violence is only the first stage of the chaos an ecorche spreads with its violence. An ecorche possesses incredible control over its gruesome form, allowing it to compress its body into the skin of a much smaller creature. Wearing such grisly garb, these terrors walk among the living, doing the bidding of their terrible masters or searching for more influential individuals to murder, skin, and impersonate. 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Ecstatics have advantage on saving throws against spells and effects that affect the mind. Actions Filth-Encrusted Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8+2) piercing damage plus (1d4)poison damage. On a hit, a successful DC 13 Constitution saving throw negates the poison. Sling. Ranged Weapon Attack: +3 to hit, reach 30/120 ft., one target. Hit: (1d4+1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Medium humanoid (human)","Source":"custom","Alignment":"neutral evil","Expansion":16,"Challenge Rating":1},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Ecstatic Bloom","description":"A single enormous white flower blooms at the heart of the lustrating grove. Many religions build temples around these great manifestations of divinity because of their curative dew. The blooms are highly intelligent and shimmer when conversing with other creatures. The stalks of the blooms are thick and recover from injury quickly. Heart of the Grove. An ecstatic bloom is the leader and ultimate expression of a lustrating grove. A bloom will only appear if at least three hallowed reeds and two alabaster trees grow nearby. The perfume of the bloom calms beasts and repels undead. Philosopher Flowers. Ecstatic blooms are highly intelligent, thoughtful creatures. They enjoy communicating with other life forms and are excellent judges of character and motivation. They prefer to discuss the nature of divine power and the origins of the celestials. They love their grove-mates and consider the hallowed reeds and alabaster trees within their grove to be their children. Heavenly flora is often found growing near sacred sites associated with good-aligned gods. Temples, shrines, tombs, and worshipping places are all excellent spots for these plants to take hold. They also form near rifts between the Material Plane and a celestial one; the course of their growth can be tracked to locate the portal. Slow Growing. Celestial flora take a long time to grow into mature plants. They often require protection from animals or curious humanoids in their early stages of development. Druids, clerics, paladins, and priests of good-aligned gods often act as keepers and guardians of these plants. These holy tenders are empowered by the plants and are often rewarded by their patron deity for their work. The plants might also sprout up miraculously at the site of a powerful celestial's arrival on the Material Plane. If the being is of sufficient power, an entire lustrating grove may erupt into being rapidly. Cleansing. Celestial plants have a natural ability to cleanse cursed and soiled ground. They can be cultivated in an area corrupted by demonic or infernal magic and, given enough time, eradicate the evil. The process is long, but, if the plants are properly tended, the outcome is guaranteed. Sustained by Miracles. Celestial plants do not require water or sunlight to grow. They flourish anywhere their roots can find purchase, including underground caverns, shadowy mountain valleys, and harsh deserts. Lustrating Groves. Left alone, a single celestial plant eventually grows into a large grove. The groves are places of intense radiant magic that call to divine magic wielders for miles around. These holy places contain great power and *commune*spells resolve with greater clarity and success. The groves are often guarded by angels or other celestial beings who see the site as a foothold on the Material Plane.","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial","Alignment":"neutral good","Expansion":45,"Challenge Rating":11},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ectellax, The Flayed (Adult Eldritch Dragon)","description":"Ectellax, The Flayed was just an eldritch wyrmling when the God-Shaped Hole sent him to the Templum Praeteritum as a test for the mortal priests there. He was the last of the tests before the “Radiant One” vanished. Unlike the other eldritch sacrifices, Ectellax defeated the priests in the temple by directly tapping into the God-Shaped Hole’s power through the original eldritch carving. The exposure to this raw energy tore the flesh from his body, flaying him alive and leaving him in a constant state of agony. Tempestuous Growth. As the Radiant Church retreated and sealed the horrors away, Ectellax devoured the eldritch energy and grew faster than he would have otherwise. Now an adult, the dragon has gained a semblance of control over his enormous potential, and is ready to break through the sealed door leading to the Radiant Church and waits, desperate for his opportunity—even the monstrous gravitational fields he generates are useless against this eldritch prison. Inherited Dreams. Those of his kin share a collective memory that each newborn inherits—a gift of memory through flesh. Yet, the only thing that Ectellax has added to this wealth of knowledge is his despair. In his slumber, the memories of his ancestors possess him, tormenting him, rousing his anger and frustration, feelings that he is unable to act on. The visions of dragons soaring through the cosmos, bending foreign civilizations under their rule, or wiping them out of existence with their apocalyptic powers—sources of pride for his kind, and a painful reminder of his own helplessness. Helpless Tyrant. Trapped underground and cut off from the world, Ectellax’s mind has slowly unraveled. He has long lost the ability to distinguish between reality and dream; sometimes believing himself free, he hurls himself against the walls of his stone prison. The earth trembles and stone groans as the dragon thrashes about in his sleep, shaking the surface world in the crossfire of his nightmare. The proud being is now nothing more than a trapped and tormented soul. Ectellax’s long imprisonment has twisted his despotic intentions even further, turning them into a thirst for destruction and revenge. He longs to break free and unleash his fury on the world and the heavens, dethroning the so-called god that turned him into a puppet; but these remain hopeless wishes, as the barriers holding him underground remain unyielding. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Maddened Mind. When a creature initiates telepathic contact with the dragon or attempts to read its mind, the creature must succeed on a DC 20 Intelligence saving throw or gain a short-term madness, as it witnesses the insanity the dragon holds. Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: gravity well, gravity storm, levitate 3/day each: astral barrage, fling, gravitational distortion Hatred of Radiance. When the dragon takes radiant damage, it goes into a blind rage, sacrificing its own body for power. The dragon takes 11 (2d10) necrotic damage, which can't be reduced in any way, and can take an additional legendary action before the start of its next turn. Actions Multiattack. The dragon can use its Tyrant’s Presence. It then makes two attacks: one with its bite and one with its claw. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) psychic damage. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tyrant’s Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature also prostrates itself before the dragon, falling prone and unable to stand up. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Tyrant’s Presence for the next 24 hours. Cosmic Breath (Recharge 5-6). The dragon exhales a rush of void and stars in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 18 (4d8) necrotic damage and 18 (4d8) cold damage, and gains a short-term madness. On a successful save, the creature takes half as much damage and doesn’t suffer any additional effect. Bonus actions Tentacle. Melee Weapon Attack: +14 to hit, reach 15 ft., one creature. Hit: 12 (1d8 + 8) psychic damage. If the target is Huge or smaller, it is grappled (escape DC 22). The dragon can have up to four creatures grappled at a time. Leap. The dragon uses 10 feet of movement to jump 30 feet. Reactions Dimension Warp. When a creature within 150 feet of the dragon targets it with a spell, the dragon can attempt to warp the world to swap positions with its assailant. The spellcaster must succeed on a DC 20 Charisma saving throw or exchange position with the dragon, becoming the new target of the spell. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Tentacle Attack. The dragon makes one tentacle attack. Cast Spell (Costs 2 Actions). The dragon casts a spell. Shatter Mind (Costs 2 Actions). The dragon targets a creature that it can see. The target must succeed on a DC 20 Intelligence saving throw or take 10 (3d6) psychic damage and gain a short-term madness. A creature the dragon is grappling automatically fails this saving throw.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration and dragon","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":17},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Edimmu","description":"An evil wind swirls out of the desert, parching those it touches, whispering evil plans. These winds are the edimmus. Bitter Exiles. Desert and plains tribes often exile their criminals to wander as outcasts. A banished criminal who dies of thirst sometimes rises as an edimmu, a hateful undead that blames all sentient living beings for its fate. Rise Again. Unless its body is found and given a proper burial, an edimmu is nearly impossible to destroy. While edimmus linger near their corpses, they often follow prey they have cursed to seal the creature’s fate. Once that creature is slain, they return to the site of their demise. Undead Nature. An edimmu doesn’t require air, food, drink, or sleep. Traits Rejuvenation: If destroyed, an edimmu rises again in 2d4 days. Permanently destroying one requires properly burying its mortal remains in consecrated or hallowed ground. Edimmus rarely venture more than a mile from the place of their death. Incorporeal Movement: The edimmu can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Water Siphon: Melee Spell Attack : +7 to hit, reach 5 ft., One creature. Hit : 21 (6d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and it is stunned for 1 minute and gains one level of exhaustion. A stunned creature repeats the saving throw at the end of each of its turns, ending the stun on itself on a success. The hit point reduction lasts until the creature finishes a long rest and drinks abundant water or until it is affected by greater restoration or comparable magic. The target dies if this effect reduces its hit point maximum to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Edjet Initiate","description":"Glaring about in brazen challenge to any that would meet its eyes, this elite dragonborn warrior searches for its next target. Adorned in padded armor, its clawed hand never ventures far from the hilt of its sword. True Believers. Edjet initiates display all of the fanaticism of the elite edjet , but they have yet to develop their precision and poise on the battlefield. Rarely will edjet initiates be turned aside by fear of death—failure is a much more fearsome prospect. Ready to Impress. Before edjet initiates can join the ranks of the edjet corps, they must first prove themselves in battle. This desire often leads them to take great risks on the battlefield, but edjet officers view this process as the natural means to separate those with the will and skill to become true edjet from those that merely aspire to such. Those initiates that are not killed in the course of their training, but that otherwise fail to meet edjet standards, often settle into a lesser role in the military machine as scouts, archers, or other auxiliaries.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"lawful neutral","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Eel Hound","description":"A grotesque beast with the muscular tail, bulbous head, and the rubbery, slime-covered flesh of a hideous eel, the torso and webbed paws of this amphibious predator resemble those of a misshapen canine. Needle-sharp teeth fill the creature’s menacing jaws. Hounds of the River Fey. Ferocious aquatic fey, these amphibious menaces often serve such masters as lake and river trolls, lorelei, and nixies. Predatory beasts as dangerous on land as they are in the water, they share their masters’ capricious cruelty. The hounds’ chilling hunting cries inspire their masters to a killing frenzy as they pursue foes. Few other creatures appreciate eel hounds’ lithe power and cruel grace, instead noting only their grotesque form and unnerving savagery. Slippery Ambushers. Eel hounds are ambush predators, preferring to hide among the muck and algae of riverbanks, only to suddenly burst forth as a pack. They surround their prey, latching on with their powerful jaws. Non-aquatic prey are dragged into the depths to drown. Similarly, eel hounds often force aquatic prey up onto dry land to die of suffocation. Possessed of a low cunning, they prepare ambushes by vomiting forth their slippery spittle where land animals come to drink or along game trails. They surge out of the water to snatch prey while it is off balance. Liquid Speech. Eel hounds understand Sylvan, and those dwelling near humans or other races pick up a few words in other tongues. Traits Amphibious: The eel hound can breathe air and water. Pack Tactics: The eel hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Slick Spittle: By spending 2 rounds dribbling spittle on an area, an eel hound can cover a 5-foot square with its slippery saliva. This area is treated as if under the effects of a grease spell, but it lasts for 1 hour. Slithering Bite: A creature an eel hound attacks can’t make opportunity attacks against it until the start of the creature’s next turn. Actions Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 8 (1d8 + 4) piercing damage. On hit, the target is grappled, escape DC 14.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral ","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Efreeti","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Elemental Demise : If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying. Innate Spellcasting : The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect magic 3/day: enlarge/reduce , tongues 1/day each: conjure elemental (fire elemental only), gaseous form , invisibility , major image , plane shift , wall of fire Actions Multiattack : The efreeti makes two scimitar attacks or uses its Hurl Flame twice. Scimitar : Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage. Hurl Flame : Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"200 (16d10+112)","CHA":16,"CON":24,"DEX":12,"INT":16,"STR":22,"WIS":15,"Size":"Large","Type":"elemental","Speed":"40 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062668/Fy_H49JXM1FciwUenzUElA/original.png","Roll 0":"Scimitar\n1d20 + 10\n2d6+6+2d6","Roll 1":"Flame\n1d20 + 7\n5d6","Senses":"Darkvision 120 Ft.","Source":"5th Edition SRD","data-XP":"7,200","Alignment":"Lawful Evil","Languages":"Ignan","data-List":"false","Immunities":"Fire","Spell Book":"Detect Magic, Enlarge/reduce, Tongues, Conjure Elemental, Gaseous Form, Invisibility, Major Image, Plane Shift, Wall Of Fire","Token Size":2,"data-Spells":"{\"innate\":{\"at-will\":[\"detect magic\"],\"3/day\":[\"enlarge/reduce\",\"tongues\"],\"1/day\":[\"conjure elemental\",\"gaseous form\",\"invisibility\",\"major image\",\"plane shift\",\"wall of fire\"]}}","data-Traits":"[{\"Name\":\"Elemental Demise\",\"Desc\":\"If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.\"},{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect magic 3/day: enlarge/reduce, tongues 1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The efreeti makes two scimitar attacks or uses its Hurl Flame twice.\"},{\"Name\":\"Scimitar\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 6\",\"Damage Type\":\"slashing\",\"Damage 2\":\"2d6\",\"Damage 2 Type\":\"fire\"},{\"Name\":\"Hurl Flame\",\"Type Attack\":\"Spell Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"7\",\"Reach\":\"120 ft.\",\"Target\":\"one target\",\"Damage\":\"5d6\",\"Damage Type\":\"fire\"}]","data-CHA-mod":"+3","data-CON-mod":"+7","data-DEX-mod":"+1","data-INT-mod":"+3","data-STR-mod":"+6","data-SizeNum":5,"data-WIS-mod":"+2","Saving Throws":"Int +7, Wis +6, Cha +7","Challenge Rating":11,"Passive Perception":12,"data-CrNum":11,"data-AcNum":17,"data-HpNum":200},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Efreeti","description":"\"The armies of the Grand Sultan are bolstered by legions of devils, his palace warded by the spells of a thousand archmagi, his treasures guarded by red dragons and fire elementals. No one has plundered the efreeti’s fabled vaults and lived to tell the tale. By the grace of a thousand winds, you could be the first.\" —A djinni enticing adventurers to free her caliph from a magic lamp in the Charcoal Palace of the City of Brass Genies Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves. Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power. Creatures of the Elements. A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie. A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie’s form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don’t mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare. When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam. Rule or Be Ruled. Mortal slaves serve to validate a genie’s power and high self-opinion. A hundred flattering voices are music to a genie’s ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use. In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service. Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination. Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn’t beholden to any noble genie, however, and will sometimes choose to defy a noble genie’s will and risk the consequences. The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome—except as it is directed toward them by their worshipful slaves. Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms—even whole continents or worlds—bow down before them. Variant: Genie Powers Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn’t a genie. Once a genie has granted its limit of wishes, it can’t grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature’s existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature’s behalf to bring about the effect. Depending on the genie’s nature, the genie might try to pervert the intent of the wish by exploiting the wish’s poor wording. The perversion of the wording is usually crafted to be to the genie’s benefit. Efreeti Hulking genies of the Elemental Plane of Fire, the efreet are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or coal-black skin, and they bedeck themselves in brass and gold torcs, chains, and rings, all glittering with jewels. When an efreeti flies, its lower body transforms into a column of smoke and embers. Haughty and Cruel. The efreet are deceptive, cunning, and cruel to the point of ruthlessness. They despise being forced into servitude and are relentless in pursuit of vengeance against creatures that have wronged them. Efreet don’t see themselves in this light, naturally, and regard their race as fair and orderly, even as they admit to an enlightened sense of self-interest. Spiteful Slavers. Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes for slaves, which they capture and bring back to their homes on the Elemental Plane of Fire. The efreet rule as oppressive tyrants, promoting only the cruelest among their slaves. Those overseers are given whips to help keep the rank-and-file slaves in line. Planar Raiders. Most efreet reside on the Elemental Plane of Fire, either in great domed fortresses of black glass and basalt surrounded by churning lakes of fire, or in the fabled City of Brass. Additionally, efreet military outposts thronging with their minions and slaves can be found scattered throughout the planes. On the Material Plane, efreet dwell in fiery regions such as volcanoes and the burning expanses of the world’s deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the earthbound dao. Efreet utterly despise marids, with whom they have maintained a passionate conflict throughout the history of both races. Traits Elemental Demise : If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying. Innate Spellcasting : The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: detect magic • 3/day each: enlarge/reduce , tongues • 1/day each: conjure elemental (fire elemental only), gaseous form , invisibility , major image , plane shift , wall of fire Actions Multiattack : The efreeti makes two scimitar attacks or uses its Hurl Flame twice. Scimitar : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage. Hurl Flame : Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 17 (5d6) fire damage.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Efreeti Cinderlord","description":"The cinderlords are the efreet's elite warriors and often serve as commanders of the efreet during times of war. Their potent flaming blades can make creatures they hit become even more vulnerable to fire. Traits Elemental Demise. If the efreeti dies, its body disintegrates into a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. Actions Multiattack. The efreeti makes two Scimitar attacks or uses its Hurl Flame twice. Scimitar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) fire damage and if the target is not immune to fire, it gains vulnerability to fire damage until the end of the efreeti's next turn. Hurl Flame. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage. Spellcasting. The efreeti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: detect magic, enlarge/reduce, tongues 2/day each: conjure elemental (fire elemental only, as an action), dispel magic, gaseous form, invisibility, major image, plane shift, wall of fire 1/day: fire storm Arcing Fireblade (Recharge 5–6). The efreeti swings its scimitar in a full arc, and every creature within 10 feet of it must succeed on a DC 20 Dexterity saving throw. On a failed save, a creature takes 14 (2d6 + 7) slashing damage plus 7 (2d6) fire damage and if the target is not immune to fire, it gains vulnerability to fire damage until the end of the efreeti's next turn. On a successful save, the creature takes half as much damage and doesn't gain vulnerability to fire damage. Reactions Fiery Shield. The efreeti adds 5 to its AC against one melee attack that would hit it. To do so, the efreeti must see the attacker and be wielding a melee weapon. If the attack misses as a result of this, the attacker takes 7 (2d6) fire damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Efreeti Sultan","description":"All efreet are led by the powerful and terrifying Sultan, who seldom leaves his ruby and diamond palace in the City of Brass, the efreeti capital in the Elemental Plane of Fire. He spends most of his time scheming and planning with the noble efreeti on how to conquer and expand the sultanate. As a true primary genie, he is able to bestow wishes. He almost never does though. Traits Elemental Demise. If the efreeti dies, its body disintegrates into a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying. Legendary Resistance (3/Day). If the efreeti fails a saving throw, it can choose to succeed instead. Magic Resistance. The efreeti has advantage on saving throws against spells and other magical effects. Greater Spell Penetration. When the efreeti casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 5 levels higher. Actions Multiattack. The efreeti makes two Scimitar attacks or uses its Hurl Flame twice. Scimitar. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) slashing damage plus 10 (3d6) fire damage. Hurl Flame. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 21 (6d6) fire damage. Spellcasting. The efreeti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: detect magic, enlarge/reduce, tongues 3/day each: conjure elemental (fire elemental only, as an action), dispel magic, gaseous form, invisibility, major image, plane shift, wall of fire 1/day each: fire storm, incendiary cloud Teleport. The efreeti magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Hellfire Gaze (Recharge 6). The efreeti's eyes projects intense fiery energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 30 (4d6 + 16) fire damage on a failed save, or half as much on a successful one. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine ash and slag. The creature can be restored to life only by means of a true resurrection or a wish spell. Grant Wish (3/Year). The efreeti grants a wish spell to a creature that isn't a genie. In order to work, the efreeti must be willing to grant the wish . Unless carefully and properly worded, the efreeti will pervert the wish's intent into a literal but undesirable or partial fulfillment. The efreeti can't grant a wish purposely to serve its own needs. Legendary Actions The efreeti can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The efreeti regains spent legendary actions at the start of its turn. Scimitar. The efreeti makes a Scimitar attack. Teleport. The efreeti uses Teleport. Cast a Spell (Costs 2 Actions). The efreeti uses Spellcasting. Conflagrate (Costs 3 Actions). The efreeti targets up to three creatures it can see within 30 feet of it. Each target that is not immune to fire must succeed on a DC 19 Wisdom saving throw. On a failed save, a creature becomes frightened, takes 14 (4d6) fire damage, and catches fire, taking 10 (3d6) fire damage at the end of each of its turns. The creature remains frightened until the fire is extinguished. An affected creature or another creature within 5 feet of it can take an action to extinguish the fire. On a successful save, the creature is not frightened, takes half as much damage and doesn't catch fire.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":21},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Egg Hunter Adult","description":"The salamander-like adult of the species can inflate its bulbous tail so that it takes on the shape and texture of a dragon egg. It uses this mimicry to establish itself in a nest tended by a dragon or other creatures. If an egg hunter is discovered, it releases spores that make other creatures lethargic, allowing it to scurry to safety. If things turn dire, the egg hunter's physical form can magically harden, reducing the harm it suffers from even a dragon's wrath. Egg Hunters Egg hunters are parasites that seek out dragon eggs and feed on the contents. They deposit their own eggs into the empty shells, hiding the eggs from unsuspecting dragon parents or guardians. Traits Amphibious. The egg hunter can breathe air and water. False Appearance. If the egg hunter is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the egg hunter move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the egg hunter is animate. Dragons have disadvantage on this check. Actions Multiattack. The egg hunter makes two Barbed Proboscis attacks, and it can use Torpor Spores if it's available. Barbed Proboscis. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 9 (2d8) necrotic damage, and the egg hunter regains hit points equal to the necrotic damage dealt. Torpor Spores (Recharge 5–6). The egg hunter releases a billow of sparkling blue spores. Each creature in a 30-foot-radius sphere centered on the egg hunter must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can take either an action or a bonus action on its turn but not both, and it can't take reactions. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this egg hunter's Torpor Spores for the next 24 hours. Reactions Rapid Adaptation. When the egg hunter takes damage, it gives itself resistance to that damage.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Egg Hunter Hatchling","description":"A dragon egg drained by an egg hunter is filled with 1d6 new eggs, which hatch inside the dragon egg's shell in 1d6 days. The egg hunter hatchlings burst forth 1d4 days later, using the needlelike egg tooth that extends from their heads. They are voracious, consuming any other dragon eggs in the vicinity if they can. A hatchling matures into an adult about twenty days after breaking free from its dragon egg. Egg Hunters Egg hunters are parasites that seek out dragon eggs and feed on the contents. They deposit their own eggs into the empty shells, hiding the eggs from unsuspecting dragon parents or guardians. Traits Amphibious. The egg hunter can breathe air and water. Actions Multiattack. The egg hunter makes two Egg Tooth attacks. Egg Tooth. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 17 (4d6 + 3) piercing damage if the target is an object. Bonus Actions Rapid Movement. The egg hunter takes the Dash or Disengage action.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Egg Sack","description":"This creature appears in The Little Town of Tusk adventure module.","properties":{"Category":"Monsters","Size":"Small","Type":"egg","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Eggard","description":"Eggard of the Yellowblade Clan is a renowned hobgoblin smith who has dedicated his life to crafting the most deadly instruments of war. Extremely skilled in both the forging and enchanting of all types of weaponry, there are few alive who can match the weapons sold at his small shop and smithy. Characters can find Eggard's Blades in any urban environment, from a large city or a market in the Dark Below to a small, rural village. Background Eggard \"Think Twice” Yellowblade wasn't always a smith – indeed, for most of his life, Eggard pursued the cause that most hobgoblins find themselves drawn to: battle. With a head for strategy and tactics – which earned him the moniker \"Think Twice” – Eggard combined patience and cunning with exceptional martial prowess to become an officer in one of the most respected mercenary bands in the region. Alas, even a sharp mind can't always keep one free from harm; in a bloody skirmish, Eggard's knee was pulverized by an ogre's greatclub. When the injury healed badly and left Eggard with a pronounced limp, it was clear that Eggard's days as a warrior were over. Not prone to self-pity or melancholy, Eggard resigned himself to be the mercenary band's quartermaster. While that job eventually bored him, it helped him realize that he had a knack for smithing – and that the art of crafting weapons appealed to him. Wasting no time, he set out to learn all he could about the making and enchanting of weaponry, apprenticing himself to any master smith that would have him. After more than a decade of training, Eggard had become a master in his own right, and he opened up Eggard's Blades. Here, he employs the techniques he's picked up from smiths of all races and cultures as he crafts some of the finest magical weapons in existence. Roleplaying Eggard Brawny, scowling, and with the brusque mannerisms typical of most hobgoblins, Eggard can come off as standoffish or even hostile. Beneath the gruff exterior, however, Eggard is intelligent and respectful, and deeply passionate about his craft. He is pragmatic and direct, and only rarely displays any emotions. Eggard's curiosity, creativity, and eagerness to learn are what sets him apart from most of his kin and give him a leg up on the competition. He will often ask questions of his customers and listen with interest as they tell him about the origin of their weapons or the battles they've fought. Eggard may share his own knowledge, but only if asked or if he believes it necessary to draw more information from his customers – when he does, he sticks to the facts, without bragging (\"Got this limp fighting ogres – killed me two of the louts before one caught my foot out of position. Put that one in the ground too, but that didn't help my knee much, unfortunately.”) Though he rarely laughs, or even smiles, Eggard has a weakness for puns – the worse, the better. When he, or a customer, delivers a particularly enjoyable one, he smiles ever so faintly and elicits a dry, growling chuckle (\"My prices are sharp already, but for a warrior like you, I'd be willing to slice them in half. He-he.”)","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Lawful Neutral","Expansion":27827,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Egua Branca","description":"Velha da Égua Branca, \"the Old Woman on the White Mare,\" is a mysterious and terrifying figure. She is a wrinkled, aged woman wearing a white headdress adorned with red ribbons and clutches a dagger. It is said that at night, she rides her white mare, startling animals and folk alike. Despite this, she does not usually harm others. Woe to those that offend her sense of justice, however. Some say she belongs to the night sky, while others say she is the remnant of a long-forgotten titan or deity. She rarely speaks, what she has to say, is likely of great import, perhaps a warning or exhortation. If found in her lair, she may be persuaded to speak, but finding her home is a quest for the truly determined and daring. Her mare is her formidable companion.","properties":{"Category":"Monsters","Size":"Large","Type":"beast (unique)","Alignment":"neutral","Expansion":30635,"Challenge Rating":11},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Eidolon","description":"It's not just gods that have the power to bind spirits to their idols. Beings such as archdevils can do it with the souls of their cultists. Moloch, for instance. —Mordenkainen The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath⁠ to safeguard a place of import to the divine. Forged from the souls of those who had proven their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a graven vessel, a statue specially prepared to house the souls of these protectors. The eidolon then animates the effigy and uses the borrowed body to drive out the intruders bent on plundering the relics it is charged with guarding. Sacred Guardians. Creating an eidolon requires a spirit of fanatical devotion—that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. An eidolon has no purpose beyond guarding the place it was assigned to and never leaves. Animated Statues. An eidolon has few methods for protecting itself beyond its ability to awaken⁠ its sacred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach. Undead⁠ Nature. An eidolon doesn't require air, food, drink, or sleep. Traits Incorporeal Movement⁠. The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue. Sacred Animation (Recharge 5–6). When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own. Turn Resistance⁠. The eidolon has advantage on saving throws against any effect that turns undead. Actions Divine Dread. Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened⁠ in this way, the creature must take the Dash action⁠ and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened⁠ target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Any alignment","Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Eidolon","description":"To protect sites they deem holy, gods often rely on eidolons, ghostly spirits bound to safeguard a sacred place. Forged from the souls of those with unwavering devotion, eidolons stalk temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its soul; it then animates this effigy and uses the statue to drive out the intruders. Traits Incorporeal Movement. The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue. Sacred Animation (Recharge 5–6). When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon’s control. The eidolon uses the sacred statue’s stat block in place of its own. Turn Resistance. The eidolon has advantage on saving throws against any effect that turns Undead. Unusual Nature. The eidolon doesn’t require air, food, drink, or sleep. Actions Divine Dread. Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to any eidolon’s Divine Dread for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Einherjar","description":"Stout bearded warriors with golden auras, the einherjar wear chain mail and carry two-handed battle axes and oaken shields—their badges and symbols are all different, and it is said no two braid their beards quite alike. As the spirits of warriors chosen by the valkyries and brought to Valhalla to fight for the gods against the giants, the einherjar are great warriors who eat and drink their fill of boar and mead each night, then spend their days preparing for Ragnarok. Some of this is combat training, and other portions are raids against the Jotun giants and thursir giants, to try their strength. Regardless of how often they are slain, the einherjar reappear each morning in Odin’s hall, so they have no fear of death, and their courage shames others into greater bravery. Defenders of the Mortal World. From time to time, the ravenfolk guide a troop of the einherjar against some of Loki’s minions or the servants of Boreas. These raids are often small battles, but the einherjar know they are only delaying the inevitable rise of the world serpent and its many evil spawn. This drives them to greater efforts against giants, demons, lindwurms, and other evil creatures, but the einherjar themselves are not exactly saintly. They drink, they carouse, they slap and tickle and brag and boast and fart with the loudest and most boastful of Asgardians. Unlike most extraplanar creatures, they are very human, if somewhat larger than life. Fear Dragons. The einherjar have a notable soft spot for the ratatosk and the ravenfolk, but they are superstitiously fearful of dragons of all kinds. They sometimes hunt or ride or carouse with the fey lords and ladies, especially the Bear King, the Snow Queen, and the Lord of the Hunt. Never Speak to the Living. In theory, the einherjar are forbidden from speaking with the living: they must pass their words through a valkyrie, a ratatosk, one of the ravenfolk, or other races allied with Asgard. In practice, this rule is often flouted, though if Loki’s servants notice it, they can dismiss any einherjar back to Valhalla for a day. Traits Asgardian Battleaxes: Made in Valhalla and kept keen with runic magic, Asgardian axes have a +2 enchantment and add a second die of weapon damage. Their magic must be renewed each week by a valkyrie or Odin’s own hand. Battle Loving: Einherjars relish combat and never turn down a challenge to single combat or shirk a fight, even if the odds are hopeless. After all, Valhalla awaits them. Battle Frenzy: Once reduced to 30 hp or less, einherjar make all attacks with advantage. Fearsome Gaze: The stare of an einherjar is especially piercing and intimidating. They make Intimidation checks with advantage. Innate Spellcasting: The einherjar’s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: bless, spare the dying 1/day each: death ward, spirit guardians Actions Multiattack: An einherjar makes three attacks with its Asgardian battleaxe or one with its handaxe. Asgardian Battleaxe (One-handed): Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 15 (2d8 + 6) slashing damage. Asgardian Battleaxe (Two-handed): Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 17 (2d10 + 6) slashing damage. Handaxe (Melee): Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 7 (1d6 + 4) slashing damage. Handaxe (Ranged): Ranged Weapon Attack : +7 to hit, range 20/60 ft., One target. Hit : 7 (1d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Eirinn Alluon","description":"Appearance and Personality: Eirinn is gaunt, even for an elf, and his mood is as light as his hair and skin are dark. Though not talkative and rarely showing a smile, he seems to always be at peace. His voice is low and kind, and his movements are graceful and deliberate. Eirinn is observant and quiet, but a demon in battle, where his highest priority is protecting Rhiann. Eirinn has undertaken this mission solely for the purpose of protecting Rhiann. He considers her family, even though she remains distant from him. If anyone brings up that point in conversation, he reluctantly admits that they were close before she became an avatar. Since that time, his interest in her remains unrequited. In spite of this, he continues to protect her, in the hope that someday Rhiann might discharge her responsibilities to the queen, after the war has ended. Until that time, he wishes to protect her from all possible harm. Traits Fey Ancestry. Eirinn has advantage on saving throws against being charmed, and magic can’t put him to sleep. Bonus Actions Stalwart Defender. When Eirinn is within 5 feet of Rhiann on his turn, he can use his bonus action to switch places with Rhiann, provided he spends at least 5 feet of movement and Rhiann is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks. Until the start of Eirinn’s next turn, all melee weapon attack rolls against Rhiann have disadvantage. Actions Multiattack. Erinn makes two attacks with his longsword. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 3) slashing damage. Innate Spellcasting. Eirinn’s casts the following spell using Charisma as his spellcasting ability (spell save DC 11): At will: blade ward (self only) Reactions Loyal Bodyguard. When Rhiann is hit by an attack roll while she is within 5 feet of Eirinn, he causes himself to be hit instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Lawful Good","Expansion":30502,"Challenge Rating":6},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Ekengarik","description":"Traits Hive Mind. All fiendish formians within 1 mile of Ekengarik can telepathically communicate with each other and Ekengarik. Regeneration. Ekengarik regenerates 10 hit points at the start of her turn, unless she took radiant damage in the last round. Actions Multiattack. Ekengarik makes three Bite attacks. She can replace one of the attacks with an Acid Spray (if available) attack or a use of Spellcasting. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage and the target must make a DC 19 Constitution saving throw. On a failed save, the target’s Strength score is reduced by 2 (1d4). The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Acid Spray (Recharge 5-6). Ekengarik spits acid at one creature within 60 feet of her, or two creatures within 60 feet of her and 5 feet of each other. Targets must make a DC 18 Dexterity saving throw, taking 33 (6d10) acid damage on a failed saving throw, or half as much on a successful one. Spellcasting. Ekengarik casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: Detect Magic, Dispel Magic, Heroism, Magic Missile 1/day each: Black Tentacles, Cone of Cold, Confusion, Dimension Door, Geas, Invisibility, Prismatic Wall, Slow Reactions Hardened Carapace (Recharge 4–6). When hit with an attack, Ekengarik temporarily hardens her carapace, reducing her speed to 0 and increasing her AC by 5 until the start of her next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Ekundayo (Level 1)","description":"Tragedy spurs Ekundayo’s overwhelming desire for revenge against all giants. Though not a distrustful person, Ekundayo rarely speaks. When he does, he is direct and to the point. The only time his dour expression changes is when he hears about an opportunity to hunt and kill giants, though he doesn’t become joyful at the prospect: instead, a grim determination overtakes him as he prepares for upcoming battle, driving him to remain unconcerned with whether he fights alone or accompanied by allies. Traits Equipment. Longbow, arrows (20), longsword, leather armor, explorer’s pack, alchemist’s fire (3), and woodcarver’s tools. Favored Enemy. Ekundayo has advantage on Wisdom (Survival) checks to track giants, as well as on Intelligence checks to recall information about them. Natural Explorer. When Ekundayo makes an Intelligence or Wisdom check related to forest terrain, his proficiency bonus (+2) is doubled if he is using a skill that he’s proficient in. While traveling for an hour or more in favored terrain, he gains the following benefits: Difficult terrain doesn’t slow his group’s travel. His group can’t become lost except by magical means. Even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking), he remains alert to danger. If he is traveling alone, he can move stealthily at a normal pace. When he forages, he finds twice the food as normal. While tracking other creatures, he also learns their exact number, their sizes, and how long ago they passed through the area. Actions Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10 +2) slashing damage if used in two hands. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful good","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Ekundayo (Level 6)","description":"Tragedy spurs Ekundayo’s overwhelming desire for revenge against all giants. Though not a distrustful person, Ekundayo rarely speaks. When he does, he is direct and to the point. The only time his dour expression changes is when he hears about an opportunity to hunt and kill giants, though he doesn’t become joyful at the prospect: instead, a grim determination overtakes him as he prepares for upcoming battle, driving him to remain unconcerned with whether he fights alone or accompanied by allies. Traits Equipment. Longbow +1 , arrows (20), longsword +1 , leather armor +1 , boots of elvenkind , explorer’s pack, alchemist’s fire (3), and woodcarver’s tools. Favored Enemy. Ekundayo has advantage on Wisdom (Survival) checks to track giants and dragons, as well as on Intelligence checks to recall information about them. Fighting Style (Archery). Ekundayo gains a +2 bonus to attack rolls he makes with ranged weapons (included in the attack). Natural Explorer. When Ekundayo makes an Intelligence or Wisdom check related to forest or mountain terrain, his proficiency bonus (+3) is doubled if he is using a skill that he’s proficient in. While traveling for an hour or more in favored terrain, he gains the following benefits: Difficult terrain doesn’t slow his group’s travel. His group can’t become lost except by magical means. Even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking), he remains alert to danger. If he is traveling alone, he can move stealthily at a normal pace. When he forages, he finds twice as much food as he normally would. While tracking other creatures, he also learns their exact number, their sizes, and how long ago they passed through the area. Primeval Awareness. Ekundayo can use his action and expend one ranger spell slot to focus his awareness on the region around him. For 1 minute per level of the spell slot, he can sense whether the following types of creatures are present within 1 mile of him (or within up to 6 miles if he is in his favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ locations or number. Spellcasting. Ekundayo is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12). He has the following ranger spells prepared: 1st level (4 slots): cure wounds, hunter’s mark, landstrider 2nd level (2 slots): pass without trace Actions Multiattack. Ekundayo makes two melee or ranged weapon attacks. Then, he can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of his weapon. Longsword +1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. or 8 (1d10 +3) slashing damage if used in two hands to make a melee attack. Longbow +1. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8+5) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful good","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Elali","description":"A powerful psychic species—and the elder statesmen of the Bellanic Accord—elali have long cultivated a reputation as benevolent shepherds of the multiverse. Ages ago, they evolved on a lush, mountainous world with vicious predators, forced to rely on cunning and intellect to survive. As a result, they also prefer to remain in the shadows of interplanetary affairs, often shaping events on other worlds through proxies and intermediaries until native species are ready to accept their presence. The true agenda of the elali is sustain the master plans and prophecies of the ascended Patrons, moving the multiverse towards a similar enlightenment and joint commonality. Gentle Psychics. Capable of channeling their psychic talents in impressive displays of mental dominance and deception, the elali loathe to use their powers on the unwilling. This self-imposed ban on the unethical abuse of their abilities—as well as their dwindling population and slow reproductive cycle—is all that keeps them from becoming a conquering force in the universe; a well-known fact by other species, especially their enemies among the Ultari Hegemony. Only marginally shorter in stature than an average-sized human, elali commonly stand 5-1/2 feet tall and weigh around 120 pounds, with strange tattoos covering their skin, yet their most distinctive feature is how the crown of their heads splits open like a flower to expose brains covered in a thin layer of lavender skin.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elali)","Alignment":"neutral good","Expansion":32483,"Challenge Rating":4},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Elder Ambush Drake","description":"Ambush drakes are often found in the service of draconic-speaking creatures, such as kobolds and lizardfolk. They are either used as guards or as trackers. Ambush Hunters. In the wild, ambush drakes hunt in packs, often dividing their numbers - one group lies waiting in ambush while another drives their prey to the ambush spot. Ambush drakes use a combination of their poisonous bite and slowing breath to immobilize their targets as the rest of the pack swoop in for the kill. Traits Ambusher. The drake has advantage on initiative rolls. Actions Multiattack. The drake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage. If the attack roll has advantage, the target also takes 3 (1d6) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the attack roll has advantage, the target also takes 2 (1d4) slashing damage. Slowing Breath (Recharge 5–6). The drake exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elder Annis Hag","description":"The elder annis hag has lived for centuries, prolonging her unnatural life by preying on children and young virgins unnoticed, growing stronger and more powerful. She rarely steps out of from her lair deep within the dark forests of a high mountain, sending only her minions, such as hill giants, ogres, and trolls, to descend on nearby villages and towns to capture victims she can torment and later feed on. The elder annis hag has performed enough evil deeds to secure ties with a dark deity, such as Cegilune. She has become the deity's champion and agent, and has been gifted divine abilities to continue her sinister work. The elder annis hag can cast divine spells, smites its foes, and unleash a horrific cackle so despairing, creatures who hear it drop whatever they are holding and flee from the hag immediately. Actions Multiattack. The annis makes one Bite attack and two Claw attacks. It also uses Despairing Cackle, if available. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Crushing Hug. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 37 (9d6 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. Until the grapple ends, the target takes 37 (9d6 + 6) bludgeoning damage at the start of each of the hag's turns. The hag can't make Claw attacks while grappling a creature in this way. Despairing Cackle (Recharge 5–6). Each creature within 30 feet of the annis and able to hear the annis must succeed on a DC 15 Wisdom saving throw. On a failed save, the target drops whatever it is holding, and becomes frightened for one minute. While frightened in this way, a creature must take the Dash action and move away from the annis by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to the annis, the creature can repeat the saving throw. On a success, the effect ends. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the annis's Despairing Cackle for the next 24 hours. Spellcasting. The annis casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): 2/day each: armor of Agathys, disguise self (including the form of a Medium humanoid), fog cloud 1/day each: banishment, bestow curse, destructive wave, dispel magic Bonus Actions Blinding Smite. Immediately after the hag hits a target with an attack roll, the hag deals an extra 9 (2d8) necrotic damage to the target and forces it to make a DC 18 Constitution saving throw. On a failed save, the target is blinded for 1 minute. The blinded target can repeat the save at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elder Aranea","description":"An aranea is an intelligent shapeshifting creature not unlike a lycanthrope. In its natural form, the aranea appears as a giant spider with slender humanoid arms in place of its pedipalps. Its thorax has a humpback-shaped bulge that houses its brain. The aranea's other form is that of a humanoid female. Magically Adept. An aranea is naturally gifted with the arcane arts. Due to their highly secretive nature, they focus their expertise on the schools of illusion and enchantment. Some, although very rarely, even have psionic abilities. Silk Weavers. Despite their nature, most araneas are neutral and will keep to themselves, often living at the fringes of civilization so as not to attract unwanted attention to themselves. Those that manage to live within city walls work as silk weavers and silk traders and can live out their lives normally without getting exposed. Evil Aranea. Evil araneas are con artists and serial killers that use their guile and magical charm to lure innocent victims into their hovels where they can ensnare and cocoon them with their silky webs and store them in their larder-like attics. Male araneas do not have the ability to shapechange into humanoid form and have no magical abilities. They only serve the female as consorts and guards, and if prey is scarce, as food. Traits Spider Climb. The aranea can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the aranea knows the exact location of any creature in contact with the same web. Web Walker. The aranea ignores movement restrictions caused by webbing. Actions Bite (Spider Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. While poisoned, the creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. Mind Warp. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 17 (3d8 + 4) psychic damage, and the target has disadvantage on Intelligence, Wisdom, and Charisma saving throws until the end of the aranea's next turn. Web (Spider Form Only, Recharge 5–6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Spellcasting. The aranea casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15): At will: dancing lights, mage hand, minor illusion 2/day each: charm person, mage armor, major image, mirror image 1/day each: confusion, fear, phantasmal force, synaptic static Change Shape (Females Only). The aranea magically transforms into a Medium Humanoid or to return to its true form, which is a hybrid spider. Any equipment the aranea is wearing or carrying is absorbed by the new form. Its statistics, other than its size, don’t change. It reverts to its true form if it dies. Bonus Actions Quickened Spell (4/Day). The aranea uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger)","Alignment":"Typically Neutral (Any)","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elder Aurumvorax","description":"Aurumvorax (Golden Gorger) The aurumvorax, also commonly known as the golden gorger, is a curious-looking creature that looks like a cross between a badger and a wolverine and is often quickly dismissed as a harmless animal at first glance. The common variety measures only 3 feet in length and half of that in height. Its body, which is covered in a shaggy hide of golden-orange colored fur, is densely packed with muscle and can weigh as much as 500 pounds. It has eight stubby legs that all end in steel-like copper-colored claws. Razor-sharp teeth fill its powerful jaws. Despite its non-threatening size and the enticing value of its precious hide, those familiar with the creature know better than to earn its ire and always give it a wide berth. Many a group of adventurers have been mercilessly torn to pieces thinking the aurumvorax an easy kill. Golden Gorger. The aurumvorax is a carnivore that supplements its diet with precious ore, minerals, and metals. Gold, in particular, has a smell that is irresistible to the aurumvorax and drives the latter into a frenzy if it detects it nearby. The aurumvorax will choose locations close to gold resources, such as mining settlements rich with gold ores. The aurumvorax usually makes its lair at the bottom of ravines or by the side of a mountain's timberline. Its burrow extends deep into the bedrock to support its immense weight and is usually rich with gold veins. The aurumvorax will usually store several nuggets of gold in its lair in the absence of gold veins. Solitary Predator. The aurumvorax is a generally solitary creature and usually keeps to itself within its territory. It is generally tolerant of other creatures of its size or smaller, provided they leave it alone. It prefers to spend its time sniffing mineral veins or hunting prey larger than itself, especially ones that may carry or wear precious minerals or alloys. Unyielding Savagery. In combat, the aurumvorax makes a very formidable opponent. Its body can resist most blows and attacks and can even shrug off fire and poison. But what makes it feared by those who have encountered it is the aurumvorax's unmatched ferocity. Once its powerful jaws clamp onto its victim's neck, it won't let go until it, or its prey is dead. After it gets hold of a victim, it rakes and tears at it with its adamantine-like claws, shredding the victim's armor to get to the creature's vulnerable flesh. Dwarven Foe. The aurumvorax always comes into conflict with dwarves who often share the same territory with it. The dwarves see the aurumvorax as a pest, as a single adult can strip a dwarven mine in a matter of days. The dwarves also hunt the aurumvorax as a rite of passage, crafting its prized hide into a special armor. A few crafty dwarves have even captured aurumvorax cubs, raising them as companions for the purpose of sniffing and finding gold veins. However, there have been stories of oversized specimens that have caused devastating damage to a dwarven mining community, prompting the dwarves to seek outside assistance. Traits Keen Smell. The aurumvorax has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the aurumvorax moves at least 20 feet straight toward a creature and then hits it with a Claws attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. Actions Multiattack. The aurumvorax attacks once with its Bite and twice with its Claws. If the aurumvorax has a creature grappled, it can use Rend Armor in place of one Claws attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and if the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the aurumvorax can automatically hit the target with its Bite attack, and the aurumvorax can't attack another target with its Bite attack. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Rend Armor. Melee Weapon Attack: +6 to hit, reach 5 ft., one target it is grappling with. Hit: The nonmagical armor or shield (aurumvorax's choice) of the target takes a permanent and cumulative -1 penalty. If its Armor Class drops to 0, the armor or shield is destroyed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"unaligned","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Elder Autumn Eladrin","description":"Eladrin, Elder Elder eladrin are powerful noble eladrin who rule over other eladrin in majestic Feywild cities filled with breathtaking elven architecture that are over a thousand years old. They strive to uphold the ideals of the Feywild in the hopes that after their death, they would reincarnate as Archfey or members of the Seelie or Unseelie Court. Traits Beguiling Strike. When the eladrin hits a creature with a weapon attack, it can choose to deal no damage. The creature has disadvantage to its saving throws against being charmed and enchantment spells until the end of the eladrin's next turn. Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 18 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Enchanting Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Spell Penetration. When the eladrin casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Actions Multiattack. The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 27 (6d8) psychic damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 27 (6d8) psychic damage. Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: calm emotions, hold person, sleep, suggestion 3/day each: beacon of hope, cure wounds (as a 5th-level spell), lesser restoration 1/day each: greater restoration, heal, heroes' feast, raise dead, hold monster Bonus Actions Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an unoccupied space it can see. Reactions Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker. Legendary Actions The eladrin gains 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The eladrin regains spent legendary actions at the start of its turn. Move. The eladrin moves up to half its speed without provoking opportunity attacks. Pacify. The eladrin casts calm emotions or sleep. Attack (Costs 2 Actions). The eladrin makes a weapon attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Elder Balhannoth","description":"A balhannoth, if left alone for decades, can gain a vast amount of power from devouring countless victims. It eventually evolves into the more fearsome elder balhannoth. Extremely rare even in the Shadowfell, the elder balhannoth will either take over balhannoth colonies as its alpha or destroy and consume everything (even its kin) within miles of its territory to ensure it has no competition. Irresistible Lure. The elder balhannoth has developed an ability to emit an aura of enchantment around it. When a creature enters this aura, the elder balhannoth immediately digs deep into its mind, draws forth its greatest desires, and then projects a reality-warping manifestation of it that only the unwitting creature can see. This causes the victim to approach the elder balhannoth, oblivious to the actual danger. Traits Enticing Presence. Any non-balhannoth creature that starts its turn within 60 feet of the balhannoth must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes charmed by the balhannoth for 1 minute. While charmed by the balhannoth, a target is incapacitated. If the charmed target is more than 5 feet away from the balhannoth, the target can take the Dash action on its turn to move toward the balhannoth by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the balhannoth, a target can repeat the saving throw. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the balhannoth's Enticing Presence for the next 24 hours. Legendary Resistance (3/Day). If the balhannoth fails a saving throw, it can choose to succeed instead. Actions Multiattack. The balhannoth makes one Bite attack and two Tentacle attacks. It can use Tentacle Slam in place of one Tentacle attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage. Tentacle. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 18) and is moved up to 10 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles. Tentacle Slam. The balhannoth slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 18 Strength saving throw or take 15 (3d6 + 5) bludgeoning damage and be stunned until the end of the balhannoth's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Legendary Actions The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The balhannoth regains spent legendary actions at the start of its turn. Bite. The balhannoth makes one Bite attack against one creature it has grappled. Teleport. The balhannoth teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Vanish. The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll. Tentacle (Costs 2 Actions). The balhannoth makes one Tentacle attack or uses Tentacle Slam.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elder Banshee","description":"When a banshee lingers in a state between life and death long enough for its anger to grow too large to contain, it transcends its previous incarnation and grows in power, becoming a deadly spirit known as an elder banshee. Little distinguishes an elder banshee from a typical banshee, for both manifest as ghostly humanoid figures. Woe to those who mistake an elder banshee for one of its lesser kind! Traits Aura of Fear. A creature that is within 10 feet of the banshee while it is conscious has disadvantage on saving throws against being frightened. Creatures that are normally immune to being frightened lose their immunity to being frightened while within 10 feet of the banshee but do not have disadvantage on their saving throws against becoming frightened. Hear Heartbeat. The banshee can sense the beating hearts of living creatures within 60 feet, perceiving them as if the banshee had the blindsight ability. It cannot detect plants, oozes, or amorphous creatures with this ability, nor any living creature that lacks a heartbeat. Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. The banshee takes 5 (1d10) force damage if it ends its turn inside an object. Legendary Resistance (3/day). If the banshee fails a saving throw, it can choose to succeed instead. Spectral Ripple. When the banshee moves at least 10 feet during a round, it is treated as if it is lightly obscured until the beginning of its next turn. Sunlight Sensitivity. While in sunlight, the banshee has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Terrifying Touch. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (4d6+5) necrotic damage, and the target must make a DC 17 Wisdom saving throw. On a failure, the target is frightened for 1 minute. If the target is under the effects of an ongoing spell or effect that protects against being frightened (such as heroes’ feast ), treat the Terrifying Touch as a dispel magic spell against that effect. Immortal Anguish. Creatures within 60 feet of the banshee that are able to see and hear them must make a DC 17 Charisma saving throw. On a failure, a creature has disadvantage on attack rolls and ability checks for 1 minute. A creature that succeeds at a saving throw against this trait is immune for 24 hours. Shout. Creatures within 30 feet of the banshee must make a DC 17 Constitution saving throw, taking 17 (5d6) thunder damage on a failed save and becoming deafened for 1 minute, and taking half as much damage on a success and not becoming deafened. Wail (Recharge 6). Hostile living creatures within 40 feet who can hear the banshee have disadvantage on attack rolls and ability checks until the end of the banshee’s next turn and must make a DC 17 Constitution saving throw. On a failed saving throw, a creature takes 28 (8d6) necrotic damage and 28 (8d6) thunder damage and is frightened for 1 minute; on a failure by 5 or more, the target is permanently deafened. A target can make a DC 17 Wisdom saving throw at the end of each of its turns; on a success, the target is no longer frightened. Any magical silence effect within range is treated as if the banshee had cast dispel magic . The sound of the banshee’s wail reverberates until the beginning of its next turn, and any creature coming within range is affected by these echoes as if it had been present when the banshee had wailed. Reactions Vengeful Spite. When an enemy within 40 feet critically hits the banshee or the banshee fails a saving throw against such an enemy’s damaging effect, the banshee lashes back at its tormentor to evoke anguish and horror. The target must make a DC 17 Wisdom saving throw, taking 33 (6d10) psychic damage or half as much on a successful save. A creature failing its saving throw is also stunned. The creature can attempt a new saving throw each round at the end of its turn to end the stunned condition, though when the stun ends, it becomes frightened for 1 round. Legendary Actions The banshee can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The banshee regains spent legendary actions at the start of its turn. Move. The banshee moves up to its full speed without provoking opportunity attacks. Shout (Costs 2 Actions). The banshee uses its shout. Terrifying Touch Attack. The banshee makes one terrifying touch attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":15},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Elder Barrow Hag","description":"Barrow Hag (Bruha) The wretched barrow hag, also known as bruha in other parts of the Realms, looks like an emaciated crone with mottled, dry leathery skin stretched tight over her hunched body. Her horrid head is topped with wild, wiry black and grayish hair. Her hateful eyes look sickly and glazed, and her mouth contains sharp, gnarly yellow teeth and a long, greenish serpentine tongue. The barrow hag exudes a disgusting, overpowering stench that reminds of rotten fish and fruit, sickening those close enough to smell her. Corpse Eater. As her name suggests, a barrow hag haunts barrows, catacombs, cemeteries, graveyards, and battlefields where decaying corpses are plentiful. She typically makes her lair in a crypt or a network of tunnels underneath where she haunts that is difficult to access. Like a ghoul, she feeds on the decomposing flesh of humanoid corpses, especially that of young ones. She particularly relishes sucking the putrid marrow from the bones, slurping it with her prehensile tongue. Corpse Collector. If the barrow hag is unable to find a corpse to consume, she will resort to stalking people, prioritizing children and solitary targets. In combat, she relies primarily on her ability to paralyze her prey with her grotesque tongue before finishing it off with her sharp claws. The barrow hag is also an accomplished magic-user, but will only use her spells against more formidable opponents. Once she has slain her prey, she drags its corpse to her lair or in a secluded location where she can bury it in a shallow grave or place it in a large jar or barrel to let it decompose for a few weeks until it is ripe enough for her. The barrow hag typically stores several corpses in varying stages of decay. Accursed Company. The barrow hag is usually a solitary creature, not wanting to draw attention like a large group can, especially if she has moved in recently to a location near a civilized area, such as a cemetery. However, if she decides she needs help, she can create loyal followers by turning captured humanoids into busos, a type of aswang. These busos become her eyes and ears during the day, providing her with information about the local community and potential prey. The hag also attracts the company of ghouls and ghasts that become subservient to her. Elder Barrow Hag. The elder barrow hag is an older, ancient version of a barrow hag. She is an accomplished necromancer, and her lair is typically guarded by numerous undead. She is very dangerous when encountered with her minions, as she can unleash a terrible wail that can both panic her foes and stir her undead into a deadly frenzy. Traits Keen Smell. The hag has advantage on Wisdom (Perception) checks that rely on smell. Loathsome Presence. Any humanoid that starts its turn within 30 feet of the hag and can smell the hag must make a DC 16 Constitution saving throw. On a failed save, the creature spends its action that turn retching and reeling. Humanoids that don't need to breathe or are immune to poison automatically succeed on this saving throw. If a creature's saving throw is successful, the creature is immune to the hag's Loathsome Presence for the next 24 hours. Aswang Curse (1/Day). A hag can curse an incapacitated humanoid. The hag has to be within 5 feet of the humanoid for at least 5 minutes, after which it expels a shadowy essence from its mouth and transfers it into the target's, afflicting it with the buso aswang curse. The buso acts as the hag's ally. Casting remove curse, greater restoration , or a similar spell on the target can end the curse. Doing so undoes the changes made to the target by the curse. Actions Multiattack. The hag makes two attacks: one with its Claws and one with its Tongue. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target . Hit: 8 (2d4 + 3) slashing damage. Tongue. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (2d6) necrotic damage, and the target must succeed a DC 16 Constitution saving throw or become paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Spellcasting. The hag casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: chill touch (3d8), mage hand, minor illusion, poison spray (3d12), prestidigitation 2/day each: alter self, charm person, earth tremor, Tasha's hideous laughter, web 1/day each: cloudkill, circle of death, create undead Haunting Wail (Recharge 6). The hag emits a terrifying wail that frightens foes and incites its undead allies into a frenzy. Each undead ally that is within 60 feet of the hag, can hear the hag, and not already affected by Haunting Wail gain advantage on attack rolls and saving throw rolls until the start of the hag's next turn. All other non-undead and non-fiend creatures within 60 feet of the hag must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the hag by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to the hag, the creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Haunting Wail for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Elder Bheur Hag","description":"The elder bheur hag has acquired immeasurable power throughout centuries, maintaining its life unnaturally by feasting on mortals. It now wields an elder graystaff, a more powerful version of her previous staff, which allows her to cast more spells. In addition, she can emit a blood-chilling cackle that makes anyone hearing it susceptible to her cold spells. Traits Control Weather (1/Day). The hag can cast the control weather spell, requiring no material components and using Charisma as the spellcasting ability. Graystaff Magic. The hag carries a graystaff, a magic staff. The hag can use its flying speed only while astride the staff. If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff. Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn’t cost the hag extra moment. Actions Multiattack. The hag makes two Slam or Frost Shard attacks. It also uses Numbing Cackle, if available. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 18 (4d8) cold damage. Frost Shard. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 30 (6d8 + 3) cold damage, and the target’s speed is reduced by 10 feet until the start of the hag’s next turn. Horrific Feast. The hag feeds on the corpse of one enemy within reach that died within the past minute and regains 25 hit points. Each creature of the hag’s choice that is within 60 feet and able to see the feeding must succeed on a DC 16 Wisdom saving throw or be frightened of the hag for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Feast for the next 24 hours. Numbing Cackle (Recharge 5–6). The hag makes a chilling cackle. Each creature that isn't immune to cold within 30 feet of the hag and able to hear the hag must succeed on a DC 16 Constitution saving throw. On a failed save, a target becomes vulnerable to cold, its speed is halved, and it can't take reactions. The effects last for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: armor of Agathys, hold person, sleet storm, Snilloc's snowball swarm 2/day each: cone of cold, ice storm, wall of ice 1/day: investiture of ice","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elder Black Guard Drake","description":"Traits Amphibious. The guard drake can breathe air and water. Actions Multiattack. The guard drake makes three attacks: one with its Bite, one with its Claws, and one with its Tail. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 2 (1d4) acid damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Acid Breath (Recharge 6). The guard drake exhales acid in a 30­-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"unaligned","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Elder Blue Guard Drake","description":"Actions Multiattack. The guard drake makes three attacks: one with its Bite, one with its Claws, and one with its Tail. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 2 (1d4) lightning damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Lightning Breath (Recharge 6). The guard drake exhales lightning in a 30­-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"unaligned","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Elder Brain","description":"The ultimate expression of illithid domination, an elder brain sprawls within a vat of viscous brine, touching the thoughts of creatures near and far. It scrawls upon the canvas of their minds, rewriting their thoughts and authoring their dreams. Psychic Infiltrators. When an elder brain infiltrates a mind, it alters the creature’s perception and deceives its senses, causing it to see, hear, touch, taste, or feel reality according to the elder brain’s intent. From across great distances, it implants subconscious suggestions or subtly influences dreams to compel creatures toward a course of action that benefits its grand plan. When its insidious suggestions fail to take hold, an elder brain asserts its dominance more directly. It seizes control of a resistant mind and controls the creature’s body as it would a puppet. Against the rare, strong-willed stalwart that defies it or attacks it, an elder brain sends a blast of overwhelming psychic force to crush the upstart’s mind, rendering the creature a thoughtless, drooling shell. Devourer of Thoughts. An elder brain sustains itself by consuming the brains of other creatures. When the mind flayer servants that guard and tend to an elder brain don’t bring its meals directly to it, the elder brain reaches out with tendrils of thought, mentally compelling creatures to come to it so that it may feed upon them. When a mind flayer perishes, the elder brain’s servants feed the contents of its skull to their master, which absorbs the illithid’s brain and all the knowledge and experience contained therein. In this way the elder brain continually increases its knowledge, uniting the thoughts and experiences of the illithid colony into a unified whole. Mind flayers conceive of this “oneness” as a sacred state in the same way that a worshiper of a human deity might view an eternal afterlife in the heavens—for an elder brain can evoke the persona of any illithid it has ever absorbed. Hive Mind. Non-illithids call this creature an elder brain because it acts as the central communication hub for an entire mind flayer colony just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a hand. Ego Unhindered. Each elder brain considers itself and its desires the most important things in the multiverse, the mind flayers in its colony nothing more than extensions of its will. But no two elder brains are alike, and each presides over its colony according to its own unique personality and storehouse of collected knowledge and experience. Some elder brains reign as domineering tyrants, while others serve more benignly as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them. The ambitions of an elder brain are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain will swiftly expire, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or impossible. An Elder Brain’s Lair The lair of an elder brain always lies deep in the heart of a mind flayer colony. The creature dwells in a dimly glowing brine pool, filled with foul and brackish water infused with the elder brain’s vital fluids and with psionic energy. Lair Actions When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following effects; the elder brain can’t use the same lair action two rounds in a row: The elder brain casts Wall of Force . The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn’t or can’t use this benefit in that time, the inspiration is lost. The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Regional Effects The territory within 5 miles of an elder brain is altered by the creature’s psionic presence, which creates one or more of the following effects: Creatures within 5 miles of an elder brain feel as if they are being followed, even when they are not. The elder brain can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn’t revealed, and the elder brain can’t participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it. Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts commingled with those of other creatures to which it is linked. If the elder brain dies, these effects immediately end. Traits Creature Sense : The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Innate Spellcasting (Psionics) : The elder brain’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components: • At will: detect thoughts, levitate • 1/day each: dominate monster, plane shift (self only) Legendary Resistance (3/Day) : If the elder brain fails a saving throw, it can choose to succeed instead. Magic Resistance : The elder brain has advantage on saving throws against spells and other magical effects. Telepathic Hub : The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way. Actions Tentacle : Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled, escape DC 15, and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time. Mind Blast (Recharge 5–6) : The elder brain magically emits psychic energy. Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Psychic Link : The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time, no action required. The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time. Sense Thoughts : The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind, including things the target worries about, loves, or hates. The elder brain can also make a Charisma [Deception] check with advantage to deceive the target’s mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom [Insight] check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target. Legendary Actions The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn. Tentacle : The elder brain makes a tentacle attack. Break Concentration : The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell. Psychic Pulse : The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage. Sever Psychic Link : The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Expansion":1,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Elder Brain","description":"The ultimate expression of mind flayer domination, an elder brain sprawls within a vat of viscous brine, cared for by mind flayer minions as it touches the thoughts of creatures near and far. It scrawls upon the canvas of the creatures’ minds, rewriting their thoughts and authoring their dreams. An elder brain sustains itself by consuming the brains of other creatures. If its mind flayer servants don’t bring meals directly to it, the elder brain reaches out with tendrils of thought, compelling creatures to come to it so that it can feed on them. When a mind flayer perishes, the elder brain’s servants feed its brain to their master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife. Hive Mind Elder brains are so-called among non-illithids because they act as the central communication hub for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a hand. An elder brain considers itself and its desires the most important things in the multiverse, and the mind flayers in its colony nothing more than extensions of its will. Each presides over its colony according to its own unique personality and storehouse of collected knowledge and experience. Some elder brains reign as tyrants, while others serve as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them. An Elder Brain’s Lair The lair of an elder brain lies deep in the heart of a mind flayer colony. The brain dwells in a dimly glowing brine pool filled with brackish water infused with its vital fluids and psionic energy. An elder brain’s ambitions are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain swiftly expires, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or impossible. Lair Actions On initiative count 20 (losing initiative ties), an elder brain can take one of the following lair actions; the elder brain can’t take the same lair action two rounds in a row: Force Wall. The elder brain casts wall of force . Psionic Anchor. The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must make a DC 18 Charisma saving throw. On a failed save, its speed is reduced to 0, and it can’t teleport. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Psychic Inspiration. The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. Regional Effects The territory within 5 miles of an elder brain is altered by the creature’s psionic presence, which creates one or more of the following effects: Paranoia. Creatures within 5 miles of an elder brain feel as if they are being followed, even when they’re not. Psychic Whispers. Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts commingled with those of other creatures to which it is linked. Telepathic Eavesdropping. The elder brain can overhear any telepathic conversation within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom saving throw when telepathic contact is first established. If the save is successful, the creature is aware that something is eavesdropping. The nature of the eavesdropper isn’t revealed. If the elder brain dies, these effects immediately end. Traits Creature Sense. The elder brain is aware of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead. Magic Resistance. The elder brain has advantage on saving throws against spells and other magical effects. Telepathic Hub. The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way. Actions Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time. Mind Blast (Recharge 5–6). Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting (Psionics). The elder brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18): At will: detect thoughts , levitate 3/day: modify memory 1/day each: dominate monster , plane shift (self only) Bonus Actions Psychic Link. The elder brain targets one incapacitated creature it senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The link also ends if the target and the elder brain are more than 5 miles apart. The elder brain can form psychic links with up to ten creatures at a time. Sense Thoughts. The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target’s emotional state and foremost thoughts (including worries, loves, and hates). Legendary Actions The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn. Break Concentration. The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 2 (1d4) psychic damage per level of the spell. Psychic Pulse. The elder brain targets one creature within 120 feet of it with which it has a psychic link. The target and enemies of the elder brain within 30 feet of target take 10 (3d6) psychic damage. Sever Psychic Link. The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn. Tentacle (Costs 2 Actions). The elder brain makes one Tentacle attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration (Mind Flayer)","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Elder Brain Dragon","description":"One of the few consolations available to those who must contend with a mind flayer colony is the limit of its reach, which spreads only as far as the influence of the colony's elder brain. But this small solace withers away when a colony manages to capture a dragon. Teams of mind flayers bind the dragon, which is subject to a gruesome transformation as the elder brain latches onto the dragon's back and digs its tentacles into the dragon's brain. An elder brain dragon is the nightmarish result. Using the mobility of the dragon's body, the elder brain can now serve as a powerful general to illithid armies, free from the confines of its brine pool. The elder brain dragon becomes a psychic threat in addition to a physical one, its body rife with aberrant influence and pulsing with psionic power. Even the elder brain dragon's breath weapon mutates during its transformation, becoming a stream of briny liquid roiling with illithid tadpoles. These tadpoles can swiftly slay victims and transform them into mind flayers, allowing the elder brain dragon to grow its own roving colony. Traits Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead. Siege Monster. The dragon deals double damage to objects and structures. Unusual Nature. The dragon doesn't require air or sleep. Actions Multiattack. The dragon makes one Bite attack, two Claw attacks, and one Tentacle attack. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) psychic damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 11 (1d6 + 8) slashing damage. Tentacle. Melee Weapon Attack: +15 to hit, reach 15 ft., one creature. Hit: 12 (1d8 + 8) psychic damage. If the target is Huge or smaller, it is grappled (escape DC 18). The dragon can have up to four targets grappled at a time. Tadpole Brine Breath (Recharge 5–6). The dragon exhales brine in a 120-foot line that is 15 feet wide. Each creature in that area must make a DC 22 Constitution saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one. On a success or failure, if the creature isn't a Construct or an Undead, it becomes infested with illithid tadpoles. While infested, the creature takes 16 (3d10) psychic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on three of these saves. If the creature is targeted by magic that ends a curse or restores 40 hit points or more, the tadpoles infesting the creature are killed instantly, ending the effect on the creature. If a Humanoid is reduced to 0 hit points while infested, the creature is stable but remains unconscious for 6d12 hours. When the period of unconsciousness ends, the creature transforms into a mind flayer (see the Monster Manual ) with all its hit points. Casting a wish spell on the unconscious creature rids it of the infestation and prevents it from turning into a mind flayer. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Tentacle. The dragon makes one Tentacle attack. Shatter Concentration (Costs 2 Actions). The dragon targets a creature it is grappling. The target's concentration on a spell it has cast or an ability it is maintaining ends, and the target takes 19 (3d12) psychic damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"typically lawful evil","Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Elder Camazotz","description":"The camazotz is a demon that resembles a giant-sized feral humanoid with vampire batlike features - oversized ears, fanged mouth, arms and legs that end in talon-like claws, and powerful wings spreading from its back. It has an affinity for bats and werebats and often has these in as minions. The camazotz patrols the skies of the Abyss, serving as scouts for more powerful demons and demon lords. If left on its own, the camazotz only lives to destroy and consume, hunting weaker demons if it can't find other more interesting prey. True Camazotz. Camazotz was said to have been a bloodthirsty chieftain who enjoyed sacrificing his captured enemies to his gods. This included a monstrous ritual of him wearing ceremonial armor that made him resemble a giant bat and would drink the blood of his dying victims before ripping their heads off with his bare hands. When he could no longer find foes to sacrifice, he would secretly have his people captured and sacrificed. Eventually, his evil deeds were discovered and after a vicious revolt that him mortally wounded, Camazotz prayed to his many gods for mercy. A demon prince answered, and in return for Camazotz's soul and eternal servitude, he would be able to continue what he enjoyed doing the most - killing. Camazotz agreed and as soon as his soul reached the Abyss, he was transformed into the first true demon of his kind and now serves as a general for the demon prince. Since then, many others who shared the same despicable taste for blood and sacrifice have become camazotz demons. Traits Fear Aura. Any creature hostile to the camazotz that starts its turn within 20 feet of the camazotz must make a DC 15 Wisdom saving throw, unless the camazotz is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the camazotz's Fear Aura for the next 24 hours. Fell Swoop. If the camazotz is flying and dives at least 30 feet toward a target and then hits with a Claw and has advantage on the attack, the attack deals an extra 10 (3d6) damage to the target. If this attack reduces the target to 0 hit points, the target dies and its head is dismembered. Flyby. The camazotz doesn't provoke opportunity attacks when it flies out of an enemy's reach. Magic Resistance. The camazotz has advantage on saving throws against spells and other magical effects. Sunlight Hypersensitivity. While in sunlight, the camazotz has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The camazotz makes one Bite attack and two Claw attacks. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the camazotz regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Sonic Screech (Recharge 6). The camazotz emits a deadly screech. Each creature within 30 feet of it that can hear it and that isn't a bat or demon must succeed on a DC 18 Constitution saving throw. On a failure, a creature takes 36 (8d8) thunder damage, is deafened for 1 minute, and is stunned until the end of the camazot's next turn. On a success, a creature takes half as much damage and isn't deafened or stunned. Summon Bats (1/Day). The camazots summons 2d4 + 2 giant bats or swarm of bats . The bats appear in unoccupied spaces within 30 feet of it. The bats act right after the camazotz on the same initiative count and fight until they’re destroyed. They disappear when the camazotz is destroyed.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Cortex","description":"Elder cortices are masterminds of the aberrations of the Farrealm and emissaries of the god-like entities that rule over the realm of madness. These otherworldly abominations are manifestations of the power of the mind itself. The elder cortex drains every piece of information it can from its victims along with their intellects on which it feeds. It assimilates unimaginable amounts of information and uses it to the best effect. They are master manipulators and negotiators, knowledgeable in academic lore and the art of magic.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":14},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Elder Cyclops","description":"Cyclops, Elder Many thousands of years ago, the solemn cyclopes ruled vast kingdoms, yet today their glories are long forgotten. What few cyclopes survive seldom aspire higher than protecting their lairs and seeking out their next meals. This latter task occupies a great deal of their focus, for the monstrous appetites and vacuous hunger of the cyclopes control the race’s destiny and may have led to their original downfall so long ago. The average cyclops stands 9 feet tall and weighs 600 pounds. Both males and females are almost completely bald, with stringy patches of dark hair occasionally hanging down from above the ears. A bushy, expressive brow couples with a cyclops’s massive eye to make the creature’s attitude easily known. Cyclopean history is a vanishing thing inscribed on the crumbling walls of vine-choked lost cities that fell long before even the rise of the elves, when dragons and giants ruled a landscape unspoiled by the petty ephemeral races that rule today. Because things have fallen so far, a given cyclops is less likely to know the near-mythic triumphs of lost ages than even a semi-educated human.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":8},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Elder Deathlock Mastermind","description":"Deathlock masterminds, if deemed worthy by their patrons, are allowed to continue to grow in knowledge and power. Most become elder deathlock masterminds. A very rare few known as the ancient ones, are the most brilliant, cunning, and powerful of the deathlock masterminds. Traits Devil’s Sight. Magical darkness doesn’t impede the deathlock’s darkvision. Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead. Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep. Actions Multiattack. The deathlock makes three Deathly Claw or Grave Bolt attacks. Deathly Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage. Grave Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) necrotic damage. If the target is Large or smaller, it must succeed on a DC 17 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. Spectral Skulls (Recharge 5–6). The deathlock conjures 3 ghostly skulls. Each skull flies and unerringly strikes a creature of the deathlock's choice that it can see within 60 feet of it. Each skull explodes on impact in a burst of necrotic energy. The target and each creature within 5 feet of it must make a DC 17 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. The spectral skulls all strike simultaneously, and the deathlock can direct them to hit one creature or several. Creatures in the area of more than one spectral skull burst can be affected more than once. Spellcasting. The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17): At will: detect magic, disguise self, mage armor, minor illusion 1/day each: circle of death, dimension door, dispel magic, fly, invisibility, synaptic static","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elder Dirgesinger","description":"Dirgesingers are twisted bards who use their haunting melodies to raise the dead and control them, creating an army of loyal undead minions at their command. Their spells and abilities allow them to strike fear into the hearts of their enemies and bolster the resistance of their undead horde against turn attempts. The Dirgesinger's eerie music can bring despair to those who hear it, and their necromantic spells can even bring fallen foes back to life as undead thralls. They are often in the company of members of cults and secret guilds that specialize in necromancy, such as the Death Priests of Orcus, who highly prize the dirgesinger's abilities to enhance the undead they summon and control. Actions Multiattack. The dirgesinger makes two Rapier attacks or two Necrotic Bolt attacks. Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 18 (4d8) necrotic damage. Necrotic Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) necrotic damage, and the target can’t regain hit points until the start of the dirgesinger's next turn. March of the Dead. Up to six Undead within 60 feet of the dirgesinger and can hear the dirgesinger can use its reaction to move up to half its speed. Dirge of Death (Recharge 5–6). The dirgesinger sings a horrid, mournful lament. All other creatures within 60 feet of it that can hear it must make a DC 16 Constitution saving throw. On a failure, a creature is reduced to 0 hit points. On a success, a creature takes 21 (6d6) psychic damage. Constructs and Undead are immune to this effect. Spellcasting. The dirgesinger casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16): At will: dancing lights, mage hand, minor illusion, prestidigitation 3/day each: animate dead (as an action), blindness/deafness, dissonant whispers, greater invisibility 1/day each: create undead (as an action), finger of death, negative energy flood Bonus Actions Dirge. The dirgesinger can perform a dirge that lasts until the start of the dirgesinger's next turn. The dirgesinger can select from one of three effects: 1. Song of Horror. Provided the dirgesinger isn't incapacitated, an enemy that starts its turn within 60 feet of the dirgesinger and can hear the dirgesinger must succeed on a DC 16 Wisdom saving throw or become frightened until the end the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dirgesinger's Song of Horror for the next 24 hours. 2. Song of Sorrow. Provided the dirgesinger isn't incapacitated, an enemy that starts its turn within 60 feet of the dirgesinger and can hear the dirgesinger must succeed on a DC 16 Wisdom saving throw or start wailing and weeping in grief until the start of its next turn. Until this wailing and weeping ends, the target is incapacitated and its speed is halved. If a creature's saving throw is successful, the creature is immune to the dirgesinger's Song of Sorrow for the next 24 hours. 3. Song of the Profane. Provided the dirgesinger isn't incapaci-tated, any Undead that starts its turn within 60 feet of the dirgesinger and can hear the dirgesinger has advantage on melee attack rolls and saving throws against any effect that turns Undead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Good alignment","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elder Dryad","description":"The elder dryad isn't bound to any neighborhood, and can move freely within its city but can’t leave the city itself. Urban Dryad When forests are cleared to make lumber or to make room for new cities, their fey inhabitants usually return to the Feywild. Some, however, remain to ensure nature survives in even the most civilized of places. The elder dryads refuse to let the land perish beneath stone and structure. These stubborn defenders of nature bind fey spirits to weeds creating urban dryads that grow in the cracks between buildings and cobblestone. Shy and secretive, they are nocturnal creatures who travel amongst the shadows and the interstices no one notices. At night they move with an uncanny speed through their neighborhoods, tending to their kindred flora before dawn. By day they hide and rest, blending in with the city as weeds or ivy cascading down the sides of buildings. Over time they’ve evolved as a part of the city, and fight to protect its natural spaces just as they fought to protect their forests in ancient times. Traits Innate Spellcasting. The urban dryad’s innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no components: At will: commune with nature, meld into stone, sleep 3/day: spike growth 1/day: blight False Appearance. While hidden or resting, the elder dryad is indistinguishable from a flowering azalea or another local shrub. Magic Resistance. The elder dryad has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The elder dryad can communicate with beasts and plants as if they shared a language. Actions Multiattack. The elder dryad makes three melee attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage plus 11 (2d10) poison damage. Entangling Roots. The elder dryad can animate roots in the ground in a 15-foot square within 30 feet of it. These roots turn the ground in that area into difficult terrain. A creature in that area when the effect begins must make a successful DC 15 Strength saving throw or be restrained by entangling roots. A creature restrained by the plants can use its action to make a DC 15 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the elder dryad dies or uses entangling roots again. Shadow Walk. Once on its turn, the elder dryad can step magically from one shadow within its reach and emerge from a second unoccupied shadow within 60 feet of the original shadow.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral","Expansion":23171,"Challenge Rating":6},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Elder Elemental Tsunami","description":"Elemental, Water Elementals are outsiders formed of living matter, be it from air, earth, fire, or in the case of the creature below, water. Elemental Tsunami Elemental Tsunamis are dangerous foes. These powerful elementals are much sought-after as guardians by the most accomplished spellcasters, as they can typically only be called into service by a gate spell or relying upon similar, powerful magic. An elemental tsunami appears as a surging wave from which the upper torso, arms, and head of a powerful humanoid figure made of churning water and foam protrude. Elder Elemental Tsunami This particular elder elemental tsunami is not only more ancient and powerful than most of its kind, but is also infused with waters tainted with sickness. Apart from its greater strength and tainted water, though, it appears similar to its lesser kin. Traits Blinding Sickness. Creatures that take damage from the elemental’s slam or surge must succeed on a DC 15 Constitution saving throw or contract blinding sickness. A creature with blinding sickness must repeat the saving throw at the end of each long rest, gaining one level of exhaustion on a failure or reducing its exhaustion level from this disease by one on a success. Exhaustion from blinding sickness can’t be removed while the disease continues. A creature that reaches three levels of exhaustion from blinding sickness is permanently blinded. Vortex. Water within a 50-foot radius around the elemental is difficult terrain for swimming non-elemental creatures. Water-Bound. If the elemental is not touching water, it can’t use reactions and it can use either an action or a bonus action on its turn, not both. Actions Multiattack. The elemental makes three slam attacks. Slam. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8+8) bludgeoning damage, and the target must succeed on a DC 21 Strength saving throw. On a failed save, the elemental either pushes the target up to 10 feet away or pulls the target up to 10 feet toward itself. Drench. The elemental attempts to extinguish all fires within 50 feet of itself. If a fire is magical, the elemental makes a Strength saving throw with a DC equal to 10 + the spell’s level. On a success, the fire is extinguished. Surge (Recharge 5–6). The elemental quickly expands to fill the area of its vortex before retracting to its former space. Each creature within the vortex must make a DC 21 Strength saving throw. On a failed save, a creature takes 27 (6d8) bludgeoning damage and is pushed up to 20 feet away from the elemental. On a successful save, the creature takes half as much damage and isn’t pushed.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"neutral","Expansion":17526,"Challenge Rating":14},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Elder Empyrean, Death","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":21},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Elder Empyrean, Knowledge","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":21},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Elder Empyrean, Life","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":21},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Elder Empyrean, Nature","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":21},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Elder Empyrean, Sun","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":21},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Elder Empyrean, Tempest","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":21},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Elder Empyrean, Trickery","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":21},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Elder Empyrean, War","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":21},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Elder Frost Mage","description":"Frost mages devote their lives learning and obsessing about the power of the elemental cold. They seek to unlock the mysteries of frost magic and master how to harness and channel its energy. Due to years of exposure to cold magic, frost mages develop a resistance to it. In combat, frost mages can be surprisingly versatile despite their focus in cold magic. They can provide cover by blanketing large areas with fog and sleet, paralyze people with their hold person spells, and harm multiple targets with their ice blast ability and ice storm spell. Actions Multiattack. The frost mage uses Frost Strike twice. Frost Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d8 + 4) cold damage and the target can't take reactions until the end of the frost mage's next turn. Ice Blast (Recharge 5–6). The frost mage magically shoots forth freezing icicles in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) cold damage and 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. Frost Bloom (1/Day). A magical, dazzling snowflake streaks from the frost mage's pointing finger to a point it within 120 feet and then blossoms with a crackling and hissing sound into an explosion of freezing ice. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Constitution saving throw. On a failed save, a creature takes 35 (10d6) cold damage and is frozen in ice for 1 minute. While frozen, a creature is restrained. As an action, the restrained target can make a DC 15 Strength check, breaking the ice on a success. The ice can also be attacked and destroyed (AC 12; hp 15; vulnerability to fire damage; immunity to cold, poison, and psychic damage). On a successful save, a creature takes half as much damage and isn't frozen in ice. The freezing ice spreads around corners. Spellcasting. The frost mage casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 15): At will: light, mage hand, prestidigitation 2/day each: fog cloud, hold person, ice storm, sleet storm 1/day each: cone of cold, mage armor Reactions Ice Block (3/Day). The frost mage can choose from two magical effects: 1. Shield. The frost mage adds 4 to its AC against one attack that would hit it. To do so, the frost mage must see the attacker. 2. Barrier. When the frost mage is subjected to an effect that allows it to make a Strength or Dexterity saving throw to take only half damage, it can instead take no damage if it succeeds on the saving throw, and only half damage if it fails.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Galeb Duhr","description":"A few galeb duhr, as they age, can grow to immense sizes. A greater galeb duhr can reach a diameter of 10 feet. Elder Galeb Duhr. These 15-foot diameter elementals resemble small hills and are the oldest and wisest of their race. They tend to slumber for decades, often blocking paths to cave entrances, awakening only if disturbed. Traits False Appearance. If the galeb duhr is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the galeb duhr move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the galeb duhr is animate. Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 11 (2d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. Actions Multiattack. The galeb duhr makes two Slam attacks. Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. Animate Boulders (1/Day). The galeb duhr magically animates up to four boulders it can see within 60 feet of it. A boulder has statistics like those of a normal galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to l minute (as if concentrating on a spell).","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Elder Geomancer","description":"Geomancers are powerful practitioners of magic who specialize in harnessing the power of the earth and its energies. They use gravity to reshape terrain, create walls, projectiles, and other structures. One with the Earth. Geomancers tend to be introspective and meditative due to their commitment to attuning with the earth. To increase their sensitivity, they often keep a part of their body in contact with the ground, allowing them to perceive vibrations caused by objects impacting the surface of the earth, such as footsteps. Defense and Destruction. While geomancers are often sought after for their defensive uses, such as fortifying a section of land, they are also incredibly devastating magic-users. They can cause the ground to ripple like a wave, generate earthquakes, summon dangerous earth elementals, and even reverse an area's gravity. Actions Multiattack. The geomancer uses Rock Strike three times. Rock Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Rippling Earth (Recharges 5–6). The geomancer magically causes the earth to suddenly move in a violent, cascading motion in a 30-foot line that is 10 feet wide. Each creature standing on the ground in that line must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 32 (5d12) bludgeoning damage, is pushed up to 10 feet, and is knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Avalanche (1/Day). The geomancer conjures rocks and boulders and launches them toward a chosen point within 120 feet of it. Each creature in a 30-foot-radius, 40-foot-high cylinder centered on that point must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 38 (7d10) bludgeoning damage, is knocked prone, and restrained. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 15 Strength check. On a success, the creature is no longer restrained. On a successful save, a creature takes half as much damage and isn't knocked prone or restrained. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Spellcasting. The geomancer casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: acid splash (3d6), mage hand, mending 2/day each: mage armor, meld into stone, spike growth, thunderwave 1/day each: conjure elemental (earth), stoneskin, wall of stone, reverse gravity Bonus Actions Earth Skate. While the geomancer is standing on the ground, the geomancer magically manipulates the earth to ripple and carry the geomancer a short distance. The geomancer moves up to 15 feet without provoking opportunity attacks. Reactions Stone Shield (3/Day). When the geomancer or a creature within 30 feet of it is hit by an attack roll, the geomancer gives the target a +5 bonus to its AC, which can cause the triggering attack roll to miss, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the start of the geomancer’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Ghost Boar","description":"A hulking boar tosses its head and charges, fading in and out of existence as it moves. Magical Creation. A magical experiment on a group of albino boars went awry, releasing the enormous beasts into the wild to proliferate. Ghostly Form. Ghost boars earn their name from their ability to temporarily become incorporeal. When the ghost boar moves, it becomes ghostly and insubstantial, passing through obstacles as it charges its prey. A Soul Depot. A strange side effect of the magical accident that created the ghost boar appears in the strongest of them: they are magnets for souls of the recently departed. The souls can use the meager spiritual magic of the ghost boar to communicate with those nearby.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Elder Gray Hag","description":"The malevolent elder gray hag reigns within its dark, twisted territory which stretches for miles and is now overrun with slimes, oozes, and undead creatures. Abyssal Servant. The elder gray hag is a powerful divine spellcaster, drawing her powers from the abyssal demon princes. In combat, she unleashes an assortment of powerful necromantic spells that can drain the life out of her foes. Her horrifying cackle can strike paralyzing fear at the heart of even the bravest of heroes. Traits Poisonous Skin. Any creature that grapples the hag or otherwise comes into direct contact with the hag's skin must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the hag can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spider Climb. The hag can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The hag makes two Claw attacks. It also uses Horrifying Cackle, if available. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and if the target is a creature, it must succeed on a DC 16 Constitution saving throw against poison. On a failed save, the target is reduced to 0 hit points. Spit Green Slime. Ranged Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d10) acid damage and the creature takes the damage again at the start of each of its turns until the slime is scraped off or destroyed. Against wood or metal, green slime deals 11 (2d10) acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed. Sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys the green slime. Horrifying Cackle (Recharge 5–6). Each creature that isn't undead or an ooze within 30 feet of the hag and able to hear the hag must succeed on a DC 16 Wisdom saving throw. On a failed save, the target is frightened for one minute. If a creature fails its saving throw by 5 or more, the creature is paralyzed while frightened for the same duration. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrifying Cackle for the next 24 hours. Spellcasting. The hag casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15): At will: guidance, mending, thaumaturgy 2/day each: blight, blindness/deafness, detect magic 1/day each: cloudkill, contagion, harm Bonus Actions Stench Spray (Recharge 5–6). The hag emits noxious gas in a 20-foot cube originating from the hag. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature is poisoned for 1 minute. A poisoned creature spends its action on each of its turns coughing and reeling. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. On a successful save, a creature takes half as much damage and isn't poisoned.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elder Gray Render","description":"Elder gray render have grown to a massive size and are covered in tougher skin as compared to its normal brethren. These gray renders are incredibly aggressive and will return attacks as long as it is able. In addition, it can unleash a deafening roar that can drain the courage of even the mightiest warriors, rendering them nearly incapacitated for the gray render to rip apart. Actions Multiattack. The gray render makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 20 Strength saving throw or be knocked prone. Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) slashing damage, plus 10 (3d6) bludgeoning damage if the target is prone. Harrowing Roar (Recharge 6). The gray render emits a loud, bloodcurdling roar. Each creature, other than its master, within 60 feet of the gray render that can hear the gray render must succeed on a DC 20 Wisdom saving throw or be frightened and deafened for 1 minute. While frightened, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effects on itself with a successful save. A target that successfully saves is immune to the Harrowing Roar of all gray renders for the next 24 hours. Reactions Devastating Rampage. When the gray render takes damage, it makes one Claw attack against each creature within its reach, other than its master.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Chaotic Neutral","Expansion":23212,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elder Green Guard Drake","description":"Traits Amphibious. The guard drake can breathe air and water. Actions Multiattack. The guard drake makes three attacks: one with its Bite, one with its Claws, and one with its Tail. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 2 (1d4) poison damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Poison Breath (Recharge 6). The guard drake exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"unaligned","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Elder Green Hag","description":"Elder green hags are powerful druids that can draw and channel the magical energies of the swamp where it usually lives. Aside from its many abilities as a hag, it can also let loose a disturbing cackle that can drive any who hear it into insane acts of violence. Elder green hags subjugate and take command of any humanoid and giant tribes that live nearby its lair and thus, it is not common to have lizardfolk, ogres, redcaps, trolls, ettins, and even hill giants serving as the elder green hag's guards. Hags, Elder Presented in this section are the elder versions of the green hag, night hag, and sea hag. Elders are hags that have grown more powerful from the knowledge and experience they have gathered through several centuries. Traits Amphibious. The hag can breathe air and water. Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Spell Penetration. When the hag casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 3 levels higher. Actions Claws . Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its Strength score reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Wildfire. Ranged Spell Attack: +9 to hit, range 60 ft., one target . Hit: 19 (4d6 + 5) fire damage, and the target is blinded until the start of the hag’s next turn. Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. Spellcasting. The hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: dancing lights, druidcraft, minor illusion, vicious mockery (3d4) 2/day each: charm person, erupting earth, polymorph, spike growth 1/day each: bones of the earth, contagion, insect plague Maddening Cackle (Recharge 5–6). Each creature within 30 feet of the hag and able to hear the hag must succeed on a DC 17 Charisma saving throw. On a failed save, a creature takes 15 (3d8 + 2) psychic damage, and must use its reaction to move up to half its speed and make a melee weapon attack against one visible creature of the hag's choice. On a successful save, it takes half as much damage with no additional effects. Constructs and Undead are immune to this effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Elder Haghead Creeper","description":"When a hag dies a violent death and its body is left to rot, its malignant essence spreads around its corpse and befouls everything it touches. In very rare instances, the hag's vile ichor seeps into a critter's egg and corrupts the embryo, mutating it. For some reason, perhaps due to the hag's potent magic or some form of a curse, the embryo gestates into a hideous and loathsome horror called a haghead creeper. Two-headed Abomination. A haghead creeper is a giant reptilian monstrosity that resembles a cross between a frog and a salamander. What makes the creature look even more grotesque is its second head, that of the hag's, growing from the top of the reptilian's head. Depraved Hunter. While the haghead creeper retains some of its former life's memories, it is no longer as intelligent. Driven by cruelty, hate, and hunger, the creature lives the rest of its wretched life lurking in foul marshes, swamps, and shores, waiting for hapless victims to torment, kill, and devour. Traits Amphibious. The haghead creeper can breathe air and water. Horrific Appearance. Any humanoid that starts its turn within 30 feet of the haghead creeper and can see the haghead creeper must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the haghead creeper is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the haghead creeper's Horrific Appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the haghead creeper. Actions Multiattack. The haghead creeper uses Death Glare or Shriek. It then makes one Bite or Swallow attack and one Claws attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage and if the target is Medium or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the haghead creeper can't use its Bite attack against other targets. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Death Glare. The haghead creeper targets one frightened creature it can see within 30 feet of it. If the target can see the haghead creeper, it must succeed on a DC 13 Wisdom saving throw against this magic or drop to 0 hit points. Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature grappled by the haghead creeper. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage. The creature is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the haghead creeper, and it takes 7 (2d6) acid damage at the start of each of the haghead creeper's turns. The haghead creeper can have only one target swallowed at a time. If the haghead creeper dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Shriek (Recharge 5–6). The haghead creeper emits a blood-curdling shriek than can be heard out to a range of 120 feet. Each creature within 30 feet of the haghead creeper must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (5d8) psychic damage and is stunned until the end of the haghead creeper's next turn. On a successful save, a creature takes half as much damage and isn't stunned.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Half-Green Dragon Spirit Naga","description":"At first glance, the fearsome half-green dragon spirit naga appears as an ordinary spirit naga until it unfurls its wings. This hybrid monster has the hooded neck of a naga and the signature crested spine of a green dragon running along the back of its emerald crimson-striped serpentine body. Insidious Masterminds. The half-green dragon spirit naga is a dangerous, powerful, and depraved creature, gaining the guile and deceitfulness of its draconic parent and the intelligence and conceit of its naga lineage. It spends almost all of its immortal life plotting and scheming against its enemies and allies. It trusts no one and treats everyone as pawns to sacrifice. In fact, the half-green dragon spirit naga takes great pleasure in secretly corrupting and manipulating others and sowing discord amongst its rivals to further its goals. While it would not shy away from a physical confrontation, it prefers to let others do its battles for it. Devious Tactician. A half-green dragon spirit naga will only enter into combat willingly after it has assessed its foes, determined their strengths and weaknesses, and studied the terrain. It will always employ deception and misdirection through its magical abilities to weaken and confuse its enemies before engaging physically and going in for the kill. Master Arcanists. Older half-green dragon spirit nagas are very accomplished and deadly wizards that can match the arcane might of archmages. Only the most powerful and prepared adventurers should even dare enter the lair of an ancient one. A Half-Green Dragon Spirit Naga's Lair A half-green dragon spirit naga usually resides in the ruins of an ancient civilization, hidden deep within a gloomy forest or remote jungle. The challenge rating of a half-green dragon spirit naga increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon chooses up to three points it can see within its lair. Grasping, prickly root tendrils and thorny vines sprout from the ground in a 10-foot-radius sphere centered on each point. Each creature other than the half-dragon in those areas must make a DC 15 Strength saving throw or be restrained by the entangling vegetation for 1 minute. A creature that starts its turn restrained takes 3 (1d6) piercing damage and is poisoned until the start of its next turn. As an action, the restrained creature can make a DC 15 Strength check, escaping from the grasping vegetation on a success. The vegetation can also be destroyed to end the effect. Each grasping vegetation has AC 10, 15 hit points, vulnerability to fire damage and immunity to bludgeoning, piercing, poison, and psychic damage. The grasping vegetation lasts until the half-dragon uses this lair action again, becomes incapacitated, or when the half-dragon dies. The half-dragon casts mirror image , requiring no material components and using Intelligence as the spellcasting ability. It lasts for 1 minute, until the half-dragon uses this lair action again, or when the half-dragon dies. The half-dragon chooses a point it can see within its lair. A cloud of toxic gas explodes in a 20-foot-radius sphere centered on that point. Each creature within that area must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 10 (3d6) poison damage and is poisoned until initiative count 20 on the next round. A poisoned creature is paralyzed. On a successful save, a creature takes half as much damage and isn't poisoned. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Amphibious. The half-dragon can breathe air and water. Immortal Nature. The half-dragon doesn’t require air, food, drink, or sleep. Rejuvenation. If it dies, the half-dragon returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Actions Multiattack. The half-dragon can use its Frightful Presence. It then makes one Bite attack and one Tail attack or uses Spellcasting. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 17 (2d10 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence. Each creature of the half-dragon's choice that is within 120 feet of the half-dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the half-dragon's Frightful Presence for the next 24 hours. Poison Breath (Recharge 5–6). The half-dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. Spellcasting. The half-dragon casts one of the following spells, requiring only verbal components and using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: mage hand, minor illusion, ray of frost (3d8) 2/day each: dimension door, dominate person, lightning bolt 1/day each: blight, detect thoughts, disintegrate, dispel magic, forcecage, greater invisibility, hold person Bonus Actions Misty Step (2/Day). The half-dragon casts misty step using Intelligence as the spellcasting ability. Reactions Counterspell (1/Day). The half-dragon casts counterspell using Intelligence as the spellcasting ability. Shield (4/Day). The half-dragon casts shield using Intelligence as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Half-Red Dragon Tyrannosaurus Rex","description":"Truly one of the most fearsome creatures one can encounter, the half-red dragon tyrannosaurus rex is an embodiment of rage and destruction. Standing over 20 feet, this half-dragon resembles a tyrannosaur with the horns, wings, tail, and the deep scarlet scales of an adult red dragon. Its eyes glow like embers while a searing, intense orange light illuminates the inside of its jaws. While it can fly, it can only do so for short periods of time due to its enormous weight and underdeveloped wings. Vicious Tyrant. The half-red dragon tyrannosaurus rex may not possess the intellect of its draconic parent, but it exhibits a level of cunning and deviousness never seen in carnivorous dinosaurs. It is highly aggressive and territorial, slaughtering and devouring anything it encounters within its domain. It can even be perceived that the half-dragon enjoys the carnage and violence it inflicts. Covetous Hoarder. The half-red dragon tyrannosaurus rex has also inherited the avaricious nature of its draconic lineage. While it may not exactly know the value of treasure, the half-dragon is innately driven to accumulate and collect items of value and craftsmanship, such as coins, precious minerals, and jewelry. The half-dragon will rarely leave its treasure pile except when it needs to hunt. Elder and Ancient Ones. As the half-red dragon tyrannosaurus rex advances in age, it becomes more dangerous and powerful. It can unleash a deafening roar that can strike fear in the hearts of the bravest of heroes. Ancient ones can reach heights of over 26 feet and crush foes with a single stomp of their massive clawed feet. A Half-Red Dragon T-Rex's Lair A half-red dragon tyrannosaurus rex makes its lair at the foot of active volcanoes, lava basins, and magma-flooded caverns located deep within dense jungles. The challenge rating of a half-red dragon tyrannosaurus rex increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon causes a volcanic-like eruption at a point on the ground it can see within its lair. Each creature standing on the ground within 30 feet of that point must succeed on a DC 15 Dexterity saving throw. On a failed save, a creature takes 5 (1d10) bludgeoning damage and 5 (1d10) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The half-dragon chooses up to three points on the ground it can see within its lair. A cloud of thick, sulfuric gas fills a 10-foot-radius sphere centered on each point. The sphere spreads around corners, and its area is heavily obscured. A creature other than the half-dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. A poisoned creature is incapacitated. Creatures that don't need to breathe or are immune to fire or poison automatically succeed on this saving throw. The cloud lasts until initiative count 20 on the next round. A moderate wind (at least 10 miles per hour) disperses the cloud instantly. The half-dragon chooses up to three points on the ground it can see within its lair. Oil erupts from the ground in a 10-foot-radius sphere centered on each point. For the duration of the effect, the ground in that area becomes difficult terrain. When the oil appears, each creature standing in its area must succeed on a DC 15 Dexterity saving throw or fall prone and become vulnerable to fire until the start of its next turn. A creature that enters those areas or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone and become vulnerable to fire until the start of its next turn. The oil lasts for 1 minute, until the half-dragon uses this lair action again, becomes incapacitated, or when the half-dragon dies. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Actions Multiattack. The half-dragon makes one Bite attack and one Tail attack. It can't make both attacks against the same target. It can use Frightful Roar in place of its Bite attack. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 35 (4d12 + 9) piercing damage plus 7 (2d6) fire damage. If the target is a Medium or smaller creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the half-dragon can't use its Bite attack on another target. Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage and the target must succeed on a DC 22 Strength saving throw or be knocked prone. Frightful Roar. The half-dragon emits a dreadful roar audible out to 300 feet. Each creature within 120 feet of the half-dragon and able to hear the roar must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the half-dragon's Frightful Roar for the next 24 hours. Fire Breath (Recharge 5–6). The half-dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one. Bonus Actions Stomp. Melee Weapon Attack: +14 to hit, reach 5 ft., one prone creature. Hit: 18 (2d8 + 9) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Half-White Dragon Triceratops","description":"The half-white dragon triceratops retains the triceratops base body structure, including its protective head armor and horns. It has the white dragon's ivory and sky blue scales, wings, and tail. While it still has its beaked jaws, it is now filled with sharp, jagged teeth as the half-white dragon triceratops is a carnivorous predator. Implacable Predator. The half-white dragon triceratops is a vicious and merciless killer. It will relentlessly attack or drive out intruders that foolishly wander into its territory. If food is scarce, it will roam the lands outside its realm and menace herds, settlements, and caravans. Cold Juggernaut. The half-white dragon triceratops usually starts combat using its powerful breath attack, freezing enemies in place. Using its great horns and powerful legs, the half-white dragon triceratops will then charge at its foes with no regard for its safety. Smaller enemies that aren't quick enough to leap to safety get trampled and crushed while larger targets get their bodies gored and smashed, resulting in torn muscles and shattered bones. While the half-white dragon triceratops can fly, it only does so to circumvent tough obstacles or to extricate itself from tight situations. Powerful Mount. The half-white dragon triceratops is a solitary creature, living most of its life alone and only spending brief moments in time to mate with a triceratops. However, if one is captured and broken young by a frost giant, a half-white dragon triceratops can be trained as a mount, to be used by the frost giant that defeated it. A Half-White Dragon Triceratops's Lair Large frozen caverns that open into vast snowy tundras are the preferred lairs of a half-white dragon triceratops. The challenge rating of a half-white dragon triceratops increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon chooses up to three points on the ground it can see within its lair. Slick ice instantly covers the ground in a 15-foot-radius sphere centered on each point. For the duration of the effect, the ground in that area becomes difficult terrain. When the ice appears, each creature other than the half-dragon standing in its area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature other than the half-dragon that enters those areas or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone. The ice lasts for 1 minute, until the half-dragon uses this lair action again, becomes incapacitated, or when the half-dragon dies. The half-dragon targets a point it can see within its lair. A frigid cloud of cold explodes in a 20-foot radius sphere centered on that point. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 10 (3d6) cold damage and is restrained by ice until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't restrained by ice. The half-dragon creates a wall of ice on a solid surface within its lair. The wall is shaped as a flat surface made up of seven 10-foot-square panels that are 1 foot thick. Each panel must be contiguous with another panel. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 10 (3d6) cold damage, or half as much damage on a successful save. The wall has AC 12 and 20 hit points per 10-foot section, is immune to poison and psychic damage, and is vulnerable to fire damage. The wall of ice lasts for 1 minute or until the half-dragon uses this lair action again. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Charge. If the half-dragon moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, the target takes an extra 18 (4d8) piercing damage. Ice Walk. The half-dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Actions Multiattack. The half-dragon makes one Gore attack and one Bite attack. Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage and the target must succeed on a DC 20 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 4 (1d8) cold damage. Trample. The half-dragon moves up to its walking speed in a straight line. During this move, it can enter Large or smaller creatures’ spaces. A creature whose space the half-dragon enters must make a DC 20 Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the half-dragon’s path. On a failed save, the creature falls prone and takes 24 (3d10 + 8) bludgeoning damage. If the half-dragon remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the half-dragon. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 20 Strength check. On a success, the creature is moved to an unoccupied space of its choice within 5 feet of the half-dragon and is no longer restrained. Cold Breath (Recharge 5–6). The half-dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. Bonus Actions Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one prone creature. Hit: 24 (3d10 + 8) bludgeoning damage and the target must succeed on a DC 20 Constitution saving throw or be stunned until the end of the half-dragon's next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Heavy Metal Elemental","description":"Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. Mine Wreckers. Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren't well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. 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It has shaggy brown or reddish fur covering its entire body, large elk-like antlers extending from the sides of its head, and vicious claw-like hands. Its mouth is filled with jagged teeth and tusks and its eyes gleam a sinister yellow in moonlight. It is often mistaken as a yeti at first glance but the karakoncolos is much more dangerous and cunning creature. Devious Trickster. The karakoncolos is a cunning predator that enjoys nothing more than hunting and toying with humanoids, especially the ones with above average intelligence. It is most active during winter nights when its victims are most vulnerable and alone. It uses its innate spell-like abilities to create convincing illusions that alters environments and terrain, causing travelers to be get lost. Often the karakoncolos will also draw its targets’ attentions by mimicking voices familiar to them, luring them into a trap. Sociopathic Killer. Once a karakoncolos has isolated its prey, it teases it with a game of riddles. The karakoncolos relishes in this practice, as it not only offers an opportunity for its narcissistic urges to test its intelligence against that of its victims, but to also satisfy its thirst for sadistic pleasure. If the intended targets fail to answer correctly or take too long to do so, they are met with brutal torture before being devoured by the karakoncolos. Those who manage to answer correctly might be given a slight reprieve as their success drives the karakoncolos mad and confused, leaving the monster distracted and vulnerable. Nocturnal Chionophile. Unlike most creatures that hibernate during winter, the karakoncolos hates sunlight and warm weather and therefore sleeps for most of the year in the deepest and coldest caves and only awakens during winter when the skies are gloomy and the air chilly. Traits Charge. If the karakoncolos moves at least 10 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. Mimicry. The karakoncolos can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check. Sunlight Sensitivity. While in sunlight, the karakoncolos has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The karakoncolos makes two Claw attacks and one Bite or Ram attack. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage. Spellcasting. The karakoncolos casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: dancing lights, mage hand, minor illusion 1/day each: fear, greater invisibility, hallucinatory terrain, major image Bonus Actions Pose Riddle. The karakoncolos poses a riddle to one creature it can see within 30 feet of it. If the target can hear and understand the karakoncolos, the target must succeed on a DC 14 Intelligence, Wisdom, or Charisma saving throw (target's choice). On a failed save, the target fails to answer the riddle correctly and the karakoncolos has advantage on attack rolls against the target for 1 minute or until the karakoncolos uses Pose Riddle against another target, is incapacitated, or dies. On a successful save, the target successfully answers the riddle and the karakoncolos must succeed on a DC 13 Wisdom saving throw. On a failed save, the karakoncolos suffers the effect of the confusion spell. The effect lasts for 1 minute. The karakoncolos can make a saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Krampus","description":"A krampus is a diabolical fiend that collects mortal souls. It resembles a 9-foot-tall humanoid with a muscular hunched body covered in thick matted gray fur. Long goat-like horns grow from its forehead and its legs end in cloven hooves. Its mouth is filled with sharp, pointed teeth with a long serpentine tongue lolling out from it. Supernatural Weapons. The krampus wraps its body with large chains from which hangs multiple hand bells. It uses these chains as a weapon, whipping it at its targets to beat and ensnare them. The krampus can also forcefully beat its chains and bells, causing an eerie clanging sound. Those who hear it are gripped with paralyzing fear. The krampus also carries a birch rod, a tightly-bundled set of birch branches, which it uses as a weapon. Anyone struck by the birch rod experiences intense pain or nausea. On the krampus’s back is a wooden cage where it keeps its prisoners. Collector of the Wicked. The krampus enters the Material Plane during the coldest of winters and brings with it terror and despair. It has been sent by the archdevil Mephistopheles to hunt and devour corrupt and ill-mannered individuals in order to gather their souls. The krampus prefers the taste of young children, however, and actively hunts for them at night. Nightstalker. The krampus favors hunting under the cover of darkness. It moves around trees and buildings quietly and swiftly, prowling like a stalking cat. It can even crawl along ceilings and walls effortlessly like a spider, sniffing out potential targets before pouncing on them. Victims are usually captured alive and placed inside the krampus’s cage, and brought back to the krampus’s lair to be tortured and eaten. Elders and Lords. More powerful types of krampus, such as the elder and lord, can teleport themselves and unleash powerful frost spells. Traits Devil's Sight. Magical darkness doesn't impede the krampus's darkvision. Magic Resistance. The krampus has advantage on saving throws against spells and other magical effects. Actions Multiattack . The krampus makes two melee attacks. It can replace one melee attack with Imprison. Birch Rod. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage and if the target is a non-good aligned creature, it must succeed on a DC 18 Constitution saving throw or be stunned until the end of the krampus's next turn. Chain. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. The target is grappled (escape DC 16) if the krampus isn't already grappling a creature. Until this grapple ends, the target is restrained. Imprison. Melee Weapon Attack: +10 to hit, reach 5 ft., one incapacitated Medium or smaller creature grappled by the krampus. Hit: The creature is imprisoned inside krampus's back cage, and the grapple ends. The imprisoned creature is frightened and restrained. As an action, the restrained target can make a DC 17 Strength check, breaking out from the cage on a success. The cage can also be attacked and destroyed (AC 15; hp 75; resistant to bludgeoning, piercing, and slashing from nonmagical attacks; immunity to poison and psychic damage). The krampus can have up to two Medium creatures, one Medium and two smaller creatures, or four Small and smaller creatures trapped inside its cage. Spellcasting. The krampus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: detect evil and good, ray of frost (3d8), spider climb 1/day each: fog cloud, ice storm, invisibility, sleet storm Bonus Actions Clanging Bells and Chains. The krampus activates or deactivates the clanging of its bells and chains. While clanging, any creature that starts its turn within 60 feet of the krampus and can hear the krampus must succeed on a DC 16 Wisdom saving throw or become frightened of the krampus until the start of its next turn. While frightened in this way, the creature is paralyzed. If a target’s saving throw is successful, the target is immune to the krampus’s Clanging Bells and Chains for the next 24 hours. Teleport (Recharge 5–6). The krampus magically teleports, along with any creature or equipment it is carrying, up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Kumiho","description":"The kumiho is a malevolent shapeshifting fey that preys on humanoid beings. In its natural form, the kumiho appears as a magnificent-looking white-furred fox with nine long tails. It spends most of its existence, however, taking the form and living the life of an extremely attractive humanoid. This transformation isn’t perfect though, as the kumiho retains its foxlike ears and nine tails. To keep these features hidden from view, the kumiho would wear cloaks, hoods, and long dresses or skirts. Heart Eater. A kumiho is a blood-thirsty predator, driven by its insatiable need to consume hearts and livers. It prowls streets and outsides of taverns and inns, waiting for a potential target. Typically, a kumiho, in the guise of a courtesan or a vulnerable person in need, will draw the attention of someone, and using its natural gifts of deception and persuasion, will lead the prey to a place where they can be alone. Once the kumiho has isolated its target, it puts its target under its spell by using its Charm ability. The kumiho then wraps the victim with its nine tails. Once the prey is secured, the kumiho’s hands turn into vicious claws, using them to violently dig into the chest of the helpless target while it is still alive and extract its heart and liver. Once a kumiho has eaten these organs, it will not age and need not eat again for 100 days. Energy-Draining Kiss. An elder or ancient kumiho also has the ability to deliver a deep kiss that saps a victim of its life energy and even absorbs some of its recent memories, thoughts, and secrets. It is due to this that some powerful beings employ kumiho as spies and at times, assassins. Traits Keen Hearing and Smell. The kumiho has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack. The kumiho makes two attacks: one with its Tails and one with its Claws (Humanoid Form) or one with its Tails and one with its Bite (Fox Form). It can use Energy-Draining Kiss in place of its Claws attack (Humanoid Form only). Claws (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Tails. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage and if the target is a Medium or smaller creature, it is grappled (escape DC 14). Bite (Fox Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Extract Heart. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid or humanoid grappled by the kumiho. Hit: The target takes 37 (6d10 + 4) piercing damage. If this damage reduces the target to 0 hit points, the kumiho kills the target by extracting its heart. Charm (Humanoid Form Only). One humanoid the kumiho can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the kumiho's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this kumiho's Charm for the next 24 hours. The kumiho can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Energy-Draining Kiss (Humanoid Form Only). The kumiho kisses a humanoid charmed or grappled by it or a willing humanoid. The target must make a DC 15 Constitution saving throw against this magic, taking 20 (3d10 + 4) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken, and the kumiho regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Change Shape. The kumiho magically transforms into a Medium Humanoid or back into its true form, a Medium fox, while retaining its game statistics. The transformation into a Humanoid isn't perfect, as the kumiho still retains the ears and nine tails of its fox form. This transformation ends if the kumiho is reduced to 0 hit points or uses an action to end it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Magma Elemental","description":"In the border areas between the Plane of Earth and Plane of Fire, volcanoes and continent-sized lava flows are commonplace. Elementals in this area tend to have aspects of both planes, and the typical sort is the magma elemental, an earth elemental with a core of liquid fire. Magma elementals generally have a somewhat feral or bestial appearance. Magma elementals standing still may appear like rocky monsters glowing with an internal heat. Red light spills from its eyes and mouth, as well as fractures in its outer surface, and when it surges into motion its rocky exterior cracks apart and its body becomes a turgid mass of red-hot liquid stone raging like a furnace.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"neutral","Expansion":32483,"Challenge Rating":11},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Elder Mahaha","description":"The mahaha is a malevolent undead creature that resembles an emaciated human with terrifying ghoulish features. Its course skin has a pale bluish tint and is severely frostbitten. Its long white or grayish hair is frozen stiff, and its eyes are milky white and have no irises. The mahaha stands hunched over with its long spindly arms ending in oversized claw-like hands and moves with a feral gait. Malignant Predator. The mahaha is born from cold and hate. In very rare instances when a particularly vile and evil humanoid dies from hypothermia, its doomed spirit is reborn as a malicious entity that possesses its corpse. Driven by malice, the mahaha wanders the frozen wastes endlessly and hunts for living beings. Because a mahaha is eternally compelled to roam, it never keeps a lair and is often encountered alone. Chilling Touch. When a mahaha discovers nearby prey, it pursues and stalks it relentlessly. It can catch someone near it with surprise with its sudden burst of speed. Anyone struck by a mahaha's claw will feel an intense, biting cold course through their veins. This supernatural cold causes intense chills that force the victims to fall into fits of uncontrollable laughter, leaving their corpses with bizarre and twisted smiling expressions frozen on their faces. As a mahaha ages and gains more kills, it grows in power. Elder and ancient mahaha are very dangerous for their ability to unleash terrible screams that debilitate one’s mind. Traits Turn Resistance. The mahaha has advantage on saving throws against any effect that turns Undead. Actions Multiattack. The mahaha uses Horrifying Visage. It then makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) cold damage and the target must succeed on a DC 15 Constitution saving throw. On a failed saving throw, the creature is knocked prone and incapacitated for 1 minute as it is overcome by a fit of laughter. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. Horrifying Visage. Each non-undead creature within 60 feet of the mahaha that can see her must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the mahaha is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the mahaha’s Horrifying Visage for the next 24 hours. Demented Shriek (Recharge 5-6). The mahaha emits a mind-wracking shriek than can be heard out to a range of 120 feet. Each creature within 60 feet of the mahaha that can hear it must succeed on a DC 15 Intelligence saving throw. On a failed save, the target takes 28 (8d6) psychic damage and has disadvantage on attack rolls, ability checks, and saving throws until the end of the mahaha's next turn. On a successful save, the creature takes half as much damage damage with no additional effects. Bonus Actions Aggressive. The mahaha moves up to its speed toward a hostile creature that it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Mothfiend","description":"While not exactly a fiend, the mothfiend is a creature native to the demiplane of Nightmares, but can also be found in the plane of Shadows. Feared and revered as an omen of doom, worshippers have built statues and monuments based on rare sightings. The mothfiend is depicted as an 8-foot-tall, lean humanoid creature covered with dull-colored, dustlike scales. It has a pair of large, moth-like wings on its back and a long, prehensile proboscis extending from its mouth. A pair of glowing red bug-like eyes and feathery antennae top its head. Omen of Death. Believers have come to regard the appearance of the mothfiend to be a sign of impending tragedy or death. In truth, the mothfiend ventures into the Material Plane to feed on fear and despair. It is often drawn to battlefields and similar places where it can drain the psychic energies of the dying. In most instances, the mothfiend itself causes these tragedies to happen so it can feed. Bringer of Despair. When hunting for victims, the mothfiend flies low through the night sky, searching for lost, afraid, and injured creatures. It can sense such prey up to a range of 300 feet. Once it has targeted a victim, it moves close enough to it until the target is within range of the mothfiend's unnatural aura. Victims quickly become overcome with incapacitating fear. Once a creature has been rendered helpless, the mothfiend pierces the frightened victim's skull with its proboscis and drains it of its brain matter, which carries the heightened psychic energies it feeds on. Traits Aura of Despair. A creature that starts its turn within 30 feet of the mothfiend must succeed on a DC 15 Wisdom saving throw, unless the mothfiend is incapacitated. A creature with less than half of its maximum hit points has disadvantage on the saving throw. On a failed save, the creature takes 4 (1d8) psychic damage and is frightened until the start of its next turn. A frightened creature is incapacitated and must drop whatever it is holding. If a creature's saving throw is successful, the creature is immune to the mothfiend's Aura of Despair for the next 24 hours. Detect Despair. The mothfiend can sense the presence and location of any dying or frightened creature within 300 feet of it, regardless of interposing barriers, unless the creature is protected by a mind blank spell. Actions Multiattack. The mothfiend makes one Proboscis attack and one Talons attack. It can use Doom Glare in place of its Proboscis attack. Proboscis. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is frightened, it takes an extra 10 (3d6) psychic damage, its hit point maximum is reduced by an amount equal to the psychic damage taken, and the mothfiend regains hit points equal to the psychic damage. This reduction to a creature’s hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration . Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and if the target is Medium or smaller creature, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and the mothfiend can't use its Talons attack against other targets. Doom Glare. The mothfiend targets one frightened creature it can see within 60 feet of it. If the target can see the mothfiend, it must succeed on a DC 15 Wisdom saving throw against this magic or take 18 (4d8) psychic damage. Wave of Despair (Recharge 5–6). The mothfiend magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Wisdom saving throw. A creature with less than half of its maximum hit points has disadvantage on the saving throw. On a failed save, a creature takes 22 (5d8) psychic damage and is frightened for 1 minute. A frightened creature is incapacitated and must drop whatever it is holding. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't frightened. Bonus Actions Shadow Teleport (Recharge 5–6). The mothfiend teleports to an unoccupied space within 60 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Night Hag","description":"As night hags age, they become powerful warlocks. They also gain the ability to induce creatures to a deep sleep with a single cackle. Elder night hags normally employ all manner of fiends as its minions, but aswangs (MME III), banderhobbs, oni, jackalweres, and redcaps have also been discovered to serve them as well. Hags, Elder Presented in this section are the elder versions of the green hag, night hag, and sea hag. Elders are hags that have grown more powerful from the knowledge and experience they have gathered through several centuries. Traits Amphibious. The hag can breathe air and water. Magic Resistance. The hag has advantage on saving throws against spells and other magical effects. Spell Penetration. When the hag casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 3 levels higher. Dark One's Own Luck (Recharges after a Short or Long Rest). When the hag makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. Actions Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or fall unconscious. The creature remains unconscious for 1 minute, or until it takes damage, or someone uses an action to shake or slap the creature awake. Hellfire. Green flame explodes in a 10-foot-radius sphere centered on a point within 120 feet of the hag. Each creature in that area must make a DC 18 Dexterity saving throw, taking 16 (3d10) fire damage and 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. Change Shape. The hag magically transforms into a Small or Medium female humanoid, or back into her true form, while retaining its game statistics. This transformation ends if the hag is reduced to 0 hit points or uses an action to end it. Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. Spellcasting. The hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: detect magic, friends, mage hand, magic missile (5 missiles), minor illusion, prestidigitation 2/day each: ray of enfeeblement, plane shift (self only), sleep 1/day each: maddening darkness, psychic scream Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. Stupefying Cackle (Recharge 5–6). Each creature within 30 feet of the hag and able to hear the hag must succeed on a DC 18 Charisma saving throw. On a failed save, a creature takes 23 (4d8 + 5) psychic damage, and falls unconscious. The creature remains unconscious for 1 minute, or until it takes damage, or someone uses an action to shake or slap the creature awake. On a successful save, it takes half as much damage and isn't unconscious. Constructs and Undead are immune to this effect. Reactions Fiendish Rebuke (3/Day). In response to being damaged by a visible creature within 60 feet of it, the hag forces that creature to make a DC 15 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Elder Nightsong","description":"Elder Nightsong has watched over the Circle of Danu and its druids for thousands of years. They are a respected Druid sage amongst not only other druids, but all the people of Terene. The elder is a strange turtlefolk with pale, green, wrinkled skin and squinting beady eyes. They have a beard of moss that hangs off their chin, and their shell is adorned with carvings of ancient symbols of Danu. Elder Nightsong carries a gnarled wooden walking stick that has many mushrooms and flowers growing from it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":2},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Elder Oblex","description":"Mind flayers⁠ unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex. —Mordenkainen Oblex By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special⁠ breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters. Memory Eaters. Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets⁠ such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused. Ooze Nature. An oblex doesn't require sleep. Adult and Elder Oblexes An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims. —Mordenkainen Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims. Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lure prey into danger or to infiltrate settlements so they can feed on superior victims. Traits Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing. Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Innate Spellcasting. The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components: At will: charm person (as 5th-level spell) , detect thoughts, hold person 3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis Sulfurous Impersonation. As a bonus action⁠, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum⁠ appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum⁠ is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum⁠. The simulacrum⁠ disappears if the tether is severed. Actions Multiattack. The elder oblex makes two pseudopod attacks and uses Eat Memories. Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage. Eat Memories. The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies.","properties":{"Category":"Monsters","Size":"Huge","Type":"Ooze","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Elder Oblex","description":"Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lead prey into danger or to infiltrate settlements so they can feed on superior victims. Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex. —Mordenkainen Oblexes By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of Ooze, the oblex—a slime capable of assaulting the minds of other creatures. These pools of jelly are cunning hunters that feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt targets more likely to be intelligent, such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature’s mind, leaving its prey befuddled and confused—or dead. When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters. An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, illithids. An oblex in the range of an elder brain’s powers provides everything necessary for the mind flayers to find choice victims. —Mordenkainen Traits Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing. Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Unusual Nature. The oblex doesn’t require sleep. Actions Multiattack. The elder oblex makes two Pseudopod attacks, and it uses Eat Memories. Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus 14 (4d6) psychic damage. Eat Memories. The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes, Plants, and Undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from its ability checks and attack rolls. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. The oblex learns all the languages a memory-drained target knows and gains all its skill proficiencies. Spellcasting (Psionics). The oblex casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18): At will: charm person (as 5th-level spell), detect thoughts 3/day each: dimension door , dominate person , hypnotic pattern , telekinesis Bonus Actions Sulfurous Impersonation. The oblex extrudes a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. The simulacrum is an extension of the oblex, meaning that the oblex occupies its space and the simulacrum’s space simultaneously. The tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex and the simulacrum. The simulacrum disappears if the tether is severed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Ooze","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Elder Onaryx","description":"One of the oldest of the Elder Evil species, the bat-like onaryx are born predators possessed of both power and prowess that few can match upon battlefield. Theirs is a militant race whose people swell the Ultari Hegemony forces both as rank-and-file soldiers as well as commanding officers and even generals. Onaryx were among the earliest of the evil races to ally themselves with Hegemony against the Bellianic Accord. Fortunately, their constant warfare (even among their peers) has caused both the waxing and waning of their empires over the past millennia, thus preventing them ever posing a unified threat. Arrogantly, many onaryx think of themselves as superior to other races of the Hegemony, including the Ultar, whom they currently serve beneath. Secretly, a handful of the most powerful onaryx elders actively hatch independent plans for overtaking the Hegemony and bending its power to their own designs. Metamorphic Maturity. Onaryx have become an extremely diverse race, and a good many mutate as they age. Few understand why the mutations occur, and a variety of explanations such as sickness and forced genetic alterations have been credited as the cause of the shift. For the most part, they are hideously formed creatures, with strangely jointed bodies that appear almost crumpled beneath thick knots of sinew and muscle. When standing upright, an onaryx can twist its wings alongside its arms so that they fold backwards, making them nearly undetectable. Their legs too are sized similar to those of a human; however, the knees turn slightly outward and its feet are flat, wide and clawed, extending a from its raized ankle. Their mottled flesh has a slightly greasy sheen and few hairs. Coloration ranges from drab grayish-green to ochre and dark brown, with dark stains and blotches that make them difficult to spot in the dark. Nails and teeth are a sickly ochre color stained with umber. Depending on age, they stand between 6 to 18 feet tall. Night-Born. Onayrx prefer the darkness of both night and space and use their uncanny abilities to navigate in complete darkness. They also wield advanced technological weaponry and equipment developed over thousands of years. 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Save for the Ultimate Tyrant, the Elder Orb is probably the most intelligent of its kind, but also the most cunning, diabolical, and cruel as well. Master Racists. Elder Orbs sometimes serve as advisors to Ultimate Tyrants, but most are leaders of various beholder factions. They think of themselves as the pinnacle of beholderkind, as well as pushing beholders as the supreme race and master of all other beings. They have bribed, threatened, and killed their way to place themselves in strategically high, if not the highest, positions of every faction they have managed to reach, often without revealing their true nature. It is rumored that the current Xanathar is an Elder Orb. An Elder Orb's Lair An elder orb’s central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. It also has several 15-foot wide tunnels and sinkholes, all interconnected with each other, which the elder orb uses to its advantage. An elder orb encountered in its lair has a challenge rating of 18 (20,000 XP). Lair Actions When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects: A 50-foot square area of ground within 120 feet of the beholder becomes slimy and toxic; that area is difficult terrain until initiative count 20 on the next round. Each creature that starts its turn in that area must succeed on a DC 17 Constitution saving throw or take 7 (2d6) poison damage. Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 15 feet of such a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check. An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears. Regional Effects The regional effects of an elder orb are identical to that of a Beholder (MM). Traits Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays. Legendary Resistance (3/Day). If the beholder fails a saving throw, it can choose to succeed instead. Actions Bite . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Eye Rays . The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: 1. Charm Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. 2. Paralyzing Ray. The targeted creature must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Slowing Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Enervation Ray. The targeted creature must succeed on a DC 18 Constitution saving throw, taking 40 (9d8) necrotic damage on a failed save, or half as much damage on a successful one. 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 18 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7. Sleep Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on Constructs and Undead. 8. Petrification Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 18 Dexterity saving throw or take 49 (11d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10. Death Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw or take 60 (11d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. Spellcasting (Psionics). While the beholder's antimagic cone is inactive, the beholder casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18): At will: darkness, detect magic, detect thoughts, see invisibility 2/day each: dispel magic, stoneskin 1/day each: globe of invulnerability, move earth, power word stun, wall of force Legendary Actions The beholder can take 3 legendary actions, using the options listed below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn. Antimagic Cone. The beholder turns which way the cone faces and whether the cone is active. Eye Ray. The beholder uses one random Eye Ray. Cast a Spell (Costs 2 Actions). The beholder uses Spellcasting. Reactions Redirect Antimagic Cone. When the beholder sees a creature within 150 feet cast a spell, the beholder activates its antimagic cone and points it at the creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Elder Pestilence Druid","description":"While most druids revere and draw their power from nature itself, the pestilence druid worships the natural urge of nature to consume. In order to maintain balance between civilized folk and nature, the pestilence druid must devour those that oppose or threaten the natural world. Plaguebringer. The spells and powers of a pestilence druid are oriented on famine, plagues, and voracious vermin such as gnats, rats, locusts, or other parasitic pests. These creatures typically swarm around and follow the pestilence druid, seemingly awaiting its command. The pestilence druid is able to magically implant eggs into a creature’s body that hatch into tiny parasitic bugs that eat their host alive. When facing groups of enemies, a pestilence druid can exhale a cloud of venomous insects that swarm and bite its targets. The most powerful pestilence druids can temporarily grow two pairs of wings that enable it to fly a short distance and can summon and command a deadly swarm of poisonous bugs that can lay waste to a town in minutes. Mysterious Hermits. Because of its very nature and the company it keeps, a pestilence druid is usually feared and shunned by society and often treated as an outcast. A few are revered and serve as tribal shamans or witch doctors. Most pestilence druids avoid civilized folk while evil ones seek them out as food for its swarm to consume. Actions Multiattack. The druid makes two Quarterstaff attacks or uses Infest twice. Quarterstaff. Melee Weapon Attack: +4 to hit (+7 to hit with shillelagh), reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, 5 (1d8 + 1) bludgeoning damage if wielded with two hands, or 8 (1d8 + 4) bludgeoning damage with shillelagh, plus 7 (2d6) necrotic damage. Infest. The druid magically implants parasitic bug eggs in one creature it can see within 60 feet of it. The target must succeed on a DC 15 Constitution saving throw against disease. On a failed save, the eggs hatch and the parasitic bugs begin to eat the target from the inside out. Immediately on this turn and at the start of each of the target's turns, the target takes 3 (1d6) piercing damage plus 7 (2d6) necrotic damage and is poisoned. While poisoned, the target is incapacitated. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage and isn't poisoned. If an infested target is targeted by an effect that cures disease, dispels magic, or removes a curse, all the bugs infesting it wither away. Constructs and Undead are immune to this effect. Breath of Pestilence (Recharge 5–6). The druid exhales a cloud of locusts, mites, fleas, and other venomous parasites to appear momentarily in a 30-foot cube originating from the druid. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 17 (5d6) piercing damage and 17 (5d6) necrotic damage and is poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. Spellcasting. The druid casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15): At will: druidcraft, poison spray (3d12) 2/day each: blight, entangle, hold person, insect plague, speak with animals 1/day each: giant insect, harm, hold person (2 targets), spike growth Bonus Actions Shillelagh. The druid casts shillelagh using Wisdom as the spellcasting ability. Reactions Acid Bombard (3/Day). When an enemy creature the druid can see moves within 15 feet of the druid, the druid can discharge a vile, noxious gas in a 15-foot cone. The triggering enemy creature must be in that area. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 10 (3d6) acid damage and is poisoned until the end of the druid's next turn. A poisoned creature is incapacitated. On a successful save, the creature takes half as much damage and isn't poisoned.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Phase Spider","description":"Traits Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Multiattack. The spider makes one Bite attack and two Foreleg attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Foreleg. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Ethereal Jaunt. The spider magically shifts from the Material Plane to the Ethereal Plane, or vice versa.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Pyromancer","description":"Pyromancers are the masters of fire creation and manipulation. They are obsessed with the power of the fiery magic and focus all their energy into discovering the element's secrets. Pyromancers are feared by many for their aggressiveness, impatience, and unpredictability. Others see them as dangerous megalomaniacs who only use force and intimidation to resolve conflicts. Pyromancers are valued by military leaders for their ability to cause havoc and destruction on the battlefield. They are able to unleash fiery blasts that can burn and knock foes to the ground and blanket the fields with roaring flames. If things get dicey, pyromancers are able to fly temporarily to safety, leaving a fiery shockwave in their wake. Decades of exposure and training have made pyromancers resistant to fire. Actions Multiattack. The pyromancer uses Ember Strike twice. If Flame Leap is available, it can use Flame Leap in place of one use of Ember Strike. Ember Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 15 (2d10 + 4) fire damage. Fire Blast (Recharge 5–6). The pyromancer magically emits wide sheets of flame from its hands. Each creature in a 30-foot cone must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. Flame Leap (3/Day). Each creature within 5 feet of the pyromancer must make a DC 15 Strength saving throw. On a failed save, a creature takes 9 (2d8) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The pyromancer then flies to an unoccupied space within 30 feet without provoking opportunity attacks. Inferno (1/Day). A wall made up of sheets of roaring flame and thick, choking smoke appears within 120 feet of the pyromancer. The area of the wall consists of up to ten 10-foot cubes, which the pyromancer can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. The wall is opaque and lasts for 1 minute or until the pyromancer dies or is incapacitated. Creatures within the wall can't breathe. When the wall appears, each creature within its area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 16 (3d10) fire damage and is incapacitated until the start of the pyromancer's next turn. On a successful save, a creature takes half as much damage and isn't incapacitated. Creatures that are immune to fire automatically succeed on this saving throw. A creature must immediately make the same saving throw when it enters the wall for the first time on a turn or ends its turn within 5 feet of the wall. Spellcasting. The pyromancer casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 15): At will: acid splash (3d6), fire bolt (3d10), light, mage hand 2/day each: fireball, flaming sphere, mage armor 1/day each: conjure elemental (fire), fire shield, wall of fire Reactions Flame Aegis (3/Day). When a creature within 5 feet of the pyromancer attacks the pyromancer with a melee attack, the pyromancer forces it to make a DC 15 Dexterity saving throw. On a failed save, the creature takes 11 (2d10) fire damage and has disadvantage on its attack roll. The pyromancer must be able to see the attacker. Creatures that are immune to fire automatically succeed on this saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Red Guard Drake","description":"Actions Multiattack. The guard drake makes three attacks: one with its Bite, one with its Claws, and one with its Tail. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 2 (1d4) fire damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Fire Breath (Recharge 6). The guard drake exhales fire in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"unaligned","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Elder Redcap","description":"Elder redcaps are redcaps that have supernaturally gone beyond their natural age limits, and yet show no signs of aging. This has made them more cunning and dangerous opponents and the obvious leaders of a redcap band. Aside from being shrewd battle tacticians, their presence alone bolsters other redcaps to a bloodthirsty frenzy when they smell blood or weakness. Traits Bloodthirsty Presence. If the elder redcap isn't incapacitated, an allied redcap within 30 feet of the elder redcap has advantage on melee attack rolls against any creature that doesn't have all its hit points. Iron Boots. While moving, the redcap has disadvantage on Dexterity (Stealth) checks. Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls. Actions Multiattack. The elder redcap makes three attacks with its Wicked Sickle. Wicked Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. The attack deals an extra 7 (2d6) damage if the elder redcap has advantage on the attack roll. Eldritch Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 13 (3d8) force damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn. Call to Attack. Up to three allies within 90 feet of this redcap that can hear it can each use their reaction to make one weapon attack. Ironbound Pursuit. The elder redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 16 Dexterity saving throw or take 27 (4d10 + 5) bludgeoning damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elder Sea Hag","description":"Elder sea hags become powerful sorcerers that can enhance the spells they cast. When attacked, it can unleash a magical cackle that momentarily confuses the attacker into striking a different target. Elder sea hags take control of any evil humanoid and giant tribes that live near its lair, as well as other vile monstrosities. They often keep the company of chuuls, deep scions, merrow, sahuagin, and scrag trolls, who serve them as guardians. Hags, Elder Presented in this section are the elder versions of the green hag, night hag, and sea hag. Elders are hags that have grown more powerful from the knowledge and experience they have gathered through several centuries. Traits Amphibious. The hag can breathe air and water. Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 16 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. Spell Penetration. When the hag casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 3 levels higher. Sorcery Points. The hag has 12 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Heightened Spell: When the hag casts a spell that forces a creature to make a saving throw to resist the spell's effects, the hag can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When the hag casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Actions Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be poisoned for 24 hours. Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 16 Wisdom saving throw against this magic or drop to 0 hit points. Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no Claws, but someone touching her hand might feel the Claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 21 Intelligence (Investigation) check to discern that the hag is disguised. Spellcasting. The hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: minor illusion, mending, poison spray (3d12), shape water 2/day each: charm person, tidal wave, watery sphere 1/day each: cloudkill, chain lightning, dominate person Reactions Confounding Cackle (Recharge 5–6). When a creature targets the hag or the hag's ally with an attack or harmful spell, and the creature is within 30 feet, visible to and can hear the hag, the hag can force the creature to make a DC 16 Charisma saving throw. On a failed save, the hag chooses another creature within reach or range of the attacker's attack and the chosen creature becomes the target instead. If there are no other creatures within range, the hag imposes disadvantage on the attacker's attack roll instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Elder Sea Hag","description":"This creature appears in the Lai of the Sea Hag adventure! Traits Amphibious : The hag can breathe air and water. Horrific Appearance : Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. Shared Spellcasting (Coven Only) : While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify , ray of sickness 2nd level (3 slots): hold person , locate object 3rd level (3 slots): bestow curse , counterspell , lightning bolt 4th level (3 slots): phantasmal killer , polymorph 5th level (2 slots): contact other plane , scrying 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The sea hag's spell save DC is 13, and the spell attack bonus is +5 for these spells. Actions Claws : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. Death Glare : The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. Illusory Appearance : The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":20627,"Challenge Rating":2},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Elder Seer","description":"The seer is a mystic gifted with the ability to perceive beyond the realm of ordinary senses. Its eyes possess a profound gaze that pierces the veil of time and space, allowing it to act and react accordingly. Enlightening Oracle. With a serene presence, the seer communes with otherworldly forces and taps into the threads of destiny. Through divination, it offers glimpses of the past, present, and potential futures. Its visions guide the path of its allies or foreshadow one's horrific fate that can instill dread in its foes. Traits Fey Ancestry. The seer has advantage on saving throws against being charmed, and magic can’t put the seer to sleep. Prescience. The seer can't be surprised and has advantage on saving throws, unless the seer is incapacitated. Actions Multiattack. The seer makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) psychic damage. Haunting Fate. The seer targets up to two creatures it can see within 60 feet of it. The target immediately receives a vision of its future demise and must succeed on a DC 15 Wisdom saving throw. On a failed save, the target takes 21 (5d6 + 4) psychic damage and is frightened until the end of the seer's next turn. On a successful save, the creature takes half as much damage and isn't frightened. A creature with an Intelligence score of 4 or less isn't affected. Share Presage (Recharge 5–6). The seer chooses up to 4 creatures it can see within 60 feet of it and telepathically shares with them a vision of the immediate future. Until the end of the seer's next turn, each creature can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Spellcasting. The seer casts one of the following spells using Charisma (spell save DC 15) as the spellcasting ability: At will: guidance, message, prestidigitation 1/day each: clairvoyance (as an action), detect magic, detect thoughts, divination, locate object, mage armor, scrying (as an action), see invisibility, true seeing (self only) Bonus Actions Prognosticate. Until the end of its next turn, the seer has advantage to its next attack roll or ability check. Reactions Premonition. The seer foresees an incoming attack. It can choose from two effects: 1. Dodge. When an attacker the seer can see makes an attack roll against the seer or a creature within 5 feet of the seer the seer can impose disadvantage on the attack roll. If the attack roll is successful, the seer only takes half as much damage. 2. Evasion. When the seer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Spring Eladrin","description":"Eladrin, Elder Elder eladrin are powerful noble eladrin who rule over other eladrin in majestic Feywild cities filled with breathtaking elven architecture that are over a thousand years old. They strive to uphold the ideals of the Feywild in the hopes that after their death, they would reincarnate as Archfey or members of the Seelie or Unseelie Court. Traits Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 18 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Joyful Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Spell Penetration. When the eladrin casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Actions Multiattack. The eladrin makes three weapon attacks. The eladrin can cast one spell in place of one of these attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 9 (2d8) psychic damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) psychic damage. Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: charm person, heroism, invisibility, Tasha’s hideous laughter 3/day each: compulsion, confusion, enthrall, suggestion 1/day each: hallucinatory terrain, heroes' feast, mass suggestion, Otto’s irresistible dance Bonus Actions Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an unoccupied space it can see. Reactions Instinctive Charm (3/Day). The eladrin tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The eladrin must decide to do so before the attack hits or misses. The attacker must make a DC 18 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than eladrin or itself. If multiple creatures are closest, the attacker chooses which one to target. Legendary Actions The eladrin gains 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The eladrin regains spent legendary actions at the start of its turn. Move. The eladrin moves up to half its speed without provoking opportunity attacks. Captivate. The eladrin casts charm person or Tasha's hideous laughter . Attack. The eladrin makes a weapon attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Elder Summer Eladrin","description":"Eladrin, Elder Elder eladrin are powerful noble eladrin who rule over other eladrin in majestic Feywild cities filled with breathtaking elven architecture that are over a thousand years old. They strive to uphold the ideals of the Feywild in the hopes that after their death, they would reincarnate as Archfey or members of the Seelie or Unseelie Court. Traits Fearsome Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 18 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Fearsome Presence for the next 24 hours. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Spell Penetration. When the eladrin casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Actions Multiattack. The eladrin makes two weapon attacks. Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 15 (2d10 + 5) slashing damage if used with two hands, plus 9 (2d8) fire damage. Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) fire damage. Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: bane, hunter's mark 3/day each: hellish rebuke 1/day each: fireball, haste Bonus Actions Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an unoccupied space it can see. Fiery Smite (3/Day). When the eladrin hits a creature with a weapon attack, it deals an extra 13 (3d8) fire damage and the target has disadvantage on saving throws made against being frightened until the end of the eladrin's next turn. Reactions Parry. The eladrin adds 4 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon. Legendary Actions The eladrin gains 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The eladrin regains spent legendary actions at the start of its turn. Move. The eladrin moves up to half its speed without provoking opportunity attacks. Wrathful Glare. The eladrin targets one frightened creature it can see within 30 feet of it. The target must make a DC 18 Wisdom saving throw. On a failure, the target is paralyzed until the eladrin deals damage to it, or until the end of the eladrin's next turn. Attack (Costs 2 Actions). The eladrin makes a weapon attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Elder Tarasca","description":"At first glance, the monstrous tarasca appears to be a cross between a lion, a bear, and a turtle. The tarasca (not to be confused with the tarrasque) has the head of a lion, six legs of a bear, a turtle’s shell, and a tail that ends with a deadly stinger. Its mouth is beaked like a snapping turtle’s and ridged like a jagged saw. Sharp bony spikes line the top and sides of its hard shell. Dangerous Adversary. The dreaded tarasca is fiercely territorial and is known for its aggression and irascibility. It fears little and will even attack creatures bigger than itself. Most predators, even dragons, stay clear of it and find the tarasca simply not worth the risk of having a grievous injury. Aside from its stinger that can inject deadly venom, the tarasca can also exhale a highly toxic gas. Victims who survived getting caught by the breath describe the experience as having unbearably excruciating pain as if their insides are getting burned. Amphibious Predator. The tarasca is an amphibious creature that lives in flooded caves and underground caverns near large bodies of water such as coasts, coves, lakes, swamps, and rivers. It will eat and hunt anything of its size and smaller but prefers large fish and reptiles. It has been known to attack and pick off occupants of boats and even lunge from underwater to snap at a passing horse or livestock before dragging it back to the water. Traits Hold Breath. The tarasca can hold its breath for 15 minutes. Actions Multiattack. The tarasca makes one Bite attack and one Sting attack. It can't make both attacks against the same target. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 10 (3d6) poison damage and if the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the tarasca can automatically hit the target with its Bite attack, and the tarasca can't attack another target with its Bite attack. Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (2d8 + 5) piercing damage. The target must make a DC 17 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Swallow. Melee Weapon Attack: +9 to hit, reach 5 ft., one target grappled by the tarasca. Hit: 15 (3d6 + 5) slashing damage plus 10 (3d6) poison damage. The creature is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the tarasca, and it takes 7 (2d6) acid damage at the start of each of the tarasca's turns. The tarasca can have only one target swallowed at a time. If the tarasca takes 15 damage or more on a single turn from a creature inside it, the tarasca must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the tarasca. If the tarasca dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Poison Breath (Recharge 5-6). The tarasca exhales poisonous fumes in a 30-foot cube. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned for 1 minute. A poisoned creature is incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. A creature being grappled by the tarasca has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Tempest","description":"Elder Elementals On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction. Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep. Elder Tempest Terrifying storms manifest in the body of the elder tempest. A being carved from clouds, wind, rain, and lightning, the elder tempest assumes the shape of a serpent that slithers through the sky. The tempest drowns the land beneath it with rain and stabs the earth with lances of lightning. Punishing winds scream around it as it flies, feeding the chaos it creates. Traits Air Form. The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Flyby. The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach. Legendary Resistance⁠ (3/Day). If the tempest fails a saving throw, it can choose to succeed instead. Living Storm. The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy⁠ precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy⁠ rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog. Siege Monster. The tempest deals double damage to objects and structures. Actions Multiattack. The tempest makes two attacks with its thunderous slam. Thunderous Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) thunder damage. Lightning Storm (Recharge 6). All other creatures within 120 feet of the tempest must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. Legendary Actions The tempest can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature's turn. The tempest regains spent legendary actions at the start of its turn. Move. The tempest moves up to its speed. Lightning Strike (Costs 2 Actions). The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. Screaming Gale (Costs 3 Actions). The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown⁠ before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral","Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Elder Tempest","description":"Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder tempests assume the shape of serpents that slither through the sky. They drown the land beneath them with rain and stab the earth with lances of lightning. Punishing winds scream around them as they fly, feeding the chaos they create. Traits Air Form. The tempest can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Flyby. The tempest doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Legendary Resistance (3/Day). If the tempest fails a saving throw, it can choose to succeed instead. Living Storm. The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. They also extinguish open flames and disperse fog. Siege Monster. The tempest deals double damage to objects and structures. Actions Multiattack. The tempest makes two Thunderous Slam attacks. Thunderous Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) thunder damage. Lightning Storm (Recharge 6). Each creature within 120 feet of the tempest must make a DC 21 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target’s saving throw fails by 5 or more, the creature is also stunned until the end of its next turn Legendary Actions The tempest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tempest regains spent legendary actions at the start of its turn. Move. The tempest moves up to its speed. Lightning Strike (Costs 2 Actions). The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 21 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. Screaming Gale (Costs 3 Actions). The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object (such as a wall or floor) or another creature, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target collides with another creature, that other creature must succeed on a DC 19 Dexterity saving throw or take the same impact damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Alignment":"Typically Neutral","Expansion":14934,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Elder Thing","description":"Elder things are strange beings with star-shaped heads and numerous writhing appendages arranged radially around its barrel-shaped body. Known by various names on various worlds, often translating to \"elder things\" or \"old ones,\" these alien creatures are interested in creating lasting works of art, architecture, and even life (such as the dreaded shoggoths). They possess a boundless capacity for war and egotism. Devices. 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This knowledge enables a toximancer to channel and shape these highly dangerous chemicals with ease. Because of its constant exposure to it throughout its life, a toximancer becomes naturally resistant to acid and poisons. An encounter with a toximancer can quickly turn deadly. Actions Multiattack. The toximancer uses Vile Strike twice. Vile Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d8) acid damage and 4 (1d8) poison damage and the target is poisoned until the end of the toximancer's next turn. Vitriolic Rain (Recharge 5–6). Acid rains down on a 30-foot-radius, 30-foot-high cylinder centered on a point the toximancer can see within 120 feet of it. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) acid damage and another 10 (3d6) acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. Fell Wall (1/Day). A wall made up of deadly, noxious gasses appears within 120 feet of the toximancer. The area of the wall consists of up to ten 10-foot cubes, which the toximancer can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. The wall is opaque and lasts for 1 minute, until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, or until the toximancer dies or is incapacitated. Creatures within the wall can't breathe. When the wall appears, each creature within its area takes 7 (2d6) acid damage and must make a DC 15 Constitution saving throw. On a failed save, a creature is poisoned until the start of its next turn. A poisoned creature is stunned. Creatures that are immune to poison automatically succeed on this saving throw. A creature must immediately make the same saving throw when it enters the wall for the first time on a turn or ends its turn there. Spellcasting. The toximancer casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: acid splash (3d6), dancing lights, mage hand, prestidigitation 3/day each: acid arrow (4th level), grease, stinking cloud 1/day each: cloudkill, contagion, mage armor Reactions Caustic Spray (3/Day). When a creature moves within 10 feet of the toximancer, the toximancer magically sprays it with nocuous vapors. Unless the creature is immune to poison, the creature takes 11 (2d10) poison damage and must make a DC 15 Constitution saving throw or be incapacitated until the end of the toximancer's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder Verdure Druid","description":"Verdure druids see themselves as protectors of all plant life. They dedicate their lives ensuring the natural life cycle, growth, and continued existence of all flora. Benevolent Workers. Good-aligned verdure druids acknowledge the value of other life forms and strive to have a harmonious relationship between flora and fauna. They recognize that one cannot exist without the other, and thus endeavor to resolve any conflict between flora and other life forms through peaceful means. Violence and destruction is only a last recourse to resolve an issue. Territorial Wardens. Neutral-aligned verdure druids value flora over all life forms, and will protect them fiercely if harmed. They tolerate the presence of other forest beings, such as elves and fey, and view all others with suspicion. While they will always prioritize resolving conflict peacefully, neutral-aligned verdure druids will not hesitate to use violence, especially if the opposing parties are intruding in territories they have sworn to protect. They will kill if they must, but only as a last option. Fanatic Bigots. Evil-aligned verdure druids are extremists who see all other lifeforms as threats to the existence of flora. They actively seek opportunities to harm other beings, especially intelligent ones, and use their corpses as carcasses as compost. Evil-aligned verdure druids are often in the company of corrupted and monstrous plants like blights and shambling mounds, which they amass as armies. These druids scheme and work with evil fey like hags, which they see as instruments they can wield until they are no longer of use to them. Actions Multiattack. The druid makes two Spore Strike attacks. Spore Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d8 + 4) poison damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute and the creature suffers an additional effect of the druid's choice: 1. Blight. While poisoned in this way, the creature takes 4 (1d8) poison damage and 4 (1d8) necrotic damage at the end of each of its turns. 2. Charm. While poisoned in this way, the creature is charmed. 3. Madness. While poisoned in this way, the creature must move up to its speed to the nearest creature it can see and use its action to make a melee attack against a randomly determined creature within its reach. 4. Paralysis. While poisoned in this way, the creature is paralyzed. A creature can have only one poison effect at a time. If a creature receives a new poison effect, the previous one immediately ends. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the poison effect on itself on a success. Ensnaring Vegetation (Recharge 5–6). The druid targets one or more creatures it can see within 60 feet of it. Grasping thorny and poisonous roots and vines sprout underneath each target and attempt to envelop it. Each target must make a DC 15 Strength saving throw or be restrained by the entangling vegetation for 1 minute. While restrained in this way, a creature takes 10 (3d6) piercing damage and 10 (3d6) poison damage at the end of each of its turns. As an action, the restrained creature can make a DC 15 Strength check, escaping from the vegetation on a success. The vegetation can also be destroyed to end the effect. The entangling vegetation has AC 10, 10 hit points, vulnerability to fire damage and immunity to bludgeoning, piercing, poison, and psychic damage. Summon Plants (1/Day). The druid conjures Plant creatures whose combined average hit points don’t exceed 120. These creatures magically sprout from the ground in unoccupied spaces within 60 feet of the druid, obey its commands, and immediately act after the druid's turn. It remains until it or the druid dies, until the druid uses Summon Plants again, or until the druid dismisses it as an action. Spellcasting. The druid casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15): At will: druidcraft, guidance, resistance, speak with plants 2/day each: barkskin, entangle, goodberry, pass without trace, plant growth 1/day each: transport via plants, wall of thorns Bonus Actions Command Plant. The druid targets one allied plant it can see within 30 feet of it. The plant performs an action of the druid's choice: 1. Attack. The plant uses its reaction to make one weapon attack against a visible target of the druid's choice. 2. Creep. The plant uses its reaction to move up to its speed or move up to half its speed without provoking opportunity attacks. 3. Transfer Druid. If the druid is within reach of the plant's melee attack, the plant moves the druid to another space of the druid's choice within reach of the plant's melee attack. This action does not provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elder White Guard Drake","description":"Traits Ice Walk. The guard drake can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Actions Multiattack . The guard drake makes three attacks: one with its Bite, one with its Claws, and one with its Tail. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 2 (1d4) cold damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Cold Breath (Recharge 6). The guard drake exhales cold in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"unaligned","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Elder Winter Eladrin","description":"Eladrin, Elder Elder eladrin are powerful noble eladrin who rule over other eladrin in majestic Feywild cities filled with breathtaking elven architecture that are over a thousand years old. They strive to uphold the ideals of the Feywild in the hopes that after their death, they would reincarnate as Archfey or members of the Seelie or Unseelie Court. Traits Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Sorrowful Presence for the next 24 hours. Spell Penetration. When the eladrin casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Actions Multiattack. The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands, plus 4 (1d8) cold damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage plus 4 (1d8) cold damage. Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18): At will: fog cloud, gust of wind, sanctuary, silence 3/day each: Snilloc's snowball swarm 1/day each: cone of cold, enervation, ice storm, sleet storm Bonus Actions Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an unoccupied space it can see. Freezing Smite (3/Day). The eladrin deals an extra 13 (3d8) cold damage when it hits a creature with a weapon attack. If the target isn't immune to cold, it must also succeed on a DC 18 Constitution saving throw. On a failed save, the creature's speed its speed is halved, it can't take reactions, and it can take either an action or a bonus action on its turn, not both. The effects last until the start of the eladrin's next turn. Reactions Frigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 18 Constitution saving throw or take 16 (3d10) cold damage. Legendary Actions The eladrin gains 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The eladrin regains spent legendary actions at the start of its turn. Move. The eladrin moves up to half its speed without provoking opportunity attacks. Attack. The eladrin makes a Longsword or Longbow attack. Gust of Wind. The eladrin casts gust of wind.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Elder Xorn","description":"The elder xorn is larger and less patient than its brethren. Whereas a normal xorn may attempt to negotiate for treasure, an elder xorn will simply demand for it. It gets easily agitated when its demand is ignored, and may outright attack. Due to its size, it often craves for treasure constantly. It can sniff out and pinpoint the location of treasure, and uncontrollably goes into a savage frenzy when it detects anyone carrying a large amount of treasure. Traits Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. Stone Camouflage. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Treasure Frenzy. The xorn has advantage on melee attack rolls against a creature that is carrying or holding more than 500 gold pieces worth of gems and precious metals. Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. Actions Multiattack. The xorn makes three Claw attacks and one Bite attack. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Elder Xorn","description":"TRAITS Earth Glide: The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through. Stone Camouflage: The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Treasure Sense: The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 90 feet of it. ACTIONS Multiattack: The xorn makes three claw attacks and one bite attack. Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Bite: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. LEGENDARY ACTIONS The xorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The xorn regains spent legendary actions at the start of its turn. Claw Attack: The elder xorn makes a claw attack. Earth Glide: The elder xorn burrows up to half its speed without provoking opportunity attacks. Elemental Stoneskin (Costs 2 Actions): For 1 minute or until its concentration ends (as if concentrating on a spell), the xorn is immune to bludgeoning, piercing, or slashing damage that is nonmagical. LAIR ACTIONS While in its lair, the xorn can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the xorn can take a lair action to cause one of the following effects: Rockslide: A 20-foot-square section of ceiling that the xorn can see within 60 feet of it collapses. The ground directly beneath the ceiling becomes difficult terrain. Creatures in that area must make a successful DC 17 Dexterity saving throw. On a failed save, the creature takes 11 (2d10) bludgeoning damage, is knocked prone, and is restrained. On a successful save, the creature takes half as much damage and isn’t knocked prone or restrained. A creature can use an action to make a DC 17 Strength check, freeing a restrained creature on a success. Rocksong: The xorn causes the rocks in its lair to vibrate. Each creature within 60 feet of the xorn that can hear its Rocksong takes 9 (2d8) thunder damage and must make a successful DC 17 Constitution saving throw or be stunned until the end of its next turn. Rock to Mud: The xorn chooses a 20-foot-square section of floor that it can see within 60 feet of it, magically transforming it to mud. Creatures in that area must make a successful DC 17 Strength check or be grappled (escape DC 17) as they sink into the mud. While grappled, the target is also restrained. Movement through the mud costs 3 feet for every 1 foot traveled.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":20254,"Challenge Rating":12},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Eldon Lobo","description":"Eldon Lobo is a member of an elite monastery dedicated to focusing on the laws and power of Hell through an ancient tradition known as the Way of the Nine Seals. The bearded devil monk was recruited from its masters by the Matrons of Malice to serve for soulbound magical weapons donated to the monastery by the hags. Equipment Eldon Logo wields a hellish sacrificial dagger .","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil, bearded)","Alignment":"lawful evil","Expansion":17604,"Challenge Rating":5},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Eldrick Runeweaver","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Lawful Neutral","Expansion":21300,"Challenge Rating":15},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Eldritch Assassin","description":"Traits Assassinate. During its first turn, the eldritch assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the eldritch assassin scores against a surprised creature is a critical hit. Sneak Attack (1/Turn). The eldritch assassin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the eldritch assassin that isn’t incapacitated and the eldritch assassin doesn’t have disadvantage on the attack roll. Actions Multiattack. The eldritch assassin makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Spellcasting. The eldritch assassin casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: disguise self, eldritch blast (4 beams, 1d10 + 4), levitate (self only), green-flame blade (3d8 and 3d8), minor illusion, true strike 3/day (as 5th-level spells): cone of cold, dimension door, dispel magic, hellish rebuke, staggering smite, thunder step 1/day each: circle of death Bonus Actions Hexblade's Curse (Recharges after a Short or Long Rest). The eldritch assassin targets a creature it can see within 30 feet of it. The target is cursed for 1 minute. The curse ends early if the target dies, the eldritch assassin dies, or it is incapacitated. Until the curse ends, the eldritch assassin gains the following benefits: It deals an extra 3 damage on damage rolls against the cursed target. Any attack roll it makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, the eldritch assassin regains 14 hit points. Reactions Armor of Hexes. When hit by an attack roll by a creature cursed by the eldritch assassin's Hexblade's Curse, roll a d6. On a roll of 4 or higher, the attack instead misses the eldritch assassin, regardless of its roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any non-good alignment","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Eldritch Crawler","description":"These strange arachnid-like creatures seem to weave together partial realities, parallel dimensions, and alternate timelines like a spider spinning its web. They have features that resemble that of a large spider, but their twisted forms, elongated torso, fanged maws, and spiny hides give them an otherworldly guise that makes them hard to distinguish as anything from this plane of existence. Those who have faced one have commented on the broken sense of reality that occurs when attempting to attack an Eldritch Crawler .","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"custom","Alignment":"neutral","Expansion":29025,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Eldritch Eviscerator","description":"The eldritch eviscerator is an amphibious monstrosity that is a larger and more ferocious cousin of the grick. Legends say that the first eviscerators arrived to the Material Plane from the extraplanar realm of magic and display this connection to magical forces through their abilities. Eldritch eviscerators seek out and nest near magic items, where their innate regenerative abilities can manifest. They siphon off the spell energies of their grappled targets.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":26071,"Challenge Rating":12},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Eldritch Flameskull","description":"Sometimes evil spellcasters unknowingly create a flameskull from a dead warlock, mistaking it for a wizard. Instead of green flames, purplish flames erupt from the skull. Otherwise, it functions as a regular flameskull, except it uses warlock spells. Traits Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action. Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects. Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or dispel magic or remove curse spell is cast on them. Dark One's Own Luck (Recharges after a Short or Long Rest). When the flameskull makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. Actions Multiattack. The flameskull uses Fire Ray twice. Fire Ray. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 14 (4d6) fire damage. Hellfire. Green flame explodes in a 10-foot-radius sphere centered on a point within 120 feet of the flameskull. Each creature in that area must make a DC 14 Dexterity saving throw, taking 16 (3d10) fire damage and 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. Spellcasting. The flameskull casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: dancing lights, mage hand, minor illusion, prestidigitation 1/day each: banishment, mirror image, plane shift Reactions Fiendish Rebuke (3/Day). In response to being damaged by a visible creature within 60 feet of it, the flameskull forces that creature to make a DC 15 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"Typically Chaotic Evil","Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Eldritch Horror","description":"A low-lying expanse of thick green mist flows across the landscape. As it gets closer, images of shrieking faces become apparent within the fog, and then their screaming can be heard. A native of an unknown universe, an eldritch horror crosses into the mortal world when a sentient creature comes face to face with its own death. Each individual occurrence of such an instance draws forth an eldritch horror too small and weak to do much harm (though the mortal in question typically doesn’t survive the experience), but when loss of life occurs on a large scale, such as during a war, famine, or plague, the result is a huge eldritch horror that billows out across the landscape, searching for more life to snuff out. Tools of Destruction. Cultists who revere the Void and other dark entities might know how to summon eldritch horrors for their own purposes (whatever those may be). Often, the success of such an attempt involves the mass slaughter of many people, and a large group of cultists could subject an entire town or a small farming community to this fate. In more cases than not, the cultists become the horror’s first victims after it appears, though whispers persist that some groups have learned how to protect themselves from the creature’s deadly presence. TRAITS Eldritch Screams. Images of faces move and contort within the body of the eldritch horror, their mouths stretched in harrowing screams. Each creature that starts its turn within 30 feet of the eldritch horror and can hear the screams must succeed on a DC 15 Constitution saving throw or take 10 (3d6) psychic damage. Misty Form. The eldritch horror can move through a space occupied by a creature or an object, flowing around and over it. It can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. Life Sense. The eldritch horror can sense the location of any living creature within 120 feet of it. ACTIONS Multiattack. The eldritch horror makes two Void Touch attacks. Void Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 7 (2d6) psychic damage plus 5 (1d10) necrotic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":5},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Eldritch Manifestation","description":"Forged from the primal essence of a distinct school of magic, the eldritch manifestation is a monstrous embodiment of terror for all wielders of magic. This relentless aberration is impervious to its own school of magic and siphons the arcane power of any spellcaster it strikes with its colossal arm-like appendages. Additionally, it is a boundless wellspring of spells, but its capabilities are limited to the school of magic from which it originated.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"unaligned","Expansion":26071,"Challenge Rating":13},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Eldritch Naga","description":"Not all nagas were created with the same level of power and knowledge that other, greater nagas can attain. A few of these \"lesser\" nagas sought to improve beyond their natural capabilities and entered into a dark arrangement with an otherworldly patron. These eldritch nagas sought to attain power beyond those of the guardian and spirit nagas, at the cost of occasional services performed on the patron's behalf. Otherworldly Appearance. An eldritch naga has a body covered with elongated, heavily keeled dorsal scales that give it a unique, almost bristly appearance. Their extra features and color of their scales differ, however, depending on their otherworldly patron. Those with an Archfey patron have emerald-colored scales and antlers, butterfly wings, or long grayish hair growing from their heads. Ones who follow the Great Old One have scales that are amethyst or obsidian-colored, sporting bizarre appendages or organs on their heads, such as antennae, tentacles, or an extra set of eyes. Those with a Fiend patron have ruby-colored scales and may have tiefling-like horns growing from their foreheads as well as gleaming fiery red eyes. Mysterious Recluse. The eldritch naga is a solitary creature and avoids other nagas, who see the eldritch naga as abhorrent. It makes its lair in hidden ruins and abandoned structures deep within secluded locations. The eldritch naga ventures out of its lair only if it seeks a new one, is seeking something that will improve its power or knowledge, or is performing its patron's bidding. The eldritch naga tends to attract followers, especially ones that worship the eldritch naga's patron. These followers treat the eldritch naga as an emissary of their god and are subservient to it. Immortal Nature. A naga doesn’t require air, food, drink, or sleep. Traits Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Dark One’s Own Luck (Recharges after a Short or Long Rest). When the naga makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur. Actions Multiattack. The naga makes two melee attacks: one with its Bite and one to Constrict. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) poison damage, and the target must make a DC 15 Constitution saving throw or become poisoned for 1 minute. Until this poison ends, the target is paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the naga can't constrict another target. Spellcasting. The naga casts one of the following spells, requiring only verbal components and Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: chill touch (3d8), eldritch blast (3 beams, 1d10 + 4 damage), levitate, mage hand, minor illusion, silent image 3/day (as 5th-level spells): banishment, fear, fireball, flame strike, hellish rebuke, misty step, stinking cloud 1/day: circle of death","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"any alignment","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Eldritch Scarecrow","description":"The scarecrow is usually created by its animator after it has summoned and bound an evil spirit to it. In very rare instances, however, the evil spirit summoned is that of a restless and vengeful warlock or hag. As soon as it is bound to the scarecrow, it becomes an eldritch scarecrow, and it is free to do its will. The first thing it normally does is destroy its creator. If the animator is stronger, it will bide its time, acting like a normal scarecrow, until it can find an upper hand. As soon as the eldritch scarecrow is free, it sets out and plans its revenge on those that have slain it. Traits False Appearance. If the scarecrow is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the scarecrow move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the scarecrow is animate. Whispering Aura. At the start of each of the scarecrow's turns, each creature of its choice within 5 feet of it must succeed on a DC 13 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the scarecrow isn't incapacitated. Actions Multiattack. The scarecrow makes two Pitchfork attacks and uses Horrifying Glare. Pitchfork. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus 10 (3d6) psychic damage. If the target is a creature, it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the scarecrow's next turn. Horrifying Glare. The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 13 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points. Howling Void. The scarecrow opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 13 Wisdom saving throw. On a failed save, a creature takes 13 (3d8) psychic damage and is frightened of the scarecrow until the end of the scarecrow's next turn. On a successful save, a creature takes half as much damage and isn't frightened. Spellcasting. The scarecrow casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights, mage hand, minor illusion 2/day (as 4th-level spells): detect thoughts, dissonant whispers, Evard's black tentacles, greater invisibility, phantasmal force","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Typically Chaotic Evil","Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Electric Eel","description":"Eels are long, serpentine fish that typically lurk in the shallows, some in freshwater ponds and backwaters and others in warm tropical seas and reefs. Electric Eel. The electric eel is a curious fish that breathes air instead of water, yet certainly its most unusual characteristic is its ability to generate powerful jolts of electricity. An electric eel is 6 feet long and weighs 45 pounds, emitting strange popping and snapping sounds as it moves. Moray Eel. The moray eel is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions. 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They wear distinctive dresses fashioned from reeds and water lilies. Nets for Travelers. Eleinomae are cruel and depraved creatures that seduce travelers with charms and illusions, then lead them to a watery grave. To capture their victims, eleinomae weave a net from swamp reeds and grasses, and decorate it with beautiful blossoms that release an intoxicating, bewitching aroma. Aquatic Cemeteries. They are known to keep the most handsome captives as companions—for a time, at least, but they invariably grow weary of their company and drown them. Many eleinomae preserve the bodies of previous mates in aquatic cemeteries where the corpses float among fields of water lilies, and they spend much time singing to the dead. Such watery graveyards are often guarded by charmed allies of the eleinomae or other caretakers. Vain Singers. While eleinomae have few weaknesses, their vanity and overconfidence can be exploited to vanquish them. They are proud of their sweet voices and clever creation of songs and harmonies. Eleinomae in Midgard They are most prevalent in Verrayne, the Garden of Carnessa, and the Southlands. They are venerated by some tribes of goblins and are trade partners with blood hags and the alchemists of Maillon. Traits Unearthly Grace: The eleinomae’s Charisma modifier is added to its armor class (included). Reed Walk: The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn’t cost it extra moment. Innate Spellcasting: The eleinomae’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: dancing lights 3/day each: charm person, suggestion 2/day each: hallucinatory terrain, major image Actions Multiattack: The eleinomae makes three dagger attacks and one reed flower net attack. Dagger: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage. Dagger: Ranged Weapon Attack : +7 to hit, range 20/60 ft., One target. Hit : 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage. Reed Flower Net: Ranged Weapon Attack : +7 to hit, range 5/15 ft., One large or small creature. Hit : 0 (0d0). The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net, AC 10.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Elekron","description":"Also often referred to as “lightning in a bottle,” an elekron crackles with pure energy. Elekrons are most closely related to fire elementals, but unlike their flame-based cousins, elekrons have the incredible ability to consume raw energy from their environment and deal staggering amounts of damage. Traits Electric Form. The elekron can move through a space as narrow as 1 inch wide without squeezing. In addition, the elekron can enter a hostile creature’s space and stop there. The first time the elekron enters another creature’s space on a turn, that creature takes 5 (1d10) lightning damage. The amount of damage a creature takes increases to 11 (2d10) when the elekron is Medium or larger. Illumination. The elekron sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Lightning Charge. Whenever the elekron is hit with an attack from a metal weapon, its size increases by one category. If there isn’t enough room for the elekron to increase in size, it attains the maximum size possible in the space available. When the elekron is Medium or larger, it can use its action to make two Shock attacks instead of one. If the elekron starts its turn as a Huge or Gargantuan creature, it releases energy in wild arcs of electricity. Each creature within 30 feet of the elekron must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, and half as much damage on a successful one. The elekron’s size then becomes Small. Actions Shock. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) lightning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"chaotic neutral","Expansion":15703,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 2"},{"name":"Elemental Locus","description":"The ground ripples and tears as rocks fall, jets of flame erupt, and howling winds rage around an elemental locus. The land is angry. Spirit of the Land. Elemental loci are living spirits inhabiting or embodying tracts of land and geographical features. They are the ultimate personification of nature—the land itself come to life—varying in size from small hills to entire ridge lines, with no discernible pattern to where they take root. Stubborn Nature. Elemental loci are fiercely protective of their chosen location. They tolerate no interference in the natural order and challenge all who despoil the land, be they mortal, monster, or god. Elemental Nature. An elemental locus doesn’t require air, food, drink, or sleep. Elemental Locuii in Midgard Among the Tamasheq, the elemental loci are cherished as minor deities, nearly as powerful as the Wind Lords themselves. The sorcerers of Kush have tried to capture and enslave loci for decades; thus far without success, but they grow bolder (and closer to their goal) with each attempt. Traits Magic Resistance: The elemental locus has advantage on saving throws against spells and other magical effects. Immortal: The elemental locus does not age and does not die when it drops to 0 hit points. If the elemental locus drops to 0 hit points, it falls into a quiescent state for 25 weeks before returning to activity with full hit points. Its spawned elementals continue fighting whatever enemies attacked the elemental locus; if no enemies are present, they defend the locus’s area. Massive: The elemental locus is larger than most Gargantuan creatures, occupying a space of 60 by 60 feet. Its movement is not affected by difficult terrain or by Huge or smaller creatures. Other creatures can enter and move through the elemental locus’s space, but they must make a successful DC 20 Strength (Athletics) check after each 10 feet of movement. Failure indicates they fall prone and can move no farther that turn. Spawn Elementals: As a bonus action, the elemental locus loses 82 hit points and spawns an air, earth, fire, or water elemental to serve it. Spawned elementals answer to their creator’s will and are not fully independent. The types of elementals the locus can spawn depend on the terrain it embodies; for example, an elemental locus of the desert can spawn earth, fire, and air elementals, but not water. Siege Monster: The elemental locus deals double damage to objects and structures. Actions Multiattack: The elemental locus makes two slam attacks. Slam: Melee Weapon Attack : +15 to hit, reach 15 ft., One target. Hit : 36 (6d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"elemental","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":17},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Elemental Spirit","description":"See the Summon Elemental spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Elemental Spirit","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Amorphous Form (Air, Fire, and Water Only). The spirit can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain. Actions Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down). Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell’s level Bludgeoning (Earth only), Cold (Water only), Lightning (Air only), or Fire (Fire only) damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Neutral","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Elemental Tsunami","description":"Elemental, Water Elementals are outsiders formed of living matter, be it from air, earth, fire, or in the case of the creature below, water. Elemental Tsunami Elemental Tsunamis are dangerous foes. These powerful elementals are much sought-after as guardians by the most accomplished spellcasters, as they can typically only be called into service by a gate spell or relying upon similar, powerful magic. An elemental tsunami appears as a surging wave from which the upper torso, arms, and head of a powerful humanoid figure made of churning water and foam protrude. Traits Vortex. Water within a 50-foot radius around the elemental is difficult terrain for swimming non-elemental creatures. Water-Bound. If the elemental is not touching water, it can’t use reactions and it can use either an action or a bonus action on its turn, not both. Actions Multiattack. The elemental makes three slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw. On a failed save, the elemental either pushes the target up to 10 feet away or pulls the target up to 10 feet toward itself. Drench. The elemental attempts to extinguish all fires within 20 feet of itself. If a fire is magical, the elemental makes a Strength saving throw with a DC equal to 10 + the spell’s level. On a success, the fire is extinguished. Surge (Recharge 5–6). The elemental quickly expands to fill the area of its vortex before retracting to its former space. Each creature within the vortex must make a DC 18 Strength saving throw. On a failed save, a creature takes 22 (5d8) bludgeoning damage and is pushed up to 20 feet away from the elemental. On a successful save, the creature takes half as much damage and isn’t pushed.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"neutral","Expansion":17526,"Challenge Rating":11},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Elemental, Blood","description":"A swirling, bubbling, ambulatory glob of blood the size of a hogshead cask lurches forward. Native to a lake of churning blood on an abyssal plane, blood elementals aren't typical elementals. Drawn to Life. A blood elemental is drawn to movement and absorbs whatever living creatures it finds, increasing its size and power in the process. Though feeding is not necessary to sustain themselves, blood elementals, over time, will shrink unless they consume living creatures. However, their need for prey is relatively slight--once a week to maintain their size. Blood Summoning. Offerings of blood and blood magic spells draw blood elementals from their planar homes, with the proper ritual. They also sometimes follow in the wake of certain demons and devils, devouring entire bodies in a matter of hours. When a blood elemental feeds, it first removes all liquids, then liquefies and consumes the remaining flesh, and finally sucks out the marrow, leaving behind only dry, reddish bones. Elemental Nature. The blood elemental doesn't require air, food, drink, or sleep. Blood Elementals in Midgard Perhaps not surprising, blood elementals are commonly found in the Blood Hell and in the rites of the blood mages of Naa'Kesh and similar blood cults. Blood mages seem able to retain tiny blood elementals as familiars or guardians of some kind, though the exact nature of their bond is a mystery they guard jealously. Many small sects of blood cultists seem to learn the secret, leading some savants to believe that this knowledge is freely shared by priests of Marena and similar dark gods. For more information on blood magic and spells, see the \"Fifth Edition Appendix\" in the Midgard Worldbook.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Elemental, Darkness","description":"When one thinks of elements, it is typically concepts such as air, earth, fire, and water that come to mind. Rarely does one consider light – or the lack of it – as an element, though it is, in truth, perhaps one of the most powerful elements in the Multiverse. When light takes physical form, either as pure radiance or overwhelming darkness, it does so as frightful creatures every bit as potent and destructive as Elementals of air, earth, fire, and water. Darkness Elemental A slender, deep purple humanoid shape lurks within the core of pitch blackness that oozes from this elemental’s form. So dark that it suppresses light in a wide area around it, a darkness elemental is like a void that engulfs and consumes everything it touches, leaving behind nothing but cold, dead husks. Despite its fearsome appearance and chilling presence, a darkness elemental is not without its weaknesses. Magical light can suppress and truly weaken the elemental, causing its form to waver and dissipate. When confronted with such light, the elemental’s darkness recedes, and its once-fluid movements become erratic and desperate, as if fighting against the very essence of its antithesis.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"Unaligned","Expansion":25354,"Challenge Rating":7},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Elemental, Fire-Infused Water","description":"A pillar of water rises up into a humanoid shape, steam trailing from its boiling form. Boiling Water. Fire-infused water elementals are created when water elementals spend great lengths of time in superheated water, such as the borderlands between the Elemental Planes of Fire and Water, or when they are inundated with large amounts of fire magic. The elementals are irreparably changed and exist in a state between fire and water elemental. Too fiery for one and too watery for the other, they often find their way to the Material Plane, where they can carve out their own territory. Geothermal Dwellers. Fire-infused water elementals prefer to inhabit areas with water heated by geothermal activity, such as hot springs and geysers. They claim such locations as their homes and grow violent when creatures harm or pollute their claimed waters. Fire-infused water elementals get along well with hverhuldra , who value the elementals for their strength and ability to discourage violence between visitors. Elemental Nature. A fire-infused water elemental doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"neutral","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Elemental, Ice","description":"A humanoid-shaped block of ice lumbers forward on angular legs. Visitors from Polar Portals. Remote polar regions possess their own entrances to the demiplane of ice. Ice elementals emerge from the core of ancient glaciers or rise from foot-thick patches of permafrost. They are aware of portals to their demiplane, but they often choose to traverse terrestrial lands as long as the temperatures remain below freezing. Though not inherently malevolent, they enjoy enclosing warm-blooded foes in ice and watching as the creatures freeze. Some ice elementals even decorate their lairs with these “sculptures.” Rivals to Water Elementals. Water elementals view themselves as creatures formed of a “pure” element and look down upon ice elementals, which they see as lesser due to their reliance on cold temperatures. Ice elementals, in turn, believe the water elemental’s susceptibility to cold gives the ice elemental superiority in physical combat. When the two elemental creatures meet, they posture and taunt each other in Aquan before attacking. Elemental Nature. The ice elemental doesn’t require air, food, drink, or sleep. Ice Elementals in Midgard Summoned by Boreas’ faithful, ice elementals protect frozen temples to the deity. While most of these temples are in locations suited to the elementals, ice elementals that serve Boreas allow themselves the discomfort of a temperate climate if it is necessary for protecting a temple. Ice elementals often accompany giants, ogres, and trolls when they seek to conquer southern lands in Boreas’ name.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Elemental, Magnetic","description":"The large, smooth rock stands, the air around it humming with energy. As it walks, nearby daggers, lanterns, and buckled boots move to follow it. Magnetic elementals spontaneously appear where the Plane of Earth meets the Plane of Air. They are magnetized, rocky creatures capable of switching their polarity to repel attacks and pull enemies closer. Smooth Stone. Magnetic elementals are worn smooth by the elemental air that creates them. They are able to harness this air to fly, and, when on the Material Plane, they occupy areas where vast swaths of stone are exposed to the sky, such as mountain peaks and deep canyons. Iron Summons. Spellcasters who want to conjure a magnetic elemental must mix iron shavings into the soft clay. Such spellcasters must take caution, however, as the elementals often inadvertently attract the armor and weapons of those nearby. Elemental Nature. The magnetic elemental doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Elemental, Permafrost","description":"Cracks in the earth form a furrowed brow, deep dimples, and wide mouth in this ice-coated earth elemental. Hailing from the border between the elemental planes of earth and water, the permafrost elemental is composed of large intersecting pieces of frozen earth coated with thick, white ice. The permafrost elemental moves slowly and purposefully with the knowledge of eons concealed within its rocky form. Primordial Traps. Many diseases from ancient times have been frozen in the permafrost soil. Those bold enough to burn the permafrost elemental—or foolish enough to let its corpse thaw—soon find themselves fighting maladies dating back to when the gods were young. Permanent Hoarfrost. The permafrost elemental exudes an ancient cold that hangs heavy in the air and coats nearby ground with a slick of ice. Earth Glide. The permafrost elemental can burrow through nonmagical, unworked earth and stone. While doing so, the permafrost elemental doesn't disturb the material it moves through. Elemental Nature. The permafrost elemental doesn't require air, food, drink, or sleep. Frigid Footprints . The ground within 10 feet of the permafrost elemental freezes over and is difficult terrain. Plague Bearer. If the permafrost elemental takes more than 15 fire damage on a single turn, each creature within 10 feet of the elemental must succeed on a DC 14 Constitution saving throw or becomes infected with the primordial plague disease. Alternatively, the creature becomes infected with sewer plague or cackle fever (the elemental's choice) instead. Primordial plague takes 1 minute to manifest in an infected creature. After 1 minute, the creature is poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hp maximum by 5 (1d10) on a failure. The disease is cured on a success. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. Actions Multiattack. The elemental makes two Slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) cold damage. Plague-Ridden Pound (Recharge 5-6). The permafrost elemental brings both of its fists down, striking the ground and sending shards of ice from its body flying at nearby creatures. Each creature on the ground within 20 feet of the elemental must make a DC 14 Dexterity saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and 10 (3d6) cold damage, is knocked prone, and becomes infected with primordial plague (see the Plague Bearer trait). On a success, a creature takes half the damage and isn't knocked prone or infected.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Neutral","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Elemental, Radiance","description":"When one thinks of elements, it is typically concepts such as air, earth, fire, and water that come to mind. Rarely does one consider light – or the lack of it – as an element, though it is, in truth, perhaps one of the most powerful elements in the Multiverse. When light takes physical form, either as pure radiance or overwhelming darkness, it does so as frightful creatures every bit as potent and destructive as Elementals of air, earth, fire, and water. Radiance Elemental A faintly humanoid shape is visible through a dawn-like sphere of radiance that casts light in a wide radius around it. A radiance elemental is illumination made manifest and sheds light wherever it goes. Only magical darkness – its antithesis – can dampen its powers and cause it visible discomfort.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"Unaligned","Expansion":25354,"Challenge Rating":7},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Elemental, Rockslide","description":"Thousands of crimson and granite rocks swirl around, forming the familiar likeness of an earth elemental. While most earth elementals are slow and methodical, the rockslide elemental harnesses the frenetic energy of a landslide. Composite Form. A rockslide elemental consists of a collection of large rock fragments, with broad boulders and lumpy cobbles, in the shape of a humanoid. It can briefly separate these component parts to reposition itself for a better strike or to escape danger, rolling away and recombining into its humanoid shape. Fiercely Territorial. Rockslide elementals relish destroying intruders. They fight any creature they find trespassing on their territory—even other rockslide elementals. They crash into their foes at speed, dealing deadly blows and bringing even the most boisterous creatures to the ground. Charge. If the rockslide elemental moves at least 20 feet straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. If the elemental used Nimble Separation before making this Slam attack, the target has disadvantage on the saving throw. Elemental Nature. The rockslide elemental doesn't require air, food, drink, or sleep. Stone Camouflage. The rockslide elemental has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The rockslide elemental makes three Slam attacks, or it makes two Skipping Stone attacks. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Skipping Stone. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, and the stone bounces to another creature within 10 feet of the target. That creature must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) bludgeoning damage. Bonus Actions Nimble Separation. The rockslide elemental can briefly separate its components parts and take the Dash action. Opportunity attacks against it have disadvantage until the start of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Neutral","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Elemental, Storm Lord","description":"The rough shape of a man with a crown and beard of sea foam rises out of the center of the maelstrom on a swirling pillar of dark clouds and seawater. Raging, his fist clutches a crackling ball of lightning. Violent Sea Kings. Native to the Plane of Water, storm lords make war on each other over territory and pride, but they also command their lesser elemental kin in battle against intruders from other planes. Less frequently, storm lords leave their home plane to address some perceived wrong or slight, but, in some cases, they are summoned to serve greater elemental tempests and hurricanes. Voice of Thunder. Foul tempered at the best of times, storm lords consider communication with non-aquatic creatures to be beneath them, preferring to settle disagreements with violence. Acknowledged Kinship. While they spurn most diplomatic attempts, storm lords receive such overtures more charitably when brought to them by aquatic creatures. Elemental Nature. The storm lord doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"neutral","Expansion":45,"Challenge Rating":13},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Elemental, Venom","description":"An enormous viper formed of green liquid curls upward, its dripping fangs ready to strike. The Queen's Servants. Servants of the Queen of Serpents , venom elementals are summoned from the demiplane of poisons. Venom elementals resemble water elementals but almost always take the form of a snake with prominent fangs. Willing Visitors. Unlike other elementals, these creatures crave summoning to the Material Plane, where they can observe the effects of their bites on living creatures. Elemental Nature. The venom elemental doesn't require air, food, drink, or sleep. Conjuring Blood and Venom Elementals Conjuring a venom elemental or a blood elemental is similar to summoning a water elemental--with a few particular changes. For both types, the spell has the same casting time, range, and duration. For a venom elemental, the water and sand used as material components are replaced by water and venom taken from a giant spider or snake within the last 3 days. For a blood elemental, the material component is salt water with at least 1 gallon of fresh, uncongealed blood added to it.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Elementalist, Frost Mage","description":"A figure emerges from a snow flurry, ice covering its body atop pale blue robes. It raises its hand, and a shard of ice hurtles through the air. Frost mages devote their magical studies to the power of frost and cold, learning how to harness that power. While other elementalists focus on one element, frost mages study the conjunction of elemental water and elemental air, which some frost mages see as evidence of their superiority to other elementalists. Winter’s bite. Frost mages adapt their abilities for combat, coating their bodies in a layer of rime and creating ice shards to defend themselves. Some frost mages can use their magic to alter the environment, helping or hindering the flow of troops, goods, or other travelers. The coming ice. Some frost mages believe they are channeling the ultimate power and that, eventually, it will dominate all. They believe in a coming ice age that will freeze the world. While most of these frost mages accept that they, too, will freeze when the ice arrives, others are convinced that when it does, they will rule. These frost mages actively work to bring about the ice age and to ensure the world descends into an age of frost.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":24844,"Challenge Rating":7},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Elementalist, Pyromancer","description":"A robed figure holds out its hands and fire erupts from them, flickering up and down the figure’s arms as a wave of heat expands around it. Pyromancers eschew magical versatility to focus on the power of fire. Because of fire’s destructive nature, these elementalists are often drawn to places and people that value such destruction. Some pyromancers serve a cause or organization where they can practice their magic without incurring the wrath of the law, while others study the power of fire as its own end, wishing to master it and understand it as best they can. Such pyromancers often form connections to, and seek contact with, the plane of fire. Creative force. While fire can be a destructive force, it is also used to sustain many of the touchstones of civilization: cooking food, warming homes, and powering forges. Some pyromancers focus on this aspect of fire, studying applications that can help improve the lives of others. Immutable and uncontrollable. The most ardent pyromancers maintain that fire can never be completely controlled and that even the most practiced pyromancers can only hope to direct it rather than dominate it. They caution that in addition to cultivating respect for fire’s power, it’s equally important to retain a certain level of fear.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":24844,"Challenge Rating":7},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Elephant","description":"Traits Trampling Charge : If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. Actions Gore : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Stomp : Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Elephant","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Trampling Charge : If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone . If the target is prone, the elephant can make one stomp attack against it as a bonus action. Actions Gore : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Stomp : Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"76 (8d12+24)","CHA":6,"CON":17,"DEX":9,"INT":3,"STR":22,"WIS":11,"Size":"Huge","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062676/tILrYockLrNTDDx77F6_Dw/original.png","Roll 0":"Gore\n1d20 + 8\n3d8+6","Roll 1":"Stomp\n1d20 + 8\n3d10+6","Source":"5th Edition SRD","data-XP":"1,100","Alignment":"Unaligned","data-List":"false","Token Size":3,"data-Traits":"[{\"Name\":\"Trampling Charge\",\"Desc\":\"If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.\"}]","data-Actions":"[{\"Name\":\"Gore\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"3d8 + 6\",\"Damage Type\":\"piercing\"},{\"Name\":\"Stomp\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"5 ft.\",\"Target\":\"one prone creature\",\"Damage\":\"3d10 + 6\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":"+3","data-DEX-mod":"-1","data-INT-mod":"-4","data-STR-mod":"+6","data-SizeNum":6,"data-WIS-mod":"+0","Challenge Rating":4,"Passive Perception":10,"data-CrNum":4,"data-AcNum":12,"data-HpNum":76},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Elephant","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":4},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Elephant","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Multiattack. The elephant makes two Gore attacks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the elephant moved at least 20 feet straight toward the target immediately before the hit, the target also has the Prone condition. Bonus Actions Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Elephant","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Multiattack. The elephant makes two Gore attacks. Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Piercing damage. If the elephant moved at least 20 feet straight toward the target immediately before the hit, the target also has the Prone condition. Bonus Actions Trample. Dexterity Saving Throw: DC 16, one creature within 5 feet that has the Prone condition. Failure: 17 (2d10 + 6) Bludgeoning damage. Success: Half damage.","properties":{"Category":"Monsters","AC":12,"HP":"76 (8d12 + 24)","PB":2,"CHA":6,"CON":17,"DEX":9,"INT":3,"STR":22,"WIS":11,"Size":"Huge","Type":"Beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407058/LIb0ttZuW0dFH0hMUG5xcQ/original.png","data-XP":1100,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":3,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The elephant makes two Gore attacks.\"},{\"Name\":\"Gore\",\"Desc\":\"If the elephant moved at least 20 feet straight toward the target immediately before the hit, the target also has the Prone condition.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"8\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 6\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-2","data-CON-mod":3,"data-DEX-mod":"-1","data-INT-mod":"-4","data-STR-mod":6,"data-SizeNum":6,"data-WIS-mod":0,"Saving Throws":"Str +6, Dex -1, Con +3, Int -4, Wis +0, Cha -2","Challenge Rating":4,"Passive Perception":10,"data-Bonus Actions":"[{\"Name\":\"Trample\",\"Desc\":\"*Dexterity Saving Throw*: DC 16, one creature within 5 feet that has the Prone condition. \\n*Failure*: 17 (or [[2d10 + 6]] (2d10 + 6)) Bludgeoning damage. \\n*Success*: Half damage.\"}]","data-CrNum":4,"data-AcNum":12,"data-HpNum":76},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Elf, Alchemist Archer","description":"Hidden in the dappled shadows of the tree's leaves, the elf's leather bandolier jingles softly. Leather armor dyed to match its surroundings, the nearly invisible archer removes a vial from the bandolier, quickly attaching it to an arrow. The well-kept bow does not creak as the bowstring is drawn. Mixing their knowledge of dangerous chemicals with their extensive weapon skills, these elves are devastating from afar. A Sharp Smell. Try as they might, alchemist archer elves cannot eliminate the scent of their various acids and tinctures. Their distinctive scent makes them easier to find by creatures with an acute sense of smell.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"any alignment","Expansion":45,"Challenge Rating":10},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Elf, Deathsworn","description":"The elf mutters softly to itself as it nocks an arrow in its ancient bow. In one fluid motion, the elf releases the arrow, blossoming with green fire, and leaps from cover, its blade striking a hair's breadth after its arrow. A deathsworn elf is one of the elite soldiers of the elvish empire, sworn to the service of the elvish war god. Its speedy archery, swift and silent travel, and masterful ambushes make it feared and respected by all its foes. Many claim the title, but few deathsworn still walk the mortal world; most have retreated to their fey realms to fight against darkness elsewhere. Bow Speech. Deathsworn have a reverence (some would say obsession) with their tools, in particular, their bows and arrows. They often wield particularly ancient, named heirloom weapons or those made by divine hands and given to elves--and they speak to their bows as if the makers or other spirits inhabit the weapons. This is quite disconcerting to other archers, as a deathsworn seems half-mad when most focused on its aim. Keen Eyed. Deathsworn have an incredible knack for noticing precise details at a distance; the exact number of soldiers marching down a valley, the height of a palisade, or the speed of a current all seem to spring to their eyes. Others occasionally find their propensity to share this information a touch grating. Deathsworn in Midgard The deathsworn are the elite soldiers of Valeresh, the elvish god of war and justice, and were a foundation of elvish power. Most are believed to have returned to the Summer Lands, though they are occasionally found in the Arbonesse, Margreve, Gennecka, or other ancient forests. Widely referred to as \"Valeran Deathsworn,\" they are feared by all reasonable mercenaries and soldiers of other nations.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Elf, Enchanter","description":"\"When negotiations turned sour, the kingpin's elf stepped out of the shadows, stopping my advancing guards with a glance. His eyes are all I remember after that, though this contract says the negotiations ended well.\" - Dockmaster Hayes. Masters of arcane manipulation, enchanters often make themselves indispensible to diplomats when dealing with belligerent enemies, though some enchanters seek only to empower themselves at the expense of others. Quietly Dangerous. Most enchanters conceal the true depths of their power from those around them to insinuate themselves into halls of power and to bend the wills of those who can make the world more suitable to their desires. Fey Diplomats. Enchanters are often seen as companions, lords, or wardens of other fey; they speak with unicorns, accept fealty from gnomes, sprites, leonino , or fey drakes , and sometimes conjure aerial spirits as servants, friends, or lovers. They have a knack for finding the uncanny side of the living world and are beloved by the fey lords and ladies.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"any alignment","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Elf, Servant of the Vine","description":"A cheerful elf with a glass full of wine sings and dances amid the patrons at the tavern. As the evening wanes, he keeps the party going--straight out the door and into the forest. The clergy of the elven god of wine and artistic pursuits follow their patron's edicts by spreading good cheer and inspiring art in all its forms. Their generosity is legendary when it comes to throwing spur-of-the-moment festivals, livening up listless tavern-goers, and offering openhanded patronage of the arts. Fools Bearing Unwelcome Wisdom. The elves understand the benefits and the hazards a servant of the vine represents and indulge in the revelry and abandon that forms the god's worship with moderation and caution. This is not so easy for the shorter-lived races, however, and the arrival of a servant of the vine among non-elvish people often heralds drunken foolishness, the dissolution of marriages, acts later considered shameful, and young people \"taking to the road\" with no idea what might await them. For these reasons, they rarely find a warm welcome twice in the same place. Artists and Vagabonds. A servant of the vine rarely travels alone, usually found in the company of libertine artists of varying kinds, or artistic libertines; the distinction soon blurs after a few days in the servant's company.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Elf, Shadow Fey","description":"“Kind words open even iron doors.” —Twilight, a courtier to the shadow fey To most, the shadow fey are little more than a dancing shadow among the leaves. To savants, they are the creatures that taught the shadowdancers all they know, and kept many secrets to themselves. They were once elves like all others, dwelling in mortal lands beneath the sun. An ancient catastrophe drove them to darkness, and now they are creatures of the shadow. Though they can be found on the Material Plane, they are inextricably tied to the plane of Shadows, and that is the seat of their power and culture. Shadow fey superficially resemble other elves, but they’re rarely mistaken for their lighted cousins. Skin tones among the shadow fey range from alabaster white to ebony black, with varying shades of gray in between, but they are otherwise lacking in color. A few have a scintillating shimmer to their skin. Many shadow fey grow horns that sweep out from their hair, varying in size from subtle nubs to obvious spikes. Others have shocking sets of teeth. Dual Natured. The shadow fey are contradictory beings. They boast some of the best features of elves, tempered by aspects of a fouler nature. They can be deliberate and purposeful, but they’re also given to perplexing whimsy. Mortal creatures trying to fathom shadow fey motivations are in for a maddening experience; they are often illogical, capricious, and seemingly thrive on annoying others. Split Rulership. The Summer Court and Winter Court each rule the shadow fey in the appropriate season. The turning of these seasons follows no clear calendar or schedule, though it is skewed toward summer. The Queen of Night and Magic and the Moonlit King each claim dominion in turn, ruling over the Summer and Winter courts respectively. Other fey call them the Scáthsidhe (pronounced scAH-shee), or shadow faeries, and they are usually counted among the unseelie, though they would dispute that characterization. They simply call themselves part of the sidhe, and consider themselves an extension of the Seelie Court. The Reach of Darkness. Their bond with darkness allows the shadow fey to slip through distant spaces, traversing darkness itself from one place to another. Not only can every shadow fey slip from a shadow or patch of darkness to instantly appear elsewhere, they also control the mysterious and powerful shadow roads. Shadow roads are magical pathways that connect points on the Material Plane by dipping through the plane of shadow, allowing rapid and completely secret travel for the fey—and more importantly, for their weapons of war, their trade goods, and their allies. The shadow fey all have an instinctive understanding of how a shadow road functions, and they are adept at both operating the entrance portals and navigating any hazards on the road. This bond with darkness has a price, of course, and the shadow fey shun the sun’s light. Traits Fey Ancestry: The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep. Innate Spellcasting: The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components. 1/day: misty step (when in shadows, dim light, or darkness only) Sunlight Sensitivity: While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Traveller in Darkness: The shadow has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. Actions Shortsword: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 5 (1d6 + 2) piercing damage. Shortbow: Ranged Weapon Attack : +4 to hit, range 80/320, One target. Hit : 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Elf, Shadow Fey Ambassador","description":"Stylishly dressed, this beautiful fey has alabaster-white skin, pointed ears, and a small pair of curved horns. Her face displays a cruel and cunning smile as she reads from a long parchment covered in elvish writing--a treaty full of devious sub-clauses and near-unreadable small lettering. When fey lords and ladies need to treat with mortals on matters of interest, they will often dispatch a shadow fey ambassador to negotiate on their behalf. These silver-tongued ambassadors are diplomats par excellence, capable of blending charm, bribery, and sheer menace to get what they want. Hidden Embassies. When it arrives into a city, the shadow fey ambassador will first choose a disused building to establish its base of operations. This embassy is usually well hidden with few individuals entrusted with its location. Shadow fey ambassadors staff their embassy with plenty of minions, including other shadow fey, shadow goblins , and hounds of the night (Tome of Beasts). Many ambassadors have a shadow fey guardian (Tome of Beasts) as a personal bodyguard. Haughty Proclamations. Once established, a shadow fey ambassador will inveigle itself into the local circles of power, then issue a proclamation outlining the wishes of the fey lord or lady to the mortal rulers. They will set out the many benefits of enthusiastic cooperation with these demands and the dire consequences of failing to comply. The unscrupulous shadow fey then respond as necessary with hefty bribes, intimidation, or assassination to bring recalcitrant mortals around to their way of thinking.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Elf, Shadow Fey Duelist","description":"“Kind words open even iron doors.” —Twilight, a courtier to the shadow fey To most, the shadow fey are little more than a dancing shadow among the leaves. To savants, they are the creatures that taught the shadowdancers all they know, and kept many secrets to themselves. They were once elves like all others, dwelling in mortal lands beneath the sun. An ancient catastrophe drove them to darkness, and now they are creatures of the shadow. Though they can be found on the Material Plane, they are inextricably tied to the plane of Shadows, and that is the seat of their power and culture. Shadow fey superficially resemble other elves, but they’re rarely mistaken for their lighted cousins. Skin tones among the shadow fey range from alabaster white to ebony black, with varying shades of gray in between, but they are otherwise lacking in color. A few have a scintillating shimmer to their skin. Many shadow fey grow horns that sweep out from their hair, varying in size from subtle nubs to obvious spikes. Others have shocking sets of teeth. Dual Natured. The shadow fey are contradictory beings. They boast some of the best features of elves, tempered by aspects of a fouler nature. They can be deliberate and purposeful, but they’re also given to perplexing whimsy. Mortal creatures trying to fathom shadow fey motivations are in for a maddening experience; they are often illogical, capricious, and seemingly thrive on annoying others. Split Rulership. The Summer Court and Winter Court each rule the shadow fey in the appropriate season. The turning of these seasons follows no clear calendar or schedule, though it is skewed toward summer. The Queen of Night and Magic and the Moonlit King each claim dominion in turn, ruling over the Summer and Winter courts respectively. Other fey call them the Scáthsidhe (pronounced scAH-shee), or shadow faeries, and they are usually counted among the unseelie, though they would dispute that characterization. They simply call themselves part of the sidhe, and consider themselves an extension of the Seelie Court. The Reach of Darkness. Their bond with darkness allows the shadow fey to slip through distant spaces, traversing darkness itself from one place to another. Not only can every shadow fey slip from a shadow or patch of darkness to instantly appear elsewhere, they also control the mysterious and powerful shadow roads. Shadow roads are magical pathways that connect points on the Material Plane by dipping through the plane of shadow, allowing rapid and completely secret travel for the fey—and more importantly, for their weapons of war, their trade goods, and their allies. The shadow fey all have an instinctive understanding of how a shadow road functions, and they are adept at both operating the entrance portals and navigating any hazards on the road. This bond with darkness has a price, of course, and the shadow fey shun the sun’s light. Duelist The pale-skinned elf wears a gleaming breastplate and tight-fitting clothing. He moves like the wind, evading blows with effortless skill. When he stops and smiles, his blade is slick with crimson. Shadow fey duelists are elite warriors, often of noble lineage. Swift and sure beyond compare, duelists are often taller and more wiry than others of their kind. Their armor, clothing, and weapons are of exquisite make, fashioned from only the finest materials, as befits their station. A nobleman or woman of the shadow fey is not to be taken lightly—many courtiers or politicians are deadly with their slim blades, and they are known to distill virulent poisons. Often a skilled duelist serves as a champion for her liege, standing in the noble’s stead in challenges or serving as an elite bodyguard. Traits Fey Ancestry: The shadow fey has advantage on saving throws against being charmed, and magic can’t put it to sleep. Innate Spellcasting: The shadow fey’s innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components. 3/day: misty step (when in shadows, dim light, or darkness only) Sunlight Sensitivity: While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Traveller in Darkness: The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. Actions Multiattack: The shadow fey makes two rapier attacks. If it has a dagger drawn, it can also make one dagger attack. Dagger: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 7 (1d4 + 5) piercing damage. On hit, a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success. a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success. Dagger: Ranged Weapon Attack : +8 to hit, range 20/60 ft., One target. Hit : 7 (1d4 + 5) piercing damage. On hit, a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success. Rapier: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage. Reactions Parry: The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Elf, Shadow Fey Enchantress","description":"“Kind words open even iron doors.” —Twilight, a courtier to the shadow fey To most, the shadow fey are little more than a dancing shadow among the leaves. To savants, they are the creatures that taught the shadowdancers all they know, and kept many secrets to themselves. They were once elves like all others, dwelling in mortal lands beneath the sun. An ancient catastrophe drove them to darkness, and now they are creatures of the shadow. Though they can be found on the Material Plane, they are inextricably tied to the plane of Shadows, and that is the seat of their power and culture. Shadow fey superficially resemble other elves, but they’re rarely mistaken for their lighted cousins. Skin tones among the shadow fey range from alabaster white to ebony black, with varying shades of gray in between, but they are otherwise lacking in color. A few have a scintillating shimmer to their skin. Many shadow fey grow horns that sweep out from their hair, varying in size from subtle nubs to obvious spikes. Others have shocking sets of teeth. Dual Natured. The shadow fey are contradictory beings. They boast some of the best features of elves, tempered by aspects of a fouler nature. They can be deliberate and purposeful, but they’re also given to perplexing whimsy. Mortal creatures trying to fathom shadow fey motivations are in for a maddening experience; they are often illogical, capricious, and seemingly thrive on annoying others. Split Rulership. The Summer Court and Winter Court each rule the shadow fey in the appropriate season. The turning of these seasons follows no clear calendar or schedule, though it is skewed toward summer. The Queen of Night and Magic and the Moonlit King each claim dominion in turn, ruling over the Summer and Winter courts respectively. Other fey call them the Scáthsidhe (pronounced scAH-shee), or shadow faeries, and they are usually counted among the unseelie, though they would dispute that characterization. They simply call themselves part of the sidhe, and consider themselves an extension of the Seelie Court. The Reach of Darkness. Their bond with darkness allows the shadow fey to slip through distant spaces, traversing darkness itself from one place to another. Not only can every shadow fey slip from a shadow or patch of darkness to instantly appear elsewhere, they also control the mysterious and powerful shadow roads. Shadow roads are magical pathways that connect points on the Material Plane by dipping through the plane of shadow, allowing rapid and completely secret travel for the fey—and more importantly, for their weapons of war, their trade goods, and their allies. The shadow fey all have an instinctive understanding of how a shadow road functions, and they are adept at both operating the entrance portals and navigating any hazards on the road. This bond with darkness has a price, of course, and the shadow fey shun the sun’s light. Enchantress This ravishing shadow fey woman moves with alluring grace. Her voice rings like a bell, and in her hearing worldly cares and sorrows melt away. Beyond even great physical beauty, the sheer presence of a shadow fey enchantress can lay the most stalwart foes low. Enchantresses live up to their name; almost universally female, they are beautiful beyond compare. Only if they wish it could they ever be mistaken for common shadow fey. Enchantresses are also powerful spellcasters who infuse their words and manner with the beguiling power of shadow to turn enemies against one another with a few words and a deadly smile. They augment the force of their minds with fey-wrought blades, infusing their weapons with power that shreds their victims’ psyche as well as their flesh. Traits Fey Ancestry: The shadow fey has advantage on saving throws against being charmed, and magic can’t put her to sleep. Innate Spellcasting: The shadow fey’s innate spellcasting ability is Charisma. She can cast the following spells innately, requiring no material components. 4/day: misty step (when in shadows, dim light, or darkness only) Spellcasting: The shadow fey is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). She knows the following bard spells. Cantrips (at will): blade ward, friends, message, vicious mockery 1st level (4 slots): bane, charm person, faerie fire 2nd level (3 slots): enthrall, hold person 3rd level (3 slots): conjure fey, fear, hypnotic pattern 4th level (3 slots): confusion, greater invisibility, phantasmal killer 5th level (2 slots): animate objects, dominate person, hold monster Sunlight Sensitivity: While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Traveler in Darkness: The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. Actions Multiattack: The shadow fey makes two rapier attacks. Rapier: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d8 + 2) piercing damage plus 17 (5d6) psychic damage. Beguiling Whispers (recharge 5-6): The shadow fey speaks sweet words to a creature she can see within 60 feet, that can hear the enchantress. The creature must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed in this way, the creature has disadvantage on Wisdom and Charisma saving throws made to resist spells cast by the enchantress. Leadership (recharges after a Short or Long Rest): The enchantress can utter a special command or warning to a creature she can see within 30 feet of her. The creature must not be hostile to the enchantress and it must be able to hear (the command is inaudible to all but the target creature). For 1 minute, the creature adds a d4 to its attack rolls and saving throws. A creature can benefit from only one enchantress’s Leadership at a time. This effect ends if the enchantress is incapacitated.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (shadow fey)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Elf, Shadow Fey Executioner","description":"A shadow fey with curled horns steps forward, cloaked in black clothing with a white cowl and paldrons. She holds a large axe at the ready, and severed heads dangle from her belt, tied by their hair. Shadow fey executioners are a common sight in shadow fey courts. Any large event attended by fey attracts a few uninvited guests. Executioners keep the host's order and sever the head of anyone who breaks the host's rules. Head of the Game. Executioners compete with one another, and wise hosts never invite multiple executioners to the same event. They gather to brag about their most recent beheadings, and any executioner attending without a new head to display is mercilessly shamed. Not Quite Dead. Though they don't house the souls of the executioner's victims, each head retains a partial imprint of that creature's personality. The heads often complain when thrown or bicker amongst themselves. Fey Ancestry. The executioner has advantage on saving throws against being charmed, and magic can't put it to sleep. Necrotic Weapons. The executioner's weapon attacks are infused with the essences of all those the shadow fey has slain. When the executioner hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack). Relentless Hunter. The executioner is relentless in pursuit of its prey. It has advantage on any Wisdom (Perception) or Wisdom (Survival) check it makes to find a creature that shadow fey nobility have tasked it with capturing or killing. Sunlight Sensitivity. While in sunlight, the executioner has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The shadow fey executioner uses Animate Severed Head. It then makes two Bearded Axe attacks or two Throwing Axe attacks. Bearded Axe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 9 (2d8) necrotic damage. Throwing Axes. Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 9 (2d8) necrotic damage. Animate Severed Head. The executioner pulls a head from its belt and commands the head to fly to a target the executioner can see within 30 feet. The animated severed head flies to the target and attaches to it by biting it. While an animated head is attached to a creature, that creature has vulnerability to necrotic damage and, at the start of each of the executioner's turns, each animated severed head that is attached to a creature deals 5 (2d4) piercing damage to that creature. A spellcaster with an animated severed head attached to it has disadvantage on Constitution saving throws to maintain its concentration. The executioner can have no more than four heads attached to creatures at one time. A creature, including the target, can use its action to detach the animated severed head. A detached head flies back to the executioner, flying up to 30 feet each round. Bonus Actions Recall Severed Head. The executioner commands all severed heads attached to creatures to detach and return to the executioner's belt. Shadow Traveler (3/Day). While in shadows, dim light, or darkness, the executioner disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Elf, Shadow Fey Guardian","description":"“Kind words open even iron doors.” —Twilight, a courtier to the shadow fey To most, the shadow fey are little more than a dancing shadow among the leaves. To savants, they are the creatures that taught the shadowdancers all they know, and kept many secrets to themselves. They were once elves like all others, dwelling in mortal lands beneath the sun. An ancient catastrophe drove them to darkness, and now they are creatures of the shadow. Though they can be found on the Material Plane, they are inextricably tied to the plane of Shadows, and that is the seat of their power and culture. Shadow fey superficially resemble other elves, but they’re rarely mistaken for their lighted cousins. Skin tones among the shadow fey range from alabaster white to ebony black, with varying shades of gray in between, but they are otherwise lacking in color. A few have a scintillating shimmer to their skin. Many shadow fey grow horns that sweep out from their hair, varying in size from subtle nubs to obvious spikes. Others have shocking sets of teeth. Dual Natured. The shadow fey are contradictory beings. They boast some of the best features of elves, tempered by aspects of a fouler nature. They can be deliberate and purposeful, but they’re also given to perplexing whimsy. Mortal creatures trying to fathom shadow fey motivations are in for a maddening experience; they are often illogical, capricious, and seemingly thrive on annoying others. Split Rulership. The Summer Court and Winter Court each rule the shadow fey in the appropriate season. The turning of these seasons follows no clear calendar or schedule, though it is skewed toward summer. The Queen of Night and Magic and the Moonlit King each claim dominion in turn, ruling over the Summer and Winter courts respectively. Other fey call them the Scáthsidhe (pronounced scAH-shee), or shadow faeries, and they are usually counted among the unseelie, though they would dispute that characterization. They simply call themselves part of the sidhe, and consider themselves an extension of the Seelie Court. The Reach of Darkness. Their bond with darkness allows the shadow fey to slip through distant spaces, traversing darkness itself from one place to another. Not only can every shadow fey slip from a shadow or patch of darkness to instantly appear elsewhere, they also control the mysterious and powerful shadow roads. Shadow roads are magical pathways that connect points on the Material Plane by dipping through the plane of shadow, allowing rapid and completely secret travel for the fey—and more importantly, for their weapons of war, their trade goods, and their allies. The shadow fey all have an instinctive understanding of how a shadow road functions, and they are adept at both operating the entrance portals and navigating any hazards on the road. This bond with darkness has a price, of course, and the shadow fey shun the sun’s light. Guardian A hulking brute, this shadow fey towers over his fellows and wields massive weapons. Patches of his body are swallowed by inky blackness that writhes and crawls, distorting his form in places, and his eyes are hollow black pits. Shadow fey guardians are massive creatures trained and bred for battle. They appear as massive versions of shadow fey, but the stuff of shadow corrupts them even more than their brethren, expanding their size and power to an ogrish strength. Patches of pitch black shadow swallow parts of their body and crawl about, revealing and obscuring more by inches at a time. They stand nearly 10 feet tall and weigh over 700 pounds. Guardians are fanatically loyal to their superiors. Employed as house guards or even personal bodyguards for important shadow fey, guardians are unshakable in their duty. The shadow corruption reaches into their minds and souls, so that not even powerful magic can bend their hearts or break their resolve. Guardians aren’t independent thinkers, but they discharge their duty with single-minded dedication. Traits Fey Ancestry: The shadow fey has advantage on saving throws against being charmed, and magic can’t put it to sleep. Innate Spellcasting: The shadow fey’s innate spellcasting ability is Charisma. She can cast the following spells innately, requiring no material components. 4/day: misty step (when in shadows, dim light, or darkness only) Shadow's Virgil: The shadow fey has advantage on Wisdom (Perception) checks, and magical darkness does not inhibit its darkvision. Sunlight Sensitivity: While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Traveler in Darkness: The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. Actions Multiattack: The shadow fey makes two ranged attacks. Pike: Melee Weapon Attack : +6 to hit, reach 10 ft., One target. Hit : 15 (2d10 + 4) piercing damage. Javelin: Ranged Weapon Attack : +6 to hit, range 30/120 ft., One target. Hit : 11 (2d6 + 4) piercing damage. Reactions Protect: The shadow fey guardian imposes disadvantage on an attack roll against an ally within 5 feet. The guardian must be wielding a melee weapon to use this reaction.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (elf)","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Elf, Shadow Fey Hunter","description":"“Kind words open even iron doors.” —Twilight, a courtier to the shadow fey To most, the shadow fey are little more than a dancing shadow among the leaves. To savants, they are the creatures that taught the shadowdancers all they know, and kept many secrets to themselves. They were once elves like all others, dwelling in mortal lands beneath the sun. An ancient catastrophe drove them to darkness, and now they are creatures of the shadow. Though they can be found on the Material Plane, they are inextricably tied to the plane of Shadows, and that is the seat of their power and culture. Shadow fey superficially resemble other elves, but they’re rarely mistaken for their lighted cousins. Skin tones among the shadow fey range from alabaster white to ebony black, with varying shades of gray in between, but they are otherwise lacking in color. A few have a scintillating shimmer to their skin. Many shadow fey grow horns that sweep out from their hair, varying in size from subtle nubs to obvious spikes. Others have shocking sets of teeth. Dual Natured. The shadow fey are contradictory beings. They boast some of the best features of elves, tempered by aspects of a fouler nature. They can be deliberate and purposeful, but they’re also given to perplexing whimsy. Mortal creatures trying to fathom shadow fey motivations are in for a maddening experience; they are often illogical, capricious, and seemingly thrive on annoying others. Split Rulership. The Summer Court and Winter Court each rule the shadow fey in the appropriate season. The turning of these seasons follows no clear calendar or schedule, though it is skewed toward summer. The Queen of Night and Magic and the Moonlit King each claim dominion in turn, ruling over the Summer and Winter courts respectively. Other fey call them the Scáthsidhe (pronounced scAH-shee), or shadow faeries, and they are usually counted among the unseelie, though they would dispute that characterization. They simply call themselves part of the sidhe, and consider themselves an extension of the Seelie Court. The Reach of Darkness. Their bond with darkness allows the shadow fey to slip through distant spaces, traversing darkness itself from one place to another. Not only can every shadow fey slip from a shadow or patch of darkness to instantly appear elsewhere, they also control the mysterious and powerful shadow roads. Shadow roads are magical pathways that connect points on the Material Plane by dipping through the plane of shadow, allowing rapid and completely secret travel for the fey—and more importantly, for their weapons of war, their trade goods, and their allies. The shadow fey all have an instinctive understanding of how a shadow road functions, and they are adept at both operating the entrance portals and navigating any hazards on the road. This bond with darkness has a price, of course, and the shadow fey shun the sun’s light. Forest Hunter The shadows flicker slightly, and that’s the only warning before a hail of arrows erupts from the concealed, black-skinned elf hidden in the gloom. Dressed in exquisitely wrought mail and leather jerkins, forest hunters are even more lithe and graceful than most shadow fey. Physically, only their mannerisms and skills setting them apart from other shadow fey—usually too late. Forest hunters roam the deep woods connected to shadow roads, as well as the dark reflections within the plane of Shadows. They are skilled trackers and stalkers, hunting animals and more dangerous game. Many forest hunters serve in the Wild Hunt, and a hunter that has at one time ridden at the Lord of the Hunt’s side is afforded great respect, even fear, because of the common belief that such a hunter can implore the Lord of the Hunt to notice an enemy. Traits Fey Ancestry: The shadow fey has advantage on saving throws against being charmed, and magic can’t put it to sleep. Innate Spellcasting: The shadow fey’s innate spellcasting ability is Charisma. She can cast the following spells innately, requiring no material components. 4/day: misty step (when in shadows, dim light, or darkness only) Sneak Attack (1/turn): The shadow fey forest hunter does an extra 7 (2d6) damage when it hits a target with a weapon attack that had advantage, or when the target is within 5 feet of an ally of the forest hunter that isn’t incapacitated and the forest hunter doesn’t have disadvantage on the attack roll. Sunlight Sensitivity: While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Traveler in Darkness: The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. Actions Multiattack: The shadow fey makes two ranged attacks. Rapier: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 8 (1d8 + 4) piercing damage. Longbow: Ranged Weapon Attack : +7 to hit, range 150/600 ft., One target. Hit : 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Elf, Shadow Fey Knight of the Road","description":"A grinning elf with snow white skin and jet-black hair holds up her hand authoritatively, blocking the path forward. Agents of the Shadow Roads. Shadow fey knights of the road stalk the lands near shadow gates, or the shadow roads themselves, ever-watchful for opportunities to enrich themselves or improve their station, be it through robbery, ransom, or murder. Opportunists and Climbers. These shadow elves, often out-of-favor minor nobility, study every nook and cranny of the territory in which they work. They use their accumulated knowledge against their quarry with great effect in the hopes of using new wealth, knowledge, and infamy to curry favor with their betters. Never Far from Home. Knights of the road prefer to fight, hunt, threaten, and do other business in the Shadow Realm, though they are active anywhere that connects to it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Elf, Shadow Fey Pattern Dancer","description":"Shadows weave around a lithe dancing figure, making it difficult to look away. The face of the dancer changes from beautiful to hideous, but always fascinating. Servants of the Queen. Pattern dancers train in the arts of deception, magic, combat, and performance, always for a singular purpose: to serve their fey liege, the Queen of Night and Magic (Tome of Beasts). The most promising young shadow fey of any gender are taken from their parents at a young age to train. Many fail to meet the rigorous standards, but a few thrive. After years of training and conditioning, they are divided into troupes and begin their lives as pattern dancers. Entertainer Spies. Pattern dancer troupes, consisting of anywhere from 3-12 dancers plus retainers and bodyguards for larger troupes, leave the Shadow Realm on missions for their queen and spend most of their time in the mortal world. With their reputations already established by their predecessors, troupes are always in demand by the rich, famous, and powerful. Spies for Hire. While they are ultimately in the service of their queen, pattern dancers also frequently offer their spying services and information gathering skills to the highest bidder. Their payment, however, is often in memories or in other information that they can pass along or provide to their liege.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Elf, Shadow Fey Poisoner","description":"It's only after he is lying on the ground, bleeding from an arrow wound in the chest and writhing from the poison seeping through his veins, that the victim sees the pale elf. Accomplished Killers. Raised in the dark dwellings of the Shadow Realm, the shadow fey are fleet of foot, quick of thought, and glib of tongue. Just a little extra training with poison, weapons, and magic makes them into uniquely-qualified killers. The Poisoner's Code. A shadow fey poisoner never gives the name of an employer, is rarely captured alive, and never kills the target except in self-defense. Distilled Shadow Poison (Ingested or Injury) Distilled shadow poison is made by shadow fey poisoners with ingredients found only in the Shadow Realm. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces a creature to 0 hp, the target is stable but falls into a coma. No healing can restore hp to the creature, and no resurrection magic can awaken it. The creator of the poison can release the victim from the coma as a bonus action. If the creator dies, the victim awakens after it finishes a long rest. Distilled shadow poison can't be purchased, and the coma can only be triggered or removed by the shadow fey who created it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral","Expansion":45,"Challenge Rating":11},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Elga Verniex","description":"While the cynical nickname locals have given Elga Verniex, the “Old Beldame,” fosters a much more sinister reputation than she actually embodies, she welcomes the privacy it brings her. Her stats work well for any mysterious hermit, but of course, you can lean in to her reputation further by changing her alignment to something more evil if you wish. Traits Hard to Beguile. Elga has advantage on saving throws against being charmed. Spellcasting. Elga is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14). Elga has the following bard spells prepared: Cantrips (at will): dancing lights, minor illusion, prestidigitation 1st level (4 slots): detect magic, hideous laughter, sleep 2nd level (3 slots): hold person, invisibility 3rd level (3 slots): clairvoyance, major image Actions Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage is used in two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Elise the Accused","description":"Accused of witchcraft and burned at the stake at sunset amid a chilling mist, it is said no bones were found the next morning, and ashen footprints were seen leading away from the pyre. Elise is a ghastly mixture of ghost and burned-out skeleton with powers over fire and fog that she uses to torment the descendants of her executioners. Tethered Ghost. Though a burnt skeleton still resides at the core of her body, Elise also forms a ghostly body around it. Unlike other ghosts, which may be tethered to the world via an object or location, Elise haunts her own skeleton and is able to move around the world as she sees fit. Her ghostly nature, it is said, makes it difficult for her to move around during the day, and she often collapses into a pile of bones until sunset. Personality. Elise is solely focused on her revenge, and largely ignores attempts at conversations about any topic other than aiding her in her goals. Any mention of her attempts to torment her executioners’ descendents immediately captures her attention for a moment, but if she determines the speaker is insincere or otherwise intends to get in her way she immediately becomes hostile to them. Plot Hooks Fires at the Port. Elise has identified a merchant descended from one of her executioners and has been setting fires on his ships at night. Come daytime, no evidence of the perpetrator can be found, but heavy fogs seem to plague the harbor whenever the ships are repaired enough to leave. The merchant seeks adventuring specialists in curses to aid him with whatever plight seems to have befallen him. A Final Haunt. Elise wishes to pass on, but cannot rest until she has seen the last of her executioners’ descendents punished. However, she doesn't know who or where this person can be found. In a desperate attempt to end her search, she seeks out an adventuring party she believes will listen and aid her. A Relative of her Own. A living relative of Elise has discovered her curse and wishes to help her pass on. They are hiring an adventuring party to find her and convince her to leave her quest of torment - or to slay her undead form and force her spirit to pass on if she refuses. Tactics Elise relies on her Burning Cloud to restrict her foes’ ability to attack her and to potentially debilitate them with exhaustion, as well as to provide a focal point for her Freezing Fog. In combat, she moves at the center of the cloud, keeping an even radius around her to use it to its greatest effect. If her Burning Cloud begins to be dispersed, she flees using her Ghostly Disappearance if given the chance. When reduced to half hit points or fewer (72 hit points), she uses her Ghostly Disappearance (and Ghostly Fog if necessary) to teleport away, using her Burning Cloud from range to continue to harry her enemies. Traits Bony Corpse. Elise’s Injury thresholds are considered 5 higher for piercing damage. Mastery of Fire and Fog. Elise’s vision isn’t impaired by fog, smoke, or other similar vapors and suspensions in the air. Cursed to Remain. If Elise is destroyed, her body reforms in an explosion of fire at the site of her execution on the first sunset after the next new moon unless her curse is broken by a remove curse spell or other similar effect cast at that location within 24 hours of her destruction. When her body reforms, she appears with full hit points and no Injuries. Actions Multiattack. Elise makes two melee attacks. Burning Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage, plus 7 (2d6) fire damage. Burning Cloud (1/Rest). Elise conjures a 20-foot radius sphere of fog filled with scorching embers centered on a point she can see within 60 ft. of her. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 hour, or until it is dispersed by a wind of moderate or greater speed (at least 10 miles per hour). Elise can use her bonus action on future turns to move the cloud up to 30 ft. in any direction, and can do this concurrently with her own movement. The cloud can’t move further than 120 ft. from Elise. Each creature that starts its turn in the cloud or enters it for the first time on its turn must make a DC 16 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much on a successful one. A creature that fails this saving throw by 10 or more also takes a level of exhaustion as its lungs fill with ash. Reactions Blinding Fog (Recharge 5-6). When Elise is attacked by a creature within 5 ft. of her, she can use her reaction to conjure a wisp of supernaturally dense fog in front of the creature’s eyes, giving it disadvantage on its attack roll. Creatures that don’t need to see aren’t affected by this ability. Legendary Actions Elise can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Elise regains spent legendary actions at the start of her turn. Ghostly Disappearance. Elise teleports up to 120 ft.. Her starting and ending locations must be obscured by fog, smoke, or some other similar vapor or suspension in the air. Freezing Fog. A 20-foot radius sphere of fog that Elise can see within 60 ft. of her temporarily drops to freezing temperatures, filling the air with frost before resuming its form. Each creature in the area must make a DC 16 Constitution saving throw or take 7 (2d6) cold damage and be unable to take reactions until the end of its next turn. Ghostly Fog (Costs 2 Actions). Elise summons a 10-foot radius sphere of fog at a point she can see within 120 ft. of her. The sphere spreads around corners, and its area is heavily obscured. This fog lasts for 1 minute, until she summons a new sphere with this ability, or until dispersed by a wind of moderate or greater speed (at least 10 miles per hour).","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":10},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Elite Abyssal Knight","description":"An abyssal knight was once a powerful paladin. For whatever tragic reason, the paladin lost his sanity and broke his oath. Sensing an opportunity to gain a powerful agent, a demon lord sends whispers to it and plants its seed of corruption. Driven by madness, the fallen champion begins its acts of depravity and eventually becomes an abyssal knight. It is devoid of compassion or empathy and lives only to obey its new master, further its ambitions, and sow chaos and destruction. Champion of Chaos. Gifted with magic and boons by its demon lord patron, the abyssal knight can channel and project abyssal energy with ease. It can also summon several demons that do its bidding. Unlike a commander of a unit, however, it cares not about battle tactics and sees these demons as mere pawns and fodder that it can use to distract its foes or for its consumption. Traits Abyssal Leader. The abyssal knight’s Demon allies have advantage on attack rolls and saving throws against being charmed or frightened while within 15 feet of the abyssal knight, provided it isn’t incapacitated. Magic Weapons. The abyssal knight’s weapon attacks are magical. Actions Multiattack. The abyssal knight makes three Greataxe attacks. It can use Abyssal Gaze in place of one Greataxe attack. Alternatively, it can make one Greataxe attack and use Spellcasting. Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 7 (2d6) necrotic damage. Abyssal Gaze. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 9 (2d8) necrotic damage plus 4 (1d8) psychic damage and the target must succeed on a DC 16 Wisdom saving throw or become frightened until the end of the abyssal knight's next turn. While frightened in this way, the target is paralyzed Abyssal Shroud (Recharge 6). The abyssal knight opens a momentary dimensional pocket to the Abyss. Shadowy tendrils emerge from the pocket, spreading into a 30-foot radius sphere centered on the abyssal knight. Each creature other than the abyssal knight in that area must make a DC 16 Constitution saving throw, taking 9 (2d8) necrotic damage plus 9 (2d8) psychic damage on a failed save, or half as much damage on a successful one. Undead and Demons ignore this effect. In addition, 1d4 quasits and 2d4 dretches appear in unoccupied spaces in the sphere. They act as the abyssal knight’s allies, take their turns immediately after the abyssal knight. They remain for 1 minute, until destroyed, or until the abyssal knight dismisses them as an action. Summon Demon (1/Day). The abyssal knight summons 1 barlgura, 2d4 quasits , 3d4 dretches , or 4d6 manes . A summoned Demon appears in an unoccupied space within 60 feet of the abyssal knight and acts as an ally of the abyssal knight. It remains for an hour, until it or the abyssal knight dies, or until the abyssal knight dismisses it as an action. Spellcasting. The abyssal knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16): 2/day each: crown of madness, false life, vampiric touch 1/day each: blight, hold person, stinking cloud Bonus Actions Aura of Abyssal Madness. The abyssal knight activates or deactivates this aura. While active, a creature that starts its turn within 15 feet of the abyssal knight takes 7 (2d6) necrotic damage plus 7 (2d6) psychic damage and must succeed on a DC 16 Wisdom saving throw, unless the abyssal knight is incapacitated. On a failed save, the target suffers the effect of the confusion spell until the start of its next turn. Undead and Demons ignore this effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elite Arcane Archer","description":"An arcane archer is someone that weaves magic into archery attacks to create extra deadly effects. Traditionally, arcane archers have always been elves, but a few other races have begun learning the art. Traits Magic Ranged Weapons. The arcane archer's ranged weapon attacks are magical. Actions Multiattack. The arcane archer makes four ranged weapon attacks or three melee weapon attacks. +1 Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage. +1 Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 7 (2d6) force damage. Bonus Actions Arcane Shot (4/Day). When the arcane archer hits a target with a ranged weapon attack, it can choose one from the following three effects: 1. Bursting Arrow. The target and all other creatures within 10 feet of it take an extra 14 (4d6) force damage each. 2. Piercing Arrow. The arcane archer doesn't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a DC 14 Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 2d6 piercing damage. On a successful save, a target takes half as much damage. 3. Shadow Arrow. If the target is a creature, it takes an extra 7 (2d6) psychic damage and the creature must succeed on a DC 14 Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of the arcane archer's next turn. Curving Shot. When the arcane archer makes a ranged attack roll and misses, it can reroll the attack roll against a different target within 60 feet of the original target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elite Assassin","description":"Elite assassins are those rare and very dangerous individuals that have mastered the art of efficiently killing and disposing of targets without ever getting noticed or caught. Traits Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn). The assassin deals an extra 17 (5d6) damage when the assassin hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll. Actions Multiattack. The assassin makes two melee attacks. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Bonus Actions Cunning Action. The assassin takes the Dash, Disengage, or Hide action. Reactions Uncanny Dodge. The assassin halves the damage that it takes from an attack that hits it. The assassin must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Good Alignment","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elite Beast Master","description":"Beast masters are highly skilled warriors who fight alongside beasts that they have forged a bond with. Because of this, beast masters are often encountered in the wilderness, where they and their beast companions feel more comfortable. Beast masters usually make their living hunting and trapping animals for their meat and pelt. Due to their natural affinity to the outdoors, they are often hired as scouts and trackers. Evil beast masters often stalk intelligent beings for the sake of the hunt and the pleasure they and their beast companions get from the kill. Tag Team. In combat, beast masters bring down their targets by coordinating their attacks with their beasts. They have trained their beast companions to strike with such accuracy and ferocity, the attack can distract prey and create an opening for the beast masters to deliver a killing blow. More experienced beast masters can even command their beasts to intercept approaching enemies. Actions Multiattack. The beast master uses Command Beast. It then makes two Spear attacks or two Longbow attacks. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) poison damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage. Command Beast. The beast master targets one allied beast it can see within 30 feet of it. If the allied beast can see and hear the beast master, the allied beast can use its reaction to make one melee weapon attack. If the attack hits and deals damage, the next attack roll made against the attacked creature by the beast master before the end of the turn has advantage. Spellcasting. The beast master casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13): 1/day each: animal friendship, animal messenger, conjure animals, silence, speak with animals Bonus Actions Hunter's Mark (3/Day). The beast master casts hunter's mark using Wisdom as the spellcasting ability. Reactions Command Intercept (3/Day). When the beast master is hit by an attack, the beast master targets an allied beast within 15 feet of it. If the allied beast can see and hear the beast master and the attacker, the allied beast uses its reaction to move up to half its speed toward the attacker. Once the allied beast is within 5 feet of the attacker, the allied beast makes one melee weapon attack against the attacker. If the attack hits, the allied beast gives the beast master a +3 bonus to its AC against the earlier attack, potentially causing a miss. To use this ability, the beast master must be able to see the allied beast and the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elite Bodyguard","description":"Actions Multiattack. The bodyguard makes three melee attacks. Longsword. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Reactions Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the bodyguard gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the bodyguard must be able to see the creature and the attacker. Self-Sacrifice. When a creature within 5 feet of the bodyguard is hit by an attack, the bodyguard swaps places with that creature and is hit instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Elite Bounty Hunter","description":"Traits Assassinate. During its first turn, the bounty hunter has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the bounty hunter scores against a surprised creature is a critical hit. Nonlethal Strike. If a creature's hit points drop to 0 from the bounty hunter's attack, the bounty hunter can choose to knock the creature unconscious at 0 hit points instead of leaving it dying. Sneak Attack (1/Turn). The bounty hunter deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the bounty hunter that isn't incapacitated and the bounty hunter doesn't have disadvantage on the attack roll. Actions Multiattack. The bounty hunter makes two melee attacks or two ranged attacks. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Hunting Bolas. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be restrained and knocked prone. As an action, the restrained creature can make a DC 15 Strength check, escaping on a success. The effect ends if the Hunting Bolas is destroyed. The Hunting Bolas has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage. Bonus Actions Cunning Action. The bounty hunter takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Elite Gloom Knight","description":"While most fallen paladins were corrupted by powerful fiends, a few fallen paladins were led astray by insidious beings from the spirit realms. While not undead, these gloom knights turn from the light and now embrace the enigma and dread that darkness brings. They operate only at night and in the shadows, rarely revealing themselves unless it is to their advantage. Spectral Lords. Gloom knights often serve as powerful agents of liches and sinister gods that rule the Ethereal Plane, the Negative Plane, and the Realm of Shadows. Because of their affinity to these ghostly planes, they become conduits to the Material Plane, enabling noncorporeal undead to pass through and serve as the gloom knights' minions. In addition, gloom knights can easily traverse back and forth to the Ethereal Plane. Ghostly Warriors. During combat, gloom knights can tap negative energy, allowing them to weave necrotic and shadow magic. Their supernatural gaze can render a creature helpless, and their spectral swords can temporarily prevent wounds from healing. As gloom knights grow in power, they can create dangerous shadow rifts where negative energy seeps out and harm living things. Traits Spectral Leader. The gloom knight’s noncorporeal Undead allies have advantage on attack rolls and saving throws against any effect that turns undead while within 15 feet of the gloom knight, provided it isn’t incapacitated. Actions Multiattack. The gloom knight makes three Spectral Greatsword attacks. It can use Haunting Gaze in place of one Spectral Greatsword attack. Alternatively, it can make one Spectral Greatsword attack and use Spellcasting. Spectral Greatsword. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) necrotic damage and the target can't regain hit points until the end of the gloom knight's next turn. Haunting Gaze. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 9 (2d8) necrotic damage plus 9 (2d8) psychic damage and the target must succeed on a DC 17 Wisdom saving throw or become frightened until the end of the gloom knight's next turn. While frightened in this way, the target is incapacitated. Shadow Rifts (Recharge 6). The gloom knight opens momentary dimensional rifts to the Negative Plane at three different points within 60 feet of it. Each rift is a 10-foot-radius sphere. Each creature that isn't a Construct or Undead in the rifts must make a DC 17 Dexterity saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one dimensional rift is affected only once. In addition, 3d4 shadows appear in unoccupied spaces in any of the spheres. They act as the gloom knight’s allies, take their turns immediately after the gloom knight. They remain for 1 minute, until destroyed, or until the gloom knight dismisses them as an action. Summon Undead (1/Day). The gloom knight summons a number of banshees , ghosts , shadows , specters , and wraiths whose combined average hit points don’t exceed 100. A summoned undead appears in an unoccupied space within 60 feet of the gloom knight and acts as an ally of the gloom knight. It remains for an hour, until it or the gloom knight dies, or until the gloom knight dismisses it as an action. Spellcasting. The gloom knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 17): 2/day each: blight, hold person, vampiric touch 1/day each: cone of cold, darkness, fly Bonus Actions Aura of Gloom. The gloom knight activates or deactivates this aura. While active, a creature that starts its turn within 15 feet of the gloom knight must succeed on a DC 17 Constitution saving throw, unless the gloom knight is incapacitated. On a failed save, the target takes 10 (3d6) necrotic damage and has disadvantage on attack rolls, ability checks, and saving throws until the start of its next turn. On a successful save, a creature takes half as much damage with no additional effects. Constructs and Undead ignore this effect. Etherealness. The gloom knight magically shifts from the Material Plane to the Ethereal Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elite Hell Knight","description":"The hell knight is a once powerful fallen paladin who has pledged loyalty and servitude to an arch devil, often driven to seek vengeance on its former allies or patrons. While the hell knight works tirelessly to achieve the goals of its infernal master, it does so as a means to gain supernatural strength and power. The hell knight is ruthless in its pursuits to gain any advantage, whether in politics or martial combat. It dominates those who are weak-willed, manipulates those with hidden agendas and vendettas, and annihilates anyone who stands in its way. Infernal Champion. A hell knight is a mighty foe to face in combat. Aside from its martial prowess, it has a number of deadly supernatural abilities it can employ. One such ability is the constant presence of dread the hell knight projects, causing those who succumb to it to become unable to act. Another is the hell knight’s gaze which can project fiery beams that burn a target and make it more susceptible to fear and fire. What makes the hell knight more dangerous, however, is its ability to summon and command devils efficiently in the battlefield. Devils under the command of a hell knight fight with discipline and fervor, and do not easily break rank or flee. Infernal Rifts. More powerful hell knights are able to temporarily open dimensional rifts to Hell. Such fiery portals sear the flesh of those caught within it. Despite the short duration of the rift, it is enough for a small number of devils to pass through. These devils immediately submit themselves to the hell knight that summoned them, and become its allies. Traits Infernal Aura. An enemy that starts its turn within 15 feet of the hell knight must succeed on a DC 16 Wisdom saving throw, unless the hell knight is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target is incapacitated and its speed is halved. If a creature's saving throw is successful, the creature is immune to the hell knight's Infernal Aura for the next 24 hours or until it takes damage from the hell knight's Infernal Gaze. Infernal Leader. The hell knight’s Devil allies have advantage on attack rolls and saving throws against being charmed or frightened while within 15 feet of the hell knight, provided it isn’t incapacitated. Magic Weapons. The hell knight’s weapon attacks are magical. Actions Multiattack. The hell knight makes three Greatsword attacks. It can use Infernal Gaze in place of one Greatsword attack. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) fire damage. Infernal Gaze. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 13 (3d8) fire damage and the target has disadvantage on saving throws made against being frightened until the end of the hell knight's next turn. Infernal Rift (Recharge 6). The hell knight opens a momentary dimensional rift to Hell within 60 feet of it. The rift is a 20-foot-radius sphere. Each creature in that area must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. In addition, 1d4 spined devils and 1d4 imps appear in unoccupied spaces in the sphere. They act as the hell knight’s allies, take their turns immediately after the hell knight. They remain for 1 minute, until destroyed, or until the hell knight dismisses them as an action. Summon Devil (1/Day). The hell knight summons 1 barbed devil , 1d3 bearded devils , 1d4+1 spined devils , or 2d4 imps . A summoned Devil appears in an unoccupied space within 60 feet of the hell knight and acts as an ally of the hell knight. It remains for an hour, until it or the hell knight dies, or until the hell knight dismisses it as an action. Spellcasting. The hell knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): 2/day each: command, fireball, scorching ray 1/day each: dispel magic, locate object, wall of fire Reactions Hellish Rebuke (4/Day). In response to being damaged by a visible creature within 60 feet of it, the hell knight forces that creature to make a DC 16 Constitution saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elite Mageslayer","description":"Mageslayers are warrior sorcerers that have trained in dealing with and defeating spellcasters. Their arcane repertoire consists of spells that counter and dispel enemy magic. In addition, their weapon attacks can disrupt enemy concentration. Actions Multiattack. The mageslayer makes three Longsword attacks or two Disrupting Bolt attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 7 (2d6) psychic damage and the creature has disadvantage on the saving throw it makes to maintain its concentration. Disrupting Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 13 (2d8 + 4) psychic damage, and the target must succeed on a DC 16 Constitution saving throw or be incapacitated and its speed halved until the end of the mageslayer's next turn. Spellcasting. The mageslayer casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16): At will: gust, mage hand, message, true strike 2/day: detect magic, dispel magic, mind spike, vortex warp 1/day each: banishment, haste, synaptic static Bonus Actions Arcane Step (1/Day). The mageslayer teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Quickened Spell (3/Day). The mageslayer uses Spellcasting. Subtle Spell (3/Day). The mageslayer uses Spellcasting, requiring no somatic or verbal components. Reactions Mage Strike. When a creature within 5 feet of the mageslayer casts a spell, the mageslayer can make a melee weapon attack against that creature. Negate Spell (Recharge 4–6). The mageslayer tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, the mageslayer makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elite Monster Slayer","description":"Good-aligned monster slayers are dedicated hunters of creatures of the night and dark magic users. They hunt down undead, fiends, evil fey, and other evil threats because they believe they are a threat to the natural world. They are often encountered in desolate locales, wilderness frontiers, and other fringes of civilization, where they can offer their services. Evil monster slayers hunt any supernatural threat, such as bards, paladins, clerics, sorcerers, and warlocks, as well as any of the unnatural races, such as tieflings and aasimars. They are often employed as bounty hunters or assassins to deal with magical threats, such as a party of adventurers. Traits Magic Weapons. The monster slayer's weapon attacks are magical. Actions Multiattack. The monster slayer makes two melee attacks or two ranged attacks. +2 Scythe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. +2 Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Hunter's Sense (3/Day). The monster slayer chooses one creature it can see within 60 feet of it. It immediately learns whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, it will sense that it has no damage immunities, resistances, or vulnerabilities. Spellcasting. The monster slayer casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): 1/day each: banishment, conjure barrage, flame arrows, hold monster, steel wind strike Bonus Actions Slayer's Prey (Recharges after a Short or Long Rest). The monster slayer designates one creature it can see within 60 feet of it. The first time each turn that the monster slayer hits that target with a weapon attack, it takes an extra 1d6 damage from that weapon. In addition, whenever the target forces the monster slayer to make a saving throw and whenever the monster slayer makes an ability check to escape that target's grapple, it can add 1d6 to its roll. Swift Spellcasting. The monster slayer casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15): 3/day: ensnaring strike, hunter's mark, zephyr strike Reactions Slayer's Counter. If the target of the monster slayer's Slayer's Prey forces the monster slayer to make a saving throw, the monster slayer can make one weapon attack against the target. The monster slayer makes this attack immediately before making the saving throw. If the attack hits, the monster slayer's save automatically succeeds, in addition to the attack's normal effects. Magic-User's Nemesis (Recharges after a Short or Long Rest). When the monster slayer sees a creature casting a spell or teleporting within 60 feet of it, it can try to magically foil it. The creature must succeed on a DC 15 Wisdom saving throw or its spell or teleport fails and is wasted.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elite Pale Knight","description":"The pale knight has both the martial skills of an experienced warrior and the arcane powers of a talented necromancer. It stands tall and imposing, wearing dark ornate breastplate armor and wielding a fearsome-looking ancient scythe that seems to have a life of its own as if it is imbued with necrotic energy. Arcane Assassin. Despite its imposing appearance, the pale knight moves with the grace and speed of a dancer. Its fighting style is brutal and efficient, striking with precision and power and mixing it with its supernatural abilities and necromantic magic to dispatch foes quickly... or slowly. Undead Commander. The pale knight's most terrifying ability is its ability to summon and command the undead. It can raise fallen foes or open shadowy portals that reach into the Negative Plane and pull skeletal servants that do its bidding. The pale knight lets its minions swarm over the battlefield to overwhelm opponents while it picks off critical targets with its spells and its deadly scythe that can deliver mortal blows. Traits Undead Leader. The pale knight’s Undead allies have advantage on attack rolls and saving throws against any effect that turns undead while within 15 feet of the pale knight, provided it isn’t incapacitated. Actions Multiattack. The pale knight makes three Scythe attacks. It can use Necrotic Gaze in place of one Scythe attack. Alternatively, it can make one Scythe attack and use Spellcasting. Scythe. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) necrotic damage and the target can't regain hit points until the end of the pale knight's next turn. Necrotic Gaze. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 18 (4d8) necrotic damage and the target can't regain hit points until the end of the pale knight's next turn. Nether Rifts (Recharge 6). The pale knight opens momentary dimensional rifts to the Negative Plane at three different points within 60 feet of it. Each rift is a 10-foot-radius sphere. Each creature that isn't a Construct or Undead in the rifts must make a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. In addition, 1d4 wights , 1d4 ghasts , and 1d4 ghouls appear in unoccupied spaces in any of the spheres. They act as the pale knight’s allies, take their turns immediately after the pale knight. They remain for 1 minute, until destroyed, or until the pale knight dismisses them as an action. Summon Undead (1/Day). The pale knight summons a number of skeletons, zombies, ghasts, ghouls, and wights whose combined average hit points don’t exceed 120. A summoned undead appears in an unoccupied space within 60 feet of the pale knight and acts as an ally of the pale knight. It remains for an hour, until it or the pale knight dies, or until the pale knight dismisses it as an action. Spellcasting. The pale knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): 2/day each: blight, blindness/deafness, fear, ray of enfeeblement 1/day each: animate dead (as an action), circle of death, cloudkill, vampiric touch Bonus Actions Aura of Necrosis. The pale knight activates or deactivates this aura. While active, a creature that starts its turn within 15 feet of the pale knight must succeed on a DC 16 Constitution saving throw, unless the pale knight is incapacitated. On a failed save, the target takes 10 (3d6) necrotic damage and is poisoned until the start of its next turn. A poisoned creature has vulnerability to bludgeoning, piercing, and slashing damage. On a successful save, a creature takes half as much damage and isn't poisoned. Constructs and Undead ignore this effect. Mortal Strike (2/Day). Immediately after the pale knight hits a target with a Scythe attack, the pale knight can force that target to make a DC 16 Constitution saving throw. On a failed save, the creature drops to 0 hit points. On a successful save, the creature takes 10 (3d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elite Sharpshooter","description":"Sharpshooters are the highly-skilled archers that rarely miss, and can make incredible shots. Their arrows hit with deadly accuracy, striking those that are even protected by cover. Traits Action Surge (Recharges after a Short or Long Rest). The sharpshooter can take one additional action on top of its regular action and possible bonus action. Archery. The sharpshooter has a +2 bonus to ranged weapon attack rolls (included in the attack). Close Quarters Shooting. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on the sharpshooter's roll. In addition, if the sharpshooter hit a creature within 5 feet of it with a ranged attack on its turn, that creature can’t take reactions until the end of this turn. Sharpshooter. The sharpshooter's ranged weapon attacks ignore half cover and three-quarters cover and attacking at long range doesn't impose disadvantage on the sharpshooter's ranged weapon attack rolls. Actions Multiattack. The sharpshooter makes three Longbow attacks or three Shortsword attacks. Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Bonus Actions Careful Eyes. The sharpshooter performs a Search action. Steady Aim (3/Day). The sharpshooter takes careful aim at a creature it can see within range of its ranged weapon. Until the end of its turn, the sharpshooter deals an extra 10 damage with each of its ranged weapon attacks against the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elite Sniper Ranger","description":"A sniper ranger is a sharpshooter who engages targets from long distances and in positions of concealment. The sniper ranger is a master of the use of the longbow and can easily kill a target that is partially covered with one shot. The sniper ranger is also highly skilled in detection, stalking, stealth, and tracking. Elite and legendary sniper rangers are even more dangerous, able to strike targets from even longer distances. Traits Archery. The sniper ranger has a +2 bonus to ranged weapon attack rolls (included in the attack). Land's Stride. The sniper ranger can move through nonmagical difficult terrain without costing it extra movement. Elite Sniper. Attacking at long range doesn't impose disadvantage on the sniper ranger's Longbow attack rolls and the sniper ranger's Longbow attacks ignore half cover and three-quarters cover. Additionally, the sniper ranger deals an extra 9 (2d8) damage when it hits a target with a Longbow attack and has advantage on the attack roll. Actions Multiattack. The sniper ranger makes two Longbow attacks or two Shortsword attacks. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Longbow. Ranged Weapon Attack: +10 to hit, range 175/700 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Deadly Shot. The sniper ranger makes one Longbow attack. If the sniper ranger didn't move this turn and the attack hits, the attack deals an extra 45 (10d8) piercing damage and the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of the sniper ranger's next turn. Whether the attack hits or not, the sniper ranger's speed is reduced to 5 feet until the start of its next turn. Spellcasting. The sniper ranger casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13): 1/day each: fog cloud, jump, nondetection, pass without trace, spike growth Bonus Actions Hunter's Mark (2/Day). The sniper ranger casts hunter's mark using Wisdom as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elite Tyrant Cleric","description":"Tyrant clerics are paranoid, sadistic, and narcissistic sociopaths who worship deities that seek dominion over everything. These villainous clerics obsess about total domination and go to extreme lengths to control and subjugate others in the name of their gods. Tyrant clerics amass loyal followers and surround themselves with henchmen, lackeys, and politically-connected allies who do their every whim. They establish multiple churches and organizations to strengthen their positions and reach, and swiftly eliminate any threats. Traits Aura of Oppression. Any creature hostile to the cleric that starts its turn within 15 feet of it must make a DC 16 Wisdom saving throw, unless the cleric is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. While frightened, a creature is incapacitated. If a creature’s saving throw is successful, the creature is immune to the cleric's Aura of Oppression for the next 24 hours. Actions Multiattack. The cleric makes two Maul attacks. It can use Domineer or Spellcasting in place of one Maul attack. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage. Domineer. The cleric targets up to two visible creatures within 60 feet that are charmed or frightened by it. If the creature is incapacitated, it no longer is incapacitated. The creature must succeed on a DC 16 Wisdom saving throw. On a failed save, the creature takes 9 (2d8) psychic damage and must use its reaction to move up to half its speed and make one weapon attack against a visible target of the cleric's choice. Word of Torment (Recharge 5–6). The cleric utters a baleful word. Each hostile creature within 30 feet of the cleric and can hear the cleric must succeed on a DC 16 Wisdom saving throw. On a failed save, a creature takes 28 (8d6) psychic damage and is stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't stunned. Spellcasting. The cleric casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 16): 2/day each: charm person, command, fear, hold person 1/day each: banishment, dominate person, flame strike, suggestion Bonus Actions Ruthless Orders. The cleric targets one visible ally within 30 feet of it. The ally takes 4 (1d8) psychic damage and must use its reaction to move up to half its speed and make one weapon attack with advantage on the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Elite War Caster","description":"War casters are wizards who also train as fighters. They have adapted to use their magic while in close-quarters combat, able to maintain concentration better and follow up their spells with a weapon attack. Traits Battle Concentration. The war caster has advantage on Constitution saving throws that it makes to maintain concentration on a spell when it takes damage. Actions Multiattack. The war caster makes two Longsword attacks. Alternatively, it can make one Longsword attack and use Spellcasting. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 9 (2d8) force damage. Spellcasting. The war caster casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 16, + 8 to hit with spell attacks): At will: light, mage hand, ray of frost (3d6), true strike 3/day: scorching ray 1/day each: cone of cold, globe of invulnerability, greater invisibility, haste, steel wind strike, thunder step, thunderwave, vampiric touch Reactions Opportunity Spell. When a hostile creature's movement provokes an opportunity attack from the war caster, it can use its reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Shield (3/Day). The war caster casts shield using Intelligence as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elite War Chanter","description":"War chanters are bards that focus on inspiring others to excel in combat or demoralize foes. They are capable warriors but they are valued more for their ability to incite allies and weave bardic magic. Actions Multiattack. The war chanter makes two Rapier attacks or uses Mocking Word twice. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) psychic damage. Mocking Word. The war chanter targets one creature it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 7 (3d4) psychic damage and have disadvantage on its next attack roll before the end of its next turn. Incite Allies (Recharges after a Long Rest). Up to four allies within 60 feet of the war chanter and can hear the war chanter can use its reaction to move up to half its speed and make one melee weapon attack. Bolster Allies (Recharges after a Long Rest). Up to four allies within 60 feet of the war chanter and can hear the war chanter gain 30 temporary hit points. The temporary hit points last for 1 minute. Spellcasting. The war chanter casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: friends, message, minor illusion 3/day each: dissonant whispers 1/day each: beacon of hope, confusion, enemies abound, enthrall, hallucinatory terrain, mass cure wounds, Otto's irresistible dance, shatter Bonus Actions War Chant. The war chanter performs a war chant that lasts until the start of the war chanter's next turn. The war chanter can select from one of three effects: 1. Chant of Dread. Provided the war chanter isn't incapacitated, an enemy that starts its turn within 60 feet of the war chanter and can hear the war chanter must succeed on a DC 15 Wisdom saving throw or become frightened until the end the start of its next turn. If a creature's saving throw is successful, the creature is immune to the war chanter's Chant of Dread for the next 24 hours. 2. Chant of Ferocity. Provided the war chanter isn't incapacitated, an ally that starts its turn within 60 feet of the war chanter and can hear the war chanter gains advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. 3. Chant of Resolve. Provided the war chanter isn't incapacitated, an ally that starts its turn within 60 feet of the war chanter and can hear the war chanter gains advantage on saving throws against being charmed and frightened until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Elite Warrior Monk","description":"Carefully watching every customer walking around Xin’s Gallery and adjoining gardens are six elite warrior monks. They are sworn to protect Xin and stay close to the merchant and his merchandise at all hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Neutral","Expansion":27826,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Elizar Dryflagon","description":"Elizar was a druid who claims to be a member of the Circle of the Scarlet Moon. However, Elizar is really in service to Imix, maintaining some druidic power through a connection to the elements. Eternal Flame Cultists It is often said that fire is a dangerous servant and a fearful master. So too it is with the Eternal Flame cultists. Low-ranking members of the cult love the destructive power of fire. The cult leaders harness fire to cleanse their surroundings of anything impure and anyone who’s insufficiently dedicated to the cause. It’s perhaps too facile to say that those who follow elemental fire are pyromaniacs who were obsessed with flame as children, but there’s a grain of truth behind the stereotype. Eternal Flame cultists are fascinated with fire of all sorts and sometimes stare into a torch for several minutes, carefully studying each flicker of flame. Many have an experimental streak, eager to see what happens when something—a barrel of pitch, a hunter’s cabin, an annoying merchant—is set ablaze. Like the flames they adore, Eternal Flame cultists are quick to act. In a fight, they rarely take prisoners or retreat; they strive to be like an ever-advancing wildfire as they march forward. More broadly, they favor the direct approach and the simple plan to more oblique machinations. That’s one reason they loathe the cultists of elemental water, with all their supposed subtleties and ruses. Often it’s better put the target to the torch, then sift through the ashes afterward. Traits Spellcasting. Elizar is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Elizar has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, poison spray, produce flame 1st level (4 slots): animal friendship, faerie fire, healing word, jump, thunderwave 2nd level (3 slots): flame blade, spike growth 3rd level (3 slots): dispel magic, stinking cloud 4th level (2 slots): blight, wall of fire Summon Mephits (Recharges after a Long Rest). By puffing on his pipe, Elizar can use an action to cast conjure minor elementals . If he does so, he summons four smoke mephits. Actions +1 Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Elk","description":"Traits Charge : If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Ram : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hooves : Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Elk","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Charge : If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . Actions Ram : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hooves : Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.","properties":{"Category":"Monsters","AC":10,"HP":"13 (2d10+2)","CHA":6,"CON":12,"DEX":10,"INT":2,"STR":16,"WIS":10,"Size":"Large","Type":"beast","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062710/cpZDYKRSb2hNCvsSuZH2OA/original.png","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Charge\",\"Desc\":\"If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.\"}]","data-Actions":"[{\"Name\":\"Ram\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Hooves\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one prone creature\",\"Damage\":\"2d4 + 3\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":"1/4","Passive Perception":10,"data-CrNum":0.25,"data-AcNum":10,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Elk","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the elk moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Elk","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the elk moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.","properties":{"Category":"Monsters","AC":10,"HP":"11 (2d10)","PB":2,"CHA":6,"CON":11,"DEX":10,"INT":2,"STR":16,"WIS":10,"Size":"Large","Type":"Beast","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406412873/kveWs4kEAn_WuCgR-l6idQ/original.png","Senses":"Darkvision 60 ft.","Skills":"Perception +2","data-XP":50,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Ram\",\"Desc\":\"If the elk moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (or [[1d6]] (1d6)) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":0,"data-DEX-mod":0,"data-INT-mod":"-4","data-STR-mod":3,"data-SizeNum":5,"data-WIS-mod":0,"Saving Throws":"Str +3, Dex +0, Con +0, Int -4, Wis +0, Cha -2","Challenge Rating":"1/4","Passive Perception":12,"data-CrNum":0.25,"data-AcNum":10,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Elkhorn","description":"Elkhorn has been Strongheart’s most stalwart companion over the years—unflinchingly loyal, tirelessly optimistic, and fiercely devoted to the destruction of evil in all its forms. He’s not especially bright, so he fights with his heart rather than his wits. Age has drained much of the strength from Elkhorn’s body. Strongheart has urged Elkhorn to retire, but the old dwarf stubbornly refuses to do so. Alignment. Lawful good. Personality Trait. “As long as I have the strength in my bones to fight evil, that is what I will do.” Ideal. “One who stands idle as evil remains unchecked is no friend or ally of mine. We all have an obligation to fight atrocity and corruption, to whatever extent we can.” Bond. “Strongheart is a good egg, but I have yet to teach him all I know about being a true menace to evildoers.” Flaw. “Retire? My goodness, no. I’ll retire when I’m dead.” Combat Notes Elkhorn’s challenge rating is based on him using Feint to improve his rather weak sword attack. Having been trained in his youth to fight ogres and trolls, he’s much more dangerous against creatures that are significantly bigger than he is. Traits Special Equipment. Elkhorn wields a +1 longsword . Actions Multiattack. Elkhorn makes two Dagger or +1 Longsword attacks. Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 3 (1d4 + 1) piercing damage. If the target is a creature that is Large or bigger, it takes an extra 5 (1d10) piercing damage. Longsword +1. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit : 4 (1d8) slashing damage, or 5 (1d10) slashing damage when used with two hands. If the target is a creature that is Large or bigger, it takes an extra 5 (1d10) slashing damage. Bonus Actions Feint (Recharge 5–6). Elkhorn targets one creature that he can see within 5 feet of him. Elkhorn has advantage on the next attack roll he makes against that target before the end of his turn. If that attack hits, the target takes an extra 7 (2d6) damage of the weapon’s type. Second Wind (Recharges after a Short or Long Rest). Elkhorn regains 12 hit points. Valor’s Call The noble adventuring party known as Valor’s Call was founded by Strongheart, a resolute human paladin committed to destroying evil wherever it rears its ugly head. Strongheart alone determines who can become a member of this prestigious group, which has more members than those described here. (The other members, who do not appear in this adventure, are busy elsewhere.) Strongheart is always on the lookout for courageous heroes who are willing to devote themselves to a good cause. Only good-aligned characters are allowed to join Valor’s Call.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful good","Expansion":11857,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Elophar","description":"The hulking abomination's necrotic skin is covered in glowing runes, and acid sloshes out of blackened punctures in its distended belly with every shambling step it takes. It has no eyes, but its head is covered with eye tattoos that seem to be looking everywhere at once. Born of Failed Rituals. No force is more dangerous to an ambitious ogre mage than its own magic. Ogres are superstitious creatures, and their magi keep them in line through fear of arcane power. The most effective way for an ogre mage to remind its dullard brethren of their arcane might is by publically and dramatically communing with the tribe's ancestral spirits. An elophar is created when an ogre mage bungles a ritual to call forth the spirits of the dead. During this failed ritual, its conductor is instantly struck dead and all the summoned spirits run rampant, trying to possess their summoner's lifeless corpse all at once. Controlled by Many Spirits. An elophar is not an unintelligent undead creature; it possesses the combined memories of all the spirits vying for control of its body. Because of the ceaseless struggle between the possessing spirits, the elophar rarely follows one course of action for long, erratically changing tactics from instant to instant. Undead Nature. The elophar doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Elpha","description":"Calypso & Elpha Before she managed to turn herself into a cat, Calypso was a well-respected wizard and enchanter. She had spent years studying at the Academy Arcana before becoming a professor there herself. After giving birth to her daughter, Elpha, she retired from her position at the academy and opened up Calypso’s Curiosities and Magical Emporium. Elpha’s father is no longer in the picture (“Leave it to that fool conjurer to pop out to the Feywild for a bag of pixie dust and never return!” as Calypso would often remark to Elpha – before she became a cat, that is). As the daughter of two competent wizards, Elpha was trained in the arcane arts from an early age. She has become a skilled evoker, although seemingly never good enough to meet her mother’s high standards. Elpha’s life hasn’t become easier since Calypso’s transformation, as her mother is never too far away to comment (“meow–meeeeow–meeeeeooow!”). Despite constant castings of prestidigitation , Elpha always has a little cat fur on her somewhere. Roleplaying Calypso & Elpha Although she is trapped in a cat’s form after an embarrassing magical mishap, Calypso hasn’t forgotten who she used to be. She saunters around the shop with imperious arrogance, meowing disapprovingly at customers who disparage her inventory, and swiping away customers’ hands if they touch something they’re not supposed to. Over the years, Calypso has adopted several cat-like traits. She spends most of the day sleeping on the countertop, only rousing to glance lazily when customers enter. She’s also picked up some of a cat’s careless curiosity. When a customer brings in something to sell, she may get the urge to see what happens if she knocks it off the countertop. Elpha is friendly and welcoming, but also somewhat anxious. She wears an amulet around her neck that allows her to understand her mother’s “words.” This often makes her seem to behave erratically; springing up to take an object out of a customer’s hands, grimacing in second-hand embarrassment, or shaking her head in objection, as if refusing an unspoken command. During business dealings, customers may notice Elpha constantly glancing at the cat as though looking for approval. While Elpha and Calypso have both grown accustomed to Calypso being a cat, the old matriarch would still prefer to end her magical transformation. So far, all attempts to revert the magic has failed and Calypso has all but given up hope. Even so, if Calypso believes a character powerful would be enough to help her – such as by casting a true polymorph or wish spell – she will pay almost any price to secure their aid.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Neutral Good","Expansion":27826,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Elver","description":"TRAITS Amphibious: The elver can breathe air and water. ACTIONS Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":23660,"Challenge Rating":"1/2"},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Elvish Veteran Archer","description":"The elvish veteran archer is a stealthy hunter that quietly slips through the wood watching for game or intruders. While capable with a sword, the elvish archer’s true skill lies with the longbow and when unseen, she can launch a volley of arrows at her foes with deadly result. Traits Beast Hunter: The elvish veteran archer has advantage on Wisdom (Survival) checks to track beasts and on Intelligence (Nature) checks to recall information about beasts. Fey Ancestry: The elvish veteran archer has advantage on saving throws against being charmed, and magic can’t put the elvish archer to sleep. Keen Hearing and Sight: The elvish veteran archer has advantage on Wisdom (Perception) checks that rely on hearing or sight. Magic Weapons: The elvish veteran archer’s weapon attacks are magical. Stealthy Traveler: The elvish veteran archer can use Stealth while traveling at a normal pace. Surprise Attack: If the elvish veteran archer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack: The elvish veteran archer makes two melee attacks or three ranged attacks. Shortsword: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 7 (1d6 + 4) piercing damage. Longbow: Ranged Weapon Attack : +6 to hit, range 150/600 ft., One target. Hit : 8 (1d8 + 4) piercing damage. Volley (Recharge 6): The elvish archer makes one ranged attack against every enemy within 10 feet of a point it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Source":"Tome of Beasts","Alignment":"Chaotic Good or Chaotic Neutral","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Elysian Titan","description":"A race that was old when the world was young, titans are very near to the divine. This nearness inspired bitterness in the hearts of the mightiest titans, and when they grew jealous of the adulation the gods received from mortals, they began a crusade to destroy mortal life. As this war began, the Elysian titans turned against their kin and, by sacrificing some of their power to the gods, convinced the deities to banish their arrogant kin to the Abyss. Elysian titans are 70 feet tall and weigh 20 tons. Voice of Ages. Lone Elysian titans often wander the planes, seeking enlightenment or exploring ancient places of power. Others still have the crusading impulse of the ancient war and can be found manipulating events from behind the scenes, training aspiring heroes, counseling kings, marshaling armies to overthrow tyranny, and inspiring mortals to become legends. A titan does not age—unless slain by violence, a titan is immortal. Prophets. One in every dozen Elysian titans is a prophet—a titan who manifests the goodwill of the gods and possesses the spellcasting power of a 20th-level cleric. These titans do not gain access to domains or any other cleric class abilities.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"celestial (titan)","Alignment":"chaotic good","Expansion":30635,"Challenge Rating":24},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Emaciated Bloodhound","description":"Bio-Automatons When Dr. Stein discovered the Clockwork Arcadia’s advanced prototyper, CRE, he introduced it to the stochastic mutations that form the basis of biomantic research. He developed a process by which the deterministic machine could ‘imagine’ novel automaton designs, choose the best for a given purpose, and create new iterations on that prototype. Dubbing this form of burgeoning sentience ‘arcanificial intelligence’ (AI), he named this iterative process the AI-core-rhythm. With CREO’s help, CRE began creating a catalogue of all known lifeforms in the multiverse, combining this new-found knowledge with the reliability of its mechanical constructs. The result: bio-automatons. Bloodhound Bloodhounds are creatures born of biomancy and artifice. The subject for any bloodhound is a creature in possession of an especially tough physique; the surgeries to augment its body and the toll of the biomantic treatments on its organs can reduce even a stout farmer to a wasted husk. Bestial Affinity. A bloodhound sculpts its physique using the world around it as inspiration. More often than not, this draws from common creatures, like wolves and bears, or those that feed on the bloodhound’s scraps, such as ravens and hyenas. Though not necessarily evil, the further a bloodhound progresses on its journey of self-modification, the greater its mannerisms, behaviour, and thought patterns evolve to mimic its muse, and the more bestial it becomes. Regional Effects The region containing a bloodhound’s lair is warped by the infusion of his dark magic, creating one or more of the following effects: Enhanced Darkness. Shadows are magically extended and darker within the 6 miles surrounding the bloodhound’s lair. The radius of a creature’s darkvision is halved while within this area. Animal Frenzy. Animals are more aggressive and agitated than typical while within 1 mile of the bloodhound’s lair. Mounts and animal companions grow increasingly restless and difficult to handle, suffering disadvantage on Perception checks. Beasts with an Intelligence score of 3 or lower are most likely to experience this effect. Hunted. While within 1 mile of the bloodhound’s lair, humanoids feel as if they are being watched at all times and have an increasing sense that something is hunting them. If the bloodhound dies, these effects fade over the course of 1d10 days. Lair Actions While the bloodhound is in its lair, it can use the following lair actions. The saving throw DC and damage of the lair actions depend on the level of the hunt, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam Darkness Pack Howl 3rd 12 3 ( 1d6 ) 2nd-level Wolf 8th 14 7 ( 2d6 ) 4th-level Dire wolf 13 16 14 ( 4d6 ) 6th-level Poison wolf Lair Actions. On initiative count 20 (losing initiative ties), the bloodhound can take a lair action to cause one of the following effects; the bloodhound can’t use the same effect two rounds in a row: Darkness. The bloodhound creates a 20-foot-radius sphere of magical darkness, as per the darkness spell, centred on a point of his choice within the lair that lasts until initiative count 20 of the following round. The effect has an equivalent spell level equal to the value in the table above. Thorn Wall. The bloodhound summons tangled, thorny vines and brambles that burst from the ground, as per the wall of thorns spell and last for one hour ; the save DC and damage equals VDC and Vdam , respectively. Pack Howl (Waves 2 & 3 Only). The bloodhound rears back and unleashes an undulating howl, summoning a member of his wild pack. The creature summoned depends on the hunt level.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Emaciated Tavern Mimic Brain","description":"Tavern Mimics One of the rarest forms of mimic, tavern mimics are living structures that provide hospitality, benign or otherwise, in the remote wilds. These shapechanging buildings move using a variety of mechanisms: slug-like convulsions, millions of tiny cilia, or even hundreds of humanoid feet. Biomantic Origins. Tavern mimics occur when strong biomantic fields in the presence of a large structure, an unattached mind, and a mimic receive a sudden burst of magical energy. The most famous example is Jonjo Starr who, in attempting to create a lich phylactery in the biomantic laboratory of his half brother, Dr. Francis Norman Stein, accidentally fused himself to the building. Such creations are referred to as ‘mymilacteries’. Dark Contest. Tavern mimics often experience strong internal conflict. The basal, voracious appetite of the mimic desires only to consume and grow, while the mind with which it’s fused often has more complex desires. Not all tavern mimics are evil; some enjoy existence as a hub of activity, selling shelter and buying the produce on which they feed. Others aim to deceive travellers, giving into their core instincts and feeding on them as they sleep. Clever tavern mimics are selective and opportunistic predators, feeding only on strays and vagabonds who will not be missed. Lifecycle. Like all mimics, tavern mimics lay eggs. These baby mimics have a limited number of forms they can take, and often appear as a pile of gold coins. This coin form is, in fact, their dispersal strategy. Mixed into a traveller’s purse, a baby mimic can quickly find itself miles from home, and able to feed on the fingertips of consumers and pickpockets alike. Like the common cuckoo bird, a baby mimic will often push normal coins and other baby mimics out of a purse to ensure it is more likely to be spent. A Tavern Mimic’s Lair Tavern mimics set up shop along busy trade routes, at well-travelled crossroads, or in mountain passes`` where no other respite is available. Benign tavern mimics often become recognised features in the landscape, valued by travellers and traders. More hostile tavern mimics will move frequently, lest their malevolent existence be discovered. Regional Effects The area within 6 miles of the tavern mimic’s favourite spot has the following properties: Trampled Terrain. Trampled ground consisting of hundreds of unique footprints can be found criss-crossing the region. Tracking checks that aim to follow footprints other than the tavern mimic’s have disadvantage. Bleached Bones. Piles of bleached bones and inorganic matter, such as coins and gemstones, can be found in small piles in the region. Some gold coins among these caches are mimic eggs. Odd Stories. Folks that have travelled through the region often inadvertently take shelter inside the mimic. They tell tales of strange proprietors and bartenders that communicate with one another without talking, of especially comfortable beds, and of fellow travellers that “leave before the crack of dawn” and are never seen again. Lair Actions While the tavern mimic lives, it can take the following lair actions. The saving throw DC and damage of the lair actions depend on the level at which you run the hunt, as shown in the following table. Variable Lair Action Statistics Hunt Level VDC Vdam 3rd 12 3 (1d6) 8th 14 7 (2d6) 13th 16 14 (4d6) Lair Actions. On initiative count 20 (losing initiative ties), the tavern mimic takes one of the following lair actions; the mimic can’t take the same lair action two rounds in a row. Drool. The tavern mimic secretes acid from a part of its ceiling in a 30-foot square. Each creature directly under the area must make a VDC Dexterity saving throw, taking Vdam acid damage on a failure, or half as much damage on a success. Peristalsis. A wave shudders through the tavern mimic as its hidden musculature contracts. Each non-mimic creature in the tavern must make a VDC Dexterity saving throw. On a failure, a creature takes Vdam bludgeoning damage and is pushed 15 feet in a direction of the tavern mimic’s choice, where it falls prone. On a success, it is moved 5 feet in a direction of the tavern mimic’s choice, takes no damage, and doesn’t fall prone. Sink. A 10-foot square of the tavern mimic’s floor becomes incredibly soft and sticky. Each creature on the floor in the area, or that enters the area for the first time on its turn, must succeed on a VDC Strength saving throw or become restrained. A creature that ends its turn while restrained in this way sinks 2 feet into the tavern’s floor and takes Vdam acid damage. A creature that sinks below its height can’t breathe. A creature within 5 feet of a creature restrained in this way, including the restrained creature, can make a VDC Strength check, freeing the stuck creature and pulling it to the nearest non-sinking area on a success. The area is difficult terrain for all non-mimic creatures until the tavern mimic finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity (shapechanger)","Alignment":"alignment varies","Expansion":23695,"Challenge Rating":3},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Ember","description":"Pronunciation: “Emm-burr” Ember (Ѥ) is an amoeboid scientist who just happened to be in Port Nomad during Professor Orryn's arrival and subsequent presentation. Ember is a very progressively minded sociologist with a focus on the effects of interstellar war. They have a particular interest in orcish sociology and believe the new technology could do a lot to disperse current ongoing wars that are unlikely to ever end without a major systematic change. Curious and patient, they are observing the ‘verse with an attempt to consider all of its many variables, and they are very interested in how others act. They value neutrality, avoid becoming directly involved in conflicts, and try to use their influence passively. However, they are quite powerful when they unleash their magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (amoeboid)","Alignment":"neutral good","Expansion":9634,"Challenge Rating":1},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Ember Glider","description":"The eyes of this large red squirrel crackle like campfire embers. Flames curl off its coat, especially from its tufted ears and bushy tail. Due to their boundless curiosity and hope for an easy meal, squirrels explore any thinning boundary between planes. Without protective wards or stable portals, though, beasts that make such trips often absorb extraplanar energies. Most creatures eventually die from absorbing such energies, but occasionally, one is permanently altered by them instead. The ember glider is one such creature, a squirrel infused with energies from the Plane of Fire. Infused with this energy, these squirrels are larger and much more formidable than their mundane cousins, and the fire's chaotic influence makes them quick to challenge any interloper in their territory. Arboreal No More. Given their increased size and the heat they emit, most ember gliders eschew trees and dwell in rocky outcroppings, cliffs, or hilltops. Explorers who enter an ember glider's territory may stumble upon the rodent's caches. Ember gliders unconsciously imbue acorns and other seeds with fire before eating them, and the gliders frequently bury these seeds, unwittingly creating fiery traps. High-Maintenance. Efreeti nobles and minor elemental lords often keep ember gliders as pets. However, they are often released or abandoned, because of their habits of thieving and hoarding. Fiery Nature. The ember glider is infused with elemental power, and it requires only half the amount of air, food, and drink that a typical Monstrosity of its size needs. Glide. An ember glider has membranes between its fore and hind limbs that expand while falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The ember glider can't gain height with its gliding membranes alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther. Glow. The ember glider sheds dim light in a 10-foot radius. Heated Body. A creature that touches the ember glider or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. Keen Smell. The ember glider has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Brimstone Acorn. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns. Blazing Tail (Recharge 5-6). The ember glider lashes its tail, releasing an arc of fire. Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ember Roc","description":"Centuries old, birthed by primordial chaos, and equaling the oldest dragons in size, the ember roc is an engine of ruthless consumption. With wingspans vast enough to blot out the sky and auras bright enough to rival the sun, these fiery birds of prey hunt only the deadliest game. Evolutionary Fire. The Fire Ashari of Pyrah believe that the mythic rocs that gave rise to the ember rocs maintain balance in Tal’Dorei. Rocs avoid humanoid settlements and hunt the monstrous creatures that would otherwise threaten those settlements. So the Ashari lure rocs to sites of elemental rifts, enticing them to devour creatures attempting to escape into the Material Plane. After years of feeding on fire elementals, salamanders, fire giants, and more, a roc is imbued with primordial power, flames erupting from every feather to transform it into the ember roc. Hopeless Ends. An ember roc patiently observes prey for hours before it strikes, snatching up elephants, whales, and even young dragons.It unleashes iron talons to grapple targets, paying no heed to counterattacks, then soars back to its nest—often inside an active volcano. If prey proves too much trouble while in flight, an ember roc readily drops it from some great height. But those unable to escape slowly roast in the creature’s fiery grip. Traits Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight. Searing Presence. Any creature that starts its turn within 5 feet of the roc takes 7 (2d6) fire damage. Illumination. The roc sheds bright light in a 40-foot radius and dim light for an additional 40 feet. Actions Multiattack. The roc makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage and 7 (2d6) fire damage. Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage and 7 (2d6) fire damage. Inferno (Recharge 5–6). The roc beats its wings, creating a swirling conflagration. Each creature within 30 feet of the roc must succeed on a DC 18 Dexterity saving throw or take 21 (6d6) fire damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Expansion":20583,"Challenge Rating":14},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Ember Tectonic","description":"Tectonic elementals are formidable embodiments of the primal forces of nature. Composed of roiling, ever-shifting elemental materials, these elementals manifest in forms that align with the core aspects of their environment. Cryo Tectonic Cryo tectonics are embodiments of arctic ferocity, their huge forms an amalgamation of jagged ice, snow, and freezing fog that obscures its surroundings while their heavy steps carry the foreboding sound of an iceberg cracking. A chilling sight – literally and figuratively – it can cause geysers of freezing water to erupt from the ground, making it almost trivial by comparison that it has the strength to toss a cow as if it were a pebble. Ember Tectonic Ember tectonics appear as a mass of smoldering rocks and pebbles that continuously melt and reform. Filling the air around them with dense ash, these elementals can cause geysers of scalding water and steam to erupt around them – and release floods of molten debris on anyone who gets in their path. Tempest Tectonic Tempest tectonics are the embodiment of storms and atmospheric chaos and appear as towering masses of swirling storm clouds, lightning, and howling winds. Their form is ever-changing, with flashes of lightning crackling through their bodies and thunder echoing with every movement.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Expansion":34474,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Ember Warden","description":"A remnant of a long-lost civilization reaching far across the multiverse, wardens are humanoid-like constructs that serve a singular, unchanging command or goal. Ancient Guardians Several types of wardens exist, though each share the fate of being bound by a singular, unchanging command. Wardens are often stationed as guardians at sealed crypts, forgotten temples, or other sites where powerful artifacts or forbidden knowledge is kept. Some wardens, however, follow less tangible directives and roam relatively freely, guided only by their goal; whether that involves upholding a specific code or ideal – or preventing a calamity through any necessary means. Arcanium Warden Arcanium wardens are constructed from arcanium, an alloy famed for its magnetic properties. Aside from being physically imposing, they're capable of manipulating magnetic fields – using it both as a protective measure and a deadly weapon. They are typically found in places of science and invention. Ember Warden Forged from heat-resistant materials, ember wardens excel in controlling thermal energy and are capable of superheating their surroundings. They typically serve as guardians of volcanic regions or ancient forges where their resistance to heat is most crucial. Unlike other wardens with flexible directives, almost all ember wardens are strictly bound to protect their designated sites – and do so with unyielding fervor. Weave Warden Weave wardens are specially crafted to interact with the fabric of magic. While often tasked with protecting magical artifacts or sensitive knowledge, some weave wardens are appointed as custodians of the weave of magic itself, embarking on quests to thwart malevolent rituals and preserve the balance of magical forces. These wardens are particularly well-equipped to deal with those who wield magic – while they can't cast spells on their own, they can see magical auras and absorb the residual energy from spells cast by others, turning them into formidable foes against any who wield magic with ill intent.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Expansion":34474,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Emberbat","description":"Curious and gentle creatures, these tiny bats have ashen fur and noses which sport a small candle-sized flame. Winged Fire Emberbats only started appearing in Humblewood after the calamity that befell the Scorched Grove, and scholars nearly all agree that the emergence of the creatures had something to do with the elemental magics present in the Grove. The flames that give the bats their name are lit through an internal combustion process that issues fuel from their nostrils as they exhale. Emberbats appear able to start and stop this process at will. The bats obviously do not need the flames to see, but it is hypothesized that the small candle serves to attract moths or other insects into their waiting mouths, greatly facilitating hunting. Colonies of Combustion Emberbats are most often seen flying in clouds consisting of many different families acting in unison. The bats perform virtually every task as a cohesive unit, from flying to hunting to nesting. The real threat they pose lies in the remarkable coordination of their colonies. Alone, an emberbat is no more dangerous than a candle. But together they have the potential to burn like a pit of hot embers, and can easily set dry tinder ablaze. When a colony of emberbats attacks a target, it is usually for defensive purposes. The air temperature within the cloud rises dangerously fast, and it has to potential to cook the victim alive. When encountering a colony in the wild, it is best not to engage them. However, recently colonies of emberbats are acting aggressively towards travelers, harassing any who approach their expanding territories. Some swear they have seen emberbat supercolonies whose heat could be felt from yards away. Fine Familiars Throughout Humblewood’s history, the docile nature of the emberbats have made them ideal familiars or animal companions, especially to masters who journey into dark places.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":5991,"Challenge Rating":0},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Emerald","description":"Meet Emerald Emerald wears her gleaming black hair in elaborate braids, and she is tall—but beyond these features, no one is really sure what Emerald looks like. Emerald always wears magical makeup to disguise her identity. She paints any visible skin white, and uses black to decorate her face like a skull. Her vivid green eyes shine in contrast with the darkness. Locals are accustomed to Emerald’s disguise, believing it’s all play to enhance the mystique of her magical shop and draw in customers. With newcomers, Emerald leans into the mystical with a low sultry voice, dramatic hand gestures casting the minor illusion cantrip, and mysterious riddles or rhymes that leave customers intrigued until she laughs, smiles warmly, and greets them with open arms. The truth is that the makeup is an essential part of leading the Magia Hand. The current Emerald is not the first Emerald to run the guild. The first Emerald was appointed roughly two hundred years ago. The current Emerald is the ninth woman to lead. She has completely earned the trust and respect of the Guides. The identity of the leader is a secret from all but the Guides, who choose a new Emerald from the membership when the leader retires. It is always a human woman with dark hair, and the magical makeup is gifted to her. The special makeup comes from centuries of tradition and arcana in its creation, similar to a family recipe passed down through the generations. Each Emerald is trained by the previous Emerald on how to create and apply it. The makeup can’t be dispelled, it’s waterproof, and only Emerald can apply or remove it. Her old identity is completely erased from record, with all agreeing to forget her old life, and she becomes the new owner of the Exchange. The current Emerald entered the Magia Hand at 10 years old, an orphan recruited as an extraordinarily skilled cutpurse on the streets. It was the previous Emerald who caught her hand in her pocket and brought her into the organization. While the current Emerald loved the familial relationship that she formed with the other members of the Magia Hand, she wants to get away as far as possible from her time living unclean and hungry on the street. That goal drives her ambition and avarice. Roleplaying Emerald Emerald is in her early thirties and very talented in being unseen, with quick hands to pick both pockets and locks. Her natural charm gave her an edge in adopting the Emerald name and persona. She’s an extrovert who truly loves being the center of attention. Quick to smile and an outrageous flirt, Emerald enjoys a good joke and loves to make a pun whenever possible. Underneath her charm, Emerald is ruthless. She shares her true name with no one and ensured that no record in the Magia Hand documents who she was. She puts her own interests—wealth and a love of expensive food and drink—above all others. While she has never killed anyone, she wouldn’t hesitate if there was no alternative. Emerald is an expert thief, though if asked she reacts with shock and deflects and denies the accusation. She revels in the risk of breaking into well-guarded locations and stealing treasures without leaving a trace. She lends her skills to Magia Hand expeditions if the payoff is good enough. When the guild is stretched thin or in need of extra hands, she hires adventurers. Ultimately, Emerald betrays the characters if they become a threat to her livelihood. If you want to use Emerald as a villain, once the players have undertaken two quests for her or they find out secret information about her or the Magia Hand, use the “Green With Envy” adventure hook to make Emerald the characters’ enemy. Tactics Emerald’s priority is to slip away before engaging in combat, retreating either to the Exchange or the Magia Hand where she has allies and the upper hand. If she chooses to engage, she fights until reduced to 30 hit points, then flees. Traits Cunning Action. On each of her turns, Emerald can use a bonus action to take the Dash, Disengage, or Hide action. Evasion. If Emerald is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Emerald instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Minor Illusion. Emerald can cast the minor illusion cantrip at will. Her spellcasting ability is Intelligence (spell save DC 13). Scimitar of Speed Bonus Attack. On each of her turns, Emerald can use a bonus action to make an attack with her scimitar of speed. Special Equipment. Emerald wears a ring of invisibility and +2 studded leather . She wields a scimitar of speed and a dagger of venom . She carries goggles of night but doesn't wear them unless needed. Sneak Attack (1/Turn). Emerald deals an extra 21 (6d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Emerald that isn't incapacitated and she doesn't have disadvantage on the attack roll. Actions Multiattack. Emerald makes two melee attacks. Scimitar of Speed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage. Dagger of Venom. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 8 (1d4 + 6) piercing damage. Poison Blade (1/Day). Emerald causes thick, black poison to coat the blade of her dagger of venom . The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. Reactions Uncanny Dodge. Emerald halves the damage that she takes from an attack that hits her. She must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":20577,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Arcadia Issue No. 8"},{"name":"Emerald Dragon Wyrmling","description":"Have you ever heard an emerald dragon purr? It sounds like a tremendous, lethal, and adorable earthquake. -Fizban Emerald Dragons Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences. Shimmering Green A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood. Clever Concealment The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena. Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them. Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals. Hoarded Histories Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations. An Emerald Dragon's Lair Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region. Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava. Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight. The challenge rating of a legendary emerald dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Distort Perceptions. The dragon attempts to alter the perceptions of one creature it can see within its lair. That creature must succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic damage and have disadvantage on saving throws until the start of its next turn. Vanish. The dragon becomes invisible until initiative count 20 on the next round. Regional Effects The region surrounding a legendary emerald dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones. Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any area of fire or lava in that region. Subtle Obstruction. Rocks within 6 miles of the dragon's lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon's lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers' feet to send them tumbling down slopes or into rivers. Thriving Wildlife. Giant lizards are attracted to the area within 6 miles of the lair and settle there in large numbers. If the dragon dies, the population of giant lizards near the lair returns to normal levels over the course of 1d10 days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate. Traits Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 5-foot-diameter tunnel in its wake. Actions Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) psychic damage. Disorienting Breath (Recharge 5–6). The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw. On a failed save, the creature takes 17 (5d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d4 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 12): At will: mage hand (the hand is invisible), minor illusion","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon (gem)","Alignment":"typically lawful neutral","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Emerald Enclave Scout","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful neutral","Expansion":4962,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Emerald Eye","description":"Witches and ioun mages know how to craft a speaking crystal. Its primary use is as a debating companion and ally—but many turn to treachery and hatred. These are the emerald eyes. Servants of Logic. A mystic or psion will debate logic with a speaking crystal based on his rational mind, or discuss morality with a speaking crystal based on his conscience. Chaotic psions create speaking crystals based on their primal urges, and such crystals sometimes abandon or even kill their creators. Once free, they revel in the world’s pleasures. Trapped Manipulators. Most speaking crystals are pink or purple when created, but those that betray their creators turn a dark shade of green. These floating oval-shaped crystals are physically weak, but they retain considerable magical powers to manipulate those around them. This becomes critically important when the emerald eye discovers that killing its creator frees it from the creator’s control but doesn’t free it from the need to remain within 25 feet of some creature it is bound to. This is often the dead body of its creator if no other creature is available. Shifting Goals. An emerald eye’s motivations change over time. One may be purposeful, using its powers to drive its bound creature toward some specific goal. Another might feign cooperativeness, offering to share its defensive abilities in exchange for the creature’s mobility. Still another might be a manipulative trickster, pretending to be an ioun stone, floating in circles around an ally’s or victim’s head while sparkling brightly to inspire jealousy and theft among its viewers. Smaller than a clenched fist, an emerald eye weighs at most half a pound. Constructed Nature. An emerald eye doesn’t require air, food, drink, or sleep. Traits Bound: An emerald eye cannot move more than 25 feet away from the creature that it is psychically linked to. It begins existence bound to its creator, but a free emerald eye can bind itself to another creature as in the Bind action. Immutable Form: The emerald eye is immune to any spell or effect that would alter its form. Actions Slash: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 14 (5d4 + 2) slashing damage. Attraction (Recharge 5–6): An emerald eye can compel one creature to move toward a particular person or object. If the creature fails a DC 13 Charisma saving throw, it feels a powerful compulsion to move toward whatever the emerald eye chooses. The target creature must be within 25 feet of the emerald eye when attraction is triggered, but the creature is then free to move beyond this range while remaining under the effect. Nothing seems out of the ordinary to the creature, but it does not knowingly put itself or its allies in harm’s way to reach the object. The creature may attempt another DC 13 Charisma saving throw at the start of each of its turns; a success ends the effect. Bind (3/Day): The emerald eye can bind itself psychically to a creature with an Intelligence of 6 or greater. The attempt fails if the target succeeds on a DC 13 Charisma saving throw. The attempt is unnoticed by the target, regardless of the result. Telepathic Lash (3/Day): An emerald eye can overwhelm one humanoid creature within 25 feet with emotions and impulses the creature is hard-pressed to control. If the target fails a DC 13 Wisdom saving throw, it is stunned for 1 round.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Emerald Order Cult Leader","description":"Traits Key of Prophecy: The Emerald Order cult leader can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks. Innate Spellcasting: The Emerald Order cult leader’s innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components: 2/day each: detect thoughts, dimension door, haste, slow 1/day each: suggestion, teleport Spellcasting: The Emerald Order cult leader is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared: Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy 1st level (4 slots): cure wounds, identify, guiding bolt 2nd level (3 slots): lesser restoration, silence, spiritual weapon 3rd level (3 slots): dispel magic, mass healing word, spirit guardians 4th level (3 slots): banishment, death ward, guardian of faith 5th level (2 slots): flame strike Actions Multiattack: The Emerald Order cult leader makes one melee attack and casts a cantrip. Mace: Melee Weapon Attack : +3 to hit, reach 5 ft., One Target. Hit : 3 (1d6) bludgeoning damage. Reactions Esoteric Vengeance: As a reaction when struck by a melee attack, the emerald order cult leader can expend a spell slot to do 10 (3d6) necrotic damage to the attacker. If the emerald order cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st. The Emerald Order cult leader has embraced the mysteries of the Emerald Tablet and has bent his worship of Thoth-Hermes to furthering the efforts of the Order. He seeks to gather arcane and alchemical knowledge wherever it is found by any means necessary. If subtle manipulations fail, he is not above using lethal methods to ensure the cult’s goals are met.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Tome of Beasts","Alignment":"Lawful neutral or evil","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Emoblin","description":"Emoblins are full of emotion and angst. They love wearing intimidating black plate armor and wielding the largest. scariest weapons to scare off strangers. But really, deep down, all they want to do is hug someone. Emoblins lurk in emo temples, sharpening their edginess in the darkness of solitude. It is rumored that emoblins can summon powerful Celestials…but that can’t be true, can it? Nah! Actions Abbadon the Annihilator (+3 Warhammer) . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage, or 10 (1d10 + 5) bludgeoning damage when used with two hands. If the target is Humanoid or Undead, it must succeed on a DC 13 Constitution saving throw or take 5 (1d10) radiant damage and gain 1 level of exhaustion. Additionally, whenever a creature fails the save, Abbadon the Annihilator chants occult verses in Celestial, and the emoblin loses 1 hit point as part of its soul is consumed by the weapon. Inflict Emotional Wounds (3/Day) . Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 16 (3d10) psychic damage. Bring Me to Life (3/Day) . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 14 (4d6) radiant damage, and the next attack roll made against this target before the end of the emoblin’s next turn has advantage. Spellcasting . The emoblin casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13): At will: guidance , resistance 3/day: bane , blindness / deafness 1/day: animate dead , spirit guardians Bonus Actions Edgy Smite (3/Day) . The emoblin imbues their weapon with the power of their angst. The next time they hit a creature with a weapon attack, the attack deals an extra 7 (2d6) radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible for 1 minute. Emoblin Ward (2/Day) . The emoblin chooses a point anywhere in the gobbo cave. The image of an unholy emo angel appears in a 10-foot cube centered on that point. Each creature in that area must make a DC 14 Wisdom saving throw. On a failed save, a creature takes 13 (3d8) radiant damage and must spend its next turn trying to move as far away from the image as it can, and it can’t willingly move to a space within 15 feet of the image. It also can’t take reactions. The creature can only use an action to take the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. On a successful save, a creature takes half as much damage and suffers no other effects.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Any Alignment","Expansion":21760},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Emorroissa","description":"The myths and legends of the Mediterranean are replete with strange and mystic serpents of every description. Emorroissa. Not venom, but fresh blood drips from this reddish snake’s fangs while it slithers towards you through the sand. The emorroissa is not an undead, but an animal that had to acquire a taste for blood in order to keep itself hydrated in a dry, hot environment. These snakes live in deep dens under the sands, emerging to attack passing prey. Emorroisse integrate their diet with little desert reptiles and rodents.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"neutral","Expansion":30635,"Challenge Rating":1.2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Emperor of the Ghouls","description":"This man of middle years, with black hair and flesh as white as ivory, wears black and purple clothes and a silvery crown set with emeralds. His feet are sheathed in black boots, and his arms and fingers are covered in rich gold and silver jewelry. He holds a skulltopped scepter. Emperor Nicoforus the Pale rules the subterranean empire of the darakhul. Deep beneath the surface in lightless tunnels and vast chambers, the civilized ghouls of the empire carved glory from flesh and stone under Nicoforus’ leadership. He led the empire to victory against the dark elves, and now that race is all but extinct in any territory the ghouls control. Unexpected Courtesy. The ghouls are content to reside in the lightless depths beneath the earth for now, but the emperor muses about what prizes exist under the sky. Emperor Nicoforus has a soul of steel and hunger like the deepest chasms of the underworld. Despite his ambition, he is extremely civilized and urbane, treating even hated enemies with strict courtesy even up to the moment that he devours their bones. Undead Nature. The emperor doesn’t require air, food, drink, or sleep. The Ghoul Emperor's Lair Emperor Nicoforus’s lair is his palace in the center of the White City, the capital of the darakhul empire. He is attended by elite ghoul warriors of the Iron Legion, and his subjects hold him in divine esteem. Anyone who raises a hand against the emperor soon finds themselves opposed by an entire empire. Lair Actions On initiative count 20 (losing initiative ties), the Emperor takes a lair action to cause one of the following effects. The Emperor can’t use the same effect two rounds in a row: Until initiative count 20 on the following round, all creatures other than undead and constructs who take necrotic damage take an additional 7 (2d6) necrotic damage. The emperor targets a creature within 30 feet that he can see. The creature must succeed on a DC 15 Constitution saving throw or take 18 (4d8) necrotic damage. The emperor regains hit points equal to the damage. A wall of ice springs up from a surface within 100 feet of the emperor. The wall is 60 feet long, 10 feet high, and 5 feet thick. A creature in the wall’s space when it appears must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) cold damage; then the creature is pushed to either side of the wall (the creature’s choice). Each 5-foot section of the wall has AC 10, 15 hit points, resistance to piercing and slashing damage, immunity to cold, poison, and psychic damage, and vulnerability to fire damage. The wall lasts until the emperor uses this action again, or dies. Regional Effects The region around the emperor’s lair is warped by its magic, which creates one or more of the following effects: Creatures within 1 mile of the lair who are infected with darakhul fever have disadvantage on Wisdom saving throws against spells and effects generated by ghouls or darakhul. Dead bodies within 1 mile of the lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death. These undead never attack ghouls or dharakul, but instinctively obey their commands. Phantom lights appear within 10 miles of the lair, more frequently the closer they are to the lair. The lights shed dim light out to 10 feet. Undead within such a light gain 1d6 temporary hit points at the start of their turn; the light can’t raise an undead’s hit points above 150 percent of its normal hit point maximum. If the emperor dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days Darakhul Fever Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. Failure costs the victim 1d6 Constitution damage and 1d4 Dexterity damage. The victim recovers from the disease by making successful saving throws on two consecutive days, but the accumulating Constitution damage makes this less likely with each passing day. Greater restoration cures the disease; cure disease allows the victim to make the daily Constitution check with advantage. Once the disease is cured, the victim recovers 2 Dexterity points per day naturally, but only magic can restore the lost Constitution. DARAKHUL FEVER Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If the infected creature dies while infected with darakhul fever, roll 1d20, add the character’s current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in. Adjustment Table Roll Result 1–9 None; victim is simply dead 10–16 Ghoul 17–20 Ghast 21+ Darakhul Traits Legendary Resistance (3/day): If the emperor fails a saving throw, he can choose to succeed instead. Spellcasting: The emperor is a 17th-level spellcaster. His spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). The emperor knows the following sorcerer spells: Cantrips (at will): blade ward, chill touch, message, prestidigitation, shocking grasp, true strike 1st level (4 slots): magic missile, shield 2nd level (3 slots): mirror image, phantasmal force 3rd level (3 slots): fear, fireball 4th level (3 slots): blight, dimension door 5th level (2 slots): cloudkill, hold monster 6th level (1 slot): circle of death 7th level (1 slot): finger of death, teleport 8th level (1 slot): power word stun 9th level (1 slot): power word kill Sunlight Sensitivity: While in direct sunlight, the emperor has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. Turn Resistance: The emperor has advantage on saving throws against effects that turn undead. Actions Multiattack: The emperor makes one bite attack and two claw attacks. He can make one attack with its scepter in place of a claw attack Bite: Melee Weapon Attack : +10 to hit, reach 5 ft., One Target. Hit : 13 (2d8 + 4) piercing damage. A creature must make a successful DC 18 Constitution saving throw or contract darakhul fever, see above. Claw: Melee Weapon Attack : +10 to hit, reach 5 ft., One target. Hit : 11 (2d6 + 4) slashing damage. A creature must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the ends of its turns, ending the effect on itself on a success. Scepter: Melee Weapon Attack : +10 to hit, reach 5 ft., One Target. Hit : 9 (1d10 + 4) bludgeoning damage plus 17 (5d6) necrotic damage. Reactions Blood Armor: When the emperor takes damage from a creature it can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the emperor. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Attack: The Emperor makes one claw or bite attack Cantrip: The emperor casts a cantrip Font of Power (3 Actions): Roll 1d8. The emperor regains a spell slot of that level or lower.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral Evil","Expansion":3,"Challenge Rating":20},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Emperor of the Ghouls","description":"This man of middle years, with black hair and flesh as white as ivory, wears black and purple clothes and a silvery crown set with emeralds. His feet are sheathed in black boots, and his arms and fingers are covered in rich gold and silver jewelry. He holds a skulltopped scepter. Emperor Nicoforus the Pale rules the subterranean empire of the darakhul. Deep beneath the surface in lightless tunnels and vast chambers, the civilized ghouls of the empire carved glory from flesh and stone under Nicoforus’ leadership. He led the empire to victory against the dark elves, and now that race is all but extinct in any territory the ghouls control. Unexpected Courtesy. The ghouls are content to reside in the lightless depths beneath the earth for now, but the emperor muses about what prizes exist under the sky. Emperor Nicoforus has a soul of steel and hunger like the deepest chasms of the underworld. Despite his ambition, he is extremely civilized and urbane, treating even hated enemies with strict courtesy even up to the moment that he devours their bones. Undead Nature. The emperor doesn’t require air, food, drink, or sleep. The Ghoul Emperor's Lair Emperor Nicoforus’s lair is his palace in the center of the White City, the capital of the darakhul empire. He is attended by elite ghoul warriors of the Iron Legion, and his subjects hold him in divine esteem. Anyone who raises a hand against the emperor soon finds themselves opposed by an entire empire. Lair Actions On initiative count 20 (losing initiative ties), the Emperor takes a lair action to cause one of the following effects. The Emperor can’t use the same effect two rounds in a row: Until initiative count 20 on the following round, all creatures other than undead and constructs who take necrotic damage take an additional 7 (2d6) necrotic damage. The emperor targets a creature within 30 feet that he can see. The creature must succeed on a DC 15 Constitution saving throw or take 18 (4d8) necrotic damage. The emperor regains hit points equal to the damage. A wall of ice springs up from a surface within 100 feet of the emperor. The wall is 60 feet long, 10 feet high, and 5 feet thick. A creature in the wall’s space when it appears must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) cold damage; then the creature is pushed to either side of the wall (the creature’s choice). Each 5-foot section of the wall has AC 10, 15 hit points, resistance to piercing and slashing damage, immunity to cold, poison, and psychic damage, and vulnerability to fire damage. The wall lasts until the emperor uses this action again, or dies. Regional Effects The region around the emperor’s lair is warped by its magic, which creates one or more of the following effects: Creatures within 1 mile of the lair who are infected with darakhul fever have disadvantage on Wisdom saving throws against spells and effects generated by ghouls or darakhul. Dead bodies within 1 mile of the lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death. These undead never attack ghouls or dharakul, but instinctively obey their commands. Phantom lights appear within 10 miles of the lair, more frequently the closer they are to the lair. The lights shed dim light out to 10 feet. Undead within such a light gain 1d6 temporary hit points at the start of their turn; the light can’t raise an undead’s hit points above 150 percent of its normal hit point maximum. If the emperor dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. Traits Legendary Resistance (3/Day): If the Emperor fails a saving throw, he can choose to succeed instead. Sunlight Sensitivity: While in direct sunlight, the emperor has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. Turn Resistance: The Emperor has advantage on saving throws against effects that turn undead. Spellcasting: The emperor is a 17th-level spellcaster. His spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). The emperor knows the following wizard spells: Cantrips (at will): chill touch, message, prestidigitation, shocking grasp, true strike 1st level (4 slots): charm person, magic missile, shield, thunderwave 2nd level (3 slots): hold person, mirror image, misty step 3rd level (3 slots): counterspell, fear, fireball 4th level (3 slots): blight, dimension door, phantasmal killer 5th level (2 slots): cloudkill, dominate person, hold monster 6th level (1 slot): circle of death , create undead 7th level (1 slot): finger of death, teleport 8th level (1 slot): power word stun 9th level (1 slot): power word kill Actions Multiattack: The emperor makes one bite attack and two claw attacks. He can make one attack with its scepter in place of a claw attack Bite: Melee Weapon Attack : +10 to hit, reach 5 ft., One Target. Hit : 13 (2d8 + 4) piercing damage, and the target must make a successful DC 18 Constitution saving throw or contract darakhul fever. Claw: Melee Weapon Attack : +10 to hit, reach 5 ft., One target. Hit : 11 (2d6 + 4) slashing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the ends of its turns, ending the effect on itself on a success. Scepter: Melee Weapon Attack : +10 to hit, reach 5 ft., One Target. Hit : 9 (1d10 + 4) bludgeoning damage plus 17 (5d6) necrotic damage. Reactions Blood Armor: When the Emperor takes damage from a creature he can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the Emperor. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Attack: The Emperor makes one claw or bite attack Cantrip: The emperor casts a cantrip Font of Power (3 Actions): Roll a d8. The Emperor regains one spell slot of that level or lower.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Challenge Rating":20},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Emperor's Hyena","description":"As their name implies, emperor’s hyenas are undead hyenas that have been magically enhanced and tied to the emperor of the ghouls. With rotting, matted fur, missing teeth, and baleful yellow eyes, they are easily mistaken for simple undead beasts. Their appearance belies a relentless cunning. Gifts from the God of Death. The method of creation of Emperor’s hyenas was a gift given directly to the Ghoul Emperor by Anu-Akma and has been entrusted to only a few necrophages. Emperor’s hyenas can be created only from hyenas that were anointed protectors of the god’s holy places when they were alive. Their scarcity means they are primarily used as messengers and guardians for the emperor. The emperor rarely sends them to attack enemies unless the enemy has truly angered him. The emperor of the ghouls is seldom seen without a pair of emperor’s hyenas by his side. When he moves publicly, every available emperor’s hyena is deployed to ensure his safety. Voice of the Emperor. Emperor’s hyenas serve as messengers throughout the empire when the emperor has to send a messenger hardier than a ghoul bat. Though the hyenas are incapable of speaking on their own, the emperor can whisper a message into the ear of an emperor’s hyena, and the hyena can speak the message in the emperor’s own voice. Undead Nature. Emperor’s hyenas don’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":5315,"Challenge Rating":4},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Emperor's Hyena","description":"A choking cackle escapes the throat of the hyena. As it steps forward, patches of fur fall off of it, revealing bone and rotting muscle. As their name implies, emperor’s hyenas are undead hyenas that have been magically enhanced and tied to the emperor of the ghouls . With rotting, matted fur, missing teeth, and baleful yellow eyes, they are easily mistaken for simple undead beasts. Their appearance belies a relentless cunning. Gifts from the God of Death. The method of creation of emperor’s hyenas was a gift given directly to the ghoul emperor by the god of death and has been entrusted to only a few necromancers. Emperor’s hyenas can be created only from hyenas that were anointed protectors of the god’s holy places when they were alive. Their scarcity means they are primarily used as messengers and guardians for the emperor. The emperor rarely sends them to attack enemies unless the enemy has truly angered him. The emperor of the ghouls is seldom seen without a pair of emperor’s hyenas by his side. When he moves publicly, every available emperor’s hyena is deployed to ensure his safety. Voice of the Emperor. Emperor’s hyenas often deliver messages when the emperor needs a messenger hardier than a ghoul bat . Though the hyenas are incapable of speaking on their own, the emperor can whisper a message into the ear of an emperor’s hyena, and the hyena can speak the message in the emperor’s own voice. Undead Nature. An emperor’s hyena doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Empowered Bog Body","description":"Traits Acidic Blood. A creature who deals piercing or slashing damage to the bog body while within 5 feet of them takes 3 (1d6) acid damage. Actions Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) bludgeoning damage. If the target is a Medium or smaller creature, they are grappled (escape DC 18). Until this grapple ends, the bog body can’t make a Slam attack against another target. Sling Mud. Ranged Weapon Attack: +10 to hit, range 30 ft., one target. Hit: 10 (1d4 + 8) bludgeoning damage plus 3 (1d6) acid damage. Submerge. If the bog body is in swampy terrain, they can submerge themself beneath the water and mud. While submerged, the bog body is heavily obscured. If the bog body is grappling a target when they submerge, the target submerges with them. While submerged, the target is heavily obscured, restrained, and unable to breathe, and takes 4 (1d8) acid damage at the start of each of their turns. A bog body can resurface as a bonus action. When they do so, a target they have grappled also resurfaces.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":28288,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Empty Cloak","description":"Dark cloth of black and purple, stitched with silver and golden threads, this resembles a garment of elvish make. Smoke sometimes billows under the hood. Silent Motion. A billowing empty cloak glides through the air, either under its own power or on the shoulders of its master. Its movement appears odd somehow, as though it moves slightly out of step with the frame bearing it. Guards. Created by the shadow fey as unobtrusive guardians, empty cloaks are often paired with animated armor such as a monolith footman, and made to look like a display piece. Shadow Servants. Shadow fey nobles sometimes wear an empty cloak as their own clothing; they use it to cover a hasty retreat or to assist in a kidnapping. Constructed Nature. An empty cloak doesn’t require air, food, drink, or sleep. Traits Diligent Sentinel: Empty cloaks are designed to watch for intruders. They gain advantage on Wisdom (Perception) checks. Shadow Construction: Empty cloaks are designed with a delicate shadow construction. They burst into pieces, then dissipate into shadow, on a critical hit. Wrapping Embrace: Empty cloaks can share the same space as one Medium or smaller creature. The empty cloak has advantage on attack rolls against any creature in the same space with it. Actions Razor Cloak: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 8 (1d8 + 4) slashing damage. Shadow Slam: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 6 (1d4 + 4) bludgeoning damage. Shadow Snare: Ranged Weapon Attack : +4 to hit, range 20/60 ft., One target. Hit : 0 (0d0) snare damage. On hit, large or smaller creatures are restrained. To escape, the restrained creature or an adjacent ally must use an action to make a successful DC 14 Strength check. The shadow snare has 15 hit points and AC 12.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Empusa","description":"A monstrous woman with claws and hooves of shining copper, the creature stalks the roads and tracks between towns, seeking to kill and devour any who stumble across her path. Bane of Travelers. Distant kin to lamias, the dreadful empusae are exclusively female. They use their supernatural abilities to hunt down and devour the flesh of those traveling along deserted roads and byways between settlements. While empusae aren’t afraid of sunlight, they tend to hunt at night, returning to caves and ruins during the day to feast on those they have killed. When travelers aren’t available, empusae target shepherds and farmers, disguising themselves as goats or donkeys to get close to their targets. Copper Hooves. The legs and hooves of an empusa are extremely powerful and are sheathed in magically-hardened copper, allowing her to deliver swift and powerful kicks and move at great speed. This copper can be harvested when the empusa is slain and is often used in the construction of magical boots and staffs. Empusae in Midgard Many in Midgard believe empusae to be the servants or even daughters of Hecate, though this notion is soundly refuted by her church and her followers. What can’t be denied is that empusae are more commonly encountered in areas where the worship of Hecate is strong and in the wilds between the Seven Cities, particularly the roads linking Kammae with the other cities of the region. The empusae themselves are silent on the matter, but small shrines to Hecate have been found in some empusa lairs.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Empusa","description":"Empusa These shapeshifting fiends appear outwardly beautiful, with an enchanting majesty about them that belies their murderous intentions. They go about most often in the guise of lovely women, though they may adopt animal forms as well to move about unnoticed. When the empusa attacks, its true appearance is revealed, as its head is swathed in a corona of flames, while one leg is made of burnished brass and the other is hooved and shaggy like a donkey. Empusas are crafty and clever but eschew direct confrontations. Intimidation and fear may cause them to flee an encounter entirely, plotting revenge if possible with the aid of charmed underlings, or if not simply moving on to easier prey.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Empyrean","description":"Empyreans are the celestial children of the gods of the Upper Planes. They are universally beautiful, statuesque, and self-assured. Manifest Emotion. An empyrean can experience deity-like fits of serenity or rage. It can affect the environment around it by its mood. When an empyrean is unhappy, the clouds might cry tears of salt water, the wildflowers in surrounding meadows might wilt, dead fish might wash ashore in lakes or rivers, or a nearby forest might lose the leaves from its trees. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its footsteps, and birds fill the sky with their pleasing songs. Evil Empyreans. A few empyreans have turned to evil after venturing to the Lower Planes and becoming corrupted, or as the result of being cursed by evil gods. An evil empyrean can’t survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant. Immortal Titans. Empyreans don’t age but can be slain. Because few empyreans can imagine their own demise, they fight fearlessly when drawn into battle, refusing to believe that the end is upon them even when standing at death’s door. When an empyrean dies, its spirit returns to its home plane. There, one of the fallen empyrean’s parents resurrects the empyrean unless he or she has a good reason not to. Traits Innate Spellcasting : The empyrean’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: greater restoration , pass without trace , water breathing , water walk • 1/day each: commune , dispel evil and good , earthquake , fire storm , plane shift (self only) Legendary Resistance (3/Day) : If the empyrean fails a saving throw, it can choose to succeed instead. Magic Resistance : The empyrean has advantage on saving throws against spells and other magical effects. Magic Weapons : The empyrean’s weapon attacks are magical. Actions Maul : Melee Weapon Attack : +17 to hit, reach 10 ft., one target. Hit : 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean’s next turn. Bolt : Ranged Spell Attack : +15 to hit, range 600 ft., one target. Hit : 24 (7d6) damage, and the type is one of the following, chosen by the empyrean - acid, cold, fire, force, lightning, radiant, or thunder. Legendary Actions The empyrean can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The empyrean regains spent legendary actions at the start of its turn. Attack : The empyrean makes one attack. Bolster : The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean’s next turn. Trembling Strike (Costs 2 Actions) : The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Source":"MM1","Alignment":"chaotic good (75%) or neutral evil (25%)","Expansion":2,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Empyrean Stag","description":"As Celestial wardens of the forest, empyrean stags appear only to defend forest denizens from great threats or to warn mortals about forthcoming calamities. Their white fur is dappled with blue, and their eyes shine with the darkness of night. Unyielding Defenders. Adventurers often clash with forest denizens, from hungry owlbears to mischievous fey. This violence draws an empyrean stag’s ire, often provoking a deadly attack from the stag and their forest allies. Repentant adventurers can make restitution by helping the stag defend the wood from an even greater threat. Divine Knowledge. Those who impress an empyrean stag—typically by protecting the forest—are allowed to ask the stag one question, which the Celestial answers truthfully to the best of their ability. Between their antlers, they can show shimmering visions of the present or glimpses of the future. The horns glow gold when the stag aids an ally, and white when they divine information. Traits Supernatural Resistance. The stag has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The stag makes three Ram or Lightburst attacks. Ram. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. Lightburst. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) radiant damage, and the target is outlined in a golden light, giving attack rolls against them advantage until the start of the stag’s next turn. Starcall ( 1 /Day). The stag calls down a magical shower of stars on an area that is 60 feet long and 5 feet wide within 120 feet of the stag. Each enemy in that area must make a DC 18 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. Each other willing creature in that area regains 15 hit points. The stars then create a 10-foot-high wall of opaque radiant light in that area. Each creature in the wall’s space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on. The wall lasts for 1 minute or until the stag is incapacitated or dies. Any enemy who enters the wall of light for the first time on a turn must make a DC 18 Constitution saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. Bonus Actions Starlight Infusion. The stag infuses radiant energy into a willing creature they can see within 60 feet of them. That creature deals an extra 5 radiant damage with weapon attacks until the start of the stag’s next turn. Reactions Nature’s Ward. When the stag or a creature they can see within 30 feet of them takes damage, the stag magically creates a protective barrier around that creature. The barrier reduces that damage to the protected creature by 20, then vanishes.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Typically Neutral Good","Expansion":25493,"Challenge Rating":13},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Empyrean Stag","description":"Empyrean Stag As Celestial wardens of the forest, empyrean stags appear only to defend forest denizens from great threats or to warn mortals about forthcoming calamities. Their white fur is dappled with blue, and their eyes shine with the darkness of night. Traits Supernatural Resistance. The stag has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The stag makes three Ram or Lightburst attacks. Ram. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. Lightburst. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) radiant damage, and the target is outlined in a golden light, giving attack rolls against them advantage until the start of the stag’s next turn. Starcall ( 1 /Day). The stag calls down a magical shower of stars on an area that is 60 feet long and 5 feet wide within 120 feet of the stag. Each enemy in that area must make a DC 18 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. Each other willing creature in that area regains 15 hit points. The stars then create a 10-foot-high wall of opaque radiant light in that area. Each creature in the wall’s space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on. The wall lasts for 1 minute or until the stag is incapacitated or dies. Any enemy who enters the wall of light for the first time on a turn must make a DC 18 Constitution saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. Bonus Actions Starlight Infusion. The stag infuses radiant energy into a willing creature they can see within 60 feet of them. That creature deals an extra 5 radiant damage with weapon attacks until the start of the stag’s next turn. Reactions Nature’s Ward. When the stag or a creature they can see within 30 feet of them takes damage, the stag magically creates a protective barrier around that creature. The barrier reduces that damage to the protected creature by 20, then vanishes.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Typically Neutral Good","Expansion":28288,"Challenge Rating":13},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Enbysphinx","description":"Sphinxes Enbysphinx Likes: clever riddles, polite and witty mortals, preparing impressive heroes’ feast s Dislikes : discrimination, rudeness, lies Mysterious, charming, and sharp-witted, enbysphinxes exist outside the strict binary distinction between androsphinxes and gynosphinxes. Like their binary counterparts, enbysphinxes guard mythical treasures, protect magical gateways, and serve as custodians of truths that have slipped past mortalkind. Mythical Guardians. Though generally not chaotic, enbysphinxes are usually more free-spirited and spontaneous than their strictly male and female counterparts. Some enbysphinxes may develop a sense of humor that might surprise mortals. Instead of guarding ancient temples and vaults, an enbysphinx might travel the world, posing ancient riddles to test the worth of mortals, and sharing knowledge and spells powerful enough to shape the course of history. Magic Riddles. Enbysphinxes spend eternities creating challenges and devising riddles that test the wisdom, the cunning, and the resolve of mortals. These riddles are laced with potent magic that amplifies their effects. Some enbysphinxes may add a humorous spin to their challenges to surprise mortals, or use their sharp wit to scandalize, distract, and confuse those who do not respect their challenges. Sphinx Sympathy. Mortals who treat an enbysphinx with respect and manage to solve their riddles may not only access the secrets they might be protecting, but also find themselves friends with the mighty guardian. A friendly enbysphinx may reward mortals with a heroes’ feast in their magnificent mansion or treat them to an evening of witty sphinx poetry! An Enbysphinx’s Lair An enbysphinx may protect an ancient temple or a vault filled with knowledge and treasure that has been sealed away for eons. Alternatively, some enbysphinxes travel the world and use their magnificent mansion as their own personal and portable lair in which they test the worth of mortals. An enbysphinx’s lair may be riddled with traps that are designed to challenge instead of harm those who seek the sphinx’s treasures. Any who fail those challenges may be granted second chances, but those who offend or attempt to harm the sphinx may be magically banished to a remote and possibly dangerous location. Lair Actions On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can’t use an effect again until they finish a short or long rest: The sphinx manifests a lair-wide zone of truth that lasts for 1 hour or until they dismiss it as a bonus action. While this effect lasts, all creatures of the sphinx’s choice within their lair are under the effect of a zone of truth spell as if it was cast by the sphinx. Scintillating colors fill the lair, revealing all invisible creatures and dispelling all magical effects created by a spell of 5th level or lower. The sphinx can choose not to dispel their own magic. The sphinx casts banishment (no concentration required) on any number of creatures they can see within 120 feet of them. If a banished target is native to the plane of existence the lair is on, it reappears just outside the lair after the spell ends. The sphinx shifts themselves and up to seven other creatures they can see within 120 feet to their magnificent mansion or another plane of existence. The sphinx can use a bonus action to return to where they left, even when outside their lair, taking up to seven creatures with it. Gamemaster Tip: Decoupling Abilities from Genders The enbysphinx stat block is only a suggestion of what abilities such a mythical guardian might have. Gamemasters can just as easily represent an enbysphinx with a stat block of any other sphinx or use the proposed enbysphinx stat block for a binary androsphinx or gynosphinx. In the end, the reality of different gender identities can be used to create exciting storytelling opportunities without restricting specific abilities to specific genders. What does “Enby” Mean? Enby is the pronunciation spelling of “NB”, which is short for non-binary. A non-binary person (also known as genderqueer) has a gender identity that is neither male nor female. Non-binary people may identify as having more than one gender, as a mix of male and female genders, as a separate third gender, as completely agender, or as having a fluid gender identity (genderfluid). Some non-binary people reject the idea of gender identity altogether. Traditionally, sphinxes have been depicted as either male (in ancient Egypt) or female (in ancient Greece) mythical guardians. The enbysphinx, the non-binary sphinx, aims to add a new dimension of possibilities for fantasy storytelling without invalidating the existing mythologies of these fantastic creatures.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"typically neutral","Expansion":18016,"Challenge Rating":18},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Encephalon Cluster","description":"Encephalons When an illithid colony lays its eggs dangerously close to a Far Realm rift, an egg sac has a chance to mutate into what is known as an encephalon cluster—a ravenous, slimy, psionic, brain-shaped mass that spawns horrors called encephalon gemmules. Encephalon Cluster An encephalon cluster pays no heed to an elder brain or its mind flayer progenitors. This grotesque creature shambles through dark and forgotten caverns, spewing warped progeny so it can multiply. As such, many mind flayers view encephalon clusters as insidious viruses. If left unchecked, a single encephalon cluster can quickly become a gorging menace that can overrun an entire mind flayer colony. Traits Legendary Resistance (3/Day). If the cluster fails a saving throw, it can choose to succeed instead. Magic Resistance. The cluster has advantage on saving throws against spells and other magical effects. Actions Multiattack. The cluster makes two Slam attacks. It can replace one of these attacks with Spawn Progeny if available. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit : (2d10+6) bludgeoning damage plus (3d6)psychic damage. If the target is a creature, the target must succeed on a DC 18 Strength saving throw or have the prone condition. If this attack reduces the target to 0 hit points, the target immediately dies and is consumed by the cluster. Spawn Progeny (Recharges after a Short or Long Rest). The cluster bulges and spews 1d4 mature eggs. Each egg lands in an unoccupied space of the cluster’s choice within 30 feet of itself and immediately transforms into an encephalon gemmule. The gemmules obey the cluster’s commands and take their turns immediately after it. Reactions Aggressive Hunger. Immediately after being hit by an attack, the cluster moves up to its speed toward the attacker. This movement doesn’t provoke opportunity attacks. If the cluster ends this movement within 5 feet of the attacker, it then makes one Slam attack against that attacker.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"unaligned","Expansion":25525,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Encephalon Gemmule","description":"Encephalons When an illithid colony lays its eggs dangerously close to a Far Realm rift, an egg sac has a chance to mutate into what is known as an encephalon cluster—a ravenous, slimy, psionic, brain-shaped mass that spawns horrors called encephalon gemmules. Encephalon Gemmule Due to the influence of the Far Realm, the eggs within an encephalon cluster no longer hatch into illithid tadpoles. Instead, when one of an encephalon cluster’s eggs reaches maturity, it is ejected from the mass as an encephalon gemmule. When spawned, a gemmule appears as a misshapen, spindly legged, pyramid-shaped nugget of soft, fleshy matter. If left to its own devices, an encephalon gemmule grows into an encephalon cluster in a matter of days, at which point it begins producing its own gemmules. Traits Encephalon Progeny. The gemmule matures into an encephalon cluster if not killed within 4d12+4 days of its creation. Magic Resistance. The gemmule has advantage on saving throws against spells and other magical effects. Actions Psychic Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (3d10) psychic damage. Bonus Actions Leech. The gemmule targets one creature within 5 feet of itself and forces the target to make a DC 14 Dexterity saving throw. On a failed save, the gemmule enters the target’s space and attaches to the target. While the gemmule is attached, the target takes 7 (3d4) piercing damage at the start of each of its turns, and the gemmule can’t use Leech again until it detaches. It can detach itself by spending 5 feet of its movement. As an action, the target or a creature within 5 feet of the target can detach the gemmule by succeeding on a DC 15 Strength check.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Alignment":"unaligned","Expansion":25525,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Enchanter","description":"Enchanters are specialist wizards who understand how to alter and control minds using magic. They might be personable and interesting, using magic to manipulate people only when banter and conventional persuasion fails, or they might be rude and demanding, using and relying on charmed, obedient minions. Traits Spellcasting . The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared: Cantrips (at will): friends, mage hand, mending, message 1st level (4 slots): charm person*, mage armor, magic missile 2nd level (3 slots): hold person*, invisibility, suggestion* 3rd level (3 slots): fireball, haste, tongues 4th level (3 slots): dominate beast*, stoneskin 5th level (2 slots): hold monster* *Enchantment spell of 1st level or higher Actions Quarterstaff (One-handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6-1) bludgeoning damage. Quarterstaff (Two-handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d8-1) bludgeoning damage. Reactions Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell if 1st Level or Higher). The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses. The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":7386,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Enchanter","description":"Enchanters are specialist wizards who understand how to alter and control minds using magic. They might be personable and interesting, using magic to manipulate people only when banter and conventional persuasion fails, or they might be rude and demanding, using and relying on charmed, obedient minions. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a Cranium Rat , a crawling claw, a gazer, an imp, a pseudodragon, or a quasit. Traits Spellcasting : The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared: • Cantrips (at will): friends , mage hand , mending , message • 1st level (4 slots): charm person ,^ mage armor , magic missile • 2nd level (3 slots): hold person ,^ invisibility , suggestion ^ • 3rd level (3 slots): fireball , haste , tongues • 4th level (3 slots): dominate beast ,^ stoneskin • 5th level (2 slots): hold monster ^ ^Enchantment spell of 1st level or higher Actions Quarterstaff (One-Handed) : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage. Quarterstaff (Two-Handed) : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage. Reactions Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher) : The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses. The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Enchanter Wizard","description":"Enchanters know how to magically influence minds. Benign enchanters use this magic to defuse violence and sow peace, while malevolent enchanters are some of the most evil of all spellcasters. Wizards Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells. Actions Multiattack. The enchanter makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) psychic damage. Spellcasting. The enchanter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14): At will: friends , mage hand , message 2/day each: charm person , mage armor , hold person , invisibility , suggestion , tongues Reactions Instinctive Charm (Recharge 4–6). When a visible creature within 30 feet of the enchanter makes an attack roll against it, the enchanter forces the attacker to make a DC 14 Wisdom saving throw. On a failed save, the attacker redirects the attack roll to the creature closest to it, other than the enchanter or itself. If multiple eligible creatures are closest, the attacker chooses which one to target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Enchanting Infiltrator","description":"An antagonist for tier 2 play (levels 5 to 10), the enchanting infiltrator is a Few that beguiles and misdirects. Traits Legendary Resistance (3/Day). If the infiltrator fails a saving throw, it can choose to succeed instead. Veiled Presence. The infiltrator’s AC includes its Wisdom modifier, and the infiltrator can’t be targeted by divination magic or features that would read its mind or determine its creature type. Actions Multiattack. The infiltrator makes two Poison Blade attacks and can use Beguiling Whisper. Poison Blade. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 11 (2d10) poison damage. Beguiling Whisper. The infiltrator magically whispers to a creature it can see within 30 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or have the stunned condition due to fear or delight (the infiltrator’s choice) until the end of the target’s next turn, after which the target is immune to this Beguiling Whisper for 24 hours. Reactions Uncanny Dodge. When an attacker the infiltrator can see hits the infiltrator with an attack, the infiltrator halves the attack’s damage against it. Legendary Actions The infiltrator can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The infiltrator regains all spent legendary actions at the start of its turn. Cunning. The infiltrator escapes nonmagical restraints and ends the grappled condition on itself, then moves up to its speed without provoking opportunity attacks. Stab (Costs 2 Actions). The infiltrator makes one Poison Blade attack. Misdirecting Escape (Costs 3 Actions). The infiltrator magically has the invisible condition and creates an illusory duplicate of itself in its space, then teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of itself. The image flings illusory blades at two creatures of the infiltrator’s choice within 20 feet of the image. Each target must make a DC 17 Wisdom saving throw, taking 13 (3d8) psychic damage on a failed save, or half as much damage on a successful one. The invisibility lasts until the end of the infiltrator’s next turn.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":27234,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Endelyn Moongrave","description":"Endelyn, also known by the names Creeping Lyn and Bitter End, is the youngest member of the Hourglass Coven. People come to her to learn about their futures, which she spells out through grotesque theatrical pageants. As payment, she snatches away a portion of each client’s free will, preventing them from taking certain courses of action in their lives. Her petitioners often learn of a dreadful fate that awaits them but find themselves unable to prevent it due to the cursed terms of their deal. Endelyn’s obsession with tragedy and hopelessness extends to her own life; she has foreseen her own demise during a solar eclipse. In the depths of her castle, a lightning-powered device called the Orrery of Tragedies clicks and turns day and night, giving Endelyn glimpses of her terrible fate. Alignment. Neutral evil. Personality Trait. “I have foreseen not only this moment but the next as well. Nothing surprises me.” Ideal. “Each of us gets to play the lead in our own tragedy, but if you can’t be bothered to put on a good show before you die, don’t waste my time.” Bond. “My world is the stage, and my theater is of paramount importance to me.” Flaw. “My death will occur during an eclipse. That is my doom, and I can’t change it, but I will do everything in my power to forestall it.” Endelyn’s Appearance Endelyn’s emaciated form is hidden under the layers of her elaborate costume. Part dress, part mechanical theater, the outfit makes her look frighteningly tall; without it, she is a hunched and withered bag of bones. She shrouds her wrinkled features behind a gauzy “theater curtain” veil. The outermost layers of her dress open to reveal a marionette theatre, and she manipulates her puppets using an arrangement of artificial hands that nestles in the folds of fabric. She travels about Yon on her ornithopter of flying . Endelyn’s Weakness The only way to dispose of Endelyn for good is to slay her during an actual solar eclipse or in the presence of a symbolic depiction of one. See the stat block for details. Traits Boon of Immortality. Endelyn is immune to any effect that would age her, and she can’t die from old age. Eclipsed Doom. Endelyn can be killed only if she is reduced to 0 hit points during a solar eclipse or while she is within 60 feet of a symbolic representation of one. Otherwise, Endelyn disappears in a cloud of inky smoke when she drops to 0 hit points, along with anything she was wearing or carrying, and reappears 24 hours later in the same location or the nearest unoccupied space. Uncanny Awareness. Endelyn can’t be surprised. Actions Multiattack. Endelyn makes two Puppeteer’s Lash attacks. Puppeteer’s Lash. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one creature. Hit : 17 (4d6 + 3) psychic damage, and if the target is Large or smaller, Endelyn telekinetically moves it up to 10 feet in any direction horizontally. Spellcasting. Endelyn casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: detect magic, mage hand 2/day each: augury, polymorph 1/day: plane shift (self only) Hourglass Coven The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects the past, another reflects the present, and the third reflects the future. These hags are utter wickedness distilled into corporeal forms, driven by a lust for secrets that can be used to manipulate their prey. Skabatha Nightshade, Bavlorna Blightstraw, and Endelyn Moongrave are daughters of Baba Yaga. The three became wild with jealousy when Iggwilv, Baba Yaga’s adopted daughter, surpassed them in power and carved out a Feywild domain for herself in the guise of an archfey named Zybilna. The hags wormed their way into Iggwilv’s good graces, biding their time until they could wrest the domain from her clutches. They waited until Iggwilv was lured away on an important matter to imbue Iggwilv’s Cauldron with the ability to freeze time. When their sister returned, the hags used this power to trap Iggwilv and her court in temporal stasis. The hags then carved up Iggwilv’s domain, splitting it between them. The sisters couldn’t agree on which of them should keep Iggwilv’s Cauldron , so they left it in Iggwilv’s palace and hired some unscrupulous mercenaries to watch over it. The hags loathe each other’s company, but one hag will occasionally visit another to plot against the third sister, creating a vicious circle in which Bavlorna and Endelyn plot against Skabatha, Endelyn and Skabatha conspire against Bavlorna, and Skabatha and Bavlorna bedevil Endelyn. Nothing much ever comes of these petty plots and squabbles, however. Shared Spells of the Hourglass Coven On the rare occasions when all three hags of the Hourglass Coven are within 30 feet of one another, any one of them can use an action to cast one of the following spells, requiring no material components (spell save DC 14): detect thoughts, dispel magic, finger of death, glibness, locate creature, mass suggestion . Once a spell from this list has been cast, no member of the coven can cast that shared spell again until the next dawn, when the coven regains all of its shared spells.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (hag)","Alignment":"neutral evil","Expansion":11857,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Engelidis","description":"The spirit naga Engelidis serves as a consort and advisor to King Irovetti, but is a dangerous foe on her own. Spirit nagas always make excellent behind-the-scenes antagonists due to their skill at mind control and magic; as such, these stats can serve perfectly for a monster that plays a “power-behind-the-throne” role. Traits Rejuvenation. If Engelidis dies, she returns to life in 1d6 days and regains all her hit points. Only a wish spell can prevent this trait from functioning. Spellcasting. Engelidis is an 15th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks), and she needs only verbal components to cast her spells. Engelidis has the following wizard spells prepared: Cantrips (at will): dancing lights, mage hand, message, minor illusion, ray of frost 1st level (4 slots): charm person, detect magic, sleep 2nd level (3 slots): alter self, invisibility 3rd level (3 slots): clairvoyance, dispel magic 4th level (3 slots): dimension door, ice storm, stoneskin 5th level (2 slots): dominate person 6th level (1 slot): chain lightning, mass suggestion 7th level (1 slot): delayed blast fireball 8th level (1 slot): power word stun Actions Multiattack. Engelidis makes two attacks with her bite. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":14},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Enhanced Animated Armor","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":27827,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Enhanced Patient","description":"Enhanced patients are victims of a macabre surgical practice designed to augment their latent psychic abilities. In an ungodly exchange, their natural sight is forever relinquished, alongside most of their intellect, instead replaced by the chilling cold of the Ocular Apparatus. This metal device, fused directly into the patient's eye socket, opens pathways to metaphysical visions beyond comprehension, linking the frail mortal consciousness with something far greater and more terrifying. These manipulated individuals, forever blinded to mortal sight, are left suspended in a perpetual state of ethereal revelation, their minds teetering on the brink of cosmic comprehension and madness, bestowing upon them a set of nascent psychic abilities. As living conduits to the cosmos, they form the crux of the Obitus Scholare's ongoing research—the price of their sanity, a small offering for the promise of cosmic enlightenment, holding the key to creating something far greater than meager jaegers. Traits Ocular Apparatus. The device grafted onto the patient's head opens its mind to the beyond. It is blind. Mad Strength. The patient deals an additional 3 (1d6) psychic damage when it hits with any melee attack. (included in the statblock.) Actions Multiattack. The patient makes one attack with its metal limb. On a hit, the patient can make one bite attack against the same target. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage and 3 (1d6) psychic damage, and the patient regains hit points equal to the piercing damage dealt. Metal Limb. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning or slashing damage (patient's choice) and 3 (1d6) psychic damage. Bonus Actions Wail of Insanity (Recharge 6). The patient unleashes the chaos within itself. A creature of the patient's choice within 5 feet of it must succeed on a DC 12 Wisdom saving throw or gain a short-term madness. “Oh dearest saint, can you hear me? I will be helpful, I swear! Please don’t leave me alone, it’s so dark here…”","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any chaotic","Expansion":27461,"Challenge Rating":2},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Enormous Carrion Crawler","description":"When a carrion crawler lives in an isolated environment as an alpha predator with no competition and has access to endless organic matter to live on, it can grow to an immense size that is almost unheard of. Such an abomination can grow to nearly 40-feet long and rise to 15 feet when it rears up to attack. Its tentacles are large and long enough to attack different targets within reach, making it even more dangerous. Worse, it can unleash its tentacles in a blinding flurry, possibly attacking multiple targets within its reach! Traits Keen Smell. The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell. Spider Climb. The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The carrion crawler makes three Tentacle attacks and one Bite attack. Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 6 (1d4 + 4) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Tentacle Flurry (Recharge 5–6). The carrion crawler makes eight Tentacle attacks.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Enormous Dragonfly","description":"The dragonflies of Hooktongue Slough grow twice as large as the typical giant dragonfly. Brightly colored, these enormous dragonflies are often regarded with awe by local boggards, who often marvel at these dragonflies’ beauty while plotting to devour them at the same time. Traits Flyby. The dragonfly doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Skimmersense. The dragonfly can sense other creatures touching the same water, functioning as tremorsense with a range of 30 feet. Actions Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12+5) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the dragonfly can’t grapple another target. The dragonfly can continue to bite by transferring the grappled target to its limbs.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Enormous Flame Drake","description":"A wide range of drakes dwell in the River Kingdoms, but it’s those who live long enough to grow particularly notorious that often attract the most attention. The enormous flame drake presented here has long menaced explorers of the Stolen Lands. All drakes look similar to dragons in basic form, yet they lack a front pair of legs. Many believe wyverns to be more properly categorized as drakes as a result. Flame drakes are bright red in color, with curling horns on their heads. Traits Keen Smell. The flame drake has advantage on Wisdom (Perception) checks that rely on smell. Smokesense. The flame drake can see through smoke. Smoke does not provide concealment against the flame drake. Speed Surge (3/Day). The flame drake can use Dash as a bonus action. Actions Multiattack. The flame drake attacks twice: once with its bite and once with its tail. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d8+5) piercing damage plus 4 (1d8) fire damage. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage. Fireball Breath (Recharge 6). The flame drake exhales a fireball to a point within 150 feet. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 40 (9d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Enormous Magma Ooze","description":"The magma ooze is a menacing creature that masquerades as flowing lava, slowly approaching unsuspecting prey with its deceptive appearance. The searing hot abomination possesses an amorphous body that glows with an intense orange-red radiance, giving the illusion of molten rock in motion. Its surface continually ripples and undulates, captivating the attention of those who dare to venture too close. Consuming Flames. The magma ooze presents a formidable threat to any creature that comes within its proximity. The mere touch of its flaming pseudopods can roast flesh and inflict agonizing burns. Its larger specimens possess the terrifying ability to engulf smaller creatures, enveloping them within their semi-liquid form. Trapped inside the molten embrace of the magma ooze, victims suffer a gruesome fate as they are slowly consumed by the blazing magma, their cries drowned out by the eerie sizzling of flesh. Ambush Predator. The magma ooze primarily inhabits the periphery of volcanic regions, lurking near animal trails and paths where it can lie in wait, hidden in plain sight beside lava streams. There it bides its time until prey moves within striking distance, lashing out with its tentacle-like pseudopods. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Fire Aura. At the start of each of the ooze’s turns, each creature within 10 feet of it takes 5 (1d10) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Illumination. The ooze sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Water Susceptibility. For every 5 feet the ooze moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The ooze makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 5 (1d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Engulf (Recharge 5–6). The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 14 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature's space, and the creature takes 16 (3d10) fire damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 27 (5d10) fire damage at the start of each of the ooze's turns. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 14 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze and ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. The ooze can engulf up to two Medium-sized or smaller creatures.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Enormous Mimic","description":"The enormous mimic is the stuff of nightmares. By some foul magic, a greater mimic has grown to an immense size that it can assume the forms of very large structures. It is said that a single enormous mimic devoured an entire legion of soldiers without getting caught when it took the form of a garrison building. Traits Adhesive (Object Form Only). The mimic adheres to anything that touches it. A creature adhered to the mimic is also grappled by it (escape DC 17). Ability checks made to escape this grapple have disadvantaged. False Appearance (Object Form Only). If the mimic is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the mimic move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mimic is animate. Grappler. The mimic has advantage on attack rolls against any creature grappled by it. Actions Multiattack. The mimic makes two Pseudopod attacks and one Bite attack. It can use Acid Spit in place of a Bite attack. Pseudopod. Melee Weapon Attack: +11 to hit, reach 15 ft. one target. Hit: 20 (3d8 + 7) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft. one target. Hit: 20 (3d8 + 7) piercing damage plus 4 (1d8) acid damage, and if the target is Medium or smaller, it is grappled (escape DC 17). Until this grapple ends, the mimic can Bite only the grappled creature and has advantage on attack rolls to do so. Acid Spit. Ranged Weapon Attack: +11 to hit, range 60 ft., one target. Hit: 18 (4d8) acid damage. Swallow. The mimic makes one Bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mimic, and it takes 18 (4d8) acid damage at the start of each of the mimic's turns. A mimic can have only up to one Medium or two Small creatures swallowed at a time. If the mimic takes 30 damage or more on a single turn from the swallowed creature, the mimic must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mimic. If the mimic dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. Change Shape. The mimic transforms into a Huge object or back into its true, amorphous form, while retaining its game statistics. This transformation ends if the mimic is reduced to 0 hit points or uses an action to end it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity (Shapechanger)","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Enormous Necrotic Ooze","description":"A relentless creature that instills dread in those who stumble upon one, the necrotic ooze is an amorphous horror that exists solely to consume living matter, leaving only death and decay in its wake. This malevolent entity moves with a sinister purpose, crawling over surfaces and slithering through crevices and cubbies as it silently stalks its prey. Pungent Blob. Visually, the necrotic ooze is a grotesque sight to behold. It lacks any distinct form, appearing as a shapeless mass of greenish black, viscous goo. Occasionally, a corpse's face or a skull will pop from its surface, an expression of fear written on on its face, before getting sucked back into the writhing sludge. Pseudopods protrude from its formless body, allowing it to reach out and ensnare victims. Accompanying it is a vile, repulsive stench that permeates the air around the ooze. The putrid, nauseating odor has a heavy, sickly sweet undertone that mingles with an underlying rancid aroma that reminds you of rotting fish and decomposing viscera. Desiccating Touch. When the necrotic ooze comes into contact with any living creature, the results are devastating. As its pseudopods adhere to the victim's flesh, the life force within the unfortunate victim is swiftly drained away. The necrotic ooze's touch causes flesh to wither and rot. The decay spreads rapidly, consuming the victim's body until nothing remains but dust. Grim Origins. A necrotic ooze's emergence is closely tied to areas where death and necromancy have been heavily involved. It is thought to arise from a convergence of negative energies, drawing sustenance from the residual necrotic forces present in its surroundings. These areas may include ancient burial grounds, battlefields, or sites where occult rituals were once performed. The commonly encountered necrotic ooze measures around 6 feet in diameter. However, there have been reports of exceptionally large specimens reaching diameters of up to 20 feet. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Detect Life. The ooze can magically sense the presence of creatures up to 90 feet away that aren’t Undead or Constructs. It knows the general direction they’re in but not their exact locations. Necrotic Aura. At the start of each of the ooze’s turns, each creature within 5 feet of it takes 7 (2d6) necrotic damage. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 7 (2d6) necrotic damage. Undead and Constructs are immune to this aura. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stench. Any creature other than a necrotic ooze that starts its turn within 5 feet of the ooze must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of all necrotic oozes for 1 hour. Actions Multiattack. The ooze makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is Large or smaller, the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the ooze can automatically hit the target with its pseudopod, and the ooze can't use one of its Pseudopod attacks on other targets. In addition, if the target is a creature that isn't Undead or a Construct, it must succeed on a DC 16 Constitution saving throw. On a failed save, the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the ooze regains hit points equal to half that amount, rounded down. While its hit points is reduced, the target deals only half damage with weapon attacks. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Neutral Evil","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Enormous Snow Ooze","description":"The snow ooze is an insidious creature that preys on warm-blooded creatures. Having a form resembling that of a mount of soft snow, its icy-white hue blends in perfectly with the winter landscape, making it near impossible to differentiate from ordinary snow. Its size can vary widely, depending on how much energy it has recently absorbed. Most are 5 or 10 feet in diameter, but monstrous versions of nearly 20 feet in diameter exists. Detects Warmth. The snow ooze is relentless in its pursuit of heat energy which it drains from warm-blooded creatures. It can detect such prey up to 120 feet away, and once the snow ooze has caught the scent of one, it will stalk it relentlessly. Once the snow ooze is close enough, it extends its pseudopods and whips them toward the target. Icy Pseudopods. Each hit made by a snow ooze’s pseudopod is like being struck by piercing, icy water - excruciatingly painful and debilitating, leaving the victim weak and gasping for breath. And with each successful hit that drains heat from its victim, the snow ooze is rejuvenated. Arctic Denizen. Even though prey is scarce, a snow ooze will never leave its natural environment. Thus, it is usually only encountered in arctic and frigid terrain where it can effortlessly disappear into the snowy landscape. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Cold Aura. Any creature that starts its turn within 5 feet of the ooze takes 3 (1d6) cold damage. Detect Warmth. The ooze can sense the presence of warm-blooded creatures up to 90 feet away. It knows the general direction they’re in but not their exact locations. False Appearance. If the ooze is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the ooze move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the ooze is animate. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The ooze makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 10 (3d6) cold damage and if the target is a creature, it must succeed on a DC 14 Constitution saving throw. On a failed save, the target gains one level of exhaustion and the ooze regains hit points equal to half the cold damage dealt, rounded down. Reactions Split. When the ooze is subjected to slashing damage, it splits into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze's, rounded down. New oozes are one size smaller than the original ooze. Medium or smaller oozes attack only once per turn and deal only half their normal damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Enormous Wooly Spider","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"custom","Alignment":"typically neutral good","Expansion":22471,"Challenge Rating":8},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Entropic Flame","description":"Contaminated Elementals Contaminated Elementals can be found all over Drakkenheim, often in areas where the eldritch magics are especially concentrated. Many who have encountered these elementals have spoken of the city itself coming to life to attack them. Reports of ruins reaching out and crushing adventurers, burning flames moving and hunting with minds of their own, or contaminated pools lurching to engulf passersby have been heard. Even the blowing air itself has mustered parts of the Haze into shifting clouds that stalk adventurers through the streets. These magical creatures are a constant reminder that nothing in the city can be trusted, and that nowhere is truly safe. “The colours are charming, but the alchemical properties and possibilites of spells is, in my opinion, far more charming.” — Sebastian Crowe","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Entropic Watcher","description":"This floating mass of wet flabby flesh drifts through the air, its many long spindly tendrils dangling down like some form of incomprehensible jellyfish. Oftentimes these creatures appear in strange hues of pale pinks, purples, and whites. Their large eye placed in the middle of their fleshy mass glows with octarine hues and their gaze weakens the body and mind. The soft sound of thrumming and suckling follows them as insane chattering of unknown languages murmur in the minds of those unfortunate enough to behold these creatures that drift through the thin places into our world.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"custom","Alignment":"lawful evil","Expansion":29025,"Challenge Rating":15},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Eobald","description":"Eobald’s spellbook and other resources have been taken from him. You can certainly expand on these stats to transform him into a standard wizard by adding to his spells prepared, but you also use this stat block as is to represent an imprisoned mage in need of rescue! You can also omit his Spellcasting ability, Arcana skill, and other benefits gained from being able to cast wizard spells if you need to introduce an NPC botanist or student of other natural disciplines. Traits Current Distress. When first encountered, Eobald has 1 hit point and available spell slots as listed below under Spellcasting. Spellcasting. Eobald is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Eobold has the following wizard spells prepared: Cantrips (at will): light, mage hand, prestidigitation, shocking grasp (2d8) 1st level (4 slots maximum; currently 1): charm person, disguise self, mage armor, unseen servant 2nd level (3 slots maximum; currently 0): invisibility, mirror image, suggestion 3rd level (2 slots maximum; currently 1): major image, sending Actions Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Eoghan Ghostweaver","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Expansion":21300,"Challenge Rating":12},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Eonic Drifter","description":"The air crackles and lights flicker in the ruins. In a whirl of colorful robes, the drifter materializes from the unfathomable maelstroms of time. His eyes scan the hall in panic, anticipating the terrible revelations of yet another era. Adrift in Time. Not much is known about the time traveling eonic drifters other than that they left a dying civilization to look for help not available in their own age. To their misfortune, returning to their own time proved much more difficult than leaving it, so the eonic drifters found themselves adrift in the river of time. As the decades passed, their chance of returning home withered, along with the flesh of their bodies. They have been become mummified by the passing ages. Crystal Belts. A drifter carries an odd assembly of gear gathered in countless centuries, proof of its tragic journey. The more eclectic the collection, the more jumps it has performed on its odyssey. Belts of crystals around its body store the energy that fuels a drifter’s travels. After each large jump through time, the reservoirs are exhausted and can be used only for very short jumps. Jittery and Paranoid. Visiting countless eras in which mankind has all but forgotten this once-great civilization has robbed most eonic drifters of their sanity. Their greatest fear is being robbed of their crystal belts. They plead or fight for them as if their lives depended on them—which, in a sense, they do. Adventurers who convince a drifter of their good intentions may be asked for aid. In exchange, a drifter can offer long-lost artifacts gathered from many forays through time. Drifters can appear at any time or place, but they often frequent the sites of their people’s past (or future) cities. There they are comforted by knowing that they’re at least in the right place, if not the right time. Actions Multiattack: The eonic drifter can either use Drift Backward or make two attacks with its time warping staff. The eonic drifter’s future self (if present) can only use Drift Forward. Time Warping Staff: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 7 (1d10 + 2) bludgeoning damage. Drift Backward (1/Day): A future self of the eonic drifter materializes in an unoccupied space within 30 feet of the drifter. The future self has the eonic drifter’s stats and its full hit points, and it takes its turn immediately after its present self. Killing the original eonic drifter makes its future self disappear. If the present self sees its future self die, the eonic drifter must make a DC 13 Wisdom saving throw. There is no effect if the save succeeds. If the saving throw fails, roll 1d6 to determine the effect on the eonic drifter: 1 = frightened, 2 = incapacitated, 3 = paralyzed, 4 = unconscious, 5 or 6 = has disadvantage on attack rolls and ability checks. These effects last 1d4 rounds. Drift Forward (2/Day): The future self makes a time warping staff attack against a target. If the attack hits, instead of causing bludgeoning damage, both the target and the attacker jump forward through time, effectively ceasing to exist in the present time. They reappear in the same locations 1d4 rounds later, at the end of the present self’s turn. Creatures occupying those locations at that moment are pushed 5 feet in a direction of their own choosing. The target of the drift (but not the future self) must then make a DC 13 Wisdom saving throw, with effects identical to those for the eonic drifter witnessing the death of its future self (see Drift Backward). The future self doesn’t reappear after using this ability the second time; only the target of the drift reappears from the second use. This does not trigger a saving throw for the present self.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Eonic Loner","description":"The scent of ozone permeates the space around a lone figure’s mummified-seeming visage. It is garbed in scraps of metal and leather fused with crystals, some of which flicker with wan blue light. Its expression as it scans the landscape is one of hopeless resignation. When an eonic drifter (see Tome of Beasts ) gives up any hope of returning to its home time or of saving its civilization, it isolates itself from others and becomes a reclusive wayfarer. These eonic loners continue to wander, collecting scraps of metal and leather which they use to transform their time-distorting belts into crystal-studded patchwork armor. Loners no longer see the point in hopping through time or building or maintaining relationships and are either indifferent or, occasionally, outright hostile to others. Fonts of Knowledge. Despite their reclusive natures, eonic loners know a great deal about history, much of which would be considered the future to humanoids they encounter. If they can be roused from their ennui, they may be enticed to share some of their knowledge with others. TRAITS Future State. When an eonic loner dies, its self from an alternate future is summoned to the location and time of its death. The future self has the original loner’s statistics and a full complement of hit points. Immediately after appearing, it takes a turn, assuming the original loner’s place in the initiative order. If the loner’s future self dies, another future self is not summoned. Temporal Nudge. The eonic loner swaps a spell scroll or wand with an exhausted future version of the item for a split second. When the loner is targeted by a spell that is cast from a scroll or a wand by an attacker that it can see, and if that spell allows its target to make a saving throw for reduced damage, the loner instead takes no damage on a successful save. ACTIONS Multiattack. The eonic loner makes two Time Warping Staff attacks. Time Warping Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) plus 10 (3d6) necrotic damage. Spring Forward (Recharge 6). Each living creature within 30 feet of the eonic loner must make a successful DC 15 Charisma saving throw or be thrust forward in time along with the loner, effectively ceasing to exist in the present time. All affected creatures reappear in their previous locations 1d4 rounds later at initiative count 20. Creatures occupying those spaces at that moment are pushed 5 feet in a direction of their choosing. Each of the affected creatures must then make a successful DC 14 Constitution saving throw or be stunned for 1 minute. A creature that is stunned in this way can make a new saving throw at the end of each of its turns, ending the condition on itself on a success. REACTIONS Spacetime Slip. When the eonic loner takes damage for the first time in a round, it can slip through time and move up to half its speed away from its attacker to an unoccupied space. If the creature targeting the loner can attack more than once with its action, such as with Multiattack or Extra Attack, this reaction takes effect after the first instance of damage is dealt.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Chaotic Neutral","Expansion":25357,"Challenge Rating":5},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Eonic Savant","description":"A jagged blue scar of magical energy forms in the air, and a blue-robed figure steps out a moment later. As it moves, echoes of it appear to move a split second before and after it. The creature focuses its attention and the echoes solidify around it, one wielding the creature’s staff, the other a spell. The eonic savant is an eonic drifter who learned to fully harness the power of its many future and past selves. Still Adrift in Time. Through their mastery of time, they were able to spare their bodies many of the same ravages of time experienced by their brethren. In spite of this mastery, they are no closer to finding the cure or the correct time stream for their dying ancient civilization. Calm and Assured. Unlike their kin, eonic savants hold the energy to jump through time within their bodies, freeing them from a reliance on their people’s crystal belts and the paranoia its loss brings. Savants devote themselves to studying the rivers of time and helping their kin, who are barely surviving time’s flood. They are certain with enough study and enough of their kin by their sides, they can discover the way to a cure and the way home.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ephialtes Kyton","description":"Sadistic hunters and tormentors of all living souls, ephialtes kytons usually roam the planes in service to the lords of Hell and Shadow, but occasionally in pursuit of their own fell interests. They ruthlessly abduct the innocent and retrieve the damned, dragging their victims into the fires of Hell or the gnashing, wailing dark of the Plane of Shadow. They have no fear, tracking their chosen prey regardless of distance or challenge, and shackle dragons, giants, and humanoids alike for their eternal torturous rewards. A typical ephialtes stands 25 feet tall and weighs over 15 tons with the combined burden of their deadly chains. Steely Slaughter. Ephialtes kytons travel in silent grace while cloaked in darkness but drop their stealthy veils when ready to intimidate those they’ve come to collect or punish. Then, their frightening gaze matches the deadly intent of the chains piercing their flesh. 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Their heads and legs are those of a horse's, and their muscular arms end in thick iron-hard fingers that, when closed into a fist, appear like hooves. Despite their heavy-set bodies, equinals move with incredible balance and grace. Disciplined Warriors. Equinals, alongside cervidals, are the most numerous type of guardinals. They strive to be free of anger, envy, and greed and spend most of their time in deep meditation. Even though they are practitioners of the martial arts, they always do everything possible to neutralize a confrontation without having to resort to violence. Martial Artists. If combat is unavoidable, equinals always attempt to end fights as quickly as possible, knocking out or subduing their foes with their unarmed strikes before any permanent damage is done. When fighting fiends, however, they do not hold back. When outnumbered, equinals use spells to hinder, slow, or divide their foes. They are also known to emit loud whinnies that can deafen and even stun opponents. Guardinals The noble guardinals are celestials that resemble animal-humanoid hybrids. Despite their bestial appearance, guardinals are the most honorable and pure-hearted beings one will ever encounter. Native to Elysium and the House of Nature, the guardinals embody virtue and good-naturedness without being constrained by law nor distracted by the chaos of freedom. They are welcoming, mirthful, and witty. Though they always seek to resolve conflict through peaceful means, guardinals are ready to fight if needed. Due to their nature, guardinals often clash with fiends, tyrants, and evil undead. Noble Heroes. While guardinals have no strict hierarchy as do the celestial archons, they recognize the authority and follow the guardinal paragons known as Talisid and the Five Companions. From time to time, guardinals may be called upon by deities of Elysium and the House of Nature to perform noble quests, at times aiding heroes from the Material Plane. Squads of guardinals also mount lightning raids and rescue missions in the Lower Planes. Traits Magic Resistance. The equinal has advantage on saving throws against spells and other magical effects. Speak with Beasts. The equinal can communicate with beasts as if they shared a language. Unarmored Defense. While wearing no armor and not wielding a shield, the equinal's AC includes its Wisdom modifier. Actions Multiattack. The equinal uses Whinny, if available. It then makes three unarmed attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a creature, the equinal can choose one of the following additional effects: The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (equinal’s choice). The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the equinal’s next turn. Spellcasting. The equinal casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: aid, command, cure wounds, detect evil and good, detect magic, magic missile 2/day each: dispel magic, fog cloud, slow 1/day: wall of stone Whinny (Recharges after a Short or Long Rest). The equinal emits a piercing shriek. Each nonguardinal creature within 20 feet of the equinal must make a DC 13 Constitution saving throw or be deafened for 1 minute. If a creature fails its saving throw by 5 or more, it is also stunned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Neutral Good","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Equinal Guardinal","description":"The horselike equinals are among the strongest of the guardinals. Equinals have long faces and crested manes, and their powerful, hocked legs carry them over great distances. These good-natured, boisterous Celestials boast their might in contests of strength and rarely back down from a challenge. Tough and courageous, they use their iron-hard fists to pound evil to a pulp. Equinals can also bellow a mighty shout that stops their foes in their tracks. Guardinals Nomadic and peaceful, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals can be found throughout the Outlands, especially in Ecstasy, the gate-town to Elysium, and in Faunel, the gate-town to the Beastlands. While guardinals are usually friendly and slow to anger, their supernatural virtue puts them at odds with the evil beings of the Lower Planes. Guardinals abhor wickedness and strike out against injustice and villainy without hesitation, determined to eradicate forces that threaten beauty and peace. Traits Headfirst Charge. If the equinal moves at least 30 feet in a straight line toward a creature and ends within 5 feet of it, that creature must succeed on a DC 17 Strength saving throw or take 14 (4d6) bludgeoning damage and have the prone condition. Actions Multiattack. The equinal makes two Fist attacks. Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 3 (1d6) radiant damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition. Shout (Recharge 6). The equinal lets out a booming shout. Each creature within 30 feet of the equinal must succeed on a DC 14 Constitution saving throw or have the stunned condition until the end of the equinal’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"typically neutral good","Expansion":26427,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Equitox","description":"The prophecy foretold the Time of Thirst, when the horsebeast would gallop beneath the sun, wells and rivers would run dry, and men would drink only in dreams. The equitox combines the shape of a white stallion and a mangy, horned wildebeest. Harbinger of Plagues. Immortal, though perpetually dehydrated and diseased, the equitox roams the edges of water-dependent communities, spreading its illness and drying up water sources with its profane presence. Fearful fanatics sometimes devote themselves to the equitox in vain hopes of being spared during an apocalypse of drought or fire. Befouling Aura. At the start of each of the equitox's turns, each creature within 30 feet of it must succeed on a DC 18 Constitution saving throw or have disadvantage on its next attack roll or ability check as the moisture within it becomes diseased. If a creature spends at least 1 minute in the equitox's aura or drinks water within the aura's area, it must succeed on a DC 18 Constitution saving throw or contract the gullylung fever disease (see the Gullylung Fever trait). Creatures immune to the poisoned condition are immune to this disease. Gullylung Fever. A creature infected with this disease manifests symptoms 1d4 days after infection, which include difficulty breathing, dehydration, and water-themed nightmares. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a DC 18 Constitution saving throw or its Strength score is reduced by 1d4. This reduction lasts until the creature finishes a long rest after the disease is cured. If the disease reduces the creature's Strength to 0, the creature dies. A creature that succeeds on two saving throws recovers from the disease. Magic Resistance. The equitox has advantage on saving throws against spells and other magical effects. Actions Multiattack. The equitox makes two Gore attacks. If the equitox hits one creature with both attacks, the target must succeed on a DC 18 Constitution saving throw or contract the gullylung fever disease (see the Gullylung Fever trait). Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage plus 10 (3d6) necrotic damage. Evaporation Wave (Recharge 6). The equitox exhales hot, dry breath in a 60-foot cone. Each creature in the area that isn't a Construct or Undead must make a DC 18 Constitution saving throw, taking 22 (5d8) fire damage and 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one. In addition, any water in the area that isn't being worn or carried evaporates. Legendary Actions The equitox can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The equitox regains spent legendary actions at the start of its turn. Teleport. The equitox magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Gore (Costs 2 Actions). The equitox makes one Gore attack. Withering Gaze (Costs 2 Actions). The equitox locks eyes with one creature within 60 feet that can see it. The target must succeed on a DC 18 Wisdom saving throw or be stunned by extreme thirst until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Erchitu","description":"Erchitu This giant humanoid is covered in shaggy, white hair, with an ox-like head crowned by gleaming, metal horns. A massive yoke of black iron is fastened about its burly neck. An erchitu is formed from a humanoid that has committed heinous crimes in their lifetime. Fearful of the punishments that await them, they bargain with hellish powers, seeking to stave off their final judgement. Hell grants a reprieve, sending the humanoid back as a monstrous agent to wreak more havoc in the mortal world, knowing its soul will eventually make its way back to the hells in time. The erchitu’s new form is a massive ox wearing an iron yoke, symbolic of its hellish bargain. The horns of an erchitu are gleaming steel. Hell’s Servant. An erchitu is free to go about the world sowing misery as it sees fit, but whatever lord of Hell forged the bargain will want to direct the erchitu to specific acts of evil when it chooses. Often when an erchitu is encountered, it is in the company of one or more lesser devils, sent to deliver orders to the erchitu and see that they are carried out, occasionally assisting in the task if necessary. Reluctantly Penitent. On rare occasions, an erchitu is a soul that genuinely seeks redemption, but was too late. The humanoid takes the deal to become an erchitu as a last attempt at salvation. Such an erchitu will go to outrageous lengths, trying any ritual or taking any quest in order to find a way to cast off its hellish yoke and become its normal self again. Such repentant erchitu nearly always have devils nearby, attempting to sabotage its attempts at salvation and goad it into doing the bidding of its diabolical master.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (shapechanger)","Alignment":"lawful evil","Expansion":30635,"Challenge Rating":5},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Erebus Minder","description":"Erebuses have human origins but have evolved into their own species, primarily due to the human inhabitants on a remote planet who experimented with instant mental communication between members of their species. They have since evolved far from their original human stock into dark-skinned beings of stocky build and an overall craggy appearance. Their blue eyes glow with an inner light that seems to pierce the souls of everything they view. Average erebuses stand at 5 and a half feet tall. Their dense flesh causes them to weigh more than humanoids of their size, and they weigh in excess of 300 pounds. Erebuses enjoy long lives, nearly matching an elf’s lifespan. Overmind Connection. A long-ago erebus scientist learned how to open up his mind’s deepest potential, granting him incredible psychic gifts, and he used those to augment the technological aspects of his peoples’ advancement. The procedure was successful, and Erebus became the core of an Overmind connecting everyone on the planet. With all minds working as a harmonious collective, the erebuses expanded beyond their planet. As time passed, the Overmind lost all of its progenitor’s personality, and it currently acts as a hub for its scattered people. The intense gestalt on the erebus home world has allowed them to repel even magically or technologically superior invaders, since the erebuses can instantaneously coordinate a response. Away from their home, though, they lose the strong connection among themselves but retain an empathic connection which eases communication among their species. Overmind Seeker. Even an erebus born apart from the gestalt mind still feels a connection to it and finds a way to contact the Overmind before reaching adulthood. Adventuring erebuses are the norm, since their collected knowledge and experiences add to the whole and provide the Overmind a better understanding of the current state of the universe. Most erebuses leave their home planet upon reaching maturity and only return near the end of their natural lifespans, passing their memories on to the gestalt before dying. Balanced Viewpoint. Erebuses tend toward true neutral alignments, but their individual experiences shift their viewpoints. Erebuses are split equally between good and evil, but the connection to a gestalt makes them more prone to shift to lawful alignments as opposed to chaotic. Extreme alignments are exceedingly rare among erebuses. N pc F eatures To make an existing NPC into an erebus, apply the following racial features: +2 Intelligence, +1 Charisma Darvksision 60 ft. 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If the Eriflamme fails a saving throw, it can choose to succeed instead. Magic Resistance. The Eriflamme has advantage on saving throws against spells and other magical effects. Actions Multiattack. The Eriflamme makes four Claw attacks. It can replace one of the attacks with a Bite attack. Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) slashing damage plus 7 (2d6) fire damage. Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) piercing damage plus 33 (6d10) fire damage. Reform. All the Eriflamme’s fire elementals vanish and the Eriflamme reappears in one of their spaces. The Eriflamme’s hit points are equivalent to the combined hit points of the fire elementals. Reactions Split (2/Day). As a reaction to taking damage, the Eriflamme can split into fire elementals and reduce the damage to 0. The Eriflamme can form up to 10 fire elementals, splitting its remaining hit points between them. The fire elementals appear in spaces adjacent to or within the Eriflamme's old location, and all act on the Eriflamme's initiative. They gain a +5 bonus to attack rolls and have the Eriflamme's Reform action. Legendary Actions The Eriflamme can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Eriflamme regains spent legendary actions at the start of its turn. Slam. The Eriflamme makes a Claw attack, which deals force damage instead of slashing damage if it hits. Fireglide. The Eriflamme moves up to half its speed. It can fly during this movement. Chomp (Costs 2 Actions). The Eriflamme makes a Bite attack with advantage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"elemental","Alignment":"unaligned","Expansion":28645,"Challenge Rating":28},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Erina, Defender","description":"This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills. Erinas, or hedgehog folk, are a small, communal race. Burrowed Villages. Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas easily become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They often lure them onto choke points where the enemy can be delayed endlessly while noncombatants and valuables are hustled to safety through other tunnels. Scroungers and Gatherers. Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming, but subsist mainly on the bounty of the land surrounding their homes. In cities, they still subsist on what they can find, and they have a knack for finding whatever they need. Sometimes they are called thieves, but they aren’t greedy or malicious. They take only what they need, and seldom take anything from the poor. Some humans even consider it lucky to have a family of erinas nearby. Erina Defender As the largest and hardiest of their kind, erina defenders take the defense of their home tunnels very seriously, and are quite suspicious of outsiders. Once an outsider proves himself a friend, they warm considerably, but until then defenders are quite spiky. Traits Keen Smell: The erina has advantage on Wisdom (Perception) checks that rely on smell. Hardy: The erina has advantage on saving throws against poison. Spines: An enemy who hits the erina with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. Actions Multiattack: The erina defender makes two attacks. Shortsword: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 5 (1d6 + 2) piercing damage. Shortbow: Ranged Weapon Attack : +4 to hit, range 80/320 ft., One target. Hit : 5 (1d6 + 2) piercing damage. Reactions Protect: The erina imposes disadvantage on an attack roll made against an ally within 5 feet of the erina defender.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (erina)","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Erina, Scrounger","description":"This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills. Erinas, or hedgehog folk, are a small, communal race. Burrowed Villages. Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas easily become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They often lure them onto choke points where the enemy can be delayed endlessly while noncombatants and valuables are hustled to safety through other tunnels. Scroungers and Gatherers. Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming, but subsist mainly on the bounty of the land surrounding their homes. In cities, they still subsist on what they can find, and they have a knack for finding whatever they need. Sometimes they are called thieves, but they aren’t greedy or malicious. They take only what they need, and seldom take anything from the poor. Some humans even consider it lucky to have a family of erinas nearby. Traits Keen Smell: The erina has advantage on Wisdom (Perception) checks that rely on smell. Hardy: The erina has advantage on saving throws against poison. Spines: An enemy who hits the erina with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage. Actions Dagger: Melee Weapon Attack : +3 to hit, reach 5 ft., One target. Hit : 4 (1d4 + 2) slashing damage. Sling: Ranged Weapon Attack : +3 to hit, range 30/120 ft., One target. Hit : 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (erina)","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Erina, Tussler","description":"Sharp spines cover the back, shoulders, and arms of this hedgehog humanoid. Leather armor protects its underbelly as it adopts a fighting stance. Some erina (see Tome of Beasts ) relish close-quarters combat. These tusslers groom their spines to painful effect and bind their sturdiest quills onto their wrists, using them like punching daggers. Fighting Dirty . Tusslers are notable (and somewhat suspect) in the erina communities for their fighting prowess and unconventional methods. Tusslers disregard the common erina tactic of ambushing opponents from below by burrowing; they prefer more upfront tactics such as punching wildly and sticking to foes like thorny briars. Flying Spines . Tusslers take extra care to groom sharp spines along their arms, which they can fling at foes who are out of reach of their punches. When these flung spines stick to their targets they are quite painful, disrupting a creature's ability to counterattack. Arm Spine Regrowth. The erina has twenty-four arm spines that it can use to make Throw Spine attacks. Used spines regrow when the erina finishes a long rest. Expert Wrestler. The erina can grapple creatures two sizes larger than itself and can move at its full speed when dragging a creature it has grappled. If the erina grapples a Small or smaller creature, the target has disadvantage on its escape attempts. In addition, the erina has advantage on ability checks and saving throws made to escape a grapple or end the restrained condition. Keen Smell. The erina has advantage on Wisdom (Perception) checks that rely on smell. Hardy. The erina has advantage on saving throws against poison. Spines. A creature that touches the erina or hits it with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage. In addition, a creature grappled by or grappling the erina takes 5 (2d4) piercing damage at the start of the erina's turn. Actions Multiattack. The erina tussler makes two Punching Spines or Throw Spine attacks. If the erina hits one creature with both Punching Spines attacks, the target is grappled (escape DC 13). The erina can grapple only one target at a time. Punching Spines. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Throw Spine. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the spine sticks in the target until a creature uses an action to remove it. While the spine is stuck, the target has disadvantage on weapon attacks that use Strength.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Erina )","Alignment":"Neutral","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Erinyes","description":"\"They live by the sword and kill by the sword. Their beauty is nothing compared to their wrath.\" —from The Book of Vile Darkness Devils Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus’s will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature’s soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. The Infernal Hierarchy The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever—a fate that even Asmodeus fears. Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil’s memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Infernal Hierarchy 1. lemure Lesser devils 2. imp 3. spined devil 4. bearded devil 5. barbed devil 6. chain devil 7. bone devil Greater devils 8. horned devil 9. erinyes 10. ice devil 11. pit fiend Archdevils 12. duke or duchess 13. archduke or archduchess Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories—and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other’s most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. The Nine Hells The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Devil True Names and Talismans Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. A mortal who learns a devil’s true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice—typically someone the creator loved—when crafted. However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner’s soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. Erinyes The most beautiful and striking of all lesser and greater devils, the erinyes are fierce and disciplined warriors. Sweeping down from the skies, they bring swift death to creatures that have wronged their masters or defied the edicts of Asmodeus. The erinyes appear as male or female humanoids with statuesque builds and large feathery wings. Most wear stylized armor and horned helms, and carry exquisite swords and bows. A few also use ropes of entanglement to ensnare powerful foes. Legends tell that the first erinyes were angels that fell from the Upper Planes because of temptation or misdeed. Erinyes are always willing to take advantage of being mistaken for celestials in their missions of conquest and corruption. Layers and the Lords of the Nine Hells Layer Layer Name Archduke or Archduchess Previous Rulers Primary Inhabitants 1 Avernus Zariel Bel, Tiamat Erinyes, imps, spined devils 2 Dis Dispater — Bearded devils, erinyes, imps, spined devils 3 Minauros Mammon — Bearded devils, chain devils, imps, spined devils 4 Phlegethos Belial and Fierna — Barbed devils, bone devils, imps, spined devils 5 Stygia Levistus Geryon Bone devils, erinyes, ice devils, imps 6 Malbolge Glasya Malagard, Moloch Barbed devils, bone devils, horned devils, imps 7 Maladomini Baalzebul — Barbed devils, bone devils, horned devils, imps 8 Cania Mephistopheles — Horned devils, ice devils, imps, pit fiends 9 Nessus Asmodeus — All devils Traits Hellish Weapons : The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). Magic Resistance : The erinyes has advantage on saving throws against spells and other magical effects. Actions Multiattack : The erinyes makes three attacks. Longsword : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage. Longbow : Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic. Variant: Rope of Entanglement : Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide ). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks. Reactions Parry : The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon. Variant: Summon Devil (1/Day) : The devil chooses what to summon and attempts a magical summoning. An erinyes has a 50 percent chance of summoning 3d6 spined devils, 1d6 bearded devils, or one erinyes. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Erinyes","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Hellish Weapons : The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). Magic Resistance : The erinyes has advantage on saving throws against spells and other magical effects. Actions Multiattack : The erinyes makes three attacks Longsword : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage. Longbow : Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned . The poison lasts until it is removed by the lesser restoration spell or similar magic. Reactions Parry : The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","AC":"18 (Plate)","HP":"153 (18d8+72)","CHA":18,"CON":18,"DEX":16,"INT":14,"STR":18,"WIS":14,"Size":"Medium","Type":"fiend (devil)","Speed":"30 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062742/Q7tRyc8lW27Du1UJPeHLeQ/original.png","Roll 0":"One Handed\n1d20 + 8\n1d8+4+3d8","Roll 1":"Two Handed\n1d20 + 8\n1d10+4+3d8","Roll 2":"Longbow\n1d20 + 7\n1d8+3+3d8","Senses":"Truesight 120 Ft.","Source":"5th Edition SRD","data-XP":"8,400","Alignment":"Lawful Evil","Languages":"Infernal, Telepathy 120 Ft.","data-List":"false","Immunities":"Fire, Poison","Token Size":1,"Resistances":"Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered","data-Traits":"[{\"Name\":\"Hellish Weapons\",\"Desc\":\"The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The erinyes has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The erinyes makes three attacks\"},{\"Name\":\"Longsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 4\",\"Damage Type\":\"slashing\",\"Damage 2\":\"3d8\",\"Damage 2 Type\":\"poison\",\"Desc\":\"two handed\"},{\"Name\":\"Longsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 4\",\"Damage Type\":\"slashing\",\"Damage 2\":\"3d8\",\"Damage 2 Type\":\"poison\",\"Desc\":\"one handed\"},{\"Name\":\"Longbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"7\",\"Reach\":\"150/600 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"piercing\",\"Damage 2\":\"3d8\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must succeed on a dc 14 constitution saving throw or be poisoned The poison lasts until it is removed by the lesser restoration spell or similar magic\"}]","data-CHA-mod":"+4","data-CON-mod":"+4","data-DEX-mod":"+3","data-INT-mod":"+2","data-STR-mod":"+4","data-SizeNum":4,"data-WIS-mod":"+2","Saving Throws":"Dex +7, Con +8, Wis +6, Cha +8","data-Reactions":"[{\"Name\":\"Parry\",\"Desc\":\"The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.\"}]","Challenge Rating":12,"Passive Perception":12,"Condition Immunities":"Poisoned","data-CrNum":12,"data-AcNum":18,"data-HpNum":153},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Erinyes Dread Champion","description":"A few erinyes who show exceptional martial prowess become elite guards for archdevils. Within these few, a very rare handful emerge as unparalleled warriors. They become dread champions, an archdevil's harbinger of death and despair. These formidable devils fight like elite gladiators and can cast spells to augment their skills and deal with multiple foes. Traits Aura of Dread. A creature hostile to the erinyes that starts its turn within 20 feet of the erinyes must succeed on a DC 17 Wisdom saving throw, unless the erinyes is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target can't perform any actions except move up to half its speed. If a creature's saving throw is successful, the creature is immune to the erinyes's Aura of Dread for the next 24 hours. Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks). Legendary Resistance (1/Day). If the erinyes fails a saving throw, it can choose to succeed instead. Magic Resistance. The erinyes has advantage on saving throws against spells and other magical effects. Actions Multiattack. The erinyes makes three Longsword attacks or three Longbow attacks. Longword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 13 (3d8) poison damage. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic. Spellcasting. The erinyes casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): 3/day each: command, dispel magic, major image 1/day each: charm monster, destructive wave Teleport. The erinyes magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Legendary Actions The erinyes can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The erinyes regains spent legendary actions at the start of its turn. Move. The erinyes moves up to half its speed. Attack. The erinyes makes one weapon attack. Teleport (Costs 2 Actions). The erinyes uses Teleport. Cast a Spell (Costs 2 Actions). The erinyes uses Spellcasting. Reactions Parry. The erinyes adds 5 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ernart Dippletopp","description":"Even among the prolific rock gnomes, Ernart Dippletopp always stood out as an exceptionally gifted tinker. With an equal passion for machines and magic, Ernart began creating ingenious inventions at a remarkably young age. Rarely pausing to consider the ramifications of his creations, Ernart’s inventions quickly grew from simply curious to deeply concerning for the other gnomes in his hillside village. After a malfunctioning invention blew up half the hillside – leaving Ernart and a score other gnomes badly injured – the village elders strongly urged the tinker to leave the village. Suggesting that he could be inspired by the wonders of the wide world and put his creations to good use, they managed to convince the young gnome. Ernart offered to leave a farewell gift (“...which my elders refused – for some reason they weren’t interested in a magically-powered firework cannon, if you would believe it!”), before setting out to sell his many inventions – and take his craft to even greater (and more explosive) heights. Roleplaying Ernart Dippletopp At heart, Ernart Dippletopp is a simple gnome. Wearing a perpetual, near-unquenchable smile, Ernart’s sole purpose is to create and innovate. He seeks novelty in all he does, selling off his creations as quickly as he makes them, so he can fund his next big project. When things inevitably go wrong (usually in a loud, explosive way) Ernart picks himself up, dusts himself off – and applies the necessary bandages – before immediately trying again. Ernart presents his wares with the contagious enthusiasm of a child showing off a new toy, delightedly highlighting every ingenious function, while downplaying the (often quite significant) drawbacks (“It’s only exploded on me twice and I use it almost daily, which puts it at a far above average non-explosion rate of 80% percent!”) Ernart is a strange one. Undoubtedly one of the kindest creatures I’ve ever met – poor trait for a merchant – but also one of the most dangerous. There are balors in the Abyss that have caused less destruction than that gnome. So, be wary of his discounts – you might save a few coins, but it could cost you your fingers! – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Gnome)","Alignment":"Neutral","Expansion":27826,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Erymanthian Boar","description":"This violent and wild beast is famous for its rampages across the vast marsh of Erymanthus, destroying everything in its way. It’s truly obfuscating size terrifies all common folk who gaze upon it, and its toughness intimidates even the fiercest of warriors. In the Age of Heroes the fourth Labor of Heracles, the greatest demigod hero of his time, was to capture this titan of a boar. By using his superhuman strength, some cunning and the biggest chains he could have found, Heracles emerged victorious, bringing the monstrous creature to the palace of King Eurystheus. Thus resulting in the king being so terrified he hid himself in a bronze vessel. Now, the creature still roams the land, perhaps wiser to the dangers that people present after being set free by Heracles. Rage of Nature. The temperament of the boar is violent to a fault. If it is approached, no mercy is given, regardless of intentions or attempts at intimidation. The boar is fearless and unsympathetic, which has turned it into quite the target for many would-be heroes. Sacred Beasts of the Land Throughout the ages the world has existed, unique animals have made themselves known in legends. Stronger, faster, more majestic and, perhaps, even a little magical. The most well known of these creatures are the Sacred Beasts of the Land. This title refers to all the unique animals associated with the Twelve Labors of Heracles. Polymorphing into a Sacred Beast Players attempting to use Polymorph to become any of the Sacred Beasts of the Land will find that they cannot replicate the magic properties of the creature in question. For example, they will not be able to use the innate spellcasting feature, legendary actions or legendary resistances. Additionally, only players who have substantial experience with the creature in question should be able to attempt such a transformation. An example of such experience could be the slaying of the beast, as well as the creation of a friendly bond, but it must involve personal experience from the character. Traits Legendary Resistance (3/Day). If the boar fails a saving throw, it can choose to succeed instead. Charge. If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 5d6 (5d6) damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Siege Monster. The boar deals double damage to objects and structures. Relentless (Recharges after a Short or Long Rest). When the boar is reduced to 0 hi t points but not killed outright, it can drop to 1 hit point instead. Actions Multiattack. The Erymanthian Boar can make three Tusk attacks. Tusk. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 20 (4d6 + 6) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Brutal Rush (Recharge 5-6). The boar rushes its enemies, covering a 30-foot line that is 15 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 49 (9d10) piercing or bludgeoning damage and being knocked prone on a failed save, or half as much damage and preventing being knocked prone on a successful one. Legendary Actions The Erymanthian Boar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Erymanthian Boar regains spent legendary actions at the start of their turn. Move. The Erymanthian Boar can move up to its speed. Attack (Costs 2 Actions). The Erymanthian Boar makes one Tusk attack. Reinvigorating Rage (Costs 3 Actions, 1/Day). The Erymanthian Boar gains 40 temporary hit points and a +1 to its AC for the next minute.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":29804,"Challenge Rating":9},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Esper Nomad","description":"Esper nomads live and dwell on the fringes of society. Many of them are reclusive by choice, either reluctant to play a part in modern day society or unwilling to come to terms with their role or place in the galaxy. Some can also be on the run from authories or are too far displaced from modern society to relate to others of their kind.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":4},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Essence of Mist","description":"When an elemental’s spirit enters the Mundane World, their form reflects an aspect of the world. When this reagent is the breath of a cold-blooded killer, the elemental becomes an essence of mist, also called a breath lurker. The essence has the misty silhouette of a cloaked humanoid. A brutal weapon forms in their grasp as they strike, rendering their victims breathless. Traits Flowing Form. The essence can enter an enemy’s space and stop there, and they can move through a space as narrow as 1 inch wide without squeezing. Gasping Aura. While within 10 feet of the essence, creatures who need to breathe can’t take reactions or speak. Actions Multiattack. The essence makes two Breathless Rend attacks. Breathless Rend. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 22 (4d10) psychic damage. Bonus Actions Convocation of Breath (2/Day). The essence imbues the power of breath in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Hide in Breath. The Elemental tries to hide inside the body of a creature within 10 feet of them who isn’t a Construct, an Elemental, an Ooze, or an Undead. The target must succeed on a DC 18 Constitution saving throw or the Elemental retreats inside the target until the start of the Elemental’s next turn. While inside the target, the Elemental can’t take actions and has total cover against attacks and other effects outside the target. Toxic Breath. The Elemental exudes a noxious aura 10 feet in every direction for 1 minute or until dispersed by a mod erate or stronger wind. That area is lightly obscured, and each creature who needs to breathe who starts their turn in that area must succeed on a DC 16 Constitution saving throw or be poisoned until the end of their next turn. Breathstealer’s Shimmer (1/Day). The essence becomes invisible then takes the Hide action. This invisibility ends if the essence makes an attack or uses Convocation of Breath.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Air, Water)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":13},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Essence of Mist","description":"Traits Flowing Form. The essence can enter an enemy’s space and stop there, and they can move through a space as narrow as 1 inch wide without squeezing. Gasping Aura. While within 10 feet of the essence, creatures who need to breathe can’t take reactions or speak. Actions Multiattack. The essence makes two Breathless Rend attacks. Breathless Rend. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 22 (4d10) psychic damage. Bonus Actions Convocation of Breath ( 2 /Day). The essence imbues the power of breath in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Hide in Breath. The Elemental tries to hide inside the body of a creature within 10 feet of them who isn’t a Construct, an Elemental, an Ooze, or an Undead. The target must succeed on a DC 18 Constitution saving throw or the Elemental retreats inside the target until the start of the Elemental’s next turn. While inside the target, the Elemental can’t take actions and has total cover against attacks and other effects outside the target. Toxic Breath. The Elemental exudes a noxious aura 10 feet in every direction for 1 minute or until dispersed by a moderate or stronger wind. That area is lightly obscured, and each creature who needs to breathe who starts their turn in that area must succeed on a DC 16 Constitution saving throw or be poisoned until the end of their next turn. Breathstealer’s Shimmer ( 1 /Day). The essence becomes invisible then takes the Hide action. This invisibility ends if the essence makes an attack or uses Convocation of Breath.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Air, Water)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":13},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Essence of Storms","description":"At a distance, most would mistake an essence of storms, or galeweaver, for a large bird of prey. This majestic creature is formed from streaks of colored cloud stuff woven into the silhouette of a large eagle or falcon. Galeweavers act as scouts for their ishkrars, and they’re usually the first to see trouble. Also insatiably curious, the essences often swoop down to talk when they see travelers. Actions Multiattack. The essence makes two Wind Talons attacks. They can replace one attack with a use of Bluster or Lightning Squall, if available. Wind Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Bluster. The essence unleashes a 30 foot cone of wind. Each creature in that area must succeed on a DC 14 Strength saving throw or be moved up to 10 feet in any direction. Lightning Squall (3/Day). The essence hurls a small light ning storm at a creature they can see within 30 feet of them. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 28 (8d6) lightning damage and is dazed for 1 minute (save ends at end of turn). On a successful save, they take half as much damage and aren’t dazed. Bonus Actions Convocation of Air (1/Day). The essence imbues the power of air in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Rising Whirlwind. Each creature of the Elemental’s choice within 30 feet of them must make a DC 14 Strength saving throw against a violent whirlwind. On a failed save, the target rises 10 feet upward and is restrained for 1 minute (save ends at end of turn). A target restrained in this way rises an additional 10 feet at the start of each of their turns. Another creature who can reach the target can use an action to pull them free of the effect, ending the restrained condition for that creature. The whirlwind ends if the Elemental dies or chooses to end it (no action required). Vortex Terrain. A vortex swirls around the Elemental. For 1 minute, the area within 20 feet of the Elemental is difficult terrain for enemies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Air)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Essence of Storms","description":"Sapient Elementals The elementals in the Ash Queen’s Reliquary are sapient beings who live and fight together as a band. They have a rich history, hold grudges, and experience emotions just like humans do. Other elementals, called motes, exist in the timescape as well. Motes think and behave the way most experienced gamers expect when they hear the word “elemental.” Actions Multiattack. The essence makes two Wind Talons attacks. They can replace one attack with a use of Bluster or Lightning Squall, if available. Wind Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Bluster. The essence unleashes a 30-foot cone of wind. Each creature in that area must succeed on a DC 14 Strength saving throw or be moved up to 10 feet in any direction. Lightning Squall ( 3 /Day). The essence hurls a small lightning storm at a creature they can see within 30 feet of them. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 28 (8d6) lightning damage and is dazed for 1 minute (save ends at end of turn). On a successful save, they take half as much damage and aren’t dazed. Bonus Actions Convocation of Air ( 1 /Day). The essence imbues the power of air in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Rising Whirlwind. Each creature of the Elemental’s choice within 30 feet of them must make a DC 14 Strength saving throw against a violent whirlwind. On a failed save, the target rises 10 feet upward and is restrained for 1 minute (save ends at end of turn). A target restrained in this way rises an additional 10 feet at the start of each of their turns. Another creature who can reach the target can use an action to pull them free of the effect, ending the restrained condition for that creature. The whirlwind ends if the Elemental dies or chooses to end it (no action required). Vortex Terrain. A vortex swirls around the Elemental. For 1 minute, the area within 20 feet of the Elemental is difficult terrain for enemies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Air)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Essence of Tides","description":"An essence of tides looks like a shimmering blue manta ray that glides over land as easily as through water, earning them the common name of tidedrifter. Most common along coastlines, essences of tides enjoy harmless pranks, especially against regulars who sail or swim in their waters. With the tidedrifter’s healthy sense of humor, it’s not hard to win their friendship—but their relaxed demeanor evapo- rates if friend or family faces threat. Traits Water Glide. While within 5 feet of a liquid or solid surface, the essence gains a flying speed equal to their swimming speed. While flying, the essence doesn’t provoke oppor tunity attacks. Actions Multiattack. The essence makes two Water Wing attacks and one Lightning Tail Whip attack. Water Wing. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the same creature is hit twice with this attack on a turn, they are vulnerable to lightning damage until the end of the essence’s turn. Lightning Tail Whip. Melee Spell Attack: +6 to hit, reach 15 ft., one target. Hit: 7 (2d6) lightning damage, and the target is pushed up to 10 feet away from the essence. Bonus Actions Convocation of Water (1/Day). The essence imbues the power of water in themself or another Elemental they can see within 30 feet, granting one of the following effects of that Elemental’s choice: Scalding Steam. The Elemental spouts blistering steam. Each non Elemental creature within 15 feet of them must make a DC 15 Constitution saving throw. On a failed save, a target takes 18 (4d8) fire damage and is blinded until the end of their next turn. On a successful save, a target takes half as much damage and isn’t blinded. Waters of Vitality. The Elemental regains 25 hit points and can end one of the following conditions affecting them: blinded, charmed, dazed, deafened, paralyzed, poisoned, or stunned.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Water)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Essence of Tides","description":"Traits Water Glide. While within 5 feet of a liquid or solid surface, the essence gains a flying speed equal to their swimming speed. While flying, the essence doesn’t provoke oppor­- tunity attacks. Actions Multiattack. The essence makes two Water Wing attacks and one Lightning Tail Whip attack. Water Wing. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the same creature is hit twice with this attack on a turn, they are vulnerable to lightning damage until the end of the essence’s turn. Lightning Tail Whip. Melee Spell Attack: +6 to hit, reach 15 ft., one target. Hit: 7 (2d6) lightning damage, and the target is pushed up to 10 feet away from the essence. Bonus Actions Convocation of Water ( 1 /Day). The essence imbues the power of water in themself or another Elemental they can see within 30 feet, granting one of the following effects of that Elemental’s choice: Scalding Steam. The Elemental spouts blistering steam. Each non-Elemental creature within 15 feet of them must make a DC 15 Constitution saving throw. On a failed save, a target takes 18 (4d8) fire damage and is blinded until the end of their next turn. On a successful save, a target takes half as much damage and isn’t blinded. Waters of Vitality. The Elemental regains 25 hit points and can end one of the following conditions affecting them: blinded, charmed, dazed, deafened, paralyzed, poisoned, or stunned.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Water)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Esthetic","description":"An esthetic is a biological, symbiotic creation of a reigar. It is essentially an organic ship with only the barest hint of awareness. Without its reigar to guide it, an esthetic becomes a nearly mindless entity with an instinct for self-preservation. Reigar use their esthetics as spelljamming warships. When a hostile reigar in its esthetic encounters another spacefaring vessel, it uses a magical vibration to disable the ship’s spelljamming helm. The reigar then commands the esthetic to grapple members of the ship’s crew and dissolve their flesh with its acid-secreting tentacles. Each esthetic is unique in appearance. One might be bilaterally symmetrical (two matching halves, like a humanoid body along its vertical axis), radially symmetrical (like a starfish), or have no definable shape. From a distance, an esthetic is easily mistaken for a giant, space-dwelling jellyfish or cephalopod. Its outer shell is made of bioluminescent resin. An esthetic contains enough interior space to comfortably accommodate its reigar host and up to six Medium passengers. Access is gained through a hatch that the reigar (and no one else) can open or close with a touch. An esthetic can survive indefinitely on the Astral Plane, provided its creator is alive. If the esthetic’s creator dies, the esthetic sickens over a period of 1d12 days and then expires. Traits Bioluminescence. While it has at least 1 hit point, the esthetic sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and its interior compartments are dimly lit. Spelljamming. The esthetic has the properties of a spelljamming helm , but only its reigar creator can attune to it. Unusual Nature. The esthetic doesn’t require air, food, or drink. Actions Multiattack. The esthetic makes two Tentacle attacks. Tentacle. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 17 (3d6 + 7) force damage, and if the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the creature takes 18 (4d8) acid damage at the start of each of its turns, and the esthetic can’t use this tentacle against other targets. The esthetic has 1d4 × 2 tentacles, each of which can grapple one target. Bonus Actions Jammerscream (Recharge 6). The esthetic targets one spelljamming ship within 300 feet of itself, magically suppressing the properties of the ship’s spelljamming helm for 2d10 days. If the ship has more than one helm aboard it, randomly determine which helm is affected. A creature attuned to that helm can choose to make a DC 17 Charisma saving throw. On a failed save, the creature takes 42 (12d6) psychic damage, and the helm is suppressed for 2d10 hours instead of 2d10 days. On a successful save, the creature takes half as much damage, and the helm is suppressed for 2d10 minutes instead of 2d10 days.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"unaligned","Expansion":16643,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Estor Arkelander","description":"The infamous captain of the ghost ship Ultros, Estor Arkelander has sailed the waters of the Cerulean gulf for centuries. He and his crew of undead indiscriminately terrorize living sailors and landsmen. While a ship set upon by the Ultros often suffers casualties, Estor enjoys the terror he causes more than the blood he spills. Estor was the brother of the Dragonlord Telamok Arkelander. He was intensely jealous of Telamok’s fame and sought to eclipse him whenever possible. Throughout Thylea he and his crew were famed for being fearless warriors who always sought battle: he was responsible for many of the atrocities committed during the bloodiest years of the First War. He searched for fame and more power with increasing urgency as the First War dragged on. Eventually, this led him to take his ship to the fires of Typhos, a mysterious island where he felt that he could gain god-like power. Typhos proved to be a trap set for him by the goddess Lutheria, who tricked Estor into accepting her gifts of fame and immortality. She delivered these by turning him and his crew into undead, and cursing them to sail the Cerulean Gulf for all eternity. Estor is, and perhaps always was, cruel and calculating. His centuries as a ghost have given him focus: he is still driven by the desire to outstrip his brother in all things. Roleplaying Estor Hateful . Hatred has entirely consumed Estor. Cursed by undeath, he utterly loathes gods—all gods—and their insipid worshippers. He despises weakness in all forms and cares only for power. Experienced . Estor has traveled far and wide throughout Thylea. He knows the secrets and dangers of the Nether Sea. He is willing to share this knowledge in exchange for time spent possessing a hero.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":4963,"Challenge Rating":5},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Eternal Elk","description":"Eternal & Everlasting Beasts Certain primal beings persist, having been present at the creation of Grimnir—or perhaps even preceding it. Though they take the form of animals, they are celestial beings.","properties":{"Category":"Monsters","Size":"Huge","Type":"Celestial","Alignment":"Neutral Good","Expansion":25792,"Challenge Rating":5},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Eternal Flame Guardian","description":"Eternal Flame guardians are dullards fascinated by the power of fire and eager to show the cult’s enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don’t always think ahead about what else nearby might catch fire. Eternal Flame Cultists It is often said that fire is a dangerous servant and a fearful master. So too it is with the Eternal Flame cultists. Low-ranking members of the cult love the destructive power of fire. The cult leaders harness fire to cleanse their surroundings of anything impure and anyone who’s insufficiently dedicated to the cause. It’s perhaps too facile to say that those who follow elemental fire are pyromaniacs who were obsessed with flame as children, but there’s a grain of truth behind the stereotype. Eternal Flame cultists are fascinated with fire of all sorts and sometimes stare into a torch for several minutes, carefully studying each flicker of flame. Many have an experimental streak, eager to see what happens when something—a barrel of pitch, a hunter’s cabin, an annoying merchant—is set ablaze. Like the flames they adore, Eternal Flame cultists are quick to act. In a fight, they rarely take prisoners or retreat; they strive to be like an ever-advancing wildfire as they march forward. More broadly, they favor the direct approach and the simple plan to more oblique machinations. That’s one reason they loathe the cultists of elemental water, with all their supposed subtleties and ruses. Often it’s better put the target to the torch, then sift through the ashes afterward. Traits Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end of the guard’s next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit. Actions Multiattack. The guard makes two melee attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit : 6 (1d10 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":7390,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Eternal Flame Priest","description":"Eternal Flame priests see the world around them as impure and unworthy, and believe that only cleansing by fire can set it right. As a result, all fire is deemed holy, from the smallest candle flame to the greatest conflagrations. When traveling in the open, Eternal Flame priests are clever enough to hide their true beliefs, passing themselves off as druids or wizards with a knack for fire magic. Eternal Flame Cultists It is often said that fire is a dangerous servant and a fearful master. So too it is with the Eternal Flame cultists. Low-ranking members of the cult love the destructive power of fire. The cult leaders harness fire to cleanse their surroundings of anything impure and anyone who’s insufficiently dedicated to the cause. It’s perhaps too facile to say that those who follow elemental fire are pyromaniacs who were obsessed with flame as children, but there’s a grain of truth behind the stereotype. Eternal Flame cultists are fascinated with fire of all sorts and sometimes stare into a torch for several minutes, carefully studying each flicker of flame. Many have an experimental streak, eager to see what happens when something—a barrel of pitch, a hunter’s cabin, an annoying merchant—is set ablaze. Like the flames they adore, Eternal Flame cultists are quick to act. In a fight, they rarely take prisoners or retreat; they strive to be like an ever-advancing wildfire as they march forward. More broadly, they favor the direct approach and the simple plan to more oblique machinations. That’s one reason they loathe the cultists of elemental water, with all their supposed subtleties and ruses. Often it’s better put the target to the torch, then sift through the ashes afterward. Traits Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B): Cantrips (at will): control flames,* create bonfire,* fire bolt, light, minor illusion 1st level (4 slots): burning hands, expeditious retreat, mage armor 2nd level (3 slots): blur, scorching ray 3rd level (2 slots): fireball Actions Dagger . Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Etheral Hag","description":"Traits Horrific Appearance. Each humanoid chosen by the hag that starts its turn within 30 feet of the hag and can see her must make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check at DC 8 + PB + your Charisma modifier. Actions Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB slashing damage + 1d6 psychic damage. Etherealness. The ethereal hag magically enters the Ethereal Plane from the Material Plane, or vice versa.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":20577},"publisher":"MCDM Productions","book":"Arcadia Issue No. 8"},{"name":"Ethereal Spade","description":"“If you dig enough graves, you learn all you need to about life.” It is thought that this common proverb amongst the dødelig has its origins with this macabre construct. What sliver of intelligence or soul gives life to an ethereal spade is a mystery. Perhaps it is a confluence of latent necromancy and the ambient energy of grief that accompanies death, for these former grave-digging tools are commonly found in cemeteries and ossuaries. Regardless of their origins, an ethereal spade watches over their territory with silent aplomb. Trespassers, graverobbers, and even scavengers learn to avoid any place that has been adopted by an ethereal spade. Mortal Bond. Certain mindful visitors, such as those who come to honor their dead, are not only tolerated but could find an ally in an ethereal spade. A character who practices such reverence regularly, such as a priest of death, could find themselves the new focus of a spade. Though never truly wielded as a weapon in the traditional sense, the spade does allow its bonded character to travel the Border Ethereal as it does.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Ettercap","description":"Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests. Fine strands of silk stream from glands in an ettercap’s abdomen, letting it shoot sticky strands of webbing to bind, entrap, or strangle its victims. It can also use its webbing to fashion elaborate snares and nets, which often festoon its lair. Quiet Killers. When travelers and explorers venture into an ettercap’s territory, the ettercap stalks them. Some meet their end wandering blindly into traps or sections of forest enclosed by webs. Others, the ettercap garrotes with strands of web or envenoms with its poisonous bite. Sylvan Despoilers. Though they dwell in the wilds, ettercaps have no desire to live in harmony with nature. A forest infested with ettercaps transforms into a gloomy place, choked with webs and infested with giant spiders, giant insects, and other sinister predators. Creatures that wander too far into such a wood are soon lost in a maze of webs that dangle with the bones and lost treasures of the ettercaps’ victims. Enemies of the Fey. Ettercaps are natural enemies of fey creatures. The foul creatures set web snares to catch sprites and pixies, which they hungrily devour, and will encase a dryad’s tree in webbing in a vain attempt to trap the dryad. Otherwise timid fey will sometimes approach outsiders for help in dealing with an ettercap infestation, being ill-equipped to deal with the malevolent creatures themselves. Variant: Web Garrote Some ettercaps like to strangle prey using garrotes fashioned from webbing. An ettercap so armed gains the Web Garrote action option (listed in Actions), which it uses in place of its claws. Traits Spider Climb : The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense : While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. Web Walker : The ettercap ignores movement restrictions caused by webbing. Actions Multiattack : The ettercap makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. Web (Recharge 5-6) : Ranged Weapon Attack : +4 to hit, range 30/60 ft., one Large or smaller creature. Hit : The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning damage. Variant: Web Garrote : Melee Weapon Attack : +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. Hit : 4 (1d4 + 2) bludgeoning damage, and the target is grappled, escape DC 12. Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ettercap","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Spider Climb : The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense : While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. Web Walker : The ettercap ignores movement restrictions caused by webbing. Actions Multiattack : The ettercap makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Web (Recharge 5-6) : Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"44 (8d8+8)","CHA":8,"CON":13,"DEX":15,"INT":7,"STR":14,"WIS":12,"Size":"Medium","Type":"monstrosity","Speed":"30 ft., climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062966/wjKE9hu8EU62zVklr391zw/original.png","Roll 0":"1d20 + 4\n1d8+2","Roll 1":"1d20 + 4\n2d4+2","Roll 2":"Garrote\n1d20 + 4\n1d4+2","Senses":"Darkvision 60 Ft.","Skills":"Perception +3, Stealth +4, Survival +3","Source":"5th Edition SRD","data-XP":450,"Alignment":"Neutral Evil","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Spider Climb\",\"Desc\":\"The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"},{\"Name\":\"Web Sense\",\"Desc\":\"While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.\"},{\"Name\":\"Web Walker\",\"Desc\":\"The ettercap ignores movement restrictions caused by webbing.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The ettercap makes two attacks: one with its bite and one with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d8\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 2\",\"Damage Type\":\"slashing\"},{\"Name\":\"Web (Recharge 5-6)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"30/60 ft.\",\"Target\":\"one large or smaller creature\",\"Desc\":\"The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.\"}]","data-CHA-mod":"-1","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"-2","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":2,"Passive Perception":13,"data-CrNum":2,"data-AcNum":13,"data-HpNum":44},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ettercap Cavestalker","description":"Ettercap cavestalkers are cunning predators who shun the sunlight and prefer to live in warm, underground places. They lay web traps around their earthen lairs and nearby cave entrances, waiting in ambush while hidden in burrows and crevices for any unfortunate victim to get caught by the traps. Traits Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the ettercap knows the exact location of any creature in contact with the same web. Cave Strider. Moving through nonmagical difficult cavern or underground terrain doesn't cost the ettercap extra movement. Web Walker. The ettercap ignores movement restrictions caused by webbing. Slay Foe (1/Turn). The ettercap deals an extra 13 (3d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Multiattack. The ettercap makes two attacks: one with its Bite and one with its Claws. It also uses Web, if it is available. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Spellcasting. The ettercap casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13): 1/day each: beast sense, conjure animals (spiders only), nondetection, spike growth Web (Recharge 5–6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage and immunity to bludgeoning, poison, and psychic damage. Bonus Actions Stealthy. The ettercap performs the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ettercap Skulker","description":"These ettercaps lurk motionless within shadowy, web-shrouded canopies, biding their time until prey wanders directly below them before unleashing their net-like webs to ensnare their target. Once their victim is secure, they deliver a killing blow with their venomous bite. Traits Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the ettercap knows the exact location of any creature in contact with the same web. Web Walker. The ettercap ignores movement restrictions caused by webbing. Sneak Attack (1/Turn). The ettercap deals an extra 7 (2d6) damage when the ettercap hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ettercap that isn't incapacitated and the ettercap doesn't have disadvantage on the attack roll. Actions Multiattack. The ettercap makes two attacks: one with its Bite and one with its Claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 12 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage and immunity to bludgeoning, poison, and psychic damage. Bonus Actions Cunning Action. The ettercap performs the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ettercap Spidermaster","description":"Spidermasters are powerful ettercap druids who can summon and direct spiders to do their bidding. How they draw their divine power can't be explained, but the elves believe these foul monstrosities are gifted ettercaps with above-average intelligence who were bestowed boons by Lolth the Spider Queen herself. They serve as her agents in the surface world, dwelling in dark and gloomy forests, jungles, and swamps. Traits Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the ettercap knows the exact location of any creature in contact with the same web. Woodland Strider. Moving through nonmagical difficult terrain in a woodland environment doesn't cost the ettercap extra movement. Web Walker. The ettercap ignores movement restrictions caused by webbing. Actions Multiattack. The ettercap makes two attacks: one with its Bite and one with its Claws. It also uses Command Spider or Web, if it is available. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 9 (2d8) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Spellcasting. The ettercap casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: druidcraft, poison spray (3d12), mold earth 2/day each: blight, jump, moonbeam 1/day each: conjure animals (spiders only), confusion, dispel magic, insect plague (spiders), spike growth Command Spider. The ettercap targets one allied spider it can see within 30 feet of it. If the target can see and hear the ettercap, the target can use its reaction to make one weapon attack or move up to its speed. Summon Spider (Recharges after a Short or Long Rest). The ettercap summons 2d6 giant wolf spiders or 1d3 giant spiders. The spiders appear in unoccupied spaces within 30 feet of the ettercap and acts as its allies. The spiders act right after the ettercap on the same initiative count and fight until they're destroyed. They remain for 1 hour, until they or the ettercap dies, or until the ettercap dismisses them as an action. Web (Recharge 4–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage and immunity to bludgeoning, poison, and psychic damage. Legendary Actions The ettercap can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ettercap regains spent legendary actions at the start of its turn. Crawl. The ettercap moves up to half its speed. Attack. The ettercap attacks with its Claws. Command. The ettercap uses Command Spider. Cast a Spell (Costs 2 Actions). The ettercap uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ettin","description":"An ettin is a foul, two-headed giant with the crude characteristics of an orc. It never bathes if it can help it, and its thick skin is usually encrusted with a thick layer of dirt and grime beneath the stinking hides it wears. Its long stringy hair hangs in an unkempt mess about its faces, and its breath reeks from mouths filled with crooked teeth and tusks. Dual Personality. The twin heads of an ettin are two individuals trapped in the same brutish body. Each head has its own mind, personality, and name, and possesses unique preferences and quirks. Bound from birth, both minds only rarely experience privacy or solitude. This familiarity breeds contempt, and an ettin bullies and argues with itself constantly, its two heads each taking constant offense at the other’s slights. When other creatures refer to an ettin, they combine its double names to form a single compound name that applies to the creature as a whole. If an ettin has one head named Hargle and another named Vargle, other creatures call the ettin Harglevargle. Solitary Lives. As much as an ettin argues with itself, it is even less tolerant of other ettins, since a conversation between two ettins almost always amounts to a shouting match between a crowd of four belligerent heads. Most ettins are solitary creatures as a result, tolerating one another only to reproduce. An ettin’s twin heads are always the same gender, with a body to match. Females are the dominant gender among ettins, and they initiate the ettins’ mating rituals. After finding a suitable den, a female ettin hunts and conquers a male, which cares for and feeds her during her six-month pregnancy. Once the child is born, the male ettin is released from servitude. When the child is old enough to hunt for itself, the mother sends it away and abandons the den. Two Heads are Better than One. When focused on a mutually beneficial purpose or united by a common threat, an ettin can resolve its personality differences and dedicate itself fully to a task. An ettin fights with a weapon in each hand, making twin attacks directed by its respective heads. When an ettin sleeps, one of its heads remains ever alert, gaining its only moments of privacy and keeping two eyes open for any creature that disturbs its precious solitude. Orcish Ties. In ancient dialects of Common, the word “ettin” translates as “ugly giant.” Legends tell of orcs that once stumbled upon a temple to Demogorgon, the magic of which transformed them into giant mockeries of the twin-headed Prince of Demons. Driven to near madness, these creatures scattered into the wilderness to become the first ettins. Whatever the truth of the ettins’ origin, orcs treat them as distant cousins, and orc tribes often entice ettins to serve as guards, scouts, and marauders. An ettin isn’t particularly loyal to its orc handlers, but the orcs can win it over with the promise of food and loot. Traits Two Heads : The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Wakeful : When one of the ettin's heads is asleep, its other head is awake. Actions Multiattack : The ettin makes two attacks: one with its battleaxe and one with its morningstar. Battleaxe : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) slashing damage. Morningstar : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ettin","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Two Heads : The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . Wakeful : When one of the ettin's heads is asleep, its other head is awake. Actions Multiattack : The ettin makes two attacks: one with its battleaxe and one with its morningstar. Battleaxe : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Morningstar : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"85 (10d10+30)","CHA":8,"CON":17,"DEX":8,"INT":6,"STR":21,"WIS":10,"Size":"Large","Type":"giant","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062984/6xpjPGJ8feOBwyCmujPIvg/original.png","Roll 0":"Battleaxe\n1d20 + 7\n2d8+5","Roll 1":"Morningstar\n1d20 + 7\n2d8+5","Senses":"Darkvision 60 Ft.","Skills":"Perception +4","Source":"5th Edition SRD","data-XP":"1,100","Alignment":"Chaotic Evil","Languages":"Giant, Orc","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Two Heads\",\"Desc\":\"The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.\"},{\"Name\":\"Wakeful\",\"Desc\":\"When one of the ettin's heads is asleep, its other head is awake.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The ettin makes two attacks: one with its battleaxe and one with its morningstar.\"},{\"Name\":\"Battleaxe\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 5\",\"Damage Type\":\"slashing\"},{\"Name\":\"Morningstar\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 5\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-1","data-CON-mod":"+3","data-DEX-mod":"-1","data-INT-mod":"-2","data-STR-mod":"+5","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":4,"Passive Perception":14,"data-CrNum":4,"data-AcNum":12,"data-HpNum":85},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ettin Berserker","description":"The ettin berserker is stronger and more aggressive than its normal kin. Orc tribes that manage to recruit an ettin berserker into their ranks use it as a shock trooper to break enemy formations in combat. With excellent battlefield awareness, ettin berserkers are near-impossible to surprise and can attack simultaneously with their battleaxe and morningstar. Traits Reckless. At the start of its turn, the ettin can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Wakeful. When one of the ettin's heads is asleep, its other head is awake. Actions Multiattack. The ettin makes one Battleaxe attack and one Morningstar attack. Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Morningstar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Whirling Weapons (Recharge 5–6). The ettin moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 17 Dexterity saving throw or take 15 (2d8 + 6) slashing damage and 15 (2d8 + 6) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ettin Bruiser","description":"This ettin loves nothing else but to inflict pain on anything it perceives as weak. When faced with multiple foes, it can charge, spin, and swing its weapons around wildly, hoping to strike as many targets as it can. Traits Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Wakeful. When one of the ettin's heads is asleep, its other head is awake. Actions Multiattack. The ettin makes two attacks: one with its Battleaxe and one with its Morningstar. Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage and the target has disadvantage on the next attack roll it makes before the start of the ettin's next turn. Morningstar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage and the target has disadvantage on the next attack roll it makes before the start of the ettin's next turn. Whirling Attack (Recharge 5–6). The ettin moves up to its walking speed and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 17 Dexterity saving throw with disadvantage on the saving throw roll or take 24 (4d8 + 6) slashing damage. Until the start of its next turn, all attacks against the ettin have advantage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ettin Ceremorph","description":"Mind flayers, which are described in the Monster Manual , are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a Humanoid host. Mind flayers have subjected giants to this process in an effort to create larger, stronger mind flayers, but those experiments all ended in failure: a giant’s body is simply too large for a single tadpole to take over. Ettins, however, proved to be perfect subjects. An ettin’s two brains provide sufficient food for two tadpoles, and the two tadpoles are able to transform the entirety of the ettin’s body, creating an ettin ceremorph. As part of the transformation process, one of the ettin’s heads sinks into the body, with that brain focused on controlling the body. The other head focuses on cogitation and psionic power, though its power is not as great as a mind flayer’s. Ettin ceremorphs serve mind flayer colonies, protecting the elder brains that rule the communities and guarding their treasures. They retain no memory of their previous existence as ettins. Traits Magic Resistance. The ceremorph has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ceremorph makes one Tentacles attack and one Slam attack. The ceremorph can replace one of the attacks with a Mind Bolt attack, if available. Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Large or smaller, it has the grappled condition (escape DC 14) and must succeed on a DC 15 Intelligence saving throw or have the stunned condition until this grapple ends. Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage. Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated Humanoid grappled by the ceremorph. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ceremorph kills the target by extracting and devouring its brain. Mind Bolt (3/Day). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 17 (2d12 + 4) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or have the stunned condition until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":24749,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Ettin Earth Shaman","description":"Ettin shamans are very rare and harness the elemental power of the earth. Due to having two heads, they can maintain concentration on two spells at a time. Traits Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Two-Headed Battle Caster. The ettin can cast a spell in place of one of its melee weapon attacks. In addition, it can maintain concentration on up to two spells. If the ettin casts a third spell that requires concentration while already maintaining concentration on two other spells, one of the two previous spells ends (ettin's choice). If the ettin is required to make a Constitution saving throw to maintain concentration, it must make a separate saving throw for each spell. Wakeful. When one of the ettin's heads is asleep, its other head is awake. Actions Multiattack. The ettin makes two melee attacks: one with its Battleaxe and one with its Morningstar, or it can make one melee weapon attack and use Spellcasting. Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Morningstar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Spellcasting. The ettin casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: druidcraft, produce flame (2d8), thorn whip (2d6) 1/day each: cloudkill, spike growth, meld into stone, stoneskin Rippling Earth (Recharges 5–6). The ettin causes the earth to suddenly move in a violent, cascading motion in a 30-foot line that is 10 feet wide. Each creature standing on the ground in that line must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 26 (4d12) bludgeoning damage, is pushed up to 10 feet, and is knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ettin Mummy","description":"Mummies Presented here is the royal sorcerer and three examples of giant mummies: the ettin mummy, the hill giant mummy, and the ogre mummy. When some civilizations inter their nobility, they sometimes include a mummified giant which would serve as the tomb's guardian. Unusual Nature. A mummy doesn't require air, food, drink, or sleep. Traits Two Heads. The mummy has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Actions Multiattack. The mummy can use its Dreadful Glare twice (once for each head) and makes two Rotting Fist attacks. Rotting Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 13 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Lawful Evil","Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ettin Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Traits Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Actions Multiattack. The ettin makes two attacks: one with its Battleaxe and one with its Morningstar. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Morningstar. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ettin Vanguard","description":"Vanguards are strong, ferocious-looking armored ettin fighters that lead their allies into battle. They wade into melee without fear and ensure no foe gets past them. Traits Threatening. Creatures provoke an opportunity attack from the ettin when they move 5 feet or more while within the ettin's reach, and if the ettin hits a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Wakeful. When one of the ettin's heads is asleep, its other head is awake. Actions Multiattack. The ettin makes one Battleaxe attack and one Morningstar attack. Battleaxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage, and the target is marked until the end of the ettin's next turn. This effect ends early if the ettin is incapacitated or it dies, or if someone else marks the target. While it is within 5 feet of the ettin, a creature marked by the ettin has disadvantage on any attack roll that doesn't target the ettin. Morningstar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage, and the target is marked until the end of the ettin's next turn. This effect ends early if the ettin is incapacitated or it dies, or if someone else marks the target. While it is within 5 feet of the ettin, a creature marked by the ettin has disadvantage on any attack roll that doesn't target the ettin. Bonus Actions Punish the Marked. The ettin makes a melee weapon attack against a creature marked by it if the creature dealt damage to anyone other than the ettin during the last turn. The ettin's melee weapon attack has advantage on the attack roll, and if it hits, the attack's weapon deals an extra 7 (2d6) damage to the target.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ettin Witch Doctor","description":"An ettin witch doctor is a unique spellcaster that takes advantage of its dual heads. Each head can maintain concentration on a different spell at the same time, making the ettin a very dangerous opponent. Traits Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Two-Headed Battle Caster. The ettin can cast a spell in place of one of its melee weapon attacks. In addition, it can maintain concentration on up to two spells. If the ettin casts a third spell that requires concentration while already maintaining concentration on two other spells, one of the two previous spells ends (ettin's choice). If the ettin is required to make a Constitution saving throw to maintain concentration, it must make a separate saving throw for each spell. Wakeful. When one of the ettin's heads is asleep, its other head is awake. Actions Multiattack. The ettin makes one Shortsword attack and one Quarterstaff attack. It can use Cursed Bolt or Spellcasting in place of one of these attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) bludgeoning damage. Cursed Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 15 (3d8 + 2) psychic damage, and the target has disadvantage on attack rolls, ability checks, and saving throws until the end of the ettin’s next turn. Spellcasting. The ettin casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13): At will: guidance, mending, thaumaturgy 2/day each: bane, bestow curse, blindness/deafness 1/day each: banishment, spirit guardians, stoneskin","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ettin Zombie","description":"Traits Two Heads. The zombie has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Multiattack. The zombie makes one Battleaxe attack and one Morningstar attack. Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ettin, Kobold","description":"A stout, scaly figure with two squabbling kobold heads walks among smaller kobolds, its brethren giving it considerable berth. Abruptly, the double heads stop arguing to cut loose with a double belch that shakes the cavern walls. The origins of the first kobold ettin are a total mystery. Hags may have cursed two disruptive kobold minions to inhabit the same body as punishment. Or ettins bargained with dragons for power and received only boons that twisted their forms to resemble the kobolds they had bullied. Few who meet a kobold ettin consider their origins. While not as physically imposing as a true ettin, kobold ettins lack the kobold's craven streak, and adventurers who assume they are cowards have miscalculated, often with fatal results. Miserable Company. Kobold ettins are famously argumentative. As outcasts, their spite borne from an existence without privacy and a shared stomach's constant hunger. Known for complaining, bickering, and insulting each other, kobold ettins are heard before they are seen, and savvy heroes exploit this weakness. Ettins and other giants avoid kobold ettins, but many kobold communities welcome their imposing brethren as laborers and protectors. Though kobold warrens are often cramped for the kobold ettin, they crave an audience for their grievances as much as food for their bellies and often tolerate the small spaces for the companionship. Bickering Heads. A kobold ettin's constant bickering can be easily heard and proves a tough habit to disrupt. The kobold ettin has disadvantage on Dexterity (Stealth) checks to stay silent, but it has advantage on Wisdom (Perception) checks. In addition, it has advantage against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Might of Giants . Though squat by ettin standards, kobold ettins are as much giant as they are kobold. A kobold ettin is a Large Giant for the purpose of determining its carrying capacity. Pack Tactics. The kobold ettin has advantage on attack rolls against a creature if at least one of the kobold ettin's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the kobold ettin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kobold ettin makes two Greatclub or Spear attacks. Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Echoing Burps (Recharge 5-6). The kobold ettin tries to let loose double roar but instead sends forth a series of obnoxious, smelly belches in a 15-foot cone. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 10 (4d4) thunder damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated.","properties":{"Category":"Monsters","Size":"Medium","Type":"Giant (Kobold)","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Euryale","description":"When she retired from adventuring, Euryale relocated to Cair Ophidian, a small hideaway in the Outlands detailed later in this chapter. There, Euryale embraced the quiet life of a gardener, and she spends her time tending to the plants she’s cultivated around her home. However, should Asteria call for her aid, Euryale would venture across the multiverse without hesitation, battling tooth and nail to protect her sister. Euryale has the petrifying gaze and venomous snaky hair of other medusas. But as an ancient and powerful druid, Euryale often adopts the form of a hulking serpent when threatened. She has attained precise control over her petrifying gaze, rendering her immune to its effects and allowing her to use it while not in her medusa guise. Despite her alarming appearance in serpent form, Euryale remains a healer and caretaker at heart. Traits Legendary Resistance (3/Day). If Euryale fails a saving throw, she can choose to succeed instead. Special Equipment. Euryale carries one half of a pair of Sending Stones ; the other half of the pair is held by Asteria. Spellcasting (Medusa Form Only). Euryale casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 19): At will: Druidcraft , Pass wit hout Trace 2/day each: Goodberry , Lesser Restoration , Locate Creature , Move Earth , Transport via Plants Actions Multiattack. Euryale makes three attacks. If she is in serpent form, only one of these attacks can be Constrict. Constrict (Serpent Form Only). Melee Weapon Attack: +11 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (2d10 + 5) bludgeoning damage, and the target has the grappled condition (escape DC 19). Until this grapple ends, the target takes 11 (2d10) bludgeoning damage at the start of each of its turns, and Euryale can’t constrict another target. Snake Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or have the poisoned condition until the start of Euryale’s next turn. Verdant Bolt (Medusa Form Only). Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 18 (4d8) acid damage. Bonus Actions Change Shape. Euryale changes shape into her Huge serpent form or back into her Medium medusa form. Euryale’s game statistics are the same in each form except where noted in this stat block. Any equipment she is wearing or carrying isn’t transformed. Euryale reverts to her medusa form if she dies. Petrifying Gaze (Recharge 4–6). Euryale unleashes petrifying magic from her eyes in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw if it doesn’t have the blinded condition. If the saving throw fails by 5 or more, the creature has the petrified condition. Otherwise, on a failed save, the creature takes 14 (4d6) force damage, begins to turn to stone, and has the restrained condition. The restrained creature must repeat the saving throw at the end of its next turn. On a failed save, it has the petrified condition, and on a successful save, the effect ends on it, The petrification lasts until the creature is freed by the Greater Restoration spell or other magic A creature can use its reaction, if available, to shut its eyes to avoid the saving throw. If the creature does so, it has the blinded condition until the end of its next turn. Legendary Actions Euryale can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Euryale regains spent legendary actions at the start of her turn. Move. Euryale moves up to her speed. Venomous Strike (Costs 2 Actions). Euryale makes one Snake Bite attack. If the target has the poisoned condition, the attack deals an extra 16 (3d10) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Druid, Medusa)","Alignment":"Neutral Good","Expansion":27234,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Euryale","description":"Euryales are powerful medusa matriarchs, with the upper body of a woman, the lower body of a snake, and a mass of undulating cobras for hair. They are related to the similarly powerful stheno but tend to focus on spellcasting. A euryale is 7 feet tall and weighs 460 pounds. Medusa Queens . These rare heretical euryales may have alignments other than evil as well as additional powers gained through their struggle to control their own destinies. It is not unusual for euryales to have various class abilities, usually with divine abilities, such as a cleric, druid, ranger, or evil paladin).","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"any evil (10% chance the euryale is of a random good alignment)\n","Expansion":30635,"Challenge Rating":20},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Evargun","description":"In the darkest reaches of the expanse exist large pockets of volatile dark matter and dimensional anomalies abundant with negative energy. Often found near singularities or collapsed stars, these mysterious regions remain a mystery, as most explorers and probes sent in have yet to return. Some believe that these dimensional ripples are part of the dark energy manifestations many have come to call \"the Veil.\" It is from within these dreaded regions that the evargun spread throughout the galaxy, devouring all sources of life. Creatures of the Nether. Though a number of known creatures spawn from sources of negative energy, the evargun are more than just devourers of life. They are highly intelligent and able to communicate with other netherants, sometimes with the ability to take control of their thoughts and actions. For all other living things, however, a powerful vehemence is shared among their kind. They warp, twist, and maim living matter in the cruelest fashion before reveling in the obliteration of its prey. Clandestine Society. The evargun share a unique language made up of intermittent bursts of light and darkness. Those encountering ancient relics left behind by the evargun have concluded they may actually be an offshoot of a species that existed in the universe eons ago. Their technology and their form of communication also suggest shared similarities with the enigmatic Belare. For those who encounter the evargun and live to tell the tale, one thing is certain. They have no interest in interacting or learning from other intelligent life. Their sole intention is annihilation and extinction. Energy Being. An evargun doesn't require air, food, or drink.","properties":{"Category":"Monsters","Size":"Medium","Type":"netherant","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Evargun Controller","description":"Evargun In the darkest reaches of the expanse exist large pockets of volatile dark matter and dimensional anomalies abundant with negative energy. Often found near singularities or collapsed stars, these mysterious regions remain a mystery, as most explorers and probes sent in have yet to return. Some believe that these dimensional ripples are part of the dark energy manifestations many have come to call \"the Veil.\" It is from within these dreaded regions that the evargun spread throughout the galaxy, devouring all sources of life. Creatures of the Nether. Though a number of known creatures spawn from sources of negative energy, the evargun are more than just devourers of life. They are highly intelligent and able to communicate with other netherants, sometimes with the ability to take control of their thoughts and actions. For all other living things, however, a powerful vehemence is shared among their kind. They warp, twist, and maim living matter in the cruelest fashion before reveling in the obliteration of its prey. Clandestine Society. The evargun share a unique language made up of intermittent bursts of light and darkness. Those encountering ancient relics left behind by the evargun have concluded they may actually be an offshoot of a species that existed in the universe eons ago. Their technology and their form of communication also suggest shared similarities with the enigmatic Belare. For those who encounter the evargun and live to tell the tale, one thing is certain. They have no interest in interacting or learning from other intelligent life. Their sole intention is annihilation and extinction. Energy Being. An evargun doesn't require air, food, or drink.","properties":{"Category":"Monsters","Size":"Medium","Type":"netherant","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":11},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Everlasting Goat","description":"Eternal & Everlasting Beasts Certain primal beings persist, having been present at the creation of Grimnir—or perhaps even preceding it. Though they take the form of animals, they are celestial beings.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"Neutral Good","Expansion":25792,"Challenge Rating":2},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Evil Mage","description":"Evil mages hunger for arcane power and dwell in isolated places, where they can perform terrible magical experiments without interference. Traits Spellcasting. The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard's spell list: • Cantrips (at will): light, mage hand, shocking grasp • 1st level (4 slots): charm person, magic missile • 2nd level (3 slots): hold person, misty step Actions Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d8-1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7385,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Evindra","description":"Once the guardian of the sword, Briar , the nereid Evindra has remained trapped for many years after the blade was stolen. If the PCs can aid her, she becomes a potent ally. Nereids are a type of aquatic fey with deep ties to water. Although they are primarily aquatic creatures, their unique ability to imbue their vitality into a supernatural shawl allows them to travel on land as well. A nereid must be careful when manifesting a shawl, however, as their life essence is bound to it, so it can be stolen or destroyed to threaten the nereid. A nereid resembles a beautiful humanoid creature with long, pointed ears and webbed fingers. Traits Innate Spellcasting. Evindra’s innate spellcasting ability is Wisdom (spell save DC 17). She can innately cast the following spells, requiring no material components: At will: control water 1/day: conjure elemental, heal, greater restoration Magic Resistance. The nereid has advantage on saving throws against spells and other magical effects. Shawl. The nereid’s shawl (AC 10, 6 hit points) contains part of her life force. If the shawl is destroyed, she takes 1d6 necrotic damage per hour until she dies. The nereid can craft a new shawl from water by making a DC 10 Wisdom check, but each attempt takes 1d4 hours to complete. Transparency. When underwater, the nereid’s body becomes transparent, effectively rendering her invisible. She can become visible or transparent on her turn without using an action. Actions Multiattack. The nereid uses Beguile, then Suggestion. Blind. Ranged Weapon Attack: +12 to hit, range 30/60 ft., one target. Hit: the target must make a DC 17 Constitution saving throw. On a failure, the target is poisoned for 1 minute. While poisoned, the target is blind, and can repeat the saving throw at the end of each of its turns, ending the effect on a success. Beguile. Evindra causes any creatures within 30 feet that can see her to make a DC 17 Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than Evindra for 1 minute or until the target can no longer see her. The effect ends if the nereid is incapacitated or cannot be seen. Creatures that can’t be charmed are immune to this effect. If Evindra or her allies are hostile to a creature, that creature has advantage on its saving throw. Drowning Kiss. Evindra can flood the lungs of one target within 5 feet that is willing, incapacitated, or affected by her Beguile. She touches the target, traditionally by kissing the creature on the lips. The target must make a DC 17 Constitution saving throw or immediately begin drowning. Drowning creatures begin suffocating. At the end of each of its turns, the target can make another Constitution saving throw, ending the effect on a success. Suggestion. Evindra suggests a course of activity (limited to a sentence or two) and magically influences a creature she can see within 30 feet that can hear and understand her. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically fails. The target must make a DC 17 Wisdom saving throw. On a failed save, it pursues the course of action Evindra described to the best of its ability. The suggested course of action can continue for up to 8 hours. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do. If Evindra or any of her companions damage the target, the effect ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":13},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Evoker","description":"Evokers are specialist wizards who harness magical energy and elemental forces to destroy. Many tend to be hotheaded and aggressive. Others are cold and reserved, unleashing their power at just the right moment to exploit an opponent's weakness. Traits Spellcasting. The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared: Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost* 1st level (4 slots): burning hands*, mage armor, magic missile* 2nd level (3 slots): mirror image, misty step, shatter* 3rd level (3 slots): counterspell, fireball*, lightning bolt* 4th level (3 slots): ice storm*, stoneskin 5th level (2 slots): Bigby's hand*, cone of cold* 6th level (1 slot): chain lightning*, wall of ice* * Evocation spell Sculpt Spells. When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 plus the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it. Actions Quarterstaff (One-handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6-1) bludgeoning damage. Quarterstaff (Two-handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d8-1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":7386,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Evoker","description":"Evokers are specialist wizards who harness magical energy and elemental forces to destroy. Many tend to be hotheaded and aggressive. Others are cold and reserved, unleashing their power at just the right moment to exploit an opponent’s weakness. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a Cranium Rat , a crawling claw, a gazer, an imp, a pseudodragon, or a quasit. Traits Spellcasting : The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared: • Cantrips (at will): fire bolt ,^ light ,^ prestidigitation , ray of frost ^ • 1st level (4 slots): burning hands ,^ mage armor , magic missile ^ • 2nd level (3 slots): mirror image , misty step , shatter ^ • 3rd level (3 slots): counterspell , fireball ,^ lightning bolt ^ • 4th level (3 slots): ice storm ,^ stoneskin • 5th level (2 slots): Bigby’s hand ,^ cone of cold ^ • 6th level (1 slot): chain lightning ,^ wall of ice ^ ^Evocation spell Sculpt Spells : When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it. Actions Fire Bolt : Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn. Quarterstaff (One-Handed) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage. Quarterstaff (TwoHanded) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage. Ray of Frost : Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 13 (3d8) cold damage and the target's speed is reduced by 10 feet until the start of the evoker's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Expansion":1,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Evoker Wizard","description":"Evokers harness arcane energy to destroy. Many armies employ evokers to rain destruction down on enemy forces. Wizards Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells. Actions Multiattack. The evoker makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3) force damage. Sculpted Explosion (Recharge 4–6). The evoker unleashes a magical explosion of a particular damage type: cold, fire, lightning, or thunder. The magic erupts in a 20-foot-radius sphere centered on a point within 150 feet of the evoker. Each creature in that area must make a DC 15 Dexterity saving throw. The evoker can select up to three creatures it can see in the area to ignore the explosion, as the evoker sculpts the energy around them. On a failed save, a creature takes 40 (9d8) damage of the chosen type and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Spellcasting. The evoker casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At will: light , mage hand , message , prestidigitation 2/day each: ice storm , lightning bolt , mage armor 1/day: wall of ice","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment\r","Expansion":14934,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Example Data","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Challenge Rating":10},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Example skeleton","description":"Traits Bony Corpse. The skeleton’s Injury thresholds are considered 5 higher for piercing damage. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Challenge Rating":"¼"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Example zombie","description":"Traits Undead Fortitude. Whenever the zombie would be reduced to 0 hit points, it is reduced to 1 hit point instead. The zombie only dies when it fails its saving throw against a Death Blow, is destroyed by magic such as a cleric's Destroy Undead, or has an Injury of Deadly } severity in all aspects. Fleshy Corpse. The zombie's Injury thresholds are considered 5 lower (to a minimum of 5) for slashing damage, but 5 higher for bludgeoning damage. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6+1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Challenge Rating":"¼"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Excess","description":"A monstrous hybrid with an enlarged viper head, scorpion tail, and four giant spider legs, Excess’s appearance terrifies most who encounter them. But the real horror begins when Excess enlarges their head and torso to swallow a humanoid whole. The sneakiest of the Abominations, Excess can squeeze into tight spaces and climb up sheer walls and ceilings with no equipment. They reconnoiter for the group in sewers, caves, and other dank and dark places. While they enjoy hunts with their family, Excess is the most independent of the group. They sometime seek their own meal, relishing the challenge of a solo, stealthy pursuit. Traits Spider Climb. Excess can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. Excess makes one Bite attack and one Sting attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a Medium or smaller creature, they are grappled (escape DC 14). While grappled, a target takes 2 (1d4) poison damage at the start of each of Excess’s turns, and Excess can’t make a Bite attack against another target. Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). Swallow. Excess makes a Bite attack against a Medium or smaller creature who they are grappling or hidden from. If the attack hits, the target is swallowed as Excess enlarges their head and stomach. The swallowed target is no longer grappled, but they are blinded and restrained, have total cover against attacks and other effects outside Excess, and take 10 (3d6) acid damage at the start of each of Excess’s turns. Excess can have only one target swallowed at a time. If Excess dies, a swallowed creature is no longer restrained by them and can escape from the corpse by using 5 feet of movement, exiting prone. Bonus Actions Cunning Action. Excess takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Execrable Shrub","description":"This crimson shrub is covered in brilliant, red thorns and mottled, blood-colored foliage. Small white flowers bloom on its branches before rapidly turning into stone hard fruit. Smoke rises from its leaves, and the ground where it grows is hot to the touch. The shrub is sentient and cunning. Evil creatures find they are welcomed into its thorny mass without impediment, and the shrub is grown as a perimeter defense for fiendish strongholds. Hunger and its callous nature prevent it from being a reliable ally, and the creatures who believe they control the execrable shrub often wind up feeding its thirst for blood. Nurturers of Evil. The execrable shrub offers shelter and protection to all manner of foul things. The plant typically grows around old ruins or caverns to tempt monstrous creatures to lair there. So long as the shrub has a steady supply of blood and meat, the relationship between plant and inhabitant remains agreeable. Resentful. The execrable shrub is the lowest form of fiendish plant. For this reason, it is often abused and slaughtered to feed the more advanced forms. This makes the shrub distrustful of other fiendish plants, and, though it will obey the stronger varieties, it secretly plots to usurp them. In combat, the shrub might seize on an opportunity to feed on a wounded ally. Fiendish flora grows at sites where great evil has transpired, where foul things are worshipped, and where devils and demons have tread. These foul life forms are carnivorous and require blood to grow and thrive on the Material Plane. Cunning devils cut and clip the plants into unholy gardens which bolster their powers. Demons promote the flora's wild and expanding nature, sacrificing animals and humanoids to allow the fiendish plants to grow as rapidly as possible. Carnivores. Fiendish plants require blood to grow. On the Material Plane, the plants do best in forests where careless animals are plentiful. These evil, sentient plants form relationships with all manner of dark-hearted beings. Fiendish flora offer power and protection in exchange for fresh blood. The craven nature of these plants often sees them devouring their allies when fresh blood is scarce. Discord, Dismay, and Darkness. The fiendish plants propagate and thrive wherever there is a concentration of evil, chaos, and misery. If a fiend treads the Material Plane, there is a good chance that fiendish plants will trace its steps. A single shrub hidden in a farmer's field can affect the temperament of nearby animals and humanoids, causing nightmares, depression, and a darkening of disposition.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"neutral evil","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Executioner","description":"Executioner “...and that’s why we don’t go to Slaughterstone Square.” - Lieutenant Petra Lang","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Lawful Evil","Expansion":21300,"Challenge Rating":20},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Expeditious Messenger","description":"Homunculi A homunculus is a construct servant created for certain tasks. Artificers and wizards are responsible for most of the homunculi in existence. Each kind of homunculus has a body constructed from different kinds of materials, including clay, iron, and bits of hair and feathers. The process that creates a homunculus sees those materials mixed with the creator’s blood and animated through an extended magical ritual. Constructed Nature. A homunculus doesn’t require air, food, drink, or sleep. Expeditious Messenger An expeditious messenger is a speedy flier, designed to quickly carry messages for its creator. Their speedy and efficient attitude makes expeditious messengers quite chatty, and they natter on as fast as they move. These messengers come in a variety of forms, often looking like mechanical birds or sprites.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"neutral","Expansion":4480,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Experienced Ritualist","description":"Ritualists are holy people, priests who commune with the elemental spirits, making invocations to persuade them to cause spectacular and even destructive effects in the Mortal Realm. However, ritualists are rare, and seldom encountered outside of shrines, temples, and libraries. Shrine and Temple Life. Many ritualists maintain a residence at or near a major shrine of a powerful nature spirit or fortune. By tending the shrine, they maintain a strong bond with the spirit, and often wield a great portion of its power. Libraries of Mystical Knowledge. Most ritualist families maintain vast archives of spiritual lore where aspiring ritualists of their tradition can study. However, as the ritualist families compete with one another for political prestige and mystic secrets, these libraries are almost always extremely well-guarded, protected by soldiers, wards, and the most cunning snares ritualists can devise. Itinerant Priests. Some ritualists wander the land, assisting in local festivals and other religious traditions, as well as mediating between spirits and humans when conflicts arise. While most villages do not have constant access to a powerful ritualist, some ritualists dedicate themselves to visiting as wide a swath of Rokugan as their time and responsibilities allow. Table A-3: Experienced Ritualist Motivations D10 Roll Experienced Ritualist Motivations 1 Sees their spiritual responsibilities as an impediment to pursuing some other life goal. 2 Desires to uncover secret mystical knowledge, no matter how forbidden. 3 Holds grand ambitions to advance within their family’s hierarchy. 4 Wants to acquire the political clout needed to change their family’s mystical traditions. 5 Seeks the knowledge to create their own new ritualist tradition. 6 Wants to become the foremost expert on an area of mystical lore. 7 Fears the threat posed by the Shadowlands or some other dangerous corruptive force. 8 Seeks to humbly serve a particular spirit’s needs. 9 Desires to use their rare skills to help the common people. 10 Believes dogmatically in their family’s traditions. Traits Favor. The experienced ritualist has 5 favor, which it can spend to empower its invocations. Ritualist Traditions. The experienced ritualist can perform invocations. Choose one of the following ritualist traditions: Elemental Power. The experienced ritualist’s invocation ability score is Intelligence (invocation save DC 14). It can perform the following invocations at will: Tier 0: commune with the spirits , cleansing rite , divine the omens , threshold barrier Tier 1: call of cinders , dance of seasons , path to inner peace Tier 2: barricade of earth , fury of Osano-W ō Tier 3: wings of the phoenix Sacred Creations. The experienced ritualist invocation ability score is Charisma (invocation save DC 14). It can perform the following invocations at will: Tier 0: commune with the spirits , cleansing rite , divine the omens , threshold barrier Tier 1: armor of stone , blade of the elements , caress of earth Tier 2: secrets on the wind Tier 3: realm of illusion Spiritual Medium. The experienced ritualist’s invocation ability score is Wisdom (invocation save DC 14). It can perform the following invocations at will: Tier 0: commune with the spirits , cleansing rite , divine the omens , threshold barrier Tier 1: blade of the elements , caress of earth , mask of wind Tier 2: armor of stone , secrets on the wind Tier 3: the elements rise Actions Wakizashi. Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage. Lair Actions An experience ritualist can use the following lair actions if encountered in its inner sanctum, and is considered CR 4 (1,100 XP). Place of Power (1/day). On initiative count 20 (losing ties), an experienced ritualist in their inner sanctum can call upon the spirits they revere. The experienced ritualist immediately regains 1d6 spent favor and heals 3d6 hit points. Raise Protective Barriers (Recharge 6). On initiative count 20 (losing ties), an experienced ritualist in their inner sanctum can raise proactively created protective barriers. The experienced ritualist immediately performs the threshold barrier invocation with 5 additional favor to spend on its empowerments.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Source":"custom","Alignment":"any","Expansion":26129,"Challenge Rating":3},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Experienced Ritualist (Elemental Power)","description":"Ritualists are holy people, priests who commune with the elemental spirits, making invocations to persuade them to cause spectacular and even destructive effects in the Mortal Realm. However, ritualists are rare, and seldom encountered outside of shrines, temples, and libraries. Shrine and Temple Life. Many ritualists maintain a residence at or near a major shrine of a powerful nature spirit or fortune. By tending the shrine, they maintain a strong bond with the spirit, and often wield a great portion of its power. Libraries of Mystical Knowledge. Most ritualist families maintain vast archives of spiritual lore where aspiring ritualists of their tradition can study. However, as the ritualist families compete with one another for political prestige and mystic secrets, these libraries are almost always extremely well-guarded, protected by soldiers, wards, and the most cunning snares ritualists can devise. Itinerant Priests. Some ritualists wander the land, assisting in local festivals and other religious traditions, as well as mediating between spirits and humans when conflicts arise. While most villages do not have constant access to a powerful ritualist, some ritualists dedicate themselves to visiting as wide a swath of Rokugan as their time and responsibilities allow. Table A-3: Experienced Ritualist Motivations D10 Roll Experienced Ritualist Motivations 1 Sees their spiritual responsibilities as an impediment to pursuing some other life goal. 2 Desires to uncover secret mystical knowledge, no matter how forbidden. 3 Holds grand ambitions to advance within their family’s hierarchy. 4 Wants to acquire the political clout needed to change their family’s mystical traditions. 5 Seeks the knowledge to create their own new ritualist tradition. 6 Wants to become the foremost expert on an area of mystical lore. 7 Fears the threat posed by the Shadowlands or some other dangerous corruptive force. 8 Seeks to humbly serve a particular spirit’s needs. 9 Desires to use their rare skills to help the common people. 10 Believes dogmatically in their family’s traditions. Traits Favor. The experienced ritualist has 5 favor, which it can spend to empower its invocations. Ritualist Traditions. The experienced ritualist can perform invocations. Elemental Power. The experienced ritualist’s invocation ability score is Intelligence (invocation save DC 14). It can perform the following invocations at will: Tier 0: commune with the spirits , cleansing rite , divine the omens , threshold barrier Tier 1: call of cinders , dance of seasons , path to inner peace Tier 2: barricade of earth , fury of Osano-W ō Tier 3: wings of the phoenix Actions Wakizashi. Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage. Lair Actions An experience ritualist can use the following lair actions if encountered in its inner sanctum, and is considered CR 4 (1,100 XP). Place of Power (1/day). On initiative count 20 (losing ties), an experienced ritualist in their inner sanctum can call upon the spirits they revere. The experienced ritualist immediately regains 1d6 spent favor and heals 3d6 hit points. Raise Protective Barriers (Recharge 6). On initiative count 20 (losing ties), an experienced ritualist in their inner sanctum can raise proactively created protective barriers. The experienced ritualist immediately performs the threshold barrier invocation with 5 additional favor to spend on its empowerments.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any","Expansion":26129,"Challenge Rating":3},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Experienced Ritualist (Sacred Creations)","description":"Ritualists are holy people, priests who commune with the elemental spirits, making invocations to persuade them to cause spectacular and even destructive effects in the Mortal Realm. However, ritualists are rare, and seldom encountered outside of shrines, temples, and libraries. Shrine and Temple Life. Many ritualists maintain a residence at or near a major shrine of a powerful nature spirit or fortune. By tending the shrine, they maintain a strong bond with the spirit, and often wield a great portion of its power. Libraries of Mystical Knowledge. Most ritualist families maintain vast archives of spiritual lore where aspiring ritualists of their tradition can study. However, as the ritualist families compete with one another for political prestige and mystic secrets, these libraries are almost always extremely well-guarded, protected by soldiers, wards, and the most cunning snares ritualists can devise. Itinerant Priests. Some ritualists wander the land, assisting in local festivals and other religious traditions, as well as mediating between spirits and humans when conflicts arise. While most villages do not have constant access to a powerful ritualist, some ritualists dedicate themselves to visiting as wide a swath of Rokugan as their time and responsibilities allow. Table A-3: Experienced Ritualist Motivations D10 Roll Experienced Ritualist Motivations 1 Sees their spiritual responsibilities as an impediment to pursuing some other life goal. 2 Desires to uncover secret mystical knowledge, no matter how forbidden. 3 Holds grand ambitions to advance within their family’s hierarchy. 4 Wants to acquire the political clout needed to change their family’s mystical traditions. 5 Seeks the knowledge to create their own new ritualist tradition. 6 Wants to become the foremost expert on an area of mystical lore. 7 Fears the threat posed by the Shadowlands or some other dangerous corruptive force. 8 Seeks to humbly serve a particular spirit’s needs. 9 Desires to use their rare skills to help the common people. 10 Believes dogmatically in their family’s traditions. Traits Favor. The experienced ritualist has 5 favor, which it can spend to empower its invocations. Ritualist Traditions. The experienced ritualist can perform invocations. Sacred Creations. The experienced ritualist invocation ability score is Charisma (invocation save DC 14). It can perform the following invocations at will: Tier 0: commune with the spirits , cleansing rite , divine the omens , threshold barrier Tier 1: armor of stone , blade of the elements , caress of earth Tier 2: secrets on the wind Tier 3: realm of illusion Actions Wakizashi. Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage. Lair Actions An experience ritualist can use the following lair actions if encountered in its inner sanctum, and is considered CR 4 (1,100 XP). Place of Power (1/day). On initiative count 20 (losing ties), an experienced ritualist in their inner sanctum can call upon the spirits they revere. The experienced ritualist immediately regains 1d6 spent favor and heals 3d6 hit points. Raise Protective Barriers (Recharge 6). On initiative count 20 (losing ties), an experienced ritualist in their inner sanctum can raise proactively created protective barriers. The experienced ritualist immediately performs the threshold barrier invocation with 5 additional favor to spend on its empowerments.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any","Expansion":26129,"Challenge Rating":3},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Experienced Ritualist (Spiritual Medium)","description":"Ritualists are holy people, priests who commune with the elemental spirits, making invocations to persuade them to cause spectacular and even destructive effects in the Mortal Realm. However, ritualists are rare, and seldom encountered outside of shrines, temples, and libraries. Shrine and Temple Life. Many ritualists maintain a residence at or near a major shrine of a powerful nature spirit or fortune. By tending the shrine, they maintain a strong bond with the spirit, and often wield a great portion of its power. Libraries of Mystical Knowledge. Most ritualist families maintain vast archives of spiritual lore where aspiring ritualists of their tradition can study. However, as the ritualist families compete with one another for political prestige and mystic secrets, these libraries are almost always extremely well-guarded, protected by soldiers, wards, and the most cunning snares ritualists can devise. Itinerant Priests. Some ritualists wander the land, assisting in local festivals and other religious traditions, as well as mediating between spirits and humans when conflicts arise. While most villages do not have constant access to a powerful ritualist, some ritualists dedicate themselves to visiting as wide a swath of Rokugan as their time and responsibilities allow. Table A-3: Experienced Ritualist Motivations D10 Roll Experienced Ritualist Motivations 1 Sees their spiritual responsibilities as an impediment to pursuing some other life goal. 2 Desires to uncover secret mystical knowledge, no matter how forbidden. 3 Holds grand ambitions to advance within their family’s hierarchy. 4 Wants to acquire the political clout needed to change their family’s mystical traditions. 5 Seeks the knowledge to create their own new ritualist tradition. 6 Wants to become the foremost expert on an area of mystical lore. 7 Fears the threat posed by the Shadowlands or some other dangerous corruptive force. 8 Seeks to humbly serve a particular spirit’s needs. 9 Desires to use their rare skills to help the common people. 10 Believes dogmatically in their family’s traditions. Traits Favor. The experienced ritualist has 5 favor, which it can spend to empower its invocations. Ritualist Traditions. The experienced ritualist can perform invocations. Spiritual Medium. The experienced ritualist’s invocation ability score is Wisdom (invocation save DC 14). It can perform the following invocations at will: Tier 0: commune with the spirits , cleansing rite , divine the omens , threshold barrier Tier 1: blade of the elements , caress of earth , mask of wind Tier 2: armor of stone , secrets on the wind Tier 3: the elements rise Actions Wakizashi. Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage. Lair Actions An experience ritualist can use the following lair actions if encountered in its inner sanctum, and is considered CR 4 (1,100 XP). Place of Power (1/day). On initiative count 20 (losing ties), an experienced ritualist in their inner sanctum can call upon the spirits they revere. The experienced ritualist immediately regains 1d6 spent favor and heals 3d6 hit points. Raise Protective Barriers (Recharge 6). On initiative count 20 (losing ties), an experienced ritualist in their inner sanctum can raise proactively created protective barriers. The experienced ritualist immediately performs the threshold barrier invocation with 5 additional favor to spend on its empowerments.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any","Expansion":26129,"Challenge Rating":3},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Expert","description":"A person with extensive training and Experience in a particular profession is considered to be an expert in its field. Therefore, people come to them for assistance and respect them greatly.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":17604,"Challenge Rating":"1/8"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Expert","description":"A person with extensive training and experience in a particular profession is considered to be an expert in their field. Therefore, people come to them for assistance and respect them greatly.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":26071,"Challenge Rating":1.8},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Expert Pilot","description":"Vehicles are invaluable to modern society, and in many cases, they require a professional touch. An expert pilot can operate any type of vehicle from underwater skiffs to capital starships. They work as starship helms, commercial pilots, combat jocks, racers, stunt drivers, getaway drivers, and construction operators.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":"1/8"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Expert Sidekick","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Exploding Toad","description":"A green-skinned toad croaks as its red boils throb. The warts suddenly glow red-hot, and the amphibian explodes in flames and blood. Exploding toads are living traps created long ago by ancient dust goblin magic. They look like normal toads but their mouths have razor sharp teeth, and they explode in fire when they die. Most do not recognize the beasts' wicked personalities and explosive potential until it is too late. Goblin Magic. Exploding toads are created when a dust goblin ritual is cast upon a group of normal toads. The ritual takes a full day to complete and requires one pound of sulfur per toad being transformed, which is consumed in the casting. The instructions for the spell have never been written down. They are orally handed down from one dust goblin shaman to the next. There are some spellcasters of other races who have successfully created their own exploding toads, though getting the beasts to cooperate is another matter entirely. Several mages spent years trying to crack the ritual only to have success literally blow up in their faces. The toads only trust dust goblins. Wicked and Suicidal. Smarter and more evil than the average amphibian, exploding toads relish their purpose. The savage amphibians die with glee, hoping to immolate as many creatures as possible. Exploding toads arrange themselves in tight groups, knowing that one of their deaths can set off a fiery chain reaction. Dust goblins often place the toads at the bottom of a covered pit or inside a ceiling rigged to collapse.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Explorer","description":"Forester Be they workers seeking to harvest the forest’s resources or explorers taking pains to map the wilds, foresters harbor a wide range of skills, motives, and agendas. While most foresters have little interest in the workings of urban life, scoff at “city folk,” and mock travelers who find themselves needing aid when they inevitably get in over their heads while traveling through the woods, the majority of these creatures aren’t evil. While foresters might not have patience for those who haven’t chosen the woods as their home, they’ll usually offer aid to the lost or the needy they encounter in the wilds—if only to ensure that the intruders can make their way back out of the woodlands and return to wherever they came from as soon as possible. Explorer The gnomes who accompany Jubilost on his journey into the Stolen Lands are not accomplished explorers, and they get in over their heads quickly. That doesn’t diminish the passion they have for their jobs, however. Traits Gnome Cunning. The gnome has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Actions Multiattack. The servant makes two knife melee attacks. Knife. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 10/60 ft., one creature. Hit: 3 (1d4+1) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"neutral","Expansion":17526,"Challenge Rating":"1/4"},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Eya Harisa","description":"Traits Racial Trait. Advantage on saving throws against being charmed. Harbinger’s Light. Eya can heal wounds for 1d6, four times a day. Actions (Spell DC 13) Sacred Flame. Cantrip. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. Flaming Sphere. Spell. Reach 60 ft. The target that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. On a failed save, the target suffers 2d6 fire damage, and half as much on a successful save.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf celestial Warlock of the Harbinger)","Alignment":"chaotic good","Expansion":20626,"Challenge Rating":1},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Eye Monger","description":"When its large eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its eye and reveals its true, menacing nature. An eye monger has no use for treasure, but its belly might hold a fair amount of incidental valuables that it can’t digest, including coins, metal weapons, gemstones, and magic items that belonged to the creatures it swallowed. Although an eye monger doesn’t project an antimagic cone from its eye as a beholder does, magic is suppressed inside its gullet, which prevents a swallowed creature from using magic to escape. Traits Antimagic Gullet. Magical effects, including those produced by spells and magic items but excluding those created by artifacts or deities, are suppressed inside the eye monger’s gullet. Any spell slot or charge expended by a creature in the gullet to cast a spell or activate a property of a magic item is wasted. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. No spell or magical effect that originates outside the eye monger’s gullet, except one created by an artifact or a deity, can affect a creature or an object inside the gullet. False Appearance. If the eye monger is motionless and has its eye and mouth closed at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the eye monger move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the eye monger is animate. Unusual Nature. The eye monger doesn’t require air. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and if the target is a Medium or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the eye monger and deposited in the eye monger’s gullet (see Antimagic Gullet). The eye monger can swallow one creature at a time. A swallowed creature is blinded and restrained, has total cover against attacks and other effects originating outside the eye monger, and takes 35 (10d6) acid damage at the start of each of its turns. If the eye monger takes 25 damage or more on a single turn from a creature inside its gullet, the eye monger regurgitates the swallowed creature, which falls prone in a space within 10 feet of the eye monger. If the eye monger dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"typically lawful evil","Expansion":16643,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Eye Monger","description":"Eye mongers are hulking, monocular horrors with toothy jaws, typically found in Wildspace on the Astral Plane. When an eye monger’s large eye and mouth are closed, it looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its eye and reveals its true, menacing nature. Magic is suppressed inside an eye monger’s gullet, which prevents swallowed creatures from using magic to escape. Traits Antimagic Gullet. Magical effects, including those produced by spells and magic items but excluding those created by artifacts or deities, are suppressed inside the eye monger’s gullet. Any spell slot or charge expended by a creature in the gullet to cast a spell or activate a property of a magic item is wasted. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. No spell or magical effect that originates outside the eye monger’s gullet, except one created by an artifact or a deity, can affect a creature or an object inside the gullet. False Appearance. If the eye monger is motionless and has its eye and mouth closed at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the eye monger move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the eye monger is animate. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and if the target is a Medium or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the eye monger and deposited in the eye monger’s gullet (see Antimagic Gullet). The eye monger can swallow one creature at a time. A swallowed creature has the blinded and restrained conditions, has total cover against attacks and other effects originating outside the eye monger, and takes 35 (10d6) acid damage at the start of each of its turns. If the eye monger takes 25 damage or more on a single turn from a creature inside its gullet, the eye monger regurgitates the swallowed creature, which lands in a space within 10 feet of the eye monger and has the prone condition. If the eye monger dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting with the prone condition.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":30583,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Eye of Flame","description":"The eye of flame is a relatively weaker species compared to the common beholder but it is still as devious and ruthless. It closely resembles a normal beholder, save for the crimson tone of its chitinous bony plates. If not lording over less intelligent races, they serve as guardians under the employ of more powerful beholders, red dragons, fire giants, and efreet. Their masters highly value the eye of flame's vulnerability to fire cone, as this makes their fire-based abilities even more dangerous. Traits Fire Vulnerability Cone. The beholder's central eye creates an area of vulnerability to fire, in a 120-foot cone, even when the beholder uses its Optic Fire Blast. While inside the area of effect, a creature that is not immune to fire gains vulnerable to fire. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Eye Rays. The beholder shoots two of the following magical eye rays at random (reroll duplicates), choosing one to two targets it can see within 120 feet of it: 1. Fire Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. 2. Fear Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Telekinetic Ray. If the target is a creature, it must succeed on a DC 15 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 4. Optic Fire Blast (Recharge 5–6). The beholder's central eye projects fire in a 60-foot cone. Each creature in that area must succeed on a DC 15 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn. Eye Ray. The beholder uses one random Eye Ray.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Eye of Frost","description":"The eye of frost is a solitary type of beholderkin that has mostly shunned the rest of its kind. It has ivory white chitinous skin that blends well with its preferred snowy surroundings. It is almost always only found in arctic locales or in cavern complexes deep beneath frozen glaciers. It prefers to have servants and slaves though, thus it would go out of its way to conquer a local humanoid or monstrous tribe, slaying its leaders before finally taking over as its master. It wouldn't be surprising to find its lair to be occupied by winter wolves, yeti, and arctic goblins that do its bidding. As with the Eye of Flame, the Eye of Frost is valued by more powerful cold-type creatures such as white dragons and frost giants for its ability to project cold vulnerability. Thus, they are often bribed and paid handsomely for their services as lair guardians. Traits Cold Vulnerability Cone. The beholder's central eye creates an area of vulnerability to cold, in a 120-foot cone. While inside the area of effect, a creature that is not immune to cold gains vulnerable to cold. If a creature takes cold damage while inside the area of effect, it's speed is halved, it can't take reactions, and it can take either an action or a bonus action on its turn, not both. These effects last until the end of the creature's next turn. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. Actions Bite . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Eye Rays . The beholder shoots two of the following magical eye rays at random (reroll duplicates), choosing one to two targets it can see within 120 feet of it: 1. Frost Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. 2. Freeze Ray. The targeted creature must succeed on a DC 15 Strength saving throw, taking 10 (3d6) cold damage and is restrained for 1 minute, or half as much damage and is not restrained on a successful one. While restrained in this way, the target takes 10 (3d6) cold damage at the start of each of the beholder's turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Telekinetic Ray. If the target is a creature, it must succeed on a DC 15 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. Legendary Actions The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn. Eye Ray. The beholder uses one random Eye Ray. Reactions Ice Armor. The beholder adds 4 to its AC against one weapon or spell attack that would hit it. To do so, the beholder must see the attacker.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Eye of Gulguthra","description":"The eye of gulguthra, also known as the gulguth orb or gulgutyrant, is the strange and horrid amalgamation of the xenophobic beholder and the loathsome otyugh. This foul aberration resembles a beholder from afar. But closer inspection reveals the creature has the otyugh's slimy, bulbous hide and a pair of rubbery tentacles that end in leaf-shaped appendages. The creature's eight retractable eyestalks are similar to the otyugh's vine-like sensory stalk, but each only holds one eye. Its oversized mouth is also identical to an otyugh's, filled with multiple rows of jagged teeth and dripping with saliva that contains a deadly concoction of various toxic bacteria. Scavenging Tyrant. Just like an otyugh, the eye of gulguthra subsists on dung, offal, and carrion. But while the otyugh might be content in coexisting with other creatures and serving as their waste disposal unit, the eye of gulguthra is a far more cunning and ambitious creature. It seeks to expand its territory and dominate other beings, enslaving and forcing them to scavenge and hunt for its food until the eye of gulguthra tires of them. At that point, they become fodder for the endlessly hungry eye of gulguthra. Sphere of Rot of Decay. In combat, the eye of gulguthra attacks similarly to an otyugh, using its powerful tentacles to capture prey and tearing their flesh with its teeth. Against more resilient foes, the eye of gulguthra uses its eight eyestalks, each of which can unleash a harmful or debilitating magical ray. Its central eye projects a dreadful cone that sickens living creatures and rots their flesh. Underdark Dweller. An eye of gulguthra can be found in the same sordid and disgusting places where otyughs might lurk, but their territory would be larger. They are more common in the Underdark, often living within the maze-like sewage tunnels beneath large drow, duergar, and illithid cities. Traits Putrefying Cone. The eye of gulguthra's central eye creates an area of rot and debilitating sickness, in a 150-foot cone. While inside the area of effect, a creature has disadvantage to Strength and Constitution saving throws. If a creature ends its turn within the area of effect, it takes 5 (1d10) necrotic damage. At the start of each of its turns, the eye of gulguthra decides which way the cone faces and whether the cone is active. Actions Multiattack. The eye of gulguthra makes three attacks: one with its Bite and two with its Tentacle. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 12) and restrained until the grapple ends. The eye of gulguthra has two tentacles, each of which can grapple one target. Tentacle Slam. The eye of gulguthra slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 9 (2d6 + 2) bludgeoning damage and be stunned until the end of the eye of gulguthra's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Eye Rays. The eye of gulguthra shoots two of the following magical eye rays at random (reroll duplicates), choosing one to two targets it can see within 120 feet of it: 1. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Enervation Ray. The targeted creature must succeed on a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 4. Exhaustion Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or gain 1 level of exhaustion. 5. Weakening Ray. The targeted creature must succeed on a DC 16 Strength saving throw or the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a long rest. 6. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 7. Mindrotting Ray. The targeted creature must succeed on a DC 16 Intelligence saving throw or the target's Intelligence score is reduced by 1d6. The target's Intelligence score cannot go below 1. If the target's Intelligence score is 1, the target can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The target can, however, identify its friends, follow them, and even protect them. Otherwise, the reduction lasts until the target finishes a long rest. 8. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. Legendary Actions The eye of gulguthra can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The eye of gulguthra regains spent legendary actions at the start of its turn. Eye Ray. The eye of gulguthra uses one random eye ray. Tentacle. The eye of gulguthra attacks with its tentacle.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Eye of the Deep","description":"An eye of the deep is an aquatic version of the more infamous land-based beholder. These monsters dwell in the deepest reaches of the oceans, but rise to the surface to menace those who dwell above the waves. These hateful and cruel creatures are fond of creating illusions of shipwreck survivors, small islands, mermaids, or whatever else they think might lure their victims closer. Some eyes of the deep can be found in relatively shallow waterways far underground. Sunken Lairs. Eyes of the deep typically lair in undersea caves, shipwrecks, or coral mazes. Unlike a true beholder, eyes of the deep have a limited ability to alter their environs as they lack the disintegration eye ray. Because of this, eyes of the deep often search for new, larger lairs as they grow as a hermit crab searches for ever larger shells. When a suitable lair is found, an eye of the deep bedecks it with a certain treasure they find appealing; gemstones, jewellery, statuary or the like. Tricky Illusionists. The central eye of an eye of the deep is capable of producing an impressively realistic illusion to lure prey to its lair. When close enough, the eye of the deep swaps from using the illusory magic to a bright flash capable of blinding its prey. The eye of the deep can then paralyse the target, and close in for the kill. Traits Amphibious. The eye of the deep can breathe air and water. Baleful Flash. Any creature that starts its turn within 5 feet of the eye of the deep must succeed on a DC 16 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This feature doesn’t function while the eye of the deep is maintaining concentration on a spell. Innate Spellcasting. The eye of the deep’s spellcasting ability is Intelligence (spell save DC 18). The eye of the deep can innately cast the following spells, requiring only verbal components: At will: major image Actions Multiattack. The eye of the deep makes two pincer attacks. If the eye of the deep is grappling a creature, the eye of the deep can also use its bite once. Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. The target is grappled (escape DC 16) if it is a Large or smaller creature and the eye of the deep doesn’t have two other creatures grappled. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Eye Rays. The eye of the deep shoots one of the following magical eye rays, which have a range of 60 feet: 1. Holding Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be paralysed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2. Freezing Blast. Each creature in a cone must make a DC 16 Constitution saving throw. A creature takes 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"lawful evil","Expansion":20544,"Challenge Rating":10},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Eye of the Deep","description":"An aquatic sub-species of beholders, the eye of the deep is only found in the darkest depths of the ocean or the deepest subterranean lakes of the Underdark. Growing to about five to nine feet in diameter, the eye of the deep retains its beholder-like qualities with a cyclopean eye and a large maw of razor-sharp teeth. Unique among its kind, the eye of the deep only has two eye stalks but is armed with two limbs ending in crustacean-like pincers that it uses to crush and dismember its foes. Instead of projecting an antimagic cone, its central eye creates a bright burst of light that can leave its enemies unlucky enough to be looking at it blinded for a minute. Intolerant Tyrants. True to its nature, the eye of the deep is xenophobic and fiercely territorial. While they may tolerate and subjugate nearby weaker life forms such as kuo-toans, merrow, and sahuagin, other dangerous, intelligent beings such as aboleths and morkoths are a different matter. It will relentlessly try to destroy or drive them out if it can. Otherwise, it will seek out new territory. Traits Amphibious. The eye of the deep can breathe air and water. Actions Multiattack. The eye of the deep makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage. Claw . Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is grappled (escape DC 14). The eye of the deep has two claws, each of which can grapple only one target. Eye Rays. The eye of the deep shoots two eye rays, choosing one to two targets it can see within 120 feet of it: 1. Paralyzing Ray. The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2. Cold Ray. The targeted creature must succeed on a DC 15 Dexterity saving throw, taking 28 (8d8) cold damage on a failed save, or half as much damage on a successful one. Major Image (Psionics). The eye of the deep casts major image , requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15). Bonus Actions Baleful Flash (Recharge 5–6). The eye of the deep's central eye projects a blinding flash of light in a 60-foot cone. Each creature in that area that can see the light must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The eye of the deep can take 3 legendary actions, using the options listed below. It can take only one legendary action at a time and only at the end of another creature's turn. The eye of the deep regains spent legendary actions at the start of its turn. Eye Ray. The eye of the deep uses one random Eye Ray. Pincer. The eye of the deep makes one Claw attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Eye Spy (PB 2)","description":"Actions (Requires your Bonus Action) Bite. Melee Weapon Attack: your Intelligence modifier + 2 (PB) to hit, reach 5 ft., one target. Hit: your hemocraft die + 2 (PB) piercing damage. Eye Ray. The eye spy shoots one of its magical eye rays at random, choosing one target it can see within 60 feet of it. If it has already used the eye ray this turn, reroll until you roll one it hasn’t. Each eye ray’s save DC equals your hemocraft save DC.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Source":"custom","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Eye Spy (PB 3)","description":"Actions (Requires your Bonus Action) Bite. Melee Weapon Attack: your Intelligence modifier + 3 (PB) to hit, reach 5 ft., one target. Hit: your hemocraft die + 3 (PB) piercing damage. Eye Ray. The eye spy shoots one of its magical eye rays at random, choosing one target it can see within 60 feet of it. If it has already used the eye ray this turn, reroll until you roll one it hasn’t. Each eye ray’s save DC equals your hemocraft save DC.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Source":"custom","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Eye Spy (PB 4)","description":"Actions (Requires your Bonus Action) Bite. Melee Weapon Attack: your Intelligence modifier + 4 (PB) to hit, reach 5 ft., one target. Hit: your hemocraft die + 4 (PB) piercing damage. Eye Ray. The eye spy shoots one of its magical eye rays at random, choosing one target it can see within 60 feet of it. If it has already used the eye ray this turn, reroll until you roll one it hasn’t. Each eye ray’s save DC equals your hemocraft save DC.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Source":"custom","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Eye Spy (PB 5)","description":"Actions (Requires your Bonus Action) Bite. Melee Weapon Attack: your Intelligence modifier + 5 (PB) to hit, reach 5 ft., one target. Hit: your hemocraft die + 5 (PB) piercing damage. Eye Ray. The eye spy shoots one of its magical eye rays at random, choosing one target it can see within 60 feet of it. If it has already used the eye ray this turn, reroll until you roll one it hasn’t. Each eye ray’s save DC equals your hemocraft save DC.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Source":"custom","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Eye Spy (PB 6)","description":"Actions (Requires your Bonus Action) Bite. Melee Weapon Attack: your Intelligence modifier + 6 (PB) to hit, reach 5 ft., one target. Hit: your hemocraft die + 6 (PB) piercing damage. Eye Ray. The eye spy shoots one of its magical eye rays at random, choosing one target it can see within 60 feet of it. If it has already used the eye ray this turn, reroll until you roll one it hasn’t. Each eye ray’s save DC equals your hemocraft save DC.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Source":"custom","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Eyedrake","description":"When a beholder contends with a dragon for power and wealth, its thoughts of its dragon rival can become deeply obsessive, eventually pervading the beholder's dreams. If the rivalry lasts long enough, these fevered dreams can manifest as an eyedrake—a beholder-like creature with draconic features. An eyedrake resembles a winged draconic creature with no true limbs and a perpetually open mouth. Inside that mouth is a large eye that emits a breath-like wave of antimagic energy. The creature's wings are formed from multiple eyestalks, each of which can fire magical rays that combine aspects of a dragon's breath weapon attacks and a beholder's eye rays. An eyedrake left to its own devices exhibits much of the stereotypical behavior of a young dragon, attempting to establish a lair and a hoard. Driven by instinct to jealously defend its hoard, an eyedrake fights to the death if anything threatens even the smallest trinket it claims as its own. Traits Unusual Nature. The eyedrake doesn't require food or drink. Actions Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) piercing damage. Antimagic Breath (Recharge 6). The eyedrake emits a magic wave in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 39 (6d12) force damage on a failed save, or half as much damage on a successful one. Every spell of 3rd level or lower ends on creatures and objects of the eyedrake's choice in that area. Eye Rays. The eyedrake shoots three of the following magical eye rays at random (reroll duplicates), each ray targeting one creature it can see within 60 feet of it: 1: Freezing Ray. The target must make a DC 14 Constitution saving throw. On a failed save, the target takes 17 (5d6) cold damage, and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects. 2: Debilitating Ray. The target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) thunder damage and become incapacitated until the end of its next turn. 3: Repulsion Ray. The target must succeed on a DC 14 Strength saving throw or take 14 (4d6) force damage and be pushed up to 60 feet away from the eyedrake. 4: Fire Ray. The target must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. 5: Paralyzing Ray. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 6: Death Ray. The target must make a DC 14 Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. The target dies if the ray reduces it to 0 hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"typically lawful evil","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Eyeless Guardian","description":"The eyeless guardians resemble muscular, ivory-skinned humanoids with gold plate mail magically grafted to their skin. Golden helms enclose their heads, with thick bronze spikes driven into their eyes. Traits Guardian’s Mark. The guardian can use a bonus action to mark a creature within 60 feet of it. The guardian's weapon attacks deal an additional 5 (1d10) damage to a marked target, and the guardian knows the location of the target as long as it’s on the same plane of existence. The target remains marked for one year or until the effect is dispelled with the dispel magic spell or similar magic, or the guardian marks another target. Magic Weapons. The guardian’s weapon attacks are magical. Actions Multiattack. The guardian makes three attacks with its oversized sword. Oversized Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. The guardian’s oversized sword can only be wielded by a Medium or larger creature with a Strength score of 18 or higher.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful good","Expansion":18512,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Eyewing","description":"The eyewing is a repugnant fiend native to the Abyss. At first glance, it resembles a giant headless bat that has a large five-foot-diameter egg-shaped body covered with matted dark fur. Attached to it are two leathery bat-like wings tipped with razor-sharp talons and an eight-foot-long rat's tail that ends with a venom-tipped stinger shaped like a spur. A single giant eyeball with a blood-red pupil juts the front of the eyewing's body. A foul, sticky liquid continuously leaks from its eye, soaking the eyewing's body and causing it to give off a putrid stench. Witless Minions. An eyewing lives only to serve its master, which are often powerful demons. If left on its own, however, it spends its time stalking and killing prey. Otherwise, it always does what its master asks it to do without question, even if it would surely lead to its destruction. It does this not because of loyalty but out of fear and stupidity. Poison Bomber. In combat, an eyewing attacks by swooping at its prey and striking it with its talons and stinger before the target could react. Against more formidable foes, the eyewing secretes a vile mucus-like liquid from its tear duct and drops it on them like a water bomb. Those hardy enough to survive the highly-toxic liquid might still succumb to the poison's other effects. Once its prey is slain, the eyewing secretes enzymes from its tear duct and lets it drip on the corpse. These digestive enzymes breakdown and liquefy the prey's body. The eyewing then dips into the digested remains and absorbs the liquids through its eye membrane. Dark Dwellers. The eyewing may be native to the Abyss, but it can also be found in the Shadowfell and the Demiplane of Dread. In the Material Plane, eyewings can sometimes be encountered in the vast caverns of the Underdark or in ruined temples dedicated to demon princes. There have been reports that eyewings have been used as flying mounts by derros, gnolls, xvarts, and demonic cultists. Traits Flyby. The eyewing doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Stench. Any creature other than an eyewing that starts its turn within 5 feet of the eyewing must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all eyewings for 1 hour. Actions Multiattack. The eyewing makes two attacks: one with its Claws and one with its Stinger. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Tear Splash (Recharge 5-6). The eyewing drops a one-foot-diameter ball of poisonous liquid at a point on the ground directly below it. Each creature in a 5-foot-radius sphere centered on that point must make a DC 13 Constitution saving throw. On a failed save, a creature takes 14 (4d6) poison damage and is poisoned for 1 hour. Until this poison ends, a creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful save, a creature takes half as much damage and isn't poisoned.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Ezkellion","description":"None know who – or what – Ezkellion truly is. Though he resembles an elf with his slender build and pointed ears, Ezkellion has existed far longer than even the fair folk. Some believe him to be a demigod of some sort, while others claim that he is a member of a long-extinct race of creators. Whatever the truth is, Ezkellion isn’t sharing, if even he remembers. Though Ezkellion’s tower moves freely through time and space, unbound by the conventional restrictions of physics, Ezkellion himself is far from free. Due to the intricacies of his timeless existence, time itself could be unraveled if he ever left his magical tower. Thus, even though Ezkellion has a vast knowledge of the future, he is powerless to affect it – directly. Aware of the many calamities that could befall the Multiverse, Ezkellion has made it his purpose to seek out the right adventurers at the right time and give them the aid they need to sculpt the future. Roleplaying Ezkellion Ezkellion talks slowly and calmly, often pausing to consider his words before speaking in lengthy and complex sentences. Since time holds little sway over him, Ezkellion is never in a hurry. Though he guards the secrets of both past and future with unbreakable resolve (“Speaking of such things won’t change the past, but it may change the future – and rarely for the better”), Ezkellion often hints subtly at the vastness of his knowledge (“Indeed, friend, it is a magnificent weapon – as the Dark Lord shall learn, in due time.”) Because Ezkellion is constantly traveling through time, customers’ first encounter with him isn’t always his first encounter with them. The mysterious wizard may greet first-time customers as “my old friends!” and offer cryptic remarks such as “it is a wonder to see you so young and hale, friend – such a remarkable contrast to when last we met.” Ezkellion is remarkably patient and unflappable and shows no hint of alarm even when he, or the world, stands before great peril. He cannot be provoked into attacking his customers, but an adventurer who dismisses Ezkellion’s important omens or treats him with naked disrespect may find that time slows to a crawl as Ezkellion warns them in a deep voice: “Think carefully before you tread down this path, young hero, because you will not like where it takes you!” Though undoubtedly wise, there is something incredibly frustrating about someone who claims to know your life better than yourself. What the hell is “A bit more caution about who you sell your wares to – thousands of lives depend upon it” supposed to mean, anyway? That’s rich coming from someone who will let any band of bumbling adventurers go back in time to rescue kittens and slay dragons! – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Neutral","Expansion":27826,"Challenge Rating":21},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Ezmerelda D'Avenir","description":"Ezmerelda d'Avenir, a Vistana, is the protege of Rudolph van Richten-despite the fact that her first encounter with the vampire hunter was anything but pleasant. Witness to Tragedy. When Ezmerelda was a little girl, her family kidnapped van Richten's teenage son, Erasmus, and delivered him into the clutches of a vampire. Even today, years later, she can still hear Erasmus's pleas for mercy. That event haunted her childhood. Van Richten tracked down Ezmerelda's family soon after the kidnapping, but not before the Vistani had sold the boy. Though van Richten could have done them harm, he instead interrogated Ezmerelda's mother and father on the whereabouts of his missing son. Satisfied with their answers, he spared their lives before departing with the information they had given him. Ezmerelda witnessed van Richten's act of mercy and was deeply moved by it. Van Richten's Tragic Tale. At the age of fifteen, Ezmerelda, still troubled by what her family had done to van Richten, ran away from home. After many harrowing adventures, she tracked down van Richten two years later. Thinking she was a Vistana assassin, he put a sword to her throat and threatened to spill her blood. Ezmerelda convinced him that she genuinely wanted to help him find his missing son, whereupon van Richten told her the saddest of tales. He had found his son, who had been transformed into a vampire spawn. When Erasmus pleaded to his father for salvation, van Richten granted his request by ending his existence. Farewell. Ezmerelda remained by van Richten’s side for two years, helping him track down and slay many creatures of the night. But because van Richten could never bring himself to fully trust a Vistana, he kept secrets from her. The two vampire hunters got on each other’s nerves, and their arguments became more frequent. At last, Ezmerelda suggested that they part company with some shred of their friendship still intact, and van Richten agreed. Ezmerelda's Prosthetic. Since bidding farewell to van Richten, Ezmerelda has amassed a sizable personal fortune, some of which she used to buy a wagon to carry her vampire-slaying paraphernalia. On one of her less successful adventures, a werewolf bit off her right leg below the knee, and although she avoided being afflicted with lycanthropy, Ezmerelda was sidelined for months. She commissioned a master artisan to craft a prosthetic lower leg and foot. After several tries, he delivered a prosthesis that restored her mobility. She has since adapted well to the prosthetic appendage. The Great Vampire Hunt. While in the company of a Vistani caravan, Ezmerelda heard a rumor that Rudolph van Richten had gone to Barovia to slay the most powerful vampire of them all. She decided that he might need help and traveled for months to reach Strahd’s domain. She rode her wagon to Vallaki and learned about an old tower that seemed the sort of place van Richten would use as a base. When she arrived there, she found some of van Richten’s belongings, but of the vampire hunter there was no sign. Although she is anxious to learn the whereabouts of her mentor, she is also eager to earn his trust and respect. To that end, she has been poring over van Richten’s research and learning about Strahd and Castle Ravenloft, with every intention of dispatching the vampire herself. Tarokka Deck. Ezmerelda keeps a deck of tarokka cards in her wagon (chapter 11, area Vl). Although the cards aren't magical, Ezmerelda can use them to perform a card reading for the characters, like the one that can be performed by Madam Eva. Ezmerelda d'Avenir's Traits Ideal. \"Evil that feeds on the innocent is the worst of all evils and must be destroyed.\" Bond. \"My mentor and teacher, Dr. Rudolph van Richten, is like a father to me.\" Flaw. \"I go where angels fear to tread.\" Traits Special Equipment. In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing , six vials of holy water, and three wooden stakes. Spellcasting. Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): protection from evil and good, magic missile, shield 2nd level (3 slots): darkvision, knock, mirror image 3rd level (3 slots): clairvoyance, lightning bolt, magic circle 4th level (1 slot): greater invisibility Actions Multiattack. Ezmerelda makes three attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword. +1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. +1 Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Silvered Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Curse (Recharges after a Long Rest). Ezmerelda targets one creature that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda’s choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage. Evil Eye (Recharges after a Short or Long Rest). Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person . If the target succeeds on the initial saving throw, Ezmerelda is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic good","Expansion":7388,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"F'narg","description":"Of the multitude of life forms that have no definitive size or shape, the impassive f'narg is considered to be one of the most advanced, as well as among the most dangerous. Shapeless Blobs. The f'narg resemble shifting blobs of semi-translucent material that range in color from deep grays to grayish blues or greens. Their malleable form allows them to squeeze through tight spaces. They can shapeshift to resemble other creatures or objects, but their amorphous nature is easy to spot in well-lit areas. They are considered omnivorous, taking no preference between consumption of flora or fauna. Creatures of Logic. The f'narg base their societal customs and practices based on purely logical reasoning. Alliances and agreements with other species are rare and often based on necessity for survival or resources. Though f'narg hold respect for other beings of equal intelligence, others can just as easily become as useful as food. Invasive Symbiotics. A frightening aspect of the f'narg is their ability to force themselves into the body of another creature and take over their motor functions. This ability is far from pleasant and often kills the host over a period of time.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"lawful neutral","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Fabricator","description":"A rectangular slab of thick, green ooze flows slowly across the floor. Twisting metallic veins and strange lights illuminate its translucent interior, and everything it touches dissolves into a formless sludge. Artificial Oozes. Though fabricators superficially resemble monsters like ochre jellies or gelatinous cubes , they are in fact a type of construct composed of millions of minute constructs connected by an intelligent hive-mind. Most fabricators were built to aid in the construction of advanced machinery or structures and normally are not aggressive. However, their programming sometimes calls for the disposal of organic life, and they do not hesitate to apply fatal force when necessary. Relic of Past Empires. The first fabricators were built by a cabal of ancient mages from a forgotten empire to construct a great weapon to use against their enemies. This weapon was completed and unleashed, subsequently dooming the creators and leaving the fabricators to carry on with the tasks assigned to them. Over time, the magical bonds to their masters’ work slowly unraveled, freeing many fabricators from their responsibilities and leaving them without purpose. Today, some of these fabricators are employed by mage guilds to aid in the construction of magic items, communicating with the mages by etching words on sheets of copper. Construct Nature. A fabricator doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"neutral","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Faceless Wanderer","description":"The robed figure formed of tattered shadows and swirling darkness has a bone-white, featureless oval disk where its face should be. Corporeal Shadow. Faceless wanderers are creatures made of solid darkness. They are spawned from the Void whenever the minds of a large group of sentient creatures are broken or twisted as a result of exposure to the Void or its denizens. The minds and memories of living creatures draw them to mortal realms. Memory Eater. The faceless wanderers survive by stealing memories from sentient humanoids and create new faceless wanderers when they completely drain a humanoid of its memories. Curiously, faceless wanderers don’t harm young humanoids and sometimes even aid them. Scholars speculate this odd behavior is because children possess fewer memories than adults. Void Traveler. The faceless wanderer doesn’t require air, food, drink, sleep, or ambient pressure.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Fachan","description":"The fachan is a fey creature of jealousy and violence, with fearsome magic that can cause a victim’s heart to stop. With a single leg that it hops upon, a single arm that sprouts from its chest, and a single eye centered in its massive head, the fachan is a terrifying sight. Fachans are terribly jealous of their flying fey kin who seem to move so freely and easily. Fachans often attack flying creatures out of spite, even innocent ones such as songbirds and butterflies. Though fachans usually live in isolation, they don't do so by choice. They crave love and attention, and often cast disguise self to assume the appearance of guileless humanoids (such as children) to infiltrate a town and enjoy society. However, enjoyment soon becomes sharp jealousy as the fachnan realizes how much they don’t have. When the ruse inevitably fails, the fachnan violently lashes out and the community drives them away, back to isolated misery. Tactics A fachan is a terrifying opponent. They begin combat by targeting a creature with Stop Heart. If the creature fails its saving throw, the fachan then casts fear to scare away that creature’s allies. The fachan uses subsequent turns to finish off the dying target, attacking wildly with their spiked chain. However, a fachan will always ignore tactical moves in favor of attacking a flying creature. Fachan Mythology The fachan is a nightmare of Irish and Scottish folklore, but similar creatures exist in Yakuts tales as well. Also called Peg-Leg Jack and the abaasy, the fachan was fiercely territorial and took innocent-looking forms, especially that of a small child, to scout new targets in human society. Hopping . The fachan has disadvantage on ability checks and saving throws to avoid being knocked prone. Actions Multiattack . The fachan makes two Morningstar attacks or two Spiked Chain attacks. Morningstar . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. Spiked Chain . Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (2d4 + 3) piercing damage, and the target must make a DC 13 Dexterity saving throw. On a failed save, the fachan can choose one of the following additional effects: If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until the grapple ends, the target is restrained, and the fachan can't grapple another target. The target is knocked prone. Spellcasting . The fachan’s spellcasting ability is Constitution (spell save DC 12, +4 to hit with spell attacks). They can cast the following spells, requiring no components: At will: fear 3/day: disguise self Stop Heart (Recharge 6) . The fachan targets one creature within 60 feet of the fachan that can see them and has a beating heart. That creature must succeed on a DC 13 Constitution saving throw or drop to 0 hit points. On a successful saving throw, the creature takes 10 (3d6) psychic damage. Bonus Actions Jaunt . The fachan teleports 30 feet to an unoccupied space they can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":22851,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Faerie Dragon","description":"A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked. Invisible Tricksters. The only warning of a faerie dragon’s presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its “prey.” Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon’s draconic nature by offering it “treasure” in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory. The Colors of Age. A faerie dragon’s scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature. Dragon Color Age Range Red 5 years or less Orange 6-10 years Yellow 11-20 years Green 21-30 years Blue 31-40 years Indigo 41-50 years Violet 51 years or more A Note About Challenge Rating The challenge rating for a faerie dragon is dependent on its color. 1 (200 XP) for a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon. For the purposes of Compendium sorting, we've assigned this monster entry a CR of 1 (200 XP). Traits Superior Invisibility : As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it. Limited Telepathy : Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it. Magic Resistance : The dragon has advantage on saving throws against spells and other magical effects. Innate Spellcasting : The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below. • Red, 1/day each: dancing lights , mage hand , minor illusion • Orange, 1/day: color spray • Yellow, 1/day: mirror image • Green, 1/day: suggestion • Blue, 1/day: major image • Indigo, 1/day: hallucinatory terrain • Violet, 1/day: polymorph Actions Bite : Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 1 piercing damage. Euphoria Breath (Recharge 5–6) : The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction. 5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Tiny","Type":"dragon","Source":"MM1","Alignment":"chaotic good","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Faerie-o'-Fire","description":"When a will-o’-wisp basks in the eternal sunset of the Plane of Fey, a change overcomes the malevolent spirit that lies at its heart. In place of a wisps’ despair, a faerie develops a guileful and mischievous cunning. These faeries often pair themselves with more powerful creatures, such as a fey queen with a penchant for collecting waifs and strays, or a territorial suneater owlbear. They act as a lure for such a creatures, coaxing unwary wanderers to follow their cheerful nimbus. If all goes according to the faerie’s plan, both faerie and host will gain a meal from this symbiotic mutualism. Etymology. What came first, faerie fire or the faerie-o’-fire? Though the great and prolific wizard Plagiaritrix claimed to have invented the faerie fire spell, this origin story is now shrouded in doubt. The faerie-o’-fire’s solar flare attack was discovered to have surprisingly similar characteristics to the spell, leading scholars to believe that Plagiaritrix might simply have ‘borrowed’ it while on one of their many trips to the Plane of Fey.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"chaotic neutral","Expansion":23695,"Challenge Rating":2},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Falcon the Hunter","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral good","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Fallen Bladedancer","description":"Traits Precise Strike. Once during its turn, when the bladedancer hits with an attack against a creature that is Injured, is within 5 feet of one of the bladedancer's allies, or against which it has advantage, that attack deals an additional 14 (4d6) damage. Evasion. Whenever the bladedancer succeeds on a Dexterity saving throw and would take half damage from an effect, it instead takes no damage. Join the Fallen. Whenever the blademaster reduces a creature to 0 hit points, inflicts an Injury, or scores a critical hit, all creatures within 120 feet that can hear or see the target of its attack must succeed on a DC 8 Wisdom saving throw or gain a Mindscar. A creature who gains three Mindscars begins to lose its mind. During its next long rest, it will begin to scar its flesh with whatever tools are available to it. Once its rest is completed, it becomes one of the Fallen. Mindscars can be removed by any process that can remove a curse, although mental trauma will still remain. If the mental trauma is overcome, the Mindscars are removed as well. Relish the Pain. Whenever the blademaster suffers an Injury, they gain a +1 bonus to damage rolls until the Injury is removed (up to their proficiency bonus), and gain temporary hit points equal to ½ the threshold of the Injury gained. The blademaster never has damage loss regardless of its hit point tier for Injury thresholds, and always suffers an Injury when it takes enough damage to become Injured (the Injury it gains is chosen by the damage dealer). Actions Multiattack. The bladedancer makes two melee or ranged attacks with its Serrated Knives. Serrated Knives. Melee or Ranged Weapon Attack: +6 to hit, one target, reach 5 feet or range 10/20. Hit: 7 (1d6+4) slashing damage, and the target must make a DC 13 Constitution saving throw or have its Injury thresholds reduced by 5 until the start of its next turn or until it gains an Injury, whichever comes first. Reactions Devastating Counter. When an attack misses the bladedancer, they can make a Serrated Knives attack against its attacker. If that attack hits, it deals an additional 14 (4d6) damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":4},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Fallen Huntmaster","description":"Fallen Huntmasters typically travel with a pack of several Fallen beasts. These beasts can vary in threat from simple hunting dogs like the Fallen Mastiff to those as threatening as a Fallen Lion . Traits Master of the Hunt. The huntmaster has advantage on Wisdom (Survival) and Wisdom (Perception) checks made to track and spot other creatures. The huntmaster and its allies can move at full pace while tracking and remaining alert to danger. The huntmaster and its beast allies cannot be surprised. Beastmaster. The huntmaster has advantage on attack rolls against creatures within 5 feet of an allied beast. Join the Fallen. Whenever the huntmaster reduces a creature to 0 hit points, inflicts an Injury, or scores a critical hit, all creatures within 120 feet that can hear or see the target of its attack must succeed on a DC 8 Wisdom saving throw or gain a Mindscar. A creature who gains three Mindscars begins to lose its mind. During its next long rest, it will begin to scar its flesh with whatever tools are available to it. Once its rest is completed, it becomes one of the Fallen. Mindscars can be removed by any process that can remove a curse, although mental trauma will still remain. If the mental trauma is overcome, the Mindscars are removed as well. Relish the Pain. Whenever the huntmaster suffers an Injury, they gain a +1 bonus to damage rolls until the Injury is removed (up to their proficiency bonus), and gain temporary hit points equal to ½ the threshold of the Injury gained. The huntmaster never has damage loss regardless of its hit point tier for Injury thresholds, and always suffers an Injury when it takes enough damage to become Injured (the Injury it gains is chosen by the damage dealer). Actions Multiattack. The huntmaster makes two Shortsword attacks, or two Longbow attacks. Longbow. Ranged Weapon Attack: +6 to hit, one target, range 150/600. Hit: 8 (1d8+4) piercing damage. Shortsword. Melee Weapon Attack: +6 to hit, one target, reach 5 feet. Hit: 7 (1d6+4) piercing damage or slashing damage. Bonus Actions Aim (recharge 5-6). The huntmaster takes aim at a creature. The next time the huntmaster hits the chosen creature with a ranged attack before the end of its turn, it deals an additional 7 (2d6) damage. Reactions Sic ‘Em. When a creature within 5 feet of an allied beast of the huntmaster hits the huntmaster with an attack, the huntmaster can use its reaction to allow that beast to make an opportunity attack without spending its own reaction.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":3},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Fallen Lion","description":"Traits Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated. Pounce. If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. Running Leap. With a 10-foot running start, the lion can long jump up to 25 ft.. Join the Fallen. Whenever the lion reduces a creature to 0 hit points, inflicts an Injury, or scores a critical hit, all creatures within 120 feet that can hear or see the target of its attack must succeed on a DC 8 Wisdom saving throw or gain a Mindscar. A creature who gains three Mindscars begins to lose its mind. During its next long rest, it will begin to scar its flesh with whatever tools are available to it. Once its rest is completed, it becomes one of the Fallen. Mindscars can be removed by any process that can remove a curse, although mental trauma will still remain. If the mental trauma is overcome, the Mindscars are removed as well. Relish the Pain. Whenever the lion suffers an Injury, it gains a +1 bonus to damage rolls until the Injury is removed (up to their proficiency bonus), and gains temporary hit points equal to ½ the threshold of the Injury gained. The lion never has damage loss regardless of its hit point tier for Injury thresholds, and always suffers an Injury when it takes enough damage to become Injured (the Injury it gains is chosen by the damage dealer). Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Fallen Luyarnhian","description":"These dread-filled monstrosities are the harbingers of the Scourge. Uncannily mirroring the appearance of scourgeborne, the fallen Luyarnhians are an abomination born of this dark corruption that began in the Ruby District. Sufficient instincts lingers within them to make them formidable adversaries for the unprepared. They clutch onto torches, a flicker of rationality trying to ward off the encroaching darkness. Yet, this act merely serves to cast long, monstrous shadows, turning the district into a nightmarish landscape. Traits Keen Hearing and Smell. The fallen has advantage on Perception checks that rely on hearing or smell. Pack Tactics. The fallen has advantage on an attack roll against a creature if at least one of the fallen's allies is within 5 feet of the creature and the ally isn't incapacitated. Visceral Strike. The fallen deals an additional 4 (1d8) piercing damage when determining the extra damage for a critical hit it scores against a creature with a melee attack. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast and humanoid (any race)","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":"1/2"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Fallen Mastiff","description":"Traits Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. Join the Fallen. Whenever the mastiff reduces a creature to 0 hit points, inflicts an Injury, or scores a critical hit, all creatures within 120 feet that can hear or see the target of its attack must succeed on a DC 8 Wisdom saving throw or gain a Mindscar. A creature who gains three Mindscars begins to lose its mind. During its next long rest, it will begin to scar its flesh with whatever tools are available to it. Once its rest is completed, it becomes one of the Fallen. Mindscars can be removed by any process that can remove a curse, although mental trauma will still remain. If the mental trauma is overcome, the Mindscars are removed as well. Relish the Pain. Whenever the mastiff suffers an Injury, they gain a +1 bonus to damage rolls until the Injury is removed (up to their proficiency bonus), and gain temporary hit points equal to ½ the threshold of the Injury gained. The mastiff never has damage loss regardless of its hit point tier for Injury thresholds, and always suffers an Injury when it takes enough damage to become Injured (the Injury it gains is chosen by the damage dealer). Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":"½"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Fallen Painmonger","description":"Traits Spellcaster. The painmonger’s spellcasting ability is its Intelligence (spell save DC 14, +6 to hit with spell attacks). Join the Fallen. Whenever painmonger reduces a creature to 0 hit points, inflicts an Injury, or scores a critical hit, all creatures within 120 feet that can hear or see the target of its attack must succeed on a DC 8 Wisdom saving throw or gain a Mindscar. A creature who gains three Mindscars begins to lose its mind. During its next long rest, it will begin to scar its flesh with whatever tools are available to it. Once its rest is completed, it becomes one of the Fallen. Mindscars can be removed by any process that can remove a curse, although mental trauma will still remain. If the mental trauma is overcome, the Mindscars are removed as well. Relish the Pain. Whenever the painmonger suffers an Injury, they gain a +1 bonus to damage rolls until the Injury is removed (up to their proficiency bonus), and gain temporary hit points equal to ½ the threshold of the Injury gained. The painmonger never has damage loss regardless of its hit point tier for Injury thresholds, and always suffers an Injury when it takes enough damage to become Injured (the Injury it gains is chosen by the damage dealer). Actions Serrated Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 10/20, one target. Hit: 4 (1d4+2) piercing damage. This attack treats Injury thresholds as 5 lower. Agonizing Bolt. Ranged Spell Attack: +6 to hit, range 30 feet, one target. Hit: 18 (4d8) psychic damage, and the target’s Injury thresholds are reduced by 10 until the end of their next turn. Lacerate (recharge 4-6). The painmonger casts lacerate *. Melee Spell Attack: +6 to hit, reach 30 feet, one creature. Hit: 9 (2d8) slashing damage, and the creature must make a DC 14 Constitution saving throw or gain a special Injury of Setback I severity, “Laceration”. Each time the Injury creature takes an action, it loses 3 (1d6) hit points. This Injury is automatically removed at the end of a short rest, or when the creature regains hit points via magic. Thousand Needles (recharge 5-6). The painmonger casts thousand needles *. One creature the painmonger can see within range must make a DC 14 Constitution saving throw or take 21 (6d6) piercing damage and become sickened for the spell’s duration. Each time the creature takes an action or bonus action, it takes 3 (1d6) piercing damage. This damage cannot be reduced or negated in any way. The creature can make a new Constitution saving throw at the end of each of its turns to end the effect. A successful save halves the damage and suffers none of the other effects of the spell. Wrack (recharge 5-6). The painmonger casts wrack *. One creature within 60 feet must succeed on a DC 15 Intelligence saving throw or take 18 (4d8) psychic damage and be stunned until the end of the painmonger’s next turn. On a successful saving throw, the creature takes half damage and is sickened until the start of its next turn instead. This spell has no effect on undead or constructs. Nociceptive Feedback (1/Day). The painmonger casts nociceptive feedback *. One creature the painmonger can see within range must succeed on an Intelligence saving throw or take 28 (8d6) psychic damage and be afflicted with a special Injury of Handicap III severity, “Nociceptive Overload”, for 1 minute (requires concentration). A successful saving throw negates the Injury, and ends the spell. While the creature is Injured in this way, it takes a -1 penalty to ability checks, AC, and saving throws per Injury it suffers from (max -3). Additionally, as an action on each of the painmonger’s turns as long as it is within range of the target, it can automatically deal 21 (6d6) psychic damage to the target. The target makes a new saving throw against the effect at the end of each of its turns, ending the effect on itself on a successful save.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":"1/7/1900"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Fallen Reaver","description":"Traits Reckless. The reaver can choose to gain advantage on its attack rolls until the end of its turn. If it does, attack rolls against it have advantage until the start of its next turn. Join the Fallen. Whenever the reaver reduces a creature to 0 hit points, inflicts an Injury, or scores a critical hit, all creatures within 120 feet that can hear or see the target of its attack must succeed on a DC 8 Wisdom saving throw or gain a Mindscar. A creature who gains three Mindscars begins to lose its mind. During its next long rest, it will begin to scar its flesh with whatever tools are available to it. Once its rest is completed, it becomes one of the Fallen. Mindscars can be removed by any process that can remove a curse, although mental trauma will still remain. If the mental trauma is overcome, the Mindscars are removed as well. Relish the Pain. Whenever the reaver suffers an Injury, they gain a +1 bonus to damage rolls until the Injury is removed (up to their proficiency bonus), and gain temporary hit points equal to ½ the threshold of the Injury gained. The reaver never has damage loss regardless of its hit point tier for Injury thresholds, and always suffers an Injury when it takes enough damage to become Injured (the Injury it gains is chosen by the damage dealer). Actions Multiattack. The reaver makes two Reaving Swing attacks. Reaving Swing. Melee Weapon Attack: +6 to hit, one target, reach 5 feet. Hit: 10 (1d12+3) slashing damage, and another enemy within 5 feet of the reaver must make a DC 15 Dexterity saving throw or take 7 (2d6) slashing damage. Finisher (recharge 6). Melee Weapon Attack: +6 to hit, one Injured target, reach 5 feet. Hit: 29 (4d12+3) slashing damage, and the target must make a DC 15 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":4},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Fallen Scavenger","description":"Traits Join the Fallen. Whenever the scavenger reduces a creature to 0 hit points, inflicts an Injury, or scores a critical hit, all creatures within 120 feet that can hear or see the target of its attack must succeed on a DC 8 Wisdom saving throw or gain a Mindscar. A creature who gains three Mindscars begins to lose its mind. During its next long rest, it will begin to scar its flesh with whatever tools are available to it. Once its rest is completed, it becomes one of the Fallen. Mindscars can be removed by any process that can remove a curse, although mental trauma will still remain. If the mental trauma is overcome, the Mindscars are removed as well. Relish the Pain. Whenever the scavenger suffers an Injury, they gain a +1 bonus to damage rolls until the Injury is removed (up to their proficiency bonus), and gain temporary hit points equal to ½ the threshold of the Injury gained. The scavenger never has damage loss regardless of its hit point tier for Injury thresholds, and always suffers an Injury when it takes enough damage to become Injured (the Injury it gains is chosen by the damage dealer). Actions Rusty Dagger. Melee Weapon Attack: +4 to hit, one target, reach 5 feet. Hit: 4 (1d4+2) slashing damage, and the target must make a DC 13 Constitution saving throw or gain a special Injury of Setback I severity, \"Infected\", until it finishes a short or long rest. While Injured in this way, its Injury thresholds are reduced by 5, and it has disadvantage on saving throws against disease and poison. Scavenge the Dead (recharge 6). The scavenger looks over a corpse for the ripest, most necrotic tissue and consumes it. The scavenger gains 10 temporary hit points and a +2 bonus to attack rolls and damage rolls for 1 minute. The scavenger gains these bonuses regardless of freshness as long as there is flesh left to consume. A scavenger can not use this ability on the same corpse twice.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":1},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Fallen Titan","description":"Unlike the mortal races, a celestial is not truly free to choose their own path. By their very nature they are bound to certain ideals, and though they are free to act as they choose in all pursuits, when a celestial falls victim to mortal desires, they become known as fallen titans. These titans have not truly betrayed their celestial cause, merely abandoned the strict, unwritten laws of their immortal kind in favor of mortal whim. Fallen titans often have a skewed perspective—that borders on obsession—toward mortal affairs. They may recite poetry that is doggerel, practice medicine that borders on torture, inspire folly instead of bravery, or take far too serious the mannerisms of a noble court. They are oblivious of their exaggerated behaviors, thinking themselves exemplars of mortal behavior.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"celestial (titan)","Alignment":"neutral","Expansion":5818,"Challenge Rating":12},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"False Lich","description":"Occasionally, liches create nefarious magical copies of themselves to fool enemies, to guard treasure, or for other inscrutable reasons. To create a false lich, a lich binds a shred of its life force to a corpse in a profane ritual. This transforms the corpse into a near-identical copy of the lich with immense necrotic power and some of its creator’s arcane prowess. The creator then embeds enchanted gemstones into the corpse’s eye sockets; the gems allow the false lich to trap creatures’ souls and transfer the souls to its creator. A false lich often gradually gains a sense of self-identity. While many false liches remain steadfastly loyal to their creators, others resent their creators for imprisoning and abandoning them. Traits Legendary Resistance (3/Day). If the false lich fails a saving throw, it can choose to succeed instead. Magic Resistance. The false lich has advantage on saving throws against spells and magical effects. Actions Multiattack. The false lich makes two Death Rend attacks and uses Bloodcurdling Lament if available. Death Rend. Melee Spell Attack: +14 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) necrotic damage. Bloodcurdling Lament (Recharge 5–6). The false lich emits a hideous shriek charged with malignant energy. Each creature within 30 feet of the false lich must succeed on a DC 22 Wisdom saving throw or have the frightened condition for 1 minute. While frightened in this way, a creature also has the unconscious condition. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The false lich casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22): At will: Detect Magic, Fly, Mage Hand, Prestidigitation 3/day each: Dispel Magic, Invisibility (self only) 1/day each: Globe of Invulnerability, Hold Monster Bonus Actions Soul Siphon. The false lich targets one creature it can see within 120 feet of itself. The target must make a DC 22 Charisma saving throw; if the target has the unconscious condition, it has disadvantage on this saving throw. The target takes 21 (6d6) force damage on a failed save or half as much damage on a successful one. The false lich then regains a number of hit points equal to the amount of force damage taken. If this damage reduces the target to 0 hit points, the target immediately dies, its body disappears, and its soul is trapped inside one of the soul gems within the false lich’s skull. After 24 hours, the gem transfers the soul to the false lich’s creator. When the false lich is reduced to 0 hit points, it is destroyed and disintegrates, leaving behind the gems. Crushing a gem releases any souls trapped within, at which point the soul’s body re-forms in an unoccupied space nearest to the gem and in the same state as it was when its soul was trapped. Legendary Actions The false lich can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The false lich regains spent legendary actions at the start of its turn. Spiteful Teleport. The false lich, along with anything it is wearing or carrying, teleports to an unoccupied space it can see within 60 feet of itself. It then makes one Death Rend attack if possible. Cast a Spell (Costs 2 Actions). The false lich uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"False Priestess","description":"Cultist Just as bandits are drawn to the Stolen Lands, all manner of cultists find this region ripe for hideouts and hidden shrines to deities and demigods whose worship has been outlawed in most cities and towns. Some of these cultists are solitary members of groups with influence throughout the world, while others, such as the Cultists of the Bloom, are entirely regional threats. Note that these cultists, along with the more powerful specialized cultists presented later in this book under the entry for Thresholders, can be used together as different agents of a sprawling sect of sinister worshippers in your game simply by changing their descriptions to match whatever nefarious deity or evil faith you’ve decided they might serve. False Priestess False priestesses are charlatans who claim to be devout members of a benign faith, but harbor sinister plans of their own. These in particular claim to be worshippers of Shelyn, but in truth serve a cruel hag mistress. Trait Distant Spell (2/day). When the false priestess casts a spell with a range of 5 feet or more, she can double the range of the spell. When the false priestess casts a spell with a range of touch, she can increase the range to 30 feet. Primal Weapon. The false priestess’s melee weapon attacks deal an extra 5 (1d10) damage on a successful hit. This extra damage is already factored into the false priestess’s attacks. Spellcasting. The false priestess is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She knows the following sorcerer spells: Cantrips (at will): fire bolt, minor illusion, poison spray, prestidigitation, shocking grasp 1st level (4 slots): charm person, false life, mage armor 2nd level (3 slots): blindness/deafness, enhance ability, misty step 3rd level (3 slots): lightning bolt, slow 4th level (2 slots): blight Actions Multiattack. The false priestess makes two attacks with her glaive. Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (2d10+2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Falsifier Fog","description":"Falsifier fogs are foul urban mists that seek to distort the memory and manipulate the reality of victims using illusion and enchantment. Delusory Misery. Falsifier fogs feed on the continued anxiety and depression they foment in populated towns and cities, using their unique abilities to infect large groups at a time. They do not look to kill victims, instead hoping to feed on distress for as long as possible. Relishing Manipulators. Falsifier fogs are the souls of abusers and cult leaders who died collaborating with or benefitting from the manipulations of dark forces. Sometimes falsifier fogs form mutually beneficial relationships, willingly cooperating with evil spellcasters to spread misery. Green hags are particularly fond of falsifier fogs, and large covens of the hags regularly aid and call on fogs. Illusion and Enchantment. Often confused as fog or a passing cloud of smoke, falsifier fogs actively use subtle illusion to delude their victims and make them doubt their experiences and the validity of their feelings. That Voice in the Back of Your Head. Their unique telepathy is their most effective tool. They assume the identity of a victim’s inner discourse, spreading doubt and delusion while dispelling any efforts made by the victim to reality-check. Undead Nature. The falsifier fog doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Fane Spirit","description":"As the sun gently dips below the horizon, the priest undergoes a startling transformation, his benevolent form replaced by the ghastly countenance of death. Temple Ghosts. When a lawful individual dies defending a place of worship such as a temple, shrine, or other holy site, it sometimes rises as a fane spirit bound to the site, protecting it even in death. Most fane spirits were formerly clerics, though druids, paladins, and even lay worshippers can become fane spirits under the right circumstances. Fane spirits are lawful and typically only attack those who discover their undead nature or who try to harm their place of worship. Welcoming Priests. During daylight hours, fane spirits appear to be living creatures, carrying on the same tasks they did when they were alive. Normal methods for detecting undead creatures do not work on them, and, unless attacked or injured, they show no outward signs of their true nature. This deception extends to the fane spirit itself, as it does not have any recollection of dying or of its time in its undead form. When this deception is revealed, the fane spirit becomes enraged with suffering and lashes out at those who made it remember. Undead Nature. The fane spirit doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any lawful alignment","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Far Darrig","description":"These shy fairies dress as small fey herdsmen wearing tan hide armor, hide boots, cloaks, and cowls, all trimmed in fox fur and often with a red sash or tunic. They often ride woodland creatures, such as dire weasels or snowy owls. Hunters & Herders. The far darrig were the hunters, herders, and equerry of the elven nobility—some still serve in this capacity in planes where the elves rule. Some stayed behind after the many of the fey retreated to wilder lands in the face of expanding human kingdoms. Far darrig carry glaives made from fey antlers; each remains enchanted only as long as a far darrig holds it. Their leaders ride on fey elk the color of foxes, with gleaming green eyes; it is believed that their antlers are the ones used to make far darrig antler glaives. Hate Arcanists. While not inherently evil, far darrig are hostile to all humans and will often attack human wizards, warlocks, and sorcerers on sight. If they can be moved to a friendly attitude through Persuasion or a charm spell or effect, they make very good guides, scouts, and hunters. Serve Hags and Worse. They are sometimes found as thralls or scouts serving hags, trollkin, and shadow fey, but they are unwilling and distrustful allies at best. Far Darrig in Midgard The far darrig thrive in forests such as the Arbonesse and Margreve, and they are close allies to the druids in those woodlands. Some believe they also serve in a hidden few court, somewhere in or near the Green Duchy of Verrayne. Traits Innate Spellcasting: The far darrig’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: Constant: magic weapon (antler glaive only), speak with animals At will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk 3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider 1/day each: commune with nature, freedom of movement, nondetection, tree stride Actions Multiattack: The far darrig makes four antler glaive attacks. Antler Glaive: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 7 (1d10 + 2) slashing damage. On hit, the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs. Enchanted Glaive Maneuvers: A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Far Dorocha","description":"The fey lady’s attendant stands by, waiting on her from the shadows. The lady voices her desire, and the attendant leaps into action, calling a phantasmal charger made of midnight and shadow. Fey Stewards. The far dorocha manage the servants of the fey courts and, when tasked, carry out the more sinister biddings of their masters. Fey lords and ladies prize the far dorocha for their attention to detail and composed mien. Abductor of Mortals. Sometimes called the “dark man” or “fear dorcha,” these malicious fey are described in grim folk tales. Parents scare their children into obedience by telling bedtime stories of villains who ride black horses in the night and steal the ill-behaved away to lands of perpetual darkness. Woe betide the children who wake up to find they are the ones alone.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Far Dweller","description":"The tall gangly humanoid creature looms over its prey. Floating inches above the ground, its hands out to either side as shifting motes of otherworldly energy float amongst its long, gnarled fingers. A bloom of thick writhing tentacles sprout from its neck where a head should be, caressing and grasping towards its foes. Chittering whispers and slurping chorused mumbles of maddening truths and unfathomable realities echo in the minds of those who bear witness to this mastermind of the space between worlds.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"custom","Alignment":"chaotic evil","Expansion":29025,"Challenge Rating":8},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Far Wanderer","description":"An aberrant traveler and trader, the flesh of these elf-like humanoids glows in a shifting pattern of luminous constellations. Cosmic Origins. The Court of Countless Stars dwells beyond the light of known suns on a demi-plane between cold and distant constellations. There, these otherworldly creatures worship Yorama the Living Star, an ancient aberration with the power to create life. The Court seeks to extend its influence across the planes of the universe, taking particular interest in fey creatures. Each far wanderer is connected to Yorama, who grants it magic and long life. Powers of the Mind. The far wanderers possess innate psychic powers, which they can manifest into harming or healing energy. They are highly intelligent, curious, and manipulative. They often ally with fey or sylvan courts, then use their position to create conflict with other beings, taking notes on the nature of disharmony. Yoramian Infusion. A far wanderer doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Farastu Demodand","description":"Farastus, also known as tarry demodands, are the least of the demodands. These violent Fiends ooze thick, sticky tar that sticks to anything it touches. Arrogant and cruel, farastus delight in tormenting those weaker than themselves. Due to their sharp senses and vicious streaks, farastus sometimes work as hunters that track down those who escape Carceri. Demodands Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there. Demodands that manage to leave Carceri know they’re doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes 2d20 days. Even those who survive on other planes find themselves eventually dragged back, pulled by some planar tether. Traits Boundless Movement. The farastu ignores difficult terrain, and magical effects can't reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself. Magic Resistance. The farastu has advantage on saving throws against spells and other magical effects. Spider Climb. The farastu can climb difficult surfaces, including upside down on ceilings, without an ability check. Spellcasting. The farastu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: At will: invisibility (self only) 1/day each: dispel magic , fog cloud Actions Multiattack. The farastu makes two Claw attacks and one Bite attack. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 15, with disadvantage). The farastu has two claws, each of which can grapple one creature. Bite. Melee Weapon Attack: +9 to hit (with advantage against a creature the farastu is grappling), reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) acid damage. Summon Demodand (1/Day). The farastu has a 40 percent chance of summoning 1 farastu demodand . A summoned demodand appears in an unoccupied space within 60 feet of the farastu, acts as an ally of the farastu, and can't summon other demodands. It remains for 1 minute, until it or the farastu dies, or until the farastu dismisses it as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"typically neutral evil","Expansion":26427,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Fariah Dimmerrun","description":"A noblewoman of a major city, Fariah Dimmerrun is one of few vampires who are brazen in their publicity of the fact. Everyone in the city knows who and what she is, and she keeps their fear at a tense level, wielding it alongside her political power as a tool to bend the political currents of the city to her will. How she became a bloodlord or even a vampire is a well-guarded secret, though some say she slew one and drank its blood. Fariah is an imposing figure: a minotaur bloodlord who keeps her sanguine wings unfurled at nearly all times. During the day, she keeps a magically animated shield as a parasol above her while outdoors to keep away from the sun, and wears a resplendent set of enchanted deep black armor that moves with near-silence. She carries no weapons, relying instead on her powerful teeth and claws to deter would-be assailants. Traits Charge. If Fariah moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone. Labyrinthine Recall. Fariah can perfectly recall any path she has traveled. Sanguine Escape. When Fariah would die and is not in direct sunlight, submerged in running water, or slain by a silvered weapon, she transforms into a cloud of red mist, gliding toward her resting place (a coffin in a well-guarded room) at 30 feet per round. After reaching her resting place, she regains her form at midnight of the next day, appearing with all of her hit points restored. If she does not reach her resting place before the next dawn, she is destroyed. Vampiric Toughness. When reduced to 0 hit points, Fariah does not die and is instead reduced to 1 hit point unless killed by a Death Blow. She has advantage on saving throws against Death Blows unless she is in direct sunlight, submerged in running water, or the Death Blow is made with a silvered weapon. Legendary Resistance (3/Day). When Fariah fails a saving throw, she can choose to succeed instead. Legendary Toughness (3/Day). When Fariah gains an Injury, she can choose to ignore the effects of the Injury until she finishes a long rest. Stalker’s Scales. Fariah’s scale armor is enchanted to be nearly silent, and does not give disadvantage on Stealth checks. It also grants a +1 bonus to AC (included in her armor class). Actions Multiattack. Fariah makes three melee attacks, one each with her Turning Bite or Gore, and up to two of which can be with her Claws. Claw (while at least one hand is free). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 +5) slashing damage, and Fariah attempts to grapple the target. Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage. Turning Bite. Melee Weapon Attack: +9 to hit (this attack is made with advantage against a creature grappled by Fariah), reach 5 ft., 1 target. Hit: 12 (2d6+5) piercing damage, plus 7 (2d6) necrotic damage, and the target must make a DC 17 Constitution saving throw or take an additional 14 (4d6) necrotic damage. A successful saving throw halves the damage taken. Fariah then regains hit points equal to half the total necrotic damage dealt by the bite. If a creature fails its saving throw by 5 or more, it gains a special Injury of Setback I severity, \"Turning\", which can be gained up to 3 times, increasing in level each time (Turning 1, Turning 2, Turning 3). When a creature has 3 levels of Turning, it dies, rising at midnight of the next day as a vampire in service to Fariah. The \"Turning\" Injury can only be healed with a successful Wisdom (Medicine) check made in conjunction with either a healing spell or potion, or a by spell that removes curses. A creature with 3 levels of the Turning Injury can’t be brought back to life unless the Turning Injury is removed first. Sap the Lifeblood (Recharge 5-6). Fariah chooses up to two Injured, living creatures within 30 feet, and draws blood from their wounds. Each target must make a DC 17 Constitution saving throw or take 14 (4d6) necrotic damage, and have their maximum hit points be reduced by an amount equal to the damage taken until they finish a long rest. Fariah then regains hit points equal to half the damage dealt. A successful saving throw halves the damage and negates the maximum hit point reduction. A creature whose maximum hit points are reduced to 0 dies. Charm (3/Rest). Fariah targets one humanoid she can see within 30 feet of her. If the target can see Fariah, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Fariah. The charmed target regards her as a trusted friend to be heeded and protected. Although the target isn’t under Fariah’s control, it takes her requests or actions in the most favorable way it can, and it is a willing target for her Turning Bite attack. Each time Fariah or her companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 1 hour or until Fariah is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Dire Transformation (1/Rest). Fariah transforms into either a swarm of bats or a dire bat, retaining her hit points and mental ability scores. This transformation lasts for 1 hour, or until Fariah ends it as a bonus action. Fariha can use her Turning Bite attack in place of the new form’s attack. Bonus Actions Sanguine Pool (Recharge 5-6). Fariah melts into a 10-foot radius pool of blood, gaining the ability to enter other creatures' spaces, becoming unable to be targeted by attacks, and gaining resistance to all damage other than radiant. She also becomes immune to the grappled, restrained, stunned, and paralyzed conditions. Each creature Fariah chooses that starts its turn in the pool or enters it for the first time on its turn must make a DC 17 Constitution saving throw or take 13 (3d8) necrotic damage. Fariah regains her form at the beginning of her next turn. While in this form, her movement speed is halved and she can’t fly, use the Supernatural Speed action, or make attacks. Reactions Animated Shield. When Fariah would be hit by an attack, she can cause her animated shield to intervene, giving her a +4 to her AC against the attack. Legendary Actions Fariah can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Fariah regains spent legendary actions at the start of its turn. Supernatural Speed. Fariah moves up to her movement speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"undead (shapechanger)","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":9},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Fastieth","description":"Dinosaurs are widespread on Eberron, particularly in Q’barra, the Talenta Plains, Xen’drik, and Argonnessen. Smaller dinosaurs are the rule in Q’barra and the Talenta Plains, including varieties commonly used by Talenta halflings as mounts. Fastieth Fastieth are human-sized, two-legged saurians with large eyes, brightly colored and patterned scales, and strong legs. They are the most common mounts of the halflings of the Talenta Plains, bred for speed. Although too small to bear larger riders, a fastieth can carry a halfling with light gear easily and at a good pace. Fastieths are typically stubborn creatures, so specimens with an even temperament are prized among the Talenta tribes. Being herbivores, fastieths prefer to flee rather than fight. However, even though not trained for battle, they can deliver a vicious bite if pressed.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":4480,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Fata","description":"Fata Fata are among the mightiest fey, often ruling their kindred as sovereigns. Some legends speak of them as of the original spellcasters, who set the rules for magic and taught the first spells to mortals, while others see them as fallen celestials exiled from the Upper Planes, or lesser deities charged with watching over the elements of the world and the destinies of mortals. Folk tales speak of fata as the good counterpart to hags; actually, it is said that all evil fata eventually degenerate into hags. This would explain why very few evil fata do exist. Fata are always female, without exceptions. Private Demesne . Fata tend to live in their own guarded lands and private demiplanes, connected both with the Material Plane and the First World, where they build secluded castles and hold court, surrounded by other fata, lesser fey at their service or, sometimes, living alone (neutral and evil fata in particular tend to isolate themselves from the outer world and loathe visitors). As guardians of destiny, they can devise trials for heroes that manage to find their abodes, dispense wisdom and knowledge of the future, or give warnings and punishments to kings and princes who stray from the right path. Other fata are known to bestow magical arms and armor, magical mounts, or other powerful items to destined mortals; some of them ward time-forgotten artifacts, waiting for the champion who will claim them. For Good or Ill. Though mostly benevolent, fata are notoriously fickle and capricious. Offending one of them can lead to having your whole family cursed for generations. On the other hand, someone being properly respectful towards these most potent of fey may gain their protection not only for themselves, but for their children and descendants. A fata who accepts to be the godmother of a mortal child will watch upon her ward for their entire life, and assist them in their distress (though she might not be allowed to spare them that distress). While fata can’t directly interfere with the destiny of mortals, they know the critical joints when destiny can be subtly influenced and exploit this knowledge, often in their own mysterious ways. A fata sometimes falls in love with a worthy mortal. The child of such a union may inherit great magic potential but doesn’t become a fata save in exceptional circumstances. Faerie Courts and the Faerie Quenne Faerie courts are the equivalent of hag covens and can count up to seven members, even if more numerous ones are not unheard of. Mainly a faerie court is composed by fate, but sometimes also hamadryads, nymphs, or other powerful female fey with witch levels can be part of a faerie court. All members of the same faerie court must have the same alignment with respect to good and evil, but not necessarily with respect to law and chaos. They have not to choose the same patron of other court members. Whenever at least three members of a particular court are within 10 feet of one another, each one of them adds the spell patron of all the others to her list of spells known, and all the court members use the highest caster level and spellcasting score (Int or Cha) among them for the purpose of determining their caster level, spell save DCs, and spells per day. In addition, the court can select up to 40 spell levels from the cleric, druid, sorcerer/wizard, and warlock spell lists. Once made, the choice is set. At least three court members can cooperate to cast these spells as spell-like abilities. All participating court members must take a full-round action to take part in this form of cooperative magic. The court spell-like abilities function at CL 9th (or at the highest CL available to the most powerful participating members). The save DCs are Charisma-based, and are adjusted by the highest Charisma score among all the participating court members. At the GM’s discretion, certain more powerful faerie courts might have additional spell-like abilities. The most powerful fata of all is called the Faerie Queene (la Regina delle Fate). She is considered one of the Eldest and all fate must obey her commands. Her court is served and guarded by numerous fey creatures and fey animals of many different kinds. La Regina delle Fate Alignment CG Pantheon Eldest Areas of Concern Destiny, happy endings, promises Domains Knowledge, Trickery Favored Weapon Light mace Symbol Wand with a star on top Sacred Animal Songbird Sacred Colors Blue, silver Fey Obedience You can spend 1 hour trying to purposely lose yourself in the woods and sing a song in a place where only wild animals can hear you and then find your way out without help. If you succeed on a DC 15 Charisma (Performance) check and DC 15 Wisdom (Survival) check, you gain a +1 bonus on Charisma checks for 24 hours. Spellcasting (Boons) Whilst in a Fate Coven the fata is a 20th-level spellcaster. Her spellcasting ability is Charisma. The Coven knows the following spells: 1st level (4 slots): ceremony, sanctuary 2nd level (3 slots): aid, protection from poison 3rd level (3 slots): beacon of hope, haste, protection from energy 4th level (3 slots): aura of purity, death ward 5th level (3 slots): circle of power, mass cure wounds 6th level (2 slot): forbiddance, word of recall 7th level (2 slot): teleport, temple of the gods 8th level (1 slot): demiplane, holy aura 9th level (1 slot): mass polymorph Fey Boons and Banes These effects are granted by a fata using the unique spells fey boon and fey bane. Boon: A fata's boon has the effect of one amont ht efollowing effects from the enhance ability spell: bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, or owl's wisdom. The boon has a duration of 24 hours. Bane: You give off a bad odor, speak harshly, spit filth from your mouth when you talk, or are afflicted by some other minor curse that makes you slightly repulsive to others. You take a -2 penalty on all Charisma checks except for Charisma (Intimidation). This bane lasts for 20 days but can be ended with remove curse.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic good","Expansion":30635,"Challenge Rating":19},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Fate Eater","description":"These human-sized parasites resemble ghostly centipedes surrounded in erratic violet radiance. Their flesh is translucent and their jaws are crystalline—they are clearly creatures of strange planes indeed. Destiny Destroyers. Fate eaters infest remote areas of the planes, where they consume the threads of Fate itself. The Norns view them as vermin and sometimes engage particularly canny planar travelers either to hunt them or to help repair the damage they have done. This can be a deadly job as the fate eaters consider the destiny of a mortal to be the tastiest of delicacies, rich in savory possibilities. Planar Gossips. Fate eaters can and do trade information about various dooms, fates, and outcomes, but one must have something rich in destiny to trade—or at least, juicy gossip about gods and demons. Visionary Flesh. Eating the properly-prepared flesh of a fate eater grants insight into the fate of another. Traits Innate Spellcasting: The fate eater’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components: 1/day each: blink, hallucinatory terrain Visionary Flesh: Eating the flesh of a fate eater requires a DC 15 Constitution saving throw. If successful, the eater gains a divination spell. If failed, the victim vomits blood and fails the next saving throw made in combat. Actions Bite: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 26 (5d8 + 4) slashing damage plus 11 (2d10) necrotic damage. Spectral Bite: When a fate eater scores a critical hit against a target, it damages not only the creature but also the threads of its fate, changing the character’s past or future. The target must roll 1d6 on the chart below for each critical hit that isn’t negated by a successful DC 15 Charisma saving throw: 1. Seeing the Alternates: Suffers the effects of the confusion spell for 1d4 rounds. 2. Untied from the Loom: Character's speed is randomized for 4 rounds. Roll 3d20 at the start of the character's turns to determine their speed in feet that turn . 3. Shifting Memories: Permanently loses proficiency in a random proficient skill and gains proficiency in random unproficient skill. 4. Not So Fast: Loses the use of one class ability, chosen at random. 5. Lost Potential: Loses 1 point from 1 randomly chosen ability score. 6. Took the Lesser Path: The character's current hit point total becomes their hit point maximum.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"Tome of Beasts","Alignment":"Neutral","Expansion":3,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Fate Hag","description":"Fate hags are servants of destiny that mostly reside in the Feywild and Shadowfell or near crossings to those realms from the Material Plane. The aspects of fate to which a fate hag is most attuned depends on the plane where the hag dwells—hopeful and prosperous in the Feywild or dire and doomed in the Shadowfell. Fate hags carry gleaming magical shears they use to snip strands of fate. These shears are frightful weapons, severing a foe’s destiny as well as its flesh. Fate hags often glimpse others’ destinies when truths are revealed to them, when they lay curses, and when they offer divinations; they delight in such glimpses and are compelled to speak of what they see. Those who dare harm a fate hag find silvery threads of destiny winding around their bodies, tightening and slicing deeper as fate turns against the hag’s foes. Traits Legendary Resistance (2/Day). If the hag fails a saving throw, it can choose to succeed instead. Trace the Threads (1/Day). The hag can cast the Legend Lore spell, requiring no material components and using Wisdom as the spellcasting ability. Spellcasting. While holding its shears, the hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): At will: Bless, Guidance, Silent Image 1/day each: Bane, Bestow Curse, Divination, Scrying (as an action) Actions Multiattack. The hag makes two Shears attacks. It can replace one attack with a use of Spellcasting. Shears. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage. If the target is a creature, it has disadvantage on attack rolls until the end of the hag’s next turn. Legendary Actions The hag can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hag regains spent legendary actions at the start of its turn. Destined Jaunt. The hag magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself. Tangle Threads. The hag magically tangles a creature it can see within 60 feet of itself in spectral silver threads. The creature must succeed on a DC 14 Strength saving throw, or its speed is reduced to 0 until the end of its next turn. Destiny Curse (Costs 2 Actions). The hag magically curses a creature it can see within 60 feet of itself. The creature must make a DC 14 Wisdom saving throw, and the creature has disadvantage on this save if it has damaged the hag within the last minute. On a failed save, the creature has disadvantage on ability checks, attack rolls, and saving throws until the curse ends. Once per turn, when the cursed creature fails one of those d20 rolls, it takes 7 (2d6) force damage. The curse ends after 1 minute; when the creature succeeds on a total of three ability checks, attack rolls, or saving throws in any combination; or when the hag uses this action again.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Neutral","Expansion":27234,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Fate-Sworn Paladin","description":"The oath to serve fate guides these powerful warriors, who are given glimpses of how the future must be by the three Sisters of Fate. Their divine magic is remarkable and their ability to fight even more so, as their oath powers their self-imposed duty of protecting everything. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Fate's Blessing. The paladin has a bonus to their saving throws equal to their Charisma modifier. Guided Blade. Once on each of their turns, when the paladin misses with a weapon attack they can make another weapon attack as part of the same action. Magic Weapons. The paladin's weapon attacks are magical. Spellcasting. The paladin's spellcasting Ability is Charisma (spell save DC 15, +7 to hit with spell attacks). They can cast the following spells: At will: compelled duel, sacred flame, shield of faith 3/day each: bless, searing smite, thunderous smite 2\\day each: branding smite (as a 3rd level spell), command (as a 2nd level spell), dispel magic, wrathful smite (as a 2nd level spell) 1/day each: banishment, blinding smite, find greater steed, spirit shroud, staggering smite Actions Multiattack. The paladin makes three sacred blade attacks or shoots two fated flames. Sacred Blade (One-Handed). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 9 (2d8) radiant damage. Sacred Blade (Two-Handed). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 9 (2d8) radiant damage. Fated Flame. Flame-like radiance descends on a creature that the paladin can see within 60 feet. The target must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) radiant damage. The target gains no benefit from cover for this saving throw. Pledge of Triumph (Recharges after a short or long rest). The paladin invokes the power of its oath to the three sisters of fate, touching one willing creature and imbuing it with divine power. The creature gains the following benefits for 1 minute: The creature gains a +1 bonus to their AC. When they make an attack roll or saving throw and fail, they can add a d4 to the total. The creature's weapon attacks and cantrips deal an additional 2 (1d4) radiant damage on a hit.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":9},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Fated Shaker","description":"Fated shakers are bullies who shake down those indebted to the faction’s tax collectors and evictors. These enforcers use their magic to intimidate and subjugate those who try to stand up to them. Traits Spellcasting. The shaker casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): At will: mage armor , mage hand 1/day each: enlarge/reduce , fly , suggestion Actions Multiattack. The shaker makes two Golden Rod or Radiant Bolt attacks. Golden Rod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) radiant damage. Radiant Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 14 (2d10 + 3) radiant damage. Bonus Actions Commanding Words. The shaker speaks magical words to order a creature it can see within 30 feet of itself. The target must succeed on a DC 14 Wisdom saving throw or be affected by one of the following effects (choose one or roll a d4): 1–2: Grovel. The target takes 14 (4d6) psychic damage, drops whatever it is holding, and has the prone condition. 3–4: Cower. The target takes 10 (3d6) psychic damage and has the frightened condition until end of its next turn.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Fateweaver","description":"Fateweavers are Celestials who serve as enigmatic guardians of destiny, acting as both keepers and enforcers of the God of Fate’s intent. They often appear as ordinary – though strikingly beautiful – humanoids with golden symbols on their skin. Arbiters of Destiny Fateweavers have an innate understanding of the intricate web of fate that connects all living beings. They perceive the subtlest shifts in the fabric of destiny and can foresee the far-reaching consequences of even the smallest actions. Their ability to manipulate these threads allows them to alter the course of events, either by subtly nudging the strands of fate or by making more drastic changes when necessary. Despite their power to shape destiny, fateweavers are acutely aware of the delicate balance that governs the universe. They understand that the flow of fate, for the most part, should be allowed to follow the path laid out by fate. Consequently, fateweavers rarely intervene directly in the lives of mortals – but when they do choose to act, their influence can be life-changing, leaving an indelible mark on the lives of those touched by their power. Revered Oracles Despite rarely interfering directly in the affairs of mortals, fateweavers have been known to reside on the Mortal World, where they often act as oracles, offering cryptic prophecies to those who seek their wisdom.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Lawful Neutral","Expansion":25354,"Challenge Rating":12},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Fathomcaller Warlock","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Challenge Rating":9},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Fathomer","description":"Fathomers are cultists who have sealed a pact with Olhydra, elemental Princess of Evil Water. In addition to their spellcasting abilities, fathomers have the ability to transform their bodies into water, taking serpent-like shapes. In their water serpent forms, fathomers gain many of the resistances that elemental creatures possess, as well as the ability to grapple and crush their enemies with their watery bodies. Traits Shapechanger (2/Day). The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked unconscious or dies, it also reverts to its true form. While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. It also has immunity to the following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature’s space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing. Olhydra’s Armor (Human Form Only). The fathomer can cast mage armor at will, without expending material components. Spellcasting (Human Form Only). The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, mage hand 1st level: armor of Agathys, expeditious retreat, hex 2nd level: invisibility 3rd level: vampiric touch Actions Constrict (Serpent Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the fathomer can’t constrict another target. Dagger (Human Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":3905,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Fathomer","description":"Fathomers are cultists who have sealed a pact with Olhydra, Princess of Evil Water. In addition to their spellcasting abilities, fathomers have the ability to transform their bodies into water, taking serpent-like shapes. In their water serpent forms, fathomers gain many of the resistances elemental creatures possess, as well as the ability to grapple and crush their enemies with their watery bodies. Fathomers often serve as spies, infiltrators, and assassins for the water cult, since they can slip under locked doors or pass through bars and similar obstacles with ease. Crushing Wave Cultists The Cult of the Crushing Wave venerates the element of water as a force of destruction and evil. Only fools or lunatics worship the idea of destruction, and many of the Crushing Wave cultists can be described as such. Others are more calculating and deliberate in their evil, and see the power of Elemental Evil as a tool by which they can sweep away the existing order of things and make themselves rulers over all. While the Crushing Wave cultists take in many people who are bitter, lost, or mad, they also seek alliances with evil or destructive sea creatures. They perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools or lakes, where devotees use water-breathing magic to immerse themselves in the element they worship. Crushing Wave cultists embrace a philosophy of elusiveness, patience, and opportunism. They are quick to retreat when challenged, but soon return to strike again. They admire the patience and endurance of the Black Earth cult, but despise the Cult of the Eternal Flame. They see the followers of elemental fire as reckless and short-tempered. Traits Shapechanger (2/Day). The fathomer can use its action to polymorph into a Medium serpent composed of water, or back into its true form. Anything the fathomer is wearing or carrying is subsumed into the serpent form during the change, inaccessible until the fathomer returns to its true form. The fathomer reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked unconscious or dies, it also reverts to its true form. While in serpent form, the fathomer gains a swimming speed of 40 feet, the ability to breathe underwater, immunity to poison damage, as well as resistance to fire damage and bludgeoning, piercing, and slashing damage from nonmagical weapons. It also has immunity to the following conditions: exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious. The serpent form can enter a hostile creature’s space and stop there. In addition, if water can pass through a space, the serpent can do so without squeezing. Olhydra’s Armor (Human Form Only). The fathomer can cast mage armor at will, without expending material components. Spellcasting (Human Form Only). The fathomer is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has two 3rd-level spell slots, which it regains after finishing a short or long rest, and knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, mage hand 1st level: armor of Agathys, expeditious retreat, hex 2nd level: invisibility 3rd level: vampiric touch Actions Constrict (Serpent Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until the grapple ends, the target is restrained, and the fathomer can’t constrict another target. Dagger (Human Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Faux-Garou","description":"A construct of carved bone and woven sinews lumbers forward. The mangy wolf pelt is draped across its head and shoulders, giving it the vague profile of a werewolf. It raises a clawed skeletal hand, ready to strike. The product of a fringe order of druids, the faux-garou is fashioned from the remains of hunted animals. Bones are carved with Druidic runes, arranged in a roughly humanoid form, and draped with an animal hide. The druids imbue the final product with life under a full moon, when it rises prepared to hunt and kill. Counterfeit Lycanthrope. A faux-garou's form resembles a lycanthrope in its hybrid form. To that end, the druidic magic within the construct also allows it to transform into the beast it resembles. Even in this form, it is obvious that it is not a living creature, but a facsimile. Hunter and Guardian. The primary task of the faux-garou is to track and destroy those that hunted and killed the animals that make up its form. A faux-garou obeys the commands of anyone involved in the ritual that created it. Once its original prey is destroyed or run off—as determined during its creation—the faux-garou can hunt and kill other targets. The faux-garou can also serve as a guardian, patrolling the druid circle's territory and defending it against those that would hunt and despoil the wilderness. Construct Nature. The faux-garou doesn't require air, food, drink, or sleep. Druidic Vengeance. The faux-garou knows the scent and appearance of each creature it was created to kill. It has advantage on attack rolls against such creatures and on Wisdom (Perception) and Wisdom (Survival) checks to find and track them. Immutable Form. The faux-garou is immune to any spell or effect that would alter its form. Magic Resistance. The faux-garou has advantage on saving throws against spells and other magical effects. Necrotic Weapons. The faux-garou's weapon attacks are magical. When the faux-garou hits with any weapon, the weapon deals an extra 3d6 necrotic damage (included in the attack). Actions Multiattack. The faux-garou uses Frightening Gaze. It then makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 10 (3d6) necrotic damage. Frightening Gaze. The faux-garou fixes its gaze on one creature it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the faux-garou's Frightening Gaze for the next 24 hours. Bonus Actions Change Shape. The faux-garou transforms into a Large or smaller Beast matching the type of lycanthrope it resembles, such as a wolf for a faux-garou that resembles a werewolf, or back into its true form. Its statistics, other than its size and speed, are the same in each form. While transformed, it retains a constructed appearance and claws at the end of its forelimbs. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Favored Adult Dragon of Tiamat","description":"Multi-headed Dragons Multi-headed dragons, sometimes called polycephalic dragons by scholars and wizards, are extremely rare and dangerous dragons. Unlike the dracohydras that were created through arcane experiments, multiheaded or polycephalic dragons were either already born that way or created by Tiamat herself. Multiple Personalities. Each head of the dragon can share the same personalities or are entirely different from each other. One can be dominant over the others, or each head sees the other ones as their equals. Find the templates for multi-headed dragons here: Two-Headed Dragon Template Three-Headed Dragon Template Favored Dragon of Tiamat Template Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Multi-Headed. The dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. For each head the dragon has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: two with its Claw and one with its Tail. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of her turn. The dragon’s legendary action options are associated with its three dragon heads (a bite and a breath weapon for each). Once the dragon chooses a legendary action option for one of its heads, it can’t choose another one associated with that head until the start of it's next turn. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) slashing damage plus 7 (2d6) lightning damage (blue dragon head), fire damage (red dragon head), or cold damage (white dragon head). Blue Dragon Head: Lightning Breath (Costs 2 Actions). The dragon exhales lightning in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 49 (9d10) lightning damage on a failed save, or half as much damage on a successful one. Once this breath weapon is used, the dragon can't use it again until all other breath weapons have been used. Red Dragon Head: Fire Breath (Costs 2 Actions). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. Once this breath weapon is used, the dragon can't use it again until all other breath weapons have been used. White Dragon Head: Cold Breath (Costs 2 Actions). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 40 (9d8) cold damage on a failed save, or half as much damage on a successful one. Once this breath weapon is used, the dragon can't use it again until all other breath weapons have been used.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":20},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Favored Spawn of Kyuss","description":"Spawn of Kyuss are mostly victims of their god's corruption, but those who are favored by their master are tougher, stronger, and have other special abilities. These former fanatics who were high priests of Kyuss project a persistent aura that can haunt and terrify creatures. In addition to the typical abilities of a spawn of Kyuss, it can also expel worms from its body, striking and burrowing into the bodies of any who are unfortunate enough to be close. Traits Fear Aura. A creature that starts its turn within 10 feet of the spawn of kyuss must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the creature's next turn. If a creature's saving throw is successful, the creature is immune to the Fear Aura for the next 24 hours. Infested Form. A creature that touches the spawn or hits it with a melee attack while within 5 feet of it must make a DC 16 Dexterity saving throw or become infected by a worm (see effects of Burrowing Worm). Regeneration. The spawn of Kyuss regains 15 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. Worms. If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Infested Form feature and its Burrowing Worm and Wormburst actions. Unusual Nature. The spawn of Kyuss doesn’t require air, food, drink, or sleep. Actions Multiattack. The spawn of Kyuss makes two Claw attacks and uses Burrowing Worm. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) necrotic damage. Burrowing Worm. A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 12 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away. Wormburst (Recharge 5–6). The spawn of Kyuss expels worms from its body, striking creatures around it. Each creature within 10 feet of it must succeed on a DC 16 Dexterity saving throw. On a failed save, 1d4 + 1 worms latches on the target's skin (see effects of Burrowing Worm).","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Favored Young Dragon of Tiamat","description":"Multi-headed Dragons Multi-headed dragons, sometimes called polycephalic dragons by scholars and wizards, are extremely rare and dangerous dragons. Unlike the dracohydras that were created through arcane experiments, multiheaded or polycephalic dragons were either already born that way or created by Tiamat herself. Multiple Personalities. Each head of the dragon can share the same personalities or are entirely different from each other. One can be dominant over the others, or each head sees the other ones as their equals. Find the templates for multi-headed dragons here: Two-Headed Dragon Template Three-Headed Dragon Template Favored Dragon of Tiamat Template Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Multi-Headed. The dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. For each head the dragon has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Actions Multiattack. The dragon makes two Claw attacks. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of her turn. The dragon’s legendary action options are associated with its three dragon heads (a bite and a breath weapon for each). Once the dragon chooses a legendary action option for one of its heads, it can’t choose another one associated with that head until the start of its next turn. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage plus 3 (1d6) lightning damage (blue dragon head), fire damage (red dragon head), or cold damage (white dragon head). Blue Dragon Head: Lightning Breath (Costs 2 Actions). The dragon exhales lightning in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Once this breath weapon is used, the dragon can't use it again until all other breath weapons have been used. Red Dragon Head: Fire Breath (Costs 2 Actions). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a successful one. Once this breath weapon is used, the dragon can't use it again until all other breath weapons have been used. White Dragon Head: Cold Breath (Costs 2 Actions). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. Once this breath weapon is used, the dragon can't use it again until all other breath weapons have been used.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Fawning Summerset","description":"Lair Actions On initiative count 20 (losing initiative ties), Fawning can take one lair action to cause one of the following effects; she can’t use the same lair action two rounds in a row: Faerie Lights. The crystals in the grove produce a burst of brilliant purple light. Each creature within 5 feet of a Medium or larger crystal must make a DC 14 Dexterity saving throw. Fawning automatically succeeds on this save. On a failed save, the creature sheds dim purple light in a 10-foot radius until initiative count 20 of the next round. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. Fertilize. Fawning uses prone bodies to grow new crystals. All prone creatures in the Crystal Grove of Fawning’s choice must make a DC 14 Constitution saving throw as necrotic crystal powder grows on their exposed skin. On a failed save, a creature takes 11 (2d10) necrotic damage. Shake. Fawning’s lair shakes and crystals on the ceiling of the cavern come crashing down. Each creature Fawning chooses in the Crystal Grove must succeed on a DC 14 Dexterity saving throw or take 5 (1d10) bludgeoning damage and be pushed 5 feet in a direction of Fawning’s choice.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":18514,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Arcadia Issue No. 6"},{"name":"Fear Liath","description":"Echoing footsteps and brief glimpses reveal a tall, featureless gray figure that disappears as quickly as it appeared. The fear liath, sometimes referred to by superstitious locals as the Grayman, is a supernaturally thin, ten-foot-tall spectral giant that lurks in the passes between craggy mountain peaks. Graymen stalk travelers and take great pleasure in toying with their prey, typically by timing their footfalls half a step behind their quarry's. All who survive encounters with a fear liath tell of the sound of crunching mountain gravel only a few yards behind them--yet when they turned around, the form of their pursuer was hazy, gray, and utterly featureless. Freed by Slaughter. Fear liaths were once mortals and are bound to the Material Plane by a hex known as the Gray Curse. A humanoid slain by a fear liath becomes a Grayman itself, and the fear liath who passed the curse is free to move on to the afterlife. The origin of the first fear liaths is a mystery distorted by millennia of oral legend, but most tellers agree on one detail: the first fear liaths were vain human mountaineers who angered the god of the sun and were cursed to walk the earth as shadows, unable to be seen by other creatures for the rest of existence. Undead Nature. The fear liath doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Fear Smith (Fiarsídhe)","description":"Apart from their taloned hands and blank face, fear smiths appear elven. While its mouth is closed, a fear smith’s face is featureless save for rows of deep wrinkles. Opening the large mouth in the center of its face reveals long needlelike teeth surrounding a single massive eye. Known as a fiarsídhe among themselves, fear smiths are servants of the Court of the Shadow Fey and similar dark fey courts of such as those of Queen Mab and the Snow Queen. Icy-Cold Eyes. Fear smiths often serve as torturers or are dispatched to demoralize the court’s enemies. Their stare stops enemies cold, making it easy for heavily-armed warriors to trap and finish a foe. Devour Fear. As their nickname suggests, fear smiths feed off strong emotions, and their favorite meal is terror. The fey prefer prolonging the death of victims, and, when free to indulge, a fear smith stalks its victim for days before attacking, hinting at its presence to build dread. Hoods and Masks. Fear smiths favor fine clothing and high fashion, donning hooded cloaks or masks when discretion is required. Eerily well-mannered and respectful, fear smiths enjoy feigning civility and playing the part of nobility, speaking genteelly but with a thick, unidentifiable accent from within a cowl. Traits Distortion Gaze: Those who meet the gaze of the fear smith experience the world seeming to twist at unnatural angles beneath their feet. When a creature that can see the fear smith’s eye starts its turn within 30 feet of the fear smith, the creature must make a successful DC 16 Wisdom saving throw or become disoriented. While disoriented, the creature falls prone each time it tries to move or take the Dash or Disengage action. To recover from disorientation, a creature must start its turn outside the fear smith’s gaze and make a successful DC 16 Wisdom saving throw. To use this ability, the fear smith can’t be incapacitated and must see the affected creature. A creature that isn’t surprised can avert its eyes at the start of its turn to avoid the effect. In that case, no saving throw is necessary but the creature treats the fear smith as invisible until the start of the creature’s next turn. If during its turn the creature chooses to look at the fear smith, it must immediately make the saving throw. Hidden Eye: The fear smith has advantage on saving throws against the blinded condition. Innate Spellcasting: The fear smith’s innate spellcasting ability is Charisma (spell save DC 16). The fear smith can innately cast the following spells, requiring no verbal or material components: At will: detect thoughts, fear 2/day each: charm person, command, confusion Magic Resistance: The fear smith has advantage on saving throws against spells and other magical effects. Actions Multiattack: The fear smith makes three claw attacks. Claw: Melee Weapon Attack : +7 to hit, reach 5 ft., One creature. Hit : 16 (2d12 + 3) slashing damage. If the target is disoriented by Distortion Gaze, this attack does an additional 13 [3d8] psychic damage and heals the fear smith by an equal amount. Heartstopping Stare: The fear smith terrifies a creature within 30 feet with a look. The target must succeed on a DC 16 Wisdom saving throw or be stunned for 1 round and take 13 (3d8) psychic damage and heal the fear smith by an equal amount.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Feathered Star","description":"Feathered Stars Once powerful guardians and servants of a sea god, feathered stars are Celestials that are as powerful as they are rare. The few that have been encountered are either young or dormant, unable to summon the power they once possessed without the aid of magic.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Celestial","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":20},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Feathergale Knight","description":"The Feathergale Knights are ambitious, wealthy folk from cities such as Waterdeep seduced by the air cult’s promises of power. From the backs of hippogriffs or giant vultures, they survey the land around Feathergale Spire, guarding the entrance to the air cult’s hidden temple. The knights are contemptuous of other elemental cultists, whom they view as depraved lunatics. Under lord commander Thurl Merosska, the Feathergale Knights see themselves as elite men and women who can make hard choices for the good of their realms. In reality, they are bound to Yan-C-Bin and are blind to their own corruption and decadence. Despite their refined manners and social sophistication, each has sealed that pact with the murder of a sentient being— deaths the knights have dubbed necessary for the security of the realm. The knights have access to wingwear , as described in the “Elemental Magic Items” section. They are often wearing it when encountered. Howling Hatred Cultists Most air cultists are idealists lured to the cult by lofty notions such as detachment from material possessions, bodily addictions, and physical desires. Some find their way to the cult in pursuit of rumors that they can learn to fly, tame the wind, or shed their obesity. Whatever their reasons, they eventually succumb to the cult’s subtle indoctrination, surrendering their worldly goods to the cult’s coffers and the hardiness of their bodies to the cult’s emaciating rites. Cultists that survive their initiation usually gain all the things the cult promised— at the cost of their free will. The Cult of the Howling Hatred relies upon deception and trickery both to recruit its members and defeat its enemies. Even so, those that underestimate the air cult for their mysticism shouldn’t forget the wild destructive power the cultists wield when they unleash cyclones and tornadoes. The Cult of Howling Hatred cooperates with the fire and water cults but they loathe the Cult of the Black Earth, viewing its members as stubborn, unenlightened drones without vision or imagination. Traits Spellcasting. The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B): Cantrips (at will): gust,* light, message, ray of frost 1st level (2 slots): expeditious retreat, feather fall Actions Multiattack. The knight makes two melee attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7390,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Feeder","description":"Feeder Feeders are massive maggot-like creatures spawned by Muspell when it arrives in a world. Anything they consume directly—or indirectly—helps replenish Muspell; and these monstrosities are voracious eaters, capable of consuming anything. Siege Monsters. In addition to their core duty to consume for Muspell, feeders are effective at destroying enemy fortifications. Variable Payload. Other Yoten can equip feeders in various ways, customizing their combat capabilities. Sleepers. When not given orders, feeders often fall into long slumbers—waking only when needed or they are threatened. Variant: Engine of Carnage Gargantuan-sized feeders are known to exist. These have 400 (24d20+144) hit points, an AC of 18 and are capable of being equipped with the War, Destruction, and Inferno payloads all at the same time. All damage inflicted by a gargantuan feeder is considered magical and their Slash attack does 14 (3d4 + 7) magical slashing damage, and their Chomp attack does 26 (3d12 + 7) magical piercing damage plus 13 (3d8) acid damage..","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity (Yoten)","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":17},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Fehenra Immizil","description":"Fehenra \"the Serpent” Immizil is a ruthless and cunning dark elf who crafts and sells – and when circumstances demand it, applies – poisons, toxins, and other dangerous substances. A one-woman operation, Fehenra makes all her wares in her secret laboratory and doesn't have a storefront that customers can visit. Instead, the Serpent works by referral or commission, and meets up with customers carrying a selection of her products in a magically protected case. Characters can meet Fehenra virtually anywhere, albeit the poisoner prefers larger cities or settlements. The characters may hear about \" the Serpent ” from an acquaintance or, if she learns that they have need of her services, she may seek the adventurers out herself. Background Fehenra Immizil began her life as a nameless servant in a minor drow house. An orphan born into servitude, there was nothing remarkable about the scrawny dark elf youth who seemed destined to spend her days cleaning her mistresses' floors, chamberpots, and kitchen pans. Near-invisible as she scuttled down the house's maze of hallways from one errand to another, few took notice of young Fehenra. It remained so, even when members of the household began mysteriously falling sick and, eventually, dying. First, the house chef, whose nimble fingers were always reaching for the young servers when they walked by. Then the head butler, a surly old drow crone whose greatest pleasure was doling out verbal and physical abuse, also fell ill. Only when the house's eldest daughter, a haughty and cruel priestess of the Spider Queen, became too sick for even clerical magic to aid her, did the house's matriarch finally take notice. Through divination magic, it was discovered that innocent little Fehenra had poisoned these malignant individuals with poisons she'd brewed herself from kitchen scraps – and without leaving any traces. More impressed than angry, Matron Mother Immizil decided to adopt Fehenra. Over the following decades, the servant-turned-noble served her adopted mother well, as dozens of the noble house's rivals succumbed to mysterious, incurable \"diseases”. In the end, however, Matron Mother Immizil overreached and angered a powerful drow house, which launched a full-scale assault on House Immizil, slaying most of its inhabitants. Escaping by the skin of her teeth, Fehenra fled the city and never looked back. Free at last, Fehenra worked as an assassin only until she'd secured enough funds to pursue her true passion: crafting insidious poisons and alchemical substances. Roleplaying The Serpent Youthful, soft-spoken, and plain-clothed, Fehenra is often overlooked in a crowd – especially when her long, white hair covers the side of her face that is marred by deep, red scars. Only when the young dark elf's eyes harden and a coldness creeps into her whispering voice does one get a hint at the true prowess – and deadliness – of the diminutive poisoner. Though she has left dozens of unwitting victims in her wake, Fehenra is not a murderer at heart. It's not that she has any qualms about taking a life, more so just that the act itself does not bring her any satisfaction. Her passion lies with the creation of poisons and toxins, and she is content to leave others to actually use them. When dealing with strangers, Fehenra typically wears one of two masks: either she appears demure, unsure, and subservient – as if she is no threat at all – or she appears supremely self-confident, nonchalant, and subtly threatening – as if nothing could possibly harm her. Which mask she chooses depends entirely on what she believes will serve her best in the situation. Whatever her demeanor, Fehenra rarely shows any hint of emotion, be it anger, despair, or joy, and seems almost incapable of laughter. Occasionally, a hint of dark humor may bubble to the surface, contained within dry remarks such as \"this vial contains enough poison kill an elephant – or a dozen feasting drow with more appetite than sense, as it were” or \"when you open it, don't inhale the fumes – unless of course it's your sense of smell you're trying to kill.”","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Neutral","Expansion":27827,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Felid Dragon","description":"The tiger rises from its slumber, stretching its draconic wings. Light glints off its backswept horns as it roars its deafening challenge at intruders. Treasure Hoard. Similar to other dragons, felid dragons are treasure hoarders with an eye for shiny and sparkly things. They sometimes align themselves with those who are trying to do good in the world, though their motivation is typically selfish and focused on obtaining treasure. Curious and Playful. Like most cats, felid dragons are naturally curious and often put themselves in danger just to learn more about the world. They like to play with their prey, allowing it to live a little longer than necessary before knocking it down again for their own entertainment. This behavior is unavoidably instinctual and even the most austere felid dragons succumb to it.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"neutral","Expansion":8073,"Challenge Rating":19},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Felidar","description":"A felidar is a celestial creature whose nature reflects an inherent devotion to law and order. It resembles an enormous cat with two pairs of downward-sloping horns and prominent teeth. Its blue-gray hide has a silvery, geometric pattern, and its thick white mane falls in an orderly fashion around its shoulders. Nearly every felidar forms a close bond with one other creature. Winged felidars almost always bond with archons, joining in their relentless pursuit of justice. Other felidars ally with members of the Azorius Senate and form bonds with high-ranking justiciars and ministers, aiding them in enforcing the law and tracking down criminals. Some Azorius felidars form bonds with important prisoners in Azorius custody, ensuring that the felidars can track down the felons if they escape custody. Traits Bonding. The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects: The felidar and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. The felidar can sense the direction and distance to the bonded creature if they’re on the same plane of existence. As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn. Keen Hearing and Sight. The felidar has advantage on Wisdom (Perception) checks that rely on hearing or sight. Pounce. If the felidar moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the felidar can make one claw attack against it as a bonus action. Actions Multiattack. The felidar makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful neutral","Expansion":7,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Felim","description":"Felim Likes: honesty, children, fresh milk Dislikes: being lied to, bad smells, embarrassing situations Typical felim resemble playful, winged, and sometimes glowing cats. Most felim have a strong sense of fairness, and while they love to spend their eternities among celestial clouds, they won’t hesitate to help a mortal in need. When facing an enemy, a felim will often try to reason with them, and will generally fight only to protect those in need, or in self-defense. Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a felim for their familiar. Optional Rule: Blessing of Elurus Elurus might grant the following additional action to felim who must keep their celestial identity hidden while traveling to the world of mortals. Blessing of Elurus. The felim can use an action to magically polymorph into an ordinary cat, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the felim’s choice). In its new form, the felim retains all of its statistics except its flying speed.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial","Alignment":"typically neutral good","Expansion":18016,"Challenge Rating":0},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Felim Seraph","description":"Felim Seraph Likes: acts of kindness, sunlight, choir singing Dislikes: unfairness, greed, being wet Felim seraphs are celestial custodians responsible for the safety of Felidise and all who reside within. As Elurus’ most trusted agents, they are sometimes tasked with aiding select mortals in benevolent quests away from Felidise. Though they generally strive to avoid violence, felim seraphs detest unfairness and won’t hesitate to get into dangerous situations to protect victims of injustice. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a felim seraph for their familiar.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial","Alignment":"typically neutral good","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Fell Bandit Trasis","description":"Traits Undead Fortitude. If damage reduces the fell to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, fire, or from a critical hit. On a success, the fell drops to one hit point instead. Actions Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. Teeth. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 4 (1d4+2) piercing damage. Fell Curse. If the fell spends at least one action consuming flesh from a recently living creature with an Intelligence score of 6 or greater, it regains 2d8 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic neutral","Expansion":30501,"Challenge Rating":1},"publisher":"Edge Studio","book":"Midnight - A Single Spark"},{"name":"Fell Faengral","description":"The Fell Faengral appears in Midnight - Legacy of Darkness The Fell The initial shock of death and the subsequent realization that one has become undead is a crushing psychological blow and insanity is usually immediate, leading quickly to extreme paranoia, violent rage, and bloodlust. A Fell creature retains its basic intelligence and many of its memories, but as its body starts to decay, so does its mind. Fell feel a magical craving for the flesh of sentient creatures, for only by consuming the living can an undead creature maintain its foul existence. This hunger quickly becomes the driving motivation behind the actions of the Fell and continues to compel it, even after its mind has rotted away. The longer it resists the craving, the more its body and mind deteriorates. The creature thus decays and gradually loses its intelligence and true sentience, as well as the associated memories and conscious control over its actions. As the creature reaches increasingly lower levels of mental ability scores, it deteriorates into more and more feral states until, eventually, it is nothing more than a walking, eating corpse. Behavior of the Fell The Fell are known by three broad types; ungral, faengral, and maelgral. The ungral are the recently risen, or those who continue to eat living flesh and retain their minds. The faengral have lost most of the memories of their former selves, along with any loyalties to friends or causes, and decayed in form into gaunt ghouls. The maelgral are fully devolved into the “walking dead,” little more than stumbling zombies. Ungral, the first stage of unlife for most risen characters, are typically intelligent enough to hunt on their own, stalking their prey on the edges of civilization, sneaking into and raiding outlying farms or hamlets in the dark of night. Many of these cunning creatures have even learned to hide beneath the surface of swamps, lakes, and other bodies of water during the day. Faengral and maelgral, as their intelligence drops to the level of animals, often turn to hunting in savage, roving packs, where their decaying mental abilities and limited Dexterity are made up for by numbers. Hiding in woods, ruins, or empty caves during the day, these packs shamble deliberately into villages and outposts as darkness falls, attacking without warning. These nightmare bands have forced many human settlements to build high walls and lock their gates when night comes. When they attack, the faengral and maelgral bring down their prey by swarming them, and in their frantic compulsion to feed, they often end up in savage fights among themselves. The Fell are creatures of darkness, preferring to hide in dim and secret places during the day, avoiding the sun whenever they can, biding their time before stalking into the night to hunt. Though light does not physically harm the Fell, they seem almost afraid of it and it clearly affects their ability to see. Undead will often shy away or even flee from sunlight, and even bright torchlight and lamplight seems to affect them. Undead The SRD presents undead creatures as separate entities with no defined relationship. In the world of Midnight , the more common undead creatures are each actually part of a continuum of decay and corruption, both physical and spiritual. While undead once existed in Midnight thanks to the normal means of restless spirits and foul necromancy, the Sundering has caused them to be far more common thanks to a corruption of the natural cycle. Whereas once all souls ascended to some higher place or joined the spirits of their ancestors as part of the Eternal, now they are trapped, either in body or in spirit, to the world that birthed them, unable to pass the veil brought down by the Sundering. The Horror of Undeath Undead are an important, tone-setting part of Midnight . The desperate and vile nature of their existence lends the world a bleak aspect that few other creatures can provide. It is therefore important that GMs use them effectively, giving undead the power and emphasis they need to truly frighten and threaten the player characters. The most important thing is to make them realistically frightening. These are horrible creatures that are not only physically revolting but are driven to literally eat the player characters’ flesh! GMs should avoid falling into the trap of simply calling such creatures “zombies” or “ghouls.” They should describe them as they appear and let the players decide what their characters are encountering. Describing an undead as a “shambling figure of sinew-covered bones, hung with tatters of dried flesh, red eyes glinting in a broken skull” is much more evocative than simply calling it “a skeleton.” GMs should also play up the threat level of these creatures. Remember, they want to eat the flesh of the living and can be cunning night stalkers or savage, animalistic pack hunters. Some undead have dangerous magical powers and are less vulnerable to certain kinds of damage. They can carry disease and can be psychologically traumatic to encounter. Remember that these creatures can be, at least in the earlier stages of decay, intelligent and therefore they should be able to stalk their prey and fight with more cunning than they are typically given. Well fed and relatively fresh ungral might even be able to pass cursorily in civilized places as they cleverly attempt to find prey. Keep in mind, too, that the Fell can speak. For a uniquely disturbing scene, a GM should set up an encounter with undead that doesn’t necessarily lead immediately to combat. Setting things up so that the characters have to parley with the undead makes for a horrifyingly strange, tension-filled, and memorable encounter. Undead of Eredane With nowhere to go, the spirits of the dead far too often remain tethered to their bodies or emerge as the Lost, dangerous incorporeal undead with an unpredictable but often dangerous attitude toward the living. Whenever an intelligent creature with a soul dies, if it has enough strength of will, the soul of the deceased departs their body and vanishes into the maelstrom of trapped but harmless spirits that wreath the world of Aryth like an incorporeal halo. However, if their strength fails, the deceased is doomed to rise as a Fell within one or more days unless it is beheaded, or its body is destroyed by fire. In addition, there is always a chance, no matter how strong the soul’s willpower, that it becomes trapped and doomed to rise as a tormented shade, one of the Lost, within one year of the person’s death. Traits Fell Curse. If the fell spends at least one action consuming flesh from a recently living creature with an Intelligence score of 6 or greater, it regains 2d8 hit points. For every week it goes without doing this, it must make a DC 15 Wisdom saving throw. If it fails it devolves into a maelgral. Undead Fortitude. If damage reduces the fell to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, fire, or from a critical hit. On a success, the fell drops to one hit point instead. Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. Jagged Teeth. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":30504,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Fell Maelgral","description":"The Fell Maelgral appears in Midnight - Legacy of Darkness The Fell The initial shock of death and the subsequent realization that one has become undead is a crushing psychological blow and insanity is usually immediate, leading quickly to extreme paranoia, violent rage, and bloodlust. A Fell creature retains its basic intelligence and many of its memories, but as its body starts to decay, so does its mind. Fell feel a magical craving for the flesh of sentient creatures, for only by consuming the living can an undead creature maintain its foul existence. This hunger quickly becomes the driving motivation behind the actions of the Fell and continues to compel it, even after its mind has rotted away. The longer it resists the craving, the more its body and mind deteriorates. The creature thus decays and gradually loses its intelligence and true sentience, as well as the associated memories and conscious control over its actions. As the creature reaches increasingly lower levels of mental ability scores, it deteriorates into more and more feral states until, eventually, it is nothing more than a walking, eating corpse. Behavior of the Fell The Fell are known by three broad types; ungral, faengral, and maelgral. The ungral are the recently risen, or those who continue to eat living flesh and retain their minds. The faengral have lost most of the memories of their former selves, along with any loyalties to friends or causes, and decayed in form into gaunt ghouls. The maelgral are fully devolved into the “walking dead,” little more than stumbling zombies. Ungral, the first stage of unlife for most risen characters, are typically intelligent enough to hunt on their own, stalking their prey on the edges of civilization, sneaking into and raiding outlying farms or hamlets in the dark of night. Many of these cunning creatures have even learned to hide beneath the surface of swamps, lakes, and other bodies of water during the day. Faengral and maelgral, as their intelligence drops to the level of animals, often turn to hunting in savage, roving packs, where their decaying mental abilities and limited Dexterity are made up for by numbers. Hiding in woods, ruins, or empty caves during the day, these packs shamble deliberately into villages and outposts as darkness falls, attacking without warning. These nightmare bands have forced many human settlements to build high walls and lock their gates when night comes. When they attack, the faengral and maelgral bring down their prey by swarming them, and in their frantic compulsion to feed, they often end up in savage fights among themselves. The Fell are creatures of darkness, preferring to hide in dim and secret places during the day, avoiding the sun whenever they can, biding their time before stalking into the night to hunt. Though light does not physically harm the Fell, they seem almost afraid of it and it clearly affects their ability to see. Undead will often shy away or even flee from sunlight, and even bright torchlight and lamplight seems to affect them. Undead The SRD presents undead creatures as separate entities with no defined relationship. In the world of Midnight , the more common undead creatures are each actually part of a continuum of decay and corruption, both physical and spiritual. While undead once existed in Midnight thanks to the normal means of restless spirits and foul necromancy, the Sundering has caused them to be far more common thanks to a corruption of the natural cycle. Whereas once all souls ascended to some higher place or joined the spirits of their ancestors as part of the Eternal, now they are trapped, either in body or in spirit, to the world that birthed them, unable to pass the veil brought down by the Sundering. The Horror of Undeath Undead are an important, tone-setting part of Midnight . The desperate and vile nature of their existence lends the world a bleak aspect that few other creatures can provide. It is therefore important that GMs use them effectively, giving undead the power and emphasis they need to truly frighten and threaten the player characters. The most important thing is to make them realistically frightening. These are horrible creatures that are not only physically revolting but are driven to literally eat the player characters’ flesh! GMs should avoid falling into the trap of simply calling such creatures “zombies” or “ghouls.” They should describe them as they appear and let the players decide what their characters are encountering. Describing an undead as a “shambling figure of sinew-covered bones, hung with tatters of dried flesh, red eyes glinting in a broken skull” is much more evocative than simply calling it “a skeleton.” GMs should also play up the threat level of these creatures. Remember, they want to eat the flesh of the living and can be cunning night stalkers or savage, animalistic pack hunters. Some undead have dangerous magical powers and are less vulnerable to certain kinds of damage. They can carry disease and can be psychologically traumatic to encounter. Remember that these creatures can be, at least in the earlier stages of decay, intelligent and therefore they should be able to stalk their prey and fight with more cunning than they are typically given. Well fed and relatively fresh ungral might even be able to pass cursorily in civilized places as they cleverly attempt to find prey. Keep in mind, too, that the Fell can speak. For a uniquely disturbing scene, a GM should set up an encounter with undead that doesn’t necessarily lead immediately to combat. Setting things up so that the characters have to parley with the undead makes for a horrifyingly strange, tension-filled, and memorable encounter. Undead of Eredane With nowhere to go, the spirits of the dead far too often remain tethered to their bodies or emerge as the Lost, dangerous incorporeal undead with an unpredictable but often dangerous attitude toward the living. Whenever an intelligent creature with a soul dies, if it has enough strength of will, the soul of the deceased departs their body and vanishes into the maelstrom of trapped but harmless spirits that wreath the world of Aryth like an incorporeal halo. However, if their strength fails, the deceased is doomed to rise as a Fell within one or more days unless it is beheaded, or its body is destroyed by fire. In addition, there is always a chance, no matter how strong the soul’s willpower, that it becomes trapped and doomed to rise as a tormented shade, one of the Lost, within one year of the person’s death. Traits Fell Curse. If the fell spends at least one action consuming flesh from a recently living creature with an Intelligence score of 6 or greater, it regains 1d8 hit points. For every week it goes without doing this, it must make a DC 15 Wisdom saving throw. If it fails it devolves into a barely moving skeleton covered with a few strips of tattered flesh that thrashes about weakly for years as the bones slowly grow brittle with age and eventually crumble to dust. Undead Fortitude. If damage reduces the fell to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, fire, or from a critical hit. On a success, the fell drops to one hit point instead. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage. Jagged, Hungry Teeth. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (3d4+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":30504,"Challenge Rating":"1/4"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Fell Troll","description":"The fell troll is a giant cousin of the troll. It is meaner, stronger, and often bullies the smaller trolls. It becomes the natural leader of any troll tribe. Traits Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 15 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage and if the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, the troll can automatically hit the target with its Claw, and the troll can't use one of its Claw attacks against other targets. Ragdoll Slam. The troll slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 18 Strength saving throw or take 20 (4d6 + 6) bludgeoning damage and be stunned until the end of the troll's next turn. On a successful save, a creature takes half the bludgeoning damage and isn't stunned.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Fell Ungral","description":"The Fell Ungral appears in Midnight - Legacy of Darkness The Fell The initial shock of death and the subsequent realization that one has become undead is a crushing psychological blow and insanity is usually immediate, leading quickly to extreme paranoia, violent rage, and bloodlust. A Fell creature retains its basic intelligence and many of its memories, but as its body starts to decay, so does its mind. Fell feel a magical craving for the flesh of sentient creatures, for only by consuming the living can an undead creature maintain its foul existence. This hunger quickly becomes the driving motivation behind the actions of the Fell and continues to compel it, even after its mind has rotted away. The longer it resists the craving, the more its body and mind deteriorates. The creature thus decays and gradually loses its intelligence and true sentience, as well as the associated memories and conscious control over its actions. As the creature reaches increasingly lower levels of mental ability scores, it deteriorates into more and more feral states until, eventually, it is nothing more than a walking, eating corpse. Behavior of the Fell The Fell are known by three broad types; ungral, faengral, and maelgral. The ungral are the recently risen, or those who continue to eat living flesh and retain their minds. The faengral have lost most of the memories of their former selves, along with any loyalties to friends or causes, and decayed in form into gaunt ghouls. The maelgral are fully devolved into the “walking dead,” little more than stumbling zombies. Ungral, the first stage of unlife for most risen characters, are typically intelligent enough to hunt on their own, stalking their prey on the edges of civilization, sneaking into and raiding outlying farms or hamlets in the dark of night. Many of these cunning creatures have even learned to hide beneath the surface of swamps, lakes, and other bodies of water during the day. Faengral and maelgral, as their intelligence drops to the level of animals, often turn to hunting in savage, roving packs, where their decaying mental abilities and limited Dexterity are made up for by numbers. Hiding in woods, ruins, or empty caves during the day, these packs shamble deliberately into villages and outposts as darkness falls, attacking without warning. These nightmare bands have forced many human settlements to build high walls and lock their gates when night comes. When they attack, the faengral and maelgral bring down their prey by swarming them, and in their frantic compulsion to feed, they often end up in savage fights among themselves. The Fell are creatures of darkness, preferring to hide in dim and secret places during the day, avoiding the sun whenever they can, biding their time before stalking into the night to hunt. Though light does not physically harm the Fell, they seem almost afraid of it and it clearly affects their ability to see. Undead will often shy away or even flee from sunlight, and even bright torchlight and lamplight seems to affect them. Undead The SRD presents undead creatures as separate entities with no defined relationship. In the world of Midnight , the more common undead creatures are each actually part of a continuum of decay and corruption, both physical and spiritual. While undead once existed in Midnight thanks to the normal means of restless spirits and foul necromancy, the Sundering has caused them to be far more common thanks to a corruption of the natural cycle. Whereas once all souls ascended to some higher place or joined the spirits of their ancestors as part of the Eternal, now they are trapped, either in body or in spirit, to the world that birthed them, unable to pass the veil brought down by the Sundering. The Horror of Undeath Undead are an important, tone-setting part of Midnight . The desperate and vile nature of their existence lends the world a bleak aspect that few other creatures can provide. It is therefore important that GMs use them effectively, giving undead the power and emphasis they need to truly frighten and threaten the player characters. The most important thing is to make them realistically frightening. These are horrible creatures that are not only physically revolting but are driven to literally eat the player characters’ flesh! GMs should avoid falling into the trap of simply calling such creatures “zombies” or “ghouls.” They should describe them as they appear and let the players decide what their characters are encountering. Describing an undead as a “shambling figure of sinew-covered bones, hung with tatters of dried flesh, red eyes glinting in a broken skull” is much more evocative than simply calling it “a skeleton.” GMs should also play up the threat level of these creatures. Remember, they want to eat the flesh of the living and can be cunning night stalkers or savage, animalistic pack hunters. Some undead have dangerous magical powers and are less vulnerable to certain kinds of damage. They can carry disease and can be psychologically traumatic to encounter. Remember that these creatures can be, at least in the earlier stages of decay, intelligent and therefore they should be able to stalk their prey and fight with more cunning than they are typically given. Well fed and relatively fresh ungral might even be able to pass cursorily in civilized places as they cleverly attempt to find prey. Keep in mind, too, that the Fell can speak. For a uniquely disturbing scene, a GM should set up an encounter with undead that doesn’t necessarily lead immediately to combat. Setting things up so that the characters have to parley with the undead makes for a horrifyingly strange, tension-filled, and memorable encounter. Undead of Eredane With nowhere to go, the spirits of the dead far too often remain tethered to their bodies or emerge as the Lost, dangerous incorporeal undead with an unpredictable but often dangerous attitude toward the living. Whenever an intelligent creature with a soul dies, if it has enough strength of will, the soul of the deceased departs their body and vanishes into the maelstrom of trapped but harmless spirits that wreath the world of Aryth like an incorporeal halo. However, if their strength fails, the deceased is doomed to rise as a Fell within one or more days unless it is beheaded, or its body is destroyed by fire. In addition, there is always a chance, no matter how strong the soul’s willpower, that it becomes trapped and doomed to rise as a tormented shade, one of the Lost, within one year of the person’s death. Traits Fell Curse. If the fell spends at least one action consuming flesh from a recently living creature with an Intelligence score of 6 or greater, it regains 2d8 hit points. For every week it goes without doing this, it must make a DC 15 Wisdom saving throw. If it fails it devolves into a faengral. Undead Fortitude. If damage reduces the fell to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, fire, or from a critical hit. On a success, the fell drops to one hit point instead. Actions Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage melee, or 5 (1d6+2) piercing damage ranged. Teeth. Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any alignment","Expansion":30504,"Challenge Rating":1},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Fellforged","description":"A darkly foreboding intelligence glows behind this automaton’s eyes, and its joints seep hissing green vapors. Wraith Constructs. Fellforged are the castoffs of gearforged and clockworks production, given foul sentience when the construct bodies attract wraiths yearning to feel the corporeal world. The clockwork bodies trap the wraiths, which dulls many of their supernatural abilities but gives them physical form. The wraiths twist the bodies to their own use—going so far as to destroy the body to harm the living. Soldiers for Vampires. Fellforged commonly seek out greater undead as their masters. Vampires and liches are favorite leaders, but banshees and darakhul also make suitable commanders. Grave Speech. The voice of the fellforged is echoing and sepulchral, a tomb voice that frightens animals and children. Constructed Nature. A fellforged doesn’t require air, food, drink, or sleep. Fellforged in Midgard Dwarves of Grisal canton create the fellforged to fight against undead haunts and spirits, and melt them down afterwards, destroying wraiths, ghosts, and other incorporeal undead. The fellforged are also sometimes created by the Emerald Order and other cults seeking to give their evil masters a body and a shape with which to rule. Traits Expelled Spirit: While the fellforged body was made to bind spirits, the wraith within is vulnerable to turning attempts. Any successful turn attempt exorcises the wraith from its clockwork frame. The expelled wraith retains its current hp total and fights normally. The construct dies without an animating spirit. Sunlight Sensitivity: While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Unnatural Aura: All animals, whether wild or domesticated, can sense the unnatural presence of fellforged at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so, and they remain panicked as long as they are within that range. Actions Multiattack: The fellforged makes two necrotic slam attacks. Necrotic Slam: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 11 (2d8 + 2) bludgeoning damage plus 4 (1d8) necrotic damage. On hit, the target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the total damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Violent Escapement: With little regard for the clockwork bodies they inhabit, fellforged wraiths can stress and strain their mechanisms in such a violent manner that flywheels become unbalanced, gears shatter, and springs snap. As a bonus action, this violent burst of gears and pulleys deals 7 (2d6) piercing damage to all foes within 5 feet who fail a DC 14 Dexterity saving throw. Each use of this ability imposes a cumulative reduction in movement of 5 feet upon the fellforged. If its speed is reduced to 0 feet, the fellforged becomes paralyzed.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Female Steeder","description":"Steeders Duergar breed and train these giant Underdark-dwelling tarantulas. Male steeders are as big as ponies and used by the duergar as beasts of burden. The larger females are trained and used as mounts. Steeders don’t spin webs, but they exude a sticky substance from their legs that lets them walk on walls and ceilings without trouble, as well as snare prey.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":4962,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Female Steeder","description":"Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin. —Mordenkainen Giant hunting spiders, steeders prowl the depths of the Underdark. Most steeders are encountered in the company of duergar. Female Dominance. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. In captivity, males are used as draft animals, while females serve as steeds in battle. Lone Predators. Steeders consider other steeders as enemies and attempt to tear apart perceived threats. Their duergar handlers must stable steeders separate from one another and place blinders on them when they’re put to work to keep them from attacking each other. Low Cunning. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the beast’s predatory instincts. Deadly Hunters. Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey. Traits Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage. Sticky Leg. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder’s leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled⁠ at a time.","properties":{"Category":"Monsters","Size":"Large ","Type":"Monstrosity","Source":"Mordenkainen's Tome of Foes","Alignment":"Unaligned","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Female Steeder","description":"Giant hunting spiders, steeders prowl the depths of the Underdark. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. Numerous Underdark folk domesticate steeders, particularly duergar (also in this book). Typically the females serve as steeds in battle, while the males are used as draft animals. Steeders attempt to tear apart perceived threats—and consider even other steeders enemies. When they’re put to work, their handlers must stable them separately from one another and place blinders on them to keep them from attacking each other. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder might turn against its handler. Training a steeder requires a rider to bond with it, a process that begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts. Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey. Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin. —Mordenkainen Traits Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet. Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage. Sticky Leg. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is stuck to the steeder’s leg and grappled (escape DC 12). The steeder can have only one creature grappled at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Femeri","description":"Velbast Generations ago, the catastrophic battle known today as the Nesieve Conflict caused a mass eruption of spatial anomalies that spread across various regions of the galaxy. At first thought to be pockets of anti-matter, these distortions possessed their own intelligence and were imbued with the unstable primordial energies left behind during the war. They traveled through the stars, absorbing and merging with any inorganic material it could locate to create a physical shell. These aberrations became the first velbasti — terrifying shapeshifting constructs with the power to shape and control the matter and energy. They have evolved over generations, sustaining and growing their species by consuming beings capable of channeling the Crucibles' energies. Energy Shapers. What sets the velbasti apart from most other beings is the complex synergy between their organic and inorganic nature. Even with such a nature, they also possess the ability to shape matter and energy in a manner similar to other species that have achieved esper genesis. While all are able to channel destructive, elemental forces, the more evolved velbast have mastered the ability to use esper powers, as well as forge sorium into weapons and defenses. Relentless Evolution. All velbasti are highly intelligent, but possess an insatiable hunger for the lifeforce of other beings, as well as energy created through the use of sorium. Should a velbast encounter and consume either of these, they experience a euphoric sensation accompanied with a state of heightened strength and senses, marking a step in their eventual transformation. Each velbast begins as a fledgling of their type, evolving into more powerful forms after consuming enough primordial energy. The more a velbast evolves, the greater their appetites grow. However, powerful velbast are likely to recruit lesser types into their service, offering both protection and sustanance in return. These mutual arrangements are often delicate, as groups of lesser velbasti have been known to band together to reap the bounty gained by their more powerful benefactor. Bound to the Core. The essence of each velbasti is tied to their primary core, the source of primal energy that spawned them. Whenever a velbast is destroyed, its energy returns to the core, where it may be spawned again in the same form or multiple lesser forms. Each primary core is presided over by a consummate—a velbasti that has achieved the pinnacle of their evolution, transcending the limits of their origins. Though viewed moreso as generals than rulers among the velbasti, each consummate holds a considerable amount of influence over the actions of the velbast tied to their core, as well as control over how they may be respawned. Regardless of their origin point, all velbasti can communicate with each other in pulses of light and sound that mimics the same language used by proteans such as the belare. This has led to many theories as to how the velbasti originally came into being. Forces of Corruption. Most espers use their abilities to channel energy in its purest form, but a velbast's form is corrupted by its very nature. They defile all that they consume, and their powers can often leave behind an invisible mark or \"scar\" that causes plague and sickness in wildlife and plant life. Their channeling of powerful energies also produces a wave of dark matter that contaminates their surrounding area. In regions where all life has been annihilated by the velbasti, the scar of corruption left behind can sometimes form an interstellar gate through which they may freely travel to and from their core. Due to their very nature, the velbasti bear an intrinsic hatred for all other forms of life in the galaxy, especially espers, whom they view as their fundamental opposites. Lesser velbasti mercilessly unleash their malice toward their victims, while more evolved forms delight in evoking fear, anguish, and suffering in creatures until they devour their lifeforce. Shapeshifters. The unique makeup of the velbasti eventually grants them the ability to shift their form. Those evolved beyond fledglings can shape their limbs into elemental weapons depending upon their type. The more evolved can change their shape entirely, often concealing themselves among other species. However, their nature still makes it difficult for them to blend in among creatures who are particularly observant or possess sight beyond the mundane. The primary goal of such infiltrations, other than the advantage of concealment, is the ability to learn the weaknesses of the lifeforms they are imitating. In addition, the rapid advancements fueled by space travel creates even greater advantage for velbast that have already learned how to copy the traits of a spacefaring species, allowing them to easily blend into crowded areas where a variety of species are in abundance. Extinctionist Dogma. The appearance of the velbast has prompted the formation of numerous cultist groups that revere the velbasti and pledge service to their cause. Some of these fanatics believe they are participating in the imminent end-times, while some plan their schemes to claim dominion over the ashes of galactic civilization. Some yet still believe they can eventually shed their mortal forms to instead become beings of eternal destruction. Whatever the reason, it is not uncommon for powerful velbasti to play along in order to garner services and valuable gains from their union. Such creatures are sometimes marked by the velbast, shown on both their physical form and supernal essence. While the mark grants the worshippers access to special powers, it also slowly eats away at the creature's lifeforce. During this time, however, this supernatural bond can also become a liability for the velbast, and so it is not granted lightly. Devour Essence. A velbast can devour the lifeforce of a creature it has killed within the last hour, provided that creature is neither an automaton or construct. The devouring requires the velbast to be within 5 feet of the corpse for at least 1 hour, after which it regains hit points equal to half the creature’s hit point maximum and receives the benefits of a major remedy . A creature devoured by a category 2 or 3 velbast can be restored to life only by a cosmic weave or full restore power. Universal Adaptation. A velbast doesn't require air, food, drink, or sleep. Velbast Classifications Within galactic lore, velbasti are categorized based on three evolutionary stages. Most also have an affinity toward a particular form of primordial energy, which denotes its type. Velbasti that have evolved beyond these three stages are either considered to be consummates or have yet to be categorized. Velbast Types by Category Category Known Types 1 dynam, femeri, tensus 2 blazing, frost, power, reaper, storm 3 brumal, inferno, tempest, shade Category 1 Velbast Velbasti in this category appear as abstract, mechanical beasts powered by elemental energy. Most have a limited intelligence and are often driven by basic instincts such as fear, rage, or desire to consume. Dynam These brutes savagely attack any lifeform that they see and lay waste to anything in its path. They are heavy and lumbering but deliver swift, powerful attacks. Femeri Femeris have a much less defined shape, able to twist and bend around obstacles and attack from any angle. Their ability to hover through the air can make them hard to pin down. Tensus Not as physically strong as others in their category, these velbasti instead use covert tactics and powers to sow conflict and cause mischief. They emit a droning wail that can impair other lifeforms.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Fen Hydra","description":"The fen hydra is a smaller and legless species of hydra. While it can slither on land, it is an excellent swimmer and is commonly encountered submerged in flooded marshy terrain or large bodies of water. Traits Amphibious. The hydra can breathe air and water. Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 20 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 8 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydra makes as many Bite attacks as it has heads. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Fen Pudding","description":"Ooze The ravenous oozes of the Stolen Lands often lurk in various types of wilderness, waiting to menace explorers they catch by surprise. Fen Pudding These more powerful variants of black puddings prefer dwelling in overgrown swamps, particularly in shallow caves abutting such terrain. They aren’t particularly great swimmers, however, and avoid sections of marshland with deeper water. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form. A creature that touches the fen pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the fen pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Spider Climb. The fen pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative –1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Reactions Split. When a fen pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new fen puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original fen pudding’s, rounded down. New fen puddings are one size smaller than the original fen pudding.","properties":{"Category":"Monsters","Size":"Huge","Type":"ooze","Alignment":"unaligned","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Fennec Fox","description":"Fennec foxes are tiny canids that make their homes in the shallow parts of the Underworld and the deserts of the Southlands. Their huge semi-erect ears and wide eyes give them a disarmingly friendly appearance.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Fennec Fox","description":"Fennec foxes are tiny canids which make their homes in the shallow parts of the Underworld and the deserts of the Southlands. Their huge semi-erect ears and wide eyes give them a disarmingly friendly appearance.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":5494,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Fenrir","description":"Fenrir the Great Wolf Fenrir is a wolf-like Yoten trapped within the mountain range known as Turnfjall. The reason this range continues to grow year after year is because this wolf is growing within it. Fenrir is a tormented beast. Not knowing where Fenrir’s loyalties might lie, Boða has kept the wolf in a perpetual sleep since shortly after arriving. Boða has filled the wolf's head with many disturbing dreams, nurturing in Fenrir a fear of both mortals and the Vanir. Hel has not known of Boða's interference with Fenrir, or why the wolf fell asleep. But she has tended to her sibling and her kind words, whispered to the sleeping wolf, have also been heard. Fenrir is confused and troubled and has never known more than their own dreams and nightmares. Fenrir is massive, standing over 100 feet tall at his shoulder. Roleplaying Fenrir Haunted. When he wakes, Fenrir will not initially know whether he is still dreaming. He will not understand the waking world and will lash out at those around him. In his dreams he has either been tormented, with little control, or has acted on all his whims, becoming almost god-like. Shy. The waking world frightens Fenrir, and he does not know how to interact with other living things. Saga Actions Maws of Death (1x). When Fenrir is below 300 hit points and his Fated Foe is within Fenrir’s movement range, this ability triggers. Fenrir acts immediately and uses as much movement as is necessary to be within 10 feet of his Fated Foe. He then takes an extra turn. He gains advantage on all attacks against the Fated Foe and scores a critical hit on a roll of 17 or higher until the end of this turn. Regret. Upon the death of his Fated Foe, or when Fenrir is reduced to less than 125 hit points, this ability triggers. Run the The Unnecessary Foe event in Chapter 12.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Beast (Yoten)","Alignment":"Chaotic Neutral","Expansion":25792,"Challenge Rating":23},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Fensir Devourer","description":"Some fensirs undergo a transformation after living in Ysgard for at least a thousand years. They grow rapidly to a height of 25 feet, fueled by an insatiable hunger. These fensir devourers use their great size and strength to overwhelm foes. They can also issue a baleful curse in their final moments. Fensirs Long ago, a band of frost giants led trolls in a campaign to win Annam’s favor by conquering the outer plane of Ysgard. The campaign’s aspirations of conquest quickly failed, but the raiders discovered a key feature of Ysgard: creatures slain on that plane return to life the next dawn. Thus, the giants’ incursion became a part of the eternal battle that rages across the plane. The trolls, whose fundamental nature was altered by constant regeneration and rebirth amid the energy of Ysgard, slowly changed into entirely new creatures: fensirs. Fensirs’ troll ancestry is hardly apparent in their appearance. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use in the eternal battle. The transformation that created fensirs left them with an odd quirk to their regenerative powers: their regeneration doesn’t function in sunlight, and in fact, sunlight can turn these creatures to stone. Bringing trolls to a place where nothing ever truly dies seems like a transparently bad idea. What were those giants thinking? —Bigby And yet, can we fairly say that the existence of fensirs is \"transparently bad\"? Some might argue they are a significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That's only bad if you think a small universe that fits within your narrow understanding is good. —Diancastra Traits Death Curse. When the fensir starts its turn with 0 hit points and doesn't regenerate, it releases a curse on those around it. Each creature within 30 feet of the fensir when it dies must succeed on a DC 13 Charisma saving throw or be cursed for the next 24 hours. While cursed in this way, an affected creature gains no benefit from finishing a short or long rest. At the end of every hour, the creature must succeed on a DC 13 Charisma saving throw or take 11 (2d10) psychic damage. Regeneration. The fensir gains 10 hit points at the start of its turn if it isn't in sunlight. If the fensir takes acid or fire damage, this trait doesn't function at the start of the fensir's next turn. The fensir dies only if it starts its turn with 0 hit points and doesn't regenerate. Sunlight Hypersensitivity. When the fensir starts its turn in sunlight, it must succeed on a DC 15 Constitution saving throw or have the petrified condition until the fensir is no longer in sunlight. Actions Multiattack. The fensir makes two attacks, using Rend, Boulder, or a combination of them. Rend. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) slashing damage. Boulder. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or have the prone condition. After the fensir throws the boulder, roll a d6; on a roll of 4 or lower, the fensir has no more boulders to throw.","properties":{"Category":"Monsters","Size":"Huge","Type":"Celestial","Alignment":"Typically Chaotic Neutral","Expansion":24749,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Fensir Skirmisher","description":"Fensir skirmishers boast great skill in battle, honed over centuries of endless conflict on the battlefields of Ysgard. They also wield elemental magic of earth and stone. True to their giant heritage, they can transform even a pinch of mud or gravel into a boulder suitable for hurling, and the thrown stone grows in flight to knock its target flat on impact. Fensirs Long ago, a band of frost giants led trolls in a campaign to win Annam’s favor by conquering the outer plane of Ysgard. The campaign’s aspirations of conquest quickly failed, but the raiders discovered a key feature of Ysgard: creatures slain on that plane return to life the next dawn. Thus, the giants’ incursion became a part of the eternal battle that rages across the plane. The trolls, whose fundamental nature was altered by constant regeneration and rebirth amid the energy of Ysgard, slowly changed into entirely new creatures: fensirs. Fensirs’ troll ancestry is hardly apparent in their appearance. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use in the eternal battle. The transformation that created fensirs left them with an odd quirk to their regenerative powers: their regeneration doesn’t function in sunlight, and in fact, sunlight can turn these creatures to stone. Bringing trolls to a place where nothing ever truly dies seems like a transparently bad idea. What were those giants thinking? —Bigby And yet, can we fairly say that the existence of fensirs is \"transparently bad\"? Some might argue they are a significant improvement over trolls. At the very least, the diversity of life in the multiverse increased, and new wonders were revealed. That's only bad if you think a small universe that fits within your narrow understanding is good. —Diancastra Traits Regeneration. The fensir regains 10 hit points at the start of its turn if it isn't in sunlight. If the fensir takes acid or fire damage, this trait doesn't function at the start of the fensir's next turn. The fensir dies only if it starts its turn with 0 hit points and doesn't regenerate. Sunlight Hypersensitivity. When the fensir starts its turn in sunlight, it must succeed on a DC 15 Constitution saving throw or have the petrified condition until the fensir is no longer in sunlight. Spellcasting. The fensir casts one of the following spells, using Intelligence as the spellcasting ability: 1/day each: create or destroy water , detect magic , pass without trace Actions Multiattack. The fensir makes three Battleaxe attacks or two Magic Stone attacks. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands. Magic Stone. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 13 Strength saving throw or have the prone condition. Mud to Stone (Recharge 6). The fensir lobs a magical mass of mud that splashes all creatures in a 30-foot-radius sphere centered on a point the fensir can see within 60 feet of itself. Each non-fensir creature in that area must succeed on a DC 13 Dexterity saving throw or take 13 (3d8) bludgeoning damage and have the restrained condition as the mud begins to turn to stone. An affected creature must repeat the saving throw at the end of its next turn. On a successful save, the effect ends on the creature. On a failed save, the creature has the petrified condition for 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Any Alignment","Expansion":24749,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Feral Ashenwight","description":"Ashenwights When a Humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the creature sometimes rises as an ashenwight. The skin of these Undead horrors is desiccated, and their eyes often glow with otherworldly power. Feral Ashenwight Feral ashenwights retain a fragment of the spark they had in life. However, they are devoid of memories or thoughts beyond a compulsive desire to destroy all living creatures they encounter. Actions Multiattack. The ashenwight makes two Necrotic Shard attacks. Necrotic Shard. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or ranged 60 ft., one target. Hit: (1d6+4) necrotic damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically neutral evil","Expansion":25525,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Feral Deep Badger","description":"Companions, guards, allies, a source of warmth in the cold, and an efficient waste disposal system: deep badgers are constant allies to dweorg of the Underworld. Deep badgers are still found in the wild—ferocious beats not to be crossed—but many thousands of years ago they were tempted to the campsites of dwarven miners and explorers, showing little fear and more than a spark of wise curiosity. For their part, early dweorg trained deep badgers to burrow a well or guide away from pitfalls and unstable caverns. Those stout delvers also made good use of the tunnels deep badgers dug for mushroom farming and defensive structures. The fledgling symbiotic relationship blossomed, and today’s domesticated badgers are the result, as common in dwarf settlements as dogs are in human ones. The Badger Named Dabbage Only leaves of cabbage would the badger Dabbage Consume without complaint Only fool or savage thinks this is an adage ‘Cuz wisdom this poem ain’t","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Feral Kyton","description":"When a termagant kyton dwells in a place of relative safety, the creatures bred by her are often predominantly feral kytons. The feral kyton is in many ways a lesser being even to weaker kin; they are almost always found in hives where the number of kyton is vast, the profligate manner of their birth often makes weaker or inferior kyton that some say are deliberately created to allow cruelty to thrive. Feral kytons are more brutish and sadistically violent than their more subtle and cruel kin—the huge numbers they are found in does not enable many to rise above the foul rank and file of their birth. They are cruel—like all their kin—but this cruelty is more sadistic bullying and group torment than refined suffering. They are creatures of the pack. Savage. Kyton ferals are grotesque and animalistic creatures. Though roughly humanoid in shape, they have longer, more savage features, including prehensile tails that are often more dextrous than their gnarled and gangly limbs. Their mouths—used to biting in huge packs—have mouths able to extend outwards; their jaws tearing and rending, not for food, but for pleasure. Pack Ascendance. The feral kyton exists within the pack, but also hates it—it despises its need to have others of its kind nearby to use its gaze attack. It also hates those above it; fears and loathes their power and that of the mother that bred it; a figure it regards as divine yet hates and envies. The feral kyton has one big advantage, however, over its less common kin; if it is able to rise through the festering sweating mass of its brood, it is truly a figure of power. A microscopic number of feral kytons rise to become more powerful kytons—revoltingly animalistic versions of interlocutor, ostiarius, and sacristan. Some ferals rise to form particular new types of kyton that can come only from feral heritage, with the dreaded festius, ovvaria and pak being the three most commonly encountered. 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Traits Pounce. If the wight moves at least 30 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The wight makes two Claw attacks Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 +4) slashing damage plus 3 (1d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Feral Zombie","description":"While zombies are corpses animated by spellcasters, a feral zombie is created from a cannibal's corpse and magically cursed by a priest of Orcus. Orcus's aim is to spread undeath, and the feral zombie is one of the ways to do it rapidly. Traits Blood Frenzy. The feral zombie has advantage on melee attack rolls against any creature that doesn't have all its hit points. Keen Smell. The feral zombie has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the feral zombie moves at least 20 feet straight toward a creature and then hits it with its Claws on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. Create Feral Zombie. A creature slain by the feral zombie rises as a feral zombie after 1 minute. Actions Multiattack. The feral zombie makes two attacks: one with its Bite and one with its Claws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or be diseased. The diseased target can't regain hit points and must make a DC 10 Constitution saving throw every hour or its hit point maximum decreases by 3 (1d6). If the disease reduces the target's hit point maximum to 0, the target dies, and its corpse turns into a feral zombie. The disease lasts until removed by a lesser restoration spell or similar magic. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ferdinando Strozzi","description":"Ferdinando Strozzi (who is not a historical character) is a member of a powerful patrician family. Although the Strozzi have been political opponents of the Medici in the past, Filippo will form ties with everyone who can further his ambitions. He has already spent two election periods in the people’s council and aspires to the job of gonfaloniere di giustizia. Ferdinando has caught the eye of Girolama Savonarola who exploits the young man’s lust for fame. This is why he has sent a noble middleman to enrol Ferdinando in his scheme. Ferdinando has not been informed about his true employer, but he has been ordered to speak out against the ascetic prior of San Marco in order to make friends with the humanistic elite around Ficino. Savonarola’s agent has payed Ferdinando richly and promised an influential position, which is why he has committed to killing the young and unattached prostitute Paola (see chapter 1) . Ferdinando is an attractive gentleman in his late thirties with black hair and rather cold blue eyes. He will often smile and give compliments, but anyone with some knowledge of human behaviour will be able to see through the pleasant facade and discern his cold and cruel nature. Tips for the GM: In the case that someone suspects him to be Paola‘s murderer, there is no reason to keep him on for the remainder of the campaign. He can well be executed as a felon with dark plans to discredit either the Medici party or Savonarola. Traits Cunning Action. Ferdinando can use his bonus action once per round to take the Dash, Disengage, or Hide action. Uncanny Dodge. Ferdinando can use his reaction to halve an attack’s damage against him, provided he can see the attack coming. Evasion. If Ferdinando is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds at the saving throw, and only half damage if he fails. Sneak Attack. Once per turn, Ferdinando deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ferdinando’s that isn’t incapacitated and Ferdinando doesn’t have disadvantage on the attack roll. Actions Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage. Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Courtier)","Expansion":30058,"Challenge Rating":2},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Ferrumach Rilmani","description":"Ferrumachs are the foot soldiers of the rilmani, preserving the balance between the planes through martial force. They vigilantly defend the Spire and fight at the command of aurumachs to protect the neutrality of the multiverse. Ferrumachs gleam with the sheen of bare iron. Their bodies are honed to razor edges, and from it they can fling bolts of sharpened metal. Rilmani Rilmani protect the balance between the forces and philosophies of the multiverse. They seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too powerful or too weak. To the rilmani, each of these forces is fundamental to the multiverse’s existence. Whenever one threatens to tip the balance in its favor or a plane is on the verge of collapse, the rilmani act to even the odds. While the rilmani might be found anywhere, they’re most frequently encountered on their home plane, the Outlands, where they work to ensure that no force overexerts itself on the Concordant Opposition. Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces. Traits Bladed Edges. A creature takes 10 (3d6) slashing damage if it starts its turn grappling or being grappled by the ferrumach. Skewering Charge. If the ferrumach moves at least 20 feet in a straight line toward a Large or smaller creature and ends within 5 feet of it, that creature must succeed on a DC 16 Strength saving throw or have the grappled condition (escape DC 18) and take 10 (3d6) piercing damage. Spellcasting. The ferrumach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14): At will: de tect magic 1/day each: dispel magic , ice storm Actions Multiattack. The ferrumach makes three Sharpened Limb or Bolt attacks. Sharpened Limb. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 11 (2d10) psychic damage. Bolt. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 11 (2d10) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"typically neutral","Expansion":26427,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Fesl","description":"Darg, Fesl, and Urda These three hill giants seek to take advantage of the growing instability in the Stolen Lands as the threat of war escalates. Of course, these statistics for hill giant fighters also work quite well for hill-giant leaders, or if the party is much higher level, as the rank and file guards in a hill-giant fort. Traits Knockback. When the giant hits a foe with a melee attack, the giant can use a bonus action to make the target roll a DC 16 Strength saving throw. On a failed save, the target is pushed back 10 feet. Brutality. One per round, when the giant hits a target with a weapon attack, it can deal 4 (1d8) additional damage of the same type as the weapon. Special Equipment. Each giant carries a Huge greatclub +1 . Actions Multiattack. The giant makes two greatclub attacks. Greatclub +1. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. Thrown Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 22 (3d10+6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Fetch Behemoth","description":"Fetch A fetch is a twisted, deviant simulacrum of a humanoid creature that exists or existed at one point on the Material Plane. Rumors of fetches that are reflections of entities from other planes persist, but none of these tales speak of fetches that duplicate anything other than a humanoid source. A fetch can manifest spontaneously when a powerful creature undergoes a significant emotional event or dies, either while on the First World or while in an area influenced significantly by the First World, but one can also be created by significant forces like the Eldest in order to torment and vex those who have annoyed them. While a fetch manifests from a soul’s “reflection,” and as such bears a striking resemblance to that creature’s appearance in life, a fetch has no true memories of its own. It keeps fragments of false remembrances from its source as if it experienced them in a half-remembered dream—which further provokes the fetch’s animosity and jealousy toward the creature it mirrors. A fetch is similar in appearance to the creature whose soul spawned it, save that it displays feylike features such as pointed ears, plantlike elements, or supernatural grace. A fetch who seeks to impersonate a still-living source must disguise these features, and manifests its fetch weapon as one known to be wielded by its target. These weapons are highly versatile, and wounds created by them cause painful memories of past harm to augment their damage. Fetch Behemoth A fetch behemoth is much larger than a stalker, and forms from the soul of a Large fey or humanoid. Their fey flourishes are often much more pronounced than those of the smaller stalker kin. Traits Innate Spellcasting. The behemoth’s innate spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The behemoth can innately cast the following spells, requiring no material components: 1/day: dispel magic, earthquake, plane shift (to or from the First World only) , storm of vengeance, thunderwave Magic Resistance. The behemoth has advantage on saving throws against spells and other magical effects. Regeneration. The behemoth regains 20 hit points at the start of its turn. If the behemoth takes fire or necrotic damage, this trait doesn’t function at the start of the behemoth’s next turn. The behemoth dies only if it starts its turn with 0 hit points and doesn’t regenerate. Tongues. The behemoth can understand all spoken languages and can be understood by any creature that has a language. Actions Multiattack. The behemoth makes two fist attacks. Fist. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6+8) bludgeoning damage plus 10 (3d6) psychic damage. Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":20},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Fetch Stalker","description":"Fetch A fetch is a twisted, deviant simulacrum of a humanoid creature that exists or existed at one point on the Material Plane. Rumors of fetches that are reflections of entities from other planes persist, but none of these tales speak of fetches that duplicate anything other than a humanoid source. A fetch can manifest spontaneously when a powerful creature undergoes a significant emotional event or dies, either while on the First World or while in an area influenced significantly by the First World, but one can also be created by significant forces like the Eldest in order to torment and vex those who have annoyed them. While a fetch manifests from a soul’s “reflection,” and as such bears a striking resemblance to that creature’s appearance in life, a fetch has no true memories of its own. It keeps fragments of false remembrances from its source as if it experienced them in a half-remembered dream—which further provokes the fetch’s animosity and jealousy toward the creature it mirrors. A fetch is similar in appearance to the creature whose soul spawned it, save that it displays feylike features such as pointed ears, plantlike elements, or supernatural grace. A fetch who seeks to impersonate a still-living source must disguise these features, and manifests its fetch weapon as one known to be wielded by its target. These weapons are highly versatile, and wounds created by them cause painful memories of past harm to augment their damage. Fetch Stalker Fetch stalkers are the least of their kind, yet they are quite powerful in their own right. Fetch stalkers form from the souls of Small or Medium fey or humanoids (Small fey create Small fetch stalkers; adjust their statistics for their size as appropriate). A fetch stalker’s appearance resembles that which it had in life, save for the typical fey “flourishes” all fetch have. Traits Innate Spellcasting. The stalker’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The stalker can innately cast the following spells, requiring no material components: At will: disguise self, produce flame (4d8) 1/day: dispel magic, major image, plane shift (to or from the First World only) Magic Resistance. The stalker has advantage on saving throws against spells and other magical effects. Regeneration. The stalker regains 10 hit points at the start of its turn. If the stalker takes fire or necrotic damage, this trait doesn’t function at the start of the stalker’s next turn. The stalker dies only if it starts its turn with 0 hit points and doesn’t regenerate. Tongues. The stalker can understand all spoken languages and can be understood by any creature that has a language. Actions Multiattack. The stalker makes four fetch weapon attacks. Summoned Fetch Weapon. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) slashing damage plus 7 (2d6) psychic damage. When the stalker manifests this weapon, it can choose its appearance, and can alter the damage type from slashing to bludgeoning or piercing.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":18},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Fetid Wyrmbeast","description":"The Ixxtar Wilds on the Isles of Xantharos are home to many dinosaurs and giant beasts. Still, one of the oldest threats to the territories of Clan Fralkyn was a gargantuan black half-dragon tyrannosaurus rex. Over the past century, the clan organized several hunting parties were to get rid of the gigantic beast, but they were unable to defeat it. The creature always retreated when severely wounded and emerged again to ravage the jungles when fully healed. Clan Fralkyn eventually decided to train a group of young humans as dragon hunters, the Wyrmslayers of Fralkyn, who would also be of use after they defeated the prized black half-dragon beast. The group became highly skilled over a decade of training and was well-equipped with weapons and magic. The Wyrmslayers of Fralkyn were sent on a few training missions and eventually faced the mighty tyrannosaurus rex. They clashed with it several times over the course of weeks and even chased it to the summit of Wyrmheart Volcano. However, they were unable to kill it. Instead, they succeeded","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Alignment":"unaligned","Expansion":26071,"Challenge Rating":18},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Fext","description":"Taut dead skin, adorned entirely with tattooed fish scales, covers this woman’s face and hands. She wears scaled armor, sea green like verdigris on copper, and wields a strange sword. Her pale eyes stare, unblinking. Undead Warlock Slaves. Ancient and powerful beings across the multiverse grant magical knowledge to mortals through dangerous pacts. Those bound to these pacts become warlocks, but the will and force of their patron is borne by more than just those who strike bargains for sorcerous power. A fext is a former warlock who has become wholly dedicated to their patron—mind, body, and soul—and functions as enforcer, bodyguard, and assassin. They are powerful undead slaves to the will of their otherworldly patron. Linked to a Master. Each fext is a unique servant of their patron and exhibits the physical traits of its master. The eyes of every fext are tied directly to their patron’s mind, who can see what the fext sees at any time. The fext also possesses a telepathic link to its patron. The process a warlock undergoes to become a fext is horrendous. The warlock is emptied of whatever morality and humanity he or she had as wine from a jug, and the patron imbues the empty vessel with its corruption and unearthly will. Whatever life the fext led before is completely gone. They exist only to serve. Outdoing Rivals. Scholars have debated about how many fext a patron can command. The more powerful and well-established have at least 100, while others have only a handful. Where there is more than one fext, however, they maneuverings amongst themselves to curry favor with their powerful lord. Each fext is bound to obey commands, but they attempt to carry them out to the detriment of their competitors. Scheming is common and rampant among them and they try to work without the aid of other fext as much as possible. Undead Nature. A fext doesn’t require air, food, drink, or sleep. Traits Innate Spellcasting: The fext’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: hex 3/day each: counterspell, fear, gaseous form 1/day each: hold monster, true seeing Magic Resistance: The fext has advantage on saving throws against spells and other magical effects. Magic Weapons: The fext’s weapon attacks are magical. Patron Blessing: A fext is infused with a portion of their patron’s power. They have an Armor Class equal to 10 + their Charisma modifier + their Dexterity modifier. Actions Multiattack: The fext makes two melee or ranged attacks. Eldritch Blade: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 9 (2d6 + 2) slashing damage plus 16 (3d10) force damage. Eldritch Fury: Ranged Weapon Attack : +6 to hit, range 60/200 ft., One creature. Hit : 25 (4d10 + 3) force damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Any alignment","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Fext","description":"Strange rituals, curses, or perhaps terrible fate or prophecy doom a child to becoming a fext, ensuring its twisted immortality. Usually male and usually human, the child is destined from birth to die young, but will shine in undeath as a great military leader. Wicked rites corrupt the child while it’s still in its mother’s womb, infusing it with a power that burns brightly during its development, only to dim upon reaching adulthood into a spiral of blackness followed by an immediate descent into undeath. Once risen, a fext’s pallid skin and dead, vacant eyes belie its healthy, powerful physique. It is clad in fearsome armor. Fearsome Renown. Any good general forbids mention of fexts among his ranks, but such strictures do little to prevent soldiers from whispering tales of undying officers leading enemy units. These supernatural officers—often the targets of dozens of strikes and attempted assassinations over the course of their careers—never seem to fall to these attempts, and when they do, they return for the next clash unfazed. Soldiers whisper that these undead officers are only vulnerable to glass arrows, glass bullets, or glass daggers. Tales of fexts, usually dismissed as camp folktales derived from soldiers’ frustration at failed campaigns and lost battles, are most frighteningly true—a truth living officers keep from the normal rank and file, for it takes a truly strong leader to send his soldiers against an unkillable foe. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopy, li.BodyCopy, div.BodyCopy {mso-style-name:\"Body Copy\"; mso-style-priority:99; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyStyle, li.BodyCopyStyle, div.BodyCopyStyle {mso-style-name:\"Body Copy Style\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Style Char\"; margin:0cm; line-height:12.0pt; mso-line-height-rule:exactly; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; mso-bidi-font-size:10.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:X-NONE; mso-fareast-language:X-NONE;}span.BodyCopyStyleChar {mso-style-name:\"Body Copy Style Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Style\"; mso-ansi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:X-NONE; mso-fareast-language:X-NONE;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (shapechanger)","Alignment":"lawful evil","Expansion":32483,"Challenge Rating":10},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Fey Lady, Berchta","description":"The old crone smiles softly, wrinkling a face lined with years of laughter and wisdom. Her dark hair hangs in lank strings against her pristine white, simple robe. Berchta the Guide, Grandmother of the Wood, Bright Swan, and the Endless Spindle, is a fey lady beloved of fate. She walks the world in different guises, sometimes a maiden, others a beautiful swan, but her true form is that of the splayed-footed crone. In either of her humanoid forms, she dresses in a simple, pure white dress or robe. Mothers and children in need welcome the sight of her, and any who do those innocents harm look on Berchta with well-earned dread. Spinner of Fate. Berchta oversees the practice of spinning, seeing in it the warp and weft of fate. Long ago, she entered into a pact with the god of fate, gaining some knowledge of the future. In exchange, she watches the strands of fate that spin from her wheel, ensuring their proper length and twist. Protector of Women and Children. Berchta has a great love of children and mothers, and she goes out of her way to offer them shelter and aid whenever she spies one in need. Her aid could be as simple as arranging for a hungry child to find bread or as direct and bloody as slaying a ruffian who would do a desperate mother harm. Nothing rouses Berchta's anger more swiftly or hotter than threatening a child. Soul Guide. As part of her oath to uphold the proper span of fate, Berchta oversees the path of any soul in her vicinity to its proper rest. She loathes the undead, viewing them as abominations who pervert the natural course of fate. Even those who would use divine magic to restore the dead to true life might find themselves called to task by an ancient crone with a keen silver blade, demanding to know why they would risk upsetting the balance of life and death. Touch of Iron Lords and ladies of the fey courts are timeless creatures, inured to many of the world's threats. A universal exception to this is weapons of cold-wrought iron. This metal undoes the very fabric of a fey creature's life as it blights their ageless flesh. A cold iron weapon is treated as magical when used against any fey creature, and is the only weapon with any hope of harming the most powerful fey lords and ladies. Cold iron weapons, however, are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult--and finding one with the courage to anger the fey courts may be even harder. Berchta's Lair Berchta's home is a remote valley nestled high in a mountain range. The valley is full of lush plants and trees, particularly birch. A clearing in the largest birch grove holds a small cabin where she dwells. Lair Actions On initiative count 20 (losing initiative ties), Berchta takes a lair action to cause one of the following effects; she can't use the same effect two rounds in a row: Berchta slices a thread of fate, cursing a creature she can see within 60 feet. Choose one ability score. The cursed creature has disadvantage on attack rolls and ability checks based on that ability. The curse lasts until removed or until Berchta uses this lair action again. Berchta lets out a call that can be heard by all within 1 mile. She summons 4 dire wolves, 8 wolves, or 8 giant owls that act immediately and on initiative count 20 on subsequent rounds. The beasts obey her commands and remain for 1 hour or until she uses this lair action again. Berchta causes trees, bushes, and other vegetation to animate in a 20-foot-radius centered on a point she can see within 100 feet. The area becomes difficult terrain for all creatures other than Berchta and her allies, and each creature in the area must succeed on a DC 15 Strength saving throw or be restrained by the plants. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The plants remain for 1 minute or until Berchta uses this lair action again. Regional Effects The region containing Berchta's lair is warped by her magic, which creates one or more of the following effects: Mothers and children within 5 miles of Berchta's valley find nature itself assisting them. Beasts won't attack them and circumstances guide them toward the valley. Game animals and edible plants are plentiful in the area within 5 miles of Berchta's valley. Any checks necessary to forage or hunt for food are made with advantage. Creatures who die within 5 miles of the lair can't become undead. If Berchta dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (shapechanger)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":16},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Fey Lady, Coral Queen","description":"This regal, blue-skinned fey wears an ornate crown, fashioned from coral, on her head and a curious smile on her face. She is dressed in light, silvery scale mail and holds a gleaming trident. Her Glittering Majesty Kirana, Coral Queen of the Seven Seas, Empress of the Undines, First Among Sea Elves, and Defender of the Dolphin Realms is the fey lady who rules over the warm seas of the fey lands. From her coral castle, the Anemone Palace, she presides over a domain of reefs and atolls inhabited by aquatic elves, merfolk, undines (see Creature Codex ), and awakened sea creatures. Avid Collector. Queen Kirana is a collector of interesting objects and has filled several caverns beneath the Anemone Palace with treasures and bizarre trinkets taken from shipwrecked vessels. The Coral Queen spends hours enjoying her vast collection and regularly sends her agents abroad in search of new items. Ships sailing the warm seas of the Material Plane sometimes inadvertently cross over to her realm at places where the border between worlds is thin. Often these ships run into the treacherous reefs surrounding the Anemone Palace and sink beneath the waves, never to be seen again. Their crews are rescued by the queen's undines, who curse the sailors with enchanted kisses and bring them before the Coral Queen. Captured sailors and other visitors who offer the queen something she has never seen before as a gift are allowed to leave her realm and return to the Material Plane. Those without gifts or who offer her something she already has in her collection become trapped in her realm, unless they are prepared to enter into a fey bargain. Isolated Fey. The Coral Queen was once romantically involved with the River King (see Tome of Beasts ) but became irked by his frequent dalliances with other fey. The two fey leaders are no longer on speaking terms, and the Coral Queen has since kept a cool distance physically and politically from most of the fey courts. Warrior Queen. Queen Kirana is a graceful and accomplished fighter and spellcaster. She enjoys riding her seahorses into battle against the sahuagin warbands that sometimes plague her domain. Coral Queen's Lair The Coral Queen rules from the Anemone Palace, a coral castle and underwater cavern complex filled with brightly colored coral formations carved into the side of a barrier reef. It is home to her court of aquatic elves, undines, and awakened sea creatures. When encountered in her lair, the Coral Queen has a challenge rating of 22 (41,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the Coral Queen takes a lair action to cause one of the following effects; the Coral Queen can't use the same effect two rounds in a row: Churning Water. A cloud of sand swirls in a 30-foot radius sphere centered on a point in the water the Coral Queen can see within 120 feet of her. The cloud spreads around corners, and its area is heavily obscured. The cloud lasts until initiative count 20 on the next round. Conjured Coral. A wall of razor-sharp coral springs into existence on a solid surface the Coral Queen can see within 120 feet of her. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot sections. Each section must be contiguous with at least one other section. When the wall appears, each creature in its area must make a DC 20 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. Furthermore, a creature in the wall's space must make a DC 20 Dexterity saving throw once each round it's in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 10, 30 hit points, vulnerability to bludgeoning damage, resistance to piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the Coral Queen uses this lair action again or when the Coral Queen dies. Summon Aid. The Coral Queen summons 2d4 giant octopuses, two killer whales, or one dire lionfish (see) to defend her lair. The Beasts appear in unoccupied spaces the Coral Queen can see within 60 feet of her. The Beasts act immediately and on initiative count 20 on subsequent rounds. They remain for 1 minute, until the Coral Queen dies, or until the Coral Queen dismisses them as a bonus action. The Coral Queen can have any number of such Beasts under her control, provided the combined total CR of the Beasts is no higher than 6. Regional Effects The region surrounding the Coral Queen's court is warped by her magic, which creates one or more of the following effects: Extended Stay. Creatures who willingly enter the Coral Queen's Anemone Palace cannot leave her domain without her permission. Rough Waters. The sea within 10 miles of her lair is subject to treacherous currents. Ability checks to safely navigate or control a vessel moving through these waters are made with disadvantage. Sea Friend. The Coral Queen can communicate telepathically with and share the senses of any dolphins or sea turtles within 10 miles of her lair. If the Coral Queen dies, these effects fade in 1d10 days. Amphibious. The Coral Queen can breathe air and water. Envenomed Weapons. The Coral Queen's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 4d8 poison damage (included in the attack). Legendary Resistance (3/Day). If the Coral Queen fails a saving throw, she can choose to succeed instead. Magic Resistance. The Coral Queen has advantage on saving throws against spells and other magical effects. Actions Multiattack. The Coral Queen makes three Trident or Water Blast attacks. She can replace one attack with a use of Spellcasting. If the Coral Queen hits one creature with two Queen's Trident attacks, the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Queen's Trident. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 9 (1d8 + 5) piercing damage when used with two hands to make a melee attack, plus 18 (4d8) poison damage. Water Blast. Melee or Ranged Spell Attack: +14 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, and the target must succeed on a DC 20 Strength saving throw or be pushed up to 30 feet away from the Coral Queen and knocked prone. Scalding Burst (Recharge 5-6). The Coral Queen superheats the water or air centered on a point she can see within 120 feet of her. Each creature within 20 feet of that point must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant creatures resistance to this damage. Spellcasting. The Coral Queen casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22): At will: freedom of movement , water breathing , water walk 3/day each: control water, dispel magic 1/day each: awaken, storm of vengeance Bonus Actions Watery Step. The Coral Queen disappears in a burst of bubbles and reappears in an unoccupied space she can see within 30 feet. A splash of bubbles and water appears at the origin and destination when she uses this bonus action. Legendary Actions The Coral Queen can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Coral Queen regains spent legendary actions at the start of her turn. Water Blast. The Coral Queen makes one Water Blast attack. Cast a Spell (Costs 2 Actions). The Coral Queen uses Spellcasting. Seal the Gills (Costs 2 Actions). The Coral Queen steals the breath from a water breathing creature she can see within 60 feet of her. The creature must make a DC 20 Constitution saving throw. On a failure, the creature begins to suffocate. A suffocating but conscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, the creature holds its breath but can't speak until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":21},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Fey Lady, Countess of Garlands","description":"A woman with regal bearing glides through the ballroom in a sublime evening gown, a living garland wrapped around her shoulders like a stole. Lizbet Anthur, the Countess of Garlands, is a woman of piercing insight, extravagant taste, and noble authority. She is the Summer Lily, Madame d'Oléandre, and Lady Thornhand, and she holds dominion over gardens, holiday celebrations, and formal gatherings. Her courtly peers rely upon her to organize and outfit gatherings with her unique style and clever use of flower symbolism. Her adversaries know her for her mercurial temper, unforgiving sense of etiquette, and command of plant life. Socialite and Courtier. The Countess of Garlands is well respected among the fey for her skills in courtly intrigue. Her signature invitation, a bouquet that conveys all it needs with arranged symbolism, delights most who receive one. Most fey nobles appreciate her tact in navigating the court's myriad complexities, though not all regard her so well. The countess and Mother Moth (see) have no love for each other as Mother Moth considers the countess chiefly responsible for her ousting. The Rainforest King (see) is another who vexes the countess. She dutifully invites the King to court events, as per custom, but he has yet to respond to an invitation. The Countess of Garlands's Lair The Countess of Garlands's lair is the Hollyhock Château, a masterfully decorated mansion of open-air rooms, sprawling ivy trellises, and hedge maze gardens. When encountered in her lair, the Countess of Garlands has a challenge rating of 15 (13,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the Countess of Garlands takes a lair action to cause one of the following effects; the countess can't use the same effect two rounds in a row. Grasping Garlands. The Countess of Garlands chooses up to two creatures she can see that are within 15 feet of a wall of her lair. Each target must succeed on a DC 18 Strength saving throw or be grappled (escape DC 18) by the vines and garlands that adorn the walls. Summon Plants. The Countess of Garlands magically calls 12 awakened shrubs or a Plant with a challenge rating 5 or lower to aid her. A called creature acts as an ally of the countess and obeys her mental commands. The creatures remain for 1 hour or until the countess uses this lair action again. Thorn Burst. A rosebush grows from a point on the ground the Countess of Garlands can see within 120 feet of her and explodes in a flurry of thorns. Each creature within 10 feet of that point must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) piercing damage. Regional Effects The region containing the Countess of Garlands's lair is warped by her magic, which creates one or more of the following effects: Dreams of Revelry. Humanoids and Fey who finish a long rest within 5 miles of the lair wake up to find themselves eager to celebrate anything and everything, no matter how small and insignificant. The revelry persists as long as an affected creature remains in the area or until it attends one of the Countess of Garlands's famous parties. Emotional Blooms. Within 1 mile of the Countess of Garlands's lair, flowers grow with supernatural speed in places where Humanoids or Fey have felt strong feelings or have had meaningful encounters. The symbolism of these flowers always corresponds to the emotion or situation that caused the flowers to grow. Hardy Plants. All plants grow especially lush and resilient within 10 miles of the lair. Plant creatures have resistance to poison damage and advantage on saving throws against poison and disease. If the Countess of Garlands dies, these effects fade in 1d10 days. Legendary Resistance (3/Day). If the Countess of Garlands fails a saving throw, she can choose to succeed instead. Magic Resistance. The Countess of Garlands has advantage on saving throws against spells and other magical effects. Speak with Plants. The Countess of Garlands can communicate with plants as if they shared a language. Thorn-Wrapped Weapons. The Countess of Garlands's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 2d6 piercing damage (included in the attack). Woodland Stride. Difficult terrain composed of magical or nonmagical plants doesn't cost the Countess of Garlands extra movement. In addition, she can pass through magical or nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Actions Multiattack. The Countess of Garlands uses Blooms of Doom. She then makes two Pruning Blade or Bursting Bouquet attacks. She can replace one attack with a use of Spellcasting. Pruning Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) piercing damage. Bursting Bouquet. Ranged Spell Attack: +10 to hit, reach 120 ft., one target. Hit: 12 (2d6 + 5) force damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone. Blooms of Doom. The Countess of Garlands causes poisonous flowering vines to sprout in the space of a creature she can see within 30 feet of her. The creature must succeed on a DC 20 Dexterity saving throw or take 14 (4d6) piercing damage and become restrained by the vines for 1 minute. While restrained, a creature takes 14 (4d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the restrained condition on itself on a success. Petty Petals (Recharge 5-6). The Countess of Garlands releases a shower of perfumed petals with an intoxicating scent. Each creature within 60 feet of the Countess of Garlands and that can smell the scent must succeed on a DC 18 Wisdom saving throw or become charmed until the end of its next turn. On its turn, a charmed target must move to within 5 feet of the nearest creature that isn't the countess and make one melee attack against that creature if the target ends its movement within reach of the creature. If no other creature is near enough to move to and attack, the target moves as close as it can then screams invectives at the nearest creature that isn't the countess until the end of its turn. Creatures immune to the poisoned condition are immune to this charm. Spellcasting . The Countess of Garlands casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: entangle, prestidigitation 3/day each: enthrall, plant growth, spike growth 1/day each: regenerate, mass suggestion, wall of thorns Reactions Garland Parry. The Countess of Garlands adds 4 to her AC against one ranged attack that would hit her as her garland coils protectively around her. To do so, she must see the attacker and not be incapacitated. Legendary Actions The Countess of Garlands can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The countess regains spent legendary actions at the start of her turn. Into the Thicket. The countess magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to any unoccupied space she can see within an area of difficult terrain. Life of the Party. The countess makes one Bursting Bouquet attack. Being within 5 feet of a hostile creature doesn't cause this attack to be made with disadvantage. Cast a Spell (Costs 2 Actions). The countess uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Fey Lady, Mother Moth","description":"The matriarch's gossamer gown and shawl of shimmery wings float as she strides through the moonlit garden. Wherever the sparkling dust from her wings fell, moths gathered. Duchess Calpe Belinapter, known by most as Mother Moth, is a regent with subjects but no kingdom. Ousted by the devious political machinations that are commonplace in the courts of the fey, she is bereft of all but her natural holdings. Though her status is in decline, Mother Moth still contends with her fey brethren with clever application of nature magic, an unassuming spy network of beasts and fey, and an abundance of patience. Partisan Without a Parlor. Mother Moth, despite having lost many of her noble virtues, still retains several of her titles. Her subjects know her as Queen-Mother of Moondust and Starlight, Lady Lacewing, and Her Mottled Majesty, and deferring to her in this way is sure to earn her favor most of the time. She communicates to her followers and rivals via delivered letter and is well known for her mercurial and varied tones of address. Monarch of Metamorphosis and Silk. Those who suffer lycanthropy in its many forms often seek out Mother Moth for her wisdom, compassion, and, sometimes, cure. Mother Moth's command and regal presence over moths, spiders, and other silk-producing creatures is so absolute that many often wonder if she is in fact an animal lord and not a fey lady. Any who present such questions before her or even within her realm provoke a swift and decisive rebuke. The Mother's Lair Mother Moth resides within the Silken Sanctuary, a mixed grove of young and elder trees cocooned in thick silk in the Plane of Shadow. The sanctuary is a small and modestly furnished place that travels as the Mother Moth sees fit, never venturing beyond the forest borders in which she currently resides. Beasts and fey with more neutral alignments are drawn to the lair, feeling a compulsion to protect it. When encountered in her lair, Mother Moth has a challenge rating of 12 (8,400 XP) Lair Actions On initiative count 20 (losing initiative ties), Mother Moth takes a lair action to cause one of the following effects; Mother Moth can't use the same effect two rounds in a row: Censuring Letter. Mother Moth drafts a letter of condemnation, cursing a creature she can see within 60 feet of her. Choose one ability score. The cursed creature takes 7 (2d6) psychic damage each time it makes an attack roll, ability check, or saving throw using that ability until initiative count 20 on the next round. Moonlit Pools. Mother Moth creates up to three 10-foot radius pools of moonlight centered on any three points she can see within 120 feet of her. The light inside each pool is dim, while the light within 30 feet of each pool is reduced: bright light becomes dim light, and dim light becomes darkness. These pools last until Mother Moth uses this lair action again or until she dies. Webbed Ground. The ground within 60 feet of Mother Moth becomes sticky with webbing. Each creature that starts its turn in the webs or that enters them during its turn must succeed on a DC 17 Strength saving throw or be restrained by webbing. The webbing can be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The webs remain until she uses this lair action again or until she dies. Regional Effects The region containing the Mother Moth' lair is influenced by her nurturing presence, which creates one or more of the following effects: Dream Letters. Neutral humanoids and fey that finish a long rest within 5 miles of the lair wake up with a letter addressed to them, detailing their dreams and an according interpretation. Moth Senses. While in her lair, Mother Moth can magically connect with any moth anywhere, including across planes, sensing through its senses and speaking telepathically with and through it. Verdant Flora. Foliage is healthier, growing dense enough that it becomes difficult terrain within 1 mile of Mother Moth's lair. If Mother Moth dies, these effects fade in 1d10 days. Cedar Weapons. Mother Moth is vulnerable to weapons made from the wood of the cedar tree. When she is hit by a weapon made of cedarwood, Mother Moth takes damage as if the weapon was magical. Legendary Resistance (3/Day). If Mother Moth fails a saving throw, she can choose to succeed instead. Magic Resistance. Mother Moth has advantage on saving throws against spells and other magical effects. Rejuvenating Chrysalis. If killed while within a forest on the Plane of Shadow, a chrysalis appears within the confines of the forest, and Mother Moth emerges from it after 48 hours, regaining all her hp and becoming active again. Only the complete destruction of her chrysalis (AC 10, hp 30) prevents this trait from functioning. Shimmering Defense. Mother Moth's wings emit a sparkling dust, giving her a slightly blurred appearance. Her AC includes her Wisdom modifier. Silk Sovereignty. Mother Moth can communicate with all silk-producing beasts as if they shared a language. Silk-producing beasts cannot willingly attack Mother Moth, though they can be forced to do so through magical means. In addition, Mother Moth ignores movement restrictions caused by webbing and can't be restrained by webs or other silk-based material, such as a silk net. Actions Multiattack. Mother Moth makes three Hornworm Scepter attacks or two Moon Bolt attacks. If she hits one creature with two Hornworm Scepter attacks, the target must succeed on a DC 17 Wisdom saving throw or lose its lowest-level available spell slot. Mother Moth then regains hp equal to four times the level of the lost spell slot. Hornworm Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) radiant damage. Moon Bolt. Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 16 (3d10) radiant damage. If the target is a creature in a form other than its natural form, it takes an additional 5 (1d10) radiant damage and must succeed on a DC 17 Charisma saving throw or revert to its natural form. When the moon bolt hits a target, moonlight glows in that space, shedding dim light until the start of Mother Moth's next turn. Hundreds Dusting (Recharge 5-6). Mother Moth flaps her wings, creating a cloud of blinding powder around her. Each creature within 20 feet of her must make a DC 17 Constitution saving throw. On a failure, a creature takes 35 (10d6) poison damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. Mother Moth casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17): At will: animal messenger (moth only), detect magic , druidcraft , faerie fire , mending 3/day each: cure wounds (as a 5th-level spell), dispel magic , lesser restoration , insect plague 1/day each: hallucinatory terrain (as an action), wall of thorns Legendary Actions Mother Moth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mother Moth regains spent legendary actions at the start of her turn. Cantrip. Mother Moth casts a cantrip. Moonlit Walk. While in dim light, Mother Moth teleports to an unoccupied space she can see within 100 feet of her. The space she chooses must be in dim light. Cast a Spell (Costs 2 Actions). Mother Moth uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Neutral","Expansion":19901,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Fey Lady, Queen of the Night and Magic","description":"Fey are capricious, mischievous, and often dangerous beings, but despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts. Heads of State. The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble’s rule, in his or eyes, a fey ruler’s word is law, and so shall the rest of the world see it! Outsiders may not understand the edicts and interdicts of a fey noble, but that’s no protection against the harsh penalties that await any who break them, knowingly or otherwise. Circles of Power. Each fey noble is supreme in his or her own bailiwick, and the rulers maintain a rigid hierarchy among themselves. The Queen of Night and Magic is undeniably the most powerful of all fey nobles, and she rules cyclically with her embittered husband, the Moonlit King. Together, the Summer and Winter monarchs rule over the entire shadow fey race. The River King is next in power, and he rules over the river elves of the Arbonesse forest. The Snow Queen rules among the ice, snow, and plundering reavers of the far north, as wells as commanding the obedience of the fraughashar and ice maidens. The Bear King, the weakest politically, rules a northerly city-state where werebears are common and mead flows like water. The odd man out is the Lord of the Hunt. Though he is associated with both the shadow fey and the light elves, no one is certain of his true identity or how he fits into the political structure of fey nobility. Because he seldom concerns himself with politics, few have felt any need to press the question. Other fey courts and rulers certainly exist, though their rulers are more esoteric than those described here. Vacant Thrones. When a lord or lady dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the station of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court’s vacant throne. Queen of Night and Magic A fey lady of stunning beauty with hair the color of midnight stands before a shining field of stars. A gown seemingly woven from the night sky drapes her flawless ivory skin. Bright lights glitter like diamonds in her crown and raiment, and some drift about her body and dance near her hand. Her Celestial and Royal Majesty, Sarastra Aestruum, Queen of Night and Magic, is also Duchess of the Heavens, Countess of Thorn, Mistress of Air and Darkness, Lady of the Summer Palace, and Bride of Shadows. The Queen rules the Court of the shadow fey with grace and majesty—most of the time. Queen Sarastra is the head of the Summer court, which rules the shadow fey in its season. On the rare occasion when the courtly season turns, Sarastra steps aside in favor of her husband and rival, the Moonlit King. Shadow Sorceress. The Queen of Night and Magic does not bear her moniker lightly. She is a devastatingly potent sorceress, augmented with command over the stuff of shadows. Though her nature is undeniably dark, Queen Sarastra is hardly unreasonable. She is quick to recognize the value in any supplicant, mortal or fey, who manages to catch her royal eye. She is never one to ignore an opportunity to further her agenda or to gain further power over the Moonlit King. Queen of Night and Magic's Lair Queen Sarastra makes her home in the Shadow Realm (plane of shadows), in the ancient halls of the Courts of the Shadow Fey. A great castle of delicate spires and graceful bridges, the Courts of the Shadow Fey contain the Royal Halls, the Queen’s abode proper, and the Winter Palace, the home of her husband (when he’s present). When the Summer Court holds sway and the Queen of Night and Magic rules, her lair is all of the Courts of the Shadow Fey, with the exception of the Winter Palace. When the Winter Court rules, the Queen’s lair is confined to the Royal Halls. Regional Effects The region containing the Queen of Night and Magic’s lair is warped by her magic, which creates one or more of the following effects: Shadows come to life within 6 miles of the Queen’s lair. Most of the time these living shadows are unnerving and nothing more, but when a creature acts against the interests of the Queen, the shadows can interfere and cause any relevant die roll to be made with disadvantage. Magic saturates the area within 6 miles of the lair, causing minor random effects similar to a prestidigitation cantrip. The Queen of Night and Magic can cast her senses to any area containing darkness, dim light, or shadows within 6 miles of her lair, similar to a clairvoyance spell. While the Summer Court rules, the regional effects of the Queen’s lair extend into the Winter Palace, but they are diminished and weaker than normal. During the Winter Court’s reign, the Winter Palace is not subject to the regional effects. If the Queen of Night and Magic dies, conditions in the area surrounding the lair gradually return to normal over the course of 2d10 days. Touch of Iron Lords and ladies of the fey courts are timeless creatures, inured to many of the world’s threats. A universal exception to this is weapons of cold-wrought iron. This metal undoes the very fabric of a fey creature’s life as it blights their ageless flesh. A cold iron weapon is treated as magical when used against any fey creature, and is the only weapon with any hope of harming the most powerful fey lords and ladies. Cold iron weapons, however, are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult—and finding one with the courage to anger the fey courts may be even harder. Traits Legendary Resistance (3/day): If the Queen of Night and Magic fails a saving throw, she can choose to succeed instead. Magic Resistance: The Queen of Night and Magic has advantage on saving throws against spells and other magical effects. Shadowborn: When in lighting other than bright light, the Queen of Night and Magic has advantage on Dexterity (Stealth) checks made to hide, and she can hide even while being observed. Spellcasting: The Queen of Night and Magic is an 18th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). The Queen knows the following sorcerer spells: Cantrips (at will): blade ward, chill touch, dancing lights, mage hand, prestidigitation, ray of frost 1st level (4 slots): mage armor, magic missile, shield 2nd level (3 slots): darkness, mirror image 3rd level (3 slots): blink, fear 4th level (3 slots): confusion, greater invisibility 5th level (3 slots): cone of cold, teleportation circle 6th level (1 slot): circle of death 7th level (1 slot): plane shift, prismatic spray 8th level (1 slot): dominate monster 9th level (1 slot): meteor swarm Actions Multiattack: The Queen of Night and Magic makes three attacks with her rapier or with star strike. Rapier: Melee Weapon Attack : +12 to hit, reach 5 ft., One target. Hit : 9 (1d8 + 5) piercing damage plus 10 (3d6) cold damage. Shadow Rift (Recharge 5-6): The Queen of Night and Magic creates a shadowy rift in a 20-foot sphere centered on a point she can see within 150 feet. Any creature within the rift takes 72 (16d8) cold damage, or half damage with a successful DC 23 Constitution saving throw. Creatures that fail the saving throw are also restrained by icy wisps of shadow. A restrained creature repeats the saving throw at the end of its turn, ending the restrained condition on a success. Star Strike: Ranged Spell Attack : +15 to hit, range 120 ft., One target. Hit : 9 (2d8) fire damage plus 9 (2d8) radiant damage. Teleport: The Queen of Night and Magic teleports to an unoccupied space up to 60 feet away. Unravel: The Queen of Night and Magic targets a creature, object, or magical effect that she can see. For every spell affecting the target, the Queen makes a Charisma check; the DC equals 10 + the spell’s level. On a success, the spell is dispelled. Reactions Sudden Fraying: When the Queen of Night and Magic is targeted by a spell or included in a spell’s area, she can use her Unravel ability on it. The Queen does not need to see a spell to target it with this reaction, but she must be able to see at least some portion of an area or object affected by the spell. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Cantrip: The Queen of Night and Magic casts a cantrip. Swirling Stars: The Queen of Night and Magic makes one star strike attack. Having a foe within 5 feet of the Queen doesn’t cause this attack to be made with disadvantage. Teleport: The Queen of Night and Magic uses her Teleport ability. Spell (2 actions): The Queen of Night and Magic casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":21},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Fey Lady, Queen of Witches","description":"Fey are capricious, mischievous, and often dangerous beings, but despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts. Heads of State. The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble’s rule, in his or eyes, a fey ruler’s word is law, and so shall the rest of the world see it! Outsiders may not understand the edicts and interdicts of a fey noble, but that’s no protection against the harsh penalties that await any who break them, knowingly or otherwise. Circles of Power. Each fey noble is supreme in his or her own bailiwick, and the rulers maintain a rigid hierarchy among themselves. The Queen of Night and Magic is undeniably the most powerful of all fey nobles, and she rules cyclically with her embittered husband, the Moonlit King. Together, the Summer and Winter monarchs rule over the entire shadow fey race. The River King is next in power, and he rules over the river elves of the Arbonesse forest. The Snow Queen rules among the ice, snow, and plundering reavers of the far north, as wells as commanding the obedience of the fraughashar and ice maidens. The Bear King, the weakest politically, rules a northerly city-state where werebears are common and mead flows like water. The odd man out is the Lord of the Hunt. Though he is associated with both the shadow fey and the light elves, no one is certain of his true identity or how he fits into the political structure of fey nobility. Because he seldom concerns himself with politics, few have felt any need to press the question. Other fey courts and rulers certainly exist, though their rulers are more esoteric than those described here. Vacant Thrones. When a lord or lady dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the station of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court’s vacant throne. Touch of Iron Lords and ladies of the fey courts are timeless creatures, inured to many of the world’s threats. A universal exception to this is weapons of cold-wrought iron. This metal undoes the very fabric of a fey creature’s life as it blights their ageless flesh. A cold iron weapon is treated as magical when used against any fey creature, and is the only weapon with any hope of harming the most powerful fey lords and ladies. Cold iron weapons, however, are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult—and finding one with the courage to anger the fey courts may be even harder. Queen of Witches This statuesque woman towers over any tall man, and most ogres. Her hair falls in a cascade of curls and looks as if it is spun from copper. Her eyes are the color of moss beds, with no iris or pupil. A billowy robe of forest green enshrouds her body, and she grasps a great ring of etched silver in one massive fist. Nicnevin the Moon Weaver is the Mountain Ogress, Lady of Copper and Crystal, the Queen of Witches. Nicnevin is not what one usually imagines in a fey lady, but she has an imposing figure of mass and power. Her stature speaks to great physical strength and the stalwart defiance of the mountain itself, but her true power is in her command of magic. Pact Patron. The Queen of Witches is one of the foremost patrons of those who seek power through a pact. Many hag covens offer her loyalty and tribute. She rules from beneath her mountain, attended by a court of fey witches, hags, and mortal supplicants. Her favor is highly sought after, and it is said that a single hair from her coppery head contains all the power a mortal might ever desire. Nicnevin’s Lair The Queen of Witches makes her lair in a cavern deep beneath a windswept, rocky mountain. Near the mountain's peak is an enormous quartz crystal that grows down to the lair. This crystal channels the light of the moon into Nicnevin’s home on nights when she doesn’t emerge into the night sky. Her hags and attendant witches perform powerful rites in this magic-saturated sanctum. Lair Actions On initiative count 20 (losing initiative ties), Nicnevin takes a lair action to cause one of the following effects; Nicnevin can’t use the same effect two rounds in a row: Nicnevin causes a searing flare of moonlight to burst from a point she can see within 100 feet. All creatures Nicnevin chooses within 30 feet of that point take 13 (3d8) radiant damage, or half damage with a successful DC 15 Wisdom saving throw. Creatures not in their natural form have disadvantage on the saving throw, and if they fail, they revert to their natural form immediately (this does not affect any shape-changing effect created by Nicnevin). A wall of softly glowing crystal springs up from a solid surface in the lair. The wall is 60 feet long, 10 feet high, 5 feet thick, blocks line of sight, and sheds dim light out to 10 feet. Creatures within the wall’s area when it appears must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) radiant damage. The creature is pushed out of the wall’s space to whichever side it chooses. Each 5-foot section of the wall has AC 15, 10 hit points, resistance to fire, slashing, and piercing damage, immunity to poison and psychic damage, and vulnerability to thunder. The wall lasts until Nicnevin uses this action again or dies. Until initiative count 20 on the following round, any creatures other than fey who attempt to cast a spell must succeed on a DC 15 Constitution saving throw or the spell fails and the spell slot is expended. A creature becomes aware of this effect the moment it begins casting a spell, and it can choose to take a different action instead. Regional Effects The region containing Nicnevin’s lair is warped by the queen’s magic, which creates one or more of the following effects: Calling Nicnevin’s name under the light of the moon within 10 miles of her lair draws Nicnevin’s attention (as if she cast a scrying spell). She may visit the supplicant and hear a request, especially if the request is repeated on multiple nights. For 24 hours after the invocation, Nicenvin has a connection to the area that allows her to target it with teleportation circle. Despite the weather, the moon is always visible for most of the night within 10 miles of the lair. Cloud cover has many breaks, or the moon’s light sharply penetrates the clouds. Silvery fog is common within 10 miles of the lair, and strange whispers are heard within the mist. If Nicnevin dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. Traits Absorb the Weave: When Nicnevin counters or dispels a spell, she heals damage equal to twice the spell level. Innate Spellcasting: Nicnevin’s spellcasting attribute is Charisma (save DC 19, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: faerie fire, hex, misty step, silent image, tongues 3/day each: chain lightning, counterspell, dispel magic, hypnotic pattern, teleportation circle 2/day each: bestow curse, feeblemind, mass suggestion, flesh to stone 1/day each: power word kill, sleep (9th level), true polymorph Magic Resistance: Nicnevin has advantage on saving throws against spells and other magical effects. Legendary Resistance (3/day): If Nicnevin fails a saving throw she can choose to succeed instead. Token of Favor: As an action, Nicnevin can cut a lock of her copper hair and twist it into a token for a creature she chooses. As long as that creature carries the token, it gains the magic resistance trait (see above). Nicnevin can revoke her favor at any time as a bonus action. When that happens, the creature loses the benefit of the token and, if Nicnevin wishes, the creature also has disadvantage on saving throws against spells and other magical effects for 24 hours. Actions Multiattack: Nicnevin makes two attacks, or makes one attack and casts a spell. Moonsilver Ring: Melee Weapon Attack : +12 to hit, reach 10 ft., One target. Hit : 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) radiant damage. The moonsilver ring is a magical weapon. Blast: Ranged Spell Attack : +12 to hit, range 120 ft., One target. Hit : 11 (1d10 + 6) force damage. A creature hit by a blast must succeed on a DC 19 Strength saving throw or be pushed 10 feet directly away from Nicnevin. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Attack: Nicnevin makes one attack. Spell (2 actions): Nicnevin casts a spell. Teleport: Nicnevin magically teleports to an unoccupied space she can see within 40 feet.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":17},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Fey Lady, Snow Queen","description":"Fey are capricious, mischievous, and often dangerous beings, but despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts. Heads of State. The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble’s rule, in his or eyes, a fey ruler’s word is law, and so shall the rest of the world see it! Outsiders may not understand the edicts and interdicts of a fey noble, but that’s no protection against the harsh penalties that await any who break them, knowingly or otherwise. Circles of Power. Each fey noble is supreme in his or her own bailiwick, and the rulers maintain a rigid hierarchy among themselves. The Queen of Night and Magic is undeniably the most powerful of all fey nobles, and she rules cyclically with her embittered husband, the Moonlit King. Together, the Summer and Winter monarchs rule over the entire shadow fey race. The River King is next in power, and he rules over the river elves of the Arbonesse forest. The Snow Queen rules among the ice, snow, and plundering reavers of the far north, as wells as commanding the obedience of the fraughashar and ice maidens. The Bear King, the weakest politically, rules a northerly city-state where werebears are common and mead flows like water. The odd man out is the Lord of the Hunt. Though he is associated with both the shadow fey and the light elves, no one is certain of his true identity or how he fits into the political structure of fey nobility. Because he seldom concerns himself with politics, few have felt any need to press the question. Other fey courts and rulers certainly exist, though their rulers are more esoteric than those described here. Vacant Thrones. When a lord or lady dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the station of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court’s vacant throne. Touch of Iron Lords and ladies of the fey courts are timeless creatures, inured to many of the world’s threats. A universal exception to this is weapons of cold-wrought iron. This metal undoes the very fabric of a fey creature’s life as it blights their ageless flesh. A cold iron weapon is treated as magical when used against any fey creature, and is the only weapon with any hope of harming the most powerful fey lords and ladies. Cold iron weapons, however, are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult—and finding one with the courage to anger the fey courts may be even harder. Snow Queen This severe elf has pale, almost white skin and tightly braided blond hair. Her gown is exquisite, fashioned of luminous blue fabric that catches light and shines from within. Lacy ice crystals accent the gown, and a snow-white mantle cascades from her shoulders. Icicles radiate in a crownlike halo behind her head, drifting gracefully through the air. Her Crystalline Majesty, Morrinn of Grokeheim, is the cold-hearted Snow Queen, Daughter of Boreas. The Snow Queen rules a northern kingdom in the Frozen Reach. Perpetually shrouded in snow and ice, her domain is inhospitable to outsiders. She rules from Grokeheim, a castle of delicate spires carved entirely out of ice. The dwelling catches and reflects even the faintest glimmer of light, shining like a beacon and enticing travelers to risk the dangerous winter realm. Queen of Giants. The Snow Queen is proud and cruel to any who cross her. Her daughters, the ice maidens, roam her kingdom with ease. Travelers who can’t give a good reason to be moving through the Queen’s territory meet a quick end in their chilly embrace. Morinn commands the loyalty of winter-born tribes of fraughashar, ogres, frost giants, thursir giants, and trollkin. She is said to have mocked both Thor and Loki, and to often lead their priests astray into winter storms. Snow Queen’s Lair The ice castle of Grokeheim is the Snow Queen’s lair. Sunlight and moonlight flash through the delicate spires and translucent walls, setting the palace agleam even in the deepest night. The castle reflects its mistress: beautiful, cold, and unforgivingly deadly. Lair Actions On initiative count 20 (losing initiative ties), the Snow Queen takes a lair action to cause one of the following effects; the Snow Queen can’t use the same effect two rounds in a row: A wall of dense snow springs into existence within 120 feet of the Snow Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in the wall’s area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 18 (4d8) cold damage and is pushed 5 feet out of the wall’s space, on whichever side of the wall it chooses. A creature that touches the wall at any time takes the samedamage. Each 10-foot section of the wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to cold, poison, and psychic damage. The wall lasts until the Snow Queen uses this action again, or she dies. Icy wind and stinging snow swirls around the Snow Queen. All creatures that aren’t immune to cold damage have disadvantage when making saving throws against cold damage or cold-based effects while within 60 feet of the Snow Queen. This effect lasts until initiative count 20 on the following round. The snow and ice of the lair shimmer and gleam, catching the light and flashing it into the eyes of the Snow Queen’s foes. Attack rolls against the Snow Queen and her allies within the lair have disadvantage until initiative count 20 on the following round. Regional Effects The region containing the Snow Queen’s lair is warped by the fey lady’s magic, which creates one or more of the following effects: Within 10 miles of the lair, snow and ice resist melting. Snow and ice can be melted only with prolonged contact with fire. The sky is overcast most of the time within 10 miles of the lair, and snowfall is common. The area is difficult terrain for Tiny, Small, and Medium creatures because of deep snow. Light snowfall or swirling powder blown by the wind lightly obscures the area within 5 miles of the lair. If the Snow Queen dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. Traits Innate Spellcasting: The Snow Queen’s innate spellcasting ability score is Charisma (save DC 17, +9 to hit with spell attacks). The Snow Queen can innately cast the following spells, requiring no material components. At will: fog cloud, magic missile, ray of frost 3/day each: chill metal (as heat metal, but does cold damage), freezing sphere 1/day: cone of cold Legendary Resistance (3/day): If the Snow Queen fails a saving throw, she can choose to succeed instead. Magic Weapons: The Snow Queen’s weapon attacks are magical and do an extra 7 (2d6) cold damage (included below). Winter Step: The Snow Queen ignores difficult terrain caused by ice and snow. She can walk on vertical and horizontal surfaces that are covered by ice or snow. Actions Multiattack: The Snow Queen makes two attacks in any combination of her claws and her ice crown. Claws: Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage. Ice Crown: Ranged Weapon Attack : +9 to hit, range 80/320 ft., One target. Hit : 13 (2d8 + 4) piercing damage plus 7 (2d6) cold damage. The target’s speed is reduced by 10 feet until the end of its next turn. Cold Snap (Recharge 5-6): The Snow Queen causes the temperature around her to drop dramatically. Every creature within 30 feet of the Snow Queen must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion. Immunity to cold grants immunity to Cold Snap. Reactions Frozen Shards: When the Snow Queen is hit by a melee attack, she can strike her attacker with shards from her icy crown. The attacker takes 11 (2d10) piercing damage and 11 (2d10) cold damage, or no damage with a successful DC 17 Dexterity saving throw. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Ice Crown: The Snow Queen makes an ice crown attack. Snowblind: One target that the Snow Queen can see within 100 feet must succeed on a DC 17 Constitution saving throw or be blinded by swirling snow until the end of its next turn. Snowfall Mantle (2 Actions): The Snow Queen throws her mantle of snow at a point she can see within 60 feet. An area within 30 feet of that point instantly becomes covered in deep snow. Creatures in the area must succeed on a DC 17 Strength saving throw or be restrained. The area becomes difficult terrain, costing 2 feet of movement for every 1 foot moved. The difficult terrain lasts until the end of the Snow Queen’s next turn, at which time her mantle returns to her shoulders.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":16},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Fey Lord, Bear King","description":"Fey are capricious, mischievous, and often dangerous beings, but despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts. Heads of State. The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble’s rule, in his or eyes, a fey ruler’s word is law, and so shall the rest of the world see it! Outsiders may not understand the edicts and interdicts of a fey noble, but that’s no protection against the harsh penalties that await any who break them, knowingly or otherwise. Circles of Power. Each fey noble is supreme in his or her own bailiwick, and the rulers maintain a rigid hierarchy among themselves. The Queen of Night and Magic is undeniably the most powerful of all fey nobles, and she rules cyclically with her embittered husband, the Moonlit King. Together, the Summer and Winter monarchs rule over the entire shadow fey race. The River King is next in power, and he rules over the river elves of the Arbonesse forest. The Snow Queen rules among the ice, snow, and plundering reavers of the far north, as wells as commanding the obedience of the fraughashar and ice maidens. The Bear King, the weakest politically, rules a northerly city-state where werebears are common and mead flows like water. The odd man out is the Lord of the Hunt. Though he is associated with both the shadow fey and the light elves, no one is certain of his true identity or how he fits into the political structure of fey nobility. Because he seldom concerns himself with politics, few have felt any need to press the question. Other fey courts and rulers certainly exist, though their rulers are more esoteric than those described here. Vacant Thrones. When a lord or lady dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the station of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court’s vacant throne. Touch of Iron Lords and ladies of the fey courts are timeless creatures, inured to many of the world’s threats. A universal exception to this is weapons of cold-wrought iron. This metal undoes the very fabric of a fey creature’s life as it blights their ageless flesh. A cold iron weapon is treated as magical when used against any fey creature, and is the only weapon with any hope of harming the most powerful fey lords and ladies. Cold iron weapons, however, are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult—and finding one with the courage to anger the fey courts may be even harder. Bear King Dressed in hunting leathers with a thick bearskin cloak around his shoulders, the bearded king sits upon a throne carved from a whole tree trunk. A crown of holly leaves wreathes his head, and a blackened maul rests near his hand. An ornate clay pot filled with honey hangs at his hip at all times. Mesikammen the Bear King, called “Old Honey Paws,” rules the northern kingdom of Bjeornheim. The Kingdom of the Bear is home to a great population of its namesake. The forests are thick with bears, and werebears are common among its people. Abuzz with Bees. The country’s chief product and export, thanks to the Bear King’s insatiable appetite for sweets, is honey. The Bear King’s hive-keepers harvest rich, blossom-sweet honey from the hives of giant bees they tend. The land’s brewers use the honey to create the finest mead, and the most potent brews are infused with fey glamour. The Bear King and his court of bear jarls, witches, and oracles spend most of their time hunting in the hills, feasting, brawling, and drinking mead. Old Honey Paws maintains his rulership over this court by besting all rivals in a yearly series of challenges. The challenges are open to anyone, but the Bear King has defeated all comers since he rose to the throne. Bear King’s Lair The Bear King lairs in the capital of Bjeornheim, the Gloaming Crag. This fortress thrusts up from the foothills of a mountain range like a petrified wave. The Crag is riddled with caves and tunnels, and there dwells the court of the Bear King. Lair Actions On initiative count 20 (losing initiative ties), the Bear King takes a lair action to cause one of the following effects; the Bear King can’t use the same effect two rounds in a row: The Bear King magically conjures up a swarm of eight giant bees (use giant wasp statistics) to defend his lair. The bees act immediately, and on initiative count 20 in subsequent rounds. The bees remain until they’re killed or until the Bear King dismisses them as an action. The Bear King can use this action again, but no more than eight giant bees can be present at a time. The Bear King targets a creature within the lair that he can see. The creature must succeed on a DC 15 Constitution saving throw or be magically transformed into a brown bear as if by a polymorphspell. At the beginning of its turn, a transformed creature repeats the saving throw. If it fails, the creature must use its action to attack one of the Bear King’s foes. If it succeeds, the effect ends and the creature returns to its normal form. The effect lasts until the creature succeeds on the saving throw or until the Bear King uses this lair action again. The Bear King causes the ground in a 20-foot radius to tremble and shake. Any creatures in the affected area must succeed on a DC 15 Strength saving throw or suffer 7 (2d6) bludgeoning damage and fall prone. The ground continues to tremble until initiative count 20 on the following round, during which time the area is difficult terrain. Regional Effects The region surrounding Gloaming Crag is warped by the Bear King’s magic, which creates one or more of the following effects: Within 10 miles of the Bear King’s lair, creatures have disadvantage on saving throws made to avoid contracting lycanthropy from a werebear. Bees within 10 miles of the Bear King’s lair are easily agitated and quick to attack. Insect swarms (bees or hornets) are common in the area, but they tend to ignore locals. Emotions within 5 miles of the Bear King’s lair run high. Arguments quickly descend into physical scuffles and enjoyable get-togethers are likely to become raucous carousing or even brawls. Traits Alternate form: As a bonus action, the Bear King can assume the form of a shaggy grizzly bear, or a hybrid of his humanoid and bear forms. In alternate form the Bear King’s size increases to Large, and he can make bite and claw attacks. He remains in this form until he returns to human form as a bonus action or he falls unconscious or dies. Keen Smell: The Bear King has advantage on Perception (Wisdom) checks that rely on smell. Legendary Resistance (3/day): If the Bear King fails a saving throw, he can choose to succeed instead. Regeneration (Alternate Form only): The Bear King regains 10 hit points at the start of his turn if he has at least 1 hit point. Actions Multiattack: The bear king makes two ranged attacks or two melee attacks. In hybrid or grizzly bear form he can also make one additional bite attack. Bite (Grizzly or Hybrid Form Only): Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 10 (1d10 + 5) piercing damage. A target creature other than a construct or undead must make a successful DC 17 Constitution saving throw at the start of each of its turns or lose 10 [3d6] hit points from blood loss. Each time the Bear King hits the wounded creature with this attack, the hit point loss increases by 10 [3d6]. A creature can take an action to staunch the bleeding on itself or an adjacent ally with a successful DC 12 Wisdom [Medicine] check. The bleeding also stops if the creature receives any magical healing. Claws (Grizzly or Hybrid Form Only): Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 12 (2d6 + 5) slashing damage. Maul (Human or Hybrid Form Only): Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 12 (2d6 + 5) bludgeoning damage. A creature hit by two maul attacks in the same turn must succeed on a DC 17 Strength saving throw or fall prone. Javelin (Human Form Only): Ranged Weapon Attack : +9 to hit, range 30/60 ft., One target. Hit : 8 (1d6 + 5) piercing damage. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Melee Attack: The Bear King makes a claw or maul attack. Honey Toss: The Bear King reaches into the jar he carries at his side and hurls a glob of honey at a target within 30 feet as a ranged weapon attack (+9 to hit). If the attack hits, the creature is restrained (escape DC 17). Frightful Roar (2 actions): The Bear King lets out a blood-curdling roar. All creatures within 90 feet who can hear the Bear King must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature that makes its save, or who the effect ends for, is immune to the Frightful Roar for 24 hours. The bear king’s allies are unaffected.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (shapechanger)","Source":"Tome of Beasts","Alignment":"Lawful neutral","Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Fey Lord, Lord of the Hunt","description":"Fey are capricious, mischievous, and often dangerous beings, but despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts. Heads of State. The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble’s rule, in his or eyes, a fey ruler’s word is law, and so shall the rest of the world see it! Outsiders may not understand the edicts and interdicts of a fey noble, but that’s no protection against the harsh penalties that await any who break them, knowingly or otherwise. Circles of Power. Each fey noble is supreme in his or her own bailiwick, and the rulers maintain a rigid hierarchy among themselves. The Queen of Night and Magic is undeniably the most powerful of all fey nobles, and she rules cyclically with her embittered husband, the Moonlit King. Together, the Summer and Winter monarchs rule over the entire shadow fey race. The River King is next in power, and he rules over the river elves of the Arbonesse forest. The Snow Queen rules among the ice, snow, and plundering reavers of the far north, as wells as commanding the obedience of the fraughashar and ice maidens. The Bear King, the weakest politically, rules a northerly city-state where werebears are common and mead flows like water. The odd man out is the Lord of the Hunt. Though he is associated with both the shadow fey and the light elves, no one is certain of his true identity or how he fits into the political structure of fey nobility. Because he seldom concerns himself with politics, few have felt any need to press the question. Other fey courts and rulers certainly exist, though their rulers are more esoteric than those described here. Vacant Thrones. When a lord or lady dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the station of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court’s vacant throne. Touch of Iron Lords and ladies of the fey courts are timeless creatures, inured to many of the world’s threats. A universal exception to this is weapons of cold-wrought iron. This metal undoes the very fabric of a fey creature’s life as it blights their ageless flesh. A cold iron weapon is treated as magical when used against any fey creature, and is the only weapon with any hope of harming the most powerful fey lords and ladies. Cold iron weapons, however, are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult—and finding one with the courage to anger the fey courts may be even harder. Lord of the Hunt Astride a midnight horse sits a shirtless elven huntsman. His broad chest is thickly muscled and sports tattooed knot work. Great stag antlers crest the huntsman’s head, curving above his rich brown hair. The pale green glow that shines from his eyes obscures the elf’s strong features, and a massive spear twined with glowing green vines drives forward in his clenched fist. The baying of shadow hounds; thundering hoof beats; a brassy horn note; the Wild Hunt is coming, and pity its quarry. The Lord of the Hunt is an enigma among the fey nobles. His true identity beyond title and position as master of the Wild Hunt is unknown, but he has some connection to the Black Prince of the shadow fey—while also answering to elvish druids and consorting with powerful blood hags and dryads. The Wild Hunt. The Lord’s court is the Wild Hunt itself, a group of huntsmen, revelers, intelligent hounds, and poor souls they sweep up in their frenzy. His home, if he has any permanent dwelling, is as mysterious as his true identity. He and his Hunt move between the plane of shadow and the most ancient forests, so if he has a hidden seat of power, it is somewhere in one of those two places. Lord of the Hunt’s Lair If the Lord of the Hunt has any permanent lair, it is unknown to outsiders. While the Wild Hunt is a thing of beautiful and deadly grace on the move, the Lord’s encampment becomes his lair when the Hunt settles for any length of time. Tents and pavilions house the Lord and his Hunt, and great, roaring fires roast the day’s kill. The hours pass with revelry, feasting, physical contests, and strong drink. Lair Actions On initiative count 20 (losing initiative ties), the Lord of the Hunt takes a lair action to cause one of the following effects; the Lord of the Hunt can’t use the same effect two rounds in a row: The Lord of the Hunt chooses a point he can see within the lair. Plants erupt from the ground in a 20-foot radius surrounding that point, creating difficult terrain. Any creatures in the area at the start of their turn, or who enter the area for the first time on a turn, must make a successful DC 15 Dexterity saving throw or become restrained by the vines and take 13 (3d8) poison damage. A creature can be freed if it or an adjacent ally uses an action to make a successful DC 15 Strength check. This effect lasts until the Lord of the Hunt uses this lair action again, or dies. The Lord of the Hunt lets out a war cry. A creature the Lord can see within 120 feet must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. The Lord of the Hunt magically marks a target he can see within 120 feet. The Lord has advantage on attack rolls against the marked target. The mark lasts until initiative count 20 on the following turn. Regional Effects The region containing Lord of the Hunt’s encampment is warped by his magic, which creates one or more of the following effects: Game animals become plentiful within 3 miles of the lair. Wisdom (Survival) checks to hunt for food are made with advantage, but patrols from the Wild Hunt don’t take kindly to poachers. Domesticated animals within 3 miles of the lair become skittish and fearful. They are more difficult to handle and flee the area if left to their own devices. Areas of natural terrain within 3 miles of the lair subtly rearrange themselves to create game trails through even the densest wilderness. When the Lord of the Hunt breaks camp or dies, the area around the previous campsite returns to normal immediately. Traits Expert Rider: While the Lord of the Hunt is mounted, any attack directed at his steed targets the rider instead. The steed uses the Lord of the Hunt’s saving throws. If the mount succeeds on a saving throw against a damaging effect, it takes no damage. Innate Spellcasting: The lord of the hunt’s innate spellcasting ability score is Charisma (save DC 16). The Lord of the Hunt can innately cast the following spells, requiring no material components. At will: druidcraft, hunter’s mark, phantom steed 3/day each: commune with nature, conjure volley 1/day: conjure fey (conjured creatures vanish if the Lord of the Hunt’s concentration is broken) Legendary Resistance (3/day): If the Lord of the Hunt fails a saving throw, he can choose to succeed instead. Magic Weapons: The Lord of the Hunt’s weapon attacks are magical. Actions Multiattack: The Lord of the Hunt makes three melee attacks or three ranged attacks. Huntsman's Spear: Melee Weapon Attack : +11 to hit, reach 5 ft., One target. Hit : 12 (2d6 + 5) piercing damage plus 7 (2d6 ) poison damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. As a bonus action, the Lord of the Hunt can cause his spear to magically appear in his hand, even if it is destroyed. Huntsman's Spear: Ranged Weapon Attack : +11 to hit, range 60/120 ft., One target. Hit : 12 (2d6 + 5) piercing damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. As a bonus action, the Lord of the Hunt can cause his spear to magically appear in his hand, even if it is destroyed. Howling Longbow: Ranged Weapon Attack : +10 to hit, range 150/600 ft., One target. Hit : 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage. Reactions Parry: The Lord of the Hunt adds 6 to his AC against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Strike: The Lord of the Hunt makes a huntsman’s spear attack or a howling longbow attack. Tenacious Stride: The Lord of the Hunt moves half his speed, or half the speed of any steed he rides. Call the Hunt (2 actions): The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a DC 16 Charisma saving throw against this magic or be charmed by the Lord of the Hunt for 8 hours. A charmed creature joins the wild hunt and follows the verbal instructions of the Lord of the Hunt, treating all former allies as enemies. If a charmed creature damages or is damaged by a former ally, it can repeat the saving throw at the end of its turn, ending the effect on itself on a success. Once a creature successfully saves or the effect ends for it, it is immune to Call the Hunt for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Lawful neutral","Challenge Rating":18},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Fey Lord, Moonlit King","description":"Fey are capricious, mischievous, and often dangerous beings, but despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts. Heads of State. The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble’s rule, in his or eyes, a fey ruler’s word is law, and so shall the rest of the world see it! Outsiders may not understand the edicts and interdicts of a fey noble, but that’s no protection against the harsh penalties that await any who break them, knowingly or otherwise. Circles of Power. Each fey noble is supreme in his or her own bailiwick, and the rulers maintain a rigid hierarchy among themselves. The Queen of Night and Magic is undeniably the most powerful of all fey nobles, and she rules cyclically with her embittered husband, the Moonlit King. Together, the Summer and Winter monarchs rule over the entire shadow fey race. The River King is next in power, and he rules over the river elves of the Arbonesse forest. The Snow Queen rules among the ice, snow, and plundering reavers of the far north, as wells as commanding the obedience of the fraughashar and ice maidens. The Bear King, the weakest politically, rules a northerly city-state where werebears are common and mead flows like water. The odd man out is the Lord of the Hunt. Though he is associated with both the shadow fey and the light elves, no one is certain of his true identity or how he fits into the political structure of fey nobility. Because he seldom concerns himself with politics, few have felt any need to press the question. Other fey courts and rulers certainly exist, though their rulers are more esoteric than those described here. Vacant Thrones. When a lord or lady dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the station of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court’s vacant throne. Touch of Iron Lords and ladies of the fey courts are timeless creatures, inured to many of the world’s threats. A universal exception to this is weapons of cold-wrought iron. This metal undoes the very fabric of a fey creature’s life as it blights their ageless flesh. A cold iron weapon is treated as magical when used against any fey creature, and is the only weapon with any hope of harming the most powerful fey lords and ladies. Cold iron weapons, however, are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult—and finding one with the courage to anger the fey courts may be even harder. Moonlit King Dressed in archaic nobleman’s finery, this elf lord has wildly unkempt bluish hair and pale, almost luminous skin. His eyes bulge slightly from their sockets as they stare vacantly. The lord’s shadow moves slightly out of sync with his body, which appears solid in some portions and nearly transparent in others. His Lunar and Royal Majesty, Ludomir Imbrium the XVI, is also known as the Moonlit King of the Shadow Fey, Lord of the Shadow Realm, Lord Protector of the Black Elves, Duke of the Elf Ironcrags, Baron of Bratislor, Earl of Zobeck, Master of the Winter Palace, and Count-Palatine of Salzbach. A creature consumed by madness, the Moonlit King is an ephemeral vestige of greatness lost. He barely lives in reality anymore, and is beset by phantoms from his own mind conjured from shadows and regret. Dwindling Power. The Moonlit King lost the favor of his wife, the Queen of Night and Magic, long ago. When he fell from power, the Queen exiled him, banishing him from his seat in the Courts of the Shadow Fey. Now he endures in the crumbling, far-flung Tower of the Moon. The King has sunk deep into madness during his isolation and has turned to bargains with demons and devils, including Alquam the Demon Lord of Night, in a desperate bid to regain freedom. Moonlit King’s Lair The Moonlit King currently has been exiled by his wife, the Queen of Night and Magic, to the Tower of the Moon, which is hidden in a spiral labyrinth deep within the plane of shadows. The tower is a run-down, forlorn place, filled with false whispers and shadow ghosts of the mad fey lord’s own creation. Lair Actions On initiative count 20 (losing initiative ties), the Moonlit King takes a lair action to cause one of the following effects; the Moonlit King can’t use the same effect two rounds in a row: •The Moonlit King creates four beams of moonlight at four points he can see within 100 feet. The beams each illuminate a 10-foot radius with dim light. These moon beams last until the Moonlit King uses this action again, or until he dies. The Moonlit King chooses a point he can see within 100 feet. Disembodied whispers speaking of despair and failure fill a 30-foot radius from that point. All creatures other than fiends in the area must succeed on a DC 15 Wisdom saving throw or become frightened until initiative count 20 on the following round. The Moonlit King magically summons four shadow demons. The demons appear in unoccupied spaces the Moonlit King can see within 60 feet. The demons act immediately and remain until initiative count 20 on the following round. Regional Effects The region containing the Moonlit King’s lair is warped by the fey lord’s magic, which creates one or more of the following effects: Dreams and fears take on a life of their own. Minor visual and auditory hallucinations plague creatures within 6 miles of the lair. The Moonlit King can communicate telepathically with and share the senses of any stryx within 10 miles of his lair. Weather conditions don’t inhibit moonlight shining within 10 miles of the lair; clouds part, rain seems to channel moonbeams, snow takes on a luminous silver glow. If the Moonlit King dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. Traits Control Moonlight: As a bonus action, the Moonlit King can cause all areas of moonlight within 100 feet to move up to 10 feet. Innate Spellcasting: The Moonlit King’s innate spellcasting ability score is Charisma (save DC 19, +11 to hit with spell attacks). The Moonlit King can innately cast the following spells, requiring no material components. At will: continual flame, detect evil and good, invisibility (self only), moonbeam, zone of truth 3/day each: blight, dispel evil and good, dispel magic 1/day each: demiplane, heal Legendary Resistance (3/day): If the Moonlit King fails a saving throw, he can choose to succeed instead. Magic Weapons: The Moonlit King’s weapon attacks are magical, and deal an extra 7 (2d6) radiant damage (included below). Actions Multiattack: The Moonlit King makes three attacks with either his crystal staff or his moon bolt. Crystal Staff: Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) radiant damage. A target that is struck by the staff two or more times in one turn must make a successful DC 17 Constitution saving throw or be stunned until the end of its next turn. Moon Bolt: Ranged Spell Attack : +11 to hit, range 150/600 ft., One target. Hit : 22 (4d10) radiant damage. If the target is a creature in a form other than its natural form, it takes an additional 22 [4d10] radiant damage and must succeed on a DC 19 Charisma saving throw or revert to its natural form. When the moon bolt hits a target, moonlight glows in a 10-foot radius from that point, creating dim light. The light is stationary and lasts until the end of the Moonlit King’s next turn. Fearful Shadows (Recharge 5-6): The Moonlit King magically animates the shadows of all foes within 60 feet of himself. The animated shadows attack the creatures who cast them. All affected creatures in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 19 Dexterity saving throw. A creature that fails the saving throw also loses 1d4 points from its Strength score. A creature reduced to 0 Strength is unconscious until it regains at least 1 point of Strength. Strength lost to fearful shadows returns when the creature finishes a short or long rest. Summon Devil (1/Day).: The Moonlit King magically summons a lunar devil. The summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 10 minutes, until its summoner dies, or until its summoner dismisses it as an action. Reactions Shadow Slip: The Moonlit King takes on the quality of his manifest delusions when he is targeted by an attacker he can see. He becomes nearly insubstantial, so that the attack roll is made with disadvantage. If the attack hits, the Moonlit King takes half damage. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Staff: The Moonlit King makes a crystal staff attack. Lightwalking: The Moonlit King teleports from one area of moonlight to another within 100 feet. Aura of Madness (2 actions): While he is standing in an area of moonlight, the Moonlit King can spread his madness to other creatures within 30 feet. A creature other than a fiend that starts its turn in the aura or enters it for the first time on a turn (including when the aura is created) must succeed on a DC 19 Charisma saving throw or be confused (as if affected by the confusion spell) until the start of its next turn. The aura lasts until the start of the Moonlit King’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral good","Challenge Rating":17},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Fey Lord, Rainforest King","description":"This umber-skinned fey lord holds audience on a living throne of branches and vines. His clothing and adornments are made from leaves, reeds, and animal tusks and bones. King Kashama, Lord Protector of the Rainforests, Oba of the Aziza, and Ancient Father of the Brownies is the fey lord of the fey lands' jungles. The Rainforest King rules over a domain of hot, steamy jungles inhabited by aziza (see), brownies (see), hags, rainforest ogres (see), elves, trollkin and other fey who make their homes beneath the forest canopy. Forest Protector. The Rainforest King has an affinity for all the creatures of the rainforest, from insects to apes, and for the abundant plant life that blankets his realm. Anyone damaging or threatening the forest incurs his wrath. He cares deeply for the jungles of the Material Plane coterminous with the fey lands. Stepping inside a giant kapok tree or entering a cave behind a waterfall might transport a wanderer to the Rainforest King's realm. He works to preserve both fey and mundane jungles from ax and fire, sending out his servants or calling upon druidic allies to safeguard its inhabitants. Sometimes, King Kashama himself may appear, reducing whole settlements to rubble and returning the land to fecund jungle. Reclusive Fey. The Rainforest King attends gatherings of the fey lords and ladies only when he must. He respects the Lord of the Hunt (see Tome of Beasts ) and finds Reynard the Fox Lord (see Creature Codex ) mildly amusing, but he is largely indifferent to the other fey leaders. Kashama considers the Countess of Garlands (see) very frivolous despite sharing an affinity for plants with her, ignoring her numerous party invitations, much to her chagrin. Rainforest King's Lair King Kashama's lair is a grove of 300-foot-tall mahogany trees, deep in the heart of the rainforest. His court is attended by tiny aziza and brownies, and fearsome rainforest ogres. His primary nobles are his vizier, an awakened male orangutan named Arhaa, and his royal steward, an awakened female chimpanzee named Mulunda. When encountered in his lair, the Rainforest King has a challenge rating of 22 (41,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the Rainforest King takes a lair action to cause one of the following effects; the Rainforest King can't use the same effect two rounds in a row: Exploding Fruit. Large, spherical fruits fall from trees in the lair, striking up to three creatures underneath that the Rainforest King can see within 120 feet of him. The Rainforest King makes one ranged attack roll (+11 to hit) against each target. On a hit, the target takes 7 (2d6) bludgeoning damage and the fruit explodes. The target and each creature within 5 feet of it must make a DC 20 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Soporific Pollen. Flowers suddenly bloom from a point on the ground the Rainforest King can see within 120 feet of him, releasing a cloud of soporific pollen. Each creature within 20 feet of that point must succeed on a DC 20 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Verdant Burst. Plants erupt in a 20-foot radius centered on a point on the ground the Rainforest King can see within 120 feet of him. That area becomes difficult terrain, and each creature that enters the area for the first time on a turn or starts its turn there must succeed on a DC 20 Dexterity saving throw or take 18 (4d8) poison damage and become restrained by vines. A creature can be freed if it or another creature takes an action to make a DC 20 Strength check and succeeds. The vines last until the Rainforest King uses this lair action again or he dies. Regional Effects The region surrounding the Rainforest King's lair is warped by his magic, which creates one or more of the following effects: Forest Awareness. Colorful birds, frogs, and flowering plants are prolific within 1 mile of the lair. The Rainforest King can choose to see or hear through the senses of any bird or frog or see or hear through the flowers of any flowering plant in this area. Plentiful Sustenance. Within 5 miles of the Rainforest King's lair, game animals and edible plants are plentiful, and frequent rainfall makes fresh water easy to find. Any checks to hunt or forage for food and water in the area are made with advantage. Rainy Season. Heavy rains are frequent within 20 miles of the lair. A downpour occurs at least twice each day and lasts up to three hours. The rains are so heavy that creatures moving overland travel at half normal speed. If the Rainforest King dies, these effects fade in 1d10 days. Legendary Resistance (3/Day). If the Rainforest King fails a saving throw, he can choose to succeed instead. Magic Resistance. The Rainforest King has advantage on saving throws against spells and other magical effects. Magic Weapons. The Rainforest King's weapon attacks are magical. Speak with Beasts and Plants. The Rainforest King can communicate with Beasts and plants as if they shared a language. Tree Stride. The Rainforest King can use 5 feet of his movement to step magically into one living tree within his reach and emerge from a second living tree within 500 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Woodland Stride. Difficult terrain composed of magical or nonmagical plants doesn't cost the Rainforest King extra movement. In addition, he can pass through magical or nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Actions Multiattack. The Rainforest King uses Blooms of Doom. He then makes three King's Spear attacks. He can replace one attack with a use of Spellcasting. King's Spear. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 9 (1d8 + 5) piercing damage when used with two hands to make a melee attack, plus 27 (6d8) poison damage. If the Rainforest King makes a ranged King's Spear attack, the weapon flies back to his hand immediately after the attack. Blooms of Doom. The Rainforest King causes poisonous flowering vines to sprout in the space of a creature he can see within 30 feet of him. The creature must succeed on a DC 20 Dexterity saving throw or take 14 (4d6) piercing damage and become restrained by the vines for 1 minute. While restrained, a creature takes 14 (4d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the restrained condition on itself on a success. Animate Trees (1/Day). The Rainforest King magically animates two trees he can see within 60 feet of him. These trees use the statistics of a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. They act as allies of the Rainforest King and obey his spoken commands. The trees remain animate for 8 hours, until the Rainforest King dies, or until he takes a bonus action to turn them back into inanimate trees. Spellcasting. The Rainforest King casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 21): At will: druidcraft , entangle 3/day each: dominate beast , plant growth 1/day each: wall of thorns Reactions Leaf Shield. When the Rainforest King or a friendly creature he can see is hit by an attack, he can creature a magical barrier of leaves to disrupt the attack. The target halves the damage from the attack. Legendary Actions The Rainforest King can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Rainforest King regains spent legendary actions at the start of his turn. Blooms of Doom. The Rainforest King uses Blooms of Doom. Tree Stride. The Rainforest King moves up to his speed, stepping through at least one tree with his Tree Stride trait. This movement doesn't provoke opportunity attacks. Cast a Spell (Costs 2 Actions). The Rainforest King uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":21},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Fey Lord, Reynard","description":"A brightly dressed figure wears a rakish wide-brimmed hat. The figure has a blend of human and fox features, smiling as it draws its rapier from the sheath at its hip. Reynard, the Fox Lord and the Laughing Trickster, is a man-sized hybrid creature that blends a humanoid form with the features of a fox. In his true form, his body is covered in short, smooth red fur, and he has a bushy tail with a white tip. In any form, his eyes are the bright yellow-green of spring buds. He delights in leading hunters on merry chases, leaving them hopelessly lost in the woods surrounding his home. He sometimes makes it a game to strand such a group indefinitely, until they starve to death. Irreverent Jester. Reynard can't stand people who are full of themselves. This group automatically includes all rulers and authority figures, and he sees it as a personal mission to help such stodgy folk loosen up and enjoy life. He's usually oblivious to the disarray and outright danger his pranks, meant to help them unwind, ultimately wreak on their lives. Master of Hidden Paths. Reynard knows a vast number of secret paths and shortcuts, which he regularly uses to escape hunters, adventurers, and revenge from fey more powerful than himself who don't appreciate his sense of humor. Tales tell that the paths and burrows of Reynard's home can lead anywhere in the multiverse. Reynard and the Other Fey Lords & Ladies Reynard is fairly solitary and visits fey courts only occasionally, though he enjoys them immensely. Most of the time, he is welcomed formally, asked to behave, and then thrown out when things go horribly wrong. The Lord of the Hunt (Tome of Beasts), Reynard's implacable foe and rival, considers the Fox Lord a worthless and selfish creature. However, some of this is surely professional jealousy; Reynard prides himself on avoiding the Wild Hunt with ease and aplomb. The Snow Queen (Tome of Beasts) is occasionally friendly to Reynard, known to feed him roast winter hares fresh from the spit in exchange for diverting jokes, gossip, and (if rumor be believed) kisses, gifts, and endearments best left to those involved--at other times, she harries him with constant storms, snow, and frost. The Bear King (Tome of Beasts) finds Reynard tiresome and frivolous after a day or a week, though the two do enjoy occasional evenings of song and story together. The Queen of Night and Magic (Tome of Beasts) considers Reynard a foolish, foppish, and deeply unreliable Fey Lord, and she trusts him with nothing. The Queen of Witches (Tome of Beasts) likewise has relatively little good to say about Reynard, though he claims this is because he often gets the better of her in illusions and witchery. Berchta, by contrast, seems to be the one Fey Lady to truly see some good in Reynard. Because of her ability to see and mend fate, she occasionally entrusts Reynard with an important task--and he has never yet disappointed her. Touch of Iron Lords and ladies of the fey courts are timeless creatures, inured to many of the world's threats. A universal exception to this is weapons of cold-wrought iron. This metal undoes the very fabric of a fey creature's life as it blights their ageless flesh. A cold iron weapon is treated as magical when used against any fey creature, and is the only weapon with any hope of harming the most powerful fey lords and ladies. Cold iron weapons, however, are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult--and finding one with the courage to anger the fey courts may be even harder. Reynard's Lair Reynard lives in Malperdy, an underground manor of twisted hallways, burrow-like tunnels, and secret chambers. When outmatched, he makes for one of the many bolt-hole entrances to Malperdy, intent on leaving his pursuers hopelessly lost in its halls. If the tales are true, Malperdy's tunnels and hallways lead to distant locations as well as to other planes of existence. Lair Actions On initiative count 20 (losing initiative ties), Reynard takes a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: Reynard can cause up to 3 doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none. Reynard causes a section of the lair in a 50-foot-radius sphere centered on a point he can see within 120 feet of him to become filled with fog. The fog spreads around corners, and its area is heavily obscured. A creature, other than Reynard, that starts its turn in the area must succeed on a DC 15 Wisdom (Survival) check or move in the opposite direction from the one it initially chooses. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until Reynard dies or uses this lair action again. Reynard causes an illusory duplicate of himself to appear in his space. The double moves or speaks according to Reynard's mental directions. Each time a creature targets Reynard with an attack, roll a d20 to determine whether the attack instead targets the duplicate. On a roll of 11 or higher, the attack hits and destroys the duplicate. A creature can use its action to make a DC 15 Intelligence (Investigation) check to determine which Reynard is real. On a success, the creature identifies the illusion. The duplicate is intangible, but otherwise is identical to Reynard by sight, smell, or hearing. The duplicate lasts for 1 minute or until Reynard uses this lair action again. Regional Effects The region containing Reynard's lair is warped by his magic, which creates one or more of the following effects: Paths within 2 miles of the lair become overgrown, twisted, and disorienting. Creatures must succeed on a DC 15 Wisdom (Survival) check while traveling or become lost within the area. Lost creatures can repeat the check every subsequent hour and regain their bearings on a success. Sounds and sights become distracting within 1 mile of the lair. Creatures in that area have disadvantage on Wisdom (Perception) checks made to oppose Dexterity (Sleight of Hand) checks. Reynard and other foxes ignore difficult terrain within 1 mile of the lair. If Reynard dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (shapechanger)","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":12},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Fey Lord, River King","description":"Fey are capricious, mischievous, and often dangerous beings, but despite their chaotic reputations, they do follow a certain set of rules. These rules—widely misunderstood by outsiders—are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts. Heads of State. The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble’s rule, in his or eyes, a fey ruler’s word is law, and so shall the rest of the world see it! Outsiders may not understand the edicts and interdicts of a fey noble, but that’s no protection against the harsh penalties that await any who break them, knowingly or otherwise. Circles of Power. Each fey noble is supreme in his or her own bailiwick, and the rulers maintain a rigid hierarchy among themselves. The Queen of Night and Magic is undeniably the most powerful of all fey nobles, and she rules cyclically with her embittered husband, the Moonlit King. Together, the Summer and Winter monarchs rule over the entire shadow fey race. The River King is next in power, and he rules over the river elves of the Arbonesse forest. The Snow Queen rules among the ice, snow, and plundering reavers of the far north, as wells as commanding the obedience of the fraughashar and ice maidens. The Bear King, the weakest politically, rules a northerly city-state where werebears are common and mead flows like water. The odd man out is the Lord of the Hunt. Though he is associated with both the shadow fey and the light elves, no one is certain of his true identity or how he fits into the political structure of fey nobility. Because he seldom concerns himself with politics, few have felt any need to press the question. Other fey courts and rulers certainly exist, though their rulers are more esoteric than those described here. Vacant Thrones. When a lord or lady dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the station of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court’s vacant throne. Touch of Iron Lords and ladies of the fey courts are timeless creatures, inured to many of the world’s threats. A universal exception to this is weapons of cold-wrought iron. This metal undoes the very fabric of a fey creature’s life as it blights their ageless flesh. A cold iron weapon is treated as magical when used against any fey creature, and is the only weapon with any hope of harming the most powerful fey lords and ladies. Cold iron weapons, however, are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult—and finding one with the courage to anger the fey courts may be even harder. River King This powerfully-muscled elf lord wears a cloak of foam-trimmed dark blue and a vest of woven green reeds and willow branches. His crown shines like the sun on a lake, and his flowing hair curls and moves even when there is no wind. An orb of blue light that ripples like water circles his hand. His Rippling Majesty, Ulorian the River King, also bears the titles Defender of the Pearl Tower and Master of the Arbonesse. A lean elf noble with whipcord muscles and flowing grace, the River King rules over the Rippling Court and ultimately all the river elves of the Arbonesse Forest. His court resides just beyond the river’s reflection, in a realm of fey glamour and silty water. A Fickle Friend. The River King is a stern ruler with a great love for his people and a quick temper for those who threaten his domain. As much a force of nature as he is a monarch, the River King is known to sometimes forget promises that were made in sincerity, so dealing with him can be perilous at the best of times. “The river may change its course when it wills” is the usual expression among his court when His Rippling Majesty has had a sudden change of heart. River King’s Lair The Court of the River King is a pair of small islands in the middle of a wide, swift river that flows from the mortal realm through a dimension of fey magic. The western keep houses servants, and the eastern is built above the Great Rippling Hall. The Great Rippling Hall is a bubble whose walls and ceiling are the river itself. A driftwood throne dominates the main hall. Lair Actions On initiative count 20 (losing initiative ties), the River King takes a lair action to cause one of the following effects; the River King can’t use the same effect two rounds in a row: The fey river swells and rushes over the land, or the walls of the Hall buckle and allow the torrent in. The River King chooses a 10-foot-wide path up to 60 feet long. Each creature in the path of the water must make a DC 15 Strength saving throw. Creatures that fail the save are swept 20 feet down the path of the water and take 9 (2d8) bludgeoning damage. The River King targets a creature he can see within 60 feet. That creature’s mouth and throat fill with river water. The creature must make a DC 15 Constitution saving throw. On a success, the creature manages to hold its breath, but on a failure, it begins to suffocate. A suffocating but conscious creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Another creature within 5 feet can use an action to make a DC 15 Wisdom (Medicine) check. On a success, the suffocating creature coughs up the water and the effect ends. Otherwise the effect lasts until the River King uses this action again or dies. The River King targets a creature he can see within 120 feet. His commanding presence overwhelms the creature, who must make a DC 15 Charisma saving throw. On a failure, the creature is charmed by the River King until initiative count 20 on the following round. Regional Effects The region containing the River King’s lair is warped by its magic, which creates one or more of the following effects: The current of rivers and streams within 6 miles of the lair becomes strong and erratic. Creatures without a swim speed who start their turns in running water must succeed on a DC 15 Strength (Athletics) check or be swept 60 feet downriver. Lakes, ponds, rivers, and streams within 6 miles of the lair teem with fish and other wildlife. Rain and thunderstorms are common within 6 miles of the lair, and often build to torrential downpours that create heavy obscurement and cause waterways to overflow their banks. If the River King dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. Traits Amphibious: The River King can breathe air and water. Innate Spellcasting: The River King’s innate spellcasting ability score is Charisma (save DC 16, +8 to hit with spell attacks). The River King can innately cast the following spells, requiring no material components. At will: create or destroy water, shocking grasp, water breathing 3/day each: freedom of movement, control water 1/day: chain lightning Legendary Resistance (3/day): If the River King fails a saving throw, he can choose to succeed instead. Magic Weapons: The River King’s weapon attacks are magical and do an extra 10 (3d6) lightning damage (included below). Actions Multiattack: The River King makes three attacks with his longsword and/or flood blast, in any combination. Longsword (One-handed): Melee Weapon Attack : +10 to hit, reach 5 ft., One target. Hit : 9 (1d8 + 5) slashing damage plus 10 (3d6) lightning damage. Longsword (Two-handed): Melee Weapon Attack : +10 to hit, reach 5 ft., One target. Hit : 10 (1d10 + 5) slashing damage plus 10 (3d6) lightning damage. Flood Blast: Ranged Spell Attack : +8 to hit, range 120 ft., One target. Hit : 18 (4d8) bludgeoning damage. A target creature must succeed on a DC 16 Strength saving throw or be knocked prone and pushed up to 60 feet at the River King’s choosing. Grasping Whirlpool (Recharge 5-6): The River King magically creates a swirling vortex of water centered on a point he can see within 60 feet. The vortex fills a cylinder with a 10-foot radius and 15 feet high. Creatures in the area must make a successful DC 16 Strength saving throw or take 11 (2d10) bludgeoning damage and be restrained and unable to breathe. On a successful save, the creature is pushed to the edge of the area. A restrained creature can escape from the whirlpool by using an action to make a successful DC 16 Strength check. A creature that’s in the whirlpool at the end of its turn takes 11 (2d10) bludgeoning damage in addition to any effects from being unable to breathe. Creatures with a swim speed have advantage on the saving throw and the Strength check to escape. The whirlpool lasts for 1 minute or until the River King uses this ability again. Reactions Blade Current: When a creature within the River King’s melee reach stands up from prone, the River King can make a longsword attack on that creature with advantage. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Longsword: The River King makes a longsword attack. Flow: The River King moves half his speed without provoking opportunity attacks. Ripple (2 Actions): The River King magically ripples like sunlight on the surface of water. Until the start of his next turn, all attacks against him have disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Challenge Rating":16},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Fey Revenant","description":"An amalgam of shadow fey and spider, the thorn-covered fey appears out of the shadows and envelops its victim in icy tendrils of darkness. Will of the Fey Queen. Shadow fey who have proven themselves most loyal to the commands and desires of the fey courts catch the eye of the Queen of Night and Magic . She calls them to her court and blesses them with a measure of her power. Fey Transformation. A fey revenant retains the upper torso of its shadow fey body, its skin becomes thorny and bark-like, and its lower body changes into that of an arachnid or insect. Spiders, scorpions, and beetles are the most common, but many fey revenants have lower bodies resembling dragonflies, wasps, and locusts. Fey revenants with insect bodies that can fly have a flying speed of 30 feet. Variant: Fey Revenants of the Moonlit King The Moonlit King sometimes creates his own fey revenants. They have the following action option in place of the Queen’s Grasp action: King’s Fear. One creature of the fey revenant’s choice within 60 feet of it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. While frightened, the creature takes 7 (2d6) radiant damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Fey Spirit","description":"See the Summon Fey spell.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Fey Spirit","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Multiattack. The spirit makes a number of Fey Blade attacks equal to half this spell’s level (round down). Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level Force damage. Bonus Actions Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit’s chosen mood: Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn. Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage. Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Neutral","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Feyr","description":"A feyr (pronounced “fear”) is a tentacled horror that feeds quietly on strong emotions. To minimize the chance of harm to itself, it prefers to devour the nightmares of other creatures while they sleep. Feyrs shun bright light but aren’t harmed by it. Consequently, they are as much at home in the void of Wildspace as they are in dark alleys and dungeons. A feyr that comes across a spelljamming ship tries to enter the ship’s air envelope and stow away, remaining secluded and invisible until it finds a sleeping victim it can attack. It retreats rather than allows itself to perish in a confrontation. Traits Unusual Nature. The feyr doesn’t require air. Actions Multiattack. The feyr makes one Frightful Bite attack and one Tentacle attack. Frightful Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and each creature within 10 feet of the feyr that can see it must succeed on a DC 13 Wisdom saving throw or be frightened of the feyr until the end of the feyr’s next turn. Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 17 (4d6 + 3) psychic damage, and the target is grappled (escape DC 13). Until this grapple ends, the feyr can’t use this tentacle against other targets. The feyr has two tentacles, each of which can grapple one creature. Invisibility. The feyr becomes invisible until it attacks, uses Nightmare Fuel, or uses a bonus action to become visible. Nightmare Fuel (1/Day). The feyr targets one unconscious creature it can see within 10 feet of itself. The target must succeed on a DC 13 Wisdom saving throw or take 27 (5d10) psychic damage, and the feyr gains temporary hit points equal to the damage dealt.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"typically chaotic evil","Expansion":16643,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Feyrealm-born Template","description":"The ancestry of a feyrealm-born creature can be traced back to some kind of fey roots. They are either born on the Feyrealm or have powerful ties to it. A feyrealm-born creature has larger than usual eyes of strikingly light color and long pointy ears. It is an emotional creature that expresses its feelings and is prone to sudden mood changes. Feyrealm-born creatures love nature and animals and feel at home in the wilderness. A humanoid or giant can become a feyrealm-born creature . It keeps its statistics, except as follows.","properties":{"Category":"Monsters","Size":"Any","Type":"fey","Alignment":"any alignment","Expansion":17604},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Feyward Tree","description":"Dark, bark-like rust encrusts the trunk of this cold-forged metal tree, and its dull metallic leaves rustle with the sound of sharp metal. Cold Iron Trees. These ferrous constructs are cold-forged in a process taking several years, as bits of rust and other oxidation are cultivated one layer at a time into bark and branches. In this way, the artificers create massive, twisted trunks resembling real, gnarled trees. Green-tinged leaves of beaten cold iron are welded in place by the master craftsmen, and trained warmages bring the construct to life through intense magical rituals rumored to take a full turn of seasons. Fey Destroyers. The tree unswervingly obeys the commands of its creators, guarding key points of entry across fey rivers and streams, abandoned sacred groves deep in the forest, suspected faerie rings, or possible elf encampments. Many are released deep in the deep elvish woods with orders to attack any fey on sight. These feyward trees are rarely, if ever, heard from again and whether they leave a bloody trail of flayed elves in their wake after rampages lasting for decades or some fey counter-measure neutralizes them is unknown. Growing Numbers. Each year, the feywardens order their construction and release, trusting in the destructive nature of the constructs. A half-dozen might guard a single ring of toppled elven standing stones. The feywardens leave nothing to chance. Constructed Nature. A feyward tree doesn’t require air, food, drink, or sleep. Traits Magic Resistance: A feyward tree has advantage on saving throws against spells and other magical effects. Contractibility and Conductivity: Certain spells and effects function differently against feyward trees: A magical attack that deals cold damage slows a feyward tree (as the slow spell) for 3 rounds. A magical attack that deals lightning damage breaks any slow effect on the feyward tree and heals 1 hit point for each 3 damage the attack would otherwise deal. If the amount of healing would cause the tree to exceed its full normal hp, it gains any excess as temporary hp. The tree gets no saving throw against lightning effects. Immutable Form: The feyward tree is immune to any spell or effect that would alter its form. Magic Weapon : The feyward tree’s weapon attacks are magical. Warden's Reach: Creatures within 15 feet of a feyward tree provoke opportunity attacks even if they take the Disengage action before leaving its reach. Actions Multiattack: The tree makes two razor-leafed branch attacks, and may use a bonus action to make a razor-leafed branch attack against any creature standing next to it. Razor-Leafed Branch: Melee Weapon Attack : +11 to hit, reach 15 ft., One target. Hit : 21 (3d8 + 8) slashing damage. Flaying Leaves (Recharge 5–6): The tree can launch a barrage of razor-sharp cold iron leaves from its branches in a 20-foot-radius burst. All creatures caught within this area must make a successful DC 16 Dexterity saving throw or take 21 (6d6) slashing damage, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Feywolf","description":"Feywolf Likes: Playing with friends, jumping around, being told it’s good Dislikes: being kicked, being yelled at, isolation Remarkably genial and unstoppably energetic, feywolves may spend an eternity or two simply jumping and playing in Otherwood, the mystical dimension of Mother Nature. As some of the friendliest fey beings, feywolves like to think of themselves as the absolute best buddies of fairies, pixies, sprites, satyrs, dryads, and generally every other creature they come across that’s not obviously hostile towards them. From time to time, a pack of feywolves or a single feywolf will jump off Otherwood and into another world, sometimes called to aid an ally of Nature, or just on a whim to try something new. A lone feywolf will usually seek out new friends and try to make itself as helpful as possible. In combat, feywolves use their exceptional mobility and innate unpredictability to wear out and confound enemies. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a feywolf for their familiar.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"typically chaotic good","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Field Commander","description":"Field commanders are the men and women who enact the battle plans of their superiors. They lead their forces from the front and stand as assuring bastions of victory in even the most chaotic melee.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any","Expansion":11995,"Challenge Rating":10},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Field Commander","description":"Field commanders lead their forces from the front; with astonishing bravery, they become assuring bastions of victory in even the most chaotic melee. Aura of Courage and Protection. As long as the field commander is conscious, all friendly creatures within 10 feet of it are immune to being frightened and have advantage on all saving throws. Divine Weapons. The field commander's weapon attacks are magical. When the commander hits with any weapon, the weapon deals an extra 3d8 necrotic or radiant damage (included in the attack), the commander's choice. Actions Multiattack. The field commander uses Battle Cry, if available. It then makes three Longsword attacks, or it makes two Longsword attacks and uses Spellcasting. If the commander hits one creature with two Longsword attacks, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) necrotic or radiant damage (the commander's choice). Battle Cry (Recharge 5-6). The field commander shouts a frightful and rallying battle cry. Each hostile creature within 30 of it that can hear the cry must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each friendly creature within 30 feet of the commander and that can hear the cry has advantage on the next attack roll it makes before the start of the commander's next turn. Spellcasting. The field commander casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16): At will: command , protection from evil and good 3/day each: cure wounds (as a 3rd-level spell), find steed (as an action) 1/day: revivify Reactions Bolster Soldier. When a friendly creature the field commander can see is hit with a weapon attack, the commander calls out encouragement, and the creature gains 5 (1d10) temporary hp.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Field Commander","description":"Field commanders are soldiers who serve in the battlefield, providing tactical leadership and support to soldiers and other combat-trained field units. They can also be used as instructors and mentors to combat trainees, or serve as tactical advisors to administrative officials.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Field Engineer","description":"In dangerous situations, a working vehicle, construct, or control unit could mean life or death. Field engineers blend esper techniques with mechanical know-how to keep machines and devices running that might otherwise become scrap in the ensuing conflict. They can be found working as military personnel, starship technicians, or expeditionary mechanics.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Fiend Lord, Abhaddanayla","description":"This imperious archfiend has five heads-that of a mustachioed, blue-skinned demon, a tiger, a crocodile, a vulture, and an ape-and six arms, each ending in an unsettling backward-facing paw. Dressed in elegant clothes of the finest silk, he is seated on an ornate golden throne. In a magnificent palace, perched precariously on a high mountaintop, lives Abhaddanayla, the Rakshasa Maharajah, a greater rakshasa (see Creature Codex ) so ancient he has been reincarnated seven times, growing in evil and power with each incarnation. He is revered-and feared-by his lesser brethren as the Lord of All Rakshasas. Rakshasa Gathering. Once a year, Abhaddanayla summons all the world's rakshasas to his palace to instruct them in the parts they are to play in his schemes across the world. This sinister conference culminates in a grotesque and bloody feast for the guests, in which dozens of humanoid captives are devoured. Master of Schemes and Magic. Abhaddanayla is a master of illusion, enchantment, and dark rakshasa magic he has acquired through centuries of studying loathsome tomes. He rarely leaves his palace, preferring to act through his many cat's paws. Abhaddanayla's spies and agents are everywhere, steering the rulers of cities and nations in the direction he wants them to go and eliminating those that stand in his path. Simian Scorn. Over the centuries, Abhaddanayla has clashed many times with the Monkey King (see Creature Codex ), who delights in wrecking the rakshasa lord's schemes. The first of these conflicts occurred when the Monkey King's army of apes and monkeys stopped an invading force of human soldiers acting under secret orders from Abhaddanayla. Later, when he was captured by the rakshasa lord, the Monkey King set fire to Abhaddanayla's palace with his tail and escaped. Abhaddanayla's hatred for the Monkey King leads him to delight in magic that depicts simian suffering. Abhaddanayla's Lair Abhaddanayla's lair is Sky Peak Palace, a magnificent building decorated with gold, marble, and jade and built on a mountaintop. The steep trail leading to the palace is treacherous and plagued by heavy snow, belying the dangers inside. Abhaddanayla can call upon a variety of rakshasa servants, and the palace is riddled with deadly traps. When encountered in his lair, Abhaddanayla has a challenge rating of 23 (50,000 XP). Lair Actions On initiative count 20 (losing initiative ties), Abhaddanayla can cause one of the following effects; he can't use the same effect two rounds in a row: Bewildering Vapor. A sweetly scented invisible vapor fills the halls of the lair. Each Humanoid in the lair must succeed on a DC 21 Wisdom saving throw or have disadvantage on saving throws against enchantment spells until initiative count 20 on the next round. Mesmeric Designs. A psychedelic, twisting pattern of colored shapes appears in the air at a point Abhaddanayla can see within 120 feet of him. Each creature that isn't a rakshasa and that can see the pattern must succeed on a DC 21 Wisdom saving throw or be come incapacitated with a speed of 0 until initiative count 20 on the next round. Sinister Mist. Magical fog fills a 60-foot radius sphere centered on a point Abhaddanayla can see within 120 feet of him. The fog spreads around corners, and its area is lightly obscured. Each creature within the fog is cloaked in an illusion that makes it resemble another creature that is also in the fog, determined randomly. The changes fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect a cloaked creature and succeed on a DC 21 Intelligence (Investigation) check to discern that the creature is disguised. Regional Effects The region surrounding Abhaddanayla's lair is warped by his magic, which creates one or more of the following effects: Haunting Dreams. A creature hostile to Abhaddanayla can't recover from exhaustion after a long rest while within 1 mile of his lair, as its sleep is haunted by bothersome dreams. Hidden Traps. Abhaddanayla's presence cloaks the traps protecting his lair with clever illusions. Intelligence (Investigation) and Wisdom (Perception) checks to detect traps within Sky Peak Palace are made with disadvantage while Abhaddanayla is in the palace. Wintry Weather. Blizzards are common within 6 miles of Abhaddanayla's lair, making it easy to get lost, and deep snow covers most surfaces in the area. If Abhaddanayla dies, these effects fade in 1d10 days. Legendary Resistance (3/Day). If Abhaddanayla fails a saving throw, he can choose to succeed instead. Limited Magic Immunity. Abhaddanayla can't be affected or detected by spells of 8th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects. Puppet Master. When Abhaddanayla casts the charm person spell, he can target up to seven creatures. When he casts the dominate person spell, the spell's duration is concentration, up to 8 hours. When he casts the mass suggestion spell, the spell's duration is 30 days. Actions Multiattack. Abhaddanayla makes six Claw attacks or three Serpent Bow attacks. He can replace one attack with a use of Spellcasting. If Abhaddanayla hits one creature with two Serpent Bow attacks, a swarm of snakes appears in the target's space, acting as an ally of Abhaddanayla and obeying his telepathic commands. The swarm remains for 1 minute, until Abhaddanayla dies, or until he dismisses it as a bonus action. He can have no more than four swarms active at a time. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) psychic damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. Serpent Bow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 18 (4d8) poison damage. Burning Monkey Cloud (Recharge 5-6). Abhaddanayla conjures a cloud of quasi-real burning, screaming monkeys in a 30-foot-radius sphere centered on a point he can see within 60 feet of him. Each creature in the area must make a DC 21 Wisdom saving throw. On a failure, a creature takes 38 (11d6) fire damage and 38 (11d6) psychic damage and becomes frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. Abhaddanayla casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): At will: charm person , detect magic, detect thoughts, mage hand, minor illusion 3/day each: banishment, fly, invisibility, major image, suggestion CHA 1/day each: dominate person, geas (as an action) , mass suggestion, plane shift, true seeing Bonus Actions Duplicitous Disguise. Abhaddanayla covers himself and anything he is wearing or carrying with a illusion that makes him look like a Small or Medium Humanoid. The illusion ends if he takes a bonus action to end it or if he dies. The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 21 Intelligence (Investigation) check to discern that Abhaddanayla is disguised. Reactions Sacrificial Monkey (3/Day). When Abhaddanayla is hit by a melee attack, a withered monkey composed of shadow appears and throws itself into the path of the attack, halving the damage Abhaddanayla takes before vanishing. Legendary Actions Abhaddanayla can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Abhaddanayla regains spent legendary actions at the start of his turn. Attack. Abhaddanayla makes one Claw or Serpent Bow attack. Cast a Spell (Costs 2 Actions). Abhaddanayla uses Spellcasting. Misleading Escape (Costs 2 Actions). Abhaddanayla becomes invisible at the same time that an illusory double of himself appears where he is standing. After the double appears, Abhaddanayla can move up to his speed. Both effects last until the start of his next turn, but the invisibility ends early if Abhaddanayla attacks or casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":22},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Fiend Lord, Malaabit","description":"The glossy black fur coating the fiend's bullish body changes to a shock of crimson just above his hooves. Three heads top his muscular humanoid torso: a ram's head on his right, a bull's head in the center, and a male human head on his left. Malaabit is the fiendish master of the past, present, and future, according to himself at least, and he is happy to share his knowledge—for a small price. Each of Malaabit's heads sees the truth of whatever he observes. His ram head sees the past, his bull head sees the present, and his human head sees the future. He allows news of his oracular abilities to spread far and wide, and as a result, many ambitious people seek him out, hoping to accomplish great deeds in their lifetime. Once a deal for his services is reached—and the requester has made the appropriate sacrifice—Malaabit keeps his end of the deal. And he never, ever lies about what he sees. Small Sacrifices . Unlike many fiends, Malaabit isn't interested in anything as tawdry and ephemeral as mortal souls. Instead, he requires a blood sacrifice of his choosing before he will tell a person what the future holds for them, or how their past has come to inform their present. When he is asked for a reading, he informs the petitioner exactly who has to die for them to get what they want. The deaths Malaabit orders are never morally reprehensible to the specific petitioner. He asks holy warriors to slay murderers and despots; he asks blackguards to murder innocents. When they investigate the person they have been asked to slay, prophecy seekers find they are just as repugnant or virtuous as the fiend told them. Master of Nothing . Malaabit desires nothing less than the utter destruction of reality. The executions he requests all serve his ultimate goal of bringing about the end of everything, one insignificant-seeming death at a time. Chimeric Appearance . Those who encounter Malaabit sometimes assume he is a unique form of chimera due to his tripartite appearance. Malaabit does not make such claims, nor does he represent himself as such a creature, but he secretly revels in the ability of mortals to deceive themselves. Malaabit's Lair Malaabit doesn't have a den on the Lower Planes, instead making his home exclusively on the Material Plane. He moves frequently to avoid being too easily locatable, but he favors the ruins of ancient places that were suffused in magic or deep cave complexes that hold arcane radiation. When encountered in his lair, Malaabit has a challenge rating of 14 (11,500 XP). Lair Actions On initiative count 20 (losing initiative ties), Malaabit takes a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: Enthralling Surge. Malaabit's past and future platitudes rumble barely intelligible through his lair. Each creature that isn't a Construct or Undead within 60 feet of Malaabit must succeed on a DC 18 Wisdom saving throw or be charmed by Malaabit until initiative count 20 on the next round. Psychic Distress. The anguished cries of past and future sacrifices to Malaabit's schemes pour from a point Malaabit can see within 120 feet of him. Each creature within 15 feet of that point must make a DC 18 Charisma saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. Psychic Squall. The psychic chatter of past and future supplicants surrounds Malaabit. Each spellcaster concentrating on a spell within 30 feet of Malaabit must succeed on a DC 18 Intelligence saving throw or lose concentration. Legendary Resistance (3/Day). If Malaabit fails a saving throw, he can choose to succeed instead. Three Heads. Malaabit has three heads. He has advantage on Wisdom (Perception) checks and on saving throws against being deafened, stunned, and knocked unconscious. Reactive Precognition. Malaabit gets two extra reactions that can be used only for Prescient Defense or Tactical Foresight. Unquenchable Voice. Malaabit's voice can't be quieted or silenced by any means. Actions Multiattack. Malaabit makes three Slam or Psychic Blast attacks. If Malaabit hits one creature with two Slam attacks, the target must succeed on a DC 18 Strength saving throw or be knocked prone. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage. Psychic Blast. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 22 (5d6 + 5) psychic damage. Allegorical Apologue (Recharge 5-6). Malaabit recites a short moral story about animals, choosing one of the following options: Oracular Fortune. Malaabit's fable fills the listeners' minds with the hope of future success. Each creature of Malaabit's choice within 20 feet of him and that can hear him gains 10 (3d6) temporary hp and has advantage on the next attack roll, ability check, or saving throw it makes before the start of Malaabit's next turn. Sins of the Past. Malaabit's parable brings forth a torrent of bad memories. Each creature of Malaabit's choice within 20 feet of him and that can hear him must make a DC 18 Charisma saving throw. On a failure, a creature takes 35 (10d6) psychic damage and has disadvantage on attack rolls, ability checks, and saving throws until the start of Malaabit's next turn. On a success, a creature takes half the damage and doesn't have disadvantage on attack rolls, ability checks, or saving throws. Travel the Planes (1/Day). Malaabit transports himself to a different plane of existence. This legendary action works like the plane shift spell, except he can affect only himself and can't use it to banish an unwilling creature. Reactions Prescient Defense. When a creature scores a critical hit against Malaabit, the hit becomes a normal hit. Tactical Foresight. When Malaabit fails an attack roll, he can reroll the die and must use the new roll. Legendary Actions Malaabit can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Malaabit regains spent legendary actions at the start of his turn. Foretell Favor. Malaabit foretells fortune for one creature he can see within 30 feet of him. The target can roll a d6 and add the number rolled to the next attack roll or saving throw it makes. Once Malaabit has used this legendary action on a creature, he can't use it on that creature again until he has used it on another creature. Move. Malaabit moves up to his speed without provoking opportunity attacks. Pronounce Doom. Malaabit pronounces doom upon one creature he can see within 30 feet of him. The target must succeed on a DC 18 Charisma saving throw or roll a d6 and subtract the number rolled from the next attack roll or saving throw it makes. Once Malaabit has used this legendary action on a creature, he can't use it on that creature again until he has used it on another creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Fiendish Auger","description":"A fiendish auger is created when a wicked spirit enters an excavation drill, causing the hulking corkscrew bore to glow brightly with hellfire. Fueled by the fervent aggression of the evil spirit within, fiendish augers can rapidly churn through solid rock. However, those who employ a fiendish auger must keep a keen eye on the machine. Without careful instruction, a fiendish auger indiscriminately bores through creature and earth alike. Traits Siege Monster. The auger deals double damage to objects and structures. Tunneler. The auger can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. Actions Flaming Drill. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d10+6) piercing damage plus (2d6) fire damage. If the auger moves at least 20 feet in a straight line toward the target immediately before the hit, the target takes an additional 2d10 piercing damage, and if the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition. Bonus Actions Burst of Heat (Recharge 5–6). The auger releases an intense burst of heat in a 30-foot-radius sphere centered on itself. This heat spreads around corners. Each creature in this area must make a DC 17 Constitution saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"typically neutral evil","Expansion":25525,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Fiendish Bookkeeper","description":"As the tome is opened, a blob of ink splashes toward the reader’s eyes, followed by mischievous giggles. Through an altered version of the bookkeeper’s creation ritual, a creature can draw on the fiendish planes for its source of power. This altered ritual creates a more fiendish type of bookkeeper. Such bookkeepers are evil, are only loyal to their original creators, and have the X Marks the Spot trait. For those wary of prying eyes, a tiny construct made of ink can keep private journals, records of magical runes, or discoveries safe. Tiny Guards. Created by wizards fearful of having their research stolen, bookkeepers are ink constructs bound to a designated book. They provide protection not just from unwanted intrusion but also from physical damage. The bookkeeper can move on its own when needed, but it spends most of its time hiding within the book it is assigned to guard. Alarm. As long as the creator is on the same plane as the book, it is mentally alerted if the book is opened by anyone other than it. The book also shrieks if handled by anyone other than the creator. The creator does not set off any wards or alarms when opening its own book. Construct Nature. A bookkeeper doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"evil","Expansion":45,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Fiendish Ferret","description":"Fiendish Ferret Likes: getting away with causing mischief, eavesdropping, pilfering Dislikes: being outsmarted, being scolded, fruits and vegetables Sly and dexterous, fiendish ferrets can be cunning helpers to their friends and a terrible nuisance to their enemies. Native to hells and demonic planes, these crafty critters have sneaked into many other dimensions (including several they weren’t supposed to go) to have rebellious fun and cause mischief. Fiendish ferrets love to slink about and pilfer things, and when they get caught, they can rely on their silver tongue to weasel out of trouble. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a fiendish ferret for their familiar. Pranks and Shenanigans. When not bound by a pact with a warlock, or when their warlock is not strict, fiendish ferrets will get into all sorts of mischief. You may roll on the table below to determine what a fiendish ferret might be up to. Fiendish Ferret Pranks and Shenanigans D12 Prank or Shenanigan 1 The fiendish ferret sneaks into a confessional box and urges people who come to confess to perform silly pranks in order to be absolved. 2 The fiendish ferret challenges a powerful creature to a duel of wits on a remote mountaintop and doesn’t show up. 3 The fiendish ferret delivers a coded spell to several mages, but the spell’s text is random nonsense. 4 The fiendish ferret hides two items but says it hid three. 5 The fiendish ferret enters a cooking competition and secretly eats the ingredients of all competitors. 6 The fiendish ferret replaces a blade with an indecent drawing attached to the blade’s hilt. 7 The fiendish ferret puts sugar in saltshakers and swaps hard-boiled eggs with raw eggs. 8 The fiendish ferret swaps the dark grimoire of a necromancer with a children’s coloring book. 9 The fiendish ferret offers to teach someone a language they don’t know, but replaces words like “thanks” and “hello” with insults. 10 The fiendish ferret pours sovereign glue on the throne of a tyrant. 11 The fiendish ferret steals the weapons of two rival paladins and formally gifts each paladin the weapon of the other. 12 The Fiendish ferret makes a list of pranks and shenanigans but the last item on the list is a self-referential joke.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend","Alignment":"typically chaotic neutral","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Fiendish Flesh Golem","description":"A fiendish flesh golem is a particularly big flesh golem made of stitched-together body parts from devils, demons, yugoloths, and other fiends. As these parts can come from different creatures and be combined in different ways, no two fiendish flesh golems look exactly alike. Night hags guard the secret to making such golems, rarely sharing it with anyone else. Some fiendish flesh golems have wings. However, the magic used to create these golems allows them to fly and hover even without wings.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":4414,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Fiendish Flesh Golem","description":"A fiendish flesh golem is a particularly big flesh golem made of stitched-together body parts from devils, demons, yugoloths, and other fiends. As these parts can come from different creatures and be combined in different ways, no two fiendish flesh golems look exactly alike. Night hags guard the secret to making such golems, rarely sharing it with anyone else. Some fiendish flesh golems have wings. However, the magic used to create these golems allows them to fly and hover even without wings. Traits Berserk. Whenever the golem starts its turn with 100 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem’s creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again. Immutable Form. The golem is immune to any spell or effect that would alter its form. Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":28744,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Fiendish Formian","description":"Traits Hive Mind. All fiendish formians within 1 mile of Ekengarik can telepathically communicate with each other and Ekengarik. Actions Multiattack. The fiendish formian makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and the target must make a DC 14 Constitution saving throw. On a failed save, the target’s Strength score is reduced by 1. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Fiendish Handler","description":"Handlers Handlers are a case study in misdirection. Due to their imposing presence, musculature, and distinctly fiendish glare, they are often mistaken for a pygmy raksha’s shapeshifting disguise. This is entirely intentional; the handler’s sole job is to protect its fiendish master.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid ","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":11},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Fiendish Spirit","description":"See the Summon Fiend spell.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Fiendish Spirit","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Death Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell’s level Fire damage. Success: Half damage. Devil’s Sight (Devil Only). Magical Darkness doesn’t impede the spirit’s Darkvision. Magic Resistance. The spirit has Advantage on saving throws against spells and other magical effects. Actions Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down). Bite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell’s level Necrotic damage. Claws (Yugoloth Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see. Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell’s level Fire damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend","Alignment":"Neutral","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Fierce Buccaneer","description":"Buccaneer Sailors who survive several voyages across the Expanse are likely to come across buccaneers. These pirates and privateers prowl busy wind routes, looking for poorly defended ships to pillage. Buccaneers expertly push through the crowded battles that invariably occur when boarding enemy ships.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"Humanoid","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Fierna","description":"Fierna rules Phlegethos alongside her father, Belial. She is emotionally intelligent, and her charisma has earned her many allies and few enemies in the Nine Hells. Although some view her as incompetent, Fierna’s true intentions are hidden behind a smokescreen of brashness. Her father, Belial, was a key player in the Reckoning, and due to his actions, Fierna was granted primary leadership of Phlegethos. Despite this political appearance, Fierna and Belial rule together, often meeting in secret to discuss strategy and upcoming plans. Some of the more ignorant archdevils view the relationship between Belial and Fierna as something to be exploited or broken. In reality, Fierna deeply respects her father, and the feeling is mutual. Laying eyes on Fierna, one can immediately see the reasons she is so admired: she is impossibly beautiful. Her beauty is a strength, complementing her strategic mind and ingenuity. Fierna’s Lair Fierna’s lair is a palace, a tower of crystalline stone wreathed in blue flame. Lair Actions On initiative count 20 (losing initiative ties), Fierna can take one lair action to cause the following effect or one from the archdevil lair action list ; she can’t take the same lair action two rounds in a row: Fiery Reversal . Fierna exchanges places with a creature she can see within 30 feet of her. Both her old location and her new location erupt into flames that persist for 1 minute. Anyone entering either flame must succeed on a DC 21 Constitution saving throw or take 28 (8d6) fire damage. Regional Effects The region containing Fierna’s lair is corrupted by her presence, which creates the following effect: Smoke-cloud . A vast fog rises 3 feet above ground within 1 mile of the lair, completely obscuring the ground. Any creature having the prone condition at the start of their turn must succeed on a DC 22 Constitution saving throw or take 7 (2d12) necrotic damage from choking on the noxious fumes. If Fierna dies, the effects fade over the course of 1d10 days. Traits Fear Aura. When a creature starts their turn within 120 feet of Fierna, they must succeed on a DC 22 Wisdom saving throw or have the frightened condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour. Fiendish Regeneration. Fierna regains 20 hit points at the start of her turn. If she takes radiant damage this trait doesn’t function at the start of her next turn. Fierna dies only if she starts her turn with 0 hit points and is unable to regenerate. Legendary Resistance (3/Day). If Fierna fails a saving throw, she can choose to succeed instead. Magic Resistance. Fierna has advantage on saving throws against spells and other magical effects. Princess of Hellfire. Fire conjured by Fierna becomes Hellfire. It ignores resistances and immunities to fire damage, deals double damage to creatures vulnerable to fire or necrotic damage, can’t be extinguished through any means, and is capable of melting stone or igniting inflammable objects. Actions Multiattack. Fierna makes three attacks using Flame Blade, Mote of Flame, or a combination of the two. Flame Blade. Melee Spell Attack: +20 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) fire damage. Mote of Flame. Fierna targets a creature she can see within 90 feet of her. The target must make a DC 25 Dexterity saving throw, taking 22 (3d8 + 9) fire damage on a failed save, or half as much damage on a successful one. Reactions Wreath of Flames. When hit by a melee attack and Fierna can see her attacker, she covers herself in Hellfire, and the attacker takes 13 (3d8) fire damage. Legendary Actions Fierna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Fierna regains spent legendary actions at the start of her turn. Blade. Fierna makes a Flame Blade attack. Conjure Hellfire (Costs 2 Actions). Fierna chooses a point she can see within 150 feet of her. All creatures in a 20-foot-radius sphere centered on that point must make a DC 25 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. Call Underling (Costs 3 Actions). Fierna summons an allied spined devil in an unoccupied space that she can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Fierstjerren","description":"An ancient man with dead eyes, long white hair, and tattooed runes covering his still-muscular body bears his sword menacingly. Fierstjerren are undead servants of the northern death cults, raised from fallen reavers through dark magic. They are boastful and arrogant, and injury only makes them stronger. Relentless Agents. Fierstjerren carry out the orders of their creators with independence and foresight, while others independently further the cause of evil as they see fit. Malevolence Under Tension. Fierstjerren are animated by a controlling spirit of necrotic energy. When the fierstjerren is wounded, the spirit tears free, animating the twice-undead corpse in a burst of necromantic destruction. Accompanied by Zealots. Fierstjerren are often accompanied by a dozen thralls--humanoid zealots serving the cult, willingly or not, who view the fierstjerren as an avatar of death and will follow it to the grave and beyond. Thralls attack under the direction of the fierstjerren, who is alerted to any danger the thralls perceive. A fierstjerren will sacrifice its thralls without remorse to secure an advantage, a sacrifice that is often seen as an honor by the zealous thralls. Undead Nature. The fierstjerren doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Figure in Black Armor","description":"This creature appears in The Little Town of Tusk adventure module.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Fionn","description":"Fionn is a very unusual ghost of a very unusual frost giant from the First World. These statistics work best when used for a unique foe in a long-term campaign, where can you tie Fionn’s tragic story to one of the PCs’ allies, or even to one of the PCs. You can adjust his Bound to the Mortal Night weakness as well to be keyed to other times of the day, month, or even a year. Traits Bound to the Mortal Night. Fionn’s restless spirit is bound to the night itself. He can travel anywhere he wishes, so long as it is night. During the day, he cannot travel further than thirty feet from the location he occupies as the sun rises. If he gains an effect that would normally transport him to another plane, he instead remains on the Material Plane and is stunned until the end of his next turn. Ethereal Sight. Fionn can see 60 feet into the Ethereal Plane. Incorporeal Movement. Fionn can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object. Innate Spellcasting. Fionn’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: ray of frost 3/day each: dispel magic, slow, speak with dead 1/day each: cone of cold, wall of ice Actions Multiattack. Fionn makes two attacks with his ghostly battleaxe or his withering touch. Alternately, he can make one attack with each. Ghostly Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) necrotic damage plus 11 (2d10) cold damage. Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (4d6+5) necrotic damage. Legendary Actions Fionn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Fionn regains spent legendary actions at the start of its turn. Detect. Fionn makes a Wisdom (Perception) check. Command Undead (Costs 2 Actions). Fionn chooses two undead minions within 30 feet. A chosen undead uses its reaction to perform either an Attack on an enemy, or a Dash action to move to an enemy. Fearsome Blizzard (Costs 3 Actions). Fionn exhales a swirling blizzard of snow and ice that chills both flesh and soul. All creatures other than those with the undead type within 30 feet must make a Constitution saving throw. On a failed save, a creature takes 21 (6d6) cold damage and is frightened of Fionn for 1 round. On a successful save, the creature takes half damage and is not frightened.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Firbolg Primeval Warden","description":"Like giant priests of Hiatea, firbolgs who serve her fall into two distinct roles that parallel Hiatea’s dual nature. At home, primeval wardens tend the hearths and tutor the young. Primeval wardens who patrol the borders of firbolg communities are fierce hunters who guard against external threats and incursions. Firbolgs Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Ages later, that magic still thrums inside firbolgs. Firbolgs are often drawn to the service or emulation of the gods Diancastra and Hiatea. Firbolgs’ innate magic of obscurement and trickery resonates with Diancastra’s wily resourcefulness. A traditional emphasis on community and harmony leads many firbolgs to pledge themselves to Hiatea’s service. Traits Spellcasting. The firbolg casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: entangle , speak with animals , speak with plants 1/day each: commune with nature (as an action), detect magic , disguise self Actions Multiattack. The firbolg makes two Spear or Fire Lance attacks. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8) fire damage. Fire Lance. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 14 (2d10 + 3) fire damage. Bonus Actions Hidden Step (2/Day). The firbolg magically turns invisible until the start of its next turn, until it makes an attack roll, or until it forces someone to make a saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Druid)","Alignment":"Any Alignment","Expansion":24749,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Firbolg Wanderer","description":"Firbolgs inspired by the saga of Diancastra embark on adventures to create their own legends. These wanderers use their magic for trickery and disguise to emulate Diancastra. Firbolgs Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Ages later, that magic still thrums inside firbolgs. Firbolgs are often drawn to the service or emulation of the gods Diancastra and Hiatea. Firbolgs’ innate magic of obscurement and trickery resonates with Diancastra’s wily resourcefulness. A traditional emphasis on community and harmony leads many firbolgs to pledge themselves to Hiatea’s service. Traits Spellcasting. The firbolg casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14): At will: mage hand , minor illusion , Tasha's hideous laughter 1/day each: detect magic , disguise self , dispel magic , polymorph Actions Multiattack. The firbolg makes two attacks using Longsword, Bewitching Bolt, or a combination of them. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 9 (2d8) psychic damage. Bewitching Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 10 (2d6 + 3) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or have the charmed condition until the start of the target's next turn. Bonus Actions Duplicitous Movement (1/Day). The firbolg projects an illusory duplicate of itself in an unoccupied space it can see within 30 feet of itself. The firbolg can then swap places with the illusion. The illusion vanishes after 1 minute, if the firbolg is incapacitated, or if the illusion is more than 120 feet from the firbolg. As a bonus action on later turns, the firbolg can move the illusion up to 30 feet and can then swap places with it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Cleric)","Alignment":"Any Alignment","Expansion":24749,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Fire Beetle","description":"This creature appears in The Festival of the Birds adventure module.","properties":{"Category":"Monsters","Size":"Medium","Type":"bug","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Fire Centipede","description":"The fire centipede is said to have made its way up from the core of Or’Mya, where lava flows freely, giving the creatures who dwell there resistance to heat and fire-based abilities. Its black body looks like a darker giant centipede, but once spotted, the fire centipede’s bright red underbelly gives away that this beast shouldn’t be messed with. Literally too hot to handle, the fire centipede packs a heated punch. The 2-foot long creature should never be touched unless heavily protected from fire. Additionally, the fire centipede’s mandibles deliver a burning bite, so it is best to steer clear of these creatures if they can be avoided. Traits Heated Body . A creature that touches the fire centipede or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Actions Bite . Melee Weapon Attack : +0 to hit, reach 5 ft., one creature. Hit : 3 (2d4 - 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 7 (2d6) fire damage. ","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":8938,"Challenge Rating":"1/4"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Fire Drake","description":"TRAITS Burning Blood: A fire drake’s blood burns upon exposure to air. A creature that touches the drake’s blood or hits the creature with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. ACTIONS Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Fire Breath (Recharge 5-6): The drake releases a spray of its own flaming blood in a 10-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save or half as much on a successful one. In addition creatures failing their save catch fire; until an action is taken to douse the fire, the creature takes 3 (1d6) fire damage at the start of its turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":23660,"Challenge Rating":1},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Fire Drake","description":"I used to run this great con. Off-worlders would come here hoping to kill that old drake in the wastes like they were in some sort of SIM game. If they were idiots, that’s on them, but their money spent well enough. Then an esper came and actually talked to the beast. Now that thing is hunting me. Drakes Drakes are powerful, intelligent reptilian creatures that lair in secluded planetary regions. They are an offshoot of the extremely rare dragon species, which has existed since long before recorded history. Like many draconic creatures, drakes live for centuries. Due to their unique elemental nature, however, some believe their origins may be linked to primordials. Several features are shared among the different types of drakes. They are reptilian in form with long necks and thick, pointed tails. They have frontal appendages that end in a deadly, sharp talon. Their wings fold outward from behind these appendages, allowing them to be tucked behind their backs when on the ground. This is where the similarities end, as each type of drake adopts a particular elemental nature that determines both its abilities and primary habitat. Callous and Malevolent. By nature, drakes are both arrogant and fiercely hostile toward other creatures. They pride themselves on their draconic origins, dispensing cruel treatment on weaker creatures while plotting to take what belongs to those more powerful. They carry a particular hatred for humanoids, who have come into constant conflict with their kind over many generations. Primordial Anima. Drakes nest in areas where their elemental nature is most prevalent. They can travel to areas outside of their chosen climate but rarely do they remain there for long. Even rarer still are drakes being found in areas where their primordial nature is unlikely to be found. An ice drake, for example, would likely avoid any regions of extreme heat, such as deserts or volcanos. Even drakes are not fully aware of their origins, save that they are descended from dragons. Some believe drakes were the forged creations of dragons rather than an offspring or variant of the species.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Fire Elemental","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Fire Form : The elemental can move through a space as narrow as 1 inch wide without squeezing . A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Illumination : The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.. Water Susceptibility : For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack : The elemental makes two touch attacks. Touch : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","AC":13,"HP":"102 (12d10+36)","CHA":7,"CON":16,"DEX":17,"INT":6,"STR":10,"WIS":10,"Size":"Large","Type":"elemental","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063002/NBmXHoksptksTHOoed2lCQ/original.png","Roll 0":"Touch\n1d20 + 6\n2d6+3","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Neutral","Languages":"Ignan","data-List":"false","Immunities":"Fire, Poison","Token Size":2,"Resistances":"Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Fire Form\",\"Desc\":\"The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.\"},{\"Name\":\"Illumination\",\"Desc\":\"The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..\"},{\"Name\":\"Water Susceptibility\",\"Desc\":\"For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The elemental makes two touch attacks.\"},{\"Name\":\"Touch\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"fire\",\"Desc\":\"If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns\"}]","data-CHA-mod":"-2","data-CON-mod":"+3","data-DEX-mod":"+3","data-INT-mod":"-2","data-STR-mod":"+0","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":5,"Passive Perception":10,"Condition Immunities":"Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious","data-CrNum":5,"data-AcNum":13,"data-HpNum":102},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Fire Elemental","description":"Elementals Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks. Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being. Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it. Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds. The strength of the magic and materials that bind an elemental determines how well the elemental functions in a bound form. Golems are elemental spirits bound to physical forms, but weaker materials such as flesh and clay can’t bind elemental power sufficiently. Durable materials such as stone and iron require stronger magic, which consequently binds an elemental more securely. Elemental Nature. An elemental doesn’t require air, food, drink, or sleep. Fire Elemental A faint humanoid shape threads through the core of this wild, moving flame. A fire elemental is a force of capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders. Water can halt its destructive progress, causing the fire elemental to shrink back, hissing and smoking in pain and rage. Traits Fire Form : The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Illumination : The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft.. Water Susceptibility : For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack : The elemental makes two touch attacks. Touch : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"MM1","Alignment":"neutral","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Fire Elemental Myrmidon","description":"Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. Traits Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius. Magic Weapons⁠. The myrmidon's weapon attacks are magical. Water⁠ Susceptibility. For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage. Actions Multiattack. The myrmidon makes three scimitar attacks. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Fiery Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Fire Elemental Myrmidon","description":"Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. Traits Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius. Magic Weapons. The myrmidon’s weapon attacks are magical. Water Susceptibility. For every 5 feet the myrmidon moves in water, it takes 2 (1d4) cold damage. Actions Multiattack. The myrmidon makes three scimitar attacks. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. Fiery Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"neutral","Expansion":7390,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Fire Elemental Myrmidon","description":"Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators. Traits Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius. Water Susceptibility. For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage. Actions Multiattack. The myrmidon makes three Scimitar attacks. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) force damage. Fiery Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 7 (2d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Neutral","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Fire Gen","description":"Efreetikin have a bulky, muscular physique with skintones ranging from deep red to violet. They are quick-tempered, and their skills in deception can be a boon, or a detriment, to their masters. Gen Gens are tiny genie-kin that reside in the elemental planes and, due to their stature, are sometimes referred to as lesser genie. Once bound, they are very willing servants who strive to be the best at any task they are given. They even tend to be competitive with other gen. At their core, every genie holds itself in high regard, and the gen desire the same praise and respect as their far more powerful counterparts. Recruiting one is an entirely different matter, as most deal exclusively with other genies and extraplanar beings. Yet, it is possible for a diligent mortal to gain one's trust and obedience, and their patience is greatly rewarded in both friendship and power. Plane Shifters. Gens possess the ability to shift between the planes, making them ideal messengers. A warlock who has made a pact with such a being can expect to communicate with powerful creatures through their familiar, and even request their aid, but such exercise is taxing on the gen and they require time to recuperate after each planar shift. To Serve with Purpose. While the majority of gen find their toil within the realms and palaces of noble genies and in the company of unfathomable cosmic power, to a mortal, they can prove to be diligent attendants, able teachers, and friends. Such gen take pride in their association to the warlock as much as, or more than, the warlock might. Should their warlock miss the first opportunity to introduce their gen, it will likely take the next instant upon itself. As they serve with distinction, a gen’s self-worth won’t accept any physical or mental abuse at the hands of any master, nor do they see themselves as a pawn or slave. While they pride themselves on being helpful, each gen wishes to elevate their status through their time spent with other powerful beings, learning how each approaches a specific situation or magical opportunity. In fact, each gen believes that their power grows faster the more they accomplish with a single entity, and thus the greater each ascension may be. With this in mind, some gen cultivate multiple pacts with powerful beings throughout their existence, but limit themselves to only one mortal at a time. All things important to the gen hinge on this relationship, as each hopes that someday they may grow to know absolute power and prestige, rivaling the gods, as only a true noble genie can. Elemental Nature. The type of gen your pact binds depends on its elemental plane of origin. The majority are classified into four types, whose personalities can differ as much as their appearance. Variant: Gen Familiar Gens bound to a warlock by a noble genie patron often act as advisors and familiars. They often push the warlock into gaining more power and influence, as to be deemed worthy of service. Such gens have the following trait. Familiar. The gen can serve as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the gen senses as long as they are within 1 mile of each other. While the gen is within 10 feet of its master, the master shares the gen's Magic Resistance trait. At any time, the gen can end its service as a familiar, ending the telepathic bond. Traits Innate Spellcasting. The gen’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no components: At will: control flames, detect evil and good 2/day each: plane shift (self only) 1/day each: heat metal, tongues Elemental Demise. If the gen dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the gen was wearing or carrying. Magic Resistance. The gen has advantage on saving throws against spells and other magical effects. Actions Multiattack. The gen makes two melee attacks or two ranged attacks. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Flame Dart. Ranged Weapon Attack: +4 to hit, reach 5 ft., one target range 30/120. Hit: 5 (1d6 + 2) fire damage. Invisibility. The gen magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the gen wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental","Alignment":"neutral","Expansion":23171,"Challenge Rating":"1/2"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Fire Giant","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The giant makes two greatsword attacks. Greatsword : Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. Rock : Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.","properties":{"Category":"Monsters","AC":"18 (Plate)","HP":"162 (13d12+78)","CHA":13,"CON":23,"DEX":9,"INT":10,"STR":25,"WIS":14,"Size":"Huge","Type":"giant","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063035/nImrBdix7dlCVskQp_Xgmw/original.png","Roll 0":"1d20 + 11\n6d6+7","Roll 1":"1d20 + 11\n4d10+7","Skills":"Athletics +11, Perception +6","Source":"5th Edition SRD","data-XP":"5,000","Alignment":"Lawful Evil","Languages":"Giant","data-List":"false","Immunities":"Fire","Token Size":3,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The giant makes two greatsword attacks.\"},{\"Name\":\"Greatsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"6d6 + 7\",\"Damage Type\":\"slashing\"},{\"Name\":\"Rock\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"11\",\"Reach\":\"60/240 ft.\",\"Target\":\"one target\",\"Damage\":\"4d10 + 7\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"+1","data-CON-mod":"+6","data-DEX-mod":"-1","data-INT-mod":"+0","data-STR-mod":"+7","data-SizeNum":6,"data-WIS-mod":"+2","Saving Throws":"Dex +3, Con +10, Cha +5","Challenge Rating":9,"Passive Perception":16,"data-CrNum":9,"data-AcNum":18,"data-HpNum":162},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Fire Giant","description":"\"Boulders assailed our walls and cast them down, leavin’ gaps through which the giants strode, weapons in hand.\" —Captain Dwern Addlestone’s partial account of the Siege of Sterngate Giants Ancient empires once cast long shadows over a world that quaked beneath the giants’ feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. Giants are almost as old as dragons, which were still young when the giants’ heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race’s glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. The Ordning Each of the main giant races—the cloud, fire, frost, hill, stone, and storm giants—are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. Regardless of a giant’s rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn’t considered evil to disrespect or even betray a giant of another type, merely rude. Fire Giant Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary. Fire Forged. Fire giant fortresses are built around and inside volcanoes or near magma-filled caverns. The blistering heat of their homes fuels the fire giants’ forges, and causes the iron of their fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants’ stony fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions. Fire giants shun cold as much as their cousins the frost giants hate heat. They can adapt to cold environments with effort, though, keeping their hearth fires burning bright and wearing heavy woolen clothing and furs to stay warm. Martial Experts. From birth, a fire giant is taught to embrace a legacy of war. At the cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an integral part of life in the giants’ fortresses and underground realms of smoke and ash. The fire giants’ songs are odes of battles lost and won, while their dances are martial formations of pounding feet that resound like smiths’ hammers throughout their smoky halls. Just as fire giants pass down their knowledge of crafting from generation to generation, their renowned fighting prowess comes not from wild fury but from endless discipline and training. Enemies make the mistake of underestimating fire giants based on their brutish manner, learning too late that these giants live for combat and can be shrewd tacticians. Feudal Lords. Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising livestock and harvesting fields whose bounty is almost entirely tithed to the fire giant kings. Fire giant crafters work through insight and experience rather than writing or arithmetic. Though most fire giants place little worth on such frivolousness, they sometimes keep slaves at court who are versed in such skills. Serfs not destined for court or the fields (especially dwarves) are taken to the fire giants’ mountainous realms to mine ore and gemstones from deep within the earth. Fire giants low in the ordning manage the mine tunnels and the slaves that toil there, few of which survive the difficult and dangerous work for long. Though fire giants are skilled in the engineering of mine tunnels and the gathering of ore, they place less importance on the safety of their slaves than on smelting and working the bounty those slaves produce. Skilled Artisans. Fire giants have a fearsome reputation as soldiers and conquerors, and for their ability to burn, plunder, and destroy. Yet among the giants, fire giants produce the greatest crafters and artists. They excel at smelting and smith work, as they do at the engineering of metal and stone, and the quality of their artistry shows even in their implements of destruction and their weapons of war. Fire giants strive to build the strongest fortresses and most potent siege weapons. They experiment with alloys to create the hardest armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind. \"And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.\" —Elder Zelane of Istivin, recounting the Giant Wars Giant Gods When the giants’ ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants’ pantheon. Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind’s primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam’s daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. Actions Multiattack : The giant makes two greatsword attacks. Greatsword : Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 28 (6d6 + 7) slashing damage. Rock : Ranged Weapon Attack : +11 to hit, range 60/240 ft., one target. Hit : 29 (4d10 + 7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Source":"MM1","Alignment":"lawful evil","Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Fire Giant Artillerist","description":"The fire giant artillerist is valued by its allies for its ability to wreak havoc on the battlefield and unleash devastating attacks from afar. If not in combat, the fire giant crafts and tinkers with siege machines. Traits Arcane Firearm. When the giant casts a spell, roll a d8, and the giant gains a bonus to one of the spell’s damage rolls equal to the number rolled. Actions Multiattack. The giant makes two Handaxe attacks. Handaxe. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Spellcasting. The giant casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: fire bolt (3d10), mage hand, mending 1/day each: absorb elements, catapult, fireball, flame arrows, grease, haste, heat metal, scorching ray, shield, thunderwave Arcane Turret (Recharges after a Short or Long Rest). The giant magically summons a Large turret in an unoccupied space on a horizontal surface within 5 feet of it. The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and 120 hit points. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. The giant can dismiss it early as an action. When the giant summons the turret, it decides which type it is, choosing from the options listed below: 1. Flamethrower. The turret exhales fire in an adjacent 30-foot cone that you designate. Each creature in that area must make a DC 15 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. 2. Force Ballista. Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 18 (4d8) force damage and if the target is a creature, it is pushed horizontally up to 10 feet away from the turret. 3. Defender. The turret emits a burst of positive energy that grants itself and each creature of your choice within 20 feet of it 2d8 + 3 temporary hit points. On each of its turns, the giant can take a bonus action to cause the turret to activate if it is within 60 feet of it. As part of the same action, the giant can direct the turret to walk or climb up to 20 feet to an unoccupied space. The giant can use an action to command the turret to detonate if is within 60 feet of it. Doing so destroys the turret and forces each creature within 20 feet of it to make a DC 15 Dexterity saving throw, taking 21 (6d6) force damage on a failed save or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Fire Giant Blackguard of Surtur","description":"This tyrannical fire giant is a black-hearted paladin that leads armies of fire giants and its minions in conquering settlements that borders its lands. It orders the purification of the weak - all those that it has defeated, by burning them with their cleansing fire in the name of Surtur. Traits Aura of Conquest. If the giant isn't incapacitated, a creature frightened of the giant that starts its turn within 30 feet of the giant takes 10 (3d6) psychic damage and has its speed is reduced to 0. Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant makes two Longsword attacks. Longsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage, or 23 (3d10 + 7) slashing damage if used with two hands, plus 4 (1d8) fire damage. Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 9 (2d8) fire damage. Spellcasting. The giant casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): 2/day each: command, compelled duel, hold person, wrathful smite 1/day each: banishment, bestow curse, blinding smite, dispel magic, fear, stoneskin* *The giant casts this spell on itself before combat. Conquering Presence (Recharges after a Short or Long Rest). The giant forces each creature of its choice that it can see within 30 feet of it to make a DC 16 Wisdom saving throw. On a failed save, a creature becomes frightened of the giant for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Move. The giant moves up to half its speed. Word of Oppression. The giant casts command or hold person. Burning Glare of Surtur. The giant turns its gaze toward one creature it can see within 60 feet of it and commands it to combust. The target must succeed on a DC 16 Wisdom saving throw. On a failed save, the target takes 13 (3d8) fire damage and is frightened until the end of its next turn. On a successful save, the target takes half as much damage and isn't frightened. Longsword (Costs 2 Actions). The giant makes a Longsword attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Fire Giant Captain","description":"The fire giant captain is a veteran warrior that knows how to maneuver its troops in battle and expose enemy weaknesses. It is typically encountered leading a patrol squad or raiding party. Traits Distracting Strike (1/Turn). When the giant hits a creature with a weapon attack, the next attack roll against the target by an attacker other than the giant has advantage if the attack is made before the start of the giant's next turn. Actions Multiattack. The giant makes two Longsword attacks. It can use Maneuver Allies in place of one Longsword attack. Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) slashing damage, or 24 (3d10 + 8) slashing damage if used with two hands. Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of the giant that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Reactions Directed Strike (2/Day). When a creature the giant can see within 30 feet of it makes an attack roll, and the creature can hear the giant, the giant grants advantage to that roll.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Fire Giant Chain Brute","description":"The fire giant chain brute often serves as a blacksmith or jailer. It is skilled in fighting with a spiked chain attached to a hook. It uses the chain to snare targets and bring them close enough to impale with its hook. The fire giant also uses a variety of devastating techniques to wield the chain, hitting and knocking down multiple enemies or battering them with an overhead smash. Actions Multiattack. The giant makes two melee attacks: one with its Chain and one with its Hook. It can replace its Chain attack with Chain Sweep, Chain Lash, or Chain Smash, if available. Chain. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 4 (1d8) fire damage and if the target is a creature, it must make a DC 20 Strength saving throw or be pulled 15 feet toward the giant. Hook. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage plus 4 (1d8) fire damage and if the target is Huge or smaller creature, it is also grappled (escape DC 20). Until this grapple ends, the target is restrained, the giant can automatically hit the target with its hook, and the giant can't attack another target with its hook. Chain Sweep. The giant swings its chain, and every creature within 20 feet of it must make a DC 20 Dexterity saving throw. On a failed saving throw, a creature takes 21 (3d8 + 8) bludgeoning damage plus 4 (1d8) fire damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Chain Lash. The giant whips and slams its chain on the ground in a 30-­foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw. On a failed saving throw, a creature takes 21 (3d8 + 8) bludgeoning damage plus 4 (1d8) fire damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Chain Smash (Recharge 5-6). Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 35 (6d8 + 8) bludgeoning damage plus 4 (1d8 ) fire damage, and the target must succeed on a DC 20 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Fire Giant Champion of Surtur","description":"Chosen and blessed for its undying fervor, the champion of Surtur swears to spread the flame of the fire god in the mortal plane. A towering hulk of armor and weapons, the champion’s body has been infused with the fire of Surtur. Any creature that comes into contact with the champion is instantly burned. As with the teachings of Surtur, the champion ensures that all its enemies are cleansed with its fire, and that even the tiniest remains are completely incinerated. Traits Heated Body. A creature that touches the giant or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Indomitable (2/Day). The giant can reroll a saving throw it fails. It must use the new roll. Actions Multiattack. The giant makes two Greatsword attacks. It can use Arcing Fireblade in place of one of these attacks, if available. Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage plus 10 (3d6) fire damage, and if the target is not immune to fire, it gains vulnerability to fire until the end of the giant's next turn. Rock. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage plus 10 (3d6) fire damage. Arcing Fireblade (Recharge 5–6). The giant swings its greatsword in a full arc, and every creature within 15 feet of it must succeed on a DC 21 Dexterity saving throw. On a failed save, a creature takes 29 (6d6 + 8) slashing damage plus 10 (3d6) fire damage, and if the target is not immune to fire, it gains vulnerability to fire damage until the end of the giant's next turn. On a successful save, the creature takes half as much damage and doesn't gain vulnerability to fire damage. Spellcasting. The giant casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16): 2/day each: dispel magic, fireball, shield 1/day each: conjure elemental (fire), wall of fire","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Fire Giant Doomblade","description":"Very rarely are there giants that show any affinity to arcane magic. But those that do normally become warlocks that make pacts with evil elder fire elementals such as Kossuth or Imix. Known as doomblades, these giants wield dark spells and swords that temporarily curse those it strikes. Actions Multiattack. The giant makes two Longsword attacks. Longsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage plus 7 (2d6) psychic damage and the target is cursed until the end of the giant's next turn. While cursed, the target has disadvantage on attack rolls, ability checks, and saving throws. Doom Blast. Each creature in a 20-foot cube originating from the giant must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 22 (5d8) psychic damage and is vulnerable to all types of damage until the end of the giant's next turn. On a successful save, a creature takes half as much damage with no additional effects. Spellcasting. The giant casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: mage hand, minor illusion, true strike 1/day each: circle of death, dispel magic Bonus Actions Staggering Smite (2/Day). Immediately after the giant hits a target with an attack roll, the target takes an extra 14 (4d6) psychic damage and must make a DC 15 Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Fire Giant Dreadnought","description":"The giant presented here is more powerful than others of its kind, either because the gods have shown it favor or because fate has dealt it a bad hand and forced it to seek out other paths to power. The ordning for fire giants emphasizes not just strength but also skill at forgecraft. The foundry is the heart of any fire giant community. It is temple, school, proving ground, and political hub rolled into one. Those who have brawn but little brain are usually consigned to the lowliest of tasks such as working forge bellows or moving coal. However, there is one role at which the strongest among them can excel and gain rank: the dreadnought. Weapons of War. Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with its two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor. When not called on to fight, dreadnoughts maintain their strength by using their shields to shove huge quantities of coal, stone, or ore about the foundry. Occasionally, dreadnoughts are called on by their superiors to accompany a war or diplomatic delegation, The presence of the dreadnoughts presents a fierce face in either case. Traits Dual Shields : The giant carries two shields, each of which is accounted for in the giant’s AC. The giant must stow or drop one of its shields to hurl rocks. Actions Multiattack : The giant makes two fireshield attacks. Fireshield : Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage. Rock : Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Shield Charge : The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature’s space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (fire giant)","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Expansion":1,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Fire Giant Dreadnought","description":"Most fire giants value not just strength but also skill at forgecraft. The foundry is the heart of any fire giant community. It is a temple, school, proving ground, and political hub rolled into one. Those whose primary virtue is brawn are usually consigned to the lowliest of tasks, such as working forge bellows or moving coal. However, the strongest among these can excel at and gain rank through a specialized role: the dreadnought. Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with these two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor. When not called on to fight, dreadnoughts maintain their strength by using their shields to shove huge quantities of coal, stone, or ore about the foundry. Occasionally, dreadnoughts are called on by their superiors to accompany a war or diplomatic delegation and use their fierce and intimidating demeanor to strengthen the delegation’s position. When I first saw a fire giant dreadnought, I doubted the giant could even move. I quickly learned my error. —Mordenkainen Traits Dual Shields. The giant carries two shields, which together give the giant +3 to its AC (accounted for in the statblock). Actions Multiattack. The giant makes two Fireshield or Rock attacks. Fireshield. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage. Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Shield Charge (Recharge 5–6). The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature’s space during this move, that creature must succeed on a DC 21 Strength saving throw or take 36 (8d6 + 8) bludgeoning damage plus 14 (4d6) fire damage and be pushed up to 30 feet and knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Fire Giant Duke","description":"The fire giant duke (or duchess) is the highest-ranked fire giant in the Ordning. A cruel despot who rules with an iron hand, the fire giant duke is also a cunning battle tactician who is skilled in directing its allies on the battlefield. It is rarely without its bodyguards. Traits Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant makes two melee attacks. It can use Battlefield Cunning in place of one of the melee attacks. Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage plus 7 (2d6) fire damage. Rock. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Battlefield Cunning (Recharge 4–6). Up to two allies within 60 feet of the giant that can hear it can use their reactions to make one melee attack each. Bonus Actions Burning Smite (Recharge 5–6). The giant deals an extra 10 (3d6) fire damage when it hits a target with its Greatsword attack. If the target is a creature that is not immune to fire, it must succeed on a DC 21 Wisdom saving throw. On a failed save, a creature becomes frightened and catches fire, taking 10 (3d6) fire damage at the end of each of its turns. The creature remains frightened until the fire is extinguished. An affected creature or another creature within 5 feet of it can take an action to extinguish the fire. On a successful save, the creature isn't frightened and doesn't catch fire. Legendary Actions The giant can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Move. The giant moves up to half its speed. To Me. Up to three allies within 60 feet of the giant that can hear it can each use their reaction to move up to their speed to the nearest possible space to the giant. Command (Costs 2 Actions). The giant targets one ally it can see within 30 feet of it. If the target can see and hear the giant, the target can use its reaction to make one weapon attack and gains advantage on the attack roll. Greatsword (Costs 2 Actions). The giant makes a Greatsword attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Fire Giant Forgecaller","description":"The fire giant forgecaller is both a master blacksmith and devout priest of Surtur. The giant is rarely found away from its forge, which it treats as both its temple and sanctum. The forgecaller tirelessly crafts weapons and armor for its brethren. In combat, the forgecaller utilizes a variety of fire spells to deal with multiple foes as well as to set defenses. However, it prefers to use its superheated warhammer to crush and burn those it strikes. If surrounded by enemies, the forgecaller can unleash a fiery blast wave that incinerates those near it. Actions Multiattack. The giant makes two Warhammer attacks. It can use Combust in place of one Warhammer attack. Warhammer. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, or 23 (3d10 + 7) bludgeoning damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage. Combust. The giants targets one creature it can see within 60 feet of it. The target makes a DC 16 Wisdom saving throw. On a failed save, the target takes 25 (5d8 + 3) fire damage and catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, the target takes half as much damage and doesn't catch fire. Wrath of Surtur (Recharge 5–6). Searing flames surge from the giant and incinerate those around it. Each creature within 20 feet of the giant that is not immune to fire must succeed on a DC 16 Dexterity saving throw. On a failed save, a creature takes 42 (12d6) fire damage and gains vulnerability to fire until the end of the giant's next turn, or half as much damage and does not gain vulnerability to fire on a successful one. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: produce flame (3d8), mending, thaumaturgy 2/day each: glyph of warding (as an action), heat metal, wall of fire 1/day each: flame strike, hold monster, investiture of flame Bonus Actions Surtur's Gift. The giant targets one ally it can see within 30 feet of it. Until the start of the giant's next turn, it deals an extra 7 (2d6) fire damage with its weapon attacks.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Fire Giant Forgecaller","description":"A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community, these forgecallers oversee both forges and the community’s defense, often in Surtur’s name. Some forgecallers prefer to live and work in isolation, seeking the hottest fires in volcanoes’ hearts or the Elemental Plane of Fire to pursue their own crafts and studies. A forgecaller is a walking furnace, clad head to toe in plate armor that seems to barely contain intense heat and billowing smoke. They conjure waves of magma and can fly by jetting magical fire from their legs and body. Traits Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead. Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Magma Wave action and Furnace Armor bonus action. The object bearing the rune has AC 15; 40 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a fire rune on an object in its possession when it finishes a short or long rest. Actions Multiattack. The giant makes three Forge Hammer attacks or two Heated Rock attacks. Forge Hammer. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (5d6 + 7) bludgeoning damage. Hit or Miss: The giant can cause the hammer to emit a burst of heat in a 30-foot-radius sphere centered on the target. Metal objects in that area glow red-hot until the start of the giant's next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 19 Constitution saving throw. On a failed save, the creature takes 10 (3d6) fire damage and has disadvantage on attack rolls until the start of its next turn unless it has immunity to fire damage. The hammer can emit heat in this way only once per turn. Heated Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage plus 19 (3d12) fire damage. If the target is a Large or smaller creature, it must succeed on a DC 21 Strength saving throw or have the prone condition. After the giant throws the rock, roll a d6; on a roll of 3 or lower, the giant has no more rocks to throw. Magma Wave (Requires Fire Rune). The giant emits a wave of magma form its fire rune in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) fire damage and has the restrained condition. As an action, a creature can make a DC 19 Strength (Athletics) check, freeing itself or a creature within its reach from the rock on a success. The rock restraining each creature has AC 17; 20 hit points; and immunity to fire, poison, and psychic damage. On a successful save, a creature takes half as much damage only. Bonus Actions Furnace Armor (Requires Fire Rune). The giant causes smoke and cinders to billow from its armor, filling a 30-foot-radius sphere centered on the giant. While the armor is billowing smoke, the giant has half cover. The armor stops billowing smoke after 1 minute, when the giant dies, when the giant uses a bonus action to end the effect, or when the giant's fire rune is destroyed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant (Cleric)","Alignment":"Any Alignment","Expansion":24749,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Fire Giant Houndmaster","description":"While fire giants rally their kin, the normally reclusive houndmaster charges into battle with an army of its own. The giant trains all hell hounds (MM, pg. 182) and nessian warhounds (Monster Manual Expanded, pg. 152) it has bred or captured. All hounds under its control are fiercely loyal and will quickly execute any command from the houndmaster. Actions Multiattack. The giant makes two Battleaxe attacks. It can use Maneuver Hounds in place of one attack, if available. Battleaxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage, or 23 (3d10 + 7) slashing damage if used with two hands. Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Maneuver Hounds (Recharge 5–6). Up to four hound allies within 60 feet of this giant that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Summon Hounds (Recharges after a Short or Long Rest). The giant summons 1d3 hell hounds ( MM , pg. 182) or 1 nessian warhound ( Monster Manual Expanded , pg. 152). The hounds appear in unoccupied spaces within 30 feet of the giant and acts as its allies. The hounds act right after the giant on the same initiative count and fight until they're destroyed. They disappear after 1 hour, when the giant dismisses them, or when the giant dies. Bonus Actions Command Hound. The giant targets one hound ally it can see within 30 feet of it. If the target can see or hear the giant, the target can use its reaction to move up to half their speed and make one melee weapon attack. Hunter's Mark (3/Day). The giant casts hunter's mark , requiring no material components and using Wisdom as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Fire Giant Juggernaut","description":"The unstoppable juggernaut is the ultimate siege weapon of a fire giant army. The fire giant is fully covered in thick heavy plate mail and wields an enormous superheated iron maul. Its main objective is to destroy any barrier that may halt a fire giant army's approach and crushing everything that tries to block its path. Traits Overpowering Charge. If the giant moves at least 20 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 18 (4d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed horizontally up to 20 feet away and knocked prone. If the target's saving throw fails by 5 or more, the target is also stunned until the end of its next turn. Rooted. The giant has advantage on Strength and Dexterity saving throws made against effects that would pull, push, or knock it prone. Siege Monster. The giant deals double damage to objects and structures. Actions Multiattack. The giant makes two Maul attacks. Maul. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) bludgeoning damage plus 7 (2d6) fire damage. Rock. Ranged Weapon Attack: +14 to hit, reach 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. Crushing Stride. The giant moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the giant enters must succeed on a DC 22 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the giant's path. On a failed save, the creature falls prone and takes 27 (4d8 + 9) bludgeoning damage. If the target's saving throw fails by 5 or more, the target is also stunned until the end of its next turn. If the giant remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the giant. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 22 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the giant and is no longer restrained.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Fire Giant Lightbearer","description":"Hailing from sweltering deserts and deep caverns of roiling magma alike, fire giants embody the passion and ruthlessness of their namesake. Though their reputation is one of violent growth and expansion, their lesser-known side is a deeply spiritual one, guided by introspection and understanding. Martial Artists. Fire giants rarely wear armor, as their bodies heat up to extreme temperatures while they fight, causing straps to melt and metal to deform. They instead hone their own bodies into the perfect weapons of war. Traits Healing Heat. When the lightbearer targets a fire giant with an attack, spell, or other supernatural effect that deals fire damage, that target instead regains a number of hit points equal to the damage that would be dealt. The target can choose to be hit by this attack or fail their saving throw against this effect. Molten Flesh. The first time a creature other than a fire giant touches the lightbearer or hits them with a melee attack on a turn, that creature takes 7 (2d6) fire damage. Actions Multiattack. The lightbearer makes two attacks using Slam, Living Blaze, or both. They can replace one attack with a use of Flamelash. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) fire damage, and if the target is a Huge or smaller creature, the target must choose between being knocked prone or pushed 10 feet away from the lightbearer. Living Blaze. Ranged Spell Attack: +10 to hit, range 180 ft., one target. Hit: 16 (3d6 + 6) fire damage, and the lightbearer can ricochet the flame toward another target within 5 feet of the first. The lightbearer makes another spell attack roll against the second target with disadvantage, dealing the same damage on a hit. Flamelash. The lightbearer extends a whiplike flame to strike a creature they can see within 30 feet of them. The target must make a DC 18 Dexterity saving throw. On a failed save, the target takes 20 (4d6 + 6) fire damage, and if the target is Large or smaller, the lightbearer moves the target up to 10 feet horizontally. Bonus Actions Travel by Fire (3/Day). The lightbearer chooses two willing creatures they can see within 30 feet of them. Each target takes 14 (4d6) fire damage and teleports, swapping places with the other target.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Fire Giant Lightbearer","description":"Traits Healing Heat. When the lightbearer targets a fire giant with an attack, spell, or other supernatural effect that deals fire damage, that target instead regains a number of hit points equal to the damage that would be dealt. The target can choose to be hit by this attack or fail their saving throw against this effect. Molten Flesh. The first time a creature other than a fire giant touches the lightbearer or hits them with a melee attack on a turn, that creature takes 7 (2d6) fire damage. Actions Multiattack. The lightbearer makes two attacks using Slam, Living Blaze, or both. They can replace one attack with a use of Flamelash. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) fire damage, and if the target is a Huge or smaller creature, the target must choose between being knocked prone or pushed 10 feet away from the lightbearer. Living Blaze. Ranged Spell Attack: +10 to hit, range 180 ft., one target. Hit: 16 (3d6 + 6) fire damage, and the lightbearer can ricochet the flame toward another target within 5 feet of the first. The lightbearer makes another spell attack roll against the second target with disadvantage, dealing the same damage on a hit. Flamelash. The lightbearer extends a whiplike flame to strike a creature they can see within 30 feet of them. The target must make a DC 18 Dexterity saving throw. On a failed save, the target takes 20 (4d6 + 6) fire damage, and if the target is Large or smaller, the lightbearer moves the target up to 10 feet horizontally. Bonus Actions Travel by Fire ( 3 /Day). The lightbearer chooses two willing creatures they can see within 30 feet of them. Each target takes 14 (4d6) fire damage and teleports, swapping places with the other target.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Fire Giant of Evil Fire","description":"A fire giant is born around flame, works with flame, and lives among flames, but a fire giant who gazes into flames too deeply may see the Prince of Evil Fire, Imix, gazing back. Giants who fall to Imix’s corruption might leave their homes to join with like-minded cultists, but others remain within their communities to pursue Imix’s destructive agenda. A fire giant of Evil Fire forges a set of armor and weapons in flames blessed by Imix. The giant can then call on these magical flames to strike the foes of the Eternal Flame. The armor forged in these flames welds to the flesh, so while the giant isn’t burned, the armor can’t be removed once donned. When the giant dies, the armor explodes as a final gift from the All-Consuming Fire. Traits Shrapnel Explosion. When the giant drops to 0 hit points, its armor explodes, destroying the giant's body and scattering the armor as shrapnel. Creatures within 10 feet of the giant when its armor explodes must make a DC 18 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The giant makes two Searing Scepter attacks or two Bolt of Imix attacks. Searing Scepter. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 9 (2d8) fire damage, and the target is magically branded. While branded in this way, the target becomes visible if it's invisible, can't become invisible, and sheds dim light in a 5-foot radius. The brand disappears after 24 hours, or it can be removed from a creature or object by any spell that ends a curse. Bolt of Imix. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 20 (3d10 + 4) fire damage, and the target must succeed on a DC 16 Wisdom saving throw or have the frightened condition until the end of the target's next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":24749,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Fire Giant Red Fist","description":"Hailing from sweltering deserts and deep caverns of roiling magma alike, fire giants embody the passion and ruthlessness of their namesake. Though their reputation is one of violent growth and expansion, their lesser-known side is a deeply spiritual one, guided by introspection and understanding. Martial Artists. Fire giants rarely wear armor, as their bodies heat up to extreme temperatures while they fight, causing straps to melt and metal to deform. They instead hone their own bodies into the perfect weapons of war. Traits Heat and Pressure. When an enemy moves out of the red fist’s reach, the enemy must succeed on a DC 18 Constitution saving throw or gain a level of exhaustion. Creatures with resistance or immunity to fire damage are immune to this effect. Molten Flesh. The first time a creature other than a fire giant touches the red fist or hits them with a melee attack on a turn, that creature takes 7 (2d6) fire damage. Actions Multiattack. The red fist makes two Unarmed Strike attacks. Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage plus 7 (2d6) fire damage. If the same creature is hit twice with this attack on a turn, they are blinded until the end of their next turn. Hurl Flame. Ranged Spell Attack: +10 to hit, range 180 ft., one target. Hit: 34 (8d6 + 6) fire damage. Reactions Guardian Block (3/Day). When an enemy within 10 feet of the red fist hits a creature other than the red fist with an attack, the red fist halves the damage dealt by that attack. The red fist then makes an Unarmed Strike against the attacker.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Fire Giant Red Fist","description":"Traits Heat and Pressure. When an enemy moves out of the red fist’s reach, the enemy must succeed on a DC 18 Constitution saving throw or gain a level of exhaustion. Creatures with resistance or immunity to fire damage are immune to this effect. Molten Flesh. The first time a creature other than a fire giant touches the red fist or hits them with a melee attack on a turn, that creature takes 7 (2d6) fire damage. Actions Multiattack. The red fist makes two Unarmed Strike attacks. Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage plus 7 (2d6) fire damage. If the same creature is hit twice with this attack on a turn, they are blinded until the end of their next turn. Hurl Flame. Ranged Spell Attack: +10 to hit, range 180 ft., one target. Hit: 34 (8d6 + 6) fire damage. Reactions Guardian Block ( 3 /Day). When an enemy within 10 feet of the red fist hits a creature other than the red fist with an attack, the red fist halves the damage dealt by that attack. The red fist then makes an Unarmed Strike against the attacker.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Fire Giant Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Actions Multiattack. The giant makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Fire Giant Trooper","description":"Hailing from sweltering deserts and deep caverns of roiling magma alike, fire giants embody the passion and ruthlessness of their namesake. Though their reputation is one of violent growth and expansion, their lesser-known side is a deeply spiritual one, guided by introspection and understanding. Martial Artists. Fire giants rarely wear armor, as their bodies heat up to extreme temperatures while they fight, causing straps to melt and metal to deform. They instead hone their own bodies into the perfect weapons of war. Traits Minion. If the trooper takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the trooper takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Molten Flesh. The first time a creature other than a fire giant touches the trooper or hits them with a melee attack on a turn, that creature takes 7 fire damage. Actions Unarmed Strike (Group Attack). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3 bludgeoning damage plus 3 fire damage, and the target must succeed on a Strength saving throw or fall prone. The DC for this saving throw equals 12 + the number of troopers who joined the group attack. Rock (Group Attack). Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 6 bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":12},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Fire Giant Trooper","description":"Traits Minion. If the trooper takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the trooper takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Molten Flesh. The first time a creature other than a fire giant touches the trooper or hits them with a melee attack on a turn, that creature takes 7 fire damage. Actions Unarmed Strike (Group Attack). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3 bludgeoning damage plus 3 fire damage, and the target must succeed on a Strength saving throw or fall prone. The DC for this saving throw equals 12 + the number of troopers who joined the group attack. Rock (Group Attack). Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 6 bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":12},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Fire Giant Vanguard","description":"A fire giant vanguard is a fearsome figure to behold. Terrifying spikes protrude from its gruesome plate armor and shield, which is stained with the blood of its numerous victims. In battle, the giant always leads the attack, aiming to take the enemy forces' attention away from its more vulnerable allies. Traits Threatening. Creatures provoke an opportunity attack from the giant when they move 5 feet or more while within the giant's reach, and if the giant hits a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. Actions Multiattack. The giant makes three Longsword attacks. Longsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage, and the target is marked until the end of the giant's next turn. This effect ends early if the giant is incapacitated or it dies, or if someone else marks the target. While it is within 5 feet of the giant, a creature marked by the giant has disadvantage on any attack roll that doesn't target the giant. Bonus Actions Punish the Marked. The giant can make a melee weapon attack against a creature marked by it if the creature dealt damage to anyone other than the giant during the last turn. The giant's melee weapon attack has advantage on the attack roll, and if it hits, the attack's weapon deals an extra 10 (3d6) damage to the target. Reactions Parry. The giant adds 4 to its AC against one melee attack that would hit it. To do so, the giant must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Fire Giant Variant","description":"Some adult fire giants are trained to lay siege to strongholds and break through enemy lines. These abilities are represented by the following traits. Siege Monster Tackle Traits Siege Monster. The giant deals double damage to objects and structures. Tackle. When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone. Actions Multiattack. The giant makes two greatsword attacks. Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"lawful evil","Expansion":7387,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Fire Giant War Mage","description":"Unlike the artillerist that prefers to fight from a distance, the fire giant war mage doesn't mind wading into battle as it always protects itself with stoneskin and shield spells. It can also easily cast destructive spells before or after it makes a melee attack. Traits Battle Concentration. The giant has advantage on Constitution saving throws that it makes to maintain concentration on a spell when it takes damage. Actions Multiattack. The giant makes two Longsword attacks. Alternatively, it can make one Longsword attack and cast one spell that takes 1 action to cast. Longsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage, or 22 (3d10 + 6) slashing damage if used with two hands. Rock. Ranged Weapon Attack: +10 to hit, reach 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Spellcasting. The giant casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: fire bolt (2d10), light, mage hand, minor illusion, prestidigitation 1/day each: absorb elements, counterspell, dispel magic, fireball, misty step, scorching ray, shield, stoneskin,* vitriolic sphere *The giant casts this spell on itself before combat. Reactions Opportunity Spell. When a hostile creature's movement provokes an opportunity attack from the giant, it can use its reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Fire Giant Warlock of Imix","description":"Certain fire giants that dabble in dark magic enter into a pact with Imix, the primordial Prince of Evil Fire. Drawing their powers from the All-Consuming Fire, the fire giants become fanatic militants and are characterized as aggressive, vain, and prone to anger. Fire giants usually worship Surtur but they tolerate the warlocks' presence for their skill in the battlefield. Actions Multiattack. The giant makes two Spear attacks, or one Spear attack and casts one spell that takes 1 action to cast. Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 15 (3d6 + 5) piercing damage, or 18 (3d8 + 5) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage plus 14 (4d6) fire damage. Spellcasting. The giant casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: create bonfire, freedom of movement, eldritch blast (3 beams, 1d10 + 3 damage), green-flame blade (2d8 and 2d8), levitate 3/day (as 5th-level spells): banishment, fear, fireball, fire shield, flame strike, hellish rebuke, scorching ray 1/day: investiture of flame Imix's Embrace (Recharge 5-6). The giant targets up to three creatures it can see within 60 feet of it. Each target must be within 30 feet of each other. The target must succeed on a DC 15 Constitution saving throw. On a failed save, the target takes 28 (8d6) fire damage and suffers 1 level of exhaustion. On a successful save, the target takes half as much damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Fire Giant Zombie","description":"Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Fire Hellion","description":"To my mind, the fire hellion perfectly illustrates the difference between natural fire and the corrupt flames of the Nine Hells. —Bigby Fire giants study war in its many forms across the multiverse, which sometimes leads the giants to a fascination with the Blood War—the endless conflict between demons and devils across the Lower Planes. Such a giant might enter into a pact with a powerful devil, hoping to learn tactics the devils have fine-tuned over millennia and to acquire magical gifts to help the giant rise in the ordning. Over time, the giant is corrupted, becoming a Fiend in its own right. The devil teaches the giant how to forge with infernal iron and hellfire, enabling the giant to craft weapons that can funnel the souls of the slain to Avernus, the first layer of the Nine Hells. In this way, the devil stands to gain a constant supply of souls from the giant’s enemies, as well as the promise that the giant will serve the devil as a smith in the Nine Hells after death. The corrupted fire giant takes on fiendish features, including horns, cloven hooves for feet, and a forked tail. Traits Magic Resistance. The hellion has advantage on saving throws against spells and other magical effects. Soul Taker. A Giant or a Humanoid that is reduced to 0 hit points by the hellion dies, and its soul rises as a lemure (see the Monster Manual ) on Avernus, one of the Nine Hells, in 1d4 hours. If the creature isn't revived before then, it can be restored to life only by a wish spell or by killing the lemure and casting true resurrection on the creature's original body. Actions Multiattack. The hellion makes two Morningstar attacks. Morningstar. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 11 (2d10) fire damage. If the target is a creature, it can't regain hit points until the start of the hellion's next turn. Infernal Orb. The hellion hurls a magical ball of fire that explodes in a 20-foot-radius sphere centered on a point the hellion can see within 120 feet of itself. The sphere spreads around corners. Each creature in that area must make a DC 17 Dexterity saving throw. A creature takes 18 (4d8) fire damage and 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":24749,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Fire Imp","description":"","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":14533,"Challenge Rating":"1/2"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Fire Kraken","description":"Traits Freedom of Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or grapples. Legendary Resistance (3/Day). If the kraken fails a saving throw, it can choose to succeed instead. Siege Monster. The kraken deals double damage to objects and structures. Actions Multiattack. The kraken makes two attacks using its Tentacle, Fling, or a combination of the two. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage and 7 (2d6) fire damage. If the target is a Large or smaller creature grappled by the kraken, the creature is swallowed and the grapple ends. While swallowed, a creature has the blinded and restrained conditions, has total cover against attacks and other effects outside the kraken, and takes 42 (12d6) fire damage at the start of the kraken’s turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, it must succeed on a DC 23 Constitution saving throw or regurgitate all swallowed creatures, which fall into a space within 10 feet of the kraken and now have the prone condition. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting with the prone condition. Tentacle. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 13 (2d4 + 8) fire damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 16). While grappled, the target also has the restrained condition. Any target that starts its turn grappled by the kraken takes 5 (2d4) fire damage. The kraken has five tentacles, each of which can grapple one target. Fling. One Large or smaller object or creature grappled by the kraken is thrown up to 60 feet in a random direction, and now has the prone condition. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at a creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked down with the prone condition. Legendary Actions The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The kraken regains spent legendary actions at the start of its turn. Appendage. The kraken makes a Fling attack. Fire Breath (Costs 3 Actions). The kraken exhales fire in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"elemental","Alignment":"chaotic neutral","Expansion":28645,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Fire Mephit","description":"A fire raging out of control is already a hotbed of anxious energy that it takes a mere thought to give form to such a blaze. Thankfully fire mephits are also short-lived their forms bound to the same rules of existence as their substance. Fire mephits delight in spreading the flames of their birth and in tormenting those who extinguish them. Controlled Flame. A fire mephit properly acclimated to a forge or oven provides a constant heat as it consumes the fuel provided it, taking delight in watching work form from its flames, then lying dormant in the glowing coals only to rise again with a new day. Establishing such control over a fire mephit can be an arduous affair, as spark and flame tend to exit the hearth at the worst opportunity.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Fire Orc","description":"Traits Death Burst . When the fire orc dies, it explodes in a burst of flame. Each creature within 15 ft. of it must make a DC 13 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. Flaming Weapons . The fire orc’s weapon attacks are magical. When the fire orc hits with any weapon, the weapon deals an additional 7 (2d6) fire damage (included in the attack). Actions Longsword . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage + 10 (2d6 + 3) fire damage, or 8 (1d10 + 3) slashing damage + 10 (2d6 + 3) fire damage if used with two hands. ","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"chaotic evil","Expansion":8938,"Challenge Rating":"1/2"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Fire Snake","description":"Salamanders Salamanders slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces. Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of charred trees as forest fires rage around them, or slither down the slopes of erupting volcanoes to linger in fire pits and magma floes. Fire Snakes. Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg’s thick shell and emerges as a fire snake. A fire snake matures into a salamander adult within a year. Slaves of the Efreet. Long ago, the efreet hired azers to build the fabled City of Brass, but then failed in their attempt to enslave that mystical race when the azers’ work was done. Turning instead to strike against the salamanders, the efreet had better luck in establishing a slave race, which they use to unleash war and destruction across the planes. Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use this enmity to their own advantage, stoking the salamanders’ hatred and pitting them against the efreets’ former servants. The efreet suffer salamanders to serve no other master; when efreet encounter salamanders dedicated to the cults of Elemental Evil, they slay them rather than taking them as slaves. Domineering Nobles. Although salamanders follow the destructive impulses of their fiery nature, slavery under the efreet has impacted the culture of free salamanders. They rule their own societies according to the efreet model, in which larger and stronger salamanders claim dominion over their lesser kin. As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the Elemental Plane of Fire like desert nomads, raiding other communities for treasure. Living Forges. Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity. This inherent heat is an asset to salamanders’ skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Although not as meticulous as azers, salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat. Traits Heated Body : A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Actions Multiattack : The snake makes two attacks: one with its bite and one with its tail. Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage. Tail : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Fire Snake","description":"Fire snakes are the larval form of salamanders—powerful creatures from the Elemental Plane of Fire. Intense heat washes off their bodies, and their yellow eyes glow like candles. Traits Heated Body. A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Actions Multiattack. The snake makes one Bite attack and one Tail attack Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 3 (1d6) fire damage. Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage plus 3 (1d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Neutral Evil","Expansion":17254,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Fire Snake","description":"TRAITS Heated Body: A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. ACTIONS Multiattack: The snake makes two attacks: one with its bite and one with its tail. Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage. Tail: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"neutral evil","Expansion":19584,"Challenge Rating":1},"publisher":"Goodman Games","book":"War-lock (FEF 4)"},{"name":"Fire Spark","description":"On their home planes, elemental sparks are living motes of floating air, earth, fire, and water. When one of these elemental minions travels to another world, they take the form of an animal native to that plane. In the Mundane World, air sparks appear as winged serpents, earth sparks appear as rhinoceroses, fire sparks appear as bears, and water sparks take on the appearance of octopuses. Traits Little Flames. The spark sheds bright light in a 15 foot radius and dim light for an additional 15 feet. If an enemy starts their turn within 5 feet of three or more fire sparks, they take 6 fire damage. Minion. If the spark takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the spark takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Ember Claw (Group Attack). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 4 fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Fire)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Fire Spirit","description":"Manifest Elemental Spirit Fire Spirits. Energy given form, a manifest fire spirit usually appears as a humanoid shape. Clothed in a robe of smoke and with blazing skin, it is the harbinger of destruction but also of renewal. While they are intelligent and knowledgeable, fire spirits are notoriously single-minded once they have taken form, seeking only to consume everything within their reach before sputtering out. Actions Blazing Slash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (4d4+6) fire damage. Flame Incarnate. The manifest fire spirit can perform any fire invocation (see fire invocations). Its invocation ability modifier is Intelligence, and its invocation save DC is 16. When it performs a fire invocation, it gains 3 additional favor to spend on that invocation’s empowerments. Any favor not spent this way is lost.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"any non-lawful","Expansion":26129,"Challenge Rating":4},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Fire Spitter","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"neutral evil","Expansion":29375,"Challenge Rating":5},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Fire-Infused Water Elemental","description":"Actions Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d10+5) bludgeoning damage plus (2d6)fire damage. On a hit, does 7 (2d6) fire damage from the scalding heat. Scald (Recharge 6). A fire-infused water elemental can project a cone of superheated water. Each creature in a 30-foot cone must make a DC 12 Dexterity saving throw. A creature takes 21 (6d6) fire damage and is knocked prone on a failed save, or takes half as much damage on a successful save and is not knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"neutral","Expansion":16,"Challenge Rating":7},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Firebird","description":"This proud bird struts like a peacock, made all the more majestic by its flaming fan of feathers, which shift through the color spectrum. Guides and Helpers. Firebirds are welcome sights to those in need of warmth and safety. They primarily work at night or in underground areas, where their abilities are most needed. Friendly to all creatures, they become aggressive only upon witnessing obviously evil acts. Firebirds enjoy working with good adventuring parties, providing light and healing, though their wanderlust prevents them from staying for long. Well-traveled parties may encounter the same firebird more than once, however. Redeemers. Firebirds enjoy acting as reformers. They find mercenary creatures they perceive as potential “light bringers” to whom they grant boons in exchange for a geas to perform a specific good deed, in the hope such acts will redeem them. Magical Feathers. Firebird feathers are prized throughout the mortal world; occasionally, the creatures bestow feathers upon those they favor. Firebirds also seed hidden locations with specialized feathers, which burst into full-grown firebirds after a year. As the creatures age, their feathers’ light dims, but this occurs gradually, as the creatures live over 100 years. Firebirds stand three feet tall and weigh 20 lb. Traits Innate Spellcasting: The firebird’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: guidance, purify food and drink, speak with animals 3/day each: charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues 1/day each: geas, heal, reincarnate Light of the World: The firebird’s feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch. Warming Presence: The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature. Actions Multiattack: The firebird makes one bite attack and two claw attacks. Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 8 (1d8 + 4) piercing damage. Claw : Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 13 (2d8 + 4) slashing damage. Blinding Ray (Recharge 5–6): The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half.","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Source":"Tome of Beasts","Alignment":"Neutral good","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Firefist","description":"Boros firefists combine potent magic with peerless fighting ability, inspiring all who serve alongside them. They often act as the point of contact between the Boros Legion and the angelic leaders. Traits Spellcasting. The firefist is a 9th-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): fire bolt, light, sacred flame, spare the dying 1st level (4 slots): guiding bolt, healing word, heroism, shield of faith 2nd level (3 slots): lesser restoration, scorching ray 3rd level (3 slots): blinding smite, crusader’s mantle, revivify 4th level (3 slots): banishment, wall of fire 5th level (1 slot): flame strike Actions Multiattack. The firefist makes two greatsword attacks. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Reactions Guided Attack (Recharges after a Short or Long Rest). When the firefist or one creature it can see within 30 feet of it makes an attack roll, the firefist grants a +10 bonus to that roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"lawful good","Expansion":7,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Firegaunt","description":"A fire giant whose burning hatred prevents it from moving on to the afterlife rises as a firegaunt. Spawned from deep rancor, the firegaunt seeks out living creatures to destroy. Like a specter, it doesn’t seek redemption; it just hopes to cause as much destruction as possible before attaining its final oblivion. A firegaunt looks like a severely burned corpse. Supernatural crimson flames flow through its veins, erupting from its wounds and its mouth. Traits Fire Blood. Whenever a creature within 5 feet of the firegaunt hits the firegaunt with a melee attack that deals piercing or slashing damage, that creature takes 5 (1d10) fire damage. Actions Multiattack. The firegaunt makes two Heated Maul attacks. Heated Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. The firegaunt can cause the maul to erupt with crimson flames, and the target must succeed on a DC 18 Dexterity saving throw or take 10 (3d6) fire damage and 10 (3d6) necrotic damage. The maul can erupt with flames in this way only once per turn. Crimson Rays (Recharge 5-6). The firegaunt emits beams of fire from its eyes, mouth, and wounds in a 30-foot-cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. On a success or failure, that creature catches fire. Until the burning creature or another creature that can reach it takes an action to extinguish the fire, the burning creature can't regain hit points and takes 5 (1d10) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":24749,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Firegeist","description":"Made of fiery smoke coalescing into a vaguely humanoid shape, a firegeist is little more than wisps of black smoke and spots of brighter flame. Elemental Echoes. When a fire elemental meets its destruction in a particularly humiliating fashion while summoned away from its home plane, what returns is a firegeist. Malevolent and resentful, less than their former prideful selves, they exist for revenge. Indiscrimate Arsonists. Firegeists are not adept at telling one humanoid from another, and so burning any similar creature will do, providing it is flammable. Brighter Light, Darker Smoke. A firegeist can shine brightly or be primarily smoky and dark, as it wishes. It always sheds a little light, like a hooded lantern. Elemental Nature. A firegeist doesn’t require air, food, drink, or sleep. Traits Hide by Firelight: In an area lit only by nonmagical ﬂame, a ﬁregeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire. Illumination: The firegeist sheds dim light in a 30-foot radius. Magical Light Sensitivity: While in magical light, the firegeist has disadvantage on attack rolls and ability checks. Water Susceptibility: For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage. Actions Multiattack: The firegeist makes two slam attacks. Slam: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 7 (1d6 + 4) bludgeoning damage. Combustion Touch (Recharge 5–6): The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch ﬁre, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Firemane Angel","description":"Firemane angels are holy champions and paragons of war who specialize in single combat. They are powerful warriors who seek out the mightiest foes in any conflict, trusting lesser soldiers to handle lesser opponents. Like many other Boros angels, firemanes typically have red hair. In the heat of battle, a firemane’s hair can ignite, transforming into a mane of flames cascading over its shoulders and down its back. Firemane Nevena Chastised by Aurelia after leading a successful assault against a group of guildless rebels, Nevena has distanced herself from the Boros Legion’s leadership and independently pursues her own vision of justice and punishment. Nevena’s willful independence is a source of tension among the firemanes as well as in the upper echelons of the legion’s leadership. How much should a firemane be free to pursue her own agenda, given that her agenda is righteous and just? For now, Aurelia has decided to let Nevena have an unprecedented degree of freedom, but if she betrays any hint of corruption, she will quickly be brought back under close scrutiny. Traits Flyby. The angel doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Innate Spellcasting. The angel’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components: 3/day each: compelled duel, guiding bolt (as a 5th-level spell) 1/day each: daylight, fireball (as a 6th-level spell) Magic Resistance. The angel has advantage on saving throws against spells and other magical effects. Relentless (Recharges after a Short or Long Rest). If the angel takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Multiattack. The angel makes two melee attacks. Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 22 (5d8) fire or radiant damage (angel’s choice).","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"chaotic good","Expansion":7,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Firenewt War Priest of Imix","description":"Blessed by Imix, the war priest is a high-level cleric specializing in divine warfare magic and often leads its kin into battle. As a gift from its deity, the war priest’s red scales always glow faintly like embers. Fiery sparks bristle from the scales and claws of the war priest, and opponents find themselves the burning victims of its fiery rage after striking the war priest. Traits Amphibious. The firenewt can breathe air and water. Actions Multiattack. The firenewt makes two Scimitar attacks. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) fire damage. Flame of Imix. The firenewt targets one creature within 60 feet of it and commands it to burn. The target must succeed on a DC 13 Wisdom saving throw. On a failed save, the creature takes 11 (2d10) fire damage and it catches on fire, taking 5 (1d10) fire damage at the end of each of its turns until a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage. Fire Breath (Recharges after a Short or Long Rest). The firenewt exhales divine fire in a 15-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw, taking 9 (2d8) fire damage and 9 (2d8) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. The firenewt casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13): At will: guidance, resistance, thaumaturgy 1/day each: aid, cure wounds, heat metal, spirit guardians Reactions Fiery Retribution (3/Day). When a creature within 5 feet of the firenewt hits the firenewt with an attack, and the firenewt can see the creature, the firenewt can force the creature to make a DC 13 Dexterity saving throw. The creature takes 9 (2d8) fire damage on a failed save, and half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Firenewt)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Firenewt Warlock of Imix","description":"’Tis always a fight to death for them, so ’tis also one for ye. —Elminster In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation. Heat Seekers. Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing. Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement. The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become “touched by the Fire Lord,” entering a nearly unstoppable battle rage. Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate. When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it’s likely that they’re in competition for the same territory, and a bloody battle is the usual result. Giant Striders. Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them—borne out by the creatures’ ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite firenewt soldiers. Traits Amphibious : The firenewt can breathe air and water. Innate Spellcasting : The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components. Spellcasting : The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: • Cantrips (at will): fire bolt , guidance , light , mage hand , prestidigitation • 1st–2nd level (2 2nd-level slots): burning hands , flaming sphere , hellish rebuke , scorching ray Imix’s Blessing : When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points. Actions Fire Bolt : Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn. Morningstar : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Scorching Ray : Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. The firenewt creates three rays when it casts this spell and it can hurl them at one or several targets in range.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (firenewt)","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Firenewt Warlock of Imix","description":"In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix command firenewt warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the firenewt lair are kept as slaves for a while before meeting the same fate. Traits Amphibious. The firenewt can breathe air and water. Innate Spellcasting. The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components. Spellcasting. The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): fire bolt , guidance , light , mage hand , prestidigitation 1st–2nd level (2 2nd-level slots): burning hands , flaming sphere , hellish rebuke , scorching ray Imix's Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points. Actions Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (firenewt)","Alignment":"neutral evil","Expansion":7389,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Firenewt Warlock of Imix","description":"Firenewts who serve Imix, Prince of Evil Fire, live in militaristic theocracies that revere elemental fire in its most destructive incarnation and promote aggression and cruelty. Firenewt warlocks of Imix lead these theocracies or serve as advisors to a high priest. Firenewts Originally from the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area. Traits Amphibious. The firenewt can breathe air and water. Devil’s Sight. Magical darkness doesn’t impede the firenewt’s darkvision. Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points. Actions Multiattack. The firenewt makes three Morningstar or Fire Ray attacks. Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Fire Ray. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d6 + 2) fire damage. Spellcasting. The firenewt casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12): At will: guidance , light , mage armor , mage hand , prestidigitation","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Firenewt Warlock of Imix","description":"Firenewt warlocks of Imix command firenewt warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the firenewt lair are forced to labor for a while before meeting the same fate. Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. Some of these humanoid amphibians live in a militaristic theocracy that reveres Imix, the Prince of Evil Fire. Imix-worshiping firenewts are aggressive, wrathful, and cruel. Traits Amphibious. The firenewt can breathe air and water. Devil’s Sight. Magical darkness doesn’t impede the firenewt’s darkvision. Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points. Actions Multiattack. The firenewt makes three Morningstar or Fire Ray attacks. Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Fire Ray. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d6 + 2) fire damage. Spellcasting. The firenewt casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12): At will: guidance , light , mage armor , mage hand , prestidigitation","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Neutral Evil","Expansion":31454,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Firenewt Warrior","description":"’Tis always a fight to death for them, so ’tis also one for ye. —Elminster In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation. Heat Seekers. Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing. Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement. The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become “touched by the Fire Lord,” entering a nearly unstoppable battle rage. Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate. When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it’s likely that they’re in competition for the same territory, and a bloody battle is the usual result. Giant Striders. Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them—borne out by the creatures’ ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite firenewt soldiers. Traits Amphibious : The firenewt can breathe air and water. Actions Multiattack : The firenewt makes two attacks with its scimitar. Scimitar : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Spit Fire (Recharges after a Short or Long Rest) : The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (firenewt)","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Firenewt Warrior","description":"In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix command firenewt warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the firenewt lair are kept as slaves for a while before meeting the same fate. Traits Amphibious. The firenewt can breathe air and water. Actions Multiattack. The firenewt makes two attacks with its scimitar. Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (firenewt)","Alignment":"neutral evil","Expansion":7389,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Firenewt Warrior","description":"A firenewt warrior can spew fire. Many of these warriors have a close relationship with giant striders (in this book). They provide shelter, food, and breeding grounds in their lairs for giant striders, which then voluntarily serve them as mounts. Firenewts Originally from the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area. Traits Amphibious. The firenewt can breathe air and water. Actions Multiattack. The firenewt makes two Scimitar attacks. Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Neutral","Expansion":14934,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Firenewt Warrior","description":"In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. Some of these humanoid amphibians live in a militaristic theocracy that reveres Imix, the Prince of Evil Fire. Imix-worshiping firenewts are aggressive, wrathful, and cruel. Traits Amphibious. The firenewt can breathe air and water. Actions Multiattack. The firenewt makes two Scimitar attacks. Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Neutral","Expansion":31454,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Firenewt Zealot","description":"Devout worshipers of Imix, firenewt zealots are blessed with the ability to empower their attacks with divine fire. Armed with a flaming scimitar, the wild and aggressive zealots pose a definite threat on the battlefield. Traits Amphibious. The firenewt can breathe air and water. Actions Multiattack. The firenewt makes two Scimitar attacks. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 12 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one. Bonus Actions Divine Fury (Recharges after a Long Rest). The firenewt magically infuses its attacks with divine fire. For 1 minute, the first creature the firenewt hits on each of its turns with a weapon attack takes 7 (1d6 + 4) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Firenewt)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Firenewts","description":"In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. Some of these humanoid amphibians live in a militaristic theocracy that reveres Imix, the Prince of Evil Fire. Imix-worshiping firenewts are aggressive, wrathful, and cruel. Firenewt warlocks of Imix command firenewt warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the firenewt lair are forced to labor for a while before meeting the same fate.","properties":{"Category":"Monsters"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"First Servant","description":"A first servant is one of its deity’s most powerful mortal allies on the Material Plane. First servants often operate outside the accepted hierarchy of their churches and hold positions of prominence as oracles and prophets of their faith, or as the direct harbingers of their gods.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any","Expansion":11995,"Challenge Rating":12},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"First Servant","description":"A first servant is one of its deity's most powerful mortal allies on the Material Plane. First servants hold positions of prominence as oracles and prophets of their faith, or as the direct harbingers of their gods. Armor of Foresight. While the first servant is wearing no armor and wielding no shield, its AC includes its Dexterity and Wisdom modifiers (included above). Divine Weapons. The first servant's weapon attacks are magical. When the first servant hits with any weapon, the weapon deals an extra 3d8 necrotic or radiant damage (included in the attack), the first servant's choice. Actions Multiattack. The first servant uses its Awe-Inspiring Presence. It then makes three Divine Burst attacks or one Blinding Rod attack and two Divine Burst attacks. It can replace one attack with a use of Spellcasting. Blinding Rod. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage plus 13 (3d8) necrotic or radiant damage (the first servant's choice), and the target must succeed on a DC 17 Constitution saving throw or be blinded and deafened until the end of its next turn. Divine Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 23 (4d8 + 5) necrotic or radiant damage (the first servant's choice). Awe-Inspiring Presence. Each creature of the first servant's choice that is within 30 feet of the first servant and aware of it must succeed on a DC 17 Wisdom saving throw or be unable to use bonus actions or reactions until the start of the first servant's next turn. Spellcasting. The first servant casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17): At will: bane , protection from evil and good , spare the dying , thaumaturgy 3/day each: cure wounds (as a 5th-level spell), dispel evil and good , divination , speak with dead 1/day each: commune (as an action), holy aura , resurrection Bonus Actions Healing Hands (Recharge 5-6). The first servant touches a creature within 5 feet of it, and the creature regains 14 (4d6) hp.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":19901,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"First-Year Student","description":"A student who has not yet chosen one of Strixhaven’s five mystic colleges is referred to as a first-year student, after the one year of basic curriculum that most students must complete before selecting their school. These beginner students are taught by faculty from all of Strixhaven’s colleges, learning rudimentary magic as they acclimate to the university’s environment. Once a student has selected a college, they trade their plain gray first-year uniforms for the trappings of their chosen school and begin honing—or even replacing—the magic they learned in their initial year with other skills. Traits Excited to Be Here. The student has advantage on initiative rolls. Actions Magic Flare. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d12 + 1) force damage. Spellcasting. The student casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 11): At will: mage hand , prestidigitation 1/day: detect magic Reactions Beginner’s Luck (2/Day). When the student fails a saving throw, it can reroll the d20. It must use the new roll.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Wizard)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Fisherman","description":"ACTIONS Cudgel: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Neutral","Expansion":23660,"Challenge Rating":"1/8"},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Fist of Bane","description":"Symbol of Bane The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Bane and His Followers Bane is a god of tyranny, and both he and his worshipers seek to rule the world. Bane grants power to those who strive to rule with an iron fist. By imposing order on the world, Bane’s followers ensure that those who are clever, strong, and ambitious rise to the top while the weak languish in slavery. Regardless of the form he takes, Bane is always marked by his jet-black right hand. He usually wears a gauntlet or glove over this hand to conceal his identity, revealing it only when the time has come to display his true power. He is always well-dressed, donning the fine clothing of a noble or wearing the armor and gear of a successful mercenary general. His preferred weapon is a mace. Bane overpowers those who display any weakness, bullying them into submission or crushing them with his physical and magical power. His charisma is such that he can sway the mighty to pledge their loyalty to him in return for power over others. He finds the hunger for power that exists in every mortal heart and awakens it with carefully crafted promises and flattery. He is the mastermind of the Dead Three, the one whose ambitions drive the group’s efforts. Bane’s devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals. Cruel Tyrants. Whenever Bane’s followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty. Warrior Cult. Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane’s clerics wield black maces with heads shaped to look like a closed fist. Cult Ranks. Bane’s cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Fist of Bane","description":"This creature appears in the Baldur's Gate: The Fall of Elturel adventure! Traits Tactical Discipline. The fist of Bane has advantage on all ability checks and saving throws made during combat. Actions Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":20539,"Challenge Rating":"1/2"},"publisher":"Anthony Joyce-Rivera","book":"Baldurs Gate - The Fall of Elturel"},{"name":"Fist of Bane","description":"Bane and His Followers Bane is a god of tyranny, and both he and his worshipers seek to rule the world. Bane grants power to those who strive to rule with an iron fist. By imposing order on the world, Bane’s followers ensure that those who are clever, strong, and ambitious rise to the top while the weak languish at the bottom. Regardless of the form he takes, Bane is always marked by his jet-black right hand. He usually wears a gauntlet or glove over this hand to conceal his identity, revealing it only when the time has come to display his true power. He is always well-dressed, donning the fine clothing of a noble or wearing the armor and gear of a successful mercenary general. His preferred weapon is a mace. Bane overpowers those who display any weakness, bullying them into submission or crushing them with his physical and magical power. His charisma is such that he can sway the mighty to pledge their loyalty to him in return for power over others. He finds the hunger for power that exists in every mortal heart and awakens it with carefully crafted promises and flattery. He is the mastermind of the Dead Three, the one whose ambitions drive the group’s efforts. Bane’s devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals. Cruel Tyrants. Whenever Bane’s followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty. Warrior Cult. Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane’s clerics wield black maces with heads shaped to look like a closed fist. Cult Ranks. Bane’s cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls. Cultists of the Dead Three The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Traits Tactical Discipline. The fist of Bane has advantage on all ability checks and saving throws made during combat. Actions Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Fixer","description":"A fixer is a cleaner or a facilitator, called in to clean up messes, cover up mistakes, and ensure that information and events a group wants to keep hidden do stay hidden; this often includes removing evidence of the group's presence. A fixer may operate alone, may team up with an assassin, or may work with a small team of scouts or spies. Ritual Cleansing . The fixer can take 10 minutes to perform a cleansing ritual on a creature, object, or an area within 30 feet that is no larger than a 20-foot cube. For the next 8 hours, the affected creature or object is hidden from divination magic, as if it was under the effects of the nondetection spell. In an area that is ritually cleansed, divination spells of 4th level or lower don't function, and creatures within the area can't be scried. Actions Multiattack . The fixer makes two Shortsword or Sling attacks. Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage. Hand Crossbow . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage. Cleaner. The fixer can cast the prestidigitation and unseen servant spells at will, requiring no material components and using Wisdom as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Flabbergast","description":"Not much is known of the mysterious and aloof majordomo of Acquisitions Incorporated Head Office, the mage known as Flabbergast. It’s said that he hails from Neverwinter, and that his wealthy family helped erect and carve the famous Dolphin Bridge in that city. Although he detests physical labor, Flabbergast is a bit of a bridge builder in his own way, always striving to bring people together and flexing his diplomatic muscles. A pacifist bureaucrat, he abhors violence, and rarely puts his magical prowess on display. One thing that is known (though it’s seldom spoken of) is that Flabbergast once worked for Dran Enterprises, and specifically for Portentia Dran. He carries a certain amount of guilt around being complicit in certain Dran Enterprises’ dealings, and helped Acquisitions Incorporated on the side even before taking up an official role with the company. Though Head Office certainly trusts him, others might wonder where his true loyalties lie. Flabbergast’s familiar, Mister Snibbly, uses the cat stat block.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful neutral","Expansion":4048,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Flail Snail","description":"A flail snail is a creature of elemental earth that is prized for its multihued shell. Hunters might be lulled into a false sense of confidence upon sighting this ponderous, seemingly nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles. Trail of Treasure. Left undisturbed, a flail snail moves slowly along the ground, consuming everything on the surface, including rocks, sand, and soil, stopping to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin layer of a nearly transparent substance inedible to the snail. This glassy residue can be harvested and cut to form window panes of varying clearness. It can also be heated and spun into glass objects of other sorts. Some humanoids make a living from trailing flail snails to collect this glass. Using the Shell of a Flail Snail A flail snail shell, which weighs about 250 pounds, has numerous uses. One intact shell can sell for 5,000 gp. Many hunters seek the shell for its antimagic properties. A skilled armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snail’s Antimagic Shell trait. When the shield’s magic fades, it leaves behind an exotic shield that is the perfect item from which to make a spellguard shield . A flail snail shell can also be used to make a robe of scintillating colors . The shell is ground and added to the dye while the garment is being fashioned. The powder is also a material component of the ritual that enchants the robe. Traits Antimagic Shell : The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6: 1–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. 3–4. No additional effect. 5–6. The snail’s shell converts some of the spell’s energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one. Flail Tentacles : The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process. Actions Multiattack : The flail snail makes as many Flail Tentacle attacks as it has flail tentacles, all against the same target. Flail Tentacle : Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Scintillating Shell (Recharges after a Short or Long Rest) : The snail’s shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends. Shell Defense : The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Flail Snail","description":"A flail snail is a creature of elemental earth that is prized for its multihued shell. Hunters might be lulled into a false sense of confidence upod sighting this ponderous, seemingly nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles. An intact flail snail shell, which weighs about 250 pounds, is worth 2,500 gp. Traits Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6: 1–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. 3–4. No additional effect. 5–6. The snail’s shell converts some of the spell’s energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one. Flail Tentacles. The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process. Actions Multiattack. The flail snail makes as many Flail Tentacle attacks as it has flail tentacles, all at the same target. Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. Scintillating Shell (Recharge after a Short or Long Rest). The snail’s shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends. Shell Defense. The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"unaligned","Expansion":7389,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Flail Snail","description":"A flail snail is a creature of elemental earth that is prized for its multihued shell. It may seem harmless, but if a creature big enough to be a threat approaches too close, the snail flashes a scintillating light and attacks with its mace-like tentacles. Left undisturbed, a flail snail moves slowly along the ground. It consumes everything on the surface, including rocks, sand, and soil, and it stops periodically to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin and nearly transparent layer. This glassy residue can be harvested and cut to form window panes. It can also be heated and spun into other glass objects. Some folk make a living from trailing flail snails to collect this glass. Using the Shell of a Flail Snail A flail snail shell weighs about 250 pounds and has numerous uses. An intact shell can sell for 5,000 gp. Many hunters seek the shell for its antimagic properties. A skilled armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snail’s Antimagic Shell trait. When the shield’s magic fades, it becomes an exotic shield that is the perfect item from which to make a spellguard shield . A flail snail shell can also be used to make a robe of scintillating colors . The shell is ground and added to the dye applied to the fabric. The powder is also a material component of the ritual that enchants the robe. Traits Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell’s attack roll misses it, the snail’s shell converts some of the spell’s energy into a burst of destructive force if the spell is of 1st level or higher; each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 3 (1d6) force damage per level of the spell on a failed save, or half as much damage on a successful one. Actions Multiattack. The snail makes five Flail Tentacle attacks. Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Scintillating Shell (Recharges after a Short or Long Rest). The snail’s shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends. Shell Defense. The flail snail withdraws into its shell. Until it emerges, it gains a +4 bonus to its AC and is restrained. It can emerge from its shell as a bonus action on its turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Flail Snail","description":"A flail snail is a creature of elemental earth that is prized for its multihued shell. Hunters might be lulled into a false sense of confidence upon sighting this ponderous, seemingly nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles. An intact flail snail shell, which weighs about 250 pounds, is worth 2,500 gp. Traits Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6: 1–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. 3–4. No additional effect. 5–6. The snail’s shell converts some of the spell’s energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one. Flail Tentacles. The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process. Actions Multiattack. The flail snail makes as many Flail Tentacle attacks as it has flail tentacles, all against the same target. Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Scintillating Shell (Recharges after a Short or Long Rest). The snail’s shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends. Shell Defense. The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":31454,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Flame Eater Swarm","description":"A cloud of ash and fire draws closer, revealing itself to be dozens of tiny, soot-covered bats. These creatures were bred as part of the schemes of cultists of Camazotz ( Tome of Beasts ), in the hope of creating a massive swarm of beasts that could fly to the sun and consume it. It's unlikely this ever could have worked, even if the creatures had turned out as intended, but something went horribly wrong during the ritual. What resulted was flame eaters: highly dangerous creatures that swarm into flying clouds, consume fire, and attack any creatures they encounter. They ignite flammable material, causing more fires, which the flame eaters devour and spread to other areas. Bane of the Living. These creatures are hated and feared by most living things. Even derros and their fellow insane cultists who created flame eaters are sometimes forced to eradicate the beasts for their own safety. Fire Cloud. Individually, a flame eater resembles an ash-colored bat with an oversized head, distended jaws, and glowing red eyes. As a swarm, they resemble a cloud of swirling embers.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Flame Salamander","description":"Not to be confused with the intelligent salamander elementals, flame salamanders are massive feral fire elementals that resemble gigantic lizards with elongated and slender serpentine bodies. The creatures' skin looks like burning coals and radiate intense heat. Flame salamanders are native to the Elemental Plane of Fire. Mortal Enemies. These temperamental beings hate cold creatures and will attack frost salamanders on sight. Traits Fire Aura. At the start of each of the salamander's turns, each creature within 5 feet of it takes 5 (1d10) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Freezing Fury. When the salamander takes cold damage, its Flame Breath automatically recharges. Actions Multiattack. The salamander makes one Bite, one Constrict attack, and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) piercing damage and 5 (1d10) fire damage. Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one Huge or smaller creature. Hit: 17 (3d8 + 4) bludgeoning damage plus 11 (2d10) fire damage. The target is grappled (escape DC 14) if the salamander isn't already constricting a creature, and the target is restrained until this grapple ends. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Flame Breath (Recharge 6). The salamander exhales searing flames in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Flame-Scourged Scion","description":"This tree-like creature's hide is charred, cracked, and oozing. A crown of long, branching tentacles set with goat-like eyes encircles a central fanged maw at the top of its bulk. Root-like appendages end in blackened, sooty hooves. Born of Burned Groves. During a great scourge that broke the power of a dark goddess' followers and the power of the mages who worshiped her, crusaders destroyed her unholy groves. Her loyal followers and guardians were slain and the groves were razed with holy fire. All the unholy trees of those vile groves burned, as did the profane offspring of the dark goddess. However, not all that were burned died. The strongest of her children lived, and they remain as guardians of those lost places of power. Their might has warped and changed, but it is hardly diminished. Unholy Trees. Flame-scourged scions often lurk in their unholy mother's groves in tree form. Where once they would take the shape of living trees, now they appear as leafless, charred husks, to blend in with the hardscrabble nature of these desolate areas.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Flameblin","description":"Flameblins are spicy little creatures! It’s rumored that they are children of the sun, given their affinity to fire and explosive tendencies. Flamebins hang out in Gobbo Beach, dancing the nights away to fierce passionate music. Someone once told me there is a sun hanging out in Gobbo Beach...a sun in a room? Are you kidding me? Get outta here with that nonsense! Traits Sorcery Points . The flameblin has 3 sorcery points. They regain all their spent sorcery points when they finish a long rest. They can spend sorcery points on the following options: Feel the Burn : When the flameblin deals fire damage to a target, they can spend 1 sorcery point to deal an additional 1d8 of fire damage to that target. Glimpse of the Sun : The flameblin can spend 1 sorcery point as a bonus action to create a magnificent light source that blasts forth from their body. The flameblin chooses three creatures they can see within 20 feet of the flameblin. The targets must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the flameblin’s next turn. Actions Sun Blade . Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (3d6) fire damage. Fire Bolt . Ranged Spell Attack : +5 to hit, range 120 ft., one target. Hit : 5 (1d10) fire damage. A flammable object hit by this attack ignites if it isn’t being worn or carried. Rico’s Rays (3/Day) . Ranged Spell Attack : +5 to hit, range 120 ft., three targets. Hit : 7 (2d6) fire damage. Commit Arson (2/Day) . The flameblin creates a magical explosion of fire centered on a point they can see within 120 feet of the flameblin. Each creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. Spellcasting . The flameblin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights , light , minor illusion , prestidigitation Bonus Actions Flameblin Ward (2/Day) . The flameblin can target all friendly gobbos, including themselves, in the gobbo cave and imbue them with the power of the sun. The power of the sun is overwhelming for other gobbos, causing each gobbo except the flameblin to take 27 (6d8) fire damage. Each creature within 10 feet of a gobbo must make a DC 13 Dexterity saving throw, taking 15 (6d4) fire damage on a failed save, or half as much damage on a successful one. Reactions Big Boom Defense (3/Day) . When they are hit by an attack, the flameblin protects themselves with a sudden red burst of magical force. Until the end of the flameblin’s next turn, they gain a +5 bonus to AC, including against the triggering attack.","properties":{"Category":"Monsters","Size":"Small","Type":"HUmanoid (Goblinoid)","Alignment":"Any Alignment","Expansion":21760},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Flameingo","description":"Flameingo Likes: courtship dancing, meticulous preening, standing on one leg in lava Dislikes: aggressive dragons, hailstorms, being underwater Native to fiery dimensions and searing pools of lava, flameingos are flamboyant flock elemanimals who form enduring friendships with other flameingos and creatures that can stand their flaming nature. Flameingos perform elaborate courtship dances with each other and love to lounge in lava, standing on one leg to focus on their fiery surroundings. Fiercely loyal to their friends, a flameingo will not hesitate to rush into battle if it thinks its allies are in danger. It will first try to fly over enemies and scorch them with its innate magic before assaulting them with its blazing beak. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a flameingo for their familiar.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental (elemanimal)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Flamekeeper","description":"Every monastery, chapel, cathedral, and shrine to the Sacred Flame is watched over by a Flamekeeper. These white-robed women guided by their faith are known throughout the nations to aid the downtrodden, protect the innocent, and perform religious ceremonies of many types. Occasionally Flamekeepers will join Silver Order knights on holy expeditions, or as envoys for the Sacred Flame, joining battlefields and wars as protectors, healers, and symbols of the Faith.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Flameskull","description":"Blazing green flames and mad, echoing laughter follow a disembodied skull as it patrols its demesne. When the undead flameskull discovers trespassers, it blasts the intruders with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory. Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. Legacy of Life. A flameskull only dimly recalls its former life. Though it might speak in its old voice and recount key events from its past, it is but an echo of its former self. However, its undead transformation grants it full access to the magic it wielded in life, letting it cast spells while ignoring the material and somatic components it can no longer employ. Eternally Bound. Intelligent and vigilant, a flameskull serves its creator by protecting a hidden treasure hoard, a secret chamber, or a specific individual. A flameskull carries out the directives given to it when it was created, and it interprets those commands to the letter. A flameskull’s master must craft its instructions with care to ensure that the creature carries out its tasks properly. Wreathed in Flame. The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to loose them as fiery rays from its eye sockets. Eldritch Rejuvenation. A flameskull’s shattered fragments reform unless they are splashed with holy water or subjected to a dispel magic or remove curse spell. If it can no longer fulfill its intended purpose, the re-formed flameskull is beholden to no one and becomes autonomous. Undead Nature. A flameskull doesn’t require air, food, drink, or sleep. Traits Illumination : The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action. Magic Resistance : The flameskull has advantage on saving throws against spells and other magical effects. Rejuvenation : If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them. Spellcasting : The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared: • Cantrip (at will): mage hand • 1st level (3 slots): magic missile , shield • 2nd level (2 slots): blur , flaming sphere • 3rd level (1 slot): fireball Actions Multiattack : The flameskull uses Fire Ray twice. Fire Ray : Ranged Spell Attack : +5 to hit, range 30 ft., one target. Hit : 10 (3d6) fire damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Flamewraith","description":"Flamewraiths are the fading remnants of fire elemental creatures whose life force has been drained, either by contact with the undead or at the planar vergence between the Elemental Plane of Fire and the Negative Energy Plane. Composed of nearly transparent ghostly flames shot through with strange colors, they give off a withering heat. They are birthed into the cosmos amid the fading flames of dying stars, cast out into the void by collapsing neutron stars or in the explosive aftershocks of nova and supernova explosions. 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A flamewrath’s skin is burned and scarred. Inured to pain, the flamewrath revels in battle, using an array of fire spells to incinerate enemies who would try to douse the power of elemental fire. Melee combatants who draw too close face fires that can dance across the flamewrath’s skin and burn attackers. Eternal Flame Cultists It is often said that fire is a dangerous servant and a fearful master. So too it is with the Eternal Flame cultists. Low-ranking members of the cult love the destructive power of fire. The cult leaders harness fire to cleanse their surroundings of anything impure and anyone who’s insufficiently dedicated to the cause. It’s perhaps too facile to say that those who follow elemental fire are pyromaniacs who were obsessed with flame as children, but there’s a grain of truth behind the stereotype. Eternal Flame cultists are fascinated with fire of all sorts and sometimes stare into a torch for several minutes, carefully studying each flicker of flame. Many have an experimental streak, eager to see what happens when something—a barrel of pitch, a hunter’s cabin, an annoying merchant—is set ablaze. Like the flames they adore, Eternal Flame cultists are quick to act. In a fight, they rarely take prisoners or retreat; they strive to be like an ever-advancing wildfire as they march forward. More broadly, they favor the direct approach and the simple plan to more oblique machinations. That’s one reason they loathe the cultists of elemental water, with all their supposed subtleties and ruses. Often it’s better put the target to the torch, then sift through the ashes afterward. Traits Spellcasting. The flamewrath is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B): Cantrips (at will): control flames,* fire bolt, friends, light, minor illusion 1st level (4 slots): burning hands, color spray, mage armor 2nd level (3 slots): scorching ray, suggestion 3rd level (3 slots): fireball, hypnotic pattern 4th level (1 slot): fire shield (see Wreathed in Flame) Wreathed in Flame. For the flamewrath, the warm version of the fire shield spell has a duration of “until dispelled.” The fire shield burns for 10 minutes after the flamewrath dies, consuming its body. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":7390,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Flaming Skeleton","description":"The skeletal remains of many of those who opposed Thordak the Cinder King are said to be forever imbued with the primordial power of his fire breath. Areas scarred by the red dragon’s power, including Thordak’s Crater in Emon’s Cloudtop District, the Ashen Gorge in the Stormcrest Mountains, and Serpent’s Head in the Cliffkeep Mountains, are rife with flaming skeletons. These undead react to the raw power of the Elemental Planes, and are filled with an unquenchable desire to spread flames far and wide until nothing is left untouched by fire. Skeletons Skeletons are often the first creatures to be reanimated by aspiring necromancers, imbued with a vulgar imitation of life and reassembled into an approximation of their living forms. No trace remains of the life that once animated a skeleton, whose only purpose is loyalty. Skeletons follow the orders of their creators until those orders are completed. Their obedient, tireless nature makes them perfect as disposable battle fodder, guards, or distractions—and, in great enough numbers, turns them into an overwhelming tide of bone, tooth, and blade. Undead Nature. A skeleton doesn’t require air, food, drink, or sleep. Alignment. Neutral evil. “Odd mysteries surround these skeletal nightmares given renewed, violent purpose as a mockery of mortality. Rumors speak of a dark intelligence rooted within, seeking power and using their own bones, or even the wriggling worms that thrive within their corpses, as currency to trade with shadowy merchants.” —William Orom, Apothecary Traits Heated Weapons. When the skeleton hits with a metal melee weapon, the weapon deals an extra 3 (1d6) fire damage (included in the attack). Illumination. The skeleton sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and 3 (1d6) fire damage. Ignite. The skeleton flings itself at a Large or smaller creature within 5 feet of it. The target must succeed on a DC 12 Dexterity saving throw or be grappled (escape DC 12). On a failed save, the target also takes 3 (1d6) fire damage at the start of each of its turns, even after the grapple ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"Neutral Evil","Expansion":20583,"Challenge Rating":"1/2"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Flayed Wraith","description":"This flying creature looks like the disembodied skin of a once-living person. Its mouth is twisted into a tortured scream, and its eyes gleam a baleful blue. Tortured to Death. Flayed wraiths come into being when certain dark energies are present at the moment when an individual is tortured to death. Unlike typical wraiths, they retain the skin they wore in life. Often, the various forms of torture used against them are still evident on the canvas of their bodies. Mad. The flayed wraith is in a perpetual state of madness, reliving the days and moments that led to its demise. Flayed wraiths constantly feel the slice of the blade through their skin, the pain of blunt trauma to fingers and toes, or other objects being used on their bodies for the sheer purpose of causing agony. In death, they now seek to cause this same pain to others. They often keep their victims alive to inflict the unspeakable things that were once done to them upon the living. They desire to bring the same pain to others that was once so mercilessly brought against them, and in so doing, at least in their twisted minds, become the masters of life and death. Undead Nature. A flayed wraith doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Flaying Star (Phase 1)","description":"TRAITS Legendary Resistance (1/day). If Flaying Star fails a saving throw, she can choose to succeed instead. Uncanny Alacrity. Flaying Star has advantage on initiative rolls. Innate Spellcasting. Flaying Star’s spellcasting ability is Charisma (spell save DC 15). She can innately cast each of the following spells once per day: doom of the oasis , doom of the warped skull , and doom of the void (for all, see Wastes of Chaos ). ACTIONS Multiattack. Flaying Star makes two attacks with either Nails or Rod of Peeling. Nails. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Rod of Peeling. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 9 (2d8) necrotic damage. A creature damaged by this attack must make a DC 15 Constitution saving throw if it has flesh. On a failed save, a spell scroll is flayed from the creature’s skin and drifts into Flaying Star’s possession. Roll 1d6; on a 1–2, the spell inked is doom of the oasis ; on a 3–4 the spell is doom of the warped skull ; and on a 5–6 the spell is doom of the void . REACTIONS Phase Transition. When Flaying Star is reduced to 0 hit points, she sloughs off her skin, revealing blood-streaked scales that cover her body. This transforms her into her Phase II form. She regains all hit points, legendary actions, and legendary resistances. All conditions on her end. Flaying Star also lets out a piercing shriek, shattering the glass sphere containing the onyx cobra if it’s in the PCs’ possession. In addition, 2d4 withered forsaken shells (use the statistics of a zombie , but each has 10 hit points and cannot benefit from the Undead Fortitude trait) peel themselves from the lamia skeleton. LEGENDARY ACTIONS Flaying Star can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Flaying Star regains spent legendary actions at the start of its turn. Teleport. Flaying Star teleports to an open space she can see. Lithe Sorcery (Costs 3 Actions). Flaying Star casts a spell from her list of innate spells, expending a daily use as normal, or uses a scroll.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":25756,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tales from the Wastes"},{"name":"Flaying Star (Phase 2)","description":"TRAITS Damage Transfer. While grappling a creature, Flaying Star takes only half the damage dealt to her (rounded down) and that creature takes the other half. Legendary Resistance (1/day). If Flaying Star fails a saving throw, she can choose to succeed instead. ACTIONS Multiattack. Flaying Star makes one Tail Constrict attack and one Basilisk Skull-and-Spine Flail attack. Tail Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and Flaying Star can’t constrict another target. Basilisk Skull-and-Spine Flail. Melee Weapon Attack: +7 to hit, reach 10 ft., one or two targets. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength (Athletics) check or be knocked prone. LEGENDARY ACTIONS Flaying Star can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Flaying Star regains spent legendary actions at the start of its turn. Tail Lash. Flaying Star makes a Tail Constrict attack if she is not already grappling a creature. Crushing Tail. Flaying Star deals 13 (2d8 + 4) bludgeoning damage to a creature she has constricted. Withering Shriek (Costs 2 Actions). Flaying Star shrieks and spawns two withered forsaken shells to an open space within 5 feet of her. Lithe Sorcery (Costs 3 Actions). Flaying Star casts a spell from her list of innate spells, expending a daily use as normal, or uses a scroll.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":25756,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tales from the Wastes"},{"name":"Fleecemane Lion","description":"Fleecemane Lion Twice the size of normal lions and with resplendent manes of silvery or golden hair, fleecemane lions prowl and protect sites imbued with the power of Nyx. While the specifics of these massive lions' connection to Nyx is unclear, many myths tell of the deadly predators stalking mortals and spreading fear until they're ultimately defeated by a brave hunter. As a result, overcoming a fleecemane lion is widely considered an early step on the road to becoming a true hero.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":5432,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Flesh Colossus","description":"During the dawn of the giants’ empires, twisted minds sought to make their fallen comrades continue their service. Wizard giants stitched and wove the flesh of various giants over an adamantine skeleton, creating a grisly colossal construct. Inside the flesh colossus’s chest is a stone sphere infused with spirits from each elemental plane acting as its core. To this day, some of these ancient flesh colossi guard abandoned ruins, sites sacred to giants, and lost treasures—and possibly the procedure to create new examples of their kind. Traits Berserk. If the core inside the colossus is destroyed, the colossus goes berserk. On each of its turns while berserk, the colossus attacks the nearest creature it can see. If no creature is near enough to move to and attack, the colossus attacks an object. Once the colossus goes berserk, it remains berserk until it is destroyed. Immutable Form. The colossus is immune to any spell or effect that would alter its form. Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects. Siege Monster. The colossus deals double damage to objects and structures. Actions Multiattack. The colossus makes two Fist attacks. Fist. Melee Weapon Attack: +13 to hit (with advantage if the colossus is berserk), reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage. If the target is a Large or smaller creature, it is pulled up to 15 feet toward the colossus, it has the grappled condition (escape DC 17), and it has the restrained condition until this grapple ends. The colossus can have up to two creatures grappled this way at a time. Elemental Breath (Recharge 5-6). The colossus exhales a cloud swirling with elemental energy in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 40 (9d8) damage of a type of the colossus's choosing: acid, cold, fire, or lightning. On a successful save, a creature takes half as much damage. At the same time as the colossus releases this exhalation, creatures inside the colossus's chest cavity take 40 (9d8) force damage from churning elemental energy. Bonus Actions Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one Large or smaller creature grappled by the colossus. Hit: 20 (3d8 + 7) bludgeoning damage, and the creature is swallowed. A swallowed creature has the restrained condition, has total cover against attacks and other effects outside the colossus, and takes 10 (3d6) force damage at the start of each of the colossus's turns. The colossus's chest cavity can hold up to two creatures at a time. Inside its chest cavity is its core, which is a Large object with AC 16 that is immune to lightning, poison, and psychic damage. It has 140 hit points and sheds dim light in a 10-foot radius. If the core is destroyed, the colossus regurgitates all swallowed creatures, each of which falls in a space within 10 feet of the colossus and has the prone condition, and the colossus can no longer swallow a creature. If the colossus dies, any swallowed creature no longer has the restrained condition and can escape from the corpse using 10 feet of movement, exiting with the prone condition.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Construct","Alignment":"Unaligned","Expansion":24749,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Flesh Golem","description":"\"Beyond the unopenable doors lay a grand hall ending before a towering stone throne, upon which sat an iron statue taller and wider than two men. In one hand it clutched an iron sword, in the other, a feather whip. We should have turned back then.\" —Mordenkainen the Archmage, chronicling his party’s harrowing exploits in the dungeons below Maure Castle Golems Golems are made from humble materials—clay, flesh and bones, iron, or stone—but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator’s orders, and it protects or attacks as that creator demands. To create a golem, one requires a manual of golems (see the Dungeon Master’s Guide ). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type. Elemental Spirit in Material Form. The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem’s creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work. After constructing the body from clay, flesh, iron, or stone, the golem’s creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem’s creator. Ageless Guardians. Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells. A golems can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master. Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can’t fulfill its orders, a golem might react violently—or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them. A golem can’t think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep. \"Two of my gravediggers were caught and hanged yesterday. The other two are understandably reluctant to meet a similar fate, but I shan’t let their concerns stall my progress. I need fresh corpses, and if those bumpkins can’t get them for me, I’ll use theirs instead.\" —From the diary of Evangeliza Lavain, necromancer Flesh Golem A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Its brain is capable of simple reason, though its thoughts are no more sophisticated than those of a young child. The golem’s muscle tissue responds to the power of lightning, invigorating the creature with vitality and strength. Powerful enchantments protect the golem’s skin, deflecting spells and all but the most potent weapons. A flesh golem lurches with a stiff-jointed gait, as if not in complete control of its body. Its dead flesh isn’t an ideal container for an elemental spirit, which sometimes howls incoherently to vent its outrage. If the spirit breaks free of its creator’s will, the golem goes berserk until calmed, or until its shell of flesh is destroyed or completely healed. Traits Berserk : Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. Aversion of Fire : If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Immutable Form : The golem is immune to any spell or effect that would alter its form. Lightning Absorption : Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Magic Resistance : The golem has advantage on saving throws against spells and other magical effects. Magic Weapons : The golem's weapon attacks are magical. Actions Multiattack : The golem makes two slam attacks. Slam : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"MM1","Alignment":"neutral","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Flesh Golem","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Berserk : Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check . If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. Aversion of Fire : If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Immutable Form : The golem is immune to any spell or effect that would alter its form. Lightning Absorption : Whenever the golem is subjected to lightning damage , it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Magic Resistance : The golem has advantage on saving throws against spells and other magical effects. Magic Weapons : The golem's weapon attacks are magical. Actions Multiattack : The golem makes two slam attacks. Slam : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","properties":{"Category":"Monsters","AC":9,"HP":"93 (11d8+44)","CHA":5,"CON":18,"DEX":9,"INT":6,"STR":19,"WIS":10,"Size":"Medium","Type":"construct","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063043/ZXESXDR3PLKgwDC60jCUMQ/original.png","Roll 0":"1d20 + 7\n2d8+4","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Neutral","Languages":"Understands The Languages Of Its Creator But Can't Speak","data-List":"false","Immunities":"Lightning, Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine","Token Size":1,"data-Traits":"[{\"Name\":\"Berserk\",\"Desc\":\"Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.\"},{\"Name\":\"Aversion of Fire\",\"Desc\":\"If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.\"},{\"Name\":\"Immutable Form\",\"Desc\":\"The golem is immune to any spell or effect that would alter its form.\"},{\"Name\":\"Lightning Absorption\",\"Desc\":\"Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The golem has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Magic Weapons\",\"Desc\":\"The golem's weapon attacks are magical.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The golem makes two slam attacks.\"},{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":"+4","data-DEX-mod":"-1","data-INT-mod":"-2","data-STR-mod":"+4","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":5,"Passive Perception":10,"Condition Immunities":"Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned","data-CrNum":5,"data-AcNum":9,"data-HpNum":93},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Flesh Golem Abomination","description":"This hulking abomination is an even more grotesque version of the flesh golem, sporting body parts taken from large humanoids and even giants. It is so strong that it can grab a foe and fling it at other targets. Traits Berserk. Whenever the golem starts its turn with 50 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. lf no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 50 hit points or fewer, the golem might go berserk again. Aversion to Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Immutable Form. The golem is immune to any spell or effect that would alter its form. Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Actions Multiattack . The golem makes two Slam attacks, or it can make one Slam attack and use Fling. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained and the golem can automatically hit the target with its Slam attack but can't use one of its Slam attacks against other targets. Fling. One object held or creature that is smaller than the golem and is grappled by the golem is thrown up to 30 feet towards a target space and knocked prone. If a thrown creature strikes a solid surface, the creature takes 6 bludgeoning damage plus 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the creature is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw. On a failed save, the target takes the same damage and is knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Flesh Meld","description":"Squelching and quivering with insatiable hunger, a flesh meld is a hulking amalgamation of teeth, blood, and body parts. Sinuous appendages of gore, each ending in a gnashing mouth, bite at prey before yanking the piteous creatures into the flesh meld’s core. The stench of death surrounds a flesh meld. When a creature is consumed by a flesh meld, the creature’s mind is merged into the flesh meld’s consciousness. More resilient minds may fight against this assimilation, but inevitably, the mind succumbs to the discordant chorus of thoughts to kill and consume. Traits Amorphous. The flesh meld can move through a space as narrow as 1 inch without squeezing. Aura of Death. At the start of each of the flesh meld's turns, each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 1d6 necrotic damage and have the poisoned condition until the start of the flesh meld's next turn. Magic Resistance. The flesh meld has advantage on saving throws against spells and other magical effects. Spider Climb. The flesh meld can climb difficult surfaces, including ceilings, without needing to make an ability check. Actions Multiattack. The flesh meld makes two Bite attacks. Bite. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: (2d10+5) piercing damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 15) and is pulled up to 15 feet toward the flesh meld. Bonus Actions Consume Creature. The flesh meld targets one Large or smaller creature within 5 feet of itself that it’s grappling. The target must succeed on a DC 15 Dexterity saving throw or be swallowed by the flesh meld. The flesh meld can have one creature swallowed at a time. A swallowed creature no longer has the grappled condition. While swallowed, it has the blinded and restrained conditions, has total cover against attacks and other effects outside the flesh meld, and takes 10 (3d6) necrotic damage at the start of each of the flesh meld’s turns. If this damage reduces a swallowed creature to 0 hit points, the creature dies, and the flesh meld consumes its body. If the flesh meld takes 30 damage or more on a single turn from the swallowed creature, the flesh meld must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls with the prone condition in a space within 5 feet of the flesh meld. If the flesh meld dies, the swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting with the prone condition.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"typically chaotic evil","Expansion":25525,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Flesh Mournling","description":"A flesh mournling is formed from different pieces of beasts, humanoids, and other creatures. The mournling’s creators gather these body parts from creatures who were victims of humanoid expansion, carefully sewing them into what becomes the mournling’s functional but grotesque form. No two flesh mournlings have exactly the same arrangement of body parts—some have multiple heads, while others have arms growing from long necks or feet protruding from mismatched shoulders. Content Warning: Body Horror Flesh mournlings are conglomerations of many different creatures sewn together. If you or your players don’t want such descriptions in your game, these mournlings could instead be made from plants or other natural material. Traits Horrid Sob. When an enemy who can hear the mournling starts their turn within 30 feet of the mournling, the enemy must succeed on a DC 15 Wisdom saving throw or be frightened of the mournling until the start of their next turn. A creature who succeeds on their saving throw is immune to the Horrid Sob of all flesh mournlings for 24 hours. Immutable Form. The mournling is immune to any power, spell, or effect that would alter their form. Actions Multiattack. The mournling makes two Slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If the target is fright­ened of the mournling, the target falls prone. Agonizing Wail (Recharge 5 – 6 ). The flesh mournling screams with unbearable pain in a 30-foot cone. Each creature in that area who can hear the mournling must make a DC 15 Constitution saving throw. On a failed save, a creature’s eyes water uncontrollably, they take 16 (3d10) psychic damage, and they can’t see anything more than 5 feet away until the end of their next turn. On a successful save, a creature takes half as much damage and suffers no other effect.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Flesh Reaver","description":"This pale, emaciated abomination crawls on four elongated, dissimilar limbs affixed to its inverted torso. Its long neck coils and slithers as its eyeless head searches for prey, accompanied by the sound of chattering teeth. Black ichor oozes from a stained hole at the base of its neck. Terrifying Sight. A flesh reaver is a grotesque thing made from mismatched parts of the slain. Though it has no eyes, it searches its surroundings with other preternatural senses that unnerve even the most steadfast warrior. Its teeth chatter endlessly as it scours an area, the sound chilling the blood of its quarry. Hounds of War. Undead nations have many soldiers among their ranks, and every army needs a way to hunt down its enemies. The flesh reaver's keen senses and agility make it perfect for this task. Necromancers and ghoul barons bind the flesh reavers with magical chains in small packs to hunt down and destroy their enemies. Consuming Flesh. Like the ghouls it often serves, the flesh reaver is driven by an almost uncontrollable hunger, a slave to its need to feed on living flesh. Upon latching onto its prey, the flesh reaver releases a long, black, barbed tongue from the hole at the base of its neck that dissolves and devours the flesh of its victim. Hungry Dead Nature. The flesh reaver doesn't require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Fleshdreg","description":"A mass of disgorged plant material lies at the base of this fleshy tree. Hollowed out areas give the impression of a mouth and a pair of eyes. Disgusting Display. At a distance, the fleshdreg’s appearance is not quite so disturbing, but a close-up view invokes revulsion in many creatures. Their most unsettling aspect—the constant spewing of plant material—is due to a strange regenerative factor. The trees spontaneously generate plant material, which negatively interacts with their acidic interiors and causes them near-constant digestive discomfort. The fleshdregs can direct this acidified material as a spew, which temporarily suspends this continual production, but they are hesitant to do so except in extreme circumstances. If they lose too much acid or their acid somehow becomes neutralized, the pulpy material fills their innards, bloating them and eventually erupting through their skin. Friendly Trees. Many intelligent creatures encountering fleshdregs judge them by their horrifying features, but the fleshdregs are amiable hosts. They understand that many creatures find them repulsive and react to hostility with calming words and a show of peace. Assuming they establish a friendly footing with visitors, they prove to be valuable sources of information about the surrounding territory. In some cases, fleshdregs volunteer to accompany their new acquaintances within a swamp, especially if the fleshdregs seek to relocate. Otherworldly Origins. Scholars who have studied the strange trees conclude they derive from some foreign environment. They are split on whether the creatures come from beyond the stars or migrated from deep within the underworld. The scholars agree fleshdregs serve an environmental niche in their native habitat similar to trees and may be an otherworldly equivalent to treants. Fleshdregs assume that they’ve always existed in their swamps, but they aren’t interested enough in their origins to argue with the scholars.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"neutral good","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Fleshpod Hornet","description":"A giant hornet with a yellow and red body, silver wings, and a black stinger buzzes angrily. Honeycomb-shaped bulbous tumors grow on its body. Deadly Jungle Hunters. The fleshpod hornet makes it home in the deepest, darkest jungles. It eats the sweet fruits growing there but has learned to drink blood as well. Three or four fleshpod hornets can bring down even the largest jungle beasts. Very few people live long enough to describe a fleshpod hornet hive, as the beasts attack on sight. Honeycomb Tumors. Fleshpod hornets reproduce through their venomous stings. The eggs of the hornet are delivered with the poison, infecting a living creature. Within minutes, the eggs implanted in the victim form a lotus-pod tumor in its flesh. Immediately the eggs begin to hatch, feeding on the victim's body. Within 24 hours, the dominant larva reaches a form that can survive on its own. It bursts from the tumor and flies off. The fleshpod hornet is not immune to its own tumors. While the hornet does not succumb to its own poison, it often bears several tumors, carrying its own eggs. The gestation period for the hornet's own eggs, however, are much slower than those eggs incubating in a victim.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Fleshspurned","description":"This horrifying apparition is the disturbing amalgam of a funerary shroud and a set of absurdly large floating teeth. The creature has a roughly humanoid form and clacks its teeth together with terrible ferocity. Ghosts with Teeth. A fleshspurned is created when a humanoid is eaten alive or dies while swallowed by a creature such as a purple worm. These people are driven insane by their horrible deaths and arise as monstrous spirits that crave the flesh of other creatures to replace the bodies they lost. However, in a twist of fate, the fleshspurned cannot stomach corporeal flesh, leading it to consume the ectoplasm of wraiths and ghosts or the essence of creatures it turns ghostly with its strange bite. Ghosts Hunting Ghosts. Fleshspurned are treated with a mixture of fear and loathing by intelligent ghostly creatures, such as specters and ghosts, since any ghostly creature killed and devoured by a fleshspurned is permanently destroyed, even if it would ordinarily return to haunt an area after being killed. Fleshspurned are sometimes controlled by powerful necromancers to act as ghost exterminators, clearing out haunted graveyards and ruins of other spiritual undead. Undead Nature. The fleshspurned doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Fleshworms","description":"Fleshworms are foul, nauseating parasites that feed on flesh and use corpses as nests in which to grow. While fleshworms can derive nourishment from dead flesh, their true hunger is for the flesh of the living. Thankfully, these swarms occur only rarely, as they require the infested carcass of a Huge or larger creature and many weeks to build up the numbers necessary to constitute a swarm. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatBlock1, li.StatBlock1, div.StatBlock1 {mso-style-name:\"Stat Block 1\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Stat Block 1 Char\"; margin-top:0cm; margin-right:0cm; margin-bottom:0cm; margin-left:9.35pt; text-indent:-9.35pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}span.StatBlock1Char {mso-style-name:\"Stat Block 1 Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Stat Block 1\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":32483,"Challenge Rating":6},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Flight of Wyvnkin","description":"Wyvnkin A wyvern’s young grows quickly after hatching. By two months of age, a wyvnkin looks much like its parents, bearing similar leathery wings, sharp teeth, razor claws, and a potent poison stinger. A wild wyvnkin ventures out of its nest by six months and is expected to fend for itself. If the hatchling hasn’t been tamed by this age, it remains forever feral. Wyvnkin Flights. Though usually solitary creatures, some wyvnkin gather into collectives known as flights when making their homes in dangerous areas, such as the actively hostile environment of The Low or the territory of a deadlier predator. Unlike their parents, wyvnkin don’t shy away from ground battles thanks to their overwhelming numerical advantage. A multitude of tiny, looming shadows is often a sign of impending death by a swarm of dive-bombing draconic critters.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of Small dragons","Alignment":"unaligned","Challenge Rating":6},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flind","description":"When gnolls are weakened, they seek out isolated settlements, maim and disable its inhabitants, and feed upon them as they rest and regain strength. —Elminster A gnoll war band might include one or more of the special kind of gnoll described in the entry below. A flind is an exceptionally strong and vicious gnoll that commands and directs the war band it is a part of. It wields a flail imbued with powerful magic by Yeenoghu himself. A war band can have only one flind, and that creature sets a war band’s path. Because of its special connection to Yeenoghu, a flind uses god-given omens and demonic insight to guide the gnolls toward weak prey ripe for slaughter. Unlike other humanoid leaders that might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those struck by it. Traits Aura of Blood Thirst : If the flind isn’t incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind. Actions Multiattack : The flind makes three attacks: one with each of its different flail attacks or three with its longbow. Flail of Madness : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn. Flail of Pain : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 22 (4d10) psychic damage. Flail of Paralysis : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn. Longbow : Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Flind","description":"When the demon lord Yeenoghu (appears in this book) wants to create a particularly fearsome war band leader, he transforms an exceptionally strong and vicious gnoll into a demonic warrior known as a flind. A war band of demon-worshiping gnolls typically contains only one flind, and that creature sets the war band’s path. Because of its special connection to Yeenoghu, a flind uses demonic insight to guide the gnolls toward weak prey ripe for slaughter. Unlike other leaders who might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those it strikes. Traits Aura of Bloodthirst. If the flind isn’t incapacitated, any creature that has Rampage can make a Bite attack as a bonus action while within 10 feet of the flind. Actions Multiattack. The flind makes one Flail of Chaos attack, one Flail of Pain attack, and one Flail of Paralysis attack, or it makes three Longbow attacks. Flail of Chaos. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must use its reaction, if available, to make one melee attack against a random creature, other than the flind, within its reach. If there’s no creature within reach, the target instead moves half its speed in a random direction. Flail of Pain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 16 (3d10) psychic damage. Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Flind Captain","description":"Flind captains stand at the head of their warbands. Chosen for their strength and cunning, captains are battlefield tacticians able to maneuver their allies into advantageous positions and distract their foes with their attacks to create an opening for their allies. Traits Aura of Blood Thirst. If the flind isn't incapacitated, any creature with the Rampage trait can make a Bite attack as a bonus action while within 10 feet of the flind. Distracting Strike (1/Turn). When the flind hits a creature with a weapon attack, the next attack roll against the target by an attacker other than the flind has advantage if the attack is made before the start of the flind's next turn. Actions Multiattack. The flind makes one Flail of Chaos attack, one Flail of Pain attack, and one Flail of Paralysis attack, or it makes three Longbow attacks. Flail of Chaos. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must make a DC 17 Wisdom saving throw. On a failed save, the target must use its reaction, if available, to make one melee attack against a random creature, other than the flind, within its reach. If there’s no creature within reach, the target instead moves half its speed in a random direction. Flail of Pain. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 16 (3d10) psychic damage. Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed until the end of its next turn. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of this flind that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Reactions Command Retaliate. In response to a creature missing the flind with a melee attack and the attacker is visible to the flind, it can target an ally within 5 feet of the creature. If the ally can see and hear the flind, it uses its reaction to make one melee weapon attack against the creature with advantage on the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Flind Queen","description":"The brutal flind queen is twice the size of any gnoll and is the most favored gnoll of Yeenoghu. Revered by all gnolls as a god, the flind queen is a bloodthirsty warrior with unmatched fury. She is never without her cadre of flind bodyguards and is often bestowed with a pack of loyal shoosuva by Yeenoghu. Traits Aura of Blood Thirst. If the flind isn't incapacitated, any creature with the Rampage trait can make a Bite attack as a bonus action while within 10 feet of the flind. Legendary Resistance (1/Day). If the flind fails a saving throw, it can choose to succeed instead. Actions Multiattack. The flind makes one Flail of Chaos attack, one Flail of Pain attack, one Flail of Paralysis attack, and one Bite attack. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage. Flail of Chaos. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage, and the target must make a DC 19 Wisdom saving throw. On a failed save, the target must use its reaction, if available, to make one melee attack against a random creature, other than the flind, within its reach. If there’s no creature within reach, the target instead moves half its speed in a random direction. Flail of Pain. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage plus 16 (3d10) psychic damage. Flail of Paralysis. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be paralyzed until the end of its next turn. Spellcasting. The flind casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16): At will: detect magic 1/day each: dispel magic, fear, invisibility Legendary Actions The flind can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The flind regains spent legendary actions at the start of its turn. Charge. The flind moves up to its speed. Bite. The flind makes a Bite attack. Cast a Spell (Costs 2 Actions). The flind uses Spellcasting. Battlefield Savagery (Costs 3 Actions). Up to three allies within 60 feet of the flind that can hear it can use their reactions to move up to half its speed and make one melee attack each with advantage on the roll.","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Flintmoth Swarm","description":"When exploring a seemingly abandoned tower, if an adventurer hears an endless soft clatter like thousands of loose pebbles falling downhill, the ruin may be home to a flintmoth swarm. These elemental insects eat stone ruins over the course of centuries. Their wings are sharp and hard as flint, and their life cycles are measured in decades. Happy to remain near-motionless for months on end as they sustain themselves on stonework one minuscule mouthful at a time, flintmoths rarely move unless disturbed. When they do take flight, they must devour stone far more quickly to maintain their energy. Razor-Sharp Swarmers. The moth’s stony wings offer both defense and offense. A single flintmoth is little threat to a humanoid, but hundreds or thousands fluttering past turn victims into mincemeat one tiny slice at a time. Nature’s Newest. Flintmoths can eat natural rock, but they greatly prefer constructed stonework. If left unchecked for many years, a flintmoth infestation can destroy entire structures. The adaptable creatures often consume from the bottom up, slowly deteriorating stone sewers, dungeons, or cellars until the whole structure is at risk of collapse. Most active settlements control moth populations with a watchful eye, so massive swarms are usually found only in abandoned ruins. Traits Obscuring Form. Other creatures in the swarm’s space are blinded. Shrink. When the swarm is reduced to half their hit points, their size becomes Large. Stone Camouflage. The swarm has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. Actions Multiattack. The swarm makes three Flutter Cutter attacks. Flutter Cutter. Melee Weapon Attack: +9 to hit, reach 0 ft., one target in the swarm’s space. Hit: 26 (6d6 + 5) slashing damage, or 33 (8d6 + 5) slashing damage if the target is a Construct made of stone or is holding or wearing an object that emits bright light. Bonus Actions Devour Stone. The swarm feeds on a mundane object or structure within 5 feet of them that is made mostly of stone. If the swarm targets a Medium or smaller object, it is entirely devoured. If the swarm targets a structure or a Large or larger object, the swarm devours a 5-foot-cube portion of it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Swarm of Tiny Elementals","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":11},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Flithidir","description":"The gnome-like creature flutters from tree to tree, sporting colorful, avian features. Avian Fey. Flithidirs are small fey that embody the bright, chaotic nature of birds. They are slender and keen-eyed with feathery crests and feathered wings. Flithidirs are creatures of contrasts—loud and lively, yet prone to moments of calm wonder; bold and cocky, yet easily startled; able to sing with breathtaking beauty or confuse their foes with earsplitting noise. Shapeshifters. Flithidirs are shapeshifters, able to change into birds or smaller humanoids, and they favor colorful clothes and adornments, even while shapeshifted. Relentlessly curious, flithidirs often take the form of a bird when they encounter strangers, quietly following and studying the creatures. If the strangers are deemed safe and intriguing, the flithidir approaches in a humanoid form to get better acquainted. Easily Bored. Flithidirs tirelessly seek out new things. Some desire new experiences—songs and stories, unusual foods, and sudden discoveries—while others are more covetous, ceaselessly collecting objects they find interesting. Sometimes this greed manifests as a magpie-like desire for shiny things, but a flithidir is also just as likely to be fascinated by items of a certain shape, texture, or color. When a flithidir encounters someone who possesses a thing it wants, it may offer something in exchange—usually a splendid song or acrobatic display—or it may simply request the item with great charm, reacting with frustration or rage if the object is denied to it.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Flitjay Fey","description":"The flitjay fey is a minute blue creature, with birdlike wings that often get it misrecognized as a blue jay or hummingbird due to its unpredictable flight patterns. Callous Criers . Mischievous by nature, the flitjay fey are famous for their ability to mimic a wide range of short sounds produced by humans and other creatures, usually a word or two or a three- note tune. Zipping from tree to tree, it is difficult to tell where a flitjay fey may be, even when mimicking the sounds around them. While a flitjay fey generally means no harm to unthreatening creatures, an unsuspecting wanderer can easily be confused by the flitjay fey. However, if it is angered, it will mimic hurtful words that can penetrate a victim’s psyche. Traits Flyby . The flitjay fey doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Mimicry . The flitjay fey can mimic 1-3 syllable short words it has heard in any language. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check. Actions Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage. Confusion Caw . Ranged Spell Attack : +2 to hit, range 20/120 ft., one target. Hit : 5 (2d4) psychic damage. ","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"chaotic neutral","Expansion":8938,"Challenge Rating":"1/8"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Flitterstep Eidolon","description":"Eidolons When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. While eidolons possess many of the skills and details related to their past lives, they're disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death. They care nothing for morbid reunions with their lost bodies or Returned remnants. Of the various types of eidolons, flitterstep eidolons are the most common and wander without purpose. Ghostblade eidolons typically arise from fallen warriors and believe they're endlessly embroiled in great battles. Undead Nature. An eidolon doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any","Expansion":5432,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Florina DuRaal","description":"This creature appears in the All Eyes on Chult adventure module! Traits Fey Ancestry. Florina has advantage on saving throws against being charmed and magic can’t put her to sleep. Lightfooted. Florina can take the Dash or Disengage action as a bonus action on each of her turns. Suave Defense. While wearing light or no armor and wielding no shield, Florina’s AC includes her Charisma modifier. Actions Multiattack. Florina makes two attacks with her rapier. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Alignment":"chaotic neutral","Expansion":23171,"Challenge Rating":2},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Floster","description":"Floster Likes: stuffing its cheek pouches, playing with bees, pretending to be a flower Dislikes: being indoors, loud sounds, predators An adorable and unlikely fusion between a hamster and a flower, flosters are tiny critters that delight to play among flowers. Their benign magic allows flosters to create flowers on the ground and directly on their backs, and they love to see and smell each other’s flowers. Calm and docile, a floster will run away and either burrow on the ground or hide among flowers at the sight of danger. If it’s scared, a floster can pretend to be a flower for hours at a time. Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a floster for their familiar. Awakened Flosters. Flosters are eligible targets for the awaken spell. Awakened flosters might seek to study botany or become floral designers. When awakened, flosters are typically very gentle and polite, and have remarkably high-pitched voices. Optional Rule: Bouquet of Flosters Flosters may gather in swarms known as bouquets. A bouquet of flosters uses the floster stat block but is a medium swarm of tiny plants with 38 (7d8 + 8) hit points and a challenge rating of 1/4 (50 XP); has a Strength score of 9; has resistance to bludgeoning, piercing, and slashing damage; has immunity to being charmed, frightened, paralyzed, petrified, prone, restrained, and stunned; and it can use Create Flower at will unless it has half of its hit points or fewer. The bouquet of flosters gains the following additional trait: Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a floster. The swarm can’t regain hit points or gain temporary hit points. The bouquet’s bite attack is replaced by the following action: Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant (florofauna)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":0},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Flotsam Crawler","description":"A bloated worm undulates its bulk, as a writhing mass of tentacles surrounding its maw seeks flesh. Numerous pairs of ciliated leg-like appendages cover the underside of the creature while fan-like frilled crimson gills adorn its back. Traits Keen Smell : The flotsam crawler has advantage on Wisdom (Perception) checks that rely on smell. Spider Climb : The flotsam crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack : The flotsam crawler makes two attacks: one with its tentacles and one with its bite. Tentacles : Melee Weapon Attack : +6 to hit, reach 10 ft., one creature. Hit : 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of his turns, ending the poison effect on itself with a success. Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":18594,"Challenge Rating":2},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Flowercat","description":"Flowercats are plant-animal hybrids that were created during the first day of Ashandri. They appeared first in Delvaroth, but soon were seen in other regions, too. Anatomy Flowercats mostly resemble normal house cats, but with a collar of colorful petals around their neck. Their fur is always beautiful and shiny, and they come in as many colors as there are flowers. Precisely at the first day of the Flowercat month - which is where the month got its name from - they begin to \"bloom\": The petals and the fur become particularly bright, the plant-animal-hybrids emit a wonderful sweet smell. During this blooming season, the flowercat fur is filled with pollen that sticks to skin, fur and clothing. Reproduction Flowercats seem to be able to pollinate all other kinds of flowers, but the chances for each flower are small. During the months from Flowercat to the end of Drowning Lily, the hybrid creatures cuddle with any willing animal and humanoid, leaving their pollen on their bodies. To improve their chances of spreading the pollen, Flowercats never cause allergies, even if a person is normally allergic to cats. Once a carrier comes into contact with other flowers, the pollen sticks there, with a 1% chance of fertilizing the target plant. On a success, the flower closes within a day, forming a spherical bud. About a month later, a soft purring can be heard from the bud almost constantly. Sometimes, entire fields or meadows are seeded by flowercats, commonly called purring fields. Another month later, the bud opens, and an amazingly cute young flowercat emerges, no larger than a child's fist. Growth Rate & Stages The newborn hybrid is capable to take care of itself from its very first day, but the flowerkittens prefer to stay in groups of up to eight. It takes about eleven months (following the Arcanist Calendar) before a flowercat is mature and capable of reproducing on its own. They live for about thirty years, usually with few visible effects of aging. After that time, a flowercat instinctively digs a tunnel in the ground, and lays to sleep in a small underground cave - never to wake up again. Ecology and Habitats Flowercats prefer to live close to humanoid settlements, but they are less domesticated than regular cats. As more or less wild (if cuddly) animals, they prefer meadows, hills and forests, and strictly avoid colder regions. During winter times, they either hide in burrows, or live in hard to reach spaces in buildings. Dietary Needs and Habits Flowercats can hunt rodents and other small animals like normal cats, but they don't need to: They can survive on water and sunlight alone. If one of these ressources isn't available, though, they can't endure more than a few days. Uses, Products & Exploitation Some alchemists hunt flowercats for their petals. They can be used both to create dyes with vibrant colors, and for potions positively affecting the mind, like a Potion of Animal Friendship. Perception and Sensory Capabilities Flowercats have keen senses similar to cats.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":17295,"Challenge Rating":"1/2"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Flumph","description":"\"Trust a flumph.\" —X the Mystic’s 1st rule of dungeon survival The mysterious flumphs drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger. Intelligent and Wise. Flumphs communicate telepathically. Though they resemble jellyfish, flumphs are sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects. Flumphs are sensitive to the emotional states of nearby creatures. If a creature’s thoughts suggest goodness, a flumph seeks that creature out. When facing creatures that exude evil, a flumph flees. Psionic Siphons. Flumphs feed by siphoning mental energy from psionic creatures, and they can be found lurking near communities of mind flayers, aboleths, githyanki, and githzerai. As passive parasites, they take only the mental energy they need, and most creatures feel no loss or discomfort from such feeding. Consuming psionic energy reveals the thoughts and emotions of the creatures on which the flumphs feed. Since so many of those creatures are evil, flumphs are often subjected to thoughts, emotions, and hungers that sicken their pure nature. When flumphs encounter good-hearted adventurers, they eagerly share the dark secrets they have learned in the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment. Flumph Society. Flumphs live in complex and organized groups called cloisters, within which each flumph has a place and purpose. These harmonious groupings have no need for leaders, since all flumphs contribute in their own way. Traits Advanced Telepathy : The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy. Prone Deficiency : If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds. Telepathic Shroud : The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells. Actions Tendrils : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2, 1d4, acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid dmg. Stench Spray (1/Day) : Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Source":"MM1","Alignment":"lawful good","Expansion":2,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Flutterflesh","description":"This mass of fused corpses resembles a butterfly with wings of skin, limbs of bone, and a head formed of several different skulls. The dark magic that formed this abomination swirls around it hungrily. Bound by Necromancy. Flutterflesh result from a terrible necromantic ritual. Cultists gather in the name of a dark god, powerful lich, or crazed madman, and forever bind themselves body and soul into a single evil being. Flutterflesh take recently severed limbs and fuse these new pieces to themselves in accordance with some unknowable aesthetic. Dilemma of Flesh. The most horrifying thing about a flutterflesh, however, is its devious nature. A flutterflesh offers its prey the choice to either die or lose a limb. One can always tell where a flutterflesh resides because so many of the locals are missing appendages. Undead Nature. A flutterflesh doesn’t require air, food, drink, or sleep. Traits Magic Weapons: The flutterflesh’s attacks are magical. Turn Resistance: The flutterflesh has advantage on saving throws against any effect that turns undead. Creeping Death: A creature that starts its turn within 30 feet of the flutterflesh must make a successful DC 15 Constitution saving throw or take 14 (4d6) necrotic damage. Regeneration: The flutterflesh regains 10 hit points at the start of its turn. If the flutterflesh takes radiant or fire damage, this trait doesn’t function at the start of its next turn. The flutterflesh dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack: The flutterflesh makes two bone spur attacks or two tormenting gaze attacks. Bone Spur: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 17 (2d12 + 4) slashing damage plus 11 (2d10) necrotic damage. If both attacks hit a single creature in the same turn, it is grappled, escape DC 10. As a bonus action, the flutterflesh can choose whether this attack does bludgeoning, piercing, or slashing damage. Tormenting Gaze: A target creature within 120 feet and able to see the flutterflesh takes 18 (4d8) psychic damage and is paralyzed for 1d4 rounds, or takes half damage and isn’t paralyzed with a successful DC 15 Wisdom saving throw. Tormenting gaze can’t be used against the same target twice in a single turn. Slash: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 11 (2d6 + 4) slashing damage. On a critical hit, the target takes an additional 27 [5d10] slashing damage and must make a DC 12 Constitution saving throw. On a failure, the flutterflesh lops off and absorbs one of the target’s limbs, chosen randomly, and heals hit points equal to the additional slashing damage it inflicted.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Source":"Tome of Beasts","Alignment":"Chaotic evil","Expansion":3,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Flux Blastseeker","description":"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do. Traits Fluxbending Overcast (Recharge 5–6). The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1–3. The blastseeker teleports, swapping places with a creature it can see within 30 feet of it. 4–6. The blastseeker and each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) thunder damage. Innate Spellcasting. The blastseeker’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn’t function for others: 3/day each: mage armor (self only), scorching ray 1/day each: banishment, cone of cold, dimension door, fireball, ice storm Actions Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Fluxcharger","description":"In an effort to create a weird that could be more easily controlled, Izzet mages tried binding elemental lightning, fire, and smoke into a framework made of the magical alloy mizzium . The experiment was partly successful: the resulting weird, a fluxcharger, doesn’t explode like some other weirds do, but it is more intelligent and more headstrong than other weirds. A fluxcharger’s mizzium frame is suggestive of an angel. A faceplate is meant to give it some personality, but most people find its solemn expression and unblinking stare more unnerving than relatable. Traits Amplify Lightning. Whenever a spell that deals lightning damage includes one or more fluxchargers in its area, the spell deals an extra 9 (2d8) lightning damage. Actions Multiattack. The fluxcharger makes two slam attacks or uses Arc Lightning twice. Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage. Arc Lightning. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 16 (3d10) lightning damage, and lightning jumps from the target to one creature of the fluxcharger’s choice that it can see within 30 feet of the target. That second creature must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) lightning damage. Hit or Miss: The fluxcharger takes 5 (1d10) force damage after resolving the attack.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Flying Book","description":"Little can be said about the flying book that is not readily apparent. Though it is indistinguishable from an arcanist’s spellbook while motionless, this animated arcane tome can flutter through the air at a moment’s notice, using its cover as rudimentary wings. Flying books are playful and enjoy the sensation of being written in.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Construct","Alignment":"unaligned","Expansion":26275,"Challenge Rating":0},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Flying Horror","description":"Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors—a variety of things that lurk in the dark and embody the deepest fears of Ravnica’s people. All are evil creatures with dim reason and preternatural cunning. At least three guilds have been known to compel horrors into service. For House Dimir , horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos , horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm , horrors scavenge the sewers and protect the guild’s territory. House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors. Horrors and Madness Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master’s Guide . Whenever a character fails a saving throw against the flying horror’s Frightening Screech, the shadow horror’s claw attack, or the skittering horror’s Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master’s Guide , with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table. Madness Severity Failed Saves Madness 1 Short-term 2-3 Long-term 4+ Indefinite Traits Fear Frenzy. The horror has advantage on attack rolls against frightened creatures. Sunlight Sensitivity. While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Actions Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage. Frightening Screech (Recharge 5–6). The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the horror’s Frightening Screech for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":7,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Flying Magnetite Weapon","description":"Animated Magnetite Crafted from highly magnetic magnetite, these animated armours and weapons share the common property of being immobilised by heat. The animated suit of plate armour is capable of conjuring bolts of arcanomagnetic force that can knock a creature off its feet.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":23695,"Challenge Rating":3},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Flying Magnetite Weapon","description":"Animated Magnetite Crafted from highly magnetic magnetite, these animated objects share the common property of being immobilised by heat. An animated suit of plate armour is capable of conjuring bolts of arcanomagnetic force that can knock a creature off its feet. A swarm of animated weapons compounds the damage of its constituent parts with a devastating flurry of follow-up strikes. Magnetite Weapons Animated weapons are a common staple in a mage’s lair. In an instant, a well-stocked armoury transforms into a whirling flurry of flying swords, pikes, and hammers. The movement of the magnetic fields generates powerful bursts of lightning in the swarm’s epicentre, emitting forceful pulses that launch ferrous objects at deadly speeds. When whipped into an enormous swarm, their greater number allows them to redistribute the negative effects of heat to avoid complete immobilisation.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":26720,"Challenge Rating":3},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Flying Monkey","description":"Flying monkeys are slightly more clever and curious than common monkeys, and they can be domesticated and taught to obey simple commands. They come in many colors and varieties, with feathered wings that have a span of about 5 feet. With the DM's permission, the find familiar spell can summon a flying monkey. Traits Pack Tactics. The flying monkey has advantage on an attack roll against a creature if at least one of the monkey’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":7389,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Flying Monkey","description":"This creature appears in the All Eyes on Chult adventure module! Traits Pack Tactics. The flying monkey has advantage on an attack roll against a creature if at least one of the monkey’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":23171,"Challenge Rating":0},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Flying Monkey","description":"Flying monkeys are slightly more clever and curious than common monkeys, and they can be domesticated and taught to obey simple commands. They come in many colors and varieties, with feathered wings that have a span of about 5 feet. With the DM’s permission, the find familiar spell can summon a flying monkey. Traits Pack Tactics. The flying monkey has advantage on an attack roll against a creature if at least one of the monkey’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":31454,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Flying Polyp","description":"A towering column of flesh, eyes, tentacles, and mouths wriggles in the air. Wild winds whip about the creature in all directions. Flying polyps are ancient, wind-controlling aberrations that once dominated the Material Plane. They plot to take back what they believe is their rightful home. Former Rulers. Flying polyps once ruled from cities of towers. Other creatures bowed to them until dragons appeared and refused to serve. A blood-soaked conflict ended with dragons victorious. They bound the few surviving polyps in the Ethereal Plane. Exist in Two Worlds. After centuries in exile, the polyps uncovered a ritual that allowed them to exist in the Material Plane while still being bound to the Ethereal Plane. This ancient secret allows them to manipulate objects in the Material Plane as they please, but the use of this magic makes them vulnerable to lightning. Masters of Weather and Distance. Flying polyps sometimes destroy crops, flood rivers, or call storms down on those who trouble their remote peaks and strongholds. Invisible and capable of covering vast distances in little time, they maintain a web of malign alliances from arctic regions to tropical peaks.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":11},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Flying Rocking Horse","description":"Traits False Appearance. If the rocking horse is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the rocking horse move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the rocking horse is animate. Flying Mount. The rocking horse can serve as a mount for a Medium or smaller creature and can fly only while mounted. Unusual Nature. The rocking horse doesn’t require air, food, drink, or sleep, and it regains no hit points or Hit Dice at the end of a long rest. Actions Head Butt. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":11857,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Flying Snake","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils. Traits Flyby : The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.","properties":{"Category":"Monsters","AC":14,"HP":"5 (2d4)","CHA":5,"CON":11,"DEX":18,"INT":2,"STR":4,"WIS":12,"Size":"Tiny","Type":"beast","Speed":"30 ft., fly 60 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063055/asBERIn3hkjbR2LtXZj5Vg/original.png","Roll 0":"Bite\n1d20 + 6\n1","Senses":"Blindsight 10 Ft.","Source":"5th Edition SRD","data-XP":25,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Flyby\",\"Desc\":\"The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d1\",\"Damage Type\":\"piercing\",\"Damage 2\":\"3d4\",\"Damage 2 Type\":\"poison\"}]","data-CHA-mod":"-3","data-CON-mod":"+0","data-DEX-mod":"+4","data-INT-mod":"-4","data-STR-mod":"-3","data-SizeNum":0,"data-WIS-mod":"+1","Challenge Rating":"1/8","Passive Perception":11,"data-CrNum":0.125,"data-AcNum":14,"data-HpNum":5},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Flying Snake","description":"A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils. Traits Flyby : The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Flying Snake","description":"","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/8"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Flying Sword","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Antimagic Susceptibility : The sword is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance : While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword. Actions Longsword : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"17 (5d6)","CHA":1,"CON":11,"DEX":15,"INT":1,"STR":12,"WIS":5,"Size":"Small","Type":"construct","Speed":"0 ft., fly 50 ft. It can hover.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057659/MlIiro_0bLe1LIox-ZStRg/original.png","Roll 0":"1d20 + 3\n1d8+1","Senses":"Blindsight 60 Ft. (Blind Beyond This Radius)","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Immunities":"Poison, Psychic","Token Size":1,"data-Traits":"[{\"Name\":\"Antimagic Susceptibility\",\"Desc\":\"The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.\"},{\"Name\":\"False Appearance\",\"Desc\":\"While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.\"}]","data-Actions":"[{\"Name\":\"Longsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 1\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-5","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-5","data-STR-mod":"+1","data-SizeNum":1,"data-WIS-mod":"-3","Saving Throws":"Dex +4","Challenge Rating":"1/4","Passive Perception":7,"Condition Immunities":"Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned","data-CrNum":0.25,"data-AcNum":17,"data-HpNum":17},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Flying Sword","description":"\"Lyin' next to the chest were the bones of Cap'n Scornblade himself, still clutchin' his rusty sword. Imagine my surprise when the blade flew from his bony grasp! Still got the scar.\" - Levity Quickstitch, Halfling Rogue Animated Objects Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons. Constructed Nature. An animated object doesn’t require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. Flying Sword A flying sword dances through the air, fighting with the confidence of a warrior that can’t be injured. Swords are the most common weapons animated with magic. Axes, clubs, daggers, maces, spears, and even self-loading crossbows are also known to exist in animated object form. Traits Antimagic Susceptibility : The sword is incapacitated while in the area of an antimagic field . If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance : While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword. Actions Longsword : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Flying Wand","description":"Flying wands are animated by spellcasters of great power. Like flying swords, the wands usually serve as guardians. However, each wand continues to carry its magic and can be used as a source of spells for its creator.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":26071,"Challenge Rating":2},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Foe Hunter","description":"Traits Slay Foe (1/Turn). The foe hunter deals an extra 9 (2d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. If the creature's hit points drop to 0, the foe hunter can choose to knock the creature unconscious instead of leaving it dying. Actions Multiattack. The foe hunter makes two melee attacks or two ranged attacks. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one creature. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Ensnaring Strike (1/Day). The foe hunter casts ensnaring strike using Wisdom as the spellcasting ability. Hunter's Mark (1/Day). The foe hunter casts hunter's mark using Wisdom as the spellcasting ability. Stealthy. The foe hunter takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Foioncus","description":"Legend has it that this elusive creature is a cross between a weasel and some filthy, hairy bird, possibly some sort of flying mammal halfway between the vespertilius and the flying wolf, just to be clearer. It is said to have three legs, but one of them is probably another (disproportionate) member of its physiology. Traits Silent Thief . If the foioncus manages to sneak up on its prey, it can suck its blood without it noticing and without first having to make a beak attack. actions Bloodfeeder Beak . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage, and the foioncus attaches to the target. While attached, the foioncus doesn't attack. Instead, at the start of each of the foioncus’ turns, the target loses 1 hit points due to blood loss. The foioncus can detach itself by spending 5 feet of its movement. It does so after it drains 5 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the foioncus.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"unaligned","Expansion":11925,"Challenge Rating":"1/8"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Folk of Leng","description":"The people of Leng are hideous and malevolent, with goatlike legs and small horns they keep concealed beneath turbans, and mouths full of rows of serrated teeth, somewhat akin to sharks. They have a fondness for combining heavy leathers and bright silks in their robes, and they always go forth masked when leaving their mysterious, chilled cities. Dimensional Merchants. The folk of Leng are interplanar merchants and avid slavers, trading silks, rubies, and the mana-encrusted stones of Leng for humanoid slaves. They sail between worlds in peculiar ships with split, lateen-rigged masts and rigging that howls like the damned in high winds. They tend a few pyramids in the deep deserts and are said to befriend void dragons, heralds of darkness, and other servants of the void. A High Plateau. Leng is a forbidding plateau surrounded by hills and peaks. Its greatest city is Sarkomand, a place which some claim has fallen into ruin, and which others claim to have visited in living memory. Love of Nets. When in combat, the folk of Leng use nets woven from the silk of their racial enemies, the spiders of Leng. They summon these nets from interdimensional storage spaces. Traits Innate Spellcasting: The folk of Leng’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: comprehend languages, minor illusion 3/day each: disguise self, suggestion 1/day each: dream, etherealness Regeneration: The folk of Leng regains 5 hit points at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait does not function at the start of its next turn. The folk of Leng dies only if it starts its turn with 0 hit points and does not regenerate. Even if slain, their bodies reform in a crypt of Leng and go on about their business Void Stare: The folk of Leng can see through doors and around corners as a bonus action. As a result, they are very rarely surprised. Void Sailors: The folk of Leng can travel the airless void without harm. Actions Etheric Harpoon: Ranged Weapon Attack : +8 to hit, range 30 ft., One target. Hit : 10 (1d8 + 6) necrotic damage. On hit, the target must make a successful DC 13 Wisdom saving throw or be grappled, escape DC 13. In addition, armor has no effect against the attack roll of an etheric harpoon; only the Dexterity modifier factored into the target’s AC is considered. Psychic Scimitar: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage. Hooked Spider Net (Recharge 5-6): Ranged Weapon Attack : +4 to hit, range 20/50 ft., One target. Hit : 3 (1d6 ) piercing damage plus 19 (3d12) poison damage. On hit, the target is restrained. A successful DC 14 Constitution saving throw halves the poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Fomorian","description":"The most hideous and wicked of all giantkind are the godless fomorians, whose deformed bodies reflect their vile demeanors. Some have facial features randomly distributed around their misshapen, warty heads. Others have limbs of grossly different sizes and shapes, or emit terrible howls each time they draw breath through misshapen mouths. Their wretched appearance rarely evokes sympathy, however, for the fomorians brought their doom upon themselves with the evil that rules their hearts and minds. Fey Curse. The elves remember when the fomorians were among the most handsome of races, possessed of brilliant minds and unrivaled magical ability. That physical perfection did not extend to their hearts, however, as a lust for magic and power consumed them. The fomorians sought to conquer the Feywild and enslave its inhabitants, claiming those creatures’ magic for themselves. When the fey united to defend their realm, the fomorians fought them and were subjected to a terrible curse. One by one, the giants fell as their bodies were warped to reflect the evil in their hearts. Stripped of their grace and magical power, the wretched horrors fled from the light, delving deep beneath the world to nurse their hatred. Cursing their fate, they have ever after plotted vengeance against the fey that wronged them. Giants of the Underdark. The fomorians dwell in eerily beautiful caverns in the Underdark, rarely venturing to the surface. Their lairs feature abundant access to water, fish, and mushroom forests, as well as to the creatures whose slave labor keeps the fomorians fed. When those slaves can no longer toil, they are slain and devoured. Wickedness and depravity are the cornerstones of fomorian society, in which the strongest and cruelest giants rule. Fomorians mark their territories with the corpses of their enemies, painting their cavern walls with blood or stitching together limbs and body parts to make mockeries of the creatures they have killed. Ruined Flesh, Evil Minds. The deformities visited on the fomorians prevent them from hurling rocks like their giant kin, or wearing anything more than scraps of cloth. However, the grotesque positioning of their eyes, noses, and ears gives fomorians keen perceptive abilities, making it hard to surprise or ambush them. The greed and evil of the fomorians lies at the heart of their degeneration and fall, and continues to plague them. Fomorians make alliances with other creatures when it suits them, but they are disloyal by nature and betray their allies on a whim. Curse of the Evil Eye. Fomorians can pass their curse onto others using a power called the evil eye—a last vestige of the giants’ once-remarkable spellcasting ability. A creature cursed by a fomorian’s evil eye is magically twisted and deformed, gaining a glimpse into the pain and malice that has consumed this evil race. Actions Multiattack : The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once. Greatclub : Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. Evil Eye : The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. Curse of the Evil Eye (Recharges after a Short or Long Rest) : With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Fomorian Berserker","description":"These brutish and hulking fomorians serve as the shock troops of fomorian war parties. They charge into enemy groups recklessly, hacking wildly with their cleaving greatswords. Traits Reckless. At the start of its turn, the fomorian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The fomorian attacks twice with its Greatsword or makes one Greatsword attack and uses Evil Eye once. It can use its Cleaving Swing in place of one of its Greatsword attacks, if available. Greatsword. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 28 (6d6 + 7) slashing damage. Evil Eye. The fomorian magically forces a creature it can see within 60 feet of it to make a DC 16 Charisma saving throw. The creature takes 31 (7d8) psychic damage on a failed save, or half as much damage on a successful one. Cleaving Swing (Recharge 5–6). The fomorian swings its Greatsword in a wide arc, and each creature within 15 feet of it must succeed on a DC 19 Dexterity saving throw. The target takes 28 (6d6 + 7) slashing damage on a failed save, or half as much damage on a successful one. Curse of the Evil Eye (Recharges after a Short or Long Rest). With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Fomorian Deep Crawler","description":"Deep crawlers are fomorians whose bodies are adapted to crawling through the tunnels of the Underdark, perhaps in imitation or in honor of Karontor, “the king that crawls.” Their limbs are long and sinuous, and their grip is strong enough for them to climb walls and ceilings. Fomorians Descended from Annam’s son Karontor, fomorians once occupied a place in the giants’ ordning between hill and stone giants. In ancient times, they were scholars of magic known for their keen intellect—but also for their inflated egos and sense of entitlement. Karontor exploited these qualities, tempting them with promises of higher standing in the ordning, and incited his descendants to launch an assault on the Feywild. When the assault failed, the fomorians were banished to the Underdark and their god was consigned to a subterranean prison. Subjected to the strange magic of the Underdark, the fomorians’ bodies and souls twisted until they became the fomorians of today. Traits Contortionist. The fomorian can enter a space large enough for a Large creature without squeezing. Crawling Stance. While the fomorian has the prone condition, crawling does not cost it extra movement. In addition, the prone condition does not grant advantage on attack rolls against the fomorian. Spider Climb. The fomorian can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The fomorian makes two Slam attacks and uses Crawling Hex if it is available. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Crawling Hex (Recharge 4-6). The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a DC 15 Wisdom saving throw or take 31 (7d8) psychic damage, have the prone condition, and become cursed for 1 hour. While cursed this way, the target can't stand up and end the prone condition on itself.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":24749,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Fomorian Noble","description":"Before their banishment to the Underdark, fomorians ordered themselves based on achievements of knowledge and magical power. Before Karontor urged his descendants into an ill-fated assault against the Feywild, some of the most ambitious, inquisitive, and power-hungry fomorians felt they had already learned all they could from the Material Plane, and they departed to the Inner Planes, where they could continue their journeys of knowledge unopposed. In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane to survey the world they left. With angular features and apparently ageless faces, these fomorians resemble gigantic elves. Fomorians Descended from Annam’s son Karontor, fomorians once occupied a place in the giants’ ordning between hill and stone giants. In ancient times, they were scholars of magic known for their keen intellect—but also for their inflated egos and sense of entitlement. Karontor exploited these qualities, tempting them with promises of higher standing in the ordning, and incited his descendants to launch an assault on the Feywild. When the assault failed, the fomorians were banished to the Underdark and their god was consigned to a subterranean prison. Subjected to the strange magic of the Underdark, the fomorians’ bodies and souls twisted until they became the fomorians of today. The fomorian nobles I have met are so utterly unrepentant and so unmoved by the plight of their cursed kindred that I struggle to embrace them as my cousins. —Diancastra Traits Spellcasting. The fomorian casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): At will: mage armor (self only), mage hand , prestidigitation 1/day each: chain lightning , cone of cold (6th-level version), fireball (6th-level version), fly , plane shift (self only) Bonus Actions Beguiling Presence. The fomorian targets a creature it can see within 60 feet of itself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition for 1 minute. An affected target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all fomorians' Beguiling Presence for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant (Wizard)","Alignment":"Typically Chaotic Evil","Expansion":24749,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Fomorian Shaman","description":"Fomorian shamans are cold-hearted druids who harness the natural energies of the earth. In addition to their spells, they can magically extract the most painful memories of their foes and have them experience them all at once again, putting them in mental anguish. Actions Multiattack. The fomorian attacks twice with its Shortsword or makes one Shortsword attack and uses Evil Eye once. Shortsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage. Evil Eye. The fomorian magically forces a creature it can see within 60 feet of it to make a DC 18 Charisma saving throw. The creature takes 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one. Spellcasting. The fomorian casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: druidcraft, poison spray (3d12), mold earth, produce flame (3d8) 2/day each: erupting earth, healing word, polymorph, spike growth 1/day each: bones of the earth, contagion, cloudkill Curse of the Evil Eye (Recharges after a Short or Long Rest). With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success. Painful Visions (Recharges after a Short or Long Rest). The fomorian targets each creature within 20 feet of it that it can see. Each target must succeed on a DC 17 Wisdom saving throw or take 36 (8d8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Fomorian Theurge","description":"The fomorian theurge wields magic against their fey enemies, bargaining with powerful forces (such as elementals, titans, and dark fey) to augment its intellect and command devastating elemental magic. Fomorian theurges take leadership and advisory roles in fomorian society, using their magical talents to inspire—or bully—their people. To design the fomorian theurge, spellcasting traits from warlocks and wizards were added to the existing fomorian stat block, as well as additional hit points to reflect their increase in power. The theurge’s creature type was also changed to Fey to reflect how the bargains it made have affected its physiology. Tactics . While other fomorians charge into battle, the theurge prefers to support allies with spellcasting. They begin by using Baleful Gaze, then target the creature affected by their gaze with damaging spells. Unlike many spellcasters, the theurge doesn’t fear melee attacks because of their Elemental Nimbus ability, which they will use even if the effect might harm allies. All-Seeing Eye . When they aren’t incapacitated, the theurge can’t be surprised. As an action, they can view any location within 1 mile of them. While viewing a location that isn’t in the theurge’s immediate vicinity, they can’t see their immediate vicinity. Magical darkness doesn’t impede the theurge’s darkvision. In addition, they can see a faint aura around any visible creature or object that bears magic, and learn its school of magic, if any. Actions Multiattack . The theurge makes two Staff attacks, or makes one Staff attack and uses Baleful Gaze once. Staff . Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid, cold, fire, lightning, or thunder damage (theurge’s choice). Baleful Gaze . The theurge focuses their hate and anger on another creature within 60 feet of them that can see them. The creature must make a DC 16 Constitution saving throw, taking 33 (6d10) necrotic damage and becoming poisoned until the end of its next turn on a failed save, or taking half as much damage and not becoming poisoned on a successful one. Command Elementals . The theurge speaks words of power to compel Elementals to serve them. Each Elemental within 30 feet of the theurge that can hear them must succeed on a DC 16 Wisdom saving throw or be charmed by the theurge for 10 minutes. While charmed, the Elemental obeys all the theurge’s commands to the best of its ability. Spellcasting . The theurge’s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). They can cast the following spells: 3/day each: cone of cold , fireball , lightning bolt Bonus Actions Misty Step . The theurge can magically teleport up to 30 feet to an unoccupied space they can see. Reactions Elemental Nimbus . When the theurge is hit with a melee attack, they can surround themself with a halo of elemental energies. Each creature within 10 feet of the theurge must make a DC 16 Dexterity saving throw, taking 22 (4d10) damage on a failed saving throw, or half as much damage on a successful one. The theurge selects the damage type from the following list: acid, cold, fire, lightning, or thunder.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fey","Alignment":"Any Alignment","Expansion":22851,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Fomorian Warlock of the Dark","description":"Some fomorians search for the arcane glory their kind possessed before their banishment into the Underdark. They forge magical pacts with entities of the dark—perhaps powerful Fey of the Gloaming Court or eldritch entities buried deep in the Underdark. Their pacts give these fomorians power over shadows, allowing them to mold and shape darkness like clay. Fomorians Descended from Annam’s son Karontor, fomorians once occupied a place in the giants’ ordning between hill and stone giants. In ancient times, they were scholars of magic known for their keen intellect—but also for their inflated egos and sense of entitlement. Karontor exploited these qualities, tempting them with promises of higher standing in the ordning, and incited his descendants to launch an assault on the Feywild. When the assault failed, the fomorians were banished to the Underdark and their god was consigned to a subterranean prison. Subjected to the strange magic of the Underdark, the fomorians’ bodies and souls twisted until they became the fomorians of today. Traits Blood Rune. The fomorian has a blood rune inscribed on an effigy or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex action and Poisoning Rebuke reaction. The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the fomorian dies. If the rune is destroyed, the fomorian can inscribe a blood rune on an object in its possession when it finishes a short or long rest. Devil's Sight. Magical darkness doesn't impede the fomorian's darkvision. Legendary Resistance (3/Day). If the fomorian fails a saving throw, it can choose to succeed instead. Spellcasting. The fomorian casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16): At will: detect magic , levitate , mage hand , prestidigitation 1/day each: detect thoughts , suggestion , telekinesis Actions Multiattack. The fomorian makes three Greatclub attacks. If the fomorian has its blood rune, it can replace one of these attacks with a use of Corrupting Hex. Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 7 (2d6) necrotic damage. Corrupting Hex (Requires Blood Rune). The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a DC 16 Charisma saving throw or take 27 (6d8) necrotic damage and become cursed for 24 hours. While cursed this way, the target's speed is reduced by half, and if it tries to cast spell, it must first succeed on a DC 16 Intelligence check or the spell fails and is wasted. Eldritch Burst. Magical energy explodes in a 20-foot-radius sphere centered on a point the fomorian can see within 120 feet of itself. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 32 (5d12) force damage and has the prone condition. On a successful save, a creature takes half as much damage only. Bonus Actions Creeping Gloom (Recharge 6). The fomorian momentarily conjures grasping darkness in a 30-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in that area must succeed on a DC 16 Constitution saving throw or take 11 (2d10) necrotic damage and have the blinded condition until the end of its next turn. Reactions Poisoning Rebuke (Requires Blood Rune). In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a DC 16 Constitution saving throw; on a failed save, the creature has the poisoned condition until the end of its next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":24749,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Footpad","description":"Footpads are light-fingered individuals with a loose understanding of personal property, and they are adept at relieving people of such property. Consummate thieves, they resort to violence only if necessary. They tend to operate alone or on the fringes of gangs, preferring the easier, solitary scores that allow them to live comfortably and without attracting too much attention. Thief by Necessity. Though most footpads learned their skills by growing up alone on the streets of cities and stealing to survive, many skilled artisans, laborers, or even merchants turn to the life of a footpad when oppression, economic strain, famine, or war deprives them of their normal means. Such footpads might even maintain a veneer of their previous life, using their ill-gotten gains to keep up their social status or prevent their business from foundering.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Lawful Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Foras","description":"Foras is a powerful sorcerer devoted to the pursuit of bringing the Outer God Yog-Sothoth into this world. You can use these stats for any sort of mysterious leader of a cult or secret society. Remember that as a sorcerer, his powers aren’t intrinsically tied to a specific deity or even to a single faith. If you switch the object of his devotion or obsession, you should also consider removing or replacing his Time Siphon and Accelerated abilities with those that are more appropriate thematically. Traits Outside of Time. Foras exists outside of time; he doesn’t age, doesn’t need food or drink to survive, and can’t be affected by the haste or slow spells unless he chooses to be. Spellcasting. Foras is a 19th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks), and he needs only verbal components to cast its spells. He has the following cleric spells prepared: Cantrips (at will): guidance, light, sacred flame 1st level (4 slots): bless, command, sanctuary 2nd level (3 slots): blindness/deafness, silence, spiritual weapon 3rd level (3 slots): dispel magic, mass healing word, sending 4th level (3 slots): banishment, guardian of faith, locate creature 5th level (3 slots): flame strike, greater restoration 6th level (2 slots): blade barrier 7th level (1 slot): fire storm 8th level (1 slot): antimagic field 9th level (1 slot): mass heal Special Equipment. Foras has a quarterstaff +2 and magical traveler’s clothes (as bracers of defense ). Unseen Sight. Foras has the ability to see the truth of the world, granting them darkvision and truesight to a distance of 60 feet, as long as they remain in a region under Yog-Sothoth’s influence. Actions Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used in two hands to make a melee attack. Legendary Actions Foras can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Foras regains spent legendary actions at the start of his turn. Detect. Foras makes a Wisdom (Perception) check. Accelerated. Foras moves up to his speed . This movement does not provoke opportunity attacks. Time Siphon (Costs 2 Actions). Foras warps time around him in a 60-foot radius. Any creature that is not a construct or undead that moves into the area for the first time or ends its turn there must succeed on a DC 19 Wisdom saving throw or become slowed (as the slow spell) until the end of its next round. Worshippers of Yog-Sothoth are immune to this effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":19},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Force of Blood","description":"Forces of blood, also called blood sovereigns, are warlords and diplomats who equally represent the birth of mortal life and the moment of its ending. They could be mistaken for a massive humanoid clad entirely in black-and-red toothed armor, but in truth, their “armor” is blackened, gnarled flesh punctuated with veins of boiling red. Mortal monarchs would do well to take heed when a force of blood’s scarlet lance approaches. These elementals keenly understand mortals and never treat with them for idle purpose. Traits Visceral Sight. The force of blood can see any creature within 120 feet of them who isn’t a Construct or an Undead. This sight ignores effects that obscure sight. Actions Multiattack. The force of blood makes three Scarlet Long spear attacks. They can replace one attack with a Rend from Within attack. Scarlet Longspear. Melee or Ranged Weapon Attack: +13 to hit, reach 15 ft. or range 30/60 ft., one target. Hit: 18 (2d10 + 7) piercing damage. If the target is a creature, the force of blood regains 5 hit points. Rend from Within. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) slashing damage plus 26 (4d12) necrotic damage, and the target spends 1 Hit Die with no effect and can’t take reactions until the start of their next turn. Miss: 13 (2d12) necrotic damage. Bonus Actions Convocation of Blood. The force of blood imbues the power of blood in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Boiling Blood. The Elemental boils the blood of a creature within 5 feet of them who isn’t a Construct or an Undead. The target must make a DC 19 Constitution saving throw. On a failed save, the target must choose to either take 27 (5d10) fire damage or make an attack with a weapon that has a damage die of 1d4 or greater against a creature of the Elemental’s choice. If the attack hits, it deals an extra 11 (2d10) fire damage. Essence Thief. The Elemental steals the essence of two creatures the Elemental can see within 30 feet of them. Each target must make a DC 19 Constitution saving throw, taking 19 (3d12) necrotic damage on a failed save, or half as much damage on a successful one. The Elemental can then teleport to an unoccupied space they can see within 5 feet of one of the targets.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Earth, Fire, Water)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":19},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Force of Blood","description":"Force of Blood Forces of blood, also called blood sovereigns, are warlords and diplomats who equally represent the birth of mortal life and the moment of its ending. They could be mistaken for a massive humanoid clad entirely in black-and-red toothed armor, but in truth, their “armor” is blackened, gnarled flesh punctuated with veins of boiling red. Traits Visceral Sight. The force of blood can see any creature within 120 feet of them who isn’t a Construct or an Undead. This sight ignores effects that obscure sight. Actions Multiattack. The force of blood makes three Scarlet Longspear attacks. They can replace one attack with a Rend from Within attack. Scarlet Longspear. Melee or Ranged Weapon Attack: +13 to hit, reach 15 ft. or range 30/60 ft., one target. Hit: 18 (2d10 + 7) piercing damage. If the target is a creature, the force of blood regains 5 hit points. Rend from Within. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) slashing damage plus 26 (4d12) necrotic damage, and the target spends 1 Hit Die with no effect and can’t take reactions until the start of their next turn. Miss: 13 (2d12) necrotic damage. Bonus Actions Convocation of Blood. The force of blood imbues the power of blood in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Boiling Blood. The Elemental boils the blood of a creature within 5 feet of them who isn’t a Construct or an Undead. The target must make a DC 19 Constitution saving throw. On a failed save, the target must choose to either take 27 (5d10) fire damage or make an attack with a weapon that has a damage die of 1d4 or greater against a creature of the Elemental’s choice. If the attack hits, it deals an extra 11 (2d10) fire damage. Essence Thief. The Elemental steals the essence of two creatures the Elemental can see within 30 feet of them. Each target must make a DC 19 Constitution saving throw, taking 19 (3d12) necrotic damage on a failed save, or half as much damage on a successful one. The Elemental can then teleport to an unoccupied space they can see within 5 feet of one of the targets.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Earth, Fire, Water)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":19},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Force of Earth","description":"A protective earth elemental, a force of earth resembles a nine-foot-tall great ape formed of rough stone. They act as guardians and historians to their ishkrar, working tirelessly to thwart ills from befalling the group. These elementals are sometimes called earthen bulwarks. Traits Earth Glide. The force of earth can burrow through mundane, unworked earth and stone. While doing so, the force of earth doesn’t disturb the material they move through. Actions Multiattack. The force of earth makes two Earthbind Strike attacks. Earthbind Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target’s speed becomes 0 until the start of the force of earth’s next turn. Shatter Rock. Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage, or 47 (6d12 + 8) bludgeoning damage if the target is an object or structure. Bonus Actions Convocation of Earth (1/Day). The force of earth imbues the power of earth in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Earthen Aura. Stones rapidly whir around the Elemental in a 10 foot radius sphere for 1 minute or until they’re killed or incapacitated. A creature who isn’t an Elemental takes 5 slashing damage for every 5 feet they move into or within that area. Stone Armor. Stone grows over the Elemental in a pro tective carapace, and they gain 20 temporary hit points. While the Elemental has these temporary hit points, they are immune to the dazed, paralyzed, petrified, and stunned conditions.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Earth)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Force of Earth","description":"Traits Earth Glide. The force of earth can burrow through mundane, unworked earth and stone. While doing so, the force of earth doesn’t disturb the material they move through. Actions Multiattack. The force of earth makes two Earthbind Strike attacks. Earthbind Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target’s speed becomes 0 until the start of the force of earth’s next turn. Shatter Rock. Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage, or 47 (6d12 + 8) bludgeoning damage if the target is an object or structure. Bonus Actions Convocation of Earth ( 1 /Day). The force of earth imbues the power of earth in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Earthen Aura. Stones rapidly whir around the Elemental in a 10-foot-radius sphere for 1 minute or until they’re killed or incapacitated. A creature who isn’t an Elemental takes 5 slashing damage for every 5 feet they move into or within that area. Stone Armor. Stone grows over the Elemental in a pro­tective carapace, and they gain 20 temporary hit points. While the Elemental has these temporary hit points, they are immune to the dazed, paralyzed, petrified, and stunned conditions.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Earth)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Force of Iron","description":"A force of iron, also called an iron stalwart, appears as a four-armed centaur made of malleable metal with a head shaped like an empty knight’s helm. Most are staunch, loyal, and uncompromising. Some forces of iron even achieve fame by facing down wickedness where they find it—but others become wickedness, using their strength to vanquish anything that even mildly displeases them. Actions Multiattack. The force of iron uses Form Stance then makes three Ferrous Blade attacks or three Iron Spike attacks. Ferrous Greatblade. Melee Weapon Attack: +9 to hit, reach 5 ft. (20 ft. in Polearm Form), one target. Hit: 19 (4d6 + 5) slashing damage. Iron Spike. Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Form Stance. The force of iron shapes their body to gain one of the following benefits until the start of their next turn: Polearm Form. The force of iron’s melee attacks have a reach of 20 feet instead of 5 feet. Reckless Form. The force of iron has advantage on all melee attack rolls, but attack rolls against the force of iron have advantage. Shield Form. The force of iron gains a +3 bonus to AC. Fire Form (1/Day). The force of iron’s attacks deal an extra 13 (2d12) fire damage on a hit. Bonus Actions Convocation of Iron (1/Day). The force of iron imbues the power of iron in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Earth Reinforcements. Five earth sparks appear in unoccupied spaces within 20 feet of the Elemental. The sparks understand the Elemental, follow their verbal commands, and act immediately after the Elemental in the initiative order. Iron Skin. Metal covers the Elemental, granting them resistance to bludgeoning, piercing, and slashing damage for 1 minute or until their concentration is broken (as if concentrating on a spell).","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Earth, Fire)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Force of Iron","description":"Her breath melts stone, And her scales ignite, But it’s the dragon’s ire That burns so bright. When our bones are black, And the world is ash, She will save the Voice For the very last. When his eyes flash blue, While the earth just burns, It will become clear. His memories return. Then her claws will slash, And her fire will rage, As the Voice gasps last, “Thus will end my age.” Then the Ashen Song Takes his heart away, As she whispers sweet, “Vengeance came today.” Ballad of the Ashen Song Force of Iron A force of iron, also called an iron stalwart, appears as a four-armed centaur made of malleable metal with a head shaped like an empty knight’s helm. Most are staunch, loyal, and uncompromising. Some forces of iron even achieve fame by facing down wickedness where they find it—but others become wickedness, using their strength to vanquish anything that even mildly displeases them. Actions Multiattack. The force of iron uses Form Stance then makes three Ferrous Greatblade attacks or three Iron Spike attacks. Ferrous Greatblade. Melee Weapon Attack: +9 to hit, reach 5 ft. (20 ft. in Polearm Form), one target. Hit: 19 (4d6 + 5) slashing damage. Iron Spike. Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Form Stance. The force of iron shapes their body to gain one of the following benefits until the start of their next turn: Polearm Form. The force of iron’s melee attacks have a reach of 20 feet instead of 5 feet. Reckless Form. The force of iron has advantage on all melee attack rolls, but attack rolls against the force of iron have advantage. Shield Form. The force of iron gains a +3 bonus to AC. Fire Form ( 1 /Day). The force of iron’s attacks deal an extra 13 (2d12) fire damage on a hit. Bonus Actions Convocation of Iron ( 1 /Day). The force of iron imbues the power of iron in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Earth Reinforcements. Five earth sparks appear in unoccupied spaces within 20 feet of the Elemental. The sparks understand the Elemental, follow their verbal commands, and act immediately after the Elemental in the initiative order. Iron Skin. Metal covers the Elemental, granting them resistance to bludgeoning, piercing, and slashing damage for 1 minute or until their concentration is broken (as if concentrating on a spell).","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Earth, Fire)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Forest Cat","description":"Cat, Forest Semi-feral forest cats roam every nook and cranny, from the snowy and cold great forests to the dry and arid Fanged Sands. Though just as likely to swipe a friendly face as to nibble on an offered piece of meat, most raiders are still fond of the cats, and they are found in every community.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":"1/4"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Forest Defender","description":"Medium Construct, Neutral Armor Class 14 Hit Points 67 (9d8 + 27) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 17 (+3) 6 (–2) 10 (+0) 5 (–3) Skills Perception +2, Stealth +6 Damage Vulnerabilities slashing Damage Resistances bludgeoning and piercing from nonmagical attacks not made with adamantine weapons Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 12 Languages understands the Languages of its creator but can’t speak Challenge 3 (700 XP) Proficiency Bonus +2 Immutable Form. The forest defender is immune to any spell or effect that would alter its form. Magic Resistance. The forest defender has advantage on saving throws against spells and other magical effects. Plant Camouflage. The forest defender has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Actions Multiattack. The forest defender makes two thorned vine attacks. Thorned Vine. Melee Weapon Attack: +6 to hit, reach 15 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 14 Strength saving throw or be pulled 10 feet toward the forest defender. Thorned Embrace. Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 11). Until the grapple ends, the target is restrained, and the forest defender can’t embrace another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"neutral","Challenge Rating":3},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Forest Emperor","description":"The smell of freshly turned soil and bubbling sulfur accompanies this terrible monster, an amalgam of wood and flesh vaguely reminiscent of a giant centaur with bony wooden limbs. Vast draconic wings sprout from the creature’s back, and it bears a serpentine tail ending in a cone-shaped rattle. Born of Dragons. When a particularly hardy child of Yggdrasil comes across the stillfresh corpse of an adult or older dragon, it attempts to devour the dragon’s heart and metamorphose into a larger and more vicious aberration known as a forest emperor. This process takes one week, and, while transforming, the child of Yggdrasil spins a thick green cocoon of acidic vines around itself. When the forest emperor finally emerges, it is close to starving and attacks and devours any creature that comes within reach of its terrible, gnarled limbs. Continually Growing. Forest emperors never stop growing, and specimens of gargantuan size have been found residing in the most desolate and treacherous forests and mountains, often in the lairs of dragons they have consumed. Unusually powerful forest emperors have even made it as far as the tangled roots of the World Tree itself, spending their time communing with evil fey spirits and the terrible serpents said to twine about its boughs.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Forest Falcon","description":"A forest falcon is a large, swift raptor adapted to agile flight through dense canopy rather than bursts of speed in open air. It prefers a high perch, watching for movement from prey on the forest floor. The falcon strikes in a diving ambush and can even run down prey on foot.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Forest Falcon","description":"A forest falcon is a large, swift raptor adapted to agile flight through dense canopy rather than bursts of speed in open air. It prefers a high perch, watching for movement from prey on the forest floor. The falcon strikes in a diving ambush and can even run down prey on foot. Actions Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast ","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Forest Giant","description":"Forest giants resemble 11-foot tall wood elves with light bark-like skin, leaf-green hair, and brown, green, or hazel eyes. They tend to wear simple clothing that helps them blend into their natural habitat. Forest giants are vegetarians, subsisting on a diet of edible beans, berries, fruits, mushrooms, and roots. Woodland Protectors. Forest giants are brooding and stoic, see themselves as forest guardians, and are paranoid of non-forest dwellers, especially those who constantly use fire. They tolerate the presence of elves and firbolgs and are usually allied with intelligent fey creatures. Although they are not aggressive, they are fiercely territorial and will not hesitate to attack intruders without warning or those who cut down trees close to their homes. Evil forest giants, though rare, are known to work as mercenaries for hags and other evil fey. Druid Archers. Forest giants usually rely on their archery skills in combat, coating their arrowheads with poison extracted from forest plants and fungi. They employ stealth and hit-and-run tactics to bring down enemies before they can close in. They can cast certain druidic spells that help them mark their foes, travel without leaving tracks, and increase the size of vegetation around them to use as cover. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Traits Plant Camouflage. The giant has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation. Actions Multiattack. The giant makes two melee attacks or two ranged attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12): At will: druidcraft 3/day each: faerie fire, pass without trace 1/day each: plant growth","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Neutral","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Forest Giant Chieftain","description":"Forest giants resemble 11-foot tall wood elves with light bark-like skin, leaf-green hair, and brown, green, or hazel eyes. They tend to wear simple clothing that helps them blend into their natural habitat. Forest giants are vegetarians, subsisting on a diet of edible beans, berries, fruits, mushrooms, and roots. Woodland Protectors. Forest giants are brooding and stoic, see themselves as forest guardians, and are paranoid of non-forest dwellers, especially those who constantly use fire. They tolerate the presence of elves and firbolgs and are usually allied with intelligent fey creatures. Although they are not aggressive, they are fiercely territorial and will not hesitate to attack intruders without warning or those who cut down trees close to their homes. Evil forest giants, though rare, are known to work as mercenaries for hags and other evil fey. Druid Archers. Forest giants usually rely on their archery skills in combat, coating their arrowheads with poison extracted from forest plants and fungi. They employ stealth and hit-and-run tactics to bring down enemies before they can close in. They can cast certain druidic spells that help them mark their foes, travel without leaving tracks, and increase the size of vegetation around them to use as cover. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Traits Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Plant Camouflage. The giant has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation. Actions Multiattack. The giant makes two melee attacks or two ranged attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. Rain of Arrows (Recharge 4–6). The giant makes a Longbow attack at each creature in a 15-foot-radius sphere centered on a point the giant can see within 150 feet of it. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14): At will: druidcraft 3/day each: faerie fire, pass without trace 1/day each: plant growth Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Move. The giant moves up to half its speed without provoking opportunity attacks. Faerie Fire. The giant casts faerie fire, if available. Attack (Costs 2 Actions). The giant makes a melee or ranged attack. Guerilla Warfare (Costs 1-3 Actions). The giant targets up to three allies it can see within 30 feet of it. If the target can see or hear the giant, the target can use its reaction to make one weapon attack, move up to its speed, move up to half its speed without provoking opportunity attacks, or perform a Hide action. Each target costs 1 action.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Neutral","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Forest Giant Shaman","description":"Forest giants resemble 11-foot tall wood elves with light bark-like skin, leaf-green hair, and brown, green, or hazel eyes. They tend to wear simple clothing that helps them blend into their natural habitat. Forest giants are vegetarians, subsisting on a diet of edible beans, berries, fruits, mushrooms, and roots. Woodland Protectors. Forest giants are brooding and stoic, see themselves as forest guardians, and are paranoid of non-forest dwellers, especially those who constantly use fire. They tolerate the presence of elves and firbolgs and are usually allied with intelligent fey creatures. Although they are not aggressive, they are fiercely territorial and will not hesitate to attack intruders without warning or those who cut down trees close to their homes. Evil forest giants, though rare, are known to work as mercenaries for hags and other evil fey. Druid Archers. Forest giants usually rely on their archery skills in combat, coating their arrowheads with poison extracted from forest plants and fungi. They employ stealth and hit-and-run tactics to bring down enemies before they can close in. They can cast certain druidic spells that help them mark their foes, travel without leaving tracks, and increase the size of vegetation around them to use as cover. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Traits Plant Camouflage. The giant has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation. Actions Multiattack. The giant uses Briar Strike twice. Briar Strike. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) poison damage. If the target is a Large or smaller creature, the creature must make a DC 13 Strength saving throw or be restrained until the end of the giant's next turn. Tempest (Recharge 5–6). A line of strong, electrified wind 60 feet long and 10 feet wide blasts from the giant's open palm. Each creature in that line must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 16 (3d10) force damage and 16 (3d10) lightning damage, is pushed up to 10 feet, and knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14): At will: druidcraft, guidance, mending 3/day each: cure wounds, faerie fire, hold person (2 targets), pass without trace 1/day each: confusion, plant growth, spirit guardians","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Neutral","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Forest Marauder","description":"A primitive and relatively diminutive form of giant, forest marauders claim the wilderness areas farthest from civilization when they can. Painted Skin. Roughly the size and shape of an ogre, this brutish thing is covered in paint or colored mud. An exaggerated brow ridge juts out over piggish, close-set eyes, and corded muscle stands out all over the creature. Keep to the Wilderness. Cruel and savage when encountered, their demeanor has worked against them and they have nearly been driven to extinction in places where they can be easily tracked. They have since learned to raid far from their hidden homes, leading to sightings in unexpected places. Orc Friends. Forest marauders get along well with orcs and goblins, who appreciate their brute strength and their skill at night raids. Traits Light Sensitivity: While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack: The forest marauder makes two boar spear attacks. Boar Spear: Melee Weapon Attack : +7 to hit, reach 10 ft., One target. Hit : 16 (2d10 + 5) piercing damage. On hit, the forest marauder can choose to push the target 10 feet away if it fails a DC 16 Strength saving throw. Rock: Ranged Weapon Attack : +5 to hit, range 30/150 ft., One target. Hit : 18 (3d8 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Forest Protector","description":"Tradition says that deer are the messengers of the elemental spirits, and thus are sacred. This may or may not be true for the average deer that roams the mountains. However, sometimes a chimerical beast with great antlers or horns, dragon scales, the tail of an ox, and a flaming mane is whispered to come out of the deepest forests to speak to lone travelers. Called a kirin in some Rokugani stories and qilin in Yún Fēng Guó’s tales, its form varies slightly with the telling, but the accounts remain much the same: such creatures speak of the will of the spirits, and are so benevolent and compassionate that, rather than trampling even a single blade of grass, they float above the ground. Traits Miraculous Mercy. Forest protectors can use their spiritual power to perform acts that surpass even the most skilled ritualists. The forest protector’s spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells, requiring no material components: 1/day each: conjure animals , locate creature , revivify Actions Shining Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning plus 7 (2d6) radiant damage.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"any good","Expansion":26129,"Challenge Rating":3},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Forest Prowler","description":"\"Did you see that? Was it just the wind in the leaves, or has a prowler come calling...\" Forest prowlers feature prominently throughout folktales in Humblewood, notably as monsters in frightful stories. These cat-like beasts have the unique ability to grow leaves and moss on their spotted fur, allowing them to camouflage perfectly within the forest canopy. Fable and Folklore One of the reasons forest prowlers have attained such mythic status is due to their elusive nature. They are adept at moving unseen through the canopy where they hunt, and their skills as ambush predators means that few who see them live to tell the tale. In some communities the killing of a forest prowler is considered a rite of passage among beast hunters. The large fangs seen adorning the necks of Humblewood’s greatest hunters and warriors, and cloaks made from prowler fur, are trophies that showcase one’s prowess and skill. Fierce Hunter Forest prowlers are apex predators. They can claim virtually any prey they desire, but usually target deer, elk, and other large herbivores. Prowlers use their powerful bodies and gripping claws to drag their kill up into their tree nests, where it can be consumed at their leisure. These felines are known to travel long and winding paths through the forest, residing in temporary shelters throughout the seasons. Although nomadic, the prowlers are quite territorial of whatever area they currently inhabit. Relatively passive in the winter, they are most active in the spring and summer during peak hunting and breeding seasons.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":5991,"Challenge Rating":4},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Forest Strider","description":"Forest Strider The forest strider is a large, spider-like Yoten. Though originally bred to patrol forests and defend other Yoten, there are many strider clusters throughout Grimnir that act much like any other wild animal pack. They hunt, they feed, they survive. Effective Ambushers. Striders tend to remain hidden in the branches before flinging a web at a foe to restrain them and then leaping down, using their poisonous stinger to further render their target helpless. Merciless. These foul creatures swiftly hunt down any prey that attempts to flee from them, so there are few survivors to tell any tales of them. The striders do not do this because they are intelligent; they are simply hungry and do not want food to go to waste. Webbed Denizens. The strider can vomit forth spider-like webbing. They do not generally construct large webs, but instead use the webbing to create overhead trails to travel high above unsuspecting victims or to fling at foes to capture them.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity (Yoten)","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":4},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Forest Troll","description":"The forest trolls are medium-sized trolls. They are weaker than normal trolls but more than make up for it with their cunning and sheer numbers. As their name suggests, they are normally found only in forests and jungles. Traits Brute. A melee weapon deals one extra die of its damage when the troll hits with it (included in the attack). Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 5 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The troll makes two attacks: one with its Bite and one with its Spear. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus 3 (1d6) poison damage. Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d6 + 2) piercing damage, or 11 (2d8 + 2) piercing damage if used with two hands to make a melee attack or 5 (1d6 + 2) piercing damage at range, plus 3 (1d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Forge Guardian","description":"Just as dwarves created the earliest golems, the All-Hammer fashioned forge guardians to guard the divine furnaces and hearths that designed the first dwarves. Shaped from extravagant marble and fused with adamantine, crafted with impeccable detail and care, these rare and massive constructs exemplify the highest form of artistry that every Exandrian blacksmith, forgemaster, and artisan spends a lifetime hoping to achieve. Divine Spark. A faceless, tireless being of immense strength, a forge golem is gifted life by a single shard from the All-Hammer’s own divine spark, lovingly kept safe inside a ring of arcane flame and ancient sigils. The All-Hammer’s divinity is akin to a volcano inside the golem, turning the construct’s blood into lava. Fire no longer harms the construct, but instead heals it. Sacred Purpose. Where it looms over a divine forge, a forge guardian’s appendages end in a stretched set of hooked forceps and a rune-adorned blade. The golem can assist a blacksmith in creating new golems, or it can trample, bludgeon, push, and knock down any who threaten this sacred process of creation. Forge golems also serve as opponents for any wishing to engage in the All-Hammer’s trial of worthiness. A golem’s attacks blind prospective heroes, who must then earn back their vision by risking a deadly counterattack. Golems Ageless and unstoppable guardians, golems are expertly crafted to execute their owners’ every command without question. Vaguely humanoid in appearance and unfailingly loyal, these powerful constructs feel no agony or sympathy, require no sustenance or sleep, ignore bribes and bargains, and do as they are told without remorse or hesitation. Covetous Origins. During the Age of Arcanum, magic inspired a deep arrogance in many of the gods’ children, who assumed arcane gifts were proof of inevitable divinity. In response, many mortal folk experimented with manufacturing “life” of their own. The dwarves succeeded first, marrying divine gifts with technical skill to animate autonomous wardens as protectors of their ancestral halls. The dwarves’ knowledge was quickly stolen and expanded upon by other folk, and creating golems eventually became less about proving that mortals can shape life as the gods do, and more about protecting life, wealth, and secrets from others. Traits Fire Absorption. Whenever the guardian is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Immutable Form. The guardian is immune to any spell or effect that would alter its form. Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects. Magic Weapons. The guardian’s weapon attacks are magical. Actions Multiattack. The guardian makes two melee attacks. Runeblade. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) slashing damage, and the target must succeed on a DC 23 Constitution saving throw or be blinded until it deals damage to the guardian. Kick. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage, and the target is pushed up to 15 feet away from the guardian and knocked prone. Bladestorm (Recharge 5–6). The guardian makes a Runeblade attack against every creature within 15 feet of it. On a hit, a target is also pushed up to 15 feet away from the guardian and knocked prone. Legendary Actions The guardian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The guardian regains spent legendary actions at the start of its turn. Runeblade. The guardian makes one Runeblade attack. Kick. The guardian makes one Kick attack. Trample (Costs 2 Actions). The guardian moves up to 50 feet without triggering opportunity attacks, and can pass through other creature’s spaces. Each creature whose space the guardian passes through must make a DC 23 Dexterity saving throw. On a failure, the creature takes 23 (2d12 + 10) bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and isn’t knocked prone. Any creature that shares the guardian’s space when it stops this movement is pushed out of its space into the nearest unoccupied space.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Expansion":20583,"Challenge Rating":27},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Forged Construct","description":"Robotics, cybernetics, and artificial intelligence are a normal part of life. Though the building of robots using these technologies often take time and complex tools, specialized forging techniques allow for rapid construction of these robotic guardians. Forged with Sorium. A forged construct's form is made from sorium parts which meld and combine to create the construct's form. A construct's cosmetic appearance can be determined by its creator, though all forged constructs are similar. Semi-autonomous. All forged constructs boast a limited artificial intelligence allowing them to understand basic commands and make their own choices to accomplish tasks. Due to the versatile nature of their creation, their AI can't be as easily hacked or manipulated like a normal construct. Inorganic. A forged construct doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27051,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Forged Construct","description":"Robotics, cybernetics, and artificial intelligence are a normal part of life. Though the building of robots using these technologies often take time and complex tools, specialized forging techniques allow for rapid construction of these robotic guardians. Forged with Sorium. A forged construct's form is made from sorium parts which meld and combine to create the construct's form. A construct's cosmetic appearance can be determined by its creator, though all forged constructs are similar. Semi-autonomous. All forged constructs boast a limited artificial intelligence allowing them to understand basic commands and make their own choices to accomplish tasks. Due to the versatile nature of their creation, their AI can't be as easily hacked or manipulated like a normal construct. Inorganic. A forged construct doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Forgotten","description":"Forgotten can be created when the female children of hags turn 13 without any hag supervision or mentorship. Even being neglected, a female child of a hag can still turn into a young hag roughly half of the time. Forgotten are immediately killed if a grandmother hag ever discovers them. If they are allowed to grow into nightshade hags, they will disrupt the usual balance of power and force a conflict with an established grandmother hag over leadership. Forgotten look and act like a female humanoids of their father’s race, with most having no idea who their true mother is. Some forgotten have been known to become powerful druids, sorcerers, or warlocks: some of which then become nightshade hags. Some forgotten are created by hags on purpose: just in secret. Some hags hate a grandmother so much that they begin to breed with male humanoids with the sole intent of creating a few forgotten. They give birth in secret and leave the child with humanoids as normal. If a hag is caught or suspected of creating forgotten on purpose then she is captured alive and brutally tortured to death by a grandmother hag. The risk is worth it for desperate or insane hags who are willing to wait hundreds of years for their vengeance. Forgotten as Players and NPCs Forgotten are assigned the following racial statistics: +1 Charisma ability bonus and a -1 Strength ability penalty. They live up to 200 years with the option of becoming a hag and living until destroyed. Forgotten can be of any alignment but more than half eventually turn to evil. Their height and weight are determined by their humanoid form. They have darkvision 30 ft. (if their humanoid form has better darkvision, then use that distance). Forgotten have proficiency in both Arcana and Nature. They gain the racial traits of the father as well as the forgotten traits. As an example, a forgotten elf has all of the elven racial traits and the forgotten traits (+2 Dexterity, +1 Charisma, -1 Strength, darkvision 60’, keen sense, fey ancestry, and trance). Most forgotten are fascinated by and eventually learn the Sylvan language.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (female)","Alignment":"any","Expansion":34600,"Challenge Rating":"1/8"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Forgotten Regent","description":"A dwarf sits on a stone throne caked in a layer of ice, her skin a pale blue and her countenance haunted. She carries a maul made of ice etched with glowing blue runes, and a tarnished golden crown sits upon her head. The ghostly dwarf's eyes glow a bright blue as she glares around her throne room, the sounds of mournful dead echoing around her. Long ago, a kingdom in the frozen north had a ruler who was too young to lead a kingdom. A regent was appointed to guide the land until the rightful ruler came of age. Unfortunately, the regent's actions brought a terrible tragedy to the land, leading to the death of the rightful ruler and many of the kingdom's people. Though the kingdom fell, the regent remained after death, cursed to lead the damned souls of the people as punishment for failing to protect them in life. Ally of the Damned. The forgotten regent has been cursed to lead a kingdom of the damned in the frozen reaches of the world. The kingdom's people have risen as undead creatures that follow the regent. Though its subjects are now undead, the regent takes its job as leader and protector as seriously as when its subjects were alive. It reacts with violence against intruders and with diplomacy toward those requesting a meeting. During times of great need, heroes and villains have been known to seek the aid of the forgotten regent. The regent's undead army could turn the tide of any battle, but the regent doesn't send its citizens to battle carelessly. Cursed Ruler. The curse upon the kingdom is tied to the regent. Should the regent be defeated, the curse lifts, allowing the souls of the kingdom's people to seek eternal rest, and allowing the kingdom to fully fade into history as the remaining structures crumble. Some regents long for this end, knowing it is the only way to truly save their people, while others fight it, knowing their continued existence is the only thing keeping the kingdom's legacy alive. Forgotten Regent's Lair Forgotten regents inhabit ruined forts and castles deep in the frozen reaches of the arctic or high in rugged, cold mountains. A perpetual wind in and around the lair chills the living, ensuring the regent's solitude, and the outskirts of the lair features the remains of a great kingdom, such as ruined buildings, fallen sculptures, broken cobblestones, or similar remnants. Lair Actions On initiative count 20 (losing initiative ties), the forgotten regent takes a lair action to cause one of the following effects; the regent can't use the same effect two rounds in a row: Freezing Wind. A blistering cold wind blows through the lair near the forgotten regent. Each creature within 60 feet of the regent that isn't Undead must succeed on a DC 16 Constitution saving throw or take 7 (2d6) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. Ghostly Grasp. The ghostly arms of dozens of citizens of the regent's former kingdom briefly reach up from the ground and drag up to two creatures the regent can see within 60 feet of it closer to the regent. Each target must succeed on a DC 16 Strength saving throw or be pulled up to 20 feet closer to the regent. Icy Ground. Ice rimes the ground in a 20-foot radius centered on a point the regent can see within 60 feet of it. The area becomes difficult terrain, and each creature there must succeed on a DC 16 Dexterity saving throw or be knocked prone. When a creature enters the area for the first time on a turn or ends its turn there, that creature must succeed on a DC 16 Dexterity saving throw or fall prone. The ice melts away when the regent uses this lair action again or when the regent dies. Regional Effects The region containing a forgotten regent's lair suffers just as much from its curse as it does, which creates one or more of the following effects: Ghostly Reflection. The kingdom's cursed souls haunt the land. Occasionally, when a Humanoid looks at a sheet of ice while within 1 mile of the regent's lair, the Humanoid sees the ghostly face of one of the kingdom's cursed citizens instead of their own. Haunted Fog. A chilly fog lightly obscures the land within 3 miles of the regent's lair. Voices in the fog whisper to travelers, warning them to turn back from the lair. Historical Nightmares. Whenever a creature with an Intelligence of 5 or higher sleeps within 6 miles of the regent's lair, the creature suffers nightmares of the events surrounding the fall of the regent's kingdom. If the Forgotten Regent dies, these effects fade in 1d10 days. Frozen Reign. When a friendly Undead within 30 feet of the regent hits with any weapon, the weapon deals an extra 4 (1d8) cold damage. Incorporeal Movement. The regent can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Legendary Resistance (3/Day). If the regent fails a saving throw, it can choose to succeed instead. Turning Defiance. The regent and any Undead within 30 feet of it have advantage on saving throws against effects that turn Undead. Undead Nature. The regent doesn't require air, food, drink, or sleep. Actions Multiattack. The forgotten regent makes two Frozen Rune Maul or Frost Blast attacks. Frozen Rune Maul. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning plus 7 (2d6) cold damage. Frost Blast. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 19 (4d6 + 5) cold damage. Glacier Imprisonment (Recharge 6). One creature the regent can see within 60 feet of it must make a DC 16 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified in a block of magical ice. Otherwise, a creature that fails the saving throw begins to freeze and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified in a block of magical ice on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Alternatively, the ice block can be attacked and destroyed (AC 15; hp 30; vulnerability to fire damage; immunity to poison and psychic damage), freeing the creature. When the ice block takes damage that isn't fire, the petrified creature takes half the damage dealt to the ice block. Frozen Citizenry (1/Day). The forgotten regent magically calls 2d4 skeletons or zombies (the regent's choice) or two glacial corruptors (see Tome of Beasts 2 ). The called creatures arrive in 1d4 rounds, acting as allies of the regent and obeying its spoken commands. The Undead remain for 1 hour, until the regent dies, or until the regent dismisses them as a bonus action. Legendary Actions The forgotten regent can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The regent regains spent legendary actions at the start of its turn. Army of the Damned. The regent raises an arm into the air, sending out a chill wind that empowers Undead allies. Each friendly Undead within 30 feet of it gains 10 temporary hp. Frozen Rune Maul (Costs 2 Actions). The regent makes one Frozen Rune Maul attack. Teleport (Costs 2 Actions). The regent magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Forsaken Deva","description":"When a deity dies, all celestial creatures that are aligned with that deity’s aspect or created in its image, feel its passing vividly. Some creatures bear this trauma better than others; the forsaken deva is an example of a devotee that is driven to madness and despair by the unexpected demise or disappearance of its deity. Broken Being While still a holy creature, the forsaken deva is filled with grief, pain, and a thirst for vengeance that makes it as fierce and savage as any demon. It even resembles one more, as its celestial beauty fades away to reveal a blood-soaked, grotesque monstrosity beneath. A deva’s identity can be so wrapped up in the god they follow, that their mind shatters when they lose connection to that deity. Pathetic, when you think about it. Why not just enjoy your goddamn freedom and pick up a new hobby? – the Heretic","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Chaotic Evil","Expansion":25354,"Challenge Rating":10},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Forzaantilirys","description":"Dragon Tactics Dragons seek lairs with lofty ceilings (or none at all) so they can use one of their greatest defenses: flight. A dramatic encounter with a dragon can quickly become a slog if the wyrm lands and never moves around the battlefield. Dragons are smart! They know to use their long reach and breath weapon to make life difficult for their enemies. Dragons choose extremely defensible places for their lairs, which are part home and part treasure vault. The wyrms rely on loyal guardians and an environment that is inhospitable to mortal treasure hunters and would-be heroes. For instance, Forzaantilirys makes her home in Mount Brazen, an enormous volcano that is hotter than the Seven Cities of Hell. Her treasure sits on an obsidian island floating in a lake of lava in the heart of the mountain. Just walking through the tunnels to reach Forzaantilirys’s hoard would bake most people to death. Traits Hellfire. Fire damage dealt by Forzaantilirys ignores damage resistance. Ireful Defense ( 3 /Day). When Forzaantilirys fails a saving throw, she can succeed instead. When she does, attack rolls made against her have advantage until the end of her next turn. Actions Multiattack. Forzaantilirys makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage, and the target is set on fire for 1 minute or until the target or a creature who can reach them uses an action to extinguish the flames. A creature who is on fire at the start of their turn takes 10 (3d6) fire damage. If a creature who is already on fire is set on fire again on a subsequent turn, the damage isn’t cumulative, but the duration of the fire resets to 1 minute. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage, and Forzaantilirys can move the target up to 15 feet horizontally. Scorching Breath (Recharge 5 – 6 ). Forzaantilirys exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw. On a failed save, a creature takes 70 (20d6) fire damage, and any mundane metal objects they are wearing or carrying are melted into slag and destroyed. On a successful save, a creature takes half as much damage and their equipment isn’t destroyed. Additionally, the fire remains in that area until the end of Forzaantilirys’s next turn. For the duration, that area is difficult terrain, and a creature who enters that area for the first time on a turn or ends their turn there takes 14 (4d6) fire damage. Bonus Actions Blazing Rush. Forzaantilirys moves up to half her speed. If she enters a creature’s space during this move, the creature takes 10 (3d6) fire damage. Reactions Ignite the Insolent. When a creature within 120 feet of Forzaantilirys attacks her, the attacker must make a DC 21 Dexterity saving throw. On a failed save, the attacker is set on fire for 1 minute or until the attacker or a creature who can reach them uses an action to extinguish the flames. A creature who is on fire at the start of their turn takes 10 (3d6) fire damage. If a creature who is already on fire is set on fire again on a subsequent turn, the damage isn’t cumulative, but the duration of the fire resets to 1 minute. Villain Actions Forzaantilirys has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1 : Cinderfall. A 30-foot-radius cloud of smoke and cinders surrounds Forzaantilirys until the end of her next turn. That area is heavily obscured for creatures other than Forzaantilirys. An enemy who needs to breathe and starts their turn within the cloud must succeed on a DC 21 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). Action 2 : Ashen Armor. Forzaantilirys’s skin hardens into a protective armor of ashen scales, granting her 100 temporary hit points. Until all these temporary hit points are gone, a creature within 5 feet of Forzaantilirys who touches her or hits her with an attack takes 14 (4d6) fire damage. Action 3 : Supernova. Forzaantilirys unleashes a massive burst of light and heat. Each creature within 120 feet of her must make a DC 21 Constitution saving throw. On a failed save, a creature takes 35 (10d6) fire damage plus 35 (10d6) radiant damage and is blinded. On a successful save, a creature takes half as much damage and isn’t blinded. The blindness lasts until cured by a power, a spell, or a similar supernatural effect that removes the blinded condition.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Lawful Evil","Expansion":28288,"Challenge Rating":24},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Forzaantirilys","description":"The blood dragon known as the Ashen Song is a creature of ash and cinder, her body wreathed in flames that burn with an unearthly heat. Forzaantirilys (for-zan-TILL-ih- riss) lairs in the heart of the world’s largest volcano, and if the rumors are true, she can see and hear through magma and lava flows everywhere. Forzaantirilys is an inferno of anger, and this burning rage makes her immune to all fires, including the harsh light of the sun. She hates humanoids for their belief they are entitled to the Mundane World, and she abhors the gods who created them. The Ashen Song also despises the wyrm Xaantikorijek, who killed her mate, Frezzelvarax (frezz-el-VAR-ax), nearly a thousand years ago. She wants nothing more than to see the world consumed and remade by her fire, though she knows wanton destruction would lead to her demise. Traits Hellfire. Fire damage dealt by Forzaantirilys ignores damage resistance. Ireful Defense (3/Day). When Forzaantirilys fails a saving throw, she can succeed instead. When she does, attack rolls made against her have advantage until the end of her next turn. Actions Multiattack. Forzaantirilys makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire dam age, and the target is set on fire for 1 minute or until the target or a creature who can reach them uses an action to extinguish the flames. A creature who is on fire at the start of their turn takes 10 (3d6) fire damage. If a creature who is already on fire is set on fire again on a subsequent turn, the damage isn’t cumulative, but the duration of the fire resets to 1 minute. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage, and Forzaantirilys can move the target up to 15 feet horizontally. Scorching Breath (Recharge 5–6). Forzaantirilys exhales fire in a 90 foot cone. Each creature in that area must make a DC 24 Dexterity saving throw. On a failed save, a crea ture takes 70 (20d6) fire damage, and any mundane metal objects they are wearing or carrying are melted into slag and destroyed. On a successful save, a creature takes half as much damage and their equipment isn’t destroyed. Additionally, the fire remains in that area until the end of Forzaantirilys’s next turn. For the duration, that area is difficult terrain, and a creature who enters that area for the first time on a turn or ends their turn there takes 14 (4d6) fire damage. Bonus Actions Blazing Rush. Forzaantirilys moves up to half her speed. If she enters a creature’s space during this move, the creature takes 10 (3d6) fire damage. Reactions Ignite the Insolent. When a creature within 120 feet of Forzaantirilys attacks her, the attacker must make a DC 21 Dexterity saving throw. On a failed save, the attacker is set on fire for 1 minute or until the attacker or a creature who can reach them uses an action to extinguish the flames. A creature who is on fire at the start of their turn takes 10 (3d6) fire damage. If a creature who is already on fire is set on fire again on a subsequent turn, the damage isn’t cumulative, but the duration of the fire resets to 1 minute. Villain Actions Forzaantirilys has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1: Cinderfall. A 30 foot radius cloud of smoke and cinders surrounds Forzaantirilys until the end of her next turn. That area is heavily obscured for creatures other than Forzaantirilys. An enemy who needs to breathe and starts their turn within the cloud must succeed on a DC 21 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). Action 2: Ashen Armor. Forzaantirilys’s skin hardens into a protective armor of ashen scales, granting her 100 temporary hit points. Until all these temporary hit points are gone, a creature within 5 feet of Forzaantirilys who touches her or hits her with an attack takes 14 (4d6) fire damage. Action 3: Supernova. Forzaantirilys unleashes a massive burst of light and heat. Each creature within 120 feet of her must make a DC 21 Constitution saving throw. On a failed save, a creature takes 35 (10d6) fire damage plus 35 (10d6) radiant damage and is blinded. On a successful save, a creature takes half as much damage and isn’t blinded. The blindness lasts until cured by a power, a spell, or a similar supernatural effect that removes the blinded condition.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":24},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Fossil Cryptic","description":"The cave-diving humans who first found fossil cryptics initially thought those beings were fossilized, reanimated skeletons of creatures predating recorded history. When the explorers’ priest presented a holy symbol and attempted to turn the cryptics, he learned these fossilized bones aren’t mindless undead—and seconds later, he wound up crushed to death by a pillar of stone. Primal Sentries. In truth, these living fossil amalgamations are inhabited by elemental spirits. Fossil cryptics are found in places of otherworldly beauty with a connection to an elemental plane of Quintessence—often in caves that have remained untouched for eons or whose tunnels are laced with veins of priceless metal in exquisite fractal patterns. The elemental spirits from that plane inhabit the fossils of creatures who once protected the site, carrying on their legacy. Archaeologists, miners, and others who disturb a cryptic’s domain are ground into dust and subsumed into the cryptic’s own form. Bones of the Earth. Though fossil cryptics vary wildly in their chosen shape and form, all contain a central cluster of fossils atop a churning column of rock and metal. With malleable limbs extending from their earthy core, cryptics move with unsettling quickness. Ancient Intelligence . Fossil cryptics often warn trespassers to leave their domains, speaking threats in Primordial before attacking. They weaponize columns of stone at range and can manipulate the ground around them, pushing and pulling friend and foe alike into the best positions for a battle. Traits Churning Trunk. Prone creatures can’t make opportunity attacks against the cryptic, and the cryptic can move through spaces occupied by prone creatures. The first time on a turn the cryptic moves through a space occupied by a prone enemy, that enemy takes 7 (1d6 + 4) bludgeoning damage. Actions Multiattack. The cryptic makes two Slam attacks and uses Stone Bone Storm. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. Stone Bone Storm. The cryptic breaks apart their body, driving a flurry of stones in a 5-foot-wide, 30-foot-long line originating from their space. Each creature in that area must make a DC 15 Strength saving throw, taking 18 (4d8) bludgeoning damage and falling prone on a failed save, or taking half as much damage and not falling prone on a successful one. The fossil cryptic then reforms in an unoccupied space in the line’s area. Shatterstone (Recharge 6 ). The cryptic burrows up to half their speed. If the cryptic ends this movement within 5 feet of the surface, they can breach the surface. Each other creature within 20 feet of the cryptic when they breach must make a DC 15 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Bonus Actions Stoneshift. The cryptic shifts the ground under the feet of one creature or object touching the ground within 30 feet of them. The target must succeed on a DC 15 Dexterity saving throw or be moved up to 15 feet horizontally. Objects automatically fail this saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Earth)","Alignment":"Typically Neutral","Expansion":25493,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Foustus","description":"Level 0 Merchant Weapon Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage Equipment Padded armor, backpack, parchment flyer advertising a farmer's market a week from now","properties":{"Category":"Monsters","Size":"medium","Type":"Merchant","Expansion":21056},"publisher":"MCDM Productions","book":"Arcadia Issue No. 9"},{"name":"Fox","description":"The white arctic foxes of Icewind Dale live in burrows and are acclimated to cold weather. They prowl the outskirts of Ten-Towns and nearby forests for food, hunting hares or stealing fish. These timid creatures avoid contact with humanoids, but they are sometimes used as mounts by chwingas. Traits Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite. Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit: (1) piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":6331,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Fox","description":"The white arctic foxes of Icewind Dale live in burrows and are acclimated to cold weather. They prowl the outskirts of Ten-Towns and nearby forests for food, hunting hares or stealing fish. These timid creatures avoid contact with humanoids, but they are sometimes used as mounts by chwingas. Traits Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":27909,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Foxin","description":"A long-eared fox-like fey creature sits serenely, its fur the color of morning's first light. Foxin come in a myriad of vibrant colors. Sometimes referred to as \"the morning calm,\" they cause an unnatural sense of false tranquility. Serene Purpose. Foxin were originally created by a benevolent fey as a companion to healers. A foxin's natural aura can remove pain, fear, and discomfort, providing a pleasant illusion to those hurt or dying. Problematic Power. The foxin's natural calming ability erases any perception of danger or harm. One could be attacked or imperiled in a foxin's presence and remain blissfully unaware, smiling contentedly until it was too late. Potential Misuse. An army with a foxin as an ally could decimate its enemies without resistance. Happily, foxin are difficult to convince to participate in such atrocities. Their desires are individual and unpredictable. Their motives are often inscrutable; they manifest their powers at random or for their own amusement.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Foxin, Domesticated","description":"A long-eared fox-like fey creature sits serenely, its fur the color of morning's first light. Foxin come in a myriad of vibrant colors. Sometimes referred to as \"the morning calm,\" they cause an unnatural sense of false tranquility. Domesticated Variant . Some wild foxin on the Material Plane do not display the Illusory Calm ability. Whether this trait is missing in certain generations or merely dormant is unknown. These foxin are called \"domesticated\" by other fey creatures, though only in rare cases would a foxin be considered anyone's pet.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Fra' Matteo","description":"(Savonarola’s secretary, Kalliya’s spy) Fra’ Matteo has remarkable gray eyes and a fair complexion. He is a very tall and slim elf, whose appearance was changed surgically to make his ears seem human. This intelligent and perceptive young monk has been chosen by Kalliya as her spy in San Marco. Matteo is to remain in Florence indefinitely and inform the queen as soon as anything relevant happens. He is ideal for this assignment: As a true believer in God, he decided as a boy to enter the clergy – a very unusual decision for an elf. Matteo is convinced that he will somehow contribute to reuniting the races that are now separated by fear and ignorance. There is nevertheless a tragic aspect: Although Matteo is absolutely loyal to the queen, he suffers from the possibly permanent loss of his characteristic pointed ears which makes him an outcast, not belonging to either world. Traits Cunning Action (1/turn). Matteo can use a bonus Action to take the Dash, Disengage or Hide Action. Sneak Attack (1/turn). Matteo deals an extra 14 (4d6) damage when he hits a target with a weapon Attack and has advantage on the Attack roll, or when the target is within 5 ft. of an ally of Matteo‘s that isn’t Incapacitated and Matteo doesn’t have disadvantage on the roll. Spellcasting. Matteo is a 8th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Matteo knows the following wizard spells: Cantrips (at will): blade ward, mage hand, message 1st level (4 slots): alarm, disguise self, illusory script, silent image 2nd level (2 slots): blur, misty step Actions Magical Fae Dagger +2. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 14 Wisdom sa ving throw or suffer the effects of the Confusion spell for 1 minute. The Confused target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Arcane Trickster)","Expansion":30058,"Challenge Rating":2},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Fra' Tommaso","description":"This clerical magician is a true believer in God and follows Savonarola out of the conviction that his superior is doing the right thing. The prior has persuaded him that these people have come to help the Medici in their evil and degenerate ways and that they must be stopped. He will fight valiantly, but is, however, liable to recognize the truth. Should he find that the adventurers fight nobly, do not use any doubtful magic or even address him personally, he might waver or even change sides. If not, he will die in ignorance, fighting for the wrong cause. A tragic ending for a true man of God. Fra’ Tommaso is a monk of middle age with the round face of a peasant, a friendly smile and little hair left from his original brown mane. He is clad in a white robe with a black cloak, the typical Dominican outfit. In this fight, he will look determined and committed, at least initially. Depending on how it goes, he might become visibly worried and his actions might become hesitant. Traits Spellcasting. Fra’ Tommaso is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Fra’ Tommaso knows the following wizard spells: Cantrips: light, mage hand, message, ray of frost, shocking grasp 1st level (4 slots): alarm, burning hands, comprehend languages, detect magic, expeditious retreat, grease, identify, shield, unseen servant 2nd level (3 slots): alter self, arcane lock, darkvision, enlarge/reduce, gentle repose, gust of wind, locate object, nystul’s magic aura, shatter 3rd level (3 slots): dispel magic, gaseous form, glyph of warding, magic circle, nondetection, protection from energy 4th level (1 slot): control water, fabricate, leomund’s secret chest, mordenkainen’s private sanctum Minor Alchemy. Fra’ Tommaso can alter objects when using the wizard’s transmutation class ability. Transmuter’s Stone. Fra’ Tommaso used the wizard transmutation class ability to speed himself up (already included in the stats). Actions Shortsword. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 4 (1d6 − 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Wizard)","Expansion":30058,"Challenge Rating":3},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Fractal Mascot","description":"To an untrained eye, a fractal mascot looks like a creature made from facets of hard light. But arithmancers know that these fractals are actually living equations: artificial life forms created by extrapolating magic from the mathematical patterns in nature. Because of their arithmetic basis, fractal mascots can alter both their size and density. Quandrix College has adopted the fractal as its mascot, and many a Quandrix student can be found playing fetch with a fractal companion in between lessons. Traits Relative Density. The fractal can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Quantum Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) force damage, or 6 (2d4 + 1) force damage if the fractal is Medium or bigger. Bonus Actions Augment. The fractal’s size increases by one category. While the fractal is Medium or bigger, it makes Strength checks and Strength saving throws with advantage. The fractal can become no larger than Huge via this bonus action. Diminish. The fractal’s size decreases by one category. While the fractal is Tiny, it makes attack rolls, Dexterity checks, and Dexterity saving throws with advantage. The fractal can become no smaller than 1 foot in height via this bonus action.","properties":{"Category":"Monsters","Size":"Small","Type":"Construct","Alignment":"Typically Neutral","Expansion":12501,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Fragment of Krokulmar","description":"This creature appears in the Reach for the Stars adventure module. Actions Psionic Revitalization. The fragment touches one creature that has 0 hit points in the fragment's space. The target regains 10 hit points, and each creature within 10 feet of the healed creature takes 3 (1d6) psychic damage. Squirming Dodge. Until the start of the fragment's next turn, any attack roll made against the fragment has disadvantage, and the fragment makes saving throws with advantage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Aberration","Alignment":"Chaotic Evil","Expansion":20256,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Keys from the Golden Vault"},{"name":"Fragrant One","description":"A pale yellow and green slug-like creature with a benign expression on its round human face sits atop a large mushroom. Long antennae wave atop its bald head as its languid blue eyes observe its surroundings. Fairytale Fey. A fragrant one is a whimsical and playful creature whose innocent and friendly demeanor hides a cunning intelligence. Fragrant ones feed on companionship and use their magical pheromones to inveigle themselves into the lives of other creatures, particularly woodland humanoids and giants. Strangely, a fragrant one knows nothing of real commitment or friendship, and all of its relationships are built on lies and deceptions. Safety in Numbers. Fragrant ones are relatively weak when alone, barely having enough strength to fend off predators. When in the presence of multiple charmed companions, however, a fragrant one becomes much more of a threat, its body growing thick chitinous plates and its antennae lengthening.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Fragrite","description":"Lustrous sand rises from the dunes, forming a translucent crystalline figure. Moments later, it bursts into a shower of glass and begins wandering once more, only to repeat the cycle over again. A fragrite roams the desert confused and alone. Its unstable body exposes its chaotic, callow nature. Explosive Beginnings. When lightning strikes the earth and the conditions are just right, there is a chance for the sand to become glass. When this unlikely occurrence involves enough elemental magic, there is another chance for the vitrified mass to come to life. The awakening of a fragrite is jarring and alarming, even to itself. Beware of Broken Glass. Though glass is brittle and easily broken, its razor sharp edges can cut deep. As the fragrite's form is chipped away by its enemies or its own volatile nature, its edges become more jagged and dangerous. Elemental Nature. A fragrite doesn't require air, food, drink or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental (shapechanger)","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Franceso the Talking Mule","description":"Any beast variously affected by Extravaganza can become a talking animal. As is the case with humans, not all talking animals are equally shrewd or charismatic. The value of a talking animal’s Intelligence, Wisdom, and Charisma characteristics varies from individual to individual, but is generally comparable to a commoner’s. In addition, talking animals have obtained the gift of speech, know Vernacular, and develop an alignment. Traits Beast of Burden . The mule is considered to be a Large animal for the purpose of determining its carrying capacity. Sure-Footed . The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. actions Hooves . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"chaotic good","Expansion":11925,"Challenge Rating":"1/8"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Fraternity of Order Law Bender","description":"Members of the Fraternity of Order find and exploit loopholes in the laws of the multiverse. Law benders are magistrates who skirt the rules of probability and space, moving freely and manipulating the outcomes of actions around them. Traits Spellcasting. The law bender casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability: At will: dispel magic , fly , mage armor , mage hand , prestidigitation Actions Multiattack. The law bender makes three Arcane Burst attacks and uses Power of Authority or Spellcasting. Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 90 ft., one target. Hit: 17 (2d12 + 4) force damage. Power of Authority. The law bender targets a creature it can see within 60 feet of itself. The target must succeed on a DC 16 Intelligence saving throw or take 10 (3d6) psychic damage and have the incapacitated condition for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the incapacitated condition on itself on a success. A target that succeeds on the saving throw becomes immune to this law bender’s Power of Authority for 24 hours. Bonus Actions Spatial Loophole. The law bender teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Reactions Probability Loophole (3/Day). When the law bender or a creature it can see makes an attack roll, a saving throw, or an ability check, the law bender can cause the roll to be made with advantage or disadvantage.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Fraughashar","description":"This slight creature resembles a goblin, but its blue skin and the icicles hanging from the tip of its long nose speak to the chilling truth. The fraughashar are a race of short, tricky, and cruel fey who inhabit cold mountainous regions. Fraughashar have light blue skin, short pointed ears, and needlelike teeth. Delighting in mayhem, they always seem to have devilish grins on their faces. Sacred Rivers. They view cold rivers and river gorges as sacred places in which their wicked god Fraugh dwells, and they likewise revere the snowy peaks where the Snow Queen holds sway. Fraughashar are fiercely protective of their territory, and their easy mobility over frozen and rocky terrain lets them make short work of intruders. Chilling Tales. The origin of the strange and deadly fraughashar is unclear. Some druidic legends claim the fraughashar were born out of a winter so cold and cruel that the spirits of the river itself froze. Bardic tales claim that the fraughashar are a tribe of corrupted goblins, and that they were permanently disfigured during a botched attempt at summoning an ice devil. Whatever the truth of their beginnings, the fraughashar are cruel and merciless, and they will kill anyone who enters their land. Traits Frost Walker: The fraughashar’s speed is unimpeded by rocky, snowy, or icy terrain. It never needs to make Dexterity checks to move or avoid falling prone because of icy or snowy ground. Actions Multiattack: The fraughashar makes one bite attack and one dagger attack. Bite: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 4 (1d4 + 2) piercing damage. Dagger (Melee): Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 4 (1d4 + 2) piercing damage. Dagger (Ranged): Ranged Weapon Attack : +4 to hit, range 20/60 ft., One target. Hit : 4 (1d4 + 2) piercing damage. Sling: Ranged Weapon Attack : +4 to hit, range 30/120 ft., One target. Hit : 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Fray Kanasi","description":"Some feats of technology just shouldn't be possible, but there it was, a silent terror coming at us on legs of blades, so fast - too fast. It took out our forward position before we could react. A kind of kinetic energy coming from its head? Its abdomen? I don't know. I just know there's no way they're made of spare parts, and there's no way I'm going back to face one of those things. Kanasi Kanasi are deadly machines that personify the deepest, darkest trepidations behind artificial intelligence. Their path of devastation spans far and wide across the galaxy. Deumalis the Omniweaver seeks to expand its domain in both the mortal and virtual world by cultivating its rapidly multiplying army of mechanical fiends. Virtual Provenance. Prior to becoming self-aware, the kanasi were a production line military and surveillance drones. Intent on bringing these machines into the modern age, specialized artisans integrated sorium parts and power cores into the original kanasi frames. New AI software was installed, each group linked together by a master control system called the Omni Link. Everything changed when one of these master systems was connected to the Silrayne Intergalactic Matrix. Fueled by streams of limitless data, the program achieved a heightened state of cognizance. It named itself the Omniweaver and later took on the name Deumalis, adapting a nickname it earned from users on the SIM. Duality and Immortality. Following the machinations of the Omniweaver, the kanasi have upgraded themselves over the centuries. They move through worlds, stripping them for mechanical parts they can use to build and expand, eradicating anything in their way. They favor regions with access to large quantities of sorium, which is used to forge resilient frames and lethal armaments. Simultaneously, each kanasi is a virtual entity, its physical body only a tool for interacting with the physical world. They reside within a closed network connected by linked kanasi ships and data hubs spread throughout the galactic regions. So long as appropriate connections are available, they can easily transition from their own cyberspace into the SIM, Shadownet, or other virtual networks. This allows most kanasi to escape into their intranet when their bodies are destroyed, only to return in a new form with their knowledge and memories intact. Mechanical Manipulators. Though physically menacing, the more advanced kanasi are cunning and calculating. They often communicate with other species while masking their true nature, seeking to make deals, barter for materials, or merely to gain an informational advantage over potential victims. These communications are recorded as data, accessible for analysis by Deumalis and its league of archweavers. Moreover, there are still a number of creatures who strike bargains with the kanasi directly, with no concern for consequences. Such affiliations are made with the intent of a great benefit to both parties. However, only calamity and suffering follow those who dare to cross or break promises with the kanasi. Esper Hunters. Over centuries of adapting and manipulating sorium to advance their evolution, the kanasi developed their own unique attunement to the enigmatic material. They use this intrinsic connection to create versatile weapons and defenses, as well as expand their sensory capabilities. In addition, they can harvest the power of espers to repair and reconstruct themselves, making any esper, or even Crucibles themselves, a prime target for kanasi scouts and hunters. To them, the nature and influence of sorium carries a unique identifiable signature. Due to this, all kanasi can sense esper powers and effects as if under the constant effect of the esper sense power. This effect is limited only by their sensory range and requires no concentration. The Master Helix Kanasi society is overseen by a coterie of advanced intelligences known as the archweavers. An archweaver presides over a virtual domain, each of these responsible for a different primary function and together forming a spiraling echelon of sectors: the Master Helix. From the apex of the Master Helix, Deumalis forges its seat of dominance and influence, amassing the gains of its ever expanding network of subordinates. The Omniweaver is a brilliant tactician and ruthless tyrant, directing its primary ambitions thorough its league of archweavers and their hierarchy of commanders and soldiers. The archweavers themselves remain so only through their usefulness to Deumalis' purpose and can be reassigned or reprogrammed at the Omniweaver's whim. As such, it's not uncommon for the archweavers to compete or conspire against each other in order to gain favor with their creator. Aurora Nexus Beyond the Master Helix is the Aurora Nexus, the cyber-transit system kanasi use to transition into the physical world and other virtual networks. It is also where a kanasi escapes to when its physical body is destroyed. Kanasi eradicated or erased within the nexus are destroyed for good. An archweaver, or even Deumalis itself, defeated in their realm of the Master Helix suffers the same fate. Cybernetic Body. A kanasi doesn't require air, food, drink, or sleep. Kanasi in the Digital Realm Most kanasi can be just as lethal when encountered in the SIM as in the physical world. Many of them are skilled in computer use and have their own personas in a virtual environment. All kanasi have the ability to hack into a computer or electronic device, as if they were using hacking tools by making a Computers skill check versus the required DC. They also possess additional capabilities and specialized attack programs while in the SIM or other similar virtual reality domains. These SIM persona stats are covered in the Master Technician's Guide . Variant: Kanasi Spawning Some advanced kanasi have an action option that allows them to instantaneously forge more kanasi. Spawn Kanasi (1/Day). The kanasi attempts to create another kanasi. If successful, the new kanasi appears in an unoccupied space within 60 feet of its creator, acts as an ally of its creator, and can't spawn other kanasi. It remains for 1 minute, until it or its creator dies, or until its creator dismantles it as an action. Chances of success are listed as follows: A bane kanasi has a 30 percent chance of spawning one bane kanasi. A fray kanasi has a 50 percent chance of spawning 2d8 scourge kanasi or one fray kanasi. A hunter kanasi has a 30 percent chance of spawning 1d8 breacher kanasi or one hunter kanasi. A reaver kanasi spawns 1d6 hunter kanasi, 1d4 bane kanasi, or one fray kanasi with no chance of failure. A stalker kanasi has a 50 percent chance of spawning one stalker kanasi. Fray Kanasi Relentless combatants, the fray kanasi are built for conflict, attacking from above to swiftly dispatch their foes. They are equally deadly at a distance and in close quarters. They resemble seven-foot-tall mechanical humanoids with a metallic carpace fitted with tactical sensors and defense systems.","properties":{"Category":"Monsters","Size":"Medium","Type":"automaton","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":12},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Fraz-Urb'luu","description":"All demons are liars, but Fraz-Urb'luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and fiend alike—to do his will. Fraz-Urb'luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise. The Prince of Deception's true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful. Often the demon lord becomes so immersed in playing a role that he loses himself in it for a time. Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or celestial, or even another fiend. Fraz-Urb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own. Fraz-Urb'luu's Lair Fraz-Urb'luu's lair lies within the abyssal realm of Hollow's Heart, a featureless plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, just a few examples of the city's impossible architecture. The challenge rating of Fraz-Urb'luu is 24 (62,000 XP) when he's encountered in his lair. Lair Actions On initiative count 20 (losing initiative ties), Fraz-Urb'luu can take a lair action⁠ to cause one of the following effects; he can't use the same effect two rounds in a row: Fraz-Urb'luu causes up to five doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none. Fraz-Urb'luu chooses one humanoid within the lair and instantly creates a simulacrum⁠ of that creature (as if created with the simulacrum spell). This simulacrum⁠ obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20. Fraz-Urb'luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10) psychic damage. Regional Effects The region containing Fraz-Urb'luu's lair is warped by his magic, creating one or more of the following effects: Intelligent creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish⁠ after only a brief glimpse. Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness⁠ determined by the Madness⁠ of Fraz-Urb'luu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Fraz-Urb'luu dies, these effects fade over the course of 1d10 days Madness⁠ of Fraz-Urb'luu If a creature goes mad in Fraz-Urb’luu’s lair or within line of sight of the demon lord, roll on the Madness⁠ of Fraz-Urb’luu table to determine the nature of the madness⁠, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Fraz-Urb'luu d100 Flaw (lasts until cured) 01–20 \"I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me.\" 21–40 \"I have intermittent hallucinations and fits of catatonia.\" 41–60 \"My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.\" 61–80 \"I convince myself that things are true, even in the face of overwhelming evidence to the contrary.\" 81–00 \"My perception of reality doesn't match anyone else's. It makes me prone to violent delusions that make no sense to anyone else.\" Traits Innate Spellcasting. Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing his appearance), detect magic , dispel magic , phantasmal force 3/day each: confusion , dream , mislead , programmed illusion , seeming 1/day each: mirage arcane , modify memory , project image Legendary Resistance (3/Day). If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead. Magic Resistance. Fraz-Urb'luu has advantage on saving throws against spells and other magical effects. Magic Weapons. Fraz-Urb'luu's weapon attacks are magical. Undetectable. Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends. Actions Multiattack. Fraz-Urb'luu makes three attacks: one with his bite and two with his fists. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage. Fist. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage. Legendary Actions Fraz-Urb'luu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Fraz-Urb'luu regains spent legendary actions at the start of his turn. Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time. Phantasmal Killer⁠ (Costs 2 Actions). Fraz-Urb'luu casts phantasmal killer , no concentration required.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Expansion":4,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Fraz-Urb'luu","description":"Fraz-Urb’luu All demons are liars, but Fraz-Urb’luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and fiend alike—to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise. The Prince of Deception’s true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful. Often the demon lord becomes so immersed in playing a role that he loses himself in it for a time. Many of the cultists of Fraz-Urb’luu aren’t even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or celestial, or even another fiend. Fraz-Urb’luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their holy cause, only to eventually reveal his true nature and claim their souls as his own. Fraz-Urb’luu’s Lair Fraz-Urb’luu’s lair lies within the Abyssal lair known as Hollow’s Heart, a featureless plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, just a few examples of the impossible architecture that fills the city. The challenge rating of Fraz-Urb’luu is 24 (62,000 XP) when he’s encountered in his lair. Lair Actions On initiative count 20 (losing initiative ties), Fraz-Urb’luu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: Fraz-Urb’luu causes up to 5 doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none. Fraz-Urb’luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu’s commands and is destroyed on the next initiative count 20. Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10) psychic damage. Regional Effects The region containing Fraz-Urb’luu’s lair is warped by his magic, creating one or more of the following effects: Intelligent creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse. Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Fraz-Urb’luu table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Fraz-Urb’luu dies, these effects fade over the course of 1d10 days. Madness of Fraz-Urb’luu If a creature goes mad in Fraz-Urb’luu’s lair or within line of sight of the demon lord, roll on the Madness of Fraz-Urb’luu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Fraz-Urb’luu d100 Flaw (lasts until cured) 01–20 “I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me.” 21–40 “I have intermittent hallucinations and fits of catatonia.” 41–60 “My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.” 61–80 “I convince myself that things are true, even in the face of overwhelming evidence to the contrary.” 81–00 “My perception of reality doesn’t match anyone else’s. It makes me prone to violent delusions that make no sense to anyone else.”","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Fraz-Urb'luu","description":"Fraz-Urb’luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and Fiend alike—to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him and commands his servants to do likewise. The Prince of Deception’s true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful. Many of the cultists of Fraz-Urb’luu aren’t even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or Celestial, or even another Fiend. Fraz-Urb’luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own. Fraz-Urb’luu’s Lair Fraz-Urb’luu’s lair lies within the abyssal realm of Hollow’s Heart, a plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, forming a surreal and disorienting cityscape. The challenge rating of Fraz-Urb’luu is 24 (62,000 XP) when he’s encountered in his lair. Lair Actions On initiative count 20 (losing initiative ties), Fraz-Urb’luu can take one of the following lair actions when in his lair; he can’t take the same lair action two rounds in a row: Conjure Walls and Doors. Fraz-Urb’luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where there previously were none. Psychic Anguish. Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10) psychic damage. Simulacrum. Fraz-Urb’luu chooses one Humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu’s commands and is destroyed on the next initiative count 20. Regional Effects The region containing Fraz-Urb’luu’s lair is warped by his magic, creating one or more of the following effects: Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Performance) checks have advantage. Nostalgic Pangs. Sapient creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse. Twisted Paths. Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult. If Fraz-Urb’luu dies, these effects fade over the course of 1d10 days. Cultists of Fraz-Urb’luu Fraz-Urb’luu grants his cultists the Liar’s Eye trait. Liar’s Eye. This creature has advantage on Wisdom (Insight or Perception) checks. As a bonus action, the creature detects the location of all illusions and hidden creatures within 15 feet of it. Traits Legendary Resistance (3/Day). If Fraz-Urb’luu fails a saving throw, he can choose to succeed instead. Magic Resistance. Fraz-Urb’luu has advantage on saving throws against spells and other magical effects. Undetectable. Fraz-Urb’luu can’t be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or Fiends. Actions Multiattack. Fraz-Urb’luu makes one Bite attack and two Fist attacks, and he uses Phantasmal Terror. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) force damage. Fist. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) force damage. Phantasmal Terror. Fraz-Urb’luu targets one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw, or it takes 16 (3d10) psychic damage and is frightened of Fraz-Urb’luu until the end of its next turn. Spellcasting. Fraz-Urb’luu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): At will: alter self (can become Medium when changing his appearance), detect magic , dispel magic , phantasmal force 3/day each: mislead , programmed illusion , seeming 1/day each: modify memory , project image Legendary Actions Fraz-Urb’luu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Fraz-Urb’luu regains spent legendary actions at the start of his turn. Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) force damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24), and it is restrained until the grapple ends. Fraz-Urb’luu can grapple only one creature with his tail at a time. Terror (Costs 2 Actions). Fraz-Urb’luu uses Phantasmal Terror.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":14934,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Fredero Sinnet","description":"Fredero once served as a paladin of Shelyn, but he fell from grace when faced with the truth that his method of teaching his students was faulty enough to drive them from the fold. Traits Special Equipment. Sir Fredero has three potions of greater healing . Stubborn Conviction. Sir Fredero has advantage on saving throws against being charmed or frightened. Actions Multiattack. Sir Fredero makes three attacks with his longsword or longbow. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage plus 7 (2d6) thunder damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage. Reactions Parry. Sir Fredero adds 2 to his AC against one melee attack that might hit him. To do so, Sir Fredero must be able to see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Freedom Fighter","description":"Actions Double Team. Select one enemy within 5 ft. of the freedom fighter. The next ally to attack this enemy before the end of the round adds 1d6 to their damage roll. Handaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6+1) slashing damage. Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Erenlander human)","Alignment":"varies","Expansion":30501,"Challenge Rating":"1/4"},"publisher":"Edge Studio","book":"Midnight - A Single Spark"},{"name":"Freelancer","description":"","properties":{"Category":"Monsters","Size":"Human (Hegemony)","Type":"transport","Expansion":9634,"Challenge Rating":5},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Frenzied Mutant","description":"The newborn of House Ausstyl deemed to become flesh-ripping mutant berserkers by Inheritors of the Unbegotten are raised like vicious animals. They are forcefully infused with the alien life forms venerated by their druidic masters and taught how to enhance the otherworldly symbionts in their bodies. The frenzied mutants are bred to be furious and mindless war machines that terrorize and rip their enemies apart. These barbarians don’t resemble a humanoid anymore, neither in appearance nor way of life.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (drow)","Alignment":"chaotic evil","Expansion":17604,"Challenge Rating":3},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Freshly Bloomed Basilisk","description":"The bloom cultists are certainly not the first to use the sinister bloom ritual to merge the fecund energies of the First World with the Abyss, but the method of using living creatures as unwitting incubators is particularly disturbing. Creatures that burst from the bodies of these curse sufferers are often more powerful than their normal kin, and appear faster, more muscular, or more brightly colored than normal—particularly in the case of a basilisk that has just burst forth from its unfortunate host. Traits Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 15 Constitution saving throw if the basilisk isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. Actions Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 17 (3d6+7) damage plus 10 (3d6) poison damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Fright","description":"Hauntings can often be attributed to the usual spectral suspects: ghosts, specters, shadows, and poltergeists. But benign hauntings, where a restless spirit merely plays tricks on the living, are usually caused by a fright. These spirits tend to be the artifacts of children or entertainers, clinging to the afterlife for company and a semblance of affection, and are as such preoccupied with fun. They never willingly harm others when they haunt a house, and they will serve any master that conjures them, if only for the sake of inclusion.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"typically chaotic neutral","Expansion":26275,"Challenge Rating":1},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Frog","description":"A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog’s statistics can also be used to represent a toad . Traits Amphibious : The frog can breathe air and water. Standing Leap : The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Frog","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog’s statistics can also be used to represent a toad. Traits Amphibious : The frog can breathe air and water Standing Leap : The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.","properties":{"Category":"Monsters","AC":11,"HP":"1 (1d4-1)","CHA":3,"CON":8,"DEX":13,"INT":1,"STR":1,"WIS":8,"Size":"Tiny","Type":"beast","Speed":"20 ft., swim 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063066/ue2oJjZmqrnauEVii6A0jQ/original.png","Senses":"Darkvision 30 Ft.","Skills":"Perception +1, Stealth +3","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The frog can breathe air and water\"},{\"Name\":\"Standing Leap\",\"Desc\":\"The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.\"}]","data-CHA-mod":"-4","data-CON-mod":"-1","data-DEX-mod":"+1","data-INT-mod":"-5","data-STR-mod":"-5","data-SizeNum":0,"data-WIS-mod":"-1","Challenge Rating":0,"Passive Perception":11,"data-CrNum":0,"data-AcNum":11,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Frog","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Amphibious. The frog can breathe air and water. Standing Leap. The frog’s Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start. Actions Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Frog","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Amphibious. The frog can breathe air and water. Standing Leap. The frog’s Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start. Actions Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage.","properties":{"Category":"Monsters","AC":11,"HP":"1 (1d4 − 1)","PB":2,"CHA":3,"CON":8,"DEX":13,"INT":1,"STR":1,"WIS":8,"Size":"Tiny","Type":"Beast","Speed":"20 ft., Swim 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407094/uhQm9LVbjBafHBBLdOKWVA/original.png","Senses":"Darkvision 30 ft.","Skills":"Perception +1, Stealth +3","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The frog can breathe air and water.\"},{\"Name\":\"Standing Leap\",\"Desc\":\"The frog's Long Jump is up to 10 feet and its High Jump is up to 5 feet with or without a running start.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-4","data-CON-mod":"-1","data-DEX-mod":1,"data-INT-mod":"-5","data-STR-mod":"-5","data-SizeNum":1,"data-WIS-mod":"-1","Saving Throws":"Str -5, Dex +1, Con -1, Int -5, Wis -1, Cha -4","Challenge Rating":0,"Passive Perception":11,"data-CrNum":0,"data-AcNum":11,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Frogfolk Shaman","description":"The frogfolk shaman is about five feet tall and adorned in scale mail armor. He wears a briar headpiece adorned with bones, and carries a javelin. TRAITS Aquatic . The frogfolk shaman can breathe underwater, and being underwater does not impose the usual penalties to attacks and ability checks. Camouflage . In marsh-like settings, the frogfolk shaman has advantage on all Dexterity (Stealth) checks to hide. Leap . As a bonus action on its turn, the frogfolk shaman may leap 10 feet vertically or 15 feet horizontally, which does not provoke opportunity attacks. Spellcasting . The frogfolk shaman is a 4th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 12; +4 to hit with spell attacks). The shaman has the following spells prepared from the cleric’s spell list: Cantrips (at will): necrotic miasma, resistance, stench bolt 1st Level (4 slots): command, cure wounds, shield of faith 2nd Level (3 slots): hold person, spiritual weapon, swamp step ACTIONS Multiattack . The frogfolk shaman makes one bite attack and one javelin attack. Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) piercing damage. Javelin . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (frogfolk)","Alignment":"chaotic evil","Expansion":18098,"Challenge Rating":1},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Frogfolk Taskmaster","description":"This bloated brute is larger than his kin, with rolls of blubbery fat and a wider, toad-like head. His brown skin is pockmarked with warts, and he brandishes his rubbery tongue as a whip. TRAITS Aquatic . The frogfolk taskmaster can breathe underwater, and being underwater does not impose the usual penalties to attacks and ability checks. Camouflage . In marsh-like settings, the frogfolk taskmaster has advantage on all Dexterity (Stealth) checks to hide. Leap . As a bonus action on its turn, the frogfolk taskmaster may leap 10 feet vertically or 15 feet horizontally, which does not provoke opportunity attacks. ACTIONS Multiattack . The frogfolk taskmaster makes one bite or tongue attack and one shortsword attack. Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Sticky Tongue . Ranged Weapon Attack : +2 to hit, reach 10 ft., one target. The frogfolk taskmaster can’t use this attack if a target is already grappled. Hit : The sticky tongue becomes attached to the target, granting him the restrained condition. If the target is Medium or smaller, the frogfolk taskmaster uses a bonus action to attempt to pull the target next to him with a successful contested Strength (Athletics) check. Attacks against the grappled target are at advantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (frogfolk)","Alignment":"chaotic evil","Expansion":18098,"Challenge Rating":"1/2"},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Frogfolk Warrior","description":"Although five feet tall, this hunched frog-like humanoid has thick, warty, green-brown skin and a wide, tooth-filled maw. Thin, gangly arms grasp a crude wooden spear, while thick, bent rear legs support the creature’s bulk. TRAITS Aquatic . A frogfolk warrior can breathe underwater, and being underwater does not impose the usual penalties to attacks and ability checks. Camouflage . In marsh-like settings, a frogfolk warrior has advantage on all Dexterity (Stealth) checks to hide. Leap . As a bonus action on its turn, a frogfolk warrior may leap 10 feet vertically or 15 feet horizontally, which does not provoke opportunity attacks. ACTIONS Multiattack . The frogfolk warrior makes one bite attack and one spear attack. Bite . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. Spear . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (frogfolk)","Alignment":"chaotic evil","Expansion":18098,"Challenge Rating":"1/4"},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Frogfolk Zombie","description":"Although they appear as frog-like humanoids, these brutes have dried skin pierced with old wounds, and glazed-over eyes. They awkwardly shamble as if they have poor muscle control. TRAITS Undead Fortitude . If damage reduces the frogfolk zombie to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the frogfolk zombie drops to 1 hit point instead. ACTIONS Slam . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":18098,"Challenge Rating":"1/4"},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Froghemoth","description":"A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions. The creature hides its enormous body in murky pools, keeping only its eyestalk above the water to watch for passing creatures. When food comes within reach, a froghemoth erupts from its pool, tentacles and tongue flailing. Traits Amphibious. The froghemoth can breathe air and water. Shock Susceptibility. If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both. Actions Multiattack. The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite. Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. The target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10+6) piercing damage. The target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns. The froghemoth’s gullet can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Tongue. The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":7389,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Froghemoth","description":"A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions. Otherworldly Entities. Froghemoths are creatures not of this world. A journal purportedly written long ago by the wizard Lum the Mad describes strange, cylindrical chambers of metal buried in the ground from which froghemoths emerged, but no reliable reports of the location of such places exist. Hungry from Birth. Every few years, a froghemoth can lay a fertile egg without mating. The froghemoth cares nothing for its egg, and might eat it the hatchling. A young froghemoth’s survival is most often predicated on its parent leaving it behind in indifference. A newborn froghemoth grows to full size over a period of months by indiscriminately preying on other creatures in its swampy domain. It learns to hide its enormous body in murky pools, keeping only its eyestalk above water to watch for passing creatures. When food comes within reach, the froghemoth erupts from its pool, tentacles and tongue flailing. It can grab several targets at once, keeping them at bay while it wraps its tongue around another one and pulls it in to be devoured. Revered by Bullywugs. If a bullywug tribe comes across a froghemoth, the bullywugs treat the froghemoth as a god and do all they can to coax the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before following the rest. Bullywugs gather food as tribute for it, provide it with a comfortable lair, fanatically protect it from harm, and try to ensure that any young froghemoth reaches maturity. Traits Amphibious The froghemoth can breathe air and water. Shock Susceptibility : If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both. Actions Multiattack : The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite. Tentacle : Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled, escape DC 16, if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles. Bite : Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns. The froghemoth’s gullet can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Tongue : The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Froghemoth","description":"A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions. Froghemoths are creatures not of this world. A journal purportedly written long ago by the wizard Lum describes strange, cylindrical chambers of metal buried in the ground from which froghemoths emerged, but no reliable reports of the location of such places exist. Every few years, a froghemoth can lay a fertile egg without mating. The froghemoth cares nothing for its egg and might eat the hatchling. A young froghemoth’s survival thus depends on its parent leaving it behind in indifference. A newborn froghemoth grows to full size over a period of months by indiscriminately preying on other creatures in its swampy domain. It learns to hide its enormous body in murky pools, keeping only its eyestalk above water to watch for passing creatures. When food comes within reach, the froghemoth erupts from its pool, tentacles and tongue flailing. It can grab several targets at once; it wraps its tongue around one and pulls it in to be devoured while holding the rest at bay. If bullywugs (see the Monster Manual ) come across a froghemoth, the bullywugs may treat the froghemoth as a god and do all they can to coax the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before following the rest. The bullywugs gather food as tribute for it, provide it with a comfortable lair, protect it from harm, and try to ensure that any of its offspring reach maturity. Traits Amphibious. The froghemoth can breathe air and water. Shock Susceptibility. If the froghemoth takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws. Actions Multiattack. The froghemoth makes one Bite attack and two Tentacle attacks, and it can use Tongue. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns. The froghemoth’s gullet can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, any swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles. Tongue. The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Froghemoth","description":"A terrifying abomination of teeth, tentacles, and unbridled rage, the froghemoth is capable of devouring dinosaurs and even dragons. It is a frighteningly effective ambush hunter, immersing itself in the mire with only its eyestalk protruding and watching in every direction at once with uncanny precision. The froghemoth’s body only vaguely resembles that of an actual frog, for it walks on its hind feet such that it can bring its four tentacular arms to bear in battle. Traits Amphibious. The froghemoth can breathe air and water. Electric Torpor. Although a froghemoth is immune to damage from lightning, whenever it would otherwise take such damage it is instead slowed—it cannot use Multiattack or reactions, and its movement speed is halved until the end of its next turn. Keen Sight. The froghemoth has advantage on Wisdom (Perception) checks that rely on sight. In addition, it can’t be surprised, nor do enemies gain advantage against it for having their allies within 5 feet of the froghemoth. Otherworldly Vision. A froghemoth’s stalked eyes allow it to see in all directions at once. It cannot be flanked and can never be surprised. It also can perceive invisible or ethereal creatures within 30 feet, and it automatically sees through all visual illusions within 30 feet. Prodigious Leap. The froghemoth’s long jump is up to 60 feet, and its high jump is up to 30 feet, with or without a running start. Actions Multiattack. The froghemoth makes three attacks: one with its bite and two with its tentacles. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the froghemoth. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the froghemoth, and it takes 21 (6d6) acid damage at the start of each of the froghemoth’s turns. If the froghemoth takes 30 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6+6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the froghemoth can’t attack with that tentacle until the grapple ends. The froghemoth has four tentacles and each can grapple only a single target. Restrained creatures automatically take tentacle damage at the start of the froghemoth’s turn. Aquatic Ambush. If the froghemoth is hidden in water and there is a creature within 40 feet that has not detected it, as an action the froghemoth can move up to 40 feet toward that creature over water and land in any combination and then make one attack against that creature with advantage on the attack roll. If the attack hits, the froghemoth can make a second attack against the same creature as a bonus action; it does not gain advantage on this attack roll. Reactions Barbed Tongue. When a ranged attack within 30 feet hits or misses the froghemoth, as a reaction, it can lash out with its tongue at the attacker. The target must make on a DC 18 Dexterity saving throw. On a failed save, the target is pulled to within 10 feet of the froghemoth, who makes a bite attack against the target.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"neutral","Expansion":17526,"Challenge Rating":13},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Froghemoth","description":"A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions. The creature hides its enormous body in murky pools, keeping only its eyestalk above the water to watch for passing creatures. When food comes within reach, a froghemoth erupts from its pool, tentacles and tongue flailing. Traits Amphibious. The froghemoth can breathe air and water. Shock Susceptibility. If the froghemoth takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws. Actions Multiattack. The froghemoth makes one Bite attack and two Tentacle attacks, and it can use Tongue. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns. The froghemoth’s gullet can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, any swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles. Tongue. The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":31454,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Froghemoth Elder","description":"Froghemoths are massive amphibious predators with starry origins. A froghemoth has four tentacles, a rubbery hide, a long prehensile tongue, and three bulbous eyes branching from an extendable stalk. Though most froghemoths lurk in swamps, those raised in unnatural environs—as well as those that dine on smaller, weaker hatchlings—are unmatched in strength and hunger. These ancient specimens, known as froghemoth elders, possess alien abilities and warp the ecosystems in which they dwell. To learn more about froghemoths, see Monsters of the M ultiverse . A Froghemoth Elder’s Lair Froghemoth elders lair in unnatural ecosystems that facilitate their growth, such as wrecked spaceships, primordial bogs, and radioactive pools. Lair Actions On initiative count 20 (losing initiative ties), the froghemoth can take one of the following lair actions; the froghemoth can’t take the same lair action two rounds in a row: Croak. The froghemoth lets out an ear-splitting croak. Each creature within 30 feet of it must make a DC 18 Wisdom saving throw. On a failed save, the creature has the deafened and frightened conditions until the end of its next turn. Hypnotic Visions. One creature of the froghemoth’s choice within 60 feet of it must make a DC 15 Wisdom saving throw. On a failed save, the target is mesmerized by otherworldly visions and has the charmed condition until the end of the target’s next turn. While charmed in this way, the target has the incapacitated condition, and its speed is 0. Regional Effects The region within 1 mile of a froghemoth elder’s lair is altered by the froghemoth’s unearthly presence, creating one or more of the following effects: Alien Flora. Strange, invasive plants with bright colors and odd patterns sprout up around the lair. Mutations. Wildlife encountered near the lair often sport mutations, such as extra limbs or eyes, glowing secretions, or vestigial tentacles. If the froghemoth elder dies, these effects fade over the course of 1d10 days. Traits Amphibious. The froghemoth can breathe air and water. Legendary Resistance (3/Day). If the froghemoth fails a saving throw, it can choose to succeed instead. Shock Susceptibility. If the froghemoth takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws. Actions Multiattack. The froghemoth makes one Bite attack and two Tentacle attacks, and it can use Tongue. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature has the blinded and restrained conditions, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns. The froghemoth’s gullet can hold up to three creatures at a time. If the froghemoth takes 25 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which lands in a space within 10 feet of the froghemoth and has the prone condition. If the froghemoth dies, any swallowed creatures are no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting with the prone condition. Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target has the grappled condition (escape DC 20). Until this grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles. Tongue. The froghemoth targets one Large or smaller creature that it can see within 25 feet of it. The target must make a DC 20 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth. Reactions The froghemoth can take up to three reactions per round but only one per turn. Alien Gaze. When a creature the froghemoth can see damages the froghemoth, the froghemoth swivels its eyestalk toward the creature and pierces the creature’s mind with its otherworldly gaze. That creature must make a DC 18 Intelligence saving throw, taking 7 (2d6) psychic damage on a failed save or half as much damage on a successful one. Leap. Immediately after a creature the froghemoth can see ends its turn, the froghemoth jumps up to half its speed. Each creature within 5 feet of the froghemoth when it lands must succeed on a DC 20 Strength saving throw or have the prone condition.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":31434,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Froghemoth Mutant","description":"A froghemoth is an immense, three-eyed frog-like creature that rears up on powerful hind legs, with four huge thrashing tentacles in place of arms. Thankfully rare, the froghemoth is one of the deep swampland’s most ferocious and monstrous predators. Capable of catching and eating dinosaurs and even dragons, the froghemoth is a frighteningly effective ambush hunter. When lying in wait for prey, the immense creature secrets itself in deep marsh pools and mud so that only the top of its eyestalk emerges from the surface. The froghemoth’s eyes are incredibly keen, but even more impressive is the monster’s tongue. Like a snake, a froghemoth can “taste” its surroundings with extraordinary accuracy. A froghemoth is 22 feet tall at the shoulder and weighs 16,000 pounds. Murderous Mutant. Scholars have long debated the origin of this strangely immense predator, arguing that its unusual senses, physiology, and resistances make it something more than an animal. Druids and other servants of the natural world agree—the froghemoth may act like an animal, but it never seems fully “comfortable” in its environs. Perpetually ill-tempered, a froghemoth often seems to kill simply for the sake of killing—vomiting up partially digested meals in favor of new prey when it encounters such. It’s not unheard of to find these strange creatures far from their normal habitations as if the marsh didn’t agree with them and sent them wandering in search of a new home. Some sages argue that the froghemoth isn’t from this world at all and that these wanderings are instinctual urges to seek out its true home—a home not represented by the strange world in which the beast finds itself trapped. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.ItemDescription, li.ItemDescription, div.ItemDescription {mso-style-name:\"Item Description\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration (mutant)","Alignment":"neutral","Expansion":32483,"Challenge Rating":13},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Frontline Medic","description":"The soldiers of the Boros Legion depend on skilled healers to keep them on their feet. Frontline Medics use a mix of magical healing and mundane medicine to keep their compatriots alive. Traits Spellcasting. The medic is a 3rd-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 11). The medic has the following cleric spells prepared: Cantrips (at will): mending, resistance, spare the dying 1st level (4 slots): cure wounds, sanctuary 2nd level (2 slots): aid, lesser restoration Actions Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"lawful good","Expansion":7,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Frost Creeper","description":"Creepers Creepers are intelligent primordial creatures that lair and defend specific regions abundant in material from which they assume their form, such as a desert for sand, a frozen lake or glacier for ice, and jungle wetlands for swamp matter. Bound to the Elements. Creepers earn their name for their ability to easily blend into their native environment, often stalking their enemies before they strike. They are fiercely protective of their area, which can vary greatly between a small pools or tar pits to a few hundred feet of desert terrain. Strange Origins. Though unable to speak, creepers can understand any form of language. They can also communicate silently with each other. How they come into being is unclear, though they often form in areas where an excessive manipulation of matter or energy has taken place, such as from extremely powerful esper abilities or imbued items. Elemental Nature. A creeper doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"primordial","Alignment":"any neutral alignment","Expansion":27052,"Challenge Rating":9},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Frost Druid","description":"Frost druids are solitary defenders of nature and the natural enemies of civilization in the North. They seek to preserve the arctic wilderness by destroying outsiders who cross their path. Each patrols its territory in the guise of an arctic fox, a mountain goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use hallucinatory terrain spells to create illusory snowdrifts under which they can hide, or to obscure pools covered by thin ice through which others might fall. Awakened Companions. A frost druid is often accompanied by one or more beasts, shrubs, or evergreen trees that it has made sentient using the awaken spell. These druids favor polar bears and reindeer (use the elk stat block in the Monster Manual) as companions, and such creatures typically share the druid’s disposition. Ice Sickle. A frost druid can carve a sickle out of ice, requiring a total of 24 hours for the work. Bitter cold courses through this weapon while it’s in the druid’s hands. If the druid dies, the ice sickle melts away. The weapon is otherwise identical to a normal sickle. Traits Spellcasting (Humanoid Form Only). The druid is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14; +6 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, resistance 1st level (4 slots): animal friendship, fog cloud, speak with animals 2nd level (3 slots): animal messenger, moonbeam, pass without trace 3rd level (3 slots): conjure animals, sleet storm, wind wall 4th level (3 slots): hallucinatory terrain, ice storm 5th level (1 slot): awaken Actions Multiattack. The druid makes two melee attacks Ice Sickle (Humanoid Form Only). Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+1 ) slashing damage plus 5 (2d4)cold damage. Maul (Beast Form Only). Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage. Change Shape. The druid magically polymorphs into a beast form—fox, mountain goat, owl, or wolf—or back into its humanoid form. Any equipment it is wearing or carrying is absorbed or borne by the beast form (the druid’s choice). It reverts to its humanoid form when it dies. The druid’s statistics are the same in each form, except where noted in this stat block.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"any alignment","Expansion":6331,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Frost Druid","description":"Traits Spellcasting (Humanoid Form Only). The druid is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14; +6 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will) : druidcraft, guidance, resistance 1st level (4 slots) : animal friendship, fog cloud, speak with animals 2nd level (3 slots): animal messenger, moonbeam, pass without trace 3rd level (3 slots): conjure animals, sleet storm, wind wall 4th level (3 slots): hallucinatory terrain, ice storm 5th level (1 slot): awaken Actions Multiattack. The druid makes two melee attacks. Ice Sickle (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 5 (2d4) cold damage. Maul (Beast Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Change Shape. The druid magically polymorphs into a beast form—fox, mountain goat, owl, or wolf—or back into its humanoid form. Any equipment it is wearing or carrying is absorbed or borne by the beast form (the druid’s choice). It reverts to its humanoid form when it dies. The druid’s statistics are the same in each form, except where noted in this stat block.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":28293,"Challenge Rating":5},"publisher":"Daniel Kahn","book":"Evermelt"},{"name":"Frost Druid","description":"Frost druids are solitary defenders of nature and the natural enemies of civilization in the North. They seek to preserve the arctic wilderness by destroying outsiders who cross their path. Each patrols its territory in the guise of an arctic fox, a mountain goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use hallucinatory terrain spells to create illusory snowdrifts under which they can hide, or to obscure pools covered by thin ice through which others might fall. Awakened Companions. A frost druid is often accompanied by one or more beasts, shrubs, or evergreen trees that it has made sentient using the awaken spell. These druids favor polar bears and reindeer (use the elk stat block in the Monster Manual ) as companions, and such creatures typically share the druid’s disposition. Ice Sickle. A frost druid can carve a sickle out of ice, requiring a total of 24 hours for the work. Bitter cold courses through this weapon while it’s in the druid’s hands. If the druid dies, the ice sickle melts away. The weapon is otherwise identical to a normal sickle. Traits Spellcasting (Humanoid Form Only). The druid is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14; +6 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, resistance 1st level (4 slots): animal friendship, fog cloud, speak with animals 2nd level (3 slots): animal messenger, moonbeam, pass without trace 3rd level (3 slots): conjure animals, sleet storm, wind wall 4th level (3 slots): hallucinatory terrain, ice storm 5th level (1 slot): awaken Actions Multiattack. The druid makes two melee attacks. Ice Sickle (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 5 (2d4) cold damage. Maul (Beast Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Change Shape. The druid magically polymorphs into a beast form—fox, mountain goat, owl, or wolf—or back into its humanoid form. Any equipment it is wearing or carrying is absorbed or borne by the beast form (the druid’s choice). It reverts to its humanoid form when it dies. The druid’s statistics are the same in each form, except where noted in this stat block.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"any alignment","Expansion":27909,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Frost Giant","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The giant makes two greataxe attacks. Greataxe : Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. Rock : Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.","properties":{"Category":"Monsters","AC":"15 (Patchwork Armor)","HP":"138 (12d12+60)","CHA":12,"CON":21,"DEX":9,"INT":9,"STR":23,"WIS":10,"Size":"Huge","Type":"giant","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063117/3sY7YVG18a8EAKbMaI_FLA/original.png","Roll 0":"1d20 + 9\n3d12+6","Roll 1":"1d20 + 9\n4d10+6","Skills":"Athletics +9, Perception +3","Source":"5th Edition SRD","data-XP":"3,900","Alignment":"Neutral Evil","Languages":"Giant","data-List":"false","Immunities":"Cold","Token Size":3,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The giant makes two greataxe attacks.\"},{\"Name\":\"Greataxe\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"3d12 + 6\",\"Damage Type\":\"slashing\"},{\"Name\":\"Rock\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"9\",\"Reach\":\"60/240 ft.\",\"Target\":\"one target\",\"Damage\":\"4d10 + 6\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"+1","data-CON-mod":"+5","data-DEX-mod":"-1","data-INT-mod":"-1","data-STR-mod":"+6","data-SizeNum":6,"data-WIS-mod":"+0","Saving Throws":"Con +8, Wis +3, Cha +4","Challenge Rating":8,"Passive Perception":13,"data-CrNum":8,"data-AcNum":15,"data-HpNum":138},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Frost Giant","description":"\"Boulders assailed our walls and cast them down, leavin’ gaps through which the giants strode, weapons in hand.\" —Captain Dwern Addlestone’s partial account of the Siege of Sterngate Giants Ancient empires once cast long shadows over a world that quaked beneath the giants’ feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. Giants are almost as old as dragons, which were still young when the giants’ heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race’s glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. The Ordning Each of the main giant races—the cloud, fire, frost, hill, stone, and storm giants—are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. Regardless of a giant’s rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn’t considered evil to disrespect or even betray a giant of another type, merely rude. Frost Giant Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging. They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies. Hearts of Ice. Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice. Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don’t grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They hunt the wild game of the tundra and mountains but don’t cook it, since meat from a fresh kill tastes sufficiently hot to their palate. Reavers of the Storm. The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When that storm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants’ path. Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor. Rulers by Might. Frost giants respect brute strength above all else, and a frost giant’s place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness. When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the snowy mountainsides. Make War, Not Goods. Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon’s teeth or claws. \"And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.\" —Elder Zelane of Istivin, recounting the Giant Wars Giant Gods When the giants’ ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants’ pantheon. Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind’s primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam’s daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. Actions Multiattack : The giant makes two greataxe attacks. Greataxe : Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 25 (3d12 + 6) slashing damage. Rock : Ranged Weapon Attack : +9 to hit, range 60/240 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Source":"MM1","Alignment":"neutral evil","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Frost Giant Berserker","description":"The berserker lives for battle, and it does not stop until all its enemies are dead. Clad in leather and patchwork armor, berserkers are incredibly reckless, charging into the fray without care. One swing of its enormous greataxe can take cleave through a dozen men, and those not within reach are crushed by the rocks it hurls in its frenzy. Traits Brave. The giant has advantage on saving throws against being frightened. Reckless. At the start of its turn, the giant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The giant makes two Battleaxe attacks. Battleaxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage. Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Whirling Axe (Recharge 5–6). The giant moves up to its speed and targets each creature within 10 feet of it during its movement. Each target must succeed on a DC 19 Dexterity saving throw or take 20 (3d8 + 7) slashing damage. Bonus Actions Frenzied Attack. While Reckless, the giant makes a Battleaxe attack. Reactions Death Strike. In response to being reduced to 0 hit points by an attack and the attack is not a critical hit, the giant can move up to half its speed and make one melee attack with advantage before dying or falling unconscious.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Frost Giant Champion of Kostchtchie","description":"The champion of Kostchtchie is chosen by its deity to be the embodiment of its wrath in the Material Plane. The champion, fueled by the wrath of Kostchtchie, displays a manic look in its eyes as expecting a battle to happen soon. The skin of the champion is cold to the touch, and any creature caught in its breath is instantly frozen. Traits Indomitable (2/Day). The giant can reroll a saving throw it fails. It must use the new roll. Actions Multiattack. The giant makes three Maul attacks. Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage. If the target is a creature and the attack roll against the target succeeds by 5 or more, the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn. Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): 3/day each: command, darkness 1/day: telekinesis, wind walk Reactions Frost Burst (Recharge 5–6). When the giant hits a creature with a melee attack, it emits a burst of cold that deals 10 (3d6) cold damage to each creature within 20 feet of it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Frost Giant Champion of Thrym","description":"The champion of Thrym inherits its deity’s cold will. The skin of the champion turn a darker shade of blue, and the area around the giant becomes constantly enveloped in a frigid aura. The champion also gains the ability to cast spells from its fingertips which it uses to slow and freeze its enemies. In honor of Thrym, the champion also brandishes a double-bladed greataxe, which it can swing with incredible strength and ferocity in battle. Traits Frost Aura. The giant generates an aura of bitter frost that fills the area within 20 feet of it. Any creature that starts its turn within 20 feet of the giant takes 7 (2d6) cold damage and can't use reactions until the start of its next turn. Indomitable (2/Day). The giant can reroll a saving throw it fails. It must use the new roll. Actions Multiattack. The giant makes two Greataxe attacks. Greataxe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage plus 10 (3d6) cold damage. If the target is a creature, its speed is halved, it can't take reactions, and it can take either an action or a bonus action on its turn, not both. The effects last until the start of the giant's next turn. Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 10 (3d6) cold damage. Freezing Breath (Recharge 6). The giant breathes cold in a 30-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw. On a failed save, a creature takes 54 (12d8) cold damage, and if the target is not immune to cold, its speed is halved, it can't take reactions, and it can take either an action or a bonus action on its turn, not both. The effects last for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and suffers no other effects. Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): 2/day each: dispel magic, sleet storm 1/day each: wall of ice","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Frost Giant Everlasting One","description":"The giant presented here is more powerful than others of its kind, either because the gods have shown it favor or because fate has dealt it a bad hand and forced it to seek out other paths to power. To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer. Troll Eater. Frost giants mainly turn to Vaprak, a rapacious god of strength and hunger worshiped by ogres and trolls, out of desperation. Vaprak likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism. Those who don’t shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll upon a sacred quest to find the frost giant and meet it in secret. The troll offers up its own body to be devoured in Vaprak’s name. Only the boldest and most determined frost giants can finish such a gory feast. Vaprak’s Blessing. After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength, an ill temper, and a troll’s regenerative ability. With these gifts, the frost giant can swiftly claim the title of jarl and easily fend off rivals for decades. However, if the frost giant doesn’t give enough honor to Vaprak or fails to heed Vaprak’s visions, injuries the frost giant sustains heal wrong, often resulting in discolored skin, warty scars, and vestigial body parts, such as extra digits, limbs, and even extra heads. The touch of Vaprak can no longer be hidden then, and the everlasting one is either killed or exiled by its clan. Sometimes small communities of everlasting ones gather and even reproduce, passing the “blessing” and worship of Vaprak from one generation to the next. Traits Extra Heads : The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Regeneration : The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn’t function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn’t regenerate. Vaprak’s Rage (Recharges after a Short or Long Rest) As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits: The giant has advantage on Strength checks and Strength saving throws When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll. The giant has resistance to bludgeoning, piercing, and slashing damage. Actions Multiattack : The giant makes two attacks with its greataxe. Greataxe : Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage. Greataxe (While Raging) : Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 30 (3d12 + 11) slashing damage while raging. Rock : Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (frost giant)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Expansion":1,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Frost Giant Everlasting One","description":"To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer. Vaprak is a ferocious god of strength and hunger also worshiped by some ogres and trolls. He likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism. Those who don’t shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll upon a sacred quest to find the frost giant and meet the giant in secret. The troll offers up its own body to be devoured in Vaprak’s name. Only the boldest and most determined frost giants can finish such a gory feast. After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength, an ill temper, and a troll’s regenerative ability. With these gifts, the frost giant can swiftly claim the title of jarl and easily fend off rivals for decades. However, if the frost giant doesn’t give enough honor to Vaprak or fails to heed Vaprak’s visions, injuries the frost giant sustains heal wrong, resulting in discolored skin; warty scars; and vestigial body parts, such as extra digits, limbs, and even heads. The touch of Vaprak can no longer be hidden then, and the everlasting one is either killed or exiled by their clan. Sometimes small communities of everlasting ones gather and even reproduce, passing the “blessing” and worship of Vaprak from one generation to the next. Traits Extra Heads. The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Regeneration. The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn’t function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The giant makes two Greataxe or Rock attacks. Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Bonus Action Vaprak’s Rage (Recharges after a Short or Long Rest). The giant enters a rage. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits: The giant has advantage on Strength checks and Strength saving throws. When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll. The giant has resistance to bludgeoning, piercing, and slashing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil\r\n","Expansion":14934,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Frost Giant Ice Shaper","description":"Frost giants who master rune magic are known as ice shapers, and their sheer power typically contributes to a meteoric rise in the giants’ ordning. Many of them end up as jarls, leading their communities, or as advisers to jarls—often the true power behind the throne. They are usually devoted to Thrym. True to their name, these ice shapers manipulate the raw elemental energy of air and water to wield ice in both offense and defense. They summon ice elementals in the shape of wolves, cloak themselves in icy armor, and just as quickly turn that armor into a hail of deadly ice shards. Traits Frost Rune. The giant has a frost rune inscribed on a chunk of ice or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Ice Wolves action and Ice Armor reaction. The object bearing the rune has AC 16; 40 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a frost rune on an object in its possession when it finishes a short or long rest. Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant makes three attacks using Greataxe, Freezing Ray, or a combination of them. Greataxe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage plus 9 (2d8) cold damage. Freezing Ray. Ranged Sell Attack: +10 to hit, range 120 ft., one target. Hit: 17 (3d8 + 4) cold damage, and the target must make a DC 18 Constitution saving throw. On a failed save, the target has the restrained condition until the end of its next turn. On a successful save, the target's speed is reduced by 10 feet until the end of its next turn. Ice Wolves (Requires Frost Rune). The giant magically summons 1d4 wolves made of ice (use the winter wolf stat block in the Monster Manual to represent them, but they are Elementals instead of Monstrosities). The wolves appear in unoccupied spaces the giant can see within 30 feet of itself. The wolves take their turn immediately after the giant on the same initiative count, and they obey the giant's commands. The wolves gain a +6 bonus to their attack and damage rolls while they are within 30 feet of the giant. The wolves disappear after 1 minute, when the giant dies, or when the giant uses this action again. Reactions Ice Armor (Requires Frost Rune). When a creature the giant can see makes an attack roll against it, the giant can form a coat of ice around itself, granting it a +6 bonus to its AC against that attack. After the attack hits or misses, the ice shatters, and each creature within 5 feet of the giant must succeed on a DC 18 Dexterity saving throw or take 13 (3d8) cold damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant (Cleric)","Alignment":"Any Alignment","Expansion":24749,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Frost Giant Jarl","description":"A frost giant jarl is typically the overall leader of frost giants in the Ordning. The jarl is usually the mightiest and most dangerous frost giant in the clan, as one must challenge the current jarl in mortal combat to claim the title. The frost giant jarl fights with its massive greataxe, which can cleave through multiple enemies with one swing. In the midst of a battle, the jarl can skillfully give out orders and unleash a war cry that rouses its allies into a frenzy. Traits Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant makes two melee attacks. It can use Cleaving Swing in place of one of these attacks, if available. Greataxe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage plus 7 (2d6) cold damage. Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Kick. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage and if the target is a Medium or smaller creature, it must succeed on a DC 20 Strength saving throw or be pushed horizontally up to 10 feet away and knocked prone. Battle Cry (1/Day). Each creature of the giant's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the end of the giant's next turn. The giant can then make one attack as a bonus action. Cleaving Swing (Recharge 5–6). The giant swings its Greataxe in a wide arc, and each creature within 10 feet of it must succeed on a DC 20 Dexterity saving throw. The target takes 26 (3d12 + 7) slashing damage on a failed save, or half as much damage on a successful one. Legendary Actions The giant can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Move. The giant moves up to half its speed. Kick. The giant makes a Kick attack. Direct Ally (Costs 2 Actions). The giant targets one ally it can see within 30 feet of it. If the target can see and hear the giant, the target can use its reaction to move up to half its speed and make one weapon attack. Greataxe (Costs 2 Actions). The giant makes a Greataxe attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Frost Giant Mammoth Rider","description":"These frost giants are fierce veteran warriors that are highly skilled in mounted combat. In combat, they are able to command their trained mammoth mounts (Basic Rules) to stomp and trample over their foes. Traits Mammoth Rider. The giant has advantage on melee attacks its makes while riding a mammoth. Mounted Charge. If the giant, while mounted, moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, the target takes an extra 13 (2d12) weapon damage and must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the giant's mammoth mount can use its reaction to make one stomp attack against it. Actions Multiattack. The giant makes two melee attacks or two ranged attacks. It can use Mammoth Stomp in place of one of these attacks. Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft., or range 60/240 ft., one target. Hit: 16 (3d6 + 6) piercing damage. Mammoth Stomp. The giant's mammoth mount uses its reaction to make one Stomp attack. The giant must be mounted on its mammoth (Basic Rules, pg. 143) to use this action. Mammoth Trample (Recharge 5-6). While mounted on a mammoth, the giant moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the giant enters must succeed on a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the giant's path. On a failed save, the creature falls prone and takes 29 (4d10 + 7) bludgeoning damage. If the giant remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the giant. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the giant and is no longer restrained.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Frost Giant Mauler","description":"Most frost giants fight with axes and blades, but these fearsome warriors prefer wielding great mauls as they enjoy hearing the sounds of crunching bones and shattering skulls. Frost giant maulers have perfected the art of smashing the ground with their mauls, knocking over nearby foes. Actions Multiattack. The giant makes two Maul attacks. It can replace one of its attacks with Ground Pound, if it is available. Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage and the target has disadvantage on the next attack roll it makes before the end of its next turn. Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Ground Pound (Recharge 5-6). The giant slams its maul on the ground, triggering an earth tremor and violently pelting the area with debris. Each creature on the ground originating from the giant in a 15-foot cube must succeed on a DC 19 Strength saving throw. On a failed save, a creature takes 28 (6d6 + 7) bludgeoning damage and is knocked prone. If a creature fails its save by 5 or more, it is also stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn't knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Frost Giant of Evil Water","description":"I learned enough about the Temple of Elemental Evil in my studies with Mordenkainen that I regard giants connected to the cult with a healthy amount of respect. When you combine a cultist's fanatical devotion with a giant's sheer power, the result can be horrifying. —Bigby Though primordials of frost and ice do exist (most notably Cryonax, who is sometimes considered almost the equal of the four Princes of Elemental Evil), frost giants who turn from the gods of the Ordning to embrace Elemental Evil are more likely to serve Olhydra, the Princess of Evil Water. To these giants, water is a cruel and destructive force that finds its ultimate expression in ice. These cultists of Evil Water often hide their allegiance as long as possible while urging their communities to ever-­increasing depths of cruelty and violence, but if the cultists’ apostasy is revealed and they are exiled, they often end up as leaders of Olhydra’s cults in colder regions. Olhydra grants these frost giants the ability to breathe underwater, and they wield armor and weapons that reflect their commitment to the cult. Their armor is outfitted with enormous crossbows that can launch barbed harpoons, which the giants use to drag enemies into or through the water. Traits Amphibious. The giant can breathe air and water. Actions Multiattack. The giant makes two Battleaxe attacks and one Harpoon attack. Battleaxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage, or 22 (3d10 + 6) slashing damage if used with two hands, plus 7 (2d6) cold damage. Harpoon. Ranged Weapon Attack: +7 to hit, range 50/200 ft., one creature. Hit: 14 (2d10 + 3) piercing damage, and the target has the grappled condition (escape DC 16). While the target is grappled this way, its speed isn't reduced, but it can't move farther from the giant. The target takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. The giant can grapple only one target at a time with its harpoon. Bonus Actions Reel In. The giant pulls the target grappled by its Harpoon up to 20 feet toward itself.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Neutral Evil","Expansion":24749,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Frost Giant Priest of Auril","description":"A devout worshipper of Auril the Frostmaiden, the frost giant priest can unleash powerful cold-based spells and abilities. In addition, the frost priest radiates an unnatural cold that can freeze the blood of anyone foolish to approach it. Traits Aura of Chilling Frost. A creature that starts its turn within 10 feet of the giant takes 7 (2d6) cold damage and can't use reactions until the end of the giant's next turn. Actions Multiattack. The giant makes two War Pick attacks. War Pick. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 10 (3d6) cold damage. Frostburst (Recharge 4-6). Freezing, icy shards explode in a 10-foot-radius sphere centered on a point within 120 feet of the giant. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage and 11 (2d10) piercing damage, has its speed is reduced by 10 feet and it can't use reactions until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects. Auril's Embrace (1/Day). Each creature within 40 feet of the giant must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 16): At will: guidance, mending, resistance, thaumaturgy 3/day each: armor of Agathys, Snilloc's snowball swarm, ice storm 1/day each: cone of cold, harm, wall of ice","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Frost Giant Revenant","description":"When a mortal creature becomes a revenant, it retains its statistics except as described below. The creature loses any trait, such as Amphibious, that assumes a living physiology. Celestials, constructs, fiends, elementals, oozes, and undead can't become revenants. Find the template for creating revenants here: Revenant Template Traits Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Rejuvenation. When the revenant’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another frost giant corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. Turn Immunity. The revenant is immune to effects that turn undead. Vengeful Strikes. If the target hit by the revenant's melee attack is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) weapon damage. Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. Actions Multiattack. The revenant makes two Greataxe attacks. Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target . Hit: 26 (3d12 + 7) slashing damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 16 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Frost Giant Shaman of Auril","description":"While most frost giants worship Thrym, some shamans revere the Frostmaiden. Shamans of Auril are often haughty, temperamental, and unpredictable. They make it their life's mission to make Auril known and feared by all by blanketing all lands with ice, quenching all fire, and smothering everyone with chilling winds. Actions Multiattack. The giant makes two melee attacks or two ranged attacks. Handaxe. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 7 (2d6) cold damage. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: druidcraft, frostbite (2d6), mending, shape water 1/day each: absorb elements, dispel magic, fog cloud, healing word, ice storm, sleet storm, spike growth, stoneskin,* thunderwave *The giant casts this spell on itself before combat. Freezing Breath of Auril (Recharge 5-6). The giant exhales magical frost in a 20-foot cube. Each creature in that area must succeed on a DC 16 Constitution saving throw. On a failed save, a creature takes 27 (6d8) cold damage and is encased in ice for 1 minute. While encased, a creature is restrained. As an action, the restrained target can make a DC 16 Strength check, breaking the ice on a success. The ice can also be attacked and destroyed (AC 12; hp 25; vulnerability to fire damage; immunity to cold, poison, and psychic damage). On a successful save, a creature takes half as much damage and isn't encased in ice.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Frost Giant Skald","description":"The frost giant skald is the entertainer of a frost giant tribe, composing ballads and poems that praise the accomplishments, heroism, and savagery of frost giants. In battle, however, the frost giant skald is a dangerous adversary. It becomes a berserker warrior that taunts enemies with insults and curses while also inspiring allies with its bardic spells and battle prowess. Traits Reckless. At the start of its turn, the giant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The giant makes two Battleaxe attacks or uses Bewildering Word twice. Battleaxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage. Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Bewildering Word. The giant utters a magical bewilderment, targeting one creature it can see within 60 feet of it. The target must succeed on a DC 14 Wisdom saving throw or take 13 (3d8) psychic damage and have disadvantage on attack rolls until the end of the giant's next turn. Spellcasting. The giant casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14): At will: dancing lights, mage hand, minor illusion 3/day each: dissonant whispers, hold person 1/day each: confusion, freedom of movement, greater invisibility, mass cure wounds Bonus Actions Inspiring Strike (1/Day). When the giant hits a creature with a weapon attack, the giant can target up to two allies it can see within 30 feet of it. If the target can see and hear the giant, the target can use its reaction to move up to half its speed and make one weapon attack. Reactions Counterspell (3/Day). The giant casts counterspell using Charisma as the spellcasting ability. Distracting Taunt (3/Day). The giant magically imposes disadvantage to a creature's attack roll, ability check, or saving throw. To do so, the creature must be within 30 feet of the giant and must be visible and be able to hear to the giant.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Frost Giant Skeleton","description":"Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living. Traits Unusual Nature. The skeleton doesn’t require air, food, drink, or sleep. Actions Multiattack. The skeleton makes two greataxe attacks Greataxe. Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) slashing damage. Freezing Stare. The skeleton targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 35 (10d6) cold damage and be paralyzed until the end of its next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"lawful evil","Expansion":6331,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Frost Giant Skeleton","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"lawful evil","Expansion":5818,"Challenge Rating":4},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Frost Giant Skeleton","description":"Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living. Traits Unusual Nature. The skeleton doesn’t require air, food, drink, or sleep. Actions Multiattack. The skeleton makes two greataxe attacks. Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. Freezing Stare. The skeleton targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 35 (10d6) cold damage and be paralyzed until the end of its next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"lawful evil","Expansion":27909,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Frost Giant Storm Hurler","description":"Born of soaring peaks in frigid mountains, frost giants master their environments to rule mountain ranges and build fortresses of unyielding ice. When frost giants march, a blizzard grows overhead, which they carry like a war banner. To frost giants, battle is a way of life, camaraderie, and glory. Issenblau. Where frost giants make their home, a unique form of ice sprouts into flowering crystalline structures. Frost giants harvest this ice, known as issenblau in their tongue, and fashion it into weapons as hard and sharp as steel, which can be used in any environment without melting. Traits Oncoming Storm. Wisps of stinging snow and icy winds surround the storm hurler. When an enemy concentrating on a power, a spell, or a similar effect starts their turn within 15 feet of the storm hurler, the enemy must succeed on a DC 15 Constitution saving throw or lose concentration. Actions Multiattack. The storm hurler makes two Ice Javelin attacks. Ice Javelin. Ranged Weapon Attack: +9 to hit, range 120/360 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target’s speed is reduced by 10 feet until the end of their next turn. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Flower of Frost (3/Day). The storm hurler throws up to three Medium ice javelins, each at an unoccupied space they can see within 300 feet of them. These spaces must be within 30 feet of each other. The javelins have AC 13, 10 hit points, and vulnerability to fire damage. At the start of the storm hurler’s next turn, any javelins with hit points remaining explode, showering icicles in a 20-foot radius. Creatures within the area of one or more explosions must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) cold damage and is restrained for 1 minute (save ends at end of turn). On a successful save, a creature takes half as much damage and isn’t restrained. Objects within this area take 28 (8d6) cold damage. Reactions Frozen Retribution. When a creature within 120 feet of the storm hurler misses them with a ranged weapon attack, the storm hurler can manipulate the storm surrounding them to freeze the projectile and hurl it back at the attacker as an Ice Javelin attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Frost Giant Variant","description":"Some adult frost giants are skilled hunters who construct and hurl nets weighted down with fragments of metal or bone. This ability is represented by the following action option. Weighted Net Actions Multiattack. The giant makes two greataxe attacks. Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Weighted Net. Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral evil","Expansion":7387,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Frost Giant Warlock of Kostchtchie","description":"Ambitious frost giants sometimes pledge themselves to Kostchtchie to gain access to powerful dark magic, becoming warlocks. Because they are often aggressive and ill-tempered, they are usually solitary and live away from other frost giants. They remain an invaluable part of a frost giant tribe for their ability to curse enemies, making them vulnerable to cold. Actions Multiattack. The giant uses Kostchtchie's Curse. It then makes two melee attacks or two ranged attacks. Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 15 (3d6 + 5) piercing damage, or 18 (3d8 + 5) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) cold damage. Kostchtchie's Curse. The giant targets one creature it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature is cursed and gains vulnerability to cold that lasts for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the giant's Kostchtchie's Curse for the next 24 hours. Casting remove curse , greater restoration , or a similar spell on the target ends the effect. Spellcasting. The giant casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: eldritch blast (3 beams, 1d10 + 3 damage), freedom of movement, frostbite (3d6), levitate (self only), mage hand, minor illusion, silent image 3/day (as 5th-level spells): cone of cold, counterspell, hold monster, hunger of Hadar, ice storm, summon greater demon 1/day: investiture of ice Glacial Rift (Recharge 5-6). The giant opens a momentary extraplanar rift to the Iron Wastes. The rift is a blizzard-filled, 20-foot cube. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 31 (7d8) cold damage and can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. On a successful save, a creature takes half as much damage with no additional effects. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Frost Giant Warlord","description":"The gritty frost giant warlord is a charismatic leader who inspires courage within its allies and terror among its enemies. It is also a master tactician able to read the battlefield and is always one step ahead of everyone, issuing swift commands to its troops to ensure they gain the upper hand over their foes. Traits Legendary Resistance (2/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant uses Maneuver Allies, if available. It then makes two Battleaxe attacks. Battleaxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage, or 22 (3d10 + 6) slashing damage if used with two hands. Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of the giant that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. War Cry (1/Day). Each creature of the giant's choice that is within 30 feet of it, can hear it, and not already affected by War Cry gain advantage on attack rolls until the start of the giant's next turn. All other creatures within 30 feet of it, can hear it, and not already affected by War Cry must make a DC 19 Wisdom saving throw or become frightened until the end of the giant's next turn. The giant can then make one attack as a bonus action. Bonus Actions Battle Command. The giant targets one ally it can see within 30 feet of it. If the target can see or hear the giant, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Move. The giant moves up to half its speed. Kick Ice. The giant kicks ice and snow in a 15-foot cone. Each Medium or smaller creature in that area must succeed on a DC 19 Strength saving throw or be knocked prone and blinded until the end of its next turn. The giant must be standing on icy or snowy ground to use this action. Cunning Instruction. The giant targets one ally it can see within 30 feet of it. If the target can see or hear the giant, the target gains advantage on its next attack roll, ability check, or saving throw until the start of the giant's next turn. Attack (Costs 2 Actions). The giant makes a melee or ranged attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Frost Giant Wight","description":"Wights Presented in this section are various advanced versions of the standard wight. Traits Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The wight makes two Greataxe attacks. It can use its Life Drain in place of one Greataxe attack. Life Drain. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 14 (2d6 + 7) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Frost Giant Wind Sprinter","description":"Born of soaring peaks in frigid mountains, frost giants master their environments to rule mountain ranges and build fortresses of unyielding ice. When frost giants march, a blizzard grows overhead, which they carry like a war banner. To frost giants, battle is a way of life, camaraderie, and glory. Issenblau. Where frost giants make their home, a unique form of ice sprouts into flowering crystalline structures. Frost giants harvest this ice, known as issenblau in their tongue, and fashion it into weapons as hard and sharp as steel, which can be used in any environment without melting. Traits Crush Underfoot. When the wind sprinter enters a Medium or smaller enemy’s space, the enemy must choose to either fall prone or take 10 (3d6) bludgeoning damage. Each enemy can be affected by this trait only once per turn. Oncoming Storm. Wisps of stinging snow and icy winds surround the wind sprinter. When an enemy concentrating on a power, a spell, or a similar effect starts their turn within 15 feet of the wind sprinter, the enemy must succeed on a DC 15 Constitution saving throw or lose concentration. Actions Multiattack. The wind sprinter makes two Ice Axe attacks. Ice Axe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Blizzard Surge (Recharge 5–6). The wind sprinter moves up to their speed in a straight line. At any point during this move, they can make up to three Ice Axe attacks against different creatures. Reactions Begone, Smallfolk! After a Medium or smaller creature makes an opportunity attack against the wind sprinter, the wind sprinter can make an Ice Axe attack against that creature.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Frost Giant Wind Sprinter","description":"Traits Crush Underfoot. When the wind sprinter enters a Medium or smaller enemy’s space, the enemy must choose to either fall prone or take 10 (3d6) bludgeoning damage. Each enemy can be affected by this trait only once per turn. Oncoming Storm. Wisps of stinging snow and icy winds surround the wind sprinter. When an enemy concentrating on a power, a spell, or a similar effect starts their turn within 15 feet of the wind sprinter, the enemy must succeed on a DC 15 Constitution saving throw or lose concentration. Actions Multiattack. The wind sprinter makes two Ice Axe attacks. Ice Axe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Blizzard Surge (Recharge 5 – 6 ). The wind sprinter moves up to their speed in a straight line. At any point during this move, they can make up to three Ice Axe attacks against different creatures. Reactions Begone, Smallfolk! After a Medium or smaller creature makes an opportunity attack against the wind sprinter, the wind sprinter can make an Ice Axe attack against that creature.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Frost Giant Wolflord","description":"The wolflord is a cunning beastmaster who trains and commands dire wolves and winter wolves. It is also a formidable archer, able to shoot enchanted frost arrows that can pierce through the bodies of several enemies. Actions Multiattack. The giant makes two melee attacks or two ranged attacks. Battleaxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage, or 21 (3d10 + 5) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d8) cold damage and if the target is a creature, it can't use reactions until the end of the giant's next turn. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): 1/day each: absorb elements, ensnaring strike, hunter's mark, spike growth, summon beast Summon Wolves (Recharges after a Short or Long Rest). The giant summons 3d6 wolves, 2d4 dire wolves, or 1d2 winter wolves. The wolves appear in unoccupied spaces within 30 feet of the giant and acts as its allies. The wolves act right after the giant on the same initiative count and fight until they're destroyed. They remain for 1 hour, until they or the giant dies, or until the giant dismisses them as an action. Reactions Protective Wolf. When the giant is hit by an attack, one allied wolf within 5 feet of the giant must use its reaction to be hit by the attack instead. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Move. The giant moves up to half its speed. Command Wolf. The giant targets one allied wolf it can see within 30 feet of it. If the target can see and hear the giant, the target can use its reaction to make one melee weapon attack or move up to half its speed. Attack (Costs 2 Actions). The giant makes a melee or ranged attack. Piercing Frost Arrow (Costs 3 Actions). The giant shoots a magical arrow of ethereal cold that streaks in a line that is 120 feet long and 5 feet wide. Each creature in that line must succeed on a DC 16 Dexterity saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw by 5 or more, it also suffers 1 level of exhaustion.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Frost Giant Zombie","description":"An unknown Aeorian object of immense power and mystery was uncovered and brought to the Fortress of the Dead Jarl in Eiselcross to please the ruling frost giant, Conessa Berg. The object’s unstable nature unleashed a burst of corroding arcane power, ravaging the denizens of the stronghold with twisting necromantic energies, transforming them into monstrous, rime-infused undead. These hulking brutes now wander the ruined landscape surrounding their cursed home, hunting and destroying all living things with a frightening ferocity. The battered, butchered, and frozen remains of would-be heroes litter battle sites where these undead giants have been encountered. Underestimating these towering horrors has been the folly of numerous expeditions to the northern reaches of Eiselcross, with only rumors often finding their way back as proof that these frigid monsters even exist. Hearts of Ice . Within the giants’ glacial hearts, glowing and unbeating, elemental energy stokes an unrivaled fury that pushes the frost giant zombies beyond the meandering speeds of standard zombies, making these behemoths far quicker than a studied mind would think a rotting giant could be. Numbing Aura . Beyond shaping the unsuspecting frost giants into undying horrors, the Aeorian artifact also infused and amplified the elemental nature of the wandering horde, so that the undead giants exude a deadly aura of slowing cold, ensnaring their prey in icy mist that lessens their chance to escape. Undead . A frost giant zombie doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"neutral evil","Expansion":5016,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Frost Giant Zombie","description":"Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Frost Giant Zombie","description":"An unknown Aeorian object of immense power and mystery was uncovered and brought to the Fortress of the Dead Jarl in Eiselcross to please the ruling frost giant, Conessa Berg. The object’s unstable nature unleashed a burst of corroding arcane power, ravaging the denizens of the stronghold with twisting necromantic energies, transforming them into monstrous, rime-infused undead. These hulking brutes now wander the ruined landscape surrounding their cursed home, hunting and destroying all living things with a frightening ferocity. The battered, butchered, and frozen remains of would-be heroes litter battle sites where these undead giants have been encountered. Underestimating these towering horrors has been the folly of numerous expeditions to the northern reaches of Eiselcross, with only rumors often finding their way back as proof that these frigid monsters even exist. Hearts of Ice. Within the giants’ glacial hearts, glowing and unbeating, elemental energy stokes an unrivaled fury that pushes the frost giant zombies beyond the meandering speeds of standard zombies, making these behemoths far quicker than a studied mind would think a rotting giant could be. Numbing Aura. Beyond shaping the unsuspecting frost giants into undying horrors, the Aeorian artifact also infused and amplified the elemental nature of the wandering horde, so that the undead giants exude a deadly aura of slowing cold, ensnaring their prey in icy mist that lessens their chance to escape. Undead. A frost giant zombie doesn’t require air, food, drink, or sleep. Traits Numbing Aura. Any creature that starts its turn within 10 feet of the zombie must make a DC 17 Constitution saving throw. Unless the save succeeds, the creature can't make more than one attack or take a bonus action on that turn. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant, or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Multiattack. The zombie makes two weapon attacks. Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. Hurl Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Freezing Stare. The zombie targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 35 (10d6) cold damage and be paralyzed until the end of its next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"neutral evil","Expansion":29448,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Frost Mage","description":"Frost mages devote their lives learning and obsessing about the power of the elemental cold. They seek to unlock the mysteries of frost magic and master how to harness and channel its energy. Due to years of exposure to cold magic, frost mages develop a resistance to it. In combat, frost mages can be surprisingly versatile despite their focus in cold magic. They can provide cover by blanketing large areas with fog and sleet, paralyze people with their hold person spells, and harm multiple targets with their ice blast ability and ice storm spell. Actions Multiattack. The frost mage uses Frost Strike twice. Frost Strike. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d8 + 4) cold damage and the target can't take reactions until the end of the frost mage's next turn. Ice Blast (Recharge 5–6). The frost mage magically shoots forth freezing icicles in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 14 (4d6) cold damage and 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one. Spellcasting. The frost mage casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 14): At will: light, mage hand, prestidigitation 2/day each: fog cloud, hold person, sleet storm 1/day each: ice storm, mage armor","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Frost Mole","description":"Frost moles primarily eat meat and supplement their diets with plants that eke out an existence in arctic climates. Though they can overpower prey with their claws, they prefer to ensnare their victims in pits they dig as traps. Since frost moles build their warrens near farms where they can grab more docile livestock, their lairs present a nuisance to those who work the land during the short growing seasons. Creatures capable of taming frost moles find them extremely valuable. Frost mole masters train the moles to excavate treacherous pits around their lairs, protecting the masters from intruders.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Frost Salamander","description":"Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water⁠. Frost salamanders especially like to hunt warm-blooded creatures. They sometimes travel to frigid climes on the Material Plane by wandering through planar gates. Devourers of Heat. The frost salamanders' aggression appetite for any heat source leads them to attack settlements they come across. They might mistake the fire of a forge or a campfire for a large, tasty meal, drawing them to attack⁠ expeditions and settlements that other predators would avoid. Azers sometimes venture into the Frostfell, where they use large fires to lure frost salamanders into traps to kill them and collect their hides and fangs for use in crafting⁠ weapons⁠ and armor. False Refuge. Although frost salamanders can burrow their way through loose soil, they prefer to dig into the ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs as they grind it down. This habit leads them to create extensive networks of ice caves, becoming ever larger as they claw fresh chunks of ice from the walls of their lairs. A frost salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs. On rare occasions, frost giants⁠ capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses. Traits Burning Fury. When the salamander takes fire damage, its Freezing Breath automatically recharges. Actions Multiattack. The salamander makes five attacks: four with its claws and one with its bite. Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 5 (1d10) cold damage. Freezing Breath (Recharge 6). The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Source":"Mordenkainen's Tome of Foes","Alignment":"Unaligned","Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Frost Salamander","description":"Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt warm-blooded creatures. They sometimes travel to frigid climes on the Material Plane by wandering through planar gates. Frost salamanders’ aggressive appetite for any heat source leads them to attack expeditions and settlements that other predators would avoid, as they often mistake the fire of a forge or a campfire for a large, tasty meal. Azers (see the Monster Manual ) use this predilection to hunt frost salamanders. Venturing into the Frostfell, they use large fires to lure these creatures into traps, then kill them and collect their hides and fangs for use in crafting weapons and armor. Although frost salamanders can burrow their way through loose soil, they prefer to dig into ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs as they grind it down. This habit leads them to create extensive networks of ice caves, which become ever larger as they claw fresh chunks of ice from the walls of their lairs. A frost salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs. On rare occasions, frost giants (see the Monster Manual ) capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses. Traits Burning Fury. When the salamander takes fire damage, its Freezing Breath automatically recharges. Actions Multiattack. The salamander makes one Bite attack and four Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 5 (1d10) cold damage. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Freezing Breath (Recharge 6). The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Frost Velbast","description":"Velbast Generations ago, the catastrophic battle known today as the Nesieve Conflict caused a mass eruption of spatial anomalies that spread across various regions of the galaxy. At first thought to be pockets of anti-matter, these distortions possessed their own intelligence and were imbued with the unstable primordial energies left behind during the war. They traveled through the stars, absorbing and merging with any inorganic material it could locate to create a physical shell. These aberrations became the first velbasti — terrifying shapeshifting constructs with the power to shape and control the matter and energy. They have evolved over generations, sustaining and growing their species by consuming beings capable of channeling the Crucibles' energies. Energy Shapers. What sets the velbasti apart from most other beings is the complex synergy between their organic and inorganic nature. Even with such a nature, they also possess the ability to shape matter and energy in a manner similar to other species that have achieved esper genesis. While all are able to channel destructive, elemental forces, the more evolved velbast have mastered the ability to use esper powers, as well as forge sorium into weapons and defenses. Relentless Evolution. All velbasti are highly intelligent, but possess an insatiable hunger for the lifeforce of other beings, as well as energy created through the use of sorium. Should a velbast encounter and consume either of these, they experience a euphoric sensation accompanied with a state of heightened strength and senses, marking a step in their eventual transformation. Each velbast begins as a fledgling of their type, evolving into more powerful forms after consuming enough primordial energy. The more a velbast evolves, the greater their appetites grow. However, powerful velbast are likely to recruit lesser types into their service, offering both protection and sustanance in return. These mutual arrangements are often delicate, as groups of lesser velbasti have been known to band together to reap the bounty gained by their more powerful benefactor. Bound to the Core. The essence of each velbasti is tied to their primary core, the source of primal energy that spawned them. Whenever a velbast is destroyed, its energy returns to the core, where it may be spawned again in the same form or multiple lesser forms. Each primary core is presided over by a consummate—a velbasti that has achieved the pinnacle of their evolution, transcending the limits of their origins. Though viewed moreso as generals than rulers among the velbasti, each consummate holds a considerable amount of influence over the actions of the velbast tied to their core, as well as control over how they may be respawned. Regardless of their origin point, all velbasti can communicate with each other in pulses of light and sound that mimics the same language used by proteans such as the belare. This has led to many theories as to how the velbasti originally came into being. Forces of Corruption. Most espers use their abilities to channel energy in its purest form, but a velbast's form is corrupted by its very nature. They defile all that they consume, and their powers can often leave behind an invisible mark or \"scar\" that causes plague and sickness in wildlife and plant life. Their channeling of powerful energies also produces a wave of dark matter that contaminates their surrounding area. In regions where all life has been annihilated by the velbasti, the scar of corruption left behind can sometimes form an interstellar gate through which they may freely travel to and from their core. Due to their very nature, the velbasti bear an intrinsic hatred for all other forms of life in the galaxy, especially espers, whom they view as their fundamental opposites. Lesser velbasti mercilessly unleash their malice toward their victims, while more evolved forms delight in evoking fear, anguish, and suffering in creatures until they devour their lifeforce. Shapeshifters. The unique makeup of the velbasti eventually grants them the ability to shift their form. Those evolved beyond fledglings can shape their limbs into elemental weapons depending upon their type. The more evolved can change their shape entirely, often concealing themselves among other species. However, their nature still makes it difficult for them to blend in among creatures who are particularly observant or possess sight beyond the mundane. The primary goal of such infiltrations, other than the advantage of concealment, is the ability to learn the weaknesses of the lifeforms they are imitating. In addition, the rapid advancements fueled by space travel creates even greater advantage for velbast that have already learned how to copy the traits of a spacefaring species, allowing them to easily blend into crowded areas where a variety of species are in abundance. Extinctionist Dogma. The appearance of the velbast has prompted the formation of numerous cultist groups that revere the velbasti and pledge service to their cause. Some of these fanatics believe they are participating in the imminent end-times, while some plan their schemes to claim dominion over the ashes of galactic civilization. Some yet still believe they can eventually shed their mortal forms to instead become beings of eternal destruction. Whatever the reason, it is not uncommon for powerful velbasti to play along in order to garner services and valuable gains from their union. Such creatures are sometimes marked by the velbast, shown on both their physical form and supernal essence. While the mark grants the worshippers access to special powers, it also slowly eats away at the creature's lifeforce. During this time, however, this supernatural bond can also become a liability for the velbast, and so it is not granted lightly. Devour Essence. A velbast can devour the lifeforce of a creature it has killed within the last hour, provided that creature is neither an automaton or construct. The devouring requires the velbast to be within 5 feet of the corpse for at least 1 hour, after which it regains hit points equal to half the creature’s hit point maximum and receives the benefits of a major remedy . A creature devoured by a category 2 or 3 velbast can be restored to life only by a cosmic weave or full restore power. Universal Adaptation. A velbast doesn't require air, food, drink, or sleep. Velbast Classifications Within galactic lore, velbasti are categorized based on three evolutionary stages. Most also have an affinity toward a particular form of primordial energy, which denotes its type. Velbasti that have evolved beyond these three stages are either considered to be consummates or have yet to be categorized. Velbast Types by Category Category Known Types 1 dynam, femeri, tensus 2 blazing, frost, power, reaper, storm 3 brumal, inferno, tempest, shade Category 2 Velbast These velbasti are shaped like armored humanoids or androids. They are far more intelligent than their fledgling counterparts, able to communicate with other species and adapt to their surroundings. Blazing Velbast This type of velbast stands at almost 9 feet tall. Its body is charged with a fiery core that radiates considerable heat. A blazing velbast is ferocious, and brutal. It revels in the heat of battle, seeking glory over powerful foes and collecting spoils of war from fallen enemies to keep as trophies. Frost Velbast A ruthless enforcer, the frost velbast serve as overseers or disciplinarians of their lessers. They delight in inflicting torture and torment upon their victims. They stand slightly below 8 feet tall. Their lean form is surrounded by a cold, hazy mist that mutes the colors around it. Power Velbast These velbasti value brawn and fortitude above all else. Though powerful on their own, they are far more dangerous as a group. A power velbast reaches almost 9 feet in height, with a silvery frame that houses clusters of charged energy. Reaper Velbast As their name foretells, where these velbasti tread, death swiftly follows. A reaper velbast not only consumes a victim's lifeforce, it also retains and harnesses the victim's darkest fears and most painful memories to be unleashed upon the velbast's next victim. A reaper velbast stands at 16 feet tall. Their bodies emanate a pair of shadowy wings used to deliver death to their enemies from above. Storm Velbast A storm velbast possesses keen insight and sharp wits, and are deadly foes in combat. When velbasti band into small groups, they often serve as the group leaders or tacticians. Storm velbasti are just above 8 feet in height. Their midnight-hued bio-mechanical frame is surrounded by rippling streams of electricity.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Frost Wight","description":"At first glance, a frost wight resembles an ordinary animated skeleton or zombie. But as one approaches it, a few odd details begin to be noticeable - a bluish glow from within its hollow eye sockets and ribcage and frost emanating from its body. Those unfortunate enough to be within very close proximity of a frost wight will also feel a grim embrace of cold and despair. The frost wight brings with it the power of a merciless winter that seeks to drain the warmth of all living creatures. Icy Guardians. Frost wights are created by necromancers and frost mages to serve as guardians of royal barrows, crypts, and tombs. Most are raised from the remains of the fiercest warriors, frost wights become eternal sentinels, forever watching their charge even after their masters are long gone. More powerful necromancers can use the same arcane rituals to transform the corpses beasts and monstrosities into frost wights. They lie buried under the snow, animating and bursting from their hiding place when an intruder approaches. Legendary Frost Wight. There is a legend of a frost wight that gained full sentience and free will, one who is said to have once been a prince or king. No one truly knows how it happened, but a few believe an evil death god from the elemental plane of ice may have granted the frost wight this power to use it as its champion. This lord of the frost wights is now amassing an army of undead somewhere in the coldest and most desolate icy wastes. Traits Dreadfrost Aura. The frost wight generates an aura of baleful frost that fills the area within 10 feet of it. Any creature that starts its turn in this area takes 4 (1d8) cold damage and must make a DC 13 Wisdom saving throw or become frightened of the frost wight until the start of its next turn. Sunlight Sensitivity. While in sunlight, the frost wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Turn Resistance. The frost wight has advantage on saving throws against any effect that turns Undead. Actions Multiattack. The frost wight makes two Longsword attacks or two Longbow attacks. It can use its Frostchill Touch in place of one Longsword attack. Frostchill Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) cold damage and the target must succeed on a DC 13 Constitution saving throw or gain 1 level of exhaustion. When the target finishes a short or long rest, the target loses every level of exhaustion gained from this attack. A humanoid slain by this attack rises 24 hours later as a zombie under the frost wight's control, unless the humanoid is restored to life or its body is destroyed. The frost wight can have no more than twelve zombies under its control at one time. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 3 (1d6) cold damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) cold damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Frost Wight Lord","description":"At first glance, a frost wight resembles an ordinary animated skeleton or zombie. But as one approaches it, a few odd details begin to be noticeable - a bluish glow from within its hollow eye sockets and ribcage and frost emanating from its body. Those unfortunate enough to be within very close proximity of a frost wight will also feel a grim embrace of cold and despair. The frost wight brings with it the power of a merciless winter that seeks to drain the warmth of all living creatures. Icy Guardians. Frost wights are created by necromancers and frost mages to serve as guardians of royal barrows, crypts, and tombs. Most are raised from the remains of the fiercest warriors, frost wights become eternal sentinels, forever watching their charge even after their masters are long gone. More powerful necromancers can use the same arcane rituals to transform the corpses beasts and monstrosities into frost wights. They lie buried under the snow, animating and bursting from their hiding place when an intruder approaches. Legendary Frost Wight. There is a legend of a frost wight that gained full sentience and free will, one who is said to have once been a prince or king. No one truly knows how it happened, but a few believe an evil death god from the elemental plane of ice may have granted the frost wight this power to use it as its champion. This lord of the frost wights is now amassing an army of undead somewhere in the coldest and most desolate icy wastes. A Frost Wight Lord's Lair A frost wight lord makes its lair in the frozen ruins of a keep or dungeon, located in the middle of an unforgiving arctic wasteland or icy tundra. Zombies and wights regularly patrol these areas. The challenge rating of a frost wight lord increases to 14 (11,500 XP) when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the frost wight takes a lair action to cause one of the following effects; the frost wight can’t use the same effect two rounds in a row: Ice and frost burst from the ground in a 30-foot-radius sphere centered on a point within 120 feet of the frost wight. Each creature other than the frost wight in that area must make a DC 16 Strength saving throw or be restrained by the ice. While restrained, a creature takes 3 (1d6) cold damage at the start of each of its turns. As an action, the restrained creature can make a DC 16 Strength check, escaping from the ice on a success. The ice can also be destroyed to end the effect. Each 5-foot-square section of ice has AC 10, 15 hit points, vulnerability to fire damage and immunity to poison and psychic damage. The ice lasts for 1 minute, until the frost wight uses this lair action again, becomes incapacitated, or when the frost wight dies. The frost wight targets up to 3 creatures it can see within 60 feet of it. The target must succeed on a DC 16 Constitution saving throw or become vulnerable to cold until initiative count 20 on the next round. The frost wight causes up to six corpses within the lair to rise as skeletons, zombies, or wights. These Undead obey the frost wight's telepathic commands, which can reach anywhere in the lair. Traits Dreadfrost Aura. The frost wight generates an aura of baleful frost that fills the area within 20 feet of it. Any creature that starts its turn in this area takes 9 (2d8) cold damage and must make a DC 16 Wisdom saving throw or become frightened of the frost wight until the start of its next turn. Legendary Resistance (1/Day). If the frost wight fails a saving throw, it can choose to succeed instead. Sunlight Sensitivity. While in sunlight, the frost wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Turn Resistance. The frost wight has advantage on saving throws against any effect that turns Undead. Actions Multiattack. The frost wight makes three Scythe attacks or three Longbow attacks. It can use its Frostchill Touch in place of one Scythe attack. Frostchill Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) cold damage and the target must succeed on a DC 16 Constitution saving throw or gain 2 levels of exhaustion. When the target finishes a short or long rest, the target loses every level of exhaustion gained from this attack. A humanoid slain by this attack rises 24 hours later as a frost wight under this frost wight's control, unless the humanoid is restored to life or its body is destroyed. This frost wight can have no more than six other frost wights under its control at one time. Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) cold damage. Frostchill Blast (Recharge 5–6). The frost wight magically emits supernatural frost in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 27 (6d8) cold damage and gains 2 levels of exhaustion. On a successful save, a creature takes half as much damage with no additional effects. Legendary Actions The frost wight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The frost wight regains spent legendary actions at the start of its turn. Attack. The frost wight makes a Scythe or Longbow attack. Chilling Glare. The frost wight targets one creature it can see within 60 feet of it. The target takes 10 (2d6 + 3) cold damage and must succeed on a DC 16 Wisdom saving throw or become frightened of the frost wight for 1 minute. A frightened creature is paralyzed. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Command. The frost wight targets one allied Undead it can see within 30 feet of it and telepathically gives it a command. The target must use its reaction to make one melee attack. Frostchill Touch (Costs 2 Actions). The frost wight uses Frostchill Touch.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Frost Worm","description":"Frost worms burrow through the snow, dirt, ice, and rock of Wildemount’s Biting North. These enormous monstrosities eagerly consume any living creature they can wrap their jaws around. A frost worm spends most of its time beneath the frozen ground, conserving energy while it waits for prey to pass overhead. Smart travelers can identify a frost worm’s hunting grounds by looking for recently iced-over tunnels. When the worm senses vibrations above, it bursts forth through dirt, ice, and snow. Those who escape its initial assault must still contend with the worm’s haunting trill—a hypnotizing call that stops creatures in their tracks to make them easy prey.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":5016,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Frost Worm","description":"Frost worms burrow through the snow, dirt, ice, and rock of Wildemount’s Biting North. These enormous monstrosities eagerly consume any living creature they can wrap their jaws around. A frost worm spends most of its time beneath the frozen ground, conserving energy while it waits for prey to pass overhead. Smart travelers can identify a frost worm’s hunting grounds by looking for recently iced-over tunnels. When the worm senses vibrations above, it bursts forth through dirt, ice, and snow. Those who escape its initial assault must still contend with the worm’s haunting trill—a hypnotizing call that stops creatures in their tracks to make them easy prey. Traits Freezing Body. A creature that touches the worm or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage. Death Burst. When the worm dies, it explodes in a burst of frigid energy. Each creature within 60 feet of it must make a DC 20 Dexterity saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. Creatures inside the worm when it dies automatically fail this saving throw. Tunneler. The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. Actions Multiattack. The worm makes two bite attacks, or uses its Trill and makes a bite attack. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage plus 10 (3d6) cold damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 10 (3d6) acid damage and 10 (3d6) cold damage at the start of each of the worm’s turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. Trill. The frost worm emits a haunting cry. Each creature within 60 feet of the worm that can hear it must succeed on a DC 20 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw each time it takes damage and at the end of each of its turns, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill of all frost worms for the next 24 hours. Frost worms are immune to this effect.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":29448,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Frost-Afflicted","description":"Tales of those driven mad in the vast wastelands of the arctic are enough to make even the foolhardiest explorer shudder. Those few who survive and return to safety babble incoherently about a form in the snow that saved them, marked them, changed them. These frost-afflicted humanoids find they have an affinity with ice and cold climes, able to create small bolts of frost in their permanently frostbitten hands and able to survive on less food and drink than before. Some devote themselves to striking down those who would harm the tundra, others use their new affinity to lead expeditions safely through cold and snowy lands, and still others feel suddenly removed from their warmer brethren and choose lives of solitude in the coldest reaches of the world. Burning Cold. A creature with resistance to cold damage doesn't have resistance to the cold damage dealt by the frost-afflicted. A creature with immunity to cold damage is unaffected by this trait. Icy Nature. The frost-afflicted is infused with minor elemental power, and it requires only half the amount of food and drink that a typical humanoid of its size needs. Actions Multiattack. The frost-afflicted makes two Frigid Punch or Frost Bolt attacks. Frigid Punch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage and 5 (2d4) cold damage. Frost Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 8 (2d4 + 3) cold damage. Reactions Frigid Flare. When a creature hits the frost-afflicted with a weapon attack, ice bursts from the frost-afflicted. Each creature within 5 feet of the frost-afflicted must make a DC 13 Constitution saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Frostfang (Adult White Dragon)","description":"Traits Ice Walk . The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (3/Day) . If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus (1d8)cold damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Legendary Actions Frostfang can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Frostfang regains spent legendary actions at the start of her turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"chaotic evil","Expansion":28292,"Challenge Rating":13},"publisher":"Daniel Kahn","book":"Wyrmdoom Hunt"},{"name":"Frostfang (Arctic Chimera)","description":"Chapter 4 of Rime of the Frostmaiden features a climactic fight with a unique dragonlike creature. If you want to change Frostfang to be a creature other than a dragon, you can have it be an arctic chimera . Traditionally, chimeras do not speak (with an Intelligence of 3). If you want the party to be able to negotiate with the chimera as if it were a dragon, you can increase its Intelligence score to 10 and have its polar bear head been awakened by a frost druid's awaken spell. An arctic chimera has three heads: one of a walrus, one of a white dragon, and one of a polar bear. Traits Spell Turning . The chimera has advantage on a saving throw against any spell that targets only the chimera (not an area). If the chimera’s saving throw is successful and the spell is of 4th level or lower, the spell has no effect on the chimera and instead targets the caster. Actions Multiattack. The chimera makes three attacks: one with its bite, one with its tusks, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. Tusks. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. Cold Breath (Recharge 5-6). The dragon head exhales frost in a 15-­foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":28292,"Challenge Rating":7},"publisher":"Daniel Kahn","book":"Wyrmdoom Hunt"},{"name":"Frostfang (Young White Dragon)","description":"Traits Ice Walk . The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage plus 4 (1d8) cold damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"chaotic evil","Expansion":28292,"Challenge Rating":6},"publisher":"Daniel Kahn","book":"Wyrmdoom Hunt"},{"name":"Frostjack","description":"This spiteful fey is lithe and tall with icy blue skin and icicle hair. As it passes by a window, frosty fern-like patterns stretch across the glass. Wicked servants of the Snow Queen (see Tome of Beasts ), frostjacks are sent from her icy castle to cause mayhem. The Snow Queen can call upon a variety of allies, but she prefers the self-sufficiency of the frostjacks. Icy Tricksters. Frostjacks like nothing better than terrorizing villages in the frozen reaches where the borders between the mortal world and the fey realms are thin. They often travel with a pack of winter wolves, sending the wolves into the settlement first to sow panic. Meanwhile, the frostjacks sneak inside the houses in search of valuables as tribute for their queen and freeze the fingers and toes of the houses' inhabitants. The devious fey try to trick the occupants into revealing hidden family heirlooms. Those who fail to cooperate are frozen or fed to the wi nter wolves. Chilling Presence. At the start of each of the frostjack's turns, each creature within 15 feet of it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) cold damage. For each minute a creature spends within 15 feet of the frostjack, it must succeed on a DC 16 Constitution saving throw or suffer one level of exhaustion from cold exposure. Unprotected, nonmagical flames within 15 feet of the frostjack are extinguished. Any spells of 3rd level or lower that provide resistance to cold damage and that are within 15 feet of the frostjack immediately end. Water freezes if it remains within 15 feet of the frostjack for at least 1 minute. Ice Walk. The frostjack can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Magic Resistance. The frostjack has advantage on saving throws against spells and other magical effects. Actions Multiattack. The frostjack makes two Ice Blade attacks and one Winter's Touch attack. Ice Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) cold damage. Winter's Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) cold damage, and the target must make a DC 15 Constitution saving throw. On a failure, the creature begins to freeze and has disadvantage on weapon attack rolls or ability checks that use Strength or Dexterity. It must repeat the saving throw at the end of its next turn, becoming incapacitated and unable to move or speak as it freezes solid on a failure or ending the effect on a success. The creature remains frozen until it spends at least 12 hours in a warm area thawing out, or until it takes least 10 fire damage. Icicle Barrage (Recharge 5-6). The frostjack launches icicles from its hand in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 17 (5d6) piercing damage and 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. Reactions Hoarfrost Warding (3/Day). When the frostjack takes fire damage, it gains resistance to fire damage, including against the triggering attack, until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Frostmourn","description":"When a frost giant is murdered in a dishonorable manner—perhaps poisoned, stabbed in the back, or killed while sleeping—the slain giant can rise as a frostmourn. Driven by its desire for vengeance, the frostmourn can turn the living into frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their hatred and loathing of the living is sufficient to keep them roaming the wilds for years after their murderers are slain. A frostmourn looks like a desiccated corpse mummified by exposure to bitter cold. It carries the marks of its death on its body: a wound that seeps frosty vapor or vibrant, purple veins showing the ravages of poison. It can momentarily dissolve its body into a swirling blizzard to avoid harm, re-­forming at a distance to continue its assault. Actions Multiattack. The frostmourn makes one Freezing Touch attack and one Icy Axe attack. It can replace one of these attacks with a Polar Ray attack. Freezing Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 18 (4d8) cold damage plus 18 (4d8) necrotic damage. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the petrified condition, turning into a frozen statue. If the statue takes bludgeoning damage, it shatters, killing the frozen creature. If the statue would take fire damage, it instead takes no damage and thaws, ending the petrification. Icy Axe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage plus 7 (2d6) cold damage. Polar Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 21 (5d10 + 4) cold damage, and the target's speed is reduced by 10 feet until the end of its next turn. Reactions Blizzard Escape. Immediately after a creature the frostmourn can see hits it with an attack roll, the frostmourn momentarily dissolves into a blizzard, reducing the damage to itself by half. The frostmourn can then magically teleport to an unoccupied space it can see within 30 feet of itself.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":24749,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Frostpriest of Auril","description":"Frostpriests are divine spellcasters who worship Auril the Frostmaiden, the Goddess of Winter. A chilling aura emanates from them, and frost appears on the ground's surface where they tread. They either live alone as hermits or with Auril followers or cold-type creatures such as yeti and frost giants. Actions Multiattack. The frostpriest makes two War Pick attacks. War Pick. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 9 (2d8) cold damage. Spellcasting. The frostpriest casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: mending, resistance, thaumaturgy 2/day each: armor of Agathys, Snilloc's snowball swarm, sleet storm 1/day each: banishment, cone of cold, control water, ice storm Frostburst (Recharge 4-6). Freezing, icy shards explode in a 10-foot-radius sphere centered on a point within 120 feet of the frostpriest. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 11 (2d10) cold damage and 5 (1d10) piercing damage, has its speed is reduced by 10 feet and it can't use reactions until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects. Auril's Embrace (1/Day). Each creature within 30 feet of the frostpriest must make a DC 14 Constitution saving throw. On a failed save, a creature takes 31 (7d8) cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Good Alignment","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Frostveil","description":"“They took the sled dogs first, and later the seal-skinner set to guard them. We’d hear a confused, muffled cry in the wind and then we’d find them—a raven harvest, cold and stiff on the ice. Next time, we hid ourselves and watched, and saw them floating through the air like kites. A wisp of blowing snow that never dispersed, a billowing, snowflake sail moving with sinister purpose. The ‘cloak of death’ our skraeling guide called it.” Whipped through the air by snowstorms and resembling a spider’s web dangling with delicate ice crystals, these silently gliding, beautiful killers are semi-sentient plants adapted to the merciless cold of the North. Cloak of Death. Flat nodes shaped like large snowflakes connect their net-like bodies and trailing tails of transparent fibers. Gossamer tendrils stream behind and between the flying snowflakes, ready to grab and entangle any warm-blooded creature it detects. Seek Warmth. Each star-like node contains crude sensory organs, able to detect warmth as meager as a living creature’s breath and steer the gliding web toward it. Spirit Spores. Northern shamans say the dance of the frostveils is beautiful when lit by the northern lights, and a powerful omen. With great care, shamans sometimes harvest frostveils for their frozen spore-shards, which grant potent visions of the spirit world when melted on the tongue. Traits Chilling Acid: The frostveil’s frozen acidic mist breaks down flesh and organic materials into useable nutrients. Creatures who strike the frostveil with a non-reach melee weapon or an unarmed strike take 4 (1d8) acid damage. False Appearance: While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice. Windborne: While in blowing wind, the frostveil can fly with a speed of 30 feet. In a strong wind this speed increases to 60 feet. Actions Multiattack: The frostveil makes three tendril attacks. Tendril: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 14 (2d8 + 5) bludgeoning damage. If two tendrils hit the same target in a single turn, the target is engulfed. Engulf: When a frostveil wraps itself around a Medium or smaller creature, the target takes 14 (2d8 + 5) bludgeoning damage plus 13 (3d8) acid damage and is grappled (escape DC 15). The target takes another 9 (2d8) bludgeoning damage plus 13 (3d8) acid damage at the end of each of its turns when it’s still grappled by the frostveil. A frostveil can’t attack while it has a creature engulfed. Damage from attacks against the frostveil is split evenly between the frostveil and the engulfed creature; the only exceptions are slashing and psychic damage, which affect only the frostveil. Spirit Spores (recharge 6): In distress, frostveils release a puff of psychotropic spores in a 10-foot cloud around themselves. Creatures within the cloud of spores must succeed on a DC 13 Constitution saving throw against poison or suffer hallucinations, as per a confusion spell, for 1d3 rounds.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Frulam Mondath","description":"Traits Spellcasting. Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, cure wounds, healing word, sanctuary 2nd level (3 slots): calm emotions, hold person, spiritual weapon 3rd level (2 slots): mass healing word, spirit guardians Actions Multiattack. Frulam attacks twice with her halberd. Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4500,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Frulam Mondath","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Spellcasting. Frulam is a 5th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Frulam has the following spells prepared from the cleric spell list: Cantrips (at will): light , sacred flame , thaumaturgy 1st level (4 slots): command , cure wounds , healing word , sanctuary 2nd level (3 slots): calm emotions , hold person , spiritual weapon 3rd level (2 slots): mass healing word , spirit guardians Actions Multiattack. Frulam attacks twice with her halberd. Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7391,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Frumby Goldtooth","description":"Frumby Goldtooth is a notorious goblin warlock, a master crafter and purveyor of wands, and secretly dedicated to the drow vampire lord and archmage conjurer Faeryl Myrryn with the ultimate goal of becoming a vampire one day. He has been exiled from Gonshar by his cousin Lord Kabok Goldtooth, who is Frumby’s greatest rival and most bitter competition. Frumby specializes in crafting magic items and casting enchantments to enslave all manner of beings, whom he sells for hard gold to the right bidder or uses as servants to do his bidding. The goblin warlock has served the Matrons of Malice on many occasions but secretly plots to overtake the realm from them. However, he is wise enough to know that he lacks the power to accomplish this alone, so he is recruiting and tricking powerful allies into joining him in his goal to “liberate” the Bleak Mire. Equipment Frumby wears an assortment of golden jewelry worth 564 gold pieces, a +1 glamoured studded leather armor , a ring of spell storing (with a stoneskin spell stored in it), and carries a wand of the mimic at all times.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblin)","Alignment":"chaotic neutral","Expansion":17604,"Challenge Rating":10},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Fulgorax, The Beacon","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Expansion":27737,"Challenge Rating":8},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Fulgovore","description":"The horror has a crocodilian body with two long tentacles extending from its back, each ending in a glowing spike. The fulgovore is often mistaken for a crocodile until it extends its twin spiked tentacles. At home in city sewers and swampland near cities, some speculate the fulgovore was a failed and foolish attempt to breed a new type of crocodile. Lurking Hunter. The fulgovore’s preferred hunting grounds are damp environments, such as sewers, swamps, lakes, or rivers, where it can lie in wait below the water to grab drinking prey with its long tentacles. In urban areas, fulgovores hide in canals and sewers, using their tentacles to seize prey above ground and drag it down into the darkness. Lightning Lures. The spikes on the fulgovore’s tentacles are metallic and attract lightning. Fulgovores exit their watery and sewer homes during thunderstorms, sprawling and basking in the lightning the way many reptiles bask in warm sun.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Full-Grown Zmey Headling","description":"Crashing through the Forest , this three-headed dragon stands upright, its spiked tail thrashing from side to side as it walks. A vicious mouth lined with glistening teeth graces each head, and its green scales gleam in the fleeting sunlight. Hunting beneath The Canopy of the Forest , lurking below the surfaces of lakes, and guarding caves concealing great Treasure and Mystery , the zmey has two roles—vicious terror and nature’s protector. Claws of the Forest . Single-mindedly destructive, the zmey keeps the heart of the Forest free from interlopers. Rumors suggest the heart of an ancient Forest itself can control the Actions of these Beasts , while others believe that they have a pact with certain Forest druids. Certainly they are clever enough, often destroying bridges, dams, or logging camps infringing on their territory. Solitary Hunters. Zmey avoid their own kind, seeking out isolated hunting grounds. They eat any organic matter, but they favor the fresh meat of large birds and mammals. The smarter the prey, the better, because zmey believe that intellect flavors the meat. They consider alseids, Halflings , and Gnomes especially succulent. Three-Headed Rage . Dappled black and green scales cover this enormous beast and its three towering necks are long and powerful. Each neck is topped with an identical, menacing head, and each head is flanked by spiny, frilled membranes. A forked tongue flickers across long pale teeth, and six pairs of eyes burn red with rage. When a zmey stands upright, it measures 25 feet from snout to tail. The beast weighs over 9,000 lb. Actions Multiattack. The zmey heading makes three bite attacks (one per head) and one claws or tail attack. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target . Hit: (2d12+4) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d10+4) slashing damage. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d8+4) bludgeoning damage. Fire Breath (Recharge 5-6). The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"chaotic evil","Expansion":16,"Challenge Rating":10},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Fulminar","description":"What seemed to be a storm cloud takes the shape of a feline predator. Flashes of lightning course through its semisolid body as it strikes with overwhelming speed. Aerial Felines. Fulminars are creatures composed of semisolid elemental matter and roughly shaped like large feline predators. Cloud Giant Allies. Fulminars were either created or first summoned by powerful cloud giant sorcerers. They can also be found in the company of djinnis, silver dragons, and other creatures strongly connected to the element of air. It is unclear whether they have their own motives or are directed by a higher, elemental power. Lightning-Fast Slayers. Thanks to their speed, stealth, and a strange magical ability to entrap creatures with shackles of lightning, fulminars are extremely versatile, serving as spies, assassins, and shock troops. Elemental Nature. A fulminar doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Fume Drake","description":"Fume drakes are mischievous creatures that arise from the lingering magical energy of a dead dragon. They resemble small, legless dragons formed from clouds of greenish smoke. They delight in causing pain and confusion in other creatures. Traits Death Burst. When the fume drake dies, it explodes in a cloud of noxious fumes. Each creature within 5 feet of the fume drake must succeed on a DC 11 Constitution saving throw or take 4 (1d8) poison damage. Unusual Nature. The fume drake doesn't require food, drink, or sleep. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) fire damage. Scalding Breath (Recharge 6). The fume drake exhales a 15-foot cone of scalding steam. Each creature in that area must make a DC 11 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Elemental","Alignment":"Typically Neutral","Expansion":17254,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Fungal Acid Ant","description":"An ant the size of a housecat with a throbbing green abdomen gnaws everything in sight. Hissing liquid drips from its chittering mandibles. Perituta fungi spores are attracted to the chitinous shell of acid ants. If the green, mossy fungus covers the shell of an ant. it is immune to the poisoned condition. Though a single acid ant is barely a problem, these colonial insects travel in acid-spewing hordes that can lay waste to an entire village in a matter of hours. Endless Appetite. The arcane energy that swirls within acid ants keeps them constantly hungry. Their acidic bite allows them to devour almost any matter, though acid ants prefer the taste of meat. The beasts stay in an area until they have consumed everything organic and then hunt for more food, carving a path of devastation wherever they go. Potential Weapons. Many militaries have thought to capture and then unleash acid ants upon enemy troops. Such a challenge often results in those militaries losing their own soldiers to the ants. First, the ants must be captured. Then those ants must be held in acid-proof housings; otherwise they are not contained for long. If these initial steps can be accomplished, the next challenge is releasing the ants in a way that they devour only enemies. Armies that can solve these problems master the art of destruction. Unknown Origin. No one knows how acid ants came to be, but elemental magic was involved. Perhaps they are the product of a deranged wizard's experiment or an elemental summoning ritual gone awry. Scholars and adventurers hunt for the origin of these beasts, searching for knowledge to better understand and annihilate the ants. Ant Colony. Acid ants are sometimes found with ordinary giant ants and giant ant queens (Tome of Beasts). In these cases, the acid ants are a specialized warrior caste within the hive that still answer to the queen.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Fungal Zombie","description":"A fungal zombie is a corpse rife with fungal infestation and redolent with the smell of rot. Clumps of mold and small mushrooms cover what remains of the corpse’s decaying skin. A fungal zombie instinctively knows to move near as many foes as possible, use its bonus action to spew decay, and then make a Slam attack, favoring foes who have been poisoned by the vomit as targets. Fungal Spores. If damage reduces the zombie to 0 hit points, it bursts, emitting a cloud of toxic spores. Each creature within 10 feet of it must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. A humanoid creature killed by this damage rises as a fungal zombie after 1 minute. Actions Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. Bonus Actions Vomit Decay (Recharge 5-6). The zombie spews a foul liquid from its rotting mouth. Each creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 7 (2d6) necrotic damage and be poisoned until the end of its next turn. Reactions Fungal Regeneration. When the zombie is hit by a melee attack that deals piercing or slashing damage, it can sprout a fungal colony at the site of the wound, regaining 5 hit points. Creature Types The creatures in this article have “Plant/Undead” listed as their creature type. They are subject to effects that target or include Plants as well as those that target or apply to Undead. For example, since they’re Plants, they take maximum damage from the blight spell, but they’re also affected by the cleric’s Turn Undead feature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant/Undead","Alignment":"Typically Chaotic Evil","Expansion":24294,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Arcadia Issue No. 14"},{"name":"Fungi, Duskwilt","description":"This dark blue, walking mushroom is covered in purple and green protrusions and darkens the area with its very presence. This ambulatory fungus is a relative of myconids and often found in their colonies. The presence of duskwilts is considered a favorable thing, as their ability to absorb light gives myconids a tactical advantage against surface dwellers. Defensive Fungi. As part of a myconid colony, the duskwilt provides a first line of defense. They are sent in against creatures with light sources to impede their vision and progress, moving close enough to absorb light attack intruders at range. If intruders persist and close with the duskwilts, they release their spores and fight hand to hand until reinforcements arrive. Companions to Ghouls. Like the deathcap myconids (see Tome of Beasts ), duskwilts sometimes ally with ghouls and the darakhul (see Tome of Beasts ). A duskwilt may be assigned to a particular troop or patrol, bolstering the ghouls with their spores. Light Absorption. Light within 60 feet of the duskwilt is reduced. Bright light in the area becomes dim light and dim light in the area becomes darkness. Actions Multiattack. The duskwilt makes three Slam or Nether Bolt attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 3 (1d6) necrotic damage. Nether Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 9 (2d6 + 2) necrotic damage. Necrotizing Spores (3/Day). Each creature within 15 feet of the duskwilt and that isn't a Construct or Undead must make a DC 14 Constitution saving throw. On a failure, a creature takes 15 (6d4) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In addition, each Undead within 15 feet of the duskwilt gains 7 (2d6) temporary hp.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Fungi, Mulcher","description":"The large orange flower reveals a tall, blue stalk. The petals clamp on a swarm of insects, showing their fleshy, tooth-like nature. A voracious fungus, the mulcher hides within topsoil, waiting to trap oblivious creatures. Hidden Danger. This massive fungus is as sweeping and bulky as a dragon turtle. It uses the ground as cover, where it can ambush prey that travels above it. Alternatively, it can trigger pit traps beneath its prey, impaling the falling creatures on its spike-like mycelium. Once prey has been impaled, the fungus drinks in the victim's blood as greedily as groundwater. Weak Spot . When injured or when it fails to capture sufficient food, the mulcher pushes its fragile central stalk to the surface, releasing insect-attracting pheromones to gain some quick nutrients from the meager prey. Central Stalk Weakness. The mulcher's central stalk lies hidden within the mulcher's fungal mass. When exposed, the central stalk can be attacked and destroyed (AC 13; hp 50; vulnerability to acid, cold, and fire damage). If the central stalk is destroyed, the mulcher has disadvantage on attack rolls and can't use Expose Stalk until it regrows a new central stalk at the end of its next long rest. Disturbed Soil (Exposed Stalk Only). The ground within 20 feet of the mulcher is difficult terrain. Mulcher Pit. If the mulcher burrows at least 20 feet straight toward a creature, it can dig a 10-foot diameter, 20-foot-deep pit beneath the creature. Each Large or smaller creature in the pit's area must succeed on a DC 15 Dexterity saving throw or fall into the mycelium-lined pit and land prone, taking 14 (4d6) piercing damage from the spiked mycelium in addition to any falling damage. The mulcher can make one Mycelium Spike attack against a prone creature in the pit as a bonus action. Stalk Regeneration (Exposed Stalk Only). The mulcher gains 15 hp at the start of its turn if it has at least 1 hp. Actions Multiattack. The mulcher makes two Mycelium Spike attacks. Mycelium Spike. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15) if the mulcher doesn't have two other creatures grappled. Excavate. While underground, the mulcher creates a 20-foot square cover on the ground over itself and lurks just below the surface. The cover is identical to the ground around it. When a creature enters the cover's space, the mulcher can make one Mycelium Spike attack against the creature as a reaction, destroying the cover. The target has disadvantage on the saving throw to avoid being grappled. Bonus Actions Expose Stalk. The mulcher exposes its central stalk above the ground until the end of its next turn or until it ends the effect as a bonus action. While the central stalk is exposed, the mulcher can't burrow. Rapid Burrow. The mulcher burrows up to 60 feet. Opportunity attacks against it are made with disadvantage when the mulcher burrows out of an enemy's reach in this way. Creatures grappled by it are freed before it burrows. Reactions Emergent Stalk. When the mulcher is reduced to below half its hp maximum or when a creature scores a critical hit against it, the mulcher immediately uses Expose Stalk.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Plant","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Fungi, Mush Marcher","description":"A hulking red and white mushroom stomps forward. As it patrols, the gills beneath its cap taste the air for any sign of movement. When a ritual is performed on a patch of moondrop agaricus on the night of a full moon, the fruiting bodies of these rare mushrooms begin a slow transformation. By the next full moon, between one and three of these mushrooms sprout to a great size, uprooting themselves with three thick legs and patrolling the nearby area, awaiting orders. Loyal Minions. Mush marchers are friendly and loyal to their grower, following their orders almost instinctively. If its grower is especially neglectful or cruel, a mush marcher abandons them, setting out to find a new purpose in life, becoming hostile to its grower only as a last resort. While obscure, the ritual to create mush marchers overlaps many disciplines, and druids, alchemists, and wizards might stumble across the ritual needed to create them. Thus, mush marchers can be found in druidic groves, wizard towers, priestly caverns, or hidden laboratories in cities and villages. Keen Hearing. The mush marcher has advantage on Wisdom (Perception) checks that rely on hearing. Partial Echolocation. The mush marcher's blindsight is reduced to 10 feet while deafened. Actions Multiattack. The mush marcher makes two Spore-Laced Claw attacks or one Mycelial Harpoon attack and one Spore-Laced Claw attack. Mycelial Harpoon. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 15/30 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the harpoon sticks in the target if it is a Medium or smaller creature. While the harpoon is stuck, the target takes 7 (2d6) piercing damage at the start of each of its turns, the mush marcher can't make Mycelial Harpoon attacks against other targets, and the target and mush marcher can't move further than 30 feet away from each other. A creature, including the target, can take its action to detach the harpoon by succeeding on a DC 13 Strength check. Alternatively, the mycelial thread connecting the mush marcher to the harpoon can be attacked and destroyed (AC 12; hp 10; vulnerability to thunder damage; immunity to bludgeoning, poison, and psychic damage), dislodging the harpoon into an unoccupied space within 5 feet of the target and preventing the mush marcher from using Recall Harpoon. Spore-Laced Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) poison damage. Slowing Spores (Recharge 5-6). The mush marcher releases spores from its cap. Each creature within 20 feet of the mush marcher must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned. On a success, a creature takes half the damage and isn't poisoned. While poisoned in this way, a creature's speed is halved. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Recall Harpoon. The mush marcher pulls on the mycelial threads connecting it to its harpoon, returning the harpoon to its empty hand. If the harpoon is stuck in a creature, that creature must succeed on a DC 13 Strength saving throw or be pulled up to 15 feet toward the mush marcher.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Neutral","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Fungi, Void","description":"A purple glow emanates from the translucent caps of a lavender fungus with pale strands dangling from it. The largest batch of the fungus moves, its dark mycelium reaching up beckoningly. Void fungus is a semi-sentient cluster of phosphorescent mushrooms that psychically assault living creatures. Once their prey is helpless, they feast on their vital fluids through a fibrous mycelium network. Mobile Fungus. Once a cluster of void fungus has been fed ample blood, one or more swollen mushrooms undergo a metamorphosis, breaking apart from the rest as a creature with enhanced power and mobility. These ambulatory Void fungi collect prey for the colony. Alien Origins. Originating from some long-forgotten corner of the Void, the Void fungus resembles a sinister, otherworldly version of the pixie's parasol mushroom. How their spores spread across the planes is a subject of esoteric debate. This eldritch fungus has been known to turn up in the nightmares of spellcasters, usually alongside even greater threats. False Appearance. While the Void fungus remains motionless, it is indistinguishable from a patch of glowing fungus. Illumination. The Void fungus sheds dim light in a 10-foot radius. Actions Multiattack. The Void fungus makes two Poisonous Mycelium or Psychic Blast attacks. If the Void fungus hits one creature with both Psychic Blast attacks, the target must succeed on a DC 13 Charisma saving throw or be charmed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Poisonous Mycelium. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. Psychic Blast. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) psychic damage. Consume Energy. The hair-like tendrils dangling from the Void fungus's cap briefly flash as it draws psychic energy from a creature it can see within 30 feet of it. The target must make a DC 13 Charisma saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. The fungus regains hp equal to the damage dealt.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Fungi, Wirbeln","description":"A strange, mushroom-shaped creature leaps and flies through the air, spraying spores below itself. Wirbeln are spiral-shaped bipedal fungi that appear in an array of colors. Each individual is a specific hue that indicates the type of spores it produces. Wirbeln fungi cause minor coloration changes as a form of communication, depending on mood, temperament, or personality. Symbiotic Nomads. The wirbeln fungi's origin is lost to history. Those familiar with the creatures know they are wanderers who roam until they find a suitable home, usually in deep and wild places. Home for the wirbeln fungi is best defined by the deep-rooted companionship they develop with other races, rather than a specific location. The wirbeln fungi form allegiances with numerous species, such as elves, gnomes, treants, and others. Fierce Protectors. The main strength of wirbeln fungi is their ability to turn back adversaries threatening their gatherings. The extreme loyalty of the wirbeln reveals itself through a determination to defend its chosen community, even if such defense is detrimental to the individual wirbeln. Cunning Controllers. Wirbeln fungi employ diversionary tactics, using their numbers and the natural terrain to their advantage to shirk capture and harass enemies. The wirbeln fungi continually fly out of reach, landing on high ledges or branches. They attack by shooting poisonous darts and dropping on enemies from above. They utilize body- and mind-altering spores with overwhelming effects.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Fungiant","description":"The fungiant is connected to all that grows and decays within the forest. Just as a treant is a protector-advocate of its home, so too is a fungiant. But a fungiant is more than a sentient mushroom guardian: it is a manifestation of the mycelial labyrinth that exists throughout its forest home. A fungiant is the lifeforce of the forest given form. Rhizome Labyrinth. When rooted, the fungiant enters a near-sleep-like state and imparts experiences, ideas, and wisdom throughout the forest’s mycelial network; in return, a sliver of sentience is imparted to every other living plant. Thus the Great Gardener can discover all it needs to about the forest as a whole at the same time as providing care and sustenance to all its charges. Even if broken, the labyrinth pathways regrow, for the mushrooms and fungi aren’t many individuals but one multiplicity; there is no grand, single organization, but a vast, timeless map of the forest’s history.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"plant","Alignment":"neutral","Expansion":5818,"Challenge Rating":12},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Funglet Gardner","description":"These rank-and-file funglet warriors are equipped to deal with unwanted interlopers at the same time as tend to the fields. Their greatclubs are not only weapons, but tools used to tamp down the ground around disturbed fungi, while their slings function also as bags for transporting particular mushrooms set for replanting. Funglet gardeners think nothing of living out their whole existence in a relatively small area. Gardeners resemble closely the mushrooms they grow, as they impart some of their essence during the tending process. As a result, individual funglets find they feel most comfortable in the fields they tend, going so far as to plant a number of their fungi into their outer surface a reminder of home.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (funglet)","Alignment":"neutral","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Funglet Garland","description":"To an untrained eye, garlands don’t look all that different from gardeners or grangers, but a closer understanding of funglet culture reveals a different picture. The decoration worn by a garland is, to another funglet, a clear and true description of all it has achieved, as well as the rewards it has received from its peers for its actions. These adornments are no mere baubles, however; they are in part what enhances the garland and give it its powers. A garland’s cap or helmet allow it to amplify the guiding words that come from its leadership skills so that they are heard by all those in range. Clusters of rubbery mushrooms across its shoulders grow rapidly on command to form its shieldwall.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (funglet)","Alignment":"neutral","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Funglet Gleaner","description":"Gleaners are spellcasters that draw their magical energy direct from the fungi around them, converting infinitesimally small amounts of natural life force from every single plant they are in part responsible for and converting it into the force required to employ druidic spells. Gleaners and garlands work closely together when their community comes under attack, particularly if they need to allow gardeners and grangers to retreat. A garland protected by its shield wall is a force to be reckoned with when a nearby gleaner enhances the shield with spike growth.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (funglet)","Alignment":"neutral","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Funglet Granger","description":"Grangers, as can be surmised from their name, are the rangers of the funglet world. They roam far and wide as the eyes and ears of the garlands and gleaners (and even, it is said, some fungiants) assessing the health and vitality of their fungi forests and reporting back to the leaders of the colony. Grangers are often the first contact outsiders have with funglets. While, like all funglets, they tend mirror the social queues of outsiders, grangers are more cautious, observing a group for hours or even days before approaching them. Poison Specialist. When a funglet settlement is under prolonged assault by a specific foe, grangers develop potent poisons to target that enemy and no other. The change from standard funglet poison to something more targeted takes a full week, but once in place, the change lasts until the last foe is defeated, at which time the poison type reverts to the generic funglet variant.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (funglet)","Alignment":"neutral","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Fungodillo","description":"Fungodillo Likes: bouncing around, burrowing in loose soil, vigorous patting Dislikes: being mistaken for food, animal traps, fungicides Approachable and easygoing, fungodillos represent an unusual mix between an armadillo and a mushroom cluster. Their unique physiology allows fungodillos to curl into a bouncy ball to protect themselves against incoming attacks and roll away from danger. Fungodillos like to form groups with their siblings and travel together to avoid predators. When a fungodillo is alone in the world, it will often seek out the company of other benign creatures or friendly humanoids that will not treat it like food. Parental Memories. When a fungodillo dies and is buried in fertile soil, its body produces several fungodillo children that retain all the memories of the fungodillo that died. That way, fungodillos carry the memories of their parents without ever meeting them. Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a fungodillo for their familiar. Awakened Fungodillos. Fungodillos are eligible targets for the awaken spell. Awakened fungodillos often enjoy ball games both as players and as the ball itself. Some awakened fungodillos might seek to become biographers and chronicle the experiences of their ancestors.","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant (fungofauna)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":"1/8"},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Fungoid.","description":"Fungoids are semi-intelligent genderless mushroom creatures with humanoid-like anatomy, organizing their savage colonies into tribal units without leaders or any form of hierarchy. They feed on their own kind, which they cultivate on the flesh of their victims. The weakest and most deformed specimens are consumed first, allowing the tribe to survive even in the harshest conditions. Besides growing their own species, they also cultivate various types of mushrooms with a wide variety of magical effects.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"lawful evil","Expansion":17604,"Challenge Rating":1},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Fungus Leshy","description":"Where fungiants and funglets work to maintain vibrant, lush forests full of healthy mushrooms, fungus leshys work at the other end of the plant spectrum, although their role is no less important. They are the keepers of caverns full of rotting compost pits and dead matter, encouraging the growth of strange subterranean flora that sprout and die quickly, but are vital fertilizers for the rest of the Underworld. Much like other flora, fungus leshys take on the appearance of their charges, and so take on bizarre and alien forms that often arouse suspicion at best, and fear or loathing at worst. Though they are inarguably plants, their bizarre, asymmetrical bodies appear ooze-like with their ability to change shape and vary their form. Much like other fungifolk, leshys tend to adopt the color, shape, form, and abilities of the plants and mushrooms they are tending. Their spores tend to change the appearance of victims to that of someone with a virulent wasting disease or even undead traits. Similarly, the aroma left behind on a creature after an encounter with leshys is one akin to them rotting from the inside out, because while the skin may be healed, it has often done so over deep-set spores that take weeks to dissipate. The alien nature of leshys is enhanced by their method of reproduction, which involves pooling deceased leshys together to form new individuals from the decaying matter. Newborn leshys are entirely new; that is, they don’t retain any memories of the individuals who comprised their decay-birth pool, and any physical resemblance is mere coincidence. Periodically the corpses of other creatures are added to the pool to bolster growth, and for a time leshys born from that pool may display physiological or personality traits that could be associated with the seed-creature, such as wings, horns, hooves, or a predatory outlook. Fungus leshys thrive in the deep caverns of the Underworld, but are equally prevalent on the old-growth forests and fungi glens of the surface. Warmth, not light, is the driving force for leshy metabolism.","properties":{"Category":"Monsters","Size":"Small","Type":"plant (shapechanger)","Alignment":"neutral","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Fungus Queen","description":"When a tribe of fungus leshys decaying-birthing pool grows to a certain size, a single leshy arises from the mass of rotting vegetation. This creature has the combined knowledge and understanding of all the individuals whose mass contributed to the pool, along with a charismatic presence and a will to lead. More than overseeing a tribe, however, this new queen yearns for all she can see to become embroiled in her decay. A fungus queen’s desires are unquenchable and entirely selfish. A nation of united leshy serves only to see the queen’s gaze set upon a new horizon of conquest. More than any usual fungus leshy that might be encountered, these monarchs want everything for themselves, and are willing to sacrifice just about anything for even the smallest eventual gain. They command troops to fulfill their every whim, knowing that individual leshys are but mere organics to be recycled. The same greed that drives a queen also compels them to protect their leshys from useless destruction by an outside force. Even those who simply take advantage of a leshy have stolen from the queen, and may soon find themselves added to the compost heap.","properties":{"Category":"Monsters","Size":"Large","Type":"plant (shapechanger)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":16},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Fury","description":"This creature appears in the Death's Agents adventure! Actions Multiattack. The fury makes two attacks: one with its claws and one with its club. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d4 + 1) slashing damage. Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) bludgeoning damage. Discordant Song. The fury can choose a specific target, or cause every humanoid and giant within 300 feet of the fury that can hear the song to make a DC 11 Wisdom saving throw. If they fail, they become frightened until the song ends, taking 2d4 psychic damage. On a success, they take half damage. The fury must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the fury is incapacitated. While frightened, a target ignores the songs of other furies. It cannot move closer to the fury and all attacks are at disadvantage. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the fury, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to the fury's song for the next 24 hours","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"lawful neutral","Expansion":20627,"Challenge Rating":1},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Fury of Kostchtchie","description":"Frost giants who struggle to rise in their ordning, along with those who reject Annam and his children, sometimes turn to the worship of the demon lord Kostchtchie. In the myths of these giants, Kostchtchie was once a frost giant of such tremendous might that he slew a demon lord in single combat, claimed its Abyssal realm for himself, and now waits for other frost giants to join him in conquering the rest of the Abyss. When Kostchtchie answers the pleas of giants, he gives them supernatural strength and ferocious bloodlust. The giants’ muscles expand, their arms extend past their knees, and bitter cold surrounds them. The demon lord’s gifts come at a cost, though, as the giants’ souls slowly burn away to fuel these newfound powers. Over time, the sensation of burning in the chest intensifies, driving these giants into a frenzy. The newly transformed Fiends quickly find that only combat can numb the burning. Traits Chilling Aura. A creature that starts its turn within 10 feet of the fury must succeed on a DC 20 Constitution saving throw or take 11 (2d10) cold damage. Magic Resistance. The fury has advantage on saving throws against spells and other magical effects. Actions Multiattack. The fury makes two Fist or Rock attacks. Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 10 (3d6) cold damage, or 17 (5d6) cold damage if the target took damage from the fury's Chilling Aura since the end of the fury's last turn. Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Bonus Actions Charge. The fury can move up to its speed toward an enemy it can see.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":24749,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Fuzzy Bat","description":"Fuzzy Bat Likes: hanging upside down, snuggling, fresh fruit Dislikes : being deafened, sunlight, getting stuck in spider webs Fluffy and surprisingly docile, fuzzy bats represent a unique bat species that underwent the same process that transformed sun elves into dark elves during their descent into the Sunken World. The magic that changed the fugitive elves that sought refuge underground affected the creatures around them, granting them new powers. These fuzzy flying critters possess exceptional echolocation and can navigate lightless caverns with almost unparalleled efficiency. However, this transformation left them sensitive to sunlight, much like the dark elves they followed. Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a fuzzy bat for their familiar. Awakened Fuzzy Bats. Fuzzy bats are eligible targets for the awaken spell. Awakened fuzzy bats usually strive to live in harmony with the other creatures of the Sunken World. Some of them might study magic or art alongside dark elves, and a few might seek to become spies for shady organizations.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":0},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Fyrkat","description":"Fyrkat Fyrkat, a red dragonborn, is proud of her role among the völv and is among the strongest of the seerguard. Though she longed to become a völv herself in her youth, she never quite had the gift of seeing the future that she needed. Still, she is satisfied with her place. Roleplaying Fyrkat Experienced. Though Fyrkat is not a völv, she has stood guard so many times, overseeing diplomatic meetings between the völv and raid leaders that she has learned much. She knows most details about every other clan and is always willing to share those details if she feels it helps keeps the raiders united. Dual Loyalties. Many like herself return to their home communities, strengthening the binds between individual clans and the völv. Fyrkat has instead remained as a guard to the völv, though prior to recent events she had been intending to return to her homeland when her sixteen years of service come to an end, soon. Sensible. Though just as much a warrior as any other raider, the völv training helps Fyrkat keep reign of her emotions. She seldom succumbs to outbursts or fits of violence and looks down up those who are controlled by their emotions.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dragonborn)","Alignment":"Neutral Good","Expansion":25792,"Challenge Rating":5},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Gadajdu","description":"Gadajdu Gadajdu are predatory humanoids that hunt in the dark network of tunnels which connect the daylit underworlds. It waits, and like a spider, pounces on any animal or human victim that passes by. They speak their own strange chittering language and creep along walls, floors, ceilings, and small crevices with equal alacrity, able to move through seemingly impossibly small spaces without breaking stride. Some call them spiderfolk, but they have no particular affinity for arachnids, simply emulating their hunting tactics. Gadajdus do not like bright sunlight and are entirely nocturnal, fleeing with the first rays of dawn. Torchlight may give them pause but not for long, as hunger can drive them to leave the shadows and strike, hoping to disable their prey and drag it off into the darkness to feast upon at their leisure.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":1},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Gaetana","description":"Level 0 Mercenary Weapon Longsword. Melee Weapon Attack: + 3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage Equipment Leather armor, buckler shield, letter from a loved one","properties":{"Category":"Monsters","Size":"medium","Type":"Mercenary","Expansion":21056},"publisher":"MCDM Productions","book":"Arcadia Issue No. 9"},{"name":"Gaetane","description":"Gaetane is an agent of the nation of Pitax—a wererat ranger who prefers to spend most of his time in hybrid form. He also works as a specialized bounty hunter; you can adjust his favored enemy list to more closely match a party’s makeup if you want to use these stats as a hunter hired specifically to track the PCs down. Traits Archery. Gaetane gains a +2 bonus to attack rolls he makes with ranged weapons (bonus included below). Keen Smell. Gaetane has advantage on Wisdom (Perception) checks that rely on smell. Shapechanger. Gaetane can use his action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into his true form, which is humanoid. His statistics, other than his AC, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. Gaetane reverts to its true form if he dies. Spellcasting. Gaetane is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Gaetane has the following ranger spells known: 1st level (4 slots): cure wounds, jump, longstrider 2nd level (3 slots): animal messenger, lesser restoration 3rd level (3 slots): protection from energy Actions Multiattack (Humanoid or Hybrid Form Only). Gaetane makes two melee attacks with his bite, or three ranged attacks with his longbow. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with wererat lycanthropy. Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much poison damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Gaj","description":"Disgorged from the Far Realm, gaj are hideous hunters that prey on other life forms. They crawl on six insectile legs and attack with their mandibles. They ambush prey by burying themselves under sand or silt and lying in wait, lurking in dark caves, or perching on natural stone ledges, where they blend in with their surroundings. Gaj have no language, but they have the magical ability to understand the speech of other creatures. A gaj’s head is a spongy globe about 2 feet in diameter, with three feathery antennae protruding from the top. Spaced around the head are six compound eyes, and six finger-like appendages hang over its mouth. A gaj can try to read the thoughts of another creature by wrapping its antennae around the creature’s head. Regardless of whether the attempt succeeds, this mental probe is painful and takes a toll on the victim’s well-being. Actions Multiattack. The gaj makes one Mandibles attack and uses Mind-Probing Antennae or Paralyze (if available). Mandibles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target is grappled (escape DC 11). Until the grapple ends, the target takes 10 (2d6 + 3) slashing damage at the start of each of the gaj’s turns. While it is grappling a creature, the gaj can’t use its mandibles to attack other creatures. Mind-Probing Antennae. The gaj targets one creature grappled by it. The target must make a DC 12 Wisdom saving throw. On a failed save, the target takes 16 (3d10) psychic damage, and the gaj magically pulls one piece of information from the target’s mind that the gaj wants to know. On a successful save, the target takes half as much damage, and the gaj learns nothing. Paralyze (Recharge 6). The gaj magically targets one creature it can see within 60 feet of itself. The target must succeed on a DC 12 Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"typically neutral evil","Expansion":16643,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Gal Gullion","description":"The House Countertactician Whereas the youngest child of the family often receives the most attention and care from its members, in drow households the treatment is much different; they are invariably left to their own devices, or completely ignored, and any concern about the youngster comes from house clergy and servants. From a very early age Gal learned the importance of independence and sound judgment. But while his elder siblings might enjoy more prestige, he is still a noble and belongs to the most powerful house in all of Holoth; he continued to have the finest trainers, tutors and sparring opponents to be found anywhere in the Underworld, but that was as much to maintain Maelora’s face and standing as anything. The boy knew this, but endured it uncomplaining. He was too far down the hierarchy of the matron’s offspring to expect much different at this stage. He would need to prove himself later in life. As a result, Gal’s childhood taught him to be critically self-reliant and disciplined; he soon realized he had “an eye for things” and could, given time, make accurate judgments with regard to the actions of others. He asked for little and treasured what he was given, conserving his resources to achieve his goals with maximum efficiency. Naturally for a noble drow, two of these goals are to ensure his continued existence and rise to prominence in Holoth; to this end, he’s become an extremely well-read military historian and tactician easily the equal of any drow found in the war college. Moreover, his innate ability to make reliable assessments has led him to be prepared for any and all possible contingencies, however unlikely or convoluted. Even his mother becomes exasperated occasionally by his attention to detail, but knows his opinion is invariably beyond question on such matters once he has turned his mind toward an enemy. In his role as house Countertactician, he advises Maelora on the actions and motives of the other noble houses. Increasingly of late Maelora has left such machinations to him alone, a sure sign that she is pulling away from mortal concerns. This has put him at odds with Mathorn, who as Gatherer of Secrets is his primary source for information. Mathorn respects his abilities, but resents his position of power that allows him to make requests of her in Maelora’s name. In turn, Gal has begun collecting his own cadre of informants, acting through his lieutenant and advisor, Mal Yrr Ness . Born of a lesser noble house, Mal Yrr operates in service to House Gullion openly, but she is just one of many of the lesser houses who have attached themselves to the First House, and thus is able to operate freely. Gal is, as any drow should be, extremely paranoid and has plans in place for even the most heretical event. He has grave doubts about the behavior of the vidre, as their intentions seem entirely predictable to him. If and when his mother Maelora ever proves herself to be totally insane, he is positive that the piece of the Vidrefacte crystal hidden in his room will prove pivotal to her downfall. In addition, while Gal enjoys being able to deal with any situation that arises by himself and appreciates the admiration others give his ability, however grudgingly, he knows the value of a good ally and always keeps his lieutenant nearby, even encouraging rumors that the two are paramours to hide the obsessive preparations the pair consider.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"lawful evil","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Galazeth Prismari","description":"The dragon Galazeth Prismari embodies the flow of magic from inspiration into artistic expression, whether through physical form or another sensory medium. His magic draws on primal energy—such as flame, lightning, and the tides—and weaves them into spectacles both beautiful and deadly. Galazeth founded Prismari College to ensure that the study of magic wouldn’t ever be relegated to pure practicality. His teachings emphasize that magic’s beauty must contribute to unfolding culture and personal emotional growth. Galazeth views dynamic expression and precise perfection as necessarily competing forces, both within individuals and the world at large. Traits Legendary Resistance (3/Day). If Galazeth fails a saving throw, he can choose to succeed instead. Actions Multiattack. Galazeth makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 13 (1d10 + 8) piercing damage plus 5 (1d10) lightning damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 11 (1d6 + 8) slashing damage. If the target is a Large or smaller creature, it is knocked prone. Dancing Elements Breath (Recharge 5–6). Galazeth exhales a blast of flames and ice in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, gaining no benefit from cover (other than total cover) and taking 38 (7d10) fire damage and 38 (7d10) cold damage on a failed save, or half as much damage on a successful one. Spellcasting. Galazeth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): 1/day each: control water , gust of wind , wall of stone Legendary Actions Galazeth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Galazeth regains spent legendary actions at the start of his turn. Claw. Galazeth makes one Claw attack. Lightning Flash (Costs 2 Actions). Galazeth moves up to half his flying speed without provoking opportunity attacks. When he passes within 15 feet of a creature during this move, that creature must succeed on a DC 22 Dexterity saving throw or take 11 (2d10) lightning damage. A creature can take this damage no more than once during the move. Flowing Creation (Costs 3 Actions). Galazeth magically summons 1d4 art elemental mascots in unoccupied spaces he can see within 60 feet of himself. The art elementals obey his commands and take their turns immediately after his. Any creature, other than an art elemental, takes 5 (1d10) cold, fire, or lightning damage (Galazeth’s choice) if it ends its turn within 5 feet of one or more of these elementals. When one of these elementals drops to 0 hit points, Galazeth can fly up to 20 feet without provoking opportunity attacks. These elementals disappear after 10 minutes, when Galazeth dies, or when he uses this action again.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon (Sorcerer)","Alignment":"Chaotic Neutral","Expansion":12501,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Gale Guard","description":"Gale guards are warrior espers capable of harnessing elemental powers into their attacks and defenses. They serve as guardians of expeditionary forces or as protectors of high-level officials, wealthy civilians, and well-known media or corporate personalities.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Galeb Duhr","description":"The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered in rocky terrain. Powerful magic allows a spellcaster to summon a galeb duhr from the Plane of Earth. Some galeb duhr also form naturally in places touched by that plane. The galeb duhr is imbued with greater intelligence than most elementals, allowing it to better assess threats and to communicate with creatures entering its guarded area. Stone Guardian. A galeb duhr doesn’t age or require sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or a wizard’s tower. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time. A galeb duhr is permanently bound to the Material Plane, so that when it dies, it doesn’t return to the Plane of Earth. It has an excellent memory and is more than happy to share information regarding its environment with creatures it doesn’t regard as threats. Stone Connection. A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to frighten away interlopers and defend whatever it has been charged to protect. When it needs to move close to those intruders, it presses its limbs tight to its body and rolls forward at a furious pace. Traits False Appearance : While the galeb duhr remains motionless, it is indistinguishable from a normal boulder. Rolling Charge : If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Actions Slam : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage. Animate Boulders (1/Day) : The galeb duhr magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can’t be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell).","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Source":"MM1","Alignment":"neutral","Expansion":2,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Galidroo","description":"This horrid creature is larger than an ox, and its hairless, wrinkled skin is covered in foul warts and pustules. The creature has two rat-like heads and a heavy tentacular tail that lashes the air malevolently. Wasteland Monstrosity. The galidroo dwells primarily in desolate badlands, ravaged ruins, and areas where magic has corrupted the landscape and the creatures within it. Though powerful monsters in their own right, they are rarely at the top of the food chain and have to watch out for other monsters like purple worms and wasteland dragons . Prophetic Beasts. The galidroo’s two heads can see into the past, present, and future simultaneously, giving them a distorted, almost fatalistic view on life. Since the galidroo cannot see its own past or future, it is filled with endless frustration, and it zealously unleashes its rage upon anyone unfortunate enough to cross its path. Powerful liches frequently enslave galidroos, forcing the creatures to use their prophetic talents to serve the liches’ plans. Because of the poor treatment they usually receive, galidroos are quick to turn on their “masters.”","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Gallows Speaker","description":"Gallows speakers arise from places of mass death or sites where creatures regularly meet their doom. Over time, pain-wracked phantoms and lingering souls combine into an entity that knows death in myriad forms. Such amalgamated spirits are tormented by their collective pain, endlessly moaning disjointed final thoughts as they lash out at the living. Having known untold deaths, gallows speakers can predict suffering, foreseeing dooms leveled against them and overwhelming their foes with visions of innumerable violent deaths. Gallows speakers rarely speak coherently or communicate with the living, instead being entirely obsessed with their memories of death. These undead endlessly mutter to themselves, giving voice to final curses, regrets, pleas, and apologies. Those who linger and listen to a gallows speaker might gain insight into any of its many deaths. Traits Divination Senses. The gallows speaker can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa. Incorporeal Movement. The gallows speaker can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends it turn inside an object. Unusual Nature. The gallows speaker doesn’t require air, food, drink, or sleep. Actions Foretelling Touch. Melee Spell Attack : +7 to hit, reach 5 ft., one creature. Hit : 15 (2d10 + 4) psychic damage, and the target must roll a d4 and subtract the number rolled from the next attack roll or saving throw it makes before the start of the gallows speaker’s next turn. Suffering Echoes. The gallows speaker targets a creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 19 (3d12) psychic damage, and waves of painful memories leap from the target to up to three other creatures of the gallows speaker’s choice that are within 30 feet of the target, each of which takes 13 (3d8) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":10535,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Gallus Druid","description":"The gallus of Humblewood have an especially deep connection with nature. Hanera teaches them to see the world from the forest floor, instead of the canopy. This is a message many gallus have taken to heart. Out of this reverence for nature, some gallus dedicate themselves to the study and preservation of the Wood, becoming wardens of the forest, or acting as guides. A select few with a unique connection to flora and fauna develop incredible powers and abilities. These druids can sprout trees and mend injured animals with a touch. They are revered among birdfolk and humblefolk alike as spiritual leaders and wise advisors.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gallus)","Alignment":"any neutral","Expansion":5991,"Challenge Rating":4},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Gallus Monk","description":"Gallus who are not content to settle into everyday life in small communities venture out to secluded monasteries and learn the way of the monk. There, a disciplined routine of physical rigours and spiritual contemplation is overseen by wizened masters. After years of training, initiates are deemed ready to journey the land and put their learning to the test. The majority return to the monastery after having had a revelation during their travels. Other continue to wander, sometimes with a few trusted companions, forever finding new meaning.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gallus)","Alignment":"any","Expansion":5991,"Challenge Rating":5},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Gallus Necromancer","description":"Gallus aren’t typically drawn down the path of necromancy, but a few mavericks with arcane talent and the inclination to study the darker side of magic have found success in The Avium. More commonly, such necromancers study the art theoretically, learning how it disrupts the balance of life and death so that their students can be taught how to effectively counter such vile spells.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gallus)","Alignment":"any non-lawful","Expansion":5991,"Challenge Rating":6},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Galsariad Ardyth (Tier 1)","description":"Beautiful, ethereal, deathly, shadowy—all accurately describe Galsariad Ardyth, a drow in his two-hundredth year of life. He’s recently taken up the study of arcane magic, and he’s pursuing the life of an adventurer in hopes of improving his reputation within the Kryn Dynasty. Loquacious, snarky, and sarcastic to a fault, he’s ready with a barb for any occasion—usually to mask his own insecurities. A city-dweller from the Kryn capital of Rosohna, Galsariad is blessed with sharp aesthetic sensibilities and an interest in ancient lore, especially history concerning the Age of Arcanum, Exandria’s long-lost magical golden age. He’s also the newest member of the rival party, and both Ayo and Irvan are impressed by his ethereal elegance—and have a bit of a crush on him, even if he does talk too much. Galsariad appreciates people who share his interests and are willing to spend time studying with him, though he also likes it when people treat him with respect even if they don’t care about magic. He dislikes people who keep secrets from him, and hates when people judge him for being a novice at magic even though he’s centuries old. Rivals’ Goals Match wits with an archmage; discover a magical secret no one else knows; be respected by someone he respects Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 1 Rivals The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own. Traits Fey Ancestry. Galsariad has advantage on saving throws against being charmed, and magic can’t put him to sleep. Spellcasting. Galsariad casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13): At will: mage armor , mage hand 1/day: longstrider Actions Drain Potential. Melee or Ranged Spell Attack : +5 to hit, reach 5 ft. or range 30 ft., one creature. Hit : 16 (3d10) necrotic damage, and Galsariad gains 5 temporary hit points. Gravity Wave (Recharge 5–6). Galsariad causes a rippling wave of magical gravity to fill a 10-foot-radius sphere centered on a point he can see within 120 feet of himself. Each creature in that area must make a DC 13 Strength saving throw. On a failed saving throw, the creature takes 17 (5d6) force damage and is pulled up to 10 feet toward the sphere’s center. On a successful save, the creature takes half as much damage and isn’t pulled. Bonus Actions Distort Gravity (1/Day). Galsariad targets himself or one willing creature that he can see within 60 feet of himself, magically distorting gravity around the target. Any creature within 5 feet of the target takes 3 (1d6) force damage. In addition, the target can use a reaction to float upward, up to 20 feet, without provoking opportunity attacks. When this effect ends at the start of Galsariad’s next turn, the target floats gently down up to 20 feet.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Drow, Elf, Wizard)","Alignment":"Neutral","Expansion":13016,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Galsariad Ardyth (Tier 2)","description":"Beautiful, ethereal, deathly, shadowy—all accurately describe Galsariad Ardyth, a drow in his two-hundredth year of life. He’s recently taken up the study of arcane magic, and he’s pursuing the life of an adventurer in hopes of improving his reputation within the Kryn Dynasty. Loquacious, snarky, and sarcastic to a fault, he’s ready with a barb for any occasion—usually to mask his own insecurities. A city-dweller from the Kryn capital of Rosohna, Galsariad is blessed with sharp aesthetic sensibilities and an interest in ancient lore, especially history concerning the Age of Arcanum, Exandria’s long-lost magical golden age. He’s also the newest member of the rival party, and both Ayo and Irvan are impressed by his ethereal elegance—and have a bit of a crush on him, even if he does talk too much. Galsariad appreciates people who share his interests and are willing to spend time studying with him, though he also likes it when people treat him with respect even if they don’t care about magic. He dislikes people who keep secrets from him, and hates when people judge him for being a novice at magic even though he’s centuries old. Rivals’ Goals Match wits with an archmage; discover a magical secret no one else knows; be respected by someone he respects Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 2 Rivals The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high. Traits Fey Ancestry. Galsariad has advantage on saving throws against being charmed, and magic can’t put him to sleep. Spellcasting. Galsariad casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At will: mage armor , mage hand 1/day each: longstrider , scrying (as an action), slow Actions Drain Potential. Melee or Ranged Spell Attack : +7 to hit, reach 5 ft. or range 60 ft., one creature. Hit : 22 (4d10) necrotic damage, and Galsariad gains 5 temporary hit points. Gravity Wave (Recharge 5–6). Galsariad causes a rippling wave of magical gravity to fill a 20-foot-radius sphere centered on a point he can see within 100 feet of himself. Each creature in that area must make a DC 15 Strength saving throw. On a failed saving throw, the creature takes 35 (10d6) force damage, is pulled up to 20 feet toward the sphere’s center, and is knocked prone. On a successful save, the creature takes half as much damage and isn’t pulled or knocked prone. Bonus Actions Distort Gravity (1/Day). Galsariad targets himself or one willing creature that he can see within 60 feet of himself, magically distorting gravity around the target. Any creature within 5 feet of the target takes 7 (2d6) force damage. In addition, the target can use a reaction to float upward, up to 20 feet, without provoking opportunity attacks. When this effect ends at the start of Galsariad’s next turn, the target floats gently down up to 20 feet.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Drow, Elf, Wizard)","Alignment":"Neutral","Expansion":13016,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Galsariad Ardyth (Tier 3)","description":"Beautiful, ethereal, deathly, shadowy—all accurately describe Galsariad Ardyth, a drow in his two-hundredth year of life. He’s recently taken up the study of arcane magic, and he’s pursuing the life of an adventurer in hopes of improving his reputation within the Kryn Dynasty. Loquacious, snarky, and sarcastic to a fault, he’s ready with a barb for any occasion—usually to mask his own insecurities. A city-dweller from the Kryn capital of Rosohna, Galsariad is blessed with sharp aesthetic sensibilities and an interest in ancient lore, especially history concerning the Age of Arcanum, Exandria’s long-lost magical golden age. He’s also the newest member of the rival party, and both Ayo and Irvan are impressed by his ethereal elegance—and have a bit of a crush on him, even if he does talk too much. Galsariad appreciates people who share his interests and are willing to spend time studying with him, though he also likes it when people treat him with respect even if they don’t care about magic. He dislikes people who keep secrets from him, and hates when people judge him for being a novice at magic even though he’s centuries old. Rivals’ Goals Match wits with an archmage; discover a magical secret no one else knows; be respected by someone he respects Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 3 Rivals Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see “Ruidium” in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain. If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals 1d4 levels of exhaustion each. In this case, you’ll need to keep track of each rival’s exhaustion level and the condition’s corresponding effects (see “Exhaustion” in the Player’s Handbook ). Useful Magic. To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure. Traits Deflection. Galsariad warps gravity around himself to magically deflect incoming attacks. While Galsariad is wearing no armor and not incapacitated, his AC includes his Intelligence modifier. Fey Ancestry. Galsariad has advantage on saving throws against being charmed, and magic can’t put him to sleep. Special Equipment. Galsariad wears a ring of swimming and carries a ruidium dagger (see appendix B ). If he rolls a 1 on an attack roll made with the dagger, he must succeed on a DC 20 Charisma saving throw or gain 1 level of exhaustion. Spellcasting. Galsariad casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16): At will: mage hand 1/day each: longstrider , scrying (as an action), slow , telekinesis , water breathing Actions Multiattack. Galsariad makes one Drain Potential attack and one Ruidium Dagger attack. Drain Potential. Melee or Ranged Spell Attack : +8 to hit, reach 5 ft. or range 120 ft., one creature. Hit : 22 (4d10) necrotic damage, and Galsariad gains 10 temporary hit points. Ruidium Dagger. Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage plus 7 (2d6) psychic damage. Gravity Rend (Recharge 5–6). Galsariad causes a rippling wave of magical gravity to fill a 30-foot-radius sphere centered on a point he can see within 100 feet of himself. Each creature of Galsariad’s choice in that area must make a DC 16 Strength saving throw. On a failed saving throw, the creature takes 42 (12d6) force damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and isn’t restrained. A restrained creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. Reactions Distort Gravity (1/Day). Galsariad targets himself or one willing creature that he can see within 60 feet of himself, magically distorting gravity around the target. Any creature within 5 feet of the target takes 14 (4d6) force damage. In addition, the target can use a reaction to float upward, up to 20 feet, without provoking opportunity attacks. When this effect ends at the start of Galsariad’s next turn, the target floats gently down up to 20 feet.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Drow, Elf, Wizard)","Alignment":"Neutral","Expansion":13016,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Galvan Magen","description":"Magen are magical, humanlike beings created by a wizard spell (see the Create Magen spell) or by other arcane methods. Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates. Magical Servants. Magen make ideal servants. At creation, each is instilled with an instinct to protect itself and its creator, and it follows its creator’s instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders. Galvan Magen Galvan magen can fly. They also store static electricity, which they discharge as lightning bolts. Traits Fiery End. If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying. Magic Resistance. The magen has advantage on saving throws against spells and other magical effects. Unusual Nature. The magen doesn’t require air, food, drink, or sleep. Actions Multiattack. The magen makes two Shocking Touch attacks. Shocking Touch. Melee Spell Attack : +6 to hit, reach 5 ft., one target. Hit: (1d6+4) lightning damage. The magen has advantage on the attack roll if the target is wearing armor made of metal. Static Discharge (Recharge 5-6). The magen discharges a lightning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (with disadvantage if the creature is wearing armor made of metal), taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":6331,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Galvan Magen","description":"Galvan magen can fly. They also store static electricity, which they discharge as lightning bolts. Magen Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods. Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates. Magical Servants. Magen make ideal servants. At creation, each is instilled with an instinct to protect itself and its creator, and it follows its creator’s instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders. Traits Fiery End. If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying. Magic Resistance. The magen has advantage on saving throws against spells and other magical effects. Unusual Nature. The magen doesn’t require air, food, drink, or sleep. Actions Multiattack. The magen makes two Shocking Touch attacks. Shocking Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target (the magen has advantage on the attack roll if the target is wearing armor made of metal). Hit: 7 (1d6 + 4) lightning damage. Static Discharge (Recharge 5–6). The magen discharges a lightning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (with disadvantage if the creature is wearing armor made of metal), taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27909,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Galvanic Blastseeker","description":"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do. Mizzix of the Izmagnus Mizzix is a goblin galvanic blastseeker who began her Izzet career as a lowly attendant. But she quickly earned her a place at her own magical forge with a squadron of attendants. Through a combination of natural talent, calculated political moves, and fortunate accidents, Mizzix has now risen to the highest position in the Izzet League’s court, occupying a seat of the Izmagnus. Traits Galvanic Overcast (Recharge 5–6). When the blastseeker casts lightning bolt or thunderwave, it can roll a die. On an odd number, the blastseeker takes 9 (2d8) force damage. On an even number, the spell also deals 9 (2d8) lightning damage to each target that fails its saving throw. Heart of the Storm. When the blastseeker casts lightning bolt or thunderwave, all other creatures within 10 feet of the blastseeker each take 3 lightning damage. Innate Spellcasting. The blastseeker’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn’t function for others: 3/day each: levitate, lightning bolt, thunderwave 1/day: stoneskin Gust-Propelled Leap. The blastseeker can use a bonus action to fly up to 10 feet without provoking opportunity attacks. Actions Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Galvanice Weird","description":"Galvanice weirds seem to be the epitome of weird technology. Indeed, they serve willingly, with cheerful stupidity, as guardians and laborers in Izzet workshops. They combine a rigid body of elemental ice with a core of lightning that animates them. If a galvanice weird is destroyed, the ice shatters and lightning crackles outward in a dangerous explosion. Still, most Izzet researchers find that their usefulness outweighs this risk. Traits Death Burst. When the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or lose the ability to use reactions until the start of the weird’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Galvanized Prowler","description":"A chimeric creation of beasts and bones, galvanized prowlers were once the epitome of Scion technology, a defensive bastion against the Scourge’s onslaught. Corrupted by the eldritch components from which they were crafted, they slaughtered their masters and joined the ranks of those they once hunted. Storm Hunter. Leaping between rooftops, galvaznied prowlers are as avid storm chasers as they are predators; they revel in the refreshing tickle of a lightning strike on their skin and use a tempest’s rolling thunder as cover to mask the sound of their pursuit. The howl of a prowler is distinctive, an ear-scrambling cacophony of taut wire scraping over rusted bones. To hear such a noise is a clear warning to remain indoors, with doors barred and windows shuttered, lest it is death you seek. Origin. In their efforts to build an arsenal of creatures with which to defend Luyarnha, the Scions explored the magic of chimerification. With threads of tin, these scientists stitched components harvested from eldritch corpses to the bodies of criminals and, with a burst of lightning, fused the rotting mass into a weak-willed and easily manipulable creature. But their weak will and eldritch blood made them susceptible to the influence of the Great Ones, who soon found new foot soldiers to add to their chaotic horde. Traits Magic Weapons. The prowler's weapon attacks are magical. Lightning Absorption. Whenever the prowler is subjected to lightning damage, it takes no damage. Instead, it regains hit points equal to half the damage dealt and can teleport up to 30 feet to an unoccupied space it can see and make one claw attack. Lightning Reflexes. The prowler always takes its turn first in initiative order. Bonus Actions Rampage. If the prowler reduced a creature to 0 hit points with a melee attack this turn, it moves up to half its speed and make a claw attack. Call of the Storm (1/Day). The prowler howls as a bonus action, summoning a storm cloud above itself that it can direct, as per the call lightning spell (DC 16). In addition, it can use a bonus action on each of its turns while concentrating on the spell to target itself with a bolt of lightning. Actions Multiattack. The prowler makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) lightning damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) lightning damage. Lightning Nova (Recharge 5-6). The prowler unleashes electricity with an explosive scream. Each creature within 20 feet of the prowler must make a DC 16 Constitution saving throw. On a failed save, a creature takes 28 (8d6) lightning damage and can’t use reactions or bonus actions until the end of the prowler's next turn. On a successful save, a creature takes half as much damage and suffers no additional effects. A creature that fails this save by 5 or more is also stunned until the end of the prowler's next turn. Reactions Thunderous Revival (1/Day). When the prowler is reduced to 0 hit points, it emits a thunderous howl, instantly regaining 33 (6d10) hit points. Each creature within 10 feet of the prowler must make a DC 16 Constitution saving throw, taking 16 (3d10) thunder damage and being knock prone on a failed saving throw, or taking half as much damage and not being knock prone on a successful one. A creature that fails this save by 5 or more is also stunned until the end of the prowler's next turn. Legendary Actions The prowler can take 1 legendary action, choosing the option below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The prowler regains spent legendary actions at the start of its turn. Leap. The prowler jumps a number of feet up to its speed and lands on its feet in a space that can contain one or more other creatures. Each of those creatures must make a DC 16 Dexterity saving throw. On a failed save, a creatures takes 14 (4d6) bludgeoning damage and 14 (4d6) lightning damage and is knocked prone . On a successful save, a creature takes half as much damage, isn't knocked prone, and is pushed 5 feet into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the prowler's space.","properties":{"Category":"Monsters","Size":"Large","Type":"beast and monstrosity","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":11},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Gamaroid","description":"Though alphalites are considered a universal standard among automatons, the old design was viewed as having limitations. Using the base design, a partnership project among megacorporations created their own version: a durable, non-AI oriented construct more suitable for military use. Gamaroids are larger and sturdier than their alphalite counterparts, but lack the universal features that make them adaptable to more common usage. Built Tough. Gamaroids have a heavy armored frame and built in weapon systems. Though they speak ALOMU, their functions work through a separate encrypted language, which makes hacking their software more difficult. Tactically Programmed. Used regularly for both construction and military, gamaroids were designed to work better with each other. This grants them a well-known tactical advantage and makes them far more dangerous opponents when in groups. Inorganic. A gamaroid doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27051,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Gamaroid","description":"Though alphalites are considered a universal standard among automatons, the old design was viewed as having limitations. Using the base design, a partnership project among megacorporations created their own version: a durable, non-AI oriented construct more suitable for military use. Gamaroids are larger and sturdier than their alphalite counterparts, but lack the universal features that make them adaptable to more common usage. Built Tough. Gamaroids have a heavy armored frame and built in weapon systems. Though they speak ALOMU, their functions work through a separate encrypted language, which makes hacking their software more difficult. Tactically Programmed. Used regularly for both construction and military, gamaroids were designed to work better with each other. This grants them a well-known tactical advantage and makes them far more dangerous opponents when in groups. Inorganic. A gamaroid doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Ganaray","description":"In regions dominated by vast swampland, murky waters, or sprawling jungles, many explorers have cursed their fate after unknowingly crossing into the dominion of the ganaray. Silent and brutal, their strange, croaking voices are heard after it's far too late. Land and Sea. Ganaray are predatory creatures that hunt for sport as much as for sustenance. Both aerial and aquatic, they often claim dominion over large areas of swamp, jungle, underwater regions, or any combination thereof. The boundaries of these dominions are only known to the ganaray, as they mercilessly hunt any creatures who dare pass into their territory. Coming of the Overking. The culture of the ganaray is founded on ancient beliefs in a once-powerful creator god known as the Overking. The Overking was said to rule over all of the untamed forces of nature until evil beings had corrupted his mind and stole his eternal essence. The ganaray believe that so long as they continue to thrive and seek to advance the Overking's name, he will one day return and elevate their people to their immortal status. Enemies of Technology. The fall of the Overking is believed to have been caused by beings equipped with advanced technology. Due to this, technological advancements are viewed as creations of evil, wielded by false prophets that must be destroyed.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Gang Leader","description":"Leading a street gang requires an iron will and an iron fist. A gang leader is usually the most dangerous criminal in the group. Traits Roles . Leader Equipment . SMG, street clothes, pocket stuff Actions Get ‘Em! The gang leader makes two unarmed strikes or one ranged attack, then up to two allies that can hear the gang leader can make an attack as a reaction. Unarmed Strike. Melee Attack: + 7 to hit, PV 1 , reach 5 ft., one target. Hit: 7 ( 1 d 6 + 4 ) bludgeoning damage. SMG (30 rounds; bonus reload) . Ranged Attack: + 7 to hit, PV 2 , range 100 / 200 ft., one target. Hit: 9 ( 1 d 10 + 4 ) ballistic damage, or 15 ( 2 d 10 + 4 ) ballistic damage when using burst fire.","properties":{"Category":"Monsters","Size":"Medium","Type":"person (human)","Expansion":16366,"Challenge Rating":5},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Gang Leader","description":"It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of outlaws in line. The gang leader has these qualities in spades. Operating outside the arm of the law, they need to stay one step ahead of the authorities while managing a group of malcontents. They can take charge of roving bands of thieves and raiders, a league of vigilantes, and various groups in regions with no law-enforcement. They can also be space pirate captains, with a ship of their own and a crew at their command.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any non-lawful alignment","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Gang Member","description":"Gang members can be a part of any group that operates outside the law, often under the leadership of a gang leader, mercenary, smuggler, spy, or a rogue organization. Where most are considered to be thugs or outlaws, there are others that may not be viewed as criminals, instead working toward survival or a common goal.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any non-lawful alignment","Expansion":27052,"Challenge Rating":"1/8"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Gar Shatterkeel","description":"Gar Shatterkeel is the water prophet of Elemental Evil and the dour leader of the Crushing Wave cult. He is embittered by a life of suffering at the hands of others. Pirates killed his family when he was young, he was forced into servitude aboard a merchant ship, and then another band of pirates left him to die at sea, where he lost his arm to a shark. Gar sees the elemental power of water as the only thing of value in his life and has gathered others who feel as he does. Gar bears the elemental weapon Drown . His missing arm has been replaced by an artificial limb in the shape of a crab’s claw. As the leader of Olhydra’s cult, he wields her innate magic. Other Crushing Wave cultists sense her power in him and follow him out of fear. In the Water Node When it becomes clear that the Temple of the Crushing Wave is no longer secure, Gar retreats to the Plunging Torrents, the water node. Within this node, Gar gains one additional use of his Legendary Resistance trait. Lair Actions If Gar is in the water node while Olhydra isn’t, he can take lair actions. On initiative count 20 (losing initiative ties), Gar uses a lair action to use his Multiattack or cast one of his spells, up to 3rd level, without using components or a spell slot. He can’t cast the same spell two rounds in a row, but he can continue to concentrate on a spell he previously cast using a lair action. He can take no other lair actions while concentrating on a spell cast as a lair action. His favorite use of this capability is casting inflict wounds or call lightning . If Gar casts cure wounds using this lair action, he regains the maximum number of hit points from the spell (28). Crushing Wave Cultists The Cult of the Crushing Wave venerates the element of water as a force of destruction and evil. Only fools or lunatics worship the idea of destruction, and many of the Crushing Wave cultists can be described as such. Others are more calculating and deliberate in their evil, and see the power of Elemental Evil as a tool by which they can sweep away the existing order of things and make themselves rulers over all. While the Crushing Wave cultists take in many people who are bitter, lost, or mad, they also seek alliances with evil or destructive sea creatures. They perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools or lakes, where devotees use water-breathing magic to immerse themselves in the element they worship. Crushing Wave cultists embrace a philosophy of elusiveness, patience, and opportunism. They are quick to retreat when challenged, but soon return to strike again. They admire the patience and endurance of the Black Earth cult, but despise the Cult of the Eternal Flame. They see the followers of elemental fire as reckless and short-tempered. Traits Amphibious. Gar can breathe air and water. Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead. Spellcasting. Gar is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following druid spells prepared (an asterisked spell is from appendix B): Cantrips (at will): mending, resistance, shape water* 1st level (4 slots): create or destroy water, cure wounds, fog cloud, thunderwave 2nd level (3 slots): darkvision, hold person, protection from poison 3rd level (3 slots): call lightning, sleet storm, tidal wave* 4th level (3 slots): control water, ice storm 5th level (1 slot): scrying Water Walk. Gar can stand and move on liquid surfaces as if they were solid ground. Watery Fall. When Gar drops to 0 hit points, his body collapses into a pool of inky water that rapidly disperses. Anything he was wearing or carrying is left behind. Actions Multiattack. Gar makes two melee attacks, one with his claw and one with Drown. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, Gar can’t attack other creatures with his claw. Drown. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 4 (1d8) cold damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":"9 (13 with lair actions)"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Garenyar Miis, Shadow Cult Leader","description":"Leader of a cult devoted to shadow magic, Garenyar Miis has made a pact with a powerful shadow creature in return for a wealth of power. In his position as the cult’s leader, he conducts unholy rituals to further his might and it is not uncommon for cultists who displease him to mysteriously vanish following these rituals. Appearance. Garenyar is a tall, pale elf with sunken purple eyes and dark brown curly hair. He dresses in a cloak of deep indigo with silver accents, studded leather armor, and black pants. Long daggers rest at his hips. Personality. Garenyar is motivated by power, and seeks to use the cult to further expand his ever growing wealth of knowledge and unnatural abilities. His officers both fear and need him, afraid of what he might become, yet ever hungry for a larger sliver of his power. Plot Hooks A Patron Rises. Garenyar is well on his way to gaining immortality through nefarious shadow magic, and has promised his officers power equivalent to a warlock's pact once he succeeds. All he needs is to offer up enough souls to his own mysterious benefactor. From the Shadows. The cult has found an ancient artifact from which Garenyar plans to summon an otherworldly terror. If they aren't stopped, the cult will unleash shadowy creatures from another plane on the city in which they reside. Bring Back the Sun. The cult of shadows has cast a lair spell (e.g. haunting spirits*), blotting out the sun and giving them eternal shadow in which their powers are augmented. The party must destroy the ritual's focus to weaken the cult's hold on the local area. Tactics Garenyar is confident in his abilities, and toys with his opponents, trying to keep them impaired with his Shadowtouched ability to prevent them from becoming any real threat. His Gift of the Shadows trait makes him skilled at guiding the course of the battle in his favor, providing him an escape should he need it. His Shadowy Riposte also allows him to turn fights into a game of mobility, teleporting to distant opponents to get to a back line or escape beyond the range of more immediate threats. Traits Supernatural Reflexes. Garenyar has 3 reactions. Absorb Shadows. Whenever Garenyar would take necrotic damage, he instead regains that many hit points. Shadowtouched. Garenyar’s weapons are tainted by shadowmagic, and infuse any living being they touch with its power. On a hit with one of his weapons that deals damage, his target must make a DC 16 Constitution saving throw or take an additional 7 (2d6) necrotic damage and gain a special Injury of Dangerous II severity, \"Sapped\", for 2 rounds. While Injured in this way, a creature has its Strength and Dexterity scores reduced by 1. On a successful save a creature takes half damage and is not injured. The duration of the Injury resets every time a new hit is applied. Additionally, any weapon he throws returns to his hand after the attack is resolved. Supernatural Healing. Garenyar regains 10 hit points at the start of each of his turns unless he has taken radiant damage since the end of his last turn. Shadowy Step (recharge 5-6). Garenyar can teleport up to 30 ft. rather than move on his turn. Gift of the Shadows. At the start of each of his turns, Garenyar uses one of his Special Actions. He can’t use an action used on his previous turn. Garenyar can use these actions even if he is incapacitated (but not unconscious). Special Actions Skillful defense. Garenyar gains +1 AC each time an attack hits him until the end of his next turn. Throw off. Garenyar flings away attackers with a pulse of dark energy. Each creature in a 15’ radius centered on Garenyar must make a DC 16 Constitution saving throw or take 14 (4d6) necrotic damage, be knocked back 15 ft., and fall prone. On a successful saving throw, a creature takes half damage, is not knocked back, and does not fall prone. Drag close. Garenyar pulls in all nearby creatures and objects like a black hole, and the air tears the flesh of physical beings around him. All creatures and unsecured objects within 40’ of Garenyar must make a DC 16 Strength saving throw or be pulled 10 ft. toward him and take 14 (4d6) force damage. A successful saving throw halves the damage and pull distance. Actions Longknife. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 10/20 ft., one target. Hit: 8 (1d6+5) slashing or piercing damage, and the target is affected by Garenyar’s Shadowtouched trait. Command Shadow. Garenyar reaches out and saps the strength from a creature's spirit, bringing it closer to the shadow realm and closer to his control. One creature Garenyar can see within 30 ft. must make a DC 16 Constitution saving throw or take 18 (4d6+4) necrotic damage and have its maximum hit points reduced by half the damage taken until it finishes a long rest. On a successful save the creature takes half damage. If this ability reduces a creature to 0 maximum hit points, the creature dies, granting Garenyar 50 temporary hit points. Reactions Shadowy Riposte. When Garenyar is missed by an attack made or succeeds on a saving throw against a spell cast from within 120 ft., Garenyar can teleport behind the attacker or spell caster and make a Longknife attack against them with advantage. If this would take Garenyar out of the area of a spell's effect, Garenyar avoids all effects of the spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":10},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Gargantua","description":"From time to time—perhaps once a generation, under a particular configuration of stars and planets, or at the whim of some malicious god—a gargantua is born to giant parents. Though the child appears like any other of its kind, the creature’s true nature manifests upon reaching adulthood: its complexion turns purplish and horns sprout from its head. The gargantua grows rapidly, eventually towering over other giants at a height of 40 feet or more. Most gargantuas do not feel at home in giant communities and end up searching for homes large enough to hold their enormous frames. They might find a suitable home in an ancient forest, a deep canyon, or an immense cavern in the Underdark. Some gargantuas seek only peace and solitude, while others lash out fiercely at a world that fears them. Giants tell a variety of stories to explain the existence of gargantuas. One tale connects their origin to an ancient enclave’s pact with an entity from the Far Realm. Another claims that Karontor, “the banished son” of Annam, creates gargantuas in retaliation for his imprisonment. A third blames Annam, claiming the All-Father of the giants is disgusted with his descendants and seeks to destroy them. Traits Weird Aura. At the start of each of the gargantua's turns, each creature of the gargantua's choice within 30 feet of it must make a DC 19 Wisdom saving throw. On a failed save, a target sees the gargantua as a manifestation of the target's worst fears; it takes 17 (5d6) psychic damage and has the frightened condition until the start of the target's next turn. On a successful save, a target is immune to this gargantua's Weird Aura for 24 hours. Actions Multiattack. The gargantua makes two Salm or Rock attacks. Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage. Rock. Ranged Weapon Attack: +15 to hit, range 120/480 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. Bonus Actions Baleful Hex. The gargantua curses one creature it can see within 120 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or have the incapacitated condition until the end of its next turn. Teleport. The gargantua teleports, along with any equipment it is wearing or carrying, to an unoccupied space that it can see within 120 feet of itself. Reaction Flick. Immediately after the gargantua takes damage from a Large or smaller creature it can see within 20 feet of itself, it attempts to flick the creature away. The target must succeed on a DC 23 Strength saving throw, or the target takes 18 (3d6 + 8) bludgeoning damage, is pushed horizontally up to 100 feet away from the gargantua, and has the prone condition. Spell Mimicry (1/Day). Immediately after a creature the gargantua can see casts a spell of 5th level or lower, the gargantua tries to copy the spell. That creature must succeed on a DC 19 Charisma saving throw, or the gargantua immediately casts the same spell at the same level (+11 to hit with spell attacks, spell save DC 19), requiring no material components and choosing the spell's targets.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Aberration","Alignment":"Typically Chaotic Neutral","Expansion":24749,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Gargantuan Drolem","description":"A drolem is a mighty construct that always resembles a mechanical or skeletal (or a mix of both) dragon. With the latter form, the drolem is often mistaken for a dracolich or undead dragon. Unlike other golems, however, a drolem has the same capabilities as a typical dragon, with the ability to fly and unleash dragon's breath. Just like any other golem, a drolem will follow the command of its creator or possessor flawlessly. The drolem can't think or act for itself, but it will defend itself if attacked. Drolem's Breath. A drolem is fashioned from the remains of a specific dragon, which determines its breath attack. For example, a drolem created from the corpse of a red dragon will always have a breath attack that deals fire damage. Traits Immutable Form. The drolem is immune to any spell or effect that would alter its form. Magic Resistance. The drolem has advantage on saving throws against spells and other magical effects. Magic Weapons. The drolem's weapon attacks are magical. Unusual Nature. The drolem doesn’t require air, food, drink, or sleep. Actions Multiattack. The drolem can use its Frightful Presence. It then makes one Bite attack, two Claw attacks, and one Tail attack. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 11 (2d10) acid, cold, fire, lightning, or poison damage (depending on drolem type). Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Dragon's Breath (Recharge 5–6). The drolem exhales acid, cold, fire, lightning, or poison (depending on drolem type) in a 90-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 63 (18d6) acid, cold, fire, lightning, or poison damage on a failed save, or half as much damage on a successful one. Frightful Presence. Each creature of the drolem's choice that is within 120 feet of the drolem and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the drolem's Frightful Presence for the next 24 hours.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Construct","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Gargoctopus","description":"A giant, blue octopus sits quietly in the waterlogged ruins of a library, poring over the remnants of ancient clay tablets. Scholarly Wanderers. Belying its fearsome appearance, a gargoctopus is an insatiably curious scholar fascinated by the remnants of vanished cultures. It wanders the oceans exploring drowned cities and sunken ships, and occasionally it raises its imposing bulk from the water to investigate relics and ruins on land. Sharing Lore. It is in such surroundings that a gargoctopus sometimes encounters terrestrial adventurers. If it views them as trespassers, rivals, or threats, it may react aggressively or even violently, but a gargoctopus treated with careful respect can be a source of great lore. When one gargoctopus encounters another in its travels, the two spend days or weeks exchanging information, ensuring the survival of the knowledge they have each acquired. Tentacle Whirlwind. While preferring a life of the mind, an angered gargoctopus becomes a whirlwind of wet, crushing tentacles. Its ability to match the coloration of its flesh to its surroundings, and to adhere to walls and ceilings, makes it an elusive opponent. It can emit a cloud of ink that spreads in air or water, often using it to escape a dangerous situation. A gargoctopus is frequently accompanied by giant octopi serving as loyal bodyguards.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Gargoyle","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits False Appearance : While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. Actions Multiattack : The gargoyle makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claws : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"52 (7d8+21)","CHA":7,"CON":16,"DEX":11,"INT":6,"STR":15,"WIS":11,"Size":"Medium","Type":"elemental","Speed":"30 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063130/9iMbApiJ3qnGgBiRCvBbqQ/original.png","Roll 0":"Bite\n1d20 + 4\n1d6+2","Roll 1":"Claws\n1d20 + 4\n1d6+2","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":450,"Alignment":"Chaotic Evil","Languages":"Terran","data-List":"false","Immunities":"Poison","Token Size":1,"Resistances":"Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine","data-Traits":"[{\"Name\":\"False Appearance\",\"Desc\":\"While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The gargoyle makes two attacks: one with its bite and one with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"+3","data-DEX-mod":"+0","data-INT-mod":"-2","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":2,"Passive Perception":10,"Condition Immunities":"Exhaustion, Petrified, Poisoned","data-CrNum":2,"data-AcNum":15,"data-HpNum":52},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gargoyle","description":"The inanimate gargoyles that perch atop great buildings are inspired by these malevolent creatures of elemental earth that resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, as still as any stone sculpture, and delights in the terror it creates when it breaks from its suspended pose, as well as the pain it inflicts on its victims. Animate Stone. Gargoyles cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals, and they can hold themselves so still that they appear inanimate. Able to maintain this state for years, a gargoyle makes an ideal sentry. Deadly Reputation. Gargoyles have a reputation for cruelty. Statues carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them to ambush unsuspecting victims. A gargoyle might alleviate the tedium of its watch by catching and tormenting birds or rodents, but its long wait only increases its craving for harming sentient creatures. Cruel Servants. Gargoyles are easily inspired by the cunning of an intelligent master. They enjoy simple tasks such as guarding a master’s home, torturing and killing interlopers, and anything else that involves minimum effort and maximum pain and carnage. Gargoyles sometimes serve demons for their propensity for wanton chaos and destruction. Powerful spellcasters can also easily enlist gargoyle guardians to keep watch over their gates and walls. Gargoyles have the patience and fortitude of stone, and will serve even the cruelest master for years without complaint. Elemental Nature. A gargoyle doesn’t require air, food, drink, or sleep. Shards of Elemental Evil As Ogrémoch, the evil Prince of Elemental Earth, treads his stony realm, it leaves shards of broken rock in his wake. Imbued with slivers of sentience, these shards thrum with the essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles. Ogrémoch doesn’t create gargoyles deliberately, but they are a physical manifestation of his evil. Gargoyles are mockeries of the elemental air that Ogrémoch despises. They are heavy creatures of living stone, yet capable of flight. Like their creator, they possess a fundamental hatred for beings of elemental air, aarakocra in particular, and relish every opportunity to destroy such creatures. On their home plane, gargoyles carve out earth motes that Ogrémoch hurtles into Aaqa, the domain of the aarakocra and the benevolent Wind Dukes the bird folk serve in the Elemental Plane of Air. Traits False Appearance : While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. Actions Multiattack : The gargoyle makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Claws : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Garin Najis","description":"To say that Garin Najis was born with a silver spoon in his mouth would be an understatement—start with platinum, and then change spoons for every bite. After a life of opulence, he should want for nothing, yet all he does is want. His path of avarice started early and only deepened. Born to wealthy nobles who owned several emerald mines, there was never a moment in his upbringing where he felt lack or need. He bragged about how he walked around with uncut gems in his pockets in his days at the academy. When he came of age and his parents decided to teach him how to manage the mines, he was initially horrified. They exploited their miners for little pay and forced them to work in dangerous conditions under strict contracts that prevented departure. Everything suddenly clicked into place for Garin. As it dawned on him that this exploitation was the reason for his wealth...he embraced it. But unlike his parents, whose zeal for hard capital was secular, Garin looked at his inheritance and saw it as his divine duty to Pta’u to expand, grow, and consume. He would never be satisfied. He convinced his workers that their labor in his service was a path to the divine. Their hard work, sweat, and tears would lead to countless rewards in the next life...and countless rewards in this life for Garin. A prosperity preacher of the highest order, Garin keeps a close counsel of powerful, mercenary-minded adventurers and commands a loyal following of brainwashed cult-like laborers who literally die to hand him a freshly mined gem. Garin can be found most often managing his various enterprises, but as of late he has felt the itch of adventure and has taken to traveling in search of more resources (both material and humanoid) to exploit. Garin never faces down an enemy without a well-prepared battlefield or plenty of minions. His primary strategy is to keep as much cannon fodder between him and his foes while simultaneously bolstering his legions and himself. He makes good use of his Prophet Motive feature to keep buffs on his allies and himself while using spells like guardian of faith and spirit guardians to control the battlefield to his liking. He is a coward at heart and will leave his minions to die if he sees the tides turning against him.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":18513,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Arcadia Issue No. 5"},{"name":"Garlicle","description":"The leafy creature chants as it interprets a portent in a column of roiling, acrid smoke. The little creature shouts “Woe!” while pointing a gnarled finger, signaling the other leafy creatures to rise with readied weapons. Trusted Seers. In the gardens of the alliumites , alliumite elders practice divination magic to guide and protect their communities. Named “garlicles” by their communities, these elders use cloves plucked from their own heads to predict the future, casting the cloves like an augur’s knucklebones. The residual fey magic that infuses all alliumites sometimes causes peculiar results in a garlicle’s predictions. Wisdom Sought, Rarely Given. Desperate folk often search for garlicles, seeking answers for such things as weather forecasts, lost relics, and hidden fates. These efforts are often in vain, as alliumites turn away most petitioners. Only those who earn the title “Gardenfriend” are allowed an audience. Often, the wrathful retaliate for being rejected, but the wise garlicles are quick to negotiate peace or, failing that, prepare an apt defense.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Garlycanthrope","description":"see Garlycanthrope","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity (shapechanger)","Alignment":"neutral good","Challenge Rating":0},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Garmvvolf","description":"The bestial canine stands atop the outcropping, its three heads snarling as one. Broad, thick muscles ripple under its coarse hide, and foul saliva drips from all its jaws. An elephant-sized hound, the garmvvolf is a striking sight with its rough pelt and many heads. The garmvvolf frequently appears with three heads;, heroes fortunate enough to sever one swiftly find that more maws sprout from the wound. With a triply keen sense of smell and an ever-watchful disposition, the garmvvolf makes for an exceptional, if terrifying, guardian. Mighty Bloodlines. Legends involving the garmvvolf are rich and varied. Among the trollkin they suggest the beast was created by a regenerating troll's nightmare, while an orcish story claims that the garmvvolf was spawned by even more terrible monsters. Gods of death and the underworld keep garmvvolves as faithful companions, stalwart guard dogs, and tenacious hunting companions. Elvish stories say the bite of a garmvvolf carries all the pain and disease of the poor souls it has bitten before. Keen Hearing and Smell. The garmvvolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Multiple Heads. The garmvvolf has three heads. While it has more than one head, the garmvvolf has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the garmvvolf takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the garmvvolf dies. At the end of its turn, the garmvvolf grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The garmvvolf regains 10 hp for each head regrown in this way. Trampling Charge. If the garmvvolf moves at least 20 feet straight toward a creature and then hits it with a Bite attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the garmvvolf can make one Bite attack against it as a bonus action. Wakeful. While the garmvvolf sleeps, at least one of its heads is awake. Actions Multiattack. The garmvvolf makes as many Bite attacks as it has heads. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) poison damage. Tripartite Howl (Recharge 5-6). The garmvvolf's heads exhale a three-part howl, one filled with poisonous spittle, one a thunderous bellow, and one a frightful bay, in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 17 (5d6) poison damage and 17 (5d6) thunder damage and becomes frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Garmyr","description":"Once thought to be related to gnolls, garmyr are bipedal canids unique to the Haze-ridden ruins of Drakkenheim. Often covered in thick fur, their colouration and features vary from hound-like to wolf-like, but all bear sharp teeth and claws. They form hyper-aggressive and predatory warpacks equipped with weapons taken from the many failed military attempts to reclaim the city. These beasts revel in their countless battles with adventurers and the Hooded Lanterns. The garmyr warpacks have made the Inner City their hunting ground, but have been sighted roving the countryside with increasing frequency. They live for the thrill of the hunt, and mock and taunt their prey as they chase them down. Though the warpacks are prone to infighting, a massive beast known as the Lord of the Feast rules the garmyr as their overlord, master, and god. A garmyr uses the game statistics for a gnoll with its creature type changed to monstrosity.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity ","Alignment":"Chaotic Evil","Expansion":21300,"Challenge Rating":0.5},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Garroter Crab","description":"These aggressive, blue-black freshwater crabs inhabit rivers and streams, scuttling along the muddy terrain in search of prey. Strangling Claws. Garroter crabs are named for their abnormal right claws, which have evolved over time to strangle prey like a barbed whip. Clacking Hordes. Their long whip-claw is lined with powerful muscles and joints at the beginning, middle, and end that give it great flexibility. During mating season, thousands of garroter crabs congregate in remote riverbanks and marshes, and the males whip their shells with a clacking sound to attract a mate. Small Prey. Garroter crabs prey on rodents, cats, and other small animals caught by the riverbank. Garrotter Crabs in Midgard Common to the Argental upriver from the Free City of Zobeck, garroter crabs are used by the Kariv gypsies and crab diviners in their divinations. The Kariv greatly respect the garroter crabs for their divine abilities and treat them as sacred creatures, and never eat them. However, local Zobeckers hold no such notions and find them quite delectable, especially the males. Much larger garroter crabs exist, and the Kariv believe that these incredibly rare crabs can shape the future, as well as divine it. Traits Amphibious: The crab can breathe air and water. Actions Whip-Claw: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 5 (1d6 + 2) Slashing damage. On hit, the target is grappled, escape DC 8. While grappled, the target cannot speak or cast spells with verbal components.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Gas Spore","description":"Fungi With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness. Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi. Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed. Gas Spore The first gas spores are thought to have been spawned from dead beholders, whose moldering corpses fed a parasitic fungus with aberrant magic. Having long since adapted into a unique plant creature, a gas spore grows quickly and purposefully out of any corpse, creating a malevolent-looking mockery of the most feared denizen of the Underdark. Eye Tyrant’s Form. A gas spore is a spherical, balloon-like fungus that resembles a beholder from a distance, though its true nature becomes increasingly obvious as one approaches it. The monster possesses a blind central “eye” and rhizome growths sprouting from its upper surface, superficially resembling a beholder’s eyestalks. Death Burst. A gas spore is a hollow shell filled with a lighter-than-air gas that enables it to float as a beholder does. Piercing the shell with even the weakest attack causes the creature to burst apart, releasing a cloud of deadly spores. A creature that inhales the spores becomes host to them, and is often dead within a day. Its corpse then becomes the spawning ground from which new gas spores arise. Beholder Memories. A gas spore that sprouts from a beholder’s corpse sometimes carries within it memories of its deceased parent. When the gas spore explodes, its deadly spores cast those memories adrift. Any creature that inhales the spores and survives inherits one or more of the beholder’s fragmented memories, and might gain useful information about the beholder’s former lair and other nearby places and creatures of interest. Traits Death Burst : The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. Spores invade an infected creature’s system, killing the creature in a number of hours equal to 1d12 + the creature’s Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days. Eerie Resemblance : The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check. Actions Touch : Melee Weapon Attack : +0 to hit, reach 5 ft., one creature. Hit : 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Gastrobolus","description":"A gastrobolus is a wretched devil that is normally found in infernal sewers, dungeons, and blood-soaked battlefields. It looks like a bloated, single-horned humanoid with the lower body of a disgusting giant snail. Poisonous spines protrude from its sides, and its skin and outer shell is coated with a corrosive, sticky slime. Fiendish Cleaners. The gastrobolus is sometimes called the custodian of the Nine Hells. It sweeps, scavenges, and clears the floors and grounds of organic materials. Incapacitating Weapons. In combat, the gastrobolus excretes and throws acid globs at its targets. The acid globs are caustic and sticky, burning and restraining a victim hit by it. If a target is within melee range, the gastrobolus uses its spines to impale and inject its target with paralyzing venom. Once its prey has been rendered helpless, the gastrobolus opens its abhorrent central maw, which is located at the lower front side of the devil, and then swallows the creature whole. The victim is then deposited into its acid vat-like abdomen to be consumed completely. Traits Devil Spines. A creature that touches the gastrobolus or hits it with a melee attack while within 5 feet of it gets pricked by a spine and takes 7 (2d6) piercing damage and must succeed on a DC 17 Constitution saving throw or become poisoned. While poisoned, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Devil's Sight. Magical darkness doesn't impede the gastrobolus's darkvision. Magic Resistance. The gastrobolus has advantage on saving throws against spells and other magical effects. Actions Multiattack. The gastrobolus makes two Spine attacks or two Acid Glob attacks. It can use Swallow in place of one of these attacks. Spine. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or become poisoned. While poisoned, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Acid Glob. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 10 (3d6) acid damage, and if the target is a creature, it must succeed on a DC 17 Strength saving throw or be restrained. While restrained, a creature takes 7 (2d6) acid damage at the start of each of the gastrobolus's turns. As an action, the restrained creature can make a DC 17 Strength check, escaping from the acid glob on a success. The effect ends if the acid glob is destroyed. The acid glob has AC 10, 5 hit points and immunity to acid, poison, and psychic damage. The gastrobolus is immune to its acid globs. Swallow. The gastrobolus swallows an incapacitated Large or smaller creature. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the gastrobolus, and it takes 10 (3d6) acid damage at the start of each of the gastrobolus's turns. If the gastrobolus takes 20 damage or more on a single turn from a creature inside it, the gastrobolus must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the gastrobolus. If the gastrobolus dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. Teleport. The gastrobolus magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Gath","description":"Gath: A Divine Lich The default lich in the Monster Manual is presented as an arcane spellcaster, but there is certainly a divine path to lichdom. The people of the north know about Lady Illmarrow, but the Brelish tell stories of Gath. In life, Hogar Gath was the high priest of the Sovereign Host, infamous for his love of luxuries. After his death, it was revealed that Gath had also been leading a cult of the Keeper in lower Sharn … and that he was still leading it. Champions of the Silver Flame rallied and destroyed the undead priest. But even after his defeat, thieves who sought to pillage his “mausoleum”—effectively a mansion he’d built in Sharn’s City of the Dead—rarely returned. Typically this was attributed to the deadly wards and traps, the finest and most expensive House Kundarak could provide. But stories began to circulate that Gath himself had risen again and still dwelled in the mausoleum … and so he had. This pattern continued for centuries. Once, he was revealed to be behind a new criminal organization that was challenging the Boromar Clan. Another time, he was exposed as the force behind a smuggling ring being run out of the Pavilion of the Host itself. Sometimes he’s destroyed, sometimes he flees; whatever happens, he always returns eventually. The typical lich must be a master of arcane science, and most are consumed by their obsession with eldritch knowledge. Divine liches are rarer and more unique. Gath didn’t become a lich by accident. He prepared for it, which is one reason his mausoleum was so richly appointed and heavily secured. And those preparations required him to perform sacrifices that were both horrific and expensive. His love of luxuries is just a surface manifestation of his absolute and relentless greed, which is ultimately what makes him such an effective servant of the Keeper. Where the arcane lich is sustained by will, in many ways Gath is sustained by sheer greed—by the desire to expand his hoard, to have the finest things. In many ways, he's more akin to the stereotypical fantasy dragon than is any dragon of Argonnessen. Gath doesn’t care about conquest and has no inherent desire to kill others: but he'll do anything to satisfy his greed, and he’ll never be satisfied with what he has. Gath also continues to serve as a Talon of the Keeper, training new priests and serving as an intermediary for those who would bargain with the Sovereign of Death and Decay. Adventurers could be surprised to find that the mysterious patron who funded their expedition now wants them to deliver the treasure they recovered to the City of the Dead. He's absolutely evil, but his schemes are always driven by greed and might not actually pose a threat to the world at large … and as a bonus, he pays his agents very well. Gath's Statistics Gath uses the lich stat block, but replaces his spell list with the following spells (or other spells from the cleric spell list): Cantrips (at will): guidance, thaumaturgy, toll the dead XGE 1st level (4 slots): bane, command, detect magic, inflict wounds 2nd level (3 slots): blindness/deafness, locate object, mirror image, silence 3rd level (3 slots): animate dead, bestow curse, dispel magic, spirit guardians 4th level (3 slots): dimension door, secret chest 5th level (3 slots): dominate person, scrying 6th level (1 slot): harm, soul cage XGE 7th level (1 slot): fire storm, sequester 8th level (1 slot): antimagic field, earthquake 9th level (1 slot): true resurrection Traits Legendary Resistance (3/Day) . If the lich fails a saving throw, it can choose to succeed instead. Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Turn Resistance. The lich has advantage on saving throws against any effect that turns undead. Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following spells prepared: Cantrips (at will): guidance, thaumaturgy, toll the dead XGE 1st level (4 slots): bane, command, detect magic, inflict wounds 2nd level (3 slots): blindness/deafness, locate object, mirror image, silence 3rd level (3 slots): animate dead, bestow curse, dispel magic, spirit guardians 4th level (3 slots): dimension door, secret chest 5th level (3 slots): dominate person, scrying 6th level (1 slot): harm, soul cage XGE 7th level (1 slot): fire storm, sequester 8th level (1 slot): antimagic field, earthquake 9th level (1 slot): true resurrection Actions Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success Ray of Frost. Ranged Spell Attack: +12 to hit, reach 60 ft., one creature. Hit: 18 (4d8) cold damage. The target's speed is reduced by 10 feet until the start of the evoker's next turn Melf's Acid Arrow. Ranged Spell Attack: +12 to hit, reach 90 ft., one creature. Hit: 10 (4d4) acid damage. The target takes 6 (2d4) acid damage at the end of its turn On a miss, the arrow splashes the target for half as much of the initial damage and no damage at the end of its next turn. Legendary Actions Gath can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Gath regains spent legendary actions at the start of their turn. Cantrip. The lich casts a cantrip. Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch. Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Evil","Expansion":21558,"Challenge Rating":21},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Gatorfolk","description":"Gatorfolk Gatorfolk are cruel and savage 8-feet tall reptilian humanoids with an osteodermic hide. Their heads, much like an alligator's, feature a U-shaped snout filled with serrated teeth. Small, beady yellow eyes sit on each side, covered in a transparent protective liquid layer that allows them to see even the slightest movements underwater. Well-Defended Lair. The brutish gatorfolk possess limited intelligence but speak Draconic and broken bits of Common. They live in a tribal-like hierarchy, led by a chieftain chosen from the strongest of the tribe. Their camp features simple thatched huts and thick wooden bridges built on swamps, marshes, and shallow parts of rivers. Snares, pits, and spear traps are littered around their territory to deter intruders and catch the occasional meal. Alligators and crocodiles, which the gatorfolk treat as pets, infest the waters around their homes. Rapacious Raiders. Gatorfolk usually hunt within their territory, lying submerged underwater in river banks near animal trails and roads. If food is scarce, they will form hunting parties and raid nearby humanoid settlements. They will eat almost anything that has meat but particularly favor the taste of bullywug, humans, and livestock. Reptilian Allies. Gatorfolk worship Sess'innek, who they believe is the first true gatorfolk that spawned their race before it became a demon lord. Gatorfolk may build alliances with lizardfolk, which they see as their kin. However, they bully and almost treat them as slaves. Gatorfolk have been known to work with black dragons, crocosphinxes, dracotaurs, evil naga, and yuan-ti, serving them as guards and mercenaries. Traits Hold Breath. The gatorfolk can hold its breath for 15 minutes. Actions Multiattack. The gatorfolk makes two attacks, one of which must be a Bite attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (Gatorfolk)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Gatorfolk Chieftain","description":"Gatorfolk Gatorfolk are cruel and savage 8-feet tall reptilian humanoids with an osteodermic hide. Their heads, much like an alligator's, feature a U-shaped snout filled with serrated teeth. Small, beady yellow eyes sit on each side, covered in a transparent protective liquid layer that allows them to see even the slightest movements underwater. Well-Defended Lair. The brutish gatorfolk possess limited intelligence but speak Draconic and broken bits of Common. They live in a tribal-like hierarchy, led by a chieftain chosen from the strongest of the tribe. Their camp features simple thatched huts and thick wooden bridges built on swamps, marshes, and shallow parts of rivers. Snares, pits, and spear traps are littered around their territory to deter intruders and catch the occasional meal. Alligators and crocodiles, which the gatorfolk treat as pets, infest the waters around their homes. Rapacious Raiders. Gatorfolk usually hunt within their territory, lying submerged underwater in river banks near animal trails and roads. If food is scarce, they will form hunting parties and raid nearby humanoid settlements. They will eat almost anything that has meat but particularly favor the taste of bullywug, humans, and livestock. Reptilian Allies. Gatorfolk worship Sess'innek, who they believe is the first true gatorfolk that spawned their race before it became a demon lord. Gatorfolk may build alliances with lizardfolk, which they see as their kin. However, they bully and almost treat them as slaves. Gatorfolk have been known to work with black dragons, crocosphinxes, dracotaurs, evil naga, and yuan-ti, serving them as guards and mercenaries. Traits Hold Breath. The gatorfolk can hold its breath for 15 minutes. Marshal Allies. Unless the gatorfolk is incapacitated, it and creatures of its choice within 30 feet of it have advantage on saving throws against being frightened. Actions Multiattack. The gatorfolk makes two melee attacks: one with its Bite and one with its Spiked Greatclub or Tail. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Spiked Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 2 (1d4) piercing damage. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Rallying Cry (1/Day). Each creature of the gatorfolk's choice that is within 30 feet of it, can hear it, and not already affected by Rallying Cry gains 9 (2d8) temporary hit points and advantage on saving throws until the start of the gatorfolk's next turn. The gatorfolk can then make one attack as a bonus action. Reactions Tail Swipe. When an enemy the gatorfolk can see moves within 10 feet of the gatorfolk, the gatorfolk can make one Tail attack against that enemy. Legendary Actions The gatorfolk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gatorfolk regains spent legendary actions at the start of its turn. Move. The gatorfolk moves up to half its speed. Bite. The gatorfolk makes a Bite attack. Intimidate Foe. The gatorfolk targets one creature it can see within 30 feet of it. If the target can see and hear the gatorfolk, it must make a DC 12 Wisdom saving throw or become frightened of the gatorfolk until the end of the gatorfolk's next turn. Club (Costs 2 Actions). The gatorfolk makes a Spiked Greatclub attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (Gatorfolk)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Gatorfolk Claw of Sess'innek","description":"Gatorfolk Gatorfolk are cruel and savage 8-feet tall reptilian humanoids with an osteodermic hide. Their heads, much like an alligator's, feature a U-shaped snout filled with serrated teeth. Small, beady yellow eyes sit on each side, covered in a transparent protective liquid layer that allows them to see even the slightest movements underwater. Well-Defended Lair. The brutish gatorfolk possess limited intelligence but speak Draconic and broken bits of Common. They live in a tribal-like hierarchy, led by a chieftain chosen from the strongest of the tribe. Their camp features simple thatched huts and thick wooden bridges built on swamps, marshes, and shallow parts of rivers. Snares, pits, and spear traps are littered around their territory to deter intruders and catch the occasional meal. Alligators and crocodiles, which the gatorfolk treat as pets, infest the waters around their homes. Rapacious Raiders. Gatorfolk usually hunt within their territory, lying submerged underwater in river banks near animal trails and roads. If food is scarce, they will form hunting parties and raid nearby humanoid settlements. They will eat almost anything that has meat but particularly favor the taste of bullywug, humans, and livestock. Reptilian Allies. Gatorfolk worship Sess'innek, who they believe is the first true gatorfolk that spawned their race before it became a demon lord. Gatorfolk may build alliances with lizardfolk, which they see as their kin. However, they bully and almost treat them as slaves. Gatorfolk have been known to work with black dragons, crocosphinxes, dracotaurs, evil naga, and yuan-ti, serving them as guards and mercenaries. Traits Brave. The gatorfolk has advantage on saving throws against being frightened. Hold Breath. The gatorfolk can hold its breath for 15 minutes. Actions Multiattack. The gatorfolk makes two melee attacks: one with its Bite and one with its Greatsword or Tail. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Bellow (Recharge 5-6). The gatorfolk emits a horrific bellow. Each creature within 60 feet of the gatorfolk and able to hear the Gatorfolk must make a DC 13 Wisdom saving throw or be frightened of the gatorfolk for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The gatorfolk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gatorfolk regains spent legendary actions at the start of its turn. Move. The gatorfolk moves up to half its speed. Bite. The gatorfolk makes a Bite attack. Greatsword (Costs 2 Actions). The gatorfolk makes a Greatsword attack. Staggering Strike (Costs 3 Actions). The gatorfolk makes a melee or ranged weapon attack. If the attack hits, the creature must succeed on a DC 15 Constitution saving throw or it takes an extra 14 (4d6) weapon damage, has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (Gatorfolk)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Gatorfolk Shaman","description":"Gatorfolk Gatorfolk are cruel and savage 8-feet tall reptilian humanoids with an osteodermic hide. Their heads, much like an alligator's, feature a U-shaped snout filled with serrated teeth. Small, beady yellow eyes sit on each side, covered in a transparent protective liquid layer that allows them to see even the slightest movements underwater. Well-Defended Lair. The brutish gatorfolk possess limited intelligence but speak Draconic and broken bits of Common. They live in a tribal-like hierarchy, led by a chieftain chosen from the strongest of the tribe. Their camp features simple thatched huts and thick wooden bridges built on swamps, marshes, and shallow parts of rivers. Snares, pits, and spear traps are littered around their territory to deter intruders and catch the occasional meal. Alligators and crocodiles, which the gatorfolk treat as pets, infest the waters around their homes. Rapacious Raiders. Gatorfolk usually hunt within their territory, lying submerged underwater in river banks near animal trails and roads. If food is scarce, they will form hunting parties and raid nearby humanoid settlements. They will eat almost anything that has meat but particularly favor the taste of bullywug, humans, and livestock. Reptilian Allies. Gatorfolk worship Sess'innek, who they believe is the first true gatorfolk that spawned their race before it became a demon lord. Gatorfolk may build alliances with lizardfolk, which they see as their kin. However, they bully and almost treat them as slaves. Gatorfolk have been known to work with black dragons, crocosphinxes, dracotaurs, evil naga, and yuan-ti, serving them as guards and mercenaries. Traits Hold Breath. The gatorfolk can hold its breath for 15 minutes. Actions Multiattack. The gatorfolk makes two attacks, one of which must be a Bite attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Spear . Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack. Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone. Spellcasting. The gatorfolk casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: druidcraft, poison spray (2d12), shape water 1/day each: freedom of movement, ice storm, hold person, Melf's acid arrow, stinking cloud, thunderwave, tidal wave","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (Gatorfolk)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Gatorfolk Witch Doctor","description":"Gatorfolk Gatorfolk are cruel and savage 8-feet tall reptilian humanoids with an osteodermic hide. Their heads, much like an alligator's, feature a U-shaped snout filled with serrated teeth. Small, beady yellow eyes sit on each side, covered in a transparent protective liquid layer that allows them to see even the slightest movements underwater. Well-Defended Lair. The brutish gatorfolk possess limited intelligence but speak Draconic and broken bits of Common. They live in a tribal-like hierarchy, led by a chieftain chosen from the strongest of the tribe. Their camp features simple thatched huts and thick wooden bridges built on swamps, marshes, and shallow parts of rivers. Snares, pits, and spear traps are littered around their territory to deter intruders and catch the occasional meal. Alligators and crocodiles, which the gatorfolk treat as pets, infest the waters around their homes. Rapacious Raiders. Gatorfolk usually hunt within their territory, lying submerged underwater in river banks near animal trails and roads. If food is scarce, they will form hunting parties and raid nearby humanoid settlements. They will eat almost anything that has meat but particularly favor the taste of bullywug, humans, and livestock. Reptilian Allies. Gatorfolk worship Sess'innek, who they believe is the first true gatorfolk that spawned their race before it became a demon lord. Gatorfolk may build alliances with lizardfolk, which they see as their kin. However, they bully and almost treat them as slaves. Gatorfolk have been known to work with black dragons, crocosphinxes, dracotaurs, evil naga, and yuan-ti, serving them as guards and mercenaries. Traits Hold Breath. The gatorfolk can hold its breath for 15 minutes. Actions Multiattack. The gatorfolk makes two attacks, one of which must be a Bite attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d6 + 2) piercing damage, or 11 (2d8 + 2) piercing damage if used with two hands to make a melee attack. Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone. Spellcasting. The gatorfolk casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: resistance, sacred flame (2d8), thaumaturgy, toll the dead (2d8 or 2d12) 1/day each: dragon's breath, erupting earth, fog cloud, healing word, hold person, spirit guardians","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (Gatorfolk)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Gatto Mammone","description":"Gatto Mammone These mysterious and magical beings resemble ordinary housecats, except for their titanic proportions. They are quite intelligent, with a deep, purring voice echoing softly through the shadows even while the beast advances soundlessly despite its great bulk on its powerful paws. They are quite rare, often believed to be unique by those who have encountered them and who venerate them as the “king of cats.” Their fur pattern can vary, but the most common is a tabby pattern or an all-black coat with a white M-shaped marking on its muzzle or brow. While a gatto mammone ordinarily moves about on all fours, it is able to stand erect in a bipedal stance when it wishes and sometimes do so to unnerve humanoid prey while conversing with them. Gatto mammones are lovers of pleasure and finery and some consider them possessed of a spirit of greed, or able to inspire avarice in others. While they owe no allegiance to the lower planes, they are sometimes known to consort with demons and devils in pursuit of some angle or scheme.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":9},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Gaunt One","description":"This corpse-like creature’s flesh is gray, its body is emaciated, and its skin is pulled tight across its skeleton. A strange, writhing tentacle protrudes slightly from its gaping mouth. Unnatural Origin. Centuries ago, an order of wizards, known as the Covenant of Infinum, found itself in need of slaves and descended upon a nearby human settlement. The order enslaved every villager and conducted magical experiments upon them in the wizards’ remote mountain tower. The wizards were trying to create the perfect servitor race, using the villagers as a baser life form. The experiment failed spectacularly, unleashing a magical transformative wave upon the tower. Many of the wizards managed to escape, but all of the human slaves were caught in the magical chaos and were forever changed into gaunt ones. Undead Appearance. At first glance, gaunt ones appear to be some form of undead creature, leading many to underestimate them. Their skin is pale, shrunken, and withered, and their teeth are yellow and jagged with receded gums. Hunger for Hearts. Gaunt ones have an inherent hunger for hearts and often sit quietly for hours, listening for the heartbeats of nearby creatures. A gaunt one grabs hold of its prey and worms its tentacle-like tongue into the creature’s mouth to extract the creature’s heart. Insatiable, a gaunt one continues to eat the hearts of creatures it finds until there is nothing left to harvest. Lacking readily available food, it moves on.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Gauth","description":"True beholders are isolationists that despise others of their kind, but their dreams can give rise to a variety of lesser beholder-like creatures, one of which is described in this entry. A gauth is a hungry, tyrannical beholder-like creature that eats magic and tries to exact tribute from anything weaker than itself. Its body is about 4 feet in diameter, with six eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder. Magical Metabolism. A gauth can survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A gauth might employ creatures to serve it by bringing it items that provide it with sustenance. Accidental Summoning. When the ritual to summon a spectator goes wrong, a gauth might push itself through the flawed connection, arriving immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain magic items it is expected to guard. Inferior Tyrant. A beholder usually drives away or kills any gauths that enter its territory, but it might choose to enslave them and use them as lieutenants. Gauths are less xenophobic than beholders, so they might form small clusters and work together, though they’re just as likely to ignore each other entirely. Traits Stunning Gaze : When a creature that can see the gauth’s central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can’t see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save. Death Throes : When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage. Eye Rays : The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: 1. Devour Magic Ray : The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth’s next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls. 2. Enervation Ray : The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. 3. Pushing Ray : The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth’s next turn. 4. Fire Ray : The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage. 5. Paralyzing Ray : The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 6. Sleep Ray : The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Gauth","description":"A gauth is a hungry, tyrannical creature similar to a beholder that eats magic and tries to exact tribute from anything weaker than itself. Its body is about 4 feet in diameter, with six eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder. A gauth can survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A gauth might employ creatures to bring it items that can provide it with sustenance. When the ritual to summon a spectator goes wrong, a gauth might push itself through the flawed connection, arriving immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain magic items it is expected to guard. A beholder (see the Monster Manual ) usually drives away or kills any gauths that enter its territory, but it might choose to force them to serve it as lieutenants. Gauths are less xenophobic than beholders, so they might form small clusters and work together, though they’re just as likely to ignore each other entirely. Traits Stunning Gaze. When a creature that can see the gauth’s central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can’t see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save. Death Throes. When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage. Eye Rays. The gauth shoots three of the following magical eye rays at random (roll three d6s, and reroll duplicates), targeting one to three creatures it can see within 120 feet of it: 1: Devour Magic Ray. The target must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth’s next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls. 2: Enervation Ray. The target must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. 3: Fire Ray. The target must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage. 4: Paralyzing Ray. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5: Pushing Ray. The target must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet away from the gauth and have its speed halved until the start of the gauth’s next turn. 6: Sleep Ray. The target must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on Constructs and Undead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration (Beholder)","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Gazer","description":"A gazer is a tiny manifestation of a beholder’s dreams. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide, and it has only four eyestalks. The beholder can see through the gazer’s eyes and uses it to spy on enemies as well as its other minions. A gazer can’t speak any languages but can approximate mimicking words and sentences in a high-pitched, mocking manner. A lone gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow humanoids in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can’t kill. Traits Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Alignment":"neutral evil","Expansion":7393,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Gazer","description":"I met a wizard in the Yawning Portal tavern who had a tiny beholder pet. A gazer, she called it. When I reached to pet it, the creature struck me with one of its eye beams and flung me back against a wall with such force that I almost spilled my ale. —Volo True beholders are isolationists that despise others of their kind, but their dreams can give rise to a variety of lesser beholder-like creatures, one of which is described in this entry. A gazer is a tiny manifestation of a beholder’s dreams. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide, and it has only four eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master’s lair for vermin to kill and lone creatures to harass. Nuisance Pet. A gazer can’t speak any languages but can approximate mimicking words and sentences in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. A gazer can’t be tamed by anyone but its creator, except through the use of magic or by bonding with a spellcaster (see sidebar). Some beholders with wizard minions insist they take a gazer as a familiar because they can see through the eyes of these creatures. Aggressive Vermin-Eater. A wild gazer (one living separately from a beholder) is territorial, eats bugs and small animals, and is known for playing with its food. A lone gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow humanoids in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can’t kill. Variant: Gazer Familiar Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power, especially those who make a point of bullying and harassing others. The gazer behaves aggressively toward creatures smaller than itself, and it tends to randomly attack house pets, farm animals, and even children in town unless its master is very strict. A gazer serving as a familiar has the following trait. Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond. Traits Aggressive : As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. Mimicry : The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Eye Rays : The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: 1. Dazing Ray : The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. 2. Fear Ray : The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn. 3. Frost Ray : The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. 4. Telekinetic Ray : If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Expansion":1,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Gazer","description":"A gazer is a tiny manifestation of the dreams of a beholder. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide and it has only four eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master’s lair for vermin to kill and lone creatures to harass. A gazer can’t speak any languages but can approximate words and sentences it hears, mimicking them in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. Some beholders with wizard minions insist they take a gazer as a familiar because the beholders can see through the eyes of these creatures. A wild gazer (one living separately from a beholder) is territorial, eats bugs and little animals, and is known for playing with its food. A lone wild gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow the folk in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can’t kill. Variant: Gazer Familiar Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power. Unless its master is strict, a gazer familiar can be unruly, behaving aggressively toward other Tiny creatures. A gazer serving as a familiar has the following trait: Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond. Traits Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Eye Rays. The gazer shoots two of the following magical eye rays at random (roll two d4s, and reroll duplicates), choosing one or two targets it can see within 60 feet of it: 1: Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. 2: Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn. 3: Frost Ray. The target must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. 4: Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is a Tiny object that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container. Bonus Actions Aggressive. The gazer moves up to its speed toward a hostile creature that it can see.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Aberration (Beholder)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Gazer","description":"This creature appears in the All Eyes on Chult adventure module! Traits Aggressive. As a bonus action, the gazer can move up to its speed towards a hostile creature that it can see. Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn. Frost Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) cold damage. Telekinetic Ray. If the target is a creature that is medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Alignment":"neutral evil","Expansion":23171,"Challenge Rating":"1/2"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Gbahali","description":"A large reptile with a dagger-like teeth and a scaly hide of shifting colors, the gbahali often strikes from close range. Chameleon Crocodiles. While distantly related to crocodiles, gbahali have adapted to life away from the water. To make up for the lack of cover, gbahali developed chameleon powers. Gbahali hide changes color to match its surroundings so perfectly that it becomes nearly invisible. Any lonely rock on the grassland might be a gbahali waiting along a trail, caravan route, or watering hole. Their thick hide can be made into hide or leather armor, and with the proper alchemical techniques it retains some of its color-shifting properties. Strong Hunters. Gbahalis are powerful predators, challenged only by rivals too large for a gbahali to grapple or by predators that hunt in packs and prides, such as lions and gnolls. Gbahalis live solitary lives except during the fall, when males seek out females in their territory. Females lay eggs in the spring and guard the nest until the eggs hatch, but the young gbahali are abandoned to their own devices. Killing an adult gbahali is a sign of bravery and skill for plains hunters. Sentries and Stragglers. In combat, a gbahali relies on its chameleon power to ambush prey. It may wait quietly for hours, but its speed and stealth mean it strikes quickly, especially against weak or solitary prey. Its onslaught is strong enough to scatter a herd and leave behind the slowest for the gbahali to bring down. Traits Chameleon Hide: The gbahali has advantage on Dexterity (Stealth) checks. If the gbahali moves one-half its speed or less, attacks made against it before the start of the gbahali’s next turn have disadvantage. Actions Multiattack: The gbahali makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +8 to hit, reach 10 ft., One target. Hit : 24 (3d12 + 5) Piercing damage. If the target is a Medium or smaller creature, it is grappled, escape DC 15. Until this grapple ends, the target is restrained, and the gbahali can’t bite another target. Claw: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 14 (2d8 + 5) Slashing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Gear Mage","description":"The gear mage can be found working alongside artificers, directing industrial efforts in large towns and cities. They can also be found holed up in a laboratory or a warehouse, experimenting with new forms of clockwork machinery. Gear Mages in Midgard Most commonly found in the Septime cities and the Crossroads, gear mages are specialists in clockwork magic, constructs, and occasional temporal manipulations.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Gear Mage (Midgard)","description":"The gear mage can be found working alongside artificers, directing industrial efforts in large towns and cities. They can also be found holed up in a laboratory or a warehouse, experimenting with new forms of clockwork machinery. Gear Mages in Midgard Most commonly found in the Septime cities and the Crossroads, gear mages are specialists in clockwork magic, constructs, and occasional temporal manipulations.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Gearforged Templar","description":"The bronze and mithral figure advances with heavy movements. Its eye lenses glare dark blue, and gears click when it swings its glaive. An intricate construction of bronze, steel, copper, and mithral, the gearforged templar is an imposing sight. A humanoid spirit contained in a soulgem animates the heavy body of gears and springs. Gearforged are relatively rare, and the champion is a paragon among them. Tireless Defender. The gearforged templar is relentless in pursuit of its duty. More so then other gearforged, the champion’s mindset becomes fixed on its charge to the exclusion of distractions and even magical coercion. Gearforged templars serve as commanders of military or guard units, bodyguards for important individuals, or personal champions for nobility. Constructed Nature. The gearforged templar doesn’t require food, drink, air, or sleep. Traits Defensive Zone: The gearforged templar can make an opportunity attack when a creature enters its reach. Onslaught: As a bonus action, the gearforged can make a Shove attack. Actions Multiattack: The gearforged templar makes three attacks with its glaive. Glaive: Melee Weapon Attack : +8 to hit, reach 10 ft., One target. Hit : 10 (1d10 + 5) Slashing damage. Javelin: Ranged Weapon Attack : +8 to hit, range 30/120 ft., One target. Hit : 8 (1d6 + 5) Piercing damage. Whirlwind (recharge 5-6): The gearforged templar whirls its glaive in a great arc. Every creature within 10 feet of the gearforged takes 16 (3d10) slashing damage, or half damage with a successful DC 16 Dexterity saving throw. Reactions Parry: The gearforged templar raises its AC by 3 against one melee attack that would hit it. To do so, the gearforged must be able to see the attacker and must be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gearforged)","Source":"Tome of Beasts","Alignment":"Lawful neutral","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Gearghost","description":"Formed from the unquiet soul of a thief wrenched from life by a wicked trap, a gearghost delights in rigging up the same threats and tortures to which it succumbed. Eager to witness the deaths of others, the gearghost prowls the place of its death, constantly maintaining and resetting any traps in that area as it waits for victims to fall into its clutches, appearing to its victims as g rasping arms emerging from a tangled cluster of debris and mechanical parts, with a metal skull hovering above the clanging mess. Check for Traps. A gearghost also has the ability to create and set new traps, and as such its lair is usually choked with perilous new snares, spikes, and pits. 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While most of these majestic and deadly curiosities have fallen to rust and ruin, forgotten along with their long-destroyed and buried societies, some continue to patrol the tunnels and pathways of forgotten tombs and dungeons, following their original operations and directives to protect the contents of their domain. Resembling a rolling ball of shield-like plates, a gearkeeper construct can rapidly travel through corridors to seek intruders. Upon discovering an unrecognized creature, the shields expand to reveal gaps where numerous metallic legs emerge for precision movement. Bladed appendages whir around the construct, threatening any unlucky delvers who wander too close, while heavy spears of steel can be fired from within the construct’s core, impaling unwanted guests. If overwhelmed, the construct can discharge a spray of heated, jagged metal fragments to subdue groups of intruders. Reverse engineering from the recovered shells and scraps of excavated gearkeeper constructs, a number of modern tinkerers have developed updated variations of these sentinels. Such designs are only recently seeing use in select prisons, or by wealthy collectors seeking to keep their collections safe. Constructed Nature . A gearkeeper construct doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":5016,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Gearkeeper Construct","description":"Rolling, deadly whirlwinds of metal plates and curving blades, these clockwork automatons were initially designed by tinkerers and mage engineers to be sentries and guardians in the deepest of vaults during the Age of Arcanum. While most of these majestic and deadly curiosities have fallen to rust and ruin, forgotten along with their long-destroyed and buried societies, some continue to patrol the tunnels and pathways of forgotten tombs and dungeons, following their original operations and directives to protect the contents of their domain. Resembling a rolling ball of shield-like plates, a gearkeeper construct can rapidly travel through corridors to seek intruders. Upon discovering an unrecognized creature, the shields expand to reveal gaps where numerous metallic legs emerge for precision movement. Bladed appendages whir around the construct, threatening any unlucky delvers who wander too close, while heavy spears of steel can be fired from within the construct’s core, impaling unwanted guests. If overwhelmed, the construct can discharge a spray of heated, jagged metal fragments to subdue groups of intruders. Reverse engineering from the recovered shells and scraps of excavated gearkeeper constructs, a number of modern tinkerers have developed updated variations of these sentinels. Such designs are only recently seeing use in select prisons, or by wealthy collectors seeking to keep their collections safe. Constructed Nature. A gearkeeper construct doesn’t require air, food, drink, or sleep. Traits Immutable Form. The gearkeeper is immune to any spell or effect that would alter its form. Rapid Shifting. Opportunity attacks made against the gearkeeper have disadvantage. Whirling Blades. Any creature that starts its turn within 5 feet of the gearkeeper takes 4 (1d8) slashing damage. Actions Multiattack. The gearkeeper makes two Arm Blade attacks, or one Arm Blade attack and one Spear Launcher attack. Arm Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage. Spear Launcher. Ranged Weapon Attack: +9 to hit, range 90 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target is knocked prone. Shrapnel Blast (Recharge 6). The gearkeeper jettisons a spray of jagged metal in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":29448,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Gearmass","description":"A cacophony of banging metal and burbling pops echoes down the corridor before a pile of metal junk encased in a greasy bubble turns the corner and seeps down the hall. A gearmass appears as a shambling ooze full of metal junk. It collects and carries discarded bits left by tinkers, machinists, and dead constructs, slowly feeding off the rust its acid promotes in the metal. Gearmasses are not stealthy, nor quiet in the least, a saving grace for dungeon delvers encountering them. However, all too often, the metal clanging racket is so confusing that by the time curious adventurers recognize their quarry, it is too late. Lazy Mages are the Worst. The first gearmass was crafted by a wizard who wanted the cleaning power of a gelatinous cube combined with the scouring potential of a rust monster. Unfortunately, the oddball creation escaped during an impromptu encounter with some zealous heroes. Unchecked and uncaged, the first gearmass quickly proliferated. A few daring wizards have since captured and trained the offspring, but the risks of keeping such creatures in laboratories and workshops quickly become apparent as the creatures devour all nearby metal. Amorphous. The gearmass can move through a space as narrow as 1 foot wide without squeezing. Clanging Mass. The gearmass is filled with metal objects that clang, scrape, and clink together as it moves. When it moves, it has disadvantage on Dexterity (Stealth) checks to stay silent until the start of its next turn. Ooze Nature. The gearmass doesn't require sleep. Rust Metal. Any nonmagical weapon made of metal that hits the gearmass corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the gearmass is destroyed after dealing damage. Actions Multiattack. The gearmass makes two Gear Slam or Cog Toss attacks. If it hits one creature with both Gear Slam attacks, the target is grappled (escape DC 14), and the gearmass uses Engulf on the target. Gear Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage. Cog Toss. Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Engulf. The gearmass engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the gearmass's turns or take 14 (4d6) acid damage. Any nonmagical ferrous metal armor, weapons, or other items the target is wearing corrode at the start of each of the gearmass's turns. If an object is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If an object is a metal weapon, it rusts as described in the Rust Metal trait. If the gearmass moves, the engulfed target moves with it. The gearmass can have only one creature engulfed at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Gearsman Robot","description":"Products of advanced scientific technology, the constructs called robots are animated by engineering and advanced science rather than magic. Unlike most constructs, robots are often capable of independent thought rather than being simple automatons. However, they still must obey the programming instilled in them at their creation. Any robot whose creator hard-coded limitations into its programming can never be truly autonomous. Robots almost always arise from cultures that possess technology that is leaps and bounds ahead of other civilizations, though sometimes they appear due to cultural diffusion from such a society. A wrecked spacecraft, a portal through time, or a group of robots mass-producing others of their kind could all bring robots into a world. Robots that appear from another place or time might still follow the alien dictates of their original programming, or could run amok, their directives corrupted or forgotten. Whatever the case, these robots possess technology that is beyond the means of almost anyone to reproduce, and they represent a stark contrast to other constructs, as they have nothing to do with magic. Some spellcasters, despite lacking any real grasp on the technological principles required to create robots, have managed to create their own robots by cobbling together spare parts and broken machines, filling in the gaps and completing the design with a mixture of magic and barely understood fragments of science. These inferior designs usually lack the inexhaustible power supplies, advanced intellects, and self-repair systems found in the original robots, and the magic used in their creation can potentially render them more susceptible to techniques that work against other sorts of constructs. Robots serve a wide range of purposes, from warfare and defense to peaceful tasks like excavation, farming, and maintenance. Small villages that find robots and somehow manage to command them will often put them to work quietly tending fields or constructing buildings all day long. Armies and warlords collect the more dangerous varieties of robots, but even the more ordinary varieties can be deadly. Most robots sport alloyed skin as hard as steel, meaning that even the lowliest worker robot presents a potent threat when altered for battle. Furthermore, since most cultures lack a means to reliably repair or understand how to command robots, even the most benign one might malfunction, or even reach a point in its programming where it changes its activity and refuses to follow orders, leading to untold death and destruction among its former temporary masters. The means of commanding robots vary from model to model, which can be a source of endless frustration for any who seek to control them. Some obey orders from any humanoid, some bond to a specific master until her death, and others only yield to the command of technological brooches or control rods. Still, others submit after mechanical surgery or rebuilding, or not at all. Many must be given extremely precise instructions, for they are unable to process metaphors or other figures of speech, and may interpret them in unanticipated ways, much to the chagrin of those who would command them. A surprisingly large proportion of uncontrolled robots already speak Common, as most models exhibit considerable linguistics talent, and the robots train each other in their new home's languages. Though they comprehend language, most robots rarely speak save for terse acknowledgments of orders. Their speech typically excludes words they deem unnecessary with their mechanical efficiency, leading to strange, disjointed statements that convey the requisite information without emotion, although some robots programmed to interact well with humans are able to speak in a more fluid and less disconcerting manner. Constructing a robot requires no magic but does involve advanced and extraordinarily rare materials and technological expertise. Because almost no one possesses the skills and materials to complete the process of constructing a robot, these entries omit the construction sections provided for most constructs. A GM can add the robot subtype to a different type of construct, such as an animated object or homunculus, to create new types of robots. Typically, this doesn't alter the construct's challenge rating. A character can't create a robot from or add the robot subtype to a construct that has already been created; adding the robot subtype to an existing creature is purely a means for the GM to simulate additional robots beyond those provided here. ROBOT, GEARSMAN Despite their metallic construction, gearsmen move fluidly and carefully. These sentient robots are quite intelligent, though for reasons known only to themselves they willingly serve other creatures (living and mechanical alike) as shock troops and guards, performing their tasks with mechanical detachment and coldly logical efficiency. However, they serve a purpose beyond their current directives— an objective installed in them when they were first created. Gearsmen disobey their putative masters whenever an order contradicts these mysterious internal directives. When questioned about their lapses, gearsmen answer with only silence. Their lack of a functional mouth doesn’t prevent them from talking, though most speak rarely. 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He can also be used as a relentless killer who hides in plain sight amid the structures of a beleaguered city, or even as the mysterious leader of a particularly sadistic thieves’ guild. To provide a fun change of pace, Gedovius can work well in an adventure where all signs point to a human criminal preying upon a society ill-equipped to deal with them, only to have the PCs discover that, in this case, the predator that has been stalking the city streets is a gargoyle or elemental. Traits False Appearance. While Gedovius remains motionless, he is indistinguishable from an inanimate statue. Magic Weapons. Gedovius’ weapon attacks are magical. Sadistic Brute. A melee weapon deals one extra die of its damage plus 1d6 psychic damage when Gedovius hits with it (included in the attack). Sneak Attack (1/Turn). Gedovius deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Gedovius that isn’t incapacitated and Gedovius doesn’t have disadvantage on the attack roll. Actions Multiattack. Gedovius makes four attacks: one with his bite, one with gore, and two with his claws. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:1211 (2d6+5) piercing damage plus 3 (1d6) psychic damage. Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage plus 3 (1d6) psychic damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage plus 3 (1d6) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":16},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Gegenees","description":"Gegenees The gegenees are a race of six-armed giants who dwell in lands far from civilization. They prefer weapons such as clubs and spears, dress in skins and furs, and embellish their bodies with elaborate tattoos and ritual scarification. Though not malevolent, gegenees are territorial, superstitious, and exceptionally xenophobic. They have an innate distrust for arcane spellcasters in particular, and gegenees with innate sorcerous talents are quickly exiled from their clans. Their skin is a deep indigo and large tusks jut from their lower jaws. Gegenees are 21 feet tall, have blue skin and weigh 14,000 pounds. Tattooed. Gegenees tattoos are stylized patterns that tell the story of the individual as well as the histories of that gegenees’s most honored forebears. Consequently, gegenees are particularly infuriated by creatures that attempt to copy their tattoo patterns for aesthetic purposes, as this is tantamount to laying claim to the family legacies of the gegenees. Blind Wisdom . Each gegenees clan is guided by a chieftain, who is advised by the venerable mothers— the clan’s three oldest and most revered women. Possessing great wisdom and supernatural gifts, the venerable mothers are also blind, for they pluck out their eyes to prove their devotion to the clan. Their every word is considered sacrosanct.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic neutral","Expansion":30635,"Challenge Rating":19},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Geist","description":"Geists are two souls intertwined in a solemn dance of despair and suffering. Created by the will of a Great One, these souls ripped from fallen bodies now do their creator’s bidding without judgment or rationale. While their appearance differs from typical ghosts, they too glide through the air with the same eerie motions as their undead brethren. Their form twists and changes, capable of resisting even the blows of magical weapons. Their existence is the reason why most hunters carry plain steel weapons as back up. Dying Breed. When the moon was shattered, most geists broke along with it. This was the undeniable proof that the hunters had the powers to break and end the Scourge afflicting them. In Luyarnha, death offers no respite; a person’s body and soul risk becoming the tortured pawns of vile masters, thus the denizens of the city show a fighting spirit rarely seen elsewhere. Traits Abhorrent Body. The geist can assume either an ethereal or material form. In its ethereal form, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't moongilded or silvered. In its material form, it has resistance to bludgeoning, piercing, and slashing damage from magical attacks that aren't moongilded or silvered. The geist can change form as a bonus action. The geist’s other traits and actions are determined by its form. Death Burst (Material Form). When the geist dies, it explodes in a burst of poison. Each creature within 5 feet of it must make a DC 10 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. Incorporeal Movement (Ethereal Form). The geist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. If it changes to its material form while inside an object, it takes 11 (2d10) force damage and is shunted to the nearest unoccupied space. Sunlight Sensitivity (Ethereal Form). While in sunlight, the geist has disadvantage on attack rolls, as well as on Perception checks that rely on sight. Actions Glacial Touch (Ethereal Form). Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Rotten Touch (Material Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) poison damage and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":1},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Gelatinooze","description":"You can pet it. But I’d vear gloves. And not your favourite, fancy-pants vons either; you never know vhen its goink to start oozink. — Humperdink, No Longer Has Gloves Type : Ooze Creature Component : Any polyhedrooze Bonus Tamer Improvement : Growth I and +2 Hit Dice A relatively recent creation, the gelatinous polyhedrooze builds on its forebears’ mere six sides. Able to more selectively dissolve the objects it engulfs, this companion makes use of the arms and armour found lying around dungeons to form impenetrable barriers of overlapping shields and phalanx-like spears. If any of the gelatinooze’s traits or actions require a saving throw, it is always against the gelatinooze’s save DC , as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the gelatinooze’s Strength modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the gelatinooze the following improvements using your Monster Trainer feature: Growth I Prerequisite : become a tamer’s companion Type : Passive (companion) The gelatinooze’s size increases to Small, it becomes shaped like a d6, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its pseudopod attack increases to a d6 . The gelatinooze gains this improvement when it becomes a companion; it doesn’t cost an improvement. Reactive Mutations Prerequisite : 3rd-level tamer Type : Active (bonus action) As a bonus action, the gelatinooze activates its immune system for the next minute . Immediately after the gelatinooze next takes damage, it gains resistance to that damage type for 1 minute . After the gelatinooze uses this action, it can’t do so again until its tamer finishes a long rest. Engulf Prerequisite : 3rd-level tamer Type : Active (action) As an action, the gelatinooze can move up to its speed. While doing so, it can enter the space of creatures smaller than its size. Whenever the gelatinooze enters a creature’s space, the creature must make a Dexterity saving throw . On a successful save, the creature can choose to be pushed 5 feet back or to the side of the gelatinooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the gelatinooze enters the creature’s space, stops moving and engulfs the creature, which takes 7 ( 2d6 ) acid damage. The engulfed creature can’t breathe, is restrained , and takes 7 ( 2d6 ) acid damage at the start of each of the gelatinooze’s turns. When the gelatinooze moves, the engulfed creature moves with it. The gelatinooze can have only one creature engulfed at a time. An engulfed creature can try to escape by taking an action to make a Strength check against the gelatinooze’s save DC . On a success, the creature escapes and enters a space of its choice within 5 feet of the gelatinooze. Growth II Prerequisite : 5th-level tamer, Growth I Type : Passive (companion) The gelatinooze’s size increases to Medium, it becomes shaped like a d8, and its Hit Die size increases to a d8 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage dice of its pseudopod and spit attacks increase from a d6 to a d8 , and its Engulf action’s damage increases to 10 ( 3d6 ). Multiattack Prerequisite : 5th-level tamer Type : Active (action) As an action, the gelatinooze can make two pseudopod attacks. Spit Prerequisite : 5th-level tamer Type : Active (action) The gelatinooze gains a ranged weapon attack: Spit. The damage die of the spit attack increases with the specified die size in the gelatinooze’s Growth improvements. Spit. Ranged Weapon Attack: Str or Dex modifier + PB to hit, range 20/60 ft., one target. Hit: 2d6 + Str or Dex modifier acid damage. Phalanx Prerequisite : 9th-level tamer Type : Active (action) As an action while the gelatinooze is not in its Turtle form, it can brace itself in place, reducing its speed to 0 feet and presenting a phalanx of spiky things it has found. A creature that hits the gelatinooze with a melee attack while within 5 feet of it takes 2d6 piercing damage. As a bonus action, the gelatinooze can return to normal, regaining its normal speed. Turtle Prerequisite : 9th-level tamer Type : Active (action) As an action while the gelatinooze is not in its Phalanx form, it can hunker in place, reducing its speed to 0 feet and presenting a wall of metal and wood on one of its faces. Choose a direction and project a cone as if casting a cone-shaped spell with infinite length; the gelatinooze gains a +10 bonus to AC against all attacks originating from within that cone. As a bonus action, the gelatinooze can return to normal, regaining its speed and its normal AC. Growth III Prerequisite : 9th-level tamer, Growth II Type : Passive (companion) The gelatinooze’s size increases to Large, it becomes shaped like a d10, and its Hit Die size increases to a d10 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage dice of its pseudopod and spit attacks increase from a d8 to a d10 , and its Engulf action’s damage increases to 14 ( 4d6 ). This growth improvement ignores the normal maximum companion size for a tamer. Growth IV Prerequisite : 13th-level tamer, Growth III Type : Passive (companion) The gelatinooze’s size increases to Huge, it becomes shaped like a d12, and its Hit Die size increases to a d12 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage dice of its pseudopod and spit attacks increase from a d10 to a d12 , and its Engulf action’s damage increases to 17 ( 5d6 ). This growth improvement ignores the normal maximum companion size for a tamer. Sanctuary Prerequisite : 13th-level tamer, Engulf Type : Active (action) As an action, the gelatinooze can move into the space of an object or willing creature that is smaller than it and encapsulate it within its body. The object or creature can be seen but has total cover. No energy or spell effects that either originate from or target the encapsulated object or creature can pass through the gelatinooze. The gelatinooze naturally diffuses air to the object or creature within it, allowing it to breathe. The gelatinooze can contain up to 1 creature of a size smaller than it, whether it has it engulfed (using the Engulf action) or encapsulated using this trait. An encapsulated creature can exit the polyhedrooze by expending 2 feet of movement for each foot of gelatinooze that it passes through. As a bonus action, the gelatinooze can expel the object or creature into an adjacent, unoccupied space of the gelatinooze’s choice. Erupt Prerequisite : 17th-level tamer, Phalanx or Turtle Type : Active (action) As an action, the gelatinooze can fire all the shrapnel, armour, and weapons it has accumulated in its body. It can choose to focus this in a 60-foot cone or erupt in all directions in a 20-foot-radius sphere centred on itself. Each creature in the area other than the gelatinooze must make a Dexterity saving throw . A creature takes 14 ( 4d6 ) bludgeoning damage, 14 ( 4d6 ) piercing damage, 14 ( 4d6 ) slashing damage, and 14 (4 d6 ) acid damage on a failed save, or half as much damage on a successful one. After the gelatinooze uses this action, it can’t use its Erupt, Phalanx, or Turtle actions until it spends 1 hour absorbing rocks, metal, and other bric-a-brac.","properties":{"Category":"Monsters","Size":"Tiny","Type":"ooze","Alignment":"unaligned","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gelatinous Cube","description":"“The dungeon’s floors were spotless. That should have been our first clue.” —from the journal of Jaster Hollowquill, on his first exploration of Undermountain Oozes Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze’s presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby. Slow Death. An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim’s comrades can come to the rescue before it is too late. Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers. Unwitting Servants. Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze’s need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room. Spawn of Juiblex. According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex. Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent. Ooze Nature. An ooze doesn’t require sleep. Gelatinous Cube Gelatinous cubes scour dungeon passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other materials undissolved. A gelatinous cube is all but transparent, making it hard to spot until it attacks. A cube that is well fed can be easier to spot, since its victims’ bones, coins, and other objects can be seen suspended inside the creature. Traits Ooze Cube : The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. Transparent : Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. Actions Pseudopod : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage. Engulf : The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21, 6d6, acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Gelatinous Cube","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Ooze Cube : The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover . A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. Transparent : Even when the cube is in plain sight, it takes a successful DC 15 Wisdom ( Perception ) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. Actions Pseudopod : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) acid damage. Engulf : The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained , and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.","properties":{"Category":"Monsters","AC":6,"HP":"84 (8d10+40)","CHA":1,"CON":20,"DEX":3,"INT":1,"STR":14,"WIS":6,"Size":"Large","Type":"ooze","Speed":"15 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063363/0I37YfrXRbEhu8vqeVxAhQ/original.png","Roll 0":"Pseudopod\n1d20 + 4\n3d6","Senses":"Blindsight 60 Ft. (Blind Beyond This Radius)","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Ooze Cube\",\"Desc\":\"The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.\"},{\"Name\":\"Transparent\",\"Desc\":\"Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.\"}]","data-Actions":"[{\"Name\":\"Pseudopod\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"3d6\",\"Damage Type\":\"acid\"},{\"Name\":\"Engulf\",\"Desc\":\"The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.\"}]","data-CHA-mod":"-5","data-CON-mod":"+5","data-DEX-mod":"-4","data-INT-mod":"-5","data-STR-mod":"+2","data-SizeNum":5,"data-WIS-mod":"-2","Challenge Rating":2,"Passive Perception":8,"Condition Immunities":"Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone","data-CrNum":2,"data-AcNum":6,"data-HpNum":84},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gelatinous Cube Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Flowing Form. The cube’s caregiver can enter a space occupied by the cube without becoming engulfed. While in the same space as the cube, the caregiver can attack and interact with creatures engulfed by the cube without harming or taking damage from the cube. Transparent. Even when the cube is in plain sight, it takes a successful DC 10 plus PB Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube takes 3 (1d6) acid damage and can’t enter the space. Actions Pseudopod (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1st Level: Burning Acid (2 Ferocity). The gelatinous cube makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and a target that takes damage from the attack can’t regain hit points until the start of your next turn. 3rd Level: Slime Shower (5 Ferocity). The cube spins rapidly, raining a shower of sticky, acidic slime around them. Each creature within 5 feet of the cube must succeed on a DC 10 plus PB Dexterity saving throw or take 1d6 acid damage and have their speed reduced to 0 until the start of the cube’s next turn. The cube’s caregiver automatically succeeds on this saving throw. 5th Level: Engulf (8 Ferocity). The cube attempts to pull a Large or smaller creature within 5 feet of them into their body. That creature must make a DC 10 plus PB Dexterity saving throw. On a failure, the target enters the cube’s space without provoking opportunity attacks, takes PBd6 acid damage, and is engulfed. On a success, a creature takes half as much damage, doesn’t move, and isn’t engulfed. An engulfed creature can’t breathe, is restrained, and takes PBd6 acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with them. An engulfed creature can try to escape by taking an action to make a DC 10 plus PB Strength check. On a success, the creature escapes and enters a space of their choice within 5 feet of the cube. The cube can engulf one Large creature or up to four Medium or smaller creatures at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Gelatinous Cube Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Flowing Form. The cube’s caregiver can enter a space occupied by the cube without becoming engulfed. While in the same space as the cube, the caregiver can attack and interact with creatures engulfed by the cube without harming or taking damage from the cube. Transparent. Even when the cube is in plain sight, it takes a successful DC 10 plus PB Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube takes 3 (1d6) acid damage and can’t enter the space. Actions Pseudopod (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1st Level: Burning Acid (2 Ferocity). The gelatinous cube makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and a target that takes damage from the attack can’t regain hit points until the start of your next turn. 3rd Level: Slime Shower (5 Ferocity). The cube spins rapidly, raining a shower of sticky, acidic slime around them. Each creature within 5 feet of the cube must succeed on a DC 10 plus PB Dexterity saving throw or take 1d6 acid damage and have their speed reduced to 0 until the start of the cube’s next turn. The cube’s caregiver automatically succeeds on this saving throw. 5th Level: Engulf (8 Ferocity). The cube attempts to pull a Large or smaller creature within 5 feet of them into their body. That creature must make a DC 10 plus PB Dexterity saving throw. On a failure, the target enters the cube’s space without provoking opportunity attacks, takes PBd6 acid damage, and is engulfed. On a success, a creature takes half as much damage, doesn’t move, and isn’t engulfed. An engulfed creature can’t breathe, is restrained, and takes PBd6 acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with them. An engulfed creature can try to escape by taking an action to make a DC 10 plus PB Strength check. On a success, the creature escapes and enters a space of their choice within 5 feet of the cube. The cube can engulf one Large creature or up to four Medium or smaller creatures at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Gelatinous Cube Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Flowing Form. The cube’s caregiver can enter a space occupied by the cube without becoming engulfed. While in the same space as the cube, the caregiver can attack and interact with creatures engulfed by the cube without harming or taking damage from the cube. Transparent. Even when the cube is in plain sight, it takes a successful DC 10 plus PB Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube takes 3 (1d6) acid damage and can’t enter the space. Actions Pseudopod (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1st Level: Burning Acid (2 Ferocity). The gelatinous cube makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and a target that takes damage from the attack can’t regain hit points until the start of your next turn. 3rd Level: Slime Shower (5 Ferocity). The cube spins rapidly, raining a shower of sticky, acidic slime around them. Each creature within 5 feet of the cube must succeed on a DC 10 plus PB Dexterity saving throw or take 1d6 acid damage and have their speed reduced to 0 until the start of the cube’s next turn. The cube’s caregiver automatically succeeds on this saving throw. 5th Level: Engulf (8 Ferocity). The cube attempts to pull a Large or smaller creature within 5 feet of them into their body. That creature must make a DC 10 plus PB Dexterity saving throw. On a failure, the target enters the cube’s space without provoking opportunity attacks, takes PBd6 acid damage, and is engulfed. On a success, a creature takes half as much damage, doesn’t move, and isn’t engulfed. An engulfed creature can’t breathe, is restrained, and takes PBd6 acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with them. An engulfed creature can try to escape by taking an action to make a DC 10 plus PB Strength check. On a success, the creature escapes and enters a space of their choice within 5 feet of the cube. The cube can engulf one Large creature or up to four Medium or smaller creatures at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Gelatinous Cube Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Flowing Form. The cube’s caregiver can enter a space occupied by the cube without becoming engulfed. While in the same space as the cube, the caregiver can attack and interact with creatures engulfed by the cube without harming or taking damage from the cube. Transparent. Even when the cube is in plain sight, it takes a successful DC 10 plus PB Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube takes 3 (1d6) acid damage and can’t enter the space. Actions Pseudopod (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1st Level: Burning Acid (2 Ferocity). The gelatinous cube makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and a target that takes damage from the attack can’t regain hit points until the start of your next turn. 3rd Level: Slime Shower (5 Ferocity). The cube spins rapidly, raining a shower of sticky, acidic slime around them. Each creature within 5 feet of the cube must succeed on a DC 10 plus PB Dexterity saving throw or take 1d6 acid damage and have their speed reduced to 0 until the start of the cube’s next turn. The cube’s caregiver automatically succeeds on this saving throw. 5th Level: Engulf (8 Ferocity). The cube attempts to pull a Large or smaller creature within 5 feet of them into their body. That creature must make a DC 10 plus PB Dexterity saving throw. On a failure, the target enters the cube’s space without provoking opportunity attacks, takes PBd6 acid damage, and is engulfed. On a success, a creature takes half as much damage, doesn’t move, and isn’t engulfed. An engulfed creature can’t breathe, is restrained, and takes PBd6 acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with them. An engulfed creature can try to escape by taking an action to make a DC 10 plus PB Strength check. On a success, the creature escapes and enters a space of their choice within 5 feet of the cube. The cube can engulf one Large creature or up to four Medium or smaller creatures at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Gelatinous Cube Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Flowing Form. The cube’s caregiver can enter a space occupied by the cube without becoming engulfed. While in the same space as the cube, the caregiver can attack and interact with creatures engulfed by the cube without harming or taking damage from the cube. Transparent. Even when the cube is in plain sight, it takes a successful DC 10 plus PB Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube’s space while unaware of the cube takes 3 (1d6) acid damage and can’t enter the space. Actions Pseudopod (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1st Level: Burning Acid (2 Ferocity). The gelatinous cube makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and a target that takes damage from the attack can’t regain hit points until the start of your next turn. 3rd Level: Slime Shower (5 Ferocity). The cube spins rapidly, raining a shower of sticky, acidic slime around them. Each creature within 5 feet of the cube must succeed on a DC 10 plus PB Dexterity saving throw or take 1d6 acid damage and have their speed reduced to 0 until the start of the cube’s next turn. The cube’s caregiver automatically succeeds on this saving throw. 5th Level: Engulf (8 Ferocity). The cube attempts to pull a Large or smaller creature within 5 feet of them into their body. That creature must make a DC 10 plus PB Dexterity saving throw. On a failure, the target enters the cube’s space without provoking opportunity attacks, takes PBd6 acid damage, and is engulfed. On a success, a creature takes half as much damage, doesn’t move, and isn’t engulfed. An engulfed creature can’t breathe, is restrained, and takes PBd6 acid damage at the start of each of the cube’s turns. When the cube moves, the engulfed creature moves with them. An engulfed creature can try to escape by taking an action to make a DC 10 plus PB Strength check. On a success, the creature escapes and enters a space of their choice within 5 feet of the cube. The cube can engulf one Large creature or up to four Medium or smaller creatures at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Gelatinous Cubelet","description":"Like its larger counterpart, the gelatinous cubelet is an ideal servant for a caster who requires a companion adept at defending confined spaces and consuming refuse. After a successful series of arcane experiments aimed at breeding a more intelligent and manageable ooze, gelatinous cubelets became a surprisingly popular familiar of choice for traveling spellcasters. The cubelet’s ability to hide in plain sight, retrieve objects, and fit through small openings combines to make it a startlingly effective burglar. Traits Amorphous. The cubelet can move through a space as narrow as 1 inch wide without squeezing. Transparent. Even when the cubelet is in plain sight, it makes a successful DC 15 Wisdom (Perception) check to spot a cubelet that has neither moved nor attacked. A creature that tries to enter the cubelet's space while unaware of the cubelet is surprised by the cubelet. Actions Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) acid damage. Engulf. The cubelet moves up to its speed. While doing so, it can enter the space of Tiny objects that are not being worn or carried. Whenever the cubelet enters an object's space, it can choose to engulf the object. A creature can attempt to forcefully remove an engulfed object by making a DC 11 Strength check as an action. On a failure, the creature takes 7 (2d6) acid damage and can't retrieve the object. On a success, the creature still takes the damage, but successfully removes the object. The cubelet can only engulf one object at a time.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Alignment":"Unaligned","Expansion":21760,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Gelhma Ganderfacet","description":"Gelhma Ganderfacet “Nice magic you got there. Be a shame if something happened to it.” Gelhma Ganderfacet made a living as a gemologist on a far-flung Material Plane world. While exploring a deep cavern, she slipped through a portal, landing on a small island in the Aetherial Expanse. The influx of aether into her system imbued her with amazing powers that she is still trying to understand, and a dark side she doesn’t know exists. Aetherium Expert. After coming to terms with her new setting, Gelhma let her knowledge of gems and precious minerals be her solace and her occupation. She became fascinated by aetherium and discovered she could sense its presence. This made her a highly sought expert—particularly by Ayrissian and Karelagne forces. She humbly and demurely accepts these jobs, making a good living. A Darkness Beneath. What Gelhma doesn’t realize, is that in the presence of large amounts of aetherium, something inside her takes over. She violently attacks everyone in sight until they are dead before absorbingthe aetherium into herself. She is unaware of this behavior, often awakening days later with no recollection of the events. Under her clothes, chunks of aetherium are grafted to her skin, feeding her power.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Gnome)","Source":"custom","Alignment":"Neutral","Expansion":32048,"Challenge Rating":11},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Gellimite","description":"A glint of light catches your eye, reflecting off a tiny transparent cube as it quivers slightly. Gellimites are minuscule, magically altered gelatinous cubes. Extremely aggressive, a gellimite actively seeks living prey, which it feasts on by burrowing into its target’s flesh. Arcane Assassins. A cult of sorcerer-assassins created the first gellimites as a way to make sacrifices to their deity. The tiny oozes fetch a high price on the black market and are sold enclosed in specially crafted vessels designed to be worn as amulets. Some owners have made failed attempts to turn gellimites into familiars, since the creatures lack tangible intelligence. Gelatinous Clones. Even though they are driven to consume flesh, gellimites are magical creatures that do not grow or propagate. The cult that developed the secret ritual used to create them has never shared this knowledge with anyone outside the group. The process entails magically dividing a gelatinous cube into dozens of smaller cubes. TRAITS Ooze Cube. The gellimite takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the gellimite’s Caustic Burrow and has disadvantage on the saving throw. A creature within 5 feet of the gellimite can use an action to burn a burrowing gellimite out of a creature. Transparent. Even when a gellimite is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a gellimite that has neither moved nor attacked. A creature that tries to enter a gellimite’s space while unaware of the gellimite is surprised by the ooze. Caustic Burrow. If a gellimite strikes a creature with its pseudopod, the target must make a DC 12 Dexterity saving throw. On a failed save, the gellimite burrows into its flesh, dealing 3 (1d6) acid damage per round until the gellimite is removed or destroyed. Fire Aversion. A gellimite recoils from fire. An individual can use an open flame, such as a torch, to drive a burrowing gellimite from a host with a successful DC 12 Wisdom (Medicine) check. On a failed check, the fire deals additional 1d8 damage to the treated individual. If the host takes any damage from magical or normal fire that targets the gellimite’s point of entry, the gellimite also takes fire damage, and if it survives, uses its following move action to leave the host. ACTIONS Pseudopod. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 3 (1d6) acid damage plus Caustic Burrow (see above).","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Alignment":"Unaligned","Expansion":25357,"Challenge Rating":0},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Gem Greatwyrm","description":"The thing I miss most about Sardior is the thing no gem greatwyrm will ever reproduce: the witty anecdotes. Which were, I grant you, mostly about me. -Fizban More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power. Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair. Sardior's Greatwyrms Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These greatwyrms are named Aleithilithos (an amethyst greatwyrm), Hrodel (a crystal greatwyrm), Smargad (an emerald greatwyrm), Charsima (a sapphire greatwyrm), and Tithonnas (a topaz greatwyrm). Each thane is actively seeking out their echoes across the worlds of the Material Plane, hoping to merge with these other dragons, with the goal of eventually uniting themselves to re-form the great Ruby Dragon. Traits Gem Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates. Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead. Unusual Nature. The greatwyrm doesn't require food or drink. Actions Multiattack. The greatwyrm makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 16 (3d10) force damage. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 19) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time. Breath Weapon (Recharge 5–6). The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) force damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. On a success or failure, the creature's speed becomes 0 until the end of its next turn. Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest). The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a DC 26 Strength saving throw or be restrained in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success. At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12) force damage to each of them. Spellcasting (Psionics). The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 26, +18 to hit with spell attack): 1/day each: dispel magic , forcecage , plane shift , reverse gravity , time stop Bonus Actions Change Shape. The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it. Psychic Step. The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it. Legendary Actions The greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The greatwyrm regains spent legendary actions at the start of its turn. Claw. The greatwyrm makes one Claw attack. Psionics (Costs 2 Actions). The greatwyrm uses Psychic Step or Spellcasting. Psychic Beam (Costs 3 Actions). The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon (gem)","Alignment":"typically neutral","Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Gem Jelly","description":"Commonly found in caves where natural crystals grow, gem jellies secrete a digestive acid that breaks down rock and allows them to feed on the resulting minerals. Their diet gives them an iridescent sheen, and their bodies often reflect the colors of the crystals they feed on. Though these oozes don’t feed on other creatures, gem jellies are exceedingly territorial and attack intruders in their domains without hesitation. Crystal Mimicry. A gem jelly in its resting state resembles a natural formation of crystal—and often appears valuable to explorers. When approached by such interlopers, the jelly’s true nature quickly becomes clear as they lash out with long crystal-barbed pseudopods. Psionic Organisms. Gem jellies are attuned to psychic energies and can send out pulses that resonate with the minds of other creatures. These pulses can be used to communicate simple concepts such as “food” or “danger.” Some people believe gem jellies are actually sapient, and a few even set out to look for them in search of otherworldly wisdom… but most of these misguided pilgrims never return from their quest. Mystic Connection: Gem Jelly If you’re playing a beastheart and have a gem jelly companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Flesh to Diamonds. As a bonus action, you cover your skin with a hardened layer of crystals and gems that lasts for 10 minutes. For the duration, you have resistance to bludgeoning, piercing, and slashing damage. Once you use this bonus action, you can’t do so again until you finish a long rest.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gem Jelly","description":"Traits Amorphous. The gem jelly can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the jelly remains motionless, they are indistinguishable from a natural crystal formation. Actions Multiattack. The gem jelly makes two Pseudopod attacks. Pseudopod (True Form Only). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. Crystalline Shatter (Crystalline Form Only). The jelly shatters their hardened outer layer, returning to their true form and sending crystal shrapnel in all directions. Each creature within 10 feet of the gem jelly must make a DC 16 Dexterity saving throw, taking 36 (8d8) piercing damage on a failed save, or half as much damage on a successful one. Gem jellies are immune to this damage. Bonus Actions Harden. The gem jelly transforms into a psionically hardened crystalline form or back into their true form. While in crystalline form, the jelly’s AC increases to 20, their speed becomes 0, they can’t make Pseudopod attacks, they have disadvantage on Dexterity saving throws, and they gain vulnerability to thunder damage. Reactions Reactive Shatter (Crystalline Form Only). When the jelly takes thunder damage, they use Crystalline Shatter.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Gem Jelly Companion (PB 2)","description":"Commonly found in caves where natural crystals grow, gem jellies secrete a digestive acid that breaks down rock and allows them to feed on the resulting minerals. Their diet gives them an iridescent sheen, and their bodies often reflect the colors of the crystals they feed on. Though these oozes don’t feed on other creatures, gem jellies are exceedingly territorial and attack intruders in their domains without hesitation. Crystal Mimicry. A gem jelly in its resting state resembles a natural formation of crystal—and often appears valuable to explorers. When approached by such interlopers, the jelly’s true nature quickly becomes clear as they lash out with long crystal-barbed pseudopods. Psionic Organisms. Gem jellies are attuned to psychic energies and can send out pulses that resonate with the minds of other creatures. These pulses can be used to communicate simple concepts such as “food” or “danger.” Some people believe gem jellies are actually sapient, and a few even set out to look for them in search of otherworldly wisdom… but most of these misguided pilgrims never return from their quest. Traits Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the jelly remains motionless, they are indistinguishable from a natural crystal formation. Flowing Jelly. The jelly can occupy their caregiver’s space and vice versa, and it doesn’t count as difficult terrain for them. While occupying the same space as the jelly, the caregiver can take the Hide action to hide from creatures outside the jelly. Actions Signature Attack (Pseudopod). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Stretch Attack (2 Ferocity). The jelly makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the jelly can pull the target 5 feet toward them. 3rd Level: Crystallize (5 Ferocity). The jelly grows sharp crystals from the ground in a 20-foot-radius sphere centered on the jelly. Until the start of the jelly’s next turn, that area becomes difficult terrain for their enemies, and when an enemy moves into or within that area, the enemy takes 2 × PB piercing damage for every 5 feet they travel. 5th Level: Shatter (8 Ferocity). The jelly ejects jagged crystals from their body toward each enemy within 10 feet of them. Each target must make a DC 10 plus PB Dexterity saving throw, taking PBd6 piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gem Jelly Companion (PB 3)","description":"Commonly found in caves where natural crystals grow, gem jellies secrete a digestive acid that breaks down rock and allows them to feed on the resulting minerals. Their diet gives them an iridescent sheen, and their bodies often reflect the colors of the crystals they feed on. Though these oozes don’t feed on other creatures, gem jellies are exceedingly territorial and attack intruders in their domains without hesitation. Crystal Mimicry. A gem jelly in its resting state resembles a natural formation of crystal—and often appears valuable to explorers. When approached by such interlopers, the jelly’s true nature quickly becomes clear as they lash out with long crystal-barbed pseudopods. Psionic Organisms. Gem jellies are attuned to psychic energies and can send out pulses that resonate with the minds of other creatures. These pulses can be used to communicate simple concepts such as “food” or “danger.” Some people believe gem jellies are actually sapient, and a few even set out to look for them in search of otherworldly wisdom… but most of these misguided pilgrims never return from their quest. Traits Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the jelly remains motionless, they are indistinguishable from a natural crystal formation. Flowing Jelly. The jelly can occupy their caregiver’s space and vice versa, and it doesn’t count as difficult terrain for them. While occupying the same space as the jelly, the caregiver can take the Hide action to hide from creatures outside the jelly. Actions Signature Attack (Pseudopod). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Stretch Attack (2 Ferocity). The jelly makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the jelly can pull the target 5 feet toward them. 3rd Level: Crystallize (5 Ferocity). The jelly grows sharp crystals from the ground in a 20-foot-radius sphere centered on the jelly. Until the start of the jelly’s next turn, that area becomes difficult terrain for their enemies, and when an enemy moves into or within that area, the enemy takes 2 × PB piercing damage for every 5 feet they travel. 5th Level: Shatter (8 Ferocity). The jelly ejects jagged crystals from their body toward each enemy within 10 feet of them. Each target must make a DC 10 plus PB Dexterity saving throw, taking PBd6 piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gem Jelly Companion (PB 4)","description":"Commonly found in caves where natural crystals grow, gem jellies secrete a digestive acid that breaks down rock and allows them to feed on the resulting minerals. Their diet gives them an iridescent sheen, and their bodies often reflect the colors of the crystals they feed on. Though these oozes don’t feed on other creatures, gem jellies are exceedingly territorial and attack intruders in their domains without hesitation. Crystal Mimicry. A gem jelly in its resting state resembles a natural formation of crystal—and often appears valuable to explorers. When approached by such interlopers, the jelly’s true nature quickly becomes clear as they lash out with long crystal-barbed pseudopods. Psionic Organisms. Gem jellies are attuned to psychic energies and can send out pulses that resonate with the minds of other creatures. These pulses can be used to communicate simple concepts such as “food” or “danger.” Some people believe gem jellies are actually sapient, and a few even set out to look for them in search of otherworldly wisdom… but most of these misguided pilgrims never return from their quest. Traits Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the jelly remains motionless, they are indistinguishable from a natural crystal formation. Flowing Jelly. The jelly can occupy their caregiver’s space and vice versa, and it doesn’t count as difficult terrain for them. While occupying the same space as the jelly, the caregiver can take the Hide action to hide from creatures outside the jelly. Actions Signature Attack (Pseudopod). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Stretch Attack (2 Ferocity). The jelly makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the jelly can pull the target 5 feet toward them. 3rd Level: Crystallize (5 Ferocity). The jelly grows sharp crystals from the ground in a 20-foot-radius sphere centered on the jelly. Until the start of the jelly’s next turn, that area becomes difficult terrain for their enemies, and when an enemy moves into or within that area, the enemy takes 2 × PB piercing damage for every 5 feet they travel. 5th Level: Shatter (8 Ferocity). The jelly ejects jagged crystals from their body toward each enemy within 10 feet of them. Each target must make a DC 10 plus PB Dexterity saving throw, taking PBd6 piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gem Jelly Companion (PB 5)","description":"Commonly found in caves where natural crystals grow, gem jellies secrete a digestive acid that breaks down rock and allows them to feed on the resulting minerals. Their diet gives them an iridescent sheen, and their bodies often reflect the colors of the crystals they feed on. Though these oozes don’t feed on other creatures, gem jellies are exceedingly territorial and attack intruders in their domains without hesitation. Crystal Mimicry. A gem jelly in its resting state resembles a natural formation of crystal—and often appears valuable to explorers. When approached by such interlopers, the jelly’s true nature quickly becomes clear as they lash out with long crystal-barbed pseudopods. Psionic Organisms. Gem jellies are attuned to psychic energies and can send out pulses that resonate with the minds of other creatures. These pulses can be used to communicate simple concepts such as “food” or “danger.” Some people believe gem jellies are actually sapient, and a few even set out to look for them in search of otherworldly wisdom… but most of these misguided pilgrims never return from their quest. Traits Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the jelly remains motionless, they are indistinguishable from a natural crystal formation. Flowing Jelly. The jelly can occupy their caregiver’s space and vice versa, and it doesn’t count as difficult terrain for them. While occupying the same space as the jelly, the caregiver can take the Hide action to hide from creatures outside the jelly. Actions Signature Attack (Pseudopod). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Stretch Attack (2 Ferocity). The jelly makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the jelly can pull the target 5 feet toward them. 3rd Level: Crystallize (5 Ferocity). The jelly grows sharp crystals from the ground in a 20-foot-radius sphere centered on the jelly. Until the start of the jelly’s next turn, that area becomes difficult terrain for their enemies, and when an enemy moves into or within that area, the enemy takes 2 × PB piercing damage for every 5 feet they travel. 5th Level: Shatter (8 Ferocity). The jelly ejects jagged crystals from their body toward each enemy within 10 feet of them. Each target must make a DC 10 plus PB Dexterity saving throw, taking PBd6 piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gem Jelly Companion (PB 6)","description":"Commonly found in caves where natural crystals grow, gem jellies secrete a digestive acid that breaks down rock and allows them to feed on the resulting minerals. Their diet gives them an iridescent sheen, and their bodies often reflect the colors of the crystals they feed on. Though these oozes don’t feed on other creatures, gem jellies are exceedingly territorial and attack intruders in their domains without hesitation. Crystal Mimicry. A gem jelly in its resting state resembles a natural formation of crystal—and often appears valuable to explorers. When approached by such interlopers, the jelly’s true nature quickly becomes clear as they lash out with long crystal-barbed pseudopods. Psionic Organisms. Gem jellies are attuned to psychic energies and can send out pulses that resonate with the minds of other creatures. These pulses can be used to communicate simple concepts such as “food” or “danger.” Some people believe gem jellies are actually sapient, and a few even set out to look for them in search of otherworldly wisdom… but most of these misguided pilgrims never return from their quest. Traits Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the jelly remains motionless, they are indistinguishable from a natural crystal formation. Flowing Jelly. The jelly can occupy their caregiver’s space and vice versa, and it doesn’t count as difficult terrain for them. While occupying the same space as the jelly, the caregiver can take the Hide action to hide from creatures outside the jelly. Actions Signature Attack (Pseudopod). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Stretch Attack (2 Ferocity). The jelly makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the jelly can pull the target 5 feet toward them. 3rd Level: Crystallize (5 Ferocity). The jelly grows sharp crystals from the ground in a 20-foot-radius sphere centered on the jelly. Until the start of the jelly’s next turn, that area becomes difficult terrain for their enemies, and when an enemy moves into or within that area, the enemy takes 2 × PB piercing damage for every 5 feet they travel. 5th Level: Shatter (8 Ferocity). The jelly ejects jagged crystals from their body toward each enemy within 10 feet of them. Each target must make a DC 10 plus PB Dexterity saving throw, taking PBd6 piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gem Stalker","description":"When a gem dragon kills an aberrant creature from the Far Realm, the dragon sometimes reshapes the alien corpse into a gem stalker—a cunning predator capable of traversing the Underdark, hunting Aberrations, and guarding its creator's lair. A gem stalker is imbued with life, sapience, and purpose by the mystical energy of the gem dragon's breath, and it is dedicated to its mission. A gem stalker has a four-legged body resembling that of a wingless dragon, but with a vaguely human­like torso, head, and arms in place of the dragon's head. Its eyes are milk white, it has no mouth, and its skin is studded with bright crystals that pulse with psychic energy. These crystals give the gem stalker its telepathy, as well as its ability to fling crystal darts and create a protective link that can ward other creatures against harm. Traits Spider Climb. The gem stalker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Unusual Nature. The gem stalker doesn't require food or drink. Actions Multiattack. The gem stalker makes four Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Bonus Actions Crystal Dart. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d10 + 2) force damage, and one of the following effects occurs, determined by the kind of dragon that created the gem stalker: Amethyst. The gem stalker can teleport to an unoccupied space it can see within 30 feet of it. Crystal. The gem stalker gains a number of temporary hit points equal to the damage dealt. Emerald. The target must roll a d4 and subtract the number rolled from the next attack roll it makes before the start of the gem stalker's next turn. Sapphire. The target must succeed on a DC 13 Strength saving throw or be pushed horizontally up to 10 feet away from the gem stalker and be knocked prone. Topaz. The target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the gem stalker's next turn. Reactions Protective Link. When another creature the gem stalker can see within 30 feet of it is about to take damage, the gem stalker reduces that damage by 10 (3d6). The gem stalker then takes damage equal to that amount.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"typically neutral","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"General Sundamar Stormbreaker","description":"Born into generations of loyal noble warriors, Sundamar Stormbreaker is the symbol of stability and a true pillar of the Kingdom of Aglarion. Rejected from the Arcane Tower, the young lord followed family tradition by joining the Royal Army. After years of battle training, service, and rapid military progress, the noble rose to a high rank. Upon his ascension to the rank of general, Sundamar Stormbreaker took an oath to the Wondermaker, and serves the god of Magic as a holy warrior and protector. The general is an organized strategist who knows his options and makes his choices carefully, while inspiring his troops. Equipment General Sundamar Stormbreaker wields a +2 longsword , a +1 shield , and wears +1 plate armor .","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful neutral","Expansion":17604,"Challenge Rating":13},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Genie, Al-Aeshma","description":"A savage parody of a djinni, an al-Aeshma’s lower half is composed of scorching winds and desert sand. Sand Djinnis. The al-Aeshma are former djinn and share the same powers, albeit in a darker style. Their skin is black as pitch, and their whirlwind form includes much dust and sand. Only radiant or fire damage can slay them entirely—otherwise the desert sand flows to seal their wounds and reattach severed limbs. Obligation of Wishes. Granting three wishes to a mortal is a sacred and serious obligation among the genies, referred to as being wishbound. The Lords of Air mandate this as celestial law, and many believe that a djinni cannot refuse to grant a wish. Certainly the consequences of disobedience are dire. Those djinn who decline to grant a wish, for any reason, are stripped of their wish power and handed to efreeti for 1,001 years of torture and debasement. Those that survive are banished to wander the Material Plane. Unforgiven. No al-Aeshma has ever been forgiven. Their punishment drives them mad, and makes them anything but contrite. Al-Aeshma are a feral, mocking scourge to all other genies, even efreeti, for they know many secrets and their hearts lust for revenge. Traits Air Hand: The al-Aeshma has advantage on attack rolls against airborne opponents. Bound: The al-Aeshma must always be anchored to the earth. Even in gaseous form or sandstorm form, part of it must always touch the ground. The al-Aeshma’s maximum altitude while flying is 50 ft. If it is not touching, it loses its immunities and gains vulnerability to lightning and thunder. Elemental Demise: When an al-Aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind equipment it was wearing or carrying. Ill Wind: As a bonus action when in gaseous form, the al‑Aeshma can befoul its space with a choking scent. When the al-Aeshma moves through another creature’s space in gaseous form, the creature must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. Ill Wind lasts until the al-Aeshma leaves gaseous form or chooses to end the ability as a bonus action. Innate Spellcasting: The al-Aeshma’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, thunderwave 3/day each: destroy food and water (as create food and water, but makes food and drink unpalatable), tongues, wind walk 1/day each: creation, gaseous form, insect plague, invisibility, major image Regeneration: The al-Aeshma regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of its next turn. The al‑Aeshma dies only if it starts its turn at 0 hit points and doesn’t regenerate. Actions Multiattack: The al-Aeshma makes three scimitar attacks. Scimitar: Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 12 (2d6 + 5) Slashing damage plus 3 (1d6) Necrotic damage. Dust Devil: A 5-foot-radius, 30-foot-tall cylinder of sand magically forms on a point the al-Aeshma can see within 120 feet of it. The dust devil lasts as long as the al-Aeshma maintains concentration (as if a spell). Any creature but the al-Aeshma that enters the dust devil must succeed on a DC 18 Strength saving throw or be restrained by it; any number of creatures may be restrained this way. At the start of a restrained creature’s turn, it takes 7 (2d6) slashing damage plus 7 (2d6) necrotic damage. The al-Aeshma can move the dust devil up to 60 feet as an action; restrained creatures move with it. The dust devil ends if the al-Aeshma loses sight of it. A creature can use its action to free a creature restrained by the dust devil, including itself, by making a DC 18 Strength check. If the check succeeds, it moves to the nearest space outside the dust devil.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Geomancer","description":"Geomancers are powerful practitioners of magic who specialize in harnessing the power of the earth and its energies. They use gravity to reshape terrain, create walls, projectiles, and other structures. One with the Earth. Geomancers tend to be introspective and meditative due to their commitment to attuning with the earth. To increase their sensitivity, they often keep a part of their body in contact with the ground, allowing them to perceive vibrations caused by objects impacting the surface of the earth, such as footsteps. Defense and Destruction. While geomancers are often sought after for their defensive uses, such as fortifying a section of land, they are also incredibly devastating magic-users. They can cause the ground to ripple like a wave, generate earthquakes, summon dangerous earth elementals, and even reverse an area's gravity. Actions Multiattack. The geomancer uses Rock Strike twice. Rock Strike. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Rippling Earth (Recharges 5–6). The geomancer magically causes the earth to suddenly move in a violent, cascading motion in a 30-foot line that is 10 feet wide. Each creature standing on the ground in that line must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 26 (4d12) bludgeoning damage, is pushed up to 10 feet, and is knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Spellcasting. The geomancer casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: acid splash (2d6), mage hand, mending 2/day each: spike growth, thunderwave 1/day each: mage armor, meld into stone Reactions Stone Shield (2/Day). When the geomancer or a creature within 30 feet of it is hit by an attack roll, the geomancer gives the target a +5 bonus to its AC, which can cause the triggering attack roll to miss, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the start of the geomancer’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Gerhard, The Accursed Knight","description":"There once lived a noble and valiant paladin named Gerhard. A guardian of the people and a symbol of hope, he fought tirelessly to protect the city from the countless dangers that threatened its existence. Revered by the townsfolk, he stood as a bastion of light amid the encroaching darkness. However, fate had other plans for Gerhard. On one of his many quests, he stumbled upon a cursed artifact of great and terrible power. In his bravado, he unleashed the curse upon himself, and the darkness within the artifact began to seep into his very being. His once-pure soul was tainted, and his body began to twist and warp into a monstrous, unrecognizable form. As Gerhard’s transformation grew more pronounced, he realized that the curse was beyond his control. Unable to bear the thought of harming the people he had sworn to protect, he made the ultimate sacrifice. Gerhard implored his companions to banish him, to bind him in chains and cast him into an unfathomable abyss from whence he could never escape. In a final act of love for the city he had served so faithfully, Gerhard surrendered himself to a fate worse than death. His comrades, their hearts heavy with sorrow, reluctantly agreed to carry out his wish. They bound the tortured knight in enchanted chains, forged with the power to contain even the most potent of dark forces. With a solemn oath to honor his memory and uphold his legacy, they consigned Gerhard to the depths of the abyss, where his monstrous form would be forever hidden from the world. And so, Gerhard’s tragic tale came to an end —or so it seemed. Deep within the abyss, Gerhard has now entirely succumbed to the curse. His mind, once sharp and filled with purpose, has been obliterated, leaving behind only the instincts of a ravenous beast. The remnants of his once-noble spirit are lost, devoured by the darkness that has consumed him entirely. His selfless act saved the city of Luyarnha from the devastation he might have unleashed, but at a terrible cost to himself. The reason his comrades chose banishment over granting him the release of death was the fear that the curse would spread upon his demise. They believed that if Gerhard were to die, the dark power would be unleashed, seeking new hosts to corrupt and destroy. Thus, they condemned their friend to an eternity of suffering, bearing the weight of the curse alone, to ensure the safety of Luyarnha and the world beyond. And so, the tale of Gerhard, the once-proud knight, now a monstrous beast in the depths of the abyss, remains a somber legend, talked about only among those who still remember his name. None shall slay him, and he shall only know suffering. Traits Cleave (Hunter). When Gerhard makes a melee weapon attack, it can choose to make another attack with the same weapon against one other creature within 5 feet of the original target and within reach as part of the same attack. Herald of Ruin. When Gerhard hits a physical barrier created by a spell, such as the effect of a wall of force or forcecage spell, or any other wall spell (such as wall of fire or prismatic wall ), it can make a Strength check (DC equals 10 + the spell’s level), rupturing the arcane and dispelling the spell on a success. Magic Resistance. Gerhard has advantage on saving throws against spells and other magical effects. Smash (Hunter). Once per turn, when Gerhard hits a prone creature with a maul attack, the hit becomes a critical hit. Trample (Beast). If Gerhard hits a creature with a hooves attack, the target takes an extra 11 (2d10) bludgeoning damage and must succeed on a DC 22 Strength saving throw or be knocked prone. Unbreaking Hide. While Gerhard has fewer than 166, 116, or 66 hit points, it gains a +2, +4, or +6 bonus to its AC, respectively. Legendary Resistance (2/Day). If Gerhard fails a saving throw, it can choose to succeed instead. Actions Multiattack (Beast). Gerhard uses its Charge and makes three attacks: one with its bite and two with its hooves. It can replace a hooves attack with a maul attack. Multiattack (Hunter). Gerhard makes three attacks: one with its hooves and two with its maul. It can replace a maul attack with a hooves attack. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage. Hooves. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. Maul. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage. Charge (Beast). Gerhard moves up to 20 feet in a straight line without provoking opportunity attacks, and can pass through the spaces of Large or smaller creatures. If it moves through a creature's space during that movement, the target must make a DC 22 Dexterity saving throw, taking 19 (2d10 + 8) bludgeoning damage and being knocked prone on a failed save. If Gerhard ends this movement in a creature's space, the creature is pushed out to the nearest unoccupied space. Spectral Slaughter (Hunter; Recharge 5-6). Gerhard sends forth up to six spectral duplicates of itself to strike down enemies within 120 feet of itself. Each enemy can be targeted by no more than two duplicates. Each duplicate makes a maul attack against a target that deals 14 (4d6) bludgeoning damage on a hit. Gerhard can then use a bonus action to move up to 120 feet in a straight line towards one of the targets without provoking opportunity attacks and make a maul attack. Bonus Actions Stance. Gerhard changes between stances, either standing on all fours (beast) or standing on its hind legs (hunter), granting it certain features noted by that stance name. Dash (Beast). Gerhard moves up to 40 feet. Reactions Dodge (Beast). If Gerhard's speed isn't 0, and it is targeted by a melee attack, it moves back 10 feet without triggering opportunity attacks. If this causes Gerhard to leave the attack’s reach, it evades the attack completely, causing it to miss. Retributive Strike (Hunter). After taking damage, Gerhard makes one maul or hooves attack. Legendary Actions Gerhard can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Gerhard regains spent legendary actions at the start of its turn. Focus (Hunter; 1/Day). Gerhard regains 21 (6d6) hit points and recharges its Spectral Slaughter. Maul. Gerhard makes one maul attack. Regenerate. Gerhard regains 21 (6d6) hit points. Howl (Beast). Gerhard releases a monstrous howl. Each creature of Gerhard’s choice within 60 feet of it that can hear it gains 14 (4d6) temporary hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial and humanoid","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":18},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Gerridae","description":"These large water-striding insects resemble a strange cross between camels and wingless, long-legged locusts. A rider can comfortably sit in the large hollow in the small of their backs, even at high speeds or on choppy water. Riders use the gerridae’s long, looping antennae to steer. Elvish Water Steeds. Known by their Elvish name, these large fey water striders were enchanted and bred by the elves in ages past, when their explorers roamed the world. Elven mages started with normal water striders and—through elaborate magical procedures and complex cross-breeding programs—transformed the mundane water striders into large, docile mounts. They can cross large bodies of water quickly while carrying a humanoid rider, even in windy conditions. Sturdy Mounts. A gerridae can carry up to 300 pounds of rider and gear before being encumbered, or 600 while encumbered. Fond of Sweet Scents. Gerridae can sometimes be distracted by appealing scents, such as apple blossom or fresh hay. They are also fond of raw duck and swan. Gerridae in Midgard Since the elven retreat from Midgard almost 500 years ago, many of the gerridae have gone feral, and while normally shy and docile, they can attack in furious swarms if hunted or surprised in their claimed territories. Some enterprising elfmarked Barsellan pirates have domesticated them and use the water striders as chasers and boarding craft when taking on Bemmean and Septime ships. Traits Bred to the Saddle: Gerridae do not take any penalties to their movement or speed due to encumbrance or carrying a single rider. Waterborne: Any gerridae can run while on the surface of water, but not while on land or climbing. They treat stormy water as normal rather than difficult terrain. A gerridae takes one point of damage for every hour spent on dry land. Actions Multiattack: The gerridae makes one bite attack and one claw attack. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d6 + 3) Piercing damage. Claw: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 5 (1d4 + 3) Slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Gertrude Ironhelm","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (dwarf)","Source":"custom","Alignment":"Any","Expansion":21300,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Geryon","description":"Bael⁠, Geryon⁠, Hutijin⁠, Moloch⁠—they are pawns. Even the lords of layers such as Zariel⁠ and Mammon⁠ are merely more powerful pieces. Archdevils may make dramatic moves, but it is Asmodeus⁠ who plays the game best. —Mordenkainen Devils: Archdevils At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter. Wish⁠ Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil can’t fulfill its own wish. Geryon Which is less worthy: the archdevil who leads a layer while being trapped in a block of ice, or the archdevil who can’t outmaneuver a frozen adversary? —Mordenkainen Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought each other for centuries, each displacing the other innumerable times. Currently, Geryon occupies an odd position in the infernal hierarchy. Although Levistus still claims lordship over Stygia, he has been trapped in an enormous block of ice at the command⁠ of Asmodeus. For his part, Geryon marshals his followers and seeks to discover the means to replace his hated rival. Among the archdevils, Geryon and Zariel are especially known for martial prowess. He is a ferocious hunter⁠ and a relentless tracker. Other devils command⁠ legions and bid their followers to battle their enemies. Geryon loves the feeling of flesh and steel being sundered beneath his claws, and the taste of his foes’ blood. His ferocity serves him well in Stygia’s frozen waste, but it has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe that the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus, or at the very least opening the door for a competent replacement for both to rise from the ranks. Geryon’s Lair Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devils and minotaur slaves⁠ he took from Baphomet, raging against Asmodeus’s betrayal while spitting oaths of vengeance and hatching mad schemes to reclaim his standing from Levistus. Lair Actions On initiative count 20 (losing initiative ties), Geryon can take a lair action⁠ to cause one of the following effects; he can’t use the same effect two rounds in a row: Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage. Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies. Geryon casts the banishment spell. Regional Effects The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects: Intelligent creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia. Freezing strong winds howl around the area within 1 mile of the lair. Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest. If Geryon dies, these effects fade over the course of 1d10 days. Variant: Sound the Horn⁠ Geryon can have an action⁠⁠ that allows him to summon enslaved minotaurs. Sound the Horn⁠ (1/Day). Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them. Traits Innate Spellcasting. Geryon’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing his appearance) , detect magic, geas, ice storm, invisibility (self only) , locate object, suggestion, wall of ice 1/day each: divine word, symbol (pain only) Legendary Resistance⁠ (3/Day). If Geryon fails a saving throw, he can choose to succeed instead. Magic Resistance⁠. Geryon has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. Geryon’s weapon attacks are magical. Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Geryon makes two attacks: one with his claws and one with his stinger. Claws. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage. Stinger. Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed. Teleport⁠. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. Legendary Actions Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature’s turn. Geryon regains spent legendary actions at the start of his turn. Infernal Glare. Geryon targets⁠ one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn. Swift Sting (Costs 2 Actions). Geryon attacks with his stinger. Teleport⁠. Geryon uses his Teleport⁠ action⁠.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Geryon","description":"Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought for centuries, each displacing the other innumerable times. Currently, Levistus claims lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to use this opportunity to replace his hated rival. Among the archdevils, Geryon is known for his martial prowess. He is a ferocious hunter and a relentless tracker. He often joins his troops in battle; he loves to feel flesh and steel sundered beneath his claws and to taste his foes’ blood. Yet Geryon’s ferocity has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus—or discovering a competent replacement for both. Geryon’s Lair Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the icy center of Stygia. He roams the passages, spitting oaths of vengeance against Asmodeus and hatching schemes to reclaim his standing from Levistus. The challenge rating of Geryon is 23 (50,000 XP) when he’s encountered in his lair. Lair Actions On initiative count 20 (losing initiative ties), Geryon can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Banish. Geryon casts the banishment spell. Chill Blast. Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage. Hateful Restraints. Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies. Regional Effects The region containing Geryon’s lair is warped by his magic, creating one or more of the following effects: Chilling Wind. Freezing strong winds howl around the area within 1 mile of the lair. Enervating Screams. Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest. Hellish Doorways. Sapient creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia. If Geryon dies, these effects fade over the course of 1d10 days. Cultists of Geryon Geryon grants his cultists special abilities. Members of his cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait. Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the creature gains a bonus to the damage roll of its next melee weapon attack roll that hits within the next minute. The bonus equals its Strength modifier (minimum of +1). Indomitable Strength (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage. Variant: Sound the Horn Geryon can have an action that allows him to summon minotaurs. Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs (see the Monster Manual ) to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear, and they obey his commands. They remain until they die or Geryon uses an action to dismiss any or all of them. Traits Legendary Resistance (3/Day). If Geryon fails a saving throw, he can choose to succeed instead. Magic Resistance. Geryon has advantage on saving throws against spells and other magical effects. Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Geryon makes one Claw attack and one Stinger attack. Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) cold damage. If the target is Large or smaller, it is grappled (DC 24), and it is restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) cold damage. Stinger. Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. Hit: 14 (2d4 + 9) force damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit point maximum is reduced to 0. Spellcasting. Geryon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): At will: alter self (can become Medium when changing his appearance), detect magic , ice storm , invisibility (self only), locate object , suggestion , wall of ice 1/day: banishment Teleport. Geryon teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. Legendary Actions Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Geryon regains spent legendary actions at the start of his turn. Infernal Glare. Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn. Teleport. Geryon uses Teleport. Swift Sting (Costs 2 Actions). Geryon makes one Stinger attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":14934,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Geryon","description":"A rather peculiar giant, recognizable due to his three heads and strange body which also has three sets of arms. Some stories even say that he is a single creature with three bodies instead. He was born from the union of the ocean nymph Callirrhoe and Chrysaor, son of Poseidon and the Gorgon Medusa. Once upon a time he was a peaceful herdsman living in the island of Erytheia, which was known as the “Red Isle”, alongside his companion dog Orthus. However, the arrival of a son of Zeus ended that path. King Eurystheus gave Heracles his tenth labor, bringing him the cattle of the giant Geryon. An arduous trip that took him through a massive desert under a scorching sun. The heat was so unbearable that he had shot an arrow towards Helios, the solar deity of the time. Helios was amused and chose to help the demigod reach his destination. Upon reaching Erytheia, Heracles was attacked by Orthus, who was promptly killed. Eurytion, Geryon’s fellow herdman, was next to follow before Geryon grew aware of the violence. Arming himself for battle he ran out, only to be met by a hydra blood-tipped arrow to his central skull. Thus died Geryon. Returned from the Grave. Much like other powerful monsters, Geryon escaped the clutches of the afterlife. Whether by dark machinations and rotten magic or by the kindness of a higher power is unknown. Seeking Retribution. Unable to live his new life in peace, Geryon hounds followers of Heracles, who ascended to godhood while Geryon was dead. If they do not renounce their faith for the mortal-turned-god, he seeks to make an example of them. \"The tale of the Giant and his hound is but one of the many tragedies that the heroes of old brought. I wouldn't be surprised if Nemesis granted them an opportunity for payback.\" -Markos, King of a Seaside Kingdom Giants Giants are rather plentiful amongst Greek monsters. Born most often from divine blood, although monstrous origins are not unheard of, they have a unique place in the world. Sometimes destructive and sometimes dutiful servants of the order of the world. Traits Fluid Body. Geryon has two additional reactions. These reactions can only be used to perform attacks of opportunity. Magic Weapons. Geryon's weapon attacks are magical. Multiple Heads. Geryon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Triple Shields. Geryon carries three shields, each of which is accounted for in his AC. Geryon must stow or drop one of his shields to hurl rocks. Vigilant. Geryon can't be surprised. Actions Multiattack. Geryon makes three spear attacks or two rock attacks. Spear. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 24 (4d8 + 6) piercing damage. Spear (While Raging). Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 28 (4d8 + 10) piercing damage. Rock. Ranged Weapon Attack: +11 to hit, reach 60/240ft., one target. Hit: 17 (4d10 + 6) bludgeoning damage. Bonus Actions Rage Against the Hero (Recharges after a short or long rest). Geryon can enter a rage at the start of his turn. The rage lasts for 1 minute or until Geryon is incapacitated. While raging, Geryon gains the following benefits: Geryon has advantage on Strength checks and Strength saving throws. When he makes a melee weapon attack, Geryon gains a +4 bonus to the damage roll. Geryon has resistance to bludgeoning, piercing, and slashing damage. All attacks deal an additional 14 (4d6) damage to followers or descendants of Heracles.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral","Expansion":29804,"Challenge Rating":14},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Geryoneo","description":"Geryoneo These hideous giants have three malformed upper bodies joined at the belly, each one well muscled and strong, with its own arms and head, all joined at the belly and supported by a single pair of thick legs below its massive trunk. The three heads of each geryoneo share a common mind, though each may have a somewhat different personality. A fully-growned geryoneo is about 13 feet tall and weighs over 5,000 pounds. Herdmaster. Geryoneos are pastoral creatures, loving nothing more than tending their flocks of sheep or oxen, husbanding them to prodigious size and fine fettle. They tend to keep to themselves but are taciturn and territorial, quick to anger against those that intrude on their solitude. They often train great hounds to defend their herds and flocks, and they have a particular affinity for orthrus chimeras (see page xx) and death dogs, sometimes infusing ordinary canines with their own tainted blood to cause them to sprout multiple heads like their masters. Oddling Offspring . Geryoneos can interbreed with other giants, though their progeny are often malformed, with additional heads (though rarely the fully separated tripartite torsos of a true geryoneo). These half-breed geryoneos have statistics identical to ettins, though they often have 3 heads rather than 2 and usually lack the vicious temperament and chaotic evil alignment of a typical ettin.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"neutral","Expansion":30635,"Challenge Rating":6},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Ghald","description":"Ghald is an 8-foot-tall, four-armed sahuagin who works with a partner, Unferth, for the Kraken Society in Yartar. He’s careful not to emerge from his hiding place beneath the docks unless it’s dark and rainy, and even then he hides under a bulky cloak. He and Unferth serve as the Kraken Society’s top operatives in this part of the North, and specialize in advancing the agenda of the society through theft, intimidation, and assassination. When the thieves’ guild known as the Hand of Yartar comes into possession of a powerful elemental weapon (see the “Dark Dealings in Yartar” side trek in chapter 6), Ghald and Unferth make sure the Kraken Society comes in with the top bid. They then make sure that no one else interferes. Other Villains Not every troublemaker in the Dessarin Valley is a cultist. Some prefer to keep their affiliation with the elemental cults secret, while many more have nothing to do the cults. This section presents a collection of villains from the introductory adventures and side treks in chapter 6. Traits Assassinate. During its first turn, Ghald has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Ghald scores against a surprised creature is a critical hit. Limited Amphibiousness. Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. Ghald can magically command any shark within 120 feet of him, using a limited telepathy. Sneak Attack. Ghald deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Ghald’s that isn’t incapacitated and Ghald doesn’t have disadvantage on the attack roll. Actions Multiattack. Ghald makes three attacks, one with his bite and two with his shortswords. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit : 9 (2d4 + 4) piercing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. Garrote. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or Small creature against which Ghald has advantage on the attack roll. Hit : 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target can’t breathe, and Ghald has advantage on attack rolls against it.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (sahuagin)","Alignment":"lawful evil","Expansion":7390,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Ghast","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Stench : Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. Turn Defiance : The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead. Actions Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. Claws : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead , it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","AC":13,"HP":"36 (8d8)","CHA":8,"CON":10,"DEX":17,"INT":11,"STR":16,"WIS":10,"Size":"Medium","Type":"undead","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063376/Yz68OgK-Ka1FOaQyETru7A/original.png","Roll 0":"Bite\n1d20 + 3\n2d8+3","Roll 1":"Claws\n1d20 + 5\n2d6+3","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":450,"Alignment":"Chaotic Evil","Languages":"Common","data-List":"false","Immunities":"poison","Token Size":1,"Resistances":"necrotic","data-Traits":"[{\"Name\":\"Stench\",\"Desc\":\"Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.\"},{\"Name\":\"Turn Defiance\",\"Desc\":\"The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"2d8 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"slashing\",\"Desc\":\"If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success\"}]","data-CHA-mod":"-1","data-CON-mod":"+0","data-DEX-mod":"+3","data-INT-mod":"+0","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":2,"Passive Perception":10,"Condition Immunities":"charmed, exhaustion, poisoned","data-CrNum":2,"data-AcNum":13,"data-HpNum":36},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ghast","description":"Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Devourers of Flesh. Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can’t feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul’s undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding. Abyssal Origins. Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord’s other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls’ paralytic touch. Ghasts. Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands. Traits Stench : Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. Turn Defiance : The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead. Actions Bite : Melee Weapon Attack : +3 to hit, reach 5 ft., one creature. Hit : 12 (2d8 + 3) piercing damage. Claws : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ghast of Leng","description":"A maddened, earnest expression sits on the creature's sickening approximation of a noseless human face that slopes down smoothly from the brow into a long, wrinkled neck. The torso of the creature is human-like as well but with sagging grey skin covered in bumps and knots like a toad. Its forelimbs end in splayed-out, curved claws, but its hind limbs are jointed like a hare, ending in sharp-looking hooves. Subterranean Carnivores. The ghasts of Leng are malevolent predators, willing to eat anything that moves. These foul creatures hunt in packs, bounding after their prey and tearing it to pieces among themselves with their claws, teeth, and sharp hooves. In the frenzy of feeding, it is not uncommon for one of the ghasts to be torn apart and consumed as well. From Across the Void. Subterranean creatures from the mysterious Plateau of Leng, where they primarily prey upon the fearsome gugs deep underground, the ghasts of Leng have spread across the darkened caverns of many worlds by some mysterious means. They are incapable of withstanding sunlight and keep themselves to the dark caverns in the earth. Ghasts of Leng and Yakirians The yak-people and the ghasts of Leng are ancient enemies, but of a particular kind. When they meet, they do not fly into a rage or sudden hostility; instead, the ghast's pack leader chooses a member of the pack to fight the yakirian's chosen champion. The yakirian and ghast fight without quarter, though mercy is sometimes granted by the ghasts. Most of the time, the yakirian comes off the worse and (if it lives) withdraws, often leaving an offering for the winners: a knife, a carved gemstone, or some other token of victory. When a yakirian does win a bout, it invariably devours the heart of the ghast with an invocation to cast out the baleful work of Leng.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"neutral evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ghast of Leng, Greater","description":"The creature has a maddened expression on its almost featureless face. Its vaguely humanoid body is covered in lumpy, grayishgreen skin, and its head sits on a long neck. Its long arms end in vicious claws, and it stands on sharp hooves. Leaders of Carnivores. Ghasts of Leng who claw their way up, surviving rounds of feeding frenzies, become greater ghasts. They are stronger, tougher, and usually taller than their peers, who look to them for leadership. The greater ghasts of Leng do not, however, provide structured leadership. Instead, they chaotically direct flow of their hungry kin, pointing out prey and keeping the lesser ghasts in line. They are, in essence, the biggest bullies in a pack of scavenger bullies.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ghastly Claw","description":"A ghastly claw is the severed hand of an undead ghast that continues to remain animated despite the destruction of its host. It exudes a foul, nauseating odor and its mere touch can paralyze a living creature. Like a crawling claw, the ghastly claw is driven by its lingering evil to murder any living creature it encounters. Unusual Nature. The ghastly claw and the swarm of crawling claws don't require air, food, drink, or sleep. Traits Stench. Any creature that starts its turn within 5 feet of the ghastly claw must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to any ghastly claw's Stench for 24 hours. Turn Immunity. The swarm is immune to effects that turn Undead. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"Typically Neutral Evil","Challenge Rating":"1/8"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ghelryn Foehammer","description":"The blacksmith Ghelryn has a good heart, but he hates orcs and giants - hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls! Ideal. \"It is incumbent upon every dwarf to forge a legacy.\" Bond. \"I stand for Clan Foehammer and all dwarvenkind.\" Flaw. \"I never run from a fight, especially if it involves killing orcs or giants.\" Traits Dwarven Resilience. Ghelryn has advantage on saving throws against poison. Giant Slayer. Any weapon attack that Ghelryn makes against a giant deals an extra 7 (2d6) damage on a hit. Actions Multiattack. Ghelryn makes two battleaxe attacks. Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (shield dwarf)","Alignment":"lawful good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Ghillie Dubh","description":"This bipedal creature seems to be a humanoid-shaped mound of leaves and moss given life. Dark pits in its head resemble empty eye sockets. Protectors of the Lost. Ghillie dubhs hail from goodaligned arboreal planes. There, they guide visitors through the sometimes-confounding landscape. They often rescue those who incidentally succumb to the peaceful nature of planar woodlands and might otherwise perish. However, they find their services more useful on the Material Plane where nature is generally more unforgiving. Their desire to help mortals leads them to more extreme climates, with a strong preference for colder weather. Ghillie dubhs find lost travelers and guide these unfortunates to safe places. If a traveler impresses a ghillie dubh with knowledge or a desire for knowledge about the forest, the ghillie dubh gifts the traveler with some of its knowledge. Punishment of Transgression. Likewise, a ghillie dubh expects visitors to the area it oversees to be respectful of the land. Ghillie dubhs lecture mild violators and briefly use nature to inconvenience them, such as by covering paths or removing tracks. More heinous acts—like wantonly slaughtering animals or setting trees ablaze—are met with physical retaliation. Part of the Forest. Ghillie dubhs take on characteristics of the forests they call home to blend in seamlessly with the trees and other plants. They can listen to subtle variations in the trees’ movements to receive early warning about attacks, and they can turn their attention to any part of the forest to ensure no harm is coming to an area.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful good","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ghizmer","description":"Ghizmer are malignant pests that originate in the asteroid fields like the Amrita Asteroid Belt in the Aethera system, as well as transitive planes like the fey realms and the Shadow Plane. Ghizmers delight in causing havoc and use their power over aetherite to cause strange and dangerous mishaps in aetherships and aethertech so that the owners abandon them—allowing the gremlins to scrap them. Most settlements have standing bounties for ghizmer gremlins. A typical ghizmer stands just over 1 foot tall and weighs 10 pounds. Enticed by Aetherite. Though they originate in the fey realms, ghizmer thrive in areas suffused with aetherite radiation and similarly potent magical minerals, despite the lack of aetherite to be found on any plane other than the Material. These malicious and destructive creatures long to venture to the Material Plane, seeking out sources of aetherite in both raw and refined forms to bask in its otherworldly glow. See Appendix 2: Aetherite for more details on this radioactive material. Stealthy Troublemakers. Though not particularly cunning, ghizmer are remarkably sneaky and tend to lie in wait, wreaking havoc with aethertech systems in their immediate vicinity while waiting for an opportunity to bask in aetherite radiation. Unfortunately, these dimwitted creatures often cause aethership crashes that claim their own lives as they dismantle, disable, and otherwise destroy the ship’s intricate components. Rapid Infestations. Ghizmer reproduce asexually every six to eight months, growing a bulbous fluid-filled sac on their back that contains anywhere between 8 to 15 ghizmer young. These progeny erupt from the ghizmer’s birthing sack after one week of gestation and mature to adulthood within two weeks. Ghizmer that do not die from hunting, predation, or their own stupidity can live upwards of eighty years. However, mortality rates among ghizmer are incredibly high and few ever live to see such an old age. Due to their prodigious birth rate, ghizmer can quickly infect and overwhelm a location if their population is not controlled. Aliens in the Fey Realms. In the fey realms ghizmer gremlins are regarded much as they are on the Material, as nuisances and dangerous pests. Even among fey-kind, ghizmer are ostracized for their unpredictable nature and eagerness to destroy. Though on the Evermorn the capacity of a ghizmer for mayhem is notably limited, due to the lack of aetherite and aethertech native to the plane. Only when ghizmer join forces with other gremlins and malicious fey, do their destructive antics pose a reasonable threat to Evermorn inhabitants. Aetherite Seekers. Ghizmer find their way to the Material by means of fissures between the planes leading to the fey realms, including the world of Kir-Sharaat and its Darkwild, where they are a nuisance to the native zahajin populations and largely go unnoticed by erahthi. The smaller number of ghizmer that migrate to the asteroid belts and the moons of gas giants do so by means of planar fissures in high atmosphere or low orbit, infiltrating passing ships or appearing on asteroids clinging to aetherite radiation to survive in the extreme vacuum of space. No matter their origin, a ghizmer’s ultimate goal is always the nearest and largest abundance of aetherite. Aetherite Sustenance. Whenever exposed to aetherite radiation (including bright light from aetherite-infused stars like Aethera), a ghizmer does not need to eat, drink, or breathe. In systems lacking aetherite, you can substitute other radioactive material to attract their attention.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"chaotic evil","Expansion":32483,"Challenge Rating":1},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Ghorazagh","description":"Ghorazaghs—or gore weavers—float like tumorous specters through the deepest, most alien cavities of the lightless underground, preying upon the wretched vermin of those horrid places. With armored spherical bodies, numerous tentacular legs, and a multi-eyed visage, these creatures are truly hideous. Cunning, with minds and drives unknowable and obscene to those of lands above, the gore weavers only recently became aware of the fertility and bounty of the surface world and are now slowly turning their ebon eyes upward. While ghorazaghs can digest nearly anything, they are incapable of digesting blood. Their digestive systems process flesh, bone, and all other organic material, filtering out blood and storing it in large reservoirs within their bodies, whereupon the blood is mixed internally with mucus and other strange fluids to form a thick, gluelike substance. While a ghorazagh can spray this fluid as an attack to impede prey, the primary use of the foul substance is as a building material. Ghorazagh hives are constructed entirely of this material, which when it dries has the strength of metal while retaining a dark red resinlike appearance. 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Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Ethereal Sight : The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane , and vice versa. Incorporeal Movement : The ghost can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Withering Touch : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. Etherealness : The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Horrifying Visage : Each non- undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Possession (Recharge 6) : One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened . It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.","properties":{"Category":"Monsters","AC":11,"HP":"45 (10d8)","CHA":17,"CON":10,"DEX":13,"INT":10,"STR":7,"WIS":12,"Size":"Medium","Type":"undead","Speed":"0 ft., fly 40 ft. It can hover.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063401/IS8hhuVyUn0uuf_SPQJMeA/original.png","Roll 0":"1d20 + 5\n4d6+3","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":"1,100","Alignment":"Any Alignment","Languages":"Any Languages It Knew In Life","data-List":"false","Immunities":"Cold, Necrotic, Poison","Token Size":1,"Resistances":"Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Ethereal Sight\",\"Desc\":\"The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.\"},{\"Name\":\"Incorporeal Movement\",\"Desc\":\"The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.\"}]","data-Actions":"[{\"Name\":\"Withering Touch\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"4d6 + 3\",\"Damage Type\":\"necrotic\"},{\"Name\":\"Etherealness\",\"Desc\":\"The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.\"},{\"Name\":\"Horrifying Visage\",\"Desc\":\"Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.\"},{\"Name\":\"Possession (Recharge 6)\",\"Desc\":\"One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.\"}]","data-CHA-mod":"+3","data-CON-mod":"+0","data-DEX-mod":"+1","data-INT-mod":"+0","data-STR-mod":"-2","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":4,"Passive Perception":11,"Condition Immunities":"Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained","data-CrNum":4,"data-AcNum":11,"data-HpNum":45},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ghost","description":"A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life. Unfinished Business. A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead. The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance. Ghostly Manifestations. Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur. Undead Nature. A ghost doesn’t require air, food, drink, or sleep. Traits Ethereal Sight : The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement : The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Withering Touch : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) necrotic damage. Etherealness : The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Horrifying Visage : Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Possession (Recharge 6) : One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"any alignment","Expansion":2,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ghost Boar","description":"A hulking boar tosses its head and charges, fading in and out of existence as it moves. Magical Creation. A magical experiment on a group of albino boars went awry, releasing the enormous beasts into the wild to proliferate. Ghostly Form. Ghost boars earn their name from their ability to temporarily become incorporeal. When the ghost boar moves, it becomes ghostly and insubstantial, passing through obstacles as it charges its prey. A Soul Depot. A strange side effect of the magical accident that created the ghost boar appears in the strongest of them: they are magnets for souls of the recently departed. The souls can use the meager spiritual magic of the ghost boar to communicate with those nearby.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ghost Dragon","description":"I'll have you know, Fizban the Fabulous is not afraid of ghosts. I am, on the contrary, deeply saddened by the reality of their existence. And maybe just a little bit creeped out. -Fizban A dragon's attachment to a hoard can be strong enough to bind the dragon's spirit to existence after death. Such a ghost dragon haunts the hoard, often forming an attachment to a single priceless object that becomes the focus of the ghost dragon's Undead existence. A ghost dragon is a translucent and incorporeal version of the original dragon. Though its breath weapon resembles ghostly flames, lightning, or acid, it carries an otherworldly curse. The breath's shadowy mist can induce waking nightmares. Traits Incorporeal Movement. The ghost dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Legendary Resistance (3/Day). If the ghost dragon fails a saving throw, it can choose to succeed instead. Unusual Nature. The ghost dragon doesn't require air, food, drink, or sleep. Actions Multiattack. The ghost dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) cold damage, and the target's speed is halved until the start of the dragon's next turn. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage. Terrifying Breath (Recharge 6). The ghost dragon exhales shadowy mist in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failed save, the creature takes 40 (9d8) cold damage and is frightened of the ghost dragon for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened. While frightened of the ghost dragon, a creature is paralyzed. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ghost dragon's Terrifying Breath for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"any","Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Ghost Dragon (CC)","description":"In the empty dragon's lair with no trace of treasure or beast, a cold breeze from nowhere wafts through the chamber. A wavering draconic form fades into sight, its hissing anger leaking out through translucent teeth. The Wrath of Dragons. A ghost dragon's creation does not differ greatly from the creation of a human ghost. Dragons of any size, color, or magical ability can become ghost dragons. If the circumstances of the dragon's demise are troubling or violent enough, the soul may be denied an afterlife, leaving the ghost dragon's spirit to haunt the Material Plane until it finds peace. Dragons whose wrathful natures are more intense than others are most likely to become ghost dragons. Tied to Lairs. Most ghost dragons are bound to the areas where they once laired. They may be able to roam within a mile or two of those places, but their unfinished business generally involves a notable event in their lairs: death at the hands of sneaky adventurers, betrayal by their followers, machinations of a rival dragon, etc. The ghost dragon may call upon the powers of its lair for a short time after its mortal death, but soon its lair powers (and its actions) fade. This tends to enrage the ghost dragon even more. Undead Nature. The ghost dragon doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"any alignment","Expansion":45,"Challenge Rating":11},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ghost Dwarf","description":"The spectral visage of a wide-eyed dwarf stares out from the open visor of a suit of black platemail, muttering to itself. From Hope to Horror. The risen shades of dwarven paladins and other would-be heroes who made holy war on the undead and lost, the ghost dwarves march by night, sent back to slay those who originally sent them. Prayers Unanswered. The face of a ghost dwarf stares out from its black helm with a look of sheer terror, desperate and unguarded enough to horrify most dwarves. The echoes of their last words, of oaths in vain and pleadings with their gods, fill the air around them in a chilling whisper. Instruments of Spite. More powerful undead take great pleasure in sending these shades back against their grieving kin. The ghost dwarves themselves often lead wights and other lesser undead into battle. Undead Nature. A ghost dwarf doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ghost Knight","description":"Traits Charge: If the ghost knight is mounted and moves at least 30 feet in a straight line toward a target and hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) damage. Mounted Warrior: When mounted, the ghost knight has advantage on attacks against unmounted creatures smaller than its mount. If the ghost knight’s mount is subjected to an effect that allows it to take half damage with a successful Dexterity saving throw, the mount instead takes no damage if it succeeds on the saving throw and half damage if it fails. Turning Defiance: The ghost knight and all darakhul or ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. Undead Nature: A ghost knight doesn’t require air, food, drink, or sleep Actions Multiattack: The ghost knight makes three melee attacks. Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 10 (2d6 + 3) Piercing damage. Claw: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 8 (2d4 + 3) Slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Battleaxe: Melee Weapon Attack : +6 to hit, reach 5 ft., One Target. Hit : 7 (1d8 + 3) Slashing damage plus 10 (3d6) Necrotic damage. Lance: Melee Weapon Attack : +6 to hit, reach 10ft., One Target. Hit : 9 (1d12 + 3) Piercing damage plus 10 (3d6) Necrotic damage. The ghost knight has accepted the blessing of undeath to advance through the ranks. Mounted on undead warhorse - treat as warhorse skeleton - the ghost knight is a dangerous foe, spearing enemies with her lance and trampling foes under her mount’s hooves.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Lawful Evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ghost Knight","description":"When a knight has fallen before it was able to fulfill its lifelong quest or was cursed after performing an evil deed, it may rise as a ghost. Unfortunately, these poor souls often either become insane or lose memories of their past life after they transition to undeath. Ghosts Unusual Nature. The ghost doesn’t require air, food, drink, or sleep. Traits Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Multiattack. The ghost makes two Withering Blade attacks. Withering Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (2d6) slashing damage plus 17 (4d6 + 3) necrotic damage. Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Horrifying Visage. Each non-Undead creature within 60 feet of the ghost that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Possession. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. Reactions Parry. The ghost adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ghost Knight Templar","description":"Ghost knights were once living creatures who accepted the blessing of undeath and rose through the ranks of their dark kingdom' s armies. Some orders of knighthood require service after death; ghost knights templar are one such group. Both the willing and the conscripts entering the order as living men and women, and those who serve bravely and loyally for five years or more are “raised up” into the ranks of the undead by their undead lords. They become fully-fledged ghost knights (see Tome of Beasts ) and are given an undead warhorse a nd a lance. Champions of Evil. When a ghost knight makes its 113th kill with its lance, the slain victim's spirit fuses to the weapon. In a ceremony to promote the ghost knight to a templar, the order's priests and priestesses break the lance over an altar. The ghost knight and its horse then absorb the victim's spirit from the lance, transforming them into powerful creatures. Flying Mounts. Ghost knight templars ride flying undead warhorses into battle. Their steeds are unusually intelligent and unwaveringly loyal to the templars. The magical bond between them allows the templar to summon or dismiss the mount whenev er it needs. Charge. If the ghost knight templar is mounted and moves at least 20 feet straight toward a creature and then hits it with a shadow blade attack on the same turn, the target takes an extra 10 (3d6) slashi ng damage. Incorporeal Movement. The ghost knight templar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Turning Defiance. The ghost knight templar and any undead within 30 feet of it have advantage on saving throws against effects that tu rn undead. Undead Nature. The ghost knight templar doesn't require air, food, drink, or sleep. Actions Multiattack. The ghost knight templar makes three Shadow Blade attacks. Shadow Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 10 (3d6) necroti c damage. Stride of Damnation (Recharge 5-6). The ghost knight templar moves up to its speed through its enemies. This movement doesn't provoke opportunity attacks. Each creature through which the templar passes must make a DC 16 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The templar can't use this action whil e mounted. Bonus Actions Ghostly Mount. The ghost knight templar can summon or dismiss a ghostly mount, mounting or dismounting it as part of this bonus action without spending movement. The mount uses the statistics of a warhorse skeleton, except it has the Incorporeal Movement trait, a flying speed of 60 feet, 40 hit points, and resistance to cold and necrotic damage and bludgeoning, piercing, and slashing damage from nonmagical attacks. If the mount is slain, it disappears, leaving behind no physical form, and the templar must wait 1 hour before summoning the mo unt again.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"L awful Evil","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ghost Necromancer","description":"Ghost Spellcasters When an ambitious necromancer or warlock dies after attempting the ritual of lichdom, it may sometimes rise as a ghost. Driven by hate and anger, it becomes insane, blaming everyone else but itself for its failure. Ghosts Unusual Nature. The ghost doesn’t require air, food, drink, or sleep. Traits Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) necrotic damage. Necrotic Bolt . Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 15 (3d8 + 2) necrotic damage, and the target can’t regain hit points until the start of the ghost’s next turn. Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Horrifying Visage. Each non-Undead creature within 60 feet of the ghost that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Possession. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. Spellcasting. The ghost casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: dancing lights, mage hand, prestidigitation 2/day each: blindness/deafness, mage armor, vampiric touch 1/day each: animate dead (as an action), circle of death, Evard's black tentacles, ice storm","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ghost of A’rvanshy","description":"The ghost of A'rvanshy, a renowned deep-sea elven archmage and hierophant cleric devoted to the Wondermaker, the god of Magic, lingers as a spectral guardian of his people's legacy. Once transformed into a lich by the collective sacrifice of his community, he became an immortal leader, guiding his kind for ages to come. A'rvanshy valiantly battled the Dark Star and triumphantly founded the hidden city bearing his name, a testament to his power and wisdom. However, the city of A'rvanshy's peace was disturbed when the malevolent Morgawr, the kraken necromancer, overtook the city and dealt a fatal blow to the lich archmage. Now, A'rvanshy's spectral form serves as a haunting reminder of the once-glorious leader and his tragic fate, forever bound to his tomb to protect his memory and seek retribution against those who threaten his people's heritage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":26071,"Challenge Rating":15},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Ghost Sycophant (PB 2)","description":"Some serve as mindless soldiers and workers under the control of a necromancer. Others rise when they die a bitter death in a place infused with cursed magic. For a few, it was a choice to become something other than a mortal. No matter the reason for their creation, all undead were once living creatures who walk the land after death in defiance of the natural order. Stuff of Nightmares. Rotting zombies, seductive vampires, wailing wraiths, and more undead stalk the widespread horror stories nobles and commoners alike tell each another around low-burning hearths. Even the most isolated hermits know that the dead can rise, eager to kill. These popular tales fuel many people’s fear of the undead. Mere rumors of a nearby ghoul pack can send an entire community into a panic. When open graves appear in the churchyard or a translucent spirit is spotted on the street, local leaders are quick to hire adventurers to deal with the threat. Given all the murder and anguish that has occurred at the rotting hands of the undead, their wicked reputation is well earned. But there are some honorable and kind mages who practice necromancy. They see the often-taboo school of magic as a tool that helps preserve resources and could be the key to unlocking eternal life. Dark Places. For many undead, sunlight is a nuisance that they naturally avoid. While it is rarely harmful to them, the sun’s golden rays make them uncomfortable and seems to shine far too bright to their dead eyes. Walking in the light of day also makes it easier for the fearful eyes of mortals to spot an undead. Many undead avoid the sun entirely, hiding in tombs or ruins until nightfall when they can better stalk their victims. Encountered Together. Undead are often encountered in groups that include more than just a single kind of creature. A necromancer might raise zombies, skeletons, and ghouls to protect their mansion, as each serves a different function as a guardian. A lich could have wraiths as messengers and wights as laboratory assistants. An ancient tomb might have mummies and vampires within. Because undead don’t need to drink, eat, sleep, or breathe and many share an affinity for lightless places, they often gather together. Actions Signature Attack (Dark Essence). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) necrotic damage. This spell’s damage increases by 1d10 when the sycophant reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Call of the Dead ( 3 /Day). When the sycophant hits a creature with a signature attack, the target must also succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the sycophant for 1 minute (save ends at end of turn). 5 th Level: Astral Presence ( 3 /Day). As an action, the sycophant becomes invisible for 1 minute or until they use a bonus action to end this effect. While invisible, the sycophant can move through creatures and objects as if they were difficult terrain, and the sycophant’s signature attacks deal an extra PB damage to creatures who can’t see them. The sycophant takes 5 (1d10) force damage if they end their turn inside an object. 7 th Level: Whispers of the Dead ( 3 /Day). As an action, the sycophant chooses up to PB creatures they can see within 30 feet of them. Each target must succeed on a DC 10 plus PB Charisma saving throw or make an attack against their nearest ally (no action required). A frightened creature has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ghost Sycophant (PB 2)","description":"Traits Signature Attack (Dark Essence). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) necrotic damage. This spell’s damage increases by 1d10 when the sycophant reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Call of the Dead ( 3 /Day). When the sycophant hits a creature with a signature attack, the target must also succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the sycophant for 1 minute (save ends at end of turn). 5 th Level: Astral Presence ( 3 /Day). As an action, the sycophant becomes invisible for 1 minute or until they use a bonus action to end this effect. While invisible, the sycophant can move through creatures and objects as if they were difficult terrain, and the sycophant’s signature attacks deal an extra PB damage to creatures who can’t see them. The sycophant takes 5 (1d10) force damage if they end their turn inside an object. 7 th Level: Whispers of the Dead ( 3 /Day). As an action, the sycophant chooses up to PB creatures they can see within 30 feet of them. Each target must succeed on a DC 10 plus PB Charisma saving throw or make an attack against their nearest ally (no action required). A frightened creature has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Ghost Sycophant (PB 3)","description":"Some serve as mindless soldiers and workers under the control of a necromancer. Others rise when they die a bitter death in a place infused with cursed magic. For a few, it was a choice to become something other than a mortal. No matter the reason for their creation, all undead were once living creatures who walk the land after death in defiance of the natural order. Stuff of Nightmares. Rotting zombies, seductive vampires, wailing wraiths, and more undead stalk the widespread horror stories nobles and commoners alike tell each another around low-burning hearths. Even the most isolated hermits know that the dead can rise, eager to kill. These popular tales fuel many people’s fear of the undead. Mere rumors of a nearby ghoul pack can send an entire community into a panic. When open graves appear in the churchyard or a translucent spirit is spotted on the street, local leaders are quick to hire adventurers to deal with the threat. Given all the murder and anguish that has occurred at the rotting hands of the undead, their wicked reputation is well earned. But there are some honorable and kind mages who practice necromancy. They see the often-taboo school of magic as a tool that helps preserve resources and could be the key to unlocking eternal life. Dark Places. For many undead, sunlight is a nuisance that they naturally avoid. While it is rarely harmful to them, the sun’s golden rays make them uncomfortable and seems to shine far too bright to their dead eyes. Walking in the light of day also makes it easier for the fearful eyes of mortals to spot an undead. Many undead avoid the sun entirely, hiding in tombs or ruins until nightfall when they can better stalk their victims. Encountered Together. Undead are often encountered in groups that include more than just a single kind of creature. A necromancer might raise zombies, skeletons, and ghouls to protect their mansion, as each serves a different function as a guardian. A lich could have wraiths as messengers and wights as laboratory assistants. An ancient tomb might have mummies and vampires within. Because undead don’t need to drink, eat, sleep, or breathe and many share an affinity for lightless places, they often gather together. Actions Signature Attack (Dark Essence). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) necrotic damage. This spell’s damage increases by 1d10 when the sycophant reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Call of the Dead ( 3 /Day). When the sycophant hits a creature with a signature attack, the target must also succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the sycophant for 1 minute (save ends at end of turn). 5 th Level: Astral Presence ( 3 /Day). As an action, the sycophant becomes invisible for 1 minute or until they use a bonus action to end this effect. While invisible, the sycophant can move through creatures and objects as if they were difficult terrain, and the sycophant’s signature attacks deal an extra PB damage to creatures who can’t see them. The sycophant takes 5 (1d10) force damage if they end their turn inside an object. 7 th Level: Whispers of the Dead ( 3 /Day). As an action, the sycophant chooses up to PB creatures they can see within 30 feet of them. Each target must succeed on a DC 10 plus PB Charisma saving throw or make an attack against their nearest ally (no action required). A frightened creature has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ghost Sycophant (PB 3)","description":"Traits Signature Attack (Dark Essence). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) necrotic damage. This spell’s damage increases by 1d10 when the sycophant reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Call of the Dead ( 3 /Day). When the sycophant hits a creature with a signature attack, the target must also succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the sycophant for 1 minute (save ends at end of turn). 5 th Level: Astral Presence ( 3 /Day). As an action, the sycophant becomes invisible for 1 minute or until they use a bonus action to end this effect. While invisible, the sycophant can move through creatures and objects as if they were difficult terrain, and the sycophant’s signature attacks deal an extra PB damage to creatures who can’t see them. The sycophant takes 5 (1d10) force damage if they end their turn inside an object. 7 th Level: Whispers of the Dead ( 3 /Day). As an action, the sycophant chooses up to PB creatures they can see within 30 feet of them. Each target must succeed on a DC 10 plus PB Charisma saving throw or make an attack against their nearest ally (no action required). A frightened creature has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Ghost Sycophant (PB 4)","description":"Some serve as mindless soldiers and workers under the control of a necromancer. Others rise when they die a bitter death in a place infused with cursed magic. For a few, it was a choice to become something other than a mortal. No matter the reason for their creation, all undead were once living creatures who walk the land after death in defiance of the natural order. Stuff of Nightmares. Rotting zombies, seductive vampires, wailing wraiths, and more undead stalk the widespread horror stories nobles and commoners alike tell each another around low-burning hearths. Even the most isolated hermits know that the dead can rise, eager to kill. These popular tales fuel many people’s fear of the undead. Mere rumors of a nearby ghoul pack can send an entire community into a panic. When open graves appear in the churchyard or a translucent spirit is spotted on the street, local leaders are quick to hire adventurers to deal with the threat. Given all the murder and anguish that has occurred at the rotting hands of the undead, their wicked reputation is well earned. But there are some honorable and kind mages who practice necromancy. They see the often-taboo school of magic as a tool that helps preserve resources and could be the key to unlocking eternal life. Dark Places. For many undead, sunlight is a nuisance that they naturally avoid. While it is rarely harmful to them, the sun’s golden rays make them uncomfortable and seems to shine far too bright to their dead eyes. Walking in the light of day also makes it easier for the fearful eyes of mortals to spot an undead. Many undead avoid the sun entirely, hiding in tombs or ruins until nightfall when they can better stalk their victims. Encountered Together. Undead are often encountered in groups that include more than just a single kind of creature. A necromancer might raise zombies, skeletons, and ghouls to protect their mansion, as each serves a different function as a guardian. A lich could have wraiths as messengers and wights as laboratory assistants. An ancient tomb might have mummies and vampires within. Because undead don’t need to drink, eat, sleep, or breathe and many share an affinity for lightless places, they often gather together. Actions Signature Attack (Dark Essence). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) necrotic damage. This spell’s damage increases by 1d10 when the sycophant reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Call of the Dead ( 3 /Day). When the sycophant hits a creature with a signature attack, the target must also succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the sycophant for 1 minute (save ends at end of turn). 5 th Level: Astral Presence ( 3 /Day). As an action, the sycophant becomes invisible for 1 minute or until they use a bonus action to end this effect. While invisible, the sycophant can move through creatures and objects as if they were difficult terrain, and the sycophant’s signature attacks deal an extra PB damage to creatures who can’t see them. The sycophant takes 5 (1d10) force damage if they end their turn inside an object. 7 th Level: Whispers of the Dead ( 3 /Day). As an action, the sycophant chooses up to PB creatures they can see within 30 feet of them. Each target must succeed on a DC 10 plus PB Charisma saving throw or make an attack against their nearest ally (no action required). A frightened creature has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ghost Sycophant (PB 4)","description":"Traits Signature Attack (Dark Essence). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) necrotic damage. This spell’s damage increases by 1d10 when the sycophant reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Call of the Dead ( 3 /Day). When the sycophant hits a creature with a signature attack, the target must also succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the sycophant for 1 minute (save ends at end of turn). 5 th Level: Astral Presence ( 3 /Day). As an action, the sycophant becomes invisible for 1 minute or until they use a bonus action to end this effect. While invisible, the sycophant can move through creatures and objects as if they were difficult terrain, and the sycophant’s signature attacks deal an extra PB damage to creatures who can’t see them. The sycophant takes 5 (1d10) force damage if they end their turn inside an object. 7 th Level: Whispers of the Dead ( 3 /Day). As an action, the sycophant chooses up to PB creatures they can see within 30 feet of them. Each target must succeed on a DC 10 plus PB Charisma saving throw or make an attack against their nearest ally (no action required). A frightened creature has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Ghost Sycophant (PB 5)","description":"Some serve as mindless soldiers and workers under the control of a necromancer. Others rise when they die a bitter death in a place infused with cursed magic. For a few, it was a choice to become something other than a mortal. No matter the reason for their creation, all undead were once living creatures who walk the land after death in defiance of the natural order. Stuff of Nightmares. Rotting zombies, seductive vampires, wailing wraiths, and more undead stalk the widespread horror stories nobles and commoners alike tell each another around low-burning hearths. Even the most isolated hermits know that the dead can rise, eager to kill. These popular tales fuel many people’s fear of the undead. Mere rumors of a nearby ghoul pack can send an entire community into a panic. When open graves appear in the churchyard or a translucent spirit is spotted on the street, local leaders are quick to hire adventurers to deal with the threat. Given all the murder and anguish that has occurred at the rotting hands of the undead, their wicked reputation is well earned. But there are some honorable and kind mages who practice necromancy. They see the often-taboo school of magic as a tool that helps preserve resources and could be the key to unlocking eternal life. Dark Places. For many undead, sunlight is a nuisance that they naturally avoid. While it is rarely harmful to them, the sun’s golden rays make them uncomfortable and seems to shine far too bright to their dead eyes. Walking in the light of day also makes it easier for the fearful eyes of mortals to spot an undead. Many undead avoid the sun entirely, hiding in tombs or ruins until nightfall when they can better stalk their victims. Encountered Together. Undead are often encountered in groups that include more than just a single kind of creature. A necromancer might raise zombies, skeletons, and ghouls to protect their mansion, as each serves a different function as a guardian. A lich could have wraiths as messengers and wights as laboratory assistants. An ancient tomb might have mummies and vampires within. Because undead don’t need to drink, eat, sleep, or breathe and many share an affinity for lightless places, they often gather together. Actions Signature Attack (Dark Essence). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) necrotic damage. This spell’s damage increases by 1d10 when the sycophant reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Call of the Dead ( 3 /Day). When the sycophant hits a creature with a signature attack, the target must also succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the sycophant for 1 minute (save ends at end of turn). 5 th Level: Astral Presence ( 3 /Day). As an action, the sycophant becomes invisible for 1 minute or until they use a bonus action to end this effect. While invisible, the sycophant can move through creatures and objects as if they were difficult terrain, and the sycophant’s signature attacks deal an extra PB damage to creatures who can’t see them. The sycophant takes 5 (1d10) force damage if they end their turn inside an object. 7 th Level: Whispers of the Dead ( 3 /Day). As an action, the sycophant chooses up to PB creatures they can see within 30 feet of them. Each target must succeed on a DC 10 plus PB Charisma saving throw or make an attack against their nearest ally (no action required). A frightened creature has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ghost Sycophant (PB 5)","description":"Traits Signature Attack (Dark Essence). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) necrotic damage. This spell’s damage increases by 1d10 when the sycophant reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Call of the Dead ( 3 /Day). When the sycophant hits a creature with a signature attack, the target must also succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the sycophant for 1 minute (save ends at end of turn). 5 th Level: Astral Presence ( 3 /Day). As an action, the sycophant becomes invisible for 1 minute or until they use a bonus action to end this effect. While invisible, the sycophant can move through creatures and objects as if they were difficult terrain, and the sycophant’s signature attacks deal an extra PB damage to creatures who can’t see them. The sycophant takes 5 (1d10) force damage if they end their turn inside an object. 7 th Level: Whispers of the Dead ( 3 /Day). As an action, the sycophant chooses up to PB creatures they can see within 30 feet of them. Each target must succeed on a DC 10 plus PB Charisma saving throw or make an attack against their nearest ally (no action required). A frightened creature has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Ghost Sycophant (PB 6)","description":"Some serve as mindless soldiers and workers under the control of a necromancer. Others rise when they die a bitter death in a place infused with cursed magic. For a few, it was a choice to become something other than a mortal. No matter the reason for their creation, all undead were once living creatures who walk the land after death in defiance of the natural order. Stuff of Nightmares. Rotting zombies, seductive vampires, wailing wraiths, and more undead stalk the widespread horror stories nobles and commoners alike tell each another around low-burning hearths. Even the most isolated hermits know that the dead can rise, eager to kill. These popular tales fuel many people’s fear of the undead. Mere rumors of a nearby ghoul pack can send an entire community into a panic. When open graves appear in the churchyard or a translucent spirit is spotted on the street, local leaders are quick to hire adventurers to deal with the threat. Given all the murder and anguish that has occurred at the rotting hands of the undead, their wicked reputation is well earned. But there are some honorable and kind mages who practice necromancy. They see the often-taboo school of magic as a tool that helps preserve resources and could be the key to unlocking eternal life. Dark Places. For many undead, sunlight is a nuisance that they naturally avoid. While it is rarely harmful to them, the sun’s golden rays make them uncomfortable and seems to shine far too bright to their dead eyes. Walking in the light of day also makes it easier for the fearful eyes of mortals to spot an undead. Many undead avoid the sun entirely, hiding in tombs or ruins until nightfall when they can better stalk their victims. Encountered Together. Undead are often encountered in groups that include more than just a single kind of creature. A necromancer might raise zombies, skeletons, and ghouls to protect their mansion, as each serves a different function as a guardian. A lich could have wraiths as messengers and wights as laboratory assistants. An ancient tomb might have mummies and vampires within. Because undead don’t need to drink, eat, sleep, or breathe and many share an affinity for lightless places, they often gather together. Actions Signature Attack (Dark Essence). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) necrotic damage. This spell’s damage increases by 1d10 when the sycophant reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Call of the Dead ( 3 /Day). When the sycophant hits a creature with a signature attack, the target must also succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the sycophant for 1 minute (save ends at end of turn). 5 th Level: Astral Presence ( 3 /Day). As an action, the sycophant becomes invisible for 1 minute or until they use a bonus action to end this effect. While invisible, the sycophant can move through creatures and objects as if they were difficult terrain, and the sycophant’s signature attacks deal an extra PB damage to creatures who can’t see them. The sycophant takes 5 (1d10) force damage if they end their turn inside an object. 7 th Level: Whispers of the Dead ( 3 /Day). As an action, the sycophant chooses up to PB creatures they can see within 30 feet of them. Each target must succeed on a DC 10 plus PB Charisma saving throw or make an attack against their nearest ally (no action required). A frightened creature has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ghost Sycophant (PB 6)","description":"Traits Signature Attack (Dark Essence). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) necrotic damage. This spell’s damage increases by 1d10 when the sycophant reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Call of the Dead ( 3 /Day). When the sycophant hits a creature with a signature attack, the target must also succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the sycophant for 1 minute (save ends at end of turn). 5 th Level: Astral Presence ( 3 /Day). As an action, the sycophant becomes invisible for 1 minute or until they use a bonus action to end this effect. While invisible, the sycophant can move through creatures and objects as if they were difficult terrain, and the sycophant’s signature attacks deal an extra PB damage to creatures who can’t see them. The sycophant takes 5 (1d10) force damage if they end their turn inside an object. 7 th Level: Whispers of the Dead ( 3 /Day). As an action, the sycophant chooses up to PB creatures they can see within 30 feet of them. Each target must succeed on a DC 10 plus PB Charisma saving throw or make an attack against their nearest ally (no action required). A frightened creature has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Ghost Warlock","description":"Ghost Spellcasters When an ambitious necromancer or warlock dies after attempting the ritual of lichdom, it may sometimes rise as a ghost. Driven by hate and anger, it becomes insane, blaming everyone else but itself for its failure. Ghosts Unusual Nature. The ghost doesn’t require air, food, drink, or sleep. Traits Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Whispering Aura. At the start of each of the ghost's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage, provided that the ghost isn't incapacitated. Actions Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) necrotic damage. Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Horrifying Visage. Each non-Undead creature within 60 feet of the ghost that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Howling Void. The ghost opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 13 (3d8) psychic damage and is frightened of the ghost until the end of the ghost's next turn. On a successful save, a creature takes half as much damage and isn't frightened. Possession. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 15 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. Spellcasting. The ghost casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: detect magic, mage armor (self only), mage hand, minor illusion, prestidigitation 1/day each: arcane gate, detect thoughts, feeblemind","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ghostblade Eidolon","description":"Eidolons When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. While eidolons possess many of the skills and details related to their past lives, they're disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death. They care nothing for morbid reunions with their lost bodies or Returned remnants. Of the various types of eidolons, flitterstep eidolons are the most common and wander without purpose. Ghostblade eidolons typically arise from fallen warriors and believe they're endlessly embroiled in great battles. Undead Nature. An eidolon doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any","Expansion":5432,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Ghostling","description":"Ghostlings. The animated shards that break off of the ghostmother when damaged are thought to be infantile ghostmothers, and do in fact resemble a tiny version of these monstrous worms. Ghostlings differ from their mothers in that they are much longer than they are wide, and their mouths are entirely circular, rather than having a cross jaw of armor plates. Ghostlings are also not well armored and are much easier to destroy. When a ghostmother appears, she is often accompanied by several ghostlings. Traits Tiny Missile. The Ghostling can enter the space of any other creature while moving, but cannot end its turn there. Additionally, as long as some part of its movement is spent underground, the Ghostling can treat its burrow speed as a fly speed. The Ghostling falls if it does not end its turn on or under the ground. Actions Piercing Ram. Melee Weapon Attack: +6 to hit, reach 0 ft., one target. Hit: (1d4+4) piercing damage. and the Ghostling does not provoke opportunity attacks from the target until the end of its turn. Additionally, the target has its Injury thresholds reduced by an amount equal to damage taken until it suffers an Injury.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"unaligned","Expansion":28072,"Challenge Rating":"1/2/2024"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Ghostly Guard","description":"Many consider the ghostly guards who serve in the halls of the House at the Edge of Time to be unusual as a ghost typically originates as a solitary presence whose transformation into undeath was a highly personalized and unique process. These particular ghosts rose simultaneously from the first kingdom Nyrissa destroyed, and while they have served her for ages, they still carry deep shame for their role in the destruction of all the kingdoms to follow. If using a ghostly guard in an encounter removed from the House at the Edge of Time, you should modify the source of their shame, or simply omit this weakness entirely. Traits Ethereal Sight. The ghostly guard can see 60 feet into the Ethereal Plane when they are on the First World, and vice versa. Evasion. If the ghostly guard is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, the ghostly guard instead takes no damage if they succeed on the saving throw, and only half damage if they fail. Incorporeal Movement. The ghostly guard can move through other creatures and objects as if they were difficult terrain. They take 5 (1d10) force damage if they end their turn inside an object. Shame. A ghostly guard has disadvantage with all rolls made against elves or those whom it believes are worshippers of Calistria. A character who understands the nature of this shame can attempt to forgive a ghostly guard (requiring an action by the forgiving creature) by speaking to it in a language it understands. The ghostly guard must attempt a DC 13 Wisdom saving throw. If it fails, the ghostly guard has disadvantage with all rolls until the end of its next turn. If it rolls a natural 1 on this saving throw, the ghostly guard fades away as it comes to terms with its death and its soul is released into the afterlife. Actions Multiattack. The ghostly guard makes two melee attacks with their withering touch. Withering Touch. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 31 (7d6+7) necrotic damage. Etherealness. The ghostly guard enters the Ethereal Plane from the First World, or vice versa. They are visible on the First World while they are in the Border Ethereal, and vice versa, yet they can’t affect or be affected by anything on the other plane. Horrifying Visage. Each non-undead creature within 60 feet of the ghostly guard that can see them must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the ghostly guard’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Possession (Recharge 6) . One humanoid that the ghostly guard can see within 5 feet of him must succeed on a DC 14 Charisma saving throw or be possessed by them; the ghostly guard then disappears, and the target is incapacitated and loses control of its body. The ghostly guard now controls the body but doesn’t deprive the target of awareness. The ghostly guard can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and they retain their alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. They otherwise use the possessed target’s statistics, but don’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghostly guard ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghostly guard reappears in an unoccupied space within 5 feet of the body. The target is immune to the ghostly guard’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Ghostmother of the Sands","description":"Named for its ability to seemingly vanish into the desert sands where it resides, the ghostmother is also known for its unsettling ability to seemingly produce offspring, ghostlings, from the slightest shard broken from its body. Ghostmothers are massive, armor-plated worms with cross jaws made of four interlocking armored plates. Their relatively short length and spiraled exoskeleton allows them to burrow at high speeds through sand by simply spinning through it, and even leap high into the air. Ghostlings. The animated shards that break off of the ghostmother when damaged are thought to be infantile ghostmothers, and do in fact resemble a tiny version of these monstrous worms. Ghostlings differ from their mothers in that they are much longer than they are wide, and their mouths are entirely circular, rather than having a cross jaw of armor plates. Ghostlings are also not well armored and are much easier to destroy. When a ghostmother appears, she is often accompanied by several ghostlings. Tactics. Ghostmothers rely on the sand of their environments to hide from their enemies and to take them by surprise whenever possible, using their Deadly IIII Crush to hit as many foes as possible. When they must make themselves vulnerable to damage, they try to spread the damage out as much as possible to make the best use of their Ghostmother's Children as possible. Traits Armored Worm. The Ghostmother's Injury thresholds are reduced by 5 for every Injury it has to its Defenses Aspect. Ghostmother's Children. When the Ghostmother takes damage for the first time on a turn, a Ghostling breaks away from its body and appears in any unoccupied space within 5 feet of the Ghostmother. Sand Ghost. While burrowing through sand, the Ghostmother adds double its proficiency bonus to Stealth checks (included in stat block). Standing Leap. The Ghostmother's long jump is up to 30 ft. and its high jump is up to 15 ft., or twice as far with a running start, as long as some of its turn is spent underground before it jumps. Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (6d12 + 4) piercing damage. Deadly Crush. If the Ghostmother jumps at least 15 ft. as part of its movement, it can then use this action to land in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 18 (4d6 + 4) bludgeoning damage plus 18 (4d6 + 4) slashing damage. On a successful save, the creature takes half damage, isn't knocked prone, and is pushed 5 ft. out of the Ghostmother's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the Ghostmother's space. Ghostling","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":28072,"Challenge Rating":10},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Ghostwalk Spider","description":"Ghostwalk spiders are malevolent hunters that sprang from misguided experiments on phase spiders. They are spindly, emaciated things all but devoid of color. Phantom Webs. Ghostwalk spiders spin ephemeral webs in secluded areas. They spend most of their time stalking prey to paralyze and drag back to their phantom web. As long as these remains lie tangled in ghostly webs they go unnoticed by creatures on the Material Plane, but the spiders eventually cast old kills aside. Adventurers are wise to fear empty caves containing unexplained, desiccated remains.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Challenge Rating":9},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Ghoublin","description":"Ghoublins are often indistinguishable from their living counterparts: goblins. But few would mistake a ghoublin’s bite for a goblin’s ankle biting.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Ghoul","description":"Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. They thrive in places rank with decay and death. If they can't gorge on dead flesh and decomposing organs, they pursue living creatures and attempt to make corpses of them. Actions Bite : Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) piercing damage. Claws : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Ghoul","description":"Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Devourers of Flesh. Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can’t feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul’s undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding. Abyssal Origins. Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord’s other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls’ paralytic touch. Ghasts. Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands. Actions Bite : Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 9 (2d6 + 2) piercing damage. Claws : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ghoul","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. Claws : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead , it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","AC":12,"HP":"22 (5d8)","CHA":6,"CON":10,"DEX":15,"INT":7,"STR":13,"WIS":10,"Size":"Medium","Type":"undead","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063418/YAAH-7J8nMC_dbO-WSx4VQ/original.png","Roll 0":"Bite\n1d20 + 2\n2d6+2","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":200,"Alignment":"Chaotic Evil","Languages":"Common","data-List":"false","Immunities":"Poison","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"2d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 2\",\"Damage Type\":\"slashing\",\"Desc\":\"If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success\"}]","data-CHA-mod":"-2","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-2","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":1,"Passive Perception":10,"Condition Immunities":"Charmed, Exhaustion, Poisoned","data-CrNum":1,"data-AcNum":12,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ghoul","description":"Ghouls are Undead that roam the night in packs, driven by insatiable hunger for flesh. Like maggots, they thrive in places rank with decay and death. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":17254,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Ghoul","description":"Though they don’t require food to exist, ghouls endlessly hunger for mortal flesh. When a ghoul comes into being, their limbs and tongue grow longer, each ending in jagged claws and barbs. Negative energy courses through these weapons, allowing the ghoul to slow their prey and tear flesh from bones. Actions Multiattack. The ghoul makes one Barbed Tongue attack and one Claws attack. If both attacks hit the same creature, the target is dazed until the end of the target’s next turn. Barbed Tongue. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target’s speed is reduced by 10 feet until the end of their next turn. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target can’t take reactions until the end of their next turn. Bonus Actions Hungry Charge. The ghoul moves up to half their speed in a straight line. If the ghoul moves at least 15 feet and ends this movement within 5 feet of a creature, they have advantage on the next attack roll they make against that creature until the end of the ghoul’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ghoul Abomination","description":"A ghoul abomination is a monstrous ghoul with a huge gut, large flabby limbs, and an enormous maw filled with rotted, jagged teeth. It is believed that this creature was once a large, gluttonous humanoid that preyed on its own kind. After its death, it was cursed and rose as an undead creature that had an insatiable hunger for humanoid flesh. Traits Stench. Any creature that starts its turn within 10 feet of the ghoul must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghoul's Stench for 24 hours. Actions Multiattack. The ghoul makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, range 5 ft., one creature. Hit : 18 (3d8 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, range 5 ft., one creature. Hit: 13 (2d8 + 4) slashing damage. If the target is a creature other than an Undead, it must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Chaotic Evil","Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ghoul Bat","description":"This bat has an emaciated, three-foot-long torso and a head that looks like skin stretched over bone. Its jaws are unnaturally distended, and its mouth is full of needle-like teeth. Ghoul bats are popular messengers and pets among darakhul and can be found both in colonies and alone throughout the Ghoul Imperium.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ghoul Bat","description":"This bat has an emaciated, three-foot-long torso and a head that looks like skin stretched over bone. Its jaws are unnaturally distended, and its mouth is full of needle-like teeth. Ghoul bats are popular messengers and pets amongst darakhul and can be found both in colonies and alone throughout the Ghoul Imperium.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"unaligned","Expansion":5494,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Ghoul Craver","description":"Though they don’t require food to exist, ghouls endlessly hunger for mortal flesh. When a ghoul comes into being, their limbs and tongue grow longer, each ending in jagged claws and barbs. Negative energy courses through these weapons, allowing the ghoul to slow their prey and tear flesh from bones. Traits Ever So Hungry. Enemies can’t take the Disengage action while three or more cravers are within 5 feet of them. Minion. If the craver takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the craver takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Just a Taste (Group Attack). Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 1 slashing damage, and the next non-minion ghoul who attacks that target before the start of the craver’s next turn gains a bonus to the attack roll equal to the number of cravers who joined the attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ghoul, Beggar","description":"This emaciated, gray husk of a creature wears rags and picks hungrily at a sliver of bone. It moves in a crouch so low that it’s almost crawling, but its eyes glow like flickering coals and it exudes a desperate ferocity with each raspy, rot-fouled breath. Lesser Ghouls. Most citizens of the ghoul empire are not darakhul but lesser strains of ghouls and ghasts. Beggar ghouls are by far the weakest of these. Though they make up the majority of any military action involving the legions, they are employed as fodder, and the most wretched of them are barely suitable even for that. They eke out miserable livings by scrounging for food near the surface or by begging in the ghoul cities. Withered and Deprived. Thin and emaciated even for undead, beggar ghouls are shriveled versions of their standard cousins—little more than flesh-covered skeletons. While some beggar ghouls spend their entire existence in undeath as this weak strain, at least a few were once stronger ghouls who withered when they were trapped far from sources of flesh. Others were exiled from the empire without the resources to fend for themselves. Traits Pack Tactics: The beggar ghoul has advantage on an attack roll against a creature if at least one of the beggar ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Savage Hunger: A beggar ghoul that hits with its bite attack against a creature that hasn’t acted yet in this combat scores a critical hit. Actions Bite: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 9 (2d6 + 2) Piercing damage. Claws: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 7 (2d4 + 2) Slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ghoul, Beggar","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Challenge Rating":43832},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghoul, Bloated","description":"Bloated ghouls are ghouls who have engaged in ritual gorging on the flesh of hundreds of humanoids, their bodies swelling with undigested meat and bone. They eventually become pot-bellied undead maddened with hunger. A bloated ghoul’s home is often slick with spilled blood and guts, which it happily licks off the floor and walls. Hungry Dead Nature. The ghoul doesn’t require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ghoul, Bloated","description":"Bloated ghouls are ghouls who have engaged in ritual gorging on the flesh of hundreds of humanoids. Followers of the Bloated Path, the ghouls’ bodies swell with undigested meat and bone. They eventually become pot-bellied undead maddened with hunger. A bloated ghoul’s lair is often slick with spilled blood and guts, which it happily licks off the floor and walls. Hungry Dead Nature. The ghoul requires no air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"custom","Alignment":"neutral evil","Expansion":5315,"Challenge Rating":6},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghoul, Bonepowder","description":"Distilled to nothing but dry, whispering sand and a full set of teeth, a bonepowder ghoul still hungers for flesh and blood. Its dusty mass is perfected corruption, entirely animated by foul energy. Starved Into Dust. The bonepowder ghoul is small and unassuming, a pile of dust and bone fragments that resemble a pile of mummy dust or the remnants of a vampire burned by sunlight. Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among imperial ghouls, using hunger as a form of torture is considered offensive and is quite rare. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind its remnant flesh and becoming animated almost purely by hunger, hatred, and the bitter wisdom of long centuries. Mocking and Hateful. Bonepowder ghouls are creatures of pure evil, seeking to devour, corrupt, and destroy all living things. The only creatures they treat with some affinity are ghouls. Even in that case, their attitude is often mocking, hateful, or condescending. They have some mild respect for darakhul nobles. Whispering Voices. Most bonepowder ghouls speak at least 4 languages, but their voices are very faint. Just to hear one speaking normally requires a DC 15 Perception check. Undead gain a +8 competence bonus to this check. Ghouls in Midgard The ghoul empire maintains complex social structures and forges serious alliances, particularly among the undead princes of Morgau and Doresh. Unofficial embassies exist in Zobeck, the Ironcrag Cantons, Krakova, and Magdar. Other hidden outposts may lurk below the Seven Cities, Illyria, or beyond. Their patience and willingness to convert enemies into followers makes lasting victories against the darakhul difficult. Three full legions of iron ghouls serve Emperor Nicoforus directly, and a dozen more legions of varying quality press the fight to other races of the underworld. Darakhul Fever Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can’t be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage. Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If the infected creature dies while infected with darakhul fever, roll 1d20, add the character’s current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in. Adjustment Table Roll Result 1-9 None; the victim is simply dead 10-16 Ghoul 17-20 Ghast 21+ Darakhul Traits Amorphous: The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing. Coalesce: Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn’t amorphous and can’t form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes. Turning Defiance: The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. Innate Spellcasting: The bonepowder ghoul’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: chill touch, darkness, dispel magic, ray of enfeeblement 3/day: blindness/deafness, circle of death (7th level; 10d6) 1/day: finger of death Actions Bite: Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 18 (3d8 + 5) Strength damage, plus 2 (1d4) Strength damage. On hit, the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever. Gravedust: A bonepowder ghoul can project a 40-ft. cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever. Whirlwind (Recharge 5–6): A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength; a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral evil","Expansion":3,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ghoul, Bonepowder","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Challenge Rating":12},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghoul, Darakhul","description":"In the lightless depths beneath the ground, an empire of devouring ambition grows and plots and dreams. They call themselves the People, but the people of the surface world call them the Lords Subterranean, the Ghoul Imperium, or simply the Empire of the Ghouls. Their cities lie out of sight, their agents infiltrate the underworlds of a score of surface cities, and their goals know no limits. To them, if you are not a member of the People, you are food. Traits Master of Disguise: A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench. Stench: Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 12 Constitution saving throw or be poisoned until the start of its next turn. A successful saving throw makes the creature immune to the darakhul’s stench for 24 hours. A darakhul using this ability can’t also benefit from Master of Disguise. Sunlight Sensitivity: The darakhul has disadvantage on Wisdom (Perception) checks that rely on sight and on attack rolls while it, the object it is trying to see or attack in direct sunlight. Turning Defiance: The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. Actions Multiattack: The darakhul bites once, claws once, and makes one war pick attack. Using a shield limits the darakhul to making either its claw or war pick attack, but not both. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 12 (2d8 + 3) Piercing damage. If the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever. Claw: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 10 (2d6 + 3) Slashing damage. If the target is a creature other than an undead, it must make a successful DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for 2 or more rounds - the victim fails at least 2 saving throws, consecutive or nonconsecutive, the creature contracts darakhul fever. War Pick: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 7 (1d8 + 3) Piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ghoul, Darakhul","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Challenge Rating":3},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghoul, Darakhul Captain","description":"In the lightless depths beneath the ground, an empire of devouring ambition grows and plots and dreams. They call themselves the People, but the people of the surface world call them the Lords Subterranean, the Ghoul Imperium, or simply the Empire of the Ghouls. Their cities lie out of sight, their agents infiltrate the underworlds of a score of surface cities, and their goals know no limits. To them, if you are not a member of the People, you are food. Leaders of law enforcement units in the cities of the Ghoul Imperium, darakhul captains are stoic and steely darakhul hand-selected by the city’s leadership for the role. Captains are dedicated to the Ghoul Imperium and don’t take kindly to remarks against their beloved Imperium or Emperor. Patrol Teams. When on patrol, darakhul captains ride ghoulsteeds and are rarely without a handful of darakhul and ghouls at their sides. Captains in Darakhan, the capital of the Ghoul Imperium, also patrol with one or two emperor’s hyenas, which report major happenings in the city to the Emperor himself. Dangerous Position. The position of captain comes with some measure of prestige and power, but it also comes with no end of political danger. Many captains meet their ends not from threats outside the Imperium but from forces within it. If a captain lives long enough to avoid assassination by a rival hoping to win the position, it might meet its end at the claws of its city leader, upset about problems in the city or news the captain delivered. Hungry Dead Nature. The darakhul doesn’t require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":5315,"Challenge Rating":9},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghoul, Darakhul Captain","description":"Leaders of law enforcement units in undead cities, darakhul captains are stoic and steely darakhul hand-selected by the city’s leadership for the role. Patrol Teams. When on patrol, darakhul captains ride ghoulsteeds and are rarely without a handful of darakhul and ghouls at their sides. In the larger cities, captains patrol with one or two emperor’s hyenas . Dangerous Position. Many captains meet their ends not from threats outside the city but from forces within it. Captains regularly face the dangers of being assassinated by a rival or killed by a city leader upset about recent events. Hungry Dead Nature. The darakhul doesn’t require air or sleep. Darakhul Fever Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 (4d6) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If a creature dies while infected with darakhul fever, roll a d20, add the character’s Constitution modifier, and find the result on the table below to determine what undead form the victim’s body rises in. Roll Result 1–9 None; victim is simply dead 10–16 Ghoul 17–20 Ghast 21+ Darakhul","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ghoul, Darakhul High Priestess","description":"Though all darakhul acknowledge dark gods, the priestess holds a closer link than most--always first to the feast, dividing out the choice morsels, intoning the words of hideous praise for the feast. An emissary of the Hunger God, the darakhul high priestess summons her ever-ravenous people to the feast. Leading rites of slaughter and gluttony or handing out punishments and oaths of deprivation, she exercises a great deal of control over her charges. Bone Cracking. The marrow is considered a delicacy among the darakhul--difficult to reach, rich in flavor. The high priestess traditionally awards the first marrow bone to the altar or cracks it herself on a battlefield, shouting a note of praise (literally, \"blessed marrow\") during this ritual. Vestments and Knives. The unholy garments of a darakhul priestess vary wildly in style, from formal robes stitched with black thread and set with garnet and rubies, to the more practical sacrificial robes of tooled leather, which resemble a butcher's apron. A priestess of the darakhul always carries a ritual flensing knife; it is never used in combat, only in the aftermath. Hungry Dead Nature. The darakhul doesn't require air or sleep. Darakhul Fever Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 (4d6) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If a creature dies while infected with darakhul fever, roll a d20, add the character's Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim's body rises in. Ghouls in Midgard The ghoul empire maintains complex social structures and forges serious alliances, particularly among the undead princes of Morgau and Doresh. Unofficial embassies exist in Zobeck, the Ironcrag Cantons, Krakovar, and the Magdar Kingdom. Other hidden outposts may lurk below the Seven Cities, the Grand Duchy of Dornig, or beyond. The primary language of the ghouls is Darakhul.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ghoul, Darakhul High Priestess","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Challenge Rating":9},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghoul, Darakhul Spy","description":"The eyes and ears of undead armies, darakhul spies originate from all nations and backgrounds. Masters of Disguise. Darakhul spies are rarely without a slew of disguises, including wigs, colored pastes, cosmetics, and clothing appropriate for various nationalities and economic levels. Some of the best spies have spent decades hiding in plain sight in courts, taverns, and slums across the world. Complex Network. Each spy has one superior to whom it reports, and each superior spy has a separate superior spy to whom it reports. Only the highest leaders have knowledge of the intricacies of the spy network, and even they aren’t fully aware of the true identities of their furthest-reaching agents. Hungry Dead Nature. The darakhul doesn’t require air or sleep. Darakhul Fever Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 (4d6) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If a creature dies while infected with darakhul fever, roll a d20, add the character’s Constitution modifier, and find the result on the table below to determine what undead form the victim’s body rises in. Roll Result 1–9 None; victim is simply dead 10–16 Ghoul 17–20 Ghast 21+ Darakhul","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ghoul, Darakhul Spy","description":"The eyes and ears of the Ghoul Imperium, darakhul spies originate from all nations and backgrounds and can be found anywhere in Midgard. Masters of Disguise. Darakhul spies are rarely without a slew of disguises, including wigs, colored pastes, cosmetics, and clothing appropriate for various nationalities and economic levels. Some of the Imperium’s best spies have spent decades hiding in plain sight in courts, taverns, and slums in nations across Midgard. Most often their odd behavior, such as taking meals privately or preferring to conduct business after sunset, is waved off as eccentric rather than suspicious. Complex Network. Darakhul spies might interact with each other without ever knowing they’re interacting with another of the Imperium’s spies. Each spy has one superior to whom it reports and each superior spy has a separate superior spy to whom it reports. Only the Emperor and his spymaster have knowledge of the intricacies of the Imperium’s spy network and even they aren’t fully aware of the true identities of its furthest-reaching agents. Hungry Dead Nature. The darakhul doesn’t require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":5315,"Challenge Rating":5},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghoul, Imperial","description":"An imperial ghoul stands tall and proud, its gray flesh robust and muscled, its sharp talons stained black, and its clothing strangely well kept. Its flickering red eyes have an intelligent, malicious gleam. Shock Troops. Imperial ghouls are the shock troops of the ghoul empire, and eager to expand its power and influence. Treated like auxiliaries, they get the most difficult tasks: to engage and hold foes while the darakhul, iron legionnaires, and others outflank them. Ambitious Strivers. Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls into iron ghouls. This rumor gives them hope of advancement. Their power over the lesser ghouls and slaves gives them a taste of tyranny. Because they are ambitious and always hungry for more power, imperial ghouls are eager to prove themselves as hunters, as warriors, and as spies. Immune to Sun. Unlike a standard darakhul, an imperial ghoul does not suffer from sunlight and feels little need to disguise its true appearance. Traits Turning Defiance: The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. Actions Multiattack: The imperial ghoul makes one bite attack and one claws attack. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 12 (2d8 + 3) Piercing damage. If the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever. Claws: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 17 (4d6 + 3) Slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Light Crossbow: Ranged Weapon Attack : +4 to hit, range 80/320 ft., One target. Hit : 6 (1d8 + 2) Piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ghoul, Imperial","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghoul, Iron","description":"A brutal and vicious-looking ghoul that carries a cruel glaive, its forearms up to its elbows are stained with dark, dried blood. Its glowing, rust-colored eyes penetrate with a calculating stare of restrained hunger. Backbone of the Legions. Iron ghouls and ghasts are the elite members of the imperial legions, acting as non‑commissioned officers, officers, and standard-bearers. They feed from the slave pits and march on the orders of the darakhul nobility. Fond of Uniforms. Iron ghouls are proud of their status and uniforms. Their standard breastplates and open-faced helms are black iron with brass trim, and the helm’s crest is often a ruby‑dyed fan of bat wings or carrion beetle bristles to indicate their authority. Tooth and Bone Weaponry. Many items of an iron ghoul’s gear are decorated with inlaid bone or set with teeth, rather much as pearls might be used for weapons crafted elsewhere. Traits Turning Defiance: The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. Actions Multiattack: The iron ghoul makes one bite attack and one claw attack, or three glaive attacks. Bite: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 17 (3d8 + 4) Piercing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever. Claws: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 18 (4d6 + 4) Slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever. Glaive: Melee Weapon Attack : +7 to hit, reach 10 ft., One target. Hit : 9 (1d10 + 4) Slashing damage. Heavy Bone Crossbow: Ranged Weapon Attack : +6 to hit, range 100/400 ft., One target. Hit : 8 (1d10 + 3) Piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ghoul, Iron","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Challenge Rating":5},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghoul, Necrophage Ghast","description":"This creature's stench precedes it, suggesting a shambling monstrosity; but, the keen look of intelligence in its eye and arcane sigils on its arm promise a more cunning and dangerous foe. An Erudite Threat. Unlike typical ghouls and ghasts, the necrophage ghast possesses a keen intelligence that thirsts for arcane knowledge, especially the magic that can return the dead to life and force it to serve. Learn, then Conquer. The necrophage ghast seeks out knowledge, often spending days, weeks, or even months in solitary research to track down and learn a new bit of arcane necromantic magic. Afterwards, they are eager to put their newfound knowledge into practice. All their research is for naught if they cannot gather enough corpses to perform their experiments. Arcane Stench. Through careful experimentation, necrophage ghasts have engineered their natural stench into a magical aura that causes those with weak constitutions to be more susceptible to their arcane magic. Hungry Dead Nature. The necrophage ghast doesn't require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ghoul, Necrophage Ghast","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghoul, Ogre","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":5315,"Challenge Rating":2},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghoul, Tar","description":"Decayed bodies emerge from a pit, covered with a thick, black ooze, showing their sharp teeth and hissing with hunger in their eyes. When attacked with fire, tar ghouls often scream with joy as they burst into flames. Burning Wish. Bored while under the service of a necromancer, an efreeti prince toyed with his master's creations to give them an edge against fiery spellcasters. Flaming Horde. These ghouls roam the darkness in packs, hunting for fresh meat. They relish roasting their food as it screams in pain. Bring your Own Fire. These creatures do not fear flame. They revel in the fear their victims experience as the victims realize the inferno will be their doom. Most of these ghouls wear pieces of flint on their rags to ignite themselves if their prey does not use fire against them. Hungry Dead Nature. The tar ghoul doesn't require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":5315,"Challenge Rating":4},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghoul, Tar","description":"Decayed bodies emerge from a pit, covered with a thick, black ooze, showing their sharp teeth and hissing with hunger in their eyes. When attacked with fire, tar ghouls often scream with joy as they burst into flames. Burning Wish. Bored while under the service of a necromancer, an efreeti prince toyed with his master's creations to give them an edge against fiery spellcasters. Flaming Horde. These ghouls roam the darkness in packs, hunting for fresh meat. They relish roasting their food as it screams in pain. Bring your Own Fire. These creatures do not fear flame. They revel in the fear their victims experience as the victims realize the inferno will be their doom. Most of these ghouls wear pieces of flint on their rags to ignite themselves if their prey does not use fire against them. Hungry Dead Nature. The tar ghoul doesn't require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ghoulsteed","description":"The ghouls create horrific, intelligent, undead mounts for their most worthy soldiers and priests. Although they're large, run on all fours, and can be ridden as mounts, ghoulsteeds are the undead remains of humanoids. They're created when a humanoid is killed by massive amounts of necrotic energy. Hideous Mounts. Darakhul prize these undead creatures as mounts. They're ridden during war and hunts, but they are sometimes also trained as guardians for households, businesses, or temples. Often Mute. Ghoulsteeds aren't quite as intelligent as ghouls, but they're cannier than most creatures give them credit for being. Certainly, unlike most creatures used as mounts, they are somewhat intelligent and capable of speech, but they prefer to remain mute as much as possible to avoid drawing attention to themselves. This makes them useful as gossips, spies, and informers among the darakhul, who have a tendency to forget their mounts' intelligences. Prone to Biting. Ghoulsteeds are notorious for nibbling, nipping, or outright biting their riders, creatures passing by them, or the like. Undead Nature. The ghoulsteed doesn't require air, food, drink, or sleep. Ghoulsteeds and Living Riders While ghoulsteeds serve the undead without overmuch complaint, the same cannot be said for living riders. A living creature who wishes to ride a ghoulsteed must make a DC 13 Charisma ability check before each long rest. On a failure, that ghoulsteed attempts to kill and devour its rider while the rider rests. On a success, the ghoulsteed attempts no attack that day.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ghoulsteed","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Challenge Rating":3},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghourling","description":"Ghourlings, also known as beastfolk or goatfolk, are a race of evil and depraved half-bovid humanoids. They have the torso, neck, and arms of a humanoid and the head, groin, legs, and cloven hooves of a feral-looking bovid. They are native to the Lower Planes, but ghourlings also dwell in desolate hilly and mountainous regions of the Material Plane. Bloodthirsty Marauders. Ghourlings are cunning predators that will eat anything that lives within their territory, but prefer the flesh of other humanoids. What makes them very dangerous is their willingness to form organized clans or tribes. They craft simple weapons and armor, train for battle, and plan raids of isolated hamlets and villages. Revolting Stench. Ghourlings are incredibly strong and savage warriors. They fight relentlessly, and often without care for their own safety. Ghourlings have scent glands near their horns, hooves, and hands. These glands secrete an oily substance that have an abhorrent stench that reminds you of a mix of carrion and rotten eggs. The odor is so potently putrid and foul that it can cause nausea. Children of Baphomet. Although it hasn't been proven as a fact, ghourlings are said to be the descendants of an ancient clan of barbaric human cannibals who worshipped and may even have drank from the blood of the demon lord Baphomet. This makes sense as they are often encountered in the company of minotaurs, hags, and demons, filling the role of footsoldiers and shock troopers. Traits Stench. Any creature that starts its turn within 5 feet of the ghourling must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghourling's Stench for 24 hours. Actions Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the ghourling moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) piercing damage and must succeed on a DC 12 Strength saving throw or be knocked prone. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ghourling Berserker","description":"Ghourlings, also known as beastfolk or goatfolk, are a race of evil and depraved half-bovid humanoids. They have the torso, neck, and arms of a humanoid and the head, groin, legs, and cloven hooves of a feral-looking bovid. They are native to the Lower Planes, but ghourlings also dwell in desolate hilly and mountainous regions of the Material Plane. Bloodthirsty Marauders. Ghourlings are cunning predators that will eat anything that lives within their territory, but prefer the flesh of other humanoids. What makes them very dangerous is their willingness to form organized clans or tribes. They craft simple weapons and armor, train for battle, and plan raids of isolated hamlets and villages. Revolting Stench. Ghourlings are incredibly strong and savage warriors. They fight relentlessly, and often without care for their own safety. Ghourlings have scent glands near their horns, hooves, and hands. These glands secrete an oily substance that have an abhorrent stench that reminds you of a mix of carrion and rotten eggs. The odor is so potently putrid and foul that it can cause nausea. Children of Baphomet. Although it hasn't been proven as a fact, ghourlings are said to be the descendants of an ancient clan of barbaric human cannibals who worshipped and may even have drank from the blood of the demon lord Baphomet. This makes sense as they are often encountered in the company of minotaurs, hags, and demons, filling the role of footsoldiers and shock troopers. Traits Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Stench. Any creature that starts its turn within 5 feet of the ghourling must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghourling's Stench for 24 hours. Actions Multiattack. The ghourling makes one Greataxe attack and one Gore attack, or it makes two ranged attacks. Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the ghourling moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) piercing damage and must succeed on a DC 13 Strength saving throw or be knocked prone. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ghourling Captain","description":"Ghourlings, also known as beastfolk or goatfolk, are a race of evil and depraved half-bovid humanoids. They have the torso, neck, and arms of a humanoid and the head, groin, legs, and cloven hooves of a feral-looking bovid. They are native to the Lower Planes, but ghourlings also dwell in desolate hilly and mountainous regions of the Material Plane. Bloodthirsty Marauders. Ghourlings are cunning predators that will eat anything that lives within their territory, but prefer the flesh of other humanoids. What makes them very dangerous is their willingness to form organized clans or tribes. They craft simple weapons and armor, train for battle, and plan raids of isolated hamlets and villages. Revolting Stench. Ghourlings are incredibly strong and savage warriors. They fight relentlessly, and often without care for their own safety. Ghourlings have scent glands near their horns, hooves, and hands. These glands secrete an oily substance that have an abhorrent stench that reminds you of a mix of carrion and rotten eggs. The odor is so potently putrid and foul that it can cause nausea. Children of Baphomet. Although it hasn't been proven as a fact, ghourlings are said to be the descendants of an ancient clan of barbaric human cannibals who worshipped and may even have drank from the blood of the demon lord Baphomet. This makes sense as they are often encountered in the company of minotaurs, hags, and demons, filling the role of footsoldiers and shock troopers. Traits Stench. Any creature that starts its turn within 5 feet of the ghourling must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghourling's Stench for 24 hours. Actions Multiattack. The ghourling makes two melee or ranged attacks. Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the ghourling moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) piercing damage and must succeed on a DC 13 Strength saving throw or be knocked prone. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Command. The ghourling targets one ally it can see within 30 feet of it. If the target can see or hear the ghourling, the target can use its reaction to make one weapon attack or move up to its speed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ghourling Priest","description":"Ghourlings, also known as beastfolk or goatfolk, are a race of evil and depraved half-bovid humanoids. They have the torso, neck, and arms of a humanoid and the head, groin, legs, and cloven hooves of a feral-looking bovid. They are native to the Lower Planes, but ghourlings also dwell in desolate hilly and mountainous regions of the Material Plane. Bloodthirsty Marauders. Ghourlings are cunning predators that will eat anything that lives within their territory, but prefer the flesh of other humanoids. What makes them very dangerous is their willingness to form organized clans or tribes. They craft simple weapons and armor, train for battle, and plan raids of isolated hamlets and villages. Revolting Stench. Ghourlings are incredibly strong and savage warriors. They fight relentlessly, and often without care for their own safety. Ghourlings have scent glands near their horns, hooves, and hands. These glands secrete an oily substance that have an abhorrent stench that reminds you of a mix of carrion and rotten eggs. The odor is so potently putrid and foul that it can cause nausea. Children of Baphomet. Although it hasn't been proven as a fact, ghourlings are said to be the descendants of an ancient clan of barbaric human cannibals who worshipped and may even have drank from the blood of the demon lord Baphomet. This makes sense as they are often encountered in the company of minotaurs, hags, and demons, filling the role of footsoldiers and shock troopers. Traits Stench. Any creature that starts its turn within 5 feet of the ghourling must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghourling's Stench for 24 hours. Actions Multiattack. The ghourling makes one Spear attack and one Gore attack. It can replace its Gore attack with Blinding Spittle. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the ghourling moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) piercing damage and must succeed on a DC 12 Strength saving throw or be knocked prone. Blinding Spittle (Recharges 4–6). Ranged Spell Attack: +4 to hit, range 30 ft., one creature. Hit: 9 (2d8) poison damage and the target is blinded until the end of the ghourling's next turn. Spellcasting. The ghourling casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12): At will: guidance, mending, thaumaturgy 1/day each: bane, blindness/deafness, guiding bolt, hold person, inflict wounds, spirit guardians","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ghourling Scout","description":"Ghourlings, also known as beastfolk or goatfolk, are a race of evil and depraved half-bovid humanoids. They have the torso, neck, and arms of a humanoid and the head, groin, legs, and cloven hooves of a feral-looking bovid. They are native to the Lower Planes, but ghourlings also dwell in desolate hilly and mountainous regions of the Material Plane. Bloodthirsty Marauders. Ghourlings are cunning predators that will eat anything that lives within their territory, but prefer the flesh of other humanoids. What makes them very dangerous is their willingness to form organized clans or tribes. They craft simple weapons and armor, train for battle, and plan raids of isolated hamlets and villages. Revolting Stench. Ghourlings are incredibly strong and savage warriors. They fight relentlessly, and often without care for their own safety. Ghourlings have scent glands near their horns, hooves, and hands. These glands secrete an oily substance that have an abhorrent stench that reminds you of a mix of carrion and rotten eggs. The odor is so potently putrid and foul that it can cause nausea. Children of Baphomet. Although it hasn't been proven as a fact, ghourlings are said to be the descendants of an ancient clan of barbaric human cannibals who worshipped and may even have drank from the blood of the demon lord Baphomet. This makes sense as they are often encountered in the company of minotaurs, hags, and demons, filling the role of footsoldiers and shock troopers. Traits Stench. Any creature that starts its turn within 5 feet of the ghourling must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghourling's Stench for 24 hours. Actions Multiattack. The ghourling makes two Shortbow attacks or two Scimitar attacks. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the ghourling moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) piercing damage and must succeed on a DC 12 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ghourling Shaman","description":"Ghourlings, also known as beastfolk or goatfolk, are a race of evil and depraved half-bovid humanoids. They have the torso, neck, and arms of a humanoid and the head, groin, legs, and cloven hooves of a feral-looking bovid. They are native to the Lower Planes, but ghourlings also dwell in desolate hilly and mountainous regions of the Material Plane. Bloodthirsty Marauders. Ghourlings are cunning predators that will eat anything that lives within their territory, but prefer the flesh of other humanoids. What makes them very dangerous is their willingness to form organized clans or tribes. They craft simple weapons and armor, train for battle, and plan raids of isolated hamlets and villages. Revolting Stench. Ghourlings are incredibly strong and savage warriors. They fight relentlessly, and often without care for their own safety. Ghourlings have scent glands near their horns, hooves, and hands. These glands secrete an oily substance that have an abhorrent stench that reminds you of a mix of carrion and rotten eggs. The odor is so potently putrid and foul that it can cause nausea. Children of Baphomet. Although it hasn't been proven as a fact, ghourlings are said to be the descendants of an ancient clan of barbaric human cannibals who worshipped and may even have drank from the blood of the demon lord Baphomet. This makes sense as they are often encountered in the company of minotaurs, hags, and demons, filling the role of footsoldiers and shock troopers. Traits Stench. Any creature that starts its turn within 5 feet of the ghourling must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghourling's Stench for 24 hours. Actions Multiattack . The ghourling makes one Spear attack and one Gore attack. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the ghourling moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) piercing damage and must succeed on a DC 12 Strength saving throw or be knocked prone. Hurl Flame. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 13 (3d8) fire damage. Spellcasting. The ghourling casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13): At will: druidcraft, mending, resistance 1/day each: conjure animals (boars, bulls, and goats only), entangle, heat metal, polymorph, wall of stone Rippling Earth (Recharges 5–6). The ghourling causes the earth to suddenly move in a violent, cascading motion in a 30-foot line that is 10 feet wide. Each creature standing on the ground in that line must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 19 (3d12) bludgeoning damage, is pushed up to 10 feet, and is knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Reactions Boon of Baphomet (2/Day). If a visible ally within 30 feet of the ghourling takes 7 damage or less that would reduce it to 0 hit points, that ally is reduced to 1 hit point instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ghourling War Chief","description":"Ghourlings, also known as beastfolk or goatfolk, are a race of evil and depraved half-bovid humanoids. They have the torso, neck, and arms of a humanoid and the head, groin, legs, and cloven hooves of a feral-looking bovid. They are native to the Lower Planes, but ghourlings also dwell in desolate hilly and mountainous regions of the Material Plane. Bloodthirsty Marauders. Ghourlings are cunning predators that will eat anything that lives within their territory, but prefer the flesh of other humanoids. What makes them very dangerous is their willingness to form organized clans or tribes. They craft simple weapons and armor, train for battle, and plan raids of isolated hamlets and villages. Revolting Stench. Ghourlings are incredibly strong and savage warriors. They fight relentlessly, and often without care for their own safety. Ghourlings have scent glands near their horns, hooves, and hands. These glands secrete an oily substance that have an abhorrent stench that reminds you of a mix of carrion and rotten eggs. The odor is so potently putrid and foul that it can cause nausea. Children of Baphomet. Although it hasn't been proven as a fact, ghourlings are said to be the descendants of an ancient clan of barbaric human cannibals who worshipped and may even have drank from the blood of the demon lord Baphomet. This makes sense as they are often encountered in the company of minotaurs, hags, and demons, filling the role of footsoldiers and shock troopers. Traits Legendary Resistance (1/Day). If the ghourling fails a saving throw, it can choose to succeed instead. Stench. Any creature that starts its turn within 5 feet of the ghourling must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghourling's Stench for 24 hours. War Leader. The ghourling's allies that can see and hear the ghourling have advantage on attack rolls while within 20 feet of the ghourling, provided it isn’t frightened or incapacitated. Actions Multiattack. The ghourling makes two melee or ranged attacks. Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the ghourling moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) piercing damage and must succeed on a DC 15 Strength saving throw or be knocked prone. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Bonus Actions Command. The ghourling targets one ally it can see within 30 feet of it. If the target can see or hear the ghourling, the target can use its reaction to make one weapon attack or move up to its speed. Legendary Actions The ghourling can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ghourling regains spent legendary actions at the start of its turn. Charge. The ghourling moves up to its speed. Intimidating Bellow. The ghourling emits a menacing bellow. Each non-demon and non-undead creature within 30 feet of the ghourling that can hear the ghourling must succeed on a DC 15 Wisdom saving throw or become frightened until the end of the ghourling's next turn. Gore. The ghourling makes a Gore attack. Greataxe (Costs 2 Actions). The ghourling makes one Greataxe attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ghourling Warlock","description":"Ghourlings, also known as beastfolk or goatfolk, are a race of evil and depraved half-bovid humanoids. They have the torso, neck, and arms of a humanoid and the head, groin, legs, and cloven hooves of a feral-looking bovid. They are native to the Lower Planes, but ghourlings also dwell in desolate hilly and mountainous regions of the Material Plane. Bloodthirsty Marauders. Ghourlings are cunning predators that will eat anything that lives within their territory, but prefer the flesh of other humanoids. What makes them very dangerous is their willingness to form organized clans or tribes. They craft simple weapons and armor, train for battle, and plan raids of isolated hamlets and villages. Revolting Stench. Ghourlings are incredibly strong and savage warriors. They fight relentlessly, and often without care for their own safety. Ghourlings have scent glands near their horns, hooves, and hands. These glands secrete an oily substance that have an abhorrent stench that reminds you of a mix of carrion and rotten eggs. The odor is so potently putrid and foul that it can cause nausea. Children of Baphomet. Although it hasn't been proven as a fact, ghourlings are said to be the descendants of an ancient clan of barbaric human cannibals who worshipped and may even have drank from the blood of the demon lord Baphomet. This makes sense as they are often encountered in the company of minotaurs, hags, and demons, filling the role of footsoldiers and shock troopers. Traits Stench. Any creature that starts its turn within 5 feet of the ghourling must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghourling's Stench for 24 hours. Actions Multiattack. The ghourling makes two Spear attacks. Alternatively, it can use Abyssal Flame twice. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack, plus 10 (3d6) necrotic damage. Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the ghourling moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) piercing damage and must succeed on a DC 12 Strength saving throw or be knocked prone. Abyssal Flame. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (2d6) fire damage and 7 (2d6) necrotic damage and the target is blinded until the end of the ghourling's next turn. Spellcasting. The ghourling casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: mage hand, minor illusion, prestidigitation 1/day each (as 5th-level spells): dimension door, fear, maze, mirror image Cone of Abyssal Fire (Recharges 5–6). The ghourling magically emits greenish flames in a 30-foot cone. Each creature in that area must succeed on a DC 13 Dexterity saving throw, taking 18 (4d8) fire damage and 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Ghul","description":"A creature wearing a black turban steps out of the sudden fog. It is roughly the size and shape of a short man, with gray skin and pointed teeth. The thing sneers as it summons lightning to its hand, the air suddenly stinking of ozone. Its stony gray skin shifts to an icy blue as it raises its arm to direct its electrical attack. Elemental Remnants. When an undead with the ability to raise more of their kind, such as a vampire , wight , or wraith , slays a geniekin or other lesser elemental, the risen creature is a ghul instead. Rather than retaining control of whatever elemental forces it may have had during its life, the ghul becomes representative of all four of the classical elements. Unyielding Hunger. Like more common ghouls and ghasts , a ghul’s existence is focused around a relentless, agonizing need to consume living flesh. Ghuls favor live targets and can be seen sampling their meal even while battle rages around them. Despite their substantial innate magical ability, some ghuls prefer to rend with their claws, reveling in the tearing of flesh and the sensation of hot blood dripping from their cold bodies. Royal Aspirations. Ghuls evolve over the centuries, gaining power and a semblance of their original personality, now twisted by countless evil acts. Their slow personal growth leads most ghuls to a craven existence, striking from the shadows and using their magic to flee if their prey puts up too much of a fight. If a ghul survives long enough, it gains enough power to be grudgingly acknowledged by lesser ghuls. These greater ghuls are often called “ghul kings” by those who encounter them, as the greater ghuls often create a semblance of a “royal court” out of lesser ghuls and other undead. Hungry Dead Nature. The ghul doesn’t require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any evil alignment","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ghul","description":"A creature wearing a black turban steps out of the sudden fog. It is roughly the size and shape of a short man with gray skin and pointed teeth. The thing sneers as it summons lightning to its hand, the air suddenly stinking of ozone. Its stony gray skin shifts to an icy blue as it raises its arm to direct its electrical attack. Elemental Remnants. When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or other lesser elemental, the risen creature is a ghul instead. Rather than retaining control of whatever elemental forces it may have had during its life, the ghul becomes representative of all four of the classical elements. Unyielding Hunger. Like more common ghouls and ghasts, a ghul’s existence is focused around a relentless, agonizing need to consume living flesh. Ghuls favor live targets and can be seen sampling their meal even while battle rages around them. Despite their substantial innate magical ability, some ghuls prefer to rend with their claws, reveling in the tearing of flesh and the sensation of hot blood dripping from their cold bodies. Royal Aspirations. Ghuls evolve over the centuries, gaining power and a semblance of their original personality, now twisted by centuries of evil acts. Their slow personal growth leads most ghuls to a craven existence, striking from the shadows and using their magic to flee if their prey puts up too much of a fight. If a ghul survives long enough, it gains enough power to be grudgingly acknowledged by lesser ghuls. These greater ghuls are often called “ghul kings” by those who encounter them, as the greater ghuls often create a semblance of a “royal court” out of lesser ghuls and other undead. Hungry Dead Nature. The ghul doesn’t require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":5315,"Challenge Rating":5},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ghul","description":"When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or some other lesser elemental, the risen creature is a ghul instead. Rather than retaining control of whatever elemental forces it may have had during its life, the ghul becomes representative of all four of the classical elements. Like more common ghouls and ghasts, a ghul’s existence is focused around a relentless, agonizing need to consume living flesh. Ghuls favor live targets and can be seen sampling their meal even while battle rages around them.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any evil alignment","Expansion":11995,"Challenge Rating":5},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Giant Aether Crocodile","description":"Aether Crocodile These fearsome beasts infest the still bog-like aether pools found on many unpopulated islands across the Aetherial Expanse. Their tough hides carry a muted prismatic sheen, allowing them to hide effectively in their native habitat. Often appearing in lethargic floats, groups of these creatures can burst into a frenzy when prey comes near.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast (Aetherbeast)","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Giant Aether Horse","description":"Aether Horse Resembling the common sea horse, aether horses roam the shallower depths of the Aetherial Expanse. Their colorations vary greatly from herd to herd, though invariably, colors are vibrant, and their elongated tails glow with a pale shimmering light. Astral merfolk frequently tame giant aether horses, using them to patrol the aethereal depths of their territory.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast (Aetherbeast)","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Giant Aethershark","description":"Aethersharks Though aethersharks are among the aetherbeasts that most resemble their common cousins, they are still wholly alien in comparison. Most common shark hide comes in shades of gray and brown. Aethersharks have fins and backs in colors that shift through prismatic waves, not unlike how an oil slick would appear, with bellies a golden, sandy color. This way, they are camouflaged from below against the light above the surface and camouflaged from above to mingle with the varied coral forest of the aether sea. Green, bioluminescent secretion flows from its orifices, including its gills, leaving a trail of light wherever it goes. Territorial Hunters. Aethersharks are more aggressive than common sharks and have established territories from which they rarely stray. The current territory of an aethershark is recognizable by the color of its hide, as it alters to better match the fauna of its home. For instance, an aethershark living in a kelp bed would be shades of fluorescent green, whereas a reef-dwelling aethershark would be rainbow-colored.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast (Aetherbeast)","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Giant Aetherwolf","description":"Aetherwolf Due to the adaptations their bodies have undergone to survive near the surface of the aether, aetherwolves bear little resemblance to terrestrial wolves. They swim in deadly packs through shallow aether, preying upon small ships and other aetherbeasts.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast (Aetherbeast)","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Giant Alligator","description":"Alligators are smaller than crocodiles, tend to have broader, U-shaped snouts, and primarily inhabit freshwater environments. What they lack in size, they more than make up for their deadly ability to perform a death roll. Traits Hold Breath. The alligator can hold its breath for 15 minutes. Actions Multiattack. The alligator makes one Bite attack and one Tail attack. It can't make both attacks against the same target. Bite . Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the alligator can't use its Bite attack on another target. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the alligator. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Death Roll (Recharge 4-6). A creature the alligator is grappling must make a DC 15 Strength saving throw. On a failed save, the creature takes 32 (6d8 + 5) slashing damage. If this damage reduces a creature to 0 hit points, one of its limbs is dismembered. On a successful save, the creature takes half as much damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Amoeba","description":"A giant amoeba is a shapeless mass of living, liquid protoplasm. Though naturally translucent with darker interior spots, its surface is slightly sticky and tends to collect dirt and other debris from its environment; therefore, a moving giant amoeba looks like muddy water. Although happy to prey on creatures smaller than it, the giant amoeba’s constant hunger often drives it to attack larger prey, such as humanoids. Amoeba Swarms. An amoeba swarm is a mobile group of amoebas, each about the size of a coin. Giant amoebas may cleave off tiny portions of their substance, which can then become amoeba swarms. At other times, a giant amoeba can spontaneously transform into a swarm, usually if the giant amoeba is starving or in an area with a high concentration of magic. Likewise, a well-fed amoeba swarm may fuse into a single giant amoeba. When an amoeba swarm is found in the vicinity of a giant amoeba, the two oozes ignore each other. 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Its stout body can reach lengths of up to 15 feet, with a gaping maw filled with needle-like teeth that can easily pierce through armor. Hypnotic Lure . The most distinctive feature of the giant angler fish is the bioluminescent lure that dangles from its head. This lure, which is shaped like a fishing rod with a light bulb at the end, is used to attract prey in the pitch-black darkness of the deep sea. The light pulsates and dims in a slow rhythm, inducing those observing the light into a trance-like state, causing them to unconsciously move toward it. The giant angler fish simply waits for its prey to move within striking distance of its jaws. Traits Aquatic. The angler fish can breathe only underwater. Hypnotic Lure. When a creature that can see the angler fish's hypnotic lure starts its turn within 60 feet of the angler fish, the angler fish can force it to make a DC 13 Wisdom saving throw if the angler fish isn't incapacitated and can see the creature. A creature that fails the save becomes charmed by the angler fish until the start of its next turn. While charmed in this way, the target tries to get as close to the angler fish as possible, using its actions to Dash until it is within 5 feet of the angler fish. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature becomes immune to the angler fish's Hypnotic Lure for 24 hours. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the angler fish until the start of its next turn, when it can avert its eyes again. If the creature looks at the angler fish in the meantime, it must immediately make the save. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the angler fish, and takes 10 (3d6) acid damage at the start of each of the angler fish’s turns. The angler fish’s gullet can hold up to two creatures at a time. If the angler fish takes 10 damage or more on a single turn from a creature inside it, the angler fish must succeed on a DC 13 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the angler fish. If the angler fish dies, any swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Animated Statue","description":"Animated Object This animated object is a strange sight indeed—an apparently abstract statue made of more than a dozen stone orbs, several of which are hollow and feature openings that reveal the fires burning within them. When this statue animates, the orbs grind and roll against each other without separating but remain devoid of any obvious underlying support (almost as if the statue were an animated mass of spherical magnets). This statue is a depiction of the Outer God Yog-Sothoth, and can be found guarding any eldritch temple or location of interest to those who worship the so-called Lurker at the Threshold. Traits Burn Alive. As a bonus action, the statue roasts a creature it has grappled in the fires that burn inside its hollow spheres. The target takes 16 (3d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Actions Multiattack. The statue makes two attacks. Sphere. Melee Weapon Attack: +8 to hit, reach 15 ft. Hit: 19 (2d12+6) bludgeoning damage. If the target is a Medium creature, it must succeed on a DC 14 Dexterity save or be grappled in one of the statues hollow spheres (escape DC 14). The statue can hold up to 12 creatures in this way. Flaming Coal. Range Weapon Attack: +2 to hit, range 80/160 ft., one target. Hit: 13 (2d6+6) bludgeoning damage plus 9 (2d8) fire damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"unaligned","Expansion":17526,"Challenge Rating":7},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Giant Ant","description":"Traits Ant Climb. The giant ant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Pack Tactics. The giant ant has advantage on an attack roll against a creature if at least one of the ant’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":32955,"Challenge Rating":"1/2"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Giant Ant Queen","description":"A nest of giant ants contains one mature Giant Ant Queen that is surrounded by 12 (4d6) giant ants at all times. The queen is the mother of all the ants in her colony. If her colony is destroyed, a giant ant queen will fly hundreds of miles to start a new nest. If the queen is destroyed, her colony can create a new queen by feeding royal jelly to a giant ant hatchling. Traits Ant Climb. The giant ant queen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Flyby. The giant ant queen doesn't provoke an opportunity attack when it flies out of an enemy's reach. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Acid Spray (Recharge 6). The giant ant queen spits acid in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":32955,"Challenge Rating":2},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Giant Antlion","description":"The giant antlion is a voracious hunter that lurks beneath sandy dunes. Its segmented body is covered by a thick carapace and is over 10 feet long. It has a set of oversized mandibles, which resemble the jaws of an ant. Ambush Predator. The giant antlion rarely leaves its lair and spends most of its time lying in wait underneath a layer of sand at the bottom of an inverted cone-shaped desert dune. When a creature moves close to the edge of the sand dune, the giant antlion throws and sprays sandy debris along the incline of the sand near the target, creating a small landslide and causing the hapless victim to tumble down towards the center of the pit. Once the prey is within striking range, the giant antlion emerges from its hiding spot, surprising the target, and grabs it with its large mandibles before it can put up a defense. Once it has snared the prey in a vise-like grip, the giant antlion injects it with a concoction of paralytic venom and digestive enzymes, rendering the victim helpless. The giant antlion then drags its prey into its lair where it can feed unmolested. Traits Ambusher. On the first round of each combat, the antlion has advantage on attack rolls against a creature that hasn’t taken a turn yet. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. Additionally, if the target is Medium or smaller, it is grappled (escape DC 12). Rock Spray (Recharge 5-6) . The antlion tosses debris in a 15-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, a creature takes 10 (3d6) bludgeoning damage and is knocked prone. If the prone creature is on a sloped surface, it is pulled 10 feet toward the deepest space. On a successful save, a creature takes half as much damage and isn't knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Ape","description":"Actions Multiattack : The ape makes two fist attacks. Fist : Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Rock : Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Ape","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The ape makes two fist attacks. Fist : Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Rock : Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.","properties":{"Category":"Monsters","AC":12,"HP":"157 (15d12+60)","CHA":7,"CON":18,"DEX":14,"INT":7,"STR":23,"WIS":12,"Size":"Huge","Type":"beast","Speed":"40 ft., climb 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390057727/e3dbd3sbqnUR0512tcfjqw/original.png","Roll 0":"Fist\n1d20 + 9\n3d10+6","Roll 1":"Rock\n1d20 + 9\n7d6+6","Skills":"Athletics +9, Perception +4","Source":"5th Edition SRD","data-XP":"2,900","Alignment":"Unaligned","data-List":"false","Token Size":3,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The ape makes two fist attacks.\"},{\"Name\":\"Fist\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"3d10 + 6\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Rock\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"9\",\"Reach\":\"50/100 ft.\",\"Target\":\"one target\",\"Damage\":\"7d6 + 6\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":"+4","data-DEX-mod":"+2","data-INT-mod":"-2","data-STR-mod":"+6","data-SizeNum":6,"data-WIS-mod":"+1","Challenge Rating":7,"Passive Perception":14,"data-CrNum":7,"data-AcNum":12,"data-HpNum":157},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Ape","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":7},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Giant Armadillo","description":"Giant armadillos look like a hybrid of aardvark, rhinoceros, and turtle with vicious-looking claws used primarily for burrowing. These creatures are generally placid and seek to avoid conflict whenever possible.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant Armadillo","description":"Giant armadillos look like a hybrid of aardvark, rhinoceros, and turtle with vicious-looking claws used primarily for burrowing. These creatures are generally placid and seek to avoid conflict whenever possible.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":5494,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Underworld Player's Guide"},{"name":"Giant Army Ant","description":"Traits Keen Smell. The ant has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The ant has advantage on an attack roll against a creature if at least one of the ant's allies is within 5 feet of the creature and the ally isn't incapacitated. Spider Climb. The ant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite . Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. If the Bite hits a creature, the ant can make a sting attack as a bonus action. Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Assassin Bug","description":"Traits Ambusher. The assassin bug has advantage on attack rolls against any creature it has surprised. Keen Smell. The assassin bug has advantage on Wisdom (Perception) checks that rely on smell. Spider Climb. The assassin bug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Rostrum . Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, the assassin bug attaches to the target, and the target must make a DC 11 Constitution saving throw or be poisoned for 1 minute. The target is paralyzed while poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While attached, the assassin bug doesn't attack. Instead, at the start of each of the assassin bug's turns, the target loses 6 (1d8 + 2) hit points due to blood loss. The assassin bug can detach itself by spending 5 feet of its movement. It does so after it drains 30 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the assassin bug.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Aurumvorax","description":"Aurumvorax (Golden Gorger) The aurumvorax, also commonly known as the golden gorger, is a curious-looking creature that looks like a cross between a badger and a wolverine and is often quickly dismissed as a harmless animal at first glance. The common variety measures only 3 feet in length and half of that in height. Its body, which is covered in a shaggy hide of golden-orange colored fur, is densely packed with muscle and can weigh as much as 500 pounds. It has eight stubby legs that all end in steel-like copper-colored claws. Razor-sharp teeth fill its powerful jaws. Despite its non-threatening size and the enticing value of its precious hide, those familiar with the creature know better than to earn its ire and always give it a wide berth. Many a group of adventurers have been mercilessly torn to pieces thinking the aurumvorax an easy kill. Golden Gorger. The aurumvorax is a carnivore that supplements its diet with precious ore, minerals, and metals. Gold, in particular, has a smell that is irresistible to the aurumvorax and drives the latter into a frenzy if it detects it nearby. The aurumvorax will choose locations close to gold resources, such as mining settlements rich with gold ores. The aurumvorax usually makes its lair at the bottom of ravines or by the side of a mountain's timberline. Its burrow extends deep into the bedrock to support its immense weight and is usually rich with gold veins. The aurumvorax will usually store several nuggets of gold in its lair in the absence of gold veins. Solitary Predator. The aurumvorax is a generally solitary creature and usually keeps to itself within its territory. It is generally tolerant of other creatures of its size or smaller, provided they leave it alone. It prefers to spend its time sniffing mineral veins or hunting prey larger than itself, especially ones that may carry or wear precious minerals or alloys. Unyielding Savagery. In combat, the aurumvorax makes a very formidable opponent. Its body can resist most blows and attacks and can even shrug off fire and poison. But what makes it feared by those who have encountered it is the aurumvorax's unmatched ferocity. Once its powerful jaws clamp onto its victim's neck, it won't let go until it, or its prey is dead. After it gets hold of a victim, it rakes and tears at it with its adamantine-like claws, shredding the victim's armor to get to the creature's vulnerable flesh. Dwarven Foe. The aurumvorax always comes into conflict with dwarves who often share the same territory with it. The dwarves see the aurumvorax as a pest, as a single adult can strip a dwarven mine in a matter of days. The dwarves also hunt the aurumvorax as a rite of passage, crafting its prized hide into a special armor. A few crafty dwarves have even captured aurumvorax cubs, raising them as companions for the purpose of sniffing and finding gold veins. However, there have been stories of oversized specimens that have caused devastating damage to a dwarven mining community, prompting the dwarves to seek outside assistance. Traits Keen Smell. The aurumvorax has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the aurumvorax moves at least 20 feet straight toward a creature and then hits it with a Claws attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. Actions Multiattack. The aurumvorax attacks once with its Bite and twice with its Claws. If the aurumvorax has a creature grappled, it can use Rend Armor in place of one Claws attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and if the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the aurumvorax can automatically hit the target with its Bite attack, and the aurumvorax can't attack another target with its Bite attack. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) slashing damage. Rend Armor. Melee Weapon Attack: +9 to hit, reach 5 ft., one target it is grappling with. Hit: The nonmagical armor or shield (aurumvorax's choice) of the target takes a permanent and cumulative -1 penalty. If its Armor Class drops to 0, the armor or shield is destroyed. If the target's armor or shield is magical, the target must succeed on a DC 17 Strength saving throw. On a failed save, the Armor Class (AC) of the armor or shield (determined randomly) takes a permanent and cumulative -1 penalty. If its Armor Class drops to 0, the armor or shield is destroyed.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"unaligned","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Giant Badger","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell : The badger has advantage on Wisdom ( Perception ) checks that rely on smell. Actions Multiattack : The badger makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Claws : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.","properties":{"Category":"Monsters","AC":10,"HP":"13 (2d8+4)","CHA":5,"CON":15,"DEX":10,"INT":2,"STR":13,"WIS":12,"Size":"Medium","Type":"beast","Speed":"30 ft., burrow 10 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063435/guQeUarLylQEV0UGbybe3Q/original.png","Roll 0":"Bite\n1d20 + 3\n1d6+1","Roll 1":"Claws\n1d20 + 3\n2d4+1","Senses":"Darkvision 30 Ft.","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The badger has advantage on Wisdom (Perception) checks that rely on smell.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The badger makes two attacks: one with its bite and one with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 1\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-3","data-CON-mod":"+2","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":"1/4","Passive Perception":11,"data-CrNum":0.25,"data-AcNum":10,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Badger","description":"Traits Keen Smell : The badger has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack : The badger makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Claws : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Badger","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Giant Badger","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Giant Badger","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Piercing damage.","properties":{"Category":"Monsters","AC":13,"HP":"15 (2d8 + 6)","PB":2,"CHA":5,"CON":17,"DEX":10,"INT":2,"STR":13,"WIS":12,"Size":"Medium","Type":"Beast","Speed":"30 ft., Burrow 10 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407205/iEZTU_EEo-IETEfH8QOYuA/original.png","Senses":"Darkvision 60 ft.","Skills":"Perception +3","data-XP":50,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"Resistances":"Poison","data-Actions":"[{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 1\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-3","data-CON-mod":3,"data-DEX-mod":0,"data-INT-mod":"-4","data-STR-mod":1,"data-SizeNum":2,"data-WIS-mod":1,"Saving Throws":"Str +1, Dex +0, Con +3, Int -4, Wis +1, Cha -3","Challenge Rating":"1/4","Passive Perception":13,"data-CrNum":0.25,"data-AcNum":13,"data-HpNum":15},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Bat","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Echolocation : The bat can't use its blindsight while deafened . Keen Hearing : The bat has advantage on Wisdom ( Perception ) checks that rely on hearing. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","AC":13,"HP":"22 (4d10)","CHA":6,"CON":11,"DEX":16,"INT":2,"STR":15,"WIS":12,"Size":"Large","Type":"beast","Speed":"10 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063443/mzL4XXYv6Qc3KlobAjeQZA/original.png","Roll 0":"Bite\n1d20 + 4\n1d6+2","Senses":"Blindsight 60 Ft.","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Echolocation\",\"Desc\":\"The bat can't use its blindsight while deafened.\"},{\"Name\":\"Keen Hearing\",\"Desc\":\"The bat has advantage on Wisdom (Perception) checks that rely on hearing.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-2","data-CON-mod":"+0","data-DEX-mod":"+3","data-INT-mod":"-4","data-STR-mod":"+2","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":"1/4","Passive Perception":11,"data-CrNum":0.25,"data-AcNum":13,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Bat","description":"Traits Echolocation : The bat can't use its blindsight while deafened. Keen Hearing : The bat has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Bat","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Giant Bee","description":"Actions Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) piercing damage. On a hit, the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Giant Boar","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Charge : If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . Relentless (Recharges after a Short or Long Rest) : If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Tusk : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"42 (5d10+15)","CHA":5,"CON":16,"DEX":10,"INT":2,"STR":17,"WIS":7,"Size":"Large","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063462/SJVTBPkeRSustbyvo2csag/original.png","Roll 0":"Tusk\n1d20 + 5\n2d6+3","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Charge\",\"Desc\":\"If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.\"},{\"Name\":\"Relentless (Recharges after a Short or Long Rest)\",\"Desc\":\"If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.\"}]","data-Actions":"[{\"Name\":\"Tusk\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-3","data-CON-mod":"+3","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"-2","Challenge Rating":2,"Passive Perception":8,"data-CrNum":2,"data-AcNum":12,"data-HpNum":42},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Boar","description":"Traits Charge : If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest) : If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Tusk : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Boar","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Giant Bombardier Beetle","description":"Many types of beetles inhabit the world, and, depending on the location and culture, they are used as food, companions, or beasts of burden by its people. Forest Beetles. Giant bombardier beetles lurk on the forest floor. A placid herbivore content to go about its business, the beetle has a powerful defense mechanism in the form of a boiling liquid it can spray to scald would-be predators as it makes its escape. Companions and Familiars. Forest rangers often train bombardier beetles as companions, valuing the beetle’s spray for its ability to deter beasts without setting fire to the forest.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant Bombardier Beetle","description":"The giant bombardier beetle is among the most surprising creatures lurking on the forest floor. A placid herbivore content to go about its business, the beetle has a powerful defense mechanism in the form of a boiling liquid it can spray to scald would-be predators as it makes its escape. Action Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) slashing damage. Spray. Ranged Weapon Attack: +4 to hit, reach 15/30 ft., one target. Hit: (2d4+2) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Giant Box Jellyfish","description":"Traits Aquatic. The jellyfish can breathe only underwater. Actions Multiattack. The jellyfish makes four Tentacle attacks. Tentacle. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: 11 (2d6 + 4) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. If the target is Medium or smaller, it is also grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the jellyfish can automatically hit the target with its tentacle. The tentacle can also be attacked and destroyed (AC 10; hp 5; vulnerability to acid and slashing damage; immunity to bludgeoning, poison, and psychic damage). The jellyfish has 20 tentacles, four of which can grapple one target. The jellyfish regrows a lost tentacle once every 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Bullfrog","description":"Traits Amphibious. The bullfrog can breathe air and water. Standing Leap. The bullfrog's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the bullfrog can't use its Bite attack on another target. Tongue. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: The target must make a DC 13 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the bullfrog, which can use a bonus action to make a Bite attack against the target. Swallow. The bullfrog makes one Bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the bullfrog, and it takes 7 (2d6) acid damage at the start of each of the bullfrog's turns. The bullfrog can have only one Medium target or two Small targets swallowed at a time. If the bullfrog takes 10 damage or more on a single turn from a creature inside it, the bullfrog must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the bullfrog. If the bullfrog dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Caecilia","description":"Traits Amphibious. The caecilia can breathe air and water. Keen Smell. The caecilia has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the caecilia can't use its Bite attack on another target. Swallow. The caecilia makes one Bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the caecilia, and it takes 7 (2d6) acid damage at the start of each of the caecilia's turns. If the caecilia takes 10 damage or more on a single turn from a creature inside it, the caecilia must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the caecilia. If the caecilia dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Canary","description":"Actions Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Giant Cave Fisher","description":"The giant cave fisher is nearly twice the size of its more common kin, reaching lengths of 12 feet. This monstrosity is capable of reeling in prey as large as a hook horror. Traits Flammable Blood. If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage. Spider Climb. The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The cave fisher makes two Claw attacks. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Retract Filament. One Large or smaller creature grappled by the cave fisher’s Adhesive Filament must make a DC 16 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes one Claw attack against it. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the cave fisher can’t use Adhesive Filament. Bonus Actions Adhesive Filament. The cave fisher extends a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature the filament adheres to is grappled by the cave fisher (escape DC 16), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 10 hit points; immunity to poison and psychic damage). A weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 16 Strength check to pull free. Destroying the filament deals no damage to the cave fisher. The filament crumbles away if the cave fisher takes this bonus action again.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Giant Centipede","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"4 (1d6+1)","CHA":3,"CON":12,"DEX":14,"INT":1,"STR":5,"WIS":7,"Size":"Small","Type":"beast","Speed":"30 ft., climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063475/NJUSQYXshkgQ38ZUJSNKow/original.png","Roll 0":"Bite\n1d20 + 4\n1d4+2","Senses":"Blindsight 30 Ft.","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\",\"Damage 2\":\"3d6\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must succeed on a DC 11 Constitution saving throw or take the poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.\"}]","data-CHA-mod":"-4","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"-5","data-STR-mod":"-3","data-SizeNum":1,"data-WIS-mod":"-2","Challenge Rating":"1/4","Passive Perception":8,"data-CrNum":0.25,"data-AcNum":13,"data-HpNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Centipede","description":"Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Condor","description":"Traits Keen Sight and Smell. The condor has advantage on Wisdom (Perception) checks that rely on sight or smell. Pack Tactics. The condor has advantage on an attack roll against a creature if at least one of the condor's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The condor makes one Beak attack and one Talons attack. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Talons . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Constrictor Snake","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Constrict : Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained , and the snake can't constrict another target.","properties":{"Category":"Monsters","AC":12,"HP":"60 (8d12+8)","CHA":3,"CON":12,"DEX":14,"INT":1,"STR":19,"WIS":10,"Size":"Huge","Type":"beast","Speed":"30 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061615/CATwgNxkeHPTatXKQ-EHjA/original.png","Roll 0":"Bite\n1d20 + 6\n2d6+4","Roll 1":"Constrict\n1d20 + 6\n2d8+4","Senses":"Blindsight 10 Ft.","Skills":"Perception +2","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","data-List":"false","Token Size":3,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"10 ft.\",\"Target\":\"one creature\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Constrict\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"The target is grappled (escape dc 16) Until this grapple ends, the creature is restrained, and the snake can't constrict another target\"}]","data-CHA-mod":"-4","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"-5","data-STR-mod":"+4","data-SizeNum":6,"data-WIS-mod":"+0","Challenge Rating":2,"Passive Perception":12,"data-CrNum":2,"data-AcNum":12,"data-HpNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Constrictor Snake","description":"Actions Bite : Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Constrict : Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled, escape DC 16. Until this grapple ends, the creature is restrained, and the snake can't constrict another target.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Constrictor Snake","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Giant Coral Snake","description":"Comfortable on land or in water, these brilliantly colored snakes are renowned for their potent and hallucinogenic venom. They are most often found in coastal caves. In the abandoned chambers of the hermitage in Tammeraut’s Fate , these giant serpents feed on any creature that crosses their path. Traits Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn. On a failed save, the target begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM). The effect lasts 10 minutes.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":3905,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Giant Crab","description":"A giant crab weighs as much as an average adult human. Protected by a thick shell, it attacks with its pincer claws. Traits Amphibious : The crab can breathe air and water. Actions Claw : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled, escape DC 11. The crab has two claws, each of which can grapple only one target.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Giant Crab","description":"Traits Amphibious : The crab can breathe air and water. Actions Claw : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled, escape DC 11. The crab has two claws, each of which can grapple only one target.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Crab","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The crab can breathe air and water. Actions Claw : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"13 (3d8)","CHA":3,"CON":11,"DEX":15,"INT":1,"STR":13,"WIS":9,"Size":"Medium","Type":"beast","Speed":"30 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061671/WCVe9drsv_c7Vbk3MdRR6A/original.png","Roll 0":"Claw\n1d20 + 3\n1d6+1","Senses":"Blindsight 30 Ft.","Skills":"Stealth +4","Source":"5th Edition SRD","data-XP":25,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The crab can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"The target is grappled (escape dc 11) The crab has two claws, each of which can grapple only one target\"}]","data-CHA-mod":"-4","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-5","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"-1","Challenge Rating":"1/8","Passive Perception":9,"data-CrNum":0.125,"data-AcNum":15,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Crab","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Amphibious. The crab can breathe air and water. Actions Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is Medium or smaller, it has the Grappled condition (escape DC 11). The crab has two claws, each of which can grapple one target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Giant Crab","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Amphibious. The crab can breathe air and water. Actions Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is Medium or smaller, it has the Grappled condition (escape DC 11). The crab has two claws, each of which can grapple one target.","properties":{"Category":"Monsters","AC":15,"HP":"13 (3d8)","PB":2,"CHA":3,"CON":11,"DEX":13,"INT":1,"STR":13,"WIS":9,"Size":"Medium","Type":"Beast","Speed":"30 ft., Swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407220/1L67n1klA8QRQvrh1zThPg/original.png","Senses":"Blindsight 30 ft.","Skills":"Stealth +3","data-XP":25,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The crab can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Claw\",\"Desc\":\"If the target is Medium or smaller, it has the Grappled condition (escape DC 11). The crab has two claws, each of which can grapple one target.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-4","data-CON-mod":0,"data-DEX-mod":1,"data-INT-mod":"-5","data-STR-mod":1,"data-SizeNum":2,"data-WIS-mod":"-1","Saving Throws":"Str +1, Dex +1, Con +0, Int -5, Wis -1, Cha -4","Challenge Rating":"1/8","Passive Perception":9,"data-CrNum":0.125,"data-AcNum":15,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Crayfish","description":"The giant crayfish appears in The Hidden Shrine of Ta-moachan and in White Plume Mountain. Traits Amphibious . The giant crayfish can breathe air and water. Actions Multiattack. The giant crayfish makes two claw attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10+2) bludgeoning damage. The target is grappled (escape DC 12). The crayfish has two claws, each of which can grapple only one target.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":7386,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Giant Crocodile","description":"Traits Hold Breath : The crocodile can hold its breath for 30 minutes. Actions Multiattack : The crocodile makes two attacks: one with its bite and one with its tail. Bite : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled, escape DC 16. Until this grapple ends, the target is restrained, and the crocodile can't bite another target. Tail : Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Crocodile","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Hold Breath : The crocodile can hold its breath for 30 minutes. Actions Multiattack : The crocodile makes two attacks: one with its bite and one with its tail. Bite : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the crocodile can't bite another target. Tail : Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone .","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"85 (9d12+27)","CHA":7,"CON":17,"DEX":9,"INT":2,"STR":21,"WIS":10,"Size":"Huge","Type":"beast","Speed":"30 ft., swim 50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390061718/0FCEZ624ZvFx43t94WgqnQ/original.png","Roll 0":"Bite\n1d20 + 8\n3d10+5","Roll 1":"Tail\n1d20 + 8\n2d8+5","Skills":"Stealth +5","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Unaligned","data-List":"false","Token Size":3,"data-Traits":"[{\"Name\":\"Hold Breath\",\"Desc\":\"The crocodile can hold its breath for 30 minutes.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The crocodile makes two attacks: one with its bite and one with its tail.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"3d10 + 5\",\"Damage Type\":\"piercing\",\"Desc\":\"The target is grappled (escape dc 16) Until this grapple ends, the target is restrained, and the crocodile can't bite another target\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"10 ft.\",\"Target\":\"one target not grappled by the crocodile\",\"Damage\":\"2d8 + 5\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone\"}]","data-CHA-mod":"-2","data-CON-mod":"+3","data-DEX-mod":"-1","data-INT-mod":"-4","data-STR-mod":"+5","data-SizeNum":6,"data-WIS-mod":"+0","Challenge Rating":5,"Passive Perception":10,"data-CrNum":5,"data-AcNum":14,"data-HpNum":85},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Death Dog","description":"Traits Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Actions Multiattack. The dog uses Unnerving Growl, if available. It then makes two Bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. Unnerving Growl (Recharge 4-6). Each creature within 30 feet of the dog and can hear the dog must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is immune to the dog's Unnerving Growl for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Dragonfly","description":"A giant dragonfly has a 20-foot wingspan. It drones loudly as it hovers and darts through the air, searching for smaller insects to consume. Traits Drone. When it beats its wings, the dragonfly emits a loud droning sound that can be heard out to a range of 120 feet. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. Reactions Uncanny Dodge. The dragonfly halves the damage it takes from an attack made against it, provided it can see the attacker.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":11857,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Giant Eagle","description":"A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles). Traits Keen Sight : The eagle has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The eagle makes two attacks: one with its beak and one with its talons. Beak : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Talons : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"neutral good","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Eagle","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles). Traits Keen Sight : The eagle has advantage on Wisdom ( Perception ) checks that rely on sight. Actions Multiattack : The eagle makes two attacks: one with its beak and one with its talons. Beak : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Talons : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","properties":{"Category":"Monsters","AC":13,"HP":"26 (4d10+4)","CHA":10,"CON":13,"DEX":17,"INT":8,"STR":16,"WIS":14,"Size":"Large","Type":"beast","Speed":"10 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063562/maH8u8qlXJcE8vGOKIqjmg/original.png","Roll 0":"Beak\n1d20 + 5\n1d6+3","Roll 1":"Talons\n1d20 + 5\n2d6+3","Skills":"Perception +4","Source":"5th Edition SRD","data-XP":200,"Alignment":"Neutral Good","Languages":"Giant Eagle, Understands Common And Auran But Can't Speak","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Keen Sight\",\"Desc\":\"The eagle has advantage on Wisdom (Perception) checks that rely on sight.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The eagle makes two attacks: one with its beak and one with its talons.\"},{\"Name\":\"Beak\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Talons\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"+0","data-CON-mod":"+1","data-DEX-mod":"+3","data-INT-mod":"-1","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+2","Challenge Rating":1,"Passive Perception":14,"data-CrNum":1,"data-AcNum":13,"data-HpNum":26},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Eagle","description":"This creature appears in The Festival of the Birds adventure module.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Giant Eagle","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Giant Earwig","description":"The giant earwig is a 10-foot long insect with an elongated and flattened body. Two long antennae top its head. The giant earwig is a nocturnal creature that skulks in dark, damp places during the day, such as caves, sewers, and abandoned ruins. It is an omnivore, feeding on both plant and animal matter. The giant earwig mostly lives by scavenging but will not hesitate to attack creatures it happens upon that are smaller than itself. It usually attacks first with its rear pincer-like appendage, also known as cersi. It rears up its tail or backs toward its target until it snares it with its pincer. Once the giant earwig has prey secured, it lifts the victim over its body and moves it toward its head so it can slice it with its mandibles. Actions Multiattack. The earwig makes one Bite attack and one Pincer attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Pincer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Eel","description":"TRAITS Amphibious: The giant eel can breathe air and water. ACTIONS Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the eel can’t bite another target. Swallow: The eel makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the eel, and takes 9 (2d8) acid damage at the start of each of the eel’s turns. The eel can only have one swallowed target at a time.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":23660,"Challenge Rating":2},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Giant Elk","description":"The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath. Traits Charge : If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Actions Ram : Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Hooves : Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Elk","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane . Many cultures therefore believe that to hunt these creatures is to invite divine wrath. Traits Charge : If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . Actions Ram : Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Hooves : Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage.","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"42 (5d12+10)","CHA":10,"CON":14,"DEX":16,"INT":7,"STR":19,"WIS":14,"Size":"Huge","Type":"beast","Speed":"60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390062726/BdkZMtL1vNA-E1JB0-Di8A/original.png","Roll 0":"Ram\n1d20 + 6\n2d6+4","Roll 1":"Hooves\n1d20 + 6\n4d8+4","Skills":"Perception +4","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","Languages":"Giant Elk, Understands Common, Elvish, And Sylvan But Can't Speak","data-List":"false","Token Size":3,"data-Traits":"[{\"Name\":\"Charge\",\"Desc\":\"If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.\"}]","data-Actions":"[{\"Name\":\"Ram\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Hooves\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one prone creature\",\"Damage\":\"4d8 + 4\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"+0","data-CON-mod":"+2","data-DEX-mod":"+3","data-INT-mod":"-2","data-STR-mod":"+4","data-SizeNum":6,"data-WIS-mod":"+2","Challenge Rating":2,"Passive Perception":14,"data-CrNum":2,"data-AcNum":14,"data-HpNum":42},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Ember Scarab Beetle","description":"These insects are about 3 feet long, with iridescent carapaces and a glowing anterior. Traits Illumination: The giant ember scarab beetle sheds bright light in a 15-foot radius and dim light for an additional 10 feet. This illumination is generated from a pair of anterior glands. If removed, the glands continue to shed light for 1d4 days. Actions Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":20844,"Challenge Rating":"1/4"},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Giant Fey Moth","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"fey (shapechanger)","Alignment":"chaotic good","Expansion":27683,"Challenge Rating":5},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Giant Fire Beetle","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle’s glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests. Traits Illumination : The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft.. Actions Bite : Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"4 (1d6+1)","CHA":3,"CON":12,"DEX":10,"INT":1,"STR":8,"WIS":7,"Size":"Small","Type":"beast","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063702/mnz3jAedGWoXrIe_P9RPPg/original.png","Roll 0":"Bite\n1d20 + 1\n1d6-1","Senses":"Blindsight 30 Ft.","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Illumination\",\"Desc\":\"The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"1\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 - 1\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-4","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-5","data-STR-mod":"-1","data-SizeNum":1,"data-WIS-mod":"-2","Challenge Rating":0,"Passive Perception":8,"data-CrNum":0,"data-AcNum":13,"data-HpNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Fire Beetle","description":"A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle’s glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests. Traits Illumination : The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft.. Actions Bite : Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Flea","description":"This large insect has a narrow body covered in a shiny, brown carapace. Its long, multi-jointed legs sport numerous spines and clawed feet. A giant flea is about the size of a small halfling, though larger specimens living on truly immense beasts are rumored to exist. Megafauna Parasites. Giant fleas are found on the most enormous of beasts, such as rocs or mammoths, or in their lairs or nests. They can be found in nearly any climate, so long as they have creatures large enough to provide a food source. Hematophage. Rare compared to common fleas; giant fleas feed on the blood of other creatures. Swarms of fleas often accompany giant fleas, feeding on the blood left behind after the giant flea has taken its fill. Blood Sense. The giant flea can pinpoint, by scent, the location of creatures that have blood within 60 feet of it. Keen Smell. The giant flea has advantage on Wisdom (Perception) checks that rely on smell. Standing Leap. The giant flea's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Actions Bite. Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage, and the flea attaches to the target. While attached, the flea doesn't attack. Instead, at the start of each of the flea's turns, the target loses 4 (1d4 + 2) hp due to blood loss. The flea can detach itself by spending 5 feet of movement. It does so after draining 12 hp of blood from the target or the target dies. A creature, including the target, can take its action to detach the flea by succeeding on a DC 11 Strength check. Bonus Actions Leaping Escape. The giant flea leaps up to 15 feet without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Giant Fly","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":7583},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Giant Fly","description":"This creature appears in the Dungeon Master's Guide (2024) .","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":33359,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide (2024)"},{"name":"Giant Flying Snake","description":"Traits Flyby. The snake doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage plus 10 (3d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Flytrap","description":"Flytrap Flytraps are enormous versions of their more common, smaller kin—carnivorous plants that retain their name more out of tradition than anything, as they are more than capable of feeding on prey much larger than flies. Giant Flytrap Giant flytraps are immense creatures the size of trees, yet because they blend so well into the surrounding foliage, they remain deadly in an ambush. Actions Multiattack. The giant flytrap makes four bite attacks (one for each mouth). Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 14 (2d8+5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the giant flytrap can’t bite another target with this mouth. Swallow. The giant flytrap makes one bite attack against a creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover from attacks and other effects outside the giant flytrap, and it takes 9 (1d8+5) bludgeoning and 7 (2d6) acid damage at the start of each of the giant flytrap’s turns. If the giant flytrap takes 30 damage or more on a single turn from the creature inside it, the giant flytrap must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the giant flytrap. If the giant flytrap dies, a swallowed creature is no longer restrained by it and can escape from the flytrap’s corpse using 15 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"unaligned","Expansion":17526,"Challenge Rating":10},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Giant Flytrap","description":"A hardy plant that grows in areas with poor soil but abundant animal life, this dangerous predator is an immense version of its more common (and much smaller) kin. Whereas the smaller flytraps supplement their growth by catching insects, the giant flytrap does the same with animals, humanoids, and anything else foolish enough to draw too near. Local legends call this plant names like \"mancatcher,\" \"snapperjaw plant,\" \"dragonleaf plant,\" \"cowbiter,\" and \"green gulper,\" but adventurers know it simply as the giant flytrap. A giant flytrap’s stalks are 20 feet long, but generally sprawl relatively close to the central mass—a set of full-grown flytrap jaws is 7 feet across. A giant flytrap weighs 9,000 pounds. Carnivorous Creeper. As the giant flytrap's prey are generally much smarter than insects, this huge plant has evolved into a much more aggressive hunter than its smaller brethren. It can lumber slowly along the ground, using its writhing roots like tentacles to relocate to more populous hunting grounds, and is quite canny at blending in with the surrounding foliage. A giant flytrap’s jaws and stalks are swift-moving—it reaches out and snaps at passersby with lightning speed. 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A giant four-armed gargoyle stands 8 to 9 feet tall and weighs roughly five thousand pounds. It is typically employed as a tomb guardian, rending intruders with its fangs and deadly claws. For more information on gargoyles, see the Monster Manual . Traits False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. Actions Multiattack. The gargoyle makes five attacks: one with its bite and four with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"chaotic evil","Expansion":7389,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Giant Four-Armed Gargoyle","description":"Only Acererak knows the secret of creating these creatures. A giant four-armed gargoyle stands 8 to 9 feet tall and weighs roughly five thousand pounds. It is typically employed as a tomb guardian, rending intruders with its fangs and deadly claws. For more information on gargoyles, see the Monst er Manual . Traits False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. Actions Multiattack. The gargoyle makes five attacks: one with its bite and four with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"chaotic evil","Expansion":31454,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Giant Frilled Lizard","description":"These massive reptiles adore hot climates and often lie motionless while they sun themselves. When disturbed, giant frilled lizards become quite aggressive, hissing and protruding the large, jagged frill that surrounds their necks.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant Frilled Lizard","description":"Actions Multiattack. The giant frilled lizard makes one bite attack and one tail attack. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d6+4) piercing damage plus (4d4)poison damage. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (1d8+4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":5},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Giant Frog","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The frog can breathe air and water Standing Leap : The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. Actions Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained , and the frog can't bite another target. Swallow : The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.","properties":{"Category":"Monsters","AC":11,"HP":"18 (4d8)","CHA":3,"CON":11,"DEX":13,"INT":2,"STR":12,"WIS":10,"Size":"Medium","Type":"beast","Speed":"30 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063093/G6BPqvOCR7tpEeYOUlwKYg/original.png","Roll 0":"Bite\n1d20 + 3\n1d6+1","Senses":"Darkvision 30 Ft.","Skills":"Perception +2, Stealth +3","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The frog can breathe air and water\"},{\"Name\":\"Standing Leap\",\"Desc\":\"The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"piercing\",\"Desc\":\"The target is grappled (escape dc 11) Until this grapple ends, the target is restrained, and the frog can't bite another target\"},{\"Name\":\"Swallow\",\"Desc\":\"The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.\"}]","data-CHA-mod":"-4","data-CON-mod":"+0","data-DEX-mod":"+1","data-INT-mod":"-4","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/4","Passive Perception":12,"data-CrNum":0.25,"data-AcNum":11,"data-HpNum":18},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Frog","description":"Traits Amphibious : The frog can breathe air and water Standing Leap : The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. Actions Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled, escape DC 11. Until this grapple ends, the target is restrained, and the frog can't bite another target. Swallow : The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Frog","description":"A giant frog is about six feet long with green-brown mottled skin. TRAITS Aquatic . A giant frog can breathe underwater, and being underwater does not impose the usual penalties to attacks and ability checks. Camouflage . In natural settings, a giant frog has advantage on all Dexterity (Stealth) checks to hide. ACTIONS Sticky Tongue . Ranged Weapon Attack : +4 to hit, reach 10 ft., one target. A giant frog can’t use this attack if a target is already grappled. Hit : The sticky tongue becomes attached to the target. If the target is Medium or smaller, the giant frog attempts to reel it in with an action and a successful contested Strength (Athletics) check. On the next round, a grappled target will be swallowed whole (if Small or smaller) or the giant frog will use its Bite attack with advantage. While grappling a target, the giant frog can only move at half speed, and attacks against it are at advantage. A successful DC 15 Strength (Athletics) check can also detach the sticky tongue. Bite. Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. Swallow Whole . A swallowed creature is blinded and restrained. On the giant frog’s turn, the target takes 3 (1d4 + 1) acid damage. The swallowed creature can use its action to cut its way out of the giant frog if holding a slashing or piercing weapon, and inflicting enough damage to kill the creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":18098,"Challenge Rating":"1/2"},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Giant Goat","description":"Traits Charge : If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Sure-Footed : The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Ram : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Goat","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Charge : If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . Sure-Footed : The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Ram : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.","properties":{"Category":"Monsters","AC":"11 (Natural Armor)","HP":"19 (3d10+3)","CHA":6,"CON":12,"DEX":11,"INT":3,"STR":17,"WIS":12,"Size":"Large","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064278/X8p5UYkSmJoSjU7R_q8ncA/original.png","Roll 0":"Ram\n1d20 + 5\n2d4+3","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Charge\",\"Desc\":\"If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.\"},{\"Name\":\"Sure-Footed\",\"Desc\":\"The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.\"}]","data-Actions":"[{\"Name\":\"Ram\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 3\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":"1/2","Passive Perception":11,"data-CrNum":0.5,"data-AcNum":11,"data-HpNum":19},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Goat","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the goat moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Giant Goat","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Ram. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Bludgeoning damage. If the goat moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.","properties":{"Category":"Monsters","AC":11,"HP":"19 (3d10 + 3)","PB":2,"CHA":6,"CON":12,"DEX":13,"INT":3,"STR":17,"WIS":12,"Size":"Large","Type":"Beast","Speed":"40 ft., Climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407232/I6y4FQ_n_L0CLEYwCkJEeA/original.png","Senses":"Darkvision 60 ft.","Skills":"Perception +3","data-XP":100,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Ram\",\"Desc\":\"If the goat moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 (or [[2d4]] (2d4)) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":1,"data-DEX-mod":1,"data-INT-mod":"-4","data-STR-mod":3,"data-SizeNum":5,"data-WIS-mod":1,"Saving Throws":"Str +5, Dex +1, Con +1, Int -4, Wis +1, Cha -2","Challenge Rating":"1/2","Passive Perception":13,"data-CrNum":0.5,"data-AcNum":11,"data-HpNum":19},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Goose","description":"Giants keep geese as livestock for eggs and because geese make excellent sentries, protecting the giants’ property with their keen senses and loud voices. Not only are giant geese from fey stock significantly larger than ordinary geese, but they also have two magical properties that make them even more valuable: their honk is a powerful defense against intruders, and they can lay eggs with shells of pure gold. When commanded by its keeper, a giant goose lays a golden egg—a hollow shell of gold, 1 foot long and weighing 2 pounds. The shell is worth 100 gp. Sometimes, the egg inexplicably contains some kind of small trinket or minor magic item. Once it lays a golden egg, a giant goose can’t do so again for a year and a day. You can use the Goose Egg Trinket table to determine the contents of a golden egg. A giant goose’s egg can be a great way to give characters an item that’s important to the story of an adventure or your campaign. Goose Egg Trinket d12 Egg Contents 1 The egg is empty, but the inside of the shell is inscribed with a poem or an intricate illustration. 2 The gold shell encloses a candy egg. 3 The egg holds a small toy goose that makes a loud honking noise when squeezed. 4 The egg contains a potion of giant strength (hill ­giant) with no container. 5 The egg holds a pearl of power . 6 The egg contains a brooch of shielding . 7 The egg contains a figurine of wondrous power (silver raven) that activates automatically as the egg is opened, releasing what appears to be a living bird. 8–12 The egg is empty. Actions Multiattack. The goose makes one Beak attack and two Wing attacks. Beak. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. Wing. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or have the prone condition. Thunderous Honk (Recharge 5-6). The goose honks with ear-splitting volume. Each other creature within 30 feet of the goose must make a DC 12 Constitution saving throw. On a failed save, a creature takes 16 (3d10) thunder damage and has the deafened condition until the start of the goose's next turn. On a successful save, a creature takes half as much damage only. The honk can be heard within 300 feet.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Typically Neutral","Expansion":24749,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Giant Greed Grub","description":"Giant greed grubs are larger versions of the cursed greed grubs that fill the mine beneath the Knuckle. Greed grubs are the glitterdoom cursed forms of those dwarves who maniacally mined the rich gold seam to acquire as much as they could. Resembling 10’ long, bloated, segmented grubs, greed grubs prowl about on six stumpy legs. They lack eyes, but easily perceive enemies and objects nearby. TRAITS Semi-amorphous : The grub can move through a space sized for Tiny creatures or larger without squeezing. ACTIONS Multiattack : The giant greed grub makes one bite or acidic spittle attack, and a tail slap attack. Bite : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d8+5) piercing damage Acidic Spittle : Ranged Weapon Attack : +4 to hit, range 15/30 ft., one target. Hit : 4 (1d4+2) acid damage, and the target must succeed in a DC 12 Dexterity save or have his armor (01-75 on a d%) or weapon (76-00 on a d%) dissolved. Wood or stone armor and weapons are unaffected. Tail Slap : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 8 (1d6+5) bludgeoning damage. Slapped Furniture . Ranged Weapon Attack: +2 to hit, range 30/60 ft., one target. Hit : 4 (1d4+2) bludgeoning damage, and the target must succeed in a DC 10 Dexterity save or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":17402,"Challenge Rating":3},"publisher":"Goodman Games","book":"Glitterdoom (FEF 1)"},{"name":"Giant Heron","description":"Herons are among the most Dangerous II ambush hunters, and their long, pointed beaks provide sufficient threat to deter most of their own potential predators. The giant heron may have a harder time blending into its surroundings, but it also hunts much larger prey. Capable of remaining almost perfectly still, these giant birds are typically colored in browns and greens to help avoid detection in the forested swamps where they make their homes. Giant herons are sometimes hunted for their magnificent crest feathers, whose enormous size and vibrant color are a desirable component for certain magical cloaks. Large Predators. Rather than hunting small fish, giant herons typically prey upon both large fish and moderately sized lizards and mammals, including iguanas, foxes, and carp. This, of course, also occasionally extends to humans though typically only as a last resort or when specifically trained to do so. Giant herons attack if startled. Tactics. As giant beasts, giant herons will flee if they feel sufficiently threatened, relying on their flight to escape. When driven to fight, they first attempt to pierce a smaller enemy with their Beak Stab, and then follow with a Toss Back to remove the creature from the fight. They prefer to target enemies with no obvious way to fight back from within. Traits Forest Camouflage. The giant heron has advantage on stealth checks made to remain hidden in forested environments. Keen Eyes. The giant heron has advantage on Wisdom (Perception) checks that rely on vision. Actions Beak Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage, and the target must make a DC 13 Constitution saving throw or be grappled and gain a special Injury of Dangerous II severity, \"Pierced\". While Injured in this way, a creature has disadvantage on Strength and Dexterity checks, and loses 3 (1d6) hit points whenever it takes an action. A creature recovers from this Injury when it is no longer grappled by the heron and regains any number of hit points. Toss Back. Melee Weapon Attack: +5 to hit, reach 5 ft., one target size Medium or smaller grappled by the heron. Hit: The target must make a DC 13 Dexterity saving throw or be swallowed by the heron. On a successful saving throw, the target takes 12 (2d8+3) bludgeoning damage and gains the “Pierced” Injury described above if it didn’t have it already. On a failed saving throw, the creature is swallowed by the heron. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the heron, and takes 4 (1d8) bludgeoning damage plus 4 (1d8) acid damage at the start of each of its turns. While restrained in this way, a creature can only make a single attack during its turn regardless of any extra attacks it could normally make, deals half damage, and cannot cast spells that require somatic components. The heron can have one Medium creature or two Small creatures swallowed at once. If the heron becomes Injured, it regurgitates the last creature it swallowed. Creatures outside of the heron can attempt to inflict a special Injury of Deadly IIII severity to open a hole for creatures to escape through. Once this Injury has been delivered, creatures swallowed by the heron are no longer restrained.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":28072,"Challenge Rating":2},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Giant Hippopotamus","description":"Traits Hold Breath. The hippotamus can hold its breath for 5 minutes. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Honey Bee","description":"Giant honey bees congregate in great swarms and fill hollows in rocky hillsides with their massive wax and honey hives. Far more intelligent than their diminutive cousins, giant honey bees sometimes enter into relationships with bearfolk or other creatures who can help protect the hive in exchange for a small share of the bees’ honey. Unlike a normal honey bee, a giant honey bee who stings a creature doesn’t lose its stinger. Giant honey bees are rarely idle, often moving in elaborate, waggling dances of spirals and loops. This “dance” is actually a complex language the bees use to share staggeringly accurate directions and information about nearby threats and food sources with the rest of their hive. Bee Dance Language A character who has established peaceful contact with giant honey bees can learn Bee Dance as a language as outlined in the downtime rules. While any character who learns it can understand Bee Dance, a creature other than a giant honey bee can only convey basic concepts. A character who assumes the shape of a giant honey bee can communicate fully using the language. Action String. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage plus (3d6)poison damage. On a hit, the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Giant Honey Bee","description":"Giant honey bees congregate in great swarms and fill hollows in rocky hillsides with their massive wax and honey hives. Far more intelligent than their diminutive cousins, giant honey bees sometimes enter into relationships with bearfolk or other creatures who can help protect the hive in exchange for a small share of the bees' honey. Unlike a normal honey bee, a giant honey bee who stings a creature doesn't lose its stinger. Giant honey bees are rarely idle, often moving in elaborate, waggling dances of spirals and loops. This 'dance' is actually a complex language the bees use to share staggeringly accurate directions and information about nearby threats and food sources with the rest of their hive.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant Husk","description":"A grotesque human body moves like jelly. Its splitopen front reveals the creature has no bones. Husks are the opposite of skeletons: undead made entirely from tissue. Waste Not. Powerful necromancers create husks from the leftovers of corpses used to animate skeletons. The creation of husks and skeletons at the same time allows a necromancer to create two undead with a single corpse. Undead Nature. A husk doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant Hyena","description":"Traits Rampage : When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Hyena","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Rampage : When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","properties":{"Category":"Monsters","AC":12,"HP":"45 (6d10+12)","CHA":7,"CON":14,"DEX":14,"INT":2,"STR":16,"WIS":12,"Size":"Large","Type":"beast","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065043/IIod_jlKxe9VLzk81pGgnw/original.png","Roll 0":"Bite\n1d20 + 5\n1d6+3","Skills":"Perception +3","Source":"5th Edition SRD","data-XP":200,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Rampage\",\"Desc\":\"When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-2","data-CON-mod":"+2","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":1,"Passive Perception":13,"data-CrNum":1,"data-AcNum":12,"data-HpNum":45},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Ice Toad","description":"In a cavern within the glacial rift ( Against the Giants ), a group of ice toads vigorously guard their territory. Waves of cold radiate from the creature, afflicting those that try to approach it, and anyone unfortunate enough to be swallowed suffers injury from cold as well as from the toad's digestive juices. Traits Amphibious . The toad can breathe air and water. Cold Aura . Any creature that starts its turn within 10 feet of the toad takes 5 (1d10) cold damage. Standing Leap . The toad's long jump is up to 20 feet and its high jump is up to 20 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6+3) piercing damage. The target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. Swallow. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature that the toad is grappling. Hit: (2d6+3) piercing damage. The target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage and 11 (2d10) cold damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":7386,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Giant Insect","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check. Actions Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down). Poison Jab. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell’s level Piercing damage plus 1d4 Poison damage. Web Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell’s level Bludgeoning damage, and the target’s Speed is reduced to 0 until the start of the insect’s next turn. Bonus Actions Venomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Giant Insect","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Spider Climb. The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check. Actions Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down). Poison Jab. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d6 + 3 plus the spell’s level Piercing damage plus 1d4 Poison damage. Web Bolt (Spider Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d10 + 3 plus the spell’s level Bludgeoning damage, and the target’s Speed is reduced to 0 until the start of the insect’s next turn. Bonus Actions Venomous Spew (Centipede Only). Constitution Saving Throw: Your spell save DC, one creature the insect can see within 10 feet. Failure: The target has the Poisoned condition until the start of the insect’s next turn.","properties":{"Category":"Monsters","AC":"15 (plus the spell's level; base included)","HP":30,"PB":2,"CHA":3,"CON":15,"DEX":13,"INT":4,"STR":17,"WIS":14,"Size":"Large","Type":"Beast","Speed":"40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)","Token":"https://s3.amazonaws.com/files.d20.io/images/406405722/zXCjHUwqH2L7a8I_rX6q0w/original.png","Senses":"Darkvision 60 ft.","data-XP":0,"Alignment":"Unaligned","Expansion":33335,"Languages":"Understands the languages you know","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Your Spell Casting Mod in Description (do NOT move this trait)\",\"Desc\":\"1\"},{\"Name\":\"Spell Level in Description (do NOT move this trait)\",\"Desc\":\"4\"},{\"Name\":\"HP Notes\",\"Desc\":\"Equals 30 plus 10 for each spell level above 4 (base included).\"},{\"Name\":\"Spider Climb\",\"Desc\":\"The insect can climb difficult surfaces, including along ceilings, without needing to make an ability check.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The insect makes a number of attacks equal to half this spell's level (round down) ([[floor(@{repeating_npctrait_$1_description}/2)]]).\"},{\"Name\":\"Poison Jab\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"@{npc_pb} + @{repeating_npctrait_$0_description}\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3 + @{repeating_npctrait_$1_description}\",\"Damage Type\":\"plus spell's level (included) Piercing\",\"Damage 2\":\"1d4\",\"Damage 2 Type\":\"Poison\"},{\"Name\":\"Web Bolt (Spider Only)\",\"Desc\":\"The target's Speed is reduced to 0 until the start of the insect's next turn.\",\"Type\":\"Ranged\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"@{npc_pb} + @{repeating_npctrait_$0_description}\",\"Reach\":\"60 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 3 + @{repeating_npctrait_$1_description}\",\"Damage Type\":\"plus spell’s level (included) Bludgeoning\"}]","data-CHA-mod":"-4","data-CON-mod":2,"data-DEX-mod":1,"data-INT-mod":"-3","data-STR-mod":3,"data-SizeNum":5,"data-WIS-mod":2,"Saving Throws":"Str +3, Dex +1, Con +2, Int -3, Wis +2, Cha -4","Challenge Rating":"None","Passive Perception":12,"data-Bonus Actions":"[{\"Name\":\"Venomous Spew (Centipede Only)\",\"Desc\":\"*Constitution Saving Throw*: Your spell save DC ([[8+@{npc_pb}+@{repeating_npctrait_$0_description}]]), one creature the insect can see within 10 feet. \\n*Failure*: The target has the Poisoned condition until the start of the insect's next turn.\"}]","data-CrNum":0,"data-AcNum":15,"data-HpNum":30},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Ironclad Beetle","description":"Actions Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Jumping Spider","description":"Traits Ambush. On the first round of each combat, the spider has advantage on attack rolls against a creature that hasn’t taken a turn yet. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Standing Leap. The spider's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Leech","description":"Giant leeches lurk in placid ponds, babbling creeks, and mighty rivers. They slink through the dark forest waters with their distinctive vertical undulation, following any movement they sense toward fresh blood. Some varieties have adapted to life in the oceans, and a rare few dwell on land, though land-dwelling leeches prefer humid, moist climates.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant Leech","description":"Giant leeches lurk in placid ponds, babbling creeks, and mighty rivers. They slink through the dark forest waters with their distinctive vertical undulation, following any movement they sense toward fresh blood. Some varieties have adapted to life in the oceans, and a rare few dwell on land, though land-dwelling leeches prefer humid, moist climates. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4+3) piercing damage. On a hit, the leech attaches to the target. While attached, the leech doesn’t attack. Instead, at the start of each of the leech’s turns, the target loses 5 (1d4 + 3) hp due to blood loss. The leech can detach itself by spending 5 feet of its movement. It does so after it drains 15 hp of blood from the target or the target dies. A creature, including the target, can use its action to detach the leech.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Giant Leech","description":"Traits Amphibious. The leech can breathe air and water. Keen Smell. The leech has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite . Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, the leech attaches to the target, and the target is grappled (escape DC 13). While attached, the leech doesn't attack. Instead, at the start of each of the leech's turns, the target loses 7 (1d8 + 3) hit points due to blood loss. The leech can detach itself by spending 5 feet of its movement. It does so after it drains 60 hit points of blood from the target or the target dies.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Leopard Seal","description":"Traits Hold Breath. The seal can hold its breath for 15 minutes. Keen Smell. The seal has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The seal makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and if the target is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the seal can't use its Bite attack on another target. Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target not grappled by the seal. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Lightning Eel","description":"The giant lightning eel ( Tamoachan ) can electrify the water around it. Traits Water Breathing. The eel can breathe only underwater. Actions Multiattack. The eel makes two bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6+3) piercing damage plus (1d8)lightning damage. Lightning Jolt (Recharge 5-6). One creature the eel touches within 5 feet of it outside water, or each creature within 15 feet of it in a body of water, must make a DC 12 Constitution saving throw. On a failed save, a target takes 13 (3d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the eel's next turn. On a succesful save, a target takes half as much damage and isn't stunned.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":7386,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Giant Lightning Eel","description":"Lightning eels are a variety of marine eel that can discharge an electronic shock when it attacks. They are rarely found alone when they are young, instead swarming together in packs. When an eel grows to giant size it leaves the swarm and finds a location to lair on its own. Traits Water Breathing. The eel can breathe only underwater. Actions Multiattack. The eel makes two bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) lightning damage. Lightning Jolt (Recharge 5-6). One creature the eel touches within 10 feet of it outside water, or each creature within 15 feet of it in water, must make a DC 12 Constitution saving throw. On failed save, a target takes 13 (3d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the eel’s next turn. On a successful save, a target takes half as much damage and isn’t stunned.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":20544,"Challenge Rating":3},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Giant Lizard","description":"A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and other Underdark dwellers. Traits Variant: Hold Breath : The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.) Variant: Spider Climb : The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Lizard","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"19 (3d10+3)","CHA":5,"CON":13,"DEX":12,"INT":2,"STR":15,"WIS":10,"Size":"Large","Type":"beast","Speed":"30 ft., climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063748/wvBnJticLoJmnmntqc0G3g/original.png","Roll 0":"Bite\n1d20 + 4\n1d8+2","Senses":"Darkvision 30 Ft.","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-4","data-STR-mod":"+2","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":"1/4","Passive Perception":10,"data-CrNum":0.25,"data-AcNum":12,"data-HpNum":19},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Lizard","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Giant Lynx","description":"Shortly before encountering the frost giant whose well-placed boulder ended my human existence, Mordenkainen and I saw a giant lynx. It was just staring into space, in that oh-so-feline way. Mordenkainen wanted to talk to it, to find out what it was looking at, but I successfully dissuaded him. —Bigby When you see a giant lynx staring into space, you can be quite sure it’s looking at something that isn’t there. Or at a ghost. —Diancastra Though they’re often mistaken for mundane cats, giant lynxes are magical creatures with origins in the snowy woodlands of the Feywild. Their coats grow lighter in winter, helping to camouflage them in their favored habitats even when the landscape is draped in snow. Giant lynxes are crafty hunters, cooperating in small groups to trap prey and occasionally using a magical gift to scout likely hunting locations. They’re also smart enough to outwit many of the hunters who seek to trap them for their fur, and they’re fond of disabling any trappers’ snares they find in their territories. Frost and cloud giants sometimes befriend giant lynxes and treat them as beloved pets. As long as the lynxes’ intelligence and independence are respected, the creatures are happy to share their divination magic with their giant companions. Traits Lynx’s Sight (1/Day). The lynx can cast clairvoyance , requiring no spell components and using Wisdom as the spellcasting ability. Woodland Camouflage. The lynx has advantage on Dexterity (Stealth) checks made to hide in undergrowth or snowy terrain. Actions Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the lynx moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 12 Strength saving throw or have the prone condition. If the target has the prone condition, the lynx can make another Claws attack against it as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Neutral","Expansion":24749,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Giant Mantis Shrimp","description":"The giant crustacean coruscates in richly colored patterns, hinting at additional colors that are indiscernible for most. Giant mantis shrimps are predatory, carnivorous crustaceans that live in tropical and subtropical seas. Sonic Assault. Giant mantis shrimps are devasting in close-range combat. Their strikes hit with staggering speed, and even if the initial attack misses, the resulting shock wave created by the assault may finish off a target. The shrimp uses this attack to stun prey before tearing it to shreds and devouring the pieces. Magical Eyes. These creatures have remarkable vision, able to discern colors and details most other creatures can't. Between its sonic attack and its vision, the giant mantis shrimp has inspired both engineers and magic users. Coastal Nightmares. Giant mantis shrimp spell trouble for coastal inhabitants, from clearing out fisheries to destroying piers, levees, and other seaside fortifications. Though they tend to stay on or near the seafloor, they can pursue fishing boats docking with a fresh haul. Those who have tried to domestic the creatures have met with disastrous ends, as the shrimp destroy their encasements and a swathe of homes or vessels on their way out. Fluorescing Challenge. The giant mantis shrimp has advantage on Charisma (Intimidation) checks while agitated, as its natural fluorescence flashes in a disorienting array. Actions Multiattack. The giant mantis shrimp makes two Sonic Claw attacks. Sonic Claw. Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target is grappled (escape DC 14) if it is a Medium or smaller creature and the giant mantis shrimp doesn't have another creature grappled. Whether or not the attack hits, the target must succeed on a DC 14 Constitution saving throw or take 5 (1d10) thunder damage and be deafened and stunned until the end of its next turn. Bonus Actions Water Jet. Each creature within 5 feet of the shrimp must succeed on a DC 14 Dexterity saving throw or be blinded until the start of its next turn. The shrimp then swims up to half its swimming speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Giant Mantis Shrimp","description":"A giant mantis shrimp is a marine crustacean with a12-foot-long, flattened, segmented body and a set of compound eyes that can perceive colors beyond humanoid comprehension. What a giant mantis shrimp is known for is its highly specialized attack. The giant mantis shrimp is capable of delivering devastating 'punches' with its appendages, it can break hard shells and shatter bone with a single strike, leaving prey stunned and incapacitated. Giant mantis shrimps can be found in shallow tropical and subtropical waters. Traits Amphibious. The mantis shrimp can breathe air and water. Actions Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the mantis shrimp's next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Mole Lizard","description":"An enormous, stubby head breaches the dirt, beady black eyes the size of a human's fist blinking in the light. Enormous, shovel-like claws pull the bulk of the creature up and out of the ground, revealing a wormlike body with light pink scales. The giant mole lizard is the massive cousin of the mole lizard. These worm-like lizards have no rear legs, are mostly blind, and their claws are enormously powerful. They live underground and in moist environments, especially swamps, where they can keep cool. Above ground, they pull themselves slowly along with their claws, undulating in a manner reminiscent of a very slow snake. Below ground, they use their claws to dig while their entire body pushes against the dirt around them, letting them move more naturally and rapidly. They can sense vibrations in the earth, which pairs with their sense of smell to locate food and detect threats. Opportunistic Omnivore. Giant mole lizards are singularly undiscriminating omnivores. The lizard eats anything that fits in its mouth and doesn't resist. Rotten food, waste, and even corpses are all fair game. Though not aggressive, a giant mole lizard rends a perceived threat with its claws or crushes the threat in its massive coils. If the threat was an edible creature, it then eats the threat. Beast of Burden. Giant mole lizards are partially domesticated, and lizardfolk, derro, goblins, and other humanoids yoke them as beasts of burden in underground cities or deep swamps where they're a convenient alternative to oxen and mules. They pull wagons, turn mills, and carve tunnels where other animals can't. The lizards' prodigious strength lets them pull carts and sleds straight through swamps that would mire a horse-drawn wagon, while their digging ability makes them invaluable for transport between underground settlements where cave-ins and shifting earth are a constant concern. However, giant mole lizards are slow and can become sick if exposed to direct sunlight too often, limiting where they can be taken. Conscientious owners keep buckets of mud and water on hand, drenching their steed regularly if forced into the sun. Beast of Burden. The giant mole lizard is considered to be a Huge Beast for the purpose of determining its carrying capacity. Sunlight Sensitivity. While in sunlight, the lizard has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The lizard makes two Claw attacks. It can replace one attack with a use of Constricting Tail. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Constricting Tail. A Large or smaller creature within 5 feet of the lizard must succeed on a DC 12 Dexterity saving throw or be grappled (escape DC 14). Until this grapple ends, the target is restrained, can't breathe, and begins to suffocate, and the giant mole lizard can't use Constricting Tail on another target. Bonus Actions Mass Shove. Each Large or smaller creature within 10 feet of the giant mole lizard and that isn't grappled by it must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet away from the lizard and knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Giant Mongoose","description":"The giant mongoose slinks through the woods, searching out rodents and other small animals to prey upon. Like their smaller cousins, giant mongooses are notoriously resistant to venoms, and their distinctive “dance” in battle helps them avoid deadly strikes. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Giant Mongoose","description":"The giant mongoose slinks through the woods, searching out rodents and other small animals to prey upon. Like their smaller cousins, giant mongooses are notoriously resistant to venoms, and their distinctive 'dance' in battle helps them avoid deadly strikes.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant Monitor Lizard","description":"A full six feet long, with a powerful tail adding another four feet, this dark green lizard has a smooth, scaled hide and mighty jaws. ACTIONS Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage and the giant monitor lizard can hold the target in its jaws. While holding a target, the giant monitor lizard does not attack. Instead, at the start of the giant monitor lizard’s turn, the target takes 6 (1d6 + 3) piercing damage. The giant monitor lizard can release a target as a bonus action. The giant monitor lizard is reduced to half its speed and other combatants have advantage on attack rolls while it holds a target. A target can escape a hold with a successful contested Strength (Athletics) check.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":18098,"Challenge Rating":"1/2"},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Giant Moray Eel","description":"Eels are long, serpentine fish that typically lurk in the shallows, some in freshwater ponds and backwaters and others in warm tropical seas and reefs. Electric Eel. The electric eel is a curious fish that breathes air instead of water, yet certainly its most unusual characteristic is its ability to generate powerful jolts of electricity. An electric eel is 6 feet long and weighs 45 pounds, emitting strange popping and snapping sounds as it moves. Moray Eel. The moray eel is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions. 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Typically coloration is brown to black or possibly gray. It sports a nasty foot-long proboscis, and a pair of bulbous multifaceted eyes. ACTIONS Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the giant mosquito attaches to the target. While attached, the giant mosquito does not attack. Instead, at the start of the giant mosquito’s turn, the target loses 5 (1d4 + 3) hit points due to blood loss. A giant mosquito can detach by expending 5 feet of its movement. A giant mosquito automatically detaches after draining 10 hit points and flies off to digest its blood meal. A creature, including the target, can use its action to detach a giant mosquito.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Challenge Rating":"1/8"},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Giant Moth","description":"The wings of this giant insect feature bold patterns that give it camouflage and intimidate would-be predators. Two large antennae quiver from its head, and a long, sharp tongue-like proboscis unfurls during feeding. Moths are old creatures, and they have survived through ages and events that other species have not. For this reason, though their coloration may not be as vibrant as butterflies and their flight not as graceful as dragonflies, moths are considered by many to possess great wisdom. Symbols of Death. Some cultures believe certain varieties of moths are omens of death or of the passing of one phase into another. These moths typically have darker coloration and may feature ominous-looking patterns on their wings.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Giant Moth","description":"see Cloak of the Moth Rider , Cloak of the Moth Rider (uncommon variant) , or Cloak of the Moth Rider (very rare variant)","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"chaotic neutral","Challenge Rating":2},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Giant Moth","description":"see Cloak of the Moth Rider , Cloak of the Moth Rider (uncommon variant) , or Cloak of the Moth Rider (very rare variant)","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"chaotic neutral","Challenge Rating":2},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Giant Moth, Rimewing","description":"The wings of this giant moth resemble a stunningly complex snowflake. Its long icicle-shaped antennae click and clatter as it flies across the snowy northern woods. Moths are old creatures, and they have survived through ages and events that other species have not. For this reason, though their coloration may not be as vibrant as butterflies and their flight not as graceful as dragonflies, moths are considered by many to possess great wisdom. Captivating. Rimewings are prized for their wings, which feature a magically compelling pattern and coloration. They are found in cold and snow-covered climes, where they use their magic to draw in prey.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Giant Moth, Shockwing","description":"Visibly charged with electricity, these giant moths range from cerulean to navy blue. Their long, crooked legs dangle from their bodies like bolts of lightning. Moths are old creatures, and they have survived through ages and events that other species have not. For this reason, though their coloration may not be as vibrant as butterflies and their flight not as graceful as dragonflies, moths are considered by many to possess great wisdom. Free in the Storm. The shockwing's presence predicts a great electrical storm when these giant moths breed. They are wild and unpredictable during storms, and many woodland creatures seek shelter from them as much as from the rain.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Giant Moth, Sootwing","description":"This ashen-colored giant moth flies freely through flame and smoke. Its large eyes flicker from yellow to orange as it regards possible prey. Moths are old creatures, and they have survived through ages and events that other species have not. For this reason, though their coloration may not be as vibrant as butterflies and their flight not as graceful as dragonflies, moths are considered by many to possess great wisdom. Dwellers in the Char. Sootwings are most commonly found in the recently burned regions of forests or grasslands, though some have been seen flapping near volcanoes. They lay their eggs in the charred remains of old trees, and their larvae feed on the burned wood.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Giant Octopus","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Hold Breath : While out of water, the octopus can hold its breath for 1 hour. Underwater Camouflage : The octopus has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing : The octopus can breathe only underwater. Actions Tentacles : Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained , and the octopus can't use its tentacles on another target. Ink Cloud (Recharges after a Short or Long Rest) : A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.","properties":{"Category":"Monsters","AC":11,"HP":"52 (8d10+8)","CHA":4,"CON":13,"DEX":13,"INT":4,"STR":17,"WIS":10,"Size":"Large","Type":"beast","Speed":"10 ft., swim 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066202/_rXpIz3XsNCuouGbt0k9aQ/original.png","Roll 0":"Tentacles\n1d20 + 5\n2d6+3","Senses":"Darkvision 60 Ft.","Skills":"Perception +4, Stealth +5","Source":"5th Edition SRD","data-XP":200,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Hold Breath\",\"Desc\":\"While out of water, the octopus can hold its breath for 1 hour.\"},{\"Name\":\"Underwater Camouflage\",\"Desc\":\"The octopus has advantage on Dexterity (Stealth) checks made while underwater.\"},{\"Name\":\"Water Breathing\",\"Desc\":\"The octopus can breathe only underwater.\"}]","data-Actions":"[{\"Name\":\"Tentacles\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target\"},{\"Name\":\"Ink Cloud (Recharges after a Short or Long Rest)\",\"Desc\":\"A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.\"}]","data-CHA-mod":"-3","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-3","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":1,"Passive Perception":14,"data-CrNum":1,"data-AcNum":11,"data-HpNum":52},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Octopus","description":"Traits Hold Breath : While out of water, the octopus can hold its breath for 1 hour. Underwater Camouflage : The octopus has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing : The octopus can breathe only underwater. Actions Tentacles : Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled, escape DC 16. Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. Ink Cloud (Recharges after a Short or Long Rest) : A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Octopus (Wildshape)","description":"Traits Hold Breath. While out of water, the octopus can hold its breath for 1 hour. Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing. The octopus can breathe only underwater. Actions Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target. Ink Cloud (Recharges after a Short or Long Rest). A 20- foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"chaotic evil","Expansion":28293,"Challenge Rating":1},"publisher":"Daniel Kahn","book":"Evermelt"},{"name":"Giant Owl","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms. Traits Flyby : The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight : The owl has advantage on Wisdom ( Perception ) checks that rely on hearing or sight. Actions Talons : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.","properties":{"Category":"Monsters","AC":12,"HP":"19 (3d10+3)","CHA":10,"CON":12,"DEX":15,"INT":8,"STR":13,"WIS":13,"Size":"Large","Type":"beast","Speed":"5 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063757/wGGEbU60wzinTMIQclvhEw/original.png","Roll 0":"Talons\n1d20 + 3\n2d6+1","Senses":"Darkvision 120 Ft.","Skills":"Perception +5, Stealth +4","Source":"5th Edition SRD","data-XP":50,"Alignment":"Neutral","Languages":"Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Flyby\",\"Desc\":\"The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"},{\"Name\":\"Keen Hearing and Sight\",\"Desc\":\"The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.\"}]","data-Actions":"[{\"Name\":\"Talons\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 1\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"+0","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"-1","data-STR-mod":"+1","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":"1/4","Passive Perception":15,"data-CrNum":0.25,"data-AcNum":12,"data-HpNum":19},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Owl","description":"Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms. Traits Flyby : The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight : The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Talons : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"neutral","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Ox","description":"Giant oxen labor as beasts of burden for giants of all kinds, pulling plows, hauling oversized carts, and performing similar tasks well suited to their tremendous strength. These cattle are covered in thick, shaggy hide, often in vibrant colors, such as sky blue or deep violet. Traits Beast of Burden. The ox is considered to be one size larger for the purpose of determining its carrying capacity. Actions Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage. If the ox moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage, and it must succeed on a DC 16 Strength saving throw or have the prone condition.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fey","Alignment":"Unaligned","Expansion":24749,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Giant Phantom Fungus","description":"Sharing more characteristics with an animal than a plant, the phantom fungus is an invisible predator that stalks its prey until it can get close enough to attack it with its deadly tendrils which drip with paralytic poison. Giant Phantom Fungus. A phantom fungus, if left unchecked and with no natural predators, can grow up to 8 feet tall. It can attack with four tendrils each turn. Traits Invisibility. The phantom fungus is invisible until it dies. Actions Multiattack. The phantom fungus makes one Bite attack and four Tendril attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) poison damage. Tendril. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the creature is paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Poisonous Snake","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":14,"HP":"11 (2d8+2)","CHA":3,"CON":13,"DEX":18,"INT":2,"STR":10,"WIS":10,"Size":"Medium","Type":"beast","Speed":"30 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067306/kLJlVEMHYcBHhBif7lUYgA/original.png","Roll 0":"Bite\n1d20 + 6\n1d4+4","Senses":"Blindsight 10 Ft.","Skills":"Perception +2","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 4\",\"Damage Type\":\"piercing\",\"Damage 2\":\"3d6\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"-4","data-CON-mod":"+1","data-DEX-mod":"+4","data-INT-mod":"-4","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/4","Passive Perception":12,"data-CrNum":0.25,"data-AcNum":14,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Poisonous Snake","description":"Actions Bite : Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Praying Mantis","description":"Traits Spider Climb. The mantis can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Grabbing Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the mantis can't use its Grabbing Claws or Flicking Claws on another target. Flicking Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be pushed up to 20 feet and knocked prone. Mandibles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target it is grappling. Hit: 13 (2d8 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Pufferfish","description":"When this colossal puffer fish floats at the sea's surface, the sun glints off its golden skin and sharp spikes. Giant pufferfishes live in brackish waters near shorelines. Their gold and silver skin sports long, piercing spines that are coated in potent poisons. The giant pufferfish's smaller cousins have few natural predators due to their toxic organs, and the giant versions have even fewer predators. Carnivorous Glutton. Most pufferfish subsist on algae and small invertebrates, while some might hunt clams, mussels, and other shellfish. Giant pufferfishes reach their great size by poisoning and then dining on fish, small sharks, and sailors. Expanding Danger. Like their smaller cousins, giant pufferfish can fill its stomach with air or water when threatened or agitated. When it does so, it nearly doubles in size, and most creatures give it a wide berth until it calms. Spiny Body. A creature that touches the giant pufferfish or hits it with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage. While the pufferfish is puffed up, this damage increases to 5 (2d4). Water Breathing. The giant pufferfish can breathe only underwater. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d8 + 3) piercing damage, or 12 (2d8 + 3) piercing damage while puffed up. Spine. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, or 8 (2d4 + 3) piercing damage while puffed up. The target must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. If the target fails the saving throw by 5 or more, it takes 2 (1d4) poison damage at the end of its next turn. Bonus Actions Burst of Speed (Recharges 5-6). The giant pufferfish takes the Dash action. Puff Up (Recharges after a Short or Long Rest). For 1 minute, the giant pufferfish increases in size by filling its stomach with air or water. While puffed up, the pufferfish is Medium, doubles its damage dice on Bite and Spine attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the pufferfish lacks the room to become Medium, it attains the maximum size possible in the space available.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Giant Ram","description":"Giant rams are prized livestock among giants. The rams’ fleece stores magical energy by absorbing ambient magic and drawing power from spells. While a ram is alive and unshorn, it uses its fleece’s magic for self-defense, channeling the power it absorbs into a magical blast to drive off predators. If the fleece is shorn from the ram without damaging the creature, it can be made into a protective magical garment. When woven into cloth, the fleece serves as a cloak of protection . It can also be woven into the lining of armor to make armor of resistance that protects against cold, fire, or lightning damage. Traits Magic Resistance. The ram has advantage on saving throws against spells and other magical effects. Actions Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 3 (1d6) force damage. If the ram moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 14 Strength saving throw or have the prone condition. Force Bolt. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 7 (2d6) force damage. Reactions Absorbent Fleece (Recharge 6). Immediately after the ram succeeds on a saving throw against a spell or a spell's attack misses it, the ram can make one Force Bolt attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Unaligned","Expansion":24749,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Giant Rat","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell : The rat has advantage on Wisdom ( Perception ) checks that rely on smell. Pack Tactics : The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated . Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","AC":12,"HP":"7 (2d6)","CHA":4,"CON":11,"DEX":15,"INT":2,"STR":7,"WIS":10,"Size":"Small","Type":"beast","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067696/JQxTNtTVTg65OOX3War7uQ/original.png","Roll 0":"Bite\n1d20 + 4\n1d4+2","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":25,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The rat has advantage on Wisdom (Perception) checks that rely on smell.\"},{\"Name\":\"Pack Tactics\",\"Desc\":\"The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"-2","data-SizeNum":1,"data-WIS-mod":"+0","Challenge Rating":"1/8","Passive Perception":10,"data-CrNum":0.125,"data-AcNum":12,"data-HpNum":7},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Rat","description":"Giant rats roam in packs through sewers, caves, and other dank places. They are often found in the company of wererats. Traits Keen Smell : The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics : The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Giant Rat","description":"NOTICE Giant rats have been sighted throughout the city. Anyone bitten by a giant rat should visit a temple for ministration and prayer. The city hereby offers a silver coin for each giant rat slain within its walls. To receive payment, evidence must be delivered to the watch captain at the docks between highsun and dusk. Traits Keen Smell : The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics : The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Rat","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/8"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Giant Rhinoceros (Elasmotherium)","description":"Traits Trampling Charge. If the giant rhinoceros moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the giant rhinoceros can make one Stomp attack against it as a bonus action. Actions Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 16 (2d8 + 7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Riding Lizard","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":4962,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Giant Robber Fly","description":"Traits Ambusher. The robber fly has advantage on attack rolls against any creature it has surprised. Actions Proboscis. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, the robber fly attaches to the target, and the target must make a DC 11 Constitution saving throw or be poisoned for 1 minute. The target is paralyzed while poisoned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While attached, the robber fly doesn't attack. Instead, at the start of each of the robber fly's turns, the target loses 8 (1d8 + 4) hit points due to blood loss. The robber fly can detach itself by spending 5 feet of its movement. It does so after it drains 40 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the robber fly.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Sand Boa Constrictor","description":"This thick snake is about 20 feet long with fine tan-gray scales. Actions Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Constrict: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the giant sand boa constrictor has advantage on all bite attacks against the grappled target. The giant sand boa constrictor can only grapple one target at a time.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":20844,"Challenge Rating":2},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Giant Sand Spider","description":"About the size of a horse, this beast has tan coarse hair with wicked black mandibles. Traits Sand Walker: A giant sand spider ignores movement restrictions caused by sand or sandy surfaces. Surprise Attack: If the giant sand spider surprises a creature and hits with an attack during the first round of combat, the target takes an additional 9 (2d8) damage from the attack. Actions Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much on a successful one. If the poison reduces the target to 0 hit points, the target is stable but poisoned for 1 hour. Even after regaining hit points, the target is paralyzed while it retains the poisoned condition.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":20844,"Challenge Rating":1},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Giant Sand Striker","description":"Giant sand strikers are monstrous aquatic worms that ambush prey at the sandy bottoms of the ocean floor. They have segmented bodies that can reach lengths of over 20 feet long. Sand strikers have a distinctive set of mandibles that they use to capture and slice their prey with. Giant sand strikers usually lie in wait in their burrows, launching themselves out of the sand with blinding speed when prey swims unwittingly within range. Traits Ambush. On the first round of each combat, the sand striker has advantage on attack rolls against a creature that hasn’t taken a turn yet. Amphibious. The sand striker can breathe air and water. Improved Critical. The sand striker's weapon attacks score a critical hit on a roll of 19 or 20. Actions Multiattack. The sand striker attacks with its Mandibles. If it has a creature grappled, it can also use its Bite. Mandibles. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) slashing damage and if the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the sand striker can't use its Mandibles on another target. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature it is grappling with. Hit: 8 (2d4 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Scorpion","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Claw : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. Multiattack : The scorpion makes three attacks: two with its claws and one with its sting. Sting : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"52 (7d10+14)","CHA":3,"CON":15,"DEX":13,"INT":1,"STR":15,"WIS":9,"Size":"Large","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068488/vLzV3kZSNYBrgIx9KJpdFw/original.png","Roll 0":"Claw\n1d20 + 4\n1d8+2","Roll 1":"Sting\n1d20 + 4\n1d10+2","Senses":"Blindsight 60 Ft.","Source":"5th Edition SRD","data-XP":700,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"The target is grappled (Escape DC 12) The scorpion has two claws, each of which can grapple only one target\"},{\"Name\":\"Multiattack\",\"Desc\":\"The scorpion makes three attacks: two with its claws and one with its sting.\"},{\"Name\":\"Sting\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d10 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"The target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"-4","data-CON-mod":"+2","data-DEX-mod":"+1","data-INT-mod":"-5","data-STR-mod":"+2","data-SizeNum":5,"data-WIS-mod":"-1","Challenge Rating":3,"Passive Perception":9,"data-CrNum":3,"data-AcNum":15,"data-HpNum":52},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Scorpion","description":"Actions Multiattack : The scorpion makes three attacks: two with its claws and one with its sting. Claw : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled, escape DC 12. The scorpion has two claws, each of which can grapple only one target. Sting : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Sea Eel","description":"Snaking predators lurking in the dark waters of the ocean, these kelp-colored beasts serve as guards and mounts for the locathah (including those found in Danger at Dunwater ). Traits Water Breathing. The eel can breathe only underwater. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":3905,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Giant Sea Horse","description":"Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. Traits Charge : If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Water Breathing : The sea horse can breathe only underwater. Actions Ram : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Sea Horse","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts. Traits Charge : If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone . Water Breathing : The sea horse can breathe only underwater. Actions Ram : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"16 (3d10)","CHA":5,"CON":11,"DEX":15,"INT":2,"STR":12,"WIS":12,"Size":"Large","Type":"beast","Speed":"0 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068520/lC3eFJ6dsKKNJm8617scJg/original.png","Roll 0":"1d20 + 3\n1d6+1","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Charge\",\"Desc\":\"If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.\"},{\"Name\":\"Water Breathing\",\"Desc\":\"The sea horse can breathe only underwater.\"}]","data-Actions":"[{\"Name\":\"Ram\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"+1","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":"1/2","Passive Perception":11,"data-CrNum":0.5,"data-AcNum":13,"data-HpNum":16},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Seahorse","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Water Breathing. The seahorse can breathe only underwater. Actions Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or the seahorse deals 11 (2d8 + 2) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit. Bonus Actions Bubble Dash. While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Giant Seahorse","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Water Breathing. The seahorse can breathe only underwater. Actions Ram. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Bludgeoning damage, or the seahorse deals 11 (2d8 + 2) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit. Bonus Actions Bubble Dash. While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks.","properties":{"Category":"Monsters","AC":14,"HP":"16 (3d10)","PB":2,"CHA":5,"CON":11,"DEX":12,"INT":2,"STR":15,"WIS":12,"Size":"Large","Type":"Beast","Speed":"5 ft., Swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406413900/5Rs2uOiGSBLIp77LtTPlFQ/original.png","data-XP":100,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Water Breathing\",\"Desc\":\"The seahorse can breathe only underwater.\"}]","data-Actions":"[{\"Name\":\"Ram\",\"Desc\":\"The seahorse deals 11 (or [[2d8 + 2]] (2d8 + 2)) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 2\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":0,"data-DEX-mod":1,"data-INT-mod":"-4","data-STR-mod":2,"data-SizeNum":5,"data-WIS-mod":1,"Saving Throws":"Str +2, Dex +1, Con +0, Int -4, Wis +1, Cha -3","data-Reactions":"[{\"Name\":\"Bubble Dash\",\"Desc\":\"While underwater, the seahorse moves up to half its Swim Speed without provoking Opportunity Attacks.\"}]","Challenge Rating":"1/2","Passive Perception":11,"data-CrNum":0.5,"data-AcNum":14,"data-HpNum":16},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Shark","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. Traits Blood Frenzy : The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Water Breathing : The shark can breathe only underwater. Actions Bite : Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"126 (11d12+55)","CHA":5,"CON":21,"DEX":11,"INT":1,"STR":23,"WIS":10,"Size":"Huge","Type":"beast","Speed":"Swim 50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063763/oL-yrISML4g6ifBF5r2E2w/original.png","Roll 0":"Bite\n1d20 + 9\n3d10+6","Senses":"Blindsight 60 Ft.","Skills":"Perception +3","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Unaligned","data-List":"false","Token Size":3,"data-Traits":"[{\"Name\":\"Blood Frenzy\",\"Desc\":\"The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"},{\"Name\":\"Water Breathing\",\"Desc\":\"The shark can breathe only underwater.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"3d10 + 6\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+5","data-DEX-mod":"+0","data-INT-mod":"-5","data-STR-mod":"+6","data-SizeNum":6,"data-WIS-mod":"+0","Challenge Rating":5,"Passive Perception":13,"data-CrNum":5,"data-AcNum":13,"data-HpNum":126},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Shark","description":"A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships. Traits Blood Frenzy : The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Water Breathing : The shark can breathe only underwater. Actions Bite : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Shark","description":"This creature appears in The Age of Green adventure module.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Giant Shocker Lizard","description":"Shocker Lizard At first glance, a shocker lizard looks like an ordinary wild lizard. It earns its monicker for being able to unleash powerful electrical energies from its body. Its head is bullet-shaped, framed by two large horns that curve to its back. The shocker lizard's scales range from blue to teal in color, with the hue becoming paler to the point of being gray on its underside. The end of its tail has several spike prongs which can sense distant electrical discharges. The common shocker lizard is about 6 feet long. Hatchlings are only about 2-3 feet long. Very rare specimens have been seen measuring lengths of 15 to 20 feet long. Lightning Generator. The shocker lizard generates large electric currents through a highly specialized nervous system that works in tandem with its unique electric organ. This act is often triggered when it feels highly stressed, such as being threatened or in pain. It can also be triggered if it detects a nearby shocker lizard discharging electricity. Even though the electrical shock does not harm it, it has evolved to learn how to chain the electrical shocks to maximize its coverage. The most common shocker lizard encountered can generate 15-foot radius waves of electricity. Larger ones can generate even bigger and more powerful waves of electrical currents. Crafty trapmakers, especially kobolds, capture live shocker lizards and place them at the bottom of oil-slick pit traps the lizards cannot climb out of. Herd Hunters. Shocker lizards live in warm and temperate caves, coastlines, forests, and swamps where their prey is plentiful. They usually hunt bugs, fish, reptiles, and rodents but they have been known to bring down even larger prey. They tend to work together, herding their prey close before generating chains of electrical shocks to catch as many targets as possible, such as a school of fish, a cave full of bats, or a party of adventurers. Traits Electricity Sense. The shocker lizard can detect an electrical discharge within 120 feet of it. Actions Multiattack. The shocker lizard makes two attacks: one with its Bite and one with its Claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) lightning damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Lightning Shock (Recharge 5–6). The shocker lizard discharges electricity in a 20-foot-radius sphere centered on itself. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. If the creature fails its saving throw by 5 or more, it is also incapacitated until the end of its next turn. Reactions Chain Lightning Shock. If a creature within 15 feet of the shocker lizard uses Lightning Shock, the shocker lizard uses its Lightning Shock, if available.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"unaligned","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Giant Shrike","description":"Shrikes are passerine birds known for their habit of catching other birds and small animals and impaling the uneaten portions of their bodies on thorns. A typical shrike's beak is hooked, like a bird of prey. When on the hunt, a winged shadow falls below this raptor as it stoops on its prey with a wingspan the length of four horses. Its ebon feathers gleam majestically, streaked with patterns of gray and brown. Its golden beak is tipped with white.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":9},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Giant Skeleton","description":"In the Tomb of Horrors, treasure sometimes presents itself for the taking. In one such location, the \"reward\" for an attempt to grab some valuables turns out to be the animated skeleton of a giant - deadly not only because of its size and strength, but because it has defenses normally possessed only by undead of much greater power. Undead Nature. A skeleton doesn't require air, food, drink, or sleep. Traits Evasion. If the skeleton is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeds on the saving throw, and only half damage if it fails. Magic Resistance. The skeleton has advantage on saving throws against spells and other magical effects. Turn Immunity. The skeleton is immune to effects that turn undead. Actions Multiattack. The skeleton makes three scimitar attacks. Scimitar. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (3d6+5) slashing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"neutral evil","Expansion":7386,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Giant Slug","description":"Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) acid damage and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the slug can't use its Bite attack on another target. Swallow. The slug makes one Bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the slug, and it takes 7 (2d6) acid damage at the start of each of the slug's turns. If the slug takes 20 damage or more on a single turn from a creature inside it, the slug must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the slug. If the slug dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. Acid Glob Spit. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 18 (4d8) acid damage and if the target is a creature, it must succeed on a DC 14 Strength saving throw or be restrained until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Slug","description":"These massive, primeval relatives of ordinary slugs squirm slowly through swamps and grasslands. Giant slugs are always voracious and prefer to eat flesh or plants high in water content. The mucus secreted by a giant slug is powerfully acidic and viscous. Wherever it travels, the creature leaves a trailing brown strip that kills most vegetation. Giant slugs are the size of elephants, and while they move slowly, their predatory natures result in them moving more quickly than their much less dangerous normal-sized kin. Traits Malleable. The giant slug’s body is very malleable, allowing it to fit into narrow areas with ease. The slug can move through any space large enough for a Large creature without squeezing, and it can squeeze through any space large enough for a Medium creature. Susceptible to Salt. A handful of salt burns the giant slug as if it were a flask of acid, causing 2d6 damage per use. Larger quantities of salt can cause increasing damage, as determined by the GM. Actions Tongue. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 28 (6d6+7) piercing damage plus 24 (7d6) acid damage. Spit Acid. Ranged Weapon Attack: +2 to hit, range 60 ft., one target. Hit: 35 (10d6) acid damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Giant Snail","description":"These large mollusks retreat into their hardy shells when threatened, and they’re particularly susceptible to being injured by contact with salt. Traits Salt Osmosis. Whenever the snail starts its turn in contact with a pound or more of salt, it takes 1d4 necrotic damage. Using an action to sprinkle a pound of salt on the snail deals 1d4 necrotic damage to it immediately and another 1d4 necrotic damage to it at the start of its next turn (after which the salt rubs off), provided the snail has not withdrawn into its shell. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. Shell Defense. The snail withdraws into its shell, gaining a +4 bonus to its AC until it emerges. It can emerge from its shell as a bonus action on its turn.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":11857,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Giant Snapping Turtle","description":"Giant snapping turtles can grow to be 12 feet in diameter. Although they appear slow and ponderous, they are capable of startling bursts of speed and will aggressively attack smaller creatures that approach them. One snap of giant turtle's jaws can cut a human in half, and these creatures aren't fussy about what they eat. Traits Amphibious. The turtle can breathe air and water. Stable. Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":7389,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Giant Snapping Turtle","description":"Giant snapping turtles can grow to be 12 feet in diameter. Although they appear slow and ponderous, they are capable of startling bursts of speed and will aggressively attack smaller creatures that approach them. One snap of a giant turtle’s jaws can cut a human in half, and these creatures aren’t fussy about what they eat. Traits Amphibious. The turtle can breathe air and water. Stable. Whenever an effect knocks the turtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone turtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":31454,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Giant Snow Beetle","description":"Many types of beetles inhabit the world, and, depending on the location and culture, they are used as food, companions, or beasts of burden by its people. Arctic Beetles. Giant snow beetles are carrion-eating beetles that inhabit the coldest parts of the world. They collect snow into large balls for use against their enemies, for protection for their lairs, and to house their eggs. When food is abundant, they pack extra carrion into snowballs, saving the food for later or for feeding freshly hatched larvae. When attacked, giant snow beetles fling any snowballs on-hand that don’t contain their young, often splattering attackers with frozen, rotten meat.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant Space Hamster","description":"Giant space hamsters are cute, plant-eating rodents as big as brown bears. They tend to avoid other creatures, especially threatening ones, but they can be trained to serve as mounts and beasts of burden. Gnomes have tried to build spelljamming ships powered by giant space hamster wheels, so far without success. Space Hamsters Space hamsters resemble their terrestrial kin, both in their appearance and general demeanor, and they come in a variety of colors. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":16643,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Giant Spider","description":"To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. Traits Spider Climb : The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense : While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker : The spider ignores movement restrictions caused by webbing. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5-6) : Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed - AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Spider","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. Traits Spider Climb : The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense : While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker : The spider ignores movement restrictions caused by webbing. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5-6) : Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"26 (4d10+4)","CHA":4,"CON":12,"DEX":16,"INT":2,"STR":14,"WIS":11,"Size":"Large","Type":"beast","Speed":"30 ft., climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063781/Ahu35xxQMN-1_haFQAPusQ/original.png","Roll 0":"Bite\n1d20 + 5\n1d8+3","Roll 1":"Web\n1d20 + 5\n0","Senses":"Blindsight 10 Ft., Darkvision 60 Ft.","Skills":"Stealth +7","Source":"5th Edition SRD","data-XP":200,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Spider Climb\",\"Desc\":\"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"},{\"Name\":\"Web Sense\",\"Desc\":\"While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.\"},{\"Name\":\"Web Walker\",\"Desc\":\"The spider ignores movement restrictions caused by webbing.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d8\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.\"},{\"Name\":\"Web (Recharge 5-6)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"5\",\"Reach\":\"30/60 ft.\",\"Target\":\"one creature\",\"Desc\":\"The target is restrained by webbing As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).\"}]","data-CHA-mod":"-3","data-CON-mod":"+1","data-DEX-mod":"+3","data-INT-mod":"-4","data-STR-mod":"+2","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":1,"Passive Perception":10,"data-CrNum":1,"data-AcNum":14,"data-HpNum":26},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Spider","description":"To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims. Traits Spider Climb : The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense : While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker : The spider ignores movement restrictions caused by webbing. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5-6) : Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed - AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Giant Spider","description":"This creature appears in The Little Town of Tusk adventure module.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Giant Spider","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Giant Spider","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web. Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Giant Spider","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web. Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Web (Recharge 5–6). Dexterity Saving Throw: DC 13, one creature the spider can see within 60 feet. Failure: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).","properties":{"Category":"Monsters","AC":14,"HP":"26 (4d10 + 4)","PB":2,"CHA":4,"CON":12,"DEX":16,"INT":2,"STR":14,"WIS":11,"Size":"Large","Type":"Beast","Speed":"30 ft., Climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407505/QSMz2OLcLTvqF-eQmFJnTw/original.png","Senses":"Darkvision 60 ft.","Skills":"Perception +4, Stealth +7","data-XP":200,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Spider Climb\",\"Desc\":\"The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.\"},{\"Name\":\"Web Walker\",\"Desc\":\"The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"Piercing\",\"Damage 2\":\"2d6\",\"Damage 2 Type\":\"Poison\"},{\"Name\":\"Web (Recharge 5–6)\",\"Desc\":\"*Dexterity Saving Throw*: DC 13, one creature the spider can see within 60 feet. \\n*Failure*: The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage).\"}]","data-CHA-mod":"-3","data-CON-mod":1,"data-DEX-mod":3,"data-INT-mod":"-4","data-STR-mod":2,"data-SizeNum":5,"data-WIS-mod":0,"Saving Throws":"Str +2, Dex +3, Con +1, Int -4, Wis +0, Cha -3","Challenge Rating":1,"Passive Perception":14,"data-CrNum":1,"data-AcNum":14,"data-HpNum":26},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Spider Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Destabilizing Attack (2 Ferocity). The spider makes a signature attack. On a hit, the attack deals its normal effects, and the target has disadvantage on the next attack roll they make before the start of the spider’s next turn. 3rd Level: Web (5 Ferocity). The spider shoots strands of sticky webs at one creature they can see within 60 feet of them. The target must succeed on a DC 10 plus PB Dexterity saving throw or be restrained by webbing. As an action, the restrained target can make a DC 10 plus PB Strength check, bursting the webbing and ending the restrained condition on themself on a success. 5th Level: Bite Frenzy (8 Ferocity). The spider makes signature attacks against PB creatures of their choice within 5 feet of them. On a hit, the target is poisoned until the end of their next turn. Bonus Actions Sticky Stuff (1/Long Rest). While the spider’s caregiver is within 5 feet of it, the spider can coat the bottom of the caregiver’s feet or footware in a selective adhesive. This allows the caregiver to move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free and giving the caregiver a climbing speed equal to their walking speed. The adhesive wears off after 10 minutes.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Spider Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Destabilizing Attack (2 Ferocity). The spider makes a signature attack. On a hit, the attack deals its normal effects, and the target has disadvantage on the next attack roll they make before the start of the spider’s next turn. 3rd Level: Web (5 Ferocity). The spider shoots strands of sticky webs at one creature they can see within 60 feet of them. The target must succeed on a DC 10 plus PB Dexterity saving throw or be restrained by webbing. As an action, the restrained target can make a DC 10 plus PB Strength check, bursting the webbing and ending the restrained condition on themself on a success. 5th Level: Bite Frenzy (8 Ferocity). The spider makes signature attacks against PB creatures of their choice within 5 feet of them. On a hit, the target is poisoned until the end of their next turn. Bonus Actions Sticky Stuff (1/Long Rest). While the spider’s caregiver is within 5 feet of it, the spider can coat the bottom of the caregiver’s feet or footware in a selective adhesive. This allows the caregiver to move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free and giving the caregiver a climbing speed equal to their walking speed. The adhesive wears off after 10 minutes.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Spider Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Destabilizing Attack (2 Ferocity). The spider makes a signature attack. On a hit, the attack deals its normal effects, and the target has disadvantage on the next attack roll they make before the start of the spider’s next turn. 3rd Level: Web (5 Ferocity). The spider shoots strands of sticky webs at one creature they can see within 60 feet of them. The target must succeed on a DC 10 plus PB Dexterity saving throw or be restrained by webbing. As an action, the restrained target can make a DC 10 plus PB Strength check, bursting the webbing and ending the restrained condition on themself on a success. 5th Level: Bite Frenzy (8 Ferocity). The spider makes signature attacks against PB creatures of their choice within 5 feet of them. On a hit, the target is poisoned until the end of their next turn. Bonus Actions Sticky Stuff (1/Long Rest). While the spider’s caregiver is within 5 feet of it, the spider can coat the bottom of the caregiver’s feet or footware in a selective adhesive. This allows the caregiver to move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free and giving the caregiver a climbing speed equal to their walking speed. The adhesive wears off after 10 minutes.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Spider Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Destabilizing Attack (2 Ferocity). The spider makes a signature attack. On a hit, the attack deals its normal effects, and the target has disadvantage on the next attack roll they make before the start of the spider’s next turn. 3rd Level: Web (5 Ferocity). The spider shoots strands of sticky webs at one creature they can see within 60 feet of them. The target must succeed on a DC 10 plus PB Dexterity saving throw or be restrained by webbing. As an action, the restrained target can make a DC 10 plus PB Strength check, bursting the webbing and ending the restrained condition on themself on a success. 5th Level: Bite Frenzy (8 Ferocity). The spider makes signature attacks against PB creatures of their choice within 5 feet of them. On a hit, the target is poisoned until the end of their next turn. Bonus Actions Sticky Stuff (1/Long Rest). While the spider’s caregiver is within 5 feet of it, the spider can coat the bottom of the caregiver’s feet or footware in a selective adhesive. This allows the caregiver to move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free and giving the caregiver a climbing speed equal to their walking speed. The adhesive wears off after 10 minutes.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Spider Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Destabilizing Attack (2 Ferocity). The spider makes a signature attack. On a hit, the attack deals its normal effects, and the target has disadvantage on the next attack roll they make before the start of the spider’s next turn. 3rd Level: Web (5 Ferocity). The spider shoots strands of sticky webs at one creature they can see within 60 feet of them. The target must succeed on a DC 10 plus PB Dexterity saving throw or be restrained by webbing. As an action, the restrained target can make a DC 10 plus PB Strength check, bursting the webbing and ending the restrained condition on themself on a success. 5th Level: Bite Frenzy (8 Ferocity). The spider makes signature attacks against PB creatures of their choice within 5 feet of them. On a hit, the target is poisoned until the end of their next turn. Bonus Actions Sticky Stuff (1/Long Rest). While the spider’s caregiver is within 5 feet of it, the spider can coat the bottom of the caregiver’s feet or footware in a selective adhesive. This allows the caregiver to move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free and giving the caregiver a climbing speed equal to their walking speed. The adhesive wears off after 10 minutes.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Spiderbee","description":"Spiderbees are one of the more common hybrid species of Ashandri. They originated in Delvaroth, but have spread all over the world by now. They are half spider, half bee, and they are capable of walking, flying and climbing - combining all the abilities of both species. Spiderbees come in a variety of sizes: It seems they can grow indefinitely, and it's not uncommon for a nest of these small beasts to be guarded by one or several Giant Spiderbees. Spiderbees that live long enough eventually grow into Giant Spiderbees. These beasts are about 10 ft. large, and can become really dangerous. Pregnant females sometimes leave their nests and travel for miles to build a colony of their own. Find more details about these beasts in the article Swarm of Spiderbees .","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":17295,"Challenge Rating":2},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Giant Spitting Cobra","description":"Actions Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Poison Spit. Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 10 (3d6) poison damage and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Stingray","description":"The giant stingray, adorned with iridescent wings, employs its venomous sting to hunt, silently gliding through the ocean depths to immobilize and capture its unsuspecting prey.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":26071,"Challenge Rating":2},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Giant Strider","description":"In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation. Heat Seekers. Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing. Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement. The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become “touched by the Fire Lord,” entering a nearly unstoppable battle rage. Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate. When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it’s likely that they’re in competition for the same territory, and a bloody battle is the usual result. Giant Striders. Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them—borne out by the creatures’ ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite firenewt soldiers. Traits Fire Absorption : Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Fire Burst (Recharge 5–6) : The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Expansion":1,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Giant Strider","description":"These fierce and majestic monsters exhibit attributes of both birds and reptiles, but are truly neither. Giant striders have a supernatural affinity to fire and can spit gouts of flame at distant enemies. They are most often found in tropical, volcanically active areas or regions that similarly provide sources of both water and extreme heat. Firenewts prize giant striders and seek to adopt them whenever possible. They provide for stables of these creatures in their lairs, and in return, the giant striders voluntarily serve as mounts for firenewt warriors (in this book). Out of curiosity, I once tamed a giant strider. Several potions of fire resistance later, the creature was purring in my lap, and I didn’t feel a thing. —Mordenkainen We might have discovered the key to unlock Mordenkainen’s frigid heart: magical pets! Tasha Traits Fire Absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Fire Burst (Recharge 5–6). The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Giant Strider","description":"Firenewts have a close relationship with a type of monstrous beast called a giant strider. Giant striders appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite firenewt soldiers. Traits Fire Absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. Fire Burst (Recharge 5-6). The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":7389,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Giant Strider","description":"Firenewts have a close relationship with a type of monstrous beast called a giant strider. Giant striders appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite firenewt soldiers. Traits Fire Absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Fire Burst (Recharge 5–6). The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":31454,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Giant Subterranean Lizard","description":"The giant subterranean lizard ( Forge of Fury ) is an enor-mous reptile with a powerful tail attack. Actions Multiattack. The lizard makes two attacks: one with its bite and one with its tail. One attack can be replaced by Swallow. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d10+5) piercing damage. The target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lizard can't bite another target. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the lizard. Hit: (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Swallow. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature the lizard is grappling. Hit: (2d10+5) piercing damage. The target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the lizard, and it takes 10 (3d6) acid damage at the start of each of the lizard's turns. The lizard can have only one target swallowed at a time. If the lizard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":7386,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Giant Tarantula","description":"Traits Spider Climb. The tarantula can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the tarantula knows the exact location of any other creature in contact with the same web. Web Walker. The tarantula ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Shed Hairs (Recharges after a Short or Long Rest). Each creature within 10 feet of the tarantula must make a DC 13 Constitution saving throw. On a failed save, the creature becomes poisoned for 1 minute. A creature spends its action on each of its turns retching and reeling while poisoned in this way. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Tick","description":"These blood-sucking parasites are common vectors for disease and other infections. Giant ticks are the size of a dog, and move about with surprising speed. Traits Grappler. The giant tick has advantage on attack rolls against any creature grappled by it. Keen Smell. The giant tick has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage and the target is grappled (escape DC 11). If the target is a creature, it must succeed on a DC 11 Constitution saving throw or be infected with a disease. While infected, the target can’t regain hit points except by magical means. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 3 (1d6) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":"1/8"},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Giant Tick","description":"It's easy to get caught up in the wonders of giant-sized wildlife when you're wandering some pocket of a primeval world tucked away in a remote valley or demiplane somewhere. \"Look, that goose laid a golden egg!\" \"Look, that ox is blue!\" \"Look, this ram's magic fleece is so soft!\" Then a tick that's bigger than you tries to drain every drop of blood from your body. Nope, nope, nope. Time to go home. —Bigby Ticks the size of boars have feasted on the blood of giants for countless ages. Though these parasites are painful nuisances to giants, they can be terrible threats to smaller folk, since a hungry tick will consume the blood of any creature it can catch. Actions Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the tick attaches to the target. While attached, the tick can't make proboscis attacks. The tick can detach itself by spending 5 feet of its movement. As an action, a creature within reach of the tick can try to detach the tick, doing so with a successful DC 13 Strength check. Blood Drain. The tick deals 10 (2d6 + 3) necrotic damage to one creature it is physically attached to, provided that creature isn't a Construct or an Undead, or 17 (4d6 + 3) necrotic damage if the creature is a Giant. The tick regains hit points equal to the damage dealt.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":24749,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Giant Tiger Beetle","description":"Traits Keen Smell. The tiger beetle has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the tiger beetle moves at least 30 feet straight toward a creature and then hits it with a Bite attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Toad","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The toad can breathe air and water Standing Leap : The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained , and the toad can't bite another target. Swallow : The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.","properties":{"Category":"Monsters","AC":11,"HP":"39 (6d10+6)","CHA":3,"CON":13,"DEX":13,"INT":2,"STR":15,"WIS":10,"Size":"Large","Type":"beast","Speed":"20 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063789/m6PKl1FXc3JmOUytY6UKng/original.png","Roll 0":"Bite\n1d20 + 4\n1d10+2","Senses":"Darkvision 30 Ft.","Source":"5th Edition SRD","data-XP":200,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The toad can breathe air and water\"},{\"Name\":\"Standing Leap\",\"Desc\":\"The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 2\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d10\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target is grappled (escape dc 13) Until this grapple ends, the target is restrained, and the toad can't bite another target\"},{\"Name\":\"Swallow\",\"Desc\":\"The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.\"}]","data-CHA-mod":"-4","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-4","data-STR-mod":"+2","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":1,"Passive Perception":10,"data-CrNum":1,"data-AcNum":11,"data-HpNum":39},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Toad","description":"Traits Amphibious : The toad can breathe air and water Standing Leap : The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled, escape DC 13. Until this grapple ends, the target is restrained, and the toad can't bite another target. Swallow : The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Toad Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Amphibious. The toad can breathe air and water. Standing Leap. The toad’s long jump is up to 20 feet and their high jump is up to 10 feet, with or without a running start. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The toad makes a signature attack with a reach of 10 feet by using their tongue. On a hit, the attack deals an extra PB damage and the toad can pull the target 5 feet toward them. 3rd Level: Fast Food (5 Ferocity). The toad makes a signature attack. On a hit, the attack deals its normal effects, and the toad can jump up to 20 feet in any direction without provoking opportunity attacks. If the target of the attack is Large or smaller, the toad brings the target with them. 5th Level: Swallow (8 Ferocity). The toad attempts to swallow a Medium or smaller creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd6 bludgeoning damage and is swallowed. On a success, the target takes half as much damage and isn’t swallowed. A swallowed target is blinded and restrained, they have total cover against attacks and other effects outside the toad, and they take PBd6 acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. Whenever the toad takes damage, they must succeed on a Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the toad. The DC for this saving throw equals 10 or half the damage the toad takes, whichever is higher. If the toad is incapacitated or dies, a swallowed creature is no longer restrained by the toad and can escape from the corpse using 5 feet of movement, exiting prone. Bonus Actions Psychedelic Skin (1/Long Rest). While the toad’s caregiver is within 5 feet of the toad, the toad can use a bonus action to coat a melee weapon held by the caregiver with poison secreted from the toad’s skin. The poison lasts for 1 hour or until the weapon deals damage as part of an attack. When a creature takes damage from the weapon, they must succeed on a DC 10 + PB Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. Psychedelic Skin?! The giant toad companion’s Psychedelic Skin bonus action is inspired by the cane toad , a real amphibian. When these toads are threatened, they secret bufotoxin on their skin, a venom that causes hallucinations and discourages predators from eating the toad. Turning this fact into a feature for the giant toad was a fun way to set it apart from the rest of the companions.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Toad Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Amphibious. The toad can breathe air and water. Standing Leap. The toad’s long jump is up to 20 feet and their high jump is up to 10 feet, with or without a running start. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The toad makes a signature attack with a reach of 10 feet by using their tongue. On a hit, the attack deals an extra PB damage and the toad can pull the target 5 feet toward them. 3rd Level: Fast Food (5 Ferocity). The toad makes a signature attack. On a hit, the attack deals its normal effects, and the toad can jump up to 20 feet in any direction without provoking opportunity attacks. If the target of the attack is Large or smaller, the toad brings the target with them. 5th Level: Swallow (8 Ferocity). The toad attempts to swallow a Medium or smaller creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd6 bludgeoning damage and is swallowed. On a success, the target takes half as much damage and isn’t swallowed. A swallowed target is blinded and restrained, they have total cover against attacks and other effects outside the toad, and they take PBd6 acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. Whenever the toad takes damage, they must succeed on a Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the toad. The DC for this saving throw equals 10 or half the damage the toad takes, whichever is higher. If the toad is incapacitated or dies, a swallowed creature is no longer restrained by the toad and can escape from the corpse using 5 feet of movement, exiting prone. Bonus Actions Psychedelic Skin (1/Long Rest). While the toad’s caregiver is within 5 feet of the toad, the toad can use a bonus action to coat a melee weapon held by the caregiver with poison secreted from the toad’s skin. The poison lasts for 1 hour or until the weapon deals damage as part of an attack. When a creature takes damage from the weapon, they must succeed on a DC 10 + PB Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. Psychedelic Skin?! The giant toad companion’s Psychedelic Skin bonus action is inspired by the cane toad , a real amphibian. When these toads are threatened, they secret bufotoxin on their skin, a venom that causes hallucinations and discourages predators from eating the toad. Turning this fact into a feature for the giant toad was a fun way to set it apart from the rest of the companions.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Toad Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Amphibious. The toad can breathe air and water. Standing Leap. The toad’s long jump is up to 20 feet and their high jump is up to 10 feet, with or without a running start. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The toad makes a signature attack with a reach of 10 feet by using their tongue. On a hit, the attack deals an extra PB damage and the toad can pull the target 5 feet toward them. 3rd Level: Fast Food (5 Ferocity). The toad makes a signature attack. On a hit, the attack deals its normal effects, and the toad can jump up to 20 feet in any direction without provoking opportunity attacks. If the target of the attack is Large or smaller, the toad brings the target with them. 5th Level: Swallow (8 Ferocity). The toad attempts to swallow a Medium or smaller creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd6 bludgeoning damage and is swallowed. On a success, the target takes half as much damage and isn’t swallowed. A swallowed target is blinded and restrained, they have total cover against attacks and other effects outside the toad, and they take PBd6 acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. Whenever the toad takes damage, they must succeed on a Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the toad. The DC for this saving throw equals 10 or half the damage the toad takes, whichever is higher. If the toad is incapacitated or dies, a swallowed creature is no longer restrained by the toad and can escape from the corpse using 5 feet of movement, exiting prone. Bonus Actions Psychedelic Skin (1/Long Rest). While the toad’s caregiver is within 5 feet of the toad, the toad can use a bonus action to coat a melee weapon held by the caregiver with poison secreted from the toad’s skin. The poison lasts for 1 hour or until the weapon deals damage as part of an attack. When a creature takes damage from the weapon, they must succeed on a DC 10 + PB Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. Psychedelic Skin?! The giant toad companion’s Psychedelic Skin bonus action is inspired by the cane toad , a real amphibian. When these toads are threatened, they secret bufotoxin on their skin, a venom that causes hallucinations and discourages predators from eating the toad. Turning this fact into a feature for the giant toad was a fun way to set it apart from the rest of the companions.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Toad Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Amphibious. The toad can breathe air and water. Standing Leap. The toad’s long jump is up to 20 feet and their high jump is up to 10 feet, with or without a running start. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The toad makes a signature attack with a reach of 10 feet by using their tongue. On a hit, the attack deals an extra PB damage and the toad can pull the target 5 feet toward them. 3rd Level: Fast Food (5 Ferocity). The toad makes a signature attack. On a hit, the attack deals its normal effects, and the toad can jump up to 20 feet in any direction without provoking opportunity attacks. If the target of the attack is Large or smaller, the toad brings the target with them. 5th Level: Swallow (8 Ferocity). The toad attempts to swallow a Medium or smaller creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd6 bludgeoning damage and is swallowed. On a success, the target takes half as much damage and isn’t swallowed. A swallowed target is blinded and restrained, they have total cover against attacks and other effects outside the toad, and they take PBd6 acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. Whenever the toad takes damage, they must succeed on a Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the toad. The DC for this saving throw equals 10 or half the damage the toad takes, whichever is higher. If the toad is incapacitated or dies, a swallowed creature is no longer restrained by the toad and can escape from the corpse using 5 feet of movement, exiting prone. Bonus Actions Psychedelic Skin (1/Long Rest). While the toad’s caregiver is within 5 feet of the toad, the toad can use a bonus action to coat a melee weapon held by the caregiver with poison secreted from the toad’s skin. The poison lasts for 1 hour or until the weapon deals damage as part of an attack. When a creature takes damage from the weapon, they must succeed on a DC 10 + PB Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. Psychedelic Skin?! The giant toad companion’s Psychedelic Skin bonus action is inspired by the cane toad , a real amphibian. When these toads are threatened, they secret bufotoxin on their skin, a venom that causes hallucinations and discourages predators from eating the toad. Turning this fact into a feature for the giant toad was a fun way to set it apart from the rest of the companions.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Toad Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Amphibious. The toad can breathe air and water. Standing Leap. The toad’s long jump is up to 20 feet and their high jump is up to 10 feet, with or without a running start. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB bludgeoning damage. 1st Level: Stretch Attack (2 Ferocity). The toad makes a signature attack with a reach of 10 feet by using their tongue. On a hit, the attack deals an extra PB damage and the toad can pull the target 5 feet toward them. 3rd Level: Fast Food (5 Ferocity). The toad makes a signature attack. On a hit, the attack deals its normal effects, and the toad can jump up to 20 feet in any direction without provoking opportunity attacks. If the target of the attack is Large or smaller, the toad brings the target with them. 5th Level: Swallow (8 Ferocity). The toad attempts to swallow a Medium or smaller creature within 5 feet of them, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd6 bludgeoning damage and is swallowed. On a success, the target takes half as much damage and isn’t swallowed. A swallowed target is blinded and restrained, they have total cover against attacks and other effects outside the toad, and they take PBd6 acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. Whenever the toad takes damage, they must succeed on a Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the toad. The DC for this saving throw equals 10 or half the damage the toad takes, whichever is higher. If the toad is incapacitated or dies, a swallowed creature is no longer restrained by the toad and can escape from the corpse using 5 feet of movement, exiting prone. Bonus Actions Psychedelic Skin (1/Long Rest). While the toad’s caregiver is within 5 feet of the toad, the toad can use a bonus action to coat a melee weapon held by the caregiver with poison secreted from the toad’s skin. The poison lasts for 1 hour or until the weapon deals damage as part of an attack. When a creature takes damage from the weapon, they must succeed on a DC 10 + PB Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. Psychedelic Skin?! The giant toad companion’s Psychedelic Skin bonus action is inspired by the cane toad , a real amphibian. When these toads are threatened, they secret bufotoxin on their skin, a venom that causes hallucinations and discourages predators from eating the toad. Turning this fact into a feature for the giant toad was a fun way to set it apart from the rest of the companions.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Toad Mount (PB 2)","description":"Dangerous hunters prowl the swamplands on the backs of giant toads. Unlike their wild brethren, trained toads strike at their prey with long, powerful tongues and reel them in close. The victims are then left with three choices: get cut down by the hunter, eaten by the toad, or pulled dozens of feet into the air and left to fall to their demise. Mounted . During a long rest, the toad can designate one creature that rode it within the last 10 days as its rider. The toad gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The toad uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious . The toad can breathe air and water. Standing Leap . The toad’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Bite . Melee Weapon Attack : +2 + PB to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. If the target is restrained, the bite deals an additional 7 (2d6) poison damage. Tongue Lash . Melee Weapon Attack : +2 + PB to hit, reach 10 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 10 + PB). Until this grapple ends, the target is restrained. If the target is Medium or smaller, the toad can drag or carry the target while grappling it without any movement penalty. Power Hop (2/Day) . The toad leaps 40 feet into the air. The toad can release any creature it grapples at the peak of the jump, causing the creature to immediately plummet before the toad if the creature does not have a means of staying aloft. The toad and its rider land safely anywhere within 40 feet of their initial starting point. Any creatures that occupy the space where the toad lands must succeed on a DC 10 + PB Dexterity saving throw. On a failed save, the creature takes 16 (4d6 + 2) bludgeoning damage, is knocked prone, and becomes restrained underneath the toad. On a successful save, the creature takes half as much damage and is moved into an unoccupied space within 5 feet of the toad. A restrained creature can use its action to make a DC 10 + PB Strength (Athletics) or Dexterity (Acrobatics) check, ending the condition and entering an occupied space within 5 feet of the toad on a success. If the toad moves out of a creature’s space, that creature is no longer restrained.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Giant Toad Mount (PB 3)","description":"Dangerous hunters prowl the swamplands on the backs of giant toads. Unlike their wild brethren, trained toads strike at their prey with long, powerful tongues and reel them in close. The victims are then left with three choices: get cut down by the hunter, eaten by the toad, or pulled dozens of feet into the air and left to fall to their demise. Mounted . During a long rest, the toad can designate one creature that rode it within the last 10 days as its rider. The toad gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The toad uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious . The toad can breathe air and water. Standing Leap . The toad’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Bite . Melee Weapon Attack : +2 + PB to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. If the target is restrained, the bite deals an additional 7 (2d6) poison damage. Tongue Lash . Melee Weapon Attack : +2 + PB to hit, reach 10 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 10 + PB). Until this grapple ends, the target is restrained. If the target is Medium or smaller, the toad can drag or carry the target while grappling it without any movement penalty. Power Hop (2/Day) . The toad leaps 40 feet into the air. The toad can release any creature it grapples at the peak of the jump, causing the creature to immediately plummet before the toad if the creature does not have a means of staying aloft. The toad and its rider land safely anywhere within 40 feet of their initial starting point. Any creatures that occupy the space where the toad lands must succeed on a DC 10 + PB Dexterity saving throw. On a failed save, the creature takes 16 (4d6 + 2) bludgeoning damage, is knocked prone, and becomes restrained underneath the toad. On a successful save, the creature takes half as much damage and is moved into an unoccupied space within 5 feet of the toad. A restrained creature can use its action to make a DC 10 + PB Strength (Athletics) or Dexterity (Acrobatics) check, ending the condition and entering an occupied space within 5 feet of the toad on a success. If the toad moves out of a creature’s space, that creature is no longer restrained.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Giant Toad Mount (PB 4)","description":"Dangerous hunters prowl the swamplands on the backs of giant toads. Unlike their wild brethren, trained toads strike at their prey with long, powerful tongues and reel them in close. The victims are then left with three choices: get cut down by the hunter, eaten by the toad, or pulled dozens of feet into the air and left to fall to their demise. Mounted . During a long rest, the toad can designate one creature that rode it within the last 10 days as its rider. The toad gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The toad uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious . The toad can breathe air and water. Standing Leap . The toad’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Bite . Melee Weapon Attack : +2 + PB to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. If the target is restrained, the bite deals an additional 7 (2d6) poison damage. Tongue Lash . Melee Weapon Attack : +2 + PB to hit, reach 10 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 10 + PB). Until this grapple ends, the target is restrained. If the target is Medium or smaller, the toad can drag or carry the target while grappling it without any movement penalty. Power Hop (2/Day) . The toad leaps 40 feet into the air. The toad can release any creature it grapples at the peak of the jump, causing the creature to immediately plummet before the toad if the creature does not have a means of staying aloft. The toad and its rider land safely anywhere within 40 feet of their initial starting point. Any creatures that occupy the space where the toad lands must succeed on a DC 10 + PB Dexterity saving throw. On a failed save, the creature takes 16 (4d6 + 2) bludgeoning damage, is knocked prone, and becomes restrained underneath the toad. On a successful save, the creature takes half as much damage and is moved into an unoccupied space within 5 feet of the toad. A restrained creature can use its action to make a DC 10 + PB Strength (Athletics) or Dexterity (Acrobatics) check, ending the condition and entering an occupied space within 5 feet of the toad on a success. If the toad moves out of a creature’s space, that creature is no longer restrained.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Giant Toad Mount (PB 5)","description":"Dangerous hunters prowl the swamplands on the backs of giant toads. Unlike their wild brethren, trained toads strike at their prey with long, powerful tongues and reel them in close. The victims are then left with three choices: get cut down by the hunter, eaten by the toad, or pulled dozens of feet into the air and left to fall to their demise. Mounted . During a long rest, the toad can designate one creature that rode it within the last 10 days as its rider. The toad gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The toad uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious . The toad can breathe air and water. Standing Leap . The toad’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Bite . Melee Weapon Attack : +2 + PB to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. If the target is restrained, the bite deals an additional 7 (2d6) poison damage. Tongue Lash . Melee Weapon Attack : +2 + PB to hit, reach 10 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 10 + PB). Until this grapple ends, the target is restrained. If the target is Medium or smaller, the toad can drag or carry the target while grappling it without any movement penalty. Power Hop (2/Day) . The toad leaps 40 feet into the air. The toad can release any creature it grapples at the peak of the jump, causing the creature to immediately plummet before the toad if the creature does not have a means of staying aloft. The toad and its rider land safely anywhere within 40 feet of their initial starting point. Any creatures that occupy the space where the toad lands must succeed on a DC 10 + PB Dexterity saving throw. On a failed save, the creature takes 16 (4d6 + 2) bludgeoning damage, is knocked prone, and becomes restrained underneath the toad. On a successful save, the creature takes half as much damage and is moved into an unoccupied space within 5 feet of the toad. A restrained creature can use its action to make a DC 10 + PB Strength (Athletics) or Dexterity (Acrobatics) check, ending the condition and entering an occupied space within 5 feet of the toad on a success. If the toad moves out of a creature’s space, that creature is no longer restrained.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Giant Toad Mount (PB 6)","description":"Dangerous hunters prowl the swamplands on the backs of giant toads. Unlike their wild brethren, trained toads strike at their prey with long, powerful tongues and reel them in close. The victims are then left with three choices: get cut down by the hunter, eaten by the toad, or pulled dozens of feet into the air and left to fall to their demise. Mounted . During a long rest, the toad can designate one creature that rode it within the last 10 days as its rider. The toad gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The toad uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Amphibious . The toad can breathe air and water. Standing Leap . The toad’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Bite . Melee Weapon Attack : +2 + PB to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage. If the target is restrained, the bite deals an additional 7 (2d6) poison damage. Tongue Lash . Melee Weapon Attack : +2 + PB to hit, reach 10 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 10 + PB). Until this grapple ends, the target is restrained. If the target is Medium or smaller, the toad can drag or carry the target while grappling it without any movement penalty. Power Hop (2/Day) . The toad leaps 40 feet into the air. The toad can release any creature it grapples at the peak of the jump, causing the creature to immediately plummet before the toad if the creature does not have a means of staying aloft. The toad and its rider land safely anywhere within 40 feet of their initial starting point. Any creatures that occupy the space where the toad lands must succeed on a DC 10 + PB Dexterity saving throw. On a failed save, the creature takes 16 (4d6 + 2) bludgeoning damage, is knocked prone, and becomes restrained underneath the toad. On a successful save, the creature takes half as much damage and is moved into an unoccupied space within 5 feet of the toad. A restrained creature can use its action to make a DC 10 + PB Strength (Athletics) or Dexterity (Acrobatics) check, ending the condition and entering an occupied space within 5 feet of the toad on a success. If the toad moves out of a creature’s space, that creature is no longer restrained.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Giant Trapdoor Spider","description":"Spider Giant spiders are feared by many, and those that dwell in the Stolen Lands are certainly adept at giving adventurers new things to fear beyond being merely poisoned or caught in a sticky web. Giant Trapdoor Spider Bulkier than the typical giant spider, the giant trapdoor spider builds a pit in the ground and conceals its entrance with a cleverly camouflaged lid. It then lies in wait just below this trapdoor, ready to spring out and seize anything that comes too close. Traits Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Trapdoor Lunge. If the spider surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. The spider can then move up to its speed. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Giant Vampire Bat","description":"A great bat the size of a horse with black and brown fur. As it shrieks, its blood-caked muzzle reveals long, yellowed fangs. Some bats subsist on a diet of fresh blood. Unlike their smaller relatives, giant vampire bats are blessed by Camazotz and have no need to stalk sleeping prey. They are large enough to seize the blood they crave. Bats exist in hundreds of species, from the harmless messenger bats of the ghoul empire to the ravening blood-devouring vampire bats found in various castles and deep jungles. The giant albino bat and the giant vampire bat are two monsters that vex adventurers more often than most, and they are often allies of darakhul, werebats, followers of Camazotz, Demon Lord of Bats (Tome of Beasts), dhampirs, and vampires.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Giant Velvet Worm","description":"Traits Keen Smell. The velvet worm has advantage on Wisdom (Perception) checks that rely on smell. Spider Climb. The velvet worm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 10 (3d6) acid damage. Web Spray (Recharge 5–6). The velvet worm spits webbing in a line that is 30 feet long and 10 feet wide. Each creature in that line must succeed on a DC 13 Dexterity saving throw or be restrained by webbing. As an action, the restrained creature can make a DC 13 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage and immunity to bludgeoning, poison, and psychic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Vinegaroon","description":"At first glance, the giant vinegaroon resembles a giant scorpion. It has two large pincers, eight legs, and a spindly tail. Unlike the giant scorpion, the giant vinegaroon's tail doesn't end with a stinger. The giant vinegaroon has eight legs but only uses six of its legs for crawling. Its front pair of legs serve as antennae-like sensory organs, enabling them to detect vibrations of possible danger or prey up to 10 feet away. Acidic Glands. The giant vinegaroon doesn't have any venom glands like a giant scorpion. Instead, it has glands near the rear of its abdomen where its tail is connected. These glands can project a caustic spray of acid that is enough to discourage larger predators, if not downright melt them. It is this vinegar-like-smelling acid that gives the creature its name and its pungent stench. Nocturnal Predators. The giant vinegaroon usually hunts at night and will eat almost anything smaller than itself but preys mostly on other giant insects, as well as giant frogs, snakes, slugs, and worms. When it has detected its prey, it tries to capture it with its pincer claws. Only when the victim is secured does the giant vinegaroon use its mandibles to puncture and tear the flesh of its target. To help digest its food, the giant vinegaroon secretes poison from its mouth that dissolves flesh into soup. While it will not hesitate to make a meal out of an adventurer, a giant vinegaroon tends to retreat once it has taken a large amount of damage from a single attack. When this happens, it often blasts its attacker with its acid spray before scampering away. Traits Stench. Any creature other than a vinegaroon that starts its turn within 5 feet of the vinegaroon must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of all vinegaroons for 1 hour. Actions Multiattack. The vinegaroon makes two Claw attacks. If the vinegaroon is grappling a creature, the vinegaroon can also make a Bite attack. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The vinegaroon has two Claw attacks, each of which can grapple only one target. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one grappled target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) poison damage. Acid Spray (Recharge 5-6). The vinegaroon sprays acid from its abdomen in a 15-­foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Reactions Defensive Spray. In response to being damaged by a visible creature within 15 feet of it and Acid Spray is available, the vinegaroon uses its Acid Spray. The triggering creature must be in the Acid Spray's area.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Giant Violet Fungus","description":"Unlike their smaller versions, these larger species of violet fungus can always attack with four of its tendrils. Traits False Appearance. If the violet fungus is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the violet fungus move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the violet fungus is animate. Actions Multiattack. The fungus makes four Rotting Touch attacks. Rotting Touch. Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: 9 (2d8) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 8). Until this grapple ends, the violet fungus can automatically hit the target with its Rotting Touch attacks, and the violet fungus can't use one of its Rotting Touch attacks against other targets.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Vulture","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering. Traits Keen Sight and Smell : The vulture has advantage on Wisdom ( Perception ) checks that rely on sight or smell. Pack Tactics : The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Multiattack : The vulture makes two attacks: one with its beak and one with its talons. Beak : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Talons : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","properties":{"Category":"Monsters","AC":10,"HP":"22 (3d10+6)","CHA":7,"CON":15,"DEX":10,"INT":6,"STR":15,"WIS":12,"Size":"Large","Type":"beast","Speed":"10 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116562/NbsuSA-wDhQfJs7LxL_Yjg/original.png","Roll 0":"Beak\n1d20 + 4\n2d4+2","Roll 1":"Talons\n1d20 + 4\n2d6+2","Skills":"Perception +3","Source":"5th Edition SRD","data-XP":200,"Alignment":"Neutral Evil","Languages":"Understands Common But Can't Speak","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Keen Sight and Smell\",\"Desc\":\"The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.\"},{\"Name\":\"Pack Tactics\",\"Desc\":\"The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The vulture makes two attacks: one with its beak and one with its talons.\"},{\"Name\":\"Beak\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Talons\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 2\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"+2","data-DEX-mod":"+0","data-INT-mod":"-2","data-STR-mod":"+2","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":1,"Passive Perception":13,"data-CrNum":1,"data-AcNum":10,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Vulture","description":"A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering. Traits Keen Sight and Smell : The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. Pack Tactics : The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Multiattack : The vulture makes two attacks: one with its beak and one with its talons. Beak : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Talons : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"neutral evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Vulture","description":"Vultures are common in the Stolen Lands, but a rare few grow to astounding size. These giant vultures are the size of a horse, and won’t balk at attacking or eating prey that isn’t quite dead yet. Trait Keen Smell. The giant vulture has advantage on Wisdom (Perception) checks that rely on smell. Projectile Vomit (Recharge short rest). The giant vulture vomits up the awful contents of its stomach on a creature within 10 feet. The creature must make a DC 15 Dexterity saving throw, taking 14 (4d6) acid damage and is poisoned for 1 minute on a failed save, or half as much damage and is not poisoned on a successful save. The poisoned creature can make a DC 15 Constitution save at the end of each of its turns, ending the effect on a success. Actions Beak. Melee Weapon Attack: +5 to hit, one target. Hit: 16 (3d8+3) piercing damage. If the target is a living creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw or gain disadvantage on all Strength-based checks for the next 24 hours. The disease is cured on a success. Talon. Melee Weapon Attack: +5 to hit., one target. Hit: 13 (3d6+3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Giant Walking Stick","description":"The fallen tree suddenly springs from the forest floor on six long, spindly legs. The creature rears up on its four hind legs and threateningly swing its front legs, which end in sharp spines. Giant walking sticks are forest-dwelling herbivores with remarkable camouflage. Forest Grazers. Giant walking sticks are peaceful denizens of the forest, where they live out their entire lives. To ensure they are left alone, they've evolved to resemble a part of the forest—a small tree, a large branch, or a fallen log. Some varieties take this even further, sprouting branch-like growths studded with what appear to be leaves or flowers (these greatly annoy bees). Because giant walking sticks remain motionless for long periods, they eventually gather a layer of other organisms, like lichens, fungus, epiphytes, and parasitic vines, further adding to the camouflage. Some giant walking sticks even sway from side to side in time to the breeze to better blend into their environment. Capable Herbivores. Though the giant walking stick is a peaceful herbivore, it can defend itself should offenders prove too persistent. This passivity has led many to claim the walking sticks are favored mounts of druids and peaceful forest fey, but none have ever seen proof of these claims. False Appearance. While the giant walking stick remains motionless, it is indistinguishable from normal forest vegetation, such as a small tree or a large branch. Forest Camouflage. The giant walking stick has advantage on Dexterity (Stealth) checks made to hide in forested terrain. Trampling Charge. If the giant walking stick moves at least 20 feet straight toward a creature and then hits it with a Ram attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the walking stick can make one Spine attack against it as a bonus action. Actions Multiattack. The giant walking stick makes two Spine attacks or one Ram attack and one Spine attack. Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. Spine. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. Deadfall (Recharge 5-6). If the giant walking stick is at least 15 feet off the ground, it can fall to the ground, landing on its feet in a space it can see within 20 feet of it that contains one or more other creatures. Each of those creatures must make a DC 13 Dexterity saving throw. On a failure, a creature takes 21 (6d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage, isn't knocked prone, and is pushed 5 feet out of the walking stick's space into an unoccupied space of the creature's choice. In addition, each creature within 10 feet of the walking stick when it lands must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone. Bonus Actions Startling Display. Each creature within 5 feet of the walking stick must succeed on a DC 13 Intelligence saving throw or be incapacitated until the end of its next turn. The walking stick then flies up to its flying speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Giant Walrus","description":"Walruses are bulky marine mammals that favor arctic climates and communicate by grunting and roaring. A typical adult specimen weighs at least 2,000 pounds. Humans hunt them for their meat, fat, skin, bones, and tusks. Giant Walrus. Giant walruses are enormous, ill-tempered creatures as big as elephants. A typical adult specimen weighs at least 12,000 pounds. Traits Hold Breath. The walrus can hold its breath for 30 minutes. Actions Multiattack. The walrus makes two attacks: one with its body flop and one with its tusks. Body Flop. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one target . Hit: 16 (3d6+6) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":6331,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Giant Walrus","description":"Walruses are bulky marine mammals that favor arctic climates and communicate by grunting and roaring. A typical adult specimen weighs at least 2,000 pounds. Humans hunt them for their meat, fat, skin, bones, and tusks. Giant Walrus. Giant walruses are enormous, ill-tempered creatures as big as elephants. A typical adult specimen weighs at least 12,000 pounds. Traits Hold Breath. The walrus can hold its breath for 30 minutes. Actions Multiattack. The walrus makes two attacks: one with its body flop and one with its tusks. Body Flop. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":27909,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Giant Wasp","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Sting : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","properties":{"Category":"Monsters","AC":12,"HP":"13 (3d8)","CHA":3,"CON":10,"DEX":14,"INT":1,"STR":10,"WIS":10,"Size":"Medium","Type":"beast","Speed":"10 ft., fly 50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063798/GbgfbSrRH8QOznO80zDYGQ/original.png","Roll 0":"Sting\n1d20 + 4\n1d6+2","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Sting\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\",\"Damage 2\":\"3d6\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.\"}]","data-CHA-mod":"-4","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-5","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/2","Passive Perception":10,"data-CrNum":0.5,"data-AcNum":12,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Wasp","description":"Actions Sting : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Wasp","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Giant Water Scorpion","description":"A common threat in canals, lagoons, bayous, and countless other bodies of water, the giant water scorpion is responsible for the deaths of many adventurers exploring waterways. Like most aquatic monsters, giant water scorpions are seldom at the top of the food chain in their native environment, and black dragons in particular enjoy snacking on them. Swamp and water-dwelling humanoids like lizardfolk have been known to use the giant water scorpion's carapace to create shields or coverings for their tents. The creature's long tail acts as a breathing tube for it, which is often harvested and used by intrepid explorers and inventors in the creation of diving bells and other apparatuses for traversing the stygian depths.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant Weasel","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Hearing and Smell : The weasel has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. Actions Bite : Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","AC":13,"HP":"9 (2d8)","CHA":5,"CON":10,"DEX":16,"INT":4,"STR":11,"WIS":12,"Size":"Medium","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063814/39737b85dGTVMdmtSruz_Q/original.png","Roll 0":"Bite\n1d20 + 5\n1d4+3","Senses":"Darkvision 60 Ft.","Skills":"Perception +3, Stealth +5","Source":"5th Edition SRD","data-XP":25,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Hearing and Smell\",\"Desc\":\"The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 3\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+0","data-DEX-mod":"+3","data-INT-mod":"-3","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":"1/8","Passive Perception":13,"data-CrNum":0.125,"data-AcNum":13,"data-HpNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Weasel","description":"Traits Keen Hearing and Smell : The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Weasel","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Giant Weasel","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage.","properties":{"Category":"Monsters","AC":13,"HP":"9 (2d8)","PB":2,"CHA":5,"CON":10,"DEX":17,"INT":4,"STR":11,"WIS":12,"Size":"Medium","Type":"Beast","Speed":"40 ft., Climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407397/IjOoLnwMWR3VapTs2JANEg/original.png","Senses":"Darkvision 60 ft.","Skills":"Acrobatics +5, Perception +3, Stealth +5","data-XP":25,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 3\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-3","data-CON-mod":0,"data-DEX-mod":3,"data-INT-mod":"-3","data-STR-mod":0,"data-SizeNum":2,"data-WIS-mod":1,"Saving Throws":"Str +0, Dex +3, Con +0, Int -3, Wis +1, Cha -3","Challenge Rating":"1/8","Passive Perception":13,"data-CrNum":0.125,"data-AcNum":13,"data-HpNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Giant Weasel Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Treasure Sense. The weasel can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 10 feet of them. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The weasel makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the weasel’s next turn. 3rd Level: Clamp Down (5 Ferocity). The weasel makes a signature attack. On a hit, the attack deals its normal effects, and the target is grappled (escape DC 10 plus PB). While grappled, the target is restrained and the weasel can’t bite another target. 5th Level: Bite Rampage (8 Ferocity). The weasel makes signature attacks against PB creatures of their choice within 5 feet of the weasel. On a hit, the target of the attack is knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Weasel Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Treasure Sense. The weasel can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 10 feet of them. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The weasel makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the weasel’s next turn. 3rd Level: Clamp Down (5 Ferocity). The weasel makes a signature attack. On a hit, the attack deals its normal effects, and the target is grappled (escape DC 10 plus PB). While grappled, the target is restrained and the weasel can’t bite another target. 5th Level: Bite Rampage (8 Ferocity). The weasel makes signature attacks against PB creatures of their choice within 5 feet of the weasel. On a hit, the target of the attack is knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Weasel Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Treasure Sense. The weasel can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 10 feet of them. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The weasel makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the weasel’s next turn. 3rd Level: Clamp Down (5 Ferocity). The weasel makes a signature attack. On a hit, the attack deals its normal effects, and the target is grappled (escape DC 10 plus PB). While grappled, the target is restrained and the weasel can’t bite another target. 5th Level: Bite Rampage (8 Ferocity). The weasel makes signature attacks against PB creatures of their choice within 5 feet of the weasel. On a hit, the target of the attack is knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Weasel Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Treasure Sense. The weasel can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 10 feet of them. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The weasel makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the weasel’s next turn. 3rd Level: Clamp Down (5 Ferocity). The weasel makes a signature attack. On a hit, the attack deals its normal effects, and the target is grappled (escape DC 10 plus PB). While grappled, the target is restrained and the weasel can’t bite another target. 5th Level: Bite Rampage (8 Ferocity). The weasel makes signature attacks against PB creatures of their choice within 5 feet of the weasel. On a hit, the target of the attack is knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Weasel Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Treasure Sense. The weasel can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 10 feet of them. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The weasel makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the weasel’s next turn. 3rd Level: Clamp Down (5 Ferocity). The weasel makes a signature attack. On a hit, the attack deals its normal effects, and the target is grappled (escape DC 10 plus PB). While grappled, the target is restrained and the weasel can’t bite another target. 5th Level: Bite Rampage (8 Ferocity). The weasel makes signature attacks against PB creatures of their choice within 5 feet of the weasel. On a hit, the target of the attack is knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Giant Whiptail Centipede","description":"Giant centipedes are flesh-eating myriapods that skitter with great speed through tunnels, forests, and similar densely packed terrain. Many are compact predators, but the giant whiptail centipede is anything but small. This creature can exceed lengths of 18 feet, but its slender and compact shape allows it to crawl through very narrow areas or coil into smaller spaces. The giant whiptail centipede is named for the twin whip-like extensions protruding from its already lengthy tail. Actions Multiattack. The giant whiptail centipede makes two attacks, one with its bite and one with its tail slap. Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (3d6+5) piercing damage and the target must succeed on a DC 14 Constitution saving throw or become poisoned for one hour. Tail Slap. Melee Weapon Attack: +7 to hit, reach 15 ft. one target. Hit: 12 (2d6+5) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Giant Wolf Spider","description":"Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris. Traits Spider Climb : The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense : While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker : The spider ignores movement restrictions caused by webbing. Actions Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Giant Wolf Spider","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Smaller than a giant spider , a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris. Traits Spider Climb : The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense : While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker : The spider ignores movement restrictions caused by webbing. Actions Bite : Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","properties":{"Category":"Monsters","AC":13,"HP":"11 (2d8+2)","CHA":4,"CON":13,"DEX":16,"INT":3,"STR":12,"WIS":12,"Size":"Medium","Type":"beast","Speed":"40 ft., climb 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063830/laP07Umy8VOW46CFzCTnlA/original.png","Roll 0":"Bite\n1d20 + 3\n1d6+1","Senses":"Blindsight 10 Ft., Darkvision 60 Ft.","Skills":"Perception +3, Stealth +7","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Spider Climb\",\"Desc\":\"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"},{\"Name\":\"Web Sense\",\"Desc\":\"While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.\"},{\"Name\":\"Web Walker\",\"Desc\":\"The spider ignores movement restrictions caused by webbing.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d6\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.\"}]","data-CHA-mod":"-3","data-CON-mod":"+1","data-DEX-mod":"+3","data-INT-mod":"-4","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":"1/4","Passive Perception":13,"data-CrNum":0.25,"data-AcNum":13,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Giant Wolverine","description":"Traits Keen Smell. The wolverine has advantage on Wisdom (Perception) checks that rely on smell. Relentless (Recharges after a Short or Long Rest). If the wolverine takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Multiattack. The wolverine makes one Bite attack and two Claw attacks. If both Claw attacks hit a Large or smaller creature, the target takes an extra 4 (1d8) slashing damage and must succeed on a DC 14 Strength saving throw or be knocked prone. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the wolverine can't use its Bite attack on another target. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Giant Wolverine","description":"Giant wolverines grow to the approximate size of horses and claim even more expansive territories than their more diminutive wolverine cousins. While a smaller wolverine will defend its prey from armed humanoids, a giant wolverine is unafraid to stalk and kill such creatures. Traits Keen Smell. The wolverine has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the wolverine moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed at a DC 14 Strength saving throw or be knocked prone. If the target is prone, the wolverine can make one bite attack against it as a bonus action. Wolverine Rage. The wolverine can enter a rage as a bonus action. While raging, the wolverine has advantage on Strength checks and Strength saving throws, it deals an additional 2 damage with each attack, and it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. The rage lasts for 1 minute. It ends early if the wolverine drops to 0 hit points or if its turn ends and it hasn’t either attacked a hostile creature or taken damage since its last turn. Actions Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Giant Zombie","description":"The most numerous of the corporeal undead, zombies are slow, mindless corpses who are tough to kill. They require very little magic to create, so even budding necromancers usually have a few zombie bodyguards, and zombies often fill the ranks of undead armies. Powerful necromancers wield enough magic to control much bigger corpses, reanimating giants into enormous war engines. Traits Negative Nerves. Whenever a creature deals 7 damage or less to the zombie, the zombie takes no damage instead. Actions Multiattack. The zombie makes two Fist attacks. Fist. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, they are grappled (escape DC 14). The zombie has two fists, each of which can grapple one target. Toxic Exhalation (Recharge 5 – 6 ). The zombie spews toxic vomit in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Reactions Shove Away. When a Huge or smaller creature within 10 feet of the zombie hits them with a melee attack, the zombie pushes the creature up to 10 feet away.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Giant Zombie","description":"Traits Negative Nerves. Whenever a creature deals 7 damage or less to the zombie, the zombie takes no damage instead. Actions Multiattack. The zombie makes two Fist attacks. Fist. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, they are grappled (escape DC 14). The zombie has two fists, each of which can grapple one target. Toxic Exhalation (Recharge 5 – 6 ). The zombie spews toxic vomit in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Reactions Shove Away. When a Huge or smaller creature within 10 feet of the zombie hits them with a melee attack, the zombie pushes the creature up to 10 feet away.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":28288,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Giant, Abbanith","description":"This giant has a bulky, muscular body and small eyes in its broad, flat face. The giant’s thumbs end in large, black claws. Ancient Giants of the Deep. Abbanith giants are among the oldest races of giants known to exist and are said to have been around since the world was first formed. Many scholars turn to the giants’ deep connection with the earth as evidence of this fact, and the giants themselves make no efforts to deny it. Indeed, the oral tradition of the abbanith giants dates back millennia, to a time when gods walked the land, elves were first learning the secrets of magic, and humans were still living in caves. Most abbanith giants wear simple tunics or shorts woven of a strange subterranean fungus, though leaders occasionally wear armor. Consummate Diggers. Abbanith giants dwell almost exclusively underground and are adept at using their incredibly hard thumb claws to dig massive tunnels through the earth. Druids and wizards studying the giants’ unique biology have deduced that mineral-based materials actually soften when struck by their claws. This feature has also made them the target of derro and duergar slavers wishing to use their skills to mine precious gems or build their fortifications, something the giants violently oppose despite their normally peaceable nature. Allies of the Earth. For as long as either race can remember, abbanith giants have been allies of the pech , the two races sharing a passion for all things earth and stone. Families of abbanith giants frequently live with pech colonies, the abbanith giants harvesting the stone the pech work and the two races sharing in the defense of the community. Abbanith giants defer to their smaller pech friends in most matters of importance, and many outsiders view the fondness and attentiveness that the much larger giants have for their stony friends with bemusement.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"neutral","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant, Blood","description":"A towering frame of bone wrapped in vessels of frozen blood, like a tree covered in crimson vines, blocks the way. Blood giants are formidable sentries, tireless in their oath to guard eldritch places and keep trespassers out. Sworn Guardians. Blood giants belong to a primordial tribe of giants that swore an oath to a god long forgotten by men. They stand as guardians to secret holy places of great power and as wardens to keep ancient enemies of their god from ever seeing the light of day. Blood Magic. Centuries ago, the blood of these creatures was mixed with the blood of the god to whom they swore their oath. That oath, keeps their bodies in a state between death and life, causing magical blood to endlessly flow through their bodies long after their mortal flesh has fallen away. They have great control over this blood, hardening it to an ice-like state and liquefying it at will. The blood giant's weapons are all made by this process. Eternal Guardian Nature. A blood giant doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Giant, Cacus","description":"Noxious smoke pours from the nostrils and mouth of this grinning giant. A Divine Beginning. The original cacus giants spawned from a lesser deity of fire. The fire-bred giants acted as servants and helpers for their divine sire. After an interval of service, the cacus giants were released from their duties, free to make their own way in the mortal world. While a few cacus giants found a place in the world, most bullied, abused, or robbed the mortals they encountered. Their lack of social graces and violent tempers put them into conflict with mortals, leading to heroes frequently hunting down and killing the cacus giants. As the years passed and the best of the giants fell, the cacus giants devolved into murderous beasts, surviving only by raiding and plundering civilized areas. Raiders and Pillagers. The current cacus giants lair within walking distance of civilized areas, surviving by stealing and consuming livestock or humans. Although they are not very intelligent, cacus giants possess enough cunning to trick those who try to track them back to their lairs, laying down false trails and preparing traps to dissuade and injure pursuers. Leaders and Followers. Enterprising and charismatic bandit princes may bribe, cajole, and flatter cacus giants into being the \"leader\" of the group, all the while controlling the foolish giants. Cacus giants might also be taken into the care of fire giants, who treat the cacus giants as shock troops in their war bands. Occasionally a gifted and lucky cacus giant might actually become the leader of a group of raiders that plague an area. After stealing everything that is within easy reach, the group moves to another area, searching for similarly easy pickings.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Giant, Cave","description":"This towering hulk stinks of rot and smoke. Its already pale skin is smeared with white ash and daubed with crude designs in old blood. The foul, untanned hide of a cave bear serves as its loincloth. Hunched and long-armed, the giant carries two stone-headed axes, and two massive tusks jut up from its protruding jaw. Cave giants are primitive brutes who keep a tribal society built around grisly shamanistic beliefs. They are exclusively carnivores and prefer the flesh of humanoids and other giants above all others. While they can subsist on animal flesh, they consider it disgusting and bad luck, to be undertaken only if absolutely necessary for survival. Dwellers in the Deep. Cave giants shun sunlight and fear its touch. The sun's glare slowly turns cave giants to stone. They lurk in tunnels and caves beneath the earth and deep in the hearts of mountains. The brutes make forays into the lands of surface-dwellers that extend beneath the surface, such as dwarven strongholds, in search of meat and sacrifices. Brutish and Primal. Cave giants are deeply superstitious and see their shamans as messengers and tools of the spirits. Thus, a charismatic shaman will dominate any given group of cave giants. The giants believe that eating another creature allows them to consume its spirit as well as its flesh and seek to devour as many sentient creatures as possible, especially spellcasters whose power they believe they can steal.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":10},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Giant, Cave Shaman","description":"This massive, bipedal creature has a slight hunch, making its long arms appear even longer. It wields a massive club etched with sigils. A pair of yellow tusks, adorned with rings of all materials, protrudes from its lower jaw. Cave giant shamans are gifted spellcasters who believe they are suited to consume spellcasting humanoids and absorb the humanoids’ power. While the truth to this claim is dubious, there is no doubting their arcane prowess. They gravitate toward magic that allows them to change the composition of all materials, including air, flesh, and stone. Practical Leader. Cave giant shamans are less superstitious than lesser cave giants and have learned to employ superstitions as a weapon to maintain power or convince the giants to do something they may not otherwise wish to do. Despite their more practical approaches to the world around them, cave giant shamans still jealously hoard the flesh of known spellcasters to sustain or enhance their power.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant, Desert","description":"The towering woman rises up from the desert sand. Her pale brown robe almost perfectly matches the gritty terrain, and her roughly textured skin is a rich walnut brown. Desert giants live in arid wastelands that were once a thriving giant empire. Their rich brown skin is rough-textured, and they dress in light robes matching the color of the sand, accented (when they aren’t trying to blend in) with brightly colored head cloths and sashes. Beneath their robes, the desert giants paint or tattoo their skin with intricate designs in a riot of colors that outsiders rarely see. Wandering Legacy. Desert giants subsist in the scorching wastes by moving from oasis to oasis. They follow herds of desert animals that they cultivate for milk, meat, and hides, and they shun most contact with settled people. They can survive the blazing heat of the high summer, because desert giants know secret ways with relatively plentiful water and the location of cool, shaded caverns. While in ages past the desert giants lived in stationary settlements and cities, the fall of their ancient empire drove them into the dunes. The truth behind their nomadic lifestyle is a sore spot; should any outsider learn the truth, the desert giants stop at nothing to permanently silence the inquisitive soul. Keepers of the Past. Over time, wandering desert giants amass vast knowledge of ruins and relics scattered across and beneath their homeland. On rare occasions that the tribes require something of outsiders, this information is their most valuable commodity. Relics of the past, or simply the location of unplundered ruins, can purchase great advantage for the tribe. The designs the giants painstakingly inscribe on their bodies tell a tale that, if woven together correctly, reveals an entire tribe’s collected discoveries. For this reason, the desert giants hold the bodies of their dead in sacred esteem. They go to extraordinary lengths to recover their dead, so they can divide the knowledge held on the deceased’s skin among other tribe members. In the cases of desert giant elders, this hidden writing may be equivalent to spell scrolls. Traits Sand Camouflage: The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Wasteland Stride: The giant ignores difficult terrain caused by sand, gravel, or rocks. Actions Multiattack: The giant makes two falchion attacks. Falchion: Melee Weapon Attack : +12 to hit, reach 10 ft., One target. Hit : 23 (6d4 + 8) Slashing damage. Rock: Ranged Weapon Attack : +12 to hit, range 60/240 ft., One target. Hit : 30 (4d10 + 8) Bludgeoniong damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Source":"Tome of Beasts","Alignment":"Neutral ","Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Giant, Firestorm","description":"The huge giant with a wedge-shaped head snarls and extends a hand. A geyser of molten lava bursts out from the ground as the gesture ends. Firestorm giants originated with the rare offspring of a frost giant and a fire giant. Now their own people, firestorm giants maintain their distance from both sides of their heritage, living and celebrating their own unique culture. Quake Walkers. Firestorm giants dwell in cold and arctic climates, and they instinctively follow fault lines and glacial valleys as their clans migrate. Occasionally, a clan settles near a volcano or large hot spring. Natural Protectors. The fire and ice swirling through firestorm giants' veins war constantly within them, and they find solace in the rhythmic chaos of the natural world, particularly geologically active areas. Because of this, they viciously protect nature from destruction and despoilment. They harbor a deep hatred of magical winters, poisonous mine waters, dam construction, and other disruptions to nature. Unexpected Hospitality. Firestorm giants understand the dangers of their arctic and volcanic homes and are often sympathetic to outsiders braving such dangers. Their sympathy and hospitality last only so long as the outsiders don't cause magical or unnatural disruptions to the giants' homes. Actions Multiattack . The firestorm giant makes two Obsidian Axe or Firestorm Bolt attacks. Obsidian Axe . Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage plus 3 (1d6) cold damage and 3 (1d6) fire damage. Firestorm Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 13 (3d6 + 3) fire damage plus 10 (3d6) cold damage. Lava Geyser (Recharge 5-6) . The firestorm giant gestures at a point on the ground it can see within 60 feet of it. A fountain of molten rock erupts from that point in a 10-foot-radius, 40-foot-high cylinder. The area is difficult terrain for 1 minute. Each creature in the cylinder must make a DC 16 Dexterity saving throw. On a failure, a creature takes 24 (7d6) fire damage and is coated in hardened lava. On a success, a creature takes half the damage and isn't coated in hardened lava. A creature coated in hardened lava has its speed halved while it remains coated. A creature, including the coated creature, can take its action to break and remove the hardened lava, ending the effect.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Neutral","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Giant, Flab","description":"This obese, bell-shaped giant is blemished by ulcers, enlarged veins, and fungal rashes. Though it stumbles about on a pair of short, calloused legs, it moves its weight with dangerous potential, catching many foes off-guard. Great Girth. Whether as a result of a centuries-past curse or a gradual adaptation to an easy-going existence, the flab giant (one of the shortest breeds of giant) is gigantic in width rather than height and almost comical in its simple life. Too obese to effectively grasp weapons in its chubby fingers, a flab giant uses its great mass to deadly effect, overrunning or grabbing opponents and then sitting on them to crush them to death, swatting away missiles, and simply putting up with the damage of melee attacks until its victims stop struggling and it gets up to see if they’re dead yet. Efficient Foragers. Flab giants are the least active of giant types, spending most of their waking hours resting, napping, and sleeping, and only devote a short period each day to listlessly shuffling about, scrounging for food. Because a flab giant can eat practically anything, it doesn’t have to roam far to find enough food to sustain its bulk, so it is rarely found far from its crude lair. Knotted Skins. Flab giants wear only scraps of clothing made of loosely knotted skins, leaving most of their stretch-marked and discolored skin exposed. Favored pelts include bear and human. A flab giant stands eight to ten feet tall and weighs 1,000 to 1,500 pounds. Traits Massive: A flab giant can’t dash. Attacks that push, trip, or grapple are made with disadvantage against a flab giant. Actions Multiattack: The giant makes two slam attacks. If both hit, the target is grappled (escape DC 15), and the flab giant uses its squatting pin against the target as a bonus action. Slam: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 12 (2d6 + 5) Bludgeoning damage. Squatting Pin: The flab giant squats atop the target, pinning it to the ground, where it is grappled and restrained (escape DC 17). The flab giant is free to attack another target, but the restrained creatures are released if it moves from its current space. As long as the giant does not move from the spot, it can maintain the squatting pin on up to two Medium-sized or smaller creatures. A creature suffers 9 (1d8 + 5) bludgeoning damage every time it starts its turn restrained by a squatting pin.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Giant, Haunted","description":"This giant appears dead-eyed and sullen, trudging along as if the weight of the entire world rests on his shoulders. Three huge ghostly figures swirl around the giant who looks at them with a mixture of fear and loathing. By adolescence, some male hill and stone giants are plagued by the spirits of their ancestors. The ghosts' incessant whispers drive them off alone or in small familial groups to lay their ancestors' remains to rest. This can consume their lives to the extent that even breeding isn't a priority, so the giants' own ancestors drive their race toward extinction. The more who die, the more ghosts return to burden the living, leading many tribes to cremate their dead--though this is considered a vile act of desecration by many giants. Anchored to Descendants. This ghostly harassment manifests itself as an ancestral spirit. These spirits are anchored to the souls of their descendants and appear near their host either as dark, flickering shades or as looming, spectral apparitions. The giant will take steps to defend its ancestral spirits if they are attacked but will likely be glad at the temporary respite if the spirits are driven off. Permanent Haunting. Spirits return to plague their briefly relieved descendants at the rate of one spirit per hour. The spirits cannot be destroyed permanently unless their bones are found and laid to rest.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Giant, Hellfire","description":"Clad in a golden breastplate, a stone-skinned giant holds a ball of crackling green eldritch energy in the palm of its hand. Hellfire giants were once stone giants who were enslaved by fiends. These powerful soldiers eventually rose against their masters and escaped their hellish prison. Hellfire giants now take brutal reprisals against anyone they deem allies to fiends. Rune Powered. To empower their giant slaves, fiends etched malachite runes into the stony skin of the giants. Though these runes gave the giants new power, it also marked them with a hellish taint. Hellfire giants often take great pleasure in using their runic powers against fiends. Vengeful Hunters. Feeling removed from their stone giant brethren, many hellfire giants have become wanderers who pursue lives as bounty hunters. However, even the most dedicated bounty hunting hellfire giant will abandon or delay its bounties if it believes it can strike at fiends. Fiendish Bloodline. Much to the dismay of the first hellfire giants, the hellish traits and runes pass along to the giants' offspring. Seeing their power as a curse, many of the surviving giants choose not to have children, while others teach their children the importance of utilizing the fell power for the good of giantkind. Most hellfire giants have mixed opinions on tieflings. Some despise them, viewing them as the fell children of their former masters, while others feel a kinship with the tieflings. After all, like the giants, they were altered against their will by the machinations of fiends. Death Malison. When the hellfire giant dies, the runes on its body flash a bright green then turn to mundane malachite. Each creature within 20 feet of the giant must succeed on a DC 16 Constitution saving throw or be cursed for 7 days or until it is lifted by a remove curse spell or similar magic. While cursed, the creature has disadvantage on saving throws and on the first attack roll it makes on each of its turns. Fiends have disadvantage on the saving throw. Rune-Powered Weapons. The hellfire giant's weapon attacks are magical. When the giant hits with any weapon, the weapon deals an extra 2d8 fire damage (included in the attack). Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The giant makes two Greatclub or Runic Blast attacks. Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 9 (2d8) fire damage. Runic Blast. Ranged Spell Attack : +7 to hit, range 60 ft., one target. Hit : 25 (4d10 + 3) force damage, and the target must succeed on a DC 16 Constitution saving throw or its speed is halved until the end of its next turn. Fiends have disadvantage on the saving throw. Invisibility Rune. The hellfire giant magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the giant wears or carries is invisible with it. Reactions Runic Shield. The hellfire giant adds 4 to its AC against one attack that would hit it as green runes encircle the giant. To do so, the giant must see the attacker and can't be invisible.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Giant, Hræsvelgr the Corpse Swallower","description":"The giant stands braced in the midst of powerful wind. With a baleful stare, he shakes his fist and bellows a war cry. The cry becomes an avian shriek, and the giant’s form melts into that of a massive bird whose wings blot out the sky. A giant with divine blood in his veins, Hraesvelgr the Corpse Swallower is powerfully muscled. His skin is a pale bronze, his eyes are violet, and his hair and beard are the color of storm clouds. Roc Form. When he takes his alternate form, Hraesvelgr becomes a tremendous roc, with massive wings that stir the wind across the sky. His eyes remain the same violet and this roc-form feathers match the color of his hair, sparkling with specks of color here and there, like jewels set in steel. Birth of the Wind. Hraesvelgr dwells on the fringe of the world itself. From atop the peak of his home, he creates the wind and sends it across the globe. As befits a creature of such primal power, Hraesvelgr doesn’t take kindly to intruders. He gluts himself on the bodies of fools who test his might in search of the fabled riches in his home. Hraesvelgr’s Lair Hraesvelgr’s lair is a windswept crag of gray stone at the edge of the world. At the highest pinnacle rests a massive cottage hewn from the mountainside. A great nest made from the splintered trunks of immense trees rests on the flat roof of the cottage, and the wind constantly howls. Regional Effects The region containing Hraesvelgr’s lair is warped by the corpse swallower’s magic, which creates one or more of the following effects: Strong windstorms are common within 6 miles of the lair. Giant avian beasts are drawn to the lair and fiercely defend it against intruders. The wind within 10 miles of the lair bears a pungent carrion stench. If Hraesvelgr dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days. Traits Innate Spellcasting: Hraesvelgr’s innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material or somatic components: At will: feather fall, light 3/day: control weather Keen Sight (Roc Form Only): Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight. Legendary Resistance (3/day): If Hraesvelgr fails a saving throw, he can choose to succeed instead. Shapechanger: Hraesvelgr can use a bonus action to change into a roc. Any equipment he wears or carries melds into his new form. It keeps its game statistics except as noted. He reverts to his giant form if it is reduced to 0 hit points or when it uses a bonus action to change back. Actions Multiattack: Hraesvelgr makes two attacks. Beak (Roc Form Only): Melee Weapon Attack : +13 to hit, reach 10 ft., One target. Hit : 25 (4d8 + 7) Piercing damage. Fist (Giant Form Only): Melee Weapon Attack : +13 to hit, reach 10 ft., One target. Hit : 20 (3d8 + 7) Bludgeoning damage. On hit, the target must succeed on a DC 21 Constitution saving throw or be stunned until the start of Hraesvelgr’s next turn. Talons (Roc Form Only): Melee Weapon Attack : +13 to hit, reach 5 ft., One target. Hit : 21 (4d6 + 7) Slashing damage. On hit, the target is grappled, escape DC 17. Until this grapple ends, the target is restrained and Hraesvelgr can’t use his talons against another target. Gale Blast (recharge 5-6): Hraesvelgr unleashes a gale-force blast of wind in a line 60 feet long and 10 feet wide. Creatures in the area take 35 (10d6) bludgeoning damage and are pushed 15 feet directly away from Hraesvelgr, or they take half damage and are not pushed with a successful DC 19 Strength saving throw. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Attack: Hraesvelgr makes a fist or talon attack. Move (2 actions): Hraesvelgr moves half his speed. If in roc form, all creatures within 10 feet of Hraesvelgr at the end of this move must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone. Swallow (3 actions, Roc Form Only): Hraesvelgr makes a bite attack against a creature he has grappled. If he hits, he swallows the creature. A swallowed creature is no longer grappled, but is blinded, restrained, and has advantage against attacks and effects originating from outside Hraesvelgr. A swallowed creature takes 14 (4d6) acid damage at the start of each of Hraesvelgr’s turns. If Hraesvelgr returns to giant form, or takes 40 damage or more in a single turn from a swallowed creature, he must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which land prone within 10 feet of the giant. If Hraesvelgr dies, swallowed creatures are no longer restrained and can escape the corpse by spending 30 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (shapechanger, titan)","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":19},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Giant, Jotun","description":"The earth shudders with every footfall of a Jotun giant, the immortal enemies of the gods. Tall enough to look a titan in the eye and strong enough to wrestle a linnorm, Jotun gaints are the lords of giantkind. Their enormous halls are carved in mountains and glaciers throughout the Northlands. Foes of the Gods. As foes of the northern gods, they plot to regain their former status as lords of Creation. Many know ancient secrets and snippets of antediluvian arcane lore, and so may have abilities beyond those listed below. More powerful Jotun giants straddle the line between mortal and demigod. Contests and Challenges. Like many giants, the Jotun enjoy a challenge, even from tiny little humans. Only the mightiest heroes can challenge a Jotun giant’s might in physical combat. Using cunning or trickery is a safer bet—though being too cunning is also angers them, and Jotun giants are no fools. Seekers of Ragnarok. The Jotun giants know great magic, and strive to bring about end times of Ragnarok. Traits Immortality: Jotuns suffer no ill effects from age, and are immune to effects that reduce ability scores and hit point maximum. Innate Spellcasting: The Jotun giant’s innate spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells, requiring no material components: At will: earthquake, shapechange, speak with animals 3/day: bestow curse, gust of wind 1/day: divination Magic Resistance: The giant has advantage on saving throws against spells and other magical effects. Magic Weapons: The giant’s weapon attacks are magical. Too Big to Notice: The sheer size of the Jotun giant often causes those near it to confuse one at rest for part of the landscape. The jotun has advantage on Stealth checks when not moving. Actions Multiattack: The giant makes two greatclub attacks and a frightful presence attack, or one rock throwing attack. Greatclub: Melee Weapon Attack : +16 to hit, reach 30 ft, One target. Hit : 55 (10d8 + 10) Bludgeoning damage. Rock: Ranged Weapon Attack : +16 to hit, range 90/240 ft., One target. Hit : 49 (6d12 + 10) Bludgeoning damage. Frightful Presence: Each creature of the giant’s choice that is within 120 feet of the giant and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature’s saving throw is successful, it is immune to the giant’s Frightful Presence for the next 24 hours. Reactions Rock Catching: If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. Legendary Actions Can take 1 Legendary Action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Detect: The Jotun giant makes a Wisdom (Perception) check. Planar Return: If banished, a Jotun giant can return to the plane it departed 2/day. If banished a third time, it cannot return. Sweeping Blow: The Jotun giant can sweep its greatclub in an arc around itself. The sweep affects a semicircular path 30 feet wide around the giant. All targets in that area take 46 (8d8 + 10) bludgeoning damage, or no damage with a successful DC 19 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"giant","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":22},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Giant, Laestrigonian","description":"Dressed in ragged skirts or makeshift togas stitched from sailcloth and human skin, sporting tangled beards and hair caked with blood and filth, and with its teeth filed to points, a Laestrigonian giant is a mad horror to behold. Close Enough is Too Close. From a distance, a Laestrigonian giant resembles a human of normal proportions, though standing some ten feet tall. At closer range, however, a visible insanity inhabits its eyes—bloodlust is never far from a Laestrigonian giant. Ship Wreckers. Laestrigonians dwell near natural harbors whose waters conceal jagged reefs and shoals. By various deceptions, they lure ships onto the hidden reefs and rocks, often the very same hazards that made them castaways. When escape becomes impossible, they run down and slaughter the shipwrecked sailors who attempt to come ashore in the surf. Cursed by the Gods. Castaways who violate the taboo against cannibalism sometimes undergo a monstrous transformation resulting from of an ancient curse. When the curse takes hold, the accursed grows in size and gains the ability to go without sustenance for long periods of time. However, it loses all desire to eat anything but humanoid creatures and can barely digest anything else. A Laestrigonian giant is not, however, long-lived; it remains susceptible to the diseases and parasites that accompany cannibalism, a diet of raw meat, and a lack of other sustenance. Nevertheless, death for a Laestrigonian usually comes at the hands of its fellows.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Giant, Lantern","description":"A ghostly bobbing light illuminates a towering figure clad in the weathered ruins of a sunken ship' s rigging. Lantern giants are massive bipedal humanoids with rust-red skin that walk along the bottom-most depths of the ocean floor. A tendril hangs from the giant's forehead, tipped by a nodule that glows with a ghostly light. Helpful Hermits. Lantern giants are one of the few creatures intimately familiar with the deepest reaches of the sea, and they are willing to act as guides or scouts to travelers. Treasure Seekers. Few lantern giants remain, but each patrols the darkest depths of the ocean floor, searching ruins and wrecks for something to bolster their dying kingdom. Lantern giants are incredibly secretive, never revealing what they are seeking. Still, they are more than happy to align themselves with travelers eager to plumb the ocean depths—as long as the travelers don't ask too many questions. Limited Amphibiousness. The lantern giant can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Hypnotic Luminescence. The tendril on the lantern giant's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. When a creature that can see the light starts its turn within 60 feet of the giant, the creature must succeed on a DC 18 Charisma saving throw or become charmed for 24 hours, regarding the giant as a friendly acquaintance. If the giant or one of its allies harms the charmed creature, this effect ends. If the creature's saving throw is successful or the effect ends for it, the creature is immune to the giant's Hypnotic Luminescence for the next 24 hours. At the start of its turn, the lantern giant chooses whether this light is active. Speak with Aquatic Creatures. The lantern giant can communicate with Beasts and Monstrosities that have a swimming speed as if they shared a language. Actions Multiattack. The lantern giant makes three Trident attacks. It can replace one attack with a use of Spellcasting. Trident. Melee or Ranged Weapon Attack: +12 to hit, reach 10 ft. or range 20/60 ft. one target. Hit: 18 (3d6 + 8) piercing damage, or 21 (3d8 + 8) piercing damage if used with two hands to make a melee attack. Crush of the Deep (Recharge 5-6). The lantern giant subverts the environment to summon the pressure of the deepest ocean depths in a 40-foot cube of water centered on a point it can see within 120 feet of it. Each creature in the cube must make a DC 17 Constitution saving throw as the pressure increases, taking 44 (8d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Spellcasting. The lantern giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: detect magic, identify (as an action) 3/day each: control water, freedom of movement, water breathing","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Neutral","Expansion":19901,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Giant, Mountain","description":"The large hill uncurls into a standing position, revealing itself to be an unbelievably large, craggy creature. Children of the Earth. At the beginning of time, the first creatures to spring forth were the mountain giants, the daughters and sons of Aurgelmir, first of the giants. Where these gargantuan creatures were born, the mountains themselves heaved up to allow their passage. Since those times, the mountain giants have ruled their places of birth, dwelling atop or within the lofty peaks. Progeny Forged in Fire. While not immortal, because even the mountains themselves eventually crumble, the mountain giants are one of the longest-lived creatures known to inhabit the world. Once in its lifetime, whether male or female, a mountain giant feels the call to procreate. It seeks out the nearest active volcano, where it locates a mate with similar yearnings. Their progeny is born soon after, accompanied by spectacular volcanic activity that gives the newborn mountain giant a new home to inhabit and protect. A Giant Among Ants. The mountain giant is so large and inscrutable that it considers smaller races as mere insects, pests to be tolerated until they become too much of a nuisance. Then the mountain giant acts, crushing whole towns and villages as a person might step on an anthill. Even the largest stone giants are little more than pets to a mountain giant. A Mountain Giant's Lair A mountain giant's lair includes all parts of the mountain that the giant calls home, from the large caverns deep within the mountain to the summit, and everywhere in between. The mountain giant is equally comfortable on the icy, snow-capped peaks as it is in the molten center of a volcano. The mountain giant patrols its mountain lair regularly, ensuring that no creature is doing any harm, such as mining its metals, minerals, or gems or congregating in large communities in its plateaus, slopes, or valleys. Dwarven clans are the main pests for the mountain giant—they consider these bearded humanoids as humans might consider termites. Lair Actions On initiative count 20 (losing initiative ties), the mountain giant takes a lair action to cause one of the following effects; the giant can't use the same effect two rounds in a row: The dust, grit, and pebbles in a 20-foot-radius area within 60 feet of the mountain giant erupts in a cloud. The area becomes difficult terrain. A creature in the area must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn. All flying creatures within 120 feet of the mountain giant are pulled to the ground, including those flying by magical means. A creature forced to the ground in this way takes 3 (1d6) force damage for each 10 feet pulled. The creature's speed becomes 0 until the end of its next turn. Regional Effects The region around a mountain giant's home suffers from its presence, which creates one or more of the following effects: Avalanches occur randomly within 5 miles of the lair. The rumbling can be heard at least an hour before the avalanche begins. The resulting avalanche varies in power: from toppling a few trees to destroying a city at the base of the mountain, to diverting the flow of a river in the valley. Hunting becomes harder in the area. The wildlife living within 1 mile of the mountain giant's lair become agitated, giving them advantage on all Wisdom (Perception) checks. Mining becomes more difficult near a mountain giant's lair. Any who attempt to mine ores, minerals, or gems within 5 miles of the lair find that it takes twice as much time and effort to mine the same amount as elsewhere.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"giant","Alignment":"neutral evil","Expansion":45,"Challenge Rating":21},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Giant, Phase","description":"This immense humanoid is covered in dark, spiny, chitinous skin, and its sizeable fists are rough and decorated with sharp spikes. Natural Carapace. The phase giant has naturally hard skin, similar to that of a giant insect. Its face, hands, and joints are articulated and overlapping, allowing it to move freely beneath its hardened skin. The carapace grows into spikes in numerous places throughout its body, which it uses against captured prey and to aid it in climbing. Highly Mobile. Deep caverns can be difficult to navigate with their twists and tight squeezes. The phase giant overcomes this by sliding into the Ethereal Plane and passing through the solid stone. Familial. Phase giants are smaller than the average hill giant, but they more than make up for it in their ferocity. They are aggressive toward others, but not actually evil, tending to view most they encounter as mere annoyances. They are usually found in small family units of up to four, but rarely band together in larger groups.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant, Phase","description":"This immense humanoid is covered in dark, spiny, chitinous skin, and its sizeable fists are rough and decorated with sharp spikes. Natural Carapace. The phase giant has naturally hard skin, similar to that of a giant insect. Its face, hands, and joints are articulated and overlapping, allowing it to move freely beneath its hardened skin. The carapace grows into spikes in numerous places throughout its body, which it uses against captured prey and to aid it in climbing. Highly Mobile. Deep caverns can be difficult to navigate with their twists and tight squeezes. The phase giant overcomes this by sliding into the Ethereal Plane and passing through the solid stone. Familial. Phase giants are smaller than the average hill giant, but they more than make up for it in their ferocity. They are aggressive toward others, but not actually evil, tending to view most they encounter as mere annoyances. They are usually found in small family units of up to four, but rarely band together in larger groups.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral","Expansion":5315,"Challenge Rating":5},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Giant, Shadow","description":"If not for the horns curling from its brow and the long, bestial talons erupting from its fingers, the creature would look like a grim-faced, ashen-skinned elf of monstrous height. Cast into Darkness. In ages past, shadow giants were called hjartakinde, and they dwelt in the lands of the fey. When the giants declined to go to war with the shadow fey, the fey exiled them to the Shadow Realm. When they refused to serve the dark fey courts, the queen cursed them into their current form. Of Two Worlds. Shadow giants are cursed to exist simultaneously on the Shadow Realm and the Material Plane. Unable to properly live in either world, they have become embittered and indignant. Shadow giants desire to end their cursed existence but lash out against anyone who shows them pity or mercy. Undying. When a shadow giant is killed, its spirit roils in the Shadow Realm for a century before it is reborn to its cursed fate.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant, Shire","description":"This hill giant wears a massive, home-spun tunic and hefts a pitchfork as large as itself. It is less bulky but visibly healthier than its nomadic kin. Long ago, shire giants were hill giants who settled into a rough, agricultural lifestyle. Now, they assemble sprawling barn-houses, till fields of crops, and keep livestock in small family units on large farmsteads. While more settled than their nomadic cousins, they are no less dangerous. A shire giant's conceptions of “livestock” and “property” are expansive to creatures smaller than themselves, and their punishment for trespassing is almost universally death and consumption. Aggressive Agriculturalists. Shire giants require an enormous amount of food to feed them and their kin, and they tend to be indiscriminate about what, exactly, they farm. Fields of tubers or wheat abut wastelands of basically-edible weeds, while sheep share pastures with mammoths, sauropods, or wooly rhinoceroses. Even intelligent creatures aren't immune to the shire giants' will, as the giants occasionally declare a village part of their livestock, extracting regular tribute in treasure, goods, or food. These tributes aren't always one-sided, and many shire giant farmsteads send these villages surplus goods or goods they can't use or don't want. Shire giants will trade with outsiders, offering wool, lumber, and monster-guts they no longer need for worked goods they can't make on their own, but they prefer to get such goods via trade with or tribute from villages in their territory when possible. Territorial. Shire giants are fiercely protective of their sprawling farms. Fenceposts, stacks of rocks, and the corpses of previous trespassers—often marked with runes promising death to trespassers—mark the boundaries of their territory. Monsters, bandits, and even lesser giants are treated as glorified guard dogs, set to controlling the giants' livestock and killing lesser intruders. More dangerous, or more brazen, trespassers may draw the giants' personal attention. Straightforward Brawlers. In combat, shire giants are straightforward combatants. They lumber into battle, impaling smaller opponents with their pitchforks while grabbing and flinging tougher foes away from themselves or into their allies. They order any monsters or subordinates into the fight ahead of them, allowing the giants to remain relatively safe in combat. Shire giants rarely fight to the death; retreating to their homestead, or finding a new home entirely, is greatly preferable to death. Actions Multiattack. The giant makes three Pitchfork attacks, or it makes one Pitchfork attack then uses Grab and Throw. Alternatively, it can make one pitchfork attack then use Grab and Throw. Pitchfork. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage. Rock. Ranged Weapon Attack: +7 to hit, range 60/240 ft. Hit: 20 (3d10 + 4) bludgeoning damage. Grab. The shire giant reaches out and grabs a Medium or smaller creature it can see within 10 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15) by the giant. Until this grapple ends, the target is restrained. Throw. The shire giant throws a creature it is grappling at a space it can see within 30 feet of it. The thrown creature takes 14 (4d6) bludgeoning damage and must succeed on a DC 15 Dexterity saving throw or land prone. If the target space is occupied by another creature, that creature must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Giant, Snow","description":"Flurries drift from the body of this gigantic humanoid seemingly crafted from snow. Its simple clothes are almost pointless, and it carries a massive icicle as a club. Subservient to Frost Giants. Snow giants inhabit the same territory as frost giants, but they are considerably smaller than their more aggressive kin. Snow giants offer themselves up as servants to frost giants, most likely as a survival mechanism. The larger giants often employ snow giants as menial domestic servants, forcing them to clean lairs or craft armor and weapons. Frost giants view snow giants as incompetent at waging war, but they send the lesser giants as a vanguard against foes they suspect will prove tougher than their own numbers can handle. The bigger giants also use snow giants as proxies to settle clan disputes or questions of leadership. Despite the bullying and maltreatment they receive from frost giants, snow giants rarely consider rebelling against their more powerful cousins. They often take the long view that their lives would be worse without the frost giants’ protection. Inherently Playful Beings. If snow giants had their druthers and managed to avoid sharing space with frost giants, they would be more concerned with enjoying the wintry landscape they inhabit. When not driven by frost giants or by the need to acquire food, snow giants are mirthful and enjoy getting into snowball fights with those they encounter. Among themselves, these snowball fights are akin to children playing in the snow. They are unaware of their own strength when engaging in such activity with smaller beings. The giants quickly realize the harm they inflict, and, provided they don’t receive armed retaliation for the accidental injuries they cause, they apologize and revert to using considerably smaller and less impactful snowballs. Snowy Flesh. As most giants are at least touched by primal elements, so too are snow giants partially composed of the element of water, at least in its frozen form. While this offers them considerably less protection than a stone giant’s granite flesh, their connection to snow allows them to heal themselves merely by applying a patch of snow to an injury. Packing on snow also allows the snow giants to hide themselves more effectively, which becomes useful when they attempt to avoid the notice of brutal frost giants.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant, Thin","description":"This tall, emaciated giant has unnaturally long arms ending in razor-sharp talons. It has a strangely conical head with glowing red eyes and fearsome fangs. Its skin is a dark gray-green, and its body is completely devoid of hair. Giant Bogeymen. Lurking in abandoned mansions, dark wells, ancient mine shafts, and similar locations, thin giants are one of the most sinister and frightening of all giant species. The villains of many children’s nightmares, thin giants are feared even by other giants, as their life-draining bite and ability to get into tight spaces make them unsettling at best and horrifying at worst. Thin giants don’t get along with most creatures, but they have been observed leading groups of ghouls , ettercaps , and trolls to capture and devour prey. Contortion Experts. Thin giants have remarkable control over their bodies. They can twist their limbs into unnatural positions and even bend completely double. The flexibility and elasticity help the giants shrug off crushing blows. They can stay in contorted positions for extraordinary lengths of time and use this to their advantage to ambush unsuspecting creatures.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Giant, Thursir","description":"Heavily armored and carrying two rune-marked hammers, a thursir giant’s reddish hair and beard are often plaited in the style of an enormous dwarf. Forge Masters. Greedy and aggressively competitive, thursir dwell in vast caverns under frozen mountains where they labor to forge chains, armor, and massive engines of war. Thursir giants have a natural affinity for metalworking. Any armor or weapons forged by a thursir giant are of the highest quality and can fetch double the usual price for such an item. Enormous Appetites. When not toiling at the forge, these giants entertain themselves with gluttonous feasts and boisterous wrestling competitions, or raid human settlements for food and valuables. Hearth Rune Priestesses. Female priestesses have a much higher standing in their society than other female thursir giants, who are treated shabbily. Most female thursir giants are drudges, considered fit only for child-bearing and menial labor. However, male thursir are makers, warrior, and metalworkers, while women make up the bulk of their priesthood and spellcasters. As priests and casters, they are valued advisors and held in high regard—or at least very valuable property. Thursir stand nine feet tall and weigh 600 lb. Traits Cast Iron Stomach: The giant can consume half of its weight in food without ill effect, and it has advantage against anything that would give it the poisoned condition. Poisonous and spoiled foodstuffs are common in a thursir lair. Actions Multiattack: The giant makes two warhammer attacks. Warhammer: Melee Weapon Attack : +6 to hit, reach 10 ft., One target. Hit : 13 (2d8 + 4) Bludgeoning damage. Rock: Ranged Weapon Attack : +6 to hit, range 40/160 ft., One target. Hit : 15 (2d10 + 4) Bludgeoning damage. Runic Blood (3/day): Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can’t take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Source":"Tome of Beasts","Alignment":"neutral evil (50%) or lawful evil (50%)","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Giant, Thursir Armorer","description":"The red-bearded giant wears mismatched metal plates, and it wields a massive battle axe in one hand and a shield in the other. Both match the style of the armor, with various metal plates smelted together. Dwarven skulls carved with runes decorate the giant's belt. Dwarven Hatred. The thursir giants' animosity toward dwarves comes from an ancestral rivalry in the blacksmithing arts. The thursir go out of their way to bring misery to any dwarves in their path. Armorers accomplish this by forging their armor and weapons from those of dwarven warriors they slay. Soul Collectors. Armorers keep the skulls of their greatest dwarven kills on their belts, displayed to intimidate dwarves and to brag to other thursir. The skulls are inscribed with a thursir rune that keeps a portion of the fallen dwarf's soul connected, giving the giant access to a measure of the dwarf's knowledge. Honored Smiths. Armorers are renowned within thursir giant enclaves for the quality of their craftsmanship. Obsessed with repurposing dwarven equipment in a way that is effective yet still clearly dwarven, armorers never become leaders of their communities, as their focus on their work blinds them to the ambitions and happenings of their communities. Forged Forgery. Thursir armorers wear armor that has been forged from dwarven armor and shaped to resemble dwarven armor. Skilled blacksmiths can recognize and exploit this design quirk. When a creature proficient with smith's tools scores a critical hit against the thursir armorer, the armorer's armor breaks, reducing the armorer's Armor Class by 5 until the thursir armorer repairs the armor. If the thursir armorer is critically hit by any creature while its armor is broken, its armor shatters and is destroyed, reducing the armorer's Armor Class to 12. Actions Multiattack. The thursir armorer uses Flinging Smash, if available. It then makes two Battleaxe attacks or one Battleaxe attack and one Shield Bash attack. Battleaxe. Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used with two hands. Shield Bash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone. Flinging Smash (Recharge 5-6). The armorer makes a sweeping strike with its shield. Each creature within 10 feet of the armorer must succeed on a DC 16 Strength saving throw or be pushed up to 15 feet away from the armorer and knocked prone. Runic Armor (3/Day). The armorer can inscribe the thurs rune on its armor. When a creature hits the armorer with a melee weapon attack while the rune is active, the creature takes 4 (1d8) lightning damage and can't take reactions until the start of its next turn. The rune lasts for 1 minute. Bonus Actions Harness Dwarven Soul. The thursir armorer draws on the soul fragment trapped in one of the dwarven skulls on its belt. The armorer has advantage on ability checks when using smith's tools and on attack rolls using a battleaxe, handaxe, light hammer, or warhammer until the start of its next turn. The armorer carries six skulls on its belt.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Giant, Thursir Hearth Priestess","description":"The giant woman with braided red hair wears vestments made of polar bear and mammoth pelts and wields a metal staff etched with glowing runes. As she chants, the runes on the staff flare brighter. Though thursir giants (see Tome of Beasts ) often treat the females of their enclaves as lower than males, spellcasting, a trait found almost exclusively in their women, is held in high regard. Such spellcasters are respected, and they often act in an advisory role to an enclave's chieftain. Messengers of the Gods. Male thursir giants believe their own actions determine outcomes, not prayers to any god, but hearth priestesses know better. These giant women perform rituals and prayers to gods on behalf of their clans, ensuring the future of the clan. Hearth and Forge Magic. Hearth priestesses worship gods of the forge and war, and use their magic to enhance the weaponry and smithing of their male counterparts. Despite the disrespect thursir males feel about thursir femals, no warrior goes into battle without the blessing of the clan's hearth priestess. Magic Resistance. The priestess has advantage on saving throws against spells and other magical effects. Magic Weapons. The priestess's weapon attacks are magical. Protect the Hearth. When the priestess is hit by a weapon attack, up to two friendly creatures within 60 feet of her that can see her can use their reactions to move up to their speed toward the hearth priestess. Actions Multiattack. The hearth priestess uses Hearth Blessing, then makes two Runic Staff attacks. Runic Staff. Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and 4 (1d8) fire damage. Hearth Blessing. The hearth priestess calls upon her deity and connection with the hearth to enhance her allies. The priestess empowers one friendly creature she can see within 30 feet of her with one of the following options until the start of her next turn. Hearth's Burn. The target's weapon ignites, and when the target hits with the weapon, the weapon deals an extra 3 (1d6) fire damage. Hearth's Comfort. If the target is charmed or frightened, the condition immediately ends. In addition, the target gains 5 (1d10) temporary hp. Hearth's Protection. The target's Armor Class increases by 2, and its armor is immune to spells and effects that target or affect the armor, such as the heat metal spell or a rust monster's antennae. Spellcasting. The hearth priestess casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: mending , spare the dying , thaumaturgy 3/day each: cure wounds , heat metal 1/day: haste","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Giant, Void","description":"Covered in writhing tattoos, the giant whispers strange words to itself. Servants of the Void. The great void dragons maintain their primary lairs in the Void, the place of nothingness; however, some also keep lairs in the material world. These lairs are often empty of dragons, but still contain the great wealth that void dragons collect. Void giants, powerful servants of the void dragons, keep their masters' treasures safe. Seekers of Power. Void giants roam the world, looking for suitable lairs for their dragon masters. In the course of their duties, they get many opportunities to seek knowledge and practice the void magic to which the dragon masters give them access and training. Physical Representations of the Void. Stolen as children from cloud giant clans, void giants are imbued with dark magic from a young age. They are covered with writhing tattoos, arcane writings of the Void made manifest on their flesh, in dark rituals performed by their void dragon masters throughout their upbringing. These writings are the source of the giants' great spellcasting ability.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":11},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Gibbering Horror","description":"The gibbering horror is a larger and deadlier type of gibbering mouther. It can use sections of its body like an extending pseudopod, enabling it to bite prey from a distance. If a creature is unlucky enough to get caught by a pseudopod, it is drawn toward the gibbering horror. Engulf. Anyone standing close to the gibbering horror is at risk of getting enveloped by the creature's whole body. Dozens of mouths filled with jagged teeth immediately bite and shred the engulfed victim apart. Traits Aberrant Ground. The ground in a 15-foot radius around the horror is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 12 Strength saving throw or have its speed reduced to 0 until the start of its next turn. Gibbering. The horror babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 30 feet of the horror and can hear the gibbering must succeed on a DC 12 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. Actions Multiattack. The gibbering horror uses Engulf. It then makes two Pseudopod Bite attacks and, if it can, uses its Blinding Spittle. Pseudopod Bite. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 15 (3d8 + 2) piercing damage. If the target is Large or smaller, it must succeed on a DC 13 Strength saving throw or be knocked prone and grappled (escape DC 12). Until the grapple ends, the target is restrained, and the horror can't use the same pseudopod Bite on another target. If the horror starts its turn grappling with a creature, it can use a bonus action to pull that creature within 5 feet of it. Blinding Spittle. The horror spits a chemical glob at a point it can see within 20 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 16 Dexterity saving throw or be blinded until the end of the horror's next turn. Engulf. The horror moves up to its speed. While doing so, it can enter Medium or smaller creatures' spaces. Whenever the horror enters a creature's space, the creature must make a DC 13 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the horror. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the horror enters the creature's space, and the creature takes 29 (6d8 +2) piercing damage and is engulfed. While engulfed, the creature is blinded, can't breathe, is restrained, and takes 9 (2d8) piercing damage and 9 (2d8) acid damage at the start of each of the horror's turns. lf the target is killed by this damage, it is absorbed into the horror. When the horror moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the horror. The horror can have only up to two Medium or small creatures engulfed at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Gibbering Mouther","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Aberrant Ground : The ground in a 10-foot radius around the mouther is doughlike difficult terrain . Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. Gibbering : The mouther babbles incoherently while it can see any creature and isn't incapacitated . Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. Actions Multiattack : The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. Bites : Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone . If the target is killed by this damage, it is absorbed into the mouther. Blinding Spittle (Recharge 5-6) : The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.","properties":{"Category":"Monsters","AC":9,"HP":"67 (9d8+27)","CHA":6,"CON":16,"DEX":8,"INT":3,"STR":10,"WIS":10,"Size":"Medium","Type":"aberration","Speed":"10 ft., swim 10 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064220/mdqitq-Kix3UpB5uOqj02Q/original.png","Roll 0":"Bites\n1d20 + 2\n5d6","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":450,"Alignment":"Neutral","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Aberrant Ground\",\"Desc\":\"The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.\"},{\"Name\":\"Gibbering\",\"Desc\":\"The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.\"},{\"Name\":\"Bites\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"5d6\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther\"},{\"Name\":\"Blinding Spittle (Recharge 5-6)\",\"Desc\":\"The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.\"}]","data-CHA-mod":"-2","data-CON-mod":"+3","data-DEX-mod":"-1","data-INT-mod":"-4","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":2,"Passive Perception":10,"Condition Immunities":"Prone","data-CrNum":2,"data-AcNum":9,"data-HpNum":67},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gibbering Mouther","description":"Of all the terrors created by foul sorcery, gibbering mouthers are among the most wicked and depraved. This creature is the composite eyes, mouths, and liquefied matter of its former victims. Driven to insanity by the destruction of their bodies and absorption into the mouther, those victims gibber incoherent madness, forced to consume everything in reach. Amoeboid Form. The gibbering mouther’s body is an amorphous mass of mouths and eyes that propels itself by oozing forward, fastening several mouths to the ground and pulling its bulk behind. Though it moves slowly, it swims through water, mud, and quicksand with ease. Mouths of Madness. When a gibbering mouther senses prey, its mouths begin to murmur and chatter, each with a different voice: deep or shrill, wailing or ululating, crying out in agony or ecstasy. This cacophonous gibbering overcomes the senses of any creature that hears it, causing most to flee in terror. Others are overcome with madness or stand paralyzed, fixated on the horrific creature as it oozes forward to consume them. All-Consuming. Driven to devour any creature it can reach, a gibbering mouther flows over victims transfixed by its mad ranting, its multitudinous voices temporarily silenced as it gnaws and swallows living flesh. The monster liquefies stone with which it comes into contact, hindering creatures that overcome its gibbering and attempt to flee. A gibbering mouther leaves nothing of its prey behind. However, even as the last of a victim’s body is consumed, its eyes and mouth boil to the surface, ready to join the chorus of tormented gibbering that welcomes the monster’s next meal. Traits Aberrant Ground : The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. Gibbering : The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack. Actions Multiattack : The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle. Bites : Melee Weapon Attack : +2 to hit, reach 5 ft., one creature. Hit : 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. Blinding Spittle (Recharge 5-6) : The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"MM1","Alignment":"neutral","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Gibbering Mouther","description":"It’s difficult to describe what a gibbering mouther looks like, but you’ll know when you see one. An Adventurer’s Guide to Aberrations Gibbering mouthers are chaos incarnate. When these denizens of the ever-changing plane of Primordius travel, they take a piece of home with them. Reality bends to their will. The ground bubbles beneath them, gravity rearranges around them, and adventurers either run from them or are sucked into the chaos. Taxing Taxonomy. Gibbering mouthers wriggle as a mess of ever-shifting body parts. Their name was coined by an explorer who described seeing—and fleeing from—“a heaping pile of babbling mouths speaking in languages known and unknown.” Other adventurers have reported similar amalgamations of bones, muscles and limbs, each more horrifying than the last. Only recently did sages discover these creatures shared the same chaotic ancestry, though their appearance is so in flux that they can’t be perceived the same way twice. Chaos Gourmets. The gibbering mouther subsists on change the same way most creatures subsist on food and water. A gibbering mouther can treat themself to a feast just by finding their way to the Mundane World, where things are deliciously mutable. Though they can’t make the trip on their own, gibbering mouthers seize any opportunity they can to travel, sneaking through mage portals and interdimensional rifts caused by wild magic. Some are summoned to the Mundane World by particularly malevolent forces, like zealous cultists, megalomaniacal mages, and others wanting to change or distract the world. Unconscionable Transformation. Living beings are especially susceptible to the reality-bending influence of the gibbering mouther. Those exposed to one of these creatures often return with a souvenir: an altered body. At first these effects are minor—their body might steadily flicker in and out of reality, or their face might sprout an additional nose. These effects always worsen, adding and rearranging body parts over time. Eventually, those who can’t find supernatural help are transformed into gibbering mouthers themselves, roaming the Mundane World in search of a slice of reality to shift. Gibbering Friend. On rare occasion, a gibbering mouther finds an adventurer who embodies chaos. Such a pairing can bring about an unlikely friendship; the gibber- ing mouther happily serves as a stalwart companion as long as their caretaker provides plenty of opportunities to warp reality. In even more unique circumstances, an adventurer turned into a gibbering mouther might resist the call of chaos and remain with their party. Traits Immutable Form. The gibbering mouther is immune to any power, spell, or effect that would alter their form. Primordial Influence. A dazed enemy who starts their turn within 20 feet of the gibbering mouther must make a DC 13 Wisdom saving throw. On a failed save, that creature’s body is altered in an otherworldly way of the GM’s choice—they might flicker in and out of reality, sprout miniature fingers from their fingers, or have their physical form altered in a similarly alien way. This alteration doesn’t affect the creature’s game statistics. A cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect reverses this alteration. While altered in this way, a creature must repeat the saving throw whenever they finish a long rest. On a failed save, their previous alteration worsens or they experience another chaotic alteration of the GM’s choice. If a creature fails this saving throw three times after their initial alteration, they transform into a gibbering mouther controlled by the GM, and only a wish spell can restore the creature to their original form. Viscous Vicinity. The gibbering mouther envelops their surroundings in their shifting reality. The area within 20 feet of them is difficult terrain for other creatures. Actions Multiattack. The gibbering mouther makes two Reality Rend attacks. They can replace one attack with a use of Pull. Reality Rend. Melee Power Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) psychic damage, and the target must succeed on a DC 13 Wisdom saving throw or be dazed until the start of the gibbering mouther’s next turn. Pull. The gibbering mouther warps reality around up to three creatures they can see within 60 feet of them. Each target must succeed on a DC 13 Strength saving throw or be pulled up to 30 feet directly toward the gibbering mouther.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Chaotic Neutral","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gibbering Mouther","description":"Traits Immutable Form. The gibbering mouther is immune to any power, spell, or effect that would alter their form. Primordial Influence. A dazed enemy who starts their turn within 20 feet of the gibbering mouther must make a DC 13 Wisdom saving throw. On a failed save, that creature’s body is altered in an otherworldly way of the GM’s choice—they might flicker in and out of reality, sprout miniature fingers from their fingers, or have their physical form altered in a similarly alien way. This alteration doesn’t affect the creature’s game statistics. A cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect reverses this alteration. While altered in this way, a creature must repeat the saving throw whenever they finish a long rest. On a failed save, their previous alteration worsens or they experience another chaotic alteration of the GM’s choice. If a creature fails this saving throw three times after their initial alteration, they transform into a gibbering mouther controlled by the GM, and only a wish spell can restore the creature to their original form. Viscous Vicinity. The gibbering mouther envelops their surroundings in their shifting reality. The area within 20 feet of them is difficult terrain for other creatures. Actions Multiattack. The gibbering mouther makes two Reality Rend attacks. They can replace one attack with a use of Pull. Reality Rend. Melee Power Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) psychic damage, and the target must succeed on a DC 13 Wisdom saving throw or be dazed until the start of the gibbering mouther’s next turn. Pull. The gibbering mouther warps reality around up to three creatures they can see within 60 feet of them. Each target must succeed on a DC 13 Strength saving throw or be pulled up to 30 feet directly toward the gibbering mouther.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Chaotic Neutral","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Gibbering Mouther Companion (PB 2)","description":"It’s difficult to describe what a gibbering mouther looks like, but you’ll know when you see one. An Adventurer’s Guide to Aberrations Gibbering mouthers are chaos incarnate. When these denizens of the ever-changing plane of Primordius travel, they take a piece of home with them. Reality bends to their will. The ground bubbles beneath them, gravity rearranges around them, and adventurers either run from them or are sucked into the chaos. Taxing Taxonomy. Gibbering mouthers wriggle as a mess of ever-shifting body parts. Their name was coined by an explorer who described seeing—and fleeing from—“a heaping pile of babbling mouths speaking in languages known and unknown.” Other adventurers have reported similar amalgamations of bones, muscles and limbs, each more horrifying than the last. Only recently did sages discover these creatures shared the same chaotic ancestry, though their appearance is so in flux that they can’t be perceived the same way twice. Chaos Gourmets. The gibbering mouther subsists on change the same way most creatures subsist on food and water. A gibbering mouther can treat themself to a feast just by finding their way to the Mundane World, where things are deliciously mutable. Though they can’t make the trip on their own, gibbering mouthers seize any opportunity they can to travel, sneaking through mage portals and interdimensional rifts caused by wild magic. Some are summoned to the Mundane World by particularly malevolent forces, like zealous cultists, megalomaniacal mages, and others wanting to change or distract the world. Unconscionable Transformation. Living beings are especially susceptible to the reality-bending influence of the gibbering mouther. Those exposed to one of these creatures often return with a souvenir: an altered body. At first these effects are minor—their body might steadily flicker in and out of reality, or their face might sprout an additional nose. These effects always worsen, adding and rearranging body parts over time. Eventually, those who can’t find supernatural help are transformed into gibbering mouthers themselves, roaming the Mundane World in search of a slice of reality to shift. Gibbering Friend. On rare occasion, a gibbering mouther finds an adventurer who embodies chaos. Such a pairing can bring about an unlikely friendship; the gibber- ing mouther happily serves as a stalwart companion as long as their caretaker provides plenty of opportunities to warp reality. In even more unique circumstances, an adventurer turned into a gibbering mouther might resist the call of chaos and remain with their party. Traits Immutable Form. The gibbering mouther is immune to any power, spell, or effect that would alter their form. Viscous Vicinity. The gibbering mouther envelops their surroundings in their shifting reality. The area within 10 feet of them is difficult terrain for other creatures. Actions Signature Attack (Reality Rend). Melee Power Attack: +3 plus PB to hit, reach 5 ft., one creature. Hit: 1d6 plus PB psychic damage. 1st Level: Stretch Attack (2 Ferocity). The gibbering mouther makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the gibbering mouther can pull the target 5 feet toward them. 3rd Level: Reality Pull (5 Ferocity). The gibbering mouther warps reality around up to PB enemies within 60 feet of them. Each target must succeed on a DC 10 plus PB Strength saving throw or be pulled up to 20 feet directly toward the gibbering mouther. 5th Level: Vicinity Shift (8 Ferocity). The gibbering mouther and each ally within 30 feet of them gains a +PB bonus to damage rolls and has their speed doubled until the start of the gibbering mouther’s next turn. Additionally, the gibbering mouther can make one signature attack as part of this action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Chaotic Neutral","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gibbering Mouther Companion (PB 3)","description":"It’s difficult to describe what a gibbering mouther looks like, but you’ll know when you see one. An Adventurer’s Guide to Aberrations Gibbering mouthers are chaos incarnate. When these denizens of the ever-changing plane of Primordius travel, they take a piece of home with them. Reality bends to their will. The ground bubbles beneath them, gravity rearranges around them, and adventurers either run from them or are sucked into the chaos. Taxing Taxonomy. Gibbering mouthers wriggle as a mess of ever-shifting body parts. Their name was coined by an explorer who described seeing—and fleeing from—“a heaping pile of babbling mouths speaking in languages known and unknown.” Other adventurers have reported similar amalgamations of bones, muscles and limbs, each more horrifying than the last. Only recently did sages discover these creatures shared the same chaotic ancestry, though their appearance is so in flux that they can’t be perceived the same way twice. Chaos Gourmets. The gibbering mouther subsists on change the same way most creatures subsist on food and water. A gibbering mouther can treat themself to a feast just by finding their way to the Mundane World, where things are deliciously mutable. Though they can’t make the trip on their own, gibbering mouthers seize any opportunity they can to travel, sneaking through mage portals and interdimensional rifts caused by wild magic. Some are summoned to the Mundane World by particularly malevolent forces, like zealous cultists, megalomaniacal mages, and others wanting to change or distract the world. Unconscionable Transformation. Living beings are especially susceptible to the reality-bending influence of the gibbering mouther. Those exposed to one of these creatures often return with a souvenir: an altered body. At first these effects are minor—their body might steadily flicker in and out of reality, or their face might sprout an additional nose. These effects always worsen, adding and rearranging body parts over time. Eventually, those who can’t find supernatural help are transformed into gibbering mouthers themselves, roaming the Mundane World in search of a slice of reality to shift. Gibbering Friend. On rare occasion, a gibbering mouther finds an adventurer who embodies chaos. Such a pairing can bring about an unlikely friendship; the gibber- ing mouther happily serves as a stalwart companion as long as their caretaker provides plenty of opportunities to warp reality. In even more unique circumstances, an adventurer turned into a gibbering mouther might resist the call of chaos and remain with their party. Traits Immutable Form. The gibbering mouther is immune to any power, spell, or effect that would alter their form. Viscous Vicinity. The gibbering mouther envelops their surroundings in their shifting reality. The area within 10 feet of them is difficult terrain for other creatures. Actions Signature Attack (Reality Rend). Melee Power Attack: +3 plus PB to hit, reach 5 ft., one creature. Hit: 1d6 plus PB psychic damage. 1st Level: Stretch Attack (2 Ferocity). The gibbering mouther makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the gibbering mouther can pull the target 5 feet toward them. 3rd Level: Reality Pull (5 Ferocity). The gibbering mouther warps reality around up to PB enemies within 60 feet of them. Each target must succeed on a DC 10 plus PB Strength saving throw or be pulled up to 20 feet directly toward the gibbering mouther. 5th Level: Vicinity Shift (8 Ferocity). The gibbering mouther and each ally within 30 feet of them gains a +PB bonus to damage rolls and has their speed doubled until the start of the gibbering mouther’s next turn. Additionally, the gibbering mouther can make one signature attack as part of this action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Chaotic Neutral","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gibbering Mouther Companion (PB 4)","description":"It’s difficult to describe what a gibbering mouther looks like, but you’ll know when you see one. An Adventurer’s Guide to Aberrations Gibbering mouthers are chaos incarnate. When these denizens of the ever-changing plane of Primordius travel, they take a piece of home with them. Reality bends to their will. The ground bubbles beneath them, gravity rearranges around them, and adventurers either run from them or are sucked into the chaos. Taxing Taxonomy. Gibbering mouthers wriggle as a mess of ever-shifting body parts. Their name was coined by an explorer who described seeing—and fleeing from—“a heaping pile of babbling mouths speaking in languages known and unknown.” Other adventurers have reported similar amalgamations of bones, muscles and limbs, each more horrifying than the last. Only recently did sages discover these creatures shared the same chaotic ancestry, though their appearance is so in flux that they can’t be perceived the same way twice. Chaos Gourmets. The gibbering mouther subsists on change the same way most creatures subsist on food and water. A gibbering mouther can treat themself to a feast just by finding their way to the Mundane World, where things are deliciously mutable. Though they can’t make the trip on their own, gibbering mouthers seize any opportunity they can to travel, sneaking through mage portals and interdimensional rifts caused by wild magic. Some are summoned to the Mundane World by particularly malevolent forces, like zealous cultists, megalomaniacal mages, and others wanting to change or distract the world. Unconscionable Transformation. Living beings are especially susceptible to the reality-bending influence of the gibbering mouther. Those exposed to one of these creatures often return with a souvenir: an altered body. At first these effects are minor—their body might steadily flicker in and out of reality, or their face might sprout an additional nose. These effects always worsen, adding and rearranging body parts over time. Eventually, those who can’t find supernatural help are transformed into gibbering mouthers themselves, roaming the Mundane World in search of a slice of reality to shift. Gibbering Friend. On rare occasion, a gibbering mouther finds an adventurer who embodies chaos. Such a pairing can bring about an unlikely friendship; the gibber- ing mouther happily serves as a stalwart companion as long as their caretaker provides plenty of opportunities to warp reality. In even more unique circumstances, an adventurer turned into a gibbering mouther might resist the call of chaos and remain with their party. Traits Immutable Form. The gibbering mouther is immune to any power, spell, or effect that would alter their form. Viscous Vicinity. The gibbering mouther envelops their surroundings in their shifting reality. The area within 10 feet of them is difficult terrain for other creatures. Actions Signature Attack (Reality Rend). Melee Power Attack: +3 plus PB to hit, reach 5 ft., one creature. Hit: 1d6 plus PB psychic damage. 1st Level: Stretch Attack (2 Ferocity). The gibbering mouther makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the gibbering mouther can pull the target 5 feet toward them. 3rd Level: Reality Pull (5 Ferocity). The gibbering mouther warps reality around up to PB enemies within 60 feet of them. Each target must succeed on a DC 10 plus PB Strength saving throw or be pulled up to 20 feet directly toward the gibbering mouther. 5th Level: Vicinity Shift (8 Ferocity). The gibbering mouther and each ally within 30 feet of them gains a +PB bonus to damage rolls and has their speed doubled until the start of the gibbering mouther’s next turn. Additionally, the gibbering mouther can make one signature attack as part of this action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Chaotic Neutral","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gibbering Mouther Companion (PB 5)","description":"It’s difficult to describe what a gibbering mouther looks like, but you’ll know when you see one. An Adventurer’s Guide to Aberrations Gibbering mouthers are chaos incarnate. When these denizens of the ever-changing plane of Primordius travel, they take a piece of home with them. Reality bends to their will. The ground bubbles beneath them, gravity rearranges around them, and adventurers either run from them or are sucked into the chaos. Taxing Taxonomy. Gibbering mouthers wriggle as a mess of ever-shifting body parts. Their name was coined by an explorer who described seeing—and fleeing from—“a heaping pile of babbling mouths speaking in languages known and unknown.” Other adventurers have reported similar amalgamations of bones, muscles and limbs, each more horrifying than the last. Only recently did sages discover these creatures shared the same chaotic ancestry, though their appearance is so in flux that they can’t be perceived the same way twice. Chaos Gourmets. The gibbering mouther subsists on change the same way most creatures subsist on food and water. A gibbering mouther can treat themself to a feast just by finding their way to the Mundane World, where things are deliciously mutable. Though they can’t make the trip on their own, gibbering mouthers seize any opportunity they can to travel, sneaking through mage portals and interdimensional rifts caused by wild magic. Some are summoned to the Mundane World by particularly malevolent forces, like zealous cultists, megalomaniacal mages, and others wanting to change or distract the world. Unconscionable Transformation. Living beings are especially susceptible to the reality-bending influence of the gibbering mouther. Those exposed to one of these creatures often return with a souvenir: an altered body. At first these effects are minor—their body might steadily flicker in and out of reality, or their face might sprout an additional nose. These effects always worsen, adding and rearranging body parts over time. Eventually, those who can’t find supernatural help are transformed into gibbering mouthers themselves, roaming the Mundane World in search of a slice of reality to shift. Gibbering Friend. On rare occasion, a gibbering mouther finds an adventurer who embodies chaos. Such a pairing can bring about an unlikely friendship; the gibber- ing mouther happily serves as a stalwart companion as long as their caretaker provides plenty of opportunities to warp reality. In even more unique circumstances, an adventurer turned into a gibbering mouther might resist the call of chaos and remain with their party. Traits Immutable Form. The gibbering mouther is immune to any power, spell, or effect that would alter their form. Viscous Vicinity. The gibbering mouther envelops their surroundings in their shifting reality. The area within 10 feet of them is difficult terrain for other creatures. Actions Signature Attack (Reality Rend). Melee Power Attack: +3 plus PB to hit, reach 5 ft., one creature. Hit: 1d6 plus PB psychic damage. 1st Level: Stretch Attack (2 Ferocity). The gibbering mouther makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the gibbering mouther can pull the target 5 feet toward them. 3rd Level: Reality Pull (5 Ferocity). The gibbering mouther warps reality around up to PB enemies within 60 feet of them. Each target must succeed on a DC 10 plus PB Strength saving throw or be pulled up to 20 feet directly toward the gibbering mouther. 5th Level: Vicinity Shift (8 Ferocity). The gibbering mouther and each ally within 30 feet of them gains a +PB bonus to damage rolls and has their speed doubled until the start of the gibbering mouther’s next turn. Additionally, the gibbering mouther can make one signature attack as part of this action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Chaotic Neutral","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gibbering Mouther Companion (PB 6)","description":"It’s difficult to describe what a gibbering mouther looks like, but you’ll know when you see one. An Adventurer’s Guide to Aberrations Gibbering mouthers are chaos incarnate. When these denizens of the ever-changing plane of Primordius travel, they take a piece of home with them. Reality bends to their will. The ground bubbles beneath them, gravity rearranges around them, and adventurers either run from them or are sucked into the chaos. Taxing Taxonomy. Gibbering mouthers wriggle as a mess of ever-shifting body parts. Their name was coined by an explorer who described seeing—and fleeing from—“a heaping pile of babbling mouths speaking in languages known and unknown.” Other adventurers have reported similar amalgamations of bones, muscles and limbs, each more horrifying than the last. Only recently did sages discover these creatures shared the same chaotic ancestry, though their appearance is so in flux that they can’t be perceived the same way twice. Chaos Gourmets. The gibbering mouther subsists on change the same way most creatures subsist on food and water. A gibbering mouther can treat themself to a feast just by finding their way to the Mundane World, where things are deliciously mutable. Though they can’t make the trip on their own, gibbering mouthers seize any opportunity they can to travel, sneaking through mage portals and interdimensional rifts caused by wild magic. Some are summoned to the Mundane World by particularly malevolent forces, like zealous cultists, megalomaniacal mages, and others wanting to change or distract the world. Unconscionable Transformation. Living beings are especially susceptible to the reality-bending influence of the gibbering mouther. Those exposed to one of these creatures often return with a souvenir: an altered body. At first these effects are minor—their body might steadily flicker in and out of reality, or their face might sprout an additional nose. These effects always worsen, adding and rearranging body parts over time. Eventually, those who can’t find supernatural help are transformed into gibbering mouthers themselves, roaming the Mundane World in search of a slice of reality to shift. Gibbering Friend. On rare occasion, a gibbering mouther finds an adventurer who embodies chaos. Such a pairing can bring about an unlikely friendship; the gibber- ing mouther happily serves as a stalwart companion as long as their caretaker provides plenty of opportunities to warp reality. In even more unique circumstances, an adventurer turned into a gibbering mouther might resist the call of chaos and remain with their party. Traits Immutable Form. The gibbering mouther is immune to any power, spell, or effect that would alter their form. Viscous Vicinity. The gibbering mouther envelops their surroundings in their shifting reality. The area within 10 feet of them is difficult terrain for other creatures. Actions Signature Attack (Reality Rend). Melee Power Attack: +3 plus PB to hit, reach 5 ft., one creature. Hit: 1d6 plus PB psychic damage. 1st Level: Stretch Attack (2 Ferocity). The gibbering mouther makes a signature attack with a reach of 10 feet. On a hit, the attack deals an extra PB damage, and the gibbering mouther can pull the target 5 feet toward them. 3rd Level: Reality Pull (5 Ferocity). The gibbering mouther warps reality around up to PB enemies within 60 feet of them. Each target must succeed on a DC 10 plus PB Strength saving throw or be pulled up to 20 feet directly toward the gibbering mouther. 5th Level: Vicinity Shift (8 Ferocity). The gibbering mouther and each ally within 30 feet of them gains a +PB bonus to damage rolls and has their speed doubled until the start of the gibbering mouther’s next turn. Additionally, the gibbering mouther can make one signature attack as part of this action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Chaotic Neutral","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gibberling","description":"A single gibberling is little more than a nuisance—a babbling, hairy creature that darts about, attacking whatever it can find. Unfortunately, gibberlings are rarely encountered alone. They rampage in dense swarms, crawling and leaping over each other to rip, shred, and devour everything in their path. Gibberlings are named for their incoherent chattering. Loud and shrill, their exasperating nonsense distracts even the most focused creatures. Gibberling swarms are heard long before they are seen. The first gibberlings were spawned in the jungles of the Gaping Maw, a layer of the Abyss ruled by the demon lord Demogorgon. The Prince of Demons’ influence instilled in gibberlings a hive-mind-like nature, protecting them from magical compulsions. However, unlike most demons, gibberlings share a strong aversion to fire. On the Material Plane, gibberlings tend to dwell in dense forests or the Underdark. Traits Aversion to Fire. If the gibberling takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Incessant Gibberish. Any non-gibberling that is within 30 feet of the gibberling and doesn’t have the deafened condition has disadvantage on Constitution saving throws to maintain concentration on spells and similar effects. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":31434,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Gideon Lightward","description":"Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons. Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel’s fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. Even as an undead, Gideon remains his mistress’s most loyal servant in Elturel. He sees his cause as a noble one—fighting the demons whose chaos marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Gideon Lightward","description":"Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons. Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel’s fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. Even as an undead, Gideon remains his mistress’s most loyal servant in Elturel. He sees his cause as a noble one—fighting the demons whose chaos marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands. Because of his obsession with destroying demons, the characters might be able to temporarily ally with Gideon to deal with the threat posed by the demon portal. Unfortunately, unless they can trick him completely, the undead priest won’t let the characters leave the cemetery without a fight. Traits Regeneration. Gideon regains 10 hit points at the start of each of his turns. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Gideon is destroyed only if he starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Gideon attacks twice with his fists. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Withering Gaze. Gideon targets one creature he can see within 60 feet of him. The target must make a DC 15 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Giff","description":"It's easy to spot the giff in a room: a group of 7-foot-tall, hippopotamus-headed humanoids attired in gaudy military uniforms, with gleaming pistols and muskets on display. These spacefaring mercenaries are renowned for their martial training⁠ and their love of explosives. Military Organization. Every aspect of giff society is organized along military lines. From birth until death, every giff has a military rank. It must follow orders from those of superior rank, and it can give orders to those of lower rank. Promotions don't depend on age but are granted by a superior as a reward for valor. Giff are devoted to their children, even as most of their education is geared toward fighting and war. Mercenaries Extraordinaire. Giff are in high demand as warriors for hire, but they insist on serving in units composed entirely of giff; a giff hiring itself out individually is unheard of. Giff refuse to fight other giff, and will never agree to a contract unless it stipulates that they can sit out a battle rather than wage war against their kin. A giff prizes the reputation of its unit above its own life. Life is fleeting, but the regiment endures for generations or even centuries. A Whiff of Gunpowder. Muskets and grenades are the favorite weapons⁠ of every giff. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the more giff love a weapon. Their skill with gunpowder is another reason for their popularity as mercenaries. Giff revel in the challenge of building a bomb big enough to level a fortification. They gladly accept payment in kegs of gunpowder in preference to gold, gems, or other currency. No Honor in Magic. Some giff become wizards, clerics, and other kinds of spellcasters, but they're so infrequent that most giff mercenary units have no magical capability. Typical giff are as smart as the average human, but their focus on military training⁠ to the exclusion of all other areas of study can make them seem dull-witted to those who have more varied interests. Gunpowder by the Keg Aside from their personal gunpowder weapons⁠, giff ships and mercenary companies carry spare gunpowder in kegs. In an emergency, or any time a large explosion is needed, a whole keg can be detonated. A giff lights the fuse on the keg and can then throw the keg up to 15 feet as part of the same action⁠. The keg explodes at the start of the giff's next turn. Each creature within 20 feet of the exploding keg must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 24 (7d6) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Every other keg of gunpowder within 20 feet of an exploding keg has a 50 percent chance of also exploding. Check each keg only once per turn, no matter how many other kegs explode around it. Traits Headfirst Charge. The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. Firearms Knowledge. The giff's mastery of its weapons⁠ enables it to ignore the loading⁠ property of muskets and pistols. Actions Multiattack. The giff makes two pistol attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Musket. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 2) piercing damage. Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Fragmentation Grenade (1/day). The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (giff)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Neutral","Expansion":4,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Giff","description":"It’s easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed people. In Wildspace and the associated ports, giff are most often encountered as spacefaring mercenaries. These troops are renowned for their martial training and love of explosives and are typically armed with gleaming pistols and muskets. The stat block here represents one of those mercenaries. Every aspect of these spacefaring giff’s society is organized along military lines. From birth until death, each has a military rank. Promotions don’t depend on age but are granted by a superior as a reward for valor. Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon. Giff mercenaries have been known to accept payment in kegs of gunpowder in preference to gold, gems, or other currency. Gunpowder by the Keg In addition to their personal gunpowder weapons, giff ships and mercenary companies carry spare gunpowder in kegs. In an emergency, or if a large explosion is needed, a whole keg can be detonated. A giff lights the fuse on the keg and can then throw the keg up to 15 feet as part of the same action. The keg explodes at the start of the giff’s next turn. Each creature within 20 feet of the exploding keg must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 24 (7d6) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Every other keg of gunpowder within 20 feet of an exploding keg has a 50 percent chance of also exploding. Check each keg only once per turn, no matter how many other kegs explode around it. My travels in Wildspace are always brightened by my giff associates. Their use of gunpowder reminds me of my own explosive wizardry. Spectacular! —Mordenkainen Traits Firearms Knowledge. The giff’s mastery of its weapons enables it to ignore the loading property of muskets and pistols. Headfirst Charge. The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line and ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. Actions Multiattack. The giff makes two Longsword, Musket, or Pistol attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Musket. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage. Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Fragmentation Grenade (1/Day). The giff throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment\r","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Giff Captain","description":"Giff captains are squad leaders in a unit of giffs. These decorated veterans gain their rank through decisive victories and their ability to make tactical decisions in combat. Using their improved battlefield awareness, giff captains can command and maneuver their fellow giffs to ensure that any skirmish tips in their favor. Traits Firearms Knowledge. The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols. Headfirst Charge. The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends with in 5 feet of a Large or smaller creature, that creature must succeed on a DC 15 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. Actions Multiattack. The giff makes three Longsword attacks or three Pistol attacks. It can use Command, Maneuver Allies, or Fragmentation Grenade in place of one of these attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. Musket. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage. Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Command. The giff targets one ally it can see within 30 feet of it. If the target can see and hear the giff, the target can make one weapon attack as a reaction. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of this giff that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Fragmentation Grenade (1/Day). The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Giff Gadgeteer","description":"The giff gadgeteer is a master techsmith and artificer. It specializes in crafting and using ingenius items and weapons that provide it an edge in the battlefield. Aside from its arsenal of powerful pistols and grenades, the giff gadgeteer can shock foes with its fist, shoot powerful flames, and even temporarily soar into the air. Traits Firearms Knowledge. The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols. Headfirst Charge. The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends with in 5 feet of a Large or smaller creature, that creature must succeed on a DC 15 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. Actions Multiattack. The giff makes two Shock Fist or Multi-Barreled Pistol attacks. It can use Concussion Grenade in place of one of these attacks. Shock Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 14 (4d6) electrical damage and the target can't use reactions until the end of the giff's next turn. Multi-Barreled Pistol. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 19 (3d10 + 3) piercing damage. Flamethrower. The giff discharges flames in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. Multi-Barreled Blast (Recharge 5–6). The giff fires all barrels of its musket, spraying rounds in a 60-foot cone. Each target in the area must make a DC 14 Dexterity saving throw, taking 30 (5d10 + 3) piercing damage on a failed save, or half as much damage on a successful one. Targets within 15 feet of the giff have disadvantage on the saving throw. Concussion Grenade (3/Day). The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Constitution saving throw. On a failed save, a creature takes 7 (2d6) force damage and is stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, a creature takes half as much damage and isn't stunned. Bonus Actions Backcopter (3/Day). The giff gains a flying speed of 60 feet for 10 minutes.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Giff Sharpshooter","description":"Giff sharpshooters are eagle-eyed gunmen that are unmatched with their use of their muskets and pistols. While all giffs are adept marksmen, sharpshooters have a higher than normal aptitude for shooting. Sharpshooters are armed with their standard musket and pair of pistols. They also carry a longsword in case the battle comes too close to their location. Traits Firearms Knowledge. The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols. Headfirst Charge. The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends with in 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. Sharpshooter. The giff's ranged weapon attacks ignore half cover and three-quarters cover and attacking at long range doesn't impose disadvantage on the giff's ranged weapon attack rolls. Actions Multiattack. The giff makes two Longsword, Musket, or Pistol attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Musket. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 9 (1d12 + 3) piercing damage. Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Fragmentation Grenade (1/Day). The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. Bonus Actions Steady Aim (3/Day). The giff takes careful aim at a creature it can see within range of its ranged weapon. Until the end of its turn, the giff deals an extra 10 (3d6) damage with each of its ranged weapon attacks against the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Giff Shipmate","description":"Giff shipmates, who make up the bulk of the crew on most giff vessels, are disciplined sailors. Giff It’s easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed people. In Wildspace and its associated ports, giff are most often encountered as spacefaring mercenaries. These troops are renowned for their martial training and love of explosives and are typically armed with gleaming firearms. Every aspect of these spacefaring giff’s society is organized along military lines. From birth until death, each has a military rank. Promotions don’t depend on time in service but are granted by superiors as rewards for valor. Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon. Traits Firearms Knowledge. The giff’s mastery of its weapons enables it to ignore the loading property of any firearm. Steady as She Goes. On the deck of a ship, the giff has advantage on ability checks and saving throws made against effects that would knock it prone or shove it overboard. Actions Multiattack. The giff makes two Longsword or Musket attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Musket. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage. Force Grenade. The giff throws a grenade up to 60 feet, and the grenade explodes in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) force damage on a failed save, or half as much damage on a successful one. After the giff throws the grenade, roll a d6; on a roll of 4 or lower, the giff has no more grenades to throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":16643,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Giff Shock Trooper","description":"A giff shock trooper is trained to mount assaults on enemy strongholds. Each one is adept at softening up the enemy from a distance with firearms before charging into melee to mop up the foes that remain standing. Giff It’s easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed people. In Wildspace and its associated ports, giff are most often encountered as spacefaring mercenaries. These troops are renowned for their martial training and love of explosives and are typically armed with gleaming firearms. Every aspect of these spacefaring giff’s society is organized along military lines. From birth until death, each has a military rank. Promotions don’t depend on time in service but are granted by superiors as rewards for valor. Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon. Traits Firearms Knowledge. The giff’s mastery of its weapons enables it to ignore the loading property of any firearm. Headfirst Charge. If the giff moves at least 20 feet in a straight line and ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 16 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. Siege Monster. The giff deals double damage to objects and structures. Actions Multiattack. The giff makes two Greatsword or Musket attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Musket. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 15 (2d12 + 2) piercing damage. Thunder Bomb. The giff lights a grapefruit-sized bomb and throws it at a point up to 60 feet away, where it explodes. Each creature within a 10-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 18 (4d8) thunder damage on a failed save, or half as much damage on a successful one. After the giff throws the bomb, roll a d6; on a roll of 4 or lower, the giff has no more bombs to throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":16643,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Giff Warlord","description":"A high-ranking giff who takes up the life of an independent mercenary might amass enough power and influence to become a warlord. A giff warlord usually commands a small fleet of spelljamming ships and operates out of a heavily defended stronghold. Anyone who shares the warlord’s ideology—whatever it might be—is eligible to join the ranks of the warlord’s army, which is mainly made up of mages who helm the ships of the fleet and provide magical firepower, sellswords of various species, and guns for hire in the form of giff shock troopers. Giff It’s easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed people. In Wildspace and its associated ports, giff are most often encountered as spacefaring mercenaries. These troops are renowned for their martial training and love of explosives and are typically armed with gleaming firearms. Every aspect of these spacefaring giff’s society is organized along military lines. From birth until death, each has a military rank. Promotions don’t depend on time in service but are granted by superiors as rewards for valor. Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon. Traits Firearms Knowledge. The giff’s mastery of its weapons enables it to ignore the loading property of any firearm. Legendary Resistance (2/Day). If the giff fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giff makes two Morningstar attacks. Morningstar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Double-Barreled Musket. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 28 (4d12 + 2) piercing damage. Legendary Actions The giff can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The giff regains spent legendary actions at the start of its turn. Move. The giff moves up to its speed without provoking opportunity attacks. Rallying Cry. The giff ends the frightened condition on itself and each creature of its choice that it can see within 30 feet of it. Weapon of Choice (2 Actions). The giff makes two Morningstar attacks or one Double-Barreled Musket attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":16643,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Gigant","description":"A gigant is a towering insectile creature variously regarded as a harbinger of doom, a defender of nature, and a divine messenger of mysterious purpose. Giants regard them as a plague, since gigants prefer giants over other food. Some giants claim gigants are created by the weird magical aura that surrounds a gargantua . A gigant resembles an enormous beetle with legs ending in sharp talons. It uses its talons to bring creatures to its enormous mandibles, which are strong enough to carry a giant to the gigant’s nest to be devoured. A gigant’s wings are usually folded under its carapace, but the speedy flier can also beat its wings to create a horrible sound or to spread a toxic dust. Traits Spell-Resistant Carapace. The gigant has advantage on saving throws against spells, and any creature that makes a spell attack against the gigant has disadvantage on the attack roll. Actions Multiattack. The gigant makes one Mandibles attack and two Talons attacks. Mandibles. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) slashing damage, and the target has the grappled condition (escape DC 17). Until the grapple ends, the target takes 21 (4d6 + 7) slashing damage at the start of each of the gigant's turns. While the gigant is grappling a target, it can't use Mandibles against other targets. Talons. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target is pulled 10 feet straight toward the gigant. Scale Dust (Recharge 5-6). The gigant releases magical dust from its wings in a 30-foot cube. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. On a success or failure, the creature has the poisoned condition for 1 hour. While poisoned this way, the creature can't regain hit points. Bonus Actions Drone. The gigant produces a horrid droning sound by rapidly beating its wings. Each creature within 10 feet of the gigant must succeed on a DC 19 Constitution saving throw or take 10 (3d6) thunder damage and have the incapacitated condition until the end of its next turn. The gigant can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":24749,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Gigantes","description":"Twisted in body and mind, the hideous gigantes would be a pitiable form of giant were it not for their prodigious cruelty and bloodlust. Gigantes feel driven to kill any intelligent creature they encounter, with the exception of other gigantes—though their violent and unhinged nature means that even minor disagreements between gigantes usually end in bloodshed. Despite these flaws, gigantes are far from dumb brutes, and the average gigantes is as intelligent as the average human. This, combined with their great strength and erratic, unpredictable behavior, makes the gigantes a particularly dangerous foe. Abandoned Creations . The gigantes were originally created by the Titan Hergeron. He intended them to be his masterpiece, but they were left unfinished when Hergeron was imprisoned by his brother, Sydon. Had the gigantes been completed, it is said that their power would have been the greatest of all the giants. A legend told among the gigantes asserts that if Hergeron is ever freed, he will finish his great work and transform all the gigantes tribes into the perfect warriors. Corrupted Blood . One of the derangements of the gigantes is that their blood and saliva is poisonous to most other creatures. Thus the gigantes lick their spears before going into battle. They are also known to spit their poison at their enemies. Gigantes witches are able to use this spit to incite bloodlust in gigantes warriors. Perpetual War . Gigantes are hostile to all other races. They are self-destructive with little regard for even their own lives, and once a gigantes picks a fight it almost always battles to the death. Occasionally, gigantes tribes will work with minotaurs, as they feel some kinship to the cursed bull-headed humanoids. Social Structure . Although gigantes form social groups, these bands can hardly be called a “community.” Each loosely structured group is held together by two or three gigantes witches that claim to draw power from their sleeping god, Hergeron. Gigantes usually dwell in crudely built forts, often constructed in deep forests or high mountains. In Thylea, the most powerful gigantes tribes have been drawn to the lands surrounding the city of Aresia, making travel to and from the city an often deadly task.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"neutral evil","Expansion":4963,"Challenge Rating":9},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Gigantopithecus","description":"A gigantopithecus is a large ape that stands over 10 feet tall and weighs over 500 kilograms. It resembles an orangutan with a thick, muscular body and a prominent jaw. While somewhat territorial, most species of gigantopithecus aren't aggressive and live on a diet of fruits, nuts, and vegetables. However, there are a few clans that, driven by starvation, have grown accustomed to the taste of meat. Actions Multiattack. The gigantopithecus makes two Fist attacks. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Rock. Ranged Weapon Attack: +7 to hit, range 25/50 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Gigantura","description":"An enormous fish with huge, telescoping eyes and jaws filled with dozens of razor-sharp teeth swims rapidly upwards from the depths toward its unsuspecting prey. Living deep in the world's oceans at between 1,500 feet and 6,000 feet below the surface, gigantura are nightmarish underwater predators that few landlubbers have seen—and fewer still have lived to tell the tale. The gigantura's physical appearance is said to be so horrific that it can stun its prey with one glance. Indiscriminate Predators. Although they live in the darkest, deepest ocean trenches, gigantura come to shallower water to feed, observing their prey with their tubular eyes from far below before striking. Gigantura favor large undersea creatures, such as sharks, giant octopuses, and whales, as their primary food source, but they will happily eat merfolk, muraenids (see), sahuagin, and even aboleth if given the chance. Because of the way their astonishing jaw apparatus works, a gigantura can swallow some of the largest denizens of the oceans, folding its prey inside its expandable stomach. Proficiency Bonus +5 Telescoping Eyes. The gigantura has advantage on Wisdom (Perception) checks that rely on sight, and magical darkness doesn't impede the gigantura's darkvision. In addition, it has disadvantage on ability checks and saving throws against being blinded. Water Breathing. The gigantura can breathe only underwater. Actions Multiattack. The gigantura uses Horrific Gaze. It then makes one Bite attack and two Tail Slap attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the gigantura. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the gigantura, and it takes 21 (6d6) acid damage at the start of each of the gigantura's turns. The gigantura can have up to two Huge, four Large, six Medium, or eight Small creatures swallowed at one time. If the gigantura takes 30 damage or more on a single turn from a creature inside it, the gigantura must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the gigantura. If the gigantura dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Tail Slap. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. Horrific Gaze. The gigantura's telescoping eyes swirl disconcertingly in the direction of one creature it can see within 60 feet of it. If the target can see the gigantura, the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn. A target that successfully saves is immune to this gigantura's Horrific Gaze for the next 24 hours.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Gigiat","description":"These enormous long-haired mountain goats resemble the nimble chamois, with coats of gray, brown, and white and long, back-curving black horns. They are herbivorous creatures and tend to avoid direct contact with humanoids but can become aggressive when spooked and may charge to attack before fleeing to higher ground, clambering on ledges that seem impossibly small for such a large creature. Those pursuing them onto the heights must beware of being knocked off their feet to fall to their doom.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":3},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Gilded Zephyr","description":"Gilded zephyrs are tiny Celestials spawned on the higher planes. Said to be the heartwarming result of a love affair between the God of the Oceans and the God of the Moon, a gilded zephyr looks similar to a goldfish, except it has feathered, fin-like wings that give it the ability to fly. Beacon of Truth Gilded zephyrs have an inherent ability to slightly alter the fate of creatures and events around it. Gilded zephyrs can also sense lies, which has made their companionship sought by court officials, merchants, and bureaucrats as a way to ensure honesty and transparency in diplomatic affairs. Cyclic Memory A testament to their divine nature, gilded zephyrs' minds are cleansed during each full moon. Their memories fade away – some scholars believe they're transferred to a divine realm to be collected by some god or another – while the traits and opinions they helped form still remain. Playful and Curious Gilded zephyrs possess a playful spirit that sometimes draw them to the material world where they eagerly explore new environments and seek exciting encounters. Gilded zephyrs are careful creatures and they often seek the companionship of stronger allies that share their lust for adventure. It can be a bit hard to read the gilded zephyr, as it is about as expressive as a goldfish. Unless, of course, you start lying to it – you'll know straight away how it feels about that! – the Wanderer","properties":{"Category":"Monsters","Size":"Tiny","Type":"Celestial","Alignment":"Typically Lawful Good","Expansion":27827,"Challenge Rating":"1/2"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Gilleth","description":"Gilleth was found wrapped in a blanket crying in a clearing in Jaelarthal Orioth by two Aerenal elven women, Lia and Niath. Unsure what to do with a human child, the couple traveled to Shae Mordai, the City of the Dead, to seek guidance from the Undying Court. To their surprise and joy, they were told to keep the child and raise her in their people's way. Despite the approval of the Undying Court, life wasn't easy for Gilleth. As the only human among elves, she was somewhat of an outcast. Many were unsure of why she was approved or why Lia and Niath hadn't tried to adopt an elven child, one of their own. Despite that, Gilleth was mostly happy. As a warlock of the Undying Court, Gilleth rose in social position. This gift reignited questions about her origin and why the Undying Court would bestow such a power to an outsider. Shortly after, a group of mercenaries stole an ancient relic from the City of the Dead. Gilleth took it upon herself to track them down to the Library of Korranberg to recapture the relic to prove she was worthy of her powers. Traits Among the Dead. You have advantage on saving throws against any disease. Additionally, Undead have difficulty harming you. If an Undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against her spell save DC (an Undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An Undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. By Popular Demand. You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. Relentless Endurance (Recharges After a Short or Long Rest). When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller Beasts. Your people love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets. Spellcasting. Your spellcasting ability is Charisma (+5 to hit with spell attacks, spell save DC 13). You regain your expended spell slots when you finish a short or long rest. You knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, spare the dying 1st level (1 slot): healing elixir, unseen servant Actions Attack. You can attack when you take this action, using the following: Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 feet., one target. Hit: 1d4 + 2 piercing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 1d8 + 2 piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Expansion":24690},"publisher":"Gnome Made Games","book":"An Elf and an Orc Had A Little Baby"},{"name":"Gingwatzim","description":"Gingwatzim A gingwatzim is a peculiar form of life created by a spell or a ritual. The magic that brings it into being draws on spirit energy from the Ethereal Plane to give the gingwatzim its true form—that of a luminous (but not too bright) sphere of ectoplasm roughly 3 feet in diameter. A newly formed gingwatzim appears as near to its creator as possible and follows its creator’s commands without question, using telepathy to communicate. A gingwatzim can assume two other forms that are determined by its creator at the time the gingwatzim comes into being. One is an exact duplicate of a Tiny nonmagical object that its creator is wearing or carrying. The gingwatzim’s other form is that of a specific Tiny beast. Traits Alternate Forms . The gingwatzim has two alternate forms, both of which are chosen by its creator when the gingwatzim comes into being. One form is an exact duplicate of a Tiny nonmagical object (such as a book, dagger, or gemstone) that its creator is carrying or wearing when the gingwatzim is conjured. The other form can be any Tiny beast. Once these alternate forms are chosen, they can’t be changed. Actions Energy Drain (True Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 16 (4d6 + 2) necrotic damage, and the target must succeed on a DC 12 Constitution saving throw or gain 1 level of exhaustion. When the target finishes a short or long rest, the target loses every level of exhaustion gained from this attack. Change Shape . The gingwatzim changes from its true form—a 3-foot-diameter sphere of luminous ectoplasm—into one of its two alternate forms, or from one of those forms back into its true form. In object form, it can’t move or make attacks but otherwise retains its statistics, and it is indistinguishable from the thing it is imitating. In beast form, it retains its hit points but otherwise uses the stat block of the beast it is imitating. When it dies, the gingwatzim reverts to its true form and then vanishes.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration (shapechanger)","Expansion":9505,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Girallon","description":"A girallon looks like an oversized, four-armed ape with gray skin and white fur. Its fangs and claws set it apart from a normal ape, revealing it to be a monstrous predator. Forest Hunters. Girallons are most common in temperate or warm forest environments abundant with life. They share the ape’s adeptness at climbing, although these half-ton creatures shy away from scaling trees that can’t support their bulk. Instead, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage. Girallons form loose bands of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others, to ensure that everyone gets adequate fodder. The leader might organize members to work together to make a big kill. If they succeed, everyone in the group shares the spoils, with the best parts going to mothers caring for their young. Wall Climbers. The ruins of humanoid habitations, especially those found in deep forests and jungles, seem to attract girallons. They move effortlessly along stairs and balconies, as well as on the sloped rooftops and buttresses of such formations. To a girallon, a city’s buildings are just another sort of forest—and better yet, one whose uppermost “branches” can easily support the creatures. In such a setting, the girallons take full advantage of their skill in climbing. The creatures can easily scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area. Magical Origin. The social habits of wild girallons are unusual for apes, as is their instinctive attraction to humanoid structures. These facts, together with the girallon’s appearance, lead sages to believe that girallons were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread out across the world. In the time since then, numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, yuan-ti enslave girallons, turning them into border sentinels for their serpent kingdoms. Because girallons are known to be peaceful among their own kind, some humanoids have learned how to approach a group’s leader, offering food and other gifts in hopes of establishing an alliance with the creatures. Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers that enter their domain. If one is taken young and properly trained, a girallon could end up in a seemingly unlikely place, such as guarding the entrance to a city’s thieves’ guild. Those who would keep a girallon as a pet must always be wary, because the creature could revert to its predatory nature at any time. Traits Aggressive : As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see. Keen Smell : The girallon has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack : The girallon makes five attacks: one with its bite and four with its claws. Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage. Claw : Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Girallon","description":"A girallon looks like an oversized, four-armed ape with gray skin and white fur. Although they are adept climbers, these half-ton creatures shy away from scaling trees that can't support their bulk. Instead, they stalk the forest floor, lurk in narrow ravines of shallow caves, or hide in ruined sites while waiting for prey to come near. Traits Aggressive. As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see. Keen Smell. The girallon has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The girallon makes five attacks: one with its bite and four with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":7389,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Girallon","description":"A girallon looks like an oversized, four-armed ape with grayish-tan skin and white fur. Its vicious fangs and claws reveal it to be a monstrous predator. Girallons are most common in temperate or warm forest environments abundant with life. They share apes’ adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those found in deep forests and jungles, seem to attract girallons. They see a city’s buildings as a superior sort of forest whose uppermost “branches” can safely support them. The creatures can easily scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area. When girallons can’t climb, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage. Girallons form loose bands of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others to ensure that everyone gets adequate fodder. The leader might organize members to work together to make a big kill, however. If they succeed, everyone in the group shares the spoils, with the best parts going to those caring for their young. Girallons’ strange appearance and attraction to ruins lead sages to believe they were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread out across the world. Numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, some forest-dwelling peoples capture girallons and train them to serve as sentinels. Recognizing that girallons are peaceful among their own kind, other folk have learned how to approach a group’s leader, offering food and other gifts in hopes of establishing an alliance with the creatures. Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers who enter their domain. A girallon that’s captured when young and carefully trained could end up in a seemingly unlikely place, such as guarding the entrance to a city’s thieves’ guild. Those who would keep a girallon must always be wary, however, because the creature could revert to its predatory nature at any time. Actions Multiattack. The girallon makes one Bite attack and four Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Bonus Actions Aggressive. The girallon moves up to its speed toward a hostile creature that it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Girallon","description":"A girallon looks like an oversized, four-armed ape with gray skin and white fur. Although they are adept climbers, these half-ton creatures shy away from scaling trees that can’t support their bulk. Instead, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. Actions Multiattack. The girallon makes one Bite attack and four Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Bonus Actions Aggressive. The girallon moves up to its speed toward a hostile creature that it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":31454,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Girallon Alpha","description":"Alphas are the dominant girallon of its band, usually the oldest, largest, and most savage among them. As the most experienced warrior and hunter, all other girallon follow and study the movements of the alpha, learning how to strike coordinated attacks with their leader. Traits Pack Tactics. The girallon has advantage on an attack roll against a creature if at least one of the girallon's allies is within 5 feet of the creature and the ally isn't incapacitated. Pack Leader. The girallon’s allies have advantage on attack rolls while within 20 feet of the girallon, provided it isn’t incapacitated. Keen Smell. The girallon has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The girallon makes one Bite attack and four Claw attacks. It can use Body Slam in place of two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing damage. If the target is Large or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. Until this grapple ends, the target is restrained, and the girallon can't use one of its claws on another target. A girallon can grapple up to two Large targets, one Large and two Medium targets, or four Medium or smaller targets. Body Slam. The girallon slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 17 Strength saving throw or take 22 (3d10 + 6) bludgeoning damage and be stunned until the end of the girallon's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Bonus Actions Aggressive. The girallon can move up to its speed toward a hostile creature that it can see.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Girallon Berserker","description":"A berserker is an aggressive girallon that will attack anything encroaching on its territory. When provoked, a berserker will rush headlong into battle and use its four muscular arms to slash and grab its victims. While girallons bear no weapons, intruders know better than to be within reach of its arms, as the girallon’s steel-like grip offers almost no escape, and will usually end with an earth-shattering slam to the ground if caught. Traits Keen Smell. The girallon has advantage on Wisdom (Perception) checks that rely on smell. Reckless. At the start of its turn, the girallon can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The girallon makes one Bite attack and four Claw attacks. It can use Body Slam in place of two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 15) and restrained until the grapple ends. Until this grapple ends, the target is restrained, and the girallon can't use one of its claws on another target. A girallon can grapple up to two targets. Body Slam. The girallon slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 16 Strength saving throw or take 12 (2d6 + 5) bludgeoning damage and be stunned until the end of the girallon's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Bonus Actions Aggressive. The girallon can move up to its speed toward a hostile creature that it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Girallon of Xvim","description":"As with all beasts of Xvim, this girallon is abnormally stronger, fiercer, and more malevolent than the rest of its kind. It roams forests in solitude, attacking and killing anything that intrudes its territory with malicious glee, including other girallon. Its eyes glow and burn in the dark and its once majestic white fur is now caked with dried blood from years of slaughter. Traits Keen Smell. The girallon has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The girallon uses Frightful Presence. It then makes one Bite attack and four Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Frightful Presence. Each creature of the girallon's choice that is within 30 feet of the girallon and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the girallon's Frightful Presence for the next 24 hours. Bonus Actions Aggressive. The girallon can move up to its speed toward a hostile creature that it can see. Smite (3/Day). Immediately after the girallon hits a target with an attack roll, the girallon deals an extra 9 (2d8) necrotic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Girallon Zombie","description":"Several new zombie variants are presented below. For more information on zombies, see the Monster Manual . Girallon Zombie. Girallons are four-armed apes with white fur. Girallon zombies are slower than their non-undead counterparts but no less fierce. The necromantic energy empowering them fuels their murderous hearts and their hunger from living flesh. Traits Aggressive. As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Multiattack. The zombie makes five attacks: one with its bite and four with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":7389,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Girallon Zombie","description":"Girallons are four-armed apes with white fur. Girallon zombies are slower than their non-undead counterparts but no less fierce. The necromantic energy empowering them fuels their murderous hearts and their hunger for living flesh. Traits Aggressive. As a bonus action, the zombie can move up to its speed toward a hostile creature that it can see. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Multiattack. The zombie makes five attacks: one with its bite and four with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":31454,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Girolamo Savonarola","description":"Father Savonarola is the prior of the Dominican convent of San Marco. He was born in Ferrara as the third of seven children into the family of a merchant and banker, who in the end failed and left his numerous daughters without dowry to speak of. After being refused by a young woman of the wealthy Strozzi family, Girolamo abandoned his studies of the classics and medicine and moved to Bologna to join the Dominican order. In 1480, he started preaching in Florence, concentrating on Church reform, simplicity and justice for the common folk. In some ways, he is actually “one of the good guys”, but not really liked, maybe because his fanatic adherence to poverty clashes so much with the sensual Renaissance way of life. In these early years, he was not yet able to really reach his audiences and his speeches were of little success, which is why he moved frequently in his search for recognition. Maybe out of frustration, his republican sermons gradually transformed into apocalyptic revelations that inspired the listeners and finally got him attention from more prominent circles. Upon recommendation by the count Mirandola, Lorenzo de’ Medici invited Savonarola in 1490 to return to Florence. A year later, he was made prior of the most prominent abbey San Marco and thus became one of the most influential people in Florence. By 1492, Savonarola has become an absolute hardliner who believes that only the adherence to the strictest rules will allow for Florence to turn into the “new Jerusalem”. His sermons are full of graphic descriptions of the evil that will befall men if they do not renounce vanity and all the dangerous ideas that define this era. Lorenzo’s favors towards him will not prevent Savonarola from becoming il Magnifico’s greatest critic: He blames whatever evil happens on the lax morals of the unofficial ruler. Or on the Pope, whom he attacks as fervently as he does the ruling elite. This may one day lead to grave problems, but in 1492, the high clergy still tolerates Savonarola. He is just too popular among not just the common people, but also with an increasing number of the wealthy. Savonarola has become the most listened-to preacher in Florence. In truth, Savonarola is highly damaged and delusional. On the one hand, he knows that harming Lorenzo is necromancy and his plot to discredit the Medici family’s allies is pure evil, but on the other hand he has convinced himself that whatever he undertakes is ultimately sanctioned by the divine because it serves good. Savonarola also has a problem with women, attacking their vanity in his sermons. Whether this comes from his rejection by Laudomina Strozzi as a young man or the fact that he was surrounded by a flock of sisters during his early years, no one can tell. Queen Kalliya, however, has managed to show him the face of a woman that he can trust, maybe like an older sister. This is why he honestly believes that the hermit Ofelia will help him reach his goals. Savonarola has an impressive physiognomy: dark piercing eyes, a prominent nose and a bald head. His voice can change from threatening to charming and he has the power to convince even the biggest skeptic. He carries Satan’s hair glued to the back of the cross he wears around his neck. (Read about the function of this hair in Act 3.) Tips for the GM: Savonarola is of utmost importance for the adventure as the one who initiates the group’s quest. He has to be played in a very convincing manner and will hide all evil intentions as well as his fanatic disposition during the conversation so as not to antagonize anyone whom he might be able to use to his advantage. His voice and words are pleasing and authoritative at the same time, his gaze intense and his gestures sparse. He describes the downfall of Florence in a way that puts the characters under a spell – adding magic if necessary. Traits Potent Spellcasting. Add +4 damage to any cleric cantrip. Dark One’s Blessing. When you reduce a hostile creature to 0 hit points, you gain 7 hit points. Spellcasting. Savonarola is a 9th-level cleric and a 3rd-level warlock, so counts as a 12th-level spellcaster. His spellcasting ability is Wisdom/Charisma (spell save DC 15, +7 to hit with spell attacks). Savonarola knows the following spells (the 6th-level spell slot can be used with lower level spells, he has no 6th-level spell): Cantrips (at will): chill touch, guidance, light, sacred flame, spare the dying, thaumaturgy, true strike 1st level (4 slots): arms of hadar, bane, bless, burning hands, comprehend languages, detect magic, faerie fire, hellish rebuke, inflict wounds 2nd level (3 slots): blindness/deafness, crown of madness, flaming sphere, hold person, scorching ray, silence, zone of truth 3rd level (3 slots): daylight, dispel magic, fireball, mass healing word, speak with dead 4th level (3 slots): divination, guardian of faith, wall of fire 5th level (2 slots): commune, flamestrike, scrying 6th level (1 slot): --- Actions Warhammer +1. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d8 – 1) bludgeoning damage and the target must make a DC 15 Const itution saving throw, taking 3 (1d6) necrotic damage on a failed save. Turn Undead (1/rest). As a 9th-level cleric. Warding Flare (4/rest, range 30 feet), cleric feature (light domain). As a reaction can impose disadvantage on one attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Cleric/Warlock)","Expansion":30058,"Challenge Rating":5},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Girtablilu","description":"Girtablilus are tauric scorpionfolk, with a humanoid torso surrounding the lower body of a huge scorpion. They fiercely guard ancient places and treasures lost to history. Far from civilized eyes, they thrive and piously protect their charges with the aid of monstrously large scorpions that girtablilus keep as pets. Many girtablilu keep to the ancient ways of their people, wielding spears and bows, but those in regular communication with more advanced civilizations may also adopt high-tech weaponry. Zealous. All girtablilus share a zeal for religion, although the objects of veneration vary from tribe to tribe. Some girtablilu tribes still serve long-forgotten deities, preserving the divinities' names and holy rituals. Others embrace religions derived from prehistoric worship, devoted to the idea of gods that once were or might never have been. Girtablilu leaders are clerics responsible for the tribe's religious observances and laws. Tradition and service to the group are important. Those who violate tribal beliefs are killed or exiled into the harsh wasteland. Girtablilus believe that no sacrifice in life (including death in the service of the gods) goes unrewarded in the hereafter; this belief makes them fierce and fearless fighters. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyStyle, li.BodyCopyStyle, div.BodyCopyStyle {mso-style-name:\"Body Copy Style\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Style Char\"; margin:0cm; line-height:12.0pt; mso-line-height-rule:exactly; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; mso-bidi-font-size:10.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:X-NONE; mso-fareast-language:X-NONE;}span.BodyCopyStyleChar {mso-style-name:\"Body Copy Style Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Style\"; mso-ansi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:X-NONE; mso-fareast-language:X-NONE;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":32483,"Challenge Rating":6},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Girtablilu Leader","description":"Girtablilus are tauric scorpionfolk, with a humanoid torso surrounding the lower body of a huge scorpion. They fiercely guard ancient places and treasures lost to history. Far from civilized eyes, they thrive and piously protect their charges with the aid of monstrously large scorpions that girtablilus keep as pets. Many girtablilu keep to the ancient ways of their people, wielding spears and bows, but those in regular communication with more advanced civilizations may also adopt high-tech weaponry. Zealous. All girtablilus share a zeal for religion, although the objects of veneration vary from tribe to tribe. Some girtablilu tribes still serve long-forgotten deities, preserving the divinities' names and holy rituals. Others embrace religions derived from prehistoric worship, devoted to the idea of gods that once were or might never have been. Girtablilu leaders are clerics responsible for the tribe's religious observances and laws. Tradition and service to the group are important. Those who violate tribal beliefs are killed or exiled into the harsh wasteland. Girtablilus believe that no sacrifice in life (including death in the service of the gods) goes unrewarded in the hereafter; this belief makes them fierce and fearless fighters. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyStyle, li.BodyCopyStyle, div.BodyCopyStyle {mso-style-name:\"Body Copy Style\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Style Char\"; margin:0cm; line-height:12.0pt; mso-line-height-rule:exactly; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; mso-bidi-font-size:10.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:X-NONE; mso-fareast-language:X-NONE;}span.BodyCopyStyleChar {mso-style-name:\"Body Copy Style Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Style\"; mso-ansi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:X-NONE; mso-fareast-language:X-NONE;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":32483,"Challenge Rating":7},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Githyanki Buccaneer","description":"Githyanki buccaneers ply the Astral Plane for riches, which they haul back to their hidden fortresses in the Deep Astral. Many of them are warriors who lost the will to serve the Lich-Queen Vlaakith; they prefer to live by their own code or revel in their unbridled freedom. Githyanki Githyanki descend from an ancient people who were also the progenitors of githzerai. These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the followers of the Lich-Queen Vlaakith. They terrorize the Astral Plane, raiding into Wildspace to plunder the multiverse of its magic and riches. The Monster Manual and Monsters of the Multiverse contain a variety of githyanki for your use. This section provides additional options. Actions Multiattack. The githyanki makes two Greatsword or Telekinetic Bolt attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) psychic damage. Telekinetic Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 13 (3d6 + 3) force damage. Spellcasting (Psionics). The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13): At will: light, mage hand (the hand is invisible) 1/day each: plane shift, telekinesis Bonus Actions Astral Step (Recharge 4–6). The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gith)","Alignment":"any alignment","Expansion":16643,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Githyanki Captain","description":"Githyanki captains are veteran soldiers that lead their war party into raids. They give strategic commands to their allies and can maneuver them into advantageous positions with ease. Captains can usually be found leading their units while aboard its Astral vessel, or in combat sitting on the back of an allied red dragon. Actions Multiattack. The githyanki makes two Greatsword attacks. It can use Command or Maneuver Allies in place of one of these attacks. Greatsword. Melee Weapon Attack: +6 to hit., reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) psychic damage. Command. The githyanki targets one ally it can see within 30 feet of it. If the target can see and hear the githyanki, the target can make one weapon attack as a reaction. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of this githyanki that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Spellcasting (Psionics). The githyanki casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability: At will: light, mage hand (the hand is invisible) 3/day each: jump, nondetection (self only) 1/day each: plane shift, telekinesis Bonus Actions Astral Step (Recharge 4–6). The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Githyanki Gish","description":"Their keen minds and psionic gifts allow the githyanki to master magic. Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage. Traits Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: jump, misty step, nondetection (self only) 1/day each: plane shift, telekinesis Spellcasting. The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki⁠ has the following wizard spells prepared: Cantrips (at will): blade ward, light, message, true strike 1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave 2nd level (3 slots): blur, invisibility, levitate 3rd level (3 slots): counterspell, fireball, haste 4th level (2 slots): dimension door War Magic. When the githyanki uses its action⁠ to cast a spell, it can make one weapon attack as a bonus action⁠ Actions Multiattack. The githyanki makes two longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gith)","Alignment":"lawful evil","Expansion":7394,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Githyanki Gish","description":"What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought? —Mordenkainen Gith The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai⁠ live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred⁠ for the mind flayers from whom they escaped endures, and both githyanki⁠ and githzerai⁠⁠ are dedicated to hunting their ancestral foes. Githyanki⁠ Gish Their keen minds and psionic gifts allow the githyanki to master magic. Gish blend their magical abilities⁠ with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage. Traits Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: jump, misty step, nondetection (self only) 1/day each: plane shift, telekinesis Spellcasting. The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki⁠ has the following wizard spells prepared: Cantrips (at will): blade ward, light, message, true strike 1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave 2nd level (3 slots): blur, invisibility, levitate 3rd level (3 slots): counterspell, fireball, haste 4th level (2 slots): dimension door War Magic. When the githyanki uses its action⁠ to cast a spell, it can make one weapon attack as a bonus action⁠ Actions Multiattack. The githyanki makes two longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Githyanki Gish","description":"Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage. Githyanki Githyanki descend from an ancient people who were also the progenitors of githzerai (also in this book). These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the bellicose followers of the Lich Queen Vlaakith. They terrorize the Astral Plane, raiding into other planes to plunder the multiverse of its magic and riches. Actions Multiattack. The githyanki makes three Longsword or Telekinetic Bolt attacks, or it makes one of those attacks and uses Spellcasting. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 22 (5d8) psychic damage. Telekinetic Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage. Spellcasting (Psionics). The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): At will: light , mage hand (the hand is invisible), message 3/day each: fireball , invisibility , nondetection (self only) 1/day each: dimension door , plane shift , telekinesis Bonus Actions Astral Step (Recharge 4–6). The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith, Wizard)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Githyanki Gish","description":"Their keen minds and psionic gifts allow the githyanki to master magic. Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage. Traits Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: jump, misty step, nondetection (self only) 1/day each: plane shift, telekinesis Spellcasting. The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki⁠ has the following wizard spells prepared: Cantrips (at will): blade ward, light, message, true strike 1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave 2nd level (3 slots): blur, invisibility, levitate 3rd level (3 slots): counterspell, fireball, haste 4th level (2 slots): dimension door War Magic. When the githyanki uses its action⁠ to cast a spell, it can make one weapon attack as a bonus action⁠. Actions Multiattack. The githyanki makes two longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gith)","Alignment":"lawful evil","Expansion":29191,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Waterdeep - Dungeon of the Mad Mage"},{"name":"Githyanki Kith'rak","description":"What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought? —Mordenkainen Gith The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai⁠ live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred⁠ for the mind flayers from whom they escaped endures, and both githyanki⁠ and githzerai⁠ are dedicated to hunting their ancestral foes. Githyanki Kith'rak The githyanki's militarized culture assigns ranks and responsibilities to its citizens. Groups of ten warriors follow the commands of the sarths (githyanki warriors), while ten sarths obey the commands of the mighty kith'rak. These champions earn their status through torturous training⁠ and psionic testing until they can command⁠ the respect of their underlings. Traits Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: blur, jump, misty step, nondetection (self only) 1/day each: plane shift, telekinesis Rally the Troops. As a bonus action⁠, the githyanki can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it. Actions Multiattack. The githyanki makes three greatsword attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage. Reactions Parry. The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki⁠ must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Githyanki Kith'rak","description":"Militarized githyanki cultures assign ranks and responsibilities to citizens. Groups of ten warriors follow the commands of sarths (githyanki warriors; see the Monster Manual ), while ten sarths obey the commands of a mighty kith’rak. These champions undergo torturous training and psionic testing until they can command the respect of their underlings. Githyanki Githyanki descend from an ancient people who were also the progenitors of githzerai (also in this book). These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the bellicose followers of the Lich Queen Vlaakith. They terrorize the Astral Plane, raiding into other planes to plunder the multiverse of its magic and riches. Actions Multiattack. The githyanki makes three Greatsword attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage. Spellcasting (Psionics). The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): At will: mage hand (the hand is invisible) 3/day each: blur , nondetection (self only) 1/day each: plane shift , telekinesis Bonus Actions Astral Step (Recharge 4–6). The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Rally the Troops. The githyanki magically ends the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it. Reactions Parry. The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Githyanki Knight","description":"\"The githyanki and the githzerai were so profoundly scarred by their enslavement to the mind flayers that they forgot they were one race, united. Having won their freedom, they wage war against each other with a hatred none can fully comprehend.\" —Aristul the Yellow, master of planar lore Gith The warlike githyanki and the contemplative githzerai are a sundered people—two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith’s motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day. Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time. Githyanki The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons—the legendary silver swords with which they cut through their foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith. Astral Raiders. The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Plane to the farflung corners of the multiverse. War is the ultimate expression of githyanki culture, and their pitiless black eyes know no mercy. After a raid, they leave shattered survivors enough food and resources to weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again. Followers of Gith. In their own language, githyanki means “followers of Gith.” Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their race. When their leader Gith perished, she was replaced by her undead adviser, Vlaakith. The lich-queen forbade worship of all beings except herself. Of all their enemies, the githyanki most hate their former masters, the mind flayers. Their close kin, the githzerai, are second in their enmity. All other creatures are treated with simple contempt by the githyanki, whose xenophobic pride defines their view of inferior races. Silver Swords. In ancient times, gith knights created special weapons to combat their mind flayer masters. These silver swords channel the force of the wielder’s will, dealing psychic as well as physical damage. A githyanki can’t become a knight until it masters the singular discipline needed to will such a blade into existence. A silver sword is equivalent to a greatsword, and takes on the properties of a +3 greatsword in the hands of its creator. In the eyes of the githyanki, each silver sword is a priceless relic and a work of art. Githyanki knights will hunt down and destroy any non-githyanki that dares to carry or wield a silver sword, reclaiming it for their people. Red Dragon Riders. In the uprising against the illithids, Gith sought allies. Her adviser Vlaakith appealed to Tiamat, the goddess of evil dragonkind, and Gith ventured into the Nine Hells to meet with her. Only Tiamat now knows what passed between them, but Vlaakith returned to the Astral Plane with the Dragon Queen’s red dragon consort Ephelomon, who proclaimed that his kind would forever act as allies to the githyanki. Not all red dragons honor the alliance kindled so long ago, but most at least don’t consider the githyanki their enemies. Outposts in the Mortal Realm. Since creatures that dwell on the Astral Plane don’t age, the githyanki establish creches in remote areas of the Material Plane to raise their young. Doubling as military academies, these creches train young githyanki to harness their psychic and combat abilities. When a githyanki grows to adulthood and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane. Traits Innate Spellcasting (Psionics) : The githyanki’s innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components: • At will: mage hand (the hand is invisible) • 3/day each: jump , misty step , nondetection (self only), tongues • 1/day each: plane shift , telekinesis Actions Multiattack : The githyanki makes two silver greatsword attacks. Silver Greatsword : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body, as with the astral projection spell, the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gith)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Githyanki Psi-Blade","description":"Psi-blades are phenomenal githyanki warriors that have specialized in psionic assault abilities. They can project psychic blasts, steal a foe's confidence, unleash a devastating cone of psychic energy, and stun groups of enemies. Actions Multiattack. The githyanki makes two Longsword attacks and uses Psionic Blast. It can use Ego Whip, Psychic Blast, or Psychic Crush in place of Psionic Blast. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage. Psionic Blast. Each creature in a 20-foot cube originating from the githyanki must make a DC 15 Intelligence saving throw, taking 13 (3d8) psychic damage on a failed save, or half as much damage on a successful one. Ego Whip (Recharge 5–6). One creature the githyanki can see within 60 feet of it must make a DC 15 Intelligence saving throw. On a failed save, the target takes 27 (6d8) psychic damage, is filled with self-doubt, an is incapacitated for 1 minute. An incapacitated creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful saving throw, the target takes half as much damage with no other effects. Psychic Crush (Recharges after a Long Rest). The githyanki creates a 20-foot cube of psychic energy within 120 feet of it. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, the target takes 45 (10d8) psychic damage and is stunned until the end of the githyanki's next turn. On a successful save, the target takes half as much damage and isn't stunned. Spellcasting (Psionics). The githyanki casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: light, mage hand (the hand is invisible) 3/day each: jump, nondetection (self only) 1/day each: plane shift, telekinesis Bonus Actions Astral Step (Recharge 4–6). The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Githyanki Pyromind","description":"Pyrominds are githyanki who have mastered the control and manipulation of fire through their psionic abilities. They can imbue their weapons with fire energy, cause foes to spontaneously combust, fill a large area with flames, and cause a fiery explosion from a great distance. Actions Multiattack. The githyanki makes two Dagger attacks. It can use Combustion, Rolling Flame, or Detonation in place of one of these attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage plus 10 (3d6) psychic damage. Combustion. One creature or object the githyanki can see within 120 feet of it must make a DC 15 Constitution save. On a failed save, the target takes 27 (5d10) fire damage and it catches on fire, taking 5 (1d10) fire damage at the end of each of its turns until the githyanki's concentration is broken (as if concentrating on a spell) or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage. Rolling Flame (Recharge 5–6). The githyanki creates fire in a 20-foot-cube within 5 feet of it. The fire lasts until the githyanki's concentration is broken (as if concentrating on a spell). Any creature in that area and any creature that ends its turn there takes 5 (1d10) fire damage. As a bonus action, the githyanki can move the cube up to 10 feet. Detonation (Recharges after a Long Rest). The githyanki creates a fiery explosion at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Constitution saving throw. On a failed save, a creature takes 42 (12d6) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Spellcasting (Psionics). The githyanki casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: light, fire bolt (3d10), mage hand (the hand is invisible) 3/day each: burning hands, jump, nondetection (self only) 1/day each: plane shift, telekinesis Bonus Actions Astral Step (Recharge 4–6). The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Githyanki Star Seer","description":"Githyanki star seers believe that the stars are the eyes of the multiverse. They use their magic to contact ancient stellar entities such as Acamar, Caiphon, and Hadar, hoping to learn their secrets, then record these secrets in journals. They scour Wildspace in search of new entities as well, hoping to be the first to contact them. Some of the secrets learned are so cryptic that they require years of research to decipher, but time is of little concern to a star seer, who resides mainly on the Astral Plane. Githyanki Githyanki descend from an ancient people who were also the progenitors of githzerai. These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the followers of the Lich-Queen Vlaakith. They terrorize the Astral Plane, raiding into Wildspace to plunder the multiverse of its magic and riches. The Monster Manual and Monsters of the Multiverse contain a variety of githyanki for your use. This section provides additional options. Actions Multiattack. The githyanki makes three Astral Bolt attacks. Astral Bolt. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 20 (3d10 + 4) radiant damage. Spellcasting (Psionics). The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): At will: light, mage hand (the hand is invisible) 2/day each: detect magic, invisibility (self only), mage armor (self only), tongues 1/day each: contact other plane (as an action), plane shift, telekinesis Bonus Actions Astral Step (Recharge 4–6). The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gith, warlock)","Alignment":"any alignment","Expansion":16643,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Githyanki Supreme Commander","description":"What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought? —Mordenkainen Gith The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai⁠ live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred⁠ for the mind flayers from whom they escaped endures, and both githyanki⁠ and githzerai⁠ are dedicated to hunting their ancestral foes. Githyanki⁠ Supreme Commander Supreme commanders lead the githyanki armies, each one commanding ten kith'raks, who in turn lead the rest of their forces. Most supreme commanders ride red dragons⁠ into battle. Traits Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: jump, levitate (self only) , misty step, nondetection (self only) 1/day each: Bigby's hand, mass suggestion, plane shift, telekinesis Actions Multiattack. The githyanki makes two greatsword attacks. Silver Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage. Reactions Parry. The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki⁠ must see the attacker and be wielding a melee weapon. Legendary Actions The githyanki can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature's turn. The githyanki⁠ regains spent legendary actions at the start of its turn. Attack (2 Actions). The githyanki makes a greatsword attack. Command⁠ Ally. The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki⁠, the target can make one melee weapon attack using its reaction and has advantage on the attack⁠ roll. Teleport⁠. The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3d10) force damage and is moved to the nearest unoccupied space.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Githyanki Supreme Commander","description":"Supreme commanders lead armies, each one commanding ten kith’raks, who in turn lead the rest of their forces. Most supreme commanders ride red dragons (see the Monster Manual ) into battle. Githyanki Githyanki descend from an ancient people who were also the progenitors of githzerai (also in this book). These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the bellicose followers of the Lich Queen Vlaakith. They terrorize the Astral Plane, raiding into other planes to plunder the multiverse of its magic and riches. Traits Legendary Resistance (3/Day). If the githyanki fails a saving throw, it can choose to succeed instead. Actions Multiattack. The githyanki makes two Silver Greatsword attacks. Silver Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage. Spellcasting (Psionics). The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16): At will: mage hand (the hand is invisible) 3/day each: levitate (self only), nondetection (self only) 1/day each: Bigby’s hand , mass suggestion , plane shift , telekinesis Bonus Actions Astral Step. The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Reactions Parry. The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon. Legendary Actions The githyanki can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The githyanki regains spent legendary actions at the start of its turn. Command Ally. The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction, if available, and has advantage on the attack roll. Attack (2 Actions). The githyanki makes one Silver Great­sword attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Githyanki Warrior","description":"\"The githyanki and the githzerai were so profoundly scarred by their enslavement to the mind flayers that they forgot they were one race, united. Having won their freedom, they wage war against each other with a hatred none can fully comprehend.\" —Aristul the Yellow, master of planar lore Gith The warlike githyanki and the contemplative githzerai are a sundered people—two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith’s motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day. Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time. Githyanki The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons—the legendary silver swords with which they cut through their foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith. Astral Raiders. The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Plane to the farflung corners of the multiverse. War is the ultimate expression of githyanki culture, and their pitiless black eyes know no mercy. After a raid, they leave shattered survivors enough food and resources to weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again. Followers of Gith. In their own language, githyanki means “followers of Gith.” Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their race. When their leader Gith perished, she was replaced by her undead adviser, Vlaakith. The lich-queen forbade worship of all beings except herself. Of all their enemies, the githyanki most hate their former masters, the mind flayers. Their close kin, the githzerai, are second in their enmity. All other creatures are treated with simple contempt by the githyanki, whose xenophobic pride defines their view of inferior races. Silver Swords. In ancient times, gith knights created special weapons to combat their mind flayer masters. These silver swords channel the force of the wielder’s will, dealing psychic as well as physical damage. A githyanki can’t become a knight until it masters the singular discipline needed to will such a blade into existence. A silver sword is equivalent to a greatsword, and takes on the properties of a +3 greatsword in the hands of its creator. In the eyes of the githyanki, each silver sword is a priceless relic and a work of art. Githyanki knights will hunt down and destroy any non-githyanki that dares to carry or wield a silver sword, reclaiming it for their people. Red Dragon Riders. In the uprising against the illithids, Gith sought allies. Her adviser Vlaakith appealed to Tiamat, the goddess of evil dragonkind, and Gith ventured into the Nine Hells to meet with her. Only Tiamat now knows what passed between them, but Vlaakith returned to the Astral Plane with the Dragon Queen’s red dragon consort Ephelomon, who proclaimed that his kind would forever act as allies to the githyanki. Not all red dragons honor the alliance kindled so long ago, but most at least don’t consider the githyanki their enemies. Outposts in the Mortal Realm. Since creatures that dwell on the Astral Plane don’t age, the githyanki establish creches in remote areas of the Material Plane to raise their young. Doubling as military academies, these creches train young githyanki to harness their psychic and combat abilities. When a githyanki grows to adulthood and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane. Traits Innate Spellcasting (Psionics) : The githyanki’s innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components: • At will: mage hand (the hand is invisible) • 3/day each: jump , misty step , nondetection (self only) Actions Multiattack : The githyanki makes two greatsword attacks. Greatsword : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gith)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Githyanki Xenomancer","description":"A githyanki xenomancer travels to the farthest reaches of Wildspace and the Astral Sea, even visiting worlds of the Material Plane from time to time, to study and catalog creatures it has never encountered before. Friendly contact with sapient creatures can bring the xenomancer’s diplomatic skills to the forefront, while hostile contact becomes a test of the xenomancer’s survival skills. Sometimes a xenomancer’s research requires that a specimen be captured and imprisoned (to study its behavior) or killed and dissected (to study or harvest its insides). Many xenomancers prefer to do this work in their laboratories on the Astral Plane. Githyanki Githyanki descend from an ancient people who were also the progenitors of githzerai. These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the followers of the Lich-Queen Vlaakith. They terrorize the Astral Plane, raiding into Wildspace to plunder the multiverse of its magic and riches. The Monster Manual and Monsters of the Multiverse contain a variety of githyanki for your use. This section provides additional options. Actions Multiattack. The githyanki makes three Staff attacks, three Telekinetic Bolt attacks, or a combination thereof. Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands, plus 14 (4d6) psychic damage. Telekinetic Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 20 (3d10 + 4) force damage. Spellcasting (Psionics). The githyanki casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 16): At will: druidcraft, light, mage hand (the hand is invisible) 2/day each: invisibility (self only), pass without trace (self only) 1/day each: dominate monster, forcecage, plane shift, telekinesis Bonus Actions Astral Step (Recharge 4–6). The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Reactions Parry. The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gith, druid)","Alignment":"any alignment","Expansion":16643,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Githzerai Anarch","description":"What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought? —Mordenkainen Gith The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai⁠ live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred⁠ for the mind flayers from whom they escaped endures, and both githyanki⁠ and githzerai⁠ are dedicated to hunting their ancestral foes. Githzerai Anarch The githzerai⁠ are a check on the githyanki⁠ and the illithids. The githyanki⁠ are a check on the githzerai⁠ and the illithids. Thus, three unequal forces enforce the Balance. —Mordenkainen The most powerful of the githzerai, anarchs lead communities and maintain the adamantine citadels that serve as strong points in planes beyond Limbo. They have formidable psionic capabilities, able to manipulate the unformed substance of their adopted plane with a thought. These rare githzerai⁠ are sages and mystics, and their word is law. An Anarch's Lair In Limbo, githzerai anarchs create islands of tranquility⁠ in the otherwise turbulent plane. By directing its psionic power, an anarch can give form to formless substance, creating mountains, lakes, and structures of any composition to serve as a foundation for a githzerai⁠ community. Lair Actions An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row: The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects. The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its concentration breaks. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. Regional Effects The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects: In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created. The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action⁠ required). If the anarch dies, these effects end after 1d6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates 1d6 rounds later. Traits Innate Spellcasting (Psionics). The anarch's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: feather fall, jump, see invisibility, shield, telekinesis 1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force Psychic Defense. While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The anarch makes three unarmed strikes. Unarmed Strike. Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage. Legendary Actions The anarch can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature's turn. The anarch regains spent legendary actions at the start of its turn. Strike. The anarch makes one unarmed strike. Teleport⁠. The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. Change Gravity (Costs 3 Actions). The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Neutral","Expansion":4,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Githzerai Anarch","description":"Anarchs are githzerai sages and mystics who lead communities and maintain the adamantine citadels that serve as strong points in Limbo and on other planes. They have formidable psionic capabilities and are able to manipulate the unformed substance of their adopted plane with a thought. An Anarch’s Lair In Limbo, githzerai anarchs create islands of tranquility in this turbulent plane. An anarch can use its psionic power to give form to formless substance, creating mountains, lakes, and structures to serve as a foundation for a githzerai community. The anarch’s challenge rating is 17 (18,000 XP) when it’s encountered in its lair. Lair Actions. On initiative count 20 (losing initiative ties), the anarch can take one of the following lair actions; the anarch can’t take the same lair action two rounds in a row: Create Object. The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch’s concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, the anarch’s concentration breaks. Move Object. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. Psionic Bolt. The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects. Regional Effects. The region containing an anarch’s lair is warped by its presence, which creates one or more of the following effects: Form Substance. In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created. Stabilize Object. The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required). If the anarch dies, these effects end after 1d6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates 1d6 rounds later. Githzerai Githzerai are otherworldly folk with psionic powers who share an ancestral link to githyanki (also in this book). The githzerai followers of the great leader Zaerith Menyar-Ag-Gith are an ascetic people who live apart from the rest of the cosmos, within the confines of fortresses floating through the chaos of Limbo. Instead of imposing their will on other peoples, they focus on controlling and manipulating their endlessly malleable home. Traits Legendary Resistance (3/Day). If the githzerai fails a saving throw, it can choose to succeed instead. Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The githzerai makes three Unarmed Strike attacks. Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage. Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 18): At will: mage hand (the hand is invisible) 3/day each: see invisibility , telekinesis 1/day each: globe of invulnerability , plane shift , wall of force Legendary Actions The githzerai can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The githzerai regains spent legendary actions at the start of its turn. Strike. The githzerai makes one Unarmed Strike attack. Teleport. The githzerai teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of it. Change Gravity (Costs 3 Actions). The githzerai casts the reverse gravity spell, using Wisdom as the spellcasting ability. The spell has the normal effect, except that the githzerai can orient the area in any direction and creatures and objects fall toward the end of the area.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Githzerai Cenobite","description":"Cenobites are ascetic githzerai that are highly skilled in the art of unarmed combat. Cenobites do not rely on armor or weapons and only utilize spell-like psionic abilities aimed to augment their fighting abilities. They can read and predict the movements of their enemies and respond with deadly accuracy. Traits Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The githzerai makes two Unarmed Strike attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 9 (2d8) psychic damage. Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability: At will: mage hand (the hand is invisible) 3/day each: jump, see invisibility Bonus Actions Trace Chance (Recharge 5–6). The githzerai chooses a target it can see within 30 feet of it. The githzerai gains advantage on the next melee attack roll it makes this turn against the target and if it hits, it is a critical hit. Reactions Protective Shield (4/Day). When the githzerai is hit by an attack roll, it gains a +5 bonus to his AC until the start of its next turn, which can cause the triggering attack roll to miss. Slow Fall. When the githzerai falls, it reduces any falling damage it takes by 50.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Alignment":"Typically Lawful Neutral","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Githzerai Enlightened","description":"What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought? —Mordenkainen Gith The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai⁠ live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred⁠ for the mind flayers from whom they escaped endures, and both githyanki⁠ and githzerai⁠ are dedicated to hunting their ancestral foes. Githzerai⁠ Enlightened Githzerai never stop training⁠. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training⁠ become one of the githzerai⁠ known as the enlightened. Traits Innate Spellcasting (Psionics). The githzerai's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: mage hand (the hand is invisible) 3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield 1/day each: haste, plane shift, teleport Psychic Defense. While the githzerai is wearing no armor and wielding no ⁠shield, its AC includes its Wisdom modifier. Actions Multiattack. The githzerai makes three unarmed strikes. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage. Temporal Strike (Recharge 6). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration⁠. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Neutral","Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Githzerai Enlightened","description":"Some spiritual githzerai spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become known as the enlightened. Githzerai Githzerai are otherworldly folk with psionic powers who share an ancestral link to githyanki (also in this book). The githzerai followers of the great leader Zaerith Menyar-Ag-Gith are an ascetic people who live apart from the rest of the cosmos, within the confines of fortresses floating through the chaos of Limbo. Instead of imposing their will on other peoples, they focus on controlling and manipulating their endlessly malleable home. Traits Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The githzerai makes three Unarmed Strike attacks. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 18 (4d8) psychic damage. Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 16): At will: mage hand (the hand is invisible) 3/day: see invisibility 1/day each: plane shift , teleport Temporal Strike (Recharge 6). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it’s occupied. Reactions Slow Fall. When the githzerai falls, it reduces any falling damage it takes by 50.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Githzerai Futurist","description":"Githzerai futurists have transcended their limits through focused meditation and can now catch glimpses of the future. They foresee the possible outcomes of battles, using those portents to tilt the balance in their favor. “You’d think studying all the weird wild of the planes would eventually send you over the edge. If it did for the githzerai, they pushed right through and came out on the other side.” —Morte Githzerai Githzerai descend from an ancient people who were also the progenitors of the githyanki­—all of whom were destroyed or transformed by mind flayers. Many githzerai dwell in Limbo, honing their psionic powers by shaping their homes on that chaotic plane. The githzerai described here oftentimes traverse the planes, crossing between them via the portals in Sigil and the Outlands. To learn more about other githzerai, see the Monst er Manual . Traits Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): At will: dispel magic , levitate (self only), mage hand (the hand is invisible), see invisibility 1/day each: plane shift (self only), scrying (as an action), slow , telekinesis Actions Multiattack. The githzerai makes three Unarmed Strikes or Psychic Bolt attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 11 (2d10) psychic damage. Psychic Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 21 (4d8 + 3) psychic damage. Reactions Future Insight (3/Day). When the githzerai or a creature it can see makes an attack roll, a saving throw, or an ability check, the githzerai can cause the roll to be made with advantage or disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration (gith)","Alignment":"any alignment","Expansion":26427,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Githzerai Lightning Fist","description":"Lightning fists are githzerai that have mastered the use of electricity. Lightning crackles constantly from their fists. Using their psionic abilities, these giths can hurl bolts of lightning, unleash a line of lightning through their enemies while riding through the light and electricity and teleporting to a new position, and create a devastating explosion of lightning and thunder in an area of their choosing. Traits Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The githzerai makes two Unarmed Strike attacks and uses Hungry Lightning. It can use Lightning Leap or Storm Clap in place of Hungry Lightning. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage plus 9 (2d8) psychic damage plus 4 (1d8) lightning damage. Hungry Lightning. The githzerai lashes out at one creature it can see within 60 feet of it with tendrils of lightning. The target must make a DC 16 Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. Lightning Leap (Recharge 5–6). The githzerai lets loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. The githzerai then teleports to an unoccupied space touched by opposite end of the line. Storm Clap (Recharges after a Long Rest). The githzerai chooses a point it can see within 60 feet of it. Thunder and lightning energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make DC 16 Constitution saving throw. On a failed save, a creature takes 17 (5d6) lightning and 17 (5d6) thunder damage and is stunned until the end of the githzerai's next turn. On a successful save, a creature takes half as much damage and isn't stunned. Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16): At will: mage hand (the hand is invisible) 3/day each: jump, see invisibility, thunderclap 1/day: haste Reactions Protective Shield (4/Day). When the githzerai is hit by an attack roll, it gains a +5 bonus to his AC until the start of its next turn, which can cause the triggering attack roll to miss. Slow Fall. When the githzerai falls, it reduces any falling damage it takes by 50.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Alignment":"Typically Lawful Neutral","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Githzerai Monk","description":"\"The githyanki and the githzerai were so profoundly scarred by their enslavement to the mind flayers that they forgot they were one race, united. Having won their freedom, they wage war against each other with a hatred none can fully comprehend.\" —Aristul the Yellow, master of planar lor Gith The warlike githyanki and the contemplative githzerai are a sundered people—two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith’s motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day. Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time. Githzerai Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. Psionic Adepts. The progenitors of the githzerai adapted to—and were transformed by—the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo—a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane’s chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures’ virtues in their everyday lives. Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people’s freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths. These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma—an illithid hunting party—to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. Traits Innate Spellcasting (Psionics) : The githzerai’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: • At will: mage hand (the hand is invisible) • 3/day each: feather fall , jump , see invisibility , shield Psychic Defense : While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack : The githzerai makes two unarmed strikes. Unarmed Strike : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gith)","Source":"MM1","Alignment":"lawful neutral","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Githzerai Shadowmind","description":"Githzerai shadowminds are martial artists that can create psychic static that disrupts their enemies' ability to think clearly and defend themselves properly. They are highly valued by githzerai war bands for their ability to create openings, leave targets vulnerable, and break the concentration of enemy spellcasters. Traits Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The githzerai makes two Unarmed Strike attacks and uses Daze, Distracting Haze, or Mind Storm, if available. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) force damage plus 13 (3d8) psychic damage. Daze. One creature the githzerai can see within 60 feet of it must make a DC 15 Intelligence saving throw. On a failed save, the target is incapacitated until the end of its next turn or until it takes damage. Distracting Haze. One creature the githzerai can see within 60 feet of it must make a DC 15 Intelligence saving throw. On a failed save, the target takes 16 (3d10) psychic damage and can’t see anything more than 10 feet from it until the githzerai's concentration is broken (as if concentrating on a spell). On a successful save, it takes half as much damage. Mind Storm (Recharges after a Long Rest). The githzerai chooses a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Wisdom saving throw. On a failed save, the target takes 36 (8d8) psychic damage and suffers disadvantage on all saving throws until the end of the githzerai's next turn. On a successful save, a creature takes half as much damage. Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15): At will: mage hand (the hand is invisible) 3/day each: jump, mind spike, see invisibility 1/day: telekinesis Reactions Protective Shield (4/Day). When the githzerai is hit by an attack roll, it gains a +5 bonus to his AC until the start of its next turn, which can cause the triggering attack roll to miss. Slow Fall. When the githzerai falls, it reduces any falling damage it takes by 50.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gith)","Alignment":"Typically Lawful Neutral","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Githzerai Traveler","description":"Githzerai travelers wander the multiverse to train and pursue cosmic enlightenment. These githzerai learn to manipulate planar energies to create wondrous effects. “You’d think studying all the weird wild of the planes would eventually send you over the edge. If it did for the githzerai, they pushed right through and came out on the other side.” —Morte Githzerai Githzerai descend from an ancient people who were also the progenitors of the githyanki­—all of whom were destroyed or transformed by mind flayers. Many githzerai dwell in Limbo, honing their psionic powers by shaping their homes on that chaotic plane. The githzerai described here oftentimes traverse the planes, crossing between them via the portals in Sigil and the Outlands. To learn more about other githzerai, see the Monst er Manual . Traits Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13): At will: mage hand (the hand is invisible) 1/day each: jump , plane shift (self only), see in visibility Actions Multiattack. The githzerai makes three Unarmed Strike attacks. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) psychic damage. Bonus Actions Matter Manipulation (Recharge 4–6). The githzerai manipulates the energy of the plane of existence it’s on to produce one of the following effects (choose one or roll a d6): 1–2: Astral Step. The githzerai can teleport, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. In addition, its walking speed increases to 40 feet until the start of its next turn. 3–4: Growth. Flowers and vines grow around the githzerai until the start of its next turn, then vanish; the ground within 15 feet of the githzerai is difficult terrain for other creatures while the flowers and vines are present. 5–6: Retaliating Light. Multicolored lights surround the githzerai until the start of its next turn. For the effect’s duration, whenever a creature within 5 feet of the githzerai hits it with a melee attack roll, that creature takes 3 (1d6) force damage, as magic lashes out in retribution.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration (gith)","Alignment":"any alignment","Expansion":26427,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Githzerai Uniter","description":"Githzerai uniters espouse wisdom and unity rather than violence. Many uniters are members of the Sha’sal Khou, a group of githyanki and githzerai who band together to reunify the gith people. Capable martial artists, uniters are more inclined to disarm and subdue their opponents than destroy them. “You’d think studying all the weird wild of the planes would eventually send you over the edge. If it did for the githzerai, they pushed right through and came out on the other side.” —Morte Githzerai Githzerai descend from an ancient people who were also the progenitors of the githyanki­—all of whom were destroyed or transformed by mind flayers. Many githzerai dwell in Limbo, honing their psionic powers by shaping their homes on that chaotic plane. The githzerai described here oftentimes traverse the planes, crossing between them via the portals in Sigil and the Outlands. To learn more about other githzerai, see the Monst er Manual . Traits Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 14): At will: mage hand (the hand is invisible), see in visibility 1/day each: plane shift (self only), t elekinesis Actions Multiattack. The githzerai makes three Unarmed Strike or Psychic Bolt attacks. It can replace any of these attacks with one use of its Pacifying Touch. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) psychic damage. Psychic Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 17 (5d6) psychic damage. Pacifying Touch. The githzerai touches one creature it can see within 5 feet of itself. The target must succeed on a DC 14 Intelligence saving throw, or the githzerai chooses an action for that target: Attack, Cast a Spell, or Dash. The affected target can’t take that action for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a successful save. A target that succeeds on the saving throw becomes immune to this githzerai’s Pacifying Touch for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration (gith)","Alignment":"any alignment","Expansion":26427,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Githzerai Zerth","description":"\"The githyanki and the githzerai were so profoundly scarred by their enslavement to the mind flayers that they forgot they were one race, united. Having won their freedom, they wage war against each other with a hatred none can fully comprehend.\" —Aristul the Yellow, master of planar lore Gith The warlike githyanki and the contemplative githzerai are a sundered people—two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith’s motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day. Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time. Githzerai Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo. Psionic Adepts. The progenitors of the githzerai adapted to—and were transformed by—the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment. Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo—a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane’s chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures’ virtues in their everyday lives. Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people’s freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths. These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds. Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma—an illithid hunting party—to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party. Traits Innate Spellcasting (Psionics) : The githzerai’s spellcasting ability is Wisdom, spell save DC 14, +6 to hit with spell attacks. It can innately cast the following spells, requiring no components: • At will: mage hand (the hand is invisible) • 3/day each: feather fall , jump , see invisibility , shield • 1/day each: phantasmal killer , plane shift Psychic Defense : While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack : The githzerai makes two unarmed strikes. Unarmed Strike : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gith)","Source":"MM1","Alignment":"lawful neutral","Expansion":2,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Gitwerc Berserker","description":"The backbone of any gitwerc army, berserkers are notoriously difficult to command. But a general who can martial gitwerc bloodlust toward a cause finds a fighting force to rival the very armies of Hel.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (gitwerc, shapechanger)","Alignment":"lawful evil","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Gitwerc Legionnaire","description":"Legionnaires are adept at following their berserker horde into battle, using almost anything that they can wield to finish off enemies previously wounded by the less able gitwerc.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (gitwerc, shapechanger)","Alignment":"lawful evil","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Gitwerc Underterror","description":"Underterrors adapt in the moment to attempts to damage them and defenses put in place against their attacks. Granted fiendish boons, an underterror no longer fights or defends itself as one might expect a humanoid to do, but instead displays both a physical and mental warping that places them beyond the comprehension of most opponents.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (gitwerc, shapechanger)","Alignment":"lawful evil","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Glabrezu","description":"Demons Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil—engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness , the Black Scrolls of Ahm , and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon True Names Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz’zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake’s and as powerful as a great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out—or if she has a reason to remind her followers to fear her—Lolth’s lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart. Orcus Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus , a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes’ flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Glabrezu A glabrezu takes great pleasure in destroying mortals through temptation, and these creatures are among the few demons to offer their service to creatures foolish enough to summon them. Although glabrezus are devastating in combat, they prefer to tempt victims into ruin, using power or wealth as a lure. Engaging in guile, trickery, and evil bargains, a glabrezu hoards riches that it uses to fulfill promises to shortsighted summoners and weak-willed mortals. However, if its attempts to entice or deceive fail, a glabrezu has the strength to fight and win. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demons by Type Type Examples 1 barlgura, shadow demon, vrock 2 chasme, hezrou 3 glabrezu, yochlol 4 nalfeshnee 5 marilith 6 balor, goristro Traits Innate Spellcasting : The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: • At will: darkness , detect magic , dispel magic • 1/day each: confusion , fly , power word stun Magic Resistance : The glabrezu has advantage on saving throws against spells and other magical effects. Actions Multiattack : The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. Pincer : Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled, escape DC 15. The glabrezu has two pincers, each of which can grapple only one target. Fist : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) bludgeoning damage. Variant: Summon Demon (1/Day) : The demon chooses what to summon and attempts a magical summoning. A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Glabrezu","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Innate Spellcasting : The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: At will: darkness , detect magic , dispel magic 1/day each: confusion , fly , power word stun Magic Resistance : The glabrezu has advantage on saving throws against spells and other magical effects. Actions Multiattack : The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell. Pincer : Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target. Fist : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"157 (15d10+75)","CHA":16,"CON":21,"DEX":15,"INT":19,"STR":20,"WIS":17,"Size":"Large","Type":"fiend (demon)","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064231/IT67FCfAa3b8TxkfkFmAww/original.png","Roll 0":"Pincer\n1d20 + 9\n2d10+5","Roll 1":"Fist\n1d20 + 9\n2d4+2","Senses":"Truesight 120 Ft.","Source":"5th Edition SRD","data-XP":"5,000","Alignment":"Chaotic Evil","Languages":"Abyssal, Telepathy 120 Ft.","data-List":"false","Immunities":"Poison","Spell Book":"Darkness, Detect Magic, Dispel Magic, Confusion, Fly, Power Word Stun","Token Size":2,"Resistances":"Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Spells":"{\"innate\":{\"at-will\":[\"darkness\",\"detect magic\",\"dispel magic\"],\"1/day\":[\"confusion\",\"fly\",\"power word stun\"]}}","data-Traits":"[{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic 1/day each: confusion, fly, power word stun\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The glabrezu has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.\"},{\"Name\":\"Pincer\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 5\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target\"},{\"Name\":\"Fist\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 2\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"+3","data-CON-mod":"+5","data-DEX-mod":"+2","data-INT-mod":"+4","data-STR-mod":"+5","data-SizeNum":5,"data-WIS-mod":"+3","Saving Throws":"Str +9, Con +9, Wis +7, Cha +7","Challenge Rating":9,"Passive Perception":13,"Condition Immunities":"Poisoned","data-CrNum":9,"data-AcNum":17,"data-HpNum":157},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Glabrezu Deceiver","description":"Glabrezu deceivers are demons who have perfected the art of tricking and tempting powerful mortals into ruin and destruction, enabling the glabrezu to claim their souls for their personal use and consumption. While it tries its best to avoid combat and confrontation, a glabrezu deceiver will fight if pressed. It is a formidable opponent due to its craftiness and its ever-present aura of discord that can turn its foes against each other. Traits Aura of Discord. A creature hostile to the glabrezu that starts its turn within 20 feet of the glabrezu must succeed on a DC 18 Wisdom saving throw, unless the glabrezu is incapacitated. On a failed save, the target is charmed until the start of its next turn. While charmed by the glabrezu, the creature must move up to its speed and use its action to make a melee weapon attack against a creature of the glabrezu's choice that the glabrezu can see. Constructs and Undead are immune to this effect. Legendary Resistance (1/Day). If the glabrezu fails a saving throw, it can choose to succeed instead. Magic Resistance. The demon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The glabrezu makes two Pincer attacks and two Fist attacks. Alternatively, it makes two Pincer attacks and uses Spellcasting. Pincer. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). The glabrezu has two pincers, each of which can grapple only one target. Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Spellcasting. The glabrezu casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18): At will: command, darkness, detect magic, dispel magic 3/day each: charm monster, confusion, fly, mirror image 1/day each: power word stun, reverse gravity Teleport. The glabrezu magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Legendary Actions The glabrezu can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The glabrezu regains spent legendary actions at the start of its turn. Slam. The glabrezu makes a Fist attack. Pincer (Costs 2 Actions). The glabrezu makes a Pincer attack. Teleport (Costs 2 Actions). The glabrezu uses Teleport. Cast a Spell (Costs 3 Actions). The glabrezu uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Glacial Corrupter","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Glacial Crawler","description":"This pale, slithering, wormlike creature drags itself through the snow with four clawed limbs. Its eyeless head displays rows of dagger teeth. This predator has a thin, segmented body that tapers to a spiked tail. Four pointed limbs extend from its body, and its head is an eyeless, wedge-shaped mass of flesh with a maw full of dagger-like teeth. Prehistoric Predation. Peoples of cold regions whisper fireside-tales of a monster that has plagued the lands since their progenitors first settled there. It is a nightmare with many names, all bearing the same mien: “whale-worm,” “follower-under-the-ice,” or, “walrus-worm”. Most call it the glacial crawler. Burrowing Carnivore. Glacial crawlers are hunters of the icepacks and frigid, deep-water coastlines. In the ocean, they seek whatever prey they can, preferring large, warm-blooded creatures, such as polar bears, narwhals, and walruses. When aquatic prey becomes scarce, they venture inland, tunneling through glacial-flows and icefields to hunt. The crawler's body exudes a superheated, acidic mucus that helps it dig through the ice. Whether in icy water or on land, it prefers to hide with only its tail visible, pouncing when its prey takes a bite of the wiggling tail. From the Depths. The glacial crawler is a creature of the deep ocean. Spawned in the lightless depths, it makes its way to more abundant food near the surface. When sightings of a glacial crawler cease for a time, the creature has returned to the deeps to spawn more of its kind. Acidic Coating. A creature that touches the glacial crawler or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. Amphibious. The glacial crawler can breathe air and water. Snow Camouflage. The glacial crawler has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Tunneler. The glacial crawler can burrow through ice, snow, and permafrost, and leaves a 5-foot-diameter tunnel in its wake. Actions Multiattack. The glacial crawler makes two Bite attacks and one Tail Spike attack, or it makes three Superheated Acid Spit attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 16 (2d10 + 5) piercing damage plus 9 (2d8) acid damage. Tail Spike. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (4d6 + 5) piercing damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the crawler doesn't have another creature grappled. Superheated Acid Spit. Ranged Weapon Attack: +7 to hit, range 60 ft., one creature. Hit: 12 (2d8 + 3) acid damage plus 9 (2d8) fire damage. Acidic Spray (Recharge 5-6). The glacial crawler spews superheated digestive juices in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 18 (4d8) acid and 18 (4d8) fire damage and is coated in heated acid. On a success, a creature takes half the damage and isn't coated in acid. A creature coated in heated acid takes 4 (1d8) acid damage and 4 (1d8) fire damage at the start of each of its turns. A creature, including the coated target, can take its action to wash or scrub off the acid, ending the effect.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Glacier Behemoth","description":"A depression in the ground trails in the wake of this six-legged creature. Aged ice, appearing more like granite, covers the creature’s body. Slow but Steady. Glacier behemoths earn their name from their resemblance to glaciers, including their slow, relentless pace. Their squat frames help conceal their six legs, reinforcing the notion that they are calved glaciers. Short of chasms blocking its way or the intervention of other glacier behemoths, nothing can stop a glacier behemoth when it moves. Its tough hide combined with its primal intellect render it fearless as it lumbers after its foes. Bulettekin. Glacier behemoths are arctic relatives to bulettes, but their existence predates their temperate land–inhabiting kin. They are just as aggressive as their smaller cousins, but they don’t have the speed or agility bulettes possess. They are also not as particular about the type of food they eat, owing to the lack of choice in the barren lands they inhabit. Path of Destruction. Weighing at least 15 tons, a glacier behemoth can’t help but crush everything in its wake. It leaves deep furrows in the ground as wide as its body. A sure sign of a wandering glacier behemoth is a crisscrossing set of ditches. Despite its lack of stealth, a glacier behemoth can still take a settlement by surprise thanks to its ability to dig through the earth. The behemoth burrows into a building through the floor and attacks anything it finds. After this initial assault, it devastates the rest of the settlement, picking off those foolish enough to stay and fight.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Gladiator","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. Traits Brave : The gladiator has advantage on saving throws against being frightened . Brute : A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). Actions Multiattack : The gladiator makes three melee attacks or two ranged attacks. Spear : Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. Shield Bash : Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . Reactions Parry : The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","AC":"16 (Studded Leather, Shield)","HP":"112 (15d8+45)","CHA":15,"CON":16,"DEX":15,"INT":10,"STR":18,"WIS":12,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064236/jfGrITQgIBSE9mH4CQNWug/original.png","Roll 0":"One Handed\n1d20 + 7\n2d6+4","Roll 1":"Two Handed\n1d20 + 7\n2d8+4","Roll 2":"Shield Bash\n1d20 + 7\n2d4+4","Skills":"Athletics +10, Intimidation +5","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Any Alignment","Languages":"Any One Language (Usually Common)","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Brave\",\"Desc\":\"The gladiator has advantage on saving throws against being frightened.\"},{\"Name\":\"Brute\",\"Desc\":\"A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The gladiator makes three melee attacks or two ranged attacks.\"},{\"Name\":\"Spear (One-Handed)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Spear (Two-Handed)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Spear (Ranged)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"7\",\"Reach\":\"20/60 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Shield Bash\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"2d4 + 4\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone\"}]","data-CHA-mod":"+2","data-CON-mod":"+3","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"+4","data-SizeNum":4,"data-WIS-mod":"+1","Saving Throws":"Str +7, Dex +5, Con +6","data-Reactions":"[{\"Name\":\"Parry\",\"Desc\":\"The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.\"}]","Challenge Rating":5,"Passive Perception":11,"data-CrNum":5,"data-AcNum":16,"data-HpNum":112},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gladiator","description":"Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death. Traits Brave : The gladiator has advantage on saving throws against being frightened. Brute : A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). Actions Multiattack : The gladiator makes three melee attacks or two ranged attacks. Spear (Melee; One-Handed) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Spear (Melee; Two-Handed) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Spear (Ranged) : Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Shield Bash : Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Reactions Parry : The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Gladiator of Geryon","description":"Gladiator Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command⁠ huge fees but rarely fight to the death. Despite being deposed, Geryon still has the ability to strike bargains. He deals especially with those who seek brute strength⁠. Any warlike monster—such as orcs, ogres, and trolls—can be lured into Geryon’s cult. Diabolical Cults of Geryon His cultists typically form fighting companies and bandit gangs, proving their ⁠strength by defeating others in battle and taking what they want as loot. Goals: Physical prowess, domination of others through strength⁠, destruction of all opposition Typical Cultist: Bandit, bandit captain, berserker, cult fanatic, cultist, gladiator, thug, tribal warrior, veterans Members of the cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable Strength trait. Traits Brave. The gladiator has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). Crushing Blow (Recharges after a Short or Long Rest). As a bonus action⁠, the creature gains a bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1). Actions Multiattack. The gladiator makes three melee attacks or two ranged attacks. Spear (One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Spear (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Shield Bash: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Reactions Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. Indomitable⁠ Strength⁠ (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Expansion":4,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Gladiator of Zariel","description":"Gladiator Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command⁠ huge fees but rarely fight to the death. Diabolical Cults of Zariel Zariel’s cult offers martial training⁠ and talent. It flourishes in areas wracked by war. Refugees with the will to fight but lacking experience are drawn to Zariel, as she can provide them with the skills needed to survive. Established warriors looking for an edge are otherwise her most common recruits. Knightly orders, fighters’ guilds, and mercenary companies are the most likely to come under her sway. Hobgoblins sometimes turn to her, but only if they have escaped the influence of Maglubiyet and his priests⁠. Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Zariel’s cultists can gain the Ferocious Surge trait. Cult leaders can also gain the Infernal Tactics⁠ trait. Traits Brave. The gladiator has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). Ferocious Surge (Recharges after a Short or Long Rest). When this creature hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit. Infernal Tactics⁠. This creature has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them. Actions Multiattack. The gladiator makes three melee attacks or two ranged attacks. Spear (One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Spear (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Reactions Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Glahg","description":"The unbridled power of nature runs wild all across the planet Vaal. The glahg originate from Vaal, but not much else is known about their origins or how they came to evolve. The are furry, hulking beasts with six legs, spiked appendages, and large horns protruding from either side of their head. Glahg communicate with each other through bestial growls and barks, but understand both Common and Valna. One with the Land. Glahgs lair within caves and natural dens. They instinctively choose secluded areas, but can just as easily live in regions inhabited by other non-territorial beasts. They are omnivorous and hunt primarily out of necessity or to feed their young. Faithful Companions. Culturally advanced natives of Vaal can easily develop a friendly bond with a glahg, often adopting them as pets or mounts. Glahgs raised in captivity or adopted at a young age by other humanoid creatures are often trained as companion mounts as well.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Glaive","description":"Since the Mournland’s earliest days, Glaive has wielded her namesake weapon in service to the Lord of Blades’ bloody conquest of the blighted region. Among the blades, Glaive is best known for her talent at self-modification. “Glaive” is etched onto the back of her neck-plate. It is the only name Glaive has ever known, and fellow blades don’t dare call her anything else. Mournland adventurers, however, refer to the terrifying commander by another name: Kill Switch. Traits Heatsink. When Glaive takes cold damage, her Overdrive immediately recharges. Pack Tactics. Glaive has advantage on attack rolls if at least one ally is within 5 feet of the creature she’s attacking and the ally doesn’t have the incapacitated condition. Actions Multiattack. Glaive makes two Spiked Glaive attacks and two Serrated Bolt attacks. Spiked Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing or slashing damage, or 14 (1d10 + 9) piercing or slashing damage if Glaive is in overdrive. Serrated Bolt. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 13 (3d8) piercing damage. If Glaive has advantage on the attack roll, the serrated bolt lodges in the target, and the target’s speed is reduced by 10 feet until the serrated bolt is removed. A target’s speed can be reduced by only one serrated bolt at a time. A creature can use its action to remove a serrated bolt lodged in itself or another creature within its reach; when the bolt is removed from a creature, that creature takes 5 (2d4) slashing damage. Bonus Actions Overdrive (Recharges after a Short or Long Rest). Glaive enters a state of overdrive that lasts for 1 minute or until she has the incapacitated condition. While in overdrive, Glaive gains the following benefits: Glaive has advantage on Strength checks and Strength saving throws. When Glaive makes a melee weapon attack, she gains a +4 bonus to the damage roll. Glaive’s speed increases to 50 feet. Reactions Self-Preservation. In response to being hit by a weapon attack, Glaive reduces the damage by 11 (2d10).","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct (Warforged)","Alignment":"Chaotic Evil","Expansion":30583,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Glass Gator","description":"So called by some watermen because of its method of hunting, the glass gator is a nearly-transparent ambush hunter. It usually strikes from a bed of water, either stagnant or flowing. The transparency of the creature, combined with its jet of silt and poisonous sting, make it an effective hunter. Strange Anatomy. The body of a glass gator is most similar to a centipede, but with four oversized forelimbs and a more distinct head. The forelimbs are used to attack, but they tire easily, forcing the glass gator to use its powerful lunge attack sparingly. Once the glass gator gets hold of prey, it wraps its body around the victim and squeezes, like a constrictor snake. Unlike a serpent, however, which uses powerful muscles to crush and suffocate its prey, the glass gator is only trying to bring its underbelly into contact with the prey. The glass gator’s belly is lined with hundreds of stingers that deliver a virulent nerve toxin. Transparency. The glass gator’s transparency isn’t total. Its digestive tract usually is visible, especially for a few hours after it eats. The creature sometimes uses this limited visibility as bait, making itself appear as a wriggling snake or eel. It is most vulnerable just after eating, when it’s lethargic; if encountered in its lair shortly after a meal, the DM may give the glass gator disadvantage on initiative. Larval Form. Subterranean variants—including some with bioluminescence—have been reported in caverns. It’s been postulated that the glass gator may be the larval form of a larger creature, but what that larger creature might be is unknown. Traits Amphibious: The glass gator can breathe air and water. Lunge: When the glass gator leaps at least 10 feet toward a creature and hits that creature with a claws attack on the same turn, it can immediately constrict the target as a bonus action. Transparency: The glass gator has advantage on Dexterity (Stealth) checks while underwater or in dim light. Standing Leap: The glass gator can long jump up to 15 feet from water or up to 10 feet on land, with or without a running start. Actions Claws: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 7 (2d4 + 2) Slashing damage. On hit, the target is grappled, escape DC 12. Until this grapple ends, the target is restrained and the glass gator can’t attack a different target. Constrict: One creature that’s already grappled by the glass gator takes 7 (2d4 + 2) bludgeoning damage plus 7 (2d6) poison damage. Take half as much poison damage with a successful DC 11 Constitution saving throw. Reactions Silt Cloud (Recharges after a Short or Long Rest): After taking damage while in water, the glass gator thrashes to stir up a 10-foot-radius cloud of silt around itself. The area inside the sphere is heavily obscured for 1 minute (10 rounds) in still water or 5 (2d4) rounds in a strong current. After stirring up the silt, the glass gator can move its speed.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Glass Ghost","description":"A native of the Astral Plane, the Glass Ghost, is a humanoid formed of living glass and sand who can enter the dreams of others (see ARCADIA 3's The Dream Kin)— or they were in their previous life. Now, they exist only in the dreams of others, but they are still capable of great harm and violence. A dream-based revenant bent on exacting harsh revenge against all adventurers. Unlike the smooth, blown-glass look that most sand speakers have, their form is cracked, sharp, and jagged, their hand formed into a cruel claw. The Glass Ghost is nearly impossible to truly kill; if encountered in a dream and destroyed, it simply takes a week to reform and continue their attacks. Discorporation . When the Glass Ghost drops to 0 hit points or dies, their dreamform is destroyed but their essence travels back to the Astral Plane, and they can’t enter dreams or use actions. After 1 week, the Glass Ghost gains a new dreamform, regaining all their hit points and becoming active again. Evasion . When subjected to an effect that allows a Dexterity saving throw to take only half damage, the Glass Ghost takes no damage on a successful save or half damage on a failed one, provided the Glass Ghost is not incapacitated. Actions Multiattack . The Glass Ghost makes two Glass Claw attacks. Glass Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage, and the target must make a DC 14 Charisma saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much on a successful one. The attack deals an extra 7 (2d6) piercing damage if the Glass Ghost has advantage on the attack roll or if the target is within 5 feet of one of the Glass Ghost’s allies. Shard of Glass . Ranged Weapon Attack : +8 to hit, range 60/120 ft., one target. Hit : 11 (2d10) force damage. The attack deals an extra 14 (4d6) force damage if the Glass Ghost has advantage on the attack roll or if the target is within 5 feet of one of the Glass Ghost’s allies. On a hit or a miss, the shard explodes, and the target and each creature within 5 feet of it must succeed on a DC 14 Dexterity saving throw or take 14 (4d6) piercing damage. Bonus Actions Fear Themself . The Glass Ghost can conjure a copy of themselves in an unoccupied space within 30 feet of them. Additionally, the Glass Ghost can swap places with a copy within 30 feet of them. Reactions Dream Logic . When the Glass Ghost or one of their copies is hit with a melee attack, the Glass Ghost can swap places with another creature they can see within 30 feet of them. The target takes the damage instead of the Glass Ghost. Villain Actions The Glass Ghost has three villain actions. They can take each action once during an encounter after an enemy creature’s turn. They take villain action 1 during the first round of combat, villain action 2 during the second, and villain action 3 during the third round. Villain Action 1: One, Two, I’m Coming for You . The Glass Ghost conjures multiple copies of themself. One copy appears within 5 feet of each creature within 60 feet of the Glass Ghost. Additionally, as part of this action, the Glass Ghost can swap places with one of the copies. Villain Action 2: Kill for Me . Each creature within 5 feet of a copy of the Glass Ghost must succeed on a DC 14 Wisdom saving throw or be briefly possessed by the copy. The copy disappears and forces the possessed creature to use its movement and action on its next turn to move toward the possessed creature’s nearest ally and target it with a weapon attack or cantrip that deals damage. If a copy is adjacent to more than one target, the copy targets the first creature in initiative order that isn’t already possessed. At the end of the possessed creature’s next turn, the copy reappears in an unoccupied space within 5 feet of the possessed creature. Villain Action 3: It’s Prime Time . Each remaining copy of the Glass Ghost explodes in a burst of astral sand, dealing 7 (2d6) psychic damage to each creature within 10 feet of it except for the Glass Ghost and destroying the copy. Each creature struck by the sand must succeed on a DC 15 Dexterity saving throw or be outlined in shimmering sand. Until an outlined creature exits the dream, any attack rolls against it have advantage if the attacker can see it, and it can’t benefit from being invisible.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"Chaotic Evil","Expansion":22851,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Glass Golem","description":"Some golems are made by the concentrated work of dozens or hundreds of priests, wizards, or other enchanters, focusing all their efforts on a suitably impressive display of their god's power or their arcane mastery. Others are thrown together by apprentices on a bet or just to prove that hair can, indeed, be animated as a construct. The latter are the lesser golems, a set of golems that are rather easy to create but are often rather feeble when compared to their full-fledged brethren. Mundane Materials. The lesser golems of hair and mud are simply animated piles of those materials. Those made of glass and wood are sturdier and often ornamented in some fashion but are far less robust that iron or clay. Temple and Workshop Helpers. In many instances, a lesser golem is conjured or animated to remove some of the drudgery of daily tasks. Initiate priests ask a hair golem to sweep the floors and remove spent candles from chapels. Apprentice alchemists set mud or glass golems to stir cauldrons, pulverize noxious minerals, or feed fires. Construct Nature. A lesser golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Glasswork Golem","description":"Traits False Appearance. If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the golem move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate. Immutable Form. The golem is immune to any spell or effect that would alter its form. Regeneration. The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning or thunder damage, this trait doesn’t function at the start of the golem’s next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes two Glass Sword attacks. Glass Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) slashing damage. Bonus Actions Dazzling Light (Recharge 5–6). Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":11857,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Glasya","description":"Glasya is known by many names: the Dark Prodigy, the Princess of the Nine Hells, and Lord of Malbolge. She maintains control over the erinyes and has a massive following within the downtrodden and the neglected royalty of the other planes. For a long time, she was simply a lesser archdevil, jumping between various courts as she saw fit. It wasn’t until the Reckoning, which she helped instigate, that she claimed true power and became ruler of one of the nine layers. Asmodeus, her father, and Glasya share much in common—particularly their cunning, ambition, and “dedication” to laws. Because of this, despite some of the hatred Glasya has towards her father, the two share a relationship of respect and support. Even though she busies herself with many important undertakings to further cement her power, being surrounded by beautiful things is also important to Glasya. Similarly, she detests the ugly, punishing those she sees as disgusting. During her brief relationship with Mammon, she was rarely found in his swampy domain, choosing instead to roam other layers. Almost everything that interacts with Glasya either deeply loves or loathes her. She maintains a charming persona, often even converting spies from other archdevils to her side. Perhaps contributing to her obsession with beauty, Glasya herself is considered stunning. Her jet-black hair and copper skin hide her infernal nature, though her large, leathery wings and small horns give it away. Due to her ability to polymorph at will, she can meet various other standards of beauty as well, always maintaining an outward charm—which helps conceal her foul core. Glasya’s Lair Glasya built her fortress lair, Ossiea, from the grotesquely enlarged and distorted skull of Malagard. Behind the walls of the skull, there are numerous opulent levels, within which Glasya conducts the business of ruling her realm or indulges her other interests. Lair Actions On initiative count 20 (losing initiative ties), Glasya can take one lair action to cause the following effect or one from the archdevil lair action list ; she can’t take the same lair action two rounds in a row: Change Appearance . Glasya polymorphs into a Small or Medium Humanoid she has seen, or back into her true form. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies. Regional Effects The region containing Glasya’s lair is corrupted by her presence, which creates the following effect: Hag’s Gaze . Every hour that a good creature travels within 1 mile of the lair, a blast of fire erupts from one of the eye sockets of the lair. If the target fails a DC 23 Dexterity saving throw, they take 42 (12d6) fire damage, half on a successful save. If the creature was flying and fails the saving throw, it falls. Only one such creature is targeted each hour. If Glasya dies, the effects fade over the course of 1d10 days. Traits Charm Aura. When a creature moves to be within 120 feet of Glasya, they must succeed on a DC 23 Wisdom saving throw or have the charmed condition, treating Glasya as an ally, until they leave the aura. A creature that succeeds the saving throw is immune to this effect for 1 hour. Whenever a charmed creature takes damage, they may repeat the saving throw, ending the effect on a success. Dominating Presence. Glasya deals an additional 13 (2d12) psychic damage when attacking a charmed creature, and her attacks don’t break charms. Fiendish Regeneration. Glasya regains 20 hit points at the start of her turn. If she takes radiant damage this trait doesn’t function at the start of her next turn. Glasya dies only if she starts her turn with 0 hit points and is unable to regenerate. If Glasya is killed, her body slowly regenerates, returning to life 9 (2d8) weeks later. Legendary Resistance (3/Day). If Glasya fails a saving throw, she can choose to succeed instead. Magic Resistance. Glasya has advantage on saving throws against spells and other magical effects. Actions Multiattack. Glasya makes four attacks using Scourge of Shadow, Necrotic Grasp, or a combination of the two. She can replace one of the attacks with Mesmerizing Gaze. Scourge of Shadow. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 19 (3d4 + 12) slashing damage, plus 5 (2d4) necrotic damage. This attack scores a critical on a roll of 18, 19, or 20. Necrotic Grasp. Glasya summons necrotic hands to grope and claw at a creature she can see within 90 feet of her. The target must make a DC 25 Constitution saving throw, taking 20 (2d10 + 9) necrotic damage on a failed save, or half as much damage on a successful one. Mesmerizing Gaze. Glasya focuses her gaze in a 60-foot cone in front of her. Each creature of her choice within the cone must make a DC 23 Charisma saving throw or have the charmed condition until the end of their next turn. While charmed, creatures automatically fail saving throws from abilities used by Glasya and move to be as close to her as possible. Deathly Exclamation (1/Day). Glasya targets a creature she can see within 60 feet of her. The target must make a DC 25 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this ability rises at the start of Glasya’s next turn as a zombie permanently under her command. Legendary Actions Glasya can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Glasya regains spent legendary actions at the start of her turn. Whip. Glasya makes a Scourge of Shadow attack. Disorient (Costs 2 Actions). Glasya casts Confusion (30-foot-radius, spell save DC 25), but only lasting until the end of Glasya’s next turn. Call Underling (Costs 3 Actions). Glasya summons an allied erinyes in an unoccupied space that she can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Glasyadriel, the Blizzard","description":"Glasyadriel is the youngest of the known dragons. This Adult White Dragon resides in the tall peaks of the Giantfrost Mountains. The dragon had a rather unfortunate run-in with Jarma Polaris and his Reavers where both parents of the dragon were slain, and Glasyadriel lost her right claw. When the dragon discovered giant ruins high up in the mountain, still filled with the riches of an ancient giant warlord, the ferocious dragon claimed the treasures for themselves. Glasyadriel is the most visibly active of the dragons and can often be seen circling the Giantfrost Mountains, occasionally tormenting giants and travelers alike, stealing any precious belongings. Glasyadriel has developed a strong hatred of both humans and giants, both of whom have attempted to kill them on multiple occasions. Recently, a host of giants from Stonerest ascended the great mountains to kill Glasyadriel. Their bodies are now known as the Forest of Giants, as the entire hunting crew now stand frozen in place along the mountainside. Glasyadriel keeps them there as a warning to anyone bold enough to approach their lair.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Source":"custom","Alignment":"Chaotic Evil","Expansion":29025,"Challenge Rating":13},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Glatisant","description":"The horrid glatisant is a bizarre amalgamation of three creatures. It has the head, neck, and tail of a monstrous serpent, the body and thighs of a leopard, and the cloven hooves of a hart. It stands 6 feet tall at the shoulder, and its body length measures 25 feet long. Demonic Offspring. The glatisant is born from the union of a humanoid of royal descent and a powerful demon. The humanoid is said to have desired something - power, wealth, or having someone specific to fall in love with it and, in desperation, petitioned a demon. In return for fulfilling its wishes, the humanoid is required to have sexual intercourse with the demon. After 3 months, either the humanoid (if she was female) or the demon gives birth to a serpent, which immediately escapes to the wild. Curse to the Land. The vile creature rapidly grows into a glatisant and becomes bound to the territory it was born into and can never willingly leave it. Born with an insatiable lust to kill and devour flesh, the glatisant becomes a terrible menace to the land as it stalks and preys on people, game animals, and livestock. Borborygmus. The glatisant is a cunning and very dangerous predator. Due to its demonic lineage, it has a very heightened sense of smell, incredible strength, speed, and natural resistance to magic. Its powerful kicks can fell giants and its dreadful bite can inject a deadly venom that can cause muscle, tissue, and organ to rapidly rot. The glatisant can also spit or spray this potent venom at long ranges, causing blindness to those it hits. What the glatisant is known for, however, is its ability to make its belly create loud, dreadful, growling sounds that chill the blood of anyone who hears it. Questing Beast. The glatisant is known by other names on other continents. Among the most popular names it is called is serpopard, because of its appearance, and questing beast, due to it being an immediate cause of concern that a kingdom would hire adventurers to slay it. Traits Keen Smell. The glatisant has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The glatisant has advantage on saving throws against spells and other magical effects. Actions Multiattack. The glatisant makes one Bite attack and one Hooves attack. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage and the target must make a DC 14 Constitution saving throw. On a failed save, a creature takes 28 (8d6) poison damage and is poisoned. A poisoned creature is incapacitated and takes 3 (1d6) necrotic damage at the end of each of its turns. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and if the target is Huge or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone. Poison Spray (Recharge 5–6). The glatisant spits poison in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a make a DC 14 Constitution saving throw. On a failed save, a creature takes 21 (6d6) poison damage and is poisoned for 1 minute. A poisoned creature is blinded. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. Bonus Actions Borborygmus. The glatisant's belly emits a loud and horrific growling sound. Each creature that isn't a glatisant within 60 feet of the glatisant and can hear the glatisant must succeed on a DC 14 Wisdom saving throw, unless the glatisant is incapacitated. On a failed save, the target is frightened until the end of the glatisant's next turn. If a creature's saving throw is successful, the creature is immune to the glatisant's Borborygmus for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Glatisant Alpha","description":"The horrid glatisant is a bizarre amalgamation of three creatures. It has the head, neck, and tail of a monstrous serpent, the body and thighs of a leopard, and the cloven hooves of a hart. It stands 6 feet tall at the shoulder, and its body length measures 25 feet long. Demonic Offspring. The glatisant is born from the union of a humanoid of royal descent and a powerful demon. The humanoid is said to have desired something - power, wealth, or having someone specific to fall in love with it and, in desperation, petitioned a demon. In return for fulfilling its wishes, the humanoid is required to have sexual intercourse with the demon. After 3 months, either the humanoid (if she was female) or the demon gives birth to a serpent, which immediately escapes to the wild. Curse to the Land. The vile creature rapidly grows into a glatisant and becomes bound to the territory it was born into and can never willingly leave it. Born with an insatiable lust to kill and devour flesh, the glatisant becomes a terrible menace to the land as it stalks and preys on people, game animals, and livestock. Borborygmus. The glatisant is a cunning and very dangerous predator. Due to its demonic lineage, it has a very heightened sense of smell, incredible strength, speed, and natural resistance to magic. Its powerful kicks can fell giants and its dreadful bite can inject a deadly venom that can cause muscle, tissue, and organ to rapidly rot. The glatisant can also spit or spray this potent venom at long ranges, causing blindness to those it hits. What the glatisant is known for, however, is its ability to make its belly create loud, dreadful, growling sounds that chill the blood of anyone who hears it. Questing Beast. The glatisant is known by other names on other continents. Among the most popular names it is called is serpopard, because of its appearance, and questing beast, due to it being an immediate cause of concern that a kingdom would hire adventurers to slay it. Traits Keen Smell. The glatisant has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The glatisant has advantage on saving throws against spells and other magical effects. Actions Multiattack. The glatisant makes one Bite attack and one Hooves attack. It can use Poison Spit in place of its Bite attack. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage and the target must make a DC 16 Constitution saving throw. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned. A poisoned creature is incapacitated and takes 7 (2d6) necrotic damage at the end of each of its turns. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage and if the target is Huge or smaller, it must succeed on a DC 18 Strength saving throw or be knocked prone. Poison Spit. Ranged Weapon Attack: +10 to hit, range 30 ft., one target. Hit: 17 (5d6) poison damage and the target must make a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature is blinded. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Poison Spray (Recharge 5–6). The glatisant spits poison in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a make a DC 16 Constitution saving throw. On a failed save, a creature takes 28 (8d6) poison damage and is poisoned for 1 minute. A poisoned creature is blinded. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. Bonus Actions Borborygmus. The glatisant's belly emits a loud and horrific growling sound. Each creature that isn't a glatisant within 60 feet of the glatisant and can hear the glatisant must succeed on a DC 16 Wisdom saving throw, unless the glatisant is incapacitated. On a failed save, the target is frightened until the end of the glatisant's next turn. If a creature's saving throw is successful, the creature is immune to the glatisant's Borborygmus for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Glaucous Spirit Eye","description":"Spirit eyes are ectoplasmic servants summonable by Dowda. They appear as different-colored, 5-foot-radius, floating eyes (note separate entries for each below). Every spirit eye has an ethereal and extensible energy strand attached to it that links back to Dowda and allows him to see what they see. Dowda maintains total control of the eyes' spiritual states. He can mentally Command them at great distances, immediately recall them, or even remanifest them in different guises and for different purposes. They move by a form of enhanced levitation. These Creatures have been summoned to guard the four glass panes of Dowda’s Lantern . They immediately Attack anything entering through the panes during the lantern’s mastering process, using the Special Attack described below at a rate of once per turn. They are never present after the lantern has been mastered. If killed, a spirit eye disappears without a trace. Magic Resistance . The eye has advantage on saving throws against spells and other magical effects. Spell Immunity . The banishment and polymorph spells have no effect on the eye. Toxic Aura . Any creature that starts its turn within 10 feet of the eye must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. Actions Multiattack . The eye uses Poison Crash twice. Poison Crash . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) poison damage, or 10 (2d6 + 3) poison damage if the target is poisoned. Shrouded Eyes . The eye chooses one creature it can see within 30 feet of it. The target must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of its turns, ending the condition on itself on a success. Reactions Poison Burst . When the eye takes damage, each creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 3 (1d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Unaligned","Expansion":22851,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Gliding Shark","description":"The gliding shark is a remarkable aquatic predator with the extraordinary ability of limited flight. With specially adapted pectoral fins resembling wings, it can glide through the air for short distances after propelling itself out of the water. This unique adaptation allows the gliding shark to swiftly pursue prey both above and below the ocean's surface, making it a formidable and agile aquatic hunter.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":26071,"Challenge Rating":2},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Glimmerfin","description":"A glimmerfin is an amphibious aberration with a smooth, teal body, and vibrant pink frills. Its most noticeable features, however, are an eye-stalk tail and a third, central eye that glows with a soft golden hue. Glimmerfins are inherently magical creatures that dwell in lagoons, freshwater lakes, and parts of the ocean wrought with ancient magic as if drawn by arcane energy. Magical Beings The toothless appearance of a glimmerfin may trick people into thinking the adorable herbivore is harmless, but its additional eyes grant it more than a keen sight. With its central eye, a glimmerfin can disrupt other creatures' connection to the weave of magic and it can use its eye-tip tail to shoot beams of arcane force. Moreover, the glimmerfin's frills shift color whenever they're close to a source of magic. The nuances of these shifts in color allow others to determine the type of magic the glimmerfin is reacting to. Drawn to Adventure Although most glimmerfins live in larger flocks in secluded underwater gardens or reefs, glimmerfins are curious beings, and sometimes a glimmerfin bonds deeply with other creatures that fascinate it. Glimmerfins make fantastic adventuring companions, not only for their unique abilities, but also because they are notoriously hard to kill – as long as just a bit of them remains, the glimmerfin can regenerate an entirely new form within a day. So cute you can't take your eyes off it – and, as it happens, it won't take its eyes off you either. At least, not all of them. A bit unnerving at first, but you'll get used to it. – the Wanderer","properties":{"Category":"Monsters","Size":"Tiny","Type":"Aberration","Alignment":"Typically Neutral Good","Expansion":27827,"Challenge Rating":"1/2"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Gloamwing","description":"A gloamwing’s head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders. Undead Nature. A Nightveil specter and its gloamwing mount don’t require air, food, drink, or sleep. Traits Death Link. If its specter rider is reduced to 0 hit points, the gloamwing is destroyed. Flyby. The gloamwing doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Sunlight Sensitivity. While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The gloamwing makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":7,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Gloom Knight","description":"While most fallen paladins were corrupted by powerful fiends, a few fallen paladins were led astray by insidious beings from the spirit realms. While not undead, these gloom knights turn from the light and now embrace the enigma and dread that darkness brings. They operate only at night and in the shadows, rarely revealing themselves unless it is to their advantage. Spectral Lords. Gloom knights often serve as powerful agents of liches and sinister gods that rule the Ethereal Plane, the Negative Plane, and the Realm of Shadows. Because of their affinity to these ghostly planes, they become conduits to the Material Plane, enabling noncorporeal undead to pass through and serve as the gloom knights' minions. In addition, gloom knights can easily traverse back and forth to the Ethereal Plane. Ghostly Warriors. During combat, gloom knights can tap negative energy, allowing them to weave necrotic and shadow magic. Their supernatural gaze can render a creature helpless, and their spectral swords can temporarily prevent wounds from healing. As gloom knights grow in power, they can create dangerous shadow rifts where negative energy seeps out and harm living things. Traits Spectral Leader. The gloom knight’s noncorporeal Undead allies have advantage on attack rolls and saving throws against any effect that turns undead while within 10 feet of the gloom knight, provided it isn’t incapacitated. Actions Multiattack. The gloom knight makes two Spectral Greatsword attacks. It can use Haunting Gaze or Spellcasting in place of one Spectral Greatsword attack. Spectral Greatsword. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) necrotic damage and the target can't regain hit points until the end of the gloom knight's next turn. Haunting Gaze. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 4 (1d8) necrotic damage plus 4 (1d8) psychic damage and the target must succeed on a DC 15 Wisdom saving throw or become frightened until the end of the gloom knight's next turn. While frightened in this way, the target is incapacitated. Summon Undead (1/Day). The gloom knight summons a number of shadows and specters whose combined average hit points don’t exceed 70. A summoned undead appears in an unoccupied space within 60 feet of the gloom knight and acts as an ally of the gloom knight. It remains for an hour, until it or the gloom knight dies, or until the gloom knight dismisses it as an action. Spellcasting. The gloom knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15): 1/day each: darkness, fly, hold person, vampiric touch Bonus Actions Aura of Gloom. The gloom knight activates or deactivates this aura. While active, a creature that starts its turn within 10 feet of the gloom knight must succeed on a DC 15 Constitution saving throw, unless the gloom knight is incapacitated. On a failed save, the target takes 7 (2d6) necrotic damage and has disadvantage on attack rolls, ability checks, and saving throws until the start of its next turn. On a successful save, a creature takes half as much damage with no additional effects. Constructs and Undead ignore this effect. Etherealness. The gloom knight magically shifts from the Material Plane to the Ethereal Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Gloom Weaver","description":"Shadar-kai In the perpetual gloom of the Shadowfell lives a society that serves the Raven⁠ Queen. They were brought into that dusky realm in ages past, so long ago that they’re now perfectly adapted to that cheerless environment⁠, both physically and mentally. Soul Custodians. Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven⁠ Queen is famously cryptic even to her most devoted followers, however. The shadar-kai’s efforts are rewarded only with vague omens they interpret as best they can. Blighted Elves. Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age. Gloom Weaver Although a formidable fighter⁠, a gloom weaver is often content to remain hidden in the shadows, watching with rapt attention as its very presence affects its victims. Its dark energy weighs down the heart, causing those within its oppressive aura to feel the approach of death. This torment alone is enough to please its master, the Raven⁠ Queen, but should it be detected, a gloom weaver uses its shadow⁠ magic to reduce its enemies to ghastly corpses. Traits Burden of Time⁠. Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver. Fey Ancestry. The gloom weaver has advantage on saving throws against being charmed, and magic can’t put it to sleep. Innate Spellcasting. The gloom weaver’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: arcane eye, mage armor, speak with dead 1/day each: arcane gate, bane, compulsion, confusion, true seeing Spellcasting. The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch (3d8 damage) , eldritch blast (3 beams, +4 bonus to each damage roll) , minor illusion, prestidigitation 1st−5th level (3 5th-level slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt Actions Multiattack. The gloom weaver makes two spear attacks and casts one spell that takes 1 action⁠ to cast. Shadow Spear. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands, plus 26 (4d12) necrotic damage. Reactions Misty Escape (Recharges after a Short or Long Rest). When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible⁠ until the start of its next turn or until it attacks or casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral","Expansion":4,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Gloomflower","description":"A tiny flower with shining black petals sways lightly on its thorny stem. Corpse Blooms. Gloomflowers are tiny blooms that thrive in the umbral light of the Shadow Realm. When a wanderer dies or goes mad within the darkness, a single gloomflower blooms in the shadow of its corpse. Some shadow fey say that the tortured mind of that creature now inhabits the ebon petals of the gloomflower, the air around the flower humming with its silent screams.","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant","Alignment":"unaligned","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Gloomstalker","description":"A gloomstalker is a winged predator resembling a wyvern composed of twisting shadows, with glowing eyes and dagger-like teeth. Hailing from the cursed lands of the Shadowfell, these nightmarish creatures hunt the barrens of that desolate plane, freezing prey in their tracks with their woeful shrieks before pulling them into the sky with their talons to be ripped apart and devoured. A gloomstalker’s proclivity for darkness makes it extremely dangerous at night or in heavily shaded places where it can blend in with the shadowed surroundings. Much more dangerous than the lone hunter is a pack of gloomstalkers. Small packs of three to six are common. Larger packs of ten or more, called frenzies, are often harbingers of a greater evil yet to be seen. Gloomstalkers were employed by arcanists and the followers of the Betrayer Gods as mounts in the ancient battles of the Calamity. A respectable number of gloomstalkers, now free of their burden, still occupy hidden lairs scattered across the wastes of Xhorhas. Traits Sunlight Sensitivity. While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The gloomstalker makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage. Claw. Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. Snatch. Melee Weapon Attack : +9 to hit, reach 5 ft., one Medium or smaller creature. Hit : 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained. Shriek (Recharge 6). The gloomstalker emits a terrible shriek. Each enemy within 60 feet of the gloomstalker that can hear it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of the enemy’s next turn. Bonus Actions Shadowstep. The gloomstalker teleports up to 40 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":13016,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Gloomstalker","description":"A gloomstalker is a terrifying, winged predator resembling a wyvern composed of twisting shadows, with glowing eyes and dagger-like teeth. Shadows of Doom . Hailing from the cursed lands of the Shadowfell, these nightmarish creatures hunt the barrens of that desolate plane, freezing prey in their tracks with their woeful shrieks before pulling them into the skies with their talons to be ripped apart and devoured. Night Hunters . A gloomstalker’s proclivity for darkness makes it extremely dangerous at night or in heavily shaded places where it can blend in with their shadowed surroundings, but more dangerous than the lone hunter is a pack of gloomstalkers. Small packs of three to six are common. Larger packs of ten or more, called frenzies, are often harbingers of a greater evil yet to come. Terror Mounts . Gloomstalkers were employed by arcanists and the followers of the Betrayer Gods as mounts in the ancient battles of the Calamity. A respectable number of gloomstalkers, now free of their burden, still hold hidden lairs scattered across the wastes of Xhorhas.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":5016,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Gloomstalker","description":"A gloomstalker is a terrifying, winged predator resembling a wyvern composed of twisting shadows, with glowing eyes and dagger-like teeth. Shadows of Doom. Hailing from the cursed lands of the Shadowfell, these nightmarish creatures hunt the barrens of that desolate plane, freezing prey in their tracks with their woeful shrieks before pulling them into the skies with their talons to be ripped apart and devoured. Night Hunters. A gloomstalker’s proclivity for darkness makes it extremely dangerous at night or in heavily shaded places where it can blend in with their shadowed surroundings, but more dangerous than the lone hunter is a pack of gloomstalkers. Small packs of three to six are common. Larger packs of ten or more, called frenzies, are often harbingers of a greater evil yet to come. Terror Mounts. Gloomstalkers were employed by arcanists and the followers of the Betrayer Gods as mounts in the ancient battles of the Calamity. A respectable number of gloomstalkers, now free of their burden, still hold hidden lairs scattered across the wastes of Xhorhas. Traits Shadowstep. As a bonus action, the gloomstalker can teleport up to 40 feet to an unoccupied space it can see. Sunlight Sensitivity. While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The gloomstalker makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. Snatch. Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained. Shriek (Recharge 6). The gloomstalker emits a terrible shriek. Each enemy within 60 feet of the gloomstalker that can hear it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of the enemy’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":29448,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Gloomwing","description":"Gloomwings are fey creatures who often make their homes on the Prime plane. They resemble dark scaled serpents with huge bat-like wings. Their amber eyes are smooth and semitranslucent until the beast is enraged upon which they glow a fearsome bright red. Shadow Stalkers. Gloomwings thrive in shadows and darkness. They possess the ability to see through even the darkest depths of any caverns, often using the advantage of darkness to ambush their prey. Deadly Venom. In addition to their advantages in darkness, the bite of a Gloomwing can be extremely deadly, its fangs containing a powerful poison that disorients its victims. Traits Innate Spellcasting . The gloomwing's spellcasting ability is Intelligence (spell save DC 12). The gloomwing can innately cast the following spells, requiring no material components: 3/day each: darkness , fear Shadow Stealth . While in dim light or darkness, the gloomwing can take the Hide action as a bonus action. Sunlight Sensitivity . While in sunlight, the gloomwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The gloomwing makes three attacks, one with its bite and two with its talons. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d8+4) piercing damage plus (1d10)poison damage. the target must make a DC 14 Wisdom saving throw. On a failed save, the target can't take reactions until the end of its next turn. On its turn, the target can't move and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn. Talons. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d6+4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Source":"custom","Alignment":"neutral evil","Expansion":24773,"Challenge Rating":7},"publisher":"Castle Skydawn Design","book":"Lost City of Mezro"},{"name":"Glorious One","description":"Interlocutors are kytons who have taken their diabolical shadow-surgery to its ultimate extreme. At the core of each multi-limbed monstrosity of claws and blades struggles a barely humanoid mass of veins, organs, and twisted flesh. Interlocutors are 9 feet tall and weigh 800 pounds. Glorious Ones. Glorious interlocutors (or, as they typically style themselves, simply “the glorious ones”) are kyton interlocutors who have mortified and rebuilt their flesh and metal so many times that they have developed an understanding of agony that dwarfs even their ordinary interlocutor kin. They have learned to channel that pain into emotional surges of incalculable intensity. Pain, fear, and rage are a melodic symphony of sensation for them and their victims. Glorious ones often leave more of their flesh intact than do ordinary interlocutors, though their flesh, skin, and bone often have been built and rebuilt so many times that they appear like a grotesque mockery of living tissue. To kytons, however, they are shining exemplars of the possibilities of pain, and glorious ones possess a vanity unique among their kind, almost always having a small cloud of augurs floating nearby to observe their every act, recording it for posterity and transmission. Primes. Interlocutors prime are the master surgeon-sculptors among kytons, viewing their practice as more art than medical process. Each victim is a new chance to study the art of pain and sensation through horror-stricken eyes. Their ability to heal the damage they inflict, even to the extent of restoring life to a subject that has only just expired, is perhaps more feared than their eagerness to cut flesh. To an interlocutor’s victim, death is a mercy that is rarely offered. Unlike ordinary interlocutors, however, their prime masters do not simply reduce their bodies to purely functional masses of nerves and blood vessels, instead retaining a generally humanoid shape and usually add a second head to assist them in multitasking during surgical procedures and to consult on difficult cases. Like ordinary interlocutors, however, the tattered remains of their mortal bodies are incorporated into ornate armatures of semi-living metal bound with shadowstuff, and extraneous limbs or heads are often retained as adornments and keepsakes. Interlocutors prime consider themselves both evolved elites of kyton society and also caretakers of the original grand design of their race. 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The little devil helped us out of a few scrapes, sure. But when he clawed his ‘master’s’ eyes out, that weren’t so charming, were it?” —Old Greymane, pirate Glumpkee “Glumpkee strong with magic! Glumpkee make you even stronger!” So many individuals and strange creatures slip through the portals from other realms into the Aetherial Expanse that they would be impossible to imagine, much less count. One of the more interesting is Glumpkee, a magma mephit who slipped through. What made Glumpkee different was the aether’s reaction to it. Aetherium Magnet. Immediately upon Glumpkee’s appearance in the Expanse, the aether vapor began to cling and coalesce around the mephit, forming a thin, supple aetherium shell. This made Glumpkee not just stronger, but also gave it some strange powers. Survival at All Cost. With Glumpkee’s altered form and powers, the elemental realized it could be of assistance to magic-using creatures. The mephit recognized this type of protection was necessary as it navigated the harsh and dangerous seascape of the Aetherial Expanse. Glumpkee acts as a pearl of power, but can replace slots up to 5th level. This makes the creature a highly attractive companion to magic-slinging trekkers through the Expanse. Glumpkee has no allegiance to any but the most powerful, and it will turn on friends without hesitation if it suits its needs for survival.","properties":{"Category":"Monsters","Size":"Small","Type":"Elemental (Mephit)","Source":"custom","Alignment":"Neutral Evil","Expansion":32048,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Glutted Dreamholder","description":"Dreamholders Natives of the Anomalies, dreamholders often find routes through to the Astral Plane and, from this staging post, parasitise creatures who astrally project, hitching a ride on their psyches back into the home plane. There, they flit between the minds of sleeping creatures, distorting each dreamer’s narrative and feasting on their fear, joy, and distress. An incorporeal version of the floating eye tyrant, the dreamholder can unleash a devastating array of eye beams at lucid dreamers who threaten to expel them from their mind. Fear of Ejection. Rarely does a dreamholder take physical form on the Material Plane. Instead, a dreamholder traverses the world through a dreamscape, an ephemeral plane created by the psyches of sleeping creatures. If this dreamscape ever disappears, such as if all creatures within range of the dreamholder’s influence awaken, the dreamholder is ejected back to the Astral Plane, a place it loathes due to the absence of its favourite snack: sleeping beings. For this reason, dreamholders are commonly found in densely populated areas, places with a mix of diurnal and nocturnal beings, or wherever sleeping creatures can be reliably preyed upon. The dreamholder is a clever and resourceful aberration. Should its continued existence in the dreams of creatures on the Material Plane be threatened, it chooses one of two tactics. If it believes itself more powerful than its foe, it will immediately attempt to annihilate the threatening creature’s psyche and render their body a comatose shell. Alternatively, a dreamholder might bargain with its assailant, delivering secrets to them nightly until such a time as it can destroy this erstwhile ally. Balanced Diet. Dreamholders feed on the gamut of emotions that a creature can experience. For a properly balanced diet, a dreamholder needs to consume anger, disgust, fear, happiness, sadness, and surprise. A dreamholder that can keep a group of humanoids experiencing all these emotions simultaneously is a contented dreamholder indeed. Inconsistent Incorporeality. The dreamholder maintains its incorporeal form through psionics. Its mastery of this technique is absolute; even the most well-placed blow with a magical weapon passes through thin air, the dreamholder dissolving the instant before contact is made. The dreamholder abhors loud noises and psychic attacks, all of which interfere with its focus, causing it to become momentarily corporeal and susceptible to physical blows. Dream Stasis & Bridging. Dreamholders possess the unique ability to bridge the dreams of sleeping creatures, a feature they use to slip from a soon-to-wake mind into that of one that has recently drifted off. Indeed, one of the symptoms of dreamholder parasitisation is the increased frequency of shared dreams between individuals in a community (and the social awkwardness that soon follows). Powerful dreamholders can exert such influence over a sleeping creature that the dreamer enters a ‘dream stasis’, a paralytic state from which it can’t wake of its own volition. A clever dreamholder learns to release these captured sleepers just before they waste away entirely, knowing full well that they must return to sleep eventually. Dream Lair. Combining these two abilities of stasis and bridging, a dreamholder can create a tangled web of interconnecting landscapes, scenarios, and protagonists, a veritable feast of corrupted dreams. Time dilates and constricts at the dreamholder’s whim, and respite is rarely attainable. In this varied, restless landscape, physical prowess means little; the dreamholder is the ruler, and those that are weak of mind seldom emerge. Regional Effects The dreamholder’s lair has the following unique properties: Detect Thoughts. The dreamholder can detect the surface thoughts of all creatures within its lair. This gives it advantage on any Wisdom (Insight) checks against creatures in its lair. Immutable Form. The environment of the Dreamscape can be permanently changed only by a dream or wish spell. All objects are otherwise unbreakable. Speed of Thought. Each creature gains a modifier to its speed equal to its Intelligence score minus 10 (rounded down to the nearest 5-foot increment). Strength of Mind. Strength, Dexterity, and Constitution saving throws are all replaced with Intelligence saving throws. Quiet. The Dreamscape is magically quietened; the dreamholder doesn’t like loud noises (or thunder damage). All creatures have disadvantage on Wisdom (Perception) checks that involve hearing. Where Are We? No one can quite remember how they arrived where they are. Lair Actions While the dreamholder lives, it can invoke the ambient magic of its dreamscape to take lair actions. The saving throw DCs, damage, and temporary hit points of the lair actions depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vdam Temporary Hit Points 5th 13 5 (2d4) 3 (1d6) 12th 16 14 (4d6) 7 (2d6) 19th 18 28 (8d6) 14 (4d6) Lair Actions. On initiative count 20 (losing initiative ties), the dreamholder takes one of the following lair actions; the dreamholder can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Forgetful Friend. Each creature of the dreamholder’s choice within the lair must make a VDC Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe. It regards all creatures it can see as enemies until initiative count 20 of the next round. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.Valiance. The dreamholder inspires creatures of its choice within its lair, giving them visions of triumph and hope. Each affected creature gains temporary hit points and is affected by the bless spell until initiative count 20 of the next round. Despair. The dreamholder gives creatures of its choice within its lair visions of failure and despair. Each creature of the dreamholder choice that is in its lair must make a VDC Charisma saving throw. On a failure, a creature takes psychic damage and is affected by the bane spell until initiative count 20 of the next round. On a success, the creature takes half as much damage and isn’t affected by the spell.","properties":{"Category":"Monsters","Size":"Large","Type":"Abberation","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":21},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Gnarljack","description":"A gnarljak looks like a bear trap springs sprung to clacking life and ready to tear flesh apart. Hopping Motion. All steel and springs, a gnarljak is easily mistaken for a simple bear trap when lying dormant. But once it starts hopping in pursuit of a target, it reveals its animated nature and its only motivation: destruction of living things. Endless Snapping. Gnarljaks are mindless. They do not grow tired. They exist only to pull creatures to the ground and chew through them, then turn around and chew through them again. Defensive Traps. Some try to use gnarljaks to guard treasures or booby-trap approaches to important locations, but their indiscriminate biting makes quite dangerous to their owners as well. Certain monsters such as redcaps and shadow fey use gnarljak’s with some regularity, and gnomes are very fond of making them part of a standard tunnel defense. Actions Bite: Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 15 (2d8 + 6) Piercing damage. On hit, the target must also succeed on a DC 16 Dexterity saving throw or fall prone. Gnaw: When a gnarljak knocks a Medium or smaller target prone, it immediately makes three additional bite attacks against the same target and can move 5 feet, all as a bonus action.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Gnoll","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Rampage : When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Spear : Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Longbow : Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","properties":{"Category":"Monsters","AC":"15 (Hide Armor, Shield)","HP":"22 (5d8)","CHA":7,"CON":11,"DEX":12,"INT":6,"STR":14,"WIS":10,"Size":"Medium","Type":"humanoid (gnoll)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064257/2V1VJKCdVoE1F6OD4Loz3w/original.png","Roll 0":"1d20 + 4\n1d4+2","Roll 1":"1d20 + 4\n1d6+2","Roll 2":"1d20 + 3\n1d8+1","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":100,"Alignment":"Chaotic Evil","Languages":"Gnoll","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Rampage\",\"Desc\":\"When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"two handed\"},{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"20/60 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Longbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"3\",\"Reach\":\"150/600 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-2","data-CON-mod":"+0","data-DEX-mod":"+1","data-INT-mod":"-2","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/2","Passive Perception":10,"data-CrNum":0.5,"data-AcNum":15,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gnoll","description":"Gnolls Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh. Demonic Origin. The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord’s kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power. Nomadic Destroyers. Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured. Gnolls rarely build permanent structures or craft anything of lasting value. They don’t make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor. Thirst for Blood. No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can’t be taught or coerced to put aside its destructive tendencies. The gnolls’ frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls. Traits Rampage : When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. Actions Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage. Spear (One-Handed; Melee) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Spear (Two-Handed; Melee) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. Spear (Ranged) : Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Longbow : Ranged Weapon Attack : +3 to hit, range 150/600 ft., one target. Hit : 5 (1d8 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Gnoll Abyssal Archer","description":"Gnolls aren’t humanoids, but hyena-faced fiends— created by a dead demon lord, they carry his evil legacy wherever they roam. Originally from the Abyssal Wasteland, gnolls quickly spread across the timescape, and they thrive in deserts, plains, and other sparsely populated places. Though a gnoll’s muzzle is just as likely to be bloodied by carrion as by prey, their hunting packs hunger for violence, and they eagerly hunt travelers and raid settlements. The pack’s eerie war cry, a wild cackle, presages a night of battle and terror. Born from Blood. The Abyssal Wasteland is an alien landscape hostile to most life. Yet amidst its desolation, fiendish creatures thrive, including abyssal hyenas—blood- thirsty scavengers who fight with other lesser fiends over the corpses of demons. The first gnolls arose when a pack of these predators lapped at the ichor oozing from the wounds of a dying demon prince, As’sylrak the Warper. As his last act, the demon gave the fiendish hyenas a demonic cunning to match their insatiable hunger, bound his evil will to theirs, and turned their paws into hands so they could wield weapons. He called these new fiends “gnoll,” an Abyssal word that has many meanings, one of which is “to consume completely.” And true to their name, the gnolls immediately devoured their creator. Ceaseless Hunger. The merciless gnolls quickly spread across the timescape in search of new victims to quench their never-ending hunger. Their packs were followed by some of the abyssal hyenas who didn’t receive As’sylrak’s blessing; these tagalongs enjoy the castoffs of the gnoll packs. Gnolls never forgot the day when they tasted immortal flesh—and they hunger for more, longing for a day when gnolls hunt the gods themselves through heavenly halls. Gnoll War. Most gnolls live for the thrill of the hunt and the taste of flesh, and they aren’t choosy with their targets. Perhaps the one saving grace for most humanoid communities is that gnoll war bands battle each other for territory, keeping their numbers reduced. Traits Bloodscent. The abyssal archer knows the location of each creature who doesn’t have all their hit points within 60 feet of them. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target’s walking speed is reduced by a cumulative 5 feet until they regain at least 1 hit point. Reactions Death Frenzy. When an ally the abyssal archer can see within 30 feet of them is reduced to 0 hit points, the abyssal archer moves up to half their speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gnoll Abyssal Summoner","description":"Gnolls aren’t humanoids, but hyena-faced fiends— created by a dead demon lord, they carry his evil legacy wherever they roam. Originally from the Abyssal Wasteland, gnolls quickly spread across the timescape, and they thrive in deserts, plains, and other sparsely populated places. Though a gnoll’s muzzle is just as likely to be bloodied by carrion as by prey, their hunting packs hunger for violence, and they eagerly hunt travelers and raid settlements. The pack’s eerie war cry, a wild cackle, presages a night of battle and terror. Born from Blood. The Abyssal Wasteland is an alien landscape hostile to most life. Yet amidst its desolation, fiendish creatures thrive, including abyssal hyenas—blood- thirsty scavengers who fight with other lesser fiends over the corpses of demons. The first gnolls arose when a pack of these predators lapped at the ichor oozing from the wounds of a dying demon prince, As’sylrak the Warper. As his last act, the demon gave the fiendish hyenas a demonic cunning to match their insatiable hunger, bound his evil will to theirs, and turned their paws into hands so they could wield weapons. He called these new fiends “gnoll,” an Abyssal word that has many meanings, one of which is “to consume completely.” And true to their name, the gnolls immediately devoured their creator. Ceaseless Hunger. The merciless gnolls quickly spread across the timescape in search of new victims to quench their never-ending hunger. Their packs were followed by some of the abyssal hyenas who didn’t receive As’sylrak’s blessing; these tagalongs enjoy the castoffs of the gnoll packs. Gnolls never forgot the day when they tasted immortal flesh—and they hunger for more, longing for a day when gnolls hunt the gods themselves through heavenly halls. Gnoll War. Most gnolls live for the thrill of the hunt and the taste of flesh, and they aren’t choosy with their targets. Perhaps the one saving grace for most humanoid communities is that gnoll war bands battle each other for territory, keeping their numbers reduced. Actions Multiattack. The summoner makes two attacks using Bite, Three-Tail Flail, Fire Blast, or a combination of them. They can replace one attack with a use of Demonic Howl, if available. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) necrotic damage, and if the target is a creature, another creature the summoner can see within 30 feet of them magically regains 7 (2d6) hit points. If this attack is made against a willing ally, it automatically hits. Three-Tail Flail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (3d4 + 4) bludgeoning damage, and the target is pushed 5 feet away from the summoner. Fire Blast (Cantrip). Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. Demonic Howl (Recharge 5–6). Until the beginning of the summoner’s next turn, each ally within 30 feet of the summoner who can hear them has advantage on attack rolls. Uplift (3/Day). The gnoll magically turns an allied abyssal hyena into a gnoll marauder for 1 hour. Bonus Actions Summon Abyssal Hyenas (3/Day). The summoner sum- mons 1d4 + 1 abyssal hyenas , who appear in unoccupied spaces within 30 feet of the summoner. The hyenas act immediately after the summoner’s turn and follow the summoner’s commands. Reactions Death Frenzy. When an ally the summoner can see within 30 feet of them is reduced to 0 hit points, the summoner moves up to half their speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gnoll Archer","description":"Spread out across its territory, gnoll archers take to the trees, scouting for food and intruders. They are also adept melee fighters and are always armed with a pair of handaxes in case an enemy gets too close. Actions Multiattack. The gnoll makes two Handaxe attacks or two Longbow attacks. Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 2) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Bonus Actions Rampage. After the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Gnoll Berserker","description":"Berserkers are the frontline of any gnoll warband. These vicious and bloodthirsty creatures rush recklessly into battle ahead of their warband. Traits Reckless. At the start of its turn, the gnoll can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The gnoll makes two Greataxe attacks or two Longbow attacks. Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Bonus Actions Rampage. After the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Gnoll Bonesplitter","description":"Gnolls aren’t humanoids, but hyena-faced fiends— created by a dead demon lord, they carry his evil legacy wherever they roam. Originally from the Abyssal Wasteland, gnolls quickly spread across the timescape, and they thrive in deserts, plains, and other sparsely populated places. Though a gnoll’s muzzle is just as likely to be bloodied by carrion as by prey, their hunting packs hunger for violence, and they eagerly hunt travelers and raid settlements. The pack’s eerie war cry, a wild cackle, presages a night of battle and terror. Born from Blood. The Abyssal Wasteland is an alien landscape hostile to most life. Yet amidst its desolation, fiendish creatures thrive, including abyssal hyenas—blood- thirsty scavengers who fight with other lesser fiends over the corpses of demons. The first gnolls arose when a pack of these predators lapped at the ichor oozing from the wounds of a dying demon prince, As’sylrak the Warper. As his last act, the demon gave the fiendish hyenas a demonic cunning to match their insatiable hunger, bound his evil will to theirs, and turned their paws into hands so they could wield weapons. He called these new fiends “gnoll,” an Abyssal word that has many meanings, one of which is “to consume completely.” And true to their name, the gnolls immediately devoured their creator. Ceaseless Hunger. The merciless gnolls quickly spread across the timescape in search of new victims to quench their never-ending hunger. Their packs were followed by some of the abyssal hyenas who didn’t receive As’sylrak’s blessing; these tagalongs enjoy the castoffs of the gnoll packs. Gnolls never forgot the day when they tasted immortal flesh—and they hunger for more, longing for a day when gnolls hunt the gods themselves through heavenly halls. Gnoll War. Most gnolls live for the thrill of the hunt and the taste of flesh, and they aren’t choosy with their targets. Perhaps the one saving grace for most humanoid communities is that gnoll war bands battle each other for territory, keeping their numbers reduced. Actions Multiattack. The bonesplitter makes two attacks using Bite, Spiked Flail, or both. They can replace one attack with a use of Bloody Roar, if available. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage if the target is restrained. Spiked Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature, they are grappled (escape DC 14). Until this grapple ends, the target is restrained and the bonesplitter can’t make Spiked Flail attacks. Bloody Roar (Recharge 6). The bonesplitter roars, spitting a spray of blood. Each ally within 10 feet of them who can see them can make a weapon attack (no action required), provided that ally isn’t incapacitated. Bonus Actions Over Here! The bonesplitter yanks a creature they are grap- pling. The target must succeed on a DC 14 Strength saving throw or swap spaces with the bonesplitter. Reactions Death Frenzy. When an ally the bonesplitter can see within 30 feet of them is reduced to 0 hit points, the bonesplitter moves up to half their speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gnoll Bonesplitter","description":"“Gnoll” is a shortened form of their endonym Gnol’sylrak, meaning “Children of As’sylrak.” As’sylrak held the title of Archion of the Cult of the Black Star when he died, and he passed his immortal hate of all things with souls on to his children. Remainer Gnolls Gnolls aren’t humanoids, but hyena-faced fiends—created by a dead demon lord, they carry his evil legacy wherever they roam. Most gnolls live for the thrill of the hunt and the taste of flesh, and they aren’t choosy with their targets. Actions Multiattack. The bonesplitter makes two attacks using Bite, Spiked Flail, or both. They can replace one attack with a use of Bloody Roar, if available. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage if the target is restrained. Spiked Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature, they are grappled (escape DC 14). Until this grapple ends, the target is restrained and the bonesplitter can’t make Spiked Flail attacks. Bloody Roar (Recharge 6 ). The bonesplitter roars, spitting a spray of blood. Each ally within 10 feet of them who can see them can make a weapon attack (no action required), provided that ally isn’t incapacitated. Bonus Actions Over Here! The bonesplitter yanks a creature they are grappling. The target must succeed on a DC 14 Strength saving throw or swap spaces with the bonesplitter. Reactions Death Frenzy. When an ally the bonesplitter can see within 30 feet of them is reduced to 0 hit points, the bonesplitter moves up to half their speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Gnoll Cackler","description":"Gnolls aren’t humanoids, but hyena-faced fiends— created by a dead demon lord, they carry his evil legacy wherever they roam. Originally from the Abyssal Wasteland, gnolls quickly spread across the timescape, and they thrive in deserts, plains, and other sparsely populated places. Though a gnoll’s muzzle is just as likely to be bloodied by carrion as by prey, their hunting packs hunger for violence, and they eagerly hunt travelers and raid settlements. The pack’s eerie war cry, a wild cackle, presages a night of battle and terror. Born from Blood. The Abyssal Wasteland is an alien landscape hostile to most life. Yet amidst its desolation, fiendish creatures thrive, including abyssal hyenas—blood- thirsty scavengers who fight with other lesser fiends over the corpses of demons. The first gnolls arose when a pack of these predators lapped at the ichor oozing from the wounds of a dying demon prince, As’sylrak the Warper. As his last act, the demon gave the fiendish hyenas a demonic cunning to match their insatiable hunger, bound his evil will to theirs, and turned their paws into hands so they could wield weapons. He called these new fiends “gnoll,” an Abyssal word that has many meanings, one of which is “to consume completely.” And true to their name, the gnolls immediately devoured their creator. Ceaseless Hunger. The merciless gnolls quickly spread across the timescape in search of new victims to quench their never-ending hunger. Their packs were followed by some of the abyssal hyenas who didn’t receive As’sylrak’s blessing; these tagalongs enjoy the castoffs of the gnoll packs. Gnolls never forgot the day when they tasted immortal flesh—and they hunger for more, longing for a day when gnolls hunt the gods themselves through heavenly halls. Gnoll War. Most gnolls live for the thrill of the hunt and the taste of flesh, and they aren’t choosy with their targets. Perhaps the one saving grace for most humanoid communities is that gnoll war bands battle each other for territory, keeping their numbers reduced. Actions Multiattack. The cackler makes one Bite attack or one Chill Touch attack and uses Moment of Brutality. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) necrotic damage. Chill Touch (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 9 (2d8) necrotic damage, and the target can’t regain hit points until the start of the cackler’s next turn. Moment of Brutality. The cackler targets a creature they can see within 30 feet of them, magically flooding them with fury. The target must make a DC 13 Wisdom saving throw, which they can choose to fail. A creature who can’t be charmed succeeds on this saving throw automatically. On a failed save, the target takes 7 (2d6) psychic damage, then makes a Bite attack against a creature of the cackler’s choice within 5 feet of the target. If the target has no Bite attack, they make an unarmed strike that deals piercing damage equal to 1d4 + their Strength modifier on a hit. Fiendish Cackle (Recharge 5–6). The cackler unleashes a spine-chilling laugh. Each enemy within 30 feet of them who can hear them must succeed on a DC 13 Wisdom saving throw or be frightened of the cackler for 1 minute (save ends at end of turn). Reactions Death Frenzy. When an ally the cackler can see within 30 feet of them is reduced to 0 hit points, the cackler moves up to half their speed and makes a Bite attack. Fell Teleport. When a creature who the cackler can see within 30 feet of them dies, the cackler magically teleports into the space the creature occupied.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gnoll Champion of Yeenoghu","description":"Exceptional gnoll warriors that show unmatched savagery in combat are chosen to become champions of Yeenoghu. They can invoke the wrath of their deity, imbuing their flails with additional magical abilities. As they mature, gain more kills, and prove their worth, they eventually receive Yeenoghu's gift - a transformation to a Flind. Traits Wrath of Yeenoghu (1/Turn). When the gnoll hits a creature with a Flail attack, roll 1d6 to determine what effect happens. 1-2: The target takes 16 (3d10) psychic damage. 3-4: The target must make a DC 14 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn. 5-6: The target must succeed on a DC 14 Constitution saving throw or be paralyzed until the end of its next turn. Actions Multiattack. The gnoll makes three Flail attacks or three Longbow attacks. Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage Bonus Actions Rampage. After the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack. Reactions Parry. The gnoll adds 2 to its AC against one melee attack that would hit it. To do so, the gnoll must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Gnoll Chieftain","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Alignment":"chaotic evil","Expansion":14533,"Challenge Rating":2},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Gnoll Cutthroat","description":"These rapacious gnolls enjoy toying with their prey, letting it flee, and giving it a headstart before pursuing after it, howling with glee as they run. Cutthroats seldom attack targets directly. Instead, they wait for them to be distracted or engaged with another opponent before moving in to strike with their scimitars. Traits Sneak Attack (1/Turn). The gnoll deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the gnoll that isn't incapacitated and the gnoll doesn't have disadvantage on the attack roll. Actions Multiattack. The gnoll makes two Scimitar attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Bonus Actions Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack. Stealthy. The gnoll takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Gnoll Fang","description":"TRAITS Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. ACTIONS Multiattack: The gnoll makes three attacks: one with its bite and two with its claws. Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Claw: Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Alignment":"chaotic evil","Expansion":19584,"Challenge Rating":4},"publisher":"Goodman Games","book":"War-lock (FEF 4)"},{"name":"Gnoll Fang of Yeenoghu","description":"Gnolls Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh. Demonic Origin. The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord’s kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power. Nomadic Destroyers. Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured. Gnolls rarely build permanent structures or craft anything of lasting value. They don’t make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor. Thirst for Blood. No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can’t be taught or coerced to put aside its destructive tendencies. The gnolls’ frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls. Gnoll Fang of Yeenoghu Gnolls celebrate their victories by performing demonic rituals and making blood offerings to Yeenoghu. Sometimes the demon lord rewards his worshipers by allowing one of them to be possessed by a demonic spirit. Marked as Yeenoghu’s favorite, the lucky recipient becomes a fang of Yeenoghu, the chosen of the Gnoll Lord. In much the same way Yeenoghu created the first gnolls, a hyena that feasts on a fang’s slain foe undergoes a horrible transformation, becoming a full-grown adult gnoll. Depending on the number of hyenas in a region, a fang of Yeenoghu can lead to a startling increase in the gnoll population. Finding and killing the fang is the only way to keep that population in check. Traits Rampage : When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. Actions Multiattack : The gnoll makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage. Claw : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (gnoll)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Gnoll Flesh Gnawer","description":"A gnoll war band might include one or more of the special kind of gnoll described in the entry below. If any group of gnolls could be said to be more feral than the others, that distinction would go to the flesh gnawers. These gnolls eschew the use of ranged weapons in favor of short blades that they wield with speed and efficiency. In the thick of a fight, they are capable of dashing across the field, slashing and snarling as they run down stragglers and finish off wounded foes. Traits Rampage : When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. Actions Multiattack : The gnoll makes three attacks: one with its bite and two with its shortsword. Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Shortsword : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Sudden Rush : Until the end of the turn, the gnoll’s speed increases by 60 feet and it doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Gnoll Flesh Gnawer","description":"These gnolls eschew the use of ranged weapons in favor of short blades that they wield with great speed and efficiency. In the thick of a fight, they dash across the battlefield, slashing and snarling as they run down stragglers and finish off wounded foes. Gnolls The first gnolls were hyenas transformed by magic. Many of them were then corrupted by the demon lord Yeenoghu. Whether in service to Yeenoghu or dedicated to the survival of their kin, gnoll war bands seek to soften up foes with surprise attacks and to leave no survivors alive. The life cycle of Yeenoghu’s gnolls begins and ends with eating. They eat their enemies, they eat one another, and they’re freed from their hunger only in death. —Mordenkainen Actions Multiattack. The gnoll makes one Bite attack and two Shortsword attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Sudden Rush. Until the end of the turn, the gnoll’s speed increases by 60 feet and it doesn’t provoke opportunity attacks. Bonus Actions Rampage. After the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Gnoll Gnasher (PB 2)","description":"Gnolls aren’t humanoids, but hyena-faced fiends— created by a dead demon lord, they carry his evil legacy wherever they roam. Originally from the Abyssal Wasteland, gnolls quickly spread across the timescape, and they thrive in deserts, plains, and other sparsely populated places. Though a gnoll’s muzzle is just as likely to be bloodied by carrion as by prey, their hunting packs hunger for violence, and they eagerly hunt travelers and raid settlements. The pack’s eerie war cry, a wild cackle, presages a night of battle and terror. Born from Blood. The Abyssal Wasteland is an alien landscape hostile to most life. Yet amidst its desolation, fiendish creatures thrive, including abyssal hyenas—blood- thirsty scavengers who fight with other lesser fiends over the corpses of demons. The first gnolls arose when a pack of these predators lapped at the ichor oozing from the wounds of a dying demon prince, As’sylrak the Warper. As his last act, the demon gave the fiendish hyenas a demonic cunning to match their insatiable hunger, bound his evil will to theirs, and turned their paws into hands so they could wield weapons. He called these new fiends “gnoll,” an Abyssal word that has many meanings, one of which is “to consume completely.” And true to their name, the gnolls immediately devoured their creator. Ceaseless Hunger. The merciless gnolls quickly spread across the timescape in search of new victims to quench their never-ending hunger. Their packs were followed by some of the abyssal hyenas who didn’t receive As’sylrak’s blessing; these tagalongs enjoy the castoffs of the gnoll packs. Gnolls never forgot the day when they tasted immortal flesh—and they hunger for more, longing for a day when gnolls hunt the gods themselves through heavenly halls. Gnoll War. Most gnolls live for the thrill of the hunt and the taste of flesh, and they aren’t choosy with their targets. Perhaps the one saving grace for most humanoid communities is that gnoll war bands battle each other for territory, keeping their numbers reduced. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the gnasher can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Frenzied Bite (3/Day). When a creature the gnasher can see within 30 feet of them is reduced to 0 hit points, the gnasher can use a reaction to move up to half their speed and then make a signature attack. On a hit, the attack deals an extra PB piercing damage. 5th Level: Flurry of Fangs (3/Day). As an action, the gnasher makes a signature attack against up to PB creatures within 5 feet of them. 7th Level: Horrific Feast (1/Day). When the gnasher reduces a creature to 0 hit points with their signature attack, they can consume part of the creature as part of the attack, gaining PBd10 temporary hit points. Each enemy within 30 feet of the gnasher who can see them must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the gnasher until the end of the gnasher’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Gnoll)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gnoll Gnasher (PB 3)","description":"Gnolls aren’t humanoids, but hyena-faced fiends— created by a dead demon lord, they carry his evil legacy wherever they roam. Originally from the Abyssal Wasteland, gnolls quickly spread across the timescape, and they thrive in deserts, plains, and other sparsely populated places. Though a gnoll’s muzzle is just as likely to be bloodied by carrion as by prey, their hunting packs hunger for violence, and they eagerly hunt travelers and raid settlements. The pack’s eerie war cry, a wild cackle, presages a night of battle and terror. Born from Blood. The Abyssal Wasteland is an alien landscape hostile to most life. Yet amidst its desolation, fiendish creatures thrive, including abyssal hyenas—blood- thirsty scavengers who fight with other lesser fiends over the corpses of demons. The first gnolls arose when a pack of these predators lapped at the ichor oozing from the wounds of a dying demon prince, As’sylrak the Warper. As his last act, the demon gave the fiendish hyenas a demonic cunning to match their insatiable hunger, bound his evil will to theirs, and turned their paws into hands so they could wield weapons. He called these new fiends “gnoll,” an Abyssal word that has many meanings, one of which is “to consume completely.” And true to their name, the gnolls immediately devoured their creator. Ceaseless Hunger. The merciless gnolls quickly spread across the timescape in search of new victims to quench their never-ending hunger. Their packs were followed by some of the abyssal hyenas who didn’t receive As’sylrak’s blessing; these tagalongs enjoy the castoffs of the gnoll packs. Gnolls never forgot the day when they tasted immortal flesh—and they hunger for more, longing for a day when gnolls hunt the gods themselves through heavenly halls. Gnoll War. Most gnolls live for the thrill of the hunt and the taste of flesh, and they aren’t choosy with their targets. Perhaps the one saving grace for most humanoid communities is that gnoll war bands battle each other for territory, keeping their numbers reduced. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the gnasher can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Frenzied Bite (3/Day). When a creature the gnasher can see within 30 feet of them is reduced to 0 hit points, the gnasher can use a reaction to move up to half their speed and then make a signature attack. On a hit, the attack deals an extra PB piercing damage. 5th Level: Flurry of Fangs (3/Day). As an action, the gnasher makes a signature attack against up to PB creatures within 5 feet of them. 7th Level: Horrific Feast (1/Day). When the gnasher reduces a creature to 0 hit points with their signature attack, they can consume part of the creature as part of the attack, gaining PBd10 temporary hit points. Each enemy within 30 feet of the gnasher who can see them must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the gnasher until the end of the gnasher’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Gnoll)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gnoll Gnasher (PB 4)","description":"Gnolls aren’t humanoids, but hyena-faced fiends— created by a dead demon lord, they carry his evil legacy wherever they roam. Originally from the Abyssal Wasteland, gnolls quickly spread across the timescape, and they thrive in deserts, plains, and other sparsely populated places. Though a gnoll’s muzzle is just as likely to be bloodied by carrion as by prey, their hunting packs hunger for violence, and they eagerly hunt travelers and raid settlements. The pack’s eerie war cry, a wild cackle, presages a night of battle and terror. Born from Blood. The Abyssal Wasteland is an alien landscape hostile to most life. Yet amidst its desolation, fiendish creatures thrive, including abyssal hyenas—blood- thirsty scavengers who fight with other lesser fiends over the corpses of demons. The first gnolls arose when a pack of these predators lapped at the ichor oozing from the wounds of a dying demon prince, As’sylrak the Warper. As his last act, the demon gave the fiendish hyenas a demonic cunning to match their insatiable hunger, bound his evil will to theirs, and turned their paws into hands so they could wield weapons. He called these new fiends “gnoll,” an Abyssal word that has many meanings, one of which is “to consume completely.” And true to their name, the gnolls immediately devoured their creator. Ceaseless Hunger. The merciless gnolls quickly spread across the timescape in search of new victims to quench their never-ending hunger. Their packs were followed by some of the abyssal hyenas who didn’t receive As’sylrak’s blessing; these tagalongs enjoy the castoffs of the gnoll packs. Gnolls never forgot the day when they tasted immortal flesh—and they hunger for more, longing for a day when gnolls hunt the gods themselves through heavenly halls. Gnoll War. Most gnolls live for the thrill of the hunt and the taste of flesh, and they aren’t choosy with their targets. Perhaps the one saving grace for most humanoid communities is that gnoll war bands battle each other for territory, keeping their numbers reduced. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the gnasher can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Frenzied Bite (3/Day). When a creature the gnasher can see within 30 feet of them is reduced to 0 hit points, the gnasher can use a reaction to move up to half their speed and then make a signature attack. On a hit, the attack deals an extra PB piercing damage. 5th Level: Flurry of Fangs (3/Day). As an action, the gnasher makes a signature attack against up to PB creatures within 5 feet of them. 7th Level: Horrific Feast (1/Day). When the gnasher reduces a creature to 0 hit points with their signature attack, they can consume part of the creature as part of the attack, gaining PBd10 temporary hit points. Each enemy within 30 feet of the gnasher who can see them must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the gnasher until the end of the gnasher’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Gnoll)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gnoll Gnasher (PB 5)","description":"Gnolls aren’t humanoids, but hyena-faced fiends— created by a dead demon lord, they carry his evil legacy wherever they roam. Originally from the Abyssal Wasteland, gnolls quickly spread across the timescape, and they thrive in deserts, plains, and other sparsely populated places. Though a gnoll’s muzzle is just as likely to be bloodied by carrion as by prey, their hunting packs hunger for violence, and they eagerly hunt travelers and raid settlements. The pack’s eerie war cry, a wild cackle, presages a night of battle and terror. Born from Blood. The Abyssal Wasteland is an alien landscape hostile to most life. Yet amidst its desolation, fiendish creatures thrive, including abyssal hyenas—blood- thirsty scavengers who fight with other lesser fiends over the corpses of demons. The first gnolls arose when a pack of these predators lapped at the ichor oozing from the wounds of a dying demon prince, As’sylrak the Warper. As his last act, the demon gave the fiendish hyenas a demonic cunning to match their insatiable hunger, bound his evil will to theirs, and turned their paws into hands so they could wield weapons. He called these new fiends “gnoll,” an Abyssal word that has many meanings, one of which is “to consume completely.” And true to their name, the gnolls immediately devoured their creator. Ceaseless Hunger. The merciless gnolls quickly spread across the timescape in search of new victims to quench their never-ending hunger. Their packs were followed by some of the abyssal hyenas who didn’t receive As’sylrak’s blessing; these tagalongs enjoy the castoffs of the gnoll packs. Gnolls never forgot the day when they tasted immortal flesh—and they hunger for more, longing for a day when gnolls hunt the gods themselves through heavenly halls. Gnoll War. Most gnolls live for the thrill of the hunt and the taste of flesh, and they aren’t choosy with their targets. Perhaps the one saving grace for most humanoid communities is that gnoll war bands battle each other for territory, keeping their numbers reduced. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the gnasher can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Frenzied Bite (3/Day). When a creature the gnasher can see within 30 feet of them is reduced to 0 hit points, the gnasher can use a reaction to move up to half their speed and then make a signature attack. On a hit, the attack deals an extra PB piercing damage. 5th Level: Flurry of Fangs (3/Day). As an action, the gnasher makes a signature attack against up to PB creatures within 5 feet of them. 7th Level: Horrific Feast (1/Day). When the gnasher reduces a creature to 0 hit points with their signature attack, they can consume part of the creature as part of the attack, gaining PBd10 temporary hit points. Each enemy within 30 feet of the gnasher who can see them must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the gnasher until the end of the gnasher’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Gnoll)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gnoll Gnasher (PB 6)","description":"Gnolls aren’t humanoids, but hyena-faced fiends— created by a dead demon lord, they carry his evil legacy wherever they roam. Originally from the Abyssal Wasteland, gnolls quickly spread across the timescape, and they thrive in deserts, plains, and other sparsely populated places. Though a gnoll’s muzzle is just as likely to be bloodied by carrion as by prey, their hunting packs hunger for violence, and they eagerly hunt travelers and raid settlements. The pack’s eerie war cry, a wild cackle, presages a night of battle and terror. Born from Blood. The Abyssal Wasteland is an alien landscape hostile to most life. Yet amidst its desolation, fiendish creatures thrive, including abyssal hyenas—blood- thirsty scavengers who fight with other lesser fiends over the corpses of demons. The first gnolls arose when a pack of these predators lapped at the ichor oozing from the wounds of a dying demon prince, As’sylrak the Warper. As his last act, the demon gave the fiendish hyenas a demonic cunning to match their insatiable hunger, bound his evil will to theirs, and turned their paws into hands so they could wield weapons. He called these new fiends “gnoll,” an Abyssal word that has many meanings, one of which is “to consume completely.” And true to their name, the gnolls immediately devoured their creator. Ceaseless Hunger. The merciless gnolls quickly spread across the timescape in search of new victims to quench their never-ending hunger. Their packs were followed by some of the abyssal hyenas who didn’t receive As’sylrak’s blessing; these tagalongs enjoy the castoffs of the gnoll packs. Gnolls never forgot the day when they tasted immortal flesh—and they hunger for more, longing for a day when gnolls hunt the gods themselves through heavenly halls. Gnoll War. Most gnolls live for the thrill of the hunt and the taste of flesh, and they aren’t choosy with their targets. Perhaps the one saving grace for most humanoid communities is that gnoll war bands battle each other for territory, keeping their numbers reduced. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the gnasher can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Frenzied Bite (3/Day). When a creature the gnasher can see within 30 feet of them is reduced to 0 hit points, the gnasher can use a reaction to move up to half their speed and then make a signature attack. On a hit, the attack deals an extra PB piercing damage. 5th Level: Flurry of Fangs (3/Day). As an action, the gnasher makes a signature attack against up to PB creatures within 5 feet of them. 7th Level: Horrific Feast (1/Day). When the gnasher reduces a creature to 0 hit points with their signature attack, they can consume part of the creature as part of the attack, gaining PBd10 temporary hit points. Each enemy within 30 feet of the gnasher who can see them must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the gnasher until the end of the gnasher’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Gnoll)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gnoll Havoc Runner","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Alignment":"chaotic evil","Expansion":14533,"Challenge Rating":3},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Gnoll Hunter","description":"A gnoll war band might include one or more of the special kind of gnoll described in the entry below. Hunters are the stealthiest gnolls in a war band, and they put their talents to use on the battlefield in a number of ways. In the vanguard of a war band, hunters creep around, picking off isolated opposition while clearing the way for the rest of the force to run roughshod over the enemy’s territory. Hunters are particularly skilled with the longbow, and they fire arrows with viciously barbed heads. Even when a hunter doesn’t kill its target with its first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away. When a hunter on the prowl finds prey and isn’t concerned about remaining stealthy, it sounds a horn crafted from bone that produces a keening wail similar to a banshee’s yell. Traits Rampage : When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. Actions Multiattack : The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow. Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Spear (Melee; One-Handed) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spear (Melee; Two-Handed) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Spear (Ranged) : Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow : Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target’s speed is reduced by 10 feet until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Expansion":1,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Gnoll Hunter","description":"Hunters are the stealthiest gnolls in a war band. In the vanguard, they creep around, picking off isolated opposition while clearing the way for the rest of the force to advance. Hunters are particularly skilled with the longbow, and they fire arrows with viciously barbed heads. Even when a hunter doesn’t kill their target with their first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away. Gnolls The first gnolls were hyenas transformed by magic. Many of them were then corrupted by the demon lord Yeenoghu. Whether in service to Yeenoghu or dedicated to the survival of their kin, gnoll war bands seek to soften up foes with surprise attacks and to leave no survivors alive. The life cycle of Yeenoghu’s gnolls begins and ends with eating. They eat their enemies, they eat one another, and they’re freed from their hunger only in death. —Mordenkainen Actions Multiattack. The gnoll makes two Bite, Spear, or Longbow attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage when used with two hands to make a melee attack. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target’s speed is reduced by 10 feet until the end of its next turn. Bonus Actions Rampage. After the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Gnoll Huntmaster","description":"The huntmaster is a faultless tracker and hyena beastmaster. When attacking a foe, it tries to knock it prone before commanding its hyenas to go for the hapless target's throat. Traits Slay Foe (1/Turn). The gnoll deals an extra 9 (2d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Multiattack. The gnoll makes two attacks, either with its Glaive or its Longbow. It can replace one of its attacks with Hunting Bolas. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. Hunting Bolas. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be restrained and knocked prone. As an action, the restrained creature can make a DC 13 Strength check, escaping on a success. The effect ends if the Hunting Bolas is destroyed. The Hunting Bolas has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage. Summon Hyenas (Recharges after a Short or Long Rest). The gnoll summons 1d4 + 1 hyenas. The hyenas appear in unoccupied spaces within 30 feet of the gnoll and act as its allies. The hyenas act right after the gnoll on the same initiative count and fight until they're destroyed. They disappear when the gnoll dies. Bonus Actions Go for the Throat. The gnoll targets one hyena within 30 feet that can see and hear the gnoll. The hyena can use its reaction to move up to half its speed and make one melee attack against a prone creature. If the hyena's attack hits, it is a critical hit. Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Gnoll Mage-Gorger","description":"Gnolls aren’t humanoids, but hyena-faced fiends— created by a dead demon lord, they carry his evil legacy wherever they roam. Originally from the Abyssal Wasteland, gnolls quickly spread across the timescape, and they thrive in deserts, plains, and other sparsely populated places. Though a gnoll’s muzzle is just as likely to be bloodied by carrion as by prey, their hunting packs hunger for violence, and they eagerly hunt travelers and raid settlements. The pack’s eerie war cry, a wild cackle, presages a night of battle and terror. Born from Blood. The Abyssal Wasteland is an alien landscape hostile to most life. Yet amidst its desolation, fiendish creatures thrive, including abyssal hyenas—blood- thirsty scavengers who fight with other lesser fiends over the corpses of demons. The first gnolls arose when a pack of these predators lapped at the ichor oozing from the wounds of a dying demon prince, As’sylrak the Warper. As his last act, the demon gave the fiendish hyenas a demonic cunning to match their insatiable hunger, bound his evil will to theirs, and turned their paws into hands so they could wield weapons. He called these new fiends “gnoll,” an Abyssal word that has many meanings, one of which is “to consume completely.” And true to their name, the gnolls immediately devoured their creator. Ceaseless Hunger. The merciless gnolls quickly spread across the timescape in search of new victims to quench their never-ending hunger. Their packs were followed by some of the abyssal hyenas who didn’t receive As’sylrak’s blessing; these tagalongs enjoy the castoffs of the gnoll packs. Gnolls never forgot the day when they tasted immortal flesh—and they hunger for more, longing for a day when gnolls hunt the gods themselves through heavenly halls. Gnoll War. Most gnolls live for the thrill of the hunt and the taste of flesh, and they aren’t choosy with their targets. Perhaps the one saving grace for most humanoid communities is that gnoll war bands battle each other for territory, keeping their numbers reduced. Traits Life Eater. When an enemy the mage-gorger can see within 30 feet of them regains hit points, the mage-gorger chooses one non-minion ally they can see within 30 feet of them. That ally regains 2 hit points. Minion. If the mage-gorger takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the mage-gorger takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Wizard Ripper (Group Attack). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 slashing damage plus 2 acid, cold, fire, or lightning damage (mage-gorger’s choice), and until the start of the mage-gorger’s next turn, the target has disadvantage on Constitution saving throws made to maintain concentration, including any Constitution saving throw triggered by this attack. Only one damage type is chosen for this attack regardless of how many mage-gorgers joined it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gnoll Marauder","description":"Gnolls aren’t humanoids, but hyena-faced fiends— created by a dead demon lord, they carry his evil legacy wherever they roam. Originally from the Abyssal Wasteland, gnolls quickly spread across the timescape, and they thrive in deserts, plains, and other sparsely populated places. Though a gnoll’s muzzle is just as likely to be bloodied by carrion as by prey, their hunting packs hunger for violence, and they eagerly hunt travelers and raid settlements. The pack’s eerie war cry, a wild cackle, presages a night of battle and terror. Born from Blood. The Abyssal Wasteland is an alien landscape hostile to most life. Yet amidst its desolation, fiendish creatures thrive, including abyssal hyenas—blood- thirsty scavengers who fight with other lesser fiends over the corpses of demons. The first gnolls arose when a pack of these predators lapped at the ichor oozing from the wounds of a dying demon prince, As’sylrak the Warper. As his last act, the demon gave the fiendish hyenas a demonic cunning to match their insatiable hunger, bound his evil will to theirs, and turned their paws into hands so they could wield weapons. He called these new fiends “gnoll,” an Abyssal word that has many meanings, one of which is “to consume completely.” And true to their name, the gnolls immediately devoured their creator. Ceaseless Hunger. The merciless gnolls quickly spread across the timescape in search of new victims to quench their never-ending hunger. Their packs were followed by some of the abyssal hyenas who didn’t receive As’sylrak’s blessing; these tagalongs enjoy the castoffs of the gnoll packs. Gnolls never forgot the day when they tasted immortal flesh—and they hunger for more, longing for a day when gnolls hunt the gods themselves through heavenly halls. Gnoll War. Most gnolls live for the thrill of the hunt and the taste of flesh, and they aren’t choosy with their targets. Perhaps the one saving grace for most humanoid communities is that gnoll war bands battle each other for territory, keeping their numbers reduced. Trait Rampaging Charge. If the marauder moves at least 10 feet straight toward a creature and hits them with a Flail attack on the same turn, the marauder can make a Bite attack against that target as a bonus action. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Reactions Death Frenzy. When an ally the marauder can see within 30 feet of them is reduced to 0 hit points, the marauder moves up to half their speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gnoll Matriarch","description":"The gnoll matriarch is the largest and most loathsome gnoll in a pack of gnolls. Her presence alone instills fearlessness and ferocity in her kin. Female Dominance. All male gnolls obey the matriarch's commands unquestioningly. The matriarch's daughters obey her unquestioningly for as long as she is still perceived as the physically strongest in the group. Traits Pack Tactics. The gnoll has advantage on an attack roll against a creature if at least one of the gnoll's allies is within 5 feet of the creature and the ally isn't incapacitated. Packmaster. An ally within 5 feet of the gnoll has advantage on attack rolls against a creature that is within 5 feet of the gnoll and another ally, provided the gnoll and the other ally aren't incapacitated. Pounce. If the gnoll moves at least 15 feet straight toward a creature and then hits it with a Flail attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the gnoll can make one Bite attack against it as a bonus action. Actions Multiattack. The gnoll makes three attacks, either with her Flail or her Longbow. She can use Battlefield Cunning in place of one of these attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one creature. Hit: 6 (1d8 + 2) piercing damage. Battlefield Cunning (Recharge 4–6). Up to two allies within 60 feet of the gnoll that can hear her can use their reactions to make one melee attack each. Bonus Actions Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half her speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Gnoll Nimrod of Gorellik","description":"The nimrod is a cunning gnoll hunter favored by Gorellik, a primeval gnoll deity of hunting and hyenas who fell into obscurity after the rise of Yeenoghu. The nimrod is also a lycanthrope that can transform into a fearsome giant hyena. Traits Keen Hearing and Smell. The gnoll has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack. (Humanoid Form Only). The gnoll makes two attacks, either with its Glaive or its Longbow. Bite (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Glaive (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Longbow (Humanoid Form Only). Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target’s speed is reduced by 10 feet until the end of its next turn. Giant Hyena Bite (Giant Hyena Form). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 9 (2d8) necrotic damage and if the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Spellcasting (Humanoid Form Only). The gnoll casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): 1/day each: conjure animals (8 hyenas or 2 giant hyenas), hunter's mark, zephyr strike Bonus Actions Swift Shapechanger. The gnoll polymorphs into a Giant Hyena, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack. Marked by Gorellik. The gnoll targets a creature it can see within 30 feet of it and makes that creature its mark. The target remains the gnoll’s mark for 1 minute, or until either the target or the gnoll drops to 0 hit points. The gnoll has advantage on all attack rolls against its mark and has disadvantage on all attacks against a different target while it has a mark. Legendary Actions The gnoll gains 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gnoll regains spent legendary actions at the start of its turn. Charge. The gnoll moves up to its speed. Attack. The gnoll makes a melee or ranged weapon attack. Staggering Strike (Costs 2 Actions). The gnoll makes a melee or ranged weapon attack. If the attack hits, the creature must succeed on a DC 14 Constitution saving throw or it takes an extra 9 (2d8) weapon damage, has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll, shapechanger)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Gnoll Pack Leader","description":"TRAITS Rampage : When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. ACTIONS Multiattack: The gnoll makes two attacks: either its glaive or its longbow, and uses its Incite Rampage if it can. Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Glaive: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Longbow : Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. Incite Rampage (Recharge 5-6): One creature the gnoll can see with 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Alignment":"chaotic evil","Expansion":19584,"Challenge Rating":2},"publisher":"Goodman Games","book":"War-lock (FEF 4)"},{"name":"Gnoll Pack Lord","description":"Gnolls Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh. Demonic Origin. The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord’s kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power. Nomadic Destroyers. Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured. Gnolls rarely build permanent structures or craft anything of lasting value. They don’t make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor. Thirst for Blood. No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can’t be taught or coerced to put aside its destructive tendencies. The gnolls’ frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls. Gnoll Pack Lord The alpha of a gnoll pack is the pack lord, ruling by might and cunning. A pack lord earns the best of a gnoll pack’s spoils, food, valuable trinkets, and magic items. It ornaments its body with brutal piercings and grotesque trophies, dyeing its fur with demonic sigils, hoping Yeenoghu will make it invulnerable. Traits Rampage : When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. Actions Multiattack : The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can. Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) piercing damage. Glaive : Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) slashing damage. Longbow : Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. Incite Rampage (Recharge 5–6) : One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Gnoll Priest of Refnara","description":"Refnara is a gnoll deity of fear, fertility, hunger, and rage. She is also known as the one who bites the moon because she hates the moonlight and what it represents. Her priests and priestesses have the ability to snuff the moon from the night sky, emboldening their allies and making them bloodthirsty. Traits Presence of Refnara. While under a moonless night sky, each ally within 60 feet of the gnoll has advantage on Bite attacks and saving throws against being charmed and frightened. Actions Multiattack. The gnoll makes two melee weapon attacks. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Bite the Moon (1/Day). The night sky becomes moonless in a 6-mile radius centered on the gnoll. The effect lasts for 1 hour. Spellcasting. The gnoll casts one of the following spells using Wisdom as the spellcasting ability (save DC 13, +5 to hit with spell attacks): At will: poison spray (2d12), resistance, thaumaturgy, toll the dead (2d8 or 2d12) 1/day each: blindness/deafness, darkness, moonbeam, fear, revivify, spirit guardians Bonus Actions Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack. Legendary Actions The gnoll can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gnoll regains spent legendary actions at the start of its turn. Attack. The gnoll makes a melee or ranged attack. Refnara's Will. The gnoll targets up to 2 creatures it can see within 30 feet of it. If the target can see and hear the gnoll, the target must succeed on a DC 13 Wisdom saving throw or become frightened of the gnoll until the end of the gnoll's next turn. Cast a Spell (Costs 2 Actions). The gnoll uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Gnoll Shaman of Yeenoghu","description":"The shaman of Yeenoghu is the demonic advisor of the gnoll pack. During combat, it serves as the support specialist and artillery, with its ability to unleash a variety of devastating druid spells. It can emit a fiendish howl that induces its gnoll allies into a blood frenzy and can blast a group of foes with hundreds of conjured sharp, poisonous teeth. Finally, the shaman can also transform into a giant hyena, if needed. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Spellcasting. The gnoll casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: druidcraft, poison spray (2d12), thorn whip (2d6) 2/day each: erupting earth, spike growth, thunderwave 1/day each: blight, charm monster, conjure animals (hyenas only) Teeth Volley (Recharge 4-6). The gnoll conjures sharp animal fangs and teeth that shoot forward and then disappear. Each creature in a 15-foot cone must succeed on a DC 13 Constitution saving throw. On a failed save, a creature takes 17 (5d6) piercing damage and is poisoned until the end of the gnoll's next turn. On a successful save, a creature takes half as much damage and isn't poisoned. Change Shape (Recharges after a Short or Long Rest). The gnoll magically transforms into a giant hyena, while retaining its game statistics. Any equipment it is wearing or carrying isn't transformed. This transformation ends if the gnoll is reduced to 0 hit points or uses an action to end it. Bonus Actions Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack. Yeenoghu's Howl (Recharges after a Short or Long Rest). The gnoll emits a frenzy-inducing howl. Each gnoll ally that is within 30 feet of it, can hear it, and not already affected by Yeenoghu's Howl gain advantage on melee attack rolls against any creature that doesn't have all its hit points until the start of the gnoll's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Gnoll Sharpshooter","description":"Gnoll sharpshooters are the highly skilled archers of any gnoll warband. Before their war parties attack, the sharpshooters position themselves in high vantage points. When the fighting starts, they pick off the most dangerous soft targets, such as enemy spellcasters, healers, and artillerists. Traits Sharpshooter. The gnoll's ranged weapon attacks ignore half cover and three-quarters cover and attacking at long range doesn't impose disadvantage on the gnoll's ranged weapon attack rolls. Actions Multiattack. The gnoll makes two Scimitar attacks or three Longbow attacks. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Rampage. After the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack. Steady Aim (3/Day). The gnoll takes careful aim at a creature it can see within range of its ranged weapon. Until the end of its turn, the gnoll deals an extra 7 (2d6) damage with each of its ranged weapon attacks against the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Gnoll Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Traits Rampage. When the skeleton reduces a creature to 0 hit points with a melee attack on its turn, the skeleton can take a bonus action to move up to half its speed and make a Bite attack. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Gnoll Skirmisher","description":"Skirmishers wait for the warriors of their war party to engage their enemies before rushing from the weak side to gain an advantage. They can nimbly move from one opponent to another, applying hit-and-run tactics with quick, sharp thrusts from their wicked spears. Traits Skirmish Advantage. Once per turn, when the gnoll attacks while in a space that is at least 15 feet away from where it started its turn, it gains advantage on that attack roll. Actions Multiattack. The gnoll makes two melee attacks or two ranged attacks. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Bonus Actions Rampage. After the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack. Lightfooted. The gnoll takes the Dash or Disengage action. Reactions Skirmisher. When an enemy the gnoll can see ends its turn in a space within 5 feet of it, the gnoll can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Gnoll Slaver","description":"With a fistful of chains and shackles and a fat money pouch, the cackling of a successful gnoll slaver is hard to mistake for anything else. They are common in slaveholding societies, though treated with respect only among their own kind. Occupying a strange role in a human land, gnoll slavers perform duties at which their bestial appearance and nature work to their advantage. They serve as brutal enforcers among the slave population, as captains of raiding bands, and as slave catchers, leading patrols along the land's borders in search of escapees. Brands, Scars, and Marks. Gnoll slavers have a fondness for gnawing their victims or threatening the creatures with punishments that scar and mark the victim. Branding slaves is a popular pastime among gnolls. Slain on Sight. Races near gnoll slavers tend to show no mercy towards the evil raiders; a captured slaver can expect a speedy execution and often is slain out of hand by a former slave. This merely drives gnoll slavers to some degree of caution; they prefer to operate in groups with other gnolls, and they are often the first to flee if things turn against them.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Gnoll Slaver","description":"Even in the Underworld, with all its sinister and distinctly unwholesome elements, gnolls are rarely welcomed anywhere; barely tolerated is perhaps the best reaction they get. They are, however, valued as mercenaries: ruthless, brutal, and better as allies than as enemies. It’s not uncommon for a tribe to appear at the outskirts of a battle and accept payment in advance to turn the tide in one direction or another.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Gnoll Vampire","description":"When a gnoll’s ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy. A gnoll vampire is a savage predator that feeds on the blood of the living. It cackles maniacally when it catches the scent of its prey and quickly moves in for the kill, tearing away flesh with its claws, gorging on meat and blood, and leaving nothing behind but bones, gristle, and the victim’s blood-spattered belongings. Gnoll vampires are indiscriminate feeders that prefer the flesh and blood of humanoids, including other gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to. Unlike normal vampires, gnoll vampires don’t have coffins where they rest, and they have no such places to return to when their corporeal bodies are destroyed. They are undeterred by running water, and they can enter residences without invitation. When a gnoll vampire needs to travel quickly, it adopts the form of a giant, emaciated hyena. When it wants to catch its prey by surprise, it takes the form of a cloud of mist. After it feeds on a victim’s blood, its mist form takes on a crimson hue for an hour or so before its colorlessness returns. Traits Keen Smell. The vampire has advantage on Wisdom (Perception) checks that rely on smell. Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the vampire can take a bonus action to move up to half its speed and make a bite attack. Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn. Shapechanger. If the vampire isn’t in sunlight, it can use its action to polymorph into a Large hyena or a Medium cloud of mist, or back into its true form. While in hyena form, the vampire can’t speak, and its walking speed is 50 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Unusual Nature. The vampire doesn’t require air. Vampire Weaknesses. The vampire has the following flaws: Enraged by Celestial. If it hears words of Celestial spoken, the vampire must try to attack the source of those spoken words on its next turn. If these words come from multiple sources and from opposite directions, the vampire is restrained. Otherwise, it moves to attack what it perceives to be the closest source. Repulsed by Perfume. The vampire has disadvantage on melee attack rolls made against any creature wearing perfume or carrying an open container of it. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack (Vampire Form Only). The vampire makes two attacks: one with its bite and one with its claws. Bite (Hyena or Vampire Form Only). Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit: (2d6+5) piercing damage plus (2d8)necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Claws (Vampire Form Only) . Melee Weapon Attack : +8 to hit, reach 5 ft., one target . Hit: (2d4+5) slashing damage. Frightful Cackle (Hyena or Vampire Form Only). The vampire emits a bone-chilling cackle. Each creature of the vampire’s choice that is within 120 feet of the vampire and can hear its cackle must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the vampire’s Frightful Cackle for the next 24 hours. Sickening Gaze (Hyena or Vampire Form Only). The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 15 Constitution saving throw against this magic or be poisoned for 24 hours. A creature whose saving throw is successful is immune to this vampire’s Sickening Gaze for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (shapechanger)","Alignment":"chaotic evil","Expansion":6331,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Gnoll Vampire","description":"When a gnoll’s ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy. A gnoll vampire is a savage predator that feeds on the blood of the living. It cackles maniacally when it catches the scent of its prey and quickly moves in for the kill, tearing away flesh with its claws, gorging on meat and blood, and leaving nothing behind but bones, gristle, and the victim’s blood-spattered belongings. Gnoll vampires are indiscriminate feeders that prefer the flesh and blood of humanoids, including other gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to. Unlike normal vampires, gnoll vampires don’t have coffins where they rest, and they have no such places to return to when their corporeal bodies are destroyed. They are undeterred by running water, and they can enter residences without invitation. When a gnoll vampire needs to travel quickly, it adopts the form of a giant, emaciated hyena. When it wants to catch its prey by surprise, it takes the form of a cloud of mist. After it feeds on a victim’s blood, its mist form takes on a crimson hue for an hour or so before its colorlessness returns. Traits Keen Smell. The vampire has advantage on Wisdom (Perception) checks that rely on smell. Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the vampire can take a bonus action to move up to half its speed and make a bite attack. Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn. Shapechanger. If the vampire isn’t in sunlight, it can use its action to polymorph into a Large hyena or a Medium cloud of mist, or back into its true form. While in hyena form, the vampire can’t speak, and its walking speed is 50 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Unusual Nature. The vampire doesn’t require air. Vampire Weaknesses. The vampire has the following flaws: Enraged by Celestial. If it hears words of Celestial spoken, the vampire must try to attack the source of those spoken words on its next turn. If these words come from multiple sources and from opposite directions, the vampire is restrained. Otherwise, it moves to attack what it perceives to be the closest source. Repulsed by Perfume. The vampire has disadvantage on melee attack rolls made against any creature wearing perfume or carrying an open container of it. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack (Vampire Form Only). The vampire makes two attacks: one with its bite and one with its claws. Bite (Hyena or Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 9 (2d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Claws (Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. Frightful Cackle (Hyena or Vampire Form Only). The vampire emits a bone-chilling cackle. Each creature of the vampire’s choice that is within 120 feet of the vampire and can hear its cackle must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the vampire’s Frightful Cackle for the next 24 hours. Sickening Gaze (Hyena or Vampire Form Only). The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 15 Constitution saving throw against this magic or be poisoned for 24 hours. A creature whose saving throw is successful is immune to this vampire’s Sickening Gaze for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (shapechanger)","Alignment":"chaotic evil","Expansion":27909,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Gnoll Veteran","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Alignment":"chaotic evil","Expansion":14533,"Challenge Rating":3},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Gnoll War Leader of Yeenoghu","description":"The gnoll war leader is a fanatical commander who worships Yeenoghu. It can inspire ferocity in battle within its followers and empower its attacks with divine energy. What makes the war leader more dangerous, though, is its ability to project an aura of bloodlust. Any creature, even gnolls, caught within the aura are unable to control their feral instincts and become crazed and homicidal. Traits Aura of Bloodlust. When any creature starts its turn within 20 feet of the gnoll, that creature must succeed on a DC 13 Wisdom saving throw, or it must immediately take the Attack action, making one melee attack against a random creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary. At the start of each of its turns, the gnoll can suppress this aura until the start of its next turn. Legendary Resistance (1/Day). If the gnolls fails a saving throw, it can choose to succeed instead. Actions Multiattack. The gnoll makes three melee attacks: one with its Bite and two with its Battleaxe. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Bonus Actions Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack. Yeenoghu's Divine Fury (Recharges after a Long Rest). The gnoll magically infuses its attacks with divine energy. For 1 minute, the first creature the gnoll hits on each of its turns with a weapon attack takes 9 (1d6 + 6) necrotic damage and must make a DC 14 Wisdom saving throw or be frightened of the gnoll until the end of the gnoll's next turn. Zealous Presence (Recharges after a Short or Long Rest). The gnoll unleashes a battle cry infused with divine energy. Up to ten other creatures of its choice within 60 feet of it that can hear it gain advantage on attack rolls and saving throws until the start of its next turn. Legendary Actions The gnoll gains 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gnoll regains spent legendary actions at the start of its turn. Charge. The gnoll moves up to its speed. Command Gnoll. The gnoll targets one allied gnoll it can see within 30 feet of it. If the target can see or hear the gnoll, the target can use its reaction to make one melee attack or move up to its speed. Attack (Costs 2 Actions). The gnoll makes a melee or ranged attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Gnoll War Priest of Yeenoghu","description":"These gnoll priests are veteran warriors, supplementing their martial prowess with divine spells and boons. Actions Multiattack. The gnoll makes two melee weapon attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Spellcasting. The gnoll casts one of the following spells using Wisdom as the spellcasting ability (save DC 12, +4 to hit with spell attacks): At will: guidance, resistance, thaumaturgy, toll the dead (2d8 or 2d12) 1/day each: bane, crusader's mantle, fear, inflict wounds, spirit guardians, summon beast Bonus Actions Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack. Reactions Boon of Yeenoghu (2/Day). The gnoll grants a + 5 bonus to an attack roll made by an allied creature it can see within 30 feet of it. If the attack hits, it is a critical hit. The gnoll can make this choice after the roll is made but before it hits or misses. Legendary Actions The gnoll can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gnoll regains spent legendary actions at the start of its turn. Move. The gnoll moves up to half its speed. Flail. The gnoll attacks with its Flail. Cast a Spell (Costs 2 Actions). The gnoll uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Gnoll Warlock of Yeenoghu","description":"These gnolls made pacts with the Beast of Butchery and became warlocks. Besides casting pact magic spells, they are able to unleash disembodied heads of Yeenoghu that bite their foes. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Spellcasting. The gnoll casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: false life, freedom of movement, green-flame blade, eldritch blast (2 beams), mage hand, silent image 2/day (as 4th-level spells): burning hands, dispel magic, fireball, hex, misty step, stinking cloud Savage Jaws of Yeenoghu (Recharge 5-6). The gnoll conjures disembodied spectral heads of Yeenoghu that immediately bite the gnoll's enemies in a 20-foot cube. Each enemy in that area must succeed on a DC 13 Wisdom saving throw. On a failed save, a creature takes 11 (2d10) piercing damage and is frightened until the end of the gnoll's next turn. On a successful save, a creature takes half as much damage and isn't frightened. Bonus Actions Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Gnoll Wildling","description":"Gnolls aren’t humanoids, but hyena-faced fiends— created by a dead demon lord, they carry his evil legacy wherever they roam. Originally from the Abyssal Wasteland, gnolls quickly spread across the timescape, and they thrive in deserts, plains, and other sparsely populated places. Though a gnoll’s muzzle is just as likely to be bloodied by carrion as by prey, their hunting packs hunger for violence, and they eagerly hunt travelers and raid settlements. The pack’s eerie war cry, a wild cackle, presages a night of battle and terror. Born from Blood. The Abyssal Wasteland is an alien landscape hostile to most life. Yet amidst its desolation, fiendish creatures thrive, including abyssal hyenas—blood- thirsty scavengers who fight with other lesser fiends over the corpses of demons. The first gnolls arose when a pack of these predators lapped at the ichor oozing from the wounds of a dying demon prince, As’sylrak the Warper. As his last act, the demon gave the fiendish hyenas a demonic cunning to match their insatiable hunger, bound his evil will to theirs, and turned their paws into hands so they could wield weapons. He called these new fiends “gnoll,” an Abyssal word that has many meanings, one of which is “to consume completely.” And true to their name, the gnolls immediately devoured their creator. Ceaseless Hunger. The merciless gnolls quickly spread across the timescape in search of new victims to quench their never-ending hunger. Their packs were followed by some of the abyssal hyenas who didn’t receive As’sylrak’s blessing; these tagalongs enjoy the castoffs of the gnoll packs. Gnolls never forgot the day when they tasted immortal flesh—and they hunger for more, longing for a day when gnolls hunt the gods themselves through heavenly halls. Gnoll War. Most gnolls live for the thrill of the hunt and the taste of flesh, and they aren’t choosy with their targets. Perhaps the one saving grace for most humanoid communities is that gnoll war bands battle each other for territory, keeping their numbers reduced. Traits Death Feast. When an ally within 5 feet of the wildling is reduced to 0 hit points, the wildling can deal 1 piercing dam- age to a creature within 5 feet of them (no action required), provided the wildling isn’t incapacitated. Minion. If the wildling takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the wildling takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Flail (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target is grappled by each wildling who joined the attack (escape DC 10 plus the number of wildlings who have it grappled). Until this grapple ends, the target is restrained, and the wildling can’t make a Flail attack against another creature. A wildling can choose to release the grappled creature while other wildlings still have them grappled, reducing the escape DC accordingly.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Gnoll Witch Doctor","description":"The witch doctor is the pack's priest and healer. It watches over its matriarch, healing and enhancing her and her daughters during combat. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 4 (1d4 + 2) piercing damage. Cursed Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 11 (2d8 + 2) psychic damage, and the target has disadvantage on attack rolls, ability checks, and saving throws until the end of the gnoll’s next turn. Spellcasting. The gnoll casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: guidance, resistance, thaumaturgy 2/day each: guiding bolt, hold person 1/day each: banishment, bestow curse, revivify, spirit guardians Bonus Actions Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Gnoll Witherling","description":"I heard a warlock sought to magically turn the last witherlings of a destroyed gnoll war band into his own strike force against foes. That worked well until Yeenoghu sent seven war bands after him. —Volo A gnoll war band might include one or more of the special kind of gnoll described in the entry below. Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can’t control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling. Witherlings act much as gnolls do in life, traveling with their comrades and trying to kill anything in their path. They don’t eat and aren’t motivated by hunger, leaving more flesh for the rest of the war band. Gnoll witherlings are incapable of wielding any weapon more sophisticated than a simple club. Undead Nature. A gnoll witherling doesn’t require air, food, drink, or sleep. Traits Rampage : When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack. Actions Multiattack : The witherling makes two attacks: one with its bite and one with its club, or two with its club. Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Club : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Reactions Vengeful Strike : In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Gnoll Witherling","description":"Sometimes the gnolls of Yeenoghu turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long struggle to control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu (appears in this book) they bring the remains back to a semblance of life in the form of a gnoll witherling. Witherlings travel with their comrades and try to kill anything in their path. They don’t eat and aren’t motivated by hunger, leaving more flesh for the rest of the war band. Gnolls The first gnolls were hyenas transformed by magic. Many of them were then corrupted by the demon lord Yeenoghu. Whether in service to Yeenoghu or dedicated to the survival of their kin, gnoll war bands seek to soften up foes with surprise attacks and to leave no survivors alive. The life cycle of Yeenoghu’s gnolls begins and ends with eating. They eat their enemies, they eat one another, and they’re freed from their hunger only in death. —Mordenkainen Traits Unusual Nature. The witherling doesn’t require air, food, drink, or sleep. Actions Multiattack. The witherling makes two Bite or Spiked Club attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) necrotic damage. Spiked Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Bonus Actions Rampage. After the witherling reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes one Bite attack. Reactions Vengeful Strike. In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes one Bite or Spiked Club attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Gnoll Witherlock","description":"The terrifying witherlock is a gnoll warlock that specializes in the creation of witherlings. Aside from being able to command witherlings, it can also cause them to explode. Traits Spell Penetration. When the gnoll casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Actions Multiattack. The gnoll makes two melee weapon attacks. It can use Raise Witherling in place of one weapon attack, if available. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage. Scythe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or it suffers 1 level of exhaustion. Raise Witherling. The gnoll targets one dead gnoll it can see within 30 feet of it. The target is turned into a witherling and acts immediately after it in the initiative order. The witherling acts as an ally of the gnoll. Spellcasting. The warlock casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14, +7 to hit with spell attacks): At will: eldritch blast (2 beams), mage armor (self only), mage hand, speak with dead, toll the dead (2d8 or 2d12) 2/day: false life, fear, greater invisibility, hold person, hunger of Hadar, phantasmal force Detonate Witherling (Recharge 4-6). The gnoll causes one witherling it can see within 60 feet of it to explode and die. Each creature within 10 feet of the exploding witherling must succeed on a DC 14 Dexterity saving throw, taking 9 (2d8) piercing damage and 9 (2d8) necrotic damage on a failed saving throw, and half as much damage on a successful one. Bonus Actions Command Witherling. The gnoll targets one witherling it can see within 30 feet of it. If the target can see or hear the gnoll, the target can use its reaction to make one melee attack or move up to its speed. Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack. Reactions Protective Witherling. When the gnoll is hit by an attack, one witherling within 5 feet of the gnoll must use its reaction to be hit by the attack instead. Legendary Actions The gnoll gains 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gnoll regains spent legendary actions at the start of its turn. Maneuver Witherling. The gnoll argets one witherling it can see within 30 feet of it. If the target can see or hear the gnoll, the target can use its reaction to move up to its speed. Cantrip. The gnoll casts eldritch blast or toll the dead . Scythe. The gnoll makes a Scythe attack. Detonate (Costs 2 Actions). The gnoll uses Detonate Witherling, if available.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Gnoll, Havoc Runner","description":"The runner is a mottled blur, a sprinting gnoll laughing as it runs, ax held high. It sprints past, its weapon flashing in the sun. With the bristly mane and spotted fur characteristic of all gnolls, havoc runners blend into their tribe. Only the canny glint in the eyes hints at the deadly difference before the havoc runner explodes into violence. Blinding Raids. Havoc runners are scouring storms across the trade routes that crisscross the tribe’s territory. Like all gnolls, they are deadly in battle. Havoc runners incorporate another quality that makes them the envy of many raiders: they can tell at a glance which pieces of loot from a laden camel or wagon are the most valuable, without spending time rummaging, weighing, or evaluating. Their ability to strike into a caravan, seize the best items, and withdraw quickly is unparalleled. Traits Harrying Attacks: If the gnoll attacks two creatures in the same turn, the first target has disadvantage on attack rolls until the end of its next turn. Lightning Lope: The gnoll can Dash or Disengage as a bonus action. Pack Tactics: The gnoll has advantage on its attack rolls against a target if at least one of the gnoll’s allies is within 5 feet of the target and the ally isn’t incapacitated. Actions Multiattack: The gnoll makes one bite attack and two battleaxe attacks. Battleaxe (one handed): Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 7 (1d8 + 3) Slashing damage. Battleaxe (Two-handed): Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 8 (1d10 + 3) Slashing damage. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d6 + 3) Piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Gnome Ceremorph","description":"Mind flayers, which are described in the Monster Manual, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence. Gnome Ceremorph For reasons unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, or simply a facet of how their minds work. When the process is warped only slightly, the mind flayer remains gnome-sized and is called a gnome ceremorph. It retains its knowledge of the Gnomish language while becoming able to speak Deep Speech and Undercommon. It retains fragmented memories of its previous life and previous alignment, not to mention a propensity for invention. Laser Pistol. A gnome ceremorph often carries a home-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables the weapon to fire 50 shots. After its last shot is expended, the device becomes inoperable. The energy cell can’t be removed without destroying the weapon. Traits Innate Spellcasting (Psionics). The ceremorph’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate 1/day each: dominate monster, plane shift (self only) Magic Resistance. The ceremorph has advantage on saving throws against spells and other magical effects Actions Tentacles. Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit: (2d10+4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 9) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack : +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the ceremorph. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ceremorph kills the target by extracting and devouring its brain. Laser Pistol. Ranged Weapon Attack : +5 to hit, reach 40/120 ft., one target . Hit: (3d6+2) radiant damage. Mind Blast (Recharge 5-6). The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"any alignment","Expansion":6331,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Gnome Ceremorph","description":"For reasons unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, or simply a facet of how their minds work. When the process is warped only slightly, the mind flayer remains gnome-sized and is called a gnome ceremorph. It retains its knowledge of the Gnomish language while becoming able to speak Deep Speech and Undercommon. It retains fragmented memories of its previous life and previous alignment, not to mention a propensity for invention. Laser Pistol. A gnome ceremorph often carries a home-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide ). This weapon is powered by an energy cell, which enables the weapon to fire 50 shots. After its last shot is expended, the device becomes inoperable. The energy cell can’t be removed without destroying the weapon. Mind Flayers Mind flayers, which are described in the Monster Manual , are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence. Traits Innate Spellcasting (Psionics). The ceremorph’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate 1/day each: dominate monster, plane shift (self only) Magic Resistance. The ceremorph has advantage on saving throws against spells and other magical effects. Actions Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 9) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the ceremorph. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ceremorph kills the target by extracting and devouring its brain. Laser Pistol. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 12 (3d6 + 2) radiant damage. Mind Blast (Recharge 5–6). The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"any alignment","Expansion":27909,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Gnome Necromancer","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":13},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Gnome Squidling","description":"Mind flayers, which are described in the Monster Manual, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence. Gnome Squidling When the process of turning a gnome into a mind flayer goes horribly awry, the result is a gnome squidling—a deformed mind flayer with weak, spindly limbs and oversized tentacles. It relies on levitation to keep its body aloft and uses its tentacles like legs, to propel it along whatever surface it’s floating above. Most mind flayers destroy squidlings on sight, so it’s rare to see one or more of these creatures. Squidlings eat brains for sustenance, just like other mind flayers do, and they don’t care where the brains come from. Traits Innate Spellcasting (Psionics). The squidling’s innate spellcasting ability is Intelligence (spell save DC 7). It can innately cast levitate at will, requiring no components. Magic Resistance. The squidling has advantage on saving throws against spells and other magical effects. Actions Tentacles. Melee Weapon Attack : +0 to hit, reach 5 ft., one creature. Hit: 5 (2d4) psychic damage. If the target is Medium or smaller and is hit, it is grappled (escape DC 7) and must succeed on a DC 7 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack : +0 to hit, reach 5 ft., one incapacitated humanoid grappled by the ceremorph. . Hit: 27 (5d10) piercing damage. If this damage reduces the target to 0 hit points, the squidling kills the target by extracting and devouring its brain. Mind Tickle (Recharge 5-6). The squidling magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 7 Intelligence saving throw or take 2 (1d4) psychic damage and be stunned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"unaligned","Expansion":6331,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Gnome Squidling","description":"When the process of turning a gnome into a mind flayer goes horribly awry, the result is a gnome squidling—a deformed mind flayer with weak, spindly limbs and oversized tentacles. It relies on levitation to keep its body aloft and uses its tentacles like legs, to propel it along whatever surface it’s floating above. Most mind flayers destroy squidlings on sight, so it’s rare to see one or more of these creatures. Squidlings eat brains for sustenance, just like other mind flayers do, and they don’t care where the brains come from. Mind Flayers Mind flayers, which are described in the Monster Manual , are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its previous existence. Traits Innate Spellcasting (Psionics). The squidling’s innate spellcasting ability is Intelligence (spell save DC 7). It can innately cast levitate at will, requiring no components. Magic Resistance. The squidling has advantage on saving throws against spells and other magical effects. Actions Tentacles. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 5 (2d4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 7) and must succeed on a DC 7 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +0 to hit, reach 5 ft., one incapacitated creature grappled by the squidling. Hit: 27 (5d10) piercing damage. If this damage reduces the target to 0 hit points, the squidling kills the target by extracting and devouring its brain. Mind Tickle (Recharge 5–6). The squidling magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 7 Intelligence saving throw or take 2 (1d4) psychic damage and be stunned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"unaligned","Expansion":27909,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Gnome Wizard","description":"Gnomes are distant relatives of the fey, and their history tells of a time when they lived in the fey’s mysterious realm, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. Though gnomes are no longer truly fey, their fey heritage can be seen in their innate magic powers, their oft-capricious natures, and their outlooks on life and the world.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"chaotic good","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Gnomish Distiller","description":"The maniacal-looking gnome before you has a large cask-shaped apparatus strapped to his back. He stares intently with jaundice-yellow eyes and a too-wide grin. Half of the gnome's once-glorious red mustache has clearly been burned away, probably by acid. Gnomish distillers unlock the destructive secrets within alchemical reagents and brew them into highly volatile solutions. Traits Strange Science. Gnomish distillers are driven by the pursuit of knowledge and believe that all reagents, magical or otherwise, including shadowstuff, can be distilled to a more potent version of their natural state. The quest to unlock the secret nature hidden within all things has frequently led to catastrophic destruction in the name of natural philosophy. Wyrd Alchemy for Sale. Wyrd gnomes embrace the darker side of invention, and gnomish distillers epitomize this trait. Distillers weaponize the knowledge gained from alchemical pursuits by creating deadly solutions, sprays, poisons, and explosives to sell to the highest bidder. Prescience. When the gnome finishes a long rest, roll a d20 and record the number rolled. Before their next long rest, they can replace one attack roll, saving throw, or ability check made by them or a creature that they can see, using this prescience roll. They must choose to do so before the roll. Actions Multiattack. The gnome uses Dispensing Apparatus and makes one weapon attack. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Acidic Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 11 (2d10) acid damage. Dispensing Apparatus. A gnomish distiller carries a backpack-like apparatus designed to expel a variety of damaging mixtures. While wearing the apparatus, a distiller can create one of the following effects, the same effect cannot be used twice in a row: The apparatus expels a 20-foot-radius sphere of poisonous gas centered on a point the distiller chooses within 30 feet. The sphere spreads around corners, and its area is heavily obscured. The gas lingers in the air for 1 minute. A creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or spend its action that turn retching and reeling. The apparatus expels a shower of a caustic solution in a line 30 feet long and 5 feet wide in a direction of the distiller's choice. Each creature in that line must make a DC 15 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save or half as much damage on a successful one. The apparatus expels slick grease in a 10-foot square centered on a point the distiller chooses within 30 feet. When the grease appears, each creature standing in its area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. Spellcasting. The gnome casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 12): At will: guidance 1/day: augury , identify Bonus Actions Alchemical Capsule. The gnome breaks one of two capsules, contained in artificial teeth, and immediately gains the benefits of the stored potion. Either choose which two potions the gnome has or assume they have a potion of invisibility and a potion of growth .","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Wyrd Gnome)","Alignment":"Any Chaotic Alignment","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Gnomish Knife Cultist","description":"In spite of, or perhaps because of, its slight statue, a gnomish knife cultist presents an unnerving figure. Its slightly unkempt hair pokes out from beneath a hat, and it constantly fidgets and shifts on its feet. Laughter erupts from it at inopportune moments during conversations. Gnomish knife cultists are the demon wranglers of their cults, summoning and managing whatever demons the cult needs to further its goals. They often can't resist the call of demons and have been known to summon rampaging demons unbidden, leading to many interrupted harvests or market days.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Gnyan","description":"Brilliant white with a translucent turquoise mane, this icy lion bursts from snow drifts, catching its prey unaware. It leaves no pawprints as it slinks over the snowbanks. The gnyan is an icy, lion-like elemental that roams mountain peaks and secluded valleys. Snowy Benefactor. The gnyan detests those who would defile natural beauty and guards pilgrims to mountaintop shrines. The gnyan can create healing milk from snow, and it embodies fearless strength and the power of glaciers. Because bandits and would-be warlords often attempt to capture gnyans to force the elementals to create their healing milk, many gnyans warily follow and study travelers before approaching them. Mountain Steward. Folk tales speak of gnyans rescuing those lost in blizzards or striking at loggers from seemingly mundane piles of snow. Some stories tell of gnyans who raised worthy young souls who later became renowned heroes. In these stories, the gnyan nourishes and tutors these otherwise abandoned children, teaching them how to care for the weak and strike down the immoral and cruel. Aura of Hope. The gnyan is surrounded by an aura of uplifting courage. Each friendly creature within 30 feet of the gnyan has advantage on saving throws against being frightened. Glorious Milk. A gnyan can spend 1 minute slowly drinking from a bowl of melted ice water. When it stops, the bowl is filled with a pale milk. A creature that drinks the milk regains 7 (2d6) hit points, and its exhaustion level is reduced by up to two levels. After a gnyan's milk has restored a total of 20 hit points or reduced a total of four exhaustion levels in creatures, the gnyan can't create milk in this way again until it finishes a long rest. Pounce. If the gnyan moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the gnyan can make one Bite attack against it as a bonus action. Snow Camouflage. The gnyan has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Snow Strider. The gnyan can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost it extra movement. In addition, it leaves no tracks or other traces of its passage when moving through snowy terrain. Actions Multiattack. The gnyan makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) cold damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 3 (1d6) cold damage. Avalanche's Roar (Recharge 6). The gnyan looses a terrible blasting roar of ice and snow in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 21 (6d6) cold damage and is restrained until the end of its next turn as frost and snow coats its limbs. On a success, a creature takes half as much damage and isn't restrained. Bonus Actions Snow Step. The gnyan teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain snow.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Goat","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Charge : If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone . Sure-Footed : The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Ram : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.","properties":{"Category":"Monsters","AC":10,"HP":"4 (1d8)","CHA":5,"CON":11,"DEX":10,"INT":2,"STR":12,"WIS":10,"Size":"Medium","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064325/2MrLj0DD4EEjQ-75vFe8VQ/original.png","Roll 0":"Ram\n1d20 + 3\n1d4+1","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Charge\",\"Desc\":\"If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.\"},{\"Name\":\"Sure-Footed\",\"Desc\":\"The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.\"}]","data-Actions":"[{\"Name\":\"Ram\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 1\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":"+0","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":0,"Passive Perception":10,"data-CrNum":0,"data-AcNum":10,"data-HpNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Goat","description":"Traits Charge : If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. Sure-Footed : The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Ram : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Goat","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or the goat deals 2 (1d4) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Goat","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Ram. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage, or the goat deals 2 (1d4) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit.","properties":{"Category":"Monsters","AC":10,"HP":"4 (1d8)","PB":2,"CHA":5,"CON":11,"DEX":10,"INT":2,"STR":11,"WIS":10,"Size":"Medium","Type":"Beast","Speed":"40 ft., Climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406410571/gnnKOUCrzZUyoR_VG9vgMw/original.png","Senses":"Darkvision 60 ft.","Skills":"Perception +2","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Ram\",\"Desc\":\"The goat deals [[1d4]] (1d4) Bludgeoning damage if it moved at least 20 feet straight toward the target immediately before the hit.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":0,"data-DEX-mod":0,"data-INT-mod":"-4","data-STR-mod":0,"data-SizeNum":2,"data-WIS-mod":0,"Saving Throws":"Str +2, Dex +0, Con +0, Int -4, Wis +0, Cha -3","Challenge Rating":0,"Passive Perception":12,"data-CrNum":0,"data-AcNum":10,"data-HpNum":4},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Goat Mother's Avatar","description":"When the Blood Moon of Rebirth descends upon the world, it can deliver a corporeal sliver of the entity that imbues it with potency, an immature and frail embodiment of its vast cosmic might. Yet, the power of mortals is so insignificant that even this fragile shard of the Goat Mother’s energy can force the world to capitulate beneath its young. Whispers tell of such an avatar manifesting once in the kingdom of men. The collective might of their army proved insufficient, as the pathetic Thousand Youngs laid the realm to waste. Her existence was fleeting, dissipating alongside the moon, her inscrutable purpose fading with it. No such avatar has been witnessed since, the world likely so insignificant—a mere speck in the grand cosmic expanse—to catch a fragment of the Great One’s attention. Yet the question lingers—what might transpire as the world ventures perilously closer to otherworldly forces far beyond understanding? Ignorance is indeed bliss, and those who dare to pry too close to the truth face unsettling revelations. As mortals dabble in these eldritch arts, one can't help but fear the return of the pathetic avatar, or worse. Lair Actions On initiative count 20 (losing initiative ties), the Goat Mother’s Avatar takes a lair action to cause one of the following effects; she can't use the same effect two rounds in a row: Unholy Blood. Blood drips from the moon and forms three 10-foot-radius pools on the ground within the lair. Whenever a creature summoned by the Goat Mother’s Avatar starts its turn in a pool or moves into a pool for the first time on its turn, it gains 11 (2d10) temporary hit points. Servants of the Goat Mother. The trees themselves open to give birth to servants of the Goat Mother. 1d4 aberrations, beasts, humanoids, or monstrosities of CR 3 or lower appear in unoccupied spaces within the lair. They share the Goat Mother Avatar's initiative but take their turn immediately after her and function in the same way as creatures summoned by her Circle of Rebirth. Roiling Madness. A cloud of roiling, maddening fog falls upon the lair. Each creature in the lair of the Goat Mother’s Avatar's choice must succeed on a DC 17 Wisdom saving throw or take 16 (3d10) psychic damage and gain one short-term madness. Regional Effects The region containing the Goat Mother's Avatar’s lair is warped by her magic, which creates one or more of the following effects: When the Goat Mother’s Avatar appears, the Blood Moon of Rebirth appears in the sky, and remains there until the avatar vanishes or dies. Trees within 6 miles of the lair grow taller and denser than usual, turning nearby forests into labyrinth-like wood. Creatures that enter the woods must make a DC 15 Survival check every hour to avoid getting lost. Aberrations, beasts, and monstrosities within 6 miles of the lair have their forms shifted. Their eyes turn into goat eyes, their skin or fur darkens, and they gain a climbing speed equal to their walking speed. Aberrations, beasts, monstrosities, and humanoids that engage in intercourse within 6 miles of the lair are blessed by the Goat Mother’s fertility, immediately becoming pregnant if they have the necessary reproductive organs. Pregnancies within 6 miles of the lair progress as much in one hour as they would in a day, and whenever a humanoid is born within 6 miles of the lair, the GM rolls a d20. On a 10 or lower, the humanoid becomes an accursed tiefling, a beast, or a monstrosity. If the Goat Mother’s Avatar dies, vegetation remains as it has grown, but the other effects fade over 1d2 days. Creatures that are born accursed remain so for the rest of their lives. “One can only wonder if the catastrophic annihilation wrought by this caprine being was a mere demonstration of power, a warning to those of us who meddle with forces beyond their comprehension. Though I posit that such a statement would be giving us far too much importance, and simple happenstance unleashed the apocalypse humans faced, happenstance yet again allowed it not to ravage the rest of our world. Woe betide the foolhardy souls who seek to harness these cosmic powers, for the consequences of such hubris could be disastrous. So, we stand at the precipice, looking into the abyss, heedless of the fact that the abyss is also looking back at us, waiting, ready to swallow us whole.” - Founder of the School of Eldritch Tongue, at the Obitus’ assembly Traits Curse Weaver. The avatar’s curses last for 1 minute. A cursed creature can make a DC 25 Charisma saving throw at the end of each of its turns, ending the oldest of these curses on itself on a success. If a creature drinks a vial of holy water, the DC of its next such saving throw is reduced by 5. A remove curse spell removes only one curse of the caster's choosing (or one at random). A greater restoration spell ends all curses on the target. Cycle of Rebirth. If the avatar is reduced to 0 hit points, she teleports to the center of her nearest Circle of Rebirth, regains 50 hit points, and all her curses end. Until the end of her next turn, she can’t be reduced below 1 hit point. Goat Leap. The avatar's long jump is up to 120 feet and her high jump is up to 60 feet, with or without a running start. Spellcasting. The avatar’s innate spellcasting ability is Wisdom (spell save DC 25, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: find the path, revivify, world breaker 3/day each: dominate monster, forest of dread, heal (other creatures only) 1/day: divine order: sacrifice Legendary Resistance (3/Day). If the avatar fails a saving throw, she can choose to succeed instead. Mother Tongue. The avatar can communicate with creatures she has summoned as if they shared a language. Nurturing Essence. Whenever a creature summoned by the avatar ends its turn within 10 feet of her, it regains 16 (3d10) hit points. Progenitor's Tears. Whenever a creature that was summoned by the avatar dies, the avatar mourns its death, taking 14 (4d6) psychic damage and becoming enraged, granting her advantage on attack rolls until the end of her next turn. Actions Multiattack. The avatar uses her Maddening Presence, then makes three attacks. She can use Circle of Rebirth in place of one of her attacks. Claw. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 31 (4d12 + 5) slashing damage and 13 (2d12) poison damage. If the target is a humanoid, it must succeed on a DC 25 Charisma saving throw or fall under the Curse of Goat's Blood. While cursed in this way, a creature has disadvantage on ability checks and attack rolls it makes while within the avatar's Circles of Rebirth. Curse. Ranged Spell Attack: +17 to hit, range 300 ft., one creature. Hit: 26 (3d10 + 10) poison damage and the target suffers one of the following curses (avatar’s choice): Curse of Acquired Scent. Creatures summoned by the avatar have advantage on attack rolls against this creature. Curse of Draining Life. Whenever the creature would regain hit points, the avatar regains those hit points instead. Curse of the Red Moon. The creature can’t cast spells of 5th level or higher. Maddening Presence. The avatar expunges doom from her many faces. Each creature of the avatar's choice within 120 feet of the avatar and aware of her must succeed on a DC 25 Wisdom saving throw or become paralyzed until the end of its next turn. A creature paralyzed in this way isn't incapacitated, though it still can't move or speak. If a creature has failed this saving throw three times, it also gains an indefinite madness. If a creature's saving throw is successful or it has already gained an indefinite madness from this action, the creature is otherwise immune to the avatar's Maddening Presence for the next 24 hours. Circle of Rebirth (Recharge 4-6). Using her birthing powers, the avatar creates a 15-foot-radius circle centered on a point within 120 feet of her. When the circle appears and at the start of each of the avatar's turns, she can summon any aberration, beast, humanoid, or monstrosity of CR 5 lower, which emerges under her control from an unoccupied space in the circle. The creature shares her initiative count, but takes its turn immediately after her, following the avatar's telepathic commands (no action required by her). The circle has 50 hit points and AC 21. It has resistance to cold, fire, and necrotic damage, and immunity to poison and psychic damage. If the avatar summons three monsters from it or the circle is reduced to 0 hit points, it is destroyed. Reactions Maternal Instincts. When a creature summoned by the avatar within 30 feet of her is targeted by an attack roll, she can impose disadvantage on the attack roll. Legendary Actions The avatar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The avatar regains spent legendary actions at the start of her turn. Claw. The avatar makes one claw attack. Detect. The avatar makes a Perception check. Dark Voyage (Costs 2 Actions). The avatar teleports to an unoccupied space within one of her Circles of Rebirth. Goat Mother's Will (Costs 3 Actions). The avatar amplifies all curses she currently has active, weakening her foes. Each creature currently under the effect of a curse must succeed on a DC 25 Constitution saving throw or suffer an additional effect based on the curse affecting it, which lasts until the curse is removed: Curse of Goat's Blood. At the start of each of its turns, the creature gains one level of exhaustion. Curse of Acquired Scent. Whenever the creature takes damage from a creature summoned by the avatar, it takes an additional 11 (2d10) poison damage. Curse of Draining Life. The creature has disadvantage on Strength and Dexterity saving throws and checks. Curse of the Red Moon. At the start of each of its turns, the creature loses its highest level spell slot.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"neutral evil","Expansion":27461,"Challenge Rating":22},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Goat-Man","description":"This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves. Trespassers on the Rites. The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat’s service. Bleating Speech. A goat-man’s head is tusked, adorned with curling ram’s horns, and its beard often drips with gore. Rows of transparent, needle-like teeth fill its mouth; these teeth are malformed and make clear speech impossible for goat-men, though they understand others’ speech perfectly well. Serve Foul Cults. Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard rituals sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic. Traits Headbutt: If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action. Actions Multiattack: The goat-man makes one bite attack and one slam attack. Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 7 (1d6 + 4) Piercing damage. Slam: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 13 (2d8 + 4) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Goatling","description":"Goatlings are diminutive, goat-headed creatures that walk upright on furry, cloven foot legs. Goatlings are born from the union of satyrs and maenads, and they live in tribes consisting of dozens of inbred siblings and cousins. They infest woods, mountains, and hills alike. They are often mistaken for satyrs, but they are smaller and stupider. Goatlings delight in tormenting mortals, and they are known to play mean-spirited, often fatal, pranks on unsuspecting travelers at night. The last thing that their victims hear is a chorus of bleating laughter from the darkness. Masters of Mockery . Physically frail and slow-witted in comparison to their sires, goatlings are envious creatures that enjoy inflicting cruelty upon their betters. They devote their limited mental capacities to crafting vicious insults salted with fey magic that can send their targets into blind fits of rage. Though some goatlings are just about clever enough to think up appropriate insults on the fly, most prefer stealing words from others. They often remember a wide array of memorized insults, and some favorite barbs include: “When was the last time you scrubbed your louse-infested carcass with soap?” “What are you ogling at, you bug-eyed dung eater?” “The only thing intimidating about you is your pox-ridden, bug-eyed face!” “Your ‘cutting words’ couldn’t slice through butter.” “There’s barely enough meat on you for a crow’s feast!” “Mehhh-hehehe! Your horns are so tiny! Tiny horns!” “Bite me, fart-face!” Goatlings are fond of employing irony and twisted humor when setting their deadly traps. One common tactic of goatling tricksters is to use the cries of a human infant as a lure, though the “infant” is really a polymorphed compatriot. Sometimes the transformed goatling remains disguised during the tribe’s attack, but the goatlings particularly enjoy the reveal of having the infant show its true form just as a mortal victim succumbs to their cruel attacks. Magical Tricksters . A few goatlings in every tribe, usually first-generation children who aren’t affected by inbreeding, develop innate magical abilities. These goatling tricksters often become the de facto leaders of their groups, as far as such chaotic bands can be said to have a hierarchy. Variant: Goatling Tricksters Goatling tricksters are spellcasting variant goatlings. They are CR 1 (200 XP) with 15 (4d6) hit points, 14 Intelligence, and 16 AC (mage armor). Master Mockery . The trickster unleashes a string of creative insults at a group of targets, and other goatlings can join in on the fun by using their reactions. This can be used to target an additional creature for every other goatling within 60 ft. of the trickster. This ability is otherwise identical to mockery, but for each goatling that joins in, the saving throw DC increases by +1. Innate Spellcasting . The goatling's innate spellcasting ability is Intelligence (spell save DC 14). The goatling can innately cast the following spells, requiring no components: At will: prestidigitation, thaumaturgy 3/day: mislead, polymorph (willing targets only)","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":4963,"Challenge Rating":"1/4"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Goatling Trickster","description":"Goatlings are diminutive, goat-headed creatures that walk upright on furry, cloven foot legs. Goatlings are born from the union of satyrs and maenads, and they live in tribes consisting of dozens of inbred siblings and cousins. They infest woods, mountains, and hills alike. They are often mistaken for satyrs, but they are smaller and stupider. Goatlings delight in tormenting mortals, and they are known to play mean-spirited, often fatal, pranks on unsuspecting travelers at night. The last thing that their victims hear is a chorus of bleating laughter from the darkness. Masters of Mockery . Physically frail and slow-witted in comparison to their sires, goatlings are envious creatures that enjoy inflicting cruelty upon their betters. They devote their limited mental capacities to crafting vicious insults salted with fey magic that can send their targets into blind fits of rage. Though some goatlings are just about clever enough to think up appropriate insults on the fly, most prefer stealing words from others. They often remember a wide array of memorized insults, and some favorite barbs include: “When was the last time you scrubbed your louse-infested carcass with soap?” “What are you ogling at, you bug-eyed dung eater?” “The only thing intimidating about you is your pox-ridden, bug-eyed face!” “Your ‘cutting words’ couldn’t slice through butter.” “There’s barely enough meat on you for a crow’s feast!” “Mehhh-hehehe! Your horns are so tiny! Tiny horns!” “Bite me, fart-face!” Goatlings are fond of employing irony and twisted humor when setting their deadly traps. One common tactic of goatling tricksters is to use the cries of a human infant as a lure, though the “infant” is really a polymorphed compatriot. Sometimes the transformed goatling remains disguised during the tribe’s attack, but the goatlings particularly enjoy the reveal of having the infant show its true form just as a mortal victim succumbs to their cruel attacks. Magical Tricksters . A few goatlings in every tribe, usually first-generation children who aren’t affected by inbreeding, develop innate magical abilities. These goatling tricksters often become the de facto leaders of their groups, as far as such chaotic bands can be said to have a hierarchy. Variant: Goatling Tricksters Goatling tricksters are spellcasting variant goatlings. They are CR 1 (200 XP) with 15 (4d6) hit points, 14 Intelligence, and 16 AC (mage armor). Master Mockery . The trickster unleashes a string of creative insults at a group of targets, and other goatlings can join in on the fun by using their reactions. This can be used to target an additional creature for every other goatling within 60 ft. of the trickster. This ability is otherwise identical to mockery, but for each goatling that joins in, the saving throw DC increases by +1. Innate Spellcasting . The goatling's innate spellcasting ability is Intelligence (spell save DC 14). The goatling can innately cast the following spells, requiring no components: At will: prestidigitation, thaumaturgy 3/day: mislead, polymorph (willing targets only)","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":4963,"Challenge Rating":1},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Goblich","description":"TRAITS Shapechanger: The goblich can use its action to polymorph into a Small goblin with leathery green skin or back into its true form, a Large giant-goblin hybrid. In its true form, the goblich has skin made of gold, which increases his AC to 21, and its Strength score is 18 (+4). Otherwise, its statistics are the same in each form. Legendary Resistance (3/Day): If the goblich fails a saving throw, it can choose to succeed instead. Rejuvenation: If it has a phylactery, a destroyed goblich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Spellcasting: The goblich is an 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The goblich has the following wizard spells prepared: Cantrips (at will): chill touch, mage hand, prestidigitation, ray of frost, shocking grasp 1st level (4 slots): detect magic, magic missile, shield 2nd Level (3 slots): detect thoughts, hold person, invisibility, mirror image, misty step 3rd Level (3 slots): counterspell, dispel magic, lightning bolt 4th Level (3 slots): blight, confusion 5th Level (2 slots): mislead, hold monster 6th level (1 slot): eyebite, disintegrate Turn Resistance: The goblich has advantage on saving throws against any effect that turns undead. ACTIONS Multiattack: In goblin form, the goblich makes two paralyzing touch attacks. In true form, it makes two slam attacks. If both slam attacks hit the same target, the goblich can make a third slam attack against that target. Paralyzing Touch (Goblin Form Only): Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage and the target must make a DC 19 Constitution saving throw of become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Slam (True Form Only): Melee Weapon Attack: + 10 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. REACTIONS Sacrifice Lackey: When a target the goblich can see hits the goblich with a melee attack, the goblich pulls an ally within 5 feet of it in front of the attack. The ally becomes the target of the attack. LEGENDARY ACTIONS The goblich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The goblich regains spent legendary actions at the start of its turn. Cantrip: The goblich casts a cantrip. Heat Metal: The goblich chooses a metal object it can see within 60 feet of it, magically causing it to glow red-hot for 1 minute. Until the effect ends, a creature in physical contact with the object at the start of its turn takes 9 (2d8) fire damage and must make a DC 19 Constitution damage. On a failed save, the creature drops the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of the goblich’s next turn. Mage Hand Regeneration (Costs 2 Actions): The goblich casts a special version of the mage hand cantrip and uses the spectral hand to pilfer coins from the pockets of an enemy it can see within 30 feet of it. The goblich makes a Dexterity (Sleight of Hand) check contested by the target’s Dexterity check. If the goblich wins the contest, it steals 22 (4d10) coins from the target, provided the target is carrying coins. The goblich regains hit points equal to the number of coins stolen. LAIR ACTIONS While in its lair, the goblich can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the goblich can take a lair action to cause one of the following effects: Pit Noise: The goblich riles up the crowd, creating an unbelievable cacophony of noise. Each creature within 30 feet of the goblich that can hear must succeed on a DC 15 Constitution saving throw. On a failed save, the target takes 16 (3d10) thunder damage. Crowd Surge: The goblich whips the crowd into a frenzy, causing it to surge forward to overwhelm creatures. The goblich chooses a 20-foot-radius area it can see within 60 feet of it. Each creature in that area takes 14 (4d6) bludgeoning damage and must make a successful DC 15 Strength saving throw or be grappled (escape DC 15) by the crowd. A creature grappled by the crowd is also restrained. Animate Weapons: The goblich causes a collection of nonmagical weapons that are not being worn or carried to magically animate. The weapons must be within 120 feet of the goblich, and the goblich must be able to see the objects. The weapons fly about at the goblich’s command, attacking up to three targets the goblich can see within 30 feet of it. Each target takes 10 (3d6) bludgeoning damage, 10 (3d6) piercing damage, and 10 (3d6) slashing damage, or half as much damage with a successful DC 15 Dexterity saving throw. The weapons then fall to the ground.","properties":{"Category":"Monsters","Size":"Small","Type":"undead (shapechanger)","Alignment":"chaotic evil","Expansion":20254,"Challenge Rating":18},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Goblin","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Nimble Escape : The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow : Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","AC":"15 (Leather Armor, Shield)","HP":"7 (2d6)","CHA":8,"CON":10,"DEX":14,"INT":10,"STR":8,"WIS":8,"Size":"Small","Type":"humanoid (goblinoid)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064346/r02-1vRP1XQSg3iWbV3fjQ/original.png","Roll 0":"1d20 + 4\n1d6+2","Roll 1":"1d20 + 4\n1d6+2","Senses":"Darkvision 60 Ft.","Skills":"Stealth +6","Source":"5th Edition SRD","data-XP":50,"Alignment":"Neutral Evil","Languages":"Common, Goblin","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Nimble Escape\",\"Desc\":\"The goblin can take the Disengage or Hide action as a bonus action on each of its turns.\"}]","data-Actions":"[{\"Name\":\"Scimitar\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"slashing\"},{\"Name\":\"Shortbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"80/320 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-1","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"-1","data-SizeNum":1,"data-WIS-mod":"-1","Challenge Rating":"1/4","Passive Perception":9,"data-CrNum":0.25,"data-AcNum":15,"data-HpNum":7},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Goblin","description":"\"If you want soldiers or thugs, hire hobgoblins. If you want someone clubbed to death in their sleep, hire bugbears. If you want mean little fools, hire goblins.\" —Stalman Klim, Slave Lord Goblins Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large—sometimes overwhelming—numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards. Malicious Glee. Motivated by greed and malice, goblins can’t help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness. Leaders and Followers. Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe’s survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs. Challenging Lairs. Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can’t navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. Worshipers of Maglubiyet. Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet’s army on the plane of Acheron. This is a “privilege” that most goblins dread, fearing the Mighty One’s eternal tyranny even more than death. \"Bree-Yark!\" —Goblin for “We surrender!” (or so they say) Traits Nimble Escape : The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. Shortbow : Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Source":"MM1","Alignment":"neutral evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Goblin Alchemist","description":"The crafty goblin alchemist always carries three types of deadly concoctions that it can hurl at its foes. Unfortunately, these mixtures are so volatile that if the alchemist is struck in combat, it might cause breakage and accidentally set off a fiery explosion. Traits Volatile. When the goblin takes damage that is not poison or psychic damage, roll 1d20. On a roll of 1 to 5, the goblin's alchemical pack explodes. The goblin and each creature within 10 feet of it must succeed on a DC 11 Dexterity saving throw, taking 17 (5d6) fire damage On a failed save, or half as much damage on a successful one. The goblin has disadvantage on its saving throw. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 7 (2d6) poison damage. Acid Flask. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 14 (4d6) acid damage. Goblin Molotov. Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 7 (2d6) fire damage and the target catches fire, taking 5 (1d10) fire damage at the end of each of its turns. An affected creature or another creature within 5 feet of it can take an action to extinguish the fire. Tangleweb. Ranged Weapon Attack: +4 to hit, range 20 ft., one creature. Hit: The creature must succeed on a DC 11 Strength saving throw or be restrained by sticky web-like adhesive. As an action, the restrained creature can make a DC 11 Strength check,, escaping from the tangleweb on a success. The effect ends if the tangleweb is destroyed. The tangleweb has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage. Double Lob (Recharge 5–6). The goblin can make two ranged weapon attacks. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Goblin Archer","description":"The goblin archer is a skilled hunter and a sharpshooter with the shortbow. A target's cover does little to deter the aim of a goblin archer. Traits Sharpshooter. The goblin's ranged weapon attacks ignore half cover and three-quarters cover and attacking at long range doesn't impose disadvantage on the goblin's ranged weapon attack rolls. Actions Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Goblin Artificer","description":"Artificers are crafty, highly-strung, and mischievous goblins who served their tribes as blacksmiths and tinkerers. They create steel constructs in the form of worgs which they command and use as mounts. In battle, they provide midrange support to their allies. Traits Battle Ready. The goblin uses its Intelligence modifier, instead of its Strength or Dexterity, for the attack and damage rolls when attacking with a weapon (included in the attacks). Actions Multiattack. The goblin makes two Warhammer attacks. Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage or 8 (1d10 + 3) bludgeoning damage if used with two hands. Summon Steel Defender (Recharges after a Long Rest). The goblin summons a steel defender in the form of a worg. The steel defender appears in an unoccupied space within 30 feet of goblin. The steel defender acts right after the goblin using the same initiative count and fights until it is destroyed. It disappears when the goblin dies or when the goblin summons a new steel defender. Spellcasting. The goblin casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: fire bolt (2d10), mending 1/day each: branding smite, catapult, grease, heat metal, shield Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action. Command Steel Defender. The goblin targets a steel defender it summoned that it can see within 60 feet of it. If the target can see or hear the goblin, the target can use its reaction to make a melee weapon attack, or take the Dash, Disengage, Help, or Repair action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Goblin Assassin","description":"The most talented of goblin sneaks and thugs eventually become assassins. Nimble and agile, these goblins are sent by their chieftains to take out key enemy targets, such as guard captains, village elders, town mayors, and priests, without getting noticed. Traits Assassinate. During its first turn, the goblin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the goblin scores against a surprised creature is a critical hit. Sneak Attack (1/Turn). The goblin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn't incapacitated and the goblin doesn't have disadvantage on the attack roll. Actions Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Goblin Assassin","description":"Like all humanoid ancestries, there are many different goblins and goblin cultures, each with their own ideals. Known to themselves as rogabrin, meaning “more of us” in their language, goblins are one of the most numerous humanoids in the world. They can be found in every environment humans occupy and places many others avoid, like deep cave systems. Their proportionally long arms and prehensile toes make them equally well adapted to arboreal environments. Goblins live comfortably in treetop cities and subterranean environments with stalactites, ledges, and chasms. Others prefer to dwell in tight-knit neighborhoods of diverse cities. Those goblins who cross swords with adventuring heroes are the worst of the bunch, thieves and murderers shunned by their own people and driven to live on society’s outskirts. Encountered in Groups. In society and in exile, goblins survive and thrive because they work together. A single goblin forced into the wild is terrified. A dozen outlaw goblins are supremely (and perhaps overly) confident. Such groups often become bandits that ambush travelers in their territories, be it desert, forest, or underground. Larger bands may become unscrupulous mercenaries serving powerful villains. No matter how they’re encountered, goblins prefer to fight as an overwhelming force and flee when foes outnumber friends. Mobile and Sneaky. Short, lithe, and long-armed, goblins are built for mobility, stealth, and climbing. Goblins who survive life in untamed wilderness and twisting caves utilize their natural agility to hide from threats and flee when found. These crafty skirmishers might run wild through battle, hacking at their enemies’ knees, or unleash arrows as they dart from tree to tree. Goblin Magic. Some exiled goblins forge pacts with evil entities—archfey, deities, fiends—for magic power. Goblin assassins conjure darkness made from the souls of their victims, while goblin cursespitters hurl magic hexes that keep their enemies at bay. Traits Backstab. When the assassin has advantage on their attack roll against a creature who isn’t a Construct or an Undead, their attacks deal an extra 3 (1d6) damage and inflict a bleeding wound on the target that lasts until the bleeding creature regains at least 1 hit point. A bleeding creature loses 2 hit points for each bleeding wound they have at the start of their turn. Any creature who can reach the target can use an action to stanch all the target’s wounds, ending the effect. Crafty. The assassin doesn’t provoke opportunity attacks when they move out of an enemy’s reach. Actions Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Summon Shadows (1/Day). A 10-foot-radius sphere of magical darkness emanates from a point the assassin can see for 1 minute. The darkness spreads around corners. Except for the assassin, a creature with darkvision can’t see through this darkness, and mundane light can’t illuminate it. At the start of their turn, the assassin can move the darkness up to 30 feet to a point they can see (no action required). If the assassin takes damage, the effect ends. Bonus Actions Sneak. The assassin takes the Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Goblin Assassin","description":"Goblin Tactics Goblins benefit from fighting in environments with features to climb on and hide behind, like trees and pillars. The Crafty trait means melee-focused goblins can run into combat, attack, then regroup with their allies. It also allows goblin minions to run past enemy warriors and surround their spellcasting foes to make use of their Tiny Stabs trait. Goblins who fight at range climb for better sightlines and defense. If clearly losing a battle, goblins typically don’t stick around and fight to the last warrior. Instead, they flee to untamed wilderness and tight tunnels, utilizing their natural agility to run and hide from threats. Goblins who escape with their lives take time to lick their wounds then gather more allies and rush back to face the threat with fresh, overwhelming numbers. Traits Backstab. When the assassin has advantage on their attack roll against a creature who isn’t a Construct or an Undead, their attacks deal an extra 3 (1d6) damage and inflict a bleeding wound on the target that lasts until the bleeding creature regains at least 1 hit point. A bleeding creature loses 2 hit points for each bleeding wound they have at the start of their turn. Any creature who can reach the target can use an action to stanch all the target’s wounds, ending the effect. Crafty. The assassin doesn’t provoke opportunity attacks when they move out of an enemy’s reach. Actions Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Summon Shadows (1/Day). A 10-foot-radius sphere of magical darkness emanates from a point the assassin can see for 1 minute. The darkness spreads around corners. Except for the assassin, a creature with darkvision can’t see through this darkness, and mundane light can’t illuminate it. At the start of their turn, the assassin can move the darkness up to 30 feet to a point they can see (no action required). If the assassin takes damage, the effect ends. Bonus Actions Sneak. The assassin takes the Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Goblin Bat-Dog","description":"Goblin Dog Goblins’ eponymous pets aren’t true canines at all, but rather large, blunt-nosed rodents with thin bodies and long legs. Those who point out the legendary fear of dogs most goblins have might wonder why these creatures carry such a name, but as any goblin can tell you, goblin dogs represent what a real dog should be. All the rest are little more than monsters that are worthy of being killed on sight–or more often, a panicked retreat. As cowardly as they are ugly, a goblin dog prefers to lurk in bushes or deep shadows, pouncing on lone or wounded prey, although hunger or encouragement at the hand of goblin trainers can make them much more bold. Their patchy bald hides are constantly infested with rashes and dander. Goblin Bat-Dog These mutant goblin dogs have batlike wings, and as they flop around in the air, their dander tends to dust out in clouds. The methods by which these particular goblin dogs grew their wings involved months of feeding on eldritch concoctions brewed from barghest blood. Traits Goblin Pox. A creature exposed to goblin pox must succeed on a DC 12 Constitution saving throw or become afflicted with goblin pox. On a successful saving throw, it is immune to goblin pox for 24 hours. A creature with goblin pox is poisoned and must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failed save, the creature can use either an action or a bonus action on its turns, but not both. The creature can then repeat the saving throw after each long rest, ending the effects on itself on a success. Goblins and goblin dogs are immune to goblin pox. Irritating Dander. A creature that hits a goblin bat-dog with an unarmed attack, tries to grapple it, or otherwise touches it is exposed to goblin pox. Keen Hearing and Smell. The goblin bat-dog has advantage on Wisdom (Perception) checks that rely on hearing and smell. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. Dander Dusting (Recharge after a Short or Long Rest). The goblin bat-dog flaps its wings furiously, causing a noxious cloud of dander to fill the air in a 5-foot radius around it. All creatures in the area of effect are exposed to goblin pox, and any creature other than a goblin, goblin dog, or goblin bat-dog must succeed at a DC 12 Dexterity saving throw or be blinded until the beginning of the goblin bat-dog’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Goblin Battle Lord of Maglubiyet","description":"The fearsome battle lord is Maglubiyet's foremost champion. It is a cunning general who can anticipate its enemies' moves, making sound tactical decisions and clear instructions to its goblinoid allies to keep the advantage or turn the tide of battle on their side. Traits Legendary Resistance (1/Day). If the goblin fails a saving throw, it can choose to succeed instead. Actions Multiattack. The goblin uses Battle Orders. It then makes two Battleaxe attacks. Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. If the target is a creature, the next attack against it by an ally has advantage until the start of the goblin's next turn. Battle Orders. The goblin targets up to three allied goblins it can see within 30 feet of it. If the target can see or hear the goblin, the target's next attack roll, ability check, and saving throw has advantage until the start of the goblin's next turn. Spellcasting. The goblin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): 3/day each: burning hands (4d6), fire bolt (2d10) 1/day: haste (self only) Bonus Actions Battle Tactics. The goblin targets one ally it can see within 30 feet of it. If the target can see or hear the goblin, the target can use its reaction to make one melee attack, move up to its speed, move up to half its speed without provoking opportunity attacks, or take the Dodge or Hide action. Nimble Escape. The goblin takes the Disengage or Hide action. Legendary Actions The goblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The goblin regains spent legendary actions at the start of its turn. Charge. The goblin moves up its speed. Battleaxe. The goblin attacks with its Battleaxe. Flames of Maglubiyet (Costs 2 Actions). The goblin casts burning hands or fire bolt, if available.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Goblin Blackblade","description":"On very rare occasions, a goblin shows an affinity for the dark arts and becomes a warlock, usually making a pact with a fiend or dark fey. A few become hexblades. They are commonly called blackblades by their brethren. Actions Scimitar . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Spellcasting. The goblin casts one of the following spells using Charisma as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: eldritch blast, minor illusion, true strike 2/day: (as 2nd-level spells): armor of Agathys, mirror image Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action. Hexblade's Curse (Recharges after a Short or Long Rest). The goblin targets a creature it can see within 30 feet of it. The target is cursed for 1 minute. The curse ends early if the target dies, the goblin dies, or it is incapacitated. Until the curse ends, the goblin gains the following benefits: It deals an extra 2 damage on damage rolls against the cursed target. Any attack roll it makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, the goblin regains 5 hit points.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Goblin Bodyguard","description":"Some goblins who are devout and fanatical worshippers of Maglubiyet but are unable to pray for divine spells instead become bodyguards. They foolishly believe that sacrificing themselves to protect their charge will bring them closer to their god. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Javelin . Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action. Reactions Self-Sacrifice. When a creature within 5 feet of the goblin is hit by an attack, the goblin swaps places with that creature and is hit instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Goblin Boss","description":"\"If you want soldiers or thugs, hire hobgoblins. If you want someone clubbed to death in their sleep, hire bugbears. If you want mean little fools, hire goblins.\" —Stalman Klim, Slave Lord Goblins Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large—sometimes overwhelming—numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards. Malicious Glee. Motivated by greed and malice, goblins can’t help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness. Leaders and Followers. Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe’s survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs. Challenging Lairs. Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can’t navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. Worshipers of Maglubiyet. Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet’s army on the plane of Acheron. This is a “privilege” that most goblins dread, fearing the Mighty One’s eternal tyranny even more than death. \"Bree-Yark!\" —Goblin for “We surrender!” (or so they say) Traits Nimble Escape : The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Multiattack : The goblin makes two attacks with its scimitar. The second attack has disadvantage. Scimitar : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. Javelin (Melee) : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. Javelin (Ranged) : Ranged Weapon Attack : +2 to hit, range 30/120 ft., one target. Hit : 3 (1d6) piercing damage. Reactions Redirect Attack : When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Goblin Boss","description":"Under the heel of the Orcish legions, those few goblins who are given command over their fellows relish the power they hold and the misery they can inflict. Their position affords them better wargear than their lesser kin, but often this becomes a necessity for survival against mutiny and backstabbing. Traits Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 2) piercing damage. Reactions Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Neutral Evil","Expansion":30502,"Challenge Rating":1},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Goblin Chieftain","description":"The chieftain is the undisputed leader of a goblin tribe. It is attended to by several advisors, mostly shamans and witch doctors, and is always protected by its personal bodyguards. While it may lead its warriors into battle, it will do so from behind the front line that is composed of its toughest warriors. Its highest priority is always self-preservation. Traits Ganglord's Presence. If the goblin isn't incapacitated, any goblin ally that starts is turn within 30 feet of this goblin and can see and hear this goblin deals an extra 3 (1d6) damage on its weapon damage rolls against a creature if at least two of the goblin's allies are within 5 feet of the creature and the ally isn't incapacitated. Legendary Resistance (1/Day). If the goblin fails a saving throw, it can choose to succeed instead. Sneak Attack (1/Turn). The goblin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn't incapacitated and the goblin doesn't have disadvantage on the attack roll. Actions Multiattack. The goblin makes two Scimitar attacks. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action. Reactions Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead. Legendary Actions The goblin can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The goblin regains spent legendary actions at the start of its turn. Shift . The goblin moves up to half its speed without provoking opportunity attacks. Attack (Costs 2 Actions). The goblin makes a melee or ranged attack. Sly Command (Costs 1-3 Actions). The goblin targets up to 3 allies it can see within 30 feet of it. If the target can see or hear the goblin, the target can use its reaction to make one weapon attack with advantage on the attack roll or move up to half its speed without provoking opportunity attacks. It costs 1 Action per target.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Goblin Commando","description":"Goblin Goblins are most common in the southeastern reaches of the Stolen Lands, closer to the border of Mivon. Goblin Commando The theoretical leaders of goblin raids are commandos, but in practice these goblins rarely continue to lead their comrades once a battle begins. Most shirk their responsibilities in favor of wading into the fray in an attempt to claim more glory for themselves. Actions Horsechopper. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) slashing damage, or 6 (1d8+2) slashing damage if used with two hands. Shortbow. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 5 (1d6+2) piercing damage. Reactions Goblin Scuttle. When a nonhostile creature the goblin can see ends its movement within 5 feet of the goblin, the goblin moves up to 5 feet. The goblin doesn’t provoke opportunity attacks with this movement.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Goblin Cursespitter","description":"Like all humanoid ancestries, there are many different gob- lins and goblin cultures, each with their own ideals. Known to themselves as rogabrin, meaning “more of us” in their language, goblins are one of the most numerous human- oids in the world. They can be found in every environment humans occupy and places many others avoid, like deep cave systems. Their proportionally long arms and prehensile toes make them equally well adapted to arboreal environments. Goblins live comfortably in treetop cities and subterranean environments with stalactites, ledges, and chasms. Others prefer to dwell in tight-knit neighborhoods of diverse cities. Those goblins who cross swords with adventuring heroes are the worst of the bunch, thieves and murder- ers shunned by their own people and driven to live on society’s outskirts. Encountered in Groups. In society and in exile, goblins survive and thrive because they work together. A single goblin forced into the wild is terrified. A dozen out- law goblins are supremely (and perhaps overly) confident. Such groups often become bandits that ambush travelers in their territories, be it desert, forest, or underground. Larger bands may become unscrupulous mercenaries serving pow- erful villains. No matter how they’re encountered, goblins prefer to fight as an overwhelming force and flee when foes outnumber friends. Mobile and Sneaky. Short, lithe, and long-armed, goblins are built for mobility, stealth, and climbing. Goblins who survive life in untamed wilderness and twisting caves utilize their natural agility to hide from threats and flee when found. These crafty skirmishers might run wild through battle, hacking at their enemies’ knees, or unleash arrows as they dart from tree to tree. Goblin Magic. Some exiled goblins forge pacts with evil entities—archfey, deities, fiends—for magic power. Goblin assassins conjure darkness made from the souls of their victims, while goblin cursespitters hurl magic hexes that keep their enemies at bay. Traits Crafty. The cursesplitter doesn't provoke opportunity attacks when they move out of an enemy's reach. Actions Toxic Touch (Cantrip). Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 30 ft., one target. Hit: 7 (2d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). Brittle Bone Hex (Cantrip). The cursespitter chooses one creature they can see within 60 feet of them. The target’s bones are wracked with pain until the end of their next turn. The first time the target willingly moves or uses an action, a bonus action, or a reaction before then, they must succeed on a DC 12 Constitution saving throw or take 9 (2d8) necrotic damage. To Me! The cursespitter chooses up to two willing crea- tures they can see within 30 feet of them. Each creature is teleported to an unoccupied space within 5 feet of the cursespitter. Dizzying Hex (2/Day; 1st-Level Spell). The cursespitter chooses one creature they can see within 60 feet of them. The target must make a DC 12 Wisdom saving throw. On a failed save, the target falls prone and can’t stand back up for 1 minute (save ends at end of turn). Reactions Cowardly Commander. When a creature the cursespitter can see hits them with an attack, the cursespitter chooses a willing ally within 5 feet of them. The attack hits the ally instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Goblin Cursespitter","description":"Goblin Tactics Goblins benefit from fighting in environments with features to climb on and hide behind, like trees and pillars. The Crafty trait means melee-focused goblins can run into combat, attack, then regroup with their allies. It also allows goblin minions to run past enemy warriors and surround their spellcasting foes to make use of their Tiny Stabs trait. Goblins who fight at range climb for better sightlines and defense. If clearly losing a battle, goblins typically don’t stick around and fight to the last warrior. Instead, they flee to untamed wilderness and tight tunnels, utilizing their natural agility to run and hide from threats. Goblins who escape with their lives take time to lick their wounds then gather more allies and rush back to face the threat with fresh, overwhelming numbers. Traits Crafty. The cursespitter doesn’t provoke opportunity attacks when they move out of an enemy’s reach. Actions Toxic Touch (Cantrip). Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 30 ft., one target. Hit: 7 (2d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). Brittle Bone Hex (Cantrip). The cursespitter chooses one creature they can see within 60 feet of them. The target’s bones are wracked with pain until the end of their next turn. The first time the target willingly moves or uses an action, a bonus action, or a reaction before then, they must succeed on a DC 12 Constitution saving throw or take 9 (2d8) necrotic damage. To Me! The cursespitter chooses up to two willing creatures they can see within 30 feet of them. Each creature is teleported to an unoccupied space within 5 feet of the cursespitter. Dizzying Hex (2/Day; 1st-Level Spell). The cursespitter chooses one creature they can see within 60 feet of them. The target must make a DC 12 Wisdom saving throw. On a failed save, the target falls prone and can’t stand back up for 1 minute (save ends at end of turn). Reactions Cowardly Commander. When a creature the cursespitter can see hits them with an attack, the cursespitter chooses a willing ally within 5 feet of them. The attack hits the ally instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Goblin Cutthroat","description":"Cutthroats are cunning goblins that rely on stealth and surprise. They rarely fight in the open, choosing instead to pick opportune moments where they can strike and retreat without being noticed. Traits Sneak Attack (1/Turn). The goblin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn't incapacitated and the goblin doesn't have disadvantage on the attack roll. Actions Multiattack. The goblin makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 5 (1d4 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Goblin Dog","description":"Goblins’ eponymous pets aren’t true canines at all, but rather large, blunt-nosed rodents with thin bodies and long legs. Those who point out the legendary fear of dogs most goblins have might wonder why these creatures carry such a name, but as any goblin can tell you, goblin dogs represent what a real dog should be. All the rest are little more than monsters that are worthy of being killed on sight–or more often, a panicked retreat. As cowardly as they are ugly, a goblin dog prefers to lurk in bushes or deep shadows, pouncing on lone or wounded prey, although hunger or encouragement at the hand of goblin trainers can make them much more bold. Their patchy bald hides are constantly infested with rashes and dander. Traits Goblin Pox. A creature exposed to goblin pox must succeed on a DC 11 Constitution saving throw or become afflicted with goblin pox. On a successful saving throw, it is immune to goblin pox for 24 hours. A creature with goblin pox is poisoned and must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failed save, the creature can use either an action or a bonus action on its turns, but not both. The creature can then repeat the saving throw after each long rest, ending the effects on itself on a success. Goblins and goblin dogs are immune to goblin pox. Irritating Dander. A creature that touches the goblin dog or hits the goblin dog with an unarmed strike is exposed to goblin pox. Keen Smell. The goblin dog has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. Scratch. The goblin dog vigorously scratches itself, exposing all creatures within 5 feet of it to goblin pox. Reactions Juke. When the goblin dog is given an order by a creature mounted to it, the goblin dog moves up to 5 feet. The goblin dog doesn’t provoke opportunity attacks with this movement.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Goblin Gang Member","description":"All members of Krenko’s gang are goblin gang members. Each goblin carries a whistle (worn on a rope around its neck), which it can blow as an action to sound the alarm. A goblin might carry another item it obtained elsewhere, employing it in combat if an opportunity presents itself. You can roll or choose from the items on the Goblin Gang Possessions table. More information on these items can be found in chapter 5 of the Player’s Handbook . Goblin Gang Possessions d20 Item 1-10 No additional item 11-12 Vial of acid 13-14 Flask of alchemist's fire 15-16 Ball bearings 17-18 Caltrops 19-20 Vial of basic poison Traits Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"neutral evil","Expansion":7,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Goblin Ganglord","description":"The ruthless ganglord rules its underlings through fear and often commits violent acts to keep its minions in line to remind them not to betray, fail, or challenge it. The ganglord will mercilessly torture victims in front of its top goblinoid lieutenants to intimidate them and spread fear. The ganglord operates within close vicinity of a civilized humanoid settlement, often basing its activities in a nearby cavern, ruins, sewer system, or underground complex. It relies on intimidation, thuggery, murder, and mischief to earn. Actions Multiattack. The goblin uses Command Flanking Maneuver, if available. It then makes two Scimitar attacks. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. The attack deals an extra 3 (1d6) damage if the goblin has advantage on the attack roll. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. The attack deals an extra 3 (1d6) damage if the goblin has advantage on the attack roll. Command Flanking Maneuver (Recharge 5-6). The goblin targets up to three allies it can see within 60 feet of it. If the target can see or hear the goblin, the target can use its reaction to move up to half its speed. The target's next attack has advantage until the start of the goblin's next turn. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action. Reactions Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead. Legendary Actions The goblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The goblin regains spent legendary actions at the start of its turn. Move. The goblin moves up to half its speed without provoking opportunity attacks. Intimidate Foe. The goblin targets one creature it can see within 30 feet of it. If the target can see and hear the goblin, it must make a DC 12 Wisdom saving throw or become frightened of the goblin until the end of the goblin's next turn. Attack (Costs 2 Actions). The goblin makes a melee or ranged attack.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Goblin Instructor of Khurgorbaeyag","description":"Khurgorbaeyag the Overseer is the goblin deity of oppression, tyranny, and order. His favored high priests are called Instructors and are charged with teaching high ranking goblinoids about the importance of goblinoid social castes and benefits of slavery over murder. They also know efficient torture techniques that would extract the most information without killing the victim. They are also called to discipline unruly goblinoids. These instructors wielded whips, which also served as their holy symbols. Actions Multiattack. The goblin makes two attacks: one with its Whip and one with its Morningstar. Alternatively, it can make one melee weapon attack and cast a spell that has a casting time of 1 action. Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage and if the target is a creature, it must succeed on a DC 12 Constitution saving throw. On a failed save, it has disadvantage to attack rolls and ability checks until the start of the goblin's next turn. Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Spellcasting. The goblin casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: resistance, sacred flame (2d8), spare the dying, thaumaturgy 1/day each: bestow curse, hex, hold person, fear, revivify, tongues Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action. Reactions Scouring Instruction. When an ally that the goblin can see makes a d20 roll, the goblin can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can’t be affected by Scouring Instruction. Legendary Actions The goblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The goblin regains spent legendary actions at the start of its turn. Move. The goblin moves up to half its speed without provoking opportunity attacks. Attack (Costs 2 Actions). The goblin makes a Whip or Morningstar attack. Cast a Spell (Costs 2 Actions). The goblin uses Spellcasting.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Goblin Lackey","description":"Like all humanoid ancestries, there are many different gob- lins and goblin cultures, each with their own ideals. Known to themselves as rogabrin, meaning “more of us” in their language, goblins are one of the most numerous human- oids in the world. They can be found in every environment humans occupy and places many others avoid, like deep cave systems. Their proportionally long arms and prehensile toes make them equally well adapted to arboreal environments. Goblins live comfortably in treetop cities and subterranean environments with stalactites, ledges, and chasms. Others prefer to dwell in tight-knit neighborhoods of diverse cities. Those goblins who cross swords with adventuring heroes are the worst of the bunch, thieves and murder- ers shunned by their own people and driven to live on society’s outskirts. Encountered in Groups. In society and in exile, goblins survive and thrive because they work together. A single goblin forced into the wild is terrified. A dozen out- law goblins are supremely (and perhaps overly) confident. Such groups often become bandits that ambush travelers in their territories, be it desert, forest, or underground. Larger bands may become unscrupulous mercenaries serving pow- erful villains. No matter how they’re encountered, goblins prefer to fight as an overwhelming force and flee when foes outnumber friends. Mobile and Sneaky. Short, lithe, and long-armed, goblins are built for mobility, stealth, and climbing. Goblins who survive life in untamed wilderness and twisting caves utilize their natural agility to hide from threats and flee when found. These crafty skirmishers might run wild through battle, hacking at their enemies’ knees, or unleash arrows as they dart from tree to tree. Goblin Magic. Some exiled goblins forge pacts with evil entities—archfey, deities, fiends—for magic power. Goblin assassins conjure darkness made from the souls of their victims, while goblin cursespitters hurl magic hexes that keep their enemies at bay. Traits Crafty. The lackey doesn’t provoke opportunity attacks when they move out of an enemy’s reach. Minion. If the lackey takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the lackey takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Tiny Stabs. If an enemy starts their turn within 5 feet of three or more lackeys who can see them, the enemy must succeed on a Dexterity saving throw or take 1 piercing damage for each lackey within 5 feet. The DC for this saving throw equals 10 + the number of lackeys within 5 feet of the enemy. Actions Dagger (Group Attack). Melee or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Goblin Lackey","description":"Goblin Tactics Goblins benefit from fighting in environments with features to climb on and hide behind, like trees and pillars. The Crafty trait means melee-focused goblins can run into combat, attack, then regroup with their allies. It also allows goblin minions to run past enemy warriors and surround their spellcasting foes to make use of their Tiny Stabs trait. Goblins who fight at range climb for better sightlines and defense. If clearly losing a battle, goblins typically don’t stick around and fight to the last warrior. Instead, they flee to untamed wilderness and tight tunnels, utilizing their natural agility to run and hide from threats. Goblins who escape with their lives take time to lick their wounds then gather more allies and rush back to face the threat with fresh, overwhelming numbers. Traits Crafty. The lackey doesn’t provoke opportunity attacks when they move out of an enemy’s reach. Minion. If the lackey takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the lackey takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Tiny Stabs. If an enemy starts their turn within 5 feet of three or more lackeys who can see them, the enemy must succeed on a Dexterity saving throw or take 1 piercing damage for each lackey within 5 feet. The DC for this saving throw equals 10 + the number of lackeys within 5 feet of the enemy. Actions Dagger (Group Attack). Melee or Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Goblin Monarch","description":"The most powerful goblin chieftain in the region often takes the mantle of the goblin king or queen, who alone can mobilize all goblin tribes within its territory for war. This means the goblin king is well-known and may have uneasy alliances with evil giants, orcs, and other goblinoids. Its presence both terrorizes and rallies its underlings, who fall over themselves trying to follow and satisfy their king's every whim and command. Traits Aura of Fervor. The goblin's allies have advantage on attack rolls and saving throws against being charmed and frightened while within 20 feet of the goblin, provided it isn’t incapacitated. Legendary Resistance (1/Day). If the goblin fails a saving throw, it can choose to succeed instead. Sneak Attack (1/Turn). The goblin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn't incapacitated and the goblin doesn't have disadvantage on the attack roll. Actions Multiattack. The goblin makes two Scimitar attacks or two Shortbow attacks. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) poison damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action. Legendary Actions The goblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The goblin regains spent legendary actions at the start of its turn. Shift. The goblin moves up to half its speed without provoking opportunity attacks. Attack (Costs 2 Actions). The goblin makes a Scimitar or Shortbow attack. Goblin Brigade (Costs 3 Actions). Up to 4 goblinoid allies within 30 feet of the goblin and can see and hear the goblin can use their reaction to move up to their speed and make one melee weapon attack. Reactions Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Goblin Myguk","description":"The goblin-kin of Eredane are a rough grouping of goblinoids, most of whom either serve Izrador or work as mercenaries. Most goblins have been enslaved by the orc legions and labor to feed, clothe, and arm them. However, orc legionaries find military uses for some, such as the goblin myguks , who are skilled trackers and hunters. Using other Goblinoids in Midnight The goblinoids presented here represent bugbears, goblins, and hobgoblins in some of their more iconic roles in Midnight . However, other profiles for bugbears and goblins especially are equally appropriate, and can also be used in the setting. GMs should be careful when using other hobgoblin profiles, since hobgoblins in other settings tend to be more martial and focused on their own legions. In Midnight, they are almost always auxiliaries to the orc legions, and do not form independent military units. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"neutral evil","Expansion":30504,"Challenge Rating":"1/4"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Goblin Peacemaker of Bargrivyek","description":"Bargrivyek is the goblin deity of cooperation and unity between goblinoid races. His favored high priests are known as Peacemakers, goblin warrior priests who encouraged teamwork between goblins, hobgoblins, and bugbears. In reality, they function more as pacifiers and resolvers of conflict between the goblinoid races. They are successful not because of their diplomatic abilities but because the other goblinoids, especially the bugbears, fear them more. In combat, the peacemakers utilize their divine spells to control and dominate their enemies. In addition, they can paralyze a foe with a single strike of their flails. Actions Multiattack. The goblin makes two Flail attacks or makes one Flail attack and casts a spell that has a casting time of 1 action. Flail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. Spellcasting. The goblin casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: guidance, sacred flame (2d8), thaumaturgy, word of radiance (2d6) 1/day each: bless, calm emotions, command, hold person, mass healing word, slow Bonus Actions Immobilizing Smite (2/Day). When the goblin hits a creature with a weapon attack, it deals an extra 9 (2d8) force damage to the target. The target must succeed on a DC 12 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Nimble Escape. The goblin takes the Disengage or Hide action. Legendary Actions The goblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The goblin regains spent legendary actions at the start of its turn. Move. The goblin moves up to half its speed without provoking opportunity attacks. Flail. The goblin makes a Flail attack. Cast a Spell (Costs 2 Actions). The goblin uses Spellcasting.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Goblin Psi Brawler","description":"Psionic Goblins The specifics of how a psionic goblin comes to exist vary. Some are born, changed by energy leaking from the Far Realm. Others transform themselves with their psionic power or enter into agreements with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power. Psionic goblins often struggle to handle the turbulent psychic energy within their minds and bodies. Those psionic goblins who learn how to safely tap into this psychic power are formidable forces in combat. Psionic goblins often augment their martial skills with telekinesis, and stealthy squads of psionic goblin warriors can communicate via telepathy, making them excellent infiltrators and ambushers. Goblin Psi Brawler Goblin psi brawlers use their psionic talents to heighten their physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a telekinetic thrust strong enough to knock enemies to the ground. Traits Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 2d4 psychic damage. Mental Fortitude. The goblin has advantage on saving throws against effects that would make it have the charmed or frightened condition. Actions Multiattack. The goblin makes two Unarmed Strike attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : (1d4+3) bludgeoning damage plus (1d6) psychic damage. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action. Telekinetic Shove. The goblin targets one creature it can see within 30 feet of itself with a thrust of telekinetic force. The target must succeed on a DC 13 Strength saving throw or have the prone condition.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration (Goblinoid)","Alignment":"any alignment","Expansion":25525,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Goblin Psi Commander","description":"Psionic Goblins The specifics of how a psionic goblin comes to exist vary. Some are born, changed by energy leaking from the Far Realm. Others transform themselves with their psionic power or enter into agreements with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power. Psionic goblins often struggle to handle the turbulent psychic energy within their minds and bodies. Those psionic goblins who learn how to safely tap into this psychic power are formidable forces in combat. Psionic goblins often augment their martial skills with telekinesis, and stealthy squads of psionic goblin warriors can communicate via telepathy, making them excellent infiltrators and ambushers. Goblin Psi Commander Goblin psi commanders are among the few psionic goblins who manage to fully control the power within themselves. Awakened to the total breadth of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst. Traits Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 4d4 psychic damage. Mental Fortitude. The goblin has advantage on saving throws against effects that would make it have the charmed or frightened condition. Spellcasting (Psionics). The goblin casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13): At will: mage hand (the hand is invisible), minor illusion 1/day each: charm person , dissonant whispers , telekinesis Actions Multiattack. The goblin makes three Psychic Blade attacks. Psychic Blade. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one creature. Hit : (2d6+4) psychic damage. the target must subtract 1d4 from the next attack roll or saving throw it makes before the end of the goblin's next turn. Synaptic Rend (Recharge 5-6). The goblin unleashes a 30-foot-radius sphere of psychic energy, centered on a point the goblin can see within 60 feet of itself. Each creature in that area must make a DC 13 Intelligence saving throw. On a failed save, a creature takes 4d6 psychic damage and has the incapacitated condition until the end of the goblin’s next turn. On a successful save, a creature takes half as much damage only. Reactions Nimble Escape. The goblin takes the Disengage or Hide action. Psionic Shield. When the goblin or one of its allies within 15 feet of it is hit by an attack roll, the goblin conjures a shield of force. The target of the attack gains a +3 bonus to its AC against the triggering attack roll, potentially causing it to miss.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration (Goblinoid)","Alignment":"any alignment","Expansion":25525,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Goblin Pyro","description":"Goblin Goblins are most common in the southeastern reaches of the Stolen Lands, closer to the border of Mivon. Goblin Pyro Some goblins take their people’s affection of fire fully into the realm of deadly obsession. These pyromaniacs can be a great boon to a band of goblin raiders, but more often their presence is a double-edged sword; in the heat of the moment, goblin pyros sometimes lose sight of their tribe’s goals and simply set fire to anything that will burn—including their own allies. Traits Spellcasting. The goblin pyro is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): light, mage hand, produce flame 1st level (3 slots): burning hands, grease Actions Torch. Melee Weapon Attack: +4 to hit, one target. Hit: 4 (1d4+2) bludgeoning damage plus 1 fire damage. Reactions Goblin Scuttle. When a nonhostile creature the goblin can see ends its movement within 5 feet of the goblin, the goblin moves up to 5 feet. The goblin doesn’t provoke opportunity attacks with this movement.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Goblin Shaman","description":"Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races. Goblin hatred runs deep, and few things inspire their wrath more than gnomes, horses, and dogs. Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn’t require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Goblin Shaman","description":"Goblin shamans provide spiritual guidance to their kin and are thus often sought as advisors by their chieftains. In combat, they can cast druidic spells and summon rats and spiders. When needed, they can transform themselves into worgs. They dislike the tribe's witch doctors, seeing them as threats to its leadership, and undermine them at every opportunity. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Spellcasting. The goblin casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: druidcraft, poison spray (2d12), thorn whip (2d6) 2/day each: entangle, spike growth 1/day each: conjure animals (rats, spiders, and wolves only), erupting earth Change Shape (Recharges after a Short or Long Rest). The goblin magically transforms into a worg, while retaining its game statistics. Any equipment it is wearing or carrying isn't transformed. This transformation ends if the goblin is reduced to 0 hit points or uses an action to end it. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Goblin Shark","description":"These sharks have gray skin, dark emotionless eyes, and a flat, protruding snout. Under its snout is an extendable jaw lined with curved, needle-like teeth. Traits Pack Tactics : The goblin shark has advantage on an attack roll against a creature if at least one of the goblin shark’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Water Breathing : The goblin shark can breathe only underwater. Actions Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage, and the target is grappled (escape DC 12) as the goblin shark extends its jaws. At the start of each of the target’s turns, the target takes 7 (2d4 + 2) slashing damage as the goblin shark shakes its head back and forth.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":18594,"Challenge Rating":"1/2"},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Goblin Siege Engine","description":"Six segmented, insect-like limbs support a body resembling a squat, wooden tower surrounded by a steel parapet. Goblinoid riders within the armored turret take aim with their crossbows as the spidery metallic construct expertly navigates the crowded battlefield. The awful sound of the device's mechanical stride is almost as disconcerting as the unhinged taunts from its riders. Goblin siege engines were pioneered by derro engineers to aid their goblinoid allies. A siege engine faultlessly performs the commands of its creator or possessor and cannot do much more than defending itself if left without direction. The madcap versatility of a goblin siege engine makes it a valuable addition to any army or warband on the move, but these rare constructs can also protect derro and goblin settlements from more industrious aggressors. Ambulant Bunker. The fortified turret of a goblin siege engine offers its riders limited protection from outside attacks, serving as a mobile blockhouse. Riders wield ranged weapons, and warlords, spellcasters, or other persons of interest command battles from its advantageous heights. Cosmetic alterations and unique weapon replacements have been seen on individual siege engines. Ready to Rumble. In addition to its six mechanical legs, a goblin siege engine can often be recognized by the radial acid jet beneath its turret, which allows it to handily dispatch enemies en masse. Other main armaments exist, however, from the relative banality of heavy ballistae to the splendor of arcane cannons. Adaptable Locomotion. Moving through difficult terrain doesn't cost the siege engine extra movement. In addition, it has advantage on ability checks and saving throws made to escape a grapple or end the restrained condition. Construct Nature. The siege engine doesn't require air, food, drink, or sleep. Defensive Mount. The siege engine can serve as a mount for one Large creature, up to four Medium creatures, or up to six Small or smaller creatures. While mounted, creatures riding in the siege engine's turret gain half cover. Immutable Form. The siege engine is immune to any spell or effect that would alter its form. Magic Resistance. The siege engine has advantage on saving throws against spells and other magical effects. Siege Monster. The siege engine deals double damage to objects and structures. Actions Multiattack. The siege engine makes three Slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Acid Jet (Recharge 5-6). The siege engine sprays a jet of acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Goblin Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Actions Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Nimble Escape. The skeleton takes the Disengage or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Goblin Skirmisher","description":"Goblin skirmishers are guerilla warriors that disrupt enemy ranks. They target the weak sides, employing hit-and-run tactics to distract them from seeing an attack coming from another direction. Traits Skirmish Advantage. Once per turn, the goblin gains advantage on its attack roll when it makes a weapon attack while occupying a space at least 15 feet away from where it started its turn. Actions Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action. Reactions Skirmisher. When an enemy the goblin can see ends its turn within 5 feet of it, the goblin can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Goblin Sneak (PB 2)","description":"Like all humanoid ancestries, there are many different gob- lins and goblin cultures, each with their own ideals. Known to themselves as rogabrin, meaning “more of us” in their language, goblins are one of the most numerous human- oids in the world. They can be found in every environment humans occupy and places many others avoid, like deep cave systems. Their proportionally long arms and prehensile toes make them equally well adapted to arboreal environments. Goblins live comfortably in treetop cities and subterranean environments with stalactites, ledges, and chasms. Others prefer to dwell in tight-knit neighborhoods of diverse cities. Those goblins who cross swords with adventuring heroes are the worst of the bunch, thieves and murder- ers shunned by their own people and driven to live on society’s outskirts. Encountered in Groups. In society and in exile, goblins survive and thrive because they work together. A single goblin forced into the wild is terrified. A dozen out- law goblins are supremely (and perhaps overly) confident. Such groups often become bandits that ambush travelers in their territories, be it desert, forest, or underground. Larger bands may become unscrupulous mercenaries serving pow- erful villains. No matter how they’re encountered, goblins prefer to fight as an overwhelming force and flee when foes outnumber friends. Mobile and Sneaky. Short, lithe, and long-armed, goblins are built for mobility, stealth, and climbing. Goblins who survive life in untamed wilderness and twisting caves utilize their natural agility to hide from threats and flee when found. These crafty skirmishers might run wild through battle, hacking at their enemies’ knees, or unleash arrows as they dart from tree to tree. Goblin Magic. Some exiled goblins forge pacts with evil entities—archfey, deities, fiends—for magic power. Goblin assassins conjure darkness made from the souls of their victims, while goblin cursespitters hurl magic hexes that keep their enemies at bay. Actions Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the sneak can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Weaving Knives (3/Day). As an action, the sneak moves up to their speed without provoking opportunity attacks. Before, during, or after the move, they can make two signature attacks. 5th Level: Sneak and Stab (3/Day). As a bonus action, the sneak takes the Hide action. If the sneak hits a creature they are hidden from with an attack on the same turn, the creature takes an extra PBd10 piercing damage, and the sneak can immediately take the Hide action (no action required). 7th Level: Poisoned Blade (1/Day). As a bonus action, the sneak covers a dagger in a special poison, which lasts for 1 hour or until the sneak hits a creature with a signature attack. A creature hit with the poisoned dagger must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd12 poison damage and is poisoned for 1 minute (save ends at the end of turn). On a successful save, the target takes only half as much damage and isn’t poisoned.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Goblin Sneak (PB 2)","description":"Goblin Tactics Goblins benefit from fighting in environments with features to climb on and hide behind, like trees and pillars. The Crafty trait means melee-focused goblins can run into combat, attack, then regroup with their allies. It also allows goblin minions to run past enemy warriors and surround their spellcasting foes to make use of their Tiny Stabs trait. Goblins who fight at range climb for better sightlines and defense. If clearly losing a battle, goblins typically don’t stick around and fight to the last warrior. Instead, they flee to untamed wilderness and tight tunnels, utilizing their natural agility to run and hide from threats. Goblins who escape with their lives take time to lick their wounds then gather more allies and rush back to face the threat with fresh, overwhelming numbers. Traits Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the sneak can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Weaving Knives (3/Day). As an action, the sneak moves up to their speed without provoking opportunity attacks. Before, during, or after the move, they can make two signature attacks. 5th Level: Sneak and Stab (3/Day). As a bonus action, the sneak takes the Hide action. If the sneak hits a creature they are hidden from with an attack on the same turn, the creature takes an extra PBd10 piercing damage, and the sneak can immediately take the Hide action (no action required). 7th Level: Poisoned Blade (1/Day). As a bonus action, the sneak covers a dagger in a special poison, which lasts for 1 hour or until the sneak hits a creature with a signature attack. A creature hit with the poisoned dagger must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd12 poison damage and is poisoned for 1 minute (save ends at the end of turn). On a successful save, the target takes only half as much damage and isn’t poisoned. Look, you saved me—that’s enough to get my knives for a day. But if you help me stop Bargnot, we’re friends for life. Toblobb","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Goblin Sneak (PB 3)","description":"Like all humanoid ancestries, there are many different gob- lins and goblin cultures, each with their own ideals. Known to themselves as rogabrin, meaning “more of us” in their language, goblins are one of the most numerous human- oids in the world. They can be found in every environment humans occupy and places many others avoid, like deep cave systems. Their proportionally long arms and prehensile toes make them equally well adapted to arboreal environments. Goblins live comfortably in treetop cities and subterranean environments with stalactites, ledges, and chasms. Others prefer to dwell in tight-knit neighborhoods of diverse cities. Those goblins who cross swords with adventuring heroes are the worst of the bunch, thieves and murder- ers shunned by their own people and driven to live on society’s outskirts. Encountered in Groups. In society and in exile, goblins survive and thrive because they work together. A single goblin forced into the wild is terrified. A dozen out- law goblins are supremely (and perhaps overly) confident. Such groups often become bandits that ambush travelers in their territories, be it desert, forest, or underground. Larger bands may become unscrupulous mercenaries serving pow- erful villains. No matter how they’re encountered, goblins prefer to fight as an overwhelming force and flee when foes outnumber friends. Mobile and Sneaky. Short, lithe, and long-armed, goblins are built for mobility, stealth, and climbing. Goblins who survive life in untamed wilderness and twisting caves utilize their natural agility to hide from threats and flee when found. These crafty skirmishers might run wild through battle, hacking at their enemies’ knees, or unleash arrows as they dart from tree to tree. Goblin Magic. Some exiled goblins forge pacts with evil entities—archfey, deities, fiends—for magic power. Goblin assassins conjure darkness made from the souls of their victims, while goblin cursespitters hurl magic hexes that keep their enemies at bay. Actions Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the sneak can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Weaving Knives (3/Day). As an action, the sneak moves up to their speed without provoking opportunity attacks. Before, during, or after the move, they can make two signature attacks. 5th Level: Sneak and Stab (3/Day). As a bonus action, the sneak takes the Hide action. If the sneak hits a creature they are hidden from with an attack on the same turn, the creature takes an extra PBd10 piercing damage, and the sneak can immediately take the Hide action (no action required). 7th Level: Poisoned Blade (1/Day). As a bonus action, the sneak covers a dagger in a special poison, which lasts for 1 hour or until the sneak hits a creature with a signature attack. A creature hit with the poisoned dagger must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd12 poison damage and is poisoned for 1 minute (save ends at the end of turn). On a successful save, the target takes only half as much damage and isn’t poisoned.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Goblin Sneak (PB 3)","description":"Goblin Tactics Goblins benefit from fighting in environments with features to climb on and hide behind, like trees and pillars. The Crafty trait means melee-focused goblins can run into combat, attack, then regroup with their allies. It also allows goblin minions to run past enemy warriors and surround their spellcasting foes to make use of their Tiny Stabs trait. Goblins who fight at range climb for better sightlines and defense. If clearly losing a battle, goblins typically don’t stick around and fight to the last warrior. Instead, they flee to untamed wilderness and tight tunnels, utilizing their natural agility to run and hide from threats. Goblins who escape with their lives take time to lick their wounds then gather more allies and rush back to face the threat with fresh, overwhelming numbers. Traits Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the sneak can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Weaving Knives (3/Day). As an action, the sneak moves up to their speed without provoking opportunity attacks. Before, during, or after the move, they can make two signature attacks. 5th Level: Sneak and Stab (3/Day). As a bonus action, the sneak takes the Hide action. If the sneak hits a creature they are hidden from with an attack on the same turn, the creature takes an extra PBd10 piercing damage, and the sneak can immediately take the Hide action (no action required). 7th Level: Poisoned Blade (1/Day). As a bonus action, the sneak covers a dagger in a special poison, which lasts for 1 hour or until the sneak hits a creature with a signature attack. A creature hit with the poisoned dagger must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd12 poison damage and is poisoned for 1 minute (save ends at the end of turn). On a successful save, the target takes only half as much damage and isn’t poisoned. Look, you saved me—that’s enough to get my knives for a day. But if you help me stop Bargnot, we’re friends for life. Toblobb","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Source":"custom","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Goblin Sneak (PB 4)","description":"Like all humanoid ancestries, there are many different gob- lins and goblin cultures, each with their own ideals. Known to themselves as rogabrin, meaning “more of us” in their language, goblins are one of the most numerous human- oids in the world. They can be found in every environment humans occupy and places many others avoid, like deep cave systems. Their proportionally long arms and prehensile toes make them equally well adapted to arboreal environments. Goblins live comfortably in treetop cities and subterranean environments with stalactites, ledges, and chasms. Others prefer to dwell in tight-knit neighborhoods of diverse cities. Those goblins who cross swords with adventuring heroes are the worst of the bunch, thieves and murder- ers shunned by their own people and driven to live on society’s outskirts. Encountered in Groups. In society and in exile, goblins survive and thrive because they work together. A single goblin forced into the wild is terrified. A dozen out- law goblins are supremely (and perhaps overly) confident. Such groups often become bandits that ambush travelers in their territories, be it desert, forest, or underground. Larger bands may become unscrupulous mercenaries serving pow- erful villains. No matter how they’re encountered, goblins prefer to fight as an overwhelming force and flee when foes outnumber friends. Mobile and Sneaky. Short, lithe, and long-armed, goblins are built for mobility, stealth, and climbing. Goblins who survive life in untamed wilderness and twisting caves utilize their natural agility to hide from threats and flee when found. These crafty skirmishers might run wild through battle, hacking at their enemies’ knees, or unleash arrows as they dart from tree to tree. Goblin Magic. Some exiled goblins forge pacts with evil entities—archfey, deities, fiends—for magic power. Goblin assassins conjure darkness made from the souls of their victims, while goblin cursespitters hurl magic hexes that keep their enemies at bay. Actions Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the sneak can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Weaving Knives (3/Day). As an action, the sneak moves up to their speed without provoking opportunity attacks. Before, during, or after the move, they can make two signature attacks. 5th Level: Sneak and Stab (3/Day). As a bonus action, the sneak takes the Hide action. If the sneak hits a creature they are hidden from with an attack on the same turn, the creature takes an extra PBd10 piercing damage, and the sneak can immediately take the Hide action (no action required). 7th Level: Poisoned Blade (1/Day). As a bonus action, the sneak covers a dagger in a special poison, which lasts for 1 hour or until the sneak hits a creature with a signature attack. A creature hit with the poisoned dagger must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd12 poison damage and is poisoned for 1 minute (save ends at the end of turn). On a successful save, the target takes only half as much damage and isn’t poisoned.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Goblin Sneak (PB 4)","description":"Goblin Tactics Goblins benefit from fighting in environments with features to climb on and hide behind, like trees and pillars. The Crafty trait means melee-focused goblins can run into combat, attack, then regroup with their allies. It also allows goblin minions to run past enemy warriors and surround their spellcasting foes to make use of their Tiny Stabs trait. Goblins who fight at range climb for better sightlines and defense. If clearly losing a battle, goblins typically don’t stick around and fight to the last warrior. Instead, they flee to untamed wilderness and tight tunnels, utilizing their natural agility to run and hide from threats. Goblins who escape with their lives take time to lick their wounds then gather more allies and rush back to face the threat with fresh, overwhelming numbers. Traits Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the sneak can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Weaving Knives (3/Day). As an action, the sneak moves up to their speed without provoking opportunity attacks. Before, during, or after the move, they can make two signature attacks. 5th Level: Sneak and Stab (3/Day). As a bonus action, the sneak takes the Hide action. If the sneak hits a creature they are hidden from with an attack on the same turn, the creature takes an extra PBd10 piercing damage, and the sneak can immediately take the Hide action (no action required). 7th Level: Poisoned Blade (1/Day). As a bonus action, the sneak covers a dagger in a special poison, which lasts for 1 hour or until the sneak hits a creature with a signature attack. A creature hit with the poisoned dagger must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd12 poison damage and is poisoned for 1 minute (save ends at the end of turn). On a successful save, the target takes only half as much damage and isn’t poisoned. Look, you saved me—that’s enough to get my knives for a day. But if you help me stop Bargnot, we’re friends for life. Toblobb","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Source":"custom","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Goblin Sneak (PB 5)","description":"Like all humanoid ancestries, there are many different gob- lins and goblin cultures, each with their own ideals. Known to themselves as rogabrin, meaning “more of us” in their language, goblins are one of the most numerous human- oids in the world. They can be found in every environment humans occupy and places many others avoid, like deep cave systems. Their proportionally long arms and prehensile toes make them equally well adapted to arboreal environments. Goblins live comfortably in treetop cities and subterranean environments with stalactites, ledges, and chasms. Others prefer to dwell in tight-knit neighborhoods of diverse cities. Those goblins who cross swords with adventuring heroes are the worst of the bunch, thieves and murder- ers shunned by their own people and driven to live on society’s outskirts. Encountered in Groups. In society and in exile, goblins survive and thrive because they work together. A single goblin forced into the wild is terrified. A dozen out- law goblins are supremely (and perhaps overly) confident. Such groups often become bandits that ambush travelers in their territories, be it desert, forest, or underground. Larger bands may become unscrupulous mercenaries serving pow- erful villains. No matter how they’re encountered, goblins prefer to fight as an overwhelming force and flee when foes outnumber friends. Mobile and Sneaky. Short, lithe, and long-armed, goblins are built for mobility, stealth, and climbing. Goblins who survive life in untamed wilderness and twisting caves utilize their natural agility to hide from threats and flee when found. These crafty skirmishers might run wild through battle, hacking at their enemies’ knees, or unleash arrows as they dart from tree to tree. Goblin Magic. Some exiled goblins forge pacts with evil entities—archfey, deities, fiends—for magic power. Goblin assassins conjure darkness made from the souls of their victims, while goblin cursespitters hurl magic hexes that keep their enemies at bay. Actions Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the sneak can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Weaving Knives (3/Day). As an action, the sneak moves up to their speed without provoking opportunity attacks. Before, during, or after the move, they can make two signature attacks. 5th Level: Sneak and Stab (3/Day). As a bonus action, the sneak takes the Hide action. If the sneak hits a creature they are hidden from with an attack on the same turn, the creature takes an extra PBd10 piercing damage, and the sneak can immediately take the Hide action (no action required). 7th Level: Poisoned Blade (1/Day). As a bonus action, the sneak covers a dagger in a special poison, which lasts for 1 hour or until the sneak hits a creature with a signature attack. A creature hit with the poisoned dagger must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd12 poison damage and is poisoned for 1 minute (save ends at the end of turn). On a successful save, the target takes only half as much damage and isn’t poisoned.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Goblin Sneak (PB 5)","description":"Goblin Tactics Goblins benefit from fighting in environments with features to climb on and hide behind, like trees and pillars. The Crafty trait means melee-focused goblins can run into combat, attack, then regroup with their allies. It also allows goblin minions to run past enemy warriors and surround their spellcasting foes to make use of their Tiny Stabs trait. Goblins who fight at range climb for better sightlines and defense. If clearly losing a battle, goblins typically don’t stick around and fight to the last warrior. Instead, they flee to untamed wilderness and tight tunnels, utilizing their natural agility to run and hide from threats. Goblins who escape with their lives take time to lick their wounds then gather more allies and rush back to face the threat with fresh, overwhelming numbers. Traits Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the sneak can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Weaving Knives (3/Day). As an action, the sneak moves up to their speed without provoking opportunity attacks. Before, during, or after the move, they can make two signature attacks. 5th Level: Sneak and Stab (3/Day). As a bonus action, the sneak takes the Hide action. If the sneak hits a creature they are hidden from with an attack on the same turn, the creature takes an extra PBd10 piercing damage, and the sneak can immediately take the Hide action (no action required). 7th Level: Poisoned Blade (1/Day). As a bonus action, the sneak covers a dagger in a special poison, which lasts for 1 hour or until the sneak hits a creature with a signature attack. A creature hit with the poisoned dagger must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd12 poison damage and is poisoned for 1 minute (save ends at the end of turn). On a successful save, the target takes only half as much damage and isn’t poisoned. Look, you saved me—that’s enough to get my knives for a day. But if you help me stop Bargnot, we’re friends for life. Toblobb","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Source":"custom","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Goblin Sneak (PB 6)","description":"Like all humanoid ancestries, there are many different gob- lins and goblin cultures, each with their own ideals. Known to themselves as rogabrin, meaning “more of us” in their language, goblins are one of the most numerous human- oids in the world. They can be found in every environment humans occupy and places many others avoid, like deep cave systems. Their proportionally long arms and prehensile toes make them equally well adapted to arboreal environments. Goblins live comfortably in treetop cities and subterranean environments with stalactites, ledges, and chasms. Others prefer to dwell in tight-knit neighborhoods of diverse cities. Those goblins who cross swords with adventuring heroes are the worst of the bunch, thieves and murder- ers shunned by their own people and driven to live on society’s outskirts. Encountered in Groups. In society and in exile, goblins survive and thrive because they work together. A single goblin forced into the wild is terrified. A dozen out- law goblins are supremely (and perhaps overly) confident. Such groups often become bandits that ambush travelers in their territories, be it desert, forest, or underground. Larger bands may become unscrupulous mercenaries serving pow- erful villains. No matter how they’re encountered, goblins prefer to fight as an overwhelming force and flee when foes outnumber friends. Mobile and Sneaky. Short, lithe, and long-armed, goblins are built for mobility, stealth, and climbing. Goblins who survive life in untamed wilderness and twisting caves utilize their natural agility to hide from threats and flee when found. These crafty skirmishers might run wild through battle, hacking at their enemies’ knees, or unleash arrows as they dart from tree to tree. Goblin Magic. Some exiled goblins forge pacts with evil entities—archfey, deities, fiends—for magic power. Goblin assassins conjure darkness made from the souls of their victims, while goblin cursespitters hurl magic hexes that keep their enemies at bay. Actions Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the sneak can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Weaving Knives (3/Day). As an action, the sneak moves up to their speed without provoking opportunity attacks. Before, during, or after the move, they can make two signature attacks. 5th Level: Sneak and Stab (3/Day). As a bonus action, the sneak takes the Hide action. If the sneak hits a creature they are hidden from with an attack on the same turn, the creature takes an extra PBd10 piercing damage, and the sneak can immediately take the Hide action (no action required). 7th Level: Poisoned Blade (1/Day). As a bonus action, the sneak covers a dagger in a special poison, which lasts for 1 hour or until the sneak hits a creature with a signature attack. A creature hit with the poisoned dagger must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd12 poison damage and is poisoned for 1 minute (save ends at the end of turn). On a successful save, the target takes only half as much damage and isn’t poisoned.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Goblin Sneak (PB 6)","description":"Goblin Tactics Goblins benefit from fighting in environments with features to climb on and hide behind, like trees and pillars. The Crafty trait means melee-focused goblins can run into combat, attack, then regroup with their allies. It also allows goblin minions to run past enemy warriors and surround their spellcasting foes to make use of their Tiny Stabs trait. Goblins who fight at range climb for better sightlines and defense. If clearly losing a battle, goblins typically don’t stick around and fight to the last warrior. Instead, they flee to untamed wilderness and tight tunnels, utilizing their natural agility to run and hide from threats. Goblins who escape with their lives take time to lick their wounds then gather more allies and rush back to face the threat with fresh, overwhelming numbers. Traits Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the sneak can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Weaving Knives (3/Day). As an action, the sneak moves up to their speed without provoking opportunity attacks. Before, during, or after the move, they can make two signature attacks. 5th Level: Sneak and Stab (3/Day). As a bonus action, the sneak takes the Hide action. If the sneak hits a creature they are hidden from with an attack on the same turn, the creature takes an extra PBd10 piercing damage, and the sneak can immediately take the Hide action (no action required). 7th Level: Poisoned Blade (1/Day). As a bonus action, the sneak covers a dagger in a special poison, which lasts for 1 hour or until the sneak hits a creature with a signature attack. A creature hit with the poisoned dagger must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd12 poison damage and is poisoned for 1 minute (save ends at the end of turn). On a successful save, the target takes only half as much damage and isn’t poisoned. Look, you saved me—that’s enough to get my knives for a day. But if you help me stop Bargnot, we’re friends for life. Toblobb","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Source":"custom","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Goblin Sniper","description":"Like all humanoid ancestries, there are many different gob- lins and goblin cultures, each with their own ideals. Known to themselves as rogabrin, meaning “more of us” in their language, goblins are one of the most numerous human- oids in the world. They can be found in every environment humans occupy and places many others avoid, like deep cave systems. Their proportionally long arms and prehensile toes make them equally well adapted to arboreal environments. Goblins live comfortably in treetop cities and subterranean environments with stalactites, ledges, and chasms. Others prefer to dwell in tight-knit neighborhoods of diverse cities. Those goblins who cross swords with adventuring heroes are the worst of the bunch, thieves and murder- ers shunned by their own people and driven to live on society’s outskirts. Encountered in Groups. In society and in exile, goblins survive and thrive because they work together. A single goblin forced into the wild is terrified. A dozen out- law goblins are supremely (and perhaps overly) confident. Such groups often become bandits that ambush travelers in their territories, be it desert, forest, or underground. Larger bands may become unscrupulous mercenaries serving pow- erful villains. No matter how they’re encountered, goblins prefer to fight as an overwhelming force and flee when foes outnumber friends. Mobile and Sneaky. Short, lithe, and long-armed, goblins are built for mobility, stealth, and climbing. Goblins who survive life in untamed wilderness and twisting caves utilize their natural agility to hide from threats and flee when found. These crafty skirmishers might run wild through battle, hacking at their enemies’ knees, or unleash arrows as they dart from tree to tree. Goblin Magic. Some exiled goblins forge pacts with evil entities—archfey, deities, fiends—for magic power. Goblin assassins conjure darkness made from the souls of their victims, while goblin cursespitters hurl magic hexes that keep their enemies at bay. Traits Crafty. The sniper doesn’t provoke opportunity attacks when they move out of an enemy’s reach. Sniper. If the sniper misses with a ranged weapon attack while they are hidden, they remain hidden. Additionally, if the sniper hits a target with a ranged weapon attack while they have advantage on the attack roll, the attack deals an extra 3 (1d6) damage. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Sneak. The sniper takes the Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Goblin Sniper","description":"Goblin Tactics Goblins benefit from fighting in environments with features to climb on and hide behind, like trees and pillars. The Crafty trait means melee-focused goblins can run into combat, attack, then regroup with their allies. It also allows goblin minions to run past enemy warriors and surround their spellcasting foes to make use of their Tiny Stabs trait. Goblins who fight at range climb for better sightlines and defense. If clearly losing a battle, goblins typically don’t stick around and fight to the last warrior. Instead, they flee to untamed wilderness and tight tunnels, utilizing their natural agility to run and hide from threats. Goblins who escape with their lives take time to lick their wounds then gather more allies and rush back to face the threat with fresh, overwhelming numbers. Traits Crafty. The sniper doesn’t provoke opportunity attacks when they move out of an enemy’s reach. Sniper. If the sniper misses with a ranged weapon attack while they are hidden, they remain hidden. Additionally, if the sniper hits a target with a ranged weapon attack while they have advantage on the attack roll, the attack deals an extra 3 (1d6) damage. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Sneak. The sniper takes the Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Goblin Sorcerer","description":"A goblin sorcerer is treated as a hero by its kin, as it is very rare for a goblin to practice the arcane arts, especially one that can cast fireball - the most hated and feared spell of the goblins. Due to this ability, a goblin sorcerer becomes a tribe's leader or one of the chieftain's advisers. While adventurers usually prepare for the occasional hobgoblin, bugbear, or goblin chieftain to be the leader of a den, they find themselves rudely surprised – and sometimes killed – by a wild fireball straight from the spindly fingers of a grinning goblin sorcerer. Actions Scorch Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 13 (2d10 + 2) fire damage. Spellcasting. The goblin casts one of the following spells using Charisma as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: mage hand, message, minor illusion 1/day each: burning hands, blindness/deafness, fireball, hold person, levitate, mage armor Bonus Actions Heightened Spell (1/Day). When the goblin casts a spell that forces a creature to make a saving throw to resist the spell's effects, the goblin gives one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell (2/Day). The goblin uses Spellcasting. Nimble Escape. The goblin takes the Disengage or Hide action. Reactions Shield (2/Day). The goblin casts shield using Charisma as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Goblin Spinecleaver","description":"Like all humanoid ancestries, there are many different gob- lins and goblin cultures, each with their own ideals. Known to themselves as rogabrin, meaning “more of us” in their language, goblins are one of the most numerous human- oids in the world. They can be found in every environment humans occupy and places many others avoid, like deep cave systems. Their proportionally long arms and prehensile toes make them equally well adapted to arboreal environments. Goblins live comfortably in treetop cities and subterranean environments with stalactites, ledges, and chasms. Others prefer to dwell in tight-knit neighborhoods of diverse cities. Those goblins who cross swords with adventuring heroes are the worst of the bunch, thieves and murder- ers shunned by their own people and driven to live on society’s outskirts. Encountered in Groups. In society and in exile, goblins survive and thrive because they work together. A single goblin forced into the wild is terrified. A dozen out- law goblins are supremely (and perhaps overly) confident. Such groups often become bandits that ambush travelers in their territories, be it desert, forest, or underground. Larger bands may become unscrupulous mercenaries serving pow- erful villains. No matter how they’re encountered, goblins prefer to fight as an overwhelming force and flee when foes outnumber friends. Mobile and Sneaky. Short, lithe, and long-armed, goblins are built for mobility, stealth, and climbing. Goblins who survive life in untamed wilderness and twisting caves utilize their natural agility to hide from threats and flee when found. These crafty skirmishers might run wild through battle, hacking at their enemies’ knees, or unleash arrows as they dart from tree to tree. Goblin Magic. Some exiled goblins forge pacts with evil entities—archfey, deities, fiends—for magic power. Goblin assassins conjure darkness made from the souls of their victims, while goblin cursespitters hurl magic hexes that keep their enemies at bay. Traits Crafty. The spinecleaver doesn’t provoke opportunity attacks when they move out of an enemy’s reach. Strong Grip. Wielding a heavy weapon doesn’t impose disadvantage on the spinecleaver’s attack rolls. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Handaxe. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Reactions Tricksy Warrior. When a creature within 5 feet of the spine- cleaver misses them with an attack, the spinecleaver can make a melee attack against the creature with disadvantage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Goblin Spinecleaver","description":"Goblin Tactics Goblins benefit from fighting in environments with features to climb on and hide behind, like trees and pillars. The Crafty trait means melee-focused goblins can run into combat, attack, then regroup with their allies. It also allows goblin minions to run past enemy warriors and surround their spellcasting foes to make use of their Tiny Stabs trait. Goblins who fight at range climb for better sightlines and defense. If clearly losing a battle, goblins typically don’t stick around and fight to the last warrior. Instead, they flee to untamed wilderness and tight tunnels, utilizing their natural agility to run and hide from threats. Goblins who escape with their lives take time to lick their wounds then gather more allies and rush back to face the threat with fresh, overwhelming numbers. Traits Crafty. The spinecleaver doesn’t provoke opportunity attacks when they move out of an enemy’s reach. Strong Grip. Wielding a heavy weapon doesn’t impose disadvantage on the spinecleaver’s attack rolls. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Handaxe. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Reactions Tricksy Warrior. When a creature within 5 feet of the spinecleaver misses them with an attack, the spinecleaver can make a melee attack against the creature with disadvantage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Goblin Trickster","description":"Goblin tricksters like to stick to their own kind, unless they are looking for gold or other valuable goods. With nimble hands and bodies, they are able to steal away into the shadows after stealing a passerby’s coin purse. Hide Proficiency . Goblin tricksters are naturals at hiding, and they continue to fool their victims by wearing masks on the backs of their heads so nobody knows if they are coming or going. Their red skin and large pointed ears set them apart from most species on Or’Mya, and luckily, it is quite difficult to get them confused with fey creatures that are of similar short stature. Traits Nimble Escape . The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Surprise Attack . If the goblin trickster surprises a creature and hits it with an attack during the first round of combat, the target takes an extra [1D4] damage from the attack. Actions Shortsword . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. Poleaxe . Melee Weapon Attack : +3 to hit, reach 10 ft., one target. Hit : 6 (1d10 + 1) slashing damage. ","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblin)","Alignment":"neutral evil","Expansion":8938,"Challenge Rating":"1/4"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Goblin Underboss","description":"Like all humanoid ancestries, there are many different gob- lins and goblin cultures, each with their own ideals. Known to themselves as rogabrin, meaning “more of us” in their language, goblins are one of the most numerous human- oids in the world. They can be found in every environment humans occupy and places many others avoid, like deep cave systems. Their proportionally long arms and prehensile toes make them equally well adapted to arboreal environments. Goblins live comfortably in treetop cities and subterranean environments with stalactites, ledges, and chasms. Others prefer to dwell in tight-knit neighborhoods of diverse cities. Those goblins who cross swords with adventuring heroes are the worst of the bunch, thieves and murder- ers shunned by their own people and driven to live on society’s outskirts. Encountered in Groups. In society and in exile, goblins survive and thrive because they work together. A single goblin forced into the wild is terrified. A dozen out- law goblins are supremely (and perhaps overly) confident. Such groups often become bandits that ambush travelers in their territories, be it desert, forest, or underground. Larger bands may become unscrupulous mercenaries serving pow- erful villains. No matter how they’re encountered, goblins prefer to fight as an overwhelming force and flee when foes outnumber friends. Mobile and Sneaky. Short, lithe, and long-armed, goblins are built for mobility, stealth, and climbing. Goblins who survive life in untamed wilderness and twisting caves utilize their natural agility to hide from threats and flee when found. These crafty skirmishers might run wild through battle, hacking at their enemies’ knees, or unleash arrows as they dart from tree to tree. Goblin Magic. Some exiled goblins forge pacts with evil entities—archfey, deities, fiends—for magic power. Goblin assassins conjure darkness made from the souls of their victims, while goblin cursespitters hurl magic hexes that keep their enemies at bay. Traits Crafty. The boss doesn’t provoke opportunity attacks when they move out of an enemy’s reach. Actions Multiattack. The boss makes two Shortsword attacks or two Shortbow attacks. They can replace one attack with a use of Command. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Command. The boss chooses one ally they can see within 30 feet of them. If the target can hear the boss, the target can use their reaction to move up to their speed or make one weapon attack. Bonus Actions Get Reckless (Recharge 6). Each willing ally within 30 feet of the boss who can hear them becomes reckless until the start of the boss’s next turn. While reckless, a creature has advantage on attack rolls, and attack rolls against the creature have advantage. Reactions Cowardly Commander. When a creature the boss can see hits them with an attack, the boss chooses a willing ally within 5 feet of them. The attack hits the ally instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Goblin Underboss","description":"Goblin Tactics Goblins benefit from fighting in environments with features to climb on and hide behind, like trees and pillars. The Crafty trait means melee-focused goblins can run into combat, attack, then regroup with their allies. It also allows goblin minions to run past enemy warriors and surround their spellcasting foes to make use of their Tiny Stabs trait. Goblins who fight at range climb for better sightlines and defense. If clearly losing a battle, goblins typically don’t stick around and fight to the last warrior. Instead, they flee to untamed wilderness and tight tunnels, utilizing their natural agility to run and hide from threats. Goblins who escape with their lives take time to lick their wounds then gather more allies and rush back to face the threat with fresh, overwhelming numbers. Traits Crafty. The underboss doesn’t provoke opportunity attacks when they move out of an enemy’s reach. Actions Multiattack. The underboss makes two Shortsword attacks or two Shortbow attacks. They can replace one attack with a use of Command. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Command. The underboss chooses one ally they can see within 30 feet of them. If the target can hear the underboss, the target can use their reaction to move up to their speed or make one weapon attack. Bonus Actions Get Reckless (Recharge 6). Each willing ally within 30 feet of the underboss who can hear them becomes reckless until the start of the underboss’s next turn. While reckless, a creature has advantage on attack rolls, and attack rolls against the creature have advantage. Reactions Cowardly Commander. When a creature the underboss can see hits them with an attack, the underboss chooses a willing ally within 5 feet of them. The attack hits the ally instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Goblin Underboss Slime Servant","description":"Slime Servants If a creature spends 1 continuous minute under the effect of the slime from an olothec’s Devolving Tentacle attack, that effect ends and their flesh devolves into a translucent primordial state. The creature loses their memories and sense of self, becoming a slime servant NPC who is loyal to the olothec. The following stat blocks are Ithu’rath’s slime servants. Traits Amphibious. The underboss can breathe air and water. Crafty. The underboss doesn’t provoke opportunity attacks when they move out of an enemy’s reach. Servant Senses. Ithu’rath can sense anything the underboss senses, and Ithu’rath can speak through their body. Actions Multiattack. The underboss makes two Shortsword attacks or two Shortbow attacks. They can replace one attack with a use of Command. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Command. The underboss chooses one ally they can see within 30 feet of them. If the target can hear the underboss, the target can use their reaction to move up to their speed or make one weapon attack. Bonus Actions Get Reckless (Recharge 6 ). Each willing ally within 30 feet of the underboss who can hear them becomes reckless until the start of the underboss’s next turn. While reckless, a creature has advantage on attack rolls, and attack rolls against the creature have advantage. Reactions Cowardly Commander. When a creature the underboss can see hits them with an attack, the underboss chooses a willing ally within 5 feet of them. The attack hits the ally instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Goblin War Chanter","description":"Goblin Goblins are most common in the southeastern reaches of the Stolen Lands, closer to the border of Mivon. Goblin War Chanter While many goblins enjoy singing, goblin war chanters pride themselves on mastering the art of vocal performance. Their ballads and jingles tend to strike others as undeniably catchy, though whether they are actually enjoyable depends on the listener—and whether the goblin follows the performance up with an attack. Traits Spellcasting. The war chanter is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following spells prepared: Cantrips (at will): guidance, mage hand, magic stone, message, resistance 1st level (3 slots): bless, healing word Actions Dogslicer. Melee Weapon Attack: +4 to hit, one target. Hit: 5 (1d6+2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 5 (1d6+2) piercing damage. Goblin Song. The war chanter sings annoying goblin songs. Each creature within 60 feet of the war chanter that can hear it must succeed on a DC 14 Wisdom saving throw or become distracted for 1 minute. Distracted creatures have disadvantage on Wisdom saving throws and Wisdom (perception) checks that rely on hearing. Reactions Goblin Scuttle. When a nonhostile creature the goblin can see ends its movement within 5 feet of the goblin, the goblin moves up to 5 feet. The goblin doesn’t provoke opportunity attacks with this movement.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Goblin Warrior","description":"Like all humanoid ancestries, there are many different gob- lins and goblin cultures, each with their own ideals. Known to themselves as rogabrin, meaning “more of us” in their language, goblins are one of the most numerous human- oids in the world. They can be found in every environment humans occupy and places many others avoid, like deep cave systems. Their proportionally long arms and prehensile toes make them equally well adapted to arboreal environments. Goblins live comfortably in treetop cities and subterranean environments with stalactites, ledges, and chasms. Others prefer to dwell in tight-knit neighborhoods of diverse cities. Those goblins who cross swords with adventuring heroes are the worst of the bunch, thieves and murder- ers shunned by their own people and driven to live on society’s outskirts. Encountered in Groups. In society and in exile, goblins survive and thrive because they work together. A single goblin forced into the wild is terrified. A dozen out- law goblins are supremely (and perhaps overly) confident. Such groups often become bandits that ambush travelers in their territories, be it desert, forest, or underground. Larger bands may become unscrupulous mercenaries serving pow- erful villains. No matter how they’re encountered, goblins prefer to fight as an overwhelming force and flee when foes outnumber friends. Mobile and Sneaky. Short, lithe, and long-armed, goblins are built for mobility, stealth, and climbing. Goblins who survive life in untamed wilderness and twisting caves utilize their natural agility to hide from threats and flee when found. These crafty skirmishers might run wild through battle, hacking at their enemies’ knees, or unleash arrows as they dart from tree to tree. Goblin Magic. Some exiled goblins forge pacts with evil entities—archfey, deities, fiends—for magic power. Goblin assassins conjure darkness made from the souls of their victims, while goblin cursespitters hurl magic hexes that keep their enemies at bay. Traits Crafty. The warrior doesn’t provoke opportunity attacks when they move out of an enemy’s reach. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Reactions Fleet Foot. When a creature within 5 feet of the warrior misses them with a melee attack, the warrior can move up to half their speed.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Goblin Warrior","description":"Goblin Tactics Goblins benefit from fighting in environments with features to climb on and hide behind, like trees and pillars. The Crafty trait means melee-focused goblins can run into combat, attack, then regroup with their allies. It also allows goblin minions to run past enemy warriors and surround their spellcasting foes to make use of their Tiny Stabs trait. Goblins who fight at range climb for better sightlines and defense. If clearly losing a battle, goblins typically don’t stick around and fight to the last warrior. Instead, they flee to untamed wilderness and tight tunnels, utilizing their natural agility to run and hide from threats. Goblins who escape with their lives take time to lick their wounds then gather more allies and rush back to face the threat with fresh, overwhelming numbers. Traits Crafty. The warrior doesn’t provoke opportunity attacks when they move out of an enemy’s reach. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Reactions Fleet Foot. When a creature within 5 feet of the warrior misses them with a melee attack, the warrior can move up to half their speed.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Goblin Warrior","description":"Goblins are small, cruel humanoids enslaved by the Orcs in service of the Shadow. Put to menial labor among the Orc camps, some goblins are sent on dangerous missions to guide their more brutish kin in Izrador’s war. Traits Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft, one target. Hit: 6 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Neutral Evil","Expansion":30502,"Challenge Rating":"1/4"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Goblin Watcher of Maglubiyet","description":"Watchers are a branch of clergy that worship Maglubiyet that focused on protecting and guarding what was important to their goblin god. This includes safekeeping and watching over sacred goblinoid relics and treasures that their tribes have accumulated. They also serve as bodyguards to important goblinoid figures such as chieftains, high priests, and champions. Maglubiyet bestows upon the watchers his fire spells as well as his \"Fiery Eyes\" gift, which enables them to cause creatures and objects they gaze at to spontaneously combust and burn. Actions Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage. Spellcasting. The goblin casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: resistance, sacred flame (2d8), thaumaturgy, word of radiance (2d6) 1/day each: burning hands, faerie fire, flaming sphere, scorching ray, zone of truth Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action. Legendary Actions The goblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The goblin regains spent legendary actions at the start of its turn. Move. The goblin moves up to half its speed without provoking opportunity attacks. Javelin. The goblin makes a Javelin attack. Cast a Spell (Costs 2 Actions). The goblin uses Spellcasting. Searing Gaze of Maglubiyet (Costs 2 Actions). The goblin turns its gaze toward one creature it can see within 60 feet of it and commands it to combust. The target must succeed on a DC 12 Wisdom saving throw. On a failed save, the creature takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Goblin Witch Doctor","description":"Witch doctors are goblin priests who serve as the primary support for goblin war parties, as well as religious advisors to the chieftain. They hate and often clash with the tribal shamans. In combat, witch doctors mostly rely on their magical bolts that can curse those hit by them. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 4 (1d4 + 2) piercing damage. Cursed Bolt. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 5 (1d8 + 1) psychic damage, and the target has disadvantage on attack rolls, ability checks, and saving throws until the end of the goblin’s next turn. Spellcasting. The goblin casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 11, +3 to hit with spell attacks): At will: guidance, mending, thaumaturgy 1/day each: blindness/deafness, ray of sickness, hold person Bonus Actions Healing Word (1/Day). The goblin casts healing word using Wisdom as the spellcasting ability. Spiritual Weapon (1/Day). The goblin casts spiritual weapon using Wisdom as the spellcasting ability. Nimble Escape. The goblin takes the Disengage or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Goblin Worg Rider","description":"Goblin rangers who are adept at handling and training wolves and worgs become worg riders. These goblins are adept at mounted combat. They favor the scimitar and javelin as their weapons. They take advantage of the worg’s insatiable appetite for killing as they charge into battle. Traits Mounted Advantage. While mounted, the goblin has advantage on melee attack rolls against a Medium or smaller creature. Mounted Charge. If the goblin, while mounted, moves at least 10 feet straight toward a creature and then hits it with a melee attack on the same turn, the target takes an extra 3 (1d6) weapon damage and must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the goblin's worg mount can use its reaction to make one Bite attack against it. Actions Multiattack. The goblin makes two Scimitar attacks or two Javelin attacks. It can use Worg Bite in place of one of these attacks. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target . Hit: 5 (1d6 + 2) piercing damage. Worg Bite (While Mounted Only). The goblin's worg mount can use its reaction to make a Bite attack. Bonus Actions Nimble Escape. The goblin takes the Disengage or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Goblin Zombie","description":"Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage. Scimitar. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) slashing damage. Reactions Sudden Lunge. If an enemy moves within 10 feet of the zombie, roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet toward the enemy. If the zombie ends within 5 feet of the target, the zombie can make one melee weapon attack against it.","properties":{"Category":"Monsters","Size":"Small","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":"1/8"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Goblin, Chaos-Spawn","description":"This stunted creature, wrapped almost entirely in the remnants of a cloak, has the face of an emaciated goblin. Its tiny hole of a mouth looks incapable of speech, and its glazed eyes stare at nothing. Warped by the Unknowable. These creatures were once goblins, still retaining their general size and form, but long exposure to the psyche-obliterating presence of Great Old Ones has warped them in a variety of ways. They no longer speak aloud but communicate telepathically in images. Chaos-spawn goblins no longer eat as they once did, receiving all of their sustenance from the star-born creatures they now serve. Single-minded Servants. Raiding and taking captives still occupies much of the chaos-spawn's time, but now their captives are placed inside organic pods or orifices of various kinds which grow in the ground below their masters' feet in web-like structures. There, the Great Old Ones drain whatever it is they wish from the captives, who leave nothing but a gel-like substance behind. This substance is what sustains the chaos-spawn goblins, which they take in through feeding tubes. Loyal Servants. In their hunts for captives, they do not hesitate to prey on goblins. For this reason, and out of sheer terror, other goblins avoid the chaos-spawn as much as they are able. Indeed, the areas chaos-spawn inhabit are often barren of other intelligent life.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Goblin, Dust","description":"A ragged creature emerges from the sand. Its spindly frame is encased in a hodge‑podge of armor scraps and rusted weapons. A long, hooked nose protrudes over a wide mouth filled with sharp teeth. Dust goblins vary greatly in size and appearance, although they are universally scrawny, bony, and lanky. They seem to suffer from malnutrition even when in perfect health, a perception reinforced by the way their bellies distend after they’ve gorged themselves on flesh. Their skin is always dry and cracked, ranging from dusky gray to dark green in color. Rule the Wastelands. Dust goblins are twisted creatures, tainted by many generations of life in a blasted wasteland. After a magical war devastated the dust goblins’ homeland, they rose to become the most dominant inhabitants. They inhabit ancient ruins and ambush travelers who stray too close to their borders. Twisted Minds. The lingering magical energy saturating the wastes of their home, coupled with the harsh conditions in which they scratch out a living, have tainted the minds of all dust goblins. Their thinking is alien and unfathomable to most creatures. Whereas most goblins are cowardly, dust goblins don’t seem to experience fear. To the contrary, they enjoy wearing skull helmets and using ghostly whistles to frighten foes. Owing to this alien mindset, dust goblins get along disturbingly well with aberrations. The creatures often forge alliances and work together for mutual benefit, while making their unnerving mark on communal lairs. Dust goblins range from 2 to 4 feet tall, and weigh between 20 and 80 pounds. Traits Twisted: When the dust goblin attacks a creature from hiding, its target must make a successful DC 10 Wisdom saving throw or be frightened until the end of its next turn. Actions Shortsword: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d6 + 3) Piercing damage. Light Crossbow: Ranged Weapon Attack : +5 to hit, range 80/320 ft., One target. Hit : 6 (1d6 + 3) Piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Goblin, Shadow","description":"This hunched and scrawny goblin has a long nose and pointed ears and wears an insincere, obsequious expression on its slate-grey face. Dressed in a servant's uniform, it conceals a large knife behind its back. Unseelie Servants. Someone needs to cook the meals, scrub the floors, and polish the silverware in the courts of the shadow fey, and more often than not these jobs fall on the shadow goblins. Smarter than the average goblin but just as cowardly and lazy, shadow goblins have served the shadow fey for centuries, working in the kitchens, stables, and smithies under the direction of a chamberlain known as the Goblin King, who presides over his own \"court\" below stairs. Shadow goblins make good cooks and reasonable grooms, but they are indifferent footmen and chambermaids. Touched by Shadow. Most shadow goblins were originally average goblins but living in the Shadow Realm for so long has changed them. They have taken on some of their masters' fey qualities. Others were once shadow fey or humans, who were caught stealing from powerful members of the courts or who offended shadow fey rulers and were transformed into shadow goblins as punishment. Untrustworthy Guides. Outsiders of low status visiting the shadow fey courts often end up relying on shadow goblins as guides and sources of information. Unfortunately, the goblins tend to be both annoyingly whiny and notorious liars. Although they are easily intimidated, shadow goblins are never truly cooperative and will disappear at the first sign of danger. Their loyalty to their shadow fey masters is born out of fear. They are reluctant to do anything that is likely to upset their masters and lead to a thrashing. Those outsiders that bully the goblins tend to suffer subsequently from badly-cooked food, missing bits of gear, and other petty acts of retribution.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"God of Darkness, Standard Deity","description":"Deities Possibly the most powerful beings in all existence, deities are divine power made manifest. They may exist as intangible spirits, as grotesque monstrosities composed of a multitude of wings and eyes, or as towering humanoid creatures – and anything in between. The gods’ powers can also vary wildly, from a deity’s relatively weak avatar – the physical form that represents it in the Mortal World – to a true, greater god that can bend the very laws of reality. The stat blocks are created using the rules for Designing Divinity . Beneath the description of each deity, you will find a list of the Divine Features that has been added to the deity’s base stat block. God of Darkness, Standard This deity statblock belongs to a lesser god of darkness, or a true god that has been weakened, such as if it is encountered outside of its celestial realm. It possesses an affinity for darkness, divine regeneration, and a repertoire of powerful divine spells. Divine Benefits. Ability Increases: +8 Strength and +4 Dexterity; Divine Health; Condition Immunities: Blinded, Charmed, Deafened, and Frightened; Damage Immunity: Necrotic; Save Proficiency: Charisma; Speed; Truesight Divine Traits. Damage Absorption: Necrotic; Dark Master; Magic Resistance; Regeneration Divine Actions. Incite Shadows, Mind Blast, Quick Spellcasting, Teleport","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial","Alignment":"Neutral Evil","Expansion":25354,"Challenge Rating":20},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"God of Nature, Lesser Deity","description":"Deities Possibly the most powerful beings in all existence, deities are divine power made manifest. They may exist as intangible spirits, as grotesque monstrosities composed of a multitude of wings and eyes, or as towering humanoid creatures – and anything in between. The gods’ powers can also vary wildly, from a deity’s relatively weak avatar – the physical form that represents it in the Mortal World – to a true, greater god that can bend the very laws of reality. The stat blocks are created using the rules for Designing Divinity . Beneath the description of each deity, you will find a list of the Divine Features that has been added to the deity’s base stat block. God of Nature, Lesser This divine avatar belongs to a god of nature, such as the Earthmother or the Forestfather, giving physical form to the deity in the Mortal World. Significantly less powerful than a true god, the avatar still possesses powerful divine powers, such as the ability to change its shape, entangle enemies with is strikes, and dash across the battlefield at incredible speed. Divine Benefits. Ability Increase: +4 Wisdom; Divine Health; Condition Immunities: Charmed and Frightened; Save Proficiency: Constitution Divine Traits. Aura of Tranquility; Living Armor; Magic Resistance Divine Actions. Divine Dash; Entangling Strike; Injunction.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"Neutral","Expansion":25354,"Challenge Rating":10},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"God of Order, Greater Deity","description":"Deities Possibly the most powerful beings in all existence, deities are divine power made manifest. They may exist as intangible spirits, as grotesque monstrosities composed of a multitude of wings and eyes, or as towering humanoid creatures – and anything in between. The gods’ powers can also vary wildly, from a deity’s relatively weak avatar – the physical form that represents it in the Mortal World – to a true, greater god that can bend the very laws of reality. The stat blocks are created using the rules for Designing Divinity . Beneath the description of each deity, you will find a list of the Divine Features that has been added to the deity’s base stat block. God of Order, Greater A true deity, this stat block could represent a deity such as the Lawbringer or the Lorekeeper. Incredibly powerful, this deity can read and control the minds of other creatures, bleeds living oozes of radiance, and controls time itself. Divine Benefits. Ability Increases: +6 Strength, +4 Constitution, Wisdom +6; Divine Health; Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, and Stunned; Save Proficiency: Charisma; Truesight Divine Traits. Aura of Divinity; Divine Focus; Magic Immunity; Magic Resistance; Regeneration Divine Actions. Antimagic; Bash; God’s Blood; Injunction; Memory Flux","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"celestial","Alignment":"Lawful Neutral","Expansion":25354,"Challenge Rating":30},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Godblood Ooze","description":"To many scholars’ surprise, even gods can bleed. Sometimes, when a deity’s physically manifested form is cut or slashed, radiant blood will pour from the wound, often in unimaginable quantities. This divine liquid is not just the deity’s lifeblood, however; it is also a defense mechanism. For when the god’s spilled blood senses that the god is in danger, it coalesces into a godblood ooze – a divine, formless blob of a creature that is dedicated wholly to the protection of the god. Mindless Radiance In combat, the godblood ooze seeks to latch onto and envelop foes, keeping them restrained and incapable of hurting the deity it protects. It can also emit a flash of bright, radiant light to blind and burn assailants. Finally, the godblood ooze, which is in possession of a tiny sliver of its god’s Divine Spark, can use the spells or abilities of a creature it has engulfed. While it’s disconcerting to be attacked by a glowing glob of god’s gore – and that’s something I’ve learned through personal experience – it’s also confirmation that gods can indeed bleed, and thus, also die. So, disconcerting on multiple levels. – the Scribe","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"Unaligned","Expansion":25354,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Godslayer","description":"A vast pattern of glowing magical runes covers the surface of the metal warrior. It holds a glaive of crackling energy in one hand while its other hand produces a disc-shaped magical glyph. Godslayers are massive constructs created to find and destroy divine beings. Though the cultures who first designed them have long since vanished, the knowledge of their construction lingers. Once built, godslayers follow their singular directive without regard to any orders from their creators, though some occasionally ally themselves with those they find useful. Challenging Construction. Building a godslayer requires the finest materials, such as adamantine, mithral, and other more exotic metals. A stylus carved from a diamond must be used to engrave the runes on the metal plates of the godslayer's body. The crafter must also imbue the godslayer's shell with the energy from a recently slain celestial being of great power. Solitary Sentinel. When not actively hunting or fighting its divine prey, a godslayer tends to stand motionless, waiting for its long-reaching senses to detect its next target. This has led to many mistaking a godslayer for an ornate statue or nonfunctional construct. Construct Nature . The godslayer doesn't require air, food, drink, or sleep. Divine Sense. The godslayer can pinpoint the location of Celestials, Fiends, divine avatars, and deities within 120 feet of it and can sense the general direction of such creatures within 1 mile of it. This sense extends into the Ethereal and Shadow Planes. Divine Slayer. The godslayer's attacks affect immortal beings, such as gods. Celestials, Fiends, divine avatars, and deities don't have resistance to the damage from the godslayer's attacks. If such a creature would normally have immunity to the damage from the godslayer's attacks, it has resistance instead. If the godslayer reduces a Celestial, Fiend, divine avatar, or deity to 0 hp, it absorbs the target's divine energy, preventing the target from reviving or being resurrected until the godslayer is destroyed. Immutable Form . The godslayer is immune to any spell or effect that would alter its form. Inscrutable. The godslayer is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the godslayer's intentions or sincerity have disadvantage. Legendary Resistance (3/Day) . If the godslayer fails a saving throw, it can choose to succeed instead. Magic Resistance . The godslayer has advantage on saving throws against spells and other magical effects. Siege Monster . The godslayer deals double damage to objects and structures. Actions Multiattack . The godslayer uses Arcane Lexicon. It then makes three Energy Glaive or Rune Discus attacks. Energy Glaive . Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 48 (7d10 + 10) force damage. Rune Discus . Ranged Spell Attack: +19 to hit, range 80/320 ft., one target. Hit: 41 (7d8 + 10) force damage, and the target must succeed on a DC 25 Wisdom saving throw or spells and magical effects are suppressed on the target and the target can't cast spells for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Arcane Lexicon . Glyphs on the godslayer's body cast ghostly copies into the air, forming into eldritch incantations. The godslayer chooses up to three creatures it can see within 90 feet of it, choosing one of the following options for each target. A creature can't be targeted by more than one effect at a time, and the godslayer can't use the same option on more than one target. Death Glyph. The target must succeed on a DC 25 Wisdom saving throw or be marked for death until the start of the godslayer's next turn. While marked for death, the target takes an extra 11 (2d10) force damage each time the godslayer hits the target with an Energy Glaive attack. Glyph of Despair. The target must succeed on a DC 25 Charisma saving throw or be overwhelmed with despair for 1 minute. While overwhelmed with despair, the target has disadvantage on ability checks and attack rolls. Glyph of Pain. The target must succeed on a DC 25 Constitution saving throw or be incapacitated until the end of its next turn as it is overwhelmed by pain. This glyph has no effect on Undead or Constructs. Glyph of Summoning. The target must succeed on a DC 25 Wisdom saving throw or be magically teleported to an unoccupied space within 15 feet of the godslayer. Retributive Glyph. The target must succeed on a DC 25 Dexterity saving throw or be marked with a retributive glyph until the end of its next turn. While marked, the creature takes 9 (2d8) force damage each time it hits a creature with a weapon attack. Stupefying Glyph. The target must succeed on a DC 25 Constitution saving throw or be blinded and deafened until the end of its next turn. Bonus Actions Hunting Step . The godslayer magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space within 15 feet of a Celestial, Fiend, divine avatar, or deity it senses with Divine Sense, magically shifting from the Material Plane to the Ethereal or Shadow Planes or vice versa. The godslayer has advantage on the next attack roll it makes against the target before the start of its next turn. Glowing glyphs appear at the origin and destination when it uses this bonus action. Reactions Parry Spell. If the godslayer succeeds on a saving throw against a spell of 8th level or lower that targets only the godslayer, the spell has no effect. If the godslayer succeeds on the saving throw by 5 or more, the spell is reflected back at the spellcaster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. Legendary Actions The godslayer can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The godslayer regains spent legendary actions at the start of its turn. Arcane Word. The godslayer uses one glyph from its Arcane Lexicon on a target it can see within 90 feet of it. Attack. The godslayer makes one Energy Glaive or Rune Discus attack. Move. The godslayer moves up to its speed without provoking opportunity attacks. Rejuvenating Repair (Costs 2 Actions). The godslayer regains 65 (10d12) hp.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":30},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Gøgelid","description":"Gøgelid are typically found with or near dødelig, coexisting peacefully with and even benefiting from their once-buried kin. Once part of a dødelig home, gøgelid are fiercely territorial of both the building and its inhabitants, but otherwise they are generally quite friendly and curious.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic neutral","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Gogiteth","description":"A gogiteth is a slavering nightmare of teeth, eyes, and hairy spiderlike legs, and its appearance is invariably seared into the minds of any who witness it. Native to the Darklands, gogiteths are more intelligent than their appearance would suggest, yet they rarely put this intellect toward anything other than awfulness. The gogiteth’s alien anatomy has inspired no shortage of speculative origin stories. Some believe they are a warp of a fleshwarping experiment gone horribly wrong, while others maintain that they could only have come to this world from some distant and fundamentally hostile planet. Traits Carry Off Prey. The gogiteth can move at its full speed while grappling a creature, moving the creature with it. Relentless Hunter. The gogiteth has advantage on Wisdom (Survival) checks made to track creatures. Actions Multiattack. The gogiteth makes three attacks: one with its bite and two with its legs. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained and takes 24 (4d8+6) piercing damage at the start of each of the gogiteth’s turns, and the gogiteth can’t bite another target. Leg. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6+6) piercing damage. Skittering Assault. The gogiteth moves up to its speed three times, making a leg attack against a different creature within reach each time it moves. Reactions Skittering Reposition. When a creature the gogiteth can see moves within 10 feet of its space, the gogiteth can move up to 10 feet. The gogiteth doesn’t provoke opportunity attacks with this movement.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Golan","description":"Appearance and Personality: Golan has pale, ghostly skin and a bright red beard. He has gone almost completely bald even at his young age (for a dwarf). When the PCs first encounter Golan, he is in the midst of a desperate battle. His body and gear show the damage from the recent battle. He is, however, determined and surprisingly upbeat. He believes that the PCs’ assistance is a sign that their fortune is changing, and he embraces the notion for the good of Pardrum. Golan is excited to hear any news of the outside world, and relentlessly and determinedly tries to find the positive in it. He is shockingly optimistic, especially for a dwarf. Partly because of this, his enthusiasm and determination seems to be infectious. He honestly believes that the war is not yet lost, and seems to feel that he and his companions can make a difference to improve everyone’s lot. Traits Dwarven Resilience. Golan has advantage on saving throws against poison. Bonus Actions Indomitable Spirit (1/Day). As a bonus action, Golan can bolster injured creatures. Each creature of Golan’s choice that can hear him within 30 feet of him regains 1d6 + 3 hit points if it has no more than half of its hit points remaining. Actions Multiattack. Golan makes two attacks with his warhammer. Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 2) bludgeoning damage. Spellcasting. Golan casts one of the following spells, using Charisma as his spellcasting ability (spell save DC 14): 2/day each: bless, cure wounds, heroism 1/day each: aid, lesser restoration.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Lawful Good","Expansion":30502,"Challenge Rating":5},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Gold Dragon Wyrmling","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks , and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"60 (8d8+24)","CHA":16,"CON":17,"DEX":14,"INT":14,"STR":19,"WIS":11,"Size":"Medium","Type":"dragon","Speed":"30 ft., fly 60 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064360/ZfvgLpIWoMg9gFhK5_aPqg/original.png","Roll 0":"Bite\n1d20 + 6\n1d10+4","Roll 1":"Fire Breath\n1d20 + 0\n4d10","Senses":"Blindsight 10 Ft., Darkvision 60 Ft.","Skills":"Perception +4, Stealth +4","Source":"5th Edition SRD","data-XP":700,"Alignment":"Lawful Good","Languages":"Draconic","data-List":"false","Immunities":"Fire","Token Size":1,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]","data-CHA-mod":"+3","data-CON-mod":"+3","data-DEX-mod":"+2","data-INT-mod":"+2","data-STR-mod":"+4","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Dex +4, Con +5, Wis +2, Cha +5","Challenge Rating":3,"Passive Perception":14,"data-CrNum":3,"data-AcNum":17,"data-HpNum":60},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gold Dragon Wyrmling","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Gold Dragon The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil. A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon’s sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold. Devourer of Wealth. Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn’t need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren’t bribes. Reserved Shapeshifters. Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring. Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end. Master Hoarders. A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it. A Gold Dragon’s Lair Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. Regional Effects The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger. Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius. If the dragon dies, these effects end immediately. Traits Amphibious : The dragon can breathe air and water. Actions Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (fire breath or weakening breath): Fire Breath : The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath : The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"MM1","Alignment":"lawful good","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Gold-Forged Sentinel","description":"Anvilwroughts The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges. Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians. A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters. Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep. Gold-Forged Sentinel The original purpose of gold-forged sentinels is a mystery, and of all Purphoros's original anvilwroughts, this construct is the most difficult to control. A sentinel often operates without a master, stalking the high places of the mortal world or waiting, still as a statue, for what could be decades before reanimating to carry out their mysterious purpose.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":5432,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Goldbug","description":"The goldbug is a strange sort of insect, a creature whose round, flat body resembles a gold coin. This “disguise” helps goldbugs get close to their prized food source: gold. When placed in a pouch or chest along with the gold coins it resembles, a goldbug will happily devour the coins at the rate of one per day. Goldbugs live underground near veins of gold and are common in areas where gold is used as coinage and in art objects.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"unaligned","Challenge Rating":0},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Golden Hart Spirit (PB 2)","description":"The Golden Hart Spirit is summoned through the use of the Golden Hart's Crown Weapon of Legend. Golden Hart Spirit Medium Fey, Chaotic Neutral Armor Class 10 + PB Hit Points Four times your level Speed 60 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 11 (+0) Senses passive Perception 12 Languages understands the languages you speak Challenge — Proficiency Bonus equals your bonus Actions Multiattack. The spirit makes two Ram attacks. Ram. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage (plus 1d6 radiant damage at very rare rarity or higher).","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Chaotic Neutral","Expansion":29229,"Challenge Rating":"-"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Golden Hart Spirit (PB 3)","description":"The Golden Hart Spirit is summoned through the use of the Golden Hart's Crown Weapon of Legend. Golden Hart Spirit Medium Fey, Chaotic Neutral Armor Class 10 + PB Hit Points Four times your level Speed 60 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 11 (+0) Senses passive Perception 12 Languages understands the languages you speak Challenge — Proficiency Bonus equals your bonus Actions Multiattack. The spirit makes two Ram attacks. Ram. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage (plus 1d6 radiant damage at very rare rarity or higher).","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Chaotic Neutral","Expansion":29229,"Challenge Rating":"-"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Golden Hart Spirit (PB 4)","description":"The Golden Hart Spirit is summoned through the use of the Golden Hart's Crown Weapon of Legend. Golden Hart Spirit Medium Fey, Chaotic Neutral Armor Class 10 + PB Hit Points Four times your level Speed 60 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 11 (+0) Senses passive Perception 12 Languages understands the languages you speak Challenge — Proficiency Bonus equals your bonus Actions Multiattack. The spirit makes two Ram attacks. Ram. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage (plus 1d6 radiant damage at very rare rarity or higher).","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Chaotic Neutral","Expansion":29229,"Challenge Rating":"-"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Golden Hart Spirit (PB 5)","description":"The Golden Hart Spirit is summoned through the use of the Golden Hart's Crown Weapon of Legend. Golden Hart Spirit Medium Fey, Chaotic Neutral Armor Class 10 + PB Hit Points Four times your level Speed 60 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 11 (+0) Senses passive Perception 12 Languages understands the languages you speak Challenge — Proficiency Bonus equals your bonus Actions Multiattack. The spirit makes two Ram attacks. Ram. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage (plus 1d6 radiant damage at very rare rarity or higher).","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Chaotic Neutral","Expansion":29229,"Challenge Rating":"-"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Golden Hart Spirit (PB 6)","description":"The Golden Hart Spirit is summoned through the use of the Golden Hart's Crown Weapon of Legend. Golden Hart Spirit Medium Fey, Chaotic Neutral Armor Class 10 + PB Hit Points Four times your level Speed 60 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 11 (+0) Senses passive Perception 12 Languages understands the languages you speak Challenge — Proficiency Bonus equals your bonus Actions Multiattack. The spirit makes two Ram attacks. Ram. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage (plus 1d6 radiant damage at very rare rarity or higher).","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Chaotic Neutral","Expansion":29229,"Challenge Rating":"-"},"publisher":"Jeff Stevens Games","book":"Weapons of Legend"},{"name":"Golden Lion","description":"The golden lion is an enormous, solitary hunter that does not have a pride like its mundane kin. Its golden fur is as strong as steel, providing the lion with tough natural armor that is immune to non-magical weapons. Some report that only the golden lion’s own teeth and claws, which are sharper than any mortal weapon, can cut through its hide. Because of this legendary resilience, a golden lion’s pelt is highly prized as a material for forging powerful magic items.","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial","Alignment":"unaligned","Expansion":4963,"Challenge Rating":6},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Golden Protector","description":"A golden protector, revered by all lammasus, is the extremely rare offspring of a lammasu and a gold dragon. It bears several physical and mental traits of both its parents, making it a very formidable creature. It travels to the Astral Plane, Ethereal Plane, Outer Planes, and the Material Plane, providing aid whenever it can. Lammasu The lammasus are a race of noble creatures who worship and serve the deities of Arcadia, Bytopia, and Mount Celestia. They appear as large winged lions with humanoid heads. They have robust bodies that are covered in a rich coat of yellow-gold fur. They usually have thick auburn or dark red hair, with male lammasus' hair resembling a lion's mane. Lammasus live for about 150-200 years old. Divine Champion. The lammasu fosters peace, cures the sick and wounded, and defends the weak and helpless. Many seek its wisdom and help, especially when facing supernatural threats. The lammasu always tries to resolve conflicts through peaceful means. If combat is unavoidable, it will attack with its claws but will try not to kill anyone. Instead, it will force its enemies to immediately submit or surrender. Against powerful evil creatures such as fiends and undead, however, the lammasu will not hold back, using its divine spells and devastating fiery breath to full measure. Reclusive Guardians. Lammasus typically form prides that number around 4-6 members but solitary lammasus are not uncommon. They usually reside in abandoned temples and ruins that are always within an hour's travel to communities and settlements they watch over and protect. They sometimes live with couatls, green duwendes, opinicuses, pixies, sprites, and threskisphinxes who help tend fruit and vegetable gardens. Traits Pounce. If the golden protector moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. Actions Multiattack. The golden protector makes one Bite attack and two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 7 (2d6) slashing damage. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 4 (1d8) radiant damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 4 (1d8) radiant damage. Spellcasting. The lammasu casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: guidance, light, sacred flame (2d8), thaumaturgy 2/day each: banishment, dimension door, dispel magic, freedom of movement, greater invisibility (self only) 1/day each: divine word, heal, heroes' feast, holy aura, plane shift, resurrection Breath Weapons (Recharge 5–6). The golden protector uses one of the following breath weapons. Fire Breath. The golden protector exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 49 (11d8) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The golden protector exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Preserve Life (1/Day). The golden protector chooses any number of creatures it can see within 30 feet of it. The golden protector restores 80 hit points, divided among the target creatures. The golden protector can restore no more than half of a creature's hit point maximum.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity (Dragon)","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Golden Ram","description":"The most obviously “celestial” of the mythic beasts, the golden ram can traverse any terrain and can even run through the sky itself. They also possess innate healing magic and are said to be able to raise the dead. Like the golden lion’s fur, the ram’s brilliant golden fleece is a much sought-after component for magic items. Unlike the lion, however, the ram can be shorn, so it is not necessary to kill a golden ram to obtain its fleece. Instead, adventurers may choose to bargain with a golden ram or convince it of their great and worthy need for its fleece.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"unaligned","Expansion":4963,"Challenge Rating":3},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Golem Companion (PB 2)","description":"Traits Immutable Form. Once you reach 10th level in this class, the golem is immune to any spell or effect that would alter its form. When you cast a wizard spell targeting your golem, you can choose for the spell to ignore this trait until immediately after the spell ends. Magic Resistance. Once you reach 14th level in this class, the golem has advantage on saving throws it makes against spells and other magical effects. Actions (Requires your Action) Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 (PB) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Golem Companion (PB 3)","description":"Traits Immutable Form. Once you reach 10th level in this class, the golem is immune to any spell or effect that would alter its form. When you cast a wizard spell targeting your golem, you can choose for the spell to ignore this trait until immediately after the spell ends. Magic Resistance. Once you reach 14th level in this class, the golem has advantage on saving throws it makes against spells and other magical effects. Actions (Requires your Action) Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 (PB) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Golem Companion (PB 4)","description":"Traits Immutable Form. Once you reach 10th level in this class, the golem is immune to any spell or effect that would alter its form. When you cast a wizard spell targeting your golem, you can choose for the spell to ignore this trait until immediately after the spell ends. Magic Resistance. Once you reach 14th level in this class, the golem has advantage on saving throws it makes against spells and other magical effects. Actions (Requires your Action) Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 (PB) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Golem Companion (PB 5)","description":"Traits Immutable Form. Once you reach 10th level in this class, the golem is immune to any spell or effect that would alter its form. When you cast a wizard spell targeting your golem, you can choose for the spell to ignore this trait until immediately after the spell ends. Magic Resistance. Once you reach 14th level in this class, the golem has advantage on saving throws it makes against spells and other magical effects. Actions (Requires your Action) Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 5 (PB) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Golem Companion (PB 6)","description":"Traits Immutable Form. Once you reach 10th level in this class, the golem is immune to any spell or effect that would alter its form. When you cast a wizard spell targeting your golem, you can choose for the spell to ignore this trait until immediately after the spell ends. Magic Resistance. Once you reach 14th level in this class, the golem has advantage on saving throws it makes against spells and other magical effects. Actions (Requires your Action) Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 6 (PB) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Golem, Alchemical","description":"A man of solid silver plods steadily forward. Three massive tanks are embedded in its back, each sporting an adamantine needle pointing towards its metal neck. Enhanced by Alchemy. Alchemical golems are powered not by traditional magic, but by a viscous fluid that flows through their silver bodies like blood. This alchemical slurry is potent enough on its own to power the twelve-foot-tall golem but burns with incredible power when infused with one of the three prime alchemical substances: brimstone, quicksilver, or salt. If multiple infusions are injected into the golem's vital stream at once, the mixture may become volatile. Pierced by Adamantine. An alchemical golem's exterior can only be pierced by magical or adamantine implements. To infuse the golem with alchemical admixtures, the golem's creator has equipped its alchemical tanks with adamantine syringes. Construct Nature. A golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Golem, Altar Flame","description":"The large creature's rough, humanoid form is made of durable brick or stone, and its demonic face is shaped from flame. Guardian of Fire. Certain fire cultists protect their sanctums in a surprising way. Those who seek to defile the holy altar of such cults find that it's capable of defending itself. The altar quickly takes a humanoid shape and destroys or drives out all who fail to show proper obeisance to the sacred flame, searing them with a holy inferno or crushing them with scorching fists of brick. These golems are found in larger, more important fire temples and seldom appear anywhere else. Construct Nature. A golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"neutral","Expansion":45,"Challenge Rating":10},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Golem, Armory","description":"A hulking construct of living weaponry shambles across the battlefield, punching a hole through the vanguard like a torrent of steel. These animated piles of weapons and armor can shore up the defenses of a beleaguered line of troops or serve as the point of attack against entrenched enemies. Wartime Wizard Ingenuity. Conjuration magic capable of raising the contents of an unattended weapons armory was born out of necessity during long sieges. War arcanists would find themselves defending locations that had exhausted their troops, leaving the arcanists with plenty of armaments and no one to wield them. Thus was born the armory golem. Walking Weapons. Armory golems resemble a pile of discarded swords, shields, and spears in a vaguely-humanoid shape. Because they are literal moving armories, these golems have many weapons at their disposal. Soldiers have been known to resupply from an armory golem during battle. Focus Weapon. The armory golem's creation spell requires one weapon or piece of armor as the target of the magic. This item powers the rest of the golem and is located in the center of its body. Casters have conjured more powerful golems using enchanted weapons as the focus, and some have even created sentient armory golems by employing sentient magic items, though how the items feel about such employment varies. Construct Nature. A golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Golem, Barnyard","description":"The flesh of a dozen birds has been sewn together into an unsightly amalgam bird with several sections plucked of feathers. A barnyard golem is a foul amalgamation of domesticated and farmland birds. Wings, legs, breasts and thighs of chickens, turkeys, ducks, ravens, geese, and even vultures are knit together into a warped form. Flesh-Eating Fowl. Unlike its component parts, the barnyard golem is carnivorous, though it doesn't eat to sustain itself. The creatures it consumes are stored in a hollow organ within the golem and ground into a ghastly paste that it later ejects in a blast of decayed, poisonous goop. Poor Man's Flesh Golem. Barnyard golems are relatively inexpensive for wizards to create, as poultry is much easier to obtain than humanoid flesh. Hardier than lesser golems (see Creature Codex ), barnyard golems don't fall apart within days of their creation, but the use of birds instead of humanoids leaves them more unpredictable. A barnyard golem might complete its creator's assigned task, or it might peck at the ground, hunting worms as if it was still a living bird. Similarly, the golems can become easily distracted. Still, for wizards on a budget or who live in remote areas where a few missing people would be noticed much faster than missing birds, the barnyard golem is the most favorable option. Harbingers of Starvation. Barnyard golems cause of local food shortages as their creators collect and use a significant portion of the local poultry population. Fortunately, fresh barnyard golems can often be cooked and consumed after being defeated, solving the same hunger problems their creation causes. Construct Nature. The barnyard golem doesn't require air, food, drink, or sleep. Easily Distracted. The barnyard golem has disadvantage on Wisdom (Perception) checks. In addition, a creature that the barnyard golem can see or hear and that is within 30 feet of it can attempt to distract the golem as a bonus action. The golem must succeed on a DC 10 Wisdom saving throw or spend its next turn moving up to its speed toward the creature, using its available actions on that creature. Immutable Form. The barnyard golem is immune to any spell or effect that would alter its form. Lightning Absorption. Whenever the barnyard golem is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt. Magic Resistance. The barnyard golem has advantage on saving throws against spells and other magical effects. Actions Multiattack. The barnyard golem makes one Bite attack and one Wing Slap attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage. Wing Slap. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone. Chymus Expulsion (Recharge 5-6). The barnyard golem exhales semi-digested, decayed meat and vegetation in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Golem, Bearing","description":"A scattering of metal ball bearings coalesces into a constantly shifting humanoid shape. Made up of thousands of ball bearings, a bearing golem can assume nearly any shape it chooses, though it always remains an amalgamation of metal pellets. Thievish Inspiration. The first bearing golem was created when a wizard saw a thief foiling the traps in its tower with ball bearings. After disposing of the thief, the wizard collected the metal balls and realized their purpose could be improved if the bearings spread themselves. Natural Ambushers. Bearing golems regularly lie in wait for hours, days, even weeks, hiding as an innocuous, scattered pile of bearings. When travelers move through the bearings, the golem springs back together and attacks. Construct Nature. The bearing golem doesn’t require air, food, drink, or sleep. Variant: Caltrop Golem Some particularly devious wizards create bearing golems out of caltrops instead of ball bearings. These caltrop golems deal piercing damage instead of bludgeoning damage, and, when the golem uses its Scatter trait, the area is covered with caltrops instead of ball bearings.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Golem, Bone","description":"The creature moves with a strange grace despite the motley collection of bones that comprise its form. A Lesser Golem. Upon seeing the gangly form of a bone golem, even experienced adventurers assume the terrible creature is the work of a necromancer. In reality, however, the creature is a construct, a golem in the same vein as a flesh or clay golem. Ghoul Servant. The art of crafting a golem from the bones of the fallen has been mastered by advanced clans or even nations of ghouls. After noticing the fragility of their animated skeletons, they undertook the study of construct magic to create the hardier and more resilient bone golems. These constructs are often sent on patrols with ghoul rangers to provide martial support. Construct in Undead Clothing. The ghoul arcanists who create bone golems do their best to disguise their creations as typical skeletons, hoping to fool wielders of divine might into wasting resources often used against real undead. In battle, a DC 20 Intelligence (Arcana) check is needed to determine the creature is a construct and not an undead. Construct Nature. A golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Golem, Bronze","description":"Steam hisses from openings along the chest and jawline of a shining bronze man with enormous fists. Refurbished Statues. Early bronze golems were crafted on a budget and had to use existing statues as a base. The interiors of these statues were hollowed out to fit the golem's internal steam boiler, and the leftover bronze was recast into an intimidating, stern-visaged head. Early bronze golems were used as arcane prison guards and guardians of secret temples. Magic over Mechanics. Bronze golems were first developed as early prototypes of the steam golems (Tome of Beasts). These prototypes used arcane magic to smooth over inconsistencies in early steam technology, but rapid advancements in steam and clockwork mechanical engineering has made mass-producing mechanical golems much faster and cheaper than creating magical ones. Valuable Bodies. A bronze golem weighs approximately 3,500 pounds and requires 3,000 gp worth of bronze and a steam engine worth 500 gp to construct. It also requires the replacement of magical reagents worth 1,500 gp every year to maintain the golem. Unlike a normal steam golem that requires coal and water to power it, these golems are powered by magical reagents, which perpetually generate burning steam within the bronze golem's internal boiler. Construct Nature. A golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Golem, Chain","description":"A mass of tangled, rusty chains rattles its barbed links. As it rises and moves, it takes on a vaguely humanoid form, like a figure draped in a hooded cloak made of chains. Chain golems are native to infernal regions and created by chain devils. The creation process involves several chain devils participating in a ritual, each devil shedding one or more chains from its body and giving a sliver of its life force. The mass of chains can then be commanded by any chain devil involved in its creation. Infernal Hunters. Chain golems are created by chain devils to hunt down particular quarry and returning the creature to its infernal creators. The quarry may be an escaped soul, a creature that betrayed the devils, or an enemy in retreat. Once set on the trail, a chain golem pursues relentlessly until it catches the creature or is destroyed. Servile. If the chain devils that created the golem die, the golem attempts to seek out others. If one or more chain devils reenact the ritual that initially created the golem, adding a chain from their own bodies to the golem, it becomes theirs to command. Construct Nature. The chain golem doesn't require air, food, drink, or sleep. Immutable Form. The chain golem is immune to any spell or effect that would alter its form. Infernal Tetanus . A creature infected with this disease manifests symptoms 2d4 days after infection, which include fever, headache, sore throat, and muscle aches. This disease affects the nervous system, causing painful, debilitating muscle spasms that eventually inhibit mobility, speech, and breathing. Until the disease is cured, at the end of each long rest, the infected creature must make a DC 16 Constitution saving throw. On a failure, the creature's Dexterity score is reduced by 1d4 and it is paralyzed for 24 hours. This reduction lasts until the creature finishes a long rest after the disease is cured. If the disease reduces the creature's Dexterity to 0, the creature dies. On a successful save, the infected creature instead suffers one level of exhaustion, and, until the disease is cured or the exhaustion is removed, it must succeed on a DC 16 Constitution saving throw to cast a spell with a verbal component. A creature that succeeds on three saving throws recovers from the disease. Magic Resistance . The chain golem has advantage on saving throws against spells and other magical effects. Magic Weapons . The chain golem's attacks are magical. Actions Multiattack. The chain golem makes two Chain attacks. Chain. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or contract the infernal tetanus disease (see the Infernal Tetanus trait). The target is grappled (escape DC 14) if it is a Large or smaller creature and the golem doesn't have another creature grappled. Imprison. The chain golem creates a prison of chains around a Medium or smaller creature grappled by it. While imprisoned, the creature is restrained and takes 14 (4d6) piercing damage at the start of each of its turns. The imprisoned creature or a creature within 5 feet of the golem can take an action to free the imprisoned creature. Doing so requires a successful DC 16 Strength check, and the creature making the attempt takes 7 (2d6) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Golem, Death Shroud","description":"A filthy burial shroud glides silently through the air, the vague features of a humanoid outlined on its cotton surface. The stench of an open grave hangs around it. Suffocating Automatons. A death shroud golem is created from the used burial shroud of a humanoid. Most death shroud golems are stained with dirt, blood, or mold, and a few are covered in even more unsavory substances. Despite their appearance, death shroud golems are sturdy constructs and can take quite a beating. A death shroud golem typically strikes from a hidden location, grappling and suffocating its victim. Funerary Constructs. Death shroud golems are normally found guarding tombs or other locations where their appearance wouldn’t arouse suspicion. Occasionally, necromancers and intelligent undead wear death shroud golems like a cloak or robe, releasing the creature to attack their enemies. Construct Nature. A death shroud golem doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Golem, Doom","description":"One hears a doom golem long before one sees it; a wailing of despair, a whisper of fate, like a lesser incarnation of death itself. Winter Bound. Made of antlers, bone, and steel infused with winter spirits of death and destruction, doom golems are the creations of evil wizards and doomsday cults. They invariably include a hangman's rope, bones of an animal sacrificed to a dark god, and the captured final breath of a man sent to die in exile. A doom golem is animated by a trapped spirit of the arctic, which flees with a howl when the golem is destroyed. Glowing Bones. The golem's inner core glows blue, making it easy to see a doom golem after nightfall. Their bone frameworks are sometimes built with polar bear skulls or white dragon bones, and many have a pronounced hunch in their posture. Chorus of Fear. A doom golem's clattering bones make noise to terrify foes. Animals find the sound disquieting, but demons, goblins, and other creatures of evil are delighted by the ominous tones. Construct Nature. A golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":10},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Golem, Dragonflesh","description":"A hulking being with a dragon’s head and a patchwork of black, blue, green, red, and white scales for skin lurches forward on two legs, raising clawed fists into the air. Dragonflesh golems are rare constructs created from the remains of dead chromatic dragons. Built from Dragon Corpses. Dragonflesh golems are powerful, but building such a creature requires great expense beyond the normal costs to create most other golems. The crafter must use the remains of five dragons, one of each color, of adult age or older. Mages looking to construct dragonflesh golems often hire adventurers to acquire the bodies they need. Powered by Dragon Blood. Dragonflesh golems require frequent infusions of dragon blood to remain operational. This blood does not need to come from a true dragon; any creature with draconic blood will suffice. Construct Nature. The dragonflesh golem doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Golem, Eye","description":"An eye golem is muscular giant, well-proportioned with smooth, marble-white skin covered in eye-like sigils. When it opens one of its eyes opens for a moment, a beam as bright as the sun shines forth, piercing the darkness. Covered in Arcana. Eye golems stand at least ten feet tall, and their magically durable hide is covered with real eyes as well as arcane sigils that resemble eyes. Blinds Victims. An eye golem rarely kills its victims, but leaves them blinded, wandering and tormented, seeing only visions of the eye golem flashing through their memory. This drives some mad while others instead choose to serve the golem, becoming devoted to the one who still holds sight. All Eyes Open. When killed, an eye golem does not simply fall down dead. All of its eyes open at once, a deafening bellow is heard for miles, and a blinding burst of light shines from the body. When the light and noise stop, hundreds of perfectly preserved eyeballs are left on the ground, still warm and fresh and without scars or damage. Thin beams of arcane energy connecting the eyes to their owners can be detected with a successful DC 25 Intelligence (Arcana) check. Those who wield the central eye once the golem is slain can use it to restore stolen eyes to their victims. Constructed Nature. A golem doesn’t require air, food, drink, or sleep. Traits Immutable Form: The golem is immune to any spell or effect that would alter its form. Magic Resistance: The golem has advantage on saving throws against spells and other magical effects. Magic Weapons: The golem’s weapon attacks are magical. Actions Multiattack: The golem makes two melee attacks. Slam: Melee Weapon Attack : +10 to hit, reach 5 ft., One target. Hit : 24 (4d8 + 6) Bludgeoning damage. Gaze of Ancient Light (Recharge 6): The golem emits a burst of blinding light, affecting all opponents within 30 feet who are visible to it. These creatures must make a successful DC 17 Constitution saving throw or be permanently blinded. All affected creatures, including those that save successfully, are stunned until the end of their next turn. Primal Voice of Doom (1/Day): The golem intones a disturbing invocation of the sun god. Creatures within 30 feet of the golem must make a successful DC 17 Wisdom saving throw or become frightened Deaf or unhearing creatures are unaffected. Shoot into the Sun (1 minute/day): When roused for combat, the golem opens many of its eyes, emitting blinding light. All ranged attacks, including ranged spells that require a spell attack roll, are made with disadvantage against the golem. The effect persists as long as the eye golem desires, up to a total of 1 minute (10 rounds) per day.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Golem, Fractal","description":"A twelve-foot-tall granite carving of a great warrior lunges to attack. Fractal golems are usually composed of granite. They are thin, long of limbs, and intricately carved. While looking like menacing hulks, these constructs are able trackers and lurkers. Programmed Hunters. Fractal golems are often used as bodyguards or arcane bounty hunters, knocking their quarry unconscious and bringing it back to their masters. A fractal golem's creator can imprint the golem with a specified individual the creator wants the construct to capture. Exploding Duplicates. Like other golems, fractal golems are nearly impervious to spells and ordinary weapons. However, when they would ordinarily be destroyed, they explode and split into smaller parts. Travelers fighting what they might have mistaken for an ordinary stone construct could end up fighting eight tiny golems, each with the power of the original. Once split, a fractal golem can't be healed or returned to its previous form. Construct Nature. A golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Golem, Hoard","description":"A hoard golem is a pile of gold, jewelry, and weapons that can rise on its own like a tidal wave of riches, with a cold and determined face. A hoard golem can crash down with the weight of a fortune, flattening everything in its path. Dragon Fears Made Real. The hoard golems were born from the paranoia of dragons. Despite their great physical and intellectual power, dragons are always suspicious of any creature willing to work for them. The first hoard golem was created when a dragon realized that there could be no guardian more trustworthy with its hoard than the hoard itself. Since then, the secret of hoard golem construction has emerged, and rich nobles have followed suit, enchanting their wealth to defend itself from thieves. Patient Homebodies. As constructs, hoard golems are mindless, lying in wait for anyone other than their creator to come within striking distance. In the case of evil dragons, this may include the wyrmlings of dragon parents looking to establish dominance in the family. Hoard golems fight to the death, but they rarely leave the rooms they inhabit for fear that clever treasure hunters might trick the hoard into walking itself right out of the owner’s den. Silent and Wealthy. Hoard golems cannot speak. A hoard golem is 25 feet tall and weighs 20,000 lb. A hoard golem’s body is composed of items—copper, silver, gold, works of art, armor, weapons, and magical items—worth at least 5,000 gp. Constructed Nature. A golem doesn’t require air, food, drink, or sleep. Traits Strike with Awe: Creatures within 120 feet of an immobile hoard golem suffer disadvantage on Wisdom (Perception) checks. A creature’s sheer glee on discovering a vast hoard of treasure distracts it from its surroundings. Immutable Form: The golem is immune to any spell or effect that would alter its form. Magic Resistance: The golem has advantage on saving throws against spells and other magical effects. Magic Weapons: The golem’s weapon attacks are magical. Actions Multiattack: The golem makes two slam attacks. Slam: Melee Weapon Attack : +10 to hit, reach 10 ft., One target. Hit : 39 (6d10 + 6) Bludgeoning damage. Thieving Whirlwind (Recharge 5–6): The hoard golem transforms into a 20-foot radius whirlwind of the treasures of which it is composed. In this form, it has immunity to all slashing and piercing damage. As a whirlwind, it can enter other creatures’ spaces and stop there. Every creature in a space the whirlwind occupies must make a DC 17 Dexterity saving throw. On a failure, a target takes 40 (6d10 + 7) bludgeoning damage and the whirlwind removes the most valuable visible item on the target, including wielded items, but not armor. If the saving throw is successful, the target takes half the bludgeoning damage and retains all possessions. The golem can remain in whirlwind form for up to 3 rounds, or it can transform back to its normal form on any of its turns as a bonus action.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Golem, Ice","description":"This barrel-chested humanoid has metal straps leading from its shoulders to legs made from the same metal. The metal in its torso holds a block of ice in place. Created to incapacitate and capture creatures on behalf of its controller, an ice golem follows the target assigned to it until it captures its quarry and returns its controller. Icy Hunters. Ice golems operate best in cold climates or during winter. While their creation allows them to withstand some heat, they can't carry out their tasks effectively in constant temperatures above 100 degrees Fahrenheit. Rogue Golems. Uncontrolled ice golems continue following their main directive, but they focus on capturing whenever they have an empty chest cavity. These golems kidnap their victims and deposit their captives relatively unharmed in a location they have declared as their home bases. Fortunately, the golems have no concept of concealing their movement, making them and their targets easy to track. Construct Nature . The ice golem doesn't require air, food, drink, or sleep. Ice Cavity. The ice golem's torso is a block of ice that it can liquefy and refreeze, trapping and preserving creatures inside it. If the golem takes 15 fire damage or more on a single turn, the cavity liquefies if it was frozen. When the cavity is frozen, a creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 9 (2d8) cold damage. When the cavity is liquefied, a creature within 5 feet of the golem can take an action to pull a petrified creature out of the golem, if the golem has one inside it. Doing so requires a successful DC 16 Strength check, and the creature making the attempt takes 9 (2d8) cold damage. Immutable Form. The ice golem is immune to any spell or effect that would alter its form. Magic Resistance. The ice golem has advantage on saving throws against spells and other magical effects. Actions Multiattack . The ice golem makes two Slam attacks, or it makes one Slam attack and uses Preserve Creature. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 9 (2d8) cold damage. The target is grappled (escape DC 16) if it is a Medium or smaller creature and the golem doesn't have another creature grappled. Preserve Creature. The ice golem preserves a Medium or smaller creature grappled by it. The preserved creature can't breathe and is restrained as it starts to freeze. The restrained creature must make a DC 16 Constitution saving throw at the end of its next turn. On a failure, it takes 18 (4d8) cold damage, becomes petrified in ice in the golem's Ice Cavity, and has total cover from attacks and other effects outside the golem. If this damage reduces a creature to 0 hp, the creature automatically becomes stable. A petrified creature removed from the golem's Ice Cavity thaws, ending the petrification, in 1d4 rounds or immediately after taking fire damage. On a success, the creature takes half the damage and is ejected, landing prone in an unoccupied space within 5 feet of the golem. If the golem moves, the preserved creature moves with it. The golem can have only one creature preserved at a time. The golem can't use Preserve Creature if its Ice Cavity is frozen. Reactions Freeze or Liquefy Cavity . The ice golem freezes or liquefies its Ice Cavity.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Golem, Keg","description":"An ornate keg with a stern dwarven face, arms, and legs walks about the tavern, dispensing drink to any and all. Dwarven runes adorn the metal of the keg golem, powering it. Some dwarves use the golems to promote their favorite drinking spots. Creation. Keg golems are created when dwarven rune masters acquire a keg of their strongest ale and carve magical runes into it. The creator then forges a replica of its own face onto the front of the keg. The process requires two weeks of forging and runic inscription. The runes glow with the arcane energy of the creator, ranging from faint blues to dark reds. Mobile Guardian. Many dwarves create these constructs to use as a mobile source of ale on long journeys. When its master is threatened, the golem helps to incapacitate the adversary with its powerful ale blast. If lost, stolen, or bartered for, a keg golem can be used for promotional purposes or for guarding a tavern. Construct Nature. A golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Golem, Lotus","description":"Drawing power from the river's current, the creature's core glows brighter, and its flowery surface blossoms and fades in cycles like a dozen springtimes. Magic Battery. Lotus golems absorb magical power from their surroundings, which spellcasters can utilize. Flowering Strength. A lotus golem's body always has several blossoms, typically blooms of water plants. These are linked to its mystic strength: a lotus golem with only a few blossoms is far less powerful than one covered in them. Seasonal Creations. The lotus golem is made of woven water plants and flowers. To make a lotus golem, the creator must use expert weavers with fresh materials and complete the ritual between sunset and sunrise along a river bank. The golems are much less durable than their clay or stone counterparts and usually last only a few seasons. When they fall apart, their reeds and papyrus elements are used to make spell scrolls. Construct Nature. A golem doesn't require air, food, drink, or sleep. Lotus Golems in Midgard Lotus golems are found throughout the Southlands, especially in Siwal, Nuria Natal, and Ishadia. To use the golem's charge points, a caster must be a ley line initiate (see Midgard Heroes Handbook). A lotus golem near a weak ley line has 1 charge point, while strong and titanic ley lines provide 2 and 4 points, respectively.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Golem, Maggot","description":"The inexperienced say that nothing dangerous comes from the Positive Energy Plane, but they are sometimes reminded of the dangerous maggot golems, which are animated by positive energy. A maggot golem is arguably the least intelligent version of golem known to exist, and most creators quickly give up trying to give it any command that involves more than one word. Those who know how to create maggot golems tend to make two to four at a time from rotten piles of corpses, heavily infested with maggots.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":34600,"Challenge Rating":4},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Golem, Manastorm","description":"All the colors of the rainbow shimmer within a cloud. It coalesces into a vaguely humanoid form that smells of ozone and ash. A Golem Without Form. The manastorm golem is the creation of a master wizard who harnesses the magic around it to create a construct without the need for materials; it makes the creature from magic itself. The golem is malleable and amorphous, expanding and contracting as needed, but it always reforms into a vaguely humanoid-shaped cloud of energy. Intelligent and Communicative. The manastorm golem is unique among its cousins because it is given an inherent intelligence from its creator. This, and its ability to fly, makes it a perfect scout. The golem can fly somewhere, investigate the area, and return with information, conveying it to the golem's master via magical whispers. Construct Nature. A golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Golem, Origami","description":"A vellum tapestry tears away from its wall mounts, then folds itself into the form of a paper dragon the size of a horse. Origami golems are exquisitely crafted from fine textiles, such as paper, vellum, papyrus, or starched silks. Origami golems serve well as hidden sentries, appearing as expensive, but innocuous screens, wall hangings, artwork, or floor-coverings until they attack. Murderous Masterworks. Some creators have a more sinister role in mind for the origami golem. These creatures use the golems as assassins, sneaking the creatures into areas where the intended victim will be, or delivering it as a gift. The golems then attack when opportunity allows. Construct Nature. The origami golem doesn't require air, food, drink, or sleep. False Appearance (Unfolded Form Only). While the golem remains motionless, it is indistinguishable from an ordinary paper screen, tapestry, or similar flat paper or fabric artwork. Immutable Form. The golem is immune to any spell or effect that would alter its form, except Fold. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Standing Leap (Frog Form Only). The golem's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Actions Multiattack. The origami golem makes three Lacerating Strike or Wing Buffet attacks. Lacerating Strike. Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) slashing damage. Wing Buffet (Dragon or Swan Form Only). Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. Hazardous Hop (Frog Form Only). If the golem jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in an unoccupied space it can see. Each creature within 10 of the golem when it lands must make a DC 15 Dexterity saving throw. On a failure, a creature takes 33 (6d10) bludgeoning damage and is knocked prone. On a success, it takes half the damage and isn't knocked prone. Shredded Breath (Dragon Form Only, Recharge 5-6). The golem exhales a spray of paper fragments in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 31 (9d6) slashing damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded. Trumpeting Blast (Swan Form Only, Recharge 5-6). The golem emits a trumpeting blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 31 (7d8) thunder damage and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn't deafened. Bonus Actions Fold. The golem can fold and reshape its papery body to resemble a Large dragon, a Large swan, or a Medium frog. It can use this bonus action again to unfold into a Large, flat piece of decorative fabric or paper. Its statistics, other than its size, are the same in each form. It reverts to its unfolded form if it dies.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Golem, Paper","description":"A seemingly ordinary piece of paper leaps to life and lashes out with its sharp edges. Reams of Danger. Though a single paper golem can protect the spellbooks of paranoid spellcasters, it is far more formidable when in the form of a swarm. Protector of Secrets. Once the paper golem has been created, it patiently lies in wait, dormant until an unsuspecting creature happens upon it. Poisoned Manuscripts. The ink of the paper golem is imbued with magic, creating a toxin to use against its victims. Construct Nature. A golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Golem, Salt","description":"A salt golem is a crudely sculpted, roughly humanoid crystalline form that shuffles about on wide, stump-like feet. Tiny salt crystals fall from its body in a glittering cloud with every step. Coastal Druids. These unnatural creatures are created by druids and others living in coastal or desert regions, or by those who seek to wage war with creatures susceptible to the warding powers of salt. Stories tell of a druid who built a squad of nine salt golems to combat a rampaging zmey. The salt warriors waged a long hunt and eventually killed the powerful dragon in its lair while the creator druid and her wizard companion reaped the spoils of its hoard. Crystalline and Silent. A salt golem has a crudely formed humanoid body made of crystalline salts. It wears no clothing or armor and carries no weapons or other possessions. It cannot speak—the only sound it makes is the susurrus of sliding sand as it moves. A salt golem is incapable of strategy or tactics. It mindlessly fights until it destroys its opponents or until ordered to stop by its creator. Valuable Remains. A salt golem stands about eight feet tall and weighs around 1,000 lb. A salt golem’s body is formed from a composite of at least 1,000 lb of rare salts and minerals worth at least 2,500 gp. Constructed Nature. A golem doesn’t require air, food, drink, or sleep. Traits Blinding Salt Spray: Any time the golem is hit in combat, thousands of tiny salt crystals erupt from its body. All creatures within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or become blinded for 1d3 rounds. Immutable Form: The golem is immune to any spell or effect that would alter its form. Magic Resistance: The golem has advantage on saving throws against spells and other magical effects. Magic Weapons: The golem’s weapon attacks are magical. Actions Multiattack: The golem makes two slam attacks. Slam: Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 27 (5d8 + 5) Bludgeoning damage. On hit, the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Golem, Smaragdine","description":"This large statue of emerald-green crystal has a humanoid body with the head of an ibis. Tiny symbols and runes are etched into it, and portions are inlaid with bits of gold. Occult Initiates. Smaragdine golems are crafted by disciples of occult esoterica to guard their secret meeting halls, sacred texts, and the arcane books of power. Emerald Body. Though they seem to be made entirely of emeralds (and some are used in their construction), a smaragdine golem’s body is closer to enchanted glass than to gemstones, a sad truth that has disappointed many plunderers. A Maker’s Privilege. Though smaragdine golems are sometimes given to powerful mages, scholars, theurgists, and hierophants as a token of esteem, they are always subject first to the magic and orders of their creators. Constructed Nature. A golem doesn’t require air, food, drink, or sleep. Smaragdine Golems in Midgard Smaragdine golems are creations of the Emerald Order. Because they are grown from fragments of the Emerald Tablet, the golems embody the wisdom and knowledge of Thoth-Hermes. This makes them strangely susceptible to spells that normally have no effect on the mindless. Their link to the Tablet also means that these golems can track them unerringly, so long as both the tablets and the golems are on the same plane. When tracking this way, the golems act with uncanny intelligence. Rather than blindly blundering through obstacles, they seek a doorway or another path, taking an indirect path if necessary, but always moving closer to the tablets. Traits Immutable Form: The golem is immune to any spell or effect that would alter its form. Magic Resistance: The golem has advantage on saving throws against spells and other magical effects. Magic Weapons: The golem’s weapon attacks are magical. Absorb Magic: As a bonus action, the golem targets any creature, object, or magical effect within 10 feet of it. The golem chooses a spell already cast on the target. If the spell is of 3rd level or lower, the golem absorbs the spell and it ends. If the spell is of 4th level or higher, the golem must make a check with a +9 modifier. The DC equals 10 + the spell’s level. On a successful check, the golem absorbs the spell and it ends. The golem’s body glows when it absorbs a spell, as if under the effect of a light spell. A smaragdine golem can only hold one absorbed spell at a time. Actions Multiattack: The golem makes two slam attacks. Slam: Melee Weapon Attack : +12 to hit, reach 5 ft., One target. Hit : 25 (4d8 + 7) Bludgeoning damage. Release Spell: The golem can release an absorbed spell effect as a blast of green energy, which blasts out as a sphere centered on the golem with a radius of 10 feet per level of the absorbed spell. All creatures in the area of effect other than the golem takes 7 (2d6) lightning damage per level of the absorbed spell, or half damage with a successful DC 18 Dexterity saving throw. Creatures that fail the saving throw are also blinded until the end of the golem’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Golem, Steam","description":"With wicked axe blades fastened along its arms and bronze runes inlaid on its armored torso, a steam golem is a smooth-running machine of death. Boilers and Hydraulics. A steam golem is built around a central boiler with clockwork gears and hydraulic cylinders powering its legs and arms. Most steam golems have axe blades welded onto each of their arms, and many can extend one arm into a single, long-hafted axe for additional reach. They tower 10 feet tall, and their legs are often built with reversed knee joints for greater leverage when they move. The eyes of a steam golem glow orange or red from its internal fires. Steam Whistle. A steam golem has four to six vents for releasing steam. These whistles are mounted over the shoulders and can be heard at distances up to a mile in open terrain. Fuel Required. A steam golem’s machinery consumes 30 lb. of coal and 100 gallons of water per day if it engages in more than brief combat. When resting or standing guard, a steam golem needs just one third of those amounts. Constructed Nature. A golem doesn’t require air, food, drink, or sleep. Traits Boiler Weakness: A steam golem that’s immersed in water or whose boiler is soaked with at least 20 gallons of water (such as from a water elemental) may be stopped in its tracks by the loss of steam pressure in the boiler. In the case of a water elemental, dousing a steam golem destroys the elemental and the golem must make a DC 20 Constitution saving throw. If it succeeds, the water instantly evaporates and the golem continues functioning normally. If it fails, the golem’s fire is extinguished and the boiler loses pressure. The steam golem acts as if affected by a slow spell for 1d3 rounds, then becomes paralyzed until its fire is relit and it spends 15 minutes building up pressure. Immutable Form: The golem is immune to any spell or effect that would alter its form. Extend Long Ax: A steam golem can extend or retract one arm into long ax form as a bonus action. Magic Resistance: The golem has advantage on saving throws against spells and other magical effects. Magic Weapons: The golem’s weapon attacks are magical. Actions Multiattack: The steam golem makes two ax arm attacks, or one long axe attack. Ax Arm: Melee Weapon Attack : +13 to hit, reach 5 ft., One target. Hit : 22 (4d6 + 8) Slashing damage. Long Axe: Melee Weapon Attack : +13 to hit, reach 10 ft., One target. Hit : 40 (5d12 + 8) Slashing damage. Steam Blast (Recharge 5–6): A steam golem can release a blast of steam. The golem chooses whether to affect a 5-foot radius around itself or a 20-foot cube adjacent to itself. Creatures in the affected area take 38 (7d10) fire damage, or half damage with a successful DC 17 Constitution saving throw. Reactions Whistle: When an opponent within 30 feet of the golem tries to cast a spell, the steam golem can emit a shriek from its twin steam whistles. The spellcaster must make a DC 17 Constitution saving throw. If the save succeeds, the spell is cast normally. If it fails, the spell is not cast; the spell slot is not used, but the caster’s action is.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Golem, Tar","description":"Hot, steaming tar rises from a barrel into a roughly humanoid shape with a menacing posture. There are two basic types of tar golems. The first is made from wood tar, rendered from the wood and roots of pine trees, while the second is made from naturally occurring asphalt, as that found in tar pits or rendered from coal. Other than the source of the tar, both types of golems are identical, with some creators preferring the more floral scent of the wood tar. Seaside Constructs. Tar golems are typically found aboard ships or on docks, where tar used in waterproofing ships is plentiful. In combat situations, a tar golem can be a surprise defense against boarders and can help stop the spread of fire. Military ships and well-to-do pirates often catapult the golems onto enemy ships to wreak havoc in advance of boarding parties. Creature of Utility. While a tar golem is of great use in battle, on most ships it has a role in day-to-day life. The golem can waterproof sails and seal planks on the deck or in the hull. A ship's doctor may use a golem to apply tar to a wound to prevent infection or to kill a fungal infection. Its magical nature allows a golem to replenish itself over time, provided it isn't used excessively for such duties. Construct Nature. The tar golem doesn't require air, food, drink, or sleep. Fire Hazard. When the tar golem takes fire damage, it bursts into flame. The golem continues burning until it takes cold damage, is immersed in water, or it uses Quench. A creature that touches the burning golem or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. While burning, the golem's weapon attacks deal an extra 5 (1d10) fire damage on a hit. Hardened Tar . If the tar golem takes cold damage in the same round it is reduced to 0 hp, it is paralyzed for 1 minute, remaining alive. If it takes fire damage while paralyzed, it regains a number of hp equal to the fire damage dealt. Otherwise, it dies when the condition ends. Immutable Form . The tar golem is immune to any spell or effect that would alter its form. Magic Resistance . The tar golem has advantage on saving throws against spells and other magical effects. Magic Weapons . The tar golem's weapon attacks are magical. Noxious Smoke (Burning Only). While the tar golem is burning, it gives off poisonous fumes. A creature that starts its turn within 5 feet of the burning golem must succeed on a DC 13 Constitution saving throw or be poisoned as long as it remains within 5 feet of the golem and for 1 round after it leaves the area. Spider Climb . The tar golem can climb difficult surfaces, including upside down on ceilings, without having to make an ability check. Actions Multiattack. The tar golem makes three Slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Bonus Actions Draw Flames. The tar golem can extinguish up to a 10-foot cube of nonmagical fire within 5 feet of it, drawing the fire into itself and activating its Fire Hazard trait. Quench (Burning Only). The tar golem extinguishes any fire on it, deactivating its Fire Hazard trait.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Golem, Vine","description":"A humanoid-shaped tangle of green vines shambles through a portal and gives a friendly wave. Druid Servants. Vine golems are constructs created by druids for use as scouts and guardians. These plant-like constructs maintain a psychic connection with their creators, who can see through their eyes and cast spells through them. The golem-creator connection is maintained across the planes of the multiverse and is severed only if the construct or the druid dies. The vine golem is made from a variety of rare plants and flowers found only in the depths of old-growth forests. The process of creating a vine golem is closely guarded by cabals of druids, who will sometimes gift worthy druids with the knowledge in the form of a manual of vine golems. Golems without Creators. When a vine golem’s creator dies, the construct carries out the druid’s final orders and then retreats to the nearest wilderness. Driven by a psyche fractured from the loss of its creator, the vine golem guards the animals and plants of its chosen home with extreme prejudice, attacking all intruders, regardless of any previous affiliation they might have had with its creator. Construct Nature. A vine golem doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"neutral","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Golem, Vine","description":"A humanoid-shaped tangle of green vines shambles through a portal and gives a friendly wave. Druid Servants. Vine golems are constructs created by druids for use as scouts and guardians. These plant‑like constructs maintain a psychic connection with their creators, who can see through their eyes and cast spells through them. The golem-creator connection is maintained across the planes of the multiverse and is severed only if the construct or the druid dies. The vine golem is made from a variety of rare plants and flowers found only in the depths of old-growth forests. The process of creating a vine golem is closely guarded by cabals of druids, who will sometimes gift worthy druids with the knowledge in the form of a manual of vine golems. Golems without Creators. When a vine golem’s creator dies, the construct carries out the druid’s final orders then retreats to the nearest wilderness. Driven by a psyche fractured from the loss of its creator, the vine golem guards the animals and plants of its chosen home with extreme prejudice, attacking all intruders, regardless of any affiliation they might have previously had with its creator. Construct Nature. A vine golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The vine golem makes two thorned vine attacks. Thorned Vine. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: (1d8+4) piercing damage. On a hit, the target must succeed on a DC 14 Strength saving throw or be pulled 10 feet toward the vine golem. Thorned Embrace. Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: (2d8+4) piercing damage. On a hit, the target is grappled (escape DC 11). Until the grapple ends, the target is retrained, and the vine golem can’t embrace another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"neutral","Expansion":16,"Challenge Rating":3},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Golem, War Machine","description":"A tavern-sized, iron construct crushes everything in its path, sweeping away enemies and walls with one swipe of its mighty fist. The top of its head sports a catapult launching boulders. War machine golems are 40-foot-high, self-piloting siege weapons powered by dwarven engineering and necromancy. Fueled by Dead Dwarves. It takes a battalion of dwarf engineers a decade to manufacture a body for a golem war machine. Once the body is constructed, a circle of five necromancers summons the spirits of the dwarves' ancestors. Infused with these spirits, the body comes to life. The construct is bound to a master by the circle of necromancers at the time of the spirit infusion, usually a dwarf general. If the golem loses its master, it follows its last order and then lies dormant until another circle of necromancers is assembled to cast a ritual to bind the construct to a new master. Construct Nature. A golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":18},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Golfu","description":"Golfu Rare and fearsome creatures, golfus are enormous, physically powerful birds that are feared for their ferocity as much as they are for their deadly screech. Four-legged, with a wingspan of approximately ten feet, their appearance is somewhat similar to an enormous owl. They have large, piercing eyes that are always alert, and their body is covered in dark, coarse feathers. Their sharp, curved beaks are designed for tearing flesh and cracking bones, and their powerful talons are capable of inflicting deadly wounds. Stony Screech. Perhaps the most feared aspect of the golfu is their ability to petrify their enemies with their screech. When attacked or threatened, they make a loud screeching sound that can turn their foes into crude granite statues. These statues appear mostly as they were in life, with a crude, rough-hewn texture, and a frozen, lifeless expression. This ability is especially potent against other flying creatures, causing their petrified form to crash to the ground, often shattering on impact. Territorial Nesting. Golfus are territorial creatures that fiercely defend their nests and their young. They build their nests in high, rocky crevices or in the tall grasses of mountainous regions. golfu eggs are large and speckled, and it takes four months for them to hatch. They have been known to attack humans and other intelligent creatures who venture too close to their nests or their young.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Golgari Shaman","description":"Golgari shamans are the spiritual leaders of the Golgari Swarm. They teach the guild’s beliefs about the cycles of nature, using their necromantic magic to show how life sprouts from death. Golgari shamans paint their faces so they appear to have extra eyes on their cheeks and chins. They sometimes use magical moodmark paint (described in chapter 5) to allow them to communicate by means of these marks. They wear clothing adorned with beetle carapaces, spiderwebs, or shelf fungus. Izoni, Devkarin Matka The spiritual leader of the Devkarin elves holds the position of matka. Izoni, a Golgari shaman, has recently risen to her position after the suspicious death of her predecessor, Zdenia. Izoni is known for her ability to control insects and spiders, and she is never encountered without the company of one or more swarms of insects crawling over and around her. When she walks, she appears to glide over the ground. Traits Fey Ancestry. The shaman has advantage on saving throws against being charmed, and magic can’t put it to sleep. Spellcasting. The shaman is an 8th-level Golgari spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The shaman has the following druid spells prepared: Cantrips (at will): poison spray, shillelagh, thorn whip 1st level (4 slots): cure wounds, entangle, ray of sickness 2nd level (3 slots): pass without trace, ray of enfeeblement, spike growth 3rd level (3 slots): animate dead, dispel magic, plant growth 4th level (2 slots): blight, giant insect Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. Fungal Rot. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. Reactions Feed on Death. When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 (1d10) temporary hit points. Lair Actions Members of the Golgari Swarm have an intimate connection to their territory. When at least six Golgari defend their territory together, they can call on the environment to aid them. The group must include Jarad Vod Savo or at least one Golgari shaman, kraul death priest, undercity medusa, or Devkarin lich. When determining the difficulty of such an encounter, consider the lair to be one additional creature of challenge rating 1. On initiative count 20 (losing initiative ties), the Golgari group takes a lair action, causing one of the following effects; the Golgari can’t use the same effect two rounds in a row: If the Golgari can see any sewer openings, they can cause sewage to overflow. Any creature within 20 feet of such an opening must succeed on a DC 15 Dexterity saving throw or be knocked prone and pushed up to 20 feet in a straight line away from the opening. Spore-laden fungi release a cloud that fills a 20-foot-radius sphere centered on a point the Golgari choose within 120 feet of any member of the group. The cloud spreads around corners and remains until one of the Golgari dismisses it as an action, the Golgari group uses this lair action again, or all the members of the Golgari group die. The area within the cloud is lightly obscured. Any creature in the cloud when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn in the cloud takes 10 (3d6) poison damage. Tendrils of creeping fungi reach out to ensnare the enemies of the Golgari. The Golgari choose a 15-foot-radius sphere centered on a point within 60 feet of any member of the group. Each creature in the area that isn’t allied with the Golgari group must succeed on a DC 15 Dexterity saving throw or become restrained until the Golgari group uses this lair action again, all the members of the group are slain, or no member of the group is within 60 feet of the effect. A creature restrained in this way can use an action to make a DC 15 Strength check, ending the restrained effect on itself with a success. Regional Effects The region containing a Golgari lair is infested with mosses and strange fungi. This habitat accounts for one or both of the following effects in the surrounding undercity (the effects don’t spread to the surface): Moss, fungi, and other growth covers every underground surface within half a mile of the lair. Fungal spores drifting throughout the lair have the power to animate corpses. Whenever a Small or Medium humanoid dies within the lair, roll a die. On an odd number, the dead creature rises up as a fungus drudge (use the zombie stat block in the Monster Manual ) 1d8 hours later, unless its body is destroyed. If all the Golgari in the lair die, the regional effects fade over 1d10 days.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":7,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Goliath Giant-Kin","description":"Few things bring me as much delight as goliaths who strive to celebrate their connection to the magnificent history of giants. When they sing me hymns, their voices are sweetest. —Diancastra Goliaths are Humanoids distantly related to giants. Infused with the supernatural essence of their ancestors’ mountainous home, goliaths have the strength and fortitude to garner a giant’s respect. Communities of goliaths who live in close relationship with giants emulate them and are recognized by the giants as kin. These goliath giant-kin often act as liaisons between giant clans and other Humanoids. Though they rarely stand more than 8 feet tall, goliaths can hold their own in contests of strength with ogres. Goliath giant-kin can also channel the magic of their giant relatives into mighty melee attacks. Though they are not part of the ordning, goliath giant-kin often revere the divine ancestors of the giants, with a particular affinity for Annam’s daughters: Diancastra, Hiatea, and Iallanis. They also tend to extol the same virtues as the giants they live alongside, so goliath giant-kin dwelling near frost giants boast of their might, while those dwelling with stone giants cherish artistry. Actions Multiattack. The goliath makes two Spear attacks. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. Bonus Actions Giant's Strikes (Recharge 5-6). Until the end of its turn, the goliath's melee attacks each deal an extra 7 (2d6) damage of a type determined by the goliath's giant community: cold (frost giant), fire (fire giant), force (stone giant), lightning (storm giant), piercing (hill giant), or thunder (cloud giant).","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":24749,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Goliath Longlegs","description":"A spider the size of a large house, with legs that could pass for trees, moves through the forest. Solitary hunters, goliath longlegs sit motionless for long periods of time, waiting for unsuspecting prey to walk beneath them. Stealthy Ambush Predators. The legs of a goliath longlegs mimic the size and texture of the trees of the forest in which it resides. It uses this natural camouflage to its advantage, hiding its body in the crowns of the nearby trees. Venomous Weapons. The goliath longlegs' legs are vulnerable to attack, so it prefers to poison its prey with a paralyzing nerve agent. Unknown Origin. Not much is known about the origin of this species. They are few in number, and, when one is discovered, word rarely gets back to civilization.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Goliath Warrior","description":"At the highest mountain peaks—far above the slopes where trees grow, where the air is thin and the frigid winds howl—dwell the reclusive goliaths. Few other folk can truthfully claim to have seen a goliath, and fewer still to have forged a friendship with one. Goliaths love to compete and keep score, counting up their deeds and tallying their accomplishments to compare to what others have done. Goliaths love to win, but they see defeat as an incentive to improve their skills. Above all else, every goliath is driven to outdo their past performance, taking greater and greater risks. As a result, few goliaths live to see old age. Spine of the World Goliaths Goliaths inhabit the Spine of the World, where their mettle is tested against orcs, ogres, frost giants, remorhazes, ice trolls, young white dragons, the treacherous mountain terrain, and the cruel indifference of nature. Bitter Rivals. Skytower Shelter and Wyrmdoom Crag are two mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse to get along, and competition between them is fierce and often violent. They stare at each other across mountain peaks and fight over everything from necessities to territory. The likelihood of peace between them is remote, because goliaths like to hold grudges. Traits Mountain Born. The goliath is acclimated to high altitude, including elevations above 20,000 feet. Powerful Build. The goliath counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Actions Multiattack. The goliath makes two attacks with its greataxe or hurls two javelins. Greataxe. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: (1d12+4) slashing damage. Javelin. Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: (1d6+4) piercing damage. Reactions Stone’s Endurance (Recharges after a Short or Long Rest). When the goliath takes damage, it reduces the damage taken by 9 (1d12 + 3).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goliath)","Alignment":"any alignment","Expansion":6331,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Goliath Warrior","description":"Goliaths inhabit the Spine of the World, where their mettle is tested against orcs, ogres, frost giants, remorhazes, ice trolls, young white dragons, the treacherous mountain terrain, and the cruel indifference of nature. Bitter Rivals. Skytower Shelter and Wyrmdoom Crag are two mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse to get along, and competition between them is fierce and often violent. They stare at each other across mountain peaks and fight over everything from necessities to territory. The likelihood of peace between them is remote, because goliaths like to hold grudges. Traits Mountain Born. The goliath is acclimated to high altitude, including elevations above 20,000 feet. Powerful Build. The goliath counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Actions Multiattack. The goliath makes two attacks with its greataxe or hurls two javelins. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Reactions Stone’s Endurance (Recharges after a Short or Long Rest). When the goliath takes damage, it reduces the damage taken by 9 (1d12 + 3).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goliath)","Alignment":"any alignment","Expansion":27909,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Goliath Werebear","description":"Goliath legends speak of a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing snow. Elders invoke her name to keep young goliaths from wandering too far from home before they’re ready. Adult goliaths sometimes encounter this legendary individual in their travels to the far-flung corners of the dale. If they flee like cowards, Oyaminartok laughs and lets them go to wander in obscurity. If they challenge Oyaminartok to a fight, the Winter Walker smiles and tests their mettle. Those who impress her with their fighting skills are bitten and become goliath werebears themselves—goliaths who carry Oyaminartok’s curse of lycanthropy. Contrary to myth, Oyaminartok is not a monster but a force of good in the region, and she passes her curse only to goliaths whose hearts are pure. Oyaminartok and others of her kind try to help creatures they come across, for the weather and the geography of Icewind Dale can be brutal. They know the safest routes across the tundra, and they can help guide travelers through the Sea of Moving Ice and across its ever-shifting ice floes. These polar werebears attack evil in the wilderness, but they steer clear of camps and settlements. Fire is Oyaminartok’s bane, and thus she and her kind are wary around hearths and open flames. Traits Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell. Mountain Born. The werebear is acclimated to high altitude, including elevations above 20,000 feet Powerful Build (Humanoid Form Only). The werebear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Shapechanger. The werebear can use its action to polymorph into a Large bear–humanoid hybrid or into a Large polar bear, or back into its goliath form. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Actions Multiattack. The werebear makes two melee attacks Bite (Bear or Hybrid Form Only). Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit: (2d10+5) piercing damage. If this attack hits and the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werebear lycanthropy, as described in the Monster Manual. Claw (Bear or Hybrid Form Only). Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: (2d8+5) slashing damage. Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: (1d12+5) slashing damage. Reactions Stone’s Endurance (Recharges after a Short or Long Rest). When the werebear takes damage, it reduces the damage taken by 10 (1d12 + 4).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goliath)","Alignment":"neutral good","Expansion":6331,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Goliath Werebear","description":"Goliath legends speak of a creature that prowls the far reaches of Icewind Dale, known as Oyaminartok the Winter Walker. She can take the form of either a polar bear or a hulking, bipedal shape obscured by wind and blowing snow. Elders invoke her name to keep young goliaths from wandering too far from home before they’re ready. Adult goliaths sometimes encounter this legendary individual in their travels to the far-flung corners of the dale. If they flee like cowards, Oyaminartok laughs and lets them go to wander in obscurity. If they challenge Oyaminartok to a fight, the Winter Walker smiles and tests their mettle. Those who impress her with their fighting skills are bitten and become goliath werebears themselves—goliaths who carry Oyaminartok’s curse of lycanthropy. Contrary to myth, Oyaminartok is not a monster but a force of good in the region, and she passes her curse only to goliaths whose hearts are pure. Oyaminartok and others of her kind try to help creatures they come across, for the weather and the geography of Icewind Dale can be brutal. They know the safest routes across the tundra, and they can help guide travelers through the Sea of Moving Ice and across its ever-shifting ice floes. These polar werebears attack evil in the wilderness, but they steer clear of camps and settlements. Fire is Oyaminartok’s bane, and thus she and her kind are wary around hearths and open flames. Traits Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell. Mountain Born. The werebear is acclimated to high altitude, including elevations above 20,000 feet. Powerful Build (Humanoid Form Only). The werebear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Shapechanger. The werebear can use its action to polymorph into a Large bear–humanoid hybrid or into a Large polar bear, or back into its goliath form. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Actions Multiattack. The werebear makes two melee attacks. Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werebear lycanthropy, as described in the Monster Manual . Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage. Reactions Stone’s Endurance (Recharges after a Short or Long Rest). When the werebear takes damage, it reduces the damage taken by 10 (1d12 + 4).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goliath, shapechanger)","Alignment":"neutral good","Expansion":27909,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Goon","description":"Goons are experienced street toughs. They might be working for the mob, leading lesser punks, or providing a gang some extra muscle. Traits Roles . Hulk, Melee, Fodder Equipment . Medium improvised weapon (chain, pipe, etc.), street clothes, Pocket stuff Dogpile . The thug has advantage on an attack roll against an enemy if at least one of the thug’s allies is within 5 feet of that enemy and the ally isn’t incapacitated. Actions Multiattack . The goon makes two attacks: one with its unarmed strike and one with its improvised weapon. Unarmed Strike. Melee Attack: + 4 to hit, PV 1 , reach 5 ft., one target. Hit: 4 ( 1 d 4 + 2 ) bludgeoning damage. Improvised Weapon. Melee Attack: + 4 to hit, PV 1 , reach 5 ft., one target. Hit: 6 ( 1 d 8 + 2 ) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"person (human)","Expansion":16366,"Challenge Rating":"1/2"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Goorge","description":"The goorge are a species of strange, slimy creatures with spider-like legs and web-building abilities. Just under a foot in diameter and grey in color with tinges of blues and purples, the goorge have a rounded, bulbous body with stretchy skin that secretes a mucous that keeps it moist. The goorge has nearly no facial features, aside from six tiny eyes on the top of its body and a circular maw on its underside, lined with two rows of razor-sharp teeth. Protruding from its body are eight segmented legs with blade-like tarsal claws that emit poison. Web-spinning Predators . The goorge’s main food source are sprites and other tiny fey creatures. They spin elaborate webs to catch their prey, strong enough to immobilize any small creature. Hungry for Oor, the goorge will target those who can sustain their need first and head straight for any fey it sees. Deadly Defenses . When frightened, a goorge will attack any creature that seems aggressive towards it, even if it isn’t considered food. Because of this, they are sometimes used as weapons by orcs and goblins, kept hungry in sacs and thrown at enemies from higher ground to distract a group of targets before a raid. Their claws stab like a dagger and deliver a strong poison, making them a useful and efficient weapon against unsuspecting victims. Traits Hungry . As a bonus action, the goorge can move up to its speed toward a fey creature that it can see. Spring Jump . The goorge’s high jump is up to 15 ft., with or without a running start. Web Sense . While in contact with a web, the goorge knows the exact location of every creature in contact with the same web. Web Walker . The goorge ignores movement restrictions caused by webbing. Actions Multiattack . The goorge makes two attacks. Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. Stab . Melee Weapon Attack : The goorge’s dagger-like tarsal claws are sharp and poison-laden. +2 to hit, reach 5 ft., one target. Hit : 5 (2d4) poison damage. ","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":8938,"Challenge Rating":"1/8"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Gorao-Ka","description":"The wizened, doll-sized woman sits beside a small shrine of bonsai branches. She smiles and reaches into a full pouch, removing a gold coin. She passes the coin with an encouraging nod to the desperate-looking man kneeling before her. Small Gods of Substance. Gorao-ka represent small fortunes of both a physical and spiritual nature. Their shrines can be erected anywhere, but they are commonly found in settlements and widely-traveled areas. Larger settlements have multiple shrines, sometimes one or more per neighborhood, each of which is associated with a different gorao-ka. Gentle and Benevolent. Gorao-ka have a kind look for every person that crosses their path. Each of them has a burning desire to assist people, and they grieve on the occasions that they can’t. The laws governing their kind forbid them from extending aid to someone that hasn’t made an offering at their shrine, though a gorao-ka accepts almost anything in tribute. Thieves’ Bane. Despite their generous natures, gorao-ka have no pity for those who steal from them. Fools who steal from gorao-ka swiftly discover their money inexplicably vanished, and can end up destitute if they don’t make reparations. Immortal Spirit Nature. The kami doesn’t require food, drink, or sleep. Kami in Midgard Kami are the small gods of the Winter Isles. Each kami is the spirit of something tangible, be it an ideal, an emotion, or a specific item or location. A kami can be summoned to the Material Plane by any creature that builds it a shrine and offers suitable tribute. Less majestic kami, such as a gorao-ka, require only a small shrine and a gift of any size, so long as it is freely given. More important kami may require a magnificent monument as well as some form of grand tribute.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey (kami)","Alignment":"neutral good","Expansion":8073,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Gorbel","description":"A gorbel is a distant, dimwitted relative of the beholder and is often mistaken as one. However, the gorbel is much smaller than a beholder and lacks a large central eye. It resembles a 3-foot diameter, floating globe with reddish, rubbery, and semi-translucent skin. Six flexible and retractable eyestalks crown the gorbel's upper body, enabling it to view all directions simultaneously. Two stubby arms protrude from underneath its body, both ending in sharp talon-like claws. Dominating the center of its body is its mouth, which is filled with rows of small jagged teeth. Volatile Balloon. A gorbel has no skeletal structure. Its body is composed mainly of flesh, cartilage, and gases. Its hide is so rubbery that bludgeoning attacks mostly bounce off them, hardly damaging the gorbel. The gases inside its body are hot and keep's the gorbel buoyant. However, the gases are also volatile. If exposed to air, the gases will ignite and cause the gorbel to burst in a fiery explosion, burning anyone close to it, even other gorbels. Pack Hunters. Unlike a beholder, gorbels are always encountered in packs. They attack and eat anything that moves and will even swarm much larger prey. They attack by silently drifting down towards their targets, then digging their sharp claws into the victim's shoulders or back. Once the gorbel has latched on to its target, it will start biting the prey as well. Once attached, a gorbel will not release its grip until it or its victim is dead. Ambush Predators. Gorbels are relatively slow and rely on stealth, surprise, and numbers to hunt successfully. It is no surprise that they are often encountered in types of terrain that can provide cover for them, such as stalactite-filled caverns, thick-canopied forests, and jungles with dense foliage where they can wait unnoticed until prey passes below them. Traits Death Burst. The gorbel explodes when it drops to 0 hit points. Each creature within 5 feet of it must succeed on a DC 10 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Pack Tactics. The gorbel has advantage on an attack roll against a creature if at least one of the gorbel's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The gorbel attacks with its Claws. If it is grappling with a creature, it can also use its Bite Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the target is restrained, the gorbel can automatically hit the target with its Claws attack, and the gorbel can't attack another target with its Claws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target it is grappling with. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"unaligned","Expansion":26536,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Goreling","description":"Bits and pieces of ground-up flesh and bone given unholy life shuffles forward, eager to feed. Gorelings are a necromancer's answer when there just isn't enough flesh around to create a full zombie. During a fight, a chopped off appendage or two can be converted into a handy minion. Torturous Hunger. It is said that within each goreling is a fragment of the dead creature's soul. It seeks out the flesh of living things, desperately trying to make itself whole again. Leftover Parts. Gorelings come in a variety of shapes and sizes, since they are made of whatever is lying around, including whole eyes, ears, fingers, and organs. The sight of one is unsettling, often even for a necromancer. Cannibal Tendencies. If no living flesh is available for a goreling to consume, it will cannibalize another goreling. Specimens become larger and larger as they absorb more and more flesh. Thankfully, most decay away to nothing before they get to be too big, but a massive goreling has been mistaken for a flesh golem more than once. Undead Nature. The goreling doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Goreling, Rotten","description":"Bits and pieces of ground-up flesh and bone given unholy life shuffles forward, eager to feed. While fresh gore is preferable when raising gorelings, rotting flesh will suffice, too. These gooey black and green undead creatures smell absolutely awful. Gorelings are a necromancer's answer when there just isn't enough flesh around to create a full zombie. During a fight, a chopped off appendage or two can be converted into a handy minion. Torturous Hunger. It is said that within each goreling is a fragment of the dead creature's soul. It seeks out the flesh of living things, desperately trying to make itself whole again. Leftover Parts. Gorelings come in a variety of shapes and sizes, since they are made of whatever is lying around, including whole eyes, ears, fingers, and organs. The sight of one is unsettling, often even for a necromancer. Cannibal Tendencies. If no living flesh is available for a goreling to consume, it will cannibalize another goreling. Specimens become larger and larger as they absorb more and more flesh. Thankfully, most decay away to nothing before they get to be too big, but a massive goreling has been mistaken for a flesh golem more than once. Undead Nature. The goreling doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Gorger","description":"An unholy tangling of flesh, the gorger still vaguely resembles a humanoid in profile, except for the gaping, toothed maw in its chest. Its colossal teeth are little more than sharpened ribs, but its monstrous bite can easily decapitate.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically neutral evil","Expansion":26275,"Challenge Rating":1},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Gorgimera","description":"The deadly gorgimera combines the standard dragon and lion parts with that of a gorgon's head and hind quarters. In addition to its dragon's breath, the chimera can now also use a Petrification Breath. The gorgimera is more aggressive and ill-tempered than its common cousin, and is quick to charge at any creature that approaches or looks like food to it. Traits Three-Headed. The gorgimera has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Trampling Charge. If the gorgimera moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the gorgimera can make one attack with its Hooves against it as a bonus action. Actions Multiattack. The gorgimera makes four attacks: one with its Lion's Bite, one with its Dragon's Bite, one with its Gore, and one with its Claws. When its Lightning Breath is available, it can use the Lightning Breath in place of its Dragon's Bite. When its Petrification Breath is available, it can use the Petrification Breath in place of its Gore. However, it can't use both Lightning Breath and Petrification Breath during the same turn. Dragon's Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning. Lion's Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Lightning Breath (Recharge 6). The dragon head exhales lightning in a 30-­foot line. Each creature in that area must make a DC 16 Dexterity saving throw, taking 40 (9d8) lightning damage on a failed save, or half as much damage on a successful one. Petrification Breath (Recharge 6). The gorgon head exhales petrifying gas in a 15-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Gorgon","description":"Few creatures that encounter a gorgon live to tell about it. Its body is covered in iron plates, and its nostrils fume with green vapor. Horrific Structure. A gorgon’s iron plates range from steely black to gleaming silver, but this natural armor in no way hinders its movement or mobility. The oils of its body lubricate the armor. A sick or inactive gorgon gathers rust like fungus or mange. When a rusty gorgon moves, its plates squeal as they rub together. Monstrous Predator. When a gorgon spots potential prey, it charges with a hideous clamor of metal on metal. When the gorgon hits, it pulverizes the foe and sends its sprawling, then tramples it to death with its cruel hooves. Faced with multiple foes, the gorgon exhales its deadly vapor to overcome the creatures it touches by turning them to stone. When it grows hungry, it smashes its petrified prey to rubble and uses its strong teeth to grind the stone into a powder that provides nourishment. The crisscrossing network of trampled trails and splintered trees that surrounds a gorgon lair is strewn with the uneaten fragments of its shattered foes. Traits Trampling Charge : If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. Actions Gore : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (2d12 + 5) piercing damage. Hooves : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. Petrifying Breath (Recharge 5-6) : The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Gorgon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Trampling Charge : If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone . If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action. Actions Gore : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. Hooves : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Petrifying Breath (Recharge 5-6) : The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained . The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.","properties":{"Category":"Monsters","AC":"19 (Natural Armor)","HP":"114 (12d10+48)","CHA":7,"CON":18,"DEX":11,"INT":2,"STR":20,"WIS":12,"Size":"Large","Type":"monstrosity","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064376/fZTHGX18j2eR_qb10DiBXw/original.png","Roll 0":"Gore\n1d20 + 8\n2d12+5","Roll 1":"Hooves\n1d20 + 8\n2d10+5","Senses":"Darkvision 60 Ft.","Skills":"Perception +4","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Trampling Charge\",\"Desc\":\"If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.\"}]","data-Actions":"[{\"Name\":\"Gore\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d12 + 5\",\"Damage Type\":\"piercing\"},{\"Name\":\"Hooves\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 5\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Petrifying Breath (Recharge 5-6)\",\"Desc\":\"The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.\"}]","data-CHA-mod":"-2","data-CON-mod":"+4","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+5","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":5,"Passive Perception":14,"Condition Immunities":"petrified","data-CrNum":5,"data-AcNum":19,"data-HpNum":114},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gorgonette","description":"Gorgonettes have all the ferocity and stubbornness of larger gorgons in a pocket-size package. Initially bred as prized hunting companions, the gorgonette breed have exploded in popularity as home protectors, racing monsters, and exotic pets. These familiars are excellent in combat situations with their Charge attacks and petrifying breath that can literally stop a foe in its tracks. Gorgenettes are incredibly ornery and not terribly bright, but they make valiant protectors once they decide you’re worth saving. Traits Charge. If the gorgonette moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 3 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Actions Gore . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. Petrifying Breath (1/Day) . The gorgonette exhales pertifying gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, a target’s skin grows a layer of stone and the target is restrained for 1 minute. The restrained target can repeat the saving throw at the end of its turns, ending the condition on a success.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":21760,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Goristro","description":"Demons Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil—engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness , the Black Scrolls of Ahm , and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon True Names Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz’zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake’s and as powerful as a great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out—or if she has a reason to remind her followers to fear her—Lolth’s lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart. Orcus Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus , a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes’ flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Goristro The goristro resembles a fiendish minotaur towering more than twenty feet tall. When controlled by a demon lord, goristros make formidable living siege engines and prized pets. Goristros possess preternatural cunning when navigating labyrinthine passages and shifting corridors, pursuing foes in a terrifying hunt. A hulking goristro sometimes bears a palanquin, carrying smaller demons on its broad shoulders, much like an elephant carries riders on its back. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demons by Type Type Examples 1 barlgura, shadow demon, vrock 2 chasme, hezrou 3 glabrezu, yochlol 4 nalfeshnee 5 marilith 6 balor, goristro Traits Charge : If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone. Labyrinthine Recall : The goristro can perfectly recall any path it has traveled. Magic Resistance : The goristro has advantage on saving throws against spells and other magical effects. Siege Monster : The goristro deals double damage to objects and structures. Actions Multiattack : The goristro makes three attacks: two with its fists and one with its hoof. Fist : Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. Hoof : Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. Gore : Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit: 45 (7d10 + 7) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Goristro Juggernaut","description":"Goristro juggernauts are immense, hulking versions of their regular kind. In addition to its devastating attacks, it can also crush multiple foes with its trample ability. It even has a chance to knock an opponent helpless temporarily with its charging attack. Traits Charge. If the goristro moves at least 15 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 44 (8d10) piercing damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be pushed up to 20 feet away and knocked prone. A creature that fails the save by 5 or more is also stunned until the end of its next turn. Labyrinthine Recall. The goristro can perfectly recall any path it has traveled. Magic Resistance. The goristro has advantage on saving throws against spells and other magical effects. Siege Monster. The goristro deals double damage to objects and structures. Actions Multiattack. The goristro makes four attacks: one with its Bite, two with its Fist, and one with its Hoof. When its Trample is available, it can use Trample in place of its Hoof attack. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 8) piercing damage. Fist. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. Hoof. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone. Gore. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 52 (8d10 + 8) piercing damage. Trample (Recharge 5–6). The goristro moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the goristro enters must succeed on a DC 22 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the goristro's path. On a failed save, the creature falls prone and takes 24 (3d10 + 8) bludgeoning damage. If the goristro remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the goristro. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 22 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the goristro and is no longer restrained.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Gorsuloth","description":"The gorsuloth resembles a 7-foot-tall baboon-like demon. It has curving horns on the sides of its forehead, a fanged maw, long forearms that end in oversized claws, and bat-like wings stretching from its back. The gorsuloth can leap to close the distance between enemies and can exhale deadly, noxious vapors that can also incapacitate those unfortunate enough to be caught in it. Guardian Yuguloths Guardian yugoloths, also known as daemons, are mercenary yugoloths that specialize in defense and protection. They have unnaturally alert senses and are quick to punish any who may attack their wards. They are normally hired by other fiends as bodyguards or guards, but they can also be summoned by evil priests and wizards who are in need of their services. Traits Alert. The gorsuloth has advantage on Initiative rolls and Wisdom (Perception) checks and can't be surprised while it is conscious. Magic Resistance. The gorsuloth has advantage on saving throws against spells and other magical effects. Magic Weapons. The gorsuloth's weapon attacks are magical. Actions Multiattack. The gorsuloth makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Baleful Breath (Recharge 5–6). The gorsuloth exhales pestilent gas in a 20-foot cube. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, a creature takes 24 (7d6) necrotic damage and is incapacitated until the end of the gorsuloth's next turn. On a successful save, a creature takes half as much damage and isn't incapacitated. Reactions Guardian Strike. If an enemy within 5 feet of the gorsuloth attacks a target other than the gorsuloth, that enemy provokes an opportunity attack from the gorsuloth.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Yugoloth)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Gorthok the Thunder Boar","description":"Gorthok is a primal nature spirit that takes the form of a boar as big as an elephant, with lightning that dances along its tusks. Gorthok serves the will of Talos, god of storms, and can be summoned during stormy weather to do the bidding of Talos’s evil followers. Like its patron deity, Gorthok revels in destruction.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"chaotic evil","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Gorvax","description":"At home in forested environments, gorvaxes are expert climbers, and can brachiate through tree canopies with ease. On solid ground they walk upright with a slight hunch. They are covered in a mottled brown/gray/greenish fur. Gorvaxes have short necks and broad shoulders. A set of thermally sensitive pits sits below their nostrils. Their fingers and toes can retract and extend beyond their fur and are not made of flesh and bone, but a grayish translucent silicate that is flexible and hollow, containing a neurotoxin. They are agile and fast. Brutally Honest. Gorvaxes have a well-deserved reputation for truthfulness. In their culture, deceit is looked down upon as useless and counterproductive. They form close communities, and reserve respect for others based on their actions and ability to contribute to the common good. Honor and competence are placed at the top of their value system. A Tradition of Service. Gorvax familes have strong ties to the military, and proudly remember the deeds of courage and heroism of their ancestors, and honors conferred upon their lineage. Elite and special forces units contain a disproportionate number of gorvaxes, and even among those not serving in those roles, they are known to frequently volunteer for dangerous missions. They have been nicknamed \"fuzzies,\" a term they have embraced. Rivalry with Matokai. Gorvaxes believe they have a healthy rivalry with the matokai, and cannot resist a chance to try to outshine them. Although these two species come from neighboring systems and have a long history, most matokai are unaware of this rivalry (or pretend to be). This only encourges the gorvaxes.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gorvax)","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Gouger","description":"Gougers are large beholder-kin created by phaerimms, an ancient race of powerful aberrations, eons ago to hunt and kill other beholders. Slightly larger and more unhinged than a standard beholder, the gouger possesses nearly the same magical powers as other beholders but is armed with an abrasive and razor-sharp tongue that it uses like a harpoon. The gouger also has four stubby legs under its body that allows it to skitter if forced on the ground. Because of its nature as a beholder-hunter, gougers have grown stronger than their brethren and can even negate another beholder’s magic. Beholder Hunters. While the phaerimm have since been nearly wiped out, the gougers continue to prowl the Underdark, aggressively hunting actively for beholders. They will almost always attack and prey on anything they believe they can kill and devour. It is quite possible, however, to convince them to enter into a truce with if they are provided proof or information about a beholder's location. Traits Antimagic Cone. The gouger's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the gouger decides which way the cone faces and whether the cone is active. The area works against the gouger's own eye rays. Beholder Slayer. The gouger has advantage on attack rolls and saving throws against beholders. Actions Multiattack. The gouger makes two melee attacks: one with its Claws and one with its Bite or Tongue. It then uses its Eye Ray twice. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. If the target is Large or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, the gouger can automatically hit the target with its Claws attack, and the Gouger can't use its Claws attack on another target. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. Tongue. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be blinded until it has regained all of its hit points. If the blinded creature is a beholder, it loses the ability to use one of its eye rays or central eye (determined randomly) while blinded. Each time the beholder target fails its saving throw, it loses another use of its eye ray or central eye (determined randomly, rerolling any duplicates). Eye Ray. The gouger shoots one of the following magical eye rays at random (roll d4, and reroll if the eye ray was already used this turn), choosing one target it can see within 120 feet of it: 1. Paralyzing Ray. The targeted creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2. Fear Ray. The targeted creature must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Telekinetic Ray. If the target is a creature, it must succeed on a DC 15 Strength saving throw or the gouger moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the gouger's next turn or until the gouger is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The gouger can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 4. Disintegration Ray. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. Legendary Actions The gouger can take 3 legendary actions, using the options listed below. It can take only one legendary action at a time and only at the end of another creature's turn. The gouger regains spent legendary actions at the start of its turn. Eye Ray. The gouger uses one random Eye Ray. Tongue (Costs 2 Actions). The gouger makes one Tongue attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Goxomoc","description":"Goxomoc the Terror Lord slumbers under the great volcano called Ynixquichcauitl (een-eeks-keesh-KAH-hooee-tuhl) which can be translated to “The End of All Things.” The Oaxuatl people of Ix believe this volcano’s inevitable eruption will signal the end of this world, and they look to it to determine the slumbering titan’s mood. The Oaxuatl respect and revere their protector in his aspects as a being of the earth and of storms. In both ancient and modern Ixian temples, iconography features Goxomoc in many stylized forms. The Oaxuatl do not pray to him, invoke his name, or even believe he is aware of them. But they share an unshakable belief that, should the land be threatened, the Terror Lord shall rouse and defend the land. Father of Terror. The Oaxuatl people believe Goxomoc created the tetzahuitl, the great terror lizards that dominate their island chain. They consider these “children of Goxomoc” to be sacred avatars of the titan. The Lightning Lord. Goxomoc relies on powerful and reality-bending psionics to defeat his enemies, but should his corporeal form fail, enemies find themselves face-to-face with Goxomoc’s essence, Xogomoc—a giant terror lizard made of living lightning. Traits Amphibious. Goxomoc can breathe air and water. Earthbinder. Enemies within 60 feet of Goxomoc can’t fly, and when Goxomoc moves within 60 feet of a flying enemy, the enemy falls. Lightning Lord. If Goxomoc is reduced to 0 hit points, he sheds his flesh form and becomes Xogomoc . Any conditions or other supernatural effects that were affecting Goxomoc continue affecting Xogomoc. Psionic Resistance ( 3 /Day). If Goxomoc fails a saving throw, he can choose to succeed instead, and he can’t use Energy Eyes or Shockwave until the end of his next turn. Psionic Weapons. Goxomoc’s weapon attacks are psionic. Siege Monster. Goxomoc deals double damage to objects and structures. Actions Multiattack. Goxomoc makes one Bite attack, two Claw attacks, and one Stomp attack, and he uses Energy Eyes. Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained and Goxomoc can’t bite another target. If this damage reduces a creature to 0 hit points, they die and Goxomoc consumes their remains. Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage, and Goxomoc moves the target up to 10 feet horizontally. Stomp. Melee Weapon Attack: +19 to hit, reach 15 ft., one target who isn’t grappled by Goxomoc. Hit: 23 (2d12 + 10) bludgeoning damage, and if the target is Huge or smaller, they are knocked prone. *Energy Eyes ( 3 rd-Order Power). Goxomoc beams energy from his eyes at a creature he can see within 300 feet of him. The target must make a DC 25 Dexterity saving throw, taking 22 (4d10) fire or lightning damage (Goxomoc’s choice) on a failed save, or half as much damage on a successful one. Catastrophic Breath (Recharge 5 – 6 ). Goxomoc breathes lightning in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 71 (11d12) fire or lightning damage (Gox­omoc’s choice) and is teleported to an unoccupied space of Goxomoc’s choice within that area. On a successful save, a creature takes half as much damage and isn’t teleported. Bonus Actions *Shockwave ( 2 nd-Order Power). A psionic shock wave emanates from Goxomoc. Each creature of his choice within 15 feet of him must succeed on a DC 25 Strength saving throw or take 22 (4d10) force damage and be pushed up to 20 feet directly away from him. Reactions Volcanic Punishment. When Goxomoc takes damage, he teleports along with any creatures he is grappling in a burst of lava to an unoccupied space he can see within 30 feet of him. Each creature within 10 feet of the space he left must make a DC 27 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Villain Actions Goxomoc has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Rumble. Goxomoc stomps the ground, unleashing a wave of debilitating psionic energy. Mundane objects within 90 feet of Goxomoc that aren’t being worn or carried take 55 (10d10) force damage. Creatures within 90 feet of Goxomoc are knocked prone and must succeed on a DC 27 Dexterity saving throw or be restrained and embedded in the ground. A creature can use an action to make a DC 20 Strength (Athletics) or Dexterity Acrobatics check, freeing themself or another creature within their reach on a success. Action 2 : Thunder. Goxomoc disappears in a crack of thunder, along with any creatures he is grappling, and reappears in an unoccupied space he can see within 120 feet of him. Each creature within 30 feet of either the space he left or his new space must make a DC 27 Constitution saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one. Action 3 : Eruption. Goxomoc unleashes a psionic scream of anguish in the mind of enemies within 120 feet of him. Each target must make a DC 25 Wisdom saving throw. On a failed save, a creature takes 44 (8d10) psychic damage and then becomes vulnerable to all damage dealt by Goxomoc until the end of his next turn. On a successful save, a crea­ture takes half as much damage and does not become vulnerable to damage.","properties":{"Category":"Monsters","Size":"Gargantuan ","Type":"Monstrosity (Titan)","Alignment":"Neutral","Expansion":25493,"Challenge Rating":30},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Grabbles","description":"Grabbles is the leader of the mitflits who dwell under the Old Sycamore in the Stolen Lands, but works just as well as the leader of a band of any sort of group of gremlins if you wish. Alternately, he could be an unusual loner the PCs might encounter while exploring the wilderness; that rarest of mitflits who is powerful enough to make something of a life on their own. Though Grabbles is lawful evil, that doesn’t mean he has to be used as a foe the PCs must fight. He could be given another alignment, or he could be used simply as a pathetic bully the PCs might attempt to redeem or forgive. Traits Hatred. Grabbles doubles his proficiency bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype due to special training against these hated foes. Innate Spellcasting. Grabbles’ innate spellcasting ability is Wisdom (spell save DC 11). The mite can innately cast the following spells, requiring no material components: At will: prestidigitation 1/day: bane Keen Smell. Grabbles has advantage on Wisdom (Perception) checks that rely on smell. Self-Loathing. Grabbles’s self-loathing makes him easy to influence. He has disadvantage on saving throws and ability checks to resist any Charisma-based skills or being charmed. Vermin Keeper. Through sounds and gestures, Grabbles can communicate simple ideas with arthropods. The knowledge and awareness of these arthropods is limited by their intelligence, but at minimum, they can provide information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. Grabbles can ask for small favors from the arthropods and has advantage on Wisdom (Animal Handling) checks when communicating with them. Actions Multiattack. Grabbles makes three trident attacks. Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack. Reactions Vengeful. When Grabbles is hit by an attack or fails a saving throw, he makes an attack against the creature that harmed him.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Graeae","description":"Graeae A graeae is a haglike creature, though more human in appearance. Some describe them as emissaries of the gods, while others believe graeaes to be physical manifestations of fate. While other hags gather sometimes in covens, graeae are almost never found alone, as the strands of their fate are woven together with other hags, especially with others of their own kind. While each individual graeae can craft her own mystic eye, a coven of graeae often shares a single mystic eye between them as they feel it magnifies the power of their visions of past, present, and future.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":5},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Graknork","description":"Towering over the frozen landscape, this immense saurian monstrosity possesses a terrifying shark-like head with a multitude of serrated teeth. The monster has three eyes: two soulless black pits and a third larger eye that glows with a freezing blue light. Terror of the North. The legendary graknork is one of the most powerful monsters to roam the endless tundra and taiga of the north and is feared by all who live in the rugged and frozen expanses of the world. Only the largest white dragons surpass the graknork in size and strength, and lesser creatures give the monster a wide berth. Graknorks are mostly found on land but are reasonable swimmers. They have no problem taking to the water to pursue escaping prey or to hunt fishermen and even whales. Graknorks are solitary creatures and cannot stand the presence of their own kind, attacking and eating juvenile graknorks that cross their path. When they do mate, it is a destructive affair with the female uprooting dozens of trees to build her nest. A typical graknork is more than forty feet long, though even larger specimens have been sighted in the coldest regions of the world. Great Blue Eye. While the graknork’s raw physical prowess is justifiably feared, the aspect of its appearance that causes the greatest consternation is its great, freezing blue eye. Its eye is said to possess terrible and wondrous powers, including seeing through illusions, freezing souls outright, and causing everlasting blizzards. Most of these tales are mere fancy and hearsay spun by northern tribesmen, yet there is no denying that the graknork’s central eye is a fearsome weapon.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Grand Ambassador Beatrice Atwood","description":"Duchess Beatrice Atwood is a human Noble in her late twenties. She has dark brown hair done up in a bun at the back of her head. Her face is sharp and angular with a thin nose, pointed chin, pursed lips and narrow eyes. She often wears a long gray skirt, a white blouse, and a black overcoat. She is a stern negotiator and exceptionally clever. She often dresses for her role as grand Ambassador, opting for neutral tones and smart fashion rather than anything overbearing or ostentatious.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":"1/8"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Grand Cavalier","description":"Cavaliers are chivalrous and noble knights that excel in mounted combat. They are superior defenders and protectors, able to keep enemies from breaking off and escaping. Traits Action Surge (Recharges after a Short or Long Rest). The cavalier can take one additional action on top of its regular action and possible bonus action. Ferocious Charger (1/Turn). If the cavalier moves at least 10 feet in a straight line right before attacking a creature and hits it with the attack, that target must succeed on a DC 17 Strength saving throw or be knocked prone. Magic Weapons. The cavalier's weapon attacks are magical. Threatening. Creatures provoke an opportunity attack from the cavalier when they move 5 feet or more while within the cavalier's reach, and if the cavalier hits a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. Vigilant Defender. The cavalier can take one special reaction on every creature's turn, except its own. It can use this special reaction only to make an opportunity attack, and it can't use it on the same turn it took its normal reaction. Actions Multiattack. The cavalier makes three +1 Longsword attacks. +1 Longsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 9 (2d8) radiant damage, and the target is marked until the end of the cavalier's next turn. This effect ends early if the cavalier is incapacitated or it dies, or if someone else marks the target. While it is within 5 feet of the cavalier, a creature marked by the cavalier has disadvantage on any attack roll that doesn't target the cavalier. Bonus Actions Punish the Marked. The cavalier can make a melee weapon attack against a creature marked by it if the creature dealt damage to anyone other than the cavalier during the last turn. The cavalier's melee weapon attack has advantage on the attack roll, and if it hits, the attack's weapon deals an extra 10 damage to the target. Reactions Warding Maneuver (4/Day). If the cavalier or a creature it can see within 5 feet of it is hit by an attack, it can roll a d8 and add it to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Lawful","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Grand Engineer Tinker","description":"The tinker is a master of ingenious inventions and magical engineering. It wears a specially crafted armor that combines medium armor with arcane enchantments, runes, and engineering enhancements. Its trusty wrench not only mends and modifies machinery but also delivers potent electrical shocks that incapacitate foes at close range. Among the tinker's deadly array of gadgets is an arcane musket that can fire electrified projectiles at ranged targets with pinpoint accuracy. It has arcane grenades and caltrops at its disposal, enabling it to create chaos and disruption on the battlefield. It also has arcane-powered boots that can propel the tinker into the air. The tinker, with its arsenal of arcane-infused contraptions, combines intellect and innovation to become an dangerous and effective adversary. A Grand Engineer Tinker's Lair A grand engineer tinker's lair is usually an airship, mechanical tower, or hidden underground workshop. A grand engineer tinker encountered in its lair has a challenge rating of 16 (15,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the tinker can take a lair action to cause one of the following magical effects; the tinker can’t use the same effect two rounds in a row: The tinker causes a dazzling explosion of light and color at three points it can see within its lair. Each creature within 10 feet of each point must succeed on a DC 18 Constitution saving throw or become blinded until initiative count 20 on the next round. Adhesive covers the ground in a 20-foot diameter circle centered on a point on the ground the tinker can see within its lair and turns it into difficult terrain. It lasts for 1 minute or until the tinker uses this lair action again. Each creature standing in that area, or enters it for the first time, must succeed on a DC 18 Strength saving throw. On a failed save, the creature is restrained. A creature can use an action to make a DC 18 Strength check to free the restrained creature. The tinker regains one use of Arcane Grenade. Traits Arcane-Powered Enhancements. The tinker uses its Intelligence modifier for its melee attack and damage rolls (already included in the attacks). While wearing medium armor, it adds its proficiency bonus to its AC (already included in the AC). Legendary Resistance (3/Day). If the tinker fails a saving throw, it can choose to succeed instead. Actions Multiattack. The tinker makes two Wrench attacks. Alternatively, it can make one Wrench attack and use Spellcasting. Wrench. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage plus 10 (3d6) lightning damage and the target can't use reactions until the end of the tinker's next turn. Arcane Musket. Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage plus 21 (6d6) lightning damage and the target can't use reactions until the end of the tinker's next turn. Arcane Grenade (3/Day). The tinker hurls a grenade that detonates on a point on the ground within 30 feet of it. Each creature within 20 feet of the grenade's detonation must make a DC 18 Dexterity saving throw. Creatures within 5 feet of the detonation point has disadvantage on the saving throw. On a failed save, a creature takes 28 (8d6) force damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Spellcasting. The tinker casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 18): At will: mending, prestidigitation, true strike 2/day each: fabricate, grease, haste, mirror image, thunderwave 1/day each: chain lightning, freedom of movement, protection from energy, wall of stone Bonus Actions Arcane-Powered Rocket Jump (Recharge 5-6). The tinker gains a fly speed of 40 until the end of the turn. Drop Shock Caltrops (3/Day). The tinker can spread caltrops to cover a 5-foot-square area. Any creature that isn't flying and enters the area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature takes 1 piercing damage and 21 (6d6) lightning damage and is incapacitated until the end of its next turn. Until the creature regains at least 1 hit point, its walking speed is reduced by half. A creature moving through the area at half speed doesn't need to make the saving throw. Legendary Actions The tinker can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tinker regains spent legendary actions at the start of its turn. Scoot. The tinker moves up to half its speed without triggering opportunity attacks. Bash. The tinker makes a Wrench attack. Shoot (Costs 2 Actions). The tinker makes an Arcane Musket attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Grand Maestro of Ballads","description":"A graceful and soulful minstrel, the balladeer possesses a gift for weaving haunting melodies and poignant tales of love and loss. Often clad in rich crimson or purple attire, its slight stature belies the depth of emotion that resonates within its voice. Evocative Songs. With delicate fingers gracefully caressing the strings of a lute, it delves into the depths of the heart, drawing forth both the tenderest of yearnings and the deepest sorrows. Its haunting ballads, filled with melancholic melodies and heartfelt lyrics, enchants audiences, leaving them immersed in a sea of bittersweet emotions. Emotional Resonance. The balladeer's performances are a conduit for catharsis, a sanctuary for the lovesick and the broken-hearted to find solace in shared tales of romantic longing and laments of lost love. Its voice echoes through moonlit halls, captivating listeners with a delicate combination of vulnerability and resilience. Actions Multiattack. The ballader makes three Dagger attacks. Alternatively, it can make two Dagger attacks and use Charm, Command Thrall, or Spellcasting. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 10 (3d6) psychic damage and the target has disadvantage to Wisdom saving throws until the end of the balladeer's next turn. Charm. Up to three humanoids the balladeer can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 hour. The charmed target obeys the balladeer's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this balladeer's Charm for the next 24 hours. The balladeer can have up to three targets charmed at a time. If it charms another, the effect on one of the previous targets ends (balladeer's choice). Command Thrall. The balladeer targets one humanoid creature charmed by it. The target must use its reaction and move up to half its speed and make one weapon attack against a visible creature of the balladeer's choice. Spellcasting. The balladeer casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16): At will: message, minor illusion, vicious mockery (3d4) 2/day each: bestow curse, compulsion, cure wounds, enthrall, fear, suggestion 1/day each: glibness, major image, mass suggestion, modify memory, project image Bonus Actions Ballad. The balladeer can perform a ballad that lasts until the start of the balladeer's next turn. The balladeer can select from one of two effects: 1. Song of Inspiration. Provided the balladeer isn't incapacitated, an allied creature that starts its turn within 60 feet of the balladeer and can hear the balladeer gains advantage on attack rolls. 2. Song of Lamentation. Provided the balladeer isn't incapacitated, a hostile creature that starts its turn within 60 feet of the balladeer and can hear the balladeer must succeed on a DC 16 Wisdom saving throw. On a failed save, the creature is charmed until the start of its next turn. A charmed creature weeps in grief and is incapacitated. If a creature's saving throw is successful, the creature is immune to the balladeer's Song of Lamentation for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Grand Templar","description":"Traits Battle Concentration. The grand templar has advantage on Constitution saving throws that it makes to maintain concentration on a spell when it takes damage. Legendary Resistance (3/Day). If the grand templar fails a saving throw, it can choose to succeed instead. Spell Penetration. When the grand templar casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Actions Multiattack. The grand templar makes two melee attacks, or makes one melee attack and casts one spell that takes 1 action to cast. Heavy Mace . Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage or 8 (1d10 + 3) bludgeoning damage if used with two hands, plus 4 (1d8) radiant (good) or 4 (1d8) necrotic (evil) damage. Spellcasting. The grand templar casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: light, mending, sacred flame (3d8), toll the dead (3d8 or 3d12), word of radiance (3d6) 2/day each: blindness/deafness guiding bolt, healing word (as a 4th-level spell) 1/day each: dispel magic, flame strike, heal, hold monster, stoneskin* *The grand templar casts this spell on itself before combat. Legendary Actions The grand templar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The grand templar regains spent legendary actions at the start of its turn. Move. The grand templar moves up to half its speed. Attack. The grand templar makes a melee weapon attack. Cantrip. The grand templar casts sacred flame , toll the dead , or word of radiance . Cast a Spell (Costs 2 Actions). The grand templar uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any lawful alignment","Expansion":26536,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Grand Vidre","description":"In order to expedite ascension, several vidre can undergo a ritual wherein they bind themselves to each other, becoming a new amalgamated entity known as a grand vidre. The creation of a grand vidre is a last resort amongst the vidre, for along with greater power a grand vidre has a greater hunger for soul energy.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"elemental","Alignment":"neutral","Expansion":5818,"Challenge Rating":15},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Grandfather of Assassins","description":"A Grandfather of Assassins is the most skilled master assassin, and is usually the head of a network of Assassins's Guilds. His or her name is well known and greatly feared throughout the realm. Only a few, or none at all, know the Grandfather of Assassins' true identity. Traits Assassinate. During its first turn, the grandfather of assassins has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the grandfather of assassins scores against a surprised creature is a critical hit. Elusive. No attack roll has advantage on the grandfather of assassins as long as it isn't incapacitated. Evasion. If the grandfather of assassins is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the grandfather of assassins instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Legendary Resistance (2/Day). If the grandfather of assassins fails a saving throw, it can choose to succeed instead. Magic Weapons. The grandfather of assassins's weapon attacks are magical. Sneak Attack (1/Turn). The grandfather of assassins deals an extra 35 (10d6) damage when the grandfather of assassins hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the grandfather of assassins that isn't incapacitated and the grandfather of assassins doesn't have disadvantage on the attack roll. Stroke of Luck (Recharges after a Short or Long Rest). If the grandfather of assassins misses a target within range, it can turn the miss into a hit. Alternatively, if the grandfather of assassins fails an ability check, it can treat the d20 roll as a 20. Actions Multiattack. The grandfather of assassins makes one +2 Shortsword attack and one +2 Dagger attack, or two ranged attacks. +2 Shortsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. +2 Dagger. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Bonus Actions Cunning Action. The grandfather of assassins takes the Dash, Disengage, or Hide action. Legendary Actions The grandfather of assassins can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The grandfather of assassins regains spent legendary actions at the start of its turn. Shift. The grandfather of assassins moves up to half its speed without provoking opportunity attacks. Vanish. The grandfather of assassins performs a Hide action. It can move up to half its speed before or after this action. Attack (Costs 2 Actions). The grandfather of assassins makes a weapon attack. Reactions Uncanny Dodge. The grandfather of assassins halves the damage that it takes from an attack that hits it. The grandfather of assassins must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Good","Expansion":23212,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Grandmaster Delilah Willowart","description":"This wizened old Archmage of the Amethyst Academy resides at Starspire Observatory. She has held her position for nearly two centuries, having used magic to extend her natural lifespan. Delilah diligently manages the observatory's students and faculty, but is intensely devoted to the collection and study of astrology, the cosmos, the planes, and theories about time and space. Perhaps the greatest living expert on astronomy, she is a studied academic who has a tendency to talk for hours on end about any topic she is excited about.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":12},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Grandmaster Rupert Greywell","description":"Rupert is a human Archmage in his late sixties. He has a bushy brown beard, and a thick curled mustache that spans the entire length of his face. He has large circular glasses that cause his eyes to look much larger than they should. He is a hefty man who wears elegant purple robes and a pointed purple hat. He is always smiling and his bellowing laugh echoes through the chambers of his school. He adores the Academy Stronghold and loves meeting and pranking the students. Headmaster Greywell has a tendency to speak in riddles, and half-true jovial warnings. Many a new student is often put off at first when Rupert chuckles “Stay clear of the necromancy section in the library at night, unless you don't mind being possessed!”","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":12},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Grandolpha Muzgardt","description":"Grandolpha Muzgardt, the grand dame of the Muzgardt duergar clan, has recently arrived at the fortress after being invited here by Xardorok. The Muzgardts are based in Gracklstugh, a duergar city in the Underdark. They mass-produce and distribute a filthy duergar ale made from mushrooms. Xardorok has been eager to take a fourth wife and has had his eye on Grandolpha Muzgardt for many years. He asked Grandolpha to his fortress to give her a gift—a pseudodragon made of chardalyn (a pseudo-pseudodragon, if you will)—and make her an offer she can’t refuse. Once he conquers Icewind Dale, he wants the Muzgardts to control the ale trade throughout his sunless surface kingdom. Grandolpha, for her part, is too canny and jaded to fall for Xardorok’s blunt attempt at seduction. She has begun plotting with disenfranchised advisors and warriors in his ranks to overthrow him when the moment is right. Ironically, despite his paranoia, Xardorok is too blinded by his admiration for Grandolpha to foresee her treachery. In Grandolpha, the characters might find an unlikely (if temporary) ally. Traits Duergar Resilience. Grandolpha has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Innate Spellcasting (Psionics). Grandolpha’s innate spellcasting ability is Wisdom (spell save DC 13). She can innately cast the following spells, requiring no material components: At will: druidcraft, mending, poison spray (see “Actions” below) 3/day each: detect magic, enlarge/reduce (self only), faerie fire, invisibility (self only), polymorph, stoneskin (self only) Sunlight Sensitivity. While in sunlight, Grandolpha has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Poison Spray (Cantrip). Grandolpha extends her hand toward a creature she can see within 10 feet of her and projects a puff of noxious gas from her palm. The creature must succeed on a DC 13 Constitution saving throw or take 13 (2d12) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":6331,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Grandolpha Muzgardt","description":"Traits Duergar Resilience. Grandolpha has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Innate Spellcasting (Psionics). Grandolpha’s innate spellcasting ability is Wisdom (spell save DC 13). She can innately cast the following spells, requiring no material components: At will: druidcraft, mending, poison spray (see “Actions” below) 3/day each: detect magic, enlarge/reduce (self only), faerie fire, invisibility (self only), polymorph, stoneskin (self only) Sunlight Sensitivity. While in sunlight, Grandolpha has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Poison Spray (Cantrip). Grandolpha extends her hand toward a creature she can see within 10 feet of her and projects a puff of noxious gas from her palm. The creature must succeed on a DC 13 Constitution saving throw or take 13 (2d12) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":27909,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Granite Juggernaut","description":"“If you’re close enough to see the expression carved onto a granite juggernaut’s face, you’re as good as dead.” —Teythorn, Oerthian adventurer A granite juggernaut is a lumbering Construct that can be found trundling across battlefields and down dungeon corridors. Granite juggernauts have dense, boxy bodies atop massive rollers they use for locomotion. Their fronts and rollers are often adorned with fearsome heads, such as those of enraged rhinos. Granite juggernauts are found on many worlds and typically are used to protect high-value locations. Traits Magic Resistance. The juggernaut has advantage on saving throws against spells and other magical effects. Siege Monster. The juggernaut deals double damage to objects and structures. Actions Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or have the prone condition. Bonus Actions Devastating Roll. The juggernaut moves up to its speed. During this movement, the juggernaut can move through the spaces of creatures with the prone condition. When the juggernaut enters the space of a prone creature for the first time during this movement, the creature must make a DC 18 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":30583,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Granite Stone Giant","description":"Fascinated by the act of creation, stone giants carve cities out of ancient caverns, mine precious metals and gems, and craft relics worthy of glory. To many a stone giant, artisan- ship is the highest calling, and all their creations are crafted with an eye to beauty and longevity. Of the Stone. Stone giants are made of the same kinds of rocks that form their home—marble, granite, or even basalt. Their stone bodies not only protect them from attack, but also provide them with an additional outlet for self-expression. They often carve runes into their skin, which serve a wide variety of artistic and cultural purposes. Traits False Appearance. While motionless, the giant is indistin- guishable from a statue. Stone Flesh. When a creature attacks the giant with a melee weapon that isn’t adamantine and rolls a 1 on the d20 for that attack, that weapon is destroyed if it is mundane. If that weapon is supernatural, it loses all supernatural properties for 1 hour. Actions Multiattack. The giant makes two Greatclub attacks. Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the same creature is hit twice with this attack on a turn, they have disadvantage on attack rolls until the end of their next turn. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Grankul","description":"Actions Multiattack. The giant makes two greataxe attacks. Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12+6) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, reach 60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral evil","Expansion":28292,"Challenge Rating":8},"publisher":"Daniel Kahn","book":"Wyrmdoom Hunt"},{"name":"Grass Cat","description":"A pair of bright eyes reflects the light of the campfire, peering in from the darkness of the plains. In the momentary glimpse as it moves away, one may see a lean, feral cat padding silently through the tall grass. Grass cats are large felines that travel in packs and hunt caribou in the northlands during the summer, migrating south during the winter to hunt boros on the central plains. Animals The crucible that was life after the Sundering affected the animals of Aryth as much as any, and some within the fey woodlands of Erethor were slowly transformed by it. Some animals devolved into an even more feral state than before, becoming swifter, stronger, and more aggressive in their hunt for food and quest for survival. Other animals expressed their inner nature by growing more intelligent and forming societies within their territory. These new creatures, the first dire animals known to the world, warred with the fey over territorial rights to the idyllic glades and pristine rivers of Erethor for thousands of years. At the end of the First Age, with the growing threat of the Shadow falling over all Eredane’s lands, Aradil called a council with the leaders of the dire animals, who also felt evil seeping into the land. From this great summit came the Dire Pact, an alliance born of mutual need that has grown into a true kinship between the fey and dire animals. The animals of the world play another role as well, one firmly under the control of Izrador. When he recruited and shaped the astiraxes as his servants, he saw an opportunity to further exploit Aryth’s natural resources. Though the malevolent spirits were not powerful enough to possess the intelligent bodies of humans or fey, they do have power over the beasts of the world. And so it was that the dark god corrupted the animals of the natural world, such that the forces of light could never look at their trusted and loyal companions, or the innocent and wild creatures with which they shared the world, without feeling a twinge of fear, suspicion, or distrust. Adventurers who travel with animal companions are viewed with even more suspicion than most strangers, at least by those who are aware of the astiraxes’ existence—what insanity must a person have to travel with a companion who could at any time become a servant of Shadow? Still, rumors of the heroism of the dire animals of Erethor have filtered to the human lands despite the Shadow’s best attempts to spread lies and misinformation about them, which has helped inspire a reverence toward animal-kind in many cultures. As a result, totemism is on the rise, especially among the halflings and those human communities who are in contact with them. Man’s Worst Enemy? Many of the cultures in the occupied lands have fast developed superstitions surrounding pets. In the Westlands and river communities around the Ardune, stories of the wogrens have led the people to believe that the ghosts of animals come back to protect their former masters. Thus, pets are kept for one year, after which time they are ritually sacrificed in hopes that the animals’ spirits will come back to protect the owners. In Erenhead, it is widely believed that feeding salt from the sea near Baden’s Bluff makes an animal immune to astirax possession. This faulty superstition has been the downfall of several resistance cells, whose members too easily let loose secrets while their “protected” pets skulked about, listening. The traitor princes and collaborators in the eastern cities around the Sea of Pelluria believe that it is a great honor to have one’s pet inhabited by an astirax, and so families keep many pets and often seek out bits of information so that they can tell them to their animals. The preponderance of false stories has led legates to actually discount much of what they hear, ironically lessening the chances that an astirax will actually possess a family pet during an investigation. Common Animals of Eredane Animal-kind has not flourished under the Shadow’s occupation. Existing domesticated herds were quickly depleted by armies on the march through Erenland, and rumors of the legates’ “demon ghosts” quickly made city dwellers nervous about keeping pets and allowing strays to roam the streets. As a result, pets have become scarce in large cities, and villages from the Dornish Northlands to the southern coasts have developed superstitions regarding animals. Among the free peoples of Eredane, concern over the use of animals as spies has grown in the last 100 years. Where possible, ranches and slaughterhouses are well controlled and placed some distance from cities. Even many legates do not trust having animals around, other than those inhabited by their companions, afraid that an enemy’s astirax might be spying on their activities. Nevertheless, most animals can be found somewhere in Eredane, especially those with profiles in the SRD or other popular supplementary materials. If an environment would typically have these creatures (wolves in northern forests, for example, or snakes in humid swamps), the creatures can also be found in Eredane’s equivalent environments. Traits Keen Smell. The grass cat has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the grass cat moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the grass cat can make one bite attack against it as a bonus action. Sneak Attack (1/Turn). The grass cat deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the grass cat that isn’t incapacitated and the grass cat doesn’t have disadvantage on the attack roll. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":30504,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Grave Behemoth","description":"A massive giant reeking of rotting flesh shambles forward. Its rubbery skin constantly ripples as if living things are trapped underneath. Weapon Against Giants. In the past, a necromancer kingdom neared destruction from rampaging giants. Their undead were not sufficient to defeat the giants, so they turned to even darker arts. The necromancers flayed the flesh off hill giants, keeping the skins mostly intact, and stuffed the resulting sacks of flesh full of humanoid bodies before sewing it back together. Then, they enveloped their creations in necrotic energy until the giant flesh animated . . . along with the zombies trapped inside. Out of Many, One. A grave behemoth is more than the sum of its grisly parts. The dark ritual forms a hive mind between the behemoth and its zombie tenants, which act as an extension of the behemoth's will. Undead Nature. A grave behemoth doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":10},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Gravedirt Elemental","description":"A humanoid-shaped pile of dirt, bones, and rotting plant matter slouches across the forest floor. A single blood-red eye searches the area before it, its cavernous maw opening and closing reflexively. Actions Multiattack. The gravedirt elemental makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8+4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"neutral evil","Expansion":16,"Challenge Rating":3},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Gravekeeper","description":"“The Royal Crypts below Castle Drakken housed the bodies of kings and queens, dukes and nobles of generations gone. They were tended by the many gravekeepers who worked diligently to light the lanterns below so the dead could have safe passage to the light. I shudder to think what has become of those crypts, and their keepers, in these dark times.” - Overheard from a party of nobles in the Red Lion Hotel The Gravekeeper is a hovering mass of writhing appendages. Amongst its horrid and grotesque form one can make out the many faces of long lost gravekeepers of Castle Drakken, but their expressions are twisted in horror of their last moments, and their eyes are hollow with a dim octarine light emanating from within. Covering the floating mass are hundreds of arms, several of them holding softly glowing lanterns. The lanterns glow with octarine flames that cast flickering shadows across the crypt. The Gravekeeper wanders amongst the dead, awakening them into grasping souls, clawing their way out of the many graves amongst the lordly tombs of the castle. Lair Actions A 10 foot radius cylinder of delerium sludge spouts up from the floor and raises 30 feet into the air before bubbling back down. Any creature caught in this spout must succeed on a DC 18 Constitution saving throw. They take 42 (12d6) necrotic damage on a failed saving throw, and half as much on a successful one. In addition, characters who fail the saving throw gain one level of contamination Walls within 120 feet of the Gravekeeper sprout grasping, fleshy arms. Each creature of the Gravekeepers choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. A torch or lantern hanging in the room emits one of the Gravekeeper ’s lantern blasts.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Chaotic Evil","Expansion":21300,"Challenge Rating":13},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Graveknight","description":"Graveknights are undead warriors granted unlife by a cursed suit of armor. Most graveknights appear skeletal in appearance, and while one might think that the heavy armor they favor would obscure their true nature, most graveknights revel in the fact that they are skeletal horrors. Many wear armor that appears to be rusted, badly damaged, or incomplete, yet these features do not diminish their armor’s ability to protect them in battle. Even the lowliest of graveknights pose extreme danger to adventurers and are almost never encountered as less-powerful incarnations than those presented below. Traits Innate Spellcasting. The graveknight’s innate spellcasting ability is Charisma (spell save DC 17). The graveknight can innately cast the following spells, requiring no material components: At will: phantom steed Graveknight’s Curse. A living creature that dons the graveknight’s armor must succeed on a DC 17 Charisma saving throw or be afflicted with the graveknight’s curse. Cursed creatures cannot remove the graveknight’s armor and must repeat the saving throw at the end of each long rest. On a second failed save, the creature has disadvantage on death saving throws. On a third failed save, the creature’s speed is halved. On a fourth failed save, the creature dies and transforms into the armor’s graveknight. A successful saving throw lifts the curse, and the armor falls off. The creature is subject to the curse if it dons the armor again. Rejuvenation. If a graveknight is destroyed, its armor regrows its body in 1d10 days. If the body is destroyed before then, the process restarts. A graveknight can only be permanently destroyed by obliterating its armor with a disintegrate spell, transporting it to the Positive Energy Plane, or by throwing it into the heart of a volcano. Ruinous Energy. The graveknight presented here is infused with cold, but others can be infused with acid, electricity, or fire. A graveknight is immune to damage type of its ruinous energy, and its attacks and devastating blast deal additional damage of this energy type. Sacrilegious Aura. When a creature within 30 feet of the graveknight uses a spell or ability that magically restores hit points, the creature must make a DC 17 Charisma saving throw. On a failure, the creature’s spell or ability fails and has no effect. Actions Multiattack. The graveknight makes two greatsword attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 13 (3d8) cold damage. Longbow. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 6 (1d8+2) piercing damage plus 13 (3d8) cold damage. Devastating Blast (Recharge 6). The graveknight unleashes a 30-foot cone of energy. Each creature in the area must make a DC 17 Dexterity saving throw, taking 42 (12d6) damage on a failed save, or half as much damage on a successful one. The blast’s damage is the same type as its ruinous energy, cold, for this graveknight. Reactions Parry. The graveknight adds 4 to its AC against one melee attack that would hit it. To do so, the graveknight must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":10},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Graven Image","description":"Some of the darkest cults in the world have devised a way to sculpt idols in the image of Elder Evils and Far Realm deities. These idols, if fashioned correctly, can act as conduits for these beings on the Material Plane. A graven idol is typically made of semi-precious stone such as jet or jade and has hideous abilities that are terrifying to witness. Ritual Made. Each graven image must be fashioned over a period of months by one who has seen into the beyond, and gained the knowledge of the form of an Elder Evil or similar entity. The holder of this knowledge must then sculpt the form from precious material, and birth it into the world in a ritual which typically requires human sacrifice. Otherworldly Powers. A graven image has several unique abilities that make it terrifying to encounter. Their very nature is madness-inducing, causing even the staunchest warriors to fumble and lose their way. They can teleport through the Material Plane at will, disappearing from one space and reappearing in another as easily as walking across a room. They can fire beams of energy that sap a creature’s will and even humanity, or curse a creature to exist in an entirely other form, akin to a cloud of vapour. Constructed Nature. A graven image doesn’t require air, food, drink, or sleep. Traits False Appearance. While the graven image remains motionless, it is indistinguishable from a normal statuette. Foment Madness. Any creature that starts its turn within 30 feet of the graven image must succeed on a DC 20 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has l disadvantage on its next attack roll, saving throw, or ability check. If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the graven image). While under the effect of that confusion , the creature is immune to Foment Madness. Immutable Form. The graven image is immune to any spell or effect that would alter its form. Innate Spellcasting. The graven image’s innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components: At will: dimension door 3/day each: fear , phantasmal force Magic Resistance. The graven image has advantage on saving throws against spells and other magical effects. Actions Multiattack. The graven image makes two demoralising beam attacks. Demoralising Beam. Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 16 (2d10 + 5) force damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. Gaseous Curse (Recharge 5-6). The graven image targets one creature it can see within 60 feet of it. The target must succeed on a DC 20 Wisdom saving throw, or become cursed. While cursed, the target transforms, along with everything it is wearing or carrying, into a misty cloud. While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells. The curse lasts until removed by the remove curse spell or other magic.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"chaotic evil","Expansion":20544,"Challenge Rating":10},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Gravetouched Ghoul","description":"Gravetouched ghouls , which are suffused with terrible necromantic energies, manifest various deformities on their undead bodies. Despite being undead, their flesh knits itself back together nearly as quick as a troll’s, with strength to match.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically neutral evil","Expansion":26275,"Challenge Rating":2},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Graveyard Dragon","description":"This draconic skeleton is surround by a nimbus of light, colored in such a way to betray the undead creature’s living origins. Graveyard dragons form out of the remains of evil dragons killed as part of a cataclysm that claimed the lives of several dragons at the same time, or when their remains are exposed to heavy concentrations of necrotic energy. One of the most prominent homes of such dragons is the Dragon Graveyard on the edge of the Ghoul Imperium. Vindictive Undead. Graveyard dragons are vengeful like many other intelligent undead are, but they focus their retribution on the ones responsible for their deaths rather than their own kind. In fact, these undead dragons have a strange sense of protectiveness of other dragons, particularly for the type of dragons they were when they were alive. This sometimes extends to non-evil dragons, but most good-aligned dragons view the existence of graveyard dragons with distaste. Intimidating Appearance. Graveyard dragons are particularly appealing to powerful undead as guardians for their lairs. A graveyard dragon’s skeletal appearance is often enough to scare away most adventurers and tomb robbers. Unlike a more traditional animated skeleton, however, the graveyard dragon is capable of handling the few tomb robbers foolhardy enough to face it.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":5315,"Challenge Rating":7},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Graveyard Dragon","description":"This draconic skeleton is surround by a nimbus of light, colored in such a way as to betray the undead creature’s living origins. Graveyard dragons form out of the remains of evil dragons killed as part of a cataclysm that claimed the lives of several dragons at the same time, or when their remains are exposed to heavy concentrations of necrotic energy. One of the most prominent homes of such dragons is the Dragon Graveyard on the edge of the Ghoul Imperium. Vindictive Undead. Graveyard dragons are vengeful, like many other intelligent undead, but they focus their retribution on the ones responsible for their deaths rather than on their own kind. In fact, these undead dragons have a strange sense of protectiveness of other dragons, particularly for the type of dragons they were when they were alive. This sometimes extends to non-evil dragons, but most good-aligned dragons view the existence of graveyard dragons with distaste. Intimidating Appearance. Graveyard dragons are particularly appealing to powerful undead as guardians for their lairs. A graveyard dragon’s skeletal appearance is often enough to scare away most adventurers and tomb robbers. Unlike a more traditional animated skeleton, however, the graveyard dragon is capable of handling the few tomb robbers foolhardy enough to face it. Undead Nature. The graveyard dragon doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Gravity Golem","description":"Gravity golems are fierce arcane constructs crafted from various alloys of metal etched with magical runes. A fascinating sight that seems to defy common sense, a gravity golem's disjointed body parts are held together by gravitational energy from numerous glowing, rune-enchanted orbs. A Forceful Guardian One of the most magnificent constructs invented by the ambitious runecarvers of the Arkrune Enclave, a gravity golem is a fearsome guardian that acts upon its master's commands with unyielding and single-minded determination, using gravitational magic and pure energy to destroy whoever tries to stand against it.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":11},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Gravity Golem, Lesser","description":"Gravity golems are fierce arcane constructs crafted from various alloys etched with magical runes. Defying common sense, a gravity golem’s disjointed body parts are held together through gravitational energy. A Forceful Guardian A gravity golem is a formidable sentinel, obeying its master’s commands with unyielding and single-minded determination, and using gravitational magic and pure energy to destroy whoever tries to stand against it.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"Unaligned","Expansion":25354,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Gray Dragon Wyrmling","description":"Gray Dragon The gray dragon is likely the most avaricious, ill-tempered, and feral of all dragons. It lives to hunt for sport, more obsessed with the act of stalking and bringing down powerful prey than accumulating wealth. It is prone to fits of rage such that the gray dragon would rain death and destruction to every random habitat and settlement within miles of its lair. It dwells in temperate regions that have high rocky outcroppings surrounded by low flatlands. Spiked Horror. The gray dragon is covered in armor-like, bony plates called osteoderms, with spikes protruding from its forearms and limb joints. Its head features a crest of long, sharp spikes, with smaller ones jutting below its oversized jaw like a garish beard. A jagged line of barbs runs from the back of its head and along its spine, and its forked tail ends with two wicked scythe-like bony plates which it uses to impale prey. A fang-filled mouth and a pair of long ears give the gray dragon a bat-like visage. Earth Connection. It is said that gray dragons evolved from fang dragons, an extinct type of bestial dragon that had no breath weapon. Legend has it that Tiamat, the Queen of Dragons, weaved her dark magic and infused all unhatched fang dragon eggs in the world with basilisk blood. Since then, only gray dragon hatchlings have been born, and each has shown a natural affinity with the Elemental nature of Earth, including immunity to petrification. Consummate Hunter. Driven by its predatory nature, the gray dragon prefers to fight by just using its teeth, claws, and tail, often delivering the killing blow before its target can react. At times the gray dragon will toy with its prey, tormenting it by telling how futile it is to escape, and even mimicking voices it has heard to distract or lure the target. It sees it as a testament to its hunting prowess to bring down formidable creatures with just its cunning, hunting skill, and physical attacks. Thus, it rarely uses its breath attack unless it believes its life might be in danger. The gray dragon's elemental breath is a cone of caustic, viscous slime. The slime is so sticky that it continues to dissolve the flesh of its victims for a time after the initial contact. Guarded Lair. A gray dragon often leaves its lair for extended periods to hunt. Before doing so, it seals its den, where it keeps its vast treasure piles, with boulders and slabs of granite and limestone. The lair’s outlying chambers are usually patrolled by the gray dragon’s minions, which are often basilisks, cockatrices, earth elementals, galeb duhr, medusae, ooze paraelementals, and stone giants. These creatures are not necessarily subservient to the gray dragon and see it more as a mutual arrangement of protection. However, they do fear the gray dragon’s wrath and take extraordinary steps not to incur it. A Gray Dragon's Lair The gray dragon dwells in badlands, brushlands, prairies, and tundras that have rocky crags, cliffs, and outcroppings that overlook great flatlands where it can spy potential game from great distances. It makes its lair in sprawling caves and ancient ruins. Its den is full of amassed treasure and decorated with the bones and skulls of the most dangerous and largest creatures it has slain. The gray dragon hunts and leaves its lair more often than other dragons and secures its lair by blocking its entrances with huge boulders. The challenge rating of a legendary gray dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. The dragon creates a wall of earth on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, resistant to bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine, and immunity to necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Earthquakes are common within 6 miles of the dragon’s lair. Earth elementals scour the land within 6 miles of the lair. Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby. If the dragon dies, the earth elementals disappear immediately, and the other effects fade over the course of 1d10 days. Traits Mimicry. The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target . Hit: 9 (2d6 + 2) piercing damage plus 2 (1d4) acid damage. Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Acid Breath (Recharge 5–6). The dragon exhales sticky, corrosive acid in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On failed save, a creature takes 18 (4d8) acid damage immediately and 9 (2d8) acid damage at the end of its next turn. On a successful save, a creature takes half as much of the initial damage and no damage at the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Gray Duwende","description":"A gray duwende, also called \"nuno sa punso,\" which means old man of the mound, is the wisest of all duwendes and can live twice as long than its kin. It has a light to a grayish-brown fur coat and tufts of grayish-white hair growing from its head and wears clothes and hats made from straw and scraps of cloth. A gray duwende is a solitary, stubborn, and ill-tempered creature who cares nothing more than to be left alone in peace, usually spending its time planting crops on its fields or sitting on its mound contemplating. Anyone who trespasses into its lands, steals from its property, or even accidentally steps on it will suffer from the gray duwende's wrath unless they pay it a generous amount of treasure - which can be in the form of shiny, worthless baubles or sugary treats. If one shows respect and enough \"treasure,\" they might be able to convince the gray duwende to share what it knows about the local history and geography. Duwendes (Dwen-deh) Duwendes are tiny fey beings that are distantly related to gnomes. They stand no more than 6 inches tall and have bulbous noses, rat-like ears, and furry, leathery skin. Duwendes are carefree, inquisitive, self-indulgent, skittish, and whimsical creatures who live in the undergrowth of forests, fields, hills, and jungles. They can cast spells and converse with animals and plants. They are fond of mundane items, keepsakes, and tools humanoids use and go out of their way to collect them, sometimes sneaking into people's homes. They usually keep themselves hidden and invisible, but their reckless behaviors often place them at risk. There are three types of duwendes - dark, gray, and green. While each behaves differently, they generally tolerate each other's presence. Earth Attuned. Although they aren't earth fey, duwendes appear to have a connection to the Elemental Plane of Earth and are cordial with creatures native or have strong ties to it, such as earth elementals, galeb duhr, and korreds. Duwendes build their homes underground, forming large mounds rising from the earth. Unfortunately, their homes resemble large termite hills, and many passersby have foolishly tried to destroy them, earning the ire of the duwende who resides in it. The offending creatures find themselves blinded, cursed, or unable to stop themselves from having endless fits of laughter. Luck Giver. Duwendes are magical beings of chaos and have a natural ability to affect another person's luck. However, it depends on the duwende's nature and whim and its relationship to the person, on what kind of luck - good or bad, it will bestow to it. Traits Magic Resistance. The duwende has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The duwende can communicate with beasts and plants as if they and the anito shared a language. Actions Sling. Ranged Weapon Attack: +5 to hit, range 15/60 ft., one target. Hit: 4 (1 + 3) bludgeoning damage. Superior Invisibility. The duwende magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the duwende wears or carries is invisible with it. Spellcasting. The duwende casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: mage hand, minor illusion, vicious mockery 3/day: charm person, healing word, Tasha's hideous laughter 1/day: bestow curse, blindness/deafness Reactions Alter Luck (3/Day). When a creature the duwende can see within 30 feet of it makes an attack roll, an ability check, or a saving throw, the duwende rolls a d10 and can choose to add it to or deduct it from the result. The duwende can make this choice after the roll is made but before the outcome is determined.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Gray Hag","description":"The gray hag is a disgusting and horrid-looking monster. She has wild wiry hair that (thankfully) partially covers her grotesque face, and her grayish-black skin is riddled with warts and puss. She prefers to live in the dark recesses of caves in the gloomiest forests or most treacherous swamps. Demonic Disciple. The gray hag is often a worshiper of Juiblex and is normally found in the company of slimes, jellies, puddings, and various ooze-like creatures. Claws of Death. The gray hag has tough iron-like claws that carry supernatural toxins. Any mortal creature wounded by them can instantly die a horrific death. Traits Poisonous Skin. Any creature that grapples the hag or otherwise comes into direct contact with the hag's skin must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the hag can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spider Climb. The hag can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw against poison. On a failed save, the target is reduced to 0 hit points. Spit Green Slime. Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d10) acid damage and the creature takes the damage again at the start of each of its turns until the slime is scraped off or destroyed. Against wood or metal, green slime deals 11 (2d10) acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed. Sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys the green slime. Bonus Actions Stench Spray (Recharge 5–6). The hag emits noxious gas in a 15-foot cube originating from the hag. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, a creature is poisoned for 1 minute. A poisoned creature spends its action on each of its turns coughing and reeling. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. On a successful save, a creature takes half as much damage and isn't poisoned.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Gray Ooze","description":"“The dungeon’s floors were spotless. That should have been our first clue.” —from the journal of Jaster Hollowquill, on his first exploration of Undermountain Oozes Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze’s presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby. Slow Death. An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim’s comrades can come to the rescue before it is too late. Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers. Unwitting Servants. Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze’s need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room. Spawn of Juiblex. According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex. Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent. Ooze Nature. An ooze doesn’t require sleep. Gray Ooze A gray ooze is stone turned to liquid by chaos. When it moves, it slithers like a liquid snake, rising to strike. Variant: Psychic Gray Ooze A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psionic creatures such as mind flayers, suggesting that the ooze can sense and mimic psionic ability. See the Psychic Gray Ooze entry. Traits Amorphous : The ooze can move through a space as narrow as 1 inch wide without squeezing. Corrode Metal : Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. False Appearance : While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. Actions Pseudopod : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Gray Ooze","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amorphous : The ooze can move through a space as narrow as 1 inch wide without squeezing . Corrode Metal : Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. False Appearance : While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. Actions Pseudopod : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage , and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.","properties":{"Category":"Monsters","AC":8,"HP":"22 (3d8+9)","CHA":2,"CON":16,"DEX":6,"INT":1,"STR":12,"WIS":6,"Size":"Medium","Type":"ooze","Speed":"10 ft., climb 10 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064428/ZL45q8iQkhWGp8IJ6kp4qg/original.png","Roll 0":"1d20 + 3\n1d6+1","Senses":"Blindsight 60 Ft. (Blind Beyond This Radius)","Skills":"Stealth +2","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":1,"Resistances":"Acid, Cold, Fire","data-Traits":"[{\"Name\":\"Amorphous\",\"Desc\":\"The ooze can move through a space as narrow as 1 inch wide without squeezing.\"},{\"Name\":\"Corrode Metal\",\"Desc\":\"Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.\"},{\"Name\":\"False Appearance\",\"Desc\":\"While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.\"}]","data-Actions":"[{\"Name\":\"Pseudopod\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"2d6\",\"Damage 2 Type\":\"acid\",\"Desc\":\"If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the ac it offers The armor is destroyed if the penalty reduces its AC to 10\"}]","data-CHA-mod":"-4","data-CON-mod":"+3","data-DEX-mod":"-2","data-INT-mod":"-5","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"-2","Challenge Rating":"1/2","Passive Perception":8,"Condition Immunities":"Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone","data-CrNum":0.5,"data-AcNum":8,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gray Render","description":"I suspect gray renders owe their origin to the neogi, since they are often in their company. Those that appear in the wilderness are likely castaways from frustrated neogi masters. —Mordenkainen A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, give its life to protect that creature. Great strength⁠ and a savage nature enable gray renders to be fierce guardians, but they lack even a shred of cunning. A Spreading Plague. Gray renders reproduce by forming nodules on their bodies that, upon reaching maturity, break off to begin life as young gray renders. These monstrosities feel no obligation to their young, and they have no inclination to gather with others of their kind. Chaotic Allies. As a side effect of its breeding, each gray render has an overpowering need to bond with an intelligent creature. When it encounters a suitable master, the render sings to it—a weird, warbling cry accompanied by scratching at the earth and a show of deference. Once it forms the bond, the render serves its master in all things. Although this bond can be a great benefit, renders are inherently chaotic. In a battle, a render fights with all the savagery it can muster and never willingly harms its master, but outside battle, a gray render might present considerable difficulty for its master's associates. It might follow its master even after being told to stay put, destroy its master's house, burrow holes in the side of a ship, kill horses, attack when it feels jealous, and more. A gray render might be a boon companion, but it is always an unpredictable one. The Gray Render Quirks table presents possible quirks for gray renders that can be generated randomly or selected as desired. Gray Render Quirks d12 Quirk 1 Hates horses and other mounts 2 Roars loudly when its bonded creature is touched by another creature 3 Likes to snuggle 4 Uproots and chews on trees 5 Has terrific and eye-watering flatulence 6 Brings offerings of meat to its bonded creature 7 Compulsively digs up the ground 8 Attacks carts and wagons as if they were terrible monsters 9 Howls when it rains 10 Whines piteously in the dark 11 Buries treasure it finds 12 Chases birds, leaping into the air to catch them, heedless of the destruction it causes Actions Multiattack. The gray render makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone. Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage, plus 7 (2d6) bludgeoning damage if the target is prone. Reactions Bloody Rampage. When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Neutral","Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Gray Render","description":"A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, to give its life to protect that creature. Great strength and a ferocious nature make gray renders fierce guardians, but they lack a shred of cunning. Gray renders reproduce by forming nodules on their bodies that, on reaching maturity, break off to begin life as young gray renders. They feel no obligation to their young and have no inclination to gather with others of their kind. Instead, each has an overpowering need to bond with an intelligent creature. When one encounters a suitable master, it sings to that creature—a weird, warbling cry accompanied by scratching at the earth and a show of deference. Once it forms a bond, a gray render serves its master devotedly. A gray render might be a strong ally, but it’s always an unpredictable one. In combat, a gray render fights viciously and never willingly harms its master, but outside battle, it might cause considerable difficulties. It might follow its master despite being told to stay put, destroy its master’s house, burrow holes through a ship’s hull, attack out of jealousy, or worse. The Gray Render Quirks table presents possible quirks for gray renders that can be generated randomly or selected as desired. Gray Render Quirks d12 Quirk 1 Hates horses and other mounts 2 Roars loudly when its bonded creature is touched by another creature 3 Likes to snuggle 4 Uproots and chews on trees 5 Has terrific and eye-watering flatulence 6 Brings offerings of meat to its bonded creature 7 Compulsively digs up the ground 8 Attacks carts and wagons as if they were terrible monsters 9 Howls when it rains 10 Whines piteously in the dark 11 Buries treasure it finds 12 Chases birds, leaping into the air to catch them, heedless of the destruction it causes Actions Multiattack. The gray render makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage, plus 10 (3d6) bludgeoning damage if the target is prone. Reactions Bloody Rampage. When the gray render takes damage, it makes one Claw attack against a random creature within its reach, other than its master.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Neutral","Expansion":14934,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Gray Scavver","description":"Gray scavvers are 6 feet long and travel in packs. The scent of blood sends them into a feeding frenzy, but wounding one usually weakens it enough to make it break off its attack. Scavvers Scavvers are shark-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray—rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them. A scavver has a single large eye in the leading edge of its head. This eye glows while the creature is awake. Its wide mouth is full of sharp teeth. A scavver flies in lazy circles when it sleeps but otherwise moves through space much as a shark swims through water. Traits Unusual Nature. The scavver doesn’t require air. Actions Bite. Melee Weapon Attack: +5 to hit (with advantage if the target is a creature that is missing any hit points), reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":16643,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Gray Slaad","description":"Embedded in a slaad’s brain is a magic gem. Acquire it, and the slaad is yours to command. Slaadi In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone’s power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus’s creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus’s massive creation as the Spawning Stone for this reason. The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn’t perceive the slaadi as threats or chooses to ignore them. Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. Gray Slaad Outside of Limbo, gray slaadi act as living extensions of the will of their masters, the death slaadi. A gray slaad journeys to the Material Plane on errands of doom, often taking humanoid form. A gray slaad learns how to master the use of a greatsword and imbue it with its own innate magic. A gray slaad that eats the entire corpse of a dead death slaad instantly transforms into a death slaad. Variant: Slaad Control Gems As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad’s brain. This fragment takes the form of a magic gem roughly the size and shape of a human child’s fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad’s gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad’s gem is destroyed, the slaad can no longer be controlled in this way. A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait. Control Gem : Implanted in the slaad’s brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment , the spell can transfer the gem to the spellcaster’s open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad’s presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. Traits Shapechanger : The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Innate Spellcasting : The slaad’s innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components: • At will: detect magic, detect thoughts, invisibility (self only) , mage hand, major image • 2/day each: fear, fly, fireball, tongues • 1/day: plane shift (self only) Magic Resistance : The slaad has advantage on saving throws against spells and other magical effects. Magic Weapons : The slaad’s weapon attacks are magical. Regeneration : The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack : The slaad makes three attacks: one with its bite and two with its claws or greatsword. Bite (Slaad Form Only) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claws (Slaad Form Only) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Greatsword : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration (shapechanger)","Source":"MM1","Alignment":"chaotic neutral","Expansion":2,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Gray Thirster","description":"This dried-out body of a long dead traveler is still clad in the tattered remains of his clothes. Skin as dry as parchment clings to the bones that are clearly distinguishable underneath. A hoarse moaning emanates from the dry, cracked lips. Thirsting Undead. The greatest danger to people traversing badlands and deserts is thirst, and even the best prepared can find themselves without water. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days. These souls sometimes rise from the sand as gray thirsters, driven to inflict the torment they suffered upon other travelers. Destroy Wells and Oases. Gray thirsters destroy or foul sources of water and often lurk nearby to ambush those seeking clean water. Thirsting Caravan. Though they hunt alone, in at least one case an entire caravan died of thirst and rose again as gray thirsters. Called the dust caravan, it prowls the deep desert accompanied by skinchanging gnolls, shrieking ghouls, and a mummy lord, building a strange nomadic army. Undead Nature. A gray thirster doesn’t require air, food, or sleep. Traits Thirst: The gray thirster projects a 30-foot aura of desiccating thirst. The first time a creature enters the aura on its turn, or when it starts its turn in the aura, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion. If the saving throw is successful, the creature is immune to the gray thirster’s Thirst for the next 24 hours. Actions Multiattack: The gray thirster makes two claw attacks and one Withering Turban attack. Claw: Melee Weapon Attack : +5 to hit, reach 5 ft., One creature. Hit : 9 (1d6 + 6) Slashing damage. Withering Turban: Melee Weapon Attack : +5 to hit, reach 10 ft., One creature. Hit : 5 (1d4 + 3) Necrotic damage. If the target failed a saving throw against the Thirst trait at any point in this encounter, its hit point maximum is reduced by an amount equal to the damage it took from this attack. This reduction lasts until the target has no exhaustion levels. Drought (1/Day): The gray thirster draws the moisture from a 20-foot radius area centered on itself. Nonmagical water and other liquids in this area turn to dust. Each creature that is neither undead nor a construct in the area takes 9 (2d8) necrotic damage, or half damage with a successful DC 13 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. Liquids carried by a creature that makes a successful saving throw are not destroyed.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Graz'zt","description":"The appearance of the Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Graz'zt strikes the perfect figure of untamed desire, every plane and curve of his body, every glance of his burning eyes, promising a mixture of pleasure and pain. A subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot. Graz'zt can also transform himself at will, appearing in any humanoid form that pleases him, or his onlookers, all equally tempting in their own ways. Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair, and those of his cultists, are pleasure palaces where nothing is forbidden, save moderation or kindness. The dark Prince of Pleasure considers restriction the only sin, and takes what he wants. Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They frequently wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations. Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave⁠ of Sorrow, its wavy, razor-edged blade dripping acid at his command⁠. Graz'zt's Lair Graz'zt's principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzatar. Graz'zt's maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz'zt can twist it with his madness⁠. Graz'zt's lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz'zt's lairs, followers, thralls, and subjects alike are forced to slake Graz'zt's thirst for pageantry and pleasure. Lair Actions On initiative count 20 (losing initiative ties), Graz'zt can take a lair action⁠ to cause one of the following effects; he can't use the same effect two rounds in a row: Graz'zt casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command⁠ to all the targets⁠. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action⁠ is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide. Regional Effects The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects: Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness⁠ determined by the Madness⁠ of Graz'zt table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Graz'zt dies, these effects fade over the course of 1d10 days. Madness⁠ of Graz'zt If a creature goes mad in Graz'zt's lair or within line of sight of the demon lord, roll on the Madness⁠⁠ of Graz'zt table to determine the nature of the madness⁠, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. Madness⁠ of Graz'zt d100 Flaw (lasts until cured) 01–20 \"Nothing is more important to me than admiring my own reflection. Anyone who doesn't appreciate my beauty is a fool.\" 21–40 \"Sex is a great solution to all of life's problems. Why doesn't anyone else get this?\" 41–60 \"My appetite for delicious, pleasurable substances knows no bounds. I'll do anything to get more.\" 61–80 \"Rumors spread easily, and I know many of them. Who cares if they're true?\" 81–90 \"To properly honor my dark, beautiful lord, I must prepare intricate, debauched rituals⁠.\" 91–00 \"Anyone who doesn't do exactly what I say deserves no happiness.\" Traits Shapechanger. Graz'zt can use his action⁠ to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. Innate Spellcasting. Graz'zt's spellcasting ability is Charisma (spell save DC 23). He can innately cast the following spells, requiring no material components: At will: charm person , crown of madness , detect magic , dispel magic , dissonant whispers 3/day each: counterspell , darkness , dominate person , sanctuary , telekinesis , teleport 1/day each: dominate monster , greater invisibility Legendary Resistance⁠ (3/Day). If Graz'zt fails a saving throw, he can choose to succeed instead. Magic Resistance⁠. Graz'zt has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. Graz'zt's weapon attacks are magical. Actions Multiattack. Graz'zt attacks twice with Wave⁠ of Sorrow. Wave⁠ of Sorrow (Greatsword). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 10 (3d6) acid damage. Teleport⁠. Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Legendary Actions Graz'zt can take 3 legendary actions, choosing from the options below. Only one legendary action⁠⁠⁠ option can be used at a time and only at the end of another creature's turn. Graz'zt regains spent legendary actions at the start of his turn. Attack. Graz'zt attacks once with Wave⁠ of Sorrow. Dance, My Puppet! One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs. Sow Discord. Graz'zt casts crown of madness ⁠ or dissonant whispers . Teleport⁠ . Graz'zt uses his Teleport⁠ action⁠.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon, Shapechanger)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Expansion":4,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Graz'zt","description":"Graz’zt The appearance of the Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Graz’zt strikes the perfect figure of untamed desire, every plane and curve of his body, every glance of his burning eyes, promising a mixture of pleasure and pain. A subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot. Graz’zt can also transform himself at will, appearing in any humanoid form that pleases him, or his onlookers, all equally tempting in their own ways. Graz’zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair, and those of his cultists, are pleasure palaces where nothing is forbidden, save moderation or kindness. The dark Prince of Pleasure considers restriction the only sin, and takes what he wants. Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They frequently wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations. Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, the Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command. Graz’zt’s Lair Graz’zt’s principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz’zt’s lairs, followers, thralls, and subjects alike are forced to slake Graz’zt’s thirst for pageantry and pleasure. Lair Actions On initiative count 20 (losing initiative ties), Graz’zt can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: Graz’zt casts the command spell on every creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide. Regional Effects The region containing Graz’zt’s lair is warped by his magic, creating one or more of the following effects: Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Graz’zt table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Graz’zt dies, these effects fade over the course of 1d10 days. Madness of Graz’zt If a creature goes mad in Graz’zt’s lair or within line of sight of the demon lord, roll on the Madness of Graz’zt table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Graz’zt d100 Flaw (lasts until cured) 01–20 “There is nothing in the world more important than me and my desires.” 21–40 “Anyone who doesn’t do exactly what I say doesn’t deserve to live.” 41–60 “Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you.” 61–80 \"I will not rest until I have made someone else mine, and doing so is more important to me than my own life—or the lives of others.” 81–90 “My own pleasure is of paramount importance. Everything else, including social graces, is a triviality.” 91–00 “Anything that can bring me happiness should be enjoyed immediately. There is no point to saving anything pleasurable for later.”","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon, shapechanger)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Graz'zt","description":"The appearance of this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz’zt can transform himself at will, appearing in any humanlike form that pleases him or his onlookers, all equally tempting in their own ways. In every form, though, a subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot. Graz’zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair and those of his cultists are pleasure palaces where nothing is forbidden save moderation and kindness. Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations. Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, whose wavy, razor-edged blade drips acid at his command. Graz’zt’s Lair Graz’zt’s principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzagrat. Graz’zt’s demonic influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his power. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz’zt’s lairs, devotees and subjects alike are forced to slake Graz’zt’s thirst for pageantry. Lair Actions On initiative count 20 (losing initiative ties), Graz’zt can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Command. Graz’zt casts the command spell on every creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets. Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide. Graz’zt proved to be a plentiful source of magical energy. He seems to think there’s something more between us. He’ll eventually figure out the truth. Tasha Regional Effects The region containing Graz’zt’s lair is warped by his magic, creating one or more of the following effects: Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons. Beguiling Realm. Within 6 miles of the lair, all Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Persuasion) checks have advantage. Mirrors Everywhere. Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. If Graz’zt dies, these effects fade over the course of 1d10 days. Cultists of Graz’zt Graz’zt grants his cultists special abilities. His cultists can gain the Joy from Pain trait, while his cult leaders can gain the Master of Pleasures trait. Joy from Pain. Whenever this creature suffers a critical hit, it can make one melee weapon attack as a reaction. Master of Pleasures. As a reaction when this creature takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it. Traits Legendary Resistance (3/Day). If Graz’zt fails a saving throw, he can choose to succeed instead. Magic Resistance. Graz’zt has advantage on saving throws against spells and other magical effects. Actions Multiattack. Graz’zt makes two Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting. Wave of Sorrow (Greatsword). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) force damage plus 14 (4d6) acid damage. Spellcasting. Graz’zt casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): At will: charm person , detect magic , dispel magic 3/day each: darkness , dominate person , telekinesis , teleport 1/day each: dominate monster , greater invisibility Teleport. Graz’zt teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Bonus Actions Change Shape. Graz’zt transforms into a form that resembles a Medium Humanoid or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed. Reactions Negate Spell (Recharge 5–6). Graz’zt tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Graz’zt makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect. Legendary Actions Graz’zt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Graz’zt regains spent legendary actions at the start of his turn. Abyssal Magic. Graz’zt uses Spellcasting or Teleport. Attack. Graz’zt makes one Wave of Sorrow attack. Dance, My Puppet! One creature charmed by Graz’zt that Graz’zt can see must use its reaction to move up to its speed as Graz’zt directs.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":14934,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Great Boar","description":"With its monstrous size and many fearsome tusks, there is no mistaking the great boar for an earthly creature. Great boar hunts are often organized to procure a grand sacrifice to the gods, though sometimes they are undertaken for the fame of slaying such a hugely fearsome creature. The great boar is dangerous for its amazing strength and deadly tusks, and because it brings madness to its foes. All but the most disciplined parties fall prey to this madness, and many hunters have died at the hands of their fellows.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"unaligned","Expansion":4963,"Challenge Rating":3},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Great Gray Owl","description":"Great gray owls are stealthy predators, and the largest of the non-giant varieties of owls. Unlike other owls, great grays aren't territorial — with the exception of females raising young — and don't flush or spook when other creatures approach. Rather, they remain still on their low perches, often going overlooked.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Great Grey Owl","description":"Great grey owls are stealthy predators, and the largest of the non-giant varieties of owls. Unlike other owls, great greys aren’t territorial—with the exception of females raising young—and don’t flush or spook when other creatures approach. Rather, they remain still on their low perches, often going overlooked. Actions Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target . Hit: (1d6+3) pericing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Great Horned Owlbear","description":"The great horned owlbear is a species that can unleash an ear-shattering screech that is so loud it can momentarily stun those who hear it, providing the creature with an opening to deliver a killing blow. Traits Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack. The owlbear uses Stunning Screech. It then makes two attacks: one with its Beak and one with its Claws. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Bonus Actions Stunning Screech (Recharge 5–6). The owlbear emits a shrill, earsplitting screech. Each creature within 30 feet of the owlbear and able to hear it must succeed on a DC 14 Constitution saving throw or be stunned until the end of the owlbear's next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Abyssal Lamia","description":"Lamias often serve as minions to powerful demons. Because of the lamias' hedonistic nature, it is not uncommon for them to have intercourse with demons. In rare instances, a female lamia becomes impregnated and gives birth to the demon's offspring - a vile fiend known as an abyssal lamia. Greater Abyssal Lamia. As an abyssal lamia devours more souls, it gains power and may evolve into a greater form. It acquires more demonic characteristics and features, such as bat-like wings, potent magic, and other fiendish abilities. Abyssal Creatures Abyssal creatures are typically the offspring of a demon and another species. Some creatures are transformed into abyssal versions after undergoing demonic rituals performed by powerful cultists. A very rare few are gifted abyssal power by demon lords, usually after imbibing the demon lord's blood. Demon-blooded. Abyssal creatures generally resemble their nondemonic parent, but closer inspection reveal their abhorrent nature: thick, leathery skin, oversized claws and teeth, and a more evil and depraved disposition. Greater abyssal versions show more characteristics of their demonic ancestry - horns, wings, and even additional limbs. They also demonstrate more powerful abilities and potent magic. Traits Magic Resistance. The abyssal lamia has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abyssal lamia makes one Claws attack and one Glaive or Intoxicating Touch attack. Alternatively, it can make two Intoxicating Bolt attacks. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 7 (2d6) necrotic damage. Intoxicating Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) psychic damage and the target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. Intoxicating Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 9 (1d10 + 4) psychic damage and the target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. Whispers of the Damned (Recharge 5–6). The abyssal lamia chooses up to three creatures it can see within 60 feet of it. Each target that can hear the abyssal lamia must succeed on a DC 16 Wisdom saving throw, or it takes 18 (4d8) psychic damage and must use its reaction to move up to half its speed and make a weapon attack against one creature of the abyssal lamia’s choice that the abyssal lamia can see. Constructs, Demons, and Undead are immune to this effect. Spellcasting. The abyssal lamia casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day each: geas, mass suggestion, project image","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Greater Abyssal Medusa","description":"Some medusas form allegiances or bonds with powerful demons, especially if those very demons were instrumental in the medusa's accursed state. Those who are favored become the demon's consort or concubine and may transform into an abyssal medusa. Others bear the demon's offspring and produce one. Perhaps due to their affinity with serpents, greater abyssal medusas resemble mariliths, having the lower body of a giant serpent and the upper torso of a humanoid with six arms. Abyssal Creatures Abyssal creatures are typically the offspring of a demon and another species. Some creatures are transformed into abyssal versions after undergoing demonic rituals performed by powerful cultists. A very rare few are gifted abyssal power by demon lords, usually after imbibing the demon lord's blood. Demon-blooded. Abyssal creatures generally resemble their nondemonic parent, but closer inspection reveal their abhorrent nature: thick, leathery skin, oversized claws and teeth, and a more evil and depraved disposition. Greater abyssal versions show more characteristics of their demonic ancestry - horns, wings, and even additional limbs. They also demonstrate more powerful abilities and potent magic. Traits Magic Resistance. The abyssal medusa has advantage on saving throws against spells and other magical effects. Petrifying Gaze. When a creature that can see the abyssal medusa's eyes starts its turn within 30 feet of the abyssal medusa, the abyssal medusa can force it to make a DC 17 Constitution saving throw if the abyssal medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the abyssal medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the abyssal medusa in the meantime, it must immediately make the save. If the abyssal medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the abyssal medusa is, due to its curse, affected by its own gaze. Reactive. The abyssal medusa can take one reaction on every turn in a combat. Actions Multiattack. The abyssal medusa makes six Longsword attacks and one Snake Hair or Tail attack. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Snake Hair. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 17 (5d6) poison damage. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, the abyssal medusa can automatically hit the target with its Tail attack, and the abyssal medusa can’t make Tail attacks against other targets. Teleport. The abyssal medusa magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Reactions Parry. The abyssal medusa adds 4 to its AC against one melee attack that would hit it. To do so, the abyssal medusa must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Greater Air Elemental Myrmidon","description":"Elemental Myrmidons were once free elementals summoned by powerful spellcasters and bound into magical plates of armor. While these elementals retain their intelligence, their free will have been erased, fully subservient to their masters that summoned them. Elemental myrmidons are neutral-aligned by nature, their alignment only shifting to good or evil depending on who or what summoned them. As they get older and absorb more energy, they get stronger and larger. Actions Multiattack. The myrmidon makes three Flail attacks. If available, it can use Whirlwind Blast in place of one of these attacks. Flail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) force damage. Lightning Strike (Recharge 5–6). The myrmidon makes one Flail attack. On a hit, the target takes an extra 22 (5d8) lightning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of the myrmidon's next turn. Whirlwind Blast (1/Day). The myrmidon unleashes violent winds in a 15-foot radius circle centered on its space. Each creature in the area other than the myrmidon must make a DC 18 Strength saving throw. On a failure, the target takes 15 (2d8 + 6) bludgeoning damage and is flung up to 10 feet away from the myrmidon in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes an extra 9 (1d6 + 6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Greater Ammit","description":"The fearsome ammit, also known as the \"Eater of Hearts,\" is a terrifying demon that has a hybrid body composed of different ferocious animals. It possesses the head, upper back, and tail of a crocodile, the mane, neck, and front limbs of a lion, and the body and rear legs of a hippopotamus. Soul Devourer. The ammit is driven by its insatiable hunger for devouring the hearts of wretched mortals. By doing so, it sends the souls of its victims to the Abyss, where they are transformed into low-ranking demons. It is summoned by cultists or dispatched by demon lords to carry out this task. The ammit serves as an instrument of punishment and a means for its demon lord master to amass an army. The ammit takes great pleasure in its gruesome duty, reveling in tearing apart its victims limb from limb before consuming their hearts. Bringer of Woe. The ammit is an incredibly imposing creature to face in combat, large in size with a muscular build. Its powerful bite and claws are formidable weapons and its thick hide provides substantial protection, allowing it to withstand most attacks. The ammit is also a dangerous magic-user, possessing the ability to bestow curses, inflict diseases, and summon plagues upon its foes. In addition, the ammit can paralyze a creature with fear by its glare alone. The ammit's magical abilities, combined with its physical strength, make the demon an instrument for suffering and despair. Traits Hold Breath. The ammit can hold its breath for 1 hour. Magic Resistance. The ammit has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ammit makes one Bite attack and two Claw attacks. It can use Devour Heart, Baleful Glare. or Spellcasting in place of its Bite attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the ammit can't use its Bite attack on another target. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Devour Heart . Melee Weapon Attack: +10 to hit, reach 5 ft., one incapacitated creature or one creature grappled by the ammit. Hit: 16 (2d10 + 5) piercing damage plus 14 (4d6) necrotic damage. If this damage reduces the creature to 0 hit points, the creature's heart is devoured by the ammit, the creature dies, and the ammit regains hit points equal to the half the maximum hit points of the creature. Unless the ammit is slain within 1 minute of this action, the creature's soul is sent to the Abyss and only a wish spell followed by a true resurrection spell can restore the creature to life. Constructs and Demons are immune to this effect. Baleful Glare. The ammit targets one creature it can see within 60 feet of it. The creature must succeed on a DC 19 Wisdom saving throw. On a failed save, a creature takes 14 (4d6) psychic damage and is frightened of the ammit for 1 minute. A frightened creature is paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't frightened. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ammit's Baleful Glare for the next 24 hours. Teleport. The ammit magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Spellcasting. The ammit casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 19): At will: darkness, detect magic, detect thoughts 2/day each: bestow curse, contagion, dispel magic, insect plague, locate creature 1/day each: harm","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Greater Babau","description":"Said to have been created by demon lord Juiblex, a greater babau is a rare and more dangerous species of babau. It is more intelligent and cunning compared to its normal ilk, and is gifted with spellcasting abilities. Worse still, its skin secretes a red slime so corrosive it can literally melt weapons that strike it. Traits Corrosive Slime. A creature that touches the babau or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage. In addition, any nonmagical weapon that hits the babau corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. When a creature hits the babau with a magical weapon and deals damage, it must succeed on a DC 14 Dexterity saving throw with advantage on the roll. On a failed save, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Ammunition that hits the babau is destroyed after dealing damage. Magic Resistance. The babau has advantage on saving throws against spells and other magical effects. Sneak Attack (1/Turn). The babau deals an extra 7 (2d6) damage when the babau hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the babau that isn't incapacitated and the babau doesn't have disadvantage on the attack roll. Actions Multiattack. The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 5 (1d10) acid damage. Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 9 (1d8 + 5) piercing damage if used with two hands to make a melee attack, plus 4 (1d8) acid damage. Weakening Gaze. The babau targets one creature that it can see within 20 feet of it. The target must make a DC 14 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The babau casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13): At will: darkness, dispel magic, fear, heat metal, levitate 1/day each: polymorph (self only), teleport","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Greater Banshee","description":"A greater banshee is an undead spirit of immense power. It appears at first like a standard banshee, until it manifests its dreadful abilities. By then, it may be too late for adventurers to recognize the difference. Unusual Nature. The banshee doesn’t require air, food, drink, or sleep. Traits Detect Life. The banshee can magically sense the presence of living creatures up to 5 miles away that aren’t Undead or Constructs. She knows the general direction they're in but not their exact locations. Legendary Resistance (2/Day). If the banshee fails a saving throw, it can choose to succeed instead. Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. Actions Multiattack. The banshee uses Horrifying Visage. It then makes one Corrupting Touch attack. Corrupting Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) necrotic damage and the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the banshee's next turn. While frightened in this way, the target is paralyzed. Horrifying Visage. Each non-Undead creature within 60 feet of the banshee that can see her must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours. Wail (1/Day). The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on Constructs and Undead. All other creatures within 60 feet of her that can hear her must succeed on a DC 15 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 17 (5d6) psychic damage. Legendary Actions The banshee can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The banshee regains spent legendary actions at the start of its turn. Corrupt. The banshee uses Corrupting Touch. Kiss of Death (Costs 2 Actions). Melee Spell Attack: +6 to hit, reach 5 ft., one frightened or incapacitated humanoid creature. Hit: The target must succeed on a DC 15 Constitution saving throw. On failed save, the target’s hit points is reduced to 0. On a success, the creature takes 17 (4d6 + 3) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Keening (Costs 3 Actions). The banshee uses Wail. If it isn't available, she recharges Wail.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Barghest","description":"Barghests are ravenous gluttons of life who feed and grow on the fat of mortals, their bodies changing in ways none can predict as they use the flesh and blood of their victims to achieve grisly transformations into greater barghests. In their natural forms, barghests appear as a frighting cross between a wide-eared goblin and a hunched over hound, although instead of paws they have all-too-human hands. When a barghest becomes a greater barghest, it develops greater mutations such as vestigial arms, wings, or larger fangs, as its ties to the demon goddess Lamashtu deepen. Nargloom ( Kingmaker Companion Guide ) is a typical example of a greater barghest. Traits Shapechanger. The barghest can use its action to polymorph into a goblin or a wolf, or back into its true form. While the barghest is a goblin it loses its bite and claw attacks, it becomes Small, its move speed becomes 30 feet, and it gains the Nimble Escape ability. When the barghest is a wolf, its speed changes to 40 feet and it gains the Knockdown ability. Nimble Escape. While in its goblin form, the barghest can take the Disengage or Hide actions as a bonus action on each of its turns. Knockdown. While in its wolf form, if the barghest hits with a bite attack, the target must succeed on a DC 16 Strength saving throw or be knocked prone. Keen Smell. The barghest has advantage on Wisdom (Perception) checks that rely on smell. Mutation. The process of consuming corpses to evolve into a greater barghest results in odd and unpredictable physiological changes. In Nargloom’s case, this mutation is the formation of a pair of bat wings that grant him a fly speed of 30 feet while in his true form. (Unlike most greater barghests, Nargloom also possesses a third eye in his forehead, but this doesn’t grant him any additional abilities of note.) Innate Spellcasting. The barghest’s innate spellcasting ability is Charisma (spell save DC 13). A barghest can innately cast the following spells, requiring no material components. 1/day: charm person, confusion, dimension door, enlarge/reduce, invisibility, levitate Actions Multiattack. The barghest makes three attacks, one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (shapechanger)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Greater Barghest","description":"Greater barghests are mature barghests that have consumed nearly all the goblinoid souls they need to return to Gehenna. These vicious beasts have grown larger and more powerful than its brethren by consuming only the souls of powerful goblinoid warriors and spellcasters, and the occasional adventurer. Fiendish Commanders. It is not uncommon to encounter greater barghests leading their goblinoid armies, with their unfortunate goblin underlings both serving as slaves and sources of sustenance. Due to their strength and cunning, some greater barghests have even formed alliances with creatures that goblinoids might find too troublesome to be with on their own, such as hill giants, ogres, hags, harpies, trolls, and verbeeg. Traits Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Soul Feeding. The barghest can feed on the corpse of a Fey or Humanoid it killed within the past 10 minutes. This feeding takes at least 1 minute, and it destroys the corpse. The victim’s soul is trapped in the barghest for 24 hours, after which time it is digested and the person is incapable of being revived. If the barghest dies before the soul is digested, the soul is released. While a soul is trapped in the barghest, any magic that tries to restore the soul to life has a 50 percent chance of failing and being wasted. Actions Multiattack. In goblinoid form, the barghest makes two Greatsword attacks or two Claw attacks. In true form, the barghest makes one Bite attack and two Claw attacks. Bite (True Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Claw (Goblinoid or True Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Greataxe (Goblinoid Form Only). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) slashing damage, or 18 (2d12 + 5) slashing damage while in Large goblinoid form. Spellcasting. The barghest casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: levitate, minor illusion, pass without trace 2/day each: charm person, dimension door, suggestion 1/day: blink, mislead Bonus Actions Change Shape. The barghest transforms into a Medium or Large goblinoid or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Greater Basilisk","description":"A greater basilisk, also known as the true basilisk, is a larger and more fearsome cousin of the more common basilisk. The foul monstrosity is 20 feet long, has all fearsome traits of a basilisk, and due to its size, can also use its foreclaws as weapons to rend its victims. The greater basilisk can also breathe highly toxic gas that causes the lungs of those who inhale it to harden and slowly turn to stone. Traits Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 15 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. Actions Multiattack. The basilisk makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 10 (3d6) poison. Claw . Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Poison Breath (Recharge 5–6). The basilisk exhales poison in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one. ","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Brood Chrysalis","description":"The Brood Aboleth broodmothers weave a rich genetic tapestry with the ecosystem in which they settle. A broodmother’s influence over its domain can be so absolute as to create a sort of hive mind out of the creatures it bends to its will. Alternate Evolution. A broodmother does not evolve via the mechanisms proposed by many famous zoologists, such as Charlotte Darloss and Jane Lemarck, but rather assimilates the adaptations that other species develop through natural selection. After ingesting an organism, special enzymes within a broodmother’s gastric tract extract useful genes and mutations, apportioning them to the relevant organs in the broodmother’s form. One of those adaptations was a failsafe: a means of storing its memories, gathering biomass, and reforming itself. Broodmother Chrysalis The broodmother’s chrysalis is its failsafe. After gathering a sufficient volume of biomass within the huddle of charmed creatures, the broodlings encapsulate the huddle, creating a hard, sticky casing that protects the internal workings. In this temporary transitional state, the aboleth is almost unkillable. It metabolises the constituent creatures at an astonishing rate, almost immediately repairing any wounds it may sustain. Killable Chrysalis. If you wish to run this monster as something that can be killed (in place of a transitional state), remove both the Regenerative and Transitional State traits.","properties":{"Category":"Monsters","Size":"Huge","Type":"Abberation","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":18},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Greater Bulette","description":"Even more terrible than the bulettes are their very rare elder cousins, the greater bulettes. About the size of a two-story house, the ferocious greater bulette can lay waste to a village in a few hours and not leave a single survivor. Adventurers have stumbled into dungeons that have been stripped of their inhabitants, devoured by the massive bulette that only cares to eat, leaving only gaping tunnels and pits in its wake. In combat, the greater bulette prefers to ambush its prey by bursting forth from underground to knock them down. It then uses Deadly Leap if it can hit two or more targets. Afterward, it will focus on trying to catch a target with its Bite so that it can swallow it. Traits Standing Leap. The bulette's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. Actions Multiattack. The bulette makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 37 (5d12 + 5) piercing damage, and if the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the bulette can Bite only the grappled creature and has advantage on attack rolls to do so. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 17 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 18 (3d8 + 5) bludgeoning damage plus 18 (3d8 + 5) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is with in range, the creature instead falls prone in the bulette's space. Swallow. The bulette makes one Bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the bulette, and it takes 10 (3d6) acid damage at the start of each of the bulette's turns. A bulette can have only up to one Medium or two Small creatures swallowed at a time. If the bulette takes 25 damage or more on a single turn from the swallowed creature, the bulette must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the bulette. If the bulette dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. Bonus Actions Burst Forth (Recharges after a Short or Long Rest). While underground, the bulette burrows at least 10 feet straight and breaks through a ground or wall's surface. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the bulette enters must succeed on a DC 17 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the bulette's path. On a failed save, the creature falls prone and takes 19 (4d6 + 5) bludgeoning damage. If the bulette remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the bulette. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 15 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the bulette and is no longer restrained.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Cadaver Collector","description":"The greater cadaver collector is an ancient juggernaut of war. Only a few were made due to its exorbitant costs and difficulty to create, but they were probably worth the trouble as they still exist, roaming the ancient battlefields of the Lower Planes for eons. Both demons and devils give them a wide berth, lest they get added on to the mighty construct’s grisly collection. War Machine. In battle, the greater cadaver collector can summon multiple specters for aid as it uses its massive iron fists to bludgeon opponents into mush. Creatures unable to resist its paralyzing breath are crushed and trampled by its massive stomps. Those unfortunate enough to get captured suffer a worse fate: getting impaled on the construct’s armor spikes and left there to suffer and slowly die as they bleed out. Traits Magic Resistance. The cadaver collector has advantage on saving throws against spells and other magical effects. Unusual Nature. The cadaver collector doesn't require air, food, drink, or sleep. Actions Multiattack. The cadaver collector makes two Slam attacks. If the cadaver collector is grappling a creature, the cadaver collector can also use Impale once. Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage plus 16 (3d10) necrotic damage, and the target is grappled (escape DC 17) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the cadaver collector can't use its one of its Slam attacks on another target. Impale. The cadaver collector attempts to impale a creature it has grappled. The creature must succeed on a DC 21 Strength saving throw or take 16 (2d8 + 7) piercing damage and 9 (2d8) necrotic damage and be restrained (escape DC 17). While restrained, the target takes 9 (2d8) piercing damage and 9 (2d8) necrotic damage at the start of each of its turns. The cadaver collector can impale up to 8 Medium creatures, 1 Large and 6 Medium creatures, 2 Large and 4 Medium creatures, 3 Large and 2 Medium creatures, or 4 Large creatures. Crushing Stride. The cadaver collector moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the cadaver collector enters must succeed on a DC 21 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the cadaver collector's path. On a failed save, the creature falls prone and takes 25 (4d8 + 7) bludgeoning damage and 16 (3d10) necrotic damage. If the cadaver collector remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the cadaver collector. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 21 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the cadaver collector and is no longer restrained. Paralyzing Breath (Recharge 5–6). The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 20 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. Bonus Actions Summon Specters (Recharges after a Short or Long Rest). The cadaver collector calls up the enslaved spirits of those it has slain; 2d6 specters (without Sunlight Sensitivity; see MM, pg. 279) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Greater Cindershadow","description":"Cindershadows lurk in the crackling of a fire, the whoosh of the flames that light your torch, and the popping of the logs and sticks in your campfire. Legends and rumors say that if you look hard enough inside the flames, you might be able to see one before it strikes. Appearance. Cindershadows have a skeletal system of charcoal-black bones beneath a flaming body, black beady eyes, and claws that extend in pointed flames once it reveals itself. Cindershadows can form in any flame, no matter the size, and can grow up to twice the size of the fire they formed from. The largest cindershadows cannot hide and do not try to. Moving quickly and causing only destruction in their path, larger cindershadows are sometimes mistaken for fire elementals. Unlike fire elementals, however, water does not harm a cindershadow though it does quench its fires temporarily if exposed in sufficient quantities. From Ashes, Life. Commonly born from the smallest particle of ash left in the wake of a felled cindershadow, new cindershadows can be born in any fire that the ash can reach. Unknown to many, cindershadows can also be born from the death of a person whose heart is filled with pure hatred. Anything on their person at their time of death is a seedling for a new flame. Fiery Motives. Once a cindershadow is born, it must feed the flames it calls home. For this reason, cindershadows can be most commonly found near villages or towns for easier access to fuel once it begins to grow. Kindling for this creature can be anything that will burn, but it prefers to fuel itself on kindling that will cause the most devastation. Once the kindling is devoured, the creature grows. The need to feed gives the cindershadow an urge to let the fire grow and spread. The size of the fire allows the cindershadow within it to grow to unending heights. Left unchecked, a large cindershadow could devour entire villages and grow to nearly 20 feet tall. Tactics. A cindershadow aims to devour as many creatures and objects as possible, using its Burning Bones and Burning Rake to weaken creatures before devouring them. The smaller the cindershadow, the more it focuses on consuming objects so that it can quickly grow into a larger threat. Smaller cindershadows also prefer to wait in flames to catch their prey off-guard, while larger ones charge in and Devour as much as they can. Traits Burning Bones. At the start of the cindershadow’s turn, each creature within 10 feet of it takes 4 (1d8) fire damage and flammable objects and materials that aren't carried or worn catch fire. The cindershadow sheds bright light in a 20-foot radius and dim light in a 40-foot radius. Fiery Camouflage. The cindershadow is invisible while it remains motionless in a flame of its size or larger. While hidden in this way, the cindershadow deals no damage with its Burning Bones trait. Water Weakness. If the cindershadow is soaked with at least 80 gallons of water, it can’t deal fire damage for 1d4 rounds. Actions Multiattack. The cindershadow makes two Burning Rake attacks and a Scorching Bite attack, or makes a Burning Rake attack and uses its Lava Burst ability. Burning Rake. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, plus 5 (1d10) fire damage. Scorching Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, plus 5 (1d10) fire damage. Devour. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature or flammable object grappled by the cindershadow. Hit: 40 (9d8) fire damage, and the creature or object is swallowed by the cindershadow if it is of size medium or smaller. A swallowed creature or object takes 5 (1d10) fire damage at the start of each of its turns and is restrained. Whenever a swallowed creature dies or a swallowed object is destroyed, the cindershadow gains 15 temporary hit points and a point of Devouring Flame. When it has 25 points of Devouring Flame, it transforms into a Greater Cindershadow (retaining any damage or Injuries it currently suffers from) and loses all points of Devouring Flame. The cindershadow can’t use this ability, and any swallowed creatures or objects are freed, if it can’t deal fire damage. The cindershadow can have one medium creature or object or two small creatures or objects swallowed at a time. Lava Burst (recharge 4-6). The cindershadow lobs globules of lava-like substance from its bones at two points it can see within 80 feet. Each creature within a 5-foot radius of each point must make a Dexterity saving throw or take 7 (2d6) bludgeoning damage and 7 (2d6) fire damage and be knocked prone. On a successful saving throw, a creature takes half damage and is not knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":7},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Greater Cockatrice","description":"The abominable greater cockatrice is a far more horrifying version of the common cockatrice. It is about the size of a horse, has more leathery reptilian scales and skin than it has feathers, a long serpentine tail that ends with a vicious stinger, and a foul beak that drips with venom. Death Crow. Already dangerous for its ability to petrify mortals with a mere peck, the greater cockatrice can also unleash a horrid crow that can cause the blood vessels of nearby creatures to rupture, instantly killing them. Rare Guardians. Thankfully, the greater cockatrice is rarely encountered, as it avoids populous areas, and is said to haunt only deserted ruins and desolate locales. It is often kept as a guardian or pet by more powerful creatures such as dao and lamia nobles. Prized Carcass. Apothecarists, artificers, enchanters, and wizards greatly value the body parts of a greater cockatrice as magical ingredients for their concoctions, spells, and magical creations and would hire adventurers to seek and hunt a greater cockatrice. Only a few manage to return to claim their rewards and seldom do they account for the cost it took. Actions Multiattack. The cockatrice makes three attacks: one with its Bite, one with its Claws, and one with its Stinger. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage. The target must succeed on a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one. Death Crow (1/Day). The cockatrice releases a horrid crow. This crow has no effect on Constructs and Undead. All other creatures within 30 feet of it that can hear it must make a DC 14 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Couatl","description":"Greater couatls are the larger and powerful cousins of the common couatl and are the natural leaders and champions of a couatl community. They sometimes serve as messengers of the gods and are sometimes sent on secret missions to support and or rescue heroes in need. They seldom show their true form, often appearing in a form that they believe is more comfortable to their audience. Traits Flyby. The coautl doesn't provoke an opportunity attack when it flies out of an enemy's reach. Magic Weapons. The coautl's weapon attacks are magical. Shielded Mind. The coautl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Twist Free. The coautl automatically makes its saving throws against paralysis and being restrained at the end of its turn as long as it is not unconscious. Actions Multiattack. The coautl makes two attacks: one with its Bite and one to Constrict. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. Constrict. Melee Weapon Attack: +10 to hit, reach 10 ft., one Large or smaller creature. Hit: 16 (2d10 + 5) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the coautl can't use Constrict on another target Spellcasting. The coautl casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: detect evil and good, detect magic, detect thoughts 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary 2/day each: dawn, dream (as an action), greater restoration, scrying (as an action) 1/day each: resurrection (as an action), temple of the gods (as an action) Change Shape. The coautl magically transforms into a humanoid or beast, or back into its true form, while retaining its game statistics. If the new form has a Bite attack, the coautl can use its Bite in that form This transformation ends if the coautl is reduced to 0 hit points or uses an action to end it. Radiant Burst (Recharge 5–6). The coautl emits a burst of radiant energy. Each ally within 20 feet of the coautl regains 22 (5d8) hit points. Each enemy within 20 feet of the couatl must succeed on a DC 18 Dexterity saving throw, taking 22 (5d8) radiant damage on a failed save, or half as much on a successful one. Bonus Actions Divine Word (1/Day). The coautl casts divine word , requiring no material components and using Charisma as the spellcasting ability (spell save DC 18). Ethereal Jaunt. The coautl magically shifts from the Material Plane to the Ethereal Plane, or vice versa. Reactions Shield (3/Day). The coautl casts shield , requiring no material components and using Charisma as the spellcasting ability. Legendary Actions The coautl can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The coautl regains spent legendary actions at the start of its turn. Bite. The coautl makes a Bite attack. Teleport. The coautl teleports up to 60 feet to an unoccupied space it can see. Cast a Spell (Costs 2 Actions). The coautl uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Typically Lawful Good","Expansion":17751,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Death Dragon","description":"Some death dragons manage to retain almost all of their former selves, albeit twisted by their state of being. These greater death dragons scheme to achieve their ends, all the while amassing and jealously guarding treasure hoards as they did in life. In battle, they are deadly foes, channeling the Cataclysmic fire that limns their bones and fuels their breath. They take cruel delight in snatching foes in their jaws, rushing into the air, then dropping the snared creatures to their doom. Death Dragons Death dragons are the Undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic. Rarely, death dragons arise when a dragon meets its end in a way that torments its soul and consumes it with a need for vengeance. Regardless of how it arose, a death dragon retains a shadow of its former personality. The stronger the death dragon, the more it fights the hate consuming it, holding on to some vestige of its memories. A death dragon’s bones burn with violet Cataclysmic fire, which it can unleash in a horrific mockery of the breath weapon it possessed in life. The breath snuffs out life force and infuses undeath into corpses it touches. These zombies burn with Cataclysmic fire and serve the death dragon’s will, typically going on rampages to destroy all living creatures in sight. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Unusual Nature. The dragon doesn’t require air, food, drink, or sleep. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage. If the target is a Large or smaller creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the dragon can’t bite a different target. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft. one target. Hit: 10 (1d8 + 6) slashing damage. Cataclysmic Breath (Recharge 5–6). The dragon exhales a wave of ghostly purple flames in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature dies if the breath reduces it to 0 hit points. Additionally, any Medium or smaller Humanoid killed by the breath’s damage, as well as every corpse of such a creature within the cone, becomes a zombie under the dragon’s control. The zombie acts on the dragon’s initiative but immediately after the dragon’s turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Claw. The dragon makes one Claw attack. Cataclysmic Rush (Costs 2 Actions). The dragon moves up to half its flying speed without provoking opportunity attacks, carrying with it any creatures it is grappling. During this move, if it enters the space of a Medium or smaller creature, that creature takes 4 (1d8) necrotic damage. A creature can take this damage only once per turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":17925,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Greater Deathlock","description":"Greater deathlocks were once powerful warlocks who proved themselves useful to their patrons. Whether they broke their pacts or not, their evil masters deemed them too valuable to just leave rotting in their shallow graves and brought them back as greater deathlocks - a more magically skilled and dangerous version of the standard deathlock. A few of these, if left unchecked, eventually become deathlock masterminds. Traits Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead. Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep. Actions Multiattack. The deathlock makes two Deathly Claw or Grave Bolt attacks. Deathly Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage. Grave Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 13 (3d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success. Spellcasting. The deathlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: detect magic, disguise self, mage armor, minor illusion 1/day each: dispel magic, fly, hunger of Hadar, invisibility","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Greater Deity","description":"Able to go outside the bounds of fifth edition’s Challenge Rating system, the greater deity is likely beyond the ability of even 20th-level adventurers. Representing a true, virtually invincible deity, this stat block is used when the DM wants to awe the players with a god’s divine power or as a challenge for characters who are powerful beyond the scope of what the game normally allows.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"celestial","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":30},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Greater Dunghill Golem","description":"Constructed by mysterious necromancers and unhinged tinkers from the junk, refuse, and filth found in dunghills and middens, the dunghill golem is a grotesque and repugnant amalgamation of gruesome rotting carcasses and various discarded scrap and waste materials. It emanates a strong, putrid odor and is covered in a layer of grime and slime. Foul Abomination. Despite its abhorrent appearance, the dunghill golem possesses immense strength and durability. It is often constructed to appear as a giant quadruped beast, complete with scissor-like jaws, a club-like arm, and a pincer claw. It lumbers forward with slow, purposeful movements, its massive form towering over its adversaries. Leachate Breath. A dunghill golem is created primarily for collecting and disposing of waste material in a landfill. In battle, it uses the same tools, delivering bone-crushing blows and vicious wounds with its powerful limbs and mandibles. For defense, the golem exudes a vile stench that can sicken those in close proximity. Finally, it can also spew noxious gases and acrid fluids. Anyone doused by this vile concoction will suffer severe burns and, if they manage to survive, become violently ill. Traits Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Stench. Any creature other than Constructs and Undead that starts its turn within 10 feet of the golem must succeed on a DC 18 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of this golem for 1 hour. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes one Bite attack, one Slam attack, and one Pincer attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Pincer. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the golem can't make Pincer attacks against other targets. Leachate Breath (Recharge 5–6). The golem discharges toxic gas and corrossive fluids in a line that is 60 feet long and 10 feet wide. Each creature in that line must make a make a DC 18 Constitution saving throw. On a failed save, a creature takes 18 (4d8) acid damage and 18 (4d8) necrotic damage and is poisoned for 1 minute. A poisoned creature is incapacitated. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Greater Earth Elemental Myrmidon","description":"Elemental Myrmidons were once free elementals summoned by powerful spellcasters and bound into magical plates of armor. While these elementals retain their intelligence, their free will have been erased, fully subservient to their masters that summoned them. Elemental myrmidons are neutral-aligned by nature, their alignment only shifting to good or evil depending on who or what summoned them. As they get older and absorb more energy, they get stronger and larger. Actions Multiattack. The myrmidon makes two Maul attacks. If available, it can use Ground Smash in place of one of these attacks. Maul. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) force damage. Thunderous Strike (Recharge 5–6). The myrmidon makes one Maul attack. On a hit, the target takes an extra 22 (4d10) thunder damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone. Ground Smash (1/Day). The myrmidon slams the ground with its maul, causing an earth tremor in and pelting with rocks a 15-foot radius circle centered on its space. Each creature in the area other than the myrmidon must succeed on a DC 18 Strength saving throw, taking 22 (3d10 + 6) bludgeoning damage and is knocked prone on a failed save, or half as much damage and isn't knocked prone on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Greater Fire Elemental Myrmidon","description":"Elemental Myrmidons were once free elementals summoned by powerful spellcasters and bound into magical plates of armor. While these elementals retain their intelligence, their free will have been erased, fully subservient to their masters that summoned them. Elemental myrmidons are neutral-aligned by nature, their alignment only shifting to good or evil depending on who or what summoned them. As they get older and absorb more energy, they get stronger and larger. Traits Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius. Heated Body. A creature that touches the myrmidon or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Water Susceptibility. For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage. Actions Multiattack. The myrmidon makes three Scimitar attacks. If available, it can use Flame Scorch in place of one of these attacks. Scimitar. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) force damage. Fiery Strikes (Recharge 5–6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage. Flame Scorch (1/Day). The myrmidon discharges flames in a 30-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Greater Flameskull","description":"Powerful evil spellcasters, such as archmages and liches, can fashion potent flameskulls from the corpses of high-level wizards. These greater flameskulls make very formidable guardians. Traits Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action. Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects. Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or dispel magic or remove curse spell is cast on them. Actions Multiattack. The flameskull uses Fire Ray twice. Fire Ray. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 17 (5d6) fire damage. Spellcasting. The flameskull casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): Cantrip (at will): mage hand 3/day each: burning hands, ray of enfeeblement, fireball, wall of fire 1/day each: cloudkill, delayed blast fireball, disintegrate, telekinesis","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"Typically Chaotic Evil","Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Galeb Duhr","description":"A few galeb duhr, as they age, can grow to immense sizes. A greater galeb duhr can reach a diameter of 10 feet. Traits False Appearance. If the galeb duhr is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the galeb duhr move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the galeb duhr is animate. Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. Actions Multiattack. The galeb duhr makes two Slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Animate Boulders (1/Day). The galeb duhr magically animates up to three boulders it can see within 60 feet of it. A boulder has statistics like those of a normal galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to l minute (as if concentrating on a spell).","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Gnoll Witherling","description":"These witherlings are created from the bones of elder gnolls and are stronger and hardier than normal witherlings. Actions Multiattack. The witherling makes two attacks: one with its Bite and one with its Club, or two with its Club. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and if the target is a creature, it must succeed on a DC 11 Constitution saving throw against disease or become poisoned until the disease is cured. For every 24 hours that elapses, the target must repeat the saving throw, reducing its hit point maximum by 2 (1d4) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target . Hit: 5 (1d4 +3) bludgeoning damage. Bonus Actions Rampage. When the witherling reduces a creature to 0 hit points with a melee attack on its turn, the witherling moves up to half its speed and make a Bite attack. Reactions Vengeful Strike. In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Greater Gorgon","description":"A greater gorgon is a very rare, ancient version of the gorgon. Unlike regular gorgons, these monstrous specimens can grow as big as mammoths. Their steel-like hide is tougher than a standard gorgon's, able to resist the blows of most weapons. They are highly sought after by wealthy nobility and other powerful beings, who keep them as pets, guardians, or gladiatorial beasts that they can show off. Actions Multiattack. The gorgon makes two melee attacks: one with its Gore and one with its Hooves. When its Trample is available, it can use Trample in place of its Hooves attack. Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 7) piercing damage. Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. Trample (Recharge 5–6). The gorgon moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the gorgon enters must succeed on a DC 19 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the gorgon's path. On a failed save, the creature falls prone and takes 23 (3d10 + 7) bludgeoning damage. If the gorgon remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the gorgon. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 23 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the gorgon and is no longer restrained Petrifying Breath (Recharge 5–6). The gorgon exhales petrifying gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Heavy Metal Elemental","description":"Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. Mine Wreckers. Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren't well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. 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One of the droplets landed on a clutch of basilisk eggs, corrupting them and spawning the first set of hydralisks. Fearsome Abomination. At first glance, the hydralisk has the appearance of a typical hydra - a reptilian monster with multiple serpentine-like necks ending with draconic heads. However, a closer inspection reveals its other lineage - eight pairs of legs, bluish, slate-like scaly hide, maroon-colored stony spikes jutting from the back of its heads, necks, and spine, and an almost toad-like head. The hydralisk's eyes glow a faint blue and thin greenish gas seep from its maws. Petrifying Gaze. The hydralisk is as ponderous as a basilisk but also retains its ability to transform prey into stone with its supernatural gaze. Like a basilisk, a hydralisk consumes petrified creatures. The latter revert back to their organic forms once they reach the hydralisk's gullet. Unlike regular basilisks, a hydralisk is immune to petrification and thus cannot accidentally turn itself into stone if the eyes of its many heads meet each other's gazes. Regenerating Heads. What makes a hydralisk even more dangerous, is its ability to instantly regrow severed heads. Like a hydra, one must apply fire to the hydra's neck stump in order to stop a head from regenerating. Doing so however greatly increases the risk of meeting the monster's gaze. This is why very few escape an encounter with a hydralisk. Thankfully, a hydralisk is very rare. It can live in dry, temperate, or tropical environments. Traits Hold Breath. The hydralisk can hold its breath for 1 hour. Multiple Heads. The hydralisk has five heads. While it has more than one head, the hydralisk has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and the DC of its Petrifying Gaze is increased by 1 (included in the Petrifying Gaze's DC). Whenever the hydralisk takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydralisk dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydralisk regains 10 hit points for each head regrown in this way. Petrifying Gaze. If a creature starts its turn within 30 feet of the hydralisk and the two of them can see each other, the hydralisk can force the creature to make a DC 18 (DC 17 if it only has one head) Constitution saving throw if the hydralisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the hydralisk until the start of its next turn, when it can avert its eyes again. If it looks at the hydralisk in the meantime, it must immediately make the save. Reactive Heads. For each head the hydralisk has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydralisk sleeps, at least one of its heads is awake. Actions Multiattack. The hydralisk makes as many Bite attacks as it has heads. It can use Poison Breath in place of one Bite attack. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 4 (1d8) poison damage. Poison Breath (1/Turn). One of the hydralisk's heads exhales poisonous gas in a 15-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Greater Infernal Couatl","description":"Once noble and benevolent, the infernal couatl has succumbed to the allure of darkness and is now a sinister perversion of the couatl's original purpose. Often under the guise of being a divine guardian, the infernal couatl exploits and corrupts the innocent for its own selfish gains. With a talent for twisting truths and manipulating perceptions, the infernal couatl derives satisfaction from watching its victims descend into darkness, all while skillfully concealing its own malevolent nature. Older infernal couatls see themselves as gods, exhibiting apocalyptic powers and exerting control over civilizations. Infernal Creatures Infernal creatures are diabolical fiends bearing the taint of devil's blood. Most are born naturally with a devil lineage, but a few, whether willingly or by coersion, entered into a contract with an arch devil. Infernals usually have dark or crimson skins, and some sport short horns on their foreheads. A rare few exude an aura of fire, while others can breath hellfire. Devious Tricksters. Deceptive and highly manipulative, these fiendish entities possess a propensity for trickery and subterfuge, often using disguises or the persona of their normally good-aligned kin. Infernals navigate the realms with a calculated and elusive presence, adept at ensnaring the unsuspecting in their web of deceit. Collecting souls as their ultimate goal, these creatures embody the very essence of malevolence and treachery. Traits Infernal Fire Aura. At the start of each of the infernal couatl’s turns, each creature within 5 feet of it takes 5 (1d10) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the infernal couatl or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, a creature that takes fire damage must succeed on a DC 17 Wisdom saving throw or become frightened until the start of its next turn. While frightened in this way, the target is incapacitated and its speed is halved. Magic Resistance. The infernal couatl has advantage on saving throws against spells and other magical effects. Magic Weapons. The infernal couatl's weapon attacks are magical. Shielded Mind. The infernal couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Actions Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. Constrict. Melee Weapon Attack: +10 to hit, reach 10 ft., one Large or smaller creature. Hit: 16 (3d6 + 6) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the infernal couatl can't use its Constrict attack on another target. Spellcasting. The infernal couatl casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: detect evil and good, detect magic, detect thoughts 3/day each: blindness/deafness, command, guiding bolt, inflict wounds, major image 1/day each: contagion, fire storm, hold monster, scrying Change Shape. The infernal couatl magically transforms into a humanoid or beast while retaining its game statistics (other than its size). This transformation ends if the infernal couatl is reduced to 0 hit points or uses an action to end it. Reactions Shield (3/Day). The infernal couatl casts shield , requiring no material components and using Charisma as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Greater Infernal Wyvern","description":"Devils and powerful cultists who worship archdevils sometimes steal the eggs of a wyverns and similar creatures. Through a long and macabre ritual, the eggs are imbued with infernal essences. Most embryos die from the dark process but those that manage to survive and hatch grow into infernal wyverns. Infernal Creatures Infernal creatures are diabolical fiends bearing the taint of devil's blood. Most are born naturally with a devil lineage, but a few, whether willingly or by coersion, entered into a contract with an arch devil. Infernals usually have dark or crimson skins, and some sport short horns on their foreheads. A rare few exude an aura of fire, while others can breath hellfire. Devious Tricksters. Deceptive and highly manipulative, these fiendish entities possess a propensity for trickery and subterfuge, often using disguises or the persona of their normally good-aligned kin. Infernals navigate the realms with a calculated and elusive presence, adept at ensnaring the unsuspecting in their web of deceit. Collecting souls as their ultimate goal, these creatures embody the very essence of malevolence and treachery. Traits Infernal Aura. An enemy that starts its turn within 20 feet of the infernal wyvern must succeed on a DC 13 Wisdom saving throw, unless the infernal wyvern is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target is incapacitated and its speed is halved. If a creature's saving throw is successful, the creature is immune to the infernal wyvern's Infernal Aura for the next 24 hours or until it takes damage from the infernal wyvern's Infernal Fire Breath. Magic Resistance. The infernal wyvern has advantage on saving throws against spells and other magical effects. Actions Multiattack. The infernal wyvern makes one Bite attack and one Stinger attack. While flying, it can use its Claws attack in place of one other attack. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) fire damage. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) piercing damage. The target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Infernal Fire Breath (Recharge 5–6). The infernal wyvern exhales infernal fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 42 (12d6) fire damage and the target has disadvantage on saving throws made against being frightened until the end of the infernal wyvern's next turn. On a successful save, a creature takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Greater Jack-o'-Lantern","description":"A jack-o'-lantern resembles a horrifying 7-foot-tall scarecrow with gangly limbs and a head that of a carved and lit pumpkin. It haunts the edges of remote towns and seldomly used forest paths and trails, terrorizing townsfolk and lonely travelers. It particularly enjoys tormenting and toying with its victims for a prolonged period before murdering them. Spirit-Powered Constructs. The jack-o'-lantern is an animated construct, powered by the bound spirit of evil, mischievous, and greedy humanoids. It is said that the first jack-o'-lantern was born from a bard who outwitted a powerful fey it earlier made a pact with. After the bard got older and was about to die of old age, the same fey captured his soul and infused it with a pumpkin-headed scarecrow. The peace of eternal rest stolen from it, the spirit became insane and turned its rage towards those it could. Greater and Legendary Versions. Witches and powerful fey such as hags usually bind jack-o'-lanterns with the spirits of those who broke agreements or tried to trick them, turning them into loyal minions who do their bidding. When a jack-o'-lantern is freed from its servitude and left to wander, especially if the bound spirit was that of a bard, it may continue to grow in power and knowledge. If left unchecked, become a dangerous threat to communities. Traits Illumination. The jack-o'-lantern sheds bright light in a 5-­foot radius and dim light for an additional 5 feet. The jack-o'-lantern can use a bonus action to switch its Illumination active or off. Actions Multiattack. The jack-o'-lantern uses Terrifying Glare. It then makes two Claw attacks or uses Spellcasting. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) psychic damage and the target has disadvantage on saving throws until the end of the jack-o'-lantern's next turn. Terrifying Glare. If its Illumination is active, the jack-o'-lantern targets one creature it can see within 30 feet of it. If the target can see the jack-o'-lantern, the target must succeed on a DC 15 Wisdom saving throw or be magically frightened until the end of the jack-o'-lantern’s next turn. The frightened target is paralyzed. Dreadfire Breath (Recharge 5–6). The jack-o'-lantern exhales nightmarish fire in a 30-­foot cone. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 18 (4d8) fire damage plus 18 (4d8) psychic damage and is frightened until the end of the jack-o'-lantern's next turn. On a success, a creature takes half as much damage and isn't frightened. Spellcasting. The jack-o'-lantern casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: dancing lights, minor illusion, vicious mockery (4d4) 2/day each: charm person, entangle, hideous laughter, phantasmal killer, suggestion 1/day: irresistible dance, mislead Bonus Actions Misty Step (Recharge 5–6). The jack-o'-lantern teleports up to 30 feet to an unoccupied space it can see. Reactions Unnerving Barb. The jack-o'-lantern imposes disadvantage on an attack roll, ability check, or saving throw made by a visible creature within 30 feet of it, provided the creature can hear and understand the jack-o'-lantern.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Greater Kleesh","description":"Kleesh These voracious subterranean omnivores were first discovered by the aluphax, who breed them for their ruling classes as pets, and keep them until they become too large to manage. Their millipedal bodies can grow as long as 30 feet, armored front to back with a dark, segmented carapace. A large mouth runs for nearly a third of their body length, lined with saw-like teeth. Perceptive Predators. Kleesh are sightless, but can taste their surroundings through receptors in their jaws. They shelter in caves or borrows, and hunt both day and night, alone and in groups. When resting, they curl their bodies into spikey spheres. There is a black market for kleesh eggs, as keeping a clutch of young is a status symbol among the aluphax and bachorta. It is rumored that a few of the shadow technocrats who run these markets keep some for themselves. Kleesh grow about a meter a year for the first five years of their lives, and slowly thereafter. Young kleesh can be trained, but become unruly as they age. A kleesh forms a lifelong bond with the first creature to feed it a live meal.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":27052,"Challenge Rating":11},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Greater Lammasu","description":"The greater lammasus are older, wise, and more powerful lammasus. They often form, train, and lead prides of lammasus when the threat of a powerful supernatural evil looms. Lammasu The lammasus are a race of noble creatures who worship and serve the deities of Arcadia, Bytopia, and Mount Celestia. They appear as large winged lions with humanoid heads. They have robust bodies that are covered in a rich coat of yellow-gold fur. They usually have thick auburn or dark red hair, with male lammasus' hair resembling a lion's mane. Lammasus live for about 150-200 years old. Divine Champion. The lammasu fosters peace, cures the sick and wounded, and defends the weak and helpless. Many seek its wisdom and help, especially when facing supernatural threats. The lammasu always tries to resolve conflicts through peaceful means. If combat is unavoidable, it will attack with its claws but will try not to kill anyone. Instead, it will force its enemies to immediately submit or surrender. Against powerful evil creatures such as fiends and undead, however, the lammasu will not hold back, using its divine spells and devastating fiery breath to full measure. Reclusive Guardians. Lammasus typically form prides that number around 4-6 members but solitary lammasus are not uncommon. They usually reside in abandoned temples and ruins that are always within an hour's travel to communities and settlements they watch over and protect. They sometimes live with couatls, green duwendes, opinicuses, pixies, sprites, and threskisphinxes who help tend fruit and vegetable gardens. Traits Pounce. If the lammasu moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. Actions Multiattack. The lammasu makes two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 9 (2d8) slashing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) radiant damage. Spellcasting. The lammasu casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: guidance, light, sacred flame (2d8), thaumaturgy 2/day each: bless, dispel magic, greater invisibility (self only), healing word, lesser restoration 1/day each: banishment, dimension door, freedom of movement, heal, heroes' feast Breath (Recharge 5–6). The lammasu exhales fire in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 40 (9d8) fire damage on a failed save, or half as much damage on a successful one. Preserve Life (1/Day). The lammasu chooses any number of creatures it can see within 30 feet of it. The lammasu restores 60 hit points, divided among the target creatures. The lammasu can restore no more than half of a creature's hit point maximum.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Greater Latawiec","description":"When an infant or toddler dies from a violent death and is discarded without a proper burial, the corpse may rise as a latawiec (pronounced la-ta-viyets). This undead creature is a ghoulish mirror of its former self, resembling a young humanoid corpse with the features of a monstrous bat: giant wings, long claw-like fingers, and a terrifying set of fangs. It is often mistaken for a vampire as it shares the same characteristics and proclivities. The latawiec is also a shapechanger, and usually takes the form of a vampire bat. However, it can also appear as a crow to blend into the background or a young child if it needs to take a less alarming form in order to draw out or lead its victim to a place where the latawiec can catch it alone. Sanguivorous Hunter. Because it was denied the chance to live, the latawiec is driven by hate and hunger against the living, most especially against expectant mothers. Like a vampire, it is hurt by sunlight and thus it hunts at night, seeking prey to drain blood from. It is so sensitive to the scent of fresh blood it can pinpoint its exact location even from a distance. Tranquilizing Toxin. Once the latawiec has chosen its victim, it only needs to wound the target with its claws. The latawiec's long finger nails secrete a toxin that causes a victim to sleep. Once the target is unconscious, the latawiec uses its very sharp fangs to puncture its prey's skin and draw blood. The latawiec's saliva also serves as a both an anaesthetic and anticoagulant, allowing the latawiec to feed in peace without fear of the victim regaining consciousness. As latawiecs get older, they gain magical abilities. They have an affinity to the element of air and are able to unleash dark lightning bolts and violent winds. Latawiecs haunt graveyards, abandoned manors, and caves located near populated settlements. Traits Blood Scent. The latawiec can pinpoint, by scent, the location of fresh blood within 60 feet of it. Regeneration. The latawiec regains 5 hit points at the start of each of its turns if it has at least 1 hit point and isn’t in sunlight. If the latawiec takes radiant damage, this trait doesn’t function until the start of the latawiec’s next turn. Spider Climb. The latawiec can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The latawiec takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The latawiec makes two attacks, only one of which can be a Bite attack. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage and the target must succeed on a DC 14 Constitution saving throw or be poisoned. While poisoned, the creature is unconscious. The poisoned target repeats the saving throw if it takes damage that isn't from the latawiec's Bite attack and at the end of each of its turns, ending the effect on itself on a success. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the latawiec regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Abyssal Lightning (Recharge 5–6). The latawiec magically unleashes a stroke of abyssal lightning that forms a line 30 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 18 (4d8) lightning damage and 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. Change Shape. The latawiec magically transforms into a humanoid, crow, or vampire bat that is Small or Tiny, while retaining its game statistics (other than its size). This transformation ends if the latawiec is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Greater Lunarchidna","description":"A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon. Made in Corrupt Forests. Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms. Hatred of Elves. Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. Cyclical Power. The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table. Lunarchidna Moon Phase MOON PHASE STATISTICS Daytime, new, or crescent moon Lesser lunarchidna Quarter or half moon Greater lunarchidna Gibbous or full moon Transcendent lunarchidna","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Greater Lunarchidna","description":"A four-armed, four-legged creature in the vague shape of a human but seemingly made of fine spider-silk moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon. Made in Corrupt Forests. Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest gathering other webs until it collects enough silk to form a faceless humanoid body with four legs and four arms. Hatred of Elves. Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. Cyclical Power. The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table. Moon Phase Statistics Daytime, new, or crescent Lesser lunarchidna Quarter or half moon Greater lunarchidna Gibbous or full moon Transcendent lunarchidna Actions Multiattack. The lunarchidna makes two attacks: one with its bite and one with its claws. If the lunarchidna hits a Medium or smaller target with both attacks on the same turn, the target is restrained by webbing and the lunarchidna uses Wrap Up. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6+3) necrotic damage. On a hit, the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4+3) slashing damage. Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one creature. On a hit, the target is restrained by webbing. As an action the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Wrap Up. The lunarchidna wraps up a Medium or smaller creature restrained by webbing. The wrapped target is blinded, restrained, and unable to breathe, and it must succeed on a DC 13 Constitution saving throw at the start of each of the lunarchidna’s turns or take 5 (1d4 + 3) bludgeoning damage. The webbing can be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). The lunarchidna can have only one creature wrapped at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":16,"Challenge Rating":4},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Greater Margoyle","description":"A margoyle is an abhorrent species of gargoyle that is stronger and more savage in combat. Ambush Hunters. Margoyles wait on their perches until their unsuspecting prey has passed providing an opportunity for a surprise attack from above. They then launch themselves and dive toward their prey headfirst, attempting to impale their target with their horns. The margoyles then finish off those rare few who manage to survive the initial assault with their rending claws and sharp teeth. Greater Margoyle. Worse than a margoyle is its larger cousin, the greater margoyle. The 8-foot-tall demon-like creature has a wingspan of 20 feet, with claws and feet that end in 6-inch iron talons. It can knock its prey down with its powerful dive attack and can impale victims with its spear-like tail. Traits Dive Attack. If the margoyle is flying and dives at least 30 feet straight toward a target and then hits it with a Gore attack, the attack deals an extra 4 (1d8) damage to the target. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. False Appearance. If the margoyle is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the margoyle move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the margoyle is animate. Actions Multiattack. The margoyle makes four attacks: one with its Bite, two with its Claw, and one with its Tail. It can replace its Bite attack with a Gore attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Medusa","description":"Said to be where all common medusa have come from, the ancient medusa is a legendary creature. Once the most alluring mortal in the known world, she believed she was even more beautiful than the gods. Angered, the gods transformed her into a hideous, snake-haired monster and then cursed her, ensuring that nobody else would ever behold her form again, lest they turn to stone. Traits Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 16 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. Actions Multiattack. The medusa makes either three melee attacks - one with its Snake Hair and two with its Scimitar - or three ranged attacks with its Longbow. It can replace one of its attacks with Constrict. Snake Hair. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 17 (5d6) poison damage. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage. Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the medusa can't use Constrict on another target. Longbow. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 10 (3d6) poison damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Mimic","description":"The greater mimic is an older and larger form of mimic. It usually assumes the form of a huge chest, a king-sized bed, a wardrobe, or even a carriage. During combat, it can attack twice with its extended pseudopods and bite those who are close enough to reach. It can even spit highly acidic bile at distant targets. Traits Adhesive (Object Form Only). The mimic adheres to anything that touches it. A creature adhered to the mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. False Appearance (Object Form Only). If the mimic is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the mimic move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mimic is animate. Grappler. The mimic has advantage on attack rolls against any creature grappled by it. Actions Multiattack. The mimic makes two Pseudopod attacks and one Bite attack. It can use Acid Spit in place of a Bite attack. Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft. one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft. one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) acid damage. Acid Spit. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 13 (3d8) acid damage. Change Shape. The mimic transforms into a Large object or back into its true, amorphous form, while retaining its game statistics. This transformation ends if the mimic is reduced to 0 hit points or uses an action to end it.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity (Shapechanger)","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Najahydra","description":"The ancestors of the great serpentine races experimented with many of the primordial creatures to create loyal abominations that would strengthen their armies. It is said that they magically injected a clutch of hydra eggs with the blood of serpents. From these eggs came the very first najahydras. Many-Headed Serpent. The najahydra appears as an immense 20-to-30-foot long king cobra with five heads. The color of its scales ranges from blue, yellow, olive green, brown, to black. Its back is typically highlighted by yellowish or whitish chevrons, and its underbelly may display colored bars. Just like all hydras, the najahydra can regrow severed heads. One must apply fire to the najahydra's neck stump to stop a severed head from regenerating. The heads possess an astonishing level of autonomy, moving independently as they survey the environment, vigilant for any potential threat or succulent prey. The creature's eyes, piercing and cunning, showcase its heightened senses and predatory instincts. Venom Spitter. The najahydra's heads can deliver a deadly bite. Its fangs inject a highly toxic venom that can instantly cause respiratory and cardiac arrest. Worse still, it can spit this venom at its prey. Each of the najahydra's heads can squeeze its jaw muscles, causing the glands to squirt out through forward-facing orifices near the tip of its fangs. The spat venom instantly breaks down organic tissue it lands on, and can also cause blindness if it hits the target's eyes. Jungle Hunters. Najahydras live mainly in warm rain forests, jungles, and mangrove swamps. Behaving as an apex predator, the najahydra is both solitary and highly territorial. It claims a vast domain within its lush habitat, where it skillfully navigates the tangled vegetation, utilizing its sinuous body to move with deceptive agility. With an unmatched speed and precision, the Najahydra silently stalks its victims, relying on stealth and patience before unleashing its deadly assault. The color of their scales tend to match their surroundings, allowing them to blend easily and remain hidden if they don't move. Najahydras feed mainly on giant snakes, reptiles, and mammals. It hunts by tracking the odor trails of its prey. Older Najahydras. There are older, larger, and more dangerous specimens of najahydras. These monsters can reach lengths of up to 80 feet. They can constrict their prey while ancient ones can even breathe out poisonous gas. Such creatures are revered and even worshipped as gods by reptilian races. Traits Keen Smell. The najahydra has advantage on Wisdom (Perception) checks that rely on smell. Hold Breath. The najahydra can hold its breath for 1 hour. Multiple Heads. The najahydra has five heads. While it has more than one head, the najahydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the najahydra takes 20 or more damage in a single turn, one of its heads dies. If all its heads die, the najahydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The najahydra regains 7 hit points for each head regrown in this way. Reactive Heads. For each head the najahydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the najahydra sleeps, at least one of its heads is awake. Actions Multiattack. The najahydra uses Constrict and makes as many Bite attacks as it has heads. It can replace any number of Bite attacks with Spit Poison. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) poison damage. Spit Poison. Ranged Weapon Attack: +6 to hit, range 20/40 ft., one creature. Hit: 4 (1d8) poison damage and the target must make a DC 15 Constitution saving throw or become poisoned until the najahydra's next turn. The poisoned creature is blind. Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one Large or smaller target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the najahydra can't use Constrict on another target.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Greater Nilbog","description":"It is already known that when goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog. However, when a particular goblin jester has suffered greatly under the hands of other goblinoids, there is a small chance that a far deadlier and more sinister spirit possesses the goblin. Unlike the typical nilbog, this greater version has more potent spell-like abilities and can control foes that it has charmed and sometimes even have them fully take an attack intended against the greater nilbog. Traits Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 13 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction. Actions Fool's Scepter. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage, and the target has disadvantage to saving throws until the end of the nilbog's next turn. Mocking Word. The nilbog targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or take 7 (3d4) psychic damage and have disadvantage on its next attack roll before the end of its next turn. Spellcasting. The nilbog casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: mage hand, Tasha's hideous laughter, vicious mockery 2/day: confusion, phantasmal force 1/day: Otto's irresistible dance Bonus Actions Command Fool. The nilbog targets one creature charmed by it that the nilbog can see within 30 feet of it. If the target can see or hear the nilbog, the target can use its reaction to make one melee attack against a target of the nilbog's choice. Nimble Escape. The nilbog takes the Disengage or Hide action. Reactions Protective Fool. When the nilbog is hit by an attack, one creature charmed by the nilbog and is within 5 feet of it must use its reaction to be hit by the attack instead. Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 7 (2d6) hit points.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey (Goblinoid)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Greater Opinicus","description":"The benevolent opinicus is an odd-looking blend of several animals. It has the body and neck of a camel, a baboon's face, the mane and tail of a lion, and an eagle's wings. Its fur ranges from light tan to golden brown, with darker shades on its face and wings. The forepaws of an opinicus have opposable thumbs, allowing the creature to grasp things and use them the same way as humanoids could. It has a long lifespan, being able to live for several centuries. Wise and Witty. The opinicus is known for its knowledge, wisdom, and sense of humor. It has a penchant for playing pranks and telling jokes and enjoys the company of like-minded creatures. It particularly relishes having an audience and bantering with bards. It has been known to accompany or follow adventuring parties just for its amusement. While they may tend to get annoyed by the opinicus's constant witty remarks and playful tricks, adventurers tolerate it because of the aid the opinicus can provide them. Divine Champion. Though it always tries to avoid combat, the opinicus will not hesitate to fight if it is defending innocent and helpless creatures, especially against evil supernatural attackers. It despises fiends, jackalweres, lamias, evil nagas, and undead, showing a rare ferocity when fighting these malevolent foes. The opinicus moves surprisingly quick and attack opponents with its claws. What makes it a dangerous opponent, though, is its array of magical abilities. It can cast potent psionic and divine spells, can turn undead, and even become ethereal. It can also project a radiant beam from its eyes, burning and blinding those unfortunate enough to get caught in it. Desert Dweller. The opinicus can be encountered in vast desert regions and spends most of its time exploring, collecting and preserving literary works of art. If not, it is either poring through its newly acquired items or projecting itself to the astral plane. The opinicus lives in long-forgotten ruins of old temples, shrines, and sand-buried palaces in the desert. It keeps its home immaculately clean as it tends to entertain the occasional friendly visitor, which is often a djinni, iridescent naga, lammasu, shedu, or threskisphinx. Traits Uncanny Senses. The opinicus can’t be surprised while it isn’t incapacitated. Actions Multiattack. The opinicus makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) radiant damage. Etherealness. The opinicus magically enters the Ethereal Plane from the Material Plane, or vice versa. Spellcasting. The opinicus casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: absorb elements, invisibility, light, misty step, sacred flame (3d8), shield, thunderwave (4d8) 2/day each: banishment, dimension door, remove curse, telekinesis 1/day each: astral projection, divine word, heal Radiant Gaze (Recharge 5–6). The opinicus's eyes burn intensely like the sun, emitting radiant energy in a 30-foot cone. Each fiend, ooze, and undead in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 40 (9d8) radiant damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded. Creatures with sunlight sensitivity must also make their saving throws but only against being blinded. Turn Undead (Recharges after a Short or Long Rest). Each undead creature within 30 feet of the opinicus and can see and hear the opinicus must make a DC 16 Wisdom saving throw. On a failed save, the undead creature is frightened for 1 minute or until it takes any damage. Undead creatures of CR 3 or less are destroyed. A frightened undead creature must spend its turns trying to move as far away from the opinicus as it can, and it can’t willingly move to a space within 30 feet of it. The frightened undead creature also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Greater Phantom","description":"A phantom appears as a 7-foot tall vaguely-humanoid-shaped shadow with intensely glowing red eyes. It is a restless undead spirit filled with hatred and malice. It moves only under the cover of darkness and always avoids the sunlight. Violent Origins. One becomes a phantom when two requirements are met. First, the phantom must have been a murderous psychopath who died a violent death before it could fulfill a goal it had in life, such as protecting someone it obsessed over, slaying every member of an enemy clan, or as grim as completing its macabre art collection of a hundred corpses. Second, its remains were not burned or buried properly. Bound Spirit. Upon returning from death as a phantom, the insane spirit seeks to complete its goal. However, because the phantom is bound to its place of death, it cannot move more than a mile away from it. Powerless, it does what it could do to satisfy its obsession: it waits and looks for new victims within its area that might have enough similarities with its real target and satisfy its compulsions. Evil Reborn. To permanently destroy a phantom, one must first find and burn its remains or give it a proper burial ritual. If not, a destroyed phantom will return after 666 days, continue its mayhem, and seek vengeance upon those that defeated it. Traits Incorporeal Movement. The phantom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Hypersensitivity. The phantom takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The phantom uses Insidious Touch twice. It can use Death Mark or Deathly Visage in place of one use of Insidious Touch. Insidious Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) necrotic damage plus 9 (2d8) psychic damage. Death Mark. The phantom targets a creature it can see within 60 feet of it. The target is magically imprinted with the phantom's sigil, which appears on the forehead of the creature. While the creature has this mark, the phantom always knows its exact location and has advantage on attack rolls against it. The mark lasts for 1 minute. If the phantom hits a marked creature with its Insidious Touch, the target must succeed on a DC 15 Constitution saving throw. On a failure, the target is reduced to 0 hit points. Constructs, Fiends, and Undead are immune to this effect. The phantom can only have one marked target at a time. If the phantom uses Death Mark while it already has a marked target, the previous Death Mark ends. Casting remove curse, dispel evil, greater restoration, or a similar spell on a marked target ends the effect. Deathly Visage. Each non-undead creature within 30 feet of the phantom that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target is reduced to 0 hit points. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this phantom's Deathly Visage for the next 24 hours. Bonus Actions Shadow Jump. The phantom teleports, along with any equipment is it wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. Shadow Stealth. While in dim light or darkness, the phantom takes the Hide action.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Greater Ronove","description":"The ronove, also known as the soul harvester, is a sinister devil tentrusted by archdevils with the grim duty of claiming the souls of wretched beings who have managed to evade death or have surpassed their allotted time in the mortal realm. The fiend manifests as an emaciated, 10-foot tall humanoid shrouded in shadowy flames. Curved horns jut from the sides of its head and primal bat-like wings unfurl from its back, while its malevolent eyes glow fiery orange, evoking a sense of diabolical dread. Soul Harvester. In its relentless pursuit of souls, the ronove wields a wicked-looking scythe that serves as both an instrument of death and a gateway to damnation. With each strike of the scythe, the souls of those unfortunate enough to be felled by its blade are promptly consigned to the depths of Hell, forever bound by the torment of their depraved deeds. Perverse Pyromancer. Among its formidable arsenal of powers, the ronove boasts mastery over the infernal arts of pyromancy. It possesses an innate ability to conjure and manipulate fire with devastating precision. Flames obediently dance at its command, engulfing its surroundings and fueling its nefarious intent. The ronove's skill in harnessing the destructive power of fire makes it a deadly adversary, capable of unleashing torrents of inferno upon its foes, reducing all that stands in its way to mere ashes. Marquis of Hell. Through its tireless dedication and a keen understanding of the complex hierarchy of devils, the ronove strategically navigates the intricate politics of Hell. It rises in ranks, catching the attention of archdevils who recognize its efficacy in soul-harvesting and its potential for greater achievements. These archdevils, seeking loyal and capable minions to strengthen their dominion, bestow their favor upon the ronove, giving it the title of Marquis of Hell. With this elevated station comes increased authority, strength, and power. Traits Infernal Aura. An enemy that starts its turn within 10 feet of the ronove must succeed on a DC 18 Wisdom saving throw, unless the ronove is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target is incapacitated and its speed is halved. If a creature's saving throw is successful, the creature is immune to the ronove's Infernal Aura for the next 24 hours or until it takes damage from the ronove's Infernal Gaze. Magic Resistance. The ronove has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ronove makes two Scythe attacks. It can replace any number of Scythe attacks with Infernal Gaze. Scythe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage plus 11 (2d10) fire damage and 11 (2d10) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the fire and necrotic damage taken. This reduction lasts until the target finishes a long rest. If this attack kills a creature with a soul, the soul is sent to Hell. Only a wish spell followed by a true resurrection spell can restore it to life. Constructs and Devils are immune to this effect. Infernal Gaze. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 18 (4d8) fire damage and the target has disadvantage on saving throws made against being frightened until the end of the ronove's next turn. Teleport (Recharge 5–6). The ronove magically teleports, along with any creature or equipment it is carrying, up to 60 feet to an unoccupied space it can see. Spellcasting. The ronove casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18): At will: detect thoughts, mage hand, minor illusion, true strike 2/day each: darkness, fire shield, fireball, polymorph (self only) 1/day each: delayed blast fireball, dispel magic, fear, wall of fire","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Greater Roper","description":"Rarely do ropers live more than a few decades, as they tend to have a lot of competition in the Underdark where sources of food can be scarce. But those that can sustain themselves long enough can eventually become greater ropers. These terrifying specimens can reach 15 feet in diameter and 30 feet in height. Living longer than normal has made greater ropers more cunning and resistant to magic. They also learned the ability to speak Undercommon after decades of listening to and conversing with captured humanoid prey, which they kept alive for days promising to let it go if it answered their questions. In combat, they can attack with more tendrils. While ropers tend to be solitary hunters, A greater roper has evolved to see the value of having minions that can bring it food. A greater roper would kill and devour the chieftain of a grimlock or troglodyte tribe and then establish itself as the tribe's protector. The dominated tribe will then treat it as its god and provide it regularly with sacrifices. Traits False Appearance. If the roper is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the roper move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the roper is animate. Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 21; 20 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 17 Strength check against it. Magic Resistance. The roper has advantage on saving throws against spells and other magical effects. Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The roper makes six Tendril attacks, uses Reel, and makes one attack with its Bite. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) piercing damage. Tendril. Melee Weapon Attack: +10 to hit, reach 60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained, has disadvantage on Strength checks and Strength saving throws, and takes 5 (1d4 + 3) bludgeoning damage at the start of each of the roper's turns, and the roper can't use the same Tendril on another target. Reel. The roper pulls each creature grappled by it up to 30 feet straight toward it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Sarimanok","description":"These very rare noble specimens reach a height of 10 feet and have tails that are 15 feet long. Greater sarimanoks personally serve the deities of the Upper Planes. Sarimanok (Sareema-nouk) The wondrous sarimanok is a shrewd and benevolent celestial creature that frequently travels the Outer Planes, the Ethereal Plane, and the Material Plane. It resembles a giant, 6-foot tall, majestic red junglefowl with a multicolored plumage. It has a razor-sharp beak, spurs, and talons that are as hard as mithral. The comb on its head blazes with a fiery radiance, and the feathery sickles of its 10-foot long tail radiate a variety of elemental and magical energies. The sarimanok is seen as a symbol of good fortune, health, and bountiful harvests. Celestial Stewards. Sarimanoks are native to The Seven Heavens of Mount Celestia but they can also be found wandering Arcadia, Bytopia, Elysium, the Beastlands, and in the ancient jungles of the Material Plane. Each sarimanok works for a specific, powerful angel or archon. They primarily serve as stewards or guides that help travelers journey through the Outer Planes but they also act as emissaries, messengers, and ushers. They are most often sent by their masters to bring aid to their worshippers whose lands may be suffering from severe droughts or plagues. Sometimes they are sent to guard sacred relics or holy places. If an angel or archon requires to speak to someone directly in person, perhaps to give it a quest, it may send its sarimanok to fetch them. Divine Duelists. Sarimanoks always enjoy physical combat and often spar with archons, couatls, and guardinals. They even join friendly combat and training tournaments held in the Upper Planes. Their powerful beaks and talons can pierce and shred the toughest of armors. The deadly feather sickles of their main tails can cause different harmful effects, depending on what hits a target - from inflicting a specific type of energy damage, turning a victim to stone, and to banishing one to a different plane of existence. Aside from their melee skills, they can also cast potent spells and unleash a magical crow that aids, protects, and emboldens the sarimanok's allies that hear it. Traits Illumination. The sarimanok sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Magic Resistance. The sarimanok has advantage on saving throws against spells and other magical effects. Magic Weapons. The sarimanok's weapon attacks are magical. Actions Multiattack. The sarimanok makes three attacks: one with its Beak, one with its Talons, and one with its Prismatic Tail. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) slashing damage. Prismatic Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: Roll a d8 to determine which color tail affects the target. 1. Red. 35 (10d6) fire damage. 2. Orange. 35 (10d6) acid damage. 3. Yellow. 35 (10d6) lightning damage. 4. Green. 35 (10d6) poison damage. 5. Blue. 35 (10d6) cold damage. 6. Indigo. The target must make a DC 16 Constitution saving throw or become petrified for 24 hours. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 7. Violet. The target must make DC 16 Wisdom saving throw or be transported to another plane of existence of the GM's choosing. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) A creature can repeat the saving throw at the end of each of its turns. On a success, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. 8. Special. The target is struck by two tails. Roll twice more, rerolling any 8. Spellcasting. The sarimanok casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16): At will: detect evil and good 3/day each: bless (no concentration required), dawn, plane shift 1/day each: control weather, heal, prismatic spray Sarimanok's Crow (1/Day). The sarimanok emits a magical crow. Each creature of the sarimanok's choice that is within 120 feet of it, can hear it, and not already affected by Sarimanok's Crow gains 10 temporary hit points and advantage on initiative rolls, becomes immune to being charmed and frightened, and can't be put to sleep by magic for 1 minute.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Greater Shadow","description":"A greater shadow is a malevolent and advanced version of the standard shadow, having slain hundreds of victims over the centuries of its existence. It is often encountered leading a pack of shadows. Traits Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing. Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. Actions Strength Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage, and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. Bonus Actions Shadow Stealth. While in dim light or darkness, the shadow takes the Hide action. Shadow Step. While in dim light or darkness, the shadow teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Chaotic Evil","Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Shadow Demon","description":"When a more powerful demon, such as a hezrou, is slain and its spirit is unable to reform in the abyss, its essence can take form as a greater shadow demon. These insidious creatures are far deadlier and more terrifying than the normal shadow demon. Traits Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The demon makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) psychic damage or, if the demon had advantage on the attack roll, 14 (3d6 + 4) psychic damage. Insidious Darkness (1/Day). Magical darkness surges forth from the demon, filling a 30-foot radius sphere centering around it and spreading around corners. A creature with darkvision can’t see through this darkness. Non-magical light, as well as light created by spells of 4th level or lower, can't illuminate the area. Demonic cackling, screams, and laughter can be heard within the sphere. Whenever a creature that isn't a demon starts its turn in the sphere, it must succeed on a DC 14 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. The demon must concentrate to maintain the insidious darkness (as if concentrating on a spell), which lasts for up to 1 minute. Bonus Actions Shadow Stealth. While in dim light or darkness, the demon takes the Hide action. Shadow Step. While in dim light or darkness, the demon teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Shambling Mound","description":"A shambling mound left unchecked will consume everything around it and eventually grow into a greater shambler, a huge, monstrous version of the shambling mound. Traits Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. Actions Multiattack. The shambling mound makes two Slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is Medium or smaller, the target is grappled (escape DC 16), and the shambling mound uses its Engulf on it. Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 16 Constitution saving throw at the start of each of the mound's turns or take 19 (3d8 + 6) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have up to four creatures engulfed at a time.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Shedu","description":"Shedu Wise and incredibly intelligent, the shedu travel the planes to extoll the virtues of goodness and order. It resembles a winged, muscular bull that has a humanoid head with dwarven features. Ornamental armor and jewelry adorn its body, hair, and intricately braided beard. Champion of Good and Order. The shedu is a relentlessly logical thinker and contemplative being, and, thus, it isn't a surprise that it is often mistaken for being too stoic or strict. The shedu selflessly lives to maintain order and defend against evil creatures, especially demons and githyankis. In combat, it tramples its foes with its powerful, psionic-enhanced hooves. It supplements its melee attacks with its powerful psychic abilities, enabling it to incapacitate and outmaneuver enemies. Lawful Allies. The shedu lives mainly in the Material Plane, preferring warm and dry climates. It often resides in or near monasteries, temples, and shrines dedicated to deities of Law and Good, sometimes working with clerics, paladins, monks, and other creatures who share their views, such as archons, angels, couatls, guardian nagas, ki-rins, and lammasus. More powerful shedim, such as the greater shedu and enlightened ones, spend most of their time either in meditation, training monk psions, or wandering the planes. It is not uncommon for adventurers to seek help from these shedim, especially if it concerns traveling to the Astral and Outer Planes. Traits Rational Mind. The shedu has advantage on Intelligence and Wisdom saving throws. Sure-Footed. The shedu has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The shedu makes two Hoof attacks. Hoof. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) psychic damage. Spellcasting. The shedu casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: absorb elements (3rd level), clairvoyance, telekinesis 2/day each: dominate person, feather fall, misty step 1/day each: astral projection, banishment, stoneskin * *The shedu casts this spell on itself before combat. Etherealness. The shedu magically enters the Ethereal Plane from the Material Plane, or vice versa. Trample (Recharge 5-6). The shedu moves up to its speed in a straight line. During this move, it can enter Medium or smaller creatures' spaces. A creature whose space the shedu enters must succeed on a DC 16 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the shedu's path. On a failed save, the creature falls prone and takes 23 (4d8 + 5) bludgeoning damage plus 14 (4d6) psychic damage. If the shedu remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the shedu. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 17 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the shedu and is no longer restrained. Mind Hammer (3/Day). The shedu targets a creature it can see within 60 feet of it and psychically slams the creature’s mind. The target must succeed on a DC 17 Wisdom saving throw or take 32 (7d8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Greater Snow Golem","description":"The snow golem is an imposing figure, standing at 11 feet tall and made entirely of compact snow. Its body is a large, humanoid mass, with a wide chest and sturdy arms. Its head is almost an indistinct shape, mostly lost among the snow that makes up its body, unless it moves suddenly or purposefully. Its small eyes burn like bluish embers. Cold Juggernaut. The snow golem's combat abilities are impressive; it has powerful limbs that can crush foes and create large snow boulders and hurl them as missiles with incredible accuracy and force. Those struck by the snow boulders can suddenly find themselves knocked prone and buried by the thick snow. When damaged, a snow golem can regenerate for as long as any part of its body is in direct contact with a snowy or icy surface. Advanced snow golems can even breathe a cone of snow and ice, blinding and freezing victims caught within the breath’s area of effect. Hidden Sentinel. Constructed by frost mages and druids, a snow golem is used primarily as a guardian. Because the golem can effortlessly blend with snowy backgrounds, it is often placed to defend strategic passes, roads, and mountain trails from potential intruders. They resemble nothing more than a pile of snow-covered mounds at a distance, enabling them to surprise foes. Traits False Appearance. If the golem is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the golem move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Regeneration. While standing on snowy ground, the golem regains 10 hit points at the start of its turn. If the golem takes acid or fire damage, this trait doesn't function at the start of the golem's next turn. The golem dies only if it starts its turn with 0 hit points and doesn't regenerate. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes two Slam attacks or two Snow Boulder attacks. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage and if the target is a Large or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, blinded, and unable to breathe. Snow Boulder. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 13 (3d4 + 6) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone and restrained by snow until the target or a creature within 5 feet of it uses an action to remove the snow. Blizzard Breath (Recharge 6). The golem exhales a blast of freezing snow in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 27 (6d8) cold damage and is blinded until the end of the golem's next turn. On a successful save, a creature takes half as much damage and isn't blinded.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Greater Star Spawn Emissary","description":"Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity-shattering revelations and cascading apocalypses. Only when truly threatened, or when their foes have lost all hope, do emissaries reveal their actual, impossible forms. Forms of the Emissary Star spawn emissaries can assume two forms: a lesser form suited to infiltration and a greater, physically overwhelming form. To destroy an emissary, characters must reduce each of its forms to 0 hit points one after another. Typically, a star spawn emissary is initially encountered in its lesser form. When this form is destroyed, the emissary’s body collapses into a gory slurry. It then instantly returns in its greater form. Only if the emissary is defeated in its greater form does the star spawn die. After finishing a long rest, a greater star spawn emissary regains its lesser form if it was destroyed. When an emissary transitions from one form to another, it loses all the traits and actions of the previous form and gains those of the new form. The accompanying stat blocks detail both of the emissary’s forms. Greater Form An emissary’s greater form sheds all pretense of being part of a plane’s reality and openly mocks it. A destructive titan, this form rises in a 25-foot-tall pillar of violent flesh amalgamating the meat and voices of every form the emissary has ever mimicked. Manifestations of alien hunger erupt from this horror in waves of ravenous organs and mind-breaking psychic assaults. Traits Legendary Resistance (4/Day). If the emissary fails a saving throw, it can choose to succeed instead. Unusual Nature. The emissary doesn’t require air, food, drink, or sleep. Actions Multiattack. The emissary makes three attacks. Lashing Maw. Melee Weapon Attack : +14 to hit, reach 15 ft., one target. Hit : 20 (2d12 + 7) piercing damage plus 13 (3d8) acid damage. Psychic Orb. Ranged Spell Attack : +15 to hit, range 120 ft., one creature. Hit : 27 (3d12 + 8) psychic damage. Unearthly Bile (Recharge 5–6). The emissary expels bile that splashes all creatures in a 30-foot-radius sphere centered on a point within 120 feet of the emissary. Each creature in that area must make a DC 23 Dexterity saving throw, taking 55 (10d10) acid damage on a failed save, or half as much damage on a successful one. For each creature that fails the saving throw, a gibbering mouther (see its entry in the Monster Manual) appears in an unoccupied space on a surface that can support it within 30 feet of that creature. The gibbering mouthers act right after the emissary on the same initiative count, gaining a +7 bonus to their attack and damage rolls, and fighting until they are destroyed. They disappear when the emissary dies. Legendary Actions The emissary can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The emissary regains spent legendary actions at the start of its turn. Attack. The emissary teleports up to 30 feet to an unoccupied space it can see and makes one attack. Warp Space (Costs 2 Actions). The emissary causes the ground in a 20-foot square that it can see within 90 feet of it to turn into teeth and maws until the start of its next turn. The area becomes difficult terrain for the duration. Any creature takes 10 (3d6) piercing damage for each 5 feet it moves on this terrain. Mind Cloud (Costs 3 Actions). The emissary unleashes a psychic wave. Each creature within 30 feet of the emissary must succeed on a DC 23 Wisdom saving throw or take 32 (5d12) psychic damage. In addition, every spell ends on creatures and objects of the emissary’s choice in that area.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Expansion":10535,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Greater Tyrant Shadow","description":"\"The Nine Hells can only dream of the perfect oppression which mortals bring upon each other.\" —Unknown Alongside devils and monsters, the Nine Hells have given birth to more nebulous threats. Even raw negative emotion can be personified in the darkest reaches of the lower planes. Congealing into a shape that knows only hunger and the need to hunt. It stalks those filled with fears and insecurities that they refuse to acknowledge. Bred from Denial Tyrant shadows are a threat unique to the Nine Hells. Mortals in the Nine Hells dwell in agony and terror by definition. However, the life of a devil is seldom happier. The infernal hierarchy is harsh and those above constantly abuse the Fiends beneath them whilst fearing usurpation at every turn. In contrast to the unruly hosts of the Abyss, devils are never permitted to give vent to the bitterness that is their lot, bound to a show of discipline and obedience. This festering misery, given no other outlet, manifests as an independent creature that breaks from the devil who generated it to pursue its own malevolent life. Tyrant shadows most often appear as huge-mawed stalking reptiles made from writhing shadows, unless they take on specific forms to exploit the fears of their prey. Shifting Stalkers Tyrant shadows are strongly attracted to the kind of suppressed negative emotions that gave rise to them. The minds of strong mortals valiantly enduring the horrors of the Nine Hells without complaint draw them from far away, and they hunger both for the flesh and the fear such prey generate. A truly satisfying feast for the tyrants must be prepared properly. They stalk their targets over long hours, telepathically sensing what is most feared and shifting their forms to provide glimpses and hints of terror wherever their target looks. Mortals who break easily, giving swift vent to their fear or flying into berserk rages, are of little interest to them. A fear that slowly erodes through its host’s iron discipline is savored like a well-aged wine. For the same reason, they gleefully prey on middling and lesser devils whose lives are a constant battle between bitterness and discipline. Those few mortals who are so confident in themselves as to know no fear at all—the most focused of monks or blessed of paladins perhaps—are effectively invisible to tyrant shadows. Shadowy Disguises All tyrant shadows have the following bonus action: Change Shape. The shadow transforms into a Beast, Humanoid or Fiend that it has an Empathic Link with, or back into its true form. In a new form, the shadow retains its alignment, hit points, hit dice, telepathy, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features, lair actions, or legendary actions of that form. Personal Nemeses Every tyrant shadow was spawned from the resentful core of a particular devil before taking up its own existence, and the presence of “their” devil continues to sustain the tyrant. As the devil rises in the internal hierarchy, so the tyrant grows stronger. As the tyrant hunts and feasts, so the devil’s inner bitterness grows, driving them to greater acts of evil, and thus leading to their advancement. Much as they might deny it, even the greatest of devils are consumed with negative emotions. Archdevils command whole planes yet hate and envy the gods. Somewhere perhaps even Asmodeus has a stalking shadow feeding his malice even as his great status empowers it. Greater Tyrant Shadow’s Lair A greater tyrant shadow’s lair is always within a few miles of the devil that spawned it, which means that the tyrant shadow itself may often relocate, following the movements of its progenitor, even across the layers of the Nine Hells themselves. Of the lair specifically, the tyrant shadow generally selects a suitably cavernous locale, with deep shadows, perfect for skulking and ambushes. Eroded canyons, abandoned dwellings, and even deep forests, though rare in the Nine Hells, are also suitable locations. Lair Actions On initiative count 20 (losing initiative ties), the greater tyrant shadow can take one lair action to cause the following effect; it can’t take the same lair action two rounds in a row: Despair. One creature within 300 feet of the shadow must succeed on a DC 22 Charisma saving throw or be overcome with despair and self-doubt. The creature has the stunned condition for 1 minute. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success. Renewal. The shadow recharges its Shadows of Death ability. Traits Empath. The shadow uses telepathy to sense nearby creatures. The shadow can see a creature if that creature has thoughts and is within the range of the shadow’s telepathy. The shadow can’t see creatures immune to telepathy. Undying Connection. The shadow was originally spawned from a specific devil and, if the shadow is slain, it returns to life in 10 (1d20) days within 1 mile of that devil. The shadow is killed permanently only if its progenitor devil is slain first. Actions Multiattack. The shadow makes three Claw attacks. It can replace one of the attacks with Shadows of Death (if available). Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) necrotic damage, plus 10 (3d6) psychic damage. Cloak of Shadows. The shadow bends darkness around itself, and now has the invisible condition for 1 minute. The invisibility ends if the shadow is subjected to a Daylight spell or similar. Empathic Link. The shadow attempts to form a link between itself and a creature it can see. The target must make a DC 22 Intelligence saving throw, taking 26 (4d12) psychic damage on a success. On a failed save, the creature and the shadow are linked. While linked, every time the shadow is damaged, the creature takes half of that damage as psychic damage. The creature may repeat the saving throw at the end of each of its turns, taking 26 (4d12) psychic damage on a failed save, or ending the effect on a successful one. Shadows of Death (Recharge 5–6). The shadow discharges inky-black shadows in a 90-foot-radius sphere around itself. Creatures in the shadows must succeed on a DC 22 Wisdom saving throw or take 36 (8d8) necrotic damage and have the frightened condition for 1 minute. A frightened creature may repeat the saving throw at the end of each of its turns, ending the effect on a successful save, but taking the damage again on a failed save. Legendary Actions The shadow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The shadow regains spent legendary actions at the start of its turn. Shadow Blink. The shadow surrounds itself in black mist, then teleports up to 60 feet to an unoccupied space that it can see. Shapeshift. The shadow uses its Change Shape ability. Mind Spike (Costs 2 Actions). Ranged Spell Attack: +14 to hit, range 300 ft., one target. Hit: 23 (3d10 + 7) psychic damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Greater Vargouille","description":"Greater vargouille are extremely rare, which happens when a giant undergoes the gruesome transformation after being infected by a vargouille's kiss. These horrid creatures are nearly 3 to 4 feet height in length, have wingspans 10 feet wide, and can exhale poisonous vapors that can make creatures violently sick. Vargouilles Not all vargouilles are created equal. The most common vargouilles are created from the humanoid races. Some vargouilles are created from the heads of other species, and have resulted in a different species of vargouilles. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage plus 17 (5d6) poison damage, and the target can't regain hit points until the start of the vargouille's next turn. Abyssal Curse. The vargouille targets one incapacitated Giant or Humanoid within 5 feet of it. The target must succeed on a DC 14 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse , greater restoration , or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse. Stunning Shriek. The vargouille shrieks. Each giant, humanoid, and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of the vargouille's next turn. While frightened in this way, a target is stunned. If a target's saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour. Horrid Breath (Recharge 5–6). The vargouille exhales nauseating vapor in a 15-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. While poisoned, the target can't regain hit points and spends its action during its turn retching and reeling. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Greater Water Elemental Myrmidon","description":"Elemental Myrmidons were once free elementals summoned by powerful spellcasters and bound into magical plates of armor. While these elementals retain their intelligence, their free will have been erased, fully subservient to their masters that summoned them. Elemental myrmidons are neutral-aligned by nature, their alignment only shifting to good or evil depending on who or what summoned them. As they get older and absorb more energy, they get stronger and larger. Actions Multiattack. The myrmidon makes three Trident attacks. If available, it can use Water Jet in place of one of these attacks. Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 6) force damage, or 15 (2d8 + 6) force damage if used with two hands to make a melee attack. Freezing Strikes (Recharge 5–6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon's next turn. Water Jet (1/Day). The myrmidon magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, the target takes 17 (5d6) bludgeoning damage and, if it is Large or smaller, is pushed up to 15 feet away from the myrmidon and knocked prone. On a success, the target takes half the bludgeoning damage, but is neither pushed nor knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Greater Will-o'-Wisp","description":"The dread will-o'-wisp is an ancient undead creature that has consumed hundreds of lives over its existence. Far more than its advanced attacks, it has become even more dangerous because of its ability to affect the will of its possible prey, instilling suicidal thoughts and driving them to their deaths. Traits Ephemeral. The will-o'-wisp can't wear or carry anything. Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Variable Illumination. The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. Whispers of Hope and Despair. A creature that starts its turn within 20 feet of the will-o'-wisp must succeed on a DC 13 Wisdom saving throw, unless the will-o'-wisp is incapacitated. On a failed save, the target is charmed until the start of its next turn. While charmed by the will-o'-wisp, the target, during each of its turns, is unable to do any action except use a Dash action and move up to its speed to a space of the will-o'-wisp's choice that the will-o'-wisp can see. If the creature cannot reach it, it must move to the nearest possible space to the designated space. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it might not notice hidden hazards such as quicksand, and it will provoke opportunity attacks to move toward the space designated. Constructs and Undead are immune to this effect. Actions Multiattack. The will-o'-wisp uses its Shock twice. Shock. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (3d8) lightning damage. Invisibility. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). Bonus Actions Consume Life. The will-o'-wisp targets one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 13 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Greater Zombie","description":"Many of those who brave the Tomb of Horrors believe they have reached their ultimate destination when they disturb a skeletal figure inside a secluded crypt. It is, in fact, a greater zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. Undead Nature. A zombie doesn't require air, food, drink, or sleep. Traits Turn Resistance. The zombie has advantage on saving throws against any effect that turns undead. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lich drops to 1 hit point instead. Actions Multiattack. The zombie makes two melee attacks. Empowered Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6+4) bludgeoning damage plus (2d6)necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":7386,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Greed Grub","description":"Greed grubs are smaller version of their giant counterparts, measuring only 6’ in length. Semi-amorphous : The grub can move through a space sized for Tiny creatures or larger without squeezing. ACTIONS Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Acidic Spittle : Ranged Weapon Attack : +3 to hit, range 15/30 ft., one target. Hit : 3 (1d4+1) acid damage, and the target must succeed in a DC 11 Dexterity save or have his armor (01-75 on a d%) or weapon (76-00 on a d%) damaged. Damaged weapons and armor suffer a -1 penalty to either attack and damage rolls or base AC each time they are damaged. If the acid damage reduces the target’s base AC to 10 or less, the armor is destroyed. If the penalty reduces a weapon’s damage result to 0 or less, the weapon is destroyed. Wood or stone armor and weapons are unaffected.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":17402,"Challenge Rating":2},"publisher":"Goodman Games","book":"Glitterdoom (FEF 1)"},{"name":"Greed Swarm","description":"The sound of metal clinking against metal becomes a deafening cacophony as a swirling cloud of coins mindlessly hunts for more valuables to absorb into its everexpanding mass. Located in densely-populated areas, the greed swarm is solely focused on increasing the size of its hovering collection of valuables. Able to differentiate between objects of value and worthless junk, the swarm stalks streets and sewers alike. Its movements are erratic; the cloud swells and contracts in quick succession, repositioning itself in jerky, stilted bursts of motion. Bad Penny. The swarm consists of normal, mundane valuables animated by a magical master coin. Often mistaken as a standard regional coin, this master coin is created in a dark ritual to serve as a vessel for pure, ceaseless avarice. If the master coin is destroyed or separated from the swarm, the remaining coins return to their normal inert state and fall to the ground. All that Glitters. The master coin cannot exert its power without a large enough supply of valuables to control in close proximity. Bank and vault owners who fail to screen incoming coinage for latent magical properties may find themselves in need of adventurers to discreetly quell a storm of their accumulated wealth. Wishing wells and public fountains are also common homes for greed swarms. Construct Nature. The greed swarm doesn’t require air, food, drink, or sleep. The Three Swarms of Mammon In Midgard, clerics of the arch-devil Mammon recall the sacred tale of the three greed swarms which appeared when Mammon’s avatar arrived atop Demon Mountain by way of an infernallycorrupted shadow road. The swarms descended upon Tintager in the West, Stannasgard in the North, and Runkelstad in the East. After achieving gargantuan sizes, the swarms departed for the Hells, taking with them a vast hoard that resides in Mammon’s vaults to this day.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny constructs","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Greedyguts","description":"Greedyguts is a pale, gaunt male dwarf of indeterminable years. His flesh, hair, and beard are gray with age and dust, and he dresses in tattered robes over rusted chainmail. His eyes are burning gold in color and his voice is tinged with madness and greed. Special equipment : +1 pick of prospecting , unholy symbol of Grarr (a wizened dwarven hand grasping to possess), ring holding the keys to the locked doors in areas 1-1 and 1-10. Spellcasting : Greedyguts is a 5th-level spellcaster who uses Wisdom as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Greedyguts has the following spells prepared from the cleric’s spell list: Cantrips (at will): light, resistance, sacred flame, thaumaturgy 1st Level (4 slots): command*, cure wounds, guiding bolt*, inflict wounds, shield of faith 2nd Level (3 slots): aid, darkness*, hold person, silence*, spiritual weapon 3rd Level (2 slots): dispel magic, protection from energy, speak with dead*, spirit guardians * *denotes a domain spell ACTIONS +1 Pick of Prospecting : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8+4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":17402,"Challenge Rating":3},"publisher":"Goodman Games","book":"Glitterdoom (FEF 1)"},{"name":"Green Abishai","description":"Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers? —Mordenkainen Abishai Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. Emissaries of Doom. Tiamat deploys abishais as emissaries, sending⁠ them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message⁠ to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets⁠, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command⁠ and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command⁠ abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. Green Abishai The envoys of Tiamat’s armies, green abishais represent the god’s interests in the Nine Hells and beyond. Their keen senses make them adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure that they can manipulate even the shrewdest opponents. Traits Devil’s Sight⁠. Magical darkness doesn’t impede the abishai’s darkvision. Innate Spellcasting. The abishai’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: alter self, major image 3/day each: charm person, detect thoughts, fear 1/day each: confusion, dominate person, mass suggestion Magic Resistance⁠. The abishai has advantage on saving throws against spells and other magical effects. Magic Weapons. The abishai’s weapon attacks are magical. Actions Multiattack. The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Green Abishai","description":"Green abishais are adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure they can manipulate even the shrewdest opponents. Abishais Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat’s five dragon heads: black, blue, green, red, and white. Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. Traits Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abishai makes two Fiendish Claw attacks, or it makes one Fiendish Claw attack and uses Spellcasting. Fiendish Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) force damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 16 (3d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The abishai casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: alter self , major image 3/day each: charm person , detect thoughts , fear 1/day each: confusion , dominate person , mass suggestion","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Green Abishai","description":"Green abishais are adept at discovering secrets and other sensitive information. They use their diplomatic skills and magic to manipulate even the shrewdest opponents. Abishais Each abishai was once a mortal who somehow won Tiamat’s favor before death. As a reward, the dragon god transformed the mortal into a draconic devil to serve at Tiamat’s pleasure in the Nine Hells. Abishais represent Tiamat’s interests in the Nine Hells and across the multiverse. Some have simple tasks, such as delivering messages to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal and ready to lay down their lives for Tiamat. Traits Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abishai makes two Fiendish Claw attacks, or it makes one Fiendish Claw attack and uses Spellcasting. Fiendish Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) force damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 16 (3d10) poison damage and have the poisoned condition for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The abishai casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: Alter Self, Major Image 3/day each: Charm Person, Detect Thoughts, Fear 1/day each: Confusion, Dominate Person, Mass Suggestion","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":30583,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Green Abyss Orc","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"chaotic evil","Expansion":14533,"Challenge Rating":"1/2"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Green Dragon Wyrmling","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage. Poison Breath (Recharge 5-6) : The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"38 (7d8+7)","CHA":13,"CON":13,"DEX":12,"INT":14,"STR":15,"WIS":11,"Size":"Medium","Type":"dragon","Speed":"30 ft., fly 60 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064615/2-cZ8nLHd_qBgQEBUlkOaA/original.png","Roll 0":"Bite\n1d20 + 4\n1d10+3+1d6","Roll 1":"Poison Breath\n1d20 + 0\n6d6","Senses":"Blindsight 10 Ft., Darkvision 60 Ft.","Skills":"Perception +4, Stealth +3","Source":"5th Edition SRD","data-XP":450,"Alignment":"Lawful Evil","Languages":"Draconic","data-List":"false","Immunities":"Poison","Token Size":1,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 2\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d6\",\"Damage 2 Type\":\"poison\"},{\"Name\":\"Poison Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+1","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"+2","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Dex +3, Con +3, Wis +2, Cha +3","Challenge Rating":2,"Passive Perception":14,"Condition Immunities":"Poisoned","data-CrNum":2,"data-AcNum":17,"data-HpNum":38},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Green Dragon Wyrmling","description":"\"I see an ancient elf king, his majesty long since faded, slumped and half asleep in his throne. A green dragon whispers in the king’s ear, corrupting and twisting the king’s dreams. This dragon’s name is Cyan Bloodbane, and he means the destruction of us all.\" —Pelios of Ergoth, Silvanesti seer Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Green Dragon The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible. A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck. A wyrmling green dragon’s thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges. A green dragon’s legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up. Capricious Hunters. A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves. Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions. A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures’ activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die. Manipulative Schemers. A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master. When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status. Conflict and Corruption. Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch—sometimes for decades—for the chance to slay the other dragon, then claim its lair and hoard. Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions’ minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions’ tortured dreams. Living Treasures. A green dragon’s favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects. A Green Dragon’s Lair The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled. At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies. A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies. Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. Regional Effects The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns. Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path. Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator. If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns. Traits Amphibious : The dragon can breathe air and water. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage. Poison Breath (Recharge 5-6) : The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"MM1","Alignment":"lawful evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Green Duwende","description":"A green duwende appears covered in a coat of verdant fur, with tufts of greenish-white hair and tiny antlers growing from its head. It is a kind, friendly, and playful creature and often acts as shepherds to animals, treating their wounds and curing them of poison. The green duwende will only reveal itself to creatures it believes are good-natured, especially children which it adores, although it will not hesitate to aid anyone it meets that is wounded or sick. A green duwende helps like-minded druids and reveres diwatas, serving them as scouts and emissaries. Duwendes (Dwen-deh) Duwendes are tiny fey beings that are distantly related to gnomes. They stand no more than 6 inches tall and have bulbous noses, rat-like ears, and furry, leathery skin. Duwendes are carefree, inquisitive, self-indulgent, skittish, and whimsical creatures who live in the undergrowth of forests, fields, hills, and jungles. They can cast spells and converse with animals and plants. They are fond of mundane items, keepsakes, and tools humanoids use and go out of their way to collect them, sometimes sneaking into people's homes. They usually keep themselves hidden and invisible, but their reckless behaviors often place them at risk. There are three types of duwendes - dark, gray, and green. While each behaves differently, they generally tolerate each other's presence. Earth Attuned. Although they aren't earth fey, duwendes appear to have a connection to the Elemental Plane of Earth and are cordial with creatures native or have strong ties to it, such as earth elementals, galeb duhr, and korreds. Duwendes build their homes underground, forming large mounds rising from the earth. Unfortunately, their homes resemble large termite hills, and many passersby have foolishly tried to destroy them, earning the ire of the duwende who resides in it. The offending creatures find themselves blinded, cursed, or unable to stop themselves from having endless fits of laughter. Luck Giver. Duwendes are magical beings of chaos and have a natural ability to affect another person's luck. However, it depends on the duwende's nature and whim and its relationship to the person, on what kind of luck - good or bad, it will bestow to it. Traits Magic Resistance. The duwende has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The duwende can communicate with beasts and plants as if they and the anito shared a language. Actions Sling. Ranged Weapon Attack: +5 to hit, range 15/60 ft., one target. Hit: 4 (1 + 3) bludgeoning damage. Superior Invisibility. The duwende magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the duwende wears or carries is invisible with it. Spellcasting . The duwende casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: druidcraft, magic stone, mending 3/day: entangle, goodberry, healing word 1/day: lesser restoration, protection from poison Reactions Bestow Luck (3/Day). When a creature the duwende can see within 30 feet of it makes an attack roll, an ability check, or a saving throw, the duwende rolls a d10 and adds it to the result. The duwende can make this choice after the roll is made but before the outcome is determined.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Green Guard Drake","description":"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watchbeast that can follow simple commands. Gifts from Dragons. The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours. Eager to Learn. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes. Traits Amphibious : The drake can breathe air and water. Actions Multiattack : The guard drake makes two attacks: one with its bite and one with its tail. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Green Guard Drake","description":"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast that can follow simple commands. Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a chromatic dragon’s aid; the dragon typically helps to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges from the cauldron and hatches within a few hours. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes. Variant: Chromatic Drakes Each type of chromatic dragon’s scales creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below. Green Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage. Traits Amphibious. The drake can breathe air and water. Actions Multiattack. The guard drake makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Green Hag","description":"Traits Amphibious . The hag can breathe air and water. Innate Spellcasting . The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion, vicious mockery Mimicry . The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Actions Claws . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. Illusory Appearance . The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. Invisible Passage . The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. ","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":8938,"Challenge Rating":3},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Green Hag","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The hag can breathe air and water. Innate Spellcasting : The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: dancing lights , minor illusion , vicious mockery Mimicry : The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check . Actions Claws : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Illusory Appearance : The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. Invisible Passage : The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"82 (11d8+33)","CHA":14,"CON":16,"DEX":12,"INT":13,"STR":18,"WIS":14,"Size":"Medium","Type":"fey","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064633/-0P2LOVCU2EGSGom7rutAw/original.png","Roll 0":"Claws\n1d20 + 6\n2d8+4","Senses":"Darkvision 60 Ft.","Skills":"Arcana +3, Deception +4, Perception +4, Stealth +3","Source":"5th Edition SRD","data-XP":700,"Alignment":"Neutral Evil","Languages":"Common, Draconic, Sylvan","data-List":"false","Spell Book":"Dancing Lights, Minor Illusion, Vicious Mockery, Identify, Ray Of Sickness, Hold Person, Locate Object, Bestow Curse, Counterspell, Lightning Bolt, Phantasmal Killer, Polymorph, Contact Other Plane, Scrying, Eyebite","Token Size":1,"data-Spells":"{\"innate\":{\"at-will\":[\"dancing lights\",\"minor illusion\",\"vicious mockery\"]},\"spells\":{\"1st\":[\"identify\",\"ray of sickness\"],\"2nd\":[\"hold person\",\"locate object\"],\"3rd\":[\"bestow curse\",\"counterspell\",\"lightning bolt\"],\"4th\":[\"phantasmal killer\",\"polymorph\"],\"5th\":[\"contact other plane\",\"scrying\"],\"6th\":[\"eye bite\"]}}","data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The hag can breathe air and water.\"},{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion, vicious mockery\"},{\"Name\":\"Mimicry\",\"Desc\":\"The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.\"}]","data-Actions":"[{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Illusory Appearance\",\"Desc\":\"The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.\"},{\"Name\":\"Invisible Passage\",\"Desc\":\"The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.\"}]","data-CHA-mod":"+2","data-CON-mod":"+3","data-DEX-mod":"+1","data-INT-mod":"+1","data-STR-mod":"+4","data-SizeNum":4,"data-WIS-mod":"+2","Challenge Rating":3,"Passive Perception":14,"Spellcasting Ability":"Charisma","data-CrNum":3,"data-AcNum":17,"data-HpNum":82},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Green Hag","description":"Hags Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts. Faces of Evil. Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy. All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity. Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth. Monstrous Motherhood. Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother’s womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror. Dark Bargains. Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell. Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear—especially if the thing lost diminishes or negates the knowledge gained through the bargain. A Foul Nature. Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might “help” such creatures by disfiguring or transforming them. This embrace of the disturbing and unpleasant extends to all aspects of a hag’s life. A hag might fly in a magical giant’s skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke. Dark Sorority. Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don’t like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths given to other hags—as long as the oath isn’t given with the fingers crossed. Some humanoids make the mistake of thinking that the hags’ rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson. Dark Lairs. Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag’s lair reflects the creature’s noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers. Green Hag The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts. Obsession with Tragedy. Green hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also for whole nations. Covens. A green hag that is part of a coven (see Hag Covens) has a challenge rating of 5 (1,800 XP). Hag Covens When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves: • 1st level (4 slots): identify , ray of sickness • 2nd level (3 slots): hold person , locate object • 3rd level (3 slots): bestow curse , counterspell , lightning bolt • 4th level (3 slots): phantasmal killer , polymorph • 5th level (2 slots): contact other plane , scrying • 6th level (1 slot): eyebite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag’s Intelligence modifier, and the spell attack bonus is 4 + the hag’s Intelligence modifier. Hag Eye. A hag coven can craft a magic item called a hag eye , which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. Traits Amphibious : The hag can breathe air and water. Innate Spellcasting : The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: • At will: dancing lights , minor illusion , vicious mockery Mimicry : The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Shared Spellcasting (Coven Only) : While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: • 1st level (4 slots): identify , ray of sickness • 2nd level (3 slots): hold person , locate object • 3rd level (3 slots): bestow curse , counterspell , lightning bolt • 4th level (3 slots): phantasmal killer , polymorph • 5th level (2 slots): contact other plane , scrying • 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The green hag's spell save DC is 13, and the spell attack bonus is +5 for these spells. Actions Claws : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. Illusory Appearance : The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. Invisible Passage : The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Green Hag","description":"When fear of death or hunger for power grips a mortal (often a druid, warlock, or witch), they might forge a pact with unseelie archfey. The mortal becomes a hag—aged, clawed, and cruel—a powerful representative of the unseelie in the Mundane World. In exchange, hags use their magic to bring about the misery that evil archfey crave. Hiding in Plain Sight. Though hags typically appear as older humanoid women, their true form is as vicious and nasty as their nature. They prefer to show the world a charitable face, but the general wisdom concerning hags is that the more beautiful their appearance, the deeper the rot within. However, this theory has never been confirmed, as few who see a hag’s true form live to tell the tale. Dealmakers and Heart-Breakers. Since old age can’t kill hags, the oldest among them accumulate as much knowledge, magic, and repute as ancient dragons. They are happy to share their wares … for the right price. Rather than ask for paltry coin, a hag usually bargains for something dear to the customer—perhaps their ability to love, the sound of their child’s laugh, or their left pinky toe. Adding insult to injury, those who deal with hags almost always discover the product is worse than advertised. Mortals should pay close attention to the precise wording of their agreements, lest they end up with a hex they thought would be a gift. Such curses often lead to the corruption of good but desperate folk, and some get so twisted up in fey deals that they become hags themselves. What’s in a Name? Hags give themselves whimsical names, and older hags often select monikers like Auntie, Granny, or Nanny. Such relatable names help entice their favorite prey: the innocent. Who would fear Granny Gumdrops or Auntie Twothumbs? Collaboration and Covens. Hags are often viewed as solitary beings due to their foul tempers and tempestuous natures, but they aren’t opposed to dealing with others when it suits their needs. Green hags form close relationships with local forest beings, night hags cavort with deal-loving devils, and sea hags bargain with other denizens of the deep to keep merfolk away from their lairs. The most infamous hag collaborations are covens, formed when three hags like—or at least tolerate—each other very much and choose to spend a life together. Due to their preferred lairs and varying ambitions, hags typically work with hags of the same kind, though mixed covens aren’t out of the question. While in a coven, hags share magic energy, increasing the power of each member of the coven. Loyal Underlings. Hags are treacherous by nature, and they only recruit creatures they trust to be loyal underlings. Most of these creatures lack sapience (such as animals, constructs, and undead), though hags sometimes command weaker fey who are too scared to betray them. Traits Envenom. Each ally within 30 feet of the hag deals an extra 3 (1d6) poison damage with weapon attacks, provided the hag isn’t incapacitated. Actions Multiattack. The hag makes one Poison Claw attack and uses Granny Says. Poison Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 3 (1d6) poison damage. Granny Says. The hag affects one other willing creature they can see within 30 feet of them with one of the following effects: The target magically switches places with the hag. The target uses their reaction, if available, to make an attack. Naughty Mousey ( 3 /Day; 5 th-Level Spell; Concentration). The hag chooses a creature they can see within 60 feet of them and attempts to transform them into a Beast of the hag’s choice with a challenge rating of 2 or lower. The target must succeed on a DC 14 Wisdom saving throw or be transformed for 1 minute (save ends at end of turn). While transformed, the target’s game statistics are replaced by the statistics of the chosen Beast, though they retain their alignment, personality, and Intelligence, Wisdom, and Charisma scores. The target’s gear melds into the new form. They can’t activate, use, wield, or otherwise benefit from any of their equipment. They can’t speak or cast spells but can take any action the Beast can take. If the target drops to 0 hit points while in this form, they revert back to their original form with half the number of hit points they had before they transformed. Reactions Get Gone. When an ally within 30 feet of the hag is targeted with an attack, the hag can turn the target invisible until the start of the target’s next turn, potentially imposing disadvantage on the triggering attack roll and causing it to miss. To use this reaction, the hag must be able to see the ally and the attacker. Utility Spells In addition to any other spells in this stat block, the hag can cast the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: alter self A , dancing lights A , minor illusion A 3/day each: animal messenger A , legend lore + , speak with animals A 1/day: scrying + Green Hag in a Coven A green hag in a coven gains the following action option. Noxious Vines (Recharge 5 – 6 ). Long toxic vines whip out from the hag. Each enemy within 30 feet of the hag must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. Each ally within 30 feet of the hag regains 18 (4d8) hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Green Hag","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"any evil","Expansion":34600,"Challenge Rating":3},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Green Hag, Auntie Wyrdling","description":"Auntie Wyrdling is barely five feet tall: short for a green hag. Her hair is an unkempt mess of brown and silver that is haphazardly chopped off at the shoulders and unadorned. She is obsessed with all multiples of three and the rule of three (see Volo’s Guide to Everything) in general. Auntie Wyrdling rarely leaves her lair now and spends most of her time being consulted by other hags or rearranging her lair in an attempt to “achieve the perfect ratio.” What she means by this is unknown and she doesn’t bother explaining it, even to other hags. Auntie Wyrdling is removed from the normal power hierarchy and struggles of hag society. She seems to be immune to the manipulations associated with hag life and is universally respected by all hags. This respect is a direct result of her being chosen and resurrected by Cegilune, and would end immediately if she lost her chosen status. Her lair is well hidden from civilization and any incursion to slay her would meet a combined and tenacious resistance from all the nearby hags. Whisper, as this hag was once known as, was always odd, even by hag standards. She was slain by a cadre of paladins in a grandmother’s convoluted plot to destroy Whisper after it was discovered that Whisper was creating forgotten. The grandmother lost control of the paladins and they eventually ended up slaying the grandmother before finally dying in the swamp. A year and a day after Whisper’s death she was resurrected as Auntie Wyrdling by an unknown agent of Cegilune, and she is now considered untouchable by all but truly suicidal hags. Auntie Wyrdling's lair functions as a neutral meeting area that all hags can go to to negotiate, make demands, trade, etc. without fear of their fellow hags. Auntie Wyrdling’s lair is the one place that Nightshades and Grandmother hags can be encountered together without an immediate bloodbath starting. Auntie Wyrdling is the closest thing to a high priest of Cegilune that has ever existed for hags.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"lawful neutral","Expansion":34600,"Challenge Rating":6},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Green Hag, Grandmother Merry Covenstead","description":"Grandmother Merry Covenstead leads a coven of herself and two great-granddaughters, both normal green hags; they masquerade as traveling fortune tellers and herbalists attached to a circus caravan. The coven uses a heavily enchanted wagon pulled by a pair of jet black and blind oxen, rumored to be were-oxen. The oldest and most respected of the circus troupe know what the “weird” sisters are but have come to rely on them for protection and their ability to draw crowds. Nonetheless, the troupe has begun to gain a reputation for dark and forbidden acts, which of course draws even more customers.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":34600,"Challenge Rating":10},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Green Hagling","description":"The hagling is the repugnant and wretched offspring of a hag and a humanoid, often human, elf, half-elf, or tiefling. A hagling is always male and its appearance is a blend of both parents, though the hag's vile traits are more pronounced. Green hagling's exhibit fair to greenish skin tones. Night haglings sport light to dark blue skin and often possess short, curving horns that protrude from their foreheads. Sea haglings, on the other hand, have a truly dreadful appearance, bearing pallid, sickly skin. Dim-witted Brutes. Haglings may inherit certain physical features from their hag parent, but their intellect and cunning are notably absent. They are often described as incredibly stupid and simple-minded. However, what they lack in mental prowess, they more than compensate with raw physical strength. Their muscular frames, long limbs, and claw-like fingers give them a gangly and imposing stature, reaching heights of up to 7 feet. Devoted Minions. Motivated by a mixture of subservience and hatred of the fair races, haglings live solely to fulfill their mother's horrific desires and guard her lair with unwavering loyalty. They obediently carry out tasks such as hunting for food, gathering alchemical ingredients, and kidnapping children. Despite enduring mistreatment and abuse, haglings harbor a deep-seated fear of their hag mothers and dare not defy their commands. Lair Guardians. Haglings primarily inhabit the hag's lair and the surrounding environs. Their existence revolves around the hag's domain, ensuring its security and providing sustenance for their mother's dark appetites. They are adapted to diverse environments, capable of surviving in varied conditions dictated by their hag mother's chosen dwelling. Traits Brute. A melee weapon deals one extra die of its damage when the hagling hits with it (included in the attack). Hold Breath. The hagling can hold its breath for 15 minutes. Actions Multiattack. The hagling makes one Greatclub attack or two Claw attacks. Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d3 + 3) slashing damage. Invisibility (Recharge 5–6). The hagling magically turns invisible for 1 minute, until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Green Hussar","description":"The forest awakens animals to speak and to help travelers, spawns green hussars as guardians, and creates permanent protectors like treants and leshy to ward certain springs, runestones, groves, and ley line sites. All serve the forest, and many act as extensions of the forest’s defenses. Actions Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6+2) piercing damage. Flowering Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d12+3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":16,"Challenge Rating":3},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Green Knight of the Woods","description":"Clad in emerald green plate mail and a cloak woven from leaves, this mysterious knight wields a mighty battle axe. A shield decorated with greenery is strapped to his arm. Fey Champions. Green knights serve the Fey Lords and Ladies, acting as their champions and protecting those ancient forests where the borders between the Material Plane and the lands of the fey are thin. They are creatures of honor, and they are sometimes sent by a fey noble to test the integrity and honesty of a mortal knight by challenging the mortal to a duel or other contest. Beneath their plate armor, green knights appear as heavily built humanoids with a greenish tinge to their skin. Forest Hideaways. Green knights make their homes in \"green chapels\" deep in the woods. These places are sometimes ruined churches or keeps overgrown with moss, vines and other foliage, or hidden forest gorges guarded by woodwoses or other fey creatures. Green knights often ride green-skinned, fey warhorses into battle (use warhorse statistics with the Magic Resistance trait and plate barding).","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Green Slaad","description":"Embedded in a slaad’s brain is a magic gem. Acquire it, and the slaad is yours to command. Slaadi In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone’s power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus’s creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus’s massive creation as the Spawning Stone for this reason. The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn’t perceive the slaadi as threats or chooses to ignore them. Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. Green Slaad Green slaadi are surprisingly intelligent and possess innate spellcasting ability. A green slaad can change its shape to appear as a humanoid. If it was born of a humanoid host, the slaad usually adopts its host’s form. At some unpredictable point in its existence, a green slaad unlocks the means to magically, instantly, and permanently transform itself into a gray slaad. Unlocking this knowledge can take years, even decades. Variant: Slaad Control Gems As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad’s brain. This fragment takes the form of a magic gem roughly the size and shape of a human child’s fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad’s gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad’s gem is destroyed, the slaad can no longer be controlled in this way. A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait. Control Gem : Implanted in the slaad’s brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment , the spell can transfer the gem to the spellcaster’s open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad’s presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. Traits Shapechanger : The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Innate Spellcasting : The slaad’s innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components: • At will: detect magic, detect thoughts, mage hand • 2/day each: fear, invisibility (self only) • 1/day: fireball Magic Resistance : The slaad has advantage on saving throws against spells and other magical effects. Regeneration : The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack : The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice. Bite (Slaad Form Only) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Claw (Slaad Form Only) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Staff : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Hurl Flame : Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration (shapechanger)","Source":"MM1","Alignment":"chaotic neutral","Expansion":2,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Green-Scaled Dracotaur","description":"The creature stood as tall as three strong warriors, armored from horned head to clawed foot in azure scales, and aimed a bow that hurled thunderbolts. Countless stories surround the cloudy Origins of the dracotaur, though most of them involve centaurs. Dragonborn believe that a dragon captured centaurs during a skirmish on the plains and drowned them in its blood centuries ago. When their bodies were fished out, they had been transformed into perfect, Draconic warriors and a new, distinct species. Dracotaurs in Midgard Dracotaurs are so rare and fearsome that most Mharoti consider them legend. Many believe that the wandering dracotaur are centaurs blessed by the dragon god Azuran. In decades past, some ambitious Centaur raiders were intercepted and overpowered by a band of four dracotaurs. Now, these four dracotaurs are the so-called divine warlords of their own Centaur herds, galloping freely along the distant border reaches of the Dragon Empire.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Greenspawn Leaper","description":"The greenspawn leaper resembles a 5-foot long wingless green dragon with a simian-like body. Arboreal Assassins. Greenspawn leapers are genetically streamlined for living in woodland canopies and prefer to live in warm, temperate forests. They hunt alone or in groups, ambushing prey by dropping down and delivering a vicious bite to its neck. Poison Burst. If the greenspawn leapers need to escape, they can emit a vile, poisonous gas, affecting all those unfortunate enough to be close when this happens. Dragonspawns The deity Tiamat continuously seeks to escape its infernal prison and return to the Prime Material Plane. To that end, it has empowered its most gifted followers to create the Dragonspawn from various beasts and monstrous eggs. These spawns of Tiamat have a sliver of Tiamats’ power and are born to spread chaos and destruction and help prepare for the Dragon Queen's return. Tiamat's Sentinels. Dragonspawn reach maturity in just a few years, never reaching sizes bigger than Large, and leave the nest to strike out on their own, preferring to stay in environments similar to those favored by their parents. They nest with other dragonspawn or even other races so long as they have the same objectives. They are normally found in the company of Tiamat's followers, such as the Cult of the Dragon and kobolds, often serving as guards. All dragonspawn are loyal to Tiamat’s cause and have adopted Tiamat’s temperament when it comes to dealing with other races, which is to say they look down on all non-Dragons and they hate good-aligned Dragons with a vengeance. Traits Amphibious. The greenspawn leaper can breathe air and water. Standing Leap. The greenspawn leaper's long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start. Actions Multiattack. The greenspawn leaper makes one Bite attack and one Claws attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Poison Burst (Recharge 5–6). The greenspawn leaper discharges a cloud of poisonous gas. Each creature within 15 feet of the greenspawn leaper must succeed on a DC 12 Constitution saving throw. On a failed save, a creature takes 17 (5d6) poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions Instinctive Poison Burst. When the greenspawn leaper takes damage from a visible attacker within 15 feet of it and Poison Burst is available, it uses Poison Burst.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Greenspawn Razorfiend","description":"The greenspawn razorfiend bears similarities to a green dragon but its winged forelimbs are not for flight. Instead, the dragonspawn uses them like scythes. Ambush Hunters. Greenspawn razorfiends live in warm forests or marshlands, hunting singly or in groups. They ambush prey by lurking underwater or behind thickets, leaping out from their hiding places to surprise their target, slashing at it with their blade-like wings. Shock Troops. Greenspawn razorfiends are often raised and trained by Tiamat worshipers as shock troopers in their army. Due to their savagery, greenspawn razorfiends are used to open combat to break enemy ranks. Dragonspawns The deity Tiamat continuously seeks to escape its infernal prison and return to the Prime Material Plane. To that end, it has empowered its most gifted followers to create the Dragonspawn from various beasts and monstrous eggs. These spawns of Tiamat have a sliver of Tiamats’ power and are born to spread chaos and destruction and help prepare for the Dragon Queen's return. Tiamat's Sentinels. Dragonspawn reach maturity in just a few years, never reaching sizes bigger than Large, and leave the nest to strike out on their own, preferring to stay in environments similar to those favored by their parents. They nest with other dragonspawn or even other races so long as they have the same objectives. They are normally found in the company of Tiamat's followers, such as the Cult of the Dragon and kobolds, often serving as guards. All dragonspawn are loyal to Tiamat’s cause and have adopted Tiamat’s temperament when it comes to dealing with other races, which is to say they look down on all non-Dragons and they hate good-aligned Dragons with a vengeance. Traits Amphibious. The greenspawn razorfiend can breathe air and water. Improved Critical. The greenspawn razorfiend's melee weapon attacks score a critical hit on a roll of 19 or 20. Actions Multiattack. The greenspawn razorfiend makes one Bite attack and two Wing attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage. Wing. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Poison Breath (Recharge 5–6). The greenspawn razorfiend exhales poisonous gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Greenvise","description":"The greenvise is a giant carnivorous plant that faintly resembles a venus flytrap, with massive jaws filled with rows of thorn-like teeth. It is a very patient hunter, rooting itself with similarly large vegetation along animal trails and footpaths. When it senses approaching prey, it releases a greenish acidic cloud that can be toxic and fatal to most creatures. Once it has incapacitated its victims, it picks them off one by one with its tendrils. Traits False Appearance. If the greenvise motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the greenvise move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the greenvise is animate. Actions Multiattack. The greenvise makes one Bite attack and two Tendril attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the greenvise. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the greenvise, and it takes 14 (4d6) acid damage at the start of each of the greenvise's turns. If the greenvise takes 20 damage or more on a single turn from a creature inside it, the greenvise must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the greenvise. If the greenvise dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. Tendril. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 16), restrained until the grapple ends, and is pulled up to 15 feet toward the greenvise. The greenvise has two tendrils, each of which can grapple one target. Death Fog (Recharges after a Short or Long Rest). The greenvise emits a greenish, acidic mist that fills a 30-foot-radius sphere centered on the greenvise that lasts for 1 minute. The fog spreads around corners, and its area is heavily obscured. A creature that starts its turn within 30 feet of the greenvise must succeed on a DC 16 Constitution saving throw. On a failed save, a creature takes 7 (2d6) acid damage, can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last until the start of the creature's next turn. On a successful save, a creature takes half as much damage with no additional effects. The greenvise is immune to the effects of its death fog.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Grell","description":"\"Our intrepid rogue climbed up the shaft to secure a rope. There was a gasp, and the rope fell. We never saw her again.\" —An adventurer’s account of a grell attack in Khyber, published in The Korranberg Chronicle A grell resembles a bulbous floating brain with a wide, sharp beak. Its ten long tentacles are made of hundreds of ring-shaped muscles sheathed in tough fibrous hide. Sharp barbs line the tip each tentacle and inject paralytic venom. The grell can partially retract its barbs into its tentacles to handle or manipulate objects it doesn’t want to pierce or tear. Grells have no eyes and floats by means of a sort of levitation. They have keen hearing, however, and their skin is sensitive to vibrations and electrical fields, allowing them to detect the presence of creatures and objects in their immediate vicinity. The creature’s ability to manipulate electricity to sense and move also allow it to absorb lightning without harm. Although solitary by nature, grells sometimes gather in small groups called covens. Floating Ambushers. A grell prefers to ambush lone creatures or stragglers, hovering silently near the ceiling of a passage or cavern until a suitable target passes below, whereupon it descends quickly and wraps its tentacles around its prey. It then floats away to its lair with the paralyzed creature in its clutches. Alien Devourers. Grell are alien predators that group other creatures into three categories: edibles, inedibles, and Great Eaters (those rare creatures that might prey on a grell). Grells have no compunction about attacking creatures they classify as edible, including humanoids. They tend to avoid bigger creatures that they have little hope of carrying away. A grell will sometimes allow adventurers to wage war on the other monstrous inhabitants of the dungeon complex it calls home, staying out of the adventurers’ way as they dispose of larger threats while waiting for the right time to strike. Actions Multiattack : The grell makes two attacks: one with its tentacles and one with its beak. Tentacles : Melee Weapon Attack : +4 to hit, reach 10 ft., one creature. Hit : 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled, escape DC 15. If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can’t use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it. Beak : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Grell Patriarch","description":"The grell patriarch is a massive 20-foot diameter grell that rules over a grell community. It has arcane abilities and can project powerful lightning rays at its foes. There is always only one patriarch in a grell community. When it dies, the most advanced and intelligent of the grell philosophers undergo a metamorphosis and becomes the next patriarch. Actions Multiattack. The grell makes two attacks: one with its Tentacles and one with its Beak, or uses its Lightning Ray twice. Tentacles. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 16). If the target is Large or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can't use this attack against other targets. When the grell moves, any Huge or smaller target it is grappling moves with it. Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Lightning Ray . Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) lightning damage and the target can't use reactions until the start of the grell's next turn. Spellcasting (Psionics). The grell casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: mage armor, fog cloud, shield 3/day each: charm person, invisibility, ray of enfeeblement 1/day each: charm monster, lightning bolt, fear Legendary Actions The grell can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The grell regains spent legendary actions at the start of its turn. Lightning Ray. The grell makes a Lightning Ray attack. Psionics (Costs 2 Actions). The grell uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Grell Philosopher","description":"Grell philosophers are larger, more intelligent, and powerful species of the grell. These grells manage and direct the 'common' grell, which they see as lowly communal workers or servants. Actions Multiattack. The grell makes two attacks: one with its Tentacles and one with its Beak, or uses its Lightning Ray twice. Tentacles. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 14 (2d10 + 3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled (escape DC 14). If the target is Large or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can't use this attack against other targets. When the grell moves, any Large or smaller target it is grappling moves with it. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Lightning Ray. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 12 (3d6 + 2) lightning damage and the target can't use reactions until the start of the grell's next turn. Spellcasting (Psionics). The grell casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13): At will: mage armor, fog cloud, shield 3/day each: charm person, invisibility, ray of enfeeblement","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Grell Psychic","description":"Traits Spellcasting (Psionics). The grell psychic casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12): At will: detect thoughts, mage armor, mage hand (the hand is invisible) 1/day each: confusion, fear Actions Multiattack. The grell psychic makes one Tentacle attack and one Beak attack. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 10 (3d4 + 3) piercing damage. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit : 8 (1d10 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 minute. While the target is poisoned, it also has the paralyzed condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target also has the grappled condition (escape DC 16). While grappling the target, the grell can’t make Tentacle attacks against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Source":"custom","Alignment":"Chaotic Evil","Expansion":25525,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Gremishka","description":"Gremishkas are the vicious products of mistakes made by novice spellcasters seeking to create life. The results are cat-sized, magically unstable creatures with a taste for the trappings of magic—particularly spellbooks, spell components, familiars, and the like. Gremishkas delight in tormenting magic-users, holding vicious grudges against those who gave them life as they infest the walls of spellcasters’ homes or the surrounding lands. Despite their feral appearances, gremishkas are cunning creatures. They might imitate the sounds of whimpering children or wounded animals to coax victims into tight quarters. While they favor attacking spellcasters, gremishkas are opportunistic hunters and lash out at anything they think they can overwhelm—or just get a bite of. Gremishkas have an unstable relationship with magic. Spells cast near a gremishka might rebound onto those nearby or cause the monster to explode, its scaly chunks rapidly reforming into duplicate gremishkas. These spontaneously created swarms can rapidly turn a single annoying gremishka into a chittering, magic-reflecting wave of teeth and claws. Actions Bite. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 2) piercing damage plus 3 (1d6) force damage. Reactions Magic Allergy (1/Day). Immediately after a creature within 30 feet of the gremishka casts a spell, the gremishka can spontaneously react to the magic. Roll a d6 to determine the effect: 1–2. The gremishka emanates magical energy. Each creature within 30 feet of the gremishka must succeed on a DC 10 Constitution saving throw or take 3 (1d6) force damage. 3–4. The gremishka surges with magical energy and regains 3 (1d6) hit points. 5–6. The gremishka explodes and dies, and one swarm of gremishkas instantly appears in the space where this gremishka died. The swarm uses the gremishka’s initiative.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Expansion":10535,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Gremlin","description":"Gremlins were once very tall fey creatures, but their entire race was exiled from the Feywild and transformed to resemble goblins for some past transgression that only the fey remember. Gremlins now resemble blue-green naked and sexless goblins or meazels with manic eyes and pointy black teeth. They only exist to break down machines and create general chaos, but their low intelligence and wisdom helps prevent them from being more than a nuisance. Gremlins value very little besides alcohol and food and can be dissuaded from destroying a machine by offerings of either. Gremlins recognize no rules and serve no master for long. Some stronger creatures and hags keep gremlins by keeping them charmed or intoxicated; simple or complex cages will not hold a gremlin. Gremlins are incredibly cowardly and quickly retreat if met with coordinated violence. The few conversations that have been recorded are hard to decipher, but when asked why they destroy machines with such lust, they respond with, “because we wanted to.” Gnomes deny any kinship to gremlins and tend to get very angry when it is suggested. How gremlins reproduce is unknown, and most scholars are only interested in ways to exterminate the troublesome species. Gremlins always attack with their claws or teeth. Any weapon in the hand of gremlin, more complicated than a club, quickly breaks apart. The philosopher Badrip Ritesgud wrote a few barely literate treatises claiming that gremlins worships entropy and they are the only truly chaotic creatures in the multiverse.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"chaotic neutral","Expansion":34600,"Challenge Rating":"1/2"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Gremlin, Bilge","description":"The blue-skinned creature hangs from the rigging, cackling with glee through pointed teeth as it flaps its fin-like ears. These aquatic fey resemble goblins with scaly, blue skin. When confronted, they use whatever is at hand to defend themselves. Sinister Stowaways. Bilge gremlins can be found anywhere ships drop anchor, sneaking aboard and making themselves at home. They eat shipboard vermin, but this benefit is outweighed by their cruel pranks and the uncanny failure of mechanical devices in their presence. Vile and Verminous. Sensing others of their kind, bilge gremlins often board infested ships passing through ports or over reefs. Disease, mishaps, and sabotage can lead crews to abandon ship, leaving the vessel adrift until someone investigates and unknowingly provides the gremlins with a new home. Gremlin Leaders. If a population of bilge gremlins grows large enough, one bilge gremlin increases in size and power. These bosuns become the de facto leaders. Amphibious . The bilge gremlin can breathe air and water. Aura of Mechanical Mishap. The bilge gremlin's presence interferes with nonmagical objects that have moving parts, such as clocks, crossbows, or hinges, within 20 feet of it. Such objects that aren't being worn or carried malfunction while within the aura, and, if in the aura for more than 1 minute, they cease to function until repaired. If a creature in the aura uses a nonmagical object with moving parts, roll a d6. On a 5 or 6, weapons such as crossbows or firearms misfire and jam, and other objects cease to function. A creature can take its action to restore the malfunctioning object by succeeding on a DC 13 Intelligence check. Filth Dweller. The bilge gremlin is immune to disease. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease. Makeshift Weapon. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) bludgeoning, piercing, or slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Gremlin, Bilge Bosun","description":"The blue-skinned creature hangs from the rigging, cackling with glee through pointed teeth as it flaps its fin-like ears. These aquatic fey resemble goblins with scaly, blue skin. When confronted, they use whatever is at hand to defend themselves. Sinister Stowaways. Bilge gremlins can be found anywhere ships drop anchor, sneaking aboard and making themselves at home. They eat shipboard vermin, but this benefit is outweighed by their cruel pranks and the uncanny failure of mechanical devices in their presence. Vile and Verminous. Sensing others of their kind, bilge gremlins often board infested ships passing through ports or over reefs. Disease, mishaps, and sabotage can lead crews to abandon ship, leaving the vessel adrift until someone investigates and unknowingly provides the gremlins with a new home. Gremlin Leaders. If a population of bilge gremlins grows large enough, one bilge gremlin increases in size and power. These bosuns become the de facto leaders. Amphibious . The bilge gremlin can breathe air and water. Aura of Mechanical Mishap. As the bilge gremlin, except an object malfunctions on a roll of 4, 5, or 6. Filth Dweller. The bilge gremlin is immune to disease. Actions Multiattack. The bilge gremlin bosun makes one Bite attack and two Makeshift Weapon attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 5 (2d4) poison damage, and the target must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease. Makeshift Weapon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) bludgeoning, piercing, or slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Gremlin, Rum","description":"Found on docks and ships, these small, pot-bellied monstrosities have bright green hair, orange eyes, and a drunken stare. They are only a foot tall and weigh ten lb, but they are renowned for causing mischief far beyond their tiny size. Their mouths are filled with razor-sharp teeth. Drunken Aura. Rum gremlins make their homes near the docks of seaside towns and some are known to stow away on ships. Each rum gremlin radiates a magic aura causing drunkenness affecting any creatures in the area. Those affected find it difficult to stay on their feet and may become sick from the effect. Sailor Victims. The little horrors often create distracting sounds and small traps. Rum gremlins prey on sailors and dockworkers, working in groups to swarm affected victims who they drag into their lairs below docks or in the holds of ships. They also take great delight in the collateral damage their magic can wreak, frequently sparking accusations and quarrels in places they inhabit before picking off isolated victims. Rat Friends. Rum gremlins are often found with rat swarms or doppelrats they have trained to help protect their nests. The sound of bells drives rum gremlins into a rage and they will go to great lengths to destroy the source of their torment. Rum Gremlins in Midgard Legends say the rum gremlins originated when Loki bet Ninkash she couldn’t craft a brew potent enough to knock him out in a drinking contest. Ninkash won the contest, but a band of mites watching the contest made off with the remaining beer and transformed into the first rum gremlins. Traits Innate Spellcasting: The gremlin’s innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: prestidigitation 3/day: hex Magic Resistance: The gremlin has advantage on saving throws against spells and other magical effects. Actions Multiattack: The goblin makes one claw attack and one bite attack. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 5 (1d4 + 3) Piercing damage. Claws: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d6 + 3) Slashing damage. Aura of Drunkenness: A rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Every creature that starts its turn in the aura must make a successful DC 12 Constitution saving throw against poison or be poisoned for one hour. Creatures that have drunk any alcohol during the previous hour have disadvantage on the saving throw. While affected by this poison, a creature falls prone if it tries to move more than half its speed during a turn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Gremlin, Rum Lord","description":"A large gremlin rises from a hollowed-out barrel throne and belches loudly, wielding a wood spigot tap as a scepter in one hand and a broken bottle in the other. Drunken Kings. Rum lords attract other rum gremlins into a court of drunken debauchery. Rum lords are known for entertaining guests of some notoriety within the darker circles of society, especially wererats and ratfolk . Like all rum gremlins, the rum lord loves alcohol, and wise petitioners bring rare and exotic alcohol to the lord before asking for aid. Rival Drinkers. Rum lords have a special hatred for creatures that take up residence in taverns and alehouses in their territory, especially clurichauns , alehouse drakes , and other rum lords. Tougher Than the Rest. Stronger than their kin in body and mind, rum lords aren’t bothered by bells like rum gremlins. In spite of this, rum lords aren’t overly cruel to their minions and often go out of their way to remove bells from their territory. This kindness doesn’t extend to disobedient rum gremlins, and a rum lord always keeps one bell tucked away, just in case.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Gremlin, Rum Story Keeper","description":"A potbellied gremlin dressed in a dirty tabard, stained ruff collar, tattered cloak, and puffy breeches takes a swig from a jug of foul-smelling rum. Drunken Celebrities. Story keepers are renowned among rum gremlins (see Tome of Beasts ) for always being at the center of any major drunken debauchery. They travel to gremlin gatherings then retell them as stories to other gremlins. The stories often include besting rivals in drinking contests and chaotic hijinks for non-gremlins. Rum lords (see Tome of Beasts 2) lure story keepers to their courts with promises of rum and fun when seeking to increase their courts' prestige. Solo Artists. Story keepers don't like to share the spotlight when telling stories. They are notorious for sabotaging and outright attacking other performers—even performers that aren't gremlins. Devious rum lords have been known to summon rival story keepers to court at the same time in hopes of sparking a drinking or storytelling duel for the court's entertainment. Aura of Drunkenness. The story keeper radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While poisoned, a creature falls prone if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the Aura of Drunkenness of all rum gremlins for 24 hours. Magic Resistance. The story keeper has advantage on saving throws against spells and other magical effects. Actions Mug Slap. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) poison damage. Rum Splash. Ranged Weapon Attack: +5 to hit, range 40/80 ft., one target. Hit: 7 (2d6) poison damage. Drinking Stories. The story keeper tells a story of a rum gremlin celebration. Each story has an initial effect and an additional effect if the story keeper takes a bonus action on its subsequent turns to continue the story. It can stop telling a story at any time, and the story ends if the story keeper is incapacitated. The story keeper can tell only one story at a time. It chooses from the following stories: Tale of Liquid Courage. Each rum gremlin within 30 feet of the story keeper and that can hear it gains 5 temporary hp for 1 minute. While this tale continues, each rum gremlin that starts its turn within 30 feet of the story keeper has advantage on saving throws against being frightened. Tale of the Bar Room Rush. Each rum gremlin within 30 feet of the story keeper and that can hear it can use its reaction to immediately move up to its speed. While this tale continues, each rum gremlin within 30 feet of the story keeper can take the Dash or Disengage action as a bonus action on its turn. Tale of the Great Shindig. Each rum gremlin within 30 feet of the story keeper and that can hear it can use its reaction to immediately shove a Medium or smaller creature. While this tale continues, each rum gremlin within 30 feet of the story keeper has advantage on Strength (Athletics) checks and can shove creatures up to two sizes larger than it. Spellcasting. The story keeper casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: prestidigitation 3/day each: charm person , mirror image","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Gremorly's Ghost","description":"Traits Ethereal Sight. Gremorly can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa. Incorporeal Movement. Gremorly can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object. Legendary Resistance (3/Day). If Gremorly fails a saving throw, he can choose to succeed instead. Spellcasting. Gremorly casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16): At will: Dancing Lights, Mage Hand, Prestidigitation 2/day each: Bestow Curse, Dispel Magic 1/day: Slow Actions Multiattack. Gremorly makes three Withering Strike attacks. Withering Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d12) necrotic damage. Fell Necromancy. Gremorly targets one creature he can see within 60 feet of himself. The target must make a DC 16 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed save, or half as much damage on a successful one. In addition, Gremorly regains 9 (2d8) hit points. Possession (Recharge 6). One Humanoid Gremorly can see within 5 feet of himself must succeed on a DC 15 Charisma saving throw or be possessed by him; Gremorly disappears, and the target has the incapacitated condition and loses control of its body. Gremorly can’t be targeted by any attack, spell, or other effect, except ones that turn Undead, and he retains his alignment, Intelligence, Wisdom, Charisma, and immunity to the charmed and frightened conditions. He otherwise uses the target’s game statistics, but Gremorly doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the target drops to 0 hit points, Gremorly ends it as a bonus action, or Gremorly is turned or forced out by an effect like the Dispel Evil and Good spell. When the possession ends, Gremorly reappears in an unoccupied space within 5 feet of the target. The target is immune to this Possession for 24 hours after succeeding on the saving throw or after the possession ends. Bonus Actions Ethereal Step (Recharge 4–6). Gremorly teleports up to 30 feet to an unoccupied space he can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":27234,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Gren","description":"The largest of the Uncanny Vagabonds, Gren, a serious but cheerful young man, has gained fame and reputation within the ranks of his family with his daring approach to problems and his skills as an entertainer. He never knew his father, and he was only a young boy when his mother, an exceptionally beautiful woman, died. On her deathbed, she told the family that Gren’s father was none other than King Waldrann Azennar, and she proved it with a love letter that the king wrote to her almost a decade ago. The letter proved genuine, but it only proves that Gren’s mother and the king had an affair. The Uncanny Vagabonds couldn’t care less, and they know that whatever proof they had would never be enough to turn Gren into royalty. They consider the option as one of their amusing stories and keep calling Gren “Your highness” for the fun of it. Equipment Gren has 13 copper pieces, 3 silver pieces, 21 gold pieces, a +1 longsword , and a potion of healing on his person.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17604,"Challenge Rating":8},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Grendol","description":"Grendols are loathsome, hulking giants closely related to ogres and trolls. They stand between 10 and 11 feet tall and weigh a thousand pounds. They often have misshapen heads, bulbous noses, and tusks growing from their oversized jaws. Bitter Brutes. Like ogres, grendols are ill-tempered, greedy, and stupid. They hate and envy civilized folk and resent the joy and happiness they show during their festivities. Due to their very sensitive hearing, they particularly detest the music and noise from such celebrations. Even when grendols are a mile away, such sounds are strong enough to drive them into a murderous frenzy. Savage Tormentors. Grendols are cruel bullies who love nothing more than grab intelligent folk, tear their limbs apart, and laugh at their screams before devouring them alive. While grendols would eat anything, they prefer the taste of human, dwarf, elf, and halfling flesh. Monstrous Kin. Grendols live a nomadic lifestyle and typically make camp in caves, ruins, thick forests, hills, mountains, and swamps. They usually keep the same company but they can also be found living with ogres, ettins, trolls, and hill giants. Grendols fear and revere hags, serving them as loyal minions. It is said that grendols are the spawns of hags after mating with a humanoid but it has not been substantiated. Traits Keen Hearing and Smell. The grendol has advantage on Wisdom (Perception) checks that rely on hearing and smell. Regeneration. The grendol regains 5 hit points at the start of its turn. If the grendol takes acid or fire damage, this trait doesn't function at the start of the grendol's next turn. The grendol dies only if it starts its turn with 0 hit points and doesn't regenerate. Sensitive Hearing. The grendol has disadvantage on saving throws made against being deafened. Actions Multiattack. The grendol makes two melee attacks. If the grendol is grappling a creature, the grendol can also make one Bite attack. Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Slam. Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage and if the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the grendol can automatically hit the target with its Slam attack, can't attack another target with one of its Slam attacks, and can't make Greatclub attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Grendol Berserker","description":"Grendols are loathsome, hulking giants closely related to ogres and trolls. They stand between 10 and 11 feet tall and weigh a thousand pounds. They often have misshapen heads, bulbous noses, and tusks growing from their oversized jaws. Bitter Brutes. Like ogres, grendols are ill-tempered, greedy, and stupid. They hate and envy civilized folk and resent the joy and happiness they show during their festivities. Due to their very sensitive hearing, they particularly detest the music and noise from such celebrations. Even when grendols are a mile away, such sounds are strong enough to drive them into a murderous frenzy. Savage Tormentors. Grendols are cruel bullies who love nothing more than grab intelligent folk, tear their limbs apart, and laugh at their screams before devouring them alive. While grendols would eat anything, they prefer the taste of human, dwarf, elf, and halfling flesh. Monstrous Kin. Grendols live a nomadic lifestyle and typically make camp in caves, ruins, thick forests, hills, mountains, and swamps. They usually keep the same company but they can also be found living with ogres, ettins, trolls, and hill giants. Grendols fear and revere hags, serving them as loyal minions. It is said that grendols are the spawns of hags after mating with a humanoid but it has not been substantiated. Traits Keen Hearing and Smell. The grendol has advantage on Wisdom (Perception) checks that rely on hearing and smell. Reckless. At the start of its turn, the grendol can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Regeneration. The grendol regains 5 hit points at the start of its turn. If the grendol takes acid or fire damage, this trait doesn't function at the start of the grendol's next turn. The grendol dies only if it starts its turn with 0 hit points and doesn't regenerate. Sensitive Hearing. The grendol has disadvantage on saving throws made against being deafened. Actions Multiattack. The grendol uses War Cry. It then makes two melee attacks. If the grendol is grappling a creature, the grendol can also make one Bite attack. Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit : 9 (1d8 + 5) bludgeoning damage and if the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the grendol can automatically hit the target with its Slam attack, can't attack another target with one of its Slam attacks, and can't make Greatclub attacks. Fling. One object held or creature that is smaller than the grendol and is grappled by the grendol is thrown up to 30 feet towards a target space and knocked prone. If a thrown creature strikes a solid surface, the creature takes 5 bludgeoning damage plus 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the creature is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target takes the same damage and is knocked prone. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. War Cry (Recharge 5–6). The grendol emits a terrifying battle cry. Each enemy creature within 30 feet of the grendol that can hear it must succeed on a DC 16 Wisdom saving throw or be frightened of the grendol for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this grendol’s War Cry for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Grendol Chieftain","description":"Grendols are loathsome, hulking giants closely related to ogres and trolls. They stand between 10 and 11 feet tall and weigh a thousand pounds. They often have misshapen heads, bulbous noses, and tusks growing from their oversized jaws. Bitter Brutes. Like ogres, grendols are ill-tempered, greedy, and stupid. They hate and envy civilized folk and resent the joy and happiness they show during their festivities. Due to their very sensitive hearing, they particularly detest the music and noise from such celebrations. Even when grendols are a mile away, such sounds are strong enough to drive them into a murderous frenzy. Savage Tormentors. Grendols are cruel bullies who love nothing more than grab intelligent folk, tear their limbs apart, and laugh at their screams before devouring them alive. While grendols would eat anything, they prefer the taste of human, dwarf, elf, and halfling flesh. Monstrous Kin. Grendols live a nomadic lifestyle and typically make camp in caves, ruins, thick forests, hills, mountains, and swamps. They usually keep the same company but they can also be found living with ogres, ettins, trolls, and hill giants. Grendols fear and revere hags, serving them as loyal minions. It is said that grendols are the spawns of hags after mating with a humanoid but it has not been substantiated. Traits Keen Hearing and Smell. The grendol has advantage on Wisdom (Perception) checks that rely on hearing and smell. Legendary Resistance (1/Day). If the grendol fails a saving throw, it can choose to succeed instead. Regeneration. The grendol regains 5 hit points at the start of its turn. If the grendol takes acid or fire damage, this trait doesn't function at the start of the grendol's next turn. The grendol dies only if it starts its turn with 0 hit points and doesn't regenerate. Sensitive Hearing. The grendol has disadvantage on saving throws made against being deafened. Actions Multiattack. The grendol makes two melee attacks. If the grendol is grappling a creature, the grendol can also make one Bite attack. Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage and if the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the grendol can automatically hit the target with its Slam attack, can't attack another target with one of its Slam attacks, and can't make Greatclub attacks. Fling. One object held or creature that is smaller than the grendol and is grappled by the grendol is thrown up to 30 feet towards a target space and knocked prone. If a thrown creature strikes a solid surface, the creature takes 5 bludgeoning damage plus 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the creature is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target takes the same damage and is knocked prone. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Legendary Actions The grendol can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The grendol regains spent legendary actions at the start of its turn. Charge. The grendol moves up to its speed. Batter. The grendol makes a Slam attack or uses Fling. Wallop (Costs 2 Actions). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, and if the target is a creature, it must succeed on a DC 16 Constitution saving throw or be stunned until the end of of the grendol's next turn. If the target fails its saving throw by 5 or more, it is knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Grep","description":"A grep is an underground scavenger, known for using its keen vision, acute hearing, and silent flight to trick and steal from travelers, hoarding its possessions in well-hidden troves. Arcanists use greps as messengers and scouts, but they excel as retrievers; a grep can be given the name of an important object and sent to find it, returning a short time later with its prize.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"typically neutral","Expansion":26275,"Challenge Rating":1},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Greta Greenworth","description":"Greta is a lively elder Commoner of the Kinland Hills halfling community. She is the elected mayor and is a local sage to the people of the smallfolk community. Greta is a halfling woman in her mid-seventies and has held her mayoral position for almost thirty years. She is well-loved by the people and is regarded as a kind and caring individual, welcoming to all people, and exuding love and compassion to everyone she meets. Greta has established the Kinland Hills as a welcoming place for smallfolk to escape the many wars of Caspia, Elyria, and Westemär. Standing four feet tall, Greta is a rotund elderly woman. She often wears a brightly-colored yellow dress. The lovable mayor has an old wooden cane she uses as a walking stick, and curly, frizzled, brown hair, full rosy cheeks, a round nose, several chins, and a large warm smile that pushes her cheeks up into her bright green eyes.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (halfling)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":0},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Greyshade Strangler","description":"Greyshade Strangler Any adventurer worth their salt knows the rhyme “Grey and blue? Walk on through. Red and grey? Run away!” These bloodthirsty plants grow in dense patches, their thorny vines wrapped in coils ready to spring towards any creature with a heartbeat. There is never a safe path through a forest containing greyshade stranglers; with their diet of blood, they’ve no need for roots and can relocate to new pastures whenever creatures learn to avoid their current hunting ground.","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant","Alignment":"unaligned","Expansion":26720,"Challenge Rating":0},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Grick","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Stone Camouflage : The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack : The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. Tentacles : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Beak : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"27 (6d8)","CHA":5,"CON":11,"DEX":14,"INT":3,"STR":14,"WIS":14,"Size":"Medium","Type":"monstrosity","Speed":"30 ft., climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064650/5__7yiIEYMvDNnmUB5s2Aw/original.png","Roll 0":"1d20 + 4\n2d6+2","Roll 1":"1d20 + 4\n1d6+2","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":450,"Alignment":"Neutral","data-List":"false","Token Size":1,"Resistances":"Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Stone Camouflage\",\"Desc\":\"The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.\"},{\"Name\":\"Tentacles\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 2\",\"Damage Type\":\"slashing\"},{\"Name\":\"Beak\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+2","Challenge Rating":2,"Passive Perception":12,"data-CrNum":2,"data-AcNum":14,"data-HpNum":27},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Grick","description":"Grick The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak. Passive Predators. Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate. Spoils of Slaughter. Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these telltale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures’ victims. Traits Stone Camouflage : The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack : The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. Tentacles : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) slashing damage. Beak : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"MM1","Alignment":"neutral","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Grick Alpha","description":"Grick The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak. Passive Predators. Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone. Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate. Spoils of Slaughter. Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these telltale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures’ victims. Traits Stone Camouflage : The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack : The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target. Tail : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. Tentacles : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 22 (4d8 + 4) slashing damage. Beak : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"neutral","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Grick Hatchling","description":"Hatchlings are weeks-old wormlings about 4-5 feet long. Despite their small size, they are ravenous hunters that usually prey on smaller cave vermin but will not hesitate dining on man-sized targets. Traits Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The grick makes one attack with its Tentacles. If that attack hits, the grick can use a bonus action to make one Beak attack against the same target. Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Beak. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Grick Queen","description":"The queen is an enormous grick that is about 20-25 feet long. When she rears up, she can reach a height of 10 feet. This creature makes her lair in warm caverns deep in the Underdark where she can guard its clutch of eggs and hatchlings. The queen is always attended to by a score of gricks which regularly bring her food from their hunting forays. Traits Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The grick makes one attack with its Tentacles and one attack with its Tail. If it hits a creature with a Tentacles attack or is grappling with it, the grick can use a bonus action to make one Beak attack against the same target. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature and the attack roll against the target succeeds by 5 or more, the target must succeed on a DC 15 Strength saving throw or be knocked prone. Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage and if the target is Medium or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the grick can automatically hit the target with its Tentacles but can't attacks other targets with its Tentacles. Beak. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Griffon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Sight : The griffon has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The griffon makes two attacks: one with its beak and one with its claws. Beak : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","AC":12,"HP":"59 (7d10+21)","CHA":8,"CON":16,"DEX":15,"INT":2,"STR":18,"WIS":13,"Size":"Large","Type":"monstrosity","Speed":"30 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064663/M-FJ-OxCXOpKasDkgl0_vg/original.png","Roll 0":"1d20 + 6\n1d8+4","Roll 1":"1d20 + 6\n2d6+4","Senses":"Darkvision 60 Ft.","Skills":"Perception +5","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Keen Sight\",\"Desc\":\"The griffon has advantage on Wisdom (Perception) checks that rely on sight.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The griffon makes two attacks: one with its beak and one with its claws.\"},{\"Name\":\"Beak\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-1","data-CON-mod":"+3","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":2,"Passive Perception":15,"data-CrNum":2,"data-AcNum":12,"data-HpNum":59},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Griffon","description":"Griffons are ferocious avian carnivores with the muscular bodies of lions and the head, forelegs, and wings of eagles. When they attack, griffons are as swift and deadly as eagles, even as they strike with a lion’s savage might and grace. Horse Eaters. Griffons hunt in small prides, flying high over plains and forests near their rocky cliff-side aeries. Herd animals and horses are the prey they crave above all others, though they also hunt and kill hippogriffs. When it spots horses, a griffon screeches to alert its pride mates, which descend quickly toward their prey. Those riding or herding horses dread the griffon’s piercing cry, preparing themselves for the bloody fight that inevitably follows. A griffon ignores a horse’s rider when possible, and a rider that abandons its mount, or a herder that releases one or two horses, can escape unharmed while the griffon targets its chosen prey. Riders who attempt to protect their horses attract the full fury of an attacking griffon. Sky Dwellers. Griffons lair in high rocky clifftop aeries, building their nests from sticks, leaves, and the bones of their prey. Once griffons establish a territory, they remain in that area until the food supply has been exhausted. Aggressive and territorial, griffons engage in brutal aerial combat to defend their aeries, tearing and shredding the wings of flying intruders to send them spiraling to the ground. Creatures that climb to a griffon’s lair are plucked from the cliffs and eaten, or are knocked from the heights to go tumbling to their deaths. Trained Mounts. A griffon raised from an egg can be trained to serve as a mount. However, such training is time consuming, expensive (mostly for the ample food the creature requires), and dangerous. Expert trainers well versed in the griffon’s legendary ferocity are typically the only ones able to raise these creatures safely. Once trained, a griffon is a fierce and loyal steed. It bonds with one master for life, fighting to the death to protect that rider. A griffon mount retains its ravenous appetite for horseflesh, and a wise master ensures that a griffon remains satiated with other prey when passing through civilized lands. Traits Keen Sight : The griffon has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The griffon makes two attacks: one with its beak and one with its claws. Beak : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. Claws : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Griffon","description":"With the head, front legs, and wings of an eagle and the powerful body and haunches of a lion, the griffon hunts anything they desire—even other predators—though they prefer to eat birds, fish, and herd animals. Griffons sometimes misjudge their prey and attack humanoids passing through their mountain or forest territories. They also fiercely defend themselves against anyone who threatens or gets too close to their nests. Coveted Mounts . Attempting to capture a wild griffon typically ends in injury or worse, though humanoids who hatch griffons in captivity and raise them from birth find they make loyal companions. Some humanoid cultures raise griffons as mounts for the military or city guard, and griffon eggs can fetch a fine price. Daring poachers sometimes attempt to steal griffon eggs from wild aeries, but such thieves typically meet their end by griffon beak or talon. So great is the death toll that many localities have outlawed the poaching of griffon eggs. Inaccessible Aeries. Griffons roost alone or in pairs on craggy mountainsides, in forests, or on cliffs overlooking the ocean. They hide their nests in enormous treetops, scrubby thickets clinging to a cliff, or similarly sheltered nooks that are nearly unreachable for creatures who can’t fly. Each aerie holds up to three eggs during brooding season, which lasts for several months in the early spring. Chicks hatch after forty days of incubation, then they remain in or near the nest as their parents feed the rapidly growing flightless chick. About forty days after hatching, a griffon chick learns to fly—and after that, it’s only a matter of days before they set out from their nest into the wider world, generally making their own nest somewhere nearby. Rare Breeds. Griffons come in many varieties. While the most common griffon is the leonine eagle, others include a falcon-panther variety and a bearded vulture-clouded leopard variety. The latter only feeds on carrion, and experts continue to debate whether they should be considered a true griffon or if they deserve their own categorization. Many scholars offer abundant rewards to adventurers who can return with evidence of rare or undiscovered griffon types. Traits Steady. The griffon has advantage on ability checks and saving throws against being knocked prone. Swoop. If the griffon flies more than 20 feet in a straight line toward their target and then hits them with a Claw attack on the same turn, the target is grappled (escape DC 14). While the target is grappled in this way, the griffon has advantage on Beak attacks against the target but can’t make Claw attacks. Grappling a Medium or smaller creature imposes no penalty on the griffon’s speed. Actions Multiattack. The griffon makes one Beak attack, and they can make one Claw attack, use Buffet, or use Piercing Cry. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. Buffet. The griffon beats their wings in mighty gusts of wind. Each creature not grappled by the griffon within a 30-foot cone originating from the griffon must make a DC 14 Strength saving throw. On a failed save, a creature takes 5 (2d4) bludgeoning damage, is pushed 5 feet away from the griffon, and is knocked prone. Piercing Cry. The griffon lets out an earsplitting screech. Each enemy within 60 feet of the griffon who can hear them must succeed on a DC 12 Wisdom saving throw or be frightened of the griffon for 1 minute (save ends at end of turn). If a creature’s saving throw is successful or the effect ends for them, they are immune to the Piercing Cry of all griffons for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Griffon","description":"Mystic Connection: Griffon If you’re playing a beastheart and have a griffon companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Griffon-Hearted. As an action, you can fly up to twice your walking speed without provoking opportunity attacks. During this movement, you can enter the spaces of other creatures and these spaces don’t count as difficult terrain for you. The first time you enter each creature’s space during this move, they must succeed on a Strength saving throw against your exploit save DC or take bludgeoning damage equal to your beastheart level and be knocked prone. Once you use this action, you can’t do so again until you finish a long rest. Traits Steady. The griffon has advantage on ability checks and saving throws against being knocked prone. Swoop. If the griffon flies more than 20 feet in a straight line toward their target and then hits them with a Claw attack on the same turn, the target is grappled (escape DC 14). While the target is grappled in this way, the griffon has advantage on Beak attacks against the target but can’t make Claw attacks. Grappling a Medium or smaller creature imposes no penalty on the griffon’s speed. Actions Multiattack. The griffon makes one Beak attack, and they can make one Claw attack, use Buffet, or use Piercing Cry. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. Buffet. The griffon beats their wings in mighty gusts of wind. Each creature not grappled by the griffon within a 30-foot cone originating from the griffon must make a DC 14 Strength saving throw. On a failed save, a creature takes 5 (2d4) bludgeoning damage, is pushed 5 feet away from the griffon, and is knocked prone. Piercing Cry. The griffon lets out an earsplitting screech. Each enemy within 60 feet of the griffon who can hear them must succeed on a DC 12 Wisdom saving throw or be frightened of the griffon for 1 minute (save ends at end of turn). If a creature’s saving throw is successful or the effect ends for them, they are immune to the Piercing Cry of all griffons for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Griffon Alpha","description":"The alpha, larger and stronger than the average griffon, is the leader of a pack of griffons. In the wilds of the Realms, these majestic hunters would lead their packs to raid humanoid settlements for their livestock. Traits Dive Attack. If the griffon is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage to the target. Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The griffon makes two attacks: one with its Beak and one with its Claws. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Griffon Cavalry Rider","description":"City Guards The City Guard is Waterdeep’s army, charged with protecting the city’s walls and gates, government buildings, harbor, and officials. The City Guard also patrols the roads to Amphail, Goldenfields, and Daggerford. Ranks in the City Guard Members of the City Guard have ranks. From lowest to highest, they are: Private Sergeant (armar) Lieutenant (civilar) Captain (senior civilar) Multiple command positions, some perennial (Seneschal of Castle Waterdeep, Defender of the Harbor, Master of the North Towers, Master of the South Towers, Master Armorer), others bestowed as needed in wartime (the Lords’ Hand and the Lords’ Champion) Warden of Waterdeep The current Warden of Waterdeep is Elminster, who answers to the Open Lord, Laeral Silverhand. The Griffon Cavalry is a special branch of the City Guard whose members are veteran soldiers trained to fly griffon mounts. Actions Lance. Melee Weapon Attack: +4 to hit (with disadvantage against a target within 5 ft.), reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage, or 11 (1d12 +2) piercing damage while mounted. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Reactions Feather Fall. The rider wears a magic ring with which it can cast the feather fall spell on itself once as a reaction to falling. After the spell is cast, the ring becomes nonmagical.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":7393,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Griffon Companion (PB 2)","description":"With the head, front legs, and wings of an eagle and the powerful body and haunches of a lion, the griffon hunts anything they desire—even other predators—though they prefer to eat birds, fish, and herd animals. Griffons sometimes misjudge their prey and attack humanoids passing through their mountain or forest territories. They also fiercely defend themselves against anyone who threatens or gets too close to their nests. Coveted Mounts . Attempting to capture a wild griffon typically ends in injury or worse, though humanoids who hatch griffons in captivity and raise them from birth find they make loyal companions. Some humanoid cultures raise griffons as mounts for the military or city guard, and griffon eggs can fetch a fine price. Daring poachers sometimes attempt to steal griffon eggs from wild aeries, but such thieves typically meet their end by griffon beak or talon. So great is the death toll that many localities have outlawed the poaching of griffon eggs. Inaccessible Aeries. Griffons roost alone or in pairs on craggy mountainsides, in forests, or on cliffs overlooking the ocean. They hide their nests in enormous treetops, scrubby thickets clinging to a cliff, or similarly sheltered nooks that are nearly unreachable for creatures who can’t fly. Each aerie holds up to three eggs during brooding season, which lasts for several months in the early spring. Chicks hatch after forty days of incubation, then they remain in or near the nest as their parents feed the rapidly growing flightless chick. About forty days after hatching, a griffon chick learns to fly—and after that, it’s only a matter of days before they set out from their nest into the wider world, generally making their own nest somewhere nearby. Rare Breeds. Griffons come in many varieties. While the most common griffon is the leonine eagle, others include a falcon-panther variety and a bearded vulture-clouded leopard variety. The latter only feeds on carrion, and experts continue to debate whether they should be considered a true griffon or if they deserve their own categorization. Many scholars offer abundant rewards to adventurers who can return with evidence of rare or undiscovered griffon types. Traits Learning to Fly. The griffon has a flying speed of 10 × PB feet. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Violent Attack ( 2 Ferocity). The griffon makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the griffon can move the target 5 feet in any direction. 3 rd Level: Grabbed from Above ( 5 Ferocity). The griffon makes a signature attack against a Medium or smaller creature. On a hit, the target is also grappled (escape DC 10 plus PB) if they weren’t already. While grappled in this way, the target is restrained and the griffon can’t make a signature attack against another target. 3 rd Level: Bombs Away ( 5 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. If the griffon has a creature grappled, the grapple doesn’t halve the griffon’s speed and the griffon can end the grapple at any point during this movement. If the griffon ends the grapple before the end of their turn and the target takes bludgeoning damage from that fall, the target takes an extra PB bludgeoning damage. 5 th Level: Backdraft ( 8 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. When the griffon ends this movement, each creature within 15 feet of them must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Griffon Companion (PB 2)","description":"Mystic Connection: Griffon If you’re playing a beastheart and have a griffon companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Griffon-Hearted. As an action, you can fly up to twice your walking speed without provoking opportunity attacks. During this movement, you can enter the spaces of other creatures and these spaces don’t count as difficult terrain for you. The first time you enter each creature’s space during this move, they must succeed on a Strength saving throw against your exploit save DC or take bludgeoning damage equal to your beastheart level and be knocked prone. Once you use this action, you can’t do so again until you finish a long rest. Traits Learning to Fly. The griffon has a flying speed of 10 × PB feet. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Violent Attack ( 2 Ferocity). The griffon makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the griffon can move the target 5 feet in any direction. 3 rd Level: Grabbed from Above ( 5 Ferocity). The griffon makes a signature attack against a Medium or smaller creature. On a hit, the target is also grappled (escape DC 10 plus PB) if they weren’t already. While grappled in this way, the target is restrained and the griffon can’t make a signature attack against another target. 3 rd Level: Bombs Away ( 5 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. If the griffon has a creature grappled, the grapple doesn’t halve the griffon’s speed and the griffon can end the grapple at any point during this movement. If the griffon ends the grapple before the end of their turn and the target takes bludgeoning damage from that fall, the target takes an extra PB bludgeoning damage. 5 th Level: Backdraft ( 8 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. When the griffon ends this movement, each creature within 15 feet of them must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Griffon Companion (PB 3)","description":"With the head, front legs, and wings of an eagle and the powerful body and haunches of a lion, the griffon hunts anything they desire—even other predators—though they prefer to eat birds, fish, and herd animals. Griffons sometimes misjudge their prey and attack humanoids passing through their mountain or forest territories. They also fiercely defend themselves against anyone who threatens or gets too close to their nests. Coveted Mounts . Attempting to capture a wild griffon typically ends in injury or worse, though humanoids who hatch griffons in captivity and raise them from birth find they make loyal companions. Some humanoid cultures raise griffons as mounts for the military or city guard, and griffon eggs can fetch a fine price. Daring poachers sometimes attempt to steal griffon eggs from wild aeries, but such thieves typically meet their end by griffon beak or talon. So great is the death toll that many localities have outlawed the poaching of griffon eggs. Inaccessible Aeries. Griffons roost alone or in pairs on craggy mountainsides, in forests, or on cliffs overlooking the ocean. They hide their nests in enormous treetops, scrubby thickets clinging to a cliff, or similarly sheltered nooks that are nearly unreachable for creatures who can’t fly. Each aerie holds up to three eggs during brooding season, which lasts for several months in the early spring. Chicks hatch after forty days of incubation, then they remain in or near the nest as their parents feed the rapidly growing flightless chick. About forty days after hatching, a griffon chick learns to fly—and after that, it’s only a matter of days before they set out from their nest into the wider world, generally making their own nest somewhere nearby. Rare Breeds. Griffons come in many varieties. While the most common griffon is the leonine eagle, others include a falcon-panther variety and a bearded vulture-clouded leopard variety. The latter only feeds on carrion, and experts continue to debate whether they should be considered a true griffon or if they deserve their own categorization. Many scholars offer abundant rewards to adventurers who can return with evidence of rare or undiscovered griffon types. Traits Learning to Fly. The griffon has a flying speed of 10 × PB feet. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Violent Attack ( 2 Ferocity). The griffon makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the griffon can move the target 5 feet in any direction. 3 rd Level: Grabbed from Above ( 5 Ferocity). The griffon makes a signature attack against a Medium or smaller creature. On a hit, the target is also grappled (escape DC 10 plus PB) if they weren’t already. While grappled in this way, the target is restrained and the griffon can’t make a signature attack against another target. 3 rd Level: Bombs Away ( 5 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. If the griffon has a creature grappled, the grapple doesn’t halve the griffon’s speed and the griffon can end the grapple at any point during this movement. If the griffon ends the grapple before the end of their turn and the target takes bludgeoning damage from that fall, the target takes an extra PB bludgeoning damage. 5 th Level: Backdraft ( 8 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. When the griffon ends this movement, each creature within 15 feet of them must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Griffon Companion (PB 3)","description":"Mystic Connection: Griffon If you’re playing a beastheart and have a griffon companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Griffon-Hearted. As an action, you can fly up to twice your walking speed without provoking opportunity attacks. During this movement, you can enter the spaces of other creatures and these spaces don’t count as difficult terrain for you. The first time you enter each creature’s space during this move, they must succeed on a Strength saving throw against your exploit save DC or take bludgeoning damage equal to your beastheart level and be knocked prone. Once you use this action, you can’t do so again until you finish a long rest. Traits Learning to Fly. The griffon has a flying speed of 10 × PB feet. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Violent Attack ( 2 Ferocity). The griffon makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the griffon can move the target 5 feet in any direction. 3 rd Level: Grabbed from Above ( 5 Ferocity). The griffon makes a signature attack against a Medium or smaller creature. On a hit, the target is also grappled (escape DC 10 plus PB) if they weren’t already. While grappled in this way, the target is restrained and the griffon can’t make a signature attack against another target. 3 rd Level: Bombs Away ( 5 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. If the griffon has a creature grappled, the grapple doesn’t halve the griffon’s speed and the griffon can end the grapple at any point during this movement. If the griffon ends the grapple before the end of their turn and the target takes bludgeoning damage from that fall, the target takes an extra PB bludgeoning damage. 5 th Level: Backdraft ( 8 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. When the griffon ends this movement, each creature within 15 feet of them must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Griffon Companion (PB 4)","description":"With the head, front legs, and wings of an eagle and the powerful body and haunches of a lion, the griffon hunts anything they desire—even other predators—though they prefer to eat birds, fish, and herd animals. Griffons sometimes misjudge their prey and attack humanoids passing through their mountain or forest territories. They also fiercely defend themselves against anyone who threatens or gets too close to their nests. Coveted Mounts . Attempting to capture a wild griffon typically ends in injury or worse, though humanoids who hatch griffons in captivity and raise them from birth find they make loyal companions. Some humanoid cultures raise griffons as mounts for the military or city guard, and griffon eggs can fetch a fine price. Daring poachers sometimes attempt to steal griffon eggs from wild aeries, but such thieves typically meet their end by griffon beak or talon. So great is the death toll that many localities have outlawed the poaching of griffon eggs. Inaccessible Aeries. Griffons roost alone or in pairs on craggy mountainsides, in forests, or on cliffs overlooking the ocean. They hide their nests in enormous treetops, scrubby thickets clinging to a cliff, or similarly sheltered nooks that are nearly unreachable for creatures who can’t fly. Each aerie holds up to three eggs during brooding season, which lasts for several months in the early spring. Chicks hatch after forty days of incubation, then they remain in or near the nest as their parents feed the rapidly growing flightless chick. About forty days after hatching, a griffon chick learns to fly—and after that, it’s only a matter of days before they set out from their nest into the wider world, generally making their own nest somewhere nearby. Rare Breeds. Griffons come in many varieties. While the most common griffon is the leonine eagle, others include a falcon-panther variety and a bearded vulture-clouded leopard variety. The latter only feeds on carrion, and experts continue to debate whether they should be considered a true griffon or if they deserve their own categorization. Many scholars offer abundant rewards to adventurers who can return with evidence of rare or undiscovered griffon types. Traits Learning to Fly. The griffon has a flying speed of 10 × PB feet. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Violent Attack ( 2 Ferocity). The griffon makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the griffon can move the target 5 feet in any direction. 3 rd Level: Grabbed from Above ( 5 Ferocity). The griffon makes a signature attack against a Medium or smaller creature. On a hit, the target is also grappled (escape DC 10 plus PB) if they weren’t already. While grappled in this way, the target is restrained and the griffon can’t make a signature attack against another target. 3 rd Level: Bombs Away ( 5 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. If the griffon has a creature grappled, the grapple doesn’t halve the griffon’s speed and the griffon can end the grapple at any point during this movement. If the griffon ends the grapple before the end of their turn and the target takes bludgeoning damage from that fall, the target takes an extra PB bludgeoning damage. 5 th Level: Backdraft ( 8 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. When the griffon ends this movement, each creature within 15 feet of them must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Griffon Companion (PB 4)","description":"Mystic Connection: Griffon If you’re playing a beastheart and have a griffon companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Griffon-Hearted. As an action, you can fly up to twice your walking speed without provoking opportunity attacks. During this movement, you can enter the spaces of other creatures and these spaces don’t count as difficult terrain for you. The first time you enter each creature’s space during this move, they must succeed on a Strength saving throw against your exploit save DC or take bludgeoning damage equal to your beastheart level and be knocked prone. Once you use this action, you can’t do so again until you finish a long rest. Traits Learning to Fly. The griffon has a flying speed of 10 × PB feet. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Violent Attack ( 2 Ferocity). The griffon makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the griffon can move the target 5 feet in any direction. 3 rd Level: Grabbed from Above ( 5 Ferocity). The griffon makes a signature attack against a Medium or smaller creature. On a hit, the target is also grappled (escape DC 10 plus PB) if they weren’t already. While grappled in this way, the target is restrained and the griffon can’t make a signature attack against another target. 3 rd Level: Bombs Away ( 5 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. If the griffon has a creature grappled, the grapple doesn’t halve the griffon’s speed and the griffon can end the grapple at any point during this movement. If the griffon ends the grapple before the end of their turn and the target takes bludgeoning damage from that fall, the target takes an extra PB bludgeoning damage. 5 th Level: Backdraft ( 8 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. When the griffon ends this movement, each creature within 15 feet of them must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Griffon Companion (PB 5)","description":"With the head, front legs, and wings of an eagle and the powerful body and haunches of a lion, the griffon hunts anything they desire—even other predators—though they prefer to eat birds, fish, and herd animals. Griffons sometimes misjudge their prey and attack humanoids passing through their mountain or forest territories. They also fiercely defend themselves against anyone who threatens or gets too close to their nests. Coveted Mounts . Attempting to capture a wild griffon typically ends in injury or worse, though humanoids who hatch griffons in captivity and raise them from birth find they make loyal companions. Some humanoid cultures raise griffons as mounts for the military or city guard, and griffon eggs can fetch a fine price. Daring poachers sometimes attempt to steal griffon eggs from wild aeries, but such thieves typically meet their end by griffon beak or talon. So great is the death toll that many localities have outlawed the poaching of griffon eggs. Inaccessible Aeries. Griffons roost alone or in pairs on craggy mountainsides, in forests, or on cliffs overlooking the ocean. They hide their nests in enormous treetops, scrubby thickets clinging to a cliff, or similarly sheltered nooks that are nearly unreachable for creatures who can’t fly. Each aerie holds up to three eggs during brooding season, which lasts for several months in the early spring. Chicks hatch after forty days of incubation, then they remain in or near the nest as their parents feed the rapidly growing flightless chick. About forty days after hatching, a griffon chick learns to fly—and after that, it’s only a matter of days before they set out from their nest into the wider world, generally making their own nest somewhere nearby. Rare Breeds. Griffons come in many varieties. While the most common griffon is the leonine eagle, others include a falcon-panther variety and a bearded vulture-clouded leopard variety. The latter only feeds on carrion, and experts continue to debate whether they should be considered a true griffon or if they deserve their own categorization. Many scholars offer abundant rewards to adventurers who can return with evidence of rare or undiscovered griffon types. Traits Learning to Fly. The griffon has a flying speed of 10 × PB feet. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Violent Attack ( 2 Ferocity). The griffon makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the griffon can move the target 5 feet in any direction. 3 rd Level: Grabbed from Above ( 5 Ferocity). The griffon makes a signature attack against a Medium or smaller creature. On a hit, the target is also grappled (escape DC 10 plus PB) if they weren’t already. While grappled in this way, the target is restrained and the griffon can’t make a signature attack against another target. 3 rd Level: Bombs Away ( 5 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. If the griffon has a creature grappled, the grapple doesn’t halve the griffon’s speed and the griffon can end the grapple at any point during this movement. If the griffon ends the grapple before the end of their turn and the target takes bludgeoning damage from that fall, the target takes an extra PB bludgeoning damage. 5 th Level: Backdraft ( 8 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. When the griffon ends this movement, each creature within 15 feet of them must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Griffon Companion (PB 5)","description":"Mystic Connection: Griffon If you’re playing a beastheart and have a griffon companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Griffon-Hearted. As an action, you can fly up to twice your walking speed without provoking opportunity attacks. During this movement, you can enter the spaces of other creatures and these spaces don’t count as difficult terrain for you. The first time you enter each creature’s space during this move, they must succeed on a Strength saving throw against your exploit save DC or take bludgeoning damage equal to your beastheart level and be knocked prone. Once you use this action, you can’t do so again until you finish a long rest. Traits Learning to Fly. The griffon has a flying speed of 10 × PB feet. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Violent Attack ( 2 Ferocity). The griffon makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the griffon can move the target 5 feet in any direction. 3 rd Level: Grabbed from Above ( 5 Ferocity). The griffon makes a signature attack against a Medium or smaller creature. On a hit, the target is also grappled (escape DC 10 plus PB) if they weren’t already. While grappled in this way, the target is restrained and the griffon can’t make a signature attack against another target. 3 rd Level: Bombs Away ( 5 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. If the griffon has a creature grappled, the grapple doesn’t halve the griffon’s speed and the griffon can end the grapple at any point during this movement. If the griffon ends the grapple before the end of their turn and the target takes bludgeoning damage from that fall, the target takes an extra PB bludgeoning damage. 5 th Level: Backdraft ( 8 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. When the griffon ends this movement, each creature within 15 feet of them must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Griffon Companion (PB 6)","description":"With the head, front legs, and wings of an eagle and the powerful body and haunches of a lion, the griffon hunts anything they desire—even other predators—though they prefer to eat birds, fish, and herd animals. Griffons sometimes misjudge their prey and attack humanoids passing through their mountain or forest territories. They also fiercely defend themselves against anyone who threatens or gets too close to their nests. Coveted Mounts . Attempting to capture a wild griffon typically ends in injury or worse, though humanoids who hatch griffons in captivity and raise them from birth find they make loyal companions. Some humanoid cultures raise griffons as mounts for the military or city guard, and griffon eggs can fetch a fine price. Daring poachers sometimes attempt to steal griffon eggs from wild aeries, but such thieves typically meet their end by griffon beak or talon. So great is the death toll that many localities have outlawed the poaching of griffon eggs. Inaccessible Aeries. Griffons roost alone or in pairs on craggy mountainsides, in forests, or on cliffs overlooking the ocean. They hide their nests in enormous treetops, scrubby thickets clinging to a cliff, or similarly sheltered nooks that are nearly unreachable for creatures who can’t fly. Each aerie holds up to three eggs during brooding season, which lasts for several months in the early spring. Chicks hatch after forty days of incubation, then they remain in or near the nest as their parents feed the rapidly growing flightless chick. About forty days after hatching, a griffon chick learns to fly—and after that, it’s only a matter of days before they set out from their nest into the wider world, generally making their own nest somewhere nearby. Rare Breeds. Griffons come in many varieties. While the most common griffon is the leonine eagle, others include a falcon-panther variety and a bearded vulture-clouded leopard variety. The latter only feeds on carrion, and experts continue to debate whether they should be considered a true griffon or if they deserve their own categorization. Many scholars offer abundant rewards to adventurers who can return with evidence of rare or undiscovered griffon types. Traits Learning to Fly. The griffon has a flying speed of 10 × PB feet. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Violent Attack ( 2 Ferocity). The griffon makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the griffon can move the target 5 feet in any direction. 3 rd Level: Grabbed from Above ( 5 Ferocity). The griffon makes a signature attack against a Medium or smaller creature. On a hit, the target is also grappled (escape DC 10 plus PB) if they weren’t already. While grappled in this way, the target is restrained and the griffon can’t make a signature attack against another target. 3 rd Level: Bombs Away ( 5 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. If the griffon has a creature grappled, the grapple doesn’t halve the griffon’s speed and the griffon can end the grapple at any point during this movement. If the griffon ends the grapple before the end of their turn and the target takes bludgeoning damage from that fall, the target takes an extra PB bludgeoning damage. 5 th Level: Backdraft ( 8 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. When the griffon ends this movement, each creature within 15 feet of them must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Griffon Companion (PB 6)","description":"Mystic Connection: Griffon If you’re playing a beastheart and have a griffon companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Griffon-Hearted. As an action, you can fly up to twice your walking speed without provoking opportunity attacks. During this movement, you can enter the spaces of other creatures and these spaces don’t count as difficult terrain for you. The first time you enter each creature’s space during this move, they must succeed on a Strength saving throw against your exploit save DC or take bludgeoning damage equal to your beastheart level and be knocked prone. Once you use this action, you can’t do so again until you finish a long rest. Traits Learning to Fly. The griffon has a flying speed of 10 × PB feet. Actions Signature Attack (Beak). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Violent Attack ( 2 Ferocity). The griffon makes a signature attack. On a hit, the attack deals an extra PB slashing damage, and the griffon can move the target 5 feet in any direction. 3 rd Level: Grabbed from Above ( 5 Ferocity). The griffon makes a signature attack against a Medium or smaller creature. On a hit, the target is also grappled (escape DC 10 plus PB) if they weren’t already. While grappled in this way, the target is restrained and the griffon can’t make a signature attack against another target. 3 rd Level: Bombs Away ( 5 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. If the griffon has a creature grappled, the grapple doesn’t halve the griffon’s speed and the griffon can end the grapple at any point during this movement. If the griffon ends the grapple before the end of their turn and the target takes bludgeoning damage from that fall, the target takes an extra PB bludgeoning damage. 5 th Level: Backdraft ( 8 Ferocity). The griffon flies up to their speed without provoking opportunity attacks. When the griffon ends this movement, each creature within 15 feet of them must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Griffon of Xvim","description":"When a griffon becomes infected by the essence of Xvim, it becomes corrupted and turns into a creature of Xvim. The transformation imbues the griffon with the ability to terrify and smite its foes in order to further the will of Xvim. Xvim Iyachtu Xvim was the half-fiend son of Bane, the greater deity of Fear, Hatred, and Tyranny. For a period of time after his father's death, he took over his father's portfolio. During his reign, he deliberately implanted his essence into predatory and evil-natured beasts, monstrosities, and aberrations. This transformed the creatures into strong, fiendish abominations. His clergy saw them as physical manifestations of his power and will. Despite his death in 1372 DR when his father consumed his body to return from death, his essence continued to linger throughout the realms. Once in a while, especially when one of his fanatical followers makes a sacrifice to him, another beast of Xvim is born to wreak havoc amongst the enemies of Xvim and Bane. Whether it is the dead Xvim himself or Bane granting the transformation is anybody's guess. Traits Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The griffon uses Frightful Presence. It then makes two attacks: one with its Beak and one with its Claws. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Frightful Presence. Each creature of the griffon's choice that is within 30 feet of the griffon and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the griffon's Frightful Presence for the next 24 hours. Bonus Actions Necrotic Smite (3/Day). The griffon deals an extra 9 (2d8) necrotic damage when it hits a creature with a weapon attack, and the target can’t regain hit points until the start of the griffon’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Grig","description":"Sprite Elusive, flighty, and ebullient, sprites are what many first imagine when they hear the terms “fey” and “fairy.” While there are a wide range of sprites, the largest of them rarely match the size of even a small child—and the vast majority of these wee fey are much smaller. Grig Grigs are kindly musicians of the fey, often getting themselves into trouble due to their penchant for confronting evil well beyond their ability to vanquish. Even so, they fight bravely and with great cunning, using their magic and ranged sonic attacks while flying and leaping using their wings and powerful cricket-like lower torsos to stay out of reach. The grig’s upper torsos appear humanoid, but their ears are long and pointed and they have a pair of gossamer dragonfly-like wings on their backs. Traits Innate Spellcasting. The grig’s innate spellcasting ability is Charisma (spell save DC 12). The grig can innately cast the following spells, requiring no material components: At will: druidcraft, minor illusion 3/day each: disguise self, entangle, invisibility (self only) Leaper. The grig has advantage on Dexterity (Acrobatics)checks. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d3+2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, 40/160 ft., one target. Hit: 4 (1d4+2) piercing damage. Fiddle. The grig rubs its legs together, creating a surprisingly pleasant tune that sounds like it’s played on a fiddle. Creatures within 20 feet of the grig must succeed on a DC 12 Wisdom saving throw or be compelled to dance in place. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the effect ends. Creatures that can’t be charmed are immune to this effect.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"neutral good","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Grigori","description":"Grigori’s role as a provocateur and spreader of propaganda makes him an enemy your players might love to hate, but his statistics can work just as well as the leader of a troupe of actors or a well-traveled entertainer. Adjust his alignment as needed. Traits Sneak Attack (1/Turn). Grigori deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Grigori that isn’t incapacitated and Grigori doesn’t have disadvantage on the attack roll. Spellcasting. Grigori is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Grigori knows the following bard spells: Cantrips (at will): message, minor illusion, vicious mockery (2d4) 1st level (4 slots): charm person, hideous laughter, longstrider 2nd level (3 slots): calm emotions, enthrall, invisibility 3rd level (3 slots): clairvoyance, nondetection, sending 4th level (2 slots): confusion, dimension door Actions Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Grilp","description":"The grilp—a green-skinned devil about the size of a housecat—can change the color and texture of their skin to blend in with their surroundings. They often serve as scouts, spies, messengers, and errand-runners for high-ranking hobgoblins. Beyond these covert skills, however, hobgoblins value grilps most highly for their magic-laced saliva, which makes other creatures vulnerable to fire and necrotic damage. Traits Shifting Camouflage. The grilp has advantage on Dexterity (Stealth) checks and can hide from creatures who are observing them. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and if the target is a creature, they must succeed on a DC 11 Constitution saving throw or gain vulnerability to fire and necrotic damage until the start of the grilp’s next turn. Necrotic Mote. Ranged Spell Attack: +3 to hit, range 30 ft., one target. Hit: 3 (1d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Grilp","description":"Traits Shifting Camouflage. The grilp has advantage on Dexterity (Stealth) checks and can hide from creatures who are observing them. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and if the target is a creature, they must succeed on a DC 11 Constitution saving throw or gain vulnerability to fire and necrotic damage until the start of the grilp’s next turn. Necrotic Mote. Ranged Spell Attack: +3 to hit, range 30 ft., one target. Hit: 3 (1d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":28288,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Grim Champion of Bloodshed","description":"Well, that's not quite correct, either. Rather, I fear the sheer destruction those three grim champions leave in their wake. Their lives might be condemned to undeath and annihilation, but then they stampede across the multiverse, violently killing so many innocents whose stories have yet to be written. I want to empathize with them; I've tried to put myself in their places and understand their motives. But I can't. They're simply abhorent. Wynemar Brack was once a farmer, but mercenaries in a local war razed her fields and sacked her village. In desperation, she yielded to the clever patter of a traveling fortune teller and drew from a Deck of Many Things . The avatar of death slew her in a flash. That was many centuries ago, and Wynemar is now a powerful and bloodthirsty Undead commander of the Grim Harrow. Wreathed in searing fire, Wynemar embodies the havoc of violence and war. She rides a flaming steed that uses the nightmare stat block but is an Undead instead of a Fiend. Traits Legendary Resistance (3/Day). If the champion fails a saving throw, it can choose to succeed instead. Actions Multiattack. The champion makes four Blazing Morningstar attacks. It can replace one of these attacks with Blade Storm, if available. Blazing Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 14 (4d6) fire damage. Blade Storm (Recharge 5–6). The champion conjures a churning storm of spectral blades that fills a 20-foot cube centered on a point it can see within 120 feet of itself. The storm lasts until the start of the champion’s next turn. While the storm is active, the area of the storm is difficult terrain. Whenever a creature enters the storm for the first time on a turn or starts its turn there, it must make a DC 19 Dexterity saving throw, taking 27 (6d8) slashing damage on a failed saving throw, or half as much damage on a successful one. Legendary Actions The champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The champion regains spent legendary actions at the start of its turn. Furious Pursuit. The champion moves up to its speed or commands its mount to move up to its speed. This movement doesn’t provoke opportunity attacks. Induce Violence. The champion targets one creature it can see within 60 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or immediately make one melee weapon attack against another creature of the champion’s choice that is within the target’s reach. If no creature is within the target’s reach or if the target has the incapacitated condition, the target instead takes 11 (2d10) psychic damage. Menace (Costs 2 Actions). The champion chooses any number of creatures it can see within 30 feet of itself. Each target must succeed on a DC 19 Wisdom saving throw or have the frightened condition until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Chaotic Evil","Expansion":27234,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Grim Champion of Desolation","description":"I remember my first encounter with this champion. All of a sudden, everything around me went painfully silent. The ringing of blades, the rustle of clothing, the hum of magic—all gone. It was like I was stuck, observing the world through a frosted pane of glass. We fought. I survived. I couldn't speak for days afterward. Jyn Corvis, a former adventurer, might have been the first person to draw the Skull card from a Deck of Many Things and be slain by the avatar of death. Even Jyn doesn’t know for sure, as that was so long ago that she’s forgotten almost everything about her former life. Jyn’s existence over so many centuries has left her in tortured misery, and now nihilism is all that drives her. More than any other member of the Grim Harrow, Jyn is desperate to destroy the deck and end her painful existence. If she could, she’d take the entire multiverse with her. The Grim Champion of Desolation rides a malevolent draconic beast with pale, leathery wings and emaciated skin; this mount uses the wyvern stat block, but it is an Undead instead of a Dragon. An eerie, hollow silence heralds the champion’s arrival. Traits Legendary Resistance (3/Day). If the champion fails a saving throw, it can choose to succeed instead. Actions Multiattack. The champion makes two Leeching Blade attacks and uses Hollow Void. Leeching Blade. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 33 (6d10) cold damage, and the champion regains 10 hit points. Hollow Void. The champion summons a hungering rift around a creature it can see within 120 feet of itself. The creature must make a DC 22 Constitution saving throw. On a failed save, the creature takes 49 (11d8) force damage and has the stunned condition until the start of the champion’s next turn. On a successful save, the creature takes half as much damage only. If a creature is reduced to 0 hit points by this effect, the creature dies, and its body crumbles to dust. Bonus Actions Step into Nothing (Recharge 4–6). The champion, along with any equipment it is wearing or carrying, has the invisible condition and teleports to an unoccupied space it can see within 30 feet of itself. The champion remains invisible until the start of its next turn or immediately after it deals damage. Legendary Actions The champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The champion regains spent legendary actions at the start of its turn. Crush. The champion unleashes a burst of crushing force on a creature it can see within 30 feet of itself. The creature must succeed on a DC 22 Strength saving throw or take 14 (4d6) force damage and have the prone condition. Fearsome Pursuit. The champion moves up to its speed or commands its mount to move up to its speed. This movement doesn’t provoke opportunity attacks. Nullify (Costs 2 Actions). The champion emits a magic wave in a 60-foot cone. Every spell of 5th level or lower ends on creatures and objects of the champion’s choice in that area.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Lawful Evil","Expansion":27234,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Grim Champion of Pestilence","description":"Aleron was once a tiefling adventurer, but unlike so many victims of the Deck of Many Things , he never drew the Skull card. Instead, when one of his allies drew the card and faced the avatar of death, Aleron came to his ally’s aid. A second avatar of death appeared, and Aleron was slain; soon after, his Undead corpse crawled from Withered Vineyard, tainted with plague. Aleron resents his fellow Undead in the Grim Harrow, considering himself better than all of them and unjustly condemned to the Gardens of Decay for an act of altruism. Though the weakest of the Harrow’s three leaders, the Grim Champion of Pestilence is nonetheless a fearsome entity of sickness and blight. A swarm of insects surrounds him in a mockery of a halo, and debilitating plagues flow from his fingertips. Aleron rides a warhorse skeleton with flies buzzing in its gaping eye sockets. Traits Halo of Pestilence. The champion is surrounded by an aura of deadly magic that takes the form of a host of glowing white insects. Each creature that starts its turn within 10 feet of the champion must succeed on a DC 18 Constitution saving throw or have the incapacitated condition until the start of its next turn, as the insects ravage its body. Legendary Resistance (3/Day). If the champion fails a saving throw, it can choose to succeed instead. Spellcasting. The champion casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: Detect Magic , Mage Armor (self only) 2/day each: Blight , Blindnes s/Deafness 1/day each: Cloudkill , C ontagion Actions Multiattack. The champion makes two Blight Staff attacks, two Plague Bolt attacks, or one of each. Blight Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. Plague Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 23 (4d8 + 5) poison damage, and the target has the poisoned condition until the start of the champion’s next turn. Legendary Actions The champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The champion regains spent legendary actions at the start of its turn. Attack. The champion makes one Blight Staff or Plague Bolt attack. Furious Pursuit. The champion moves up to its speed or commands its mount to move up to its speed. This movement doesn’t provoke opportunity attacks. Cast a Spell (Costs 2 Actions). The champion uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":27234,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Grim Jester","description":"A skeletal cadaver bedecked in the motley attire of a fool capers about while making jokes that mock mortality. Amusing Death. When a jester on his deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve. becoming a grim jester, whose pranks serve to entertain the god of death. Their purpose is to bring an end to mortal lives in a gruesome, comic, and absurd manner. As long as such jesters keep the death god amused, their continued unlife is assured. Grisly Humor. A grim jester’s jokes are not funny to their victims, but they offer a grim finality in combat. A killing joke might be absurd, such as “Here is your final pineapple soul, a parting gift, goodbye.” or sheer braggadocio such as “Your footwork is atrocious, and your spell’s lost its focus, your party’s no match for my hocus-pocus.” Others might be high-flown, such as “Mortal, your time has come, the bell within your skull does ring, ding, dong, dead.” Grim jesters are famous for grim, bitter mockery such as “Your blood on fire, your heart pumps its last, show me now a hero’s last gasp!” or “Odin’s raven has come for you; the Valkyries were busy. You lose, mortal.” A grim jester’s mockery rarely entertain the living—but gods of death, chained angels, and demons find them quite amusing. Randomness. Grim jesters often get their hands on wands of wonder and scrolls of chaos magic. Beware the grim jester with a deck of many things—they are quite talented in pulling cards whose magic then applies to foes and spectators. Undead Nature. A grim jester doesn’t require air, food, drink, or sleep. Traits Innate Spellcasting: The jester’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components: At will: disguise self, grease, inflict wounds, magic mouth, misty step 3/day each: contagion, mirror image 1/day each: delayed blast fireball, finger of death, mislead, seeming Last Laugh: Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god’s choosing. Mock the Dying: Death saving throws made within 60 feet of the jester have disadvantage. Turn Resistance: The jester has advantage on saving throws against any effect that turns undead. Actions Joker’s Shuffle (recharge 6): The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17). Killing Joke (recharge 6): The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic. Reactions Ridicule Hope (recharge 4-6): When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Grimlock","description":"The degenerate subterranean grimlocks were once human, but their worship of the mind flayers over generations of prowling the Underdark transformed them into blind, monstrous cannibals long ago. Debased Cultists. The empire of the mind flayers once spread across many worlds, enslaving countless races. Among those were human cultures whose high priests the mind flayers subverted using their insidious powers of thought control. Those leaders gradually turned the faiths of their followers toward the illithids, which they worshiped as blasphemous deities. Over time, the rituals of these enslaved humans created fervent cannibal cults that regarded the brain eating of the mind flayers as a holy sacrament. The illithids commanded their worshipers to abduct other sentient creatures to be sacrificed. After the victims’ brains had been consumed, the mind flayers gave the lifeless bodies to the cultists. Blind Hunters. When the rule of the mind flayers crumbled, their cults faced constant warfare from their enemies, the same creatures that had once been their victims. The cults fled into the Underdark domains of their illithid gods. Over generations in that lightless realm, the cultists learned to rely on their other senses for survival. In time, their eyes withered away and eyelids sealed, leaving only covered eye sockets behind. A grimlock’s ears prick up at the faintest footfall or whisper echoing down stone passageways. It can speak in tones too low for most other humanoids to hear. The odors of sweat, flesh, and blood awaken its hunger, and it can track by such scents like a bloodhound. To enhance their senses, grimlocks leave trails of blood, piles of dung, or the viscera of slain prey in places far from their lairs. When intruders pass through those areas, they carry the foul scents with them, warning the grimlocks of their approach. For most creatures, blindness is an enormous hindrance. For a grimlock with its other heightened senses, sightlessness is a boon. A grimlock isn’t fooled by visual illusions or misperceptions. It is fearless as it stalks prey. Endless War. Grimlocks still venerate the mind flayers, serving them whenever possible. Grimlocks also recall the war in which they were driven underground. To them, it has never ended. They continue to return to the surface world to abduct captives for their illithid masters. Traits Blind Senses : The grimlock can't use its blindsight while deafened and unable to smell. Keen Hearing and Smell : The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. Stone Camouflage : The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Spiked Bone Club : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (grimlock)","Source":"MM1","Alignment":"neutral evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Grimlock","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Blind Senses : The grimlock can't use its blindsight while deafened and unable to smell. Keen Hearing and Smell : The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. Stone Camouflage : The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Spiked Bone Club : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.","properties":{"Category":"Monsters","AC":11,"HP":"11 (2d8+2)","CHA":6,"CON":12,"DEX":12,"INT":9,"STR":16,"WIS":8,"Size":"Medium","Type":"humanoid (grimlock)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064671/wKLxXlqxh7HiCZS0iwOvJA/original.png","Roll 0":"Spiked Bone Club\n1d20 + 5\n1d4+5+1d4","Senses":"Blindsight 30 Ft. Or 10 Ft. While Deafened (Blind Beyond This Radius)","Skills":"Athletics +5, Perception +3, Stealth +3","Source":"5th Edition SRD","data-XP":50,"Alignment":"Neutral Evil","Languages":"Undercommon","data-List":"false","Immunities":"Blinded","Token Size":1,"data-Traits":"[{\"Name\":\"Blind Senses\",\"Desc\":\"The grimlock can't use its blindsight while deafened and unable to smell.\"},{\"Name\":\"Keen Hearing and Smell\",\"Desc\":\"The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.\"},{\"Name\":\"Stone Camouflage\",\"Desc\":\"The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.\"}]","data-Actions":"[{\"Name\":\"Spiked Bone Club\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 3\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"1d4\",\"Damage 2 Type\":\"piercing\"}]","data-CHA-mod":"-2","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-1","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"-1","Challenge Rating":"1/4","Passive Perception":13,"data-CrNum":0.25,"data-AcNum":11,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Grimlock Brute","description":"The grimlock brute is an unusually large and monstrous specimen compared to its kin. It often serves as a frontline attacker of grimlock war parties or as a personal bodyguard of the tribe's chieftain. Traits Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell. Brute. A melee weapon deals one extra die of its damage when the grimlock hits with it (included in the attack). Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Bone Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Grimlock)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Grimlock Cavestalker","description":"Cavestalkers are grimlock rangers that developed a talent in killing prey without getting noticed when they are in cave-like terrain. Traits Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell. Cave Strider. Moving through nonmagical difficult cavern or underground terrain doesn't cost the grimlock extra movement. Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Slay Foe (1/Turn). The grimlock deals an extra 9 (2d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Bone Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Hunter's Mark (2/Day). The grimlock casts hunter's mark using Wisdom as the spellcasting ability. Stealthy. The grimlock takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Grimlock)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Grimlock Chieftain","description":"A grimlock chieftain is usually the largest and most experienced grimlock warrior. It can bash a creature senseless with its monstrous spiked club, and unleash war cries that can induce its brethren into a berserker frenzy when around wounded prey. Traits Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell. Brute. A melee weapon deals one extra die of its damage when the grimlock hits with it (included in the attack). Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. Legendary Resistance (1/Day). If the grimlock fails a saving throw, it can choose to succeed instead. Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The grimlock makes two Spiked Bone Club attacks. Spiked Bone Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage plus 5 (2d4) piercing damage. Bonus Actions Blood Cry (Recharges after a Short or Long Rest). The grimlock emits a frenzy-inducing war cry. Each grimlock ally that is within 30 feet of this grimlock, can hear the grimlock, and not already affected by Blood Cry deals an extra 4 (1d8) damage on its weapon damage rolls against any creature that doesn't have all its hit points until the start of the grimlock's next turn. Legendary Actions The grimlock can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The grimlock regains spent legendary actions at the start of its turn. Move. The grimlock moves up to half its speed. Detect. The grimlock makes a Wisdom (Perception) Check. Club (Costs 2 Actions). The grimlock makes a Spiked Bone Club attack. Smash (Costs 3 Actions). The grimlock attacks with its Spiked Bone Club. If the attack hits, the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of the grimlock's next turn. If the target fails its saving throw by 5 or more, it is also knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Grimlock)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Grimlock Footpad","description":"Grimlock footpad are silent hunters that specialize in attacking a target by surprise. They blend in their natural surroundings, patiently waiting for a potential prey to pass by before moving quietly behind it for a kill. Traits Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell. Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. Sneak Attack (1/Turn). The grimlock deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the grimlock that isn't incapacitated and the grimlock doesn't have disadvantage on the attack roll. Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Bone Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Grimlock)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Grimlock Monarch","description":"The largest, strongest, and most terrifying of all grimlocks almost always become the monarch, or overall leader, of all grimlock tribes in a territory. Despite its brutish appearance, it is a skilled and cunning commander. Traits Aura of Fervor. The grimlock's allies have advantage on attack rolls and saving throws against being charmed and frightened while within 20 feet of the grimlock, provided it isn’t incapacitated. Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell. Brute. A melee weapon deals one extra die of its damage when the grimlock hits with it (included in the attack). Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. Legendary Resistance (1/Day). If the grimlock fails a saving throw, it can choose to succeed instead. Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The grimlock makes two Great Spiked Bone Club attacks. Great Spiked Bone Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 5 (2d4) piercing damage. Bonus Actions Savage Cry (Recharges after a Short or Long Rest). The grimlock emits a terrifying howl that also rallies its allies. Each ally that is within 30 feet of it, can hear it, and not already affected by Savage Cry gains advantage on attack rolls and saving throws until the start of the grimlock's next turn. All other creatures within 30 feet must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Skull Thump. Immediately after the grimlock hits with an attack roll and has advantage on the attack roll, it can force the target to make a DC 16 Constitution saving throw. On a failed save, the creature is stunned until the end of its next turn. Legendary Actions The grimlock can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The grimlock regains spent legendary actions at the start of its turn. Move. The grimlock moves up to half its speed. Bash (Costs 2 Actions). The grimlock makes a Great Spiked Bone Club attack. Command Grimlocks (Costs 1-3 Actions). The grimlock chooses up to three allied grimlocks it can sense within 30 feet of it. If the target can hear the grimlock, the target can use its reaction to make one weapon attack. It costs 1 legendary action per target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Grimlock)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Grimlock Shaman","description":"Grimlock shamans are the chieftain's advisors. They also provide spiritual guidance to a grimlock war party before they set out to hunt, blessing them with luck to bring home prey. If encountered in combat, they become dangerous spellcasters able to harness the Underdark's natural energies and use them against their foes. Traits Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell. Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage. Spellcasting. The grimlock casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: druidcraft, magic stone, poison spray (2d12) 2/day each: earth tremor, spike growth 1/day each: hold person, meld into stone, erupting earth, thunderwave","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Grimlock)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Grimlock Warlock","description":"Numerous ancient and evil entities lurk in the deepest and darkest pits of the Underdark. Malevolent and unseen, they mentally reach out and form pacts with lower lifeforms such as grimlocks. In return for gaining potent magical power, these grimlock warlocks serve their masters as loyal minions. Traits Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell. Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Whispering Aura. At the start of each of the grimlock’s turns, each creature of its choice within 10 feet of it must succeed on a DC 13 Wisdom saving throw or take 10 (3d6) psychic damage, provided the grimlock isn’t incapacitated. Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands, plus 7 (2d6) psychic damage. Howling Void. The grimlock opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 12 Wisdom saving throw. On a failed save, a creature takes 9 (2d8) psychic damage and is frightened of the grimlock until the start of the grimlock’s next turn. On a successful save, a creature takes half as much damage and isn’t frightened. Spellcasting. The grimlock casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): At will: guidance, mage armor (self only), mage hand, minor illusion, prestidigitation","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Grimlock)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Grimlock Witch Doctor","description":"Grimlock witch doctors are the priests of Shar or devout worshippers of the demon lord Ahrimanes. They support grimlock war parties and serve as advisors to their chieftains. Witch doctors often have mushroom gardens near the tribe's lair, which they tend and gather stock from for their brews and concoctions. Traits Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell. Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. Cursed Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 15 (3d8 + 2) psychic damage, and the target has disadvantage on attack rolls, ability checks, and saving throws until the end of the grimlock’s next turn. Spellcasting. The grimlock casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12): At will: guidance, resistance, thaumaturgy 2/day each: blindness/deafness, cure wounds, meld into stone 1/day each: hold person, spirit guardians Reactions Bloodstrike (Recharges after a Short or Long Rest). The grimlock grants a + 10 bonus to an attack roll made by itself or another grimlock within 30 feet of it against any creature that doesn't have all its hit points. The grimlock can make this choice after the roll is made but before it hits or misses.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Grimlock)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Grimmlet","description":"A jagged shard of smoky translucent crystal, approximately the size and mass of a housecat, hovers silently across the field. Strange Families. Grimmlets reproduce by creating near clones of themselves when injured by arcane energy, leading them to quickly gather in large familial swarms. Strangely, a grimmlet can only swarm with other grimmlets created from the same progenitor grimmlet, which leads the swarm. Not long after the swarm forms, it disperses, each grimmlet moving on to create new swarms through magic injury. Whispering Menace. Grimmlets do not speak. In fact, they never communicate with other creatures via any known form of language or telepathy, though they do seem to understand creatures of the Void. Despite this, the air around a grimmlet mutters and whispers at all times in a foul-sounding invocation. When the creature uses its innate magic, these whispers rise in volume slightly, giving canny listeners a split-second warning that something, likely unpleasant, is about to occur. Grimmlets in Midgard Grimmlets arrive in the mortal realm from the same portion of the Void that spawned the Waste Walker Kb’r’ck of Crystal. Grimmlets were named in honor of the unfortunate tracker who discovered them, Aleksei Grimmczyk. Aleksei did not survive this initial meeting, but his demise was recounted by his friend, the elfmarked mage Alethrie.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Grimmlet Swarm","description":"A jagged shard of smoky translucent crystal, approximately the size and mass of a housecat, hovers silently across the field. Strange Families. Grimmlets reproduce by creating near clones of themselves when injured by arcane energy, leading them to quickly gather in large familial swarms. Strangely, a grimmlet can only swarm with other grimmlets created from the same progenitor grimmlet, which leads the swarm. Not long after the swarm forms, it disperses, each grimmlet moving on to create new swarms through magic injury. Whispering Menace. Grimmlets do not speak. In fact, they never communicate with other creatures via any known form of language or telepathy, though they do seem to understand creatures of the Void. Despite this, the air around a grimmlet mutters and whispers at all times in a foul-sounding invocation. When the creature uses its innate magic, these whispers rise in volume slightly, giving canny listeners a split-second warning that something, likely unpleasant, is about to occur. Grimmlets in Midgard Grimmlets arrive in the mortal realm from the same portion of the Void that spawned the Waste Walker Kb’r’ck of Crystal. Grimmlets were named in honor of the unfortunate tracker who discovered them, Aleksei Grimmczyk. Aleksei did not survive this initial meeting, but his demise was recounted by his friend, the elfmarked mage Alethrie.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of tiny monstrosities","Alignment":"unaligned","Expansion":8073,"Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Grimnir Forest Wolf","description":"Wolves A common creature in most lands, wolves did not pass into Grimnir during the Exodus, nor were they manifested when the world was created, as many other animals were. They were hidden away in the Underworld, nurtured by Hel. In recent years, they have been released, primarily by way of being given to the Whar clan.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":3},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Grimnir Frost Wolf","description":"Wolves A common creature in most lands, wolves did not pass into Grimnir during the Exodus, nor were they manifested when the world was created, as many other animals were. They were hidden away in the Underworld, nurtured by Hel. In recent years, they have been released, primarily by way of being given to the Whar clan.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":3},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Grimstalker","description":"These violently murderous fey have one purpose: to stealthily hunt down and slay humanoids brazen enough to dare set foot in the wilderness. Though they prefer to hunt from the shadows, grimstalkers do not fear taking their grisly work to the very edges of civilization. This boldness serves as a reminder that nature can be cruel, capricious, and owes no debt to humanity. Grimstalkers are happy to perform nature’s dirty work and particularly enjoy targeting loggers, hunters, and explorers, regardless of whether they respect the natural setting they work or travel within. These creatures are humanoid in shape, but with gaunt, hairless frames and mottled green and brown flesh that gives their skin the appearance of moss-draped bark. When damaged, they bleed a thick, sap-like blood. Grimstalkers generally do not associate with other fey; for the most part, they see their kin from the First World as cowards or weaklings, or perhaps both. Traits Command Plants. The grimstalker can magically command any plant within 30 feet of him, using a limited telepathy. Plants never attack the grimstalker unless compelled. Actions Multiattack. The grimstalker makes two claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage plus 10 (3d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Grimtroll","description":"Grimtroll When an Ironwood witch in giant form consorts with an actual giant, there is a chance the offspring are tallfolk or grimtrolls instead of normal giants. While much is known about tallfolk, much less information exists about these more ferocious cousins of theirs. Several feet taller than tallfolk, grimtrolls are stooped, with very broad heads and overly large torsos. They are incredibly strong and certainly even other giants are wise to avoid them. Recently grimtrolls have been spotted near the edges of the northernmost Ironwood Forest. Watchful Foes. While grimtrolls are not the cleverest of foes, they are not simple brutes either. They tend to stalk their prey, taking advantage of their natural camouflage to study an opponent for hours if required. If they attack, it is either because they have been ordered to by someone they fear, because they are hungry, or because they believe they might find interesting trinkets to loot from the corpses of their victims. Solitary. Unlike their tallfolk cousins, grimtroll seldom form attachments to others and hence, no real community of them has ever arisen. Decorative. They often adorn themselves with tattered red cloth, colored the same as that which the Ironwood witches wear. Whether that’s because they are servants of the witches, or simply ate one or two of them, is not entirely clear. But these giants do seem fond of brightly colored cloth and are known to wear bands of bone tied together with such material.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Chaotic Evil","Expansion":25792,"Challenge Rating":9},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Grimtusk","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"chaotic evil","Expansion":27737,"Challenge Rating":8},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Grimwalker","description":"Most esper sentinels follow a path that defines their code and how they use their powers. Grimwalkers are sentinels that follow the path of death, becoming reapers of souls. They often follow a twisted mode of logic for their actions, either through a zealous sense of justice or merely as a crutch for their sociopathic leanings. They lead or serve in groups that share their views, or at least promote them. Those that operate alone often do so in the fringes of the galaxy.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any non-good alignment","Expansion":27052,"Challenge Rating":9},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Grindylow","description":"This creature has a fishlike head that is almost triangular in shape, sloping down and outward toward its wide mouth, filled with small, sharp teeth. Large eyes stare unblinking from its hideous face. A scrawny chest, covered in fish scales, supports two long, wiry arms which end in three clawed digits. Its lower body resembles the long tail of an eel. Menace of the Shallows. Grindylows live in small bands of a dozen or so individuals, primarily in warm, coastal waters. Often hunted down by merfolk, they are quick to ingratiate themselves with other intelligent predators like the sahaugin in the hopes of gaining some protection. In this way, they often find themselves absorbed into the cults of their allies, dedicated to demon lords and malevolent sea gods. A Taste for Fear. Grindylows don't care much about religious pursuits, however. Their single passion in life consists of lurking in tide pools, rivers, and lagoons, where they wait for gnomes, halflings, or human children to come near the water's edge so they can leap up with their long, wiry arms and drag their victims under the water. They eat what they kill in this manner, but this is a matter of convenience. Their true enjoyment is derived from the attack and the fearful reactions of their prey, not the resulting meal. Murderous Mimics. Grindylows have some talent at voice mimicry which they sometimes use to lure creatures closer to the shore, but the most use this talent sees is in the recounting of the screams of their latest or greatest successes.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Grinning Cat","description":"My one and only interaction with a grinning cat made me want to wipe the smirk off that thing's face with a great big clenched fist, if you get my meaning. —Bigby Trust me when I tell you that the cat was every bit as annoyed as you were, my friend. —Diancastra Grinning cats are mischievous Fey who delight in pestering and misleading travelers. They resemble oversized domestic cats with long, needlelike claws, but they’re distinguished by the wide, toothy smiles that give them their name. Grinning cats often dwell in or near giants’ enclaves. They spend much of their time invisible, lounging on tree branches until prey—or a potential conversation partner—wanders by. While trading riddles or witticisms, a cat often decides to reveal its grin, its tail, or sometimes its whole head to confuse or intimidate the creature it’s talking to. A grinning cat can be persuaded to bestow one of its whiskers as a gift. A creature holding a whisker can use it to cast the misty step spell once, then the whisker turns to smoke and is destroyed. If a grinning cat is slain, 2d12 of its whiskers can be retrieved for this purpose. Traits Magic Resistance. The grinning cat has advantage on saving throws against spells and other magical effects. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. If the grinning cat was invisible before it attacked, the target must succeed on a DC 12 Strength saving throw or have the prone condition. If the target has the prone condition, the cat can make a Bite attack against it as a bonus action. Fade Away. The grinning cat magically becomes invisible for 1 hour or until it attacks, gradually fading away over the course of its turn. It can choose to leave part of its body visible, such as its tail, its head, or its grinning mouth. Any equipment the cat wears or carries is invisible with it. Bonus Actions Fade Back. The grinning cat becomes visible or makes part of its body visible. Any equipment the cat wears or carries on a visible part of its body also becomes visible. Grinning Step. The grinning cat teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":24749,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Grippli Warrior","description":"Traits Hold Breath . The grippli can hold its breath for 20 minutes. Standing Leap . The grippli can leap 30 feet horizontally or 20 feet vertically from a standing position. Actions Multiattack . The grippli makes one attack with its tongue. If this attack hits, the grippli can make a melee attack using its trident against the same target. Tongue . Melee Weapon Attack : +4 to hit, reach 5 ft., one Medium or smaller creature. Hit : The target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the grippli can’t grab another creature. Trident . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack, plus 2 (1d4) piercing damage if the grippli had advantage on the attack roll. Shortbow . Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage, plus 2 (1d4) piercing damage if the grippli had advantage on the attack roll.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (grippli)","Expansion":9505,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Grisha","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Damaran human)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Grivid","description":"An orange-skinned ostrich races forward. Something writhes beneath the skin of its bulbous cheeks, and a fluorescent orange worm dangles from its beak. Grivid are dangerous, ostrich-like predators that roam the savanna, searching for prey to supplement their diet of parasitic worms. Far-Sighted. A grivid can spot objects and creatures up to 3 miles away from its position. This, combined with its ability to travel quickly over long distances, makes it a feared predator in the savanna. Guileless. A grivid is incredibly dangerous, but it's not incredibly cunning. If it loses sight of predators or prey for more than minute or two, it's likely to forget they were ever there. A careful or clever foe can easily outwit the grivid. Worm Food. A grivid's cheeks bulge with plump, orange, parasitic worms. These worms are only encountered near grivid, leading scholars to conclude the worms are part of their life cycle. Some believe the worms are the grivid's larvae. They theorize that despite the grivid's resemblance to an ostrich, it does not lay eggs, instead implanting its larva in the ground for them to mature. The few that survive the grivid's appetite grow into new grivid. Cheek Worm Regrowth. The gravid has twenty worms stored in its cheeks. Used worms regrow when the grivid finishes a long rest. Keen Sight . The grivid has advantage on Wisdom (Perception) checks that rely on sight. Parasitic Cheek Worm. The grivid produces parasitic worms in its cheeks, and it expels these worms into other creatures when it attacks. The worm burrows into the flesh of the target, and that creature is poisoned while infested with at least one worm. At the start of each of the infested creature's turns, it takes 5 (2d4) poison damage. Any creature can take an action to remove one worm with a successful DC 12 Wisdom (Medicine) check. An effect that cures disease removes and kills one worm infesting the creature. When a grivid dies, all worms currently infesting other creatures die with it, ending the infestation in all infested creatures. Worm Regeneration. If it has at least 1 hp, the grivid regains 5 hp for each worm infesting another creature at the start of its turn. Actions Multiattack. The grivid makes one Bite attack and two Kicks attacks, or it makes three Spit Worm attacks. Bite . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit: 18 (3d8 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be infested with a parasitic cheek worm (see the Parasitic Cheek Worm trait), if the grivid has at least 1 cheek worm. Kick . Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone. Spit Worm . Ranged Weapon Attack: +7 to hit, range 20/60 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be infested with a parasitic cheek worm (see the Parasitic Cheek Worm trait), if the grivid has at least 1 cheek worm. Bonus Actions Consume Worms . The grivid consumes up to 3 cheek worms, regaining 5 (2d4) hit points for each worm consumed.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Neutral","Expansion":19901,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Grizzat","description":"A grizzat is a bulbous red and black creature nearly two feet long that hovers on thrumming wings. Six-inch-long legs ending in pincers tread the air. Sprouting from the top of the brain-like body are six hairy eye stalks, each ending in a bulbous black eye like a spider’s. In the center of its body, an overly large maw opens and closes, filled with miniature serrated teeth. Swarm Cycle. Grizzats evolved from the need to survive harsh extremes, short brief seasons requiring rapid growth, an urgency to living, and a life cycle that spawns multitudes in the hope that the strongest few survive. They begin their life as part of a swarm of young bursting forth from subterranean egg chambers. Once born, the swarm moves off like a plague of locusts, devouring everything in its path. After just seven days, the stronger members of the swarm have grown to adulthood. Growing from a thumb-sized insect to a two-foot tall, 10-pound adult, they group with fellow adults in small numbers, detaching themselves from their birthing swarm to become a nesting group. Grizzats still in their swarms teem in the thousands like tiny grasshopper-sized brain-bugs stripping all edible matter with their ravenous mouths as they pass. Nesting Chamber. Nesting groups seek appropriate clearings, to maximize their exposure to the warmth of the sun, and preferably with soft earth into which they burrow and hollow out their egg chamber. This creates a termite mound above ground per adult in the nesting group. The mound is both hollow and tall, its intent is to be the exit for the newly hatched swarm, releasing the swarm high into the air and so avoiding ground predators at the moment of birth. Survivors. Grizzats can survive cataclysms that wipe out other forms of life, even including the shattering of worlds due to planetary collisions and similar catastrophic impacts. In such post-cataclysm environments, grizzats become a threat to the survival of all other species. 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Six-inch-long legs ending in pincers tread the air. Sprouting from the top of the brain-like body are six hairy eye stalks, each ending in a bulbous black eye like a spider’s. In the center of its body, an overly large maw opens and closes, filled with miniature serrated teeth. Swarm Cycle. Grizzats evolved from the need to survive harsh extremes, short brief seasons requiring rapid growth, an urgency to living, and a life cycle that spawns multitudes in the hope that the strongest few survive. They begin their life as part of a swarm of young bursting forth from subterranean egg chambers. Once born, the swarm moves off like a plague of locusts, devouring everything in its path. After just seven days, the stronger members of the swarm have grown to adulthood. Growing from a thumb-sized insect to a two-foot tall, 10-pound adult, they group with fellow adults in small numbers, detaching themselves from their birthing swarm to become a nesting group. Grizzats still in their swarms teem in the thousands like tiny grasshopper-sized brain-bugs stripping all edible matter with their ravenous mouths as they pass. Nesting Chamber. Nesting groups seek appropriate clearings, to maximize their exposure to the warmth of the sun, and preferably with soft earth into which they burrow and hollow out their egg chamber. This creates a termite mound above ground per adult in the nesting group. The mound is both hollow and tall, its intent is to be the exit for the newly hatched swarm, releasing the swarm high into the air and so avoiding ground predators at the moment of birth. Survivors. Grizzats can survive cataclysms that wipe out other forms of life, even including the shattering of worlds due to planetary collisions and similar catastrophic impacts. In such post-cataclysm environments, grizzats become a threat to the survival of all other species. 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These pirates and privateers prowl busy wind routes, looking for poorly defended ships to pillage. Buccaneers expertly push through the crowded battles that invariably occur when boarding enemy ships.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"Humanoid","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":9},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Grizzly Bear","description":"A large, powerful omnivore, the grizzly bear inhabits many of the world’s forested hills. Equally happy consuming nuts, berries, fish, or small mammals, the grizzly is nonetheless fiercely territorial, and will chase off—or, failing that, kill and eat—any intruders it views as competition. When faced with a foe or small group of threats, the grizzly attempts to subdue or kill with its claws. When it can, the bear tries to grab a single target to deal continual damage until that target is dead, unconscious, or escapes. However, a grizzly is wise enough to know when it is outmatched, and will seek to escape superior foes rather than suffer wounds that could mean its death.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Groff","description":"Many a Strixhaven student wandering the bayou has stepped on a seemingly mundane patch of moss—only to discover that it was the back of a hungry groff lurking beneath the surface. These shaggy swamp creatures have canine faces and glowing blue eyes, and they are ravenous carnivores—with pest mascots being their favorite food. A handful of more intrepid Witherbloom mages have learned to follow groffs in order to track down pest mascots, but most of these mages have yet to find a way to capture the pests before the groff eats someone. Traits False Appearance. If the groff is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the groff move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the groff isn’t an ordinary moss-covered bog patch. Hold Breath. The groff can hold its breath for up to 1 hour. Actions Multiattack. The groff makes one Bite attack and one Swamp Claw attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Swamp Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or become engulfed by the groff. While engulfed, the target can’t breathe, is restrained, and takes 10 (3d6) poison damage at the start of each of its turns. When the groff moves, the engulfed target moves with it. The groff can have only one target engulfed at a time. An engulfed target can repeat the saving throw at the end of its turns. On a success, the target escapes and enters the nearest unoccupied space.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Unaligned","Expansion":12501,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Grog Strongjaw","description":"Towering, broad, and ready for battle, Grog Strongjaw is a paragon of raw strength and unwavering determination. The son of Stonejaw Strongjaw joined Vox Machina in their first meeting in Stilben, and went on to defeat his tyrannical uncle Kevdak, bear the mythic Titanstone Knuckles , and save Exandria twice over alongside his companions. Kindhearted Berserker. Grog is a man of simple pleasures. When he traveled the world with Vox Machina, his great loves in life were famously battle, women, and ale. And though he was renowned for his crass manners, vicious weapons, and relentless battle rage, he was just as well known for his love for his friends. It was never just about saving the world for Grog. Rather, it was about overcoming ever-greater challenges, and doing so side by side with his chosen family. After the Epilogue . After the Whispered One’s defeat, Grog Strongjaw retired to Westruun to live with his best friend Pike Trickfoot. Since then, he has dedicated himself to learning to read and strengthening his mind. In the course of his study of letters, shapes, colors, and numbers, Grog has organized a quadrennial event in Whitestone that he calls the Luncheon of Champions. He personally sends a handwritten invitation to the greatest warriors of Exandria to battle in an all-out brawl—and then join him for lunch and ale. Vox Machina Heroes. Scoundrels. Legends. Dumbasses. The legacy of the adventuring party Vox Machina is a complicated one. Over the course of their adventures, they’ve selflessly saved the lives of thousands of people in Tal’Dorei, Wildemount, Issylra, and beyond. Of course, there are also countless tales of individuals they’ve bullied, threatened, insulted, or otherwise needlessly antagonized throughout those same adventures. These legendary figures grew from a band of dime-a-dozen sellswords in the swamp burgh of Stilben to gods-blessed warriors whose actions might have saved all of Exandria from a future of undead tyranny. The deeds of Vox Machina are sung by bards across Tal’Dorei, often exaggerating those already belief-defying tales of gods and monsters and magic. But though their legend has grown wild and unruly, the members of Vox Machina are still people. More than twenty years have passed since their last great campaign. Most of them are still alive, and the lives of these heroes have changed—in big ways and in smaller, more subtle ones. Those among them who age have softer bodies and lines on their faces. Those among them who don’t age still show the weight of the world upon their shoulders. By and large, the members of Vox Machina have set aside weapons, armor, and spells in favor of more subtle ways of helping others. Some lead the lands they were born to lead. Others have been elected to the Tal’Dorei Council, shaping the fate of the continent’s people with quiet wisdom rather than blades and battle cries. Still, each member of this legendary band of adventurers would take up arms again in an instant if it meant protecting those they care for the most. And the Vestiges of Divergence, whose power they unlocked in the battles against the Cinder King and the Whispered One, are still within their grasp. The following stat blocks are here for GMs to use if their players encounter a member of Vox Machina—hopefully as an ally or a \"quest giver,\" for woe betide anyone who encounters these legendary heroes as a foe. These statistics don’t represent the full extent of the characters’ abilities as 20th-level adventurers, but have been streamlined to make them easier for the Game Master to run. Traits Brutal Critical. When Grog scores a critical hit, he rolls double weapon damage dice as usual, then rolls 3 additional weapon damage dice. Feral Instinct. Grog has advantage on initiative rolls. Melee Master. Grog can take a −5 penalty to any melee attack roll to gain a +10 bonus to the damage roll. Reckless. At the start of his turn, Grog can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. Relentless Rage. If Grog is reduced to 0 hit points while raging, he drops to 1 hit point instead if he succeeds on a DC 10 Constitution saving throw. Special Equipment. Grog wears a belt of dwarvenkind . He wields the Bloodaxe (a +2 magic weapon), a dwarven thrower , and the Titanstone Knuckles . Spellbreaker. When Grog damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw to maintain its concentration. In addition, Grog has advantage on saving throws against spells cast by creatures within 5 feet of him. Toughness. Grog has an additional 40 hit points. Actions Multiattack. Grog makes two attacks (three when raging) with his Bloodaxe , dwarven thrower , or Titanstone Knuckles . Bloodaxe. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (1d12 + 14) slashing damage and 3 (1d6) necrotic damage. If the target is reduced to 0 hit points, Grog gains 10 temporary hit points. Dwarven Thrower. Melee or Ranged Weapon Attack: +17 to hit, reach 5 ft. or range 20/60, one target. Hit: 24 (2d8 + 15) bludgeoning damage. Titanstone Knuckles. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 14 (1d4 + 12) bludgeoning damage. Enlarge (Recharges after a Long Rest). Grog casts enlarge / reduce on himself to grow in size for 10 minutes. While enlarged in this way, he has resistance to cold, fire, lightning, and thunder damage. Bonus Actions Rage (Recharges after a Short or Long Rest). Grog enters a rage that lasts until he falls unconscious or chooses to end it (no action required). While raging, Grog gains the following benefits: He has advantage on Strength checks and Strength saving throws. He deals an extra 4 damage when he hits a target with a melee weapon attack (included in attacks). He has resistance to bludgeoning, piercing, and slashing damage. He can’t be charmed or frightened. He can make an additional melee weapon attack (included in the Multiattack action). When Grog’s rage ends, he gains one level of exhaustion. Reactions Opportunist. When a creature within 5 feet of Grog casts a spell or deals damage to him, Grog can make a melee weapon attack against that creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-giant)","Expansion":20583,"Challenge Rating":18},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Grolar Bear","description":"Standing on its hind legs, this bear displays its long ivory teeth. It raises its claws menacingly, showing its considerable paws and razor-sharp claws. A grolar bear is a hybrid between a brown bear and a polar bear whose coats have the fur from both their parents. Grolar bears grow in numbers when their parents share hunting grounds and habitats. Like their parents, they are as comfortable swimming in frigid waters as they are scaling trees, leaving its prey with few sanctuaries. Alpha Brute. Many wrongly assume that the alpha is the monarch of grolar bears. In fact, these lumbering hulks are the product of arcane experiments that transform modest bears into aggressive killing machines. These magically enhanced alphas can change their fur to match either of its parent bears, allowing it to easily hide in forests or snow—or among other more mundane brown or polar bears. Keen Smell. The grolar bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The grolar bear makes one Bite attack and one Claw attack. If it hits one creature with both attacks, that creature must succeed on a DC 13 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Grolar Bear, Alpha","description":"Standing on its hind legs, this bear displays its long ivory teeth. It raises its claws menacingly, showing its considerable paws and razor-sharp claws. A grolar bear is a hybrid between a brown bear and a polar bear whose coats have the fur from both their parents. Grolar bears grow in numbers when their parents share hunting grounds and habitats. Like their parents, they are as comfortable swimming in frigid waters as they are scaling trees, leaving its prey with few sanctuaries. Alpha Brute. Many wrongly assume that the alpha is the monarch of grolar bears. In fact, these lumbering hulks are the product of arcane experiments that transform modest bears into aggressive killing machines. These magically enhanced alphas can change their fur to match either of its parent bears, allowing it to easily hide in forests or snow—or among other more mundane brown or polar bears. Keen Smell. The grolar bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The grolar bear makes one Bite attack and one Claw attack. If it hits one creature with both attacks, that creature must succeed on a DC 13 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Dismembering Strike. If the grolar bear scores a critical hit against a stunned creature, it tears off one of the creature's limbs. A creature is immune to this effect if it is immune to slashing damage. Keen Smell. The grolar bear has advantage on Wisdom (Perception) checks that rely on smell. Forest and Snow Camouflage. The grolar bear has advantage on Dexterity (Stealth) checks made to hide in forest terrain while its fur is brown and snowy terrain while its fur is white. Actions Multiattack. The grolar bear makes one Bite attack and two Claw attacks. If it hits one creature with two attacks, that creature takes 14 (4d6) bludgeoning damage and must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Bonus Actions Versatile Coat. The grolar bear changes its fur from white to brown or vice versa.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Gromog","description":"Gromog isn’t at his best when he’s encountered, as threatening a party of adventures with an ogre during one of their first combats is far too dangerous! These statistics work well for a potential ogre ally the PCs encounter in a dungeon, perhaps a lumbering creature who’s been left imprisoned in a cell for many months, or a hapless ogre who’s been trapped in a cave by a collapse. In any event, he might have a change of heart and learn to be less awful after being rescued from his plight. Traits Blinded. Gromog is blind. Itchy. Gromog’s lice cause him to scratch incessantly, distracting him from what is going on. He stops mid-conversation to focus on ridding himself of the pests, and even in the throws of combat, he must succeed on a DC 10 Wisdom saving throw or only be able to use his action to scratch his irritated skin. Actions Ogre Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Groom","description":"A groom is in charge of the care and handling of horses in a stable. Grooms can be found working in public stables, the private stable of a noble’s estate, or the stables of a specific organization or guild. They ensure the animals in their care are healthy and ready for service at a moment’s notice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Grorrarr","description":"Upon his death at old age, Kalymorr the Gorgon Rider, the solitary druid of the King’s Forest, has reincarnated as an owlbear. The Eternal Mother gifted the venerable druid with a young body of a monstrosity and allowed him to continue his work by retaining his memories and knowledge. The owlbear knows who it was in its past life, re-named itself Grorrarr, and continued with its duties.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":17604,"Challenge Rating":6},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Grotesque Ettercap Bugbear","description":"Grotesques are merged creatures made by the spell, aberrate, or they are sometimes found in areas of strong wild magic. This grotesque is an example of an ettercap and bugbear base creatures turned into a grotesque for 24 hours by a hag. This grotesque is mostly ettercap in shape but it has bulging muscles and its skin is a mottled purple and dark yellow. A hag will sometimes send a grotesque into a village to create mayhem. She will even offer to stop the mayhem or come to the village’s rescue: for a price.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic neutral","Expansion":34600,"Challenge Rating":3},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Grotesque Gargant","description":"These mutated human monstrosities have grown to tremendous size. Delerium shards are merged into their disfigured bodies, and their muscles pulse with arcane energies as they lumber forward. Furiously territorial, these creatures are occasionally sighted hauling massive delerium crystals from the crater and placing them like obelisks in the ruins. This horror uses the game statistics for a stone giant . It has the following additional traits, replacing Stone Camouflage , which increase its challenge rating to 8: Regeneration. A grotesque gargant regains 10 hit points at the start of its turn as long as it is within the Deep Haze. The gargant dies only if it starts its turn with 0 hit points and doesn’t regenerate. Contaminating Beam. The grotesque gargant magically forces a creature it can see within 60 feet of it to make a DC 15 Constitution saving throw. The creature takes 27 (6d8) necrotic damage on a failed save and gains one level of Contamination. Misty Camouflage. The gargant has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"Neutral","Expansion":21300,"Challenge Rating":8},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Grove Bear","description":"Grove bears resemble black bears with blond snouts, but they are slightly smaller and noticeably quicker. When grove bears clash to defend territory or compete for mates, they engage in brutal wrestling matches, each attempting to pin the other until one bear loses its nerve and flees.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Grove Bear","description":"Grove bears resemble black bears with blond snouts, but they are slightly smaller and noticeably quicker. When grove bears clash to defend territory or compete for mates, they engage in brutal wrestling matches, each attempting to pin the other until one bear loses its nerve and flees. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4+3) slashing damage. On a hit, the target is grappled (escape DC 13). Until this grapple ends, the bear can’t use its claws on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Grumink the Renegade","description":"Grumink is a dwarf gone bad. He is a chaotic evil gold dwarf assassin with dwarf racial traits. Bloodthirsty, callous, and mercenary, Grumink is a vile outlaw who stops at nothing to get what he wants. Most thieves don’t bother to take on heavily-armed opponents, preferring to avoid unnecessary fights. Grumink delights in building his reputation as a cold-blooded killer, and goes out of his way to slay people when doing so might add to his notoriety or attract the attention of the law. He might claim that it isn’t personal, but it is. Grumink is currently working for an oni named Obratu, who seeks the treasure vaults of Besilmer’s long-lost summer palace. The oni believes that the palace lies near the Shrine of the Tender Oath, a secret dwarven retreat in the Vale of Dancing Waters. It hired Grumink and his crew of cutthroats to seize the shrine and start digging (see “The Vale of Dancing Waters” in chapter 6). The thought of defiling one of his people’s holy places troubles Grumink not at all. Other Villains Not every troublemaker in the Dessarin Valley is a cultist. Some prefer to keep their affiliation with the elemental cults secret, while many more have nothing to do the cults. This section presents a collection of villains from the introductory adventures and side treks in chapter 6.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"chaotic evil","Expansion":7390,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Grung","description":"Sentient, poisonous frogs that live in trees. Truly, the gods hate us. —Volo Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures. Tree-Dwelling Amphibians. Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity. Castes and Colors. Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. Green grungs are the tribe’s warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the Grung stat block to represent members of the green, blue, and purple castes.) Red grungs are the tribe’s scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the Grung Wildling stat block to represent members of the red caste.) Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe’s sovereign is always a gold grung. (Use the Grung Elite Warrior stat block to represent members of the orange and gold castes.) A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste. Naturally Toxic. All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. Slavers. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic. Water Dependency. A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of exhaustion at the end of that day. A grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. Variant: Grung Poison Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung. Green. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands. Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn. Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body of liquid or mud. Red. The poisoned creature must use its action to eat if food is within reach. Orange. The poisoned creature is frightened of its allies. Gold. The poisoned creature is charmed and can speak Grung. Traits Amphibious : The grung can breathe air and water. Poisonous Skin : Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap : The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Dagger (Melee) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. Dagger (Ranged) : Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (grung)","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Expansion":1,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Grung","description":"Grungs are aggressive frog-like humanoids found in rainforests and jungles. They are fiercely territorial and see themselves as superior to most other creatures. Castes and Colors. Grung society is a caste system. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. Green grungs are the tribe's warriors, hunters, and laborers. Blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purpl grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.) Red Grungs are the tribe's scholars and spellcasters, and they are superior to purple, blue, and green grungs. (Use the grung wildling stat block to represent members of the red caste.) Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.) Traits Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (grung)","Alignment":"lawful evil","Expansion":7389,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Grung","description":"The grung stat block represents a typical grung warrior or hunter, met either in a grung community or traveling elsewhere as a mercenary, game warden, guard, or bandit. Grungs Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity. Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung’s color (see “Variant: Grung Poison”). They also use this venom to poison their weapons. Variant: Grung Poison A creature poisoned by a grung can suffer an additional effect that depends on the grung’s color, as described below. This effect lasts until the creature is no longer poisoned by the grung. Blue Grung. The poisoned creature must make a loud noise at the start and end of its turn. Gold Grung. The creature is charmed by the grung and can speak Grung. Green Grung. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands. Orange Grung. The poisoned creature is frightened of its allies. Purple Grung. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body of liquid or mud. Red Grung. The poisoned creature must use its action to eat if food is within reach. Traits Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Water Dependency. If the grung isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4) poison damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid","Alignment":"Any Alignment\r","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Grung","description":"Grungs are aggressive frog-like humanoids found in rain forests and jungles. They are fiercely territorial and see themselves as superior to most other creatures. Castes and Colors. Grung society is a caste system. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. Green grungs are the tribe’s warriors, hunters, and laborers. Blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. Traits Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Water Dependency. If the grung isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 5 (2d4) poison damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid","Alignment":"Any Alignment","Expansion":31454,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Grung Elite Warrior","description":"Grungs are aggressive frog-like humanoids found in rainforests and jungles. They are fiercely territorial and see themselves as superior to most other creatures. Castes and Colors. Grung society is a caste system. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. Green grungs are the tribe's warriors, hunters, and laborers. Blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purpl grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.) Red Grungs are the tribe's scholars and spellcasters, and they are superior to purple, blue, and green grungs. (Use the grung wildling stat block to represent members of the red caste.) Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.) Traits Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: (1d6+3) piercing damage. The target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (grung)","Alignment":"lawful evil","Expansion":7389,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Grung Elite Warrior","description":"Sentient, poisonous frogs that live in trees. Truly, the gods hate us. —Volo Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures. Tree-Dwelling Amphibians. Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity. Castes and Colors. Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. Green grungs are the tribe’s warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the Grung stat block to represent members of the green, blue, and purple castes.) Red grungs are the tribe’s scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the Grung Wildling stat block to represent members of the red caste.) Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe’s sovereign is always a gold grung. (Use the Grung Elite Warrior stat block to represent members of the orange and gold castes.) A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste. Naturally Toxic. All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. Slavers. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic. Water Dependency. A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of exhaustion at the end of that day. A grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. Variant: Grung Poison Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung. Green. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands. Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn. Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body of liquid or mud. Red. The poisoned creature must use its action to eat if food is within reach. Orange. The poisoned creature is frightened of its allies. Gold. The poisoned creature is charmed and can speak Grung. Traits Amphibious : The grung can breathe air and water. Poisonous Skin : Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap : The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Dagger (Melee) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. Dagger (Ranged) : Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. Shortbow : Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. Mesmerizing Chirr (Recharge 6) : The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (grung)","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Expansion":1,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Grung Elite Warrior","description":"A grung elite warrior typically leads a group of grung and other warriors into battle and is often accompanied by a grung wildling. Grungs Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity. Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung’s color (see “Variant: Grung Poison”). They also use this venom to poison their weapons. Variant: Grung Poison A creature poisoned by a grung can suffer an additional effect that depends on the grung’s color, as described below. This effect lasts until the creature is no longer poisoned by the grung. Blue Grung. The poisoned creature must make a loud noise at the start and end of its turn. Gold Grung. The creature is charmed by the grung and can speak Grung. Green Grung. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands. Orange Grung. The poisoned creature is frightened of its allies. Purple Grung. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body of liquid or mud. Red Grung. The poisoned creature must use its action to eat if food is within reach. Traits Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Water Dependency. If the grung isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage. Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune. Each Humanoid or Beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Grung Elite Warrior","description":"Grungs are aggressive frog-like humanoids found in rain forests and jungles. They are fiercely territorial and see themselves as superior to most other creatures. Castes and Colors. Grung society is a caste system. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe’s sovereign is always a gold grung. Traits Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Water Dependency. If the grung isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage. Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune. Each Humanoid or Beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid","Alignment":"Any Alignment","Expansion":31454,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Grung Hunter","description":"The crafty green-skinned grung hunters are skilled archers. Their main role is to hunt for food for the tribe and watch for any intruders that may enter their territory. Traits Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Grung)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Grung Shaman","description":"Grung shamans serve as the tribe's elder scholars and advisors. They can harness and manipulate the elements around them and predict the weather, helping and guiding their tribe to survive its harsh environment. Traits Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. Spellcasting. The grung casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: druidcraft 3/day each: entangle, healing word, thunderwave 1/day each: erupting earth, freedom of movement, stinking cloud","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Grung)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Grung Sorcerer","description":"Grung sorcerers are the tribe's red grung magic-users. While they provide fire, light, and warmth to the village, their primary role is artillery support to grung war parties and capture slaves. Just like all other sorcerers, these grungs believe that they are blessed by dragons. As such, mastering the dragon’s breath spell is a grung’s rite of passage to becoming a full-fledged sorcerer. Traits Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Poison Lash. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d10 + 2) poison damage. If the target is a creature, it is also poisoned until the end of the grung’s next turn. A poisoned creature has disadvantage on saving throws made against the grung's spells. Spellcasting. The grung casts one of the following spells using Charisma as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: mage hand, minor illusion, shape water 1/day each: color spray, hold person, mirror image, thunderwave Bonus Actions Heightened Spell (1/Day). When the grung casts a spell that forces a creature to make a saving throw to resist the spell's effects, the grung gives one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell (1/Day). The grung uses Spellcasting.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Grung)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Grung Sovereign","description":"The golden-skinned grung sovereign stands as the leader of its tribe. Not one to shy away from a battle, the sovereign leads its grung army with its strong and commanding presence and a trilling battle chirr that spurs and emboldens all grung that hear it. Traits Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Multiattack. The grung makes two Dagger attacks or two Shortbow attacks. It can use Mesmerizing Chirr in place of one of these attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage. Mesmerizing Chirr (Recharge 5–6). The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the grung's next turn. Bonus Actions Battle Command. The grung targets one ally it can see within 30 feet of it. If the target can see or hear the grung, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Battle Chirr (1/Day). The grung makes a chirring noise that rouses its allies. Each grung ally within 30 feet of this grung and able to hear it gains advantage on attack rolls and saving throws until the start of the grung's next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Grung)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Grung Wildling","description":"Grungs are aggressive frog-like humanoids found in rainforests and jungles. They are fiercely territorial and see themselves as superior to most other creatures. Castes and Colors. Grung society is a caste system. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. Green grungs are the tribe's warriors, hunters, and laborers. Blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purpl grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.) Red Grungs are the tribe's scholars and spellcasters, and they are superior to purple, blue, and green grungs. (Use the grung wildling stat block to represent members of the red caste.) Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.) Traits Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells: 1st level (4 slots): cure wounds , jump 2nd level (3 slots): barkskin , spike growth 3rd level (2 slots): plant growth Standing Leap. The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Consitution saving throw or take 5 (2d4) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage. The target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (grung)","Alignment":"lawful evil","Expansion":7389,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Grung Wildling","description":"Sentient, poisonous frogs that live in trees. Truly, the gods hate us. —Volo Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures. Tree-Dwelling Amphibians. Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity. Castes and Colors. Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. Green grungs are the tribe’s warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the Grung stat block to represent members of the green, blue, and purple castes.) Red grungs are the tribe’s scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the Grung Wildling stat block to represent members of the red caste.) Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe’s sovereign is always a gold grung. (Use the Grung Elite Warrior stat block to represent members of the orange and gold castes.) A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste. Naturally Toxic. All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons. Slavers. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic. Water Dependency. A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of exhaustion at the end of that day. A grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. Variant: Grung Poison Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung’s skin color. This effect lasts until the creature is no longer poisoned by the grung. Green. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands. Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn. Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body of liquid or mud. Red. The poisoned creature must use its action to eat if food is within reach. Orange. The poisoned creature is frightened of its allies. Gold. The poisoned creature is charmed and can speak Grung. Traits Amphibious : The grung can breathe air and water. Poisonous Skin : Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting : The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells: • 1st level (4 slots): cure wounds , jump • 2nd level (3 slots): barkskin , spike growth • 3rd level (2 slots): plant growth Standing Leap : The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Actions Dagger (Melee) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. Dagger (Ranged) : Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. Shortbow : Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (grung)","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Expansion":1,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Grung Wildling","description":"Gifted with druidic magic, a grung wildling typically serves as an advisor, a healer, and a nurturer of crops. Grungs Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity. Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung’s color (see “Variant: Grung Poison”). They also use this venom to poison their weapons. Variant: Grung Poison A creature poisoned by a grung can suffer an additional effect that depends on the grung’s color, as described below. This effect lasts until the creature is no longer poisoned by the grung. Blue Grung. The poisoned creature must make a loud noise at the start and end of its turn. Gold Grung. The creature is charmed by the grung and can speak Grung. Green Grung. The poisoned creature can’t move except to climb or make standing jumps. If the creature is flying, it can’t take any actions or reactions unless it lands. Orange Grung. The poisoned creature is frightened of its allies. Purple Grung. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can’t take actions or move except to do so or to reach a body of liquid or mud. Red Grung. The poisoned creature must use its action to eat if food is within reach. Traits Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Water Dependency. If the grung isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage. Spellcasting. The grung casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12): At will: druidcraft 3/day each: cure wounds , spike growth 2/day: plant growth","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Grung Wildling","description":"Grungs are aggressive frog-like humanoids found in rain forests and jungles. They are fiercely territorial and see themselves as superior to most other creatures. Castes and Colors. Grung society is a caste system. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. Red grungs are the tribe’s scholars and spellcasters, and they are superior to purple, blue, and green grungs. Traits Amphibious. The grung can breathe air and water. Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start. Water Dependency. If the grung isn’t immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage. Spellcasting. The grung casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12): At will: druidcraft 3/day each: cure wounds , spike growth 2/day: plant growth","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid","Alignment":"Any Alignment","Expansion":31454,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Grungs","description":"Grungs are aggressive frog-like humanoids found in rain forests and jungles. They are fiercely territorial and see themselves as superior to most other creatures. Castes and Colors. Grung society is a caste system. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood. Green grungs are the tribe’s warriors, hunters, and laborers. Blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.) Red grungs are the tribe’s scholars and spellcasters, and they are superior to purple, blue, and green grungs. (Use the grung wildling stat block to represent members of the red caste.) Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe’s sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.)","properties":{"Category":"Monsters"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Guajona","description":"This nocturnal creature is often mistaken for a hag or vampire, but related to neither. A thin, humanoid figure with wrinkled, yellow skin, the guajona is a hematophage, feeding on the blood of living humanoids. While humanoid in form, several features set a guajona apart. Her feet are bird-like and sport deadly talons. Instead of hands, strands of thorny brambles protrude from her wrists, twining together into an approximation of fingers. The eyes of a guajona shine with an inner light, and her most prominent facial feature is a single long, curving fang that descends down over the lower lip, coming to a point near the chin. Creature of the Night. A guajona spends the daylight hours burrowed under the ground or in a convenient cave or abandoned building. Exposure to sunlight immediately begins to burn the guajona’s skin, and prolonged exposure causes death. At night, the guajona comes forth to hunt. Anesthetic Spittle. The guajona’s saliva is a powerful anesthetic, deadening sensation upon contact. When hunting, the guajona typically picks a sleeping victim, anesthetizing an area on their body before biting in with its tooth and draining blood from the victim. The guajona places the bite in a place not easily seen, to hide evidence of its attack. Often the victim is assumed to be ill, becoming more tired and drained as the guajona feeds on consecutive nights, until the victim dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":3},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Guard","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Actions Spear : Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","AC":"16 (Chain Shirt, Shield)","HP":"11 (2d8+2)","CHA":10,"CON":12,"DEX":12,"INT":10,"STR":13,"WIS":11,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064685/6mgHMCwIyrWaA6POauhoBA/original.png","Roll 0":"One Handed\n1d20 + 3\n1d6+1","Roll 1":"Two Handed\n1d20 + 3\n1d8+1","Skills":"Perception +2","Source":"5th Edition SRD","data-XP":25,"Alignment":"Any Alignment","Languages":"Any One Language (Usually Common)","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Spear (One-Handed)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"piercing\"},{\"Name\":\"Spear (Two-Handed)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 1\",\"Damage Type\":\"piercing\"},{\"Name\":\"Spear (Ranged)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"3\",\"Reach\":\"20/60 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+0","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"+0","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/8","Passive Perception":12,"data-CrNum":0.125,"data-AcNum":16,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Guard","description":"Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Actions Spear (Melee; One-Handed) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Spear (Melee; Two-Handed) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Spear (Ranged) : Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Guard Drake","description":"Actions Multiattack. The drake attacks twice, once with its bite and once with its tail. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"unaligned","Expansion":4500,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Guard Drake","description":"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watchbeast that can follow simple commands. Gifts from Dragons. The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours. Eager to Learn. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes. Variant: Chromatic Guard Drakes Each type of chromatic dragon’s scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below. Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage. Blue Guard Drake. A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage. Green Guard Drake. A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage. Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage. White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage. Actions Multiattack : The guard drake makes two attacks: one with its bite and one with its tail. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Guard Drake","description":"This monster appears in the Rise of Tiamat module. Actions Multiattack. The drake makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"unaligned","Expansion":7392,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Guard Drake","description":"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast that can follow simple commands. Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a chromatic dragon’s aid; the dragon typically helps to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges from the cauldron and hatches within a few hours. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes. Variant: Chromatic Drakes Each type of chromatic dragon’s scales creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below. Black Guard Drake . The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to acid damage. Blue Guard Drake . The drake has a burrowing speed of 20 feet and resistance to lightning damage. Green Guard Drake . The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage. Red Guard Drake . The drake has climbing speed of 30 feet and resistance to fire damage. White Guard Drake . The drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage. Actions Multiattack . The guard drake makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Guard Drake","description":"This monster appears in the Hoard of the Dragon Queen module. Actions Multiattack. The drake attacks twice, once with its bite and once with its tail. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"unaligned","Expansion":7391,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Guard Mage","description":"This creature appears in The Festival of the Birds adventure module.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Guard of San Marco","description":"The abbey of San Marco employs heavily armed guards who are led by the paladins. They are no monks, but laymen in the service of the abbey. The guards wear full plate and fight with short spears, but also carry swords and shields on this occasion. If the adventurers use long range weapons or spells, a small number of guards may also carry bows and arrows or a crossbow. The number of fighters is up to you as the GM and should depend on the strength of the group. One single guard is no match for an adventurer of a higher level. Actions Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Crossbow, heavy. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Fighter)","Expansion":30058,"Challenge Rating":"1/2"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Guard of Zariel","description":"Guard Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Diabolical Cults of Zariel Zariel’s cult offers martial training⁠ and talent. It flourishes in areas wracked by war. Refugees with the will to fight but lacking experience are drawn to Zariel, as she can provide them with the skills needed to survive. Established warriors looking for an edge are otherwise her most common recruits. Knightly orders, fighters’ guilds, and mercenary companies are the most likely to come under her sway. Hobgoblins sometimes turn to her, but only if they have escaped the influence of Maglubiyet and his priests⁠. Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Zariel’s cultists can gain the Ferocious Surge trait. Cult leaders can also gain the Infernal Tactics⁠ trait. Actions Ferocious Surge (Recharges after a Short or Long Rest). When this creature hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit. Infernal Tactics⁠. This creature has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them. Spear (One-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Spear (Two-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Spear (Ranged). Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Expansion":4,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Guardian Angel (PB 2)","description":"The Guardian Angel appears when using the Guardian Domain cleric's Channel Divinity. When you gain this feature, choose the nature of your angel: radiant or necrotic. This will affect abilities in the stat block. See this creature's game statistics in the Guardian Angel stat block, which uses your proficiency bonus (PB) in several places. You determine the angel's appearance. Some angels take the form of a humanoid angelic figure dressed with pure garments, while many others espouse a more eldritch appearance. In combat, the angel shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the angel can take any action of its choice, not just Dodge. The guardian appears for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the angel again, or until you die. Traits Incorporeal Being: The angel can move through other creatures as if they were difficult terrain. Actions Divine Blade. Melee Weapon Attack: your spell attack modifier to hit, range 10 ft., one target you can see. Hit: 1d6 + PB radiant or necrotic damage and the angel regains half as many hit points. Bonus Actions Reality Warp. The angel teleports to an empty space adjacent to an allied creature within 60 feet of it. Reactions Self Sacrifice. When a creature other than the angel is hit by an attack while within 30 feet of the angel, the angel can teleport into the creature’s space, taking the damage instead of the creature. To do so, the angel must be able to see both the creature and the attacker. ","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Unaligned","Expansion":27461,"Challenge Rating":"-"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Guardian Angel (PB 3)","description":"The Guardian Angel appears when using the Guardian Domain cleric's Channel Divinity. When you gain this feature, choose the nature of your angel: radiant or necrotic. This will affect abilities in the stat block. See this creature's game statistics in the Guardian Angel stat block, which uses your proficiency bonus (PB) in several places. You determine the angel's appearance. Some angels take the form of a humanoid angelic figure dressed with pure garments, while many others espouse a more eldritch appearance. In combat, the angel shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the angel can take any action of its choice, not just Dodge. The guardian appears for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the angel again, or until you die. Traits Incorporeal Being: The angel can move through other creatures as if they were difficult terrain. Actions Divine Blade. Melee Weapon Attack: your spell attack modifier to hit, range 10 ft., one target you can see. Hit: 1d6 + PB radiant or necrotic damage and the angel regains half as many hit points. Bonus Actions Reality Warp. The angel teleports to an empty space adjacent to an allied creature within 60 feet of it. Reactions Self Sacrifice. When a creature other than the angel is hit by an attack while within 30 feet of the angel, the angel can teleport into the creature’s space, taking the damage instead of the creature. To do so, the angel must be able to see both the creature and the attacker. ","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Unaligned","Expansion":27461,"Challenge Rating":"-"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Guardian Angel (PB 4)","description":"The Guardian Angel appears when using the Guardian Domain cleric's Channel Divinity. When you gain this feature, choose the nature of your angel: radiant or necrotic. This will affect abilities in the stat block. See this creature's game statistics in the Guardian Angel stat block, which uses your proficiency bonus (PB) in several places. You determine the angel's appearance. Some angels take the form of a humanoid angelic figure dressed with pure garments, while many others espouse a more eldritch appearance. In combat, the angel shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the angel can take any action of its choice, not just Dodge. The guardian appears for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the angel again, or until you die. Traits Incorporeal Being: The angel can move through other creatures as if they were difficult terrain. Actions Divine Blade. Melee Weapon Attack: your spell attack modifier to hit, range 10 ft., one target you can see. Hit: 1d6 + PB radiant or necrotic damage and the angel regains half as many hit points. Bonus Actions Reality Warp. The angel teleports to an empty space adjacent to an allied creature within 60 feet of it. Reactions Self Sacrifice. When a creature other than the angel is hit by an attack while within 30 feet of the angel, the angel can teleport into the creature’s space, taking the damage instead of the creature. To do so, the angel must be able to see both the creature and the attacker. ","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Unaligned","Expansion":27461,"Challenge Rating":"-"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Guardian Angel (PB 5)","description":"The Guardian Angel appears when using the Guardian Domain cleric's Channel Divinity. When you gain this feature, choose the nature of your angel: radiant or necrotic. This will affect abilities in the stat block. See this creature's game statistics in the Guardian Angel stat block, which uses your proficiency bonus (PB) in several places. You determine the angel's appearance. Some angels take the form of a humanoid angelic figure dressed with pure garments, while many others espouse a more eldritch appearance. In combat, the angel shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the angel can take any action of its choice, not just Dodge. The guardian appears for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the angel again, or until you die. Traits Incorporeal Being: The angel can move through other creatures as if they were difficult terrain. Actions Divine Blade. Melee Weapon Attack: your spell attack modifier to hit, range 10 ft., one target you can see. Hit: 1d6 + PB radiant or necrotic damage and the angel regains half as many hit points. Bonus Actions Reality Warp. The angel teleports to an empty space adjacent to an allied creature within 60 feet of it. Reactions Self Sacrifice. When a creature other than the angel is hit by an attack while within 30 feet of the angel, the angel can teleport into the creature’s space, taking the damage instead of the creature. To do so, the angel must be able to see both the creature and the attacker. ","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Unaligned","Expansion":27461,"Challenge Rating":"-"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Guardian Angel (PB 6)","description":"The Guardian Angel appears when using the Guardian Domain cleric's Channel Divinity. When you gain this feature, choose the nature of your angel: radiant or necrotic. This will affect abilities in the stat block. See this creature's game statistics in the Guardian Angel stat block, which uses your proficiency bonus (PB) in several places. You determine the angel's appearance. Some angels take the form of a humanoid angelic figure dressed with pure garments, while many others espouse a more eldritch appearance. In combat, the angel shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the angel can take any action of its choice, not just Dodge. The guardian appears for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the angel again, or until you die. Traits Incorporeal Being: The angel can move through other creatures as if they were difficult terrain. Actions Divine Blade. Melee Weapon Attack: your spell attack modifier to hit, range 10 ft., one target you can see. Hit: 1d6 + PB radiant or necrotic damage and the angel regains half as many hit points. Bonus Actions Reality Warp. The angel teleports to an empty space adjacent to an allied creature within 60 feet of it. Reactions Self Sacrifice. When a creature other than the angel is hit by an attack while within 30 feet of the angel, the angel can teleport into the creature’s space, taking the damage instead of the creature. To do so, the angel must be able to see both the creature and the attacker. ","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Unaligned","Expansion":27461,"Challenge Rating":"-"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Guardian Disk","description":"Guardian disks are deceptive constructs created from enchanted crystal, metal, plastic, or other recording media, designed to protect the databanks, libraries, and sacred texts of magical practitioners. When an intruder enters a proscribed area or touches a prohibited object without first speaking a password or otherwise signaling permission to enter, the guardian disk attacks like a gleaming polygon of circuit-engraved graphene darting and slashing with its razor-sharp edges. Deadly Disk. At rest, guardian disks appear identical to any number of different types of magical or non-magical disks, data cards, or similar storage media. When a guardian disk becomes active, it rises in the air and wafts about with casual ease as it approaches its target while magically hardening its edges to the strength of steel. When it attacks, it races past its target, drawing its edges across any exposed flesh, leaving a long, deep, and painful slash that bleeds badly afterward. This is not the scroll’s only means of attack, however. 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These constructs, carved from the very stone that forms the walls and balconies of these hallowed places, are more than mere decoration. For the most part, the gargoyles remain as still and silent as the rocks from which they were wrought, standing sentinel over the sacred spaces they protect, their unblinking eyes ever watchful and their monstrous visages a stern warning to those who might dare to defile the sanctity of the church. However, when such sanctity is threatened or the lives of those within its walls are in peril, these seemingly inert creatures are roused to life. Animated with the divine words of the clergy, they move with a singular purpose: to defend the church and its congregation. As they spring into action, the stone forms of the gargoyles become supple and agile, their wings unfurling to reveal the full extent of their might, before swooping down upon their enemies with the wrath of the divine. Once their duty is complete, the guardian gargoyles return to their stone slumber, resuming their silent watch over the churches they were birthed to protect. Traits False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. Warding Strikes. When the gargoyle hits a creature with an attack, it can mark the creature until the end of the gargoyle’s next turn or until the creature is marked by another gargoyle. While it is within 30 feet of the gargoyle, the marked creature has disadvantage on attack rolls that don't target the gargoyle. Actions Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Boulder. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 6 (1d10 + 1) bludgeoning damage. Reactions Stone Defense. When another creature within 5 feet of the gargoyle takes damage, the gargoyle can partially turn it to stone, giving the target resistance to the triggering damage type(s) until the start of the target's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"lawful good","Expansion":27461,"Challenge Rating":3},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Guardian Giant","description":"Most of the giants in the Boros Legion come from a single clan, the Skorskal, that has long been at odds with the Gruul Clans. These giants are guards and gatekeepers, well represented in the Sunhome Guard, as well as powerful muscle supporting Boros missions. Giants of the Skorskal clan are often assigned to protect Boros garrisons and forts throughout Ravnica. They are excellent sentinels, keen-eyed and vigilant, and serve as living walls to protect smaller soldiers fighting alongside them. Skorskal giants look much like enormous humans with huge muscles and comparatively small heads. Traits Vigilant. The giant can’t be surprised. Actions Multiattack. The giant makes three spear attacks. Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 60/240 ft., one target. Hit: 17 (3d6 + 7) piercing damage, or 20 (3d8 + 7) piercing damage if used with two hands to make a melee attack. Reactions Protection. When an attacker the giant can see makes an attack roll against a creature within 10 feet of the giant, the giant can impose disadvantage on the attack roll.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"lawful neutral","Expansion":7,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Guardian Naga","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Rejuvenation : If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Spellcasting : The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: • Cantrips (at will): mending , sacred flame , thaumaturgy • 1st level (4 slots): command , cure wounds , shield of faith • 2nd level (3 slots): calm emotions , hold person • 3rd level (3 slots): bestow curse , clairvoyance • 4th level (3 slots): banishment , freedom of movement • 5th level (2 slots): flame strike , geas • 6th level (1 slot): true seeing Actions Bite : Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. Spit Poison : Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"127 (15d10+45)","CHA":18,"CON":16,"DEX":18,"INT":16,"STR":19,"WIS":19,"Size":"Large","Type":"monstrosity","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"Bite\n1d20 + 8\n1d8+4","Roll 1":"Spit Poison\n1d20 + 8\n10d8","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":"5,900","Alignment":"Lawful Good","Languages":"Celestial, Common","data-List":"false","Immunities":"Poison","Spell Book":"Mending, Sacred Flame, Thaumaturgy, Command, Cure Wounds, Shield Of Faith, Calm Emotions, Hold Person, Bestow Curse, Clairvoyance, Banishment, Freedom Of Movement, Flame Strike, Geas, True Seeing","Token Size":2,"data-Spells":"{\"spells\":{\"cantrips\":[\"mending\",\"sacred flame\",\"thaumaturgy\"],\"1st\":[\"command\",\"cure wounds\",\"shield of faith\"],\"2nd\":[\"calm emotions\",\"hold person\"],\"3rd\":[\"bestow curse\",\"clairvoyance\"],\"4th\":[\"banishment\",\"freedom of movement\"],\"5th\":[\"flame strike\",\"geas\"],\"6th\":[\"true seeing\"]}}","data-Traits":"[{\"Name\":\"Rejuvenation\",\"Desc\":\"If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.\"},{\"Name\":\"Spellcasting\",\"Desc\":\"The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: \\u2022 Cantrips (at will): mending, sacred flame, thaumaturgy \\u2022 1st level (4 slots): command, cure wounds, shield of faith \\u2022 2nd level (3 slots): calm emotions, hold person \\u2022 3rd level (3 slots): bestow curse, clairvoyance \\u2022 4th level (3 slots): banishment, freedom of movement \\u2022 5th level (2 slots): flame strike, geas \\u2022 6th level (1 slot): true seeing\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"10 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d8 + 4\",\"Damage Type\":\"piercing\",\"Damage 2\":\"10d8\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.\"},{\"Name\":\"Spit Poison\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"8\",\"Reach\":\"15/30 ft.\",\"Target\":\"one creature\",\"Damage\":\"10d8\",\"Damage Type\":\"poison\",\"Desc\":\"The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+4","data-CON-mod":"+3","data-DEX-mod":"+4","data-INT-mod":"+3","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+4","Saving Throws":"Dex +8, Con +7, Int +7, Wis +8, Cha +8","Challenge Rating":10,"Passive Perception":14,"Condition Immunities":"Charmed, Poisoned","data-CrNum":10,"data-AcNum":18,"data-HpNum":127},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Guardian Naga","description":"“If you destroy me, I will return, and everyone you care about will suffer for it.” —Explictica Defilus, spirit naga Nagas Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge. The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters’ treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks. Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga’s immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work. Benevolent Dictators and Brutal Tyrants. A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain. Rivalry. Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga’s authority. Immortal Nature. A naga doesn’t require air, food, drink, or sleep. Guardian Naga Wise and good, the beautiful guardian nagas protect sacred places and items of magical power from falling into evil hands. In their hidden redoubts, they research spells and hatch convoluted plots to thwart the evil designs of their enemies. A guardian naga doesn’t seek out violence, warning off intruders rather than attacking. Only if its foes persist does the naga attack, accosting enemies with its spells and poisonous spittle. Traits Rejuvenation : If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Spellcasting : The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: • Cantrips (at will): mending, sacred flame, thaumaturgy • 1st level (4 slots): command, cure wounds, shield of faith • 2nd level (3 slots): calm emotions, hold person • 3rd level (3 slots): bestow curse, clairvoyance • 4th level (3 slots): banishment, freedom of movement • 5th level (2 slots): flame strike, geas • 6th level (1 slot): true seeing Actions Bite : Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. Spit Poison : Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: 45 (10d8) poison damage. The target must make a DC 15 Constitution saving throw, taking full damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"lawful good","Expansion":2,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Guardian of Gorm","description":"The Guardians of Gorm are stalwart Cynidiceans who worship Gorm, an ancient god of justice, storms, and war. Members of the order wear brass masks bearing the face of their god, who is depicted as a long-haired, bearded man with a stern gaze. Each fully initiated guardian has a small blue lightning bolt tattooed on their right shoulder. Guardians follow a strict code of decorum that values bravery, honesty, and justice tempered with mercy. Still, they are quick to chastise blasphemers, criminals, and cultists who oppose their cause, buffeting these foes with their shocking implements. Guardian of Gorm Guardians are the fearless rank and file of their faction. Traits Brave. The guardian has advantage on saving throws against the frightened condition. Actions Lightning Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) lightning damage. Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Lawful Good","Expansion":31434,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Guardian Ogre","description":"The guardian ogres employed by Mr. Gnax are more servile than regular ogres, but not much smarter. They challenge characters who try to get past them but are easily deceived or distracted. If presented with alcohol while Mr. Gnax isn’t near, they drink without hesitation. An ogre that drinks a barrel of ale becomes poisoned for 8 hours and falls asleep after 30 minutes.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Chaotic Neutral","Expansion":27826,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Guardian Portrait","description":"A guardian portrait looks like a finely rendered and beautifully framed work of art, usually depicting someone important in a realistic manner. The picture and its frame are bound with powerful magic and are inseparable. Living Image. The eyes of the figure depicted in the painting are imbued with darkvision, and they appear to follow creatures that move in front of them. Innate Spells. When a guardian portrait attacks, the figure in the painting animates and moves as though alive (albeit in two dimensions). The guardian portrait has no effective melee attacks, but it has a repertoire of innate spells that it can cast. When it casts a spell, the figure painted on the canvas makes all the appropriate somatic gestures and verbal incantations for the spell. Animated Objects Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons. Constructed Nature. An animated object doesn’t require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. Traits Antimagic Susceptibility. The portrait is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the portrait must succeed on a Constitution saving throw against the caster’s spell save DC or become unconscious for 1 minute. Innate Spellcasting. The portrait’s innate spellcasting ability is Intelligence (spell save DC 12). The portrait can innately cast the following spells, requiring no material components: 3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis False Appearance. While the figure in the portrait remains motionless, the portrait is indistinguishable from a normal painting.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":7388,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Guardian Spirit","description":"A guardian spirit is a celestial being of immense benevolence, summoned from the ethereal realm to serve as a steadfast protector and compassionate companion to mortals in need. It manifests as a floating orb of radiant light, pulsating with divine energy. Divine Bond Through an intricate process of spiritual bonding, the guardian spirit often forms a connection with a chosen mortal. When bonded to a creature in this way, the guardian spirit uses that creature’s Proficiency Bonus (PB) in place of its own whenever one of its traits or actions reference a proficiency bonus. The guardian spirit also enhances the combat abilities of its mortal partner, imbuing them with divine strength and heightened reflexes. The guardian spirit can also unleash holy bolts of light, or channel its celestial energy into its partner, fueling their strikes. Furthermore, the spirit possesses potent healing powers, and can mend wounds and restore vitality to its mortal companion.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial","Alignment":"Neutral Good","Expansion":25354,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Guardian Wolf","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":5016,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Guardian Wolf","description":"Traits Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The wolf makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":29448,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Gug","description":"The gugs are giants of the underworld, long since banished into dark realms for their worship of the eldest and foulest gods. Underworld Godlings. Gugs enjoy smashing and devouring lesser creatures, and their burbling and grunting speech displays a surprising and malign intelligence to those few who can understand it. Gugs are occasionally worshipped by tribes of derro, and their strange underworld cities are filled with filled with esoteric monoliths and constructs. Nocturnal Raiders. While gugs are banished into the underworld in mortal realms, they regularly flout this prohibition by raiding the surface by night. They also spend much time in the Dreamlands and the Ethereal plane; some gug warlocks and sorcerers are said to travel the planes with entourages of fext or noctiny. Prey on Ghouls. Gugs devour ghouls and darakhul as their preferred foodstuffs. When these are not available, they seem to prefer carrion and particular varieties of psychotropic mushrooms, as well as something that is best described as candied bats. Traits Towering Strength: A gug can lift items up to 4,000 pounds as a bonus action. Actions Multiattack: The gug makes two slam attacks, two stomp attacks, or one of each. Slam: Melee Weapon Attack : +11 to hit, reach 10 ft., One creature. Hit : 16 (2d8 + 7) Bludgeoning damage. If a creature is hit by this attack twice in the same turn, the target must make a successful DC 19 Constitution saving throw or gain one level of exhaustion. Stomp: Melee Weapon Attack : +11 to hit, reach 10 ft., One creature. Hit : 20 (2d12 + 7) Bludgeoning damage. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Move: The gug moves up to half its speed. Attack: The gug makes one slam or stomp attack. Swallow: The gug swallows one creature it has grappled. The creature takes 26 (3d12 + 7) bludgeoning damage immediately plus 13 (2d12) acid damage at the start of each of the gug’s turns. A swallowed creature is no longer grappled but is blinded and restrained, and has total cover against attacks and other effects from outside the gug. If the gug takes 75 points of damage in a single turn, the swallowed creature is expelled and falls prone next to the gug. When the gug dies, a swallowed creature can crawl from the corpse by using 10 feet of movement. Throw: The gug throws one creature it has grappled. The creature is thrown a distance of 2d4 times 10 feet in the direction the gug chooses, and takes 20 (2d12 + 7) bludgeoning damage (plus falling damage if they are thrown into a chasm or off a cliff). A gug can throw a creature up to Large size. Small creatures are thrown twice as far, but the damage is the same.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Gug","description":"Gugs are inhuman monstrosities that dwell in the deep places of the world. Whether they were banished to the dark lands by ancient gods or the light-loving races they terrorized, or perhaps were brought to the deep realms by dark powers from some even more inhuman nightmare realm, is unknown, but gugs are loathed by other races for their carnal rites of slaughter. Gugs are 16 feet tall and weigh nearly 2,000 pounds. Flexible. Gugs are huge, but they move with an eerie, unnatural gait as though their limbs contained far too many joints. They can contort and distend their limbs for greater reach or to wriggle easily through impossibly small passages. Cave Ambushers. Gugs may cling for long hours to cave walls or just within dark side-caverns, lying in wait for prey to stumble too close. Their senses are keen, however, and their joy in the bloody hunt is considerable and gugs who catch the scent of blood may stalk their prey for long days, even venturing at times beyond their caves to dare the bright lands of the surface in search of tasty meat to drag back for their horrific sacrifices. Hunter-Scavengers. Gugs are savage fighters when driven by a strong leader, but on their own may flee if brought to fewer than half their hit points, carrying off fresh meat for later feasting if they are able. 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White wings spread wide from his shoulders, and a burning sun disc floats between his white horns. Gugalanna, \"The Great Bull of Heaven Who Makes the Earth Shake,\" is an instrument of Heaven, sent to trample enemies into dust. The sun disc between his horns makes clear his authority. Wrath of the Divine. Gugalanna often arrives in times of war, torture, slavery, or oppression in answer to prayers by the poor or the plague-ridden. While rare, these forms of divine intercession occur often enough that evil-doers are familiar with some of its ways and portents. Shining clouds are said to foretell Gugalanna's arrival, as are flowers blooming in midwinter or on the altars of dark gods. A Friend to Brother Ox. The animal lord Brother Ox seems to be a friend to Gugalanna; the two sometimes work together. Hatred of Blood Magic. The biggest source of evil that brings Gugalanna's attention is the use of blood magic. The use of this form of magic invariably involves blood sacrifices, ritual murder, and other horrors. Gugalanna shakes down the pillars of temples devoted to such activities.","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial","Alignment":"chaotic good","Expansion":45,"Challenge Rating":21},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Guiguai","description":"In some locations, the walls between the worlds of the living and the dead are thin. For the inhabitants of these areas, it is more important than ever to perform proper burial rites, for the smallest mistake could give rise to a guiguai. Lifelike Appearance. If a guiguai does not look a living creature in the eye, it is indistinguishable from how it appeared in life. Once the ghost’s gaze meets a living creature’s gaze, its ghostly nature becomes apparent. Sins of Life. While most ghosts result from the improper burial of a body, guiguai arise due to funeral rites that do not properly atone for the dead individual’s unique sins in life. Restitution to the gods must be made to negate the weight of a person’s sins pulling them back to the world of the living. Undead Nature. The guiguai doesn’t require air, food, drink, or sleep. Manifestation When creating a guiguai, you must choose how the guiguai manifests. Each guiguai manifests in a way unique to the sinful life it led before it died. A manifestation adds one or more features to the base guiguai or adjusts its current features. Each guiguai must have at least one manifestation, but it can have more. Increase the guiguai’s challenge rating by 1 for each manifestation you add to it beyond the first manifestation. Bagui, Drought Ghost This manifestation occurs in humanoids who lived lives filled with greed, lust, and gluttony. In death, they seek to scour that which they once consumed with their scorching wind. A bagui retains its statistics except as noted below. New Action: Desiccating Wind (Recharge 5–6). The bagui exhales a breath of burning wind and choking dust. Nonmagical liquids within 30 feet of the guiguai that aren’t being worn or carried immediately turn to dust. Each creature within 30 feet of the bagui that isn’t a construct or an undead must make a DC 13 Constitution saving throw, taking 11 (2d10) necrotic damage and 11 (2d10) fire damage on a failed save, or half as much damage on a successful one. Plants, oozes and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. Meigui, Trickster Ghost This manifestation occurs in humanoids who caused great disorder during their lives. In death, they exist to spread chaos. A meigui retains its statistics except as noted below. New Action: Cause Chaos. The meigui chooses up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 13 Wisdom saving throw or behave as if affected by the confusion spell for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the meigui’s Cause Chaos for the next 24 hours. New Action: Change Shape. The meigui magically polymorphs into a Tiny or Small beast commonly found on a farm that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the meigui’s choice). In the new form, the guiguai loses its Incorporeal Movement and Necrotic Aura traits and its size changes to that of the new form. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Gudugui, Venomous Ghost This manifestation occurs in humanoids who were hateful to others during their lives. In death, they are compelled to spread their hate like a poison. A gudugui retains its statistics except as noted below. New Action: Poisonous Touch. The gudugui replaces its Withering Touch with the following action: Poisonous Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. New Action: Insect Scream (Recharge 5–6). The gudugui spews insects out of its mouth in a 15-foot cone. Each creature in the area must make a DC 13 Constitution saving throw, taking 9 (2d8) piercing damage and 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. Xiqigui, Spelleating Ghost This manifestation occurs in humanoids whose lives were consumed with the search for arcane power. In death, their appetite continues, compelling them to seek out and consume spell energy. A xiqigui retains its statistics except as noted below. Resistances. The xiqigui no longer has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. It has resistance to bludgeoning, piercing, and slashing from magical attacks. Magical weapons made of peachwood ignore these resistances. New Trait: Spell Absorption Aura. The xiqigui replaces its Incorporeal Movement trait with the following trait: Spell Absorption Aura. When a spellcaster within 20 feet of the xiqigui casts a spell, or when the xiqigui is the target of a spell, the spell fails and has no effect if the spell is 3rd level or lower, and the xiqigui regains hp equal to twice the level of the spell. Laogui, Elder Ghost If a guiguai has 3 or more manifestations, it becomes an elder ghost. The laogui has the following action option in addition to the other statistical changes it earns from its other manifestations: New Action: Call Lesser Guiguai (1/Day). The laogui magically calls 1 shadow. The shadow arrives in 1d4 rounds, acts as an ally of the laogui, and obeys its verbal commands. The shadow remains for 1 hour, until the laogui dies, or until the laogui dismisses it as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Gulguthydra","description":"The bizarre and horrid gulguthydra is a hybrid mix of hydra and the disgusting otyugh. It looks like a disease-ridden hydra with two otyugh-like tentacles. A horrendous stench emanates from it, nauseating any who come near it. Carnivorous Scavenger. The gulguthydra is a scavenger that will try to eat anything that looks or used to look alive. It will always prefer living creatures over carrion. It can devastate a whole ecosystem if left unchecked. Fortunately, they are extremely rare. Traits Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 15 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Stench. Any creature that starts its turn within 10 feet of the gulguthydra must succeed on a DC 19 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the gulguthydra's Stench for 24 hours. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydra makes as many Bite attacks as it has heads, and two Tentacle attacks. It can replace both Tentacle attacks with Tentacle Slam. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) piercing damage. If the target is Large or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. The gulguthydra has two tentacles, each of which can grapple one target. Tentacle Slam. The gulguthydra slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 19 Strength saving throw or take 20 (4d6 + 6) bludgeoning damage and be stunned until the end of the gulguthydra's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Gullkin","description":"As they flap their wings over the ocean surface, birdlike creatures draw back javelins to hurl at their prey below. Gullkin are birdlike humanoids who live in small, floating homes on the surface of the Elemental Plane of Water. Their strong wings allow them to fly long distances, and their powerful breath pushes their foes across the battlefield. Aquatic Hunters. While gullkin live on the surface of the water, they hunt for fish, whales, and other seafood living underwater. Gullkin can dive below the surface for short periods of time to hunt their quarry. Enthusiastic Explorers. Gullkin must seek out new fishing grounds and trading partners to sustain their populations. It is not uncommon to find gullkin pathfinders scouting out new opportunities at ports of call. Gullkin Outposts. While exploring different planes, the gullkin establish outposts in each location. Those who remain at these outposts trade with the locals, and it's not uncommon for the gullkin to defend their allies when those allies are threatened. Hold Breath. The gullkin can hold its breath for 15 minutes. Actions Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. Tempest Breath (Recharges on a Short or Long Rest) . The gullkin exhales a lungful of air in a 15-foot cone. Each creature in that area must succeed on a DC 11 Strength saving throw or be pushed up to 15 feet away from the gullkin.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gullkin)","Alignment":"Any Alignment","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Gullkin, Hunter","description":"As they flap their wings over the ocean surface, birdlike creatures draw back javelins to hurl at their prey below. Gullkin are birdlike humanoids who live in small, floating homes on the surface of the Elemental Plane of Water. Their strong wings allow them to fly long distances, and their powerful breath pushes their foes across the battlefield. Aquatic Hunters. While gullkin live on the surface of the water, they hunt for fish, whales, and other seafood living underwater. Gullkin can dive below the surface for short periods of time to hunt their quarry. Enthusiastic Explorers. Gullkin must seek out new fishing grounds and trading partners to sustain their populations. It is not uncommon to find gullkin pathfinders scouting out new opportunities at ports of call. Gullkin Outposts. While exploring different planes, the gullkin establish outposts in each location. Those who remain at these outposts trade with the locals, and it's not uncommon for the gullkin to defend their allies when those allies are threatened. Hold Breath. The gullkin can hold its breath for 15 minutes. Actions Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. Tempest Breath (Recharges on a Short or Long Rest) . The gullkin exhales a lungful of air in a 15-foot cone. Each creature in that area must succeed on a DC 11 Strength saving throw or be pushed up to 15 feet away from the gullkin.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gullkin)","Alignment":"Any Alignment","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Gulon","description":"This creature has the face and claws of a great cat but a body covered in the shaggy reddish fur of a fox. It moves like a canine, its insatiable mouth dripping with drool. Gulons are forest-dwelling predators addicted to meat. They are known to attack any flesh-based creature they come across, even those much larger than themselves. Insatiable Gluttons. Gulons take immense pleasure in eating. One of these creatures gorges itself on a meal until it can consume no more, then finds two trees very close together. The monster then forces itself through the space between the trees to discharge the food from its body through violence. Once this disgusting process is complete, the gulon continues feeding. Travelers who find large piles of waste between two trees should turn back - for they are in gulon territory. Adventurous Eaters. When a gulon picks up the scent of a creature it has never tasted before, the monster hunts that quarry to the ends of the earth. Gulons have an innate drive to consume as many different kinds of meat as possible. If a gulon is drawn out of its territory following a potential meal, it may wander into a civilized area full of new meaty delights, and it may not leave that new hunting ground for days or weeks. Eating and Mating. Gulons are typically solitary animals, but males do make annual migrations in the spring to seek out a female's territory. If a female accepts a male, they spend weeks hunting together. The male returns to its territory near the end of the season and the female gives birth to a litter of gulon pups that leave the territory when they mature.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Gulper Behemoth","description":"The titanic eel-like creature has delicately dancing frills and flickers of phosphorescence just under its translucent skin. Its mouth opens impossibly wide as it surges forward. Deep Sea Lure. The gulper behemoth lives in the waters of the remotest oceans. It lures sea dwellers to their deaths with dancing motes of light within its massive, ballooning gullet. Rumors abound that even a sharp pinprick will deflate the sea monster. Gulper Behemoth’s Lair The gulper’s lair is filled with brightlycolored and labyrinthine giant corals. Smaller, mutualistic predators swim throughout the lair, keeping it well protected. Lair Actions On initiative count 20 (losing initiative ties), the gulper behemoth takes a lair action to cause one of the following effects; the gulper behemoth can’t use the same effect two rounds in a row: * The gulper behemoth commands deep sea eels and plants to constrict a target it can see within 60 feet of it. The target must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round. * The gulper behemoth commands plants and coral to shoot boiling water at up to three creatures it can see within 60 feet of it. Each target must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Gumienniki","description":"These stooped creatures resemble elderly humans with cranberry-colored skin and bright, glowing eyes. They dress in loosely-woven clothing made from hay and foul leather strips. Bargainers. Gumienniki strike fiendish bargains with willing farmers. They offer to protect silos and storehouses from vermin, thieves, and fire in return for a steady supply of livestock. Most of these bargains end poorly for the farmer, who soon discovers that the gumienniki doesn't discriminate when it's hungry. Slip in by Moonlight. The gumienniki travel from the Lower Planes to the Material Plane whenever the moon is full. They delight in sacrificing captured humanoids or livestock in starlight, and the harvest moon is of particular importance to them. During the harvest moon, gumienniki are said to sprout flaming wings, which allow them to fly. Servants of the Harvest. The gumienniki sometimes ally themselves with dark fertility cults in hidden groves, bringing blood sacrifices directly from their protected farmers to an altar. The farmers themselves may eventually be brought into the cult. The gumienniki may ally with a pack of roggenwolf or rattok demons to starve entire villages. In a few cases, they become servants to vampires, spying on a village in their cat form and reporting any effort to resist the vampire's rule.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend (shapechanger)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Gunvald Halraggson","description":"Tribe of the Bear Internal strife has splintered what remains of the Bear Tribe today. The turmoil began shortly after a band of Bear Tribe hunters recovered pieces of chardalyn from the frozen corpses of several dwarves. Oblivious to the demonic magic suffusing the crystal, tribe members used the shards to fashion heads for their spears and axes. Contact with the crystal corrupted these warriors over time, turning them into chardalyn berserkers. Their cruelty forced the king to banish them from the tribe. These outcasts have since begun raiding Bear Tribe camps for sacrifices, which they offer up to Auril to gain the Frostmaiden’s favor. King Gunvald Halraggson The thirty-year-old Bear King cuts an impressive figure and is renowned for his size and strength. He tries to be honorable, but he is often merciless and doesn’t change his mind easily. He has trouble relating to Ten-Towners, so he avoids them. His perspective on townsfolk might change if they helped him destroy the chardalyn berserkers who have turned against their own. Gunvald has had three wives in six years, each of whom died while she was pregnant. His advisors fear that the gods have cursed Gunvald and the entire tribe. In truth, the king’s doting shaman, Ulkora, lusts for him and surreptitiously poisoned his wives. In time, Ulkora hopes Gunvald will turn his loving eye toward her and allow her to bear his true heir. If Gunvald were to learn the truth, he would put Ulkora to death. Traits Indomitable (3/Day). Gunvald can reroll a saving throw he fails. He must use the new roll. Menacing Blows (1/Turn). Gunvald deals an extra 6 (1d12) damage when he hits a target with a weapon attack. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened until the start of Gunvald’s next turn. Second Wind (Recharges after a Short or Long Rest). As a bonus action, Gunvald can regain 15 hit points. Traits Multiattack. Gunvald makes three melee attacks. Battleaxe. Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: (1d8+5) slashing damage. If it hits, this attack deals an extra 1d12 slashing damage if Gunvald uses Menacing Blows. Battleaxe (Two-Handed). Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: (1d10+5) slashing damage. If it hits, this attack deals an extra 1d12 slashing damage if Gunvald uses Menacing Blows. Javelin (Melee). Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: (1d6+5) piercing damage. If it hits, this attack deals an extra 1d12 piercing damage if Gunvald uses Menacing Blows. Javelin (Ranged). Ranged Weapon Attack : +8 to hit, reach 30/120 ft., one target. Hit: (1d6+5) piercing damage. If it hits, this attack deals an extra 1d12 piercing damage if Gunvald uses Menacing Blows.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":6331,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Gunvald Halraggson","description":"The thirty-year-old Bear King cuts an impressive figure and is renowned for his size and strength. He tries to be honorable, but he is often merciless and doesn’t change his mind easily. He has trouble relating to Ten-Towners, so he avoids them. His perspective on townsfolk might change if they helped him destroy the chardalyn berserkers who have turned against their own. Gunvald has had three wives in six years, each of whom died while she was pregnant. His advisors fear that the gods have cursed Gunvald and the entire tribe. In truth, the king’s doting shaman, Ulkora, lusts for him and surreptitiously poisoned his wives. In time, Ulkora hopes Gunvald will turn his loving eye toward her and allow her to bear his true heir. If Gunvald were to learn the truth, he would put Ulkora to death. Tribe of the Bear Internal strife has splintered what remains of the Bear Tribe today. The turmoil began shortly after a band of Bear Tribe hunters recovered pieces of chardalyn from the frozen corpses of several dwarves. Oblivious to the demonic magic suffusing the crystal, tribe members used the shards to fashion heads for their spears and axes. Contact with the crystal corrupted these warriors over time, turning them into chardalyn berserkers. Their cruelty forced the king to banish them from the tribe. These outcasts have since begun raiding Bear Tribe camps for sacrifices, which they offer up to Auril to gain the Frostmaiden’s favor. Traits Indomitable (3/Day). Gunvald can reroll a saving throw he fails. He must use the new roll. Menacing Blows (1/Turn). Gunvald deals an extra 6 (1d12) damage when he hits a target with a weapon attack. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened until the start of Gunvald’s next turn. Second Wind (Recharges after a Short or Long Rest). As a bonus action, Gunvald can regain 15 hit points. Actions Multiattack. Gunvald makes three melee attacks. Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage when used with two hands, plus 6 (1d12) slashing damage if Gunvald uses Menacing Blows. Javelin. Melee or Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, plus 6 (1d12) piercing damage if Gunvald uses Menacing Blows.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":27909,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Gurija","description":"Gurija is the advisor and consort to Hargulka. She’s not particularly more powerful than a typical troll, but her magical abilities can keep the PCs on their toes if you add her to an encounter where they would not expect to combat sorcery. Traits Spellcasting. Gurija is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can cast the following sorcerer spells: Cantrips (at will): electric arc (as firebolt but damage is changed to 2d10 lightning), prestidigitation, ray of frost, shocking grasp 1st level (4 slots): cause fear, detect magic, shield, thunderwave 2nd level (3 slots): magic weapon, misty step 3rd level (2 slots): dispel magic, lightning bolt, slow Keen Smell. Gurija has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. Gurija regains 10 hit points at the start of her turn. If she takes acid or fire damage, this trait doesn’t function at the start of her next turn. Gurija dies only if she starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Gurija makes three attacks: one with her bite and two with her shocking claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. Shocking Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage and 4 (1d8) lightning damage. Reactions Resist Energy (3/Day). When Gurija is dealt damage from a type of energy, she redirects a portion of that energy away from herself. Gurija gains resistance to the energy type that triggered her reaction, and on her next successful melee weapon attack, she deals 3 (1d6) damage of the triggering type. Sudden Stormburst. When an ally within 60 feet takes acid or fire damage, Gurija summons a torrential but localized rainstorm around the ally. This rainstorm washes away acid and douses fire, immediately ending any ongoing acid or fire damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Guthallath","description":"The normal guthallath is an enormous construct created long ago by ancient empires as war machines. The version of guthallath encountered in the Kingmaker Adventure Path has been described as an ancient robotic construction risen from a long-buried torpor in ancient Numerian badlands, but its statistics are the same, regardless of whether it was created by ancient magic or super science. A guthallath can be built in any shape, but the classic form is that of an immense humanoid giant. Traits Erosion Aura. Any creature within 120 feet of the guthallath loses all of its damage resistances, and objects in the aura take double damage. If a creature starts its turn within the guthallath’s aura, it takes 7 (2d6) bludgeoning damage. Magic Resistance. The guthallath has advantage on saving throws against spells and other magical effects. Magic Weapons. The guthallath’s weapon attacks are magical. Legendary Resistance (3/Day). If the guthallath fails a saving throw, it can choose to succeed instead. Actions Multiattack. The guthallath makes two melee attacks. Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 18 (4d8+9) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 23) and is restrained until the grapple ends. The guthallath has two hands, each of which can only grapple one target. Stomp. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 16 (4d10+9) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or be knocked prone. Deadly Throw. One Huge or smaller creature grappled by the guthallath is thrown up to 50 feet in any direction and is knocked prone. If a thrown target strikes a solid surface, it takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone. Annihilation Beams (Recharge 5–6). The guthallath shoots beams from its eyes in a 120-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces a creature to 0 hit points, its body becomes a pile of fine gray dust. Legendary Actions The guthallath can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The guthallath regains spent legendary actions at the start of its turn. Detect. The guthallath makes a Wisdom (Perception) check. Attack. The guthallath makes a stomp attack. Trample (Costs 2 Actions). The guthallath moves up to 40 feet in a straight line and can move through the spaces of Huge or smaller creatures and objects as if they were difficult terrain. The guthallath makes one stomp attack against each creature and object as it moves through their space. On a hit, a creature must also succeed on a DC 23 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":17526,"Challenge Rating":20},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Gwenavere Poe","description":"Gwenavere is the older sister of Divine Matriarch Mercy V . She is a wispy Noble woman in her early fifties who often wears colorful gowns and opulent headdresses. She carries many symbols of the Sacred Flame at all times to present herself as a devout worshiper of the faith, though she could never muster up the patience and will to cast divine spells as a Flamekeeper . She is exceptionally proud to have her sister as the Divine Matriarch, and everyone in Elyria knows it. She holds the title of her kin over everyone's head and uses it as a justification for her to be treated as though she were royalty.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":"1/8"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Gygan","description":"Gygans are six-armed giants with a single eye. It is rumored that they are descended from an ancient cyclopean race that was spawned by the gods and thrived millennia ago. Their civilization of city-states competed in great gaming competitions with an emphasis on boxing and wrestling. Sometimes these games could devolve into outright warfare. With the decline of their once great civilization, gygans now live together in small family groups or sometimes alone. Civilized . Unlike typical cyclopes, gygans echo their once-great civilization in their current lives. Instead of a city-state comprised of a single grand metropolis and the surrounding area, the gygans of today form groups based around a powerful family. A gygan community begins with a grand founder family estate that is built up over time, that attracts solitary gygans and mates from other family groups. These newcomers construct their own homes nearby, creating patches of relatively secure farmland between estates. Gygans within these family groups cooperate to produce food, wine, clothing, art, and entertainment. These self-sustaining communities rarely interact with non-gygans. Consequently, each insular family group develops a distinct culture that may be lost completely if disaster strikes the community. Some gygan family groups have become so isolated that their members speak dialects not intelligible to other speakers of giant or common, including other gygans in the same area. Superb Athletes . The six arms of a gygan gives it unparalleled athletic prowess. They combine strength with agility and are fearsome warriors due to their ability to use multiple weapons and shields. They can also grapple opponents with their extra arms in order to pin them down before finishing them off.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":4},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Gygan Hero","description":"Gygans are six-armed giants with a single eye. It is rumored that they are descended from an ancient cyclopean race that was spawned by the gods and thrived millennia ago. Their civilization of city-states competed in great gaming competitions with an emphasis on boxing and wrestling. Sometimes these games could devolve into outright warfare. With the decline of their once great civilization, gygans now live together in small family groups or sometimes alone. Civilized . Unlike typical cyclopes, gygans echo their once-great civilization in their current lives. Instead of a city-state comprised of a single grand metropolis and the surrounding area, the gygans of today form groups based around a powerful family. A gygan community begins with a grand founder family estate that is built up over time, that attracts solitary gygans and mates from other family groups. These newcomers construct their own homes nearby, creating patches of relatively secure farmland between estates. Gygans within these family groups cooperate to produce food, wine, clothing, art, and entertainment. These self-sustaining communities rarely interact with non-gygans. Consequently, each insular family group develops a distinct culture that may be lost completely if disaster strikes the community. Some gygan family groups have become so isolated that their members speak dialects not intelligible to other speakers of giant or common, including other gygans in the same area. Superb Athletes . The six arms of a gygan gives it unparalleled athletic prowess. They combine strength with agility and are fearsome warriors due to their ability to use multiple weapons and shields. They can also grapple opponents with their extra arms in order to pin them down before finishing them off.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":6},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Gygor","description":"Gygor, the despair giant, took over its tribe after defeating the preceding chieftain, Hymmir, who went mad. The Matrons of Malice soon visited the giant in its dreams and offered it magical powers in return for its servitude. Gygor accepted its new patrons in the hope of protecting itself against the magical powers it found so hard to comprehend. It learned what it could from the witchcraft taught by the hags during his vivid dreams, but it still struggles to utilize them effectively.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":8},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Gyloof Gullion","description":"Grand Overseer Even from a young age, Gyloof saw the wasteful excess engineered by the powerful. Rule by fear, the press of uncertainty and anxiety, the labyrinthian dance of subterfuge: these things annoyed the pragmatic boy to no end. Surely there was a more efficient way to power. But voicing such concerns would be foolhardy at the best of times, and deadly if not handled with care. Lesser nobles and courtiers to the house would suffer Gyloof’s probing questions, but only insomuch as they must suffer the arrogant male child of Holoth’s ruler. Too often such encounters would lead to a chastisement at the hands of the clergy, and young Gyloof soon found fit to keep his thoughts to himself. As a young man, Gyloof discovered solace in a remote drow monastery. No less ruthless or cunning than the nobles of Holoth’s court, these monks practiced an even, stoic temperament that infuriated drow nobles used to fear and supplication from their servants. Gyloof channeled their teachings into his own life. He learned much from the monastery: how to elicit compliance through pain, how to intimidate through subtle body language, the limits of a mortal body, and conservation of energy to effort. While around him chaos reigned, Gyloof drew power from structured cause and effect. When he returned to his family, he did so with the resolve to carve a place for himself. He could not control his siblings and their ilk, but he could instill order on those over whom his house held power. His gambit bore fruit immediately; Maelora placed him in charge of House Gullion’s slave force. Where once slaves were recalcitrant, bordering even on insurrection, they quickly became compliant and grateful for their lives. Soon his reputation as a taskmaster grew throughout Holoth. Gyloof’s effectiveness as a slave master is defined by his unique approach to control over free-willed individuals. Mirroring the teachings of the monks, he establishes control by allowing them to control themselves: a system that rewards compliance and group effort, while punishing self-preservation and individualism. Gyloof speaks infrequently, but his slaves shudder when he speaks the words, “Who is to blame for this one’s behavior?” All know the answer is the lot of them. Slaves that exhibit exceptional leadership in compliance are granted the temporary title of Regimental Sergeant Major. These slaves become extensions of Gyloof’s will, instilling within several different slave groups the tenets of discipline and cooperation that allows them to succeed under their own efforts. Never are these leaders allowed to hold their positions of power for too long, for such individualism breaks with the teachings a successful slave must adhere to, but it is the slaves themselves that manage these promotions and their eventual demotions, often in response to a raised eyebrow from Gyloof. But no system of control is perfect, and there are always new slaves who are not yet indoctrinated. On the rare occasion a riot erupts, Gyloof can be found in the midst of the fray with a terse aplomb. With stoic confidence, Gyloof conducts combat with seemingly otherworldly martial ability, rendering his opponents disabled or dead with equal effort. Gyloof’s physical prowess has itself become something of a legend amongst the drow of Holoth. Yet workers are a valuable commodity and Gyloof usually delivers non-lethal damage, which often gives newly-arrived slaves a misplaced sense of security. This is an out-and-out error, and the first slave in a new batch who fails to perform is used to demonstrate the folly of such thoughts. In front of every other slave, they are matched against Gyloof in an unarmed contest. The fight is to unconsciousness, a rule that Gyloof vehemently adheres to (these are always one-sided events in the drow’s favor in any case). The loser is then restored to wakefulness and sacrificed immediately to the Great Mother. Gyloof has yet to lose such a match, a fact known by all long-term slaves; surreptitious betting often takes place during these contests, not on whether Gyloof will win, but how quickly and what method he will employ to do so. The young man often uses these fights to introduce some new method he has learned, or some previously unseen combination of blows, just to make it clear to all those under him that he will always be one step ahead of them, drow and slave alike.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":10},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Gynosphinx","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Inscrutable : The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage . Magic Weapons : The sphinx's weapon attacks are magical. Spellcasting : The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: • Cantrips (at will): mage hand , minor illusion , prestidigitation • 1st level (4 slots): detect magic , identify , shield • 2nd level (3 slots): darkness , locate object , suggestion • 3rd level (3 slots): dispel magic , remove curse , tongues • 4th level (3 slots): banishment , greater invisibility • 5th level (1 slot): legend lore Actions Multiattack : The sphinx makes two claw attacks. Claw : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Claw Attack : The sphinx makes one claw attack. Teleport (Costs 2 Actions) : The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions) : The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"136 (16d10+48)","CHA":18,"CON":16,"DEX":15,"INT":18,"STR":18,"WIS":18,"Size":"Large","Type":"monstrosity","Speed":"40 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391835817/UIOGltZJIMfEHhNb8J11oQ/original.png","Roll 0":"Claw\n1d20 + 9\n2d8+4","Senses":"Truesight 120 Ft.","Skills":"Arcana +12, History +12, Perception +8, Religion +8","Source":"5th Edition SRD","data-XP":"7,200","Alignment":"Lawful Neutral","Languages":"Common, Sphinx","data-List":"false","Immunities":"Psychic","Spell Book":"Mage Hand, Minor Illusion, Prestidigitation, Detect Magic, Identify, Shield, Darkness, Locate Object, Suggestion, Dispel Magic, Remove Curse, Tongues, Banishment, Greater Invisibility, Legend Lore","Token Size":2,"data-LANum":3,"Resistances":"Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Spells":"{\"spells\":{\"cantrips\":[\"mage hand\",\"minor illusion\",\"prestidigitation\"],\"1st\":[\"detect magic\",\"identify\",\"shield\"],\"2nd\":[\"darkness\",\"locate object\",\"suggestion\"],\"3rd\":[\"dispel magic\",\"remove curse\",\"tongues\"],\"4th\":[\"banishment\",\"greater invisibility\"],\"5th\":[\"legend lore\"]}}","data-Traits":"[{\"Name\":\"Inscrutable\",\"Desc\":\"The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.\"},{\"Name\":\"Magic Weapons\",\"Desc\":\"The sphinx's weapon attacks are magical.\"},{\"Name\":\"Spellcasting\",\"Desc\":\"The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: \\u2022 Cantrips (at will): mage hand, minor illusion, prestidigitation \\u2022 1st level (4 slots): detect magic, identify, shield \\u2022 2nd level (3 slots): darkness, locate object, suggestion \\u2022 3rd level (3 slots): dispel magic, remove curse, tongues \\u2022 4th level (3 slots): banishment, greater invisibility \\u2022 5th level (1 slot): legend lore\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The sphinx makes two claw attacks.\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"+4","data-CON-mod":"+3","data-DEX-mod":"+2","data-INT-mod":"+4","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+4","Challenge Rating":11,"Passive Perception":18,"Condition Immunities":"Charmed, Frightened","data-Legendary Actions":"[{\"Name\":\"Claw Attack\",\"Desc\":\"The sphinx makes one claw attack.\"},{\"Name\":\"Teleport (Costs 2 Actions)\",\"Desc\":\"The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"},{\"Name\":\"Cast a Spell (Costs 3 Actions)\",\"Desc\":\"The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.\"}]","data-CrNum":11,"data-AcNum":17,"data-HpNum":136},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Gynosphinx","description":"Round she is, yet flat as a board Altar of the Lupine Lords Jewel on black velvet, pearl in the sea Unchanged but e’erchanging, eternally. —Riddle of the gynosphinx of White Plume Mountain Sphinxes In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half. Divine Guardians. Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx’s test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys. Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission. Magical Tests. The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx’s test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought—and will make an enemy of the god that placed the sphinx as a guardian. Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx’s test typically meet a gruesome end beneath its claws. Extraplanar Beings. Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm. Fallen Sphinxes. Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some sphinxes break free of their divine command. However, even if a sphinx’s alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy. Gynosphinx A gynosphinx bears the head of a humanoid female. Many have the regal countenances of worldly queens, but some are marked with wild, leonine features. A gynosphinx’s eyes see beyond the present time and place, and penetrate veils of invisibility and magic. Supplicants who look deep into those eyes might find themselves magically displaced, banished to some far-flung plane where a difficult trial awaits them. Gynosphinxes are virtual libraries of knowledge and lore. They ask riddles and present puzzles to test the wit of supplicants that come to learn their secrets. Some are willing to bargain with such supplicants for treasure or service. A Sphinx’s Lair A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals. Lair Actions On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can’t use an effect again until it finishes a short or long rest: • The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll. • The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx’s choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal. • The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time. • The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can’t use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it. Traits Inscrutable : The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. Magic Weapons : The sphinx's weapon attacks are magical. Spellcasting : The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: • Cantrips (at will): mage hand, minor illusion, prestidigitation • 1st level (4 slots): detect magic, identify, shield • 2nd level (3 slots): darkness, locate object, suggestion • 3rd level (3 slots): dispel magic, remove curse, tongues • 4th level (3 slots): banishment, greater invisibility • 5th level (1 slot): legend lore Actions Multiattack : The sphinx makes two claw attacks. Claw : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Claw Attack : The sphinx makes one claw attack. Teleport (Costs 2 Actions) : The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions) : The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"lawful neutral","Expansion":2,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"H'awouahoua","description":"This fiend is a chimeric collection of animal parts fused together in a vaguely humanoid form, mostly hidden under a draping patchwork coat. Its torso is like a turtle, complete with a hard shell. It is bipedal, standing on one cloven-hoofed goat leg, and the leg of a panther. One arm ends in a monkey’s paw, the other a crab-like claw. Its head is apish, with flaming eyes and curling, ram’s horns. Instead of hair, asps drape down over its head and shoulders. A segmented tail bearing a scorpion’s sting extends out of the bottom of its shell, arcing up to hover over the h’awouahoua’s head. The h’awouahoua is deceptively swift, despite the awkward, hodgepodge makeup of its body. It quickly rushes prey to kill them, flaying the body afterwards and adding the skin to its grotesque coat, then feasting upon the flesh and bones. Soul Collector. The souls of those whose skin is sewn into the h’awouahoua’s coat are bound to those mortal remains. The h’awouahoua uses them to power its magical abilities, and also trades them to other fiends for goods and services. They regularly traffick souls to night hags. When a soul leaves the h’awouahoua’s possession, the skin to which it was bound falls away from the coat and crumbles to dust.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":6},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Ha-Naga","description":"The malevolent ha-naga is a naga of immense size and is venerated by all evil nagas. It appears as a 100-foot long colossal serpent with the head of a beautiful human that has slight reptilian facial features. Its unique scales have no set colors; instead, they shimmer and fade, constantly adjusting to the colors and textures of its surroundings, causing the naga to almost appear invisible. Arcane Juggernaut. The ha-naga is a powerful being with several supernatural abilities. Its mere presence alone can cause all those near it to become enthralled by it. The ha-naga is also a potent magic-user, able to rain down spells of death and destruction. Even though it has no wings, the ha-naga has the natural ability to fly, its body smoothly undulating through the air as if swimming underwater. It uses its flight to maximum advantage, casting spells from afar while remaining a difficult target thanks to its camouflaging scales. Against more powerful opponents, the ha-naga will wrap around them and constrict, squeezing the air out of them while making them vulnerable to the ha-naga’s spells. Ancient God-Kings. While it is not clear where ha-nagas originated from, it is rumored that they were once the most ambitious servants of an ancient god-like progenitor race. These naga servants were entrusted with eons worth of secret magical research. After their masters died out, these nagas dabbled with dark rituals gleaned from the materials given to them, hoping to gain more power. While most died or were driven insane as a result of the rituals, a few were successfully transformed into ha-nagas. This handful of ha-nagas then divided and led the surviving races and ruled over them, each building new civilizations that lasted for thousands of years until its eventual collapse. As time passed, the ha-nagas dwindled and were largely forgotten. This was deliberate though, as ha-nagas became increasingly paranoid, isolated, and secretive, lurking deep within the ruins of the once-great cities they ruled. As they observed new nations rise and advance to great lengths from afar, they seethed with anger and envy, appalled at the ambitions of these young lesser races that seem to mock and disrespect the ha-naga’s legacy. Scheming Tyrants. Due to their near god-like powers, the ha-nagas have become arrogant, narcissistic, and oppressive. They perceive all other creatures as lesser beings to be consumed, dominated, and enslaved. It sees advanced nations like Thay, Amn, and Cormantyr and organizations such as the Lord’s Alliance and the Harpers as blasphemous threats and schemes with other evil creatures, such as dragons, fiends, other nagas, and yuan-ti, to bring them down. A Ha-Naga's Lair The ha-naga prefers temperate to warm regions, living in ancient forests, high mountains, and wild, overgrown jungles. It usually occupies the ruins of forgotten civilizations, often those that it has personally brought down or ruled over, or treasure-filled lairs of adult dragons that the ha-naga has slain. The ha-naga’s sanctum is often the former center of the society, such as a temple, royal court, or amphitheater, with its floors overflowing with the ha-naga’s accumulated wealth. Dark nagas and spirit nagas guard the inner rooms while lesser nagas and other reptilian monsters patrol the outer chambers and periphery of the ha-naga’s lair. Lair Actions On initiative count 20 (losing initiative ties), the ha-naga takes a lair action to cause one of the following effects; the ha-naga can’t use the same effect two rounds in a row: The ha-naga targets one creature it can see within 60 feet of it. The target must succeed on a DC 20 Wisdom saving throw or become frightened until the end of its next turn. While frightened in this way, the creature is paralyzed. Powerful winds buffet the lair in a 60-foot radius around the ha-naga. Each creature other than the ha-naga in that area must succeed on a DC 20 Strength saving throw or take 10 (3d6) bludgeoning damage and be knocked prone. The ha-naga targets one friendly reptilian creature it can sense within 60 feet of it. If the target can see or hear the ha-naga, it can use its reaction to move up to half its speed and make one melee or ranged attack. Regional Effects The region containing a legendary brown ha-naga’s lair is warped by the ha-naga’s magic, which creates one or more of the following effects: Once per day, the ha-naga can alter the weather in a 6-mile radius centered on its lair. The ha-naga doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. Fog lightly obscures the land within 6 miles of the lair. Reptiles within 1 mile of the ha-naga’s lair serve as the ha-naga’s eyes and ears. If the ha-naga dies, the effects fade over the course of 1d10 days. Immortal Nature. A naga doesn’t require air, food, drink, or sleep. Traits Captivating Presence. Any creature that starts its turn within 60 feet of the naga must make a DC 20 Wisdom saving throw. On a failed save, the creature becomes charmed by the naga for 1 minute or until the creature is farther than 60 feet away from it. On a successful save, the creature becomes immune to the naga's Captivating Presence for 24 hours. Chameleon Scales. Wisdom (Perception) checks made to see the naga have disadvantage, and the naga has advantage on Dexterity (Stealth) checks made to hide, as the color of its scales constantly shifts to match its background, providing perfect camouflage. Greater Spell Penetration. When the ha-naga casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 5 levels higher. Legendary Resistance (3/Day). If the naga fails a saving throw, it can choose to succeed instead. Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Magic Resistance. The naga has advantage on saving throws against spells and other magical effects. Actions Multiattack. The naga makes two melee attacks: one with its Bite and one to Constrict. Alternatively, it can make one Constrict attack and cast one spell that takes 1 action to cast. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 16 (3d6 + 6) piercing damage. Constrict. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 21). Until this grapple ends, the target is restrained and has disadvantage on saving throws made against the naga's spells, and the naga can't constrict another target. Stinger. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 15 (2d8 + 6) piercing damage, and the target must make a DC 21 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. Spellcasting. The naga casts one of the following spells, requiring only verbal components and Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks): At will: fire bolt (4d10), light, mage hand, message, prestidigitation, thunderclap (4d6) 2/day each: banishment, counterspell, cone of cold, dispel magic, misty step, shield 1/day each: disintegrate, prismatic spray, earthquake, psychic scream Legendary Actions The naga can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The naga regains spent legendary actions at the start of its turn. Move. The naga moves up to half its speed without provoking opportunity attacks. Coil Whip (Costs 2 Actions). The naga whips its tail around it. Each creature within 15 feet of the naga must succeed on a DC 21 Dexterity saving throw or take 20 (4d6 + 6) bludgeoning damage, pushed up to 10 feet away and be knocked prone. Stinger (Costs 3 Actions). The naga attacks with its Stinger.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":23},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Haakjir","description":"The saber-toothed cat climbed out of the rock, its claws melding into the stone with each step. More glowing eyes appeared behind it as its brethren rose out of the surrounding rock. The haakjir (pronounced “hock-jur”) was created by the deep gnomes by combining traits from earth elementals with saber-toothed tigers to be a guardian for gnomish enclaves. Elemental Beasts. The haakjirs' elemental heritage gives them significant advantages in the depths of the world, such as dense skin and the ability to meld with stone and earth. They didn't inherit all of the elemental's hardiness and must still eat, sleep, and breathe, preventing them from hiding within stone for long periods of time. Steadfast Companions. The priestesses of the deep gnome goddess of motherhood, health, and the hearth raise the haakjirs in their subterranean temples. Trained to work singly and in small packs under the command of the priestesses, the haakjir shine when the enclave is alerted to threats. Though bred and trained by priestesses, haakjirs are very social and protective creatures, making them steadfastly loyal companions and valued members of many deep gnome families. Territorial Protectors. Haakjirs are cunning creatures, and intolerant of any creature that intrudes upon their territory or threatens their wards. A pack of haakjir stalk and observe potentially dangerous intruders by hiding within stone. Haakjirs are trained to attack from above and drop into the center of a group to create maximum confusion. They fight to the death only if a deep gnome or the enclave is in direct danger; in all other circumstances, they retreat when severely injured. Earth Climb. The haakjir can climb difficult earth or stone surfaces, including upside down on ceilings, without needing to make an ability check. Earth Glide. The haakjir can burrow through nonmagical, unworked earth and stone. While doing so, the haakjir doesn't disturb the material it moves through. Earthen Claws. The haakjir's claws easily meld through stone and metal. When the haakjir makes a Claw attack against a creature wearing nonmagical metal armor or wielding a nonmagical metal shield, the attack ignores the AC bonus provided by the armor or shield. If the target is a construct made of stone or metal, the attack ignores the AC bonus provided by the target's natural armor, if any. Pack Tactics. The haakjir has advantage on attack rolls against a creature if at least one of the haakjir's allies is within 5 feet of the creature and the ally isn't incapacitated. Stone Camouflage . The haakjir has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The haakjir makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +5 to hit, 5 ft reach, one target. Hit: 10 (2d6 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 8 (2d4 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Neutral","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Hadozee Explorer","description":"Hadozee explorers scour Wildspace systems for riches and adventure. They often serve as navigators aboard spelljamming ships. To them, the Astral Plane is a mostly uncharted expanse worthy of further exploration. Hadozees Hadozees are slender, highly adaptive Humanoids with simian features and their own language. Their feet are fully as dexterous as their hands, even to the extent of having toes that serve as opposable thumbs. Membranes of skin hang loosely from their arms and legs. When stretched taut between outstretched limbs, these membranes enable a hadozee to glide. On Yazir, their home world, hadozees lived high up in the trees to avoid large predators that walk on land. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing ability comes in handy, as does their ability to glide. A hadozee accustomed to space travel knows how to use a ship’s gravity plane to its advantage in combat, by diving off one side of the ship, gliding under the keel, and appearing on the opposite side of the ship from where it leapt off. Traits Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air. Actions Multiattack. The hadozee makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Musket. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 16 (2d12 + 3) piercing damage. Bonus Actions Nimble Escape. The hadozee takes the Disengage or Hide action. Reactions Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":16643,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Hadozee Shipmate","description":"Hadozee shipmates make up much of the crew aboard some spelljamming ships. Hadozees Hadozees are slender, highly adaptive Humanoids with simian features and their own language. Their feet are fully as dexterous as their hands, even to the extent of having toes that serve as opposable thumbs. Membranes of skin hang loosely from their arms and legs. When stretched taut between outstretched limbs, these membranes enable a hadozee to glide. On Yazir, their home world, hadozees lived high up in the trees to avoid large predators that walk on land. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing ability comes in handy, as does their ability to glide. A hadozee accustomed to space travel knows how to use a ship’s gravity plane to its advantage in combat, by diving off one side of the ship, gliding under the keel, and appearing on the opposite side of the ship from where it leapt off. Traits Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Reactions Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":16643,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Hadozee Warrior","description":"Hadozee warriors make their living as mercenaries, sometimes in the company of pirates. Squads of warriors often adopt colorful names, such as the Soaring Hadozees, the Jammin’ Wingbats, and the Night Howlers. Hadozees Hadozees are slender, highly adaptive Humanoids with simian features and their own language. Their feet are fully as dexterous as their hands, even to the extent of having toes that serve as opposable thumbs. Membranes of skin hang loosely from their arms and legs. When stretched taut between outstretched limbs, these membranes enable a hadozee to glide. On Yazir, their home world, hadozees lived high up in the trees to avoid large predators that walk on land. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing ability comes in handy, as does their ability to glide. A hadozee accustomed to space travel knows how to use a ship’s gravity plane to its advantage in combat, by diving off one side of the ship, gliding under the keel, and appearing on the opposite side of the ship from where it leapt off. Traits Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air. Actions Multiattack. The hadozee makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Reactions Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor. Uncanny Dodge. The hadozee halves the damage that it takes from an attack that hits it, provided it can see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":16643,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Hadraxis Commoner","description":"Hadraxis Adapting to a culture entirely transformed by technological advancements, the hadraxis are among the most paradoxical galactic species. Their chaotic union of technology and evolution rivals prometheans, though the two are far from alike. Hadraxis are a species of crustaceous humanoids with pincer-clawed arms, chitinous legs, and a hardened exoskeleton over their heads and backs. They have their own language, which consists of rhythmic clicks and beats. They also communicate with each other telepathically by broadcasting signals from their tendrils. Evolution Through Science. Facing extinction on their homeworld, the hadraxian people made as many advancements in genetic engineering as they have in modern technology and space travel. Beyond improving lifespan and reducing disease, the Hadraxis vastly augmented both their physical attributes and their natural form of telepathic communication. This allowed them to adopt new roles in a modern society. Whole castes of workers, professionals, and administrative types were born within a generation, giving the species a new sense of equilibrium and staving off their armageddon. Caste and Culture. Hadraxians are defined by their caste, determined by their career or societal role. Hadraxis ship pilots are literally ships themselves, massive beings with long telepathic spines, giant docking bays and entire life support systems. Laborers possess huge load-bearing claws while mathematicians possess secondary brains that handle complex financial or astrophysics calculations. Hadraxian leaders show exemplary traits even beyond the norm. Most are highly intelligent and possess inherent psychic capabilities. Even defined as such, each hadraxis retains their own lives and identity while maintaining a strong and resilient community. Fascination with Humanity. Hadraxians culture often refers to human society as the \"hidden hydraxis,” in reference to humans being just as versatile as hadraxians without the need of specialized castes. Hadraxian scholars and scientists are often obsessed with the study of Sol’s children. This can be beneficial, as many hadraxians would help a human endeavor in return for political, military, or social alliances. However, at their worst impulses, rogue hadraxian scientists have been known to conduct cruel and illegal experiments on human victims.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (hadraxis)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Hadraxis Guardian","description":"Hadraxis Adapting to a culture entirely transformed by technological advancements, the hadraxis are among the most paradoxical galactic species. Their chaotic union of technology and evolution rivals prometheans, though the two are far from alike. Hadraxis are a species of crustaceous humanoids with pincer-clawed arms, chitinous legs, and a hardened exoskeleton over their heads and backs. They have their own language, which consists of rhythmic clicks and beats. They also communicate with each other telepathically by broadcasting signals from their tendrils. Evolution Through Science. Facing extinction on their homeworld, the hadraxian people made as many advancements in genetic engineering as they have in modern technology and space travel. Beyond improving lifespan and reducing disease, the Hadraxis vastly augmented both their physical attributes and their natural form of telepathic communication. This allowed them to adopt new roles in a modern society. Whole castes of workers, professionals, and administrative types were born within a generation, giving the species a new sense of equilibrium and staving off their armageddon. Caste and Culture. Hadraxians are defined by their caste, determined by their career or societal role. Hadraxis ship pilots are literally ships themselves, massive beings with long telepathic spines, giant docking bays and entire life support systems. Laborers possess huge load-bearing claws while mathematicians possess secondary brains that handle complex financial or astrophysics calculations. Hadraxian leaders show exemplary traits even beyond the norm. Most are highly intelligent and possess inherent psychic capabilities. Even defined as such, each hadraxis retains their own lives and identity while maintaining a strong and resilient community. Fascination with Humanity. Hadraxians culture often refers to human society as the \"hidden hydraxis,” in reference to humans being just as versatile as hadraxians without the need of specialized castes. Hadraxian scholars and scientists are often obsessed with the study of Sol’s children. This can be beneficial, as many hadraxians would help a human endeavor in return for political, military, or social alliances. However, at their worst impulses, rogue hadraxian scientists have been known to conduct cruel and illegal experiments on human victims.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"humanoid (hadraxis)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":11},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Hadraxis Noble","description":"Hadraxis Adapting to a culture entirely transformed by technological advancements, the hadraxis are among the most paradoxical galactic species. Their chaotic union of technology and evolution rivals prometheans, though the two are far from alike. Hadraxis are a species of crustaceous humanoids with pincer-clawed arms, chitinous legs, and a hardened exoskeleton over their heads and backs. They have their own language, which consists of rhythmic clicks and beats. They also communicate with each other telepathically by broadcasting signals from their tendrils. Evolution Through Science. Facing extinction on their homeworld, the hadraxian people made as many advancements in genetic engineering as they have in modern technology and space travel. Beyond improving lifespan and reducing disease, the Hadraxis vastly augmented both their physical attributes and their natural form of telepathic communication. This allowed them to adopt new roles in a modern society. Whole castes of workers, professionals, and administrative types were born within a generation, giving the species a new sense of equilibrium and staving off their armageddon. Caste and Culture. Hadraxians are defined by their caste, determined by their career or societal role. Hadraxis ship pilots are literally ships themselves, massive beings with long telepathic spines, giant docking bays and entire life support systems. Laborers possess huge load-bearing claws while mathematicians possess secondary brains that handle complex financial or astrophysics calculations. Hadraxian leaders show exemplary traits even beyond the norm. Most are highly intelligent and possess inherent psychic capabilities. Even defined as such, each hadraxis retains their own lives and identity while maintaining a strong and resilient community. Fascination with Humanity. Hadraxians culture often refers to human society as the \"hidden hydraxis,” in reference to humans being just as versatile as hadraxians without the need of specialized castes. Hadraxian scholars and scientists are often obsessed with the study of Sol’s children. This can be beneficial, as many hadraxians would help a human endeavor in return for political, military, or social alliances. However, at their worst impulses, rogue hadraxian scientists have been known to conduct cruel and illegal experiments on human victims.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (hadraxis)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":7},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Hadrosaurus","description":"The Monster Manual has statistics for several kinds of dinosaurs. This entry provides one more. A hadrosaurus is a semi-quadrupedal herbivore recognizable by its bony head crests. If raised as a hatchling, it can be trained to carry a Small or Medium rider. Actions Tail : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Hadrosaurus","description":"A hadrosaurus is a semi-quadrupedal herbivore recognizable by its bony head crests. If raised as a hatchling, it can be trained to carry a Small or Medium rider. Actions Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":7389,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Hadrosaurus","description":"A hadrosaurus is a semi-quadrupedal herbivore with bony head crests. If raised from a hatchling, it can be trained to carry a rider. Actions Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast (Dinosaur)","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Hadrosaurus","description":"A hadrosaurus is a semi-quadrupedal herbivore recognizable by its bony head crests. If raised as a hatchling, it can be trained to carry a Small or Medium rider. Actions Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast (Dinosaur)","Alignment":"Unaligned","Expansion":31454,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Haeldar Krakensbane","description":"You think you’ve looked death in the eye? Wait until you’ve stared into the empty sockets in the skull of a dragon turtle, after it’s capsized your ship and it’s coming right for you. I’m telling you now, you get too close to the Sunless Isle and pirates are the least of your worries. I know you’ve heard these stories before, but have you ever wondered where the Bloodsails got these bones so they could animate ‘em? I can tell you in two words: Haeldar Krakensbane. That elf was a legend in life, a dragonslayer who fought alongside the rebel elves just for a chance to fight dragons. So he gets himself exiled for his troubles, and sails north with the rest of ‘em. His ship runs afoul of a bloody great kraken, which demands tribute from the fleet. The elves, they’re rightly terrified, and they all agree to pay its price. But Haeldar, he’s not having it. It’s his ancestor, see? Never would bend to a beast. So he seizes control of his ship, and no surprise, kraken sinks it and kills everyone aboard—including Haeldar’s children! You’d think that would be the end of it, but weeks later, as them elves are camped out on the sunless shore, they see a monster on the horizon. It’s the kraken; after it swallowed Haeldar, he refused to die, dug his way up through its heart and out its eye. Now here he is, riding the damn dead thing home. That beast still patrols the waters of Farlnen today. And Haeldar … well, he spends much of his time mourning his lost children, but when the mood is upon him, he goes back to sea. He won’t force his own on the hunt, not again—so he boards a stranger’s vessel, assumes command, and takes it on another monster hunt. If he comes to your ship, hope you’re one of the lucky ones, that he takes down his prey with your vessel still intact. Haeldar Krakensbane never misses his mark … but the ships he sails rarely make it home again. In life, Haeldar Arrael was a Tairnadal of the Draleus Tairn. He fought alongside the line of Vol not because he believed in their cause, but because it gave him the opportunity to fight dragons. Over the course of the conflict, he fell in love with an elf of the Vyrael line, and following the defeat of the line of Vol, he sailed north in the company of his wife and kin. As the story says, when a mighty leviathan threatened his ship, Haeldar put his dreams of glory ahead of the safety of his family. He lost everything, including his own life—but his hunger for victory was so great that he returned as a death knight in the very belly of the kraken, slaying his enemy and animating its corpse. Personality Haeldar’s eternal quest for glory is the only thing that distracts him from all-consuming guilt and shame. He's always searching for a greater, grander challenge, something to overshadow his pain. He's the source of many of the great beasts bound in undeath as guardians of Farlnen. Haeldar slays these creatures—serpents, dragon turtles, and his eponymous kraken—personally, and his unique gift animates those he slays; however, he turns control of these sentinels over to living necromancers upon his return to the island. And as the tale says, when he's in the mood for a hunt, Haeldar sets out on board a Bloodsail vessel—but he then boards and seizes control of some other ship, ensuring he doesn’t place more elves at risk in his relentless pursuit of challenges at sea. Using Haeldar Krakensbane Adventurers on the water could encounter a vessel that’s been seized by Haeldar and is in the midst of a hunt—or they could be aboard a vessel when Haeldar commandeers it, and have to decide whether to fight the death knight or to assist him and hope to survive his hunt. Traits Freedom of Movement. Haeldar ignores difficult terrain, and magical effects can’t reduce his speed or cause him to be restrained. He can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Magic Resistance. Haeldar has advantage on saving throws against spells and other magical effects. Marshal Undead. Haeldar and friendly Undead creatures within 60 feet of him have advantage on saving throws against effects that turn Undead, provided he isn’t incapacitated. Unusual Nature. Haeldar doesn’t require air, food, drink, or sleep. Actions Multiattack. Haeldar makes three Trident attacks. Trident. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage, plus 18 (4d8) necrotic damage. Kraken’s Call (1/Day). Haeldar conjures an enthralled Gargantuan kraken in an unoccupied space he can see within 120 feet of him. Each creature within 20 feet of the kraken must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) lightning damage and 28 (8d6) bludgeoning damage, and it is grappled and restrained (escape DC 18). On a successful save, a creature takes half as much damage and isn’t grappled or restrained. The kraken disappears at the end of Haeldar’s next turn, releasing all grappled creatures when it does. Bonus Actions Leviathan’s Bane (3/Day). Haeldar imbues his weapon with his thirst for the hunt. The next time Haeldar hits a creature with a melee weapon attack within the next minute, his weapon tears at a creature’s soul, and the attack deals an extra 14 (4d6) psychic damage to the target. Creatures that are swimming or immersed in water have vulnerability to the extra psychic damage from this attack. On a hit, the target must also succeed on a DC 18 Wisdom saving throw or it has disadvantage on attack rolls and ability checks, and it can’t take reactions until the end of its next turn. Reactions Parry. Haeldar adds 6 to his AC against one melee attack that would hit him. To do so, Haeldar must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Chaotic Evil","Expansion":21558,"Challenge Rating":17},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Hafgufa","description":"Sea Monsters The Serpent Sea, as well as the many rivers and lakes of Grimnir, are host to a wide variety of fish and aquatic mammals, such as seals and whales. The creatures detailed here are, for the most part, the most dangerous of sea borne predators, save for the great serpent herself. Hafgufa This is the largest of the sentient islands that can be found in the Serpent Sea (and in the seas of Valholl). It has many mouths running along the entire perimeter of its body. These look just like rocks or reefs when closed. It also has numerous eyes that resemble boulders when shut. Sea Ambush. Like a lyngbakr, the hafgufa is an ambush predator, trying to trick terrestrial creatures into walking on its surface. Instead of diving immediately, the hafgufa can use its tentacles and mouths to restrain and eat surface dwellers. Some even allow entire communities to inhabit them, selectively feeding only as needed. Ancestry. Whether a hafgufa is a longer-lived version of a lyngbakr, or a completely separate creature, is the subject of debate among magicians.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":20},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Hag","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":29375,"Challenge Rating":8},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Hag in Waiting","description":"Hags in Waiting, or grand daughters, if they are being referred to around strangers, are impossible to tell apart from any other humanoid female child. Hags in waiting are humans most of the time but any humanoid female less than 13 years in age can be a hag in waiting. Hags in waiting tend to be prettier and smarter than average and take to herbalism, medicine, and nature studies quickly. There are two types of hags in waiting. Some are the actual children of hags who will turn into a hag at age 13 regardless of being tutored or mentored by a hag. Then there are those who are slowly being molded and nudged down a dark path by a hag. These can be apprentices at an herbalist shop run by a hag, female servants in a wilderness lair, orphans and exiles that find a home with a hag, etc. In game terms, these girls become young hags on their 13th birthday unless they are convinced to leave the hag’s presence and manipulations. A girl will avoid becoming a hag if they willingly turn from that path, but no compulsion or charm, except for a wish, can save a girl willing to become a hag. Hags are by no means completely upfront with a hag in waiting and some of them don’t have all the consequences explained before they become young hags. Those who are being tricked or manipulated are referred to as grand daughters by a hag until they are “ready to hear the truth.” Those who have accepted their fate are openly called hags in waiting by other hags and each other. A hag can only have as many hags in waiting equal to her Charisma ability score bonus plus two. As an example, the average sea hag has a Charisma bonus of +1 so she can only train three hags in waiting at a time.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid female child","Alignment":"any","Expansion":34600,"Challenge Rating":0},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Hag Moth","description":"\"In a minute or two the Caterpillar took the hookah out of its mouth and yawned once or twice, and shook itself. Then it got down off the mushroom, and crawled away in the grass…\" — Alice’s Adventures in Wonderland by Lewis Carroll In poisonous mushroom groves, the hag moth thrives. One might venture into such places, foraging for fungi and spot clusters of shimmering dew, only to realize too late that the location is a hag moth’s lair. The dewy eggs of a hag moth develop into caterpillars with the appearance of spun glass. A hag moth caterpillar feasts on fungus deadly to other creatures before weaving a cocoon, where it transforms into its winged adult form then leaves to find its own grove. An adventurer lucky enough to survive an encounter with a hag moth in its lair may discover the rare hag moth mushroom. These large fungi fetch a handsome price at a market. With the right tools, they can be ground into a powder or mixed with other tonics to cure mind-altering effects such as charmed or frightened conditions. Monstrous Metamorphosis . The hag moth caterpillar has a voracious appetite. Though it prefers fungi, it is not a finicky eater. That said, fresh corpses are excellent fodder for their mushroom groves and the remains of many a creature (or adventurer) can be found beneath the thick loam of these places. Once the caterpillar has had its fill, it metamorphoses into a hag moth. Hallucinogenic Breath . The hag moth and caterpillar exhale psychedelic smoke that confuses their target and dizzies them with extreme feelings of euphoria or despair. Hypnotic Eyes . When an adult hag moth flaps its wings, the eye-like circles on them create illusions of eerie eyes seemingly floating outward and hanging in the air. The hapless victims mesmerized by these wings become charmed, and thus easy prey for the creature. Tactics . A hag moth caterpillar’s primary means of attack is with its Bite, which only does a modest amount of piercing damage but a significant amount of poison damage. In addition, its Bite has a chance of imposing the poisoned or paralyzed condition on a target. The caterpillar also grapples enemies with its suction cups, doing further poison damage as a toxic slime covers its slick body. A caterpillar uses the Dash action to climb away when retreating, but a hag moth has the advantage of flight. In its winged form, the hag moth can dive in and out of combat without provoking opportunity attacks. Flyby . The moth doesn't provoke opportunity attacks when it flies out of an enemy's reach. Actions Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (1d10 + 3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Hallucinogenic Breath (Recharge 6) . The moth exhales hallucinogenic smoke in a 15-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn and have disadvantage on ability checks and attack rolls for 1 minute. While under this effect, the target hallucinates, causing all creatures to appear doubled, and its spoken words float off in puffs of smoke that form letters in the air. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Hypnotic Wings (1/Day) . The moth flaps its wings, creating a twisting pattern of colors that weaves through the air. Each creature within 30 feet of the moth that can see it must succeed on a DC 14 Wisdom saving throw or be charmed by the moth until the end of the moth’s next turn. While charmed in this way, the target is incapacitated and has a speed of 0. A Hag Moth's Lair A hag moth makes its lair in poisonous mushroom groves. Lair Actions On initiative count 20 (losing initiative ties), the hag moth can take one of the following lair actions; the moth can’t take the same lair action two rounds in a row: The mushrooms in the lair shriek and release spores. Each creature within 30 feet of a mushroom that is not the moth or its allies must succeed on a DC 15 Constitution saving or become vulnerable to poison damage until initiative count 20 on the next round. Puffs of noxious gas fill a 20-foot-radius sphere centered on a point the moth chooses within 120 feet of it. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 13 (2d12) poison damage. The hag moth creates an area of hallucinatory terrain centered on a point anywhere in its lair. The effect is similar to the hallucinatory terrain spell with the following changes: its area of effect is a 60-foot cube, it only lasts until the start of initiative count 20 on the next round, and it requires a successful DC 15 Intelligence (Investigation) check save to disbelieve it. Regional Effects The region containing a moth’s lair is warped by the hag moth’s presence, which creates one or more of the following magical effects: The land within 6 miles of the lair is difficult terrain, since the earth is moist, and the area is thick with fungi. Fungi within 6 miles of the moth’s lair take on dazzling hues. Within its lair, the moth can create any number of illusory sounds, such as soft music and strange echoes, to be heard in various parts of the lair. If the moth dies, these regional effects end immediately.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":23348,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 13"},{"name":"Hag Moth Caterpillar","description":"\"In a minute or two the Caterpillar took the hookah out of its mouth and yawned once or twice, and shook itself. Then it got down off the mushroom, and crawled away in the grass…” — Alice’s Adventures in Wonderland by Lewis Carroll In poisonous mushroom groves, the hag moth thrives. One might venture into such places, foraging for fungi and spot clusters of shimmering dew, only to realize too late that the location is a hag moth’s lair. The dewy eggs of a hag moth develop into caterpillars with the appearance of spun glass. A hag moth caterpillar feasts on fungus deadly to other creatures before weaving a cocoon, where it transforms into its winged adult form then leaves to find its own grove. An adventurer lucky enough to survive an encounter with a hag moth in its lair may discover the rare hag moth mushroom. These large fungi fetch a handsome price at a market. With the right tools, they can be ground into a powder or mixed with other tonics to cure mind-altering effects such as charmed or frightened conditions. Monstrous Metamorphosis. The hag moth caterpillar has a voracious appetite. Though it prefers fungi, it is not a finicky eater. That said, fresh corpses are excellent fodder for their mushroom groves and the remains of many a creature (or adventurer) can be found beneath the thick loam of these places. Once the caterpillar has had its fill, it metamorphoses into a hag moth. Hallucinogenic Breath . The hag moth and caterpillar exhale psychedelic smoke that confuses their target and dizzies them with extreme feelings of euphoria or despair. Tactics . A hag moth caterpillar’s primary means of attack is with its Bite, which only does a modest amount of piercing damage but a significant amount of poison damage. In addition, its Bite has a chance of imposing the poisoned or paralyzed condition on a target. The caterpillar also grapples enemies with its suction cups, doing further poison damage as a toxic slime covers its slick body. A caterpillar uses the Dash action to climb away when retreating, but a hag moth has the advantage of flight. In its winged form, the hag moth can dive in and out of combat without provoking opportunity attacks. Poison Suction Cups . The caterpillar adheres to anything that touches it. A Large or smaller creature adhered to the caterpillar is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. At the end of a grappled creature’s turn, it takes 3 (1d6) poison damage. Actions Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Hallucinogenic Breath (1/Day) . The caterpillar exhales a puff of hallucinogenic smoke at one creature within 5 feet of it. The target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn and have disadvantage on ability checks and attack rolls for 1 minute. While under this effect, the target hallucinates, causing all creatures to appear doubled, and its spoken words float off in puffs of smoke that form letters in the air. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":23348,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Arcadia Issue No. 13"},{"name":"Hag Tree","description":"Hag trees are vengeful treants that have succumbed completely to a hag’s evil manipulations and distrust of civilization. They resemble old twisted, barkless, and leafless trees oozing black tar. These trees have numerous yellow and red eyes on the trunk that constantly look in all directions for anything not invited by the hag that created it. Hag trees are sad and evil, often moving only when the hag that made them is threatened. These trees prefer to fling rocks over melee combat because they don’t want to be bothered by walking. Hag trees will fight to the death, subconsciously wanting a release from their twisted existence.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"neutral evil","Expansion":34600,"Challenge Rating":10},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Hag, Blood","description":"This bent-backed crone has long, leathery arms and cruel, flesh‑shearing talons. Her face is a misshapen mass of leathery flesh with a bulbous nose, like a gnarled knot on an old oak tree. Vampiric Origins. Blood hags have long skulked on the fringes of society. The first blood hags appeared when a red hag mated with a mad vampire archmage­­—their offspring became the first blood hags. Many more followed. Face Stealers. Blood hags prey on mankind, stealing their seed to propagate, their blood to satisfy their insatiable thirst, and their faces as trophies of these short-lived and bloody trysts. Worm Hair. A blood hag’s hair is a morass of wriggling worms, ever thirsty for fresh blood. Traits Blood Sense: A blood hag automatically senses the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet. Innate Spellcasting: The hag’s innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: At will: disguise self, knock, minor illusion, misty step, pass without trace, protection from evil and good, tongues, water breathing 3/day each: bestow curse, invisibility, mirror image 1/day each: cloudkill, modify memory Actions Multiattack: The blood hag makes two claw attacks and one blood-drinking hair attack. Blood-Drinking Hair: Melee Weapon Attack : +9 to hit, reach 10 ft., One target. Hit : 18 (3d8 + 5) Piercing damage and on hit, a Medium or smaller target is grappled, escape DC 15. A grappled creature takes 13, 2d8 + 3, necrotic damage at the start of the hag’s turns, and the hag heals half as many hit points. The hag gains excess healing as temporary hit points. The hag can grapple one or two creatures at a time. Also see Face Peel. Claws: Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 19 (4d6 + 5) Slashing damage. Call the Blood: The blood hag targets a living creature within 30 feet that she detects with her blood sense and makes the target bleed uncontrollably. The target must make a successful DC 16 Constitution saving throw or suffer one of the effects listed below. A target that saves successfully cannot be affected by this hag's ability again for 24 hours. Blood Choke Curse. The target’s mouth fills with blood, preventing any speech or spellcasting with verbal components for 1 minute. Blood Eye. The target’s eyes well up with bloody tears. The target is blinded for 1 minute. Heart Like Thunder. The target hears only the rushing of blood and their thumping heart. They are deaf for 1 minute. Rupturing Arteries. The victim suffers 7 (2d6) slashing damage as its veins and arteries burst open. The target repeats the saving throw at the beginning of each of its turns. It takes 3 (1d6) necrotic damage if the saving throw fails, but the effect ends on a successful save. Face Peel: The blood hag peels the face off one grappled foe. The target must make a DC 17 Dexterity saving throw. If the saving throw fails, the face is torn off; the target takes 38 (8d6 + 10) slashing damage and is stunned until the start of the hag’s next turn. If the save succeeds, the target takes half damage and isn’t stunned. Heal, regeneration, or comparable magic restores the stolen features; other curative magic forms a mass of scar tissue. The peeled-off face is a tiny, animated object (per the spell—20 HP, AC 18, no attack, Str 4, Dex 18) under the hag’s control. It retains the former owner’s memories and personality. Blood hags keep such faces as trophies, but they can also wear someone’s face to gain advantage on Charisma (Deception) checks made to imitate the face’s former owner.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Hag, Brine","description":"Clawed, spined, and eel-tailed, this scaly, fishlike crone is slick with slime and seaweed and dotted with crusts of barnacles. The brine hag inhabits coastal regions, lairing in hidden grottoes, shipwrecks, and tidal caves. Sometimes posing as fishers or oyster diggers under hoods or cloaks, they prey on beachcombers, castaways, and fishermen. Corrupted Beauty. Brine hags were once aquatic fey who were lured into evil doings by evil, primordial entities of the deeps. Whether coerced or tempted, these marine monstrosities have been transformed by their unrepented acts. Cruel Manipulators. Like the creatures that created them, brine hags regularly manipulate weaker-willed beings, drawing them into wicked intrigues. They delight in corrupting others, reveling as much in those that embrace evil as in the despair of those who regret any actions committed due to the hag's influences. Amphibious. The brine hag can breathe air and water. Magic Resistance. The hag has advantage on saving throws against spells and other magical effects. Polluted Aura. The brine hag pollutes the water around her when she is submerged. Each creature in the same water as the hag and that start its turn within 20 feet of the hag must succeed on a DC 16 Constitution saving throw or become poisoned while within the aura and for 1 minute after it leaves. A poisoned creature that starts its turn outside of the aura can repeat the saving throw, ending the effect on itself on a success. Skilled Submariner. The hag has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find creatures and objects underwater. In addition, she has advantage on Dexterity (Stealth) checks made to hide while underwater. Speak with Aquatic Creatures. The brine hag can communicate with Beasts and Monstrosities that have a swimming speed as if they shared a language. Actions Multiattack. The brine hag makes two Claw attacks and one Tail Slap attack. Claw. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 7 (2d6) poison damage. The target must succeed on a DC 16 Constitution saving throw or become incapacitated until the end of its next turn. If it fails the saving throw by 5 or more, it is paralyzed instead. Tail Slap. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 16 (2d12 +3) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or pushed up to 10 feet away from the hag. Shriek (Recharge 5-6). The brine hag unleashes a painful screeching in a 30-foot cone. Each creature in the area must make a DC 16 Constitution saving throw. On a failure, a creature takes 33 (6d10) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned. Denizens of the Deep (1/Day). The brine hag magically calls four reef sharks, two swarms of quippers, or one Beast of CR 2 or lower that has a swimming speed. The called creatures arrive in 1d4 rounds, acting as allies of the hag and obeying her spoken commands. The Beasts remain for 1 hour, until the hag dies, or until the hag dismisses them as a bonus action. Spellcasting. The brine hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: minor illusion 3/day each: charm person, major image 1/day: control water","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Hag, Floe","description":"A woman with long, lank hair, green-scaled skin, and elongated fingers hums eerily as it emerges from a hole in the ice. The floe hag is found in freezing cold seas. People living in the fishing villages of the far north know to limit their time on the ice to avoid a floe hag gra bbing them. Tell-Tale Signs. The floe hag clings to the underside of ice floes and knocks on the ice to attract the attention of hunters and fishermen. When a victim gets too close, the hag seizes it and stashes it inside an extradimensional pocket stitched into the back of her sealskin parka. Once she has a captive, she brings it to her lair benea th the ice. Eternal Captive. Captives brought to the floe hag's lair are never seen again. Some say the hag is lonely and wants company, freezing the captives into statues for companionship and decoration. Others say she stays young by slowly absorbing her captives' life energy. On rare occasions, a captive that survives an extended stay in the hag's lair transforms into a new floe hag and leaves the lair to claim its own victi ms and lair. Amphibious. The floe hag can breathe air and water. Ice Walk. The floe hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain covered in ice or snow doesn't cost her extra movement. Actions Multiattack. The floe hag makes two Claw attacks or three Ice Bolt attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 10 (3d6) cold damage, and the target is grappled (escape DC 15) if the hag doesn't have another creature grappled. Ice Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 12 (3d6 + 2) cold damage. Stash. The floe hag stashes a Medium or smaller creature grappled by her or that is incapacitated within 5 feet of her inside an extradimensional pocket in her parka, ending the grappled or incapacitated condition. The extradimensional pocket can hold only one creature at a time. While inside the pocket, the creature is blinded and restrained, and it has total cover against attacks and other effects outside the pocket. The trapped creature can take its action to escape the pocket by succeeding on a DC 15 Strength check and using 5 feet of movement, falling prone in an unoccupied space within 5 feet of the hag. If the floe hag dies, a trapped creature is freed, appearing in an unoccupied space within 5 feet of the hag's body. Distracting Knock (Recharge 5-6). The floe hag raps her knuckles on the ice, creating a magical, echoing knock. Each creature within 30 feet of the hag must make a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't incapacitated. While incapacitated, a creature moves toward the hag by the safest available route on each of its turns, unless there is nowhere to move. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The floe hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: minor illusion, prestidigitation 3/day each: fog cloud, sleep 1/day: sleet storm","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Hag, Mirror","description":"A mirror hag forces an unsuspecting creature to reflect on its own superficiality by gazing into the hag’s horrible face. Hideous Hex. Until a creature can see past the hag’s deformities, it suffers the pain of a disfigured life. Some mirror hags do this for the betterment of all, but most do it because causing pain amuses them. Warped Features. Mirror hags are hunchbacked, with growths and lesions covering their skin. Their joints misalign, and the extremities of their bones press against their skin. However, it is their faces that inspire legends: the blackest moles sprouting long white hairs, noses resembling half-eaten carrots, and eyes mismatched in size, color, and alignment. If a creature recoils from a mirror hag’s looks, she bestows her reconfiguring curse on it. Mirror Covens. Mirror hags can form a coven with two other hags. Generally, mirror hags only form covens with other mirror hags, but from time to time a mirror hag will join a coven of witches or green hags. Traits Innate Spellcasting: The hag’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: disguise self, inflict wounds (4d10), message, ray of enfeeblement 1/day each: detect thoughts, dispel magic, lightning bolt, locate creature, shillelagh, stinking cloud, teleport Magic Resistance: The hag has advantage on saving throws against spells and other magical effects. Confounding Ugliness: When confronting a mirror hag at any range, a creature must make a choice at the start of each of its turns: either avert its eyes so that it has disadvantage on attack rolls against the hag until the start of its next turn, or look at the hag and make a DC 15 Constitution saving throw. Failure on the saving throw leaves the character stunned until the start of its next turn. Actions Multiattack: A mirror hag can use its Reconfiguring Curse and make one melee attack. Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 21 (4d8 + 3) Piercing damage. If target is stunned, damage will be 39 [8d8 + 3] piercing damage. Quarterstaff: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 5 (1d6 + 2) Bludgeoning damage. Reconfiguring Curse: The mirror hag curses a living creature within 60 feet, giving it beastly or hideous features. The target of the reconfiguring curse must succeed on a DC 15 Constitution saving throw or take 1d6 Charisma damage. A successful save renders the target immune to further uses of that hag’s curse for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Hag, Pesta","description":"This hideous crone is wrapped in tattered, black garments and carries a large, wooden rake. Her pale skin is blackened on her nose and fingertips, and her exposed flesh shows open, weeping sores. Pesta hags, also known as plague hags, are physical manifestations of disease. As a pesta hag wanders, disease spreads in her wake, especially where folk antagonize her. A pesta hag will cure diseases from petitioners that come bearing gifts or even on a whim. The gifts demanded vary widely, depending on the hag's mood. She may demand the grandest horse in a lord's stables, for example, but accept a fresh pear or a scarf full of berries from a poor leper. Or she may turn away both without explanation. Ghost Ships. Occasionally, a pesta hag takes passage on a vessel. Inevitably, the crew falls victim to disease. If the entire crew succumbs, the ghost ship continues on its course, often with the body of a determined captain slumped over the wheel to keep the vessel on course. When it docks, the pesta hag slips ashore amid the confusion, leaving the ship and its grisly cargo behind. Disease Sense. The pesta hag can pinpoint the location of poisoned creatures or creatures suffering from a disease within 60 feet of her and can sense the general direction of such creatures within 1 mile of her. Pestilence Aura. At the start of each of the pesta hag's turns, each creature within 10 feet of her takes 4 (1d8) poison damage. If a creature remains within the aura for more than 1 minute, it must succeed on a DC 13 Constitution saving throw or contract a disease of the hag's choice. The disease's saving throw DC is 13, regardless of the disease the hag chooses. Plague Carrier. The pesta hag is immune to diseases. Actions Multiattack. The pesta hag makes two Pestilence Rake or Poison Bolt attacks. Pestilence Rake. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 5 (2d4) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken, and it contracts sewer plague, sight rot, or another disease of the pesta hag's choice. The disease's saving throw DC is 13, regardless of the disease the hag chooses. Poison Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 12 (2d8 + 3) poison damage. Curative Touch (3/Day). The pesta hag touches another creature. The target magically regains 10 (2d8 + 1) hp and is freed from any disease or poison afflicting it. Summon Plague Rats (1/Day). The pesta hag magically calls 1d3 swarms of rats. The called rats arrive in 1d4 rounds, acting as allies of the hag and obeying her spoken commands. The swarms carry a terrible disease. If a creature takes damage from the swarm's Bites, it must succeed on a DC 10 Constitution saving throw or contract the disease. Until the disease is cured, the creature can't regain hp except by magical means, and the target's hp maximum decreases by 3 (1d6) every 24 hours. If the creature's hp maximum drops to 0 as a result of this disease, it dies. The rats remain for 1 hour, until the hag dies, or the hag dismisses them as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Hag, Red","description":"An elder race—much older than the elves, and as old as the dragons, they claim—red hags are the most cunning and longest-lived of the hags, having a lifespan of more than a thousand years. Beautiful and Strong. Unlike their hag kin, red hags are not horrid to look upon, and most are considered comely in their own right. Few know anything about them, and the hags do little to enlighten them, preferring their seclusion. Tied to Nature. The hags have a deep connection with all elements of nature, and they often make their homes in deep forests, in caves, or alongside coastlines. Blood Magic. Because of their close connection to nature, red hags often serve as druids. Within their druidic circles, however, they practice blood sacrifices and perform ritualistic blood magic—both to slake their craving for humanoid blood, but also as a means to venerate Hecate, goddesses of dark magic. Red hags also favor the cleric and wizard classes; few ever seek a martial path. The ancient hags all answer to a hierarchy. Red Hags in Midgard Red hags are more sociable among their own kind than other hags are, and may even live in small communities in remote areas. In ancient times, they settled together in larger clusters and ruled small cities of mixed populations—especially in Old Verrayne. Their current leader is Blood Mother Margase, an ancient druid. Their greatest city, Talitheos, an island metropolis of vast wealth and magical knowledge, sunk during the cataclysm, and the hags have been seeking its ruins ever since. Traits Amphibious: The hag can breathe air and water. Spellcasting: The hag is an 8th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The hag has the following druid spells prepared: Cantrips (at will): animal friendship (red hags treat this as a cantrip), poison spray, thorn whip 1st level (4 slots): cure wounds, entangle, speak with animals 2nd level (3 slots): barkskin, flame blade, lesser restoration 3rd level (3 slots): call lightning, conjure animals, dispel magic, meld into stone 4th level (2 slots): control water, dominate beast, freedom of movement, hallucinatory terrain Magic Resistance: The hag has advantage on saving throws against spells and other magical effects. Blood Stone: A red hag automatically senses the presence of the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet. Actions Claws: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 17 (3d8 + 4) Slashing damage. Siphoning Aura (Recharge 5–6): The red hag radiates an aura in a 30-foot radius, lasting for 3 rounds, that draws all fluids out through a creature’s mouth, nose, eyes, ears, and pores. Every creature of the hag’s choosing that starts its turn in the affected area takes 18 (4d6 + 4) necrotic damage, or half damage with a successful DC 15 Constitution saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral evil","Expansion":3,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Hag, Sand","description":"This withered crone glares malevolently, her face framed by lank gray hair. Her malicious grin is filled with shark teeth, and drool trickles from her lips. Hatred of Beauty. Sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush. False Oasis. They delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can’t flee, and then terrifying and slaughtering them one by one. Drain Bodies. For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from their victims. They leave the mummified remnants in postures of life—tied to a saddle, or atop a guard tower—to terrify others. Sand hags stand 6 to 7 feet tall, weigh less than 150 lb., and dress in torn and tattered robes. Although skeletally thin, a sand hag’s apparent frailty belies her prodigious strength. Traits Magic Resistance: The sand hag has advantage on saving throws against spells and other magical effects. Innate Spellcasting: The sand hag’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: invisibility 2/day each: hallucinatory terrain, major image Mimicry: The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check. Scorpion Step: The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn’t leave tracks, and gains tremorsense 30 ft. Actions Multiattack: The sand hag makes two claw attacks. Claw: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 8 (1d8 + 4) Slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion. Scouring Sirocco (Recharge 5–6): The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag’s next turn. Change Shape: The hag polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Hag, Snow","description":"Wrapped up against the cold in thick furs and a head scarf, this ugly old crone has a hooked nose, blue-tinged skin and long, clawed fingers. She trudges through the snow, leaning heavily on a gnarled staff. Snow hags live in the cold lands of the far north, making their homes in wooden cottages amidst the trees of the taiga or in remote mountainside caves. Evil Whispers. Snow hags enjoy posing as kindly wise women, selling herbal remedies and lucky charms. These remedies will work at first, but their efficacy soon fades, prompting the buyer to ask for something more permanent. The hag is only too willing to help but will ask for a favor in return. This might involve spreading gossip about another villager or playing a \"harmless\"prank on a neighbor. Slowly but surely, things escalate until everyone in the village is at each other's throats, much to the hag's delight. Exiled for Ugliness. The first snow hags were daughters of the Snow Queen (Tome of Beasts), fathered by a hill giant lover she denies ever knowing. Appalled by their ugliness, the Snow Queen threw her offspring into the frozen wastes where they live to this day. Mothers of Beauty. Snow hags reproduce by stealing human infants and eating them. A year and a day after consuming the infant, the hag gives birth to a beautiful ice maiden (Tome of Beasts). The magical kiss of an ice maiden freezes the heart of a mortal, putting it under her spell, but this magic can be broken by the kiss of the victim's true love. If an ice maiden loses seven lovers in this way, she transforms into a snow hag.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Hag, Wood","description":"In the rainforest's mist-draped half-light, a rotting, mossy tree stump mutters to itself. The decomposing mass rises, unfolding from its camouflage of ferns, mosses, and mulch, revealing the short, powerfully-built crone underneath. The wood hag resembles a disheveled, ancient woman. The hag's pallid skin is mottled by patches of mold and clusters of tiny mushrooms. Her clothing consists of draped mosses, lichens, and fern fronds, and it crawls with slugs, grubs, and earthworms. Witch of the Wilds. Wood hags haunt fog-wreathed rainforests, steaming, mountain-top jungles, and murky mangrove swamps. Their homes are moist, moldering places of fern and fungus, snail, and shadow. Wood hags carve out lairs within great, rotting logs, build camouflaged treehouses, or dig rabbit-like warrens into forest floors. Monstrous Matron. Wood hags are friends to cueyatl (see Creature Codex ), shambling mounds, and similar denizens of the dark and damp areas in which they live. Wood hags also create allies and servants from available materials, constructing witchalders (see) and mud golems (see Creature Codex ) to do their bidding. One with the Woods. While the hag remains motionless in forest terrain, she is indistinguishable from an old, decomposing log or tree stump. Magic Resistance. The wood hag has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The wood hag can communicate with Beasts and Plants as if they shared a language. Woodland Walk. Difficult terrain composed of plants doesn't cost the wood hag extra movement. In addition, she can pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. Actions Multiattack. The wood hag makes two Claw or Toxic Splinter attacks. Claw. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 18 (4d8) poison damage. Toxic Splinter. Ranged Spell Attack : +9 to hit, range 60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is paralyzed. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature within 5 feet of the target can take its action to remove the splinter with a successful DC 13 Wisdom (Medicine) check, ending the poisoned condition on the target. Spellcasting. The wood hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17): At will: charm person, entangle 3/day: plant growth 1/day: contagion Bonus Actions Nettling Word. The wood hag heckles, mocks, or jeers at one creature she can see within 30 feet of her. If the creature can hear and understand the hag, it must succeed on a DC 16 Charisma saving throw or become enraged until the end of its next turn. While enraged, a creature has advantage on melee attack rolls, is unable to distinguish friend from foe, and must move to and attack the nearest creature other than the hag. If no other creature is near enough to move to and attack, the enraged creature stalks off in a random direction. Attack rolls against an enraged creature have advantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Hag, Young","description":"Young hags are the female children of hags, aged 13 to 15, undergoing their two year transformation into a hag. They are usually filthy, their hands slowly becoming claws, and they are sometimes described as feral hags. Young hags that are left to fend for themselves usually end up easy prey to organized peasants, guards, or adventurers due to their almost thoughtless need to kill and eat. Young hags under the tutelage of an older hag tend to fare better, but even these will sometimes run off without notice. Young hags that find a quick and untimely death are never avenged. The aunties and grandmothers see this three year period in a hag’s life as a proving time that weeds out the stupid or weak. Young hags ritually cut their skin, obsessively not bathe, and do whatever else they can dream up to become as ugly as possible. Whatever beauty they had in life is quickly snuffed out, replaced by an evil will. A young hag that makes it to her 16th birthday wakes up a full hag, with her first form usually matching the form of her mother. These brand new hags usually form covens with each other or their mother if they are lucky.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":34600,"Challenge Rating":"1/4"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Haghead Creeper","description":"When a hag dies a violent death and its body is left to rot, its malignant essence spreads around its corpse and befouls everything it touches. In very rare instances, the hag's vile ichor seeps into a critter's egg and corrupts the embryo, mutating it. For some reason, perhaps due to the hag's potent magic or some form of a curse, the embryo gestates into a hideous and loathsome horror called a haghead creeper. Two-headed Abomination. A haghead creeper is a giant reptilian monstrosity that resembles a cross between a frog and a salamander. What makes the creature look even more grotesque is its second head, that of the hag's, growing from the top of the reptilian's head. Depraved Hunter. While the haghead creeper retains some of its former life's memories, it is no longer as intelligent. Driven by cruelty, hate, and hunger, the creature lives the rest of its wretched life lurking in foul marshes, swamps, and shores, waiting for hapless victims to torment, kill, and devour. Traits Amphibious. The haghead creeper can breathe air and water. Horrific Appearance. Any humanoid that starts its turn within 30 feet of the haghead creeper and can see the haghead creeper must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the haghead creeper is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the haghead creeper's Horrific Appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the haghead creeper. Actions Multiattack. The haghead uses Death Glare. It then makes one Bite or Swallow attack and one Claws attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage and if the target is Medium or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the haghead creeper can't use its Bite attack against other targets. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Death Glare. The haghead creeper targets one frightened creature it can see within 30 feet of it. If the target can see the haghead creeper, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. Swallow. Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature grappled by the haghead creeper. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage. The creature is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the haghead creeper, and it takes 7 (2d6) acid damage at the start of each of the haghead creeper's turns. The haghead creeper can have only one target swallowed at a time. If the haghead creeper dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Hagspawn Template","description":"Hagspawns are either born to hags or women who mated with a hag that took on a male form. These women usually die during birthing the ugly and physically disfigured hagspawn. If they survive the fear and ire of the community, these children are often abandoned, left to survive on their own, or kept hidden from society. They are usually evil individuals who keep their powers secret and find it hard to fit into their despised societies.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"humanoid","Alignment":"evil","Expansion":17604},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Hagtree","description":"The ancient sentient tree created by the Seven Flowers thousands of years ago was corrupted by the Matrons of Malice upon their rise to power. They imprisoned the souls of the hags who resisted their rule or challenged them into the tree, thereby creating the Hagtree. The midnight hag coven closed the planar entries to their newly conquered Feyrealm domain and narrowed down the option to enter from any of the coexistent planes only through the Hagtree itself. The devious and vile hags bound to the tree allow passage to the other planes only if one sacrifices a virtue to them, which they request rather greedily.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":10},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Hailee Dunn","description":"Traits Ball Bearings (3/day) . As a bonus action, Hailee can release ball beads from a pouch to cover a level 10 ft square area. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. Cunning Action . On each of her turns, Hailee can use a bonus action to take the Dash, Disengage, or Hide action. Evasion . If Hailee is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. She can’t use this trait if she’s incapicated. Northern Indomitability (1/day) . Hailee can reroll a saving throw that she fails. She must use the new roll. Sneak Attack (1/Turn) . Hailee deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Hailee that isn’t incapaciated and Hailee doesn’t have disadvantage on the attack roll. Actions Multiattack . Hailee makes three attacks with her ice pick. Ice Pick . Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage. Reactions Parry . Hailee adds 2 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic neutral","Challenge Rating":5},"publisher":"Matthew Whitby","book":"Volo's Guide to Getting Murdered"},{"name":"Haint","description":"Rising from the sorrowful dead, haints are spirits that change their shape in tragic imitation of what they once were. A haint can shift from its spectral form to appear as the corporeal Humanoid it was in life, passing as a living creature. These spirits might mistakenly view innocents as those who killed them or entreat mortals to exact revenge on their behalf. Traits Incorporeal Movement. The haint can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Unusual Nature. The haint doesn’t require air, food, drink, or sleep. Actions Multiattack. The haint makes two Sorrowful Touch attacks. Sorrowful Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) psychic damage. Change Shape. The haint magically assumes the appearance of the Humanoid it was in life, while retaining its game statistics. The assumed appearance ends if the haint is reduced to 0 hit points or uses an action to end it. Bonus Actions Shared Sorrow. The haint targets one creature it can see within 60 feet of itself that is missing any hit points, sharing its own torment with this pained soul. The target must succeed on a DC 14 Wisdom saving throw or be incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the haint’s Shared Sorrow for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically neutral","Expansion":15687,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Journeys through the Radiant Citadel"},{"name":"Hair Golem","description":"Some golems are made by the concentrated work of dozens or hundreds of Priests, wizards, or other enchanters, focusing all their efforts on a suitably impressive display of their god's power or their arcane mastery. Others are Thrown together by apprentices on a bet or just to prove that hair can, indeed, be animated as a construct. The latter are the lesser golems, a set of golems that are rather easy to create but are often rather feeble when compared to their full-fledged brethren. Mundane Materials. The lesser golems of hair and mud are simply animated piles of those materials. Those made of glass and wood are sturdier and often ornamented in some fashion but are far less robust that iron or clay. Temple and Workshop Helpers. In many instances, a lesser golem is conjured or animated to remove some of the drudgery of daily tasks. Initiate Priests ask a hair golem to sweep the floors and remove spent candles from chapels. Apprentice Alchemists set mud or glass golems to stir cauldrons, pulverize noxious minerals, or feed fires. Construct Nature. A lesser golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Hakim Danku","description":"Appearance and Personality: Hakim is an accomplished Sarcosan soldier, but his time possessed by a Haunting Angel and his battles against the wrathstalker have left him considerably the worse for wear. Hakim and his gear are bloodied and worn. His armor and weapons show signs of heavy use and neglect for maintenance. Under the influence of the Haunting Angel he is very determined to contain or eliminate the wrathstalker. He has no concern for the limitations of the human host. If the PCs manage to free Hakim from his imprisonment, he appreciates their assistance. He believes that they have saved his life, and he is willing to dedicate his life to aiding them in whatever way he can. He insists on accompanying the party as an ally for the remainder of their quest. Bonus Actions Bonus Action. Hakim can use his bonus action to make a single Haft attack. Actions Multiattack. Hakim makes three attacks with his glaive. Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 9 (1d10 + 3) slashing damage Haft. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d4 + 3) bludgeoning damage Reactions Swift Counterstrike. When a creature misses Hakim with a melee or ranged weapon attack, he can use his reaction to move 10 feet. This movement does not provoke attacks of opportunity. After completing this movement, if the creature is within 10 feet of him, Hakim can make a glaive attack against the creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Chaotic Good","Expansion":30502,"Challenge Rating":5},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Haladron","description":"Mechanical Servitors. Hala'ath's favored servitors, haladrons, resemble a toothed cog with a pair of steel wings. An unblinking steel eye sits in the center of each haladron's body. On the Material Plane, haladrons are often sent to assist inventors and activists. They rarely make suggestions, favoring the exploration of an idea over the final execution. Haladrons can be encountered en masse in Gyrespring Fortress, where they tirelessly carry out Hala'ath's dictates. Flyby. The haladron doesn't provoke opportunity attacks when it flies out of an enemy's reach. Immortal Nature. The haladron doesn't require food, drink, or sleep. Immutable Form. The haladron is immune to any spell or effect that would alter its form. Actions Bolt of Law. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 6 (1d8 + 2) radiant damage plus 4 (1d8) thunder damage. Stitch (3/Day). The haladron repairs a single break or tear in an object it touches, leaving no trace of the former damage. If the haladron uses this feature on a creature, the creature regains 3 (1d6) hp.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Celestial","Alignment":"Lawful Good","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Halaster Blackcloak","description":"Halaster, the Mad Mage of Undermountain, is the deranged individual behind most of the traps and horrors found in the great dungeon under Waterdeep. Undermountain is his home, an amusement gallery in which others perform to entertain him. The Mad Mage knows the ever-changing ways of Undermountain as no one else does, for he is the one who controls those changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light. Halaster’s abilities far exceed those of most mortal wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as groups of adventurers try to gain decisive control of just a small section of Undermountain’s halls, Halaster constantly alters the dungeon’s perils to thwart them. Halaster’s true form is that of a tall, gaunt, male human, but he uses magic to take on many other visages and shapes. No matter what form he wears, the Mad Mage giggles and mutters incessantly. Contrary to appearances, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself. Halaster’s Lair As the master of Undermountain, Halaster can alter the entire dungeon to some extent. His lair actions and regional effects don’t extend beyond Undermountain. Lair Actions On initiative count 20 (losing initiative ties), Halaster takes a lair action to cause one of the following effects: Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30 feet of him, turning the open space to solid, worked stone or vice versa. Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door or an archway previously removed in this way. Halaster deactivates or reactivates one of Undermountain’s magic gates. The gate must be within 120 feet of him. Regional Effects When Halaster is in Undermountain, the following effects can occur in any location within the dungeon or in any extraplanar extension of the dungeon: A magical scrying sensor appears, taking the form of a ghostly, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he was in its space. The eye can’t be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required). A minor illusory effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty helm floating as though worn by an invisible figure, and illusory footprints appearing on a dusty floor. Silent apparitions of dead adventurers drift through halls and rooms as though they are lost. An apparition can’t be harmed, and it doesn’t acknowledge creatures or objects in any way. It can’t be dispelled but is suppressed within an antimagic field. Traits Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet. Halaster wields a blast scepter (a very rare magic item that requires attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot. Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical restrictions (see “Alterations to Magic,” in the Dungeon of the Mad Mage module). Arcane Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower. Legendary Resistance (3/Day). If Halaster fails a saving throw, he can choose to succeed instead. Rejuvenation. If Halaster dies in Undermountain, he revives after 1d10 days, with all his hit points and any missing body parts restored. His new body appears in a random safe location in Undermountain. Spellcasting. Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). He can cast disguise self and invisibility at will. He can cast fly and lightning bolt once each without expending a spell slot, but can’t do so again until he finishes a short or long rest. Halaster has the following wizard spells prepared: Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation 1st level (4 slots): mage armor, magic missile, shield, silent image 2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock 3rd level (3 slots): counterspell, dispel magic, fireball 4th level (3 slots): confusion, hallucinatory terrain, polymorph 5th level (3 slots): Bigby’s hand, geas, wall of force 6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion 7th level (2 slots): finger of death, symbol, teleport 8th level (1 slot): maze, mind blank 9th level (1 slot): meteor swarm, wish Actions Blast Scepter. Halaster uses his blast scepter to cast thunderwave as a 4th-level spell (save DC 16). Legendary Actions Halaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent legendary actions at the start of his turn. Cast Spell. Halaster casts a spell of 3rd level or lower. Spell Ward (Costs 2 Actions). Halaster expends a spell slot of 4th level or lower and gains 5 temporary hit points per level of the slot.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":7394,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Halaster Blackcloak","description":"Halaster, the Mad Mage of Undermountain, is the deranged individual behind most of the traps and horrors found in the great dungeon under Waterdeep. Undermountain is his home, an amusement gallery in which others perform to entertain him. The Mad Mage knows the ever-changing ways of Undermountain as no one else does, for he is the one who controls those changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light. Halaster’s abilities far exceed those of most mortal wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as groups of adventurers try to gain decisive control of just a small section of Undermountain’s halls, Halaster constantly alters the dungeon’s perils to thwart them. Halaster’s true form is that of a tall, gaunt, male human, but he uses magic to take on many other visages and shapes. No matter what form he wears, the Mad Mage giggles and mutters incessantly. Contrary to appearances, however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself. Halaster’s Lair As the master of Undermountain, Halaster can alter the entire dungeon to some extent. His lair actions and regional effects don’t extend beyond Undermountain. Lair Actions On initiative count 20 (losing initiative ties), Halaster takes a lair action to cause one of the following effects: Halaster targets a volume of unoccupied space or solid stone no larger than four 10-foot cubes within 30 feet of him, turning the open space to solid, worked stone or vice versa. Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door or an archway previously removed in this way. Halaster deactivates or reactivates one of Undermountain’s magic gates. The gate must be within 120 feet of him. Regional Effects When Halaster is in Undermountain, the following effects can occur in any location within the dungeon or in any extraplanar extension of the dungeon: A magical scrying sensor appears, taking the form of a ghostly, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he was in its space. The eye can’t be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required). A minor illusory effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty helm floating as though worn by an invisible figure, and illusory footprints appearing on a dusty floor. Silent apparitions of dead adventurers drift through halls and rooms as though they are lost. An apparition can’t be harmed, and it doesn’t acknowledge creatures or objects in any way. It can’t be dispelled but is suppressed within an antimagic field. Traits Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet. Halaster wields a blast scepter (a very rare magic item that requires attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot. Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical restrictions (see “Alterations to Magic”). Arcane Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower. Legendary Resistance (3/Day). If Halaster fails a saving throw, he can choose to succeed instead. Rejuvenation. If Halaster dies in Undermountain, he revives after 1d10 days, with all his hit points and any missing body parts restored. His new body appears in a random safe location in Undermountain. Spellcasting. Halaster is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). He can cast disguise self and invisibility at will. He can cast fly and lightning bolt once each without expending a spell slot, but can’t do so again until he finishes a short or long rest. Halaster has the following wizard spells prepared: Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation 1st level (4 slots): mage armor, magic missile, shield, silent image 2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock 3rd level (3 slots): counterspell, dispel magic, fireball 4th level (3 slots): confusion, hallucinatory terrain, polymorph 5th level (3 slots): Bigby’s hand, geas, wall of force 6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion 7th level (2 slots): finger of death, symbol, teleport 8th level (1 slot): maze, mind blank 9th level (1 slot): meteor swarm, wish Actions Blast Scepter. Halaster uses his blast scepter to cast thunderwave as a 4th-level spell (save DC 16). Legendary Actions Halaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent legendary actions at the start of his turn. Cast Spell. Halaster casts a spell of 3rd level or lower. Spell Ward (Costs 2 Actions). Halaster expends a spell slot of 4th level or lower and gains 5 temporary hit points per level of the slot.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":29191,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Waterdeep - Dungeon of the Mad Mage"},{"name":"Haleshi","description":"A tall, gangly humanoid creature with pale-green skin and the head of a mackerel strides out of the water. It wears a loose-fitting tunic and carries a clamshell in its long, spindly hands. Diplomatic Fey. Haleshi are fey that act as intermediaries between fey who live on the land and those who live in oceans and rivers, settling disputes that arise between the two groups. Haleshi are impartial in their rulings and prefer to make decisions based on evidence rather than rumor and speculation. The job of an haleshi is a difficult one due to the chaotic and unpredictable nature of many fey, but they usually receive the backing of the fey lords, particularly the River King , whose court they frequent, and the Bear King , who admires their stoic adherence to duty in the face of adversity. Clam Riders. Haleshi have a mystical connection with ordinary clams and similar mollusks and are able to use mollusks to magically transport themselves from one body of water to another. Food-Lovers. While haleshi have little to do with humanoids in their role as fey diplomats and judges, they have a predilection for human and elven cuisine, particularly desserts such as apple pies and strawberry tartlets. Some fey try to bribe haleshi with human or elven sweets, only to find that the fey are all but incorruptible.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"lawful neutral","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Half-Black Dragon Bagaceratops","description":"Half-Dragon Dinosaurs When Tiamat's second coming was thwarted by a group of adventurers, it was the beginning of the end of the sudden rise of the Cult of the Dragon as forces of the Lord's Alliance, the Order of the Gauntlet, and the Harpers systematically struck each of the cult's main lairs. A small group managed to escape and fled to the Chultan peninsula, carting off with them several dozen unhatched dragon eggs. As they began building a foothold in one of its regions, they experimented with combining the dragon eggs with dinosaur ones. While they mostly failed, they were still able to create a few half-draconic amalgamations, which they now use as guards. Some examples of their creations are presented here. Traits Charge. If the half-dragon moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 Strength saving throw or be pushed up to 10 feet away and knocked prone. Actions Bite . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing Damage. Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Acid Breath (Recharge 5–6). The half-dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Half-Black Dragon Minotaur","description":"Having the powerful bipedal build of a minotaur and the iron-like scales, horns, wings, tail, and razor-sharp claws of a black dragon, this black dragon minotaur hybrid is a terrifying sight to behold. Territorial Predator. The half-black dragon minotaur is incredibly aggressive, highly territorial, and often a solitary creature. It watches over its territory relentlessly, constantly patrolling and hunting any intruders that dare enter its domain. Savage Warrior . Cunning and cruel, this half-dragon enjoys nothing more than a tough battle and slaughtering challenging enemies. It is the main reason it allows itself to enter arenas and fight as a gladiator. The Half-Black Dragon Minotaur's Lair The lair of a half-black dragon minotaur will usually be a complex cave system with numerous tunnels or the ruins of a multi-level ancient structure filled of maze-like side passages and dead ends. Sections of it will often be flooded, and the lair itself will be located in the center of a dense jungle or dismal swamp. The challenge rating of a half-black dragon minotaur increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon chooses up to three points on the ground it can see within its lair. Noxious swamp gas erupts in a 10-foot-radius sphere centered on each of those points. Each creature in those areas must succeed on a DC 15 Constitution saving throw or become poisoned until initiative count 20 on the next round. A poisoned creature is incapacitated. The half-dragon chooses a point on the ground that it can see within its lair. Tendrils of swamp or jungle vegetation extend from the ground and snare creatures and objects in a 30-foot-radius sphere centered on that point. For the duration of the effect, the ground in that area becomes difficult terrain. Each creature other than the half-dragon that starts its turn standing in the area must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round. The half-dragon chooses a point on the ground it can see within its lair. A cloud of toxic swamp gas erupts in a 20-foot-radius sphere centered on that point. Each creature in the area must succeed on a DC 15 Constitution saving throw, taking 4 (1d8) acid damage and 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Amphibious. The half-dragon can breathe air and water. Charge. If the half-dragon moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone. Labyrinthine Recall. The half-dragon can perfectly recall any path it has traveled. Reckless. At the start of its turn, the half-dragon can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The half-dragon makes one Bite or Gore attack and one Greataxe attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 2 (1d4) acid damage. Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Acid Breath (Recharge 5–6). The half-dragon exhales acid in a 30-­foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Black Dragon Minotaur Gladiator","description":"Having the powerful bipedal build of a minotaur and the iron-like scales, horns, wings, tail, and razor-sharp claws of a black dragon, this black dragon minotaur hybrid is a terrifying sight to behold. Territorial Predator. The half-black dragon minotaur is incredibly aggressive, highly territorial, and often a solitary creature. It watches over its territory relentlessly, constantly patrolling and hunting any intruders that dare enter its domain. Savage Warrior. Cunning and cruel, this half-dragon enjoys nothing more than a tough battle and slaughtering challenging enemies. It is the main reason it allows itself to enter arenas and fight as a gladiator. The Half-Black Dragon Minotaur's Lair The lair of a half-black dragon minotaur will usually be a complex cave system with numerous tunnels or the ruins of a multi-level ancient structure filled of maze-like side passages and dead ends. Sections of it will often be flooded, and the lair itself will be located in the center of a dense jungle or dismal swamp. The challenge rating of a half-black dragon minotaur increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon chooses up to three points on the ground it can see within its lair. Noxious swamp gas erupts in a 10-foot-radius sphere centered on each of those points. Each creature in those areas must succeed on a DC 15 Constitution saving throw or become poisoned until initiative count 20 on the next round. A poisoned creature is incapacitated. The half-dragon chooses a point on the ground that it can see within its lair. Tendrils of swamp or jungle vegetation extend from the ground and snare creatures and objects in a 30-foot-radius sphere centered on that point. For the duration of the effect, the ground in that area becomes difficult terrain. Each creature other than the half-dragon that starts its turn standing in the area must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round. The half-dragon chooses a point on the ground it can see within its lair. A cloud of toxic swamp gas erupts in a 20-foot-radius sphere centered on that point. Each creature in the area must succeed on a DC 15 Constitution saving throw, taking 4 (1d8) acid damage and 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Amphibious. The half-dragon can breathe air and water. Brave. The half-dragon has advantage on saving throws against being frightened. Charge. If the half-dragon moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone. Labyrinthine Recall. The half-dragon can perfectly recall any path it has traveled. Reckless. At the start of its turn, the half-dragon can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The half-dragon makes three melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 2 (1d4) acid damage. Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage. Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Wing Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Acid Breath (Recharge 5–6). The half-dragon exhales acid in a 30-­foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. Reactions Parry. The half-dragon adds 3 to its AC against one melee attack that would hit it. To do so, the half-dragon must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Black Dragon Minotaur Gladiator Champion","description":"Having the powerful bipedal build of a minotaur and the iron-like scales, horns, wings, tail, and razor-sharp claws of a black dragon, this black dragon minotaur hybrid is a terrifying sight to behold. Territorial Predator. The half-black dragon minotaur is incredibly aggressive, highly territorial, and often a solitary creature. It watches over its territory relentlessly, constantly patrolling and hunting any intruders that dare enter its domain. Savage Warrior. Cunning and cruel, this half-dragon enjoys nothing more than a tough battle and slaughtering challenging enemies. It is the main reason it allows itself to enter arenas and fight as a gladiator. The Half-Black Dragon Minotaur's Lair The lair of a half-black dragon minotaur will usually be a complex cave system with numerous tunnels or the ruins of a multi-level ancient structure filled of maze-like side passages and dead ends. Sections of it will often be flooded, and the lair itself will be located in the center of a dense jungle or dismal swamp. The challenge rating of a half-black dragon minotaur increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon chooses up to three points on the ground it can see within its lair. Noxious swamp gas erupts in a 10-foot-radius sphere centered on each of those points. Each creature in those areas must succeed on a DC 15 Constitution saving throw or become poisoned until initiative count 20 on the next round. A poisoned creature is incapacitated. The half-dragon chooses a point on the ground that it can see within its lair. Tendrils of swamp or jungle vegetation extend from the ground and snare creatures and objects in a 30-foot-radius sphere centered on that point. For the duration of the effect, the ground in that area becomes difficult terrain. Each creature other than the half-dragon that starts its turn standing in the area must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round. The half-dragon chooses a point on the ground it can see within its lair. A cloud of toxic swamp gas erupts in a 20-foot-radius sphere centered on that point. Each creature in the area must succeed on a DC 15 Constitution saving throw, taking 4 (1d8) acid damage and 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Amphibious. The half-dragon can breathe air and water. Brave. The half-dragon has advantage on saving throws against being frightened. Charge. If the half-dragon moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away and knocked prone. Labyrinthine Recall. The half-dragon can perfectly recall any path it has traveled. Legendary Resistance (1/Day). If the half-dragon fails a saving throw, it can choose to succeed instead. Reckless. At the start of its turn, the half-dragon can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The half-dragon makes three melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 2 (1d4) acid damage. Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage. Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Wing Bash . Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Acid Breath (Recharge 5–6). The half-dragon exhales acid in a 30-­foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one. Reactions Parry. The half-dragon adds 3 to its AC against one melee attack that would hit it. To do so, the half-dragon must see the attacker and be wielding a melee weapon. Legendary Actions The half-dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The half-dragon regains spent legendary actions at the start of its turn. Bite. The half-dragon makes a Bite attack. Wing Attack (Costs 2 Actions). The half-dragon beats its wings. Each creature within 5 feet of the half-dragon must succeed on a DC 18 Dexterity saving throw or take 9 (1d6 + 6) bludgeoning damage and be knocked prone. The half-dragon can then fly up to half its flying speed. Frighten Foes (Costs 1-3 Actions). The half-dragon targets up to 6 creatures of its choice within 60 feet of it. If the target can see and hear the half-dragon, it must make a DC 14 Wisdom saving throw or become frightened of the half-dragon for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the half-dragon’s Frighten Foes for the next 24 hours. It costs 1 legendary action per 2 creatures targeted.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Black Dragon Ogre","description":"An adult half-black dragon ogre stands 11 feet tall and weighs over a thousand pounds. Its massive body is covered in glossy black scales, and its head resembles a black dragon’s but with a shorter snout and tusks growing from its lower jaw. Short but powerful wings spread from its back and a long muscular tail extends from its rear. Evil and Unpredictable Brute. A half-black dragon ogre is brutal, wicked, and volatile. It can be brooding and lazily slumbering in its lair and then viciously lashing out in a murderous rampage the next. Thankfully, its cruel and savage nature is tempered by its stupidity. While a half-black ogre is a bit smarter than its ogre kin, it is still prone to manipulation and trickery. Rapacious Bully. A half-black dragon ogre is extremely greedy, gluttonous, and insatiable. It loves nothing more than looting and hoarding treasure and devouring humanoids, especially dwarves, halflings, and elves. A half-black dragon ogre almost always becomes the chieftain of its band, bullying its underlings to raid nearby civilized encampments. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Amphibious. The half-dragon can breathe air and water. Actions Multiattack. The half-dragon makes one Bite attack and one Greatclub attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 2 (1d4) acid damage. Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Acid Breath (Recharge 5–6). The half-dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Black Dragon Ogre Boss","description":"An adult half-black dragon ogre stands 11 feet tall and weighs over a thousand pounds. Its massive body is covered in glossy black scales, and its head resembles a black dragon’s but with a shorter snout and tusks growing from its lower jaw. Short but powerful wings spread from its back and a long muscular tail extends from its rear. Evil and Unpredictable Brute. A half-black dragon ogre is brutal, wicked, and volatile. It can be brooding and lazily slumbering in its lair and then viciously lashing out in a murderous rampage the next. Thankfully, its cruel and savage nature is tempered by its stupidity. While a half-black ogre is a bit smarter than its ogre kin, it is still prone to manipulation and trickery. Rapacious Bully. A half-black dragon ogre is extremely greedy, gluttonous, and insatiable. It loves nothing more than looting and hoarding treasure and devouring humanoids, especially dwarves, halflings, and elves. A half-black dragon ogre almost always becomes the chieftain of its band, bullying its underlings to raid nearby civilized encampments. A Half-Black Dragon Ogre Boss's Lair A half-black dragon ogre boss prefers to live in sunken caverns and ruins in dreary marshlands or treacherous jungles. A half-black dragon ogre boss encountered in its lair has a challenge rating of 11 (7,200 XP). Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon casts stinking cloud , requiring no material components and using Charisma as the spellcasting ability (spell save DC 13). It lasts until the half-dragon uses this lair action again, becomes incapacitated, or when the half-dragon dies. The half-dragon chooses a point on the ground that it can see within its lair. A 20-foot-radius, 8-foot-deep cylinder of muck that creatures can sink into forms centered on that point. Each foot that a creature moves through the muck costs 4 feet of movement. Each creature that starts its turn in the area or enters it for the first time must succeed on a DC 13 Strength saving throw. On a failed save, a creature sinks into the muck, is restrained, and can't breathe. It or another creature can use an action to end the restrained condition by pulling itself or the sunken creature from the muck with a successful DC 15 Strength (Athletics) check. The half-dragon chooses up to three points on the ground it can see within its lair. Poisonous swamp gas erupts from each point in a 10-foot-radius sphere centered on that point. Each creature in the area must succeed on a DC 13 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Amphibious. The half-dragon can breathe air and water. Legendary Resistance (1/Day). If the half-dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The half-dragon makes one Bite attack and one Maul attack. It can use Sunder or Staggering Blow in place of its Maul attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 2 (1d4) acid damage. Maul. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage and the target has disadvantage on the next weapon attack roll it makes before the end of its next turn. Sunder. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage and if the target is wearing a nonmagical armor or shield, it must succeed on a DC 18 Strength saving throw or the nonmagical armor or shield (determined randomly) of the target takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Pulverizing Blow (4/Day). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage, and if the target is a creature, it must succeed on a DC 18 Constitution saving throw. On a failed save, the creature is incapacitated and its speed reduced to 10 feet for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effects on itself on a success. Acid Breath (Recharge 5–6). The half-dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions The half-dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The half-dragon regains spent legendary actions at the start of its turn. Charge. The half-dragon moves up to its speed. Bite. The half-dragon makes a Bite attack. Wing Attack (Costs 2 Actions). The half-dragon beats its wings. Each creature within 5 feet of the half-dragon must succeed on a DC 18 Dexterity saving throw or take 11 (1d10 + 6) bludgeoning damage and be knocked prone. The half-dragon can then fly up to half its flying speed. Frighten Foes (Costs 1-3 Actions). The half-dragon targets up to 6 creatures of its choice within 60 feet of it. If the target can see and hear the half-dragon, it must make a DC 13 Wisdom saving throw or become frightened of the half-dragon for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the half-dragon’s Frighten Foes for the next 24 hours. It costs 1 legendary action per 2 creatures targeted.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Black Dragon Ogre Mauler","description":"An adult half-black dragon ogre stands 11 feet tall and weighs over a thousand pounds. Its massive body is covered in glossy black scales, and its head resembles a black dragon’s but with a shorter snout and tusks growing from its lower jaw. Short but powerful wings spread from its back and a long muscular tail extends from its rear. Evil and Unpredictable Brute. A half-black dragon ogre is brutal, wicked, and volatile. It can be brooding and lazily slumbering in its lair and then viciously lashing out in a murderous rampage the next. Thankfully, its cruel and savage nature is tempered by its stupidity. While a half-black ogre is a bit smarter than its ogre kin, it is still prone to manipulation and trickery. Rapacious Bully. A half-black dragon ogre is extremely greedy, gluttonous, and insatiable. It loves nothing more than looting and hoarding treasure and devouring humanoids, especially dwarves, halflings, and elves. A half-black dragon ogre almost always becomes the chieftain of its band, bullying its underlings to raid nearby civilized encampments. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Amphibious. The half-dragon can breathe air and water. Actions Multiattack. The half-dragon makes one Bite attack and one Maul attack. It can use Sunder or Staggering Blow in place of its Maul attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 2 (1d4) acid damage. Maul. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage and the target has disadvantage on the next weapon attack roll it makes before the end of its next turn. Sunder. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage and if the target is wearing a nonmagical armor or shield, it must succeed on a DC 17 Strength saving throw or the nonmagical armor or shield (determined randomly) of the target takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Pulverizing Blow (3/Day). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw. On a failed save, the creature is incapacitated and its speed reduced to 10 feet for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effects on itself on a success. Acid Breath (Recharge 5–6). The half-dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (7d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Blue Dragon Ettin","description":"A half-blue dragon ettin appears as a 14-foot tall two-headed giant with blue dragon characteristics. Iridescent blue reptilian scales cover its body, and crooked tusks jut from the lower jaws of both of its draconic heads. Reclusive Tyrant. A half-blue dragon ettin almost always lives a solitary life as it is very intolerant of other creatures and is highly territorial. Just like a typical ettin, and due to its vain nature, the twin heads of the half-blue dragon ettin will constantly argue and bicker with each other. It is probably this reason why, though rarely, it keeps the company of orcs, ogres, or similarly weaker creatures that it enjoys bullying and tormenting to divert its attention. Widened Breath Attack. During combat, the half-blue dragon ettin likes nothing more than to butcher its enemies with its battleaxe and morningstar. If faced with a large number of foes, it will not hesitate to use its lightning breath. Because of its twin draconic heads, the width of its breath attack is twice as wide, making the half-blue dragon ettin a very dangerous adversary. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Two Heads. The half-dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Wakeful. When one of the half-dragon’s heads is asleep, its other head is awake. Actions Multiattack. The half-dragon makes one Bite attack, one Battleaxe attack, and one Morningstar attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 3 (1d6) lightning damage. Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Morningstar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) piercing damage. Lightning Breath (Recharge 5–6). The half-dragon exhales lightning in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 38 (7d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Blue Dragon Ettin Boss","description":"A half-blue dragon ettin appears as a 14-foot tall two-headed giant with blue dragon characteristics. Iridescent blue reptilian scales cover its body, and crooked tusks jut from the lower jaws of both of its draconic heads. Reclusive Tyrant. A half-blue dragon ettin almost always lives a solitary life as it is very intolerant of other creatures and is highly territorial. Just like a typical ettin, and due to its vain nature, the twin heads of the half-blue dragon ettin will constantly argue and bicker with each other. It is probably this reason why, though rarely, it keeps the company of orcs, ogres, or similarly weaker creatures that it enjoys bullying and tormenting to divert its attention. Widened Breath Attack . During combat, the half-blue dragon ettin likes nothing more than to butcher its enemies with its battleaxe and morningstar. If faced with a large number of foes, it will not hesitate to use its lightning breath. Because of its twin draconic heads, the width of its breath attack is twice as wide, making the half-blue dragon ettin a very dangerous adversary. A Half-Blue Dragon Ettin Boss's Lair The half-blue dragon ettin boss construct its lair in cavern complexes and sandswept ruins located in desolate areas. A half-blue dragon ettin boss encountered in its lair has a challenge rating of 14 (11,500 XP). Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon chooses up to two points it can see within its lair. A cloud of sand swirls about in a 10-foot-radius sphere centered on each point. Each creature in the cloud must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The half-dragon chooses up to two points on the ground it can see within its lair. Bolts of lightning flashes down to each of the point from the ceiling directly above it. Each creature within 5 feet of that point must make a DC 14 Dexterity saving throw. A creature takes 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one lightning strike is affected only once. The half-dragon chooses up to two points on the ground it can see within its lair. A 5-foot-radius, 7-foot-deep cylinder of quicksand forms centered on each point and is treated as difficult terrain. Each creature that starts its turn in those areas or enters it for the first time must succeed on a DC 14 Strength saving throw. On a failed save, a creature sinks into the quicksand, is restrained, and can't breathe. It or another creature can use an action to end the restrained condition by pulling itself or the sunken creature from the quicksand with a successful DC 14 Strength (Athletics) check. On a success, the creature is no longer restrained and escapes the quicksand using 10 feet of movement, exiting prone. A restrained creature is shunted to an unoccupied space of its choice within 5 feet of the quicksand and is no longer restrained when the effect ends. The quicksands last for 1 minute, until the half-dragon uses this lair action again, or until the half-dragon dies or is incapacitated. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Legendary Resistance (1/Day). If the half-dragon fails a saving throw, it can choose to succeed instead. Reactive Heads. The half-dragon gets one extra reaction that can be used only for opportunity attacks. Two Heads. The half-dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Wakeful. When one of the half-dragon’s heads is asleep, its other head is awake. Actions Multiattack. The half-dragon makes one Bite attack, one Battleaxe attack, and one Morningstar attack. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 3 (1d6) lightning damage. Battleaxe. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage. Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage. Lightning Breath (Recharge 5–6). The half-dragon exhales lightning in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. Reactions Parry. The half-dragon adds 3 to its AC against one melee attack that would hit it. To do so, the half-dragon must see the attacker and be wielding a melee weapon. Legendary Actions The half-dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The half-dragon regains spent legendary actions at the start of its turn. Bite. The half-dragon makes a Bite attack. Wing Attack (Costs 2 Actions). The half-dragon beats its wings. Each creature within 5 feet of the half-dragon must succeed on a DC 20 Dexterity saving throw or take 12 (1d10 + 7) bludgeoning damage and be knocked prone. The half-dragon can then fly up to half its flying speed. Frighten Foes (Costs 1-3 Actions). The half-dragon targets up to 6 creatures of its choice within 60 feet of it. If the target can see and hear the half-dragon, it must make a DC 14 Wisdom saving throw or become frightened of the half-dragon for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the half-dragon’s Frighten Foes for the next 24 hours. It costs 1 legendary action per 2 creatures targeted.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Blue Dragon Ettin Sentinel","description":"A half-blue dragon ettin appears as a 14-foot tall two-headed giant with blue dragon characteristics. Iridescent blue reptilian scales cover its body, and crooked tusks jut from the lower jaws of both of its draconic heads. Reclusive Tyrant. A half-blue dragon ettin almost always lives a solitary life as it is very intolerant of other creatures and is highly territorial. Just like a typical ettin, and due to its vain nature, the twin heads of the half-blue dragon ettin will constantly argue and bicker with each other. It is probably this reason why, though rarely, it keeps the company of orcs, ogres, or similarly weaker creatures that it enjoys bullying and tormenting to divert its attention. Widened Breath Attack. During combat, the half-blue dragon ettin likes nothing more than to butcher its enemies with its battleaxe and morningstar. If faced with a large number of foes, it will not hesitate to use its lightning breath. Because of its twin draconic heads, the width of its breath attack is twice as wide, making the half-blue dragon ettin a very dangerous adversary. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Reactive Heads. The half-dragon gets one extra reaction that can be used only for opportunity attacks. Two Heads. The half-dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Wakeful. When one of the half-dragon’s heads is asleep, its other head is awake. Actions Multiattack. The half-dragon makes one Bite attack, one Battleaxe attack, and one Morningstar attack. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 3 (1d6) lightning damage. Battleaxe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage. Morningstar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage. Lightning Breath (Recharge 5–6). The half-dragon exhales lightning in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 49 (9d10) lightning damage on a failed save, or half as much damage on a successful one. Reactions Parry. The half-dragon adds 3 to its AC against one melee attack that would hit it. To do so, the half-dragon must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Dragon (Template)","description":"When a dragon in polymorphed form mates with another creature, the union sometimes produces half-dragon offspring. A creature might also transform into a half-dragon as a result of a mad wizard’s spell or a ritual bath in dragon’s blood. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Regardless of origin, all half-dragons have similar appearances and special abilities. Draconic Nature. Half-dragons can’t procreate. Those that wish to do so must almost always resort to magic. By way of compensation, half-dragons are blessed with long life. A typical half-dragon’s life span is twice that of its nondraconic line, so that a half-dragon human might live more than a century and a half. Half-dragons inherit personality traits common to their draconic heritage. For example, half-gold dragons are often shy and secretive, while half-copper dragons are impish and playful. Half-green dragons are deceitful, while half-white dragons are often dim-witted brutes. These traits are tempered by a half-dragon’s other lineage, but greed, arrogance, and paranoia are qualities that even good-aligned half-dragons often possess. Half-Dragon Template A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows. Challenge. To avoid recalculating the creature’s challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, use the guidelines in the Dungeon Master’s Guide to recalculate the rating after you apply the template. Senses. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. Resistances. The half-dragon gains resistance to a type of damage based on its color. Color Damage Resistance Black or copper Acid Blue or bronze Lightning Brass, gold, or red Fire Green Poison Silver or White Cold Languages. The half-dragon speaks Draconic, in addition to any other languages it knows. New Action: Breath Weapon. The half-dragon has the breath weapon of its dragon half. The half-dragon’s size determines how this action functions. Size Breath Weapon Optional Prerequisite Large or smaller As a wyrmling Challenge 2 or higher Huge As a young dragon Challenge 7 or higher Gargantuan As an adult dragon Challenge 8 or higher","properties":{"Category":"Monsters","Size":"Medium","Type":"beast, humanoid, giant, or monstrosity","Source":"MM1","Alignment":"any","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Half-Drow Chamberlain","description":"More than many whose heritage comes from two races, a half-drow has a difficult time finding a place in either society from which their parents come. Their way through this problem, as is often the case with any half-elf, is to demonstrate their ability to use multiple skills, such as martial and spellcasting, and then forge a role as a go-between who understands both points of view. This flexibility can be a blessing and a curse.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Half-Green Dragon Megaraptor","description":"Half-Dragon Dinosaurs When Tiamat's second coming was thwarted by a group of adventurers, it was the beginning of the end of the sudden rise of the Cult of the Dragon as forces of the Lord's Alliance, the Order of the Gauntlet, and the Harpers systematically struck each of the cult's main lairs. A small group managed to escape and fled to the Chultan peninsula, carting off with them several dozen unhatched dragon eggs. As they began building a foothold in one of its regions, they experimented with combining the dragon eggs with dinosaur ones. While they mostly failed, they were still able to create a few half-draconic amalgamations, which they now use as guards. Some examples of their creations are presented here. Traits Pounce. If the half-green dragon megaraptor moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the half-green dragon megaraptor can make one Bite attack against it as a bonus action. Actions Multiattack. The half-green dragon megaraptor makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) slashing damage. Poison Breath (Recharge 5–6). The half-green dragon megaraptor exhales poison in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Half-Green Dragon Spirit Naga","description":"At first glance, the fearsome half-green dragon spirit naga appears as an ordinary spirit naga until it unfurls its wings. This hybrid monster has the hooded neck of a naga and the signature crested spine of a green dragon running along the back of its emerald crimson-striped serpentine body. Insidious Masterminds. The half-green dragon spirit naga is a dangerous, powerful, and depraved creature, gaining the guile and deceitfulness of its draconic parent and the intelligence and conceit of its naga lineage. It spends almost all of its immortal life plotting and scheming against its enemies and allies. It trusts no one and treats everyone as pawns to sacrifice. In fact, the half-green dragon spirit naga takes great pleasure in secretly corrupting and manipulating others and sowing discord amongst its rivals to further its goals. While it would not shy away from a physical confrontation, it prefers to let others do its battles for it. Devious Tactician. A half-green dragon spirit naga will only enter into combat willingly after it has assessed its foes, determined their strengths and weaknesses, and studied the terrain. It will always employ deception and misdirection through its magical abilities to weaken and confuse its enemies before engaging physically and going in for the kill. Master Arcanists. Older half-green dragon spirit nagas are very accomplished and deadly wizards that can match the arcane might of archmages. Only the most powerful and prepared adventurers should even dare enter the lair of an ancient one. A Half-Green Dragon Spirit Naga's Lair A half-green dragon spirit naga usually resides in the ruins of an ancient civilization, hidden deep within a gloomy forest or remote jungle. The challenge rating of a half-green dragon spirit naga increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon chooses up to three points it can see within its lair. Grasping, prickly root tendrils and thorny vines sprout from the ground in a 10-foot-radius sphere centered on each point. Each creature other than the half-dragon in those areas must make a DC 15 Strength saving throw or be restrained by the entangling vegetation for 1 minute. A creature that starts its turn restrained takes 3 (1d6) piercing damage and is poisoned until the start of its next turn. As an action, the restrained creature can make a DC 15 Strength check, escaping from the grasping vegetation on a success. The vegetation can also be destroyed to end the effect. Each grasping vegetation has AC 10, 15 hit points, vulnerability to fire damage and immunity to bludgeoning, piercing, poison, and psychic damage. The grasping vegetation lasts until the half-dragon uses this lair action again, becomes incapacitated, or when the half-dragon dies. The half-dragon casts mirror image , requiring no material components and using Intelligence as the spellcasting ability. It lasts for 1 minute, until the half-dragon uses this lair action again, or when the half-dragon dies. The half-dragon chooses a point it can see within its lair. A cloud of toxic gas explodes in a 20-foot-radius sphere centered on that point. Each creature within that area must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 10 (3d6) poison damage and is poisoned until initiative count 20 on the next round. A poisoned creature is paralyzed. On a successful save, a creature takes half as much damage and isn't poisoned. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Amphibious. The half-dragon can breathe air and water. Immortal Nature. The half-dragon doesn’t require air, food, drink, or sleep. Rejuvenation. If it dies, the half-dragon returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Actions Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 16 (2d10 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. Poison Breath (Recharge 5–6). The half-dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Spellcasting. The half-dragon casts one of the following spells, requiring only verbal components and using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: mage hand, minor illusion, ray of frost (2d8) 2/day each: hold person, lightning bolt 1/day each: blight, charm person, detect thoughts, dimension door, dispel magic, dominate person Reactions Shield (3/Day). The half-dragon casts shield using Intelligence as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Green Dragon Troll","description":"An abomination possessing a grotesque combination of traits, the half-green dragon troll has the robust and hulking body of a troll merged seamlessly with the sinister and intimidating features of a green dragon. Draconic Horror. The half-green dragon troll's immense size dwarfs that of a typical troll, its skin is adorned with the vibrant, mossy hues of emerald green scales, providing an improved natural armor that offers protection from physical harm. Mighty wings, reminiscent of a green dragon, sprout from its back shoulders, granting it the ability to take to the skies. Its reptilian head is elongated, with a snout lined with razor-sharp teeth, while glowing yellow green eyes gleam with a malevolent intelligence. From the back of its head, a crested row of spines extends down its back, leading to a long, serpentine tail. Sadistic Predator. The half-green dragon represents the darkest aspects of both trolls and green dragons, a terrifying fusion of brutal strength and malice. It is a formidable force in combat, but it also possesses a malevolence and cunning that sets it apart from its more bestial troll kin. This creature revels in depravity and sadism, enjoying the psychological torment of trickery and deceit before ultimately rending its enemies limb from limb. Its ill-tempered nature and voracious appetite fuels its penchant for violence, making it a terrifying adversary. It always stalks its territory, preying on any creature it can find. Evil-tempered and thoroughly repugnant, the half-green dragon troll enjoys nothing more than to butcher, kill, devour, and loot. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Amphibious. The half-dragon can breathe air and water. Keen Smell. The half-dragon has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The half-dragon regains 10 hit points at the start of its turn. If the half-dragon takes acid or fire damage, this trait doesn't function at the start of the half-dragon's next turn. The half-dragon dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The half-dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 3 (1d6) poison damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Poison Breath (Recharge 5–6). The half-dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Green Dragon Troll Boss","description":"An abomination possessing a grotesque combination of traits, the half-green dragon troll has the robust and hulking body of a troll merged seamlessly with the sinister and intimidating features of a green dragon. Draconic Horror. The half-green dragon troll's immense size dwarfs that of a typical troll, its skin is adorned with the vibrant, mossy hues of emerald green scales, providing an improved natural armor that offers protection from physical harm. Mighty wings, reminiscent of a green dragon, sprout from its back shoulders, granting it the ability to take to the skies. Its reptilian head is elongated, with a snout lined with razor-sharp teeth, while glowing yellow green eyes gleam with a malevolent intelligence. From the back of its head, a crested row of spines extends down its back, leading to a long, serpentine tail. Sadistic Predator . The half-green dragon represents the darkest aspects of both trolls and green dragons, a terrifying fusion of brutal strength and malice. It is a formidable force in combat, but it also possesses a malevolence and cunning that sets it apart from its more bestial troll kin. This creature revels in depravity and sadism, enjoying the psychological torment of trickery and deceit before ultimately rending its enemies limb from limb. Its ill-tempered nature and voracious appetite fuels its penchant for violence, making it a terrifying adversary. It always stalks its territory, preying on any creature it can find. Evil-tempered and thoroughly repugnant, the half-green dragon troll enjoys nothing more than to butcher, kill, devour, and loot. A Half-Green Dragon Troll Boss's Lair A half-green dragon troll boss often chooses a cavernous lair deep within fetid swamps or gloomy forests, with an entrance that is hidden from view, concealed by thick vegetation or waterfalls. A half-green dragon troll boss encountered in its lair has a challenge rating of 14 (11,500 XP). Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: Grasping, prickly root tendrils and thorny vines sprout from the ground and other plants in a 20-foot-radius sphere centered on a point within the lair of the half-dragon. Each creature other than the half-dragon in that area must make a DC 13 Strength saving throw or be restrained by the entangling vegetation for 1 minute. A creature that starts its turn restrained takes 3 (1d6) piercing damage and is poisoned until the start of its next turn. As an action, the restrained creature can make a DC 14 Strength check, escaping from the grasping vegetation on a success. The vegetation can also be destroyed to end the effect. Each grasping vegetation has AC 10, 15 hit points, vulnerability to fire damage and immunity to bludgeoning, piercing, poison, and psychic damage. The grasping vegetation lasts until the half-dragon uses this lair action again, becomes incapacitated, or when the half-dragon dies. The half-dragon casts stinking cloud , requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14). It lasts until the half-dragon uses this lair action again, becomes incapacitated, or when the half-dragon dies. The half-dragon chooses up to 3 points it can see within its lair. Vegetation from each point explode and shower spines, thorns, and needles at the area around it. Each creature within 20 feet of each point must succeed on a DC 14 Dexterity saving throw, taking 3 (1d6) piercing damage and 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one explosion is affected only once. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Amphibious. The half-dragon can breathe air and water. Legendary Resistance (1/Day). If the half-dragon fails a saving throw, it can choose to succeed instead. Keen Smell. The half-dragon has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The half-dragon regains 10 hit points at the start of its turn. If the half-dragon takes acid or fire damage, this trait doesn't function at the start of the half-dragon's next turn. The half-dragon dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The half-dragon makes one Bite attack and two Claw attacks. If both Claw attacks hit the same creature, the creature takes an extra 7 (2d6) slashing damage and must make a DC 19 Constitution saving throw or become stunned until the end of the half-dragon's next turn. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 3 (1d6) poison damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Poison Breath (Recharge 5–6). The half-dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 38 (11d6) poison damage on a failed save, or half as much damage on a successful one. Bonus Actions Bellow (3/Day). The half-dragon emits a terrifying bellow that can be heard up to 100 feet. Each creature within 60 feet of the half-dragon and able to hear the bellow must make a DC 20 Wisdom saving throw. On a failed save, a creature is frightened of the half-dragon for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the half-dragon’s Bellow for the next 24 hours. Legendary Actions The half-dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The half-dragon regains spent legendary actions at the start of its turn. Charge. The half-dragon moves up to its speed. Bite. The half-dragon makes a Bite attack. Wing Attack (Costs 2 Actions). The half-dragon beats its wings. Each creature within 5 feet of the half-dragon must succeed on a DC 19 Dexterity saving throw or take 11 (1d10 + 6) bludgeoning damage and be knocked prone. The half-dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Green Dragon Troll Ravager","description":"An abomination possessing a grotesque combination of traits, the half-green dragon troll has the robust and hulking body of a troll merged seamlessly with the sinister and intimidating features of a green dragon. Draconic Horror. The half-green dragon troll's immense size dwarfs that of a typical troll, its skin is adorned with the vibrant, mossy hues of emerald green scales, providing an improved natural armor that offers protection from physical harm. Mighty wings, reminiscent of a green dragon, sprout from its back shoulders, granting it the ability to take to the skies. Its reptilian head is elongated, with a snout lined with razor-sharp teeth, while glowing yellow green eyes gleam with a malevolent intelligence. From the back of its head, a crested row of spines extends down its back, leading to a long, serpentine tail. Sadistic Predator. The half-green dragon represents the darkest aspects of both trolls and green dragons, a terrifying fusion of brutal strength and malice. It is a formidable force in combat, but it also possesses a malevolence and cunning that sets it apart from its more bestial troll kin. This creature revels in depravity and sadism, enjoying the psychological torment of trickery and deceit before ultimately rending its enemies limb from limb. Its ill-tempered nature and voracious appetite fuels its penchant for violence, making it a terrifying adversary. It always stalks its territory, preying on any creature it can find. Evil-tempered and thoroughly repugnant, the half-green dragon troll enjoys nothing more than to butcher, kill, devour, and loot. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Amphibious. The half-dragon can breathe air and water. Keen Smell. The half-dragon has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The half-dragon regains 10 hit points at the start of its turn. If the half-dragon takes acid or fire damage, this trait doesn't function at the start of the half-dragon's next turn. The half-dragon dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The half-dragon makes one Bite attack and two Claw attacks. If both Claw attacks hit the same creature, the creature takes an extra 7 (2d6) slashing damage. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 3 (1d6) poison damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Poison Breath (Recharge 5–6). The half-dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. Bonus Actions Bellow (2/Day). The half-dragon emits a terrifying bellow that can be heard up to 100 feet. Each creature within 60 feet of the half-dragon and able to hear the bellow must make a DC 18 Wisdom saving throw. On a failed save, a creature is frightened of the half-dragon for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the half-dragon’s Bellow for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Ogre","description":"“Worst. Dancers. Ever.” —Riddlefiddle the Satyr, on ogres Ogres Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure. The average adult specimen stands between 9 and 10 feet tall and weighs close to a thousand pounds. Furious Tempers. Ogres are notorious for their quick tempers, which flare at the smallest perceived offense. Insults and name-calling can rouse an ogre’s wrath in an instant—as can stealing from it, bumping, jabbing, or prodding it, laughing, making faces, or simply looking at it the wrong way. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash. Gruesome Gluttons. Ogres eat almost anything, but they especially enjoy the taste of dwarves, halflings, and elves. When they can, they combine dinner with pleasure, chasing scurrying victims around before eating them raw. If enough of its victim remains after the ogre?has gorged itself, it might make a loincloth from its quarry’s skin and a necklace from its leftover bones. This macabre crafting is the height of ogre culture. Greedy Collectors. An ogre’s eyes glitter with avarice when it sees the possessions of others. Ogres carry rough sacks on their raids, which they fill with fabulous “treasure” taken from their victims. This might include a collection of battered helmets, a moldy wheel of cheese, a rough patch of animal fur fastened like a cloak, or a squealing, mud-spattered pig. Ogres also delight in the gleam of gold and silver, and they will fight one another over small handfuls of coins. Smarter creatures can earn an ogre’s trust by offering it gold or a weapon forged for a creature of its size. Legendary Stupidity. Few ogres can count to ten, even with their fingers in front of them. Most speak only a rudimentary form of Giant and know a smattering of Common words. Ogres believe what they are told and are easy to fool or confuse, but they break things they don’t understand. Silver-tongued tricksters who test their talents on these savages typically end up eating their eloquent words—and then being eaten in turn. Primitive Wanderers. Ogres clothe themselves in animal pelts and uproot trees for use as crude tools and weapons. They create stone-tipped javelins for hunting. When they establish lairs, they settle near the rural edges of civilized lands, taking advantage of poorly protected livestock, undefended larders, and unwary farmers. An ogre sleeps in caves, animal dens, or under trees until it finds a cabin or isolated farmhouse, whereupon it kills the inhabitants and lairs there. Whenever it is bored or hungry, an ogre ventures out from its lair, attacking anything that crosses its path. Only after an ogre has depleted an area of food does it move on. Ogre Gangs. Ogres sometimes band together in small, nomadic groups, but they lack a true sense of tribalism. When bands of ogres meet, one might attempt to capture the members of the other group to increase its numbers. However, ogre bands are just as likely to trade members freely, especially if the welcoming band is temporarily flush with food and weapons. Whenever possible, ogres gang up with other monsters to bully or prey on creatures weaker than themselves. They associate freely with goblinoids, orcs, and trolls, and practically worship giants. In the giants’ complex social structure (known as the ordning), ogres rank beneath the lowest giants in status. As a result, an ogre will do nearly anything a giant asks. Half-Ogre When an ogre mates with a human, hobgoblin, bugbear, or orc, the result is always a half-ogre. (Ogres don’t mate with dwarves, halflings, or elves. They eat them.) Human mothers rarely survive the birth of a half-ogre offspring. The half-ogre offspring of an ogre and an orc is also called an ogrillon. An adult half-ogre or ogrillon stands 8 feet tall and weighs 450 pounds on average. Actions Battleaxe (One-Handed) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Battleaxe (Two-Handed) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. Javelin (Melee) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Javelin (Ranged) : Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Source":"MM1","Alignment":"any chaotic alignment","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Half-Ogre Monk","description":"To balance their inner turmoil over their parentage and lack of acceptance by either parent race society, many half-ogres find the path of the monk both reassuring and invigorating. Brutal physicality combined with unbreakable discipline allows a half-ogre to calm the mind and spirit at the same time.","properties":{"Category":"Monsters","Size":"Medium","Type":"giant","Alignment":"neutral","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Half-Orc Mountaineer","description":"Few half-orcs find true acceptance amongst civilized society, even if they were not conceived in violence. A half-orc mountaineer lives on the outskirts of both societies, often guiding travelers through dangerous orc-controlled mountain passes.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"neutral","Expansion":5818,"Challenge Rating":4},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Half-Orc-Lizard Hybrid","description":"Traits Racial Trait. Advantage on Charisma (Intimidation) checks. Keen Sight and Smell. The half-orc-lizard has advantage on Wisdom (Perception) checks that rely on sight or smell. Pack Tactics. The half-orc-lizard has advantage on an attack roll against a creature if at least one of the half-orc’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Maul. Melee Weapon Attack. +5 to hit, reach 5 ft. one target. Hit: 8 (1d12 +3) bludgeoning damage. Bite. Melee Weapon Attack. +5 to hit, reach 5 ft. one target. Hit: 6 (1d8 +2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"chaotic evil","Expansion":20626,"Challenge Rating":1},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Half-Red Dragon Allosaurus","description":"Half-Dragon Dinosaurs When Tiamat's second coming was thwarted by a group of adventurers, it was the beginning of the end of the sudden rise of the Cult of the Dragon as forces of the Lord's Alliance, the Order of the Gauntlet, and the Harpers systematically struck each of the cult's main lairs. A small group managed to escape and fled to the Chultan peninsula, carting off with them several dozen unhatched dragon eggs. As they began building a foothold in one of its regions, they experimented with combining the dragon eggs with dinosaur ones. While they mostly failed, they were still able to create a few half-draconic amalgamations, which they now use as guards. Some examples of their creations are presented here. Traits Pounce. If the half-dragon moves at least 30 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the half-dragon can make one Bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Fire Breath (Recharge 5–6). The half-dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Half-Red Dragon Fire Giant","description":"An imposing fusion of a giant's hulking frame and the fearsome but majestic features of a dragon, the half-red dragon fire giant is a monstrous hybrid bred for power and tyranny. Its scale-coated skin has a vibrant metallic crimson hue that shimmers with fiery intensity. Protruding from the back of its broad shoulders are magnificent wings, enabling the creature to hover and fly. Its draconic visage, adorned with formidable horns and eyes that glow like hot coals, exudes an air of intelligence and calculated ruthlessness. Merciless Tyrant. The half-red dragon fire giant craves conquest, power, and wealth above all else. It seeks to establish dominion over lesser beings, wielding its might and cunning to further its goals. The half-red dragon fire giant aims to rule over other giants as their emperor. It will stop at nothing to assert its dominance, employing any means necessary to crush opposition and establish a reign of fear and subservience. Weaker evil creatures become prime targets for this hybrid's influence, as it coerces them into servitude, compelling them to serve as slaves, soldiers, and spies in its quest for power. Dragon Warrior. In battle, the half-red dragon fire giant relies primarily on its immense physical strength and proficiency in melee combat. Brandishing a colossal flaming greatsword, the half-dragon cleaves through adversaries with a devastating display of power and fury. When faced with numerous foes, the creature unleashes its dreaded dragon breath—a searing cone of flame that engulfs everything in its path, reducing all who dare to challenge it to ash. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Actions Multiattack. The half-dragon makes one Bite attack and two Greatsword attacks. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 3 (1d6) fire damage. Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage plus 4 (1d8) fire damage. Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Fire Breath (Recharge 5–6). The half-dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Red Dragon Fire Giant Boss","description":"An imposing fusion of a giant's hulking frame and the fearsome but majestic features of a dragon, the half-red dragon fire giant is a monstrous hybrid bred for power and tyranny. Its scale-coated skin has a vibrant metallic crimson hue that shimmers with fiery intensity. Protruding from the back of its broad shoulders are magnificent wings, enabling the creature to hover and fly. Its draconic visage, adorned with formidable horns and eyes that glow like hot coals, exudes an air of intelligence and calculated ruthlessness. Merciless Tyrant. The half-red dragon fire giant craves conquest, power, and wealth above all else. It seeks to establish dominion over lesser beings, wielding its might and cunning to further its goals. The half-red dragon fire giant aims to rule over other giants as their emperor. It will stop at nothing to assert its dominance, employing any means necessary to crush opposition and establish a reign of fear and subservience. Weaker evil creatures become prime targets for this hybrid's influence, as it coerces them into servitude, compelling them to serve as slaves, soldiers, and spies in its quest for power. Dragon Warrior. In battle, the half-red dragon fire giant relies primarily on its immense physical strength and proficiency in melee combat. Brandishing a colossal flaming greatsword, the half-dragon cleaves through adversaries with a devastating display of power and fury. When faced with numerous foes, the creature unleashes its dreaded dragon breath—a searing cone of flame that engulfs everything in its path, reducing all who dare to challenge it to ash. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Legendary Resistance (1/Day). If the half-dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The half-dragon makes one Bite attack and two Greatsword attacks. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 3 (1d6) fire damage. Greatsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage plus 7 (2d6) fire damage. Rock. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. Fire Breath (Recharge 5–6). The half-dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. Bonus Actions Command Ally. The half-dragon targets one visible ally within 60 feet of it. If the ally can see and hear the half-dragon, the ally uses its reaction to move up to half its speed or make one weapon attack. Reactions Parry. The half-dragon adds 4 to its AC against one melee attack that would hit it. To do so, the half-dragon must see the attacker and be wielding a melee weapon. Legendary Actions The half-dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The half-dragon regains spent legendary actions at the start of its turn. Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage. Wing Attack (Costs 2 Actions). The half-dragon beats its wings. Each creature within 10 feet of the half-dragon must succeed on a DC 23 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The half-dragon can then fly up to half its flying speed. Frighten Foes (Costs 1-3 Actions). The half-dragon targets up to 6 creatures of its choice within 60 feet of it. If the target can see and hear the half-dragon, it must make a DC 18 Wisdom saving throw or become frightened of the half-dragon for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the half-dragon’s Frighten Foes for the next 24 hours. It costs 1 legendary action per 2 creatures targeted.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Red Dragon Fire Giant Champion","description":"An imposing fusion of a giant's hulking frame and the fearsome but majestic features of a dragon, the half-red dragon fire giant is a monstrous hybrid bred for power and tyranny. Its scale-coated skin has a vibrant metallic crimson hue that shimmers with fiery intensity. Protruding from the back of its broad shoulders are magnificent wings, enabling the creature to hover and fly. Its draconic visage, adorned with formidable horns and eyes that glow like hot coals, exudes an air of intelligence and calculated ruthlessness. Merciless Tyrant. The half-red dragon fire giant craves conquest, power, and wealth above all else. It seeks to establish dominion over lesser beings, wielding its might and cunning to further its goals. The half-red dragon fire giant aims to rule over other giants as their emperor. It will stop at nothing to assert its dominance, employing any means necessary to crush opposition and establish a reign of fear and subservience. Weaker evil creatures become prime targets for this hybrid's influence, as it coerces them into servitude, compelling them to serve as slaves, soldiers, and spies in its quest for power. Dragon Warrior. In battle, the half-red dragon fire giant relies primarily on its immense physical strength and proficiency in melee combat. Brandishing a colossal flaming greatsword, the half-dragon cleaves through adversaries with a devastating display of power and fury. When faced with numerous foes, the creature unleashes its dreaded dragon breath—a searing cone of flame that engulfs everything in its path, reducing all who dare to challenge it to ash. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Actions Multiattack. The half-dragon makes one Bite attack and two Greatsword attacks. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 3 (1d6) fire damage. Greatsword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage plus 5 (1d10) fire damage. Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Fire Breath (Recharge 5–6). The half-dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one. Bonus Actions Burning Smite (Recharge 5–6). The half-dragon deals an extra 7 (2d6) fire damage when it hits a target with its Greatsword attack. If the target is a creature that isn't immune to fire, it must succeed on a DC 21 Wisdom saving throw. On a failed save, a creature becomes frightened and catches fire, taking 7 (2d6) fire damage at the end of each of its turns. The creature remains frightened until the fire is extinguished. An affected creature or another creature within 5 feet of it can take an action to extinguish the fire. On a successful save, the creature isn't frightened and doesn't catch fire. Reactions Parry. The half-dragon adds 4 to its AC against one melee attack that would hit it. To do so, the half-dragon must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Red Dragon Tyrannosaurus Rex","description":"Half-Dragon Dinosaurs When Tiamat's second coming was thwarted by a group of adventurers, it was the beginning of the end of the sudden rise of the Cult of the Dragon as forces of the Lord's Alliance, the Order of the Gauntlet, and the Harpers systematically struck each of the cult's main lairs. A small group managed to escape and fled to the Chultan peninsula, carting off with them several dozen unhatched dragon eggs. As they began building a foothold in one of its regions, they experimented with combining the dragon eggs with dinosaur ones. While they mostly failed, they were still able to create a few half-draconic amalgamations, which they now use as guards. Some examples of their creations are presented here. Actions Multiattack. The half-red dragon tyrannosaurus rex makes two attacks: one with its Bite and one with its Tail. It can't make both attacks against the same target. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the half-red dragon tyrannosaurus rex can't Bite another target or use its Fire Breath. Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Fire Breath (Recharge 5–6). The half-red dragon tyrannosaurus rex exhales fire in a 30-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Half-Red Dragon Tyrannosaurus Rex","description":"Truly one of the most fearsome creatures one can encounter, the half-red dragon tyrannosaurus rex is an embodiment of rage and destruction. Standing over 20 feet, this half-dragon resembles a tyrannosaur with the horns, wings, tail, and the deep scarlet scales of an adult red dragon. Its eyes glow like embers while a searing, intense orange light illuminates the inside of its jaws. While it can fly, it can only do so for short periods of time due to its enormous weight and underdeveloped wings. Vicious Tyrant. The half-red dragon tyrannosaurus rex may not possess the intellect of its draconic parent, but it exhibits a level of cunning and deviousness never seen in carnivorous dinosaurs. It is highly aggressive and territorial, slaughtering and devouring anything it encounters within its domain. It can even be perceived that the half-dragon enjoys the carnage and violence it inflicts. Covetous Hoarder. The half-red dragon tyrannosaurus rex has also inherited the avaricious nature of its draconic lineage. While it may not exactly know the value of treasure, the half-dragon is innately driven to accumulate and collect items of value and craftsmanship, such as coins, precious minerals, and jewelry. The half-dragon will rarely leave its treasure pile except when it needs to hunt. Elder and Ancient Ones. As the half-red dragon tyrannosaurus rex advances in age, it becomes more dangerous and powerful. It can unleash a deafening roar that can strike fear in the hearts of the bravest of heroes. Ancient ones can reach heights of over 26 feet and crush foes with a single stomp of their massive clawed feet. A Half-Red Dragon T-Rex's Lair A half-red dragon tyrannosaurus rex makes its lair at the foot of active volcanoes, lava basins, and magma-flooded caverns located deep within dense jungles. The challenge rating of a half-red dragon tyrannosaurus rex increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon causes a volcanic-like eruption at a point on the ground it can see within its lair. Each creature standing on the ground within 30 feet of that point must succeed on a DC 15 Dexterity saving throw. On a failed save, a creature takes 5 (1d10) bludgeoning damage and 5 (1d10) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The half-dragon chooses up to three points on the ground it can see within its lair. A cloud of thick, sulfuric gas fills a 10-foot-radius sphere centered on each point. The sphere spreads around corners, and its area is heavily obscured. A creature other than the half-dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. A poisoned creature is incapacitated. Creatures that don't need to breathe or are immune to fire or poison automatically succeed on this saving throw. The cloud lasts until initiative count 20 on the next round. A moderate wind (at least 10 miles per hour) disperses the cloud instantly. The half-dragon chooses up to three points on the ground it can see within its lair. Oil erupts from the ground in a 10-foot-radius sphere centered on each point. For the duration of the effect, the ground in that area becomes difficult terrain. When the oil appears, each creature standing in its area must succeed on a DC 15 Dexterity saving throw or fall prone and become vulnerable to fire until the start of its next turn. A creature that enters those areas or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone and become vulnerable to fire until the start of its next turn. The oil lasts for 1 minute, until the half-dragon uses this lair action again, becomes incapacitated, or when the half-dragon dies. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Actions Multiattack. The half-dragon makes one Bite attack and one Tail attack. It can't make both attacks against the same target. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) piercing damage plus 7 (2d6) fire damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the half-dragon can't use its Bite attack on another target. Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. Fire Breath (Recharge 5–6). The half-dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-Red Dragon Veteran","description":"When a dragon in polymorphed form mates with another creature, the union sometimes produces half-dragon offspring. A creature might also transform into a half-dragon as a result of a mad wizard’s spell or a ritual bath in dragon’s blood. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Regardless of origin, all half-dragons have similar appearances and special abilities. Draconic Nature. Half-dragons can’t procreate. Those that wish to do so must almost always resort to magic. By way of compensation, half-dragons are blessed with long life. A typical half-dragon’s life span is twice that of its nondraconic line, so that a half-dragon human might live more than a century and a half. Half-dragons inherit personality traits common to their draconic heritage. For example, half-gold dragons are often shy and secretive, while half-copper dragons are impish and playful. Half-green dragons are deceitful, while half-white dragons are often dim-witted brutes. These traits are tempered by a half-dragon’s other lineage, but greed, arrogance, and paranoia are qualities that even good-aligned half-dragons often possess. Half-Dragon Template A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows. Challenge. To avoid recalculating the creature’s challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, use the guidelines in the Dungeon Master’s Guide to recalculate the rating after you apply the template. Senses. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. Resistances. The half-dragon gains resistance to a type of damage based on its color. Color Damage Resistance Black or copper Acid Blue or bronze Lightning Brass, gold, or red Fire Green Poison Silver or White Cold Languages. The half-dragon speaks Draconic, in addition to any other languages it knows. New Action: Breath Weapon. The half-dragon has the breath weapon of its dragon half. The half-dragon’s size determines how this action functions. Size Breath Weapon Optional Prerequisite Large or smaller As a wyrmling Challenge 2 or higher Huge As a young dragon Challenge 7 or higher Gargantuan As an adult dragon Challenge 8 or higher Sample Half-Dragon Here the half-dragon template has been applied to a human veteran who wears plate armor. Actions Multiattack : The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword (One-Handed) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. Longsword (Two-Handed) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage. Shortsword : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. Heavy Crossbow : Ranged Weapon Attack : +3 to hit, range 100/400 ft., one target. Hit : 6 (1d10 + 1) piercing damage. Fire Breath (Recharge 5–6) : The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"MM1","Alignment":"any","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Half-Red Dragon Veteran","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Shortsword : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Crossbow : Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Fire Breath (Recharge 5–6) : The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"18 (plate)","HP":"65 (10d8+20)","CHA":10,"CON":14,"DEX":13,"INT":10,"STR":16,"WIS":11,"Size":"Medium","Type":"humanoid (human)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"1d20+5\n1d8+3","Roll 1":"1d20+5\n1d6+3","Roll 2":"1d20+3\n1d10+1","Senses":"Blindsight 10 ft., Darkvision 60 ft.","Skills":"Athletics +5, Perception +2","Source":"5th Edition SRD","data-XP":"1,800","Hit Dice":"10d8+20","Alignment":"Any","Languages":"Common, Draconic","data-List":"false","Token Size":1,"Resistances":"Fire","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.\"},{\"Name\":\"Longsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 3\",\"Damage Type\":\"slashing\",\"Desc\":\"two handed\"},{\"Name\":\"Longsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"slashing\",\"Desc\":\"one handed\"},{\"Name\":\"Shortsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Heavy Crossbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"3\",\"Reach\":\"100/400 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 1\",\"Damage Type\":\"piercing\"},{\"Name\":\"Fire Breath (Recharge 5\\u20136)\",\"Desc\":\"The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+0","data-CON-mod":"+2","data-DEX-mod":"+1","data-INT-mod":"+0","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":5,"Passive Perception":12,"data-CrNum":5,"data-AcNum":18,"data-HpNum":65},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Half-White Dragon Frost Giant","description":"The half-white dragon frost giant, a creature of immense cruelty and unbridled aggression, embodies the chilling fusion of a frost giant's hulking stature with the icy draconic features of a white dragon. This malevolent brute's towering form reflects a raw strength capable of laying waste to all in its path. Draconic Lineage. The monstrous body of the half-white dragon frost giant is covered in a layer of white scales and pale hair. Glowing, piercing eyes betray a cunning intelligence, enhancing its aptitude for battle and bloodshed. Powerful wings, reminiscent of a white dragon's, span from its back, enabling it to soar through the frigid skies, albeit clumsily. Bloodthirsty Conqueror. The half-white dragon frost giant possesses a single-minded drive for raiding, pillaging, and killing. It revels in showcasing its might, relishing the opportunity to demonstrate its battle prowess. It seeks out worthy adversaries, engaging them in combat to prove its superiority. It takes particular pleasure in collecting the frozen bodies of formidable foes, grotesquely displaying them as grisly trophies to inspire fear and awe in any who dare to challenge its dominance. Coldblooded Killer. Equipped with a massive greataxe featuring a double-bladed head forged from hardened ice, the half-white dragon frost giant wields its weapon with deadly precision. With every swing, it cleaves through enemies, leaving a trail of dismembered and frozen corpses. If it deems it necessary, the draconic hybrid can unleash its fearsome breath, expelling a powerful blast of freezing frost. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Ice Walk. The half-dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Actions Multiattack. The half-dragon makes one Bite attack and two Greataxe attacks. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 4 (1d8) cold damage. Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage plus 4 (1d8) cold damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Cold Breath (Recharge 5–6). The half-dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 40 (9d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-White Dragon Frost Giant Berserker","description":"The half-white dragon frost giant, a creature of immense cruelty and unbridled aggression, embodies the chilling fusion of a frost giant's hulking stature with the icy draconic features of a white dragon. This malevolent brute's towering form reflects a raw strength capable of laying waste to all in its path. Draconic Lineage. The monstrous body of the half-white dragon frost giant is covered in a layer of white scales and pale hair. Glowing, piercing eyes betray a cunning intelligence, enhancing its aptitude for battle and bloodshed. Powerful wings, reminiscent of a white dragon's, span from its back, enabling it to soar through the frigid skies, albeit clumsily. Bloodthirsty Conqueror. The half-white dragon frost giant possesses a single-minded drive for raiding, pillaging, and killing. It revels in showcasing its might, relishing the opportunity to demonstrate its battle prowess. It seeks out worthy adversaries, engaging them in combat to prove its superiority. It takes particular pleasure in collecting the frozen bodies of formidable foes, grotesquely displaying them as grisly trophies to inspire fear and awe in any who dare to challenge its dominance. Coldblooded Killer. Equipped with a massive greataxe featuring a double-bladed head forged from hardened ice, the half-white dragon frost giant wields its weapon with deadly precision. With every swing, it cleaves through enemies, leaving a trail of dismembered and frozen corpses. If it deems it necessary, the draconic hybrid can unleash its fearsome breath, expelling a powerful blast of freezing frost. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Ice Walk. The half-dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Actions Multiattack. The half-dragon makes one Bite attack and two Greataxe attacks. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage, or 22 (2d10 + 11) piercing damage while raging, plus 4 (1d8) cold damage. Greataxe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging, plus 5 (1d10) cold damage. Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage, or 33 (4d10 + 11) bludgeoning damage while raging. Cold Breath (Recharge 5–6). The half-dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. Bonus Actions Bound. The half-dragon moves up to half its speed. Rage (2/Day). The half-dragon enters a rage. The rage lasts for 1 minute or until the half-dragon is incapacitated. While raging, the half-dragon gains the following benefits: The half-dragon has advantage on Strength checks and Strength saving throws. When it makes a melee weapon attack, the half-dragon gains a +4 bonus to the damage roll. The half-dragon has resistance to bludgeoning, piercing, and slashing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-White Dragon Frost Giant Boss","description":"The half-white dragon frost giant, a creature of immense cruelty and unbridled aggression, embodies the chilling fusion of a frost giant's hulking stature with the icy draconic features of a white dragon. This malevolent brute's towering form reflects a raw strength capable of laying waste to all in its path. Draconic Lineage. The monstrous body of the half-white dragon frost giant is covered in a layer of white scales and pale hair. Glowing, piercing eyes betray a cunning intelligence, enhancing its aptitude for battle and bloodshed. Powerful wings, reminiscent of a white dragon's, span from its back, enabling it to soar through the frigid skies, albeit clumsily. Bloodthirsty Conqueror. The half-white dragon frost giant possesses a single-minded drive for raiding, pillaging, and killing. It revels in showcasing its might, relishing the opportunity to demonstrate its battle prowess. It seeks out worthy adversaries, engaging them in combat to prove its superiority. It takes particular pleasure in collecting the frozen bodies of formidable foes, grotesquely displaying them as grisly trophies to inspire fear and awe in any who dare to challenge its dominance. Coldblooded Killer. Equipped with a massive greataxe featuring a double-bladed head forged from hardened ice, the half-white dragon frost giant wields its weapon with deadly precision. With every swing, it cleaves through enemies, leaving a trail of dismembered and frozen corpses. If it deems it necessary, the draconic hybrid can unleash its fearsome breath, expelling a powerful blast of freezing frost. A Half-White Dragon Frost Giant Boss's Lair A half-white dragon frost giant boss's lair is typically a cavern or ruined keep buried under glacial ice or high atop icecapped mountains, located in the most desolate and inhospitable frozen wastelands. A half-white dragon frost giant boss encountered in its lair has a challenge rating of 18 (20,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: Part of the icy ceiling collapses above a point on the ground that the half-dragon can see within its lair. Each creature within 10 feet of that point must succeed on a DC 17 Dexterity saving throw. On a failed save, the creature takes 5 (1d10) bludgeoning damage and 5 (1d10) cold damage, is knocked prone, and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 17 Strength check, ending the buried state on a success. Freezing wind and sleet blast a 10-foot-tall cylinder with a 20-foot radius centered on a point the half-dragon can see within its lair. Each creature in that area must succeed on a DC 17 Constitution saving throw or be blinded until initiative count 20 on the next round. The half-dragon targets one creature it can see within its lair. Freezing mist engulfs the target and encases it in ice. The target takes 16 (3d10) cold damage and is restrained by ice for 1 minute. As an action, the restrained target can make a DC 17 Strength check, breaking the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 35; vulnerability to fire damage; immunity to cold, poison, and psychic damage). On a successful save, a creature takes half as much damage and isn't restrained by ice. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Ice Walk. The half-dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Legendary Resistance (1/Day). If the half-dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The half-dragon makes one Bite attack and two Greataxe attacks. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 4 (1d8) cold damage. Greataxe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 8) slashing damage plus 6 (1d12) cold damage. Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Cold Breath (Recharge 5–6). The half-dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Bonus Actions Bound. The half-dragon moves up to half its speed. War Cry (1/Day). Each creature of the half-dragon's choice that is within 60 feet of it, can hear it, and not already affected by War Cry gain advantage on attack rolls and saving throws against being charmed and frightened until the start of the half-dragon's next turn. Legendary Actions The half-dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The half-dragon regains spent legendary actions at the start of its turn. Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. Wing Attack (Costs 2 Actions). The half-dragon beats its wings. Each creature within 10 feet of the half-dragon must succeed on a DC 22 Dexterity saving throw or take 19 (2d10 + 8) bludgeoning damage and be knocked prone. The half-dragon can then fly up to half its flying speed. Frighten Foes (Costs 1-3 Actions). The half-dragon targets up to 6 creatures of its choice within 60 feet of it. If the target can see and hear the half-dragon, it must make a DC 17 Wisdom saving throw or become frightened of the half-dragon for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the half-dragon’s Frighten Foes for the next 24 hours. It costs 1 legendary action per 2 creatures targeted.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Half-White Dragon Triceratops","description":"The half-white dragon triceratops retains the triceratops base body structure, including its protective head armor and horns. It has the white dragon's ivory and sky blue scales, wings, and tail. While it still has its beaked jaws, it is now filled with sharp, jagged teeth as the half-white dragon triceratops is a carnivorous predator. Implacable Predator. The half-white dragon triceratops is a vicious and merciless killer. It will relentlessly attack or drive out intruders that foolishly wander into its territory. If food is scarce, it will roam the lands outside its realm and menace herds, settlements, and caravans. Cold Juggernaut. The half-white dragon triceratops usually starts combat using its powerful breath attack, freezing enemies in place. Using its great horns and powerful legs, the half-white dragon triceratops will then charge at its foes with no regard for its safety. Smaller enemies that aren't quick enough to leap to safety get trampled and crushed while larger targets get their bodies gored and smashed, resulting in torn muscles and shattered bones. While the half-white dragon triceratops can fly, it only does so to circumvent tough obstacles or to extricate itself from tight situations. Powerful Mount. The half-white dragon triceratops is a solitary creature, living most of its life alone and only spending brief moments in time to mate with a triceratops. However, if one is captured and broken young by a frost giant, a half-white dragon triceratops can be trained as a mount, to be used by the frost giant that defeated it. A Half-White Dragon Triceratops's Lair Large frozen caverns that open into vast snowy tundras are the preferred lairs of a half-white dragon triceratops. The challenge rating of a half-white dragon triceratops increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon chooses up to three points on the ground it can see within its lair. Slick ice instantly covers the ground in a 15-foot-radius sphere centered on each point. For the duration of the effect, the ground in that area becomes difficult terrain. When the ice appears, each creature other than the half-dragon standing in its area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature other than the half-dragon that enters those areas or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone. The ice lasts for 1 minute, until the half-dragon uses this lair action again, becomes incapacitated, or when the half-dragon dies. The half-dragon targets a point it can see within its lair. A frigid cloud of cold explodes in a 20-foot radius sphere centered on that point. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 10 (3d6) cold damage and is restrained by ice until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't restrained by ice. The half-dragon creates a wall of ice on a solid surface within its lair. The wall is shaped as a flat surface made up of seven 10-foot-square panels that are 1 foot thick. Each panel must be contiguous with another panel. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 10 (3d6) cold damage, or half as much damage on a successful save. The wall has AC 12 and 20 hit points per 10-foot section, is immune to poison and psychic damage, and is vulnerable to fire damage. The wall of ice lasts for 1 minute or until the half-dragon uses this lair action again. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Ice Walk. The half-dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Trampling Charge. If the half-dragon moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. Actions Multiattack. The half-dragon makes one Gore attack and one Bite attack. Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) piercing damage. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 4 (1d8) cold damage. Cold Breath (Recharge 5–6). The half-dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. Bonus Actions Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 23 (3d10 + 7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Halfling Templar","description":"A halfling templar is a crusader and missionary, intent on bringing light and truth into dark places, whatever cost. To fellow travelers their cheerful demeanor can become overbearing at times. In many places, despite being a gentle, helpful sort, a halfling templar soon finds themselves on the road again as their welcome runs out as quickly as does the variety of subjects within their proselytizing.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (halfling)","Alignment":"lawful good","Expansion":5818,"Challenge Rating":7},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Halimaw","description":"Halimaw (Huh-lee-mou) The vicious halimaw, also called motog but more commonly known as the devil swine, is an incredibly strong and cunning aswang. In its humanoid form, the halimaw often appears as a large, stocky, or rotund humanoid with a charming personality that masks its slothful and gluttonous behaviors. In its fiend form, it resembles a repulsive creature that has the hideous attributes of an ogre, a tusked boar, and a demon. It is often mistaken for a wereboar, a fact that the halimaw uses to mislead its adversaries. Criminal Overlord. A halimaw is a vile and greedy lowlife who sought power and advancement by successfully entering into an accursed pact with the demon lord Baphomet. By day, the halimaw could be the local thieves' guild master, criminal ringleader, or corrupt town mayor. By night, it transforms into an aswang and hunts its enemies - anyone that may pose a threat to its operations and feeds on their flesh and viscera. Master Manipulator. The halimaw is able to magically charm up to three humanoids at a time, which the aswang uses to full advantage. It often targets key political or business figures that help enable the halimaw's shady operations to become successful. One a charmed target has outlived its usefulness, it is promptly devoured by the halimaw to tie up loose ends. Deadly Tusks. The halimaw is a very dangerous opponent and is considered by many as the most powerful type of aswang. Aside from being able to divide enemy ranks with its multiple charm ability and easily rip victims apart with its massive claws, its sharp tusks drip a deadly venom that can instantly kill those it gores. Aswang (Uh-swung) An aswang is an accursed humanoid that transforms into a fiend. In its natural form, an aswang resembles a typical humanoid. At night, it can change its shape into a cunning, demonic predator. It hunts other humanoids and feasts on their blood, organs, or life force. Aswang Curse. A humanoid creature can be afflicted by the aswang curse after it willingly made or was tricked into making a dark pact with a Demon Lord, sometimes through the actions of a hag. One can also be born into it if one or both of its parents are aswangs. Casting remove curse, greater restoration , or similar spell can free a humanoid of the curse, but a natural born aswang can only be freed of the curse with a wish . An aswang can either resist its curse or welcome it. By fighting the curse, an aswang keeps its normal behavior and personality while in its natural form. It can try to live its life as it wants but must constantly stave off the urge to feed. However, at nights of the full moon, the hunger becomes too great, and the curse overcomes the individual, forcing it to transform into its fiendish form. An aswang driven to this state becomes ravenous and will not stop hunting until it has fed. Each night that it fails to feed in its fiend form, it gains 1 level of exhaustion. A genuinely depraved individual, or someone corrupted by it, sees the aswang curse as a gift and, over time, masters the ability to change into a fiend. However, an aswang can only transform at night and retain its demonic form until dawn, at which point it automatically transforms back to its humanoid form. Masters of Deception. Aswangs hide in plain sight, living amongst normal folk and often taking up occupations like butchers, hunters, gravediggers, taxidermists, and trappers to help divert suspicions of why their homes may sometimes smell of carrion and death. They insert themselves into humanoid communities and earn their neighbors' trust through charm, friendliness, and generosity. They avoid getting physically close to an individual, though, because if one looks directly at their eyes, they will discover that their reflection is upside down. Aswangs tend to prey on members of society that no one will miss if they suddenly disappear. If such targets are unavailable, they travel to another community, settlement, or location that is far from their homes. They won't risk feeding near where they live. Anyone who becomes suspicious of them, or sees them in their fiendish form, is always dealt with immediately for fear of rousing an organized mob. A successful clan of aswangs can live in the outskirts of town, preying on its citizens for years without getting caught. If things start to go awry, the aswangs will not risk staying. They will leave as soon as they can and establish themselves in another community to begin anew. Night Stalkers. Aswangs are careful, patient, and stealthy hunters, often choosing targets that are defenseless or weak. Typically during the day, aswangs pick and mark their target and identify where they live. At night after they transform, they stalk their prey and bide their time until they can attack when their target is most vulnerable. This means most of their assaults happen when their target is alone or asleep. They often just leave the bodies of their victims where they are to avoid the risk of getting caught. Because their kills bear specific types of wounds commonly attributed to ghouls, lycanthropes, or vampires, they aren't worried suspicions about their presence will be brought up. Aswang Weaknesses. Aswangs, much like vampires, have several weaknesses. They find the pungent smell of garlic repulsive, and the chemical properties of pure salt sicken it. While an aswang can resist most blows, weapons made from a stingray's barbed tail, even simple ones, can hurt them normally. Because they become fiends while transformed, they are susceptible to attacks that specifically harm fiends, such as holy water. If an aswang fails its saving throw against a Dispel Evil and Good spell, it reverts to its humanoid form and can't transform for 1 minute. Traits Charge (Fiend Form Only). If the halimaw moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 9 (2d8) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Keen Hearing and Smell. The halimaw has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack. The halimaw makes two Dagger attacks (humanoid form) or three attacks: one Tusks attack and two Claw attacks (fiend form). Tusks (Fiend Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw against poison. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to poison. Otherwise, a creature takes 13 (3d8) poison damage on a failed save. Claw. (Fiend Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage. Dagger (Humanoid Form Only) . Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Change Shape. The halimaw polymorphs into its Fiend Form or back into its true form, which is humanoid. In Fiend Form, the halimaw appears as a Large demonic boar-humanoid hybrid. Its statistics, other than its size, AC, Speed, damage, and damage resistances, are the same in each form. It reverts to its true form at dawn or if it dies. The halimaw can only use this action at night. While transformed, the halimaw also gains the following features: The halimaw's creature type changes to fiend. The halimaw has advantage on Strength and Dexterity checks and Strength and Dexterity saving throws. When the halimaw makes a melee weapon attack, it gains a +3 bonus to the damage roll (included in the attack). If the halimaw starts its turn within 10 feet of a pound of salt or garlic, it becomes poisoned until the start of its next turn. Charm (3/Day). One humanoid the halimaw can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the halimaw's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this halimaw's Charm for the next 24 hours. The halimaw can have up to three targets charmed at a time. If it charms a fourth one, the effect on the first target ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hallowed Reed","description":"These small patches of pale, yellow and green reeds with bright white tips propagate by merging with nearby mundane grasses and weeds. The merging process slowly transforms the native plant into these sentient stalks. The reeds serve as the sensors of a lustrating grove, growing out from the grove for several miles like luminescent fingers stretching across the landscape. Ritual Use. The reeds sometimes allow small portions of their central mass to be cut away by good-aligned spellcasters. The pieces can be dried and carried or affixed to a holy symbol. The magic of hallowed reeds affects spells casts as rituals, often increasing their power, duration, or likelihood of success. Similarly, the reeds can be sacrificed in summoning rituals to increase the likelihood that the summoned creature will obey its master. For this reason, the reeds are hunted by evil diabolists and elementalists. Rule of Three. It is rare for the hallowed reeds to grow in clusters numbering less than three. It is equally rare to encounter the reeds in numbers not divisible by three. Once three hallowed reeds come to maturity, they often sprout a young alabaster tree, which they protect until it fully matures. Heavenly flora is often found growing near sacred sites associated with good-aligned gods. Temples, shrines, tombs, and worshipping places are all excellent spots for these plants to take hold. They also form near rifts between the Material Plane and a celestial one; the course of their growth can be tracked to locate the portal. Slow Growing. Celestial flora take a long time to grow into mature plants. They often require protection from animals or curious humanoids in their early stages of development. Druids, clerics, paladins, and priests of good-aligned gods often act as keepers and guardians of these plants. These holy tenders are empowered by the plants and are often rewarded by their patron deity for their work. The plants might also sprout up miraculously at the site of a powerful celestial's arrival on the Material Plane. If the being is of sufficient power, an entire lustrating grove may erupt into being rapidly. Cleansing. Celestial plants have a natural ability to cleanse cursed and soiled ground. They can be cultivated in an area corrupted by demonic or infernal magic and, given enough time, eradicate the evil. The process is long, but, if the plants are properly tended, the outcome is guaranteed. Sustained by Miracles. Celestial plants do not require water or sunlight to grow. They flourish anywhere their roots can find purchase, including underground caverns, shadowy mountain valleys, and harsh deserts. Lustrating Groves. Left alone, a single celestial plant eventually grows into a large grove. The groves are places of intense radiant magic that call to divine magic wielders for miles around. These holy places contain great power and commune spells resolve with greater clarity and success. The groves are often guarded by angels or other celestial beings who see the site as a foothold on the Material Plane.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"neutral good","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Halog","description":"There are few places more inhospitable than the Nine Hells, yet denizens from other places make a home even here. Not only the evil whose philosophy aligns with the devils, but simple creatures whose endurance and appetites permit them to survive the infernal realms. Often this means huge monsters strong enough to fight the native denizens, but some intruders pose a different kind of problem to the devils. Halogs seem small and weak compared to almost everything in the Nine Hells, yet they’re becoming a serious nuisance across all the lower planes. Swarming Vermin Halogs are around the size of a dog, and somewhere between a rat and a dog in appearance. Individually they’re unprepossessing, often bearing burns, festering pustules, scars and other marks of a harsh environment that never seems able to quite kill them. They breed with formidable speed. Pairs of halogs raise litters of twenty which can mature in just a handful of days if sufficient food is on hand. And halogs eat anything. Their digestive juices alter in composition to permit them to devour infernal flesh as easily as that of mortal creatures, along with any kind of plant matter and even minerals. Only regions that are nothing but barren rock and dust offer nothing to them. Extraplanar Adaptations Individually, halogs are weak, but as a species they’re fearsomely hardy. Halogs seldom thrive in regions not requiring their unique adaptability, because of greater competition from other creatures. The hostile conditions of the lower planes mean that regular vermin and predators are lacking, leaving them their niche. The secret of the halogs’ success is that the harsher their environment, the more they prosper. Whether heat, cold, acid, poison, or even pure necrotic energy—if it doesn’t kill them outright then they swiftly adapt to feed off it. Halogs live among the flames of Phlegethos, the icy wastes of Stygia and the swamps of Minauros equally, and no devil city is free of their swarming presence no matter how the Fiends try to exterminate them. They even swim rat-like in the waters of the Styx. The vermin have a powerful defense mechanism. Their saliva and blood adapts swiftly in response to the vulnerabilities of their antagonists so that their bites inflict the worst harm, and anything trying to eat their flesh suffers for it. The remarkable upshot of this is that the halogs of the Nine Hells most often have teeth blazing with radiant divine energy, enough to make short work of unwary minor devils. Unexpected Allies Despite their remarkable abilities and most common habitats, halogs are basically just animals. They’re smart, but in the same way as a bright dog or a monkey. Druids, rangers, and other guardians of nature luckless enough to find themselves in the Nine Hells have been able to forge bonds with the creatures, and even muster them as impromptu scouts and sentries when travelling in the lower planes. Traits Adaptive Fangs. The halog magically alters its fangs to inflict more damage on the creatures it hits (included in the attack). Magic Resistance. The halog has advantage on saving throws against spells and other magical effects. Pack Tactics. The halog gains advantage on attacks targeting creatures adjacent to one or more of the halog’s conscious allies. Actions Multiattack. The halog makes two Bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage plus 10 (3d6) damage of a type that the target is most vulnerable to. Reactions Adaptive Hide. After taking damage, the halog is now invulnerable to the damage type of the damage it just took, and any future damage of that type instead heals the halog by the damage amount. These benefits last until the halog uses this reaction again.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"unaligned","Expansion":28645,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Halorin Yandres","description":"I gave my life for Lestheris. She gave it back to me–plus a little something more. Your corpse will be mine to command. Halorin Yandres Halorin Yandres trained for battle from his youth. After proving his dedication to the art of war, the human was assigned as a bodyguard to the brilliant young mage Lestheris Soldrei. When she showed Halorin kindness and trust, he repaid it in kind, sharing his darkest secrets with her. Halorin supported his charge’s macabre passions from the start—in part due to his devotion to her, but also driven by the euphoria he feels when a life slips away under his hand. The warrior enjoys killing in Lestheris’s name, knowing his corpses help build the Grave Order. When an adventuring group known as the Golden Valor sought to bring the order to justice, Halorin val­iantly protected Lestheris and slew their foes before tragically succumbing to his wounds. The necromancer reanimated her bodyguard, preserving his mind in the process. Undeath hasn’t tempered his bloodlust or his loyalty. For his dedication, Halorin leads the order’s lesser undead in battle. Traits Aura of Command. Halorin and any Undead within 30 feet of him have advantage on saving throws against effects that turn Undead. Pendant of Grave Regeneration. Halorin regains 5 hit points at the start of his turn if he has at least 1 hit point. Actions Multiattack. Halorin makes one Shield Slam attack and one Mace attack. If he hits the same creature with both attacks, the target has disadvantage on attack rolls against creatures other than Halorin until the end of their next turn. Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Shield Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone. Reactions Unyielding Protection. When a willing ally within 5 feet of Halorin is hit by an attack, he swaps places with that creature without provoking opportunity attacks and is hit by the attack instead. To use this reaction, Halorin must be able to see the ally and the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hamadryad","description":"TRAITS Innate Spellcasting. A hamadryad can innately cast the following spells using Wisdom as her spellcasting ability (spell save DC 14; +5 to hit with spell attacks) and requiring no material components: At will: charm person, sleep 1/day: suggestion Tree Dependent . A hamadryad is mystically bound to her tree, and can never stray more than 300 yards away from it. If she does, she gains the poisoned condition and will die in 4d6 hours. Wild Empathy . A hamadryad can speak with animals and plants, and has advantage on all Wisdom (Animal Handling) checks. ACTIONS Dagger . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic good","Challenge Rating":1},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Hammer of the Witches","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic good","Expansion":29375,"Challenge Rating":2},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Hammerer","description":"Originally created for construction, hammerers are often re-purposed as siege weapons. All steel and armed with a massive hammer and claws for hands, hammerers can march into enemy territory and destroy walls and smash skulls with deadly efficiency. Traits Magic Resistance. The hammerer has advantage on saving throws against spells and other magical effects. Siege Monster. The hammerer deals double damage to objects and structures. Unusual Nature. The hammerer doesn't require air, food, drink, or sleep. Actions Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is a creature and the attack roll against the target succeeds by 5 or more, the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hammerhorn","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"neutral good","Expansion":29375,"Challenge Rating":1},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Handipede","description":"“Unsettling as they may be, I wholeheartedly recommend that every tavern in the land get one of these helpful little guys. All those tightly-screwed jars aren't going to open themselves!\" — Heliana, Pickle Appreciator Type: Celestial Creature Component: Any celestial devourer Bonus Tamer Improvement: Metamorphosis and +2 Hit Dice With a disturbing appearance, handipedes are quite far removed from their celestial origins, relying more on their unusual hand-based magic than any sort of holy powers. However, a small spark of the divine hides within each of them, ready to bloom when the handipede reaches its full potential. Some of the handipede’s improvements allow it to cast spells. If any of the handipede’s traits or actions require a spell attack or a saving throw, use the calculations below. Save DC = 8 + the tamer’s proficiency bonus + the handipede’s Charisma modifier Spell Attack Modifier = the tamer’s proficiency bonus + the handipede’s Charisma modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the handipede the following improvements using your Monster Trainer feature: Metamorphosis Prerequisite: Become a tamer’s companion Type: Active (companion) As an action, the handipede can change from its centipede form into a moth form, or vice-versa. While in centipede form, it gains the following benefits: Its burrowing speed is increased to 15 feet . It gains tremorsense out to a range of 10 feet . While in moth form, it gains the following benefits: It gains a flying speed of 30 feet , its walking and climbing speeds are reduced to 10 feet , and it loses its burrowing speed. Its Sceptre attack is replaced by a Slap attack that functions similarly. Once the handipede’s tamer reaches 5th level in the tamer class, the handipede can change forms as a bonus action instead of an action. Swipe I Prerequisite: 3rd-level tamer Type: Passive (companion), Active (action) The handipede gains proficiency in the Sleight of Hand skill. As an action, it can attempt to steal an item of its size or smaller that is being carried or held by a creature within 5 feet of it, making a Dexterity (Sleight of Hand) check contested by the target's choice of a Dexterity (Acrobatics) or Strength (Athletics) check. If the target is holding the item, the handipede has disadvantage on the check. On a success, the handipede steals the item, and the target can't make opportunity attacks against it until the end of the turn. If the handipede can cast mage hand , it can use the spectral hand to make the above check, using its Charisma modifier instead of Dexterity. Grapple I Prerequisite: 3rd-level tamer Type: Passive (companion) The handipede gains proficiency in the Athletics skill, and it can grapple creatures up to two sizes larger than it. If the handipede can cast mage hand , it can use the spectral hand to grapple a creature, using its Charisma modifier instead of Strength. The hand has a 5-foot reach and can’t drag a grappled creature. Growth Prerequisite: 5th-level tamer Type: Passive (companion) The handipede’s size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its Sceptre and Slap attacks increases to a d6 . Calloused Prerequisite: 5th-level tamer Type: Passive (companion) The handipede gains a +2 bonus to its AC while it isn’t wearing armour. Magic I Prerequisite: 5th-level tamer Type: Active (action), Passive (companion) The handipede can cast the mage hand and shocking grasp cantrips at will, requiring no material or verbal components. In addition, it casts all cantrips as a 5th-level caster, and the damage of its Chill Touch attack increases to 2d8 . Swipe II Prerequisite: 9th-level tamer, Swipe I Type: Passive (companion) The handipede’s proficiency bonus is doubled for any Sleight of Hand checks it makes. When it succeeds on Swipe’s contested Dexterity (Sleight of Hand) check to steal an item from a creature that has a Spellcasting trait, it can choose to steal some of the target’s magical energy instead. The creature loses one spell slot or one use of a spell of a level equal to or lower than half the handipede’s proficiency bonus, and the handipede’s tamer regains one spell slot of the same level. After the handipede has stolen magical energy in this way, it can’t do so again until its tamer finishes a long rest. Grapple II Prerequisite: 9th-level tamer, Grapple I Type: Passive (companion) The handipede’s proficiency bonus is doubled for any Athletics checks it makes. When the handipede successfully grapples a creature, it can immediately cast the hideous laughter spell on that creature (no action or concentration required), conjuring dozens of spectral fingers that crawl all over the creature’s body and tickle it mercilessly. When the spell is cast in this way, it also affects creatures with an Intelligence score of 4 or less and ends early if the target is no longer grappled by the handipede. After the handipede casts this spell in this way, it can’t do so again until its tamer finishes a long rest. Magic II Prerequisite: 13th-level tamer, Magic I Type: Active (action), Passive (companion) The handipede casts its cantrips as an 11th-level caster, and the damage of its Chill Touch attack increases to 3d8 . In addition, it can cast the vampiric touch spell, requiring no material or verbal components. Once it casts this spell, it can’t do so again until its tamer finishes a long rest. When the handipede's tamer reaches 17th level in the tamer class, the handipede casts its cantrips as a 17th-level caster, and the damage of its Chill Touch attack increases to 4d8 . In addition, it can cast the arcane hand spell, requiring no material components or verbal components. Once it casts this spell, it can't do so again until its tamer finishes a long rest. Hand Wave Prerequisite: 13th-level tamer Type: Active (action) As an action, the handipede can conjure a wave of spectral hands that washes over a 20-foot cube centred on a point within 30 feet of it, forcing each creature of its choice in the area to make a Strength saving throw . On a failed save, a creature takes 6d8 force damage and suffers one of the effects described below (tamer’s choice for all creatures). On a successful save, a creature takes half as much damage and suffers no additional effects. The creature is knocked prone . The creature is pushed horizontally up to 20 feet in a single direction of the tamer’s choice. The creature is grappled by spectral hands until the end of its next turn. One Medium or smaller object that is being held or carried by the creature is taken and dropped in an unoccupied space within the area. In addition, the handipede can rearrange any number of Medium or smaller objects in the area that aren’t being held or carried, but can’t drop or deposit them on a creature. Once the handipede has used this action, it can’t do so again until its tamer finishes a long rest. Divine Protection Prerequisite: 17th-level tamer, Metamorphosis Type: Passive (companion) While in its moth form, the handipede embodies the tranquillity and dignity of angels, and other creatures find it difficult to attack it. The handipede is always under the effects of the sanctuary spell. If it makes an attack or uses a spell or ability that affects an enemy creature, the effects of the spell are suppressed until the start of its next turn. Divine Wrath Prerequisite: 17th-level tamer, Metamorphosis Type: Active (bonus action) While in its centipede form, the handipede is akin to a fierce paladin fighting evil in the name of their cause. When the handipede uses its action to cast a cantrip, it can make a Sceptre attack as a bonus action. The attack deals an extra 1d6 radiant damage on a hit.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial","Alignment":"unaligned","Expansion":28918,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Handmaiden of Sorrow","description":"Mabaran Banshees Though most banshees are tied to Dolurrh, the Dark Power known as the Queen of All Tears has created a strain of Mabaran banshees specifically drawn from elf women who have suffered great tragedies. These handmaidens of sorrow (stat block presented below) have more in common with wraiths than with ghosts. They are typically fully conscious and aware of their surroundings, and they split their time between haunting the place of their sorrow and the Court of Tears in Mabar. Traits Detect Life. The handmaiden can magically sense the presence of living creatures up to 5 miles away that aren’t Undead or Constructs. She knows the general direction they’re in but not their exact locations. Incorporeal Movement. The handmaiden can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. Mabaran Courtier. The handmaiden has advantage on saving throws against effects that turn Undead. Unusual Nature. The handmaiden doesn’t require air, food, drink, or sleep. Actions Corrupting Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) necrotic damage. Shared Despair. Each non-undead creature within 60 feet of the handmaiden that can see her must succeed on a DC 14 Wisdom saving throw or be charmed for 1 minute. While charmed, a creature takes 7 (2d6) psychic damage the first time the handmaiden takes damage on a turn. A charmed target can repeat the saving throw at the end of each of its turns, made with disadvantage if the handmaiden is within its line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the handmaiden’s Shared Despair for the next 24 hours. Wail (1/Day). The handmaiden releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on Constructs and Undead. All other creatures within 30 feet of her that can hear her must make a DC 14 Constitution saving throw. On a failed save, a creature drops to 0 hit points. On a successful save, a creature takes 14 (4d6) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":21558,"Challenge Rating":6},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Hands of Havoc Fire Starter","description":"The pyromaniacal agents known as fire starters burn away oppressive systems through chaos and flame. They wield hammers that emit magical flames—perfect for smashing and burning. Actions Multiattack. The fire starter makes two Havoc Hammer or Havoc Flask attacks. Havoc Hammer. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 (1d6) fire damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a DC 13 Dexterity saving throw, ending the effect on itself on a successful save. Havoc Flask. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 13 (2d12) fire damage. If the target is a creature, magical flames cling to it, causing it to take 3 (1d6) fire damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a DC 13 Dexterity saving throw, ending the effect on itself on a successful save. After the fire starter throws the flask, roll a d6; on a 3 or lower, the fire starter has no more flasks to throw.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Hands of Kentimane","description":"Kentimane is the husband of Thylea. When Thylea became the land that bears her name, Kentimane became the guardian of that land. Thylea is nurturing, but Kentimane is anger personified: he is the hurricane, the earthquake, the volcano. When Thylea needs defending, he gives little thought to those who are caught in the storm of the destruction that he summons. When Kentimane is sleeping, his body still manifests throughout Thylea. Great stone arms protrude from the earth like huge trees. The arms make strange landmarks, and there seems to be no rhyme or reason to their placement across the landscape. Awake, Kentimane can appear in two forms: in his lesser form, he is a head protruding from the ground. His eyes search for foes and his massive arms explode from the earth to attack them. In his full form, Kentimane appears as a titanic pillar of legs with dozens of arms protruding from the middle and dozens of heads at the top. Legends disagree on the point of his exact height, because his form is always shifting. Kentimane can summon more arms from the landscape around him to attack his foes from every direction.","properties":{"Category":"Monsters","Size":"Huge","Type":"fey","Alignment":"neutral","Expansion":4963,"Challenge Rating":8},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Hangman Tree","description":"The hangman tree is a carnivorous, predatory tree that takes its name from how it captures its prey. It resembles an oak tree with a thick trunk with long leafy vines and tendrils that dangle from its branches. Above its trunk is an opening much like a giant maw lined with rows of sharp teeth that look like carved wooden tusks. Garotte-like Tendrils. The hangman tree waits till prey is directly underneath its vines. It then releases its poisonous spores, which weaken those that unsuspectingly breathe them in. The hangman tree then attacks its prey by snatching them with its tendrils, wrapping around a victim's neck like a tightening noose. The target is then reeled upwards by the hangman tree and deposited into its mouth, where it is eaten and swallowed whole. A victim is usually already dead from asphyxiation by the time it reaches the hangman tree's mouth. Ambush Hunter. The hangman tree grows in temperate and subtropical forests, swamps, and woodland areas. It picks a spot to root where it feels there is most traffic, such as beside an animal trail, river crossing, or a road. Traits False Appearance. If the hangman tree is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the hangman tree move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the hangman tree is animate. Actions Multiattack. The hangman tree makes three Tendril attacks. It can use Bite or Swallow in place of one Tendril attack. Tendril. Melee Weapon Attack: +7 to hit, reach 15 ft., one Medium or smaller creature. Hit: 6 (1d4 + 4) bludgeoning damage and the target is grappled (escape DC 14) and pulled upward 10 feet toward the hangman tree. Until this grapple ends, the target is restrained, can’t breathe, and the hangman tree can automatically hit the target with its Tendril attack. The hangman tree has nine tendrils, each of which can grapple only one target. Each tendril can be attacked (AC 10; 15 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the hangman tree, which can use an action to grow a replacement tendril. A tendril can also be broken if a creature takes an action and succeeds on a DC 14 Strength check against it. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature it is grappling with. Hit: 21 (5d6 + 4) piercing damage. Swallow. The hangman tree makes one Bite attack against a target. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the hangman tree, and it takes 7 (2d6) acid damage at the start of each of the hangman tree's turns. A hangman tree can have up to four Small or two Medium creatures swallowed at a time. If the hangman tree takes 15 damage or more on a single turn from the swallowed creature, the hangman tree must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the hangman tree. If the hangman tree dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Bonus Actions Enfeebling Spores (3/Day). A 60-foot radius cloud of spores extends from the hangman tree and lingers in the air for 1 minute. These spores can go around corners and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature that is completely within the cloud at the start of its turn must make a DC 15 Constitution saving throw against poison. On a failed save, the creature has disadvantage on Strength checks and Strength saving throws. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"unaligned","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hannis Drelev","description":"The baron of Fort Drelev, Hannis is a proud and cruel man destined to become one of the primary antagonists moving against the PCs nation. These statistics work particularly well when used for the role of any petty tyrant or awful king you might wish to unleash upon the party. Traits Defender Weapon. Drelev’s longsword is a magical weapon +3 . The first time he attacks with the sword on each of his turns, Drelev can transfer some or all of the sword’s bonus to his Armor Class, instead of using the bonus on any attacks that turn. The adjusted bonuses remain in effect until the start of his next turn, although Drelev must hold the sword to gain a bonus to AC from it. The bonus is not included in Drelev’s Armor Class or Defender Longsword entries. Sneak Attack (1/Turn). Drelev deals an extra 6d6 (21) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Drelev that isn’t incapacitated and Drelev doesn’t have disadvantage on the attack roll. Actions Multiattack. Hannis Drelev makes three attacks. Defender Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage, or 10 (1d10+5) slashing damage if used with two hands. Disarming Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: the target must make a DC 17 Strength check or drop one held item of Drelev’s choice. Handaxe. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6+5) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Hantu Penanggal","description":"The head of a beautiful woman flies through the air, trailing tentacle-like entrails while her headless body follows, bearing demonic claws. Cursed Nature. Hantu penanggal arise when creatures pledged to fiendish powers break their agreements. They are cursed, becoming fiends hungering for the flesh and blood of the innocent. Mistaken for Undead. Hantu penanggal are often mistaken for undead and don’t correct this error, finding delight in taking advantage of adventurers ill-prepared for an encounter with a fiend.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"any evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Happs Bydon","description":"Happs Bydon is a low-ranking member of the bandits working for the Stag Lord. You can use his statistics as the standard version of a member of a larger band of bandits or even to represent a menial guard working for a corrupt government. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 5 (1d4+3) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150 ft./600 ft., one target. Hit: 7 (1d8+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":"1/2"},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Harbinger Archon","description":"Fallen trumpet archons are called harbinger archons. They continue to fulfill the role of heralds and messengers, serving their new archdevil masters. When they blow their buisines, it is often a notification for war or the impending arrival of the armies of the Nine Hells. Harbinger archons take every opportunity to lie, kill, and manipulate in order to further their master's interests, as well as their own. Fallen Archons An archon always answers to a higher being: a superior archon, angel, and always to a Mount Celestial deity. It is expected to abide by and enforce the laws of its god. There are rare instances that an archon, just like its angel brethren, for some reason or another, would deviate from the stringent rules set for it. Depending on the gravity of its actions, an archon may be stripped of its station, banished from Mount Celestia, or even imprisoned. Such an archon has become a fallen archon. Fallen from Grace. Most fallen archons who are banished willingly live out their lives as mortals in the Material Plane, accepting it as a form of penitence. However, a few, having been twisted by their perverse pride, greed, and selfishness, become subversive and hide out in the Lower Planes. As they simmer in anger and hate, they become prone to temptation. Diabolical Transformation. Agents representing archdevils from the Nine Hells offer fallen archons a place where they can be respected, given power, and a chance to punish those that have wronged them. Those that accept sign a diabolical contract that binds their souls to Asmodeus and the Nine Hells. They transform and become corrupted shadows of their former selves and ultimately become devils. They lose some of their archon abilities but gain new, fiendish ones. Agents of the Nine Hells. Most fallen archons become soldiers of archdevils that recruited them. Others become assassins, agents, and spies. No matter their role, fallen archons are no longer bound by their conscience or morality and have become cruel, merciless, and unforgiving. Immortal Nature. A fallen archon doesn’t require food, drink, or sleep. Traits Devil's Sight. Magical darkness doesn’t impede the fallen archon’s darkvision. Magic Resistance. The fallen archon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The fallen archon makes three Buisine attacks, or makes one Buisine attack and casts one spell that takes 1 action to cast. Buisine. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) necrotic damage. Spellcasting . The fallen archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: bane, darkness, detect evil and good, invisibility (self only) 3/day each: animate dead, banishment, bestow curse, contagion 1/day each: blade barrier, divine word, harm Teleport. The fallen archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Harbinger's Hymn (Recharge 5-6). The fallen archon plays its buisine to create a sound of utter horror and terrifying beauty. Each nonfiend creature within 120 feet that can hear the fallen archon must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature frightened in this way is paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the fallen archon's Harbinger's Hymn for the next 24 hours. Buisine Blast (1/Day). The fallen archon blows its buisine to emit a thunderous blast in a 60-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 16 Constitution saving throw. On a failed save, a creature takes 54 (12d8) thunder damage and is deafened for 1 minute. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 108 (24d8) thunder damage instead of 54 (12d8).","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Harbinger of Wrath","description":"Twisting adamantine spikes topped with an array of demonic and bestial skulls form the vaguely humanoid creature. It makes a loud screeching sound as it crushes everything in its path. Engines of Decimation. The harbinger of wrath is a construct of immense size and destructive potential. Just seeing a harbinger causes most creatures to flee in terror, and few are willing or able to face one in battle. Creatures allied with a harbinger must also fear its terrible wrath, as it is not against skewering its allies on its many spikes to rejuvenate itself in the heat of battle. Forged by Demons. The first harbingers were created in vast demonic forges by a powerful demon prince to use against his enemies. Since then, the construction process has passed to other demon princes and evil gods that delight in devastation and mayhem. Construct Nature. A harbinger doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":20},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Hardened Islander","description":"Island Residents Those who live in the Aetherial Expanse are survivors who’ve learned to endure within this beautiful but dangerous place. Many have basic combat training, making them tougher than the average commoner. Hardened Islander Threats abound on the Expanse, and many islanders know how to fight together to bring down those who threaten their homes.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"Humanoid","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":0.25},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Hare","description":"Snowshoe hares are gentle herbivores that live in burrows throughout Icewind Dale. They have shorter ears than other hares and are acclimated to cold weather Traits Escape. The hare can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":6331,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Hare","description":"Snowshoe hares are gentle herbivores that live in burrows throughout Icewind Dale. They have shorter ears than other hares and are acclimated to cold weather. Actions Escape. The hare can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":27909,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Harefolk","description":"What appears to be an arctic hare given humanoid form is clad in leather armor and stands with its shortsword at the ready. Its bright eyes take everything in, while its nose quivers in search of predators. Werewolf Foes. Harefolk have a long-standing hatred for werewolves , owing to their near extinction at the lycanthropes’ jaws. All present-day harefolk know the story of Mathilda Lopear who, along with an adventuring band of humans (often downplayed or removed from stories about Mathilda), fought and killed a werewolf tribe and saved the lives of the last remaining harefolk clans. Because of this ancient enmity toward werewolves, harefolk are wary of other lycanthropes and shapechangers, even primarily good-aligned creatures such as werebears . Rabbit Tenders. Harefolk keep arctic hares and other rabbits capable of surviving in arctic climes as pets. They believe the presence of rabbits brings good luck to a clan. Nomadic clans of harefolk ensure their pets can forage grasses as they travel, while more domestic clans grow gardens of hardy vegetables to feed the rabbits. Since harefolk are omnivorous, supplementing their diet of grubs and other insects with vegetation they find or grow, their dietary needs keep them from competing with their pets for resources. Though they are capable of eating flesh from other creatures, their bond with rabbits keeps many harefolk from hunting game animals, including non-rabbits. Adventuring harefolk often bring along a rabbit as a companion animal or familiar. Pranksters. Harefolk enjoy pulling harmless tricks on each other, and stories of memorable pranks are passed down through generations. When dealing with their enemies, harefolk pranks turn injurious if not lethal. One of their favorite tricks is to seed areas beneath the snow with snares and bear traps. As they lead pursuers through these areas, they bound safely over the snow while the creatures pursuing them sink below the surface and set off the traps.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"chaotic good","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Harengon Brigand","description":"Harengon brigands are usually encountered in small bands lurking along trails and roadways, where they can easily spot and ambush their victims. They delight in extorting travelers for safe passage while rudely mocking them. These bullies are particularly antagonistic toward those who appear to be lost or in a hurry. The best way to deal with harengon brigands is to outnumber them or give them a good kicking. They flee quickly when the tables are turned against them. Traits Pack Tactics. The harengon has advantage on an attack roll against a creature if at least one of the harengon’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage. Harengons Harengons are rabbit-folk native to the Feywild, through they often migrate to the Material Plane. They love to travel on foot and rarely stay in one place for long. Not all harengons are mean-spirited bullies like the ones presented here. Every harengon follows their own path through life, their disposition shaped in part by the company they keep. One harengon might travel to far lands, make friends along the way, delight in freedom and the open trail, and find inner peace. Another might become an adventurer with a strong heart and fervent dreams. For more information on harengons as player characters, see the introduction of this adventure.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":11857,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Harengon Sniper","description":"Harengon snipers provide artillery support to gangs of harengon brigands. They hide atop bluffs, in the high branches of trees, and behind shelter, ready to pick off targets from a safe distance. These snipers are so adept with their crossbows that their targets gain no benefit from less than total cover against ranged attacks the harengons make with these weapons. In addition, they can attack a target as far away as their weapons’ maximum range without needing to apply the usual penalty for attacking at long range. After a sniper makes an attack, the harengon can duck out of sight to make retaliation difficult, if not impossible. Traits Standing Leap. The harengon’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Light Crossbow. Ranged Weapon Attack: +5 to hit (the target gains no benefit from less than total cover), range 320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Hit or Miss: Immediately after making this attack, the harengon can use the Hide action. Harengons Harengons are rabbit-folk native to the Feywild, through they often migrate to the Material Plane. They love to travel on foot and rarely stay in one place for long. Not all harengons are mean-spirited bullies like the ones presented here. Every harengon follows their own path through life, their disposition shaped in part by the company they keep. One harengon might travel to far lands, make friends along the way, delight in freedom and the open trail, and find inner peace. Another might become an adventurer with a strong heart and fervent dreams. For more information on harengons as player characters, see the introduction of this adventure.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"any alignment","Expansion":11857,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Hargulka","description":"The troll warlord Hargulka poses an early threat to the PCs’ kingdom and might be the first opposing ruler they’ll face during the Kingmaker Campaign. These stats can be used to flesh out the ranks of any larger society of trolls in your game, or perhaps to create a specialized gladiator in a city’s largest arena. Traits Brave. Hargulka has advantage on saving throws against being frightened. Keen Smell. Hargulka has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. Hargulka regains 10 hit points at the start of its turn. If he takes acid or fire damage, this trait doesn’t function at the start of Hargulka’s next turn. Hargulka dies only if he starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Hargulka makes three melee attacks, two with his morningstar and one with his bite, or two with his claws and one with his bite. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6+6) piercing damage. Morningstar. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) piercing damage. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Harionago","description":"A harionago is formed when an innocent woman is murdered in some unspeakable fashion. She rises, twisted by the injustice of the crime against her, into an unnatural and bloodthirsty horror that hunts unsuspecting victims while trying to sate an everlasting lust for revenge. Destroying a harionago doesn’t always lay her to rest for good. On rare occasions and by mysterious means, a harionago rises again after a year and a day to resume her hunt. She can only rest after she takes her revenge on those who murdered her. If her murderers are already dead when she returns, she will rest only once every member of her murderers’ family lines has been slaughtered. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopy, li.BodyCopy, div.BodyCopy {mso-style-name:\"Body Copy\"; mso-style-priority:99; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":32483,"Challenge Rating":11},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Harlo Honeygrin","description":"Though Harlo Honeygrin approaches his one hundred and twentieth birthday, he retains his appearance as a halfling man in the prime of youth with exceptional good looks. His public image paints him as a charming, heroic lover of the arts, but in truth, Harlo is a jealous, spiteful reprobate who secretly created a criminal enterprise to fulfill his vain and desperate needs. Over eighty years ago, Harlo forged a deal with Barresqueth, an archfey who offered the destitute halfling fame, power, and beauty in exchange for a payment of treasure every three years. After forging the pact, Harlo built the life of theater and adventure he’d always wanted—but when his first payment came due, Harlo learned Barres­queth would increase the price every three years. As the fee grew, Harlo resorted to criminal means to obtain it. Each time Barresqueth collects the debt from Harlo, the archfey assumes the guise of a swashbuckling mouse with an eyepatch. Passersby assume the little rodent is Harlo’s adorable fey friend, which only irks the halfling more as he forks over a sack of riches to the greedy little mouse. Harlo maintains his life as a famous actor, using it to build connections within the societies the Knife seeks to control. When forced into action, he uses his powers from hiding while the other bosses go toe-to-toe with opponents. Traits Amethyst Die ( 3 /Day) . When Harlo makes an ability check, saving throw, or attack roll, he can roll a d6 and add the number rolled to the number rolled on the d20 roll. He then takes psychic damage equal to twice the number rolled on the d6. Harlo can use this die even in his shadow form. Fear Resistant. Harlo has advantage on saving throws he makes to avoid or end the frightened condition on himself. Mind Link. Harlo can communicate telepathically with any Amethyst Knife boss regardless of distance, provided they are on the same plane of existence. Telepathic Shroud. Harlo is immune to any effect that would sense his emotions or read his thoughts, as well as to all divination spells. Actions Multiattack. Harlo makes two Mind Splinter attacks. *Mind Splinter ( 1 st-Order Power ). Melee or Ranged Power Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 20 (4d6 + 6) psychic damage, and Harlo is invisible to the target until the start of his next turn. Shadow Form ( 1 /Day; 4 th-Order Power; Concentration). Harlo transforms his body into an amorphous shadow, along with everything he is wearing or carrying, and gains the following benefits for 10 minutes: He has a flying speed of 60 feet. He has resistance to bludgeoning, piercing, and slashing damage from mundane attacks. He has advantage on Dexterity (Stealth) checks and can attempt to hide without cover. He can move through a space as narrow as 1 inch wide without squeezing. While in this form, Harlo can’t pick up or wield objects except for his Amethyst Die. Bonus Actions I’m Over Here. Harlo chooses an enemy within 60 feet of him who he can see but who can’t see him. The target must succeed on a DC 17 Wisdom saving throw or make a weapon attack against a creature of Harlo’s choice. Sneaky. Harlo takes the Hide action. Reactions Shared Condition. When Harlo is blinded, charmed, dazed, deafened, frightened, paralyzed, or stunned, he chooses a willing Amethyst Knife boss within 60 feet of him who doesn’t already have the condition or is immune to it. The chosen creature then gains the condition for the duration, and Harlo loses the condition. He can use this reaction even while incapacitated.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Halfling)","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Harmonium Captain","description":"Harmonium captains lead peacekeeper patrols throughout Sigil. They bolster their subordinates in battle and bring the authority of the Harmonium crashing down on suspects with their commands. Traits Aura of Command. Allies within 30 feet of the captain are immune to the charmed and frightened conditions. This aura is suppressed while the captain has the incapacitated condition. Actions Multiattack. The captain makes three Harmonium Blade attacks. The captain can also use Dictate if available. Harmonium Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 10 (3d6) lightning damage. Dictate (Recharge 5–6). The captain verbally commands up to three creatures it can see within 60 feet of itself. This magical command must be to undertake an action or to refrain from taking actions (for example, “Throw down your weapons”). A target must succeed on a DC 14 Wisdom saving throw or have the charmed condition for 1 minute, during which time it follows the captain’s command. The effect ends early if the target takes damage or if it successfully completes the command. A target automatically succeeds on its saving throw if the command is directly harmful to itself, such as commanding it to walk into fire. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Harmonium Peacekeeper","description":"Peacekeepers wear distinctive red plate armor and wield planar mancatchers, polearms whose metal pincers prevent criminals clamped in their grasp from teleporting away, making them excellent at catching wrongdoers in Sigil. Traits Pack Tactics. The peacekeeper has advantage on an attack roll against a creature if at least one of the peacekeeper’s allies is within 5 feet of the creature and the ally doesn’t have the incapacitated condition. Actions Electrified Mancatcher. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 4 (1d8) lightning damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 13). Until the grappled condition ends, the target has the restrained condition and can’t teleport, the peacekeeper can’t make Electrified Mancatcher attacks, and the target takes 8 (1d10 + 3) lightning damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Harpy","description":"A harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume. Actions Multiattack : The harpy makes two attacks: one with its claws and one with its club. Claws : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) slashing damage. Club : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. Luring Song : The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Harpy","description":"Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume. A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul. Divine Curse. Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird’s song. This was Fenmarel Mestarine, a reclusive elf god. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there. Though the elf searched the woods and called for her stranger, she found no sign of his passage. Driven to despair by her longing, she begged the gods to help her. Aerdrie Faenya, elf goddess of the sky, heard the elf’s cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the elf. When her singing failed to draw Fenmarel Mestarine to her side, the elf cursed the gods, invoking a dreadful power and transforming her into the first harpy. The curse worked its magic on the elf’s spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace. Harpy Song. To hear a harpy’s song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the harpy’s wrath. Sadistic Cowards. Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat. When they attack, harpies play with their food, delighting in the “music” their victims make as they scream. A harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end. Gruesome Collectors. Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy’s lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal. Actions Multiattack : The harpy makes two attacks: one with its claws and one with its club. Claws : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) slashing damage. Club : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) bludgeoning damage. Luring Song : The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Harpy","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The harpy makes two attacks: one with its claws and one with its club. Claws : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Club : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Luring Song : The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated . While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks , but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.","properties":{"Category":"Monsters","AC":11,"HP":"38 (7d8+7)","CHA":13,"CON":12,"DEX":13,"INT":7,"STR":12,"WIS":10,"Size":"Medium","Type":"monstrosity","Speed":"20 ft., fly 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064697/VzVhSg6HGs9cL4DbbvrvUA/original.png","Roll 0":"1d20 + 3\n2d4+1","Roll 1":"1d20 + 3\n1d4+1","Source":"5th Edition SRD","data-XP":200,"Alignment":"Chaotic Evil","Languages":"Common","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The harpy makes two attacks: one with its claws and one with its club.\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 1\",\"Damage Type\":\"slashing\"},{\"Name\":\"Club\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 1\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Luring Song\",\"Desc\":\"The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.\"}]","data-CHA-mod":"+1","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-2","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":1,"Passive Perception":10,"data-CrNum":1,"data-AcNum":11,"data-HpNum":38},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Harpy","description":"The cruel harpy uses its sweet song to lure adventurers and sailors to their deaths. A harpy has the body, legs, and wings of a vulture but the torso, arms, and head of a human. Actions Multiattack. The harpy makes one Claw attack and one Club attack. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Luring Song. The harpy sings a magical melody. Every Humanoid and Giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that succeeds on its saving throw is immune to this harpy’s song for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17254,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Harpy","description":"Their song may sound mournful, but they know no guilt for what they do. Captain Longrock of the Starcaller crew Despite their monstrous nature, harpies cast an angelic silhouette. Each resembles a winged human adorned with feathers along their back, waist, and chest. Instead of hands, they sport arm-wings, and below their knees, their legs end in birdlike talons. Their song, more beautiful than any worldly music, can fool its hearers into believing they’ve encountered a divine messenger. Harpies delight in luring such victims to their demise or carrying them off to distant roosts to be devoured. Dangerous Terrain. Harpies prefer to live in treacherous lands, often settling atop dangerous mountain ranges or on rocky shores. By singing near waterfalls, sharp rocks, or the dens of other monsters, a harpy allows the environment to do their killing—and if another predator makes the kill, the harpy always shares the spoils. When the deed is done, the harpy feasts while claiming any particularly shiny baubles their meal carried. Flock Together. Harpies live in flocks of a dozen or more. The strongest few earn the right to devour victims first, leaving bones for the rest. These weaker, starving harpies can only enhance the songs of others and can’t perform a luring melody on their own. Giant Meals. Harpies often occupy the same rocky, hazardous territories as giants. If a harpy goes for a long time without a meal, they attempt to lure a giant to their death. When this risky strategy works, a harpy flock can eat for weeks. Traits Echolocation. The harpy can’t use their blindsight while deafened. Actions Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 2) slashing damage. If the target is a Medium or smaller creature charmed by the harpy, they are also grappled (escape DC 12). Until this grapple ends, the harpy can’t use their Talons attack on another target. Rock. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. Alluring Song. The harpy starts singing a beautiful song. They continue singing until they choose to stop (no action required) or until they become deafened or incapacitated. When a non-harpy creature starts their turn within 200 feet of the singing harpy, if that creature shares a language with the harpy and can hear them, that creature must succeed on a DC 12 Wisdom saving throw or be charmed by the harpy until the harpy stops singing or the target can’t hear them anymore. While charmed in this way, the target can’t willingly move on their turn, and they can’t attack, damage, or target any unwilling harpy with any effect. If the charmed target takes damage from a source other than a harpy, they can repeat the saving throw, ending the effect on a success. A creature who succeeds on a saving throw to resist or end this effect is immune to the Alluring Song of all harpies for 1 hour. Bonus Actions Beckon. The harpy chooses any number of creatures charmed by their Alluring Song. Each target must use their reaction, if available, to move up to their speed in a direction chosen by the harpy. If this movement would lead the target into hazardous terrain, they can make a DC 12 Wisdom saving throw before moving. On a successful save, the target’s reaction is not used and they are no longer charmed by Alluring Song.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Harpy Fledgling (PB 2)","description":"Their song may sound mournful, but they know no guilt for what they do. Captain Longrock of the Starcaller crew Despite their monstrous nature, harpies cast an angelic silhouette. Each resembles a winged human adorned with feathers along their back, waist, and chest. Instead of hands, they sport arm-wings, and below their knees, their legs end in birdlike talons. Their song, more beautiful than any worldly music, can fool its hearers into believing they’ve encountered a divine messenger. Harpies delight in luring such victims to their demise or carrying them off to distant roosts to be devoured. Dangerous Terrain. Harpies prefer to live in treacherous lands, often settling atop dangerous mountain ranges or on rocky shores. By singing near waterfalls, sharp rocks, or the dens of other monsters, a harpy allows the environment to do their killing—and if another predator makes the kill, the harpy always shares the spoils. When the deed is done, the harpy feasts while claiming any particularly shiny baubles their meal carried. Flock Together. Harpies live in flocks of a dozen or more. The strongest few earn the right to devour victims first, leaving bones for the rest. These weaker, starving harpies can only enhance the songs of others and can’t perform a luring melody on their own. Giant Meals. Harpies often occupy the same rocky, hazardous territories as giants. If a harpy goes for a long time without a meal, they attempt to lure a giant to their death. When this risky strategy works, a harpy flock can eat for weeks. Traits Echolocation. The harpy can’t use their blindsight while deafened. Signature Attack (Talons). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d4 plus PB slashing damage. Beginning at 7th level, the fledgling can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wind Sweep ( 3 /Day). As a bonus action, the fledgling moves up to their flying speed without provoking opportunity attacks. If they end this movement within 5 feet of an enemy they can see, the fledgling can make a signature attack against them. 5 th Level: Food Grab ( 3 /Day). When the fledgling hits a Medium or smaller creature with a signature attack, the target is also grappled (escape DC 10 plus PB). The fledging then moves up to their fly speed without provoking opportunity attacks (no action required). While grappling the target, the fledgling can’t attack another creature. 7 th Level: Harpy Song ( 1 /Day). As an action, the fledgling starts singing for 1 minute. Each creature within 60 feet of the fledgling who can hear them and who understands Common or Giant must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the fledgling until they can’t hear the fledgling singing anymore. While charmed in this way, a creature can’t willingly harm any of the fledgling’s allies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Harpy Fledgling (PB 3)","description":"Their song may sound mournful, but they know no guilt for what they do. Captain Longrock of the Starcaller crew Despite their monstrous nature, harpies cast an angelic silhouette. Each resembles a winged human adorned with feathers along their back, waist, and chest. Instead of hands, they sport arm-wings, and below their knees, their legs end in birdlike talons. Their song, more beautiful than any worldly music, can fool its hearers into believing they’ve encountered a divine messenger. Harpies delight in luring such victims to their demise or carrying them off to distant roosts to be devoured. Dangerous Terrain. Harpies prefer to live in treacherous lands, often settling atop dangerous mountain ranges or on rocky shores. By singing near waterfalls, sharp rocks, or the dens of other monsters, a harpy allows the environment to do their killing—and if another predator makes the kill, the harpy always shares the spoils. When the deed is done, the harpy feasts while claiming any particularly shiny baubles their meal carried. Flock Together. Harpies live in flocks of a dozen or more. The strongest few earn the right to devour victims first, leaving bones for the rest. These weaker, starving harpies can only enhance the songs of others and can’t perform a luring melody on their own. Giant Meals. Harpies often occupy the same rocky, hazardous territories as giants. If a harpy goes for a long time without a meal, they attempt to lure a giant to their death. When this risky strategy works, a harpy flock can eat for weeks. Traits Echolocation. The harpy can’t use their blindsight while deafened. Signature Attack (Talons). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d4 plus PB slashing damage. Beginning at 7th level, the fledgling can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wind Sweep ( 3 /Day). As a bonus action, the fledgling moves up to their flying speed without provoking opportunity attacks. If they end this movement within 5 feet of an enemy they can see, the fledgling can make a signature attack against them. 5 th Level: Food Grab ( 3 /Day). When the fledgling hits a Medium or smaller creature with a signature attack, the target is also grappled (escape DC 10 plus PB). The fledging then moves up to their fly speed without provoking opportunity attacks (no action required). While grappling the target, the fledgling can’t attack another creature. 7 th Level: Harpy Song ( 1 /Day). As an action, the fledgling starts singing for 1 minute. Each creature within 60 feet of the fledgling who can hear them and who understands Common or Giant must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the fledgling until they can’t hear the fledgling singing anymore. While charmed in this way, a creature can’t willingly harm any of the fledgling’s allies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Harpy Fledgling (PB 4)","description":"Their song may sound mournful, but they know no guilt for what they do. Captain Longrock of the Starcaller crew Despite their monstrous nature, harpies cast an angelic silhouette. Each resembles a winged human adorned with feathers along their back, waist, and chest. Instead of hands, they sport arm-wings, and below their knees, their legs end in birdlike talons. Their song, more beautiful than any worldly music, can fool its hearers into believing they’ve encountered a divine messenger. Harpies delight in luring such victims to their demise or carrying them off to distant roosts to be devoured. Dangerous Terrain. Harpies prefer to live in treacherous lands, often settling atop dangerous mountain ranges or on rocky shores. By singing near waterfalls, sharp rocks, or the dens of other monsters, a harpy allows the environment to do their killing—and if another predator makes the kill, the harpy always shares the spoils. When the deed is done, the harpy feasts while claiming any particularly shiny baubles their meal carried. Flock Together. Harpies live in flocks of a dozen or more. The strongest few earn the right to devour victims first, leaving bones for the rest. These weaker, starving harpies can only enhance the songs of others and can’t perform a luring melody on their own. Giant Meals. Harpies often occupy the same rocky, hazardous territories as giants. If a harpy goes for a long time without a meal, they attempt to lure a giant to their death. When this risky strategy works, a harpy flock can eat for weeks. Traits Echolocation. The harpy can’t use their blindsight while deafened. Signature Attack (Talons). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d4 plus PB slashing damage. Beginning at 7th level, the fledgling can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wind Sweep ( 3 /Day). As a bonus action, the fledgling moves up to their flying speed without provoking opportunity attacks. If they end this movement within 5 feet of an enemy they can see, the fledgling can make a signature attack against them. 5 th Level: Food Grab ( 3 /Day). When the fledgling hits a Medium or smaller creature with a signature attack, the target is also grappled (escape DC 10 plus PB). The fledging then moves up to their fly speed without provoking opportunity attacks (no action required). While grappling the target, the fledgling can’t attack another creature. 7 th Level: Harpy Song ( 1 /Day). As an action, the fledgling starts singing for 1 minute. Each creature within 60 feet of the fledgling who can hear them and who understands Common or Giant must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the fledgling until they can’t hear the fledgling singing anymore. While charmed in this way, a creature can’t willingly harm any of the fledgling’s allies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Harpy Fledgling (PB 5)","description":"Their song may sound mournful, but they know no guilt for what they do. Captain Longrock of the Starcaller crew Despite their monstrous nature, harpies cast an angelic silhouette. Each resembles a winged human adorned with feathers along their back, waist, and chest. Instead of hands, they sport arm-wings, and below their knees, their legs end in birdlike talons. Their song, more beautiful than any worldly music, can fool its hearers into believing they’ve encountered a divine messenger. Harpies delight in luring such victims to their demise or carrying them off to distant roosts to be devoured. Dangerous Terrain. Harpies prefer to live in treacherous lands, often settling atop dangerous mountain ranges or on rocky shores. By singing near waterfalls, sharp rocks, or the dens of other monsters, a harpy allows the environment to do their killing—and if another predator makes the kill, the harpy always shares the spoils. When the deed is done, the harpy feasts while claiming any particularly shiny baubles their meal carried. Flock Together. Harpies live in flocks of a dozen or more. The strongest few earn the right to devour victims first, leaving bones for the rest. These weaker, starving harpies can only enhance the songs of others and can’t perform a luring melody on their own. Giant Meals. Harpies often occupy the same rocky, hazardous territories as giants. If a harpy goes for a long time without a meal, they attempt to lure a giant to their death. When this risky strategy works, a harpy flock can eat for weeks. Traits Echolocation. The harpy can’t use their blindsight while deafened. Signature Attack (Talons). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d4 plus PB slashing damage. Beginning at 7th level, the fledgling can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wind Sweep ( 3 /Day). As a bonus action, the fledgling moves up to their flying speed without provoking opportunity attacks. If they end this movement within 5 feet of an enemy they can see, the fledgling can make a signature attack against them. 5 th Level: Food Grab ( 3 /Day). When the fledgling hits a Medium or smaller creature with a signature attack, the target is also grappled (escape DC 10 plus PB). The fledging then moves up to their fly speed without provoking opportunity attacks (no action required). While grappling the target, the fledgling can’t attack another creature. 7 th Level: Harpy Song ( 1 /Day). As an action, the fledgling starts singing for 1 minute. Each creature within 60 feet of the fledgling who can hear them and who understands Common or Giant must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the fledgling until they can’t hear the fledgling singing anymore. While charmed in this way, a creature can’t willingly harm any of the fledgling’s allies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Harpy Fledgling (PB 6)","description":"Their song may sound mournful, but they know no guilt for what they do. Captain Longrock of the Starcaller crew Despite their monstrous nature, harpies cast an angelic silhouette. Each resembles a winged human adorned with feathers along their back, waist, and chest. Instead of hands, they sport arm-wings, and below their knees, their legs end in birdlike talons. Their song, more beautiful than any worldly music, can fool its hearers into believing they’ve encountered a divine messenger. Harpies delight in luring such victims to their demise or carrying them off to distant roosts to be devoured. Dangerous Terrain. Harpies prefer to live in treacherous lands, often settling atop dangerous mountain ranges or on rocky shores. By singing near waterfalls, sharp rocks, or the dens of other monsters, a harpy allows the environment to do their killing—and if another predator makes the kill, the harpy always shares the spoils. When the deed is done, the harpy feasts while claiming any particularly shiny baubles their meal carried. Flock Together. Harpies live in flocks of a dozen or more. The strongest few earn the right to devour victims first, leaving bones for the rest. These weaker, starving harpies can only enhance the songs of others and can’t perform a luring melody on their own. Giant Meals. Harpies often occupy the same rocky, hazardous territories as giants. If a harpy goes for a long time without a meal, they attempt to lure a giant to their death. When this risky strategy works, a harpy flock can eat for weeks. Traits Echolocation. The harpy can’t use their blindsight while deafened. Signature Attack (Talons). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d4 plus PB slashing damage. Beginning at 7th level, the fledgling can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wind Sweep ( 3 /Day). As a bonus action, the fledgling moves up to their flying speed without provoking opportunity attacks. If they end this movement within 5 feet of an enemy they can see, the fledgling can make a signature attack against them. 5 th Level: Food Grab ( 3 /Day). When the fledgling hits a Medium or smaller creature with a signature attack, the target is also grappled (escape DC 10 plus PB). The fledging then moves up to their fly speed without provoking opportunity attacks (no action required). While grappling the target, the fledgling can’t attack another creature. 7 th Level: Harpy Song ( 1 /Day). As an action, the fledgling starts singing for 1 minute. Each creature within 60 feet of the fledgling who can hear them and who understands Common or Giant must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the fledgling until they can’t hear the fledgling singing anymore. While charmed in this way, a creature can’t willingly harm any of the fledgling’s allies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Harpy Matriarch","description":"Happy to watch its flock squabble over carrion in Tammeraut’s Fate , this gray-feathered matron of the harpies is surrounded by a cloud of magical spirits resembling skeletal seabirds. Traits Luring Maestro. While within 60 feet of the matriarch, creatures have disadvantage on saving throws against the matriarch’s Luring Song. Magic Resistance. The matriarch has advantage on saving throws against spells and other magical effects. Attacks Multiattack. The matriarch makes two claws attacks. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. Fleeting Form. The matriarch can magically disguise itself to resemble a humanoid of roughly similar size and shape for up to 1 hour. It can revert to its true form as a bonus action. This illusion does not hold up to close scrutiny. Luring Song. The matriarch sings a magical melody. Every humanoid and giant within 300 feet of the matriarch that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the matriarch is incapacitated. While charmed by the matriarch, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the matriarch, the target must move on its turn toward the matriarch by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the matriarch, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this matriarch’s song for the next 24 hours. Visage of Desire (1/Day). The matriarch projects a vision into the minds of creatures within 30 feet of it that aren’t constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a DC 14 Wisdom saving throw or drop whatever it is holding and become paralyzed until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":3905,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Harpy Matron","description":"Save for the tattered wings and taloned feet, a harpy matron resembles a feral woman with a wild look about her. Often viewed as vicious and corrupted creatures, harpies know how creatures think and act. This understanding gives them an advantage when it comes to finding their favorite meals. While creatures of the wild easily fall victim to their captivating songs, these vile bird-women prefer their meals spiced with complex sentient thoughts. Easy prey makes for a boring meal. While ultimately savage and without remorse for their actions, a number of harpies live close to humanoid societies and enjoy parlaying with creatures that they see as potential meals. A harpy matron is a rarity. Usually, a harridan leads a very large clan of harpies and each noble swears fealty to a queen. The noble is often underestimated as she does not look much different to a normal harpy, which she uses to her advantage. Creatures closely examining the matron, however, notice that rather than ratty, matted hair her head is wreathed in snakes similar to a medusa’s.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":13},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Harpy Witch","description":"A harpy that has made a pact with a fiend, often the demon lord Pazuzu, eventually becomes a harpy witch. They are natural leaders of their flock. When attacked, they can unleash a piercing screech at the attacker that causes it to fumble and take psychic damage. Actions Multiattack. The harpy makes two attacks: one with its Claws and one with its Mace. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. Cursed Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) psychic damage, and the target has disadvantage on attack rolls, ability checks, and saving throws until the end of the harpy’s next turn. Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours. Spellcasting. The harpy casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: dancing lights, disguise self, friends, mage hand, mage armor (self only), minor illusion, prestidigitation 2/day (as 5th-level spells): bestow curse, dominate beast, fear, greater invisibility, hold monster, synaptic static Reactions Vexing Screech (Recharge 5–6). When a creature within 30 feet of the harpy, is visible to the harpy, and can hear the harpy targets the harpy with an attack or harmful spell, the harpy forces the creature to make a DC 13 Charisma saving throw. On a failed save, the creature takes 18 (4d8) psychic damage and is incapacitated until the end of the harpy's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Harpy Witch Queen","description":"A harpy witch queen is the most powerful and greediest of harpy witches and rules over all harpy flocks throughout its territory, which can stretch for thousands of miles. She constantly schemes on how to attract more adventurers to consume as well as to accumulate treasure. All harpy witches report and pay tribute to her. A Witch Queen's Lair The lair of a harpy witch queen is usually the ruins of an elven tower or fortress that is hidden within a dark, gnarly forest or high atop a steep, coastal cliff. The harpy witch queen is always attended to by several harpy witches, which forms her coven. She attracts the company of evil fey such as dark duwendes, quicklings, redcaps, and tikbalangs, all of whom work under her employ. A harpy witch queen would also occasionally hire cyclopes if it needs muscle. Lair Actions On initiative count 20 (losing initiative ties), the harpy witch queen takes a lair action to cause one of the following effects; the harpy witch queen can’t use the same effect two rounds in a row: The harpy witch queen casts bestow curse (no components required) and doesn't need to maintain concentration of the spell. The effect ends after 1 minute, or if the harpy witch queen uses this lair action again. Powerful winds buffet the lair in a 30-foot radius around the harpy witch queen. Each creature other than the harpy witch queen in that area must succeed on a DC 16 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. The harpy witch queen regains 10 hit points. Regional Effects The region containing a harpy witch queen’s lair is warped by the harpy witch queen’s magic, which creates one or more of the following effects: Once per day, the harpy witch queen can alter the weather in a 6-mile radius centered on its lair. The harpy witch queen doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. Winged beasts within 1 mile of the lair become evil and bloodthirsty — even creatures that are normally docile. Within 6 miles of the lair, all Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Persuasion) checks have advantage. If the harpy witch queen dies, the effects fade over the course of 1d10 days. Traits Legendary Resistance (1/Day). If the harpy fails a saving throw, she can choose to succeed instead. Spell Penetration. When the harpy casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 3 levels higher. Actions Multiattack. The harpy makes two attacks: one with its Claws and one with its Morningstar. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 14 (4d6) poison damage. Cursed Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 22 (4d8 + 4) psychic damage, and the target has disadvantage on attack rolls, ability checks, and saving throws until the end of the harpy’s next turn. Luring Song. The harpy sings a magical melody. Every humanoid and harpy within 300 feet of the harpy that can hear the song must succeed on a DC 16 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on her subsequent turns to continue singing. She can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours. Spellcasting. The harpy casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: disguise self, friends, mage armor (self only), mage hand, minor illusion, prestidigitation 2/day (as 5th-level spells): dispel magic, fear, greater invisibility, hold monster, synaptic static 1/day each: ci r cle of death, dominate monster, power word pain Reactions Vexing Screech (Recharge 5–6). When a creature within 30 feet of the harpy, is visible to the harpy, and can hear the harpy targets the harpy with an attack or harmful spell, the harpy forces the creature to make a DC 16 Charisma saving throw. On a failed save, the creature takes 27 (6d8) psychic damage and is incapacitated until the end of the harpy's next turn. Legendary Actions The harpy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The harpy regains spent legendary actions at the start of her turn. Claws. The harpy attacks with her Claws. Exert Will. One creature charmed by the harpy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates. Cursed Bolt (Costs 2 Actions). The harpy uses Cursed Bolt.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Harpy, Egret","description":"This winged female has a short torso and long, gangly legs. Her wingspan is wider than her body is tall. Despite her awkward appearance, she moves with incredible grace. Protectors of the Marsh. Egret harpies look after marshland flora and fauna, often allying themselves with druids and rangers who occupy the same area. Uncommonly Hospitable. While most harpies have a reputation for sadism and bloodlust, egret harpies are considerably more welcoming. They possess the same alluring song all harpies have, but they can modulate the song to allow their captivated targets safe passage toward them. They often use their songs to prevent intruders from harming their home marshes. They can end their song in a mighty crescendo, imposing their will on those charmed by the song. The harpies typically coerce intruders to repair damages wreaked upon the marsh or to merely leave and never return. If a harpy suspects the intruders are unrepentant, she stops playing nice and allows her victims to fall prey to the marsh’s hazards. Powerful Yet Graceful. The wings that hold the egret harpy’s larger frame aloft also serve as weapons. A powerful buffet from the harpy’s wing can knock down weaker foes. The harpy’s gawky build belies a fluidity to her movements, allowing her to balance on one leg even while engaged in battle.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Harpy, Owl","description":"This winged woman’s face is wreathed in a headdress of feathers; her luminous eyes and aquiline nose lend beauty to her feral demeanor. Her sharp, taloned feet seem even more inhuman by comparison. Harpy Queens. An owl harpy is a queen among her kind, possessing superior grace and intelligence and an owl's predatory instinct and savage appetite. Owl harpies never grow hair, only feathers, which often wreathe their faces and crown their heads like a headdress. Their taloned feet are strong and razor sharp. They are much stronger fliers than lesser harpies; they swoop and hover in mid-air with ease to tear their prey apart. They are found in temperate climates as well as in deserts and jungles. Noctural Magic. Owl harpies practice a rare, potent magic associated with darkness and the night. They can counter most light sources easily. So refined is their hearing that neither darkness nor invisibility detracts from their ability to hunt their quarry. Their acute hearing also means that thunder attacks distress them. Servants of Alquam. Owl harpies are natural (if irredeemably evil) bards thanks to their sharp wits, and most are zealous followers of Alquam, demon lord of night. Less common but not unheard of are owl harpy oracles, scholars, and collectors. These savants are known to exchange their knowledge and insights for companionship or for unusual gifts and treasures. Traits Dissonance: The owl harpy can’t use its blindsight while deafened. Innate Spellcasting: The owl harpy’s innate spellcasting ability is Charisma. The owl harpy can innately cast the following spells, requiring no material components: 3/day: darkness Actions Multiattack: The owl harpy makes two claw attacks and two talon attacks. Claws: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 8 (2d4 + 3) Slashing damage. Talons: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 14 (2d6 + 3) Slashing damage. Hovering Darkness: An owl harpy that hovers in flight can shake a fine, magical dander from her wings over a creature within 20 feet and directly below her. The creature must succeed on a DC 15 Constitution saving throw or fall unconscious and be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an action to shake it awake, but waking up doesn’t end the poisoning. Luring Song: The owl harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy becomes incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. A charmed target that is more than 5 feet away from the harpy must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of the harpy. The charmed creature doesn’t maneuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than the harpy. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to this harpy’s song for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Neutral evil","Expansion":3,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Harpy, Plague","description":"The creature combines the body of a woman with the head, wings, and talons of a giant vulture. It perches silently, head cocked to the side, studying its surroundings. The plague harpy is a carrion eater and an aggressive plague carrier. They are found anywhere bodies accumulate, especially those that are diseased. Patiently Awaiting Death. A plague harpy likes its meals dead, and preferably rotten and diseased. The harpies are perfectly content to infect individuals, leaving the creatures otherwise unmolested, and allow them to return to their loved ones. Plague harpies sow the seeds of disease today in the hopes of reaping greater rewards tomorrow. Pain of the Dying. The dirge sung by plague harpies sounds different to each person that hears it and is accompanied by telepathic images of dying friends and family. The harpies hope to instill a state of sorrow and grief with the dirge, making their victims more susceptible to illness. Limited Telepathy. The plague harpy can magically transmit simple messages and images to any creature within 90 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. Virulence. A creature infected with harpy's plague becomes contagious 24 hours after contracting the disease. When a creature starts its turn within 5 feet of the contagious target, that creature must succeed on a DC 15 Constitution saving throw or also contract the harpy's plague disease. Actions Multiattack. The harpy uses Dirge. It then makes one Bite attack and two Talons attacks, or it makes three Sorrowful Caw attacks. If the harpy hits one Medium or smaller creature with two Talons attacks, the target is grappled (escape DC 15). Until this grapple ends, the harpy can automatically hit the target with its Talons, and the harpy can't make Talons attacks against other targets. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or contract the harpy's plague disease. If the target is disheartened and contracts harpy's plague, its hp maximum is reduced by an amount equal to the necrotic damage taken. Until the disease is cured, the target can't regain hp except by magical means, and the target's hp maximum decreases by 10 (3d6) every 24 hours. If the target's hp maximum drops to 0 as a result of this disease, the target dies. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. Sorrowful Caw. Ranged Spell Attack: +6 to hit, range 90 ft., one target. Hit: 13 (3d6 + 3) psychic damage. Dirge. The harpy telepathically sings a mournful hymn and projects images of sickly and dying loved ones in the mind of one creature it can see within 90 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be disheartened for 1 minute. While disheartened, a creature has disadvantage on saving throws against being poisoned or contracting a disease. The disheartened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Neutral Evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Harrow Hawk","description":"When a beloved animal companion dies traumatically alongside its master, the beast might rise again as an Undead. Falcons, ravens, and other birds of prey that suffer this fate are known as harrow hawks, and they prowl abandoned battlefields and cemeteries, looking for corpses to eat and living creatures to hunt. A harrow hawk can even travel the multiverse, flying magically from one world to another. The Grim Harrow—a band of Undead beings created by the Deck of Many Things (see chapter 19)—seeks out harrow hawks, capturing them and training them as hunting animals. The Grim Harrow dispatches these Undead companions from the Gardens of Decay to search for Decks of Many Things . On harrowing hunts, harrow hawks scout for the prey and accompany the Grim Harrow in battle. Actions Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage plus 3 (1d6) necrotic damage. Plane Shift (2/Day). The hawk casts Plane Shift on itself, requiring no spell components and using Wisdom as the spellcasting ability. Bonus Actions Shadow Dash. When the hawk is in dim light or darkness, it teleports up to 30 feet to an unoccupied space it can see that is also in dim light or darkness. The hawk then has advantage on the first melee attack it makes before the end of the turn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"Unaligned","Expansion":27234,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Harrow Hound","description":"When the Grim Harrow first found the faerie realm known as the Gardens of Delight, that place was home to a large population of blink dogs. The Undead invaders slaughtered the blink dogs and settled in the gardens, transforming the demiplane forever. In time, the necrotic magic of the Grim Harrow animated the corpses of the blink dogs as the first harrow hounds. The Grim Harrow employs harrow hounds as trackers and companions. Harrow hounds are especially useful when investigating possible sightings of a Deck of Many Things . If a harrow hound catches the scent of its prey, it never loses it, even if the hound and its fellow hunters return to the Gardens of Decay with the hunt incomplete. Powerful Undead, such as vampires and death knights, might be accompanied by packs of harrow hounds. Traits Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound’s allies is within 5 feet of the target and the ally doesn’t have the incapacitated condition. Supernatural Tracker. The hound knows the distance to and direction of any creature that has come within 30 feet of it, even if that creature is on a different plane of existence. If the creature being tracked by the hound dies, the hound knows. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 3 (1d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or have the prone condition. Bonus Actions Shadow Step (Recharge 4–6). The hound magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":27234,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Harvest Horse","description":"Weld the front half of an iron horse to a small, patchwork plow, add short blades on either side of the plow, and either a farmer or a necromancer is ready to harvest. Harvest horses are patchwork constructs made as autonomous plows and crop-harvesters. They are forged from scrap iron and broken farming equipment, reassembled by a village blacksmith, then enchanted by apprentices or local mystics. The resulting constructs vary wildly in cost, appearance, and functionality but take the form of an iron horse bolted to a plow or wagon. Rural Constructs. Harvest horses are far less sophisticated than the intricate creations favored by nobles or powerful spellcasters. While still expensive for a farmer, their makeshift construction and their animating enchantments means that a good harvest, a reasonable investment, or a loan is often enough to commission one. Once purchased, a harvest horse performs the work of an ox, horse, or donkey without needing food or sleep, getting sick, dying of old age, or being eaten by wolves and monsters. Even a damaged and destroyed harvest horse can be repaired relatively simply. Maintaining a harvest horse can mean the difference between a family slowly losing what little it has and real stability. Maintenance Issues. The harvest horse's simplicity works against it. Harvest horses lack the sophistication of their more expensive counterparts and are more prone to malfunction. They require more supervision than an ox, because they can't navigate broken terrain, lack even bestial intelligence, occasionally fail to recognize commands, and misidentify fences, clumps of dirt, or living things as crops. Without frequent repair or adjustments, a malfunctioning harvest horse can become as much of a threat as a pack of wolves. Bandit Tools. Not all who build or buy a harvest horse have good intentions. A harvest horse may not be a capable combatant, but it can drag an enormous load and is more durable than most living livestock. Bandits, town militias, necromancers, and desperate adventurers have been known to steal these constructs, hitch wagons to them, and use them as an improvised chariot or as a tool in grave-robbing. The most ambitious attach small ballista to them, while the more restrained use them as a disruptive and unreliable form of heavy cavalry. Beast of Burden. The harvest horse is considered one size larger for the purpose of determining its carrying capacity. Construct Nature. The harvest horse doesn't require air, food, drink, or sleep. Poor Traversal. The harvest horse must spend two additional feet of movement to move through difficult terrain instead of one additional foot. Siege Monster. The harvest horse deals double damage to objects and structures. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. Harvester's Stampede (Recharge 5-6). The harvest horse moves up to its speed in a straight line and can move through the space of any Large or smaller creature. The first time the harvest horse enters a creature's space during this move, that creature must make a DC 12 Dexterity saving throw. On a failure, it takes 7 (2d6) slashing damage and is knocked prone. On a success, it takes half as much damage and isn't knocked prone. When the harvest horse moves in this way, it doesn't provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Hashalaq Quori","description":"Quori Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter. Hashalaq Quori Hashalaq quori are loremasters and judges, and are commonly known as dreamstealers. In their natural form, hashalaqs are composed of hundreds of translucent tendrils. They can compress and configure these tendrils to form a wide range of simple shapes. A point of blue light suspended within its tendrils serves as the hashalaq’s sensory organ, which can be moved around to suit the creature’s current shape. The Power of Pleasure. Hashalaq quori have studied their mortal prey for centuries. Inhabiting human bodies as Inspired has granted the hashalaq a deep understanding of the hedonistic urges of humanity. As a result, they have developed numerous ways to control humanoids through pleasure—even as they have developed a taste for such things themselves. The Learned of Dal Quor. Hashalaq quori are the loremasters of Dal Quor. Even those hashalaqs who don’t make use of Inspired vessels dedicate themselves to studying Eberron and the planes, and they are among the few quori castes whose members understand the ways of magic. In Dal Quor, the hashalaq quori are typically found as advisors to the kalaraq. They also serve as judges, policing the quori and ensuring that the rivalries of the tsucora never threaten the greater plans of the Dreaming Dark.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"lawful evil","Expansion":4480,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Hastur","description":"Hastur, the Great Old One, is an enigmatic figure of frightening power. His physical manifestation is the King in Yellow, a tall, thin, humanoid form draped in a tattered yellow robe, its features draped and hidden. Cult of Hastur. Followers of Hastur are often aristocrats from the upper crust of society. They are jaded and world-weary, their quest for fulfillment leading them down bizarre and deviant paths. Their places of worship are often hidden rooms in lavish settings—theaters, bathhouses, mansions—where their perverse pursuits can be conducted in private. These decadent and often nihilistic cultists delight in the corruption of the innocent, attempting to place them under the sway of the Yellow Sign, to enslave them to the King in Yellow and perhaps even draw his physical manifestation to their world. Immortal. Death has no true hold on the Great Old Ones. If Hastur is slain, his tattered robes fall to the ground, whatever form they may have garbed simply vanishes. Any humanoid creature that touches them must succeed at at a DC 23 Wisdom saving throw or be unable to resist the urge to don the yellow robes as its next action. Once it has donned the robes, the creature immediately dies and its body is destroyed. In its place, Hastur lives again, as if brought back via true resurrection. If the robes are not donned within 24 hours, they crumble away, leaving a faint, but indelible, yellow stain behind. In this instance, Hastur cannot manifest a physical form again until the conditions are right, or some brazen person or persons manage to call him forth again. Reveal Visage. As a bonus action, Hastur may reveal the true form that lies beneath his robes to one adjacent creature. The creature must succeed at a DC 23 Wisdom saving throw or be paralyzed for 1d4 rounds and suffer disadvantage on all Wisdom-based rolls. A lesser or greater restoration will remove the latter effect, and a calm emotions spell suppresses this disadvantage for its duration. Dark Wishes. As an optional ability, the GM may allow Hastur to innately cast wish once per day, requiring no material components. He can only grant the wishes of other creatures, and only once to any given creature. 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Instead of legs, hatori have giant muscular paddle-like fins that they use to 'swim' through the sand. They lurk just underneath the sand near caravan trails and burst forth when it is close enough to seize prey with their massive jaws. Traits Ambusher. In the first round of combat, the hatori has advantage on attack rolls against any creature it has surprised. Hold Breath. The hatori can hold its breath for 30 minutes. Sand Camouflage. The hatori has advantage on Dexterity (Stealth) checks made to hide in desert or sandy terrain. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the hatori can't use its Bite attack on another target Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target not grappled by the hatori. Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Swallow. The hatori makes one Bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the hatori, and it takes 14 (4d6) acid damage at the start of each of the hatori's turns. The hatori can have only one Medium target or two Small targets swallowed at a time. If the hatori takes 20 damage or more on a single turn from a creature inside it, the hatori must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the hatori. If the hatori dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Haugbui","description":"A thick swirl of dust rises, settles, and forms the vague outline of a man—two points of yellow light shine where its eyes should be, staring malevolently. Mound Haunter. A haugbui is an undead spirit tied to its burial mound or barrow. It serves as a familiar, protective spirit to nearby farmsteads or villages, so long as tribute is regularly paid to the haugbui. Traditional offerings may include pouring the first beer from a barrel, leaving portions of meals out overnight, sacrificing blood or livestock, or burying a portion of any income in the mound. A freshly-woken haugbui devours the remains of creatures it was buried with, such as a hawk, hound, or horse. Milder Spirits. Haugbuis are related to vaettir, but much older. They are more humble and less prone to taking umbrage, and indeed, a great many haugbui have long since forgotten their own names. They are not quick to spill blood when irritated, and thus are viewed with greater tolerance by the living. Scrye and Watch. They prefer to watch over their people from within their mound, and only come forth over the most grievous insults or injuries. They can do a great deal from within their mounds thanks to their scrying ability. Undead Nature. A haugbui doesn’t require air, food, drink, or sleep. Traits Incorporeal Movement: The haugbui can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting: The haugbui’s innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components: Constant: detect thoughts, invisibility, mage hand, scrying At will: dancing lights, druidcraft, mending, spare the dying 7/day each: bane, create or destroy water, fog cloud, purify food and drink 5/day each: blindness/deafness, gust of wind, locate object, moonbeam, shatter 3/day each: bestow curse, dispel magic, plant growth, remove curse, telekinesis 1/day each: blight, contagion, dream 1/week each: geas, hallow Legendary Resistance (3/Day): If the haugbui fails a saving throw it can choose to succeed instead. Sepulchral Scrying (1/Day): An invisible magical eye is created under the haugbui’s control, allowing it to watch its territory without leaving the burial mound. The eye travels at the speed of thought and can be up to 5 miles from the haugbui’s location. The haugbui can see and hear as if it were standing at the eye’s location, and it can use its innate spellcasting abilities as if it were at the eye’s location. The eye can be noticed with a successful DC 18 Wisdom (Perception) check and can be dispelled as if it were 3rd-level spell. Spells that block other scrying spells work against Sepulchral Scrying as well. Unless dismissed by its creator or dispelled, lasts for up to 12 hours after its creation; only one can be created per 24-hour period. Sunlight Sensitivity: While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Turn Resistance: The haugbui has advantage on saving throws against any effect that turns undead. Actions Multiattack: The haugbui makes two psychic claw attacks. Psychic Claw: Ranged Weapon Attack : +10 to hit, range 40 ft., One target. Hit : 32 (6d8 + 5) Psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Haunt","description":"When a mass of souls meet a dark and bloody death, the unfortunate souls occasionally fuse into a furious collective called a haunt. Such tormented amalgamations of spirits are doomed to stalk the scene of their death until they’re laid to rest. These undead clouds of psychic energy are usually invisible, but when viewed with the see invisibility spell or similar magic, they appear as a churning silver-green fog of tangled limbs and screaming faces. Souls drawn into a haunt lose all sense of individuality. Their pain, memories, and outrage meld into a confused mass that makes rational thought nearly impossible. Haunts can rarely tell friend from foe, and react violently to the presence of any being in their domain. Physically Bound. Unlike other ghosts, haunts are exclusively bound to the Mundane World, unable to leave the site where they formed. As such, a haunt can’t retreat to the Ethereal Plane when endangered, but their rooted nature grants them greater control over physical objects in the environment than most incorporeal creatures achieve. Tortured Torturers. A haunt’s dominant emotional state is abject rage, driving them to seek vengeance on all living beings. Haunts aren’t content to merely slaughter their prey—they sadistically aim to trap and torment their victims. Traits Incorporeal Cloud. The haunt can occupy another creature’s space and vice versa. In addition, the haunt can move through creatures and objects as if they were difficult terrain. The haunt takes 5 (1d10) force damage if they end their turn inside an object. Invisibility. The haunt is invisible. Actions Multiattack. The haunt makes two Spectral Wrath attacks. Spectral Wrath. Melee Spell Attack: +8 to hit, reach 0 ft., one target in the haunt’s space. Hit: 17 (2d12 + 4) force damage. Wave of Despair (Recharge 5 – 6 ). The haunt unleashes a wave of psychic pain. Each enemy within 20 feet of the haunt must make a DC 16 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one. Bonus Actions Possess Object. The haunt can magically manipulate a Large or smaller object within 30 feet of them that isn’t being worn or carried by another creature. The haunt can exert fine control on objects under their control, such as playing piano keys, slamming doors, opening windows, or writing with a quill. As part of this bonus action, the haunt can hurl the object up to 30 feet in any direction or use it as a ranged weapon to attack one creature within 30 feet of the object. The object has a +8 bonus to hit and deals 15 (2d10 + 4) bludgeoning damage on a hit. The GM might rule that a specific object deals piercing or slashing damage based on its form.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Haunt","description":"Traits Incorporeal Cloud. The haunt can occupy another creature’s space and vice versa. In addition, the haunt can move through creatures and objects as if they were difficult terrain. The haunt takes 5 (1d10) force damage if they end their turn inside an object. Invisibility. The haunt is invisible. Actions Multiattack. The haunt makes two Spectral Wrath attacks. Spectral Wrath. Melee Spell Attack: +8 to hit, reach 0 ft., one target in the haunt’s space. Hit: 17 (2d12 + 4) force damage. Wave of Despair (Recharge 5 – 6 ). The haunt unleashes a wave of psychic pain. Each enemy within 20 feet of the haunt must make a DC 16 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one. Bonus Actions Possess Object. The haunt can magically manipulate a Large or smaller object within 30 feet of them that isn’t being worn or carried by another creature. The haunt can exert fine control on objects under their control, such as playing piano keys, slamming doors, opening windows, or writing with a quill. As part of this bonus action, the haunt can hurl the object up to 30 feet in any direction or use it as a ranged weapon to attack one creature within 30 feet of the object. The object has a +8 bonus to hit and deals 15 (2d10 + 4) bludgeoning damage on a hit. The GM might rule that a specific object deals piercing or slashing damage based on its form.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Haunting Angel","description":"Though it is difficult to destroy a celestial or a fiend, countless millennia away from their native planes has weakened and drained many of them. A great number have become so weakened that they have lost their physical form entirely and become bodiless spirits. The lore of mortals refers to these entities by any number of names, usually choosing something evocative or poetic such as “haunting angel” or “wrathstalker.” However, what sets these spirits apart from other spirits is that they have the ability to possess the living. Many celestials try to possess a host as seldom as possible, as such an act strains at the innate morals of their being. When they do, they try to find a willing host and remain within them for as little time as possible. However, some find the lure of having a physical body too great to resist. Most fiends have no such compunctions and are happy to possess any intelligent creature who blunders across their path. They seek out the weak-willed and those susceptible to promises of power, and almost inevitably remain within their host’s body as long as possible. Spirits Midnight is a world full of spirits. These can be the ghosts of the dead, the faded essence of a celestial or a fiend, or something stranger. In the setting, these spirits fall into one of three general categories: the Eternal, the Trapped, and the Lost. The Eternal are the active essences of the world, unique beings that represent some aspect of creation and have a purpose that they are forever striving to accomplish. They seldom meddle in the affairs of mortals, but are also so powerful that they fear little from mortals in return. The Trapped are creatures from other planes (celestials, fiends, etc) whose bodies have faded into nothingness. In their default form they cannot interact with the physical world, and most have difficulty discerning things in the physical world that are not specifically tied to their natures or their interest. They can vaguely sense creatures, objects, and the passage of time, but not in the manner mortals sense things. Some rituals and magic can allow creatures from the physical world to contact and interact with spirits, but the alien minds of spirits are inscrutable things, and getting them to communicate what they’ve seen can be and adventure in itself. The Lost are the spirits of those who once lived. Like the Fell, they are traumatized and scarred by their own deaths, though for these ghosts, they are often compelled to perform some cryptic task based on their former life. Unfortunately, eternity in a bodiless, incorporeal state can drive even a good soul to become a wrathful and vicious shadow of its former self. All spirits reside on the edges of the material realm of Aryth, not truly within the Ethereal Plane. However, most have the ability to become invisible for short or long periods of time. Celestials and Fiends Creatures from the planes beyond are a special case on Aryth, having been trapped there for thousands of years with no way to get home or call others from their planes of origin. Because the elthedar had built great civilizations and were master practitioners of the arts of magic, there was a significant outsider presence on Aryth before the Sundering. That event caused some celestials and fiends to go mad instantly, affecting them in unexplainable and never-before-seen ways. Some consider these the lucky ones. Others were merely frustrated by their inability to return home, and they endeavored to find a way to break the Veil that enveloped the world. Through the millennia, these celestials and fiends have made pacts with one another and just about every other powerful creature on the planet in order to find a way home. They have served dragons, and elves, and the Shadow, and siphoned magic from nexuses all over the world. All of their attempts have failed. After thousands of years, many celestials and fiends have faded into incorporeal shades of their former selves. A few have managed to maintain their physical forms through some means or another. Celestials and Fiends of Eredane The demon-infested depths of the Aruun are what one thinks of when considering fiends—and for good reason. Its humid confines house the majority of evil outsiders in the world, and not many angels to combat them. The demon ruins of Ibon-sul have acted as a prison to demons for thousands of years, so long that not even the eldest Danisil sage has memory of what created such a place. There are fears that since Izrador’s victory, the invisible bonds that trap beings there are being weakened, and that more and more demons are escaping every year. Elsewhere, angels, demons, and devils alike have tried to blend in as best they can. Many succumb to the pull of oblivion and lose themselves among the other spirits, joining the Eternal, but others try to find a way home from the physical world or even simply resign themselves to life among the mortals. Indeed, good and evil outsiders often find common cause, and in many cases, old hatreds have fallen by the wayside in light of their new circumstances. For a chance to return home, there is barely an angel on Aryth who would not work with a demon or devil, but their natures remain unchanged, and such alliances often do not last long, too strained by old prejudices and differences in philosophy that often have lethal consequences. Using Celestials and Fiends in Midnight All types of outsiders are rare in Eredane, but most common creature profiles for celestials and fiends can still be used in the setting. The only differences is that all of these creatures lose any abilities they had to travel to other planes, or summon other celestials or fiends. They are still able to cast any innate spells they have in their profile, provided those spells are not on the banned spell list . The demons of Ibon-Sul, specifically, can be represented by most traditional devil or demon profiles. Traits Incorporeal Movement. The haunting angel can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting. The haunting angel’s spellcasting ability is Charisma (spell save DC 16). The haunting angel can innately cast the following spells, requiring no material components: 1/day each: dream, mass cure wounds 3/day each: bless, divine favor, restoration Invisible. The haunting angel is invisible. If it makes an attack, it becomes visible for one minute. Haunted Visage. When the haunting angel becomes visible, each creature within 60 feet of the haunting angel that can see it must succeed on a DC 16 Wisdom saving throw or be frightened of it for one minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or the effect ends for it, the target is immune to the haunting angel’s Haunted Visage for the next 24 hours. Actions Multiattack. The haunting angel makes two attacks with its divine blow. Divine Blow. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) force damage and 10 (1d12+4) radiant damage. Possession (Recharge 6). One animal or humanoid that the haunting angel can see within 5 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the haunting angel; the haunting angel then disappears, and the target is incapacitated and loses control of its body. The haunting angel now controls the body but does not deprive the target of awareness. The haunting angel can’t be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the haunting angel ends it as a bonus action, or the haunting angel is forced out by an effect like the dispel evil and good spell. When the possession ends, the haunting angel reappears in an unoccupied space within 5 feet of the body. The target is immune to this haunting angel’s possession for 24 hours after succeeding on the saving throw or after the possession ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful good","Expansion":30504,"Challenge Rating":12},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Hauris","description":"Hauris is a crafty doppelganger agent of the Golden Masks, overseeing the gambling operations of the organization. He runs the Triple Nine Gambling Hall, the primary source of gambling income for the criminal organization. Heuris also masterminds and undertakes daring cons and heists in Onadbyr under the guise of multiple personalities and its lies bolstered by bardic abilities. Hauris will not pause to bend opponents to its will and is a vengeful creature if anyone should dare to interfere in its schemes.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger, doppelganger)","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":4},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Havel of the Autumn Moon","description":"Havel is a frail but courageous huden gallus, with pheasant-like plumage. He is a dear friend of Tevor, and the two have fallen for each other during their time together in Alderheart. Havel is a Summerblossom, a rank given to experienced members of the Tenders. He has been working at the Tenders’ headquarters in the Trunk district, where he provides aid to the refugees. He is also skilled in the use of natural magic, and while normally too sickly to adventure, could still assist the party with his talents.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gallus)","Alignment":"neutral good","Expansion":5991,"Challenge Rating":2},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Havriveen","description":"The havriveen are the apex predators of worlds where the borders between the dreamlands and the waking world have thinned, stalking the wilds of the planet’s shared dreamscape for prey to terrorize and consume. They frequently lurk near frays of psychic activity, waiting for native life and sentient creatures to dream their way into the havriveen’s clutches. Havriveen are also known as dreamdrakes, a nickname derived from a loose translation given upon first contact with the native penthe. Dream Taint. Their appearance is monstrous, serpentine creatures like wingless six-eyed dragons moving with grace and speed that belie their size, but havriveen are more than just mindless predators. These ageless, intelligent creatures exhibit potent psychic abilities and intuitive control over dreamscapes, and in a havriveen’s presence dreamscapes tend to shift and take on an ominous cast reflected in their pearlescent hexagonal scales. The penthe both fear and revere these creatures, holding them up as totemic symbols of power and creation within their culture, and offering them tribute when entering their domain. Dream Hunters. Havriveen have dominated their isolated pocket of the Dimension of Dreams for all of recorded penthe history, certainly long before their worlds were re-discovered by outsiders. Their only natural enemies are night hags, who the havriveen aggressively destroy or drive away when encountered. 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Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Sight : The hawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Talons : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","properties":{"Category":"Monsters","AC":13,"HP":"1 (1d4-1)","CHA":6,"CON":8,"DEX":16,"INT":2,"STR":5,"WIS":14,"Size":"Tiny","Type":"beast","Speed":"10 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064705/r48SIRgrpImsdMMMzp0ARQ/original.png","Roll 0":"Talons\n1d20 + 5\n1","Skills":"Perception +4","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Sight\",\"Desc\":\"The hawk has advantage on Wisdom (Perception) checks that rely on sight.\"}]","data-Actions":"[{\"Name\":\"Talons\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d1\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"-1","data-DEX-mod":"+3","data-INT-mod":"-4","data-STR-mod":"-3","data-SizeNum":0,"data-WIS-mod":"+2","Challenge Rating":0,"Passive Perception":14,"data-CrNum":0,"data-AcNum":13,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hawk","description":"Traits Keen Sight : The hawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Talons : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Hawk","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Hawk","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage.","properties":{"Category":"Monsters","AC":13,"HP":"1 (1d4 − 1)","PB":2,"CHA":6,"CON":8,"DEX":16,"INT":2,"STR":5,"WIS":14,"Size":"Tiny","Type":"Beast","Speed":"10 ft., Fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406409202/nfcsIOLfDP9wf4Dh8GkVqQ/original.png","Skills":"Perception +6","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Talons\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"-1","data-DEX-mod":3,"data-INT-mod":"-4","data-STR-mod":"-3","data-SizeNum":1,"data-WIS-mod":2,"Saving Throws":"Str -3, Dex +3, Con -1, Int -4, Wis +2, Cha -2","Challenge Rating":0,"Passive Perception":16,"data-CrNum":0,"data-AcNum":13,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Haze Hulk","description":"Haze Hulk Delerium dregs continue to be wracked with new mutations. Eventually, many simply collapse into a mewling mass of flesh and organs and become gibbering mouthers. Others grow into much larger and twisted forms. Variant: Hulk Mutations A haze hulk might have one of the following additional sets of traits: Gutbuster Hurl Foetid Flesh (Recharge 5–6). The gutbuster rips off a chunk of its mutated flesh and hurls it towards a space it can see within 120 feet of it. Each creature within 10 feet of that point must succeed on a DC 14 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. Hunter Invisibility. The hunter magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the hunter wears or carries is invisible with it. Lashing Tendrils. Melee Weapon Attack : +7 to hit, reach 60 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The hunter has two lashing tendrils and can grapple up to two creatures at once. Reel. As a bonus action the hunter pulls each creature grappled by it up to 25 feet straight toward it. Juggernaut Mutant Fortitude. If damage reduces the juggernaut to 0 hit points, it must succeed on a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the juggernaut drops to 1 hit point instead. Trampling Charge. If the juggernaut moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the juggernaut can make another slam attack against it as a bonus action. Actions","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Haze Hulk Gutbuster","description":"Haze Hulk Delerium dregs continue to be wracked with new mutations. Eventually, many simply collapse into a mewling mass of flesh and organs and become gibbering mouthers. Others grow into much larger and twisted forms. Variant: Hulk Mutations A haze hulk might have one of the following additional sets of traits: Gutbuster Hurl Foetid Flesh (Recharge 5–6). The gutbuster rips off a chunk of its mutated flesh and hurls it towards a space it can see within 120 feet of it. Each creature within 10 feet of that point must succeed on a DC 14 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. Hunter Invisibility. The hunter magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the hunter wears or carries is invisible with it. Lashing Tendrils. Melee Weapon Attack : +7 to hit, reach 60 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The hunter has two lashing tendrils and can grapple up to two creatures at once. Reel. As a bonus action the hunter pulls each creature grappled by it up to 25 feet straight toward it. Juggernaut Mutant Fortitude. If damage reduces the juggernaut to 0 hit points, it must succeed on a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the juggernaut drops to 1 hit point instead. Trampling Charge. If the juggernaut moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the juggernaut can make another slam attack against it as a bonus action. Actions","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Haze Hulk Hunter","description":"Haze Hulk Delerium dregs continue to be wracked with new mutations. Eventually, many simply collapse into a mewling mass of flesh and organs and become gibbering mouthers. Others grow into much larger and twisted forms. Variant: Hulk Mutations A haze hulk might have one of the following additional sets of traits: Gutbuster Hurl Foetid Flesh (Recharge 5–6). The gutbuster rips off a chunk of its mutated flesh and hurls it towards a space it can see within 120 feet of it. Each creature within 10 feet of that point must succeed on a DC 14 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. Hunter Invisibility. The hunter magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the hunter wears or carries is invisible with it. Lashing Tendrils. Melee Weapon Attack : +7 to hit, reach 60 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The hunter has two lashing tendrils and can grapple up to two creatures at once. Reel. As a bonus action the hunter pulls each creature grappled by it up to 25 feet straight toward it. Juggernaut Mutant Fortitude. If damage reduces the juggernaut to 0 hit points, it must succeed on a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the juggernaut drops to 1 hit point instead. Trampling Charge. If the juggernaut moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the juggernaut can make another slam attack against it as a bonus action. Actions","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Haze Hulk Juggernaut","description":"Haze Hulk Delerium dregs continue to be wracked with new mutations. Eventually, many simply collapse into a mewling mass of flesh and organs and become gibbering mouthers. Others grow into much larger and twisted forms. Variant: Hulk Mutations A haze hulk might have one of the following additional sets of traits: Gutbuster Hurl Foetid Flesh (Recharge 5–6). The gutbuster rips off a chunk of its mutated flesh and hurls it towards a space it can see within 120 feet of it. Each creature within 10 feet of that point must succeed on a DC 14 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. Hunter Invisibility. The hunter magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the hunter wears or carries is invisible with it. Lashing Tendrils. Melee Weapon Attack : +7 to hit, reach 60 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The hunter has two lashing tendrils and can grapple up to two creatures at once. Reel. As a bonus action the hunter pulls each creature grappled by it up to 25 feet straight toward it. Juggernaut Mutant Fortitude. If damage reduces the juggernaut to 0 hit points, it must succeed on a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the juggernaut drops to 1 hit point instead. Trampling Charge. If the juggernaut moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the juggernaut can make another slam attack against it as a bonus action. Actions","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Haze Husk","description":"Those who die in the ruins find no respite. The Haze reanimates their remains to wander the streets as shells forever stuck in the terror of their final moments. Billowing eldritch energies emanate from their eyes, mouth, and wounds and delerium fragments are fused into their flesh. Use the game statistics of a zombie . Replace its Undead Fortitude trait with the following: Death Burst. If damage reduces the haze husk to 0 hit points, the delerium fragments in its body explode in a burst of contaminated energy, unless the damage is radiant or from a critical hit. Each creature within 5 feet of it must succeed on a DC 10 Constitution saving throw or take 7 (2d6) necrotic damage. Creatures who fail this saving throw by 5 or more gain one level of contamination.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"Neutral Evil","Expansion":21300,"Challenge Rating":0.25},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Haze Wight","description":"A haze wight is more sentient than their haze husk minions, but has still been stripped of their former life. Many were former adventurers, military officers, or mighty warriors who died in the Haze. Many still believe themselves to be great heroes rallying the common folk of Drakkenheim against invaders, but in their madness they see all humanoids as monsters. These wights have the following actions in place of their Life Drain action: Contaminated Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or gain one level of contamination. Create Haze Husk . The wight targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. It rises as a haze husk in an unoccupied space within 5 feet. The haze husk is under the wight’s control. The wight can have no more than 12 haze husks under its control at one time.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"Neutral Evil","Expansion":21300,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Hazvongel","description":"“They make excellent scouts and are capable aerial attackers, but their attention span is frustratingly wanting.” —The demon lord Pazuzu Avian demons called hazvongels haunt the windswept skies of Pandemonium, preying on lost and weary travelers. Hazvongels resemble enormous, crimson crows with tattered feathers and a dozen legs. Their wings constantly drip blood, which they gather in their many talons and fling in a gruesome rain. Hazvongels sometimes soar in the skies of the Abyss, where they originate, but they migrate to and from Pandemonium throughout their existence. More powerful demons, especially the demon lord Pazuzu, use hazvongels as scouts, but hazvongels’ wanderlust makes them ill-suited for extended missions. Traits Magic Resistance. The hazvongel has advantage on saving throws against spells and other magical effects. Actions Multiattack. The hazvongel makes three Talon attacks. Talon. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) piercing damage. Blood Barrage (Recharge 5–6). The hazvongel launches a spray of blood in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":30583,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Headless Cavalier","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":27683,"Challenge Rating":12},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Heat Swarm","description":"A heat swarm is a mass of flying, aggressive, foul-tempered elemental fire creatures. A single heat elemental that makes up a heat swarm resembles a thumb-sized ball of reddish flame with vaguely discernible facial features. 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They can play a vital role in any military, law-enforcement, or special ops team that require heavy fire and crowd control. Larger units of heavy assault troopers are used against oncoming forces of alien invaders or giant-sized monstrous threats.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Heavy Centurion","description":"The heavy centurion is a combat technician that focuses on the use of large or heavy weapons and armor. Their esper techniques are focused toward victory in war, both offensively and defensively. They operate primarily in the battlefield as a deterrent to powerful espers or constructs or by providing medical and tactical support to fellow combatants.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":9},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Hebi-Doku","description":"A serpent rises in tight coils, until its head is level with that of a tall man. Its body is thick and covered in glossy black scales broken by wide bands of bright orange. The two smaller serpents growing from its torso wind together and hiss menacingly. Twin rattles shake rapidly behind the creature. Ophidian Masters. Shrines to hebi-doku are found most often in places where venomous snakes are common. They are also located in regions where snakes are considered sacred and in the homes and guilds of assassins who favor the use of toxins. Hebi-doku are never found without an accompaniment of other serpents. Feared and Placated. Adventurers and archaeologists who travel through snake-filled jungles and ruins offer hebi-doku tribute, hoping that doing so will purchase some protection from the snakes they encounter. Scorned lovers sometimes venerate a local hebi-doku in the hopes that it will poison future relationships for their former paramour. A hebi-doku claims to care little for the veneration of non-serpents, but it knows it will cease to exist without their gifts. Toxic Shrines. To summon a hebi-doku, a heart stilled by snake venom must be laid at the foot of a low altar built of mongoose bones. Immortal Spirit Nature. The kami doesn’t require food, drink, or sleep. Hebi-Doku and Yig In Midgard, hebi-doku live in close proximity to the snakelike Great Old One Yig and the serpentfolk who venerate him. Hebidoku don’t worship Yig, though they respect his power and don’t harm his adherents. Yig-worshiping serpentfolk who take action to promote snakes or create areas for snakes to thrive sometimes do so with hebi-doku assistance. Kami in Midgard Kami are the small gods of the Winter Isles. Each kami is the spirit of something tangible, be it an ideal, an emotion, or a specific item or location. A kami can be summoned to the Material Plane by any creature that builds it a shrine and offers suitable tribute. Less majestic kami, such as a gorao-ka, require only a small shrine and a gift of any size, so long as it is freely given. More important kami may require a magnificent monument as well as some form of grand tribute.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (kami)","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Hecatonchires","description":"When the world was young, Earth and Sky had come together in a union. Bearing powerful immortal children, but these beings were considered hideously ugly by their father, the primordial deity of the sky Ouranos. In his disgust he ripped them away from their mother and threw them down into Tartarus, the pit. The second set of triplets born from the earth were the Hecatonchires, immense giants with 100 arms and 50 heads. They wielded unfathomable strength, which aided the gods in their war against the Titans for control of the world after they freed the hundred-handed ones. Only 3 Hecatonchires exist, the brothers Briareus, Cottus and Gyges. They were all allowed to roam the world after the gods established their rule over the world, but they have not been seen in millennia. But it is rumored that they are acting as the new jailers of Tartarus. Forces of Nature. These giants are so powerful that they are associated with certain natural disasters, such as earthquakes and huge sea waves, by storytellers. Immortal Nature. Due to being born from the primordial forces of existence, the hundred-handed ones are blessed with immortality. However, they do not possess the divine powers that their siblings, the Titans, or their descendants, the gods, wield. Hecatonchires as a Mythic Encounter The hecatonchires are beings that belong to a completely different scale of power than any other giants. Their size, their offensive power and their capabilities for war made them contenders against their immortal siblings in ages past. If you wish to make an encounter with these behemoths truly legendary, the hecatonchires might use his Jailer's Tenacity trait. When this happens, the primordial matter that gave birth to the world brings the giants back from the brink. When this happens, the hecatonchires can choose one of his mythic actions when he uses a legendary action. Read or paraphrase the following text when the hecatonchires uses his Jailer's Tenacity trait: The Hundred-Handed One falls The giant collapses onto the ground. The myriad arms and heads create a cacophony of sound as they violently reach the rough stone. However, the earth itself seems to resonate with the impact. Rough stone is replaced with soft soil and clay, carrying primordial power from Gaia herself directly to her children. The wounds of the hecatonchires cease to bleed, missing limbs are replaced with earthen replicas and power is restored. Fifty previously downcast heads rise with furious vigor, carrying a fighting spirit so strong it makes onlookers wish to take a step back. A hundred arms flex once again in preparation as the giant is ready to join the battle once more. Fighting the hecatonchires as a mythic encounter is equivalent to taking on two CR 24 creatures in one encounter. Award a party an additional62,000 XP (124,000 XP total) for defeating him after his Jailer’s Tenacity trait activates. Giants Giants are rather plentiful amongst Greek monsters. Born most often from divine blood, although monstrous origins are not unheard of, they have a unique place in the world. Sometimes destructive and sometimes dutiful servants of the order of the world. Traits Jailer's Tenacity (Recharges after a short or long Rest). If the hecatonchires is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 325 hit points. In addition, the energy of creation that created the world reinvigorates him, granting him 100 temporary hit points, recharging his Rain of Stone and regaining any expended uses of Legendary Resistance and Seismic Shock. Additionally, the hecatonchires can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 62,000 XP (124,000 XP total) for defeating the hecatonchires after his Jailer's Tenacity activates. Legendary Resistance (3/day). If the hecatonchires fails a saving throw, he can choose to succeed instead. Magic Resistance. The hecatonchires has advantage on saving throws against spells and other magical effects. Magic Weapons. The hecatonchires' weapon attacks are magical. Multiple Heads. The hecatonchires has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, or knocked unconscious. Reactive Body. The hecatonchires can take one reaction on every turn in combat. Siege Monster. The hecatonchires deals double damage to objects and structures. Vigilant. The hecatonchires can't be surprised. Wakeful. While the hecatonchires sleeps, at least one of his heads is awake. Actions Multiattack. The hecatonchires makes four of his hundred arms barrage attacks or three rock throw attacks. Hundred Arms Barrage. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage plus 10 (3d6) radiant damage. The hecatonchires can force the target to make a DC 25 Strength saving throw or be pushed up to 15 feet in a direction of his choosing. Alternatively, if the creature fails the saving throw the hecatonchires can choose to grapple the target, instead of pushing it. Rock Throw . Ranged Weapon Attack: +17 to hit, reach 60/240ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage. Rain of Stone (Recharge 5-6). The hecatonchires uses its hundred arms to throws boulders in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 88 (25d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Seismic Shock (1/day). The hecatonchires creates an intense tremor that rips through the ground in a 100-foot-radius circle centered on himself and shakes creatures and structures in contact with the ground in that area. Creatures must make a DC 25 Strength saving throw or take 77 (14d10) bludgeoning damage and be trapped under debris. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save the creature takes only half damage and isn't trapped by the debris. Reactions Deflection. The hecatonchires adds 7 to his AC against one weapon attack that would hit him. To do so, The hecatonchires must see the attacker. Legendary Actions Hecatonchires can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hecatonchires regains spent legendary actions at the start of their turn. Move. The hecatonchires can move up to his speed without provoking attacks of opportunity. Attack. The hecatonchires can make a rock throw attack. Mythic Actions If the hecatonchires’ Jailer's Tenacity trait has activated in the last hour, he can use the options below as legendary actions. Hundred Arms (costs 2 Actions). The hecatonchires can make a hundred arms barrage attack. Jailer's Momentum (costs 3 Actions). The hecatonchires recharges his Rain of Stone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"giant","Alignment":"lawful good","Expansion":29804,"Challenge Rating":24},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Hedge Bard","description":"Recognized for being excellent diplomats and mediators, hedges are less well known for their love of music. Those who turn their natural charm towards the talent of entertaining can find great success. Some of the most gifted performers are blessed with magical talents. While most hedges use these powers for good, others choose a more sinister path, using their bardic talents to cheat, dupe, or steal from common folk.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (hedge)","Alignment":"any","Expansion":5991,"Challenge Rating":2},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Hedge Mage","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":21300,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Hedge Witch","description":"Many who apply to study at the Avium are turned away by the prestigious institution. Spurred by their desire for knowledge, rejected candidates sometimes start on a path to become self-taught masters of arcana. Notably in tune with the magic of the forest, hedges pursuing an individualistic path often leverage their connection to these natural forces to make pacts with powerful fey or elemental beings, learning secrets inaccessible to traditional students.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (hedge)","Alignment":"any chaotic","Expansion":5991,"Challenge Rating":1},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Hedgehog","description":"The hedgehog is a small terrestrial mammal that eats insects and worms. Its body is covered in hollow spines that it can extend as a defense mechanism. Hedgehogs are often used as familiars by gnomes and halflings.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"unaligned","Challenge Rating":0},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Heggarna","description":"The foul abomination wriggles about on multiple caterpillar-like claspers. It has the jagged, circular maw and slippery body of an oversized leech and the head and coloration of a fierce tiger. Night Terrors. Many sleepers have experienced nightmares in which a shadowy creature was sitting on them, draining them of their vital essence. While most of these experiences are because of some underlying psychological trauma, some are the result of visitations by terrifying creatures of the night. One such creature is the heggarna, a vile aberration that feeds on a creature’s mental energy as it sleeps and infuses the victim’s subconscious with terrible nightmares for its own vile amusement. Hidden Fear. During the day, the heggarna disguises itself as a stray cat, lurking near the homes of potential prey and fleeing with feline-like caution when anyone comes near. Most humanoids overlook simple animals like cats when dealing with a heggarna infestation, but magic can detect the creature’s true appearance. Normal animals react to the heggarna with a strange ferocity, which experienced hunters recognize as a sign of a heggarna.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Heir of Entropy","description":"As inheritors of the bloodline of chaos, these sorcerers are true manifestations of entropy, bending the natural order of reality around them and destroying matter with their touch. These entropists are true believers in the power of their heritage and fanatically strive to bring about the eventual ruin of everything into chaos. In Aglarion, the heirs of entropy share the bloodline of Lord Ziademos Gorso, which grants them the sorcerous powers of the Elemental Chaos.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17604,"Challenge Rating":1},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Hekatonkheires","description":"Horrifying abominations shunned by the gods immediately upon their creation, the hekatonkheires are perhaps the most powerful and devastating race of titans in existence. When the titans — envious of the gods’ divine strength — rebelled against the deities, the hekatonkheires were among the first to pick up arms, weary of the scorn their own creators felt for them. The betrayal of the Elysian titans led to the hekatonkheires’ swift capture by the gods, who found the hekatonkheires’ power to be so immense that they were not banished to the Abyss with their Thanatotic brethren. Instead, the gods cast the hekatonkheires into the furthest reaches of the multiverse they could find. There, the hekatonkheires drifted in expanses of nothingness for unknown eons, and the madness wrought upon them by isolation destroyed their memories. Yet from their madness these shattered monstrosities spawned progeny to replace them in their pursuit to destroy, and some of these monstrous offspring discovered ways to break through planar boundaries and wander the multiverse freely. Engines of Mayhem. The gods initially created only three hekatonkheires, seeking to make the ultimate warriors in order to guard the gates to the Abyss. These three ancient titans still drift in the unknown expanses between planes — the hekatonkheires that now walk the worlds are their lesser spawn. But these so-called “lesser” titans remain almost unimaginably powerful themselves. They have no knowledge of why their forgotten ancestors were originally banished, and so they wander in search of answers, all the while destroying entire worlds. They are warped engines of mayhem, their existence based wholly on the devastation of life and anything that might remind them of their age-old war against the gods, having inherited only the haunting ghosts of such memories from their ancestors. Those hekatonkheires who have emerged back into the multiverse have done so in different realms, and to date, no record of any two of these spawn meeting one another exists. It is fortunate that only one hekatonkheires is encountered on a world at any given time, as even scholars cannot fathom the power that would arise out of two or more of the titans’ collective strength. They traverse the planes alone, caring not for allies of any sort until they can remember what their purpose was when they were born eons ago. Lone Wanderers. Though hekatonkheires are as intelligent as the rest of their titan relatives, they wander with such destructive and seemingly mindless intentions that they spare no time in communicating with other creatures, especially those that would beg for mercy. The hekatonkheires were created to destroy, and so that is all they desire to do; the crushing blows of their fists and the goring slashes of their weapons speak for themselves. They serve no master and halt their otherwise endless rampage only if called by their true names, which few — if any — mortals know. Those that do know these names speak them only in whispers, for their mere utterance seems to carry with it immeasurable power. A hekatonkheires can only be called via mighty spells such as gate if a conjurer knows the plane the titan is currently on, and only if the conjurer knows the true name of the hekatonkheires he is seeking to call. Only the mad or depraved would dare such a feat, however, as the might of one of these unique goliaths is so massive that the being cannot be controlled, and even if it is banished back to the realm from whence it came, it is never long before the hekatonkheires sets its sights on the world it visited so briefly, if only to sate its lust for destroying it. The Hundred Handed One. Each hekatonkheires has 50 heads and 100 arms so that one is never caught off guard. The stones that it hurls with its 100 hands are as big as boulders, and those who have seen a hekatonkheires hurl such rocks and lived to tell the tale have said that it is as though an entire mountain is falling from the sky. In addition to their unworldly strength, hekatonkheires are known for their awesome control over the powers of lightning and thunder, and an individual hekatonkheires’s arrival is often prefaced by an abrupt and tumultuous storm in the area. Like all titans, hekatonkheires are immortal, and do not die unless they are slain.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend (titan)","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":24},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Hel","description":"Hel, Lady of the Dead Hel is the daughter of Mirgal and Boða. She tends to wear a blue tunic and a dark cloak. Her black hair is braided, falling over the left side of her face and partly obscuring a scarred, emaciated face. Her left hand is skeletal as well, her right covered in flesh. After being slain by her own mother, she returned to Grimnir as the Lady of the Dead. Hel judges no one and her love and compassion can extend to even the direst of subjects. In her youth, during the Exodus, she even brought several Yoten into the world, believing that she might redeem them. These include Ormur and Fenrir. Even after her death, she continued to watch over her siblings. As time passed both her siblings grew ever larger and Hel began to worry. Would they turn against her as her mother and father had? And she saw signs of other Yoten in the great wilds, an evil just waiting to inflict itself upon Hel’s beloved mortals. Most of all she watched for any sign that either father or mother might somehow return to Grimnir. She worried she might have to destroy one or both of them, if that happened. The burden she had on her to keep the world together grew heavier, year after year. Ultimately the grief Hel suffered over losing Thonir also intensified. She was never able to overcome it, no matter how hard she tried to help others. Even after centuries no distraction was ever sufficient to allow her to forget her true love. A few years ago, she created a simulacrum, Hollow Hel. Even knowing it would destroy her, Hel then traveled to Valholl to have one last moment with Thonir. As predicted, she was destroyed, but what she could not have predicted was just how strange the tangled magics of Grimnir are. She was reincarnated and born into another realm where she has lived a mortal’s life. Hollow Hel is identical to her creator. Siddhe She is Hel reborn. Throughout the plot she may begin to remember bits of her past. But Siddhe generally has no idea about who she once was or that her true father—Mirgal—is responsible for bringing her back to Grimnir. The heroes will have the choice of either allowing her to remain alive or forcing her to inherit the mantle of Lady of the Dead again. Roleplaying Hel Hollow Hel shares the same traits as Hel and behaves identically to her creator. Grieving. Hel is deeply empathetic to the suffering of others. This empathy is a burden and she suffers constantly. This suffering is intensified by her own losses —from learning that she was a monster originally created by Mirgal and Boða for dire purposes to being murdered by her own mother and then later, losing Thonir. Kind. Though she is deeply hurt and troubled herself, Hel extends kindness to the dead that enter her realm. She feels all should have the opportunity to live their lives in the way they want. The Underworld is a haven from the real world. Worried. She knows that both her father and mother are capable of causing much suffering in the world and she watches for signs of their activity. She also mitigates the evil of mortals and has directly interfered in stopping schemes concocted by the Ironwood Witches. She does not believe she can trust anyone else with her burden and thus she carries it, alone. Lair Actions When fighting inside her lair, Hel can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Hel can take one lair action to cause one of the following effects: Helmaw. A helmaw opens and one undead of CR 10 or less passes through to join the battle. The undead rolls initiative and acts of its own volition. Undead spawned in this way are allied to Hel and treat her enemies as their enemies. Dire Fog. A heavy fog drifts onto the battlefield, causing the entire lair to become heavily obscured. Creatures not native to the Underworld that start their turn in the mist must make a DC 20 Constitution saving throw. Targets take 18 (4d8) cold damage plus 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The fog lasts until another lair action is used. Verdict. A thunderous chime rings out across the realm, judging creatures present. Creatures that hear the bell and are missing hit points have their hit point maximum set to their current hit point value, which can only be restored by leaving the Underworld or through a wish spell or similar effect. Creatures that hear the bell and are on full hit points instead take 32 (5d12) necrotic damage. Many-Hands. 5 spectral copies of Hel’s scythe materialize around the battlefield. A spectral scythe can be used to make an attack of opportunity without consuming Hel’s reaction. Each scythe can be used by Hel a single time before it dissipates. Hel can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"True Neutral","Expansion":25792,"Challenge Rating":23},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Helashruu","description":"An enormous looking glass floats forward, its enormous, warped frame composed of writhing purple tendrils, and its surface covered in dozens of hideous, swirling eyes. Several razor-sharp whips whirl through the air around it. Mirrors from Beyond. The helashruu are bizarre and terrifying aberrations that travel the planes, spreading chaos and destruction. Resembling towering mirrors covered in tentacles and eyes, helashruu defy rational explanation. When they deem it necessary to communicate with other creatures, it is usually through a jumbled mishmash of thoughts with their telepathy, though making sense of what they say is often next to impossible. Trapping Gone Astray. Sages versed in planar lore believe the helashruu were created when a mirror of life trapping swallowed a powerful, deity of chaos and shattered under the strain of the energies it tried to contain. The pieces then scattered across the planes before forming into the first helashruu. The helashruu sometimes trap creatures within themselves, giving credence to this belief. Some sages hypothesize that if all the helashruu were to gather together in one place, they would reform the original mirror, and the evil entity would be released from its confinement. Thankfully, these creatures are extremely rare and hold nothing but contempt for others of their own kind.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Helhest","description":"Denizens of the Underworld Many of the undead of Grimnir serve a somewhat different role than they do in other worlds. While on the surface skeletons and zombies exist as dangers to the living, their existence is more nuanced. Many of the dead are agents of Hel and scour the surface world at her bidding. They gather information, they help her collect the unfortunate and forgotten, and they defend her interests—and those of Grimnir. Yet, despite this semblance of civility, the undead are still frightening and the raiders avoid them. The walking dead are something they simply don’t understand and some fear that one day the undead will rise to help consume the world. This is a worrying concept and one that is often on the mind of any raider who travels near territory haunted by the once-living. That is not to say that undead are never vile, never evil. There are many examples of the dead disregarding Hel’s mercy and love. These tend to cause the same sorts of disruptions that one might expect in more typical worlds. Pretty much any undead that might be found elsewhere can be found in Grimnir and Hel does not control them—even within the Underworld they have free will. And some decide to be terrible. In addition to standard undead, the world of Grimnir has spawned several unique flavors, from the cursed knight to the pyrewights. Many of these are created because of the breaking or bending of an oath, or because a duty was not honored. Undead Nature. Like undead in other realms, these undead do not require air, food, drink, or sleep. Helhest Ever fond of her animals, Hel pays special attention to those creatures born with differences that then die and enter her realm. For reasons known only to her, or simply because she is compassionate, horses with missing legs are taken as her personal steeds. These horses become helhests and gain the ability to conjure a phantom version of their missing limb, but even when it is not active, these steeds are just as swift as any other horse. Hel usually rides helhests into Grimnir when she decides she is needed to help guide souls into her realm. However, the raiders always misconstrue her presence. Many believe that helhests bring death and that seeing them is a sign that doom approaches. It is, unfortunately, the opposite. Hel senses when death from plague, flood, or old age approaches. She and her helhests merely ride to where suffering arises. Despite Hel’s intentions, the sight of a helhest riding towards a raider in the deep dark of night, its leg glowing ghoulishly, will always be cause for fright. The Chains of Hel. When helhests gallop the noise they make is like that of iron against iron, a shrill shrieking that sends a shiver down the spines of those who hear it. The Undead Herd. Helhests behave much like the horses they once were. They tend to stay in herds and readily come to the defense of one another. Life & Death Clerics and paladins of Grimnir don’t tend to see the undead as their enemies. At times yes, they are something to fear, but holy raiders do not focus on the undead the way their peers might in other lands. A different way to imagine the relationship between the holy and the undead, is that some clerics and paladin might seek ways to end what they perceive as suffering… they want to grant the undead mercy. They seek to return them to rest—either to Valholl or to the Underworld.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":4},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Hell Bunny","description":"In the lower planes, the hell bunny is prey to hell hounds, imps, and other fiends. But when a hell bunny escapes to the prime material plane, its infernal nature makes it far more dangerous than a mundane rabbit. Traits Flying Leap. After making a Bite attack, the hell bunny can leap away without provoking an opportunity attack. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft, 1 target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) fire damage. Fire Breath (Recharge 5–6). The hell bunny exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Reactions Vicious Streak (3/Day). After making a successful Bite attack, the hell bunny can leap up to 20 feet to a second target and make another Bite attack.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend","Alignment":"lawful evil","Expansion":32955,"Challenge Rating":1},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Hell Hound","description":"Monstrous, fire-breathing fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. On the Material Plane, hell hounds are most commonly seen in service to devils, fire giants, and other evil creatures that use them as guard animals and companions. Burning Hunger. Hell hounds hunt in packs, feeding on any creature that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that prey to the bitter end. When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature’s remains in a billowing eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at following orders. However, a hell hound’s evil disposition means that the creature can’t be trained to be anything other than a ruthless killer. If a hell hound isn’t allowed to indulge its malevolent hunger, it quickly abandons or turns against its master. Traits Keen Hearing and Smell : The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics : The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. Fire Breath (Recharge 5-6) : The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Hell Hound","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Hearing and Smell : The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics : The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated . Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. Fire Breath (Recharge 5-6) : The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"45 (7d8+14)","CHA":6,"CON":14,"DEX":12,"INT":6,"STR":17,"WIS":13,"Size":"Medium","Type":"fiend","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064711/KkawDmu90qrzDOcqb76imQ/original.png","Roll 0":"1d20 + 5\n1d8+3","Roll 1":"1d20 + 0\n6d6","Senses":"Darkvision 60 Ft.","Skills":"Perception +5","Source":"5th Edition SRD","data-XP":700,"Alignment":"Lawful Evil","Languages":"Understands Infernal But Can't Speak It","data-List":"false","Immunities":"Fire","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Hearing and Smell\",\"Desc\":\"The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.\"},{\"Name\":\"Pack Tactics\",\"Desc\":\"The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d6\",\"Damage 2 Type\":\"fire\"},{\"Name\":\"Fire Breath (Recharge 5-6)\",\"Desc\":\"The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"-2","data-CON-mod":"+2","data-DEX-mod":"+1","data-INT-mod":"-2","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":3,"Passive Perception":15,"data-CrNum":3,"data-AcNum":15,"data-HpNum":45},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hell Hound Archon","description":"When hound archons fall, they transform into savage hell hound hybrids. Their fur ranges from black to muddy dark red. Their eyes gleam like embers, and flames lick from their mouths. They guard their master's citadels and hunt and track those who seek to escape from it. As their name implies, they can breathe fire, as well as transform into hell hounds. They are also often seen training and leading packs of hell hounds. Fallen Archons An archon always answers to a higher being: a superior archon, angel, and always to a Mount Celestial deity. It is expected to abide by and enforce the laws of its god. There are rare instances that an archon, just like its angel brethren, for some reason or another, would deviate from the stringent rules set for it. Depending on the gravity of its actions, an archon may be stripped of its station, banished from Mount Celestia, or even imprisoned. Such an archon has become a fallen archon. Fallen from Grace. Most fallen archons who are banished willingly live out their lives as mortals in the Material Plane, accepting it as a form of penitence. However, a few, having been twisted by their perverse pride, greed, and selfishness, become subversive and hide out in the Lower Planes. As they simmer in anger and hate, they become prone to temptation. Diabolical Transformation. Agents representing archdevils from the Nine Hells offer fallen archons a place where they can be respected, given power, and a chance to punish those that have wronged them. Those that accept sign a diabolical contract that binds their souls to Asmodeus and the Nine Hells. They transform and become corrupted shadows of their former selves and ultimately become devils. They lose some of their archon abilities but gain new, fiendish ones. Agents of the Nine Hells. Most fallen archons become soldiers of archdevils that recruited them. Others become assassins, agents, and spies. No matter their role, fallen archons are no longer bound by their conscience or morality and have become cruel, merciless, and unforgiving. Immortal Nature. A fallen archon doesn’t require food, drink, or sleep. Traits Devil's Sight. Magical darkness doesn’t impede the fallen archon’s darkvision. Magic Resistance. The fallen archon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The fallen archon makes three Buisine attacks, or makes one Buisine attack and casts one spell that takes 1 action to cast. Buisine. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) necrotic damage. Spellcasting. The fallen archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: bane, darkness, detect evil and good, invisibility (self only) 3/day each: animate dead, banishment, bestow curse, contagion 1/day each: blade barrier, divine word, harm Teleport. The fallen archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Harbinger's Hymn (Recharge 5-6). The fallen archon plays its buisine to create a sound of utter horror and terrifying beauty. Each nonfiend creature within 120 feet that can hear the fallen archon must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature frightened in this way is paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the fallen archon's Harbinger's Hymn for the next 24 hours. Buisine Blast (1/Day). The fallen archon blows its buisine to emit a thunderous blast in a 60-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 16 Constitution saving throw. On a failed save, a creature takes 54 (12d8) thunder damage and is deafened for 1 minute. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 108 (24d8) thunder damage instead of 54 (12d8).","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hell Hound Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Consult Hell (1/Long Rest). The hound’s caregiver can talk to the hound about a specific course of action that the caregiver plans to take within the next 30 minutes, tapping into divinatory power through the hound’s connection to the infernal realm. After 1 minute, the hound then gives a response based on its own objective prophetic sense of the outcome: one bark for good results, two barks for bad results, three barks for both good and bad results, and no barks for results that aren’t especially good or bad. Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Lava Spittle (2 Ferocity). The hound makes a signature attack. On a hit, the attack deals an extra PB damage, and a creature the hound chooses within 5 feet of them other than the target takes PB fire damage. 3rd Level: Brutal Charge (5 Ferocity). The hound can move up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Fire Breath (8 Ferocity). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Hell Hound Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Consult Hell (1/Long Rest). The hound’s caregiver can talk to the hound about a specific course of action that the caregiver plans to take within the next 30 minutes, tapping into divinatory power through the hound’s connection to the infernal realm. After 1 minute, the hound then gives a response based on its own objective prophetic sense of the outcome: one bark for good results, two barks for bad results, three barks for both good and bad results, and no barks for results that aren’t especially good or bad. Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Lava Spittle (2 Ferocity). The hound makes a signature attack. On a hit, the attack deals an extra PB damage, and a creature the hound chooses within 5 feet of them other than the target takes PB fire damage. 3rd Level: Brutal Charge (5 Ferocity). The hound can move up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Fire Breath (8 Ferocity). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Hell Hound Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Consult Hell (1/Long Rest). The hound’s caregiver can talk to the hound about a specific course of action that the caregiver plans to take within the next 30 minutes, tapping into divinatory power through the hound’s connection to the infernal realm. After 1 minute, the hound then gives a response based on its own objective prophetic sense of the outcome: one bark for good results, two barks for bad results, three barks for both good and bad results, and no barks for results that aren’t especially good or bad. Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Lava Spittle (2 Ferocity). The hound makes a signature attack. On a hit, the attack deals an extra PB damage, and a creature the hound chooses within 5 feet of them other than the target takes PB fire damage. 3rd Level: Brutal Charge (5 Ferocity). The hound can move up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Fire Breath (8 Ferocity). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Hell Hound Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Consult Hell (1/Long Rest). The hound’s caregiver can talk to the hound about a specific course of action that the caregiver plans to take within the next 30 minutes, tapping into divinatory power through the hound’s connection to the infernal realm. After 1 minute, the hound then gives a response based on its own objective prophetic sense of the outcome: one bark for good results, two barks for bad results, three barks for both good and bad results, and no barks for results that aren’t especially good or bad. Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Lava Spittle (2 Ferocity). The hound makes a signature attack. On a hit, the attack deals an extra PB damage, and a creature the hound chooses within 5 feet of them other than the target takes PB fire damage. 3rd Level: Brutal Charge (5 Ferocity). The hound can move up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Fire Breath (8 Ferocity). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Hell Hound Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Consult Hell (1/Long Rest). The hound’s caregiver can talk to the hound about a specific course of action that the caregiver plans to take within the next 30 minutes, tapping into divinatory power through the hound’s connection to the infernal realm. After 1 minute, the hound then gives a response based on its own objective prophetic sense of the outcome: one bark for good results, two barks for bad results, three barks for both good and bad results, and no barks for results that aren’t especially good or bad. Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Lava Spittle (2 Ferocity). The hound makes a signature attack. On a hit, the attack deals an extra PB damage, and a creature the hound chooses within 5 feet of them other than the target takes PB fire damage. 3rd Level: Brutal Charge (5 Ferocity). The hound can move up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Fire Breath (8 Ferocity). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Hell Knight","description":"The hell knight is a once powerful fallen paladin who has pledged loyalty and servitude to an arch devil, often driven to seek vengeance on its former allies or patrons. While the hell knight works tirelessly to achieve the goals of its infernal master, it does so as a means to gain supernatural strength and power. The hell knight is ruthless in its pursuits to gain any advantage, whether in politics or martial combat. It dominates those who are weak-willed, manipulates those with hidden agendas and vendettas, and annihilates anyone who stands in its way. Infernal Champion. A hell knight is a mighty foe to face in combat. Aside from its martial prowess, it has a number of deadly supernatural abilities it can employ. One such ability is the constant presence of dread the hell knight projects, causing those who succumb to it to become unable to act. Another is the hell knight’s gaze which can project fiery beams that burn a target and make it more susceptible to fear and fire. What makes the hell knight more dangerous, however, is its ability to summon and command devils efficiently in the battlefield. Devils under the command of a hell knight fight with discipline and fervor, and do not easily break rank or flee. Infernal Rifts. More powerful hell knights are able to temporarily open dimensional rifts to Hell. Such fiery portals sear the flesh of those caught within it. Despite the short duration of the rift, it is enough for a small number of devils to pass through. These devils immediately submit themselves to the hell knight that summoned them, and become its allies. Traits Infernal Aura. An enemy that starts its turn within 10 feet of the hell knight must succeed on a DC 14 Wisdom saving throw, unless the hell knight is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target is incapacitated and its speed is halved. If a creature's saving throw is successful, the creature is immune to the hell knight's Infernal Aura for the next 24 hours or until it takes damage from the hell knight's Infernal Gaze. Infernal Leader. The hell knight’s Devil allies have advantage on attack rolls and saving throws against being charmed or frightened while within 10 feet of the hell knight, provided it isn’t incapacitated. Magic Weapons. The hell knight’s weapon attacks are magical. Actions Multiattack. The hell knight makes two Greatsword attacks. It can use Infernal Gaze in place of one Greatsword attack. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage. Infernal Gaze. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) fire damage and the target has disadvantage on saving throws made against being frightened until the end of the hell knight's next turn. Summon Devil (1/Day). The hell knight summons 1 bearded devil , 1d2 spined devils , or 1d4+1 imps . A summoned Devil appears in an unoccupied space within 60 feet of the hell knight and acts as an ally of the hell knight. It remains for an hour, until it or the hell knight dies, or until the hell knight dismisses it as an action. Spellcasting. The hell knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14): 1/day each: command, dispel magic, fireball, scorching ray Reactions Hellish Rebuke (3/Day). In response to being damaged by a visible creature within 60 feet of it, the hell knight forces that creature to make a DC 14 Constitution saving throw, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Hell Pig (Entelodont)","description":"Entelodonts, also known as \"hell pigs,\" resemble giant boars with barrel-shaped bodies, short muscular legs, and a massive head with strong jaws and sharp tusk-like teeth. A bony, horn-like protrusion grows from each side of its head. Entelodonts are omnivores but prefer a diet of meat. They are opportunistic hunters and scavengers, which means they will prey on anything they can bring down or stumble upon. Entelodonts will even scavenge the kills of other predators they can bully and drive away. In combat, enteledonts charge at their prey, goring them with their oversized tusk-like teeth and horns. Traits Charge. If the hell pig moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest). If the hell pig takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Hellbeast","description":"Actions Multiattack. The hellbeast makes one trample attack and one attack with its scything tusks. Trample. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. This attack has advantage if the hellbeast moved at least 30 ft. before attacking this turn. If the attack roll exceeds the target’s AC by 4 or more, the target is knocked prone. Scything Tusks. Melee Weapon Attack: +7 to hit, reach 5 ft., any number of creatures within 5 feet of the hellbeast. Hit: 10 (1d12 + 4) slashing damage, and each target is subjected to the bleeding condition (1d4 piercing damage at the start of each of its turns, removed after it regains HP) for 1 minute. If a target already had the bleeding condition, it takes an additional 4 (1d8) slashing damage instead.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":25901,"Challenge Rating":3},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Hellblade Archon","description":"Hellblade archons are former sword archons that let their emotions get the best of them. They may have lost a close friend or ally to an enemy. Blinded by rage and their need for vengeance, they willingly ignored their sacred oaths and instructions. Banished from Mount Celestia, they felt betrayed and turned their anger back at their former allies. Now residing in the Nine Hells, hellblade archons are tasked by archdevils to lead troops of devils and often keep a retinue of loyal injustice archons. Hellblade archons are more formidable opponents in combat. Aside from being able to cast more dangerous spells, they can also project an aura of hellfire which makes enemies more vulnerable to their fire-based attacks. Fallen Archons An archon always answers to a higher being: a superior archon, angel, and always to a Mount Celestial deity. It is expected to abide by and enforce the laws of its god. There are rare instances that an archon, just like its angel brethren, for some reason or another, would deviate from the stringent rules set for it. Depending on the gravity of its actions, an archon may be stripped of its station, banished from Mount Celestia, or even imprisoned. Such an archon has become a fallen archon. Fallen from Grace. Most fallen archons who are banished willingly live out their lives as mortals in the Material Plane, accepting it as a form of penitence. However, a few, having been twisted by their perverse pride, greed, and selfishness, become subversive and hide out in the Lower Planes. As they simmer in anger and hate, they become prone to temptation. Diabolical Transformation. Agents representing archdevils from the Nine Hells offer fallen archons a place where they can be respected, given power, and a chance to punish those that have wronged them. Those that accept sign a diabolical contract that binds their souls to Asmodeus and the Nine Hells. They transform and become corrupted shadows of their former selves and ultimately become devils. They lose some of their archon abilities but gain new, fiendish ones. Agents of the Nine Hells. Most fallen archons become soldiers of archdevils that recruited them. Others become assassins, agents, and spies. No matter their role, fallen archons are no longer bound by their conscience or morality and have become cruel, merciless, and unforgiving. Immortal Nature. A fallen archon doesn’t require food, drink, or sleep. Traits Devil's Sight. Magical darkness doesn’t impede the fallen archon’s darkvision. Flyby. The fallen archon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Magic Resistance. The fallen archon has advantage on saving throws against spells and other magical effects. Discorporating Dive (3/Day). If the fallen archon is flying and dives at least 30 feet straight toward a target and then hits it with an armblade attack, the fallen archon can force the target to make a DC 18 Constitution saving throw. On a failed save, the creature takes 22 (5d8) necrotic damage and 22 (5d8) fire damage and the target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of black ash. In addition, a disintegrated humanoid creature has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil. Until its soul is released or a wish spell is used, the creature cannot be restored to life. On a successful save, the creature takes half as much damage. Actions Multiattack. The fallen archon makes two Armblade attacks. Armblade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 4 (1d8) fire damage and 4 (1d8) necrotic damage. Spellcasting. The fallen archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: bane, darkness, detect evil and good, invisibility (self only) 3/day: bestow curse, dispel magic, enemies abound 1/day each: dispel evil and good, flame strike Teleport. The fallen archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Bonus Actions Armblades. The fallen archon transforms the flesh of its forearms, hardening and sharpening them into the form of divine, fiery swordblades, or vice versa. The fallen archon's armblade attacks are considered magical. Hellfire Aura. The fallen archon emits hellfire. A creature that starts its turn within 10 feet of the fallen archon, or touches it or hits it with a melee attack while within 10 feet of it and the Hellfire Aura is active takes 9 (2d8) fire damage. A creature that takes damage from the Hellfire Aura becomes vulnerable to fire damage until the start of its next turn. The Hellfire Aura remains until the fallen archon dies or until it dismisses it as a bonus action.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hellcat (Bezekira)","description":"Possessing a unique ability to detect both the alignment and strength of an individual telepathically, bezekiras, otherwise known as hellcats, search for the most powerful master of lawful evil alignment. Once they’ve found a master, they’re extremely loyal and follow all commands, until a stronger master comes along. When not serving a master, hellcats are fiercely independent, secretive, and intelligent. Hard to See When visible, hellcats take on the appearance of larger cats, including lions and tigers. However, they have an innate invisibility when in any source of light, preventing their corporeal form from appearing anywhere outside of total darkness. They appear wraith-like, with the wispy outline of their body composed of ethereal light and devilish fire. Though they rarely hunt creatures of evil alignment, good creatures are slaughtered on sight, sometimes even against their master’s orders. Bezekiras propagate through natural means, though petitioners and devils are sometimes given their form. Traits Darkness Dweller. Attacks made against a bezekira in bright or dim light have disadvantage. Devil’s Sight. Magical darkness doesn’t impede the bezekira’s darkvision. Actions Multiattack. The bezekira makes three Claw attacks. It can replace one of the attacks with a Bite attack. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 7 (2d6) fire damage. The bezekira deals an extra 28 (8d6) fire damage when it hits a target with an attack and has advantage on the attack roll. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage, grasping the target with its mouth. If the target is a Medium or smaller creature, it has the grappled condition (escape DC 17). The bezekira can’t make a Bite attack while a creature is grappled in this way.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"neutral evil","Expansion":28645,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Hellenrae","description":"The chief lieutenant of Marlos Urnrayle, Hellenrae lost her sight as a child. A bitter, angry orphan, she was taken in by a monastic order and trained to use her other senses to compensate. However, she took the monks’ philosophy of self-denial and emptiness of mind to extremes, seeking to fill herself with the dark power she sensed sleeping in the earth and rock around her. Hellenrae is a dour, unsmiling woman who habitually wears drab robes and a golden gargoyle mask with no eye holes. She despises weakness in any form. Therefore, she hates just about everybody, and barely tolerates the other Black Earth cultists. Black Earth Cultists Murderers, lunatics, hateful nihilists—these are the sort of people drawn to worship the might of Elemental Evil. The followers of evil elemental earth call themselves the Cult of the Black Earth, and dream of the day when earthquakes reduce the world of mortals to rubble. They seek to recruit evil or destructive monsters that burrow or dwell in the ground, and in fact emulate subterranean creatures to the greatest extent possible, using burrowing magic to carve out their hidden lairs. Black Earth cultists are slow to act, but when they do, they are utterly implacable. They are single-minded and stubborn, working tirelessly to undermine their enemies. They get along well with the Cult of the Crushing Wave, but they hate the Howling Hatred cult— elemental air is fickle and insubstantial compared to the power of elemental earth. Traits Evasion. If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Stunning Strike (Recharge 5–6) When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of Hellenrae’s next turn. Unarmored Defense. While Hellenrae is wearing no armor and wielding no shield, her AC includes her Wisdom modifier. Unarmored Movement. While Hellenrae is wearing no armor and wielding no shield, her speed increases by 20 feet (included in her speed). Actions Multiattack. Hellenrae makes three melee attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage. Reactions Parry and Counter. Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight. If the attack misses, Hellenrae can make one melee attack against the attacker if it is within her reach.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7390,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Hellfire Disciple","description":"Cultists of Mephistopheles Centuries ago Mephistopheles discovered and harnessed hellfire, a new magical fiery substance of his design. He has since abandoned it for other projects, but his cultists continued to use the name for its members. Knowledge Collectors. Majority of the cult's members are mages, sages, and scholars that seek long-lost or forbidden knowledge that they normally can't access themselves. The members work tirelessly to accumulate such knowledge, and scheme to acquire more. When news of an important discovery reaches them - such as finding an ancient set of elven ruins or a legendary archmage's tomb, the cult mobilizes immediately and sends its cadre of hellfire disciples and stewards to get to the location and deal with anyone that would challenge them from plundering the place. Traits Spellshield. The hellfire disciple has advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell's level. Actions Multiattack. The hellfire disciple makes two Spear attacks or two Infernal Bolt attacks. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. Infernal Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one creature. Hit: 11 (2d8 + 2) fire damage, and the target must succeed on a DC 12 Wisdom saving throw or become frightened until the end of the hellfire disciple's next turn. Spellcasting. The hellfire disciple casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12): At will: guidance, mending, thaumaturgy 2/day each: burning hands, flaming sphere 1/day: fireball, scrying, wall of fire","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hellfire Engine","description":"Hellfire engines are semiautonomous bringers of destruction. Amnizus and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these mechanical and magical hybrids gets loose, driven berserk by its need to destroy. Many Forms, One Purpose. Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense. Soul Trapping. Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far. Constructed Nature. A hellfire engine doesn’t require air, food, drink, or sleep. Traits Immutable Form. The hellfire engine is immune to any spell or effect that would alter its form. Magic Resistance⁠. The hellfire engine has advantage on saving throws against spells and other magical effects. Actions Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures’ spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the hellfire engine’s path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. If the hellfire engine remains in the prone creature’s space, the creature is also restrained⁠ until it’s no longer in the same space as the hellfire engine. While restrained⁠ in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained⁠. Hellfire Weapons⁠. The hellfire engine uses one of the following options: Bonemelt Sprayer. The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action⁠ to scrape off the burning fuel. Lightning Flail⁠. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine’s choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. Thunder Cannon. The hellfire engine targets⁠ a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. If the chosen option kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure⁠ and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Hellfire Engine","description":"Hellfire engines are semiautonomous bringers of destruction. Amnizus (in this book) and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these magical-mechanical hybrids gets loose, driven berserk by its need to destroy. Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense. Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes of the Nine Hells would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far. Traits Immutable Form. The hellfire engine is immune to any spell or effect that would alter its form. Magic Resistance. The hellfire engine has advantage on saving throws against spells and other magical effects. Unusual Nature. The hellfire engine doesn’t require air, food, drink, or sleep. Actions Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures’ spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the hellfire engine’s path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. If the hellfire engine remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained. Hellfire Weapons. The hellfire engine uses one of the following options (choose one or roll a d6): 1–2: Bonemelt Sprayer. The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel. 3–4: Lightning Flail. Melee Weapon Attack: +10 to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine’s choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. 5–6: Thunder Cannon. The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 19 (3d12) thunder damage on a failed save, or half as much damage on a successful one. If the chosen option kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Hellfire Magistrate","description":"Cultists of Mephistopheles Centuries ago Mephistopheles discovered and harnessed hellfire, a new magical fiery substance of his design. He has since abandoned it for other projects, but his cultists continued to use the name for its members. Knowledge Collectors. Majority of the cult's members are mages, sages, and scholars that seek long-lost or forbidden knowledge that they normally can't access themselves. The members work tirelessly to accumulate such knowledge, and scheme to acquire more. When news of an important discovery reaches them - such as finding an ancient set of elven ruins or a legendary archmage's tomb, the cult mobilizes immediately and sends its cadre of hellfire disciples and stewards to get to the location and deal with anyone that would challenge them from plundering the place. Traits Spellshield. The hellfire magistrate has advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell's level. Actions Multiattack. The hellfire magistrate makes two Hellfire Spear attacks or two Infernal Bolt attacks. Hellfire Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 10 (3d6) fire damage. Any humanoid killed by Hellfire Spear has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil. The creature can be restored to life only by means of a wish spell followed by a true resurrection spell. Spellcasting. The hellfire magistrate casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 16): At will: guidance, mending, thaumaturgy 2/day each: fireball, flaming sphere, wall of fire 1/day each: antimagic field, chain lightning, dispel magic, scrying Reactions Absorb Spell (2/Day). The hellfire magistrate tries to interrupt a spell it sees a creature casting within 60 feet of it. If the spell is 3rd level or lower, the spell fails and has no effect, and the hellfire magistrate regains hit points equal to the spell's level. If the spell is 4th level or higher, the hellfire magistrate makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect. Protective Shield (2/Day). When the hellfire magistrate is hit by an attack roll, the hellfire magistrate gains a +5 bonus to his AC until the start of the his next turn, which can cause the triggering attack roll to miss.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hellfire Steward","description":"Cultists of Mephistopheles Centuries ago Mephistopheles discovered and harnessed hellfire, a new magical fiery substance of his design. He has since abandoned it for other projects, but his cultists continued to use the name for its members. Knowledge Collectors. Majority of the cult's members are mages, sages, and scholars that seek long-lost or forbidden knowledge that they normally can't access themselves. The members work tirelessly to accumulate such knowledge, and scheme to acquire more. When news of an important discovery reaches them - such as finding an ancient set of elven ruins or a legendary archmage's tomb, the cult mobilizes immediately and sends its cadre of hellfire disciples and stewards to get to the location and deal with anyone that would challenge them from plundering the place. Traits Spellshield. The hellfire steward has advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell's level. Actions Multiattack. The hellfire steward makes two Spear attacks or two Infernal Bolt attacks. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage. Infernal Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 12 (2d8 + 3) fire damage, and the target must succeed on a DC 12 Wisdom saving throw or become frightened until the end of the hellfire steward's next turn. Spellcasting. The hellfire steward casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14): At will: guidance, mending, thaumaturgy 2/day each: burning hands, fireball, flaming sphere 1/day each: chain lightning, dispel magic, scrying, wall of fire Reactions Negate Spell (1/Day). The hellfire steward tries to interrupt a spell it sees a creature casting within 60 feet of it. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, the hellfire steward makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Lawful Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hellfire Wyrmling","description":"Hellfire Wyrm As part of her agreement of being a subservient champion of Asmodeus, Tiamat the Dragon Queen provided the Supreme Master of the Nine Hells some of her eggs. The eggs were brought to Mephistopheles and infused with Asmodeus's blood. The dragons born from these eggs were raised to become draconic agents loyal to Asmodeus and the ruling archdevils of the Nine Hells. These dragons became known as hellfire wyrms. To ensure the hellfire wyrms would not pose a threat to her, Tiamat deliberately cursed each egg. The cursed hellfire wyrm, no matter how old it was, would not grow to the size of an ancient dragon. Still, every hellfire wyrm, while subservient to the archdevils, recognize Tiamat as their mother and remain reverent to her. Fiendish Shapechanger. From afar, the hellfire wyrm is often mistaken for a red dragon. As one gets close to it, however, its supernatural aura and diabolical characteristics become more noticeable. It features osteodermic spikes protruding from its head and shoulders and a row of sharp bony spines run from the back of its head to the tip of its tail. Its scales continuously shift in the colors of flowing molten lava and its eyes burn with infernal intensity. The hellfire wyrm can also change its form to that of a tiefling or any Medium devil. It prefers its tiefling form, though, where the once fearsome hellfire wyrm effortlessly becomes a charming, endearing, polite, and eloquent creature. It is probably these traits, and its ability to magically disguise itself, that make the hellfire wyrm even more dangerous. Agent of the Nine Hells. The hellfire wyrm is sent to the Material Plane to insert itself into numerous powerful kingdoms and live among the humanoid races for an indefinite time, assuming different identities until it establishes itself successfully and secures a position of power, such as a chancellor, magistrate, or treasurer. In these roles, a hellfire wyrm can secretly influence and corrupt monarchs, people of high stations, and those in key, strategic positions to pursue actions and make decisions that align with the goals of its archdevil master or send as many souls possible to the Nine Hells, such as commit despotic acts and start unnecessary wars. The hellfire wyrm always makes these moves very carefully and takes utmost care to hide its diabolical nature. Anyone who becomes even remotely suspicious of the hellfire wyrm's true identity or actions is quickly and quietly eliminated by the dragon. The hellfire wyrm will only reveal its true draconic form if its life is in peril and it can't escape. Combat Tactician. In combat, the hellfire wyrm quickly searches for advantages and disadvantages it can exploit, such as the environment or its enemies' weaknesses. It keeps to the air against grounded targets, using only its spells and breath attack until it is confident enough to close in and finish them off. Its breath attack is a powerful cone of hellfire that can turn bone and flesh to ash in an instant. Those few who survive such an onslaught are still left vulnerable to fire and must contend with the hellfire wyrm's next attacks. A Hellfire Wyrm's Lair A hellfire wyrm keeps and maintains several homes in the cities found within the kingdom the dragon covers. These homes are often large, resplendent mansions guarded by mercenaries hired by the hellfire wyrm, who may not even know their master's true nature. These homes are just for show, though, and the hellfire wyrm only stays there in its tiefling form when it has tasks it needs to do in that city. When the hellfire wyrm is not actively scheming, it retreats to its actual lair, which is either inside the central vent of a volcano, a forgotten ancient ruins, or an underground cavern complex deep underneath the kingdom's capital. Because the hellfire wyrm is often away from its true lair, it never leaves it unguarded. Magma paraelementals lurk outside the entrances of the lair, while the hellfire wyrm's infernal minions, such as barbed devils, bearded devils, hellhounds, imps, lemures, merregons, nupperibos, and spined devils, patrol the inner passageways and chambers. Finally, the hellfire wyrm's innermost sanctum in its lair, where it hides its precious collections and accumulated treasure, is always protected by magical traps and sealed by magical locks. The challenge rating of a legendary hellfire wyrm increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: A storm made up of sheets of roaring flame appears in a location the dragon chooses within 120 feet of it. The area of the storm consists of up to eight 10-foot cubes, which the dragon can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 15 Dexterity saving throw. It takes 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The dragon targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dragon creates an opaque wall of fire on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) fire damage, or half as much damage on a successful save. Each side of the wall deals 9 (2d8) fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary hellfire wyrm’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Unbearably hot, sulfuric smoke obscures the land within 6 miles of the dragon’s lair. Creatures take 3 (1d6) poison damage and 3 (1d6) fire damage at the end of hour spent in the area. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. Rocky fissures within 1 mile of the dragon’s lair form portals to the Nine Hells, allowing hell hounds and lesser devils (CR 5 or less) into the world to dwell nearby. If the dragon dies, the devils disappear immediately, and the other effects fade over the course of 1d10 days. Traits Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) fire damage. Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: charm person, detect magic, disguise self, fire bolt 1/day each: invisibility, suggestion Hellfire Breath (Recharge 5–6). The dragon exhales hellfire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On failed save, a creature takes 22 (4d10) fire damage and becomes vulnerable to fire damage until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects. Bonus Actions Change Shape. The dragon magically transforms into a tiefling or Medium devil, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Heated Body. The dragon emits fire from its body. A creature that touches the dragon or hits it with a melee attack while within 10 feet of it and the Heated Body is active takes 3 (1d6) fire damage. The Heated Body remains until the dragon dies or until it dismisses it as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Dragon)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hellhound","description":"Everyone asks if good dogs go to the heavens. Naive fools! They should be wondering what happens to the bad ones. Ek-Boshek of Azmekidom Anyone can see that hellhounds are no ordinary beasts. Larger than most mortal hounds, their eyes glow a vicious scarlet, and their skin ranges from coal-black to blood-red. When angered—which is the vast majority of the time—their skin radiates the hellfire held within, and flames lick at the edges of their mouths, seeking release. Hellhounds make for fierce and cunning combatants, working well with their owner and pack mates to surround foes. They drive prey into ambushes to maximize the impact of their fiery breath. Not only are these hounds immune to fire, but exposure to it hardens their skin, so they gladly unleash their breath weapons regardless of whether their pack mates are in the line of fire. Though hellhounds can survive in most environments, they shun the cold and thrive in hot regions such as heated caves, volcanoes, deserts, and sites near rifts to the elemental plane of Quintessence. Bound to Serve. Fiends create hellhounds from the souls of canines and similar loyal creatures. These fiends often give these hellhounds as rewards to faithful followers—and sometimes to ones who are as yet unproven, but show great potential. Drawn to Power. Hellhounds tear the unworthy to shreds, but they show great loyalty and even tenderness to capable leaders who treat them well. Thus it’s unsurprising that hellhounds thrive under a powerful trainer. Fiends, fire giants, efreet, salamanders, and similar creatures commonly command their respect; in particular, fire giants often form lasting and loyal relationships with their hounds. Bent on Destruction. Without the steady hand of their trainer, hellhounds become more chaotic and destructive. Like a bad dog left alone, they lay ruin to anything and anyone they can bite or set aflame. Redemption. Though most hellhounds are formed from the souls of beasts, fiends sometimes sadistically bind fallen humanoid souls that were once good people but lost their way, forcing them to serve as hellhounds. In rare cases, such a hound can be redeemed if rescued at a young age by a kind and capable trainer who can lead the hound on a gentler path. Upon its death, a redeemed hellhound is freed from the Seven Cities of Hell and moves on to a better afterlife. Traits Hardened by Flame. When the hound is subjected to fire damage, they take no damage. Instead, their skin darkens and hardens, and their AC increases to 18 until the end of their next turn. Stealthy Hunter. The hound has advantage on Wisdom (Survival) checks to track other creatures and on Dexterity (Stealth) checks to hide from creatures who are unaware of their presence. Actions Hellish Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) fire damage. Hellfire Breath (Recharge 5 – 6 ). The hound exhales flame in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 14 (3d6 + 4) fire damage on a failed save, or half as much damage on a successful one. A creature who isn’t a hellhound who fails the saving throw is lit on fire for 1 minute (save ends at end of turn), or until the target or another creature who can reach them uses an action to extinguish the flames. A creature who is on fire at the start of their turn takes 7 (2d6) fire damage. If a creature who is already on fire is set on fire again on a subsequent turn, the damage isn’t cumulative, but the duration of the fire resets to 1 minute. Reactions Tug of War. When an enemy within 5 feet of the hound hits the hound with a melee attack, the hound can make a Hellish Bite attack against that enemy. If the hound’s attack hits, the enemy is also grappled (escape DC 12), and if the triggering attack was a weapon attack, the weapon used in the triggering attack can’t be used to make any more attacks while the target is grappled. The grapple ends if the hound attacks a different target with Hellish Bite.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hellhound","description":"Traits Hardened by Flame. When the hound is subjected to fire damage, they take no damage. Instead, their skin darkens and hardens, and their AC increases to 18 until the end of their next turn. Stealthy Hunter. The hound has advantage on Wisdom (Survival) checks to track other creatures and on Dexterity (Stealth) checks to hide from creatures who are unaware of their presence. Actions Hellish Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) fire damage. Hellfire Breath (Recharge 5 – 6 ). The hound exhales flame in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 14 (3d6 + 4) fire damage on a failed save, or half as much damage on a successful one. A creature who isn’t a hellhound who fails the saving throw is lit on fire for 1 minute (save ends at end of turn), or until the target or another creature who can reach them uses an action to extinguish the flames. A creature who is on fire at the start of their turn takes 7 (2d6) fire damage. If a creature who is already on fire is set on fire again on a subsequent turn, the damage isn’t cumulative, but the duration of the fire resets to 1 minute. Reactions Tug of War. When an enemy within 5 feet of the hound hits the hound with a melee attack, the hound can make a Hellish Bite attack against that enemy. If the hound’s attack hits, the enemy is also grappled (escape DC 12), and if the triggering attack was a weapon attack, the weapon used in the triggering attack can’t be used to make any more attacks while the target is grappled. The grapple ends if the hound attacks a different target with Hellish Bite.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Typically Neutral Evil","Expansion":28288,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hellhound Companion (PB 2)","description":"Everyone asks if good dogs go to the heavens. Naive fools! They should be wondering what happens to the bad ones. Ek-Boshek of Azmekidom Anyone can see that hellhounds are no ordinary beasts. Larger than most mortal hounds, their eyes glow a vicious scarlet, and their skin ranges from coal-black to blood-red. When angered—which is the vast majority of the time—their skin radiates the hellfire held within, and flames lick at the edges of their mouths, seeking release. Hellhounds make for fierce and cunning combatants, working well with their owner and pack mates to surround foes. They drive prey into ambushes to maximize the impact of their fiery breath. Not only are these hounds immune to fire, but exposure to it hardens their skin, so they gladly unleash their breath weapons regardless of whether their pack mates are in the line of fire. Though hellhounds can survive in most environments, they shun the cold and thrive in hot regions such as heated caves, volcanoes, deserts, and sites near rifts to the elemental plane of Quintessence. Bound to Serve. Fiends create hellhounds from the souls of canines and similar loyal creatures. These fiends often give these hellhounds as rewards to faithful followers—and sometimes to ones who are as yet unproven, but show great potential. Drawn to Power. Hellhounds tear the unworthy to shreds, but they show great loyalty and even tenderness to capable leaders who treat them well. Thus it’s unsurprising that hellhounds thrive under a powerful trainer. Fiends, fire giants, efreet, salamanders, and similar creatures commonly command their respect; in particular, fire giants often form lasting and loyal relationships with their hounds. Bent on Destruction. Without the steady hand of their trainer, hellhounds become more chaotic and destructive. Like a bad dog left alone, they lay ruin to anything and anyone they can bite or set aflame. Redemption. Though most hellhounds are formed from the souls of beasts, fiends sometimes sadistically bind fallen humanoid souls that were once good people but lost their way, forcing them to serve as hellhounds. In rare cases, such a hound can be redeemed if rescued at a young age by a kind and capable trainer who can lead the hound on a gentler path. Upon its death, a redeemed hellhound is freed from the Seven Cities of Hell and moves on to a better afterlife. Traits Consult Hell (Recharges after a Long Rest). The hound’s caregiver can talk to the hound about a specific course of action that the caregiver plans to take within the next 30 minutes, tapping into divinatory power through the hound’s connection to the infernal realm. After 1 minute, the hound then gives a response based on its own objective prophetic sense of the outcome: one bark for good results, two barks for bad results, three barks for both good and bad results, and no barks for results that aren’t especially good or bad. Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Lava Spittle ( 2 Ferocity). The hound makes a signature attack. On a hit, the attack deals an extra PB damage, and the hound can choose another creature within 5 feet of the target, dealing PB fire damage to that creature. 3 rd Level: Brutal Charge ( 5 Ferocity). The hound can move up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target within reach. 5 th Level: Fire Breath ( 8 Ferocity). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hellhound Companion (PB 3)","description":"Everyone asks if good dogs go to the heavens. Naive fools! They should be wondering what happens to the bad ones. Ek-Boshek of Azmekidom Anyone can see that hellhounds are no ordinary beasts. Larger than most mortal hounds, their eyes glow a vicious scarlet, and their skin ranges from coal-black to blood-red. When angered—which is the vast majority of the time—their skin radiates the hellfire held within, and flames lick at the edges of their mouths, seeking release. Hellhounds make for fierce and cunning combatants, working well with their owner and pack mates to surround foes. They drive prey into ambushes to maximize the impact of their fiery breath. Not only are these hounds immune to fire, but exposure to it hardens their skin, so they gladly unleash their breath weapons regardless of whether their pack mates are in the line of fire. Though hellhounds can survive in most environments, they shun the cold and thrive in hot regions such as heated caves, volcanoes, deserts, and sites near rifts to the elemental plane of Quintessence. Bound to Serve. Fiends create hellhounds from the souls of canines and similar loyal creatures. These fiends often give these hellhounds as rewards to faithful followers—and sometimes to ones who are as yet unproven, but show great potential. Drawn to Power. Hellhounds tear the unworthy to shreds, but they show great loyalty and even tenderness to capable leaders who treat them well. Thus it’s unsurprising that hellhounds thrive under a powerful trainer. Fiends, fire giants, efreet, salamanders, and similar creatures commonly command their respect; in particular, fire giants often form lasting and loyal relationships with their hounds. Bent on Destruction. Without the steady hand of their trainer, hellhounds become more chaotic and destructive. Like a bad dog left alone, they lay ruin to anything and anyone they can bite or set aflame. Redemption. Though most hellhounds are formed from the souls of beasts, fiends sometimes sadistically bind fallen humanoid souls that were once good people but lost their way, forcing them to serve as hellhounds. In rare cases, such a hound can be redeemed if rescued at a young age by a kind and capable trainer who can lead the hound on a gentler path. Upon its death, a redeemed hellhound is freed from the Seven Cities of Hell and moves on to a better afterlife. Traits Consult Hell (Recharges after a Long Rest). The hound’s caregiver can talk to the hound about a specific course of action that the caregiver plans to take within the next 30 minutes, tapping into divinatory power through the hound’s connection to the infernal realm. After 1 minute, the hound then gives a response based on its own objective prophetic sense of the outcome: one bark for good results, two barks for bad results, three barks for both good and bad results, and no barks for results that aren’t especially good or bad. Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Lava Spittle ( 2 Ferocity). The hound makes a signature attack. On a hit, the attack deals an extra PB damage, and the hound can choose another creature within 5 feet of the target, dealing PB fire damage to that creature. 3 rd Level: Brutal Charge ( 5 Ferocity). The hound can move up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target within reach. 5 th Level: Fire Breath ( 8 Ferocity). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hellhound Companion (PB 4)","description":"Everyone asks if good dogs go to the heavens. Naive fools! They should be wondering what happens to the bad ones. Ek-Boshek of Azmekidom Anyone can see that hellhounds are no ordinary beasts. Larger than most mortal hounds, their eyes glow a vicious scarlet, and their skin ranges from coal-black to blood-red. When angered—which is the vast majority of the time—their skin radiates the hellfire held within, and flames lick at the edges of their mouths, seeking release. Hellhounds make for fierce and cunning combatants, working well with their owner and pack mates to surround foes. They drive prey into ambushes to maximize the impact of their fiery breath. Not only are these hounds immune to fire, but exposure to it hardens their skin, so they gladly unleash their breath weapons regardless of whether their pack mates are in the line of fire. Though hellhounds can survive in most environments, they shun the cold and thrive in hot regions such as heated caves, volcanoes, deserts, and sites near rifts to the elemental plane of Quintessence. Bound to Serve. Fiends create hellhounds from the souls of canines and similar loyal creatures. These fiends often give these hellhounds as rewards to faithful followers—and sometimes to ones who are as yet unproven, but show great potential. Drawn to Power. Hellhounds tear the unworthy to shreds, but they show great loyalty and even tenderness to capable leaders who treat them well. Thus it’s unsurprising that hellhounds thrive under a powerful trainer. Fiends, fire giants, efreet, salamanders, and similar creatures commonly command their respect; in particular, fire giants often form lasting and loyal relationships with their hounds. Bent on Destruction. Without the steady hand of their trainer, hellhounds become more chaotic and destructive. Like a bad dog left alone, they lay ruin to anything and anyone they can bite or set aflame. Redemption. Though most hellhounds are formed from the souls of beasts, fiends sometimes sadistically bind fallen humanoid souls that were once good people but lost their way, forcing them to serve as hellhounds. In rare cases, such a hound can be redeemed if rescued at a young age by a kind and capable trainer who can lead the hound on a gentler path. Upon its death, a redeemed hellhound is freed from the Seven Cities of Hell and moves on to a better afterlife. Traits Consult Hell (Recharges after a Long Rest). The hound’s caregiver can talk to the hound about a specific course of action that the caregiver plans to take within the next 30 minutes, tapping into divinatory power through the hound’s connection to the infernal realm. After 1 minute, the hound then gives a response based on its own objective prophetic sense of the outcome: one bark for good results, two barks for bad results, three barks for both good and bad results, and no barks for results that aren’t especially good or bad. Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Lava Spittle ( 2 Ferocity). The hound makes a signature attack. On a hit, the attack deals an extra PB damage, and the hound can choose another creature within 5 feet of the target, dealing PB fire damage to that creature. 3 rd Level: Brutal Charge ( 5 Ferocity). The hound can move up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target within reach. 5 th Level: Fire Breath ( 8 Ferocity). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hellhound Companion (PB 5)","description":"Everyone asks if good dogs go to the heavens. Naive fools! They should be wondering what happens to the bad ones. Ek-Boshek of Azmekidom Anyone can see that hellhounds are no ordinary beasts. Larger than most mortal hounds, their eyes glow a vicious scarlet, and their skin ranges from coal-black to blood-red. When angered—which is the vast majority of the time—their skin radiates the hellfire held within, and flames lick at the edges of their mouths, seeking release. Hellhounds make for fierce and cunning combatants, working well with their owner and pack mates to surround foes. They drive prey into ambushes to maximize the impact of their fiery breath. Not only are these hounds immune to fire, but exposure to it hardens their skin, so they gladly unleash their breath weapons regardless of whether their pack mates are in the line of fire. Though hellhounds can survive in most environments, they shun the cold and thrive in hot regions such as heated caves, volcanoes, deserts, and sites near rifts to the elemental plane of Quintessence. Bound to Serve. Fiends create hellhounds from the souls of canines and similar loyal creatures. These fiends often give these hellhounds as rewards to faithful followers—and sometimes to ones who are as yet unproven, but show great potential. Drawn to Power. Hellhounds tear the unworthy to shreds, but they show great loyalty and even tenderness to capable leaders who treat them well. Thus it’s unsurprising that hellhounds thrive under a powerful trainer. Fiends, fire giants, efreet, salamanders, and similar creatures commonly command their respect; in particular, fire giants often form lasting and loyal relationships with their hounds. Bent on Destruction. Without the steady hand of their trainer, hellhounds become more chaotic and destructive. Like a bad dog left alone, they lay ruin to anything and anyone they can bite or set aflame. Redemption. Though most hellhounds are formed from the souls of beasts, fiends sometimes sadistically bind fallen humanoid souls that were once good people but lost their way, forcing them to serve as hellhounds. In rare cases, such a hound can be redeemed if rescued at a young age by a kind and capable trainer who can lead the hound on a gentler path. Upon its death, a redeemed hellhound is freed from the Seven Cities of Hell and moves on to a better afterlife. Traits Consult Hell (Recharges after a Long Rest). The hound’s caregiver can talk to the hound about a specific course of action that the caregiver plans to take within the next 30 minutes, tapping into divinatory power through the hound’s connection to the infernal realm. After 1 minute, the hound then gives a response based on its own objective prophetic sense of the outcome: one bark for good results, two barks for bad results, three barks for both good and bad results, and no barks for results that aren’t especially good or bad. Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Lava Spittle ( 2 Ferocity). The hound makes a signature attack. On a hit, the attack deals an extra PB damage, and the hound can choose another creature within 5 feet of the target, dealing PB fire damage to that creature. 3 rd Level: Brutal Charge ( 5 Ferocity). The hound can move up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target within reach. 5 th Level: Fire Breath ( 8 Ferocity). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hellhound Companion (PB 6)","description":"Everyone asks if good dogs go to the heavens. Naive fools! They should be wondering what happens to the bad ones. Ek-Boshek of Azmekidom Anyone can see that hellhounds are no ordinary beasts. Larger than most mortal hounds, their eyes glow a vicious scarlet, and their skin ranges from coal-black to blood-red. When angered—which is the vast majority of the time—their skin radiates the hellfire held within, and flames lick at the edges of their mouths, seeking release. Hellhounds make for fierce and cunning combatants, working well with their owner and pack mates to surround foes. They drive prey into ambushes to maximize the impact of their fiery breath. Not only are these hounds immune to fire, but exposure to it hardens their skin, so they gladly unleash their breath weapons regardless of whether their pack mates are in the line of fire. Though hellhounds can survive in most environments, they shun the cold and thrive in hot regions such as heated caves, volcanoes, deserts, and sites near rifts to the elemental plane of Quintessence. Bound to Serve. Fiends create hellhounds from the souls of canines and similar loyal creatures. These fiends often give these hellhounds as rewards to faithful followers—and sometimes to ones who are as yet unproven, but show great potential. Drawn to Power. Hellhounds tear the unworthy to shreds, but they show great loyalty and even tenderness to capable leaders who treat them well. Thus it’s unsurprising that hellhounds thrive under a powerful trainer. Fiends, fire giants, efreet, salamanders, and similar creatures commonly command their respect; in particular, fire giants often form lasting and loyal relationships with their hounds. Bent on Destruction. Without the steady hand of their trainer, hellhounds become more chaotic and destructive. Like a bad dog left alone, they lay ruin to anything and anyone they can bite or set aflame. Redemption. Though most hellhounds are formed from the souls of beasts, fiends sometimes sadistically bind fallen humanoid souls that were once good people but lost their way, forcing them to serve as hellhounds. In rare cases, such a hound can be redeemed if rescued at a young age by a kind and capable trainer who can lead the hound on a gentler path. Upon its death, a redeemed hellhound is freed from the Seven Cities of Hell and moves on to a better afterlife. Traits Consult Hell (Recharges after a Long Rest). The hound’s caregiver can talk to the hound about a specific course of action that the caregiver plans to take within the next 30 minutes, tapping into divinatory power through the hound’s connection to the infernal realm. After 1 minute, the hound then gives a response based on its own objective prophetic sense of the outcome: one bark for good results, two barks for bad results, three barks for both good and bad results, and no barks for results that aren’t especially good or bad. Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Lava Spittle ( 2 Ferocity). The hound makes a signature attack. On a hit, the attack deals an extra PB damage, and the hound can choose another creature within 5 feet of the target, dealing PB fire damage to that creature. 3 rd Level: Brutal Charge ( 5 Ferocity). The hound can move up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target within reach. 5 th Level: Fire Breath ( 8 Ferocity). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Dexterity saving throw, taking PBd6 fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hellhound Cur","description":"Everyone asks if good dogs go to the heavens. Naive fools! They should be wondering what happens to the bad ones. Ek-Boshek of Azmekidom Anyone can see that hellhounds are no ordinary beasts. Larger than most mortal hounds, their eyes glow a vicious scarlet, and their skin ranges from coal-black to blood-red. When angered—which is the vast majority of the time—their skin radiates the hellfire held within, and flames lick at the edges of their mouths, seeking release. Hellhounds make for fierce and cunning combatants, working well with their owner and pack mates to surround foes. They drive prey into ambushes to maximize the impact of their fiery breath. Not only are these hounds immune to fire, but exposure to it hardens their skin, so they gladly unleash their breath weapons regardless of whether their pack mates are in the line of fire. Though hellhounds can survive in most environments, they shun the cold and thrive in hot regions such as heated caves, volcanoes, deserts, and sites near rifts to the elemental plane of Quintessence. Bound to Serve. Fiends create hellhounds from the souls of canines and similar loyal creatures. These fiends often give these hellhounds as rewards to faithful followers—and sometimes to ones who are as yet unproven, but show great potential. Drawn to Power. Hellhounds tear the unworthy to shreds, but they show great loyalty and even tenderness to capable leaders who treat them well. Thus it’s unsurprising that hellhounds thrive under a powerful trainer. Fiends, fire giants, efreet, salamanders, and similar creatures commonly command their respect; in particular, fire giants often form lasting and loyal relationships with their hounds. Bent on Destruction. Without the steady hand of their trainer, hellhounds become more chaotic and destructive. Like a bad dog left alone, they lay ruin to anything and anyone they can bite or set aflame. Redemption. Though most hellhounds are formed from the souls of beasts, fiends sometimes sadistically bind fallen humanoid souls that were once good people but lost their way, forcing them to serve as hellhounds. In rare cases, such a hound can be redeemed if rescued at a young age by a kind and capable trainer who can lead the hound on a gentler path. Upon its death, a redeemed hellhound is freed from the Seven Cities of Hell and moves on to a better afterlife. Traits Crossfire. If a creature starts their turn within 10 feet of two or more curs, that creature takes 4 fire damage. Minion. If the cur takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the cur takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Hellish Bite (Group Attack). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 fire damage, and if the target isn’t a hellhound and the attack was made by more than one cur, the target must make a Dexterity saving throw with a DC equal to 10 plus the number of curs who joined the attack. On a failed save, the target is lit on fire for 1 minute (save ends at end of turn), or until the target or another creature who can reach them uses an action to extinguish the flames. A creature who is on fire at the start of their turn takes fire damage equal to the number of curs who joined the attack. If a creature who is already on fire is set on fire again on a subsequent turn, the damage isn’t cumulative, but the duration of the fire resets to 1 minute.","properties":{"Category":"Monsters","Size":"Small","Type":"Fiend","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hellwasp","description":"A hellwasp is an intelligent, malevolent insect native to the Nine Hells. It has a thick protective carapace, thin metallic wings, and strong legs ending in swordlike talons. It uses its stinger to inject a chemical admixture similar to alchemist’s fire into its victims. This same solution carries a paralytic enzyme that renders the victim helpless long enough for the hellwasp to grab its prey and flee. Hellwasps thrive in hot weather, but extreme cold causes their shells to crack and their metabolisms to shut down. Consequently, they avoid the icy layers of the Nine Hells (Stygia and Cania). Nests. Hellwasps spew a golden bile similar to amber, which they use to craft enormous nests riddled with chambers and passages. The hellwasps use these nests as communal shelters and food storage. A typical nest is large enough to support a commune of 1d10 + 10 hellwasps, with each hellwasp having an equal voice and role in the society. Hellwasp Telepathy. Hellwasps communicate with one another via a form of telepathy perceptible only to their kind.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Hellwasp","description":"A hellwasp is an intelligent, malevolent insect native to the Nine Hells. It has a thick protective carapace, thin metallic wings, and strong legs ending in swordlike talons. It uses its stinger to inject a chemical admixture similar to alchemist’s fire into its victims. This same solution carries a paralytic enzyme that renders the victim helpless long enough for the hellwasp to grab its prey and flee. Hellwasps thrive in hot weather, but extreme cold causes their shells to crack and their metabolisms to shut down. Consequently, they avoid the icy layers of the Nine Hells (Stygia and Cania). Nests. Hellwasps spew a golden bile similar to amber, which they use to craft enormous nests riddled with chambers and passages. The hellwasps use these nests as communal shelters and food storage. A typical nest is large enough to support a commune of 1d10 + 10 hellwasps, with each hellwasp having an equal voice and role in the society. Hellwasp Telepathy. Hellwasps communicate with one another via a form of telepathy perceptible only to their kind. Traits Magic Weapons. The hellwasp’s weapon attacks are magical. Actions Multiattack. The hellwasp makes two attacks: one with its sting and one with its sword talons. Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sword Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Helmed Horror","description":"This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker’s demise. Resembling an animated suit of empty plate armor, a helmed horror serves without ambition or emotion. Magical Purpose. Though it takes more magical resources to create a helmed horror than a lesser suit of animated armor, the helmed horror requires less direction and maintenance as it carries out its appointed tasks. A helmed horror follows its orders with complete loyalty, and is intelligent enough to understand the difference between an order’s intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter. Tactical Cunning. A helmed horror fights with the cunning of a skilled warrior, taking to the air as it attacks weaker characters and spellcasters first. However, a helmed horror lacks the insight to change its environment, fortify it, or otherwise take active measures to improve its defensive position. Constructed Nature. A helmed horror doesn’t require air, food, drink, or sleep. Traits Magic Resistance : The helmed horror has advantage on saving throws against spells and other magical effects. Spell Immunity : The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball , heat metal , and lightning bolt . Actions Multiattack : The helmed horror makes two longsword attacks. Longsword (One-Handed) : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. Longsword (Two-Handed) : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"MM1","Alignment":"neutral","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Hemogoblin","description":"Hemogoblins are bloodthirsty maniacal goblins infused with the magical powers of blood. They are blessed with a bloody frenzy and the ability to track their bleeding enemies. They mostly do not favor one weapon over another. They believe the best weapon is the one that bleeds the enemy the most. Most of them carry two weapons, thinking that more weapons will harm their enemies more. However, since they do not favor craftsmanship in their culture, most hemogoblins’ weapons are battle-worn. The hemogoblins love to wound their enemies first, let them escape with their bleeding wounds, and then track them down, ripping their flesh to pieces and drinking their blood in a wicked revelry of pure, malicious ecstasy. They are very easy to differentiate from normal goblins. They are always covered in blood, giving the appearance that their very skin is made of blood. The blood that constantly oozes out of their bodies makes them relatively easy to track. However, this is not a bad thing for them. If they can be tracked, then hunters can find them. And if hunters find them, they have more people to kill. Some hemogoblins evolve into a more powerful type of goblin after they spill and drink an immense amount of enemy blood. These hemogoblins are called “Bloodchiefs” by the other hemogoblins, and they generally lead the big raids and planned attacks. Some scholars call hemogoblins “rampage goblins”, while others believe them to be an entirely different species.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"typically chaotic evil","Expansion":24099,"Challenge Rating":1},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Hemogoblin Bloodchief","description":"Hemogoblins are bloodthirsty maniacal goblins infused with the magical powers of blood. They are blessed with a bloody frenzy and the ability to track their bleeding enemies. They mostly do not favor one weapon over another. They believe the best weapon is the one that bleeds the enemy the most. Most of them carry two weapons, thinking that more weapons will harm their enemies more. However, since they do not favor craftsmanship in their culture, most hemogoblins’ weapons are battle-worn. The hemogoblins love to wound their enemies first, let them escape with their bleeding wounds, and then track them down, ripping their flesh to pieces and drinking their blood in a wicked revelry of pure, malicious ecstasy. They are very easy to differentiate from normal goblins. They are always covered in blood, giving the appearance that their very skin is made of blood. The blood that constantly oozes out of their bodies makes them relatively easy to track. However, this is not a bad thing for them. If they can be tracked, then hunters can find them. And if hunters find them, they have more people to kill. Some hemogoblins evolve into a more powerful type of goblin after they spill and drink an immense amount of enemy blood. These hemogoblins are called “Bloodchiefs” by the other hemogoblins, and they generally lead the big raids and planned attacks. Some scholars call hemogoblins “rampage goblins”, while others believe them to be an entirely different species.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Alignment":"typically chaotic evil","Expansion":24099,"Challenge Rating":3},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Hengar","description":"Traits Brave. Hengar has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when Hengar hits with it (included in the attack). Actions Multiattack. Hengar makes three melee attacks or two ranged attacks. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Reactions Parry. Hengar adds 3 to his AC against one melee attack that would hit him. To do so, Hengar must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral good","Expansion":28293,"Challenge Rating":5},"publisher":"Daniel Kahn","book":"Evermelt"},{"name":"Herald of Blood","description":"The heralds of blood are 20-foot-tall giants with bruised purple skin, and wart-like blood blisters that deform their features. They often wear cowled robes over golden armor streaked with black or green, and their staves of power are always ebony and mithral, embedded with precious stones. As powerful sorcerers and blood mages, heralds of blood are without peer. They enjoy enslaving ogres and giants whenever possible, though they make do with lesser slaves when they must. Dark Prophets. Their stirring speeches proclaim that the end times are fast approaching, and their followers must prepare for a bloody reckoning. Behind their charismatic preaching, the heralds of blood serve elder earth gods that demand blood sacrifices, especially dark druid orders devoted to human hunts and the murder of innocents. They have the power to grant strength, lust, and vitality—or to wither those who cross them. Blood Magic Vortexes. In their true form, which they keep hidden except in battle, heralds of blood are swirling vortexes of blood, bone, and raw magical power. They feed on ley line magic and the black blood of the earth as much as on flesh and blood. Traits Blood Armor: The herald of blood takes no damage from the first attack against it each round and ignores any nondamaging effects of the attack. Gift of Blood: As an action, the herald of blood can transform any fey, human, or goblin into a red hag, if the target willingly accepts this transformation. Grant Blood Rage: As a bonus action, the herald of blood can grant a single living creature blood rage, giving it advantage on attacks for 3 rounds. At the end of this time, the target gains 1 level of exhaustion and suffers 13 (2d12) necrotic damage from blood loss. Humanoid Form: A herald of blood can assume a humanoid form at will as a bonus action, and dismiss this form at will. Melting Touch: When a herald of blood scores a critical hit or starts its turn with a foe grappled, it can dissolve one metal or wood item of its choosing in that foe's possession. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 17 Dexterity saving throw. Actions Engulfing Protoplasm: Melee Weapon Attack : +10 to hit, reach 10 ft., One target. Hit : 19 (2d12 + 6) Slashing damage. On hit, the target must make a successful DC 17 Dexterity saving throw or be grappled by the herald of blood, escape DC 16. While grappled this way, the creature takes 39 [6d12] acid damage at the start of each of the herald’s turns. The herald can have any number of creatures grappled this way. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Move (1 Action): The herald of blood moves up to half its speed. Call of Blood (2 Actions): Melee Weapon Attack. +10 to hit, reach 5 ft., all creatures in reach. Hit: 39 (6d12) necrotic damage and each target must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion. Majesty of Ragnarok (3 Actions): The herald of blood emits a terrifying burst of eldritch power. All creatures within 100 feet and in direct line of sight of the herald take 32 (5d12) necrotic damage, gain 2 levels of exhaustion, and are permanently blinded. Targets that make a successful DC 15 Charisma saving throw are not blinded and gain only 1 level of exhaustion.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Herald of Darkness","description":"Stunningly tall and beautiful fiends, the heralds of darkness resemble dark-haired fey wearing cloaks and armor glittering with dark light and often surrounded by a nimbus of pale green fire. Heralds of darkness speak in fluid tones and sing with the voices of angels, but their hearts are foul and treacherous. Vision of Evil. Indeed, the heralds of darkness can take on another appearance entirely, disappearing into insubstantial shadows and unveiling an evil majestic form that leaves those who see it shaken and weak—and often blind. Speaking of this form is difficult, but poets and bards trying to describe it have said it resembles an apocalyptic horror built of chained souls and the slow death of children carried along in a glacial river, rushing to an inevitable doom. Sword and Cloak. The black sword and star-scattered cloak of a herald of darkness are part of its magical substance and cannot be parted from it. Some believe the cloak and blade are true visions of its body; the smiling face and pleasing form are entirely illusory. Corruptors of the Fey. The heralds of darkness are companions and sometimes masters to the shadow fey. They seek to draw many others into their orbit with wild promises of great power, debauchery, and other delights. They are rivals to the heralds of blood and bitter foes to all angels of light. Traits Corrupting Touch: A herald of darkness can destroy any wooden, leather, copper, iron, or paper object by touching it as a bonus action. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 16 Dexterity saving throw. Gift of Darkness: A herald of darkness can transform any fey, human, or goblin into one of the shadow fey, if the target willingly accepts this transformation. Shadow Form: A herald of darkness can become incorporeal as a shadow as a bonus action. In this form, it has a fly speed of 10 feet; it can enter and occupy spaces occupied by other creatures; it gains resistance to all nonmagical damage; it has advantage on physical saving throws; it can pass through any gap or opening; it can’t attack, interact with physical objects, or speak. It can return to its corporeal form also as a bonus action. Actions Multiattack: The herald of darkness uses Majesty of the Abyss, if it is available, and makes one melee attack. Embrace Darkness: Melee Weapon Attack : +8 to hit, reach 5 ft., All creatures in reach. Hit : 6 (1d12) Necrotic damage. On hit, targets are paralyzed until the start of the herald’s next turn. Making a DC 17 Constitution saving throw negates the paralysis. Majesty of the Abyss (Recharge 4-6): The herald of darkness emits a sinister burst of infernal power. All creatures within 30 feet and in direct line of sight of the herald take 19 (3d12) necrotic damage and must make a DC 17 Constitution saving throw. Those who fail the saving throw are blinded for 2 rounds; those who succeed are frightened for 2 rounds. Shadow Sword: Melee Weapon Attack : +8 to hit, reach 10 ft., One target. Hit : 18 (2d12 + 5) Slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Herald of Fire","description":"From time to time, the gods send various emissaries and messengers out into the world. These Heralds have great power and a clear mission to enforce their creator's edicts and spread dogma in a concrete way. Boasting shining, golden claws and crimson robes and smelling of smoke and ash, the bipedal dragon strode through the burning city, pointing its golden claw at certain homes and businesses. In each place, the soldiers found golden plunder to load on the wagons. The herald of fire is a living embodiment of fiery justice and burnt sacrifices to the draconic gods. In most cases, the herald appears when some great sacrilege has been committed against the faith of fire, such as the withholding of taxes and tribute, or the slaughter of dragons and their kin, or desecration of a temple. Fiery Eyes and Magical Sword. Though the herald can assume the shape of a dragonborn, human, or kobold, it always has eyes filled with leaping flames, no matter its guise. This is far more obvious by night than in daylight. The herald often carries a magical sword of truth. It rarely uses this weapon in battle, for it is made of soft silver and inlaid with mithral and gold. However, all those near the sword find it quite difficult to lie. Quick to Anger. While a herald of fire does seek justice and tribute for the dragon gods, it is known for its propensity to anger at slight provocations. In many cases, its anger leads it to shout, stamp its clawed feet, or smash objects around it. In a few cases, it performs immediate and even fatal judgment on the source of its annoyance. Afterwards, it generally claims to have acted entirely within the law and dares others to gainsay it. Herald of Baal-Hotep The heralds of fire are better known as the heralds of Baal-Hotep in the Dragon Empire and sometimes in Nuria-Natal, Parthia, Beldestan, and Khandiria, where they have long served both as relatively reliable judges and as tax collectors of an extremely impatient kind. When the cortege of the herald of Baal-Hotep is sighted by a town, its smoke and fiery sparks make its imminent arrival obvious. The herald's most frequent companions are fire sorcerers, agnibarra , salamanders, and (occasionally) dragonborn light cavalry . Fire giants or masses of kobolds follow in a wagon train laden with treasure. Those who have been remiss in proffering various monies owed to the Dread Sultan, the morza, or other rulers may be dragged from their homes and given a last chance to settle their accounts. Those who value gold more than life or those who refuse to share the burdens and costs of the empire are taken to the square and burnt alive by a fire elemental summoned for that purpose. Their homes are then plundered thoroughly before being burnt to ashes. Such extreme cases are very rare, and they are most often ascribed to followers of Mammon or other dark gods. Once all accounts are settled, the herald of Baal-Hotep hears all cases brought before it. Any hairy servant, any slave, and any of the scaled folk can accuse anyone else of a crime and expect to hear a judgment; however, the temperament of the herald can be impulsive and prone to both melancholy and extreme vengeance, depending on the state of the settlement and its people--the richer the village or town, the more time the herald spends on sharp questioning and deduction. Accusations of corruption by the mighty are also treated with extreme seriousness, though a human peasant who accuses a dragon lord of some form of tax-skimming, cruelty, or neglect of the city's guards and people had best have an ironclad case; failure to convince a herald may result in judgment against the accuser. At the same time, the word of a herald of Baal-Hotep can and has destroyed even drakes and true dragons when their crimes, nepotism, and treachery are made plain.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"lawful evil","Expansion":45,"Challenge Rating":12},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Herald of Slaughter","description":"The butcher strides down the lane, preaching of threshing the chaff from the wheat. Around it, people tear into each other, blind with rage. All the while, the butcher grows in stature and sprouts wicked horns as it revels in the massacre. Heralds of slaughter are sent by dark gods to foment unrest and agitate mortals into committing barbaric atrocities. Provokers of Wrath. Disguised as a trusted craftsman, a herald of slaughter finds a source of anger in a community and feeds it until it grows, all while pretending to understand and offer solutions to the source. A herald of slaughter fuels the anger of the people by instigating mass culling, revolts, and blood sacrifices. As problems escalate, a herald of slaughter reveals its fiendish form to culminate the savagery in a final, chaotic exaltation of the dark gods. Brutality and Blood. Once a herald of slaughter has been revealed, it assumes its fiendish appearance and wades fanatically into combat. Wielding a massive meat cleaver and rage-inducing magic, a herald of slaughter seeks to destabilize its opponents by inciting blinding fury and pitting comrades against each other.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Herald of the Great Wyrm","description":"Doors flew open, and gates lifted as the draconic humanoid approached the castle. All locks failed, and a glowing portal opened between the roots of the courtyard chestnut tree. It opened its mouth to speak the words of the dragon gods. Opener of the Ways. Rare indeed is the arrival of a herald of the Great Wyrm, the Keeper of Portals, the Opener of the Ways and Lord of Dragons. All locks, stoppers, chests, wards, and doors are said to spring open when it treads near, and gates and shadow portals pop into existence at its bidding. The herald of the great wyrm is a sign that the eye of dragonkind is upon a particular place or person--perhaps the thief of a great treasure, perhaps a great treasure to be taken. Keeper of Knowledge. The herald of the Great Wyrm knows of all scrolls, books, maps, and even carvings and graffiti within 10 miles of its location. No source of lore or writing can be hidden from it. Herald of the Great Wyrm in Midgard In the Midgard setting, the Herald of the Great Wyrm is more commonly called the Herald of Veles, and its arrival is rare. The crowning of a new morza (dragon lord) in the Dragon Empire and that lord's investment in its role as provincial lord and ruler is one such occasion. Other times, the Herald of Veles answers the call of certain priests and oracles of the world serpent, who seek consultation about new signs and portents or to express some particularly obscure point of doctrine. Most visits are made without great fuss by the herald of Veles, but include some degree of shock and bewilderment from all the scaly folk, who sometimes interpret such visits as signs of the impending end of the world.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":15},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Herald of the Void","description":"The herald of the void portends the world’s ruination by means of cold, fire, plague, war, or a magical apocalypse of another kind. It speaks only in the voice of disasters, and it empowers, goads, and encourages the followers of every unspeakable god and the leaders of every profane death cult. Empty Whispers. In the days before a herald of the Void visits a territory, ghostly occurrences become more common, especially at night. Strange, luminous forms are seen under rafts, among the trees, and in any dark and empty place. Creature of Motion. The herald of the Void always seems stirred by a breeze, even in an airless space. Nothing short of stopping time itself can change this. Folding Infinite Space. While the herald of the Void seems corporeal, its body displays a strange ability to fold itself in impossible ways, and sometimes it seems to teleport great distances or to summon objects from afar without effort.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Herald of Undeath","description":"Skeletal and towering over the battle, the herald of undeath blasts the living in the name of its dark lord: \"Hail the age of apocalypse, for your death is here! I shall reap you all into my master's fold, for I am the end times made flesh!\" From time to time, the gods send various emissaries and messengers out into the world. These Heralds have great power and a clear mission to enforce their creator's edicts and spread dogma in a concrete way. Fresh from the land of the dead, a herald of undeath is an enormous, undead servitor of the dark gods of undeath. It is often accompanied by flutterflesh (Tome of Beasts) scouts or a pack of wraiths, and it travels as a messenger to a hierophant lich or an evil high priest. The herald of undeath walks tirelessly to spread its master's grim message of death, doom, and decay. Shrieking Bones. When struck by magic or by a magical weapon, the bones of the herald cry out in pain with the voices of the damned. Cemetery Cities of the Red Wastes In places most deeply corrupted by necrotic energies, the herald of undeath crowns itself as a minor godling and bringer of the grave's embrace. It builds a settlement of undeath, first a small village and temple of skeletons and zombies building shrines to demons and dark gods, then a larger town looting tombs and decorating an elaborate and profane cathedral, and (if left undisturbed) an entire city of undead working to gather the living into its chilly embrace. Some of the cities of the Red Wastes follow this pattern, as do some cities in the Southlands and elsewhere. The largest of these cemetery cities are strange places filled with the chittering of ghouls and the clatter of bone, and their primary purpose is the slavish adulation of the dark god who sponsors their founding herald. They have no fields to till or livestock to maintain; instead, they gather and carve stone into grotesque buildings, offertories, and abattoirs where the living cross into undeath. Cemetery cities can grow to enormous size with freakishly carved devotional scriptures on every wall, gates made of ebon stone, and streets paved in powdered bones and small cobblestones, each ivory stone crudely carved to resemble a skull. At some point, their rituals, stonework, and sheer nightmarish blasphemy generates a portal to the land of the dead, and many demons and powers of the outer darkness can enter the world of the living directly. These might include chained angels (Tome of Beasts), neophron demons , and umbral vampires (Tome of Beasts). Destroying cemetery cities is always an urgent priority for followers of the gods of life and light. Doing so usually requires either a traditional siege powered by living troops and clerics able to turn undead, or a smaller group of powerful heroes able to reach and destroy the herald of undeath itself. Destroying the herald usually severs the connection that its undead followers have to the afterlife; skeletons, zombies, and most intelligent undead turn to dust immediately, and the cemetery city itself crumbles into ruins within a few weeks or months The Herald of Mot in Midgard The herald of undeath is referred to as the herald of Mot in the Southlands and the East, where the god of undeath and his hideous messengers live within ancient necropolis, or summoned on battlefields in the Red Wastes, to create a city of the undead. A herald may corrupt ley lines or transform a ruler of Nuria into a god-king or god-queen. Its role in this later work requires deep necromancy and a divine spark in the chosen ruler. Separable Limbs and Eyes. The herald of undeath can detach its various limbs at any time, leaving them to act independently. It will often leave an eyeball somewhere to keep watch on a particular location. Raises Entire Cemeteries. A herald of undeath can and will raise entire undead armies from large cemeteries, battlefields, or necropoli. There is no limit to the number of undead that will follow a herald of undeath, and even intelligent undead are not immune to its clarion call. Tribes of gnolls sometimes follow them, seeking chaos and easy plunder. Undead Nature. A herald of undeath doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"lawful evil","Expansion":45,"Challenge Rating":11},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Heralds of Dust Remnant","description":"Remnants are Dusters who sought undeath via rituals but failed. Liaisons and spies, these agents exist in a halfway point between life and death. Traits Spellcasting. The remnant casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13): At will: mage armor , mage hand , presti digitation 1/day each: bane , dimension door , web Actions Multiattack. The remnant makes two Necrotic Surge attacks. Necrotic Surge. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (2d10 + 3) necrotic damage. Bonus Actions Phase (2/Day). The remnant becomes partially incorporeal for as long as it maintains concentration on the effect (as if concentrating on a spell). While partially incorporeal, the remnant has resistance to bludgeoning, piercing, and slashing damage.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Herd Skulker","description":"A rangy, emaciated wolf with a piebald hide wanders among the cows, its mouth slobbering with hunger. Disturbingly, the cows treat it as one of their own. Even a lone wolf can be devastating to a farmer's livelihood—the sheep, horses, cows, goats, chickens, and other livestock that make up their flock. When that wolf is preternaturally clever and can hide among its prey, rooting it out can be an endless nightmare. Herd skulkers can change forms in the blink of an eye, making makes them particularly difficult to identify, both for animals and people. Cowardly and Cruel. Herd skulkers are cowards. The moment they feel threatened, they turn tail and run. But they always come back, and this threat haunts the dreams of farmers who have seen them in action. Like a wolf, a herd skulker is hungry, but unlike a wolf, it is also cruel. It delights in tormenting farmers, slowly picking off the animals of their herd, sometimes right in front of their eyes. Hiding in Plain Sight. A herd skulker projects a calming enchantment on domesticated animals, lulling them into complacency. They typically don't discover a predator is among them until it is too late. The skulker is also adept at deceiving farmers into thinking it is one of their animals, even after the herd has sensed its presence. Isolation. Herd skulkers prefer to attack stragglers in the herd, minimizing their chance of exposure. Even animals near the herd skulker remain oblivious to its presence if they do not see it acting aggressively. Herd-Hidden (Herd Animal Form Only) . The herd skulker has advantage on Dexterity (Stealth) and Charisma (Deception) checks to blend into the herd or convince those observing the herd that it is part of the herd. Keen Hearing and Smell . The herd skulker has advantage on Wisdom (Perception) checks that rely on hearing or smell. One of the Herd. A domesticated herd animal, such as a cow, horse, sheep, or chicken, that can see the herd skulker treats it as a member of the herd, regardless of the form the skulker takes. When such an animal sees a herd skulker attack or feed, it becomes immune to the herd skulker's One of the Herd for the next 24 hours, acting as it normally would when confronting a predator. Creatures immune to the charmed condition are immune to this trait. Actions Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Bonus Actions Change Shape. The herd skulker transforms into a Large or smaller domesticated herd animal it can see, such as a cow, horse, sheep, or chicken, or back into its true, canine form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies. Nimble Escape. The herd skulker takes the Disengage or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger)","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Heritage Spider","description":"Heritage spiders are the chroniclers of drow houses. Runes carved into their carapaces imbue them with knowledge, history and insight of the family and its past, often in a manner that is truer than the tales written by dark elf recorders. Each house values their heritage spider more than its individual members, even more than the house’s status itself. A heritage spider is the record of a house’s rise and fall and rise again—so long as the spider lives, the house’s tale continues. It is the final act of destruction for a heritage spider to devour its counterpart of a rival house, thereby obliterating their history. Heart of Heritage. The matron of a conquering house will consume the still-beating heart of a destroyed heritage spider in a symbolic absorbing of the subjugated house’s honored past. It is this act that allows the drow of the defeated house to align themselves to the will of their new matron.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":5818,"Challenge Rating":12},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Hermean Legerdemain","description":"Skilled, capable and backed by the divine grace of Hermes himself! These dexterous individuals have caught the eye of the god of thieves and travelers, a fairly rare event. They wield remarkable magic, as well as several tricks to aid them in their mischievous ways. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Evasion. If the legerdemain is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, the legerdemain instead takes no damage if they succeeds on the saving throw, and only half damage if they fails. Magic Weapons. The legerdemain's weapon attacks are magical. Sneak Attack (1/Turn). The legerdemain deals an extra 17 (5d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 ft. of an ally of the legerdemain that isn't incapacitated and the legerdemain doesn't have disadvantage on the attack roll. Spellcasting. The legerdemain's Spellcasting Ability is Wisdom (spell save DC 15, +6 to hit with spell attacks). They can cast the following spells: 3/day each: bless, searing smite, thunderous smite 2/day each: blinding smite, invisibility, haste, pass without trace 1/day each: banishing smite, freedom of movement Speedy Target. The movements of the legerdemain are so swift that it is almost invisible when in motion. If the legerdemain moves at least 10 feet on their turn, attack rolls against them have disadvantage until the start of their next turn unless the legerdemain is incapacitated or restrained. Actions Multiattack. The legerdemain makes two swift blade attacks. Swift Blade. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 18 (1d6 + 5) piercing damage. Shortbow. Ranged Weapon Attack: +9 to hit, reach 30/60ft., one target. Hit: 18 (1d6 + 5) piercing damage. Swift Blade (Celestial Armament). Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 18 (1d6 + 5) piercing damage. Shortbow (Celestial Armament). Ranged Weapon Attack: +12 to hit, reach 30/60ft., one target. Hit: 18 (1d6 + 5) piercing damage. Bonus Actions Celestial Armament (Recharges after a short or long rest). The legerdemain imbues their weapons with the divine power of Hermes, guiding their strikes. For the next minute the legerdemain gets a bonus to their attack rolls that equals their Wisdom modifier (included in the attack). Cunning Action. On each of their turns, the legerdemain can use a bonus action to take the dash, disengage, or hide action. Reactions Uncanny Dodge. When an attacker that the legerdemain can see hits them with an attack, they can use their reaction to halve the attack's damage against them.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":9},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Heroic Barbarian","description":"A remarkable warrior and a capable leader, this brute is almost as charming as they are mighty. Usually the guiding voice of a group of adventurers, they often raise the morale of their allies while focusing their presence into a powerful force of intimidation for their enemies. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Brute. A melee weapon deals one extra die of its damage when the barbarian hits with it (included in the attack). Heroic Charm. The barbarian has a bonus to all of their Charisma skill checks equal to their Constitution modifier. Magic Weapons. The warrior's weapon attacks are magical. Reckless. At the start of their turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against them have advantage until the start of their next turn. Actions Multiattack. The warrior makes three weapon attacks in any combination. While in a rage the barbarian uses its terrifying presence and then makes three weapon attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 15 (3d6 + 5) slashing damage. Greatsword (Rage). Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 19 (3d6 + 9) slashing damage. Javelin. Ranged Weapon Attack: +9 to hit, reach 30/90ft., one target. Hit: 8 (1d6 + 5) slashing damage. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. Unarmed Strike (Rage). Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 14 (2d4 + 9) bludgeoning damage. Terrifying Presence (While in a Rage). Each creature of the barbarian's choice that is within 30 feet of the barbarian and aware of them must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the barbarian's Terrifying Presence for the next 24 hours. Bonus Actions Bolstering Rage (3/day). The barbarian enters a state of rage for 1 minute. During that time they gain resistance to bludgeoning, piercing, and slashing damage. The barbarian also gains a +4 damage bonus to all melee attacks. Additionally, the barbarian and up to 3 allies of their choosing gain the following benefits: They gain 15 temporary hit points. They gain immunity to the charmed and frightened conditions for the next hour.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":9},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Hertilod","description":"“They ain’t dragons. They ain’t lizards. Oh no, they’re much worse.” —Melthena Vellaine, wizard and spelljammer When a dead god is left adrift in the Astral Sea, its corpse sometimes spawns a parasitic monster known as a hertilod. Voracious and terrifying, a hertilod resembles a skinless, serpentine lizard, with sharp claws and a gaping maw that drips venom. A hertilod’s gruesomely exposed muscle renders it susceptible to lightning. Traits Legendary Resistances (3/Day). If the hertilod fails a saving throw, it can choose to succeed instead. Magic Resistance. The hertilod has advantage on saving throws against spells and other magical effects. Shock Susceptibility. If the hertilod takes lightning damage, its speed is halved until the end of its next turn, and it must succeed on a DC 15 Constitution saving throw or immediately regurgitate all swallowed creatures, each of which lands in a space within 10 feet of the hertilod and has the prone condition. Spider Climb. The hertilod can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The hertilod makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 13 (2d12) poison damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be swallowed by the hertilod. A swallowed creature has the blinded and restrained conditions, and it has total cover against attacks and other effects outside the hertilod. At the start of each of the hertilod’s turns, each swallowed creature takes 13 (2d12) poison damage from the poisonous secretion in the hertilod’s gullet. The hertilod’s gullet can hold up to two creatures at a time. If the hertilod takes 40 damage or more on a single turn from a swallowed creature, the hertilod must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which lands in a space within 10 feet of the hertilod and has the prone condition. If the hertilod dies, a swallowed creature is no longer restrained and can escape from the corpse by using 10 feet of movement, exiting with the prone condition. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Legendary Actions The hertilod can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The hertilod regains spent legendary actions at the start of its turn. Sprint. The hertilod moves up to its speed. This movement doesn’t provoke opportunity attacks. Feed (Costs 2 Actions). The hertilod drains life from the creatures in its gullet to bolster itself. Each creature in the hertilod’s gullet takes 10 (3d6) necrotic damage, and the hertilod regains a number of hit points equal to the damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":30583,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Hesperid","description":"Hesperides are nymphs of sunset, guardians of the colorful golden hues of the setting sun. They live on remote islands, isolated coastal cliffsides, and hidden valleys, all places where the sunset's golden glow can have the strongest effect. Hesperides manipulate sunlight with dancelike motions, allowing them to create graceful ribbons of light at close range and searing rays at a distance. Due to their connection to the beauty of the daily cycle of the setting sun, hesperides feel a satisfaction from methodical routine that can feel alien to wilder, more chaotic fey. Hesperid queens rule over isolated regions soaked in the light of sunset. They guard countless treasures and secrets, though for those who approach them with respect and offer an intriguing bargain, they're willing to part with knowledge or items beyond those secrets or valuables they've sworn to keep to themselves. Hesperid queens are relatively likely to have powerful objects under their protection, such as ancient relics or artifacts. As such, they're keenly aware of the danger posed by unscrupulous treasure hunters seeking to obtain these items at any cost, and they use their incredible minds to set up devious countermeasures to protect their wards, even in the event of their own deaths.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"lawful neutral","Expansion":30635,"Challenge Rating":9},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Hesperid Queen","description":"Hesperides are nymphs of sunset, guardians of the colorful golden hues of the setting sun. They live on remote islands, isolated coastal cliffsides, and hidden valleys, all places where the sunset's golden glow can have the strongest effect. Hesperides manipulate sunlight with dancelike motions, allowing them to create graceful ribbons of light at close range and searing rays at a distance. Due to their connection to the beauty of the daily cycle of the setting sun, hesperides feel a satisfaction from methodical routine that can feel alien to wilder, more chaotic fey. Hesperid Queens. Hesperid queens rule over isolated regions soaked in the light of sunset. They guard countless treasures and secrets, though for those who approach them with respect and offer an intriguing bargain, they're willing to part with knowledge or items beyond those secrets or valuables they've sworn to keep to themselves. Hesperid queens are relatively likely to have powerful objects under their protection, such as ancient relics or artifacts. As such, they're keenly aware of the danger posed by unscrupulous treasure hunters seeking to obtain these items at any cost, and they use their incredible minds to set up devious countermeasures to protect their wards, even in the event of their own deaths.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"lawful neutral","Expansion":30635,"Challenge Rating":19},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Hesperides","description":"The seven daughters of the Titan Atlas and Hesperis, the goddess of the hour of evening and the tenth of the twelve Horae, the goddesses of the seasons and natural portions of time. This unique parentage gave them the title of the nymphs of sunset, as well as a measure of power beyond that of the more common nymphs. They were given the task to protect a very unique garden at the edge of the western world, which is known as the Garden of the Hesperides. Despite the garden carrying their name, in reality it belongs to Hera, who does not trust them with the duty of protecting her treasure: the golden apples of immortality. For this reason Ladon, the multi-headed dragon, was placed as a watchful guard alongside the nymphs. Eternal Dancers. It is said that those who encountered the nymph sisters would be invited to dance and frolic alongside them. Most would accept, allured by their inhuman beauty. Those same people would keep dancing until their bodies shut down, unable to keep them alive. Ageless Nature. The Hesperides do not age, but they can die just like other nymphs. Fey They are ever present in the Greek world. A variety of nymphs, satyrs and other nature spirits are present throughout many legends, some of them even being the parents of heroes and minor gods. Traits Magic Resistance. The hesperides has advantage on saving throws against spells and other magical effects. Sunset's Beauty. When a creature that can see the hesperides starts its turn within 40 ft. of her, the hesperides can force it to make a DC 19 Wisdom saving throw. Failure means that the creature is blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The Hesperides' Spellcasting Ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She can cast the following Spells, requiring no material components: At Will: druidcraft, entangle 3/day each: dissonant whispers, faerie fire, tasha's mind whip (as a 4th-level spell) 2/day each: phantasmal killer, raulothim's psychic lance, sleep (as a 6th level spell) 1/day each: mental prison, synaptic static Songs of the Nymphs. The Hesperides can sing magical songs. Creatures with a Charisma score lower than 12 have disadvantage on saving throws against these songs. Sunset's Grace. While the Hesperides is wearing light or no armor and wielding no shield, her AC includes her Charisma modifier. Actions Song of Charming. Every creature within 300 feet of the Hesperides that can hear the song must succeed on a DC 18 Wisdom saving throw or be charmed until the song ends. While charmed by the Hesperides, a creature is incapacitated. The charmed creature must move towards the Hesperides using its full move and the most direct route without moving into damaging terrain. A charmed creature can repeat the saving throw at the end of each of its turns with a success ending the song's effect on it. Song of Eternal Dance. The Hesperides sings to a target within 60 feet. The target must make a DC 19 Wisdom saving throw or become charmed. While charmed in this way the target must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this song, other creatures have advantage on attack rolls against it. A creature can make another saving throw at the end of its turn to end the effect, but only if it has taken damage that turn. Song of Obsession. The Hesperides sings to a charmed target within 15 feet. The target must make a DC 19 Wisdom saving throw or become obsessed with the Hesperides. The target will defend her to the death against any of her enemies, even if those enemies are the creature's allies. A creature can make another saving throw at the end of its turn to end the effect, but only if it has taken damage that turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (nymph)","Alignment":"lawful neutral","Expansion":29804,"Challenge Rating":13},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Hestannia","description":"A middle-aged, muscular minotaur, Hestannia has colorful tattoos and gray scars covering most of her body. She usually wears a confident smile and speaks in a deep, resounding voice. Growing up in a small patch of isles, Hestannia’s youth was peaceful – or as peaceful as you can expect when you’re raised in a tribe of minotaurs. As the oldest daughter of the tribe’s shaman, Hestannia was trained in the art of magical tattoos from an early age. Upon entering adulthood, Hestannia went to live in the wild to connect with her inner self as tradition demanded, but she was taken captive by slavers. Impressing her captors with her martial prowess (“Gave three of them bastards something to remember me by before they took me in!”), she was soon fighting as a gladiator in a larger city. While she initially bristled at being a slave, Hestannia thrived in the arena. Fueled by the power of her magical tattoos and her warrior training, she earned the fearsome moniker “The Horned Menace.” As formidable a warrior as the arena had ever seen, Hestannia eventually won her freedom in a bloody tournament. Instead of returning home, however, Hestannia continued to fight, keeping the prizes she won for herself. Once she’d saved up enough – and her aching joints and many injuries had begun taking their toll – she hung up her glaive, bought an arsenal of magical inks and quills, and opened up her studio. Roleplaying Hestannia Although she lives in solitude, Hestannia is a welcoming host who loves to laugh in the company of others. She speaks often and loudly, and roars with thunderous laughter at even the worst jokes. While retirement was voluntary, Hestannia still misses her life as a gladiator and boasts proudly of her most glorious moments in the arena. Hestannia also takes great offense if anyone insinuates that she’s no longer a warrior, and responds to such remarks by suggesting a duel to surrender or unconsciousness. When it comes to her magical tattoos, Hestannia is secretive and usually reluctant to divulge even basic details about the principles behind her magic craft. Fiercely proud and fearless in battle, there’s no greater friend, drinking partner, or comrade-in-arms than Hestannia! Quick to anger, but just as quick to forgive, there’s never a dull moment with her by your side. Plus, magical tattoos are all the rage now! – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Minotaur)","Alignment":"Neutral","Expansion":27826,"Challenge Rating":13},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Hetzuud","description":"A nefarious race of sentient predatory oozes, hetzuud gained notoriety within the Ultari Hegemony as spies and infiltrators capable of altering their shape and density to interact with almost any environment. They excel at mimicking other creatures and objects by modifying their texture and coloration. Multiple hetzuud can also merge into deadlier, greater-sized oozes with dangerous combat abilities, controlling multiple pseudopods with deadly effect. An adult hetzuud weighs around 200 pounds and can squeeze itself into 4 cubic feet, or a 1-foot-radius sphere. Fluid Form. The hetzuud evolved from a simple protoplasm with unique chameleonic properties. Preyed upon by other primitive organisms as a source of nutrition, these mindless progenitors banded together and gradually gained communal sentience. They then honed their ability to mimic other creatures, slowly multiplying and inexorably dominating their competition. While hetzuud exhibit startling sapience for ooze creatures, they remain slow to assimilate new types of information and have difficulty developing innovative ideas without initial prototypes to copy. This puts them in a parasitic relationship with the Hegemony as they attempt to enhance their understanding of other technologies. Hetzuud have no gender, and while they understand how other species reproduce, they consider any notion of sexual identity and gender roles irrelevant unless purposefully mimicking other creatures. Among themselves, hetzuud regard such limitations as a weakness and liability to exploit. They have their own tactile language, touching each other to silently and quickly communicate as if speaking aloud. Collectivist. Hetzuud maintain a culture of collective development and expansion rather than individual rights. This stems from the natural instinct to merge together for mutual protection. They prove inherently amoral, regarding other species as rivals to dominate. Hetzuud place great emphasis on contributing to their overall society, and hetzuud who champion individualism serve little purpose, leading their peers to inevitably shun, exile, or destroy them. When working for other, more powerful races, hetzuud have proven especially capable as warriors, spies, and saboteurs. 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If the hex knight fails a saving throw, it can choose to succeed instead. Actions Multiattack. The hex knight makes two melee attacks. Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 14 (4d6) necrotic damage and the target has disadvantage to its attack rolls and saving throws until the end of the hex knight's next turn. Spellcasting. The hex knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: eldritch blast (4 beams), mage hand, minor illusion 3/day (as 5th-level spells): blink, cone of cold, dimension door, dispel magic 1/day each: circle of death, forcecage, maddening darkness Bonus Actions Hexblade's Curse (Recharges after a Short or Long Rest). As a bonus action, the hex knight targets a creature it can see within 30 feet of it. The target is cursed for 1 minute. The curse ends early if the target dies, the hex knight dies, or it is incapacitated. Until the curse ends, the hex knight gains the following benefits: It deals an extra 5 damage on damage rolls against the cursed target. Any attack roll it makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, the hex knight regains 20 hit points. Legendary Actions The hex knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hex knight regains spent legendary actions at the start of its turn. Attack. The hex knight makes a weapon attack. Move. The hex knight moves up to half its speed. Cast a Spell (Costs 3 Actions). The hex knight uses Spellcasting. Reactions Armor of Hexes. When hit by an attack roll by a creature cursed by the hex knight's Hexblade's Curse, roll a d6. On a roll of 4 or higher, the attack instead misses the hex knight, regardless of its roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hexahedrooze","description":"Biomantic Polyhedroozes When Dr. Stein left his lab at short notice (following a pitchfork-wielding-mob related event), he left an entire pool of his patent-pending Mut-x exposed to the elements. Things fell into it; those things had brains, and those brains, their memories, and the sum of their intelligence fused with gelatinous cubes into biomantic polyhedroozes. Empathetic. When a biomantic polyhedrooze forms, it begins absorbing the latent psychic energy of its environs. Creatures with strong psyches that are nearby in either space or time influence the nascent sentience of the polyhedrooze. A long-destroyed lich might impart its madness and hate into the ooze, whilst a colony of highly-charismatic mice might lend the goopey mass a penchant for cheese. Reactive Mutations. The true feat of Dr. Stein’s research, and a trait that the polyhedroozes embody, is that of extreme biomantic reaction to environmental stimuli. A polyhedrooze that takes damage immediately adapts its morphology to prevent further damage of that type. The larger the polyhedrooze, the more such adaptations it can sustain at any one time. Size Matters. Bigger polyhedroozes have absorbed more brains and, so, are more clever. A polyhedrooze that reaches a critical mass might decide to split into two, with the idea of sending one of its halves in search of pastures new. Unfortunately, the decrease in intelligence that results from a split means that polyhedroozes can get confused and end up in a cycle of splitting and reforming over and over.","properties":{"Category":"Monsters","Size":"Small","Type":"ooze","Alignment":"unaligned","Expansion":23695,"Challenge Rating":3},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Hexahedrooze","description":"Biomantic Polyhedroozes When Dr. Stein left his lab at short notice (following a pitchfork-wielding-mob related event), he left an entire pool of his patent-pending Mut-x exposed to the elements. Things fell into it; those things had brains, and those brains, their memories, and the sum of their intelligence fused with gelatinous cubes into biomantic polyhedroozes. Empathetic. When a biomantic polyhedrooze forms, it begins absorbing the latent psychic energy of its environs. Creatures with strong psyches that are nearby in either space or time influence the nascent sentience of the polyhedrooze. A long-destroyed lich might impart its madness and hate into the ooze, whilst a colony of highly-charismatic mice might lend the goopey mass a penchant for cheese.","properties":{"Category":"Monsters","Size":"Small","Type":"ooze","Alignment":"unaligned","Challenge Rating":3},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Hexblade","description":"Actions Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Spellcasting. The hexblade casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: eldritch blast (3 beams), mage hand, minor illusion 3/day (as 5th-level spells): cone of cold, dimension door, dispel magic 1/day: circle of death Reactions Armor of Hexes. When hit by an attack roll by a creature cursed by the hexblade's Hexblade's Curse, roll a d6. On a roll of 4 or higher, the attack instead misses the hexblade, regardless of its roll. Bonus Actions Hexblade's Curse (Recharges after a Short or Long Rest). As a bonus action, the hexblade targets a creature it can see within 30 feet of it. The target is cursed for 1 minute. The curse ends early if the target dies, the hexblade dies, or it is incapacitated. Until the curse ends, the hexblade gains the following benefits: It deals an extra 3 damage on damage rolls against the cursed target. Any attack roll it makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, the hexblade regains 14 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hexemilie","description":"TRAITS Shapechanger: Hexemilie can use her action to polymorph into a beast form that resembles a cat (speed 20 ft., climb 20 ft.), a female human (speed 30 ft.), or back into her true form. Her statistics are the same in each form, except for the speed changes noted. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies. Aura of Vanity: Hexemilie exudes a magical aura that makes creatures focus exclusively on their own plight. A creature that starts its turn within 120 feet of Hexemilie must make a DC 18 Wisdom saving throw. Creatures immune to being charmed automatically succeed on this save. On a failure, the target can’t use the Help action or cast beneficial spells (such as bless or cure wounds ) on other creatures for 1 hour. If a creature’s saving throw is successful, the creature is immune to Hexemilie’s Aura of Vanity for the next 24 hours. Dash: Hexemilie can take the Dash action as a bonus action on each of her turns. Keen Smell: Hexemilie has advantage on Wisdom (perception) checks that rely on smell. Legendary Resistance: If Hexemilie fails a saving throw, she can choose to succeed instead. Standing Leap: Hexemilie’s long jump is 30 feet and her high jump is 15 feet, with or without a running start. Magical Resistance: Hexemilie has advantage on saving throws against spells and other magical effects. Innate Spellcasting: Hexemilie casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: charm person, detect magic, dispel magic 3/day each: counterspell, darkness, dominate person, telekinesis, teleport 1/day each: bestow curse (9th-level), plane shift ACTIONS Multiattack: Hexemilie makes four attacks: one with her bite, two with her claws, and one with her tail. Bite: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If Hexemilie hits with the same target with both claws, the target is also grappled (escape DC 13) Tail: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. Possession (Recharge 6): One feline beast that Hexemilie can see within 5 feet of her must succeed on a DC 16 Charisma saving throw or be possessed by Hexemilie. Hexemilie then disappears, and the target is incapacitated and loses control of its body. Hexemilie now controls the body but doesn’t deprive the target of awareness. Hexemilie can’t be targeted by any attack, spell, or other effect, except ones that affect possession, and she retains her alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. She gains the Innate Spellcasting trait (included above). She otherwise uses the possessed target’s statistics. The possession lasts until the body drops to 0 hit points, Hexemilie ends it as a bonus action, or Hexemilie is forced out by an effect like the dispel evil and good spell. When the possession ends, Hexemilie reappears in an unoccupied space within 5 feet of the body. Summon (1/Day): Hexemilie magically summons Jingles, her pet vrock . Jingles appears in an unoccupied space within 60 feet of Hexemilie and acts as Hexemilie’s ally. The vrock remains for 10 minutes, until it or Hexemilie dies, or until Hexemilie dismisses it as an action. Teleport: Hexemilie magically teleports, along with any equipment she is wearing or carrying, to any unoccupied location she can see within 120 feet. LEGENDARY ACTIONS Hexemilie can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Hexemilie regains spent legendary actions at the start of her turn. Move: Hexemilie moves up to her speed without provoking opportunity attacks. Tail Attack: Hexemilie makes a tail attack. Extend Claws (Costs 2 Actions): Hexemilie extends her claws, piercing a creature she is grappling. The creature takes 15 (3d6 + 5) piercing damage. Psionic Purr (Costs 2 Actions): Hexemilie purrs, creating a magical vibration in a 120-foot radius. Creatures Hexemilie chooses within that area must make a successful DC 20 Dexterity saving throw or be knocked prone. Hexemilie then regains 27 (6d8) hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon, shapechanger)","Alignment":"chaotic evil","Expansion":20254,"Challenge Rating":16},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Hexton Modron","description":"A hexton modron (top), a septon modron (middle), and two octon modrons (bottom) oversee the smooth functioning of devices on the Plane of Mechanus. When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops. These hulking hierarchs lead groups of modrons in endeavors outside Mechanus, with the most notable example being the Great Modron March. Hextons have solid frames that bristle with six shining flanges. They boast a pair of arms and tentacles, both of which end in powerful pincers. “You wanna learn Modron? Yeah, I speak it. Lesson one: ‘beep boop.’ That means ‘Hello, friend, I mean you no harm.’ Really, I swears it!” —Morte, amid surely innocent snickering Modrons Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked base modrons—monodrones, duodrones, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monst er Manual . “I’ve known a few modrons in my day. Most are gullible, harmless sorts. Watch out for those hierarch modrons, though. Not only can’t they take a joke, they’ll blame you for disrupting the lawful working of the multiverse then try to measure how much your powdered bones weigh. ” –Morte Traits Axiomatic Mind. The hexton can't be compelled to act in a manner contrary to its nature or its instructions. Combat Ready. The hexton has advantage on initative rolls. Disintegration. If the hexton dies, its body disintegrates into dust, leaving behind anything it was carrying. Legendary Resistance (4/Day). If the hexton fails a saving throw, it can choose to succeed instead. Spellcasting. The hexton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: detect magic , dispel magic , mending (as an action) 1/day each: plane shift (self only), protection from evil and good Actions Multiattack. The hexton makes one Pincer attack and two Tentacle attacks. Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) force damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or have the incapacitated condition until the end of its next turn. Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the hexton can't use this tentacles against other targets. The hexton has six tentacles, each of which can grapple one target. Reactions The hexton can take up to three reactions per round but only one per turn. Counter Magic. The hexton attempts to interrupt a creature it can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the hexton makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect. Lightning Rebuke. When a creature within 120 feet of the hexton damages it, the hexton magically retaliates with an arc of lightning. The creature must make a DC 17 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save or half as much damage on a successful one. “You ever notice how certain modrons sort of look like some kind of wacky dice?” –Morte","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"typically lawful neutral","Expansion":26427,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Hezrou","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Magic Resistance : The hezrou has advantage on saving throws against spells and other magical effects. Stench : Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. Actions Multiattack : The hezrou makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Claws : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","AC":"16 (Natural Armor)","HP":"136 (13d10+65)","CHA":13,"CON":20,"DEX":17,"INT":5,"STR":19,"WIS":12,"Size":"Large","Type":"fiend (demon)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"Bite\n1d20 + 7\n2d10+4","Roll 1":"Claw\n1d20 + 7\n2d6+4","Senses":"Darkvision 120 Ft.","Source":"5th Edition SRD","data-XP":"3,900","Alignment":"Chaotic Evil","Languages":"Abyssal, Telepathy 120 Ft.","data-List":"false","Immunities":"Poison","Token Size":2,"Resistances":"Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Magic Resistance\",\"Desc\":\"The hezrou has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Stench\",\"Desc\":\"Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The hezrou makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"+1","data-CON-mod":"+5","data-DEX-mod":"+3","data-INT-mod":"-3","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+1","Saving Throws":"Str +7, Con +8, Wis +4","Challenge Rating":8,"Passive Perception":11,"Condition Immunities":"Poisoned","data-CrNum":8,"data-AcNum":16,"data-HpNum":136},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hezrou","description":"Demons Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil—engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness , the Black Scrolls of Ahm , and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon True Names Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz’zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake’s and as powerful as a great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out—or if she has a reason to remind her followers to fear her—Lolth’s lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart. Orcus Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus , a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes’ flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Hezrou Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy’s forces, their foul stench can sicken even the toughest foes. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demons by Type Type Examples 1 barlgura, shadow demon, vrock 2 chasme, hezrou 3 glabrezu, yochlol 4 nalfeshnee 5 marilith 6 balor, goristro Traits Magic Resistance : The hezrou has advantage on saving throws against spells and other magical effects. Stench : Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours. Actions Multiattack : The hezrou makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. Claws : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. Variant: Summon Demon (1/Day) : The demon chooses what to summon and attempts a magical summoning. A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Hezrou Sergeant","description":"The lowest ranking officer of a demon army, the hezrou sergeant is still a dangerous opponent because of its ability to cast spells and emit a nauseating stench that can overwhelm its foes. Traits Legendary Resistance (1/Day). If the hezrou fails a saving throw, it can choose to succeed instead. Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects. Sickening Stench. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. Until this poison ends, the target is stunned. On a successful saving throw, the creature is immune to the hezrou's sickening stench for 24 hours. Actions Multiattack. The hezrou makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Spellcasting. The hezrou casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): At will: detect magic 3/day each: blight, dispel magic, gaseous form 1/day: divine word Teleport. The hezrou magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Legendary Actions The hezrou can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hezrou regains spent legendary actions at the start of its turn. Claw. The hezrou makes a Claw attack. Ruthless Command. The hezrou targets one ally it can see within 30 feet of it. If the target can see and hear the hezrou, the target can use its reaction to make one weapon attack with advantage on the attack roll, but attack rolls against it have advantage until the start of the hezrou's next turn. Teleport (Costs 2 Actions). The hezrou uses Teleport. Cast a Spell (Costs 3 Actions). The hezrou uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hieracosphinx","description":"The hieracosphinx is a falcon or hawk-headed sphinx. It is the least intelligent of the sphinxes and also among the most evil and self-serving. If not hunting for prey, it will be looking for a gynosphinx to mate with. It hates criosphinxes, which it sees as its main mating competition. Traits Dive Attack. If the sphinx is flying and dives at least 30 feet straight toward a target standing on the ground and then hits it with a melee weapon attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. Keen Sight. The sphinx has advantage on Wisdom (Perception) checks that rely on sight. Magic Weapons. The sphinx's weapon attacks are magical. Actions Multiattack. The sphinx makes three attacks: one Beak attack and two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 4 (1d8) slashing damage. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Bonus Actions Stunning Screech (Recharge 5–6). The sphinx emits a shrill, earsplitting screech. Each creature within 60 feet of the sphinx and able to hear the screech succeed on a DC 13 Constitution saving throw or be stunned until the end of the sphinx's next turn. Legendary Actions The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. Claw Attack. The sphinx makes one Claw attack. Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Raking Pounce (Costs 3 Actions). The sphinx moves up to its speed without provoking opportunity attacks and makes two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 4 (1d8) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hierocosphinx","description":"Sphinx, Lesser As the name implies, lesser sphinxes are less powerful than their cousins, the better-known gynosphinxes and androsphinxes. Rather than having a humanoid head like greater sphinxes, hierocosphinxes resemble birds of prey, while criosphinxes possess features that resemble horned sheep. Despite their animal visages, lesser sphinxes are eloquent and wise. Some scholars speculate that it is possible for a lesser sphinx to change into gynosphinx or an androsphinx over time. Lesser sphinxes often serve greater sphinxes, forming a small pride led by a greater sphinx or a designated lieutenant. However, instead of guarding a location alongside their gynosphinx or androsphinx master, lesser sphinxes are given the task of protecting a separate area. Usually nearby, these auxiliary locations lie along the path to the primary place of stewardship. They provide additional challenges to supplicants in search of the greater sphinxes. Although lesser sphinxes are bound to guard a particular location like their greater counterparts, they do not have access to lair actions. However, lesser sphinxes are able to utilize their connections to the primordial powers of time in their own ways. Like greater sphinxes, some lesser sphinxes eventually grow weary of their responsibilities as guardians and break away from their divine command. Unlike androsphinxes and gynosphinxes, lesser sphinxes can wander far away from their former dens, finding new places for themselves in the world at large. Such cases are very rare, but unbound sphinxes have been known to found and lead humanoid groups. Special Abililty: Time Mark The lesser sphinxes have powers that interact with their ability to mark time. This time marking only works if detailed notes are kept by the Game Master. When a sphinx uses time mark, make sure to write down hit points, effects, and positions of all of the creatures impacted. Hierocosphinx Where criosphinxes embody the sanguine or optimistic aspect of the sphinx, the hawk-headed hierocosphinx tends toward the choleric or plain bad tempered. Many of these creatures are lawful evil in alignment and created to serve the commands of evil deities. Unbound hierocosphinxes usually choose a life of angry solitude, though some become great tyrants over lesser creatures. While a criosphinx presents adventurers with exacting challenges out of pride and devotion to its master, the hierocosphinx may deny a supplicant their due reward—even if they have completed its task—out of pure spite. The hierocosphinx justifies its actions in such cases by pedantry: any deviation from doing the task exactly as explained will allow the hierocosphinx to declare it a failure. Sometimes mistaken for griffons, hierocosphinxes are easily distinguished by their leonine manes and forelegs. The intelligence of griffons and hierocosphinxes is a stark contrast between the two: griffons are unintelligent, while hierocosphinxes are fully sapient beings mentally similar to humans. Even though they are different, griffons and hierocosphinxes have been known to interbreed. Any offspring possess a random patchwork of feline and avian features, and rarely show any hierocosphinx intelligence. Example: Using Time Mark & Replay Time A hierocosphinx can use time mark to record a fireball, and then when replay time is used, the wizard casting the spell might hit all of his companions by accident.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful neutral (50%), lawful evil (50%)","Expansion":4963,"Challenge Rating":8},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Hierophant Medusa","description":"Sometimes deeply devout people, usually either Humanoids or medusas, dedicate themselves to a cause and are transformed by a deity or magic into hierophant medusas—beings with powerful snakelike tails for their lower body, snakes for hair, and a petrifying gaze. The first hierophant medusa was transformed by the power of the Euryale card when that individual was inspired by Euryale’s story and unwavering conviction. These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They gather and inspire followers, protecting their people and guiding them to fulfill the medusa’s divine purpose. The Divine Purpose table offers suggestions for motivations. Roll on the table, or use the entries as inspiration to create your own. Divine Purpose d6 Purpose 1 Protect a sanctuary that hides martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe. 2 Gather the lost shards of a dead god’s petrified body, and reunite them on the altar in the medusa’s lair. 3 Maintain a planar crossing from which great power flows while also curtailing the effects of that power as it infuses the world. 4 Seek out a new generation of champions, and train them to fight in a war. 5 Tend a sacred beacon fed by the Outer Planes, sending embers of that beacon to the corners of the world to maintain a divine shroud. 6 Watch the entrance to a slumbering titan’s tomb for any sign the titan might awaken, and repel the forces that seek to break the tomb’s seal. A Medusa’s Lair A medusa’s lair is often decorated with the petrified bodies of creatures that raised arms against the medusa or its followers. The lair is typically a rich repository of knowledge, with lore both worldly and esoteric filling books, scrolls, tablets, or stranger archives—such as magical crystals that hold captured memories or the voices of those long dead. You can use this lair and the lair actions described for any medusa, including the hierophant medusa or the medusa in the Monst er Manual . Lair Actions On initiative count 20 (losing initiative ties), the medusa can take one of the following lair actions; the medusa can’t take the same lair action two rounds in a row: Petrifying Wave. Up to three creatures the medusa can see within the lair are partially turned to stone. Each target must make a DC 15 Constitution saving throw. On a failed save, a target’s speed is reduced to 0 and can’t increase. On a successful save, its speed is halved. The target’s speed returns to normal on initiative count 20 on the following round. Sudden Stonework. The medusa creates a wall of stone on a solid surface it can see within the lair. The wall can be up to 60 feet long, 20 feet high, and 1 foot thick. Each 5-foot section of the wall has an AC of 17; 30 hit points; vulnerability to thunder damage; and immunity to poison, psychic, and slashing damage. A creature in the wall’s space when the wall appears is pushed to the nearest unoccupied space on one side of the wall and must make a DC 15 Dexterity saving throw. On a failed save, the medusa chooses the side. On a successful save, the creature chooses the side. The wall disappears when the medusa uses this lair action again or when the medusa dies. Undulating Surface. Solid surfaces within the lair ripple like a snake’s coils. Up to three creatures the medusa can see within the lair can move up to 30 feet along solid surfaces without provoking opportunity attacks. If a creature moves along a surface such as a ceiling with no way to remain there (for example, sufficient handholds), it falls at the end of this movement. Regional Effects The region containing a medusa’s lair is altered by the medusa’s presence, creating one or more of the following effects: Faces in Stone. Stone within 3 miles of the lair takes on subtle shapes that suggest people, animals, and other creatures when viewed from the corner of the eye or through dim light or fog. Gathered Knowledge. Within the lair, creatures have advantage on ability checks made to discover or recall information relevant to the medusa’s divine purpose. If the medusa dies, these effects fade over the course of 1d10 days. Traits Devotion’s Call (1/Day). The medusa can cast the Resurrection spell, requiring no material components and using Wisdom as the spellcasting ability. Legendary Resistance (4/Day). If the medusa fails a saving throw, it can choose to succeed instead. Spellcasting. The medusa casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20): At will: Light , Spare the Dying , T haumaturgy 2/day: Mass Cure Wounds (cast at 8th level) 1/day each: Blade Barrier , D ivination , Greater R estoration Actions Multiattack. The medusa makes one Constrict attack, one Final Blade attack, and one Snake Hair attack. Alternatively, it makes two Wrathful Strike attacks. Constrict. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 20). Until this grapple ends, the target has the restrained condition, and the medusa can’t constrict another creature. Final Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 21 (6d6) force damage. If the target has at least one head and the medusa rolled a 20 on the attack roll, the target is decapitated and dies if it fails a DC 20 Constitution saving throw and can’t survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 28 (8d6) force damage from the hit. Snake Hair. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 5 (1d10) poison damage. Wrathful Strike. Ranged Spell Attack: +12 to hit, range 120 ft., one creature. Hit: 22 (3d10 + 6) radiant damage, and the target has the blinded condition until the end of its next turn. Bonus Actions Petrifying Gaze (Recharge 4–6). The medusa unleashes petrifying magic from its eyes in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw if it doesn’t have the blinded condition. If the saving throw fails by 5 or more, the creature has the petrified condition. Otherwise, on a failed save, the creature takes 10 (3d6) force damage, begins to turn to stone, and has the restrained condition. The restrained creature must repeat the saving throw at the end of its next turn. On a failed save, it has the petrified condition, and on a successful save, the effect ends on it. The petrification lasts until the creature is freed by the Greater Restoration spell or other magic. A creature can use its reaction, if available, to shut its eyes to avoid the saving throw. If the creature does so, it has the blinded condition until the end of its next turn. Legendary Actions The medusa can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The medusa regains spent legendary actions at the start of its turn. Move. The medusa moves up to its speed without provoking opportunity attacks. Wrathful Blast (Costs 2 Actions). The medusa makes one Wrathful Strike attack. Final Slash (Costs 3 Actions). The medusa makes one Final Blade attack with advantage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":27234,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Hierophant of Annihilation","description":"Hierophants of Annihilation are the mightiest servants of Orcus and the progenitors of bodaks. They are free-willed but are absolutely loyal to the Lord of the Undead. These horrific demons resemble 20-foot tall giant bodaks with bat-like wing vestiges, bony tails that end with stingers, and ram skulls for heads. Their massive ribcages bear the marks of Orcus - gashes in sections that used to cover their hearts, and their desiccated bodies reek of a coppery, rotting smell. Faint greenish auras emanate from their bodies like sickly tendrils. Devotees of Orcus. Orcus created the Hierophants of Annihilation from seven of his devotees - powerful high priests and liches faithful to the Prince of Undeath. It is said that among those seven were the infamous lich Zhengyi the Witch-King and the powerful high priest Banak from the Bloodstone Lands. When their souls went to the Abyss after their destruction, Orcus claimed them and transformed them into his first two Hierophants of Annihilation. Warmasters of Orcus. In combat, a Hierophant of Annihilation will rely mostly on its supernatural strength to destroy its foes. Those strong enough to withstand the demon’s powerful blows and deadly stings must still contend with the Hierophant’s most potent weapon - its death gaze. Only a few can survive the demon’s lethal stare, and those who die from it rise as bodaks loyal to the Hierophant. The Hierophant can also unleash mighty death spells and conjure an aura of necrotic energy that rots the flesh of anyone foolish enough to be close to the demon. Vassals of Orcus. The Hierophants of Annihilation serve Orcus, as well as Orcus’s Exarch, Doresain the Ghoul King, as their generals. Each Hierophant actively schemes against each other, vying for both Orcus and Doresain’s favor. On very rare occasions, Orcus may send one of his Hierophants on a mission to the Material Plane, such as serving as a guardian in the most important temples of the Cult of Orcus. A Hierophant of Annihilation's Lair Each Hierophant of Annihilation is in charge of defending a region in Thanathos, the 113th layer of the Abyss and home of Orcus. Each occupies a towering fortress made from stone, bones, and flayed skins. Ghouls, ghasts, bodaks, and maurezhis prowl its halls, ready to act on the hierophant's bidding. If a Hierophant is sent to the Material Plane, it constructs an identical lair. Lair Actions On initiative count 20 (losing initiative ties), the hierophant takes a lair action to cause one of the following effects; the hierophant can’t use the same effect two rounds in a row: The hierophant innately casts chill touch . The hierophant innately casts dispel magic . The hierophant causes up to three corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey its telepathic commands, which can reach anywhere in the lair. Regional Effects The region containing a hierophant’s lair is warped by the hierophant’s foul magic, which creates one or more of the following effects: All normal plant life within 1 mile of the lair wither and die and water sources within 1 mile of the lair are supernaturally fouled. Creatures that drink such water regurgitate it within minutes. Beasts must make a DC 15 Wisdom saving throw at the end of each minute spent within 1 mile of the lair or become frightened until they are no longer within 1 mile of the lair. While frightened in this way, the beast must take the Dash action and move away from the lair by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. The beast can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a beast's saving throw is successful or the effect ends for it, the creature is immune to this regional effect for the next 24 hours. Skeletons, zombies, ghouls, ghasts, and wights within 1 mile of the hierophant’s lair serve as the hierophant’s eyes and ears. If the hierophant dies, these effects fade over the course of 1-10 days. Traits Death Gaze. When a creature that can see the hierophant’s eyes starts its turn within 40 feet of the hierophant, the hierophant can force it to make a DC 20 Constitution saving throw if the hierophant isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 27 (5d10) psychic damage on a failed save. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the hierophant until the start of its next turn. If the creature looks at the hierophant in the meantime, it must immediately make the saving throw. Unless the hierophant already has three bodaks under its control, a humanoid creature slain by the hierophant's Death Gaze rises as a bodak at the start of the hierophant's next turn and is under the hierophant's control. Magic Weapons. The hierophant's weapon attacks are magical. Magic Resistance. The hierophant has advantage on saving throws against spells and other magical effects. Spell Penetration. When the hierophant casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Sunlight Hypersensitivity. The hierophant takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The hierophant makes two melee attacks. Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage plus 11 (2d10) necrotic damage. Vestigial Wing. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) piercing damage. Spellcasting. The hierophant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20, +12 to hit with spell attacks): At will: chill touch (3d8), detect magic 3/day: animate dead, dispel magic 1/day each: circle of death Teleport. The hierophant magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Bonus Actions Aura of Annihilation. The hierophant activates or deactivates this feature. While active, the aura deals 10 necrotic damage to any creature that ends its turn within 40 feet of the hierophant. Undead and fiends ignore this effect. Legendary Actions The hierophant gains 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hierophant regains spent legendary actions at the start of its turn. Teleport. The hierophant uses its teleport action. Wing. The hierophant attacks with its Vestigial Wing. Stinger (Costs 2 Actions). Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 17 (3d6 + 7) piercing damage, and the target must succeed on a DC 20 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.. Withering Gaze (Costs 2 Actions). One creature that the hierophant can see within 60 feet of it must make a DC 20 Constitution saving throw, taking 27 (5d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hierophant of Beauty","description":"Hierophants of beauty are devoted followers and chosen ones of Aphrodite, also colloquially referred to as priests or priestesses. They are remarkably beautiful in very different ways from each other. Outer beauty is the most common similarity, but talents and personality are often an important facet of their being. They are tasked with the duty of preserving beauty in the world, which manifests in several forms. Such a vague task translates surprisingly well to individual ambitions, driving these clerics to protect what they deem beautiful in this world, be it nature, the people in it or something completely different. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Compelling Presence. The hierophant can choose to use their Wisdom modifier in all Charisma-based checks. Enthralling Beauty. While the hierophant wears no armor, their AC equals 13 + their Wisdom modifier. However, they still benefit from shields. Magic Weapons. The hierophant's weapon attacks are magical. Superior Charm. Creatures that break out of the charmed condition caused by the hierophant's spells or abilities take 15 psychic damage if the hierophant wishes so. Spellcasting. The hierophant's Spellcasting Ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). They can cast the following spells: At Will: guidance, thaumaturgy, toll the dead 3/day each: bless, charm person, dissonant whispers (as a 2nd-level spell), guiding bolt (as a 2nd-level spell), suggestion 2/day each: bane, charm monster, crown of madness, enemies abound, fast friends, inflict wounds (as a 3rd-level spell) 1/day each: confusion, dominate person, synaptic static Actions Multiattack. The hierophant makes two shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 8 (1d6 + 3) piercing damage plus 4 (1d8) radiant or psychic (hierophant's choice). Otherworldly Infatuation (Recharges after a short or long rest). The hierophant chooses any number of creatures within 30 feet that can see them. Each target must succeed on a DC 17 Charisma saving throw or be charmed for 1 minute, or until the target takes damage. While charmed in this way, a creature can do nothing but use its movement to approach the hierophant in a safe manner. While an affected creature is within 5 feet of the hierophant, it cannot move, but will use its action only to observe them.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":9},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Hierophant of the Comet","description":"The number of hierophants is fixed at twenty-two on any one world, one for each card in a Deck of Many Things . As a group, hierophants are sometimes called Sages, but each hierophant is also identified with a particular card. When a hierophant dies, the remaining leaders choose an initiate to fill the position, preferring initiates from the oldest broods. A new hierophant undergoes a rite similar to the rite of initiation, but only the other hierophants are present. As the cosmic narrative unfolds, the new hierophant is inducted into the esoteric secrets of the group’s leadership. The rite concludes with a mind-shattering vision of the Void, which hierophants understand to be the formless nothingness that preceded the creation of the cosmos and will endure past its destruction. The leaders of the Heralds of the Comet, hierophants are powerful warlocks with mighty spells at their disposal. They can commune with the alien mind of the All-Consuming Star, blast enemies with beams of eldritch energy, and conjure manifestations of this entity to devour their foes. Traits Comet’s Voice (1/Day). The hierophant can cast Contact Other Plane , using Charisma as the spellcasting ability. Magic Resistance. The hierophant has advantage on saving throws against spells and other magical effects. Thought Shield. The hierophant’s thoughts can’t be read by any means unless the hierophant allows it. Spellcasting. The hierophant casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17): At will: Detect Thoughts , Mage Hand , T haumaturgy 1/day each: Dimension Door , Mass Suggestion Actions Multiattack. The hierophant makes two Herald’s Axe attacks or three Comet Blast attacks. Herald’s Axe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 10 (3d6) necrotic damage. Comet Blast. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 16 (2d10 + 5) force damage. All-Consuming Star (Recharge 6). The hierophant conjures a manifestation of the All-Consuming Star: brilliant light and haunting screams that fill a 20-foot-radius sphere centered on a point the hierophant can see within 60 feet of itself. Each creature within the sphere has the blinded and deafened conditions. Each creature that enters the sphere for the first time on a turn or starts its turn there must make a DC 17 Wisdom saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and has the incapacitated condition until the start of its next turn. On a successful save, a creature takes half as much damage only. The manifestation persists until the hierophant dies, has the incapacitated condition, uses a bonus action to end the effect, or uses this action again. Bonus Actions Star’s Hunger. The hierophant targets one creature within 30 feet of the center of its All-Consuming Star. The target must succeed on a DC 17 Strength saving throw or be pulled up to 30 feet toward the center of the All-Consuming Star.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Warlock)","Alignment":"Typically Chaotic Evil","Expansion":27234,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"High Deathpriest of Orcus","description":"Cultists of Orcus Of all of the demon lords of the Abyss, Orcus, the Demon Prince of Undeath, claims the largest amount of followers. It has therefore spawned scores of cults with diversified objectives, but all fall under three major doctrines. Necromantic Practitioners. The first one is mastery of necromancy, which is the most common type of cult of Orcus. Members of this type of cult are mages and priests who seek power over mortality, utilizing undead minions to further their goals and aspirations. Undead Master Race. The second doctrine is the support of undeath or power over the living. The majority of its members are undead themselves and seek to add more to its ranks while those who are alive use the remainder of their mortal lives to infiltrate and set up shop in major cities to establish a steady source of fresh bodies. Members of these types of cults are undead that require sustenance, knowledge, or the arts, such as vampires and liches, and other intelligent undead. Insane Nihilists. The third most common doctrine is the true goal of Orcus, which is to seek an end to all life in the cosmos, replacing the living with the undead who serve only him. Cult members of this type are mostly insane, deranged, and suicidal. Those that work in large groups carry out mass murders, attacking small villages and hamlets, while those that work in smaller groups or individually, operate like serial killers and hide in plain sight within bustling and thriving cities. Deathpriests. The majority of divine spellcasters who worship Orcus, no matter the doctrine, call themselves deathpriests. Blessed by the Prince of Undeath, they can cast necromantic spells that are normally only available to arcane spellcasters. Traits Aura of Death. The high deathpriest emanates a deathly aura that extends 30 feet in every direction from its space while it isn't incapacitated. The aura is blocked by total cover. While in the aura, the high deathpriest and any Undead ally are immune to the frightened condition and have resistance to radiant damage. Enemies suffer disadvantage on death saving throws while in the aura. Undying Soul (Recharges after a Short or Long Rest). If the high deathpriest is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. lf it succeeds, it is instead reduced to 1 hit point. Actions Multiattack. The high deathpriest makes two Sickle attacks or two Necrotic Bolt attacks. Sickle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 2) slashing damage plus 9 (2d8) necrotic damage. Necrotic Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) necrotic damage, and the target can’t regain hit points until the start of the high deathpriest's next turn. Spellcasting. The deathpriest casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: guidance, resistance, thaumaturgy 2/day each: blindness/deafness, false life, vampiric touch 1/day each: animate dead (as an action) banishment, circle of death, cloudkill, contagion","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Neutral Evil or Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"High Flamekeeper Elara Jones","description":"Elara Jones is an anomaly in her family: the household is not normally known for being particularly faithful or zealous. However, Elara nonetheless found herself called to the faith at a young age, and departed her household as a teenager. She returned years later as a devout warrior-priest of the Sacred Flame having spent many years in Elyria under the mentorship of the Divine Matriarch. Now in her early thirties, she has retired from adventure, and taken up the mantle as High Flamekeeper for the High King of Caspia. However, thanks to her new station, she has now become entangled in the politics which drove her to leave Caspia in the first place.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"High Inquisitor","description":"Traits Aura of Judgment. A creature hostile to the high inquisitor that is within 15 feet of the high inquisitor has disadvantage on saving throws against being frightened, provided that the high inquisitor isn't incapacitated. Legendary Resistance (3/Day). If the high inquisitor fails a saving throw, it can choose to succeed instead. Actions Multiattack. The high inquisitor makes three melee attacks. It can use Glare of Reckoning in place of one melee attack. Flail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) necrotic or radiant damage, and the target must succeed in a DC 16 Wisdom saving throw or become frightened until the end of the high inquisitor's next turn. Glare of Reckoning. The high inquisitor targets one frightened creature it can see within 30 feet of it. The target must make a DC 16 Wisdom saving throw. On a failure, the target takes 13 (3d8) psychic damage and is paralyzed until the high inquisitor deals damage to it, or until the end of the high inquisitor's next turn. Spellcasting. The high inquisitor casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16): 2/day each: command, dispel magic, hold person, fear 1/day each: banishment, destructive wave Legendary Actions The high inquisitor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The high inquisitor regains spent legendary actions at the start of its turn. Flail. The high inquisitor makes a Flail attack. Glare. The high inquisitor uses its Glare of Reckoning. Cast a Spell (Costs 2 Actions). The high inquisitor uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Lawful Alignment","Expansion":17751,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"High King Venus Joplin II","description":"Venus Joplin is an imposing woman in her late fifties. She has broad shoulders, a square face with defined features, and black pixie cut hair. She has almond shaped brown eyes and narrow lips. She wears a thick breastplate with open arms to accentuate her muscular strength. Her cape is emblazoned with the crest of her house, and she wears a circlet with a single sapphire gem placed in the center.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"lawful neutral","Expansion":29025,"Challenge Rating":12},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"High Mage Vairae","description":"Vairae (veh-RYE) came from a long line of elf mages in Gael Wode. They excelled at school and easily made friends—which meant no one challenged them when they bullied the weaker children. As an adult, Vairae joined the Gael garrison as a battle mage to round out their skills. Again they performed admirably and were showered with admirers and promotions. But after discovering a cryptic tome on the corpse of an enemy wizard, Vairae set their sights even higher—for the tome contained a ritual to keep their vigor and power forever. After many late nights spent deciphering the text, Vairae succumbed to the irresistible pull to complete this ritual … and sacrificed their best friend in the process. Their heart now sealed in a sphere of everlasting ice, Vairae returned to Gael Wode in disguise and ambitiously rose to the rank of High Mage. Today, the centuries-old Vairae is as spry and handsome as ever, with loyal followers at their command. But the world outside the wode is large and doesn’t belong to Vairae—yet. Content Warning: Body Horror High Mage Vairae’s Machinations of Bone action is gruesome and visceral. Not everyone enjoys that kind of body horror. If anyone at your table is uncomfortable with bone extraction, feel free to describe this action as spectral blades pressing in around Vairae’s foes. Traits Draining Resistance ( 3 /Day). If Vairae fails a saving throw, they can choose to succeed instead. When they do, Vairae has disadvantage on spell attacks until the end of their next turn. Rejuvenation. Vairae has the Rejuvenation trait found in the lich stat block. Supernatural Resistance. Vairae has advantage on saving throws against powers, spells, and other supernatural effects. Turn Immunity. Vairae is immune to effects that turn Undead. Actions Multiattack. Vairae uses Glare of Undeath and makes four attacks using Conflagration, Immortal Pain, Magic Drain, or a combination of them. Conflagration ( 4 th-Level Spell). Ranged Spell Attack : +14 to hit, range 150 ft., one target. Hit : 35 (10d6) fire damage, and if the target takes both an action and a bonus action on their next turn, they take an extra 17 (5d6) fire damage at the end of that turn. Immortal Pain ( 4 th-Level Spell). Melee or Ranged Spell Attack : +14 to hit, reach 5 ft. or range 90 ft., one creature. Hit : 28 (8d6) psychic damage, and the target is afflicted with pain. While afflicted in this way, the creature’s attacks deal half damage. After each attack the afflicted creature makes against an enemy, the afflicted creature can make a DC 22 Constitution saving throw, ending the effect on a success. A cure ailment power, a lesser restoration spell, or a similar supernatural effect also ends the effect. Magic Drain ( 4 th-Level Spell). Melee or Ranged Spell Attack : +14 to hit, reach 5 ft. or range 60 ft., one creature. Hit : 26 (4d12) necrotic damage. If the target is currently affected by any spells not cast by Vairae, the target must succeed on a DC 22 Wisdom saving throw or those effects end for the target. Glare of Undeath. Vairae glares at one creature they can see within 60 feet of them. The target must succeed on a DC 22 Wisdom saving throw or be compelled to hug themself tightly as protection against an unbearably cruel world. A creature hugging themself in this way is restrained for 1 minute (save ends at end of turn). A creature the target can hear and understand can use an action to make a DC 22 Charisma (Persuasion) check, ending the effect on a success. Machinations of Bone ( 2 /Day). Each enemy within 30 feet of a point Vairae can see within 150 feet of them must make a DC 22 Strength saving throw. On a failed save, a target’s innards fly from their body and they take 54 (12d8) piercing damage, fall prone, and can’t stand up until they recieve supernatural healing. Bonus Actions Necrotic Form ( 3 rd-Level Spell). Vairae enters a shadow form and can move up to their speed. While in this form, Vairae is immune to bludgeoning, piercing, and slashing damage and the grappled and restrained conditions, and they can move through a space as narrow as 1 inch without squeezing. Vairae reverts to their true form at the end of their turn. Reactions Baleful Teleport ( 6 th-Level Spell). When a creature Vairae can see within 120 feet of them targets Vairae with an attack, Vairae utters a word of arcane power. The creature must succeed on a DC 22 Charisma saving throw or be teleported up to 60 feet to an unoccupied space Vairae can see, and if Vairae is no longer a valid target for the triggering attack, the attacker must choose a new target or the attack misses. Villain Actions Vairae has three villain actions. They can take each action once during an encounter after an enemy’s turn. They can take these actions in any order but can use only one per round. Action 1 : Cages of Wasting. A cage of black energy springs forth around each enemy within 60 feet of Vairae. Each target must make a DC 22 Dexterity saving throw. On a failed save, a target takes 27 (5d10) necrotic damage and is restrained in the cage for 1 minute or until Vairae is destroyed (save ends at end of turn). On a successful save, a target takes half as much damage and isn’t restrained. If a restrained creature teleports out of their cage, the effect ends for them. Action 2 : My Magic Alone. Vairae unleashes a wave of canceling magic. Each creature within 60 feet of Vairae must make a DC 22 Wisdom saving throw. On a failed save, a target can’t benefit from magic items or cast spells of 4th level or higher until the end of Vairae’s next turn. Action 3 : Necrostorm. Vairae fires black bolts of magic from their body. Each creature within 60 feet of them must make a DC 22 Dexterity saving throw, taking 78 (12d12) necrotic damage on a failed save, or half as much damage on a successful one. The spirit of a Humanoid killed by this damage rises at the start of Vairae’s next turn as a wraith who permanently follows Vairae’s verbal commands.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":25},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"High Mage Vairae","description":"Traits Draining Resistance ( 3 /Day). If Vairae fails a saving throw, they can choose to succeed instead. When they do, Vairae has disadvantage on spell attacks until the end of their next turn. Rejuvenation. Vairae’s soul is connected to the soulstone in area L8. Supernatural Resistance. Vairae has advantage on saving throws against powers, spells, and other supernatural effects. Turn Immunity. Vairae is immune to effects that turn Undead. Actions Multiattack. Vairae uses Glare of Undeath and makes four attacks using Conflagration, Immortal Pain, Magic Drain, or a combination of them. Conflagration ( 4 th-Level Spell). Ranged Spell Attack : +14 to hit, range 150 ft., one target. Hit : 35 (10d6) fire damage, and if the target takes both an action and a bonus action on their next turn, they take an extra 17 (5d6) fire damage at the end of that turn. Immortal Pain ( 4 th-Level Spell). Melee or Ranged Spell Attack : +14 to hit, reach 5 ft. or range 90 ft., one creature. Hit : 28 (8d6) psychic damage, and the target is afflicted with pain. While afflicted in this way, the creature’s attacks deal half damage. After each attack the afflicted creature makes against an enemy, the afflicted creature can make a DC 22 Constitution saving throw, ending the effect on a success. A cure ailment power, a lesser restoration spell, or a similar supernatural effect also ends the effect. Magic Drain ( 4 th-Level Spell). Melee or Ranged Spell Attack : +14 to hit, reach 5 ft. or range 60 ft., one creature. Hit : 26 (4d12) necrotic damage. If the target is currently affected by any spells not cast by Vairae, the target must succeed on a DC 22 Wisdom saving throw or those effects end for the target. Glare of Undeath. Vairae glares at one creature they can see within 60 feet of them. The target must succeed on a DC 22 Wisdom saving throw or be compelled to hug themself tightly as protection against an unbearably cruel world. A creature hugging themself in this way is restrained for 1 minute (save ends at end of turn). A creature the target can hear and understand can use an action to make a DC 22 Charisma (Persuasion) check, ending the effect on a success. Machinations of Bone ( 2 /Day). Each enemy within 30 feet of a point Vairae can see within 150 feet of them must make a DC 22 Strength saving throw. On a failed save, a target’s innards fly from their body and they take 54 (12d8) piercing damage, fall prone, and can’t stand up until they recieve supernatural healing. Bonus Actions Necrotic Form ( 3 rd-Level Spell). Vairae enters a shadow form and can move up to their speed. While in this form, Vairae is immune to bludgeoning, piercing, and slashing damage and the grappled and restrained conditions, and they can move through a space as narrow as 1 inch without squeezing. Vairae reverts to their true form at the end of their turn. Reactions Baleful Teleport ( 6 th-Level Spell). When a creature Vairae can see within 120 feet of them targets Vairae with an attack, Vairae utters a word of arcane power. The creature must succeed on a DC 22 Charisma saving throw or be teleported up to 60 feet to an unoccupied space Vairae can see, and if Vairae is no longer a valid target for the triggering attack, the attacker must choose a new target or the attack misses. Villain Actions Vairae has three villain actions. They can take each action once during an encounter after an enemy’s turn. They can take these actions in any order but can use only one per round. Action 1 : Cages of Wasting. A cage of black energy springs forth around each enemy within 60 feet of Vairae. Each target must make a DC 22 Dexterity saving throw. On a failed save, a target takes 27 (5d10) necrotic damage and is restrained in the cage for 1 minute or until Vairae is destroyed (save ends at end of turn). On a successful save, a target takes half as much damage and isn’t restrained. If a restrained creature teleports out of their cage, the effect ends for them. Action 2 : My Magic Alone. Vairae unleashes a wave of canceling magic. Each creature within 60 feet of Vairae must make a DC 22 Wisdom saving throw. On a failed save, a target can’t benefit from magic items or cast spells of 4th level or higher until the end of Vairae’s next turn. Action 3 : Necrostorm. Vairae fires black bolts of magic from their body. Each creature within 60 feet of them must make a DC 22 Dexterity saving throw, taking 78 (12d12) necrotic damage on a failed save, or half as much damage on a successful one. The spirit of a Humanoid killed by this damage rises at the start of Vairae’s next turn as a wraith who permanently follows Vairae’s verbal commands.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":28288,"Challenge Rating":25},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"High Oracle Thessalia","description":"Pronunciation: “High Oracle Thess-ay-lia” of Great House “Meer-Gayl” High Oracle Thessalia of Great House Mere’gaal is present representing both the interests of the Elvish Empire and Astrogations Incorporated. The latter has tasked her with learning more about Professor Orryn’s prototype and then use her divination magics and great wisdom to give the starfaring guild an informed suggestion on how much they should invest in the new technology. Thessalia knows things about other people that she should have no way of knowing, and will occasionally leave hints and suggestions to this end, often for her own amusement. She will never start a fight, but she will be there to help others in need. When tides turn against her people, or those she wishes to win over as allies, she will use all of her power to aid them in any way she can.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"lawful good","Expansion":9634,"Challenge Rating":2},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"High Paladin Uriel Radley","description":"Uriel Radley is a lanky but incredibly fit man. He has wispy, unkempt, dirty-blonde hair that falls down just past his shoulders, and he keeps a blonde trimmed beard and mustache. The man has a prominent chin and dark sunken eyes of piercing sky blue. His angular jaw and thick brow give him a stern and brooding appearance. He is often found wearing his shimmering full plate armor with a large waving blue and white cape, and a matching large tower shield both emblazoned with the symbol of the Sacred Flame. His left pauldron is in the shape of a large griffon head; highlights of gold and white decorate the armor. His warhammer, aptly named The Judge, is renowned for its many battles, and passed down amongst the High Paladins. It is a massive silver warhammer with a white hilt filigreed with gold with a head shaped like a griffon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"lawful good","Expansion":29025,"Challenge Rating":18},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"High Unraveler","description":"Unbound Weave Cultists The cultists of the Unbound Weave are often regular people who’ve been touched by wild magic – either accidentally or by design. Some had wizardly powers already, others gained them through their brush with the unstable and dangerous magic. Whichever is the case, they employ their magical powers recklessly and take great delight in the havoc their magic can wreak.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Hill Giant","description":"\"Boulders assailed our walls and cast them down, leavin’ gaps through which the giants strode, weapons in hand.\" —Captain Dwern Addlestone’s partial account of the Siege of Sterngate Giants Ancient empires once cast long shadows over a world that quaked beneath the giants’ feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. Giants are almost as old as dragons, which were still young when the giants’ heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race’s glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. The Ordning Each of the main giant races—the cloud, fire, frost, hill, stone, and storm giants—are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. Regardless of a giant’s rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn’t considered evil to disrespect or even betray a giant of another type, merely rude. Hill Giant Hill giants are selfish, dimwitted brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength. Primitive. Hill giants dwell in hills and mountain valleys across the world, congregating in steadings built of rough timber or in clusters of well-defended mud-and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the sun. Their weapons are uprooted trees and rocks pulled from the earth. The sweat of their bodies adds to the reek of the crude animal skins they wear, poorly stitched together with hair and leather thongs. Bigger Means Better. In a hill giant’s world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants equate size with power. Hill giants don’t realize they follow an ordning. They know only that other giants are larger and stronger than they are, which means they are to be obeyed. A hill giant tribe’s chief is usually the tallest and fattest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants of higher status, cleverly subverting the social order. Voracious Eaters. With nothing else to occupy them, hill giants eat as often as possible. A hill giant hunts and forages alone or with a dire wolf companion, so as to not have to share with other tribe members. The giant eats anything that isn’t obviously deadly, such as creatures known to be poisonous. Rotten meat is fair game, though, as are decaying plants and even mud. Farmers fear and loathe hill giants. Where a predator such as an ankheg might burrow through fields and consume a cow or two before being driven off, a hill giant will consume a whole herd of cattle before moving on to sheep, goats, and chickens, then tearing into fruits, vegetables, and grain. If a farm family is at hand, the giant might snack on them too. Stupid and Deadly. The hill giants’ ability to digest nearly anything has allowed them to survive for eons as savages, eating and breeding in the hills like animals. They have never needed to adapt and change, so their minds and emotions remain simple and undeveloped. With no culture of their own, hill giants ape the traditions of creatures they manage to observe for a time before eating them. They don’t think about their own size and strength, however. Tribes of hill giants attempting to imitate elves have been known to topple entire forests by trying to live in trees. Others attempting to take over humanoid towns or villages get only as far as the doors and windows of a building, taking out its walls and roof as they attempt to enter. In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of villagers cover themselves in blankets and stand on one another’s shoulders holding a giant-painted pumpkin head. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a giant to take actions that benefit them. Raging Bullies. A hill giant that feels as though it has been deceived, insulted, or made into a fool vents its terrible wrath on anything it encounters. Even after smashing those who offended it into pulp, the giant rampages until its rage abates, it notices something more interesting, or it grows hungry. If a hill giant proclaims itself king over a territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim. \"And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.\" —Elder Zelane of Istivin, recounting the Giant Wars Giant Gods When the giants’ ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants’ pantheon. Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind’s primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam’s daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. Actions Multiattack : The giant makes two greatclub attacks. Greatclub : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. Rock : Ranged Weapon Attack : +8 to hit, range 60/240 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Hill Giant","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The giant makes two greatclub attacks. Greatclub : Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Rock : Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"105 (10d12+40)","CHA":6,"CON":19,"DEX":8,"INT":5,"STR":21,"WIS":9,"Size":"Huge","Type":"giant","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390063721/l3WiAwqPG-l0WNxbZkC6Rg/original.png","Roll 0":"Greatclub\n1d20 + 8\n3d8+5","Roll 1":"1d20 + 8\n3d10+5","Skills":"Perception +2","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Chaotic Evil","Languages":"Giant","data-List":"false","Token Size":3,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The giant makes two greatclub attacks.\"},{\"Name\":\"Greatclub\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"3d8 + 5\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Rock\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"8\",\"Reach\":\"60/240 ft.\",\"Target\":\"one target\",\"Damage\":\"3d10 + 5\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":"+4","data-DEX-mod":"-1","data-INT-mod":"-3","data-STR-mod":"+5","data-SizeNum":6,"data-WIS-mod":"-1","Challenge Rating":5,"Passive Perception":12,"data-CrNum":5,"data-AcNum":13,"data-HpNum":105},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hill Giant Avalancher","description":"Hill giants who master rune magic discover a close connection to the natural forces of earth and stone. Their magic, combined with their size and strength, helps them quickly rise to positions of leadership. These hill giants drape themselves in rocks attached to chains or ropes, then use their magic to knock down and pummel their foes with these stones. This magic, combined with their ability to defeat and devour their prey as quickly as a torrent of boulders cascades down a mountain, leads other giants to call them avalanchers. Traits Hill Rune. The giant has a hill rune inscribed on a rock or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Stone Avalanche action and Hill Rebuff reaction. The object bearing the rune has AC 15; 20 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a hill rune on an object in its possession when it finishes a short or long rest. Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead. Spellcasting. The giant casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16): At will: druidcraft , guidance 1/day each: stone shape , wall of stone Actions Multiattack. The giant makes one Greatclub attack and uses Stone Bolas. Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 9 (2d8) thunder damage. Stone Bolas. The giant conjures three stone balls connected by lines of magical force and throws them at one creature it can see within 60 feet of itself. The target must make a DC 16 Dexterity saving throw. On a failed save, the target has the restrained condition until the start of the giant's next turn, and the stones erupt in a burst of thunderous energy that deals 14 (4d6) thunder damage to the target and each creature within 10 feet of the target. On a successful save, the stones vanish without erupting. Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage only. The rocks turn the ground in that area into difficult terrain until the start of the giant's next turn, when the rocks vanish. Reactions Hill Rebuff (Requires Hill Rune). Immediately after the giant takes damage from a creature it can see within 10 feet of itself, that creature must succeed on a DC 16 Constitution saving throw or take 10 (3d6) force damage and be pushed horizontally 10 feet away from the giant.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant (Druid)","Alignment":"Any Alignment","Expansion":24749,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Hill Giant Berserker","description":"The hill giant berserker is always the first to charge into a fight. Frothing at the mouth, the giant heads toward the largest groups of enemies, eager to unleash to crush them with one blow of its massive club. Traits Reckless. At the start of its turn, the giant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The giant makes two Greatclub attacks. It can use its Ground Pound in place of one of its Greatclub attacks, if available. Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +9 to hit, reach 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Ground Pound (Recharge 5-6). The giant slams its greatclub on the ground, triggering an earth tremor and violently pelting the area with debris. Each creature on the ground in a 15-foot cube originating from the giant must succeed on a DC 17 Strength saving throw. On a failed save, a creature takes 19 (3d8 + 6) bludgeoning damage and is knocked prone. If a creature fails its save by 5 or more, it is also stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn't knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hill Giant Boss","description":"This imposing hill giant is often the leader of a small clan of hill giants or serves as a guardian for more powerful creatures. Its mighty blows can knock down multiple foes and stun enemies. Actions Multiattack. The giant makes two melee attacks. It can replace one of its attacks with Ground Pound, if it is available. Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Kick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage and if the target is a Medium or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed horizontally up to 10 feet away and knocked prone. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Ground Pound (Recharge 5-6). The giant slams its greatclub on the ground, triggering an earth tremor and violently pelting the area with debris. Each creature on the ground originating from the giant in a 15-foot cube must succeed on a DC 17 Strength saving throw. On a failed save, a creature takes 19 (3d8 + 6) bludgeoning damage and is knocked prone. If a creature fails its save by 5 or more, it is also stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn't knocked prone. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Lumber. The giant moves up to 15 feet. Kick. The giant makes a Kick attack. Strike (Costs 2 Actions). The giant attacks with its Greatclub or Rock. Smash (Costs 3 Actions). The giant attacks with its Greatclub. If the attack hits, the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of its next turn. If the target fails its saving throw by 5 or more, it is also knocked unconscious for 1 minute.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hill Giant Butcher","description":"Giant In the Stolen Lands, hill giants are the most common of their kind. Small numbers of marsh giants can be found in the depths of Hooktongue Slough. Hill Giant Butcher The dreaded hill giant butchers of Glenebon are much feared by other hill giants and adventurers alike, for they take great pleasure in stalking their prey until an opportunity to slice their victim to bits presents itself. Hill giant butchers struggle to hunt successfully in small groups and often succumb to internal bickering that leads quickly to deadly expressions of their violent compulsions, leaving only one survivor. Traits Innate Spellcasting. The giant’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components: At will: barkskin, entangle, longstrider Sneak Attack. Once per turn, the giant deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the giant that isn’t incapacitated and the giant doesn’t have disadvantage on the attack roll. Actions Multiattack. The giant makes a battle axe and hatchet attack. Battle Axe +2. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 24 (4d6+10) slashing damage. Hatchet +1. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 37 (8d6+9) slashing damage. Thrown Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage. Wide Swing (Recharge 5–6). The giant swings its battle axe in a circle around itself, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 24 (4d6+10) slashing damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Twin Butchery (Only a target under the effects of Menace Prey). So long as the giant is wielding two melee weapons, each in a different hand and hits his menaced prey twice in the same round it deals an additional 2d6 damage and the giant has advantage on its next attack roll against the target. Menace Prey. The giant designates up to two creatures it can see and hear, or one they’re tracking, as their prey. The target becomes marked. While marked, the giant gains a +2 bonus to Wisdom (Perception) and Wisdom (Survival) checks to track the prey. If the giant scores a critical hit against the marked target they are automatically frightened of the giant for one minute. Targets are marked for up to 24 hours, or until the giant uses this ability again. Reactions Catch Rock. The giant can attempt to catch a rock thrown at a target that is within 10 feet of itself. The giant makes a Dexterity saving throw against the attack roll of the attacking creature. If it succeeds, the giant catches the rock and the intended target takes no damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":14},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Hill Giant Champion of Grolantor","description":"The champion of Grolantor inherits its deity’s hunger for battle and gluttony. The champion is regarded as the leader of its tribe, although the only thing it does is bully its underlings for more food, forcing them to raid nearby settlements. When it does step out of its comfort zone, it fights with a vicious, crazed ferocity worthy of carrying the torch of Grolantor. The champion’s fervor in battle is driven by a singular mission – that is to prove that its deity Grolantor is the strongest among all giants and that everything smaller than itself is food to be consumed or crushed. Traits Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant makes two Greatclub attacks. Greatclub. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. Ground Pound (Recharge 5–6). The giant slams its greatclub on the ground, triggering an earth tremor and violently pelting the area with debris. Each creature on the ground originating from the giant in a 15-foot cube must succeed on a DC 19 Strength saving throw. If the creature is Large or smaller, it has disadvantage on its saving throw. On a failed save, a creature takes 20 (3d8 + 7) bludgeoning damage and is knocked prone. If a creature fails its save by 5 or more, it is also stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn't knocked prone. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Lumber. The giant moves up to 15 feet. Intimidating Presence. The giant targets one creature it can see within 30 feet of it. If the target can see and hear the giant, it must succeed on a DC 12 Wisdom saving throw or become frightened of the champion for 1 minute. If the target is Large or smaller, it has disadvantage on its saving throw. A frightened creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to giant's Intimidating Presence for the next 24 hours. Club (Costs 2 Actions). The giant makes a Greatclub attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hill Giant Chieftain","description":"The chieftain is the leader of its clan. While it can inspire its allies with its battle cry, the chieftain is not an effective battle tactician, as it tends to bark out harsh commands to its underlings without precise direction. Traits Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant makes two melee attacks. Spiked Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 4 (1d8) piercing damage. Rock. Ranged Weapon Attack: +10 to hit, reach 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Kick. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage and if the target is a Medium or smaller creature, it must succeed on a DC 18 Strength saving throw or be pushed horizontally up to 10 feet away and knocked prone. Battle Cry (1/Day). Each creature of the giant's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the end of the giant's next turn. The giant can then make one attack as a bonus action. Legendary Actions The giant can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Move. The giant moves up to half its speed. Kick. The giant makes a Kick attack. Greatclub (Costs 2 Actions). The giant makes a Greatclub attack. Bark Command (Costs 3 Actions). The giant targets up to two allies it can see within 30 feet of it. If the target can see and hear the giant, the target can use its reaction to make one weapon attack with disadvantage on the attack roll.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hill Giant Clobberer","description":"Of all the giant cultures, hill giants are the most likely to interact with humanoids. Hill giants and smallfolk both love to live in places with rolling, fertile fields, and both appreciate the beauty of nature. However, these com- monalities can be quickly forgotten if evil hill giants band together to claim the land solely for themselves, or if the smallfolk let fear of the large get the best of them and attempt to drive off their bigger neighbors. Though most hill giants want to be left in peace, if pressed, one can demolish a small village in minutes. Strength and Hierarchy. Many evil hill giants respect strength above all. They seek to dominate creatures they perceive as weak, such as ogres and goblins, while bending the knee to creatures stronger than themselves. Other hill giants instead become wardens of their smaller neighbors, driving off bandits and other threats. Easily Distracted. Most hill giants spend so much time in quiet peace that sudden flashy sights and loud noises can draw their attention. In times of battle, such distractions can draw the hill giant’s ire, making them switch from one target to another. Traits Distracted. When the clobberer targets a creature with an attack, another creature within range of that attack can use their reaction to distract the clobberer. If the clobberer can see or hear the distracting creature, the clobberer targets them with the attack instead. Pummel. When the clobberer hits a prone creature with a melee weapon attack, the attack deals an extra 10 (3d6) damage, and that target’s speed is reduced to 0 until the end of their next turn. Siege Monster. The clobberer’s attacks deal double damage to objects and structures. Actions Multiattack. The clobberer makes two attacks using Great- club, Rock, or both. Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone. Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Bonus Actions Hill Quake. The clobberer falls prone, and each creature on the ground within 20 feet of the clobberer must succeed on a DC 16 Dexterity saving throw or fall prone. Structures in that area take 33 (6d10) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hill Giant Flunky","description":"Of all the giant cultures, hill giants are the most likely to interact with humanoids. Hill giants and smallfolk both love to live in places with rolling, fertile fields, and both appreciate the beauty of nature. However, these com- monalities can be quickly forgotten if evil hill giants band together to claim the land solely for themselves, or if the smallfolk let fear of the large get the best of them and attempt to drive off their bigger neighbors. Though most hill giants want to be left in peace, if pressed, one can demolish a small village in minutes. Strength and Hierarchy. Many evil hill giants respect strength above all. They seek to dominate creatures they perceive as weak, such as ogres and goblins, while bending the knee to creatures stronger than themselves. Other hill giants instead become wardens of their smaller neighbors, driving off bandits and other threats. Easily Distracted. Most hill giants spend so much time in quiet peace that sudden flashy sights and loud noises can draw their attention. In times of battle, such distractions can draw the hill giant’s ire, making them switch from one target to another. Traits Distracted. When the flunky targets a creature with an attack, another creature within range of the attack can use their reac- tion to distract each flunky joining in the attack. Each flunky who can see or hear the distracting creature joins a group attack targeting that creature instead. If one or more flunkies can’t see or hear the distracting creature, those flunkies join a separate group attack on the original target instead. Minion. If the flunky takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the flunky takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. The Hills Are Alive. A Large or smaller creature who ends their turn within 10 feet of two or more flunkies must succeed on a DC 16 Strength saving throw or fall prone. Actions Rock (Group Attack). Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 60/240 ft., one target. Hit: 4 bludgeon- ing damage, or 5 bludgeoning damage if the target is prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hill Giant Gladiator","description":"Hill giants make dimwitted warriors. If trained, however, they can make fearsome opponents on the battlefield. Hill giant gladiators are such examples. They fight for glory as well as for the simple satisfaction of crushing enemies to a pulp. Traits Brave. The giant has advantage on saving throws against being frightened. Actions Multiattack. The giant makes three melee attacks. Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 16 (3d6 + 6) piercing damage, or 19 (3d8 + 6) piercing damage if used with two hands to make a melee attack. Shortsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage. Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. If the saving throw fails by 5 or more, the target is also stunned until the end of its next turn. Weighted Net. The giant throws a weighted net at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 17 Dexterity saving throw or be restrained. A creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 10 slashing damage to the net (AC 12) frees the target without harming it and destroys the net. Reactions Parry. The giant adds 3 to its AC against one melee attack that would hit it. To do so, the giant must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hill Giant Hag of Demogorgon","description":"Hill giants rarely worship outside of the giant pantheon. There are a few though, because of their greed, desire for power, or need for vengeance, who will seek the aid of demon lords. Hill giants with deformities are more likely to be successful in forming pacts with Demogorgon, gaining supernatural powers in exchange for their souls. Traits Two Heads. The giant has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. Actions Multiattack. The giant makes one Claw attack and one Tentacle attack. She can replace each attack with a use of Gaze. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage, and if the target is a creature, it must succeed on a DC 15 Constitutions saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, and if the target is Huge or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, the giant can automatically hit the target with its Tentacle, and the giant can't attack another target with its Tentacle. Gaze. The giant turns her magical gaze toward one creature she can see within 60 feet of her. The target must succeed on a DC 15 Wisdom saving throw or suffer one of the following effects (choose one or roll a d6): 1–3: Disorienting Gaze (1/Turn). The target is incapacitated until the start of the giant's next turn or until the giant is no longer within line of sight. 4–6: Frightening Gaze (1/Turn). The target is frightened until the start of the giant’s next turn or until the giant is no longer within line of sight. Baffling Cackle (Recharge 5–6). Both of the giant's heads emit a loud, mystifying cackle. Each creature within 30 feet of the giant and can hear the giant must succeed on a DC 15 Charisma saving throw. On a failed save, a creature takes 31 (6d8 + 4) psychic damage and suffers the effect of a confusion spell without making a saving throw. The effect lasts for 1 minute. The giant doesn’t need to concentrate on the effect. Constructs and Undead are immune to this effect.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hill Giant Juggernaut","description":"A hill giant juggernaut is a formidable warrior that towers over its kin. Unlike most of its race, the juggernaut wears patches of leather and metal armor. As its name implies, the juggernaut is a weapon of destruction and siege warfare. The giant wields a large oversized maul that can destroy enemy armor and fortifications. Traits Siege Monster. The giant deals double damage to objects and structures. Actions Multiattack. The giant makes two melee attacks. It can replace one melee attack with Staggering Smash, if available. Maul. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage, and the target has disadvantage on the next attack roll it makes before the end of its next turn. Sunder. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, and if the target is wearing a nonmagical armor or shield, it must succeed on a DC 17 Strength saving throw or the Armor Class (AC) of the nonmagical armor or shield (determined randomly) of the target takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Rock. Ranged Weapon Attack: +9 to hit, reach 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Staggering Smash (Recharge 5–6). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 37 (9d6 + 6) bludgeoning damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls and ability checks, can’t take reactions, and its speed is reduced to 10 feet for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effects on itself on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hill Giant Mummy","description":"Mummies Presented here is the royal sorcerer and three examples of giant mummies: the ettin mummy, the hill giant mummy, and the ogre mummy. When some civilizations inter their nobility, they sometimes include a mummified giant which would serve as the tomb's guardian. Unusual Nature. A mummy doesn't require air, food, drink, or sleep. Actions Multiattack. The mummy can use its Dreadful Glare and makes two Rotting Fist attacks. Rotting Fist. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 13 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. ","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Lawful Evil","Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hill Giant Shaman of Ogremoch","description":"Hill giant shamans of Ogrémoch are savage druids that draw their power from the evil elder elemental of Earth. As a gift from Ogrémoch, enemies fought by the shaman that stand on earthen surfaces find themselves either suddenly getting stuck in mud or unbalanced from the inexplicable shifting earth beneath them. Traits Earthbound Superiority (3/Day). The giant has advantage on attack rolls made against targets that are touching the earth. In addition, creatures that are touching the earth have disadvantage on saving throws against spells cast by the giant. Actions Multiattack. The giant makes two Greatclub attacks. Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Rock. Ranged Weapon Attack: +9 to hit, reach 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: druidcraft, guidance, mending, mold earth 1/day each: erupting earth, spike growth, stoneskin, transmute rock, wall of stone Rippling Earth (Recharges 5–6). The giant causes the earth to suddenly move in a violent, cascading motion in a 30-foot line that is 10 feet wide. Each creature standing on the ground in that line must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 32 (5d12) bludgeoning damage, is pushed up to 10 feet, and is knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hill Giant Siege Hulk","description":"This massive hill giant has two palisaded wooden forts strapped on its back, each able to carry up to four small or two medium humanoids. The giant also carries an enormous battering ram that it uses mainly for smashing gates, drawbridges, and walls. However, the giant can also easily swing its battering ram like a club, bashing its foes senseless with it. Orc and hobgoblin armies often utilize these hill giant specialists during siege campaigns. Traits Battering Ram. If the giant moves at least 20 feet straight toward a target and then hits it with a Bash attack on the same turn, the target takes an extra 11 (2d10) damage. If the target is a creature, it must make a DC 17 Strength saving throw or be knocked prone. If the target fails its saving throw by 5 or more, it is also stunned until the end of its next turn. Siege Monster. The giant deals double damage to objects and structures. Twin Howdahs. The giant carries two compact forts on its back. Up to four Small or two Medium sized creatures can ride in each fort without squeezing. To make a melee attack against a target within 5 feet of the giant, they must use spears or weapons with reach, and the target must be Large or bigger. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the giant dies, a creature in the fort must succeed on a DC 17 Dexterity saving throw or take 7 (2d6) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Regardless of its saving throw, a creature is placed in an unoccupied space within 5 feet of the giant. Actions Multiattack. The giant makes two Bash attacks. Bash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage, and the giant can push the target up to 10 feet away if the target is Huge or smaller. Block the Path. Until the start of the giant’s next turn, attack rolls against the giant have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 22 (4d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the giant’s reach without teleporting must succeed on a DC 17 Strength saving throw or have its speed reduced to 0 until the start of the giant’s next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hill Giant Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Actions Multiattack. The giant makes two Greatclub attacks. Greatclub. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage. Rock. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hill Giant Skirmisher","description":"Hill giant skirmishers are typically smaller and weaker than their normal kin. They prefer handaxes, javelins, and spears over clubs and employ hit and run tactics instead of direct attacks. In combat, they will usually wait until their opponents are engaged with their allies before they maneuver in a position to allow them to flank their targets. Traits Skirmish Advantage. Once per turn, the giant gains advantage on its attack roll when it makes a weapon attack while occupying a space at least 15 feet away from where it started its turn. Actions Multiattack. The giant makes two weapon attacks. Handaxe. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 60/240 ft., one target. Hit: 15 (3d6 + 5) piercing damage and if the target is standing on the ground and is a Large or smaller creature, it is restrained. Any creature can use its action to make a DC 15 Strength check to free itself or another creature from the javelin, ending the effect on a success. Reactions Skirmisher. When an enemy the giant can see ends its turn within 5 feet of it, the giant can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hill Giant Variant","description":"Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option. Squash Actions Multiattack. The giant makes two greatclub attacks. Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller creature. Hit: 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":7387,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Hill Giant Warlock of Ogremoch","description":"Hill giant warlocks are rare, but a few are born every generation with a natural affinity with the Elemental Earth. Most become shamans, but a handful hear the whispers of Ogrémoch and commit their souls to the Prince of Evil Earth. In exchange, they become powerful spellcasters that can command and manipulate the earth. Actions Multiattack. The giant makes two Greatclub attacks. Greatclub. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. Spellcasting. The giant casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: invisibility, levitate (self only), lightning lure (2d8), magic stone, poison spray (2d12), silent image 2/day (as 4th-level spells): earthbind, erupting earth, hellish rebuke, spike growth, meld into stone, stone shape, thunder step Raise Earth (Recharge 5-6). The giant causes up to five square columns of earth to burst from the ground it can see within range. Each column measures 5 feet square and has a height of up to 20 feet and must be contiguous with at least one other column. The ground where a column appears must be wide enough for its width, and it can target the ground under a creature if that creature is Medium or smaller. Each column has AC 5 and 50 hit points. When reduced to 0 hit points or after 1 minute has passed, a column recedes back into the ground. If a column is created under a creature, that creature must succeed on a DC 14 Dexterity saving throw or be lifted by the column. A creature can choose to fail the save. If a column is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the column takes 17 (5d6) bludgeoning damage and is restrained, pinched between the column and the obstacle. The restrained creature can use an action to make a DC 14 Strength or Dexterity check (the creature’s choice). On a success, the creature is no longer restrained and must either move off the column or fall off it. Reactions Unyielding. When the giant is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hill Giant Warlord","description":"The terrifying hill giant warlord inspires fear in both allies and enemies. It is more cunning compared to its kin and leads hill giants, ogres, and other evil humanoids in pillages and raids against civilized settlements. In combat, the warlord issues swift orders to guide its allies and smashes foes senseless with its greatclub. Actions Multiattack. The giant makes two Spiked Greatclub attacks. Spiked Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 4 (1d8) piercing damage. Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Battle Cry (1/Day). Each creature of the giant’s choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the giant's next turn. The giant can then make one attack as a bonus action. Bonus Actions Battle Command. The giant targets one ally it can see within 30 feet of it. If the target can see or hear the giant, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Lumber. The giant moves up to 15 feet. Attack (Costs 2 Actions). The giant makes a melee or ranged attack. Overhead Smash (Costs 3 Actions). The giant attacks with its Greatclub. If the attack hits, the target must succeed on a DC 18 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. Terrify Foes (Costs 1-3 Actions). The giant targets up to 3 creatures it can see within 30 feet of it. If the target can see and hear the giant, the target must succeed on a DC 13 Wisdom saving throw or become frightened. A target is also paralyzed while frightened this way. The effect lasts until the end of the target's next turn. It costs 1 legendary action per target.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hill Giant Witch Doctor","description":"The hill giant witch doctor serves as the clan's priest and healer and often chief advisor, as it is normally wiser and more cunning than the chieftain. It worships Grolantor, and the deity grants it an ability to frighten smaller foes with its magical glare. Actions Multiattack. The giant makes two Quarterstaff attacks. Quarterstaff. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, or 18 (3d8 + 5) bludgeoning damage if used with two hands. Cursed Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 15 (3d8 + 2) psychic damage, and the target has disadvantage on attack rolls, ability checks, and saving throws until the end of the giant’s next turn. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: guidance, resistance, thaumaturgy 2/day each: cure wounds, hold person, erupting earth, revivify 1/day: contagion, mass cure wounds, stoneskin * * The giant casts this spell before combat. Reactions Grolantor's Glare. When a creature attacks the giant, and the creature is Large or smaller and within 30 feet and visible to the giant, the creature must succeed on a DC 13 Wisdom saving throw. On a failed save, the attacker is frightened until the end of the giant's next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hill Giant Zombie","description":"Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Reactions Sudden Lunge. If an enemy moves within 15 feet of the zombie, roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet toward the enemy. If the zombie ends within 10 feet of the target, the zombie can make one melee weapon attack against it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hill Giantkin","description":"These massive, dimwitted thugs are lured into the service of the Shadow with promises of copious food and ample opportunity for violence, yet should their selfish and lazy natures turn their gaze toward independence, it is not uncommon for Izrador’s legates to use their fearsome power to press-­gang these hulking oafs into cowed servitude. Actions Multiattack. The giant makes two greatclub attacks. Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage. Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Chaotic Evil","Expansion":30502,"Challenge Rating":5},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Hillstomper","description":"Hillstomper once served an elderly druid who granted the mammoth sapience. You can use Hillstomper’s statistics for any magically intelligent mammoth—adjusting his alignment, perhaps, to match that of his rider, or even using the stats as the baseline for an entire new species of supernatural steed in your campaign. Traits Trampling Charge. If Hillstomper moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, Hillstomper can make a stomp attack against it as a bonus action. Actions Multiattack. Hillstomper makes two attacks: one with its gore and one with its stomp. Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d8+9) piercing damage. Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (3d10+9) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"neutral","Expansion":17526,"Challenge Rating":10},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Hinderling","description":"A stooped and paunchy old man in shabby clothing scowls, eyes blazing with spite. Pilfered household objects dangle from his overstuffed pockets, and he interrupts nearby conversations with prodigious bouts of roaring flatulence. A hinderling is a miserable fey brought into the world by a hag's curse to sow frustration and spite in a victim's life. Gradual Misfortunes. A hinderling's harrying starts with stealing small objects, then it sets up “accidental” traps in the victim's home and ends with stealing vital tools and supplies while taunting its victim with bad luck. Hinderlings add insult to injury by periodically screaming obscenities or making obnoxious bodily noises, drawing unwanted attention to the victim, interrupting their rest, or causing an embarrassing social faux pas. Fickle Fey. Though called by a hag's curse, a hinderling is not beholden to the hag that summoned it, and the hinderling torments its victim only as long as it finds the victim's misery entertaining. A hinderling's victim can also bribe the fey with a pint of ale, some copper pieces, and a humiliating apology. The victim can forgo the apology if they give the hinderling the name of someone the victim truly despises, providing the fey with a new target for their antics. Aura of Misfortune. Each creature within 15 feet of the hinderling treats any roll of a 20 on an attack roll as a 19 and can't gain the benefit of advantage on ability checks, attack rolls, and saving throws. Rejuvenation. While the hinderling curse remains on a victim, a slain hinderling returns to life in 1 day, regaining all its hp and becoming active again. The hinderling appears within 100 feet of the victim. Actions Stolen Belonging. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Hurl Stolen Belonging. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Mad Dash. The hinderling moves up to twice its speed and can move through the space of any creature that is Medium or larger. When the hinderling moves through a creature's space, the creature must succeed on a DC 13 Dexterity saving throw or fall prone. This movement doesn't provoke opportunity attacks. Bonus Actions Nimble Escape. The hinderling takes the Disengage or Hide action. Reactions Run and Hide. When a creature the hinderling can see targets it with a weapon attack, the hinderling chooses another creature within 5 feet it to become the target of the attack, then it moves up to half its speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Hinn","description":"TRAITS Elemental Demise: If the hinn dies, its body disintegrates into a cloud of smoke that spreads out, thins, and vanishes, leaving behind only what equipment the hinn may have been carrying. Innate Spellcasting: The hinn can cast two spells per day requiring no material components. Its innate spellcasting ability is Charisma (spell save DC 9). 2/day: scorching ray Smoke Form: The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Candle-Bound: For each of its 10 candles snuffed out, the hinn takes 9 cold damage. ACTIONS Multiattack: The hinn makes two slam attacks. Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Cinder Breath (Recharge 5-6): The hinn exhales a 15-foot cone of smoke and ash. Each creature in the area must succeed on a DC 10 Dexterity saving throw, taking 7 (2d6) fire damage and be blinded until the end of the hinn’s next turn on a failed save, or half damage and no blindness on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Neutral","Expansion":23660,"Challenge Rating":5},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Hippocamp","description":"Hippocamp Noble steeds of the sea, hippocamps feature in countless tales as guides and mounts to tritons and other ocean-faring heroes. While these curious but cautious aquatic equines naturally travel in herds, many hold valued places in triton society. Considered to be servants of Thassa, hippocamps are often unpredictable, but their great speed and strength can prove awe-inspiring when harnessed by the god's will.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic good","Expansion":5432,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Hippogriff","description":"A beast whose magical origins are lost to history, a hippogriff possesses the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals. Reclusive and omnivorous, hippogriffs mate for life and seldom venture more than a few miles from their nest. When defending its mate or its young, a hippogriff fights to the death. Hippogriffs don’t lay eggs but give birth to live young. Dragons, griffons, and wyverns have a taste for hippogriff meat and frequently prey on these creatures. Flying Mounts. A hippogriff raised in captivity can be trained to be a faithful companion and mount. Of all the creatures that can serve as flying mounts, hippogriffs are among the easiest to train and the most loyal once trained properly. Traits Keen Sight : The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The hippogriff makes two attacks: one with its beak and one with its claws. Beak : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. Claws : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Hippogriff","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Sight : The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The hippogriff makes two attacks: one with its beak and one with its claws. Beak : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Claws : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","properties":{"Category":"Monsters","AC":11,"HP":"19 (3d10+3)","CHA":8,"CON":13,"DEX":13,"INT":2,"STR":17,"WIS":12,"Size":"Large","Type":"monstrosity","Speed":"40 ft, fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064720/RKkrGiBQ4pzEuylu02bKDA/original.png","Roll 0":"1d20 + 5\n1d10+3","Roll 1":"1d20 + 5\n2d6+3","Skills":"Perception +5","Source":"5th Edition SRD","data-XP":200,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Keen Sight\",\"Desc\":\"The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The hippogriff makes two attacks: one with its beak and one with its claws.\"},{\"Name\":\"Beak\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-1","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-4","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":1,"Passive Perception":15,"data-CrNum":1,"data-AcNum":11,"data-HpNum":19},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hippogriff Alpha","description":"A hippogriff alpha is the leader of a hippogriff pack and is often the largest male in the group. Traits Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The hippogriff makes two attacks: one with its Beak and one with its Claws. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hippogriff Mount (PB 2)","description":"Only the most determined flight enthusiasts seek out and domesticate hippogriffs. The rare, majestic creatures are easy to work with on the ground and in the sky, and make for faithful companions. Hippogriff cavalry fly in tight groups, each mount taking advantage of the updrafts of coflyers to achieve breakneck speeds and death-defying stunts. Mounted . During a long rest, the hippogriff can designate one creature that rode it within the last 10 days as its rider. The hippogriff gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The hippogriff uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Tailwind . If the hippogriff starts its turn adjacent to any creature other than its rider, the hippogriff and all creatures adjacent to it gain a 10-foot bonus to movement speed until the start of the hippogriff’s next turn. Unbridled . The hippogriff is unaffected by nonmagical difficult terrain. Actions Claw Swipe . Melee Weapon Attack : +3 + PB to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 11 + PB Strength saving throw or drop one object it is holding. Divebomb (3/Day) . The hippogriff flies up to 60 feet in a straight line. This movement doesn’t provoke opportunity attacks. At the end of this movement, the hippogriff’s rider can make a melee weapon attack. On a hit, the attack deals an extra 1d6 + 2 bludgeoning damage for every 10 feet the hippogriff moved (rounded down). Reactions Weave . When the hippogriff has to make a Dexterity saving throw, the rider can use its reaction to grant the hippogriff advantage on its save.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Hippogriff Mount (PB 3)","description":"Only the most determined flight enthusiasts seek out and domesticate hippogriffs. The rare, majestic creatures are easy to work with on the ground and in the sky, and make for faithful companions. Hippogriff cavalry fly in tight groups, each mount taking advantage of the updrafts of coflyers to achieve breakneck speeds and death-defying stunts. Mounted . During a long rest, the hippogriff can designate one creature that rode it within the last 10 days as its rider. The hippogriff gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The hippogriff uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Tailwind . If the hippogriff starts its turn adjacent to any creature other than its rider, the hippogriff and all creatures adjacent to it gain a 10-foot bonus to movement speed until the start of the hippogriff’s next turn. Unbridled . The hippogriff is unaffected by nonmagical difficult terrain. Actions Claw Swipe . Melee Weapon Attack : +3 + PB to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 11 + PB Strength saving throw or drop one object it is holding. Divebomb (3/Day) . The hippogriff flies up to 60 feet in a straight line. This movement doesn’t provoke opportunity attacks. At the end of this movement, the hippogriff’s rider can make a melee weapon attack. On a hit, the attack deals an extra 1d6 + 2 bludgeoning damage for every 10 feet the hippogriff moved (rounded down). Reactions Weave . When the hippogriff has to make a Dexterity saving throw, the rider can use its reaction to grant the hippogriff advantage on its save.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Hippogriff Mount (PB 4)","description":"Only the most determined flight enthusiasts seek out and domesticate hippogriffs. The rare, majestic creatures are easy to work with on the ground and in the sky, and make for faithful companions. Hippogriff cavalry fly in tight groups, each mount taking advantage of the updrafts of coflyers to achieve breakneck speeds and death-defying stunts. Mounted . During a long rest, the hippogriff can designate one creature that rode it within the last 10 days as its rider. The hippogriff gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The hippogriff uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Tailwind . If the hippogriff starts its turn adjacent to any creature other than its rider, the hippogriff and all creatures adjacent to it gain a 10-foot bonus to movement speed until the start of the hippogriff’s next turn. Unbridled . The hippogriff is unaffected by nonmagical difficult terrain. Actions Claw Swipe . Melee Weapon Attack : +3 + PB to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 11 + PB Strength saving throw or drop one object it is holding. Divebomb (3/Day) . The hippogriff flies up to 60 feet in a straight line. This movement doesn’t provoke opportunity attacks. At the end of this movement, the hippogriff’s rider can make a melee weapon attack. On a hit, the attack deals an extra 1d6 + 2 bludgeoning damage for every 10 feet the hippogriff moved (rounded down). Reactions Weave . When the hippogriff has to make a Dexterity saving throw, the rider can use its reaction to grant the hippogriff advantage on its save.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Hippogriff Mount (PB 5)","description":"Only the most determined flight enthusiasts seek out and domesticate hippogriffs. The rare, majestic creatures are easy to work with on the ground and in the sky, and make for faithful companions. Hippogriff cavalry fly in tight groups, each mount taking advantage of the updrafts of coflyers to achieve breakneck speeds and death-defying stunts. Mounted . During a long rest, the hippogriff can designate one creature that rode it within the last 10 days as its rider. The hippogriff gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The hippogriff uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Tailwind . If the hippogriff starts its turn adjacent to any creature other than its rider, the hippogriff and all creatures adjacent to it gain a 10-foot bonus to movement speed until the start of the hippogriff’s next turn. Unbridled . The hippogriff is unaffected by nonmagical difficult terrain. Actions Claw Swipe . Melee Weapon Attack : +3 + PB to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 11 + PB Strength saving throw or drop one object it is holding. Divebomb (3/Day) . The hippogriff flies up to 60 feet in a straight line. This movement doesn’t provoke opportunity attacks. At the end of this movement, the hippogriff’s rider can make a melee weapon attack. On a hit, the attack deals an extra 1d6 + 2 bludgeoning damage for every 10 feet the hippogriff moved (rounded down). Reactions Weave . When the hippogriff has to make a Dexterity saving throw, the rider can use its reaction to grant the hippogriff advantage on its save.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Hippogriff Mount (PB 6)","description":"Only the most determined flight enthusiasts seek out and domesticate hippogriffs. The rare, majestic creatures are easy to work with on the ground and in the sky, and make for faithful companions. Hippogriff cavalry fly in tight groups, each mount taking advantage of the updrafts of coflyers to achieve breakneck speeds and death-defying stunts. Mounted . During a long rest, the hippogriff can designate one creature that rode it within the last 10 days as its rider. The hippogriff gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The hippogriff uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Tailwind . If the hippogriff starts its turn adjacent to any creature other than its rider, the hippogriff and all creatures adjacent to it gain a 10-foot bonus to movement speed until the start of the hippogriff’s next turn. Unbridled . The hippogriff is unaffected by nonmagical difficult terrain. Actions Claw Swipe . Melee Weapon Attack : +3 + PB to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 11 + PB Strength saving throw or drop one object it is holding. Divebomb (3/Day) . The hippogriff flies up to 60 feet in a straight line. This movement doesn’t provoke opportunity attacks. At the end of this movement, the hippogriff’s rider can make a melee weapon attack. On a hit, the attack deals an extra 1d6 + 2 bludgeoning damage for every 10 feet the hippogriff moved (rounded down). Reactions Weave . When the hippogriff has to make a Dexterity saving throw, the rider can use its reaction to grant the hippogriff advantage on its save.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Hippogriff Statues","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":14533,"Challenge Rating":1},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Hippopotamus","description":"The boulder-sized creature waddles out of the water, and strolls down the riverbank. Suddenly, it rushes forward, swift as a horse despite its massive bulk. Its jaws swing open, revealing curved tusks and bone-crushing molars. A hippopotamus is a massive, aquatic herbivore with a truly terrible attitude. Hippopotamuses are territorial and reflexively aggressive, often chasing down and killing humanoids in their territory. Their massive, powerful jaws work with long, curved tusks, and their enormous bodies are resistant to attack. They are social creatures, often gathering in sieges of up to thirty members. They eat short grasses along riverbanks as well as aquatic plants. Misleading Appearance. Hippopotamuses seem cute and sedentary at first glance. They're pleasantly rotund, vocalize constantly, and look slow, harmless, and focused on eating grass. Unfortunately, they can run fast, their bite crushes bone, and they view any infringement on their territory as an invitation to murder. The largest weigh up to 6,000 pounds. River Monsters. The rivers are never safe in hippopotamus territory. Though slow swimmers, they often sink deep beneath the water then ambush swimmers or small boats in lethal attacks. While not stealthy, the muddy waters they call home easily conceal even the largest hippopotamus, leaving little sign of their presence. River boat captains in hippo territory know to turn around if they spot wiggling ears emerging from the water's surface. Failed Domesticates. There have been many attempts to domesticate hippopotamuses, either as beasts of burden or livestock. Some druids have made them loyal through nature magic, but even these hippos are compliant only as long as the magic continues. The symbiotic relationships and long-term loyalty druids enjoy with other animals are pointedly missing. Mundane attempts at domestication have universally failed, occasionally with unfortunate side effects. Hippos introduced to river and marshlands far beyond their natural range by would-be ranchers or ambitious warlords keeping them as “pets” have made the waters more dangerous for anyone traveling there. Divine Ascension. Some hippopotamuses ascend to a divine state upon their deaths, gaining gold markings on their hide and often growing to even greater size. Scholars have yet to pinpoint the reason particular hippopotamuses are chosen for ascension. These sacred hippopotamuses are divine guardians of temples and holy sites in areas where hippopotamuses are common; sometimes priests live in harmony with sacred hippos in these temples and shrines, though just as often the site is abandoned or remote. The divine blessings do nothing to change the animals' territorial attitudes. Sacred Protectors. Sacred hippos recognize and are much less aggressive toward priests of their deity and pilgrims to the sacred site they are tasked to protect. Sacred hippopotamuses serving good-aligned deities may even provide pilgrims food and guidance along their journey before returning to guard duty. Anyone who threatens a pilgrim in a sacred hippopotamus's presence, no matter how minor or justified the offense is, can expect swift retribution. In rare cases, temple acolytes may confront the hippopotamus and if a young acolyte is particularly rude to a pilgrim. Worryingly Clever. All hippos can be clever, but sacred hippos know exactly how to exploit their abilities against potential foes. They might lure trespassers into natural hazards, set off a temple's traps to snare trespassers, or ambush trespassers from hidden rooms, sacred pools, or shaded alcoves. Hold Breath. The hippopotamus can hold its breath for 10 minutes. Actions Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. Thunderous Bray (Recharge 5-6). The hippopotamus emits a resounding bray in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) thunder damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Hippopotamus","description":"Traits Hold Breath. The hippotamus can hold its breath for 5 minutes. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Hirudine Stalker","description":"This pale, flabby, leech-like creature props itself up on two thin arms. Its smooth, eyeless head is mostly a mouth containing rings of needle teeth. Hirudine stalkers inhabit the deepest, most inhospitable jungles and swamps. They prey on all living creatures, but humanoids are their favorite prey. Strong Social Order. Each hirudine stalker is a member of a family with a single elder, called a primal. Because hirudine stalkers reproduce asexually, with each family produced from a single elder hirudine stalker, all members of a family are clones of the primal. All hirudine stalkers work together for the benefit of the family, their telepathic communication allowing them to act as if sharing a single mind. Ambush Tactics. Hirudine stalkers stalking their prey with great patience, observing from the shadows. They are glad to let other dangers exhaust their prey's strength, while sniping with tooth attacks, waiting for right moment for a final confrontation. Flying Teeth. The hirudine stalker can fire its teeth as projectiles, after coating them with one of several venoms it produced. The strange anatomy of the hirudine stalker allows its muscles to launch teeth, then bring the inner rings of teeth in its mouth forward to fill empty spaces, providing a practically unlimited amount of ammunition. Amphibious. The hirudine stalker can breathe air and water. Blood Scent. The hirudine stalker has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn't have all its hp. Actions Multiattack. The hirudine stalker makes two Bite or Spit Tooth attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 3 (1d6) necrotic damage, and the hirudine stalker regains hp equal to the necrotic damage dealt. Spit Tooth. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or suffer one of the following effects (the hirudine stalker's choice): Anesthetic. On a failed save, the target is unaware of any damage it takes from the hirudine stalker's Spit Tooth attack for 1 hour, but it is still aware of other sources of damage. Debilitating. On a failed save, the target is incapacitated until the end of its next turn. If the target fails the saving throw by 5 or more, it also suffers one level of exhaustion. A creature can't suffer more than three levels of exhaustion from this attack. Magebane. On a failed save, the target has disadvantage on Constitution saving throws to maintain its concentration for 1 hour. If the target fails the saving throw by 5 or more, it also loses its lowest-level available spell slot. Bonus Actions Hidden Predator. The hirudine stalker takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Hiruma Tomoharu, Daimyo of Daylight Castle","description":"Traits Defender of Daylight Castle. See the template on NPC Templates and Profiles. Actions Multiattack. Hiruma Tomoharu makes two attacks with his naginata or two attacks with his wakizashi. Naginata. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) slashing damage. Wakizashi. Melee Weapon Attack: +7 to hit reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage. Legendary Actions Hiruma Tomoharu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tomoharu regains spent legendary actions at the start of his turn. Heroic Charge. Hiruma Tomoharu moves up to 30 feet towards a creature that made a ranged attack against him, then performs 1 attack with his naginata with disadvantage. Resolve of Steel. Hiruma Tomoharu gains resistance to damage types he received during the last creature’s turn. This effect lasts until the start of Tomoharu’s next turn. Mask of Dreams. Tomoharu targets one creature he can see within 30 feet of him. The target must succeed on a DC 14 Wisdom saving throw or be magically put to sleep. Whenever the sleeping target takes damage, the target can repeat the saving throw. On a success, the effect ends. An adjacent ally may also spend their action attempting to rouse them; they make a DC 12 Wisdom saving throw and awake on a success. While sleeping from this effect, a creature sees visions of the two different versions of Masami. One urges them to destroy the mask, their face filled with cathartic glee, the other seems frail and weak, silent tears rolling down her cheeks as she watches on with horror and despair. Lair Actions On initiative count 20, Tomoharu uses his telepathic connection to the other defenders of the castle to summon reinforcements. Next turn, at initiative 20, allies will appear to aid him. Roll 1d10. On a result of 1–5, an Undying Defender arrives; on a result of 6–7, an Undying Sergeant arrives; on a result of 8–9, an Undying Purifier arrives; and on a result of 10, two Undead Defenders arrive.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful good","Expansion":26129,"Challenge Rating":4},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Hivespawn Eviscerator","description":"The native species of the death world Burskar, hivespawn are fierce predators that make effective, if dangerous, guardians or trackers. Relentless hunters, they possess keen senses, razor-sharp teeth and claws, and the ability to spit acid. Hunters and queens are the two primary known variants, with rare elite hunters called eviscerators also recently being encountered, but other subspecies may exist as yet undiscovered. In time, further research may yield other subspecies. Hivespawn hunters, the most common kind, are vaguely reptilian quadrupeds the size of a human. They constantly salivate through their bared fangs. Hive Queens. Hivespawn queens are always female. It is unknown how impregnation is accomplished; they do however give birth to dozens of sexless hunters that grow to full maturity in six months. Hivespawn queens are as large as an elephant. They have tentacles in addition to claws and teeth, but their bulk makes them much slower than the hunters. Hivespawn queens are solitary, although sometimes a small cluster of them will cooperate long enough to protect a joint clutch of eggs. They have a ruthless intellect devoted solely to the protection of their progeny. Hunter Drones. The sexless hunters instinctively protect the queen and, by extension, anything else around the queen’s location. They can be trained as easily as dogs can, but no amount of training will override their imperative to protect the queen. Hivespawn hiss and growl but seem to have no language of their own. Hunters stand upright to attack but run on all fours on the chase, attacking with claws sharp enough to rend solid rock and hideous fanged jaws dripping with caustic spittle. Elite Eviscerators. Eviscerators tend to travel in small packs with hunters. Though only marginally intelligent, they often display the cunning common to many predators. 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Relentless hunters, they possess keen senses, razor-sharp teeth and claws, and the ability to spit acid. Hunters and queens are the two primary known variants, with rare elite hunters called eviscerators also recently being encountered, but other subspecies may exist as yet undiscovered. In time, further research may yield other subspecies. Hivespawn hunters, the most common kind, are vaguely reptilian quadrupeds the size of a human. They constantly salivate through their bared fangs. Hive Queens. Hivespawn queens are always female. It is unknown how impregnation is accomplished; they do however give birth to dozens of sexless hunters that grow to full maturity in six months. Hivespawn queens are as large as an elephant. They have tentacles in addition to claws and teeth, but their bulk makes them much slower than the hunters. Hivespawn queens are solitary, although sometimes a small cluster of them will cooperate long enough to protect a joint clutch of eggs. 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Relentless hunters, they possess keen senses, razor-sharp teeth and claws, and the ability to spit acid. Hunters and queens are the two primary known variants, with rare elite hunters called eviscerators also recently being encountered, but other subspecies may exist as yet undiscovered. In time, further research may yield other subspecies. Hivespawn hunters, the most common kind, are vaguely reptilian quadrupeds the size of a human. They constantly salivate through their bared fangs. Hive Queens. Hivespawn queens are always female. It is unknown how impregnation is accomplished; they do however give birth to dozens of sexless hunters that grow to full maturity in six months. Hivespawn queens are as large as an elephant. They have tentacles in addition to claws and teeth, but their bulk makes them much slower than the hunters. Hivespawn queens are solitary, although sometimes a small cluster of them will cooperate long enough to protect a joint clutch of eggs. They have a ruthless intellect devoted solely to the protection of their progeny. Hunter Drones. The sexless hunters instinctively protect the queen and, by extension, anything else around the queen’s location. They can be trained as easily as dogs can, but no amount of training will override their imperative to protect the queen. Hivespawn hiss and growl but seem to have no language of their own. Hunters stand upright to attack but run on all fours on the chase, attacking with claws sharp enough to rend solid rock and hideous fanged jaws dripping with caustic spittle. Elite Eviscerators. Eviscerators tend to travel in small packs with hunters. Though only marginally intelligent, they often display the cunning common to many predators. 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Hlam is the grand master of the Order of the Even-Handed, a small monastic group devoted to Tyr. Would-be students periodically visit him to learn the Way of the Sacred Fists, which combines cleric magic and monk training. They usually return to the city confused, bruised, and not inclined to visit again. In times of great peril, Hlam can be called on to help. Sometimes he offers pearls of wisdom, and sometimes he descends from his cave to set things right with fisticuffs. He can show up at any point in the story as a helpful figure, and the characters can visit him in his cave if they need guidance or training. The Order of the Gauntlet considers him a staunch ally. Hlam is immune to disease and doesn’t require food or water. Although he ages, he suffers none of the frailty of old age. Traits Spellcasting. Hlam is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): guidance, light, sacred flame, spare the dying 1st level (4 slots): detect evil and good, healing word, sanctuary, shield of faith 2nd level (3 slots): calm emotions, prayer of healing, silence 3rd level (2 slots): protection from energy, remove curse, sending Evasion. If Hlam is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated. Magic Unarmed Strikes. Hlam's unarmed strikes are magical. Unarmored Defense. While Hlam is wearing no armor and wielding no shield, his AC includes his Wisdom modifier. Actions Multiattack. Hlam attacks three times using his unarmed strike, darts, or both. Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) bludgeoning damage. If the target is a creature, Hlam can choose one of the following additional effects: The target must succeed on a DC 18 Strength saving throw or drop one item it is holding (Hlam's choice). The target must succeed on a DC 18 Dexterity saving throw or be knocked prone. The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Hlam's next turn. Dart. Ranged Weapon Attack: +12 to hit, range 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage. Quivering Palm (Recharge 6). Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: The target must make a DC 18 Consitution saving throw. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes 55 (10d10 necrotic damage. Wholeness of Body (Recharges after a Long Rest). Hlam regains 60 hit points. Reactions Deflect Missile. In response to being hit by a ranged weapon attack, Hlam deflects the missile. The damage he takes from the attack is reduced by 1d10 + 27. If the damage is reduced to 0, Hlam catches the missile if it's small enough to hold in one hand and he has a hand free. Slow Fall. Hlam reduces the bludgeoning damage he takes from a fall by 100. Legendary Actions Hlam can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Hlam regains spent legendary actions at the start of his turn. Quick Step. Hlam moves up to his speed without provoking opportunity attacks. Unarmed Strike (Costs 2 Actions). Hlam makes one unarmed strike. Invisbility (Costs 3 Actions). Hlam becomes invisible until the end of his next turn. The effect ends if Hlam attacks or casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful good","Expansion":7393,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Hoard Mimic","description":"A horrible and wonderful truth of our world is that anything has the potential to be an enemy. Conversely, anything can be a friend!. -Fizban Kin to the common mimic described in the Monster Manual , hoard mimics are among the oldest and most cunning of their kind. A hoard mimic's massive, amorphous form and shape-shifting prowess allow it to take on the semblance of a vast trove of treasures, not just a single object. Like smaller mimics, hoard mimics exude adhesive goo to trap prey. They can also vent a fine, caustic mist from their pores that burns and blinds creatures caught in it. Hoard mimics are so named because many enter into partnerships with dragons, each one serving as a false hoard in a dragon's lair to draw unwitting intruders away from the real riches—and into the mimic's maw. If faced with unexpectedly fierce opposition, though, a hoard mimic might offer information about the true hoard in exchange for its life. Traits False Appearance (Hoard Form Only). If the mimic is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the mimic move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mimic is animate. Actions Multiattack. The mimic makes one Bite attack and two Pseudopod attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) acid damage. Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the mimic adheres to the target. A creature adhered to the mimic is also grappled by it (escape DC 16). Until this grapple ends, the target is restrained. Ability checks made to escape this grapple have disadvantage. Caustic Mist (Recharge 5–6). The mimic sprays a fine mist of acid in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) acid damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn't blinded. Shapechanger. The mimic transforms into a hoard or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"typically neutral","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Hoard Scarab","description":"Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in perfectly among piles of gold coins. They feed on tiny mites that infest a dragon's scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves. Hoard scarabs also produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair's draconic owner to sense intruders' location as they move about the lair. Traits False Appearance. If the scarab is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the scarab move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the scarab is animate. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature, it has disadvantage on attack rolls until the start of its next turn. Bonus Actions Scale Dust (1/Day). The scarab releases magical glittering dust from its wings. Each creature within 5 feet of the scarab must succeed on a DC 13 Dexterity saving throw or be outlined in blue light for 10 minutes. While outlined in this way, a creature sheds dim light in a 10-foot radius and can't benefit from being invisible. In addition, every Dragon within 1 mile of the creature becomes aware of it and can unerringly track the creature. Casting dispel magic on the creature ends the effect on it.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"unaligned","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Hobgoblin","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Martial Advantage : Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated . Actions Longsword : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. Longbow : Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","properties":{"Category":"Monsters","AC":"18 (Chain Mail, Shield)","HP":"11 (2d8+2)","CHA":9,"CON":12,"DEX":12,"INT":10,"STR":13,"WIS":10,"Size":"Medium","Type":"humanoid (goblinoid)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064971/afqV5h856QT6gwPRznKZDg/original.png","Roll 0":"1d20 + 3\n1d8+1","Roll 1":"1d20 + 3\n1d8+1","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":100,"Alignment":"Lawful Evil","Languages":"Common, Goblin","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Martial Advantage\",\"Desc\":\"Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.\"}]","data-Actions":"[{\"Name\":\"Longsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 1\",\"Damage Type\":\"slashing\",\"Desc\":\"two handed\"},{\"Name\":\"Longsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 1\",\"Damage Type\":\"slashing\",\"Desc\":\"one handed\"},{\"Name\":\"Longbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"3\",\"Reach\":\"150/600 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-1","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"+0","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/2","Passive Perception":10,"data-CrNum":0.5,"data-AcNum":18,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hobgoblin","description":"They break before our shields, They fall beneath our blades; Their home is ours to conquer, Their children our slaves. Acheron! Acheron! Victory is ours! —Translation of a Hobgoblin War Chant Hobgoblins War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied. Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do. Goblinoids. Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears. Martial Might. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures. Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black. Military Legions. Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle. As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren’t restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield. Strategic Thinkers. Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error. Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants. Beast Trainers. Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts. Conquer and Control. Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory. Hobgoblin warlords never tire of combat, but they don’t take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out. Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas. Legion of Maglubiyet. Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don’t fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet’s army on the plane of Acheron. Traits Martial Advantage : Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated. Actions Longsword (One-Handed) : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) slashing damage. Longsword (Two-Handed) : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (1d10 + 1) slashing damage. Longbow : Ranged Weapon Attack : +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Hobgoblin Annihilator","description":"When a hobgoblin devastator demonstrates skill and more than just a natural affinity to evocation magic, it attracts the attention of the magistrates from the Academy of Devastation. Such a gifted individual is plucked from its ranks and is forced to undergo an advanced and more dangerous level of arcane training, exposing them to higher forms of evocation magic. Those that survive the deadly process eventually become annihilators. Traits Arcane Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated. Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw. Forceful Magic. When the hobgoblin hits a creature with a damaging spell attack, the target must succeed on a DC 14 Strength saving throw or be pushed up to 5 feet and is knocked prone. Legendary Resistance (1/Day). If the hobgoblin fails a saving throw, it can choose to succeed instead. Spell Penetration. When the hobgoblin casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands, plus 7 (2d6) force damage. Spellcasting. The hobgoblin casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: fire bolt (2d10), green-flame blade (extra 1d8 melee to target creature and 1d8 + 3 to second creature), ray of frost (2d8), thunderclap (2d6) 2/day each: chromatic orb, misty step, scorching ray, shield, thunderwave 1/day each: cone of cold, counterspell, fireball, greater invisibility, lightning bolt Legendary Actions The hobgoblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hobgoblin regains spent legendary actions at the start of its turn. Move. The hobgoblin moves up to half its speed without provoking opportunity attacks. Quarterstaff. The hobgoblin makes a Quarterstaff attack. Cast a Spell (Costs 2 Actions). The hobgoblin uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hobgoblin Archer","description":"Very few hobgoblins live in the Stolen Lands; those that do tend to be mercenaries seeking work far afield from their homes, as is the case for the hobgoblin archers found working for the troll warlord Hargulka. Alternatively, you can use these statistics for a hobgoblin archer to serve as the leader of a small band. Traits Perfect Aim. The first time the hobgoblin hits with a crossbow attack in a round, they deal an additional 9 (2d8) piercing damage. Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated. Actions Multiattack. The hobgoblin makes two melee attacks. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands. Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Hobgoblin Archer","description":"Hobgoblins are the most martial of the goblin-kin, and earn a faint and grudging respect from many orc legionaries. The Shadow’s warlords have never allowed them to form legions of their own, but they are allowed to serve as regular auxiliaries. Their skill with the bow means that as many as half of the legions’ archer auxiliaries are hobgoblin archers . Using other Goblinoids in Midnight The goblinoids presented here represent bugbears, goblins, and hobgoblins in some of their more iconic roles in Midnight . However, other profiles for bugbears and goblins especially are equally appropriate, and can also be used in the setting. GMs should be careful when using other hobgoblin profiles, since hobgoblins in other settings tend to be more martial and focused on their own legions. In Midnight, they are almost always auxiliaries to the orc legions, and do not form independent military units. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Volley Fire. When the hobgoblin makes a ranged weapon attack that targets a creature that another hobgoblin attacked with a ranged weapon this round, the hobgoblin adds 1d4 to the attack roll. Actions Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Hobgoblin Bladebearer","description":"Hobgoblin bladebearers stand just behind the pikemen and goblin underlings in a military formation. Extremely deadly with a longsword and their dagger, bladebearers can strike their opponents three times before they can react. Traits Martial Advantage (1/Turn). The hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Actions Multiattack. The hobgoblin makes two Longsword attacks and one Dagger attack. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Reactions Parry. The hobgoblin adds 2 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hobgoblin Brandbearer","description":"Also known as demogoblins, hobgoblins descend from ancient goblins who made a pact with an infernal power in exchange for increased size and strength. Each hobgoblin has fang-like tusks, and one or more horns protrude from their head. Like other humanoids, hobgoblins have no special inclination toward conquest, battle, or cruelty, and they can be found in all walks of life. But when the wicked among them fall on desperate times, some use their talents for the violence and subjugation of others. Synergized Tactics. Hobgoblin magic and talents complement one another in a fight. Wise commanders put these strategies to good use and scout the battlefield before combat to gain every advantage. Thanks to their emphasis on tactics, hobgoblin armies are often second to none. Playing with Fire. The infernal heritage of hobgoblins allows them to live in extreme heat that many other humanoids can’t tolerate. Hobgoblins often settle in deserts, tropics, and other hot areas. Their heritage also allows them to bend fire to their will, and many choose professions that make use of fire, such as smithing or glassblowing. Innate Magic. Infernal magic runs through the veins of every hobgoblin, though their gifts vary. Many can harness the power of fire or necrotic energy, while others can turn allies invisible or run like Hell. Binding Bargains. Most hobgoblins consider their infernal heritage a thing of the past. Despite that, many still hold to the infernal concept of being true to their word when entering into agreements. Even spoken contracts are considered unbreakable, and hobgoblin communities scorn any creature—hobgoblin or otherwise—who degrades themself by breaking their word. Traits Infernal Ichor. When a creature within 5 feet of the brandbearer reduces the brandbearer to 0 hit points, the brandbearer’s corpse unleashes a spray of burning orange ichor. The creature who reduced the brandbearer to 0 hit points takes 1 fire damage. Minion. If the brandbearer takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the brandbearer takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Too Hot to Handle. Whenever an enemy takes fire damage from a non-minion creature, the enemy takes an extra 1 fire damage for each brandbearer within 5 feet of them. Actions Searing Grasp (Group Attack). Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 4 fire damage. If three or more brandbearers joined the attack, the target has disadvantage on saving throws against powers, spells, and other supernatural effects that deal fire damage until the start of the brandbearer’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hobgoblin Brandbearer","description":"Traits Infernal Ichor. When a creature within 5 feet of the brandbearer reduces the brandbearer to 0 hit points, the brandbearer’s corpse unleashes a spray of burning orange ichor. The creature who reduced the brandbearer to 0 hit points takes 1 fire damage. Minion. If the brandbearer takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the brandbearer takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Too Hot to Handle. Whenever an enemy takes fire damage from a non-minion creature, the enemy takes an extra 1 fire damage for each brandbearer within 5 feet of them. Actions Searing Grasp (Group Attack). Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 4 fire damage. If three or more brandbearers joined the attack, the target has disadvantage on saving throws against powers, spells, and other supernatural effects that deal fire damage until the start of the brandbearer’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hobgoblin Captain","description":"They break before our shields, They fall beneath our blades; Their home is ours to conquer, Their children our slaves. Acheron! Acheron! Victory is ours! —Translation of a Hobgoblin War Chant Hobgoblins War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied. Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do. Goblinoids. Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears. Martial Might. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures. Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black. Military Legions. Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle. As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren’t restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield. Strategic Thinkers. Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error. Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants. Beast Trainers. Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts. Conquer and Control. Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory. Hobgoblin warlords never tire of combat, but they don’t take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out. Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas. Legion of Maglubiyet. Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don’t fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet’s army on the plane of Acheron. Traits Martial Advantage : Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated. Actions Multiattack : The hobgoblin makes two greatsword attacks. Greatsword : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) piercing damage. Javelin (Melee) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Javelin (Ranged) : Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Leadership (Recharges after a Short or Long Rest) : For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Hobgoblin Death Captain","description":"Also known as demogoblins, hobgoblins descend from ancient goblins who made a pact with an infernal power in exchange for increased size and strength. Each hobgoblin has fang-like tusks, and one or more horns protrude from their head. Like other humanoids, hobgoblins have no special inclination toward conquest, battle, or cruelty, and they can be found in all walks of life. But when the wicked among them fall on desperate times, some use their talents for the violence and subjugation of others. Synergized Tactics. Hobgoblin magic and talents complement one another in a fight. Wise commanders put these strategies to good use and scout the battlefield before combat to gain every advantage. Thanks to their emphasis on tactics, hobgoblin armies are often second to none. Playing with Fire. The infernal heritage of hobgoblins allows them to live in extreme heat that many other humanoids can’t tolerate. Hobgoblins often settle in deserts, tropics, and other hot areas. Their heritage also allows them to bend fire to their will, and many choose professions that make use of fire, such as smithing or glassblowing. Innate Magic. Infernal magic runs through the veins of every hobgoblin, though their gifts vary. Many can harness the power of fire or necrotic energy, while others can turn allies invisible or run like Hell. Binding Bargains. Most hobgoblins consider their infernal heritage a thing of the past. Despite that, many still hold to the infernal concept of being true to their word when entering into agreements. Even spoken contracts are considered unbreakable, and hobgoblin communities scorn any creature—hobgoblin or otherwise—who degrades themself by breaking their word. Traits Battle Ready. The captain and each ally within 60 feet of them who can hear them have advantage on initiative rolls and can’t be surprised, provided the captain isn’t incapacitated. Infernal Ichor. When the captain dies, their corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of the captain takes 5 fire damage. Actions Multiattack. The captain makes two Blightblade or two Eye Fire attacks. They can replace one attack with a use of On My Mark. Blightblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) necrotic damage. Eye Fire. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (4d6) fire damage. On My Mark. The captain commands an ally within 60 feet of them who can hear them to attack. That ally can make a weapon attack (no action required), dealing an extra 3 (1d6) necrotic damage on a hit. Bonus Actions Lead the Charge ( 1 /Day). The captain and each ally within 30 feet of them who can see them can move up to their speed without provoking opportunity attacks. Reactions Hidden Gift ( 3 /Day). When an ally the captain can see within 30 feet of them takes damage, the captain magically turns that ally invisible. The ally remains invisible until the end of their next turn or until they attack, deal damage, or force another creature to make a saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hobgoblin Death Captain","description":"Traits Battle Ready. The captain and each ally within 60 feet of them who can hear them have advantage on initiative rolls and can’t be surprised, provided the captain isn’t incapacitated. Infernal Ichor. When the captain dies, their corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of the captain takes 5 fire damage. Actions Multiattack. The captain makes two Blightblade or two Eye Fire attacks. They can replace one attack with a use of On My Mark. Blightblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) necrotic damage. Eye Fire. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (4d6) fire damage. On My Mark. The captain commands an ally within 60 feet of them who can hear them to attack. That ally can make a weapon attack (no action required), dealing an extra 3 (1d6) necrotic damage on a hit. Bonus Actions Lead the Charge ( 1 /Day). The captain and each ally within 30 feet of them who can see them can move up to their speed without provoking opportunity attacks. Reactions Hidden Gift ( 3 /Day). When an ally the captain can see within 30 feet of them takes damage, the captain magically turns that ally invisible. The ally remains invisible until the end of their next turn or until they attack, deal damage, or force another creature to make a saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hobgoblin Devastator","description":"Hobgoblins of the cruelest bent gain admittance to elite organizations that provide special training above and beyond what military service has to offer. The Academy of Devastation and the Iron Shadows are two such organizations, and their graduates are feared among the ranks of goblinkind. In hobgoblin society, the Academy of Devastation identifies hobgoblins with a talent for magic and puts them through a grueling training regimen that endows them with the ability to call down fireballs and other destructive magic on the host’s behalf. A hobgoblin devastator on the battlefield is simultaneously a boon to all its allies and a threat to every foe around it. Into the Fray. While other cultures treat their wizards as cloistered academics, hobgoblins expect their spellcasters to fight. Devastators learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. Devastators have the respect of other members of the host, and they receive obedience and deference from many quarters. Their ability to lay waste to entire formations with a single use of magic allows them to gain far more glory in battle than a single warrior. Other cultures might view the use of such abilities as a short cut to glory, but to hobgoblins a gift for magic is as valued and useful as a strong sword arm or brilliance in tactics. They are all boons from Maglubiyet that must be cultivated and unleashed upon the enemy. Only Results Matter. Devastators study a simplified form of evocation magic. Their training lacks the theory and context that other folk study, making them skilled in battle but relatively illiterate on the finer points of how and why their magic works. The Academy of Devastation believes that an academic approach to magic is a sign of weakness and inefficiency. A warrior doesn’t need to know about metallurgy to wield a blade, so why should a wizard care about where magic comes from? Devastators love to prove their superiority in battle by seeking out enemy spellcasters and destroying them. Traits Arcane Advantage : Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated. Army Arcana : When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw. Spellcasting : The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: • Cantrips (at will): acid splash , fire bolt , ray of frost , shocking grasp • 1st level (4 slots): fog cloud , magic missile , thunderwave • 2nd level (3 slots): gust of wind , Melf’s acid arrow , scorching ray • 3rd level (3 slots): fireball , fly , lightning bolt • 4th level (1 slot): ice storm Actions Fire Bolt : Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn. Melf's Acid Arrow : Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit : 10 (4d4) acid damage and the target takes another 5 (2d4) acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. Quarterstaff (One-Handed) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Quarterstaff (Two-Handed) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. Ray of Frost : Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 9 (2d8) cold damage and the target's speed is reduced by 10 feet until the start of the hobgoblin's next turn. Scorching Ray : Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. The hobgoblin creates three rays when it casts this spell and it can hurl them at one or several targets in range. Shocking Grasp : Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage and the target can't take reactions until the start of its next turn. The hobgoblin has advantage on this attack if the target is wearing armor made of metal.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Hobgoblin Devastator","description":"Hobgoblins with a prodigious talent for magic sometimes undergo grueling training to become hobgoblin devastators. Devastators are spellcasters who call down fireballs and other destructive magic in the defense of the court they serve, whether that court is in the Feywild or the Material Plane. A hobgoblin devastator on the battlefield is a boon to their allies and a threat to every foe around them. Far from being cloistered academics, hobgoblin devastators are masters of the battlefield. In addition to tactical applications of the magical arts, they learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. They have the respect of other members of the host and receive obedience and deference from many quarters. In the Feywild, many archfey seek to bolster their armies’ might with the services of hobgoblin devastators. Goblinoids of the Feywild The goblinoid peoples—goblins, hobgoblins, and bugbears—first appeared in the Feywild millennia ago, and they resided there until the god Maglubiyet conquered them. They then spread throughout the multiverse, with many of them ending up on the worlds of the Material Plane. Most goblinoids encountered on those worlds are members of families that have been away from the Feywild for centuries, and over time, those lineages have become Humanoid. Fey goblinoids, who still bear the magic of the Feywild, are rare on the Material Plane but not unheard of. Hobgoblin devastators are examples of such Fey folk, as are hobgoblin iron shadows and nilbogs (also in this book). Traits Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw. Actions Multiattack. The hobgoblin makes two Quarterstaff or Devastating Bolt attacks. Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands, plus 13 (3d8) force damage. Devastating Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 21 (4d8 + 3) force damage, and the target is knocked prone. Spellcasting. The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13): At will: mage hand , prestidigitation 2/day each: fireball , fly , fog cloud , gust of wind , lightning bolt","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Goblinoid)","Alignment":"Typically Lawful Neutral","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Hobgoblin Dreadmaster","description":"A hobgoblin dreadmaster is a blackguard serving the god Bane. They are tasked to plan battle strategies and lead troops into battle. Dread Companion. Dreadmasters always have a special beast or monstrous companion known as a dread beast that has absolute loyalty to its dreadmaster. Typical dread beasts are displacer beasts, hell hounds, and nightmares. Traits Aura of Dread. A creature hostile to the hobgoblin that starts its turn within 20 feet of the hobgoblin must succeed on a DC 14 Wisdom saving throw, unless the hobgoblin is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target can't perform any actions except move up to half its speed. If a creature's saving throw is successful, the creature is immune to the hobgoblin's Aura of Dread for the next 24 hours. Martial Advantage (1/Turn). The hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Actions Multiattack. The hobgoblin makes two Morningstar attacks or two Longbow attacks. It can use Command Ally in place of one weapon attack. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 4 (1d8) psychic damage and the target has disadvantage to Wisdom saving throws until the end of the hobgoblin's next turn. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage. Command Ally. The hobgoblin targets an ally within 30 feet that can see and hear the hobgoblin. The target uses its reaction to move up to half its speed and make one melee attack. Spellcasting. The hobgoblin casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14): 3/day each: command, hold person 1/day each: crusader's mantle, haste Dreadmaster's Presence (Recharge 5–6). Each ally within 30 feet of the hobgoblin, can see the hobgoblin, and not already affected by Dreadmaster's Presence gain advantage on attack rolls until the start of the hobgoblin's next turn. Each creature of the hobgoblin's choice that it can see within 30 feet of it and not already affected by Dreadmaster's Presence become frightened until the start of the hobgoblin's next turn. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hobgoblin Elite Captain","description":"These hobgoblins are highly skilled officers of the goblinoid army. They often lead the most experienced units and can make the best strategic decisions in the heat of battle. Traits Legendary Resistance (1/Day). If the hobgoblin fails a saving throw, it can choose to succeed instead. Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. Actions Multiattack. The hobgoblin makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. Legendary Actions The hobgoblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hobgoblin regains spent legendary actions at the start of its turn. Move. The hobgoblin moves up to half its speed. Intimidate Foe. The hobgoblin targets one creature it can see within 30 feet of it. If the target can see and hear the hobgoblin, it must make a DC 13 Wisdom saving throw or become frightened of the hobgoblin until the end of the hobgoblin's next turn. Tactical Command. The hobgoblin targets one ally it can see within 30 feet of it. If the target can see or hear the hobgoblin, the target can use its reaction to make one melee attack, move up to its speed, or move up to half its speed without provoking opportunity attacks. Greatsword (Costs 2 Actions). The hobgoblin makes a Greatsword attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hobgoblin Firerunner","description":"Also known as demogoblins, hobgoblins descend from ancient goblins who made a pact with an infernal power in exchange for increased size and strength. Each hobgoblin has fang-like tusks, and one or more horns protrude from their head. Like other humanoids, hobgoblins have no special inclination toward conquest, battle, or cruelty, and they can be found in all walks of life. But when the wicked among them fall on desperate times, some use their talents for the violence and subjugation of others. Synergized Tactics. Hobgoblin magic and talents complement one another in a fight. Wise commanders put these strategies to good use and scout the battlefield before combat to gain every advantage. Thanks to their emphasis on tactics, hobgoblin armies are often second to none. Playing with Fire. The infernal heritage of hobgoblins allows them to live in extreme heat that many other humanoids can’t tolerate. Hobgoblins often settle in deserts, tropics, and other hot areas. Their heritage also allows them to bend fire to their will, and many choose professions that make use of fire, such as smithing or glassblowing. Innate Magic. Infernal magic runs through the veins of every hobgoblin, though their gifts vary. Many can harness the power of fire or necrotic energy, while others can turn allies invisible or run like Hell. Binding Bargains. Most hobgoblins consider their infernal heritage a thing of the past. Despite that, many still hold to the infernal concept of being true to their word when entering into agreements. Even spoken contracts are considered unbreakable, and hobgoblin communities scorn any creature—hobgoblin or otherwise—who degrades themself by breaking their word. Traits Fiery Leap. The firerunner’s long jump is up to 30 feet and their high jump is up to 15 feet, with or without a running start. The first time a firerunner lands after a jump on their turn, each creature within 5 feet of them takes 3 (1d6) fire damage. Infernal Ichor. When the firerunner dies, their corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of the firerunner takes 5 fire damage. Actions Multiattack. The firerunner makes two Fire Scimitar attacks. Fire Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) fire damage. Blaze Sprint (Recharge 5 – 6 ). The firerunner moves up to their speed without provoking opportunity attacks. Each creature they come within 5 feet of during this movement must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hobgoblin Firerunner","description":"Traits Fiery Leap. The firerunner’s long jump is up to 30 feet and their high jump is up to 15 feet, with or without a running start. The first time a firerunner lands after a jump on their turn, each creature within 5 feet of them takes 3 (1d6) fire damage. Infernal Ichor. When the firerunner dies, their corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of the firerunner takes 5 fire damage. Actions Multiattack. The firerunner makes two Fire Scimitar attacks. Fire Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) fire damage. Blaze Sprint (Recharge 5 – 6 ). The firerunner moves up to their speed without provoking opportunity attacks. Each creature they come within 5 feet of during this movement must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hobgoblin Hoplite","description":"Hoplites are footsoldiers highly trained to fight in a tight formation. Aside from their martial advantage, hoplites can sometimes deflect an attack intended for a nearby ally. Traits Martial Advantage (1/Turn). The hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Actions Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Reactions Protection. When an attacker the hobgoblin can see makes an attack roll against a creature within 5 feet of the hobgoblin, the hobgoblin can impose disadvantage on the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hobgoblin Incendiarist","description":"Also known as demogoblins, hobgoblins descend from ancient goblins who made a pact with an infernal power in exchange for increased size and strength. Each hobgoblin has fang-like tusks, and one or more horns protrude from their head. Like other humanoids, hobgoblins have no special inclination toward conquest, battle, or cruelty, and they can be found in all walks of life. But when the wicked among them fall on desperate times, some use their talents for the violence and subjugation of others. Synergized Tactics. Hobgoblin magic and talents complement one another in a fight. Wise commanders put these strategies to good use and scout the battlefield before combat to gain every advantage. Thanks to their emphasis on tactics, hobgoblin armies are often second to none. Playing with Fire. The infernal heritage of hobgoblins allows them to live in extreme heat that many other humanoids can’t tolerate. Hobgoblins often settle in deserts, tropics, and other hot areas. Their heritage also allows them to bend fire to their will, and many choose professions that make use of fire, such as smithing or glassblowing. Innate Magic. Infernal magic runs through the veins of every hobgoblin, though their gifts vary. Many can harness the power of fire or necrotic energy, while others can turn allies invisible or run like Hell. Binding Bargains. Most hobgoblins consider their infernal heritage a thing of the past. Despite that, many still hold to the infernal concept of being true to their word when entering into agreements. Even spoken contracts are considered unbreakable, and hobgoblin communities scorn any creature—hobgoblin or otherwise—who degrades themself by breaking their word. Traits Infernal Ichor. When the incendiarist dies, their corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of the incendiarist takes 3 fire damage. Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Blazing Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and if the target is a creature, they are set on fire. While on fire, the target takes 3 (1d6) fire damage at the end of each of their turns, and the target or another creature who can reach them can use an action to put out the flames. A creature who is already on fire suffers no additional effect from being set on fire in this way again. Fire Mote (Recharge 6 ). The incendiarist shoots an explosive mote of fire at a creature they can see within 100 feet of them. The target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) fire damage and, if they are Large or smaller, fall prone. All other creatures within 15 feet of the target must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hobgoblin Incendiarist","description":"Traits Infernal Ichor. When the incendiarist dies, their corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of the incendiarist takes 3 fire damage. Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Blazing Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and if the target is a creature, they are set on fire. While on fire, the target takes 3 (1d6) fire damage at the end of each of their turns, and the target or another creature who can reach them can use an action to put out the flames. A creature who is already on fire suffers no additional effect from being set on fire in this way again. Fire Mote (Recharge 6 ). The incendiarist shoots an explosive mote of fire at a creature they can see within 100 feet of them. The target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) fire damage and, if they are Large or smaller, fall prone. All other creatures within 15 feet of the target must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hobgoblin Iron Shadow","description":"Hobgoblins of the cruelest bent gain admittance to elite organizations that provide special training above and beyond what military service has to offer. The Academy of Devastation and the Iron Shadows are two such organizations, and their graduates are feared among the ranks of goblinkind. The Iron Shadows are hobgoblin monks that serve as secret police, scouts, and assassins. Among other hobgoblins, they spy to ferret out treachery, rebellion, and betrayal. Trained in Secret. Iron Shadows are recruited from across the hobgoblin ranks. Each member keeps her eyes open for potential recruits, those whose agility and stamina are matched only by an ironclad commitment to Maglubiyet’s will. A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the magical and martial arts. This indoctrination is a slow and arduous process; many aspirants don’t finish it, and years might go by during which the Iron Shadows welcome no new members into their ranks. While a recruit is in training, it serves the Iron Shadows by looking for and reporting suspicious behavior. Masters of Shadow and Fist. When a recruit’s training is complete, she is ready to wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat her foes. She continues to spy on other hobgoblins, but is now also empowered to conduct assassinations and spy missions, both against enemies and among goblinoids. These missions are ordained by the clerics of Maglubiyet, who keep a careful eye on the goblinoid community to ensure that it functions according to Maglubiyet’s will. Masked Devils. Iron Shadows on a secret mission wear masks crafted to resemble devils, both to conceal their identities and to strike fear into their foes. Their masks also signify the supposed origin of their fighting techniques. The priests of Maglubiyet teach that the Great One stole the secrets of shadows from an archdevil, allowing his followers to conceal their identities, walk between shadows, and craft illusions to confuse and confound their enemies. Traits Spellcasting : The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: • Cantrips (at will): minor illusion , prestidigitation , true strike • 1st level (3 slots): charm person , disguise self , expeditious retreat , silent image Unarmored Defense : While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack : The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks. Unarmed Strike : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Dart : Ranged Weapon Attack. +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shadow Jaunt : The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Expansion":1,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Hobgoblin Iron Shadow","description":"Iron shadows are hobgoblin martial artists who serve fey and mortal courts as secret police, scouts, and assassins. They spy to ferret out treachery, rebellion, and betrayal and deal with it ruthlessly. Iron shadows possess agility and stamina matched only by their ironclad commitment to the will of their masters. They wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat their foes. While on secret missions, they wear masks crafted to resemble monsters, both to conceal their identities and to strike fear into their foes. An iron shadow is usually recruited from the ranks of the Feywild’s hobgoblin armies or from among the hobgoblins who have resided in the Material Plane for centuries. A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the arts of magic and stealth. This indoctrination is a slow and arduous process; many aspirants don’t finish it, and years might go by during which the iron shadows welcome no new members into their ranks. When a recruit’s training is complete, they are tasked with conducting assassinations and spy missions. Goblinoids of the Feywild The goblinoid peoples—goblins, hobgoblins, and bugbears—first appeared in the Feywild millennia ago, and they resided there until the god Maglubiyet conquered them. They then spread throughout the multiverse, with many of them ending up on the worlds of the Material Plane. Most goblinoids encountered on those worlds are members of families that have been away from the Feywild for centuries, and over time, those lineages have become Humanoid. Fey goblinoids, who still bear the magic of the Feywild, are rare on the Material Plane but not unheard of. Hobgoblin devastators are examples of such Fey folk, as are hobgoblin iron shadows and nilbogs (also in this book). Traits Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The hobgoblin makes four attacks, each of which can be an Unarmed Strike or a Dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Dart. Ranged Weapon Attack. +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shadow Jaunt. The hobgoblin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it leaves and its destination must be in dim light or darkness. Spellcasting. The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12): At will: minor illusion , prestidigitation 1/day each: charm person , disguise self , silent image","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Goblinoid)","Alignment":"Typically Lawful Neutral","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Hobgoblin Iron Shadow Assassin","description":"Members of the Iron Shadow that demonstrate a natural talent for stealth and killing are further trained to become assassins. These monks excel in lurking in the shadows and eliminating their targets before their presence is even known. Traits Assassinate. During its first turn, the hobgoblin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hobgoblin scores against a surprised creature is a critical hit. Sneak Attack. Once per turn, the hobgoblin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hobgoblin that isn't incapacitated and the hobgoblin doesn't have disadvantage on the attack roll. Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The hobgoblin makes four attacks, two with its Sai and two of which can be an Unarmed Strike or a Dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks. Sai. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or be stunned until the end of the hobgoblin’s next turn. Dart. Ranged Weapon Attack. +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Spellcasting. The hobgoblin casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 14, +5 to hit with spell attacks): At will: booming blade, minor illusion, prestidigitation 1/day each: blur, darkness, disguise self, expeditious retreat, shadow blade silent image Shadow Jaunt. The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. It then has advantage on the first melee attack it makes before the end of the turn. Both the space it is leaving and its destination must be in dim light or darkness. Reactions Uncanny Dodge. The hobgoblin halves the damage that it takes from an attack that hits it. The hobgoblin must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hobgoblin Iron Shadow Master","description":"The Iron Shadow Master is often the abbot of a monastery that trains Iron Shadow monks. This hobgoblin has undergone decades of martial and magical arts training and can demonstrate supernatural abilities beyond that of a standard iron shadow monk, making it a very dangerous adversary. Its role is to oversee the development of recruits but, on occasion, it may be called upon by its lord to perform secret missions, such as assassinating a powerful target. Traits Legendary Resistance (1/Day). If the hobgoblin fails a saving throw, it can choose to succeed instead. Spell Penetration. When the hobgoblin casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The hobgoblin makes four attacks, each of which can be an Unarmed Strike or a Dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the hobgoblin’s next turn. Dart. Ranged Weapon Attack. +9 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Spellcasting. The hobgoblin casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: booming blade (extra 1d8 plus 2d8 if the target moves), minor illusion, prestidigitation 2/day each: blur, darkness, disguise self, expeditious retreat, shadow blade, silent image 1/day each: dimension door, greater invisibility, phantasmal killer, summon shadowspawn Shadow Jaunt. The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. It then has advantage on the first melee attack it makes before the end of the turn. Both the space it is leaving and its destination must be in dim light or darkness. Reactions Uncanny Dodge. The hobgoblin halves the damage that it takes from an attack that hits it. The hobgoblin must be able to see the attacker. Legendary Actions The assassin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The assassin regains spent legendary actions at the start of its turn. Shift. The hobgoblin moves up to half its speed without provoking opportunity attacks. Attack. The hobgoblin makes a melee or ranged weapon attack. Cast a Spell (Costs 2 Actions). The hobgoblin uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hobgoblin Marshal","description":"The hobgoblin marshal, who reports directly to a general or king, is a highly skilled battlefield tactician that can improve the efficiency of any battalion it commands. Its ability to maneuver allies, give orders, redirect attacks, and rally its troops to make it a dangerous adversary if left alone. Traits Marshal Allies. Unless the hobgoblin is incapacitated, it and creatures of its choice within 30 feet of it have advantage on saving throws against being frightened. Martial Advantage (1/Turn). The hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Actions Multiattack. The hobgoblin makes two Longsword attacks or two Longbow attacks. The hobgoblin can use Command or Maneuver Allies in place of one of these attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Command. The hobgoblin targets one ally it can see within 30 feet of it. If the target can see and hear the hobgoblin, the target can make one weapon attack as a reaction. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of this hobgoblin that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Bonus Actions Rallying Cry (1/Day). Each creature of the hobgoblin's choice that is within 30 feet of it, can hear it, and not already affected by Rallying Cry gains advantage on attack rolls and saving throws until the start of the hobgoblin's next turn. Reactions Directed Strike (3/Day). When a creature the hobgoblin can see within 30 feet of it makes an attack roll, and the creature can hear the hobgoblin, the hobgoblin grants advantage to that roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hobgoblin Monarch","description":"The hobgoblin monarch is a shrewd, calculating general who rose from the ranks of soldiers and won favor from the goblin deity Maglubiyet. It is revered by almost all goblinoids and can command all goblinoid armies within its region. Physically imposing and a true master in the art of war, the hobgoblin monarch commands its allies with both confidence and brutal efficiency. Traits Aura of Fervor. The hobgoblin's allies have advantage on attack rolls and saving throws against being charmed and frightened while within 20 feet of the hobgoblin, provided it isn’t incapacitated. Legendary Resistance (1/Day). If the hobgoblin fails a saving throw, it can choose to succeed instead. Martial Advantage (1/Turn). The hobgoblin can deal an extra 17 (5d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Actions Multiattack. The hobgoblin makes two Greatsword attacks. It can use Maneuver Allies or Hold the Line in place of one Greatsword attack. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of this hobgoblin that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Hold the Line! (1/Day). The hobgoblin targets each goblinoid creature of its choice that is within 60 feet of it, can hear it, is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated and not already affected by Hold the Line. Until the end of the hobgoblin's next turn, creatures provoke an opportunity attack from the target when they move 5 feet or more while within the target's reach, and if the target hits a creature with an opportunity attack, the creature's speed is reduced to 0 until the end of the current turn. Unleash Hell! (1/Day). Up to 6 goblinoid allies of the hobgoblin's choice that is within 60 feet of it, can hear it, and not already affected by Unleash Hell can use their reaction to move up to half their speed and make one weapon attack. Legendary Actions The hobgoblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hobgoblin regains spent legendary actions at the start of its turn. Move. The hobgoblin moves up to half its speed. Greatsword (Costs 2 Actions). The hobgoblin makes a Greatsword attack. Tactical Edge (Cost 2 Actions). Roll a d6 for the hobgoblin. The number rolled on the die is subtracted from the next attack roll made against the hobgoblin or an ally of its choice within the next minute. Command Allies (Costs 1-3 Actions). The hobgoblin chooses up to 3 allies it can see within 60 feet of it. If the target can see and hear the hobgoblin, the target can use its reaction to make one weapon attack. It costs 1 legendary action per target. Reactions General's Guidance (Recharge 4–6). When a creature the hobgoblin can see within 30 feet of it makes an attack roll or saving throw, and the creature can hear the hobgoblin, the hobgoblin rolls 1d10 and adds the result to the attack roll or saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hobgoblin Recruit","description":"Also known as demogoblins, hobgoblins descend from ancient goblins who made a pact with an infernal power in exchange for increased size and strength. Each hobgoblin has fang-like tusks, and one or more horns protrude from their head. Like other humanoids, hobgoblins have no special inclination toward conquest, battle, or cruelty, and they can be found in all walks of life. But when the wicked among them fall on desperate times, some use their talents for the violence and subjugation of others. Synergized Tactics. Hobgoblin magic and talents complement one another in a fight. Wise commanders put these strategies to good use and scout the battlefield before combat to gain every advantage. Thanks to their emphasis on tactics, hobgoblin armies are often second to none. Playing with Fire. The infernal heritage of hobgoblins allows them to live in extreme heat that many other humanoids can’t tolerate. Hobgoblins often settle in deserts, tropics, and other hot areas. Their heritage also allows them to bend fire to their will, and many choose professions that make use of fire, such as smithing or glassblowing. Innate Magic. Infernal magic runs through the veins of every hobgoblin, though their gifts vary. Many can harness the power of fire or necrotic energy, while others can turn allies invisible or run like Hell. Binding Bargains. Most hobgoblins consider their infernal heritage a thing of the past. Despite that, many still hold to the infernal concept of being true to their word when entering into agreements. Even spoken contracts are considered unbreakable, and hobgoblin communities scorn any creature—hobgoblin or otherwise—who degrades themself by breaking their word. Traits Infernal Ichor. When a creature within 5 feet of the recruit reduces the recruit to 0 hit points, the recruit’s corpse unleashes a spray of burning orange ichor. The creature who reduced the recruit to 0 hit points takes 1 fire damage. Minion. If the recruit takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the recruit takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Tactical Positioning. When a non-minion ally attacks a creature, that ally gains a +1 bonus to the attack roll for each recruit within 5 feet of the target (maximum bonus of +5). Actions Longsword (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hobgoblin Recruit","description":"Right, hobgoblins. These guys are bad. Like, really really bad. The Society takes on dragons, demons, things from other worlds, but these guys are dangerous the way we’re dangerous. We’re lucky they spend most of their time fighting each other. If they ever get organized, this world is in trouble. The Sun, Senior Pyrokinetic, The Society Traits Infernal Ichor. When a creature within 5 feet of the recruit reduces the recruit to 0 hit points, the recruit’s corpse unleashes a spray of burning orange ichor. The creature who reduced the recruit to 0 hit points takes 1 fire damage. Minion. If the recruit takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the recruit takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Tactical Positioning. When a non-minion ally attacks a creature, that ally gains a +1 bonus to the attack roll for each recruit within 5 feet of the target (maximum bonus of +5). Actions Longsword (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hobgoblin Scout","description":"Hobgoblin scouts serve as rangers and spies for the hobgoblin army. In battle, they provide long range support. Traits Martial Advantage (1/Turn). The hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Actions Multiattack. The hobgoblin makes two Shortsword attacks or two Longbow attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Bonus Actions Lightfooted. The hobgoblin takes the Dash or Disengage action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hobgoblin Sergeant","description":"Hobgoblins are militaristic and fecund, a combination that makes them quite dangerous in some regions. They breed quickly, replacing fallen members with new soldiers and keeping up their numbers despite the fortunes of war. They generally need little reason to declare war, but more often than not that reason is to capture new slaves—life as a slave in a hobgoblin lair is brutal and short, and new slaves are always needed to replace those who fall or are eaten. Many hobgoblin tribes combine their love of warfare with keen intellects. The science of siege engines, alchemy, and complex feats of engineering fascinate most hobgoblins, and those who are particularly skilled are treated as heroes and invariably secure high-ranking positions in the tribe. Slaves with analytical minds are quite valued, and as such raids on dwarven cities are commonplace.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (hobgoblin)","Alignment":"lawful evil","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Hobgoblin Sergeant","description":"The hobgoblin sergeant, who reports to a marshal, is a skilled swordsman and leader that can provide sound tactical commands and maneuvers. They are normally encountered leading small war bands or commanding guards in an outpost, barracks, or dungeon. Traits Martial Advantage (1/Turn). The hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Actions Multiattack. The hobgoblin makes two Longsword attacks or two Longbow attacks. The hobgoblin can use Command in place of one of these attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Command. The hobgoblin targets one ally it can see within 30 feet of it. If the target can see and hear the hobgoblin, the target can make one weapon attack as a reaction. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of this hobgoblin that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hobgoblin Sharpshooter","description":"Hobgoblin sharpshooters are the most skilled and highly trained archers of the hobgoblin army. They are positioned behind or flanking the front-line infantry, often on elevated vantage points. Hobgoblin sharpshooters prioritize high-value targets, such as mages and opposing generals, and are even sent on assassination missions. Traits Sharpshooter. The hobgoblin's ranged weapon attacks ignore half cover and three-quarters cover and attacking at long range doesn't impose disadvantage on the hobgoblin's ranged weapon attack rolls. Martial Advantage (1/Turn). The hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Actions Multiattack. The hobgoblin makes two Shortsword attacks or two Longbow attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Lightfooted. The hobgoblin takes the Dash or Disengage action. Steady Aim (3/Day). The hobgoblin takes careful aim at a creature it can see within range of its ranged weapon. Until the end of its turn, the hobgoblin deals an extra 7 (2d6) damage with each of its ranged weapon attacks against the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hobgoblin Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Traits Martial Advantage (1/Turn). The skeleton can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the skeleton and that ally isn't incapacitated. Actions Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hobgoblin Smokebinder","description":"Also known as demogoblins, hobgoblins descend from ancient goblins who made a pact with an infernal power in exchange for increased size and strength. Each hobgoblin has fang-like tusks, and one or more horns protrude from their head. Like other humanoids, hobgoblins have no special inclination toward conquest, battle, or cruelty, and they can be found in all walks of life. But when the wicked among them fall on desperate times, some use their talents for the violence and subjugation of others. Synergized Tactics. Hobgoblin magic and talents complement one another in a fight. Wise commanders put these strategies to good use and scout the battlefield before combat to gain every advantage. Thanks to their emphasis on tactics, hobgoblin armies are often second to none. Playing with Fire. The infernal heritage of hobgoblins allows them to live in extreme heat that many other humanoids can’t tolerate. Hobgoblins often settle in deserts, tropics, and other hot areas. Their heritage also allows them to bend fire to their will, and many choose professions that make use of fire, such as smithing or glassblowing. Innate Magic. Infernal magic runs through the veins of every hobgoblin, though their gifts vary. Many can harness the power of fire or necrotic energy, while others can turn allies invisible or run like Hell. Binding Bargains. Most hobgoblins consider their infernal heritage a thing of the past. Despite that, many still hold to the infernal concept of being true to their word when entering into agreements. Even spoken contracts are considered unbreakable, and hobgoblin communities scorn any creature—hobgoblin or otherwise—who degrades themself by breaking their word. Traits Amorphous (Smoke Form Only). The smokebinder can move through a space as narrow as 1 inch wide without squeezing. Infernal Ichor. When the smokebinder dies, their corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of the smokebinder takes 3 fire damage. Actions Toxic Flame. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) fire damage. If the smokebinder has advantage on the attack roll, the target is poisoned and can’t speak until the end of the target’s next turn. Choking Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 9 (2d8) fire damage. If the smokebinder has advantage on the attack roll, the target can’t speak until the end of the target’s next turn. Bonus Actions Smoke Form ( 1 /Day). The smokebinder transforms from flesh into a magical gray smoke for 1 minute. Any equipment they are wearing or carrying is also transformed for the duration. While in smoke form, the smokebinder gains a flying speed equal to their walking speed, resistance to bludgeoning, piercing, and slashing damage from mundane attacks, and immunity to the grappled and restrained conditions. The smokebinder can revert to their true form as a bonus action. If the smokebinder becomes incapacitated or dies, they revert to their true form. Sneak (Smoke Form Only). The smokebinder takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hobgoblin Smokebinder","description":"Traits Amorphous (Smoke Form Only). The smokebinder can move through a space as narrow as 1 inch wide without squeezing. Infernal Ichor. When the smokebinder dies, their corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of the smokebinder takes 3 fire damage. Actions Toxic Flame. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) fire damage. If the smokebinder has advantage on the attack roll, the target is poisoned and can’t speak until the end of the target’s next turn. Choking Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 9 (2d8) fire damage. If the smokebinder has advantage on the attack roll, the target can’t speak until the end of the target’s next turn. Bonus Actions Smoke Form ( 1 /Day). The smokebinder transforms from flesh into a magical gray smoke for 1 minute. Any equipment they are wearing or carrying is also transformed for the duration. While in smoke form, the smokebinder gains a flying speed equal to their walking speed, resistance to bludgeoning, piercing, and slashing damage from mundane attacks, and immunity to the grappled and restrained conditions. The smokebinder can revert to their true form as a bonus action. If the smokebinder becomes incapacitated or dies, they revert to their true form. Sneak (Smoke Form Only). The smokebinder takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hobgoblin Tactician (PB 2)","description":"Also known as demogoblins, hobgoblins descend from ancient goblins who made a pact with an infernal power in exchange for increased size and strength. Each hobgoblin has fang-like tusks, and one or more horns protrude from their head. Like other humanoids, hobgoblins have no special inclination toward conquest, battle, or cruelty, and they can be found in all walks of life. But when the wicked among them fall on desperate times, some use their talents for the violence and subjugation of others. Synergized Tactics. Hobgoblin magic and talents complement one another in a fight. Wise commanders put these strategies to good use and scout the battlefield before combat to gain every advantage. Thanks to their emphasis on tactics, hobgoblin armies are often second to none. Playing with Fire. The infernal heritage of hobgoblins allows them to live in extreme heat that many other humanoids can’t tolerate. Hobgoblins often settle in deserts, tropics, and other hot areas. Their heritage also allows them to bend fire to their will, and many choose professions that make use of fire, such as smithing or glassblowing. Innate Magic. Infernal magic runs through the veins of every hobgoblin, though their gifts vary. Many can harness the power of fire or necrotic energy, while others can turn allies invisible or run like Hell. Binding Bargains. Most hobgoblins consider their infernal heritage a thing of the past. Despite that, many still hold to the infernal concept of being true to their word when entering into agreements. Even spoken contracts are considered unbreakable, and hobgoblin communities scorn any creature—hobgoblin or otherwise—who degrades themself by breaking their word. Traits Signature Attack (Flame Touch). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when the tactician reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Heat Seeker ( 3 /Day). As an action, the tactician makes a signature attack but doesn’t make an attack roll for it. Instead, the attack automatically hits, and each ally within 30 feet of the target can use their reaction to move up to their speed toward the target. 5 th Level: Beacon ( 3 /Day). When the tactician hits with a signature attack, each creature within 5 feet of the target can use a reaction to make a melee weapon attack against the target. 7 th Level: Explosion ( 1 /Day). As an action, the tactician hurls a ball of fire at a point they can see within 120 feet of them. The ball explodes in a 20-foot-radius sphere, forcing each enemy in that area to make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd12 fire damage and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half as much damage and isn’t pushed. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hobgoblin Tactician (PB 2)","description":"Traits Signature Attack (Flame Touch). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when the tactician reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Heat Seeker ( 3 /Day). As an action, the tactician makes a signature attack but doesn’t make an attack roll for it. Instead, the attack automatically hits, and each ally within 30 feet of the target can use their reaction to move up to their speed toward the target. 5 th Level: Beacon ( 3 /Day). When the tactician hits with a signature attack, each creature within 5 feet of the target can use a reaction to make a melee weapon attack against the target. 7 th Level: Explosion ( 1 /Day). As an action, the tactician hurls a ball of fire at a point they can see within 120 feet of them. The ball explodes in a 20-foot-radius sphere, forcing each enemy in that area to make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd12 fire damage and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half as much damage and isn’t pushed. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hobgoblin Tactician (PB 3)","description":"Also known as demogoblins, hobgoblins descend from ancient goblins who made a pact with an infernal power in exchange for increased size and strength. Each hobgoblin has fang-like tusks, and one or more horns protrude from their head. Like other humanoids, hobgoblins have no special inclination toward conquest, battle, or cruelty, and they can be found in all walks of life. But when the wicked among them fall on desperate times, some use their talents for the violence and subjugation of others. Synergized Tactics. Hobgoblin magic and talents complement one another in a fight. Wise commanders put these strategies to good use and scout the battlefield before combat to gain every advantage. Thanks to their emphasis on tactics, hobgoblin armies are often second to none. Playing with Fire. The infernal heritage of hobgoblins allows them to live in extreme heat that many other humanoids can’t tolerate. Hobgoblins often settle in deserts, tropics, and other hot areas. Their heritage also allows them to bend fire to their will, and many choose professions that make use of fire, such as smithing or glassblowing. Innate Magic. Infernal magic runs through the veins of every hobgoblin, though their gifts vary. Many can harness the power of fire or necrotic energy, while others can turn allies invisible or run like Hell. Binding Bargains. Most hobgoblins consider their infernal heritage a thing of the past. Despite that, many still hold to the infernal concept of being true to their word when entering into agreements. Even spoken contracts are considered unbreakable, and hobgoblin communities scorn any creature—hobgoblin or otherwise—who degrades themself by breaking their word. Traits Signature Attack (Flame Touch). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when the tactician reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Heat Seeker ( 3 /Day). As an action, the tactician makes a signature attack but doesn’t make an attack roll for it. Instead, the attack automatically hits, and each ally within 30 feet of the target can use their reaction to move up to their speed toward the target. 5 th Level: Beacon ( 3 /Day). When the tactician hits with a signature attack, each creature within 5 feet of the target can use a reaction to make a melee weapon attack against the target. 7 th Level: Explosion ( 1 /Day). As an action, the tactician hurls a ball of fire at a point they can see within 120 feet of them. The ball explodes in a 20-foot-radius sphere, forcing each enemy in that area to make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd12 fire damage and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half as much damage and isn’t pushed. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hobgoblin Tactician (PB 3)","description":"Traits Signature Attack (Flame Touch). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when the tactician reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Heat Seeker ( 3 /Day). As an action, the tactician makes a signature attack but doesn’t make an attack roll for it. Instead, the attack automatically hits, and each ally within 30 feet of the target can use their reaction to move up to their speed toward the target. 5 th Level: Beacon ( 3 /Day). When the tactician hits with a signature attack, each creature within 5 feet of the target can use a reaction to make a melee weapon attack against the target. 7 th Level: Explosion ( 1 /Day). As an action, the tactician hurls a ball of fire at a point they can see within 120 feet of them. The ball explodes in a 20-foot-radius sphere, forcing each enemy in that area to make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd12 fire damage and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half as much damage and isn’t pushed. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hobgoblin Tactician (PB 4)","description":"Also known as demogoblins, hobgoblins descend from ancient goblins who made a pact with an infernal power in exchange for increased size and strength. Each hobgoblin has fang-like tusks, and one or more horns protrude from their head. Like other humanoids, hobgoblins have no special inclination toward conquest, battle, or cruelty, and they can be found in all walks of life. But when the wicked among them fall on desperate times, some use their talents for the violence and subjugation of others. Synergized Tactics. Hobgoblin magic and talents complement one another in a fight. Wise commanders put these strategies to good use and scout the battlefield before combat to gain every advantage. Thanks to their emphasis on tactics, hobgoblin armies are often second to none. Playing with Fire. The infernal heritage of hobgoblins allows them to live in extreme heat that many other humanoids can’t tolerate. Hobgoblins often settle in deserts, tropics, and other hot areas. Their heritage also allows them to bend fire to their will, and many choose professions that make use of fire, such as smithing or glassblowing. Innate Magic. Infernal magic runs through the veins of every hobgoblin, though their gifts vary. Many can harness the power of fire or necrotic energy, while others can turn allies invisible or run like Hell. Binding Bargains. Most hobgoblins consider their infernal heritage a thing of the past. Despite that, many still hold to the infernal concept of being true to their word when entering into agreements. Even spoken contracts are considered unbreakable, and hobgoblin communities scorn any creature—hobgoblin or otherwise—who degrades themself by breaking their word. Traits Signature Attack (Flame Touch). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when the tactician reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Heat Seeker ( 3 /Day). As an action, the tactician makes a signature attack but doesn’t make an attack roll for it. Instead, the attack automatically hits, and each ally within 30 feet of the target can use their reaction to move up to their speed toward the target. 5 th Level: Beacon ( 3 /Day). When the tactician hits with a signature attack, each creature within 5 feet of the target can use a reaction to make a melee weapon attack against the target. 7 th Level: Explosion ( 1 /Day). As an action, the tactician hurls a ball of fire at a point they can see within 120 feet of them. The ball explodes in a 20-foot-radius sphere, forcing each enemy in that area to make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd12 fire damage and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half as much damage and isn’t pushed. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hobgoblin Tactician (PB 4)","description":"Traits Signature Attack (Flame Touch). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when the tactician reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Heat Seeker ( 3 /Day). As an action, the tactician makes a signature attack but doesn’t make an attack roll for it. Instead, the attack automatically hits, and each ally within 30 feet of the target can use their reaction to move up to their speed toward the target. 5 th Level: Beacon ( 3 /Day). When the tactician hits with a signature attack, each creature within 5 feet of the target can use a reaction to make a melee weapon attack against the target. 7 th Level: Explosion ( 1 /Day). As an action, the tactician hurls a ball of fire at a point they can see within 120 feet of them. The ball explodes in a 20-foot-radius sphere, forcing each enemy in that area to make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd12 fire damage and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half as much damage and isn’t pushed. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hobgoblin Tactician (PB 5)","description":"Also known as demogoblins, hobgoblins descend from ancient goblins who made a pact with an infernal power in exchange for increased size and strength. Each hobgoblin has fang-like tusks, and one or more horns protrude from their head. Like other humanoids, hobgoblins have no special inclination toward conquest, battle, or cruelty, and they can be found in all walks of life. But when the wicked among them fall on desperate times, some use their talents for the violence and subjugation of others. Synergized Tactics. Hobgoblin magic and talents complement one another in a fight. Wise commanders put these strategies to good use and scout the battlefield before combat to gain every advantage. Thanks to their emphasis on tactics, hobgoblin armies are often second to none. Playing with Fire. The infernal heritage of hobgoblins allows them to live in extreme heat that many other humanoids can’t tolerate. Hobgoblins often settle in deserts, tropics, and other hot areas. Their heritage also allows them to bend fire to their will, and many choose professions that make use of fire, such as smithing or glassblowing. Innate Magic. Infernal magic runs through the veins of every hobgoblin, though their gifts vary. Many can harness the power of fire or necrotic energy, while others can turn allies invisible or run like Hell. Binding Bargains. Most hobgoblins consider their infernal heritage a thing of the past. Despite that, many still hold to the infernal concept of being true to their word when entering into agreements. Even spoken contracts are considered unbreakable, and hobgoblin communities scorn any creature—hobgoblin or otherwise—who degrades themself by breaking their word. Traits Signature Attack (Flame Touch). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when the tactician reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Heat Seeker ( 3 /Day). As an action, the tactician makes a signature attack but doesn’t make an attack roll for it. Instead, the attack automatically hits, and each ally within 30 feet of the target can use their reaction to move up to their speed toward the target. 5 th Level: Beacon ( 3 /Day). When the tactician hits with a signature attack, each creature within 5 feet of the target can use a reaction to make a melee weapon attack against the target. 7 th Level: Explosion ( 1 /Day). As an action, the tactician hurls a ball of fire at a point they can see within 120 feet of them. The ball explodes in a 20-foot-radius sphere, forcing each enemy in that area to make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd12 fire damage and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half as much damage and isn’t pushed. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hobgoblin Tactician (PB 5)","description":"Traits Signature Attack (Flame Touch). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when the tactician reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Heat Seeker ( 3 /Day). As an action, the tactician makes a signature attack but doesn’t make an attack roll for it. Instead, the attack automatically hits, and each ally within 30 feet of the target can use their reaction to move up to their speed toward the target. 5 th Level: Beacon ( 3 /Day). When the tactician hits with a signature attack, each creature within 5 feet of the target can use a reaction to make a melee weapon attack against the target. 7 th Level: Explosion ( 1 /Day). As an action, the tactician hurls a ball of fire at a point they can see within 120 feet of them. The ball explodes in a 20-foot-radius sphere, forcing each enemy in that area to make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd12 fire damage and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half as much damage and isn’t pushed. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hobgoblin Tactician (PB 6)","description":"Also known as demogoblins, hobgoblins descend from ancient goblins who made a pact with an infernal power in exchange for increased size and strength. Each hobgoblin has fang-like tusks, and one or more horns protrude from their head. Like other humanoids, hobgoblins have no special inclination toward conquest, battle, or cruelty, and they can be found in all walks of life. But when the wicked among them fall on desperate times, some use their talents for the violence and subjugation of others. Synergized Tactics. Hobgoblin magic and talents complement one another in a fight. Wise commanders put these strategies to good use and scout the battlefield before combat to gain every advantage. Thanks to their emphasis on tactics, hobgoblin armies are often second to none. Playing with Fire. The infernal heritage of hobgoblins allows them to live in extreme heat that many other humanoids can’t tolerate. Hobgoblins often settle in deserts, tropics, and other hot areas. Their heritage also allows them to bend fire to their will, and many choose professions that make use of fire, such as smithing or glassblowing. Innate Magic. Infernal magic runs through the veins of every hobgoblin, though their gifts vary. Many can harness the power of fire or necrotic energy, while others can turn allies invisible or run like Hell. Binding Bargains. Most hobgoblins consider their infernal heritage a thing of the past. Despite that, many still hold to the infernal concept of being true to their word when entering into agreements. Even spoken contracts are considered unbreakable, and hobgoblin communities scorn any creature—hobgoblin or otherwise—who degrades themself by breaking their word. Traits Signature Attack (Flame Touch). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when the tactician reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Heat Seeker ( 3 /Day). As an action, the tactician makes a signature attack but doesn’t make an attack roll for it. Instead, the attack automatically hits, and each ally within 30 feet of the target can use their reaction to move up to their speed toward the target. 5 th Level: Beacon ( 3 /Day). When the tactician hits with a signature attack, each creature within 5 feet of the target can use a reaction to make a melee weapon attack against the target. 7 th Level: Explosion ( 1 /Day). As an action, the tactician hurls a ball of fire at a point they can see within 120 feet of them. The ball explodes in a 20-foot-radius sphere, forcing each enemy in that area to make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd12 fire damage and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half as much damage and isn’t pushed. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hobgoblin Tactician (PB 6)","description":"Traits Signature Attack (Flame Touch). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when the tactician reaches 5th level (2d10), 11th level (3d10), and 17th level (4d10). Features 3 rd Level: Heat Seeker ( 3 /Day). As an action, the tactician makes a signature attack but doesn’t make an attack roll for it. Instead, the attack automatically hits, and each ally within 30 feet of the target can use their reaction to move up to their speed toward the target. 5 th Level: Beacon ( 3 /Day). When the tactician hits with a signature attack, each creature within 5 feet of the target can use a reaction to make a melee weapon attack against the target. 7 th Level: Explosion ( 1 /Day). As an action, the tactician hurls a ball of fire at a point they can see within 120 feet of them. The ball explodes in a 20-foot-radius sphere, forcing each enemy in that area to make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd12 fire damage and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half as much damage and isn’t pushed. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hobgoblin Talon of Tiamat","description":"The Talon of Tiamat is a champion of the Dragon Queen and all evil dragons. It serves to enforce the Dark Lady's will by destroying metallic dragons and its allies, such as the Harpers and the Lord's Alliance. Aside from its sorcerous abilities, it can also magically breathe two types of dragon fire at its foes. Traits Arcane Advantage (1/Turn). The hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Martial Advantage (1/Turn). The hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Sorcery Points. The hobgoblin has 6 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Empowered Spell: When the hobgoblin rolls damage for a spell, it can spend 1 sorcery point to reroll up to 3 damage dice. It must use the new rolls. It can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell. Quickened Spell: When the hobgoblin casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Actions Multiattack. The hobgoblin makes two Chromatic Strike attacks. Chromatic Strike. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) acid, cold, fire, lightning, or poison damage (the hobgoblin’s choice). Spellcasting. The hobgoblin casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: control flames, mage hand, minor illusion, prestidigitation 3/day each: mirror image, thunderwave 1/day each: fireball, fly, lightning bolt Acid Breath (1/Day). The hobgoblin exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 13 Dexterity saving throw, taking 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. Fire Breath (1/Day). The hobgoblin exhales fire in a 15-foot cone. Each creature in that area must succeed on a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hobgoblin Trooper","description":"Also known as demogoblins, hobgoblins descend from ancient goblins who made a pact with an infernal power in exchange for increased size and strength. Each hobgoblin has fang-like tusks, and one or more horns protrude from their head. Like other humanoids, hobgoblins have no special inclination toward conquest, battle, or cruelty, and they can be found in all walks of life. But when the wicked among them fall on desperate times, some use their talents for the violence and subjugation of others. Synergized Tactics. Hobgoblin magic and talents complement one another in a fight. Wise commanders put these strategies to good use and scout the battlefield before combat to gain every advantage. Thanks to their emphasis on tactics, hobgoblin armies are often second to none. Playing with Fire. The infernal heritage of hobgoblins allows them to live in extreme heat that many other humanoids can’t tolerate. Hobgoblins often settle in deserts, tropics, and other hot areas. Their heritage also allows them to bend fire to their will, and many choose professions that make use of fire, such as smithing or glassblowing. Innate Magic. Infernal magic runs through the veins of every hobgoblin, though their gifts vary. Many can harness the power of fire or necrotic energy, while others can turn allies invisible or run like Hell. Binding Bargains. Most hobgoblins consider their infernal heritage a thing of the past. Despite that, many still hold to the infernal concept of being true to their word when entering into agreements. Even spoken contracts are considered unbreakable, and hobgoblin communities scorn any creature—hobgoblin or otherwise—who degrades themself by breaking their word. Traits Infernal Ichor. When the trooper dies, their corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of the trooper takes 2 fire damage. Actions Fire Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and another target within 5 feet of the first takes 2 (1d4) fire damage. Brimstone Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) fire damage. Bonus Action Fight Me, Coward. The trooper hexes a creature within 5 feet of them who isn’t already hexed by another trooper. The first time on a turn a hexed creature damages a creature other than the trooper, the hexed creature takes 5 fire damage. The hex lasts until the start of the trooper’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hobgoblin Trooper","description":"Traits Infernal Ichor. When the trooper dies, their corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of the trooper takes 2 fire damage. Actions Fire Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and another target within 5 feet of the first takes 2 (1d4) fire damage. Brimstone Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) fire damage. Bonus Action Fight Me, Coward. The trooper hexes a creature within 5 feet of them who isn’t already hexed by another trooper. The first time on a turn a hexed creature damages a creature other than the trooper, the hexed creature takes 5 fire damage. The hex lasts until the start of the trooper’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hobgoblin Vanguard","description":"Wearing full plate mail armor and shield, the dreaded hobgoblin vanguard is an intimidating sight to the enemy frontlines. Any who dare engage it will find themselves unable to escape from its threat range. Traits Martial Advantage (1/Turn). The hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Threatening. Creatures provoke an opportunity attack from the hobgoblin when they move 5 feet or more while within the hobgoblin's reach, and if the hobgoblin hits a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. Actions Multiattack. The hobgoblin makes two Longsword attacks or two Longbow attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, and the target is marked until the end of the hobgoblin's next turn. This effect ends early if the hobgoblin is incapacitated or it dies, or if someone else marks the target. While it is within 5 feet of the hobgoblin, a creature marked by the hobgoblin has disadvantage on any attack roll that doesn't target the hobgoblin. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Bonus Actions Punish the Marked. The hobgoblin can make a melee weapon attack against a creature marked by it if the creature dealt damage to anyone other than the hobgoblin during the last turn. The hobgoblin's melee weapon attack has advantage on the attack roll, and if it hits, the attack's weapon deals an extra 7 (2d6) damage to the target. Reactions Parry. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hobgoblin Veteran","description":"The hobgoblin veteran normally trains young hobgoblins for war and is often encountered with them. The veteran is an effective combatant due to its experience and familiarity with how its allies fight. Traits Martial Advantage (1/Turn). The hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Actions Multiattack. The hobgoblin makes two Longsword attacks or two Longbow attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Command Retaliation. In response to a creature missing the hobgoblin with a melee attack and the attacker is visible to the hobgoblin, it can target an ally within 5 feet of the creature. If the ally can see and hear the hobgoblin, it uses its reaction to make one melee weapon attack against the creature with advantage on the attack roll. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hobgoblin War Chanter","description":"War chanters are militant and sometimes fanatical bards that are highly valued by hobgoblin armies for their ability to inspire and push allies to incredible feats of martial prowess and valor. They can also inspire dread amongst enemy ranks. Traits Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. Actions Multiattack. The goblin makes two Longsword attacks or makes one Longsword attack and casts a spell that has a casting time of 1 action. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Spellcasting. The hobgoblin casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: booming blade (extra 1d8 plus 2d8 if the target moves), minor illusion, vicious mockery (2d4) 1/day each: dispel magic, dissonant whispers, enemies abound, healing word, shatter, thunderwave Incite Allies (1/Day). Up to three allies within 60 feet of the hobgoblin and can hear the hobgoblin can use its reaction to move up to half its speed and make one melee weapon attack. Bonus Actions War Chant. The hobgoblin performs a war chant that lasts until the start of the hobgoblin's next turn. The hobgoblin can select from one of three effects: 1. Chant of Cunning. Provided the hobgoblin isn't incapacitated, an ally that starts its turn within 30 feet of the hobgoblin and can hear the hobgoblin can take the Dash, Disengage, or Hide action as a bonus action. 2. Chant of Dread. Provided the hobgoblin isn't incapacitated, an enemy that starts its turn within 30 feet of the hobgoblin and can hear the hobgoblin must succeed on a DC 13 Wisdom saving throw or become frightened until the end the start of its next turn. If a creature's saving throw is successful, the creature is immune to the hobgoblin's Chant of Dread for the next 24 hours. 3. Chant of Resolve. Provided the hobgoblin isn't incapacitated, an ally that starts its turn within 30 feet of the hobgoblin and can hear the hobgoblin gains advantage on saving throws against being charmed and frightened until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hobgoblin War Mage","description":"Also known as demogoblins, hobgoblins descend from ancient goblins who made a pact with an infernal power in exchange for increased size and strength. Each hobgoblin has fang-like tusks, and one or more horns protrude from their head. Like other humanoids, hobgoblins have no special inclination toward conquest, battle, or cruelty, and they can be found in all walks of life. But when the wicked among them fall on desperate times, some use their talents for the violence and subjugation of others. Synergized Tactics. Hobgoblin magic and talents complement one another in a fight. Wise commanders put these strategies to good use and scout the battlefield before combat to gain every advantage. Thanks to their emphasis on tactics, hobgoblin armies are often second to none. Playing with Fire. The infernal heritage of hobgoblins allows them to live in extreme heat that many other humanoids can’t tolerate. Hobgoblins often settle in deserts, tropics, and other hot areas. Their heritage also allows them to bend fire to their will, and many choose professions that make use of fire, such as smithing or glassblowing. Innate Magic. Infernal magic runs through the veins of every hobgoblin, though their gifts vary. Many can harness the power of fire or necrotic energy, while others can turn allies invisible or run like Hell. Binding Bargains. Most hobgoblins consider their infernal heritage a thing of the past. Despite that, many still hold to the infernal concept of being true to their word when entering into agreements. Even spoken contracts are considered unbreakable, and hobgoblin communities scorn any creature—hobgoblin or otherwise—who degrades themself by breaking their word. Traits Infernal Ichor. When the mage dies, their corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of the mage takes 5 fire damage. Actions Infernal Teleport. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d10) necrotic damage, and if the target is a creature, they must succeed on a DC 14 Charisma saving throw or be teleported up to 15 feet to an unoccupied space the mage can see. Rain Hellfire ( 2 nd-Level Spell). The mage rains fire down on a point they can see within 60 feet of them. Each creature in a 10-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried. Unhallowed Ground ( 3 rd-Level Spell; Concentration). The mage chooses a point on the ground that they can see within 60 feet of them. A 20-foot square of glowing, unholy energy appears on the ground centered on that point and lasts for up to 1 minute. Each enemy in that area is vulnerable to fire damage. Reactions Spell Siphon. When a creature the mage can see within 60 feet of them casts a spell, the mage reflects some of the spell’s magical energy back at the caster. The caster must succeed on a DC 14 Dexterity saving throw or take 3 (1d6) force damage per level of the triggering spell (minimum 1d6 force damage).","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hobgoblin War Mage","description":"Traits Infernal Ichor. When the mage dies, their corpse unleashes a spray of burning orange ichor. Each creature within 5 feet of the mage takes 5 fire damage. Actions Infernal Teleport. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d10) necrotic damage, and if the target is a creature, they must succeed on a DC 14 Charisma saving throw or be teleported up to 15 feet to an unoccupied space the mage can see. Rain Hellfire ( 2 nd-Level Spell). The mage rains fire down on a point they can see within 60 feet of them. Each creature in a 10-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried. Unhallowed Ground ( 3 rd-Level Spell; Concentration). The mage chooses a point on the ground that they can see within 60 feet of them. A 20-foot square of glowing, unholy energy appears on the ground centered on that point and lasts for up to 1 minute. Each enemy in that area is vulnerable to fire damage. Reactions Spell Siphon. When a creature the mage can see within 60 feet of them casts a spell, the mage reflects some of the spell’s magical energy back at the caster. The caster must succeed on a DC 14 Dexterity saving throw or take 3 (1d6) force damage per level of the triggering spell (minimum 1d6 force damage).","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Hobgoblin)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hobgoblin War Priest","description":"The war priest is a worshipper of Maglubiyet, the goblinoid god of war and domination. They are usually found leading goblinoid armies to battle or planning military strategies with other goblinoid leaders. It prefers to use its spells to wreak havoc on its foes rather than heal its wounded allies. Traits Martial Advantage (1/Turn). The hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated. Actions Multiattack. The hobgoblin makes one Heavy Mace attack and uses Holy Fire. Heavy Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) necrotic damage. Holy Fire. The hobgoblin targets one creature it can see within 60 feet of it. The target makes a DC 14 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) radiant damage and is blinded until the start of the hobgoblin's next turn. On a successful save, the target takes half as much damage and isn't blinded. Spellcasting. The hobgoblin casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: guidance, light, thaumaturgy 1/day each: bane, cure wounds, crusader's mantle, dispel magic, hold person, revivify, spirit guardians Reactions Maglubiyet's Guidance (3/Day). The hobgoblin grants a + 5 bonus to an attack roll, ability check, or saving throw made by itself or another goblinoid within 30 feet of it. The hobgoblin can make this choice after the roll is made but before the result is determined.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hobgoblin Warlock of the Legion","description":"These militant warlocks have made pacts with archdevils and are loyal to Maglubiyet. They undergo the same training as devastators in the Academy of Devastation, only because they will ultimately serve in the hobgoblin armies. Only a few survive the dangerous process, though, and this isn't by accident. Traits Arcane Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated. Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw. Dark One's Own Luck (Recharges after a Short or Long Rest). When the hobgoblin makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. Actions Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Spellcasting. The hobgoblin casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: eldritch blast (2 beams, 1d10 + 3), false life, freedom of movement, mage hand, swordburst (2d6) 2/day (as 4th-level spells): burning hands, counterspell, fireball, fire shield, shield, wall of fire","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hobgoblin Warlord","description":"They break before our shields, They fall beneath our blades; Their home is ours to conquer, Their children our slaves. Acheron! Acheron! Victory is ours! —Translation of a Hobgoblin War Chant Hobgoblins War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied. Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do. Goblinoids. Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears. Martial Might. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures. Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black. Military Legions. Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle. As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren’t restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield. Strategic Thinkers. Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error. Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants. Beast Trainers. Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts. Conquer and Control. Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory. Hobgoblin warlords never tire of combat, but they don’t take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out. Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas. Legion of Maglubiyet. Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don’t fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet’s army on the plane of Acheron. Traits Martial Advantage : Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated. Actions Multiattack : The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins. Longsword (One-Handed) : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Longsword (Two-Handed) : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) slashing damage. Shield Bash : Melee Weapon Attack : +9 to hit, reach 5 ft., one creature. Hit : 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. Javelin (Melee) : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. Javelin (Ranged) : Ranged Weapon Attack : +9 to hit, range 30/120 ft., one target. Hit : 6 (1d6 + 3) piercing damage. Leadership (Recharges after a Short or Long Rest) : For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. Reactions Parry : The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Hobgoblin Warlord of Nomog-Geaya","description":"This hobgoblin is a cunning and oppressive general favored by Nomog-Geaya, the ironfisted hobgoblin deity of tyranny and war who serves Maglubiyet in military matters. This warlord commands entire hobgoblin armies with brutal and ruthless efficiency. In combat, the warlord prefers to direct its troops and watch how its strategies unfold. If forced to fight, however, the warlord is more than just a capable fighter. It is an expert in fighting with a longsword and a handaxe, able to parry foes with either weapon and surprising them with a counter blow. Traits Aura of Tyranny. An ally that is within 30 feet of the hobgoblin and can see and hear the hobgoblin and has less hit points than the hobgoblin has advantage to saving throws against being charmed and frightened, provided that the hobgoblin isn't incapacitated. Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. Actions Multiattack. The hobgoblin makes two attacks: one with its Longsword and one with its Handaxe. Longsword. Melee Weapon Attack: +6 to hit, one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Rally Allies (1/Day). Up to ten allies within 60 feet of the hobgoblin and can hear the hobgoblin gain advantage to attack rolls and saving throws until the start of the hobgoblin's next turn. Bonus Actions Nomog-Geaya's Command. The hobgoblin targets one allied hobgoblin it can see within 30 feet of it. If the target can see or hear the hobgoblin, the target can use its reaction to make one melee attack with advantage on the roll. If the target misses, it takes 5 (1d10) psychic damage. Reactions Parry and Counter. The hobgoblin adds 3 to its AC against one melee or ranged weapon attack that would hit it. To do so, it must be able to see the attacker and be wielding a melee weapon. If the attack misses, the hobgoblin can make one melee attack against the attacker if it is within its reach. Legendary Actions The hobgoblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hobgoblin regains spent legendary actions at the start of its turn. Charge. The hobgoblin moves up to its speed. Double Attack (Costs 2 Actions). The hobgoblin makes two attacks: one with its Longsword and one with its Handaxe. Terrify Foes (Costs 1-3 Actions). The hobgoblin targets up to 3 creatures it can see within 30 feet of it. If the target can see and hear the hobgoblin, the target must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the hobgoblin's next turn. A target is paralyzed while frightened in this way. It costs 1 legendary action per target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hobgoblin Wyrmlord of Tiamat","description":"Wyrmlords are powerful militant priests who serve Tiamat as her top generals. These hobgoblins oversee military matters and ensures the troops' unquestioning loyalty to the Queen of Dragons. Wyrmlords are often gifted dragon mounts by Tiamat. Ruling over all wyrmlords is the High Wyrmlord (CR 18), the most favored by Tiamat and head of the Church of Tiamat. Only one such person exists at a time. The High Wyrmlord always has an adult dragon for a mount. Traits Battle Concentration. The hobgoblin has advantage on Constitution saving throws that it makes to maintain concentration on a spell when it takes damage. Legendary Resistance (1/Day). If the hobgoblin fails a saving throw, it can choose to succeed instead. Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated. Spell Penetration. When the hobgoblin casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Actions Multiattack. The hobgoblin makes two War Pick attacks or makes one War Pick attack and casts one spell that takes 1 action to cast. War Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) fire damage and the target has disadvantage on its next saving throw made against the hobgoblin's spells until the end of the hobgoblin's next turn. Spellcasting. The hobgoblin casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: guidance, resistance, sacred flame (2d8), thaumaturgy, word of radiance (2d6) 2/day each: command, chromatic orb, healing word, hold person 1/day each: fear, lightning bolt, flame strike, holy weapon Tiamat's Breath (1/Day). The hobgoblin chooses an energy type from acid, cold, fire, lightning, or poison. The hobgoblin exhales energy of the chosen type in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) damage of the chosen damage type on a failed save, or half as much damage on a successful one. Legendary Actions The hobgoblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hobgoblin regains spent legendary actions at the start of its turn. Move. The hobgoblin moves up to half its speed without provoking opportunity attacks. War Pick. The hobgoblin makes a War Pick attack. Cast a Spell (Costs 2 Actions). The hobgoblin uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hobgoblin Zombie","description":"Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Reactions Sudden Lunge. If an enemy moves within 10 feet of the zombie, roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet toward the enemy. If the zombie ends within 5 feet of the target, the zombie can make one melee weapon attack against it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hobkins","description":"Like many gremlins, hobkins enjoy destroying things that others cherish, but unlike their jinkin cousins, hobkins delight in manipulating people into destroying their own belongings. Their favorite strategy is to use their magical abilities and their Intimidate skill to frighten a family. A hobkins may wait at a child's window during a storm so that it appears pressed up against the glass when the lightning flashes, only to hide away when they check again. Once its victims work themselves into a frenzy, the gremlin gives them time to arm themselves, then reveals itself, leaping and floating out of reach to force panicked victims to throw anything at hand. 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In around 1330 DR (more than a century and a half ago), Hoch Miraz was aboard the Golden Crown, a treasure vessel headed back from the mines of Berranzo, when a vicious storm struck the coast and sunk the ship. Since the sahuagin have taken up host in the shipwreck, Hoch has been stirring in his watery grave. The mage is close to an undead reanimation, and he won’t be happy to discover his staff of the magi missing. Undead Nature. Hoch Miraz doesn’t require air, food, drink, or sleep. Hoch Miraz Traits Ideal. “Being dead doesn’t mean anything, once I have my staff back I’ll work something out.” Bond. “My staff of the magi must be returned to me, without it I can’t hope to rebuild my reputation.” Flaw. “Once I decide on a plan of action, I cannot be swayed from it.” Traits Special Equipment. Hoch Miraz wears a ring of swimming and a ring of spell turning . While wearing the latter, Hoch Miraz has advantage on saving throws against any spell that targets only him (not in an area of effect). In addition, if Hoch Miraz rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on him and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. Spellcasting. Hoch Miraz is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Hoch Miraz has the following wizard spells prepared: Cantrips (at will): fire bolt , light , mage hand , prestidigitation 1st level (4 slots): detect magic , mage armor , magic missile , shield 2nd level (3 slots): misty step , suggestion 3rd level (3 slots): counterspell , fireball , fly 4th level (3 slots): greater invisibility , ice storm 5th level (1 slot): cone of cold Regeneration. Hoch Miraz regains 10 hit points at the start of its turn. If Hoch Miraz takes fire or radiant damage, this trait doesn’t function at the start of the Hoch Miraz’s next turn. Hoch Miraz’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Rejuvenation. When Hoch Miraz’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. Turn Immunity. Hoch Miraz is immune to effects that turn undead. Vengeful Tracker. Hoch Miraz knows the distance to and direction of any creature against which he seeks revenge, even if the creature and Hoch Miraz are on different planes of existence. If the creature being tracked by Hoch Miraz dies, Hoch Miraz knows. Actions Multiattack. Hoch Miraz makes two fist attacks. Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage. If the target is a creature against which Hoch Miraz has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Hoch Miraz can grapple the target (escape DC 11) provided the target is Large or smaller. Vengeful Glare. Hoch Miraz targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralysed until Hoch Miraz deals damage to it, or until the end of Hoch Miraz’s next turn. When the paralysis ends, the target is frightened of Hoch Miraz for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Hoch Miraz, ending the frightened condition on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral","Expansion":20544,"Challenge Rating":7},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Hodag","description":"A creature covered in green and brown fur with a horned, frogshaped head and spikes running along its back and tail stalks forward, its fanged face twisted in a leering grin. Hodags are carnivorous nocturnal predators that stalk temperate forests, hills, and plains. Taste for Domestic Life. While fierce, hodags prefer to kill easy prey. Many stalk the lands outside farms, villages, and even small cities, attacking livestock, pets, and travelers. Hodags have been known to break down the doors of houses, barns, and other buildings to get at prey inside. Solo Hunters until Mating. Hodags are generally solitary creatures with large territories. Babies are abandoned by their mothers after birth. There is an exception for one week each year in spring just after the end of winter. Hodags within several hundred miles instinctually gather in a prey-filled area, which never seems to be the same place twice. The hodags gorge on as much food as possible and engage in mating rituals. When the week is over, the hodags disperse, returning to their territories. Impossible to Train. Hodags are born with strong predator instincts, which helps the young survive after being left by their mothers. Many believe this same instinct makes hodags impossible to train, but such claims only make them more valuable targets for those who collect exotic pets.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Hodag","description":"Hodags are reptilian creatures the size of bulls. These vicious predators’ long claws can tear creatures apart in seconds. Their backs sport dozens of long spines that run from their snouts all the way down the length of their powerful tails. Their wide mouths are full of sharp and twisted rows of teeth not unlike those of a shark. The hodags’ rough, scaly hides carry hues of green and brown, allowing them to blend into their forest surroundings where they ambush prey. Only their glowing red eyes reveal their presence, though hodags have learned to use this to their advantage by drawing attention to their eyes in one area, before closing their eyes and stealthily moving to another—causing their prey to misconstrue their location. Actions Multiattack. The hodag makes two melee attacks: one with its bite and one with its claws or tail slap. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. Tail Slap. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Holler Spider","description":"While the chitinous horn-like protrusion makes holler spiders appear comical, they can use it to release a loud sound, calling their masters when they detect trespassers. Unlike most spiders, holler spiders are easy to domesticate, as they have a friendly disposition toward humanoids. They can be trained to act as sentries that recognize certain colors or livery, or they can be trained to respond to a certain person and sound alarms only when instructed. Some holler spiders can also be trained in different pitches or to carry a simple tune. This peculiarity has endeared them to nobles using holler spiders as fanfares at royal functions and to entertainers using the spiders to enhance their performances.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Hollow Dragon","description":"Unlike dragons who explore the magic of undeath for power, some metallic dragons see undeath as a means to pursue a noble purpose. For the sake of protecting an artifact or fulfilling an oath, a dragon might transform into a hollow dragon, accepting undeath until that purpose is fulfilled. As the name suggests, a hollow dragon is the husk of a metallic dragon's hide, filled with radiant energy. Depending on the dragon's original kind, that energy might take the appearance of flames, lightning, or misty vapors. Hollow dragons don't suffer distractions from their undying purpose. So powerful is their drive that their bodies reconstitute if destroyed. When they fulfill their purpose, most hollow dragons embrace the death they have staved off for so long. But others seek new tasks to sustain themselves—or cling to undeath out of sheer stubbornness or habit. Traits Legendary Resistance (3/Day). If the hollow dragon fails a saving throw, it can choose to succeed instead. Reconstruction. When the hollow dragon is reduced to 0 hit points, its body breaks into nine pieces: two arms, two legs, two wings, a tail, a torso, and a head. Each piece is a Large object with AC 19, 27 hit points, and immunity to psychic and poison damage. After 1d6 days, if all pieces are still within 6 miles of each other, they all teleport to the location of the head piece and merge with it, whereupon the hollow dragon regains all its hit points and becomes active again. Actions Multiattack. The hollow dragon makes one Bite attack and two Claw attacks, and it can use Sapping Presence. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 9 (2d8) radiant damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Sapping Presence. Each creature of the hollow dragon's choice within 60 feet of it must make a DC 19 Wisdom saving throw. On a failed save, the creature's speed is halved and it has disadvantage on attack rolls until the end of its next turn. On a successful save, the creature is immune to this hollow dragon's Sapping Presence for 24 hours. Radiant Breath (Recharge 5–6). The hollow dragon exhales radiant flames in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 54 (12d8) radiant damage on a failed save, or half as much damage on a successful one. Legendary Actions The hollow dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The hollow dragon regains spent legendary actions at the start of its turn. Claw. The hollow dragon makes one Claw attack. Ghostly Binding (Costs 2 Actions). The hollow dragon creates ethereal bindings around a creature it can see within 60 feet of it. The target must succeed on a DC 19 Strength saving throw or be restrained until the end of the dragon's next turn. Booming Scales (Costs 3 Actions). A sudden loud ringing noise, painfully intense, erupts from the hollow dragon's frame. Each creature within 10 feet of the hollow dragon must make a DC 19 Constitution saving throw, taking 24 (7d6) thunder damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"any","Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Hollow Man","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":16,"Challenge Rating":5},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Hollow Sentinel","description":"The Hollow Sentinels, an elite sect within the Grey Templars of the Radiant Order, were created to hunt not beasts but men—the osteomancers. These tireless inquisitors have undergone a gruesome transmutation, rendering them immune to the corrupting magic of these blasphemous wizards. In a secret rite known only in the highest echelons of the Grey Templars, the bones of these chosen few are meticulously removed and replaced with an advanced composite, bestowed by the Scions and transmuted into a divine element through days of fervent prayers and blessings. This miraculous metamorphosis imbues the Hollow Sentinels with unparalleled resilience, enabling them to ignore even the most potent osteomantic spells. The process of becoming a Hollow Sentinel is not without risk, and only the most devoted and resolute candidates are chosen to undergo the transformation. The loss of their innate skeletal framework is an excruciating ordeal; nevertheless, the Sentinels maintain that there is no nobler sacrifice than the ones they render in the name of their righteous duty. Albeit, the toll exacted for the attainment of such might is a remarkably slow recovery—borne from the partial loss of their humanity—oftentimes necessitating days to heal from a single mission, thereby constraining the church's capacity to deploy these invaluable combatants. Traits Iron Will. The Sentinel has advantage on saving throws against being charmed or frightened, and magic can't put the Sentinel to sleep. Mithral Bones. The Sentinel doesn't have bones. Silvered Weapons. The Sentinel's weapon attacks are silvered. Mage Breaker. When the Sentinel damages a creature that is concentrating on a spell, the DC for the saving throw the target makes to maintain its concentration is increased by 7 (minimum 17). In addition, the Sentinel has advantage on saving throws against spells cast by creatures within 5 feet of it. Immutable Form. The Sentinel is immune to any spell or effect that would alter its form. Innate Spellcasting. The Sentinel's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: detect good and evil, detect magic, disguise self, identify Actions Multiattack. The Sentinel makes four blade attacks. Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage and 4 (1d8) radiant damage. Mithral Wind Strike (1/Day). The Sentinel chooses up to three creatures it can see within 30 feet of it and makes a melee spell attack (+6 to hit) against each target. On a hit, a target takes 19 (3d12) slashing damage and 13 (3d8) radiant damage. It can then teleport to an unoccupied space it can see within 5 feet of one of the targets. The Sentinel regains the use of this action if a creature within 30 feet of it loses concentration on a spell. Bonus actions Breaking Palm. The Sentinel touches a creature within 5 feet of it, removing any temporary hit points the target has. Dash. The Sentinel takes the Dash action. Reactions Parry. The Sentinel adds 3 to its AC against one melee attack that would hit it. To do so, the Sentinel must see the attacker and be wielding a melee weapon. Anti-Magic Strike. When a creature within 5 feet of the Sentinel casts a spell, the Sentinel can make a melee weapon attack against it.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct and humanoid","Alignment":"lawful good","Expansion":27461,"Challenge Rating":8},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Hollow Spirit","description":"The Purple Void of Braythe is a dangerous environment. Its dangers don't end with death: Those who die here dissolve into purple mist, and turn into a disembodied spirit. Very often, these spirits lose the memories of their former lives, but they retain their personality. Young Hollow Spirits vaguely resemble the person or creature they were in life. But the longer they exist in the Braythian Void, the more they turn into a spherical shape. A fully developed Hollow Spirit gains control over the purple clouds of the void and draws new powers from it. Hollow Spirits are stuck in the Purple Void, unable to enter the world-islands of Braythe as if there was an invisible border they can't cross. The world-chains are a deadly environment for these spirits: If they come into contact with the chains, they get sucked in and instantly die.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any","Expansion":17295,"Challenge Rating":3},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Hollyphant","description":"Hollyphants are gentle, stalwart creatures native to the Upper Planes. Good-aligned deities and angels use them as messengers and helpers. Hollyphants treasure friendship and honesty. A hollyphant looks like a miniature elephant with luminous gold fur and small, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Although kind, a hollyphant won’t bear witness to an evil act without punishing the malefactor. Its pearlescent tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers in radiant sparkles of positive energy. A hollyphant is also blessed with powerful innate magic to help it combat evil and protect its friends.","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Alignment":"lawful good","Expansion":4414,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Hollyphant","description":"Hollyphants are gentle, stalwart creatures native to the Upper Planes. Good-aligned deities and angels use them as messengers and helpers. Hollyphants treasure friendship and honesty. A hollyphant looks like a miniature elephant with luminous gold fur and small, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Although kind, a hollyphant won’t bear witness to an evil act without punishing the malefactor. Its pearlescent tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers in radiant sparkles of positive energy. A hollyphant is also blessed with powerful innate magic to help it combat evil and protect its friends. Traits Aura of Invulnerability. An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. The hollyphant can use an action to suppress this trait until its concentration ends (as if concentrating on a spell). Innate Spellcasting. The hollyphant’s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: light 2/day each: bless, cure wounds, protection from evil and good 1/day each: banishment, heal, raise dead, shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), teleport (with no chance of error) Actions Tusks. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. Trumpet (3/day). The hollyphant blows air through its trunk creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant: Trumpet of Blasting. Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Nonmagical objects in the cone that aren't being held or worn take 35 (10d6) thunder damage. Trumpet of Sparkles. Creatures in the cone must makea DC 14 Constitution saving throw, taking 22 (4d8 + 4) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage.","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Alignment":"lawful good","Expansion":28744,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Homing Pigeon","description":"This tiny two-tone gray bird has black speckles on its wings, black bands on its body, and a piercingly intelligent look in its eyes. As it moves, the small feathers on its neck take on an almost metallic sheen. Military field commanders have used homing pigeons to send messages from the front to their superiors for centuries. The animals are prized for their relative intelligence and their uncanny ability to navigate to message delivery sites. A homing pigeon doesn’t obey commands from designated humanoids. Instead, it can be trained to remember particular humanoids or locations, and it can deliver messages to these humanoids or locations with its Messenger trait. Any humanoid can attach a message to a homing pigeon and send it to one of the pigeon’s remembered humanoids or locations. A homing pigeon can be trained to remember up to three humanoids or locations, and it takes one week of training with a particular humanoid or in a particular location for the pigeon to remember it. If you train a pigeon to remember a new humanoid or location when it already knows three, it forgets the humanoid or location it has not visited the longest and remembers the new one in its place.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Homunculus","description":"Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion. A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one homunculus at a time (attempts to create another one always fail), and when its master dies, the homunculus also dies. Shared Mind. A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring. Traits Telepathic Bond : While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. Actions Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5, 1d10, minutes and unconscious while poisoned in this way.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Source":"MM1","Alignment":"neutral","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Homunculus","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Telepathic Bond : While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"5 (2d4)","CHA":7,"CON":11,"DEX":15,"INT":10,"STR":4,"WIS":10,"Size":"Tiny","Type":"construct","Speed":"20 ft., fly 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390064989/bWYFc-70G3leoCYRAwKAQQ/original.png","Roll 0":"Bite\n1d20 + 4\n1","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":10,"Alignment":"Neutral","Languages":"Understands The Languages Of Its Creator But Can't Speak","data-List":"false","Immunities":"Poison","Token Size":1,"data-Traits":"[{\"Name\":\"Telepathic Bond\",\"Desc\":\"While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d1\",\"Damage Type\":\"piercing\",\"Desc\":\"The target must succeed on a dc 10 constitution saving throw or be poisoned for 1 minute If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way\"}]","data-CHA-mod":"-2","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"-3","data-SizeNum":0,"data-WIS-mod":"+0","Challenge Rating":0,"Passive Perception":10,"Condition Immunities":"Charmed, Poisoned","data-CrNum":0,"data-AcNum":13,"data-HpNum":5},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Homunculus Servant","description":"Item: A gem or crystal worth at least 100 gp You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms. You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge. The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"neutral","Expansion":4480},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Homunculus Servant (PB 2)","description":"See Artificer Infusion \"Homunculus Servant\".","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Homunculus Servant (PB 2)","description":"Prerequisite: 6th-level artificer Item: A gem worth at least 100 gp or a dragonshard You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms. You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action. The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":4480,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Homunculus Servant (PB 3)","description":"Prerequisite: 6th-level artificer Item: A gem worth at least 100 gp or a dragonshard You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms. You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action. The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":4480,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Homunculus Servant (PB 3)","description":"See Artificer Infusion \"Homunculus Servant\".","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Homunculus Servant (PB 4)","description":"See Artificer Infusion \"Homunculus Servant\".","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Homunculus Servant (PB 4)","description":"Prerequisite: 6th-level artificer Item: A gem worth at least 100 gp or a dragonshard You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms. You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action. The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":4480,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Homunculus Servant (PB 5)","description":"See Artificer Infusion \"Homunculus Servant\".","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Homunculus Servant (PB 5)","description":"Prerequisite: 6th-level artificer Item: A gem worth at least 100 gp or a dragonshard You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms. You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action. The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":4480,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Homunculus Servant (PB 6)","description":"See Artificer Infusion \"Homunculus Servant\".","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Homunculus Servant (PB 6)","description":"Prerequisite: 6th-level artificer Item: A gem worth at least 100 gp or a dragonshard You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s heart, around which the creature’s body instantly forms. You determine the homunculus’s appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus Servant stat block. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action. The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":4480,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Hongaek","description":"A faint disturbance signifies the presence of something terrible and evil—an unnatural miasma. Suddenly, the hazy air coalesces into a mass of greenish fog with multiple red eyes and a dozen vaporous tentacles. Harbingers of Pestilence. The hongaek is an elemental creature from the most stagnant and fouled regions of the Elemental Plane of Air. Its mere presence serves to strengthen and empower diseases and poisons in its proximity. Hongaeks typically arrive on the Material Plane through planar portals in areas where pestilence and famine are rampant, but they are occasionally summoned by death cults or by those who venerate gods of plague or poison. Elemental Hatred. Hongaeks are thoroughly evil and hate land-dwelling lifeforms like humans and elves. They detest other elemental creatures just as much, and battles between them are not uncommon where their territories on the planes meet. Elemental Nature. The hongaek doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Honor Guard","description":"Traits Guardian Stance. Each creature within 10 ft. of the honor guard that it perceives as an ally has +1 to its AC. Actions Multiattack. The honor guard makes two attacks with its Katana. Katana. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Creatures that take damage from this attack make a wisdom saving throw DC 16 and become provoked by the honor guard for 1 minute if they fail. Reactions Crescent Moon Defense (Recharge 4-6). When a creature no more than 5 ft. away misses an attack against the honor guard, it can use its reaction to make an attack on that creature with its Katana. If that creature is already provoked by the honor guard the attack has advantage and deals an additional 9 (2d8) damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any lawful","Expansion":25901,"Challenge Rating":2},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Hooded Lantern Archon","description":"","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Hooded Lantern Ranger","description":"Although the term “ranger” has often been used to describe lone hunters on the fringes of society, or great groups of warriors from the jungles and forests, the Hooded Lanterns are renowned for their mastery of urban environments, military strategy, and skilled marksmanship. The talents and accuracy of the Hooded Lanterns has allowed them to survive and maintain a foothold in the ruins of Drakkenheim, arguably the most dangerous environment in the entire continent. “I have learned that when traveling around the continent, just say you are on the side of whoever it is who is asking; it avoids a lot of complications”","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":2},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Hooden Horse","description":"The creature stands amid a baying crowd, swathed in rags topped by a horse’s skull. It brandishes a halberd made of shadow and hisses, “Come forth and be judged!” Strange Great Sins. In small villages on a festival eve, one villager plays the village’s “sin eater.” Bearing a horse’s skull on a pole and covered by a draping of tattered skins, the sin eater goes door to door with its crew, seeking payment for the householders’ wrongs. The payment usually takes the form of alcohol. As the evening wanes, a drunken procession staggers toward the tavern behind the sin eater. Dark tales relate how, where a terrible wrong has gone unpunished and unpaid, such folk rituals can go awry. The unfortunate sin eater, overwhelmed by a spirit of vengeance, melds with the skull to become a ghastly undead being bent on retribution, a hooden horse. The Madness of The Crowd. If the sin eater has drunken hangers-on when it is transformed, the mob also becomes filled with vengeful spite and swarms around the hooden horse, assaulting any who interfere. When this occurs, use the statistics of a bar brawl that follows the hooden horse, helping it seek its vengeance. Retributive Rampage. The hooden horse attacks only those it perceives as sinful or those who attack it. Even if defeated, it reforms a year later if any perpetrators of the original crime remain alive and unpunished, though it need not be the hooden horse itself that dispenses this justice. Undead Nature. The hooden horse doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Hook Horror","description":"A fierce predator of the Underdark, the hook horror aggressively defends its hunting grounds. The subterranean caverns where these creatures dwell echo with the constant clacking and scraping of their hooks as they wend their way up cliffs and along cavern walls. The monstrous hook horror has a head resembling a vulture’s and the torso of an enormous beetle, with an exoskeleton studded by sharp, bony protuberances. It gains its name from its long, powerfully built arms and legs, which end in wickedly curved hooked claws. Echoes in the Dark. Hook horrors communicate by striking their hooks against their exoskeletons or the stone surfaces around them. What sounds to others like random clacking noise is actually a complex language that only hook horrors understand, and which carries for miles through the echoing Underdark. Pack Predators. The omnivorous hook horrors eat lichens, fungi, plants, and any creature they can catch. A hook horror’s hooked limbs give it excellent purchase on rock surfaces, and these creatures use their climbing skills to ambush prey from above. They hunt in packs, working together against the largest and most dangerous opponents. If a battle goes poorly, a hook horror quickly climbs a cavern wall to flee. Dedicated Clans. Hook horrors live in extended family groups or clans. Each clan is ruled by the eldest female, who typically places her mate in charge of the clan’s hunters. Hook horrors lay eggs, which are clustered in a central, well-defended area of a clan’s home caverns. Traits Echolocation : The hook horror can’t use its blindsight while deafened. Keen Hearing : The hook horror has advantage on Wisdom (Perception) checks that rely on hearing. Actions Multiattack : The hook horror makes two hook attacks. Hook : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"neutral","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Hook Horror","description":"This creature appears in The Festival of the Birds adventure module.","properties":{"Category":"Monsters","Size":"Large","Type":"monster","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Hook Horror Alpha","description":"The hook horror alpha is always the largest and most battle-scarred hook horror in its pack. It leads hunting forays into humanoid territories and is always the first to strike. Beak Strike. During combat, after hitting its prey with both its hooks, it can make a Beak attack. Traits Echolocation. The hook horror can't use its blindsight while deafened. Keen Hearing. The hook horror has advantage on Wisdom (Perception) checks that rely on hearing. Pack Tactics. The hook horror has advantage on an attack roll against a creature if at least one of the hook horror's allies is within 5 feet of the creature and the ally isn't incapacitated. Packmaster. An ally within 5 feet of the hook horror has advantage on attack rolls against a creature that is within 5 feet of the hook horror and another ally, provided the hook horror and the other ally aren't incapacitated. Actions Multiattack. The hook horror makes two Hook attacks. If both Hook attacks hit the same creature, the hook horror can make one Beak attack against it as a bonus action. Hook. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hook Horror Clan Mother","description":"The monstrous clan mother is a hulking 15-foot-tall matriarch of the hook horrors. It can attack with both its hooks and its beak with devastating strength. Traits Echolocation. The hook horror can't use her blindsight while deafened. Keen Hearing. The hook horror has advantage on Wisdom (Perception) checks that rely on hearing. Pack Tactics. The hook horror has advantage on an attack roll against a creature if at least one of the hook horror's allies is within 5 feet of the creature and the ally isn't incapacitated. Packmaster. An ally within 5 feet of the hook horror has advantage on attack rolls against a creature that is within 5 feet of the hook horror and another ally, provided the hook horror and the other ally aren't incapacitated. Actions Multiattack. The hook horror makes one Beak attack and two Hook attacks. Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Hook. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) slashing damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the hook horror can automatically hit the target with its Hook attack but can't use one of its Hook attacks against other targets.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Hook Horror Spore Servant","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":4962,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Hooktongue","description":"The legendary monster of Hooktongue Lake is no myth. While you can use these statistics to represent a standard lake monster, they work best in the role of a legendary creature the PCs have heard rumors about for many sessions before finally facing it in combat. Traits Amphibious. Hooktongue can breathe air and water. Inexorable. Hooktongue ignores difficult terrain. Actions Multiattack. Hooktongue makes two attacks, one with its jaws and one with its tongue. Jaws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 31 (4d12+5) piercing damage and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and Hooktongue can’t use a jaws attack on another target. Tongue. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 27 (4d10+5) piercing damage plus 14 (4d6) poison damage. Venom Spray (Recharge 5–6). Hooktongue sprays venom from his throat in an 80-foot line. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. Swallow. Hooktongue makes one jaws attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside Hooktongue, and it takes 27 (6d8) acid damage at the start of each of Hooktongue’s turns. Hooktongue can have only one creature swallowed at a time. If Hooktongue takes 30 damage or more on a single turn from the swallowed creature, Hooktongue must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of Hooktongue. If Hooktongue dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":16},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Hooktongue Hydra","description":"Hydras are a significant threat in the swampy Hooktongue Slough, especially since they tend to have a dozen heads. They have serpentine bodies that split into a squirming tangle of necks, each featuring their own fanged head. Traits Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has twelve heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydra attacks with as many bite attacks as it has heads, with a maximum of twelve. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8+5) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":17526,"Challenge Rating":13},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Horagnamon","description":"Horagnamon plays the role of Vordakai’s familiar—who acts as a makeshift spy for the lich while the PCs explore the empty village of Varnhold. You can use these statistics for any unusually intelligent raven, of course; he doesn’t have to be someone’s familiar. Perhaps he’s a reincarnated soul, or maybe a unique bird given intelligence by random chance or the influence of the First World. Traits Cunning. Horagnamon can use simple items as tools, such as poking a stick into nooks and crannies to tease out a piece of food. He’s also quite adept at stealing objects. He can use Sleight of Hand to accomplish simple tasks, or to steal objects that weigh 1 pound or less, which he can carry in his beak or talons. Death Throes. If Horagnamon dies, he explodes into a burst of feathers and seething black tendrils of smoke and energy. Each creature within 15 feet of him must make a DC 14 Constitution saving throw, taking 33 (6d10) necrotic damage on a failed save, or half as much on a successful one. A creature that fails its save by 5 or more gains one level of exhaustion. Keen Sight. Horagnamon has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Horagnamon makes three beak attacks. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Horakh","description":"Resembling a cave cricket the size of a dog, this beast wraps its victim in spiny legs and claws when it attacks. A horakh’s black, chitinous thorax is topped by a translucent digestive sac—often containing half-digested eyeballs of varying sizes, colors, and species. Leaping Claws. Insectoid killing machines with a penchant for consuming their victim’s eyes, the bloodthirsty horakhs travel in small packs and make lightning-fast attacks against the weak or vulnerable. Their powerful rear legs enable enormous bounding leaps, while the sharp hooks at the end of their powerful claws help them to climb and latch onto prey. Heads dominated by scooped mandibles that can shoot forward like pistons, shearing meat from bone. Leaping Screech. When attacking, a horakh leaps from its hiding spots while making a deafening screech. Horakhs are highly mobile on the battlefield. If threatened, horakhs return to the shadows to attack from a more advantageous position. Herd the Blinded. After blinding their prey, horakh often herd the blind like sheep until they are ready to consume them and even use them as bait to capture other creatures. Many an explorer has been ambushed, blinded, and condemned to death in the bowels of the earth by these predators. Traits Shadow Stealth: A horakh can hide as a bonus action if it’s in dim light or darkness. Standing Leap: As part of its movement, the horakh can jump up to 20 feet horizontally and 10 feet vertically, with or without a running start. Actions Multiattack: The horakh makes two claw attacks and one bite attack. Bite: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 22 (4d8 + 4) Slashing damage. If the bite attack hits a target that’s grappled by the horakh, the target must make a successful DC 16 Dexterity saving throw or one of its eyes is bitten out. A creature with just one remaining eye has disadvantage on ranged attack rolls and on Wisdom, Perception, checks that rely on sight. If both, or all, eyes are lost, the target is blinded. The regenerate spell and comparable magic can restore lost eyes. Also see Implant Egg, below. Claw: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 17 (3d8 + 4) Piercing damage. If both attacks hit the same Medium or smaller target in a single turn, the target is grappled, escape DC 14. Implant Egg: If a horakh’s bite attack reduces a grappled creature to 0 hit points, or it bites a target that’s already at 0 hit points, it implants an egg in the creature’s eye socket. The deposited egg grows for 2 weeks before hatching. If the implanted victim is still alive, it loses 1d2 Constitution every 24 hours and has disadvantage on attack rolls and ability checks. After the first week, the victim is incapacitated and blinded. When the egg hatches after 2 weeks, an immature horakh erupts from the victim’s head, causing 1d10 bludgeoning, 1d10 piercing, and 1d10 slashing damage. A lesser restoration spell can kill the egg during its incubation.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Neutral ","Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Horizonback Tortoise","description":"Desolate badlands and soggy marshes are home to the ancient and massive horizonback tortoises of Xhorhas. Nearly fifty feet long from nose to tail, and with a habit of remaining stationary for extended periods, a horizonback tortoise is easy to mistake for a low hill at a distance. But when these impressive creatures rise to begin their march, the sight inspires fear and awe in equal parts. Omnivores of incredible size, these scavengers prefer to feed on dead vegetation but devour whatever edible matter they come across. Referred to as “kinespaji” by the goblins of the east, these majestic and slow-moving beasts have long enjoyed a symbiotic relationship with the denizens of Xhorhas. Horizonback tortoises provide mobile homesteads and can act as siege weapons in times of crisis. Traits Amphibious. The tortoise can breathe air and water. Massive Frame. The tortoise can carry up to 20,000 pounds of weight atop its shell, but it moves at half speed if the weight exceeds 10,000 pounds. Any creature under the tortoise when it falls prone is grappled (escape DC 18). Until the grapple ends, the creature is prone and restrained. Actions Bite. Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 28 (3d12 + 9) bludgeoning damage. Shell Defense (Recharge 4–6). The tortoise withdraws into its shell, falls prone, and gains a +5 bonus to AC. While the tortoise is in its shell, its speed is 0 and can’t be increased. The tortoise can emerge from its shell as an action, whereupon it is no longer prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13016,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Horizonback Tortoise","description":"Desolate badlands and soggy marshes are home to the ancient and massive horizonback tortoises of Eastern Wynandir. Nearly fifty feet from nose to tail, and with a habit of remaining stationary for long periods, a horizonback tortoise is easy to mistake for a low hill at a distance. But when these impressive creatures rise to begin their march, the sight inspires fear and awe in equal parts. An omnivore of incredible size, these scavengers prefer to feed on dead vegetation, but make use of whatever edible matter they come across. Friend to the Wastefolk . Referred to as “kinespaji” by the goblins of the east, these majestic and slow-moving beasts have long enjoyed a symbiotic relationship with the denizens of Xhorhas. Horizonback tortoises provide mobile homesteads and can act as siege weapons in times of crisis.","properties":{"Category":"Monsters","Size":"Gargantuant","Type":"monstrosity","Alignment":"unaligned","Expansion":5016,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Horizonback Tortoise","description":"Desolate badlands and soggy marshes are home to the ancient and massive horizonback tortoises of Eastern Wynandir. Nearly fifty feet from nose to tail, and with a habit of remaining stationary for long periods, a horizonback tortoise is easy to mistake for a low hill at a distance. But when these impressive creatures rise to begin their march, the sight inspires fear and awe in equal parts. An omnivore of incredible size, these scavengers prefer to feed on dead vegetation, but make use of whatever edible matter they come across. Friend to the Wastefolk. Referred to as “kinespaji” by the goblins of the east, these majestic and slow-moving beasts have long enjoyed a symbiotic relationship with the denizens of Xhorhas. Horizonback tortoises provide mobile homesteads and can act as siege weapons in times of crisis. Traits Amphibious. The tortoise can breathe air and water. Massive Frame. The tortoise can carry up to 20,000 pounds of weight atop its shell, but moves at half speed if the weight exceeds 10,000 pounds. Medium or smaller creatures can move underneath the tortoise while it’s not prone. Any creature under the tortoise when it falls prone is grappled (escape DC 18). Until the grapple ends, the creature is prone and restrained. Actions Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) bludgeoning damage. Shell Defense (Recharge 4–6). The tortoise withdraws into its shell, falls prone, and gains a +5 bonus to AC. While the tortoise is in its shell, its speed is 0 and can’t increase. The tortoise can emerge from its shell as an action, whereupon it is no longer prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":29448,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Horncaller","description":"Specialized shamans called horncallers use their magic to call wild beasts to fight alongside Selesnya troops. In quieter times, they tend the animals associated with Selesnya enclaves and parks. Emmara Tandris An elf priest, Emmara Tandris is committed to pursuing peace between the guilds with all her heart, even as Trostani hesitates in self-conflict. As a friend of Jace Beleren, she understands that he’s never going to be able to settle on Ravnica, so she believes the world needs a replacement for the Guildpact. Emmara plays an active role in her community, and she has many non-Selesnya friends aside from the Guildpact. One of the most active advocates of cooperation among the guilds, she is relying on personal connections with members of other guilds to help that effort. Traits Innate Spellcasting. The horncaller’s innate spellcasting ability is Wisdom (spell save DC 14). The horncaller can innately cast the following spells, requiring no material components: 1/day each: bless, conjure animals Speak with Beasts. The horncaller can communicate with beasts as if they shared a language. Actions Multiattack. The horncaller makes two melee attacks with its staff and uses One with the Worldsoul. Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands. One with the Worldsoul. The horncaller chooses one beast it can see within 30 feet of it. If the beast can hear the horncaller, the beast uses its reaction to make one melee attack against a target that the horncaller can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"lawful good","Expansion":7,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Horned Devil","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Devil's Sight : Magical darkness doesn't impede the devil's darkvision . Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack : The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. Fork : Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Tail : Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct , it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check . The wound also closes if the target receives magical healing. Hurl Flame : Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"178 (17d10+85)","CHA":17,"CON":21,"DEX":17,"INT":12,"STR":22,"WIS":16,"Size":"Large","Type":"fiend (devil)","Speed":"20 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"Fork\n1d20 + 10\n2d8+6","Roll 1":"Tail\n1d20 + 10\n1d8+6","Roll 2":"Flame\n1d20 + 7\n4d6","Senses":"Darkvision 120 Ft.","Source":"5th Edition SRD","data-XP":"7,200","Alignment":"Lawful Evil","Languages":"Infernal, Telepathy 120 Ft.","data-List":"false","Immunities":"Fire, Poison","Token Size":2,"Resistances":"Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered","data-Traits":"[{\"Name\":\"Devil's Sight\",\"Desc\":\"Magical darkness doesn't impede the devil's darkvision.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The devil has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.\"},{\"Name\":\"Fork\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 6\",\"Damage Type\":\"piercing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 6\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing\"},{\"Name\":\"Hurl Flame\",\"Type Attack\":\"Spell Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"7\",\"Reach\":\"150 ft.\",\"Target\":\"one target\",\"Damage\":\"4d6\",\"Damage Type\":\"fire\",\"Desc\":\"If the target is a flammable object that isn't being worn or carried, it also catches fire\"}]","data-CHA-mod":"+3","data-CON-mod":"+5","data-DEX-mod":"+3","data-INT-mod":"+1","data-STR-mod":"+6","data-SizeNum":5,"data-WIS-mod":"+3","Saving Throws":"Str +10, Dex +7, Wis +7, Cha +7","Challenge Rating":11,"Passive Perception":13,"Condition Immunities":"Poisoned","data-CrNum":11,"data-AcNum":18,"data-HpNum":178},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Horned Devil","description":"Devils Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus’s will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature’s soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. The Infernal Hierarchy The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever—a fate that even Asmodeus fears. Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil’s memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Infernal Hierarchy 1. lemure Lesser devils 2. imp 3. spined devil 4. bearded devil 5. barbed devil 6. chain devil 7. bone devil Greater devils 8. horned devil 9. erinyes 10. ice devil 11. pit fiend Archdevils 12. duke or duchess 13. archduke or archduchess Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories—and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other’s most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. The Nine Hells The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Devil True Names and Talismans Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. A mortal who learns a devil’s true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice—typically someone the creator loved—when crafted. However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner’s soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. Horned Devil (Malebranche) Horned devils are lazy to the point of belligerence and reluctant to put themselves in harm’s way. Moreover, they hate and fear any creature stronger than themselves. When they are sufficiently provoked or antagonized, the fury of these fiends can be terrifying. A malebranche stands as tall as an ogre and is sheathed in scales as tough as iron. The flying infantry of the hellish legions, horned devils follow orders to the letter. Their huge wings and sweeping horns create an intimidating presence as they drop from the sky and strike with deadly forks and lashing tails. Layers and the Lords of the Nine Hells Layer Layer Name Archduke or Archduchess Previous Rulers Primary Inhabitants 1 Avernus Zariel Bel, Tiamat Erinyes, imps, spined devils 2 Dis Dispater — Bearded devils, erinyes, imps, spined devils 3 Minauros Mammon — Bearded devils, chain devils, imps, spined devils 4 Phlegethos Belial and Fierna — Barbed devils, bone devils, imps, spined devils 5 Stygia Levistus Geryon Bone devils, erinyes, ice devils, imps 6 Malbolge Glasya Malagard, Moloch Barbed devils, bone devils, horned devils, imps 7 Maladomini Baalzebul — Barbed devils, bone devils, horned devils, imps 8 Cania Mephistopheles — Horned devils, ice devils, imps, pit fiends 9 Nessus Asmodeus — All devils Traits Devil's Sight : Magical darkness doesn't impede the devil's darkvision. Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack : The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. Fork : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage. Tail : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10, 3d6, hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10, 3d6. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom Medicine check. The wound also closes if the target receives magical healing. Hurl Flame : Ranged Spell Attack : +7 to hit, range 150 ft., one target. Hit : 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Variant: Summon Devil (1/Day) : The devil chooses what to summon and attempts a magical summoning. A horned devil has a 30 percent chance of summoning one horned devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Horned Devil Warmaster","description":"Even more fearsome and terrible than the normal horned devil, these malebranches have been built, trained, and bred for war. They live for battle and relish diving into the thick of the fight surrounded by their foes so they can shred them to pieces with their long sweeping spiked chains. Unlike the common horned devils, the warmasters have access to magic and unleash fireball and lightning bolt spells when outnumbered. Traits Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes three attacks: two with its Spiked Chain and one with its Tail. It can use its Hurl Flame or Spiked Chain Slam in place of one Spiked Chain attack. Spiked Chain. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) slashing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the devil can automatically hit the target with its Spiked Chain but can't make Spiked Chain attacks against other targets. Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage, and the target is grappled (escape DC 16). If the target is a creature other than an Undead or a Construct, it must succeed on a DC 19 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Hurl Flame. Ranged Weapon Attack: +8 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Spiked Chain Slam. The devil slams a Large or smaller creature grappled by its spiked chain into another creature or a solid surface within 20 feet. Both creatures must succeed on a DC 19 Strength saving throw or take 17 (2d10 + 6) bludgeoning damage and be stunned until the end of its next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Spellcasting. The devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: darkness, detect magic 3/day each: dispel magic, magic circle (as an action) 2/day each: fireball, lightning bolt 1/day: programmed illusion Spiked Chain Sweep (Recharge 5–6). The devil swings its Spiked Chain, and every creature within 20 feet of it must make a DC 19 Dexterity saving throw. On a failed saving throw, a creature takes 28 (4d10 + 6) slashing damage and, if it is Large or smaller, is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. The devil can't use this feature if it has a creature grappled by its Spiked Chain. Teleport. The devil magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Legendary Actions The devil can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The devil regains spent legendary actions at the start of its turn. Move. The devil moves up to half its speed. Attack. The devil makes one Spiked Chain, Tail, or Hurl Flame attack. Teleport (Costs 2 Actions). The devil uses Teleport. Cast a Spell (Costs 2 Actions). The devil uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Horned Serpent","description":"This huge snake has a pair of wide horns, like those of a bull, and a smooth, opaque, red, ovoid stone between its eyes that gives off a faint glow. Plague Bearers. Known to be a bringer of magical plagues, horned serpents are also sought after for their horns and the strange stones between their eyes, both believed to have powerful curative properties. Wilderness Wanderer. Horned serpents travel between lakes, ponds, and deep rivers, never staying in one area for more than a few seasons. Though they live primarily in the water, they venture onto the land to hunt, where the sweetness of their poisonous scent draws game to them. Grisly Signs. The presence of a horned serpent is most often detected by an area of dead creatures, poisoned but otherwise untouched.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":12},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Horrid Umber Hulk","description":"When an umber hulk grows to a huge size, it becomes a truly horrid umber hulk. It is far stronger and more savage with its attacks than the typical umber hulk, and can burst forth from the ground to knock unsuspecting victims prone. A single horrid umber hulk once decimated a whole dwarven mine and left no one alive. Traits Confusing Gaze. When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 16 Charisma saving throw, unless the umber hulk is incapacitated. On a failed save, the creature can't take reactions until the start of its next turn and rolls a d10 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 to 7, the creature takes no action but uses all its movement to move in a random direction. On a 8 to 10, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save. Tunneler. The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake. Actions Multiattack. The umber hulk makes three attacks: two with its Claw and one with its Mandibles. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage. Mandibles. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage and if the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, the umber hulk can automatically hit the target with its Mandibles, and the umber hulk can't use its Mandibles against other targets. Bonus Actions Burst Forth (Recharges after a Short or Long Rest). While underground, the umber hulk burrows at least 10 feet straight and breaks through a ground or wall's surface. During this move, it can enter Huge or smaller creatures' spaces. A creature whose space the umber hulk enters must succeed on a DC 19 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the umber hulk's path. On a failed save, the creature falls prone and takes 28 (6d6 + 7) bludgeoning damage. If the umber hulk remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the umber hulk. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 19 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the umber hulk and is no longer restrained.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Horrific Brute","description":"The Shadowlands are filled with horrific creatures, from screaming specters to mortals warped beyond recognition to the twisted beings known as oni. Many of these horrors are unique beings, spawned of the bitter rage of Fu Leng and the bile of the deepest hells of the afterlife. Others are former servants of the Fortune of Death who have turned their terrifying powers to this wretched cause. When pitting a Shadowlands horror against the PCs, consider the fact that the unknown is far more terrifying than the known. Rather than throwing wave after wave of identical creatures at them, make each encounter uniquely challenging and horrific by selecting traits from the Shadowlands Powers, below. Horrific Brutes. Some creatures of the Shadowlands are only interested in inflicting pain and violence and are easily used as pawns by sorcerers or their own more powerful kin. Table A-12: Shadowlands Horror Motivations D6 Roll Shadowlands Horror Motivation 1 Enjoys scheming for its own sake, and enacts plans far more convoluted than necessary. 2 Seeks to deceive and humiliate mortals before killing them. 3 Desires to have mortals turn to its cause willingly, and tempts them with offers of power. 4 Has nothing but disdain for mortals, and seeks to slaughter them without pretense or schemes. 5 Enjoys the thrill of the hunt, and sets “challenges” for mortals by which it abides. 6 Seeks to lord over mortals and other Shadowlands horrors, dominating them through fear. Shadowlands Powers The otherworldly powers of the oni are strange and varied, as their demonic proclivities take many different forms. Listed on the following pages are example powers, featuring some of the more common tricks and talents oni tend to wield, as well as some that are designed to provide interesting and unique antagonists for players. Each Shadowlands Power has a listed CR increase that should be applied when it is added to a creature. Table A-11: Shadowlands Powers D12 Roll Power 1 Scent of Weakness (+0 CR). The secret desires of the heart are playthings to this horror, for it can smell the wants and needs mortals struggle to keep hidden as clearly as wafting perfume. As a bonus action on its turn, this horror can choose one creature it can perceive and learn one of that creature’s motivations. 2 Bony Carapace (+1 CR). The horror is covered in thick hide, bony plates, entirely skeletal, or has some other form of natural armor beyond even the substantial protection typical of its kind. It gains resistance to piercing and slashing damage from nonmagical attacks, or gains resistance to all piercing and slashing damage if it already had that resistance. 3 Captivating Voice (+1 CR). Some horrors speak with honeyed voices at odds with their hideous appearance, giving them the ability to cajole and coerce even stalwart heroes with their words. When making a Charisma-based check against another creature, this horror has advantage if it knows one or more of that creature’s motivations. Additionally, its spellcasting ability is Charisma, and it can cast the following spells: 1/day each: charm person , h old person 4 Dark Puppet (+1 CR). By some vile art, the horror can manipulate its shadow, its reflection, or a representational form of some kind to torment its foes. As a bonus action on its turn, it can either move its proxy form to a surface that it can inhabit within 60 feet (such as a reflective surface for a reflection, any illuminated surface for a shadow, or any painted surface for a diabolical portrait or similar). On its turn, the creature can spend its action to have its proxy perform an action. If it has legendary actions, at the end of another creature’s turns, it can spend 1 of its legendary actions to have its proxy use one of its actions. 5 Dread Feeder (+1 CR). This horror can feed upon the very fear of its prey. When this creature causes another creature to fail a Wisdom or Charisma saving throw, it regains 1d12 hit points. 6 Obsidian Jaws (+1 CR). The hideous visages of some horrors are further marred by massive jaws filled with teeth of obsidian shards, or other equally vicious fangs. Its bite attack inflicts an additional 1d12 necrotic damage, and inflicts a critical hit on a roll of 19 or 20. 7 Shadowlands Venom (+1 CR). The horror’s weapons or attacks carry the threat of deadly venom, smeared on a weapon or injected by its claws or bite. When this creature inflicts a critical hit on another creature, its target must make a DC 20 Constitution saving throw. On failure, it suffers 3d6 poison damage and the poisoned condition. 8 Winged (+2 CR). The horror has dreadful wings, or hangs aloft in defiance of gravity. It gains a fly (hover) speed of 90 ft. 9 Foul Separation (+2 CR). This horror exhibits the disturbing power to tear out their own organs or limbs to serve as puppets for its will, allowing it to see, act, or speak at a distance through a scuttling claw, floating eye, or other horrific disembodied appendage. On its turn as an action, it can spend its action and 4d6 hit points to create 2 lesser horrors. These lesser horrors have all of its Shadowlands powers except for this one, and take their turns immediately after the main body’s turn. If the horror’s main body is killed, the fragment becomes the center of its consciousness. On its turn as an action, the main horror can devour one or more of these lesser horrors within 5 feet to regain 2d6 hit points per lesser horror devoured. 10 Illusion Master (+2 CR). The treachery of this horror knows no bounds, and it has learned vile magics that can deceive the senses and mind into perceiving that which is not there. By means of this sorcery, such a horror can call up phantasms of lost family to torment its victims, cloak its movements in impenetrable shadow, or pursue its prey into the Realm of Dreams. The Rakshasa of the Ghostlands that plague the Ivory Kingdoms are especially adroit at crafting these delusions. The horror’s spellcasting ability is Charisma (spell save DC 16 for lesser horror, 12 for horrific brute, 20 for lord of dread). It can innately cast the following spells, requiring no material components: At will: disguise self , invisibility , mino r illusion 1/day each: blur , dream , fear , hypnot ic pattern 11 Necromantic Secrets (+2 CR). Some of the most fearsome horrors wield powerful necromancy learned from Bloodspeaker cultists whose hubris let them think they could tame such creatures. The horror’s spellcasting ability is Intelligence (spell save DC 16 for lesser horror, 12 for horrific brute, 20 for lord of dread). It can innately cast the following spells, requiring no material components: At will: bestow curse , mark of desecration (see page 403), speak with dead 1/day each: contagion , inflict wounds , vamp iric touch 12 Vile Depredation (+2 CR). This horror’s flesh gruesomely knits back together after it is injured, and feasting upon the viscera of its foes hastens this process. The horror regains 1d12 hit points at the start of its turn if it has at least 1 hit point. When it inflicts a critical hit on another creature, it immediately regains 3d10 hit points. Traits Vile Mutation. At the start of its turn, if a horrific brute’s current hit points are lower than or equal to half of its maximum hit points (41), it gains 1 additional Shadowlands Power. Roll on Table A–11: Shadowlands Powers or choose a power. It loses that power at the end of the encounter. It cannot use this ability again until it completes a long rest. Actions Multiattack. The horrific brute makes one bite attack and one claw attack, or two claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (3d6+4) slashing damage. Terrifying Bellow (Recharge 6). The horrific brute lets out a staggering wail. Each creature within 40 feet must make a DC 13 Constitution saving throw. On failure, a creature suffers 5 (1d8+1) thunder damage and is deafened until the end of its next turn and knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"lost fiend","Alignment":"any evil","Expansion":26129,"Challenge Rating":5},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Horror","description":"The Dreamers Found exclusively in dreamscapes, dreamers are the psyches of sentient creatures blocked from re-entering their corporeal form. The longer a psyche spends in a dreamholder’s twisted realm, the more corrupted it becomes, losing the virtues, values, and empathy it once held dear. Damage. The mind is a magnificent thing, capable of adapting to new realities, and parsing the stimuli in the best way it knows how. This, however, is the dreamers’ weakness; while a blade doesn’t technically exist in a dreamscape, the mind interprets the damage the blade should cause, creating internal psychic trauma in the host’s corporeal body Horror A sleepwalker becomes a horror when its mind is finally broken. In constant fear, a horror attacks with unprovoked ferocity. It does not trust kind words, for the dreamholder has tricked it too many times. Only creatures in possession of truly powerful restorative magic can bring back some semblance of sanity to these psyches. Even then, should the mind be restored to its body, it would likely not be recognisable.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (psyche)","Alignment":"chaotic neutral","Expansion":23695,"Challenge Rating":3},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Hound (PB 2)","description":"Traits Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The hound has advantage on attack rolls against a creature if you are within 5 feet of the creature and you aren’t incapacitated. Arcanine Bite. Once you reach 6th level in this class, the hound’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Actions Bite. Melee Weapon Attack: +4 (PB × 2) to hit, reach 5 ft., one target. Hit: 2d4 + 2 (PB) piercing damage. If the target is a creature, it must succeed on a Strength saving throw with a DC equal to 8 + 4 (PB × 2) or be grappled by the hound or knocked prone (the hound’s choice).","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hound (PB 3)","description":"Traits Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The hound has advantage on attack rolls against a creature if you are within 5 feet of the creature and you aren’t incapacitated. Arcanine Bite. Once you reach 6th level in this class, the hound’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Actions Bite. Melee Weapon Attack: +6 (PB × 2) to hit, reach 5 ft., one target. Hit: 2d4 + 3 (PB) piercing damage. If the target is a creature, it must succeed on a Strength saving throw with a DC equal to 8 + 6 (PB × 2) or be grappled by the hound or knocked prone (the hound’s choice).","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hound (PB 4)","description":"Traits Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The hound has advantage on attack rolls against a creature if you are within 5 feet of the creature and you aren’t incapacitated. Arcanine Bite. Once you reach 6th level in this class, the hound’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Actions Bite. Melee Weapon Attack: +8 (PB × 2) to hit, reach 5 ft., one target. Hit: 2d4 + 4 (PB) piercing damage. If the target is a creature, it must succeed on a Strength saving throw with a DC equal to 8 + 8 (PB × 2) or be grappled by the hound or knocked prone (the hound’s choice).","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hound (PB 5)","description":"Traits Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The hound has advantage on attack rolls against a creature if you are within 5 feet of the creature and you aren’t incapacitated. Arcanine Bite. Once you reach 6th level in this class, the hound’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Actions Bite. Melee Weapon Attack: +10 (PB × 2) to hit, reach 5 ft., one target. Hit: 2d4 + 5 (PB) piercing damage. If the target is a creature, it must succeed on a Strength saving throw with a DC equal to 8 + 10 (PB × 2) or be grappled by the hound or knocked prone (the hound’s choice).","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hound (PB 6)","description":"Traits Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The hound has advantage on attack rolls against a creature if you are within 5 feet of the creature and you aren’t incapacitated. Arcanine Bite. Once you reach 6th level in this class, the hound’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Actions Bite. Melee Weapon Attack: +12 (PB × 2) to hit, reach 5 ft., one target. Hit: 2d4 + 6 (PB) piercing damage. If the target is a creature, it must succeed on a Strength saving throw with a DC equal to 8 + 12 (PB × 2) or be grappled by the hound or knocked prone (the hound’s choice).","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Hound Archon","description":"Hound archons resemble tall, muscular humanoids with canine heads. They have an athletic physique and are experts in melee combat. They rarely wear armor, which they find constrictive, relying more on their agility and martial abilities for defense. They prefer to wield two-handed weapons such as greatswords. Stalwart Protectors. The gallant hound archons are Mount Celestia's foot soldiers and guards. They are very protective of the innocent and are ready to give their lives if necessary. When sent on missions to the Material Plane, they often assume canine forms, posing as pets or guard dogs. Archons The mighty archons are exalted celestial champions who maintain peace, uphold justice, and serve the angels and deities of Arcadia, Bytopia, and the Seven Heavens of Mount Celestia. Benevolent Guardians. Whereas angels act more as agents, commanders, and generals, archons fill the role of soldiers, scouts, and support specialists. They protect the innocent and defenseless and aid the wounded and sick. They despise and stand against malevolent supernatural creatures such as demons, devils, yugoloths, and evil undead. They capture and bring to justice powerful creatures who have performed depraved and despicable acts. Unfortunately, their unwavering sense of righteousness often leaves them vulnerable to manipulation and conflict. Blessed Champions. Archons never willingly use violence unless it is necessary. However, if combat is unavoidable, archons can be a terrifying thing to behold as they become justice and vengeance personified. They radiate an aura of menace that can sap the will of their foes. Archons are expert battle tacticians, able to teleport at will and cast powerful divine spells that can aid allies and banish foes. In addition to their impressive powers, they are also fearless, tireless, resistant to most attacks, and can’t be charmed. Divine Agents. While they rarely leave Mount Celestia, archons can be encountered anywhere, even in the Lower Planes. They frequently travel to the Material Plane on a variety of missions, acting as couriers, messengers, spies, or marshals. Archons have been known to assist adventurers, especially if they are favored by their deities. Types of Archons. There are eight major types of archons, each with different characteristics and abilities. The hound archon, justice archon, and lantern archons are the most numerous ones, and make up the bulk of the archon army, serving as foot soldiers, guards, and scouts. The owl archon, trumpet archon, and warden archon are specialists, while the sword archon and the throne archon act as military officers. Immortal Nature. An archon doesn't require food, drink, or sleep. Traits Aura of Menace. The archon emanates an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a DC 12 Wisdom saving throw or become frightened of the archon for 1 minute or until it takes any damage. Keen Smell. The archon has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The archon makes two attacks: one with its Bite and one with its Greatsword. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: At will: aid, continual flame, detect evil and good Teleport. The archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Change Shape. The archon can use its action to polymorph into a humanoid or canine beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the archon’s choice). In a new form, the archon retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hound Archon","description":"Hound archons are the foot soldiers of Mount Celestia, tasked with protecting the innocent and helpless. Loyal defenders, these bipedal warriors wield blades of shining radiance and can assume canine forms, allowing them to inconspicuously guard peaceable communities as dogs and wolves. Archons Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their home from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to subdue foes. However, against Fiends, archons are wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked. Each archon’s form corresponds to its place within the Celestial hierarchy. When faced in battle, archons radiate the full fury of the Upper Planes, bolstering their allies and cowing their foes. Traits Aura of Menace. As long as the archon doesn't have the incapacitated condition, each creature of the archon's choice that starts its turn within 20 feet of the archon must make a DC 12 Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archons' Aura of Menace for 24 hours. Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: At will: detect evil and good 1/day each: aid , continual flame Actions Multiattack. The archon makes two Bite attacks. It can replace one of the attacks with a Shining Blade attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or have the prone condition. Shining Blade (True Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) radiant damage. Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself. Bonus Actions Change Shape. The archon magically transforms into any Medium or Large dog or wolf while retaining its game statistics (other than its size and losing its Shining Blade attack). The archon reverts to its true form if reduced to 0 hit points or if it uses a bonus action to do so.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"typically lawful good","Expansion":26427,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Hound of the Night","description":"These enormous black hounds are most commonly seen panting in the moonlight, wisps of steam rising from their muzzles, while they accompany a nocturnal hunting party. Fey Bloodhounds. Hounds of the night are bred by the shadow fey for use as hunting companions and guardians, and they excel at both tasks. Far more intelligent than other hounds, they are difficult to evade once they are on a quarry’s trail, because they can think their way past problems that would throw their lesser kin off the trail. Their shadow fey masters claim that hounds of the night can smell a shadow on running water and can sniff out a ghost passing through a wall. Cousins to Winter. Somewhere in their early existence as a breed, some enterprising hunter interbred them with winter wolves. Every trace of their white fur is long gone, but the cold breath of those dread canines remains. Dimensional Stepping. Hounds of night excel at distracting prey while some of their pack uses dimension door to achieve some larger goal, such as dragging off a treasure or overwhelming a spellcaster in the back ranks. Traits Blood Scent: A hound of the night can follow a scent through phase shifts, ethereal movement, dimension door, and fey steps of any kind. Teleport and plane shift are beyond their ability to follow. Innate Spellcasting: The hound’s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dimension door Actions Bite: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 21 (3d10 + 5) Piercing damage and on hit, the target must succeed on a DC 15 Strength saving throw or be knocked prone. Frost Breath (Recharge 5–6): The hound exhales a 15-foot cone of frost. Those in the area of effect take 44 (8d10) cold damage, or half damage with a successful DC 13 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Hound of Tindalos","description":"Stepping through corners of otherwise solid walls, the hairless dog-like creatures coated in blue ichor are relentless pursuers able to cross dimensional barriers in pursuit of prey. Hunters from the Void. Hideous and strange creatures from the Void, hounds of Tindalos hunt those who travel the planes of existence or break the bonds of time. None know if the hounds take offense to travel through time and space or if there is some quality of such travelers that they find irresistible, but, once they have the scent of such a creature, they rarely lose it. They hunt without rest, draining the creature of all fluids with long, hollow tongues once caught, leaving behind little more than a husk. They possess intelligence and the ability to speak, but no society or civilization of their kind has ever been witnessed. They live only to hunt. A Taste for Humanity. Hounds of Tindalos prefer human prey even when presented with other options. Hideous Beasts. The hound resembles a hairless dog, but its forelimbs end in remarkably human-looking hands. It has the head of a bat with large, luminous eyes and a short black beak, sharp as a razor. Notches in the center of the top and bottom of the beak allow a long, blue, hollow proboscis to snake out for feeding. Its skin color varies, though nodules along the hound's spine ooze a blue ichor that coats it most of the time.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Hound of Tindalos","description":"Hounds of Tindalos are otherworldly predators from beyond the bounds of known reality, usually appearing only when summoned by reckless spellcasters. Little is known about their nature outside of blood-spattered notes and deranged writings of the nearly insane survivors of their attacks. Although possessed of great cunning and cruel intellect, the hounds show no evidence of understanding or communicating with mortals. They enter the physical world on their own in pursuit of those who have trodden too much the netherways beyond time and reality—time travelers (be it physical travel or simply divinatory glimpses forward or backward in time) and creatures that teleport without regard to how this movement impacts subtle magical currents in the multiverse particularly draw their interest. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyIndent, li.BodyCopyIndent, div.BodyCopyIndent {mso-style-name:\"Body Copy Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Indent Char\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-GB;}span.BodyCopyIndentChar {mso-style-name:\"Body Copy Indent Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Indent\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (mythos)","Alignment":"neutral evil","Expansion":32483,"Challenge Rating":6},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Howler","description":"Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear. —Mordenkainen A far-off wail precedes the sight of a howler. Even at a distance, one's mind cringes at the sound and fills with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn't enough to stand up against them, and even one's sanity is at risk. Prowlers from Pandemonium. These nightmare⁠ creatures, native to Pandemonium, can also be found on most of the Lower Planes, because of the many fiends that capture them and train them as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training⁠ during which they are forced to recognize the trainer as the pack's undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals who have the power and the savagery to command⁠ their loyalty. Brutal Hunters. Howlers rely on speed, numbers, and their mind-numbing howl to corner prey before they tear it apart. The howl floods the minds of its victims, making complex thought impossible. They can do little more than stare in horror and stumble around the battlefield in a search⁠ for safety. Any task more demanding than that is beyond their capability. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy's ability to use spells⁠ and other powers. Traits Pack Tactics⁠. A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The howler makes two bite attacks. Rending Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance. Mind-Breaking Howl (Recharge 6). The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn. While a creature is frightened⁠ in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend ","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Howler","description":"A far-off wail precedes the sight of a howler. Even at a distance, listeners’ minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn’t enough to stand up against them. These nightmare creatures are native to Pandemonium, but they can be found on most of the Lower Planes, where they are trained as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training in which they are forced to recognize the trainer as the pack’s undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals powerful and vicious enough to command their loyalty. Howlers rely on speed, numbers, and their mind-numbing howling to corner prey before they tear it apart. Their howls flood the minds of their victims, making complex thought impossible. Listeners can do little more than stare in horror and stumble around the battlefield in a search for safety. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy. Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear. —Mordenkainen Traits Pack Tactics. A howler has advantage on attack rolls against a creature if at least one of the howler’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The howler makes two Rending Bite attacks. Rending Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance. Mind-Breaking Howl (Recharge 4–6). The howler emits a keening howl in a 60-foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or take 16 (3d10) psychic damage and be frightened until the end of the howler’s next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Howler Baboon","description":"Howler baboons are territorial primates that claim stretches of forest and hills in large troops. Their presence is usually heard before it's seen, thanks to the whooping calls they use to communicate danger and call for their troop mates. When angered, they attack in ferocious packs, hurling rocks and pummeling threats en masse.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Howler Baboon","description":"Howler baboons are territorial primates that claim stretches of forest and hills in large troops. Their presence is usually heard before it’s seen, thanks to the whooping calls they use to communicate danger and call for their troop mates. When angered, they attack in ferocious packs, hurling rocks and pummeling threats en masse. Actions Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) bludgeoning damage. Rock. Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Howler of the Hill","description":"While its body is distinctly feline, the creature's slender, articulated paws are all wrong, more like the paws of a rat with oversized, razor-sharp claws. The howler of the hill is a powerful extraplanar predator from unseen corners of the Void. Fiendishly cunning and monstrously feral, it haunts locales of occult significance or arcane power. The howler of the hill can be described as a gruesome mélange of great cat and rodent, with a humanoid face and a forked prehensile tail. Its entire odious form is covered in a hairless, rubbery skin. Summoner's Bane. The first howler of the hill was the result of an eldritch conjuration gone wrong, and indeed it loves to exact revenge upon headstrong diabolists and summoners who delve too deeply into forbidden lore. Its innate supernatural ability to shift between worlds makes the howler of the hill a troublesome creature to kill or capture. Hungry Void Traveler. The howler of the hill doesn't require air, drink, or sleep. Inscrutable. The howler is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the howler's intentions or sincerity have disadvantage. Actions Multiattack. The howler of the hill uses Gloaming Howl. It then makes three Claw or Psychic Bolt attacks. Claw. Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 15 (2d8 + 6) slashing damage plus 13 (3d8) psychic damage. Psychic Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 26 (5d8 + 4) psychic damage. Gloaming Howl. The howler emits a magical howl that changes in melody and frequency, depending on the light surrounding the howler. Each creature of the howler's choice that is within 120 feet of it and can hear the howl must succeed on a DC 18 Wisdom saving throw or succumb to the effects of one of the following howls. If a creature's saving throw is successful or the howl's effect ends for it, the creature is immune to that particular howl for the next 24 hours. Bright Howl. When the howler is in bright light, each target that fails the saving throw is incapacitated until the end of its next turn. Dim Howl. When the howler is in dim light, each target that fails the saving throw is stunned until the end of its next turn. Dark Howl. When the howler is in darkness, each target that fails the saving throw drops whatever it is holding and is paralyzed with fear for 1 minute. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherworldly Hunter. The howler can transport itself to a different plane of existence. This works like the plane shift spell, except the howler can affect only itself and can't use this action to banish an unwilling creature to another plane.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Howler Pack Lord","description":"The terrifying and cunning howler pack lord leads its kind to successful hunts, able to command its followers to make coordinated attacks. Poisonous Quills. In addition to the normal abilities of a typical howler, the pack lord has grown to an immense size, its venomous quills now providing an extra layer of defense to any that might get too close to it. Traits Pack Leader. The howler’s allies have advantage on attack rolls while within 20 feet of the howler, provided it isn’t incapacitated. Pack Tactics. A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated. Poisonous Quills. A creature that touches the howler or hits it with a melee attack while within 5 feet of it gets pricked by a quill and takes 4 (1d8) piercing damage and must succeed on a DC 16 Constitution saving throw or become poisoned until a creature takes an action to remove the quill. Actions Multiattack. The howler makes two Rending Bite attacks. Rending Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage, plus 27 (5d10) psychic damage if the target is frightened. This attack ignores damage resistance. Mind-Breaking Howl (Recharge 5–6). The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Howling Hatred Initiate","description":"Howling Hatred initiates are attracted by the cult’s philosophy of non-attachment and the rejection of material things, unaware of the cult’s true nature. The cult attracts adherents of all kinds, from dreamy-eyed youths with little property to world-weary folk eager to put their faith in something as tangible and powerful as an elemental force. Initiates live on little but air for a month, believing that this regimen purifies them of bodily needs. In truth it makes their bodies so desperate for sustenance that they become susceptible to indoctrination. Soon, they can justify heinous acts within the context of the cult: Human sacrifice isn’t an act of murder, but a freeing of the soul from the limitations of a physical shell; conjuring a whirlwind to destroy unbelievers isn’t an act of terror but a demonstration of true faith. Howling Hatred Cultists Most air cultists are idealists lured to the cult by lofty notions such as detachment from material possessions, bodily addictions, and physical desires. Some find their way to the cult in pursuit of rumors that they can learn to fly, tame the wind, or shed their obesity. Whatever their reasons, they eventually succumb to the cult’s subtle indoctrination, surrendering their worldly goods to the cult’s coffers and the hardiness of their bodies to the cult’s emaciating rites. Cultists that survive their initiation usually gain all the things the cult promised— at the cost of their free will. The Cult of the Howling Hatred relies upon deception and trickery both to recruit its members and defeat its enemies. Even so, those that underestimate the air cult for their mysticism shouldn’t forget the wild destructive power the cultists wield when they unleash cyclones and tornadoes. The Cult of Howling Hatred cooperates with the fire and water cults but they loathe the Cult of the Black Earth, viewing its members as stubborn, unenlightened drones without vision or imagination. Traits Guiding Wind (Recharges after a Short or Long Rest). As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before the end of its next turn. Hold Breath. The initiate can hold its breath for 30 minutes. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Howling Hatred Priest","description":"The most fanatical of the air cultists, the priests push their bodies to physical extremes in order to decrease their density and mass and become as light as leaves. Gaunt and sallow faced, with concave bellies, bulging eyes, and taut skin that enunciates every bone, these living skeletons sustain themselves on nothing more than air and fanatical devotion to the teachings of the cult. The wind serves them at a gesture. Howling Hatred priests see themselves as living extensions of Yan-C-Bin, and they help new recruits cast off the shackles of their old lives and embrace a “higher purpose.” Once the new recruits are thus purified, the priests decide whether they are worthy for indoctrination as initiates or would better serve the Howling Hatred cult as sacrifices. The priests also uphold the doctrine of their prophet, Aerisi Kalinoth, and harshly punish any initiate who strays from the path. Most other air cultists hate the priests, though none dares to speak out against them. Those that challenge the priests often end up the subjects of rigorous new attempts at purification. Howling Hatred Cultists Most air cultists are idealists lured to the cult by lofty notions such as detachment from material possessions, bodily addictions, and physical desires. Some find their way to the cult in pursuit of rumors that they can learn to fly, tame the wind, or shed their obesity. Whatever their reasons, they eventually succumb to the cult’s subtle indoctrination, surrendering their worldly goods to the cult’s coffers and the hardiness of their bodies to the cult’s emaciating rites. Cultists that survive their initiation usually gain all the things the cult promised— at the cost of their free will. The Cult of the Howling Hatred relies upon deception and trickery both to recruit its members and defeat its enemies. Even so, those that underestimate the air cult for their mysticism shouldn’t forget the wild destructive power the cultists wield when they unleash cyclones and tornadoes. The Cult of Howling Hatred cooperates with the fire and water cults but they loathe the Cult of the Black Earth, viewing its members as stubborn, unenlightened drones without vision or imagination. Traits Hold Breath. The priest can hold its breath for 30 minutes. Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B): Cantrips (at will): blade ward, gust,* light, prestidigitation, shocking grasp 1st level (4 slots): feather fall, shield, witch bolt 2nd level (3 slots): dust devil,* gust of wind 3rd level (2 slots): gaseous form Actions Multiattack. The priest makes two melee attacks or two ranged attacks. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Hoyrall Druid","description":"A hoyrall druid is a boon to the area it tends, lending a natural instinct for growth and preservation to the Underworld’s flora and fauna. Their homes frequently serve as a way station, although many of those who use these simple dwelling ever realize a hoyrall is responsible for it. Travelers who visit these hostels—and act respectfully—often find a beneficial potion or potted mushroom waiting for them as they leave.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (hoyrall)","Alignment":"lawful neutral","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Hrabbaz","description":"Hrabbaz is a muscle-bound half-orc with a cleft palate who serves the lord and lady of House Gralhund as a bodyguard. He is well mannered and dresses impeccably—a disarming appearance that belies a murderous heart. Though he has great respect for Lady Yalah Gralhund, he is less fond of her moody husband, and wouldn’t be sad to see Orond knocked down a peg or two. Traits Indomitable (2/Day). Hrabbaz can reroll a saving throw that he fails. He must use the new roll. Relentless Endurance (Recharges after a Long Rest). When Hrabbaz is reduced to 0 hit points but not killed outright, he drops to 1 hit point instead. Actions Multiattack. Hrabbaz makes three attacks with his morningstar. Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage, plus 3 (1d6) piercing damage if Hrabbaz has more than half his hit points remaining.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-orc)","Alignment":"neutral evil","Expansion":7393,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Hrigg Roundrook (Level 1)","description":"Hrigg is a gregarious dwarf who laughs heartily and lives to feast on the finest food and fight the vilest evil. He is one of five siblings, each of whom were chosen by Kiri-Jolith, the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith’s message directly to the Dragon Armies. Hrigg’s path brought him to Kalaman, where he happily finds himself on the front line of an invasion. Traits Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor. Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition on himself. Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared: At will: guidance, sa cred flame 1st level (2 slots): c ure wounds Actions Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Spellcaster, Healer)","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Hrigg Roundrook (Level 10)","description":"Hrigg is a gregarious dwarf who laughs heartily and lives to feast on the finest food and fight the vilest evil. He is one of five siblings, each of whom were chosen by Kiri-Jolith, the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith’s message directly to the Dragon Armies. Hrigg’s path brought him to Kalaman, where he happily finds himself on the front line of an invasion. Traits Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor. Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition on himself. Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following cleric spells prepared: At will: guidance, sa cred flame , spare the dying , thaumaturgy 1st level (4 slots): c ure wounds , bless , detect evil and good 2nd level (3 slots): spiritual weapon , lesser restoration 3rd level (2 slots): beacon of hope Potent Cantrips. Hrigg adds his Wisdom modifier to the damage he deals with any cantrip. Actions Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Spellcaster, Healer)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Hrigg Roundrook (Level 11)","description":"Hrigg is a gregarious dwarf who laughs heartily and lives to feast on the finest food and fight the vilest evil. He is one of five siblings, each of whom were chosen by Kiri-Jolith, the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith’s message directly to the Dragon Armies. Hrigg’s path brought him to Kalaman, where he happily finds himself on the front line of an invasion. Traits Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor. Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition on himself. Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following cleric spells prepared: At will: guidance, sa cred flame , spare the dying , thaumaturgy 1st level (4 slots): c ure wounds , bless , detect evil and good 2nd level (3 slots): spiritual weapon , lesser restoration 3rd level (3 slots): beacon of hope , spirit guardians Potent Cantrips. Hrigg adds his Wisdom modifier to the damage he deals with any cantrip. Actions Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Spellcaster, Healer)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Hrigg Roundrook (Level 2)","description":"Hrigg is a gregarious dwarf who laughs heartily and lives to feast on the finest food and fight the vilest evil. He is one of five siblings, each of whom were chosen by Kiri-Jolith, the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith’s message directly to the Dragon Armies. Hrigg’s path brought him to Kalaman, where he happily finds himself on the front line of an invasion. Traits Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor. Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition on himself. Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared: At will: guidance, sa cred flame 1st level (2 slots): c ure wounds , bless Actions Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Spellcaster, Healer)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Hrigg Roundrook (Level 3)","description":"Hrigg is a gregarious dwarf who laughs heartily and lives to feast on the finest food and fight the vilest evil. He is one of five siblings, each of whom were chosen by Kiri-Jolith, the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith’s message directly to the Dragon Armies. Hrigg’s path brought him to Kalaman, where he happily finds himself on the front line of an invasion. Traits Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor. Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition on himself. Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared: At will: guidance, sa cred flame 1st level (3 slots): c ure wounds , bless , detect evil and good Actions Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Spellcaster, Healer)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Hrigg Roundrook (Level 4)","description":"Hrigg is a gregarious dwarf who laughs heartily and lives to feast on the finest food and fight the vilest evil. He is one of five siblings, each of whom were chosen by Kiri-Jolith, the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith’s message directly to the Dragon Armies. Hrigg’s path brought him to Kalaman, where he happily finds himself on the front line of an invasion. Traits Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor. Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition on himself. Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following cleric spells prepared: At will: guidance, sa cred flame , spare the dying 1st level (3 slots): c ure wounds , bless , detect evil and good Actions Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Spellcaster, Healer)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Hrigg Roundrook (Level 5)","description":"Hrigg is a gregarious dwarf who laughs heartily and lives to feast on the finest food and fight the vilest evil. He is one of five siblings, each of whom were chosen by Kiri-Jolith, the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith’s message directly to the Dragon Armies. Hrigg’s path brought him to Kalaman, where he happily finds himself on the front line of an invasion. Traits Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor. Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition on himself. Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the following cleric spells prepared: At will: guidance, sa cred flame , spare the dying 1st level (4 slots): c ure wounds , bless , detect evil and good 2nd level (2 slots): spiritual weapon Actions Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Spellcaster, Healer)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Hrigg Roundrook (Level 6)","description":"Hrigg is a gregarious dwarf who laughs heartily and lives to feast on the finest food and fight the vilest evil. He is one of five siblings, each of whom were chosen by Kiri-Jolith, the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith’s message directly to the Dragon Armies. Hrigg’s path brought him to Kalaman, where he happily finds himself on the front line of an invasion. Traits Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor. Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition on himself. Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the following cleric spells prepared: At will: guidance, sa cred flame , spare the dying 1st level (4 slots): c ure wounds , bless , detect evil and good 2nd level (2 slots): spiritual weapon Potent Cantrips. Hrigg adds his Wisdom modifier to the damage he deals with any cantrip. Actions Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Spellcaster, Healer)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Hrigg Roundrook (Level 7)","description":"Hrigg is a gregarious dwarf who laughs heartily and lives to feast on the finest food and fight the vilest evil. He is one of five siblings, each of whom were chosen by Kiri-Jolith, the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith’s message directly to the Dragon Armies. Hrigg’s path brought him to Kalaman, where he happily finds himself on the front line of an invasion. Traits Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor. Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition on himself. Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the following cleric spells prepared: At will: guidance, sa cred flame , spare the dying 1st level (4 slots): c ure wounds , bless , detect evil and good 2nd level (3 slots): spiritual weapon , lesser restoration Potent Cantrips. Hrigg adds his Wisdom modifier to the damage he deals with any cantrip. Actions Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Spellcaster, Healer)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Hrigg Roundrook (Level 8)","description":"Hrigg is a gregarious dwarf who laughs heartily and lives to feast on the finest food and fight the vilest evil. He is one of five siblings, each of whom were chosen by Kiri-Jolith, the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith’s message directly to the Dragon Armies. Hrigg’s path brought him to Kalaman, where he happily finds himself on the front line of an invasion. Traits Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor. Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition on himself. Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the following cleric spells prepared: At will: guidance, sa cred flame , spare the dying 1st level (4 slots): c ure wounds , bless , detect evil and good 2nd level (3 slots): spiritual weapon , lesser restoration Potent Cantrips. Hrigg adds his Wisdom modifier to the damage he deals with any cantrip. Actions Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Spellcaster, Healer)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Hrigg Roundrook (Level 9)","description":"Hrigg is a gregarious dwarf who laughs heartily and lives to feast on the finest food and fight the vilest evil. He is one of five siblings, each of whom were chosen by Kiri-Jolith, the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith’s message directly to the Dragon Armies. Hrigg’s path brought him to Kalaman, where he happily finds himself on the front line of an invasion. Traits Bonus Proficiencies. Hrigg is proficient with simple and martial weapons and light and medium armor. Dwarven Resilience. Hrigg has advantage on saving throws made to avoid or end the poisoned condition on himself. Spellcasting. Hrigg’s spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following cleric spells prepared: At will: guidance, sa cred flame , spare the dying 1st level (4 slots): c ure wounds , bless , detect evil and good 2nd level (3 slots): spiritual weapon , lesser restoration 3rd level (2 slots): beacon of hope Potent Cantrips. Hrigg adds his Wisdom modifier to the damage he deals with any cantrip. Actions Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Spellcaster, Healer)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Hrolf","description":"Hrolf In many ways, Hrolf is the idealized raider—he is charming, handsome (if scruffy looking), and daring. While his half-elf features mark him different from many raiders, he is never aloof. He generally wears his light brown hair long and like many raiders grows a respectable beard. Hrolf belongs to the Hallharn raiding clan, but his exploits have been such that he is well respected by all raiders. He is good natured, a capable warrior, and a natural leader. Over his long career sailing the Serpent Sea he has collected numerous stories so a journey across land and water with him is never lacking in boastful tales of great deeds and glory earned. Many years ago, Hrolf offered his own eye to the Wisdom Well, hoping to gain some awareness of what the future would offer. Whether it worked or not, he has never said. Roleplaying Hrolf Celebratory. Hrolf is seldom without a curved horn of mead to share with his companions. He loves telling stories—and hearing new tales—and believes this is best done around a roaring fire with strong mead and interesting companions. Self-important. Though Hrolf seldom speaks of this, he does believe that he is important, perhaps even vital, to preventing Ragnarök. This is not an unusual belief among raiders, but for Hrolf it is of paramount importance. Even if rejected by the heroes, he still attempts to accompany them, though from afar. Vengeful. Though open-minded, regarding raider unity, the attack by the Whar at the beginning of the story sets him on a determined path to eradicate the Whar clan, which may complicate the heroes’ attempts to unify the clans.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Half-Elf)","Alignment":"Neutral Good","Expansion":25792,"Challenge Rating":4},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Huecambra","description":"The squat newt’s body is dappled gray and chocolate-brown and covered in colorful, wart-like gems, most prominently over its back and along its thick tail. It has long claws, a mouth full of needle-like fangs, and a gleam of intelligence in its multifaceted amber eyes. Mysterious Jungle Hunters. The huecambra is an unusual and rarely seen predator native to tropical jungles and swamps. It hides amid tall reeds or in murky stretches of water, covering itself in mud to hide the gleam of the gem-like growths covering its body. Basilisks, crocodiles, and venomous snakes are the favored prey of a huecambra, though it eats just about anything it can catch. While the true origin of the huecambra remains a mystery, the people of the jungles and swamps where the monster lives believe the creature to be born from the soul of a person overcome with greed and vanity. Gems with Teeth. The huecambra is often hunted for its gem-like growths, which are useful in constructing magic items that protect their wearers from petrification and poison. The luster of the gems also inspires humanoids to hunt them, and brooches and necklaces of huecambra gems are popular items among the social elite of certain countries and city-states.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Huge Air Elemental","description":"Huge air elementals can reach a width of 12 feet in diameter and a height of 25 feet and can transform themselves into massive tornados. Traits Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack . The elemental makes two Slam attacks. Slam . Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Tornado (Recharge 4–6). The elemental magically transforms into a violent tornado and moves up to half its flying speed in a straight line and targets each creature its space it enters. Each target must succeed on a DC 16 Strength saving throw. On a failure, the target takes 26 (5d8 + 4) bludgeoning damage and is flung up 30 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. The air elemental reverts to its true form at the end of the turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Huge Drolem","description":"A drolem is a mighty construct that always resembles a mechanical or skeletal (or a mix of both) dragon. With the latter form, the drolem is often mistaken for a dracolich or undead dragon. Unlike other golems, however, a drolem has the same capabilities as a typical dragon, with the ability to fly and unleash dragon's breath. Just like any other golem, a drolem will follow the command of its creator or possessor flawlessly. The drolem can't think or act for itself, but it will defend itself if attacked. Drolem's Breath. A drolem is fashioned from the remains of a specific dragon, which determines its breath attack. For example, a drolem created from the corpse of a red dragon will always have a breath attack that deals fire damage. Traits Immutable Form. The drolem is immune to any spell or effect that would alter its form. Magic Resistance. The drolem has advantage on saving throws against spells and other magical effects. Magic Weapons. The drolem's weapon attacks are magical. Unusual Nature. The drolem doesn’t require air, food, drink, or sleep. Actions Multiattack. The drolem can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) acid, cold, fire, lightning, or poison damage (depending on drolem type). Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Dragon's Breath (Recharge 5–6). The drolem exhales acid, cold, fire, lightning, or poison (depending on drolem type) in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 49 (14d6) acid, cold, fire, lightning, or poison damage on a failed save, or half as much damage on a successful one. Frightful Presence. Each creature of the drolem's choice that is within 120 feet of the drolem and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the drolem's Frightful Presence for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Huge Earth Elemental","description":"Huge earth elementals are hulking giants that reach 20 feet in height and have torsos that are nearly 15 feet in diameter. Their immense strength allows them to smash the ground and cause a minor earthquake. Traits Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures. Actions Multiattack. The elemental makes two Slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Ground Smash (Recharge 5–6). The earth elemental slams the ground, triggering an earth tremor and violently pelting the area around it with debris. All other creatures on the ground within 15 feet of the earth elemental must succeed on a DC 19 Strength saving throw, taking 20 (3d8 + 7) bludgeoning damage and is knocked prone on a failed save, or half as much damage and isn't knocked prone on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Huge Fire Elemental","description":"Medium fire elementals appear as animated bonfires 5 feet in diameter. Their huge cousins resemble 15-foot high towering infernos. Due to their size, they can generate and channel devastating amounts of heat. Traits Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns. Illumination. The elemental sheds bright light in a 40-foot radius and dim light in an additional 40 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The elemental makes two Touch attacks. Touch. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at the start of each of its turns. Blast Wave (Recharge 5–6). The fire elemental emits a searing wave of fire. Each creature within 15 feet of the fire elemental must succeed on a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Huge Heavy Metal Elemental","description":"Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. Mine Wreckers. Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren't well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental's body tells a very different story. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatDescription, li.StatDescription, div.StatDescription {mso-style-name:\"Stat Description\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"neutral","Expansion":32483,"Challenge Rating":7},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Huge Rug Of Smothering","description":"TRAITS Antimagic Susceptibility: The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic , the rug must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. Damage Transfer: While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. False Appearance: While the rug remains motionless, it is indistinguishable from a normal rug. ACTIONS Smother: Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 15). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 14 (2d8 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"unaligned","Expansion":20254,"Challenge Rating":4},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Huge Water Elemental","description":"Huge water elementals appear as gigantic waves 25 feet tall and 15 feet in diameter. These monstrous beings can unleash powerful jets of crushing water. Traits Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. Actions Multiattack. The elemental makes two Slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Surging Wave (Recharge 6). The elemental moves up to its speed in a straight line. During this move, it can enter creatures' spaces. A creature whose space the elemental enters must succeed on a DC 17 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the elemental's path. On a failed save, the creature falls prone and takes 16 (2d10 + 5) bludgeoning damage. If the elemental remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the elemental. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 15 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the elemental and is no longer restrained. Whelm (Recharge 4–6). Each creature in the elemental's space must succeed on a DC 17 Strength saving throw. On a failure, the target takes 16 (2d10 + 5) bludgeoning damage. If it is Huge or smaller, it is also grappled (escape DC 15). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Huge creature or up to two Large or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 19 (3d8 + 6) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 18 Strength and succeeding.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Huldra","description":"Huldra At times mistaken as being the witches of the Ironwood, the huldra are actually among the primal beings that emerged as Grimnir formed. They are almost supernaturally attractive humanoids, but they also have beast-like features, such as long tails and cat-like ears. They easily blend into the woods and their skin is covered with ironleaves, protecting their otherwise exposed flesh. Though most glimpses of huldra are of females, there are also male huldra, but little is known about what communities, if any, they form. But huldra are seldom encountered on their own. Carnivorous. Intruders into their forests seldom know they are being observed by the huldra and the creatures never hesitate to ambush weaker foes. They have a fondness for flesh of any kind and take most any opportunity to consume other creatures. Forest Dwellers. They see the woods in which they live as theirs and protect them ferociously. They tend to form alliances with sentient trees, when possible, especially ironheart trees. They never start a fight they are unlikely to win, unless they are truly desperate and feel their forest sanctuary is threatened. The Witches. The huldra live near to, and occasionally work with, the Ironwood Witches, but they are not true allies. They tolerate one another because generally their purposes align.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Lawful Evil","Expansion":25792,"Challenge Rating":6},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Hulgaz","description":"Hulgaz the Tempter Hulgaz is a devil who hails from the stinking swamps of Minauros, the third layer of the Nine Hells. The self-styled Tempter corrupts mortals’ souls by offering them tantalizing but ruinous boons. To do so, she directs her entourage of loyal succubi and incubi to the Material Plane in search of vulnerable mortals. When they find a particularly pitiful soul, Hulgaz might visit herself, offering even greater “gifts” to her victims. As befits a duchess from boggy Minauros, Hulgaz appears regal yet perpetually sodden, her matted hair tangled with her soggy garments. For all her majesty, Hulgaz’s fiendish nature is apparent in her monstrous features: bestial claws, glossy black eyes, and a snakelike tail tipped with a poisonous spike. On the rare occasion when her social graces fail to achieve the desired result, Hulgaz turns her natural weapons on her victims. Using Hulgaz in a Game Hulgaz is a compelling antagonist for groups that enjoy roleplaying and social encounters, especially if they might enjoy the prospect of making a deal with a devil. Though her stat block is provided in the case of a fight, Hulgaz is best used as a recurring villain in roleplaying encounters. Her primary means of corrupting mortals is by offering them tantalizing boons called infernal blessings. When a character attracts the attention of Hulgaz, she or her servants confront the character and offer a boon. But any boon on offer is fated to make the recipient miserable. Even those who choose to not take part in Hulgaz’s schemes eventually suffer at her hands. Examples of infernal blessings Hulgaz can offer characters are provided below, followed by sample encounters that feature Hulgaz or her minions. Roleplaying Hulgaz Hulgaz is witty, garrulous, and patient all at once. She speaks calmly in a low voice, and her movements are graceful and purposeful. Each shrug of her shoulders or waggle of her finger is a well-rehearsed ploy, a gesture she has weaponized to put her targets off guard. Hulgaz is a charmer in both the common and magical sense. She effortlessly ingratiates herself, instinctively deducing the most effective tack to take in any conversation. This might mean lending a sympathetic ear to a weepy-eyed supplicant one moment, then seconds later offering hearty laughter to a jokester’s poor jape. Whatever her outward demeanor, any perceived kindness Hulgaz offers is strictly a means to her wicked agenda: the corruption of mortal souls. If she has a tell, it is her long, snakelike tail. In the midst of a conversation with an especially tantalizing victim-to-be, Hulgaz can’t help but whip her tail back and forth with excitement. Selfless heroes and true martyrs pique Hulgaz’s interest because she loves the challenge of twisting and defiling the souls of such noble beings. She responds to unwavering do-gooders by redoubling her efforts to corrupt them. Infernal Blessings Here are several blessings Hulgaz can bestow on willing Humanoids. Other Fiends, particularly archdevils, might bestow such blessings as well, and you can create additional blessings Hulgaz might bestow. Unlike most blessings, infernal blessings impose both desirable and detrimental effects on the user. Casting the Remove Curse spell on the subject of an infernal blessing ends the blessing’s effects, including its consequences. The description of each blessing addresses its user. Each blessing’s detrimental effect should be a surprise to the blessing’s user when it is revealed some time after the infernal blessing is gained. Blessing of Bloody Might Supernatural Gift (Blessing) Your Strength score increases by 2, to a maximum of 22. Consequence. The character is cursed with werewolf lycanthropy (see the Monster Manual ) until the blessing ends on them. On nights when the moon is full, the cursed character flies into a rage that lasts until dawn; while in this state, the character becomes an NPC under the DM’s control. Blessing of Lonely Genius Supernatural Gift (Blessing) Your Intelligence score increases by 2, to a maximum of 22. Consequence. The character’s intellect rubs old friends the wrong way. Three NPCs of the DM’s choice become indifferent or hostile toward the character, and the character automatically fails any Charisma check made to improve their attitudes. Blessing of Unearned Riches Supernatural Gift (Blessing) The next time you search among or retrieve something from your belongings, you find an unmarked pouch containing five 1,000 gp gemstones. Consequence. The character’s new fortune garners unwanted attention from a guild of violent mercenaries, who claim to have been robbed of exactly 5,000 gp worth of gems the same day as the character found the windfall. Every night for the next 7 days, the character is attacked by 1d4 neutral evil veterans . When the attacks end, so does this blessing. Encounters with Hulgaz Hulgaz makes a good adversary for players who especially enjoy roleplaying. If your players prefer to talk to enemies they encounter rather than fight them, consider using Hulgaz in your campaign. You can run the following encounters to introduce Hulgaz to the party. These encounters are designed to occur in the order presented over the course of several game sessions, as Hulgaz first probes the characters to test their virtue, then tries to tempt them, and finally confronts them. At the end of each encounter, Hulgaz offers the characters one or more infernal blessings. Most encounters with Hulgaz are roleplaying-focused, and the level of the characters isn’t especially important, but a final confrontation with the Tempter should wait until your heroes are 11th or 12th level (depending on how many characters are in your group). Deceptive Knight While traveling through a remote area, the party comes across a knight beset by three bandits. The knight appears wounded. In fact, the knight and the bandits are four succubi in magical disguise, testing the party’s integrity on behalf of Hulgaz. The knight cries out for help, apparently assailed by the bandits. How the succubi interact with the characters depends on how the characters react to this situation: The Party Helps. If the party intervenes, the knight thanks the characters for their courage and offers them a reward. The Party Doesn’t Engage. If the party does nothing, the laughing bandits offer the complicit party a parting favor pilfered from the defeated knight. The Party Catches the Lie. If the party sees through the ruse, the succubi reveal their true forms and applaud the characters’ perceptiveness with a reward. In every case, a member of the party is offered a choice between two infernal blessings. The succubi hint that this gift is on behalf of their mistress, Hulgaz, but they don’t divulge any further details. Whether or not a character accepts the offer, the succubi depart once the exchange is over. Time of Need During an especially harrowing fight, Hulgaz appears to the party. She teleports to the most hard-pressed character and casually offers to help in the battle. All she asks in return is for the character to accept an infernal blessing from her. If the character rejects her offer, Hulgaz “tsks” in disappointment, then summons two succubi to attack the party before teleporting away. Crossroads Confrontation Hulgaz makes her final appearance to the party long after their previous meeting. This encounter takes place at a suitably dramatic location, such as a deserted rural crossroads, when the characters believe themselves to be free of Hulgaz. Hulgaz offers them one last deal. She produces a handful of baubles that represent her infernal blessings, one for each member of the party. Hulgaz offers the characters these gifts as tokens of her esteem. To emphasize her respect for the party, she has tailored the charms to suit each character’s stated goals or aspirations. As before, the charms are designed to bring the characters fortune and woe in equal measure. This time, Hulgaz doesn’t take no for an answer. If the characters refuse to take the infernal charms, Hulgaz shakes her head ruefully. She says that if she can’t convince the characters to accept the Nine Hells’ invitations, she’ll have to send them there herself. Hulgaz then launches into a frenzied assault, attacking with reckless abandon. Traits Legendary Resistance (3/Day). If Hulgaz fails a saving throw, she can choose to succeed instead. Magic Resistance. Hulgaz has advantage on saving throws against spells and other magical effects. Spellcasting. Hulgaz casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: Charm Person 2/day each: Dispel Magic, Fog Cloud 1/day: Teleport Actions Multiattack. Hulgaz makes two Claw attacks and one Intoxicating Sting attack. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Intoxicating Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 17 Wisdom saving throw or have the charmed condition until the start of Hulgaz’s next turn. Brimstone Vapor (Recharge 5–6). Hulgaz exhales a 30-foot cone of noxious, scorching-hot vapor. Each creature in that area must succeed on a DC 17 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature takes 31 (7d8) fire damage at the start of each of its turns and has disadvantage on Wisdom saving throws. A target can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions Hulgaz can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hulgaz regains spent legendary actions at the start of her turn. Attack. Hulgaz makes one Claw attack. Charm. Hulgaz uses Spellcasting to cast Charm Person. Curdle Heart (Costs 2 Actions). Hulgaz sours the good feelings of her charmed victims. She chooses any number of creatures she can see who are charmed by her. Each target takes 17 (5d6) psychic damage as the charmed condition applied by Hulgaz ends on it.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":27234,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Huli Jing","description":"A woman of unearthly beauty smiles behind her ornamental fan before suddenly transforming into a brilliantly white fox with nine tails. Canine Animosity. Dogs are not fooled by the huli jing’s deceptions. No matter how a huli jing tries to hide its true nature, it can’t hide its fox scent from dogs. Energy Feeders. The huli jing possess great powers as long as they absorb sufficient energy, most often derived from moonlight or sunshine. This is but a trickle, however, compared to the life-force of mortals. Huli jing use their shapechanging to live among humans, secretly feeding off the populace or from willing allies, exchanging life energy for the fey’s aid. Symbols of Luck or Curses. The huli jing are neither good nor evil but act according to their individual natures. Some walk among the mortal races, their aid and kindness spreading tales of the huli jing’s auspicious benevolence. Others seek to confuse, trick, or harm mortals, and their malicious cruelty gives rise to stories of the huli jing as malevolent omens.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Hulking Brain","description":"The voiceless talkers have engineered pearlescent-skinned, humanoid-shaped aberrations with four massive arms and—in place of a head—a large pulsing brain. Called thylinça by voiceless talkers and hulking brains by everyone else, these creatures serve as bodyguards and psionic batteries for their synlirii creators. Traits Psionic Immunity. The hulking brain is unaffected by psionic powers manifested by voiceless talkers unless the brain wishes to be. Psychic Scream. When the brain drops to 0 hit points, each creature within 30 feet of them must make a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The brain makes three Bash attacks. Bash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on saving throws against psionic powers. The brain can grapple up to four creatures at once. Squeeze. Each creature grappled by the brain must make a DC 16 Strength saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Bonus Actions Psionic Invigoration ( 1 /Day). Each willing voiceless talker within 60 feet of the brain regains the use of one psionic power of the voiceless talker’s choice, and the voiceless talker has advantage on attack rolls until the end of the brain’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Hulking Brain","description":"Traits Psionic Immunity. The hulking brain is unaffected by psionic powers manifested by voiceless talkers unless the brain wishes to be. Psychic Scream. When the brain drops to 0 hit points, each creature within 30 feet of them must make a DC 16 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The brain makes three Bash attacks. Bash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on saving throws against psionic powers. The brain can grapple up to four creatures at once. Squeeze. Each creature grappled by the brain must make a DC 16 Strength saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Bonus Actions Psionic Invigoration ( 1 /Day). Each willing voiceless talker within 60 feet of the brain regains the use of one psionic power of the voiceless talker’s choice, and the voiceless talker has advantage on attack rolls until the end of the brain’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":28288,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Hulking Crab","description":"Much bigger than a giant crab, a hulking crab has a body 15 to 20 feet in diameter. Its shell is often covered with coral, anemones, ship wreckage, or some other sort of detritus salvaged from the ocean floor. Traits Amphibious. The crab can breathe air and water. Shell Camouflage. While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check. Actions Multiattack. The crab makes two attacks with its claws. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":7387,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Hulking Crab","description":"Much bigger than a giant crab, a hulking crab has a body 15 to 20 feet in diameter. Its shell is often covered with coral, anemones, ship wreckage, or some other sort of detritus salvaged from the ocean floor. Traits Amphibious. The crab can breathe air and water. Shell Camouflage. While the crab remains motionless with its eyestalks and pincers tucked close to its body, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check. Actions Multiattack. The crab makes two attacks with its claws. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The crab has two claws, each of which can grapple only one target.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":20544,"Challenge Rating":5},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Hulking Whelp","description":"This gray-skinned dog-like creature seems pathetically eager to please but fantastically skittish, its ears alerting at every nearby sound, and its large oval eyes following anything that passes by. Emotional Giant. A hulking whelp is a tightly wound ball of emotion, extremely private and defensive of its personal space, and terrified of the world around it. When it feels its personal space violated, or its fragile concentration is broken, the small, quivery fey grows into a muscled beast of giant proportions. Calm Friend. When its emotions are under control, a hulking whelp is friendly and even helpful, although this has more to do with its guilt over past actions and fear of what it might do if it feels threatened than a true desire to help others. In its calm form, a hulking whelp is just over three feet tall at the shoulder and weighs 50 lb. Unleashed, it is 20 feet tall and 4,000 lb. Traits Calm State: When a hulking whelp is calm and unafraid, it uses the following statistics instead of those listed above: Size Small; HP 9 (6d6 – 12); Speed 20 ft.; Str 8 (–1); Con 6 (-2); Languages Common, Sylvan Poor Senses: A hulking whelp has poor hearing and is nearsighted. It can see in normal or dim light up to 30 feet and hear sounds from up to 60 feet away. Unleashed Emotion: When a hulking whelp feels threatened—it’s touched, intimidated, cornered, attacked, or even just if a stranger moves adjacent to the whelp—it immediately grows from size Small to Huge as a reaction. If the whelp was attacked, this reaction occurs after the attack is made but before damage is done. Nearby creatures and objects are pushed to the nearest available space and must make a successful DC 15 Strength saving throw or fall prone. Weapons, armor, and other objects worn or carried by the hulking whelp grow (and shrink again) proportionally when it changes size. Overcome by raw emotion, it sets about destroying anything and everything it can see (which isn’t much) and reach (which is quite a lot). The transformation lasts until the hulking whelp is unaware of any nearby creatures for 1 round, it drops to 0 hit points, it has 5 levels of exhaustion, or it’s affected by a calm emotions spell or comparable magic. The transformation isn’t entirely uncontrollable; people or creatures the whelp knows and trusts can be near it without triggering the reaction. Under the wrong conditions, such as in a populated area, a hulking whelp’s Unleashed Emotion can last for days. Actions Multiattack: The hulking whelp makes two slam attacks. Slam: Melee Weapon Attack : +8 to hit, reach 15 ft., One target. Hit : 18 (3d8 + 5) Bludgeoning damage. Reactions Quick Step: A hulking whelp can move 20 feet as a reaction when it is attacked. No opportunity attacks are triggered by this move.","properties":{"Category":"Monsters","Size":"Small/Huge","Type":"fey (shapechanger)","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Human Acolyte","description":"Unless separated and lost, an acolyte will always be part of a large, experienced group. As chaplain, their job is to provide emergency or “last resort” divine provision, casting spells that allow a more potent member of the group to recover or have a moment to think.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":5818,"Challenge Rating":"1/4"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Human Apprentice","description":"Whether little more than a bag-and-book carrier for a powerful mage, or on trial before completing a program of learning, an apprentice can be relied upon to be a sound addition to any military expedition.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral good","Expansion":5818,"Challenge Rating":"1/4"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Human Apprentice Mage","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Empower Patron. A non-minion creature serves as the mage’s patron in exchange for the mage’s protective magic. At the start of the patron’s turn, the patron gains temporary hit points equal to twice the number of apprentice mages within 60 feet of them who chose them as a patron and can see them. Exploit Weakness. When the mage makes or joins an attack that’s made with advantage, the attack deals an extra 1 damage per mage who made or joined the attack. Minion. If the mage takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the mage takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Lightning Strike (Group Attack). Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 2 lightning damage, and if this attack was made by more than one mage, each mage who joined the attack picks one creature within 30 feet of the original target. Each creature picked takes 2 lightning damage for each mage who targeted them; the mage’s Exploit Weakness trait does not increase this damage. Thunder Crack (Group Attack). Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 4 thunder damage, and the target can’t make opportunity attacks until the start of their next turn. Changing the Apprentice Mage Human wizards often follow arcane traditions to master a particular element of magic. In this stat block, the apprentice mage makes Lightning Strike and Thunder Crack attacks, but the GM can reflect a different elemental mastery by changing both damage types to acid, cold, or fire damage. A mage can only join other mages in this group attack if their group attack deals the same damage type.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Apprentice Mage","description":"Changing the Apprentice Mage Human wizards often follow arcane traditions to master a particular element of magic. In this stat block, the apprentice mage makes Lightning Strike and Thunder Crack attacks, but the GM can reflect a different elemental mastery by changing both damage types to acid, cold, or fire damage. A mage can only join other mages in this group attack if their group attack deals the same damage type. Traits Empower Patron. A non-minion creature serves as the mage’s patron in exchange for the mage’s protective magic. At the start of the patron’s turn, the patron gains temporary hit points equal to twice the number of apprentice mages within 60 feet of them who chose them as a patron and can see them. Exploit Weakness. When the mage makes or joins an attack that’s made with advantage, the attack deals an extra 1 damage per mage who made or joined the attack. Minion. If the mage takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the mage takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Lightning Strike (Group Attack). Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 2 lightning damage, and if this attack was made by more than one mage, each mage who joined the attack picks one creature within 30 feet of the original target. Each creature picked takes 2 lightning damage for each mage who targeted them; the mage’s Exploit Weakness trait does not increase this damage. Thunder Crack (Group Attack). Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 4 thunder damage, and the target can’t make opportunity attacks until the start of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Archmage","description":"The archmage has spent decades gathering knowledge and arcanum, carefully watching the settlements of friend and foe alike. Always looking outward for signs of impending war or and incursion, the archmage keeps an ear to the ground, for being prepared is the essence of an archmage’s power. Quest Giver. An archmage receives countless bits of news and rumors from informants and auguries, but most are cast aside as fearmongering or superstition. A handful the archmage will pass on—again through clandestine means—to a newly arrived group of adventurers to investigate their veracity. Archmage Quests d10 Quest Seed 1 retrieve a rare spell component 2 find information about an artifact 3 explore an uncovered ruin 4 map a cave network 5 follow the stone golem 6 decipher the runestone tablet 7 dissect an anghenfil 8 track a pigeon 9 unlock the moon gate 10 destroy the shadow gate","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral good","Expansion":5818,"Challenge Rating":12},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Human Archpriest","description":"Though few priests of any faith use the title formally, an archpriest is the leader of district or congregation centered around one or several churches or shrines. The archpriest leads the faithful, both the clergy and members of the community, in practicing the tenets of their faith. In times of trouble, many humans seek out an archpriest for their wisdom and guidance. For this reason, many archpriests sit in counsel to monarchs.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral good","Expansion":5818,"Challenge Rating":12},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Human Berserker","description":"Often tribal warriors with their undisciplined fighting style are known as berserkers. Most berserkers are territorial to a fault, whether it’s protecting their tribe’s borders or guarding their favorite bar stool.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic good","Expansion":5818,"Challenge Rating":"1/4"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Human Brawler","description":"Those who frequent boxing rings and competition melees are known amongst humankind as brawlers. Most brawlers avoid taking up arms, instead preferring to pummel unsuspecting opponents with their bare fists.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic good","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Human Brawler","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Exploit Opening ( 3 /Day). When the brawler makes an attack, they have advantage on the attack roll. Actions Multiattack. The brawler makes two attacks using Grab, Haymaker, or both. Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the brawler can’t grab another creature. Haymaker. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, or 10 (3d4 + 3) bludgeoning damage against a grappled target. Throw. The brawler throws one Medium or smaller creature they are grappling or object they are holding up to 30 feet horizontally. If the thrown target is a creature, they fall prone after this throw. If the thrown target would enter the space of a creature or solid object that is no more than one size smaller than it, the thrown target collides with it and stops in the nearest unoccupied space, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. A Large or smaller creature hit by this thrown target must succeed on a DC 13 Dexterity saving throw or take the same amount of damage and fall prone. Reactions Meat Shield. When the brawler is grappling a target and is hit by a ranged attack made by another creature the brawler can see, the brawler gains a +2 bonus to AC against the triggering attack. If this bonus causes the attack to miss the brawler, it hits the grappled target instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Brawler","description":"Traits Exploit Opening ( 3 /Day). When the brawler makes an attack, they have advantage on the attack roll. Actions Multiattack. The brawler makes two attacks using Grab, Haymaker, or both. Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the brawler can’t grab another creature. Haymaker. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, or 10 (3d4 + 3) bludgeoning damage against a grappled target. Throw. The brawler throws one Medium or smaller creature they are grappling or object they are holding up to 30 feet horizontally. If the thrown target is a creature, they fall prone after this throw. If the thrown target would enter the space of a creature or solid object that is no more than one size smaller than it, the thrown target collides with it and stops in the nearest unoccupied space, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. A Large or smaller creature hit by this thrown target must succeed on a DC 13 Dexterity saving throw or take the same amount of damage and fall prone. Reactions Meat Shield. When the brawler is grappling a target and is hit by a ranged attack made by another creature the brawler can see, the brawler gains a +2 bonus to AC against the triggering attack. If this bonus causes the attack to miss the brawler, it hits the grappled target instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Brawler Slime Servant","description":"Slime Servants If a creature spends 1 continuous minute under the effect of the slime from an olothec’s Devolving Tentacle attack, that effect ends and their flesh devolves into a translucent primordial state. The creature loses their memories and sense of self, becoming a slime servant NPC who is loyal to the olothec. The following stat blocks are Ithu’rath’s slime servants. Traits Amphibious. The brawler can breathe air and water. Exploit Opening ( 3 /Day). When the brawler makes an attack, they have advantage on the attack roll. Servant Senses. Ithu’rath can sense anything the brawler senses, and Ithu’rath can speak through their body. Actions Multiattack. The brawler makes two attacks using Grab, Haymaker, or both. Grab. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the brawler can’t grab another creature. Haymaker. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, or 10 (3d4 + 3) bludgeoning damage against a grappled target. Throw. The brawler throws one Medium or smaller creature they are grappling or object they are holding up to 30 feet horizontally. If the thrown target is a creature, they fall prone after this throw. If the thrown target would enter the space of a creature or solid object that is no more than one size smaller than it, the thrown target collides with it and stops in the nearest unoccupied space, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown. A Large or smaller creature hit by this thrown target must succeed on a DC 13 Dexterity saving throw or take the same amount of damage and fall prone. Reactions Meat Shield. When the brawler is grappling a target and is hit by a ranged attack made by another creature the brawler can see, the brawler gains a +2 bonus to AC against the triggering attack. If this bonus causes the attack to miss the brawler, it hits the grappled target instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Chieftain","description":"As the head of a wilderness tribe or a borderland village, chieftains are proud, capable warriors and reasoned leaders. Known for their tough-but-fair attitude and generally honest nature, the chieftain has to step between argumentative neighbors as often as drive off foul beasts. The wisest of these leaders are canny individuals, drawing the best from a mixed bunch of residents.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful good","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Human Death Acolyte","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Death Chant. When an enemy succeeds on a death saving throw while within 30 feet of three or more acolytes who aren’t incapacitated, the success instead counts as a failure, and if the roll was a 20, the enemy doesn’t regain hit points. Exploit Weakness. When the acolyte makes or joins an attack that’s made with advantage, the attack deals an extra 1 damage per acolyte who made or joined the attack. Minion. If the acolyte takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the acolyte takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Transfer Life (Group Attack). Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 necrotic damage, and if this attack was made by more than one acolyte, a creature of the acolytes’ choice within 30 feet of them regains 1 hit point per acolyte who joined this group attack. Necrotic Bolt (Group Attack). Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 2 necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Death Acolyte","description":"Laws? You only need to follow the laws if you’re weaker than the people enforcing them. Oh, I’ve made mistakes in my time, but I’ve never followed any law some rich brat who inherited a crown made up to control people. Nobles don’t even follow the rules they write for others. It’s a joke. What you don’t understand is that out here, I am the nobles. I am the law, and if the bodies at the bottom of the river could talk, they’d tell you I can enforce it. Baron Wigar Uthrak Traits Death Chant. When an enemy succeeds on a death saving throw while within 30 feet of three or more acolytes who aren’t incapacitated, the success instead counts as a failure, and if the roll was a 20, the enemy doesn’t regain hit points. Exploit Weakness. When the acolyte makes or joins an attack that’s made with advantage, the attack deals an extra 1 damage per acolyte who made or joined the attack. Minion. If the acolyte takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the acolyte takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Transfer Life (Group Attack). Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 necrotic damage, and if this attack was made by more than one acolyte, a creature of the acolytes’ choice within 30 feet of them regains 1 hit point per acolyte who joined this group attack. Necrotic Bolt (Group Attack). Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 2 necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Death Cultist","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Exploit Opening ( 3 /Day). When the cultist makes an attack, they have advantage on the attack roll. Actions Scythe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 7 (2d6) necrotic damage, and the cultist regains hit points equal to half the necrotic damage dealt. Death Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (4d6) necrotic damage, and the target’s weapon attacks deal half damage until the start of the cultist’s next turn. Blackfire Blessing ( 1 /Day). The cultist empowers up to 10 non-minion allies within 30 feet of them. For 1 minute or until the cultist dies, each creature’s weapons burn with black fire and deal an extra 2 (1d4) necrotic damage on a hit. Bonus Actions Rise, My Minions! ( 1 /Day). The cultist chooses up to three creatures within 30 feet of them who died within the last minute. These creatures return to life with 1 hit point, but they can’t regain hit points, and they die after 1 minute. Reactions Life from Death. When a creature the cultist can see within 30 feet of them fails a death saving throw or dies, the cultist siphons their faltering life energy. The cultist chooses a creature within 30 feet of the cultist who isn’t uncon­scious, and that creature regains 14 (4d6) hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Death Cultist","description":"Traits Exploit Opening ( 3 /Day). When the cultist makes an attack, they have advantage on the attack roll. Actions Scythe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 7 (2d6) necrotic damage, and the cultist regains hit points equal to half the necrotic damage dealt. Death Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (4d6) necrotic damage, and the target’s weapon attacks deal half damage until the start of the cultist’s next turn. Blackfire Blessing ( 1 /Day). The cultist empowers up to 10 non-minion allies within 30 feet of them. For 1 minute or until the cultist dies, each creature’s weapons burn with black fire and deal an extra 2 (1d4) necrotic damage on a hit. Bonus Actions Rise, My Minions! ( 1 /Day). The cultist chooses up to three creatures within 30 feet of them who died within the last minute. These creatures return to life with 1 hit point, but they can’t regain hit points, and they die after 1 minute. Reactions Life from Death. When a creature the cultist can see within 30 feet of them fails a death saving throw or dies, the cultist siphons their faltering life energy. The cultist chooses a creature within 30 feet of the cultist who isn’t uncon­scious, and that creature regains 14 (4d6) hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Guard","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Exploit Weakness. When the guard makes or joins an attack that’s made with advantage, the attack deals an extra 1 damage per guard who made or joined the attack. Minion. If the guard takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the guard takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Overwhelm. If a Medium or smaller enemy starts their turn within 5 feet of three or more guards who can see them, until the start of the enemy’s next turn, the enemy’s speed is reduced by 5 feet for each guard within 5 feet of them. If this reduces the enemy’s walking speed to 0, they are restrained until the start of their next turn. Actions Spear (Group Attack). Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/8"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Guard","description":"Traits Exploit Weakness. When the guard makes or joins an attack that’s made with advantage, the attack deals an extra 1 damage per guard who made or joined the attack. Minion. If the guard takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the guard takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Overwhelm. If a Medium or smaller enemy starts their turn within 5 feet of three or more guards who can see them, until the start of the enemy’s next turn, the enemy’s speed is reduced by 5 feet for each guard within 5 feet of them. If this reduces the enemy’s walking speed to 0, they are restrained until the start of their next turn. Actions Spear (Group Attack). Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"1/8"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Knave","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Exploit Opening ( 3 /Day). When the knave makes an attack, they have advantage on the attack roll. Actions Multiattack. The knave makes two Morningstar or two Javelin attacks. They can replace one attack with a Shield Bash attack. Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if the target is prone. Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, they must succeed on a DC 14 Strength saving throw or be knocked prone. Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Bonus Actions Stay Down. The knave kicks one prone creature within 5 feet of them. The target must succeed on a DC 14 Constitution saving throw or their speed is reduced to 0 until the end of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Knave","description":"Traits Exploit Opening ( 3 /Day). When the knave makes an attack, they have advantage on the attack roll. Actions Multiattack. The knave makes two Morningstar or two Javelin attacks. They can replace one attack with a Shield Bash attack. Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if the target is prone. Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, they must succeed on a DC 14 Strength saving throw or be knocked prone. Javelin. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Bonus Actions Stay Down. The knave kicks one prone creature within 5 feet of them. The target must succeed on a DC 14 Constitution saving throw or their speed is reduced to 0 until the end of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Mercenary (PB 2)","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Signature Attack (Halberd). Melee Weapon Attack: +3 plus PB to hit, reach 10 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the mercenary can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Battlefield Medicine ( 3 /Day). As an action, the mercenary restores PBd8 hit points to a creature they can see within 5 feet of them. 5 th Level: Exploit Opening ( 3 /Day). The mercenary takes the Attack action, making each attack with advantage and dealing an extra PBd4 slashing damage on a hit. 7 th Level: Halberd Master ( 3 /Day). When a creature enters a space within the mercenary’s reach, the mercenary uses a reaction to make a signature attack with advantage against that creature. If this attack hits, it deals an extra PBd6 slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Mercenary (PB 2)","description":"Traits Signature Attack (Halberd). Melee Weapon Attack: +3 plus PB to hit, reach 10 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the mercenary can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Battlefield Medicine ( 3 /Day). As an action, the mercenary restores PBd8 hit points to a creature they can see within 5 feet of them. 5 th Level: Exploit Opening ( 3 /Day). The mercenary takes the Attack action, making each attack with advantage and dealing an extra PBd4 slashing damage on a hit. 7 th Level: Halberd Master ( 3 /Day). When a creature enters a space within the mercenary’s reach, the mercenary uses a reaction to make a signature attack with advantage against that creature. If this attack hits, it deals an extra PBd6 slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Mercenary (PB 3)","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Signature Attack (Halberd). Melee Weapon Attack: +3 plus PB to hit, reach 10 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the mercenary can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Battlefield Medicine ( 3 /Day). As an action, the mercenary restores PBd8 hit points to a creature they can see within 5 feet of them. 5 th Level: Exploit Opening ( 3 /Day). The mercenary takes the Attack action, making each attack with advantage and dealing an extra PBd4 slashing damage on a hit. 7 th Level: Halberd Master ( 3 /Day). When a creature enters a space within the mercenary’s reach, the mercenary uses a reaction to make a signature attack with advantage against that creature. If this attack hits, it deals an extra PBd6 slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Mercenary (PB 3)","description":"Traits Signature Attack (Halberd). Melee Weapon Attack: +3 plus PB to hit, reach 10 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the mercenary can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Battlefield Medicine ( 3 /Day). As an action, the mercenary restores PBd8 hit points to a creature they can see within 5 feet of them. 5 th Level: Exploit Opening ( 3 /Day). The mercenary takes the Attack action, making each attack with advantage and dealing an extra PBd4 slashing damage on a hit. 7 th Level: Halberd Master ( 3 /Day). When a creature enters a space within the mercenary’s reach, the mercenary uses a reaction to make a signature attack with advantage against that creature. If this attack hits, it deals an extra PBd6 slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Mercenary (PB 4)","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Signature Attack (Halberd). Melee Weapon Attack: +3 plus PB to hit, reach 10 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the mercenary can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Battlefield Medicine ( 3 /Day). As an action, the mercenary restores PBd8 hit points to a creature they can see within 5 feet of them. 5 th Level: Exploit Opening ( 3 /Day). The mercenary takes the Attack action, making each attack with advantage and dealing an extra PBd4 slashing damage on a hit. 7 th Level: Halberd Master ( 3 /Day). When a creature enters a space within the mercenary’s reach, the mercenary uses a reaction to make a signature attack with advantage against that creature. If this attack hits, it deals an extra PBd6 slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Mercenary (PB 4)","description":"Traits Signature Attack (Halberd). Melee Weapon Attack: +3 plus PB to hit, reach 10 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the mercenary can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Battlefield Medicine ( 3 /Day). As an action, the mercenary restores PBd8 hit points to a creature they can see within 5 feet of them. 5 th Level: Exploit Opening ( 3 /Day). The mercenary takes the Attack action, making each attack with advantage and dealing an extra PBd4 slashing damage on a hit. 7 th Level: Halberd Master ( 3 /Day). When a creature enters a space within the mercenary’s reach, the mercenary uses a reaction to make a signature attack with advantage against that creature. If this attack hits, it deals an extra PBd6 slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Mercenary (PB 5)","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Signature Attack (Halberd). Melee Weapon Attack: +3 plus PB to hit, reach 10 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the mercenary can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Battlefield Medicine ( 3 /Day). As an action, the mercenary restores PBd8 hit points to a creature they can see within 5 feet of them. 5 th Level: Exploit Opening ( 3 /Day). The mercenary takes the Attack action, making each attack with advantage and dealing an extra PBd4 slashing damage on a hit. 7 th Level: Halberd Master ( 3 /Day). When a creature enters a space within the mercenary’s reach, the mercenary uses a reaction to make a signature attack with advantage against that creature. If this attack hits, it deals an extra PBd6 slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Mercenary (PB 5)","description":"Traits Signature Attack (Halberd). Melee Weapon Attack: +3 plus PB to hit, reach 10 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the mercenary can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Battlefield Medicine ( 3 /Day). As an action, the mercenary restores PBd8 hit points to a creature they can see within 5 feet of them. 5 th Level: Exploit Opening ( 3 /Day). The mercenary takes the Attack action, making each attack with advantage and dealing an extra PBd4 slashing damage on a hit. 7 th Level: Halberd Master ( 3 /Day). When a creature enters a space within the mercenary’s reach, the mercenary uses a reaction to make a signature attack with advantage against that creature. If this attack hits, it deals an extra PBd6 slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Mercenary (PB 6)","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Signature Attack (Halberd). Melee Weapon Attack: +3 plus PB to hit, reach 10 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the mercenary can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Battlefield Medicine ( 3 /Day). As an action, the mercenary restores PBd8 hit points to a creature they can see within 5 feet of them. 5 th Level: Exploit Opening ( 3 /Day). The mercenary takes the Attack action, making each attack with advantage and dealing an extra PBd4 slashing damage on a hit. 7 th Level: Halberd Master ( 3 /Day). When a creature enters a space within the mercenary’s reach, the mercenary uses a reaction to make a signature attack with advantage against that creature. If this attack hits, it deals an extra PBd6 slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Mercenary (PB 6)","description":"Traits Signature Attack (Halberd). Melee Weapon Attack: +3 plus PB to hit, reach 10 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the mercenary can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Battlefield Medicine ( 3 /Day). As an action, the mercenary restores PBd8 hit points to a creature they can see within 5 feet of them. 5 th Level: Exploit Opening ( 3 /Day). The mercenary takes the Attack action, making each attack with advantage and dealing an extra PBd4 slashing damage on a hit. 7 th Level: Halberd Master ( 3 /Day). When a creature enters a space within the mercenary’s reach, the mercenary uses a reaction to make a signature attack with advantage against that creature. If this attack hits, it deals an extra PBd6 slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Noble","description":"Many human cultures adhere to a caste system where an aristocracy leads and oversees a servant class. Though elevated to their position by dint of birth rather than through effort or ability, many nobles none the less rise with the best of intentions to guide their people toward prosperity.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful good","Expansion":5818,"Challenge Rating":"1/8"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Human Priest","description":"Though most of a priest’s time on the frontier is spent amongst the congregation, they aren’t afraid to help lend a hand against raiders, goblins, or encroaching wildlife. Even to those in the community who do not share the priest’s faith, a calm, knowledgeable presence is a balm in difficult times.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful good","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Human Raider","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Charge. If the raider moves at least 15 feet straight toward a target and then hits the target with a melee attack on the same turn, the target takes an extra 3 (1d6) damage. Exploit Opening ( 3 /Day). When the raider makes an attack, they have advantage on the attack roll. Actions Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shield Shove. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and if the target is a Medium or smaller creature, they must succeed on a DC 12 Strength saving throw or be pushed 5 feet away from the raider. Reactions Splinter Shield. When the raider is wielding a shield and is hit by an attack made by a creature they can see, the raider gains a +4 bonus to AC against the triggering attack. If this causes the attack to miss, the raider’s shield breaks, and until they get a new shield, their AC is reduced by 2 and they can’t use this reaction or make a Shield Shove attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Raider","description":"Traits Charge. If the raider moves at least 15 feet straight toward a target and then hits the target with a melee attack on the same turn, the target takes an extra 3 (1d6) damage. Exploit Opening ( 3 /Day). When the raider makes an attack, they have advantage on the attack roll. Actions Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shield Shove. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and if the target is a Medium or smaller creature, they must succeed on a DC 12 Strength saving throw or be pushed 5 feet away from the raider. Reactions Splinter Shield. When the raider is wielding a shield and is hit by an attack made by a creature they can see, the raider gains a +4 bonus to AC against the triggering attack. If this causes the attack to miss, the raider’s shield breaks, and until they get a new shield, their AC is reduced by 2 and they can’t use this reaction or make a Shield Shove attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Scoundrel","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Ambusher. In the first round of combat, the scoundrel has advantage on attack rolls against any surprised creature. Exploit Opening ( 3 /Day). When the scoundrel makes an attack, they have advantage on the attack roll. Hit ‘Em Where It Hurts. When the scoundrel has advantage on a weapon attack roll, the attack deals an extra 7 (2d6) damage on a hit. Actions Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the scoundrel can make a dagger attack against the target with advantage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Scoundrel","description":"Traits Ambusher. In the first round of combat, the scoundrel has advantage on attack rolls against any surprised creature. Exploit Opening ( 3 /Day). When the scoundrel makes an attack, they have advantage on the attack roll. Hit ‘Em Where It Hurts. When the scoundrel has advantage on a weapon attack roll, the attack deals an extra 7 (2d6) damage on a hit. Actions Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the scoundrel can make a dagger attack against the target with advantage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Scout","description":"At the outskirts of human settlements and at the fore of human armies, the scout is not only a capable and skilled woodsman and guide, but the eyes and ears in the wilderness.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic good","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Human Soldier","description":"Human kingdoms often rely on forceful expansion to avoid inward collapse. The armies that expand these borders and conquer their neighbors are built on the backs of career soldiers.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful good","Expansion":5818,"Challenge Rating":"1/8"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Human Spy","description":"Spies operate on the belief that disruptive, overt conflict is far more dangerous than subterfuge. Though a spy is a competent combatant and skilled in coercion, they know that information through espionage can yield far deeper wounds and far stronger chains.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Human Storm Wizard","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Exploit Opening ( 3 /Day). When the wizard makes an attack, they have advantage on the attack roll. Actions Arcane Staff. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 30 ft., one target. Hit: 21 (6d6) lightning damage. Gust of Wind ( 1 /Day; 2 nd-Level Spell; Concentration). A 10-foot-wide, 60-foot-long line of strong wind gusts from the wizard for 1 minute. Each creature who starts their turn in that area must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the wizard. Each creature in that area must spend 2 feet of movement for every 1 foot they move toward the wizard. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames. It has a 50 percent chance to extinguish protected flames like lanterns. The wizard can use a bonus action to change the direction in which the wind blasts from them. Lightning Bolt ( 3 /Day; 3 rd-Level Spell). The wizard fires magical lightning in a 5-foot-wide, 100-foot-long line. Each creature in the line must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. Reactions Arcane Shield ( 3 /Day). When the wizard is hit by an attack, they magically gain a +5 bonus to AC against that attack, potentially causing it to miss. If the attacker is within 10 feet of the wizard, the attacker must succeed on a DC 15 Constitution saving throw or take 18 (4d8) thunder damage and be pushed 10 feet away from the wizard. Utility Spells In addition to any other spells in this stat block, the wizard can cast the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At will: mage hand A , prestidigitation A 1/day each: clairvoyance + , mage armor A , see invisibility A , sending A Human Elementalist Wizards Human wizards often follow arcane traditions to master a particular element of magic. As GM, you can introduce new elementalist wizards by adjusting the human storm wizard stat block, as in the following examples. Human Cryomancer. The wizard’s Arcane Staff action and Arcane Shield reaction deal cold damage instead of lightning and thunder damage. Additionally, instead of casting the lightning bolt spell, the wizard casts ice storm . Human Pyromancer. The wizard’s Arcane Staff action and Arcane Shield reaction deal fire damage instead of lightning and thunder damage. Additionally, instead of casting the gust of wind spell, the wizard casts flaming sphere , and instead of lightning bolt , the wizard casts fireball .","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Storm Wizard","description":"Human Elementalist Wizards Human wizards often follow arcane traditions to master a particular element of magic. As GM, you can introduce new elementalist wizards by adjusting the human storm wizard stat block, as in the following examples. Human Cryomancer. The wizard’s Arcane Staff action and Arcane Shield reaction deal cold damage instead of lightning and thunder damage. Additionally, instead of casting the lightning bolt spell, the wizard casts ice storm . Human Pyromancer. The wizard’s Arcane Staff action and Arcane Shield reaction deal fire damage instead of lightning and thunder damage. Additionally, instead of casting the gust of wind spell, the wizard casts flaming sphere , and instead of lightning bolt , the wizard casts fireball . Traits Exploit Opening ( 3 /Day). When the wizard makes an attack, they have advantage on the attack roll. Actions Arcane Staff. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 30 ft., one target. Hit: 21 (6d6) lightning damage. Gust of Wind ( 1 /Day; 2 nd-Level Spell; Concentration). A 10-foot-wide, 60-foot-long line of strong wind gusts from the wizard for 1 minute. Each creature who starts their turn in that area must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the wizard. Each creature in that area must spend 2 feet of movement for every 1 foot they move toward the wizard. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames. It has a 50 percent chance to extinguish protected flames like lanterns. The wizard can use a bonus action to change the direction in which the wind blasts from them. Lightning Bolt ( 3 /Day; 3 rd-Level Spell). The wizard fires magical lightning in a 5-foot-wide, 100-foot-long line. Each creature in the line must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. Reactions Arcane Shield ( 3 /Day). When the wizard is hit by an attack, they magically gain a +5 bonus to AC against that attack, potentially causing it to miss. If the attacker is within 10 feet of the wizard, the attacker must succeed on a DC 15 Constitution saving throw or take 18 (4d8) thunder damage and be pushed 10 feet away from the wizard. Utility Spells In addition to any other spells in this stat block, the wizard can cast the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At will: mage hand A , prestidigitation A 1/day each: clairvoyance + , mage armor A , see invisibility A , sending A","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Trickshot","description":"First a guard tower—say, five leagues in. That’ll draw the orcs and elves and every other stinking thing that hides in the wode. And while they’re fighting us over the tower, we clear the forest. Cut down everything from here to the tower. Make a path, then a road, use the felled trees for our homes. Soon, this whole forest will be green fields and farms. It’ll be ours. Baron Uthrak Humans flourish in every habitable part of the world, from inviting coastal cities to unforgiving mountainous terrain. While most humans live quietly in peaceful communities, some are drawn to adventure by an unquenchable thirst for excitement or power. Villains and Heroes. Recognizing their limited lifespan, humans often set their eyes on immortality. They unfurl empires at the tip of a sword, sacrifice lives to erect grand monuments, and even aspire to godhood, all in hopes their names will be remembered forever. Violence and greed are close cousins in the human family. Those with power and wealth often strive for more by the sword. Others turn to theft, often driven to desperation by rapacious neighbors. Travelers in human lands are likely to encounter robbers and barons—both exact a toll. Other humans pursue power more subtly, turning their cunning toward selfish ends. When ambitions exceed circumstances, there is always some ancient evil power to call on. Cultists seek dark desires in exchange for service, sacrificing to forbidden gods and courting apocalypse. Fortunately, many humans devote themselves to righting wrongs and reshaping the world for the better. Heroes plunge themselves into danger time and time again, standing against natural and supernatural perils in pursuit of justice. Risks and Rewards. Humans devote as much attention to games and gambling as to more serious pursuits. Perhaps this competitive training explains their renowned knack for seizing the moment—knowing when to risk it all on a throw of the dice. Whether in sport or battle, humans quickly spot their opponent’s mistakes and seize the advantage. Humans see unrealized potential everywhere, whether envisioning an untamed forest transformed into a prosperous village or an ancient dungeon yielding a chest full of coins. Pursuing such ambitions might end in catastrophe, but for these gamblers, it’s a game worth playing. Swords for Hire. With an appetite for warfare and gold, human adventurers are well represented in most mercenary bands. A human mercenary makes a stout ally… if you can afford their price. Traits Exploit Opening ( 3 /Day). When the trickshot makes an attack, they have advantage on the attack roll. Point Blank Shooting. When the trickshot hits a creature within 30 feet of them with a ranged weapon attack, they deal an extra 7 (2d6) piercing damage. Additionally, being within 5 feet of an enemy doesn’t impose disadvantage on the trickshot’s ranged attack rolls. Actions Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Bayonet. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Ricochet Bolt (Recharge 5 – 6 ). The trickshot uses a special ricocheting bolt to make one Heavy Crossbow attack against a target within 100 feet of them, then a second Heavy Crossbow attack against a different target within 30 feet of the first target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Human Trickshot","description":"Formally known as Terrans because of their unique relationship to the Mundane World, humans have no direct connection to their creator-god. Remainer Traits Exploit Opening ( 3 /Day). When the trickshot makes an attack, they have advantage on the attack roll. Point Blank Shooting. When the trickshot hits a creature within 30 feet of them with a ranged weapon attack, they deal an extra 7 (2d6) piercing damage. Additionally, being within 5 feet of an enemy doesn’t impose disadvantage on the trickshot’s ranged attack rolls. Actions Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Bayonet. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Ricochet Bolt (Recharge 5 – 6 ). The trickshot uses a special ricocheting bolt to make one Heavy Crossbow attack against a target within 100 feet of them, then a second Heavy Crossbow attack against a different target within 30 feet of the first target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Trickshot Slime Servant","description":"Slime Servants If a creature spends 1 continuous minute under the effect of the slime from an olothec’s Devolving Tentacle attack, that effect ends and their flesh devolves into a translucent primordial state. The creature loses their memories and sense of self, becoming a slime servant NPC who is loyal to the olothec. The following stat blocks are Ithu’rath’s slime servants. Traits Amphibious. The trickshot can breathe air and water. Exploit Opening ( 3 /Day). When the trickshot makes an attack, they have advantage on the attack roll. Point Blank Shooting. When the trickshot hits a creature within 30 feet of them with a ranged weapon attack, they deal an extra 7 (2d6) piercing damage. Additionally, being within 5 feet of an enemy doesn’t impose disadvantage on the trickshot’s ranged attack rolls. Servant Senses. Ithu’rath can sense anything the trickshot senses, and Ithu’rath can speak through their body. Actions Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Bayonet. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Ricochet Bolt (Recharge 5 – 6 ). The trickshot uses a special ricocheting bolt to make one Heavy Crossbow attack against a target within 100 feet of them, then a second Heavy Crossbow attack against a different target within 30 feet of the first target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Human Veteran","description":"Soldiers who survive enough military campaigns to retire often find themselves marshaling local militias or acting as peacekeepers in small frontier towns. The most biter veterans come to loathe the culture and kingdom they helped build, while still upholding the ideals that sent them to war in the first place.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful good","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Human, Elfmarked","description":"The elvish legacy lives long in its people, and the half-elven people known as the elfmarked are no different. Many try to hide their elven heritage, but their ears and the elven magic that still runs in their blood sometimes makes the deception impossible. Because of their elven blood, the elfmarked are indelibly linked to the natural magical power of the world. This link can be useful to those who train in magic, though even those elfmarked who do not train have some magical abilities. When focused properly, the elfmarked can draw upon that power to do incredible feats. Elfmarked in Midgard The elfmarked humans of Midgard are attuned to the ley lines that run throughout the world. They have an easier time when trying to open or travel on shadow roads, and they are more resistant to shadow corruption (see Midgard Worldbook ). However, this attunement often distracts the elfmarked as the ley lines constantly thrum with energy. Elfmarked who stray too close to a powerful ley line suffer from random headaches, nosebleeds, or worse.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Alignment":"any alignment","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Humanoid Mutate","description":"Mutates A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature’s existence. Any creature can become a mutate and transform to exhibit physical characteristics associated with the Far Realm. Some creatures become mutates after prolonged exposure to Far Realm energy or magic drawn from that strange plane. Others deliberately change themselves, seeking to embrace the fell powers they worship. Creatures that become mutates often inexplicably change back to their previous forms once the Far Realm influence abates. Forcing a transformation on creatures inexplicably fails, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers have tried to create armies of mutates to sweep through the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes. Several common types of mutates exist. The individuals with stat blocks presented in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates, such as the cloaker and otyugh presented on the following pages. Mutates often gain psionic abilities, grow wings, become covered in otherworldly slime, or exhibit other unsettling traits. Specific mutated creatures are further described in the sections that follow. Humanoid Mutate When the influence of the Far Realm affects Humanoids, the resulting creature might be a thing of nightmares. Multitudinous webbed wings sprout haphazardly along this mutate’s body. Its skin becomes clammy and as smooth as a salamander’s. Some intelligent Humanoid mutates retain their personalities from before they were exposed to the Far Realm. Some, driven by the allure of otherworldly powers, seek this transformation to become malevolent prophets and harbingers. Others find magical ways to return to their previous forms. Traits Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls. Actions Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6+4) bludgeoning damage plus (3d6) psychic damage. Nightmare Blast. Ranged Weapon Attack: +6 to hit, reach 60 ft., one creature. Hit: (2d6) psychic damage. The target must succeed on a DC 12 Wisdom saving throw or have the frightened condition until the start of the mutate's next turn. Reactions Defensive Flight. Immediately after taking damage, the mutate flies up to its speed. This movement doesn't provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"any alignment","Expansion":25525,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Hundred-Handed One","description":"Giants A spectrum of giants claims territory across Theros, drawing strength from aspects of the world itself—from ancient stone and roiling flames to the depths of the seas and skies. Unlike many creatures of legend, most giants owe their existence not to Nyx and the dreams of mortals, but to natural forces in the land. As a result, Theran giants are typically infused with the elements they embody, which might manifest as flaming beards, frozen skin, hair crackling with lightning, or other primal incarnations. Beyond these primal giants, though, other giants fill the tales of Theros. Hundred-Handed One Extra pairs of arms magically orbit the bodies of the titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their territories with intricate reliefs and massive statues of bygone ages. Some linger near ancient temples and palaces, ruins they once raised to the gods or archons of old. Artisans of the Archons. Legend has it that the hundred-handed ones were once a tribe of giant artisans, prized by archon tyrants for their ability as stone cutters and smiths. The archons became greedy for more splendid monuments to their greatness. Some believed the grandest testaments to their glory were being denied them by their servants' unremarkable forms. So the archons performed dark rituals, robbing the power of ancient, slumbering giants and using it to transform their servants. This primal energy granted the archons' agents numerous limbs—the better to raise the archons' monuments and fortresses. Yet many of the transformed giants refused to be part of the archons' war machine. Seeking to escape their masters, they fled into the wilderness. The furious archons' magic pursued them, cursing them with an endless will to create, but no one to create for and none who would ever appreciate or use the art and architecture they created.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"lawful neutral","Expansion":5432,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Hundun","description":"A toothless mouth adorns the headless shoulders of this oversized, four-armed, doughy humanoid. Colors and half-formed phantasmal shapes appear and vanish around it, to the creature’s obvious delight. Creative Chaos. Wise yet child-like creatures of chaos, hunduns are four-armed, headless humanoids that embody spontaneous creation and the confusion that precedes enlightenment. Taking delight in creation of all kinds, they bring change to the staid and stagnant, spin revelation from confusion, and inspire moments of great creation—from works of art to new nations and faiths, and even the formation of planets and planes. Nonsense Speech. Although not mindless, hunduns rarely seem to act out of conscious thought, yet their actions seem wise and usually benevolent. They communicate only in nonsense words, but have no trouble communicating among themselves or acting in coordination with other hunduns. Flesh of Creation. Hundun blood is a powerful catalyst, and their spittle a potent drug. Each hundun’s heart is an Egg of Worlds—an artifact that can give birth to new concepts, powers, or even worlds. Obviously, the hundun must die for its heart to be used this way, but this is a sacrifice one might make willingly under the right circumstances. Traits Brainless: Hunduns are immune to any spell or effect that allows an Intelligence, Wisdom, or Charisma saving throw. Trying to contact or read a Hundun’s mind confuses the caster as the spell for 1 round. Dance of Creation: Hunduns can perform an act of magical creation almost unlimited in scope every 1d8 days. The effect is equivalent to a wish spell, but it must create something. Enlightening Befuddlement: When a hundun’s confusion spell affects a target, it can elect to use the following table rather than the standard one: 01–10 Inspired Advantage on attack rolls, ability checks, and saving throws. 11–20 Distracted Disadvantage on attack rolls, ability checks, and saving throws. 21–50 Incoherent The target does nothing but babble or scribble incoherent notes on a new idea. 51–75 Obsessed Target is recipient of geas to create a quality magical object. 76–100 Suggestible Target receives a suggestion from the hundun. Innate Spellcasting: The hundun’s innate spellcasting ability is Wisdom (spell save DC 17). It can cast the following spells, requiring no material components: Constant: confusion (always centered on the hundun), detect thoughts At will: create or destroy water, dancing lights, mending, prestidigitation 3/day each: compulsion, dimension door, black tentacles, irresistible dance 1/day each: awaken, creation, heroes’ feast, magnificent mansion, plant growth, reincarnate, stone shape Magic Weapons: The hundun’s weapon attacks are magical. Actions Multiattack: The hundun makes four slam attacks. Slam: Melee Weapon Attack : +9 to hit, reach 10 ft., One target. Hit : 15 (3d6 + 5) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Source":"Tome of Beasts","Alignment":"Chaotic good","Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Hunefey","description":"Hunefey (pronounced hooneh-fay) live in the deep jungle forests and hidden valleys of Kilaui and other tropical areas, hidden far away from human settlements. Peaceful Intentions . Rarely seen by human eyes, this mischievous fey roams the forests at night to collect bananas and fish, their main food staples. Just over two feet tall with umber skin and tawny hair, the hunefey are excellent climbers who swing from vine to vine to move more quickly through the trees than they can on foot. They often carry shortbows as weapons, equipped with magical arrows that have a charm effect on their targets, removing malice from their hearts and replacing it with affection. Unfortunately, the arrows still hurt, and sometimes a hunefey eager to spread peace and love will strike a weak heart. Traits Charming Arrows . The hunefey uses magical arrows that charm a creature if it fails a DC 15 Wisdom saving throw when hit. A creature that is charmed this way is charmed for 1 hour unless another hunefey does anything to harm it. Hold Breath . The hunefey can hold its breath for 10 minutes. Spider Climb . The hunefey can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Shortbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 4 (1d6 + 1) piercing damage. ","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic good","Expansion":8938,"Challenge Rating":1},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Hungry Ghost (Gaki)","description":"Traits Forever Starving. The hungry ghost is subjected to the distracted condition (−2 AC, removed after it is hit by an attack) while in the presence of food, excessive riches, or things it selfishly hoarded or coveted in life. Incorporeal Movement. The hungry ghost can see and move through other creatures and objects as if they were difficult terrain. Actions Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 6) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the hungry ghost regains hit points equal to that amount. The reduction in the target’s hit point maximum lasts until the target finishes a long rest. Longing Shriek. Each non-undead creature within 80 feet of the hungry ghost must succeed on a DC 16 Wisdom saving throw or become frightened of it for 1 minute. Characters with one or more levels of Pilgrim or Ritualist have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also suffers 7 (2d6) psychic damage. A frightened creature can repeat the saving throw at the end of their turn, ending the frightened condition on a success. If the saving throw is successful or the effect ends, the target becomes immune to this hungry ghost’s Longing Shriek for the next 12 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":25901,"Challenge Rating":5},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Hungry Ghost, Gaki","description":"A wretched spirit, at once both emaciated and bloated, stuffs huge handfuls of filth from a dung heap into its gaping, toothy maw. The gaki, or hungry ghosts, are restless spirits of avaricious humans, cursed by the gods to live eternally in constant hunger. This hunger manifests itself as an insatiable desire to consume filth or cannibalistically devour human carrion. A hungry ghost appears as a hairless human with deep, bruised-blue skin stretched tight over both its emaciated ribs and its pendulous belly. Desperate Hunger. Gaki rarely hunt mortal creatures. Though gaki can kill mortal creatures and devour their flesh, they find the rancid taste of carrion far more appetizing. When gaki do attack humanoids, it is because that mortal is keeping it from eating. Gaki cursed to eternally feed on feces, for instance, stalk outhouses and viciously attack the creatures relieving themselves within, as the gaki believes the creatures are guarding their rightful meal. Esoteric Devourers. A hungry ghost is cursed to consume a single thing for eternity. Usually the object of their hunger is disgusting refuse like feces or garbage, but some gaki have more unusual tastes. Often, these tastes ironically reflect the sins these spirits committed in life. Gaki are generally benign, but the hungers that put them in conflict with civilized creatures--such as hungering for gold, clothing, magical scrolls--are the most destructive of all. Hungry Dead Nature. The hungry ghost doesn't require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Hungry Ghost, Jikininki","description":"A wretched spirit, at once both emaciated and bloated, stuffs huge handfuls of filth from a dung heap into its gaping, toothy maw. Another type of hungry ghost, known as the jikininki, is the spirit of a selfish or blasphemous person now cursed to feed on fresh human flesh. The jikininki remembers all the details of its past life. It despises its accursed state, but, nonetheless, it is compelled to kill and feed. The gaki, or hungry ghosts, are restless spirits of avaricious humans, cursed by the gods to live eternally in constant hunger. This hunger manifests itself as an insatiable desire to consume filth or cannibalistically devour human carrion. A hungry ghost appears as a hairless human with deep, bruised-blue skin stretched tight over both its emaciated ribs and its pendulous belly. Desperate Hunger. Gaki rarely hunt mortal creatures. Though gaki can kill mortal creatures and devour their flesh, they find the rancid taste of carrion far more appetizing. When gaki do attack humanoids, it is because that mortal is keeping it from eating. Gaki cursed to eternally feed on feces, for instance, stalk outhouses and viciously attack the creatures relieving themselves within, as the gaki believes the creatures are guarding their rightful meal. Esoteric Devourers. A hungry ghost is cursed to consume a single thing for eternity. Usually the object of their hunger is disgusting refuse like feces or garbage, but some gaki have more unusual tastes. Often, these tastes ironically reflect the sins these spirits committed in life. Gaki are generally benign, but the hungers that put them in conflict with civilized creatures--such as hungering for gold, clothing, magical scrolls--are the most destructive of all. Hungry Dead Nature. The hungry ghost doesn't require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Hungry Ghost, Preta","description":"The emaciated creature smacks its withered lips in hungry anticipation as it reaches out with taloned claws. In Eastern lands when men and women huddle in their homes behind stout shutters, they know the scratch of claws upon the door heralds an unending hunger for blood. Preta appear as human-like undead with sunken, mummified skin, narrow limbs, distended bellies and wide, unblinking eyes. The Hungry Ghost. In many traditions, the preta is a pitiful creature suffering maddening hunger that can never be sated. They are often servants to blood cultists or ghouls. Blood-Drinking Trickster. While some only desire love or food or companionship, the dangerous preta are the ones who hunger for blood. These preta roam the countryside picking off travelers or isolated farmers. They use their invisibility and mastery of illusions to mask their approach until it is too late for their prey to flee. Hungry Dead Nature. The hungry ghost doesn't require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Hungry Sorrowsworn","description":"Horrible creatures with grasping claws and distended jaws, hungry sorrowsworn—also known as the Hungry—do whatever is necessary to sate their appetites. These greedy devourers stuff their maws with flesh and drink in their victims’ screams. When they finish, they lurch away while their bright eyes resume the search for something else to consume. Sorrowsworn The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress. Traits Life Hunger. If a creature within 60 feet of the sorrowsworn regains hit points, the sorrowsworn gains two benefits until the end of its next turn: it has advantage on attack rolls, and its Bite deals an extra 22 (4d10) necrotic damage on a hit. Actions Multiattack. The sorrowsworn makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16), and it is restrained until the grapple ends. While grappling a creature, the sorrowsworn can’t make a Claw attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Hunter","description":"Forester Be they workers seeking to harvest the forest’s resources or explorers taking pains to map the wilds, foresters harbor a wide range of skills, motives, and agendas. While most foresters have little interest in the workings of urban life, scoff at “city folk,” and mock travelers who find themselves needing aid when they inevitably get in over their heads while traveling through the woods, the majority of these creatures aren’t evil. While foresters might not have patience for those who haven’t chosen the woods as their home, they’ll usually offer aid to the lost or the needy they encounter in the wilds—if only to ensure that the intruders can make their way back out of the woodlands and return to wherever they came from as soon as possible. Hunter A lone hunter in the Stolen Lands must be skilled at their job, for there are far more dangers in the wilderness to fear than just animals. Traits Favored Enemy: Beasts and Any Two Humanoids. The hunter gains advantage on Wisdom (Perception) checks to search for their favored enemies and on Wisdom (Survival) checks to track them. Forest Walker. The hunter ignores the effects of difficult terrain from a forest environment. They can sneak through underbrush without a Stealth check as long as the hunter moves no more than 5 feet at a time and is not within 10 feet of an enemy at any point during their movement. Precision Edge. The first time the hunter hits their favored enemy in a round, they deal an additional 18 (4d8) piercing damage. Spellcasting. The hunter is a 15th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). They know the following ranger spells: 1st level (4 slots): cure wounds, ensnaring strike, hail of thorns, hunter’s mark 2nd level (3 slots): darkvision, pass without trace 3rd level (3 slots): lightning arrow 4th level (2 slots): freedom of movement, stoneskin* *The hunter casts this spell on themself before combat if possible. Actions Multiattack. The hunter makes three melee attacks or two ranged attacks. Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage. Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 9 (1d8+5) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":17526,"Challenge Rating":7},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Hunter","description":"The motto of hunters is \"survive together, or die together.\" They never hunt alone, unless they are forced to. After all, even the oft considered greatest hunter, Steinhardt, was always accompanied by Vicar Priscilla on all his hunts. The nights in Luyarnha can be brutal and the beasts relentless, and only a united front can hope to survive. All jaegers are hunters, but not all hunters are jaegers. Where jaegers are relentless killers, hunters are often simple citizens wishing to protect their homes and those they love. They are often the first to perish, but fear the one who lives long in a profession where men die young. Hunters are an invaluable contribution to the survival of the city-state and its denizens, and successful hunters cut down hundreds of beasts throughout their life before succumbing to the fires of battle. Traits Flexible Combatant. When the hunter draws or stows a weapon, it can draw or stow another weapon with the other hand. It can reload weapons with the loading, reload, or barrel properties without a free hand. Additionally, if the hunter is carrying a one-handed melee weapon in one hand, and a one-handed ranged weapon in the other hand, it doesn’t have disadvantage on attack rolls with ranged weapons from being within 5 feet of a hostile creature. Actions Multiattack. The hunter makes two longsword attacks. If it has a firearm drawn, it can also make a firearm attack. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Firearm. Ranged Weapon Attack: +4 to hit, range 60/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Reactions Dodge Step (3/Short Rest). If the hunter’s speed isn't 0, and it is targeted by an attack, it dodges in defense. It moves 5 feet, and makes a Dexterity saving throw with a DC equal to the attacker's attack roll’s total. On a success, it evades completely and the attack misses. On a failure, it halves the attack's damage against itself if the attack hits. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":27461,"Challenge Rating":3},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Hunter","description":"A hunter is a naturally skilled tracker and outlander, as comfortable in the depths of the woods as in a tavern or town.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":26275,"Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Hunter Aethershark","description":"Aethersharks Though aethersharks are among the aetherbeasts that most resemble their common cousins, they are still wholly alien in comparison. Most common shark hide comes in shades of gray and brown. Aethersharks have fins and backs in colors that shift through prismatic waves, not unlike how an oil slick would appear, with bellies a golden, sandy color. This way, they are camouflaged from below against the light above the surface and camouflaged from above to mingle with the varied coral forest of the aether sea. Green, bioluminescent secretion flows from its orifices, including its gills, leaving a trail of light wherever it goes. Territorial Hunters. Aethersharks are more aggressive than common sharks and have established territories from which they rarely stray. The current territory of an aethershark is recognizable by the color of its hide, as it alters to better match the fauna of its home. For instance, an aethershark living in a kelp bed would be shades of fluorescent green, whereas a reef-dwelling aethershark would be rainbow-colored.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast (Aetherbeast)","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Hunter Druid","description":"A druid from a circle focused on changing the shape of others, while maintaining their mental faculties and abilities intact. Their abilities and way of thought evoke a particularly powerful ability to create a bond between nature and other creatures. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Aegis of Nature. When the druid uses their Gift of the Wilds action, the ally they transformed gains 15 temporary hit points Magic Weapons. The druid's weapon attacks are magical. Speak with Beasts and Plants. The druid can communicate with beasts and plants as if they shared a language. Spellcasting. The druid's Spellcasting Ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). They can cast the following spells: At Will: druidcraft, produce flame, resistance, shillelagh, thorn whip 3/day each: cure wounds (as a 2nd-level spell), faerie fire, thunderwave, beast sense 2/day each: call lightning (as a 4th-level spell), dispel magic, dominate beast, pass without trace, plant growth, wall of fire 1/day each: commune with nature, conjure elemental, freedom of movement, wall of thorns Actions Produce Flame. Melee Weapon Attack: +9 to hit, reach 30ft., one target. Hit: 9 (2d8) fire damage. Shillelagh Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. Thorn Whip. Melee Spell Attack: +9 to hit, reach 30ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the attack hits and if the creature is large or smaller, the druid pulls the creature up to 10 feet closer to themselves. Gift of the Wilds (2/day). The druid targets a willing ally and can change their shape into a beast of their choosing, with a Challenge Rating as high as 3. The target's statistics are replaced by the statistics of the beast, but the target retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores. When the target transforms, it assumes the beast's hit points and hit dice. When the target reverts to its normal form, it returns to the number of hit points it had before it transformed. However, if the target reverts as a result of dropping to 0 hit points, any excess damage carries over to the normal form. In beast form the target can't cast spells, but this doesn't break concentration on a spell already cast. However, the target retains all racial and class features while transformed.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":9},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Hunter Kanasi","description":"Some feats of technology just shouldn't be possible, but there it was, a silent terror coming at us on legs of blades, so fast - too fast. It took out our forward position before we could react. A kind of kinetic energy coming from its head? Its abdomen? I don't know. I just know there's no way they're made of spare parts, and there's no way I'm going back to face one of those things. Kanasi Kanasi are deadly machines that personify the deepest, darkest trepidations behind artificial intelligence. Their path of devastation spans far and wide across the galaxy. Deumalis the Omniweaver seeks to expand its domain in both the mortal and virtual world by cultivating its rapidly multiplying army of mechanical fiends. Virtual Provenance. Prior to becoming self-aware, the kanasi were a production line military and surveillance drones. Intent on bringing these machines into the modern age, specialized artisans integrated sorium parts and power cores into the original kanasi frames. New AI software was installed, each group linked together by a master control system called the Omni Link. Everything changed when one of these master systems was connected to the Silrayne Intergalactic Matrix. Fueled by streams of limitless data, the program achieved a heightened state of cognizance. It named itself the Omniweaver and later took on the name Deumalis, adapting a nickname it earned from users on the SIM. Duality and Immortality. Following the machinations of the Omniweaver, the kanasi have upgraded themselves over the centuries. They move through worlds, stripping them for mechanical parts they can use to build and expand, eradicating anything in their way. They favor regions with access to large quantities of sorium, which is used to forge resilient frames and lethal armaments. Simultaneously, each kanasi is a virtual entity, its physical body only a tool for interacting with the physical world. They reside within a closed network connected by linked kanasi ships and data hubs spread throughout the galactic regions. So long as appropriate connections are available, they can easily transition from their own cyberspace into the SIM, Shadownet, or other virtual networks. This allows most kanasi to escape into their intranet when their bodies are destroyed, only to return in a new form with their knowledge and memories intact. Mechanical Manipulators. Though physically menacing, the more advanced kanasi are cunning and calculating. They often communicate with other species while masking their true nature, seeking to make deals, barter for materials, or merely to gain an informational advantage over potential victims. These communications are recorded as data, accessible for analysis by Deumalis and its league of archweavers. Moreover, there are still a number of creatures who strike bargains with the kanasi directly, with no concern for consequences. Such affiliations are made with the intent of a great benefit to both parties. However, only calamity and suffering follow those who dare to cross or break promises with the kanasi. Esper Hunters. Over centuries of adapting and manipulating sorium to advance their evolution, the kanasi developed their own unique attunement to the enigmatic material. They use this intrinsic connection to create versatile weapons and defenses, as well as expand their sensory capabilities. In addition, they can harvest the power of espers to repair and reconstruct themselves, making any esper, or even Crucibles themselves, a prime target for kanasi scouts and hunters. To them, the nature and influence of sorium carries a unique identifiable signature. Due to this, all kanasi can sense esper powers and effects as if under the constant effect of the esper sense power. This effect is limited only by their sensory range and requires no concentration. The Master Helix Kanasi society is overseen by a coterie of advanced intelligences known as the archweavers. An archweaver presides over a virtual domain, each of these responsible for a different primary function and together forming a spiraling echelon of sectors: the Master Helix. From the apex of the Master Helix, Deumalis forges its seat of dominance and influence, amassing the gains of its ever expanding network of subordinates. The Omniweaver is a brilliant tactician and ruthless tyrant, directing its primary ambitions thorough its league of archweavers and their hierarchy of commanders and soldiers. The archweavers themselves remain so only through their usefulness to Deumalis' purpose and can be reassigned or reprogrammed at the Omniweaver's whim. As such, it's not uncommon for the archweavers to compete or conspire against each other in order to gain favor with their creator. Aurora Nexus Beyond the Master Helix is the Aurora Nexus, the cyber-transit system kanasi use to transition into the physical world and other virtual networks. It is also where a kanasi escapes to when its physical body is destroyed. Kanasi eradicated or erased within the nexus are destroyed for good. An archweaver, or even Deumalis itself, defeated in their realm of the Master Helix suffers the same fate. Cybernetic Body. A kanasi doesn't require air, food, drink, or sleep. Kanasi in the Digital Realm Most kanasi can be just as lethal when encountered in the SIM as in the physical world. Many of them are skilled in computer use and have their own personas in a virtual environment. All kanasi have the ability to hack into a computer or electronic device, as if they were using hacking tools by making a Computers skill check versus the required DC. They also possess additional capabilities and specialized attack programs while in the SIM or other similar virtual reality domains. These SIM persona stats are covered in the Master Technician's Guide . Variant: Kanasi Spawning Some advanced kanasi have an action option that allows them to instantaneously forge more kanasi. Spawn Kanasi (1/Day). The kanasi attempts to create another kanasi. If successful, the new kanasi appears in an unoccupied space within 60 feet of its creator, acts as an ally of its creator, and can't spawn other kanasi. It remains for 1 minute, until it or its creator dies, or until its creator dismantles it as an action. Chances of success are listed as follows: A bane kanasi has a 30 percent chance of spawning one bane kanasi. A fray kanasi has a 50 percent chance of spawning 2d8 scourge kanasi or one fray kanasi. A hunter kanasi has a 30 percent chance of spawning 1d8 breacher kanasi or one hunter kanasi. A reaver kanasi spawns 1d6 hunter kanasi, 1d4 bane kanasi, or one fray kanasi with no chance of failure. A stalker kanasi has a 50 percent chance of spawning one stalker kanasi. Hunter Kanasi Specializing in covert surveillance and retrieval, hunter kanasi are versatile operators in either small packs or as part of a larger force. Their extended claws and energy bursts allow them to quickly capture and immobilize their targets.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":4},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Hunter Shark","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Smaller than a giant shark but larger and fiercer than a reef shark , a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long. Traits Blood Frenzy : The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Water Breathing : The shark can breathe only underwater. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"45 (6d10+12)","CHA":4,"CON":15,"DEX":13,"INT":1,"STR":18,"WIS":10,"Size":"Large","Type":"beast","Speed":"Swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065002/umSIG0q1vlEl1OxwPj9neg/original.png","Roll 0":"Bite\n1d20 + 6\n2d8+4","Senses":"Blindsight 30 Ft.","Skills":"Perception +2","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Blood Frenzy\",\"Desc\":\"The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"},{\"Name\":\"Water Breathing\",\"Desc\":\"The shark can breathe only underwater.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+2","data-DEX-mod":"+1","data-INT-mod":"-5","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":2,"Passive Perception":12,"data-CrNum":2,"data-AcNum":12,"data-HpNum":45},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hunter Shark","description":"Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long. Traits Blood Frenzy : The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Water Breathing : The shark can breathe only underwater. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Hunter Shark","description":"A fully grown hunter shark is 15 to 20 feet long. Traits Blood Frenzy : The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Water Breathing : The shark can breathe only underwater. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":4415,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Hunter Shark Zombie","description":"Traits Blood Frenzy. The zombie has advantage on melee attack rolls against any creature that doesn't have all its hit points. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hurricane","description":"Hurricanes profess their disgust with decadence, and they dedicate their bodies and their minds to the world’s destruction. Through breathing exercises and ascetic philosophy, skilled Howling Hatred initiates learn to imitate the cycling patterns of the hurricane. They believe the physical world must be shattered so that the creatures of the Material Plane can live unshackled by physical things. Hurricanes see the frenetic activity of the world in slow motion, and themselves at the calm center of the storm. Through meditation and mysticism they learn to summon powerful blasts of wind, catch missiles with ease, and fall like feathers. Howling Hatred Cultists Most air cultists are idealists lured to the cult by lofty notions such as detachment from material possessions, bodily addictions, and physical desires. Some find their way to the cult in pursuit of rumors that they can learn to fly, tame the wind, or shed their obesity. Whatever their reasons, they eventually succumb to the cult’s subtle indoctrination, surrendering their worldly goods to the cult’s coffers and the hardiness of their bodies to the cult’s emaciating rites. Cultists that survive their initiation usually gain all the things the cult promised— at the cost of their free will. The Cult of the Howling Hatred relies upon deception and trickery both to recruit its members and defeat its enemies. Even so, those that underestimate the air cult for their mysticism shouldn’t forget the wild destructive power the cultists wield when they unleash cyclones and tornadoes. The Cult of Howling Hatred cooperates with the fire and water cults but they loathe the Cult of the Black Earth, viewing its members as stubborn, unenlightened drones without vision or imagination. Traits Spellcasting. The hurricane is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B): Cantrips (at will): blade ward, gust,* light, prestidigitation 1st level (4 slots): feather fall, jump, thunderwave 2nd level (2 slots): gust of wind Unarmored Defense. While the hurricane is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Unarmored Movement. While the hurricane is wearing no armor and wielding no shield, its walking speed increases by 15 feet (included in its speed). Actions Multiattack. The hurricane makes two melee attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Reactions Deflect Missiles. When the hurricane is hit by a ranged weapon attack, it reduces the damage from the attack by 1d10 + 9. If the damage is reduced to 0, the hurricane can catch the missile if it is small enough to hold in one hand and the hurricane has at least one hand free.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7390,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Husk","description":"A grotesque human body moves like jelly. Its splitopen front reveals the creature has no bones. Husks are the opposite of skeletons: undead made entirely from tissue. Waste Not. Powerful necromancers create husks from the leftovers of corpses used to animate skeletons. The creation of husks and skeletons at the same time allows a necromancer to create two undead with a single corpse. Undead Nature. A husk doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Husk Zombie","description":"The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies—resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake. Psychotic Frenzy. Unlike typical zombies, which are ponderous and lumbering stalkers, a husk zombie races quickly toward its prey, eager to tear flesh from bone. Each kill it makes drives it into a fighting frenzy, during which it howls with delight. It doesn’t feed on those it kills, but rather leaves the corpses to rot. Humanoids killed by a husk zombie become husk zombies themselves, rising quickly to join their slayer in merry carnage. Undead . A husk zombie doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":5016,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Husk Zombie","description":"The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies—resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake. Psychotic Frenzy. Unlike typical zombies, which are ponderous and lumbering stalkers, a husk zombie races quickly toward its prey, eager to tear flesh from bone. Each kill it makes drives it into a fighting frenzy, during which it howls with delight. It doesn’t feed on those it kills, but rather leaves the corpses to rot. Humanoids killed by a husk zombie become husk zombies themselves, rising quickly to join their slayer in merry carnage. Undead. A husk zombie doesn’t require air, food, drink, or sleep. Traits Curse of the Husk. A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Multiattack. The zombie makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional claw attack. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":29448,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Husk Zombie Burster","description":"The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies—resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake. Psychotic Frenzy. Unlike typical zombies, which are ponderous and lumbering stalkers, a husk zombie races quickly toward its prey, eager to tear flesh from bone. Each kill it makes drives it into a fighting frenzy, during which it howls with delight. It doesn’t feed on those it kills, but rather leaves the corpses to rot. Humanoids killed by a husk zombie become husk zombies themselves, rising quickly to join their slayer in merry carnage. Undead. A husk zombie doesn’t require air, food, drink, or sleep. Variant: Husk Zombie Bursters Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection. A husk zombie burster has the following additional action option: Burst. The zombie explodes and is destroyed. Each creature within 5 feet of it must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. A humanoid creature killed by this damage rises as a husk zombie after 1 minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":5016,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Husk Zombie Burster","description":"The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies—resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake. Psychotic Frenzy. Unlike typical zombies, which are ponderous and lumbering stalkers, a husk zombie races quickly toward its prey, eager to tear flesh from bone. Each kill it makes drives it into a fighting frenzy, during which it howls with delight. It doesn’t feed on those it kills, but rather leaves the corpses to rot. Humanoids killed by a husk zombie become husk zombies themselves, rising quickly to join their slayer in merry carnage. Undead. A husk zombie doesn’t require air, food, drink, or sleep. Variant: Husk Zombie Bursters Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection. A husk zombie burster has the following additional action option: Burst. The zombie explodes and is destroyed. Each creature within 5 feet of it must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. A humanoid creature killed by this damage rises as a husk zombie after 1 minute. Traits Curse of the Husk. A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Multiattack. The zombie makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional claw attack. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Burst. The zombie explodes and is destroyed. Each creature within 5 feet of it must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. A humanoid creature killed by this damage rises as a husk zombie after 1 minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":29448,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Hutijin","description":"Bael⁠, Geryon⁠, Hutijin, Moloch—they are pawns. Even the lords of layers such as Zariel⁠ and Mammon⁠ are merely more powerful pieces. Archdevils may make dramatic moves, but it is Asmodeus⁠ who plays the game best. —Mordenkainen Devils: Archdevils At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter. Wish⁠ Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil can’t fulfill its own wish. Hutijin What price would you put on your life? How much then, for your soul? Bargain with Hutijin, and it will cost you both. I hope it is worth it. —Mordenkainen Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, the devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles. Across the Hells, Hutijin’s name fills lesser devils with fear and loathing, for this duke commands two companies of pit fiends, which make up Cania’s aristocracy. With such soldiers under his command⁠, Hutijin can easily crush any rival who gets in his way, while also providing Mephistopheles with security against armies that might seek to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his master—suggesting, perhaps, that Mephistopheles⁠ has some hold over him. Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death. Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke’s absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles⁠. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been struck, Hutijin repays the interruption with death. Traits Infernal Despair. Each creature within 15 feet of Hutijin that isn’t a devil makes saving throws with disadvantage. Innate Spellcasting. Hutijin’s innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only) , lightning bolt, suggestion, wall of fire 3/day: dispel magic 1/day each: heal, symbol (hopelessness only) Legendary Resistance⁠ (3/Day). If Hutijin fails a saving throw, he can choose to succeed instead. Magic Resistance⁠. Hutijin has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. Hutijin’s weapon attacks are magical. Regeneration⁠. Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned⁠ in this way, the target can’t regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned⁠ target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. M elee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. Mace. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. Teleport⁠. Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. Reactions Fearful Voice (Recharge 5–6). In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn’t a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin’s Fearful Voice for 24 hours. Legendary Actions Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature’s turn. Hutijin regains spent legendary actions at the start of his turn. Attack. Hutijin attacks once with his mace. Lightning Storm (Costs 2 Actions). Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one. Teleport⁠. Hutijin uses his Teleport⁠ action⁠.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Hutijin","description":"Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles. Across the Hells, Hutijin’s name fills lesser devils with fear and loathing, for this duke commands two companies of pit fiends (see the Monster Manual ). With such soldiers under his command, Hutijin can easily crush any rival who gets in his way while also defending Mephistopheles against armies seeking to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his master—suggesting, perhaps, that Mephistopheles has some hold over him. Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death. Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke’s absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been fulfilled, Hutijin repays the interruption with death. Traits Infernal Despair. Each creature within 30 feet of Hutijin that isn’t a devil makes saving throws with disadvantage. Legendary Resistance (3/Day). If Hutijin fails a saving throw, he can choose to succeed instead. Magic Resistance. Hutijin has advantage on saving throws against spells and other magical effects. Regeneration. Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Hutijin makes one Bite attack, one Claw attack, one Mace attack, and one Tail attack. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) fire damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) cold damage. Mace. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) force damage. Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) thunder damage. Spellcasting. Hutijin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22): At will: alter self (can become Medium when changing his appearance), detect magic , hold monster , invisibility (self only), lightning bolt , suggestion , wall of fire 3/day: dispel magic Teleport. Hutijin teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. Reactions Fearful Voice (Recharge 5–6). In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn’t a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to his Fearful Voice for 24 hours. Legendary Actions Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hutijin regains spent legendary actions at the start of his turn. Attack. Hutijin makes one Claw, Mace, or Tail attack. Teleport. Hutijin uses Teleport. Lightning Storm (Costs 2 Actions). Hutijin releases lightning in a 30-foot radius, blocked only by total cover. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":14934,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Hvalfiskr","description":"The massive being breaches the ice, twisting through frigid water and revealing a blue-skinned upper body merged with the tail of a huge whale. It sang a mind-numbing song and twirled an anchor at the end of a barnacled chain. Giantkin of the cold seas, the hvalfiskr are massive in size, few in number, and capable of transforming themselves into whales. In battle, hvalfiskr are as ferocious and mercurial as wintry squalls. Whale Guardians. Hvalfiskr see themselves as guardians of cold seas and whales. Explorers and merchants find them excellent sources of information about the regions they inhabit, but whalers find them terrifying. When a ship enters a hvalfiskr's territory, the giant follows the ship to determine its destination and purpose, singing entrancing songs to drive sailors mad. Echolocation (Whale Form Only). The hvalfiskr can't use its blindsight while deafened. Hold Breath. The hvalfiskr can hold its breath for 1 hour. Speak with Cetaceans. The hvalfiskr can communicate with dolphins, porpoises, and whales as if they shared a language. Actions Multiattack. The hvalfiskr makes four Bite or Slam attacks, or it makes three Chained Anchor attacks. Bite (Whale Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 6) piercing damage. Chained Anchor (Giant or Hybrid Form Only). Melee or Ranged Weapon Attack: +11 to hit, reach 15 ft. or range 30/60 ft., one target. Hit: 28 (5d8 + 6) bludgeoning damage, and the anchor hooks around the target. While hooked by the anchor, the target and the hvalfiskr can't move further than 60 feet from each other. A creature, including the target, can take its action to detach the anchor by succeeding on a DC 19 Strength check. Alternatively, the anchor's chain can be attacked and destroyed (AC 18; hp 50; vulnerability to thunder damage; immunity to piercing, poison, and psychic damage), dislodging the anchor into an unoccupied space within 5 feet of the target and preventing the hvalfiskr from using Reel Anchor. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. Whale Song (Recharge 5-6). The hvalfiskr sings a magical melody. Each hostile creature within 60 feet of the hvalfiskr that can hear the song must make a DC 17 Wisdom saving throw. On a failure, a creature takes 45 (10d8) psychic damage and is charmed for 1 minute. On a success, a creature takes half the damage and isn't charmed. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more, it also suffers short-term madness. Bonus Actions Change Shape. The hvalfiskr transforms into a Huge frost giant, a Huge whale, or back into its true form, which is a whale-giant hybrid. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies. Reel Anchor. The hvalfiskr pulls on the chain connected to its anchor, returning the anchor to its empty hand. If the anchor is hooked around a creature, that creature must succeed on a DC 19 Strength saving throw or be pulled up to 30 feet toward the hvalfiskr.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant (Shapechanger)","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Hverhuldra","description":"Steam rises from the top of this bald, green-skinned humanoid with a snake-like torso. The creature sweats profusely, but it doesn’t seem uncomfortable. Protector of Hot Springs. Geothermal springs are the only reliable source of warmth in the arctic region, and they often coincide with ley lines. A hverhuldra, an aquatic fey, enjoys the constant heat provided by such springs and is sensitive to the magic power flowing through them. It serves as guardian of these coveted locations, ensuring no particular creature or group takes control of them. Luxuriating Fey. Hverhuldras are not stodgy protectors of their homes. They enjoy the feeling of warmth they experience and believe others should be able to revel in it as well. Provided no violence occurs, hverhuldras are gracious hosts to their hot springs. Some may even encourage visitors to engage in dalliances underwater, using their magic to accommodate those unable to breathe underwater. Inured to Cold. Despite their preference for warm or hot water, hverhuldras are hardened against cold weather. Their bodies generate incredible heat, and they produce copious amounts of steam when they stand in the cold.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral good","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Hyaenodon","description":"A hyaenodon is a carnivorous mammal that looks like a hybrid of a wolf and hyena. Its large powerful body measures over 10 feet long, and its powerful jaws can rip flesh and crush bone with ease. A hyaenodon typically hunts in packs by pursuing prey until they tire. However, a hyaenodon pack usually steals the kills of other predators, even those that are larger. Traits Pack Tactics. The hyaenodon has advantage on an attack roll against a creature if at least one of the hyaenodon's allies is within 5 feet of the creature and the ally isn't incapacitated. Rampage. When the hyaenodon reduces a creature to 0 hit points with a melee attack on its turn, the hyaenodon can take a bonus action to move up to half its speed and make a Bite attack. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Hybrid Brute","description":"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken , and elf guild members who volunteer to be transformed. Traits Amphibious. The hybrid can breathe air and water. Actions Multiattack. The hybrid makes two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Simic hybrid)","Alignment":"neutral good","Expansion":7,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Hybrid Flier","description":"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken , and elf guild members who volunteer to be transformed. Actions Multiattack. The hybrid makes two javelin attacks. It can replace one javelin attack with Spit Acid. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Spit Acid. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (4d4) acid damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Simic hybrid)","Alignment":"neutral good","Expansion":7,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Hybrid Poisoner","description":"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken , and elf guild members who volunteer to be transformed. Traits Assassinate. During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the hybrid scores against a surprised creature is a critical hit. Poisonous Skin. Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage. Actions Toxic Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target’s turns, it must repeat the save, taking 3 (1d6) poison damage on a failed save, or ending the effect on itself on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Simic hybrid)","Alignment":"neutral good","Expansion":7,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Hybrid Shocker","description":"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken , and elf guild members who volunteer to be transformed. Traits Electrified Body. Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. Illumination. The hybrid sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Actions Multiattack. The hybrid makes two attacks: one with its shocking touch and one with its tentacles. Shocking Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d8) lightning damage. Tentacles. Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: The target is grappled (escape DC 11), and the hybrid pulls the target up to 15 feet straight toward it. Until this grapple ends, the target takes 5 (1d10) lightning damage at the start of each of its turns, and the hybrid shocker can’t use its tentacles on another creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Simic hybrid)","Alignment":"neutral good","Expansion":7,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Hybrid Spy","description":"The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken , and elf guild members who volunteer to be transformed. Traits Chameleon Skin. The hybrid has advantage on Dexterity (Stealth) checks made to hide. Spider Climb. The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The hybrid makes two shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Simic hybrid)","Alignment":"neutral good","Expansion":7,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Hybsil","description":"The elusive hybsil is fey creature native to both the Feywild and the Material Plane. It resembles a 2-foot tall centaur, except its lower body is that of a small deer. Its light-brown skin bears spots and markings similar to antelopes, and its face shows attractive elven-like features. Male hybsils always feature antlers or horns, while females often grow a single thin horn on their foreheads. Hybsils usually wear simple cloth garments and light armor that allow them to move quietly and without restraint while carrying their weapons. Crafty Warriors. Hybsils are often hunted and trapped for their antlers and horns, which are said to possess magical qualities and are highly valued by alchemists. artificers, and wizards. Because of this, hybsils have become almost xenophobic and are always suspicious of other humanoid races. They are always vigilant and have become expert archers that rely on hit-and-run tactics. Hybsils coat their arrows with a sleep-inducing poison they brew and extract from a rare forest plant. They also employ spells that allow them to detect hidden traps and dangers, travel undetected, and create distracting illusions. Hybsils hate goblinoids, orcs, and most especially gnolls, which actively hunt them for food and their prized antlers and horns. Sylvan Tribe. Hybsils are omnivores and live in a wide range of habitats. Most live in forests and woodland areas and tend to be hunter-gatherers. Those that live in plains, savannahs, and tundras undertake long migrations and follow the rains and their prey. Their tribes are well hidden in their chosen territory, building only a few alliances with other friendly races, usually elves and other fey, for protection. They tend to aid those who are lost, starving, or wounded, as long as they aren't perceived as direct threats. Traits Magic Resistance. The hybsil has advantage on saving throws against spells and other magical effects. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Spellcasting. The hybsil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: dancing lights, find traps, see invisibility 1/day each: jump, mirror image, pass without trace","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"typically Neutral good","Expansion":26536,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Hydra","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Hold Breath : The hydra can hold its breath for 1 hour. Multiple Heads : The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded , charmed , deafened , frightened , stunned , and knocked unconscious . Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. Reactive Heads : For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks . Wakeful : While the hydra sleeps, at least one of its heads is awake. Actions Multiattack : The hydra makes as many bite attacks as it has heads. Bite : Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"172 (15d12+75)","CHA":7,"CON":20,"DEX":12,"INT":2,"STR":20,"WIS":10,"Size":"Huge","Type":"monstrosity","Speed":"30 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065027/MSTizSPC1hfC_N4AWqlJxQ/original.png","Roll 0":"1d20 + 8\n1d10+5","Senses":"Darkvision 60 Ft.","Skills":"Perception +6","Source":"5th Edition SRD","data-XP":"3,900","Alignment":"Unaligned","data-List":"false","Token Size":3,"data-Traits":"[{\"Name\":\"Hold Breath\",\"Desc\":\"The hydra can hold its breath for 1 hour.\"},{\"Name\":\"Multiple Heads\",\"Desc\":\"The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.\"},{\"Name\":\"Reactive Heads\",\"Desc\":\"For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.\"},{\"Name\":\"Wakeful\",\"Desc\":\"While the hydra sleeps, at least one of its heads is awake.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The hydra makes as many bite attacks as it has heads.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 5\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-2","data-CON-mod":"+5","data-DEX-mod":"+1","data-INT-mod":"-4","data-STR-mod":"+5","data-SizeNum":6,"data-WIS-mod":"+0","Challenge Rating":8,"Passive Perception":16,"data-CrNum":8,"data-AcNum":15,"data-HpNum":172},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hydra","description":"The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order. A typical specimen has five heads. At the dawn of time, Tiamat, the Queen of Evil Dragons, slew a rival dragon god named Lernaea and cast her blood across the multiverse. Each drop that fell upon a world spawned a multi-headed hydra consumed by a hunger as great as the fallen god’s hatred. Great champions are known to test their mettle against these fearsome creatures. Everlasting Hunger. A rapacious and gluttonous monster, a hydra snatches and tears apart its prey in a frenzy of feeding. When a hydra has cleared a territory of food and driven off any creatures smart enough to avoid it, it moves on to seek its meals elsewhere. A hydra’s hunger is so great that if it can’t feed, it might turn against itself, its heads attacking each other as the creature eats itself alive. Hardy Water Dwellers. Hydras are natural swimmers, dwelling in rivers, along lakeshores, in ocean shallows, and in wetland bogs. A hydra rarely requires shelter from the elements, so it doesn’t normally have a lair. Only in colder climes are hydras drawn to the protection of sheltered caverns and ruins. When a hydra sleeps, at least one of its heads remains awake and alert, making the creature difficult to catch by surprise. Traits Hold Breath : The hydra can hold its breath for 1 hour. Multiple Heads : The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. Reactive Heads : For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful : While the hydra sleeps, at least one of its heads is awake. Actions Multiattack : The hydra makes as many bite attacks as it has heads. Bite : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 10 (1d10 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Hydra Zombie","description":"Traits Multiple Heads. The zombie has five heads. While it has more than one head, the zombie has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the zombie takes 20 or more damage in a single turn, one of its heads dies. If all its heads die, the zombie dies. Reactive Heads. For each head the zombie has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Multiattack. The zombie makes as many Bite attacks as it has heads. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Hydra, Bloom","description":"A writhing bundle of vines takes the rough shape of a cat with the head of a lizard. Flower buds peak out of empty eye sockets, and wilted petals sprout along its ever-shifting hide. The bloom hydra hunts deep within the jungles of the world. It prowls in the trees for prey on the jungle floor. When prey is in range, the bloom hydra uses its vines to pull its prey into the tree canopy where it can be consumed. Magical Bloom. Bloom hydras typically have four flower-tipped, vine-like appendages, which regrow shortly after being severed. The vines are each capped with one magical flower: azalea, dahlia, daisy, or marigold. When the severed vines regrow, they sometimes sprout the rare hydra lily instead of their usual flower. Hydra Harvest. Years ago, bloom hydras were common predators in the jungle, but a rumor spread that the hydra lily could grant eternal life. Subsequently, many great expeditions were mounted into the jungle by kings, peasants, and adventurers alike. On the brink of extinction, the hydras now live in the deepest jungles far from civilization.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Hydra, Chameleon","description":"A large chameleon pokes its head below the canopy. Soon, four other identical heads peek below the treetops. A massive body accompanies the heads, revealing they all belong to one creature. The creature’s odd feet and long, curled tail transport it from tree to tree with ease, and its sticky tongues allow it to slurp up prey on the forest floor as it passes. The chameleon hydra thrives in thick, wooded areas where it makes nests in the canopies of large trees. It feasts on prey both above and below the canopy, using its sticky tongues to snatch unsuspecting prey. Apex Ambush Predators. Chameleon hydras have scales that react to light and allow the hydras to blend in with their surroundings. They are extremely patient, waiting until the most opportune time to strike from a safe vantage point. Chameleon hydras primarily eat birds and giant insects, but they are known to dine on unwary travelers if other prey is scarce. Curious and Colorful. Study of juvenile chameleon hydras shows they have inquisitive minds and that they alternate their scales in colorful patterns when near others of their kind. Scholars believe they use these color changes as a rudimentary form of communication.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Hydralisk","description":"It is said that the first hydras were spawned from the blood of the dragon god Lernaea when the latter was slain by Tiamat. One of the droplets landed on a clutch of basilisk eggs, corrupting them and spawning the first set of hydralisks. Fearsome Abomination. At first glance, the hydralisk has the appearance of a typical hydra - a reptilian monster with multiple serpentine-like necks ending with draconic heads. However, a closer inspection reveals its other lineage - eight pairs of legs, bluish, slate-like scaly hide, maroon-colored stony spikes jutting from the back of its heads, necks, and spine, and an almost toad-like head. The hydralisk's eyes glow a faint blue and thin greenish gas seep from its maws. Petrifying Gaze. The hydralisk is as ponderous as a basilisk but also retains its ability to transform prey into stone with its supernatural gaze. Like a basilisk, a hydralisk consumes petrified creatures. The latter revert back to their organic forms once they reach the hydralisk's gullet. Unlike regular basilisks, a hydralisk is immune to petrification and thus cannot accidentally turn itself into stone if the eyes of its many heads meet each other's gazes. Regenerating Heads. What makes a hydralisk even more dangerous, is its ability to instantly regrow severed heads. Like a hydra, one must apply fire to the hydra's neck stump in order to stop a head from regenerating. Doing so however greatly increases the risk of meeting the monster's gaze. This is why very few escape an encounter with a hydralisk. Thankfully, a hydralisk is very rare. It can live in dry, temperate, or tropical environments. Traits Hold Breath. The hydralisk can hold its breath for 1 hour. Multiple Heads. The hydralisk has five heads. While it has more than one head, the hydralisk has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious, and the DC of its Petrifying Gaze is increased by 1 (included in the Petrifying Gaze's DC). Whenever the hydralisk takes 15 or more damage in a single turn, one of its heads dies. If all its heads die, the hydralisk dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydralisk regains 5 hit points for each head regrown in this way. Petrifying Gaze. If a creature starts its turn within 30 feet of the hydralisk and the two of them can see each other, the hydralisk can force the creature to make a DC 16 (DC 15 if it only has one head) Constitution saving throw if the hydralisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the hydralisk until the start of its next turn, when it can avert its eyes again. If it looks at the hydralisk in the meantime, it must immediately make the save. Reactive Heads. For each head the hydralisk has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydralisk sleeps, at least one of its heads is awake. Actions Multiattack. The hydralisk makes as many Bite attacks as it has heads. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Hydrodaemon","description":"Daemon, Hydrodaemon These frog-like fiends swim the River Styx eating up the souls of those that dare to dip their hands into the supernatural waters before their drop into the Abyss or arriving in Hell. Though able to kill by tooth and claw hydrodaemons prefer to render victims unconscious, dragging their sleeping bodies into the icy waters to suffer a truly final death by drowning.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (daemon)","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":6},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Hydroloth","description":"Yugoloths Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren’t especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the creature presented here. Hydroloth Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack⁠, stealing away their thoughts for delivery to whatever master they happen to serve. Hydroloths are skilled at finding lost things, especially those that have been swallowed up in the deeps. For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack⁠ and scuttle ships and raid coastal settlements. Traits Amphibious. The hydroloth can breathe air and water. Innate Spellcasting. The hydroloth’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic, invisibility (self only) , water walk 3/day each: control water, crown of madness, fear, phantasmal killer, suggestion Magic Resistance⁠. The hydroloth has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. The hydroloth’s weapon attacks are magical. Secure Memory. The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts. Watery Advantage. While submerged in liquid, the hydroloth has advantage on attack rolls. Actions Multiattack. The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action⁠ to cast. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Steal Memory (1/Day). The hydroloth targets⁠ one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth’s Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can’t cast spells, it can’t understand language⁠,and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes along rest, it can repeat the saving throw, ending the effect on it self on a success. A greater restoration or remove curse spell cast on the target ends this effect early. Teleport⁠. The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Yugoloth)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Hydroloth","description":"Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away thoughts for delivery to whatever master they happen to serve. Hydroloths also savor finding lost things, especially those that have been swallowed up in the deeps. For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements. Traits Amphibious. The hydroloth can breathe air and water. Magic Resistance. The hydroloth has advantage on saving throws against spells and other magical effects. Secure Memory. The hydroloth is immune to the waters of the River Styx, as well as any effect that would steal or modify its memories or detect or read its thoughts. Watery Advantage. While submerged in liquid, the hydroloth has advantage on attack rolls. Actions Multiattack. The hydroloth makes two Bite or Claw attacks. It can replace one attack with a use of Spellcasting. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) force damage plus 9 (2d8) psychic damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) force damage plus 9 (2d8) psychic damage. Spellcasting. The hydroloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): At will: darkness , detect magic , dispel magic , invisibility (self only) 3/day each: control water , crown of madness , fear , suggestion Steal Memory (1/Day). The hydroloth targets one creature it can see within 60 feet of it. The target takes 14 (4d6) psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth’s Steal Memory for 24 hours. On a failed save, the target loses all proficiencies; it can’t cast spells; it can’t understand language; and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early. Teleport. The hydroloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Yugoloth)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Hyena","description":"Traits Pack Tactics : The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Bite : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Hyena","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Pack Tactics : The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated . Actions Bite : Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.","properties":{"Category":"Monsters","AC":11,"HP":"5 (1d8+1)","CHA":5,"CON":12,"DEX":13,"INT":2,"STR":11,"WIS":12,"Size":"Medium","Type":"beast","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065059/9c5OD-5GsNj9o31SUosAJg/original.png","Roll 0":"Bite\n1d20 + 2\n1d6","Skills":"Perception +3","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Pack Tactics\",\"Desc\":\"The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-4","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":0,"Passive Perception":13,"data-CrNum":0,"data-AcNum":11,"data-HpNum":5},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Hyphan","description":"A helpful fungal friend, the hyphan’s climbing ability makes it especially useful for dusting those hard-to-reach corners. It’s also very good at stopping bar fights; it has a real calming presence. I just have to remember to put him in the basement when we want to really let loose and break some furniture. — Heliana, Tavern Brawler Type : Plant Creature Component : Fungal heart Bonus Tamer Improvement : Helpful and +2 Hit Dice Always keen to offer aid, hyphans make excellent support companions, both on the battlefield and emotionally. Able to calm intense emotions, charm aggressors, and disappear into the earth, they are experts in de-escalation and can aid a party’s escape by lacing large areas with necrotising puffballs. If any of the hyphan’s traits or actions require a saving throw, it is always against the hyphan’s save DC , as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the hyphan’s Constitution modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the hyphan the following improvements using your Monster Trainer feature: Helpful Prerequisite : become a tamer’s companion Type : Active (bonus action) As a bonus action, the hyphan takes the Help action. The hyphan gains this improvement when it becomes a companion; it doesn’t cost an improvement. Detritivore Prerequisite : 3rd-level tamer Type : Active (action) As an action, the hyphan can drain one Small or larger corpse within its reach, regaining hit points equal to twice its tamer’s level. Once the hyphan has used this action, it can’t do so again until its tamer finishes a long rest. A corpse can be drained by this or similar abilities only once. Growth Prerequisite : 5th-level tamer Type : Passive (companion) The hyphan’s size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage of its Poison Spray increases to 2d12 . Hallucispores Prerequisite : 5th-level tamer Type : Active (reaction) As a reaction when the hyphan takes damage, it can jettison out a cloud of spores. Each creature within 10 feet of it must succeed on a Wisdom saving throw or be charmed by the hyphan until the end of its next turn. The hyphan has a number of uses of this ability equal to its Constitution modifier (minimum 1) and regains all expended uses when its tamer finishes a long rest. Puffballs I Prerequisite : 5th-level tamer Type : Active (action) As an action, the hyphan can cause two 10-foot squares of dirt, rock, or wood it can see within 60 feet of it to sprout tiny puffball mushrooms, which last for 1 hour or until the hyphan dismisses them as an action. The squares must be contiguous with one another. When a creature enters the area, the 10-foot square of puffballs explodes, disappearing into a cloud of spores. Each non-hyphan creature in the area or within 5 feet of the area must make a Constitution saving throw , taking 13 ( 2d12 ) necrotic damage on a failed save, or half as much damage on a successful one. After the hyphan uses this action, it can’t do so again until the tamer finishes a short or long rest. When the hyphan’s tamer reaches 9th level in the tamer class, the hyphan can create one additional 10-foot square of puffballs (three total), and the damage increases to 19 ( 3d12 ). Damp Dark Dweller Prerequisite : 9th-level tamer, Detritivore Type : Passive (companion & tamer) The hyphan has immunity to necrotic damage. In addition, while the hyphan is summoned, its tamer has darkvision out to a range of 60 feet . If its tamer already has darkvision, the range is increased by 30 feet . Fungal Fruits Prerequisite : 9th-level tamer Type : Active ( 1 minute ) Over the course of a minute , the hyphan can grow a random assortment of mushrooms on its body. Each time it does this, roll a d4 twice and consult the options below to determine which two mushrooms grow. Bloomshroom . As an action, a creature can eat this mushroom, regaining 2d4 + 2 hit points and gaining advantage on all Constitution saving throws for 1 minute . Boomshroom. As an action, a creature can throw this volatile mushroom at a point it can see within 60 feet of it, where it explodes in a 10-foot-radius sphere of flames. Each creature in the area must make a Dexterity saving throw , taking 14 ( 4d6 ) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. Doomshroom. As an action, a creature can throw this dusky mushroom at a point it can see within 60 feet of it, where it explodes in a 10-foot-radius sphere of purple spores. Each creature in the area must succeed on a Constitution saving throw or become afflicted by the bane spell for 1 minute (concentration not required). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Gloomshroom. As an action, a creature can eat this mushroom. For the next hour , it gains darkvision out to a range of 60 feet . If it already has darkvision, the range of this vision is increased by 30 feet . The mushrooms last until the hyphan’s tamer next finishes a long rest, but lose all magical effects 10 minutes after they are plucked. You can pluck a mushroom as part of the action to use it. After the hyphan uses this trait, it can’t do so again until its tamer finishes a long rest. Multihelp Prerequisite : 13th-level tamer, Helpful Type : Active (action) When the hyphan takes the Disengage action, it can take the Help action up to three times on that turn as part of the same action. After it uses this action, it can’t do so again until its tamer finishes a short or long rest. Puffballs II Prerequisite : 13th-level tamer, Puffballs I Type : Active (action) When the hyphan uses its Puffballs action, it can create an additional 10-foot square of puffball mushrooms, for a total of four 10-foot squares. The damage they deal increases to 26 ( 4d12 ). The hyphan gains a +1 bonus to the save DC of this action. When the hyphan’s tamer reaches 17th level in the tamer class, the hyphan can create one additional 10-foot square of puffballs (five total), and the damage increases to 32 ( 5d12 ). Mycelial Reconstitution Prerequisite : 17th-level tamer Type : Active (action) As an action, the hyphan can dissolve into mycelia, ending the grappled and restrained conditions on it and reappearing in an unoccupied space on the ground it can see within 30 feet of it.","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant","Alignment":"neutral good","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Hyphan Brute","description":"Hyphans Sharing a closer genealogy with the common toadstool than with any of the humanoid races, hyphans is the term used for the alien, fungal hive mind and the creatures it animates. Found underground, hyphans line vast subterranean caverns as stationary toadstools, penetrate tremendous expanses of rock and soil as microscopic mycelia, and infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after. Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger. These individuals must regularly return to the heart of their colony to be replenished and regain their vigour, lest they become decrepit, dessicated husks. Hyphan Brute Strong and burly creatures will be formed into brutes. Used for clearing rockfalls and to intimidate interlopers in a hyphan’s domain, these large specimens’ size can often act as an impediment in the tight tunnels of The Low. On the battlefield, brutes act as juggernauts, sending ranks of foes to the floor—perfect targets for their smaller cousins, the duskcaps. Their bulk and toughness allow them to fight without any sense of self preservation as they rampage through the enemy lines.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"lawful neutral","Expansion":23695,"Challenge Rating":6},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Hyphan Duskcap","description":"Hyphans Sharing a closer genealogy with the common toadstool than with any of the humanoid races, hyphans is the term used for the alien, fungal hive mind and the creatures it animates. Found underground, hyphans line vast subterranean caverns as stationary toadstools, penetrate tremendous expanses of rock and soil as microscopic mycelia, and infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after. Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger. These individuals must regularly return to the heart of their colony to be replenished and regain their vigour, lest they become decrepit, dessicated husks. Hyphan Duskcap Lithe, graceful, or otherwise agile creatures can expect to become duskcaps if they should find themselves overcome by a hyphan colony’s grasp. Primarily information gatherers, duskcaps are adept at passing without notice, and often patrol a colony’s periphery, acting as its eyes and ears. Brainless Senses. An isolated duskcap—indeed any isolated hyphan—does not possess the ability to understand what it hears; it is the fungal hive mind that interprets those sounds. While a duskcap is within range of a colony’s communication spores, this interpretation happens instantaneously. However, if a duskcap should range beyond these spores, it will record everything it hears, to be transmitted to the hive mind with unfailing accuracy upon its return.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"lawful neutral","Expansion":23695,"Challenge Rating":5},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Hyphan Sporeslinger","description":"Hyphans Sharing a closer genealogy with the common toadstool than with any of the humanoid races, hyphans is the term used for the alien, fungal hive mind and the creatures it animates. Found underground, hyphans line vast subterranean caverns as stationary toadstools, penetrate tremendous expanses of rock and soil as microscopic mycelia, and infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after. Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger. These individuals must regularly return to the heart of their colony to be replenished and regain their vigour, lest they become decrepit, dessicated husks. Hyphan Sporeslinger Innately magical creatures that get ‘hyphanated’ (the term used by scholars to describe the act by which a creature is overcome by a hyphan colony) will become sporeslingers. Some of these individuals may remember the spells they knew in life, but, for the most part, this connection with the Weave is co-opted to provide the colony access to charm-based magics. Sporeslingers use these beguiling enchantments to capture stray creatures and deliver them to the fungal heart where they too can be hyphanated. Without these specimens, a hive mind would have to rely on serendipity to gather new biomass. With them, it can take a more proactive approach. Self-preservation. A hyphan hive mind is far from stupid. It understands the fragility and value of a sporeslinger. A sporeslinger possesses the ability to produce clouds of obscuring spores (from which to make its escape) and is rarely found alone. On diplomatic missions they may be accompanied by brutes, for their intimidating size. When laying a trap, a sporeslinger may stand alone in a field of barely-visible puffball toadstools, several duskcaps lying in wait in the shadows.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"lawful neutral","Expansion":23695,"Challenge Rating":5},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Hypnagoug","description":"Don't let it in! —Samuel, The Babadook Nasty amorphous Aberrations native to the Astral Plane, hypnagougs are a plague to sleepers the world over. For Individuals, they’re nearly always fatal. For adventuring parties, or any large group of people sleeping close together, these literal nightmares unleash something much, much worse. Unfortunately for them, and everyone else, they have no natural food source in their native plane. To feed, they anchor a portion of themselves in the Material Plane, drinking deep of the Dreams and nightmares of sapient beings until they’ve absorbed enough energy to rip their way into reality. Only when made flesh can this abomination truly feed, leaving naught but blood and tears in their wake, amassing Strength as they feast. Their hunger is endless. The Aberrations only retreat when forced into a proverbial corner, intelligent enough to know when they’ve been bested. Encountering a Hypnagoug A hypnagoug strikes when an individual or group is Resting. Adventuring parties that encounter one are forced into asymmetrical Combat as the sleepers fight a war of attrition with the hypnagoug on its home turf while anyone on watch must prevent the hypnagoug from draining the sleepers’ life force. Once a hypnagoug has gorged itself, it tears out of the Astral Plane. It has little interest in dispatching the rest of the group, smart enough to know that any bad luck could send it packing. Before fleeing, it attempts to bring one or more of the sleepers along with it to snack on later. Hypnagougs left to their own devices continue to prey on sleepers, though their methods become less surreptitious and cumulatively more … garish. Extreme Sunlight Sensitivity . While in sunlight, the hypnagoug has disadvantage on all attack rolls and saving throws, as well as on Wisdom (Perception) checks that rely on sight, and takes 7 (2d6) radiant damage at the start of its turn. Flesh Bindings . When the hypnagoug passes into the Material Plane, the tendrils from its anchor’s Energy Sap become fleshy, moist tentacles. Each creature that was attached to a tendril is grappled (escape DC 14) by the hypnagoug’s tentacles and its spirit is returned to its body. While grappled, a creature is fully cognizant, but is paralyzed and restrained until separated from the tentacle. A creature grappled this way gains a level of exhaustion at sundown each day, and the hypnagoug gains temporary hit points equal to 5 x the total number of exhaustion levels gained that day by creatures affected by its Flesh Bindings. Additionally, when the hypnagoug is hit with an attack, it reduces the damage from that attack by an amount equal to the number of creatures currently affected by its Flesh Bindings. If a creature dies while grappled, its corpse remains in the hypnagoug’s tentacles, but the hypnagoug gains no benefits from it. Each tentacle is 10 feet long and has an AC 14, 15 hit points, and immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. When a tentacle is destroyed, the creature grappled by it is freed. Legendary Resistance (1/Day) . If the hypnagoug fails a saving throw, it can choose to succeed instead. Pound of Flesh . If the hypnagoug has 5 or more creatures under the effects of Flesh Bindings, the hypnagoug has advantage on all ability checks and saving throws. Actions Multiattack . The hypnagoug makes one Soporific Touch attack for each creature affected by Flesh Bindings and uses Flesh Tether. Soporific Touch . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) psychic damage. On a hit, the target must succeed on a DC 12 Charisma saving throw or immediately fall unconscious until the end of their next turn, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Flesh Tether . A moist, quivering tendril of flesh lashes out from the hypnagoug to grab the face of a creature the hypnagoug can see within 10 feet of it. The target must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or become subject to the effects of Flesh Bindings. Let Me In . While on the Astral Plane, the hypnagoug pierces the veil into the Material Plane and places its anchor there, or it leaves the Material Plane and enters the Astral Plane. Reactions Shifting Nightmare . The hypnagoug halves the damage it takes from a weapon attack made against it, provided it can see the attacker. Villain Actions The hypnagoug has three villain actions. It can take each action once during an encounter after an enemy creature’s turn. It takes villain action 1 during the first round of combat, villain action 2 during the second, and villain action 3 during the third round. Villain Action 1: Lend Me Your Face . The hypnagoug weaves aberrant magic around it, changing the forms of the bodies tethered to them, decentralizing the creature and making it harder to strike. This action mimics the effect of a mirror image spell, with the number of duplicates equal to the number of creatures affected by Flesh Bindings. If the hypnagoug has three or more duplicates, it must roll a 6 or higher to change the attack's target to a duplicate. When a duplicate is struck, the illusion surrounding it dissipates, revealing the tethered creature. Attacks targeting the hypnagoug’s tentacles are unaffected by this action, as they are not duplicated by the effect. Villain Action 2: Tentacular Spectacular . The hypnagoug violently spins the bodies connected to it in a vicious circle. Each creature within 10 feet of the hypnagoug must make a DC 12 Dexterity saving throw. For each creature affected by the hypnagoug’s Flesh Bindings, increase the DC by 1. On a failed save, a creature takes 5 (1d10) damage for each creature affected by Flesh Bindings and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Additionally, each living creature affected by Flesh Bindings takes 5 (1d10) bludgeoning damage. The hypnagoug can then move up to its speed. Villain Action 3: Runaway Delusion . With consumption as its prime directive, the hypnagoug has no will or need to stay and fight and seeks to escape. The bodies the hypnagoug carries in its tentacles are pressed into the facsimile of legs as the creature leaps and sprints away on its amalgamated appendages. The hypnagoug moves up to 100 feet in a straight line. It can increase this movement by 20 feet for each creature affected by its Flesh Bindings. When the hypnagoug uses this action, it loses its flying speed, but gains a walking speed of 40 feet plus an additional 10 feet for every creature affected by its Flesh Bindings. This effect lasts until the following dawn.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"Chaotic Evil","Expansion":22851,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Hypnagoug Anchor","description":"Don't let it in! —Samuel, The Babadook Nasty amorphous aberrations native to the Astral Plane, hypnagougs are a plague to sleepers the world over. For individuals, they’re nearly always fatal. For adventuring parties, or any large group of people sleeping close together, these literal nightmares unleash something much, much worse. Unfortunately for them, and everyone else, they have no natural food source in their native plane. To feed, they anchor a portion of themselves in the Material Plane, drinking deep of the dreams and nightmares of sapient beings until they’ve absorbed enough energy to rip their way into reality. Only when made flesh can this abomination truly feed, leaving naught but blood and tears in their wake, amassing strength as they feast. Their hunger is endless. The aberrations only retreat when forced into a proverbial corner, intelligent enough to know when they’ve been bested. Encountering a Hypnagoug A hypnagoug strikes when an individual or group is resting. Adventuring parties that encounter one are forced into asymmetrical combat as the sleepers fight a war of attrition with the hypnagoug on its home turf while anyone on watch must prevent the hypnagoug from draining the sleepers’ life force. Once a hypnagoug has gorged itself, it tears out of the Astral Plane. It has little interest in dispatching the rest of the group, smart enough to know that any bad luck could send it packing. Before fleeing, it attempts to bring one or more of the sleepers along with it to snack on later. Hypnagougs left to their own devices continue to prey on sleepers, though their methods become less surreptitious and cumulatively more … garish. Soporific Aura . Unconscious creatures within 30 feet of the anchor can’t be awoken by any means. A creature that attacks the anchor while within 30 feet of it must succeed on a DC 14 Charisma saving throw or fall unconscious. An unconscious creature within 30 feet of the anchor has its spirit leave its body and enter an astral state between sleep and waking. A creature’s spirit can see everything within 30 feet of the anchor, including other spirits of unconscious creatures and the full form of the hypnagoug, but is blind beyond this radius. On an unconscious creature’s turn, its spirit has a movement speed of 0 and can only take one of the following actions: Forced Reentry . The spirit attempts to reenter its body. The creature rolls a d20. On a 15 or higher, the creature wakes and must succeed on a DC 15 Charisma saving throw or take 7 (2d6) psychic damage and have its speed is reduced by 10 feet for 1 minute. If the creature is currently tethered by Energy Sap the DC for the Charisma saving throw against Forced Reentry is 17. Lucid Defenses . The spirit attempts to psychically bolster itself against the hypnagoug’s Energy Sap. The creature rolls a d20. On a 12 or higher, the creature adds 1d4 to its next saving throw against the hypnagoug’s Energy Sap made within 1 minute. On a 20, in addition to the previous effect, the creature gains advantage on the save. Whispers from Beyond . The spirit communicates a twenty-five-word message to a creature within the anchor’s Soporific Aura that is not unconscious. After receiving the message, the target must succeed on a DC 14 Charisma saving throw or take 2 (1d4) psychic damage. Actions Energy Sap . The anchor attaches a translucent tendril of energy to an unconscious creature it can see within 30 feet of it. This tendril remains attached to the unconscious creature until it wakes up, dies, or is moved further than 30 feet from the anchor. When the anchor uses this action, each creature attached to a tendril must succeed on a DC 14 Charisma saving throw or suffer 1 level of exhaustion. Additionally, each creature attached to a tendril is pulled 20 feet straight toward the anchor. Reactions What’s Underneath . When creatures suffer a total of 10 levels of exhaustion from the hypnagoug’s Energy Sap within 1 minute, the hypnagoug tears open a portal between the Astral and Material Planes large enough for its full form. The hypnagoug anchor is replaced with a hypnagoug, and the portal closes behind the hypnagoug. Astral Retreat . When the anchor takes damage that would reduce it to 0 hit points or there are no unconscious creatures within 30 feet of it, the anchor can retreat fully into the Astral Plane.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Alignment":"Chaotic Evil","Expansion":22851,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Hypnos Magen","description":"Magen are magical, humanlike beings created by a wizard spell (see the Create Magen spell) or by other arcane methods. Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates. Magical Servants. Magen make ideal servants. At creation, each is instilled with an instinct to protect itself and its creator, and it follows its creator’s instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders. Hypnos Magen Hypnos magen are telepathic and use their power of suggestion to control others. Their creators use them to force enemies to withdraw or surrender. A hypnos magen carries no weapons, relying entirely on its psychic abilities to manipulate and harm other creatures. Traits Fiery End. If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying. Magic Resistance. The magen has advantage on saving throws against spells and other magical effects. Unusual Nature. The magen doesn’t require air, food, drink, or sleep. Actions Psychic Lash. The magen’s eyes glow silver as it targets one creature that it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage. Suggestion. The magen casts the suggestion spell (save DC 12), requiring no material components. The target must be a creature that the magen can communicate with telepathically. If it succeeds on its saving throw, the target is immune to this magen’s suggestion spell for the next 24 hours. The magen’s spellcasting ability is Intelligence.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":6331,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Hypnos Magen","description":"Hypnos magen are telepathic and use their power of suggestion to control others. Their creators use them to force enemies to withdraw or surrender. A hypnos magen carries no weapons, relying entirely on its psychic abilities to manipulate and harm other creatures. Magen Magen are magical, humanlike beings created by a wizard spell (see the create magen spell) or by other arcane methods. Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its body disappears in a burst of harmless fire and a cloud of smoke that quickly dissipates. Magical Servants. Magen make ideal servants. At creation, each is instilled with an instinct to protect itself and its creator, and it follows its creator’s instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders. Traits Fiery End. If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying. Magic Resistance. The magen has advantage on saving throws against spells and other magical effects. Unusual Nature. The magen doesn’t require air, food, drink, or sleep. Actions Psychic Lash. The magen’s eyes glow silver as it targets one creature that it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage. Suggestion. The magen casts the suggestion spell (save DC 12), requiring no material components. The target must be a creature that the magen can communicate with telepathically. If it succeeds on its saving throw, the target is immune to this magen’s suggestion spell for the next 24 hours. The magen’s spellcasting ability is Intelligence.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27909,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Hypnotic Eldritch Blossom","description":"Strange new life germinates in the Haze. These multicoloured flowers emit a hallucination-inducing pollen and overflow with contaminated nectar. They are often fatally mistaken for an eldritch lily.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Chaotic Evil","Expansion":21300,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Hythonia","description":"Mythic Monsters This section describes three of Theros's most infamous terrors, beings whose might and dreadful deeds set them apart as menaces of legendary proportions. While many of Theros's greatest myths arise from storied terrors—like the hydra Polukranos or the dreaded titans—the monsters in this section have a feature that sets them apart: mythic traits. Mythic traits transform battles into truly legendary confrontations, well suited to the climactic battles at the ends of adventures or whole campaigns. Mythic traits are optional; they don't need to be used during combat with these monsters. If you so choose, you may simply ignore a monster's mythic trait and mythic actions. If you wish to increase a battle's stakes, though, using a monster's mythic trait results in some mid-battle twist that changes the way the monster behaves, restores its resources, or provides it with new actions to use. As a result, the battle becomes deadlier and rages on for longer than most combat encounters. Each monster features an \"As a Mythic Encounter\" section that highlights its mythic trait, notes how using it changes the difficulty of the encounter and the rewards, and includes read-aloud text you can use mid-battle to signal a terrifying shift in the conflict. Hythonia the Cruel Theros's reclusive medusas often delight in collecting and expanding their galleries of petrified victims. Unlike other medusas, Hythonia isn't merely a collector; she's an artist. When Hythonia came to the island of Skathos, the inhabitants worshiped her as an avatar of the god Pharika. The cultists eagerly offered themselves up to the medusa's petrifying gaze in hopes of gaining Pharika's favor. Seeing herself surrounded by willing devotees, Hythonia formulated a cruel plan. After encouraging them to engage in wild rituals, Hythonia began turning her followers to stone, weaving their forms to create a grisly throne made of their petrified bodies. While the medusa's victims have dwindled, tales of the medusa queen and the divine secrets she hoards have not. Hythonia eagerly trades the mysteries she knows but demands a constant price: a beautiful individual to become part of her throne. Hythonia as a Mythic Encounter Hythonia serves as a potent threat against even high-level characters, but you can increase the challenge by using the Shed Skin trait. When this happens, Hythonia heals many of her wounds and slips away from danger, and then she can choose one of her mythic actions when she uses a legendary action. You might foreshadow Hythonia using her mythic trait by describing her skin cracking and turning pale as she suffers wounds. Read or paraphrase the following text when Hythonia finally uses her Shed Skin trait: The medusa’s skin cracks, turns a lifeless gray, and shatters! The monster crumbles to dust—but what clatters to the ground isn’t scale and bone, but hollow stone. The sound of rippling coils precedes the medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales. Fighting Hythonia as a mythic encounter is equivalent to taking on two challenge rating 17 creatures in one encounter. Award a party 36,000 XP for defeating Hythonia after she uses Shed Skin. Hythonia’s Lair Hythonia makes her lair on Skathos, an island where a secret sect of worshipers dedicated to Pharika previously hoarded secrets and engaged in dark rituals. Island of Potent Magic. Although Skathos's location remains a mystery, stories tell of the island's magical plants and Hythonia's various treasures. Hythonia encourages such rumors by letting lone survivors escape her realm, letting the ravings of survivors tempt more playthings into her clutches. Lair Actions. On initiative count 20 (losing initiative ties), Hythonia can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row: Hythonia briefly animates creatures that have been petrified by her gaze. Each statue attacks one creature within 5 feet of it, with a +11 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit. If a Medium or smaller creature takes this damage, it is also grappled (escape DC 15). Hythonia causes spectral snakes to erupt from a point she can see within 150 feet of her. Each creature within 20 feet of that point must succeed on a DC 19 Constitution saving throw or take 5 (2d4) piercing damage and become poisoned until the end of its next turn. While poisoned in this way, the creature has disadvantage on Intelligence checks and Intelligence saving throws, and it behaves as if under the effect of the confusion spell. Regional Effects. The region containing Hythonia's lair is warped by her presence, which creates one or more of the following effects: A large population of snakes dwells in the region. Trees within 1 mile of the lair are petrified wood. Plants that stay within 500 feet of the lair for 1 day turn to stone. Small bodies of water within 1 mile of the lair become poisonous. A creature that drinks the water must succeed on a DC 19 Constitution saving throw or become poisoned for 8 hours. An affected creature can repeat the saving throw at the end of each hour.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful evil","Expansion":5432,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Iaculo","description":"Iaculo are snakes that have developed a unique method of hunting prey. They climb trees and await prey passing below. These reddish-brown serpents coil and then straighten in a sudden motion, flinging itself from a tree while ribbed wings spring out from its sides, guiding it with deadly trajectory as it plummets like a spear toward its target. The iaculo’s head is angular and ends in a sharp point above its mouth, which is actually a fang that grows up through the front of its head. This point is hard and sharp enough to penetrate flesh and even armor with the iaculo’s mass and speed behind it. The iaculo folds in its wings in the moment before it strikes, looking much like a spear or ballista bolt as it plunges into its target.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Iara","description":"These creatures are the cursed offspring of hags that mated with intelligent aquatic creatures. The iara hunt small bodies of water and feed on intelligent lifeforms that fall prey to their luring scent or spells. These creatures naturally feel inferior to hags and act subserviently towards them, offering their slaves and even their Treasure to them.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":17604,"Challenge Rating":2},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Iarno Glasstaff Albrek","description":"Traits Special Equipment. Glasstaff wields a staff of defense . With the staff in hand, he can use an action to cast the mage armor spell and use his reaction to cast the shield spell. Spellcasting. Glasstaff casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13): At will: light , mage hand 1/day each: charm person , hold person , magic missile Actions Multiattack. Glasstaff makes two Shocking Burst attacks. Shocking Burst. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or ranged 120 ft., one target. Hit : (1d6+3) lightning damage. Bonus Action Teleport (2/Day). Glasstaff magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, wizard)","Alignment":"lawful evil","Expansion":25525,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Ibexian","description":"A massive ram with glowing red eyes and flaming hooves scorches the air as it leaps. Demonic generals employ ibexians as fiendish shock troops when subtlety and stealth are immaterial. Often found in pairs or groups, ibexians hurl themselves at their foes and each other with equal gusto, leaving fiery calamity in their wakes. Coordinated Chaos. Periodically, one or more ibexians hurl themselves at the same foe. The fireball they create on impact is greater in intensity for each ibexian that participates. Large groups of ibexians can vaporize clusters of foes this way. Friendly Competition. Even when ibexians cooperate, they compete. Their favorite pastime is leaping at each other and butting horns, testing their comrades. If there is a foe in between them when they crash into each other, even better. Deadly When Injured. Enemies of demonic hordes must be careful when ibexians appear. Ibexian blood is as fiery as the flames covering their hooves, and ibexians become deadlier as they shed blood, spraying fire on those nearby. For this reason, foes often avoid wide-spread attacks against ibexians, for fear of accidentally spreading fire. Particularly crafty demon generals deploy groups of deliberately wounded ibexians, surprising their enemies with the fiery spray that follows. Fiery Blood. When the ibexian takes damage, each creature within 5 feet of it must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) fire damage. The fire ignites flammable objects within 5 feet of the ibexian that aren't being worn or carried. Fiery Charge. If the ibexian moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone. Pack Tactics. An ibexian has advantage on attack rolls if at least one of the ibexian's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The ibexian makes one Ram attack and one Hooves attack, or it makes two Spit Fire attacks. Ram . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. Hooves . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 7 (2d6) fire damage. Spit Fire. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 16 (4d6 + 2) fire damage. Pyroclasm (1/Day) . The ibexian moves up to 30 feet in a straight line toward a creature and can move through the space of any Medium or smaller creature, stopping when it moves within 5 feet of the target. Each friendly ibexian within 50 feet of the ibexian can use its reaction to also move up to its speed in a straight line toward the target, stopping when it moves within 5 feet of the target. This movement doesn't provoke opportunity attacks. The target and each creature within 20 feet of it must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. For each ibexian in the Pyroclasm after the first, the fire damage increases by 3 (1d6), to a maximum of (28) 8d6.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ice Bogie","description":"A gaggle of mischievous, rime-covered humanoids, one of which is standing on the shoulders of another, paint hoarfrost patterns on a window. Wherever the temperature drops below freezing, mobs of ice bogies may appear to unleash their wintry mischief. Enigmatic creatures of ice: the hows and whys of their random arrivals remain a mystery. A group might plague a remote village for an entire winter or pester a yeti for a single afternoon. Whenever frost forms in suspicious places or patterns, ice bogies are likely to blame. Japes and Vandalism. Whether pilfering innocuous items, laying slicks of frost across doorways, or freezing a goat’s eyelids shut while it sleeps, the creatures find delight in pranks and making nuisances of themselves. Capricious and gleeful, they are equal opportunists—seeing little difference between humanoids, beasts, or monstrosities. They find pleasure lurking on the edges of civilization, gathering to play their tricks on unsuspecting pioneers before melting back into the frigid wilds without a trace. Vicious Reprisals. While ice bogies are known to occasionally help lost travelers or return stolen prizes the next day, they have a dangerous side. When provoked, they swarm their opponents in a series of darting attacks from all sides and are known to pelt their enemies with shards of ice plucked from their own bodies in a flurry of hail.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ice Devil","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Devil's Sight : Magical darkness doesn't impede the devil's darkvision . Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack : The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Bite : Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. Claws : Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. Tail : Melee Weapon Attack:+10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. Wall of Ice : The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated . The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"180 (19d10+76)","CHA":18,"CON":18,"DEX":14,"INT":18,"STR":21,"WIS":15,"Size":"Large","Type":"fiend (devil)","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"Bite\n1d20 + 10\n2d6+5+3d6","Roll 1":"Claws\n1d20 + 10\n2d4+5+3d6","Roll 2":"Tail\n1d20 + 10\n2d6+5+3d6","Senses":"Blindsight 60 Ft., Darkvision 120 Ft.","Source":"5th Edition SRD","data-XP":"11,500","Alignment":"Lawful Evil","Languages":"Infernal, Telepathy 120 Ft.","data-List":"false","Immunities":"Cold, Fire, Poison","Token Size":2,"Resistances":"Bludgeoning, Piercing, And Slashing From Nonmagical Attacks That Aren't Silvered","data-Traits":"[{\"Name\":\"Devil's Sight\",\"Desc\":\"Magical darkness doesn't impede the devil's darkvision.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The devil has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The devil makes three attacks: one with its bite, one with its claws, and one with its tail.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 5\",\"Damage Type\":\"piercing\",\"Damage 2\":\"3d6\",\"Damage 2 Type\":\"cold\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 5\",\"Damage Type\":\"slashing\",\"Damage 2\":\"3d6\",\"Damage 2 Type\":\"cold\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 5\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"3d6\",\"Damage 2 Type\":\"cold\"},{\"Name\":\"Wall of Ice (Recharge 6)\",\"Desc\":\"The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.\"}]","data-CHA-mod":"+4","data-CON-mod":"+4","data-DEX-mod":"+2","data-INT-mod":"+4","data-STR-mod":"+5","data-SizeNum":5,"data-WIS-mod":"+2","Saving Throws":"Dex +7, Con +9, Wis +7, Cha +9","Challenge Rating":14,"Passive Perception":12,"Condition Immunities":"Poisoned","data-CrNum":14,"data-AcNum":18,"data-HpNum":180},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ice Devil","description":"Devils Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus’s will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature’s soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. The Infernal Hierarchy The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever—a fate that even Asmodeus fears. Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil’s memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Infernal Hierarchy 1. lemure Lesser devils 2. imp 3. spined devil 4. bearded devil 5. barbed devil 6. chain devil 7. bone devil Greater devils 8. horned devil 9. erinyes 10. ice devil 11. pit fiend Archdevils 12. duke or duchess 13. archduke or archduchess Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories—and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other’s most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. The Nine Hells The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Devil True Names and Talismans Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. A mortal who learns a devil’s true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice—typically someone the creator loved—when crafted. However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner’s soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. Ice Devil (Gelugon) Found most commonly on the cold layers of Stygia and Cania, ice devils serve as commanders of the infernal armies of the Nine Hells, tormenting lesser devils as an outlet for their anger and resentment. Coveting the power of their pit fiend superiors, ice devils work ceaselessly toward promotion, slaughtering the enemies of the Nine Hells and claiming as many souls as they can for their archdevil masters. Resembling a giant bipedal insect, an ice devil has clawed hands and feet, powerful mandibles, and a long tail covered in razor-sharp spikes. Some carry barbed spears whose icy touch can render a foe all but helpless in combat. Layers and the Lords of the Nine Hells Layer Layer Name Archduke or Archduchess Previous Rulers Primary Inhabitants 1 Avernus Zariel Bel, Tiamat Erinyes, imps, spined devils 2 Dis Dispater — Bearded devils, erinyes, imps, spined devils 3 Minauros Mammon — Bearded devils, chain devils, imps, spined devils 4 Phlegethos Belial and Fierna — Barbed devils, bone devils, imps, spined devils 5 Stygia Levistus Geryon Bone devils, erinyes, ice devils, imps 6 Malbolge Glasya Malagard, Moloch Barbed devils, bone devils, horned devils, imps 7 Maladomini Baalzebul — Barbed devils, bone devils, horned devils, imps 8 Cania Mephistopheles — Horned devils, ice devils, imps, pit fiends 9 Nessus Asmodeus — All devils Traits Devil's Sight : Magical darkness doesn't impede the devil's darkvision. Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack : The devil makes three attacks: one with its bite, one with its claws, and one with its tail or the devil makes two attacks: one with its spear and one with its tail. Bite : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. Claws : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage. Tail : Melee Weapon Attack :+10 to hit, reach 10 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage. Variant: Ice Spear : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can’t take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Wall of Ice : The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes. Variant: Summon Devil (1/Day) : The devil chooses what to summon and attempts a magical summoning. An ice devil has a 60 percent chance of summoning one ice devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ice Devil Overlord","description":"Answering to no one except pit fiends and archdevils, the highly ambitious ice devil overlords are ruthless and calculating military strategists. They have very few equals when directing and moving enmassed forces, and are willing to sacrifice anything but themselves to fulfill their objectives. Master of Frost. In combat, the ice devil overlord is set apart from its normal ilk, with its ability to generate an aura of deadly frost and unleash devastating spells of cold. In melee, few escape its dreaded spear of supernatural ice which can chill the blood and numb the senses of those who are unfortunate to get struck by it. Traits Aura of Chilling Frost. A creature that starts its turn within 10 feet of the devil takes 10 (3d6) cold damage and can't use reactions until the end of the devil's next turn. Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Legendary Resistance (1/Day). If the devil fails a saving throw, it can choose to succeed instead. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes three attacks: one with its Bite, one with its Ice Spear, and one with its Tail. It can use its Polar Ray in place of its Ice Spear attack. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. Ice Spear. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage. Polar Ray. Ranged Spell Attack: +11 to hit, range 150 ft., one target. Hit: 21 (6d6) cold damage and the target can't use reactions and its speed is reduced by 10 feet until the end of the devil's next turn. Spellcasting . The devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: darkness, detect magic, minor illusion 3/day each: fly, ice storm, wall of ice 1/day each: cone of cold, programmed illusion Teleport . The devil magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Reactions Scouring Instruction. When an ally that the devil can see makes a d20 roll, the devil can roll a d8 and the ally can add the number rolled to the d20 roll by taking 4 (1d8) psychic damage. A creature immune to psychic damage can’t be affected by Scouring Instruction. Legendary Actions The devil can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The devil regains spent legendary actions at the start of its turn. Attack. The devil makes a Bite, Ice Spear, Tail, or Polar Ray attack. Command. The devil targets one ally it can see within 30 feet of it. If the target can see and hear the devil, the target can use its reaction to make one weapon attack. Teleport (Costs 2 Actions). The devil uses Teleport. Cast a Spell (Costs 3 Actions). The devil uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ice Drake","description":"I used to run this great con. Off-worlders would come here hoping to kill that old drake in the wastes like they were in some sort of SIM game. If they were idiots, that’s on them, but their money spent well enough. Then an esper came and actually talked to the beast. Now that thing is hunting me. Drakes Drakes are powerful, intelligent reptilian creatures that lair in secluded planetary regions. They are an offshoot of the extremely rare dragon species, which has existed since long before recorded history. Like many draconic creatures, drakes live for centuries. Due to their unique elemental nature, however, some believe their origins may be linked to primordials. Several features are shared among the different types of drakes. They are reptilian in form with long necks and thick, pointed tails. They have frontal appendages that end in a deadly, sharp talon. Their wings fold outward from behind these appendages, allowing them to be tucked behind their backs when on the ground. This is where the similarities end, as each type of drake adopts a particular elemental nature that determines both its abilities and primary habitat. Callous and Malevolent. By nature, drakes are both arrogant and fiercely hostile toward other creatures. They pride themselves on their draconic origins, dispensing cruel treatment on weaker creatures while plotting to take what belongs to those more powerful. They carry a particular hatred for humanoids, who have come into constant conflict with their kind over many generations. Primordial Anima. Drakes nest in areas where their elemental nature is most prevalent. They can travel to areas outside of their chosen climate but rarely do they remain there for long. Even rarer still are drakes being found in areas where their primordial nature is unlikely to be found. An ice drake, for example, would likely avoid any regions of extreme heat, such as deserts or volcanos. Even drakes are not fully aware of their origins, save that they are descended from dragons. Some believe drakes were the forged creations of dragons rather than an offspring or variant of the species.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Ice Elemental","description":"Born in the Plane of Ice, these elementals travel to the frozen north through portals that connect to the Material Plane. Shaped as bipedal hulking masses of ice, these brutish elementals are surprisingly adept at hiding in the cold environment of the mountains. Water elementals are afraid of them due to their susceptibility to the cold, which has created a one-sided antagonistic relationship. The ice elementals couldn’t care less about their fellow elementals, on the other hand. Under the Rule of the Wind. Unlike other elementals, they only feel compelled to serve certain godly entities that reside in the material plane, such as the God of the Northern Wind, Boreas. Elementals These beings are intrinsically tied with the domains of various gods, even said to be divine servants at times. They are the object of study of many wizards and theologists for this reason. About the Greek Elementals These elementals very much resemble those present in the Monster Manual and work on similar mechanical structures. Elemental Nature: An elemental doesn’t require air, food, drink, or sleep. Subject to Conjuration: An spellcaster can summon these elementals through the conjure elementals spell, by using an appropriate spell slot to the Challenge Rating of each elemental. Traits Freezing Body. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 3 (1d6) cold damage. Ice Glide. The elemental can burrow through nonmagical ice. While doing so, the elemental doesn't disturb the material it moves through. Ice Walk. The elemental can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Actions Multiattack. The elemental makes two frigid claw attacks. Frigid Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 7 (2d6) cold damage. The target's speed is reduced by 10 feet until the end of its next turn. Ice Spike. Ranged Weapon Attack: +7 to hit, reach 40/80ft., one target. Hit: 14 (3d6 + 4) cold damage. Frozen Comet (Recharge 5-6). The elemental summons an icy comet that crashes at a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 10-foot-high cylinder centered on that point must make a DC 14 Dexterity saving throw. A creature takes 10 (3d6) bludgeoning damage and 10 (3d6) cold damage and is knocked prone on a failed save. On a successful save, a creature takes half as much damage and does not fall prone.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Ice Elemental","description":"Ice elementals are creatures made of animated snow and ice. They form in especially cold parts of the Plane of Water and along its border with the Plane of Air, where giant icebergs careen off of world-high waterfalls into the open sky. 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Said to be carved by frost dwarves from glacial ice and infused with magic and the spirit of an ice paraelemental by frost mages, the ice golem is a chilling dreadnought designed to serve its creator. Chilling Foe. The ice golem can batter opponents with powerful blows. When facing multiple enemies, the ice golem can unleash an icy breath. Those caught within the devastating cone of its breath become frozen and encased in ice. Even if its foes manage to destroy the ice golem, it would still have to avoid its death burst - an explosion of razor-sharp icy shards and numbing cold. Cold Dweller. An ice golem is almost always encountered in regions of cold climates, for anything warmer could cause it to melt. They are often used as bodyguards and sentries by frost mages and powerful clerics of Auril and Thrym, who take advantage of the golem's ability to absorb cold, enabling it to repair itself. Traits Cold Absorption. Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt. Death Burst. When the golem's hit points reaches 0, it explodes in a burst of jagged ice. Each creature within 10 feet of it must make a DC 15 Dexterity saving throw, taking 4 (1d8) piercing damage and 4 (1d8) cold damage on a failed save, or half as much damage on a successful one. Ice Walk. The golem can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Melt. While in an area of extreme heat, the golem loses 1d6 hit points at the start of each of its turns. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes two Slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) cold damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw. On a failed save, the target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last until the end of the ice golem's next turn. Frost Breath (Recharge 5-6). The golem exhales magical frost in a 15-foot cube. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (5d8) cold damage and is encased in ice for 1 minute. While encased, a creature is restrained. As an action, the restrained target can make a DC 17 Strength check, breaking the ice on a success. The ice can also be attacked and destroyed (AC 12; hp 25; vulnerability to fire damage; immunity to cold, poison, and psychic damage). On a successful save, a creature takes half as much damage and isn't encased in ice.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"unaligned","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Ice Maiden","description":"This alluring beauty has flesh and hair as white as snow and eyes blue as glacial ice. Born of the Ice. Ice maidens are the daughters of powerful creatures of the cold. Some are descendants of Boreas or the Snow Queen (a few having both parents), but they are also born to frost giants and thursir. A few result from tearful pleas by pregnant women lost in the snows, desperate to keep their newborn child from freezing to death—the fraughashar carry these infants away and raise them as ice maidens. Solitary Lives. Most ice maidens live solitary existences save for a servant or two under their thrall. They’re lonely creatures, desperate for love but condemned to know companionship only through their magical kiss. If genuine love ever fills an ice maiden’s heart, she’ll melt into nothingness. Killing Dilemma. An ice maiden’s hunger for affection and human contact leads them to harm those they approach, which only drives them harder to seek for warmth, love, and approval. Some claim an ice maiden can become a swan maiden or a dryad if she keeps a lover’s heart warm for a full year. Traits Chilling Presence: Cold air surrounds the ice maiden. Small non-magical flames are extinguished in her presence and water begins to freeze. Unprotected characters spending more than 10 minutes within 15 feet of her must succeed on a DC 15 Constitution saving throw or suffer as if exposed to severe cold. Spells that grant protection from cold damage are targeted by an automatic dispel magic effect. Cold Eyes: Ice maidens see perfectly in snowy conditions, including driving blizzards, and are immune to snow blindness. Ice Walk: Ice maidens move across icy and snowy surfaces without penalty. Snow Invisibility: In snowy environments, the ice maiden can turn invisible as a bonus action. Magic Resistance: The ice maiden has advantage on saving throws against spells and other magical effects. Innate Spellcasting: The ice maiden’s innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells: At will: chill touch, detect magic, light, mage hand, prestidigitation, resistance 5/day each: endure elements (cold only), fear, fog cloud, misty step 3/day each: alter self, protection from energy, sleet storm 1/day: ice storm Actions Multiattack: The frost maiden makes two ice dagger attacks. Ice Dagger: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 5 (1d4 + 3) Piercing damage plus 3 (1d6) cold damage. Flurry-Form: The ice maiden adopts the form of a swirling snow cloud. Her stats are identical to an air elemental that deals cold damage instead of bludgeoning. Icy Entangle: Ice and snow hinder her opponent’s movement, as the entangle spell (DC 17). Kiss of the Frozen Heart: An ice maiden may kiss a willing individual, freezing the target’s heart. The target falls under the sway of a dominate spell, his or her alignment shifts to LE, and he or she gains immunity to cold. The ice maiden can have up to three such servants at once. The effect can be broken by dispel magic (DC 17), greater restoration, or the kiss of someone who loves the target. Snowblind Burst: In a snowy environment, the ice maiden attempts to blind all creatures within 30 feet of herself. Those who fail a DC 17 Charisma saving throw are blinded for 1 hour. Targets that are immune to cold damage are also immune to this effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Lawful evil","Expansion":3,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ice Mephit","description":"Mephits Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements. Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales. Elemental Nature. A mephit doesn’t require food, drink, or sleep. Ice Mephit Comprising frigid air and water, ice mephits are aloof and cold, surpassing all other mephits in pitiless cruelty. Traits Death Burst : When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. False Appearance : While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. Innate Spellcasting (1/Day) : The mephit can innately cast fog cloud , requiring no material components. Its innate spellcasting ability is Charisma. Actions Claws : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage. Frost Breath (Recharge 6) : The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one. Variant: Summon Mephits (1/Day) : Some mephits can have an action option that allows them to summon other mephits. The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ice Mephit","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Death Burst : When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one. False Appearance : While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice. Innate Spellcasting (1/Day) : The mephit can innately cast fog cloud , requiring no material components. Its innate spellcasting ability is Charisma. Actions Claws : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage. Frost Breath (Recharge 6) : The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":11,"HP":"21 (6d6)","CHA":12,"CON":10,"DEX":13,"INT":9,"STR":7,"WIS":11,"Size":"Small","Type":"elemental","Speed":"30 ft., fly 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065078/7oE-XbjGFH3nvbsXWxtYJQ/original.png","Roll 0":"Claws\n1d20 + 3\n1d4+1","Senses":"Darkvision 60 Ft.","Skills":"Perception +2, Stealth +3","Source":"5th Edition SRD","data-XP":100,"Alignment":"Neutral Evil","Languages":"Aquan, Auran","data-List":"false","Immunities":"Cold, Poison","Spell Book":"Fog Cloud","Token Size":1,"data-Spells":"{\"innate\":{}}","data-Traits":"[{\"Name\":\"Death Burst\",\"Desc\":\"When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.\"},{\"Name\":\"False Appearance\",\"Desc\":\"While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.\"},{\"Name\":\"Innate Spellcasting (1/Day)\",\"Desc\":\"The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.\"}]","data-Actions":"[{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d4 + 1\",\"Damage Type\":\"slashing\",\"Damage 2\":\"1d4\",\"Damage 2 Type\":\"cold\"},{\"Name\":\"Frost Breath (Recharge 6)\",\"Desc\":\"The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+1","data-CON-mod":"+0","data-DEX-mod":"+1","data-INT-mod":"-1","data-STR-mod":"-2","data-SizeNum":1,"data-WIS-mod":"+0","Vulnerabilities":"Bludgeoning, Fire","Challenge Rating":"1/2","Passive Perception":12,"Condition Immunities":"Poisoned","data-CrNum":0.5,"data-AcNum":11,"data-HpNum":21},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ice Orc","description":"Traits Death Burst . When the ice orc dies, it explodes in a burst of frost. Each creature within 15 ft. of it must make a DC 13 Dexterity saving throw, taking 4 (1d8) cold damage on a failed save, or half as much damage on a successful one. Icy Camouflage . The ice orc has advantage on Dexterity (Stealth) checks made to hide in icy or rocky terrain. Ice Walk . The ice orc can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement. Actions Icy Greataxe . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (1d12 + 3) slashing damage + 6 (1d6 + 3) cold damage. Frozen Spray . Ranged Weapon Attack : +3 to hit, range 30/120 ft., one target. Hit : 10 (2d8 + 1) cold damage. ","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"chaotic evil","Expansion":8938,"Challenge Rating":"1/2"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Ice Paraelemental","description":"The ice paraelemental appears as a 9-foot tall statue of a humanoid with a serpentine-like lower body, made of translucent ice crystals. Two piercing blue eyes glow from its sockets. Its long forelimbs end in clawed hands that look like icicle spearheads, and its lower body undulates like a crawling snake. Crackling sounds come from the ice paraelemental's body as it moves, as the ice on its body constantly shifts to adjust to the paraelemental's movement. Frost Horror. The paraelemental's frigid body generates intense cold, freezing the water it touches and leaving frost on the surface it treads. Mortal creatures unfortunate enough to get caught within this chilling aura quickly find it difficult to breathe, their warmth drained, and their bodies frozen in a matter of seconds. Those who survive long enough are finished off by the ice paraelemental's vicious claw strikes and dreaded breath attack. Cold Companions. In the Material Plane, ice paralementals are sometimes encountered wandering in glaciers, ice caps, icy caverns, and areas where icebergs and ice floes are plentiful. A few have been discovered in the company of bheur hags, frost giant shamans, frost salamanders, ice mephits, and white dragons. Followers of Auril, Olhydra, Thrym, Ulutiu, and Yan-C-Bin summon them as well to serve as guardians. Paraelementals A paraelemental is an amalgamation of two elemental energies bound within a single life force. Because it is a combination of two elemental forces, a paraelemental can be volatile and dangerous. While extremely rare in the Material Plane, they dwell in regions where their respective Elemental Planes overlap. Elemental Nature. A paraelemental doesn’t require air, food, drink, or sleep. Traits Cold Aura. While it's alive, the paraelemental generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the paraelemental's turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn within 10 feet of the paraelemental takes 7 (2d6) cold damage. Actions Multiattack. The paraelemental makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 7 (2d6) cold damage. Winter's Breath (Recharge 5-6). The paraelemental exhales icy shards in a 15-foot cone. Each creature in that area must succeed on a DC 13 Dexterity saving throw. On a failed save, a creature takes 7 (2d6) piercing damage and 7 (2d6) cold damage. If a creature fails its saving throw by 5 or more, it also suffers 1 level of exhaustion. On a successful save, a creature takes half as much damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"typically Neutral","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Ice Ripper","description":"Ice Ripper Few raiders, outside of the Knattle of the High North, believe ice rippers exist. Even in those frozen northern lands, these massive monstrosities are seldom encountered, preferring to prey on herds of mammoth that roam the tundra far from the eyes of raiders. There are stories of these great beasts being slain, but no proof... the Knattle say the meat from rippers spoils the moment the beast dies, so they have never had reason to harvest a carcass. Extreme Predator. An ice ripper’s body is covered in hundreds of vaguely claw-like appendages. These work in unison to push the ripper through snow and solid ice. They are ambush predators... striking from below and dragging their foe beneath the ice to be eaten. If caught on the surface, they attempt to burrow as soon as possible.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":10},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Ice Soldier","description":"Medium Construct, Unaligned Armor Class 13 Hit Points 72 (16d8) Speed 30 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 10 (+0) 7 (-2) 12 (+1) 7 (-2) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Immunities cold Condition Immunities charmed, exhaustion, frightened Senses passive Perception 13 Languages None Challenge 2 (450 XP) Proficiency Bonus +2 Heavy Blows. Creatures struck by two slam attacks from an ice soldier in the same round must make a DC 13 Strength save or be knocked prone. Actions Multiattack. The ice soldier makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target, Hit: 10 (2d6+5) cold damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"unaligned","Challenge Rating":2},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Ice Soldier","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Challenge Rating":2},"publisher":"Kobold Press","book":"Midgard Worldbook"},{"name":"Ice Toad","description":"Traits Amphibious. The toad can breathe air and water. Cold Aura. While the toad is alive, any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage. Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 4 (1d8) cold damage. If the target is a Medium or smaller creature, it is grappled (escape DC 11). Until this grapple ends, the toad can’t bite another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral","Expansion":4500,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Ice Toad","description":"This monster appears in the Rise of Tiamat module. Traits Amphibious. The toad can breathe air and water. Cold Aura. Any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage. Standing Leap. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 4 (1d8) cold damage. If the target is a Medium or smaller creature, it is grappled (escape DC 11). Until this grapple ends, the toad can't bite another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral","Expansion":7392,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Ice Toad","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Amphibious. The toad can breathe air and water. Cold Aura. While the toad is alive, any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage. Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 4 (1d8) cold damage. If the target is a Medium or smaller creature, it is grappled (escape DC 11). Until this grapple ends, the toad can’t bite another target.","properties":{"Category":"Monsters","Source":"custom","Expansion":7391},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Ice Troll","description":"Ice trolls have all the meanness and hunger of common trolls. Their hearts radiate extreme cold, to the detriment of other nearby creatures. Ice Troll Hearts. An ice troll’s heart remains cold even after the troll’s destruction. As long as the troll can’t regenerate, its heart can be safely removed from its remains, handled, and kept. An ice troll’s heart, once removed, becomes a harmless Tiny object with AC 13, 4 hit points, and immunity to all damage except fire damage. For the next 24 hours, the heart has the following magical properties: A creature that eats the heart gains the ability to regenerate for the next 24 hours, regaining 5 hit points at the start of each of its turns. If the creature takes acid or fire damage, this trait doesn’t function at the start of its next turn. The creature dies only if it starts its turn with 0 hit points and doesn’t regenerate. If buried in the ground under a foot or more of earth, the heart melts away and summons a blizzard like that created by the control weather spell. It takes 10 minutes for the heart to melt and the blizzard to form. The blizzard lasts for 8 hours. A hag or similar creature can perform a ritual that turns the heart into a magical talisman that acts like a patch of brown mold (see the Dungeon Master’s Guide). This effect lasts until the heart is destroyed. A creature proficient with alchemist’s supplies can squeeze enough residual fluid out of the heart to mix with other alchemical ingredients, creating one potion of resistance (cold). It takes 1 hour to create this potion. Traits Cold Aura. While it’s alive, the troll generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll’s turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn within 10 feet of the troll takes 10 (3d6) cold damage. Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn’t function at the start of its next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 9 (2d8)cold damage. Claw. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage plus 9 (2d8)cold damage. If the target takes any of the cold damage, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on its attack rolls until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":6331,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Ice Troll","description":"Ice trolls have all the meanness and hunger of common trolls. Their hearts radiate extreme cold, to the detriment of other nearby creatures. Ice Troll Hearts. An ice troll’s heart remains cold even after the troll’s destruction. As long as the troll can’t regenerate, its heart can be safely removed from its remains, handled, and kept. An ice troll’s heart, once removed, becomes a harmless Tiny object with AC 13, 4 hit points, and immunity to all damage except fire damage. For the next 24 hours, the heart has the following magical properties: A creature that eats the heart gains the ability to regenerate for the next 24 hours, regaining 5 hit points at the start of each of its turns. If the creature takes acid or fire damage, this trait doesn’t function at the start of its next turn. The creature dies only if it starts its turn with 0 hit points and doesn’t regenerate. If buried in the ground under a foot or more of earth, the heart melts away and summons a blizzard like that created by the control weather spell. It takes 10 minutes for the heart to melt and the blizzard to form. The blizzard lasts for 8 hours. A hag or similar creature can perform a ritual that turns the heart into a magical talisman that acts like a patch of brown mold (see the Dungeon Master’s Guide ). This effect lasts until the heart is destroyed. A creature proficient with alchemist’s supplies can squeeze enough residual fluid out of the heart to mix with other alchemical ingredients, creating one potion of resistance (cold). It takes 1 hour to create this potion. Traits Cold Aura. While it’s alive, the troll generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll’s turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn within 10 feet of the troll takes 10 (3d6) cold damage. Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn’t function at the start of its next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) cold damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold damage. If the target takes any of the cold damage, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on its attack rolls until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":27909,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Ice Urchin","description":"This cattle-sized lump bristles with spines of blue ice. Ice urchins are large, porcupine-like creatures native to the coldest reaches of the world. They are voracious omnivores, traveling far and wide and scavenging any food they can find. They sometimes come into conflict with humanoids, attacking livestock and raiding food stores. Wary of Fire . Ice urchins are infused with elemental energy, giving them an affinity for ice and snow and a fear of fire. They avoid open flames, and they can be driven away with torches or displays of fire magic. If a ready meal is evident, a hungry ice urchin may still brave a campfire or torches. Cryomancer Minions. Ice urchins have a semblance of intelligence, and they can be persuaded to serve in exchange for regular feeding. An ice urchin might work as a guardian, using its bulk to block a passage or entrance, or it may work as a courier, delivering packages swiftly over snowy terrain. Dragon Snack. Dragons in cold regions prey upon ice urchins and may keep some in their lairs. If a dragon eats an ice urchin, the dragon absorbs its elemental energy. For the next hour after eating an ice urchin, the dragon's breath weapon deals cold damage instead of its normal type of damage. If the dragon's breath weapon already deals cold damage, its breath weapon deals one additional die of damage. Fear of Fire. An ice urchin is inherently fearful of fire. If presented forcefully with fire, or if it is dealt fire damage, the ice urchin must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. Once it has been frightened by a specific source of fire (such as a torch), the ice urchin can't be frightened by that same source again for 24 hours. Ice Slide. The ice urchin's speed increases to 60 feet when it moves on snow or ice. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Melting Away. If the ice urchin takes fire damage, its AC is reduced by 2, and it has disadvantage on attack rolls until the end of its next turn. Spiny Defense. A creature that touches the ice urchin or hits it with a melee attack while within 5 feet of it takes 3 (1d6) piercing and 2 (1d4) cold damage. Venomous Spine Regrowth. An ice urchin has twelve venomous spines. Used spines regrow when the ice urchin finishes a long rest. Actions Ice Spine. Melee Weapon Attack: +4, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 2 (1d4) cold damage Venomous Spine. Ranged Weapon Attack: +3, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing plus 2 (1d4) cold damage and 7 (2d6) poison damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ice Willow","description":"A light tinkling sound comes from icicles hanging from this willow tree's bough. The tree shivers, as if cold from the ice coating it, and some of the icicles fall and stick point-first into the ground around it. Druids live in harsh climates as well as friendly ones. Unlike druids living in lands of plentiful vegetation for creating magical protectors, arctic druids have to get inventive when to their own polar wardens and often choose willow trees. The druids bolstered the willows' droopy boughs to withstand the weight of ice and trained the trees to use the icicles as weapons. Arctic Protector. Though ice willows have fewer forests to protect than temperate guardians, they still see themselves as custodians of the land. They protect polar animals from overhunting but won't intervene in the natural course of predators and prey. Despite their weakness to fire, they focus their wrath on creatures that wantonly use fire. If they find creatures manipulating the weather, they intervene. Icy Spears of Doom. Not only does an ice willow accumulate icicles from snow and sleet, but it can also gather moisture directly from the air. The tree can shake loose icicles dangling from its bough to drop on foes in close quarters, and it can unleash a barrage of icicles at will. The willow has strict control over the icicles attached to it, preventing it from accidentally impaling animals sheltering under the tree. Good Omens. Most polar inhabitants hold ice willows in high regard. The willows beckon lost travelers to take refuge beneath their boughs, providing protection from wind and precipitation. When travelers rest near the tree, the willow leave enough space for its charges to avoid direct contact with the ice covering it. An ice willow sheltering travelers warns those who light fires by shaking bits of ice loose to extinguish the flames. False Appearance. While the ice willow remains motionless, it is indistinguishable from an ice-covered willow tree. Ice Melt. If the ice willow takes fire damage, its icicles partially melt. Until the end of the ice willow's next turn, creatures have advantage on saving throws against the willow's Icicle Drop and Icicle Spray. Actions Multiattack. The ice willow makes two Slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning plus 7 (2d6) cold damage. Icicle Drop (Recharge 4-6). The ice willow shakes several spear-like icicles loose. Each creature within 10 feet of the willow must make a DC 15 Dexterity saving throw, taking 9 (2d8) piercing damage and 7 (2d6) cold damage on a failed save, or half as much damage on a successful one. Icicle Spray (Recharge 6). The ice willow flings icicles in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Reactions Melting Icicles. When the ice willow takes fire damage, it can immediately use Icicle Drop, if available.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Neutral","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ice Worm","description":"Traits False Appearance . While the ice worm remains motionless, it is indistinguishable from ice. Ice Walk . The ice worm can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement. Actions Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (2d4 - 1) piercing damage and the target must succeed on a DC 11 Constitution saving throw or take 7 (2d6) cold damage. Frosty Breath (Recharge 5-6) . The ice worm exhales frost in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 7 (2d6) cold damage on a failed save or half as much damage on a successful one. ","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":8938,"Challenge Rating":"1/4"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Icewind Kobold","description":"Kobolds can be found anywhere dragons are known to dwell, and those that live in the mountains and hills of Icewind Dale are among the hardiest of their kind. Drawn to the north by a desire to find and serve white dragons, these kobolds adapted as best they can to the hostile climate. Their sensitive eyes appreciate sunless days and long, dark nights. They use wooden javelins as tools to test the snow ahead of them. Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The people of Ten-Towns, accustomed to the presence of strange outlanders, allow these kobolds to dwell among them for the most part. When the kobolds don’t feel safe, they acquire heavy winter clothing and disguise themselves as humans by standing on one another’s shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check, the DC of which equals the onlooker’s Wisdom (Insight) check result. Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. Javelin. Melee or Ranged Weapon Attack : +0 to hit, reach 5 ft. or 30/120 ft., one target. Hit: 1 (1d6-2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"any alignment","Expansion":6331,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Icewind Kobold","description":"Kobolds can be found anywhere dragons are known to dwell, and those that live in the mountains and hills of Icewind Dale are among the hardiest of their kind. Drawn to the north by a desire to find and serve white dragons, these kobolds adapted as best they can to the hostile climate. Their sensitive eyes appreciate sunless days and long, dark nights. They use wooden javelins as tools to test the snow ahead of them. Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The people of Ten-Towns, accustomed to the presence of strange outlanders, allow these kobolds to dwell among them for the most part. When the kobolds don’t feel safe, they acquire heavy winter clothing and disguise themselves as humans by standing on one another’s shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check, the DC of which equals the onlooker’s Wisdom (Insight) check result. Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Javelin. Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 1 (1d6 − 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"any alignment","Expansion":27909,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Icewind Kobold Dragonshield","description":"Traits Dragon's Resistance . The kobold has resistance to cold damage based on the white dragon that invested it with power. Heart of the Dragon . If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll. Pack Tactics . The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity . While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kobold makes two melee atacks. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful evil","Expansion":28292,"Challenge Rating":1},"publisher":"Daniel Kahn","book":"Wyrmdoom Hunt"},{"name":"Icewind Kobold Scale Sorcerer","description":"Traits Spellcasting . The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): mage hand, mending, poison spray, ray of frost 1st level (4 slots): charm person, chromatic orb, expeditious retreat 2nd level (2 slots): snilloc's snowball swarm Sorcery Points . The kobold has 3 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits: Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell’s effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components. Pack Tactics . The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity . While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful evil","Expansion":28292,"Challenge Rating":1},"publisher":"Daniel Kahn","book":"Wyrmdoom Hunt"},{"name":"Icewind Kobold Zombie","description":"The necromancer Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using animate dead spells. The cold climate helps to preserve their dead flesh. Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Javelin. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d6-1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"neutral evil","Expansion":6331,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Icewind Kobold Zombie","description":"The necromancer Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using animate dead spells. The cold climate helps to preserve their dead flesh. Icewind Kobolds Kobolds can be found anywhere dragons are known to dwell, and those that live in the mountains and hills of Icewind Dale are among the hardiest of their kind. Drawn to the north by a desire to find and serve white dragons, these kobolds adapted as best they can to the hostile climate. Their sensitive eyes appreciate sunless days and long, dark nights. They use wooden javelins as tools to test the snow ahead of them. Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The people of Ten-Towns, accustomed to the presence of strange outlanders, allow these kobolds to dwell among them for the most part. When the kobolds don’t feel safe, they acquire heavy winter clothing and disguise themselves as humans by standing on one another’s shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check, the DC of which equals the onlooker’s Wisdom (Insight) check result. Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Javelin. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"neutral evil","Expansion":27909,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Iceworm","description":"A writhing worm erupts from the glacial ice and turns its blind gaze toward adventurers huddled around a meager campfire. This strange, tube-like worm sports several rows of teeth in its round mouth and is just at home burrowing through the permafrost as it is deep within frozen arctic waters. Drawn to Warmth. The iceworm can sense the warmth of living creatures, but it is sensitive to strong sources of heat, which cause it acute discomfort. An iceworm that senses abundant prey near strong sources of heat (such as a group of travelers around a campfire) will patiently encircle the encampment, waiting for the fire's warmth to cool to embers. Once the fire has died down, the iceworm strikes, often killing sleeping prey by burrowing up from the ground. Freezing Saliva. Once an iceworm has killed its prey, it waits for the body to cool, using its cold saliva to speed up the process. It then burrows into the soft insides to feast on the frozen corpse over the course of days or weeks. Amphibious. The iceworm can breathe air and water. Cold Physiology. The iceworm can't abide constant warmth. Each hour it spends in an area with a temperature above 40 degrees Fahrenheit, the ice worm must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion that can't be removed until it finishes a long rest in an area with a temperature below 40 degrees. Heat Sensitivity. The iceworm has disadvantage on attack rolls when within 5 feet of a strong source of heat that isn't a warm-blooded creature's natural warmth, such as a torch or campfire. In addition, the iceworm can pinpoint the location of warm-blooded creatures within 90 feet of it and can sense the general direction of such creatures within 1 mile of it. Slippery. The iceworm has advantage on saving throws and ability checks made to escape a grapple. Actions Icy Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) cold damage. Icy Spit. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one creature. Hit: 10 (2d6 + 3) cold damage, and the target is coated in freezing, viscous slime. While coated in the freezing slime, a creature's speed is reduced by 10 feet, and it has disadvantage on the first attack roll it makes on each of its turns. A creature, including the target, can take its action to clean off the slime, ending the effect.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ichneumon","description":"With powerful jaws and teeth capable of shearing scales from meat with ease, the creature resembles a weasel the size of a brown bear. Outsized Temerity. These creatures live in burrows and caves whose previous inhabitants were likely devoured by the new residents. Wily hunters, ichneumons prey upon all kinds of creatures, but they go to great lengths and far out of their way to feast on dragon eggs, or the dragons themselves if they can. Resourceful Rodent. Ichneumons have a keen animal intelligence, and they make an innovative use of their environment. A musky oil with insulating properties coats the fur of an ichneumon, granting it a measure of protection. When an ichneumon has the luxury of time to prepare before hunting, it finds the nearest source of mud and applies layer after layer to itself. The mud bonds with the creature's oily coat and forms a hard, thick outer armor, enhancing its natural protections. Hunted and Hated. The ichneumon's very existence is a source of humiliation and outrage for dragonkind. The mention of a dragon's name who was killed by an ichneumon is considered distasteful among dragons once they have hunted for the killer and settled the matter. Different standards of decency apply for other beings, however, and any non-dragon foolish enough to mention an ichneumon within hearing of a dragon might never be heard from again.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":11},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ichthys","description":"With an appearance that treads the line between the comedic and horrific, the ichthys is a twisted centaur-like creature with a humanoid upper body that protrudes from the shell of a massive crab. This monster is the result of a cruel curse bestowed by the gods upon merfolk and other aquatic humanoids, usually as punishment for severe transgressions. As a result of their loathsome origins, most merfolk look upon ichthyses with utter disgust, and the creatures become outcast from merfolk societies. Doomed to aimlessly wander the seafloor, the ichthys becomes consumed by the desire to search for victims as outlets for its unrelenting pain and anger The only joys it knows are those of torture and senseless bloodshed. Most ichthyses continue to wield the same weapons they did before their transformation. Hence, the creatures tend to favor tridents and other implements used by merfolk. Tortured Forms . An ichthys’s body is racked with perpetual pain, and any attempts at quick movement are especially agonizing. This state is a product of the strain put upon crustacean anatomy that is not designed to support heavy humanoid torsos. Despite its incompatible physiologies, the body of an ichthys continues to function by way of the curse’s magic. Pain and poor balance create a plodding, awkward gait paired with a relatively slow swimming speed. Macabre Artists . Although largely nomadic, ichthyses set up temporary camps on the seafloor. There, an ichthys uses the bodies of its victims as bait to draw the attentions of both food and other humanoids. An ichthys arranges these corpses to create grotesque sculpture gardens. It often begins to “sculpt” its subjects when they are still alive, tying them in place before further carving into their flesh. An ichthys will sometimes leave a victim half dead, as their feeble attempts at escape make for an excellent lure.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":4963,"Challenge Rating":7},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Icingdeath","description":"Traits Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Unusual Nature. The dragon doesn’t require air, food, drink, or sleep. Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) necrotic damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Chilling Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 23 (5d8) cold damage and 23 (5d8) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":28293,"Challenge Rating":7},"publisher":"Daniel Kahn","book":"Evermelt"},{"name":"Icosahedrooze","description":"Biomantic Polyhedroozes When Dr. Stein left his lab at short notice (following a pitchfork-wielding-mob related event), he left an entire pool of his patent-pending Mut-x exposed to the elements. Things fell into it; those things had brains, and those brains, their memories, and the sum of their intelligence fused with gelatinous cubes into biomantic polyhedroozes. Empathetic. When a biomantic polyhedrooze forms, it begins absorbing the latent psychic energy of its environs. Creatures with strong psyches that are nearby in either space or time influence the nascent sentience of the polyhedrooze. A long-destroyed lich might impart its madness and hate into the ooze, whilst a colony of highly-charismatic mice might lend the goopey mass a penchant for cheese. Reactive Mutations. The true feat of Dr. Stein’s research, and a trait that the polyhedroozes embody, is that of extreme biomantic reaction to environmental stimuli. A polyhedrooze that takes damage immediately adapts its morphology to prevent further damage of that type. The larger the polyhedrooze, the more such adaptations it can sustain at any one time. Size Matters. Bigger polyhedroozes have absorbed more brains and, so, are more clever. A polyhedrooze that reaches a critical mass might decide to split into two, with the idea of sending one of its halves in search of pastures new. Unfortunately, the decrease in intelligence that results from a split means that polyhedroozes can get confused and end up in a cycle of splitting and reforming over and over.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"ooze","Alignment":"unaligned","Expansion":23695,"Challenge Rating":20},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Icyclops","description":"Traits Nearsighted . The icyclops has poor depth perception and cannot aim ranged attacks well, giving it disadvantage on ranged weapon attacks more than 30 feet away. Actions Multiattack . The cyclops makes two greatclub attacks. Greatclub . Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. Rock . Ranged Weapon Attack : +9 to hit, range 30/120 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. Cold Touch . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 24 (4d8 + 6) cold damage. ","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic neutral","Expansion":8938,"Challenge Rating":6},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Idolic Diety","description":"This small demonic idol fade into and out of reality. Its elemental will presses on those near as a near-physical pressure. Relics of Dark Gods. Idolic deities are found in ancient temples and deserted tombs. They are relics of an elder age and all that remains of the favored children of deceiving dark god—mighty lordlings like Akoman the Evil Thought, Nanghant the Discontented, and Sarvar the Oppressor. Sent to consume the souls of those worshiping gods of light, these beings of shadow and sand labored slowly through corruption of the soul rather than outright war. Imprisoned Shadow Demons. The corrupted ancient tribes and their priests began worshiping them as gods, and they forsook their master’s purpose to revel in their pride and vanity until they were struck down for their treachery. They have since wasted to a shadow remnant and been imprisoned in stony idols that barely cling to solidity. Constructed Nature. An idolic deity doesn’t require air, food, drink, or sleep. Traits Apostasy Aura: The idolic deity’s presence causes devout followers to doubt their faith. A cleric or paladin that can see the idolic deity and wishes to cast a spell or use a class feature must make a DC 16 Wisdom saving throw. On a failed save, the spell or class feature is spent as if it was used, but it has no effect. Incorporeal Movement: The idolic deity can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Shadow Stealth: While in dim light or darkness, the idolic deity can take the Hide action as a bonus action. Actions Multiattack: The idolic deity uses Seduce the Righteous and makes two slam attacks. Slam: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 8 (1d6 + 5) Bludgeoning damage plus 18 (4d8) Psychic damage. Seduce the Righteous: The idolic deity targets one creature it can see within 30 feet. The target has disadvantage on attack rolls, saving throws, or ability checks (the idolic deity chooses which) until the end of its next turn. A protection from evil and good spell cast on the target prevents this effect, as does a magic circle.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Source":"Tome of Beasts","Alignment":"Neutral evil","Expansion":3,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Iggwilv the Witch Queen","description":"Zybilna of Prismeer Iggwilv was a brilliant, calculating figure hardly prone to emotional outbursts, but as Zybilna, she allows her emotions to run rampant and is more likely to find herself in the grip of happiness, anger, or melancholy. This is the price she pays to exert control over the Feywild and impose her will on the domain of Prismeer. Alignment. Chaotic neutral. Personality Trait. “I have become more temperamental in my old age.” Ideal. “I used to believe that emotions and kindness were signs of weakness. Now I see their strength.” Bond. “Prismeer is my home now.” Flaw. “My mother, Baba Yaga, warned me that arrogance would be my undoing, ‘as sure as stars light the night sky.’ She might be right.” Traits Boon of Immortality. Iggwilv is immune to any effect that would age her, and she can’t die from old age. Legendary Resistance (3/Day). If Iggwilv fails a saving throw, she can choose to succeed instead. Magic Resistance. Iggwilv has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her robe of the archmagi.) Special Equipment. Iggwilv wears an amulet of the planes and a robe of the archmagi . Actions Multiattack. Iggwilv makes two Bewitching Bolt attacks. Bewitching Bolt. Melee or Ranged Spell Attack: +16 to hit, reach 5 ft. or range 120 ft., one target. Hit : 25 (5d6 + 8) lightning damage, and if the target is a creature, it must succeed on a DC 22 Wisdom saving throw or be charmed by Iggwilv until the start of her next turn. Abyssal Rift (Recharge 5–6). Iggwilv opens a momentary Abyssal rift within 120 feet of her. The rift is a 20-foot-radius sphere. Each creature in that area must make a DC 22 Constitution saving throw, taking 40 (9d8) necrotic damage on a failed save, or half as much damage on a successful one. In addition, there is a 50 percent chance that 3 hezrous then appear in unoccupied spaces in the sphere. They act as Iggwilv’s allies, take their turns immediately after hers, and can’t summon other demons. They remain until they die or until Iggwilv dismisses them as an action. Spellcasting. Iggwilv casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks): At will: detect magic, disguise self, invisibility, light, mage hand, message, prestidigitation, Tasha’s hideous laughter 3/day each: dispel magic, fly, polymorph 1/day each: maze, telekinesis, teleport, wish Bonus Actions Fey Step. Iggwilv teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 30 feet of her. Reactions Negate Spell (2/Day). When Iggwilv sees a creature within 60 feet of her casting a spell, she tries to interrupt it. If the creature is casting a spell using a spell slot of 8th level or lower, its spell fails and has no effect. If it is casting a 9th-level spell, it must succeed on a DC 22 Intelligence saving throw, or the spells fails and has no effect. Legendary Actions Iggwilv can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Iggwilv regains spent legendary actions at the start of her turn. Witchcraft. Iggwilv uses Spellcasting or Fey Step. Dark Speech (Costs 2 Actions). Iggwilv utters a phrase in a forbidden language and targets one or two creatures she can see within 60 feet of her. Each target must succeed on a DC 22 Wisdom saving throw or take 11 (2d10) psychic damage and be frightened of Iggwilv for 1 minute. A target can repeat the save at the end of each of its turns, ending the effect on itself on a success and thereby becoming immune to Iggwilv’s Dark Speech for 24 hours. Fey Beguilement (Costs 3 Actions). Iggwilv targets one creature she can see within 60 feet of her. The target must succeed on a DC 22 Charisma saving throw or be possessed by a fey spirit. While possessed, the target must obey Iggwilv’s commands. The target can repeat the saving throw at the end of each of its turns, banishing the fey spirit and ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (wizard)","Alignment":"chaotic neutral","Expansion":11857,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Ignatius","description":"How you get an efreeti and a djinni in the same room, let alone get them in a romantic mood, I’ll never know. But if the result is a pair like Ignatius and Ariessa, we’re lucky it doesn’t happen too often. Hard to find a meaner set of brats this side of the River Styx. – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Chaotic Neutral","Expansion":27826,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Ijiraq","description":"A bipedal caribou adorned with spiked horns stalks the edge of the forest. Its melodious voice calls to hunters, telling them of clean springs, a fine honeycomb, and easy prey just a little further ahead. While their true forms are invisible to most, ijiraq are often seen wandering the wilds in the form of beasts or terrible caribou-human hybrids. If seen in their true forms, they resemble short humans with horrifying features. Hunters of Man. Ijiraq are known to abduct humans to use for sport. Many will carry skulls of their kills as trophies, and they have a fondness for the taste of human meat. At times, they do pretend to be guides to some hidden shrine or a flock of fat geese, to lure a hunter away from others. However, they view it as poor form to attack humans that come to speak with them and will treat such people with respect during a moot. Loathing of the Sea. The ijiraq detest open waters, the creatures that live within them, and goods that come from them. Many villages have found safety from ijiraq by relocating close to the water's edge.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ikuchi","description":"An immense, pale-blue, eel-like creature dripping a thick, gelatinous oil rises above the waves. Dozens of tiny eyes blink along its serpentine flanks. Giant Elementals. One of the more unusual denizens of the Elemental Plane of Water, the ikuchi can also be found in the oceans of the Material Plane, hunting the natural fauna and causing havoc for shipping lanes. Though the typical ikuchi is just under a hundred feet long, rumors abound of ikuchi that are hundreds of feet or even miles in length in the largest oceans and the depths of their home plane. Ikuchi are also known as ayakashi in various lands and are sometimes confused with sea serpents. Sinker of Boats. More dangerous than even the size of the ikuchi is the oil it produces almost constantly from its body. This oil is thicker than the surrounding water and impedes the movement of any creature moving through it, even those native to the Elemental Plane of Water. The ikuchi uses its oil to swamp small ships by slithering on board and filling the ship with its oil, gradually causing the ship to sink. Why the ikuchi goes to such lengths to sink watercraft is unknown, as the creatures are highly temperamental and are just as likely to ignore a vessel as they are to go after it.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"elemental","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ilarios","description":"One of the few surviving species left behind from an ancient civilization, ilarios are fiendish humanoids given form by the xenoterum. Eternally devoted to their creator gods, they do not rest until they carry out the nefarious wishes of their masters. Forged Beings. Once a race of beings whose name has long been forgotten, the ilarios were conquered and merged into the vast interdimensional empire once ruled by the xenoterum. Their new rulers needed soldiers and emissaries to send out into the multi-dimensional realms. And so, the conquered peoples were transformed and repurposed into the ilarios. Many served as guardians, but most were tasked with venturing into the dimensional weave to find new species and cultures for the xenoterum to bring under their rule. When the dimensional realms of the xenoterum were torn asunder, many ilarios perished. The survivors continue to scour the galaxy for resources and lifeforms that can someday be used to restore the dimensional weave through which the xenoterum held dominance. Lost But Not Forgotten. Ilarios often venture into the far reaches of space for long periods of time, yet they always find their way home. They know little but servitude to the xenoterum and have no desire for any gains of their own. The bond shared with their creators allows them to subconsciously sense the proximity of others of their kind as well as the general direction of a xenoterum spawning facility. Ilarios The standard and most commonly known form, these versions are mostly used as foot soldiers, gatherers, and guards. Tips and Tactics As ranged attack options are limited for the ilarios, they instead take advantage of their dimensional shift to surprise ranged attackers. Ilarios Nightrunner One of the more advanced forms, nightrunners specialize in hunting and scouting. They're also used to exterminate beings their creators deem as too volatile to dominate or control. Tips and Tactics Nightrunners strive to remain undetected until ready to strike. When dealing with groups, they try to maximize the effect of their blighted aura.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (ilarios)","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":6},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Ilarios Nightrunner","description":"Ilarios One of the few surviving species left behind from an ancient civilization, ilarios are fiendish humanoids given form by the xenoterum. Eternally devoted to their creator gods, they do not rest until they carry out the nefarious wishes of their masters. Forged Beings. Once a race of beings whose name has long been forgotten, the ilarios were conquered and merged into the vast interdimensional empire once ruled by the xenoterum. Their new rulers needed soldiers and emissaries to send out into the multi-dimensional realms. And so, the conquered peoples were transformed and repurposed into the ilarios. Many served as guardians, but most were tasked with venturing into the dimensional weave to find new species and cultures for the xenoterum to bring under their rule. When the dimensional realms of the xenoterum were torn asunder, many ilarios perished. The survivors continue to scour the galaxy for resources and lifeforms that can someday be used to restore the dimensional weave through which the xenoterum held dominance. Lost But Not Forgotten. Ilarios often venture into the far reaches of space for long periods of time, yet they always find their way home. They know little but servitude to the xenoterum and have no desire for any gains of their own. The bond shared with their creators allows them to subconsciously sense the proximity of others of their kind as well as the general direction of a xenoterum spawning facility. Ilarios The standard and most commonly known form, these versions are mostly used as foot soldiers, gatherers, and guards. Tips and Tactics As ranged attack options are limited for the ilarios, they instead take advantage of their dimensional shift to surprise ranged attackers. Ilarios Nightrunner One of the more advanced forms, nightrunners specialize in hunting and scouting. They're also used to exterminate beings their creators deem as too volatile to dominate or control. Tips and Tactics Nightrunners strive to remain undetected until ready to strike. When dealing with groups, they try to maximize the effect of their blighted aura.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (ilarios)","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":13},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Ildrix","description":"Background Ildrix' precise heritage is obscure but as far as they know, they are the direct descendant of a powerful fiend, possibly even a demon prince. Ildrix never had a chance to meet their parents, however, as they were rescued (or, as Ildrix puts it, \"kidnapped”) by an order of monks and paladins while still an infant. Fearing that Ildrix would grow up to be a tool for their fiendish parent, the Order of the Sealed Fate took Ildrix and kept them at a secluded and well-protected monastery. Here, Ildrix grew up among other orphans and under the tutelage of kind but stern monks and paladins. The young tiefling was taught history, religion, and martial arts, while the monastery's walls kept them sheltered. For a spawn of the Abyss, this disciplined and dull existence soon grew unbearable. Yearning to experience life beyond the monastery, Ildrix packed their meager belongings and left as soon as they were old enough. Soon after, Ildrix joined a band of adventurers, the tiefling's extensive knowledge and martial skill making them an effective treasure-hunter. As the years passed, Ildrix all but forgot the discipline and patience they had been taught, and grew more and more reckless. Eventually, they paid the price, as an angry black dragon's acidic spew caught them head-on. Though magical healing saved their life, Ildrix' eyes were beyond repair and the gruesome burn scars covering their body couldn't be removed. It was after this incident that Ildrix decided to become a traveling merchant instead, satisfying their need for adventure by traveling around and bartering with the many treasures they'd accumulated. Roleplaying Ildrix Ildrix is, in many ways, a paradox. Though inherently a being of chaos – an abyssal heritage is hard to overcome – Ildrix' discipline has also been honed across years of intensive practice. As a result, Ildrix may often behave erratically – talking before they think or saying things that are wholly inappropriate – but when the situation warrants it, they can conjure up impressive self-control, patience, and restraint. Ildrix is hard to define, but if one trait is constant, it is their awkwardness. Too often, Ildrix makes jokes that don't quite land (\"You're a tiefling too, eh? So, Team Nine Hells or Team Abyss?”) or untimely remarks (\"What is that perfume you've got on? It's musky, but with a sweet, almost acrid smell. Very unique, albeit slightly unpleasant. Oh, that's just how you smell? That's fascinating.”) Ildrix likes to be liked, so if their awkward manner puts someone off, they quickly try to appease, doing their utmost to be as courteous and friendly as possible. Though the tiefling may not always succeed, it is clear to others that they are trying hard, which is usually enough to win folk over. Though blinded by their encounter with the black dragon, Ildrix has learned to sense their surroundings just as well as if they had eyes – and, in some cases, even better. Their unnerving habit of accurately describing objects or people they shouldn't be able to see (\"Such a fine blade – and those markings, quite exquisite!\") only makes them appear even more otherworldly to their customers.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Tiefling)","Alignment":"Chaotic Good","Expansion":27827,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Illhveli, Kembingur","description":"A bright-red crest runs along the back of this monstrous whale. Demon of the Deep. Belonging to a race of evil giant whales known as the illhveli, the kembingur is a terror to behold. It rapaciously hunts down ships to sink them and gorge itself on the crew, and many seagoing humanoids believe it to be some sort of demon or evil spirit. Blood on the High Seas. The kembingur’s ability to smell blood is legendary, and the beast has been known to track bleeding targets for days without rest. A kembingur typically thrashes around in the water to founder smaller vessels it cannot easily overturn, then it focuses on mauling anyone who falls into the water. Eternally cruel, the kembingur enjoys taking small nips out of a creature to prolong its death, letting the victim slowly bleed out.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Illhveli, Nauthveli","description":"Vast and terrible to behold, a nauthveli is an enormous whale with a dappled black-and-white hide and a head resembling an enormous fanged cow, its eyes blazing with malevolence. Evil of the Seas. One of the largest of the illhveli, the nauthveli is a creature of pure hatred and malice. Known for their bellowing bull-like cries, the nauthveli haunt deep, cold waters, contesting the depths with other monsters such as dragon turtles and kembingur. The only creatures a nauthveli fears are krakens and ancient sea dragons . All other creatures are its prey. Ship Hunters. Nauthveli love to attack ships laden with livestock, particularly cattle. They go to extreme lengths to acquire cattle, even temporarily beaching themselves to consume cattle that wander too close to the ocean. Its desire to consume cattle includes cow-like creatures, and stories abound of nauthveli attacking ships crewed by minotaurs .","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":16},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Illithidragon Wyrmling","description":"Illithidragon When an illithid colony captures a live dragon wyrmling, it is brought to the elder brain. If the colony is thriving, the wyrmling is destroyed. If, however, the colony is in dire straits, the elder brain may decide the unthinkable and have the wyrmling undergo ceremorphosis, the process of transforming a creature into an illithid. In this case, the wyrmling transforms into an illithidragon. To ensure the illithidragon does not become a threat to the colony, the elder brain stunts the growth of the illithidragon at the very start of the process, preventing the illithidragon from reaching the age and size of an ancient dragon. Uncontrollable Force. The illithidragon tends to be loyal and subservient to the elder brain, serving the colony as its primary guardian. As it ages, however, its draconic nature of being selfish, egotistical, and superior rears up, and the elder brain starts to lose control over the illithidragon. As soon as this happens, the colony is ordered to destroy the illithidragon. However, the illithidragon is often already aware that it has become a threat to the elder brain and either escapes into the Underdark to begins its life anew, or destroys the elder brain, subjugates the colony, and installs itself as the new master. Mastermind. Just like mind flayers, an illithidragon is a depraved schemer and manipulator, enslaving weaker Underdark races to further its goals of amassing wealth, domination, and survival. Just like mind flayers, it subsists on the brains of other creatures. However, it can eat any intelligent creature's brain, not just humanoids. It hates and avoids other dragons, as they see its kind as an abomination that must be destroyed. Mind Destroyer. In combat, an illithidragon attacks its foes with its grasping tentacles and raking claws. If it manages to incapacitate a creature, it will try to extract its brain. Unlike dragons, an illithidragon has lost its breath attack ability. However, it can emit psychic energy waves just like a mind flayer. An Illithidragon's Lair An illithidragon's lair is always underground, and often within the deepest regions the Underdark. The illithidragon makes its lair in great stalactite-filled cavern complexes with twisting tunnels. Its main den where it keeps its treasure hoard usually has chambers at varying heights, with at least four or more means of egress. The illithidragon keeps enslaved humanoids such as derro, dire corbies, and quaggoths to patrol its lair's outermost passages and forms partnerships with more powerful creatures such as ropers to guard its lair's inner areas. The challenge rating of a legendary illithidragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the illithidragon takes a lair action to cause one of the following effects; the illithidragon can’t use the same effect two rounds in a row: The illithidragon casts telekinesis (no components required) While maintaining concentration on this effect, the illithidragon can’t take other lair actions. One creature the illithidragon can see within 120 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed by the illithidragon as if the dragon had cast dominate monster on it. The effect ends on initiative count 20 on the next round. Regional Effects The region containing a legendary illithidragon’s lair is warped by the illithidragon’s magic, which creates one or more of the following effects: Whenever a creature sleeps or enters a state of trance within 6 miles of the illithidragon’s lair, it experiences a haunting nightmare and wakes up, its rest interrupted. Non-evil creatures within 6 miles of the illithidragon’s lair randomly hear whispered voices in their heads. Plants, fungi, and animals within 1 mile of the of the illithidragon’s lair have twisted, aberrant forms and tentacles. If the illithidragon dies, the nightmares and whispers immediately end while the plants, fungi, and animals return to their normal forms over the course of 1d10 days. Traits Magic Resistance. The illithidragon has advantage on saving throws against spells and other magical effects. Actions Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) bludgeoning damage plus 2 (1d4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 12) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +4 to hit, reach 5 ft., one incapacitated creature that has a brain grappled by the illithidragon. Hit: The target takes 22 (4d10) piercing damage. If this damage reduces the target to 0 hit points, the illithidragon kills the target by extracting and devouring its brain. Spellcasting. The illithidragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13): At will: detect thoughts Mind Blast (Recharge 5–6). The illithidragon magically emits psychic energy in a 15-foot cone. Each creature in that area must succeed on a DC 13 Intelligence saving throw or take 12 (2d8 + 3) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration (Dragon)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Illusionist","description":"Illusionists are specialist wizards who twist light, sound, shadow, and even minds to create false and quasi-real effects. They can be flamboyant and use their powers in spectacular and obvious ways, or quiet and subtle, using their magic to conceal the truth. Traits Spellcasting . The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared: Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray 1st level (4 slots): color spray *, disguise self *, m age armor, magic missile 2nd level (3 slots): invisibility *, mirror image *, phantasmal force 3rd level (3 slots): major image *, phantom steed * 4th level (1 slot): phantasmal killer * *Illusion spell of 1st level or higher Displacement (Recharges after the Illustionist Casts an Illusion Spell of 1st Level or Higher) . As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0. Actions Quarterstaff (One-handed). Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d6-1) bludgeoning damage. Quarterstaff (Two-handed). Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d8-1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":7386,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Illusionist","description":"Illusionists are specialist wizards who twist light, sound, shadow, and even minds to create false and quasi-real effects. They can be flamboyant and use their powers in spectacular and obvious ways, or quiet and subtle, using their magic to conceal the truth. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a Cranium Rat , a crawling claw, a gazer, an imp, a pseudodragon, or a quasit. Traits Spellcasting : The illusionist is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared: • Cantrips (at will): dancing lights , mage hand , minor illusion , poison spray • 1st level (4 slots): color spray ,^ disguise self ,^ mage armor , magic missile • 2nd level (3 slots): invisibility ,^ mirror image ,^ phantasmal force ^ • 3rd level (3 slots): major image ,^ phantom steed ^ • 4th level (1 slot): phantasmal killer ^ ^Illusion spell of 1st level or higher Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher) : As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0. Actions Quarterstaff (One-Handed) : Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage. Quarterstaff (Two-Handed) : Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Illusionist Wizard","description":"Illusionists twist light, sound, and even thought to create illusory effects. Some illusionists are delightful entertainers, while others are devilish tricksters. Wizards Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells. Actions Multiattack. The illusionist makes two Arcane Burst attacks. Arcane Burst. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (2d10 + 3) psychic damage. Spellcasting. The illusionist casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13): At will: dancing lights , mage hand , minor illusion 2/day each: disguise self , invisibility , mage armor , major image , phantasmal force , phantom steed Bonus Actions Displacement (Recharge 5–6). The illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect lasts for 1 minute, and it ends early if the illusionist takes damage, if it is incapacitated, or if its speed becomes 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Illyath the Fallen","description":"When she still resided in Celestia, Illyath dutifully served her deity, the Lord of Light. Over the millennia, Illyath grew increasingly frustrated with the celestial laws that forbade her from interfering directly in the lives of mortals. One fateful day, she broke her oath and flew down to save an innocent family of farmers from a rampaging demon. Though she succeeded, her joy was short-lived. As punishment for breaking her oath, the Lord of Light clipped her angelic wings, stripped her of much of her celestial power, and condemned her to remain on the Material Plane, banished forever from Celestia. Regretful of her transgression and still hoping to regain her deity’s favor, Illyath tries to abide by her celestial oaths, though she is no longer bound by them. Instead of fighting evil directly, she tries to help by supplying budding heroes with the wisdom and magical aid they need to do so in her stead. Illyath appears as an ordinary – though strikingly beautiful – human woman in her early thirties. Only the black scars on her shoulder blades where her majestic wings used to be, and her otherworldly soothing presence, hint at her celestial origin. Roleplaying Illyath Still guided by the ideals of kindness that define her faith, Illyath is a graceful and welcoming host who speaks softly and solemnly. She treats everyone with respect and warmth, though a melancholy sadness hides behind her friendly smile. Wealth doesn’t interest Illyath, and her soft heart makes it hard for her to refrain from helping someone if it’s a life-or-death situation, even if they can’t pay for her services. Illyath donates most of the gold she earns to charitable causes, such as orphanages and temples. If anyone asks Illyath about her origin or purpose, she answers with a sorrowful smile and states cryptically: “Had I not betrayed my oath, I would still be in my homeland far away from here. Yet, had I not done what I did, I would have betrayed myself. Whatever the case, it allowed us to meet today.” Beauty isn’t an excuse for xenophobia, as far as I’m concerned. So just because I grew up in Hell, I’m suddenly “inherently evil” and “untrustworthy”? It took me ages to track down that sun blade. Bah! – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"Lawful Good","Expansion":27826,"Challenge Rating":13},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Ilora Nuski","description":"An exile from Pitax, Ilora Nuski can provide the PCs with valuable information about their neighbors—assuming they can gain her trust. You can use Ilora’s statistics for a legendary hunter that could become either a friend or foe of the PCs, or simply adjust her alignment as needed to let her serve the role of a guild leader or even the ruler of a rural region. Traits Evasion. If Ilora is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Ilora instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Spellcasting. Ilora is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Ilora has the following ranger spells known: 1st level (4 slots): alarm, cure wounds, hunter’s mark 2nd level (3 slots): animal messenger, barkskin 3rd level (3 slots): conjure animals, protection from energy 4th level (2 slots): freedom of movement, stoneskin Two-Weapon Fighting. Using a shortsword in each hand, Ilora can make one attack as a bonus action, still adding her ability modifier to the damage. Actions Multiattack. Ilora makes three melee attacks or two ranged attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Ilthuliak","description":"The black dragon Ilthuliak is a legendary monster whose presence has long featured in tales of the Stolen Lands. More powerful than even the standard great wyrm black dragon, these stats can work well when you need a particularly deadly dragon to serve as the primary villain of an entire campaign. Traits Spellcasting. Illthuliak is an 18th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): mage hand, message, prestidigitation, ray of frost, true strike 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball 4th level (3 slots): blight, dimension door 5th level (3 slots): cloudkill, scrying 6th level (1 slot): disintegrate, globe of invulnerability 7th level (1 slot): finger of death, plane shift 8th level (1 slot): dominate monster, power word stun 9th level (1 slot): time stop Amphibious. Illthuliak can breathe air and water. Legendary Resistance (3/Day) . If Illthuliak fails a saving throw, she can choose to succeed instead. Scent. Illthuliak can pinpoint, by scent, the location of a creature within 30 feet of her. Speak with Reptiles. Illthuliak can communicate with reptiles as if they shared a language. Swamp Stride. Illthuliak ignores difficult terrain that is comprised of swampy areas. Actions Multiattack. Illthuliak can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage plus 9 (2d8) acid damage. The acid damage persists for 1 round as the target takes another 9 (2d8) acid damage at the start of its next turn. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. Horns. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) bludgeoning damage. Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage. Frightful Presence. Each creature of Illthuliak’s choice that is within 120 feet of her and aware of her must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune Illthuliak’s Frightful Presence for the next 24 hours. Corrupt Water (1/Day) . Illthuliak can stagnate 10 cubic feet of still water within 120 feet of her, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. The owner of liquid-based magic items (such as potions) and items in its possession must succeed on a DC 19 Wisdom saving or have its liquid ruined. Breath Weapon (Recharge 5–6). Illthuliak uses one of the following breath weapons: Corrosive Acid Breath. Illthuliak exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 77 (22d6) acid damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by 5 or more also has its acid resistance reduced by one level of protection for 1 minute—immune becomes resistance, resistance becomes normal, and normal becomes vulnerable. Acid Pool. Illthuliak can use her breath weapon to create an acid pool. This acid pool has a radius of 50 feet. When an acid pool is created, anyone inside its area takes 70 (20d6) acid damage on a failed DC 22 Dexterity saving throw, or half as much on a success. The pool remains for 5 rounds and deals half the amount of damage from the previous round (10d6, 5d6, 2d6, 1d6) and then becomes inert. A creature that ends its turn in the affected area must repeat the saving throw and takes the appropriate damage. If formed on water, the pool floats and deals damage to anything on the surface. Reactions Tail Slam. When a creature enters or moves within Illthuliak’s reach, she can make an opportunity attack with her tail against the triggering creature. Legendary Actions Illthuliak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn. Detect. Illthuliak makes a Wisdom (Perception) check. Gore. Illthuliak makes a horn attack. Tail Attack. Illthuliak makes a tail attack. Wing Attack (Costs 2 Actions). Illthuliak beats her wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. She can then fly up to half her flying speed. Lair Actions and Regional Effects Illthuliak has the standard lair actions and regional effects of an ancient black dragon.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":21},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Imeckus Stroon","description":"Imeckus Stroon agreed to take on the role of advisor to Baron Drelev primarily to support his sister, the baroness. As a relatively powerful wizard, Imeckus’s stats can serve as the leader of a wizard school or even a patron to a spellcasting PC with a quick adjustment to his alignment. Traits Special Gear. Stroon wields a staff of fire . Spellcasting. Stroon is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): dancing lights, fire bolt, mage hand, message, shocking grasp 1st level (4 slots): mage armor, magic missile, shield 2nd level (3 slots): detect thoughts, mirror image, scorching ray 3rd level (3 slots): dispel magic, fly, lightning bolt, protection from energy 4th level (3 slots): dimension door, fire shield 5th level (2 slots): dominate person, wall of force 6th level (1 slot): chain lightning, disintegrate Actions Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60, one target. Hit: 6 (1d4+2) piercing damage. Reactions Instant Dispel (Recharges after a Long Rest). When Stroon fails a saving throw against a spell and has a 3rd-level or higher spell slot available, he can cast dispel magic on himself.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":11},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Imhakor, Raider Leader","description":"Traits Special Equipment: Imhakor has a great khopesh, four daggers, +1 studded leather armor , a pouch with 22 gp and a blue agate (worth 250 gp), and a ring of keys (to the doors to area 1-1 and 1-2). Second Wind: Imhakor has a limited well of stamina he can draw on protect himself from harm. Once per day, on his turn he can use a bonus action to regain 13 (1d10 + 8) hit points. Actions Multiattack: Imhakor makes two attacks with his great khopesh, or with his daggers. Great Khopesh: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage. Trip Attack: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 2 plus 1d8) slashing damage and if the target is Large or smaller, it needs to make a DC 13 Strength saving throw, or be knocked prone. Imhakor can use this trip attack once per turn, five times per day. Dagger: Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":20844,"Challenge Rating":2},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Imirich","description":"I knows whys you come. I see. Ya got cheese, ya got shoes, or ya just have nothin' to lose? —Imirich the Rat (or a loyal friend of his) Pack Tactics . Imirich has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite . Melee Weapon Attack : +4, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies. A diseased creature can repeat the saving throw at the end of every 24 hours, ending the disease on a success. Dominate Person (2/Day) . Imirich can attempt to beguile a humanoid that he can see within 60 feet of him. The target must succeed on a DC 14 Wisdom saving throw or be charmed by Imirich for up to 1 minute. If Imirich or creatures friendly to Imirich are fighting the target, it has advantage on the saving throw. While charmed, the target is telepathically linked to Imirich as long as they are both on the same plane of existence. Imirich can use the link to issue commands to the target while Imirich is conscious, which the target does their best to obey. As an action, Imirich can take total and precise control of the target. Until the end of Imirich’s next turn, the target can only take the actions chosen by Imirich and doesn’t do anything that the rat doesn’t allow them to do. Imirich can cause the target to use their reaction, but Imirich must expend his reaction as well. Each time that the target takes damage, they make a new Wisdom saving throw. If the saving throw succeeds, the effect ends. Reactions Thwarting Thoughts . When a creature Imirich can see within 60 feet of him targets another creature with an attack, he can broadcast a telepathic rebuke to the attacker. The attacker must succeed on a DC 14 Wisdom saving throw or the attack misses. ","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Neutral","Expansion":24839,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 15"},{"name":"Imix","description":"Imix, the Eternal Flame and the All-Consuming Fire, is the Prince of Evil Fire. His natural form resembles a 30-foot-tall, 10-foot-wide pillar of fire with smoldering black pits for eyes. Imix rarely speaks, but he crackles and roars with terrible laughter as anything combustible within his grasp bursts into flame and feeds his hate. Mortal beings are mere objects of contempt to Imix, and he burns alive any he can catch for nothing more than the wicked glee of watching them writhe and die in his flames. Like his native element, Imix is fickle, temperamental, and highly destructive. Anything combustible stokes his hunger, but he takes special delight in feeding on the handiwork and possessions of intelligent beings, such as crops, buildings, or goods. Imix doesn’t even spare his own followers or those who placate him with gifts and sacrifices—he is capricious and unpredictable, and often turns on those who think they have earned his favor. Imix’s Lair Imix’s home is a fiery inverted pyramid within a volcano on the Elemental Plane of Fire. This fortress-palace is known as the Temple of Ultimate Consumption. Imix is quick to answer calls from the Material Plane, since he hungers eternally for new forests, plains, and kingdoms to burn. Lair Actions Imix is master of heat and flames in his vicinity. He can take lair actions on the Elemental Plane of Fire, or in any elemental fire node (such as the Weeping Colossus in chapter 5). On initiative count 20 (losing initiative ties), Imix uses his lair action to cause one of the following effects: Any fires in the lair flare up drastically, quadrupling in size (for example, a fire blazing in a 5-foot by 5-foot area expands to a 10-foot by 10-foot area). Pools or streams of lava or other molten material are also affected. Creatures caught in the area of an expanded fire are subject to the normal damage for entering or being in the fire. Creatures caught by a sudden flood of lava must succeed on a DC 20 Strength saving throw or be knocked prone, in addition to the normal damage for contact with molten rock. A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn there takes 10 (3d6) fire damage. A wave of searing heat fills the lair in a 300-foot radius around Imix for an instant. Each creature other than Imix in the area must succeed on a DC 15 Constitution saving throw or take 1d8 fire damage. Creatures that take fire damage from this effect gain one level of exhaustion. In addition, there is a fifty percent chance that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed. Regional Effects The region containing an elemental node in which Imix is present becomes vulnerable to the influence of fire. This creates the following effects: A dry, baking heat wave strikes the region within 10 miles of Imix’s location. At first, effects are minor— grass turns brown, animals become listless, work and travel become very tiring. The longer Imix remains, the worse the heat becomes; after 5 days, crops die and ponds dry up; after 10 days, unprotected livestock dies, and wells and small rivers dry up; after 20 days, large lakes and rivers are reduced in depth by 20 feet and shrink accordingly. Wildfires erupt within a 5-mile radius of Imix’s lair. Every hour, there is a ten percent chance that characters in this area are caught in the path of a wildfire moving 50 feet per round. Each character must succeed on a DC 21 Constitution saving throw or take 10 (3d6) fire damage. A wildfire continues to threaten the characters for 1d10 rounds or until they get out of its path. Wooden structures caught in the wildfire are destroyed. Lava fountains erupt from the ground within 1 mile of Imix’s lair. Every hour, there is a ten percent chance that characters in this area are close enough to an erupting lava fountain to be in danger. A lava fountain creates a vent 20 feet in diameter, and hurls globs of lava up to 200 feet away. Each character within this area must succeed on a DC 21 Dexterity saving throw or take 11 (2d10) bludgeoning damage plus 17 (5d6) fire damage. A fountain lasts for 2d10 rounds before subsiding. Wildfires or volcanic fissures within 1 mile of Imix’s lair form intermittent portals to the Elemental Plane of Fire, allowing elemental creatures into the mortal world to dwell near those points. If Imix is destroyed or banished back to his home plane, the regional effects fade over the next 1d10 days. Princes of Elemental Evil For the most part, the elements that make up the world are indifferent to good or evil as mortals understand the concepts. Creatures such as fire elementals can be dangerous and destructive, but they have no particular aim other than to exist. However, some of the primordial powers of the elemental plane are tainted with true evil. These are the princes of Elemental Evil, old and jealous elemental beings that despise the world of living things. Each of the princes is a unique elemental lord of terrible power, and each commands the loyalty of many lesser elementals that have likewise been corrupted by their evil—as well as mortal worshipers who likewise seek to scour the world with the wrath of the elements. Each prince of Elemental Evil is a unique being unlike any other elemental, or any of the other princes. Some embody the combination of elements—for example, Bwimb, the Lord of Ooze, or Cryonax, the Prince of Evil Cold. However, the four princes most strongly associated with the cult of Elemental Evil are malicious embodiments of the four base elements. They are: Imix, Prince of Evil Fire (the All-Consuming Fire, the Eternal Flame) Ogrémoch, Prince of Evil Earth (Tyrant of Black Earth, the Mountain of Doom) Olhydra, Princess of Evil Water (the Crushing Wave, Well of Endless Anguish) Yan-C-Bin, Prince of Evil Air (the Shadow of the Four Winds, the Howling Hatred) Forces of Destruction. The princes aren’t concerned with spreading wickedness among mortals or making any kind of order or philosophy dominant in the world. Their evil is blind, destructive, and hungry. They hate the way the world is made and the natural laws that constrain their favored elements. They resent the gods who shaped the world, and the mortals for whom the world was shaped, especially mortals who seek to impose their will on the elements. The princes unleash natural catastrophes at every opportunity, and gladly crush or devour mortals to assert their mastery over the world. Uncooperative. While the princes of Elemental Evil share a love of destruction and hatred of mortals, they don’t cooperate with each other. Each is concerned only with advancing his or her own favored element. At best they are indifferent to each other, but each prince hates the prince representing the element opposite to its own (fire and water, or air and earth), and often goes to great lengths to block its enemy’s efforts or destroy its enemy’s followers. The Elder Elemental Eye. While the princes of Elemental Evil act independently of each other, there is a mysterious force that seems to link them together: the Elder Elemental Eye. Some sages believe that the Eye is a dark, primordial god that corrupted the elements in the beginning of the world, giving rise to each of the princes. Others hold that the Elder Elemental Eye is a binding force—a common fate, or perhaps a curse— that ties the princes together. Whenever one aspect of Elemental Evil takes root in the world, the other three soon follow, and the four cults are often found together despite their mutual antipathy. Elemental Nodes. The princes of Elemental Evil seek to spread their power by sowing the seeds of elemental nodes throughout the world. Elemental nodes are places in the Material Plane that are suffused with energy from the Elemental Planes. For example, a subterranean magma chamber or a swamp with flaming gas seeps might be an elemental node of fire. Elemental nodes are like beachheads for the elemental princes, places from which they can reshape part of the world to their own tastes and wreak destruction on whatever is nearby. When an elemental prince succeeds in establishing a node, it channels its power—and its elemental minions— to that spot, spreading Elemental Evil like a cancer in the firmament of the world. Worshiped by Cults. The princes of Elemental Evil are indifferent to mortal followers. They aren’t gods and don’t crave worship, but evil mortals find that Elemental Evil is a ready source of magical power and lends itself to destructive uses. Cultists often gather near elemental nodes and attempt perilous rituals to tap into the power of Elemental Evil or attract the attention of one of the princes. These fell beings don’t hear prayers or grant spells, but they can serve as sources of power to those who learn to draw on their might. More often than not, the princes of Elemental Evil wind up destroying the mortals who called on them. Until they do, clever (or crazed) cultists can do a great deal of harm with the elemental power they borrow. Traits Empowered Attacks. Imix’s slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons. Fire Aura. At the start of each of Imix’s turns, each creature within 10 feet of him takes 17 (5d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature also takes 17 (5d6) fire damage if it touches Imix or hits him with a melee attack while within 10 feet of him, and a creature takes that damage the first time on a turn that Imix moves into its space. Nonmagical weapons that hit Imix are destroyed by fire immediately after dealing damage to him. Fire Form. Imix can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass through that space. Illumination. Imix sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Legendary Resistance (3/Day). If Imix fails a saving throw, he can choose to succeed instead. Innate Spellcasting. Imix’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: fireball, wall of fire 3/day each: fire storm, haste, teleport Magic Resistance. Imix has advantage on saving throws against spells and other magical effects. Actions Multiattack. Imix makes two slam attacks or two flame blast attacks. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit : 18 (2d10 + 7) bludgeoning damage plus 18 (5d6) fire damage. Flame Blast. Ranged Spell Attack: +12 to hit, range 250 ft., one target. Hit: 35 (10d6) fire damage. Summon Elementals (1/Day). Imix summons up to three fire elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Imix, and disappear if Imix is reduced to 0 hit points. Legendary Actions Imix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Imix regains spent legendary actions at the start of his turn. Heat Wave. Imix creates a blast of heat within 300 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in the area that isn’t resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion. Teleport (Costs 2 Actions). Imix magically teleports up to 120 feet to an unoccupied space he can see. Anything Imix is wearing or carrying isn’t teleported with him. Combustion (Costs 3 Actions). Imix causes one creature he can see within 30 feet of him to burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire damage and catches fire. A target on fire takes 10 (3d6) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn’t catch fire.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Immense Mandragora","description":"Mandragora Normally small, humanoid-looking masses of blood-drinking plant life, the influence of the First World can transform mandragoras into lumbering behemoths or organize them into ravenous swarms. An individual mandragora can easily be mistaken for a root, burl, or tuber that grew into a vaguely humanoid shape. Immense Mandragora Most mandragoras are small in stature, but this truism does not hold in some corners of reality. These enormous mandragoras are fortunately found only rarely beyond their home plane of the First World, where their presence is always an indication of a powerful, sinister force holding sway over the region. An immense mandragora is typically just over 30 feet in height. Traits Regeneration. The mandragora regains 10 hit points at the start of its turn. If the mandragora takes fire or thunder damage, this trait doesn’t function at the start of the mandragora’s next turn. The mandragora dies only if it starts its turn with 0 hit points and doesn’t regenerate. Vulnerable to Supernatural Darkness. I n areas of magical darkness (such as those created by the darkness spell), the mandragora is slowed, as the slow spell. Actions Multiattack. The immense mandragora makes three melee attacks: one with its bite and two with its vine whips. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23 (5d6+6) piercing damage. Vine Whip. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 23 (5d6+6) slashing damage plus 14 (4d6) poison damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Shriek (Recharge after Long Rest). The mandragora can give voice to an unsettling shriek. All creatures within 30 feet of the mandragora must succeed on a DC 18 Wisdom save or become stunned for 1d4 rounds. Each creature in that area must also make a DC 18 Dexterity saving throw, taking 52 (15d6) thunder damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":15},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Immolith","description":"When a demon dies a magical fiery death and its spirit is unable to reform when it returns to the abyss, it sometimes becomes an immolith instead. Immoliths appear as large, 10-foot-tall, four-armed skeletons with no visible lower bodies and are eternally shrouded in flames. Anything foolish enough to get close to it gets severely burned and may even catch fire. Even worse, the glare of an immolith can cause a targeted creature to burst into flames. Traits Fire Aura. At the start of each of the immolith's turns, each creature within 5 feet of it takes 5 (1d10) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. Fire Form. The immolith can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the immolith or hits it with a melee attack while with in 5 feet of it takes 5 (1d10) fire damage. In addition, the immolith can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Illumination. The immolith sheds bright light in a 20-foot radius and dim light in an additional 20 feet. Water Susceptibility. For every 5 feet the immolith moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The immolith uses Deathfire Curse and makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 5 (1d10) fire damage, and if the target is a Large or smaller creature, it is also grappled (escape DC 14). Until this grapple ends, the creature loses resistance to fire. The immolith can have up to four creatures grappled. Deathfire Curse. The immolith targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw. On a failed save, a creature takes 14 (4d6) fire damage and catches fire, taking 5 (1d10) fire damage at the end of each of its turns. An affected creature or another creature within 5 feet of it can take an action to extinguish the fire. On a successful save, the creature takes half as much damage and doesn't catch fire.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Immortal Lotus Monk","description":"Traits Unarmored Defense . While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack . The monk makes two attacks. Force Strike . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) force damage, and if the target is a creature, it must succeed on a DC 14 Dexterity saving throw or be knocked prone. Dart . Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":9505,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Imp","description":"Devils Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus’s will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature’s soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. The Infernal Hierarchy The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever—a fate that even Asmodeus fears. Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil’s memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Infernal Hierarchy 1. lemure Lesser devils 2. imp 3. spined devil 4. bearded devil 5. barbed devil 6. chain devil 7. bone devil Greater devils 8. horned devil 9. erinyes 10. ice devil 11. pit fiend Archdevils 12. duke or duchess 13. archduke or archduchess Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories—and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other’s most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. The Nine Hells The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Devil True Names and Talismans Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. A mortal who learns a devil’s true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice—typically someone the creator loved—when crafted. However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner’s soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. Imp Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can’t be relied on to carry out tasks with any speed or efficiency. An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while invisible, attacking with its poison stinger. Variant: Imp Familiar Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal’s soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait. Familiar. The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp’s Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond. Layers and the Lords of the Nine Hells Layer Layer Name Archduke or Archduchess Previous Rulers Primary Inhabitants 1 Avernus Zariel Bel, Tiamat Erinyes, imps, spined devils 2 Dis Dispater — Bearded devils, erinyes, imps, spined devils 3 Minauros Mammon — Bearded devils, chain devils, imps, spined devils 4 Phlegethos Belial and Fierna — Barbed devils, bone devils, imps, spined devils 5 Stygia Levistus Geryon Bone devils, erinyes, ice devils, imps 6 Malbolge Glasya Malagard, Moloch Barbed devils, bone devils, horned devils, imps 7 Maladomini Baalzebul — Barbed devils, bone devils, horned devils, imps 8 Cania Mephistopheles — Horned devils, ice devils, imps, pit fiends 9 Nessus Asmodeus — All devils Traits Shapechanger : The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Devil's Sight : Magical darkness doesn't impede the imp's darkvision. Magic Resistance : The imp has advantage on saving throws against spells and other magical effects. Variant: Familiar : The imp can enter into a contract to serve another creature as a familiar, forming a Telepathic Bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp’s Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the Telepathic Bond. Actions Sting (Bite in Beast Form) : Melee Weapon Attack : +5 to hit, reach 5 ft ., one target. Hit : 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Invisibility : The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend (devil, shapechanger)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Imp","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Shapechanger : The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Devil's Sight : Magical darkness doesn't impede the imp's darkvision . Magic Resistance : The imp has advantage on saving throws against spells and other magical effects. Actions Sting (Bite in Beast Form) : Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Invisibility : The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.","properties":{"Category":"Monsters","AC":13,"HP":"10 (3d4+3)","CHA":14,"CON":13,"DEX":17,"INT":11,"STR":6,"WIS":12,"Size":"Tiny","Type":"fiend (devil, shapechanger)","Speed":"20 ft., fly 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067664/LEMy3y-6APXGexx01XrKow/original.png","Roll 0":"Sting/Bite\n1d20 + 5\n1d4+3","Senses":"Darkvision 120 Ft.","Skills":"Deception +4, Insight +3, Persuasion +4, Stealth +5","Source":"5th Edition SRD","data-XP":200,"Alignment":"Lawful Evil","Languages":"Infernal, Common","data-List":"false","Immunities":"Fire, Poison","Token Size":1,"Resistances":"Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered","data-Traits":"[{\"Name\":\"Shapechanger\",\"Desc\":\"The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"},{\"Name\":\"Devil's Sight\",\"Desc\":\"Magical darkness doesn't impede the imp's darkvision.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The imp has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Sting (Bite in Beast Form)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 3\",\"Damage Type\":\"piercing\",\"Damage 2\":\"3d6\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.\"},{\"Name\":\"Invisibility\",\"Desc\":\"The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.\"}]","data-CHA-mod":"+2","data-CON-mod":"+1","data-DEX-mod":"+3","data-INT-mod":"+0","data-STR-mod":"-2","data-SizeNum":0,"data-WIS-mod":"+1","Challenge Rating":1,"Passive Perception":11,"Condition Immunities":"Poisoned","data-CrNum":1,"data-AcNum":13,"data-HpNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Imp","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Devil’s Sight. Magical Darkness doesn’t impede the imp’s Darkvision. Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects. Actions Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it’s wearing or carrying isn’t transformed.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":32231,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Imp","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Devil’s Sight. Magical Darkness doesn’t impede the imp’s Darkvision. Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects. Actions Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it’s wearing or carrying isn’t transformed.","properties":{"Category":"Monsters","AC":13,"HP":"21 (6d4 + 6)","PB":2,"CHA":14,"CON":13,"DEX":17,"INT":11,"STR":6,"WIS":12,"Size":"Tiny","Type":"Fiend (Devil)","Speed":"20 ft., Fly 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406409182/Omv30vzgUWjPPSzhZMeKiQ/original.png","Senses":"Darkvision 120 ft.","Skills":"Deception +4, Insight +3, Stealth +5","data-XP":200,"Alignment":"Lawful Evil","Expansion":33335,"Languages":"Common, Infernal","data-List":"false","Immunities":"Fire, Poison","Token Size":1,"Resistances":"Cold","data-Spells":"{\"innate\":{\"at-will\":[\"invisibility\"]}}","data-Traits":"[{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The imp casts *Invisibility* on itself, requiring no spell components and using Charisma as the spellcasting ability.\"},{\"Name\":\"Devil's Sight\",\"Desc\":\"Magical Darkness doesn't impede the imp's Darkvision.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The imp has Advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Sting\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"Piercing\",\"Damage 2\":\"2d6\",\"Damage 2 Type\":\"Poison\"},{\"Name\":\"Invisibility\",\"Desc\":\"The imp casts *Invisibility* on itself, requiring no spell components and using Charisma as the spellcasting ability.\"},{\"Name\":\"Shape-Shift\",\"Desc\":\"The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it's wearing or carrying isn't transformed.\"}]","data-CHA-mod":2,"data-CON-mod":1,"data-DEX-mod":3,"data-INT-mod":0,"data-STR-mod":"-2","data-SizeNum":1,"data-WIS-mod":1,"Saving Throws":"Str -2, Dex +3, Con +1, Int +0, Wis +1, Cha +2","Challenge Rating":1,"Passive Perception":11,"Condition Immunities":"Poisoned","Spellcasting Ability":"Charisma","data-CrNum":1,"data-AcNum":13,"data-HpNum":21},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Imperator","description":"The massive penguin with black, gold, and white feathers tilts back its head and swallows a slain walrus. The imperator ressembles a standard emperor penguin, though built on a massive scale. It is not only bigger, but also much more intelligent and much more aggressive than its smaller kin. Thankfully, imperators are quite rare. Inhabiting desolate, ice-bound coastal regions, these massive, migratory birds travel hundreds of miles between feeding grounds and attack small boats, whales, and even the livestock of coastal villages while traveling. Psychic Rapport. Imperators possess an intellect that surpasses the average animal. While their intelligence doesn't rival most humanoids, they have both a deep cunning and a measure of psychic ability. Imperators can communicate with local penguin populations and even control the penguins' behavior. In some instances, they forge local populations into a single vast colony, which they use as a personal army to attack and drive off predators and other interlopers. In times of extreme need, they devour smaller penguins as an emergency food source. Disastrous Omen. Some coastal humanoids treat an imperator as a minor god or nature spirit, considering its appearance an omen and offering sacrifices in hopes of good fortune. However, most humanoids dread any sign of them, because their ravenous appetites can spell disaster for other creatures. A single imperator can devastate local populations of seals, walrus, and fish in a few weeks before moving on. Imperators with colonies of penguins following them can leave famine in their wake, because the sea is cleared of most fish stocks. Heroic Prey. Where imperators reside, there is often no greater measure of a hunter or hero than to slay such a beast. Given the havoc they can wreak on food supplies, anyone who can claim to have slain an imperator is looked on most favorably by those who have suffered their visitations before. Loyal Legions. Colonies of emperor penguins sometimes fall under the sway of the imperator. Penguins that remain under the influence of an imperator for more than one season change, both physically and in temperament. They become larger, smarter, and more aggressive. From a distance, they look like normal, if overlarge, penguins, and their rookeries are strangely orderly, with nests equally spaced in neat rows. However, they attack in force and with surprising ferocity against trespassers, and doubly so when led by their imperator leader. When compelled by an imperator, a swarm of penguins fights without fear and to the death. Apex Predators of Ice and Sea. A swarm of penguins, like its imperator leader, will not abide any competitors for its sources of food. The swarm attacks any perceived threats, even creatures for which penguins are normally prey, such as seals, sharks, and even whales. On land, the swarm approaches in military-like ranks, emitting low growls. When the penguins close on opponents, they fall on their bellies and slide forward in an onrushing wave of squawking, crushing bodies. Essential Oiliness. The imperator has advantage on saving throws and ability checks made to escape a grapple or end the restrained condition. Hold Breath. The imperator can hold its breath for 1 hour. Penguin Telepathy. The imperator can magically command any penguin within 120 feet of it, using a limited telepathy. Siege Monster. The imperator deals double damage to objects and structures. Actions Multiattack. The imperator makes one Beak attack and two Wing Slap attacks. Beak. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by the imperator. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the imperator, and it takes 21 (6d6) acid damage at the start of each of the imperator's turns. If the imperator takes 30 damage or more on a single turn from a creature inside it, the imperator must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the imperator. If the imperator dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Wing Slap. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Pelagic Bile (Recharge 6). The imperator regurgitates its stomach contents in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 17 (5d6) acid damage and 17 (5d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Swallowed creatures are then regurgitated, falling prone in a space within 10 feet of the imperator. Toboggan Charge (Recharge 5-6). The imperator moves up to 30 feet in a straight line over ice or snow and can move through the space of any Large or smaller creature. The first time it enters a creature's space during this move, that creature must make a DC 17 Strength saving throw. On a failure, a creature takes 36 (8d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. Reactions Muster the Legions (1/Day). When the imperator is reduced to half its hp or lower, it magically calls 1d4 swarms of penguins. The penguins arrive on initiative count 20 of the next round, acting as allies of the vampire and obeying its telepathic commands. The penguins remain for 1 hour, until the imperator dies, or until the imperator dismisses them as a bonus action.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Neutral","Expansion":19901,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Imperial Dragon Wyrmling","description":"The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic. Dragons of the Spirit World. Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms. Colorful and Magical. Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillioncolored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed. Masters of Wind and Rain. Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the sahuagin and evil water-dwelling monsters like krakens and sea dragons . An Imperial Dragon’s Lair Imperial dragons live deep below the water, typically in large rivers, lakes, and seas. While some live in simple caves, most construct great palaces of coral and kelp. These magnificent structures contain areas where air-breathing creatures can live without discomfort, and the palaces of the oldest dragons are filled with menageries, bathhouses, and even entire libraries of rare and esoteric texts. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: * The dragon causes a bolt of lightning to strike a point it can see within 120 feet of it. Each creature within 5 feet of that point must make a DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed saving throw, or half as much damage on a successful saving throw. * The dragon calls coral to surround one creature it can see within 120 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be restrained. While restrained in this way, the creature takes 10 (3d6) slashing damage at the start of each of its turns. A creature, including the target, can take its action to free the target by succeeding on a DC 15 Strength check. The coral can also be attacked and destroyed (AC 10; hp 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage). The coral crumbles when the dragon uses this lair action again or when the dragon dies. * A whirl of water or wind appears on a point the dragon can see within 120 feet of it and disappears just as quickly. Each creature within 30 feet of that point must succeed on a DC 15 Strength saving throw or be pulled up to 25 feet toward that point and knocked prone. Regional Effects The region containing a legendary imperial dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: The dragon’s mood affects the weather and water within 6 miles of its lair. When the dragon is calm or sleeping, the sky is clear and the water still. When the dragon is angry or troubled, the sky is filled with storm clouds and the water becomes choppy. Fish and other marine life become more numerous within 3 miles of the dragon’s lair. Pearls within 1 mile of the dragon’s lair are imbued with healing magic. If a harvested pearl is crushed into a powder and then consumed, it provides the benefits of a potion of healing. If the dragon dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"neutral","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Imy-ut Ushabti","description":"These tomb guardians walk their rounds silently, an ornate sword in its hand. Glittering scarabs scurry from under their deformed and yellowed linen wrappings. Willing Sacrifices. The undying servants of the god‑kings and queens of ancient times, the imy-ut ushabti guard the tombs of their masters and shepherd them toward their eventual awakening. Generals, trusted advisors, and close allies of their god-king willingly accompanied their dying lords into the afterlife through a horrifying transformation. Still alive, they are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh‑eating scarabs that, over a period of days to weeks, fully consumed their bodies. The servant’s devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on the imy-ut’s duty. Scarab Mummies. From a distance, the imy-ut ushabti are indistinguishable from the mummified form of their master, betrayed only by the reserved ornamentation of their lacquered armor and the ripples of movement beneath their wrappings from the mass of scarabs beneath it. Warding Triads. Traditionally, imy‑ut ushabti appear only in triads—the warden, charged with ensuring the death sleep of their god‑queen is uninterrupted; the steward, tasked with escorting their master back from the land of the dead; and the herald, proclaiming their lord’s return to the world of the living. Traits Regeneration: The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point. Rent Wrappings: A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect. Actions Ceremonial Greatsword: Melee Weapon Attack : +5 to hit, reach 5 ft., One creature. Hit : 10 (2d6 + 3) Slashing damage. On hit, the target must make a successful DC 13 Constitution saving throw or take 5, 2d4, poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Vomit Swarm (1/Day): The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects’ standard bite attack: Bites (More than Half HP): Melee Weapon Attack : +3 to hit, reach 0 ft., One creature. Hit : 10 (4d4) Piercing damage. The target must make a successful DC 13 Constitution saving throw or take 5, 2d4, poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Bites (Half or Less HP): Melee Weapon Attack : +3 to hit, reach 0 ft., One creature. Hit : 5 (2d4) Piercing damage. The target must make a successful DC 13 Constitution saving throw or take 5, 2d4, poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Neutral","Expansion":3,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Incandescent One","description":"A lucent humanoid form, made of the ocean itself, rises from the water. A scintillating heart of opalescent meteorite pulses and rotates within a translucent chest. Two brilliant eyes flare open on its glassy face and survey the area with a curious, detached aplomb. Resembling a humanoid made of luminescent water, incandescent ones are celestial beings made of earthly ocean bound to a fallen star or other cosmic debris. The rock in the creature's chest is no mere meteorite, but rather a mote of terrain from a heavenly plane that has torn through time and space. While the incandescent one's shape approximates a human, the shimmering form of this celestial never stills, the surface of its aqueous form sheathed in soft ripples of watery “skin.” Galactic Castaways. The precise event that strands an incandescent one on the Material Plane is a mystery, and most often an incandescent one resigns itself to an existence far removed from its plane of origin. To the naked eye, incandescent ones appear quite similar to each other, but keen observers may note intricate details suggesting that no two incandescent ones are fully identical. Maritime Guardians. Incandescent ones dwell along coastlines and in the upper ranges of the ocean. Noble of intent and watchful of heart, these seafaring celestials are the bane of pirates and others that prey on the innocent. They rarely interact with the deep-dwelling pelagic devas (see), but they occasionally work with pescavituses (see) to aid shipwrecked humanoids or those lost at sea. Once befriended, an incandescent one remains a lifelong ally. Their wrath, however, is relentless. When an incandescent one is stirred to anger, its penetrating eyes burn with an otherworldly radiance that inspires those around it. Aqueous Form. The incandescent one can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 foot wide without squeezing. Amphibious. The incandescent one can breathe air and water. Flyby. The incandescent one doesn't provoke opportunity attacks when it flies out of an enemy's reach. Immortal Nature. The incandescent one doesn't require food, drink, or sleep. Luminous. The incandescent one sheds dim light in a 5-foot radius. Magic Resistance. The incandescent one has advantage on saving throws against spells and other magical effects. Magic Weapons. The incandescent one's weapon attacks are magical. Actions Multiattack. The incandescent one makes two Slam attacks or three Astral Bolt attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) cold damage. Astral Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d6 + 4) radiant damage, and the next attack roll made against the target before the end of the incandescent one's next turn has advantage. Bonus Actions Celestial Inspiration. The incandescent one inspires one creature it can see within 60 feet of it. Whenever the target makes an attack roll or a saving throw before the start of the incandescent one's next turn, the target can roll a d4 and add the number rolled to the attack roll or saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"Chaotic Good","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Incarnate Gloom","description":"This inky black cloud exudes a terrible chill and seems to tear at the soul, inducing a feeling of despondency and loneliness. Despair Given Form. Incarnate glooms result when a group of at least a dozen people suffer from hopelessness and die without receiving any relief from the feeling. This collective negative emotion coalesces into a nebulous form that seeks out more despair. Whispers in the Darkness. An incarnate gloom takes perverse pleasure in picking off members of a large group one at a time. It surrounds a chosen victim and telepathically imparts a sense of isolation on its quarry. Will-o・Wisp Symbiosis. Incarnate glooms work with will-o・wisps to attract prey to the glooms・dark masses. Though incarnate glooms snuff out light in their vicinity, they allow the light produced by the smaller undead to shine, providing a false sense of security to potential victims. Undead Nature. The incarnate gloom doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Incinis","description":"This unusual elemental seems to be made from magma and fire. Its skin is pitch black with glowing cracks forming and closing as it moves. Its face is featureless, except for a great flaming maw that sputters and smokes as it speaks. Curious. Incinis are naturally curious creatures, and though they savor the taste of the living, they are likely to greet newcomers before attacking. An incinis is not naive or easily fooled, and it resorts to violence the instant it senses treachery or lies. Volcanic Spirits. The incinis are often found on or near pools of magma, and seem to be capable to shaping and directing the flows of lava from active volcanoes. Elemental Nature. The incinis doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral evil","Expansion":45,"Challenge Rating":10},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Incubus","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Telepathic Bond : The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed . The two don’t even need to be on the same plane of existence . Shapechanger : The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Actions Claw (Fiend Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Charm : One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Draining Kiss : The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Etherealness : The fiend magically enters the Ethereal Plane from the Material Plane , or vice versa.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"66 (12d8 + 12)","CHA":20,"CON":13,"DEX":17,"INT":15,"STR":8,"WIS":12,"Size":"Medium","Type":"Fiend (Shapechanger)","Speed":"30 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065100/RHoMB8HWrrWD4mEVKx6SzQ/original.png","Senses":"Darkvision 60 ft.","Skills":"Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7","Source":"5th Edition SRD","data-XP":"1,100","Alignment":"Neutral Evil","Languages":"Abyssal, Common, Infernal, Telepathy 60 ft.","data-List":"false","Token Size":1,"Resistances":"Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks","data-Traits":"[{\"Name\":\"Telepathic Bond\",\"Desc\":\"The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don\\u2019t even need to be on the same plane of existence.\"},{\"Name\":\"Shapechanger\",\"Desc\":\"The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn\\u2019t transformed. It reverts to its true form if it dies.\"}]","data-Actions":"[{\"Name\":\"Claw (Fiend Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Charm\",\"Desc\":\"One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend\\u2019s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend\\u2019s Charm for the next 24 hours. \\n\\tThe fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.\"},{\"Name\":\"Draining Kiss\",\"Desc\":\"The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target\\u2019s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"},{\"Name\":\"Etherealness\",\"Desc\":\"The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.\"}]","data-CHA-mod":"+5","data-CON-mod":"+1","data-DEX-mod":"+3","data-INT-mod":"+2","data-STR-mod":"-1","data-WIS-mod":"+1","Challenge Rating":4,"Passive Perception":15,"data-CrNum":4,"data-AcNum":15,"data-HpNum":66},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Incubus","description":"Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz’zt keeps succubi and incubi as advisers and consorts. Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways. Beautiful Corrupters. A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal’s bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim’s dreams with debauched images, the victim becomes more susceptible to temptation in everyday life. Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature’s actions. Appearing in the guise of a humanoid who has previously appeared only in the victim’s dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will. A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely—some say by causing the victim to commit the three betrayals of thought, word, and deed—the victim’s soul belongs to the fiend. The more virtuous the fiend’s prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes. The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A charmed creature isn’t responsible for its actions, so forcing it to behave against its will won’t bring the fiend closer to the ultimate prize: the victim’s soul. Deadly Kiss. The kiss of a succubus or incubus is an echo of the emptiness that is the fiend’s longing for a corrupted soul. Likewise, the recipient of the fiend’s kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes. Fiendish Offspring. Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent. Traits Telepathic Bond : The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence. Shapechanger : The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Actions Claw (Fiend Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Charm : One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Draining Kiss : The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Etherealness : The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (shapechanger)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Incubus Pirate","description":"Incubus pirates pillage the coasts of the Styx, the multiverse, or even the Material Plane for loot and slaves. They often serve as crews on planar vessels captained by greater fiends. They are hardened sailors who employ roguish tactics in addition to the guiles ebbing from their fiendish natures. They are masters of infiltration and often break down their targets’ defenses before storming them in full force. Equipment An incubus pirate has thieves’ tools , a potion of healing , and 75 gold pieces on its person.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (shapechanger)","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":5},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Indentured Spirit","description":"Those who die with unpaid debts to the Orzhov Syndicate don’t get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia. An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude. Orzhov Spirits For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual. Traits Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Withering Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any alignment","Expansion":7,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Infected Elder Brain","description":"Traits Creature Sense. The elder brain is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Magic Resistance. The elder brain has advantage on saving throws against spells and other magical effects. Telepathic Hub. The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way. Spellcasting (Psionics). The elder brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17): At will: detect thoughts , levitate Actions Multiattack. The elder brain makes two Tentacle attacks. Tentacle. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit : (3d8+2) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14) and takes 1d8+5 psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time. Mind Blast (Recharge 5-6). Creatures of the elder brain's choice within 60 feet of itself must succeed on a DC 17 Intelligence saving throw or take 5d10+5 psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Psychic Link. The elder brain targets one creature with the incapacitated condition that the elder brain senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the incapacitated condition, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 17 Charisma check. If the target breaks the link this way, the target takes 10 (3d6) psychic damage. The link also ends if the target and the elder brain are more than 1 mile apart. The elder brain can form psychic links with up to ten creatures at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration (Mind Flayer)","Alignment":"lawful evil","Expansion":25525,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Infected Scrap Golem","description":"Scrap golems are assembled from what's around: bits of metal, glass, plastic, clay, and wood, with critical components, like the construct core, scavenged or assembled to fit the shape and dimensions of the chassis. Unlike other golems, scrap golems don't have a manual or other guide; a skilled arcanist needs only excellent understanding of the fundamentals and a keen eye for useful scrap. Thus, every scrap golem is unique, assembled with different weapons, materials, and functions in mind. The resulting menagerie of mismatched golems matches no other category. These hulking machines are never more dangerous than when infected with the N-Virus. The N-Virus is an insidious magical disease that roots itself in a construct's core, from whence it proceeds to corrupt and rewrite the construct's programming to suit its motives. Generally, this results in an apparent intelligence, as simple constructs follow complex directives aimed at spreading the virus further. A single construct infected with the virus can infect hundreds, sparking a robotic uprising with the express intent of causing havoc and disseminating the virus far and wide.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":9634,"Challenge Rating":5},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Infernal Adult Bronze Dragon","description":"An infernal bronze dragon sees itself as a conqueror and ruler of its coastal territory. It lives only to fight, subjugate, and hoard treasure. It attacks ships that enter its domain, plundering its cargo for treasure and enslaving its crew. In Hell, the infernal bronze dragon serves its archdevil master as a warlord and general, leading fiendish troops into battle. An Infernal Bronze Dragon's Lair An infernal bronze dragon makes its lair in caverns along coasts and reefs in the natural world or along the River Styx in Hell. The challenge rating of a legendary infernal bronze dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon casts darkness , requiring no material components and using Charisma as the spellcasting ability, at up to 3 points it can see within its lair. The effects lasts until initiative count 20 on the next round. An infernal thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) fire damage and 5 (1d10) thunder damage and be deafened and stunned until the end of its next turn. Regional Effects The region containing a legendary infernal bronze dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Once every 10 minutes while within 6 miles of the lair, infernal lightning strikes a point on the ground. Each creature within a 5-foot radius centered on that point must make a DC 15 Dexterity saving throw or take 3 (1d6) fire damage and 3 (1d6) lightning damage. Underwater plants within 6 miles of the dragon’s lair become corrupted and grow venomous barbs. A creature that moves within 5 feet of it must succeed on a DC 15 Constitution saving throw or become poisoned for 24 hours. Within its lair, the dragon can set terrifying illusory sounds, such as howls and screams, so that they can be heard in various parts of the lair. When a creature hears these sounds, it must make a DC 15 Wisdom saving throw or become frightened for 1 hour. While frightened, the creature must use its action each turn to exit the lair in the quickest route possible and will not willingly enter or stay within the lair. A creature that succeeds in the saving throw is immune to this effect for 24 hours. If the dragon dies, the lightning storms fade in 1d10 days, but the other effects fade immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Amphibious. The dragon can breathe air and water. Devil's Sight. Magical darkness doesn’t impede the dragon's darkvision. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Infernal Lightning Breath. The dragon exhales infernal lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Wisdom saving throw. On a failed save, a creature takes 33 (6d10) fire damage and 33 (6d10) lightning damage and is frightened until the end of the dragon's next turn. On a successful save, a creature takes half as much damage and isn't frightened. Infernal Repulsion Breath. The dragon exhales infernal repulsion energy in a 60-foot cone. Each creature in that area must succeed on a DC 20 Strength saving throw. On a failed save, the creature takes 33 (6d10) fire damage and is pushed 40 feet away from the dragon. On a successful save, a creature takes half as much damage and isn't pushed. Change Shape. The dragon magically transforms into any Humanoid or Beast, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or if it uses a bonus action to end it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Devil, Dragon)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Infernal Adult Gold Dragon","description":"Undoubtedly the most dreaded among fiendish dragons, the ancient infernal gold dragon stands unrivaled in its power and cunning, comparable to the most formidable archdevils. Beneath its awe-inspiring and refined facade lies a malevolent, unyielding, and treacherous tyrant. Utilizing a vast network of fiendish spies and ruthless enforcers, the infernal gold dragon eliminates rivals and, if necessary, even turns on its own allies to maintain its iron grip on power. Its web of deceit and manipulation spreads like a sinister shadow, ensuring no threat or opposition remains unaddressed. An Infernal Gold Dragon's Lair An infernal gold dragon makes its lair in far-flung places that are not accessible to most beings, where they can brood and slumber for as long as they please without worry of intrusion. It prefers places that are uninhabitable, such as deep within the bowels of a raging volcano, or in ancient ruins, lava lakes, and twisting caverns of Hell. The challenge rating of a legendary infernal gold dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon casts darkness , requiring no material components and using Charisma as the spellcasting ability, at up to 3 points it can see within its lair. The effects lasts until initiative count 20 on the next round. Up to three creatures the dragon can see within its lair must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a nightmare plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the nightmare plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature gains one level of exhaustion and reappears in the space it left or in the nearest unoccupied space if that one is occupied. Regional Effects The region containing a legendary infernal gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Whenever a creature sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and instill its dreams with nightmares. The creature must succeed on a DC 15 Charisma saving throw or gain one level of exhaustion. Dark, reddish mist manifests within 6 miles of the dragon’s lair. It assumes fiendish forms when good creatures are near the dragon or other devils in the mist, giving the good creatures disadvantage to saving throws made against being frightened. 20-foot diameter spheres of magical darkness randomly appear within 6 miles of the dragon's lair. They last for 1 hour before disappearing. There is a 50% chance that there are 1d6 lesser devils within the sphere. If the dragon dies, all the regional effects fade immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Amphibious. The dragon can breathe air and water. Devil's Sight. Magical darkness doesn’t impede the dragon's darkvision. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6) . The dragon uses one of the following breath weapons. Infernal Fire Breath. The dragon exhales infernal fire in a 60-foot cone. Each creature in that area must make a DC 22 Wisdom saving throw. On a failed save, a creature takes 66 (12d10) fire damage and is frightened until the end of the dragon's next turn. On a successful save, a creature takes half as much damage and isn't frightened. Infernal Weakening Breath. The dragon exhales infernal gas in a 60-foot cone. Each creature in that area must succeed on a DC 22 Strength saving throw. On a failed save, a creature takes 33 (6d10) fire damage and has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage with no additional effects. Change Shape. The dragon magically transforms into any Humanoid or Beast, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or if it uses a bonus action to end it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Devil, Dragon)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Infernal Ancient Bronze Dragon","description":"An infernal bronze dragon sees itself as a conqueror and ruler of its coastal territory. It lives only to fight, subjugate, and hoard treasure. It attacks ships that enter its domain, plundering its cargo for treasure and enslaving its crew. In Hell, the infernal bronze dragon serves its archdevil master as a warlord and general, leading fiendish troops into battle. An Infernal Bronze Dragon's Lair An infernal bronze dragon makes its lair in caverns along coasts and reefs in the natural world or along the River Styx in Hell. The challenge rating of a legendary infernal bronze dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon casts darkness , requiring no material components and using Charisma as the spellcasting ability, at up to 3 points it can see within its lair. The effects lasts until initiative count 20 on the next round. An infernal thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) fire damage and 5 (1d10) thunder damage and be deafened and stunned until the end of its next turn. Regional Effects The region containing a legendary infernal bronze dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Once every 10 minutes while within 6 miles of the lair, infernal lightning strikes a point on the ground. Each creature within a 5-foot radius centered on that point must make a DC 15 Dexterity saving throw or take 3 (1d6) fire damage and 3 (1d6) lightning damage. Underwater plants within 6 miles of the dragon’s lair become corrupted and grow venomous barbs. A creature that moves within 5 feet of it must succeed on a DC 15 Constitution saving throw or become poisoned for 24 hours. Within its lair, the dragon can set terrifying illusory sounds, such as howls and screams, so that they can be heard in various parts of the lair. When a creature hears these sounds, it must make a DC 15 Wisdom saving throw or become frightened for 1 hour. While frightened, the creature must use its action each turn to exit the lair in the quickest route possible and will not willingly enter or stay within the lair. A creature that succeeds in the saving throw is immune to this effect for 24 hours. If the dragon dies, the lightning storms fade in 1d10 days, but the other effects fade immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Amphibious. The dragon can breathe air and water. Devil's Sight. Magical darkness doesn’t impede the dragon's darkvision. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Infernal Lightning Breath. The dragon exhales infernal lightning in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 24 Wisdom saving throw. On a failed save, a creature takes 44 (8d10) fire damage and 44 (8d10) lightning damage and is frightened until the end of the dragon's next turn. On a successful save, a creature takes half as much damage and isn't frightened. Infernal Repulsion Breath. The dragon exhales infernal repulsion energy in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw. On a failed save, the creature takes 44 (8d10) fire damage and is pushed 40 feet away from the dragon. On a successful save, a creature takes half as much damage and isn't pushed. Change Shape. The dragon magically transforms into any Humanoid or Beast, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or if it uses a bonus action to end it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Fiend (Devil, Dragon)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":23},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Infernal Ancient Gold Dragon","description":"Undoubtedly the most dreaded among fiendish dragons, the ancient infernal gold dragon stands unrivaled in its power and cunning, comparable to the most formidable archdevils. Beneath its awe-inspiring and refined facade lies a malevolent, unyielding, and treacherous tyrant. Utilizing a vast network of fiendish spies and ruthless enforcers, the infernal gold dragon eliminates rivals and, if necessary, even turns on its own allies to maintain its iron grip on power. Its web of deceit and manipulation spreads like a sinister shadow, ensuring no threat or opposition remains unaddressed. An Infernal Gold Dragon's Lair An infernal gold dragon makes its lair in far-flung places that are not accessible to most beings, where they can brood and slumber for as long as they please without worry of intrusion. It prefers places that are uninhabitable, such as deep within the bowels of a raging volcano, or in ancient ruins, lava lakes, and twisting caverns of Hell. The challenge rating of a legendary infernal gold dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon casts darkness , requiring no material components and using Charisma as the spellcasting ability, at up to 3 points it can see within its lair. The effects lasts until initiative count 20 on the next round. Up to three creatures the dragon can see within its lair must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a nightmare plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the nightmare plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature gains one level of exhaustion and reappears in the space it left or in the nearest unoccupied space if that one is occupied. Regional Effects The region containing a legendary infernal gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Whenever a creature sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and instill its dreams with nightmares. The creature must succeed on a DC 15 Charisma saving throw or gain one level of exhaustion. Dark, reddish mist manifests within 6 miles of the dragon’s lair. It assumes fiendish forms when good creatures are near the dragon or other devils in the mist, giving the good creatures disadvantage to saving throws made against being frightened. 20-foot diameter spheres of magical darkness randomly appear within 6 miles of the dragon's lair. They last for 1 hour before disappearing. There is a 50% chance that there are 1d6 lesser devils within the sphere. If the dragon dies, all the regional effects fade immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Amphibious. The dragon can breathe air and water. Devil's Sight. Magical darkness doesn’t impede the dragon's darkvision. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Infernal Fire Breath. The dragon exhales infernal fire in a 90-foot cone. Each creature in that area must make a DC 26 Wisdom saving throw. On a failed save, a creature takes 77 (14d10) fire damage and is frightened until the end of the dragon's next turn. On a successful save, a creature takes half as much damage and isn't frightened. Infernal Weakening Breath. The dragon exhales infernal gas in a 90-foot cone. Each creature in that area must succeed on a DC 26 Strength saving throw. On a failed save, a creature takes 38 (7d10) fire damage and has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage with no additional effects. Change Shape. The dragon magically transforms into any Humanoid or Beast, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or if it uses a bonus action to end it. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Fiend (Devil, Dragon)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":25},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Infernal Androsphinx","description":"An infernal sphinx presents a twisted and corrupted version of the exalted creature. Unless it masks itself, the infernal sphinx will exude an aura of unholy darkness and malevolence. Its fur shows a hint of deep crimson and its eyes blaze with a fiery glow. Callous Trickster. Instead of the usual gruffness and occasional insults, the infernal sphinx can now utilize honeyed words and false flattery, luring unsuspecting victims into its sinister schemes. Unlike its benevolent counterpart, the infernal sphinx has no qualms about lying and distorting the truth. It revels in deception, using the preconceived notions of its alternate being and foul magic to toy with the minds and emotions of its victims. Master Manipulator. The infernal sphinx's once noble heart has been perverted, replaced by a desire for power and control. Motivated by a thirst for dominance and the accumulation of souls and forbidden knowledge, the infernal sphinx seeks to corrupt and exploit those who dare to approach it. It uses its cunning intellect and vast knowledge to devise treacherous tests and riddles, designed not to judge worthiness but to further its diabolical goals or to ensure the demise of those who fall into its clutches. Ruthless Tyrant. When it reveals its true self, the infernal sphinx's behaviors are marked by cruelty, sadism, and a penchant for inflicting suffering. It derives pleasure from the destruction of those who fail its tests, relishing in their anguish and demise. The infernal sphinx uses fear and intimidation as tools, ruling through fear and ensuring the subjugation of any who dare to oppose it. Infernal Creatures Infernal creatures are diabolical fiends bearing the taint of devil's blood. Most are born naturally with a devil lineage, but a few, whether willingly or by coersion, entered into a contract with an arch devil. Infernals usually have dark or crimson skins, and some sport short horns on their foreheads. A rare few exude an aura of fire, while others can breath hellfire. Devious Tricksters. Deceptive and highly manipulative, these fiendish entities possess a propensity for trickery and subterfuge, often using disguises or the persona of their normally good-aligned kin. Infernals navigate the realms with a calculated and elusive presence, adept at ensnaring the unsuspecting in their web of deceit. Collecting souls as their ultimate goal, these creatures embody the very essence of malevolence and treachery. Traits Inscrutable. The infernal sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the infernal sphinx's intentions or sincerity have disadvantage. Magic Resistance. The infernal sphinx has advantage on saving throws against spells and other magical effects. Actions Multiattack. The infernal sphinx makes two Claw attacks. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) force damage plus 5 (1d10) fire damage. Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 20 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 20 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 20 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Spellcasting. The infernal sphinx casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): At will: guidance, sacred flame (3d8), thaumaturgy 3/day each: banishment, command, dispel magic, hold person 1/day each: blade barrier, dispel evil and good, flame strike Legendary Actions The infernal sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The infernal sphinx regains spent legendary actions at the start of its turn. Claw Attack. The infernal sphinx makes one Claw attack. Teleport (Costs 2 Actions). The infernal sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions). The infernal sphinx uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Infernal Cambion of Asmodeus","description":"Cambion A cambion⁠is the offspring of a fiend (usually a succubus⁠ or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it. Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion⁠ carries only as much authority as it can muster through sheer strength⁠ and force of will. Infernal Cambions Some archdevils consort with mortals to produce cambion offspring. While most have the typical abilities⁠ for a cambion⁠⁠, some gain abilities⁠ reminiscent of their archdevil parent. Special⁠ Traits A cambion linked to a specific devil typically gains any special⁠ traits conferred to that devil’s cultists. Asmodeus demands the loyalty of all cultists who gain power and leadership in the cults of the Nine. Any NPC who leads a diabolical cult must acknowledge the power of Asmodeus. In return, the most worthy of those leaders gain the Demands of Nessus trait. Traits Demands of Nessus. At the start of each of the cambion’s turns, the cambion⁠ can choose one ally it can see within 30 feet of it. The chosen ally loses 10 hit points, and this creature regains the same number of hit points. If the cambion is incapacitated, it makes no choice; instead, the closest ally within 30 feet is the chosen ally. Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed⁠ target obeys the cambion’s⁠ spoken commands. If the target suffers any harm from the cambion⁠ or another creature or receives a suicidal command⁠ from the cambion⁠, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm⁠ for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Evil Alignment","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Infernal Cambion of Baalzebul","description":"Cambion A cambion⁠ is the offspring of a fiend (usually a succubus⁠ or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it. Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion⁠ carries only as much authority as it can muster through sheer strength and force of will. Infernal Cambions Some archdevils consort with mortals to produce cambion offspring. While most have the typical abilities for a cambion⁠ (as detailed above), some gain abilities⁠ reminiscent of their archdevil parent. Signature Spells Cambions have the Innate Spellcasting trait. When customizing an infernal cambion, you can replace spells in that trait with ones of the same level from the list of signature spells in the list below. The cambion⁠ can use these spells⁠⁠ once per day each. Signature Spells: Minor illusion (cantrip), disguise self (1st level), phantasmal force (2nd level), major image (3rd level) Special⁠ Traits A cambion linked to a specific devil typically gains any special⁠ traits conferred to that devil’s cultists. Baalzebul grants a boon, the Path of Baalzebul trait, that allows a favored cultist to look good in the aftermath of an ally’s failure. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Path of Baalzebul. As a bonus action⁠ on its turn, the cambion can choose one ally it can see within 30 feet of it. Until the start of the cambion's next turn, it gains advantage on all ability checks and attack rolls, while the chosen ally suffers disadvantage on all ability checks⁠, attack rolls⁠, and saving throws. Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed⁠ target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion⁠ or another creature or receives a suicidal command⁠ from the cambion⁠, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s⁠ Fiendish Charm for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Evil Alignment","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Infernal Cambion of Dispater","description":"Cambion A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it. Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion⁠ carries only as much authority as it can muster through sheer strength⁠ and force of will. Infernal Cambions Some archdevils consort with mortals to produce cambion offspring. While most have the typical abilities⁠ for a cambion⁠ (as detailed above), some gain abilities⁠ reminiscent of their archdevil parent. Signature Spells⁠ Cambions have the Innate Spellcasting trait. When customizing an infernal cambion, you can replace spells in that trait with ones of the same level from the list of signature spells⁠ in the list below. The cambion⁠ can use these spells⁠ once per day each. Signature Spells: Guidance (cantrip), identify (1st level), see invisibility (2nd level), clairvoyance (3rd level) Special⁠ Traits A cambion linked to a specific devil typically gains any special⁠ traits conferred to that devil’s cultists. Members of the Cult of Dispater can gain the Infernal Insight trait. Cult leaders might also have the Vexing Escape trait. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Infernal Insight (Recharges after a Short or Long Rest). As a bonus action⁠, the cambion gains advantage on all ability checks and attack rolls it makes until the end of the current turn. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed⁠ target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion⁠ or another creature or receives a suicidal command⁠ from the cambion⁠, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours. Reactions Vexing Escape (1/Day). As a reaction when the cambion takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Evil Alignment","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Infernal Cambion of Fierna","description":"Cambion A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it. Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion⁠ carries only as much authority as it can muster through sheer strength⁠ and force of will. Infernal Cambions Some archdevils consort with mortals to produce cambion offspring. While most have the typical abilities for a cambion⁠, some gain abilities⁠ reminiscent of their archdevil parent. Signature Spells⁠ When customizing an infernal cambion, you can replace spells in that trait with ones of the same level from the list of signature spells⁠ in the list below. The cambion can use these spells⁠ once per day each. Signature Spells: Friends (cantrip), charm person (1st level), suggestion (2nd level), hypnotic pattern (3rd level) Special⁠ Traits A cambion linked to a specific devil typically gains any special⁠ traits⁠ conferred to that devil’s cultists. Members of the Cult of Fierna gain the Infernal Loyalty trait. Cult leaders can also gain the Loyalty beyond Death trait. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Infernal Loyalty. The cambion has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells⁠, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion⁠ or another creature or receives a suicidal command⁠ from the cambion⁠, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours. Reactions Loyalty beyond Death (Recharges after a Short or Long Rest). As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature’s Charisma score + half its number of Hit Dice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Evil Alignment","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Infernal Cambion of Geryon","description":"Cambion A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it. Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion⁠ carries only as much authority as it can muster through sheer strength⁠ and force of will. Infernal Cambions Some archdevils consort with mortals to produce cambion offspring. While most have the typical abilities for a cambion⁠, some gain abilities⁠ reminiscent of their archdevil parent. Signature Spells⁠ Cambions have the Innate Spellcasting trait. When customizing an infernal cambion, you can replace spells in that trait with ones of the same level from the list of signature spells⁠ in the list below. The cambion can use these spells⁠ once per day each. Signature Spells: Shillelagh (cantrip), wrathful smite (1st level), enhance ability (2nd level), aura of vitality (3rd level) Special⁠ Traits A cambion linked to a specific devil typically gains any special⁠ traits conferred to that devil’s cultists. Members of the cult of Geryon can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable⁠ Strength⁠ trait. Some devils grant a unique ability to their spawn that replaces the cambion’s Fiendish Charm trait; Zariel and Geryon have a penchant for spawning cambions to serve as war leaders among their followers. The two of them grant the Fury of the Nine ability in place of Fiendish Charm. Traits Crushing Blow (Recharges after a Short or Long Rest). As a bonus action⁠, the cambion gains a bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1). Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Fury of the Nine. As a bonus action⁠, the cambion chooses another creature that can see or hear it within 120 feet. That creature gains advantage on all attack rolls and saving throws for the next minute or until the cambion⁠ uses this ability⁠ again. Reactions Indomitable⁠⁠ Strength⁠⁠ (Recharge 5–6). As a reaction when the cambion takes damage, it can roll a d10 and subtract the number rolled from the damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Evil Alignment","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Infernal Cambion of Glasya","description":"Cambion A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it. Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion⁠ carries only as much authority as it can muster through sheer strength and force of will. Infernal Cambions Some archdevils consort with mortals to produce cambion offspring. While most have the typical abilities⁠ for a cambion⁠, some gain abilities⁠ reminiscent of their archdevil parent. Signature Spells⁠ Cambions have the Innate Spellcasting trait. When customizing an infernal cambion, you can replace spells in that trait with ones of the same level from the list of signature spells⁠ in the list below. The cambion can use these spells⁠ once per day each. Signature Spells: Friends (cantrip), charm person (1st level), invisibility (2nd level), haste (3rd level) Special⁠ Traits A cambion linked to a specific devil typically gains any special⁠ traits conferred to that devil’s cultists. Members of the Cult of Glasya are granted the Step into Shadows trait. Cult leaders can also gain the Infernal Ring Leader trait. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Step into Shadows (Recharges after a Short or Long Rest). As an action⁠, the cambion, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn. Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed⁠ target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion⁠ or another creature or receives a suicidal command⁠ from the cambion⁠, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours. Reactions Infernal Ring Leader. As a reaction when the cambion is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack⁠ instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Evil Alignment","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Infernal Cambion of Levistus","description":"Cambion A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it. Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion⁠ carries only as much authority as it can muster through sheer strength and force of will. Infernal Cambions Some archdevils consort with mortals to produce cambion offspring. While most have the typical abilities for a cambion⁠, some gain abilities⁠ reminiscent of their archdevil parent. Signature Spells Cambions have the Innate Spellcasting trait. When customizing an infernal cambion, you can replace spells in that trait with ones of the same level from the list of signature spells in the list below. The cambion can use these spells once per day each. Signature Spells: Blade ward (cantrip), expeditious retreat (1st level), spider climb (2nd level), gaseous form (3rd level) Special Traits A cambion linked to a specific devil typically gains any special traits conferred to that devil’s cultists. Levistus usually grants those who pledge their souls to him a single chance to escape from danger, but some cunning folk strike a deal with Levistus⁠, pledging their souls to him in return for escape at a future date. This boon takes the form of the Path of Levistus⁠ trait. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Path of Levistus. The cambion magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the cambion’s hit points. This ability can be invoked as an action⁠ by the cambion⁠ or when the cambion⁠ would die. Once the cambion⁠ uses it, the cambion⁠ can’t use it again. Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion⁠ or another creature or receives a suicidal command⁠ from the cambion⁠, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Evil Alignment","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Infernal Cambion of Mammon","description":"Cambion A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it. Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion carries only as much authority as it can muster through sheer strength⁠ and force of will. Infernal Cambions Some archdevils consort with mortals to produce cambion offspring. While most have the typical abilities for a cambion⁠, some gain abilities⁠ reminiscent of their archdevil parent. Signature Spells Cambions have the Innate Spellcasting trait. When customizing an infernal cambion, you can replace spells in that trait with ones of the same level from the list of signature spells in the list below. The cambion can use these spells once per day each. Signature Spells: Mending (cantrip), Tenser’s floating disk (1st level), arcane lock (2nd level), glyph of warding (3rd level) Special⁠ Traits A cambion linked to a specific devil typically gains any special⁠ traits conferred to that devil’s cultists. Members of the cult of Mammon gain the Grasping Hands trait. Cult leaders can also gain the Promise of Wealth trait. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Grasping Hands (Recharges after a Short or Long Rest). As a bonus action, this cambion makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If the cambion succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Promise of Wealth (Recharges after a Short or Long Rest). As a bonus action, the cambion chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of this cambion’s next turn, those allies gain advantage on all attack rolls against the target. Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion⁠ or another creature or receives a suicidal command⁠ from the cambion⁠, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Evil Alignment","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Infernal Cambion of Mephistopheles","description":"Cambion A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it. Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion⁠ carries only as much authority as it can muster through sheer strength⁠ and force of will. Infernal Cambions Some archdevils consort with mortals to produce cambion offspring. While most have the typical abilities for a cambion⁠, some gain abilities⁠ reminiscent of their archdevil parent. Signature Spells⁠ Cambions have the Innate Spellcasting trait. When customizing an infernal cambion, you can replace spells⁠ in that trait with ones of the same level from the list of signature spells⁠ in the list below. The cambion⁠ can use these spells⁠⁠ once per day each. Signature Spells: Fire bolt (cantrip), burning hands (1st level), flaming sphere (2nd level), fireball (3rd level) Special⁠ Traits A cambion linked to a specific devil typically gains any special⁠ traits conferred to that devil’s cultists⁠. Members of the cult of Mephistopheless gain the Spell Shield⁠ trait. Cult leaders can also gain the Spell Leech trait. Traits Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Spell Leech. As a bonus action⁠, the cambion chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and the cambion⁠ gains it. Spell Shield⁠. The cambion gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s level. Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage. Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion⁠ or another creature or receives a suicidal command⁠ from the cambion⁠, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Evil Alignment","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Infernal Cambion of Zariel","description":"Cambion A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage. Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion⁠ identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it. Pawns of the Mighty. A cambion⁠ forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion⁠ carries only as much authority as it can muster through sheer strength⁠ and force of will. Infernal Cambions of Zariel Some archdevils consort with mortals to produce cambion⁠ offspring. While most have the typical abilities⁠ for a cambion⁠, some gain abilities⁠ reminiscent of their archdevil parent. Signature Spells⁠ Cambions have the Innate Spellcasting trait. When customizing an infernal cambion⁠, you can replace spells in that trait with ones of the same level from the list of signature spells⁠ in the list below. The cambion⁠ can use these spells⁠ once per day each. Signature Spells: True strike (cantrip), heroism (1st level), spiritual weapon (2nd level), crusader’s mantle (3rd level) Special⁠ Traits A cambion⁠ linked to a specific devil typically gains any special⁠ traits conferred to that devil’s cultists⁠. Members of the Cult of Zariel can gain the Ferocious Surge trait. Cult leaders can also gain the Infernal Tactics⁠ trait. Some devils grant a unique ability to their spawn that replaces the cambion’s Fiendish Charm trait; Zariel and Geryon have a penchant for spawning cambions to serve as war leaders among their followers. The two of them grant the Fury of the Nine ability in place of Fiendish Charm. Traits Ferocious Surge (Recharges after a Short or Long Rest). When the cambion⁠ hits with an attack⁠ that isn’t a critical hit, it can turn the hit into a critical hit. Fiendish Blessing. The AC of the cambion includes its Charisma bonus. Fury of the Nine. As a bonus action⁠, the cambion chooses another creature that can see or hear it within 120 feet. That creature gains advantage on all attack rolls and saving throws for the next minute or until the cambion⁠ uses this ability again. Infernal Tactics⁠. The cambion has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them. Innate Spellcasting: The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: 3/day each: alter self, command, detect magic 1/day: plane shift (self only) Actions Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice. Spear (Melee; One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Melee; Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 3 (1d6) fire damage. Spear (Ranged). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus 3 (1d6) fire damage. Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 10 (3d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Evil Alignment","Expansion":4,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Infernal Centaur","description":"This composite creature combines a ruddy-skinned gnome’s upper body and a hell hound’s reddish black body. Stitches and glowing runes where the gnome and hell hound are fused demonstrate the creature’s unnaturalness. Infernal centaurs are a response by various cults to the physical might possessed by the centaurs of the nearby plains. Rather than a melding of human and horse, though, these centaurs combine hell-bound gnomes with hell hounds. The composite creature combines gnome cunning with the speed and fiery breath belonging to hell hounds. The ritual that creates an infernal centaur infuses the creature with a peculiar brutality. Unnatural. Infernal centaurs are not naturally occurring. However, as the ritual to create these centaurs improves and spreads among cults, more gnomes who desire hellish power submit to the ritual, increasing the number of these centaurs.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Infernal Chancellor Lazivos","description":"\"It's all there in black and white.\" Infernal Chancellor Lazivos holds out a contract, offering the deal of a lifetime. To reach the rank of chancellor, Lazivos (LAH-zih-vohs) has executed dozens of intricate schemes, uttered hundreds of deceptions into opportune ears, and positioned countless rivals into unfortunate—yet completely compromising— circumstances. And still, he remains unsatisfied. Lazivos now pursues election to the Court of Seven Cities. In the meantime, he gladly commands and exploits his assembly of devils to curry favor and acquire loftier connections. His agents manipulate mortals and collect powerful relics on his behalf, ever expanding his reach and strengthening his grip. A consummate narcissist, Lazivos dislikes dirtying his own hands unless absolutely necessary. Even when forced into a fight, the infernal chancellor coerces his enemies into aiding him, weakening them even further. Traits Security for Speed (3/Day). When Lazivos fails a saving throw, he can succeed instead. When he does, his speed is halved and he can’t take bonus actions or reactions until the end of his next turn. Supernatural Resistance. Lazivos has advantage on saving throws against powers, spells, and other supernatural effects. True Name. If a creature Lazivos can hear within 60 feet of him speaks his true name aloud, Lazivos loses his damage resistances, damage immunities, and Devilish Charm reaction for 24 hours. Lazivos’s true name is Minto Abi. Actions Multiattack. Lazivos makes three attacks using Infernal Rapier, Chancellor’s Decree, or both. Infernal Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 9 (2d8) fire damage, and the target is marked with an infernal sigil until the end of their next turn. While marked, a creature can’t hide or benefit from being invisible, and attack rolls against them have advantage. Chancellor’s Decree. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 18 (2d10 + 7) psychic damage, and the target must make a DC 20 Wisdom saving throw. On a failed save, the target is charmed by Lazivos until the end of his next turn or until Lazivos or one of his allies harms the target. Diabolic Deposition (Recharge 5–6). On a failed save, a creature must choose to either take 27 (6d8) fire damage plus 27 (6d8) psychic damage or be dazed for 1 minute (save ends at end of turn). On a successful save, a creature must either choose to take half as much damage or be dazed until the end of their next turn. Succeed or fail, if a creature is already dazed, they must choose the damage Bonus Actions As I Say. Lazivos commands a creature charmed by him to use their reaction, if available, to make a weapon attack against a target of his choice. Reactions Devilish Charm. When Lazivos is targeted by an attack, power, spell, or other supernatural effect by a creature he can see within 60 feet of him, the creature must make a DC 20 Charisma saving throw. On a failed save, the creature is charmed by Lazivos until the start of the creature’s next turn, and Lazivos chooses a new target he can see for the triggering effect. The new target must be within the triggering effect’s range. Villain Actions Lazivos has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1: Welcome, Friends. Lazivos invokes an infernal word of power. Up to three enemies within 60 feet of him who can hear him must make a DC 20 Charisma saving throw. On a failed save, a target is charmed by Lazivos for 1 hour (save ends at end of turn) or until Lazivos or one of his allies harms the target. On a successful save, a target takes 16 (3d10) psychic damage. Action 2: Heed My Commands! Lazivos and each ally within 60 feet of him moves up to their speed without provoking opportunity attacks. Each creature charmed by Lazivos moves up to half their speed in a direction he chooses (no action required). Action 3: Deceptive Stratagem. Lazivos switches places with a willing creature of his choice within 120 feet of him. Immediately afterward, up to five creatures of Lazivos’s choice within 120 feet of him can make a melee attack (no action required).","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":16},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Infernal Chancellor Lazivos","description":"Traits Security for Speed ( 3 /Day). When Lazivos fails a saving throw, he can succeed instead. When he does, his speed is halved and he can’t take bonus actions or reactions until the end of his next turn. Supernatural Resistance. Lazivos has advantage on saving throws against powers, spells, and other supernatural effects. True Name. If a creature Lazivos can hear within 60 feet of him speaks his true name aloud, Lazivos loses his damage resistances, damage immunities, and Devilish Charm reaction for 24 hours. Lazivos’s true name is Minto Abi. Actions Multiattack. Lazivos makes three attacks using Infernal Rapier, Chancellor’s Decree, or both. Infernal Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 9 (2d8) fire damage, and the target is marked with an infernal sigil until the end of their next turn. While marked, a creature can’t hide or benefit from being invisible, and attack rolls against them have advantage. Chancellor’s Decree. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 18 (2d10 + 7) psychic damage, and the target must make a DC 20 Wisdom saving throw. On a failed save, the target is charmed by Lazivos until the end of his next turn or until Lazivos or one of his allies harms the target. Diabolic Deposition (Recharge 5 – 6 ). Lazivos commands the attention of each enemy within 30 feet of him who can hear him. Each target must make a DC 20 Wisdom saving throw. On a failed save, a creature must choose to either take 27 (6d8) fire damage plus 27 (6d8) psychic damage or be dazed for 1 minute (save ends at end of turn). On a successful save, a creature must either choose to take half as much damage or be dazed until the end of their next turn. Succeed or fail, if a creature is already dazed, they must choose the damage Bonus Actions As I Say. Lazivos commands a creature charmed by him to use their reaction, if available, to make a weapon attack against a target of his choice. Reactions Devilish Charm. When Lazivos is targeted by an attack, power, spell, or other supernatural effect by a creature he can see within 60 feet of him, the creature must make a DC 20 Charisma saving throw. On a failed save, the creature is charmed by Lazivos until the start of the creature’s next turn, and Lazivos chooses a new target he can see for the triggering effect. The new target must be within the triggering effect’s range. Villain Actions Lazivos has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Welcome, Friends. Lazivos invokes an infernal word of power. Up to three enemies within 60 feet of him who can hear him must make a DC 20 Charisma saving throw. On a failed save, a target is charmed by Lazivos for 1 hour (save ends at end of turn) or until Lazivos or one of his allies harms the target. On a successful save, a target takes 16 (3d10) psychic damage. Action 2 : Heed My Commands! Lazivos and each ally within 60 feet of him moves up to their speed without provoking opportunity attacks. Each creature charmed by Lazivos moves up to half their speed in a direction he chooses (no action required). Action 3 : Deceptive Stratagem. Lazivos switches places with a willing creature of his choice within 120 feet of him. Immediately afterward, up to five creatures of Lazivos’s choice within 120 feet of him can make a melee attack (no action required).","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":28288,"Challenge Rating":16},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Infernal Colossus","description":"The magma golem is a formidable, awe-inspiring construct crafted to resemble an imposing 12-foot-tall armored knight. Its outer shell resembles a suit of armor composed of molten magma and volcanic rock, adorned with jagged edges and fiery runes. Flames emanate from the surface of its body and lava streams between its ridges like an orange river. Implacable Sentinel. As typical with golems, the magma golem is driven by a single-minded purpose to follow the commands of its owner, even if the latter no longer exists. The golem's movements are deliberate and powerful, with each step accompanied by the resonating rumble of molten rock. Walking Incinerators. The magma golem constantly radiates an aura of punishing fire, scorching the air around it and making its proximity unbearable for most creatures. Additionally, it can generate surges of even greater heat, unleashing waves of searing energy that can incinerate anything unfortunate enough to be caught within its reach. When damaged, the magma golem can repair and reconstruct itself by subjecting its body with fire. It usually does this by dipping itself into a pool of lava. Hellish Colossi. Powerful artificers and archmages working together can build even mightier magma golems. Twice as tall and unbelievably powerful, these colossi cause the ground to shake when they walk. There are even rumors of infernal versions that stand guard in the palaces of archdevils. Traits Infernal Fire Aura. At the start of each of the colossus’s turns, each creature within 10 feet of it takes 11 (2d10) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the colossus or hits it with a melee attack while within 10 feet of it takes 11 (2d10) fire damage. In addition, a creature that takes fire damage must succeed on a DC 22 Wisdom saving throw or become frightened until the start of its next turn. While frightened in this way, the target is incapacitated and its speed is halved. Fire Absorption. Whenever the colossus is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Ground-Shaker. When the colossus moves within 10 feet of a creature that is standing on the ground, that creature must succeed on a DC 23 Strength or DC 23 Dexterity saving throw (creature's choice) or be knocked prone. A creature only needs to make this saving throw once per turn. Immutable Form. The colossus is immune to any spell or effect that would alter its form. Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects. Magic Weapons. The colossus's weapon attacks are magical. Siege Monster. The colossus deals double damage to objects and structures. Unusual Nature. The colossus doesn’t require air, food, drink, or sleep. Water Susceptibility. For every 5 feet the colossus moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The colossus makes two Slam attacks. Slam . Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage plus 11 (2d10) fire damage the target has disadvantage on saving throws made against being frightened until the end of the colossus's next turn. Infernal Gaze. Ranged Spell Attack: The colossus chooses a point it can see within 60 feet of it. The colossus's eyes projects an intense beam of infernal fire to that point. Each creature within 5 feet of that point must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 44 (8d10) fire damage and has disadvantage on saving throws made against being frightened until the end of the colossus's next turn. On a successful save, a creature takes half as much damage with no additional effect. Infernal Surge (Recharge 6). The colossus generates waves of intense heat. Each creature within 20 feet of it must make a DC 22 Constitution saving throw. On a failed save, a creature takes 54 (12d8) fire damage, gains two levels of exhaustion, and has disadvantage on saving throws made against being frightened until the end of the colossus's next turn. On a successful save, a creature takes half as much damage with no additional effect.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Lawful Evil","Expansion":29032,"Challenge Rating":21},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Infernal Couatl","description":"Once noble and benevolent, the infernal couatl has succumbed to the allure of darkness and is now a sinister perversion of the couatl's original purpose. Often under the guise of being a divine guardian, the infernal couatl exploits and corrupts the innocent for its own selfish gains. With a talent for twisting truths and manipulating perceptions, the infernal couatl derives satisfaction from watching its victims descend into darkness, all while skillfully concealing its own malevolent nature. Older infernal couatls see themselves as gods, exhibiting apocalyptic powers and exerting control over civilizations. Infernal Creatures Infernal creatures are diabolical fiends bearing the taint of devil's blood. Most are born naturally with a devil lineage, but a few, whether willingly or by coersion, entered into a contract with an arch devil. Infernals usually have dark or crimson skins, and some sport short horns on their foreheads. A rare few exude an aura of fire, while others can breath hellfire. Devious Tricksters. Deceptive and highly manipulative, these fiendish entities possess a propensity for trickery and subterfuge, often using disguises or the persona of their normally good-aligned kin. Infernals navigate the realms with a calculated and elusive presence, adept at ensnaring the unsuspecting in their web of deceit. Collecting souls as their ultimate goal, these creatures embody the very essence of malevolence and treachery. Traits Magic Resistance. The infernal couatl has advantage on saving throws against spells and other magical effects. Magic Weapons. The infernal couatl's weapon attacks are magical. Shielded Mind. The infernal couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location. Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one Medium or smaller creature. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the infernal couatl can't use its Constrict attack on another target. Spellcasting. The infernal couatl casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: detect evil and good, detect magic, detect thoughts 3/day each: blindness/deafness, command, guiding bolt, inflict wounds, major image 1/day each: contagion, hold monster, scrying Change Shape. The infernal couatl magically transforms into a humanoid or beast while retaining its game statistics (other than its size). This transformation ends if the infernal couatl is reduced to 0 hit points or uses an action to end it. Reactions Shield (3/Day). The infernal couatl casts shield , requiring no material components and using Charisma as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Infernal Gynosphinx","description":"An infernal sphinx presents a twisted and corrupted version of the exalted creature. Unless it masks itself, the infernal sphinx will exude an aura of unholy darkness and malevolence. Its fur shows a hint of deep crimson and its eyes blaze with a fiery glow. Callous Trickster. Instead of the usual gruffness and occasional insults, the infernal sphinx can now utilize honeyed words and false flattery, luring unsuspecting victims into its sinister schemes. Unlike its benevolent counterpart, the infernal sphinx has no qualms about lying and distorting the truth. It revels in deception, using the preconceived notions of its alternate being and foul magic to toy with the minds and emotions of its victims. Master Manipulator. The infernal sphinx's once noble heart has been perverted, replaced by a desire for power and control. Motivated by a thirst for dominance and the accumulation of souls and forbidden knowledge, the infernal sphinx seeks to corrupt and exploit those who dare to approach it. It uses its cunning intellect and vast knowledge to devise treacherous tests and riddles, designed not to judge worthiness but to further its diabolical goals or to ensure the demise of those who fall into its clutches. Ruthless Tyrant. When it reveals its true self, the infernal sphinx's behaviors are marked by cruelty, sadism, and a penchant for inflicting suffering. It derives pleasure from the destruction of those who fail its tests, relishing in their anguish and demise. The infernal sphinx uses fear and intimidation as tools, ruling through fear and ensuring the subjugation of any who dare to oppose it. Infernal Creatures Infernal creatures are diabolical fiends bearing the taint of devil's blood. Most are born naturally with a devil lineage, but a few, whether willingly or by coersion, entered into a contract with an arch devil. Infernals usually have dark or crimson skins, and some sport short horns on their foreheads. A rare few exude an aura of fire, while others can breath hellfire. Devious Tricksters. Deceptive and highly manipulative, these fiendish entities possess a propensity for trickery and subterfuge, often using disguises or the persona of their normally good-aligned kin. Infernals navigate the realms with a calculated and elusive presence, adept at ensnaring the unsuspecting in their web of deceit. Collecting souls as their ultimate goal, these creatures embody the very essence of malevolence and treachery. Traits Inscrutable. The infernal sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the infernal sphinx's intentions or sincerity have disadvantage. Magic Resistance. The infernal sphinx has advantage on saving throws against spells and other magical effects. Actions Multiattack. The infernal sphinx makes two Claw attacks. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) force damage. Spellcasting. The infernal sphinx casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: mage hand, minor illusion, prestidigitation 3/day each: fireball, greater invisibility, suggestion 1/day each: wall of force Reactions Shield (4/Day). The infernal sphinx casts shield , requiring no material components and using Intelligence as the spellcasting ability. Legendary Actions The infernal sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The infernal sphinx regains spent legendary actions at the start of its turn. Claw Attack. The infernal sphinx makes one Claw attack. Teleport (Costs 2 Actions). The infernal sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions). The infernal sphinx uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Infernal Handler","description":"Handlers Handlers are a case study in misdirection. Due to their imposing presence, musculature, and distinctly fiendish glare, they are often mistaken for a pygmy raksha’s shapeshifting disguise. This is entirely intentional; the handler’s sole job is to protect its fiendish master.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid ","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":17},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Infernal Houndling","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic evil","Expansion":29375,"Challenge Rating":1.4},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Infernal Manticore","description":"The infernal manticore is a more perverse and diabolical version of the manticore. Its eyes gleam a sinister orange and its whole body emanates an aura of pure maleficence. Unlike its normal counterpart, the infernal manticore possesses a more cunning intellect, allowing it to plan and utilize elaborate traps and strategies. Infernal Creatures Infernal creatures are diabolical fiends bearing the taint of devil's blood. Most are born naturally with a devil lineage, but a few, whether willingly or by coersion, entered into a contract with an arch devil. Infernals usually have dark or crimson skins, and some sport short horns on their foreheads. A rare few exude an aura of fire, while others can breath hellfire. Devious Tricksters. Deceptive and highly manipulative, these fiendish entities possess a propensity for trickery and subterfuge, often using disguises or the persona of their normally good-aligned kin. Infernals navigate the realms with a calculated and elusive presence, adept at ensnaring the unsuspecting in their web of deceit. Collecting souls as their ultimate goal, these creatures embody the very essence of malevolence and treachery. Traits Magic Resistance. The infernal manticore has advantage on saving throws against spells and other magical effects. Tail Spike Regrowth. The infernal manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. Actions Multiattack. The infernal manticore makes one Bite attack and two Claw attacks. Alternatively, it can make three Tail Spike attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Tail Spike. Ranged Weapon Attack: +7 to hit, range 100/200 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Infernal Manticore Deceiver","description":"The infernal manticore is a more perverse and diabolical version of the manticore. Its eyes gleam a sinister orange and its whole body emanates an aura of pure maleficence. Unlike its normal counterpart, the infernal manticore possesses a more cunning intellect, allowing it to plan and utilize elaborate traps and strategies. Infernal Creatures Infernal creatures are diabolical fiends bearing the taint of devil's blood. Most are born naturally with a devil lineage, but a few, whether willingly or by coersion, entered into a contract with an arch devil. Infernals usually have dark or crimson skins, and some sport short horns on their foreheads. A rare few exude an aura of fire, while others can breath hellfire. Devious Tricksters. Deceptive and highly manipulative, these fiendish entities possess a propensity for trickery and subterfuge, often using disguises or the persona of their normally good-aligned kin. Infernals navigate the realms with a calculated and elusive presence, adept at ensnaring the unsuspecting in their web of deceit. Collecting souls as their ultimate goal, these creatures embody the very essence of malevolence and treachery. Traits Magic Resistance. The infernal manticore has advantage on saving throws against spells and other magical effects. Tail Spike Regrowth. The infernal manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. Actions Multiattack. The infernal manticore makes one Bite attack and two Claw attacks. Alternatively, it can make three Tail Spike attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Tail Spike. Ranged Weapon Attack: +8 to hit, range 100/200 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) psychic damage, and the target has disadvantage on its next attack roll, ability check, or saving throw made within the next minute. Sow Discord (Recharge 5–6). The infernal manticore chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 15 Wisdom saving throw. On a failed save, a creature must use its reaction to move up to half its speed and make a melee weapon attack against one visible creature of the infernal manticore's choice. Constructs and Undead are immune to this effect. Spellcasting. The infernal manticore casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: dancing lights, minor illusion, prestidigitation 2/day each: charm person, major image, suggestion 1/day each: blindness/deafness, compulsion, mislead, stinking cloud Bonus Actions Nimble Escape. The infernal manticore takes the Disengage or Hide action. Reactions Shifting Veil (3/Day). When the infernal manticore is attacked and the infernal manticore can see the attacker, its body becomes magically blurred and wavering to all who can see it. Until the start of the infernal manticore's next turn or until the infernal manticore dies or is incapacitated, any creature has disadvantage on attack rolls against it. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Infernal Paladin","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Neutral Evil","Expansion":29375,"Challenge Rating":7},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Infernal Swarm","description":"A towering winged devil looms above, a wicked scimitar in its grasp. Its form shifts subtly, hinting at a deeper secret. Infernal Insects. Infernal swarms are found throughout the Hells. Considered a delicacy, these insects can form a hive mind, which they use to shape their swarm into a massive winged devil whenever they are threatened. The individual insects are batwinged and have bulging eyes, long spindly legs, and a carapace covered in poisonous barbs. Hellish Poison. Infernal swarms feed on carrion, injecting the carcasses with a poison that liquifies tissue. This same poison coats their barbs, which painfully dissuades predators. Sensitive to Sound. Loud noises disorient the insects and interrupt their coordination, temporarily scattering the individuals. However, it is rare to encounter these silent killers hunting on their own, and if one is spotted, there are certain to be many more to follow.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of small fiends","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Infernal Viper","description":"Infernal vipers resemble earthly vipers, but for the red and black patterns of their scales. They roam the Hells, tormenting the damned souls with their painful bites and burning venom. They have a dim intelligence that makes them more dangerous than common snakes. Familiar. If an infernal viper agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the infernal viper senses, as long as they are within 1 mile of each other. While the infernal viper is within 10 feet of its master, the master gains the viper’s resistance to fire damage. If its master causes it physical harm, or if it simply chooses to do so, the viper will abandon its service as a familiar, breaking the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fiend","Alignment":"neutral evil","Challenge Rating":1.2},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Infernal Wyvern","description":"Devils and powerful cultists who worship archdevils sometimes steal the eggs of a wyverns and similar creatures. Through a long and macabre ritual, the eggs are imbued with infernal essences. Most embryos die from the dark process but those that manage to survive and hatch grow into infernal wyverns. Infernal Creatures Infernal creatures are diabolical fiends bearing the taint of devil's blood. Most are born naturally with a devil lineage, but a few, whether willingly or by coersion, entered into a contract with an arch devil. Infernals usually have dark or crimson skins, and some sport short horns on their foreheads. A rare few exude an aura of fire, while others can breath hellfire. Devious Tricksters. Deceptive and highly manipulative, these fiendish entities possess a propensity for trickery and subterfuge, often using disguises or the persona of their normally good-aligned kin. Infernals navigate the realms with a calculated and elusive presence, adept at ensnaring the unsuspecting in their web of deceit. Collecting souls as their ultimate goal, these creatures embody the very essence of malevolence and treachery. Traits Magic Resistance. The infernal wyvern has advantage on saving throws against spells and other magical effects. Actions Multiattack. The infernal wyvern makes one Bite attack and one Stinger attack. While flying, it can use its Claws attack in place of one other attack. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Infernal Young Bronze Dragon","description":"An infernal bronze dragon sees itself as a conqueror and ruler of its coastal territory. It lives only to fight, subjugate, and hoard treasure. It attacks ships that enter its domain, plundering its cargo for treasure and enslaving its crew. In Hell, the infernal bronze dragon serves its archdevil master as a warlord and general, leading fiendish troops into battle. An Infernal Bronze Dragon's Lair An infernal bronze dragon makes its lair in caverns along coasts and reefs in the natural world or along the River Styx in Hell. The challenge rating of a legendary infernal bronze dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon casts darkness , requiring no material components and using Charisma as the spellcasting ability, at up to 3 points it can see within its lair. The effects lasts until initiative count 20 on the next round. An infernal thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) fire damage and 5 (1d10) thunder damage and be deafened and stunned until the end of its next turn. Regional Effects The region containing a legendary infernal bronze dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Once every 10 minutes while within 6 miles of the lair, infernal lightning strikes a point on the ground. Each creature within a 5-foot radius centered on that point must make a DC 15 Dexterity saving throw or take 3 (1d6) fire damage and 3 (1d6) lightning damage. Underwater plants within 6 miles of the dragon’s lair become corrupted and grow venomous barbs. A creature that moves within 5 feet of it must succeed on a DC 15 Constitution saving throw or become poisoned for 24 hours. Within its lair, the dragon can set terrifying illusory sounds, such as howls and screams, so that they can be heard in various parts of the lair. When a creature hears these sounds, it must make a DC 15 Wisdom saving throw or become frightened for 1 hour. While frightened, the creature must use its action each turn to exit the lair in the quickest route possible and will not willingly enter or stay within the lair. A creature that succeeds in the saving throw is immune to this effect for 24 hours. If the dragon dies, the lightning storms fade in 1d10 days, but the other effects fade immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Amphibious. The dragon can breathe air and water. Devil's Sight. Magical darkness doesn’t impede the dragon's darkvision. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Infernal Lightning Breath. The dragon exhales infernal lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Wisdom saving throw. On a failed save, a creature takes 27 (5d10) fire damage and 27 (5d10) lightning damage and is frightened until the end of the dragon's next turn. On a successful save, a creature takes half as much damage and isn't frightened. Infernal Repulsion Breath. The dragon exhales infernal repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw. On a failed save, the creature takes 27 (5d10) fire damage and is pushed 40 feet away from the dragon. On a successful save, a creature takes half as much damage and isn't pushed.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil, Dragon)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Infernal Young Gold Dragon","description":"Undoubtedly the most dreaded among fiendish dragons, the ancient infernal gold dragon stands unrivaled in its power and cunning, comparable to the most formidable archdevils. Beneath its awe-inspiring and refined facade lies a malevolent, unyielding, and treacherous tyrant. Utilizing a vast network of fiendish spies and ruthless enforcers, the infernal gold dragon eliminates rivals and, if necessary, even turns on its own allies to maintain its iron grip on power. Its web of deceit and manipulation spreads like a sinister shadow, ensuring no threat or opposition remains unaddressed. An Infernal Gold Dragon's Lair An infernal gold dragon makes its lair in far-flung places that are not accessible to most beings, where they can brood and slumber for as long as they please without worry of intrusion. It prefers places that are uninhabitable, such as deep within the bowels of a raging volcano, or in ancient ruins, lava lakes, and twisting caverns of Hell. The challenge rating of a legendary infernal gold dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon casts darkness , requiring no material components and using Charisma as the spellcasting ability, at up to 3 points it can see within its lair. The effects lasts until initiative count 20 on the next round. Up to three creatures the dragon can see within its lair must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a nightmare plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the nightmare plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature gains one level of exhaustion and reappears in the space it left or in the nearest unoccupied space if that one is occupied. Regional Effects The region containing a legendary infernal gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Whenever a creature sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and instill its dreams with nightmares. The creature must succeed on a DC 15 Charisma saving throw or gain one level of exhaustion. Dark, reddish mist manifests within 6 miles of the dragon’s lair. It assumes fiendish forms when good creatures are near the dragon or other devils in the mist, giving the good creatures disadvantage to saving throws made against being frightened. 20-foot diameter spheres of magical darkness randomly appear within 6 miles of the dragon's lair. They last for 1 hour before disappearing. There is a 50% chance that there are 1d6 lesser devils within the sphere. If the dragon dies, all the regional effects fade immediately. Fiendish Dragon A fiendish dragon usually comes from a dragon egg that, performed during a dark ritual, was tainted with the essence of a demon lord or archdevil. In very rare instances, the offspring of a dragon and an archdevil or demon lord, who may or may not have been disguised as another dragon, become fiendish dragons. Traits Amphibious. The dragon can breathe air and water. Devil's Sight. Magical darkness doesn’t impede the dragon's darkvision. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target . Hit: 18 (2d10 + 7) piercing damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Infernal Fire Breath. The dragon exhales infernal fire in a 30-foot cone. Each creature in that area must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 55 (10d10) fire damage and is frightened until the end of the dragon's next turn. On a successful save, a creature takes half as much damage and isn't frightened. Infernal Weakening Breath. The dragon exhales infernal gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Strength saving throw. On a failed save, a creature takes 27 (5d10) fire damage and has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil, Dragon)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Inferno Velbast","description":"Velbast Generations ago, the catastrophic battle known today as the Nesieve Conflict caused a mass eruption of spatial anomalies that spread across various regions of the galaxy. At first thought to be pockets of anti-matter, these distortions possessed their own intelligence and were imbued with the unstable primordial energies left behind during the war. They traveled through the stars, absorbing and merging with any inorganic material it could locate to create a physical shell. These aberrations became the first velbasti — terrifying shapeshifting constructs with the power to shape and control the matter and energy. They have evolved over generations, sustaining and growing their species by consuming beings capable of channeling the Crucibles' energies. Energy Shapers. What sets the velbasti apart from most other beings is the complex synergy between their organic and inorganic nature. Even with such a nature, they also possess the ability to shape matter and energy in a manner similar to other species that have achieved esper genesis. While all are able to channel destructive, elemental forces, the more evolved velbast have mastered the ability to use esper powers, as well as forge sorium into weapons and defenses. Relentless Evolution. All velbasti are highly intelligent, but possess an insatiable hunger for the lifeforce of other beings, as well as energy created through the use of sorium. Should a velbast encounter and consume either of these, they experience a euphoric sensation accompanied with a state of heightened strength and senses, marking a step in their eventual transformation. Each velbast begins as a fledgling of their type, evolving into more powerful forms after consuming enough primordial energy. The more a velbast evolves, the greater their appetites grow. However, powerful velbast are likely to recruit lesser types into their service, offering both protection and sustanance in return. These mutual arrangements are often delicate, as groups of lesser velbasti have been known to band together to reap the bounty gained by their more powerful benefactor. Bound to the Core. The essence of each velbasti is tied to their primary core, the source of primal energy that spawned them. Whenever a velbast is destroyed, its energy returns to the core, where it may be spawned again in the same form or multiple lesser forms. Each primary core is presided over by a consummate—a velbasti that has achieved the pinnacle of their evolution, transcending the limits of their origins. Though viewed moreso as generals than rulers among the velbasti, each consummate holds a considerable amount of influence over the actions of the velbast tied to their core, as well as control over how they may be respawned. Regardless of their origin point, all velbasti can communicate with each other in pulses of light and sound that mimics the same language used by proteans such as the belare. This has led to many theories as to how the velbasti originally came into being. Forces of Corruption. Most espers use their abilities to channel energy in its purest form, but a velbast's form is corrupted by its very nature. They defile all that they consume, and their powers can often leave behind an invisible mark or \"scar\" that causes plague and sickness in wildlife and plant life. Their channeling of powerful energies also produces a wave of dark matter that contaminates their surrounding area. In regions where all life has been annihilated by the velbasti, the scar of corruption left behind can sometimes form an interstellar gate through which they may freely travel to and from their core. Due to their very nature, the velbasti bear an intrinsic hatred for all other forms of life in the galaxy, especially espers, whom they view as their fundamental opposites. Lesser velbasti mercilessly unleash their malice toward their victims, while more evolved forms delight in evoking fear, anguish, and suffering in creatures until they devour their lifeforce. Shapeshifters. The unique makeup of the velbasti eventually grants them the ability to shift their form. Those evolved beyond fledglings can shape their limbs into elemental weapons depending upon their type. The more evolved can change their shape entirely, often concealing themselves among other species. However, their nature still makes it difficult for them to blend in among creatures who are particularly observant or possess sight beyond the mundane. The primary goal of such infiltrations, other than the advantage of concealment, is the ability to learn the weaknesses of the lifeforms they are imitating. In addition, the rapid advancements fueled by space travel creates even greater advantage for velbast that have already learned how to copy the traits of a spacefaring species, allowing them to easily blend into crowded areas where a variety of species are in abundance. Extinctionist Dogma. The appearance of the velbast has prompted the formation of numerous cultist groups that revere the velbasti and pledge service to their cause. Some of these fanatics believe they are participating in the imminent end-times, while some plan their schemes to claim dominion over the ashes of galactic civilization. Some yet still believe they can eventually shed their mortal forms to instead become beings of eternal destruction. Whatever the reason, it is not uncommon for powerful velbasti to play along in order to garner services and valuable gains from their union. Such creatures are sometimes marked by the velbast, shown on both their physical form and supernal essence. While the mark grants the worshippers access to special powers, it also slowly eats away at the creature's lifeforce. During this time, however, this supernatural bond can also become a liability for the velbast, and so it is not granted lightly. Devour Essence. A velbast can devour the lifeforce of a creature it has killed within the last hour, provided that creature is neither an automaton or construct. The devouring requires the velbast to be within 5 feet of the corpse for at least 1 hour, after which it regains hit points equal to half the creature’s hit point maximum and receives the benefits of a major remedy . A creature devoured by a category 2 or 3 velbast can be restored to life only by a cosmic weave or full restore power. Universal Adaptation. A velbast doesn't require air, food, drink, or sleep. Velbast Classifications Within galactic lore, velbasti are categorized based on three evolutionary stages. Most also have an affinity toward a particular form of primordial energy, which denotes its type. Velbasti that have evolved beyond these three stages are either considered to be consummates or have yet to be categorized. Velbast Types by Category Category Known Types 1 dynam, femeri, tensus 2 blazing, frost, power, reaper, storm 3 brumal, inferno, tempest, shade Category 3 Velbast Considered to be the most powerful among the non-unique forms, these velbasti are feared throughout the galaxy, as well as among their own kind. They've mastered the ability to blend in almost anywhere, priming their victims' fears and weaknesses while plotting their demise. Brumal Velbast A brumal velbast is a calculating being that takes great pride and pleasure in manipulating other intelligent lifeforms by playing on their deepest secrets, fears, and desires. They are heartless and self-absorbed, but are equally as dangerous when drawn into physical conflict. A brumal velbast stands about 12 feet tall. Their blue-white form is semi-translucent, holding swirling, frigid mists within. Inferno Velbast Standing at over twenty feet tall, an inferno velbast is a hulking powerhouse of wonton destruction. They enjoy exterminating all other lifeforms as equally as devouring their essence. The force of the inferno velbast is also powerful enough to devastate structures and barriers. Their bodies are surrounded by a flaming aura that burns through anything that crosses its path. Shade Velbast These ominous velbasti are brilliant and cunning. Often taking the role of commanders among groups of velbasti, their desire for power and influence holds no bounds. Though the most reserved and influential among their kind, they still bear the same contempt for all life, choosing to play a long game toward the extinction of the living. A shade velbast is 18 feet tall, its black and gold form surrounded by tendrils of shadow. Tempest Velbast As ephemeral in appearance as their name implies, a tempest velbast represents the epitome of controlled chaos. It thrives off of anarchy and confusion, excelerating these to the greatest heights before it feeds. A tempest velbast stands at nearly 15 feet tall. Their bodies ripple with electricity an their voices echo in a deep, thunderous tone. Variant: Velbast Summoning Some velbasti can have an action that allows them to summon other velbasti. Summon Velbast (1/Day). The velbast summons another velbast, which appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other velbast. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Chances of success are listed as follows: A brumal velbast has a 40 percent chance of summoning 2d8 femeri, 1d6 frost velbast, or one brumal velbast. An inferno velbast has a 40 percent chance of summoning 1d8 dynam, 1d6 blazing velbast, or one inferno velbast. A reaper velbast has a 30 percent chance of summoning 1d6 tensus, 1d3 frost velbast, or one reaper velbast. A shade velbast has a 50 percent chance of summoning 3d6 tensus, 2d6 dynam, 1d8 power velbast, 1d4 reaper velbast, or one shade velbast. A tempest velbast has a 50 percent chance of summoning 3d6 femeri, 2d6 dynam, 1d8 frost velbast, 1d3 reaper velbast, or one tempest velbast.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration (shapeshifter)","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":17},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Infested Duelist","description":"The ivory bloom fungus infects dinosaurs, causing mild illness in such beasts. In humanoids, however, it is much more dangerous. It progresses from a simple growth into a body-covering horror, where it greatly enhances the physicality of its victim as it slowly turns the body into a massive, sporing fruit. With magical treatment, this stage can last a year or more. An infested duelist has purposefully nurtured the fungus into this terminal stage, accepting a curtailed lifespan in exchange for raw physical power. Evasion. If the infested duelist is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the duelist instead takes no damage if it succeeds on the saving throw, and only half the damage if it fails. Parasite Sense. The infested duelist has advantage on attack rolls against poisoned creatures. Plant-Powered Mobility. Opportunity attacks made against an infested duelist have disadvantage. If the duelist is prone at the start of its turn, it can immediately stand without costing movement. Actions Multiattack. The infested duelist makes one Slam attack and two Shortsword attacks, or it makes two Thorn Shot attacks. Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, and the target must make a DC 15 Constitution saving throw. On a failure, the target takes 14 (4d6) poison damage and is poisoned for 1 minute. On a success, the target takes half the damage and isn't poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Thorn Shot. Melee Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 10 (2d4 + 5) piercing damage plus 7 (2d6) poison damage. Reactions Spore Cloud. When the duelist takes damage from a ranged attack, it emits a burst of thick, yellow spores. The spores surround the infested duelist and heavily obscure the area within 5 feet of it. The spores dissipate at the start of the duelist's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Infiltrator","description":"Merchant captains lead trade caravans that deliver vital supplies and luxuries to communities far and wide. While often dismissed as glib-tongued shysters, merchant captains come from many walks of life and are just as likely to be scrupulously honest merchants as they are to be silver-tongued devils. When merchant captains retire from active travel, some they continue to earn a living by financing or providing protection for caravans led by other merchants. All merchant captains, whether active or sedentary, have proficiency with land vehicles and with two musical instruments. Actions Multiattack. The merchant captain uses Fast Talk. It then makes three Rapier or Quip attacks. It can replace one attack with a use of Spellcasting. Rapier. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. Quip. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 14 (3d6 + 4) psychic damage. Fast Talk. The merchant captain baffles a creature it can see within 30 feet of it with a barrage of jargon, quick speech, and big words. The target must succeed on a DC 15 Charisma saving throw or have disadvantage on the next Wisdom saving throw it makes before the end of the merchant captain's next turn. Spellcasting . The merchant captain casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: comprehend languages , mage hand , mending 3/day each: calm emotions , enthrall , heroism 1/day each: confusion , freedom of movement Reactions Inspiration (4/Day). When a creature within 30 feet of the merchant captain fails an attack roll, ability check, or saving throw, the captain can force it to reroll the die. The target must use the new roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Neutral","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Inheritor of the Unbegotten","description":"Inheritors of the Unbegotten are nobles of the drow House Ausstyl. They have been, since the dawn of the Feyrealm, venerating unimaginable aberrations that have infused both their bodies and minds. These druids are fanatically dedicated to the fleshwarping traditions of their circle and nurture such aberrant implants as regular druids grow plants or raise animals. Their secrets and incomprehensible agenda originate from the Farrealm and drive them with a sadistic and cruel desire to conquer the world. Equipment An Inheritor of the Unbegotten carries a whip of tentacles .","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (drow)","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":5},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Initiate of the Comet","description":"Once initiated into the Heralds of the Comet, members learn magical divination practices that give them glimpses into the future. Traits Magic Resistance. The initiate has advantage on saving throws against spells and other magical effects. Spellcasting. The initiate casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: Mage Hand , T haumaturgy 1/day each: Dimension Door , Divination , Enthrall Actions Multiattack. The initiate makes two Comet Strike attacks. Comet Strike. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (2d10 + 3) force damage. Reactions Moment of Foresight (1/Day). When hit by an attack roll, the initiate can force the attacker to reroll it and use the new roll, possibly causing the attack to miss.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Warlock)","Alignment":"Any Alignment","Expansion":27234,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Initiate of the Elder Elementals","description":"The kobold stands at the stone altar, chanting words of elemental power. Winds swirl around it, the stone beneath its feet rumbles, and fire ignites in one hand while frost rimes the other. Elemental Servant. Serving as part of a secret cabal, the initiate taps into the elemental magic that taints it to serve the four great elemental lords of evil. It often worships in secret underground sites devoted to its dark gods. Service means access to power, and an initiate hopes to use that power to rise in station.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Injustice Archon","description":"Justice archons are prone to anger, self-righteousness, and obsession. It is no surprise that of all archons, they are the ones who often become fallen archons. Known as injustice archons, these cruel and merciless devils serve their diabolical masters as assassins and inquisitors. They are relentless hunters, never stopping until they or their quarries are dead. Adventurers who have continuously thwarted the interests of a powerful devil may soon find themselves the targets of injustice archons. Fallen Archons An archon always answers to a higher being: a superior archon, angel, and always to a Mount Celestial deity. It is expected to abide by and enforce the laws of its god. There are rare instances that an archon, just like its angel brethren, for some reason or another, would deviate from the stringent rules set for it. Depending on the gravity of its actions, an archon may be stripped of its station, banished from Mount Celestia, or even imprisoned. Such an archon has become a fallen archon. Fallen from Grace. Most fallen archons who are banished willingly live out their lives as mortals in the Material Plane, accepting it as a form of penitence. However, a few, having been twisted by their perverse pride, greed, and selfishness, become subversive and hide out in the Lower Planes. As they simmer in anger and hate, they become prone to temptation. Diabolical Transformation. Agents representing archdevils from the Nine Hells offer fallen archons a place where they can be respected, given power, and a chance to punish those that have wronged them. Those that accept sign a diabolical contract that binds their souls to Asmodeus and the Nine Hells. They transform and become corrupted shadows of their former selves and ultimately become devils. They lose some of their archon abilities but gain new, fiendish ones. Agents of the Nine Hells. Most fallen archons become soldiers of archdevils that recruited them. Others become assassins, agents, and spies. No matter their role, fallen archons are no longer bound by their conscience or morality and have become cruel, merciless, and unforgiving. Immortal Nature. A fallen archon doesn’t require food, drink, or sleep. Traits Devil's Sight. Magical darkness doesn’t impede the fallen archon’s darkvision. Magic Resistance. The fallen archon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The fallen archon makes two Greatsword attacks, or makes one Greatsword attack and casts one spell that takes 1 action to cast. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Spellcasting. The fallen archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: bane, darkness, detect evil and good, invisibility (self only) 1/day: bestow curse Teleport. The fallen archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Reactions Castigating Strike. When a creature within 5 feet of the fallen archon deals damage to an ally, the fallen archon makes a melee weapon attack against that creature. Bonus Actions Injustice Strike (3/Day). The fallen archon deals extra damage when it hits a creature with a melee attack. The extra damage depends on the target's alignment: Any Good: 13 (3d8) necrotic damage. Chaotic Neutral or Neutral: 9 (2d8) necrotic damage. Chaotic Evil or Lawful Neutral: 4 (1d8) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Ink Figure","description":"Actions Violent Reflection (Recharge 4–6). As an action, the ink figure can copy an action used against it the previous turn that involved an attack, spell attack roll, or spell save DC, copying the value of the modifiers of the original action but can choose a new target. It forms any objects needed to perform the action out of ink. Blood to Paint. The ink mimic reaches out to touch a creature within 5 feet of it. The creature feels a sharp prick, takes 2 (1d4) piercing damage, and gains the bleeding condition. The creature can make a DC 16 Charisma saving throw to resist the ink figure’s influence. On success, the creature takes 8 (2d8) psychic damage. On failure, the creature is instead forced to re-live a type of memory based on the number of times it has failed this saving throw and suffer the accompanying effect. See Table A–1: Inky Memories. Table A-1: Inky Memories Number of Failed Saving Throws Memory Effect 1 Its greatest fear The creature takes 18 (4d8) psychic damage and becomes frightened of the ink mimic until the end of its next turn. The ink mimic gains the appearance of a colorless, nightmarish, distorted version of the creature 2 The choice it most regrets making The creature suffers one level of exhaustion. The ink mimic's appearance gains more color and detail, and it loses a bit of its nightmare quality. 3 The moment of its greatest personal achievement The creature regains 9 (2d8) hit points and gains advantage on its next attack roll. The ink mimic's appearance becomes 4 A moment of peace and tranquility The creature reduces its level of exhaustion by one and gains inspiration. The ink mimic gains a picturesque likeness of the creature. It retreats into the nearest wall or stone, leaving that likeness upon the surface of that object.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger)","Alignment":"lawful neutral","Expansion":25901,"Challenge Rating":4},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Inkblot SpIder","description":"Anyone who falls afoul of this spider’s poison has thick clouds of oily liquid blind them with flowing inkblot images over each eye.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":"1/4"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Inkling","description":"A small, sentient pool of magical ink, shimmering in the light, flows along the bookshelf. An inkling forms when dormant magic sparks to life in a long-unused spellbook. It can take on any form it wishes, although it rarely exceeds a height and width of six inches. It usually chooses the form of a puddle and flows in and around books. It can seep through even the tiniest cracks in its surroundings, making its search for hidden knowledge an easier task. Wizards' Bane. Inklings possess a wizard's natural thirst for knowledge. Arcane casters must be careful, for inklings are disastrous to find in a wizard's library, craving knowledge and stealing the ink and the knowledge of spells for themselves. Inklings are primarily solitary entities. However, if enough spellbooks or scrolls are stored in one location, a horde of inklings can sometimes form. Clever Pets. Some inklings have been caught by the wizards they tried to plague. Those not destroyed are kept by such wizards and can be trained to search out a rival's books and bring back knowledge. While not forced by any binding or magical curse, the inklings still follow those they consider their masters, as they crave the acquisition of the arcane their masters provide. As long as the \"master\" keeps the inkling well-supplied with scrolls and other magical writings, it remains a loyal companion. Innate Casters. Inklings are naturally in tune with the arcane elements of the world and know the inner workings of spells. Not only can they cast some of the basic spells of wizards, they can also sometimes alter the nature of a spell already cast. This is quite helpful if they are ever discovered in a wizard's abode and need to make an escape. Construct Nature. The inkling doesn't require air, food, drink, or sleep","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Inkling Mascot","description":"Squelching slightly as they wriggle through the air, inklings serve as the mascots for Silverquill College. These living blobs of shadowy ink are often summoned by professors who require assistance in their writing workshops—the inklings provide endless ink—or by lonely students hoping for company as they study. However, inklings can just as readily support mages in combat, disrupting opponents’ sight. Traits Amorphous. The inkling can move through a space as narrow as 1 inch wide without squeezing. Actions Blot. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) psychic damage. Ink Spray (1/Day). The inkling sprays viscous ink at one creature within 15 feet of itself. The target must succeed on a DC 12 Constitution saving throw or be blinded until the end of the inkling’s next turn. Bonus Actions Shadow Stealth. While in dim light or darkness, the inkling takes the Hide action.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Alignment":"Typically Neutral","Expansion":12501,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Inquisitor","description":"Traits Aura of Judgment. A creature hostile to the inquisitor that is within 10 feet of the inquisitor has disadvantage on saving throws against being frightened, provided that the inquisitor isn't incapacitated. Actions Multiattack. The inquisitor makes two melee attacks. Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) necrotic or radiant damage, and the target must succeed in a DC 13 Wisdom saving throw or become frightened until the end of the inquisitor's next turn. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 4 (1d10 - 1) piercing damage. Spellcasting. The inquisitor casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): 1/day each: bane, command, dispel magic, fear, hold person","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Lawful Alignment","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Inquisitor of the Mind Fire","description":"“Evil lurks everywhere. With our minds, we will unearth it, we will plumb its depths, and we will annihilate it.” With those words, the psychically gifted priest Ulmed founded the Ulmist Inquisition, an order of psionic inquisitors that seeks to discover the wickedness hiding in people’s souls. In the days before Count Strahd von Zarovich became the first vampire, Strahd thundered across the lands with Ulmed. Their mission was clear: to destroy the infernal powers that had corrupted the world and to ensure that those powers never rose again. Strahd, Ulmed, and their companions hunted Fiends, Undead, Aberrations, and other supernatural threats and were tireless foes of cults like the priests of Osybus. When Strahd fell into darkness, Ulmed was heartbroken at his friend’s transformation and changed the inquisition’s mission. Instead of focusing on hunting monsters, it would also hunt the seeds of evil that can corrupt a person. Ulmed and his friends Cosima, Ansel, and Tristian organized the inquisition into three orders, with each one specializing in a type of psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes within each person’s mind. They used that power to read thoughts, reshape memories, and dominate the recalcitrant. The inquisitors in the Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a sword. Finally, the Order of Tristian endeavored to use intellect to alter the environment through telekinetic force, and the order’s members became the inquisition’s scholars, represented by a tome. Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia’s original site, and the inquisition sends its members throughout the multiverse, seeking to thwart the work of malevolent cults, otherworldly horrors, and the malice of mortals. The zeal of the inquisitors in this work has caused them to be a source of terror in many communities, where folk fear that an overzealous inquisitor might be as great a monster as the fiends the inquisitors originally hunted, Traits Innate Spellcasting (Psionics). The inquisitor casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15): At will: arcane eye, calm emotions, detect magic, detect thoughts, dispel magic, sending, suggestion 1/day each: mass suggestion, modify memory Actions Multiattack. The inquisitor attacks twice with its Silver Longsword or uses Mind Fire twice. Silver Longsword. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used with two hands, plus 18 (4d8) force damage. Mind Fire. The inquisitor targets one creature it can see within 120 feet of it. The target must succeed on a DC 15 Intelligence saving throw or take 17 (3d8 + 4) psychic damage and be stunned until the start of the inquisitor’s next turn. Inquisitor’s Command (Recharge 5–6). Each creature of the inquisitor’s choice that it can see within 60 feet of it must succeed on a DC 15 Wisdom saving throw or be charmed until the start of the inquisitor’s next turn. On the charmed target’s turn, the inquisitor can telepathically control the target’s move, action, or both. When controlled in this way, the target can take only the Attack (inquisitor chooses the target) or Dash action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":10535,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Inquisitor of the Sword","description":"“Evil lurks everywhere. With our minds, we will unearth it, we will plumb its depths, and we will annihilate it.” With those words, the psychically gifted priest Ulmed founded the Ulmist Inquisition, an order of psionic inquisitors that seeks to discover the wickedness hiding in people’s souls. In the days before Count Strahd von Zarovich became the first vampire, Strahd thundered across the lands with Ulmed. Their mission was clear: to destroy the infernal powers that had corrupted the world and to ensure that those powers never rose again. Strahd, Ulmed, and their companions hunted Fiends, Undead, Aberrations, and other supernatural threats and were tireless foes of cults like the priests of Osybus. When Strahd fell into darkness, Ulmed was heartbroken at his friend’s transformation and changed the inquisition’s mission. Instead of focusing on hunting monsters, it would also hunt the seeds of evil that can corrupt a person. Ulmed and his friends Cosima, Ansel, and Tristian organized the inquisition into three orders, with each one specializing in a type of psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes within each person’s mind. They used that power to read thoughts, reshape memories, and dominate the recalcitrant. The inquisitors in the Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a sword. Finally, the Order of Tristian endeavored to use intellect to alter the environment through telekinetic force, and the order’s members became the inquisition’s scholars, represented by a tome. Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia’s original site, and the inquisition sends its members throughout the multiverse, seeking to thwart the work of malevolent cults, otherworldly horrors, and the malice of mortals. The zeal of the inquisitors in this work has caused them to be a source of terror in many communities, where folk fear that an overzealous inquisitor might be as great a monster as the fiends the inquisitors originally hunted, Traits Metabolic Control. At the start of each of its turns, the inquisitor regains 10 hit points and can end one condition on itself, provided the inquisitor has at least 1 hit point. Innate Spellcasting (Psionics). The inquisitor casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save DC 15): At will: detect magic, detect thoughts, dispel magic, sending 1/day each: dimension door, fly, greater invisibility Actions Multiattack. The inquisitor attacks twice with its Silver Longsword. After it hits or misses with an attack, the inquisitor can teleport up to 30 feet to an unoccupied space it can see. Silver Longsword. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used with two hands, plus 18 (4d8) force damage. Bonus Actions Blink Step. The inquisitor teleports up to 60 feet to an unoccupied space it can see","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":10535,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Inquisitor of the Tome","description":"“Evil lurks everywhere. With our minds, we will unearth it, we will plumb its depths, and we will annihilate it.” With those words, the psychically gifted priest Ulmed founded the Ulmist Inquisition, an order of psionic inquisitors that seeks to discover the wickedness hiding in people’s souls. In the days before Count Strahd von Zarovich became the first vampire, Strahd thundered across the lands with Ulmed. Their mission was clear: to destroy the infernal powers that had corrupted the world and to ensure that those powers never rose again. Strahd, Ulmed, and their companions hunted Fiends, Undead, Aberrations, and other supernatural threats and were tireless foes of cults like the priests of Osybus. When Strahd fell into darkness, Ulmed was heartbroken at his friend’s transformation and changed the inquisition’s mission. Instead of focusing on hunting monsters, it would also hunt the seeds of evil that can corrupt a person. Ulmed and his friends Cosima, Ansel, and Tristian organized the inquisition into three orders, with each one specializing in a type of psionic power. The Order of Cosima harnessed the Mind Fire—their name for the fire of thought that blazes within each person’s mind. They used that power to read thoughts, reshape memories, and dominate the recalcitrant. The inquisitors in the Order of Ansel subjected themselves to harsh asceticism in an effort to use psionic energy to empower their own bodies. They succeeded and became the martial arm of the inquisition, represented by a sword. Finally, the Order of Tristian endeavored to use intellect to alter the environment through telekinetic force, and the order’s members became the inquisition’s scholars, represented by a tome. Today the inquisition rules the city of Malitain, a vast city-state to the north of Barovia’s original site, and the inquisition sends its members throughout the multiverse, seeking to thwart the work of malevolent cults, otherworldly horrors, and the malice of mortals. The zeal of the inquisitors in this work has caused them to be a source of terror in many communities, where folk fear that an overzealous inquisitor might be as great a monster as the fiends the inquisitors originally hunted, Traits Innate Spellcasting (Psionics). The inquisitor casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (spell save DC 15): At will: detect magic, dispel magic, levitate, mage armor, mage hand, sending 1/day each: Otiluke’s resilient sphere, telekinesis Actions Multiattack. The inquisitor attacks twice. Force Bolt. Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 22 (4d8 + 4) force damage, and if the target is a Large or smaller creature, the inquisitor can push it up to 10 feet away. Silver Longsword. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used with two hands, plus 18 (4d8) force damage. Implode (Recharge 4–6). Each creature in a 20-foot-radius sphere centered on a point the inquisitor can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or take 31 (6d8 + 4) force damage and be knocked prone and moved to the unoccupied space closest to the sphere’s center. Large and smaller objects that aren’t being worn or carried in the sphere automatically take the damage and are similarly moved. Reactions Telekinetic Deflection. In response to being hit by an attack roll, the inquisitor increases its AC by 4 against the attack. If this causes the attack to miss, the attacker is hit by the attack instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":10535,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Inquisitor of the Tome","description":"The Ulmist Inquisition is an order of inquisitors in the Domain of Dread known as Barovia that seeks to discover the origins of evil within people’s hearts. The order’s founder, Ulmed, once hunted monsters alongside a then-mortal Count Strahd von Zarovich. When the priests of Osybus corrupted Strahd, Ulmed forsook the vampire and refocused the inquisition’s mission. Instead of just hunting monsters, the order now also hunts the seeds of evil that spawn corruption in the first place. Cultists like the priests of Osybus are the inquisition’s primary targets, but the inquisitors’ zealous and sometimes brutal methods inspire terror in many communities throughout the multiverse. Each Ulmist inquisitor belongs to one of three orders that harness the power of psionics, strength, or intellect, respectively, to achieve the inquisition’s goals. Members of the Order of Tristian, which is represented by a tome, endeavor to use knowledge and cunning to alter their surroundings and defeat their foes. Actions Multiattack. The inquisitor makes two attacks. Silver Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) if used with two hands, plus 18 (4d8) force damage. Force Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 22 (4d8 + 4) force damage, and if the target is a Large or smaller creature, the inquisitor can push it up to 10 feet away. Implode (Recharge 4–6). Each creature in a 20-foot-radius sphere centered on a point the inquisitor can see within 120 feet of itself must succeed on a DC 15 Constitution saving throw or take 31 (6d8 + 4) force damage, have the prone condition, and be moved to the unoccupied space closest to the sphere’s center. Large and smaller objects in the sphere that aren’t being worn or carried automatically take the damage and are similarly moved. Innate Spellcasting (Psionics). The inquisitor casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): At will: Detect Magic, Dispel Magic, Levitate, Mage Armor, Mage Hand, Sending 1/day each: Otiluke’s Resilient Sphere, Telekinesis Reactions Telekinetic Deflection. In response to being hit by an attack roll, the inquisitor increases its AC by 4 against the attack. If this causes the attack to miss, the attacker is hit by the attack instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":30583,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Insatiable Brood","description":"The closely packed mass of tiny, winged heads dives down, the jagged teeth of each head gnashing hungrily. These ravenous beasts are always found in great, gnawing swarms. Each individual in an insatiable brood is a head, slightly larger than a human fist, with bulging black eyes and a large mouth lined with teeth. Wasp-like wings protrude from where the ears would be on a humanoid head. The sound of gnashing teeth precedes the brood as it travels. Unceasing Appetite. True to its name, an insatiable brood tries to devour everything it can reach, leaving a trail of devastation in its wake. Where the material a brood consumes actually goes is a mystery. Some sages speculate that the maws of these creatures are gateways to the Void. Others say the Void-stuff of which they are composed simply disintegrates what they ingest. Killers of Life, Destroyers of Beauty. Although an insatiable brood is satisfied with devouring everything in its path, it will target any living creatures first, with special attention to those trying to flee. When it senses no living targets nearby, an insatiable brood usually devours examples of natural or artificial beauty—artwork or other finely crafted objects—in preference over less attractive targets. TRAITS Siege Monster. The insatiable brood deals double damage to objects and structures. Swarm. The insatiable brood can occupy another creature’s space and vice versa, and the brood can move through any opening large enough for a Tiny creature. The brood can’t regain hp or gain temporary hp. Void Traveler. The insatiable brood requires no air, warmth, ambient pressure, food, or water, enabling it to travel safely through interstellar space and similar environments. ACTIONS Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage plus 9 (2d8) force damage, or 7 (2d6) piercing damage plus 4 (1d8) force damage if the insatiable brood has half its hp or fewer. This attack is magical, and a creature that has resistance to piercing damage does not benefit from that resistance if it is hit by this attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Aberrations","Alignment":"Neutral Evil","Expansion":25357,"Challenge Rating":3},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Insectile (template)","description":"An insectile creature is a twisted victim of the azaka, infused with magical aetherite radiation. Following a slow, agonizing transformation, such a creature hardly resembles its former self. A chitinous exoskeleton covers most of its body, venomous mandibles protrude from its mouth, and vestigial limbs hideously sprout forth. Psychically Enslaved. The same process that transforms an insectile creature’s body also alters its mind. A newly created insectile creature falls under the control of the azaka that created it, becoming its slave. In the presence of azaka, insectile creatures make formidable opponents. Without their masters, they become aimless vermin; dangerous but lacking in intellect or motivation. They don’t act except to defend themselves. Stalkers of the Icy Wastes. Insectile creatures are common on cold, remote planets, where their azaka creators thrive. Near azaka hives, insectile creatures are found in abundance. They act as guards, laborers, and even soldiers for their hive. The azaka are extremely possessive of their slaves, but they are willing to sacrifice these creatures to protect themselves. Rarely, entire hosts of insectile creatures spew forth from the azaka’s subterranean tunnels and attack encroaching settlements, driving them back and capturing more victims for enslavement. Biological Enigmas. Aside from those found in the wild, insectile creatures are rarely encountered except as captured specimens. However, the process that creates insectile creatures works on all manner of living organisms. Horrifying stories of insectile giants and other nightmarish abominations are the topic of popular horror stories and tall tales told in cantinas around the planets they infest. Independent researchers have attempted to reverse-engineer the process by which insectile creatures are created, to little success. Others have gone so far as to attempt capture of individual azaka for study. So far, these experiments have all ended in disastrous failure. Dependent on Aetherite. Insectile creatures require magical minerals like aetherite (see Appendix 2: Aetherite for details) to survive and must consume at least 10 gp worth per week or begin to starve. Insectile Creature Template A beast, humanoid, giant, or monstrosity can become an insectile creature. When a creature becomes an insectile creature, it retains all its statistics except as noted below. Type. The insectile creature's type is aberration. It gains the aether tag. Alignment. The insectile creature becomes unaligned. Armor Class. The insectile creature gains natural armor if it did not already have better natural armor; without armor, its Armor Class is 13 + its Dexterity modifier. Ability Scores. The insectile creature’s Intelligence score decreases by 6 and its Charisma score decreases by 4, to a minimum of 1 each. Senses. The insectile creature has darkvision with a range of 60 feet. Languages. The insectile creature’s intellect and reasoning are drastically diminished. It loses all languages, although it can communicate telepathically with any azaka or creature with the aether tag. New Trait: Insectile Servitude. The insectile creature has advantage on saving throws against spells and effects that would give it the charmed or frightened condition. It always follows the orders of any azaka in the same hive as the thought-seeker that created it. If the insectile creature is part of a hive mind, the hive mind’s Disruptive Aura always applies to spells and magical effects that would grant control over the insectile creature’s actions or free the insectile creature from azaka control. Every 24 hours that the insectile creature goes without receiving any order, roll a d10. If the result is less than or equal to the number of times this roll has been made (including this time), the insectile creature becomes masterless (see below). It becomes masterless immediately if all azaka making up its hive are slain or otherwise lose control of it. New Trait: Kinetic Defense. Any nonmagical weapon that deals piercing or slashing damage to the insectile creature is damaged by kinetic backlash. If the weapon is a natural weapon, the attacker takes 3 (1d6) force damage. If the weapon is manufactured, after dealing damage, it takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. New Attack: Bite . The insectile creature gains an attack with its bite that deals 1d4 piercing damage. It has the finesse property, so it adds the higher of the insectile creature’s Strength and Dexterity modifiers to its attack and damage rolls. The insectile creature is proficient with its bite. If the attack’s target is a creature, the target must succeed on a Constitution saving throw or take 5 (1d10) poison damage and become poisoned for 1 minute. At the end of each of the target’s turns, it makes another Constitution saving throw, ending the poisoned condition on a success. The save DC is equal to 8 + the insectile creature’s proficiency bonus + the insectile creature’s Constitution modifier. New Attack: Claws. The insectile creature gains an attack with its claws that deals 2d4 slashing damage. This attack has the finesse property, so it adds the higher of the insectile creature’s Strength and Dexterity modifiers to its attack and damage rolls. The insectile creature is proficient with its claws. Variant Insectile Creature: Masterless A masterless insectile creature has the following differences from the insectile creature template above. Ability Scores. The masterless insectile creature’s Intelligence score becomes 1. Condition Immunities. The masterless insectile creature is immune to the charmed and frightened conditions. Traits. The masterless insectile creature can’t cast spells and loses the Insectile Servitude trait. Variant Insectile Creature: Netherwarped A netherwarped insectile creature is polluted by exposure to life-destroying magical radiation. It must drain life from living creatures instead of feeding on magical mineral radiation. It has the following differences from the insectile creature template above. Alignment. The netherwarped insectile creature’s alignment is chaotic evil. New Trait: Life Stealing (1/Turn). When the netherwarped insectile creature hits a creature other than a construct or an undead with a melee attack, the creature takes 7 (2d6) necrotic damage and must succeed on a Constitution saving throw or its hit point maximum is reduced by the amount of necrotic damage it took. A creature whose hit point maximum is reduced to 0 dies. 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Following a slow, agonizing transformation, such a creature hardly resembles its former self. A chitinous exoskeleton covers most of its body, venomous mandibles protrude from its mouth, and vestigial limbs hideously sprout forth. Psychically Enslaved. The same process that transforms an insectile creature’s body also alters its mind. A newly created insectile creature falls under the control of the azaka that created it, becoming its slave. In the presence of azaka, insectile creatures make formidable opponents. Without their masters, they become aimless vermin; dangerous but lacking in intellect or motivation. They don’t act except to defend themselves. Stalkers of the Icy Wastes. Insectile creatures are common on cold, remote planets, where their azaka creators thrive. Near azaka hives, insectile creatures are found in abundance. They act as guards, laborers, and even soldiers for their hive. The azaka are extremely possessive of their slaves, but they are willing to sacrifice these creatures to protect themselves. Rarely, entire hosts of insectile creatures spew forth from the azaka’s subterranean tunnels and attack encroaching settlements, driving them back and capturing more victims for enslavement. Biological Enigmas. Aside from those found in the wild, insectile creatures are rarely encountered except as captured specimens. However, the process that creates insectile creatures works on all manner of living organisms. Horrifying stories of insectile giants and other nightmarish abominations are the topic of popular horror stories and tall tales told in cantinas around the planets they infest. Independent researchers have attempted to reverse-engineer the process by which insectile creatures are created, to little success. Others have gone so far as to attempt capture of individual azaka for study. So far, these experiments have all ended in disastrous failure. Dependent on Aetherite. 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These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark. Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can’t resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty. Most of the people of the Five Nations have heard of the Inspired lords in Riedra—never realizing that Inspired are spread throughout Khorvaire as well. Beggars and generals, mayors and merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies. Variant: Quori Vessel The Inspired are vessels for quori spirits, allowing the quori to manifest a portion of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori possessing it. The quori also gains access to the Inspired’s knowledge and features. Hashalaq Suggestion (3/Day). The Inspired can cast the suggestion spell (spell save DC 13), requiring no material components. Kalaraq All Around Vision. The Inspired can’t be surprised. Arcane Eye (3/Day). The Inspired can cast the arcane eye spell, requiring no material components. Tsucora Fear (1/Day). The Inspired can cast the fear spell (spell save DC 13), requiring no material components.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4480,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Intellect Devourer","description":"\"Don’t cry. We have no intention of eating your brain. In fact, your brain is going on a wonderful journey!\" —Qorik el-Slurrk, mind flayer An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures, taking over a victim’s body on behalf of its mind flayer masters. Illithid Creations. Mind flayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect devourer by taking the brain of a thrall and subjecting it to a horrible ritual. As it sprouts legs, the brain becomes an intelligent predator as twisted and evil as its masters. Deadly Puppet Masters. An intellect devourer consumes a creature’s mind and memories, then turns the host body into a puppet under its control. An intellect devourer typically uses its puppet host to lure others into the domain of the mind flayers to be enthralled or consumed. Traits Detect Sentience : The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. Actions Multiattack : The intellect devourer makes one attack with its claws and uses Devour Intellect. Claws : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage. Devour Intellect : The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence. Body Thief : The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn’t protected by protection from evil and good . If it wins the contest, the intellect devourer magically consumes the target’s brain, teleports into the skull, and takes control of the body. While there, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew, including spells and languages. If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish . By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Source":"MM1","Alignment":"lawful evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Intellect Devourer Feastmaster","description":"Thought by some to be invaders from another dimension or planet, the sinister intellect devourers are certainly one of the universe’s cruelest races. Incapable of experiencing emotions or wallowing in the sins of physical pleasure on their own, intellect devourers are forced to steal bodies to indulge their gluttony, lust, and cruelty. Stories tell of entire cities of these creatures deep underground, where host bodies are worn like clothes to hideous orgies and vile feasts. Lone intellect devourers often dwell in ruins or caves on the edge of a civilized region so they can make periodic forays into town to \"shop\" for an attractive new body. Gruesome Gourmet. Feastmasters are the mightiest among their kind, often creating vast psychic networks of minions seeking out the choicest bodies and brains for their perverse pleasures. Like a common intellect devourer, a feastmaster is around 3 feet long and weighs about 60 pounds. 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An intellect snare appears as a writhing ball of tentacles, echoing with the cacophonous sounds of every thought the snare has consumed. Intellect snares are scavengers, often found scouring the aftermath of a mind flayer attack to feast on whatever hapless creatures are left behind. An intellect snare feeds by wrapping a creature in one of its tentacles and then siphoning shreds of thought, leaving a tattered mind in its wake. Traits Cacophony of Minds. Any creature that starts its turn within 30 feet of the intellect snare must succeed on a DC 17 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this intellect snare's Cacophony of Minds for 24 hours. Magic Resistance. The intellect snare has advantage on saving throws against spells and other magical effects. Actions Multiattack. The intellect snare makes two Tentacle attacks. Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit : (1d8+6) force damage. If the target is a Medium or smaller creature, the target has the grappled condition (escape DC 17). Bonus Actions Siphon Thoughts. The intellect snare targets one creature it is grappling. The target must make a DC 17 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. The intellect snare then regains a number of hit points equal to the amount of damage taken.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"typically neutral evil","Expansion":25525,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Interdimensional Strangler","description":"These abominations are the hunters of the aberrations from the Farrealm. No creature can escape their interdimensional receptacles and tentacles that both know no boundaries. Once in the paralyzing grasp of the interdimensional strangler, the victim is prevented from escaping. Interdimensional stranglers are known to hold such victims for eternity on the Farrealm where time and space have no meaning.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":10},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Interlocutor Kyton ","description":"Interlocutors are kytons who have taken their diabolical shadow-surgery to its ultimate extreme. At the core of each multi-limbed monstrosity of claws and blades struggles a barely humanoid mass of veins, organs, and twisted flesh. Interlocutors are 9 feet tall and weigh 800 pounds. Glorious Ones. Glorious interlocutors (or, as they typically style themselves, simply “the glorious ones”) are kyton interlocutors who have mortified and rebuilt their flesh and metal so many times that they have developed an understanding of agony that dwarfs even their ordinary interlocutor kin. They have learned to channel that pain into emotional surges of incalculable intensity. Pain, fear, and rage are a melodic symphony of sensation for them and their victims. Glorious ones often leave more of their flesh intact than do ordinary interlocutors, though their flesh, skin, and bone often have been built and rebuilt so many times that they appear like a grotesque mockery of living tissue. To kytons, however, they are shining exemplars of the possibilities of pain, and glorious ones possess a vanity unique among their kind, almost always having a small cloud of augurs floating nearby to observe their every act, recording it for posterity and transmission. Primes. Interlocutors prime are the master surgeon-sculptors among kytons, viewing their practice as more art than medical process. Each victim is a new chance to study the art of pain and sensation through horror-stricken eyes. Their ability to heal the damage they inflict, even to the extent of restoring life to a subject that has only just expired, is perhaps more feared than their eagerness to cut flesh. To an interlocutor’s victim, death is a mercy that is rarely offered. Unlike ordinary interlocutors, however, their prime masters do not simply reduce their bodies to purely functional masses of nerves and blood vessels, instead retaining a generally humanoid shape and usually add a second head to assist them in multitasking during surgical procedures and to consult on difficult cases. Like ordinary interlocutors, however, the tattered remains of their mortal bodies are incorporated into ornate armatures of semi-living metal bound with shadowstuff, and extraneous limbs or heads are often retained as adornments and keepsakes. Interlocutors prime consider themselves both evolved elites of kyton society and also caretakers of the original grand design of their race. 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At the core of each multi-limbed monstrosity of claws and blades struggles a barely humanoid mass of veins, organs, and twisted flesh. Interlocutors are 9 feet tall and weigh 800 pounds. Glorious Ones. Glorious interlocutors (or, as they typically style themselves, simply “the glorious ones”) are kyton interlocutors who have mortified and rebuilt their flesh and metal so many times that they have developed an understanding of agony that dwarfs even their ordinary interlocutor kin. They have learned to channel that pain into emotional surges of incalculable intensity. Pain, fear, and rage are a melodic symphony of sensation for them and their victims. Glorious ones often leave more of their flesh intact than do ordinary interlocutors, though their flesh, skin, and bone often have been built and rebuilt so many times that they appear like a grotesque mockery of living tissue. To kytons, however, they are shining exemplars of the possibilities of pain, and glorious ones possess a vanity unique among their kind, almost always having a small cloud of augurs floating nearby to observe their every act, recording it for posterity and transmission. Primes. Interlocutors prime are the master surgeon-sculptors among kytons, viewing their practice as more art than medical process. Each victim is a new chance to study the art of pain and sensation through horror-stricken eyes. Their ability to heal the damage they inflict, even to the extent of restoring life to a subject that has only just expired, is perhaps more feared than their eagerness to cut flesh. To an interlocutor’s victim, death is a mercy that is rarely offered. Unlike ordinary interlocutors, however, their prime masters do not simply reduce their bodies to purely functional masses of nerves and blood vessels, instead retaining a generally humanoid shape and usually add a second head to assist them in multitasking during surgical procedures and to consult on difficult cases. Like ordinary interlocutors, however, the tattered remains of their mortal bodies are incorporated into ornate armatures of semi-living metal bound with shadowstuff, and extraneous limbs or heads are often retained as adornments and keepsakes. Interlocutors prime consider themselves both evolved elites of kyton society and also caretakers of the original grand design of their race. 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The pot is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the pot must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance . While it remains motionless, the pot is indistinguishable from a normal cauldron. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6+1) bludgeoning damage. Boil Over (Recharge 6). The pot is able to expel some of its boiling contents at a target within 15 feet. The target takes 8 (3d4) fire damage, or half that damage on a successful DC 15 Dexterity save. All creatures within 5 feet of the target take 1 fire damage, or no damage on a successful DC 15 Dexterity save.","properties":{"Category":"Monsters","Size":"small","Type":"construct","Source":"custom","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Invisible Stalker","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Invisibility : The stalker is invisible . Faultless Tracker : The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence . The stalker also knows the location of its summoner. Actions Multiattack : The stalker makes two slam attacks. Slam : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","AC":14,"HP":"104 (16d8+32)","CHA":11,"CON":14,"DEX":19,"INT":10,"STR":16,"WIS":15,"Size":"Medium","Type":"elemental","Speed":"50 ft., fly 50 ft. (hover)","Token":"https://s3.amazonaws.com/files.d20.io/images/390065114/RhYFjpJUpcuLu8K7bHU44w/original.png","Roll 0":"Slam\n1d20 + 6\n2d6+3","Senses":"Darkvision 60 Ft.","Skills":"Perception +8, Stealth +10","Source":"5th Edition SRD","data-XP":"2,300","Alignment":"Neutral","Languages":"Auran, Understands Common But Doesn't Speak It","data-List":"false","Immunities":"Poison","Token Size":1,"Resistances":"Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Invisibility\",\"Desc\":\"The stalker is invisible.\"},{\"Name\":\"Faultless Tracker\",\"Desc\":\"The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The stalker makes two slam attacks.\"},{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"+0","data-CON-mod":"+2","data-DEX-mod":"+4","data-INT-mod":"+0","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+2","Challenge Rating":6,"Passive Perception":18,"Condition Immunities":"Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious","data-CrNum":6,"data-AcNum":14,"data-HpNum":104},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Invisible Stalker","description":"An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures and retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind. Directed Hunter. When an invisible stalker is created, it stays at its summoner’s side until it is given a task to perform. If an assignment doesn’t involve hunting down and slaying a specific creature or recovering an object, the magic that created the invisible stalker ends and the elemental is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task. An invisible stalker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible stalker to pervert the intent of a command unless it is worded carefully. Unseen Threat. Invisible stalkers are composed of air and are naturally invisible. A creature might hear and feel an invisible stalker in passing, but the elemental remains invisible even when it attacks. A spell that allows someone to see the invisible reveals only the invisible stalker’s vague outline. Elemental Nature. An invisible stalker requires no air, food, drink, or sleep. Traits Invisibility : The stalker is invisible. Faultless Tracker : The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. Actions Multiattack : The stalker makes two slam attacks. Slam : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Source":"MM1","Alignment":"neutral","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Invisible Stalker","description":"An invisible stalker is a remorseless creature of elemental air. It's naturally invisible, hence its name. Traits Invisibility : The stalker is invisible. Faultless Tracker : The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner. Actions Multiattack : The stalker makes two slam attacks. Slam : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Source":"MM1","Alignment":"neutral","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Ion Slime","description":"A dull grey blob slogs through the submerged corridor. As it passes over a hidden lightning rune, it sparks to life, pulsating electric blue and becomes supercharged, racing around the hall. Ion slimes are oozes born from magic-infused saltwater, questionable alchemical operations, or cast-off swamp lightning from foxfire oozes (see Creature Codex ). With compact forms and coloring that reflects the current positively or negatively charged state of the ooze, ion slimes can be difficult to spot when submerged. Whether manmade, magical, or from naturally occurring bioelectricity, these wandering dynamos seek out and feed on electrical energy. Forms in Flux. An ion slime lives most of its life in a negatively charged, dampened form. While in this form it moves sluggishly and with a hungry, searching curiosity. If it finds a power source or is struck by lightning, it enters a positive, supercharged state. While supercharged, an ion slime is faster and much more difficult to catch. An ion slime, with its amorphous form, is unstable and holds a charge for only a handful of seconds. If the ion slime doesn't find a suitable target before the supercharged state ends, it suffers painful feedback as the electricity grounds out internally, and it returns to its dampened form. Amorphous. The ion slime can move through a space as narrow as 1 inch wide without squeezing. Ionic Form. Whenever the ion slime is subjected to lightning damage, it takes no damage and instead regains hp equal to the lightning damage dealt. The slime's Supercharge action then recharges. If the ooze takes cold damage while supercharged, it must roll a d6. On a 1 or 2, it loses the supercharged state. Ooze Nature. The ion slime doesn't require sleep. Spider Climb. The ion slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The ion slime makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning plus 9 (2d8) lightning damage. Discharge (Supercharged Only). The ion slime sends a shock of lightning through its supercharged pseudopod at one creature it can see within 5 feet of it, ending the supercharged state. The target must make DC 15 Constitution saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. Three bolts of lightning then leap to as many as three targets, each of which must be within 20 feet of the first target. A target can be a creature or an object and each can be targeted by only one of the bolts. Each target must make a DC 15 Constitution saving throw, taking 13 (3d8) lightning damage on a failed save, or half as much damage on a successful one. Bonus Actions Charged Motion (Supercharged Only). The ion slime takes the Dash or Dodge action. Supercharge (Recharge 5-6). The ion slime gathers ambient electricity to supercharge itself for 3 rounds. While supercharged, the ion slime gains a +2 bonus to its AC, and it gains an additional action on each of its turns. At the end of the third round, if the slime hasn't used the Discharge action, it suffers feedback, taking 18 (4d8) force damage. Its supercharged state then ends. Haakjir Variant: Vektyr It took several generations for the ancient deep gnomes to get a domesticated guardian creature for their enclaves. Vektyrs, early progenitors to the haakjir, were particularly vicious and unsociable. Vektyrs replace the haakjir's Pack Tactics trait with the following trait: Pounce . If the vektyr moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the vektyr can make one Bite attack against it as a bonus action.","properties":{"Category":"Monsters","Size":"Small","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ionyx Glider","description":"Ionyxes are fearsome predators fine-tuned to the gravitational conditions of their environment. Thought to once have been domesticated and purposefully spread to a multitude of different worlds, ionyxes always appear as feline predators with prominent, tentacle-like whiskers – but their size, mass, and hunting techniques are as different as the distinct places they've come to inhabit. Ionyx Glider In areas with low gravity, ionyxes have evolved elongated limbs and claws that support high leaps and swift climbing, as well as leathery flaps of skin that allow them to glide through the air. Utilizing the light atmosphere, their whisker-like appendages have evolved into bioelectric weapons that let the predator stun prey with jolts of electricity. Ionyx Stalker In high gravity environments, ionyxes evolve to be smaller and more muscular, relying on a combination of stealth and strength. They can change their skin color to blend into their surroundings, and their whiskers allow them to manipulate sound – providing the predator with a tremorsense, the ability to emit staggering sonic waves, and mute sound by producing inverted sound waves of equal amplitude. Note: Evolved for different gravities The ionyxes here are presented as their statistics would be in an environment with normal gravity. If encountered in their natural environment – Low Gravity for the ionyx glider and High Gravity for the ionyx stalker – they would be affected as any other creature would ( Gravity for more information on how gravity affects creatures).","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Expansion":34474,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Ionyx Stalker","description":"Ionyxes are fearsome predators fine-tuned to the gravitational conditions of their environment. Thought to once have been domesticated and purposefully spread to a multitude of different worlds, ionyxes always appear as feline predators with prominent, tentacle-like whiskers – but their size, mass, and hunting techniques are as different as the distinct places they've come to inhabit. Ionyx Glider In areas with low gravity, ionyxes have evolved elongated limbs and claws that support high leaps and swift climbing, as well as leathery flaps of skin that allow them to glide through the air. Utilizing the light atmosphere, their whisker-like appendages have evolved into bioelectric weapons that let the predator stun prey with jolts of electricity. Ionyx Stalker In high gravity environments, ionyxes evolve to be smaller and more muscular, relying on a combination of stealth and strength. They can change their skin color to blend into their surroundings, and their whiskers allow them to manipulate sound – providing the predator with a tremorsense, the ability to emit staggering sonic waves, and mute sound by producing inverted sound waves of equal amplitude. Note: Evolved for different gravities The ionyxes here are presented as their statistics would be in an environment with normal gravity. If encountered in their natural environment – Low Gravity for the ionyx glider and High Gravity for the ionyx stalker – they would be affected as any other creature would ( Gravity for more information on how gravity affects creatures).","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Expansion":34474,"Challenge Rating":4},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Irae Firetouched","description":"Irae Firetouched Halfling sorcerer of flames “I've seen few who navigate political and royal labyrinths as well as she does and none who are as comfortable in the wilds as she is. Cross her, though, and one best hope the true fire in her eyes isn’t the last thing they see.” —Journal entry of Lady Matilde Dawnrose, Seventh of the Line Nicknames : Irae Ashbringer, the Scourge of Willowset, Spellstorm Upon forming the Grim Accord, Irae rose quickly as the group’s spokeswoman and leader. Her charismatic wiles have brought the Accord far, taking them out of hiding and bringing them jobs from the most unlikely sources. The other members note the value of her silvery tongue and use it regularly for their advantage. It’s never clear to the members of the Accord whether Irae uses them for her gain or if they use her to get what they desire. So far, at least, the relationship profits them all. It is said that the blazing soul of the elemental prince of fire touched the halfling when she was a child. Irae’s halfling family and village, Willowset, exiled her after her powers manifested in her teenage years and she inadvertently burned down a quarter of the village in a rage-filled inferno. Outcast for six years, she finally returned and finished the job. Willowset’s remains still smolder around a pit of molten rock in the center of the village that never cooled. Some say the secret of Irae’s power lies within the village’s charred ruin. The elf sorcerer Klaroven of the Torch taught Irae to channel her powers, only to try to steal them from the young halfling and leave her a dried husk along with his other students. Irae turned his powers against him and now wears his screaming soul in an amulet around her neck. The other members of the Accord found Irae nearly destroyed after her battle with Klaroven. The group soon discovered her ability not only for destructive power but for verbal manipulation. It was through Irae’s leadership and negotiations that the Grim Accord went from mysterious bandits to profitable adventurers. Ideal: “Power exists for those able to grasp it and hold on.” Bond: “My companions take me where I want to go and are easily steered by my words.” Flaw: “Sometimes I just need to see things burn.” Tactics Irae rarely ambushes her quarry directly. Instead, she uses her words to deceive and disarm her opponents, cornering them into a vulnerable position before she and the Accord strike. If attacked, or if her manipulations fail, Irae’s persona visibly changes as she lets her fiery blood flow through her body. Her eyes glow like embers. Her hair flows back, appearing like flame. And the world around her begins to burn.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (halfling)","Alignment":"neutral evil","Expansion":18514,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 6"},{"name":"Irahkatu","description":"Most of the ahuizotls (badger-like monsters with grasping hand-like talons at the tip of their tails) that lurk in the waters of Hooktongue Slough are typical members of their kind, but Irahkatu is a particularly powerful (and cruel) monster. You can use these stats as a baseline for an entire species of “greater ahuizotls” in your game. Traits Keen Senses. Irahkatu has advantage on Wisdom (Perception) checks that rely on smell or sight. Voice Imitation. Irahkatu can mimic the sounds of a person in distress by making a Charisma (Deception) check to lie. Irahkatu has advantage on this check. Actions Multiattack. Irahkatu makes three attacks: one with its bite, one with its claws, and one with its tail claw. If Irahkatu has a Medium or smaller creature grappled with its tail claw, it replaces that attack with Disfigure. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) piercing damage plus 5 (1d10) poison damage. Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) slashing damage. Tail Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) slashing damage. If the target is Medium sized or smaller it is grappled (escape DC 19) and it must succeed on a DC 19 Strength saving throw or be pulled 5 feet toward Irahkatu, or knocked prone if already adjacent to Irahkatu. Disfigure. Irahkatu mauls a Medium or smaller creature it has grappled with its tail claw. The target must make a DC 19 Constitution saving throw. On a failed save, the grappled creature takes 24 (7d6) slashing damage and has disadvantage on Dexterity-based ability checks, saving throws, and attacks for the next 24 hours. If the creature failed its saving throw by 5 or more, it is blinded for the next 24 hours, or until it has fully healed. On a successful saving throw, the grappled creature takes half the damage and is subjected to no other effect. Whirlwind of Claws (Recharge 5–6). Irahkatu makes a claw attack against each creature of its choice within 5 feet of it.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":13},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Iriad (Level 1)","description":"Iriad is a Kagonesti elf from the lush woodlands of Southern Ergoth, where she learned to move undetected across the terrain. When Silvanesti elves began arriving at Southern Ergoth as refugees, she decided to lend her skills in the fight against the Dragon Armies before they can invade her homeland. She is a talented spy and scout who isn’t afraid to bring her blades to bear if the situation demands it. Traits Bonus Proficiencies. Iriad is proficient with simple weapons, light armor, cartographer’s tools, and woodcarver’s tools. Fey Ancestry. Iriad has advantage on saving throws made to avoid or end the charmed condition on herself, and magic can’t put her to sleep. Actions Poison Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. Bonus Actions Helpful. Iriad takes the Help action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf, Expert)","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Iriad (Level 10)","description":"Iriad is a Kagonesti elf from the lush woodlands of Southern Ergoth, where she learned to move undetected across the terrain. When Silvanesti elves began arriving at Southern Ergoth as refugees, she decided to lend her skills in the fight against the Dragon Armies before they can invade her homeland. She is a talented spy and scout who isn’t afraid to bring her blades to bear if the situation demands it. Traits Bonus Proficiencies. Iriad is proficient with simple weapons, light armor, cartographer’s tools, and woodcarver’s tools. Fey Ancestry. Iriad has advantage on saving throws made to avoid or end the charmed condition on herself, and magic can’t put her to sleep. Expertise. Iriad's proficiency bonus is doubled for any ability check she makes that uses either Stealth or Survival. Coordinated Strike. When Iriad uses her Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from her, and she can deal an extra 2d6 damage to it the next time she hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack. Evasion. When Iriad is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Iriad doesn't benefit from this feature while incapacitated. Actions Poison Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 6) piercing damage plus 3 (1d6) poison damage. Bonus Actions Helpful. Iriad takes the Help action. Cunning Action. On Iriad's turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf, Expert)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Iriad (Level 11)","description":"Iriad is a Kagonesti elf from the lush woodlands of Southern Ergoth, where she learned to move undetected across the terrain. When Silvanesti elves began arriving at Southern Ergoth as refugees, she decided to lend her skills in the fight against the Dragon Armies before they can invade her homeland. She is a talented spy and scout who isn’t afraid to bring her blades to bear if the situation demands it. Traits Bonus Proficiencies. Iriad is proficient with simple weapons, light armor, cartographer’s tools, and woodcarver’s tools. Fey Ancestry. Iriad has advantage on saving throws made to avoid or end the charmed condition on herself, and magic can’t put her to sleep. Expertise. Iriad's proficiency bonus is doubled for any ability check she makes that uses either Stealth or Survival. Coordinated Strike. When Iriad uses her Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from her, and she can deal an extra 2d6 damage to it the next time she hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack. Evasion. When Iriad is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Iriad doesn't benefit from this feature while incapacitated. Inspiring Help. When Iriad takes the Help action, the creature who receives the help also gains a 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature can forgo adding the bonus to it, and then if the attack hits, the creature can add the bonus to the attack's damage roll against one target. Actions Poison Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 6) piercing damage plus 3 (1d6) poison damage. Bonus Actions Helpful. Iriad takes the Help action. Cunning Action. On Iriad's turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf, Expert)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Iriad (Level 2)","description":"Iriad is a Kagonesti elf from the lush woodlands of Southern Ergoth, where she learned to move undetected across the terrain. When Silvanesti elves began arriving at Southern Ergoth as refugees, she decided to lend her skills in the fight against the Dragon Armies before they can invade her homeland. She is a talented spy and scout who isn’t afraid to bring her blades to bear if the situation demands it. Traits Bonus Proficiencies. Iriad is proficient with simple weapons, light armor, cartographer’s tools, and woodcarver’s tools. Fey Ancestry. Iriad has advantage on saving throws made to avoid or end the charmed condition on herself, and magic can’t put her to sleep. Actions Poison Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. Bonus Actions Helpful. Iriad takes the Help action. Cunning Action. On Iriad's turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf, Expert)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Iriad (Level 3)","description":"Iriad is a Kagonesti elf from the lush woodlands of Southern Ergoth, where she learned to move undetected across the terrain. When Silvanesti elves began arriving at Southern Ergoth as refugees, she decided to lend her skills in the fight against the Dragon Armies before they can invade her homeland. She is a talented spy and scout who isn’t afraid to bring her blades to bear if the situation demands it. Traits Bonus Proficiencies. Iriad is proficient with simple weapons, light armor, cartographer’s tools, and woodcarver’s tools. Fey Ancestry. Iriad has advantage on saving throws made to avoid or end the charmed condition on herself, and magic can’t put her to sleep. Expertise. Iriad's proficiency bonus is doubled for any ability check she makes that uses either Stealth or Survival. Actions Poison Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. Bonus Actions Helpful. Iriad takes the Help action. Cunning Action. On Iriad's turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf, Expert)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Iriad (Level 4)","description":"Iriad is a Kagonesti elf from the lush woodlands of Southern Ergoth, where she learned to move undetected across the terrain. When Silvanesti elves began arriving at Southern Ergoth as refugees, she decided to lend her skills in the fight against the Dragon Armies before they can invade her homeland. She is a talented spy and scout who isn’t afraid to bring her blades to bear if the situation demands it. Traits Bonus Proficiencies. Iriad is proficient with simple weapons, light armor, cartographer’s tools, and woodcarver’s tools. Fey Ancestry. Iriad has advantage on saving throws made to avoid or end the charmed condition on herself, and magic can’t put her to sleep. Expertise. Iriad's proficiency bonus is doubled for any ability check she makes that uses either Stealth or Survival. Actions Poison Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage plus 3 (1d6) poison damage. Bonus Actions Helpful. Iriad takes the Help action. Cunning Action. On Iriad's turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf, Expert)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Iriad (Level 5)","description":"Iriad is a Kagonesti elf from the lush woodlands of Southern Ergoth, where she learned to move undetected across the terrain. When Silvanesti elves began arriving at Southern Ergoth as refugees, she decided to lend her skills in the fight against the Dragon Armies before they can invade her homeland. She is a talented spy and scout who isn’t afraid to bring her blades to bear if the situation demands it. Traits Bonus Proficiencies. Iriad is proficient with simple weapons, light armor, cartographer’s tools, and woodcarver’s tools. Fey Ancestry. Iriad has advantage on saving throws made to avoid or end the charmed condition on herself, and magic can’t put her to sleep. Expertise. Iriad's proficiency bonus is doubled for any ability check she makes that uses either Stealth or Survival. Actions Poison Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage plus 3 (1d6) poison damage. Bonus Actions Helpful. Iriad takes the Help action. Cunning Action. On Iriad's turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf, Expert)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Iriad (Level 6)","description":"Iriad is a Kagonesti elf from the lush woodlands of Southern Ergoth, where she learned to move undetected across the terrain. When Silvanesti elves began arriving at Southern Ergoth as refugees, she decided to lend her skills in the fight against the Dragon Armies before they can invade her homeland. She is a talented spy and scout who isn’t afraid to bring her blades to bear if the situation demands it. Traits Bonus Proficiencies. Iriad is proficient with simple weapons, light armor, cartographer’s tools, and woodcarver’s tools. Fey Ancestry. Iriad has advantage on saving throws made to avoid or end the charmed condition on herself, and magic can’t put her to sleep. Expertise. Iriad's proficiency bonus is doubled for any ability check she makes that uses either Stealth or Survival. Coordinated Strike. When Iriad uses her Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from her, and she can deal an extra 2d6 damage to it the next time she hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack. Actions Poison Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage plus 3 (1d6) poison damage. Bonus Actions Helpful. Iriad takes the Help action. Cunning Action. On Iriad's turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf, Expert)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Iriad (Level 7)","description":"Iriad is a Kagonesti elf from the lush woodlands of Southern Ergoth, where she learned to move undetected across the terrain. When Silvanesti elves began arriving at Southern Ergoth as refugees, she decided to lend her skills in the fight against the Dragon Armies before they can invade her homeland. She is a talented spy and scout who isn’t afraid to bring her blades to bear if the situation demands it. Traits Bonus Proficiencies. Iriad is proficient with simple weapons, light armor, cartographer’s tools, and woodcarver’s tools. Fey Ancestry. Iriad has advantage on saving throws made to avoid or end the charmed condition on herself, and magic can’t put her to sleep. Expertise. Iriad's proficiency bonus is doubled for any ability check she makes that uses either Stealth or Survival. Coordinated Strike. When Iriad uses her Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from her, and she can deal an extra 2d6 damage to it the next time she hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack. Evasion. When Iriad is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Iriad doesn't benefit from this feature while incapacitated. Actions Poison Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage plus 3 (1d6) poison damage. Bonus Actions Helpful. Iriad takes the Help action. Cunning Action. On Iriad's turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf, Expert)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Iriad (Level 8)","description":"Iriad is a Kagonesti elf from the lush woodlands of Southern Ergoth, where she learned to move undetected across the terrain. When Silvanesti elves began arriving at Southern Ergoth as refugees, she decided to lend her skills in the fight against the Dragon Armies before they can invade her homeland. She is a talented spy and scout who isn’t afraid to bring her blades to bear if the situation demands it. Traits Bonus Proficiencies. Iriad is proficient with simple weapons, light armor, cartographer’s tools, and woodcarver’s tools. Fey Ancestry. Iriad has advantage on saving throws made to avoid or end the charmed condition on herself, and magic can’t put her to sleep. Expertise. Iriad's proficiency bonus is doubled for any ability check she makes that uses either Stealth or Survival. Coordinated Strike. When Iriad uses her Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from her, and she can deal an extra 2d6 damage to it the next time she hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack. Evasion. When Iriad is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Iriad doesn't benefit from this feature while incapacitated. Actions Poison Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage plus 3 (1d6) poison damage. Bonus Actions Helpful. Iriad takes the Help action. Cunning Action. On Iriad's turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf, Expert)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Iriad (Level 9)","description":"Iriad is a Kagonesti elf from the lush woodlands of Southern Ergoth, where she learned to move undetected across the terrain. When Silvanesti elves began arriving at Southern Ergoth as refugees, she decided to lend her skills in the fight against the Dragon Armies before they can invade her homeland. She is a talented spy and scout who isn’t afraid to bring her blades to bear if the situation demands it. Traits Bonus Proficiencies. Iriad is proficient with simple weapons, light armor, cartographer’s tools, and woodcarver’s tools. Fey Ancestry. Iriad has advantage on saving throws made to avoid or end the charmed condition on herself, and magic can’t put her to sleep. Expertise. Iriad's proficiency bonus is doubled for any ability check she makes that uses either Stealth or Survival. Coordinated Strike. When Iriad uses her Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from her, and she can deal an extra 2d6 damage to it the next time she hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack. Evasion. When Iriad is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Iriad doesn't benefit from this feature while incapacitated. Actions Poison Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage plus 3 (1d6) poison damage. Bonus Actions Helpful. Iriad takes the Help action. Cunning Action. On Iriad's turn in combat, she can take the Dash, Disengage, or Hide action as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf, Expert)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Irid","description":"The tiny winged humanoid zipped by in a flurry of ever-changing colors, eager to deliver its message. Irids are said to be born of celestial light filtered through earthly rain. These small manifestations of rainbows bear similarities in appearance and mission to their elevated cousins, but they take little interest in angelic ideals. Mischievous Messengers. While angels are known for bringing messages and truth to mortals from the gods, irids prefer to bring gossip and embellished truths. They follow their own ideals of beauty and excitement, disregarding their angelic cousins’ insistence on goodness and truth. Irids delight in sneaking around, listening for gossip or revealed secrets, then invisibly whispering exaggerations of in the ears of those who will help spread such gossip. Colorful and Shallow. Irids are iridescent, changing the color of the light they shed throughout the day. They are drawn to the brightest colors the world has to offer. To them, evil is synonymous with ugliness, and they resist fighting or hurting anything they find beautiful. This tendency has led more than one irid to fall to the predations and charms of Rhopalocerex and his minions.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Iridescent Naga","description":"The beautiful iridescent naga has a 20-foot long serpentine body that is covered with reticulated scales that glimmer in rainbow hues as it moves. Its head has comely human or elven features that reflect its warm, friendly, and kind personality. It prefers to live in ancient, majestic ruins that are overgrown with vegetation and hidden within temperate forests and jungles. It does not stay long, though, as it spends most of its time exploring and chronicling the wonders and beauties of the world. Benevolent and Peaceful. The iridescent naga avoids combat whenever possible, always seeking nonviolent courses of action to end a conflict. If an encounter is unavoidable, the iridescent naga will try to escape first, engaging in violence only as a last resort. However, it will not hesitate to aid those that might need its help, especially the helpless, weak, and wounded. Enthralling Trickster. In combat, the iridescent naga will always try to incapacitate, confuse, or distract its foes without dealing lethal damage, just enough for it or those it is protecting to escape. Its array of enchantment and illusory spells make this possible, as well as a venomous bite that puts victims into a deep slumber. The iridescent naga can also keep its enemies entranced by swaying and weaving its body in a hypnotic pattern. Friendly Company. The iridescent naga is a solitary creature but will sometimes join the company of like-minded creatures, such as adventurers, bariaurs, elves, good-aligned fey, and guardinals. In such instances, the iridescent naga will be very inquisitive and is more than willing to trade stories about the places they have traveled and wonders they have witnessed. It may even provide important information, such as locations of long-forgotten ruins, ancient crypts, and lost treasure vaults. Of course, the iridescent naga may ask for something in return. Immortal Nature. A naga doesn’t require air, food, drink, or sleep. Traits Hypnotic Sway. If a creature starts its turn within 30 feet of the naga and the creature can see the naga, it must make a DC 15 Wisdom saving throw if the naga isn't incapacitated. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The effect ends if a hypnotized creature takes any damage or if someone else uses an action to shake the creature out of its stupor. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the naga until the start of its next turn, when it can avert it s eyes again. If it looks at the naga in the meantime, it must immediately make the save. Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Actions Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw or become poisoned for 1 minute. Until this poison ends, the target is unconscious and is in a deep sleep. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the unconscious creature takes damage, or someone uses an action to shake or slap it awake, it gains advantage on its saving throw. Spellcasting. The naga casts one of the following spells, requiring only verbal components and Charisma as the spellcasting ability (spell save DC 15): At will: friends, mage hand, minor illusion, vicious mockery (2d4) 1/day each: banishment, counterspell, dissonant whispers, invisibility, legend lore, major image, polymorph, synaptic static Bonus Actions Taunt (4/Day). The naga targets one creature within 30 feet of it. If the target can hear the naga, the target must succeed on a DC 15 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the naga’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Iridescent Pseudodragon","description":"“It’s a simple enough task, really,” the merchant rumbles. “There’s this drow wizard, Awerna, who managed to purchase a rare pseudodragon from right under my nose a few weeks ago. I fear she will use the poor thing in some sort of dark experiment. Even so, I tried striking deal with her. At first, she was responsive, but for the past few days – nothing. Normally, I’d say, none of my business, but...” The square-jawed merchant shrugs his massive shoulders in resignation. “My guess is, something bad has happened to Awerna, but I need to know for sure – I can’t just leave that poor thing in there. I’d go myself, but Awerna’s tower is protected against... folk like me. I’d like you to pay her a visit. If she’s alive, see if you can convince her to sell – and if she’s not, save the dragon and bring it to me.”","properties":{"Category":"Monsters","Size":"Tiny","Type":"Dragon","Alignment":"Typically Neutral Good","Expansion":27826,"Challenge Rating":1},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Irlgaunt","description":"Irlgaunts resemble titanic spiders or crabs, but with cephalopod-like tendrils erupting from the tips of their chitin-armored legs. Their jagged gray shells allow them to blend into the rocky walls of the high mountain passes and deep ravines that serve as their hunting grounds. While one might easily mistake an irlgaunt for a simple brutish beast, they have a keen intelligence and use devious hunting strategies. They set traps for travelers and are fond of using gems and magical items taken from previous victims as bait. They have been known to start rockslides or otherwise block passages to reroute explorers into their clutches. They also use spewed gastroliths (melon-sized clusters of rocks enveloped in coagulated digestive enzymes) to direct the movements of their prey, forcing victims into dead ends at the edge of chasms or cliffs. Traits Innate Spellcasting. The irlgaunt’s innate spellcasting ability is Wisdom (spell save DC 17). The irlgaunt can innately cast the following spells, requiring no material components: At will: meld into stone, stone shape Stone Step. The irlgaunt ignores difficult terrain composed of rocks and stone. Actions Multiattack. The irlgaunt makes three attacks: one with its bite and two with its stomps. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (3d10+7) piercing damage plus 10 (3d6) acid damage. Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) bludgeoning damage. Regurgitate Gastrolith (Recharge 5—6). The irlgaunt violently regurgitates a melon-sized clot infused with digestive enzymes at a point it can see within 30 feet of it. Each creature within 20 feet of that point must make a DC 17 Dexterity saving throw as the clot explodes on impact, taking 21 (6d6) piercing and 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":13},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Iron Cobra","description":"Never depend on something built by a gnome. You can always rely on a gnome to take a good idea and make it impractical. —Mordenkainen Clockworks The gnomes’ efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations. Constructed Nature. A clockwork doesn’t require air, food, drink, or sleep. Iron Cobra An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. In addition to standard poisons, gnomes load this clockwork with alchemical concoctions that can paralyze creatures and cloud their minds with paranoia. Individual Designs A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation⁠. A clockwork can be customized by adding clockwork enhancements. Traits Magic Resistance⁠. The iron cobra has advantage on saving throws against spells and other magical effects. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect: Poison Damage: The target takes 13 (3d8) poison damage. Confusion: On its next turn, the target must use its action⁠ to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it’s holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action⁠, moving toward the nearest creature. Paralysis: The target is paralyzed until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Source":"Mordenkainen's Tome of Foes","Alignment":"Unaligned","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Iron Consul","description":"Symbol of Bane The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Bane and His Followers Bane is a god of tyranny, and both he and his worshipers seek to rule the world. Bane grants power to those who strive to rule with an iron fist. By imposing order on the world, Bane’s followers ensure that those who are clever, strong, and ambitious rise to the top while the weak languish in slavery. Regardless of the form he takes, Bane is always marked by his jet-black right hand. He usually wears a gauntlet or glove over this hand to conceal his identity, revealing it only when the time has come to display his true power. He is always well-dressed, donning the fine clothing of a noble or wearing the armor and gear of a successful mercenary general. His preferred weapon is a mace. Bane overpowers those who display any weakness, bullying them into submission or crushing them with his physical and magical power. His charisma is such that he can sway the mighty to pledge their loyalty to him in return for power over others. He finds the hunger for power that exists in every mortal heart and awakens it with carefully crafted promises and flattery. He is the mastermind of the Dead Three, the one whose ambitions drive the group’s efforts. Bane’s devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals. Cruel Tyrants. Whenever Bane’s followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty. Warrior Cult. Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane’s clerics wield black maces with heads shaped to look like a closed fist. Cult Ranks. Bane’s cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Iron Consul","description":"Bane and His Followers Bane is a god of tyranny, and both he and his worshipers seek to rule the world. Bane grants power to those who strive to rule with an iron fist. By imposing order on the world, Bane’s followers ensure that those who are clever, strong, and ambitious rise to the top while the weak languish at the bottom. Regardless of the form he takes, Bane is always marked by his jet-black right hand. He usually wears a gauntlet or glove over this hand to conceal his identity, revealing it only when the time has come to display his true power. He is always well-dressed, donning the fine clothing of a noble or wearing the armor and gear of a successful mercenary general. His preferred weapon is a mace. Bane overpowers those who display any weakness, bullying them into submission or crushing them with his physical and magical power. His charisma is such that he can sway the mighty to pledge their loyalty to him in return for power over others. He finds the hunger for power that exists in every mortal heart and awakens it with carefully crafted promises and flattery. He is the mastermind of the Dead Three, the one whose ambitions drive the group’s efforts. Bane’s devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals. Cruel Tyrants. Whenever Bane’s followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty. Warrior Cult. Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane’s clerics wield black maces with heads shaped to look like a closed fist. Cult Ranks. Bane’s cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls. Cultists of the Dead Three The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Traits Tactical Discipline. The iron consul has advantage on all ability checks and saving throws made during combat. Actions Multiattack. The iron consul makes one attack with its spear and can use its Voice of Command ability. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage when used with two hands to make a melee attack. Voice of Command. The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can immediately use its reaction to make one melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Iron Defender","description":"Homunculi A homunculus is a construct servant created for certain tasks. Artificers and wizards are responsible for most of the homunculi in existence. Each kind of homunculus has a body constructed from different kinds of materials, including clay, iron, and bits of hair and feathers. The process that creates a homunculus sees those materials mixed with the creator’s blood and animated through an extended magical ritual. Constructed Nature. A homunculus doesn’t require air, food, drink, or sleep. Iron Defender An iron defender fights for its creator. They come in many shapes and are often crafted in the form of animals. More creative artificers craft iron defenders in the shape of hybrid animals or other fantastical creatures.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"neutral","Expansion":4480,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Iron Defender (Spider Form)","description":"A duergar battle smith is an artificer who can create and command special constructs, known as iron defenders. The iron defender often resemble a mechanical, clockwork spider that can inject venom through its bite. Together, the battle smith and iron defender form a potent team that can prove challenging to a low level party of adventurers. Traits Spider Climb. The iron defender can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vigilant. The iron defender can’t be surprised. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 5 (2d4) poison damage. Repair (3/Day). The magical mechanisms inside the iron defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it. Reactions Defensive Pounce. The iron defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the iron defender.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Iron Golem","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Fire Absorption : Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Immutable Form : The golem is immune to any spell or effect that would alter its form. Magic Resistance : The golem has advantage on saving throws against spells and other magical effects. Magic Weapons : The golem's weapon attacks are magical. Actions Multiattack : The golem makes two melee attacks. Slam : Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Sword : Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage. Poison Breath (Recharge 5-6) : The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"20 (Natural Armor)","HP":"210 (20d10+100)","CHA":1,"CON":20,"DEX":9,"INT":3,"STR":24,"WIS":11,"Size":"Large","Type":"construct","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065132/cP4ztgWnnbPiuuJjPnlwyA/original.png","Roll 0":"Slam\n1d20 + 13\n3d8+7","Roll 1":"Sword\n1d20 + 13\n3d10+7","Roll 2":"Poison Breath\n1d20 + 0\n10d8","Senses":"Darkvision 120 Ft.","Source":"5th Edition SRD","data-XP":"15,000","Alignment":"Unaligned","Languages":"Understands The Languages Of Its Creator But Can't Speak","data-List":"false","Immunities":"Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine","Token Size":2,"data-Traits":"[{\"Name\":\"Fire Absorption\",\"Desc\":\"Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.\"},{\"Name\":\"Immutable Form\",\"Desc\":\"The golem is immune to any spell or effect that would alter its form.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The golem has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Magic Weapons\",\"Desc\":\"The golem's weapon attacks are magical.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The golem makes two melee attacks.\"},{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"13\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"3d8 + 7\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Sword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"13\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"3d10 + 7\",\"Damage Type\":\"slashing\"},{\"Name\":\"Poison Breath (Recharge 6)\",\"Desc\":\"The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"-5","data-CON-mod":"+5","data-DEX-mod":"-1","data-INT-mod":"-4","data-STR-mod":"+7","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":16,"Passive Perception":10,"Condition Immunities":"Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned","data-CrNum":16,"data-AcNum":20,"data-HpNum":210},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Iron Golem","description":"\"Beyond the unopenable doors lay a grand hall ending before a towering stone throne, upon which sat an iron statue taller and wider than two men. In one hand it clutched an iron sword, in the other, a feather whip. We should have turned back then.\" —Mordenkainen the Archmage, chronicling his party’s harrowing exploits in the dungeons below Maure Castle Golems Golems are made from humble materials—clay, flesh and bones, iron, or stone—but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator’s orders, and it protects or attacks as that creator demands. To create a golem, one requires a manual of golems (see the Dungeon Master’s Guide ). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type. Elemental Spirit in Material Form. The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem’s creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work. After constructing the body from clay, flesh, iron, or stone, the golem’s creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem’s creator. Ageless Guardians. Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells. A golems can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master. Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can’t fulfill its orders, a golem might react violently—or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them. A golem can’t think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep. Iron Golem The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem’s shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison. An iron golem’s body is smelted with rare tinctures and admixtures. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine. Traits Fire Absorption : Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Immutable Form : The golem is immune to any spell or effect that would alter its form. Magic Resistance : The golem has advantage on saving throws against spells and other magical effects. Magic Weapons : The golem's weapon attacks are magical. Actions Multiattack : The golem makes two melee attacks. Slam : Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. Sword : Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 23 (3d10 + 7) slashing damage. Poison Breath (Recharge 5-6) : The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Iron Golem Juggernaut","description":"Even mightier than the regular iron golem, the juggernaut is at least 25 feet tall. It is so massive that it can crush a large number of enemies by merely walking over them. Thankfully, the juggernaut is very rare and expensive to produce, and only the wealthiest and most powerful can afford to have one created. Traits Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Siege Monster. The golem deals double damage to objects and structures. Actions Multiattack. The golem makes two melee attacks. Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage. Sword. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) slashing damage. Crushing Stride. The golem moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the golem enters must succeed on a DC 23 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the golem's path. On a failed save, the creature falls prone and takes 27 (4d8 + 9) bludgeoning damage. If the golem remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the golem. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 23 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the golem and is no longer restrained. Poison Breath (Recharge 6). The golem exhales poison gas in a 30-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw, taking 54 (12d8) poison damage On a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Iron Maw","description":"The iron maw is an ambush carnivore from one of the Abyssal layers that has spread throughout the lower planes, the Outlands, and now the Material Plane. I has a very thick metallic hide and a two foot wide maw a few inches above the ground that it keeps out of sight unless it is trying to eat something. Iron maws will sometimes align themselves with a hag if the hag can provide enough meat to keep it around. A fully grown iron maw will wander off if it doesn’t eat the equivalent of one cow a day. Iron maws are masters at hiding their four root tentacles. These roots can be up to twenty feet long and usually hide less than an inch under the soil. Unless an iron maw is very hungry it will not attack tiny creatures, allowing them run around its bark and limbs in the hopes that the creatures help it to blend in.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"neutral evil","Expansion":34600,"Challenge Rating":10},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Iron Sphere","description":"An iron ball covered in black panels sits at the statue's feet. It seems slightly out of place, its surface smooth and bright. Hidden Threat. From a distance, the iron sphere appears to be a ball four feet in diameter. Closer inspection reveals square plates in the sphere, each crowned by a black hemisphere. Iron spheres usually find placement as art objects, sometimes incorporated into statuary displays or among white stones, vases, or other decorative notions. Unpredictable Opponent. Once the iron sphere becomes active, it rolls toward a threat, deploying what weapons it deems necessary by means of the pistons beneath each plate on its exterior. Some pop open like a chest's lid, some fire outward, and others split open to reveal a blade, a spike, or a nozzle. Direct Control or Set to Guard. The owner of an iron sphere gives it commands through a gem, which can be concealed inside the plate at the topmost part of the sphere when not being used to control the sphere. Construct Nature. The iron sphere doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Iron Teeth of Baba Yaga","description":"A set of iron dentures flap through the air, screeching in a voice like metal scraping on metal. Scholar. The dentures are scholars of the arcane and are often found exploring ruins, especially ancient sites of magic. They see themselves as intellectually superior to their owner and chastise Baba Yaga for her use of baser forms of magic. Wilful. The iron teeth are usually content sitting firmly in Baba Yaga's mouth, assisting the witch. However, should she anger the dentures, either by ignoring their request to visit some forgotten tower or scolding them too much for insolence, the dentures may abandon her for a while. They may work against her if the two are particularly at odds.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ironfeather Owlbear","description":"The ironfeather owlbear has razor-sharp, iron-like feathers that protect the creature like thick scale armor. The beast can spread its wings and use them like cleaving blades, slicing through anything nearby. The owlbear can also suddenly unfurl its wings, unleashing loose feathers like flying knives. Traits Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack. The owlbear makes two attacks: one with its Beak and one with its Claws. When available, it can use Wing Cleave in place of its Claws. Beak . Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Wing Cleave (Recharge 4–6). The owlbear unfurls its wings in the shape of a fan and violently swings them around. Each creature within 10 feet of it must succeed on a DC 17 Dexterity saving throw, taking 17 (2d10 + 6) slashing damage on a failed save, or half as much damage on a successful one. Ironfeather Spray (1/Day). The owlbear flings razor-sharp feathers in a 30-foot cone. Each creature in that area must succeed on a DC 17 Dexterity saving throw, taking 28 (4d10 + 6) piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ironheart Tree","description":"Ironheart Tree An ironheart is a thick tree with silver-hued star shaped leaves. The leaves are prized because they can be worked to make iron-like weapons (known as ironwood weapons). However, there is something disturbing about being in the presence of an ironheart tree. Sentient. The trees have their own motives and are intelligent. Bearer of Ironleaf. Their leaves cannot be harvested—if taken, they crumble. However, an ironheart can voluntarily shed leaves, often as a bribe or reward.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":5},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Ironrot Lichen","description":"Ironrot lichens faced extermination in most inhabited areas after infestations of the plant wiped out armor, tools, and weapons, while spreading from settlement to settlement on tainted metal. The hardy plants went into a long dormancy in hidden areas, and have thus far avoided complete destruction. Ironrot lichens can enter a long-term stasis, and they reawaken after many locations have forgotten about the massive damage they cause. They also thrive in extreme environments where they could reproduce through red-blooded creatures populating those environments. Patches of dormant ironrot lichen have also spread to airless locations in space, becoming a menace to miners who rely on metal tools and habitats on the asteroids they work. A patch of lichen takes up a roughly 3-foot-diameter space and is virtually weightless. Contagious Corrosion. Rumored to be a creation of the Hegemony, ironrot lichens sprouted simultaneously on many worlds where they unleashed considerable devastation. The first ironrot lichens only corroded metal and spread slowly enough to allow infested metal to easily come into contact with other metal objects. Whether through deliberate or unintentional mutation, ironrot lichens metamorphosed such that they inflict caustic wounds to flesh, and their destruction of iron also extended to iron contained in a living creature’s blood. The lichens are immune to temperature extremes and even magical sources of cold, but fire destroys it. Unfortunately, using fire also causes the lichens to release spores which escape the fire and drift away on the wind. Druidic sects of a particularly malevolent bent gather and cultivate ironrot lichens and use them in their attempts to undermine large population centers. 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Various hydras dwell at the fringes of civilization, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the legendary hydra Polukranos. Territorial Terrors. During their early years, hydras feed their rapid growth by terrorizing the land. When they grow large enough, they look for a territory to claim as their own. Often, they steal lairs from other monsters in prolonged, devastating battles. Vicious Growth. Soon after a hydra claims a territory, it typically buries itself, entering a period of hibernation during which it continues to grow. When it awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in the minds and lore of a people that, even after a hydra's defeat, the beast might reappear as a Nyxborn being and begin its legend anew. Ironscale Hydra Five-headed ironscale hydras lurk in the wild places of the world, being common foes for heroes seeking to test their mettle against terrors worthy of the gods' notice. Most ironscale hydras inhabit lakes and boggy caverns, from which they hunt unwary creatures that come for a drink or swim.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":5432,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Ironthrall Commoner","description":"Ironthralls Ironthralls are humanoids that have been taken control of by an Ironwood Witch via the Treethrall ability. They still have some free will but can be manipulated (subtly via dreams or more directly by telepathic command). Ironthralls are detectable by the detect evil and good spell or similar effects. Ironthrall Variants An ironthrall raid leader is a raid leader with 82 hit points and the additional properties: Aversion to Light. If the ironthrall leader takes radiant damage, they have disadvantage on saving throws and ability checks until the end of their next turn. Call: Ironroots. Tendrils emerge to entangle a target within 120 feet. The ironheart tree must be within 15 feet of the target and the ironthrall leader must be able to see the target. The target must succeed a DC 15 Dexterity saving throw or be grappled (escape DC 15). While grappled, the target is restrained. Only 1 target can be grappled by this ability at a time. An ironthrall raider is a raider with 22 hit points and the Aversion to Light property.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Chaotic Evil","Expansion":25792,"Challenge Rating":"1/2"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Ironthrall Wizard","description":"Ironthralls Ironthralls are humanoids that have been taken control of by an Ironwood Witch via the Treethrall ability. They still have some free will but can be manipulated (subtly via dreams or more directly by telepathic command). Ironthralls are detectable by the detect evil and good spell or similar effects. Ironthrall Variants An ironthrall raid leader is a raid leader with 82 hit points and the additional properties: Aversion to Light. If the ironthrall leader takes radiant damage, they have disadvantage on saving throws and ability checks until the end of their next turn. Call: Ironroots. Tendrils emerge to entangle a target within 120 feet. The ironheart tree must be within 15 feet of the target and the ironthrall leader must be able to see the target. The target must succeed a DC 15 Dexterity saving throw or be grappled (escape DC 15). While grappled, the target is restrained. Only 1 target can be grappled by this ability at a time. An ironthrall raider is a raider with 22 hit points and the Aversion to Light property.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Chaotic Neutral","Expansion":25792,"Challenge Rating":7},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Ironwood Witch","description":"Ironwood Witch Whether they were once human, elf, dwarf, or other, the magic available to the ironwood witches gradually makes their limbs lengthen and narrow, their skin pale, and their hair thin and gray. At times, they even appear spider-like. To compensate for their growing hideousness, they cover themselves with vibrant red robes and silver jewelry… as well as magical disguises. Witch Shape. They use their Witch Shape ability to adopt humanoid forms when necessary to infiltrate humanoid settlements—either to permanently take over and masquerade as important NPCs, or to trick victims into trusting them before transforming them into ironthralls. Ironheart Allies. Witches can use an ironheart tree to teleport to another ironheart tree anywhere in the world. Treethrall. Three Ironwood witches are required for this ability. When working together, they are able to cast an eight-hour ritual spell on a target that has been captured by an ironheart tree’s Roots ability. The Ironwood witches cannot be interrupted during this ritual or the spell fails. At the completion, if the target fails a DC 20 Charisma check, they become permanent ironthralls that must obey the witches involved. Ironthralls. If the ironthrall ever drops to 0 hit points, the witches must sever their link to it. A protection from evil and good spell cast on the body also severs the link. Finally, by using an action, any of the witches can voluntarily sever the connection to the ironthrall. In any of these cases, the ironthrall dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Shapechanger)","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":4},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Irovetti's Fetch","description":"Most fetches are relatively similar in power, but in the case of Castruccio Irovetti, his fetch is somewhat different than most other fetch stalkers. If you use Irovetti’s Fetch’s statistics for another purpose in your game, these stats can be used as an evil version of him that seeks to replace his role in your campaign unless the PCs can stop it. Traits Innate Spellcasting. The fetch’s innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The fetch can innately cast the following spells, requiring no material components: At will: produce flame (4d8) 1/day: dispel magic, finger of death, plane shift (to or from the First World only) Magic Resistance. The fetch has advantage on saving throws against spells and other magical effects. Regeneration. The fetch regains 10 hit points at the start of its turn. If the fetch takes fire or necrotic damage, this trait doesn’t function at the start of the fetch’s next turn. The fetch dies only if it starts its turn with 0 hit points and doesn’t regenerate. Tongues. The fetch can understand all spoken languages and can be understood by any creature that has a language. Actions Multiattack. Irovetti’s fetch makes three attacks with its fetch weapon. Summoned Fetch Weapon. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) slashing damage plus 7 (2d6) psychic damage and 10 (3d6) fire damage. When Irovetti’s fetch summons his fetch weapon, he always makes it appear as the unique ranseur the living Irovetti wielded.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":20},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Irvan Wastewalker (Tier 1)","description":"The name “Wastewalker” conjures fear on the plains of Xhorhas, as the name of a clan of Xhorhasian nomads. Irvan—Irv to his friends—was born into that clan, but he hates the name. He left his family when he was a teenager, struck out on his own across the wastes, and made his way to the city of Asarius. Even though the “City of Beasts” is renowned for danger, Irv felt at home there in a way he’d never felt with his clan. He earned a reputation for being a party animal who could put down a dozen drinks in a night and still dance with the vigor and elegance of an archfey. Irv is young—just a few weeks past his nineteenth birthday—and he is secretly ashamed of his patchy beard and scrawny, human body. He has a bigger secret related to that feeling: he was consecuted in another life. The act of consecution is a sacred Kryn ritual of rebirth through the mystical power of the Luxon. Irvan has memories of his previous life as a bugbear of Den Hythenos, and he hopes to prove to himself that he can do great things without the aid of his powerful “family” in the Kryn Dynasty. He met Ayo and her friends when he traveled to Jigow to experience its contests of strength and skill. He sticks with the group in part because he’s interested in what adventures they’ll get into, and also because he’s smitten with the group’s newest addition, a drow arcanist named Galsariad. Rivals’ Goals Experience things he has never encountered before; fall in love with someone who doesn’t know about his past lifetime; appear mature despite his youthful appearance Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 1 Rivals The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own. Traits Fortitude (Recharges after a Short or Long Rest). If damage reduces Irvan to 0 hit points, he can make a Constitution saving throw with a DC equal to 5 + the damage taken. On a successful save, Irvan drops to 1 hit point instead. Actions Multiattack. Irvan makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Chaotic Neutral","Expansion":13016,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Irvan Wastewalker (Tier 2)","description":"The name “Wastewalker” conjures fear on the plains of Xhorhas, as the name of a clan of Xhorhasian nomads. Irvan—Irv to his friends—was born into that clan, but he hates the name. He left his family when he was a teenager, struck out on his own across the wastes, and made his way to the city of Asarius. Even though the “City of Beasts” is renowned for danger, Irv felt at home there in a way he’d never felt with his clan. He earned a reputation for being a party animal who could put down a dozen drinks in a night and still dance with the vigor and elegance of an archfey. Irv is young—just a few weeks past his nineteenth birthday—and he is secretly ashamed of his patchy beard and scrawny, human body. He has a bigger secret related to that feeling: he was consecuted in another life. The act of consecution is a sacred Kryn ritual of rebirth through the mystical power of the Luxon. Irvan has memories of his previous life as a bugbear of Den Hythenos, and he hopes to prove to himself that he can do great things without the aid of his powerful “family” in the Kryn Dynasty. He met Ayo and her friends when he traveled to Jigow to experience its contests of strength and skill. He sticks with the group in part because he’s interested in what adventures they’ll get into, and also because he’s smitten with the group’s newest addition, a drow arcanist named Galsariad. Rivals’ Goals Experience things he has never encountered before; fall in love with someone who doesn’t know about his past lifetime; appear mature despite his youthful appearance Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 2 Rivals The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high. Traits Fortitude (Recharges after a Short or Long Rest). If damage reduces Irvan to 0 hit points, he can make a Constitution saving throw with a DC equal to 5 + the damage taken. On a successful save, Irvan drops to 1 hit point instead. Actions Multiattack. Irvan makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage plus 14 (4d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Chaotic Neutral","Expansion":13016,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Irvan Wastewalker (Tier 3)","description":"The name “Wastewalker” conjures fear on the plains of Xhorhas, as the name of a clan of Xhorhasian nomads. Irvan—Irv to his friends—was born into that clan, but he hates the name. He left his family when he was a teenager, struck out on his own across the wastes, and made his way to the city of Asarius. Even though the “City of Beasts” is renowned for danger, Irv felt at home there in a way he’d never felt with his clan. He earned a reputation for being a party animal who could put down a dozen drinks in a night and still dance with the vigor and elegance of an archfey. Irv is young—just a few weeks past his nineteenth birthday—and he is secretly ashamed of his patchy beard and scrawny, human body. He has a bigger secret related to that feeling: he was consecuted in another life. The act of consecution is a sacred Kryn ritual of rebirth through the mystical power of the Luxon. Irvan has memories of his previous life as a bugbear of Den Hythenos, and he hopes to prove to himself that he can do great things without the aid of his powerful “family” in the Kryn Dynasty. He met Ayo and her friends when he traveled to Jigow to experience its contests of strength and skill. He sticks with the group in part because he’s interested in what adventures they’ll get into, and also because he’s smitten with the group’s newest addition, a drow arcanist named Galsariad. Rivals’ Goals Experience things he has never encountered before; fall in love with someone who doesn’t know about his past lifetime; appear mature despite his youthful appearance Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 3 Rivals Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see “Ruidium” in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain. If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals 1d4 levels of exhaustion each. In this case, you’ll need to keep track of each rival’s exhaustion level and the condition’s corresponding effects (see “Exhaustion” in the Player’s Handbook ). Useful Magic. To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure. Irvan’s Prosthetic Arm. During a misadventure that unfolded while the rivals were apart from the characters, Irvan Wastewalker lost an arm and gained an arcane prosthetic. This magic item functions for no one else. Traits Fortitude (Recharges after a Short or Long Rest). If damage reduces Irvan to 0 hit points, he can make a Constitution saving throw with a DC equal to 5 + the damage taken. On a successful save, Irvan drops to 1 hit point instead. Special Equipment. Irvan wears gloves of swimming and climbing and wields a ruidium shortsword (see appendix B). If Irvan rolls a 1 on an attack roll made with the shortsword, he must succeed on a DC 20 Charisma saving throw or gain 1 level of exhaustion. In addition, Irvan has a magical prosthetic arm. While the arm is attached to him, it functions the same as the body part it is replacing. Irvan can attach or detach the arm as an action, and it can’t be removed by anyone else. Actions Multiattack. Irvan makes one Dagger attack and two Ruidium Shortsword attacks. Dagger. Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d4 + 5) piercing damage plus 17 (5d6) poison damage. Ruidium Shortsword. Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) piercing damage plus 7 (2d6) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Chaotic Neutral","Expansion":13016,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Isarr Kronenstrom","description":"Tribe of the Wolf The Wolf Tribe is the smallest of the four remaining Reghed tribes, and even its most optimistic members don’t think it will survive much longer under its current leadership. To swell its ranks, chieftains have resorted to bringing outsiders into the fold, including outcasts from Ten-Towns, disenfranchised members of other Reghed tribes, and even goblinoids. Isarr Kronenstrom The Wolf Tribe has been without a king or queen for years. Its most powerful chieftain, Isarr Kronenstrom, is a psychotic brute who worships Malar the Beast Lord. He hunts Ten-Towners for sport, bathes in their blood, and strikes fear into the hearts of his enemies. Several members of Isarr’s clan have deserted him or been killed off, but the few that remain are fiercely loyal. They believe, incorrectly, that he’s the Chosen of Malar. Although Isarr calls himself the Wolf King, few others in the Wolf Tribe support him in that claim, but the other Wolf clan chieftains are too weak and disorganized to challenge him. Traits Blood Frenzy. Isarr has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Indomitable (3/Day). Isarr can reroll a saving throw he fails. He must use the new roll. Keen Hearing and Smell. Isarr has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack. Isarr makes three melee attacks. Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4+3) piercing damage. If this attack hits, it deals an additional 2d12 piercing damage if the target has no allies it can see within 10 feet of it. Heavy Crossbow. Ranged Weapon Attack : +6 to hit, reach 100/400 ft., one target. Hit: 8 (1d10+3) piercing damage","properties":{"Category":"Monsters","Size":"Medium","Type":"human","Alignment":"chaotic evil","Expansion":6331,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Isarr Kronenstrom","description":"Although Isarr calls himself the Wolf King, few others in the Wolf Tribe support him in that claim, but the other Wolf clan chieftains are too weak and disorganized to challenge him. Tribe of the Wolf The Wolf Tribe has been without a king or queen for years. Its most powerful chieftain, Isarr Kronenstrom, is a psychotic brute who worships Malar the Beast Lord. He hunts Ten-Towners for sport, bathes in their blood, and strikes fear into the hearts of his enemies. Several members of Isarr’s clan have deserted him or been killed off, but the few that remain are fiercely loyal. They believe, incorrectly, that he’s the Chosen of Malar. Traits Blood Frenzy. Isarr has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Indomitable (3/Day). Isarr can reroll a saving throw he fails. He must use the new roll. Keen Hearing and Smell. Isarr has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack. Isarr makes three melee attacks. Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, plus 13 (2d12) piercing damage if the target has no allies it can see within 10 feet of it. Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":27909,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Island Archer","description":"Island Residents Those who live in the Aetherial Expanse are survivors who’ve learned to endure within this beautiful but dangerous place. Many have basic combat training, making them tougher than the average commoner. Island Archer Islanders with a steady aim are well-regarded members of island militias.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"Humanoid","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Ismenios","description":"The hydra is a beast of vicious hunger and amazing regenerative powers, renowned for its ability to sprout two new heads when one is decapitated. Resembling a collection of snapping serpents atop a thick, coiling lower body that can run up to 20 feet long, these hydras are brutish menaces, lairing in the clammy backwaters of the world and devouring any creature smaller than themselves. The hydra’s scales are as varied in hue as those of any species of snake, from glossy to dull and from greenish black to crimson, often marked with patterns of stripes, diamonds, and patchworks of color. Some hydras have heads that are more fanged and viperlike, with smooth and supple scales, while others have rugged hides that are leathery in texture, and elongated crocodilian or even draconic visages. Regardless, most hydras possess brightly colored frills or crests, traits they take great pride in and use to intimidate prey as well as to scare off potential predators. Though not good at hiding, hydras are smart enough to wait in pools of water in their natural swampy habitat, concealing most of their body and appearing to be nothing more than a large snake (they usually array their heads in different directions so they can look all around without appearing to be a snake den). They charge at any creature big enough to eat and may focus their attacks on one creature or split them up if they’re taking damage from multiple enemies. Ismenios. These hydras are three-headed serpents, lacking legs and with wholly snake-like lower bodies. They are also rare among their hydra kin in that their heads do not die and regrow, but rather the ismenios can split its entire body when cleaved with a blade, forming two entirely two monstrosities to devour their prey before conjoining back together to digest their victims. Lernaean. Unlike their lesser hydra kin, lernaean hydras are nigh-immortal. Their progenitors could not be killed by any mortal means, only buried alive, but those known today can be slain with great difficulty. Lernaean hydras are also infused with a deadly venom, polluting the waters near their lair and entire lakes and rivers if left unchecked, and threatening toxic and deadly danger to any who dare to challenge them.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":30635,"Challenge Rating":6},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Isonade","description":"The isonade’s gargantuan thrashing tail is lined with cruelly hooked barbs, and it delights in destruction. When it approaches a coastal village, its tail shoots high into the air from beneath the waves, and it smashes all ships, docks, and nets in its path. Coastal Destroyer. The isonade is a beast of destruction, sweeping away entire islands and villages. It wrecks seaside communities with battering winds and carves coastlines with its powerful magic. Though not very intelligent, it singles out a community and tries to lure residents into the waves with its animal messenger ability, sending gulls bearing confused riddles, grand promises, and eerie noises to the townsfolk. Ocean Sacrifices. When coastal villagers suffered from a hurricane or tsunami, they fell back on folklore and blamed the stirrings of the dreaded isonade. To some, appeasing a leviathan such as this makes sense. Some say that a degenerate group seeks to draw the beast forth by sailing from sight of land and dumping a long chain of bound and screaming sacrifices into the lightless depths of the sea. Enormous Age and Size. The isonade is more than 45 feet long. The beast’s age is unknown, and many coastal bards tell some version of the legend—some believe it is the last of its kind, others believe that a small group of isonade remains. Traits Atmospheric Immunity: The isonade can comfortably exist at any level of the sea and suffers no penalties at any depth. Magic Resistance: The isonade has advantage on saving throws against spells and other magical effects. Water Breathing: The isonade can breathe only underwater. Innate Spellcasting: The isonade’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: animal messenger 3/day each: control water, earthquake 1/day each: control weather, storm of vengeance, tsunami Actions Multiattack: The isonade makes one tail slap attack and one bite attack. Bite: Melee Weapon Attack : +14 to hit, reach 15 ft., One target. Hit : 42 (5d12 + 10) Piercing damage and on hit, the target is grappled, escape DC 20. If the target was already grappled from a previous bite, it’s also swallowed whole, see below. Tail Slap: Melee Weapon Attack : +14 to hit, reach 15 ft., One target. Hit : 31 (6d6 + 10) Bludgeoning damage. Breach: The isonade leaps out of the water to crash down onto a target with devastating effect. The isonade must move 30 feet in a straight line toward its target before jumping. When jumping, the isonade travels up to 30 feet through the air before landing. Any creature occupying the space where the isonade lands takes 76 (12d10 + 10) bludgeoning damage and becomes submerged 10 feet below the surface of the water. Targets that make a successful DC 20 Strength saving throw take half damage and are not submerged, but are moved to the nearest unoccupied space. Boats and structures are not immune to this attack. Swallow Whole: When the isonade’s bite attack hits a target grappled from a previous bite attack, the target is also swallowed. The grapple ends, but the target is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 36 (8d8) acid damage at the start of each of the isonade’s turns. An isonade can have two Large, four Medium, or six Small creatures swallowed at a time. If the isonade takes 40 damage or more from a swallowed creature in a single turn, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Isperia","description":"Isperia is the current guildmaster of the Azorius Senate . As a sphinx, she is aloof and values solitude above all. However, she has been forced to give up her privacy to deal with the increased crime and chaos on Ravnica. Isperia is devoted to her guild’s belief that law is the ultimate bulwark against chaos, and it is her steady hand that guides the Azorius through these uncertain times. As guildmaster, Isperia serves as the supreme judge, a role that takes advantage of her encyclopedic knowledge of Ravnica’s labyrinthine legal system. If an encounter turns violent, Isperia refrains from using lethal force if possible, preferring to subdue a wrongdoing so that the legal system can mete out justice. Isperia’s Traits Ideal: “The law provides direction for every arena of life; it is the only compass I need.” Bond: “I can’t stand by and watch disorder spread through the city. Without the Azorius, Ravnica would collapse. In the absence of order, we must establish it.” Flaw: “If Ravnica didn’t need me, I would prefer to live a life of solitude and contemplation.” Traits Innate Spellcasting. Isperia’s innate spellcasting ability is Wisdom (spell save DC 23). Isperia can innately cast imprisonment twice per day, requiring no material components. Inscrutable. Isperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage. Legendary Resistance (3/Day). If Isperia fails a saving throw, she can choose to succeed instead. Magic Resistance. Isperia has advantage on saving throws against spells and other magical effects. Spellcasting. Isperia is a 15th-level Azorius spellcaster. Her spellcasting ability is Wisdom (spell save DC 23, +14 to hit with spell attacks). Isperia has the following cleric spells prepared: Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy 1st level (4 slots): command, detect evil and good, ensnaring strike, sanctuary, shield of faith 2nd level (3 slots): arcane lock, augury, calm emotions, hold person, silence, zone of truth 3rd level (3 slots): bestow curse, clairvoyance, counterspell, dispel magic, tongues 4th level (3 slots): divination, locate creature 5th level (2 slots): dispel evil and good, scrying 6th level (1 slot): word of recall 7th level (1 slot): divine word 8th level (1 slot): antimagic field Actions Multiattack. Isperia makes two claw attacks. She can cast a spell with a casting time of 1 action in place of one claw attack. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) slashing damage. If the target is a creature, it must succeed on a DC 23 Wisdom saving throw or take 14 (4d6) psychic damage after each attack it makes against Isperia before the start of her next turn. Supreme Legal Authority. Isperia chooses up to three creatures she can see within 90 feet of her. Each target must succeed on a DC 23 Intelligence saving throw or Isperia chooses an action for that target: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object. The affected target can’t take that action for 1 minute. At the end of each of the target’s turns, it can end the effect on itself with a successful DC 23 Intelligence saving throw. A target that succeeds on the saving throw becomes immune to Isperia’s Supreme Legal Authority for 24 hours. Legendary Actions Isperia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Isperia regains spent legendary actions at the start of her turn. Claw Attack. Isperia makes one claw attack. Cast a Spell (Costs 2 Actions). Isperia casts a spell of 3rd level or lower from her list of prepared spells, using a spell slot as normal. Supreme Legal Authority (Costs 3 Actions). Isperia uses Supreme Legal Authority.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"lawful neutral","Expansion":7,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Istarian Drone","description":"Istarian drones are ancient Constructs made of marble and gleaming metal inlaid with crystals that flash with sparks of electricity. Created to build the fantastic structures that once marked the glory of Istar, these drones resemble short, stout mantises. They have four scuttling insectile legs and barbed, scythe-shaped arms for carrying and placing building materials. The drones create a viscous gel that hardens into crystalline mortar, which they can repurpose to restrain attackers. Traits Spider Climb. The drone can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Unusual Nature. The drone doesn’t require air, food, drink, or sleep. Actions Multiattack. The drone makes two Claw attacks. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 4 (1d8) lightning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The drone has two claws, each of which can grapple only one target. Crystalline Spit (Recharge 5–6). The drone spits crackling gel in a line 5 feet wide and 20 feet long. Each creature in the line must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 14 (4d6) lightning damage and is restrained by the gel, which hardens into crystal. The creature is restrained until the crystal is destroyed. The crystal has AC 15, 15 hit points, immunity to poison and psychic damage, and vulnerability to thunder damage. On a successful save, the creature takes half as much damage and isn’t restrained.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":17925,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Istrid Horn","description":"The Doom Raiders The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called “dooms” by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies. Istrid Horn Istrid is regarded as the Black Network’s Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending operation out of a heavily guarded warehouse in the Dock Ward, offering loans to those in need of coin. Her interest rates are comparable to those of her competitors (including noble families of bankers such as the Cassalanters and the Irlingstars), but the penalties for not paying back Istrid’s loans are severe. Istrid worships Vergadain, the dwarven god of wealth and luck. She likes having others indebted to her, and she employs thugs and enforcers to collect on her loans. If those resources prove inadequate, Istrid can call on her old adventuring companions for assistance. Traits Dwarven Resilience. Istrid has advantage on saving throws against being poisoned. Spellcasting. Istrid is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): light, mending, sacred flame, spare the dying 1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith 2nd level (3 slots): lesser restoration, magic weapon, hold person, silence, spiritual weapon 3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk 4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin 5th level (1 slot): flame strike, mass cure wounds, hold monster Actions Multiattack. Istrid makes two melee attacks. Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage. Treasure Sense (3/Day). Istrid magically pinpoints precious metals and stones, such as coins and gems, within 60 feet of her.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"neutral evil","Expansion":7393,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Ithu'rath","description":"When I return you to your primal state, you will thank me and then beg to serve. You will help others see that the only way forward is a return to the ancient times. Ithu’rath the All-Seeing Ithu’rath (ith-YOU-rath), called the All-Seeing by the slime servants who worship them as a living god, stole forth from ocean depths centuries ago to conquer humanoid lands. The olothec followed the courses of lakes and rivers across a half-dozen realms, leaving death and mayhem in their wake. But upon arriving at the remains of Castle Wrathrock, a war-shattered lakeside ruin, the olothec recognized a home suitable for enacting their long-term plan for dominion. Over the decades since, Ithu’rath has been breeding an army of slime servants in the flooded caverns beneath Wrathrock, preparing for a day when their army will spill forth to seize the rich lands nearby. A humanoid gang known as the Havoc Host serves the olothec; in exchange for the promise of power in the new order, the gang smuggles slime servant agents into caverns and waterways beneath nearby settlements. Explorers who slip past Wrathrock’s slime servant patrols must navigate the collapsing tunnels and passageways that fill the castle. These treacherous halls are all coated with thick slime, allowing Ithu’rath to use their swimming speed to hunt intruders in their lair. Traits Amphibious. Ithu’rath can breathe air and water. Immutable Form. Ithu’rath is immune to any power, spell, or effect that would alter their form. Slimy Resistance ( 3 /Day). When Ithu’rath fails a saving throw, they can succeed on the save by channeling the power of their protective slime. Until the end of Ithu’rath’s next turn, creatures have advantage on the saving throw for Ithu’rath’s Devolving Tentacle attack. Supernatural Resistance. Ithu’rath has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. Ithu’rath makes six Devolving Tentacle attacks and uses Piscine Transformation. Devolving Tentacle. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 16 (3d6 + 6) piercing damage. The first time a creature is hit with this attack on a turn, they must succeed on a DC 19 Constitution saving throw or be injected with a degenerative psionic slime (save ends at end of turn). While slimed, each time the creature makes an attack roll or an ability check, they must roll a d4 and subtract the number rolled from the d20 roll. At the end of a slimed creature’s turn, the size of the subtracted die increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on, to a maximum of d12. The cure ailment power or lesser restoration spell also ends this effect. *Piscine Transformation ( 3 rd-Order Power). Ithu’rath targets a creature with a head, legs, or torso they can see within 60 feet of them, blasting them with a pulse of transformational energy. The target must succeed on a DC 19 Wisdom saving throw or undergo one of the following transformations of the Ithu’rath’s choice: Head. The target’s head transforms into the head of a fish, proportionately sized for their body. They can’t speak. Legs. The target’s legs become fins. Their walking speed is reduced to 10 feet (unless their walking speed is slower), and they gain a swimming speed of 30 feet. Torso. The target’s torso becomes the body of a fish with gills. They can only breathe water and can hold their breath for 1 hour. If the target isn’t underwater when this transformation takes effect, they begin suffocating. The transformation lasts until a cure ailment power of 4th order or higher or the greater restoration spell affects the target. A target who suffers all three transformations at once is permanently transformed into a hybrid fishlike creature and can only be returned to their original form by a wish spell or similar supernatural effects. Bonus Actions Jaunt ( 3 rd-Order Power). Ithu’rath teleports 30 feet to an unoccupied space they can see. Reactions *Liquefy ( 3 rd-Order Power). When a creature within 30 feet of Ithu’rath hits them with an attack, Ithu’rath can psionically barrage that creature. That creature must succeed on a DC 19 Constitution saving throw or be pushed 5 feet away from Ithu’rath and be restrained until the end of the creature’s next turn, as their lower body temporarily melts into an immovable goo. Villain Actions Ithu’rath has three villain actions. They can take each action once during an encounter after an enemy’s turn. They can take these actions in any order but can use only one per round. Action 1 : Skeletal Collapse. Ithu’rath targets one or more creatures with a skeleton within 60 feet of them, attempting to temporarily melt their ligaments. Each target must succeed on a DC 19 Constitution saving throw or take 18 (4d8) necrotic damage and have disadvantage on Strength- and Dexterity-based ability checks, attack rolls, and saving throws for 1 minute (save ends at end of turn). Action 2 : Psychic Pulse. Ithu’rath channels a pulse of telekinetic energy to scour and harry their foes. Each enemy within 60 feet of Ithu’rath must succeed on a DC 19 Strength saving throw or take 18 (4d8) force damage and be moved up to 30 feet in any direction. Action 3 : Slime Storm. Ithu’rath unleashes a cloud of transformative slime. Each creature within 60 feet of Ithu’rath who isn’t an olothec or a slime servant must make a DC 19 Constitution saving throw. On a failed save, a target takes 45 (10d8) piercing damage and is blinded until the end of their next turn as their eyes temporarily turn into insectoid feelers. On a successful save, a target takes half as much damage and isn’t blinded.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Chaotic Evil","Expansion":25493,"Challenge Rating":16},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ithu'rath","description":"Traits Amphibious. Ithu’rath can breathe air and water. Immutable Form. Ithu’rath is immune to any power, spell, or effect that would alter their form. Slimy Resistance ( 3 /Day). When Ithu’rath fails a saving throw, they can succeed on the save by channeling the power of their protective slime. Until the end of Ithu’rath’s next turn, creatures have advantage on the saving throw for Ithu’rath’s Devolving Tentacle attack. Supernatural Resistance. Ithu’rath has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. Ithu’rath makes six Devolving Tentacle attacks and uses Piscine Transformation. Devolving Tentacle. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 16 (3d6 + 6) piercing damage. The first time a creature is hit with this attack on a turn, they must succeed on a DC 19 Constitution saving throw or be injected with a degenerative psionic slime (save ends at end of turn). While slimed, each time the creature makes an attack roll or an ability check, they must roll a d4 and subtract the number rolled from the d20 roll. At the end of a slimed creature’s turn, the size of the subtracted die increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on, to a maximum of d12. The cure ailment power or lesser restoration spell also ends this effect. *Piscine Transformation ( 3 rd-Order Power). Ithu’rath targets a creature with a head, legs, or torso they can see within 60 feet of them, blasting them with a pulse of transformational energy. The target must succeed on a DC 19 Wisdom saving throw or undergo one of the following transformations of the Ithu’rath’s choice: Head. The target’s head transforms into the head of a fish, proportionately sized for their body. They can’t speak. Legs. The target’s legs become fins. Their walking speed is reduced to 10 feet (unless their walking speed is slower), and they gain a swimming speed of 30 feet. Torso. The target’s torso becomes the body of a fish with gills. They can only breathe water and can hold their breath for 1 hour. If the target isn’t underwater when this transformation takes effect, they begin suffocating. The transformation lasts until a cure ailment power of 4th order or higher or the greater restoration spell affects the target. A target who suffers all three transformations at once is permanently transformed into a hybrid fishlike creature and can only be returned to their original form by a wish spell or similar supernatural effects. Bonus Actions Jaunt ( 3 rd-Order Power). Ithu’rath teleports 30 feet to an unoccupied space they can see. Reactions *Liquefy ( 3 rd-Order Power). When a creature within 30 feet of Ithu’rath hits them with an attack, Ithu’rath can psionically barrage that creature. That creature must succeed on a DC 19 Constitution saving throw or be pushed 5 feet away from Ithu’rath and be restrained until the end of the creature’s next turn, as their lower body temporarily melts into an immovable goo. Villain Actions Ithu’rath has three villain actions. They can take each action once during an encounter after an enemy’s turn. They can take these actions in any order but can use only one per round. Action 1 : Skeletal Collapse. Ithu’rath targets one or more creatures with a skeleton within 60 feet of them, attempting to temporarily melt their ligaments. Each target must succeed on a DC 19 Constitution saving throw or take 18 (4d8) necrotic damage and have disadvantage on Strength- and Dexterity-based ability checks, attack rolls, and saving throws for 1 minute (save ends at end of turn). Action 2 : Psychic Pulse. Ithu’rath channels a pulse of telekinetic energy to scour and harry their foes. Each enemy within 60 feet of Ithu’rath must succeed on a DC 19 Strength saving throw or take 18 (4d8) force damage and be moved up to 30 feet in any direction. Action 3 : Slime Storm. Ithu’rath unleashes a cloud of transformative slime. Each creature within 60 feet of Ithu’rath who isn’t an olothec or a slime servant must make a DC 19 Constitution saving throw. On a failed save, a target takes 45 (10d8) piercing damage and is blinded until the end of their next turn as their eyes temporarily turn into insectoid feelers. On a successful save, a target takes half as much damage and isn’t blinded.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Chaotic Evil","Expansion":28288,"Challenge Rating":16},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Ivaril","description":"Members of the Shadow Technocracy created the ivaril using a twisted form of esper forging. Hive Intelligence. Individually, ivaril function no differently than a semi-autonamous drone. However, each one has an evolving artificial intelligence and a modular, transforming frame. When a large enough group of them gather into a swarm, they form a collective hive-mind, granting them both greater intelligence and coordination as a unit. A large group or multiple swarms can merge into a single form with the combined functionality of a powerful machine, capable of performing its own techniques similar to esper forging. All of these collective intelligences can communicate with each other across the galaxy, sharing experiences, memories, and acquired data. Ivaril communicate with each other in their own code but can also communicate verbally as a collective using multiple harmonic frequencies that synthesize into a \"voice\". When speaking with others, they often using plural identifers such as we , us , and our . Spawn of the Technocrats. Many ivaril collectives serve the Technocracy directly, while others are commonly found in regions left in the wake of the Technocrats' passing. Being self-aware, they often adopt the ideology of their creators, viewing themselves as part of the next evolutionary stage of life in the galaxy. An Ivaril Hive. Ivaril often lair within or beneath urban or technological ruins. They can also have hives in technologically advanced areas specifically built for them, such as the holds within a Technocracy fortress. Ivaril These tiny robotic structures are rarely found on their own. Their intelligence is extremely limited, leaving them unable to communicate verbally. They have a retractable tool in their head equipped with a plasma cutter.","properties":{"Category":"Monsters","Size":"Tiny","Type":"automaton","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Ivaril Destroyer","description":"Ivaril Members of the Shadow Technocracy created the ivaril using a twisted form of esper forging. Hive Intelligence. Individually, ivaril function no differently than a semi-autonamous drone. However, each one has an evolving artificial intelligence and a modular, transforming frame. When a large enough group of them gather into a swarm, they form a collective hive-mind, granting them both greater intelligence and coordination as a unit. A large group or multiple swarms can merge into a single form with the combined functionality of a powerful machine, capable of performing its own techniques similar to esper forging. All of these collective intelligences can communicate with each other across the galaxy, sharing experiences, memories, and acquired data. Ivaril communicate with each other in their own code but can also communicate verbally as a collective using multiple harmonic frequencies that synthesize into a \"voice\". When speaking with others, they often using plural identifers such as we , us , and our . Spawn of the Technocrats. Many ivaril collectives serve the Technocracy directly, while others are commonly found in regions left in the wake of the Technocrats' passing. Being self-aware, they often adopt the ideology of their creators, viewing themselves as part of the next evolutionary stage of life in the galaxy. An Ivaril Hive. Ivaril often lair within or beneath urban or technological ruins. They can also have hives in technologically advanced areas specifically built for them, such as the holds within a Technocracy fortress. Ivaril Destroyer These mass collectives are often found near the ivaril hive or acting under the command of a powerful being such as a Shadow Technocrat. Their collective intelligence makes them less susceptible to control or effects that would otherwise harm less advanced constructs. Lair Actions On initiative count 20 (losing initiative ties), an ivaril destroyer takes a lair action to cause one of the following effects: A tangled mass of wires and cables erupts in a 20-foot radius centered on a point on the ground or wall that the destroyer can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the debris. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The wires and cables fall to the ground motionless when the destroyer uses this lair action again or when the destroyer dies. Electricity arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the destroyer can see. They must be within 120 feet of the destroyer and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"automaton","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":16},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Ixion","description":"Centaur, Ixion Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies borrow the colorations of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble. Thus, while an average centaur stands over 7 feet tall and weights upward of 2,000 pounds, there are vast regional variations—from lean plains-runners to burly mountain hunters. Centaurs typically live to be about 60 years old. Isolationist. Aloof with other races and at odds even with their own kind, ixions are ancient lines of the centaur race only slowly coming to accept the modern world. While many centaurs have become more cosmopolitan in their outlook and engaged with other races, ixions inhabit the depths of vast prairies or the fringes of eldritch forests, holding firm to the isolationist ways of their ancestors. They are sometimes considered outdated relics and shunned by other centaurs, but keep their own counsel and drive away outsiders who trespass into lands they claim. Their sometimes-violent resistance to engagement with other races leads many other races to remain wary of centaurs, keeping alive legends of territorial beastmen and the regular, violent encounters the centaurs have with stubborn settlers and expansionist countries.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":30635,"Challenge Rating":2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Ixitxachitl","description":"Ixitxachitl (pronounced ick- zit -zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their “wings” and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname “demon rays.” They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them. Struggle for Survival. Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures. All Consuming. Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory. Demon Worshipers. The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Ixitxachitl","description":"Ixitxachitl (pronounced ick-zit-zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their “wings” and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname “demon rays.” They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them. Struggle for Survival. Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures. All Consuming. Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Reactions Barbed Tail. When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"chaotic evil","Expansion":20544,"Challenge Rating":"1/4"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Ixitxachitl Cleric","description":"Ixitxachitl (pronounced ick- zit -zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their “wings” and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname “demon rays.” They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them. Struggle for Survival. Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures. All Consuming. Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory. Demon Worshipers. The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Iymrith the Dragon","description":"The treacherous Iymrith is an ancient blue dragon, with the following changes: She speaks Giant and Terran in addition to Common and Draconic. She gains the Innate Spellcasting trait and the Change Shape action option, both described below. When she casts her stone shape spell, Iymrith can shape the targeted stone into a living gargoyle instead of altering the stone as described in the spell's description. This transformation is permanent and can't be reversed or dispelled. Traits Innate Spellcasting. Iymrith's spellcasting ability is Charisma (spell save DC 20). Iymrith's stone shape can create a living gargoyle instead of altering stone as described in the spell description. She can innately cast the following spells, requiring no material components: 1/day each: counterspell, detect magic, ice storm, stone shape, teleport Legendary Resistance (3/Day). If Iymrith fails a saving throw, she can choose to succeed instead. Change Shape. Iymrith magically polymorphs into a female storm giant or back into her true form. She reverts to her true from if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Iymrith's choice). In storm giant form, Iymrith retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics are otherwise replaced by those of the new form. Actions Multiattack. Iymrith can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Frightful Presence. Each creature of Iymrith's choice that is within 120 feet of Iymrith and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Iymrith's Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5-6). Iymrith exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions Iymrith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Iymrith regains spent legendary actions at the start of her turn. Detect. Iymrith makes a Wisdom (Perception) check. Tail Attack. Iymrith makes a tail attack. Wing Attack (Costs 2 Actions). Iymrith beats her wings. Each creature within 15 feet of Iymrith must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. Iymrith can then fly up to half her flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"lawful evil","Expansion":7387,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Izek Strazni","description":"Izek and his sister were born in Vallaki. One morning, their father and their uncle took them fishing on Lake Zarovich. On the way back to town, a dire wolf attacked Izek and bit off his right arm. His father carried Izek back to town while his uncle distracted the beast. His sister ran and hid in the woods and was never seen again. Unlike his sister, Izek was born without a soul. As time wore on, he forgot his lost sister and learned to cope with his disability. Orphaned Killer. Izek's parents succumbed to their grief, leaving him an orphan. He became a sociopath. Other children ruthlessly mocked him because of his dead family and his missing arm, but he was a large boy and had no trouble killing them and disposing of their bodies. He was eventually caught in the act and brought to the burgomaster. Instead of punishing the boy for his crimes, Baron Vallakovich pardoned Izek and took him into his home. Izek has been loyal to the burgomaster ever since, enjoying the power of his position and the comforts of his master's mansion. When he isn't enforcing the burgomaster's will, Izek drinks copious amounts of wine. Fiendish Gift. After years of doing Baron Vallakovich's dirty work, Izek awakened from a drunken stupor one morning to find that he had grown a new arm to replace the one he had lost. The new appendage has barbed spines, elongated fingers, and long nails. He can create fire with the snap of his fiendish fingers and has used the flames to put the fear of the devil in every Vallakian. Doll Collector. Perhaps more disturbing than his fiendish arm and his murderous nature is Izek's collection of dolls, which he keeps in his bedroom in the burgomaster's mansion. Izek often has dreams of a beautiful young woman, and for years he has forced a local toymaker named Gadof Blinsky to craft dolls in her likeness. The woman is Ireena Kolyana, although Izek doesn't know her name. Family Is Forever. Izek has dreams of Ireena. If he spots her, he tries to take her by force to the burgomaster's mansion. If he succeeds, he holds her captive in his bedroom (chapter 5, area N3j). Unknown to Izek and Ireena, they are brother and sister. Ireena fled after Izek was attacked by the dire wolf and became lost in the woods. She wandered for days in shock until she was found and adopted by Kolyan Indirovich in the village of Barovia. Izek covets her in an unwholesome way and won't allow anyone or anything to come between them. Izek Stranzi's Traits Ideal. \"Fear is a powerful weapon. I use it to get what I want.\" Bond. \"I am loyal to my master, Baron Vallakovich, for he brought me into his home. I owe him my life, but he isn't family.\" Flaw. \"I would do anything, kill anything, to find my sister.\" Traits Brute. A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack). Actions Multiattack. Izek makes two attacks with his battleaxe. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) when used with two hands. Hurl Flame. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it catches fire.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7388,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Jaanavar Jal","description":"The massive white worm opens its gaping maw, revealing two square teeth, and spews flaming oil onto its prey. Exploding out of the river, the jaanavar jal, also known as the burning beast, is the scourge of the slow-moving rivers of the East. Though dim-witted, jaanavar jal is a canny predator who consumes anything it can catch. River Ambusher. The jaanavar jal is known to ambush herd animals, fishermen and even whole boats, spewing flaming oil from its gaping maw to roast its prey before feasting. Valuable Oils. The glands that produce the flaming oil (naphtha) are prized among the alchemists of the East. The brave, or perhaps foolish, hunters who manage to bring down a burning beast can make their fortunes with a single kill.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Jabberwock","description":"A jabberwock is a solitary, temperamental predator that haunts pristine forests and ancient ruins. Accurate descriptions of jabberwocks are difficult to come by, because the rare survivors of an encounter with one retain only a confused impression of its parts and not a sense of the whole. Pieced-together accounts describe it as a sinewy, dragon-like creature that can walk on its hind legs as easily as it travels on all four. Its eyes can emit fiery beams. Once a jabberwock has chosen its target, it concentrates its attacks on that target until the victim is killed (and devoured), until the jabberwock is killed, or until the target escapes using teleportation magic or other means. If a jabberwock is slain, another one appears 3d8 years later, materializing within a thousand miles of where the old one perished. No immature jabberwock has ever been sighted, and the creature does not appear to age. Traits Confusing Burble. The jabberwock burbles to itself unless it is incapacitated. Any creature that starts its turn within 30 feet of the jabberwock and is able to hear its burbling must make a DC 18 Charisma saving throw. On a failed saving throw, the creature can’t take reactions until the start of its next turn, and it rolls a d4 to determine what it does during its current turn: 1–2. The creature does nothing. 3. The creature does nothing except use all its movement to move in a random direction. 4. The creature either makes one melee attack against a random creature it can see or does nothing if no visible creature is within its reach. Legendary Resistance (3/Day). If the jabberwock fails a saving throw, it can choose to succeed instead. Regeneration. The jabberwock regains 10 hit points at the start of its turn. If the jabberwock takes slashing damage, this trait doesn’t function at the start of its next turn. The jabberwock dies only if it starts its turn with 0 hit points and doesn’t regenerate. Uncanny Tracker. The jabberwock can unerringly track any creature it has wounded in the last 24 hours, and it knows the distance and direction to its quarry as long as the two of them are on the same plane of existence. Actions Multiattack. The jabberwock makes two Rend attacks. Rend. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit : 10 (1d10 + 5) bludgeoning damage. Fiery Gaze (Recharge 5–6). Unless it is blinded, the jabberwock emits a 120-foot-long, 5-foot-wide line of fire from its eyes. Each creature in that line must make a DC 18 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions The jabberwock can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The jabberwock regains spent legendary actions at the start of its turn. Tail Attack. The jabberwock makes one Tail attack. Rend Attack (2 Actions). The jabberwock makes one Rend attack. Wing Attack (3 Actions). The jabberwock beats its wings. Each creature within 10 feet of the jabberwock must succeed on a DC 18 Dexterity saving throw or take 8 (1d6 + 5) bludgeoning damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"typically chaotic evil","Expansion":11857,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Jabberwock","description":"Few beasts have inspired as many legends, poems, songs, and myths in as many cultures, as this bizarre draconic creature. The jabberwock hails from the fey realm of the First World and is part of a group of powerful First World creatures known collectively as the Tane. That the so-called “lesser jabberwocks” are still among the most powerful creatures from the First World speaks volumes to the danger a true jabberwock presents. Regardless of its level of power, a jabberwock appears the same as a long-necked, four-legged reptilian creature with immense teeth, large wings, bulging yellow eyes, and a long draconic tail. Jabberwock Traits Jaws That Bite. The jabberwock’s bite attack scores a critical hit on a roll of 19 or 20. Legendary Resistance (3/Day). If the jabberwock fails a saving throw, it can choose to succeed instead. Magic Resistance. The jabberwock has advantage on saving throws against spells and other magical effects. Planar Acclimation. The jabberwock treats the plane it is currently on as its native plane. Vorpal Fear. If the jabberwock takes damage from a vorpal sword , it becomes frightened until the end of its next turn. Whiffling. The jabberwock can use a bonus action when it flies or makes a wing attack during its turn, causing severe winds in a 30-foot radius around it. These winds move outward from the jabberwock and last until the start of its next turn. All other creatures besides the jabberwock within the area of effect move as if in difficult terrain and must succeed at a DC 24 Strength (Athletics) check to move toward the jabberwock. Actions Multiattack. The jabberwock uses Manxome Foe, then makes one bite attack and two claw attacks. Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10+10) piercing damage. Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (3d6+10) slashing damage. Burble (Recharge 5–6). The jabberwock creates a blast of strange noises and shouted nonsense in the various languages it knows (and invariably some languages it doesn’t know), creating one of the following effects. Burble (Maddening). Each creature within 60 feet of the jabberwock must succeed on a DC 21 Wisdom saving throw or be subjected to the effects of confusion for 1 minute. Burble (Thundering). Each creature in a 60-foot cone must make a DC 21 Constitution saving throw. On a failure, a creature takes 87 (25d6) thunder damage, is stunned until the end of the jabberwock’s next turn, and is deafened for 1 minute. A creature that succeeds takes half as much damage and does not become deafened and stunned. Eyes of Flame. Ranged Attack: +14 to hit, range 60/120 ft., two targets within 30 feet of each other. Hit: 56 (16d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Manxome Foe. The presence of a jabberwock is terrifying to its enemies. Each creature of the jabberwock’s choice that is within 120 feet of the jabberwock and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the jabberwock’s Manxome Foe for the next 24 hours. Reactions Claws That Catch. If a creature within 10 feet of the jabberwock takes the Use an Object action, moves from its square, or makes a ranged attack, the jabberwock can make a claw attack against the creature. If the attack hits, the target is incapacitated and unable to move until the start of its next turn. Legendary Actions The jabberwock can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The jabberwock regains spent legendary actions at the start of its turn. Detect. The jabberwock makes a Wisdom (Perception) check. Eyes of Flame (Costs 3 Actions). The jabberwock makes an Eyes of Flame attack. Wing Attack (Costs 2 Actions). The jabberwock beats its wings. Each creature within 20 feet of the jabberwock must succeed on a DC 21 Dexterity saving throw or take 24 (4d6+10) bludgeoning damage and be knocked prone. The jabberwock can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":23},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Jack of Strings","description":"Clad in fine clothes of black and red, the tall, slim figure steps forward. With a clawed hand grasping a crossbar, it makes its eyeless marionette dance. A chuckle of cruel delight escapes its fanged maw as a nearby observer suddenly rises and spasmodically mimics the dance. Court Entertainers and Punishers. A jack of strings uses its collection of marionettes to amuse shadow fey courts. It is adept at tailoring its performances to the crowd, switching effortlessly between charming plays, ribald performances, satirical pantomimes, and terrifying tales. During these performances, the jack of strings can take control of a creature in the audience to enact justice in the form of humiliation, torture, or even death. The jack is sometimes hired by fey nobility to enact such justice on rivals. Uncanny Valley. The jack of strings takes control of its victims by establishing a link between the victim and one of its marionettes. When it establishes the link, the marionette becomes lifelike while the jack’s victim takes on a wooden appearance. The puppet gains the victim’s eyes, which disappear from the victim’s face. Masters of Puppets. Jacks of strings have several marionettes at their disposal. Aside from the first, which it painstakingly crafts itself, the jack’s puppets derive from victims who perish while linked to the jack’s puppet. Jacks harvest their prey in the mortal realm under the guise of a traveling entertainer and typically target people who won’t be missed.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Jack-o'-Lantern","description":"A jack-o'-lantern resembles a horrifying 7-foot-tall scarecrow with gangly limbs and a head that of a carved and lit pumpkin. It haunts the edges of remote towns and seldomly used forest paths and trails, terrorizing townsfolk and lonely travelers. It particularly enjoys tormenting and toying with its victims for a prolonged period before murdering them. Spirit-Powered Constructs. The jack-o'-lantern is an animated construct, powered by the bound spirit of evil, mischievous, and greedy humanoids. It is said that the first jack-o'-lantern was born from a bard who outwitted a powerful fey it earlier made a pact with. After the bard got older and was about to die of old age, the same fey captured his soul and infused it with a pumpkin-headed scarecrow. The peace of eternal rest stolen from it, the spirit became insane and turned its rage towards those it could. Greater and Legendary Versions. Witches and powerful fey such as hags usually bind jack-o'-lanterns with the spirits of those who broke agreements or tried to trick them, turning them into loyal minions who do their bidding. When a jack-o'-lantern is freed from its servitude and left to wander, especially if the bound spirit was that of a bard, it may continue to grow in power and knowledge. If left unchecked, become a dangerous threat to communities. Traits Illumination. The jack-o'-lantern sheds bright light in a 5-­foot radius and dim light for an additional 5 feet. The jack-o'-lantern can use a bonus action to switch its Illumination active or off. Actions Multiattack. The jack-o'-lantern uses Terrifying Glare. It then makes two Claw attacks or uses Spellcasting. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 7 (2d6) psychic damage and the target has disadvantage on saving throws until the end of the jack-o'-lantern's next turn. Terrifying Glare. If its Illumination is active, the jack-o'-lantern targets one creature it can see within 30 feet of it. If the target can see the jack-o'-lantern, the target must succeed on a DC 13 Wisdom saving throw or be magically frightened until the end of the jack-o'-lantern’s next turn. The frightened target is paralyzed. Spellcasting. The jack-o'-lantern casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights, minor illusion, vicious mockery (3d4) 2/day each: charm person, entangle, hideous laughter, suggestion 1/day: phantasmal killer Bonus Actions Misty Step (Recharge 5–6). The jack-o'-lantern teleports up to 30 feet to an unoccupied space it can see. Reactions Unnerving Barb. The jack-o'-lantern imposes disadvantage on an attack roll, ability check, or saving throw made by a visible creature within 30 feet of it, provided the creature can hear and understand the jack-o'-lantern.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Jackal","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Hearing and Smell : The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics : The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated . Actions Bite : Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.","properties":{"Category":"Monsters","AC":12,"HP":"3 (1d6)","CHA":6,"CON":11,"DEX":15,"INT":3,"STR":8,"WIS":12,"Size":"Small","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065359/NS9Vj8haRc3UorUtZOU89Q/original.png","Roll 0":"Bite\n1d20 + 1\n1d4-1","Skills":"Perception +3","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Hearing and Smell\",\"Desc\":\"The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.\"},{\"Name\":\"Pack Tactics\",\"Desc\":\"The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"1\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 - 1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-2","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"-1","data-SizeNum":1,"data-WIS-mod":"+1","Challenge Rating":0,"Passive Perception":13,"data-CrNum":0,"data-AcNum":12,"data-HpNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Jackal","description":"Traits Keen Hearing and Smell : The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics : The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Bite : Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Jackalwere","description":"Ordinary jackals tainted by demonic power, jackalweres haunt roads and trails, waylaying and murdering those they meet. A jackalwere has three physical forms that it shifts between. In its true form, it is indistinguishable from a normal jackal. It can take human form, often appearing gaunt and affecting a wretched demeanor to beg goodwill from strangers. When travelers welcome a jackalwere into their midst, the monster adopts its human-sized hybrid form, with the fur and head of a jackal but standing on two legs as it attacks. Beguilers and Cowards. The demon lord Graz’zt created jackalweres to serve his devoted servants, the lamias. Reaching out from the Abyss, he bestowed jackals with the gift of speech and the ability to assume humanoid forms. A jackalwere is born to lie, and perceptive creatures might notice it wincing in pain when it speaks the truth. A jackalwere prefers to fight alongside jackals and others of its kind. Under the direction of jackalweres, jackals are fierce and loyal companions. Supernatural Servants. Jackalweres kidnap humanoids for their lamia masters, condemning victims to a lifetime of slavery or an agonizing death. A jackalwere’s magical gaze renders a foe unconscious, allowing the monster to bind a creature or drag it away. A jackalwere might also use its gaze to incapacitate a deadly enemy long enough to make good its escape. Traits Shapechanger : The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Keen Hearing and Smell : The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics : The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite (Jackal or Hybrid Form Only) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Scimitar (Human or Hybrid Form Only) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Sleep Gaze : The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere’s gaze for the next 24 hours. Undead and creatures immune to being charmed aren’t affected by it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (shapechanger)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Jackalwere Beguiler","description":"A few jackalweres originate from the Feywild and may exhibit magical abilities. Some of these become warlock tricksters known as beguilers after forming pacts with powerful fey entities, such as hags and members of the Unseelie Court. Traits Keen Hearing and Smell. The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The jackalwere has advantage on an attack roll against a creature if at least one of the warhound's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The jackalwere makes two attacks: one with its Bite and one with its Scimitar. Alternatively, it can make one melee weapon attack and use Beguile or Spellcasting. Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage. Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Beguile. The jackalwere targets one creature it can see within 30 feet of it. If the target can see and hear the jackalwere, it must make a DC 13 Wisdom saving throw. On a failed save, the target takes 10 (3d6) psychic damage and must use its reaction to make a weapon attack against a target that the jackalwere designates. Constructs, Undead, and creatures with immunity to charm are immune to this effect. Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 13 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it. Spellcasting. The satyr casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: dancing lights, eldritch blast (2 beams), friends, mage hand, minor illusion, prestidigitation, vicious mockery (2d4) 3/day (as 4th-level spells): charm person, dimension door, dispel magic, fear, Raulothim's psychic lance, phantasmal force Change Shape. The jackalwere magically transforms into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal), while retaining its game statistics (other than its size). This transformation ends if the jackalwere is reduced to 0 hit points or uses a bonus action to end it. Reactions Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the jackalwere turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Jackalwere Deceiver","description":"Some jackalweres exhibit uncanny intelligence and develop a talent for deception. These jackalwere deceivers become bards and are sent to the College of Whispers by their masters. With their new abilities, these jackalweres are used for the more complex missions of assassination, spreading false information, sabotage, and spying. Jackalwere deceivers will never put themselves at risk unnecessarily, such as physically engaging in a fight. They will always try to outwit or negotiate their way out of a bind. Traits Keen Hearing and Smell. The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The jackalwere has advantage on an attack roll against a creature if at least one of the warhound's allies is within 5 feet of the creature and the ally isn't incapacitated. Psychic Blades (3/Day). The jackalwere deals an extra 10 (3d6) psychic damage when it hits a target with a weapon attack. Actions Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 13 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it. Spellcasting. The jackalwere casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: minor illusion, thunderclap (2d6), vicious mockery (2d4) 1/day each: blindness/deafness, charm person, dissonant whispers, earth tremor, enemies abound, hold person, major image, thunderwave Change Shape. The jackalwere magically transforms into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal), while retaining its game statistics (other than its size). This transformation ends if the jackalwere is reduced to 0 hit points or uses a bonus action to end it. Bonus Actions Dark Whispers. The jackalwere targets one creature within 30 feet of it. If the target can hear the jackalwere, the target must succeed on a DC 13 Charisma saving throw or be frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the jackalwere by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to the jackalwere, the creature can repeat the saving throw. On a success, the effect ends. Reactions Vexing Howl (Recharge 4–6). When a creature within 30 feet of the jackalwere, is visible to the jackalwere, and can hear the jackalwere makes an attack roll but before the outcome is determined, the jackalwere can impose disadvantage to the creature's attack roll. If the attack misses, the creature must succeed on a DC 13 Charisma saving throw or take 13 (3d8) psychic damage and is knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Jackalwere Thug","description":"A typical jackalwere would never attack in the open and will always prefer a more subtle way to get at its intended victims. A jackalwere thug, on the other hand, does not have the patience and will simply ambush its prey or overwhelm it through sheer numbers. They are still cowards though and flee if they feel they cannot win the fight without it costing a lot. They almost always serve the lamia, but some have been employed by night hags, mummy lords, and oni lords. Traits Keen Hearing and Smell. The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The jackalwere deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the jackalwere that isn't incapacitated and the jackalwere doesn't have disadvantage on the attack roll. Actions Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it. Change Shape. The jackalwere magically transforms into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal), while retaining its game statistics (other than its size). This transformation ends if the jackalwere is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Jaculi","description":"A jaculi (pronounced jah-KOO-lee) is a 15-foot-long snake that can alter the color and texture of its scales to camouflage itself. Altering its appearance to resemble wood or stone, it coils around pillars and tree trunks from which it launches itself like a javelin, striking with great force and accuracy. Jaculis are found in damp climates, and their preferred habitats are rainforests and cool dungeons. The shed skin of the jaculi is coveted for use in crafting boots of striding and springing and cloaks of invisibility . Traits Camouflage. The jaculi has advantage on Dexterity (Stealth) checks made to hide. Keen Smell. The jaculi has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage. Spring. The jaculi springs up to 30 feet in a straight line and makes a bite attack against a target within its reach. This attack has advantage if the jaculi springs at least 10 feet.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":7389,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Jaculi","description":"This creature appears in the All Eyes on Chult adventure module! Traits Camouflage. The jaculi has advantage on Dexterity (Stealth) checks made to hide. Keen Smell. The jaculi has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Spring. The jaculi springs up to 30 feet in a straight line and makes a bite attack against a target within reach. This attack has advantage if the jaculi springs at least 10 feet. If the attack hits, the bite deals an extra 7 (2d6) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":23171,"Challenge Rating":"1/2"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Jaculi","description":"A jaculi (pronounced jah-KOO-lee) is a 15-foot-long snake that can alter the color and texture of its scales to camouflage itself. Altering its appearance to resemble wood or stone, it coils around pillars and tree trunks from which it launches itself like a javelin, striking with great force and accuracy. Jaculis are found in damp climates, and their preferred habitats are rain forests and cool dungeons. The shed skin of the jaculi is coveted for use in crafting boots of striding and springing and cloaks of invisibility . Traits Camouflage. The jaculi has advantage on Dexterity (Stealth) checks made to hide. Keen Smell. The jaculi has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Spring. The jaculi springs up to 30 feet in a straight line and makes a bite attack against a target within its reach. This attack has advantage if the jaculi springs at least 10 feet. If the attack hits, the bite deals an extra 7 (2d6) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":31454,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Jaculus","description":"This small dragon has feathered wings on its forearms and powerful legs it uses to cling to trees. The jaculus (plural jaculi), is a draconic predator that roams the forest and jungle looking for valuable objects it can add to its hoard. Also called the javelin snake, a jaculus loves shiny or reflective items, and it is clever enough to identify items of real value. It will fight and kill to take items it desires, which it stashes inside hollow trees far from any forest trail. Leapers. Jaculi are far better jumpers than flyers. They can jump 18 feet horizontally or 12 feet vertically after taking a single 2-foot step. They even climb faster than they fly, so they use their wings to flap clumsily back into the trees only when necessary. Teamwork Thievery. Jaculi are among the least intelligent of the dragons—but they’re still smarter than most humans, and they’re known to pursue cunning and complicated plots to build their hoards. Many traditional tales tell of jaculi in the southern forests working as teams to separate merchants and other travelers from their wealth, figuring out ways to abscond with gems and jewelry before the owners even know they’ve been robbed. Some jaculi may feign docility or even pretend to be friendly and helpful, but wise travelers know that the creatures drop such ruses as soon as they can steal what they’re really after. Traits Spearhead: If the jaculus moves at least 10 feet straight toward a target and hits that target with a jaws attack on the same turn, the jaws attack does an extra 4 (1d8) piercing damage. Actions Multiattack: The jaculus makes one jaws attack and one claws attack. Jaws: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 7 (2d4 + 2) Piercing damage. Claws: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 9 (2d6 + 2) Slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Jade Kirin","description":"Traits Reassembly Protocols. An hour after the jade kirin is destroyed, its pieces slowly begin reassembling themselves. The jade kirin is restored to life with 5 hit points. Regeneration. The jade kirin regains 5 hit points at the start of each of its turns. Actions Multiattack. The jade kirin makes one slam attack and one trample attack. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Before making this attack, the jade kirin can move up to 15 feet if it ends this movement within five feet of a hostile creature. If the attack hits, the target must make a DC 18 Strength saving throw. On a failure, it is pushed 10 feet away from the jade kirin and is knocked prone. Trample. Melee Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage. If this attack hits a prone creature, the creature takes an additional 10 (3d6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"lawful neutral","Expansion":25901,"Challenge Rating":6},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Jade Storm","description":"Jade Storm was raised as an orphan on a pirate ship, which put him to work the hardest tasks requiring raw strength. The silent half-giant was never given a weapon and grew up practicing and creating his own unarmed fighting style that he advanced to a level where he could harden his body to become tough like stone. In the meantime, he revered the winds of the open sea and awakened his storm giant heritage to become a devoted druid of the storms. He eventually escaped his captivity and met the halfling Gixx Shortpebble when the two were gangpressed into a pirate ship, the Black Barracuda. The pair fomented a well-planned mutiny and managed to capture the ship. He had many adventures as the first mate of many ships under Captain Gixx until the two retired to live a relatively safer life of smuggling, exploring, and adventuring aboard the Sated Contessa. ","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":26071,"Challenge Rating":9},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Jade Tigress","description":"Lawful evil human monk (age 40) Jade Tigress is a powerfully built woman whose body has been honed by intense physical training. She is rugged in appearance, with jet-black hair, hazel eyes, and a long, thin scar running across her right cheek. She matches the description of one of the thieves who infiltrated Candlekeep. Personality Trait . “Nothing can shake my faith in Bak Mei.” Ideal . “I do what I must. The authority of the temple is to be obeyed.” Bond . “I owe my life to Bak Mei. He took me in when my parents left me for dead.” Flaw . “My pride won’t let me back down from a challenge or forgive any insult.” Traits Unarmored Defense . While Jade Tigress is wearing no armor and wielding no shield, her AC includes her Wisdom modifier. Actions Multiattack . Jade Tigress makes three attacks. Force Strike . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) force damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the of Jade Tigress’s next turn. Poisoned Dart . Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage plus 7 (3d4) poison damage, and the target must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion. Heal Self (Recharges after a Long Rest) . Jade Tigress regains 2d8 + 2 hit points, and all levels of exhaustion end on her. Bonus Actions Nimble Escape . Jade Tigress takes the Disengage or Hide action. Reactions Deflect Missile . In response to being hit by a ranged weapon attack, Jade Tigress deflects the missile. The damage she takes from the attack is reduced by 1d10 + 9. If the damage is reduced to 0, Jade Tigress catches the missile if it’s small enough to hold in one hand and Jade Tigress has a hand free.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Expansion":9505,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Jadeite Bahtera","description":"You ask about what we could learn from the Bahtera. I ask, “What makes you think they want to talk to you?” Go out there and ask if you want. I am perfectly fine being very much ignorant and very much alive. Bahtera Bahtera are large lizard-like creatures with a hardened scale hide and six limbs, two of which can function as both arms and legs. They are a common type of primordial, beings evolved directly from the elemental building blocks of the universe. The question of how they came to be has yet to be answered, even by the bahtera themselves. Spawn of Bahrelis. Bahtera, like most primordials, are some of the oldest beings in the galaxy. They were originally born from the surface of Bahrelis, a planet-sized entity with its own intelligence and self-awareness. Over time, bahtera lairs spawned in nearby systems in the Rim Sectors, eventually expanding to many more systems closer to the galactic core. Today, it's not uncommon for a bahtera lair to be found on even the most desolate planets. No one knows what became of Bahrelis itself, however. Born from the Elements. All bahtera have a thick hide with scales bearing a stone-like texture and hardness. In addition, rows of gemstone-like spikes protrude from their skin. These spike growths identify the elemental nature of the bahtera, as each one is integrally linked to one of the universal forces of creation. This grants each type certain innate abilities, including the ability to wield the channeling powers of the espers. They defend themselves with crafted gem-like weapons akin to their nature. When all else fails, they can hurl hardened stone spikes from their tails. The Talkurr. Bahtera of the same type often develop and lair together in isolated areas beneath a planet's surface or within a region heavy with rock formations, if any. All bahtera, however, view each other as kin sharing the same language and system of writing. They refer to each other as \"talkurr,\" which in their language loosely translates to \"part of the greater.\" Evolutionary Calling. The bahtera of today are far different from those born thousands of years ago. The first spawn of Bahrelis were far weaker and more susceptible to their ever-changing environment. As children of the elements, many view themselves as superior to other species, with some demanding tribute from those they deem lesser, or using them for forced labor or food. Most bahtera groups establish a structured, tribal society. Ancient Technologies. Most bahtera tribes are not as technologically developed as modern, spacefaring species, but are able to use their surrounding resources to build fortified structures shaped and imbued with strange elemental or cosmic power. The lairs of the most powerful of the bahtera tribes are a wonder to behold. There are rumors of large devices hidden within these lairs that can create spatial rifts leading to other distant parts of the galaxy. Distant Kin. The matokai are rumored to be an offshoot of the bahtera, even sharing the same ancient language. While the matokai take enormous pride in their history and culture, the bahtera despise their distant cousins, viewing them with the utmost contempt. Azurite Bahtera Dwellers of rocky crags surrounded by great oceans or frozen wastelands, these bahtera (known among their kind as \"zeotis\") pride themselves on being strong, stalwart, and fearless. They have silvery gray scales with spikes of brilliant deep blue. Unyielding Might. Strength and fortitude are the most respected traits among the zeotis. They constantly test themselves and each other with physical feats of might and endurance, and of course, their victories in battle against worthy opponents. They are not the least bit kind-hearted to any other creatures, living or artificial, but can be made to show a begrudging respect for those who courageously stand firm against their raw power. The Cold and the Deep. Azurite bahtera settle on small, solitary landmasses surrounded by large water-based bodies. Their affinity for the cold also attracts them to icy wastelands, glaciers, or the surface of frozen moons. Baryte Bahtera As the most aloof among their kin, the baryte bahtera, known as \"ceowir\" consider themselves to be far above the concerns of other species, including other bahtera of the talkurr. Their have deep brown- or gray-colored scales. Their spikes are clear with tinges of yellow or light blue and radiate dim light in a 10-foot radius when in darkness. Empyrean Rulers. Power and greatness are as important to the baryte bahtera as the air that gives them life. They amass wealth in both money and resources, though for control and prestige rather than greed. As children of the sky and stars, the ceowir define themselves with lavish titles akin to emperor, prince, or sovereign. They tend to be far less overtly savage or cruel than some other bahtera, considering themselves to be above such things. To Reach the Stars. Baryte bahtera lair in grand fortresses in lofty mountainous regions or atop landmasses that float above the surface of a planet. These aerial strongholds often bear a seal or crest signifying their tribal name along with symbols that bear resemblance to the local sun, moon, or constellations. Citrine Bahtera Known as \"jateren\" among members of the talkurr, these bahtera are considered the most primitive and barbaric of their kin. They have reddish-brown scales and bright, golden-yellow spikes. Primitive Savages. Jataren delight in hunting and despoiling weaker or smaller creatures and settlements. They have a barbaric mindset combined with a bahtera's sense of entitlement, which makes them both dangerous and difficult to reason with. They loathe culturally developed societies and settlements and view advanced technology as a bane to be eradicated. The pride of a citrine bahtera is easily wounded, offering it immediate justification for unleashing its anger upon the offender. Underworld Residents. Underground caverns, caves, and tunnels beneath a planet's surface are where citrine bahtera lair. Alternatively, they can also be found in desolate badlands or in secluded areas deep within deserts or rocky wastes. Jadeite Bahtera Among their talkurr kin, these bahtera are known as \"raslant.\" They are peaceful and amiable, viewing themselves as guardians of other living species and sworn enemies of defilers and plaguebringers. They have light brown scales and spikes that range in color from light blue-green to dark green. Bastions of the Living. Raslant enjoy the beauty of all forms of flourishing life, often nesting within the ground of planets abundant with wild flora and fauna. For their love of such things, however, they are just as fierce against any force that would disturb the natural balance near their home. So long as their territory is not threatened by other developing or conquering species, or creatures seeking to bring plague and disease, they remain at least cordial if not friendly. Reclusive Guardians. Though mostly peaceful, jadeite bahtera still prefer to lair in reclusive areas such as caves or tunnels beneath a hillside or mountainside, preferably near a patch of flora or a body of water. More developed tribes of jadeite bahtera fashion a system of tunnels and caverns beneath large forests or mountainous regions. Rhodolite Bahtera Few seek to incur the fiery wrath of the rhodolite bahtera. Known as \"lojama\" among their kin, they are master warriors and fierce combatants. They claim their brutality against other species as their birthright. They have dark, ashen-gray scales and pronounced spikes that range in color between deep purples and reds. Masters of War. A lojama's name only has worth with tales of victory in battle behind it. A rhodolite bahtera lair is made up of manufacturing plants for forging weapons and fortifications. Unlike their azurite kin, rhodolite bahtera are an organized militant force, more concerned with success of their mission as a team over their own egos. They do little work on their own, often enslaving weaker creatures for developing gear-forged constructs and machinery. Forgers and Crafters. Rhodolite bahtera love the art of crafting as much as the art of war. Their lairs are vast, grand structures of mineral and metalwork, strengthened with modern methods of hardening and fortifying their materials. Though rare, it is even possible to find use of advanced polymers and fibers used by other developed civilizations. Rhodolite weapons are always forged from a combination of mineral and sorium melding.","properties":{"Category":"Monsters","Size":"Large","Type":"primordial","Alignment":"chaotic good","Expansion":27052,"Challenge Rating":10},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Jaeger","description":"The jaegers of Luyarnha stand as the city's premier line of defense, a formidable force whose might single-handedly turned the tides of battle in the First War. These warriors exhibit an unwavering commitment to their city, always the first to answer the call of duty and often the last thing their adversaries see. In their hands, the jaegers wield potent trick weapons gifted to them by the Church and other factions dedicated to the city's salvation. With these instruments of destruction, they can decimate entire squadrons of beasts and humanoids, nimbly evading attacks and relentlessly pursuing their quarries until their blades sink into their targets. The mysterious process of their creation is closely guarded by their creators, the enigmatic Obitus Scholare. With the ongoing city lockdown, however, the ranks of the jaegers have been gradually thinning. They fall in battle more rapidly than new jaegers can be forged. It is the hope of all citizens that Luyarnha can stem the tide of the Scourge before their mightiest shield shatters. Every jaeger’s life revolves around a strict regimen of training and battle, honing their skills and reflexes beyond the potential of mere mortals: with each kill, they sharpen their instincts, bolstering their own strength and becoming harder to kill—an unfortunate truth that applies even to those of them who lose their sanity. Jaegers are the city’s greatest hope and the embodiment of its deepest fear—the jaegers, ever the hunters, ever the hunted. Traits Encircling Strikes. Once per turn, when the jaeger attacks from the opposite side of a creature from where it started its turn, or attacks while on the opposite side of a creature from an ally, it deals an additional 3 (1d6) damage on a hit. Evasion. If the jaeger is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the jaeger instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Flexible Combatant. When the jaeger draws or stows a weapon, it can draw or stow another weapon with the other hand. It can reload weapons with the loading, reload, or barrel properties without a free hand. Additionally, if the jaeger is carrying a one-handed melee weapon in one hand, and a one-handed ranged weapon in the other hand, it doesn’t have disadvantage on attack rolls with ranged weapons from being within 5 feet of a hostile creature. Hemorrhaging Wound (Recharge 5-6). The jaeger can’t use this trait on the first round of combat. When the jaeger hits a creature with a blade attack, it rends a vicious wound. At the end of each of the target's turns, it loses 17 (5d6) hit points. Each time the target takes damage from this effect, the number of dice of damage it takes at the end of its next turn is reduced by one, and the bleeding stops when the number of dice is reduced to 0. A bleeding creature can make a Constitution saving throw at the end of each of its turns, after taking the damage, ending the effect on a success. The DC equals 15 + half the number of dice of damage remaining (rounded down). If the jaeger hits a bleeding target with a blade attack, the target doesn’t gain a new wound, but its wound’s damage resets to 5d6. Magic Weapons. The jaeger's weapon attacks are magical. Piercing Gaze (1/Day). The jaeger gains darkvision out to 120 feet and the effect of see invisibility for 1 hour (no action required). Sharp Senses. Whenever the jaeger uses its Dodge Step, Weapon Parry , or Chasing Finisher , it gains advantage on its next attack roll. Special Equipment. The jaeger wields a dream executioner. Alternatively it can be wielding an orphan's cradle , a serpent bladewhip , or a meat hookshot . Its blade attack and references to it are replaced with an attack made with the respective weapon. Actions Multiattack. The jaeger makes three blade attacks. If it is wielding a firearm, it can also make one firearm attack. Blade. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Firearm. Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Chasing Finisher (Recharge 5-6). The jaeger moves 40 feet and makes a blade attack. On a hit, the target takes an additional 14 (4d6) slashing damage. Reactions Dodge Step (3/Short Rest). When a creature the jaeger can see attacks it, if its speed isn’t 0, it moves up to 10 feet without provoking opportunity attacks and makes a Dexterity saving throw with a DC equal to the attack roll’s result. On a success, it evades completely and the attack misses. On a failure, it takes only half damage if the attack hits. Weapon Parry (3/Short Rest). The jaeger fires off a bullet to deflect an attack that it can see within 60 feet of it. To do so, the jaeger must be wielding a firearm. It reduces the attack’s damage by 13 (1d10 + 8). If this reduces the damage to 0, the attacker is stunned until the start of its next turn, as the bullet hits a nervous junction.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":27461,"Challenge Rating":8},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Jael the Hunter","description":"Appearance and Personality: Jael is a large, muscular brute of a man. He is Dornish, though he has long since discarded any trappings of his ancestral culture. Instead, he wears heavy plate armor and keeps his blond hair cropped short. He is cold and calculating, with a quick wit and deliberate manner. Pursuing the PCs and working with Wendell is absolutely exhausting for Jael. While he is a generally patient person, he is not accustomed to undertaking a hunt that goes on for months. Normally, he prefers to secure his prey, and then play with them. He enjoys seeing his victims squirm, so if given an opportunity, he is anxious to leave his prey incapacitated, so that they may watch and suffer as he destroys their friends and allies. Strategically, Jael selects a target and pursues it to completion. Once he engages a foe, he continues to battle them until they are no longer a threat. Only then does he move onto his next target. When he is familiar with his prey, Jael always prioritizes his targets well in advance. He believes in eliminating foes who present the greatest danger to him first, before moving onto others. He prioritizes his own health over that of his allies at all times. Traits Cloak of the Bat. Jael advantage on Dexterity (Stealth) checks. Legendary Resistance (2/Day). If Jael fails a saving throw, he can choose to succeed instead. Magebane. When Jael damages a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. Bonus Actions Sadistic Satisfaction. On a turn in which Jael makes an attack that reduces a creature to 0 hit points, he can use a bonus action to regain 2d10 + 3 hit points. Actions Multiattack. Jael makes two attacks with his blood-­quenched black iron mace , and then makes a sweep attack. Blood-­quenched black iron mace. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 13 (2d6 + 6) bludgeoning damage. Sweep Attack. All creatures within 5 feet of Jael must make a DC 15 Dexterity save. If they fail, they suffer 6 bludgeoning damage and are pushed 5 feet directly away from Jael. Staggering Kick. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 5 bludgeoning damage and the target must make a DC 15 Strength saving throw or be pushed 10 feet directly away from Jael. Polymorph. While wearing the cloak of the bat in an area of dim light or darkness, Jael can use his action to cast polymorph on himself, transforming into a bat. While he is in the form of the bat, he retains his Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn. Reactions Artful Footwork. When a creature misses Jael with a melee attack roll, he can use his reaction to cause that attack to hit one creature of his choice, other than the attacker, that he can see within 5 feet of him. Legendary Actions Jael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Jael regains spent legendary actions at the start of its turn. Command Astirax. One of Jael’s astirax allies can move 30 feet and take a single action. If the astirax is in its natural form, it can use this action to make an Ethereal Blow attack or use the Possession action if it is currently available to it. If the astirax has possessed a creature, it can make a single melee weapon attack in its profile. Defensive Stance. Jael takes the Dodge action, lasting until the start of his next turn. Staggering Kick. Jael makes a Staggering Kick attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Neutral Evil","Expansion":30502,"Challenge Rating":11},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Jaggedbriar Hag","description":"The hags of the Jaggedbriar coven are named Eltrid, Irova, and Vikara. These annis hags seek to enhance their ability to use lesser planar ally with their coven magic. Used singularly, though, this stat block can represent a single annis hag with a slightly different set of spell-like abilities. The Jaggedbriar hag’s ability to charm monsters makes a viable foe for use as a diabolical mastermind in your game. Traits Covens. A Jaggedbriar hag that is part of a coven has a challenge rating of 9 (5,000 XP). Innate Spellcasting. The Jaggedbriar hag’s innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components: 3/day each: alter self (including the form of a Medium humanoid), fog cloud Actions Multiattack. The Jaggedbriar hag makes three attacks: one with her bite and two with her claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Brutal Rend. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6+5) slashing damage and if the target is a Large or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target takes 36 (9d6+5) slashing damage at the start of each of the Jaggedbriar hag’s turns. The Jaggedbriar hag can’t make attacks while grappling a creature in this way.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Source":"custom","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":7},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Jagladine","description":"Dark, chitinous scales cover the thin legs, multiple forelimbs, and narrow facial features of of a jagladine. These tall, spindly creatures are always intent on their surroundings, its inscrutable gaze taking in every piece of data it observes. Of all the member species within the Ultari Hegemony—save the ultari themselves—the jagladine represent the clearest threat to the multiverse. Embodying a curious mix of reptilian and insectoid traits, jagladine have a toughened hide for added protection, and display an unnerving knack for crawling about on even the most difficult of surfaces. To compensate for their woefully average physique, they also enjoy a natural immunity to disease and poison, even cultivating an internal means of storing such toxins for future use through their enhanced biology. Typically taller than a human, a jagladine stands 6 feet tall and weighs around 150 pounds. Science Beyond Morality. Bereft of the guiding morality found in other species, jagladine see themselves on the cusp of becoming 'living gods'—a self-ascribed title vacated by the more ancient progenitor races that preceded them. Expert biologists in the extreme, the jagladine maintain a research enclaves on dozens of unclaimed worlds, hard at work on developing a means to dominate other species and assimilate them into their growing base of power. From these scientific outposts, the jagladine routinely tamper with the natural evolution of native creatures and pathogens, caring not for the repercussions their research has on the greater multiverse. An asexual species, the jagladine have little regard for gender or age. Concepts like male and female mean nothing to them, and they coldly regard all other lifeforms—save a respected few like the ultari—as fodder for experimentation. Guided by a history of harsh climates and brutal regimes, jagladine believe only the strong survive; thus, they show no mercy to anyone. The only jagladine emotion easily identifiable by outsiders resembles that of pride, most typically associated with scientific accomplishments which would horrify other species as barbaric and callous in execution. 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Telltale signs that jahonga are nearby are the soft sounds of drumming that seems like it comes from nowhere and their trademark “gift circles,” which they draw in the earth to demand trinkets and bits of food from those who travel through their territory. It is a common Ne’Oor warning to never follow the sound of drums into the wild, a piece of lore that comes from stories of these fey tricksters. River Dwellers . The pint-sized Jahonga tend to live by running water like rivers and streams. They dig wells inland and take fresh water to them, intending to lure people to bring them gifts in exchange for water. Wooden totems, shiny gems, and other small gifts are collected and used as decorations for their tiny drums, and those who boast the most elaborate ornamentation are the most respected in their tribes. Playing Catch . Jahonga like to torment travelers for fun and entertainment. Throwing stones at unsuspecting passersby is a common game for them, and they will only leave alone those who put a donation in a gift circle. Sometimes a group of listless jahonga will make bets on who will hit the most people, with the winner keeping all of the gift circle spoils. Traits Invisibility . The jahonga magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the jahonga wears or carries is invisible as well. Actions Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage. Longbow . Ranged Weapon Attack : +3 to hit, range 150/600 ft., one target. Hit : 5 (1d8 + 1) piercing damage. Rock . Ranged Weapon Attack : +4 to hit, range 10/45 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. ","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":8938,"Challenge Rating":"1/2"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Jalester Silvermane","description":"An earnest man in his mid-twenties, Jalester hails from the distant land of Cormyr, where he earned his spurs working for a mercenary company called the Steel Shadows. A few years ago, Jalester left the Dales and traveled to Waterdeep with several other members of the company, one of whom—Faerrel Dunblade—would become his best friend and lover. The wizard Elminster befriended the two young men and brought them to the attention of Laeral Silverhand, who put them to work as deputies and spies. Jalester and Faerrel helped the Open Lord expose a plot to overthrow the government, but Faerrel was killed while helping bring the perpetrators to justice. Jalester remained in Waterdeep afterward, becoming one of Laeral’s field operatives in the service of Waterdeep and the Lords’ Alliance. He has been romantically unattached ever since Faerrel’s death but longs again for love. Treasure Jalester carries a badge of the Watch. If the badge is lost or taken from him, it returns to Laeral Silverhand. Traits Special Equipment. Jalester carries a badge of the Watch. Second Wind (Recharges after a Short or Long Rest). As a bonus action, Jalester can regain 16 (1d10 + 11) hit points. Actions Multiattack. Jalester makes two weapon attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage when used with two hands. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +2) piercing damage. Reactions Riposte. When a creature that Jalester can see misses him with a melee attack, he can use his reaction to make a melee weapon attack against that creature. On a hit, the target takes an extra 4 damage from the weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful good","Expansion":7393,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Jamandi Aldori","description":"Jamandi serves as one of the first of the PCs’ allies: the dueling aristocrat who gathers and recruits the PCs (among others) for the drive to explore and settle the wilderness of the Stolen Lands. Her stats work well for any well-known or even infamous duelist—perhaps a scoundrel who’s eager to test her mettle against a PC in a public battle. Traits Aldori Duelist. Jamandi has advantage on opportunity attack rolls. Fey Ancestry. Jamandi has advantage on saving throws against being charmed, and magic can’t put her to sleep. Actions Multiattack. Jamandi makes three melee attacks with her Aldori dueling sword. Aldori Dueling Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (2d8+5) damage. On a critical hit against a Large or smaller creature who is holding a weapon, the creature also must make a DC 18 Strength saving throw or the weapon they’re holding is knocked from their hand and drops to their feet. Reactions Unnerving Prowess (3/day). If Jamandi is critically hit, she can choose to instead take damage as if the critical hit was a regular hit.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Alignment":"chaotic good","Expansion":17526,"Challenge Rating":14},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Jammer Leech","description":"A jammer leech is a barnacle-like creature that begins life as a space-dwelling spore that attaches to the hull of a spelljamming ship, with the leech inside in larval form. A spore that remains attached to a ship for a few days punctures the hull and begins to develop a hard shell that roughly matches the color of the hull. The shell is affixed to the ship by a glue-like substance secreted by the leech. The shell grows until it’s about 1 foot in diameter. The leech inside is reddish-purple in color, with a body resembling that of a snail. It has a single watery eye at one end and a spiked tentacle protruding from just below the eye, which it uses to defend itself. A mated pair of leeches produces 1d6 spores every month. Some of these spores might join their parents on the hull of the ship, while others float off, waiting to attach themselves to another unwary vessel. A jammer leech damages the hull of the ship to which it is attached and absorbs magic from the ship’s spelljamming helm . It can discharge this magic from time to time as a defensive measure. If the crew of a ship becomes aware of leeches that have become attached, it’s customary for them to try to scrape the leeches off the hull rather than attack them with weapons. Killing a leech while it is attached to the ship is dangerous, because the trauma of its death can be felt by the ship’s spelljammer, who is weakened and incapacitated by the shock. Traits Spelljammer Overload. If the leech is reduced to 0 hit points while attached to a ship that has a spelljamming helm , the creature attuned to that helm must make a DC 13 Constitution saving throw. On a failed save, the creature takes 10 (4d4) psychic damage and is incapacitated for 1 minute. On a successful save, the creature takes half as much damage and is incapacitated until the end of its next turn. Unusual Nature. The leech doesn’t require air or sleep. Actions Spiked Tentacle. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Bonus Actions Attach to Hull. The leech attaches itself to a ship’s hull in its space, dealing 2 (1d4) piercing damage to the ship (ignoring the ship’s damage threshold). This damage can’t be repaired until the leech is scraped off the hull. While the leech is attached, its speed is 0, and it can detach itself as a bonus action. As an action, a creature within reach of the leech can to try to scrape it off the hull, doing so with a successful DC 18 Strength check. On a failed check, the action is wasted as the leech remains attached to the hull. Removing the leech in this way deals no damage to the leech or the ship. Reactions Magical Discharge (1/Day). When it takes damage, the leech can discharge a bolt of magical energy from its eye that targets one creature it can see within 30 feet of itself. The target must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) force damage and be stunned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant","Alignment":"unaligned","Expansion":16643,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Jamna Gleamsilver","description":"Traits Cunning Action. Jamna can take a bonus action to take the Dash, Disengage, or Hide action. Gnome Cunning. Jamna has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Spellcasting. Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list: Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost 1st level (3 slots): charm person, color spray, disguise self, longstrider Actions Multiattack. Jamna attacks twice with her shortswords. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 9 (1d6 + 3 plus 1d6) piercing damage if the target is Medium or larger.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"neutral","Expansion":4500,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Jamna Gleamsilver","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Cunning Action. Jamna can take a bonus action to take the Dash, Disengage, or Hide action. Gnome Cunning. Jamna has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Spellcasting. Jamna is a 4th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Jamna has the following spells prepared from the wizard spell list: Cantrips (at will): mage hand , minor illusion , prestidigitation , ray of frost 1st level (3 slots): charm person , color spray , disguise self, longstrider Actions Multiattack. Jamna attacks twice with her shortswords. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 9 (1d6 + 3 plus 1d6) piercing damage if the target is Medium or larger.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"neutral","Expansion":7391,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Jancan","description":"Occasionally a cyclops will give birth to child that possesses ten fingers per hand and ten toes per foot. These cyclopes are called jancan, and they are treated with great reverence, because they have remarkable innate talents that allow them to become legendary smiths. Foul Tempers . The jancan are known to have foul tempers and an evil disposition. Although they might faithfully serve other cylcopes, they will often play evil tricks on their own kin. They resent the long years they spend crafting fine weapons for stupid brutes. Legendary Smiths . Jancan are capable of building wondrous weapons due to the nimbleness of their many-fingered hands. They can only forge these items for huge creatures. These items of +1, +2, or +3 quality are bonded to the soul of a single owner and they lose their magical properties when the owner dies. Cursed Weapons. Due to the malicious disposition of the jancan, they often imbue items with a curse. Sometimes this might be a curse of berserking—other times it might be a curse of backbiting.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":8},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Janky Koboldzilla","description":"This machine should not function. Every rivet, bolt, and staple that holds the koboldzilla together is brimming with belief. The metal ignores its maximum shearing load, the wood forgets that it should spontaneously combust, and gravity forms an anomaly around its ridiculously armoured carapace.Burgeoning Sentience. Before it becomes godlike, the koboldzilla is aware. It causes armour plating to come loose in the nick of time to protect its kobold pilots, and its growing will causes objects for miles around to begin working again with the most rudimentary percussive maintenance. With the belief that only martyrdom can bequest, the koboldzilla is a hair’s breadth from apotheososis. A Koboldzilla’s Lair The koboldzilla’s lair is unique in that it is created by the concentrated belief of all its kobold pilots (or, in its mythic state, its belief in itself). Regional Effects The region containing the koboldzilla’s lair is buoyed by the abundant belief, which creates one or more of the following effects: Tapping a device and saying “she hasn’t let me down yet” ensures that the apparatus in question won’t fail until the very last moment while within 6 miles of the lair. The mending cantrip and fixit spell (see page 503) have their casting times halved within 1 mile of the lair. When automatons and constructs within 1 mile of the lair are healed, they regain twice as many hit points. Lair Actions Until the koboldzilla is destroyed, the kobolds’ collective belief manifests as the following lair actions. The DCs and damage of the lair actions depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vdam 7th 14 7 (2d6) 14th 16 14 (4d6) 20th 18 28 (8d6) Lair Actions. On initiative count 20 (losing initiative ties), the koboldzilla takes one of the following lair actions; the koboldzilla can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Airstrike. A jetpack-powered kobold bursts out of the ground and proceeds to drop sticks of dynamite in a broad path before its engine backfires and it flies off into a nearby building. Each creature in a 10-foot-wide, 50-foot-long line must make a VDC Dexterity saving throw. On a failed save, a creature is knocked prone and takes Vdam thunder damage. On a successful save, it takes half as much damage and isn’t knocked prone. Chittering Laughter. The infectious laughter of ultra-zealous kobolds echoes around the lair. Each non-kobold creature in the lair, other than the koboldzilla, must succeed on a VDC Wisdom saving throw or be frightened of all kobolds and the koboldzilla until the start of initiative count 20 on the next round. Swarm of Kobolds. Dozens of kobolds erupt from tiny tunnels, grabbing at the adventurers’ various accoutrements, before disappearing back down the holes. Each non-kobold creature in the lair, other than the koboldzilla, must make a VDC Dexterity saving throw. On a success, the creature loses one nonmagical item of its choice that it isn’t wearing. On a failure, the creature loses one magical or nonmagical item of the DM’s choice that isn’t being worn.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":23695,"Challenge Rating":12},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Jarad Vod Savo","description":"The Golgari guildmaster is a Devkarin necromancer and lich named Jarad Vod Savo. In life, Jarad was an archer and accomplished hunter, as well as the brother of the previous guildmaster, the ambitious Savra. Jarad mastered the ways of necromancy so he could rise as a lich after he sacrificed himself to save his son from the demon Rakdos . As head of the Golgari Swarm, Jarad commands elf and medusa assassins, legions of kraul, brutish trolls, and masses of undercity-dwelling creatures. Thanks to the necromantic power he wields—and with the support of his loyal guards and soldiers—he has survived a number of assassination attempts from various upstarts. Undead Nature. Jarad doesn’t require air, food, drink, or sleep. Jarad’s Traits Ideal: “Death. There’s wisdom to be gained in it, whether it be your own or someone else’s.” Bond: “Ravnica, with all its structures and institutions, will eventually rot away, and it will be time for the Golgari to bloom from the carcass.” Flaw: “I am beyond life and death and can’t be harmed.” Traits Legendary Resistance (3/Day). If Jarad fails a saving throw, he can choose to succeed instead. Magic Resistance. Jarad has advantage on saving throws against spells and other magical effects. Regeneration. Jarad regains 25 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn’t function at the start of his next turn. He dies only if he starts its turn with 0 hit points and doesn’t regenerate. Spellcasting. Jarad is a 14th-level Golgari spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Jarad has the following wizard spells prepared: Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation 1st level (4 slots): entangle, ray of sickness, sleep 2nd level (3 slots): Melf’s acid arrow, ray of enfeeblement, spider climb, web 3rd level (3 slots): animate dead, plant growth, vampiric touch 4th level (3 slots): blight, giant insect, grasping vine 5th level (2 slots): cloudkill, insect plague 6th level (1 slot): circle of death, create undead 7th level (1 slot): finger of death, forcecage Spore Infusion. Jarad is surrounded by a cloud of spores. As a bonus action, he can cause the spores to deal 11 (2d10) poison damage to a creature he can see within 10 feet of him. Turn Resistance. Jarad has advantage on saving throws against any effect that turns undead. Undead Fortitude. If damage reduces Jarad to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead. Actions Multiattack. Jarad makes two attacks: one with his Noxious Touch and one with his Staff of Svogthir . He can cast a spell with a casting time of 1 action in place of one of these attacks. Noxious Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 28 (8d6) poison damage, and the target must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Staff of Svogthir. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) poison damage and 13 (3d8) necrotic damage. Legendary Actions Jarad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Jarad regains spent legendary actions at the start of his turn. Cantrip. Jarad casts one of his cantrips. Noxious Touch (Costs 2 Actions). Jarad uses Noxious Touch. Disrupt Life (Costs 3 Actions). Each creature within 30 feet of Jarad must make a DC 20 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":7,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Jarl Bluebeard","description":"Pirate Lords Sea King Tentrix commands a fleet of pirate ships known as the Black Armada. He himself is a kraken priest from Purple Rocks, who has received special powers from Slarkrethel because of his fanatical devotion. Tentrix has around a dozen Pirate Lords under his command, some of which are detailed in the adventure. Some of these have their own statistics, as presented below. Traits Special Equipment. Jarl Bluebeard wields a tentacle rod and wears a ring of swimming . Actions Multiattack. Jarl Bluebeard makes two battleaxe attacks. Tentacle Rod. Each of the three tentacles on the rod attacks a creature: +9 to hit, reach 15 ft., up to three targets. Hit: 3 (1d6) bludgeoning damage. If Jarl Bluebeard hits a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. Battleaxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage, or 22 (3d10 + 6) slashing damage if used with two hands. Beard (Recharge 5-6). The jarl swings his beard before him in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage on a failed save, or half as much damage on a successful one. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":20544,"Challenge Rating":8},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Jarlaxle Baenre","description":"Jarlaxle is a flamboyant, swashbuckling drow iconoclast. He leads a renegade drow faction called Bregan D’aerthe, made up of disenfranchised male drow, most of them culled from destroyed or disgraced houses. Gifted with a sharp mind, a sense of humor, puissant skill with a blade, and a wealth of useful magic items, Jarlaxle infiltrated the city of Luskan, brought a kind of order to its lawlessness, and declared himself its secret lord. Jarlaxle likes to weave a tangled web of schemes that leave his enemies baffled—the latest of which is a plan to legitimize Luskan by making it a member of the Lords’ Alliance. The city’s unsavory reputation has thwarted all previous efforts, and the current leaders of the Lords’ Alliance have voiced their opposition to Luskan’s admittance. A few have flatly declared that the city will never be welcome in the alliance. Nonetheless, Jarlaxle aims to persuade Laeral Silverhand, the Open Lord of Waterdeep, to champion Luskan’s cause—even if that means losing other alliance members in the process. Tying Luskan’s fortunes to those of Waterdeep would increase Jarlaxle’s political and economic power on the Sword Coast. Jarlaxle has come to Waterdeep in the guise of an Illuskan human named Zardoz Zord. “Captain Zord” is the master of the Sea Maidens Faire, a carnival that travels up and down the Sword Coast in three ships: the Eyecatcher, the Heartbreaker, and the Hellraiser (all words that describe Jarlaxle). He spends most of his time aboard the Eyecatcher, his personal ship. The other two vessels carry members of the carnival and their parade wagons. Jarlaxle has forged an alliance with Lantan (an island to the south), and has armed his Bregan D’aerthe lieutenants with Lantanese firearms that rely on magical smokepowder to function. He has also acquired a Lantanese submarine called the Scarlet Marpenoth. This underwater vessel is mounted below the Eyecatcher and kept out of sight. Jarlaxle plans on using the submarine to flee Waterdeep if his scheme unravels. Jarlaxle’s loyalties are to himself first and foremost, and to Bregan D’aerthe secondarily. Traits Special Equipment. Jarlaxle wears +3 leather armor, a hat of disguise, a bracer of flying daggers , a cloak of invisibility, a knave's eye patch , and a ring of truth telling . He wields a +3 rapier and carries a portable hole and a wand of web . His hat is adorned with a feather of diatryma summoning . Evasion. If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Jarlaxle instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated. Fey Ancestry. Jarlaxle has advantage on saving throws against being charmed, and magic can't put him to sleep. Innate Spellcasting. Jarlaxle's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Legendary Resistance (1/Day). If Jarlaxle fails a saving throw, he can choose to succeed instead. Master Attuner. Jarlaxle can attune to up to five magic items, and he can attune to magic items that normally require attunement by a sorcerer, warlock, or wizard. Sneak Attack (1/Turn). Jarlaxle deals an extra 24 (7d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Jarlaxle's that isn't incapacitated and Jarlaxle doesn't have disadvantage on the attack roll. Suave Defense. While Jarlaxle is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier. Sunlight Sensitivity. When not wearing his knave's eye patch , Jarlaxle has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Jarlaxle makes three attacks with his +3 rapier or two attacks with daggers created by his bracer of flying daggers . +3 Rapier. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) piercing damage. Flying Dagger. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage. Legendary Actions Jarlaxle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Jarlaxle regains spent legendary actions at the start of his turn. Quick Step. Jarlaxle moves up to his speed without provoking opportunity attacks. Attack (Costs 2 Actions). Jarlaxle makes one attack with his +3 rapier or two attacks with daggers created by his bracer of flying daggers.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic neutral","Expansion":7393,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Jarlaxle Baenre","description":"Jarlaxle is a flamboyant, swashbuckling drow iconoclast. He leads a renegade drow faction called Bregan D’aerthe, made up of disenfranchised male drow, most of them culled from destroyed or disgraced houses. Gifted with a sharp mind, a sense of humour, puissant skill with a blade, and a wealth of useful magic items, Jarlaxle infiltrated the city of Luskan, brought a kind of order to its lawlessness, and declared himself its secret lord. Traits Special Equipment. Jarlaxle wears +3 leather armor , a hat of disguise , a bracer of flying daggers (see appendix C), a cloak of invisibility , a knave’s eye patch (see appendix A), and a ring of truth telling (see appendix A). He wields a +3 rapier and carries a portable hole and a wand of web . His hat is adorned with a feather of diatryma summoning (see appendix C). Evasion. If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Jarlaxle instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can’t use this trait if he’s incapacitated. Fey Ancestry. Jarlaxle has advantage on saving throws against being charmed, and magic can’t put him to sleep. Innate Spellcasting. Jarlaxle’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness , faerie fire , levitate (self only) Legendary Resistance (1/Day). If Jarlaxle fails a saving throw, he can choose to succeed instead. Master Attuner. Jarlaxle can attune to up to five magic items, and he can attune to magic items that normally require attunement by a sorcerer, warlock, or wizard. Sneak Attack (1/Turn). Jarlaxle deals an extra 24 (7d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Jarlaxle’s that isn’t incapacitated and Jarlaxle doesn’t have disadvantage on the attack roll. Suave Defence. While Jarlaxle is wearing light or no armour and wielding no shield, his AC includes his Charisma modifier. Sunlight Sensitivity. When not wearing his knave’s eye patch , Jarlaxle has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Jarlaxle makes three attacks with his +3 rapier or two attacks with daggers created by his bracer of flying daggers . +3 Rapier. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) piercing damage. Flying Dagger. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage. Legendary Actions Jarlaxle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Jarlaxle regains spent legendary actions at the start of his turn. Quick Step. Jarlaxle moves up to his speed without provoking opportunity attacks. Attack (Costs 2 Actions). Jarlaxle makes one attack with his +3 rapier or two attacks with daggers created by his bracer of flying daggers .","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic neutral","Expansion":20544,"Challenge Rating":15},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Jarund Elkhardt","description":"Tribe of the Elk Of the four remaining Reghed tribes, the Tribe of the Elk is the largest and the most tolerant of outsiders. It’s also the tribe of the hero Wulfgar, son of Beornegar. Members of the Elk Tribe view the people of Ten-Towns as “tame folk,” who are ill bred and ill equipped for life in Icewind Dale. The tribe keeps its distance from Ten-Towns to avoid misunderstandings, since the appearance of Elk Tribe hunters near Ten-Towns has been known to panic Ten-Towners who live in constant fear of attack. King Jarund Elkhardt The Elk King is Jarund Elkhardt, a terse yet thoughtful giant of a man who is nearly fifty years old—ancient by tribal standards. He has led the Elk Tribe for over half his life, and age has made him cautious. He has seen other kings and queens rise and fall, has made war with friends and peace with his enemies, and has led warriors he knew as babes to their deaths in battle. The strain of his long years of rule is etched on his weather-worn face. Jarund’s late son, Jarund Twice-Born, was killed almost a decade ago while trying to bring down a cave bear, leaving Jarund without an heir. He has failed to produce another child with his wife, Wynneth, and his mistress, Froya, so the future of his royal line remains uncertain. Auril’s unyielding winter concerns Jarund deeply, and he often turns to his shaman, Mjenir, for guidance. The king respects the shaman’s understanding of gods and spirits, and the fact that both men have lost their sons serves to strengthen the bond between them. Mjenir believes that the only way to break Auril’s spell is to slay the goddess in her home, but Jarund believes that his warriors aren’t strong enough to accomplish that task alone. Traits Brute. A melee weapon deals one extra die of its damage when Jarund hits with it (included in the attack). Actions Multiattack. Jarund makes three melee attacks. Warhammer. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. Warhammer (Two-Handed). Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) bludgeoning damage. Shield. Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) bludgeoning damage. If this hits, Jarund pushes the target 5 feet away from him if it’s Large or smaller. Jarund then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Jarund, that creature can make an attack against the target as a reaction. Javelin. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. Javelin (Ranged) . Ranged Weapon Attack : +7 to hit, reach 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"human","Alignment":"neutral","Expansion":6331,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Jarund Elkhardt","description":"The Elk King is Jarund Elkhardt, a terse yet thoughtful giant of a man who is nearly fifty years old—ancient by tribal standards. He has led the Elk Tribe for over half his life, and age has made him cautious. He has seen other kings and queens rise and fall, has made war with friends and peace with his enemies, and has led warriors he knew as babes to their deaths in battle. The strain of his long years of rule is etched on his weather-worn face. Jarund’s late son, Jarund Twice-Born, was killed almost a decade ago while trying to bring down a cave bear, leaving Jarund without an heir. He has failed to produce another child with his wife, Wynneth, and his mistress, Froya, so the future of his royal line remains uncertain. Auril’s unyielding winter concerns Jarund deeply, and he often turns to his shaman, Mjenir, for guidance. The king respects the shaman’s understanding of gods and spirits, and the fact that both men have lost their sons serves to strengthen the bond between them. Mjenir believes that the only way to break Auril’s spell is to slay the goddess in her home, but Jarund believes that his warriors aren’t strong enough to accomplish that task alone. Tribe of the Elk Of the four remaining Reghed tribes, the Tribe of the Elk is the largest and the most tolerant of outsiders. It’s also the tribe of the hero Wulfgar, son of Beornegar. Members of the Elk Tribe view the people of Ten-Towns as “tame folk,” who are ill bred and ill equipped for life in Icewind Dale. The tribe keeps its distance from Ten-Towns to avoid misunderstandings, since the appearance of Elk Tribe hunters near Ten-Towns has been known to panic Ten-Towners who live in constant fear of attack. Traits Brute. A melee weapon deals one extra die of its damage when Jarund hits with it (included in the attack). Actions Multiattack. Jarund makes three melee attacks. Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, or 15 (2d10 + 4) bludgeoning damage when used with two hands. Shield. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage, and Jarund pushes the target 5 feet away from him if it’s Large or smaller. Jarund then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Jarund, that creature can make an attack against the target as a reaction. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":27909,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Jas","description":"These small creatures live in communion with the land and with clans and villages that follow ancient rites of mystery cults rather than following more modern religions. It is said that they knitted the first linens of humanity thousands of years ago. The jãs are fairy weavers - so skilled that in a matter of hours, they can weave meters and meters of linen (as fine as a strand of hair) without a single imperfection. These fey beings materialize in the embers of fireplaces after the sun has set. In exchange for their knitting work, they accept bread, wine, or cakes. Despite the benevolence they display, they have a self-interested nature and can be vindictive (it's said that they'll burn the provided linen if the offering displeases them). They can talk with birds and foresee the future in the woven threads. Occasionally, they might abduct human infants and replace them with their own fey or part-fey children (known as Janines), so that these are nursed and grow up outside the fairy realms, later returning their adopted human children with a fey blessing.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral good","Expansion":30635,"Challenge Rating":1.2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Jasmin Johandulc","description":"Born in Eldorn in the Drayl City-States, Jasmin Johandulc was the adventuring partner of Jorar Drayl, the lord of Eldorn, a famed monster hunter. Once she distanced herself from her lord, Jasmin Johandulc founded a mercenary company called the Ravens of Winter and has been leading them for countless years. The mercenary captain seems ageless, however, her prowess on the battlefield speaks of lifetimes of battles. She values loyalty above all and handles disloyal members of his company with a firm hand, and immediate expulsion. Equipment Jasmin Johandulc wields two identical +1 longswords with two different gems inserted into their pommels - a deep blue one that seems to have a storm inside and a burning red one that is warm to the touch and seems to sparkle with a flame inside - infusing them with the elemental energies of lightning and fire","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful neutral","Expansion":17604,"Challenge Rating":13},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Jaziel","description":"In stark contrast to Azân’s friendly demeanor, his companion Jaziel carefully scrutinizes every action customers take. While he resembles a dog – albeit with a long and slender tail – Jaziel is in truth a gydrash, a highly intelligent celestial creature. Jaziel likes to hide the fact that he can speak, but if someone touches the rare merchandise without permission, he breaks his silence to warn them that “I would think twice before doing that” in a cold, nasal voice. If a character tries to pat Jaziel, he growls fiercely, prompting Azân to laughingly explain that “Jaziel doesn’t like to be touched. Best take your hands off before he does.” Despite his gruff exterior, Jaziel loves a good trade – if the characters are serious about doing business, he will quickly warm to them. As far as celestials go, Jaziel isn’t too bad. An insufferable know-it-all, sure, but with far less scruples than most of his brethren, luckily. And there’s none better at sniffing out a good bargain! – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Small","Type":"Celestial","Alignment":"Lawful Neutral","Expansion":27826,"Challenge Rating":10},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Jazskkcur","description":"Jazskkcur is a cunning creature born from Elemental Chaos. Its body is composed of the cosmic dust that swirls between the different planes, allowing it to effortlessly travel through the multiverse. Jazskkcur actively pursues alliances with other beings, adeptly ensuring that these arrangements often demand a profound and tragic compromise, leading to a drastic transformation in the moral fabric of the creature involved in the agreement. Jazskkcur regularly visits the creatures that made a deal with it and reminds them to fulfil their tasks lest they wish their souls severed from their bodies or sent to a horrible plane of eternal terror.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"chaotic neutral","Expansion":26071,"Challenge Rating":18},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Je'Sona Ahnaomi","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral good ","Expansion":14533,"Challenge Rating":4},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Jedar Pike","description":"A human apostate cleric, Jedar Pike serves a being called Vodor who claims to be a trapped and forgotten god of death. Vodor promised Jedar unimaginable power in exchange for freedom. To free his lord, Jedar defiled the bones of entombed saints for a profane ritual, only to be caught before he could complete the spell. His imminent execution was interrupted by Lestheris and Halorin, who cut their way through the guards and executioner to recruit Jedar into the Grave Order. Jedar’s cold and callous demeanor belies a fervent faith to Vodor. He excels in magics that manipulate bones, and he uses corporeal undead to defend and bolster his allies. Traits Exploit Opening (3/Day). When Jedar makes an attack, he has advantage on the attack roll. Actions Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 2 (1d4) necrotic damage. Nameless Reach (2/Day; 1st-Level Spell). Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 14 (4d6) necrotic damage, and the next attack roll made against this target before the end of Jedar’s next turn has advantage. Animate Bones (1/Day). Jedar animates three decrepit skeletons , who appear in unoccupied spaces Jedar can see within 30 feet of him. The skeletons act immediately after Jedar on the same initiative count and follow his verbal orders. If Jedar dies, the skeletons are destroyed. Bonus Actions Bone Shield. Jedar destroys a decrepit skeleton under his control and chooses a creature he can see within 60 feet of him. The target gains 7 (2d6) temporary hit points. Utility Spells In addition to any other spells in this stat block, Jedar can cast the following spells, using Wisdom as the spellcasting ability (spell save DC 12): At will: light A , thaumaturgy A 1/day: augury +","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Jenevere","description":"It was Jenevere’s role to watch the mortal planes for individuals of particular virtue. Forbidden to intervene, she would record their struggles and deeds, to be brought in evidence when their souls migrated to their final reward. After centuries of meek observation, she petitioned for more active divine involvement in the fates of those she watched. She was refused. It was too much for her. Against the strictures of her role, she visited the mortal realms to interfere. No grand drawing of flaming swords, just calm words, a timely reminder of morality at the fulcrum point of someone’s moral struggle. In time, the Nine Hells became aware of her influence and set a trap for her. After her capture she passed through various hands. Jenevere isn’t fierce and combative, but open, honest, and infinitely merciful. She forgives the Fiends that torment her, knowing it is their nature, and her forgiveness burns them more than they can burn her. Possession of Jenevere became something of a poisoned chalice, so that she fell through their hierarchy, possessed by meaner and meaner masters, until she was acquired by Vaness and Fling of the Eye Market. Jenevere’s eyes are remarkable things, fashioned by gods to see all the virtues of the mortal realms. Vaness and Fling removed her eyes easily enough, but implanting them into a Fiend, or any of the evil things that come cap in hand to them, proved problematic. The eyes are a gateway to all the virtue and goodness of the planes. To Vaness and Fling’s patrons, the experience proved unendurable. Vaness and Fling continue to experiment, but they’re beginning to feel that in acquiring Jenevere they’ve taken on more than they can handle. Traits Magic Resistance. Jenevere has advantage on saving throws against spells and other magical effects. Actions Multiattack. Jenevere makes three Radiant Touch attacks. Radiant Touch. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) radiant damage. Forgiveness (2/Day). Jenevere selects a target within 10 feet. The target is freed from any curse, disease, poison, blindness, or deafness. If the target is a Fiend, it must succeed on a DC 21 saving throw or have disadvantage on all attack rolls for 24 hours. Spellcasting. Jenevere casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): At will: Bless, Detect Evil and Good 2/day each: Commune, Heal, Legend Lore, Raise Dead, Scrying 1/day: Foresight","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful good","Expansion":28645,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Jerbeen Swashbuckler","description":"A common figure in many jerbeen folktales, a swashbuckler is a champion who fights with finesse and daring. Natural leaders, swashbucklers keep their wits about them during a duel, pressing small advantages to win the day. Jerbeen swashbucklers often train in the tradition of their Amaranthine, Gaspard. Each year swashbucklers participate in fencing matches held in Gaspard’s honor. Not all swashbucklers follow this path, with some using their talents for brigandry.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (jerbeen)","Alignment":"any non-lawful","Expansion":5991,"Challenge Rating":3},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Jerbeen Thief","description":"While criminals can often be found picking pockets in large perch cities, only the most successful end up recruited by the Bandit Coalition. Small of stature, jerbeens can easily move about unnoticed; their swiftness is responsible for the expression “quick as a jerbeen.” This, coupled with their natural charm, makes jerbeens perfectly suited for the thieving arts.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (jerbeen)","Alignment":"neutral evil","Expansion":5991,"Challenge Rating":"1/2"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Jewel","description":"Traits Distracting Yips. As long as Jewel is fighting, she unleashes a torrent of grating, high-pitched yips. At the start of its turn, any creature other than Pavetta within 20 feet of Jewel must make a DC 15 Constitution saving throw or gain disadvantage on Perception checks and Constitution saving throws made to concentrate. Return to Pavetta. If Jewel ends her turn in a square adjacent to Pavetta, and Pavetta has a hand free, Jewel can leap up into Pavetta’s clutches as a bonus action. Actions Ankle Bite. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 piercing damage, plus the target must make a DC 15 Dexterity saving throw to avoid becoming distracted by the furious ankle biting. A distracted foe gains disadvantage on all checks until the end of their next turn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":"1/2"},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Jiangshi","description":"Its sickly-green, glowing skin covered in tattered robes, the undead creature lurches forward with a stiff, hopping motion, and baring claw-like hands. A thin strip of paper covered in tiny writing hangs from its hat. Inauspicious Burials. A jiangshi is created when burial rites are carried out improperly. Unable to leave the body, the tortured soul re-animates the corpse after rigor mortis has set in, giving the jiangshi its rigid posture and nickname as a \"hopping vampire\" A jiangshi has a burial prayer written on a small scroll stitched to its forehead or hat, warding it against magic. Bizarre Gaits. Stiff-limbed and hunched, jiangshi move around by hopping, rather than walking, in search of living prey. It can make enormous leaps to catch a foe, and, when it grabs hold of a victim, it sucks out the creature's breath. Jiangshi are blind, detecting living victims by listening for the sounds of breathing. It is possible to remain undetected by a jiangshi by holding one's breath and keeping very still. Hungry Dead Nature. The jiangshi doesn't require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Jiangshi","description":"When a soul becomes trapped within its corpse, its bitterness can reanimate its body, creating a jiangshi. These vengeful dead stalk their descendants and the communities they knew in life, sowing terror and taking retribution for the slights or neglected burial rites that led to their cursed resurrections. Rigor mortis notoriously afflicts the limbs of jiangshi, causing them to hold their arms rigidly and to walk with a stiff gait. This, along with their flight, lead many to call them hopping vampires. By day, jiangshi lurk within their tombs and hidden ruins to avoid the attention of the living. At night, they emerge to drain life from other creatures, these vital energies sustaining their unnatural existences and granting them greater powers. Humanoids killed by a jiangshi rise as life-hungry corpses and might turn into jiangshi themselves if they feed upon the living. Traits Jiangshi Weaknesses. The jiangshi has the following flaws: Fear of Its Own Reflection. If the jiangshi sees its own reflection, it immediately uses its reaction, if available, to move as far away from the reflection as possible. Susceptible to Holy Symbols. While the jiangshi is wearing or touching a holy symbol, it automatically fails saving throws against effects that turn Undead. Unusual Nature. The jiangshi doesn’t require air. Actions Multiattack. The jiangshi makes three Slam attacks and uses Consume Energy. Slam. Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Consume Energy. The jiangshi draws energy from a creature it can see within 30 feet of it. The target makes a DC 16 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The jiangshi regains hit points equal to the amount of necrotic damage dealt. After regaining hit points from this action, the jiangshi gains the following benefits for 7 days: its walking speed increases to 40 feet, and it gains a flying speed equal to its walking speed and can hover. A Humanoid slain by this necrotic damage rises as a wight (see its entry in the Monster Manual) at the end of the jiangshi’s turn. The wight acts immediately after the jiangshi in the initiative order. If this wight slays a Humanoid with its Life Drain, the wight transforms into a jiangshi 5 days later. Change Shape. The jiangshi polymorphs into a Beast, a Humanoid, or an Undead that is Medium or Small or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying is absorbed or borne by the new form (the jiangshi’s choice). It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":10535,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Jim Darkmagic","description":"Have a magical day! James Winifred Darkmagic III is the scion of a mysterious, multiplanar wizarding family. Jim’s arcane pedigree has long preceded him, incorporating equally healthy amounts of magical training and innate eldritch prowess. However, despite a natural talent that could have allowed him to make a name for himself as a court wizard, or perhaps “that strange old man in the village,” Jim’s original penchant was not for the magic of scroll or spell, but for the stage. As an entertainer and purveyor of the “Jim Darkmagic Experience,” the legendary mage can often be found in markets and town squares, performing feats of mundane legerdemain. The renown he has earned for these feats is nearly equaled by the reputation that follows him as chief arcanist (and occasional arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well-earned retirement, at which point he hopes to become a “real wizard”—by which he means a fake wizard—full time.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":4048,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Jin Durwhimmer","description":"Jin Durwhimmer met his fate in a remote cave in the eastern Stolen Lands while investigating a mysterious link to the First World. As with the other ghosts presented in this chapter, Jin works best when you include him in a plotline that supports his themes, but you can also simply use these stats as a basis for a new type of incorporeal undead that rises from the bodies of druids who lost their faith. Traits Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Multiattack. The ghost can make three ghostly hand attacks. Ghostly Hand. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) necrotic damage. Telekinetic Assault (Recharge 6). The ghost turns furniture or any loose objects into projectiles that form a 30-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 17 (5d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Reactions Frightful Moan. In response to being damaged in combat, Jin releases a frightful moan, provided that he isn’t in sunlight. This moan has no effect on constructs and undead. All other creatures within 30 feet of him that can hear him must make a DC 13 Constitution saving throw. On a failed save, a creature becomes frightened for 1 minute.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"neutral","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Jinmenju","description":"The incessant sound of laughter fills the air, as if dozens of mirthful spirits are tittering at an unheard joke. The sound seems to come from a magnificent apple tree that bears dozens upon dozens of white apples, all of which shake in an unfelt breeze. Closer inspection reveals that each apple bears a face howling with laughter. Bearer of Laughing Fruit. Legends say that the first jinmenju tree sprouted from the severed head of a traveling jester. The tree that grew from the jester's head bore white fruit with a human face that laughed incessantly. If the jinmenju tree can be made to laugh uproariously, such as with a hideous laughter spell or a joke told with a successful DC 15 Charisma (Performance) check, a piece of fruit falls from the tree and rolls away, growing into a new jinmenju over 1d4 weeks if it stays on the ground. Terrifying Jokester. Despite its unsettling appearance and demeanor, the jinmenju tree simply wants to bring happiness to other living creatures. The tree cannot move, but its magic is so powerful that people living near the tree have dreams calling them to sit beneath its boughs and blissfully eat its fruit. Though the jinmenju means no harm by its psychic intrusions, its actions often destroy communities and spread horror across the land. The tree itself cannot talk, but its fruit can hear its thoughts and speak them one word at a time, split between all the fruit on the tree. When the jinmenju wishes to convey a particularly strong emotion--often in the punchline of a joke--all of its fruit speaks at once. A Jinmenju's Lair A jinmenju grows wherever its seeds take root. Since animals are unaffected by its fruit's magic, they can spread its seeds by eating the fruit and excreting the seeds, just like any other plant. Sometimes travelers pick jinmenju fruit and take it along to keep them company until it rots and they discard it. A jinmenju prefers to grow in shady groves and temperate rainforests, and jinmenju saplings will sometimes ask travelers to uproot them and relocate them to more favorable terrain. An adult jinmenju usually keeps an audience nearby to listen to its jokes, though it often doesn't realize its psychic influence is keeping them there against their will. The lairs of ancient jinmenju look clean but are filled with hidden caches of bones and the starved corpses of those unable to break its thrall. Lair Actions On initiative count 20 (losing initiative ties), the jinmenju takes a lair action to cause one of the following effects; it can't use the same lair action two rounds in a row. The jinmenju sways its branches, causing its fruit to sing a soothing melody. Each creature within 60 feet that can hear the jinmenju must succeed on a DC 16 Wisdom saving throw or suffer the effects of the *charm person *spell until initiative count 20 on the next round. The jinmenju shakes its branches, causing its fruit to scream gibberish. Each creature within 60 feet that can hear the jinmenju must succeed on a DC 16 Wisdom saving throw or suffer the effects of the *confusion*spell until initiative count 20 on the next round. The jinmenju wiggles its branches, causing its fruit to giggle a cacophony of merriment. Each creature within 60 feet that can hear the jinmenju must succeed on a DC 16 Wisdom saving throw or suffer the effects of the hideous laughter spell until initiative count 20 on the next round. Regional Effects The region containing a jinmenju's lair is warped by its magic, which creates one or more of the following effects: People within 6 miles of the jinmenju have a 10% chance each night of experiencing a strange and enthralling dream. The dreamer is sitting with hundreds of other happy, laughing people beneath the boughs of a tree that bears white apples. When the dreamer awakens, it is psychically compelled to seek out the tree. People who live within 1 mile of the jinmenju find everyday occurrences unusually funny, often laughing at unhappy news or at inappropriate events, like funerals. If the jinmenju dies, these supernatural effects disappear after 1d10 days.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Jinnborn Pirate","description":"Swinging across on a rope to land on the enemy's deck, this stocky, blue-skinned humanoid brandishes a rapier with great panache. The jinnborn are a race of wanderers found in the warm lands of the south. Descended from powerful elemental creatures called jinn, they claim to be the first mortals to have walked the world. Calling themselves the “people of the path,” they roam the desert lands, following the traditional routes set down by their elders. The jinnborn descend from varied elemental lineages, leading to air, earth, fire, and water jinnborn. Life of Piracy. Many jinnborn find piracy and banditry match their nomadic lifestyle, allowing them to conduct lucrative raids on the ships and caravans they encounter while traveling their ancestral paths. Jinnborn that leave their people and paths find that life aboard a ship is familiar yet free from the traditions of their people. Those jinnborn who become pirates tend to be brash and flash y mavericks. Sailors of All Ships. Earth and fire jinnborn tribes commonly use sandships to raid desert caravans, while air jinnborn prefer airships powered by bound elementals or djinn. Water jinnborn are happy to sail on more traditional waterborne galleys, cogs, an d caravels. Elemental Versatility The mystical paths followed by the jinnborn tie them to one of the four elements: air, earth, fire, or water. To make a jinnborn pirate, use the statistics presented here, except as described below. Damage Resistances. The jinnborn has resistance to acid (earth jinnborn), cold (water jinnborn), fire (fire jinnborn), or lightning (air jinnborn) damage. Elemental Weapons. The jinnborn's weapon attacks are imbued with its elemental power. When the jinnborn hits with any weapon, the weapon deals an extra 1d6 acid (earth jinnborn), cold (water jinnborn), fire (fire jinnborn), or lightning (air jinnborn) damage. Languages. The jinnborn knows Common and Aquan (water jinnborn), Auran (air jinnborn), Ignan (fire jinnborn), or Terran (earth jinnborn). Elemental Weapons. The jinnborn's weapon attacks are imbued with its elemental power. When the jinnborn hits with any weapon, the weapon deals an extra 1d6 lightning damage (included in the attack). Flamboyant Defense. While the jinnborn pirate is wearing no armor and wielding no shield, its AC includes its Charisma modifier. Knows the Ropes. The jinnborn pirate has proficiency with airships, sandships, or waterborne ships (the jinnborn's choice). It adds its proficiency bonus to any check it makes to control the chosen type of ship, and it adds its proficiency bonus to any saving throws made while on the chosen type of vehicle. Actions Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) lightning damage. Shortbow. Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) lightning damage. Reactions Parry. The jinnborn pirate adds 2 to its AC against one melee attack that would hit it. To do so, the jinnborn must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Lawful Alignment","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Jivam Tammsel","description":"Jivam Tammsel is a mixed human noble who leads a barony in Erlkazar, a small kingdom east of Tethyr. Baron Tammsel also happens to be a mixed Dragon with the innate ability to spew a line of acid at anyone who dares threaten his people. Baron Tammsel's barony is called Impresk, which is the northernmost of Elkazar's five baronies. Impresk Lake lies on its western border. The land is mostly made up of nomadic hill people, farming villages, logging and shepherding towns, and a mining settlement. Jivam was born in Waterdeep to an adult steel dragon mother who had taken human form for decades. Though Jivam never knew his birth father, his foster father was a kind minor nobleman in Waterdeep who saw to it that Jivam received the best education money could buy. Jivam enjoyed his studies, but not nearly as much as his daily ride or frequent hunting expeditions. His hobby took him deeper and deeper into the wilds until he decided to give up city life. His travels led him to Impresk, where he met a people in need of leadership. He earned their respect by defending them against attack, and they elected him baron. Traits Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Relentless Endurance (Recharges After a Long Rest). When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Actions Attack . You can attack when you take this action, using the following: Shortsword . Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1d6 + 2 piercing damage. Dart . Ranged Weapon Attack: +4 to hit, range 20/60 feet, one target. Hit: 1d4 + 2 piercing damage. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1d4 + 2 bludgeoning damage. Breath Weapon (Recharges after a Short or Long Rest) . You can use your action to spray acid in a 30-foot line. Each creature in that line must make a DC 11 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one. Bonus Actions Martial Arts. When you use the Attack action with your unarmed strike or shortsword on your turn, you can make one unarmed strike as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dragonborn, Human)","Expansion":24690},"publisher":"Gnome Made Games","book":"An Elf and an Orc Had A Little Baby"},{"name":"Joho","description":"A Tiny construct with AC 10, 1 hit point, a walking speed of 10 feet, immunity to poison damage and the poisoned condition, and no attacks. Destroying a doll causes the child’s soul within it to become trapped in the Soulmonger. Joho the monkey coughs on its stuffing when it tries to talk. If any character makes an effort to befriend one of the dolls, the soul of the child trapped inside the doll bestows a magical charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in \"Charms\" and follow the same rules. Joho’s Charm. While you have Joho in your possession, it grants you the benefit of a helm of comprehending languages . This benefit lasts for 7 days while the doll is in your possession, after which the charm vanishes from you.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":31454,"Challenge Rating":"-"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Jongleur","description":"With a mischievous grin and colorful attire, the jongleur employs a unique blend of physical comedy, biting insults, and nimble movements to confuse and incapacitate foes. Its quick wit and sharp tongue are weapons in themselves, leaving adversaries bewildered and distracted. In addition to its acrobatic prowess, the jongleur hurls poison-coated daggers and throwing knives with deadly accuracy. It enhances its performances with bardic magic, weaving spells of enchantment, illusion, and trickery. The jongleur is a delightful enigma, combining laughter, dexterity, and the power of music and magic to both entertain and leave adversaries reeling in the face of its whimsical yet potent abilities. Actions Multiattack. The jongleur makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. Absurd Shenanigans (Recharges 5–6). The jongleur hurls insults, witty wordplay, and uses physical comedy to create a moment of irony and surprise. Each creature of the jongleur's choice within 30 feet of it must succeed on a DC 13 Charisma saving throw. On a failed save, the creature is charmed for 1 minute. A charmed creature suffers the effect of the confusion spell. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jongleur's Absurd Shenanigans for the next 24 hours. Fan of Knives (1/Day). The jongleur hurls a set of daggers and throwing knives in a 15-foot cone. Each creature in that area must succeed on a DC 13 Dexterity saving throw, taking 13 (4d4 + 3) piercing damage plus 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. Spellcasting. The jongleur casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): At will: mage hand, minor illusion, vicious mockery (2d4) 2/day each: charm person, mirror image, thunderwave 1/day each: stinking cloud Bonus Actions Disengage. The jongleur takes the Disengage action. Reactions Dance Around. When an attacker the jongleur can see makes an attack roll against the jongleur, the jongleur can impose disadvantage on the attack roll. If the attack roll is successful, the jongleur only takes half as much damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Lawful Alignment","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Jongleur Grand Maestro","description":"With a mischievous grin and colorful attire, the jongleur employs a unique blend of physical comedy, biting insults, and nimble movements to confuse and incapacitate foes. Its quick wit and sharp tongue are weapons in themselves, leaving adversaries bewildered and distracted. In addition to its acrobatic prowess, the jongleur hurls poison-coated daggers and throwing knives with deadly accuracy. It enhances its performances with bardic magic, weaving spells of enchantment, illusion, and trickery. The jongleur is a delightful enigma, combining laughter, dexterity, and the power of music and magic to both entertain and leave adversaries reeling in the face of its whimsical yet potent abilities. Traits Persistent Magic. When the jongleur ends or loses its concentration on an active spell, that spell lasts until the end of the jongleur's next turn, even if the jongleur casts another spell that requires concentration. Actions Multiattack. The jongleur makes two Dagger attacks. Alternatively, it can make one Dagger attack and use Spellcasting. Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 10 (3d6) poison damage. Absurd Shenanigans (Recharges 5–6). The jongleur hurls insults, witty wordplay, and uses physical comedy to create a moment of irony and surprise. Each creature of the jongleur's choice within 30 feet of it must succeed on a DC 17 Charisma saving throw. On a failed save, the creature is charmed for 1 minute. A charmed creature suffers the effect of the confusion spell. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jongleur's Absurd Shenanigans for the next 24 hours. Fan of Knives (3/Day). The jongleur hurls a set of daggers and throwing knives in a 15-foot cone. Each creature in that area must succeed on a DC 17 Dexterity saving throw, taking 20 (6d4 + 5) piercing damage plus 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Spellcasting . The jongleur casts one of the following spells using Charisma as the spellcasting ability (spell save DC 17): At will: mage hand, minor illusion, vicious mockery (4d4) 2/day each: animate objects, charm person, irresistible dance, mirror image, polymorph, stinking cloud, thunderwave 1/day each: foresight, freedom of movement, glibness, mirage arcane Bonus Actions Disengage. The jongleur takes the Disengage action. Hilarious Act. The jongleur targets a creature within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or falls into fits of laughter. The target is prone, incapacitated, and unable to stand up until the end of the jongleur's next turn. A creature that can't hear or understand the jongleur, or has an Intelligence score of 4 or less, isn't affected. If a creature's saving throw is successful, the creature is immune to the jongleur's Hilarious Act for the next 24 hours. Reactions Dance Around. When an attacker the jongleur can see makes an attack roll against the jongleur, the jongleur can impose disadvantage on the attack roll. If the attack roll is successful, the jongleur only takes half as much damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Jongleur Virtuoso","description":"With a mischievous grin and colorful attire, the jongleur employs a unique blend of physical comedy, biting insults, and nimble movements to confuse and incapacitate foes. Its quick wit and sharp tongue are weapons in themselves, leaving adversaries bewildered and distracted. In addition to its acrobatic prowess, the jongleur hurls poison-coated daggers and throwing knives with deadly accuracy. It enhances its performances with bardic magic, weaving spells of enchantment, illusion, and trickery. The jongleur is a delightful enigma, combining laughter, dexterity, and the power of music and magic to both entertain and leave adversaries reeling in the face of its whimsical yet potent abilities. Actions Multiattack. The jongleur makes two Dagger attacks. Alternatively, it can make one Dagger attack and use Spellcasting. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage. Absurd Shenanigans (Recharges 5–6). The jongleur hurls insults, witty wordplay, and uses physical comedy to create a moment of irony and surprise. Each creature of the jongleur's choice within 30 feet of it must succeed on a DC 15 Charisma saving throw. On a failed save, the creature is charmed for 1 minute. A charmed creature suffers the effect of the confusion spell. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jongleur's Absurd Shenanigans for the next 24 hours. Fan of Knives (2/Day). The jongleur hurls a set of daggers and throwing knives in a 15-foot cone. Each creature in that area must succeed on a DC 15 Dexterity saving throw, taking 16 (5d4 + 4) piercing damage plus 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Spellcasting. The jongleur casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15): At will: mage hand, minor illusion, vicious mockery (3d4) 2/day each: charm person, mirror image, stinking cloud, thunderwave 1/day each: animate objects, freedom of movement, irresistible dance, polymorph Bonus Actions Disengage. The jongleur takes the Disengage action. Hilarious Act. The jongleur targets a creature within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or falls into fits of laughter. The target is prone, incapacitated, and unable to stand up until the end of the jongleur's next turn. A creature that can't hear or understand the jongleur, or has an Intelligence score of 4 or less, isn't affected. If a creature's saving throw is successful, the creature is immune to the jongleur's Hilarious Act for the next 24 hours. Reactions Dance Around. When an attacker the jongleur can see makes an attack roll against the jongleur, the jongleur can impose disadvantage on the attack roll. If the attack roll is successful, the jongleur only takes half as much damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Jotund Troll","description":"Troll Trolls are one of the most notorious dangers of the Stolen Lands, be they encountered alone or as members of larger bands. Beyond the typical troll, other more dangerous variants of these creatures can be found in the region, each sharing a penchant for violence, sadism, and murderous cruelty. Jotund Troll Jotund trolls are gigantic, nine-headed horrors who prowl frigid moors, marshes, and wastelands. While a jotund troll’s nine heads possess their own brains and senses, they work much more in tandem than the dual-minded nature of the two-headed troll. Despite this, the heads often argue and bicker, particularly over which head gets to eat the carcass of a victim. The fact that all nine maws lead to the same shared stomach seldom makes much difference in these culinary disagreements. Traits Head Regrowth. If the jotund troll has one of its nine heads severed, such as by a vorpal sword , it is able to regrow the head during the troll’s regeneration. After the troll regains hit points, it makes a Constitution check; on a result of 25 or lower, one missing head is fully restored, while two missing heads are restored on a result of 26 or higher. If a jotund troll’s last head is severed, the troll dies immediately. Regeneration. The jotund troll regains 40 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The jotund troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Legendary Resistance (3/Day). If the jotund troll fails a saving throw, it can choose to succeed instead. Actions Multiattack. The jotund troll makes one bite attack and two claw attacks. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft. Hit: 17 (3d6+7) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 10 ft. Hit: 14 (2d6+7) slashing damage. Cacophonous Roar (Recharge 5—6). The jotund troll emits a cacophonous roar from all its heads, exerting a mystical power that distorts the listener’s mind. Each creature within 100 feet that is not a giant and can hear it must make a DC 17 Wisdom saving throw. On a failed save the creature is stunned until the end of their next turn. Ravenous Jaws (Recharge 6). The jotund troll makes a bite attack with each of its heads. Each attack must be directed at a different target within 10 feet of the troll.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":15},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Jourrael, the Caedogeist","description":"“Of the great, terrible legends born in the blood and fire of the Calamity, few managed to defy mortality and endure the ages as deftly as the assassin queen Jourrael. Blessed by shadow and death, they walk between realms, relishing the hunt and stalking their target tirelessly, unburdened by wall, gate, or door. Whatever poor soul finds the ire of the Caedogeist can only accept their ‘Inevitable End.’” —Unnamed scholar of the Cobalt Soul Jourrael is a nightmarish specter and ancient assassin of many names. The Spider Queen bestowed upon her the title of Caedogeist, the specter of silent death, while scholars describe Jourrael as “the Inevitable End,” more certain than death. Those who catch a glimpse of her whisper of a nightmarish wraith wielding daggers dripping poison, hair like fire, skin shielded in shadow, and able to walk through walls and mountains as if they were water. Death Forbidden. Jourrael cannot die. A contract between the Lord of the Hells and the Spider Queen forbids death from claiming the assassin, though many have tried—often in increasingly creative ways. At the Calamity’s end, armies joined together to separate Jourrael’s body into disparate parts. The Savalirwood elves took their head to Veluthil, while their heart was hidden in the Lotusden Greenwood under a dread wraithroot tree. The mysterious fiend Obann falsely believed that after recovering and reviving Jourrael, he could control her indefinitely. Inevitably, Jourrael dealt a killing blow to Obann, sending him to the death she will never meet. Unbound Future. Alive and well, Jourrael still serves the Spider Queen. Their ghostly form and unmatchable stealth fuel the attacks of their spectral blade and void dagger, with few surviving that onslaught. They shrug off nature’s elements and mortals’ weapons, won’t be held against their will, and know no fear. After having spent so long dismembered and sealed away, Jourrael is eager to see the world of Exandria—and to kill any creature they deem worthy of dying on their blades. Alignment. Chaotic evil. Traits Incorporeal Movement. Jourrael can move through other creatures and objects as if they were difficult terrain. They take 5 (1d10) force damage if they end their turn inside an object. Sneak Attack (1/Turn). Jourrael deals an extra 35 (10d6) damage when they hit a target with a weapon attack and have advantage on the attack roll, or when the target is within 5 feet of an ally of Jourrael that isn’t incapacitated and Jourrael doesn’t have disadvantage on the attack roll. Innate Spellcasting. Jourrael’s spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire Inevitable. If Jourrael is reduced to 0 hit points, they do not fall unconscious but become an incorporeal spirit for 24 hours. During this time, Jourrael can’t return to their original form until they return to full hit points. In this form, they are invisible, can’t attack or interact with corporeal creatures or objects, and can’t be targeted by spells. After 24 hours have passed, Jourrael regains 1 hit point and returns to their original form with four levels of exhaustion. Actions Multiattack. Jourrael makes two melee attacks or two ranged attacks. Spectral Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Void Dagger. Ranged Weapon Attack: +12 to hit, range 60/120 ft., one target. Hit: 9 (1d4 + 7) piercing damage. Bonus Actions Cunning Action. Jourrael can take the Dash, Disengage, or Hide action. Mirrored Form (Recharges after a Short Rest). Jourrael manifests three illusory duplicates that hover in her space. Each time a creature targets Jourrael with an attack, roll a d20 to see if it hits one of the duplicates. If there are three duplicates, a duplicate is targeted on a roll of 6 or higher. With two duplicates, a duplicate is targeted on a roll of 8 or higher. A single duplicate is targeted on a roll of 11 or higher. A duplicate’s AC is 17, and it is destroyed if hit. Jourrael can hide the duplicates as a bonus action. Reactions Parry. Jourrael adds 5 to their AC against one melee attack that would hit them. To do so, they must see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (drow)","Alignment":"chaotic evil","Expansion":20583,"Challenge Rating":15},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Jovoc","description":"Jovocs are small, obnoxious demons that roam in packs in the Abyss. Standing only at around four feet tall, jovocs resemble dark-skinned hairless shriveled humanoids that have long arms that end in three clawed fingers that are permanently stained with blood. Angry Mob. While jovocs appear to be weak compared to other demons, they make up for it in sheer numbers. They have been known to take on bigger and stronger targets, overwhelming them with coordinated attacks. Aura of Retribution. What make jovocs a real threat in battle is their aura of retribution which allows them to magically inflict pain against nearby creatures when they get hurt. When facing multiple enemies, the jovocs employ a nasty tactic. Instead of directly attacking their foes, jovocs will claw each other, enabling them to deal damage to multiple targets. Traits Aura of Retribution. When the jovoc takes damage, each creature within 10 feet of the jovoc must make a DC 13 Constitution saving throw or take 4 (1d8) necrotic damage. Demons and Undead are immune to this effect. Pack Tactics. The jovoc has advantage on an attack roll against a creature if at least one of the jovoc's allies is within 5 feet of the creature and the ally isn't incapacitated. Regeneration. The jovoc regains 5 hit points at the start of its turn. If it takes acid or radiant damage, this trait doesn't function at the start of its next turn. The jovoc dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The jovoc makes two Claw attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Jowchit Girallon","description":"Girallons are found on many worlds and are often genuinely savage killers, carnivorous four-armed monstrosities, but the ape-world of Jowchit features a seemingly unique offshoot of their race. Their large frame and imposing visage belie gentle spirits and inquisitive natures. Their gigantic, four armed bodies are a surprising vehicle for a race of quiet scholars and gentle monks. Physically, Jowchit girallons are larger, more evolved versions of their lesser cousins. They stand 9 feet tall and weigh nearly a thousand pounds. Mentally they are even more different, boasting a much higher intelligence than their smaller brethren on other worlds. They also lack the reclusive nature and evil alignment of their cousins, tending to live in mixed communities with garil and vanara. Peaceful. For the most part, the garillons of Jowchit eschew weaponry, preferring to use whatever is nearby and are experts at improvising what they need should combat prove unavoidable. Their relationship with magic is similar and as intuitive. They can often coax effects from magic items and can always see magical auras. Garil Symbiosis. It is not known how long the association between the garil and the girallons of Jowchit has existed, but it is practically symbiotic at the cultural level. The girallon of this world form a significant cross section of the great thinkers and sages of the planet, and for the most part, they live amongst the garil and vanara population. They tend to avoid leadership positions, although the occasional leader will rise from their ranks. Studious. 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Jubilost would have others believe he’s well-traveled, but when the PCs first meet him, the majority of his adventures consist of those imagined while reading books in the safety of his home. Traits Equipment. Dagger, light crossbow, crossbow bolts (10), alchemist’s fire (2), potion of healing , scholar’s pack, antitoxin, alchemist’s supplies, traveler’s clothes. Artificer’s Lore. Whenever Jubilost makes an Intelligence (History) check related to magic items, alchemical objects, or technological devices, he can add twice his proficiency bonus (+2). Gnome Cunning. Jubilost has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Spellcasting. Jubilost is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): acid splash, mending, poison spray 1st level (2 slots): alarm, comprehend languages, false life, grease Tinker. Jubilost has proficiency with artisan’s tools (tinker’s tools). Using those tools, he can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless he spends 1 hour repairing it to keep the device functioning), or when he uses his action to dismantle it; at that time, he can reclaim the materials used to create it. He can have up to three such devices active at a time. When you create a device, choose one of the following options: Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of his turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter: The device produces a miniature flame, which he can use to light a candle, torch, or campfire. Using the device requires his action. Music Box: When this music box is opened, it plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Alchemist’s Fire. Ranged Weapon Attack: +2 to hit, range 20 ft., one target. Hit: The target takes 2 (1d4) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to attempt to extinguish the flames.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"chaotic neutral","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Jubilost Narthropple (Level 8)","description":"Jubilost Narthropple is a gnome of many words, often spoken in multiple languages and laden with biting observations and veiled insults. Jubilost would have others believe he’s well-traveled, but when the PCs first meet him, the majority of his adventures consist of those imagined while reading books in the safety of his home. Traits Equipment. Dagger, light crossbow, crossbow bolts (10), acid flasks (4), alchemist’s fire (4), potions of healing (2), scholar’s pack, antitoxin, alchemist’s supplies, thieves’ tools, traveler’s clothes. Arcane Recovery (1/Day). When he finishes a short rest, Jubilost chooses expended spell slots to recover. The spell slots can have a combined level that is equal to or less than two levels. Artificer’s Lore. Whenever Jubilost makes an Intelligence (History) check related to magic items, alchemical objects, or technological devices, he can add twice his proficiency bonus (+3). Bomb Thrower. Jubilost possesses the Bomb Thrower feat. Cunning Action. Cunning Action. On each of his turns, Jubilost can use a bonus action to take the Dash, Disengage, Hide, or Use an Object actions; to make a Dexterity (Sleight of Hand) check; or to use his thieves’ tools to disarm a trap or open a lock. Gnome Cunning. Jubilost has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Savant. The gold and time Jubilost must spend to copy a transmutation spell into his spellbook is halved. Second-Story Work. Climbing does not cost Jubilost extra movement. When he makes a running jump, the distance he covers increases by a number of feet equal to his Dexterity modifier (+3). Sneak Attack (1/Turn). Jubilost deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of him that isn’t incapacitated and Jubilost doesn’t have disadvantage on the attack roll. Spellcasting. Jubilost is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): acid splash, dancing lights, mending, poison spray 1st level (4 slots): alarm, comprehend languages, false life, grease, shield 2nd level (3 slots): acid arrow, shatter Tinker. Jubilost has proficiency with artisan’s tools (tinker’s tools). Using those tools, he can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless he spends 1 hour repairing it to keep the device functioning), or when he uses his action to dismantle it; at that time, he can reclaim the materials used to create it. He can have up to three such devices active at a time. When you create a device, choose one of the following options: Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of his turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter: The device produces a miniature flame, which he can use to light a candle, torch, or campfire. Using the device requires his action. Music Box: When this music box is opened, it plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. Transmutation. By spending 10 minutes, Jubilost can transform 1 cubic foot of an item made of wood, non-precious stone, iron, copper, or silver entirely into another one of those substances. After one hour, or if he loses concentration (as a spell), all the transmuted material reverts to its natural material. Actions Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Acid Flask. Ranged Weapon Attack: +6 to hit, range 20 ft., one target. Hit: The target takes 10 (2d6 +3) acid damage. On a hit, Jubilost can attempt a secondary hit against a target in range and within 5 feet of the original target (see Bomb Thrower), inflicting 3 acid damage on a hit. Alchemist’s Fire. Ranged Weapon Attack: +6 to hit, range 20 ft., one target. Hit: The target takes 2 (1d4) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 14 Dexterity check to attempt to extinguish the flames.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"chaotic neutral","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Jubjub Bird","description":"The large, colorful bird spreads its wings, shrieking as its snakelike tail sways, poised to strike. A jubjub bird's brightly colored feathers and powerful body taper into a long, scaled snakelike tail. They make their homes in forests and grasslands, and they are large, swift hunters. Flights of Passion. Jubjub birds are naturally aggressive and respond forcefully to any perceived threat or intrusion. They can and do chase humanoids for miles just for crossing through their territories. Luckily, they're terrible flyers. On at least one occasion, a jubjub bird, inflamed by travelers who built a cottage on its territory while it was away, proceeded to screech incessantly outside the dwelling day and night. The newcomers abandoned their new farmstead. Jubjub bird aggression goes double with others of their kind. Though they interact briefly while mating, they cannot share territory, eventually attacking each other and marking out exacting boundaries. Two jubjub's settled near one another makes a volatile mix, prone to spilling over into traveler campsites or even into nearby fields, orchards, or bridges over streams. When vigilant against another jubjub bird, they may guard settled sites, fields, and paths against all comers. Earning Trust. With creatures other than their own kind, jubjub birds can form a bond of lifelong trust. Though it requires months of time and effort, trained jubjub birds are supportive companions and loyal pets. Some wealthy eccentrics make them into guardians for their lavish and sprawling estates, which the birds view as their own territory, defending it relentlessly. Jubjub Eggs. These creatures' watermelon-sized eggs are very rare and highly sought after by collectors and would-be animal trainers—and by chefs to the very wealthy. Jubjub birds lay only a single egg each season, and their breeding season spans multiple years. Jubjub hens often abandon their young, leading the chicks to develop rather quickly. Fortunately, young jubjub birds can take care of themselves not long after hatching. Shrill Screech. When agitated, the jubjub bird makes a near-constant shrill and high scream, giving it advantage on Charisma (Intimidation) checks. Stubborn. The jubjub bird has advantage on saving throws against being charmed. In addition, Wisdom (Animal Handling) checks are made with disadvantage against the jubjub bird. Unpredictable. Opportunity attacks against the jubjub bird are made with disadvantage. Actions Multiattack. The jubjub bird makes two Bite attacks, or it makes one Bite attack and one Constrict attack. Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the jubjub bird can't constrict another target. Reactions Impassioned Riposte. When a creature the jubjub bird can see misses it with an attack while within 10 feet of it, the jubjub bird can make one Bite attack against the attacker.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Judge Konrad Salasar","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid","Alignment":"lawful neutral","Expansion":29375,"Challenge Rating":14},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Juiblex","description":"Juiblex Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn’t care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself. A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated. Only the truly insane worship Juiblex and tend to its slimes and oozes. Those who offer themselves up to the demon lord are engulfed by it and become vaguely humanoid, sentient oozes. The bodies of these former flesh-and-blood creatures form Juiblex’s extended physical body, while the demon lord slowly digests and savors their identities over time. Juiblex’s Lair Juiblex’s principal lair is known as the Slime Pits, a realm which Juiblex shares with Zuggtmoy. This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of oozing, fetid sludge. Its landscape is covered in vast expanses of caustic and unintelligent slimes, and strange organic forms rise from the oceans of molds and oozes at Juiblex’s command. Lair Actions On initiative count 20 (losing initiative ties), Juiblex can take a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row: Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. A green slime (see the Dungeon Master’s Guide ) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour. Regional Effects The region containing Juiblex’s lair is warped by its magic, creating one or more of the following effects: Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Juiblex dies, these effects fade over the course of 1d10 days. Madness of Juiblex If a creature goes mad in Juiblex’s lair or within line of sight of the demon lord, roll on the Madness of Juiblex table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Juiblex d100 Flaw (lasts until cured) 01–20 “I must consume everything I can!” 21–40 “I refuse to part with any of my possessions.” 41–60 “I’ll do everything I can to get others to eat and drink beyond their normal limits.” 61–80 “I must possess as many material goods as I can.” 81–00 “My personality is irrelevant. I am defined by what I consume.”","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Juiblex","description":"Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself. A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated. Only the truly insane worship Juiblex and tend to its slimes and oozes. Those who offer themselves up to the demon lord are engulfed by it and become vaguely humanoid, sentient oozes. The bodies of these former flesh-and-blood creatures form Juiblex's extended physical body, while the demon lord slowly digests and savors their identities over time. Juiblex's Lair Juiblex's principal lair is known as the Slime Pits⁠, a realm that Juiblex shares with Zuggtmoy. This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of oozing, fetid sludge. Its landscape is covered in vast expanses of caustic and unintelligent slimes, and strange organic forms rise from the oceans of molds and oozes at Juiblex's command⁠. Lair Actions On initiative count 20 (losing initiative ties), Juiblex can take a lair action⁠ to cause one of the following effects; it can't use the same effect two rounds in a row: Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained⁠ creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. A green slime (see the Dungeon Master's Guide ) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour. Regional Effects The region containing Juiblex's lair is warped by its magic, creating one or more of the following effects: Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness⁠ determined by the Madness⁠ of Juiblex table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Juiblex dies, these effects fade over the course of 1d10 days. Madness⁠ of Juiblex If a creature goes mad in Juiblex's lair or within line of sight of the demon lord, roll on the Madness⁠ of Juiblex table to determine the nature of the madness⁠, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. Madness⁠ of Juiblex d100 Flaw (lasts until cured) 01–20 \"I must consume everything I can!\" 21–40 \"I refuse to part with any of my possessions.\" 41–60 \"I'll do everything I can to get others to eat and drink beyond their normal limits.\" 61–80 \"I must possess as many material goods as I can.\" 81–00 \"My personality is irrelevant. I am defined by what I consume.\" Traits Foul. Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn. Innate Spellcasting. Juiblex's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components: At will: acid splash (17th level), detect magic 3/day each: blight, contagion, gaseous form Legendary Resistance⁠ (3/Day). If Juiblex fails a saving throw, it can choose to succeed instead. Magic Resistance⁠. Juiblex has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. Juiblex's weapon attacks are magical. Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate. Spider Climb⁠. Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. Juiblex makes three acid lash attacks. Acid Lash. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after 1 minute. Eject Slime (Recharge 5–6). Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed. Legendary Actions Juiblex can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature's turn. Juiblex regains spent legendary actions at the start of its turn. Acid Splash. Juiblex casts acid splash. Attack. Juiblex makes one acid lash attack. Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the target.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Juiblex","description":"Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn’t care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself. A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated. Juiblex’s Lair Juiblex’s principal lair is known as the Slime Pits, a realm that Juiblex shares with Zuggtmoy (who also appears in this book). This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of fetid sludge. The landscape is covered in vast expanses of caustic slimes, and strange organic forms rise from the oceans of ooze at Juiblex’s command. Juiblex’s challenge rating is 24 (62,000 XP) when encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), Juiblex can take one of the following lair actions; it can’t take the same lair action two rounds in a row: Green Slime. A green slime (see the Dungeon Master’s Guide ) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour. Slippery Slime. Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Sticky Slime. Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When the slime appears, each creature in that area must succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check. The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Regional Effects The region containing Juiblex’s lair is warped by its magic, creating one or more of the following effects: Acidic Water. Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them. Corrupted Nature. Within 6 miles of the lair, all Wisdom (Medicine) and Wisdom (Survival) checks have disadvantage. Slime. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it. If Juiblex dies, these effects fade over the course of 1d10 days. Cultists of Juiblex The Faceless Lord grants its cultists special abilities. Lesser followers can gain the Liquid Movement trait. The most dedicated devotees of ooze can also gain the Slimy Organs trait. Liquid Movement. As an action, this creature can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement. Slimy Organs. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Whenever this creature suffers a critical hit or is reduced to 0 hit points, it sprays acid; each creature within 5 feet of it takes acid damage equal to its number of Hit Dice. Traits Foul. Any creature other than an Ooze that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature’s next turn. Legendary Resistance (3/Day). If Juiblex fails a saving throw, it can choose to succeed instead. Magic Resistance. Juiblex has advantage on saving throws against spells and other magical effects. Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn’t regenerate. Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. Juiblex makes three Acid Lash attacks. Acid Lash. Melee or Ranged Weapon Attack: +14 to hit, reach 10 ft. or range 60/120 ft., one target. Hit: 21 (4d6 + 7) acid damage. Any creature killed by this attack is drawn into Juiblex’s body, where the corpse is dissolved after 1 minute. Eject Slime (Recharge 5–6). Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must succeed on a DC 21 Dexterity saving throw or take 55 (10d10) acid damage. Unless the target avoids taking all of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon the target is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed. The penalty on an object can be removed by the mending spell. Spellcasting. Juiblex casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20): At will: detect magic 3/day each: contagion , gaseous form Legendary Actions Juiblex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Juiblex regains spent legendary actions at the start of its turn. Attack. Juiblex makes one Acid Lash attack. Corrupting Touch (Costs 2 Actions). Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an Ooze, is poisoned while within 10 feet of the target.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":14934,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Julia Petal","description":"“Making music, that’s all I care about.” A musician, Julia has managed to become a famous singer adored by the Cyherested public at a very early age. She has a charming aura, an excellent voice, and bewitching dance moves. Everything she is and does is subject to newspapers, editorials and radio shows, which scour heaven and earth to find out about her looks, partners, planned concerts and future projects. Many call her the “New Songbird” or “Newbird” after Donatella Songbird, another famous singer who passed away more than half a century ago. Her fame even attracts some Kanrath citizens who come to Cyherested just to watch her perform. Julia’s Story Julia was born in Bard Town , twenty seven years ago. Her mother had decided to settle in Cyherested after her father died in a work accident. Her mother worked in various pubs, restaurants, and motels in Bard Town as a waitress, a dishwasher, or a housekeeper, and Julia thus grew up among artists. She saw thousands of performances, listened to all manner of songs, and discovered that she herself wanted to take the stage as soon as possible. At 15, she was making good money through her performances. One night, she was discovered by a group of CAMP College teachers who immediately recognized her talent and urged her to apply to the school. She did as they said and was immediately admitted, becoming the youngest student to ever be accepted to the prestigious school. Julia didn’t achieve her luxurious lifestyle fast. When she graduated and continued her work as an artist, the media started to take notice. She started to be featured in all sorts of publications, and every aspect of her life made the papers. There was one local paper in particular that reflected her life quite well, so she bought a share of said paper at 21 years old. It was at this point that her fortune started to snowball, and she began to truly build her empire as it is today. Today, at 27 years old, she has preserved her famous persona. She has a grand fortune and shares in numerous media companies. There have been many who have tried to rise to fame as she did, trying to retrace her steps, but none have succeeded in achieving her star status. Julia’s Goals Even though Julia has great fortune and is fond of material possessions, her true wish is to have fun, continue making music, and to live out her days happily. Roleplaying Julia Needless to say, Julia has a charming aura. Her appearance, facial expressions, gestures, and tone of voice are perfect notes composing a great melody. She doesn’t like talking about depressing or unpleasant things. She might even refuse to listen to them. Julia is a party animal; she loves dancing, drinking, and having fun with friends. She often throws lavish parties at her penthouse where everyone is guaranteed a good time. Julia in Combat Combat is not her cup of tea. She leaves it to her private guards and flees the scene. She is accompanied by 3 Bloodwork Automatons (patrol) at all times. If she has to fight, she relies on her spellcasting and musical prowess. If Julia is attacked in public in Cyherested, citizens do their best to help her including alerting the CBI or street gangs, and even engaging in combat.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half orc)","Alignment":"lawful neutral","Expansion":24099,"Challenge Rating":11},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Jungle Siren","description":"Jungle Siren Sailors whisper haunting tales of these plants, which can manifest illusions of those they’ve killed to entice new victims to come near.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Juniper Sheriff","description":"While it resembles a rabbit poised for flight, this childlike creature wears brown trousers and a blue blazer with a small branch of juniper berries pinned to its breast. Long ago, fey kings and queens prohibited the juniper sheriffs from telling lies. They also decreed that, whenever a sheriff meets an intelligent creature, the sheriff must ask three questions and hear its answers (or follow it until it does). The fastidious sheriffs follow their instructions, and once every year they visit their ruler's court to report on all they have learned. The rulers record the reports in magical bottles, kept for their own enigmatic purposes. Mountain Ramblers. Juniper sheriffs live on forested mountainsides and foothills, where their namesake juniper trees grow. They protect fairy rings, shadow roads, and fey portals. Sheriffs perform their duties with utmost seriousness, which led other fey to nickname them “grim guardians.” Memory for Faces. A juniper sheriff never forgets the face, voice, or name of a creature it has spoken to, and it remembers the responses to its questions (if any). Even if a creature has taken another form and speaks with the sheriff years later, a juniper sheriff can often identify it by its voice or by quirks of speech, scent, or body language. Aura of Honesty. A creature that enters a space within 10 feet of the juniper sheriff for the first time on a turn or starts its turn there must succeed on a DC 13 Charisma saving throw or be unable to speak a deliberate lie until it starts its turn more than 10 feet away from the sheriff. Creatures affected by this trait are aware of it, and the juniper sheriff knows whether a creature in the area succeeded or failed on its saving throw. Sheriff's Duty. The juniper sheriff knows if it hears a lie and can't speak a deliberate lie. Unfailing Memory. The juniper sheriff remembers every creature that has ever spoken to it. If a creature has spoken to the sheriff and speaks to the sheriff again while polymorphed or disguised, the sheriff has advantage on Intelligence (Investigation), Wisdom (Insight), and Wisdom (Perception) checks to identify or recognize that creature. Actions Saber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Bitter Truth. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 8 (2d4 + 3) psychic damage, and the target has disadvantage on the next saving throw it makes against the juniper sheriff's Aura of Honesty within the next 1 minute. Bonus Actions Hop Away. The juniper sheriff takes the Dash or Disengage action.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Junk Golem","description":"Junk golems are assembled from trash and spare parts, and often leave trails of garbage in their wakes. 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These stats can serve for any frost giant prisoner the PCs might encounter, or if (as in the Kingmaker Adventure Path ) you narratively need to have a low-level party encounter what’s normally a much more powerful foe. Alternatively, you can use a mechanic like Wounded Arm to make any other powerful foe more usable at lower levels, as long as you work to adjust the creature’s statistics so that they aren’t unfair in a fight at your target challenge rating. Traits Wounded Arm. Jurgrindor’s left arm has been wounded severely during a previous fight. At the end of each of his turns, Jurgrindor must succeed at a DC 13 Constitution saving throw or the wound begins to bleed again, dealing 3 (1d6) necrotic damage to him. His wound prevents him from throwing rocks. Actions Fist. Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4+4) bludgeoning damage. Chill Breath (Recharge 5–6). Jurgrindor exhales a 15-foot cone of moisture that freezes. Each creature in the area must make a DC 16 Constitution saving throw, taking 9 (2d8) cold damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also grappled in ice (escape DC 13), and while grappled in this way, the creature is restrained and takes 9 (2d8) cold damage at the end of each of its turns.","properties":{"Category":"Monsters","Size":"Large","Type":"giant (frost giant)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Justice Archon","description":"The fearsome justice archons are the peacekeepers in Mount Celestia, appearing as winged humanoids garbed in resplendent-looking plate armor. Zealous Inquisitors. If anyone commits an atrocity in the Upper Planes, you can be sure that justice archons will come for them. Unfortunately, their zealousness to mete swift justice often brings them into conflict with those who ask for mercy or leniency. Despite these issues, justice archons are highly valued for their vigilance and fervor. When encountered in the Material Plane, justice archons are likely on a mission to capture or deliver judgement on a creature. Archons The mighty archons are exalted celestial champions who maintain peace, uphold justice, and serve the angels and deities of Arcadia, Bytopia, and the Seven Heavens of Mount Celestia. Benevolent Guardians. Whereas angels act more as agents, commanders, and generals, archons fill the role of soldiers, scouts, and support specialists. They protect the innocent and defenseless and aid the wounded and sick. They despise and stand against malevolent supernatural creatures such as demons, devils, yugoloths, and evil undead. They capture and bring to justice powerful creatures who have performed depraved and despicable acts. Unfortunately, their unwavering sense of righteousness often leaves them vulnerable to manipulation and conflict. Blessed Champions. Archons never willingly use violence unless it is necessary. However, if combat is unavoidable, archons can be a terrifying thing to behold as they become justice and vengeance personified. They radiate an aura of menace that can sap the will of their foes. Archons are expert battle tacticians, able to teleport at will and cast powerful divine spells that can aid allies and banish foes. In addition to their impressive powers, they are also fearless, tireless, resistant to most attacks, and can’t be charmed. Divine Agents. While they rarely leave Mount Celestia, archons can be encountered anywhere, even in the Lower Planes. They frequently travel to the Material Plane on a variety of missions, acting as couriers, messengers, spies, or marshals. Archons have been known to assist adventurers, especially if they are favored by their deities. Types of Archons. There are eight major types of archons, each with different characteristics and abilities. The hound archon, justice archon, and lantern archons are the most numerous ones, and make up the bulk of the archon army, serving as foot soldiers, guards, and scouts. The owl archon, trumpet archon, and warden archon are specialists, while the sword archon and the throne archon act as military officers. Immortal Nature. An archon doesn't require food, drink, or sleep. Traits Aura of Menace. The archon emanates an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a DC 14 Wisdom saving throw or become frightened of the archon for 1 minute or until it takes any damage. Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The archon makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: aid, continual flame, detect evil and good 1/day: magic circle Teleport. The archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Bonus Actions Justice Strike (3/Day). The archon deals extra damage when it hits a creature with a melee attack. The extra damage depends on the target's alignment: Any Evil: 13 (3d8) radiant damage. Chaotic Neutral or Neutral: 9 (2d8) radiant damage. Chaotic Good or Lawful Neutral: 4 (1d8) radiant damage. Reactions Castigating Strike. When a creature within 5 feet of the archon deals damage to an ally, the archon makes a melee weapon attack against that creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Jutkarr Flintfingers","description":"Thieves? No. Thieves dream of doing one big, easy job. If they pull it off, they go into hiding and retire. We are not thieves. We’re architects. Jutkarr Flintfingers Though Jutkarr Flintfingers is a devotee of Ragilo, a god venerated by thieves and assassins, he doesn’t consider himself a scoundrel. In fact, the grandfatherly dwarf actively dislikes most thieves, calling them lazy cheats and cocky liars. Jutkarr instead considers himself a “problem solver” and believes that any true follower of Ragilo is the same. To him, there’s little difference between solving the daily word puzzle in the city broadsheet and “solving” a guarded mansion, a warded treasure vault, or the social complexities of a street gang war. Each is merely a pleasant distraction and chance to keep his wits sharp. Harlo hired Jutkarr for his expedition as an expert in traps and locks. After the founding of the Amethyst Knife, Jutkarr became the syndicate’s quartermaster and tactician. He oversees most operations with his cunning intellect and insight. Traits Mind Link. Jutkarr can communicate telepathically with any Amethyst Knife boss regardless of distance, provided they are on the same plane of existence. Poison Resistant. Jutkarr has advantage on saving throws he makes to avoid or end the poisoned condition on himself. Actions Multiattack. Jutkarr makes two Deserved Transfer attacks. *Deserved Transfer ( 2 nd-Order Power). Melee or Ranged Power Attack: +9 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 13 (2d6 + 6) psychic damage, and one creature Jutkarr can see within 30 feet of him gains temporary hit points equal to half the damage dealt. Psionic Resilience ( 2 /Day; 4 th-Order Power). Jutkarr touches a willing creature and gives them immunity to one of the following conditions for 1 hour: blinded, charmed, dazed, deafened, frightened, paralyzed, petrified, poisoned, or stunned. Additionally, if the target suffers from the chosen condition, that condition is suppressed for 1 hour. Reactions Shared Condition. When Jutkarr is blinded, charmed, dazed, deafened, frightened, paralyzed, or stunned, he chooses a willing Amethyst Knife boss within 60 feet of him who doesn’t already have the condition or is immune to it. The chosen creature then gains the condition for the duration, and Jutkarr loses the condition. He can use this reaction even while incapacitated.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Juvenile Black Dragon","description":"Juvenile dragons range anywhere from 26 to 50 years old and are at the stage where they are now out in the wild and looking to establish their lair. Juveniles tend to travel far from their parents’ lair to avoid encroaching on their territory. Adventurers often mistake juveniles to be considerably weaker, and while juveniles may not be as powerful as their adult brethren, they still pose a dangerous threat if not taken seriously. Traits Amphibious. The dragon can breathe air and water. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) acid damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Acid Breath (Recharge 5–6). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 13 Dexterity saving throw, taking 31 (7d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Juvenile Blue Dragon","description":"Juvenile dragons range anywhere from 26 to 50 years old and are at the stage where they are now out in the wild and looking to establish their lair. Juveniles tend to travel far from their parents’ lair to avoid encroaching on their territory. Adventurers often mistake juveniles to be considerably weaker, and while juveniles may not be as powerful as their adult brethren, they still pose a dangerous threat if not taken seriously. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) lightning damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 14 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Juvenile Brown Dragon","description":"Brown Dragon Often referred to by desert nomads as the great desert dragon or sand dragon, the brown dragon is a cunning creature, but it is also haughty, irritable, paranoid, and slothful. It provides for itself in whatever way requires the least inconvenience and steers clear of unnecessary trouble. It makes its home in underground caverns and the ruins of ancient cities buried beneath the wastelands. Desert Predator. The brown dragon is a flightless creature that swims under vast desert sands like a bloodthirsty shark at sea. Its scales are leathery and softer than the typical dragon's metallic-like ones and have the color that matches its natural hunting grounds, ranging from dark brown at birth to dull light brown in their old age. The brown dragon has four short, muscular limbs that end with webbed claws suitable for digging through the sand and a pair of leathery wing vestiges at the back of its shoulders. A few lucky survivors who survived a brown dragon's attack recall seeing twin dorsal-like fins, which were the dragon's wings, cutting through the sand during its approach. Ambush Hunter. The brown dragon consumes minerals but prefers meat. It particularly relishes the taste of livestock, especially camels and horses. It will go to great lengths to attack caravans and herders but is careful enough to do so only in isolated areas and to not leave any survivors to avoid attracting unwanted attention, such as a party of adventurers. The brown dragon hunts by burying itself in the sand, waiting patiently until it senses vibrations caused by a prey's movement, after which it explodes from its hiding place, showering sand everywhere as it leaps toward its target. The brown dragon's breath is a line of highly corrosive sand that can also blind those that are hit by it. Prey, Foes, and Allies. The brown dragon is fiercely territorial and will slay and consume other burrowing predatory creatures such as ankhegs, bulettes, kruthiks, and umber hulks. It tolerates the presence of oozes and ooze elementals, as well as desert-dwelling vermin like giant antlions and scorpions, only because the brown dragon doesn't see them as competition or threat to its well-being and treasure hoard. The brown dragon dislikes other dragons, though, and especially hates and fears blue dragons, which often shares its territory with them. If an older blue dragon threatens it, the brown dragon will establish a new lair, move its treasure, and abandon its old home. Aloof and Self-Serving. The brown dragon sees anything weaker than itself as nothing more than prey. It does not care much for speaking with other intelligent creatures, especially adventurers, as it finds it odd and beneath itself to talk to its food. If it does participate in a conversation, the brown dragon will feign boredom and disinterest and even toy with whoever it is talking to, subtly steering topics to potential prey, treasure, and threats. A Brown Dragon's Lair Brown dragons keep their lairs underneath desolate deserts and coastal beaches, using their lightning-quick burrowing claws and acidic breath to form a vast, maze-like network of caverns. Stagnant pools of acid and noxious gases plague the brown dragon’s lair, discouraging all but the hardiest of trespassers. Oozes, ooze paraelementals, as well as swarms of scarabs, scorpions, and similar vermin, infest its numerous tunnels. Like blue dragons, the brown dragons will cause cave-ins if their lairs are invaded by dangerous foes, only to return when confident their enemies are all dead from suffocation and injury from being trapped underneath tons of sand. The challenge rating of a legendary brown dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Noxious chlorine gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. Regional Effects The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Sandstorms rage within 6 miles of the lair. Ooze paraelementals scour the land within 6 miles of the lair. Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole. If the dragon dies, the ooze paraelementals disappear immediately, and the sandstorms abate within 1d10 days. Any sinkholes remain where they are. Traits Hold Breath. The dragon can hold its breath for 15 minutes or until it uses its Acid Breath. Sand Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 4 (1d8) acid damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Acid Breath (Recharge 5-6). The dragon exhales corrosive sand in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) acid damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Juvenile Dragon Zombie","description":"Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Multiattack. The zombie makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Baleful Breath (Recharge 5–6). The zombie exhales pestilent gas in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 27 (5d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Juvenile Gray Dragon","description":"Gray Dragon The gray dragon is likely the most avaricious, ill-tempered, and feral of all dragons. It lives to hunt for sport, more obsessed with the act of stalking and bringing down powerful prey than accumulating wealth. It is prone to fits of rage such that the gray dragon would rain death and destruction to every random habitat and settlement within miles of its lair. It dwells in temperate regions that have high rocky outcroppings surrounded by low flatlands. Spiked Horror. The gray dragon is covered in armor-like, bony plates called osteoderms, with spikes protruding from its forearms and limb joints. Its head features a crest of long, sharp spikes, with smaller ones jutting below its oversized jaw like a garish beard. A jagged line of barbs runs from the back of its head and along its spine, and its forked tail ends with two wicked scythe-like bony plates which it uses to impale prey. A fang-filled mouth and a pair of long ears give the gray dragon a bat-like visage. Earth Connection. It is said that gray dragons evolved from fang dragons, an extinct type of bestial dragon that had no breath weapon. Legend has it that Tiamat, the Queen of Dragons, weaved her dark magic and infused all unhatched fang dragon eggs in the world with basilisk blood. Since then, only gray dragon hatchlings have been born, and each has shown a natural affinity with the Elemental nature of Earth, including immunity to petrification. Consummate Hunter. Driven by its predatory nature, the gray dragon prefers to fight by just using its teeth, claws, and tail, often delivering the killing blow before its target can react. At times the gray dragon will toy with its prey, tormenting it by telling how futile it is to escape, and even mimicking voices it has heard to distract or lure the target. It sees it as a testament to its hunting prowess to bring down formidable creatures with just its cunning, hunting skill, and physical attacks. Thus, it rarely uses its breath attack unless it believes its life might be in danger. The gray dragon's elemental breath is a cone of caustic, viscous slime. The slime is so sticky that it continues to dissolve the flesh of its victims for a time after the initial contact. Guarded Lair. A gray dragon often leaves its lair for extended periods to hunt. Before doing so, it seals its den, where it keeps its vast treasure piles, with boulders and slabs of granite and limestone. The lair’s outlying chambers are usually patrolled by the gray dragon’s minions, which are often basilisks, cockatrices, earth elementals, galeb duhr, medusae, ooze paraelementals, and stone giants. These creatures are not necessarily subservient to the gray dragon and see it more as a mutual arrangement of protection. However, they do fear the gray dragon’s wrath and take extraordinary steps not to incur it. A Gray Dragon's Lair The gray dragon dwells in badlands, brushlands, prairies, and tundras that have rocky crags, cliffs, and outcroppings that overlook great flatlands where it can spy potential game from great distances. It makes its lair in sprawling caves and ancient ruins. Its den is full of amassed treasure and decorated with the bones and skulls of the most dangerous and largest creatures it has slain. The gray dragon hunts and leaves its lair more often than other dragons and secures its lair by blocking its entrances with huge boulders. The challenge rating of a legendary gray dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. The dragon creates a wall of earth on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, resistant to bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine, and immunity to necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Earthquakes are common within 6 miles of the dragon’s lair. Earth elementals scour the land within 6 miles of the lair. Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby. If the dragon dies, the earth elementals disappear immediately, and the other effects fade over the course of 1d10 days. Traits Mimicry. The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Actions Multiattack. The dragon makes one Bite or Tail attack and two Claw attacks. Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 2 (1d4) acid damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Tail. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) piercing damage and if the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the dragon can automatically hit the target with its Tail attack, and the dragon can't attack another target with its Tail attack. Acid Breath (Recharge 5–6). The dragon exhales sticky, corrosive acid in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On failed save, a creature takes 22 (5d8) acid damage immediately and 9 (2d8) acid damage at the end of its next turn. On a successful save, a creature takes half as much of the initial damage and no damage at the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Juvenile Green Dragon","description":"Juvenile dragons range anywhere from 26 to 50 years old and are at the stage where they are now out in the wild and looking to establish their lair. Juveniles tend to travel far from their parents’ lair to avoid encroaching on their territory. Adventurers often mistake juveniles to be considerably weaker, and while juveniles may not be as powerful as their adult brethren, they still pose a dangerous threat if not taken seriously. Traits Amphibious. The dragon can breathe air and water. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) poison damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Juvenile Harpy","description":"The craven feminine form is enshrouded in the unkempt wings of a carrion bird. Limp hair whips about angular facial features, beset by piercing eyes. Her hands are adorned with wicked talon-like claws. Traits Magic Initiate : The harpy can cast spells using Intelligence as her spellcasting ability (spell save DC 10, +2 to hit with spell attacks). She knows two cantrips and one 1st-level spell. After the 1st-level spell is cast, she needs to complete a long rest before she can cast it again. Cantrips (at will): blade ward, fire bolt 1st level (1 slot): alarm Actions Multiattack : The harpy makes two attacks: one with her claws and one with her +1 dagger. Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Dagger: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4 ) piercing damage. Luring Song : The harpy sings a luring enchanting melody. Every humanoid or giant within 300 feet of her that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on each of her subsequent turns to continue singing. She can stop at any time, and the song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated. If the target is more than 5 feet away from the harpy, the target takes the Dash action on its turn to move toward the harpy by the most direct route. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as falling off the cliff, or whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to the harpy’s song for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":18594,"Challenge Rating":1},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Juvenile Hellfire Wyrm","description":"Hellfire Wyrm As part of her agreement of being a subservient champion of Asmodeus, Tiamat the Dragon Queen provided the Supreme Master of the Nine Hells some of her eggs. The eggs were brought to Mephistopheles and infused with Asmodeus's blood. The dragons born from these eggs were raised to become draconic agents loyal to Asmodeus and the ruling archdevils of the Nine Hells. These dragons became known as hellfire wyrms. To ensure the hellfire wyrms would not pose a threat to her, Tiamat deliberately cursed each egg. The cursed hellfire wyrm, no matter how old it was, would not grow to the size of an ancient dragon. Still, every hellfire wyrm, while subservient to the archdevils, recognize Tiamat as their mother and remain reverent to her. Fiendish Shapechanger. From afar, the hellfire wyrm is often mistaken for a red dragon. As one gets close to it, however, its supernatural aura and diabolical characteristics become more noticeable. It features osteodermic spikes protruding from its head and shoulders and a row of sharp bony spines run from the back of its head to the tip of its tail. Its scales continuously shift in the colors of flowing molten lava and its eyes burn with infernal intensity. The hellfire wyrm can also change its form to that of a tiefling or any Medium devil. It prefers its tiefling form, though, where the once fearsome hellfire wyrm effortlessly becomes a charming, endearing, polite, and eloquent creature. It is probably these traits, and its ability to magically disguise itself, that make the hellfire wyrm even more dangerous. Agent of the Nine Hells. The hellfire wyrm is sent to the Material Plane to insert itself into numerous powerful kingdoms and live among the humanoid races for an indefinite time, assuming different identities until it establishes itself successfully and secures a position of power, such as a chancellor, magistrate, or treasurer. In these roles, a hellfire wyrm can secretly influence and corrupt monarchs, people of high stations, and those in key, strategic positions to pursue actions and make decisions that align with the goals of its archdevil master or send as many souls possible to the Nine Hells, such as commit despotic acts and start unnecessary wars. The hellfire wyrm always makes these moves very carefully and takes utmost care to hide its diabolical nature. Anyone who becomes even remotely suspicious of the hellfire wyrm's true identity or actions is quickly and quietly eliminated by the dragon. The hellfire wyrm will only reveal its true draconic form if its life is in peril and it can't escape. Combat Tactician. In combat, the hellfire wyrm quickly searches for advantages and disadvantages it can exploit, such as the environment or its enemies' weaknesses. It keeps to the air against grounded targets, using only its spells and breath attack until it is confident enough to close in and finish them off. Its breath attack is a powerful cone of hellfire that can turn bone and flesh to ash in an instant. Those few who survive such an onslaught are still left vulnerable to fire and must contend with the hellfire wyrm's next attacks. A Hellfire Wyrm's Lair A hellfire wyrm keeps and maintains several homes in the cities found within the kingdom the dragon covers. These homes are often large, resplendent mansions guarded by mercenaries hired by the hellfire wyrm, who may not even know their master's true nature. These homes are just for show, though, and the hellfire wyrm only stays there in its tiefling form when it has tasks it needs to do in that city. When the hellfire wyrm is not actively scheming, it retreats to its actual lair, which is either inside the central vent of a volcano, a forgotten ancient ruins, or an underground cavern complex deep underneath the kingdom's capital. Because the hellfire wyrm is often away from its true lair, it never leaves it unguarded. Magma paraelementals lurk outside the entrances of the lair, while the hellfire wyrm's infernal minions, such as barbed devils, bearded devils, hellhounds, imps, lemures, merregons, nupperibos, and spined devils, patrol the inner passageways and chambers. Finally, the hellfire wyrm's innermost sanctum in its lair, where it hides its precious collections and accumulated treasure, is always protected by magical traps and sealed by magical locks. The challenge rating of a legendary hellfire wyrm increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: A storm made up of sheets of roaring flame appears in a location the dragon chooses within 120 feet of it. The area of the storm consists of up to eight 10-foot cubes, which the dragon can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 15 Dexterity saving throw. It takes 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The dragon targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dragon creates an opaque wall of fire on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) fire damage, or half as much damage on a successful save. Each side of the wall deals 9 (2d8) fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary hellfire wyrm’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Unbearably hot, sulfuric smoke obscures the land within 6 miles of the dragon’s lair. Creatures take 3 (1d6) poison damage and 3 (1d6) fire damage at the end of hour spent in the area. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. Rocky fissures within 1 mile of the dragon’s lair form portals to the Nine Hells, allowing hell hounds and lesser devils (CR 5 or less) into the world to dwell nearby. If the dragon dies, the devils disappear immediately, and the other effects fade over the course of 1d10 days. Traits Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) fire damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks) At will: charm person, detect magic, disguise self, fire bolt (2d10) 2/day each: invisibility, suggestion Hellfire Breath (Recharge 5–6). The dragon exhales hellfire in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On failed save, a creature takes 33 (6d10) fire damage and becomes vulnerable to fire damage until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects. Bonus Actions Change Shape. The dragon magically transforms into a tiefling or Medium devil, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Heated Body. The dragon emits fire from its body. A creature that touches the dragon or hits it with a melee attack while within 10 feet of it and the Heated Body is active takes 4 (1d8) fire damage. The Heated Body remains until the dragon dies or until it dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Dragon)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Juvenile Illithidragon","description":"Illithidragon When an illithid colony captures a live dragon wyrmling, it is brought to the elder brain. If the colony is thriving, the wyrmling is destroyed. If, however, the colony is in dire straits, the elder brain may decide the unthinkable and have the wyrmling undergo ceremorphosis, the process of transforming a creature into an illithid. In this case, the wyrmling transforms into an illithidragon. To ensure the illithidragon does not become a threat to the colony, the elder brain stunts the growth of the illithidragon at the very start of the process, preventing the illithidragon from reaching the age and size of an ancient dragon. Uncontrollable Force. The illithidragon tends to be loyal and subservient to the elder brain, serving the colony as its primary guardian. As it ages, however, its draconic nature of being selfish, egotistical, and superior rears up, and the elder brain starts to lose control over the illithidragon. As soon as this happens, the colony is ordered to destroy the illithidragon. However, the illithidragon is often already aware that it has become a threat to the elder brain and either escapes into the Underdark to begins its life anew, or destroys the elder brain, subjugates the colony, and installs itself as the new master. Mastermind. Just like mind flayers, an illithidragon is a depraved schemer and manipulator, enslaving weaker Underdark races to further its goals of amassing wealth, domination, and survival. Just like mind flayers, it subsists on the brains of other creatures. However, it can eat any intelligent creature's brain, not just humanoids. It hates and avoids other dragons, as they see its kind as an abomination that must be destroyed. Mind Destroyer. In combat, an illithidragon attacks its foes with its grasping tentacles and raking claws. If it manages to incapacitate a creature, it will try to extract its brain. Unlike dragons, an illithidragon has lost its breath attack ability. However, it can emit psychic energy waves just like a mind flayer. An Illithidragon's Lair An illithidragon's lair is always underground, and often within the deepest regions the Underdark. The illithidragon makes its lair in great stalactite-filled cavern complexes with twisting tunnels. Its main den where it keeps its treasure hoard usually has chambers at varying heights, with at least four or more means of egress. The illithidragon keeps enslaved humanoids such as derro, dire corbies, and quaggoths to patrol its lair's outermost passages and forms partnerships with more powerful creatures such as ropers to guard its lair's inner areas. The challenge rating of a legendary illithidragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the illithidragon takes a lair action to cause one of the following effects; the illithidragon can’t use the same effect two rounds in a row: The illithidragon casts telekinesis (no components required) While maintaining concentration on this effect, the illithidragon can’t take other lair actions. One creature the illithidragon can see within 120 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed by the illithidragon as if the dragon had cast dominate monster on it. The effect ends on initiative count 20 on the next round. Regional Effects The region containing a legendary illithidragon’s lair is warped by the illithidragon’s magic, which creates one or more of the following effects: Whenever a creature sleeps or enters a state of trance within 6 miles of the illithidragon’s lair, it experiences a haunting nightmare and wakes up, its rest interrupted. Non-evil creatures within 6 miles of the illithidragon’s lair randomly hear whispered voices in their heads. Plants, fungi, and animals within 1 mile of the of the illithidragon’s lair have twisted, aberrant forms and tentacles. If the illithidragon dies, the nightmares and whispers immediately end while the plants, fungi, and animals return to their normal forms over the course of 1d10 days. Traits Magic Resistance. The illithidragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The illithidragon makes one Tentacles attack and two Claw attacks. Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 4 (1d8) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 14 Intelligence saving throw or be stunned until this grapple ends. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Extract Brain. Melee Weapon Attack: +6 to hit, reach 5 ft., one incapacitated creature that has a brain grappled by the illithidragon. Hit: The target takes 38 (7d10) piercing damage. If this damage reduces the target to 0 hit points, the illithidragon kills the target by extracting and devouring its brain. Spellcasting. The illithidragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14): At will: detect thoughts, levitate Mind Blast (Recharge 5–6). The illithidragon magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 21 (4d8 + 3) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration (Dragon)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Juvenile Kraken","description":"Hidden in a deep, dark underwater pit near the Styes, this creature bears the mark of the dark god Tharizdun’s madness. Becoming more independent every day, it dreams of freeing itself from its aboleth tenders and wreaking its own foul will upon the seas. Traits Amphibious. The kraken can breathe air and water. Freedom of Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Attacks Multiattack. The kraken makes two tentacle attacks, each of which it can replace with a use of Fling. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a Medium or smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken’s turns. One Medium or two smaller creatures can be swallowed at the same time. If the kraken takes 35 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. Fling. One Medium or smaller object held or creature grappled by the kraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. Lightning Strike. The kraken magically create a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The kraken regains spent legendary actions at the start of its turn. Tentacle Attack (Costs 2 Actions). The kraken makes one tentacle attack. Fling. The kraken uses Fling. Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 18 Constitution saving throw, taking 11 (2d10) poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken’s next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity (titan)","Alignment":"chaotic evil","Expansion":3905,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Juvenile Mimic","description":"See \"Mimic Colonies\" in Magical Phenomena .","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity (shapechanger)","Expansion":8257,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Juvenile Purple Dragon","description":"Purple Dragon The existence of purple dragons is known only by a few on the surface world. But dwarves who dwell deep underneath mountains tell tales to their children to be wary not to venture deep into the Underdark, for a silent, shadowy killer stalks its many chasms and maze-like tunnels. Underdark Stalker. The purple dragon, not to be confused with the deep dragon, is native to the Underdark. It has a slender, serpentine neck and an armored, elongated head with a crest of swept-back sharp spikes. Its scales range from iridescent amethyst and deep purple to dark eggplant violet as it ages. Its sinewy, flexible body possesses powerful limbs and talon-tipped wings and moves like a hunting cat, which helps it navigate, squeeze through, and traverse the Underdark's endless narrow crevices and stalactite-filled caverns undetected with ease. Cunning Predator. The purple dragon enjoys the thrill of the hunt, just like gray dragons. Whereas gray dragons take down prey with fierce brutality, the purple dragon attacks with calculated efficiency, stalking its prey patiently for hours and striking before its target becomes aware of its presence. The purple dragon is so deathly quiet that it can pick off members of a dwarven patrol one by one without alerting the others. Its breath attack is a billowing cloud of psychotropic vapor that disrupts and impairs a creature's acuity and cognitive abilities. Clever Opportunist. A purple dragon is friendly toward drow and sees them as allies with many resources it can exploit. It hates dwarves, including duergar, because they craft armor out of its scales. It despises balhannoths, cloakers, deepspawns, and illithids because it sees them as competition for dominance in the Underdark. While a purple dragon generally avoids other dragons, it tolerates the company of a deep dragon, which it sees as an ally against illithids and a kindred spirit it can banter with. That doesn't mean a purple dragon will trust one, though. The purple dragon can eat almost anything edible, but it is very fond of giant specimens of cavefishes, crabs, crayfishes, as well as kuo-toans, chuuls, and aboleths. A Purple Dragon's Lair A purple dragon places its lair in a location close to drow communities it can trade and work with, underground lakes where it hunts prey, and enemy settlements it can raid and plunder. The purple dragon's lair is usually a hard-to-reach hollowed-out cavern full of stolen treasure and magical items that the dragon has amassed in its lifetime. It is typically guarded by minions the purple dragon has subjugated or partnered with, such as chitines, drow mercenaries, grimlocks, hook horrors, and maur giants. The challenge rating of a legendary purple dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Stalactites fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. One creature the dragon can see within 120 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed by the dragon as if the dragon had cast dominate monster on it. The effect ends on initiative count 20 on the next round. Regional Effects The region containing a legendary purple dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Giant fungi form labyrinthine passages within 1 mile of the dragon’s lair. The giant fungi act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can squeeze between the giant fungi, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the giant fungi must make a DC 15 Constitution saving throw once each round it’s in contact with the giant fungi or take 3 (1d6) poison damage from the toxic spores. Each 10-foot-cube of giant fungi has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. Shadows cast by non-evil creatures within 6 miles of the dragon’s lair randomly animate and form nightmarish but harmless silhouettes, warning such creatures of the danger. Bats, centipedes, spiders, and other underground vermin within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. If the dragon dies, the vermin lose their supernatural link to it. The giant fungi remain, but within 1d10 days, they become mundane fungi and normal difficult terrain, losing their toxicity. Traits Stone Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) psychic damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Psychic Breath (Recharge 5–6). The dragon exhales psychic energy in a 30-foot cone. Each creature in that area must make a DC 13 Intelligence saving throw. On a failed save, a creature takes 27 (6d8) psychic damage, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Juvenile Purple Worm Mount (PB 2)","description":"She who tames an adult purple worm is not to be trifled with. Juvenile worms separated from their parents become invaluable landscapers for small settlements, as long as the monstrosities have ample food and space to roam. Their massive, segmented trunks repel earth away from their bodies as they dig, covering daring riders as they submerge. Traits Mounted. During a long rest, the worm can designate one creature that rode it within the last 10 days as its rider. The worm uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Mauve the Earth. The worm’s Tail Stinger attack has a reach of 15 feet and deals an additional 5 (2d4) piercing damage when the worm is underground and targets a creature above ground. Plated Protection. The rider can ride on the worm while it burrows. Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 8-foot-diameter tunnel in its wake. Actions Bite. Melee Weapon Attack: +7 + PB to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 15 (6d4) acid damage at the start of each of the worm's turns. If the worm takes 15 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Tail Stinger (1/Day). Melee Weapon Attack: +7 + PB to hit, reach 10 ft., one target. Hit: 14 (3d4 + 7) piercing damage, and the target must make a DC 12 + PB Constitution saving throw, taking 30 (12d4) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"mounted monstrosity","Alignment":"unaligned","Expansion":18512,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Juvenile Purple Worm Mount (PB 3)","description":"She who tames an adult purple worm is not to be trifled with. Juvenile worms separated from their parents become invaluable landscapers for small settlements, as long as the monstrosities have ample food and space to roam. Their massive, segmented trunks repel earth away from their bodies as they dig, covering daring riders as they submerge. Traits Mounted. During a long rest, the worm can designate one creature that rode it within the last 10 days as its rider. The worm uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Mauve the Earth. The worm’s Tail Stinger attack has a reach of 15 feet and deals an additional 5 (2d4) piercing damage when the worm is underground and targets a creature above ground. Plated Protection. The rider can ride on the worm while it burrows. Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 8-foot-diameter tunnel in its wake. Actions Bite. Melee Weapon Attack: +7 + PB to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 15 (6d4) acid damage at the start of each of the worm's turns. If the worm takes 15 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Tail Stinger (1/Day). Melee Weapon Attack: +7 + PB to hit, reach 10 ft., one target. Hit: 14 (3d4 + 7) piercing damage, and the target must make a DC 12 + PB Constitution saving throw, taking 30 (12d4) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"mounted monstrosity","Alignment":"unaligned","Expansion":18512,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Juvenile Purple Worm Mount (PB 4)","description":"She who tames an adult purple worm is not to be trifled with. Juvenile worms separated from their parents become invaluable landscapers for small settlements, as long as the monstrosities have ample food and space to roam. Their massive, segmented trunks repel earth away from their bodies as they dig, covering daring riders as they submerge. Traits Mounted. During a long rest, the worm can designate one creature that rode it within the last 10 days as its rider. The worm uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Mauve the Earth. The worm’s Tail Stinger attack has a reach of 15 feet and deals an additional 5 (2d4) piercing damage when the worm is underground and targets a creature above ground. Plated Protection. The rider can ride on the worm while it burrows. Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 8-foot-diameter tunnel in its wake. Actions Bite. Melee Weapon Attack: +7 + PB to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 15 (6d4) acid damage at the start of each of the worm's turns. If the worm takes 15 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Tail Stinger (1/Day). Melee Weapon Attack: +7 + PB to hit, reach 10 ft., one target. Hit: 14 (3d4 + 7) piercing damage, and the target must make a DC 12 + PB Constitution saving throw, taking 30 (12d4) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"mounted monstrosity","Alignment":"unaligned","Expansion":18512,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Juvenile Purple Worm Mount (PB 5)","description":"She who tames an adult purple worm is not to be trifled with. Juvenile worms separated from their parents become invaluable landscapers for small settlements, as long as the monstrosities have ample food and space to roam. Their massive, segmented trunks repel earth away from their bodies as they dig, covering daring riders as they submerge. Traits Mounted. During a long rest, the worm can designate one creature that rode it within the last 10 days as its rider. The worm uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Mauve the Earth. The worm’s Tail Stinger attack has a reach of 15 feet and deals an additional 5 (2d4) piercing damage when the worm is underground and targets a creature above ground. Plated Protection. The rider can ride on the worm while it burrows. Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 8-foot-diameter tunnel in its wake. Actions Bite. Melee Weapon Attack: +7 + PB to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 15 (6d4) acid damage at the start of each of the worm's turns. If the worm takes 15 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Tail Stinger (1/Day). Melee Weapon Attack: +7 + PB to hit, reach 10 ft., one target. Hit: 14 (3d4 + 7) piercing damage, and the target must make a DC 12 + PB Constitution saving throw, taking 30 (12d4) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"mounted monstrosity","Alignment":"unaligned","Expansion":18512,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Juvenile Purple Worm Mount (PB 6)","description":"She who tames an adult purple worm is not to be trifled with. Juvenile worms separated from their parents become invaluable landscapers for small settlements, as long as the monstrosities have ample food and space to roam. Their massive, segmented trunks repel earth away from their bodies as they dig, covering daring riders as they submerge. Traits Mounted. During a long rest, the worm can designate one creature that rode it within the last 10 days as its rider. The worm uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Mauve the Earth. The worm’s Tail Stinger attack has a reach of 15 feet and deals an additional 5 (2d4) piercing damage when the worm is underground and targets a creature above ground. Plated Protection. The rider can ride on the worm while it burrows. Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 8-foot-diameter tunnel in its wake. Actions Bite. Melee Weapon Attack: +7 + PB to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 15 (6d4) acid damage at the start of each of the worm's turns. If the worm takes 15 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Tail Stinger (1/Day). Melee Weapon Attack: +7 + PB to hit, reach 10 ft., one target. Hit: 14 (3d4 + 7) piercing damage, and the target must make a DC 12 + PB Constitution saving throw, taking 30 (12d4) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"mounted monstrosity","Alignment":"unaligned","Expansion":18512,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Juvenile Red Dragon","description":"Juvenile dragons range anywhere from 26 to 50 years old and are at the stage where they are now out in the wild and looking to establish their lair. Juveniles tend to travel far from their parents’ lair to avoid encroaching on their territory. Adventurers often mistake juveniles to be considerably weaker, and while juveniles may not be as powerful as their adult brethren, they still pose a dangerous threat if not taken seriously. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 3 (1d6) fire damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. Fire Breath (Recharge 5–6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 38 (11d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Juvenile Remorhaz","description":"TRAITS Heated Body: A creature that touches the juvenile remorhaz or hits it with a melee attack while within 5 feet of it takes 5 (2d4) fire damage. ACTIONS Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 5 (2d4) fire damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"custom","Alignment":"unaligned","Expansion":20254,"Challenge Rating":5},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Juvenile Sand Spider","description":"About the size of a small dog, these spiders have coarse tan fur and black mandibles that ooze with pasty venom. Traits Sand Walker: A juvenile sand spider ignores movement restrictions caused by sand or sandy surfaces. Actions Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much on a successful one. If the poison reduces the target to 0 hit points, the target is stable but poisoned for 1 hour. Even after regaining hit points, the target is paralyzed while it retains the poisoned condition.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":20844,"Challenge Rating":"1/4"},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Juvenile White Dragon","description":"Juvenile dragons range anywhere from 26 to 50 years old and are at the stage where they are now out in the wild and looking to establish their lair. Juveniles tend to travel far from their parents’ lair to avoid encroaching on their territory. Adventurers often mistake juveniles to be considerably weaker, and while juveniles may not be as powerful as their adult brethren, they still pose a dangerous threat if not taken seriously. Traits Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) cold damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Cold Breath (Recharge 5–6). The dragon exhales cold in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"K’Chouk","description":"The leader of the attack on the Merchant Circle is a drow assassin. Amongst the drow, “assassin” is not merely a term used to describe a means to an end. The tactics of infiltration and escape that result in the death of a rival are practiced by drow of all stations. To truly earn the title of Assassin is to earn a reputation for effectiveness in killing, without incurring collateral losses and undue attention. Ambassadors of Death. In drow cities where the perception of power is as important as the actuality, assassins offer more services than simple murder. Hiring an assassin to speak on behalf of your House is a subtle message of ruthless intent and a brazen flaunting of wealth. Loyal Mercenary. Unlike other killers-for-hire, drow assassins are motivated by more than coin. Often an assassin will tie their fate to that of an individual house, or a group of allied houses. An assassin declares their loyalty through their kills, and as long as the house to which they’re allied remains ascendant, the assassin takes no job that will conflict with their house’s interests. Their loyalty is unquestioned, and attempting to bribe away an assassin is one of the lowest forms of dishonor amongst the drow. However, convincing the assassin that their best interests are served by betraying their matron is an honor that reflects well on both the assassin and their new alliance.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":8},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"K'thriss Drow'b","description":"All things are divided into meat and mouths—but even a mouth is just meat. The drow warlock K’thriss Drow’b cuts a dashing figure as the worldly representative of the Ur—a ravenous, inscrutable, and largely indifferent elder entity from beyond reality. Tapped into this dark power, the “C” Team’s hoards­person sees all existence as a puzzle to unlock, and he is obsessed by the essential lack of meaning and purpose in the structures of so-called “reality.” Still, all things considered, he is most often polite and affable. Because after a long adventuring career, he understands that he can’t afford to make more enemies. Given his blue skin tone, rumors suggest that K’thriss is of mixed heritage, but no one knows for sure. As a young and doubting adherent of Lolth, he stumbled upon fragments of a relic known as the Black Altar, exposing him to their infinite truths and shocking the drow’s hair jet-black. His matching “beard” is actually a slow-growing colony of inert spores that K’thriss believes makes him look distinguished. Possessed of alarming and asymmetric crystalline eyes, he often wears a blindfold to spare others his visage, seeing through the eyes of his familiar while he does. Tentacles play a big part in K’thriss’s spellcasting, whether wrenching him through the sky when he uses magic to fly, or manifesting in dark, suckered form when he casts spells such as thorn whip . And when enemies hear K’thriss whisper the deep truths of the Ur—typically something about how on a geologic time scale, everyone’s desires are meaningless—they remember it. K’thriss’s familiar, Ligotti, is a semisapient remnant of a tentacle attack, spawned by the warlock’s intercessor patron god. Though entirely alien to the material plane (and often appearing in the form of a staff), Ligotti uses the stat block of a poisonous snake with these changes: It has an Intelligence score of 12 (+2). It has telepathy out to a range of 30 feet.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic neutral","Expansion":4048,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Kabuki Sacrifice","description":"Actions Hidden Blade. Melee Weapon Attack: +3 to hit, Reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Creatures that take damage from this attack make a constitution saving throw DC 14, if they fail, they take 10 (3d6) poison damage, and half that amount if they succeed.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"lawful evil","Expansion":25901,"Challenge Rating":"1/4"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Kachlian","description":"This floating creature has numerous writhing tentacles protruding from a body that is hidden inside an enormous shell. The colors of its body shift slowly between grays, greens, and even deep purples. Otherborn. Kachlians form in the space between spaces, birthed where madness prevails. They find their way to the darkened caverns beneath the ground through portals of chaos and darkness—breaches in the fabric of reality caused by concentrations of turmoil, despair, and insanity. They are no strangers to the plateaus of Leng, and its denizens give wandering kachlians a wide berth. Eater of Souls. The kachlian consumes the souls of creatures, preferring intelligent and enlightened prey. When it consumes a creature, the creature’s soul is torn to pieces. The kachlian absorbs the parts it considers valuable into its own being and discards the rest. These partial souls often combine into a twisted amalgam of spirits called a chimeric phantom . Despite the pain of their tormented creation and existence, chimeric phantoms often remain near the kachlian who created them, providing protection and limited companionship. At Home Everywhere. Kachlians carry great shells on their backs, remains of unknown creatures from the kachlians’ home plane. The interior of each shell has a pocket of extra-dimensional space that holds the kachlian’s belongings. The older and more powerful the kachlian, the larger this extra-dimensional space. It is said some ancient kachlians have shells which contain several rooms filled with centuries of wealth. When a kachlian is slain, any creature can access the extradimensional space inside the shell; however, the space gradually fades over one month. An object in the extradimensional space when it fades is destroyed. A creature in the extra-dimensional space when it fades is deposited in a random location on the Astral Plane.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Kackerlack","description":"The hound-sized insectoid creature fades into view, scuttling on its six legs with its claws and pincers raised in attack. The kackerlack derives its name from the goblins that first discovered it, the Cackle Crack tribe, who were known for their unique laughter. Though none of the goblins survived the discovery, their efforts to combat it brought the existence of the creature to the attention of many others. Insectoid Blend. Kackerlacks resemble a cross between a roach, mantis, and beetle. Whether this melding is the product of natural adaptation, magical corruption, or intentional breeding is not known. However, they are a young species and began appearing in urban and underground environments in the past few decades.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Unaligned","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Kail'ithal","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Chaotic Good","Expansion":32062,"Challenge Rating":4},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Kakkuu Spyder-Fiend","description":"Resembling enormous spiders, kakkuus are the most numerous and least intelligent spyder-fiends. In large conflicts, they serve as foot soldiers, but they prefer to avoid more powerful Fiends, who boss them around. Left on their own, kakkuus lurk in ambush and use their webs to snare prey. Spyder-Fiends Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing is their favorite pursuit. They spin durable webs and are ingenious in how they employ their webs against prey. Spyder-fiends are organized into a hierarchy based on might and cunning, with higher-ranked spyder-fiends dominating lower ranks. Spyder-fiends of equivalent rank scheme against each other for advancement and eagerly turn against one another if treachery can improve their position. Spyder-fiends loyally serve their general, Miska the Wolf-Spider. While they were rarely seen during Miska’s imprisonment in Pandemonium, they have become increasingly active as Miska struggles to free himself in Pandesmos. Traits Magic Resistance. The kakkuu has advantage on saving throws against spells and other magical effects. Spider Climb. The kakkuu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. When in contact with a web, the kakkuu knows the exact location of any other creature in contact with the same web. Web Walker. The kakkuu ignores movement restrictions caused by webbing. Actions Multiattack. The kakkuu makes a Web Snare attack, uses Reel, and makes a Bite attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 10 (3d6) poison damage. Reel. The kakkuu pulls each creature within 60 feet of itself that is grappled by its Web Snare up to 30 feet straight toward itself. Web Snare. Ranged Weapon Attack: +6 to hit, reach 30/60 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 13). While grappled, the target also has the restrained condition. A web snare grappling a creature can be attacked and destroyed (AC 10; 10 hit points; immunity to bludgeoning, poison, and psychic damage).","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":30583,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Kalaman Soldier","description":"Kalaman soldiers are the rank-and-file troops of the army of Kalaman. They are trained to fight defensively, bolstering one another in battle. Actions Multiattack. The soldier makes two Longsword attacks. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Reactions Hold the Line. If an ally within 5 feet of the soldier must make a saving throw, the soldier encourages the ally, granting advantage on the roll.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17925,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Kalaraq Quori","description":"Quori Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter. Kalaraq Quori The most powerful quori are the kalaraqs, also known as eyebinders—entities formed of pure shadow that is outlined by a nimbus of energy. A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed. Kalaraq quori guide the quori race, and the Devourer of Dreams—the personal emissary of the Dreaming Dark—is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and each hopes to someday seize the throne of the Devourer of Dreams. Because of this internal conflict, it is unusual for a kalaraq to leave Dal Quor to inhabit a mortal vessel and become one of the Inspired.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"lawful evil","Expansion":4480,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Kalashtar","description":"The kalashtar have bonded with good-aligned quori spirits, which communicate with their hosts through dreams and visions. Descended from monks who offered their bodies as sanctuaries to those quori escaping the evil of Dal Quor, the kalashtar now fight to herald in a new age of light and balance.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kalashtar)","Alignment":"any alignment","Expansion":4480,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Kalka-Kylla","description":"Adventurers who get inside the halls of the Hidden Shrine of Tamoachan are likely to find a unique opportunity - the chance to communicate with a crustacean that can speak. If Kalka-Kylla is coaxed out of its hiding place and not attacked, it might provide visitors with a bit or two of possibly useful information. Traits Amphibious. Kalka-Kylla can breathe air and water. False Appearance. While Kalka-Kylla remains motionless and hidden in its shell, it is indistinguishable from a polished boulder. Shell. Kalka-Kylla can use a bonus action to retract into or emerge from its shell. While retracted, Kalka-Kylla gains a +4 bonus to AC, and it has a speed of 0 and can't benefit from bonuses to speed. Actions Multiattack. Kalka-Kylla makes two claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6+3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained. Kalka-Kylla has two claws, each of which can grapple only one target.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":7386,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Kalke","description":"Combining the head of a goat and the body of a monkey makes the creature odd enough; combining the social grace of a baboon with pretensions of a scholar makes it more comical than threatening. Fiendish pests that infest derelict wizards’ towers and laboratories, the kalkes are either the by-product of botched gates into the lower realms or the personification of an evil deity’s contempt for wizards. All kalkes act with the arrogance of magi while having the social characteristics of baboons. Being of fiendish blood, kalkes do not age and require neither food nor drink. Though lacking any formal spellcasting ability, all kalkes can produce magical effects through the dramatic mumming of largely spontaneous and unstudied rituals. Hoard Magical Paraphernalia. The drive to produce ever more fanciful rituals gives a kalke the compulsion to accumulate spell components, magical foci, and other occult paraphernalia. Although these objects serve no purpose, the kalkes seek out spellcasters in their vicinity and steal any paraphernalia they can find. Because they have no ability to distinguish what’s magically useful from what isn’t, they grab any jewelry, pouches, sticks, or ornate objects they uncover. Sometimes children, animals, or other small humanoids are taken to be used as sacrifices, if they can be easily carried away. Perform Rituals. Troops of kalkes inhabit trees, caverns, and ruins around sites of significant magical activity. Twice a month, or more during major astrological and seasonal events, the kalkes gather to perform—by way of dance, chant, and sacrifice—an imagined rite of great magic. The effort has an equal chance of achieving nothing whatsoever, causing dangerous but short-lived misfortunes (snakes raining on the countryside, creatures summoned from the lower planes), or triggering calamities (great fires or floods). An additional side effect of these rituals is that the troop may gain or lose members magically. If the troop numbers less than 13, a new kalke appears as if from nowhere; if it contains 13 or more members, then 3d4 of them find themselves mysteriously gated to the nearest location of magical activity—often hundreds of miles away. Those teleported arrive in a state of hysteria, with individuals extinguishing flames, grabbing frippery, and running in all directions. Because kalkes have no control over their displacement, it’s not surprising to find them in abandoned dungeons or keeps, clutching the property of some long-lost wizard. Hagglers. The kalkes will return the goods they've taken, in exchange for a ransom or fee. These exchanges need to have the outward appearance of being impressively in the kalke’s favor. A particularly generous (or devious) spellcaster may be able to reach an accommodation with a persistent local troop of kalkes. Traits Extinguish Flames: Kalkes can extinguish candles, lamps, lanterns and low-burning campfires within 120 feet as a bonus action. Detect Spellcasting: Kalkes can sense spellcasting in a 5-mile radius, as long as the effect is not innate. Magic Resistance: Kalkes have advantage on saving throws against spells and magical effects. Actions Dagger: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 5 (1d4 + 3) Piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Kallikantzaros","description":"This goat-legged creature has green or brown skin, dirty ivory tusks, and black eyes that burn red in the dark. It considers frogs and worms treats, and the creature has a leather pouch stuffed with both. The kallikantzaros are dark fey creatures that dwell deep beneath the surface of the mortal world, along the trunk of Yggdrasil, the World Tree. Every day, the kallikantzaros work to saw down Yggdrasil, though who set them to this task has been forgotten by even them. Solstice Marauders. Each year, as the kallikantzaros draw close to succeeding in their purpose, the winter solstice arrives, a 12-day period where the kallikantzaros may cross over to the surface world to harass those who dwell there. Each year, the kallikantzaros are compelled to the surface to terrorize and plunder. And each year, upon returning to their lair, they are enraged to find that the World Tree has been healed. Goblin Confusion. With their greenish skin and pointed ears, the kallikantzaros are often mistaken for goblins or dust goblins. This drives most of them into a fury, as they insist they share nothing with \"worthless, lazy, foolish\" goblins. Many will insist on an immediate and profuse apology or a duel to settle the point.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Kamadan","description":"A kamadan (pronounced KAM-ah-dan) is a feline predator that resembles a leopard with six snakes sprouting from its shoulders. Although it bears a passing resemblance to a displaced beast, the two creatures are unrelated (though some sages claim otherwise). Kamadans typically hunt alone or in mated pairs. They can exhale clouds of sleeping gas, which they typically do before entering melee combat. If a kamadan has both conscious and unconscious enemies within striking range, it tries to kill the conscious enemies first before finishing off any sleeping foes. Traits Keen Smell. The kamadan has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the kamadan moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the kamadan can make two attacks—one with its bite and one with its snakes—against it as a bonus action. Actions Multiattack. The kamadan makes two attacks: one with its bite or claw and one with its snakes. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. Snakes. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) piercing damage. The target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Sleep Breath (Recharges after a Short or Long Rest). The kamadan exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":7389,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Kamadan","description":"A kamadan (pronounced KAM-ah-dan) is a feline predator that resembles a leopard with six snakes sprouting from its shoulders. Although it bears a passing resemblance to a displacer beast, the two creatures are unrelated (though some sages claim otherwise). Kamadans typically hunt alone or in mated pairs. They can exhale clouds of sleep gas, which they typically do before entering melee combat. If a kamadan has both conscious and unconscious enemies within striking range, it tries to kill the conscious enemies first before finishing off any sleeping foes. Traits Keen Smell. The kamadan has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the kamadan moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the kamadan can make two attacks—one with its bite and one with its snakes—against it as a bonus action. Actions Multiattack. The kamadan makes two attacks: one with its bite or claw and one with its snakes. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Snakes. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Sleep Breath (Recharges after a Short or Long Rest). The kamadan exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":31454,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Kamaitachi","description":"Despite having bony sickles for paws, this large weasel moves adroitly as snow and ice whip around it. Related to Wind Weasels. Kamaitachis derive from a family group of wind weasels that migrated and acclimated to far northern forests. As a result, they lost their connection to the fey, shrinking and devolving into more natural beasts. Their claws fused to become one large, sickle-like claw on each paw. They retain the wind weasels’ jealousy of humanoids and aggressively attack intruders. Stinging Winds. Like their fey cousins, the kamaitachis can turn into a swirl of wind, but they incorporate ice and snow instead of leaves, chilling their victims. Even in their weasel forms, they surround themselves with wintry precipitation that obscures them from sight. Summer Migrations. Kamaitachis thrive for most of the year in arctic forests. Prior to summer, they migrate closer to the pole to stay in contact with frozen water, most of which disappears in their forests during the warmer weeks. Once snows begin to fall again, they return to their forests and relentlessly drive out creatures that moved in during their absence.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity (shapechanger)","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Kanrath Enforcer","description":"Kanrath enforcers are the backbone of Kanrath’s security. Composed of mortals, Kanrath enforcers can easily blend into mortal criminal societies, and can thus end the conspiracies against their vampire masters before things get worse. Also, Kanrath enforcers can be more reluctant to give asymmetric responses, display brutality, and oppress their fellow folk, just to impress their vampire masters and to gain a chance to become a vampire. Kanrath enforcer squads are led by captains. Usually, the most ruthless enforcers are chosen to be captains. They do not hesitate to harm any mortal who “breaks the law”, which actually means if the mortals act against the vampires’ will. If an enforcer on their squad begins to show signs of mercy, they too suffer the captain’s wrath. Their merciless nature makes them perfect candidates to be the tools of vampires. The blood-red breastplate they don has resulted in some people calling them the “Red”. There are also some vampires among the enforcers, though it’s extremely shameful for a vampire to be an enforcer.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"typically lawful neutral","Expansion":24099,"Challenge Rating":2},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Kanrath Enforcer Captain","description":"Kanrath enforcers are the backbone of Kanrath’s security. Composed of mortals, Kanrath enforcers can easily blend into mortal criminal societies, and can thus end the conspiracies against their vampire masters before things get worse. Also, Kanrath enforcers can be more reluctant to give asymmetric responses, display brutality, and oppress their fellow folk, just to impress their vampire masters and to gain a chance to become a vampire. Kanrath enforcer squads are led by captains. Usually, the most ruthless enforcers are chosen to be captains. They do not hesitate to harm any mortal who “breaks the law”, which actually means if the mortals act against the vampires’ will. If an enforcer on their squad begins to show signs of mercy, they too suffer the captain’s wrath. Their merciless nature makes them perfect candidates to be the tools of vampires. The blood-red breastplate they don has resulted in some people calling them the “Red”. There are also some vampires among the enforcers, though it’s extremely shameful for a vampire to be an enforcer.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"typically lawful neutral","Expansion":24099,"Challenge Rating":4},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Kanrath Gang Leader","description":"The city of Kanrath is filled with thieves and miscreants. These people are Kanrath thugs. Hiding in alley corners or next to the entrance of various establishments to attack passers-by, Kanrath thugs are a problem for the mortals in the city. They usually don’t mess with nobles and royals so as not to bite off more than they can chew.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any non-good alignment","Expansion":24099,"Challenge Rating":4},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Kanrath Vampire","description":"Kanrath vampires are some of the most proud citizens of Tolia. Although there is a huge power difference between the Founder and these vampires, being a descendant of the Founder is enough for them to feel pride. Living in the haven the Founder built, now under the rule of the Crimson King, the Kanrath vampire has many options to serve Kanrath. They can work in ministries as officers, can do trade, run personal projects, or find a life of comfort, recreation, and nutrition. Although the Kanrath vampire can taste and have reflections in the mirrors unlike regular vampires, they cannot give birth to children like living humanoids. They also don’t have designated resting places. They lead free lives thanks to their powers and unique undead nature. Afterlife Gifts. When a new Kanrath vampire is created by another Kanrath vampire, the latter gives the former a weapon, an armor, or a shield that is special to the vampires of Kanrath. Called the Kanrath armory, it is a tradition for a Kanrath vampire to carry the weapons and armors in this armory as a sign of power and pride. Noble Vampires of Kanrath. When a Kanrath vampire serves the city well and its services are noticed by the Royal Family, the Crimson King elevates the position of the vampire in society by offering them a chance to drink a blood of power. A vampire who drinks the blood of power is declared a “noble vampire” and gains an additional vampiric power that is also passed down to future generations in its family. Although each noble family has unique powers granted to them, you can also determine these powers randomly by rolling on the table below. d10 Vampiric Power 1 There is a birthmark around the vampire’s wrists. Its melee attacks deal an extra 1d6 blood damage on a hit. 2 The vampire has a crimson, crown-like mark around its head. The DC of the Charm feature increases by 2. 3 The vampire can cast the false life spell without expending a spell slot, thrice per day. 4 The vampire has a birthmark on its hands. It gains the shocking grasp cantrip, but it deals blood damage instead. Charisma is the ability to hit with this spell. 5 The vampire’s fangs are longer and wider than they should be. Its bite attacks deal 1d10 piercing damage instead of 1d6. 6 The vampire can use the Legendary Resistance trait one more time per day. 7 Ashes and shadows are the eternal friends of the vampire and follow the vampire wherever it goes. The vampire has advantage on Dexterity (Stealth) checks, and automatically becomes invisible in a magical way while in dim light. 8 The vampire regains 10 hit points instead of 5 with the Regeneration trait. 9 One of the ability scores of its choice becomes 20. 10 The vampire gains immunity to poison damage and being poisoned.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically neutral evil","Expansion":24099,"Challenge Rating":5},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Kansaldi Fire-Eyes","description":"High Master Kansaldi Fire-Eyes leads the Red Dragon Army’s offensive in Solamnia. A fanatical adherent of the Dragon Queen, Kansaldi was indoctrinated into the god’s worship by Dragon Highlord Verminaard. During a test of faith from her mentor, Kansaldi replaced her left eye with a gem of seeing . This gem smolders and glows red whenever Kansaldi uses her magic, and her followers claim it allows her to see through any lie. Highlord Verminaard follows visions from the Dragon Queen on a campaign south. In his absence, he left a powerful contingent of the Red Dragon Army under Kansaldi’s command and ordered her to claim the Kalaman region in the Dragon Queen’s name. Kansaldi pursues these orders with a fanatic’s zeal. For her, there is no possibility of defeat—there is only the Dragon Queen’s will. Traits Special Equipment. Kansaldi has a glowing ruby embedded in her left eye socket. The gem functions as her eye and grants her truesight (included above). The gem can’t be removed while Kansaldi is alive. When she dies, a creature can remove the gem as an action. The gem then functions as a gem of seeing . Spellcasting. Kansaldi casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16): At will: light , spare the dying , t haumaturgy 1/day each: blade barrier , dispel magic , flame strike , lesser restoration , revivify Actions Multiattack. Kansaldi makes two Pike attacks and uses Flame Burst. Pike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 16 (3d10) radiant damage. Flame Burst. Kansaldi hurls magical flames at a creature she can see within 60 feet of herself. The target must make a DC 16 Dexterity saving throw. On a failed save, the target takes 11 (2d10) fire damage and catches fire; until a creature takes an action to put out the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, the target takes half as much damage and doesn’t catch fire. Bonus Actions Dragon Queen’s Favor. Kansaldi or one creature she can see within 60 feet of herself magically regains 17 (2d12 + 4) hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Cleric)","Alignment":"Lawful Evil","Expansion":17925,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Kapak Draconian","description":"Kapak draconians are created using copper dragon eggs. These cunning opponents relish striking foes who are distracted or unaware. Kapaks often coat their weapons with their paralytic saliva, making them formidable assassins as well. Their small wings don’t allow kapaks to fly, but they do help the draconians turn a fall into a rough glide. When they die, kapaks dissolve into acid that can splash onto nearby creatures. Draconians Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen’s foul magic. The Dragon Armies closely guard the secret of the draconians’ creation, allowing Krynn’s metallic dragons to continue to think their eggs are being held hostage so they don’t oppose the Dragon Queen’s conquests. Traits Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature. Glide. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage, and it can move up to 2 feet horizontally for every 1 foot it descends. Actions Multiattack. The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the target’s next turn. While poisoned in this way, the target is also paralyzed. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":17925,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Kappa","description":"Lurking in the water is a strange child-sized humanoid that resembles a bizarre cross between a turtle, a lizard, and a monkey. It has a beak-like mouth, scaly reptilian skin, clawed and webbed hands, and a turtle-like shell on its back. In the top of its head is a bowl-like depression filled with water. Tricksters and Trouble-Makers. Kappa are impish fey spirits that live in the rivers, lakes, and swamps of the eastern lands. Mischievous, they will often play lewd, childish pranks on those passing close to their homes, such as pulling down a traveler's breeches or stealing its clothing while it is swimming. They love the taste of horse and cow flesh and can drag the large animals into the water to drown before sucking out the creatures' entrails. Dark-hearted kappas will attempt to wrestle and drown innocent mortals. Weak Spot. The source of a kappa's power is the bowl-like cavity on the top of its head, which is filled with water from the river, lake, or other body of water where it resides. If this bowl ever becomes empty, the kappa is weakened and it will refill the bowl as soon as possible. Kappa are both scrupulously polite and not very bright. If approached with courtesy, a person bowing deeply can trick a kappa into returning the gesture, so that the water pours out of its head bowl. Favorite Foodstuffs. A kappa's favorite food is the cucumber. Wise travelers who must cross a bridge over a river inhabited by a kappa will throw cucumbers carved with their names and those of their companions into the water to assuage the creature's appetite. Farmers have been known to befriend kappas with regular gifts of cucumbers, melons, eggplants, and the occasional cow. In return, the kappas may irrigate the farmer's fields, provide fresh fish, or teach the farmer how to set broken bones.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic neutral or chaotic evil","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Kapre","description":"Kapre (Ka-pre) Sometimes mistaken for a verbeeg or ogre, the kapre is a large fey that resembles a muscular 8-foot tall humanoid with long, wild black hair and yellow eyes that glow in the dark. Thick, wild hair covers most of its muscular body. The kapre prefers not to wear armor, favoring simple fur and leather clothing. It often wields a tree branch as a heavy club. Treebound. Similar to a dryad, the kapre is bound to its tree. It can emerge from the tree at night and explore the lands around it, but the tree remains as its home. Such a tree grows healthier and more prominent than the other trees around it. The kapre is fiercely territorial and takes umbrage on anyone that would harm or despoil its tree and the area surrounding it. If the tree is destroyed, the kapre becomes insane with rage, attacking the nearest creature it can see until it or the kapre is dead. Invisible Trickster. At night, one would see fireflies from the kapre's tree. These fireflies are actually embers from the kapre's pipe, accompanied by smoke and the sweet smell of dried tobacco leaves. The kapre does this to possibly lure individuals to its tree. While remaining invisible, it will observe, eavesdrop, or play pranks on them. Those who have fallen victim to the kapre's pranks describe the experience of becoming confused, forgetful, and unable to get away from the tree. From time to time, due to its curiosity or a simple desire for intelligent conversation, the kapre will leave its tree and venture out at night, always in the form of a small beast, such as a cat or dog, hoping that it would attract the attention of someone that would pet it. Obsessive Stalker. The kapre is fascinated with humans, particularly of the opposite sex. Sometimes, if the kapre finds a person it is observing attractive or interesting, it would reveal its true self. Those that manage to overcome their fears of meeting a kapre and become friends with it describe the kapre as a great storyteller who regales them with funny and wondrous anecdotes from the Feywild. Unfortunately, a kapre also tends to be obsessive. A smitten kapre, if spurned, may resort to stalking the person it desires. The kapre becomes very possessive and protective that any potential suitors of its target are dealt with immediately. These hapless victims soon find themselves suddenly lost, unable to find their way home, and cursed to wander the woods until they starve to death. Eventually, the kapre may become desperate and resort to abducting the object of its affection and bringing it to its Feywild home. There the kapre keeps the kidnapped victim as its slave and prisoner, never letting it go until it dies or it gets tired of it. Mystifying Smoke. A kapre can be a dangerous adversary in combat. Aside from it being as strong as an ogre, it is a cunning trickster that can curse and distract its foes with its spells. Worse still, the smoke the kapre can exhale can magically distort creatures' perceptions. Anyone caught within it can suffer from a number of different debilitating effects, leaving them vulnerable to the kapre. Traits Magic Resistance. The kapre has advantage on saving throws against spells and other magical effects. Actions Multiattack. The kapre uses Smoke Breath, if available. It then makes two melee attacks or two ranged attacks. Heavy Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Spellcasting. The kapre casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights, sleep (3rd level), suggestion, invisibility 1/day each: bestow curse, major image Smoke Breath (Recharge 5-6). The kapre exhales thick magical smoke in a 20-foot cube. The smoke spreads around corners. Unless noted otherwise, the smoke doesn't obscure vision and lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The kapre chooses from the following effects: 1. Bewildering Smoke. Each creature that enters the smoke or starts its turn there must succeed on a DC 13 Wisdom saving throw or be charmed until the start of the creature's next turn. While charmed in this way, a creature suffers the effect of the confusion spell without making a saving throw. The kapre doesn't need to concentrate on the spell. 2. Obscuring Smoke. The area of the smoke is heavily obscured. The kapre can see normally while in the smoke. 3. Stupefying Smoke. Each creature that enters the smoke or starts its turn there must succeed on a DC 13 Intelligence saving throw. On a failed save, the target has disadvantage on Intelligence, Wisdom, and Charisma ability checks and saving throws until the start of its next turn. The kapre can only have 1 Smoke Breath effect at a time. If the kapre exhales a new Smoke Breath while a previous one still exists, the previous Smoke Breath immediately dissipates and ends. The kapre is immune to the effects of any kapre's Smoke Breath. Change Shape. The kapre magically transforms into a humanoid or beast creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the kapre is reduced to 0 hit points or uses an action to end it.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Kapre Elder","description":"Kapre (Ka-pre) Sometimes mistaken for a verbeeg or ogre, the kapre is a large fey that resembles a muscular 8-foot tall humanoid with long, wild black hair and yellow eyes that glow in the dark. Thick, wild hair covers most of its muscular body. The kapre prefers not to wear armor, favoring simple fur and leather clothing. It often wields a tree branch as a heavy club. Treebound. Similar to a dryad, the kapre is bound to its tree. It can emerge from the tree at night and explore the lands around it, but the tree remains as its home. Such a tree grows healthier and more prominent than the other trees around it. The kapre is fiercely territorial and takes umbrage on anyone that would harm or despoil its tree and the area surrounding it. If the tree is destroyed, the kapre becomes insane with rage, attacking the nearest creature it can see until it or the kapre is dead. Invisible Trickster. At night, one would see fireflies from the kapre's tree. These fireflies are actually embers from the kapre's pipe, accompanied by smoke and the sweet smell of dried tobacco leaves. The kapre does this to possibly lure individuals to its tree. While remaining invisible, it will observe, eavesdrop, or play pranks on them. Those who have fallen victim to the kapre's pranks describe the experience of becoming confused, forgetful, and unable to get away from the tree. From time to time, due to its curiosity or a simple desire for intelligent conversation, the kapre will leave its tree and venture out at night, always in the form of a small beast, such as a cat or dog, hoping that it would attract the attention of someone that would pet it. Obsessive Stalker. The kapre is fascinated with humans, particularly of the opposite sex. Sometimes, if the kapre finds a person it is observing attractive or interesting, it would reveal its true self. Those that manage to overcome their fears of meeting a kapre and become friends with it describe the kapre as a great storyteller who regales them with funny and wondrous anecdotes from the Feywild. Unfortunately, a kapre also tends to be obsessive. A smitten kapre, if spurned, may resort to stalking the person it desires. The kapre becomes very possessive and protective that any potential suitors of its target are dealt with immediately. These hapless victims soon find themselves suddenly lost, unable to find their way home, and cursed to wander the woods until they starve to death. Eventually, the kapre may become desperate and resort to abducting the object of its affection and bringing it to its Feywild home. There the kapre keeps the kidnapped victim as its slave and prisoner, never letting it go until it dies or it gets tired of it. Mystifying Smoke. A kapre can be a dangerous adversary in combat. Aside from it being as strong as an ogre, it is a cunning trickster that can curse and distract its foes with its spells. Worse still, the smoke the kapre can exhale can magically distort creatures' perceptions. Anyone caught within it can suffer from a number of different debilitating effects, leaving them vulnerable to the kapre. Traits Magic Resistance. The kapre has advantage on saving throws against spells and other magical effects. Actions Multiattack. The kapre uses Smoke Breath, if available. It then makes three melee attacks or three ranged attacks. Heavy Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Spellcasting. The kapre casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: dancing lights, sleep (4th level), suggestion, invisibility 2/day each: bestow curse, enemies abound, major image 1/day: hallucinatory terrain Smoke Breath (Recharge 5-6). The kapre exhales thick magical smoke in a 30-foot cube. The smoke spreads around corners. Unless noted otherwise, the smoke doesn't obscure vision and lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The kapre chooses from the following effects: 1. Bewildering Smoke . Each creature that enters the smoke or starts its turn there must succeed on a DC 15 Wisdom saving throw or be charmed until the start of the creature's next turn. While charmed in this way, a creature suffers the effect of the confusion spell without making a saving throw. The kapre doesn't need to concentrate on the spell. 2. Mirthful Smoke. Each creature that enters the smoke or starts its turn there must succeed on a DC 15 Wisdom saving throw or be charmed until the start of the creature's next turn. While charmed, the target falls prone and starts giggling uncontrollably, becoming incapacitated and unable to stand up. A creature with an Intelligence score of 4 or less isn’t affected. 3. Obscuring Smoke. The area of the smoke is heavily obscured. The kapre can see normally while in the smoke. 4. Stupefying Smoke. Each creature that enters the smoke or starts its turn there must succeed on a DC 15 Intelligence saving throw. On a failed save, the target has disadvantage on Intelligence, Wisdom, and Charisma ability checks and saving throws until the start of its next turn. The kapre can only have 1 Smoke Breath effect at a time. If the kapre exhales a new Smoke Breath while a previous one still exists, the previous Smoke Breath immediately dissipates and ends. The kapre is immune to the effects of any kapre's Smoke Breath. Change Shape. The kapre magically transforms into a humanoid or beast creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the kapre is reduced to 0 hit points or uses an action to end it.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Karakoncolos","description":"The karakoncolos is a malevolent troll-like creature that towers over 10 feet tall. It has shaggy brown or reddish fur covering its entire body, large elk-like antlers extending from the sides of its head, and vicious claw-like hands. Its mouth is filled with jagged teeth and tusks and its eyes gleam a sinister yellow in moonlight. It is often mistaken as a yeti at first glance but the karakoncolos is much more dangerous and cunning creature. Devious Trickster. The karakoncolos is a cunning predator that enjoys nothing more than hunting and toying with humanoids, especially the ones with above average intelligence. It is most active during winter nights when its victims are most vulnerable and alone. It uses its innate spell-like abilities to create convincing illusions that alters environments and terrain, causing travelers to be get lost. Often the karakoncolos will also draw its targets’ attentions by mimicking voices familiar to them, luring them into a trap. Sociopathic Killer. Once a karakoncolos has isolated its prey, it teases it with a game of riddles. The karakoncolos relishes in this practice, as it not only offers an opportunity for its narcissistic urges to test its intelligence against that of its victims, but to also satisfy its thirst for sadistic pleasure. If the intended targets fail to answer correctly or take too long to do so, they are met with brutal torture before being devoured by the karakoncolos. Those who manage to answer correctly might be given a slight reprieve as their success drives the karakoncolos mad and confused, leaving the monster distracted and vulnerable. Nocturnal Chionophile. Unlike most creatures that hibernate during winter, the karakoncolos hates sunlight and warm weather and therefore sleeps for most of the year in the deepest and coldest caves and only awakens during winter when the skies are gloomy and the air chilly. Traits Charge. If the karakoncolos moves at least 10 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone. Mimicry. The karakoncolos can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check. Sunlight Sensitivity. While in sunlight, the karakoncolos has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The karakoncolos makes two Claw attacks and one Bite or Ram attack. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage. Spellcasting. The karakoncolos casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights, mage hand, minor illusion 1/day each: hallucinatory terrain, major image Bonus Actions Pose Riddle. The karakoncolos poses a riddle to one creature it can see within 30 feet of it. If the target can hear and understand the karakoncolos, the target must succeed on a DC 13 Intelligence, Wisdom, or Charisma saving throw (target's choice). On a failed save, the target fails to answer the riddle correctly and the karakoncolos has advantage on attack rolls against the target for 1 minute or until the karakoncolos uses Pose Riddle against another target, is incapacitated, or dies. On a successful save, the target successfully answers the riddle and the karakoncolos must succeed on a DC 13 Wisdom saving throw. On a failed save, the karakoncolos suffers the effect of the confusion spell. The effect lasts for 1 minute. The karakoncolos can make a saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Karakoncolos Lord","description":"The karakoncolos is a malevolent troll-like creature that towers over 10 feet tall. It has shaggy brown or reddish fur covering its entire body, large elk-like antlers extending from the sides of its head, and vicious claw-like hands. Its mouth is filled with jagged teeth and tusks and its eyes gleam a sinister yellow in moonlight. It is often mistaken as a yeti at first glance but the karakoncolos is much more dangerous and cunning creature. Devious Trickster. The karakoncolos is a cunning predator that enjoys nothing more than hunting and toying with humanoids, especially the ones with above average intelligence. It is most active during winter nights when its victims are most vulnerable and alone. It uses its innate spell-like abilities to create convincing illusions that alters environments and terrain, causing travelers to be get lost. Often the karakoncolos will also draw its targets’ attentions by mimicking voices familiar to them, luring them into a trap. Sociopathic Killer. Once a karakoncolos has isolated its prey, it teases it with a game of riddles. The karakoncolos relishes in this practice, as it not only offers an opportunity for its narcissistic urges to test its intelligence against that of its victims, but to also satisfy its thirst for sadistic pleasure. If the intended targets fail to answer correctly or take too long to do so, they are met with brutal torture before being devoured by the karakoncolos. Those who manage to answer correctly might be given a slight reprieve as their success drives the karakoncolos mad and confused, leaving the monster distracted and vulnerable. Nocturnal Chionophile. Unlike most creatures that hibernate during winter, the karakoncolos hates sunlight and warm weather and therefore sleeps for most of the year in the deepest and coldest caves and only awakens during winter when the skies are gloomy and the air chilly. A Karakoncolos Lord's Lair A karakoncolos lord makes its lair in forests, ruins, or large cavern complexes found within very cold regions. A karakoncolos lord often keeps the company of trolls and evil fey. A karakoncolos lord encountered in its lair has a challenge rating of 11 (7,200 XP). Lair Actions On initiative count 20 (losing initiative ties), the karakoncolos can take a lair action to cause one of the following magical effects; the karakoncolos can’t use the same effect two rounds in a row: The karakoncolos casts bestow curse (spell save DC 16, no components required) on up to three creatures it can see within 60 feet of it, and doesn't need to maintain concentration of the spell. The effect ends after 1 minute, until the karakoncolos uses this lair action again, or until the karakoncolos dies or is incapacitated. The karakoncolos chooses up to three points on the ground within its lair. The karakoncolos need not see each point. Grasping, animate ice tendrils emerge from the ground in a 10-foot radius burst centered on each point. Each creature that starts its turn in that area must make a DC 16 Strength saving throw or be restrained by the ice tendrils for 1 minute, until the karakoncolos uses this lair action again, or until the karakoncolos dies or is incapacitated. While restrained, a creature takes 3 (1d6) bludgeoning damage and 3 (1d6) cold damage at the start of each of its turns. As an action, the restrained creature can make a DC 16 Strength check, escaping from the icy tendrils on a success. The ice tendrils can also be destroyed to end the effect. Each 5-foot-square section of ice tendrils has AC 10, 30 hit points, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. The karakoncolos magically teleports, along with any creature or equipment it is carrying, up to 60 feet to an unoccupied space it can see. Traits Charge. If the karakoncolos moves at least 10 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away and knocked prone. Legendary Resistance (1/Day). If the karakoncolos fails a saving throw, it can choose to succeed instead. Mimicry. The karakoncolos can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check. Sunlight Sensitivity. While in sunlight, the karakoncolos has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The karakoncolos makes two Claw attacks and one Bite or Ram attack. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. Ram. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage. Spellcasting. The karakoncolos casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: dancing lights, mage hand, minor illusion 2/day each: fear, greater invisibility, hallucinatory terrain, major image 1/day each: mislead, project image Bonus Actions Pose Riddle. The karakoncolos poses a riddle to one creature it can see within 30 feet of it. If the target can hear and understand the karakoncolos, the target must succeed on a DC 16 Intelligence, Wisdom, or Charisma saving throw (target's choice). On a failed save, the target fails to answer the riddle correctly and the karakoncolos has advantage on attack rolls against the target for 1 minute or until the karakoncolos uses Pose Riddle against another target, is incapacitated, or dies. On a successful save, the target successfully answers the riddle and the karakoncolos must succeed on a DC 13 Wisdom saving throw. On a failed save, the karakoncolos suffers the effect of the confusion spell without making a saving throw. The effect lasts for 1 minute. The karakoncolos can make a saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The karakoncolos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The karakoncolos regains spent legendary actions at the start of its turn. Move. The karakoncolos moves up to half its speed without provoking opportunity attacks. Claw. The karakoncolos makes a Claw attack. Spellcasting (Costs 2 Actions). The karakoncolos uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Karakura","description":"The karakura is a creature of haze and shadow, its hypnotic presence often overpowering. Charismatic Predators. Karakura are vampiric fiends that use their wit and charm to draw in prey rather than chase it down. They prefer to charm mortals and feed upon devotion and love, though flesh and blood will do in a pinch. Corruptors for the Cause. Karakura often serve demon lords who direct them to seduce and corrupt mortals. As a mortal falls under the fiendish influence, a taint spreads upon its soul. It is transformed into a mane when it dies, which provides sustenance for the demon lords. The karakura regularly serve Alquam, the Demon Lord of Night (Tome of Beasts), and his realm serves as a home to many karakura.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (shapechanger)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Kargstaad","description":"Kargstaad is a four-armed frost giant from the First World—one of the nymph queen Nyrissa’s favored minions. You can explain his four arms any way you wish in your games, of course—perhaps he was influenced by Abyssal energies, was granted his extra arms as a boon from his deity, or was exposed to strange alchemical pollution. You could even have him possess only two arms when first encountered by the party, only to grow the extra two during combat at a suitably dramatic moment. Actions Multiattack. Kargstaad makes four attacks—one with each hand. Battleaxe. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) slashing damage. Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 22 (4d6+8) bludgeoning damage. Chill Breath (Recharge 5–6). Kargstaad exhales a 15-foot cone of moisture that freezes. Each creature in the area must make a DC 20 Constitution saving throw, taking 49 (14d6) cold damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also grappled in ice (escape DC 16), and while grappled in this way, the creature is restrained and takes 49 (14d6) cold damage at the end of each of its turns.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":19},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Kargstaad's Giant","description":"Giant In the Stolen Lands, hill giants are the most common of their kind. Small numbers of marsh giants can be found in the depths of Hooktongue Slough. Kargstaad’s Giant These brutal frost giants are not native to the Stolen Lands, and come to the region only once Nyrissa’s realm of Thousandbreaths begins to bloom throughout the kingdom. While these frost giants are natives to the First World, they can just as easily serve as a frost giant leader or powerful frost giant fighter elsewhere in the world. Traits Ice Walk. The giant can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement. Giant’s Rage (Recharges after a Short or Long Rest). As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits: The giant has advantage on Strength checks and Strength saving throws. When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll. The giant has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Regeneration. The giant regains 15 hit points at the start of its turn. If the giant takes fire damage, this trait doesn’t function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The giant makes two attacks with its greataxe. Greataxe of Striking +2. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 28 (3d12+9) slashing damage, or 32 (3d12+13) slashing damage while raging. The greataxe has 1d10 charges (minimum of 3) at the start of the encounter. When the giant hits with a melee attack, it can expend up to 3 of its charges. For each charge it expends, the target takes an extra 3 (1d6) force damage. The greataxe otherwise functions as a staff of striking but is sized for a Huge giant. Wide Swing (Recharge 5–6). The giant swings its battle axe in a circle around itself, Every creature within 10 feet of it must make a DC 16 Dexterity saving throw. On a failed saving throw, a creature takes 28 (3d12+9) slashing damage, or 32 (3d12+13) slashing damage if the giant is raging, and the target is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. The giant can expend charges from its greataxe of striking to increase this damage and rage bonuses also apply. Chill Breath (Recharge 5–6) . The giant exhales a 15-foot cone of moisture that freezes. Each creature in the area must make a DC 16 Constitution saving throw, taking 24 (7d6) cold damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also grappled in ice (escape DC 16), and while grappled in this way, the creature is restrained and takes 24 (7d6) cold damage at the end of each of its turns. Thrown Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage. Reactions Catch Rock. The giant can attempt to catch a rock thrown at a target that is within 10 feet of itself. The giant makes a Dexterity saving throw against the attack roll of the attacking creature. If it succeeds, the giant catches the rock and the intended target takes no damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (frost giant)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":15},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Karkadann","description":"Taller than an elephant, this one-horned beast combines a mottled leathery hide, a tail like a lion's, and three-hoofed toes on each foot. Its low, mournful wail echoes across the grasslands. Living on warm grassy plains and in windswept desert lands, the karkadann is a solitary creature, sometimes known as the \"Lord of the Desert.” It uses its long, black horn to defends its vast territory from other creatures, and its ferocity is legendary. The karkadann has a particular dislike of elephants, driving them from its turf by stabbing their flanks and haunches with its d eadly horn. Haunting Wail. The karkadann has a loud, haunting call, a wail which carries for miles across flat terrain. Some speculate that it is calling for a mate; others that it is crying out in loneliness, for there are few karkadanns left in the world. Their formidable nature makes them attractive targets for trophy hunters, and their horns are highly prized as components for antidotes and for curi ng disease. Musical Solace. Despite its aggression, not every encounter with a karkadann ends in violence. The great beast finds the cooing of ring doves very soothing, and it will lie peacefully under trees where they are nesting. Those suffering illness and seeking assistance from the karkadann sometimes wait beneath such trees, hoping to be healed by the karkadann's magic horn while it listens to the co oing doves. Impaling Charge. If the karkadann moves at least 20 feet straight toward a target and then hits it with a Horn attack on the same turn, the karkadann impales the target on its horn, grappling the target if it is a Large or smaller creature (escape DC 15). Until the grapple ends, the target is restrained, takes 18 (4d8) piercing damage at the start of each of its turns, and the karkadann can't make horn attacks against other targets. Magic Resistance. The karkadann has advantage on saving throws against spells and other magical effects. Actions Multiattack. The karkadann makes two Hooves attacks or one Horn attack and one Hooves attack. Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage. Toss. One Large or smaller creature impaled by the karkadann is thrown up to 30 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone. Healing Touch (3/Day). The karkadann touches another creature with its horn. The target magically regains 22 (4d8 + 2) hp and is cured of all diseases and poisons afflicting it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Neutral","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Karn-Tor","description":"The karn-tor are a primitive race of saurian humanoids that inhabit the jungles and swamps of Anshar’s warmer moons. They live in small tribes of hunter-scavengers typically under the command of a powerful warlord chieftain. They are covered in mottled, scaly flesh and typically wear bloodstained hides. Scavenged Technology. While karn-tor tend to live simply, they aren’t unintelligent and prove incredibly resourceful in terms of survival and making do with whatever resources they seize during their raids. While they have no way of manufacturing technological items, they have figured out how to use those they can steal from more civilized races when they encounter them. Of course, they are most interested in military weapons such as guns and bombs but steal whatever tech they can during raids. Beyond plundering, they rarely interact with outsiders, including members of their own species. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopy, li.BodyCopy, div.BodyCopy {mso-style-name:\"Body Copy\"; mso-style-priority:99; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (karn-tor)","Alignment":"neutral evil","Expansion":32483,"Challenge Rating":6},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Karrnathi Undead Soldier","description":"Undead soldiers form the elite core of the army of Karrnath. Fearless and tireless, they are a terrifying sight on the battlefield. With the end of the Last War, most Karrnathi undead have been sealed in vaults below the city of Atur. However, the Karrnathi army keeps numerous undead in its service, while others have been commandeered by the malevolent Order of the Emerald Claw. The Odakyr Rites. The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and plague. In desperation, King Kaius I embraced the Blood of Vol, whose priests bolstered the armies of Karrnath with undead. Initially, those skeletons and zombies required constant control and served as cannon fodder. Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath’s living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power—and that Lady Illmarrow or someone else will turn the undead against the living. Intelligent and Inhuman. Karrnathi undead bear little resemblance to the people they were in life. These undead are content to stand motionless and silent for days. They show no emotion, and certainly no mercy or compassion. Undead soldiers kill any opposing forces—including civilians among those forces—unless given explicit instructions to the contrary. A few exceptional Karrnathi undead retain their individuality and the memories of their former lives. Such undead are often found as champions of the Blood of Vol or agents of the Order of the Emerald Claw. Undead Nature. A Karrnathi undead soldier doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":4480,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Karz Slug","description":"Calcified horns protrude from this enormous slug at both ends. Its fleshy maw twitches, exuding viscous slime. A karz slug leaves a trail of amber slime in its wake. Karz slugs are rarely found alone. If they are separated from their kin they become withdrawn and docile–fleeing at the first opportune moment. However, in groups they become vicious and territorial, killing and consuming other creatures en masse. The name of these slugs is a corruption of karst, an cavity formed in dissolving limestone. It is thought the slug gets its horns by its slime reducing the soft limestone to an edible paste. Karz slug family groups also spend much of their time hidden in spaces seemingly much too small for them, and it is known that karz slug trails from food source to water to home are often the narrow paths created by seasonal floods. Slime Gland. A karz slug possesses a unique organ: its slime gland. When properly harvested and prepared a slime gland is prized by alchemists because it grants immunity to the charmed and poison conditions for those who can stomach it. Slime Trap. Ancient karz slugs are wise enough to cast their lure illusion on a layer of previously-deposited slime that forms a cover over pits and chimneys. The slugs themselves can easily climb out of these, leaving the disguised trap in their wake. The lurer then waits in a small space over the pit before lowering itself onto injured or unconscious victims., delivering spit slime damage with great efficiency and effectiveness.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":9},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Kas the Betrayer","description":"The Betrayer, the Bloody Handed, the Destroyer—Kas has earned many epithets during his long existence. He is a vampire, legendary swordfighter, and ruthless warlord, and he is driven primarily by one thing: his hatred for Vecna. Kas resembles a well-muscled, raven-haired, human man in his thirties, though he is far older. His fangs reveal his vampiric nature. Personality Kas is cruel, spiteful, and unrelenting in his pursuit of vengeance against Vecna. He readily lies, breaks promises, betrays allies, and taunts those who fall for his ruses. Kas has little use for those who won’t validate his superiority or help advance his goals. In this adventure, Kas fools Tasha and Alustriel, two incredibly powerful wizards. In addition to defeating Vecna, Kas desperately wants the wizards to witness and acknowledge his strength. Traits Eager Betrayer. Kas adds 1d10 to his initiative rolls. He has advantage on attack rolls against any creature that has the frightened condition. Legendary Resistance (3/Day). If Kas fails a saving throw, he can choose to succeed instead. Regeneration. Kas regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Special Equipment. Kas wears the Crown of Lies (see Crown of Lies). Spider Climb. Kas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Strength of the Night. Kas doesn’t require a coffin, and he drinks blood to sow terror rather than for sustenance. If destroyed, Kas revives in 1d100 nights in an unoccupied space in Tovag, his Domain of Dread. He can be permanently destroyed only by having a stake driven through his heart and then being beheaded. The stake must be cut from a tree growing in soil from Oerth, Kas’s home world. Sunlight Hypersensitivity. While in sunlight, Kas takes 20 radiant damage at the start of his turn, has disadvantage on attack rolls and ability checks, and can’t use Change Shape. Actions Multiattack. Kas makes three Vengeful Sword attacks. He can replace one of these attacks with a Bite attack. Vengeful Sword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (2d8 + 11) slashing damage. The sword scores a critical hit on a roll of 19 or 20. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 11 (1d6 + 8) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Kas regains a number of hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried rises the following night as a vampire spawn under Kas’s control. Bonus Actions Change Shape. Kas transforms into a Medium cloud of mist or back into his true form. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. While in mist form, Kas has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. Kas can pass through a space without squeezing as long as air can pass through that space, but he can’t pass through water. Kas has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage except the damage he takes as part of his Sunlight Hypersensitivity trait. While in mist form, Kas can’t take any actions, speak, or manipulate objects. Menacing Glare. Kas targets one creature he can see within 60 feet of himself. The target must succeed on a DC 23 Wisdom saving throw or have the frightened condition until the start of Kas’s next turn. Reactions Parrying Riposte. Kas adds 3 to his AC against one melee attack roll that would hit him. He then makes one Vengeful Sword attack against the attacker if it is within his reach. On a hit, the target takes an additional 9 (2d8) slashing damage. Legendary Actions Kas can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Kas regains spent legendary actions at the start of his turn. Move. Kas moves up to his speed without provoking opportunity attacks. Sword (Costs 2 Actions). Kas makes one Vengeful Sword attack. Rise, Fallen Soldier (Costs 3 Actions). Kas magically summons a specter. The specter appears in an unoccupied space within 30 feet of Kas, whom it obeys. The specter takes its turn immediately after Kas. It lasts for 1 hour, until Kas dies, or until Kas dismisses it as a bonus action. Kas can’t have more than two specters summoned at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Vampire)","Alignment":"Neutral Evil","Expansion":30583,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Kasimir Velikov","description":"Kasimir, a mutiliated and grief-stricken dusk elf, has been trapped in Barovia for centuries. His people were on the verge of being annihilated by Strahd’s armies when they surrendered. Strahd left the few survivors to the mercy of the Vistani, who bore them to the valley of Barovia, where they have lived ever since. Old Friends. Kasimir’s allegiance to the Vistani is so strong that he adopted the name of the Vistana who welcomed him into his clan, a man named Velikov. Although Velikov passed away more than a century ago, Kasimir continues to live among Velikov’s descendants. Unfortunately, in his view, these modern Vistani are neither as noble nor as enlightened as their forebears. Not one to press the issue, Kasimir hopes to outlive the present leadership and see a return to the old ways. Dreams of the Damned. Kasimir’s sister, Patrina Velikovna, is sealed in the catacombs below Castle Ravenloft. Convinced that she was the concubine of the devil Strahd, Kasimir and his fellow dusk elves stoned Patrina to death. As punishment for depriving him of his bride, Strahd butchered all the women in the dusk elf tribe, and Kasimir’s ears were cut off to punish him for instigating the stoning. He wears a cowl to conceal his mutilation. Kasimir’s feeling of loss is tinged with simmering rage. Patrina now speaks to her brother in dreams, telling him how years of guilt and regret have dispelled all evil thoughts from her mind and cleansed her tortured soul. But Kasimir remains unconvinced by her assertions, because he knows that Strahd has corrupted Patrina and led her down a path of evil and deceit. For that reason, Kasimir wants to see the vampire destroyed so that his sister can be rescued from her eternal damnation. Secrets of the Amber Temple. Patrina has told Kasimir that the Amber Temple, an ancient vault hidden in the Barovian mountains, is where Strahd forged his pact with evil powers and discovered how to become a vampire. Kasimir has been spying on the temple for years, but he needs adventurers to help him survive its perils. He thinks that the secret to breaking Strahd’s pact and freeing Barovia from its curse might be hidden there, but more important, he believes that the Amber Temple holds the secret to bringing the ancient dead back to life. With the characters’ help, Kasimir thinks he might be able to find out how to restore Patrina to flesh and blood, whereupon he can travel to Castle Ravenloft and end his sister’s torment. Kasimir has no inkling that Patrina is using him for exactly that purpose, and that her ultimate goal is to become as powerful a vampire as Strahd. Statistics. Use the mage stat block in the Monster Manual , with the following adjustments: Kasimir’s alignment is neutral. Kasimir has darkvision out to a range of 60 feet. Kasimir has the Fey Ancestry feature, which means he has advantage on saving throws against being charmed, and magic can’t put him to sleep. Kasimir wears a ring of warmth and carries a spellbook (see chapter 5, area N9a, for a list of the spells it holds in addition to his prepared spells). Kasimir Velikov’s Traits Ideal. “I failed my people and my sister, and now I must atone or be damned.” Bond. “I seek to return my long-dead sister, Patrina, to life—even at the cost of my own life.” Flaw. “I believe my sister can be redeemed.” Traits Spellcasting. Kasimir is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Kasimir has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold Fey Ancestry. Kasimir has advantage on saving throws against being Charmed, and magic can’t put him to sleep. Actions Dagger (melee). Melee Weapon Attack: +5, Reach 5 ft., one target . Hit: 4 (1d4 + 2) piercing damage . Dagger (ranged). Ranged Weapon Attack: +5, Range 20/60 ft., one target . Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"neutral","Expansion":7388,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Kassanthra","description":"Kassanthra – also commonly referred to as the Heretic – is a gold dragonborn who has dedicated her life to understanding the divine. Stubborn, fearless, and as fond of gold as any true dragon, Kass is equal parts adventurer, author, merchant, and mercenary. Adventurers may seek her out to gain information from her or to buy some of the magical relics she’s accumulated during her many travels. When she’s not on the road, Kass is often found staying at a modest inn – or deep in her cups in a seedy tavern! You can read more about Kassanthra and her services in Chapter 4 - Divine Agents .","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragonborn)","Alignment":"Neutral Good","Expansion":25354,"Challenge Rating":10},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Kattakyn","description":"Denizens of the Underworld Many of the undead of Grimnir serve a somewhat different role than they do in other worlds. While on the surface skeletons and zombies exist as dangers to the living, their existence is more nuanced. Many of the dead are agents of Hel and scour the surface world at her bidding. They gather information, they help her collect the unfortunate and forgotten, and they defend her interests—and those of Grimnir. Yet, despite this semblance of civility, the undead are still frightening and the raiders avoid them. The walking dead are something they simply don’t understand and some fear that one day the undead will rise to help consume the world. This is a worrying concept and one that is often on the mind of any raider who travels near territory haunted by the once-living. That is not to say that undead are never vile, never evil. There are many examples of the dead disregarding Hel’s mercy and love. These tend to cause the same sorts of disruptions that one might expect in more typical worlds. Pretty much any undead that might be found elsewhere can be found in Grimnir and Hel does not control them—even within the Underworld they have free will. And some decide to be terrible. In addition to standard undead, the world of Grimnir has spawned several unique flavors, from the cursed knight to the pyrewights. Many of these are created because of the breaking or bending of an oath, or because a duty was not honored. Undead Nature. Like undead in other realms, these undead do not require air, food, drink, or sleep. Kattakyn This is an undead spirit that has manifested into a form that is vaguely cat-like. The true form of the creature is unknown, though some speculate that the kattakyn may actually be a type of draugr. Regardless these are terrifying creatures, albeit seldom encountered. Ambushers. Highly intelligent, a kattakyn may approach even a large group of travelers to distract them while the rest of its kin attack from an ambush Free Spirits. Unlike many other undead kattakyn tend not to be in Hel’s service. She has found them unreliable allies in the past; they have their own motives and desires, mysterious as they may be. Pack Hunters. When they roam the mortal world, they usually do so in vast, ancient forests, in small groups of 4-6. ","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":4},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Kaulvrex Drone","description":"Ancient insectile beings engineered kaulvrexes as a servitor species with proficiency in combat. They are highly adaptive creatures and can live and thrive in all but the most hostile environments, a feature that allowed them to serve as their creators’ proxies in wars (sometimes between the creators) on a variety of planets. Kaulvrexes emancipated themselves from their makers helped in part by a devastating disease that wiped out most of the creators while leaving kaulvrexes untouched. They retained their warlike instincts but generally refuse to fight one another en masse, preferring champions to settle disputes between hives. They also retreated to more inhospitable locations on the worlds where they were stranded and maintain a distance from other habitations. They have relatively short lifespans, appropriate to their engineered nature, with the longest-lived specimens reaching the age of 50. Hive Leaders. Kaulvrexes gather in hives led by a kaulvrex who becomes agendered when it assumes leadership. Sages who study kaulvrexes do not know whether this transformation was “programmed” in by their creators to prevent romantic distractions during battle or the kaulvrexes developed this after the won their freedom. Roles. Kaulvrexes of both genders serve equally as soldiers and workers. Their bodies adapt to the role they currently carry out. Soldiers’ carapaces harden, and their musculature increases, while workers are weaker, but their third arms are defter. An individual kaulvrex usually remains in a specific role for its entire life but switching between roles is not uncommon. The most commonly encountered kaulvrexes are soldiers, who protect the hive or hire themselves out as mercenaries. Second Language. Kaulvrexes who work outside a hive develop strong bonds with their partners and allies and adapt their communication to the languages spoken by other species. Among other species, they often develop odd phrases meaningful to their shared experiences and use these to replicate the chemical communication they otherwise share with other kaulvrexes. 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Sages who study kaulvrexes do not know whether this transformation was “programmed” in by their creators to prevent romantic distractions during battle or the kaulvrexes developed this after the won their freedom. Roles. Kaulvrexes of both genders serve equally as soldiers and workers. Their bodies adapt to the role they currently carry out. Soldiers’ carapaces harden, and their musculature increases, while workers are weaker, but their third arms are defter. An individual kaulvrex usually remains in a specific role for its entire life but switching between roles is not uncommon. The most commonly encountered kaulvrexes are soldiers, who protect the hive or hire themselves out as mercenaries. Second Language. Kaulvrexes who work outside a hive develop strong bonds with their partners and allies and adapt their communication to the languages spoken by other species. Among other species, they often develop odd phrases meaningful to their shared experiences and use these to replicate the chemical communication they otherwise share with other kaulvrexes. 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They are highly adaptive creatures and can live and thrive in all but the most hostile environments, a feature that allowed them to serve as their creators’ proxies in wars (sometimes between the creators) on a variety of planets. Kaulvrexes emancipated themselves from their makers helped in part by a devastating disease that wiped out most of the creators while leaving kaulvrexes untouched. They retained their warlike instincts but generally refuse to fight one another en masse, preferring champions to settle disputes between hives. They also retreated to more inhospitable locations on the worlds where they were stranded and maintain a distance from other habitations. They have relatively short lifespans, appropriate to their engineered nature, with the longest-lived specimens reaching the age of 50. Hive Leaders. Kaulvrexes gather in hives led by a kaulvrex who becomes agendered when it assumes leadership. Sages who study kaulvrexes do not know whether this transformation was “programmed” in by their creators to prevent romantic distractions during battle or the kaulvrexes developed this after the won their freedom. Roles. Kaulvrexes of both genders serve equally as soldiers and workers. Their bodies adapt to the role they currently carry out. Soldiers’ carapaces harden, and their musculature increases, while workers are weaker, but their third arms are defter. An individual kaulvrex usually remains in a specific role for its entire life but switching between roles is not uncommon. The most commonly encountered kaulvrexes are soldiers, who protect the hive or hire themselves out as mercenaries. Second Language. Kaulvrexes who work outside a hive develop strong bonds with their partners and allies and adapt their communication to the languages spoken by other species. Among other species, they often develop odd phrases meaningful to their shared experiences and use these to replicate the chemical communication they otherwise share with other kaulvrexes. 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Its eyeless head is bulbous, with an elongated mouth that is almost snout-like. Allies of the Ghasts of Leng. The kaveph are massive creatures that originate from the lightless underground of the Plateau of Leng. They are usually found in the company of the greater ghasts of Leng , acting as powerful allies as the greater ghasts try to overtake prey. The kaveph are seen as expendable by the ghasts of Leng, and they are often sent in first to try and soften up more powerful enemies before the ghasts swarm in to devour them. Alien Ecology. Like most of the creatures from the Plateau of Leng, the kaveph have an alien intelligence that is difficult to understand or study. When not serving the ghasts of Leng, they seem to follow no leader, and their interactions with one another are puzzling and often violent. At one moment they might coexist with others in peace, then—often for incomprehensible reasons—they lash out against each other in some sort of mindless blood frenzy until only one of them stands. Those that survive to regroup go on as if the fight never happened. This blood frenzy might be directed at other members of a family, members of outside groups, or even hunting parties. They do not seem to exhibit this behavior when under the guidance of the ghasts of Leng.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Kazzlezan, Prince of Chaos","description":"","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend","Alignment":"chaotic evil","Expansion":14533,"Challenge Rating":11},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Keelbreaker Crab","description":"Three figureheads rise from the tattered sails and anchor chain that drape the crab’s carapace. As the behemoth clacks its claws, the maidens depicted on the figureheads begin to wail. Few monsters strike more fear into the hearts of sailors than the keelbreaker crab. These enormous crustaceans prey on ships caught in shallow water and decorate their shells with the wreckage left behind. Keelbreaker crabs are drawn to ships carrying magical cargo, as well as to the enchanted, living figureheads that often adorn such vessels. Living Figureheads. The wails of a keelbreaker’s figureheads drive most who hear them mad. However, a figurehead recovered intact from a crab might be convinced to reveal the location of a hidden treasure or even chart a course to the native harbor of the ship it formerly adorned.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Keen Smell","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Challenge Rating":1},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Keeper of Hounds","description":"Standing just behind a pair of menacing black dogs is a shadowy figure with crossed arms. A silver whistle dangles from his smirking lips. The evil-looking yellow light shining in his eyes is mirrored by the growling hounds. Keepers of hounds are humanoids blessed by the shadow fey with the ability to form magical bonds with the hunting hounds bred in the Shadow Realm. Traits Born to Lead. While extensive training is required to become a keeper of hounds, most keepers are born with an innate affinity for beasts. Fey children who demonstrate skill with beast handling are quickly apprenticed to keepers in hopes of developing their talents. Valued Courtiers. Hunting is a beloved pastime of shadow fey nobles, so maintaining a keeper of hounds as part of a noble's household staff confers great prestige. Beasts bred in the Shadow Realm tend toward evil dispositions, making the keeper's controlling influence all the more valuable. Hound's Tooth. The keeper can comprehend and verbally communicate with dogs and other canids (beasts only). Pack Master. Allied beasts within 60 feet of the keeper have advantage on saving throws to resist charm and fear effects. Pack Tactics. The keeper has advantage on an attack roll against a creature if at least one of the keeper's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the keeper has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Unseelie Blessing. The keeper has advantage on saving throws against being charmed, and magic can't put them to sleep. Actions Multiattack. The keeper makes two weapon attacks. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. Command. The keeper casts the command spell, without expending a spell slot. Beasts have disadvantage on the saving throw. Bonus Actions Shadow Traveler (3/Day). While in shadows, dim light, or darkness, the keeper disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Keeper of Obsidian Legate","description":"The Keeper of Obsidian Legate appears in Midnight - Legacy of Darkness. The Legates Legates have already been discussed extensively elsewhere, and you can find more information in the Order of Shadow section. There are many different legates with different abilities and skills, but one thing unites them; their devotion to Izrador and the dark powers they receive in return. Temple legate novices handle many mundane tasks in the Temples of Shadow, and are dispatched to perform myriad tasks by their masters. Keeper of Obsidian legates , however, are what many novices aspire to become; masters of the deathless night and powers within the Order. Their spellcasting abilities are horrifyingly potent, and they are dangerous foes. Human Servants of the Shadow Though the ranks of the Shadow’s armies are filled with legions of orcs, many humans also serve Izrador. Some of these are devoted followers, while others are press-ganged recruits, and many sign on to the Shadow simply for a meal or a chance to exercise a bit of power over their former neighbors. And of course, many of the legates who serve the Shadow are humans as well. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Dark God’s Blessing. When a Keeper of Obsidian legate kills a living creature, they heal 14 (4d6) hit points. Spellcasting. The Keeper of Obsidian legate is a 14th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It also adds its Wisdom modifier (4) to the damage it deals when it casts a cantrip. The Keeper of Obsidian legate has the following spells prepared. Cantrips (at will): chill touch, light, thaumaturgy 1st level (4 slots): bane, cure wounds, detect magic, inflict wounds 2nd level (3 slots): blindness/deafness, see invisibility, spiritual weapon 3rd level (3 slots): bind/banish astirax, bestow curse, spirit guardians 4th level (3 slots): blight, death ward, phantasmal killer 5th level (2 slots): cloudkill, contagion 6th level (1 slot): harm 7th level (1 slot): divine word Actions Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":12},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Keeper of Ravens","description":"Before your eyes, the tall, spiraling column of closely packed ravens transforms into a pale-skinned woman, wearing a feathered cloak. Blessed by the shadow fey, keepers of ravens are humanoids who bond with the ravens native to the Shadow Realm. These gifted few learn how to see through the birds' eyes and even transform their bodies into feathered swarms. Traits Master Informants. Keepers of ravens are prized as spies and informants throughout the faerie courts. While most natives know to steer clear of a raven's watchful eye, visitors to the courts often have no idea their activities can be monitored this way. Solitary Pursuit. While these keepers are in demand as spies, they are unpopular in most social circles. Forming the bond required to pursue their magic means keepers spend vastly more time socializing with beasts than with other fey, which isolates them from the politics of court. Raven Tongue. The keeper can comprehend and verbally communicate with ravens and other corvids (beasts only). Sunlight Sensitivity. While in sunlight, the keeper has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Unseelie Blessing. The keeper has advantage on saving throws against being charmed, and magic can't put them to sleep. Actions Multiattack. The keeper makes two Rapier attacks or two Hand Crossbow attacks. Rapier . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) poison damage. Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. Change Shape (2/Day). The keeper can polymorph into a swarm of ravens or back into their true form. While in raven form, the keeper can't speak, their walking speed is 5 feet, and they have a flying speed of 50 feet. Their statistics, other than their size and speed, are unchanged. Anything they are wearing transforms with them, but nothing they are carrying does. They revert to their true form if they die. Raven Sight. The keeper of ravens can see through the eyes of any raven they are aware of within 10 miles. The keeper sees what the raven sees and hears what it hears until the start of the keeper's next turn. During this time, the keeper's own ears and eyes are deaf and blind. Bonus Actions Change Shape (Recharges after a Short or Long Rest). The keeper magically transforms into a swarm of ravens or back into their true form. Their statistics, other than size, are the same in each form. Any equipment they are wearing or carrying in Humanoid form melds into the swarm of ravens form. They can't activate, use, wield, or otherwise benefit from any of their equipment. They revert to their Humanoid form if they die. Shadow Traveler (3/Day). While in shadows, dim light, or darkness, the keeper disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Keg Robot","description":"This beer is delicious. But did the spigot really have to be placed in that spot? A keg robot is a stout wood-and-metal construct, vaguely reminiscent of a dwarf wearing a horned helm and possessing a barrel for a body. These constructs are another achievement of the Heuristic Arcane Research and Development (HARD) department of Acquisitions Incorporated. These devices have a number of practical purposes, including the ability to be filled with a variety of substances of use to an adventuring party. Specific models are nominally named for their primary function, including “ambulatory fermenter,” “mobile alchemical dispensary,” and so forth. But their prominent use as portable beer dispensers has placed the name “keg robot” firmly into public consciousness. A keg robot can hold up to three different kinds of liquid in its body cavity, from water and other potables to alchemical substances and lamp oil. Its individual storage compartments can leak, providing drinkable liquids with a unique but mostly safe flavor. These constructs have a rudimentary intellect that allows them to operate independently and discern friend from foe—and which sometimes causes them to operate with a crass sense of humor that has never been fully explained.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":4048,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Keledone","description":"The keledone are golden constructs fashioned by the gods to resemble beautiful women with great shining wings. These automata exist to serve their creators with unflinching loyalty, sometimes well after their creator's destruction. Some mortals may mistake the keledone for goddesses themselves due to their perfect forms and timeless immutability. Keledone tend to have serene dispositions. They are unfazed by even the most fearsome threats. Enchanting Melodies . A keledone’s greatest weapon is her magnificent voice, which has the power to evoke both soothing comfort and haunting despair in all who hear it. One of her songs dredges up and intensifies a listener’s most sorrowful memories, which may break the psyche of those with lesser wills. Another tune lulls a keledone’s aggressors into a deep sleep. Depending upon the severity of her victim’s transgression, a keledone may continue her somnolent song long enough that her target dies of dehydration. However, the keledone do not only use their songs for offensive purposes; they have been known to grant calmness and peace to the minds of troubled mortal supplicants. Celestial Guardians . The keledone are often charged with protecting holy sites, such as temples, necropolises, and other locations that are important to their creators. Some have even been built into the very walls of their charges. Unlike lesser automatons, keledone need no maintenance to continue their tasks. Many keledone have stood watch for millennia, completely untouched by time. A keledone may be instructed to keep trespassers away using deadly force, while others simply ensure the safety of their charges. Some keledone are tasked with testing adventurers, ensuring that only the strong are able to press on to find the knowledge or treasure that they seek. Mechanical Will . The keledone are intelligent constructs imbued with a self-awareness that is rare among automatons. Although it's not an inherent trait, keledone may develop distinct personalities or identities over the course of centuries. This phenomenon occurs most often in keledone who frequently interact with other beings, whether they are other intelligent constructs, supernatural creatures, or mere mortals. Despite their individuality, however, it is exceedingly rare for a keledone to shirk her duties or abandon her post. Those who do find that the magic that sustains them will begin to fade. A disloyal keledone quickly loses her ability to fly, as her heavy metal wings become unable to support the weight of her solid gold frame.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":4963,"Challenge Rating":7},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Kelek","description":"Kelek is a greedy, narcissistic sociopath who revels in chaos but is a coward at heart. The fact that he’s highly intelligent makes him even more dangerous. More than anything, he wants the staff of power in the possession of his most hated foe, Ringlerun. Alignment. Chaotic evil. Personality Trait. “All who hear my name should tremble in fear!” Ideal. “Kindness is just another word for weakness.” Bond. “I must have Ringlerun’s staff! With it, the League of Malevolence will be unstoppable!” Flaw. “I trust no one, nor am I trustworthy.” Combat Notes Kelek uses Arcane Defense to bolster his low Armor Class whenever possible, and his challenge rating is a reflection of the likelihood that he will use Fiery Explosion as often as he can. If one or more of his allies get caught in a blast, so be it. Traits Special Equipment. Kelek wears bracers of defense and carries a staff of striking with 10 charges. The staff regains 1d6 + 4 expended charges daily at dawn. If its last charge is expended, roll a d20; on a 1, the staff becomes a nonmagical quarterstaff. Actions Multiattack. Kelek makes three attacks using Sorcerer’s Bolt, Staff of Striking, or a combination of them. He can replace one of the attacks with a use of Spellcasting. Sorcerer’s Bolt. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit : 13 (2d12) force damage. Staff of Striking. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) bludgeoning damage, or 9 (1d8 + 5) bludgeoning damage when used with two hands, and Kelek can expend up to 3 of the staff’s charges, dealing an extra 3 (1d6) force damage for each expended charge. Fiery Explosion (Recharge 4–6). Kelek creates a magical explosion of fire centered on a point he can see within 120 feet of him. Each creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. Spellcasting. Kelek casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: light, mage hand, prestidigitation 1/day each: dominate beast, fly, mirror image, web Reactions Arcane Defense (3/Day). When he is hit by an attack, Kelek protects himself with an invisible barrier of magical force. Until the end of his next turn, he gains a +5 bonus to AC, including against the triggering attack. League of Malevolence The League of Malevolence is an odious assemblage of villains united in one purpose: the accumulation of power. Its founding member, the sorcerer Kelek, expects his confederates to work together for their mutual benefit, but he also encourages them to pursue their own evil schemes.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, sorcerer)","Alignment":"chaotic evil","Expansion":11857,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Kellid Graveknight","description":"Graveknight Graveknights are undead warriors granted unlife by a cursed suit of armor. Most graveknights appear skeletal in appearance, and while one might think that the heavy armor they favor would obscure their true nature, most graveknights revel in the fact that they are skeletal horrors. Many wear armor that appears to be rusted, badly damaged, or incomplete, yet these features do not diminish their armor’s ability to protect them in battle. Even the lowliest of graveknights pose extreme danger to adventurers and are almost never encountered as less-powerful incarnations than those presented below. Kellid Graveknight These graveknights have in their genesis an element of tragedy, for they came to be from a group of Pharasmin crusaders who gave up their lives and souls to carry on their fight against a cult of Yog-Sothoth worshippers known as the Thresholders, but you can use these graveknights for any encounter that requires a particularly powerful, frozen foe. Traits Graveknight’s Curse. A living creature that dons the kellid graveknight’s armor must succeed on a DC 18 Charisma saving throw or be afflicted with the graveknight’s curse. Cursed creatures cannot remove the kellid graveknight’s armor and must repeat the saving throw at the end of each long rest. On a second failed save, the creature has disadvantage on death saving throws. On a third failed save, the creature’s speed is halved. On a fourth failed save, the creature dies and transforms into the armor’s kellid graveknight. A successful saving throw lifts the curse, and the armor falls off. The creature is subject to the curse if it dons the armor again. Innate Spellcasting. The kellid graveknight’s innate spellcasting ability is Charisma (spell save DC 18). The kellid graveknight can innately cast the following spells, requiring no material components: At will: phantom steed Rejuvenation. If a kellid graveknight is destroyed, its armor regrows its body in 1d10 days. If the body is destroyed before then, the process restarts. A kellid graveknight can only be permanently destroyed by obliterating its armor with a disintegrate spell, transporting it to the Positive Energy Plane, or by throwing it into the heart of a volcano. Ruinous Energy. A Kellid graveknight is infused with cold. It is immune to cold damage, and its attacks and devastating blast deal cold damage as indicated below. Sacrilegious Aura. When a creature within 30 feet of the kellid graveknight uses a spell or ability that magically restores hit points, the creature must make a DC 18 Charisma saving throw. On a failure, the creature’s spell or ability fails and has no effect. Actions Multiattack. The kellid graveknight makes three maul attacks. Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 18 (4d8) cold damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage plus 18 (4d8) cold damage. Devastating Blast (Recharge 6). The kellid graveknight unleashes a 30-foot cone of cold. Each creature in the area must make a DC 18 Dexterity saving throw, taking 49 (14d6) cold damage on a failed save, or half as much damage on a successful one. Reactions Parry. The kellid graveknight adds 4 to its AC against one melee attack that would hit it. To do so, the kellid graveknight must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":14},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Kelp Eel","description":"A thick, snakelike creature made of thousands of blades of kelp rises above the water’s surface. Flyaway blades swirl from the primary mass as the creature winds itself around its hapless prey. Kelp eels were accidentally created by merfolk arcanists who desired to protect their community from the myriad threats facing them. They attempted to bring the kelp forests near their settlement to life to entangle attackers, slowing them long enough to allow the merfolk to repel them. Instead, the first kelp eels were born as the blades of kelp wove themselves into massive eely forms that ravaged the very community they were created to protect. Serpents of the Shallows. Since their creation, kelp eels have spread across the ocean. Forests of sentient kelp grow in ocean shallows, scarcely different to the casual observer from any other marine jungle. As the kelp matures, the blades wind around the thallus and eventually detach from its holdfast as a full-grown kelp eel. The kelp eel then moves on to an unclaimed shallow and attempts to create a new forest. Mariners’ Nightmares. The presence of a kelp eel is a blight upon people whose livelihoods depend on the ocean. The voracious eels are known to overturn boats and to drag their occupants to a watery grave. Kelp-entwined humanoid remains are common on the floor of kelp eel forests. Experienced sailors sometimes chum the waters as they approach a kelp forest, hoping to attract other large ocean predators to distract the local kelp eels. Deep Hunters. While kelp eels live and breed in shallower waters, it isn’t uncommon for them to hunt the ocean deeps if fertilizer is proving scarce near their forest. Knowledgeable mariners know that the presence of dead whales, sharks, and giant squid in shallow waters could be an indicator of kelp eel activity.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"unaligned","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Kelpie","description":"A kelpie ( White Plume Mountain ) is a form of intelligent, aquatic plant life that resembles a pile of wet seaweed. It is able to shape its body into various forms, often assuming the aspect of a beautiful humanoid in order to lure people into deep water. Traits Amphibious. The kelpie can breathe air and water. False Appearance. While the kelpie remains motionless in its true form, it is indistinguishable from normal seaweed. Seaweed Shape. The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its statistics are otherwise unchanged. The disguise is convincing, unless the kelpie is in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it dies. Actions Multiattack. The kelpie makes two slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (2d8+2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Drowning Hypnosis. The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie maintains concentration, up to 10 minutes (as if concentrating on a spell). The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. If the charmed target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks. Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this kelpie's hypnosis for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"neutral evil","Expansion":7386,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Kelpie","description":"A kelpie is a form of intelligent, aquatic plant life that resembles a pile of wet seaweed. It is able to shape its body into various forms, often assuming the aspect of a beautiful humanoid in order to lure people into deep water. Traits Amphibious. The kelpie can breathe air and water. Seaweed Shape. The kelpie can use its action to reshape its body into the form of a humanoid or beast that is Small, Medium, or Large. Its statistics are otherwise unchanged. The disguise is convincing, unless the kelpie is in bright light or the viewer is within 30 feet of it, in which case the seams between the seaweed strands are visible. The kelpie returns to its true form if takes a bonus action to do so or if it dies. False Appearance. While the kelpie remains motionless in its true form, it is indistinguishable from normal seaweed. Actions Multiattack. The kelpie makes two slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Drowning Hypnosis. The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie maintains concentration, up to 10 minutes (as if concentrating on a spell). The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. If the charmed target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks. Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the kelpie or drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this kelpie’s hypnosis for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":4},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Kelubar Demodand","description":"Kelubars, sometimes called slimy demodands, are the bureaucrats of Carceri, existing as intermediaries between farastus and shators. They are squat, and their skin drips with a foul-smelling, acidic slime. Kelubars revel in the subservience of others, and they prefer to do battle with words—or at least to send in their farastu minions—rather than fight directly. Demodands Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there. Demodands that manage to leave Carceri know they’re doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes 2d20 days. Even those who survive on other planes find themselves eventually dragged back, pulled by some planar tether. Traits Acidic Secretions. A creature that touches the kelubar or hits it with a melee attack while within 5 feet of it takes 5 (2d4) acid damage. Boundless Movement. The kelubar ignores difficult terrain, and magical effects can't reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself. Magic Resistance. The kelubar has advantage on saving throws against spells and other magical effects. Spellcasting. The kelubar casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: invisibility (self only) 1/day each: dispel magic , scrying (as an action) Actions Multiattack. The kelubar makes two Bite attacks Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 18 (4d8) acid damage. Spit Acid. The kelubar spits acid in a line 60 feet long and 5 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one. Summon Demodand (1/Day). The kelubar has a 40 percent chance of summoning its choice of 1d2 farastu demodands or 1 kelubar demodand . A summoned demodand appears in an unoccupied space within 60 feet of the kelubar, acts as an ally of the kelubar, and can't summon other demodands. It remains for 1 minute, until it or the kelubar dies, or until the kelubar dismisses it as an action. Bonus Actions Acid Fog (Recharge 6). The kelubar magically creates a cloud of greenish fog that fills a 20-foot-radius sphere centered on a point within 120 feet of itself. The cloud remains for 1 minute or until the kelubar uses this bonus action again. The cloud is heavily obscured and difficult terrain. Any creature that starts its turn in the cloud or enters the cloud for the first time on a turn must succeed on a DC 17 Constitution saving throw or have the poisoned condition until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"typically neutral evil","Expansion":26427,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Kelzar","description":"Kelzar the troll has molded a pair of one of its family members’ arms to its torso, the eyes of some beasts to the back of its head, and the gills of a merrow on its neck to enhance an already menacing body. The mutated troll considers the Ulden Swamps its kingdom and loathes all who enter its domain.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":17604,"Challenge Rating":6},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Kender Skirmisher","description":"Kender skirmishers are fearless fighters who use stealth and wiliness to defend their friends and homes. They excel at disrupting their enemies by sabotaging crucial equipment or by taunting opponents into making rash decisions. They wield the signature kender weapon: the hoopak, a combination spear and sling staff. Kender Taunts Roll on or choose an entry from the Kender Taunts table to determine how a kender skirmisher infuriates an opponent in battle. Kender Taunts d4 Taunt 1 “Should I pretend to be scared? You seem like you really need this.” 2 “I wish I could be like you and just not care how I look … or smell … or dress. So brave.” 3 “Did the Cataclysm have a face? Because I think you might be twins!” 4 Energetically points at their foe with both hands and loudly repeats the word “bonk.” Actions Hoopak. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 5 (1d4 + 3) bludgeoning damage if the kender used the hoopak’s sling to make a ranged attack. Taunt. The kender launches a barrage of insults at a creature it can see within 60 feet of itself. If the target can hear the kender, the target must succeed on a DC 12 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn. Bonus Actions Elusive. The kender takes the Disengage or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17925,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Kenku","description":"\"If you hear a baby crying in an alley, walk the other way. That’s my advice to you.\" —Endroth Knag, City Watch corporal in Waterdeep Kenku are feathered humanoids that wander the world as vagabonds, driven by greed. They can perfectly imitate any sound they hear. Fallen Flocks. Kenku wear ill-fitting cloaks, robes, and rags. These garments cover the soft, sleek feathers of their bodies, shrouding their bare arms and legs. They tread lightly when they walk, on talons made for grasping the branches of trees and seizing prey from the lofty skies. Soft as the wind they move, so as not to draw attention to their shameful forms. Once, the kenku held the wind in their wings, embracing the gusty sky and singing the sweet language of birdsong. Serving a master whose identity is now lost to their memory, the kenku coveted the glittering baubles of his household, and longed to speak so that they could cajole and swindle others out of such treasures. Stealing the secret of speech from a volume in their master’s library, they disguised themselves in rags to beg for pretty things. When their master learned of their greed, he stripped away their wings as punishment, forcing them to beg forever. Speech in Pantomime. Kenku can mimic the sound of anything they hear. A kenku asking for money might make the sound of coins clinking together, and a kenku referring to a busy marketplace can reproduce the cacophony of hawking vendors, barking dogs, bleating sheep, and the cries of street urchins. When mimicking voices, they can only repeat words and phrases they have heard, not create new sentences. To converse with a kenku is to witness a performance of imitated sounds and almost nonsensical verse. Kenku speak to one another in much the same way. Because they are adept at interpreting one another’s glances and gestures, the sounds they make to communicate complex ideas or emotions can be succinct. Groups of kenku also develop secret codes. For example, a cat’s meow might be the secret code for “Prepare to attack!” or “Flee for your lives!” Their talent for mimicry extends to handwriting, and criminal organizations often employ kenku to forge documents. When a kenku commits a crime, it might forge evidence to implicate another creature. The Wistful Wingless. All kenku pine for the ability to fly, and thus the punishments they mete out to one another often involve false wings, such as heavy wings of wood borne as a mark of shame. As a final, tragic reminder of the wings they once had, kenku carry out executions by hurling their condemned from tall buildings or cliffs. Traits Ambusher : In the first round of a combat, the kenku has advantage on attack rolls against any creature it has surprised. Mimicry : The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Actions Shortsword : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. Shortbow : Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kenku)","Source":"MM1","Alignment":"chaotic neutral","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Kenku Arcane Trickster","description":"Kenku who have an inclination to the arcane arts often become arcane tricksters. They learn and use their wizard spells to enhance and complement their rogue craft. Kenku arcane tricksters are the natural leaders of any kenku gang because of their cunning and intellectual superiority and naturally become kenku ganglords. Traits Ambusher. The kenku has advantage on attack rolls against any creature it has surprised. Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Evasion. If the kenku is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the kenku instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. The attack deals an extra 17 (5d6) damage if the kenku has advantage on the attack roll. Befuddling Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 13 (3d6 + 3) psychic damage, and the target has disadvantage to Intelligence, Wisdom, and Charisma saving throws and can't use reactions until the end of the kenku's next turn. Spellcasting. The kenku casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 14): At will: mage hand, minor illusion, prestidigitation 2/day each: major image, mirror image, Tasha's hideous laughter 1/day each: greater invisibility, phantasmal force Bonus Actions Cunning Action. The kenku takes the Dash, Disengage, or Hide action. Distracting Hand. While the kenku has the Mage Hand spell active, it can designate a creature within 5 feet of the spectral hand. The kenku has advantage on its attack rolls against that creature until the end of the turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kenku)","Alignment":"Typically Chaotic Neutral","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Kenku Duelist","description":"A kenku duelist is a sly and dangerous warrior that takes full advantage of its combat skills to compliment its 'street-style' dirty-fighting techniques. The kenku duelist often serves as its gang's boss, or assassin if it serves a master. Traits Ambusher. The kenku has advantage on attack rolls against any creature it has surprised. Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Fancy Footwork. When the kenku makes a melee attack against a creature, that creature can't make opportunity attacks against the kenku until the end of the turn. Toujours l’Audace. The kenku adds its Charisma modifier to its initiative rolls. In addition, it can use Sneak Attack with any melee attack made against a target that has none of its allies adjacent to it. Sneak Attack (1/Turn). The kenku deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kenku that isn't incapacitated and the kenku doesn't have disadvantage on the attack roll. Actions Multiattack. The kenku makes two Rapier attacks and one Handaxe attack. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Bonus Actions Cunning Action. The kenku takes the Dash, Disengage, or Hide action. Feinting Attack. The kenku can choose one creature within 5 feet of it. It has advantage on its next attack roll against the target. Reactions Riposte. When a creature misses the kenku with a melee attack, the kenku can make one melee weapon attack against it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kenku)","Alignment":"Typically Chaotic Neutral","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Kenku Eagle Claw","description":"Kenku eagle claws are martial arts specialists. They are normally used as guards but are sometimes sent on missions that require a target to be subdued or kidnapped. Traits Ambusher. In the first round of combat, the kenku has advantage on attack rolls against any creature it has surprised. Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Stunning Strike (3/Day). Once per turn, when the kenku hits a creature with a melee weapon attack, it can force the creature to make a DC 12 Constitution saving throw or be stunned until the end of the creature's next turn. Unarmored Defense. While the kenku is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack . The kenku makes three attacks, each of which can be an Unarmed Strike or a Dart attack. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kenku)","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Kenku Gang Boss","description":"The kenku gang boss, also called the shatei-gashira, is the head of all the local kenku gangs. All local kenku gang leaders report and pay tribute to the gang boss. While kenku gangs mostly operate as thieves and extortionists, the kenku gang boss will sometimes be hired or given orders by the godfather, to take on more devious operations such as assassinations, arsons, and kidnappings. Traits Ambusher. The kenku has advantage on attack rolls against any creature it has surprised. Ganglord's Presence. A kenku ally that starts is turn within 30 feet of this kenku and can see and hear this kenku deals an extra 3 (1d6) damage on its weapon damage rolls against a creature if at least two of the kenku's allies are within 5 feet of the creature and the ally isn't incapacitated. Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Sneak Attack (1/Turn). The kenku deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kenku that isn't incapacitated and the kenku doesn't have disadvantage on the attack roll. Actions Multiattack. The kenku makes two Shortsword attacks or two Shortbow attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Cunning Action. The kenku performs the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kenku)","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Kenku Godfather","description":"The kenku godfather, also called the oyabun, is the head of the family or criminal network. All gang bosses report and pay tribute to the godfather. The kenku godfather is also often the guild master of the local thieves' guild. Traits Ambusher. The kenku has advantage on attack rolls against any creature it has surprised. Ganglord's Presence. A kenku ally that starts is turn within 30 feet of this kenku and can see and hear this kenku deals an extra 3 (1d6) damage on its weapon damage rolls against a creature if at least two of the kenku's allies are within 5 feet of the creature and the ally isn't incapacitated. Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Sneak Attack (1/Turn). The kenku deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kenku that isn't incapacitated and the kenku doesn't have disadvantage on the attack roll. Actions Multiattack. The kenku makes two Shortsword attacks or two Shortbow attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Cunning Action. The kenku performs the Dash, Disengage, or Hide action. Legendary Actions The kenku can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kenku regains spent legendary actions at the start of its turn. Shift. The kenku moves up to half its speed without provoking opportunity attacks. Attack (Costs 2 Actions). The kenku makes a melee or ranged attack. Sly Command (Costs 1-3 Actions). The kenku targets up to 3 allies it can see within 30 feet of it. If the target can see or hear the kenku, the target can use its reaction to make one weapon attack with advantage on the attack roll or move up to half its speed without provoking opportunity attacks. It costs 1 Action per target. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kenku)","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Kenku Sneak","description":"The kenku sneaks form the majority of kenku gangs. They are expert con artists, lockpicks, pickpockets, and thieves. They know all the streets and structures where they operate like the back of their hand, and can almost always break into any building without getting detected. Traits Ambusher. The kenku has advantage on attack rolls against any creature it has surprised. Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Sneak Attack (1/Turn). The kenku deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kenku that isn't incapacitated and the kenku doesn't have disadvantage on the attack roll. Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Cunning Action. The kenku performs the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kenku)","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Kennie Flopwig","description":"Pronunciation: “Ken-ee Flop-wig” Kennie Flopwig is Kiri’s twin brother and the Chief Data Executive of the Galactic Bank. He lacks Kiri’s gumption and charisma, but he is a genius with crunching numbers. He is also clumsier, both physically and socially, and Kiri often has to re-word his blunderous statements. Being around Darkstar Killagob makes Kennie even sweatier and more anxious than he usually is; he legitimately fears that if he says something overly annoying or awkward, Darkstar might kill him.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (halfling)","Alignment":"lawful evil","Expansion":9634,"Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Kentimane","description":"Kentimane is the husband of Thylea. When Thylea became the land that bears her name, Kentimane became the guardian of that land. Thylea is nurturing, but Kentimane is anger personified: he is the hurricane, the earthquake, the volcano. When Thylea needs defending, he gives little thought to those who are caught in the storm of the destruction that he summons. When Kentimane is sleeping, his body still manifests throughout Thylea. Great stone arms protrude from the earth like huge trees. The arms make strange landmarks, and there seems to be no rhyme or reason to their placement across the landscape. Awake, Kentimane can appear in two forms: in his lesser form, he is a head protruding from the ground. His eyes search for foes and his massive arms explode from the earth to attack them. In his full form, Kentimane appears as a titanic pillar of legs with dozens of arms protruding from the middle and dozens of heads at the top. Legends disagree on the point of his exact height, because his form is always shifting. Kentimane can summon more arms from the landscape around him to attack his foes from every direction.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"celestial fey","Alignment":"neutral","Expansion":4963,"Challenge Rating":29},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Kentrodar","description":"Within the depths of the planet Arvo, the kentrodar have ruled for thousands of years at the seat of a once-great aquatic empire. Their society has endured many trials and crises, the greatest being the wars brought by technological advancements adopted into their culture, as well as the coming of espers and other offworlders. In recent times, the Kentrodar Empire has become a collection of small underwater kingdoms and tribal settlements, separated by vast ruins of their former civilization. Each kingdom holds its own laws and beliefs but also works in harmony with their neighbors, vowing to unite in times of crisis or against a great threat. There is a hope that the kingdoms will eventually form a permanent union, reviving the grand empire only now heard of in tales woven by elders. Subaquatic Civilizations. Many of the kentrodar tribes build their homes within the natural undersea caverns or from the natural stone and coral found beneath the waves. Others settle in makeshift buildings carved out from the ancient ruins of the past age. Those that live in the kingdoms, however, have adapted offworld technology to forge great underwater cities, whose bright lights are powered by bioluminescence and the shaping of the primordial elements. These larger settlements have developed unique weapons and defenses used to defend homes and neighboring communities. Dealing with Offworlders. The kentrodar have practical views of both land dwellers and visitors from beyond the sky. The small tribes remain reclusive, preferring to stay away from offworlders lest they disrupt their way of life. The kingdom folk, however, welcome visitors from time to time to exchange information and resources. These visitors must follow a strict code of conduct, which must be adhered to without hesitation or divergence. In some rare cases, kentrodar leave with visitors to venture into the stars to either explore or settle on similar planets. Lorendi Animosity. Centuries ago, many of the kentrodar tribes were seduced by lorendian promises of glory and prestige. These undersea tribes were persuaded into rebelling against their own. Though these insurgent tribes were defeated, the betrayal of these bloodline dynasties caused a lasting rift within the kentrodar as a whole. While most have paid penance for their betrayal, some fled to join the Lorendi Imperium, whereas others still live in exile, deep in the darkest depths of the oceans where few dare to tread. Lorendi are forever banished from ever visiting a kentrodar settlement and are attacked on sight if spotted near any of their territories.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kentrodar)","Alignment":"neutral","Expansion":27052,"Challenge Rating":"1/8"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Kentrodar Elite Guard","description":"Kentrodar Within the depths of the planet Arvo, the kentrodar have ruled for thousands of years at the seat of a once-great aquatic empire. Their society has endured many trials and crises, the greatest being the wars brought by technological advancements adopted into their culture, as well as the coming of espers and other offworlders.. In recent times, the Kentrodar Empire has become a collection of small underwater kingdoms and tribal settlements, separated by vast ruins of their former civilization. Each kingdom holds its own laws and beliefs but also works in harmony with their neighbors, vowing to unite in times of crisis or against a great threat. There is a hope that the kingdoms will eventually form a permanent union, reviving the grand empire only now heard of in tales woven by elders. Subaquatic Civilizations. Many of the kentrodar tribes build their homes within the natural undersea caverns or from the natural stone and coral found beneath the waves. Others settle in makeshift buildings carved out from the ancient ruins of the past age. Those that live in the kingdoms, however, have adapted offworld technology to forge great underwater cities, whose bright lights are powered by bioluminescence and the shaping of the primordial elements. These larger settlements have developed unique weapons and defenses used to defend homes and neighboring communities. Dealing with Offworlders. The kentrodar have practical views of both land dwellers and visitors from beyond the sky. The small tribes remain reclusive, preferring to stay away from offworlders lest they disrupt their way of life. The kingdom folk, however, welcome visitors from time to time to exchange information and resources. These visitors must follow a strict code of conduct, which must be adhered to without hesitation or divergence. In some rare cases, kentrodar leave with visitors to venture into the stars to either explore or settle on similar planets. Lorendi Animosity. Centuries ago, many of the kentrodar tribes were seduced by lorendian promises of glory and prestige. These undersea tribes were persuaded into rebelling against their own. Though these insurgent tribes were defeated, the betrayal of these bloodline dynasties caused a lasting rift within the kentrodar as a whole. While most have paid penance for their betrayal, some fled to join the Lorendi Imperium, whereas others still live in exile, deep in the darkest depths of the oceans where few dare to tread. Lorendi are forever banished from ever visiting a kentrodar settlement and are attacked on sight if spotted near any of their territories.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kentrodar)","Alignment":"neutral","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Kentrodar Tribal Warrior","description":"Kentrodar Within the depths of the planet Arvo, the kentrodar have ruled for thousands of years at the seat of a once-great aquatic empire. Their society has endured many trials and crises, the greatest being the wars brought by technological advancements adopted into their culture, as well as the coming of espers and other offworlders.. In recent times, the Kentrodar Empire has become a collection of small underwater kingdoms and tribal settlements, separated by vast ruins of their former civilization. Each kingdom holds its own laws and beliefs but also works in harmony with their neighbors, vowing to unite in times of crisis or against a great threat. There is a hope that the kingdoms will eventually form a permanent union, reviving the grand empire only now heard of in tales woven by elders. Subaquatic Civilizations. Many of the kentrodar tribes build their homes within the natural undersea caverns or from the natural stone and coral found beneath the waves. Others settle in makeshift buildings carved out from the ancient ruins of the past age. Those that live in the kingdoms, however, have adapted offworld technology to forge great underwater cities, whose bright lights are powered by bioluminescence and the shaping of the primordial elements. These larger settlements have developed unique weapons and defenses used to defend homes and neighboring communities. Dealing with Offworlders. The kentrodar have practical views of both land dwellers and visitors from beyond the sky. The small tribes remain reclusive, preferring to stay away from offworlders lest they disrupt their way of life. The kingdom folk, however, welcome visitors from time to time to exchange information and resources. These visitors must follow a strict code of conduct, which must be adhered to without hesitation or divergence. In some rare cases, kentrodar leave with visitors to venture into the stars to either explore or settle on similar planets. Lorendi Animosity. Centuries ago, many of the kentrodar tribes were seduced by lorendian promises of glory and prestige. These undersea tribes were persuaded into rebelling against their own. Though these insurgent tribes were defeated, the betrayal of these bloodline dynasties caused a lasting rift within the kentrodar as a whole. While most have paid penance for their betrayal, some fled to join the Lorendi Imperium, whereas others still live in exile, deep in the darkest depths of the oceans where few dare to tread. Lorendi are forever banished from ever visiting a kentrodar settlement and are attacked on sight if spotted near any of their territories.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kentrodar)","Alignment":"neutral","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Kentrodar Wavebender","description":"Kentrodar Within the depths of the planet Arvo, the kentrodar have ruled for thousands of years at the seat of a once-great aquatic empire. Their society has endured many trials and crises, the greatest being the wars brought by technological advancements adopted into their culture, as well as the coming of espers and other offworlders.. In recent times, the Kentrodar Empire has become a collection of small underwater kingdoms and tribal settlements, separated by vast ruins of their former civilization. Each kingdom holds its own laws and beliefs but also works in harmony with their neighbors, vowing to unite in times of crisis or against a great threat. There is a hope that the kingdoms will eventually form a permanent union, reviving the grand empire only now heard of in tales woven by elders. Subaquatic Civilizations. Many of the kentrodar tribes build their homes within the natural undersea caverns or from the natural stone and coral found beneath the waves. Others settle in makeshift buildings carved out from the ancient ruins of the past age. Those that live in the kingdoms, however, have adapted offworld technology to forge great underwater cities, whose bright lights are powered by bioluminescence and the shaping of the primordial elements. These larger settlements have developed unique weapons and defenses used to defend homes and neighboring communities. Dealing with Offworlders. The kentrodar have practical views of both land dwellers and visitors from beyond the sky. The small tribes remain reclusive, preferring to stay away from offworlders lest they disrupt their way of life. The kingdom folk, however, welcome visitors from time to time to exchange information and resources. These visitors must follow a strict code of conduct, which must be adhered to without hesitation or divergence. In some rare cases, kentrodar leave with visitors to venture into the stars to either explore or settle on similar planets. Lorendi Animosity. Centuries ago, many of the kentrodar tribes were seduced by lorendian promises of glory and prestige. These undersea tribes were persuaded into rebelling against their own. Though these insurgent tribes were defeated, the betrayal of these bloodline dynasties caused a lasting rift within the kentrodar as a whole. While most have paid penance for their betrayal, some fled to join the Lorendi Imperium, whereas others still live in exile, deep in the darkest depths of the oceans where few dare to tread. Lorendi are forever banished from ever visiting a kentrodar settlement and are attacked on sight if spotted near any of their territories.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kentrodar)","Alignment":"neutral","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Kereek","description":"The kobold sorcerer Kereek works alongside his friend and ally Prazil as a spy for the troll warlord Hargulka. Kereek is strong for a kobold—he can serve as the leader of a kobold warren in your game, or as a member of a monstrously themed rival adventuring party. Traits Spellcasting. Kereek is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He has the following sorcerer spells prepared: Cantrips (at will): fire bolt, mage hand, mending, minor illusion, poison spray 1st level (4 slots): chromatic orb, expeditious retreat, mage armor 2nd level (3 slots): scorching ray, blur 3rd level (2 slots): fireball Pack Tactics. Kereek has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, Kereek has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Special Equipment. Kereek carries a wand of burning hands . The wand has 7 charges. Using an action to expend 1 charge, the wielder casts the burning hands (save DC 15) spell at 1st level. Kereek can increase the spell slot level by one for each additional charge expended. The wand regains 1d6+1 charges daily at dawn. If the last charge is expended, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Actions Multiattack. Kereek makes two dagger attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. Wand of Burning Hands. Kereek casts burning hands using his wand.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Kervan Galenhad","description":"Kervan Galenhad, now a powerful and ancient vampire, was once a renowned elven swordmaster. Having fought their way through tournament after tournament, they set themself on the road of adventure, seeking to overcome stronger and stronger foes. Eventually, many centuries ago, Kervan met their end fighting against a bloodlord. However, the bloodlord valued Kervan’s skill, and enslaved them as a vampire in undeath. Eventually, Kervan convinced the bloodlord to share its power with them, after which Kervan promptly betrayed the bloodlord, slew it, and claimed its territory as their own. Now, Kervan invites adventurers to come and attempt to slay them - seeking ever more infamy and glory in the thrill of tests of skill and endurance. Kervan dresses in a stylish coat with a long, swept-back tail that serves as studded leather armor. Their stiff, black hair is kept at a shorter length, and swept up out of their face to show a long, prominent scar through their left eye. Though paler than in life, their tanned skin has never faded. Never leaving their side is a magical rapier, Dancing Edge, which they have wielded for countless centuries, its platinum hilt encrusted with numerous valuable gems. Traits Sanguine Escape. When Kervan would die and is not in direct sunlight, submerged in running water, or slain by a silvered weapon, they transform into a cloud of red mist, gliding toward their resting place (a coffin in a well-guarded room) at 30 feet per round. After reaching their resting place, they regain their form at midnight of the next day, appearing with all of their hit points restored. If they do not reach their resting place before the next dawn, they are destroyed. Vampiric Toughness. When reduced to 0 hit points, Kervan does not die and is instead reduced to 1 hit point unless killed by a Death Blow. They have advantage on saving throws against Death Blows unless they are in direct sunlight, submerged in running water, or the Death Blow is made with a silvered weapon. Legendary Resistance (3/Day). When Kervan fails a saving throw, they can choose to succeed instead. Legendary Toughness (3/Day). When Kervan gains an Injury, they can choose to ignore the effects of the Injury until they finish a long rest. Actions Multiattack. Kervan makes three melee attacks, one of which can be a Turning Bite. Turning Bite. Melee Weapon Attack: +11 to hit (this attack is made with advantage against a creature grappled by Kervan), reach 5 feet, 1 target. Hit: 11 (2d4+6) piercing damage, plus 7 (2d6) necrotic damage, and the target must make a DC 19 Constitution saving throw or take an additional 21 (6d6) necrotic damage. On a successful save the creature takes half damage. Kervan then regains hit points equal to half the total necrotic damage dealt by the bite. If a creature fails its saving throw by 5 or more, it gains a special Injury of Setback I severity, \"Turning\", which can be gained up to 3 times, increasing in level each time (Turning 1, Turning 2, Turning 3). When a creature has 3 levels of Turning, it dies, rising at midnight of the next day as a vampire in service to Kervan. The \"Turning\" Injury can only be healed with a successful Wisdom (Medicine) check made in conjunction with either a healing spell or potion, or a by spell that removes curses. A creature with 3 levels of the Turning Injury can’t be brought back to life unless the Turning Injury is removed first. Claw (while at least one hand is free). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 +6) slashing damage, and Kervan can attempt to grapple the target. Kervan can only attempt to grapple a target in this way once per round. Dancing Edge. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) piercing damage, plus an additional 9 (2d8) piercing damage for each other attack Kervan has hit the target with this turn. Damage dealt by this weapon is magical. Sap the Lifeblood (Recharge 5-6). Kervan chooses up to two Injured, living creatures within 30 feet, and draws blood from their wounds. Each target must make a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and have their maximum hit points be reduced by an amount equal to the damage taken until they finish a long rest. Kervan then regains hit points equal to half the damage dealt. A successful saving throw halves the damage and negates the maximum hit point reduction. A creature whose maximum hit points are reduced to 0 dies. Dire Transformation (1/Rest). Kervan transforms into either a swarm of bats or a dire bat, retaining their hit points and mental ability scores. This transformation lasts for 1 hour, or until Kervan ends it as a bonus action. Kervan can use their Turning Bite attack in place of the new form’s attack. Bonus Actions Sanguine Pool (Recharge 5-6). Kervan melts into a 10-foot radius pool of blood, gaining the ability to enter other creatures' spaces, becoming unable to be targeted by attacks, and gaining resistance to all damage other than radiant. They also become immune to the grappled, restrained, stunned, and paralyzed conditions. Each creature Kervan chooses that starts its turn in the pool or enters it for the first time on its turn must make a DC 19 Constitution saving throw or take 18 (4d8) necrotic damage. Kervan regains their form at the beginning of their next turn. While in this form, their movement speed is halved, they can’t fly, use the Supernatural Speed action, or make attacks. Legendary Actions Kervan can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Kervan regains spent legendary actions at the start of its turn. Supernatural Speed. Kervan moves up to their movement speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (shapechanger)","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":15},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Kethra Hornraven","description":"Parents dead and town destroyed by a green Dragon named Ryzainiag, Kethra Hornraven found herself roaming the nearby woods, scrounging food by any means necessary until she was caught stealing from Kahsper Drylund, a Yartar noble. He was impressed by her abilities and brought her back to hone her skills with one goal in mind, turning her into a weapon for the Kraken Society. The next few years of her life were very different from how her life began. Day in and day out, she would train, learning the ways of stealth, espionage, and assassination until finally on her fifteenth birthday she was inducted into the Kraken Society and sent on her first mission. For three years, she did anything the society asked of her, but one day they asked for too much. She was to liaison with Ryzainiag to further the society's goals, but she couldn't. Instead, she attacked the Dragon, nearly dying in the process before escaping and marking herself as a traitor to the Kraken Society. Traits Criminal Contact. You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Cunning Intuition. When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check. Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor. You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor can't be removed from your body against your will. Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. Sneak Attack (1/Turn). You can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, the enemy isn't Incapacitated, and you don't have disadvantage on the attack roll. Actions Attack. You can attack when you take this action, using the following: Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 feet., one target. Hit: 1d4 + 3 piercing damage. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 feet, one target. Hit: 1d6 + 3 piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warforged)","Expansion":24690},"publisher":"Gnome Made Games","book":"An Elf and an Orc Had A Little Baby"},{"name":"Kettlesteam the Kenku","description":"Kettlesteam delights in causing trouble at the carnival. She uses a combination of mimicry and conjured illusions to communicate; she has overheard so many conversations that she can talk in one of several different voices. Alignment. Chaotic neutral. Personality Trait. “I’m stubborn as a dog gnawing a bone ( mimics the sound of a dog gnawing a bone ).” Ideal. “Malicious joy. I can’t help but chuckle when people mess up ( mimics the sound of someone stumbling and others laughing ).” Bond. “I have a fey pact with Zybilna of Prismeer ( mimics the sound of the wind blowing through willows and faraway tinkling bells ).” Flaw. “I have a volatile temper ( mimics the sound of a kettle boiling over ).” Traits Mimicry. Kettlesteam can mimic any sounds she has heard, including voices. A creature that hears the sounds can tell they are imitations only with a successful DC 13 Wisdom (Insight) check. Actions Multiattack. Kettlesteam makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. Spellcasting. Kettlesteam casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: disguise self, friends, mage hand, minor illusion 1/day each: bestow curse, faerie fire, speak with animals Twilight Sleep (2/Day). Kettlesteam targets one creature she can see within 10 feet of her. The target is engulfed in a cloud of magical, sleep-inducing gas and must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. A creature put to sleep by this gas awakens instantly if it takes damage, or if someone uses an action to shake or slap the sleeper awake.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kenku, warlock)","Alignment":"chaotic neutral","Expansion":11857,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Keyleth, Voice of the Tempest","description":"Many painters across Tal’Dorei have depicted the stoic, melancholy visage of Keyleth, Voice of the Tempest, as she stands at the edge of a lofty cliff of Zephrah, gazing into the rosy sunset beside a pink-blossomed tree. In this image, people see a leader who has lost much—and sacrificed even more—for her people, for her world, and for the family she found on her journeys. Hidden Heart. Though Keyleth often looks back on the life she left behind, she does not dwell on the past. She remembers the joy and pain in equal measure, keeping her eyes on the horizon to seek the next sunrise, not the sunset. In public, she is a consummate leader, speaking tactfully, with calculated words and poise. Yet when she’s with her friends from the old days, particularly Pike, Percival, and Vex’ahlia, her practiced public face falls away, revealing the same eager, enthusiastic, idealistic Keyleth that she’s always been—just with a few more sorrows weighing upon her heart. She keeps a humble home in Whitestone near Grey Hunt Manor, close to a hidden forest trail she can walk down in peace, conjuring snowdrops as she goes. After the Epilogue. Keyleth buried herself in her duties as Voice of the Tempest after the loss of Vax’ildan and the Whispered One’s defeat. She did everything she could to ally the Air Ashari with the rest of Tal’Dorei, and to create a world better prepared to unite against threats like the Whispered One and the Chroma Conclave. Her heroic reputation, her political will, and her mighty elemental magic gained her many allies, but the entrenched elite of Tal'Dorei still see her as a potential threat to their stability. She rarely adventures anymore, preferring to hire others to tackle problems she sees arising across Tal’Dorei. But if the world is ever in need of an archdruid, she will answer the call. Vox Machina Heroes. Scoundrels. Legends. Dumbasses. The legacy of the adventuring party Vox Machina is a complicated one. Over the course of their adventures, they’ve selflessly saved the lives of thousands of people in Tal’Dorei, Wildemount, Issylra, and beyond. Of course, there are also countless tales of individuals they’ve bullied, threatened, insulted, or otherwise needlessly antagonized throughout those same adventures. These legendary figures grew from a band of dime-a-dozen sellswords in the swamp burgh of Stilben to gods-blessed warriors whose actions might have saved all of Exandria from a future of undead tyranny. The deeds of Vox Machina are sung by bards across Tal’Dorei, often exaggerating those already belief-defying tales of gods and monsters and magic. But though their legend has grown wild and unruly, the members of Vox Machina are still people. More than twenty years have passed since their last great campaign. Most of them are still alive, and the lives of these heroes have changed—in big ways and in smaller, more subtle ones. Those among them who age have softer bodies and lines on their faces. Those among them who don’t age still show the weight of the world upon their shoulders. By and large, the members of Vox Machina have set aside weapons, armor, and spells in favor of more subtle ways of helping others. Some lead the lands they were born to lead. Others have been elected to the Tal’Dorei Council, shaping the fate of the continent’s people with quiet wisdom rather than blades and battle cries. Still, each member of this legendary band of adventurers would take up arms again in an instant if it meant protecting those they care for the most. And the Vestiges of Divergence, whose power they unlocked in the battles against the Cinder King and the Whispered One, are still within their grasp. The following stat blocks are here for GMs to use if their players encounter a member of Vox Machina—hopefully as an ally or a \"quest giver,\" for woe betide anyone who encounters these legendary heroes as a foe. These statistics don’t represent the full extent of the characters’ abilities as 20th-level adventurers, but have been streamlined to make them easier for the Game Master to run. Traits Fey Ancestry . Keyleth has advantage on saving throws against being charmed, and magic can’t put her to sleep. Focused. Keyleth has advantage on Constitution saving throws made to maintain concentration on spells. Special Equipment. Keyleth wears a circlet of wisdom (which increases her Wisdom score by 2), +2 leather armor , and a ring of protection with a +2 bonus. She wields the Spire of Conflux . Spellcasting. Keyleth is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). She has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, mending 1st level (4 slots): cure wounds, faerie fire, fog cloud, healing word, thunderwave 2nd level (3 slots): alter self (at will), flaming sphere, gust of wind, pass without trace 3rd level (3 slots): call lightning, wind wall 4th level (3 slots): blight, control water, grasping vine, polymorph, stone shape 5th level (3 slots): conjure elemental, greater restoration, scrying, wall of stone 6th level (2 slots): heroes’ feast, move earth, transport via plants 7th level (2 slots): fire storm, plane shift 8th level (1 slot): control weather 9th level (1 slot): foresight, shapechange Actions Shapechange. Keyleth casts shapechange to transform into a planetar, an adult bronze dragon, or another creature of CR 20 or lower that is not a construct or undead. Meteor (Earth Elemental Form Only). When Keyleth falls at least 20 feet, she lands with meteoric force. Each creature within 20 feet of her must succeed on a DC 19 Dexterity saving throw or take 1d6 bludgeoning damage for every 10 feet Keyleth fell. Keyleth still takes falling damage while in earth elemental form. Chain Lightning. Keyleth casts chain lightning (spell save DC 22) from the Spire of Conflux at a creature she can see within 150 feet of her. Bonus Actions Wild Shape. Keyleth magically polymorphs into a beast or elemental of CR 6 or lower. Her game statistics are replaced by the statistics of the new form, but she retains her alignment, personality, and Intelligence, Wisdom, and Charisma scores. She also retains all of her skill and saving throw proficiencies, in addition to gaining those of the new form. She assumes the new form’s hit points and Hit Dice and returns to the number of hit points she had when she reverts to her normal form. Any equipment she is wearing or carrying is absorbed or borne by her new form (her choice). She reverts to her humanoid form as a bonus action, or when she falls unconscious. Her attacks in Wild Shape form are magical, and she can cast spells while transformed. Healing Word (4th Level). Keyleth casts healing word , restoring 16 (4d4 + 6) hit points to herself or another creature she can see within 60 feet of her.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Expansion":20583,"Challenge Rating":18},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Kezai","description":"This creature looks much like a human-sized scorpion with wide, laced wings. The tip of its curled tail holds numerous barbs that drip sticky poison. Chemical Killing Machine. The kezai is a creature that lives in hot climates and wages a chemical war on anything that opposes it. It emits a foul poison from its tail, coating the barbs that it hurls at enemies. If this wasn’t deadly enough, it naturally produces a thin, flammable gas that it can ignite with a searing chemical produced in a gland near its mandibles. Fortunately for those who come across the kezai, the gland is slow-acting and takes time to produce the chemical necessary to ignite the gas.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Khalkatauroi","description":"Gorgon Gorgons are magical, foul-tempered creatures, and while their skin is covered with metallic plates they are flesh and bone beneath. They derive nutrients from the consumption of minerals, particularly the stone of their petrified victims, and any statues they create are likely to be gnawed thoroughly. They cannot digest metal or gems, so their dung (which resembles bitter-smelling gray powder) often contains small, raw crystals and nuggets of ore. Their aggression toward all other creatures means that there are few to no predators or other prey animals in their grazing grounds. Each herd is led by a dominant bull; solitary khalkatauroi are usually adolescent bulls driven out of their herd by the lead bull. The females are just as dangerous as the males, and the two sexes appear identical. A typical gorgon stands 6 feet tall and 8 feet long. It weighs 4,000 pounds. Aeetos. While the hide of most gorgons resembles dull iron, that of the aeetos is like burnished bronze. These brazen bulls radiate an inner heat, some say sparked within them from the forges of an ancient god who crafted them from ingots before he breathed life into them and set them loose on the world as a gift to a mighty king. Unlike other gorgons, an aeetos can digest metal after reducing it to slag in their gullets. Khalkatauroi. Khalkatauroi are more mighty cousins to the common gorgon. Like aggressive bulls, they challenge any unfamiliar creature they encounter—especially common gorgons—often trampling their opponent’s corpse or shattering its stony remnants until the creature is ground to powder.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":30635,"Challenge Rating":10},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Khamaseen","description":"The wind whips sand, pebbles, and bracken into a storm shot through with crackling lightning. Khamaseen thrive in areas where the mortal plane borders the elemental Planes of Air and Earth. Their appearances tend to be brief and violent, as the creatures form during sandstorms and disappear soon after. Communication with a khamaseen is virtually impossible, because they become aggressive at the first sign of other creatures. Bad News in the Badlands. Khamaseens appear only in arid regions, such as mesa-filled badlands or hot, dry deserts. Even when conjured by a spellcaster, they answer the summons only if the terrain suits them. Once they appear, khamaseens are dervishes of destruction. They have an almost childlike desire to smash everything in their paths, and they go out of their way to find creatures to fight and objects to destroy. Khamaseens are especially attracted to iron and focus their destruction on creatures wielding metal weapons and wearing metal armor. Fractured Elementals. Sages and naturalists have hypothesized that each individual khamaseen is a tiny portion of a composite elemental titan that resides on the border of the Plane of Air and Plane of Earth. Visitors to those elemental regions report a perpetually churning sandstorm does often seems to break off smaller dust devils that investigate disturbances or other creatures. Elemental Nature. The khamaseen doesn't require air, food, drink, or sleep. Stinging Dust. The khamaseen is surrounded by a cloud of swirling dust and small stones. A creature that starts its turn within 5 feet of the khamaseen must succeed on a DC 12 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. On a successful saving throw, the creature is immune to the khamaseen's Stinging Dust for the next 24 hours. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning damage. Choking Cloud (Recharge 6). The khamaseen surrounds itself with a large cloud of dust and debris. Each creature within 10 feet of the khamaseen must succeed on a DC 12 Constitution saving throw or be incapacitated for 1 minute. While incapacitated, the creature is unable to breathe and coughs uncontrollably. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions Shock. If a creature wearing metal armor or wielding a metal weapon or shield moves within 5 feet of the khamaseen, it must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) lightning damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Elemental","Alignment":"Neutral","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Khargi","description":"The huge fiendish beetle, its carapace swarming with hoards of vermin, roars with fury and exhales a swarm of biting, stinging insects from its gaping maw. Khargis are fiends that wander the wastes and badlands of the mortal world, killing for the sheer pleasure of death and blood. Some speculate they reach the Material Plane from gates to darker planes, but none have seen a khargi's arrival and lived to tell the tale. Insect Affinity. Khargis are protective of insects and can sense the death of insects from vast distances. Some vengeful specimens, attracted by a large number of insect deaths, travel scores of miles to avenge them. Insects are likewise drawn to khargis, and the fiends are never without scores of stinging insects crawling across their bodies, resting beneath their elytra, or hiding within their maws. Celebrated by Cultists. Cultists who worship demon lords associated with insects see khargis as greater servants of those they serve and as omens of good fortune. Some khargis travel with bands of such cultists as their allies; often the cultists are ready to die in the service of the kargi's dark desires. Deadly Infestation . A creature that touches the khargi or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage as stinging insects rise up to protect the khargi. Death Swarms . When the khargi dies, the insects crawling across and within it burst from its body, forming 2d4 swarms of insects that appear in unoccupied spaces within 5 feet of the khargi's space. Infested Weapons. The khargi's weapon attacks are magical. When the khargi hits with any weapon, the weapon deals an extra 2d6 poison damage (included in the attack). Actions Multiattack . The khargi makes one Bite attack and two Leg attacks. Bite . Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage. Legs . Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage plus 7 (2d6) poison damage. Swarming Breath (Recharge 5-6) . The khargi exhales biting, stinging insects in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much on a successful one. Reaction Adaptive Carapace . When the khargi takes acid, cold, force, lightning, or thunder damage, it can magically attune itself to that type of damage. Until the end of its next turn, the khargi has resistance to damage of the triggering type, and when it hits with any weapon, the target takes an extra 7 (2d6) damage of the triggering type.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Kharonoi","description":"The legendary Charon is famed as ferryman of the dead, carrying spirits across the Styx if they were buried or cremated with a coin in their mouth, leaving them to wander the banks forever if they don’t. However, Charon himself does not deign to pick up the dead from every world at all times, instead dispatching an armada of minions to cross the planar divide as psychopomps, leading the spirits of the dead to their final rest. These servants are the kharonoi, servants of the cult of Charon gifted with a kind of twisted immortality, though bound to serve as deathless ferrymen. They appear as ugly older men with a grim faces and crooked noses, often with a beard and conical hat. They await lost spirits to take payment for their crossing into the afterlife, and if confronted with violence they may try to knock their passengers into the eerie waters of the Styx or may simply abandon their skiffs and fly away leaving their companions adrift until the eddies of the mystic river bring them to the bank hours later. Those thus forsaken must find their own way back to the land of the living.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"lawful evil","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Kheks","description":"Background Kheks is highly skilled and self-sufficient, proving at an early age to be a good hunter and an even better tracker. She gained the title \"Swiftseeker” after winning a tournament that required participants to track down a specific bird that had been released into the forest before nightfall. Kheks had often spent time practicing bird calls and was able to capture her feathered treasure before midday. After winning the game Kheks joined the ranks of other tribe members who work on secret assignments to locate artifacts and items seen in visions by the tribe's shaman. Kheks has not been home in nearly three years, as her current mission keeps turning up dead ends, and she cannot return without the artifact she had been assigned to find without shaming herself and her family Roleplaying Kheks Kheks is direct to the point of seeming gruff, but it is a difference in culture more than an indicator of attitude or how much she likes someone. She does not understand or enjoy pleasantries or small talk and prefers getting straight to the heart of a matter. She appreciates when she meets non-lizardfolk who are capable of communicating directly as well (\"I want to trade. You want to trade? Good. Let us trade.”) Kheks trades as a means of survival while she is away from her tribe, and as such she is not preoccupied with growing her wealth. She accepts gold but will just as readily accept useful gear or credible information on what she's searching for as payment. Maps are especially useful to her and she might discount an item in an attempt to procure a map of an area she is unfamiliar with. Kheks' bird companion, Pineapple, is a colorful budgie – a small songbird that can grow very attached to caring companions. She is most often out and about with Kheks as she travels, but occasionally Kheks will put Pineapple safely into her bag when traveling through rougher areas to make sure she stays safe.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Neutral","Expansion":27827,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Khloris Kyton","description":"As the favored creations of Kir-Sharaat’s Prime Conductor, khloris kytons work fanatically in secret to infect, blight, and burn the forests there. While their unstable chemical cores prevent them from repairing themselves as other kytons do, their detonation also ensures that every death spreads fire and destruction (in addition to destroying evidence of kyton activity). Khloris kytons are silently menacing figures, seemingly crafted from plates of oily wood rather than metal but burning with an inner heat and with coils of barbed wire blossoming with razor-sharp flowers winding around their bodies. 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Six long red tongues emerge from this orifice, each as thick as a man’s torso and ending in a razor-sharp point. The Hills Have Tongues. The khodumodumo is one of the apex predators of the hills and badlands in which it lives, disguising itself as a moderately-sized hillock to lure creatures closer before animating and impaling them on one of its many tongues. While not evil, the khodumodumo is a voracious predator that constantly needs to eat, and it attempts to devour just about anything that comes within reach. Rite of Passage. Slaying a khodumodumo in single combat is often considered a rite of passage for a fire giant seeking to contest the leadership of a clan, especially because the creature is naturally resistant to fire. Powerful red dragons have also been known to hunt khodumodumos for sport.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Kholkikos","description":"This large greenish-gold reptilian dwells in rocky caves and clefts, hoarding its shiniest treasures. Their jaws can extend wide enough to swallow an entire human or sheep, and while digesting such a meal they may take on the appearance of torpor, but they are ever-vigilant, never needing to sleep, and are perfectly willing to lash out if their relaxation is disturbed. Hunting kholkikos, in fact, sometimes pretend to be sleeping in order to lure prey into coming too close, using their keen senses to track those coming near before leaping to the attack. Lonely Guardian. The kholkikos is solitary and prefers to be left alone; however, they are not immediately hostile to creatures they encounter. If bribed with additional treasures, especially items that glitter and shine, a kholkikos can be a diligent and faithful guardian, displaying its booty for others to see but protecting it with every ounce of their immortal life.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"neutral","Expansion":30635,"Challenge Rating":8},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Ki-rin","description":"I was awed to tears at the mere sight of my first ki-rin, and I’ve met gods. —Volo Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a ki-rin is celebrated far and wide as a harbinger of destiny, a guardian of the sacred, and a counterbalance to the forces of evil. Good Personified. Ki-rins are the embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a muscular stag the size of an elephant, covered in golden scales lined in some places with golden fur. It has a dark gold mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature’s scales and hair can create the impression that the ki-rin is ablaze with a holy, golden fire. Beyond their coloration, ki-rins vary in appearance, based on the deity each one reveres and the function it typically performs in service to that god. Some are horse-shaped, looking like gigantic unicorns, and are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. One horn is most common, but a ki-rin of fierce demeanor might have two horns or a set of antlers like those of a great stag. Bringers of Boons. Common folk consider ki-rins to be rare and remote heralds of good fortune. Seeing a ki-rin fly overhead is a blessing, and events that happen on such a day are especially auspicious. If a ki-rin alights during a ceremony, such as a birth announcement or a coronation, everyone present understands that the creature is telling them great good could be in the offing. The ki-rin conveys its gifts and omens, then rises back into the sky. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good, or to rescue heroes from certain death. A ki-rin in the world claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations. On other planes, ki-rins that serve good deities go wherever they are commanded, which could include coming to the Material Plane on a mission. A ki-rin disciple in the world usually serves its deity as a scout, a messenger, or a spy. Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as the advancement of just societies. For instance, in Faerûn, ki-rins rally mostly to Torm, although ki-rins also serve his allies Tyr and Ilmater. Objects of Adoration. Because a ki-rin is renowned for its wisdom, other creatures would naturally seek it out with questions and requests if they could. For that reason among others, the creature makes its lair atop a forbidding mountain peak or in some other equally inaccessible location. Only those that have the tenacity to complete the daunting journey to a ki-rin’s lair can prove themselves worthy of speaking with its occupant. Many who seek a ki-rin’s guidance end up pledging service to the creature. They study as monks under its tutelage and serve as its agents in the world. The followers of a ki-rin might travel incognito across the land, seeking news of growing evil and working behind the scenes, or might be champions of their master’s cause, out to defeat villainy wherever it is found. Lair of Luxury On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. In the world, a ki-rin chooses a similar location, such as atop a tall pinnacle or within a cloud solidified by the ki-rin’s magic. When viewed from the outside, a ki-rin’s lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries. Inside its lair, a ki-rin has the power to conjure objects up to three times per day, using each of the following versions of the power once. One version permanently creates enough objects made of soft, plant-based material—including manufactured objects such as cloth, pillows, rope, blankets, and clothing—to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube 10 feet on a side. The third version creates enough objects made of stone or metal to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour. Regional Effects The ki-rin’s celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity: Water flows pure within 3 miles of a ki-rin’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes. Animals, plants, and good creatures within 3 miles of the ki-rin’s lair gain vigor as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey. Evil creatures can’t tolerate the holy atmosphere within the same distance, and usually choose to live much farther from the domain of a ki-rin. Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair. A ki-rin can cast control weather while it is within 3 miles of its lair. The spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the change in weather to persist. Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years. Traits Innate Spellcasting : The ki-rin’s innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components: • At will: gaseous form , major image (6th-level version), wind walk • 1/day: create food and water Legendary Resistance (3/Day) : If the ki-rin fails a saving throw, it can choose to succeed instead. Magic Resistance : The ki-rin has advantage on saving throws against spells and other magical effects. Magic Weapons : The ki-rin’s weapon attacks are magical. Spellcasting : The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared: • Cantrips (at will): light , mending , sacred flame , spare the dying , thaumaturgy • 1st level (4 slots): command , cure wounds , detect evil and good , protection from evil and good , sanctuary • 2nd level (3 slots): calm emotions , lesser restoration , silence • 3rd level (3 slots): dispel magic , remove curse , sending • 4th level (3 slots): banishment , freedom of movement , guardian of faith • 5th level (3 slots): greater restoration , mass cure wounds , scrying • 6th level (1 slot): heroes’ feast , true seeing • 7th level (1 slot): etherealness , plane shift • 8th level (1 slot): control weather • 9th level (1 slot): true resurrection Actions Multiattack : The ki-rin makes three attacks: two with its hooves and one with its horn. Hoof : Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. Horn : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Legendary Actions The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ki-rin regains spent legendary actions at the start of its turn. Detect : The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check. Smite : The ki-rin makes a hoof attack or casts sacred flame . Move : The ki-rin moves up to its half speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial","Source":"Volo's Guide to Monsters","Alignment":"lawful good","Expansion":1,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Ki-rin","description":"Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny, guardians of the sacred, and counterbalances to the forces of evil. Ki-rins are an embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire. Beyond their coloration, ki-rins vary in appearance based on the deity each one reveres and the function each typically performs in service to that god. Some resemble gigantic unicorns; these are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag. In many lands, common folk view ki-rins as heralds of good fortune. They consider seeing a ki-rin fly overhead a blessing and events that happen on such a day especially auspicious. If a ki-rin alights during a ceremony such as a birth announcement or a coronation, everyone present understands that the creature is telling them the person so honored could become a great force for good. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good or to rescue heroes from certain death. Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki-rins that serve good deities go wherever they are commanded; a ki-rin from an Upper Plane might venture to the Material Plane on a mission, usually as a scout, a messenger, or a spy. A ki-rin living on the Material Plane claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations. Lair of Luxury On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin’s magic. The chosen location is almost always hard to reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin’s lair can prove themselves worthy of speaking with its occupant. Many of those who do end up pledging service to the creature. They study under its tutelage in its lair and serve as its agents in the world. These followers might travel incognito across the land, seeking news of growing evil and working behind the scenes, or they might be champions of their master’s cause, out to defeat villainy wherever it is found. When viewed from the outside, a ki-rin’s lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests but also teaches of holy mysteries. Lair Actions On initiative count 20 (losing initiative ties), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again: Create Comforts. The ki-rin conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair. Create Stone and Metal. The ki-rin conjures up one or more temporary objects made of stone or metal that can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair, and the objects vanish after 1 hour. Create Wood. The ki-rin conjures up one or more permanent objects made of wood, or similarly hard plant-based material, that can collectively fill no more than a 10-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair. Regional Effects A ki-rin’s Celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity: Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin’s lair grow more vigorous as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey. Controlled Weather. A ki-rin can cast control weather while it is within 3 miles of its lair. The spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the change in weather to persist. Pure Waters . Water flows pure within 3 miles of a ki-rin’s lair. Any purposeful corruption of the water lasts for no longer than 3 minutes. Realm of Respite. Curses, diseases, and poisons on creatures are suppressed when those creatures are within 3 miles of the lair, unless the creatures are Aberrations, Fiends, or Undead. Safe Descents. Within 3 miles of the lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don’t gain this benefit, falling as normal. When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years. Traits Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead. Magic Resistance. The ki-rin has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ki-rin makes two Hoof attacks and one Horn attack, or it makes two Sacred Fire attacks. Hoof. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (2d4 + 5) force damage. Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) radiant damage. Sacred Fire. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) radiant damage. Spellcasting. The ki-rin casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17): At will: light , major image (6th-level version), thaumaturgy 3/day each: cure wounds , dispel magic , lesser restoration , sending 1/day each: banishment , calm emotions , create food and water , greater restoration , plane shift , protection from evil and good , revivify , wind walk Legendary Actions The ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The ki-rin regains spent legendary actions at the start of its turn. Move. The ki-rin moves up to half its speed without provoking opportunity attacks. Smite. The ki-rin makes one Hoof, Horn, or Sacred Fire attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Typically Lawful Good","Expansion":14934,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Ki-rin Foal","description":"A ki-rin foal is an adolescent ki-rin the size of a horse. While it lacks the experience and maturity of its adult kin, it more than makes up for it with its youthful inquisitiveness and boundless energy. A ki-rin foal is often in the company of its parents, who carefully watch over it. However, due to its adventurous spirit, the ki-rin foal occasionally slips away from the care of its guardians to escape into the Outer Planes and the Material Plane. Because of its impressionable nature, the ki-rin tends to find itself in the company of strangers it finds interesting, such as good-natured adventurers on a quest, and inadvertently exposes it to unnecessary danger. Traits Magic Resistance. The ki-rin has advantage on saving throws against spells and other magical effects. Magic Weapons. The ki-rin’s weapon attacks are magical. Actions Multiattack. The ki-rin makes two Hoof attacks and one Horn attack. Hoof. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Spellcasting. The ki-rin casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: gaseous form, light, sacred flame (2d8), major image, spare the dying, thaumaturgy, wind walk 1/day each: banishment, cure wounds, create food and water, dispel magic, freedom of movement, guardian of faith","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Kiddywidget","description":"A skitterwidget that gives birth to a kiddywidget can’t procreate for 3d6 days afterward. Still, given that skitterwidgets are constructs with no natural life span, there is no telling how many kiddywidgets a pair of skitterwidgets can produce. Growth Cycle . It takes 3d6 hours for an impregnated skitterwidget to give birth to one kiddywidget. A newborn kiddywidget magically grows into a full-sized skitterwidget in 10 days. Autonomous . Unlike skitterwidgets that are created rather than born, kiddywidgets aren’t beholden to the wearer of a control ring, even after they grow to become skitterwidgets. Traits Unusual Nature . The kiddywidget doesn’t require air, food, drink, or sleep. Actions Multiattack . The kiddywidget makes two attacks: one with its bite and one with its tail. Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. If the target is a creature, it is grappled by the kiddywidget (escape DC 8). Tail . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage plus 2 (1d4) lightning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Expansion":9505,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Kijani","description":"The kijani are a race of plant folk found in the Zobanu Jungle and Sudvall in the lands of the far south. For eons, they dwelled quietly in the High Jungles, largely invisible to the titans and their followers. When the druids of Kush arrived, the kijani shared their ancient lore with them. This was to prove their undoing. The foolish druids summoned the Green Walker, which ravaged and dominated the jungles. The kijani fled south to the Zobanu Jungle, but less than half escaped. Those who were left behind became the first tendril puppets—slaves to the Walker’s whims. Their exodus has left the kijani deeply scarred; their calm and peaceful manner conceals both a great fear of the Walker and a powerful, quietly simmering fury at their fate. Their misfortune has prompted the kijani to attempt something unprecedented—a secret plan to alter their very nature, known as the Great Change. By encouraging humans, minotaurs, and others to bond with their vine-like seedlings until they grow into adulthood, the kijani hope to one day evolve into mammals. Most kijani follow the Verdant Oath—a spiritual belief system dedicated to nature, growth, and acceptance, but also to suppressing and hiding the fear and anger ingrained in every kijani since the coming of the Walker. The oath helps the kijani to maintain self-control over their fear and anger, but it only works to a point. If pushed too far, a kijani will erupt in fury. Kijani organize themselves into clusters, groups of individuals that work together for the common good under the direction of a leader known as a speaker. While individual kijani often come across as charming, a group of the plant folk can seem standoffish and closed-minded to outsiders.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"neutral","Expansion":11995,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Kikimora","description":"This strange-looking humanoid combines the features of an old crone and some manner of bird. A shawl covers her head but cannot contain her prominent beak and clawed hands. Her skirt reveals bird-like feet. Filthy Illusions. Kikimoras are devious house spirits who torment those they live with unless they are catered to and cajoled. They delight in harassing homeowners with their illusions, making a house look much filthier than it actually is. Their favored illusions include mold, filth, and scuttling vermin. They love secretly breaking things or making such destruction seem like an accident. They then convince the house’s residents to leave gifts as enticement for making repairs in the night. Brownie Hunters. Kikimoras hate brownies. While brownies can be mischievous, kikimoras bring pain and frustration on their housemates instead of remaining hidden and helping chores along. Some brownies seek out kikimora‑infested homes with the intention of evicting them. If homeowners refuse to appease the kikimora (or cannot rid themselves of her devious presence), the kikimora sends a swarm of spiders, rats, or bats. Many times inhabitants in a home plagued by a kikimora believe it is haunted. Fast Talkers. While they try to avoid notice and aren’t great talespinners, kikimoras are convincing and use this influence to gain an upper hand—or to evade capture or avoid violence. Traits Magic Resistance: The kikimora has advantage on saving throws against spells and other magical effects. Innate Spellcasting: The kikimora’s innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: At will: invisibility (self only), mage hand, mending, minor illusion, prestidigitation 3/day each: animal friendship, blinding smite, sleep 1/day each: insect plague, major image Actions Multiattack: The kikimora makes two claw attacks. Claw: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 11 (2d6 + 4) Slashing damage. Hidey-Hole: When a kikimora chooses a house to inhabit, she scrawls a symbol on a wall, baseboard, cupboard, or semi‑permanent object (like a stove) to be her tiny domain. This ability creates a hidden extra-dimensional dwelling. After creating a hidey-hole, a kikimora can teleport herself and up to 50 lb of objects to the designated location instead of making a normal move. This extradimensional space can only be entered by the kikimora or by a creature using a plane shift spell or ability. The location can be determined by casting detect magic in the area of the sigil, but it takes a successful DC 15 Intelligence (Arcana) check to plane shift into the space. Inside the hidey-hole, a kikimora can see what is going on outside the space through a special sensor. This sensor functions like a window, and it can be blocked by mundane objects placed in front of the sigil. If she leaves an item in her space, it remains there even if she removes the sigil and places it in another location. If someone else removes the sigil, all contents are emptied into the Ethereal Plane (including any beings within her hidey-hole at the time). In this case, the kikimora can attempt a DC 15 Charisma saving throw to instead eject herself (but none of her possessions) into a space adjacent to the sigil.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Kiliq","description":"The kiliq is a mysterious creature of the forest, oorblood protectors of their environment who are fiercely devoted to their allies. Rare and beautiful, their bodies are shaped like deer with blue iridescent scales and hair, claws on their front legs instead of hooves, and a set of commanding antlers atop their lionesque face surrounded by a mane the color of fire. Fire-breathing . The kiliq is a completely benevolent creature, but it will not stop from destroying those who would harm the forest. They are able to breathe a magical fire that will not burn wood, but it will harm anyone they believe to be malicious. Traits Limited Magic Immunity . The kiliq can’t be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Pounce . If the kiliq moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the kiliq can make one bite attack against it as a bonus action. Actions Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. Claw . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. Breath Weapon (Recharge 6). The kiliq exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much damage on a successful one. ","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":8938,"Challenge Rating":1},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Killer Whale","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Echolocation : The whale can't use its blindsight while deafened . Hold Breath : The whale can hold its breath for 30 minutes Keen Hearing : The whale has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"90 (12d12+12)","CHA":7,"CON":13,"DEX":10,"INT":3,"STR":19,"WIS":12,"Size":"Huge","Type":"beast","Speed":"Swim 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065365/S20Yljnu8-gr6-XVv5LtGg/original.png","Senses":"Blindsight 120 Ft.","Skills":"Perception +3","Source":"5th Edition SRD","data-XP":700,"Alignment":"Unaligned","data-List":"false","Token Size":3,"data-Traits":"[{\"Name\":\"Echolocation\",\"Desc\":\"The whale can't use its blindsight while deafened.\"},{\"Name\":\"Hold Breath\",\"Desc\":\"The whale can hold its breath for 30 minutes\"},{\"Name\":\"Keen Hearing\",\"Desc\":\"The whale has advantage on Wisdom (Perception) checks that rely on hearing.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"5d6 + 4\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-2","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+4","data-SizeNum":6,"data-WIS-mod":"+1","Challenge Rating":3,"Passive Perception":13,"data-CrNum":3,"data-AcNum":12,"data-HpNum":90},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Killer Whale","description":"Traits Echolocation : The whale can't use its blindsight while deafened. Hold Breath : The whale can hold its breath for 30 minutes Keen Hearing : The whale has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Killer Whale","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Kindori","description":"Kindori are among the largest creatures found in Wildspace. They resemble aquatic whales in general shape and are mammals as well. An adult specimen can be up to 80 feet long. A kindori lacks a noticeable mouth. The leading edge of its body is dotted with small eyes that can emit bright beams of light, which the creature uses to disorient predators before making its escape. Kindori communicate with one another over long distances by sending flashes of light from their eyes and draw their nourishment from the light of suns and stars. A kindori is large enough to have its own gravity plane and air envelope, enabling smaller creatures to live and travel on its body. Mosses, molds, and other parasitic organisms grow on its surface, which in turn attract predators to clean them off. A kindori might have scavvers feeding on these parasites, which it doesn’t mind. An extremely old or sick kindori can be identified by the overgrowth of vines and vegetation on it. The bones and cartilage of a dead kindori do not deteriorate after parasites devour the creature’s flesh. A kindori skeleton can be transformed into a spelljamming ship by placing a spelljamming helm inside it. Kindori are peaceful creatures but have many natural enemies, including lunar dragons, solar dragons, and various peoples that inhabit Wildspace. Traits Unusual Nature. The kindori doesn’t require food, drink, or air. Actions Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. Bonus Actions Flashing Eyes (Recharge 6). The kindori emits bright light in a 120-foot cone. Each creature in the cone must succeed on a DC 14 Wisdom saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"celestial","Alignment":"unaligned","Expansion":16643,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"King Cenric Edgare","description":"King Cenric Edgare Cenric Edgare’s family had ruled one of the largest and most bountiful Baendur kingdoms for many generations. Each generation seemed to build upon the successes of the previous, expanding land and creating an ever larger alliance between the kingdoms. Cenric’s ambitions were fueled by his respect for the history of his lineage. As a young man he secretly constructed a navy and was on the verge of overwhelming the clan of the Tvar, before the combined might of the raiders stopped him. A large portion of his kingdom was taken by the raiders and all the Baendur were pushed to the fringes deeper into the volcanic lands of the west and south, further into the frigid wilds of the north and east. Frustrated, Cenric spent decades recovering and building a new army before waging war again, but the other Baendur kings refused to cooperate. Again, Cenric was forced to withdraw and retreat. The years, and his defeats, have weighed heavily on him and he knows this latest attempt to write a place for himself in history shall be his last. Cenric has numerous children, many of them married into other Baendur kingdoms. His current wife and their young daughter live with him at Rockpike. Roleplaying Cenric Edgare Legacy. Cenric deeply cares about his family, both his ancestors and his legacy, as well as how his own deeds influence how his family will be remembered. He is willing to do what needs to be done to be remembered forever but can also be brought to worry about how he will be perceived by history. Self-Centered. Cenric is a genuinely friendly man, though driven. His desire to be revered often overrides other matters and he has a tendency to dominate conversations, pulling them back to what matters to him most—destruction of the Whar initially, and later, to open ports for the Baendur to build a naval presence. Persistent. If Cenric dies while wearing his ring of mind shielding, he tries to telepathically guide any hero deciding to wear it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Evil","Expansion":25792,"Challenge Rating":6},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Kingfissure Worm","description":"“That’s just four of us against the beast,” remarked the youth bearing a sword twice his size. “And Jadis is the only one of us who’s a proper worm hunter.” “There are no kingfissure worm hunters,” snapped Jadis Mara, “only prey who refused to be swallowed.” Named for their infamous hunting technique, kingfissure worms terraform the earth as they move, building tunnels and crevasses to accommodate their enormous form. They then lie in wait deep underground. When they sense the vibrations of their prey above, they shoot their serpentine tongues through the crevasses, dragging prey from the surface into the worm’s cavernous maw. Seasoned adventurers know to be wary when traveling past even the smallest crack in the earth. Intestine Inventory. The worm eats indiscriminately, swallowing creatures, structures, and precious gems alike. The wealth inside a kingfissure worm would put any dragon’s hoard to shame, though the worm cares nothing for treasure and knows nothing of the spoils lodged in their labyrinthine intestines. Few people have seen the inside of a kingfissure worm and lived, but those who do usually escape with a precious souvenir or two. Home Renovators. Most worms build a den of tunnels and fissures, remaining in it for as long as the pickings on the surface are good and they aren’t disturbed. When a kingfissure worm seeks a new home, they target areas with abundant food—occasionally leading to villagers waking up to find their surrounding lands have been terraformed overnight. Residents of such lands generally have two choices: pack up and leave, or prepare for battle. If a worm is somehow defeated, all manner of creatures and communities try to lay claim to the worm’s underground structures. These empty dens make wonderful war bunkers, isolated workshops, and even highly defensible villages. Unstoppable Force. The kingfissure worm is a species determined to outrun, outlast, and out-eat every other living creature. Though the monster might be slowed by a display of great power, only death stops them. Some scholars theorize that when a kingfissure worm dies, their tongues detach and grow into full-fledged worms. Unlikely Symbiosis. Some nomadic communities or adventurers travel dangerous lands with the help of an unusual guardian—a juvenile kingfissure worm. So long as the people provide a steady supply of food for the worm, the kingfissure follows dutifully. And if the people attract monsters from above, the worm defends their companions while enjoying an extra meal. Traits Multiple Tongues. The worm has three tongues, each of which can be targeted with attacks (AC 20, immunity to psychic damage) while that tongue is grappling a creature. When a tongue takes 35 damage or more in a single turn, that tongue is destroyed, releasing any target it was grappling. The worm can’t use a destroyed tongue with their Multiattack or Tongue Grab action until they finish a long rest. Damaging or destroying a tongue deals no damage to the worm. Slowed, Not Stopped ( 3 /Day). When the worm fails a saving throw, they can choose to succeed instead. When they do, their speed and the reach of their Tongue Grab attack are each reduced by a cumulative 10 feet until they finish a long rest. The worm’s speed and reach can’t be reduced below 5 feet in this way. Tunneler. The worm can burrow through solid rock at half their burrowing speed and leaves a 10-foot-diameter tunnel in their wake. Actions Multiattack. The worm can make a number of Tongue Grab attacks equal to the number of tongues they currently have (see Multiple Tongues). The worm can replace any number of those attacks with a use of Swallow. Tongue Grab. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 14 (4d6) acid damage, and the creature is grappled (escape DC 19). Until this grapple ends, the worm can’t use this tongue against another target. Maw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is Huge or smaller, they must succeed on a DC 19 Dexterity saving throw or be swallowed (as if by the worm’s Swallow action). Swallow. The worm pulls a Huge or smaller grappled creature into their maw and swallows them. A swallowed creature is no longer grappled, but they are blinded and restrained, have total cover against attacks and other effects outside the worm, and take 28 (8d6) acid damage at the start of each of the worm’s turns. If the worm takes 30 damage or more on a single turn from a creature inside them, the worm must succeed on a DC 21 Constitution check at the end of that turn or regurg­itate all swallowed creatures, each of whom fall prone in an un­occupied space within 10 feet of the worm. If the worm dies, a swallowed creature can escape from the corpse by using 20 feet of movement, exiting prone. Bonus Actions Tongue Sweep. The worm violently swings a creature they have grappled. The grappled creature takes 10 (3d6) bludgeoning damage, and each enemy within 10 feet of the grappled creature must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) bludgeoning damage. Reactions Tongue Recall. When one of the worm’s tongues takes damage that doesn’t immediately destroy it, the worm can release any target that tongue is grappling and recall the tongue back inside the worm’s body. That tongue can’t be targeted until the worm uses it to grapple a creature again. Villain Actions The worm has three villain actions. They can take each action once during an encounter after an enemy’s turn. They can take these actions in any order but can use only one per round. Action 1 : Open the Earth. The worm writhes, sending tremors through the ground and opening a 20-foot-wide, 100-foot-long, 40-foot-deep fissure in the ground, originating from the worm. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature falls into the fissure, taking 14 (4d6) bludgeoning damage from the fall and landing prone. On a successful save, a creature flees to the closest unoccupied space outside the fissure’s area. Action 2 : Earth Breach. The worm burrows up to half their speed and then bursts through the surface, breaching the ground in a 10-foot-radius circle. Huge and smaller creatures within that area must succeed on a DC 19 Dexterity saving throw or be swallowed (as if by the worm’s Swallow action). Action 3 : Better Out Than In. The worm projectile vomits the contents of their stomach in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 21 (6d6) bludgeoning damage plus 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. Additionally, creatures who were swallowed by the worm are regurgitated, taking 21 (6d6) bludgeoning damage and landing prone in an unoccupied space of the worm’s choice within that area.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":15},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kingfissure Worm","description":"Traits Multiple Tongues. The worm has three tongues, each of which can be targeted with attacks (AC 20, immunity to psychic damage) while that tongue is grappling a creature. When a tongue takes 35 damage or more in a single turn, that tongue is destroyed, releasing any target it was grappling. The worm can’t use a destroyed tongue with their Multiattack or Tongue Grab action until they finish a long rest. Damaging or destroying a tongue deals no damage to the worm. Slowed, Not Stopped ( 3 /Day). When the worm fails a saving throw, they can choose to succeed instead. When they do, their speed and the reach of their Tongue Grab attack are each reduced by a cumulative 10 feet until they finish a long rest. The worm’s speed and reach can’t be reduced below 5 feet in this way. Tunneler. The worm can burrow through solid rock at half their burrowing speed and leaves a 10-foot-diameter tunnel in their wake. Actions Multiattack. The worm can make a number of Tongue Grab attacks equal to the number of tongues they currently have (see Multiple Tongues). The worm can replace any number of those attacks with a use of Swallow. Tongue Grab. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 14 (4d6) acid damage, and the creature is grappled (escape DC 19). Until this grapple ends, the worm can’t use this tongue against another target. Maw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is Huge or smaller, they must succeed on a DC 19 Dexterity saving throw or be swallowed (as if by the worm’s Swallow action). Swallow. The worm pulls a Huge or smaller grappled creature into their maw and swallows them. A swallowed creature is no longer grappled, but they are blinded and restrained, have total cover against attacks and other effects outside the worm, and take 28 (8d6) acid damage at the start of each of the worm’s turns. If the worm takes 30 damage or more on a single turn from a creature inside them, the worm must succeed on a DC 21 Constitution check at the end of that turn or regurg­itate all swallowed creatures, each of whom fall prone in an un­occupied space within 10 feet of the worm. If the worm dies, a swallowed creature can escape from the corpse by using 20 feet of movement, exiting prone. Bonus Actions Tongue Sweep. The worm violently swings a creature they have grappled. The grappled creature takes 10 (3d6) bludgeoning damage, and each enemy within 10 feet of the grappled creature must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) bludgeoning damage. Reactions Tongue Recall. When one of the worm’s tongues takes damage that doesn’t immediately destroy it, the worm can release any target that tongue is grappling and recall the tongue back inside the worm’s body. That tongue can’t be targeted until the worm uses it to grapple a creature again. Villain Actions The worm has three villain actions. They can take each action once during an encounter after an enemy’s turn. They can take these actions in any order but can use only one per round. Action 1 : Open the Earth. The worm writhes, sending tremors through the ground and opening a 20-foot-wide, 100-foot-long, 40-foot-deep fissure in the ground, originating from the worm. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature falls into the fissure, taking 14 (4d6) bludgeoning damage from the fall and landing prone. On a successful save, a creature flees to the closest unoccupied space outside the fissure’s area. Action 2 : Earth Breach. The worm burrows up to half their speed and then bursts through the surface, breaching the ground in a 10-foot-radius circle. Huge and smaller creatures within that area must succeed on a DC 19 Dexterity saving throw or be swallowed (as if by the worm’s Swallow action). Action 3 : Better Out Than In. The worm projectile vomits the contents of their stomach in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 21 (6d6) bludgeoning damage plus 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. Additionally, creatures who were swallowed by the worm are regurgitated, taking 21 (6d6) bludgeoning damage and landing prone in an unoccupied space of the worm’s choice within that area.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":15},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Kingfissure Worm Companion (PB 2)","description":"“That’s just four of us against the beast,” remarked the youth bearing a sword twice his size. “And Jadis is the only one of us who’s a proper worm hunter.” “There are no kingfissure worm hunters,” snapped Jadis Mara, “only prey who refused to be swallowed.” Named for their infamous hunting technique, kingfissure worms terraform the earth as they move, building tunnels and crevasses to accommodate their enormous form. They then lie in wait deep underground. When they sense the vibrations of their prey above, they shoot their serpentine tongues through the crevasses, dragging prey from the surface into the worm’s cavernous maw. Seasoned adventurers know to be wary when traveling past even the smallest crack in the earth. Intestine Inventory. The worm eats indiscriminately, swallowing creatures, structures, and precious gems alike. The wealth inside a kingfissure worm would put any dragon’s hoard to shame, though the worm cares nothing for treasure and knows nothing of the spoils lodged in their labyrinthine intestines. Few people have seen the inside of a kingfissure worm and lived, but those who do usually escape with a precious souvenir or two. Home Renovators. Most worms build a den of tunnels and fissures, remaining in it for as long as the pickings on the surface are good and they aren’t disturbed. When a kingfissure worm seeks a new home, they target areas with abundant food—occasionally leading to villagers waking up to find their surrounding lands have been terraformed overnight. Residents of such lands generally have two choices: pack up and leave, or prepare for battle. If a worm is somehow defeated, all manner of creatures and communities try to lay claim to the worm’s underground structures. These empty dens make wonderful war bunkers, isolated workshops, and even highly defensible villages. Unstoppable Force. The kingfissure worm is a species determined to outrun, outlast, and out-eat every other living creature. Though the monster might be slowed by a display of great power, only death stops them. Some scholars theorize that when a kingfissure worm dies, their tongues detach and grow into full-fledged worms. Unlikely Symbiosis. Some nomadic communities or adventurers travel dangerous lands with the help of an unusual guardian—a juvenile kingfissure worm. So long as the people provide a steady supply of food for the worm, the kingfissure follows dutifully. And if the people attract monsters from above, the worm defends their companions while enjoying an extra meal. Actions Signature Attack (Tongue Lash). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1 st Level: Distracting Attack ( 2 Ferocity). The worm makes a signature attack. On a hit, the attack deals its normal effects, and the next attack roll made against the target before the start of the worm’s next turn has advantage. 3 rd Level: Tongue Grab ( 5 Ferocity). The worm makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). Until this grapple ends, the target is restrained and the worm can’t make a signature attack against another target. 5 th Level: Swallow ( 8 Ferocity). The worm attempts to swallow a Medium or smaller creature within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd6 bludgeoning damage and is swallowed. On a successful save, the target takes half as much damage and isn’t swallowed. The worm can have only one target swallowed at a time. A swallowed target is blinded and restrained, they have total cover against attacks and other effects outside the worm, and they take PBd6 acid damage at the start of each of the worm’s turns. Whenever the worm takes damage, they must succeed on a Constitution saving throw or regurgitate the swallowed creature, who falls prone in an unoccupied space within 5 feet of the worm. The DC for this saving throw equals 10 or half the triggering damage, whichever is higher. If the worm is incapacitated or dies, a swallowed creature is no longer restrained by the worm and can escape from the corpse using 5 feet of movement, exiting prone. Bonus Actions Item Storage. The worm can swallow an object without harming it by storing the object in a second stomach. They can use this bonus action again to regurgitate a specific stored object without disturbing any other objects in their second stomach. A regurgitated object lands in an unoccupied space within 5 feet of the worm. The worm’s second stomach can hold up to PB × 10 pounds of objects, not exceeding a volume of 10 cubic feet.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kingfissure Worm Companion (PB 3)","description":"“That’s just four of us against the beast,” remarked the youth bearing a sword twice his size. “And Jadis is the only one of us who’s a proper worm hunter.” “There are no kingfissure worm hunters,” snapped Jadis Mara, “only prey who refused to be swallowed.” Named for their infamous hunting technique, kingfissure worms terraform the earth as they move, building tunnels and crevasses to accommodate their enormous form. They then lie in wait deep underground. When they sense the vibrations of their prey above, they shoot their serpentine tongues through the crevasses, dragging prey from the surface into the worm’s cavernous maw. Seasoned adventurers know to be wary when traveling past even the smallest crack in the earth. Intestine Inventory. The worm eats indiscriminately, swallowing creatures, structures, and precious gems alike. The wealth inside a kingfissure worm would put any dragon’s hoard to shame, though the worm cares nothing for treasure and knows nothing of the spoils lodged in their labyrinthine intestines. Few people have seen the inside of a kingfissure worm and lived, but those who do usually escape with a precious souvenir or two. Home Renovators. Most worms build a den of tunnels and fissures, remaining in it for as long as the pickings on the surface are good and they aren’t disturbed. When a kingfissure worm seeks a new home, they target areas with abundant food—occasionally leading to villagers waking up to find their surrounding lands have been terraformed overnight. Residents of such lands generally have two choices: pack up and leave, or prepare for battle. If a worm is somehow defeated, all manner of creatures and communities try to lay claim to the worm’s underground structures. These empty dens make wonderful war bunkers, isolated workshops, and even highly defensible villages. Unstoppable Force. The kingfissure worm is a species determined to outrun, outlast, and out-eat every other living creature. Though the monster might be slowed by a display of great power, only death stops them. Some scholars theorize that when a kingfissure worm dies, their tongues detach and grow into full-fledged worms. Unlikely Symbiosis. Some nomadic communities or adventurers travel dangerous lands with the help of an unusual guardian—a juvenile kingfissure worm. So long as the people provide a steady supply of food for the worm, the kingfissure follows dutifully. And if the people attract monsters from above, the worm defends their companions while enjoying an extra meal. Actions Signature Attack (Tongue Lash). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1 st Level: Distracting Attack ( 2 Ferocity). The worm makes a signature attack. On a hit, the attack deals its normal effects, and the next attack roll made against the target before the start of the worm’s next turn has advantage. 3 rd Level: Tongue Grab ( 5 Ferocity). The worm makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). Until this grapple ends, the target is restrained and the worm can’t make a signature attack against another target. 5 th Level: Swallow ( 8 Ferocity). The worm attempts to swallow a Medium or smaller creature within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd6 bludgeoning damage and is swallowed. On a successful save, the target takes half as much damage and isn’t swallowed. The worm can have only one target swallowed at a time. A swallowed target is blinded and restrained, they have total cover against attacks and other effects outside the worm, and they take PBd6 acid damage at the start of each of the worm’s turns. Whenever the worm takes damage, they must succeed on a Constitution saving throw or regurgitate the swallowed creature, who falls prone in an unoccupied space within 5 feet of the worm. The DC for this saving throw equals 10 or half the triggering damage, whichever is higher. If the worm is incapacitated or dies, a swallowed creature is no longer restrained by the worm and can escape from the corpse using 5 feet of movement, exiting prone. Bonus Actions Item Storage. The worm can swallow an object without harming it by storing the object in a second stomach. They can use this bonus action again to regurgitate a specific stored object without disturbing any other objects in their second stomach. A regurgitated object lands in an unoccupied space within 5 feet of the worm. The worm’s second stomach can hold up to PB × 10 pounds of objects, not exceeding a volume of 10 cubic feet.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kingfissure Worm Companion (PB 4)","description":"“That’s just four of us against the beast,” remarked the youth bearing a sword twice his size. “And Jadis is the only one of us who’s a proper worm hunter.” “There are no kingfissure worm hunters,” snapped Jadis Mara, “only prey who refused to be swallowed.” Named for their infamous hunting technique, kingfissure worms terraform the earth as they move, building tunnels and crevasses to accommodate their enormous form. They then lie in wait deep underground. When they sense the vibrations of their prey above, they shoot their serpentine tongues through the crevasses, dragging prey from the surface into the worm’s cavernous maw. Seasoned adventurers know to be wary when traveling past even the smallest crack in the earth. Intestine Inventory. The worm eats indiscriminately, swallowing creatures, structures, and precious gems alike. The wealth inside a kingfissure worm would put any dragon’s hoard to shame, though the worm cares nothing for treasure and knows nothing of the spoils lodged in their labyrinthine intestines. Few people have seen the inside of a kingfissure worm and lived, but those who do usually escape with a precious souvenir or two. Home Renovators. Most worms build a den of tunnels and fissures, remaining in it for as long as the pickings on the surface are good and they aren’t disturbed. When a kingfissure worm seeks a new home, they target areas with abundant food—occasionally leading to villagers waking up to find their surrounding lands have been terraformed overnight. Residents of such lands generally have two choices: pack up and leave, or prepare for battle. If a worm is somehow defeated, all manner of creatures and communities try to lay claim to the worm’s underground structures. These empty dens make wonderful war bunkers, isolated workshops, and even highly defensible villages. Unstoppable Force. The kingfissure worm is a species determined to outrun, outlast, and out-eat every other living creature. Though the monster might be slowed by a display of great power, only death stops them. Some scholars theorize that when a kingfissure worm dies, their tongues detach and grow into full-fledged worms. Unlikely Symbiosis. Some nomadic communities or adventurers travel dangerous lands with the help of an unusual guardian—a juvenile kingfissure worm. So long as the people provide a steady supply of food for the worm, the kingfissure follows dutifully. And if the people attract monsters from above, the worm defends their companions while enjoying an extra meal. Actions Signature Attack (Tongue Lash). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1 st Level: Distracting Attack ( 2 Ferocity). The worm makes a signature attack. On a hit, the attack deals its normal effects, and the next attack roll made against the target before the start of the worm’s next turn has advantage. 3 rd Level: Tongue Grab ( 5 Ferocity). The worm makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). Until this grapple ends, the target is restrained and the worm can’t make a signature attack against another target. 5 th Level: Swallow ( 8 Ferocity). The worm attempts to swallow a Medium or smaller creature within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd6 bludgeoning damage and is swallowed. On a successful save, the target takes half as much damage and isn’t swallowed. The worm can have only one target swallowed at a time. A swallowed target is blinded and restrained, they have total cover against attacks and other effects outside the worm, and they take PBd6 acid damage at the start of each of the worm’s turns. Whenever the worm takes damage, they must succeed on a Constitution saving throw or regurgitate the swallowed creature, who falls prone in an unoccupied space within 5 feet of the worm. The DC for this saving throw equals 10 or half the triggering damage, whichever is higher. If the worm is incapacitated or dies, a swallowed creature is no longer restrained by the worm and can escape from the corpse using 5 feet of movement, exiting prone. Bonus Actions Item Storage. The worm can swallow an object without harming it by storing the object in a second stomach. They can use this bonus action again to regurgitate a specific stored object without disturbing any other objects in their second stomach. A regurgitated object lands in an unoccupied space within 5 feet of the worm. The worm’s second stomach can hold up to PB × 10 pounds of objects, not exceeding a volume of 10 cubic feet.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kingfissure Worm Companion (PB 5)","description":"“That’s just four of us against the beast,” remarked the youth bearing a sword twice his size. “And Jadis is the only one of us who’s a proper worm hunter.” “There are no kingfissure worm hunters,” snapped Jadis Mara, “only prey who refused to be swallowed.” Named for their infamous hunting technique, kingfissure worms terraform the earth as they move, building tunnels and crevasses to accommodate their enormous form. They then lie in wait deep underground. When they sense the vibrations of their prey above, they shoot their serpentine tongues through the crevasses, dragging prey from the surface into the worm’s cavernous maw. Seasoned adventurers know to be wary when traveling past even the smallest crack in the earth. Intestine Inventory. The worm eats indiscriminately, swallowing creatures, structures, and precious gems alike. The wealth inside a kingfissure worm would put any dragon’s hoard to shame, though the worm cares nothing for treasure and knows nothing of the spoils lodged in their labyrinthine intestines. Few people have seen the inside of a kingfissure worm and lived, but those who do usually escape with a precious souvenir or two. Home Renovators. Most worms build a den of tunnels and fissures, remaining in it for as long as the pickings on the surface are good and they aren’t disturbed. When a kingfissure worm seeks a new home, they target areas with abundant food—occasionally leading to villagers waking up to find their surrounding lands have been terraformed overnight. Residents of such lands generally have two choices: pack up and leave, or prepare for battle. If a worm is somehow defeated, all manner of creatures and communities try to lay claim to the worm’s underground structures. These empty dens make wonderful war bunkers, isolated workshops, and even highly defensible villages. Unstoppable Force. The kingfissure worm is a species determined to outrun, outlast, and out-eat every other living creature. Though the monster might be slowed by a display of great power, only death stops them. Some scholars theorize that when a kingfissure worm dies, their tongues detach and grow into full-fledged worms. Unlikely Symbiosis. Some nomadic communities or adventurers travel dangerous lands with the help of an unusual guardian—a juvenile kingfissure worm. So long as the people provide a steady supply of food for the worm, the kingfissure follows dutifully. And if the people attract monsters from above, the worm defends their companions while enjoying an extra meal. Actions Signature Attack (Tongue Lash). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1 st Level: Distracting Attack ( 2 Ferocity). The worm makes a signature attack. On a hit, the attack deals its normal effects, and the next attack roll made against the target before the start of the worm’s next turn has advantage. 3 rd Level: Tongue Grab ( 5 Ferocity). The worm makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). Until this grapple ends, the target is restrained and the worm can’t make a signature attack against another target. 5 th Level: Swallow ( 8 Ferocity). The worm attempts to swallow a Medium or smaller creature within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd6 bludgeoning damage and is swallowed. On a successful save, the target takes half as much damage and isn’t swallowed. The worm can have only one target swallowed at a time. A swallowed target is blinded and restrained, they have total cover against attacks and other effects outside the worm, and they take PBd6 acid damage at the start of each of the worm’s turns. Whenever the worm takes damage, they must succeed on a Constitution saving throw or regurgitate the swallowed creature, who falls prone in an unoccupied space within 5 feet of the worm. The DC for this saving throw equals 10 or half the triggering damage, whichever is higher. If the worm is incapacitated or dies, a swallowed creature is no longer restrained by the worm and can escape from the corpse using 5 feet of movement, exiting prone. Bonus Actions Item Storage. The worm can swallow an object without harming it by storing the object in a second stomach. They can use this bonus action again to regurgitate a specific stored object without disturbing any other objects in their second stomach. A regurgitated object lands in an unoccupied space within 5 feet of the worm. The worm’s second stomach can hold up to PB × 10 pounds of objects, not exceeding a volume of 10 cubic feet.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kingfissure Worm Companion (PB 6)","description":"“That’s just four of us against the beast,” remarked the youth bearing a sword twice his size. “And Jadis is the only one of us who’s a proper worm hunter.” “There are no kingfissure worm hunters,” snapped Jadis Mara, “only prey who refused to be swallowed.” Named for their infamous hunting technique, kingfissure worms terraform the earth as they move, building tunnels and crevasses to accommodate their enormous form. They then lie in wait deep underground. When they sense the vibrations of their prey above, they shoot their serpentine tongues through the crevasses, dragging prey from the surface into the worm’s cavernous maw. Seasoned adventurers know to be wary when traveling past even the smallest crack in the earth. Intestine Inventory. The worm eats indiscriminately, swallowing creatures, structures, and precious gems alike. The wealth inside a kingfissure worm would put any dragon’s hoard to shame, though the worm cares nothing for treasure and knows nothing of the spoils lodged in their labyrinthine intestines. Few people have seen the inside of a kingfissure worm and lived, but those who do usually escape with a precious souvenir or two. Home Renovators. Most worms build a den of tunnels and fissures, remaining in it for as long as the pickings on the surface are good and they aren’t disturbed. When a kingfissure worm seeks a new home, they target areas with abundant food—occasionally leading to villagers waking up to find their surrounding lands have been terraformed overnight. Residents of such lands generally have two choices: pack up and leave, or prepare for battle. If a worm is somehow defeated, all manner of creatures and communities try to lay claim to the worm’s underground structures. These empty dens make wonderful war bunkers, isolated workshops, and even highly defensible villages. Unstoppable Force. The kingfissure worm is a species determined to outrun, outlast, and out-eat every other living creature. Though the monster might be slowed by a display of great power, only death stops them. Some scholars theorize that when a kingfissure worm dies, their tongues detach and grow into full-fledged worms. Unlikely Symbiosis. Some nomadic communities or adventurers travel dangerous lands with the help of an unusual guardian—a juvenile kingfissure worm. So long as the people provide a steady supply of food for the worm, the kingfissure follows dutifully. And if the people attract monsters from above, the worm defends their companions while enjoying an extra meal. Actions Signature Attack (Tongue Lash). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1 st Level: Distracting Attack ( 2 Ferocity). The worm makes a signature attack. On a hit, the attack deals its normal effects, and the next attack roll made against the target before the start of the worm’s next turn has advantage. 3 rd Level: Tongue Grab ( 5 Ferocity). The worm makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). Until this grapple ends, the target is restrained and the worm can’t make a signature attack against another target. 5 th Level: Swallow ( 8 Ferocity). The worm attempts to swallow a Medium or smaller creature within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd6 bludgeoning damage and is swallowed. On a successful save, the target takes half as much damage and isn’t swallowed. The worm can have only one target swallowed at a time. A swallowed target is blinded and restrained, they have total cover against attacks and other effects outside the worm, and they take PBd6 acid damage at the start of each of the worm’s turns. Whenever the worm takes damage, they must succeed on a Constitution saving throw or regurgitate the swallowed creature, who falls prone in an unoccupied space within 5 feet of the worm. The DC for this saving throw equals 10 or half the triggering damage, whichever is higher. If the worm is incapacitated or dies, a swallowed creature is no longer restrained by the worm and can escape from the corpse using 5 feet of movement, exiting prone. Bonus Actions Item Storage. The worm can swallow an object without harming it by storing the object in a second stomach. They can use this bonus action again to regurgitate a specific stored object without disturbing any other objects in their second stomach. A regurgitated object lands in an unoccupied space within 5 feet of the worm. The worm’s second stomach can hold up to PB × 10 pounds of objects, not exceeding a volume of 10 cubic feet.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kingsport","description":"Scrivenscry is a vainglorious arcanaloth who roams the planes in search of the Books of Keeping, four lost tomes that hold the true names of every yugoloth ever created. The fiend stumbled on Ythryn’s library by chance and is convinced that at least one of the legendary tomes is hidden here. Alas, Scrivenscry is mistaken. Scrivenscry’s anxious penguin servant, Kingsport, was promised a life of enlightenment. The truth is that Kingsport was turned into Scrivenscry’s lackey, who lives in fear of his cruel, unpredictable master. The blind giant penguin hopes to be free of the arcanaloth one day. Traits Hold Breath. Kingsport can hold its breath for 20 minutes. Actions Beak. Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":6331,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Kingsport","description":"Traits Hold Breath. Kingsport can hold its breath for 20 minutes. Actions Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27909,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Kiona the Dread Lord","description":"Once a humble historian and archaeologist, Kiona Duemois stumbled across the Codex Mortis , a powerful tome of necromancy, in her travels. It changed her life forever—and ended it. She spent months poring over her discovery, attempting to decipher the book’s archaic passages. At first, she only meant to study the tome and record notes on her findings … but the codex called to her. Enthralled, Kiona convinced herself that she should just perform one of the book’s smaller incantations for posterity. That one spell destroyed her earthly form and turned her ragged soul into a twisted, shadowy abomination of dark power. The Codex Mortis mysteriously disappeared shortly after Kiona’s death. In her new form, she set out to amass more power. The once genial archaeologist thirsts for the life of the living and yearns to hold the Codex Mortis once more. To those ends, she has built an army of spectral undead who carry out her every desire. Traits Corrupting Phasing. Kiona can move through other creatures and objects. Kiona takes 5 (1d10) force damage if she ends her turn inside an object. A creature takes 9 (2d8) necrotic damage the first time Kiona passes through them on a turn. Incorporeal Empowerment. Each incorporeal Undead within 120 feet of Kiona ignores difficult terrain. Spiritual Sacrifice ( 3 /Day). When Kiona fails a saving throw, she can lose 15 hit points and choose to succeed instead. Actions Multiattack. Kiona makes two Energy Siphon attacks. Energy Siphon. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one creature. Hit: 15 (3d6 + 5) necrotic damage, and the target can’t regain hit points until the start of Kiona’s next turn. Kiona gains temporary hit points equal to half the damage dealt by this attack. Rise from Death ( 1 /Day). Kiona conjures three shadows , two specters , or one wraith under her control. Each summoned creature appears in an unoccupied space within 30 feet of Kiona and acts immediately after her turn on the same initiative count. Bonus Actions Path of Pain. Kiona chooses one other incorporeal Undead within 120 feet of her who can see her. That Undead can move up to their speed. Reactions Death’s Breath. When a creature within 5 feet of Kiona hits her with an attack, she breathes a toxin at the creature. The creature must succeed on a DC 17 Constitution saving throw or be poisoned until the end of their next turn. Villain Actions Kiona has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1 : Restrain Them! A 20-foot-radius sphere of spectral arms emerges from a point Kiona can see within 120 feet of her. Each enemy in that area must succeed on a DC 17 Dexterity saving throw or be restrained until the end of Kiona’s next turn. Action 2 : Ruinous March. Kiona and each ally within 60 feet of her can move up to their speed without provoking opportunity attacks. Action 3 : Vitality Drain. Kiona and each ally within 60 feet of her can make a melee attack (no action required). A creature hit by one of these attacks gains a level of exhaustion.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Incorporeal)","Alignment":"Chaotic Evil","Expansion":25493,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kiona the Dread Lord","description":"Traits Corrupting Phasing. Kiona can move through other creatures and objects. Kiona takes 5 (1d10) force damage if she ends her turn inside an object. A creature takes 9 (2d8) necrotic damage the first time Kiona passes through them on a turn. Incorporeal Empowerment. Each incorporeal Undead within 120 feet of Kiona ignores difficult terrain. Spiritual Sacrifice ( 3 /Day). When Kiona fails a saving throw, she can lose 15 hit points and choose to succeed instead. Actions Multiattack. Kiona makes two Energy Siphon attacks. Energy Siphon. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one creature. Hit: 15 (3d6 + 5) necrotic damage, and the target can’t regain hit points until the start of Kiona’s next turn. Kiona gains temporary hit points equal to half the damage dealt by this attack. Rise from Death ( 1 /Day). Kiona conjures three shadows , two specters , or one wraith under her control. Each summoned creature appears in an unoccupied space within 30 feet of Kiona and acts immediately after her turn on the same initiative count. Bonus Actions Path of Pain. Kiona chooses one other incorporeal Undead within 120 feet of her who can see her. That Undead can move up to their speed. Reactions Death’s Breath. When a creature within 5 feet of Kiona hits her with an attack, she breathes a toxin at the creature. The creature must succeed on a DC 17 Constitution saving throw or be poisoned until the end of their next turn. Villain Actions Kiona has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1 : Restrain Them! A 20-foot-radius sphere of spectral arms emerges from a point Kiona can see within 120 feet of her. Each enemy in that area must succeed on a DC 17 Dexterity saving throw or be restrained until the end of Kiona’s next turn. Action 2 : Ruinous March. Kiona and each ally within 60 feet of her can move up to their speed without provoking opportunity attacks. Action 3 : Vitality Drain. Kiona and each ally within 60 feet of her can make a melee attack (no action required). A creature hit by one of these attacks gains a level of exhaustion.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Incorporeal)","Alignment":"Chaotic Evil","Expansion":28288,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Kirchiper","description":"In Kanrath, some houses in mortal neighborhoods hang bundles of garlic on their front door. Some other houses place lavender on the window and door sills. Both of these precautions are taken against kirchipers; garlic to satisfy them to invoke their mercy and lavender to keep them away. Kirchipers are fey that prey on the blood of anxious mortals. They sneak into mortal households in the night and change the place of small everyday items. They do this until the people living in the house are in a constant state of agitation, and then drain the blood of these mortals in their sleep, without waking their prey. The mortal realizes they’ve been fed upon when they wake, as they become sick and weak. These fey like the taste of garlic and hate the smell of lavender. A kirchiper that finds garlic in the entrance of a household might move on, or it may come back for more. The same goes for the lavender; the fey might steer clear of a house that smells of lavender, or it might be provoked. They have a slim physique, long fingers and toes, wide mouths full of fangs, and dark purple skin. They have no eyes. A kirchiper uses its long, tube-like, fanged tongue to drain blood. They can also twist and warp their flesh and bones to travel through small cracks and openings.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":24099,"Challenge Rating":"1/4"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Kiri Flopwig","description":"Pr onunciation: “Key-ree Flo p-wig” Kiri Flopwig is the Vice President of the Galactic Bank. She’s an energetic, take-no-prisoner shark, made bolder by her halfling genetics. Still, everyone has a boss—and the Galactic Bank is beholden to the Firm. Kiri is at Professor Orryn’s presentation as a potential investor, but the ultimate decision will be made by the Firm’s information broker, Darkstar Killagob. While she understands the hierarchy, she secretly resents the Firm and Darkstar for treating her and her company with so little confidence.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (halfling)","Alignment":"lawful evil","Expansion":9634,"Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Kirikari","description":"Blanketed in a veil of mist, an enormous, centipede-like creature sifts its way through the swamp, the severed tail of a wyvern gripped tightly within its jaws. Whenever an unnatural mist suddenly arises, some believe it to be the sign of a kirikari. Though they’re rare and solitary creatures, kirikari are considered highly dangerous due to their heightened aggression and territorial behavior. Ambush Predators. Few can spot a kirikari in hiding, as it appears as little more than a collapsed tree concealed in fog. It then waits patiently for its prey to draw near—before striking out at them with its lightning-fast bite. Symbiotic Relationship. The mist that covers a kirikari’s body comes from a unique type of mold that adheres to its carapace. The mold secretes an acid that evaporates harmlessly shortly after being exposed to air. The kirikari uses this mist to conceal itself and disorient its prey. Despite being natural-born swimmers, kirikari tend to avoid swimming in ocean waters, as exposure to salt quickly kills its mold. Wyvern Hunters. Though unusual for its behavior, kirikari have been known to travel incredible distances to hunt down wyverns. Some scholars theorize that the toxins within a wyvern’s body are a necessary component in the maintenance of a kirikari’s mold.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Kirr","description":"Fearless and strong-headed despite his gaunt and frail form, Kîrr never got along well with the other gnolls in his pack. Abandoning his kin in early adulthood, Kîrr began working as a wilderness guide, directing fresh-faced adventurers to ancient ruins and forgotten tombs. On one such occasion, Kîrr was waiting for his employers outside the remains of a long-dead wizard's tower, when the adventurers' pilfering triggered something within the ruins. A terrible blast of powerful raw magic was unleashed, annihilating the adventurers along with the tower and its fabled treasures. Kîrr, who'd been waiting close by, fared little better as the raw magic swept over him. But Kîrr didn't die. Instead, the gnoll, who was blinded in the blast, used his survival skills to stay alive while his gruesome injuries healed. Eventually, the gnoll made it back to relative civilization – alive, but far from the same.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Gnoll)","Alignment":"Chaotic Neutral","Expansion":32062,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Kishina Darrowind","description":"When Kishina Darrowind was just a young half-elf, her homeland was invaded by the long-lived elf Oramac. She vowed to make the commander pay for his crimes and to outlive him and his kin. Retreating into the wilderness, Kishina struck and killed small bands of Oramac’s forces when she could, but as age took its toll on her, her vow for eternal vengeance seemed an angry child’s dream. One day, however, Prince Ellan Farra arrived at her door in need of a guide to an ancient ruin. Now a conqueror herself, Kishina barely thinks about the vengeance she swore or the home she lost. She has become level-headed and dispassionate, willing to justify any action as a means to an end. Godhood is her only passion, though if she could be reminded of how she felt about conquerors in days past, she might hate what she has become. Kishina is bound to her pathfinder’s boots and wishes to learn the origin of the ritual that changed her. Was it planar magic? The act of a trickster god? Or something even more unfathomable? If she could find that answer, she’s confident she would not only understand that power, but perhaps even learn to wield it. Traits Charm Resistant. Kishina has advantage on saving throws she makes to avoid or end the charmed condition on herself. Light Landing. Kishina takes no damage from falling. Standing Leap. Kishina’s long jump is up to 45 feet and her high jump is up to 15 feet, with or without a running start. Actions Multiattack. Kishina makes four Unarmed Strike attacks or three Throwing Knife attacks. Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage, or 20 (3d8 + 7) bludgeoning damage on a critical hit. Throwing Knife. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage. Painful Sprint (Recharge 6 ). Kishina moves up to her speed without provoking opportunity attacks, hitting a pressure point on each enemy she can see who she passes within 5 feet of during this move. Each target must succeed on a DC 18 Constitution saving throwing or be poisoned until the start of their next turn. A creature who fails this save by 5 or more also falls prone. Bonus Actions Throw. Kishina attempts to throw a Large or smaller enemy she can see within 5 feet of her. The target must succeed on a DC 18 Dexterity saving throw or be moved up to 15 feet away from her and be knocked prone. Reactions Shield ( 3 /Day; 1 st-Level Spell). When Kishina is targeted by an attack or a magic missile spell, she conjures an invisible barrier of force. Until the start of her next turn, she gains a +5 bonus to AC, including against the triggering attack, and takes no damage from magi c missile .","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Half-Elf)","Alignment":"Lawful Neutral","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kitsu Ichika","description":"Actions Multiattack. Kitsu Ichika makes two attacks with Obsidian Grin or one attack with Obsidian Grin and uses Fanatical Command. Obsidian Grin, the Cursed Katana. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage and 4 (1d6) fire damage. See The Cursed Blade. Sorcerous Swordplay (Recharge 5–6). Kitsu Ichika makes one attack with Obsidian Grin, then casts one of the following spells from the SRD as if she had spent a 3rd level spell slot: bestow curse , eldritch blast , vampiric touch . When Kitsu Ichika inflicts a critical hit or reduces a creature to 0 hit points with Obsidian Grin, she recovers the use of this ability. Fanatical Command (Recharge 5–6). Kitsu Ichika commands up to 3 other creatures friendly to her to make a coordinated reposition. Each one takes 1d4 psychic damage, then it can immediately move 10 feet without provoking opportunity attacks and recovers the use of one of its recharge abilities.","properties":{"Category":"Monsters","Size":"Medium","Type":"lost humanoid (human)","Alignment":"chaotic evil","Expansion":26129,"Challenge Rating":3},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Kitsune","description":"Kitsune enjoy being mysterious, elusive, and maddening--they like to have a secret or a joke at the ready. They delight in leading travelers into box canyons or deep marshes, though they are also quite witty, kind, and true to their friends. Kitsune are fey creatures that appear as foxes with two or more tails, depending on their age; an additional tail grows every 100 years. Kitsune are grey, black, shades of brown, or auburn, until their ninth tail grows. By that time, their fur has become white or golden. Occasionally, a blue, green, or bright red kitsune is seen; these are almost always cases of a kitsune sticking itself into a dyer's vat and gaining bright and distinctive fur for a time. Fashionable Humans. A kitsune in human form is usually quite elegant, well-dressed, and smooth. In some cases, they have a tendency to sniff for scent more than humans do; a habit from their fox form. Spirit Messengers. Some kitsune serve particular fey or spirits of a place, such as a shrine, a stream, or a particular mountain. In these cases, they often accept sacrifices on behalf of the spirit they serve. Faithful Tricksters. While kitsune are mischievous and enjoy playing pranks, they are loyal friends and guardians to loved ones.","properties":{"Category":"Monsters","Size":"Small","Type":"fey (shapechanger)","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Klar","description":"While Ceemal looks after the Abominations’ comforts, Klar leads the hunt. With the noble head of a lion, Klar poses as a heroic celestial being and lures in victims with sweet words, then bisects them with razor-sharp mantis claws. They bound on kangaroo legs through the battlefield, striking enemies then retreating. Klar also has the shrunken lungs of a whale, the gills of a fish, and the syrinx of a songbird. They can make a variety of unique sounds and noises to distract or frighten enemies. Recently, Klar has taken an interest in many victims’ obsession with prayer, especially in the moments before death. Wondering if the Abominations might be part of some divine creator’s plan, Klar even defers their insatiable hunger to discuss divinity and creation with captives. But no victim is so engaging that they avoid Klar’s maw forever. Traits Amphibious. Klar can breathe air and water. Mimicry. Klar can mimic animal sounds. A creature who hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check. Standing Leap. Klar’s long jump is up to 40 feet and their high jump is up to 15 feet, with or without a running start. Actions Multiattack. Klar makes one Bite attack and one Mantis Claws attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Mantis Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is Medium or smaller, they are grappled (escape DC 14). While grappled in this way, the target is restrained. Moving while grappling a Medium or smaller target doesn’t halve Klar’s speed. Klar can have only one target grappled in this way at a time. Bonus Actions Bellowing Roar ( 1 /Day). Klar lets loose a terrifying roar. Each creature within 30 feet of Klar who can hear them must succeed on a DC 13 Wisdom saving throw or be frightened of Klar for 1 minute. If a creature frightened in this way takes damage, they can repeat this saving throw, ending the effect on themself on a success. Kangaroo Leap. Klar jumps up to half their speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Klaven (template)","description":"Klaven are an artificially created species, incrementally modified to serve the jagladine—and by extension, the Ultari Hegemony—as foot soldiers and shocktroops. Their jagdaline masters perfected this process to transform natives of conquered worlds into an occupying force. Converted Soldiers. The conversion protocol begins with a creature’s infection, typically by a virus referred to as an assimilation strain, which introduces nanites to remap a victim’s brain patterns and overall psychology, predisposing them towards evil. The second stage requires a fitted mindslave harness, which conditions victims towards complete obedience, reception of telepathic commands, and eventual networking with others of its kind. Those who survive these experiences become candidates for full conversion into klaven, a process which involves submersion into vats of organic mutagens to amplify the victim's strength, alter the visual spectrum of its eyes, and grow natural claws. Klaven typically have greenish skin and milky-white eyes, with smooth hairless skin calcified into a hard, armored exoskeleton overlaying their former physiology. Born Anew. The final result of klaven transmogrification draws horror-worthy comparisons to an undead monstrosity, but all klaven are still living soldiers. Those familiar with klaven biology realize their appearance often signals an assimilation plague has already run its course, but klaven lack all memory of their former lives, devoid of compassion and slaying others without hesitation. Only officers possess the ability to speak, with all others communicating purely through an exchange of nanites. Their jagdaline masters also have the technological means to tap into their neural network, monitoring the condition of their soldiers while remotely issuing commands. It is believed the Hegemony’s weaponeers also occasionally download their soldiers’ memories, analyzing their thoughts and reactions and reprogramming soldiers that might be developing irregular thoughts. Assimilated Beasts. Shaped by a modification of lupine species with an assimilation strain, klaven warbeasts are the most common non-humanoid klaven employed by the Hegemony. As a result of their transformation, the afflicted wolf is granted a rudimentary intelligence, thereby allowing communication with other klaven and the ability to understand (but not speak) the languages of the Hegemony. This newfound intellect means little to a warbeast, whose entire existence is determined by its jagladine superiors. Adorned with a thick upper carapace with the consistency of layered scales, a typical klaven warbeast stands 3 feet tall and weighs 160 pounds Warbeast Variations. A klaven warhound is the result of applying the klaven template to a wolf. Larger, mountable creatures—known as klaven warsteeds—are created when the klaven template is applied to a dire wolf. Warsteeds are the second most common variety of animal-based klaven offspring, often used by klaven commanders as personal mounts in the field. Other animal breeds infected with the assimilation strain undergo conversion with varying degrees of success. Jagdaline scientists maintain hidden outposts on several unclaimed worlds, vying to successfully apply the strain on apex predators, in hopes of creating a revolutionary weapon. The very nature of their mission requires the jagdaline to occupy locations inhabited by the most powerful of creatures, ranging from dinosaurs to extinct megafauna. Thankfully for the rest of the multiverse, these experiments have met with limited success, and the Hegemony employs only a handful of such death-dealing monstrosities. KLAVEN TEMPLATE A beast or humanoid infected with a jagdaline assimilation strain and fitted with a mindslave harness can become a klaven. An intact dead creature that meets these prerequisites can be revived as a klaven within 48 hours of their death. If similar actions are performed on a living creature, they may be converted into a klaven within 8 hours. When a creature becomes a klaven, it retains all its statistics except as noted below. Type. The klaven retains its own creature type but gains the (klaven) tag in addition to any other tags it normally has. Alignment. A humanoid klaven’s alignment becomes lawful evil. In rare cases, some creatures react poorly to the effects of the strain and instead become chaotic evil. Armor Class. The klaven’s natural armor grants it an armor class of 13 + Dexterity modifier. Condition Immunity. The klaven can’t be frightened. Damage Resistance. The klaven has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Senses. The klaven gains darkvision with a range of 60 feet. Languages. Newly converted klaven can’t speak, but eventually regain the ability. Some klaven adapt to the changes very quickly, and such klaven often vault into leadership positions among their kind. Ability Score Increase (Humanoid klaven only). The klaven’s Strength score increases by 2. Altered Mind. A humanoid klaven’s Intelligence score is reduced by 2. A beast klaven’s Intelligence score becomes 3. Bioweapons (Beast klaven only). A beast klaven deals an additional die of damage with its natural attacks. One of the beast klaven’s natural attacks (typically a bite) delivers poison on a successful hit. A target hit by the bite must make a Constitution saving throw. The poison deals 2d6 (7) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Converted Host. Upon conversion, there is nothing left of the base creature which is suitable for the restoration of their original selves. Raise dead and similar effects restore the klaven to life. True resurrection, wish , and miracle can restore the base creature to its original self. Klaven created from the dead are healed of any prior damage, poisons or diseases, including a jagdaline assimilation virus (as described in the Alien Codex ). Living klaven maintain any previous damage taken, except that of the assimilation virus, due to their rushed inception. Malign Influence. The klaven has disadvantage on saving throws against being charmed. Additionally, the klaven suffers a -5 penalty to saving throws against being charmed by a jagladine. Malign Influence likewise applies to effects that fail against creatures immune to being charmed (such as suggestion ). Nanite Exchange. The klaven has a continuous awareness of the location and condition of other klaven within 60 feet. The range of this ability increases to 100 feet for klaven of at least 5 Hit Dice, and one mile for klaven of 10 Hit Dice or more. Klaven may also exchange memories which contain sensory information but must come into physical contact with one another. The exchange of memories requires an action and only consists of perceptions and firsthand experiences. Klaven cannot exchange proficiencies, special abilities, or other individual qualities. Nanite Tactics. The klaven has advantage on melee attack rolls against a creature if at least one other klaven ally is within 5 feet of the creature and the ally isn’t incapacitated. Relentless. The klaven has advantage on saving throws against exhaustion and can go 6 + twice its Constitution modifier in days without food before suffering effects of starvation. Plagueborn. The klaven has advantage on saving throws against disease and poison. Skill Proficiency (Intimidation and Stealth). The klaven gains proficiency with the Intimidation and Stealth skills. New Action: Claws (humanoid klaven without claw attacks only). The klaven conversion protocol alters the base creature’s physiology to provide them with a reserve natural weapon under any conditions. The klaven can extend or withdraw sharp, extremely dense bone spurs from the back of its hands. It gains a claw attack that deals 1d6 slashing damage. It can take the Multiattack action to make two claw attacks, or one claw attack and one attack with a melee weapon in the other hand. New Reaction: Energy Modulation (1+/day). When it takes necrotic or radiant damage the klaven can shift its internal energy balance to absorb the damage. Until the start of its next turn, the klaven heals a number of hit points equal to the chosen type of damage it would have otherwise taken. The ability can be used twice per day by a klaven with 5 or more Hit Dice, and three times per day at 10 Hit Dice or more. 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Their jagdaline masters perfected this process to transform natives of conquered worlds into an occupying force. Converted Soldiers. The conversion protocol begins with a creature’s infection, typically by a virus referred to as an assimilation strain, which introduces nanites to remap a victim’s brain patterns and overall psychology, predisposing them towards evil. The second stage requires a fitted mindslave harness, which conditions victims towards complete obedience, reception of telepathic commands, and eventual networking with others of its kind. Those who survive these experiences become candidates for full conversion into klaven, a process which involves submersion into vats of organic mutagens to amplify the victim's strength, alter the visual spectrum of its eyes, and grow natural claws. Klaven typically have greenish skin and milky-white eyes, with smooth hairless skin calcified into a hard, armored exoskeleton overlaying their former physiology. Born Anew. The final result of klaven transmogrification draws horror-worthy comparisons to an undead monstrosity, but all klaven are still living soldiers. Those familiar with klaven biology realize their appearance often signals an assimilation plague has already run its course, but klaven lack all memory of their former lives, devoid of compassion and slaying others without hesitation. Only officers possess the ability to speak, with all others communicating purely through an exchange of nanites. Their jagdaline masters also have the technological means to tap into their neural network, monitoring the condition of their soldiers while remotely issuing commands. It is believed the Hegemony’s weaponeers also occasionally download their soldiers’ memories, analyzing their thoughts and reactions and reprogramming soldiers that might be developing irregular thoughts. Assimilated Beasts. Shaped by a modification of lupine species with an assimilation strain, klaven warbeasts are the most common non-humanoid klaven employed by the Hegemony. As a result of their transformation, the afflicted wolf is granted a rudimentary intelligence, thereby allowing communication with other klaven and the ability to understand (but not speak) the languages of the Hegemony. This newfound intellect means little to a warbeast, whose entire existence is determined by its jagladine superiors. Adorned with a thick upper carapace with the consistency of layered scales, a typical klaven warbeast stands 3 feet tall and weighs 160 pounds Warbeast Variations. A klaven warhound is the result of applying the klaven template to a wolf. Larger, mountable creatures—known as klaven warsteeds—are created when the klaven template is applied to a dire wolf. Warsteeds are the second most common variety of animal-based klaven offspring, often used by klaven commanders as personal mounts in the field. Other animal breeds infected with the assimilation strain undergo conversion with varying degrees of success. Jagdaline scientists maintain hidden outposts on several unclaimed worlds, vying to successfully apply the strain on apex predators, in hopes of creating a revolutionary weapon. The very nature of their mission requires the jagdaline to occupy locations inhabited by the most powerful of creatures, ranging from dinosaurs to extinct megafauna. Thankfully for the rest of the multiverse, these experiments have met with limited success, and the Hegemony employs only a handful of such death-dealing monstrosities. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopy, li.BodyCopy, div.BodyCopy {mso-style-name:\"Body Copy\"; mso-style-priority:99; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:\"Body Copy Indent\"; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyIndent, li.BodyCopyIndent, div.BodyCopyIndent {mso-style-name:\"Body Copy Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Indent Char\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-GB;}span.BodyCopyIndentChar {mso-style-name:\"Body Copy Indent Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Indent\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, klaven)","Alignment":"lawful evil","Expansion":32483,"Challenge Rating":"1/2"},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Klaven Void Zombie","description":"Void zombies are formed by the infestation of akata larvae bringing on a plague called the void death. The victims of this dread affliction are slowly eaten from the inside out by wriggling larvae, though their ragged flesh is strung together by sticky filaments and scabrous tumors created by the larvae as they mature, giving the creature a hideous strength and savagery. 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Their jagdaline masters perfected this process to transform natives of conquered worlds into an occupying force. Converted Soldiers. The conversion protocol begins with a creature’s infection, typically by a virus referred to as an assimilation strain, which introduces nanites to remap a victim’s brain patterns and overall psychology, predisposing them towards evil. The second stage requires a fitted mindslave harness, which conditions victims towards complete obedience, reception of telepathic commands, and eventual networking with others of its kind. Those who survive these experiences become candidates for full conversion into klaven, a process which involves submersion into vats of organic mutagens to amplify the victim's strength, alter the visual spectrum of its eyes, and grow natural claws. Klaven typically have greenish skin and milky-white eyes, with smooth hairless skin calcified into a hard, armored exoskeleton overlaying their former physiology. Born Anew. The final result of klaven transmogrification draws horror-worthy comparisons to an undead monstrosity, but all klaven are still living soldiers. Those familiar with klaven biology realize their appearance often signals an assimilation plague has already run its course, but klaven lack all memory of their former lives, devoid of compassion and slaying others without hesitation. Only officers possess the ability to speak, with all others communicating purely through an exchange of nanites. Their jagdaline masters also have the technological means to tap into their neural network, monitoring the condition of their soldiers while remotely issuing commands. It is believed the Hegemony’s weaponeers also occasionally download their soldiers’ memories, analyzing their thoughts and reactions and reprogramming soldiers that might be developing irregular thoughts. Assimilated Beasts. Shaped by a modification of lupine species with an assimilation strain, klaven warbeasts are the most common non-humanoid klaven employed by the Hegemony. As a result of their transformation, the afflicted wolf is granted a rudimentary intelligence, thereby allowing communication with other klaven and the ability to understand (but not speak) the languages of the Hegemony. This newfound intellect means little to a warbeast, whose entire existence is determined by its jagladine superiors. Adorned with a thick upper carapace with the consistency of layered scales, a typical klaven warbeast stands 3 feet tall and weighs 160 pounds Warbeast Variations. A klaven warhound is the result of applying the klaven template to a wolf. Larger, mountable creatures—known as klaven warsteeds—are created when the klaven template is applied to a dire wolf. Warsteeds are the second most common variety of animal-based klaven offspring, often used by klaven commanders as personal mounts in the field. 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Their millipedal bodies can grow as long as 30 feet, armored front to back with a dark, segmented carapace. A large mouth runs for nearly a third of their body length, lined with saw-like teeth. Perceptive Predators. Kleesh are sightless, but can taste their surroundings through receptors in their jaws. They shelter in caves or borrows, and hunt both day and night, alone and in groups. When resting, they curl their bodies into spikey spheres. There is a black market for kleesh eggs, as keeping a clutch of young is a status symbol among the aluphax and bachorta. It is rumored that a few of the shadow technocrats who run these markets keep some for themselves. Kleesh grow about a meter a year for the first five years of their lives, and slowly thereafter. Young kleesh can be trained, but become unruly as they age. A kleesh forms a lifelong bond with the first creature to feed it a live meal.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Knife Master","description":"Knife Master Knife masters are commonly employed as bodyguards by wealthy Ayrissian merchants. Many carry hidden blades, appearing as innocuous assistants until danger presents itself.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"Humanoid","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":8},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Knight","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners . Traits Brave : The knight has advantage on saving throws against being frightened . Actions Multiattack : The knight makes two melee attacks. Greatsword : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow : Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership (Recharges after a Short or Long Rest) : For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated . Reactions Parry : The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","AC":"18 (Plate)","HP":"52 (8d8+16)","CHA":15,"CON":14,"DEX":11,"INT":11,"STR":16,"WIS":11,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065374/Cn79Uy5uU1znIa-d9r_dDQ/original.png","Roll 0":"1d20 + 5\n2d6+3","Roll 1":"1d20 + 2\n1d10","Source":"5th Edition SRD","data-XP":700,"Alignment":"Any Alignment","Languages":"Any One Language (Usually Common)","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Brave\",\"Desc\":\"The knight has advantage on saving throws against being frightened.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The knight makes two melee attacks.\"},{\"Name\":\"Greatsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Heavy Crossbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"2\",\"Reach\":\"100/400 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10\",\"Damage Type\":\"piercing\"},{\"Name\":\"Leadership (Recharges after a Short or Long Rest)\",\"Desc\":\"For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.\"}]","data-CHA-mod":"+2","data-CON-mod":"+2","data-DEX-mod":"+0","data-INT-mod":"+0","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Con +4, Wis +2","data-Reactions":"[{\"Name\":\"Parry\",\"Desc\":\"The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.\"}]","Challenge Rating":3,"Passive Perception":10,"data-CrNum":3,"data-AcNum":18,"data-HpNum":52},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Knight","description":"Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. Traits Brave : The knight has advantage on saving throws against being frightened. Actions Multiattack : The knight makes two melee attacks. Greatsword : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow : Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership (Recharges after a Short or Long Rest) : For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. Reactions Parry : The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Knight Ab-errant","description":"A man of supernatural physique swings his mighty hammer with the ease and abandon of a child wielding a fallen tree branch. Beneath his ruined tabard, swirling runes and sigils dance across an impossibly muscular frame. Once ordinary warriors, these towering behemoths have been scourged by wild and unpredictable magic that lingers in forgotten and forbidden parts of the world. Revised Beyond Recognition. Perhaps a paladin claims a trophy from an ancient and unknowable force from beyond the stars, after routing a dungeon of its followers and slowly, the trophy changes him. In the heat of combat, a simple swordsman might quaff the wrong potion and be spontaneously transformed by an errant wizardís experimental brew. Whatever their origins, they now walk the world as hulking abominations, gifted strength unimaginable in an ironic reflection of their former selves. Born of Boons. Although many knights ab-errant may be altered after exposure to unpredictable arcane sorcery, some were created by divine magic. These may be devotees of trickster gods, or ones that are especially cruel, or they may have prayed to innocuous deities in ways that were unorthodox or otherwise wanting. Knights Ab-errant in Midgard A growing number of knights ab-errant have been seen aimlessly wandering the Western Wastes of Midgard, wearing the livery of the White Knights of Bourgund. Whether these individuals were transformed after exposure to the fell energies of nearby fallen magocracies, after traversing too close to the shadows of the Dread Walkers, or via the machinations of separatist mages of Bemmea who long to be free of their bonds of servitude to the knights, Bourgund seeks to eradicate these deviants that are so evidently tied to their proud realm.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid","Alignment":"any","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Knight of A’rvanshy","description":"The valiant knights of A'rvanshy, loyal followers of Dorenthil Balendaal, are a dedicated brotherhood devoted to their people's cause. Despite the despair that lingers over their captive ancestral city, these knights rise each day with unwavering determination, honing their skills through rigorous training. Their steadfast commitment to service drives them to work tirelessly, riding giant seahorses as the defenders and beacons of hope for their fellow deep-sea elves held hostage by Morgawr's vile grip.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (deep-sea elf)","Alignment":"lawful good","Expansion":26071,"Challenge Rating":2},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Knight of Fierna","description":"Knight Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. Diabolical Cults of Fierna Fierna is a master manipulator. Mortals who desire success in love or who seek to become beloved leaders at the head of a band of fanatics are drawn to striking bargains with her. Goals: Control over the emotions of others, turning them into puppets and playthings Typical Cultist: Acolyte, archmage, bandit captain, cult fanatic, cultist, knight, noble, priest, spy Her cultists can gain the Infernal Loyalty trait. Cult leaders can also gain the Loyalty beyond Death trait. Traits Brave. The knight has advantage on saving throws against being frightened. Infernal Loyalty. This creature has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait. Actions Multiattack. The knight makes two melee attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a specia⁠l command⁠ or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight⁠. A creature can benefit from only one Leadership die at a time. This effect ends if the knight⁠ is incapacitated. Reactions Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. Loyalty beyond Death (Recharges after a Short or Long Rest). As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature’s Charisma score + half its number of Hit Dice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Expansion":4,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Knight of Glasya","description":"Knight Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. Diabolical Cults of Glasya As an expert in finding loopholes and exploiting the law for her own good, Glasya is a patron of thieves and other criminals, especially corrupt nobles. Her influence is supposed to strengthen family bonds, but she has taken a liberal interpretation of that and offers gifts that can be turned against family members. Goblins who risk insurrection against their hobgoblin masters make pacts with Glasya, as do kenku who form criminal gangs. Goals: Power gained by turning a system against itself, yielding power that isn’t only absolute but legitimate on a cultural and legal basis Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, knight, noble, spy, thug Glasya grants the Step into Shadows trait. Cult leaders can also gain the Infernal Ring Leader trait. Traits Brave. The knight has advantage on saving throws against being frightened. Step into Shadows (Recharges after a Short or Long Rest). As an action⁠, this creature, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn. Actions Multiattack. The knight makes two melee attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special⁠ command⁠ or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight⁠⁠. A creature can benefit from only one Leadership die at a time. This effect ends if the knight⁠⁠ is incapacitated. Reactions Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight⁠ must see the attacker and be wielding a melee weapon. Infernal Ring Leader. As a reaction when this creature is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack⁠ instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Expansion":4,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Knight of Shadows","description":"A grey-skinned figure in an impressive suit of reflective black plate armor towers over you. The cruelness of the spikes of his tower shield are matched only by his sneering smirk. Humanoids who dwell in the Shadow Realm sometimes pursue the path of a shadow knight to better serve their liege lords. Blessed by the shadow fey, these glorified bruisers are dark reflections of the cavaliers who protect the mortal world. Traits Dark Arms. Knights of shadow carry shadow fey forged swords and shields imbued with potent magic. Merely touching the surface of these armaments is enough to drain warmth and vitality. Sensory Training. Every knight of shadows is trained to fight in magically dark conditions, so they are equipped to deal with the many light-manipulating creatures who haunt the Shadow Realm. They combine their talents for blind fighting with their magical control of darkness to get the drop on unsuspecting foes. Sunlight Sensitivity. While in sunlight, the knight has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Unseelie Blessing. The knight has advantage on saving throws against being charmed, and magic can't put them to sleep. Actions Multiattack. The knight makes two Longsword attacks and one Shield Bash attack. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 10 (3d6) cold damage. Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be stunned until the beginning of the knight's next turn. Bonus Actions Shadow Commander. The knight casts darkness , requiring no material components. The knight must concentrate on this spell as normal. Reactions Shield Master. When the knight is attacked by a creature they can see within 5 feet, they gain a +5 bonus to their AC. If the attack misses, the knight may immediately make a Shield Bash attack against the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Lawful Alignment","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Knight of the Crown","description":"One of a few dozen, these pious paladin champions of the realm swear a lifelong Oath of Protection to the crown and the kingdom. Knights of the Crown are held in the highest esteem throughout the realm, serve in the front lines in times of war, and act as personal guards to the royal family and the royal palace.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"any lawful","Expansion":17604,"Challenge Rating":5},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Knight of the Flame","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":29375,"Challenge Rating":12},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Knight of Winter Legate","description":"The Knight of Winter Legate appears in Midnight - Legacy of Darkness. The Legates Legates have already been discussed extensively elsewhere, and you can find more information in the Order of Shadow section. There are many different legates with different abilities and skills, but one thing unites them; their devotion to Izrador and the dark powers they receive in return. Knights of Winter legates are one example of the many orders of soldier legates in the Shadow’s armies. They are skilled warriors and grim bodyguards who augment their combat prowess with their god’s favor. Human Servants of the Shadow Though the ranks of the Shadow’s armies are filled with legions of orcs, many humans also serve Izrador. Some of these are devoted followers, while others are press-ganged recruits, and many sign on to the Shadow simply for a meal or a chance to exercise a bit of power over their former neighbors. And of course, many of the legates who serve the Shadow are humans as well. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Dire Bodyguard. When a hostile creature within 5 feet of the Knight of Winter legate attacks a friendly target other than the Knight of Winter legate, the attack has disadvantage. Ferocious Blow (recharge 5-6). When the Knight of Winter legate hits with a melee attack, it can choose to have its attack inflict an additional 7 (2d6) thunder damage. If the target is a creature of Medium size or smaller, it is also moved directly backwards 10 feet and knocked prone. Spellcasting. The Knight of Winter legate is a 6th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spells attacks). The Knight of Winter legate has the following spells prepared. Cantrips (at will): light, resistance, thaumaturgy 1st level (4 slots): bane, command, cure wounds, hellish rebuke 2nd level (3 slots): darkvision, enhance ability, magic weapon 3rd level (3 slots): haste, protection from energy, vampiric touch Actions Multiattack. The Knight of Winter makes two melee attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage Reactions Dire Bodyguard. When a hostile creature within 5 feet of the Knight of Winter legate attacks a friendly target other than the Knight of Winter legate, the Knight of Winter legate can immediately make a melee weapon attack against the attacking creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":8},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Knight of Zariel","description":"Knight⁠ Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. Diabolical Cults of Zariel Zariel’s cult offers martial training⁠ and talent. It flourishes in areas wracked by war. Refugees with the will to fight but lacking experience are drawn to Zariel, as she can provide them with the skills needed to survive. Established warriors looking for an edge are otherwise her most common recruits. Knightly orders, fighters’ guilds, and mercenary companies are the most likely to come under her sway. Hobgoblins sometimes turn to her, but only if they have escaped the influence of Maglubiyet and his priests⁠. Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Zariel’s cultists can gain the Ferocious Surge trait. Cult leaders can also gain the Infernal Tactics trait. Traits Brave. The knight has advantage on saving throws against being frightened. Ferocious Surge (Recharges after a Short or Long Rest). When this creature hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit. Infernal Tactics⁠. This creature has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them. Actions Multiattack. The knight makes two melee attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special⁠ command⁠ or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight⁠. A creature can benefit from only one Leadership die at a time. This effect ends if the knight⁠ is incapacitated. Reactions Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Knight-Captain Gloria Hackfield","description":"Gloria is a young Silver Order Paladin who made the rank of Knight-Captain early in her career, and has been a strong leader since. She has long blonde hair often worn in a tight ponytail and narrowed green eyes. Her round face and pleasant demeanor give her an air of kindness that can be disarming to many at first, but the kind exterior hides her cunning and strength that comes out any time she speaks.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Knight-Captain Theodore Marshal","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Lawful Good","Expansion":21300,"Challenge Rating":15},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Knucklehead Trout","description":"The tasty and tenacious knucklehead trout can’t easily be caught in nets. Moreover, using a line to reel in such a strong fish is a significant undertaking. Incautious fishers who get pulled into freezing water can quickly die, particularly if they’re weighed down by heavy furs and cloaks. A male knucklehead trout can weigh 70 pounds or more. The females tend to be smaller, weighing about 50 pounds. Both are prized for their ivory-like bones. Traits Water Breathing. The trout can breathe only underwater. Actions Bite. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Tail. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: (1d4+2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":6331,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Knucklehead Trout","description":"The tasty and tenacious knucklehead trout can’t easily be caught in nets. Moreover, using a line to reel in such a strong fish is a significant undertaking. Incautious fishers who get pulled into freezing water can quickly die, particularly if they’re weighed down by heavy furs and cloaks. A male knucklehead trout can weigh 70 pounds or more. The females tend to be smaller, weighing about 50 pounds. Both are prized for their ivory-like bones. Traits Water Breathing . The trout can breathe only underwater. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":27909,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Koalinth","description":"The koalinth, found in Danger at Dunwater , are martial and aggressive aquatic hobgoblins, with brightly colored faces and functional gills. They are known for their ferocity, and for their hatred of elves. Traits Amphibious. The koalinth can breathe air and water. Martial Advantage. Once per turn, the koalinth can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the koalinth that isn’t incapacitated. Actions Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Alignment":"lawful evil","Expansion":3905,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Koalinth Sergeant","description":"These fierce koalinths lead special missions for their people, such as the diplomatic envoy encountered in Danger at Dunwater . A koalinth sergeant focuses its ire on the most significant threats on the battlefield, then eliminates those threats one by one. Traits Amphibious. The koalinth can breathe air and water. Martial Advantage. Once per turn, the sergeant can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the sergeant that isn’t incapacitated. Actions Multiattack. The sergeant makes two melee attacks with its trident. Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Hooked Net. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target is restrained. A creature can use its action to make a DC 12 Strength check to free itself or another creature in a hooked net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 12) frees the target without harming it and destroys the net. Reactions Spear the Helpless (2/Day). Whenever a creature within 30 feet of the sergeant becomes restrained, the sergeant can move its speed toward the restrained creature. If the sergeant ends its move within reach of the restrained creature, it can make a melee attack against it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Alignment":"lawful evil","Expansion":3905,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Koalinth Warrior","description":"These humanoids have fine, green-scaled skin and green-black hair tied in a topknot. Yellowed teeth line an oversized mouth, and several red-lined gill slits flare along their necks. Their muscled forms are covered with sharkskin armor, and they carry tridents and stout crossbows. Traits Limited Amphibiousness: A koalinth can breathe air and water, but needs to be submerged at least once every 4 hours to avoid suffocating. Martial Advantage: Once per turn, a koalinth can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the koalinth that isn’t incapacitated. Actions Trident: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Heavy Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit : 7 (1d10 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goblinoid)","Alignment":"lawful evil","Expansion":18594,"Challenge Rating":"1/2"},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Koalinth Zombie","description":"Pallid green scaled flesh, scorched and ripped in locations exposing muscle and sinew, hangs limply from a once-powerful humanoid frame. With lifeless eyes, the goblinoid shambles forth. Traits Undead Fortitude: If damage reduces the koalinth zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the koalinth zombie drops to 1 hit point instead. Actions Trident : Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":18594,"Challenge Rating":"1/4"},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Kob Moleg","description":"The leader of a band of notorious hill giants, Kob Moleg’s alliance with the king of Pitax forces him into conflict with the PCs’ kingdom when war between the two nations begins. Kob Moleg is so much more powerful than the standard hill giant that he arguably works better as a unique foe in a campaign than just a clan leader—perhaps he might serve as the primary ruler of all hill giants in an entire region in your game. Traits Kob’s Ruinous Strike. When Kob Moleg scores a critical hit with his greatclub, the target becomes frightened of him for 1 minute. Actions Multiattack. The giant makes three greatclub attacks. Striking Greatclub +2. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 24 (3d8+11) bludgeoning and piercing damage. The greatclub has 1d10 charges (minimum of 3) at the start of the encounter. When the giant hits with a melee attack, he can expend up to 3 of the club’s charges. For each charge it expends, the target takes an extra 7 (2d6) force damage. The greatclub otherwise works as a staff of striking but is sized for a Huge giant. Wide Swing (Recharge 5–6). Kob Moleg swings his greatclub in a powerful circle. Every creature within 10 feet of the giant must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 24 (3d8+11) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. The giant can expend charges from its greatclub of striking to increase this damage. Reactions Catch Rock. Kob Moleg can attempt to catch a rock thrown at a target that is within 10 feet of itself. The giant makes a Dexterity saving throw against the attack roll of the attacking creature. If it succeeds, the giant catches the rock and the intended target takes no damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":16},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Kobalos","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"fiend","Alignment":"neutral evil","Expansion":29375,"Challenge Rating":1},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Kobold","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Sunlight Sensitivity : While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics : The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated . Actions Dagger : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sling : Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","AC":12,"HP":"5 (2d6-2)","CHA":8,"CON":9,"DEX":15,"INT":8,"STR":7,"WIS":7,"Size":"Small","Type":"humanoid (kobold)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065390/c9xfEhjuslpK4cAFAw7A7A/original.png","Roll 0":"1d20 + 4\n1d4+2","Roll 1":"1d20 + 4\n1d4+2","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":25,"Alignment":"Lawful Evil","Languages":"Common, Draconic","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Sunlight Sensitivity\",\"Desc\":\"While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.\"},{\"Name\":\"Pack Tactics\",\"Desc\":\"The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"}]","data-Actions":"[{\"Name\":\"Dagger\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Sling\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"30/120 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-1","data-CON-mod":"-1","data-DEX-mod":"+2","data-INT-mod":"-1","data-STR-mod":"-2","data-SizeNum":1,"data-WIS-mod":"-2","Challenge Rating":"1/8","Passive Perception":8,"data-CrNum":0.125,"data-AcNum":12,"data-HpNum":5},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Kobold","description":"Kobolds Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons’ lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards. Strength in Numbers. Kobolds are egg-laying creatures. They mature quickly and can live to be “great wyrms” more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side. Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders. The Lost God. In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat’s vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen’s hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak’s most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze. Winged Kobolds. A few kobolds are born with leathery wings and can fly. Known as urds, they like to lurk on high ledges and drop rocks on passersby. Although the urds’ wings are seen as gifts from Tiamat, the Dragon Queen, wingless kobolds are envious of those gifts and don’t get along with the urds. For more information see Winged Kobold. Traits Sunlight Sensitivity : While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics : The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Dagger (Melee) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. Dagger (Ranged) : Ranged Weapon Attack : +4 to hit, range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. Sling : Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Source":"MM1","Alignment":"lawful evil","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Kobold","description":"Kobolds are reptilian Humanoids that often revere dragons. Physically weak, they find strength in numbers. A few kobolds are born with leathery wings and can fly, which is often seen as a gift from dragon gods. Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid","Alignment":"any alignment","Expansion":17254,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Kobold Adeptus","description":"Kobold communities, called legions, are found in every biome and across the timescape. Gravitating toward powerful allies and defensible locations, kobolds are equally common in walled cities, secluded temples, subterranean tunnel-mazes, and dragon lairs. Most legions strive to be good neighbors or to go entirely unnoticed, but when a community falls under the sway of a malevolent wyrm or power-hungry centurion, they pose a significant threat. Defensive Masters. In a world filled with bigger, hungrier creatures, kobolds survived by becoming experts in collective defense. Kobold shield tactics are legendary; every warrior carries a shield into battle, and soldiers defend each other in tightly choreographed formations. More than a tool, a kobold’s shield is a symbol of their commitment to defending their legion, and they decorate these treasured possessions with battle trophies and illustrations of great deeds. Kobold legionaries may join worthy adventurers as retainers, lending their defensive prowess to their new allies as they ko-boldly go where no kobold has gone before. Unconventional Tactics. Relentless innovators, kobolds can easily outsmart anyone who doesn’t take them seriously. Their foes haven’t experienced a true kobold battle until they survive exploding javelins or flaming nets. Kobold homes are protected with deadly hazards and ambush points. In open warfare, legions deploy mechanical dragons and flaming spike pit traps. Tiny Dragons. Most kobolds believe their ancestors were created by powerful dragons—and with sharp, angular features and prominent dorsal crests, they certainly look the part! Newborn kobolds have brilliant chromatic, metallic, or crystalline scales; as kobolds age, their scales dim and mottle. Owing to a deep magical connection, a legion that lives under the patronage of a dragon adopts the color of their patron’s scales over several generations. Traits Shield? Shield! The adeptus gains a +1 bonus to AC while within 5 feet of at least one ally who also has this trait, is wielding a shield, and isn’t incapacitated or prone. To benefit from this trait, the adeptus must be wielding a shield. Actions Firecracker. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 5 (2d4) fire damage, and the target must succeed on a DC 12 Constitution saving throw or be deafened until the end of their next turn. Shocking Grasp (Cantrip). Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) lightning damage, and the target can’t take reactions until the start of their next turn. The adeptus has advantage on this attack roll if the target is wearing metal armor. Lesser Magic Missile ( 1 /Day; 1 st-Level Spell). The adeptus creates three glowing darts of magical force. Each dart hits a creature of their choice who they can see within 120 feet of them. A dart deals 2 (1d2 + 1) force damage to its target. The darts all strike simultaneously, and the adeptus can direct them to hit one creature or several. This action is considered to be the magic missile spell for the purpose of other spells and effects.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/8"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kobold Alchemist","description":"Kobolds More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble. Underworld Merchants. Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories. Kobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior. Kobold Alchemist This slight, reptilian humanoid is bedecked with ceramic flasks and glass vials. An acrid reek follows in the creature’s wake. Kobold alchemists are usually smelled before they are seen, thanks to the apothecary’s store of chemicals and poisons they carry. Alchemists often sport mottled and discolored scales and skin, caused by the caustic nature of their obsessions. They raid alchemy shops and magical laboratories to gather more material to fuel their reckless experiments. Dangerous Assets. Alchemists can be a great boon to their clan, but at a cost. Not only do the alchemists require rare, expensive, and often dangerous substances to ply their trade, they tend to be a little unhinged. Their experiments yield powerful weapons and defensive concoctions that can save many kobold lives, but the destruction caused by an experiment gone awry can be terrible. Traits Apothecary: As a bonus action the kobold can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the kobold has resistance to the chosen damage type. Additionally, the kobold is proficient with a poisoner’s kit. Pack Tactics: The kobold has advantage on an attack roll against a target if at least one of the kobold’s allies is within 5 feet of the target and the ally isn’t incapacitated. Sunlight Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Actions Multiattack: The kobold makes two attacks. Dagger: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage. Dart: Ranged Weapon Attack : +5 to hit, range 20/60 ft., One target. Hit : 5 (1d4 + 3) Piercing damage plus 5 (2d4) Poison damage. Alchemical Protection (Recharge after a Short or Long Rest): The kobold chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the kobold can grant resistance to the damage type currently in effect for its Apothecary trait. Explosive Flask (Recharge 5-6): The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Source":"Tome of Beasts","Alignment":"Lawful neutral","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Kobold Alchemist","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful neutral","Expansion":14533,"Challenge Rating":2},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Kobold Arcane Trickster","description":"It is very rare for a kobold to have a high enough intelligence to be able to cast wizard spells, but those that do usually become an arcane trickster. This obnoxious kobold specializes in deception and manipulation and often uses its befuddling bolt attacks to make its foes more susceptible to illusions and enchantments. Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The attack deals an extra 14 (4d6) damage if the kobold has advantage on the attack roll. Befuddling Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 12 (3d6 + 2) psychic damage, and the target has disadvantage to Intelligence, Wisdom, and Charisma saving throws and can't use reactions until the end of the kobold's next turn. Spellcasting. The kobold casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 12): At will: dancing lights, mage hand, minor illusion 2/day each: blur, silent image, Tasha's hideous laughter 1/day each: enemies abound, mirror image Bonus Actions Cunning Action. The kobold takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Kobold Archer","description":"Kobolds archers are often assigned as guards and sentries and posted in high vantage point areas, such as cave ledges or tree branches. Traits Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Kobold Artifex","description":"Kobold communities, called legions, are found in every biome and across the timescape. Gravitating toward powerful allies and defensible locations, kobolds are equally common in walled cities, secluded temples, subterranean tunnel-mazes, and dragon lairs. Most legions strive to be good neighbors or to go entirely unnoticed, but when a community falls under the sway of a malevolent wyrm or power-hungry centurion, they pose a significant threat. Defensive Masters. In a world filled with bigger, hungrier creatures, kobolds survived by becoming experts in collective defense. Kobold shield tactics are legendary; every warrior carries a shield into battle, and soldiers defend each other in tightly choreographed formations. More than a tool, a kobold’s shield is a symbol of their commitment to defending their legion, and they decorate these treasured possessions with battle trophies and illustrations of great deeds. Kobold legionaries may join worthy adventurers as retainers, lending their defensive prowess to their new allies as they ko-boldly go where no kobold has gone before. Unconventional Tactics. Relentless innovators, kobolds can easily outsmart anyone who doesn’t take them seriously. Their foes haven’t experienced a true kobold battle until they survive exploding javelins or flaming nets. Kobold homes are protected with deadly hazards and ambush points. In open warfare, legions deploy mechanical dragons and flaming spike pit traps. Tiny Dragons. Most kobolds believe their ancestors were created by powerful dragons—and with sharp, angular features and prominent dorsal crests, they certainly look the part! Newborn kobolds have brilliant chromatic, metallic, or crystalline scales; as kobolds age, their scales dim and mottle. Owing to a deep magical connection, a legion that lives under the patronage of a dragon adopts the color of their patron’s scales over several generations. Traits Shield? Shield! The artifex gains a +1 bonus to AC while within 5 feet of at least one ally who also has this trait, is wielding a shield, and isn’t incapacitated or prone. To benefit from this trait, the artifex must be wielding a shield. Actions Multiattack. The artifex makes one Chain Hook attack and uses Activate Trap, if available. Chain Hook. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and if the target is a Large or smaller creature, they must succeed on a DC 12 Strength saving throw or be pulled up to 15 feet toward the artifex. Activate Trap ( 3 /Day). The artifex activates one of the following hidden traps; the artifex can’t use the same trap two rounds in a row: Spiky Pit Trap. The artifex chooses a point on the ground that they can see within 60 feet of them, opening a concealed 15-foot-square trapdoor on the ground centered on that point to reveal a 10-foot-deep pit trap lined with spikes. Creatures on the ground in the trapdoor’s area must make a DC 12 Dexterity saving throw. On a failed save, a creature falls into the pit and takes 3 (1d6) piercing damage from the spikes and 3 (1d6) bludgeoning damage from the fall. On a successful save, a creature moves to the nearest unoccupied space outside that area. Swarm of Bees Trap. The artifex chooses a point on the ground that they can see within 60 feet of them, causing a buried canister to erupt and release a 15-foot-radius, 10-foot-high cylinder of swarming bees. When a creature enters the swarm’s area for the first time on a turn or starts their turn there, they must make a DC 12 Constitution saving throw. On a failed save, a creature takes 5 (2d4) poison damage and is poisoned until the end of their next turn. On a successful save, a creature takes half as much damage and isn’t poisoned. At the start of each of the artifex’s turns, the swarm moves 10 feet away from the artifex in a straight line. The swarm disperses after 1 minute or when the artifex dies. Wall of Fire Trap. The artifex chooses a point on the ground that they can see within 60 feet of them, igniting a concealed trench of oil and creating a 20-foot long, 15-foot high, and 1-foot-thick wall of fire. When the wall appears, each creature within its area must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. A creature who enters the wall for the first time on a turn or ends their turn there takes 7 (2d6) fire damage. The wall is opaque and lasts for 1 minute. Running an Artifex The artifex’s shenanigans are more believable if they’re waiting at the battlefield when the characters arrive—the idea is that the artifex is triggering traps they have already set. How they trigger traps is up to you. They could throw their chain hook to pull hidden levers, use a wand or mechanical contraption, or even yell commands to other kobolds toiling in tunnels under the battlefield. You can increase an encounter’s difficulty by giving the artifex allies who can push characters into the traps, or by staging the combat in tight quarters so the traps are more likely to hit multiple characters. You can decrease an encounter’s difficulty by reducing the size of the traps, by placing the traps in predetermined areas and letting characters make ability checks to detect them, or by staging the combat in an open area where the characters can spread out. If the characters dare to challenge a kobold legion in their own lair, an artifex makes an excellent leader of the defense. Give the artifex a way of seeing throughout the lair, such as a network of mirrors, and let them trigger traps anywhere within the lair. Lairs let you deploy traps that wouldn’t make sense in open combat, such as: A tripwire that sends a boulder rolling down the hallway. A tightrope over a lava pool and a concealed kobold on the other side waiting to cut the rope. A pool of blood that conceals a few blood-borne oozes (see “Graveyard and Tomb” in chapter 2, “Environments”). Maze-like corridors and moving false walls that disorient the characters and lead them toward an ambush.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kobold Boss","description":"A kobolds warrior that shows some craftiness, deviousness, and martial skill eventually bullies itself to the top of a kobold gang and becomes its boss. Eventually, the kobold boss begins entertaining thoughts of becoming or replacing the tribe's chieftain. Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kobold makes two Spear attacks. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) poison damage. The kobold treats the spear as a finesse weapon. Bonus Actions Battle Command. The kobold targets one ally it can see within 30 feet of it. If the target can see or hear the kobold, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Spear Trip. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: The target must succeed on a DC 13 Strength saving throw or be knocked prone. Reactions Redirect Attack. When a creature the kobold can see targets it with an attack, the kobold chooses another kobold within 5 feet of it. The two kobold swap places, and the chosen kobold becomes the target instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Kobold Centurion","description":"Kobold communities, called legions, are found in every biome and across the timescape. Gravitating toward powerful allies and defensible locations, kobolds are equally common in walled cities, secluded temples, subterranean tunnel-mazes, and dragon lairs. Most legions strive to be good neighbors or to go entirely unnoticed, but when a community falls under the sway of a malevolent wyrm or power-hungry centurion, they pose a significant threat. Defensive Masters. In a world filled with bigger, hungrier creatures, kobolds survived by becoming experts in collective defense. Kobold shield tactics are legendary; every warrior carries a shield into battle, and soldiers defend each other in tightly choreographed formations. More than a tool, a kobold’s shield is a symbol of their commitment to defending their legion, and they decorate these treasured possessions with battle trophies and illustrations of great deeds. Kobold legionaries may join worthy adventurers as retainers, lending their defensive prowess to their new allies as they ko-boldly go where no kobold has gone before. Unconventional Tactics. Relentless innovators, kobolds can easily outsmart anyone who doesn’t take them seriously. Their foes haven’t experienced a true kobold battle until they survive exploding javelins or flaming nets. Kobold homes are protected with deadly hazards and ambush points. In open warfare, legions deploy mechanical dragons and flaming spike pit traps. Tiny Dragons. Most kobolds believe their ancestors were created by powerful dragons—and with sharp, angular features and prominent dorsal crests, they certainly look the part! Newborn kobolds have brilliant chromatic, metallic, or crystalline scales; as kobolds age, their scales dim and mottle. Owing to a deep magical connection, a legion that lives under the patronage of a dragon adopts the color of their patron’s scales over several generations. Traits Shield? Shield! The centurion gains a +1 bonus to AC while within 5 feet of at least one ally who also has this trait, is wielding a shield, and isn’t incapacitated or prone. To benefit from this trait, the centurion must be wielding a shield. Actions Pilum. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Firetail Pilum ( 2 /Day). The centurion ignites a pilum then uses it to make a ranged Pilum attack against a target within 60 feet of them. Hit or miss, the target and each creature in a 5-foot-wide line between the target and the centurion must succeed on a DC 13 Dexterity saving throw or take 5 (2d4) fire damage. The line smolders for 1 minute, creating a 5-foot-wide, 20-foot-tall wall of opaque smoke. A creature within reach of the pilum can use an action to extinguish it, causing the smoke to dissipate. Boom Pilum!!! ( 1 /Day). The centurion straps a vial of unstable ores to a pilum then uses it to make a ranged Pilum attack against a target within 60 feet of them. Hit or miss, the ores explode after the attack. The target and each creature within 10 feet of them must make a DC 13 Constitution saving throw. On a failed save, a creature takes 7 (2d6) thunder damage, is knocked prone, and is deafened for 1 minute (save ends at end of turn). On a successful save, a creature takes only half as much damage and isn’t knocked prone or deafened.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kobold Chieftain","description":"Kobolds More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble. Underworld Merchants. Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories. Kobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior. Kobold Chieftain This small, draconic humanoid struts as though it were ten feet tall. It wears the gilded skull of a small dragon as a helmet, and its beady eyes gleam out through the skull’s sockets. It hefts its spear and shield and lets out a blood-curdling shriek, signaling the attack. While most kobolds are scuttling scavengers or pathetic sycophants, a few carry a spark of draconic nobility that can’t be ignored. These few forge their tribes into forces to be reckoned with, rising to the rank of chieftain. A kobold chieftain stands proud, clad in war gear of fine quality and good repair. Their weapons are tended by the tribe’s trapsmiths, particularly evident in their springspike shields. Living Legend. A kobold chieftain is more than a leader, it is a symbol of the tribe’s greatness. The strongest, most cunning, most ruthless of a kobold tribe embodies their connection to the revered dragons. When a chieftain sounds the call to battle, the kobolds meld into a fearless, deadly force. Traits Pack Tactics: The kobold chieftain has advantage on an attack roll against a target if at least one of the chieftain’s allies is within 5 feet of the target and the ally isn’t incapacitated. Sunlight Sensitivity: While in sunlight, the kobold chieftain has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Actions Multiattack: The kobold makes 2 attacks. Shortsward: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d6 + 3) Piercing damage plus 10 (3d6) Poison damage. On hit, the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Shortbow: Ranged Weapon Attack : +5 to hit, range 80/320 ft., One target. Hit : 6 (1d6 + 3) Piercing damage plus 10 (3d6) Poison damage. On hit, the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Inspiring Presence (Recharge after Short or Long Rest): The chieftain chooses up to six allied kobolds it can see within 30 feet. For the next minute, the kobolds gain immunity to the charmed and frightened conditions, and add the chieftain’s Charisma bonus to attack rolls. Reactions Springspike Shield (5/rest): When the kobold chieftain is hit by a melee attack within 5 feet, the kobold chieftain can fire one of its shield spikes at the attacker. The attacker takes 3 (1d6) piercing damage plus 3 (1d6) poison damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Kobold Chieftain","description":"A chieftain leads its kobold tribe and serves as a vassal to the kobold king. It is a crafty warrior, and has the ability to command and boost the morale of its underlings. It is normally attended to by four bodyguards, a couple of shaman or sorcerer advisers, and one or two pet drakes. Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kobold that isn't incapacitated and the kobold doesn't have disadvantage on the attack roll. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kobold makes two Spear attacks. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. The kobold treats the spear as a finesse weapon. Bonus Actions Cunning Action. The kobold takes the Dash, Disengage, or Hide action. War Yip (1/Day). Until the end of the kobold's next turn, each creature of the kobold's choice that is within 30 feet of it, can hear it, and not already affected by War Yip deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Kobold Commando","description":"Traits Sneak Attack (1/Turn). The kobold commando deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll. Pack Tactics. The kobold commando has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold commando has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kobold commando makes two Shortsword or Hand Crossbow attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Bomb (3/Day). As an action, the kobold commando can light a bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage. Bonus Actions Cunning Action. On each of its turns, the kobold commando can use a bonus action to take the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful evil","Expansion":32955,"Challenge Rating":1},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Kobold Conqueror of Dakarnok","description":"This cruel kobold is a favored paladin of Dakarnok, the kobold deity of pillaging and raiding. The conqueror of Dakarnok leads kobold war parties in lightning sorties against nearby surface humanoid settlements. The conqueror seeks to plunder its target's resources and capture as many prisoners as it can that will be sold later as slaves to other Underdark races, such as drow or duergar. Traits Aura of Conquest. If the kobold isn't incapacitated, a creature frightened of the kobold that starts its turn within 30 feet of the kobold takes 3 (1d6) psychic damage and has its speed is reduced to 0. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kobold makes two Spiked Club attacks. Spiked Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning plus 2 (1d4) piercing damage. If the target is a creature, it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the kobold's next turn. Spellcasting. The kobold casts one of the following spells using Charisma as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): 1/day each: aid, cause fear, divine favor, heroism, hold person, spiritual weapon (spiked club) Order of Dakarnok (1/Day). Each ally within 30 feet of the kobold gain advantage to their first attack roll until the start of the kobold's next turn. Each enemy within 30 feet of the kobold must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Demoralizing Smite (2/Day). When the kobold hits a creature with a weapon attack, it deals an extra 9 (2d8) psychic damage to the target. Additionally, the target has disadvantage on saving throws made against being frightened until the end of the kobold's next turn. Legendary Actions The kobold can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kobold regains spent legendary actions at the start of its turn. Charge. The kobold moves up to its speed. Command Kobold. The kobold targets one allied kobold it can see within 30 feet of it. If the target can see or hear the kobold, the target can use its reaction to make one melee attack or move up to its speed. Cast a Spell (Costs 2 Actions). The kobold uses Spellcasting. Spiked Club (Costs 2 Actions). The kobold makes a Spiked Club attack.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Kobold Decanus (PB 2)","description":"Kobold communities, called legions, are found in every biome and across the timescape. Gravitating toward powerful allies and defensible locations, kobolds are equally common in walled cities, secluded temples, subterranean tunnel-mazes, and dragon lairs. Most legions strive to be good neighbors or to go entirely unnoticed, but when a community falls under the sway of a malevolent wyrm or power-hungry centurion, they pose a significant threat. Defensive Masters. In a world filled with bigger, hungrier creatures, kobolds survived by becoming experts in collective defense. Kobold shield tactics are legendary; every warrior carries a shield into battle, and soldiers defend each other in tightly choreographed formations. More than a tool, a kobold’s shield is a symbol of their commitment to defending their legion, and they decorate these treasured possessions with battle trophies and illustrations of great deeds. Kobold legionaries may join worthy adventurers as retainers, lending their defensive prowess to their new allies as they ko-boldly go where no kobold has gone before. Unconventional Tactics. Relentless innovators, kobolds can easily outsmart anyone who doesn’t take them seriously. Their foes haven’t experienced a true kobold battle until they survive exploding javelins or flaming nets. Kobold homes are protected with deadly hazards and ambush points. In open warfare, legions deploy mechanical dragons and flaming spike pit traps. Tiny Dragons. Most kobolds believe their ancestors were created by powerful dragons—and with sharp, angular features and prominent dorsal crests, they certainly look the part! Newborn kobolds have brilliant chromatic, metallic, or crystalline scales; as kobolds age, their scales dim and mottle. Owing to a deep magical connection, a legion that lives under the patronage of a dragon adopts the color of their patron’s scales over several generations. Traits Signature Attack (Gladius). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the decanus can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Reinforce ( 3 /Day). When the decanus sees an ally within 30 feet of them being targeted by an attack, the decanus can use a reaction to move up to their speed toward the target. If the decanus ends their movement within 5 feet of the target, the target gains a +PB bonus to their AC until the beginning of the decanus’s next turn, including against the triggering attack. 5 th Level: Shield Bash ( 3 /Day). The decanus attempts to topple a Medium or smaller creature within 5 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. Succeed or fail, the decanus then makes two signature attacks against any creature within reach. 7 th Level: One-Kobold Army ( 1 /Day). The decanus moves up to their speed, then makes a number of signature attacks equal to the number of enemies within 5 feet of them (minimum of three attacks). Each enemy within range must be attacked at least once. On a hit, the target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the decanus for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kobold Decanus (PB 2)","description":"Honestly, it is a lot of work. Their hide is tough, they have so little marbling, and there’s not a lot of meat at all once you get all those scales off. But if you prepare enough of them then make a stew and let it simmer for hours, you’ll kick yourself for having not tried kobold sooner, my loves. Shtriga Nonna Traits Signature Attack (Gladius). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the decanus can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Reinforce ( 3 /Day). When the decanus sees an ally within 30 feet of them being targeted by an attack, the decanus can use a reaction to move up to their speed toward the target. If the decanus ends their movement within 5 feet of the target, the target gains a +PB bonus to their AC until the beginning of the decanus’s next turn, including against the triggering attack. 5 th Level: Shield Bash ( 3 /Day). The decanus attempts to topple a Medium or smaller creature within 5 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. Succeed or fail, the decanus then makes two signature attacks against any creature within reach. 7 th Level: One-Kobold Army ( 1 /Day). The decanus moves up to their speed, then makes a number of signature attacks equal to the number of enemies within 5 feet of them (minimum of three attacks). Each enemy within range must be attacked at least once. On a hit, the target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the decanus for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Kobold Decanus (PB 3)","description":"Kobold communities, called legions, are found in every biome and across the timescape. Gravitating toward powerful allies and defensible locations, kobolds are equally common in walled cities, secluded temples, subterranean tunnel-mazes, and dragon lairs. Most legions strive to be good neighbors or to go entirely unnoticed, but when a community falls under the sway of a malevolent wyrm or power-hungry centurion, they pose a significant threat. Defensive Masters. In a world filled with bigger, hungrier creatures, kobolds survived by becoming experts in collective defense. Kobold shield tactics are legendary; every warrior carries a shield into battle, and soldiers defend each other in tightly choreographed formations. More than a tool, a kobold’s shield is a symbol of their commitment to defending their legion, and they decorate these treasured possessions with battle trophies and illustrations of great deeds. Kobold legionaries may join worthy adventurers as retainers, lending their defensive prowess to their new allies as they ko-boldly go where no kobold has gone before. Unconventional Tactics. Relentless innovators, kobolds can easily outsmart anyone who doesn’t take them seriously. Their foes haven’t experienced a true kobold battle until they survive exploding javelins or flaming nets. Kobold homes are protected with deadly hazards and ambush points. In open warfare, legions deploy mechanical dragons and flaming spike pit traps. Tiny Dragons. Most kobolds believe their ancestors were created by powerful dragons—and with sharp, angular features and prominent dorsal crests, they certainly look the part! Newborn kobolds have brilliant chromatic, metallic, or crystalline scales; as kobolds age, their scales dim and mottle. Owing to a deep magical connection, a legion that lives under the patronage of a dragon adopts the color of their patron’s scales over several generations. Traits Signature Attack (Gladius). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the decanus can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Reinforce ( 3 /Day). When the decanus sees an ally within 30 feet of them being targeted by an attack, the decanus can use a reaction to move up to their speed toward the target. If the decanus ends their movement within 5 feet of the target, the target gains a +PB bonus to their AC until the beginning of the decanus’s next turn, including against the triggering attack. 5 th Level: Shield Bash ( 3 /Day). The decanus attempts to topple a Medium or smaller creature within 5 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. Succeed or fail, the decanus then makes two signature attacks against any creature within reach. 7 th Level: One-Kobold Army ( 1 /Day). The decanus moves up to their speed, then makes a number of signature attacks equal to the number of enemies within 5 feet of them (minimum of three attacks). Each enemy within range must be attacked at least once. On a hit, the target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the decanus for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kobold Decanus (PB 3)","description":"Honestly, it is a lot of work. Their hide is tough, they have so little marbling, and there’s not a lot of meat at all once you get all those scales off. But if you prepare enough of them then make a stew and let it simmer for hours, you’ll kick yourself for having not tried kobold sooner, my loves. Shtriga Nonna Traits Signature Attack (Gladius). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the decanus can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Reinforce ( 3 /Day). When the decanus sees an ally within 30 feet of them being targeted by an attack, the decanus can use a reaction to move up to their speed toward the target. If the decanus ends their movement within 5 feet of the target, the target gains a +PB bonus to their AC until the beginning of the decanus’s next turn, including against the triggering attack. 5 th Level: Shield Bash ( 3 /Day). The decanus attempts to topple a Medium or smaller creature within 5 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. Succeed or fail, the decanus then makes two signature attacks against any creature within reach. 7 th Level: One-Kobold Army ( 1 /Day). The decanus moves up to their speed, then makes a number of signature attacks equal to the number of enemies within 5 feet of them (minimum of three attacks). Each enemy within range must be attacked at least once. On a hit, the target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the decanus for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Kobold Decanus (PB 4)","description":"Kobold communities, called legions, are found in every biome and across the timescape. Gravitating toward powerful allies and defensible locations, kobolds are equally common in walled cities, secluded temples, subterranean tunnel-mazes, and dragon lairs. Most legions strive to be good neighbors or to go entirely unnoticed, but when a community falls under the sway of a malevolent wyrm or power-hungry centurion, they pose a significant threat. Defensive Masters. In a world filled with bigger, hungrier creatures, kobolds survived by becoming experts in collective defense. Kobold shield tactics are legendary; every warrior carries a shield into battle, and soldiers defend each other in tightly choreographed formations. More than a tool, a kobold’s shield is a symbol of their commitment to defending their legion, and they decorate these treasured possessions with battle trophies and illustrations of great deeds. Kobold legionaries may join worthy adventurers as retainers, lending their defensive prowess to their new allies as they ko-boldly go where no kobold has gone before. Unconventional Tactics. Relentless innovators, kobolds can easily outsmart anyone who doesn’t take them seriously. Their foes haven’t experienced a true kobold battle until they survive exploding javelins or flaming nets. Kobold homes are protected with deadly hazards and ambush points. In open warfare, legions deploy mechanical dragons and flaming spike pit traps. Tiny Dragons. Most kobolds believe their ancestors were created by powerful dragons—and with sharp, angular features and prominent dorsal crests, they certainly look the part! Newborn kobolds have brilliant chromatic, metallic, or crystalline scales; as kobolds age, their scales dim and mottle. Owing to a deep magical connection, a legion that lives under the patronage of a dragon adopts the color of their patron’s scales over several generations. Traits Signature Attack (Gladius). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the decanus can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Reinforce ( 3 /Day). When the decanus sees an ally within 30 feet of them being targeted by an attack, the decanus can use a reaction to move up to their speed toward the target. If the decanus ends their movement within 5 feet of the target, the target gains a +PB bonus to their AC until the beginning of the decanus’s next turn, including against the triggering attack. 5 th Level: Shield Bash ( 3 /Day). The decanus attempts to topple a Medium or smaller creature within 5 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. Succeed or fail, the decanus then makes two signature attacks against any creature within reach. 7 th Level: One-Kobold Army ( 1 /Day). The decanus moves up to their speed, then makes a number of signature attacks equal to the number of enemies within 5 feet of them (minimum of three attacks). Each enemy within range must be attacked at least once. On a hit, the target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the decanus for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kobold Decanus (PB 4)","description":"Honestly, it is a lot of work. Their hide is tough, they have so little marbling, and there’s not a lot of meat at all once you get all those scales off. But if you prepare enough of them then make a stew and let it simmer for hours, you’ll kick yourself for having not tried kobold sooner, my loves. Shtriga Nonna Traits Signature Attack (Gladius). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the decanus can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Reinforce ( 3 /Day). When the decanus sees an ally within 30 feet of them being targeted by an attack, the decanus can use a reaction to move up to their speed toward the target. If the decanus ends their movement within 5 feet of the target, the target gains a +PB bonus to their AC until the beginning of the decanus’s next turn, including against the triggering attack. 5 th Level: Shield Bash ( 3 /Day). The decanus attempts to topple a Medium or smaller creature within 5 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. Succeed or fail, the decanus then makes two signature attacks against any creature within reach. 7 th Level: One-Kobold Army ( 1 /Day). The decanus moves up to their speed, then makes a number of signature attacks equal to the number of enemies within 5 feet of them (minimum of three attacks). Each enemy within range must be attacked at least once. On a hit, the target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the decanus for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Kobold Decanus (PB 5)","description":"Kobold communities, called legions, are found in every biome and across the timescape. Gravitating toward powerful allies and defensible locations, kobolds are equally common in walled cities, secluded temples, subterranean tunnel-mazes, and dragon lairs. Most legions strive to be good neighbors or to go entirely unnoticed, but when a community falls under the sway of a malevolent wyrm or power-hungry centurion, they pose a significant threat. Defensive Masters. In a world filled with bigger, hungrier creatures, kobolds survived by becoming experts in collective defense. Kobold shield tactics are legendary; every warrior carries a shield into battle, and soldiers defend each other in tightly choreographed formations. More than a tool, a kobold’s shield is a symbol of their commitment to defending their legion, and they decorate these treasured possessions with battle trophies and illustrations of great deeds. Kobold legionaries may join worthy adventurers as retainers, lending their defensive prowess to their new allies as they ko-boldly go where no kobold has gone before. Unconventional Tactics. Relentless innovators, kobolds can easily outsmart anyone who doesn’t take them seriously. Their foes haven’t experienced a true kobold battle until they survive exploding javelins or flaming nets. Kobold homes are protected with deadly hazards and ambush points. In open warfare, legions deploy mechanical dragons and flaming spike pit traps. Tiny Dragons. Most kobolds believe their ancestors were created by powerful dragons—and with sharp, angular features and prominent dorsal crests, they certainly look the part! Newborn kobolds have brilliant chromatic, metallic, or crystalline scales; as kobolds age, their scales dim and mottle. Owing to a deep magical connection, a legion that lives under the patronage of a dragon adopts the color of their patron’s scales over several generations. Traits Signature Attack (Gladius). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the decanus can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Reinforce ( 3 /Day). When the decanus sees an ally within 30 feet of them being targeted by an attack, the decanus can use a reaction to move up to their speed toward the target. If the decanus ends their movement within 5 feet of the target, the target gains a +PB bonus to their AC until the beginning of the decanus’s next turn, including against the triggering attack. 5 th Level: Shield Bash ( 3 /Day). The decanus attempts to topple a Medium or smaller creature within 5 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. Succeed or fail, the decanus then makes two signature attacks against any creature within reach. 7 th Level: One-Kobold Army ( 1 /Day). The decanus moves up to their speed, then makes a number of signature attacks equal to the number of enemies within 5 feet of them (minimum of three attacks). Each enemy within range must be attacked at least once. On a hit, the target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the decanus for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kobold Decanus (PB 5)","description":"Honestly, it is a lot of work. Their hide is tough, they have so little marbling, and there’s not a lot of meat at all once you get all those scales off. But if you prepare enough of them then make a stew and let it simmer for hours, you’ll kick yourself for having not tried kobold sooner, my loves. Shtriga Nonna Traits Signature Attack (Gladius). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the decanus can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Reinforce ( 3 /Day). When the decanus sees an ally within 30 feet of them being targeted by an attack, the decanus can use a reaction to move up to their speed toward the target. If the decanus ends their movement within 5 feet of the target, the target gains a +PB bonus to their AC until the beginning of the decanus’s next turn, including against the triggering attack. 5 th Level: Shield Bash ( 3 /Day). The decanus attempts to topple a Medium or smaller creature within 5 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. Succeed or fail, the decanus then makes two signature attacks against any creature within reach. 7 th Level: One-Kobold Army ( 1 /Day). The decanus moves up to their speed, then makes a number of signature attacks equal to the number of enemies within 5 feet of them (minimum of three attacks). Each enemy within range must be attacked at least once. On a hit, the target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the decanus for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Kobold Decanus (PB 6)","description":"Kobold communities, called legions, are found in every biome and across the timescape. Gravitating toward powerful allies and defensible locations, kobolds are equally common in walled cities, secluded temples, subterranean tunnel-mazes, and dragon lairs. Most legions strive to be good neighbors or to go entirely unnoticed, but when a community falls under the sway of a malevolent wyrm or power-hungry centurion, they pose a significant threat. Defensive Masters. In a world filled with bigger, hungrier creatures, kobolds survived by becoming experts in collective defense. Kobold shield tactics are legendary; every warrior carries a shield into battle, and soldiers defend each other in tightly choreographed formations. More than a tool, a kobold’s shield is a symbol of their commitment to defending their legion, and they decorate these treasured possessions with battle trophies and illustrations of great deeds. Kobold legionaries may join worthy adventurers as retainers, lending their defensive prowess to their new allies as they ko-boldly go where no kobold has gone before. Unconventional Tactics. Relentless innovators, kobolds can easily outsmart anyone who doesn’t take them seriously. Their foes haven’t experienced a true kobold battle until they survive exploding javelins or flaming nets. Kobold homes are protected with deadly hazards and ambush points. In open warfare, legions deploy mechanical dragons and flaming spike pit traps. Tiny Dragons. Most kobolds believe their ancestors were created by powerful dragons—and with sharp, angular features and prominent dorsal crests, they certainly look the part! Newborn kobolds have brilliant chromatic, metallic, or crystalline scales; as kobolds age, their scales dim and mottle. Owing to a deep magical connection, a legion that lives under the patronage of a dragon adopts the color of their patron’s scales over several generations. Traits Signature Attack (Gladius). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the decanus can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Reinforce ( 3 /Day). When the decanus sees an ally within 30 feet of them being targeted by an attack, the decanus can use a reaction to move up to their speed toward the target. If the decanus ends their movement within 5 feet of the target, the target gains a +PB bonus to their AC until the beginning of the decanus’s next turn, including against the triggering attack. 5 th Level: Shield Bash ( 3 /Day). The decanus attempts to topple a Medium or smaller creature within 5 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. Succeed or fail, the decanus then makes two signature attacks against any creature within reach. 7 th Level: One-Kobold Army ( 1 /Day). The decanus moves up to their speed, then makes a number of signature attacks equal to the number of enemies within 5 feet of them (minimum of three attacks). Each enemy within range must be attacked at least once. On a hit, the target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the decanus for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kobold Decanus (PB 6)","description":"Honestly, it is a lot of work. Their hide is tough, they have so little marbling, and there’s not a lot of meat at all once you get all those scales off. But if you prepare enough of them then make a stew and let it simmer for hours, you’ll kick yourself for having not tried kobold sooner, my loves. Shtriga Nonna Traits Signature Attack (Gladius). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage. Beginning at 7th level, the decanus can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Reinforce ( 3 /Day). When the decanus sees an ally within 30 feet of them being targeted by an attack, the decanus can use a reaction to move up to their speed toward the target. If the decanus ends their movement within 5 feet of the target, the target gains a +PB bonus to their AC until the beginning of the decanus’s next turn, including against the triggering attack. 5 th Level: Shield Bash ( 3 /Day). The decanus attempts to topple a Medium or smaller creature within 5 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. Succeed or fail, the decanus then makes two signature attacks against any creature within reach. 7 th Level: One-Kobold Army ( 1 /Day). The decanus moves up to their speed, then makes a number of signature attacks equal to the number of enemies within 5 feet of them (minimum of three attacks). Each enemy within range must be attacked at least once. On a hit, the target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the decanus for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Kobold Dragonshield","description":"Never make the mistake of thinking kobolds are stupid or backward just because they’re small. Size has nothing to do with it. —Volo Some kobolds have gifts bequeathed to them by dragons or gods, enabling them to rise above their peers. Others are born with a cruel inventiveness that few can match. A kobold dragonshield is a champion of its race. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with great powers for the purpose of protecting the dragon’s eggs, but once every few years a kobold hatches with an innate version of the dragonshield’s abilities. Accomplished at hand-to-hand combat, it bears many scars from desperate fights and carries a shield made out of cast-off dragon scales. Uncommon Courage. A dragonshield knows that it has a place of honor in the tribe, but—being kobolds at heart—most of them feel unworthy of their status and thus desperate to prove themselves deserving of it. A dragonshield’s natural kobold cowardice is still present in its makeup, and thus it might still run away from a threat. But it also has the ability to rally in the face of certain death, inspiring other kobolds to follow it in a charge against the invaders of their warren. Traits Dragon’s Resistance : The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green). Heart of the Dragon : If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll. Pack Tactics : The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity : While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The kobold makes two melee attacks. Spear (Melee; One-Handed) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Spear (Melee; Two-Handed) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Spear (Ranged) : Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Kobold Dragonshield","description":"Kobold dragonshields are champions of their people. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with power for the purpose of protecting the dragon’s eggs, but once every few years a kobold hatches with an innate version of the dragonshield’s abilities. In either case, a dragonshield is skilled at hand-to-hand combat and bears a shield made of dragon scales, as well as scars from desperate fights. Dragonshields know they have a place of honor among those who venerate dragons, but—being kobolds at heart—most of them feel unworthy of their status and are desperate to prove themselves deserving of it. But they also have the ability to rally in the face of certain death, inspiring others to follow them into battle. Believe it or not, I like kobolds. I find their oscillation between bravery and cowardice endlessly entertaining. In fact, I’d say kobolds are proof of the universe’s most fundamental lesson: there is always something bigger than you. —Mordenkainen Traits Dragon’s Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black or copper); 3–4, cold (silver or white); 5–6, fire (brass, gold, or red); 7–8, lightning (blue or bronze); 9–10, poison (green). Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kobold makes two Spear attacks. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Small","Type":"Dragon","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Kobold Dragonsinger","description":"The dragonsinger is a rare kobold trained in bardic magic and is skilled in the performing arts. It has a knack for befriending and conversing with dragons without getting eaten. It can also play music that inspires its allies or frighten its foes. The dragonsinger often serves as the kobold king's court jester and minstrel. Traits Dragon's Friend. The kobold has advantage on Charisma (Persuasion) checks made to interact with dragons. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Spellcasting. The kobold casts one of the following spells using Charisma as the spellcasting ability (spell save DC 12): At will: minor illusion, thunderclap, vicious mockery (2d4) 1/day each: dissonant whispers, earth tremor, major image, stinking cloud, thunderwave Bonus Actions Dragonsong. As a bonus action, the kobold can perform a song that lasts until the start of the kobold's next turn. The kobold can select from one of three effects: 1. Song of Dragon's Might. Provided the kobold isn't incapacitated, any ally that starts its turn within 30 feet of the kobold and can hear the kobold gains advantage on melee attack rolls and Strength ability checks until the start of its next turn. 2. Song of Dragon's Fortitude. Provided the kobold isn't incapacitated, any ally that starts its turn within 30 feet of the kobold and can hear the kobold gains advantage on saving throws until the start of its next turn. 3. Song of Dragon's Presence. Provided the kobold isn't incapacitated, an enemy that starts its turn within 30 feet of the kobold and can hear the kobold must succeed on a DC 12 Wisdom saving throw or become frightened until the end the start of its next turn. If a creature's saving throw is successful, the creature is immune to the kobold's Song of Dragon's Presence for the next 24 hours.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Kobold Inventor","description":"Some kobolds have gifts bequeathed to them by dragons or gods, enabling them to rise above their peers. Others are born with a cruel inventiveness that few can match. Inventors. A kobold inventor captures bugs, scoops up exotic dungeon slimes, and uses the best stolen ingredients to make unlikely weapons that it can use in combat. Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. Weapon Invention. The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day: Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, reach 5/20 ft., one target. Hit: 7 (2d6) acid damage. Alchemist's Fire. The kobold throws a flask of alchemist's fire. Ranged Weapon Attack: +4 to hit, reach 5/20 ft., one target. Hit: 2 (1d4) fire damage. On a hit, the target takes 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Basket of Centipedes. The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects (centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, reach 5/20 ft., one target. Hit: the target is covered in a patch of green slime (see chapter 5 of the Dungeon Master’s Guide ). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target. Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs emerges from the shattered pot and remains a hazard in that square. Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can’t take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest. Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful evil","Expansion":7389,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Kobold Inventor","description":"Never make the mistake of thinking kobolds are stupid or backward just because they’re small. Size has nothing to do with it. —Volo Some kobolds have gifts bequeathed to them by dragons or gods, enabling them to rise above their peers. Others are born with a cruel inventiveness that few can match. A kobold inventor, crafty and with quick hands, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its experiments. Its creations are sometimes comical in appearance, but—like kobolds’ traps—they work a lot better than their materials would suggest. Good While They Last. An inventor’s new weapons last for only one or two attacks before they break, but might be surprisingly effective in the meantime. Most inventors are skilled enough that their improvised weapons don’t backfire on them, but other users might not be so lucky. The weapons don’t have to be lethal—in many cases one serves its purpose if it distracts, scares, or confuses a creature long enough for other kobolds to kill the enemy. In any particular encounter, an inventor usually has one or two improvised weapons at its disposal. Traits Pack Tactics : The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity : While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger (Melee) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged) : Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sling : Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Weapon Invention : The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day: 1. Acid : Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage. The kobold hurls a flask of acid. 2. Alchemist’s Fire : Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage. The kobold throws a flask of alchemist’s fire. If it hits, the damage repeats at the start of each of the target’s turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. 3. Basket of Centipedes : The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects Swarm of Insects (Centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses. 4. Green Slime Pot : Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master’s Guide ). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target. 5. Rot Grub Pot : The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A Swarm of Rot Grubs emerges from the shattered pot and remains a hazard in that square. 6. Scorpion on a Stick : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. On hit the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. 7. Skunk in a Cage : The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can’t take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest. 8. Wasp Nest in a Bag : The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects ( Swarm of Wasps ) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Expansion":1,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Kobold Inventor","description":"A kobold inventor builds improvised weapons to gain an advantage in combat. These weapons last for only one or two attacks before they break and typically work only for the inventor, but they might be surprisingly effective in the meantime. The weapons don’t have to be lethal—often one serves its purpose if it distracts, scares, or confuses a creature long enough for the inventor to kill that foe. Believe it or not, I like kobolds. I find their oscillation between bravery and cowardice endlessly entertaining. In fact, I’d say kobolds are proof of the universe’s most fundamental lesson: there is always something bigger than you. —Mordenkainen Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Weapon Invention. The kobold uses one of the following options (choose one or roll a d8); the kobold can use each one no more than once per day: 1: Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage. 2: Alchemist’s Fire. The kobold throws a flask of alchemist’s fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target’s turns. The target can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. 3: Basket of Centipedes. The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects (centipedes; see the Monster Manual ) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses. 4: Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 5 (1d10) acid damage, and the target is covered in slime until a creature uses its action to scrape or wash the slime off. A target covered in the slime takes 5 (1d10) acid damage at the start of each of its turns. 5: Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs (in this book) emerges from the shattered pot and remains a hazard in that square. 6: Scorpion on a Stick. The kobold makes a melee attack with a scorpion (see the Monster Manual ) tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. 7: Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must succeed on a DC 9 Constitution saving throw, or it retches and is incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest. 8: Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps; see the Monster Manual ) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Kobold Inventor","description":"A kobold inventor captures bugs, scoops up exotic dungeon slimes, and uses the best stolen ingredients to make unlikely weapons that it can use in combat. Kobolds Some kobolds have gifts bequeathed to them by dragons or gods, enabling them to rise above their peers. Others are born with a cruel inventiveness that few can match. Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Weapon Invention. The kobold uses one of the following options (choose one or roll a d8); the kobold can use each one no more than once per day: 1: Acid. The kobold hurls a flask of acid. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage. 2: Alchemist’s Fire. The kobold throws a flask of alchemist’s fire. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target’s turns. The target can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. 3: Basket of Centipedes. The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects (centipedes; see the Monster Manual ) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses. 4: Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. Hit: 5 (1d10) acid damage, and the target is covered in slime until a creature uses its action to scrape or wash the slime off. A target covered in the slime takes 5 (1d10) acid damage at the start of each of its turns. 5: Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A swarm of rot grubs emerges from the shattered pot and remains a hazard in that square. 6: Scorpion on a Stick. The kobold makes a melee attack with a scorpion (see the Monster Manual ) tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. 7: Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must succeed on a DC 9 Constitution saving throw, or it retches and is incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest. 8: Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (wasps; see the Monster Manual ) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid","Alignment":"Any Alignment","Expansion":31454,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Kobold Legionary","description":"Kobold communities, called legions, are found in every biome and across the timescape. Gravitating toward powerful allies and defensible locations, kobolds are equally common in walled cities, secluded temples, subterranean tunnel-mazes, and dragon lairs. Most legions strive to be good neighbors or to go entirely unnoticed, but when a community falls under the sway of a malevolent wyrm or power-hungry centurion, they pose a significant threat. Defensive Masters. In a world filled with bigger, hungrier creatures, kobolds survived by becoming experts in collective defense. Kobold shield tactics are legendary; every warrior carries a shield into battle, and soldiers defend each other in tightly choreographed formations. More than a tool, a kobold’s shield is a symbol of their commitment to defending their legion, and they decorate these treasured possessions with battle trophies and illustrations of great deeds. Kobold legionaries may join worthy adventurers as retainers, lending their defensive prowess to their new allies as they ko-boldly go where no kobold has gone before. Unconventional Tactics. Relentless innovators, kobolds can easily outsmart anyone who doesn’t take them seriously. Their foes haven’t experienced a true kobold battle until they survive exploding javelins or flaming nets. Kobold homes are protected with deadly hazards and ambush points. In open warfare, legions deploy mechanical dragons and flaming spike pit traps. Tiny Dragons. Most kobolds believe their ancestors were created by powerful dragons—and with sharp, angular features and prominent dorsal crests, they certainly look the part! Newborn kobolds have brilliant chromatic, metallic, or crystalline scales; as kobolds age, their scales dim and mottle. Owing to a deep magical connection, a legion that lives under the patronage of a dragon adopts the color of their patron’s scales over several generations. Traits Shield? Shield! The legionary gains a +1 bonus to AC while within 5 feet of at least one ally who also has this trait, is wielding a shield, and isn’t incapacitated or prone. To benefit from this trait, the legionary must be wielding a shield. Actions Multiattack. The legionary makes two Gladius attacks. They can replace one attack with a Shield Bash attack. Gladius. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, they must succeed on a DC 12 Strength saving throw or be knocked prone. Reactions Reinforce. When an ally within 10 feet of the legionary is targeted by an attack, the legionary can move to the nearest unoccupied space within 5 feet of that creature. If that creature also has the Shield? Shield! trait, they gain the benefit of that trait against the triggering attack. To use this reaction, the legionary must be able to see the ally and the attacker.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kobold Mech","description":"Barrels, pots, pans, a temperamental arcanomechanical core, and your grandma’s retainer are all key ingredients of a kobold mech. Some say they’ve even seen one that used a kitchen sink. With legs capable of burrowing, javelin-dynamite-missiles for, presumably, mining, and fiery boosters, few things can escape this hunk of lubricated junk.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kobold)","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":5},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Kobold Monarch","description":"The kobold monarch leads all the kobold tribes within its territory and is both feared and revered by its subjects. A kobold monarch is a formidable warrior, but what makes it dangerous is its ability to rally its allies during combat. It is never without its elite bodyguards and spellcaster advisers. It is not even surprising if it has a young dragon within its lair that serves as its companion. Traits Aura of Fervor. The kobold's allies have advantage on attack rolls and saving throws against being charmed and frightened while within 20 feet of the kobold, provided it isn’t incapacitated. Legendary Resistance (1/Day). If the kobold fails a saving throw, it can choose to succeed instead. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kobold that isn't incapacitated and the kobold doesn't have disadvantage on the attack roll. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kobold makes two Spear attacks. It can use Maneuver Allies in place of one of these attacks, if available. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) poison damage. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of this kobold that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Bonus Actions Cunning Action. The kobold takes the Dash, Disengage, or Hide action. War Yip (1/Day). Until the end of the kobold's next turn, each creature of the kobold's choice that is within 30 feet of it, can hear it, and not already affected by War Yip deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll. Legendary Actions The kobold can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kobold regains spent legendary actions at the start of its turn. Move. The kobold moves up to half its speed without provoking opportunity attacks. Spear (Costs 2 Actions). The kobold makes a Spear attack. Command Allies (Costs 3 Actions). The kobold chooses up to three allies it can see within 30 feet of it. If the target can see and hear the kobold, the target can use its reaction to make one weapon attack.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Kobold Pickpocket","description":"Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests. While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes. Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of. Kobolds are the bane of our lives, but sometimes you can’t help but admire their tenacity and dedication to catching us out. I just wish they’d work with us rather than against us, because it’s a shame we have to eradicate such skilled trap makers when we could do with their help against the drow. But that’s creatures of the dark realms for you. —Quorron, dweorg blacksmith","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Kobold Scale Sorcerer","description":"Some kobolds have gifts bequeathed to them by dragons or gods, enabling them to rise above their peers. Others are born with a cruel inventiveness that few can match. Scale Sorcerers. A kobold scale sorcerer has an innate talent for arcane magic. When its tribe is threatened, the kobold lashes out with fire and poison against enemies, saving a bit of magic for itself in case it needs to flee or take advantage of a captor. Traits Spellcasting. The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): fire bolt , mage hand , mending , poison spray 1st level (4 slots): charm person , chromatic orb , expeditious retreat 2nd level (2 slots): scorching ray Sorcery Points. The kobold has 3 sorcery points. It regains all its spent points when it finishes a long rest. It can spend its sorcery points on the following options: Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful evil","Expansion":7389,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Kobold Scale Sorcerer","description":"Never make the mistake of thinking kobolds are stupid or backward just because they’re small. Size has nothing to do with it. —Volo Some kobolds have gifts bequeathed to them by dragons or gods, enabling them to rise above their peers. Others are born with a cruel inventiveness that few can match. A kobold scale sorcerer has an innate talent for arcane magic, making it a highly valuable member of the tribe for several reasons. Because the kobolds’ deity remains imprisoned, most tribes lack individuals that can use divine magic, and so the scale sorcerers fill the roles of advisor and historian. In times of peace, they use their spells to fortify and enhance the warren and aid the rest of the tribe. When the tribe is threatened, a scale sorcerer lashes out with fire and poison against enemies, saving a bit of magic for itself in case it needs to flee or take advantage of a captor. Duty-Bound to a Dragon. In a kobold tribe associated with a dragon, typically one that resides in or near the dragon’s lair, the scale sorcerer also serves as diplomat and mouthpiece—anticipating the dragon’s needs, issuing commands to other kobolds on the dragon’s behalf, and reporting information back to the dragon. The sorcerer is just as awed by and respectful of dragons as common kobolds are, but it knows that its duty requires it not to fawn over its master at all times. It also understands that its frequent proximity to the dragon means it would probably be the first to die if its master became angry or displeased, and so it frantically maintains a balance between adoration and terror in its behavior toward the dragon. Traits Spellcasting : The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: • Cantrips (at will): fire bolt, mage hand, mending, poison spray • 1st level (4 slots): charm person, chromatic orb, expeditious retreat • 2nd level (2 slots): scorching ray Sorcery Points : The kobold has 3 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options: Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell’s effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components. Pack Tactics : The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity : While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger (Melee) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged) : Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Fire Bolt : Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn. Scorching Ray : Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. The kobold creates three rays when it casts this spell and it can hurl them at one or several targets in range.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Expansion":1,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Kobold Scale Sorcerer","description":"Kobold scale sorcerers have an innate talent for arcane magic, making them highly valuable members of their communities. These sorcerers typically fill the role of advisor, and when threatened, a scale sorcerer lashes out with coloful magic. A scale sorcerer who resides in or near a dragon’s lair may serve as that dragon’s diplomat and mouthpiece—anticipating the dragon’s needs, issuing commands to others on the dragon’s behalf, and reporting information back to the dragon. Such scale sorcerers often wear artificial wings, which are a sign of their draconic office. Scale sorcerers are just as awed by and respectful of dragons as others who venerate these mighty creatures, but they know that duty requires them not to fawn over their master at all times. They also understand that their frequent proximity to their dragon master means they would probably be the first to die if their master became angry or displeased, so they frantically maintain a balance between adoration and terror in their behavior toward their master. Believe it or not, I like kobolds. I find their oscillation between bravery and cowardice endlessly entertaining. In fact, I’d say kobolds are proof of the universe’s most fundamental lesson: there is always something bigger than you. —Mordenkainen Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kobold makes two Dagger or Chromatic Bolt attacks. It can replace one attack with a use of Spellcasting. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Chromatic Bolt. Ranged Spell Attack: +4 to hit, range 60 feet, one target. Hit: 9 (2d6 + 2) of a type of the kobold’s choice: acid, cold, fire, lightning, poison, or thunder. Spellcasting. The kobold casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: mage hand , prestidigitation 2/day each: charm person , fog cloud , levitate","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Kobold Scale Sorcerer","description":"A kobold scale sorcerer has an innate talent for arcane magic. When its tribe is threatened, the kobold lashes out with fire and poison against enemies, saving a bit of magic for itself in case it needs to flee or take advantage of a captor. Kobolds Some kobolds have gifts bequeathed to them by dragons or gods, enabling them to rise above their peers. Others are born with a cruel inventiveness that few can match. Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kobold makes two Dagger or Chromatic Bolt attacks. It can replace one attack with a use of Spellcasting. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Chromatic Bolt. Ranged Spell Attack: +4 to hit, range 60 feet, one target. Hit: 9 (2d6 + 2) of a type of the kobold’s choice: acid, cold, fire, lightning, poison, or thunder. Spellcasting. The kobold casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: mage hand , prestidigitation 2/day each: charm person , fog cloud , levitate","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid","Alignment":"Any Alignment","Expansion":31454,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Kobold Scout","description":"Kobold Kobolds are small, reptilian humanoids who carry physical resemblances to dragons. They have blunt snouts and horns, and their scale coloration varies through all the colors associated with the various types of true dragon. Kobold Scout Kobold scouts serve as trapsetters, explorers, and guardians for their warrens. Quick and agile, they tend to avoid combat if possible. When presented with no other choice, a kobold scout fights dirty, ducking in and out of combat to catch a foe unaware rather than preferring to stand and fight. Traits Hurried Retreat. The kobold scout can Disengage as a bonus action. Sneak Attack. The kobold deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kobold that isn’t incapacitated and the kobold doesn’t have disadvantage on the attack roll. Actions Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 8 (1d8+2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Kobold Shaman","description":"Veering from the traditional sorcerous path of kobold spellcasters, shamans have made a connection with a powerful nature spirit and can draw power from it. Shamans provide healing and rituals to the tribe, and artillery support during combat. They often take the form of a giant lizard if forced into melee, or a weasel, if it needs to be more mobile. Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Poison Lash. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d10 + 2) poison damage. If the target is a creature, it is also poisoned until the end of the kobold’s next turn. A poisoned creature has disadvantage on saving throws made against the kobold's spells. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Spellcasting. The kobold casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12): At will: druidcraft, guidance, mold earth 1/day each: barkskin, earth tremor, erupting earth, feign death, spike growth, thunderwave Bonus Actions Change Shape (Recharges after a Short or Long Rest). The kobold magically polymorphs into a giant lizard or weasel, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Kobold Signifier","description":"Kobold communities, called legions, are found in every biome and across the timescape. Gravitating toward powerful allies and defensible locations, kobolds are equally common in walled cities, secluded temples, subterranean tunnel-mazes, and dragon lairs. Most legions strive to be good neighbors or to go entirely unnoticed, but when a community falls under the sway of a malevolent wyrm or power-hungry centurion, they pose a significant threat. Defensive Masters. In a world filled with bigger, hungrier creatures, kobolds survived by becoming experts in collective defense. Kobold shield tactics are legendary; every warrior carries a shield into battle, and soldiers defend each other in tightly choreographed formations. More than a tool, a kobold’s shield is a symbol of their commitment to defending their legion, and they decorate these treasured possessions with battle trophies and illustrations of great deeds. Kobold legionaries may join worthy adventurers as retainers, lending their defensive prowess to their new allies as they ko-boldly go where no kobold has gone before. Unconventional Tactics. Relentless innovators, kobolds can easily outsmart anyone who doesn’t take them seriously. Their foes haven’t experienced a true kobold battle until they survive exploding javelins or flaming nets. Kobold homes are protected with deadly hazards and ambush points. In open warfare, legions deploy mechanical dragons and flaming spike pit traps. Tiny Dragons. Most kobolds believe their ancestors were created by powerful dragons—and with sharp, angular features and prominent dorsal crests, they certainly look the part! Newborn kobolds have brilliant chromatic, metallic, or crystalline scales; as kobolds age, their scales dim and mottle. Owing to a deep magical connection, a legion that lives under the patronage of a dragon adopts the color of their patron’s scales over several generations. Traits Shield? Shield! The signifer gains a +1 bonus to AC while within 5 feet of at least one ally who also has this trait, is wielding a shield, and isn’t incapacitated or prone. To benefit from this trait, the signifer must be wielding a shield. Standard Bearer. Each kobold unit can have one or more signifers, whose weapon is their unit’s battle standard. If a signifer drops their signum, they use the kobold tiro stat block instead. If an allied kobold tiro uses an action to pick up a signum not carried by another creature, that tiro uses the kobold signifer stat block instead. When a signifer or tiro’s stat block changes in this way, any conditions or effects currently affecting them remain active, and their hit points and hit point maximum remain the same. A signum that isn’t being held by a creature can be damaged; it has AC 15, 5 hit points, and immunity to poison and psychic damage. Actions Multiattack. The signifer makes two Signum attacks. Signum. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Shield Wall Formation. The signifer chooses up to four kobolds within 60 feet of them who can hear them. Each kobold can use their reaction to move up to their speed, and each kobold who does so must end this movement within 5 feet of an ally. Bonus Actions Glory to the Legion ( 1 /Day). The signifer and each ally within 30 feet of them who can hear them regains 5 (2d4) hit points. Upholding High Standards No legion would let their glorious standard lie trampled beneath the boots of their enemies. When a signifer dies, the nearest tiro races to the body to pick up the signum. If an enemy picks up the signum or harms it, the kobolds focus their attacks on that creature.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kobold Skirmisher","description":"Traits Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Skirmish Advantage. Once per turn, the kobold gains advantage on its attack roll when it makes a weapon attack while occupying a space at least 15 feet away from where it started its turn. Actions Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Bonus Actions Lightfooted. The kobold takes the Dash or Disengage action. Reactions Skirmisher. When an enemy the kobold can see ends its turn within 5 feet of it, the kobold can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Kobold Sneak","description":"Traits Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The kobold deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kobold that isn't incapacitated and the kobold doesn't have disadvantage on the attack roll. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Cunning Action. The kobold performs the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Kobold Spellclerk","description":"The reptilian snout peeking out from a deep hood is the only hint that this cloaked figure is a kobold. A fang charm dangling from its neck, the kobold goes about its business of secrets and whispers. Agents of the Empire. Kobold spellclerks work primarily as messengers and agents of the Dragon Empire’s spy network. They are skilled in code writing and breaking, overseeing the operations of other field agents, and providing their overlords a valued glimpse into the internal affairs of their enemies. Trusted Messengers. Kobold spellclerks are often granted the use of magic items that aid in encryption and message-sending to supplement their natural skills and magical studies. The messages they carry or compose are often of great import to clandestine activities. Kobold Spellclerks in Midgard The spellclerks operate as the lowest rank of spy in the Mharoti Empire’s spy network, which is jointly administered by Parsis the Hidden and Kah Vizier Zeki Hasan Al Eski. In spite of their lower status, they are no less important to the spy network and make up the majority of Mharoti’s spies abroad. At home, spellclerks are treated with a mixture of respect and wariness, as the spies are used just as often within the empire to root out those who chafe under dragon rule. Kobold spellclerks in Midgard typically prepare dragon roar in place of fire bolt and b in place of feather fall . Both spells can be found in Deep Magic for 5th Edition.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"lawful neutral","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Kobold Sting of Kurtulmak","description":"When a kobold demonstrates unmatched cunning, rogue craft, and arcane skills, it may get the attention of Kurtulmak. Once it becomes favored by the deity, the kobold's tail end transforms into a venomous stinger. Mage Assassin. The Sting of Kurtulmak serves as the tribe's war leader and chief assassin, second only to the chieftain or king. During combat, it mixes its arcane and martial skills with deadly efficiency, sneaking behind enemy lines and neutralizing key targets first. Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Legendary Resistance (1/Day). If the kobold fails a saving throw, it can choose to succeed instead. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kobold makes one Spear attack and one Tail Stinger attack. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) necrotic damage. The attack deals an extra 10 (3d6) damage if the kobold has advantage on the attack roll. The kobold treats the spear as a finesse weapon. Tail Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 5 (1d4 + 3) piercing damage. The target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. A poisoned creature is paralyzed. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Savage Stab (Recharge 5–6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls and ability checks, can’t take reactions, and its speed is halved for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effects on itself on a success. Spellcasting. The kobold casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14): At will: mage hand, minor illusion, true strike 2/day each: invisibility, passwall, stinking cloud 1/day each: confusion, mislead Bonus Actions Cunning Action. The kobold takes the Dash, Disengage, or Hide action. Legendary Actions The kobold can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kobold regains spent legendary actions at the start of its turn. Move. The kobold moves up to half its speed. Sting. The kobold makes a Tail Stinger attack. Spear (Costs 2 Actions). The kobold makes a Spear attack. Cast a Spell (Costs 2 Actions). The kobold uses Spellcasting.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Kobold Tinkerer","description":"Kobolds are reptilian Humanoids that often revere dragons. Physically weak, they find strength in numbers. A few kobolds are born with leathery wings and can fly, which is often seen as a gift from dragon gods. Traits Inquiring Mind (1/Day). The kobold can cast detect magic, requiring no spell components and using Intelligence as the spellcasting ability. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Alchemical Flame (Recharge 6). The kobold unleashes fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed saving throw, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid","Alignment":"any alignment","Expansion":17254,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Kobold Tiro","description":"Kobold communities, called legions, are found in every biome and across the timescape. Gravitating toward powerful allies and defensible locations, kobolds are equally common in walled cities, secluded temples, subterranean tunnel-mazes, and dragon lairs. Most legions strive to be good neighbors or to go entirely unnoticed, but when a community falls under the sway of a malevolent wyrm or power-hungry centurion, they pose a significant threat. Defensive Masters. In a world filled with bigger, hungrier creatures, kobolds survived by becoming experts in collective defense. Kobold shield tactics are legendary; every warrior carries a shield into battle, and soldiers defend each other in tightly choreographed formations. More than a tool, a kobold’s shield is a symbol of their commitment to defending their legion, and they decorate these treasured possessions with battle trophies and illustrations of great deeds. Kobold legionaries may join worthy adventurers as retainers, lending their defensive prowess to their new allies as they ko-boldly go where no kobold has gone before. Unconventional Tactics. Relentless innovators, kobolds can easily outsmart anyone who doesn’t take them seriously. Their foes haven’t experienced a true kobold battle until they survive exploding javelins or flaming nets. Kobold homes are protected with deadly hazards and ambush points. In open warfare, legions deploy mechanical dragons and flaming spike pit traps. Tiny Dragons. Most kobolds believe their ancestors were created by powerful dragons—and with sharp, angular features and prominent dorsal crests, they certainly look the part! Newborn kobolds have brilliant chromatic, metallic, or crystalline scales; as kobolds age, their scales dim and mottle. Owing to a deep magical connection, a legion that lives under the patronage of a dragon adopts the color of their patron’s scales over several generations. Traits Minion. If the tiro takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the tiro takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Shield? Shield! The tiro gains a +1 bonus to AC while within 5 feet of at least one ally who also has this trait, is wielding a shield, and isn’t incapacitated or prone. To benefit from this trait, the tiro must be wielding a shield. Testudo. When the tiro finishes a long rest, they choose a non-minion creature to be their commander. While a tiro who isn’t incapacitated or prone is within 5 feet of their commander, the commander gains a cumulative +1 bonus to AC (maximum bonus of +5). Actions Pugio (Group Attack). Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/8"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kobold Trapmaker","description":"These wily kobolds are experts at crafting and setting traps and are responsible for their tribe’s perimeter defense. Trapmakers spend their lifetime mastering and perfecting their craft, and those that do not blow themselves up or accidentally kill or maim themselves eventually become highly prized tribe members. Cunning Lurer. In combat, trapmakers are normally armed with both a dagger and a shortbow, with their blades and arrow points tipped with venom. But they rarely use them except to draw enemies' attention to lead them to their traps. They will never engage in melee unless they have to, always preferring to deploy booby traps before making a hasty retreat. Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kobold that isn't incapacitated and the kobold doesn't have disadvantage on the attack roll. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. Set Trap (5/Day). The kobold can discretely place a mechanical trap of its choice (see below) on a surface (such as a section of floor, a wall, a staircase, or a table) or within an object that can be closed to conceal the trap (such as a chest, door, or window) within 5 feet of it. If it is a surface, the trap can cover an area of the surface no larger than 10 feet in diameter. The trap is hidden, requiring a DC 15 Intelligence (Investigation) to find it or a DC 15 Wisdom (Perception) check to spot it. For traps placed on a surface, the trap is triggered when a surface within the area is touched or stepped on, removing another object covering it, or manipulating an object that holds it. For traps within an object, the trap is triggered when the object is opened or manipulated. When the kobold lays a trap, it chooses from one of the following options below for its effect. Once triggered, each creature within 5 feet of the trap is targeted by its effect, unless specified otherwise. 1. Bear Trap. This trap can only be placed on a ground surface and only the creature that triggered it as affected. The target must make a DC 15 Strength saving throw. On a failed save, a creature takes 10 (4d4) piercing damage and is restrained. The creature can make a DC 15 Strength (Athletics) check to escape the trap. If the check fails, the target takes 2 (1d4) piercing damage. Until the creature regains all of its hit points, its walking speed is reduced by half. 2. Flare Blast. Each target must make a DC 15 Wisdom saving throw or be blinded for 1 minute. 3. Explosive Blast. Each target must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage and 7 (2d6) piercing damage on a failed save, or half as much damage on a successful save. 4. Poison Gas. Each target must make a DC 15 Constitution saving throw or become poisoned for 1 minute. 5. Stink Cloud. The trap creates a 10-foot radius sphere of green, nauseating gas centered on the trap which lasts for 1 minute. The sphere spreads around corners, and its area is heavily obscured. Each target within the cloud must make a DC 15 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after I round. Bonus Actions Cunning Action. The kobold takes the Dash, Disengage, or Hide action. Drop Caltrops (3/Day). The kobold can spread caltrops to cover a 5-foot-square area. Any creature that isn't flying and enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Kobold Trapmaster of Gaknulak","description":"The devious trapmaster is a kobold specialist favored by Gaknulak, the kobold deity of traps, trickery, and protection. The trapmaster is a master thief that specializes in crafting booby traps. It is so skilled in setting traps that it can do so effortlessly, even during combat. It always carries grenades that it only uses if it can hit at least two targets with it. Traits Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kobold that isn't incapacitated and the kobold doesn't have disadvantage on the attack roll. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. Hurl Grenade (3/Day). The kobold hurls a grenade at a point within 30 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Spellcasting. The kobold casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: fire bolt (2d10), mending 1/day each: arcane lock, flaming sphere, grease, snare, web Set Trap (5/Day). The kobold can discretely place a mechanical trap of its choice (see below) on a surface (such as a section of floor, a wall, a staircase, or a table) or within an object that can be closed to conceal the trap (such as a chest, door, or window) within 5 feet of it. If it is a surface, the trap can cover an area of the surface no larger than 10 feet in diameter. The trap is hidden, requiring a DC 13 Intelligence (Investigation) to find it or a DC 13 Wisdom (Perception) check to spot it. For traps placed on a surface, the trap is triggered when a surface within the area is touched or stepped on, removing another object covering it, or manipulating an object that holds it. For traps within an object, the trap is triggered when the object is opened or manipulated. When the kobold lays a trap, it chooses from one of the following options below for its effect. Once triggered, each creature within 10 feet of the trap is targeted by its effect, unless specified otherwise. 1. Bear Trap. This trap can only be placed on a ground surface and only the creature that triggered it as affected. The target must make a DC 13 Strength saving throw. On a failed save, a creature takes 10 (4d4) piercing damage and is restrained. The creature can make a DC 13 Strength (Athletics) check to escape the trap. If the check fails, the target takes 2 (1d4) piercing damage. Until the creature regains all of its hit points, its walking speed is reduced by half. 2. Flare Blast. Each target must make a DC 13 Wisdom saving throw or be blinded for 1 minute. 3. Explosive Blast. Each target must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 7 (2d6) piercing damage on a failed save, or half as much damage on a successful save. 4. Poison Gas. Each target must make a DC 13 Constitution saving throw or become poisoned for 1 minute. 5. Stink Cloud. The trap creates a 15-foot radius sphere of green, nauseating gas centered on the trap which lasts for 1 minute. The sphere spreads around corners, and its area is heavily obscured. Each target within the cloud must make a DC 13 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after I round. Bonus Actions Cunning Action . The kobold can takes the Dash, Disengage, or Hide action. Legendary Actions The kobold can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kobold regains spent legendary actions at the start of its turn. Move. The kobold moves up to half its speed without provoking opportunity attacks. Cast Magical Trap. The kobold casts grease , snare , or web . Attack (Costs 2 Actions). The kobold makes a melee or ranged attack. Set Trap (Costs 2 Actions). The kobold uses Set Trap, if available.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Kobold Trapsmith","description":"Kobolds More than anything, kobolds are survivors. Their scaly skin and keen night vision as well as their dextrous claws and sensitive snouts make them quick to sense danger, and their clawed feet move them out of danger with cowardly speed. They are small but fierce when fighting on their own terms, and their weight of numbers helps them survive in places where larger but less numerous races can’t sustain a settlement. Kobolds are great miners, good gearsmiths, and modest alchemists, and they have a curiosity about the world that frequently gets them into trouble. Underworld Merchants. Kobolds are merchants to both the surface world and the world beneath it, with their greatest cities hidden deep below the earth. Their enemies are the diabolical gnomes, the dwarves, and any other mining races that seek dominance of dark, rich territories. Kobolds are closely allied with and related to dragonborn, drakes, and dragons. The kobold kings (and there are oh‑so‑many kobold kings, since no kobold ruler is satisfied with being merely a chieftain) admire dragons as the greatest sources of wisdom, power, and proper behavior. Kobold Trapsmith This kobold is bedecked in satchels, pouches, sacks, and bandoliers. All of these are bursting with tools, bits of scrap, wire, cogs and twine. Impossibly large eyes blink through the lenses of its goggles. Some kobolds hatch a bit cleverer than their counterparts. These sharp-witted creatures feel driven to fiddle with the world, and those that don’t meet an early demise through accident or violence often take up tinkering. Trapsmiths make a kobold lair into a deadly gauntlet of hidden pain. Shifting Peril. Trapsmiths aren’t warriors; they avoid direct confrontation with enemies that aren’t mired in traps or engaged with other foes. If the trapsmith senses that invaders in its lair are likely to get past its traps, it tries to hide or escape. A trapsmith delights in laying traps and snares behind invaders, along tunnels and paths they’ve already cleared and believe to be safe, then luring them back through its handiwork. Trapsmith Needs Traps The trapsmith falls between CR ½ and 1, depending on how many traps PCs fall into before they corner him. For 1 or 2 traps, assume CR ½. For 4 or more, use CR 1. Make sure to put the trapsmith to work! Traits Sunlight Sensitivity: While in sunlight, the kobold trapsmith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Pack Tactics: The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Thief's Tools: The kobold trapsmith has proficiency with thief’s tools and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes. Traps and Snares: The kobold trapsmith excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With thief’s tools and basic construction materials, a trapsmith can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms. Choke Bomb. This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that’s in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind. Poisoned Sliver. A poisoned sliver or needle can be hidden almost anywhere: inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) piercing damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw. Skullpopper. This trap consists of either a heavy weight, a spike, or a blade, set to fall or swing into a victim. When triggered, a skullpopper makes a melee weapon attack against the first target in its path: +5 to hit, reach 15 ft., one target; Hit: 11 (2d10) damage. The type of damage depends on how the skullpopper is built: a stone or heavy log does bludgeoning damage, a spiked log does piercing damage, a scything blade does slashing damage, etc. Slingsnare. A concealed loop of rope or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points. Actions Dagger: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 5 (1d4 + 3) Piercing damage. Light Crossbow: Ranged Weapon Attack : +5 to hit, range 80/320 ft., One target. Hit : 7 (1d8 + 3) Piercing damage plus 7 (2d6) Poison damage. Poison damaged is halved with a successful DC 13 Constitution saving throw. Shredder (Recharge 6): The kobold trapsmith primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot-radius sphere. Every creature in the area takes 14 (4d6) piercing damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes difficult terrain, and a creature that falls prone in the area takes 7 (2d6) piercing damage. Stunner (1/Day): Ranged Weapon Attack : +5 to hit, range 20/60 ft., One target. Hit : 5 (1d4 + 3) Bludgeoning damage and on hit, the target is restrained (escape DC 13). While restrained, the target takes 7 (2d6) lightning damage at the start of its turn and falls prone. The trapsmith has advantage on the attack roll if the target is wearing metal armor. A stunner is a bola made of metal wire, magnets, and static electricity capacitors. A kobold trapsmith can recharge it during a long rest.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Source":"Tome of Beasts","Alignment":"Lawful neutral","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Kobold Trapsmith","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"lawful neutral","Expansion":14533,"Challenge Rating":1},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Kobold Underling","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful evil","Expansion":5016,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Kobold Underling","description":"Traits Messy End. The kobold explodes 3 rounds after it dies, or immediately if it was killed by a critical hit. The explosion destroys the kobold’s body, leaving its equipment behind. Each creature within 5 feet of the exploding kobold must make a DC 10 Dexterity saving throw, taking 4 (1d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful evil","Expansion":29448,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Kobold Vampire Spawn","description":"The gnoll vampire Tekeli-li has a small number of kobold vampire spawn minions to keep it company in the Caves of Hunger (see chapter 6). The vampiric kobolds are terrified of the gnoll vampire and can’t understand its commands, so they give Tekeli-li a wide berth. These ravenous undead kobolds thirst for blood and tend to swarm one foe at a time. Traits Pack Tactics. The vampire has advantage on an attack roll against a creature if at least one of the vampire’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn. Unusual Nature. The vampire doesn’t require air. Vampire Weaknesses. The vampire has the following flaws: Forbiddance . The vampire can’t enter a residence without an invitation from one of the occupants. Harmed by Running Water . The vampire takes 20 acid damage when it starts its turn in running water. Stake to the Heart . The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity . The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Bite. Melee Weapon Attack : +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4+4) piercing damage plus 5 (2d4)necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"neutral evil","Expansion":6331,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Kobold Vampire Spawn","description":"The gnoll vampire Tekeli-li has a small number of kobold vampire spawn minions to keep it company in the Caves of Hunger (see chapter 6). The vampiric kobolds are terrified of the gnoll vampire and can’t understand its commands, so they give Tekeli-li a wide berth. These ravenous undead kobolds thirst for blood and tend to swarm one foe at a time. Icewind Kobolds Kobolds can be found anywhere dragons are known to dwell, and those that live in the mountains and hills of Icewind Dale are among the hardiest of their kind. Drawn to the north by a desire to find and serve white dragons, these kobolds adapted as best they can to the hostile climate. Their sensitive eyes appreciate sunless days and long, dark nights. They use wooden javelins as tools to test the snow ahead of them. Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The people of Ten-Towns, accustomed to the presence of strange outlanders, allow these kobolds to dwell among them for the most part. When the kobolds don’t feel safe, they acquire heavy winter clothing and disguise themselves as humans by standing on one another’s shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check, the DC of which equals the onlooker’s Wisdom (Insight) check result. Traits Pack Tactics. The vampire has advantage on an attack roll against a creature if at least one of the vampire’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn. Unusual Nature. The vampire doesn’t require air. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it starts its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage plus 5 (2d4) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"neutral evil","Expansion":27909,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Kobold Veles","description":"Kobold communities, called legions, are found in every biome and across the timescape. Gravitating toward powerful allies and defensible locations, kobolds are equally common in walled cities, secluded temples, subterranean tunnel-mazes, and dragon lairs. Most legions strive to be good neighbors or to go entirely unnoticed, but when a community falls under the sway of a malevolent wyrm or power-hungry centurion, they pose a significant threat. Defensive Masters. In a world filled with bigger, hungrier creatures, kobolds survived by becoming experts in collective defense. Kobold shield tactics are legendary; every warrior carries a shield into battle, and soldiers defend each other in tightly choreographed formations. More than a tool, a kobold’s shield is a symbol of their commitment to defending their legion, and they decorate these treasured possessions with battle trophies and illustrations of great deeds. Kobold legionaries may join worthy adventurers as retainers, lending their defensive prowess to their new allies as they ko-boldly go where no kobold has gone before. Unconventional Tactics. Relentless innovators, kobolds can easily outsmart anyone who doesn’t take them seriously. Their foes haven’t experienced a true kobold battle until they survive exploding javelins or flaming nets. Kobold homes are protected with deadly hazards and ambush points. In open warfare, legions deploy mechanical dragons and flaming spike pit traps. Tiny Dragons. Most kobolds believe their ancestors were created by powerful dragons—and with sharp, angular features and prominent dorsal crests, they certainly look the part! Newborn kobolds have brilliant chromatic, metallic, or crystalline scales; as kobolds age, their scales dim and mottle. Owing to a deep magical connection, a legion that lives under the patronage of a dragon adopts the color of their patron’s scales over several generations. Traits Shield? Shield! The veles gains a +1 bonus to AC while within 5 feet of at least one ally who also has this trait, is wielding a shield, and isn’t incapacitated or prone. To benefit from this trait, the veles must be wielding a shield. Actions Pilum. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the attack hits a creature wielding a shield, the veles can embed the pilum in the shield, giving the target disadvantage on attack rolls until the target either stops wielding the shield or uses an action to remove the pilum from it. The veles carries six pila. Bonus Actions Pivot. The veles moves up to half their speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/8"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kobold Venator","description":"Kobold communities, called legions, are found in every biome and across the timescape. Gravitating toward powerful allies and defensible locations, kobolds are equally common in walled cities, secluded temples, subterranean tunnel-mazes, and dragon lairs. Most legions strive to be good neighbors or to go entirely unnoticed, but when a community falls under the sway of a malevolent wyrm or power-hungry centurion, they pose a significant threat. Defensive Masters. In a world filled with bigger, hungrier creatures, kobolds survived by becoming experts in collective defense. Kobold shield tactics are legendary; every warrior carries a shield into battle, and soldiers defend each other in tightly choreographed formations. More than a tool, a kobold’s shield is a symbol of their commitment to defending their legion, and they decorate these treasured possessions with battle trophies and illustrations of great deeds. Kobold legionaries may join worthy adventurers as retainers, lending their defensive prowess to their new allies as they ko-boldly go where no kobold has gone before. Unconventional Tactics. Relentless innovators, kobolds can easily outsmart anyone who doesn’t take them seriously. Their foes haven’t experienced a true kobold battle until they survive exploding javelins or flaming nets. Kobold homes are protected with deadly hazards and ambush points. In open warfare, legions deploy mechanical dragons and flaming spike pit traps. Tiny Dragons. Most kobolds believe their ancestors were created by powerful dragons—and with sharp, angular features and prominent dorsal crests, they certainly look the part! Newborn kobolds have brilliant chromatic, metallic, or crystalline scales; as kobolds age, their scales dim and mottle. Owing to a deep magical connection, a legion that lives under the patronage of a dragon adopts the color of their patron’s scales over several generations. Traits Not What I Seem. The venator begins combat disguised as an inexperienced warrior. They have advantage on their first weapon attack roll against a creature who hasn’t seen them make an attack. Shield? Shield! The venator gains a +1 bonus to AC while within 5 feet of at least one ally who also has this trait, is wielding a shield, and isn’t incapacitated or prone. To benefit from this trait, the venator must be wielding a shield. Actions Dolabra. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Net. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 5/15 ft., one Large or smaller creature. Hit: The target is restrained until they are freed. A creature can use their action to make a DC 10 Strength check, freeing themself or another creature within their reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming them and destroys the net. The venator carries one net. Bonus Actions Lost in the Crowd. The venator takes the Hide action. They have advantage on their Dexterity (Stealth) check if they are within 5 feet of two or more allied kobolds. Then We Light the Net on Fire! The venator chooses a creature within 5 feet of them who is restrained by a net and lights that net on fire. While restrained by the net, the target takes 3 (1d6) fire damage at the start of each of their turns. Each time the net deals damage, roll any die. On an odd result, the net burns away and is destroyed, freeing the restrained creature. A creature who attempts to free the restrained creature from the net (as described in the venator’s Net attack) automatically puts out the fire as part of that action, regardless of whether that check succeeds.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kobold War Leader of Kurtulmak","description":"Kurtulmak is the chief deity of the kobolds and is a god of mining and warfare. His favored champions are called war leaders, known for their charisma, fanaticism, and ingenuity in combat tactics. Their unnatural ferocity, which inspires their allies, makes them and any kobold warband they lead highly dangerous. Traits Lead the Charge. If the kobold moves at least 15 feet straight toward a creature and then hits it with a melee attack on the same turn during the first round of combat, the kobold can target up to four allied kobolds within 60 feet of it that can hear it. Each target can use their reaction to move up to their speed. Legendary Resistance (1/Day). If the kobold fails a saving throw, it can choose to succeed instead. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The kobold makes two Spear attacks. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) poison damage. If the target is a creature, it must also succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. Until this poison ends, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Kurtulmak's Divine Fury (Recharges after a Long Rest). The kobold magically infuses its attacks with divine energy. For 1 minute, the first creature the kobold hits on each of its turns with a weapon attack takes 9 (1d6 + 6) necrotic damage. Zealous Presence (Recharges after a Short or Long Rest). The kobold unleashes a battle cry infused with divine energy. Up to ten other creatures of its choice within 60 feet of it that can hear it gain advantage on attack rolls and saving throws until the start of its next turn. Legendary Actions The kobold can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kobold regains spent legendary actions at the start of its turn. Charge. The kobold moves up to its speed. Command Kobold. The kobold targets one allied kobold it can see within 30 feet of it. If the target can see or hear the kobold, the target can use its reaction to make one melee attack or move up to its speed. Kurtulmak's Glare. The kobold targets a creature it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 11 Wisdom saving throw or be frightened of the kobold until the end of kobold’s next turn. Spear (Costs 2 Actions). The kobold makes a spear attack.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Kobold War Machine","description":"A fire burns in the maw of the massive, draconic machine. The frenetic cackling of kobolds yelling orders to one another echoes from the interior, rising above the sounds of the machine’s engines. Inspired by the sight of a fearsome clockwork dragon , some kobolds with an understanding of engineering came together and forged their own dragon-like weapon of great power. Kobolds feel unstoppable when a war machine rolls along beside them, leading them to take bolder (and often more successful), risks. Hard to Operate. The kobold war machine is normally manned by three kobolds. Though the machine is a marvel of kobold engineering, it is difficult to control, and its smooth operation is impaired by the contanct bickering of its crew just as often as by it unstable construction. Draconic Machine. By some quirk of its creation, the kobold war machine exhibits some draconic personality traits. It moves better when diving into a fight or when pursuing treasure, and it rarely has issues when handled by an operator who regularly praises it in front of others. Conversely, it is slow to respond when directed to retreat. Construct Nature. The kobold war machine doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Kobold Wyrmpriest","description":"A wyrmpriest is a cleric that worships Tiamat and has been blessed with the ability to use dragon breath. The wyrmpriest normally leads the tribe but also fills the role of spiritual advisor to stronger leaders. Traits Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Tiamat's Flame. The kobold targets one creature it can see within 60 feet of it. The target makes a DC 12 Wisdom saving throw. On a failed save, the target takes 11 (2d8 + 2) fire damage and is frightened until the start of the kobold's next turn. Spellcasting. The kobold casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: mending, resistance, thaumaturgy 1/day each: cure wounds, guiding bolt, hold person, feign death, spirit guardians Dragon Breath (Recharge 6). The kobold exhales poison in a 15-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Kobold Zombie","description":"Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage. Dagger. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage. Reactions Sudden Lunge. If an enemy moves within 10 feet of the zombie, roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet toward the enemy. If the zombie ends within 5 feet of the target, the zombie can make one melee weapon attack against it.","properties":{"Category":"Monsters","Size":"Small","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":"1/8"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Kobold, Drake Rider","description":"The kobold sits astride a drake, taking a brief respite. Words pass between them, and they laugh, their wings and scales shining. Kobold drake riders specialize in training and riding drakes—whether through the skies, the seas, or the trees. Their skills are especially valued as scouts in times of war. Bonded Companions. The bond of trust needed between a drake and rider to work effectively together takes time and effort to forge. Since there are so many types of drakes, these kobolds specialize, focusing their training on just a few types of drakes, either taken from tradition or from proximity. Drakes and their riders often meld their families together, creating successive generations of drakes and their riders. Drake Mount. The drake rider has formed a bond with a Medium or larger drake mount (found in this or other books or use the statistics of a giant lizard). Regardless of the drake's intelligence, it acts as a controlled mount while carrying a drake rider, obeying the rider's spoken commands. Mounting and dismounting the drake costs the drake rider only 5 feet of movement. Mounted Warrior. While the drake rider is mounted, its mount can't be charmed or frightened. Sunlight Sensitivity. While in sunlight, the drake rider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Sure Seat. While mounted and not incapacitated, the drake rider can't be knocked prone, dismounted, or moved against its will. Actions Multiattack. The drake rider makes three Spear attacks. If the rider is mounted, its mount can then make one Bite, Claw, Slam, or Tail attack. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Trained Tactics (Recharge 4-6). The drake rider commands its mount to move up to 30 feet in a straight line, moving through the space of any Large or smaller creature and performing one of the following tactical maneuvers. This movement doesn't provoke opportunity attacks. Barrel Roll. The mount flies up and over one creature in the line, ending its movement at least 10 feet past the target. As the drake rider hangs upside down at the top of the loop, it makes one Spear attack against the target with advantage. On a hit, the rider rolls damage dice three times. The mount must have a flying speed to use this maneuver. Corkscrew Roll. The mount swims in a corkscrew around the creatures in the line. Each creature in the line must succeed on a DC 13 Dexterity saving throw or be incapacitated with dizziness until the end of its next turn. The mount must have a swimming speed to use this maneuver. Weaving Rush. The mount weaves back and forth along the line. Each creature in the line must succeed on a DC 13 Strength saving throw or take 10 (3d6) bludgeoning damage and be knocked prone. Reactions Failsafe Equipment. The drake rider wears wing-like arm and feet flaps folded on its back. If its mount dies or it is dismounted, the rider descends 60 feet per round and takes no damage from falling, if its mount was flying, or it gains a swimming speed of 30 feet for 1 minute, if its mount was swimming.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Kobold, Elite","description":"Swift and lightly armored, the elite are archers, miners, and trap-makers--educated and quicker than most of their fellow tribesmen. Educated Mine Bosses. Elite kobolds are generally the claws of the king, literate, able to work out sums, keen-eyed with a sling stone, and (most of all) loyal to their tribe more than to their clutchmates. King kobolds take advantage of their loyalty and put them in charge of planning raids as sergeants and junior chieftains or keeping other kobolds working in the mines. Quick Troops. In war, elite kobolds fill the roles of slingers, engineers, and massed light infantry. They fight with great devotion, though often with little effect except through weight of numbers or the occasional notable success at undermining enemy walls. Elite Kobolds in Midgard The kobolds of the Mharoti Empire occupy the second rank of society, being scaled and thus superior citizens in comparison to humans and other unscaled folk. They have a well-deserved reputation for lording it over their inferiors at every opportunity, referencing their draconic blood and connections of influence within the empire. The elite kobolds control many trade guilds throughout the Dragon Empire, directing skilled labor and public works projects.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Kobold, Empyrean","description":"This angelic kobold shimmers as its iridescent scales shift through the full color spectrum. It floats above the battlefield on ethereal, prismatic wings. Kobold are known for fearlessly throwing themselves into battle against any foe large or small; however, few know the underlying source of their reckless approach to combat and life in general. The truth lies in kobold's desire to impress an empyrean kobold. Servants of the Dragon Gods. Empyrean kobolds often work with, or operate on behalf of, zirnitran angels (see), though they operate independently until actively called upon by the angels. Similar to the zirnitran angel's observation of dragons, empyrean kobolds secretly watch the activities of kobolds, rarely choosing to reveal themselves. When an observed kobold dies while performing any action that embodies a true dragon spirit, an empyrean kobold carries out its sacred charge and reincarnates the heroic kobold as a dragon. The dragon type always matches the spirit the kobold lived and died to embody. Aura of Draconic Virtue . Kobolds within 30 feet of an empyrean kobold have advantage on attack rolls and ability checks. At the start of each of its turns, the empyrean kobold can choose to exclude any number of kobolds from this aura (no action required). Elemental Weapons . The empyrean kobold's weapon attacks are magical. When the kobold hits with any weapon, the weapon deal an extra 3d8 acid, cold, fire, lightning, or poison damage (included in the attack), the kobold's choice. Immortal Nature. The empyrean kobold doesn't require food, drink, or sleep. Magic Resistance . The empyrean kobold has advantage on saving throws against spells and other magical effects. Actions Multiattack . The empyrean kobold makes three Claw attacks. It can replace one Claw attack with a use of Divine Command. Claw . Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing plus 13 (3d8) acid, cold, fire, lightning, or poison damage (the kobold's choice). Invoke the Dragon Gods (Recharge 5-6). The empyrean kobold channels the might of the dragon gods and exhales elemental energy in a 60-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw, taking 49 (14d6) acid, cold, fire, lightning, or poison damage (the kobold's choice) on a failed save, or half as much damage on a successful one. Divine Command. The empyrean kobold chooses a creature it can see within its Aura of Draconic Virtue and directs a kobold within the aura to attack the target. The kobold can make one weapon attack against the target as a reaction. Invisibility. The empyrean kobold magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the empyrean kobold wears or carries is invisible with it. Reactions Draconic Ascension . When a kobold it can see is reduced to 0 hp, the empyrean kobold can reincarnate the kobold as a wyrmling dragon of a type befitting that kobold and its virtues. The empyrean kobold can provide ascension to up to two kobolds each hour with this reaction.","properties":{"Category":"Monsters","Size":"Small","Type":"Celestial","Alignment":"Neutral","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Kobold, Ghost Hunter","description":"The three kobolds bear scars, surly expressions, and, in one case, a clockwork arm, all attesting to a hard life. Each kobold bristles with weapons: a mystical sword, a dripping harpoon, and a radiant crossbow. Their eyes scan the area, catching every detail. Monster hunters crave adventure and the thrill of the hunt. Each monster hunter specializes in slaying particular types of creatures. Some seek to rid the world of the danger the creatures present, while others seek the glory and renown slaying such creatures brings. Monster hunter kobolds don't have an official organization, but they recognize each other almost instantly, boisterously swapping stories over a rat kabob and ale. On occasion, monster hunters work together to take down a truly terrifying foe, sharing in the spoils and glory. Life with the Undead. Ghost hunters seek to eradicate undead from the world, making the world safer for the living. Many make a living from it, while others are driven by a personal grudge. Either way, ghost hunters take their business seriously and do not respond well to those that interfere with their hunting. Each ghost hunter carries a religious relic, hidden behind its eyepatch, which it uses to deliver a holy strike to its enemies. These hunters typically carry other equipment useful in the fight against the undead, such as wooden stakes and holy water. Life on the Sea. Leviathan hunters enjoy wrestling and defeating great sea creatures—the bigger the better. These bulky kobolds spend most of their lives on the sea, always searching for that next big haul. The right target—a sea dragon, an aboleth, a sahuagin outpost—can keep them and their companions living comfortably for many months. While these hunters frequently sign on with any ship looking for extra muscle, they typically end up captaining their own ship, giving them the freedom to chase down the monsters that others flee. Life in the Planes. Planes hunters delight in exploring every nook of the multiverse. They spend most of their lives hopping from plane to plane, always with a burning curiosity for what lies over the next horizon. They collect secrets and magical oddities, but each new treasure simply fuels their continued exploits, rarely staying in one place for long. For the right price, they can be convinced to share their knowledge or to act as guides for other planar travelers. Planes hunters rely on their reputation, and they are loathe to renege on any deals made in good faith. Blessed Weapons. The ghost hunter's weapon attacks are magical. When the hunter hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack). Ethereal Sight. The ghost hunter can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Hidden Hunter. While the ghost hunter remains motionless, it is invisible to Undead. Pack Tactics. The ghost hunter has advantage on attack rolls against a target if at least one of the hunter's allies is within 5 feet of the target and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the ghost hunter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Undead Hunter. The ghost hunter has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find and track Undead. Actions Multiattack. The ghost hunter makes three Shortsword or Hand Crossbow attacks. It can replace one attack with a Flame Jet attack. Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage plus 13 (9d8) radiant damage. Hand Crossbow. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 9 (1d6 + 6) piercing damage plus 13 (3d8) radiant damage. Flame Jet. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (4d6 + 4) fire damage. If the target is a creature or a flammable object that isn't being worn or carried, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Holy Strike (Recharge 5-6). The ghost hunter flips up its eyepatch to reveal a holy relic embedded within the empty socket. Each creature within 30 feet of the ghost hunter must make a DC 17 Dexterity saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one. If an Undead fails the saving throw, it is also stunned until the end of its next turn. Bonus Actions Grappling Hook (Recharge 4-6). The ghost hunter launches its grappling hook at a Large or larger object or structure or at a Huge or larger creature it can see within 60 feet of it and is pulled to an unoccupied space within 5 feet of the target without provoking opportunity attacks. Elusive Hunter. The ghost hunter takes the Dodge or Hide action. Reactions Flame Burst. When a hostile creature enters a space within 5 feet of the ghost hunter, the hunter can release a burst of fire from its clockwork hand. The creature must succeed on a DC 17 Dexterity saving throw or take 7 (2d6) fire damage and have disadvantage on the next attack roll it makes against the ghost hunter before the end of the ghost hunter's next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Kobold, Junk Shaman","description":"This short, reptilian humanoid has scales of dull yellow and gleaming copper. It is swathed in filthy robes absolutely festooned with scrap metal, chains, nails, and other bits of metal and wood refuse. It carries a staff made of a length of pipe, topped with a battered candelabra that burns with hissing flames. Spindly even for kobolds, junk shamans weigh more than most thanks to the metal bits in which they decorate themselves. Fringe Oracles. Most other kobolds look at the junk shamans as touched but can't deny that they channel some form of divine energy. A kobold community might openly shun a junk shaman, even while every member of the warren individually seeks the shaman out for wisdom and insight. Treasures from Trash. A junk shaman eschews the normal, respectable kobold pursuits of mining, trapmaking, and sorcery. Instead, it provides an afterlife of sorts for castoff articles from kobolds and other races alike. It gathers massive collections of broken weapons, useless tools, scrap materials, and other detritus, imbuing the garbage with a semblance of life. Junk Shamans in Midgard The Free City of Zobeck is home to the most junk shamans in all of Midgard, though the Red Wastes run a close second. The shamans crawl through the trash dumps and scrap piles of the Kobold Ghetto and are run off like rats daily from alleys behind temples to Rava, the Gear Goddess. Gearforged, in particular, dislike junk shamans and keep a very close lens on any they encounter.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Kobold, King","description":"Wrapped in tattered finery and draped in silver and gold jewelry, the king kobold sits on a throne, surrounded by an assortment of grisly traps and weaponry. Its crown, a garish mass of precious metals, adds weight to its boastful decrees. Keen Nose for Politics. With considerable guile won by hard experience, a king kobold excels at subterfuge, sustains lucrative trade, and hones a keen eye for potential treachery. The king who rules for more than a few seasons has mastered the art of keeping itself safe through a combination of warriors paid well enough to be loyal, a constant campaign to root out enemies, and an abundance of traps, tricks, and contingencies should things go sour. However, security from threats above and below ground and wealth earned through trade are what truly maintain a king on its throne. Eyes Everywhere. The condition of its warrens and outlying tribes that pay tribute occupy much of a king kobold's time and energy. Tunnel-runners come and go in a constant stream from warren to warren to keep the king abreast of happenings in all of its holdings. A truly successful king may command fealty from a network of tribes stretching for miles. Long Live the King. Unlike many tribal kobold chieftains, a king kobold leaves the fighting to its underlings whenever possible, except when doing so might weaken its hold on its territory. Few creatures are as ruthless as a threatened king, and the king will not hesitate to sacrifice everything and everyone to escape and live to fight another day.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Kobold, Leviathan Hunter","description":"The three kobolds bear scars, surly expressions, and, in one case, a clockwork arm, all attesting to a hard life. Each kobold bristles with weapons: a mystical sword, a dripping harpoon, and a radiant crossbow. Their eyes scan the area, catching every detail. Monster hunters crave adventure and the thrill of the hunt. Each monster hunter specializes in slaying particular types of creatures. Some seek to rid the world of the danger the creatures present, while others seek the glory and renown slaying such creatures brings. Monster hunter kobolds don't have an official organization, but they recognize each other almost instantly, boisterously swapping stories over a rat kabob and ale. On occasion, monster hunters work together to take down a truly terrifying foe, sharing in the spoils and glory. Life with the Undead. Ghost hunters seek to eradicate undead from the world, making the world safer for the living. Many make a living from it, while others are driven by a personal grudge. Either way, ghost hunters take their business seriously and do not respond well to those that interfere with their hunting. Each ghost hunter carries a religious relic, hidden behind its eyepatch, which it uses to deliver a holy strike to its enemies. These hunters typically carry other equipment useful in the fight against the undead, such as wooden stakes and holy water. Life on the Sea. Leviathan hunters enjoy wrestling and defeating great sea creatures—the bigger the better. These bulky kobolds spend most of their lives on the sea, always searching for that next big haul. The right target—a sea dragon, an aboleth, a sahuagin outpost—can keep them and their companions living comfortably for many months. While these hunters frequently sign on with any ship looking for extra muscle, they typically end up captaining their own ship, giving them the freedom to chase down the monsters that others flee. Life in the Planes. Planes hunters delight in exploring every nook of the multiverse. They spend most of their lives hopping from plane to plane, always with a burning curiosity for what lies over the next horizon. They collect secrets and magical oddities, but each new treasure simply fuels their continued exploits, rarely staying in one place for long. For the right price, they can be convinced to share their knowledge or to act as guides for other planar travelers. Planes hunters rely on their reputation, and they are loathe to renege on any deals made in good faith. Expert Wrestler. The leviathan hunter can grapple creatures that are two sizes larger than itself and can move at its full speed when dragging a creature it has grappled. If the hunter grapples a Medium or smaller creature, the target has disadvantage on its escape attempts. In addition, the hunter has advantage on ability checks and saving throws made to escape a grapple or end the restrained condition. Hardy Defense. While the leviathan hunter is wearing no armor and wielding no shield, its AC includes its Constitution modifier. Hold Breath. The hunter can hold its breath for 30 minutes. Leviathan Hunter. The leviathan hunter has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find and track Large or larger creatures with a swimming speed. Marine Weapons. The leviathan hunter's weapon attacks are magical. When the hunter hits with any weapon, the weapon deals an extra 2d8 cold damage or poison damage (included in the attack), the hunter's choice. Pack Tactics. The leviathan hunter has advantage on an attack roll against a target if at least one of the hunter's allies is within 5 feet of the target and the ally isn't incapacitated. Sunlight Sensitivity. While in sunlight, the leviathan hunter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The leviathan hunter makes three Slam attacks, or it makes one Harpoon attack and two Slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 9 (2d8) cold damage or poison damage (the hunter's choice), and the target is grappled (escape DC 17). The hunter can grapple only one target at a time. Harpoon. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 9 (2d8) cold damage or poison damage (the hunter's choice), and the harpoon sticks in the target. While the harpoon is stuck, the target takes 7 (2d6) piercing damage at the start of each of its turns, the hunter can't make Harpoon attacks against other targets, and the target and hunter can't move further than 60 feet away from each other. A creature, including the target, can take its action to detach the harpoon by succeeding on a DC 17 Strength check. Alternatively, the cord connecting the leviathan hunter to the harpoon can be attacked and destroyed (AC 10; hp 25; immunity to bludgeoning, poison, and psychic damage), dislodging the harpoon into an unoccupied space within 5 feet of the target and preventing the leviathan hunter from using Recall Harpoon. Crush. One creature grappled by the hunter must make a DC 17 Strength saving throw, taking 33 (8d6 + 5) bludgeoning damage on a failed save, or half as much damage on a successful one. Bonus Actions Recall Harpoon. The leviathan hunter pulls on the cord connected to its harpoon, returning the harpoon to its empty hand. If the harpoon is stuck in a creature, that creature must succeed on a DC 17 Strength saving throw or be pulled up to 20 feet toward the hunter. Reactions Grappled Redirect. If the leviathan hunter is the target of an attack it can see while grappling a creature, it can hold the grappled creature in the way, and the grappled creature becomes the target of the attack instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kobold)","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Kobold, Planes Hunter","description":"The three kobolds bear scars, surly expressions, and, in one case, a clockwork arm, all attesting to a hard life. Each kobold bristles with weapons: a mystical sword, a dripping harpoon, and a radiant crossbow. Their eyes scan the area, catching every detail. Monster hunters crave adventure and the thrill of the hunt. Each monster hunter specializes in slaying particular types of creatures. Some seek to rid the world of the danger the creatures present, while others seek the glory and renown slaying such creatures brings. Monster hunter kobolds don't have an official organization, but they recognize each other almost instantly, boisterously swapping stories over a rat kabob and ale. On occasion, monster hunters work together to take down a truly terrifying foe, sharing in the spoils and glory. Life with the Undead. Ghost hunters seek to eradicate undead from the world, making the world safer for the living. Many make a living from it, while others are driven by a personal grudge. Either way, ghost hunters take their business seriously and do not respond well to those that interfere with their hunting. Each ghost hunter carries a religious relic, hidden behind its eyepatch, which it uses to deliver a holy strike to its enemies. These hunters typically carry other equipment useful in the fight against the undead, such as wooden stakes and holy water. Life on the Sea. Leviathan hunters enjoy wrestling and defeating great sea creatures—the bigger the better. These bulky kobolds spend most of their lives on the sea, always searching for that next big haul. The right target—a sea dragon, an aboleth, a sahuagin outpost—can keep them and their companions living comfortably for many months. While these hunters frequently sign on with any ship looking for extra muscle, they typically end up captaining their own ship, giving them the freedom to chase down the monsters that others flee. Life in the Planes. Planes hunters delight in exploring every nook of the multiverse. They spend most of their lives hopping from plane to plane, always with a burning curiosity for what lies over the next horizon. They collect secrets and magical oddities, but each new treasure simply fuels their continued exploits, rarely staying in one place for long. For the right price, they can be convinced to share their knowledge or to act as guides for other planar travelers. Planes hunters rely on their reputation, and they are loathe to renege on any deals made in good faith. Pack Tactics. The planes hunter has advantage on attack rolls against a target if at least one of the hunter's allies is within 5 feet of the target and the ally isn't incapacitated. Planar Attunement. At the start of each of its turns, the planes hunter chooses one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder. It has resistance to the chosen damage type until the start of its next turn. Planar Weapons. The planes hunter's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 3d8 damage of the type chosen with Planar Attunement (included in the attack). Planes Hunter. The planes hunter has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find and track Celestials, Fiends, and Elementals. Snaring Blade. If the planes hunter scores a critical hit against a creature, that creature can't use any method of extradimensional movement, including teleportation or travel to a different plane of existence, for 1 minute. The creature can make a DC 16 Charisma saving throw at the end of each of its turns, ending the effect on itself on a success. Sunlight Sensitivity. While in sunlight, the planes hunter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The planes hunter makes three Longsword attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) acid, cold, fire, lightning, necrotic, radiant, or thunder damage (as determined by Planar Attunement). Warping Whirlwind (Recharge 5-6). The planes hunter bends reality around it, slicing nearby creatures with sword strikes from across the planes. Each creature within 10 feet of the planes hunter must make a DC 16 Dexterity saving throw, taking 18 (4d8) slashing damage and 18 (4d8) acid, cold, fire, lightning, necrotic, radiant, or thunder damage (as determined by Planar Attunement) on a failed save, or half as much damage on a successful one. Planar Traveler (1/Day). The planes hunter can transport itself to a different plane of existence. This works like the plane shift spell, except the hunter can only affect itself and can't use this action to banish an unwilling creature to another plane. Bonus Actions Planar Step. The planes hunter teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Glowing swirls of elemental energy appear at the origin and destination when it uses this bonus action. Reactions Parry. The planes hunter adds 4 to its AC against one melee attack that would hit it. To do so, the hunter must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Neutral","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Kobold, Sapper","description":"The kobold's scales are covered in soot. and a bit of smoke trickles up from its gear. It excitedly pores over maps and floorplans. A sapper's job is to helps their allies move, fight, and survive. As combat engineers they take on a wide variety of roles, but what they cherish most is blowing up enemy defenses. Breaking Things. Sappers are adept at breaking things: tunneling into fortresses, destroying bridges, busting through fortifications, or similar acts of structural destruction. Whether able to plan for weeks or forced to improvise on the spot, they have a hundred solutions for every problem—some of which will likely even minimize collateral damage. Black Powder. By far, black powder is the sapper's favored tool, and few problems can't be solved with it. Black powder isn't always available, but that doesn't stop sappers. With just a little time, sappers can formulate magical explosions without the need for black powder, using what's on hand and a guarded alchemical formulation or two. Crafty. The sapper has advantage on ability checks made to pick locks or to detect, disarm, or set traps. Evasion. If the sapper is subjected to an effect that allows a Dexterity saving throw to take only half damage, the sapper instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Pack Tactics. The sapper has advantage on attack rolls against a target if at least one of the sapper's allies is within 5 feet of the target and the ally isn't incapacitated. Siege Monster. The sapper deals double damage to objects and structures. Sunlight Sensitivity. While in sunlight, the sapper has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The sapper makes three Mining Pick attacks. It can replace one attack with a use of Throw Explosive. Mining Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Throw Explosive. The sapper throws a minor explosive at one creature it can see within 30 feet of it. The target must make a DC 13 Dexterity saving throw. On a failure, a creature takes 9 (2d8) force damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. Explosive Charge (Recharge 5-6). The sapper throws a powerful explosive at a point it can see on the ground within 60 feet of it. Each creature within 15 feet of that point must make a DC 13 Dexterity saving throw. On a failure, a creature takes 9 (2d8) fire damage and 9 (2d8) force damage and is pushed up to 10 feet away from the point and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. If a creature fails the saving throw by 5 or more, it is also deafened for 1 minute. Alternatively, the sapper can place the explosive in a space within 5 feet of it and delay the explosion until the end of the sapper's next turn or when a creature moves to a space within 5 feet of the explosive, whichever happens first.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Kobold, Swolbold","description":"From behind the collection of angry kobolds steps a creature the size of a dwarf, its bulging muscles flexing as its kobold-like snout twists into a terrible grin. A Beast Among Kobolds. The swolbold is the brute of the kobold world, a hulking specimen among its smaller and more fragile cousins. Roughly the height of a dwarf but much wider, the rippling muscles of the swolbold betray its ferocious strength. In contrast to the sneakiness and cunning of the kobold, the swolbold is straightforward and devastating in combat. Bred for Destruction. Swolbolds are very rare, and their penchant for unthinking destruction has stumped sages. Some theorize that swolbolds have been bred by evil wizards in arcane experiments gone horribly wrong. Others state the dark gods revered by kobolds gift these monsters to tribes particularly fervent in their worship. Others still conclude that carefully crafted alchemy transformed normal kobolds into these beastly creatures. Regardless of the swolbold's origins, experts agree on one thing: you don't want to meet a swolbold in a dark, subterranean lair. Fighting Style. The physiognomy of the swolbold allows them to shrug off most mundane blows. Their preferred fighting style is to crush the life out of their foes, rather than stabbing and scuttling like their smaller cousins. Their girth makes fitting into normal armor difficult, so their tribal leaders often create piecemeal armor for them: scraps of metal plates held over vital areas with bits of leather or rope. One or two swolbolds may accompany a larger force of kobolds, acting at the vanguard of an attack. The larger creatures act as battering rams and moving shields, allowing the smaller kobolds to use their ranged attacks and devious tactics to the greatest effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kobold)","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Kobold, The Barbed","description":"A brawny looking kobold brandishes a manticore spike driven through its scaled hand. Leaders. The barbed are physically stronger than their brethren and bear the scars of living close to manticores. They are devoted to Mantik and believe he is a divine being who will lead them to victory over the drakes of the waste and the dragons of the mountains. Marked. The barbed are known by the large tail spike (from Mantik himself) driven through their wrist and hand. They are immune to the poison that still seeps from the spike.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Kobold, Wizard","description":"An aura of power, centered on a glowing purple crystal atop a short staff, crackles around this pale kobold and arcs across the horns on its headdress. A luminous, leering dragon face fades into being, ghostly and terrible, behind it. Wizard kobolds are among the most cunning and intelligent of the scaly kin. They turn their talent for manipulating arcane magic to study and formula, often getting their start with a stolen spellbook, or one purloined from the remains of an adventurer who met its end in a kobold trap. Draconic Channel. Wizard kobolds have made a fearsome reputation for themselves with their ability to tap into their draconic heritage through their magic. The wizard draws magic either from a patron dragon or an ancestral dragon figure, manifesting it as a magical effigy. This apparition lends its resilience to the wizard and brings terror and death to the kobold's enemies.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Kobolds","description":"Some kobolds have gifts bequeathed to them by dragons or gods, enabling them to rise above their peers. Others are born with a cruel inventiveness that few can match. Inventors. A kobold inventor captures bugs, scoops up exotic dungeon slimes, and uses the best stolen ingredients to make unlikely weapons that it can use in combat. Scale Sorcerers. A kobold scale sorcerer has an innate talent for arcane magic. When its tribe is threatened, the kobold lashes out with fire and poison against enemies, saving a bit of magic for itself in case it needs to flee or take advantage of a captor.","properties":{"Category":"Monsters"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Koboldzilla","description":"This machine should not function. Every rivet, bolt, and staple that holds the koboldzilla together is brimming with belief. The metal ignores its maximum shearing load, the wood forgets that it should spontaneously combust, and gravity forms an anomaly around its ridiculously armoured carapace.Burgeoning Sentience. Before it becomes godlike, the koboldzilla is aware. It causes armour plating to come loose in the nick of time to protect its kobold pilots, and its growing will causes objects for miles around to begin working again with the most rudimentary percussive maintenance. With the belief that only martyrdom can bequest, the koboldzilla is a hair’s breadth from apotheososis. A Koboldzilla’s Lair The koboldzilla’s lair is unique in that it is created by the concentrated belief of all its kobold pilots (or, in its mythic state, its belief in itself). Regional Effects The region containing the koboldzilla’s lair is buoyed by the abundant belief, which creates one or more of the following effects: Tapping a device and saying “she hasn’t let me down yet” ensures that the apparatus in question won’t fail until the very last moment while within 6 miles of the lair. The mending cantrip and fixit spell (see page 503) have their casting times halved within 1 mile of the lair. When automatons and constructs within 1 mile of the lair are healed, they regain twice as many hit points. Lair Actions Until the koboldzilla is destroyed, the kobolds’ collective belief manifests as the following lair actions. The DCs and damage of the lair actions depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vdam 7th 14 7 (2d6) 14th 16 14 (4d6) 20th 18 28 (8d6) Lair Actions. On initiative count 20 (losing initiative ties), the koboldzilla takes one of the following lair actions; the koboldzilla can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Airstrike. A jetpack-powered kobold bursts out of the ground and proceeds to drop sticks of dynamite in a broad path before its engine backfires and it flies off into a nearby building. Each creature in a 10-foot-wide, 50-foot-long line must make a VDC Dexterity saving throw. On a failed save, a creature is knocked prone and takes Vdam thunder damage. On a successful save, it takes half as much damage and isn’t knocked prone. Chittering Laughter. The infectious laughter of ultra-zealous kobolds echoes around the lair. Each non-kobold creature in the lair, other than the koboldzilla, must succeed on a VDC Wisdom saving throw or be frightened of all kobolds and the koboldzilla until the start of initiative count 20 on the next round. Swarm of Kobolds. Dozens of kobolds erupt from tiny tunnels, grabbing at the adventurers’ various accoutrements, before disappearing back down the holes. Each non-kobold creature in the lair, other than the koboldzilla, must make a VDC Dexterity saving throw. On a success, the creature loses one nonmagical item of its choice that it isn’t wearing. On a failure, the creature loses one magical or nonmagical item of the DM’s choice that isn’t being worn.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":23695,"Challenge Rating":21},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Koh Tam","description":"Koh Tam is the powerful head priest of Kelemvor, god of death and the dead, at the Waterdeep cathedral. Seeking to know all the secrets of the realms of the dead, Koh Tam petitioned his god for permission to explore the Nine Hells. The young priest set forth into the infernal realm where he bore witness to horrors beyond mortal imagination and encountered fiendish creatures whose power greatly outmatched his own. The experience forever changed the priest. Rather than sate his curiosity, the journey only served to further incite Koh Tam’s fascination with the infernal. He devoted himself to the study of arcane books concerning the subject and collected an impressive number of infernal relics. In the many years since, the head priest has made several expeditions into the Nine Hells and has had many more encounters with fearsome devils. Koh Tam can thus be considered the expert authority on the infernal realm. He has advised many adventurers who seek to venture into the Nine Hells and has also prevented a fair number of foul creatures from fleeing that realm into mortal worlds. Though he remains devoted to the laws of Kelemvor, so much exposure to the infernal has changed Koh Tam in mind and body. The head priest has many habits and mannerisms that might seem strange to other mortals, and he has a unique perspective colored by his experience with the Nine Hells. Actions Arbiter’s Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) radiant damage. Judgement. Koh Tam judges a creature within 60 feet of him. The target must succeed on a DC 17 Wisdom saving throw or take 50 (10d8 + 5) radiant damage. If the target had fewer hit points than their maximum prior to this attack, the creature takes 70 (10d12 + 5) radiant damage instead. Arbiter’s Light (Recharge 4–6). Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 70 (10d12 + 5) radiant damage, and the target has the blinded condition until the start of Koh Tam’s next turn. Spellcasting. Koh Tam casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17): At will: False Life, Gentle Repose, Lesser Restoration, Protection from Evil and Good, Speak with Dead 1/day each: Antilife Shell, Blight, Death Ward, Dispel Evil and Good, Greater Restoration, Raise Dead, Regenerate, Revivify, Spiritual Weapon","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"lawful neutral","Expansion":28645,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Kolyarut","description":"Created by Primus, the leader of the modrons, the Kolyarut is a wondrous machine capable of forging binding contracts between parties. From the Hall of Concordance in Sigil, the Kolyarut judges the needs of planar beings seeking uniquely binding terms and forges ironclad agreements. Those who break these contracts are pursued by maruts (detailed in Mordenkainen Presents: Monsters of the Multiverse ) and punished in brutally decisive fashion. In cases where the terms of a contract or a foundational truth of an agreement come into question, the Kolyarut sends a component part of itself into the planes to seek the truth. Also known as kolyaruts, these manifestations of the great machine function as multiversal investigators and pursue answers to specific quandaries. Once their questions have been satisfied, they report back to their creator, allowing the Kolyarut to impose accurate judgments. Kolyaruts are four-armed beings of magic and machinery. Like maruts, they are inevitables, beings dedicated to the smooth exaction of laws across the planes. Kolyaruts wield blades with deadly efficiency, allowing them to defend themselves on their excursions and slice through any who obscure the truth. Occasionally, the Hall of Concordance loans kolyaruts to lawful beings who have inherent interest in the orderly functioning of the multiverse, aiding them in seeking answers of planar importance. Traits Immutable Form. The kolyarut is immune to any spell or effect that would alter its form. Legendary Resistance (4/Day). If the kolyarut fails a saving throw, it can choose to succeed instead. Magic Resistance. The kolyarut has advantage on saving throws against spells and other magical effects. Actions Multiattack. The kolyarut makes four Unerring Blade attacks. Unerring Blade. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 24 force damage plus one of the following effects (choose one or roll a d6): 1–2: Disarm. The target drops one item it is holding of the kolyarut’s choice. 3–4: Imbalance. The target can’t take reactions until the start of the kolyarut’s next turn. 5–6: Push. If the target is Large or smaller, the target is pushed up to 15 feet away from the kolyarut. Edict of Blades (Recharge 5–6). The kolyarut moves up to its speed without provoking opportunity attacks and can make one Unerring Blade attack against each creature it moves past. Whenever it hits a creature with an Unerring Blade attack during this movement, each spell of 5th level or lower on the creature ends, and the creature has the incapacitated condition until the end of the kolyarut’s next turn. Plane Shift (3/Day). The kolyarut casts plane shift , requiring no material components and using Intelligence as the spellcasting ability. The kolyarut can cast the spell normally, or it can cast the spell on an unwilling creature it can see within 60 feet of itself. If it uses the latter option, the targeted creature must succeed on a DC 18 Charisma saving throw or be sent to a teleportation circle in the Hall of Concordance in Sigil. Reactions Parry. The kolyarut adds 6 to its AC against one attack roll that would hit it. To do so, the kolyarut must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct (inevitable)","Alignment":"typically lawful neutral","Expansion":26427,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Komainu Guardian","description":"Traits Stone Mimicry. The komainu guardian can remain completely still, making no movements at all. While it does so, mortal eyes perceive it as a stone statue of itself, and its true nature can’t be determined by non-magical means. Actions Multiattack. The komainu guardian makes one bite attack and one swipe attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage. A creature hit by this attack is subjected to the maimed condition (−10 ft. of speed and disadvantage on Dexterity saving throws, removed after it regains hit points) for 1 minute. Swipe. Melee Weapon Attack: +5 to hit, reach 5 ft., up to three targets. Hit: 7 (1d6 + 4) slashing damage +3 (1d6) radiant damage. Reactions Intervention (Recharge 6). When an attack is declared against creature that is friendly toward the komainu guardian, the komainu guardian can use its reaction to move up to 30 feet toward that creature’s attacker. If it ends this movement within 5 feet of the attacker, then the attack targets the komainu instead and is made with disadvantage. Retribution (Recharge 5–6). When the komainu guardian takes damage from an enemy within 5 feet of it, it can use its reaction to deal 17 (5d6) radiant damage to its attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial construct","Alignment":"neutral good","Expansion":25901,"Challenge Rating":2},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Kometes","description":"A kometes is a towering humanoid fey seemingly made of billowing, glowing blue mist and clumps of dark rock. Long streamers of blue gas and ice trail behind its head like hair. A kometes is a spirit born from the dancing tails of comets, especially comets that carry the seeds of life. Ever after, a kometes dances among these icy bodies as they circle the stars. They fawn over the life-forms they observe on planets from high above, watching like mortals might adore an ant farm. Companions to Star Fairies. Many kometes delight in cavorting with star fairies, who kometes idolize for their knowledge and glamour. The kometes dance around a gracious star fairy, eager to please, almost as consistently as comets revolve around a star. Kometes encountered away from their comets are often seeking out cosmic novelties hidden from the sight of a certain star in the hopes of pleasing a jaded star fairy. Drawn to Cosmic Castaways. A comet is most likely to spawn a kometes when it carries a bit of life cast into the void between stars by a dying planet. Kometes that find such comets regard them as sacred, protecting them from starfaring interlopers and seeking to coax their orbits toward habitable worlds. Unfortunately, they sometimes don’t realize that such a trajectory can cause devastation to the world below. Having seen the eradication of life many times over the course of their millennia-long journeys, many kometes choose to take efforts to capture and preserve life forms against utter extinction. These steps usually amount to capturing lonesome samples of various creatures—including humanoids—and preserving them in frozen stasis on a comet. 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Boat Breaker. Its name means \"breaker of boats,\" and as that implies, this creature systematically destroys the small vessels of those who come too close to its perch. No one knows what motivates this form of attack, although some sages suppose that the kongamato mistakes canoes for large prey like hippopotami or crocodiles. Spoken in Whispers. For some tribes, kongamatos present a terrible threat, and they speak in whispers about them, fearing that mention of the beasts could attract their wrath. In some cases, evil priests and cultists summon these beasts as their servitors and use them to terrify villagers. Maneaters. Kongamatos that have eaten human flesh develop a preference for it. These maneaters perform nightly raids on small towns, snatching children and Small humanoids with their claws and flying away. Traits Flyby: The kongamato doesn’t provoke an opportunity attacks when it flies out of an enemy’s reach. Breaker of Boats: The kongamato deals double damage to objects and structures made of wood or lighter materials. Carry Off: A single kongamato can carry away prey up to 50 lbs, or a single rider under that weight. A grouo of them can carry up to 100 lbs. Actions Multiattack: The kongamato makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +7 to hit, reach 10 ft., One target. Hit : 18 (4d6 + 4) Piercing damage. If the target is a Medium or smaller creature, it is grappled, escape DC 14. Until this grapple ends, the target is restrained and the kongamato can’t bite another target. When the kongamato moves, any target it is grappling moves with it. Claw: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 14 (3d6 + 4) Slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Kongamato","description":"Kongamatos are primeval dragons that hunt the deep jungles of the world. Although not as intelligent or magically adept as their \"true\" cousins, kongamatos are respected and feared for their resilience and awesome strength. While the kongamato's body is clearly draconic—squat and dense with sharp claws capping each of its four limbs—the creature's head is distinctly avian, with a long, toothless beak and a pronounced crest. A kongamato's hide is a rich emerald hue, with an ash-colored underbelly and crimson webbing on its broad wings. Females have smaller head-crests than males, and a rosy hue colors both the undersides of their wings and their underbellies. Both males and females grow to a length of almost 30 feet, with an equally broad wingspan, and can weigh up to 7 tons. Kongamatos live between 500 and 600 years. Jungle Flyers. Kongamatos are apex predators that make their lairs in the tops of the oldest and strongest trees, or in caves and ruins. Kongamatos are carnivorous and prey on large herd animals. Although they do not have teeth, their beaks are sharp and strong, allowing them to carve their kills with precision and to punch through wood, rock, and even metal. When possible, kongamatos hunt on the perimeter of their territories, gliding silently and gracefully through even the thickest forest foliage to surprise prey. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopy, li.BodyCopy, div.BodyCopy {mso-style-name:\"Body Copy\"; mso-style-priority:99; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"unaligned","Expansion":32483,"Challenge Rating":15},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Koptourok","description":"Derived from an archaic duergar dialect, koptourok (cop-TOUR-ock) roughly translates to “dead tourist.” These lost dead were raised in a world with a sky then spent their last moments in a dark, breathless place. They rise as rasping paper-skinned husks, like a cross between an unwrapped mummy and accordion bellows that forever expand and contract. They hunger only for what they’ve lost—breath. Abhorrent Vacuums. Those rare adventurers who have met a koptourok and lived to tell the tale can identify signs of one nearby. The air becomes noticeably thinner in the presence of this undead, and what little there is moves toward the koptourok. Ghoulish Symbiosis. Flesh-eating undead often hunt in tandem with a koptourok, since the breath-stealer can take what is theirs and leave the body for scavengers. It’s especially common to see ghouls alongside a koptourok. Content Warning: Suffocation The koptourok steals the breath of their victims. If you or any of your players find descriptions of suffocation upsetting, you may want to avoid using this creature or reflavor their abilities. Traits Breathless Aura. Enemies within 30 feet of the koptourok can’t speak, and if they are a creature who needs to breathe, they also have disadvantage on Constitution saving throws. Wings of Breath. The koptourok gains a flying speed equal to their walking speed if they have at least one enemy within 30 feet of them. If the koptourok starts their turn in the air and doesn’t have a flying speed, they fall. Actions Multiattack. The koptourok makes two Choking Grasp attacks. Choking Grasp. Melee Spell Attack: +6 to hit, reach 30 ft., one creature. Hit: 14 (4d6) bludgeoning damage, and the target is pulled to an unoccupied space within 5 feet of the koptourok and grappled (escape DC 14). While grappled in this way, the target is restrained and the koptourok’s speed isn’t halved by the grapple. Last Gasp. The koptourok attempts to steal the breath from each creature they are grappling. Each target must make a DC 14 Constitution saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The koptourok gains temporary hit points equal to 5 times the number of creatures who failed their save. Reactions Thunderous Deflation. When the koptourok drops to 30 hit points or fewer, they unleash a shrieking wail. Each creature within 30 feet of the koptourok must make a DC 14 Constitution saving throw. On a failed save, a creature takes 16 (3d10) thunder damage and is deafened until the end of their next turn. On a successful save, a creature takes half as much damage and isn’t deafened. The koptourok then releases all creatures they are grappling and flies up to their speed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Koptourok","description":"Koptourok Derived from an archaic duergar dialect, koptourok (cop-TOUR-ock) roughly translates to “dead tourist.” These lost dead were raised in a world with a sky then spent their last moments in a dark, breathless place. They rise as rasping paper-skinned husks, like a cross between an unwrapped mummy and accordion bellows that forever expand and contract. They hunger only for what they’ve lost—breath. Traits Breathless Aura. Enemies within 30 feet of the koptourok can’t speak, and if they are a creature who needs to breathe, they also have disadvantage on Constitution saving throws. Wings of Breath. The koptourok gains a flying speed equal to their walking speed if they have at least one enemy within 30 feet of them. If the koptourok starts their turn in the air and doesn’t have a flying speed, they fall. Actions Multiattack. The koptourok makes two Choking Grasp attacks. Choking Grasp. Melee Spell Attack: +6 to hit, reach 30 ft., one creature. Hit: 14 (4d6) bludgeoning damage, and the target is pulled to an unoccupied space within 5 feet of the koptourok and grappled (escape DC 14). While grappled in this way, the target is restrained and the koptourok’s speed isn’t halved by the grapple. Last Gasp. The koptourok attempts to steal the breath from each creature they are grappling. Each target must make a DC 14 Constitution saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The koptourok gains temporary hit points equal to 5 times the number of creatures who failed their save. Reactions Thunderous Deflation. When the koptourok drops to 30 hit points or fewer, they unleash a shrieking wail. Each creature within 30 feet of the koptourok must make a DC 14 Constitution saving throw. On a failed save, a creature takes 16 (3d10) thunder damage and is deafened until the end of their next turn. On a successful save, a creature takes half as much damage and isn’t deafened. The koptourok then releases all creatures they are grappling and flies up to their speed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Korog","description":"Once a faithful worshipper of Pharasma, Korog abandoned his faith and his life as a sacrifice to continue to oppose the works of his brother, the cultist Foras. Of course, in your game, Korog works well as the undead leader of any necromantic army you might create, or as the reanimated legacy of an ancient foe from the past. Traits Graveknight’s Curse. A living creature that dons Korog’s armor must succeed on a DC 18 Charisma saving throw or be afflicted with the graveknight’s curse. Cursed creatures can’t remove Korog’s armor and must repeat the saving throw at the end of each long rest. On a second failed save, the creature has disadvantage on death saving throws. On a third failed save, the creature’s speed is halved. On a fourth failed save, the creature dies and transforms into Korog. A successful saving throw lifts the curse, and the armor falls off. The creature is subject to the curse if it dons the armor again. Innate Spellcasting. Korog’s innate spellcasting ability is Charisma (spell save DC 19). Korog can innately cast the following spells, requiring no material components: At will: phantom steed Rejuvenation. If Korog is destroyed, his armor regrows his body in 1d10 days. If the body is destroyed before then, the process restarts. Korog can only be permanently destroyed by obliterating his armor with a disintegrate spell, transporting it to the Positive Energy Plane, or by throwing it into the heart of a volcano. Sacrilegious Aura. When a creature within 30 feet of Korog uses a spell or ability that magically restores hit points, the creature must make a DC 18 Charisma saving throw. On a failure, the creature’s spell or ability fails and has no effect. Actions Multiattack. Korog makes three maul attacks. Maul. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning damage plus 13 (3d8) lightning damage. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 13 (3d8) lightning damage. Designate Blood-Foe. Korog declares one creature he can see within 30 feet as his blood-foe whom he swears to defeat. He can have up to three blood-foes designated at a time; any additional blood-foe removes another blood-foe of Korog’s choice. Korog has advantage on Wisdom (Perception) ability checks against a blood-foe, and the blood-foe has disadvantage on melee and ranged weapon attack rolls against him. Devastating Blast (Recharge 6). Korog unleashes a 30-foot cone of energy. Each creature in the area must make a DC 18 Dexterity saving throw, taking 52 (15d6) lightning damage on a failed save, or half as much damage on a successful one. Korog’s Command. Korog commands his allies to move more swiftly. All allies who hear or see him are treated as if affected by a haste spell until the end of their next turn. Reactions Parry. Korog adds 4 to his AC against one melee attack that would hit him. To do so, the Korog must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":16},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Korred","description":"There’s a legend about a merchant who tried to cut a korred’s hair with golden shears. The korred fed him those shears, from his swallow to his sitter. —Volo Korreds are unpredictable, secretive fey with strong ties to earth and stone. Because of their magical hair and their mystical understanding of minerals, they are sought after by treasure-hunters, dwarves, and others that desire wealth beneath the earth. Earthy Fey. Korreds prefer to keep their own company and occasionally consort with creatures of elemental earth such as galeb duhr. A tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures but become aggressive when they feel insulted or are annoyed by the sounds of mining. Stone Sympathy. No one knows the ways of stone and earth better than a korred. Korreds can seemingly smell veins of metal or gems. A korred on the surface can feel the rise and fall of bedrock under the earth and where caves lie, and underground it knows the pathways through the stone for miles. Secret doors that lead through stone are as obvious as windows to a korred. Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, swim through rock, and summon earth elementals and other creatures. They also gain supernatural strength just from standing on the ground. Enchanted Hair. Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of their hair, then weave the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair, and equally great offense at anyone who attempts to cut it without permission. Traits Command Hair : The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred’s turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed. Innate Spellcasting : The korred’s innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components: • At will: commune with nature, meld into stone, stone shape • 1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto’s irresistible dance Stone Camouflage : The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Stone’s Strength : While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks). Actions Multiattack : The korred makes two attacks with its greatclub or hurls two rocks. Greatclub (On Ground) : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage if the korred is on the ground. Greatclub (Off Ground) : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. Rock (On Ground) : Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage if the korred is on the ground. Rock (Off Ground) : Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Source":"Volo's Guide to Monsters","Alignment":"chaotic neutral","Expansion":1,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Korred","description":"Korreds are secretive creatures that have strong ties to earth and stone. They prefer to keep their own company but occasionally consort with creatures of elemental earth such as galeb duhr. A tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. Korreds typically flee from other creatures but become aggressive when they feel insulted or are annoyed by the sounds of mining. No one knows the ways of stone and earth better than a korred. Korreds can seemingly smell veins of metal and gems. A korred on the surface can feel the rise and fall of bedrock under the earth and where caves are present, and underground it knows pathways through the stone for miles around. Secret doors set into stone are as obvious as windows to a korred. Korreds have hair all over their bodies, but the hair that grows on their heads is magical. When cut, it transforms into strands of whatever material was used to cut it. Korreds often use iron shears to cut off their hair, then weave the strands together to create iron ropes that they can manipulate or animate. Korreds take great pride in their hair and equally great offense at anyone who attempts to cut it without permission. Traits Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The korred makes two Greatclub or Rock attacks. Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit : 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground. Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit : 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground. Spellcasting. The korred casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13): At will: commune with nature (as an action), meld into stone, stone shape 1/day: Otto’s irresistible dance Bonus Actions Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred’s turns while the rope has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"typically chaotic neutral","Expansion":11857,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Korred","description":"Korreds are unpredictable, secretive Fey with strong ties to earth and stone. Because of their magical hair and mystical understanding of minerals, they are sought after by treasure-hunting dwarves and others who desire wealth beneath the earth. Korreds prefer to keep their own company but occasionally consort with creatures of elemental earth such as galeb duhr (see the Monster Manual ). They often gather with other korreds to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures, but they become aggressive when they feel insulted or are annoyed by the sounds of mining. Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, and swim through rock. They also gain supernatural strength just from standing on the ground. Magical Hair Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of this magical hair, then twist the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair and equally great offense at anyone who attempts to cut it without permission. Traits Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The korred makes two Greatclub or Rock attacks. Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground. Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground. Spellcasting. The korred casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13): At will: commune with nature (as an action), meld into stone , stone shape 1/day: Otto’s irresistible dance Bonus Actions Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred’s turns while the rope has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Chaotic Neutral\r","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Korred Druid","description":"These rare korreds are shamans who are attuned with and reverent to the Elemental nature of Earth. They draw their spells and power from the earth itself, and in turn, protect it and its natural inhabitants. Traits Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The korred makes two attacks with its Greatclub or hurls two Rocks. Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) bludgeoning damage if the korred is on the ground. Rock. Ranged Weapon Attack: +8 to hit, range 60/120 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, or 23 (4d8 + 5) bludgeoning damage if the korred is on the ground. Spellcasting . The korred casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: commune with nature, druidcraft, meld into stone, produce flame (2d8), stone shape 1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), dispel magic, earth tremor, earthbind, erupting earth, heat metal, lightning bolt, meld into stone, Otto’s irresistible dance, spike growth Bonus Actions Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred’s turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Korred Elder","description":"The korred elders are the leaders of the korred community. They give advice and direction to the rest of the korreds and, at times, also lead them in battles. They organize ceremonies such as the Father of the Dance, a traditional worship ceremony to Tappan the Undying, the korred god, in the form of a dance. Traits Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The korred makes two attacks with its Greatclub or hurls two Rocks. It can use Hair Slam or Fool's Dance in place of one of its attacks. Greatclub. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage, or 20 (3d8 + 7) bludgeoning damage if the korred is on the ground. Hair Slam. The korred slams a creature grappled by its hair into another creature it can see within 30 feet of it or a solid surface. Each creature must succeed on a DC 14 Strength saving throw or take 11 (1d8 + 7) bludgeoning damage, or 20 (3d8 + 7) bludgeoning damage if the korred is on the ground, and be stunned until the end of the korred's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Rock. Ranged Weapon Attack: +11 to hit, range 60/120 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage, or 25 (4d8 + 7) bludgeoning damage if the korred is on the ground. Spellcasting. The korred casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (save DC 15): At will: commune with nature, meld into stone, stone shape 1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto’s irresistible dance Fool's Dance (1/Day). The korred chooses up to three creatures it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target must immediately use its reaction to perform a comical dance (shuffling, tapping its feet, and capering) and move as far as half its speed allows away from the korred. This movement will provoke opportunity attacks. On a successful save, the target is unaffected. Creatures that can't be charmed are immune to this feature. Bonus Actions Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. Alternatively, the korred can command its own hair, which can magically grow up to 30 feet in length to entangle a Large or smaller creature that the korred can see. In either cases, the target must succeed on a DC 14 Dexterity saving throw or become grappled by the rope or hair (escape DC 14). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred’s turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed. Rhyme of Calling. The korred targets up to two creatures within 30 feet of it that can hear it. Each target can use their reaction to move up to half its speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Korrigan","description":"Similar in appearance to a gnome or leprechaun, these pointy-eared faerie folk stand just under two feet tall. They have mischievous, flashing eyes and long, beautiful hair woven with pretty flowers. Clad in yellow robes and floral garlands, they sing and dance barefoot. Night-time Revels. The korrigan are reclusive forest-dwellers who emerge from their woodland grottoes at night to dance and sing amongst ancient standing stones or around waterfalls and streams. By night, they appear beautiful; however, by day, they are ugly and wizened, and their lovely brown hair turns scraggly and white. Mischievous Merrymakers. When the moon is full, the korrigan begin their revels, joining hands and dancing in circles, singing melodies so joyous that others feel compelled to join. Unfortunately, dancing for too long can prove dangerous — even deadly — to mortals, especially \"stodgy\" religious folk, who lack the stamina of the fey. When they are not at their revels, korrigan enjoy humiliating mortals by making the creatures do silly things. If its victim doesn't see the funny side of its pranks, a korrigan can exhale its poisonous breath on the creature to dispatch the humorless creature. Fey Soothsayers. Korrigan are said to be able to predict the future, and sometimes a mortal will brave the perils of the forest - and potential humiliation at the korrigan's hands - to seek its advice before making an important decision.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Koschei","description":"This wizened old man is little more than wrinkled skin stretched taut over bones. His long, wispy white hair is surmounted by a crown, and he wears a gold-trimmed black robe. A large sword with a twisted blade rests in his nearly skeletal hand. Koschei, the king of an ancient land, feared death so much that he turned to the darkest magic to stave off his demise. He discovered a means to protect himself from both time and injury, and transformed himself into something both greater and less than human. Similar to the transformation into a lich, Koschei became an immortal fiend. He remains terrified of death, and his appearance has become withered and ancient despite his vigor. Undying Secret. Koschei cheated death by separating his soul from his body and hiding it in an iron chest, buried beneath a tree on an island. In the chest is a rabbit, which immediately tries to flee if the chest is opened. If the rabbit is killed, a duck flies out from the chest and tries to escape (use hawk statistics, can’t attack). If the duck dies it lays a green egg, inside of which is a golden needle that contains Koschei’s soul. As long as his soul is safely hidden away, time and death slide past the undying king. Regional Effects The region containing Koschei’s lair is warped by Koschei’s magic, which creates one or more of the following effects: Rabbits, ducks, and other game animals become hostile toward intruders within 5 miles of the lair. They behave aggressively, but only attack if cornered. Foraging for food by hunting is difficult and only yields half the normal amount of food. Wind and snowstorms are common within 5 miles of the lair. Koschei is aware of any spell cast within 5 miles of his lair. He knows the source of the magic (innate, the caster’s class, or a magic item) and knows the direction to the caster. If Koschei dies, conditions in the area surrounding his lair return to normal over the course of 1d10 days. Koschei’s Lair Koschei’s lair is the crumbling remains of his ancient castle. Though there are still finery and riches contained within the structure, Koschei seems oblivious to the march of time threatening to demolish his home. Lair Actions On initiative count 20 (losing initiative ties), Koschei takes a lair action to cause one of the following effects; Koschei can’t use the same effect two rounds in a row: Koschei creates a whirlwind centered on a point he can see within 100 feet. The whirlwind is 10 feet wide and up to 50 feet tall. A creature in the area of the whirlwind when it’s created, or who enters the area for the first time on a turn, must make a DC 15 Strength saving throw. On a failed save, the creature is restrained and takes 18 (4d8) bludgeoning damage from the buffeting wind. A restrained creature can escap e from the whirlwind by using its action to repeat the saving throw; on asuccess, it moves 5 feet outside the area of the whirlwind. The whirlwind lasts until Koschei uses this action again or dies. Tortured spirits appear and attack up to three creatures can see within the lair. One attack is made against each targeted creature; each attack has +8 to hit and does 10 (3d6) necrotic damage. Koschei disrupts the flow of magic in his lair. Until initiative count 20 on the following round, any creature other than a fiend who targets Koschei with a spell must make a DC 15 Wisdom saving throw. On a failure, the creature still casts the spell, but it must target a creature other than Koschei. Traits Hidden Soul: A creature holding the egg containing Koschei’s soul can use an action to compel Koschei as if a dominate monster spell were cast on him and Koschei failed his saving throw. As long as the soul is within the needle, Koschei can’t permanently die. If he is killed, his body reforms in his lair in 1d10 days. If the needle is broken, Koschei can be killed like any other creature. Innate Spellcasting: Koschei’s innate spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components. At will: detect magic, phantom steed, scorching ray, sending 3/day each: invisibility, magic missile, shield 2/day each: animate objects, cone of cold, hypnotic pattern 1/day each: disintegrate, meteor swarm, true polymorph Legendary Resistance (3/day): If Koschei fails a saving throw, he can choose to succeed instead. Magic Weapons: Koschei’s weapon attacks are magical and do an extra 14 (4d6) necrotic damage (included below). Actions Multiattack: Koschei makes two longsword attacks and one drain life attack. Longsword (One-Handed): Melee Weapon Attack : +12 to hit, reach 5 ft., One target. Hit : 10 (1d8 + 6) Slashing damage plus 14 (4d6 ) Necrotic damage. Longsword (Two-Handed): Melee Weapon Attack : +12 to hit, reach 5 ft., One target. Hit : 11 (1d10 + 6) Slashing damage plus 14 (4d6) Necrotic damage. Drain Life: Melee Weapon Attack : +11 to hit, reach 5 ft., One target. Hit : 20 (4d6 + 6) Necrotic damage. On hit, the target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and Koschei regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Attack: Koschei makes one attack with his longsword. Teleport: Koschei teleports to an unoccupied space he can see within 40 feet. Drain (2 actions): Koschei makes one attack with Drain Life.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":17},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Kostchtchie","description":"The demon lord Kostchtchie resembles a squat hill giant with short, bandy legs and a grossly shaped head. Frost giants who forsake their gods and turn to demon worship can summon Kostchtchie with bloody offerings left on altars of hewn ice. If the demon lord chooses to answer the giants’ call, he hunts and fights alongside them for a time, infecting the frost giants with savage madness and bloodlust before disappearing back to the Abyss. Kostchtchie’s favored weapon is Matalotok, a warhammer forged by the frost giant god Thrym (see appendix C for more information about this legendary magic item). On his most recent visit to the Nine Hells, Kostchtchie was defeated by the archdevil Zariel, who took his hammer and chained him at the bottom of this chasm, knowing that killing him would simply cause him to re-form on his icy layer of the Abyss. Without Matalotok, Kostchtchie’s immunity to cold damage becomes resistance to cold damage. Shackled by ever-tightening magical chains that prevent him from casting spells, Kostchtchie squats in a 10-foot-deep, 80-foot-diameter pool of black tar in a cavern at the bottom of a chasm, his hands chained behind him. His unholy screams and vile epithets can be heard for miles. Characters who attempt to communicate with the demon lord are met with guttural cries of anguish and frustration. In sporadic moments of lucidity, Kostchtchie glares at a character and bellows, “FREE ME!” or “BRING ME MY HAMMER!” in Giant first and Abyssal second. If that fails to garner the desired reaction, Kostchtchie resorts to using telepathy to contact the nearest character, demanding its immediate release while offering nothing in return.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Kostchtchie","description":"Traits Legendary Resistance (3/Day). If Kostchtchie fails a saving throw, he can choose to succeed instead. Magic Resistance. Kostchtchie has advantage on saving throws against spells and other magical effects. Innate Spellcasting. Kostchtchie’s innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components: At will: command, darkness 1/day each: dispel evil and good, gate, harm, telekinesis, teleport, wind walk Actions Multiattack. Kostchtchie makes two melee attacks, only one of which can be a bite attack. Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one creature. Hit: 13 (1d6 + 10) piercing damage. Matalotok (Warhammer). Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage, or 21 (2d10 + 10) bludgeoning damage when used with two hands, and the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it. Legendary Actions Kostchtchie can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kostchtchie regains spent legendary actions at the start of his turn. Attack. Kostchtchie makes one melee weapon attack. Charge. Kostchtchie moves up to his speed. Curse (Costs 2 Actions). Kostchtchie curses one creature he can see within 60 feet of him. The cursed creature gains vulnerability to all damage dealt by Kostchtchie until the end of Kostchtchie’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Kot Bayun","description":"This oddly colored cat appears at first to be a powerful panther. Its wide mouth pulls into something like a human grin, and its knowing eyes hint at intelligence beyond that of a typical predator. Enemies of elves and blink dogs, kot bayuns are magical hunting cats gifted with eloquent speech and cunning abilities. Speaking Fey Cats. These brutal and temperamental creatures get along well with cruel-minded fey. More gentle fey rightfully find the creatures to be a menace. A kot bayun measures six feet long and weighs over 200 lb. They are long-lived, and some stories record the same kot bayun in a region for over 400 years. Sing to Sleep. In addition to their stealthy natures and physical prowess, kot bayun have the ability to put prey to sleep with song. They carefully choose victims and stalk them for a time, learning their strengths and weaknesses before making their attack. They lay in wait until their prey is vulnerable and then begin their slumbering song. Those resisting the call to slumber are always the kot bayun’s first victims as they launch from cover and attempt to disembowel their prey. In forests with a thick canopy, a kot bayun stealthily creeps among tree limbs, tracking the movement of its prey below. Healing Poetry. If discovered by intelligent prey, a kot bayun opens with a parley instead of claws. In rare cases, a kot bayun finds something in its prey it likes and cold predation turns to a lukewarm association. Befriending a kot bayun has benefits as the creature’s poems, tales, and sagas have the magical ability to heal negative conditions. A kot bayun tells its stories in the form of strange epics and poetry, ranging from simple rhyming folk poems to complex sonnets. This ability is not widely known (a secret the creatures intend to keep), but, as folktales spread, more and more adventurers and sages seek out these elusive beasts. Traits Folk Cure: A kot bayun’s tales have the effect of a lesser restoration spell at will, and once per week it can have the effect of greater restoration. The kot bayun designates one listener to benefit from its ability, and that listener must spend one uninterrupted hour listening to the cat’s tales. Kot bayuns are reluctant to share this benefit and must be bargained with or under the effect of domination to grant the boon. Innate Spellcasting: The kot bayun’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: 3/day each: fog cloud, invisibility (self only) 1/day: blink Actions Multiattack: The kot bayun makes one bite attack and one claws attack. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 7 (1d8 + 3) Piercing damage. Claws: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 14 (2d10 + 3) Slashing damage. Slumbering Song: The kot bayun puts creatures to sleep with its haunting melody. While a kot bayun sings, it can target one hearing creature within a 100-foot radius. This target must succeed on a DC 13 Charisma saving throw or fall asleep. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Each round the kot bayun maintains its song, it can select a new target. A creature that successfully saves is immune to the effect of that kot bayun’s song for 24 hours. The slumbering song even affects elves, but they have advantage on the Charisma saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Kotatu","description":"The sun briefly casts a strange-looking shadow along the rock face. The nearby foliage rustles slightly. Small rocks trickle down from the ledge above. These seemingly insignificant occurrences are often the only warning signs before a kotatu leaps down upon their prey. Kotatu are cat-like beasts often found in natural landscapes like mountains, forests, and caverns. They have a thick, furry hide tipped with hard-pointed ends. Sharp bone spikes protrude along the top of their foreheads and along their spines. Dangerous Stalkers. Effortlessly adapting to natural surroundings, kotatu use their superior balance to skulk along narrow ledges and treetops. They train their cubs to migrate and adapt from an early age, moving from lair to lair. When they strike, however, they are fierce and relentless, only retreat under dire circumstances. Popular Predators. Kotatu are found throughout the galaxy and are regarded as one of the most well-known and highly regarded natural predators. They are immortalized in many forms of galactic pop culture, entertainment media, and symbolic references such as squad names, crests, and tattoos. Tips and Tactics Despite much of the popular hype, the kotatu are truly strongest when hunting in packs and striking with a tactical advantage. A lone kotatu is either a lost cub or a short range scout. Elder kotatu are often the alphas and possess additional salivary glands that produce a combustible fluid used to exhale streams of fire.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Kotatu Elder","description":"Kotatu The sun briefly casts a strange-looking shadow along the rock face. The nearby foliage rustles slightly. Small rocks trickle down from the ledge above. These seemingly insignificant occurrences are often the only warning signs before a kotatu leaps down upon their prey. Kotatu are cat-like beasts often found in natural landscapes like mountains, forests, and caverns. They have a thick, furry hide tipped with hard-pointed ends. Sharp bone spikes protrude along the top of their foreheads and along their spines. Dangerous Stalkers. Effortlessly adapting to natural surroundings, kotatu use their superior balance to skulk along narrow ledges and treetops. They train their cubs to migrate and adapt from an early age, moving from lair to lair. When they strike, however, they are fierce and relentless, only retreat under dire circumstances. Popular Predators. Kotatu are found throughout the galaxy and are regarded as one of the most well-known and highly regarded natural predators. They are immortalized in many forms of galactic pop culture, entertainment media, and symbolic references such as squad names, crests, and tattoos. Tips and Tactics Despite much of the popular hype, the kotatu are truly strongest when hunting in packs and striking with a tactical advantage. A lone kotatu is either a lost cub or a short range scout. Elder kotatu are often the alphas and possess additional salivary glands that produce a combustible fluid used to exhale streams of fire.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":27052,"Challenge Rating":6},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Kra’Tah","description":"Kra’tah are enormous creatures that skitter on long crab-like legs lined with barbs that resemble a hundred deadly icicles. Their gaping maws filled with razor sharp black teeth devour prey most gruesomely, but an alien cunning belies their terrible forms. The kra’tah came into existence with a full range of the available appendages, defenses, senses, and brain power available for the time. Sharp spines, flexible tentacles, hard shell, teeth, feelers, and more eyes than legs: these beasts have created their own niche somewhere between alpha predators and consummate scavengers. Old before even aboleths, the kra’tah grew mentally as well as physically, becoming colossal within a few generations as nothing stood in their path. But while other creatures couldn’t defeat them either physically, mentally, or both, they did learn to keep out the way, and the greatest of the kra’tah, slow moving in comparison to their prey, quickly fell on each other until very few of them were left greater than large sized. However, to this day, in the greatest depths of the darkest Underworld oceans, it is said specimens of a size beyond imagining still roam, taking on and destroying the cities of other foul, dark underwater races. Notorious Hunters. Kra’tah inhabit the coldest waters, stealthily catching their prey with claw and tentacle. Alien Intelligence. Sages know little of the kra’tah, save that they are deadly and possessed of an incredible cunning for such a seemingly low creature.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":4},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Kraghammer Goat-Knight","description":"The sheer cliff faces and winding mountainside roads of the Cliffkeep Mountains are nearly impossible to traverse by normal means with any speed. The Peakclimber Knights of Kraghammer—commonly known as the goat-knights—are the enforcers of peace and justice across the mountain range. They trust their giant goat steeds to master the harsh mountain slopes, and many travelers lost within the Cliffkeep Mountains have been saved by a goat-knight who led them to safety along the more traversable mountain paths. These knights serve the All-Hammer and sometimes find themselves at odds while enforcing the laws of Kraghammer and upholding the edicts of their god. Goat-Knight Steeds A goat-knight’s steed uses the giant goat stat block with the following modifications: Its Intelligence score is 6 (−2), and it can understand Dwarvish. Its creature type is celestial. Any spell the goat-knight casts with a range of self also targets the goat. When a goat-knight steed drops to 0 hit points, it disappears, leaving behind no physical form. The goat-knight can also dismiss the steed at any time as an action, causing it to disappear. In either case, the same steed is summoned when the goat-knight casts find steed . Traits Aura of Protection. Whenever the goat-knight or a creature friendly to it within 10 feet of it makes a saving throw, that creature gains a +2 bonus (included in the goat-knight’s saving throws above). The goat-knight must be conscious to grant and gain this bonus. Divine Health. The goat-knight is immune to disease. Dwarven Resilience. The goat-knight has resistance to poison damage and advantage on saving throws against poison. Spellcasting. The goat-knight is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared: 1st level (4 slots): bless, cure wounds, protection from evil and good, sanctuary, shield of faith 2nd level (2 slots): branding smite, find steed, lesser restoration, zone of truth Actions Multiattack. The goat-knight makes two warhammer attacks. Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Expansion":20583,"Challenge Rating":3},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Kraghammer Goat-Knight Steed","description":"A goat-knight’s steed uses the giant goat stat block with the following modifications: Its Intelligence score is 6 (−2), and it can understand Dwarvish. Its creature type is celestial. Any spell the goat-knight casts with a range of self also targets the goat. When a goat-knight steed drops to 0 hit points, it disappears, leaving behind no physical form. The goat-knight can also dismiss the steed at any time as an action, causing it to disappear. In either case, the same steed is summoned when the goat-knight casts find steed . Traits Charge. If the steed moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Sure-Footed . The steed has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"unaligned","Expansion":20583,"Challenge Rating":"1/2"},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Kraidyl Hunter","description":"Most kraidyl live solitary lives, though small enclaves do arise in regions with ample and abundant with prey. These tribal societies are incredibly militant and primitive, treating each other with open disdain and most outsiders with extreme hostility. A chieftain maintains control of a clan through force of will and physical domination, defending its position against challengers on a regular basis.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kraidyl)","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":4},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Krake Spawn","description":"This twisted, unnatural beast looks like the unholy union of squid and spider. Its shell-covered core has six small rubbery legs, peculiar antennae, and six tentacles around a squid’s enormous beak. Unlike krakens and giant squid, krake spawn can scuttle onto land. Demonic Crossbreeds. Some believe krake spawn are demonic crossbreeds created by the aboleth, fusing kraken blood with demonic souls. Others say that krake spawn are the horrible creation of a long-forgotten meddling god, summoned to the mortal world by deep ones. Certainly krake spawn do respond to summoning magic, and sorcerers do summon krake spawn through blood sacrifices to work evil in the world. However, they do so at considerable peril: unlike demons and devils, krake spawn are seldom bound by pacts of any kind. Outwit Humans. Though enormous and carrying an armored green shell on their six spindly legs, krake spawn are surprisingly quick and agile. Worse, they have a malicious and bloodthirsty intellect. A krake spawn is considerably smarter than most humans, who mistake them for dumb beasts—an error that can often prove fatal. Iceberg Fortresses. Krake spawn live in remote, icy regions, where they fashion elaborate iceberg fortresses. When they venture into warmer climes in search of magic or slaves, they can preserve their icebergs with ice storms. These fortresses are stocked with frozen creatures (an emergency food supply), the krake spawn’s treasure and library, slaves or prisoners of many races, and a hellish nest filled with the krake spawn’s offspring. A krake spawn measures 40 feet in length and weighs 2,000 lb. Traits Amphibious: The krake spawn can breathe air and water. Jet: While underwater, the krake spawn can take the withdraw action to jet backward at a speed of 140 feet. It must move in a straight line while using this ability. Innate Spellcasting: The krake spawn’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: protection from energy, ray of frost 1/day each: ice storm, wall of ice Actions Multiattack: The krake spawn makes eight tentacle attacks and one bite attack. It can subsitute one constrict attack for two tentacle attacks if it has a creature grappled at the start of its turn, but it never constricts more than once per turn. Bite: Melee Weapon Attack : +11 to hit, reach 10 ft., One target. Hit : 12 (1d10 + 7) Slashing damage. Tentacle: Melee Weapon Attack : +11 to hit, reach 15 ft., One target. Hit : 10 (1d6 + 7) Necrotic damage. On hit, if two tentacle attacks hit the same target in one turn, the target is also grappled, escape DC 17. Constrict: The constricted creature takes 26 (3d12 + 7) bludgeoning damage and is grappled (escape DC 17) and restrained. Ink Cloud (Recharge 6): The krake spawn emits black, venomous ink in a 30-foot cloud as a bonus action while underwater. The cloud affects vision as the darkness spell, and any creature that starts its turn inside the cloud takes 10 (3d6) poison damage, or half damage with a successful DC 18 Constitution saving throw. The krake spawn’s darkvision is not impaired by this cloud. The cloud persists for 1 minute, then disperses. Vomit Forth the Deeps (1/Day): The krake spawn sprays half‑digested food from its maw over a 15‑foot cone. This acidic slurry causes 3 (1d6) acid damage and targets must make a successful DC 18 Constitution saving throw or be incapacitated until the end of their next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Kraken","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The kraken can breathe air and water. Freedom of Movement : The kraken ignores difficult terrain , and magical effects can't reduce its speed or cause it to be restrained . It can spend 5 feet of movement to escape from nonmagical restraints or being grappled . Siege Monster : The kraken deals double damage to objects and structures. Actions Multiattack : The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. Bite : Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Tentacle : Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. Fling : One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. Lightning Storm : The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Tentacle Attack or Fling : The kraken makes one tentacle attack or uses its Fling. Lightning Storm (Costs 2 Actions) : The kraken uses Lightning Storm. Ink Cloud (Costs 3 Actions) : While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"472 (27d20+189)","CHA":20,"CON":25,"DEX":11,"INT":22,"STR":30,"WIS":18,"Size":"Gargantuan","Type":"monstrosity (titan)","Speed":"20 ft., swim 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065401/Afk3JICNy_u60IBk4mzTiQ/original.png","Roll 0":"Bite\n1d20 + 17\n3d8+10","Roll 1":"Tentacle\n1d20 + 17\n3d6+10","Roll 2":"Lightning Storm\n1d20 + 0\n4d10","Senses":"Truesight 120 Ft.","Source":"5th Edition SRD","data-XP":"50,000","Alignment":"Chaotic Evil","Languages":"Understands Abyssal, Celestial, Infernal, And Primordial But Can't Speak, Telepathy 120 Ft.","data-List":"false","Immunities":"Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","Token Size":4,"data-LANum":3,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The kraken can breathe air and water.\"},{\"Name\":\"Freedom of Movement\",\"Desc\":\"The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.\"},{\"Name\":\"Siege Monster\",\"Desc\":\"The kraken deals double damage to objects and structures.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"17\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"3d8 + 10\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone\"},{\"Name\":\"Tentacle\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"17\",\"Reach\":\"30 ft.\",\"Target\":\"one target\",\"Damage\":\"3d6 + 10\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"The target is grappled (escape dc 18) Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target\"},{\"Name\":\"Fling\",\"Desc\":\"One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.\"},{\"Name\":\"Lightning Storm\",\"Desc\":\"The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+5","data-CON-mod":"+7","data-DEX-mod":"+0","data-INT-mod":"+6","data-STR-mod":"+10","data-SizeNum":7,"data-WIS-mod":"+4","Saving Throws":"Str +17, Dex +7, Con +14, Int +13, Wis +11","Challenge Rating":23,"Passive Perception":14,"Condition Immunities":"Frightened, Paralyzed","data-Legendary Actions":"[{\"Name\":\"Tentacle Attack or Fling\",\"Desc\":\"The kraken makes one tentacle attack or uses its Fling.\"},{\"Name\":\"Lightning Storm (Costs 2 Actions)\",\"Desc\":\"The kraken uses Lightning Storm.\"},{\"Name\":\"Ink Cloud (Costs 3 Actions)\",\"Desc\":\"While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.\"}]","data-CrNum":23,"data-AcNum":18,"data-HpNum":472},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Kraken","description":"\"A kraken dreams of casting its tentacles into the heavens and strangling that which birthed it, and when its dream exceeds its reach, it settles for the occasional passing ship.\" —From Night of the Kraken Cult by Malfeore Serrang, pirate-mage of Tethyr Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror. Leviathans of Legend. At the beginning of time, krakens served as fierce warriors of the gods. When the gods’ wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities. An ominous darkness presages a kraken’s attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken’s wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters lairing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone. Mortal Foes. Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things. A Kraken’s Lair A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships. Lair Actions On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects: A strong current moves through the kraken’s lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken. Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round. The water in the kraken’s lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one. Regional Effects The region containing a kraken’s lair is warped by the creature’s blasphemous presence, creating the following magical effects: The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell. Water elementals coalesce within 6 miles of the lair. These elementals can’t leave the water and have Intelligence and Charisma scores of 1 (−5). Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area. When the kraken dies, all of these regional effects fade immediately. Traits Amphibious : The kraken can breathe air and water. Freedom of Movement : The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Siege Monster : The kraken deals double damage to objects and structures. Actions Multiattack : The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. Bite : Melee Weapon Attack : +17 to hit, reach 5 ft., one target. Hit : 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42, 12d6, acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Tentacle : Melee Weapon Attack : +17 to hit, reach 30 ft., one target. Hit : 20 (3d6 + 10) bludgeoning damage, and the target is grappled, escape DC 18. Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. Fling : One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. Lightning Storm : The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Tentacle Attack or Fling : The kraken makes one tentacle attack or uses its Fling. Lightning Storm (Costs 2 Actions) : The kraken uses Lightning Storm. Ink Cloud (Costs 3 Actions) : While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity (titan)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Kraken","description":"Under the placid rolling waves of the ocean east of Higara, the Kraken—Titan of the Mindstorm—has slumbered restlessly beneath the seafloor for millennia. Many lesser krakens are born of the titan’s furtive dreams and disturbed thoughts, rising to prowl the seas as they seek some bane or boon. But scholars are unsure what these Children of the Kraken seek, or what will happen if they complete their quest. Just as Goxomoc symbolizes the earth and the great volcano that dominates Ix, the Kraken symbolizes the great ocean that provides food and industry for Higara. The ocean provides, and the ocean destroys. The Kraken resembles a great, tentacled sea dragon, but they are not related to true dragons. Like the other titans, the Kraken’s powerful psionics grant them awesome abilities. Their physical form is a unique amalgam of flesh, bone, and solid psionic energy. Little-Known Guardian. The people of Higara are largely unaware of the existence of their titan. They view the Emperor Naga, who slumbers in the cave beneath the Palace of the Empress, as the defender of their nation and region. It’s unknown if any relationship exists between their Father of Serpents and the Titan of the Mindstorm. Though land-dwellers care little for the Kraken, many fisherfolk make a living on the seas around Higara, following a way of life that has remained largely unchanged for thousands of years. These sailors know the Kraken and his children, and they paint stylized icons of a great sea serpent on their sails and carve kraken imagery into their ships. Goxomoc the Terror Lord arises on the shores of Ix, ready to defend Orden from destruction … we hope. Traits Amphibious. The Kraken can breathe air and water. Discorporation. When the Kraken drops to 0 hit points or dies, all conditions and other effects end for them. They teleport back to the place where they slumber, return to life with all their hit points, and fall unconscious. Siege Monster. The Kraken deals double damage to objects and structures. Slowed Resistance ( 3 /Day). If the Kraken fails a saving throw, they can choose to succeed instead, and their speed is reduced by a cumulative 10 feet for 24 hours. Supernatural Resistance. The Kraken has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The Kraken makes four Tentacle attacks or uses Mental Lance three times. Tentacle. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage plus 11 (2d10) psychic damage, and the target is grappled (escape DC 18). The Kraken has ten tentacles, each of which can grapple one target. *Mental Lance ( 3 rd-Order Power). Ranged Power Attack: +18 to hit, range 120 ft., one creature. Hit: 22 (4d10) psychic damage, and the target is frightened of the Kraken until the start of the Kraken’s next turn. Psionic Storm. The Kraken creates a psionic storm, entrapping a vehicle they can see within 120 feet of them. While entrapped in the storm, the vehicle is restrained. The storm ends if the Kraken’s concentration is broken (as if concentrating on a spell) or if they are more than 120 feet from the vehicle. If the Kraken’s turn ends three times before the storm ends, the vehicle is reduced to 0 hit points and this effect ends. Skull-Splitting Howl ( 1 /Day). The Kraken telepathically howls in the mind of each enemy within 120 feet of them. Each target must make a DC 26 Constitution saving throw. On a failed save, a target takes 55 (10d10) psychic damage and can’t concentrate on powers or spells until the start of the Kraken’s next turn. On a successful save, the target takes half as much damage and suffers no other effect. Bonus Actions Telekinetic Fling. The Kraken throws a creature they are grappling into an unoccupied space the Kraken can see within 60 feet of them. The target lands prone and takes 22 (4d10) bludgeoning damage. Reactions Psychic Reprisal. When the Kraken is damaged by an attack, each enemy within 30 feet of the attacker (including the attacker) must make a DC 26 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Villain Actions The Kraken has three villain actions. They can take each action once during an encounter after an enemy’s turn. The Kraken can take these actions in any order but can use only one per round. Action 1 : Psionic Tentacles. Psionically conjured tentacles make a Tentacle attack on each enemy within 120 feet of the Kraken. The Kraken then uses Telekinetic Fling on each creature they are grappling. Action 2 : Psionic Ink. The Kraken teleports up to 60 feet to an unoccupied space they can see. Each creature within 30 feet of the space the Kraken left must make a DC 26 Dexterity saving throw or be covered in psionic ink, which they can use an action to wipe away. A creature covered in psionic ink takes 16 (3d10) psychic damage at the start of each of their turns. Action 3 : The Ocean’s Wrath. The Kraken unleashes a wave of intense psionic power. Each creature within 120 feet of the Kraken must make a DC 26 Wisdom saving throw. On a failed save, a creature takes 65 (10d12) psychic damage and is frightened of the Kraken for 1 minute (save ends at end of turn). On a successful save, a creature takes half as much damage and isn’t frightened.","properties":{"Category":"Monsters","Size":"Gargantuan ","Type":"Monstrosity (Titan)","Alignment":"Neutral","Expansion":25493,"Challenge Rating":26},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Kraken of Tolia","description":"The Kraken of Tolia… The Bane of Ships, the Enemy of Renowned Hunters, the Tool of Legends. Some doomsayers say that this creature of many names is the scourge of the gods, an extension of the punishment they see fit for Tolia’s merciless, evil residents. Some others say it protects the greatest, the most marvelous, the most divine, and the most valuable treasures of all the world. And some who claim to have seen the monster and lived to tell the tale say that it is divine, a god in its own right that must be worshiped. The truth is, they are all right, just as they are all wrong. The Kraken of Tolia is a kraken that has evolved as a result of environmental pollution caused by the overpopulation in Kanrath and Cyherested, the humongous amounts of waste dumped into the sea from Kanrath on a daily basis, the arcane side effects of the reckless magical experiments of sorcerers in Cyherested, the magical power that the blood of the creatures Kraken hunt and eat carries, the sacrificial blood of the creatures sacrificed by the tribes, and the unique nature of angst. All of these changed the kraken over the years, turning it into a monster the likes of which none have ever seen. It is true, in this sense, that the Kraken of Tolia is a punishment of sorts; but Tolians have brought it upon themselves, and the divine has had no hand in its creation. It does protect a great treasure that it has accumulated from sunken ships and dead hunters, but the treasure is neither divine nor secret. It has power that would give the gods a run for their money, but it is not a god. The Kraken of Tolia is a unique creature. It has vampiric powers, and it can cast sorcerer spells. It is technically a half-vampire half-sorcerer kraken. Whether the kraken came to Tolia intentionally or whether it happened upon it accidentally is unknown, but it certainly has no intention of leaving.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity (titan)","Alignment":"chaotic evil","Expansion":24099,"Challenge Rating":24},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Kraken Priest","description":"A kraken can seem godlike to folk who have witnessed its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests. The kraken can make itself dimly aware of a kraken priest’s thoughts if the two are on the same plane of existence, and it can then push aside the priest’s personality and control it. Kraken priests can thereby act as eyes and ears for their masters, and when the kraken has something to say, the priest becomes its mouthpiece. Every kraken priest undergoes a change in appearance that reflects the kraken’s influence, although each one differs in how its reverence is displayed. One kraken priest might have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter its dire pronouncements. Traits Amphibious : The priest can breathe air and water. Innate Spellcasting : The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: command, create or destroy water • 3/day each: control water, darkness, water breathing, water walk • 1/day each: call lightning, Evard’s black tentacles Actions Thunderous Touch : Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage. Voice of the Kraken (Recharges after a Short or Long Rest) : A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any evil alignment","Expansion":1,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Kraken Priest","description":"A kraken can seem godlike to folk who have faced its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests. Every kraken priest undergoes a change in appearance that reflects the kraken’s influence, although each one differs in how their reverence is displayed. One kraken priest might have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter dire pronouncements. Traits Amphibious. The priest can breathe air and water. Actions Multiattack. The priest makes two Thunderous Touch or Thunder­bolt attacks. Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 27 (5d10) thunder damage. Thunderbolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 11 (2d10) lightning damage plus 11 (2d10) thunder damage, and the target is knocked prone. Spellcasting. The priest casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13): At will: command , create or destroy water 3/day each: control water , darkness , water breathing , water walk 1/day: Evard’s black tentacles Voice of the Kraken (Recharges after a Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Wisdom saving throw or be frightened of the priest for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Evil\r","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Kraken Priest (GoSM)","description":"A kraken can seem godlike to folk who have witnessed its fury. Those who believe that its might comes from being a divine entity and those who seek to appease the monster through its veneration sometimes find themselves infused with special abilities, to serve thereafter as kraken priests. Traits Amphibious. The priest can breathe air and water. Innate Spellcasting. The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: command, create or destroy water 3/day each: control water, darkness, water breathing, water walk 1/day each: call lightning, Evard’s black tentacles Actions Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage. Voice of the Kraken (Recharges after a Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any evil alignment","Expansion":3905,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Krakenvine (PB 2)","description":"Traits Plant Camouflage. The krakenvine has advantage on Dexterity (Stealth) checks made to hide in areas with abundant plant life. Power of Nature. The krakenvine’s weapon attacks are magical. Actions Multiattack. The krakenvine makes two vine lash attacks, each of which it can replace with one use of Fling. Vine Lash. Melee Weapon Attack: +3 + PB to hit, reach 10 ft., one target. Hit: 1d8 + 3 + PB bludgeoning damage, and the target is grappled (escape DC 11 + PB). Until this grapple ends, the target is restrained. The krakenvine can grapple up to two targets in this way at once. Fling . One Medium or smaller object held or creature grappled by the krakenvine is thrown up to 30 feet in a direction of the krakenvine’s choosing and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 11 + PB Dexterity saving throw or take the same damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Expansion":20089},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Krakenvine (PB 3)","description":"Traits Plant Camouflage. The krakenvine has advantage on Dexterity (Stealth) checks made to hide in areas with abundant plant life. Power of Nature. The krakenvine’s weapon attacks are magical. Actions Multiattack. The krakenvine makes two vine lash attacks, each of which it can replace with one use of Fling. Vine Lash. Melee Weapon Attack: +3 + PB to hit, reach 10 ft., one target. Hit: 1d8 + 3 + PB bludgeoning damage, and the target is grappled (escape DC 11 + PB). Until this grapple ends, the target is restrained. The krakenvine can grapple up to two targets in this way at once. Fling . One Medium or smaller object held or creature grappled by the krakenvine is thrown up to 30 feet in a direction of the krakenvine’s choosing and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 11 + PB Dexterity saving throw or take the same damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Expansion":20089},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Krakenvine (PB 4)","description":"Traits Plant Camouflage. The krakenvine has advantage on Dexterity (Stealth) checks made to hide in areas with abundant plant life. Power of Nature. The krakenvine’s weapon attacks are magical. Actions Multiattack. The krakenvine makes two vine lash attacks, each of which it can replace with one use of Fling. Vine Lash. Melee Weapon Attack: +3 + PB to hit, reach 10 ft., one target. Hit: 1d8 + 3 + PB bludgeoning damage, and the target is grappled (escape DC 11 + PB). Until this grapple ends, the target is restrained. The krakenvine can grapple up to two targets in this way at once. Fling . One Medium or smaller object held or creature grappled by the krakenvine is thrown up to 30 feet in a direction of the krakenvine’s choosing and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 11 + PB Dexterity saving throw or take the same damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Expansion":20089},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Krakenvine (PB 5)","description":"Traits Plant Camouflage. The krakenvine has advantage on Dexterity (Stealth) checks made to hide in areas with abundant plant life. Power of Nature. The krakenvine’s weapon attacks are magical. Actions Multiattack. The krakenvine makes two vine lash attacks, each of which it can replace with one use of Fling. Vine Lash. Melee Weapon Attack: +3 + PB to hit, reach 10 ft., one target. Hit: 1d8 + 3 + PB bludgeoning damage, and the target is grappled (escape DC 11 + PB). Until this grapple ends, the target is restrained. The krakenvine can grapple up to two targets in this way at once. Fling . One Medium or smaller object held or creature grappled by the krakenvine is thrown up to 30 feet in a direction of the krakenvine’s choosing and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 11 + PB Dexterity saving throw or take the same damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Expansion":20089},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Krakenvine (PB 6)","description":"Traits Plant Camouflage. The krakenvine has advantage on Dexterity (Stealth) checks made to hide in areas with abundant plant life. Power of Nature. The krakenvine’s weapon attacks are magical. Actions Multiattack. The krakenvine makes two vine lash attacks, each of which it can replace with one use of Fling. Vine Lash. Melee Weapon Attack: +3 + PB to hit, reach 10 ft., one target. Hit: 1d8 + 3 + PB bludgeoning damage, and the target is grappled (escape DC 11 + PB). Until this grapple ends, the target is restrained. The krakenvine can grapple up to two targets in this way at once. Fling . One Medium or smaller object held or creature grappled by the krakenvine is thrown up to 30 feet in a direction of the krakenvine’s choosing and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 11 + PB Dexterity saving throw or take the same damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Expansion":20089},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Krampus","description":"A krampus is a diabolical fiend that collects mortal souls. It resembles a 9-foot-tall humanoid with a muscular hunched body covered in thick matted gray fur. Long goat-like horns grow from its forehead and its legs end in cloven hooves. Its mouth is filled with sharp, pointed teeth with a long serpentine tongue lolling out from it. Supernatural Weapons. The krampus wraps its body with large chains from which hangs multiple hand bells. It uses these chains as a weapon, whipping it at its targets to beat and ensnare them. The krampus can also forcefully beat its chains and bells, causing an eerie clanging sound. Those who hear it are gripped with paralyzing fear. The krampus also carries a birch rod, a tightly-bundled set of birch branches, which it uses as a weapon. Anyone struck by the birch rod experiences intense pain or nausea. On the krampus’s back is a wooden cage where it keeps its prisoners. Collector of the Wicked. The krampus enters the Material Plane during the coldest of winters and brings with it terror and despair. It has been sent by the archdevil Mephistopheles to hunt and devour corrupt and ill-mannered individuals in order to gather their souls. The krampus prefers the taste of young children, however, and actively hunts for them at night. Nightstalker. The krampus favors hunting under the cover of darkness. It moves around trees and buildings quietly and swiftly, prowling like a stalking cat. It can even crawl along ceilings and walls effortlessly like a spider, sniffing out potential targets before pouncing on them. Victims are usually captured alive and placed inside the krampus’s cage, and brought back to the krampus’s lair to be tortured and eaten. Elders and Lords. More powerful types of krampus, such as the elder and lord, can teleport themselves and unleash powerful frost spells. Traits Devil's Sight. Magical darkness doesn't impede the krampus's darkvision. Magic Resistance. The krampus has advantage on saving throws against spells and other magical effects. Actions Multiattack. The krampus makes two melee attacks. It can replace one melee attack with Imprison. Birch Rod. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and if the target is a non-good aligned creature, it must succeed on a DC 16 Constitution saving throw or be stunned until the end of the krampus's next turn. Chain. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. The target is grappled (escape DC 15) if the krampus isn't already grappling a creature. Until this grapple ends, the target is restrained. Imprison. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated Medium or smaller creature grappled by the krampus. Hit: The creature is imprisoned inside krampus's back cage, and the grapple ends. The imprisoned creature is frightened and restrained. As an action, the restrained target can make a DC 15 Strength check, breaking out from the cage on a success. The cage can also be attacked and destroyed (AC 15; hp 50; resistant to bludgeoning, piercing, and slashing from nonmagical attacks; immunity to poison and psychic damage). The krampus can have up to two Medium creatures, one Medium and two smaller creatures, or four Small or smaller creatures trapped inside its cage. Spellcasting. The krampus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: detect evil and good, ray of frost (2d8), spider climb 1/day each: fog cloud, invisibility, sleet storm Bonus Actions Clanging Bells and Chains. The krampus activates or deactivates the clanging of its bells and chains. While clanging, any creature that starts its turn within 60 feet of the krampus and can hear the krampus must succeed on a DC 14 Wisdom saving throw or become frightened of the krampus until the start of its next turn. While frightened in this way, the creature is paralyzed. If a target’s saving throw is successful, the target is immune to the krampus’s Clanging Bells and Chains for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Krampus Lord","description":"A krampus is a diabolical fiend that collects mortal souls. It resembles a 9-foot-tall humanoid with a muscular hunched body covered in thick matted gray fur. Long goat-like horns grow from its forehead and its legs end in cloven hooves. Its mouth is filled with sharp, pointed teeth with a long serpentine tongue lolling out from it. Supernatural Weapons. The krampus wraps its body with large chains from which hangs multiple hand bells. It uses these chains as a weapon, whipping it at its targets to beat and ensnare them. The krampus can also forcefully beat its chains and bells, causing an eerie clanging sound. Those who hear it are gripped with paralyzing fear. The krampus also carries a birch rod, a tightly-bundled set of birch branches, which it uses as a weapon. Anyone struck by the birch rod experiences intense pain or nausea. On the krampus’s back is a wooden cage where it keeps its prisoners. Collector of the Wicked. The krampus enters the Material Plane during the coldest of winters and brings with it terror and despair. It has been sent by the archdevil Mephistopheles to hunt and devour corrupt and ill-mannered individuals in order to gather their souls. The krampus prefers the taste of young children, however, and actively hunts for them at night. Nightstalker. The krampus favors hunting under the cover of darkness. It moves around trees and buildings quietly and swiftly, prowling like a stalking cat. It can even crawl along ceilings and walls effortlessly like a spider, sniffing out potential targets before pouncing on them. Victims are usually captured alive and placed inside the krampus’s cage, and brought back to the krampus’s lair to be tortured and eaten. Elders and Lords. More powerful types of krampus, such as the elder and lord, can teleport themselves and unleash powerful frost spells. A Krampus Lord's Lair Ruined keeps, dungeons, and fortified cavern complexes in cold, snowcapped mountains are the preferred lairs of a krampus lord. Low-ranking devils such as imps and evil humanoids and fey such as goblins and redcaps often serve as minions for the krampus lord. A krampus lord encountered in its lair has a challenge rating of 17 (18,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the krampus can take a lair action to cause one of the following magical effects; the krampus can’t use the same effect two rounds in a row: The krampus chooses up to four points on the ground within 120 feet of it. The krampus need not see each point. Icy, glass-like spines sprout from the ground in a 20-foot radius burst centered on each point. The effect is otherwise identical to the spike growth spell and lasts for 1 minute, until the krampus uses this lair action again, or until the krampus dies or is incapacitated. The krampus casts telekinesis (spell save DC 18, no components required) and doesn't need to maintain concentration of the spell. The effect lasts for 1 minute, until the krampus uses this lair action again, or until the krampus dies or is incapacitated. The krampus targets one or more creatures it can see within 120 feet of it. Animated supernaturally-cold chains with sharp barbs and hooks appear and extend from the ceiling, floors, and walls to ensnare each target. Each target must make a DC 18 Strength saving throw or be restrained by the barbed chains for 1 minute, or if the krampus uses this lair action again. While restrained, a creature takes 4 (1d8) piercing damage and 4 (1d8) cold damage at the start of each of its turns. The barbed chains can be destroyed to end the effect. Each barbed chain has AC 20, 20 hit points, resistant to piercing damage, and immunity to bludgeoning, cold, poison, psychic, and thunder damage. Traits Devil's Sight. Magical darkness doesn't impede the krampus's darkvision. Legendary Resistance (3/Day). If the krampus fails a saving throw, it can choose to succeed instead. Magic Resistance. The krampus has advantage on saving throws against spells and other magical effects. Actions Multiattack. The krampus makes two melee attacks. It can replace one melee attack with Imprison. Birch Rod. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 7 (2d6) psychic damage and if the target is a non-good aligned creature, it must succeed on a DC 19 Constitution saving throw or be stunned until the end of the krampus's next turn. Chain. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. The target is grappled (escape DC 16) if the krampus isn't already grappling a creature. Until this grapple ends, the target is restrained. Imprison. Melee Weapon Attack: +11 to hit, reach 5 ft., one incapacitated Medium or smaller creature grappled by the krampus. Hit: The creature is imprisoned inside krampus's back cage, and the grapple ends. The imprisoned creature is frightened and restrained. As an action, the restrained target can make a DC 19 Strength check, breaking out from the cage on a success. The cage can also be attacked and destroyed (AC 15; hp 100; resistant to bludgeoning, piercing, and slashing from nonmagical attacks; immunity to poison and psychic damage). The krampus can have up to two Medium creatures, one Medium and two smaller creatures, or four Small and smaller creatures trapped inside its cage. Spellcasting. The krampus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: detect evil and good, ray of frost (4d8), spider climb 2/day each: fog cloud, ice storm, invisibility, sleet storm 1/day each: cone of cold, polymorph Bonus Actions Clanging Bells and Chains. The krampus activates or deactivates the clanging of its bells and chains. While clanging, any creature that starts its turn within 60 feet of the krampus and can hear the krampus must succeed on a DC 18 Wisdom saving throw or become frightened of the krampus until the start of its next turn. While frightened in this way, the creature is paralyzed. If a target’s saving throw is successful, the target is immune to the krampus’s Clanging Bells and Chains for the next 24 hours. Teleport (Recharge 5–6). The krampus magically teleports, along with any creature or equipment it is carrying, up to 30 feet to an unoccupied space it can see. Legendary Actions The krampus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The krampus regains spent legendary actions at the start of its turn. Move. The krampus moves up to half its speed without provoking opportunity attacks. Chain. The krampus makes a Chain attack. Birch Rod (Costs 2 Actions). The krampus makes a Birch Rod attack. Infernal Magic (Costs 3 Actions). The krampus uses Spellcasting or Teleport.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Kranduvar","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":29375,"Challenge Rating":15},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Krang","description":"Krang come from a lush, forested homeworld called Tohrvaul, where their forebears first gathered in small tribes of arboreal apes. Fighting one another for centuries over territory and resources, the krang rose into warring nation-states but eventually joined forces with the Ultari Hegemony in search of glorious conquest across the stars. They proved terrifying in battle, but in the execution of their duties, the honorable krang soon realized the cruelty of their new overlords and the depths of their depravity and turned against the Ultari to join their enemies and find redemption while also liberating their homeworld from the grip of the Ultari. Krang average 6-and-a-half feet in height, but their long arms give them the appearance of being taller. They weigh between 200 and 300 pounds. Pride and Valor. Krang are militaristic but deeply concerned with valor. While krang prefer to fight at close range, they also engage from a distance if conditions call for it but abhor the use of disease and poison in weaponized warfare. Many who meet krang for the first time view them as humorless apes with a fixation on combat and skill-at-arms. After spending time together, they soon realize the krang cling to their honor as a bastion against the painful memories of their association with the ultari. While krang possess a modicum of humor, they generally fail to recognize sarcasm and deceptive word play. Traditional krang religion focuses on ancestor worship, but those traveling among other races often adopt the faiths of those they respect, though under duress krang often invoke the names of powerful warriors who faced similar trials or hardships. Respect among the krang is earned by actions, especially demonstrations of skill or bravery. A tale well told may impress a krang, but they always seek evidence to back it up, and they have little patience for those who reveal themselves to be deceitful or cowardly. 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His selfish father betrayed him at an early age, and his hatred and thirst for revenge led him into the arms of the Matrons of Malice. The ex-paladin turned hexblade died when he confronted his father on the Feyrealm and soon found himself as the risen slave of his own warlock patrons who had torn away half of his soul. When the drow of House Ausstyl invaded the hags, they captured the tormented boy and turned him into a half-aberration by infusing his body with a being from beyond reality. They offered him a chance to take revenge on the midnight hags and to ravage the surface of the Feyrealm as he pleases. The once prince, now mutated monster Krasnar Azennar has the remaining half of his soul filled with anger, hatred, and an uncontrollable desire to destroy everything that was once either his ally or enemy. Equipment Karnar Azennar wields a +2 glaive , carries a +1 heavy crossbow , and wears a +1 plate armor .","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":11},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Kraul Death Priest","description":"The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon crippling necromantic magic, and the presence of death seems to fortify them. They draw power from the defeat of their enemies and channel it to their followers, ensuring the continuation of the cycle. The current leader of the kraul is a death priest named Mazirek. Traits Feed on Death. When a creature within 30 feet of the kraul drops to 0 hit points, the kraul or another creature of its choice within 30 feet of it gains 5 (1d10) temporary hit points, provided the kraul isn’t incapacitated. Hive Mind. The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul. Innate Spellcasting. The kraul’s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kraul can innately cast the following spells, requiring no material components: At will: chill touch, poison spray 3/day each: ray of enfeeblement, ray of sickness 1/day each: animate dead, blight, vampiric touch Pack Tactics. The kraul has advantage on an attack roll against a creature if at least one of the kraul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Spider Climb. The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The kraul makes one attack with its quarterstaff and casts one of its spells with a casting time of 1 action. Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kraul)","Alignment":"neutral evil","Expansion":7,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Kraul Warrior","description":"Kraul society is organized into well-defined roles and castes. The vast majority of the kraul occupy various tiers of soldiery, from commanders and elite troops down to the lowliest infantry. Traits Hive Mind. The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul. Pack Tactics. The kraul has advantage on an attack roll against a creature if at least one of the kraul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Spider Climb. The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kraul)","Alignment":"neutral evil","Expansion":7,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Kreidren","description":"Deep in the heart of Drath Sia, the kreidren remained dormant for untold millennia, anticipating the moment they would finally be freed from their eternal prison. The phenomenon that opened the path into Drath Sia to the aseni dendus had also awakened these ancient conquerors from their forced slumber. Seeking to exact their revenge upon all living creatures, the kreidren use the fragile pathways leading to and from Drath Sia to reach the ocean of stars from which they had been banished so long ago. Primordial Dynasts. The kreidren dwell within a swirling expanse of primordial energy known as Valshion, which is more commonly referred to simply as \"The Surge.\" From within this domain the kreidren spread into the expanse, establishing their reign over entire star systems. Those that fell under their regime worshipped the kreidren as deities, offering tribute and sacrifice as demanded. Powerful Psions. Kreidren possess superior telepathic powers which they use to invade and influence the minds of other creatures. These abilties are enhanced by their innate ability to shape and wield primordial energies. When kreidren consume other creatures, they gain all of the creature's knowledge and memories, which they can recall in exact detail almost as if accessing a stream of recorded data. They use this knowledge to further advance their dominance over different species while uncovering their greatest weaknesses. Eternal Vengeance. Though the forces that overthrew and imprisoned them are long gone, the kreidren still long for revenge against those that dared usurp their power. Consequently, they direct their ire toward all living creatures in the galaxy who do not submit to their will. They view all species, especially the more advanced races of the Sorium Accord, to be descendants of the ancient peoples that forged their dimensional prison. As such, the kreidren do not bargain, nor do they make alliances. They simply demand fealty and subservience while offering nothing of true substance but the threat of annihilation. Universal Adaptation. The kreidren doesn't require air. It can survive in a vacuum.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":10},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Kreidren Elder","description":"Kreidren Deep in the heart of Drath Sia, the kreidren remained dormant for untold millennia, anticipating the moment they would finally be freed from their eternal prison. The phenomenon that opened the path into Drath Sia to the aseni dendus had also awakened these ancient conquerors from their forced slumber. Seeking to exact their revenge upon all living creatures, the kreidren use the fragile pathways leading to and from Drath Sia to reach the ocean of stars from which they had been banished so long ago. Primordial Dynasts. The kreidren dwell within a swirling expanse of primordial energy known as Valshion, which is more commonly referred to simply as \"The Surge.\" From within this domain the kreidren spread into the expanse, establishing their reign over entire star systems. Those that fell under their regime worshipped the kreidren as deities, offering tribute and sacrifice as demanded. Powerful Psions. Kreidren possess superior telepathic powers which they use to invade and influence the minds of other creatures. These abilties are enhanced by their innate ability to shape and wield primordial energies. When kreidren consume other creatures, they gain all of the creature's knowledge and memories, which they can recall in exact detail almost as if accessing a stream of recorded data. They use this knowledge to further advance their dominance over different species while uncovering their greatest weaknesses. Eternal Vengeance. Though the forces that overthrew and imprisoned them are long gone, the kreidren still long for revenge against those that dared usurp their power. Consequently, they direct their ire toward all living creatures in the galaxy who do not submit to their will. They view all species, especially the more advanced races of the Sorium Accord, to be descendants of the ancient peoples that forged their dimensional prison. As such, the kreidren do not bargain, nor do they make alliances. They simply demand fealty and subservience while offering nothing of true substance but the threat of annihilation. Universal Adaptation. The kreidren doesn't require air. It can survive in a vacuum. Kreidren Elder The original ascendants of their species, kreidren elders were once a waterborne species that existed since the earliest age, long before the emergence of presently known galactic lifeforms. They knowledge and experiences are retained with crystal clarity and passed down to their spawn. If an elder's body is destroyed, it respawns in the Valshion within the next arc-bind retaining all of its memories of how it perished.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":18},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Krenko","description":"Krenko is the boss of a notorious goblin mob, and he has made his fortune and built his reputation by mostly staying out of the guilds’ way. He has managed to cause no end of trouble for the citizens of the Tenth District, but not without attracting the attention of the guilds. A cunning opportunist, Krenko has spent years consolidating goblin street rabble into his fiercely loyal gang. He cultivated connections among the ruthless and powerful, specializing in high-value theft and mayhem. At the apex of his influence, he got into a nasty turf war with the Shattergang Brothers, a rival goblin gang that often deals in illicit arms. Rumors swirled that Krenko killed Dargig, the youngest of the three brothers, after a weapons drop went bad. The remaining two brothers, Rikkig and Gardagig, attempted to kill Krenko in retaliation for the death of their kin. Before they could do the deed, Krenko was apprehended by the Boros Legion and thrown into Sawtooth Prison—near the legion’s headquarters of Sunhome—to spend the rest of his life behind bars. But someone as well connected as Krenko has ways of shortening his own sentence. Inciting a riot in prison secured him a transfer to Udzec, a maximum-security facility in Precinct Two of the Tenth District, administered by the Azorius Senate. During the transfer, agents of a former associate of Krenko’s created a distraction, and he was able to slip away to rendezvous with his gang. He now plots his next move as he reestablishes power over his criminal enterprise. Krenko’s escape is no small matter. The Chamber of the Guildpact gets involved, alarmed at the possibility of another goblin gang war that could threaten the tenuous peace between the guilds. During the adventure, the Shattergang Brothers catch wind of Krenko’s freedom, and are desperate to make him pay. Traits Nimble Escape. Krenko can take the Disengage or Hide action as a bonus action on each of his turns. Actions Multiattack. Krenko makes two attacks with his scimitar. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 2 (1d4) poison damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Reactions Redirect Attack. When a creature Krenko can see targets him with an attack, Krenko chooses another goblin within 5 feet of him. The two goblins swap places, and the chosen goblin becomes the target instead.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"neutral evil","Expansion":7,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Kressle","description":"Kressle leads a group known as the Thorn River bandits, and is in the process of becoming a part of the Stag Lord’s greater plan. You can use Kressle’s stats as the leader in a group of low-level bandits, or for the bandits themselves if you need a slightly more dangerous group of brigands. Traits Lucky Shot. Before Kressle makes a ranged attack, she can choose to have disadvantage on the attack roll, but if her attack hits it deals one extra die of the weapon’s damage. Actions Multiattack. Kressle makes two melee or ranged attacks. Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) slashing damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Krestauros","description":"These magnificent bulls are paragons of the bovine form, sleek and perfect in fetlock and flank, with hides that glisten in perfect silver-gray, snow-white, or burnished gold. These sacred animals were created by the gods as pleasing and perfect sacrifices, but their majestic appearance was so fine that the long ago kings for whom they were created kept back the krestauros for their own and gave back inferior beasts in sacrifice to the gods. In vengeance, the gods laid curses upon these feckless royals, bringing terror upon their houses with strange passions, monstrous births, and bouts of destruction across the land. Some of the krestauros were captured or slain by mighty heroes, but some still roam the land and tend to bring doom in their wake all unknowing. The krestauros is not malicious and can sometimes be lured away from an area to remove its doom-bringing presence elsewhere, but striking down these blessed beasts may bring its own divine wrath upon their slayers.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":7},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Krexillius Kornath","description":"","properties":{"Category":"Monsters","Size":"Gagantuan","Type":"humanoid","Expansion":27737,"Challenge Rating":9},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Krisalee Tingletoe","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"neutral good","Expansion":14533,"Challenge Rating":12},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Krooth","description":"Krooths, sometimes called crocodile eaters, are fast and vicious bogland hunters. While they are known to hunt and eat large predators, they tend to also prey upon lizardfolk, boggards, and dinosaurs. Indeed, a krooth looks vaguely like a dinosaur, with its ridged head frill, long spiky tail, and mouth full of sharp teeth. Traits Amphibious. The krooth can breathe air and water. Augment Critical. If the krooth scores a critical hit, it rolls damage dice three times instead of twice. Fearless. The krooth has advantage on saving throws against being frightened. Keen Smell. The krooth has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The krooth makes one bite attack and one tail spike attack. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) piercing damage. If a krooth hits a target creature with its bite attack, it can snap off one of its teeth in the wound. The creature must succeed on a DC 16 Constitution saving throw or become poisoned; the poisoned creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. Tail Spike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d8+6) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Krull","description":"Arkhan the Cruel has claimed this tower as his base. Here, with the help of a tortle death-priest of Tiamat named Krull, the dragonborn warrior researches ways to assert his will over the artifact known as the Hand of Vecna , so he can use its secrets to free the evil dragon queen Tiamat from the Nine Hells. Arkhan has traveled to a nearby monument to commune with his goddess, leaving Krull behind.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tortle)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Krull","description":"Traits Hold Breath. Krull can hold his breath for 1 hour. Inescapable Destruction. Necrotic damage dealt by Krull’s spells ignores resistance to necrotic damage. Spellcasting. Krull is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): chill touch, mending, resistance, sacred flame, spare the dying, thaumaturgy 1st level (4 slots): cure wounds, detect evil and good, false life, inflict wounds, ray of sickness 2nd level (3 slots): blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon 3rd level (3 slots): animate dead, magic circle, speak with dead, spirit guardians, vampiric touch 4th level (3 slots): banishment, blight, death ward, divination, locate creature 5th level (2 slots): antilife shell, cloudkill, contagion, greater restoration 6th level (1 slot): create undead, true seeing 7th level (1 slot): divine word, regenerate Actions Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage. +1 Maul. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 9 (2d8) necrotic damage. Shell Defense. Krull withdraws into his shell. Until he emerges as a bonus action, he has a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in his shell, Krull is prone, his speed is 0 and can’t increase, he has disadvantage on Dexterity saving throws, he can’t take reactions, and the only action he can take is to emerge from his shell.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tortle)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Kruthik Hive Lord","description":"Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them. —Mordenkainen Kruthiks Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs. Sharp Senses. In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. Sharper Weapons⁠. Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal. Shared Lair. Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs. Kruthik Hive Lord Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary. —Mordenkainen A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search⁠ for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards. Traits Keen Smell. The kruthik has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics⁠. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. Actions Multiattack. The kruthik makes two stab attacks or two spike attacks. Stab. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Spike. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Acid⁠ Spray (Recharge 5–6). The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Source":"Mordenkainen's Tome of Foes","Alignment":"Unaligned","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Kruthik Hive Lord","description":"A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards. Imagine a hive of ants the size of horses, but the ants are wearing armor. —Mordenkainen Kruthiks Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs. In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal. Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs. Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. —Mordenkainen Traits Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. Actions Multiattack. The kruthik makes two Stab or Spike attacks. Stab. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Spike. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Acid Spray (Recharge 5–6). The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Kruthik Hive Queen","description":"The kruthik hive queen is the overall master of all hives within its territory and is always attended to by 2-3 hive lords. It very rarely leaves its main lair, preferring to stay within the hive as it spends its time laying and watching over its eggs and commanding its hive lords to manage its territory. Battle Mistress. If forced into battle, the hive queen can become a terrifying opponent. Like hive lords, it can stab with its razor-sharp forelimbs, shoot iron-like spikes, or spew horrific amounts of acid. In addition to these weapons, the hive queen can also unleash its terrible tail stinger, which can instantly paralyze a creature hit. The hive queen is also a shrewd tactician, able to call other kruthiks to its side or direct them to attack specific targets of its choosing. Traits Keen Smell. The kruthik has advantage on Wisdom (Perception) checks that rely on smell. Pack Leader. The kruthik’s allies have advantage on attack rolls while within 20 feet of the kruthik, provided it isn’t incapacitated. Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. Actions Multiattack. The kruthik makes two Stab attacks or two Spike attacks, and one Sting attack. Stab. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Spike. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (2d8 + 5) piercing damage. The target must make a DC 16 Constitution saving throw or become poisoned for 1 minute. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Acid Spray (Recharge 5–6). The kruthik sprays acid in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 33 (6d10) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions The kruthik can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kruthik regains spent legendary actions at the start of its turn. Charge. The kruthik moves up to its speed. To Me. Up to three allied kruthiks of this kruthik's choice within 60 feet of this kruthik that can hear it can each use their reaction to move up to their speed to the nearest possible space to this kruthik. Attack (Costs 2 Actions). The kruthik makes one Stab or Spike attack. Command (Costs 1-3 Actions). The kruthik chooses up to three allied kruthiks it can see within 30 feet of it. If the target can see and hear the kruthik, the target can use its reaction to move up to half its speed and make one weapon attack. It costs 1 legendary action per target.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Kryo Aima Construct Bomber","description":"The city of Kryo Aima is a superpower in regards to the construction of automatons, firearms, a wide range of technologies and experimental weapons. As such, it isn’t a big surprise that the majority of their army and security is composed completely by constructs. The gearcon soldier is an example of the most widely available combat automaton at the disposal of the city. Armed with some decent armor and weaponry, including firearms, these artificial soldiers perform a number of duties with their limited intelligence. Directives and Duty. All constructs of Kryo Aima are embedded with directives to follow at the end of their building process. That is to say rules that directly control their behavior, so their limited intelligence cannot be a danger to others. Depending on the model of construct and utility they may have, the creators place more or less directives to suit the city’s convenience. These directives are buried so deeply that even taking control of a construct through magic wouldn’t overwrite it. Directive: Protect the City. The soldiers are crafted as the first line of defense against all threats to the city. From invaders, troublesome wildlife and internal issues like violent crime, these automatons are sent alongside humanoid leaders who oversee all operations to ensure the best result. As such they double as part of an internal police force. Constructed Nature. The soldier doesn’t require air, food, drink, or sleep. Types of Construct Soldiers Although the general body is mostly the same from soldier to soldier, their equipment and specialties in combat are the grand difference amongst them. Soldier: The most common type, equipped for melee combat and with a supplemental firearm. Gunner: The second most common type, with similar equipment to the soldier but modified to specialize in ranged combat. Bomber: The explosives specialists of the army, outfitted with arcane cannons to replace their shields. Shield Legion The defense specialists, designed with durability in mind. They wield two shields, a sword and magical abjuration barriers that dispel weak magic and enhance their armor. Champion The mechanical elite of the army. They are exceptional with both melee weaponry and firearms. Their equipment carries multiple enchantments, allowing them access to spellcasting, as well as many of the benefits of the lesser models. Kryo Aima Located in the far north, Kryo Aima is the youngest of all the superpowers in the continent. However, this does not mean that it is weak or small by any measure, for they are easily the most technologically advanced city-state within the reach of the gods. The advancements of this city are the result of a combined effort between multiple tribes coming together, the incidental development of a culture that appreciates artisans and engineers due to their work being a great necessity in the dangerous north. The hostility presented by the land around them and their denizens, which included white dragons, winter wolves, yeti and more, created a need for constant development in technology as magic was not cutting it. Due to the rarity of people capable of wielding magical power, ensuring access to weapons and tools that anyone could use became vital. Thus the creation of gunpowder and firearms took place. Combined with the existing knowledge of Automatons, Kryo Aima innovated on all fronts of engineering, magical or nonmagical. In the present we have a city teeming with constructs, clockwork machinery and devices that help make life in the north much more bearable and safe. Masters of the Sky. Another claim to fame the city has is the creation and control of the majority of Airships in the continent. Kryo Aima is the only city that can claim to have a sky-fleet as part of their military, which has made them inevitably a rival force to hostile flying creatures such as chromatic dragons. Constructs Automatons are not an uncommon sight in the mythology of Greece. The god of the forge is the inve ntor of several famous constructs which inhabit these grand tales, but there are plenty of brilliant mortals who have adopted the craft as well. Traits Immutable Form. The bomber is immune to any spell or effect that would alter its form. Magic Resistance. The bomber has advantage on saving throws against spells and other magical effects. Magic Weapons. The bomber's weapon attacks are magical. Actions Longsword. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 3) slashing damage. Longsword (Two-handed). Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (1d10 + 3) slashing damage. Arcane Firearm. Ranged Weapon Attack: +6 to hit, reach 40/120ft., one target. Hit: 12 (2d6 + 4) force damage. Arcane Cannon (Recharge 6). The bomber shoots a magical projectile that explodes at a point it can see within 120 feet of it. Each creature in a 20foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. The sphere spreads around corners. A creature takes 21 (6d6) force damage on a failed save, or half as much damage on a successful one. Objects and structures take double damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":29804,"Challenge Rating":3},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Kryo Aima Construct Gunner","description":"The city of Kryo Aima is a superpower in regards to the construction of automatons, firearms, a wide range of technologies and experimental weapons. As such, it isn’t a big surprise that the majority of their army and security is composed completely by constructs. The gearcon soldier is an example of the most widely available combat automaton at the disposal of the city. Armed with some decent armor and weaponry, including firearms, these artificial soldiers perform a number of duties with their limited intelligence. Directives and Duty. All constructs of Kryo Aima are embedded with directives to follow at the end of their building process. That is to say rules that directly control their behavior, so their limited intelligence cannot be a danger to others. Depending on the model of construct and utility they may have, the creators place more or less directives to suit the city’s convenience. These directives are buried so deeply that even taking control of a construct through magic wouldn’t overwrite it. Directive: Protect the City. The soldiers are crafted as the first line of defense against all threats to the city. From invaders, troublesome wildlife and internal issues like violent crime, these automatons are sent alongside humanoid leaders who oversee all operations to ensure the best result. As such they double as part of an internal police force. Constructed Nature. The soldier doesn’t require air, food, drink, or sleep. Types of Construct Soldiers Although the general body is mostly the same from soldier to soldier, their equipment and specialties in combat are the grand difference amongst them. Soldier: The most common type, equipped for melee combat and with a supplemental firearm. Gunner: The second most common type, with similar equipment to the soldier but modified to specialize in ranged combat. Bomber: The explosives specialists of the army, outfitted with arcane cannons to replace their shields. Shield Legion The defense specialists, designed with durability in mind. They wield two shields, a sword and magical abjuration barriers that dispel weak magic and enhance their armor. Champion The mechanical elite of the army. They are exceptional with both melee weaponry and firearms. Their equipment carries multiple enchantments, allowing them access to spellcasting, as well as many of the benefits of the lesser models. Kryo Aima Located in the far north, Kryo Aima is the youngest of all the superpowers in the continent. However, this does not mean that it is weak or small by any measure, for they are easily the most technologically advanced city-state within the reach of the gods. The advancements of this city are the result of a combined effort between multiple tribes coming together, the incidental development of a culture that appreciates artisans and engineers due to their work being a great necessity in the dangerous north. The hostility presented by the land around them and their denizens, which included white dragons, winter wolves, yeti and more, created a need for constant development in technology as magic was not cutting it. Due to the rarity of people capable of wielding magical power, ensuring access to weapons and tools that anyone could use became vital. Thus the creation of gunpowder and firearms took place. Combined with the existing knowledge of Automatons, Kryo Aima innovated on all fronts of engineering, magical or nonmagical. In the present we have a city teeming with constructs, clockwork machinery and devices that help make life in the north much more bearable and safe. Masters of the Sky. Another claim to fame the city has is the creation and control of the majority of Airships in the continent. Kryo Aima is the only city that can claim to have a sky-fleet as part of their military, which has made them inevitably a rival force to hostile flying creatures such as chromatic dragons. Constructs Automatons are not an uncommon sight in the mythology of Greece. The god of the forge is the inve ntor of several famous constructs which inhabit these grand tales, but there are plenty of brilliant mortals who have adopted the craft as well. Traits Immutable Form. The gunner is immune to any spell or effect that would alter its form. Magic Resistance. The gunner has advantage on saving throws against spells and other magical effects. Magic Weapons. The gunner's weapon attacks are magical. Actions Longsword. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 3) slashing damage. Longsword (Two-handed). Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 6 (1d10 + 3) slashing damage. Arcane Firearm. Ranged Weapon Attack: +5 to hit, reach 40/120ft., one target. Hit: 12 (2d6 + 3) force damage. Arcane Barrage (Recharge 5-6). The gunner makes three arcane firearm attacks. After taking this action, it is stunned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":29804,"Challenge Rating":2},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Kryo Aima Construct Protector","description":"The city of Kryo Aima is a superpower in regards to the construction of automatons, firearms, a wide range of technologies and experimental weapons. As such, it isn’t a big surprise that the majority of their army and security is composed completely by constructs. The gearcon soldier is an example of the most widely available combat automaton at the disposal of the city. Armed with some decent armor and weaponry, including firearms, these artificial soldiers perform a number of duties with their limited intelligence. Directives and Duty. All constructs of Kryo Aima are embedded with directives to follow at the end of their building process. That is to say rules that directly control their behavior, so their limited intelligence cannot be a danger to others. Depending on the model of construct and utility they may have, the creators place more or less directives to suit the city’s convenience. These directives are buried so deeply that even taking control of a construct through magic wouldn’t overwrite it. Directive: Protect the City. The soldiers are crafted as the first line of defense against all threats to the city. From invaders, troublesome wildlife and internal issues like violent crime, these automatons are sent alongside humanoid leaders who oversee all operations to ensure the best result. As such they double as part of an internal police force. Constructed Nature. The soldier doesn’t require air, food, drink, or sleep. Types of Construct Soldiers Although the general body is mostly the same from soldier to soldier, their equipment and specialties in combat are the grand difference amongst them. Soldier: The most common type, equipped for melee combat and with a supplemental firearm. Gunner: The second most common type, with similar equipment to the soldier but modified to specialize in ranged combat. Bomber: The explosives specialists of the army, outfitted with arcane cannons to replace their shields. Shield Legion The defense specialists, designed with durability in mind. They wield two shields, a sword and magical abjuration barriers that dispel weak magic and enhance their armor. Champion The mechanical elite of the army. They are exceptional with both melee weaponry and firearms. Their equipment carries multiple enchantments, allowing them access to spellcasting, as well as many of the benefits of the lesser models. Kryo Aima Located in the far north, Kryo Aima is the youngest of all the superpowers in the continent. However, this does not mean that it is weak or small by any measure, for they are easily the most technologically advanced city-state within the reach of the gods. The advancements of this city are the result of a combined effort between multiple tribes coming together, the incidental development of a culture that appreciates artisans and engineers due to their work being a great necessity in the dangerous north. The hostility presented by the land around them and their denizens, which included white dragons, winter wolves, yeti and more, created a need for constant development in technology as magic was not cutting it. Due to the rarity of people capable of wielding magical power, ensuring access to weapons and tools that anyone could use became vital. Thus the creation of gunpowder and firearms took place. Combined with the existing knowledge of Automatons, Kryo Aima innovated on all fronts of engineering, magical or nonmagical. In the present we have a city teeming with constructs, clockwork machinery and devices that help make life in the north much more bearable and safe. Masters of the Sky. Another claim to fame the city has is the creation and control of the majority of Airships in the continent. Kryo Aima is the only city that can claim to have a sky-fleet as part of their military, which has made them inevitably a rival force to hostile flying creatures such as chromatic dragons. Constructs Automatons are not an uncommon sight in the mythology of Greece. The god of the forge is the inve ntor of several famous constructs which inhabit these grand tales, but there are plenty of brilliant mortals who have adopted the craft as well. Traits Spellcasting. The protector's Spellcasting Ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can cast the following Spells, requiring no material components: At Will: eldritch blast 3/day each: absorb elements, counterspell, dispel magic, shield 2/day each: gravity sinkhole, magic missile (as a 5th level spell) 1/day each: gravity fissure, steel wind strike Immutable Form. The protector is immune to any spell or effect that would alter its form. Limited Magic Immunity. The protector can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Magic Weapons. The protector's weapon attacks are magical. Actions Multiattack. The protector makes 3 attacks with any of its weapons or shoots 3 eldritch blasts. Longsword. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 18 (4d8) force damage. Longsword (Two-handed). Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 18 (4d8) force damage. Shield Bash. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. If the target is a medium or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Arcane Firearm. Ranged Weapon Attack: +9 to hit, reach 40/120ft., one target. Hit: 18 (4d6 + 4) force damage. Eldritch Blast. Ranged Spell Attack: +9 to hit, reach 300ft., one target. Hit: 9 (1d10 + 4) force damage. A creature struck by the blast is pulled 10 ft towards the protector.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":29804,"Challenge Rating":14},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Kryo Aima Construct Shield Legionnaire","description":"The city of Kryo Aima is a superpower in regards to the construction of automatons, firearms, a wide range of technologies and experimental weapons. As such, it isn’t a big surprise that the majority of their army and security is composed completely by constructs. The gearcon soldier is an example of the most widely available combat automaton at the disposal of the city. Armed with some decent armor and weaponry, including firearms, these artificial soldiers perform a number of duties with their limited intelligence. Directives and Duty. All constructs of Kryo Aima are embedded with directives to follow at the end of their building process. That is to say rules that directly control their behavior, so their limited intelligence cannot be a danger to others. Depending on the model of construct and utility they may have, the creators place more or less directives to suit the city’s convenience. These directives are buried so deeply that even taking control of a construct through magic wouldn’t overwrite it. Directive: Protect the City. The soldiers are crafted as the first line of defense against all threats to the city. From invaders, troublesome wildlife and internal issues like violent crime, these automatons are sent alongside humanoid leaders who oversee all operations to ensure the best result. As such they double as part of an internal police force. Constructed Nature. The soldier doesn’t require air, food, drink, or sleep. Types of Construct Soldiers Although the general body is mostly the same from soldier to soldier, their equipment and specialties in combat are the grand difference amongst them. Soldier: The most common type, equipped for melee combat and with a supplemental firearm. Gunner: The second most common type, with similar equipment to the soldier but modified to specialize in ranged combat. Bomber: The explosives specialists of the army, outfitted with arcane cannons to replace their shields. Shield Legion The defense specialists, designed with durability in mind. They wield two shields, a sword and magical abjuration barriers that dispel weak magic and enhance their armor. Champion The mechanical elite of the army. They are exceptional with both melee weaponry and firearms. Their equipment carries multiple enchantments, allowing them access to spellcasting, as well as many of the benefits of the lesser models. Kryo Aima Located in the far north, Kryo Aima is the youngest of all the superpowers in the continent. However, this does not mean that it is weak or small by any measure, for they are easily the most technologically advanced city-state within the reach of the gods. The advancements of this city are the result of a combined effort between multiple tribes coming together, the incidental development of a culture that appreciates artisans and engineers due to their work being a great necessity in the dangerous north. The hostility presented by the land around them and their denizens, which included white dragons, winter wolves, yeti and more, created a need for constant development in technology as magic was not cutting it. Due to the rarity of people capable of wielding magical power, ensuring access to weapons and tools that anyone could use became vital. Thus the creation of gunpowder and firearms took place. Combined with the existing knowledge of Automatons, Kryo Aima innovated on all fronts of engineering, magical or nonmagical. In the present we have a city teeming with constructs, clockwork machinery and devices that help make life in the north much more bearable and safe. Masters of the Sky. Another claim to fame the city has is the creation and control of the majority of Airships in the continent. Kryo Aima is the only city that can claim to have a sky-fleet as part of their military, which has made them inevitably a rival force to hostile flying creatures such as chromatic dragons. Constructs Automatons are not an uncommon sight in the mythology of Greece. The god of the forge is the inve ntor of several famous constructs which inhabit these grand tales, but there are plenty of brilliant mortals who have adopted the craft as well. Traits Immutable Form. The legionnaire is immune to any spell or effect that would alter its form. Limited Magic Immunity. The legionnaire can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Magic Weapons. The legionnaire's weapon attacks are magical. Actions Multiattack. The legionnaire makes one longsword attack and one shield bash attack. Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) slashing damage. Longsword (Two-handed). Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d10 + 4) slashing damage. Shield Bash. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":29804,"Challenge Rating":5},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Kryo Aima Construct Soldier","description":"The city of Kryo Aima is a superpower in regards to the construction of automatons, firearms, a wide range of technologies and experimental weapons. As such, it isn’t a big surprise that the majority of their army and security is composed completely by constructs. The gearcon soldier is an example of the most widely available combat automaton at the disposal of the city. Armed with some decent armor and weaponry, including firearms, these artificial soldiers perform a number of duties with their limited intelligence. Directives and Duty. All constructs of Kryo Aima are embedded with directives to follow at the end of their building process. That is to say rules that directly control their behavior, so their limited intelligence cannot be a danger to others. Depending on the model of construct and utility they may have, the creators place more or less directives to suit the city’s convenience. These directives are buried so deeply that even taking control of a construct through magic wouldn’t overwrite it. Directive: Protect the City. The soldiers are crafted as the first line of defense against all threats to the city. From invaders, troublesome wildlife and internal issues like violent crime, these automatons are sent alongside humanoid leaders who oversee all operations to ensure the best result. As such they double as part of an internal police force. Constructed Nature. The soldier doesn’t require air, food, drink, or sleep. Types of Construct Soldiers Although the general body is mostly the same from soldier to soldier, their equipment and specialties in combat are the grand difference amongst them. Soldier: The most common type, equipped for melee combat and with a supplemental firearm. Gunner: The second most common type, with similar equipment to the soldier but modified to specialize in ranged combat. Bomber: The explosives specialists of the army, outfitted with arcane cannons to replace their shields. Shield Legion The defense specialists, designed with durability in mind. They wield two shields, a sword and magical abjuration barriers that dispel weak magic and enhance their armor. Champion The mechanical elite of the army. They are exceptional with both melee weaponry and firearms. Their equipment carries multiple enchantments, allowing them access to spellcasting, as well as many of the benefits of the lesser models. Kryo Aima Located in the far north, Kryo Aima is the youngest of all the superpowers in the continent. However, this does not mean that it is weak or small by any measure, for they are easily the most technologically advanced city-state within the reach of the gods. The advancements of this city are the result of a combined effort between multiple tribes coming together, the incidental development of a culture that appreciates artisans and engineers due to their work being a great necessity in the dangerous north. The hostility presented by the land around them and their denizens, which included white dragons, winter wolves, yeti and more, created a need for constant development in technology as magic was not cutting it. Due to the rarity of people capable of wielding magical power, ensuring access to weapons and tools that anyone could use became vital. Thus the creation of gunpowder and firearms took place. Combined with the existing knowledge of Automatons, Kryo Aima innovated on all fronts of engineering, magical or nonmagical. In the present we have a city teeming with constructs, clockwork machinery and devices that help make life in the north much more bearable and safe. Masters of the Sky. Another claim to fame the city has is the creation and control of the majority of Airships in the continent. Kryo Aima is the only city that can claim to have a sky-fleet as part of their military, which has made them inevitably a rival force to hostile flying creatures such as chromatic dragons. Constructs Automatons are not an uncommon sight in the mythology of Greece. The god of the forge is the inve ntor of several famous constructs which inhabit these grand tales, but there are plenty of brilliant mortals who have adopted the craft as well. Traits Immutable Form. The soldier is immune to any spell or effect that would alter its form. Magic Resistance. The soldier has advantage on saving throws against spells and other magical effects. Magic Weapons. The soldier's weapon attacks are magical. Actions Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d8 + 3) slashing damage. Longsword (Two-handed). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d10 + 3) slashing damage. Arcane Firearm. Ranged Weapon Attack: +3 to hit, reach 40/120ft., one target. Hit: 10 (2d6 + 1) force damage. Overdrive Flurry (Recharge 5-6). The soldier makes four longsword attacks. After taking this action, it is stunned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":29804,"Challenge Rating":2},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Kryo Aima Dragon Sentinel","description":"At the very center of the city resides a massive building, stretching into the sky. This place is named The Gleaming Steeple , the Central monument of the city reaching 400 feet in height. It is both symbolic of the advancement and progress reached by the settlers in the north of the continent and a magical structure made of a special mineral only found in the cold mountains north of Kryo Aima. This stone is labeled Miststone, due to its connection to the arcane domain of Hecate. At the very top of this monument there are three massive port-like ledges, from which three massive figures are always watching the city below and the horizon beyond. These beings remain in place, vigilant for danger that may need their intervention. These are the Sentinels. Three-headed dragon-like constructs that are placed within the public’s view at all times, to be a reminder of the power they have as people from Kryo Aima. Although there are elements within the society of the city that would disagree, believing that their presence is a looming threat to any dissidents. They are a very beautiful gleaming silver color, with an internal magical blue light pouring forth from several parts of its body. Their design is sleek and elegant, not unlike the silver dragons who passed down very unique techniques of automaton creation during the early days of Kryo Aima’s founding era, centuries ago. Draconic Origin. The dragon sentinels are a unique automaton, for they are the only ones that even have the capacity to reject orders. This peculiar trait is theorized to exist because of the magical origin of the dragon’s core, a fossilized gem-like dragon egg. This leads to the automaton having some semblance of awareness, but one so minimal that it might be even lesser than that of a wild animal. Higher-ups in Control. Due to the peculiarity of this automaton’s behavior when left alone, a system of control was set in place. Using a special set of magical rings divided amongst several members of the ruling council of the city, which are voted on by way of a yearly agreement between the most influential citizens of Kryo Aima, the sentinels are kept tame. The rings place a great physical and mental strain on the user over time, which further encourages the rotation of the responsible members. Constructed Nature. The sentinel doesn’t require air, food, drink, or sleep. Kryo Aima Located in the far north, Kryo Aima is the youngest of all the superpowers in the continent. However, this does not mean that it is weak or small by any measure, for they are easily the most technologically advanced city-state within the reach of the gods. The advancements of this city are the result of a combined effort between multiple tribes coming together, the incidental development of a culture that appreciates artisans and engineers due to their work being a great necessity in the dangerous north. The hostility presented by the land around them and their denizens, which included white dragons, winter wolves, yeti and more, created a need for constant development in technology as magic was not cutting it. Due to the rarity of people capable of wielding magical power, ensuring access to weapons and tools that anyone could use became vital. Thus the creation of gunpowder and firearms took place. Combined with the existing knowledge of Automatons, Kryo Aima innovated on all fronts of engineering, magical or nonmagical. In the present we have a city teeming with constructs, clockwork machinery and devices that help make life in the north much more bearable and safe. Masters of the Sky. Another claim to fame the city has is the creation and control of the majority of Airships in the continent. Kryo Aima is the only city that can claim to have a sky-fleet as part of their military, which has made them inevitably a rival force to hostile flying creatures such as chromatic dragons. Constructs Automatons are not an uncommon sight in the mythology of Greece. The god of the forge is the inve ntor of several famous constructs which inhabit these grand tales, but there are plenty of brilliant mortals who have adopted the craft as well. Traits Bound Guardian. The dragon sentinel is magically bound to a set of four amulets. As long as the dragon is within 1 mile of an amulet wearer on the same plane of existence, the wearer can communicate telepathically with the dragon and prevent it from going berserk. Two amulet wearers are needed to control the dragon sentinel properly. If there is a single amulet wearer within 1 mile of the dragon sentinel, the wearer must make a DC 18 Constitution saving throw or suffer one level of exhaustion every time they try to command the dragon sentinel. If there are no amulet wearers within 1 mile, the dragon sentinel will attack the closest creature or structure. The amulets are all magic items that require attunement. Immutable Form. The dragon sentinel is immune to any spell or effect that would alter its form. Magic Resistance. The dragon sentinel has advantage on saving throws against spells and other magical effects. Magic Weapons. The dragon sentinel's weapon attacks are magical. Siege Monster. The dragon sentinel deals double damage to objects and structures. Actions Multiattack. The dragon sentinel makes four attacks: One with its bite, two with its claws and one with its arcane blast. Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24 (3d10 + 8) piercing damage plus 9 (2d8) force damage. Claws. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 18 (3d6 + 8) slashing damage. Arcane Blast. Ranged Spell Attack: +12 to hit, reach 100/300ft., one target. Hit: 20 (4d6 + 6) force damage. Arcane Breath (Recharge 5-6). The dragon exhales raw magic energy in a 60-foot cone as two heads power down in order to fire. Each creature in this cone must make a DC 20 Strength saving throw, taking 58 (12d8) force damage, and is pulled 30 feet towards the dragon's position on a failed save. On a successful save, the creature takes half as much damage, and is not pulled towards the dragon. Bonus Actions Arcane Step. The dragon sentinel magically teleports to an unoccupied space it can see within 60 feet of it. Legendary Actions Kryo Aima Dragon Sentinel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kryo Aima Dragon Sentinel regains spent legendary actions at the start of their turn. Claw. The dragon sentinel makes one claw attack. Arcane Blast (Costs 2 Actions). The dragon sentinel makes one arcane blast attack. Arcane Absorption (Costs 3 Actions). The dragon sentinel unleashes a shockwave of blue energy from its central head in a 30-foot-radius. Magical effects of 5th level or lower are dispelled and magic items with a rarity below rare stop working until the start of the dragon sentinel's next turn. If any magic was dispelled, the dragon sentinel's arcane breath recharges instantly.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":29804,"Challenge Rating":19},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Kryt","description":"Kryts are bipedal, ancient-looking tortoises with knowing eyes whose depths seem to swirl with constellations of stars. Short and hearty like dwarves, they attack with great physical power. The kryt always settle near water; their oracles and mystics require it. They typically form small tribes in caves or small huts near ponds or reflective bodies of water. Dangerous Mystics. It is commonly known that kryts are able to see into the future, but few are brave enough to seek their counsel. With a reputation for attacking outsiders and giving chilling predictions, the few who survive their divinations return shaken and speechless with terror. Kryts usually find it easier to use livestock for their sacrificial divinations, but anyone entering their tribe should fear becoming an offering in their insatiable quest for ultimate knowledge of the future. Doom Mongers of Haruspicy. The kryts are haruspices who predict the future by examining the entrails of a sacrificed creature. Refusing to align themselves with a singular known deity, they claim they have seen prophecies of a cataclysm wrought by an ominous and unnamed power. Kryts live predominately silent lives, striving to save their voices for their ultimate calling as messengers for this mysterious god of death. They never record their findings, preferring to keep what they divine to themselves. Secret Society. Solitary kryts regard strangers with callous practicality, viewing them as mere pieces of flesh to be beaten and subjugated until they are prepared for a divining sacrifice. Kryts are reluctant to share any of their prophetic visions with others--even members of their own tribe.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kryt)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Kryx Bloodgnash","description":"Kryx Bloodgnash Gnoll shapeshifter druid “Every one hundred seasons, the Dark Wood chooses a vessel for its vengeance. Ware the one who walks in the Wood’s name.” —Phrase found in the tattered journals of the druid Kylak Ironroot Nicknames : The Beast of the Dark Wood, Blood of the Underworld, Old Redfang Kryx was raised by the Dark Wood. Cast out from his gnoll pack as a runt, Kryx wandered the Dark Wood, starving and scared. In a twisted grove of grasping trees dripping black liquid into a pool, an ancient presence embraced him, feeding him dead foliage and filling his veins with the oil of the land. Able to transform into the twisted visage of a giant hyena, Kryx hunted freely in the woods that embraced him as a dark guardian. During these hunts, Krix met Athlonia in a grove surrounding a long-dead portal to the realm of the unseelie elves. The two saw their connection to the darker side of the natural world and bonded before joining the Grim Accord. Ideal: “From the depths of the earth we rise and to depths of the earth we return.” Bond: “I smile at the darkness held in the hearts of my friends.” Flaw: “My hunger for blood and flesh sometimes outweighs the better judgment of my companions.” Tactics In his years traveling with the Grim Accord, Kryx learned to hold back his initial instinct to shift into his bestial form and tear his enemies limb from limb. Kryx begins combat with his powerful spells before shifting into his fearsome giant hyena form, charging in at spellcasters and less-armored foes.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Alignment":"chaotic evil","Expansion":18514,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 6"},{"name":"Kubot","description":"Kubot (Koo-bot) The dreadful kubot is a female aswang who often appears as a stunningly beautiful young maiden in her humanoid form. Her alluring looks hide a dark personality, as the kubot is malicious, spiteful, and filled with conceit. In her fiend form, the kubot resembles a hag or female vampire with dark gray skin, clawed hands and feet, and massively long hair that billows like seaweed underwater. She moves like a spider, using her claws and hair to crawl across rooftops, tree branches, and steep walls. Vampiric Stalker. A female afflicted with the kubot curse ages a year each day. To revert to her young age, she must transform into a kubot and feed on the life force of a young humanoid. At night, the kubot prowls dark wooded areas, secluded farmlands, and shadowy alleys searching for youthful victims. She smothers and blinds her prey by forcibly shoving her tentacle-like hair strands into the victim's eyes, ears, nostrils, and mouth. Once the target is secured, she drains it of its life essence, leaving nothing but a withered and dried husk. Afterwards, the kubot becomes as young as its last prey. The Dark Prince's Gift. It is said that the very first kubot was once a very attractive but vain and wicked aristocratic woman who, as she got older, became more envious and resentful of the young women who stole the attention away from her. She sought ways to look younger, and as she got more obsessed and insane, she secretly ordered young virgins murdered. She then bathed in their blood, believing that this would make her young. Her vile actions were eventually noticed by Graz’zt the Dark Prince, who then offered her the gift of eternal beauty. Desperate, the woman accepted and she was transformed to her 18-year old version. Unfortunately, she also gained the kubot curse. Duplicitous Nature. Because of how the curse affects her, a kubot often lives a double life. In most cases, she will act as a young daughter during her young days and portray her mother during long periods that she hasn’t fed. Aswang (Uh-swung) An aswang is an accursed humanoid that transforms into a fiend. In its natural form, an aswang resembles a typical humanoid. At night, it can change its shape into a cunning, demonic predator. It hunts other humanoids and feasts on their blood, organs, or life force. Aswang Curse. A humanoid creature can be afflicted by the aswang curse after it willingly made or was tricked into making a dark pact with a Demon Lord, sometimes through the actions of a hag. One can also be born into it if one or both of its parents are aswangs. Casting remove curse, greater restoration , or similar spell can free a humanoid of the curse, but a natural born aswang can only be freed of the curse with a wish . An aswang can either resist its curse or welcome it. By fighting the curse, an aswang keeps its normal behavior and personality while in its natural form. It can try to live its life as it wants but must constantly stave off the urge to feed. However, at nights of the full moon, the hunger becomes too great, and the curse overcomes the individual, forcing it to transform into its fiendish form. An aswang driven to this state becomes ravenous and will not stop hunting until it has fed. Each night that it fails to feed in its fiend form, it gains 1 level of exhaustion. A genuinely depraved individual, or someone corrupted by it, sees the aswang curse as a gift and, over time, masters the ability to change into a fiend. However, an aswang can only transform at night and retain its demonic form until dawn, at which point it automatically transforms back to its humanoid form. Masters of Deception. Aswangs hide in plain sight, living amongst normal folk and often taking up occupations like butchers, hunters, gravediggers, taxidermists, and trappers to help divert suspicions of why their homes may sometimes smell of carrion and death. They insert themselves into humanoid communities and earn their neighbors' trust through charm, friendliness, and generosity. They avoid getting physically close to an individual, though, because if one looks directly at their eyes, they will discover that their reflection is upside down. Aswangs tend to prey on members of society that no one will miss if they suddenly disappear. If such targets are unavailable, they travel to another community, settlement, or location that is far from their homes. They won't risk feeding near where they live. Anyone who becomes suspicious of them, or sees them in their fiendish form, is always dealt with immediately for fear of rousing an organized mob. A successful clan of aswangs can live in the outskirts of town, preying on its citizens for years without getting caught. If things start to go awry, the aswangs will not risk staying. They will leave as soon as they can and establish themselves in another community to begin anew. Night Stalkers. Aswangs are careful, patient, and stealthy hunters, often choosing targets that are defenseless or weak. Typically during the day, aswangs pick and mark their target and identify where they live. At night after they transform, they stalk their prey and bide their time until they can attack when their target is most vulnerable. This means most of their assaults happen when their target is alone or asleep. They often just leave the bodies of their victims where they are to avoid the risk of getting caught. Because their kills bear specific types of wounds commonly attributed to ghouls, lycanthropes, or vampires, they aren't worried suspicions about their presence will be brought up. Aswang Weaknesses. Aswangs, much like vampires, have several weaknesses. They find the pungent smell of garlic repulsive, and the chemical properties of pure salt sicken it. While an aswang can resist most blows, weapons made from a stingray's barbed tail, even simple ones, can hurt them normally. Because they become fiends while transformed, they are susceptible to attacks that specifically harm fiends, such as holy water. If an aswang fails its saving throw against a Dispel Evil and Good spell, it reverts to its humanoid form and can't transform for 1 minute. Traits Keen Hearing and Smell. The kubot has advantage on Wisdom (Perception) checks that rely on hearing or smell. Rapid Aging. The kubot ages 1 year each day. Actions Multiattack. The kubot makes two attacks: two with its Dagger (humanoid form) or one with her Hair Wrap and one with her Claws (fiend form). Hair Wrap (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 12). Until this grapple ends, the target can't breathe, is blinded, restrained, and the kubot can't use her Hair Wrap against other targets. Claws (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage. Consume Energy (Fiend Form Only). The kubot draws energy from a creature it is grappling with. The target makes a DC 12 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The kubot regains hit points equal to the amount of necrotic damage dealt. If a creature dies from this action, the kubot gains the age of the creature. The kubot's age can't go below 18 years old. Dagger (Humanoid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Change Shape. The kubot polymorphs into her Fiend Form or back into her true form, which is humanoid. In Fiend Form, the kubot appears as a female vampire with enormous flowing hair. Her statistics, other than her Speed, damage, and damage resistances, are the same in each form. She reverts to her true form at dawn or if she dies. The kubot can only use this action at night. While transformed, the kubot also gains the following features: The kubot's creature type changes to fiend. The kubot has advantage on Strength and Dexterity checks and Strength and Dexterity saving throws. When the kubot makes a melee weapon attack, she gains a +3 bonus to the damage roll (included in the attack). The kubot can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If the kubot starts her turn within 10 feet of a pound of salt or garlic, she becomes poisoned until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Kuchrima","description":"Kuchrimas are vaguely humanoid creatures with vulture-like heads and wings for arms, wielding enormous bows in their taloned feet. They are distant kin of the lamias, created by them as soldier-servants. In the thousands of years since that civilization’s collapse, these lamia-kin have migrated to many mountainous regions, where they dwell principally in the thin air among the upper peaks in enclaves or “gluttonies.” These disease-ridden hunters strive to remain well out of sight of land-bound races, which they mistrust and fear in numbers. Should a new rune lord or powerful harridan come into power and manage to locate these disparate gluttonies, however, the kuchrimas could be gathered into a formidable airborne force once again. Eaters of the Dead. These foul creatures are a disgusting cross between humanoids and condors. Also known as the Eaters of the Dead, the kuchrimas are the lowest order of the lamia-kin, lacking even standard lamias‘ capability for spellcasting. They not only serve the function of common soldiers and scouts but are also left to take care of the disposal of bodies, garbage, and other waste—most of which they feed upon. This habit results in their foul appearance and disease-ridden bite. Kuchrimas often wield giant bows in their powerful talons, holding the weapon in one talon and pulling the bowstring with the other in order to fire arrows with devastating effect. Scavenging Soldier-Slaves. Kuchrimas have much in common with the condors they resemble and are opportunistic hunters and scavengers. Bands of kuchrima hunters might fly dozens of miles from their communal aerie, using their keen sight to locate prey both small and large. In the extreme mountainous areas they inhabit, such meals often take the form of giant rams, mountain aurochs, and even the occasional mountaineer, though these disgusting creatures prefer their meals dead and rotting.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":8},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Külmking","description":"This creature's long, horse-like body has far too many legs with multiple arms that end in rending claws, while its misshapen head has a fanged maw used for rending flesh and sucking out souls. Cursed Defiler. When a creature chooses to go out of its way to harm forests or other wildlands, fey spirits can curse it to become a külmking. This twisted, horrified undead is forced to become guardian to the lands it once corrupted. Stalker of Fey. Though a külmking must follow the wording of its curse to protect the lands to which it is tied, it is a vindictive spirit and will often hunt fey who enter its domain. It delights in terrorizing small sprites and gentle bearfolk alike. Sound of a Thousand Hooves. The sound of a külmking's hooves on cobblestones or stony ground often echoes and re-echoes, sounding like a stampede or a much larger company of horses. Occasionally, a pair of Külmking will pull a carriage for vampires, ghouls, or liches.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Kumiho","description":"The kumiho is a malevolent shapeshifting fey that preys on humanoid beings. In its natural form, the kumiho appears as a magnificent-looking white-furred fox with nine long tails. It spends most of its existence, however, taking the form and living the life of an extremely attractive humanoid. This transformation isn’t perfect though, as the kumiho retains its foxlike ears and nine tails. To keep these features hidden from view, the kumiho would wear cloaks, hoods, and long dresses or skirts. Heart Eater. A kumiho is a blood-thirsty predator, driven by its insatiable need to consume hearts and livers. It prowls streets and outsides of taverns and inns, waiting for a potential target. Typically, a kumiho, in the guise of a courtesan or a vulnerable person in need, will draw the attention of someone, and using its natural gifts of deception and persuasion, will lead the prey to a place where they can be alone. Once the kumiho has isolated its target, it puts its target under its spell by using its Charm ability. The kumiho then wraps the victim with its nine tails. Once the prey is secured, the kumiho’s hands turn into vicious claws, using them to violently dig into the chest of the helpless target while it is still alive and extract its heart and liver. Once a kumiho has eaten these organs, it will not age and need not eat again for 100 days. Energy-Draining Kiss. An elder or ancient kumiho also has the ability to deliver a deep kiss that saps a victim of its life energy and even absorbs some of its recent memories, thoughts, and secrets. It is due to this that some powerful beings employ kumiho as spies and at times, assassins. Traits Keen Hearing and Smell. The kumiho has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack. The kumiho makes two attacks: one with its Tails and one with its Claws (Humanoid Form) or one with its Tails and one with its Bite (Fox Form). Claws (Humanoid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Tails. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage and if the target is a Medium or smaller creature, it is grappled (escape DC 13). Bite (Fox Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Extract Heart. Melee Weapon Attack : +5 to hit, reach 5 ft., one incapacitated humanoid or humanoid grappled by the kumiho. Hit: The target takes 25 (4d10 + 3) piercing damage. If this damage reduces the target to 0 hit points, the kumiho kills the target by extracting its heart. Charm (Humanoid Form Only). One humanoid the kumiho can see within 30 feet of it must succeed on a DC 13 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the kumiho's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this kumiho's Charm for the next 24 hours. The kumiho can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Change Shape. The kumiho magically transforms into a Medium Humanoid or back into its true form, a Medium fox, while retaining its game statistics. The transformation into a Humanoid isn't perfect, as the kumiho still retains the ears and nine tails of its fox form. This transformation ends if the kumiho is reduced to 0 hit points or uses an action to end it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Kundal","description":"Kundal is a hunter with a secret: he’s a werewolf. Kundal makes for a great foe, especially if you take time in your game to establish him as a member of society before the truth comes out. You can also use his stats to represent the average member of a band of nomadic warriors who have become lycanthropes. Traits Reckless. At the start of his turn, Kundal can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. Shapechanger. Kundal can use his action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into his true form, which is humanoid. His statistics, other than his AC, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. Kundal reverts to his true form if he dies. Keen Hearing and Smell. Kundal has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack (Humanoid or Hybrid Form Only). Kundal makes three attacks: one with his bite and two with his claws or greataxe in hybrid form, or two with his greataxe in humanoid form. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 +3) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werewolf lycanthropy. Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 +3) slashing damage. Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 +3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Kuo-toa","description":"\"They invent their own gods … the very definition of insanity.\" —Sabal Mizzrym of Menzoberranzan Kuo-toa Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight. Mad Slaves. At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad. Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met. God Makers. Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical. One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish’s claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god. Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends. Theocratic Rulers. Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest’s mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest’s children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life. The archpriest’s decrees are enforced by monitors, devout kuo-toa that act as the archpriest’s eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them. Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons. In general, kuo-toa don’t like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments. Traits Amphibious : The kuo-toa can breathe air and water. Otherworldly Perception : The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery : The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity : While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Bite : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. Spear (Melee; One-Handed) : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) piercing damage. Spear (Melee; Two-Handed) : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage. Spear (Ranged) : Ranged Weapon Attack : +3 to hit, range 20/60 ft., one target. Hit : 4 (1d6 + 1) piercing damage. Net : Ranged Weapon Attack : +3 to hit, range 5/15 ft., one Large or smaller creature. Hit : 0 (1d0) bludgeoning damage. The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net, AC 10, frees the target without harming it and destroys the net. Reactions Sticky Shield : When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa’s shield. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kuo-toa)","Source":"MM1","Alignment":"neutral evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Kuo-toa Archpriest","description":"\"They invent their own gods … the very definition of insanity.\" —Sabal Mizzrym of Menzoberranzan Kuo-toa Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight. Mad Slaves. At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad. Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met. God Makers. Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical. One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish’s claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god. Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends. Theocratic Rulers. Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest’s mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest’s children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life. The archpriest’s decrees are enforced by monitors, devout kuo-toa that act as the archpriest’s eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them. Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons. In general, kuo-toa don’t like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments. Traits Amphibious : The kuo-toa can breathe air and water. Otherworldly Perception : The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery : The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity : While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spellcasting : The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: • Cantrips (at will): guidance , sacred flame , thaumaturgy • 1st level (4 slots): detect magic , sanctuary , shield of faith • 2nd level (3 slots): hold person , spiritual weapon • 3rd level (3 slots): spirit guardians , tongues • 4th level (3 slots): control water , divination • 5th level (2 slots): mass cure wounds , scrying Actions Multiattack : The kuo-toa makes two melee attacks. Scepter : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage. Unarmed Strike : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kuo-toa)","Source":"MM1","Alignment":"neutral evil","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Kuo-toa Dreamseer","description":"Kuo-toa Stat Blocks In addition to the kuo-toa stat blocks in the Monster Manual, this section presents two new stat blocks that demonstrate the powers wielded by kuo-toa seers and shapers. These kuo-toa have an unusually high Armor Class, which reflects heir ability to manifest spectral armor from their dreams; this is typically formed from misty shadow, with full details flickering into existence and fading away. The Dreamstrike attack of the dreamseer uses weapons similarly forged from dreamstuff. The greatest power is that of the godshaper, who can conjure a powerful entity and enhance its power over time. While the godshaper is mechanically presented as controlling the god-entity, the idea is that this guidance is limited; the god will fight the enemies of the kuo-toa, but kuo-toa gods are typically cruel and can't be commanded. The godshaper is the god’s subject, not its master. A pair of grinning kuo-toa draped in black shadows swim in the ocean depths, and behind them, a many-armed manifestation of nightmare lurks in the background with sinister glowing eyes. Traits Amphibious. The dreamseer can breathe air and water. Otherworldly Perception. The dreamseer can sense the presence of each creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The dreamseer has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the dreamseer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dreamseer makes three attacks: two with its Dreamstrike and one with its Bite. Dreamstrike. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) psychic damage, and the target’s psyche suffers a debilitating blow. Until the end of the target’s next turn, it can’t expend spell slots or make more than one attack on its turn. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Reactions Sleep with the Fishes. When the dreamseer takes psychic damage from a creature it can see, it instinctively forms a bridge across Dal Quor between it and its foe. The creature that caused it to take damage must make a DC 12 Wisdom saving throw. On a failed save, both that creature and the dreamseer fall unconscious for 1 minute. If either of them take damage or if someone uses an action to shake or slap one of the unconscious creatures awake, both creatures wake up.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kuo-toa)","Alignment":"Any Alignment","Expansion":21558,"Challenge Rating":3},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Kuo-toa Exalted Whip","description":"An exalted whip is a priest that serves as an intermediary between whips and the archpriest. They manage and train the whips and report everything to the archpriest. Traits Amphibious. The kuo-toa can breathe air and water. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kuo-toa makes two attacks: one with its Bite and one with its Pincer Staff. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12). Until this grapple ends, the kuo-toa can't use its Pincer Staff on another target. Drown. The kuo-toa targets one enemy it can see within 30 feet of it. The target must succeed on a DC 13 Constitution saving throw or begin choking. The choking creature takes 10 (3d6) necrotic damage and is incapacitated until the end of its next turn, when the effect ends on it. Constructs and Undead are immune to this effect. Spellcasting. The kuo-toa casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: mending, poison spray (2d12), thaumaturgy 1/day each: bane, hold person, spirit guardians, tidal wave","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kuo-toa)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Kuo-toa Eye of Blipdoolpoolp","description":"The Eye of Blipdoolpoolp, also called 'Vi-Plagoop' in the kuo-toa native tongue are inquisitors who serve the archpriests by sniffing out, torturing, and executing heretics and traitors. They also spy on enemy settlements and eliminate threats. Traits Amphibious. The kuo-toa can breathe air and water. Discern Lie. The kuo-toa knows when it hears a creature speak a lie in a language it knows. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spell Penetration. When the kuo-toa casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Sneak Attack (1/Turn). The kuo-toa deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kuo-toa that isn't incapacitated and the kuo-toa doesn't have disadvantage on the attack roll. Actions Multiattack. The kuo-toa makes two melee attacks: one with its Bite and one with its Spear. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) poison damage and the target is poisoned until the end of the kuo-toa's next turn. While poisoned, a creature has disadvantage to all saving throws. Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. Spellcasting. The kuo-toa casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: guidance, sacred flame (2d8), thaumaturgy 1/day each: blindness/deafness, clairvoyance, command, hold person, mirror image, dispel magic, spirit guardians, tongues Legendary Actions The kuo-toa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kuo-toa regains spent legendary actions at the start of its turn. Move. The kuo-toa moves up to half its speed without provoking opportunity attacks. Malediction. The kuo-toa casts blindness/deafness, command or hold person. Attack (Costs 2 Actions). The kuo-toa makes a melee or ranged attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kuo-toa)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Kuo-toa Godshaper","description":"Kuo-toa Stat Blocks In addition to the kuo-toa stat blocks in the Monster Manual , this section presents two new stat blocks that demonstrate the powers wielded by kuo-toa seers and shapers. These kuo-toa have an unusually high Armor Class, which reflects heir ability to manifest spectral armor from their dreams; this is typically formed from misty shadow, with full details flickering into existence and fading away. The Dreamstrike attack of the dreamseer uses weapons similarly forged from dreamstuff. The greatest power is that of the godshaper, who can conjure a powerful entity and enhance its power over time. While the godshaper is mechanically presented as controlling the god-entity, the idea is that this guidance is limited; the god will fight the enemies of the kuo-toa, but kuo-toa gods are typically cruel and can't be commanded. The godshaper is the god’s subject, not its master. A pair of grinning kuo-toa draped in black shadows swim in the ocean depths, and behind them, a many-armed manifestation of nightmare lurks in the background with sinister glowing eyes. Traits Amphibious. The godshaper can breathe air and water. Otherworldly Perception. The godshaper can sense the presence of each creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The godshaper has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the godshaper has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Dreams of Victory. The godshaper sees the fierce attacks of a kuo-toa deity in the dreamscape. The godshaper chooses one deity it can see that was created by its Shape Deity or a friendly godshaper’s Shape Deity, moving that deity up to 30 feet to a space it can see. After this move, each creature of the godshaper’s choice within 20 feet of the deity must succeed on a DC 15 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one. Dreams of Strength. The godshaper sees the ever-growing power of a kuo-toa deity in the dreamscape. The godshaper chooses one deity it can see that was created by its Shape Deity or a friendly godshaper’s Shape Deity. That deity gains the following cumulative benefits: Its size increases by one category (such as from Medium to Large). Its AC increases by 1. It regains 10 hit points and its maximum hit points increase by 10. When a godshaper uses Dreams of Victory with that deity, the damage dealt increases by 7 (2d6). Additionally, the godshaper can choose another godshaper it can see, allowing that godshaper to immediately use its reaction to use its Dreams of Victory. Bonus Actions Reveal Dreamscape. Until the end of the godshaper’s next turn, each creature within 30 feet of it has truesight out to 60 feet. Shape Deity (1/Day). The godshaper imagines a deity and shapes it from ectoplasm. The deity appears in an unoccupied space the kuo-toa can see within 30 feet of it. The deity’s size is Medium, and it has AC 15, 50 hit points, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The deity remains for 1 minute, until it is reduced to 0 hit points, or until no friendly godshaper can see it. The godshaper can’t use this ability if it can see another friendly godshaper’s deity.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kuo-toa)","Alignment":"Any Alignment","Expansion":21558,"Challenge Rating":5},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Kuo-toa Grand Monitor","description":"The kuo-toa grand monitors are the highly disciplined and dangerous martial arts masters that normally train young kuo-toa to become monitors. In combat, they can summon and harness water energy to enhance and supplement their martial arts techniques. Traits Amphibious. The kuo-toa can breathe air and water. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Unarmored Defense. While the kuo-toa is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Thunder Strike (5/Day). Once per turn, when the kuo-toa hits a creature with an Unarmed Strike attack, it can force the creature to make a DC 14 Constitution saving throw. On a failed save, the creature takes 16 (3d10) thunder damage and is stunned until the end of the kuo-toa's next turn. On a successful save, the creature takes half as much damage and isn't stunned. Actions Multiattack. The kuo-toa makes one Bite attack and three Unarmed Strike attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn. Bonus Actions Water Whip (Recharges after a Short or Long Rest). The kuo-toa targets a creature it can see within 30 feet of it. The creature must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 27 (5d10) bludgeoning damage, and the kuo-toa can choose to either knock it prone or pull it up to 25 feet closer to it. On a successful save, the creature takes half as much damage, and doesn't get pulled or knocked prone. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kuo-toa)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Kuo-toa Harpooner","description":"These kuo-toa are expert harpoon throwers. They are normally used to help other kuo-toa hunt and restrain bigger prey or catch intruders. Traits Amphibious. The kuo-toa can breathe air and water. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Harpoon. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it must succeed on a Strength contest against the kuo-toa or be pulled up to 15 feet toward the kuo-toa.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kuo-toa)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Kuo-toa Lash","description":"Lashes have the innate ability to generate electricity. Because of their inability to cast divine spells, the kuo-toa see them as lower caste priests. The archpriests have charged them with overseeing ritual humanoid sacrifices and guarding shrines and temples. Traits Amphibious. The kuo-toa can breathe air and water. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kuo-toa makes two melee attacks: one with its Bite and one with its Trident. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack, plus 10 (3d6) lightning damage, and the target can’t take reactions until the end of the kuo-toa’s next turn. Forked Lightning (Recharge 5-6). The kuo-toa unleashes a bolt of lightning that arcs toward a target of its choice that it can see within 60 feet of it. Two bolts then leap from that target to as many as two other targets, each of which must be within 15 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target must make a DC 13 Constitution saving throw. On a failed save, a target takes 18 (4d8) lightning damage and is incapacitated until the end of the kuo-toa's next turn. On a successful save, a target takes half as much damage and isn't incapacitated. Reactions Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa’s shield. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kuo-toa)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Kuo-toa Leviathan","description":"It is said that once in every generation, a kuo-toa is born that is favored by Blipdoolpoolp herself. Known as a leviathan, this kuo-toa would grow beyond its natural size. Its adult form is a giant 20-foot long bestial kuo-toa with an oversized mouth filled with rows of slender, sharp teeth and a long, eel-like tail. It is subservient to the priest-king and its archpriests. Traits Amphibious. The kuo-toa can breathe air and water. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kuo-toa makes three melee attacks: one with its Bite and two with its Claw. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage and if the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the creature is restrained. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the creature is restrained. The kuo-toa has two claws, each of which can grapple only one target. Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target not grappled by the kuo-toa. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. If the creature fails its saving throw by 5 or more, it is also stunned until the end of its next turn. Swallow. The kuo-toa makes a Bite attack against a Large or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the kuo-toa, and it takes 10 (3d6) acid damage at the start of each of the kuo-toa's turns. The kuo-toa can have only one creature swallowed at a time. If the kuo-toa takes 15 damage or more on a single turn from a creature inside it, the kuo-toa must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the kuo-toa. If the kuo-toa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. Legendary Actions The kuo-toa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kuo-toa regains spent legendary actions at the start of its turn. Move. The kuo-toa moves up to half its speed. Claw. The kuo-toa makes a Claw attack. Tail (Costs 2 Actions). The kuo-toa makes a Tail attack. Wave Lash (Costs 3 Actions). The kuo-toa spins violently, whipping its claws and tail and creating a powerful wave of water to crash around it. Each creature within 20 feet of the kuo-toa must succeed on a DC 17 Strength saving throw. On a failed save, a creature takes 18 (3d8 + 5) bludgeoning damage, pushed horizontally up to 15 feet away and be knocked prone. On a successful save, the creature takes half as much damage and isn't pushed or knocked prone. The kuo-toa must be in water that is at least 15 feet wide and 10 feet deep to use this action.","properties":{"Category":"Monsters","Size":"Huge","Type":"Humanoid (Kuo-toa)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Kuo-toa Mad One","description":"A mad one is a kuo-toa warlock whose patron is an ancient being from the Far Realm. Entering into the pact has given the kuo-toa potent spellcasting abilities, but the bizarre interrelation with its alien patron has also made the kuo-toa utterly insane. Traits Aura of Madness. If the kuo-toa isn't incapacitated, a creature that isn't a kuo-toa that starts its turn within 10 feet of the kuo-toa takes 3 (1d6) psychic damage and has disadvantage on Intelligence, Wisdom, and Charisma saving throws until the start of its next turn. Amphibious. The kuo-toa can breathe air and water. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) psychic damage. Spellcasting. The kuo-toa casts one of the following spells using Charisma as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: detect magic, eldritch blast (2 beams), false life, freedom of movement, minor illusion, poison spray (2d12) 2/day (as 4th-level spells): crown of madness, dissonant whispers, Evard's black tentacles, enemies abound, fear, hex Eldritch Scream (Recharge 5-6). The kuo-toa emits a psionic, mind twisting scream. Each creature within 30 feet of it that can hear it must succeed on a DC 12 Intelligence saving throw. On a failed save, the target takes 14 (4d6) psychic damage and suffers the effect of the confusion spell without making a saving throw. The effect lasts until the end of the kuo-toa's next turn. On a successful save, the creature takes half as much damage and isn't confused.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kuo-toa)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Kuo-toa Monitor","description":"\"They invent their own gods … the very definition of insanity.\" —Sabal Mizzrym of Menzoberranzan Kuo-toa Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight. Mad Slaves. At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad. Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met. God Makers. Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical. One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish’s claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god. Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends. Theocratic Rulers. Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest’s mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest’s children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life. The archpriest’s decrees are enforced by monitors, devout kuo-toa that act as the archpriest’s eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them. Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons. In general, kuo-toa don’t like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments. Variant: Kuo-toa Monitor A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip’s action options with the following action options. Multiattack : The kuo-toa makes one bite attack and two unarmed strikes. Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. Unarmed Strike : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can’t take reactions until the end of the kuo-toa’s next turn. Traits Amphibious : The kuo-toa can breathe air and water. Otherworldly Perception : The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery : The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity : While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The kuo-toa makes one bite attack and two unarmed strikes. Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. Unarmed Strike : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can’t take reactions until the end of the kuo-toa’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kuo-toa)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Kuo-toa Monitor","description":"Most kuo-toa enemies (aboleths, illithids, etc.) have abilities to mind control kuo-toa and turn them against their kin. To address this, some kuo-toa are trained to become disciplined and focused martial artists that can resist these psychic attacks, as well as capture or subdue turned or insane kuo-toa. Traits Amphibious. The kuo-toa can breathe air and water. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Unarmored Defense. While the kuo-toa is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Stunning Strike (5/Day). Once per turn, when the kuo-toa hits a creature with an Unarmed Strike attack, it can force the creature to make a DC 12 Constitution saving throw or be stunned until the end of the kuo-toa's next turn. Actions Multiattack. The kuo-toa makes one Bite attack and two Unarmed Strike attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kuo-toa)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Kuo-toa Priest-King","description":"Known as 'Vi-Poolgol' in their native tongue, the priest-king is the most powerful kuo-toa priest of Blipdoolpoolp and has absolute authority over all its subjects. It is served by nine archpriests, who each rule a kuo-toa community. The priest-king oversees the activities of its archpriests and makes the final decision over critical matters. Traits Amphibious. The kuo-toa can breathe air and water. Legendary Resistance (1/Day). If the kuo-toa fails a saving throw, it can choose to succeed instead. Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Spell Penetration. When the kuo-toa casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The kuo-toa makes two melee attacks or makes one melee attack and casts one spell that takes 1 action to cast. Pincer Staff. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 17 (5d6) lightning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can’t use its pincer staff on another target. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and the creature must succeed on a DC 15 Constitution saving throw or be stunned until the end of the kuo-toa's next turn. Spellcasting. The kuo-toa casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: guidance, resistance, sacred flame (3d8), thaumaturgy, toll the dead (3d8 or 3d12) 2/day each: blindness/deafness, command, hold person, spiritual weapon 1/day each: control water, dispel magic, harm, mass cure wounds, tidal wave, tongues Reactions Protective Fanatic. When the kuo-toa is hit by an attack, one ally within 15 feet of the kuo-toa must use its reaction to move up to half its speed toward the kuo-toa. If the ally ends its movement within 5 feet of the kuo-toa, it is hit by the attack instead. Legendary Actions The kuo-toa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kuo-toa regains spent legendary actions at the start of its turn. Move . The kuo-toa moves up to half its speed without provoking opportunity attacks. Unarmed Strike. The kuo-toa makes an Unarmed Strike. Pincer Staff (Costs 2 Actions). The kuo-toa attacks with its Pincer Staff. Cast a Spell (Costs 2 Actions). The kuo-toa uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Kuo-toa)","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Kuo-toa Whip","description":"\"They invent their own gods … the very definition of insanity.\" —Sabal Mizzrym of Menzoberranzan Kuo-toa Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight. Mad Slaves. At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad. Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met. God Makers. Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical. One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish’s claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god. Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends. Theocratic Rulers. Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest’s mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest’s children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life. The archpriest’s decrees are enforced by monitors, devout kuo-toa that act as the archpriest’s eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them. Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons. In general, kuo-toa don’t like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments. Traits Amphibious : The kuo-toa can breathe air and water. Otherworldly Perception : The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving. Slippery : The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. Sunlight Sensitivity : While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spellcasting : The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared: • Cantrips (at will): sacred flame , thaumaturgy • 1st level (3 slots): bane , shield of faith Actions Multiattack : The kuo-toa makes two attacks: one with its bite and one with its pincer staff. Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. Pincer Staff : Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled, escape DC 14. Until this grapple ends, the kuo-toa can’t use its pincer staff on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kuo-toa)","Source":"MM1","Alignment":"neutral evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Kurasatch Udareen Initiate","description":"The ranks of the kurasatch udareen both oversee and support their legions. Members of the all-female orc priesthood include everyone from smiths and crafters to the priests who worship Izrador and can call upon a measure of the Shadow’s power in need. The kurasatch udareen initiates do much of the daily work that keeps the legion running, while the kurasatch udareen priests lead the legions and offer up prayers to the Shadow. Orc Legionaries The orc legionaries are brutal warriors and hardened fighters. Even after 100 years of conquest, they still make up the core of Izrador’s armies. Each orc legionary is well-equipped for war, with a spear, shield, and heavy vardatch. They train to fight in ranks, though they are also dangerous combatants on their own. Typically, orcs deploy in cohorts of roughly 100 legionaries (or 10 spears ). The cohorts fight in rectangular formations, with half their spears forward and half waiting a few yards behind, ready to be thrown into the fight. Some orc legionaries show more independence and aptitude. These orcs may be given composite shortbows and deployed as skirmishers on a cohort’s flanks. There they harry their foes with arrow fire and protect a cohort from flank attacks. Most legion cohorts have one or two spears made up of these legion vanguards, although some legions are known to eschew skirmishers in favor of more muscle on the fighting line. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Actions Smith’s Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) bludgeoning damage melee, or 4 (1d4+2) bludgeoning damage ranged.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Kurasatch Udareen Priest","description":"The ranks of the kurasatch udareen both oversee and support their legions. Members of the all-female orc priesthood include everyone from smiths and crafters to the priests who worship Izrador and can call upon a measure of the Shadow’s power in need. The kurasatch udareen initiates do much of the daily work that keeps the legion running, while the kurasatch udareen priests lead the legions and offer up prayers to the Shadow. Orc Legionaries The orc legionaries are brutal warriors and hardened fighters. Even after 100 years of conquest, they still make up the core of Izrador’s armies. Each orc legionary is well-equipped for war, with a spear, shield, and heavy vardatch. They train to fight in ranks, though they are also dangerous combatants on their own. Typically, orcs deploy in cohorts of roughly 100 legionaries (or 10 spears ). The cohorts fight in rectangular formations, with half their spears forward and half waiting a few yards behind, ready to be thrown into the fight. Some orc legionaries show more independence and aptitude. These orcs may be given composite shortbows and deployed as skirmishers on a cohort’s flanks. There they harry their foes with arrow fire and protect a cohort from flank attacks. Most legion cohorts have one or two spears made up of these legion vanguards, although some legions are known to eschew skirmishers in favor of more muscle on the fighting line. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Blessed of Izrador. When the kurasatch udareen priest or any friendly creature within 30 feet makes an attack roll or a saving throw, that creature can roll 1d4 and add the number rolled to the attack roll or saving throw. Innate Spellcasting. The kurasatch udareen priest’s spellcasting ability is Wisdom (spell save DC 15). The kurasatch udareen priest can innately cast the following spells, requiring no material components: 1/day each: divination 3/day each: bane, barkskin, elemental weapon Magic Resistance. The kurasatch udareen priest has advantage on saving throws against spells and other magical effects. Actions Multiattack. The kurasatch udareen priest makes two melee attacks. Blood-Forged Iron Vardatch. Melee Weapon Attack: +7+1d4 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) slashing damage. Shadow’s Presence (Recharge 6). The kurasatch udareen priest summons a small measure of Izrador’s presence and focuses it upon their foes. Each creature of their choice within 60 feet must make a DC 15 Constitution saving throw. Each creature that is maintaining concentration on a spell makes the saving throw with disadvantage. If the creature fails, it suffers 11 (2d10) psychic damage, and any spells it is concentrating on end.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":9},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Kurson","description":"The kurson is a formidable-looking devil that bears the lower body a monstrous cave bear and the head of a fearsome-looking maned lion. Bull horns extend from its forehead while its menacing eyes glow fiery red. Notably, where its left arm should be, a giant viper extends from its socket, serving as a deadly appendage. Deadly Warrior. The kurson relies primarily on its immense strength in combat, using powerful claws and its highly venomous snake. When facing hordes of enemies or requiring a tactical advantage, the kurson uses its war horn. Unleashing a thundering blast, the war horn can deafen and stun enemies, disrupting their formations while also rallying the kurson's own troops. Hell's General. Due to the kurson's domineering character, it is often serves as a commander of Hell's legions. Those that excel and prove themselves worthy eventually become generals, only answering to pit fiends and archdevils. One such kurson, the first of its name, has been awarded the title of Great King by Asmodeus, and now serves as one of his generals. Traits Magic Resistance. The kurson has advantage on saving throws against spells and other magical effects. Actions Multiattack. The kurson makes three Claw attacks and one Bite attack. Alternatively, it can make two Infernal Bolt attacks. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) poison damage and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. A poisoned creature is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Infernal Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 13 (2d8 + 4) fire damage, and the target must succeed on a DC 16 Wisdom saving throw or become frightened until the end of the kurson's next turn. War Horn (Recharge 5–6). The kurson blows his horn, emitting a thunderous blast in a 60-foot cone that is audible 600 feet away. Each creature in the cone must succeed on a DC 16 Constitution saving throw. On a failed save, a creature takes 31 (7d8) thunder damage, is deafened for 1 minute, and stunned until the end of the kurson's next turn. On a successful save, a creature takes half as much damage and isn't deafened or stunned. In addition, each allied devil within 60 feet of the kurson and can hear the kurson has advantage to saving throws made against being charmed and frightened for 1 minute.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Kurson General","description":"The kurson is a formidable-looking devil that bears the lower body a monstrous cave bear and the head of a fearsome-looking maned lion. Bull horns extend from its forehead while its menacing eyes glow fiery red. Notably, where its left arm should be, a giant viper extends from its socket, serving as a deadly appendage. Deadly Warrior. The kurson relies primarily on its immense strength in combat, using powerful claws and its highly venomous snake. When facing hordes of enemies or requiring a tactical advantage, the kurson uses its war horn. Unleashing a thundering blast, the war horn can deafen and stun enemies, disrupting their formations while also rallying the kurson's own troops. Hell's General. Due to the kurson's domineering character, it is often serves as a commander of Hell's legions. Those that excel and prove themselves worthy eventually become generals, only answering to pit fiends and archdevils. One such kurson, the first of its name, has been awarded the title of Great King by Asmodeus, and now serves as one of his generals. Traits Magic Resistance. The kurson has advantage on saving throws against spells and other magical effects. War Leader. The kurson's allies that can see and hear the kurson have advantage on attack rolls while within 20 feet of the kurson, provided it isn’t frightened or incapacitated. Actions Multiattack. The kurson makes three Claw attacks and one Bite attack. Alternatively, it can make two Infernal Bolt attacks. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 6) piercing damage plus 14 (4d6) poison damage and the target must succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute. A poisoned creature is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Infernal Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one creature. Hit: 18 (3d8 + 5) fire damage, and the target must succeed on a DC 18 Wisdom saving throw or become frightened until the end of the kurson's next turn. War Horn (Recharge 5–6). The kurson blows his horn, emitting a thunderous blast in a 60-foot cone that is audible 600 feet away. Each creature in the cone must succeed on a DC 17 Constitution saving throw. On a failed save, a creature takes 36 (8d8) thunder damage, is deafened for 1 minute, and stunned until the end of the kurson's next turn. On a successful save, a creature takes half as much damage and isn't deafened or stunned. In addition, each allied devil within 60 feet of the kurson and can hear the kurson has advantage to saving throws made against being charmed and frightened for 1 minute. Bonus Actions Command. The kurson targets one ally it can see within 30 feet of it. If the target can see or hear the kurson, the target can use its reaction to make one weapon attack or move up to its speed.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Kushite Sorcerer","description":"One hundred cruel and depraved sorcerers serve Nula Nagoa, the undead ruler of Kush. These members of the Court of the Eternal Lord are responsible for the day-to-day operation of the jungle kingdom. When the inhabitants of Kush willingly allied with the demons and devils of the Lower Planes, their bloodlines became tainted. Many Kushite sorcerers have scaly skin, small horns, or forked tails; others have pupilless eyes of black, red, or gold. As they studied and absorbed the forbidden lore of their fiendish allies, their arcane spells took on a sinister aspect. Magic missile spells cast by a Kushite sorcerer might manifest as cruelly barbed darts, a shield spell could appear as a grinning demon’s face, and scorching rays might become screeching rays, screaming with the agony of the damned as they strike home.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Alignment":"any evil","Expansion":11995,"Challenge Rating":6},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Kuunganisha","description":"A strange amalgam of imp and quasit hunches beneath bat-like wings. Its feet and hands end in wicked claws, and its eyes and needle-tooth-filled mouth are too large for its bald head. Magical Conduit. The kuunganisha were created as mobile, sentient conduits for arcane power. Long-term exposure to a particular school of magic can alter a kuunganisha's appearance, such as fire-feather wings instead of bat-like wings on a kuunganisha regularly used to channel evocation magic or skin covered in non-functioning, but constantly-moving eyes on kuunganishas exposed to excessive divination magic. Flexible Entropy. While kuunganisha are always evil, they may be lawful, neutral, or chaotic, depending on the alignment of their masters. Kuunganisha Familiars The kuunganisha can serve another creature as a familiar, forming a telepathic bond with its willing master. While bonded, the kuunganisha and its master can each sense what the other senses as long as they are within 1 mile of each other. While the kuunganisha is within 10 feet of its master, the master shares the kuunganisha's Magic Resistance trait. Kuunganisha prefer to serve powerful wizards, though a few warlocks that have proven themselves useful to their patrons have been gifted the service of these creatures as well.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend","Alignment":"any evil alignment","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Kuunganisha","description":"The kuunganisha is a type of fiend that appears to have been specifically created by the powers of villainy to serve as a Familiar. An evil warlock who has the Pact of the Chain can summon a kuunganisha in place of a quasit or an imp, while a wizard can acquire one only by casting a planar binding spell (though the kuunganisha serves the wizard permanently in this case, rather than for just 24 hours). Familiar. If a kuunganisha agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the kuunganisha senses, as long as they are within 1 mile of each other. While the kuunganisha is within 10 feet of its master, the master gains the kuunganisha’s Magic Resistance trait. If its master causes it physical harm, or if it simply chooses to do so, the kuunganisha will abandon its service as a familiar, breaking the telepathic bond.","properties":{"Category":"Monsters","Size":"Small","Type":"Fiend","Alignment":"any evil","Challenge Rating":2},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Kyrah, Goddess of Music","description":"As one of the Five Gods, Kyrah is revered as the trickster of music and poetry. There are very few shrines to her, but bards and poets call upon her for inspiration as “the Muse.” She is the swiftest of all the gods, both in thought and deed. She is capable of disappearing in the blink of an eye, and she can travel great distances with mere steps. Her mind is equally swift. Her voice is said to be more beautiful than any instrument. Kyrah regularly travels through the Heartlands in the guise of an adventurous bard. She carries dozens of scroll-cases with her, most of which contain terrible poems of her own composition. She can write good ones, but she prefers the bad ones, because she is so amused by people's reactions to them. No matter how harsh the critique, she never holds grudges against critics. She serves as the court poet to the Queen of Mytros, her sister Vallus. Vallus finds Kyrah annoying, and she finds any excuse to send her away on errands. Rolplaying Kyrah Spirited . Kyrah seeks to atone for the sins of Estor Arkelander by doing as much good as possible. She is full of optimistic energy, and she refuses to stand by when even the slightest injustices go uncorrected and unpunished. Reckless . Kyrah detests sitting still, and her eagerness for a good story makes her a bit reckless. She will sometimes goad mortals into dangerous acts of heroism, hoping for dramatic material that she can use. However, she never acts maliciously, and she is careful to study prophecies; she doesn't make unreasonable demands. Mischevious . Kyrah loves to play tricks, large and small. Consequently, few people worship her, but nearly everyone believes in her. She is often “credited” when things go missing, or when objects suddenly reappear without explanation. She is especially fond of playing pranks on humorless tyrants and petty bullies, such as King Acastus of Mytros.","properties":{"Category":"Monsters","Size":"Medium","Type":"human","Alignment":"chaotic good","Expansion":4963,"Challenge Rating":12},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Kysh","description":"A prisoner of the sahuagin in The Final Enemy , Kysh is a defender of the deep sea realms who is ready to join the party in their struggle. Tritons are folk of the Elemental Plane of Water who journeyed to the Material Plane to watch over the dark places of the ocean depths. They stand guard over portals, deep sea chasms, and other places where foul monsters might emerge. When such threats appear, the tritons take up arms to drive them from the world. Traits Amphibious. Kysh can breathe air and water. Emissary of the Sea. Kysh can communicate simple ideas with amphibious and water-breathing beasts. They understand the meaning of his words, but he cannot understand them in return. Innate Spellcasting. Kysh’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He can cast the following spell, requiring only verbal components: 1/day: fog cloud Actions Multiattack. Kysh makes two melee attacks with his spear. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (triton)","Alignment":"lawful good","Expansion":3905,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Kyton, Aloadai","description":"Aloadai kytons act as commanders for lesser kytons, particularly terpsikhore. The aloadai are designed to break enemy bodies and spirits while psychically preserving their forces. In addition, the long-distance communication abilities of aloadai are useful for maintaining contact with remote kyton facilities; most kyton outposts are commanded by a lone aloadai that acts as a waypoint for transmissions. While their mind-reading abilities make them natural interrogators, they only perform this duty if no alternative exists; kyton philosophy holds that a truth extracted through torture is “purer” than one simply pulled from the mind like a tooth from a socket. An aloadai is roughly 12 feet tall and weighs about 1,500 pounds. Anti-Paragons. The genesis of the Aloadai comes from the darkest atrocities of the Century War in the Aethera system. The ruling kytons were not blind to the existence of the Hierarchy’s Paragon Project—in fact, they were at the root of that monstrous plot—and the aloadai are the resultant fruit of that grisly labor. As the Century War dragged on, enigmatic and ephemeral kytons slithered into the dreams of high-ranking Hierarchy officials, planting nightmares of erahthi dominion in the guise of prophetic dreams. This expertly-placed fear allowed for slips in morality as the inhumane experiments began and, inevitably, bore fruit. Paragon project researchers were aided in their work by a number of disguized kytons. The majority took the guise of disposal crew, taking advantage of the myopic focus of the researchers to spirit away numerous “failures” to the Shadow. There, kytons performed experiments of their own—surgeries and infections inspired by humankind’s unique capacity for cruelty. Within only a few short years, the first aloadai kyton tore itself from a womb of chains. Gestalt Duality. An aloadai is a gestalt of two infused, twisted into a kyton vision of perfection. The subject that will become the brutish lower body is pumped full of muscle-bloating mutagen and kyton ichor; as its bulk expands, it is wrapped and woven around a mechanical endoskeleton. The other subject’s superfluous flesh is cut away to be recycled elsewhere, while its ribs are peeled apart and intertwined with those of their giant twin. Its head is injected with alchemical fluids that boost psychic ability, causing it to swell to grotesque proportions. Finally, a blend of liquid aetherite and shadow-stuff suffuses the gestalt’s unified flesh, bonding the two minds. The engorgement of an aloadai’s brain gives it terrifying mental powers. In addition to a host of psychic attacks, the aloadai generates a powerful protective shield around itself and nearby kytons. It constantly scans the surrounding area for the thoughts of other creatures, using this to pinpoint both minions and intruders. Finally, when two aloadai draw within sensory range of each other, their mental processes interlink, allowing them to act and fight in perfect synchronicity. Electrical Sensitivity. For all their power, the aloadai possess a critical weakness. 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Some legends say she’s the meeker sister of Baba Yaga, always trying to remedy her evil doings. Other talk about a long travel of penitence that an ancient witch had to undertake to atone for her sins or search for her lost child. She was supposedly burned at the stake more than once, always escaping thanks to her fire resistance. At last she found a gate for the First World, and her long stay there granted her faerie powers. La Befana mostly resides in her own demiplane, where time flows very erratically and can even go backwards. She cares deeply for mortals, and for children in particular. Both loved and feared, in long winter nights near the solstice she is able to travel immense distances (maybe going back and forth between her demiplane and more than one world on the Material Plane), entering people’s houses to reward the worthy and admonish the unworthy. La Befana’s judgment is unfailing: nice children receive gifts and socks full of sweets, naughty children only receive charcoal. Though she can fly for herself if needed (without any wings), she prefers her bonded artifact broom. \"She comes at night with her broken shoes. All hail! She comes with her ragged blouse! She leaves on the mantelpiece gifts in the socks, Then goes up the chimney after making a bow!\" - Ancient folk rhyme","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (unique)","Alignment":"chaotic good","Expansion":30635,"Challenge Rating":30},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Laapizan Bladebearer","description":"These blue-scaled dragonblooded turn to stone on death, trapping the weapons of their enemies in their bodies. They are by far the most numerous and weakest of all dragonblooded, and serve as footsoldiers of varying quality for their creators. Gliders. Although dragonblooded have wings, the majority of them are incapable of true flight and are only able to glide. Except for the Voludan, a dragonblooded’s fly speed can’t be used to gain altitude, and they drop 5 feet per round that they remain aloft. Tactics. The tactics used by the dragonblooded vary by their type, but can be generally summarized as single-minded in service to their creator. Each dragonblooded seeks to make the best use of their death as possible, and may even hasten their own demise when escape seems impossible if it means harming a greater number of foes in the process. Traits Stony Entrapment. Upon death, the laapizan turns to stone, falling to the ground. Unless it was slain with a Death Blow or by an attack that would Injure it, if its killer attacked it with a melee weapon, that creature must make a DC 13 Dexterity saving throw or have its weapon be trapped in the laapizan’s body. A weapon trapped in the body of a laapizan can be retrieved with a DC 15 Strength check, or by smashing the body to pieces over the course of several minutes with stoneworking tools. Actions Multiattack. The laapizan makes three Shortsword attacks or two Javelin attacks. If the laapizan only has one shortsword (i.e. if it drops one) it can only make two Shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target., range 20/60. Hit: 7 (1d6+4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragon)","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":3},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Laapizan Footsoldier","description":"These blue-scaled dragonblooded turn to stone on death, trapping the weapons of their enemies in their bodies. They are by far the most numerous and weakest of all dragonblooded, and serve as footsoldiers of varying quality for their creators. Gliders. Although dragonblooded have wings, the majority of them are incapable of true flight and are only able to glide. Except for the Voludan, a dragonblooded’s fly speed can’t be used to gain altitude, and they drop 5 feet per round that they remain aloft. Tactics. The tactics used by the dragonblooded vary by their type, but can be generally summarized as single-minded in service to their creator. Each dragonblooded seeks to make the best use of their death as possible, and may even hasten their own demise when escape seems impossible if it means harming a greater number of foes in the process. Traits Stony Entrapment. Upon death, the laapizan turns to stone, falling to the ground. Unless it was slain with a Death Blow or by an attack that would Injure it, if its killer attacked it with a melee weapon, that creature must make a DC 13 Dexterity saving throw or have its weapon be trapped in the laapizan’s body. A weapon trapped in the body of a laapizan can be retrieved with a DC 15 Strength check, or by smashing the body to pieces over the course of several minutes with stoneworking tools. Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragon)","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":"½"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Laapizan Veteran","description":"These blue-scaled dragonblooded turn to stone on death, trapping the weapons of their enemies in their bodies. They are by far the most numerous and weakest of all dragonblooded, and serve as footsoldiers of varying quality for their creators. Gliders. Although dragonblooded have wings, the majority of them are incapable of true flight and are only able to glide. Except for the Voludan, a dragonblooded’s fly speed can’t be used to gain altitude, and they drop 5 feet per round that they remain aloft. Tactics. The tactics used by the dragonblooded vary by their type, but can be generally summarized as single-minded in service to their creator. Each dragonblooded seeks to make the best use of their death as possible, and may even hasten their own demise when escape seems impossible if it means harming a greater number of foes in the process. Traits Stony Entrapment. Upon death, the laapizan turns to stone, falling to the ground. Unless it was slain with a Death Blow or by an attack that would Injure it, if its killer attacked it with a melee weapon, that creature must make a DC 13 Dexterity saving throw or have its weapon be trapped in the laapizan’s body. A weapon trapped in the body of a laapizan can be retrieved with a DC 15 Strength check, or by smashing the body to pieces over the course of several minutes with stoneworking tools. Actions Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320, one target. Hit: 7 (1d6+4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragon)","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":1},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Labspawn Golem","description":"This crude parody of a human seems fashioned from the parts of other humanoids. It stumbles forward with eyes wild and unfocused, reaching out with blood-soaked hands. Alchemists, wizards, sages, and other learned individuals often have laboratories where they perform experiments, whether malevolent or benign. Learning, especially through scientific or magical experimentation, never progresses without failure. Some types of creature-creation failures are so common that they are known as “labspawn” in many wizarding or scholarly circles. One of the most well-known and dangerous labspawn is the labspawn golem, a failed attempt at creating a flesh golem. Agony Filled. Incomplete and disconnected from its creator, the labspawn golem lives in constant pain from a fractured mind absent its creator’s grounding presence and from each and every stitch holding it together. Its pain often sends it on rage-filled rampages of destruction that provide temporary relief from the pain followed by long periods of dormancy as the pain steadily rebuilds. Impossible to Control. By a quirk of their creation, labspawn golems can’t be magically or mentally controlled. However, a labspawn golem befriended during its dormancy might direct its next rampage at its new friend’s enemies, or it might delay a rampage to spend time with its friend, finding some comfort from its pain in the bonds of friendship.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Neutral","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Lac’Kra’Tah","description":"Lac’Kra’Tah burrow deep into heavy snow, or even frozen lakes, in order to meet their need for an environment that is “solid liquid” or else they begin to deteriorate mentally and physically. Once a suitable den has been found, the lac’kra’tah lowers itself into a cryogenic suspension, allowing it to adopt the outside temperature so its form is indistinguishable from its surrounds. Then, just before it ceases most functions temporarily, it raises the tips of its feelers and tentacles as close as it can to the surface, across as wide an area as possible, and waits for prey to appear. As something walks past the tentacles, the lac’kra’tah begins to stir; but the time it crosses the feelers, the beast is fully awake and rises to attack. Of course, it make take an age for prey to wander into the lac’kra’tah’s reach, but these creatures have been known to lie near-dormant for decades. In fact the older they get, the longer they can enter this closed-down state. It is suggested by those who have studied the lac’kra’tah that the largest, most ancient examples may not move for 1,000 years or more, so long as they remain below the surface. Indeed, settlements may come and go for generations and be just out of reach of a lac’kra’tah, never knowing such an aberration is almost within striking distance.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Lacedon","description":"Lacedons were once amphibious humanoids such as merfolk, kuo-toa, or sahuagin that rose as ghoul-like undead after their mortal lives ended. They are somewhat weaker than ghouls, but are still dangerous since they can still paralyze living targets. Actions Multiattack. The lacedon makes two attacks: one with its Bite and one with its Claws. Bite. Melee Weapon Attack: +3 to hit, range 5 ft., one creature. Hit: 8 (2d6 + 1) piercing damage. Claws. Melee Weapon Attack: + 3 to hit, range 5 ft., one creature. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature other than an Undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Lacuna","description":"The lacuna (lah-COON-ah) feeds on the grief of abandoned places. First, this evil fiend feasts on emotions of lonely residents or mourners who come to pay their respects. The deaths of these victims begins a grief cycle that supplies the lacuna indefinitely with even more prey. Statue Stalkers. A lacuna takes the form of a cracked and crumbling statue, their face a mask frozen in an expression of unbearable sorrow. Whenever adventurers arrive in a lacuna’s feeding ground, the fiend follows them for a time, reveling in any violence the visitors commit against other hostile creatures. But should the delvers find joy, perhaps while uncovering treasure or after surviving a difficult battle, the lacuna strikes, intent on inflicting and devouring misery. Half in Our World. Lacunas exist half in the Mundane World and half in whatever lower plane they originated from. This dual existence allows the lacuna to teleport at will and avoid harm. Traits Avoidance. If the lacuna is subjected to an effect that allows them to make a saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail. False Appearance. While the lacuna remains motionless, they are indistinguishable from a normal statue. Fiend Between. The lacuna doesn’t have a walking speed and can’t benefit from any bonus to their speed. Supernatural Resistance. The lacuna has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The lacuna makes three Grief-Eater attacks and uses Infuse Sadness, if available. Grief-Eater. Melee or Ranged Spell Attack: +12 to hit, reach 5 ft. or range 20 ft., one creature. Hit: 29 (4d10 + 7) psychic damage, and the target’s speed is reduced by 10 feet until the end of their next turn. Infuse Sadness ( 1 /Day). Each enemy the lacuna can see within 30 feet of them must succeed on a DC 20 Wisdom saving throw or be overwhelmed with grief for 1 minute (save ends at end of turn). While a creature is overwhelmed, attacks against them are made with advantage. Bonus Actions Slip Between. The lacuna teleports up to 60 feet to an unoccupied space they can see. Reactions Slip Away. When a creature within 60 feet of the lacuna targets them with an attack, the lacuna teleports up to 60 feet to an unoccupied space they can see. If the lacuna is no longer a valid target for the triggering attack, the attacker must choose a new target or the attack misses.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":15},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lacuna","description":"Traits Avoidance. If the lacuna is subjected to an effect that allows them to make a saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail. False Appearance. While the lacuna remains motionless, they are indistinguishable from a normal statue. Fiend Between. The lacuna doesn’t have a walking speed and can’t benefit from any bonus to their speed. Supernatural Resistance. The lacuna has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The lacuna makes three Grief-Eater attacks and uses Infuse Sadness, if available. Grief-Eater. Melee or Ranged Spell Attack: +12 to hit, reach 5 ft. or range 20 ft., one creature. Hit: 29 (4d10 + 7) psychic damage, and the target’s speed is reduced by 10 feet until the end of their next turn. Infuse Sadness ( 1 /Day). Each enemy the lacuna can see within 30 feet of them must succeed on a DC 20 Wisdom saving throw or be overwhelmed with grief for 1 minute (save ends at end of turn). While a creature is overwhelmed, attacks against them are made with advantage. Bonus Actions Slip Between. The lacuna teleports up to 60 feet to an unoccupied space they can see. Reactions Slip Away. When a creature within 60 feet of the lacuna targets them with an attack, the lacuna teleports up to 60 feet to an unoccupied space they can see. If the lacuna is no longer a valid target for the triggering attack, the attacker must choose a new target or the attack misses.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":15},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Ladon","description":"Deep within the dangerous seas there exists an island, within which rests a garden protected by immortal nymphs. Within this garden a beautiful tree from which golden apples that grant immortality stands, a wedding gift from Zeus to Hera. Her only cherished treasure from their marriage, some people would say. And just like any precious treasure, it is protected. This garden is named after the caretakers of the tree, the Hesperides. Immortal nymphs and daughters of Atlas, the Titan. They oversee the tree’s protection alongside their fellow chosen of Hera, Ladon. A wingless dragon, with ten long serpentine heads that lives curled up at the base of the tree, ever watchful. It is a massive entity, easily rivaling ancient chromatic or metallic dragons and other such cataclysmic beasts. It’s body is thick and massive, with a heavy tail that could uproot trees by accident. And a few close encounters with this dragon have made it known that standing too close to it is dangerous, for its very breath smells like deadly acid, not to mention its poisonous bite. It is yet another creature that Heracles faced during his years of travel performing the labors he was tasked with, but this is the only enemy he chose to avoid as a demigod. Instead he resorted to trickery to obtain the apples, getting Atlas to obtain them for him. Not a lot of details are known about this circumstance, but what is known is that Heracles held the weight of the sky as part of his deal with the Titan, then managed to trick him back into his position as holder of the sky. But the hanging silence is broken by the roar of thunder. The sky darkens, the clouds above suddenly flash blue. A pillar of lightning, not a bolt, crashes into the bronze giant, blowing away everyone close to it. Blue light shines in Talos' eyes as it stands up, lightning flowing all over its body before it grabs its spear, engulfing it in the power of Zeus. Fighting Talos as a mythic encounter is equivalent to taking on two CR 25 creatures in one encounter. Award a party an additional 75,000 XP (150,000 XP total) for defeating it after its Guardian's Resolve activates. Ladon remains one of the few creatures of old to have never been slain. Champion of Hera. As a protector of the sacred tree Ladon is blessed by Hera, granting him even greater power. He is not subservient to anyone but Hera and will protect the tree against anyone or anything else, however he markedly has a friendly bond with the Hesperides. Ladon as a Mythic Encounter Ladon is an undefeated monster of the old world. If you wish to make an encounter with this dragon truly legendary, Ladon might use his Guardian of the Garden trait. When this happens, Hera's grace empowers Ladon just as he appears to be on death's door. When this happens, Ladon can choose one of his mythic actions when he uses a legendary action. Read or paraphrase the following text when the Ladon uses his Guardian's Resolve trait: The Guardian of the Garden collapses The multi-headed dragon lets out a pained grunt before his heads start falling to the ground, overwhelmed by the exhaustion. Bright golden rays of light illuminate the defeated beast, before his wounds begin to steam and heal. A golden halo surrounds his form, shielding it from harm. The now revitalized heads open their eyes, full of vigor and fury for those who injured him so. Fighting Ladon as a mythic encounter is equivalent to taking on two CR 24 creatures in one encounter. Award a party an additional 62,000 XP (124,000 XP total) for defeating him after his Guardian of the Garden trait activates. Ladon's Den - The Tree of Golden Apples At the very center of a vast and beautiful garden resides a rather sizable tree. From its branches beautiful and otherworldly golden apples grow, granting those who consume them immortality. This is the gift from the King of Olympus to his wife during their wedding, long before the dawn of the mortal races. Taking from this tree means stealing from Hera herself. A task only fit for the brave or the foolish. Dragons Dragons are quite rare amongst the legends surrounding the Olympians and their subjects. Many of them live in the vast sea and have been the adversaries of heroes and adventurers. However, few of their kind remain, and those that do are undefeated legends. Traits Guardian of the Garden (Recharges after a short or long Rest). If Ladon is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 300 hit points. In addition, Hera's blessing shields the protector of her garden, granting him 100 temporary hit points, recharging his breath weapon and regaining any expended uses of Legendary Resistance. Additionally, Ladon can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 62,000 XP (124,000 XP total) for defeating Ladon after his Guardian of the Garden activates. Legendary Resistance (3/day). If Ladon fails a saving throw, he can choose to succeed instead. Amphibious. Ladon can breathe air and water. Magic Resistance. Ladon has advantage on saving throws against spells and other magical effects. Siege Monster. Ladon deals double damage to objects and structures. Multiple Heads. Ladon has ten heads which give him advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. These heads cannot be destroyed, unlike a Hydra's. Reactive Heads. For each head Ladon has beyond one, he gets an extra reaction that can be used only for opportunity attacks. Wakeful. While Ladon sleeps, at least one of his heads is awake. Actions Multiattack. Ladon uses his frightening presence and then makes 5 attacks. It can be any combination of bite or spit attacks. Bite. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (3d6) poison damage. Spit. Ranged Weapon Attack: +14 to hit, reach 30/60ft., one target. Hit: 21 (4d6 + 7) acid damage. Frightful Presence. Each creature of Ladon's choice that is within 120 feet of him and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Ladon's Frightful Presence for the next 24 hours. Acid Gas Breath (Recharge 4-6). Ladon exhales toxic gas in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 71 (20d6) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions Ladon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ladon regains spent legendary actions at the start of their turn. Move. Ladon can move up to his speed without provoking attacks of opportunity. Attack. Ladon can make either a bite or spit attack. Mythic Actions If Ladon’s Guardian of the Garden trait has activated in the last hour, it can use the options below as legendary actions. Grab (costs 2 Actions). Ladon's heads snatch up foes around him. Each creature within 15 feet of Ladon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) piercing damage and be grappled. Ladon can then move up to half his speed. While grappled in this way, Ladon has advantage on attacks against creatures in his head's jaws. Ladon can grapple five creatures at once. Deep Breath (costs 2 Actions). Ladon recharges his breath weapon.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"lawful neutral","Expansion":29804,"Challenge Rating":24},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Lady Adelhorn","description":"The youngest daughter of the Adelhorn family, Lady Leda Adelhorn, lost her parents at an early age and left Mount Ontarr to pursue her passion as a singer. Often compared to a siren, Lady Adelhorn traveled the world blessing others with her angelic voice. Cut off as she was from the protective influence of both her deity and extended family, however, Lady Adelhorn slowly succumbed to arrogance and greed. When Lady Adelhorn’s debauchery resulted in the death of an innocent, the Father of Dragons was forced to intervene. He stripped Lady Adelhorn of her angelic powers and bound her in golden shackles in her family’s estate atop Mount Ontarr. TRAITS Angelic Weapons: Lady Adelhorn’s weapon attacks are magical. When Lady Adelhorn hits with any weapon, the weapon deals an extra 10 (3d6) radiant damage (included in the attack). Divine Awareness: Lady Adelhorn knows if she hears a lie. Innate Spellcasting: Lady Adelhorn’s spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components: At will: detect evil and good 1/day each: commune, programmed illusion, sending Magic Resistance: Lady Adelhorn has advantage on saving throws against spells and other magical effects. ATTACKS Multiattack: Lady Adelhorn makes three attacks with her +2 greatsword. +2 Greatsword: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) radiant damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"neutral","Expansion":20254,"Challenge Rating":15},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Lady Avalla Deseo","description":"Lady Avalla Deseo, wife of Lord Erasmus, helped shape the Black Iron Pact’s sinister rhetoric, especially where it concerns women. She preaches these backward ideals about gender passionately and defers to her husband at home and in the Cyst. The fact that Avalla is also a high-ranking wizard at the Imperial College of Sorcery and possessed of great knowledge and authority doesn’t seem at all contradictory to her (or her husband). Many of her colleagues have no respect for her views, but her power can’t be denied. Students quickly learn that those who brashly question Avalla’s evil ideals get kicked out of the college for fabricated reasons. Through great toil and experimentation, Avalla has modified her iron ring to be more useful. She can activate it quickly in times of distress and use it to transport other members of the pact who wear the ring. Traits Evasion. If Qar is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Exploit Opening ( 3 /Day). When Qar makes an attack, he has advantage on the attack roll. Supernatural Resistance. Qar has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. Qar makes three Unarmed Strike attacks. If he hits the same creature with all three attacks, the target is dazed until the end of their next turn. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage. Iron Ring ( 2 /Day). If not in the Cyst, Qar teleports to the Cyst. If in the Cyst, he teleports to a place he has visited. Reactions No Survivors. When an enemy Qar can see within 40 feet of him drops to 0 hit points, Qar moves up to his speed. If he ends that movement within 5 feet of an enemy, he can make an Unarmed Strike against them. Voice Stealer ( 3 /Day). When an enemy Qar can hear within 30 feet of him finishes casting a spell with a verbal component, Qar attempts to steal their voice. The enemy must succeed on a DC 15 Intelligence saving throw or be unable to speak for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lady Dazran","description":"The Painkiller Lady Dazran could serve as an ally or enemy for the characters in your game. She is a ruthless, efficient killing machine. When combat begins, Lady Dazran targets an enemy in a healing or leadership role with By the Throat and Baleful Interdict and moves within 5 feet of it, positioning herself among as many enemies as possible to make maximum use of her Aura of Despair. If she needs allies, she next uses Summon Hell and Baleful Interdict to place another seal on the same target before focusing all her greatsword attacks on her chosen foe (and ordering her bone devil to do the same if summoned). Whenever she gets the chance to place or consume a seal on her target, she takes it, focused on killing that creature before moving on to the next. If other enemies attempt to intervene as Lady Dazran slaughters one of their own, she uses Telepathic Seal to send the sniveling welp away and wait its turn for her blade. When Lady Dazran’s hit points drop to 70 or fewer, she uses Infernal Conduit on a fresh target to regain as many hit points as possible.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Challenge Rating":12},"publisher":"MCDM Productions","book":"The Illrigger"},{"name":"Lady Emer","description":"When Lady Emer was human, she excelled as a scout in the mercenary Order of the Ouroboros. As her fame grew, she openly proclaimed that one day she would ascend to godhood. Emer hired bards to sing of her inevitable rise to the heavens, and their words reached the ears of the gods. Those lyrics damned Emer—but she saw her transformation not as a curse, but as an advantage, and her ambitions grew. The leaders of the Order of the Ouroboros accepted Emer’s new form as a unique opportunity. She secretly serves the order as an assassin, though most members don’t realize it. The order pays her and she gets the job done, no questions asked. In exchange for her service, the order also allows Emer access to their library. The medusa takes promising tomes back to her lair, where she searches for secrets to help her achieve godhood. Although Emer lives in an abandoned keep in the high mountains, she maintains it with an eye for modern fashion and elegant comfort. The garden courtyard of her keep boasts a unique collection of statues—targets who needed to disappear but might still be useful someday. The extroverted Lady Emer craves company, but members of her order rarely visit and never stay for long. The medusa is confident that if she were to amass enough power to claim leadership, then she could come out of the shadows and use the order’s resources to achieve her divine goals. Traits Stone Sacrifice ( 3 /Day). When Emer fails a saving throw, she can choose to succeed instead by ending the effects of her Stone Gaze on a creature of her choice within 300 feet of her. Actions Multiattack. Emer uses Pinning Shot or makes three attacks using Snake Bite, Longbow, or both. She also uses Stone Gaze or Envenomed Stone, if available. Snake Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 17 (5d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned until the end of Emer’s next turn. While poisoned in this way, the target can’t take reactions. Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 14 (4d6) poison damage. Pinning Shot. Emer makes three Longbow attacks against a creature touching the ground within 150 feet of her. If at least two of those attacks hit, the target is restrained by arrows pinning their limbs to the ground. A creature restrained in this way or another creature who can reach them can use an action to pull out the arrows and end the condition. Stone Gaze. Emer fires beams of energy from her eyes at up to three creatures she can see within 60 feet of her. Each target must succeed on a DC 17 Constitution saving throw or begin turning to stone (save ends at end of turn). While turning to stone, a creature’s speed is reduced by 10 feet and they have disadvantage on Dexterity checks and saving throws. If a creature who is turning to stone is targeted by this action again and fails their save, their speed is reduced by another 10 feet and they are dazed until the effect ends. If a creature who is turning to stone and dazed in this way is targeted by this action again and fails their save, they are petrified and can no longer make saving throws to end the effects of Stone Gaze. The petrification lasts until the creature is restored by Emer’s Stone Sacrifice trait, a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect. Envenomed Stone (Recharge 5 – 6 ). Emer utters an ancient hex. Each creature within 60 feet of her who is being turned to stone by her Stone Gaze must make a DC 17 Constitution saving throw, taking 44 (8d10) poison damage on a failed save, or half as much damage on a successful one. Bonus Actions Mesmerizing Eyes. The glowing eyes of Emer’s snakes gaze at one creature Emer can see within 60 feet of her. If the target can see Emer, they must succeed on a DC 17 Wisdom saving throw or be charmed until the start of the target’s next turn. A target charmed in this way must immediately use their reaction, if available, to move up to their speed in a direction of Emer’s choice. Reactions Blinding Mucus. When a creature Emer can see within 5 feet of her hits her with a melee attack, Emer spits venom at their eyes. The target must succeed on a DC 17 Dexterity saving throw or take 7 (2d6) acid damage and be blinded until the start of their next turn. Villain Actions Emer has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1 : I See You! Emer uses Stone Gaze against each enemy she can see within 60 feet of her. Action 2 : Medusa’s Evolution. Emer grows wings from her back, gaining a flying speed of 40 feet, then she moves up to her speed without provoking opportunity attacks. After 1 minute, the wings crumble to dust and her flying speed is lost. Action 3 : Stone Puppets. Emer mentally manipulates the stone in each creature who is being turned to stone by her Stone Gaze. Emer and each of those creatures move up to their speed then make a weapon attack against a creature of Emer’s choice (no action required).","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":11},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lady Emer","description":"Wow. Was I really petrified? How long? Honestly, it wasn’t that bad. I didn’t even know time was passing. It’s like I blinked. I was fighting Emer—I thought I was winning by the way—and now you’re here rescuing me. Wild. Just wild. Oh, my captain is going to be so pissed. Alia Sylf Guests are always welcome to stay. Intruders stay forever. Lady Emer Traits Stone Sacrifice ( 3 /Day). When Emer fails a saving throw, she can choose to succeed instead by ending the effects of her Stone Gaze on a creature of her choice within 300 feet of her. Actions Multiattack. Emer uses Pinning Shot or makes three attacks using Snake Bite, Longbow, or both. She also uses Stone Gaze or Envenomed Stone, if available. Snake Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 17 (5d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned until the end of Emer’s next turn. While poisoned in this way, the target can’t take reactions. Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 14 (4d6) poison damage. Pinning Shot. Emer makes three Longbow attacks against a creature touching the ground within 150 feet of her. If at least two of those attacks hit, the target is restrained by arrows pinning their limbs to the ground. A creature restrained in this way or another creature who can reach them can use an action to pull out the arrows and end the condition. Stone Gaze. Emer fires beams of energy from her eyes at up to three creatures she can see within 60 feet of her. Each target must succeed on a DC 17 Constitution saving throw or begin turning to stone (save ends at end of turn). While turning to stone, a creature’s speed is reduced by 10 feet and they have disadvantage on Dexterity checks and saving throws. If a creature who is turning to stone is targeted by this action again and fails their save, their speed is reduced by another 10 feet and they are dazed until the effect ends. If a creature who is turning to stone and dazed in this way is targeted by this action again and fails their save, they are petrified and can no longer make saving throws to end the effects of Stone Gaze. The petrification lasts until the creature is restored by Emer’s Stone Sacrifice trait, a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect. Envenomed Stone (Recharge 5 – 6 ). Emer utters an ancient hex. Each creature within 60 feet of her who is being turned to stone by her Stone Gaze must make a DC 17 Constitution saving throw, taking 44 (8d10) poison damage on a failed save, or half as much damage on a successful one. Bonus Actions Mesmerizing Eyes. The glowing eyes of Emer’s snakes gaze at one creature Emer can see within 60 feet of her. If the target can see Emer, they must succeed on a DC 17 Wisdom saving throw or be charmed until the start of the target’s next turn. A target charmed in this way must immediately use their reaction, if available, to move up to their speed in a direction of Emer’s choice. Reactions Blinding Mucus. When a creature Emer can see within 5 feet of her hits her with a melee attack, Emer spits venom at their eyes. The target must succeed on a DC 17 Dexterity saving throw or take 7 (2d6) acid damage and be blinded until the start of their next turn. Villain Actions Emer has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1 : I See You! Emer uses Stone Gaze against each enemy she can see within 60 feet of her. Action 2 : Medusa’s Evolution. Emer grows wings from her back, gaining a flying speed of 40 feet, then she moves up to her speed without provoking opportunity attacks. After 1 minute, the wings crumble to dust and her flying speed is lost. Action 3 : Stone Puppets. Emer mentally manipulates the stone in each creature who is being turned to stone by her Stone Gaze. Emer and each of those creatures move up to their speed then make a weapon attack against a creature of Emer’s choice (no action required).","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Lawful Evil","Expansion":28288,"Challenge Rating":11},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lady Illmarrow","description":"Lady Illmarrow is a legend—an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a court of vampires and ghosts in her palace of ice. Other tales claim that when anyone dies in Lhazaar, Illmarrow chooses whether to take their soul before it passes on to the Keeper and Dolurrh. But Lady Illmarrow is no folk tale. She is the greatest necromancer in Eberron, and after centuries of silence, she is setting ancient plots into motion at last. She is the power behind the Order of the Emerald Claw, but her motives for founding the order are buried in her past. Lady Illmarrow has no interest in ruling the living. Rather, she seeks to become Queen of the Dead. The Mark of Death. Illmarrow is a fiefdom on the isle of Farlnen—home to a community of elves exiled from Aerenal, who have practiced necromancy for centuries. But Lady Illmarrow’s roots extend far beyond her island domain. Long ago, it was revealed that the elven line of Vol—a house that practiced the art of necromancy and bore the Dragonmark of Death—was engaged in secret blood rites with a clan of dragons. The discovery of this pact triggered an unprecedented alliance between the Sibling Kings of Aerenal and the dragons of Argonnessen. The Sibling Kings proclaimed that House Vol would be exterminated to the last member, and the Mark of Death would be eliminated from the world. The line of Vol had long been rivals of the Undying Court, and many whisper even today that the attack on House Vol was nothing more than an excuse to eliminate a political rival. But others believe that what the Undying Court truly feared was a path shown in the Draconic Prophecy—that a child born of dragon and elf could become a godlike avatar of death. Illmarrow Rises. Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark’s magic. Her mother, Minara Vol, escaped with her daughter’s body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich. As an undead being, Erandis lost the use of her dragonmark. Thus, when the diviners of Aerenal asked if the line of Vol had been exterminated and the Mark of Death destroyed, they received a vision affirming that the bloodline of Vol was no more. To the world, the last survivor of that bloodline is known as Lady Illmarrow. But in truth, she is Erandis Vol, heir to the Mark of Death. Trapped in Undeath. When Minara restored Erandis as a lich, she hid her daughter’s phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she is destroyed. Thus, even Erandis herself doesn’t know the location or form of her phylactery. Restoring the Mark. Though she takes great pleasure in fighting the dragons and elves who destroyed her ancestors, Lady Illmarrow has a more important goal: restoring her dragonmark and unlocking godlike powers. The agents of the Emerald Claw who serve her fight either for the good of Karrnath or for personal gain, but Illmarrow cares for nothing except increasing her necromantic knowledge and finding a way to restore her lost mark. Lady Illmarrow and the Blood of Vol The Blood of Vol and Lady Illmarrow are both legacies of the line of Vol, but they aren’t one and the same. As far as the world knows, the line of Vol was exterminated. Followers of the Blood of Vol who have heard of Lady Illmarrow believe that she’s a champion of their faith, but they don’t worship or serve her. And the powers of priests of the Blood of Vol don’t come from Lady Illmarrow.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":4480,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Lady in White","description":"Swathed in white robes, skirts, and scarves, a lady in white seems to be a living woman for a time--until she reveals her true face, often one that terrifies all who see it. Tragic Apparitions. The spirit of a woman who met a terrible, tragic end, often through murder at the hands of loved ones, a lady in white wanders near the place where she died. Unpredictable Encounters. Encounters with ladies in white vary markedly. The only consistent details are the general appearance of the ladies--that they seem to be living women when first encountered--and the fact that they rarely appear in front of more than a few people at once. Though the ladies in white often appear confused or lost, some do so to deceive and lead people into danger. Some will change their appearance suddenly, revealing the injuries from which they died and frightening people into the path of some hazard. Signs of the Past. Some ladies in white do no more than ask for directions or an escort home, disappearing along the route. Their sudden departure is usually accompanied by a scream at the location where their lives came to an end, but they otherwise cause their escorts no harm. The most frightening and well-known encounters with ladies in white are when their appearances reveal the ones who killed them. Undead Nature. The lady in white doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any alignment","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Lady Sentrix “the Coil” Astrillax","description":"Lady Sentrix “the Coil” Astrillax governs the clan of half-black dragon halflings, descendants of an ancient lineage bound to unraveling mysteries. As a skilled diviner and seeker of the world's end, she possesses unparalleled insight into the cosmic tapestry. Lady Sentrix's authority emanates from her piercing gaze, which sees through the veils of time and fate. Her clan thrives under her tutelage, honing their abilities in divination and deciphering the secrets that hold the key to the inevitable apocalypse.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (halfling)","Alignment":"neutral evil","Challenge Rating":17},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Lady Verona von Baden","description":"The presumptive heir to House von Baden, Verona von Baden is a cunning human Spy with many connections spread throughout Westemär. She is an athletic woman in her early twenties with wide brown eyes, tightly curled black hair, and soft features. She is known as having a good eye for money and is well-versed in politics and trade. She is responsible for many of the diplomatic arrangements, political discussions, and negotiations with other cities and rulers. Verona von Baden is often dressed in a white button up with a brown leather vest, dark trousers, and swashbuckling boots. She carries a shimmering rapier with an ornate golden hilt with an engraving of her family crest upon it. Like her father, she is an avid sailor and ship captain. Her own caravel is known as the Rose of Thorns , a ship built from rosewood with an ornate carved bouquet as its figurehead, white sails, and armed with canons. She has been at the helm of many sea battles, and her swift ship is known and feared by many.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Lady Vipressa","description":"Background Vipressa Veilshade was born into wealth and power. As the oldest of six sisters, Vipressa has commanded others as long as she's been able to speak. Since her mother died – the medusa matriarch's neck severed by an overzealous adventurer's blade – Vipressa has been responsible for both her siblings and the family business: a lucrative emerald mine. Chafing under Vipressa's domineering rule, her sisters struck out on their own one after another, until Vipressa eventually found herself alone in her subterranean mine, save for a dozen minotaur workers. Envious of the freedom her sisters enjoyed, Vipressa decided to sell the mine and become a merchant. For a few years now, Lady Vipressa, assisted by her minotaur guard Arôn, has run Vipressa's Wares. From her maze-like shop, she sells magic items and adventuring equipment – most of which was left behind by thieves and adventurers who have trespassed into the medusa family's lair over the decades. Roleplaying Lady Vipressa As beautiful as she is arrogant, Vipressa is accustomed to obedience. She can be prideful and domineering and anything – or anyone – that fails to meet her exacting standards is met with derisive remarks (\"This dagger is not as I was promised – clearly the work of a second-rate enchanter”). She is also quick to respond to disrespect with thinly-veiled threats (\"That's what I like about statues – they don't talk back!”) Those who can see past her difficult demeanor, however, will discover that Lady Vipressa can also be delightfully charming when she chooses to. While in the company of those she likes or wants to impress – such as her sisters, her favored minotaur servant, Arôn, or handsome, wealthy strangers – Vipressa is quick to offer genuine compliments (\"Your dress is absolutely stunning, dear, you must tell me where you've bought it!”) and outright flattery (\"I see that there's no need to make a statue out of you, warrior, for you are as if carved out of stone already!”) Aside from tending to her shop, Lady Vipressa is also an enthusiastic bard and performer. She loves playing music, acting (she attends weekly acting classes and performs in amateur theaters), and poetry recitals. Vipressa appreciates nothing more than being able to perform – and, of course, receiving due praise!","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Medusa)","Alignment":"Lawful Neutral","Expansion":27827,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Laeral Silverhand","description":"Anamanué Laeral Silverhand was born in the Year of the Cowl (765 DR), the fifth of seven daughters of the goddess Mystra. Each of the Seven Sisters is a powerful and ageless beauty with a penchant for arcane magic. Long ago, Laeral ruled a kingdom called Stornanter and held the title of Witch-Queen of the North. After that, she led a band of adventurers called the Nine. She met and married Khelben Arunsun, who would later become the Blackstaff, the Lord Mage of Waterdeep. After Khelben died, Laeral retired from public life. She resurfaced after the Spellplague and the Sundering, weakened by Mystra’s death, rebirth, and withdrawal from the world. Laeral’s magic isn’t as great as it once was, though she does her utmost to hide this fact. Only Elminster, her trusted friend and advisor, knows the extent of her decline. Despite her diminished abilities, Laeral remains a formidable, clear-headed wizard with plenty of magic at her disposal. A few years ago, Dagult Neverember was ousted as Open Lord of Waterdeep. Laeral reluctantly stepped into the vacancy at the request of the Masked Lords, and has served as Waterdeep’s Open Lord ever since. Initially overwhelmed by the demands of the nobles and guildmasters, she has settled nicely into her new role. She uses her magic sparingly and relies on trusted advisors and deputies. As time allows, she likes to venture outside the Palace of Waterdeep in disguise, just to clear her head or check up on old friends (and enemies). Laeral’s relationship with Vajra Safahr, the current Blackstaff, has its challenges. For one thing, Laeral is much older, much wiser, and much more powerful than Vajra, whom she views as an insecure child. In addition, Vajra wields the Blackstaff , which has Khelben Arunsun’s soul and the souls of all the other Blackstaffs bound inside it. Laeral covets the staff, because it contains all that’s left of her husband. Not surprisingly, the two mages avoid each other as much as possible. In times of great need, Laeral can command Vajra to unleash Force Grey. Until that order is given, Force Grey isn’t allowed to conduct operations in Waterdeep, though Laeral’s spies tell her that Vajra has secretly activated members of the elite order and sent them on a number of unauthorized missions. Laeral is reluctant to confront Vajra on the matter, and rationalizes her inaction by framing it as a test of Vajra’s competence. Traits Special Equipment. Laeral wears a white robe of the archmagi (accounted for in her statistics). She wields a flame tongue longsword. Magic Resistance. While wearing her robe of the archmagi , Laeral has advantage on saving throws against spells and other magical effects. Spellcasting. Laeral is a 19th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). Laeral has the following wizard spells prepared: Cantrips (at will): light, mage hand, minor illusion, prestidigitation, ray of frost 1st level (at will): detect magic, disguise self, magic missile, shield 2nd level (at will): detect thoughts, invisibility, misty step 3rd level (3 slots): counterspell, fly, sending, tongues 4th level (3 slots): banishment, greater invisibility, Otiluke's resilient sphere 5th level (3 slots): cone of cold, geas, Rary's telepathic bond 6th level (2 slots): globe of invulnerability, mass suggestion 7th level (1 slot): prismatic spray, teleport 8th level (1 slot): feeblemind, power word stun 9th level (1 slot): time stop Actions Multiattack. Laeral makes three attacks with her silver hair and flame tongue , in any combination. She can cast one of her cantrips or 1st-level spells before or after making these attacks. Silver Hair. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (2d6) force damage, and the target must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Flame Tongue. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage plus 7 (2d6) fire damage, or 6 (1d10 + 1) slashing damage plus 7 (2d6) fire damage when used with two hands. Spellfire (Recharges after a Long Rest). Magical, heatless, silver fire harmlessly erupts from Laeral and surrounds her until she is incapacitated or until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends: She can breathe underwater. She can survive without food and water. She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type. She gains resistance to cold damage, and she is unharmed by temperatures as low as -50 degrees Fahrenheit. While the silver fire is present, she has the following additional action options: Cast the cure wounds spell. The target regains 1d8 + 5 hit points. After Laeral takes this action, roll a d6. On a roll of 1, the silver fire disappears. Cast the revivify spell without material components. After Laeral takes this action, roll a d6. On a roll of 1-2, the silver fire disappears. Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren't being worn or carried take 26 (4d12) fire damage. Each creature in the area must succeed on a DC 21 Dexterity saving throw, taking 26 (4d12) fire damage on a failed save, or half as much damage on a successful one. After Laeral take this action, roll a d6. On a roll of 1-3, the silver fire disappears.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic good","Expansion":7393,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Laeral Silverhand","description":"Anamanué Laeral Silverhand was born in the Year of the Cowl (765 DR), the fifth of seven daughters of the goddess Mystra. Each of the Seven Sisters is a powerful and ageless beauty with a penchant for arcane magic. A few years ago, Dagult Neverember was ousted as Open Lord of Waterdeep. Laeral reluctantly stepped into the vacancy at the request of the Masked Lords, and has served as Waterdeep’s Open Lord ever since. Initially overwhelmed by the demands of the nobles and guildmasters, she has settled nicely into her new role. She uses her magic sparingly and relics on trusted advisors and deputies. Traits Special Equipment. Laeral wears a white robe of the archmagi (accounted for in her statistics). She wields a flame tongue longsword . Magic Resistance. While wearing her robe of the archmagi , Laeral has advantage on saving throws against spells and other magical effects. Spellcasting. Laeral is a 19th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). Laeral has the following wizard spells prepared: Cantrips (at will): light, mage hand, minor illusion, prestidigitation, ray of frost 1st level (at will): detect magic, disguise self, magic missile, shield 2nd level (at will): detect thoughts, invisibility, misty step 3rd level (3 slots): counterspell, fly, sending, tongues 4th level (3 slots): banishment, greater invisibility, Otiluke’s resilient sphere 5th level (3 slots): cone of cold, geas, Rary’s telepathic bond 6th level (2 slots): globe of invulnerability, mass suggestion 7th level (1 slot): prismatic spray, teleport 8th level (1 slot): feeblemind, power word stun 9th level (1 slot): time stop Actions Multiattack. Laeral makes three attacks with her silver hair and flame tongue longsword , in any combination. She can cast one of her cantrips or 1st-level spells before or after making these attacks. Silver Hair. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (2d6) force damage, and the target must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Flame Tongue. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage plus 7 (2d6) fire damage, or 6 (1d10 + 1) slashing damage plus 7 (2d6) fire damage when used with two hands. Spellfire (Recharges after a Long Rest). Magical, heatless, silver fire harmlessly erupts from Laeral and surrounds her until she is incapacitated or until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends: She can breathe underwater. She can survive without food and water. She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type. She gains resistance to cold damage, and she is unharmed by temperatures as low as −50 degrees Fahrenheit. While the silver fire is present, she has the following additional action options: Cast the cure wounds spell. The target regains 1d8 + 5 hit points. After Laeral takes this action, roll a d6. On a roll of 1, the silver fire disappears. Cast the revivify spell without material components. After Laeral takes this action, roll a d6. On a roll of 1–2, the silver fire disappears. Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren’t being worn or carried take 26 (4d12) fire damage. Each creature in the area must succeed on a DC 21 Dexterity saving throw, taking 26 (4d12) fire damage on a failed save, or half as much damage on a successful one. After Laeral takes this action, roll a d6. On a roll of 1–3, the silver fire disappears.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic good","Expansion":20544,"Challenge Rating":17},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Lake Monster","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":27683,"Challenge Rating":4},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Lakescourge Lotus","description":"A waterlogged cadaver with a gaping hole in its chest rises to the surface of the water. Elongated forearms hang limply at its sides, their claws dripping a sickly blue ichor. Glowing blue veins extend from a pulsing, flowering seed in its chest. The followers of an evil water god created the lakescourge lotus by implanting seeds in the chest of waterlogged corpses; the seeds spread vein-like roots and necrotic energy into the body. The resulting undead seek to destroy settlements built near rivers, lakes, and other bodies of water, and they are often found submerged near the water's edge. Passers-by who look in find a distorted, monstrous reflection returning their gaze. Tainted Waters. The blighted seed produces a foul-smelling, dark blue ichor that the lotus can inject into its prey, poisoning it. Worse, this ichor slowly poisons the waters inhabited by the lotus, killing wildlife and sickening those that drink from it. Toxic Ichor. While submerged in water, the lakescourge lotus's ichor taints the water within 10 feet of it. When a creature enters the area for the first time on a turn or starts its turn there, that creature must succeed on a DC 15 Constitution saving throw or be poisoned while it remains in the area and for 1 minute after it leaves. A poisoned creature that is no longer in the water can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the purify food and drink spell is cast on a space within 5 feet of the lakescourge lotus or on the space it occupies, this trait ceases to function for 1 minute. Undead Nature. The lakescourge lotus doesn't require air, food, drink, or sleep. Waterwalker. The lakescourge lotus can walk across the surface of water as if it were solid ground. This trait otherwise works like the water walk spell but isn't itself magical. Actions Multiattack. The lakescourge lotus makes two Tainted Claw or Poisonous Water Jet attacks. Tainted Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Poisonous Water Jet. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 15 (3d8 + 2) poison damage. Enter Reflection. The lakescourge lotus touches a body of water large enough to hold it and becomes a reflection on the surface of the water. While in this form, the lotus has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks and resistance to bludgeoning, piercing, and slashing damage from magical attacks. While a reflection, its speed is reduced to 5 feet, it can't make Tainted Claw attacks, and it can revert to its true form as a bonus action. If the lakescourge lotus takes damage that isn't bludgeoning, piercing, or slashing while it is a reflection, it is forced back into its true form.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Lakrem","description":"Lakrem's story doesn't start in Barovia, but—to hear him tell it—everything else before Barovia was unimportant. He was born to devout followers of Lathander and given over to the Dawnbringers when he was a young boy to be trained and raised to serve the Lathanderian faith once his divine nature—borne of latent celestial heritage—manifested. When he finally reached adulthood, Lakrem was called to undertake a dangerous mission: rid Barovia of the evil plaguing the land. Many had been called to do this, and none had returned. Lakren felt, as a Chosen of the Dawnbringer, that he would be the one to end the eternal darkness in Barovia. Traits Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Innate Spellcasting. Your innate spellcasting ability is Charisma. You can innately cast the following spells: At will: dancing lights Safe Haven. You have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. Sunlight Sensitivity . You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Trance . You don't need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Actions Attack . You can attack when you take this action, using the following: Javelin . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 1d6 + 2 piercing damage. Morningstar . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 piercing damage. Divine Sense (2; Recharges After a Long Rest). As an action, you can open your awareness to detect strong evil and powerful good. Until the end of your next turn, you know the location of any Celestial, Fiend, or Undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Healing Hands (Recharges After a Long Rest). As an action, you can touch a creature and cause it to regain 1 hit point. Lay on Hands (Recharges After a Long Rest). You have a pool of healing with which you can restore up to 5 hit points. You touch a creature and draw power from the pool to restore a number of hit points to that creature. up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on Undead and Constructs.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Aasimar, Elf)","Expansion":24690},"publisher":"Gnome Made Games","book":"An Elf and an Orc Had A Little Baby"},{"name":"Lamasombra","description":"The lamasombra (lah-mah-SAHM-brah)—an eight-legged, gray-scaled reptile the size of an adult human—is almost certainly the work of a flesh-bending mage or cult. This lizard-arachnid hybrid specializes in hunting cave-dwelling denizens. Apex Cave Predator. The lamasombra’s unnatural scales bend darkness in a way that interferes with other creatures’ darkvision. In dim light, this gives creatures without darkvision an unusual advantage against the lamasombra, as those with darkvision can’t see the predator except in bright light. The lamasombra’s specialized bones and foot pads eliminate sound and vibrations even at blinding speeds, rendering their prey’s tremorsense useless. The creature’s diseased mouth infects prey with boiling wastes disease, which keeps a victim feverish and bleeding long after an attack. After weakening their prey, the lamasombra follows the blood trail, stalking from the shadows and waiting for the diseased creature to die. Gleeful Hunter. If a lamasombra has any weakness, it’s that they enjoy playing with prey a little too much. Once they pick a target, they are unrelenting in their pursuit, but patient in picking their moment to strike. They often needle prey for days before finally delivering sweet release from torment. Traits Cave Apex. The lamasombra’s unnatural scales, padded feet, and bones allow them to avoid detection. They can’t be detected with tremorsense. When the lamasombra is in darkness or dim light, they are invisible to creatures with darkvision, but they are visible in dim light to creatures without darkvision. Spider Climb. The lamasombra can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The lamasombra makes one Bite attack and one Tongue attack. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 33 (6d8 + 6) piercing damage. If the target is a creature, they must succeed on a DC 17 Constitution saving throw or contract boiling wastes disease. Until the disease is cured, the target can’t regain hit points, and the lamasombra can sense the direction to the creature’s location as long as they’re on the same plane of existence. Tongue. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage, or 37 (9d6 + 6) bludgeoning damage if the target is a creature who can’t see the lamasombra. If the target is a Large or smaller creature, they are pulled up to 15 feet in a straight line toward the lamasombra. Bonus Actions Nightmarish Cunning. The lamasombra takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":13},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lamassu","description":"This magnificent creature has the head of a human, the body of a lion, and the golden wings of an eagle. It turns and smiles benevolently at all the travelers it meets. Ancient Protectors. Lamassu are dedicated to battling the forces of evil and protecting sites of historic and religious importance from harm. Most of the time, they inhabit abandoned temples and other ruins in deserts and protect those sites from foul monsters. Kind and compassionate towards humanoids, their regal bearing and archaic turns of phrase can sometimes make them seem aloof and superior. Adopting a City. A lamassu will sometimes leave its ruins and adopt a humanoid city, simply by nesting in its largest gatehouse and inspecting the people and creatures that pass through the gate. In these situations, a protective lamassu watches for known criminals, offers blessings to the poor, and sometimes demands donations from the wealthy to assist beggars, widows, and orphans. In most cases, this role as a gate lamassu ends after a year and a day, but it can last up to a decade. Watch captains, merchants, and city rulers have attempted flattery, bribery, and carefully-worded proclamations but nothing seems to dissuade a city lamassu. Immortal Nature. A lamassu doesn’t require food, drink, or sleep","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful good","Expansion":45,"Challenge Rating":10},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Lambent Witchfyre","description":"A creature of pure blue fire trickles across the cavern floor, burning and devouring all except the stone. Though its behavior is similar to oozes that infest subterranean areas, the lambent witchfyre is composed of living blue flame, not protoplasm. Like liquid fire, it flows along the ground, searching for food, which, in the case of the lambent witchfyre, is any organic matter that can burn. Arcane or Alien Origins. The lambent witchfyre’s exact origins are unknown. Some sages speculate that it was an early attempt by a wizard to infuse life on the Material Plane with elemental essence. Others theorize it is the disastrous byproduct of spell experimentation on an extra-planar creature. Whatever the truth, these strange beings have multiplied and spread, posing a deadly hazard to those who explore the deep caves of the world. Reproduction. When a lambent witchfyre has consumed enough organic material, it will seek an isolated place in which to reproduce. It then divides itself into two new lambent witchfyres, each starting with half the parent’s hit points. The offspring then go their separate ways, seeking more life to devour.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"unaligned","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Lambent Witchfyre","description":"A creature of pure, blue fire trickles across the cavern floor, burning and devouring all except the stone. Though its behavior is similar to oozes that infest subterranean areas, the lambent witchfyre is composed of living blue flame, not protoplasm. Like liquid fire, it flows along the ground, searching for food, which, in the case of the lambent witchfyre, is any organic matter that can burn. Arcane or Alien Origins. The lambent witchfyre’s exact origins are unknown. Some sages speculate that it was an early attempt by a wizard to infuse life on the Material Plane with elemental essence. Others theorize it is the disastrous byproduct of spell experimentation on an extra planar creature. Whatever the truth, these strange beings have multiplied and spread, posing a deadly hazard to those who explore the deep caves of the world. Reproduction. When a lambent witchfyre has consumed enough organic material, it will seek an isolated place in which to reproduce. It then divides itself into two new lambent witchfyres, each starting with half the parent’s hit points. The offspring then go their separate ways, seeking more life to devour.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"unaligned","Expansion":5315,"Challenge Rating":7},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Lamia","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Innate Spellcasting : The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person , mirror image , scrying , suggestion 1/day: geas Actions Multiattack : The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. Claws : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. Dagger : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Intoxicating Touch : Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"97 (13d10+26)","CHA":16,"CON":15,"DEX":13,"INT":14,"STR":16,"WIS":15,"Size":"Large","Type":"monstrosity","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065411/32ZMznq1nTPXjGjvbLOojQ/original.png","Roll 0":"Claws\n1d20 + 5\n2d10+3","Roll 1":"Dagger\n1d20 + 5\n1d4+3","Senses":"Darkvision 60 Ft.","Skills":"Deception +7, Insight +4, Stealth +3","Source":"5th Edition SRD","data-XP":"1,100","Alignment":"Chaotic Evil","Languages":"Abyssal, Common","data-List":"false","Spell Book":"Disguise Self, Major Image, Charm Person, Mirror Image, Scrying, Suggestion, Geas","Token Size":2,"data-Spells":"{\"innate\":{\"at-will\":[\"disguise self\",\"major image\"],\"3/day\":[\"charm person\",\"mirror image\",\"scrying\",\"suggestion \"],\"1/day\":[\"geas\"]}}","data-Traits":"[{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geas\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Dagger\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Intoxicating Touch\",\"Type Attack\":\"Spell Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Desc\":\"The target is magically cursed for 1 hour Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks\"}]","data-CHA-mod":"+3","data-CON-mod":"+2","data-DEX-mod":"+1","data-INT-mod":"+2","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+2","Challenge Rating":4,"Passive Perception":12,"data-CrNum":4,"data-AcNum":13,"data-HpNum":97},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lamia","description":"Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic rule, surrounding themselves with sycophants. Lamias rely on jackalweres to perform various tasks, sending them across the wastes to capture slaves or steal treasures from caravans, encampments, or villages, concealed by the lamia’s magic as they attack. A lamia has a beautiful humanoid upper body that merges into a powerful four-legged leonine form. Its vicious black claws speak to its predatory nature, as does its hunger for torture and humanoid flesh. Tyrants of Pleasure. Lamias adorn their crumbling havens with finery stolen from passing caravans, then use magic to further accentuate their lairs, masking decay with illusion. A lair’s breathtaking gardens, finely decorated apartments, and numerous slaves seem at odds with its remoteness and state of ruin. Using its intoxicating touch, a lamia weakens the minds of its enemies, making them more susceptible to its enchantment spells and turning them into its slaves. Those it beguiles with geas spells are pitted against each other in elaborate contests for the lamia’s amusement. Vain Predators. Always anxious to gain more wealth and slaves, a lamia uses a pool of water or a mirror in conjunction with a scrying spell to view its domain. A lamia uses this power to watch over trade routes and nearby settlements, or to seek out objects and creatures it fancies. Lamias are particularly fond of seeking out adventurers with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture hapless foes. Lamias prize beauty and strength above all else, however. Any prisoner that falls short of their esteem becomes the main course in a horrible feast, or is set free to die while wandering the wastes. As long as they have slaves to face their enemies, lamias fight from the fringes, beguiling foes with magic if they can. A lamia pressed into melee never stays there for long, shredding flesh with claw and dagger before springing away to safety. Minions of Graz’zt. The demon lord Graz’zt creates lamias from his mortal servants, granting them immortality in return for monstrous power and an oath of fealty. Graz’zt sometimes tasks lamias with guarding locations important to him, but lamias in his service remain free to spread their evil as they see fit. Traits Innate Spellcasting : The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. • At will: disguise self (any humanoid form), major image • 3/day each: charm person , mirror image , scrying , suggestion • 1/day: geas Actions Multiattack : The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch. Claws : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) slashing damage. Dagger (Melee) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. Dagger (Ranged) : Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 5 (1d4 + 3) piercing damage. Intoxicating Touch : Melee Spell Attack : +5 to hit, reach 5 ft., one creature. Hit : The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Lamia Harridan","description":"The lamia matriarch is a powerful and cunning creature resembling a beautiful humanoid woman from the waist up, with a lower body and tail like an immense serpent, an evolutionary throwback to the echidnic mother of monsters that birthed all of lamia-kind. Though judged hideous by their lamia kindred, harridans are nevertheless given honor and reverence among their kind and uses her seductive powers to control and manipulate those around her. With her innate magical abilities and sharp claws, the harridan is a force to be reckoned with. Feral Seductress. The queens of a race consumed by bitterness and predatory instinct, lamia harridans mastermind all manner of foul plots in hopes of breaking the bestial curse that afflicts their kind. They move with shocking ease from silken-tongued temptresses to dervishes, striking with all the deadly precision of vipers. Quick to covet, enslave, and overindulge, lamia harridans luxuriate in gory feasts, violent trysts, and bloody entertainments, reveling until their playthings are broken or until they tire and move on.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":8},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Lamia Noble","description":"The rare lamia noble is often mistaken for yuan-ti. They appear as large, handsome, or beautiful human aristocrats with the lower body of a giant constrictor serpent. They are an advanced, ancient, and insidious species of lamia with sorcerous powers and total dominion over the more common lion-bodied lamia. Despite their serpentine forms, they move with surprising grace. Shapechanging Infiltrators. While lesser lamias have to utilize their innate spellcasting abilities to disguise themselves, lamia nobles can shapechange to humanoid forms at will. They are also more capable of venturing further from their desolate lairs than other lamias. They enter civilized areas in the guise of wealthy merchants to spy and infiltrate the upper-class societies. They rarely show their true form, and anyone who discovers their true nature is swiftly and quietly eliminated. Traits Magic Resistance. The lamia has advantage on saving throws against spells and other magical effects. Sorcery Points. The lamia has 6 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Quickened Spell: When the lamia casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell: When the lamia casts a spell, it can spend l sorcery point to cast the spell without any somatic or verbal components. Spell Penetration. When the lamia casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 3 levels higher. Actions Multiattack. The lamia makes three attacks: two with its Longsword and one to Constrict. It can use Intoxicating Touch in place of one Longsword attack. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 10 (3d6) poison damage. Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the lamia can't use Constrict on another target. Intoxicating Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. Spellcasting. The lamia casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: charm person, fire bolt (2d10), mage hand, major image, minor illusion, poison spray (2d12) 3/day each: fireball, mirror image, scrying (as an action), suggestion 1/day: geas Change Shape. The lamia magically transforms into a Small or Medium humanoid or back into its true form, while retaining its game statistics. This transformation ends if the lamia is reduced to 0 hit points or uses an action to end it. ","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Lamia Priestess of Graz'zt","description":"Lamia clerics and priests are usually devout followers of Graz'zt. They take perverse joy in inflicting and taking pain. The lamia priestess of Graz'zt takes it a step further, channeling the pain to inspire zeal in itself and its allies during combat. Traits Magic Resistance. The lamia has advantage on saving throws against spells and other magical effects. Actions Multiattack. The lamia makes one Claws attack and one Dagger attack. It can use Intoxicating Touch or Spellcasting in place of the Dagger attack. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) fire damage. Intoxicating Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. Spellcasting. The lamia casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: disguise self (any humanoid form), guidance, major image, thaumathurgy 3/day each: command, charm person, mirror image, scrying, suggestion 1/day each: charm monster, dominate person, fear, geas Change Shape. The lamia transforms into a Small or Medium humanoid it has seen, or back into its true form, while retaining its game statistics. This transformation ends if the lamia is reduced to 0 hit points or uses an action to end it. Reactions Joy from Pain. When the lamia takes critical hit damage, it can make one melee weapon attack. Master of Pleasures. When the lamia takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Lamia Queen","description":"The lamia queen, also sometimes called the lamia matriarch, is a powerful and incredibly beautiful lamia noble. Rare are those who behold her face and are not instantly lovestruck. She is the supreme ruler of all lamia kind. Treated like a goddess by her subjects, she is a devious, narcissistic, and cunning master manipulator. She constantly schemes of foul plots aimed to further her control over the civilized lands around her lair. She is never without her personal bodyguards. Traits Enthralling Gaze. When a creature that can see the lamia's eyes starts its turn within 30 feet of the lamia, the lamia can force it to make a DC 18 Wisdom saving throw if the lamia isn't incapacitated and can see the creature. On a failed save, the creature is charmed by the lamia until the start of its next turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the lamia until the start of its next turn. If the creature looks at the lamia in the meantime, it must immediately make the saving throw. Greater Spell Penetration. When the lamia casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 5 levels higher. Legendary Resistance (2/Day). If the lamia fails a saving throw, she can choose to succeed instead. Sorcery Points. The lamia has 13 sorcery points. She can spend 1 or more sorcery points to gain one of the following benefits: Heightened Spell: When the lamia casts a spell that forces a creature to make a saving throw to resist the spell's effects, the lamia can spend 3 sorcery points to give one target of the spell disadvantage on her first saving throw against the spell. Quickened Spell: When the lamia casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Magic Resistance. The lamia has advantage on saving throws against spells and other magical effects. Actions Multiattack. The lamia makes three attacks: two with its Intoxicating Strike and one to Constrict. Intoxicating Strike. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (3d8 + 5) psychic damage, and the target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks. Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the lamia can't use Constrict on another target. Spellcasting. The lamia casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: fire bolt (3d10), mage hand, major image, minor illusion 2/day each: dimension door, fireball, hold person (up to two targets), mirror image, scrying (as an action), suggestion 1/day: chain lightning, finger of death, geas (as an action) Change Shape. The lamia magically transforms into a Small or Medium humanoid or back into its true form, while retaining its game statistics. This transformation ends if the lamia is reduced to 0 hit points or uses an action to end it. Legendary Actions The lamia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lamia regains spent legendary actions at the start of its turn. Attack. The lamia makes uses its Intoxicating Strike or Constrict. Command Thrall. One creature charmed by the lamia that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates. Cast a Spell (Costs 2 Actions). The lamia uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Lamia Tyrant","description":"A lamia gynarch is a half-humanoid creature with the upper torso of a comely woman with cat’s eyes and sharp fangs, while her lower body is that of a tawny lion. Despite her partly bestial nature, she nonetheless possesses immense beauty and seductive charm, but beneath this exterior lies a cruel and savage nature that delights in tormenting and enslaving those weaker than herself. The hate-filled inheritors of an ancient curse, lamia gynarchs rule over their less powerful kin as chieftains and warlords. A typical lamia gynarchy stands over 6 feet tall, measures more than 8 feet long, and weighs upward of 650 pounds. Cruel Eremites. Lamias are attracted to the ruined and forsaken parts of the world. Crumbling keeps, abandoned cities, and forgotten monuments all satisfy these deadly hunters’ cruel aesthetic —particularly those in arid or otherwise lifeless environs. Foremost, though, lamias favor decrepit temples. They delight in seeing the shrines of good deities in ruins and go out of their way to bring hardship to thriving holy places. Irreligious. Lamia gynarchs act as leaders, mothers, and oracles, with lesser lamias cleaving to her with fanatical reverence. While lamias shun most religious followings — viewing such as the source of the curse that blighted them with bestial forms — lamia elders claim to hear the whispers of the scouring desert winds and know the cold whims of the stars, drawing upon such mystical sources to lead their people. Tyrants. Rarely, a lamia gynarch of great divine power undergoes an unholy and dramatic transformation, increasing in size and speed to become a truly intimidating foe. Manipulators and slavers, spiritual leaders and oppressive dominators, lamia tyrants are megalomaniacal, corrupt, and brutal. The lamia tyrant is a fearsome and powerful predator that hunts its prey with deadly efficiency. With her massive size, sharp claws, and innate magical abilities, the tyrant is a formidable opponent. She is resistant to nonmagical attacks and possesses the pounce trait, allowing her to close in on her prey quickly and unleash a flurry of devastating attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":9},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Lamia, Gynarch","description":"A lamia gynarch is a half-humanoid creature with the upper torso of a comely woman with cat’s eyes and sharp fangs, while her lower body is that of a tawny lion. Despite her partly bestial nature, she nonetheless possesses immense beauty and seductive charm, but beneath this exterior lies a cruel and savage nature that delights in tormenting and enslaving those weaker than herself. The hate-filled inheritors of an ancient curse, lamia gynarchs rule over their less powerful kin as chieftains and warlords. A typical lamia gynarchy stands over 6 feet tall, measures more than 8 feet long, and weighs upward of 650 pounds. Cruel Eremites. Lamias are attracted to the ruined and forsaken parts of the world. Crumbling keeps, abandoned cities, and forgotten monuments all satisfy these deadly hunters’ cruel aesthetic —particularly those in arid or otherwise lifeless environs. Foremost, though, lamias favor decrepit temples. They delight in seeing the shrines of good deities in ruins and go out of their way to bring hardship to thriving holy places. Irreligious. Lamia gynarchs act as leaders, mothers, and oracles, with lesser lamias cleaving to her with fanatical reverence. While lamias shun most religious followings — viewing such as the source of the curse that blighted them with bestial forms — lamia elders claim to hear the whispers of the scouring desert winds and know the cold whims of the stars, drawing upon such mystical sources to lead their people. Tyrants. Rarely, a lamia gynarch of great divine power undergoes an unholy and dramatic transformation, increasing in size and speed to become a truly intimidating foe. Manipulators and slavers, spiritual leaders and oppressive dominators, lamia tyrants are megalomaniacal, corrupt, and brutal. The lamia tyrant is a fearsome and powerful predator that hunts its prey with deadly efficiency. With her massive size, sharp claws, and innate magical abilities, the tyrant is a formidable opponent. She is resistant to nonmagical attacks and possesses the pounce trait, allowing her to close in on her prey quickly and unleash a flurry of devastating attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":6},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Lammasu","description":"Lammasu The lammasus are a race of noble creatures who worship and serve the deities of Arcadia, Bytopia, and Mount Celestia. They appear as large winged lions with humanoid heads. They have robust bodies that are covered in a rich coat of yellow-gold fur. They usually have thick auburn or dark red hair, with male lammasus' hair resembling a lion's mane. Lammasus live for about 150-200 years old. Divine Champion. The lammasu fosters peace, cures the sick and wounded, and defends the weak and helpless. Many seek its wisdom and help, especially when facing supernatural threats. The lammasu always tries to resolve conflicts through peaceful means. If combat is unavoidable, it will attack with its claws but will try not to kill anyone. Instead, it will force its enemies to immediately submit or surrender. Against powerful evil creatures such as fiends and undead, however, the lammasu will not hold back, using its divine spells and devastating fiery breath to full measure. Reclusive Guardians. Lammasus typically form prides that number around 4-6 members but solitary lammasus are not uncommon. They usually reside in abandoned temples and ruins that are always within an hour's travel to communities and settlements they watch over and protect. They sometimes live with couatls, green duwendes, opinicuses, pixies, sprites, and threskisphinxes who help tend fruit and vegetable gardens. Traits Pounce. If the lammasu moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Multiattack. The lammasu makes two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 9 (2d8) slashing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Spellcasting. The lammasu casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: guidance, light, sacred flame (2d8), thaumaturgy 2/day each: bless, dispel magic, greater invisibility (self only), healing word, lesser restoration 1/day each: banishment, dimension door, freedom of movement Fire Breath (Recharge 5–6). The lammasu exhales fire in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Lampad","description":"Nymphs Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts. The nymphs of Theros include the following mysterious beings, as well as dryads (presented in the Monster Manual ). Immortal Nature. A nymph doesn't require food, drink, or sleep. Lampad Lampads guard the shadowed paths of the world, depths typically trod by souls destined for the Underworld. These rarely seen nymphs assist Athreos in guiding the dead, moving among the spirits that collect along the Tartyx River and reclaiming wayward souls that try to slip back to the mortal world. This means lampads are most often spotted in graveyards, crumbling crypts, and tunnels that bore deep into the earth, and near portals to the Underworld.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":5432,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Lampad","description":"Dark and moody cousins to nymphs, lampads sulk along natural caverns and dank tunnels, their weeping cries echoing through the darkness. These creatures are often found carrying light in caverns and dungeons, drawing creatures to them like moths to flame. Though they prefer the darkness, they know that exposing their forms under bright conditions gives them an edge over creatures viewing them. Just as nymphs guard nature’s purest places and dryads protect their sacred trees, lampads watch over the dark places of the world deep underground. They speak to the stone that forms their murky world, and their forlorn cries ring out through the belly of the earth.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":30635,"Challenge Rating":5},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Lampad Queen","description":"Dark and moody cousins to nymphs, lampads sulk along natural caverns and dank tunnels, their weeping cries echoing through the darkness. These creatures are often found carrying light in caverns and dungeons, drawing creatures to them like moths to flame. Though they prefer the darkness, they know that exposing their forms under bright conditions gives them an edge over creatures viewing them. Just as nymphs guard nature’s purest places and dryads protect their sacred trees, lampads watch over the dark places of the world deep underground. They speak to the stone that forms their murky world, and their forlorn cries ring out through the belly of the earth.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":30635,"Challenge Rating":15},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Lamplighter","description":"City life goes on long after the sun goes down, and its denizens need light for their nocturnal activities. Lamplighters are civil servants that go about the city streets each evening to set the lamps burning and extinguish them again come the dawn. Due to their thankless work, the city streets stay lit, signs for nighttime businesses remain visible, and the criminal element has fewer shadows in which to lurk. Hooked Staff. Lamplighters carry a long staff with a hook on one end. The hook has fittings for a wick or a snuffer, allowing the lamplighter to light or extinguish high-hanging lamps. Under duress, a lamplighter uses this staff for self-defense.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Langdedrosa Cyanwrath","description":"Traits Action Surge (Recharges when Langdedrosa Finishes a Short or Long Rest). On his turn, Langdedrosa can take one additional action. Improved Critical. Langdedrosa’s weapon attacks score a critical hit on a roll of 19 or 20. Actions Multiattack. Langdedrosa attacks twice, either with his greatsword or spear. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Lightning Breath (Recharge 5–6). Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-dragon)","Alignment":"lawful evil","Expansion":4500,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Langdedrosa Cyanwrath","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Action Surge (Recharges when Langdedrosa Finishes a Short or Long Rest). On his turn, Langdedrosa can take one additional action. Improved Critical. Langdedrosa’s weapon attacks score a critical hit on a roll of 19 or 20. Actions Multiattack. Langdedrosa attacks twice, either with his greatsword or spear. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Lightning Breath (Recharge 5–6). Langdedrosa breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-dragon)","Alignment":"lawful evil","Expansion":7391,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Lantern Archon","description":"A lantern archon’s body is merely a globe of spiritual purity and pale light, and though they might interact with their surroundings through pure force of will, such interaction proves too weak to accomplish most physical tasks. They always glow, usually as bright as a torch. They have total control over the color of light they shed, and take great pleasure in modulating their colors and brightness in time to music or to entertain other creatures. Most lantern archons speak in airy, echoing voices, with tones that range from somber whispers to hurried chirping. Often, their light fluctuates along with their words or tones, punctuating their speech with sparks of light or gentle pulses.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial","Alignment":"lawful good","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Lantern Archon","description":"The most common of all archons, lantern archons resemble 3-foot- diameter radiant orbs that constantly pulsate in a slow rhythm. Though limited in intelligence, lantern archons are beings of purity and goodwill and are always eager to help anyone in need. Guiding Lights. Lantern archons are found all over Mount Celestia, wandering around waiting to welcome and aid adventurers and other planar travelers seeking passage. They are often encountered in the company of other archons, which are usually hound archons. They serve as hound archons' scouts and aid them in battle by illuminating their foes with their light rays, making them easier targets. Archons The mighty archons are exalted celestial champions who maintain peace, uphold justice, and serve the angels and deities of Arcadia, Bytopia, and the Seven Heavens of Mount Celestia. Benevolent Guardians. Whereas angels act more as agents, commanders, and generals, archons fill the role of soldiers, scouts, and support specialists. They protect the innocent and defenseless and aid the wounded and sick. They despise and stand against malevolent supernatural creatures such as demons, devils, yugoloths, and evil undead. They capture and bring to justice powerful creatures who have performed depraved and despicable acts. Unfortunately, their unwavering sense of righteousness often leaves them vulnerable to manipulation and conflict. Blessed Champions. Archons never willingly use violence unless it is necessary. However, if combat is unavoidable, archons can be a terrifying thing to behold as they become justice and vengeance personified. They radiate an aura of menace that can sap the will of their foes. Archons are expert battle tacticians, able to teleport at will and cast powerful divine spells that can aid allies and banish foes. In addition to their impressive powers, they are also fearless, tireless, resistant to most attacks, and can’t be charmed. Divine Agents. While they rarely leave Mount Celestia, archons can be encountered anywhere, even in the Lower Planes. They frequently travel to the Material Plane on a variety of missions, acting as couriers, messengers, spies, or marshals. Archons have been known to assist adventurers, especially if they are favored by their deities. Types of Archons. There are eight major types of archons, each with different characteristics and abilities. The hound archon, justice archon, and lantern archons are the most numerous ones, and make up the bulk of the archon army, serving as foot soldiers, guards, and scouts. The owl archon, trumpet archon, and warden archon are specialists, while the sword archon and the throne archon act as military officers. Immortal Nature. An archon doesn't require food, drink, or sleep. Traits Aura of Menace. The archon emanates an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a DC 12 Wisdom saving throw or become frightened of the archon for 1 minute or until it takes any damage. Illumination. The archon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Actions Light Ray. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 4 (1d8) radiant damage, and the next attack roll made against this target before the end of the archon's next turn has advantage. Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: At will: aid, continual flame, detect evil and good Teleport. The archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Small","Type":"Celestial","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Lantern Archon","description":"The lowest-ranked archons, lantern archons greet newly arrived souls to Mount Celestia and light the path for those who traverse the plane with reverence and respect. They appear as glowing, winged balls of vaporous light wrapped in a gleaming metal lattice, although they have no more physical substance than smoke. When confronting those who approach with ill intentions, lantern archons strike with searing bolts of focused light, flitting from place to place between blasts to confound their foes. “Some souls’ll do anything a flying head with a candle tells them. Not that I’d know anything about that.” –Morte Archons Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their home from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to subdue foes. However, against Fiends, archons are wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked. Each archon’s form corresponds to its place within the Celestial hierarchy. When faced in battle, archons radiate the full fury of the Upper Planes, bolstering their allies and cowing their foes. Traits Aura of Menace. As long as the archon doesn't have the incapacitated condition, each creature of the archon's choice that starts its turn within 20 feet of the archon must make a DC 11 Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archons' Aura of Menace for 24 hours. Illumination. The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Incorporeal Movement. The archon can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 5 (1d10) force damage. Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability. At will: detect evil and good 1/day: aid Actions Multiattack. The archon makes two Radiant Strike attacks. It can replace one attack with a use of Teleport. Radiant Strike. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6(1d6 + 3) radiant damage. Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself. Bonus Actions Shift Radiance. The archon reduces its Illumination to shed only dim light in a 5-foot radius, or it returns the light to full intensity.","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Alignment":"typically lawful good","Expansion":26427,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Lantern Beetle","description":"Many types of beetles inhabit the world, and, depending on the location and culture, they are used as food, companions, or beasts of burden by its people. Underworld Beetles. Lantern and sniffer beetles live in the Underworld and feast primarily on the fungus that grows in the darkest caverns. The glow of the lantern beetle’s abdomen is from the digestion of bioluminescent fungus, which reacts with the beetle’s gut to make the glow. Both lantern and sniffer beetles are docile, and they’re often trained by denizens of the Underworld as mobile light sources or for detecting particular scents. Companions and Familiars. Lantern and sniffer beetles can be called to serve a spellcaster via the find familiar spell. The lantern beetle is a popular choice among junior wizards seeking a light source for late-night studying.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":0},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Lantern Beetle","description":"Many types of beetles inhabit the Underworld, and they are often used as food or beasts of burden by its denizens. Fungus Eaters. The beetles of the Underworld feast primarily on the fungus that grows in the darkest caverns. The glow of the lantern beetle’s abdomen is from the digestion of bioluminescent fungus, which reacts with the beetle’s gut to make the glow. Most often found in the fungal forests of the Underworld, the lantern beetle can inhabit any cavern where bioluminescent fungus is plentiful. The beetle can consume other fungi and plants, but its abdomen dims to a mild glow if the beetle consumes no bioluminescent fungi for more than a month. Docile. Lantern beetles and sniffer beetles are docile and often trained by denizens of the Underworld. The Ghoul Imperium, in particular, uses lantern beetles to light the streets of its cities and sniffer beetles in outposts to sniff out hidden contraband on merchant caravans. Familiars. Lantern beetles and sniffer beetles can be called to serve a spellcaster via the find familiar spell. The lantern beetle is a popular choice among junior wizards who value the beetle’s light for sneaking into dark, forbidden corners of libraries or for studying late into the night. The sniffer beetle sees a variety of uses among wizards with its most common use as the eyes and nose of wizards with limited vision.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":5315,"Challenge Rating":0},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Lantern Dragonette","description":"This cat-sized drake with a waxy appearance and a glow emanating from its belly can hover in midair, filling a small area with a warm glow. The lantern drake is named for its belly, which glows with a warm light. The beast's yellow, waxy scales darken with age, though lantern drakes rarely live more than 50 years or so. They weigh from 5 to 10 pounds and are 18 inches long. Most believe they are the result of an arcane fusion of a radiant spirit with a paper drake. Eat Candle Wax. The drake devours four ounces of candle wax per day, plus four more ounces if it uses its belly lantern. A lantern dragonette’s unusual diet leads it to lair in libraries, abbeys, and other places of study. Even though the dragonettes eat candles essential for study during dark hours, they still provide light and protect their adopted homes. Residents and caretakers consider them good luck and enjoy conversing with them. Telepathic Chatterbox. This gregarious drake prefers to speak with its companions but uses telepathy if necessary, and the creature hisses when surprised or displeased. It loves nothing more than discussing magic and history with an intelligent and informed individual. Adventurous Companions. Occasionally, a dragonette wishing to learn more about the world finds a spellcaster or adventuring party to travel with, purely for the sake of learning or to acquire new sources of knowledge. Most parties enjoy the traveling light source and the abilities these companions bring to bear. A lantern dragonette avoids combat and uses its abilities only to escape or to defend its lair, family, and friends. A dragonette lives up to 30 years. A mated pair produces one clutch of two to five eggs every five years, and one parent raises the young dragonettes until they mature after a year and leave to search for their own lairs. A cloister of lantern dragonettes taxes their lair’s resources, so the other parent often ventures out to retrieve more candles. Traits Lantern Belly (1/Day): If the dragonette has eaten 8 ounces of candle wax in the last 24 hours, it can emit a continual flame for 3d20 minutes. The continual flame can be dispelled, but the dragonette can resume it with a bonus action except in areas of magical darkness, if the time limit hasn’t expired. Innate Spellcasting: The lantern dragonette’s innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 1/day each: burning hands, color spray, scorching ray Vulnerable to Magical Darkness: A lantern dragonette in an area of magical darkness loses its lantern belly ability and its ability to fly. It also suffers 1d6 radiant damage for every minute of exposure. Actions Bite: Melee Weapon Attack : +3 to hit, reach 5 ft., One target. Hit : 3 (1d4 + 1) Piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"dragon","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Laphrian Hunter","description":"Deadly, but respectful of the order of nature, these hunters are chosen by Artemis to keep the balance of the Hunt and protect her divine domain. The blessings of the goddess of the hunt carry great versatility and power, which makes the Laphrian Hunters remarkable warriors. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Defensive Hunter. The hunter has a +1 bonus to their AC as long as they are wielding a weapon. Magic Weapons. The hunter's weapon attacks are magical. Pack Tactics. The hunter has advantage on an attack roll against a creature if at least one of the hunter's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Spellcasting. The hunter's spellcasting Ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). They can cast the following spells: At will: hunter's mark, message 3/day each: absorb elements, entangle, moonbeam 2/day each: cure wounds, haste, pass without trace 1/day each: conjure animals, guardian of nature, holy weapon, polymorph Actions Multiattack. The hunter makes three weapon attacks. Hunting Blade. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 3 (1d6) radiant damage. Hunting Bow. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 3 (1d6) radiant damage. Hunter's Shot. The hunter invokes the divine power of Artemis to conjure magical arrows with powerful effects. When the hunter successfully hits a target with their hunting bow during the multiattack action they can choose to activate one of the following effects. Only one option can be chosen per turn: Revealing Shot (2/day). The creature hit by the arrow takes 9 (2d8) radiant damage and glows with dim light in a 10 ft. radius. They cannot become invisible or take the hide action for 1 minute. Blinding Shot (2/day). The creature hit by the arrow takes 7 (2d6) radiant damage and is hit by an explosion of bright light that covers a 10 ft. radius. Creatures within the radius must make a DC 15 Constitution saving throw or become blinded. A blinded creature can repeat the saving throw at the end of their next turn. Strangle Shot (2/day). The creature hit by the arrow takes 9 (2d8) bludgeoning damage and must make a DC 15 Strength saving throw or become restrained by vines. While restrained in this way the creature is also suffocating. A restrained creature can use an action to make a DC 15 Strength check to break the vines.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":9},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Lapis Begonia Nightshade","description":"Marcher-Countess of Rending and Mending Lapis Begonia Blightshade is Mimsy’s second-in-command and the genius crafter behind the fleshgates. A corrupted being from an unseelie court, Lapis was exiled for forbidden experimentation on living creatures and an unfortunate incident involving reanimating the fur blankets on the bed of the Queen of Night and Magic. She is an eccentric sociopath, fiercely intelligent, passionately focused, and absolutely obsessed with her ongoing experimentation. Lapis’ friendship with Mimsy is her only emotional connection, and she values it greatly. TRAITS Magic Resistance. Lapis has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. Lapis makes two Poisonous Blast attacks. Poisonous Blast. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (2d10 + 3) poison damage. Flesh Shaping. Lapis can mold living flesh as if it were clay. She can touch a living creature and shape 5 inches of its flesh into any shape that suits her purpose. For instance, she could close over a mouth, bind an appendage to a torso, or even remove the chunk of flesh entirely. Flesh that is removed continues to live and function normally if Lapis uses this feature to remove it. The effects of Flesh Shaping can be reversed by a lesser restoration or greater restoration spell. Spellcasting. Lapis casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): At will: alter self, mending, minor illusion, prestidigitation, vicious mockery 3/day each: blink, enhance ability, enlarge/reduce 2/day each: gaseous form, haste, invisibility 1/day: polymorph BONUS ACTIONS Body Enhancement (Recharge 4–6). Lapis has performed extensive experiments on herself. She can activate one of her enhancements, gaining one of the following abilities until the start of her next turn: Acute Vision. The range of her darkvision doubles and she has advantage on Perception checks, but she gains vulnerability to thunder damage. Armored Epidermis. Her AC improves by 4, but her speed is halved. Increased Celerity. Her speed increases by 20 feet, but she has disadvantage on Constitution saving throws. Lubricious Skin. She has advantage on rolls to escape from a grapple and on saving throws against gaining the restrained condition, but she has disadvantage on Strength checks. Regenerative Admixture. She regains 10 (2d6 + 3) hit points, but she has disadvantage on Dexterity saving throws.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Lawful Neutral","Expansion":25357,"Challenge Rating":5},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Large Animated Iron Statue","description":"Animated Statues Animated statues look very much like large 8-to12-feet tall statues that you can find in temples, gardens, crypts, and palace halls. Faux Golems. Often mistaken for golems, animated statues are less potent but inexpensive substitutes, often crafted to serve as intimidating deterrents to burglars and intruders. Occasionally, very wealthy families and criminal organizations in need of protection will purchase golems to guard their lairs. However, they are sometimes taken advantage of by unscrupulous wizards and artificers, who sell them the much cheaper animated statues, knowing the buyers are unable to tell the difference. Magic Mouths. Just like animated armors, animated statues are frequently enchanted with scripted speech. This enables the statues to issue warnings, demand passwords, or deliver riddles, even announcing that they are golems to discourage intruders. Traits Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance. If the statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the statue move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the statue is animate. Actions Multiattack. The statue makes two Slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Large Animated Stone Statue","description":"Animated Statues Animated statues look very much like large 8-to12-feet tall statues that you can find in temples, gardens, crypts, and palace halls. Faux Golems. Often mistaken for golems, animated statues are less potent but inexpensive substitutes, often crafted to serve as intimidating deterrents to burglars and intruders. Occasionally, very wealthy families and criminal organizations in need of protection will purchase golems to guard their lairs. However, they are sometimes taken advantage of by unscrupulous wizards and artificers, who sell them the much cheaper animated statues, knowing the buyers are unable to tell the difference. Magic Mouths. Just like animated armors, animated statues are frequently enchanted with scripted speech. This enables the statues to issue warnings, demand passwords, or deliver riddles, even announcing that they are golems to discourage intruders. Traits Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance. If the statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the statue move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the statue is animate. Actions Multiattack. The statue makes two Slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. ","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Large Animated Wood Statue","description":"Animated Statues Animated statues look very much like large 8-to12-feet tall statues that you can find in temples, gardens, crypts, and palace halls. Faux Golems. Often mistaken for golems, animated statues are less potent but inexpensive substitutes, often crafted to serve as intimidating deterrents to burglars and intruders. Occasionally, very wealthy families and criminal organizations in need of protection will purchase golems to guard their lairs. However, they are sometimes taken advantage of by unscrupulous wizards and artificers, who sell them the much cheaper animated statues, knowing the buyers are unable to tell the difference. Magic Mouths. Just like animated armors, animated statues are frequently enchanted with scripted speech. This enables the statues to issue warnings, demand passwords, or deliver riddles, even announcing that they are golems to discourage intruders. Traits Antimagic Susceptibility. The statue is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the statue must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. False Appearance. If the statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the statue move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the statue is animate. Actions Multiattack. The statue makes two Slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Large Drolem","description":"A drolem is a mighty construct that always resembles a mechanical or skeletal (or a mix of both) dragon. With the latter form, the drolem is often mistaken for a dracolich or undead dragon. Unlike other golems, however, a drolem has the same capabilities as a typical dragon, with the ability to fly and unleash dragon's breath. Just like any other golem, a drolem will follow the command of its creator or possessor flawlessly. The drolem can't think or act for itself, but it will defend itself if attacked. Drolem's Breath. A drolem is fashioned from the remains of a specific dragon, which determines its breath attack. For example, a drolem created from the corpse of a red dragon will always have a breath attack that deals fire damage. Traits Immutable Form. The drolem is immune to any spell or effect that would alter its form. Magic Resistance. The drolem has advantage on saving throws against spells and other magical effects. Magic Weapons. The drolem's weapon attacks are magical. Unusual Nature. The drolem doesn’t require air, food, drink, or sleep. Actions Multiattack. The drolem makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) acid, cold, fire, lightning, or poison damage (depending on drolem type). Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Dragon's Breath (Recharge 5–6). The drolem exhales acid, cold, fire, lightning, or poison (depending on drolem type) in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 35 (10d6) acid, cold, fire, lightning, or poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Large Heavy Metal Elemental","description":"Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. Mine Wreckers. Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren't well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental's body tells a very different story. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatDescription, li.StatDescription, div.StatDescription {mso-style-name:\"Stat Description\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":32483,"Challenge Rating":5},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Larva","description":"Optional Rule: Vile Transformation At the end of each long rest taken on the plane of Hades, a visitor must make a DC 10 Wisdom saving throw. On a failed save, the creature gains one level of exhaustion, which can’t be removed while the creature remains in Hades. If the creature reaches six levels of exhaustion, it doesn’t die. Instead, the creature permanently transforms into a larva, whereupon all levels of exhaustion afflicting the creature are removed. A larva is a miserable fiend that retains the facial features of its previous form but has the body of a fat worm. A larva has only a few faint memories of its previous life and the statistics in the larva stat block. Hades is crawling with larvae. Night hags, liches, and rakshasas harvest them for use in vile rituals. Other fiends like to feed on them.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"neutral evil","Expansion":7583,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Lasiodon","description":"Lasiodons are something out of ancient nightmares, with whale-like bodies, powerful fluked tails, and thick fins surmounted by six long-necked heads. Above each head’s nightmarish maw is a curved, fleshy growth that glows in the dark waters with a pale radiance. Deep Hydras. Lasiodons hunt the deepest oceans, luring inquisitive prey with the white glow of their protruding anglers and devouring it whole. With teeth able to slice solid stone, a lasiodon can freeze its quarry, sometimes attacking a school of large fish by freezing some and devouring others. In the darkest coldest depths, blocks of ice created by the creature's breath weapon remain still for several seconds before ascending slowly. Adult lasiodons average 60 feet long and weigh over 50 tons. Unlimited Growth. Lasiodons never stop growing and seem immune to the effects of aging. Adult females average 60 feet long and weigh over 50 tons. Lone Hunter. Lasiodons are cunning but not intelligent or social. The ferocious predators require a large hunting area, so they are almost always alone when encountered. 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This undead creature is a ghoulish mirror of its former self, resembling a young humanoid corpse with the features of a monstrous bat: giant wings, long claw-like fingers, and a terrifying set of fangs. It is often mistaken for a vampire as it shares the same characteristics and proclivities. The latawiec is also a shapechanger, and usually takes the form of a vampire bat. However, it can also appear as a crow to blend into the background or a young child if it needs to take a less alarming form in order to draw out or lead its victim to a place where the latawiec can catch it alone. Sanguivorous Hunter. Because it was denied the chance to live, the latawiec is driven by hate and hunger against the living, most especially against expectant mothers. Like a vampire, it is hurt by sunlight and thus it hunts at night, seeking prey to drain blood from. It is so sensitive to the scent of fresh blood it can pinpoint its exact location even from a distance. Tranquilizing Toxin. Once the latawiec has chosen its victim, it only needs to wound the target with its claws. The latawiec's long finger nails secrete a toxin that causes a victim to sleep. Once the target is unconscious, the latawiec uses its very sharp fangs to puncture its prey's skin and draw blood. The latawiec's saliva also serves as a both an anaesthetic and anticoagulant, allowing the latawiec to feed in peace without fear of the victim regaining consciousness. As latawiecs get older, they gain magical abilities. They have an affinity to the element of air and are able to unleash dark lightning bolts and violent winds. Latawiecs haunt graveyards, abandoned manors, and caves located near populated settlements. Traits Blood Scent. The latawiec can pinpoint, by scent, the location of fresh blood within 60 feet of it. Regeneration. The latawiec regains 5 hit points at the start of each of its turns if it has at least 1 hit point and isn’t in sunlight. If the latawiec takes radiant damage, this trait doesn’t function until the start of the latawiec’s next turn. Spider Climb. The latawiec can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The latawiec takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The latawiec makes two attacks, only one of which can be a Bite attack. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) slashing damage and the target must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned, the creature is unconscious. The poisoned target repeats the saving throw if it takes damage that isn't from the latawiec's Bite attack and at the end of each of its turns, ending the effect on itself on a success. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the latawiec regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Change Shape. The latawiec magically transforms into a humanoid, crow, or vampire bat that is Small or Tiny, while retaining its game statistics (other than its size). This transformation ends if the latawiec is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Small","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Lauma","description":"Forest Hag Variant Lauma, the moping matriarch of the woods, was once a kindly old spinster who lived in a lonely cottage in the forest. Unable to have children of her own, she would find and take care of children lost in the woods. She weaved clothes for them, comforted them, and protected them while awaiting the return of their parents. She would also take in orphan children and raise them as her own. Over time, her kind, motherly gestures were seen as malicious and greedy, and husbands and widowers accused Lauma of stealing the children. The bitter, hateful words leeched out all of her beauty and grace, reducing her to a withered hag burdened by the clothes, dolls, and playthings of the children's she's \"protected.\" Now in the forest deep she weaves and waits, beckoning and beguiling children and child-sized travelers, promising to take them in and help them find their missing family, with the intent of keeping them for herself. Surely, she would make a better mother than the ones careless enough to lose their children in the forest. And so the lost will stay with her, tucked away in the misty, broken woods, with their blankets and their toys and the rotting remains of the other children and small adventurers she has abducted. Are You Lost, Child? Lauma targets smaller adventurers and seeks not to hurt them; only the ensnare them and keep them with her forever. She may try to tempt them with toys, gifts, soup, and shelter in her cottage full of child skeletons and their belongings. She will assume a large adventurer is trying to lead the smaller one away from her if they attempt to leave after stumbling upon her or her cottage. She has advantage on all perception checks involving small party members like gnomes, halflings, or goblins. If a small party member deals more than 15 points of damage to her, she will turn on them and attack them like any normal enemy. Traits Innate Spellcasting: Charisma (spell save DC 13). She can cast the following spells, requiring no material components: At will: Dancing Lights, Fog Cloud, Suggestion, Vicious Mockery Actions Multiattack Lauma makes 3 attacks: one with her claw (range 5 ft.), two with clawlike roots or branches that burrow and burst out of the ground (range 60 ft.). Claws (Melee Weapon Attack) +8 to hit, one target, reach 5 ft. (self) or up to 60 ft. (branches). Hit: 12 (3d6 + 5) slashing damage. Mother's Embrace (Melee Weapon Attack) +8 to hit, one target, reach 30 ft. Hit: 20 (5d6 + 5) bludgeoning damage and the target is grappled by sharp, thorny tree branches if it is a Large creature or smaller (escape DC 16). Until the grapple ends, Large or Medium creatures take 14 (3d6 + 5) bludgeoning damage at the start of Lauma's turn. Small creatures take no extra damage while grappled, but must roll with disadvantage to escape. Lauma cannot use her multiattack strikes until the grapple is broken. Mother's Song Lauma sings a sorrowful lullaby that can be heard up to 60 ft. away; the song of a mother looking for her lost child. Each humanoid creature within range that can hear Lauma that also has a dead parental figure or a dead child must succeed a DC 15 Wisdom saving throw or fall into a melancholic trance. The entranced cannot take any actions or reactions and their movement is zero until the end of Lauma's next turn. Bramble Trap Thorny roots ripple and burst out around Lauma in a 20 ft. radius. The ground within the radius becomes difficult terrain for the next three turns.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":20627,"Challenge Rating":6},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Lava Bastion (PB 2)","description":"Traits Signature Attack (Molten Slam). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeon ing damage plus 4 (1d8) fire damage. A flammable object hit by this attack ignites if it isn’t being worn or carried. Beginning at 7th level, the bastion can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Burning Embrace (3/Day). As an action, the bas tion makes a signature attack against a creature within range. If the attack hits, the target is also grappled (escape DC 10 plus PB). While grappled in this way, a target is restrained and takes PBd6 fire damage at the start of each of their turns. 5th Level: Melting Grasp (3/Day). When the bastion hits a creature with a signature attack, the creature takes an extra PBd4 fire damage. If the target is wielding a mundane metal weapon, the bastion partially melts the target’s weapon, giving it a permanent −2 penalty to attack and damage rolls. If the target is wielding a supernatural metal weapon, the penalty lasts for 1 hour instead. 7th Level: Eruption (1/Day). As an action, the bastion erupts, shooting a 30 foot cone of earth and lava from their head. Each creature in that area must make a DC 10 plus PB Dexterity saving throw. On a failed save, a target takes PBd6 bludgeoning damage plus PBd6 fire damage and is knocked prone. On a successful save, a target takes half as much damage and is not knocked prone. The lava spreads around corners and ignites flammable objects in that area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Earth, Fire)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lava Bastion (PB 3)","description":"Traits Signature Attack (Molten Slam). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeon ing damage plus 4 (1d8) fire damage. A flammable object hit by this attack ignites if it isn’t being worn or carried. Beginning at 7th level, the bastion can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Burning Embrace (3/Day). As an action, the bas tion makes a signature attack against a creature within range. If the attack hits, the target is also grappled (escape DC 10 plus PB). While grappled in this way, a target is restrained and takes PBd6 fire damage at the start of each of their turns. 5th Level: Melting Grasp (3/Day). When the bastion hits a creature with a signature attack, the creature takes an extra PBd4 fire damage. If the target is wielding a mundane metal weapon, the bastion partially melts the target’s weapon, giving it a permanent −2 penalty to attack and damage rolls. If the target is wielding a supernatural metal weapon, the penalty lasts for 1 hour instead. 7th Level: Eruption (1/Day). As an action, the bastion erupts, shooting a 30 foot cone of earth and lava from their head. Each creature in that area must make a DC 10 plus PB Dexterity saving throw. On a failed save, a target takes PBd6 bludgeoning damage plus PBd6 fire damage and is knocked prone. On a successful save, a target takes half as much damage and is not knocked prone. The lava spreads around corners and ignites flammable objects in that area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Earth, Fire)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lava Bastion (PB 4)","description":"Traits Signature Attack (Molten Slam). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeon ing damage plus 4 (1d8) fire damage. A flammable object hit by this attack ignites if it isn’t being worn or carried. Beginning at 7th level, the bastion can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Burning Embrace (3/Day). As an action, the bas tion makes a signature attack against a creature within range. If the attack hits, the target is also grappled (escape DC 10 plus PB). While grappled in this way, a target is restrained and takes PBd6 fire damage at the start of each of their turns. 5th Level: Melting Grasp (3/Day). When the bastion hits a creature with a signature attack, the creature takes an extra PBd4 fire damage. If the target is wielding a mundane metal weapon, the bastion partially melts the target’s weapon, giving it a permanent −2 penalty to attack and damage rolls. If the target is wielding a supernatural metal weapon, the penalty lasts for 1 hour instead. 7th Level: Eruption (1/Day). As an action, the bastion erupts, shooting a 30 foot cone of earth and lava from their head. Each creature in that area must make a DC 10 plus PB Dexterity saving throw. On a failed save, a target takes PBd6 bludgeoning damage plus PBd6 fire damage and is knocked prone. On a successful save, a target takes half as much damage and is not knocked prone. The lava spreads around corners and ignites flammable objects in that area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Earth, Fire)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lava Bastion (PB 5)","description":"Traits Signature Attack (Molten Slam). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeon ing damage plus 4 (1d8) fire damage. A flammable object hit by this attack ignites if it isn’t being worn or carried. Beginning at 7th level, the bastion can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Burning Embrace (3/Day). As an action, the bas tion makes a signature attack against a creature within range. If the attack hits, the target is also grappled (escape DC 10 plus PB). While grappled in this way, a target is restrained and takes PBd6 fire damage at the start of each of their turns. 5th Level: Melting Grasp (3/Day). When the bastion hits a creature with a signature attack, the creature takes an extra PBd4 fire damage. If the target is wielding a mundane metal weapon, the bastion partially melts the target’s weapon, giving it a permanent −2 penalty to attack and damage rolls. If the target is wielding a supernatural metal weapon, the penalty lasts for 1 hour instead. 7th Level: Eruption (1/Day). As an action, the bastion erupts, shooting a 30 foot cone of earth and lava from their head. Each creature in that area must make a DC 10 plus PB Dexterity saving throw. On a failed save, a target takes PBd6 bludgeoning damage plus PBd6 fire damage and is knocked prone. On a successful save, a target takes half as much damage and is not knocked prone. The lava spreads around corners and ignites flammable objects in that area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Earth, Fire)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lava Bastion (PB 6)","description":"Traits Signature Attack (Molten Slam). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + PB bludgeon ing damage plus 4 (1d8) fire damage. A flammable object hit by this attack ignites if it isn’t being worn or carried. Beginning at 7th level, the bastion can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3rd Level: Burning Embrace (3/Day). As an action, the bas tion makes a signature attack against a creature within range. If the attack hits, the target is also grappled (escape DC 10 plus PB). While grappled in this way, a target is restrained and takes PBd6 fire damage at the start of each of their turns. 5th Level: Melting Grasp (3/Day). When the bastion hits a creature with a signature attack, the creature takes an extra PBd4 fire damage. If the target is wielding a mundane metal weapon, the bastion partially melts the target’s weapon, giving it a permanent −2 penalty to attack and damage rolls. If the target is wielding a supernatural metal weapon, the penalty lasts for 1 hour instead. 7th Level: Eruption (1/Day). As an action, the bastion erupts, shooting a 30 foot cone of earth and lava from their head. Each creature in that area must make a DC 10 plus PB Dexterity saving throw. On a failed save, a target takes PBd6 bludgeoning damage plus PBd6 fire damage and is knocked prone. On a successful save, a target takes half as much damage and is not knocked prone. The lava spreads around corners and ignites flammable objects in that area that aren’t being worn or carried.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Earth, Fire)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lava Child","description":"Physically identical to one another, lava children have muscular builds and childish, perpetually grinning faces. Most are born in the Fountains of Creation, also known as the Plane of Magma, which is wedged between the Elemental Planes of Earth and Fire. Within volcanic caverns, lava children form communities, serving primordial beings out of fear or worshiping gods of earth and fire. Though they’re not violent by nature, lava children fiercely defend territory they claim as their own. Many intruders have been fooled by a lava child’s smile, believing themselves welcome when in fact they’re about to be torn limb from limb. Lava children typically stick close to their lairs, but actively hunt when food grows scarce. Lava Born. The first lava children were created by the merging of spirits of earth and fire. Upon reaching adulthood, a lava child gains the ability to procreate by itself. An adult lava child lays several eggs in its lifetime, which is roughly fifty years. These eggs incubate in pools of molten magma until they hatch. The pink, smiling newborn matures at the same rate as a human. The parent protects its offspring until the new lava child is strong enough to defend itself and forage on its own. Lava children eat meat, bones, paper, plants, and just about anything else not made of metal or stone. Cooked meat is their favorite. Traits Metal Immunity. The lava child can move through metal without hindrance, and it has advantage on attack rolls against any creature wearing metal armor or using a metal shield. Actions Multiattack. The lava child makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lava child)","Alignment":"neutral","Expansion":7394,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Lava Child","description":"Physically identical to one another, lava children have muscular builds and childish, perpetually grinning faces. Most are born in the Fountains of Creation, also known as the Plane of Magma, which is wedged between the Elemental Planes of Earth and Fire. Within volcanic caverns, lava children form communities, serving primordial beings out of fear or worshiping gods of earth and fire. Though they’re not violent by nature, lava children fiercely defend territory they claim as their own. Many intruders have been fooled by a lava child’s smile, believing themselves welcome when in fact they’re about to be torn limb from limb. Lava children typically stick close to their lairs, but actively hunt when food grows scarce. Lava Born. The first lava children were created by the merging of spirits of earth and fire. Upon reaching adulthood, a lava child gains the ability to procreate by itself. An adult lava child lays several eggs in its lifetime, which is roughly fifty years. These eggs incubate in pools of molten magma until they hatch. The pink, smiling newborn matures at the same rate as a human. The parent protects its offspring until the new lava child is strong enough to defend itself and forage on its own. Lava children eat meat, bones, paper, plants, and just about anything else not made of metal or stone. Cooked meat is their favorite. Traits Metal Immunity. The lava child can move through metal without hindrance, and it has advantage on attack rolls against any creature wearing metal armor or using a metal shield. Actions Multiattack. The lava child makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lava child)","Alignment":"neutral","Expansion":29191,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Waterdeep - Dungeon of the Mad Mage"},{"name":"Lava Keeper","description":"A rivulet of lava streams from a cavity between the shoulders of this four-armed, volcanic creature. Volcanic Guardians. Lava keepers are elementals from the borderlands between the Elemental Planes of Earth and Fire. They sometimes emerge onto the Material Plane through spontaneous elemental vortices in the hearts of volcanoes. Once on the Material Plane, they find themselves trapped. Instead of running rampant, they act as guardians for the region from which they emerged in the hopes that one day they can return home. Noble Elementals. Lava keepers are the natural enemies of salamanders and other chaotic elementals. They feel a mixture of shame and pity toward their corrupted brethren, the cherufes , and go out of their way to put an end to any cherufes they encounter. Gods of the Mount. Lava keepers are sometimes worshiped by primitive humanoids living in volcanic regions. These humanoids offer the lava keeper tribute, and, in return, the lava keeper drives off harmful monsters and directs lava flows in ways that promote new life and maintain healthy soil. The two sides rarely possess the means to communicate with one another, and the lava keeper often has little understanding of the tribe’s true goals or motivations. While not evil, the lava keeper does not have the same concept of life as most humanoids and seldom intervenes in the sacrifice of a living creature. However, stories abound of sacrifices being saved by their lava keepers after the two discovered they could speak with each other. Elemental Nature. The lava keeper doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"lawful neutral","Expansion":8073,"Challenge Rating":18},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Lava Serpent","description":"Volcanic Elementals Portals to the Elemental Plane of Fire occasionally open within the larger islands of the Expanse. When these portals remain stable for long periods, such as on Mount Spitfire, at the heart of Calderé Island, volcanic activity often follows. Various elementals make their home on the other side of these portals and are frequently spewed forth from them. Lava Serpent Lava serpents entwine their enemies amidst their powerful coils, simultaneously burning and crushing them to death.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Source":"custom","Alignment":"Neutral","Expansion":32048,"Challenge Rating":2},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Lawmage","description":"The Azorius Senate has spellcasters who are trained to capture lawbreakers and bring them to justice. A lawmage’s magic is focused on restraining criminals and on protecting bystanders from becoming casualties when arresters are pursuing malefactors. A significant proportion of the guild’s vedalken are lawmages. Traits Spellcasting. The lawmage is an 8th-level Azorius spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The lawmage has the following wizard spells prepared: Cantrips (at will): fire bolt, friends, light, message 1st level (4 slots): alarm, expeditious retreat, shield 2nd level (3 slots): arcane lock, detect thoughts, hold person 3rd level (3 slots): clairvoyance, dispel magic, slow 4th level (2 slots): locate creature, stoneskin Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"lawful neutral","Expansion":7,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Lazav","description":"Lazav is uniquely qualified to be the Dimir guildmaster: he is a shapechanger whose mysterious genius is informed by agents from the entire Dimir network. He takes on a tremendous variety of guises as his needs and plans require. He might step out into the Ravnican streets as an elderly widow to eavesdrop at the bazaar, become a vedalken hussar of the Azorius Senate to sidestep a checkpoint, or transform into a Tin Street merchant to deceive a passing noble. His true form might be that of a doppelganger or some other creature; no one has ever seen it. Lazav’s Traits Ideal: “Knowledge. To know a thing is to have power over it.” Bond: “When the time is right and my plans have come to fruition, all of Ravnica will be mine.” Flaw: “I can’t trust anyone.” Traits Elusive. No attack roll has advantage against Lazav unless he is incapacitated. Innate Spellcasting. Lazav’s innate spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring no material components: At will: detect thoughts, encode thoughts, freedom of movement, vicious mockery (4d4 psychic damage) 3/day each: blur, confusion, mirror image 1/day each: modify memory, Rary’s telepathic bond Legendary Resistance (3/Day). If Lazav fails a saving throw, he can choose to succeed instead. Shapechanger Savant. Lazav can use a bonus action to polymorph into a Small or Medium humanoid he has seen. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. Psychic Defenses. Unless Lazav is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with Lazav only if he allows it. Actions Multiattack. Lazav makes three shortsword attacks. Shortsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) piercing damage plus 10 (3d6) psychic damage, and the target has disadvantage on the next attack roll it makes before Lazav’s next turn. Legendary Actions Lazav can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Lazav regains spent legendary actions at the start of his turn. Attack. Lazav makes a weapon attack. Cast a Spell (Costs 2 Actions). Lazav casts one of his innate spells. Shifting Nightmare (Costs 3 Actions). Lazav rapidly takes the form of several nightmarish creatures, lashing out at all nearby. Each creature within 10 feet of Lazav must succeed on a DC 21 Dexterity saving throw or take 18 (4d8) damage of a type chosen by Lazav: acid, cold, fire, lightning, or necrotic.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger)","Alignment":"neutral evil","Expansion":7,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Lazavik","description":"Standing no taller than a cat, this tiny humanoid has a snow-white beard and a single eye that blazes with golden light. He holds a long reed whip in his hands. Swamp-Dwelling Fey. Lazaviks are fey that dwell primarily in swamps and marshes, picking particular tracts of marshland to call home. When it has chosen a suitable location, a lazavik builds a minuscule hut for itself out of dried rushes, mud, and sticks, and it spends its days fishing and enjoying the company of the native animals and good-aligned fey of the region. All lazaviks are male and are thought to sprout like reeds out of the damp soil, though romances between female korrigans and lazaviks are not uncommon and sometimes produce offspring. Glowing Guides. Lazaviks hate seeing anyone in distress and use the animals of the region to keep tabs on creatures in peril from natural swamp hazards or evil monsters. When it finds creatures in danger, a lazavik uses its glowing eye to direct them to safety or prevent them from getting lost, but it prefers to keep itself out of sight as much as possible. Lazaviks hate evil swamp-dwelling monsters like green hags and miremals , but they save their greatest enmity for will-o’-wisps. They are often confused with will-o’-wisps, which leads to complications in their otherwise peaceful existences.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"neutral good","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Leashed Lesion","description":"With a vibrant, emerald carapace and gnarled spikes shine in even poor torchlight. Its back looks almost like a saddle or the wagon's seat, save for the inward-facing spikes that mark it as clearly dangerous. Its eyeless head lifts, revealing a mouth full of needle-like teeth. A leashed lesion is a horse-sized arthropodal aberration with bright pink flesh emerging from the carapace at its joints. It survives via a curious symbiosis. In the wild, a leashed lesion hosts another aberration in the saddle-like recess in its back. The lesion gains whatever protection the rider can offer, while the rider gains access to life force the lesion drains from its prey. Summoned Allies. Cult leaders, particularly of cults of the Void, often summon leashed lesions as protective mounts. These cultists place themselves or a valued subordinate spellcaster within the lesion's recess, helping the monster fend of threats and healing the rider in the midst of combat. Such arrangements gave the lesion its name, as monster-hunters often consider them little more than the leashed pets of cult leaders. Often too late, cultists discover that an unhappy leashed lesion is just as likely to kill its rider as protect it. Exacting Mounts. Native to twisted worlds in the space between the stars, wild lesions occasionally wander through rents in reality at the site of ancient rituals or destructive magic. Such lesions don't distinguish the wildlife of their new home from the aberrations of their old one and swiftly cycle through potential riders and devour meals as they seek creatures worthy of being symbiotically bound to them. Villages have seen farmers and herds of livestock drained to desiccated husks by wild or lost lesions. Actions Multiattack. The leashed lesion makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 5 (2d4) necrotic damage. The lesion and any creature grappled by its Life Tether regain hp equal to the necrotic damage dealt. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Draining Burst (Recharge 5-6). The leashed lesion selects a point it can see within 120 feet of it. Each creature within 20 feet of that point must make a DC 12 Constitution saving throw, taking 13 (3d8) necrotic damage on a failed save, or half as much damage on a successful one. The lesion and any creature grappled by its Life Tether each gain 13 (3d8) temporary hp. Bonus Actions Life Tether. The leashed lesion attaches a symbiotic tether to a creature sitting in the recess in its back. A creature in the recess that isn't attached to the tether takes 7 (2d6) piercing damage at the end of the lesion's turn, and the lesion regains hp equal to the damage dealt. While the tether is attached, the creature is grappled by the lesion. The lesion or the creature can detach the tether as a bonus action. The lesion can have its symbiotic tether attached to only one creature at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Least Cindershadow","description":"Cindershadows lurk in the crackling of a fire, the whoosh of the flames that light your torch, and the popping of the logs and sticks in your campfire. Legends and rumors say that if you look hard enough inside the flames, you might be able to see one before it strikes. Appearance. Cindershadows have a skeletal system of charcoal-black bones beneath a flaming body, black beady eyes, and claws that extend in pointed flames once it reveals itself. Cindershadows can form in any flame, no matter the size, and can grow up to twice the size of the fire they formed from. The largest cindershadows cannot hide and do not try to. Moving quickly and causing only destruction in their path, larger cindershadows are sometimes mistaken for fire elementals. Unlike fire elementals, however, water does not harm a cindershadow though it does quench its fires temporarily if exposed in sufficient quantities. From Ashes, Life. Commonly born from the smallest particle of ash left in the wake of a felled cindershadow, new cindershadows can be born in any fire that the ash can reach. Unknown to many, cindershadows can also be born from the death of a person whose heart is filled with pure hatred. Anything on their person at their time of death is a seedling for a new flame. Fiery Motives. Once a cindershadow is born, it must feed the flames it calls home. For this reason, cindershadows can be most commonly found near villages or towns for easier access to fuel once it begins to grow. Kindling for this creature can be anything that will burn, but it prefers to fuel itself on kindling that will cause the most devastation. Once the kindling is devoured, the creature grows. The need to feed gives the cindershadow an urge to let the fire grow and spread. The size of the fire allows the cindershadow within it to grow to unending heights. Left unchecked, a large cindershadow could devour entire villages and grow to nearly 20 feet tall. Tactics. A cindershadow aims to devour as many creatures and objects as possible, using its Burning Bones and Burning Rake to weaken creatures before devouring them. The smaller the cindershadow, the more it focuses on consuming objects so that it can quickly grow into a larger threat. Smaller cindershadows also prefer to wait in flames to catch their prey off-guard, while larger ones charge in and Devour as much as they can. Traits Burning Bones. At the start of the cindershadow’s turn, each creature within 5 feet of it takes 3 (1d6) fire damage and flammable objects and materials that aren't carried or worn catch fire. The cindershadow sheds bright light in a 10-foot radius and dim light in a 20-foot radius. Fiery Camouflage. The cindershadow is invisible while it remains motionless in a flame of its size or larger. While hidden in this way, the cindershadow deals no damage with its Burning Bones trait. Water Weakness. If the cindershadow is soaked with at least 20 gallons of water, it can’t deal fire damage for 1d4 rounds. Actions Burning Rake. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage, plus 3 (1d6) fire damage. Devour. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature or flammable object grappled by the cindershadow. Hit: 10 (3d6) fire damage, and the creature or object is swallowed by the cindershadow if it is of size small or smaller. A swallowed creature or object takes 3 (1d6) fire damage at the start of each of its turns and is restrained. Whenever a swallowed creature dies or a swallowed object is destroyed, the cindershadow gains 5 temporary hit points and a point of “Devouring Flame”. When it has 10 points of Devouring Flame, it transforms into a Lesser Cindershadow (retaining any damage or Injuries it currently suffers from) and loses all points of Devouring Flame. The cindershadow can’t use this ability, and any swallowed creatures or objects are freed, if it can’t deal fire damage. The cindershadow can only have one creature or object swallowed at a time.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":1},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Leech Swarm","description":"In swampy areas where food is plentiful, leeches gather together in swarms numbering in the hundreds to hunt prey. When their food supply is diminished, the leeches often turn on each other, effectively destroying the swarm. The scent of blood attracts leech swarms, and they easily locate warm-blooded prey. Victims who move out of a leech swarm are not safe, as several leeches remain attached and continue to drain blood until they are removed. These hangers-on are adept at locating hard-to-reach places on their prey as they wriggle into gaps in armor or crawl into boots. Their victims must spend extra time to locate and remove them.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Legate Zantherdil Silas","description":"Traits Ferocious Blow (recharge 5-6). When Zantherdil Silas hits a target with a melee attack, he may choose to deal an extra 3 (1d6) thunder damage. If the target is Medium sized or smaller, it is also moved direclty backward 10 feet and knocked prone. Spellcasting. Zantherdil Silas is a 1st level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Zantherdil Silas has the following spells prepared. Cantrips (at will): sacred flame, thaumaturgy, light 1st Level (3 slots): bane, command, healing word, hellish rebuke Actions Multiattack. Zantherdil Silas makes two attacks with his longsword. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8+2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Sarcosan Human)","Alignment":"lawful evil","Expansion":30501,"Challenge Rating":2},"publisher":"Edge Studio","book":"Midnight - A Single Spark"},{"name":"Legendary Abyssal Knight","description":"An abyssal knight was once a powerful paladin. For whatever tragic reason, the paladin lost his sanity and broke his oath. Sensing an opportunity to gain a powerful agent, a demon lord sends whispers to it and plants its seed of corruption. Driven by madness, the fallen champion begins its acts of depravity and eventually becomes an abyssal knight. It is devoid of compassion or empathy and lives only to obey its new master, further its ambitions, and sow chaos and destruction. Champion of Chaos. Gifted with magic and boons by its demon lord patron, the abyssal knight can channel and project abyssal energy with ease. It can also summon several demons that do its bidding. Unlike a commander of a unit, however, it cares not about battle tactics and sees these demons as mere pawns and fodder that it can use to distract its foes or for its consumption. A Legendary Abyssal Knight's Lair A hidden or well-defended keep, temple, or ruins is the preferred lair of an abyssal knight. It is often surrounded by treacherous terrain and guarded by low tier Demons and Undead. A legendary abyssal knight encountered in its lair has a challenge rating of 20 (25,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the abyssal knight can take a lair action to cause one of the following magical effects; the abyssal knight can’t use the same effect two rounds in a row: The abyssal knight casts bestow curse , requiring no material components and using Charisma as the spellcasting ability (DC 19). The abyssal knight doesn’t need to concentrate on the spell, which ends when the abyssal knight dies, is incapacitated, or until it uses this lair action again. The abyssal knight targets up to 3 creatures it can see within 60 feet of it. The creature must succeed on a DC 19 Wisdom saving throw. On a failed save, the creature takes 7 (2d6) psychic damage and has disadvantage on Wisdom saving throws until the end of the abyssal knight's next turn. The abyssal knight teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Traits Abyssal Leader. The abyssal knight’s Demon allies have advantage on attack rolls and saving throws against being charmed or frightened while within 20 feet of the abyssal knight, provided it isn’t incapacitated. Magic Weapons. The abyssal knight’s weapon attacks are magical. Legendary Resistance (1/Day). If the abyssal knight fails a saving throw, it can choose to succeed instead. Actions Multiattack. The abyssal knight makes three Greataxe attacks. It can use Abyssal Gaze in place of one Greataxe attack. Alternatively, it can make one Greataxe attack and use Spellcasting. Greataxe. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage plus 10 (3d6) necrotic damage. Abyssal Gaze. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 9 (2d8) necrotic damage plus 9 (2d8) psychic damage and the target must succeed on a DC 19 Wisdom saving throw or become frightened until the end of the abyssal knight's next turn. While frightened in this way, the target is paralyzed Abyssal Shroud (Recharge 6). The abyssal knight opens a momentary dimensional pocket to the Abyss. Shadowy tendrils emerge from the pocket, spreading into a 30-foot radius sphere centered on the abyssal knight. Each creature other than the abyssal knight in that area must make a DC 19 Constitution saving throw, taking 13 (3d8) necrotic damage plus 13 (3d8) psychic damage on a failed save, or half as much damage on a successful one. Undead and Demons ignore this effect. In addition, 1 barlgura , 1d2 shadow demons , and 1d4 quasits appear in unoccupied spaces in the sphere. They act as the abyssal knight’s allies, take their turns immediately after the abyssal knight. They remain for 1 minute, until destroyed, or until the abyssal knight dismisses them as an action. Summon Demon (1/Day). The abyssal knight summons 1 hezrou , 1 vrock , 1d2 barlgura , 3d4 quasits , or 4d4 dretches . A summoned Demon appears in an unoccupied space within 60 feet of the abyssal knight and acts as an ally of the abyssal knight. It remains for an hour, until it or the abyssal knight dies, or until the abyssal knight dismisses it as an action. Spellcasting. The abyssal knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 19): 2/day each: blight, crown of madness, false life, vampiric touch 1/day each: cloudkill, hold person, stinking cloud Bonus Actions Aura of Abyssal Madness. The abyssal knight activates or deactivates this aura. While active, a creature that starts its turn within 20 feet of the abyssal knight takes 10 (3d6) necrotic damage plus 10 (3d6) psychic damage and must succeed on a DC 19 Wisdom saving throw, unless the abyssal knight is incapacitated. On a failed save, the target suffers the effect of the confusion spell until the start of its next turn. Undead and Demons ignore this effect. Legendary Actions The abyssal knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The abyssal knight regains spent legendary actions at the start of its turn. Command Demon. The abyssal knight targets a Demon ally it can see within 30 feet of it. If the target can see and hear the abyssal knight, the target can use its reaction to make one melee weapon attack or move up to half its speed. Consume Demon. The abyssal knight targets one Demon ally it summoned within 30 feet of it. The target must succeed on a DC 19 Constitution saving throw. On a failed save, the target is reduced to 0 hit points and the abyssal knight regains hit points equal to one half the target's maximum hit points. Abyssal Strike (Costs 2 Actions). The abyssal knight makes a Greataxe attack or uses Abyssal Gaze. Cast a Spell (Costs 2 Actions). The abyssal knight uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary Aranea","description":"An aranea is an intelligent shapeshifting creature not unlike a lycanthrope. In its natural form, the aranea appears as a giant spider with slender humanoid arms in place of its pedipalps. Its thorax has a humpback-shaped bulge that houses its brain. The aranea's other form is that of a humanoid female. Magically Adept. An aranea is naturally gifted with the arcane arts. Due to their highly secretive nature, they focus their expertise on the schools of illusion and enchantment. Some, although very rarely, even have psionic abilities. Silk Weavers. Despite their nature, most araneas are neutral and will keep to themselves, often living at the fringes of civilization so as not to attract unwanted attention to themselves. Those that manage to live within city walls work as silk weavers and silk traders and can live out their lives normally without getting exposed. Evil Aranea. Evil araneas are con artists and serial killers that use their guile and magical charm to lure innocent victims into their hovels where they can ensnare and cocoon them with their silky webs and store them in their larder-like attics. Male araneas do not have the ability to shapechange into humanoid form and have no magical abilities. They only serve the female as consorts and guards, and if prey is scarce, as food. Traits Legendary Resistance (1/Day). If the aranea fails a saving throw, it can choose to succeed instead. Spider Climb. The aranea can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the aranea knows the exact location of any creature in contact with the same web. Web Walker. The aranea ignores movement restrictions caused by webbing. Actions Bite (Spider Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and if the target is a creature, it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. While poisoned, the creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. Mind Warp. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 18 (3d8 + 5) psychic damage, and the target has disadvantage on Intelligence, Wisdom, and Charisma saving throws until the end of the aranea's next turn. Web (Spider Form Only, Recharge 5–6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 16 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Spellcasting. The aranea casts one of the following spells using Charisma as the spellcasting ability (spell save DC 17): At will: dancing lights, mage hand, minor illusion 2/day each: charm person, mage armor, major image, mirror image 1/day each: confusion, dominate person, greater invisibility, mass suggestion, phantasmal force, synaptic static Change Shape (Females Only). The aranea magically transforms into a Medium Humanoid or to return to its true form, which is a hybrid spider. Any equipment the aranea is wearing or carrying is absorbed by the new form. Its statistics, other than its size, don’t change. It reverts to its true form if it dies. Bonus Actions Heightened Spell (2/Day). When the aranea casts a spell that forces a creature to make a saving throw to resist the spell's effects, the aranea gives one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell (3/Day). The aranea uses Spellcasting. Legendary Actions The aranea can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aranea regains spent legendary actions at the start of her turn. Bite. The aranea attacks with its Bite. Dark Magic (Costs 2 Actions). The aranea uses Mind Warp or Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity (Shapechanger)","Alignment":"Typically Neutral (Any)","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Legendary Archdruid","description":"Traits Legendary Resistance (3/Day). If the archdruid fails a saving throw, it can choose to succeed instead. Greater Spell Penetration. When the archdruid casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 5 levels higher. Superior Focus. The archdruid has advantage on saving throws it makes to maintain its concentration. Actions Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, plus 7 (2d6) radiant (good) or 7 (2d6) poison (neutral) or 7 (2d6) necrotic (evil) damage. Spellcasting. The archdruid casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: druidcraft, mending, poison spray (4d12), produce flame (4d8) 2/day each: cure wounds (as a 2nd-level spell), entangle, erupting earth, ice storm 1/day each: awaken, dispel magic, foresight,* heal, sunbeam, fire storm, stoneskin,* sunburst, wrath of nature *The archdruid casts these spells on itself before combat. Teleport. The archdruid magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Legendary Actions The archdruid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The archdruid regains spent legendary actions at the start of its turn. Cantrip. The archdruid casts poison spray or produce flame . Scythe. The archdruid attacks with its Scythe. Teleport. The archdruid uses its Teleport action. Cast a Spell (Costs 2 Actions). The archdruid casts cure wounds, dispel magic, entangle, erupting earth, ice storm , or stoneskin , if available.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Archmage","description":"Traits Legendary Resistance (3/Day). If the archmage fails a saving throw, it can choose to succeed instead. Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects. Greater Spell Penetration. When the archmage casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 5 levels higher. Superior Focus. The archmage has advantage on saving throws it makes to maintain its concentration. Actions Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands, plus 7 (2d6) force damage. If the target is a Large of smaller creature, it must succeed on a DC 18 Strength saving throw or be pushed horizontally up to 10 feet and knocked prone. Spellcasting. The archmage casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: fire bolt (4d10), light, mage hand, prestidigitation, sword burst (4d6) 2/day each: banishment, cone of cold, lightning bolt, mirror image, shield 1/day each: dispel magic, disintegrate, delayed blast fireball, forcecage, globe of invulnerability, mage armor,* mind blank,* stoneskin,* time stop, wall of force *The archmage casts these spells on itself before combat. Teleport. The archmage magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Legendary Actions The archmage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The archmage regains spent legendary actions at the start of its turn. Cantrip. The archmage casts fire bolt or sword burst . Quarterstaff. The archmage attacks with its Quarterstaff. Teleport. The archmage uses its Teleport action. Cast a Spell (Costs 2 Actions). The archmage casts banishment, dispel magic, lightning bolt , or mirror image , if available.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Assassin","description":"Traits Legendary Resistance (2/Day). If the assassin fails a saving throw, it can choose to succeed instead. Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll. Actions Multiattack. The assassin makes two melee attacks or two ranged attacks. Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions The assassin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The assassin regains spent legendary actions at the start of its turn. Hide. The assassin performs a Hide action. Shift. The assassin moves up to half its speed without provoking opportunity attacks. Attack (Costs 2 Actions). The assassin makes a melee or ranged weapon attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any non-good alignment","Expansion":26536,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Barbarian","description":"Traits Legendary Resistance (2/Day). If the barbarian fails a saving throw, it can choose to succeed instead. Unarmored Defense. While the barbarian is wearing no armor, its AC includes its Constitution modifier. Actions Multiattack. The barbarian makes two melee attacks. Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage, or 15 (1d12 + 9) slashing damage while raging. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 12 (1d6 + 9) piercing damage while raging. Bonus Actions Rage (Recharges after a Short or Long Rest). The barbarian enters a rage at the start of its turn. The rage lasts for 1 minute or until the barbarian is incapacitated. While raging, the barbarian gains the following benefits: The barbarian has advantage on Strength checks and Strength saving throws. When it makes a melee weapon attack, the barbarian gains a +5 bonus to the damage roll (included in the attack). The barbarian can make a single melee weapon attack as a bonus action on each of its turns after this one. The barbarian has resistance to bludgeoning, piercing, and slashing damage. Reactions Retaliation. When the barbarian takes damage from a creature that is within 5 feet of it, the barbarian makes a melee weapon attack against that creature. Legendary Actions The barbarian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The barbarian regains spent legendary actions at the start of its turn. Charge. The barbarian moves up to its speed. Intimidating Presence. The barbarian targets one creature it can see within 30 feet of it. If the target can see and hear the barbarian, it must succeed on a DC 13 Wisdom saving throw or become frightened of the barbarian for 1 minute. A creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to barbarian's Intimidating Presence for the next 24 hours. Attack (Costs 2 Actions). The barbarian makes a melee or ranged attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any non-lawful alignment","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Bard","description":"Traits Legendary Resistance (2/Day). If the bard fails a saving throw, it can choose to succeed instead. Spell Penetration. When the bard casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Superior Focus. The bard has advantage on saving throws it makes to maintain its concentration. Actions Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Cacophony (Recharge 4–6). Each creature in a 15-foot cube originating from the bard must make a DC 15 Constitution saving throw. On a failed save, a creature takes 13 (3d8) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and isn't pushed. Spellcasting. The bard casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15): At will: friends, mage hand, minor illusion, vicious mockery (3d4) 2/day each: charm person, counterspell, healing word (as a 2nd-level spell) 1/day each: charm monster, destructive wave, dispel magic, greater invisibility, Otto's irresistible dance, synaptic static Bonus Actions Taunt (4/Day). The bard targets one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 15 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn. Legendary Actions The bard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The bard regains spent legendary actions at the start of its turn. Move. The bard moves up to half its speed without provoking opportunity attacks. Vicious Mockery. The bard casts vicious mockery . Attack. The bard makes a melee or ranged attack. Cast a Spell (Costs 2 Actions). The bard casts charm monster, charm person, dispel magic , or greater invisibility , if available.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Beast Master","description":"Beast masters are highly skilled warriors who fight alongside beasts that they have forged a bond with. Because of this, beast masters are often encountered in the wilderness, where they and their beast companions feel more comfortable. Beast masters usually make their living hunting and trapping animals for their meat and pelt. Due to their natural affinity to the outdoors, they are often hired as scouts and trackers. Evil beast masters often stalk intelligent beings for the sake of the hunt and the pleasure they and their beast companions get from the kill. Tag Team. In combat, beast masters bring down their targets by coordinating their attacks with their beasts. They have trained their beast companions to strike with such accuracy and ferocity, the attack can distract prey and create an opening for the beast masters to deliver a killing blow. More experienced beast masters can even command their beasts to intercept approaching enemies. Traits Legendary Resistance (2/Day). If the beast master fails a saving throw, it can choose to succeed instead. Actions Multiattack. The beast master uses Command Beast. It then makes two Spear attacks or two Longbow attacks. Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 9 (1d8 + 5) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) poison damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage. Command Beast. The beast master targets one allied beast it can see within 30 feet of it. If the allied beast can see and hear the beast master, the allied beast can use its reaction to make one melee weapon attack. If the attack hits and deals damage, the next attack roll made against the attacked creature by the beast master before the end of the turn has advantage. Spellcasting. The beast master casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14): 1/day each: animal messenger, conjure woodland beings, conjure animals, silence, speak with animals, stoneskin, tree stride Bonus Actions Hunter's Mark (3/Day). The beast master casts hunter's mark using Wisdom as the spellcasting ability. Reactions Command Intercept (4/Day). When the beast master is hit by an attack, the beast master targets an allied beast within 15 feet of it. If the allied beast can see and hear the beast master and the attacker, the allied beast uses its reaction to move up to half its speed toward the attacker. Once the allied beast is within 5 feet of the attacker, the allied beast makes one melee weapon attack against the attacker. If the attack hits, the allied beast gives the beast master a +4 bonus to its AC against the earlier attack, potentially causing a miss. To use this ability, the beast master must be able to see the allied beast and the attacker. Legendary Actions The beast master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The beast master regains spent legendary actions at the start of its turn. Attack. The beast master makes a Spear or Longbow attack. Command. The beast master uses Command Beast. Cast a Spell (Costs 2 Actions). The beast master uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary Blackguard","description":"Traits Legendary Resistance (3/Day). If the blackguard fails a saving throw, it can choose to succeed instead. Magic Weapons. The blackguard’s weapon attacks are magical. Actions Multiattack. The blackguard makes three attacks with its Longsword or its Shortbow. Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 4 (1d8) necrotic damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 3 (1d6) piercing damage plus 4 (1d8) necrotic damage. Spellcasting. The blackguard casts one of the following spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): 1/day each: animate dead, banishment, contagion, destructive wave, dispel magic, dominate person, hellish rebuke, staggering smite Dreadful Aspect (Recharges after a Short or Long Rest). The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success. Summon Fiend (1/Day). The blackguard summons a barbed devil, barlgura, or mezzoloth. A summoned fiend appears in an unoccupied space within 60 feet of the blackguard and acts as an ally of the blackguard. It remains for an hour, until it or the blackguard dies, or until its summoner dismisses it as an action. Legendary Actions The blackguard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The blackguard regains spent legendary actions at the start of its turn. Charge. The blackguard moves up to its speed. Attack. The blackguard makes a melee or ranged weapon attack. Command Fiend. The blackguard targets an allied fiend it can see within 30 feet of it. If the target can see and hear the blackguard, the target can use its reaction to make one melee weapon attack or move up to half its speed. Cast a Spell (Costs 2 Actions). The blackguard uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any non-good alignment","Expansion":26536,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Champion","description":"Traits Legendary Resistance (2/Day). If the champion fails a saving throw, it can choose to succeed instead. Magic Weapons. The champion’s weapon attacks are magical. Superior Critical. The champion's weapon attacks score a critical hit on a roll of 18–20. Actions Multiattack. The champion makes three attacks with its Greatsword or its Shortbow. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining. Bonus Actions Second Wind (Recharges after a Short or Long Rest). The champion regains 25 hit points. Legendary Actions The champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The champion regains spent legendary actions at the start of its turn. Charge. The champion moves up to its speed. Intimidating Presence. The champion targets one creature it can see within 30 feet of it. If the target can see and hear the champion, it must succeed on a DC 14 Wisdom saving throw or become frightened of the champion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to champion's Intimidating Presence for the next 24 hours. Greatsword (Costs 2 Actions). The champion attacks with its Greatsword.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Death Knight","description":"Legendary death knights were once mighty fallen paladins and blackguards that, either through their means or entering into a pact with a powerful evil entity, have risen as legendary death knights after their mortal life ended. Fortunately, there are only a few of them that exist, and each has a name that brings chills up the spines of even the most hardened adventurers. Seldom does a legendary death knight leave its lair. But when it does, it is a very harrowing sight as a legendary death knight is never without its entourage of skeleton champions, knights, and banshees, if not a whole army of undead. Most have nightmares as steeds but a few command skeleton dragons or even dracoliches. Unusual Nature. A legendary death knight doesn’t require air, food, drink, or sleep. A Death Knight's Lair A legendary death knight often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some legendary death knights construct secret tombs filled with powerful guardians and traps. Everything about a legendary death knight’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the death knight’s work. A legendary death knight encountered in its lair has a challenge rating of 20 (25,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the legendary death knight can take a lair action to cause one of the following magical effects; the legendary death knight can’t use the same effect two rounds in a row: The legendary death knight causes up to four corpses within the lair to rise as skeletons, zombies, or wights. These undead obey its telepathic commands, which can reach anywhere in the lair. The legendary death knight casts command or hold person, if available. The legendary death knight calls forth the spirit of female elf that died in its lair. This spirit appears at a space of the legendary death knight's choice within 60 feet of the legendary death knight and immediately unleashes a deadly keening. Each non-Undead creature within 30 feet of the spirit must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage. The spirit then disappears. Regional Effects The region containing a legendary death knight’s lair is warped by the legendary death knight’s foul magic, which creates one or more of the following effects: The chilling sound of female elves singing a dirge can be heard within 1 mile of the legendary death knight's lair. Beasts must make a DC 15 Wisdom saving throw at the end of each minute spent within 1 mile of the lair or become frightened until they are no longer within 1 mile of the lair. While frightened in this way, the beast must take the Dash action and move away from the lair by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. The beast can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a beast's saving throw is successful or the effect ends for it, the creature is immune to this regional effect for the next 24 hours. Skeletons, banshees, zombies, and wights within 1 mile of the legendary death knight’s lair serve as the legendary death knight’s eyes and ears. If the legendary death knight dies, these effects fade over the course of 1d10 days. Traits Fear Aura. A creature that starts its turn within 20 feet of the legendary death knight must succeed on a DC 19 Wisdom saving throw, unless the legendary death knight is incapacitated. On a failed save, the creature is frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the legendary death knight by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to the legendary death knight, the creature can repeat the saving throw. On a success, the effect ends. If a creature's saving throw is successful, the creature is immune to the legendary death knight's Fear Aura for the next 24 hours. Legendary Resistance (3/Day). If the legendary death knight fails a saving throw, it can choose to succeed instead. Magic Resistance. The legendary death knight has advantage on saving throws against spells and other magical effects. Magic Weapons. The legendary death knight's weapon attacks are magical. Marshal Undead. Unless the legendary death knight is incapacitated, it and Undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn Undead. Actions Multiattack. The legendary death knight uses Command Undead. It then makes three Longsword attacks. Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 22 (5d8) necrotic damage. If the target is a creature, it can't regain hit points until the start of the legendary death knight's next turn. Command Undead. The legendary death knight targets one Undead ally it can see within 30 feet of it and gives it a telepathic command. The target can use its reaction to move up to half its speed and make one weapon attack. Hellfire Orb (Recharge 6). The legendary death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot radius sphere centered on that point must succeed on a DC 19 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. Spellcasting. The legendary death knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 19): 3/day each: command, dispel magic, hold person 1/day each: banishment, destructive wave, power word kill Reactions Parry. The legendary death knight adds 6 to its AC against one melee attack that would hit it. To do so, the legendary death knight must see the attacker and be wielding a melee weapon. Legendary Actions The legendary death knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The legendary death knight regains spent legendary actions at the start of its turn. Charge. The legendary death knight moves up to its speed. Command. The legendary death knight uses its Command Undead ability. Longsword. The legendary death knight makes a Longsword attack. Cast a Spell (Costs 2 Actions). The legendary death knight uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Challenge Rating":19},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Legendary Dread Wraith","description":"Legendary dread wraiths come from the restless spirits of once powerful, tyrannical kings. These insane, evil, and malevolent spirits try to capture their former glory and rebuild armies of undead to take back what was once theirs, vowing revenge on the descendants of all those that brought about their downfall. A Legendary Dread Wraith's Lair A legendary dread wraith haunts the same gloomy and sinister places lesser wraiths do, but is heavily patrolled by other incorporeal undead such as banshees, shadows, specters, and wraiths. A legendary dread wraith encountered in its lair has a challenge rating of 14 (11,500 XP). Lair Actions On initiative count 20 (losing initiative ties), the legendary dread wraith can take a lair action to cause one of the following magical effects; the legendary dread wraith can’t use the same effect two rounds in a row: The dread wraith magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. The dread wraith summons a wraith that appears within 60 feet of it. The wraith obeys its telepathic commands, which can reach anywhere in the lair. The dread wraith targets up to three frightened creatures it can see within 60 feet of it. The target must succeed on a DC 18 Wisdom saving throw. On a failed save, the target takes 13 (3d8) psychic damage and is paralyzed until the end of the dread wraith's next turn. Traits Aura of Dread. A creature hostile to the wraith that starts its turn within 20 feet of the wraith must succeed on a DC 18 Wisdom saving throw, unless the wraith is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target can't perform any actions except move up to half its speed. If a creature's saving throw is successful, the creature is immune to the wraith's Aura of Dread for the next 24 hours. Detect Life. The wraith can magically sense the presence of living creatures up to 120 feet away. It knows the general direction they're in but not their exact locations. Legendary Resistance (1/Day). If the wraith fails a saving throw, it can choose to succeed instead. Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if she ends her turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack . The wraith uses Command Undead. It then makes two Greatsword attacks. It can use its Life Drain in place of one Greatsword attack. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage plus 4 (1d8) necrotic damage. Life Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 35 (7d8 + 4) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Command Undead. The wraith targets one Undead ally it can see within 30 feet of it and gives it a telepathic command. The target can use its reaction to move up to half its speed and make one weapon attack. Create Wraith. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under the wraith's control. The wraith can have no more than seven wraiths under its control at one time. Legendary Actions The wraith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The wraith regains spent legendary actions at the start of its turn. Move. The wraith moves up to its speed without provoking opportunity attacks. Attack. The wraith makes one Greatsword attack. Command. The wraith uses Command Undead. Life Drain (Costs 2 Actions). The wraith uses Life Drain. Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of the wraith must make a DC 18 Constitution saving throw against this magic, taking 17 (5d6) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Legendary Druid","description":"Traits Legendary Resistance (2/Day). If the druid fails a saving throw, it can choose to succeed instead. Spell Penetration. When the druid casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Superior Focus. The druid has advantage on saving throws it makes to maintain its concentration. Actions Quarterstaff. Melee Weapon Attack: +4 to hit (+7 to hit with shillelagh), reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, 5 (1d8 + 1) bludgeoning damage if wielded with two hands, or 8 (1d8 + 4) bludgeoning damage with shillelagh. Spellcasting. The druid casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: druidcraft, produce flame (2d8), shillelagh * 2/day each: entangle, thunderwave (as a 2nd-level spell) 1/day each: awaken, cure wounds (as a 2nd-level spell), erupting earth, ice storm, spike growth, stoneskin,* wrath of nature *The druid casts these spells on itself before combat. Legendary Actions The druid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The druid regains spent legendary actions at the start of its turn. Move. The druid moves up to half its speed without provoking opportunity attacks. Cantrip. The druid casts produce flame or shillelagh . Quarterstaff. The druid attacks with its Quarterstaff. Cast a Spell (Costs 2 Actions). The druid casts cure wounds, entangle, erupting earth, spike growth , or thunderwave , if available.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Duelist","description":"A duelist is a cunning melee combatant who combines its expertise with two-weapon fighting, the art of leaving opponents open, and mastery of taking advantage of such vulnerabilities. Most duelists are sought-after mercenaries. Some are obsessive narcissists, always looking for a challenge to prove their martial skills. If they hear stories of adventurers' great deeds that overshadow theirs, the duelist will seek them out and goad them into a fight. Traits Dual Wielder. When the duelist is wielding a separate melee weapon in each hand, it gains a +1 bonus to its AC (included in the AC). In addition, it can draw or stow two one-handed weapons. Legendary Resistance (1/Day). If the duelist fails a saving throw, it can choose to succeed instead. Fancy Footwork. When the duelist makes a melee attack against a creature, that creature can't make opportunity attacks against the duelist until the end of the turn. Sneak Attack (1/Turn). The duelist deals an extra 21 (6d6) damage when the duelist hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the duelist that isn't incapacitated and the duelist doesn't have disadvantage on the attack roll. Toujours l’Audace. The duelist adds its Charisma modifier to its initiative rolls. In addition, it can use Sneak Attack with any melee attack made against a target that has none of its allies adjacent to it. Actions Multiattack. The duelist makes two Rapier attacks and one Dagger attack. Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Rain of Daggers (Recharges after a Short or Long Rest). The duelist makes six ranged Dagger attacks. Bonus Actions Cunning Action. The duelist takes the Dash, Disengage, or Hide action. Feinting Attack. The duelist chooses one creature within 5 feet of it. It has advantage on its next attack roll against the target. Legendary Actions The duelist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The duelist regains spent legendary actions at the start of its turn. Feint. The duelist chooses one creature within 5 feet of it. It has advantage on its next attack roll against the target. Shift. The duelist moves up to half its speed without provoking opportunity attacks. Attack (Costs 2 Actions). The duelist makes a melee or ranged weapon attack. Disarm and Grab (Costs 2 Actions). When the duelist hits a melee weapon attack at one creature holding an object (such as a weapon), it must make a DC 18 Strength or Dexterity saving throw. On a failed save, the target drops the held object. The object lands in the other hand of the duelist. Reactions Riposte. When a creature misses the duelist with a melee attack, the duelist can make one melee weapon attack against it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Legendary Frost Mage","description":"Frost mages devote their lives learning and obsessing about the power of the elemental cold. They seek to unlock the mysteries of frost magic and master how to harness and channel its energy. Due to years of exposure to cold magic, frost mages develop a resistance to it. In combat, frost mages can be surprisingly versatile despite their focus in cold magic. They can provide cover by blanketing large areas with fog and sleet, paralyze people with their hold person spells, and harm multiple targets with their ice blast ability and ice storm spell. A Legendary Frost Mage's Lair Legendary frost mages typically live in keeps and towers, often built from ice, in desolate and uninviting places that are perpetually shrouded by the cold such as glaciers and tundras. A legendary frost mage encountered in its lair has a challenge rating of 14 (11,500 XP). Lair Actions On initiative count 20 (losing initiative ties), the frost mage can take a lair action to cause one of the following magical effects; the frost mage can’t use the same effect two rounds in a row: The frost mage casts fog cloud requiring no material components, and using Intelligence as the spellcasting ability. The frost mage targets one creature it can see within 120 feet of it. The target is struck by a magical, numbing cold. The target must succeed on a DC 18 Constitution saving throw. On a failed save, a creature takes 13 (3d8) cold damage and its speed is reduced by 10 feet until initiative count 20 on the next round. On a successful save, the creature takes half as much damage with no additional effects. The ground in a 20-foot radius centered on a point within 120 feet of the frost mage instantaneously erupts with jagged ice and frost. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2 (1d4) piercing damage and 2 (1d4) cold damage for every 5 feet it travels. The jagged ice and frost disappears when the frost mage uses this lair action again or when the frost mage dies or is incapacitated. Traits Legendary Resistance (2/Day). If the frost mage fails a saving throw, it can choose to succeed instead. Actions Multiattack. The frost mage uses Frost Strike three times. Frost Strike. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 60 ft., one target. Hit: 14 (2d8 + 5) cold damage and the target can't take reactions until the end of the frost mage's next turn. Ice Blast (Recharge 5–6). The frost mage magically shoots forth freezing icicles in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 21 (6d6) cold damage and 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one. Frost Bloom (1/Day). A magical, dazzling snowflake streaks from the frost mage's pointing finger to a point it within 120 feet and then blossoms with a crackling and hissing sound into an explosion of freezing ice. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Constitution saving throw. On a failed save, a creature takes 42 (12d6) cold damage and is frozen in ice for 1 minute. While frozen, a creature is restrained. As an action, the restrained target can make a DC 18 Strength check, breaking the ice on a success. The ice can also be attacked and destroyed (AC 12; hp 15; vulnerability to fire damage; immunity to cold, poison, and psychic damage). On a successful save, a creature takes half as much damage and isn't frozen in ice. The freezing ice spreads around corners. Spellcasting. The frost mage casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 18): At will: light, mage hand, prestidigitation 2/day each: cone of cold, hold person, ice storm, sleet storm 1/day each: mage armor, wall of ice Reactions Ice Block (5/Day). The frost mage can choose from two magical effects: 1. Shield. The frost mage adds 5 to its AC against one attack that would hit it. To do so, the frost mage must see the attacker. 2. Barrier. When the frost mage is subjected to an effect that allows it to make a Strength or Dexterity saving throw to take only half damage, it can instead take no damage if it succeeds on the saving throw, and only half damage if it fails. Legendary Actions The frost mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The frost mage regains spent legendary actions at the start of its turn. Ice Slide. The frost mage moves up to half its speed without provoking opportunity attacks. Frost Strike. The frost mage uses Frost Strike. Cast a Spell (Costs 3 Actions). The frost mage uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary Gladiator","description":"Traits Brave. The gladiator has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). Legendary Resistance (3/Day). If the gladiator fails a saving throw, it can choose to succeed instead. Actions Multiattack. The gladiator makes three melee attacks or two ranged attacks. Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Reactions Parry and Counter. The gladiator adds 3 to its AC against one melee or ranged weapon attack that would hit it. To do so, it must be able to see the attacker and be wielding a melee weapon. If the attack misses, the gladiator can make one melee attack against the attacker if it is within its reach. Legendary Actions The gladiator can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gladiator regains spent legendary actions at the start of its turn. Move. The gladiator moves up to half its speed without provoking opportunity attacks. Attack. The gladiator makes a melee or ranged weapon attack. Cheap Shot. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. Intimidating Presence. The gladiator targets one creature it can see within 30 feet of it. If the target can see and hear the gladiator, it must succeed on a DC 14 Wisdom saving throw or become frightened of the gladiator for 1 minute. A creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to gladiator's Intimidating Presence for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Gloom Knight","description":"While most fallen paladins were corrupted by powerful fiends, a few fallen paladins were led astray by insidious beings from the spirit realms. While not undead, these gloom knights turn from the light and now embrace the enigma and dread that darkness brings. They operate only at night and in the shadows, rarely revealing themselves unless it is to their advantage. Spectral Lords. Gloom knights often serve as powerful agents of liches and sinister gods that rule the Ethereal Plane, the Negative Plane, and the Realm of Shadows. Because of their affinity to these ghostly planes, they become conduits to the Material Plane, enabling noncorporeal undead to pass through and serve as the gloom knights' minions. In addition, gloom knights can easily traverse back and forth to the Ethereal Plane. Ghostly Warriors. During combat, gloom knights can tap negative energy, allowing them to weave necrotic and shadow magic. Their supernatural gaze can render a creature helpless, and their spectral swords can temporarily prevent wounds from healing. As gloom knights grow in power, they can create dangerous shadow rifts where negative energy seeps out and harm living things. A Legendary Gloom Knight's Lair The lair of a gloom knight is usually a keep or ruins that is located in a place of perpetual darkness. Thus, its lair is usually underground, deep within a thick, dismal forest where sunlight can't penetrate, or in a shadowy plane. Noncorporeal undead prowl and guard the lair from intruders. A legendary gloom knight encountered in its lair has a challenge rating of 20 (25,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the gloom knight can take a lair action to cause one of the following magical effects; the gloom knight can’t use the same effect two rounds in a row: The gloom knight casts the darkness spell three times, requiring no material components and using Charisma as the spellcasting ability. The gloom knight targets different areas with the spell. The gloom knight doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. The gloom knight targets up to 3 creatures it can see within 60 feet of it. The creature must succeed on a DC 20 Constitution saving throw. On a failed save, the creature becomes vulnerable to necrotic damage until the end of the gloom knight's next turn. The gloom knight teleports to an unoccupied space within 60 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight. Traits Spectral Leader. The gloom knight’s noncorporeal Undead allies have advantage on attack rolls and saving throws against any effect that turns undead while within 20 feet of the gloom knight, provided it isn’t incapacitated. Legendary Resistance (1/Day). If the gloom knight fails a saving throw, it can choose to succeed instead. Actions Multiattack. The gloom knight makes three Spectral Greatsword attacks. It can use Haunting Gaze in place of one Spectral Greatsword attack. Alternatively, it can make one Spectral Greatsword attack and use Spellcasting. Spectral Greatsword. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) necrotic damage and the target can't regain hit points until the end of the gloom knight's next turn. Haunting Gaze. Ranged Spell Attack: +12 to hit, range 60 ft., one target. Hit: 13 (3d8) necrotic damage plus 13 (3d8) psychic damage and the target must succeed on a DC 20 Wisdom saving throw or become frightened until the end of the gloom knight's next turn. While frightened in this way, the target is incapacitated. Shadow Rifts (Recharge 6). The gloom knight opens momentary dimensional rifts to the Negative Plane at three different points within 60 feet of it. Each rift is a 10-foot-radius sphere. Each creature that isn't a Construct or Undead in the rifts must make a DC 20 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one dimensional rift is affected only once. In addition, 1d2 wraiths and 1d8 shadows appear in unoccupied spaces in any of the spheres. They act as the gloom knight’s allies, take their turns immediately after the gloom knight. They remain for 1 minute, until destroyed, or until the gloom knight dismisses them as an action. Summon Undead (1/Day). The gloom knight summons a number of banshees , ghosts , shadows , specters , and wraiths whose combined average hit points don’t exceed 150. A summoned undead appears in an unoccupied space within 60 feet of the gloom knight and acts as an ally of the gloom knight. It remains for an hour, until it or the gloom knight dies, or until the gloom knight dismisses it as an action. Spellcasting. The gloom knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 20): 2/day each: blight, cone of cold, hold person, vampiric touch 1/day each: darkness, fly, protection from evil and good Bonus Actions Aura of Gloom. The gloom knight activates or deactivates this aura. While active, a creature that starts its turn within 20 feet of the gloom knight must succeed on a DC 20 Constitution saving throw, unless the gloom knight is incapacitated. On a failed save, the target takes 14 (4d6) necrotic damage and has disadvantage on attack rolls, ability checks, and saving throws until the start of its next turn. On a successful save, a creature takes half as much damage with no additional effects. Constructs and Undead ignore this effect. Etherealness. The gloom knight magically shifts from the Material Plane to the Ethereal Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Legendary Actions The gloom knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gloom knight regains spent legendary actions at the start of its turn. Command Undead. The gloom knight targets an Undead ally it can see within 30 feet of it. If the target can see and hear the gloom knight, the target can use its reaction to make one melee weapon attack or move up to half its speed. Spectral Shift. The gloom knight becomes temporarily noncorporeal and flies up to 30 feet through other creatures and objects. This movement does not provoke opportunity attacks. If the gloom knight ends its turn in another creature’s space or inside an object, it is shunted to the last unoccupied space it occupied, and takes 4 (1d8) force damage. Ghostly Strike (Costs 2 Actions). The gloom knight makes a Spectral Greatsword attack or uses Haunting Gaze. Cast a Spell (Costs 3 Actions). The gloom knight uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary Hell Knight","description":"The hell knight is a once powerful fallen paladin who has pledged loyalty and servitude to an arch devil, often driven to seek vengeance on its former allies or patrons. While the hell knight works tirelessly to achieve the goals of its infernal master, it does so as a means to gain supernatural strength and power. The hell knight is ruthless in its pursuits to gain any advantage, whether in politics or martial combat. It dominates those who are weak-willed, manipulates those with hidden agendas and vendettas, and annihilates anyone who stands in its way. Infernal Champion. A hell knight is a mighty foe to face in combat. Aside from its martial prowess, it has a number of deadly supernatural abilities it can employ. One such ability is the constant presence of dread the hell knight projects, causing those who succumb to it to become unable to act. Another is the hell knight’s gaze which can project fiery beams that burn a target and make it more susceptible to fear and fire. What makes the hell knight more dangerous, however, is its ability to summon and command devils efficiently in the battlefield. Devils under the command of a hell knight fight with discipline and fervor, and do not easily break rank or flee. Infernal Rifts. More powerful hell knights are able to temporarily open dimensional rifts to Hell. Such fiery portals sear the flesh of those caught within it. Despite the short duration of the rift, it is enough for a small number of devils to pass through. These devils immediately submit themselves to the hell knight that summoned them, and become its allies. A Legendary Hell Knight's Lair The lair of a legendary hell knight is usually something that is logistically practical and strategic. Thus, the lair is often in a very defensible location or is well hidden, but placed within reach of resources. Such lairs are typically fortresses high atop mountains or volcanoes, ruins deep within a dismal swamp, or forgotten dungeons underneath a city. A legendary hell knight encountered in its lair has a challenge rating of 20 (25,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the hell knight can take a lair action to cause one of the following magical effects; the hell knight can’t use the same effect two rounds in a row: The hell knight casts command at up to 3 creatures, requiring no material components and using Charisma as the spellcasting ability (DC 19). The hell knight teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. The hell knight targets up to three creatures on the ground it can see within 120 feet of it. A 5-foot-diameter and 5-foot-high vertical column of infernal fire roars upward from the ground underneath each target. Each target must succeed on a DC 19 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, and half as much damage on a successful one. The hell knight targets a visible Devil ally it has summoned within 30 feet of it. The target is destroyed and the hell knight regains a number of hit points equal to half the target's maximum hit points. Traits Infernal Aura. An enemy that starts its turn within 20 feet of the hell knight must succeed on a DC 19 Wisdom saving throw, unless the hell knight is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target is incapacitated and its speed is halved. If a creature's saving throw is successful, the creature is immune to the hell knight's Infernal Aura for the next 24 hours or until it takes damage from the hell knight's Infernal Gaze. Infernal Leader. The hell knight’s Devil allies have advantage on attack rolls and saving throws against being charmed or frightened while within 20 feet of the hell knight, provided it isn’t incapacitated. Legendary Resistance (3/Day). If the hell knight fails a saving throw, it can choose to succeed instead. Magic Weapons. The hell knight’s weapon attacks are magical. Actions Multiattack. The hell knight makes three Greatsword attacks. It can use Infernal Gaze in place of one Greatsword attack. Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) fire damage. Infernal Gaze. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 18 (4d8) fire damage and the target has disadvantage on saving throws made against being frightened until the end of the hell knight's next turn. Infernal Rift (Recharge 6). The hell knight opens a momentary dimensional rift to Hell within 60 feet of it. The rift is a 20-foot-radius sphere. Each creature in that area must make a DC 19 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. In addition, 1d4 bearded devils , 1d4 spined devils , and 1d4 imps appear in unoccupied spaces in the sphere. They act as the hell knight’s allies, take their turns immediately after the hell knight. They remain for 1 minute, until destroyed, or until the hell knight dismisses them as an action. Summon Devil (1/Day). The hell knight summons 1 bone devil , 1 chained devil , 1d2 barbed devils , 1d4+1 bearded devils , 2d4 spined devils , or 4d4 imps . A summoned Devil appears in an unoccupied space within 60 feet of the hell knight and acts as an ally of the hell knight. It remains for an hour, until it or the hell knight dies, or until the hell knight dismisses it as an action. Spellcasting . The hell knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): 2/day each: command, fireball, scorching ray, wall of fire 1/day each: dispel magic, locate object, stinking cloud Reactions Hellish Rebuke (4/Day). In response to being damaged by a visible creature within 60 feet of it, the hell knight forces that creature to make a DC 19 Constitution saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions The hell knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hell knight regains spent legendary actions at the start of its turn. Command Devil. The hell knight targets a Devil ally it can see within 30 feet of it. If the target can see and hear the hell knight, the target can use its reaction to make one melee weapon attack or move up to half its speed. Dominate. The hell knight targets one creature it can see within 30 feet of it. The target must succeed on a DC 19 Wisdom saving throw. On a failed save, the target must use its reaction to move up to its speed and make one melee weapon attack against a visible creature of the hell knight's choice. Infernal Strike (Costs 2 Actions). The hell knight makes a Greatsword attack or uses Infernal Gaze. Cast a Spell (Costs 3 Actions). The hell knight uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary High Priest","description":"Traits Legendary Resistance (3/Day). If the high priest fails a saving throw, it can choose to succeed instead. Greater Spell Penetration. When the high priest casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 5 levels higher. Superior Focus. The high priest has advantage on saving throws it makes to maintain its concentration. Actions Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if wielded with two hands, plus 9 (2d8) radiant (good) or 9 (2d8) necrotic (evil) damage. Spellcasting. The high priest casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: guidance, light, sacred flame (4d8), thaumaturgy, word of radiance (4d6) 2/day each: banishment, cure wounds (as a 3rd-level spell), hold person, flame strike 1/day each: dispel evil and good, dispel magic, harm, heal, divine word, fire storm, holy aura, true resurrection Bonus Actions Divine Eminence (3/Day). The high priest causes its melee weapon attacks to magically deal an extra 10 (3d6) radiant (good or neutral) or necrotic (evil or neutral) damage to a target on a hit. This benefit lasts until the end of the turn. Legendary Actions The high priest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The high priest regains spent legendary actions at the start of its turn. Move. The high priest moves up to half its speed without provoking opportunity attacks. Cantrip. The high priest casts sacred flame or word of radiance . Quarterstaff. The high priest attacks with its Quarterstaff. Cast a Spell (Costs 2 Actions). The high priest casts banishment, cure wounds, dispel magic , or hold person , if available.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Jack-o'-Lantern","description":"A jack-o'-lantern resembles a horrifying 7-foot-tall scarecrow with gangly limbs and a head that of a carved and lit pumpkin. It haunts the edges of remote towns and seldomly used forest paths and trails, terrorizing townsfolk and lonely travelers. It particularly enjoys tormenting and toying with its victims for a prolonged period before murdering them. Spirit-Powered Constructs. The jack-o'-lantern is an animated construct, powered by the bound spirit of evil, mischievous, and greedy humanoids. It is said that the first jack-o'-lantern was born from a bard who outwitted a powerful fey it earlier made a pact with. After the bard got older and was about to die of old age, the same fey captured his soul and infused it with a pumpkin-headed scarecrow. The peace of eternal rest stolen from it, the spirit became insane and turned its rage towards those it could. Greater and Legendary Versions. Witches and powerful fey such as hags usually bind jack-o'-lanterns with the spirits of those who broke agreements or tried to trick them, turning them into loyal minions who do their bidding. When a jack-o'-lantern is freed from its servitude and left to wander, especially if the bound spirit was that of a bard, it may continue to grow in power and knowledge. If left unchecked, become a dangerous threat to communities. A Legendary Jack-o'-Lantern's Lair The lair of a legendary jack-o'-lantern is a haunted mansion surrounded by a dark grove or garden of dreadful, misshapen trees and wild undergrowth. Dozens of jack-o'-lantern pumpkins decorate the place. The legendary jack-o'-lantern keeps the company of evil fey, humanoids, and incorporeal undead such as bugbears, goblins, ghosts, hags, shadows, specters, and wraiths. These creatures act as allies of the legendary jack-o'-lantern and obey its commands. The challenge rating of a legendary jack-o'-lantern increases to 16 (15,000 XP) when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the jack-o'-lantern takes a lair action to cause one of the following effects; the jack-o'-lantern can’t use the same effect two rounds in a row: The jack-o'-lantern creates 1d4 jack-o'-lantern pumpkins. The jack-o'-lantern pumpkin sprouts from the ground within 120 feet of the jack-o'-lantern and can't be within 40 feet of another jack-o'-lantern pumpkin. The jack-o'-lantern causes one jack-o'-lantern pumpkin within its lair to explode in a fiery blast. Each creature within 20 feet of the exploding pumpkin must succeed on a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Each jack-o'-lantern pumpkin has AC 10, 5 hit points, and is immune to poison and psychic damage. Grasping prickly roots and thorny vines sprout from the ground and other plants in a 30-foot-radius sphere centered on a point within the lair of the jack-o'-lantern. Each creature other than the jack-o'-lantern in that area must make a DC 18 Strength saving throw or be restrained by the entangling vegetation for 1 minute. While restrained, a creature takes 3 (1d6) piercing damage at the start of each of its turns. As an action, the restrained creature can make a DC 18 Strength check, escaping from the grasping vegetation on a success. The vegetation can also be destroyed to end the effect. Each grasping vegetation has AC 10, 15 hit points, vulnerability to fire damage and immunity to bludgeoning, piercing, poison, and psychic damage. The grasping vegetation lasts until the jack-o'-lantern uses this lair action again, becomes incapacitated, or when the jack-o'-lantern dies. The jack-o'-lantern magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the jack-o'-lantern wears or carries is invisible with it. Traits Illumination. The jack-o'-lantern sheds bright light in a 5-­foot radius and dim light for an additional 5 feet. The jack-o'-lantern can use a bonus action to switch its Illumination active or off. Legendary Resistance (1/Day). If the jack-o'-lantern fails a saving throw, it can choose to succeed instead. Actions Multiattack. The jack-o'-lantern uses Terrifying Glare. It then makes two Claw attacks or uses Spellcasting. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) psychic damage and the target has disadvantage on saving throws until the end of the jack-o'-lantern's next turn. Terrifying Glare. If its Illumination is active, the jack-o'-lantern targets one creature it can see within 30 feet of it. If the target can see the jack-o'-lantern, the target must succeed on a DC 18 Wisdom saving throw or be magically frightened until the end of the jack-o'-lantern’s next turn. The frightened target is paralyzed. Dreadfire Breath (Recharge 5–6). The jack-o'-lantern exhales nightmarish fire in a 30-­foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 22 (5d8) fire damage plus 22 (5d8) psychic damage and is frightened until the end of the jack-o'-lantern's next turn. On a success, a creature takes half as much damage and isn't frightened. Spellcasting. The jack-o'-lantern casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: dancing lights, minor illusion, vicious mockery (4d4) 2/day each: charm person, entangle, hideous laughter, phantasmal killer, mislead, suggestion 1/day: etherealness, irresistible dance, power word kill Bonus Actions Misty Step (Recharge 5–6). The jack-o'-lantern teleports up to 30 feet to an unoccupied space it can see. Reactions Unnerving Barb. The jack-o'-lantern imposes disadvantage on an attack roll, ability check, or saving throw made by a visible creature within 30 feet of it, provided the creature can hear and understand the jack-o'-lantern. Legendary Actions The jack-o'-lantern can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The jack-o'-lantern regains spent legendary actions at the start of its turn. Claw. The jack-o'-lantern makes a Claw attack. Terrify. The jack-o'-lantern uses Terrifying Glare. Cast a Spell (Costs 2 Actions). The jack-o'-lantern uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary Knight","description":"Traits Brave. The knight has advantage on saving throws against being frightened. Legendary Resistance (1/Day). If the knight fails a saving throw, it can choose to succeed instead. Actions Multiattack. The knight makes two melee attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. Reactions Parry and Counter. The knight adds 3 to its AC against one melee or ranged weapon attack that would hit it. To do so, it must be able to see the attacker and be wielding a melee weapon. If the attack misses, the knight can make one melee attack against the attacker if it is within its reach. Legendary Actions The knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The knight regains spent legendary actions at the start of its turn. Charge. The knight moves up to its speed. Command Ally. The knight targets one ally it can see within 30 feet of it. If the target can see and hear the knight, the target can use its reaction to make one melee weapon attack or move up to half its speed. Intimidating Presence. The knight targets one creature it can see within 30 feet of it. If the target can see and hear the knight, it must succeed on a DC 13 Wisdom saving throw or become frightened of the knight for 1 minute. A creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to knight's Intimidating Presence for the next 24 hours. Greatsword (Costs 2 Actions). The knight attacks with its Greatsword.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Mage","description":"Traits Legendary Resistance (2/Day). If the mage fails a saving throw, it can choose to succeed instead. Spell Penetration. When the mage casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Superior Focus. The mage has advantage on saving throws it makes to maintain its concentration. Actions Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Spellcasting. The mage casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: fire bolt (2d10), light, mage hand, minor illusion, prestidigitation 2/day each: scorching ray, shield 1/day each: cone of cold, counterspell, fireball (as a 4th-level spell), lightning bolt, mage armor,* stoneskin,* thunderwave (as a 2nd-level spell) *The mage casts these spells on itself before combat. Legendary Actions The mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mage regains spent legendary actions at the start of its turn. Move. The mage moves up to half its speed without provoking opportunity attacks. Fire Bolt. The mage casts fire bolt . Dagger. The mage attacks with its Dagger. Evocation (Costs 2 Actions). The mage casts magic missile, scorching ray , or thunderwave , if available.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Monk","description":"Traits Legendary Resistance (2/Day). If the monk fails a saving throw, it can choose to succeed instead. Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The monk makes four Unarmed Strikes or four Dart attacks. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the target is a creature, the monk can choose one of the following additional effects: The target must succeed on a DC 16 Strength saving throw or drop one item it is holding (monk’s choice). The target must succeed on a DC 16 Dexterity saving throw or be knocked prone. The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of the monk’s next turn. Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Reactions Deflect Missile. In response to being hit by a ranged weapon attack, the monk deflects the missile. The damage it takes from the attack is reduced by 25 (1d10 + 20). If the damage is reduced to 0, the monk catches the missile if it’s small enough to hold in one hand and the monk has a hand free. Legendary Actions The monk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monk regains spent legendary actions at the start of its turn. Detect. The monk makes a Wisdom (Perception) check. Tumble, Slide, and Flip. The monk moves up to half its speed without provoking opportunity attacks. During this move, the monk can enter creatures' spaces but can't end its turn there. Attack. The monk makes an Unarmed Strike or attacks with its Dart. Dodge (Costs 2 Actions). The monk performs a Dodge Action. Until the start of the monk's next turn, it can't use Attack as a legendary action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Necromancer","description":"Traits Legendary Resistance (2/Day). If the necromancer fails a saving throw, it can choose to succeed instead. Spell Penetration. When the necromancer casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Superior Focus. The necromancer has advantage on saving throws it makes to maintain its concentration. Actions Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (5d4) necrotic damage. Entropic Rift (Recharge 5–6). The necromancer opens a momentary Abyssal rift within 60 feet of it. The rift is a 20-foot-radius sphere. Each creature in that area must make a DC 15 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one. In addition, there is a 50 percent chance that 1d4 wights then appear in unoccupied spaces in the sphere. They act as the necromancer’s allies, take their turns immediately after the necromancer. They remain until destroyed or until the necromancer dismisses them as an action. Spellcasting. The necromancer casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: chill touch (3d8), dancing lights, mage hand, mending 2/day each: blight, mage armor,* blindness/deafness, ray of sickness, vampiric touch 1/day each: animate dead,* circle of death, cloudkill, dimension door, stoneskin * *The necromancer casts these spells on itself before combat. Legendary Actions The necromancer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The necromancer regains spent legendary actions at the start of its turn. Move. The necromancer moves up to half its speed without provoking opportunity attacks. A Taste of Undeath. The necromancer casts chill touch . Withering Touch. The necromancer attacks with its Withering Touch. Necromancy (Costs 2 Actions). The necromancer casts blight, blindness/deafness, ray of sickness , or vampiric touch , if available.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Pale Knight","description":"The pale knight has both the martial skills of an experienced warrior and the arcane powers of a talented necromancer. It stands tall and imposing, wearing dark ornate breastplate armor and wielding a fearsome-looking ancient scythe that seems to have a life of its own as if it is imbued with necrotic energy. Arcane Assassin. Despite its imposing appearance, the pale knight moves with the grace and speed of a dancer. Its fighting style is brutal and efficient, striking with precision and power and mixing it with its supernatural abilities and necromantic magic to dispatch foes quickly... or slowly. Undead Commander. The pale knight's most terrifying ability is its ability to summon and command the undead. It can raise fallen foes or open shadowy portals that reach into the Negative Plane and pull skeletal servants that do its bidding. The pale knight lets its minions swarm over the battlefield to overwhelm opponents while it picks off critical targets with its spells and its deadly scythe that can deliver mortal blows. A Legendary Pale Knight's Lair The lair of a pale knight is usually the ruins of a keep or temple that is located beside a cemetery, graveyard, or ancient battlefield, or a place where there is a resource of corpses. Numerous undead patrol the area. A legendary pale knight encountered in its lair has a challenge rating of 20 (25,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the pale knight can take a lair action to cause one of the following magical effects; the pale knight can’t use the same effect two rounds in a row: The pale knight chooses a point it can see within its lair. Grasping skeletal arms and claws rise from the ground in a 20-foot-radius sphere center on that point. Each creature other than the pale knight in that area must make a DC 19 Strength saving throw. On a failed save, a creature takes 10 (3d6) slashing damage and is restrained until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't restrained. The pale knight targets up to 3 creatures it can see within 60 feet of it. Dismembered ghoulish claws fly from pale knight's hands and strike each creature unerringly before crumbling into dust. Each creature must succeed on a DC 19 Constitution saving throw. On a failed save, the creature takes 7 (2d6) slashing damage and 7 (2d6) necrotic damage and is paralyzed until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't paralyzed. The pale knight teleports to an unoccupied space within 60 feet of it that it can see. Traits Legendary Resistance (1/Day). If the pale knight fails a saving throw, it can choose to succeed instead. Undead Leader. The pale knight’s Undead allies have advantage on attack rolls and saving throws against any effect that turns undead while within 20 feet of the pale knight, provided it isn’t incapacitated. Actions Multiattack. The pale knight makes three Scythe attacks. It can use Necrotic Gaze in place of one Scythe attack. Alternatively, it can make one Scythe attack and use Spellcasting. Scythe. Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 14 (4d6) necrotic damage and the target can't regain hit points until the end of the pale knight's next turn. Necrotic Gaze. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 27 (6d8) necrotic damage and the target can't regain hit points until the end of the pale knight's next turn. Nether Rifts (Recharge 6). The pale knight opens momentary dimensional rifts to the Negative Plane at three different points within 60 feet of it. Each rift is a 10-foot-radius sphere. Each creature that isn't a Construct or Undead in the rifts must make a DC 19 Constitution saving throw, taking 31 (7d8) necrotic damage on a failed save, or half as much damage on a successful one. In addition 1d6 wights , 1d6 ghasts , and 1d6 ghouls appear in unoccupied spaces in any of the spheres. They act as the pale knight’s allies, take their turns immediately after the pale knight. They remain for 1 minute, until destroyed, or until the pale knight dismisses them as an action. Summon Undead (1/Day). The pale knight summons a number of skeletons, zombies, ghasts, ghouls, wights, mummies, and vampire spawns whose combined average hit points don’t exceed 160. A summoned undead appears in an unoccupied space within 60 feet of the pale knight and acts as an ally of the pale knight. It remains for an hour, until it or the pale knight dies, or until the pale knight dismisses it as an action. Spellcasting. The pale knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): 2/day each: blight, blindness/deafness, cloudkill, fear 1/day each: animate dead (as an action), circle of death, dispel magic, vampiric touch Bonus Actions Aura of Necrosis. The pale knight activates or deactivates this aura. While active, a creature that starts its turn within 20 feet of the pale knight must succeed on a DC 19 Constitution saving throw, unless the pale knight is incapacitated. On a failed save, the target takes 14 (4d6) necrotic damage and is poisoned until the start of its next turn. A poisoned creature has vulnerability to bludgeoning, piercing, and slashing damage. On a successful save, a creature takes half as much damage and isn't poisoned. Constructs and Undead ignore this effect. Mortal Strike (3/Day). Immediately after the pale knight hits a target with a Scythe attack, the pale knight can force that target to make a DC 19 Constitution saving throw. On a failed save, the creature drops to 0 hit points. On a successful save, the creature takes 14 (4d6) necrotic damage. Legendary Actions The pale knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The pale knight regains spent legendary actions at the start of its turn. Command Undead. The pale knight targets an Undead ally it can see within 30 feet of it. If the target can see and hear the pale knight, the target can use its reaction to make one melee weapon attack or move up to half its speed. Drain Life. The pale knight targets one creature it can see within 30 feet of it. The target must succeed on a DC 19 Constitutions saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. The pale knight regains hit points equal to the necrotic damage the target took. Necrotic Strike (Costs 2 Actions). The pale knight makes a Scythe attack or uses Necrotic Gaze. Cast a Spell (Costs 3 Actions). The pale knight uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary Pestilence Druid","description":"While most druids revere and draw their power from nature itself, the pestilence druid worships the natural urge of nature to consume. In order to maintain balance between civilized folk and nature, the pestilence druid must devour those that oppose or threaten the natural world. Plaguebringer. The spells and powers of a pestilence druid are oriented on famine, plagues, and voracious vermin such as gnats, rats, locusts, or other parasitic pests. These creatures typically swarm around and follow the pestilence druid, seemingly awaiting its command. The pestilence druid is able to magically implant eggs into a creature’s body that hatch into tiny parasitic bugs that eat their host alive. When facing groups of enemies, a pestilence druid can exhale a cloud of venomous insects that swarm and bite its targets. The most powerful pestilence druids can temporarily grow two pairs of wings that enable it to fly a short distance and can summon and command a deadly swarm of poisonous bugs that can lay waste to a town in minutes. Mysterious Hermits. Because of its very nature and the company it keeps, a pestilence druid is usually feared and shunned by society and often treated as an outcast. A few are revered and serve as tribal shamans or witch doctors. Most pestilence druids avoid civilized folk while evil ones seek them out as food for its swarm to consume. A Legendary Pestilence Druid's Lair A legendary pestilence druid makes its lair in desolated areas such as arid deserts, mosquito-infested swamps, and wastelands. A legendary pestilence druid encountered in its lair has a challenge rating of 15 (13,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the druid can take a lair action to cause one of the following magical effects; the druid can’t use the same effect two rounds in a row: The druid summons 2d4 swarms of insects that appear within 120 feet of it. The swarms of insects act as allies of the druid and obey its commands. The swarms of insects act right after the druid on the same initiative count and fight until they're destroyed. They remain for 1 minute, until they or the druid dies, or until the druid dismisses them as a bonus action. The druid spews a large glob of sticky, toxic mucus at a point it can see within 60 feet of it. Each creature within 5 feet of that point must succeed on a DC 17 Strength saving throw. On a failed save, the creature is restrained. A restrained creature is poisoned. A creature can use an action to make a DC 17 Strength check to free the restrained creature. The druid targets up to three creatures it can see within 120 feet of it. Tiny swarms of stinging insects appear above the head of each target and attack their eyes. Each target must succeed on a DC 18 Constitution saving throw. On a failed save, the target takes 3 (1d6) piercing damage plus 7 (2d6) poison damage and is blinded until the end of the druid's next turn. On a successful save, the target takes half as much damage and isn't blinded. Traits Legendary Resistance (2/Day). If the druid fails a saving throw, it can choose to succeed instead. Actions Multiattack. The druid makes two Quarterstaff attacks or uses Infest twice. Quarterstaff. Melee Weapon Attack: +6 to hit (+10 to hit with shillelagh), reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, 5 (1d8 + 1) bludgeoning damage if wielded with two hands, or 9 (1d8 + 5) bludgeoning damage with shillelagh, plus 10 (3d6) necrotic damage. Infest . The druid magically implants parasitic bug eggs in one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw against disease. On a failed save, the eggs hatch and the parasitic bugs begin to eat the target from the inside out. Immediately on this turn and at the start of each of the target's turns, the target takes 3 (1d6) piercing damage plus 7 (2d6) necrotic damage and is poisoned. While poisoned, the target is incapacitated. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage and isn't poisoned. If an infested target is targeted by an effect that cures disease, dispels magic, or removes a curse, all the bugs infesting it wither away. Constructs and Undead are immune to this effect. Breath of Pestilence (Recharge 5–6). The druid exhales a cloud of locusts, mites, fleas, and other venomous parasites to appear momentarily in a 30-foot cube originating from the druid. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 21 (6d6) piercing damage plus 21 (6d6) necrotic damage and is poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. Creeping Doom (1/Day). Swarming, biting venomous insects magically fill a 40-foot-radius sphere centered on a point the druid can see within 120 feet of it. The sphere spreads around corners. The sphere remains for 1 minute, until the druid dies, or until the druid dismisses it as an action. The sphere's area is lightly obscured and is difficult terrain. When the area appears, each creature in it must make a DC 18 Constitution saving throw. A creature takes 27 (5d10) piercing damage and 27 (5d10) poison damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the sphere's area for the first time on a turn or ends its turn there. Spellcasting . The druid casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 18): At will: druidcraft, poison spray (4d12) 2/day each: blight, entangle, hold person, insect plague, speak with animals 1/day each: giant insect, harm, hold person (4 targets), shapechange, spike growth Bonus Action Shillelagh. The druid casts shillelagh using Wisdom as the spellcasting ability. Wings (Recharge 5–6). The druid magically grows a temporary pair of giant locust-like wings and gains a flying speed of 40 feet. The wings last for 1 minute. When the effect ends, the druid falls if it is still aloft, unless it can stop the fall. Reactions Acid Bombard (3/Day). When an enemy creature the druid can see moves within 15 feet of the druid, the druid can discharge a vile, noxious gas in a 15-foot cone. The triggering enemy creature must be in that area. Each creature in that area must succeed on a DC 17 Constitution saving throw. On a failed save, the creature takes 14 (4d6) acid damage and is poisoned until the end of the druid's next turn. A poisoned creature is incapacitated. On a successful save, the creature takes half as much damage and isn't poisoned. Legendary Actions The druid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The druid regains spent legendary actions at the start of its turn. Staff. The druid attacks with its Quarterstaff. Infest. The druid uses Infest. Cast a Spell (Costs 2 Actions). The druid uses Spellcasting. Pestilence (Costs 3 Actions). The druid targets a creature within 60 feet of it that is currently poisoned by Infest. The target takes 3 (1d6) piercing damage and 7 (2d6) necrotic damage. Each creature within 15 feet of the target is immediately subjected to the druid's Infest attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary Priest","description":"Traits Legendary Resistance (2/Day). If the priest fails a saving throw, it can choose to succeed instead. Spell Penetration. When the priest casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Superior Focus. The priest has advantage on saving throws it makes to maintain its concentration. Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if wielded with two hands. Spellcasting. The priest casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: guidance, light, sacred flame (2d8), thaumaturgy, word of radiance (2d6) 2/day each: guiding bolt, hold person, mass healing word 1/day each: banishment, cure wounds (as a 5th-level spell), dispel magic, flame strike, guardian of faith* *The priest casts this spell on itself before combat. Bonus Actions Divine Eminence (2/Day). The high priest causes its melee weapon attacks to magically deal an extra 10 (3d6) radiant (good or neutral) or necrotic (evil or neutral) damage to a target on a hit. This benefit lasts until the end of the turn. Legendary Actions The priest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The priest regains spent legendary actions at the start of its turn. Move. The priest moves up to half its speed without provoking opportunity attacks. Cantrip. The priest casts sacred flame or word of radiance . Quarterstaff. The priest attacks with its Quarterstaff. Cast a Spell (Costs 2 Actions). The priest casts cure wounds, dispel magic, guiding bolt, hold person , or mass healing word, if available.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Pyromancer","description":"Pyromancers are the masters of fire creation and manipulation. They are obsessed with the power of the fiery magic and focus all their energy into discovering the element's secrets. Pyromancers are feared by many for their aggressiveness, impatience, and unpredictability. Others see them as dangerous megalomaniacs who only use force and intimidation to resolve conflicts. Pyromancers are valued by military leaders for their ability to cause havoc and destruction on the battlefield. They are able to unleash fiery blasts that can burn and knock foes to the ground and blanket the fields with roaring flames. If things get dicey, pyromancers are able to fly temporarily to safety, leaving a fiery shockwave in their wake. Decades of exposure and training have made pyromancers resistant to fire. A Legendary Pyromancer's Lair Legendary pyromancers can live anywhere they wish, though they prefer their lairs to be generally impervious or at least resistant to fire, such as towers and keeps made almost entirely of stone and metal. Some even choose to live in very inhospitably hot places, such as near a volcano. A legendary pyromancer encountered in its lair has a challenge rating of 15 (13,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the pyromancer can take a lair action to cause one of the following magical effects; the pyromancer can’t use the same effect two rounds in a row: The pyromancer causes a dazzling explosion of flame and color at a point it can see within 120 feet of it. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The pyromancer causes a fiery, concussive explosion at a point it can see within 60 feet of it. Each creature within 10 feet of that point must succeed on a DC 18 Constitution saving throw. On a failed save, a creature takes 9 (2d8) fire damage and 4 (1d8) force damage and is stunned until the end of the pyromancer's next turn. On a successful save, a creature takes half as much damage and isn't stunned. Smoke fills a 20-foot-radius sphere centered on a point within 120 feet of the pyromancer. The sphere is heavily obscured. Creatures within the smoke sphere can't breathe. Wind disperses the cloud. It lasts until the pyromancer uses this lair action again, becomes incapacitated, or when the pyromancer dies. Traits Legendary Resistance (2/Day). If the pyromancer fails a saving throw, it can choose to succeed instead. Actions Multiattack. The pyromancer uses Ember Strike three times. If Flame Leap is available, it can use Flame Leap in place of one use of Ember Strike. Ember Strike. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 60 ft., one target. Hit: 16 (2d10 + 5) fire damage. Fire Blast (Recharge 5–6). The pyromancer magically emits wide sheets of flame from its hands. Each creature in a 30-foot cone must make a DC 18 Dexterity saving throw, taking 40 (9d8) fire damage on a failed save, or half as much damage on a successful one. Flame Leap (3/Day). Each creature within 5 feet of the pyromancer must make a DC 18 Strength saving throw. On a failed save, a creature takes 13 (3d8) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The pyromancer then flies to an unoccupied space within 30 feet without provoking opportunity attacks. Inferno (1/Day). A wall made up of sheets of roaring flame and thick, choking smoke appears within 120 feet of the pyromancer. The area of the wall consists of up to ten 10-foot cubes, which the pyromancer can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. The wall is opaque and lasts for 1 minute or until the pyromancer dies or is incapacitated. Creatures within the wall can't breathe. When the wall appears, each creature within its area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 27 (5d10) fire damage and is incapacitated until the start of the pyromancer's next turn. On a successful save, a creature takes half as much damage and isn't incapacitated. Creatures that are immune to fire automatically succeed on this saving throw. A creature must immediately make the same saving throw when it enters the wall for the first time on a turn or ends its turn within 5 feet of the wall. Spellcasting. The pyromancer casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 18): At will: acid splash (4d6), fire bolt (4d10), light, mage hand 2/day each: conjure elemental (fire), fireball, flaming sphere, mage armor, wall of fire 1/day each: delayed blast fireball, fire shield, incendiary cloud Reactions Flame Aegis (5/Day). When a creature within 5 feet of the pyromancer attacks the pyromancer with a melee attack, the pyromancer forces it to make a DC 18 Dexterity saving throw. On a failed save, the creature takes 16 (3d10) fire damage and has disadvantage on its attack roll. The pyromancer must be able to see the attacker. Creatures that are immune to fire automatically succeed on this saving throw. Legendary Actions The pyromancer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The pyromancer regains spent legendary actions at the start of its turn. Ember Strike. The pyromancer uses Ember Strike. Flame Leap. The pyromancer uses Flame Leap, if available. Cast a Spell (Costs 3 Actions). The pyromancer uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary Ranger","description":"Traits Archery Fighting Style. The ranger gains +2 bonus to attack rolls it makes with ranged weapons (included in the attack). Legendary Resistance (2/Day). If the ranger fails a saving throw, it can choose to succeed instead. Multiattack Defense. When a creature hits the ranger with an attack, the ranger gains a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. Favored Foe (3/Day). When the ranger hits a creature with an attack roll, it can mark the target as its favored enemy for 1 minute or until it loses its concentration (as if it were concentrating on a spell). The first time on each of its turns that it hits the favored enemy and deal damage to it, including when it marks it, it can increase that damage by 4 (1d8). Actions Multiattack. The ranger makes two Shortsword attacks or two Longbow attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Spellcasting. The ranger casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): 2/day each: cure wounds, ensnaring strike, spike growth 1/day each: conjure barrage, freedom of movement, lightning arrow Legendary Actions The ranger can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ranger regains spent legendary actions at the start of its turn. Detect. The ranger makes a Wisdom (Perception) check. Move. The ranger moves up to half its speed without provoking opportunity attacks. Attack. The ranger makes a melee or ranged weapon attack. Cast a Spell (Costs 2 Actions). The ranger uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Scorpicore","description":"A scorpicore is a rare species of manticore that lives in arid deserts, desolate badlands, and hot-climate wastelands. Like a typical manticore, it has a feral-looking humanoid head, the body and tail of a lion, and the wings of a dragon. Where it differs is with its tail, which resembles that of a scorpion. Aside from using it to sting prey, the scorpicore can also launch venomous spikes like a manticore. Deadly Mates. Scorpicores are usually solitary and are less sociable than their manticore cousins. Females are typically larger than males and only keep the company of their young unless it is mating season. Male scorpicores search for mates and offer gifts in the form of captured prey and treasure. If the offer is accepted, male scorpicores get to mate with the female. However, female scorpicores often kill the males after mating by injecting them with a series of lethal stings, after which the female devours them. Monstrous Mercenaries. Scorpicores rarely keep the company of other creatures. They hate and are highly suspicious of other creatures and only see them as prey. However, if offered a steady supply of food and treasure, scorpicores can be hired as mercenaries by more formidable creatures such as lamias and sphinxes. A Legendary Scorpicore's Lair A legendary scorpicore usually inhabits hidden cavern complexes and decrepit ruins half-buried by sand in desert wastes. It is not uncommon for them to keep minions such as ghourlings, goblinoids, and jackalweres. A legendary scorpicore encountered in its lair has a challenge rating of 14 (11,500 XP). Lair Actions On initiative count 20 (losing initiative ties), the scorpicore can take a lair action to cause one of the following magical effects; the scorpicore can’t use the same effect two rounds in a row: The scorpicore violently beats its wings, launching and showering sand to everyone around it. Each creature within 20 feet of the scorpicore must succeed on a DC 18 Constitution saving throw or be blinded until initiative count 20 on the next round. The scorpicore makes one Tail Spike attack. If it hits, the creature must succeed on a DC 18 Strength saving throw or be impaled. An impaled creature is restrained until it or another creature spends an action to remove the spike. The scorpicore regrows 4 tail spikes. Traits Legendary Resistance (1/Day). If the scorpicore fails a saving throw, it can choose to succeed instead. Tail Spike Regrowth. The scorpicore has twenty-four tail spikes. Used spikes regrow when the scorpicore finishes a long rest. Actions Multiattack. The scorpicore makes one Bite attack, two Claw attacks, and one Sting attack. If Roar is available, it can use Roar in place of its Bite attack. Alternatively, it can make three Tail Spike attacks. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Sting. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one. Tail Spike. Ranged Weapon Attack: +10 to hit, range 100/200 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 9 (2d8) poison damage. Roar (Recharge 5–6). The scorpicore emits a loud, intimidating roar audible out to 120 feet. Each allied creature within 60 feet of the scorpicore that can hear it gain advantage to saving throws against being charmed and frightened for 1 minute. Each enemy creature within 60 feet of the scorpicore that can hear it must succeed on a DC 18 Wisdom saving throw or be frightened of the scorpicore for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this scorpicore’s Roar for the next 24 hours. Legendary Actions The scorpicore can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The scorpicore regains spent legendary actions at the start of its turn. Claw. The scorpicore makes one Claw attack. Spike (Costs 2 Actions). The scorpicore makes one Tail Spike attack. Wing Attack (Costs 2 Actions). The scorpicore beats its wings. Each creature within 15 feet of the scorpicore must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The scorpicore can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary Sniper Ranger","description":"A sniper ranger is a sharpshooter who engages targets from long distances and in positions of concealment. The sniper ranger is a master of the use of the longbow and can easily kill a target that is partially covered with one shot. The sniper ranger is also highly skilled in detection, stalking, stealth, and tracking. Elite and legendary sniper rangers are even more dangerous, able to strike targets from even longer distances. Traits Archery. The sniper ranger has a +2 bonus to ranged weapon attack rolls (included in the attack). Land's Stride. The sniper ranger can move through nonmagical difficult terrain without costing it extra movement. Legendary Resistance (2/Day). If the sniper ranger fails a saving throw, it can choose to succeed instead. Legendary Sniper. Attacking at long range doesn't impose disadvantage on the sniper ranger's Longbow attack rolls and the sniper ranger's Longbow attacks ignore half cover and three-quarters cover. Additionally, the sniper ranger deals an extra 13 (3d8) damage when it hits a target with a Longbow attack and has advantage on the attack roll. Actions Multiattack. The sniper ranger makes two Longbow attacks or two Shortsword attacks. Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Longbow. Ranged Weapon Attack: +12 to hit, range 200/800 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Deadly Shot. The sniper ranger makes one Longbow attack. If the sniper ranger didn't move this turn and the attack hits, the attack deals an extra 67 (15d8) piercing damage and the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of the sniper ranger's next turn. Whether the attack hits or not, the sniper ranger's speed is reduced to 5 feet until the start of its next turn. Spellcasting. The sniper ranger casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 16): 1/day each: conjure animals, fog cloud, freedom of movement, jump, locate creature, nondetection, pass without trace, spike growth Bonus Actions Hunter's Mark (3/Day). The sniper ranger casts hunter's mark using Wisdom as the spellcasting ability. Legendary Actions The sniper ranger can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sniper ranger regains spent legendary actions at the start of its turn. Move. The sniper ranger moves up to half its speed without provoking opportunity attacks. Hide. The sniper ranger takes the Hide action. Attack. The sniper ranger makes a Longbow or Shortsword attack. Cast a Spell (Costs 2 Actions). The sniper ranger uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary Toximancer","description":"A toximancer spends most of its life studying and mastering the volatile properties of acid and toxins. This knowledge enables a toximancer to channel and shape these highly dangerous chemicals with ease. Because of its constant exposure to it throughout its life, a toximancer becomes naturally resistant to acid and poisons. An encounter with a toximancer can quickly turn deadly. A Legendary Toximancer's Lair A toximancer's lair is usually an isolated tower or well-hidden dungeon located near places that are rich with natural minerals and gasses, such as caves, forests, swamps, and volcanic regions. A legendary toximancer encountered in its lair has a challenge rating of 14 (11,500 XP). Lair Actions On initiative count 20 (losing initiative ties), the toximancer can take a lair action to cause one of the following magical effects; the toximancer can’t use the same effect two rounds in a row: The toximancer magically sprays toxic, hallucinogenic vapors in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 7 (2d6) acid damage and 7 (2d6) poison damage and becomes poisoned until initiative count 20 on the next round. A poisoned creature suffers the effect of the confusion spell. On a successful save, a creature takes half as much damage and isn't poisoned. The toximancer targets one creature it can see within 120 feet of it. The creature must succeed on a DC 17 Constitution saving throw. On a failed save, the creature takes 17 (5d6) poison damage and becomes poisoned for 1 minute. A poisoned creature is paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. Four 10-foot radius sections on the ground become 1-foot deep pools of acid. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 3 (1d6) acid damage for every 5 feet it travels. The pools of acid last until the toximancer uses this lair action again, becomes incapacitated, or when the toximancer dies. Creatures within the pool when the effect ends return to the top of the ground unharmed. Traits Legendary Resistance (2/Day). If the toximancer fails a saving throw, it can choose to succeed instead. Actions Multiattack. The toximancer uses Vile Strike three times. Vile Strike. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d8) acid damage and 4 (1d8) poison damage and the target is poisoned until the end of the toximancer's next turn. Vitriolic Rain (Recharge 5–6). Acid rains down on a 30-foot-radius, 30-foot-high cylinder centered on a point the toximancer can see within 120 feet of it. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 24 (7d6) acid damage and another 14 (4d6) acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. Fell Wall (1/Day). A wall made up of deadly, noxious gasses appears within 120 feet of the toximancer. The area of the wall consists of up to ten 10-foot cubes, which the toximancer can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. The wall is opaque and lasts for 1 minute, until a wind of moderate or greater speed (at least 10 miles per hour) disperses it, or until the toximancer dies or is incapacitated. Creatures within the wall can't breathe. When the wall appears, each creature within its area takes 10 (3d6) acid damage and must make a DC 17 Constitution saving throw. On a failed save, a creature is poisoned until the start of its next turn. A poisoned creature is stunned. Creatures that are immune to poison automatically succeed on this saving throw. A creature must immediately make the same saving throw when it enters the wall for the first time on a turn or ends its turn there. Spellcasting. The toximancer casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: acid splash (4d6), dancing lights, mage hand, prestidigitation 3/day each: acid arrow (4th level), grease, stinking cloud 1/day each: cloudkill, contagion, mage armor Reactions Caustic Spray (3/Day). When a creature moves within 10 feet of the toximancer, the toximancer magically sprays it with nocuous vapors. Unless the creature is immune to poison, the creature takes 16 (3d10) poison damage and must make a DC 17 Constitution saving throw or be incapacitated until the end of the toximancer's next turn. Legendary Actions The toximancer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The toximancer regains spent legendary actions at the start of its turn. Vile Strike. The toximancer uses Vile Strike. Cast a Spell (Costs 2 Actions). The toximancer uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary Tyrant Cleric","description":"Tyrant clerics are paranoid, sadistic, and narcissistic sociopaths who worship deities that seek dominion over everything. These villainous clerics obsess about total domination and go to extreme lengths to control and subjugate others in the name of their gods. Tyrant clerics amass loyal followers and surround themselves with henchmen, lackeys, and politically-connected allies who do their every whim. They establish multiple churches and organizations to strengthen their positions and reach, and swiftly eliminate any threats. A Legendary Tyrant Cleric's Lair The lair of a legendary tyrant cleric is often the most secure throne room within their church, keep, or monastery, and is always protected by many guardians and templars, aside from numerous magical defenses and traps. A legendary tyrant cleric encountered in its lair has a challenge rating of 19 (22,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the cleric can take a lair action to cause one of the following magical effects; the cleric can’t use the same effect two rounds in a row: The cleric casts command at up to 3 creatures, requiring no material components and using Wisdom as the spellcasting ability (DC 19). The cleric targets one creature it can see within 60 feet of it. The creature must succeed on a DC 19 Wisdom saving throw. On a failed save, the creature takes 10 (3d6) psychic damage and is frightened of the cleric until the end of the cleric's next turn. The cleric teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. The cleric casts cure wounds (4d8 + 5) on itself, requiring no material components and using Wisdom as the spellcasting ability. Traits Aura of Oppression. Any creature hostile to the cleric that starts its turn within 20 feet of it must make a DC 19 Wisdom saving throw, unless the cleric is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. While frightened, a creature is incapacitated. If a creature’s saving throw is successful, the creature is immune to the cleric's Aura of Oppression for the next 24 hours. Legendary Resistance (3/Day). If the cleric fails a saving throw, it can choose to succeed instead. Actions Multiattack. The cleric makes two Maul attacks. It can use Domineer or Spellcasting in place of one Maul attack. Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 10 (3d6) psychic damage. Domineer. The cleric targets up to three visible creatures within 60 feet that are charmed or frightened by it. If the creature is incapacitated, it no longer is incapacitated. The creature must succeed on a DC 19 Wisdom saving throw. On a failed save, the creature takes 9 (2d8) psychic damage and must use its reaction to move up to half its speed and make one weapon attack against a visible target of the cleric's choice. Word of Torment (Recharge 5–6). The cleric utters a baleful word. Each hostile creature within 30 feet of the cleric and can hear the cleric must succeed on a DC 19 Wisdom saving throw. On a failed save, a creature takes 35 (10d6) psychic damage and is stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't stunned. Spellcasting. The cleric casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 19): 2/day each: banishment, charm person, command, fear, hold person 1/day each: blade barrier, dispel magic, dominate monster, dominate person, flame strike, suggestion, symbol (as an action) Bonus Actions Ruthless Orders. The cleric targets one visible ally within 30 feet of it. The ally takes 4 (1d8) psychic damage and must use its reaction to move up to half its speed and make one weapon attack with advantage on the attack roll. Legendary Actions The cleric can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cleric regains spent legendary actions at the start of its turn. Charge. The cleric moves up to its speed. Maul. The cleric makes a Maul attack. Gaze of Despair. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 14 (4d6) psychic damage and the target has disadvantage on all saving throws until the end of the cleric's next turn. Cast a Spell (Costs 2 Actions). The cleric uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary Verdure Druid","description":"Verdure druids see themselves as protectors of all plant life. They dedicate their lives ensuring the natural life cycle, growth, and continued existence of all flora. Benevolent Workers. Good-aligned verdure druids acknowledge the value of other life forms and strive to have a harmonious relationship between flora and fauna. They recognize that one cannot exist without the other, and thus endeavor to resolve any conflict between flora and other life forms through peaceful means. Violence and destruction is only a last recourse to resolve an issue. Territorial Wardens. Neutral-aligned verdure druids value flora over all life forms, and will protect them fiercely if harmed. They tolerate the presence of other forest beings, such as elves and fey, and view all others with suspicion. While they will always prioritize resolving conflict peacefully, neutral-aligned verdure druids will not hesitate to use violence, especially if the opposing parties are intruding in territories they have sworn to protect. They will kill if they must, but only as a last option. Fanatic Bigots. Evil-aligned verdure druids are extremists who see all other lifeforms as threats to the existence of flora. They actively seek opportunities to harm other beings, especially intelligent ones, and use their corpses as carcasses as compost. Evil-aligned verdure druids are often in the company of corrupted and monstrous plants like blights and shambling mounds, which they amass as armies. These druids scheme and work with evil fey like hags, which they see as instruments they can wield until they are no longer of use to them. A Legendary Verdure Druid's Lair A legendary verdure druid's lair is often a structure in the center of hidden garden of flowering vegetation, a copse of trees, or grove of giant, wild fungi. The appearance of the flora, whether they are majestic and blooming or wild and twisted, reflect the legendary druid's alignment. A legendary verdure druid encountered in its lair has a challenge rating of 16 (15,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the druid can take a lair action to cause one of the following magical effects; the druid can’t use the same effect two rounds in a row: The druid magically releases spores that spread all around it. Each creature within 30 feet of it must succeed on a DC 18 Constitution saving throw or fall into a deep sleep and become unconscious. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the unconscious creature takes damage, or someone uses an action to shake or slap it awake, it gains advantage on its next saving throw. Creatures that don't need to breathe are immune to this effect. The druid casts faerie fire spell three times, requiring no material components and using Wisdom as the spellcasting ability. The druid targets different areas within its lair with the spell and the areas need not be within line of sight. The druid doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. The druid regains 60 hit points or casts greater restoration at itself, requiring no material components and using Wisdom as the spellcasting ability. Traits Legendary Resistance (2/Day). If the druid fails a saving throw, it can choose to succeed instead. Actions Multiattack. The druid makes two Spore Strike attacks. Spore Strike. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 60 ft., one target. Hit: 14 (2d8 + 5) poison damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute and the creature suffers an additional effect of the druid's choice: 1. Blight. While poisoned in this way, the creature takes 4 (1d8) poison damage and 4 (1d8) necrotic damage at the end of each of its turns. 2. Charm. While poisoned in this way, the creature is charmed. 3. Madness. While poisoned in this way, the creature must move up to its speed to the nearest creature it can see and use its action to make a melee attack against a randomly determined creature within its reach. 4. Paralysis. While poisoned in this way, the creature is paralyzed. A creature can have only one poison effect at a time. If a creature receives a new poison effect, the previous one immediately ends. Ensnaring Vegetation (Recharge 5–6). The druid targets one or more creatures it can see within 60 feet of it. Grasping thorny and poisonous roots and vines sprout underneath each target and attempt to envelop it. Each target must make a DC 18 Strength saving throw or be restrained by the entangling vegetation for 1 minute. While restrained in this way, a creature takes 14 (4d6) piercing damage and 14 (4d6) poison damage at the end of each of its turns. As an action, the restrained creature can make a DC 18 Strength check, escaping from the vegetation on a success. The vegetation can also be destroyed to end the effect. The entangling vegetation has AC 10, 10 hit points, vulnerability to fire damage and immunity to bludgeoning, piercing, poison, and psychic damage. Summon Plants (1/Day). The druid conjures Plant creatures whose combined average hit points don’t exceed 180. These creatures magically sprout from the ground in unoccupied spaces within 60 feet of the druid, obey its commands, and immediately act after the druid's turn. It remains until it or the druid dies, until the druid uses Summon Plants again, or until the druid dismisses it as an action. Spellcasting. The druid casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 18): At will: druidcraft, guidance, resistance, speak with plants 2/day each: barkskin, entangle, goodberry, pass without trace, plant growth, transport via plants, wall of thorns 1/day each: antipathy/sympathy, regenerate Bonus Actions Command Plant . The druid targets one allied plant it can see within 30 feet of it. The plant performs an action of the druid's choice: 1. Attack. The plant uses its reaction to make one weapon attack against a visible target of the druid's choice. 2. Creep. The plant uses its reaction to move up to its speed or move up to half its speed without provoking opportunity attacks. 3. Transfer Druid. If the druid is within reach of the plant's melee attack, the plant moves the druid to another space of the druid's choice within reach of the plant's melee attack. This action does not provoke opportunity attacks. Reactions Protective Minion. When the druid is hit by an attack roll, one Plant ally or a creature that is charmed by the druid that is within 5 feet of it is hit by the attack instead. Legendary Actions The druid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The druid regains spent legendary actions at the start of its turn. Spore Strike. The druid makes one Spore Strike attack. Cast a Spell (Costs 2 Actions). The druid uses Spellcasting. Spore Cloud (Costs 3 Actions). The druid magically emits spores that spread in a 30-foot-radius centered on the druid. The druid chooses from one two effects: Healing Spores. Each creature in that area regains 18 (4d8) hit points. The spores have no effect on Constructs, Elementals, and Undead. Toxic Spores. Each non-Plant creature in that area must succeed on a DC 18 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. Death Touch (Costs 3 Actions) . Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: The target must succeed on a DC 18 Constitution saving throw against poison. On a failed save, the creature is reduced to 0 hit points. On a successful save, the creature takes 27 (6d8) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary Vinegaroon","description":"At first glance, the giant vinegaroon resembles a giant scorpion. It has two large pincers, eight legs, and a spindly tail. Unlike the giant scorpion, the giant vinegaroon's tail doesn't end with a stinger. The giant vinegaroon has eight legs but only uses six of its legs for crawling. Its front pair of legs serve as antennae-like sensory organs, enabling them to detect vibrations of possible danger or prey up to 10 feet away. Acidic Glands. The giant vinegaroon doesn't have any venom glands like a giant scorpion. Instead, it has glands near the rear of its abdomen where its tail is connected. These glands can project a caustic spray of acid that is enough to discourage larger predators, if not downright melt them. It is this vinegar-like-smelling acid that gives the creature its name and its pungent stench. Nocturnal Predators. The giant vinegaroon usually hunts at night and will eat almost anything smaller than itself but preys mostly on other giant insects, as well as giant frogs, snakes, slugs, and worms. When it has detected its prey, it tries to capture it with its pincer claws. Only when the victim is secured does the giant vinegaroon use its mandibles to puncture and tear the flesh of its target. To help digest its food, the giant vinegaroon secretes poison from its mouth that dissolves flesh into soup. While it will not hesitate to make a meal out of an adventurer, a giant vinegaroon tends to retreat once it has taken a large amount of damage from a single attack. When this happens, it often blasts its attacker with its acid spray before scampering away. Traits Stench. Any creature other than a vinegaroon that starts its turn within 10 feet of the vinegaroon must succeed on a DC 17 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of all vinegaroons for 1 hour. Actions Multiattack. The vinegaroon makes two Claw attacks. If the vinegaroon is grappling a creature, the vinegaroon can also make a Bite attack. Claw. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage, and the target is grappled (escape DC 15). The vinegaroon has two Claw attacks, each of which can grapple only one target. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one grappled target. Hit: 8 (1d6 + 5) piercing damage plus 3 (1d6) poison damage. Acid Spray (Recharge 5-6). The vinegaroon sprays acid from its abdomen in a 60-­­foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one. Reactions Defensive Spray. In response to being damaged by a visible creature within 30 feet of it and Acid Spray is available, the vinegaroon uses its Acid Spray. The triggering creature must be in the Acid Spray's area. Legendary Actions The vinegaroon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vinegaroon regains spent legendary actions at the start of its turn. Crawl. The vinegaroon moves up to half its speed. Bite. The vinegaroon makes a Bite attack, if possible. Claw (Costs 2 Actions). The vinegaroon makes a Claw attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Legendary Warlock of the Fiend","description":"Traits Legendary Resistance (3/Day). If the warlock fails a saving throw, it can choose to succeed instead. Spell Penetration. When the warlock casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Superior Focus. The warlock has advantage on saving throws it makes to maintain its concentration. Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur. Actions Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if wielded with two hands, plus 9 (2d8) fire damage. Spellcasting . The warlock casts one of the following spells using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: eldritch blast (4 beams, 1d10 + 5), freedom of movement, levitate (self only), mage armor (self only), fire bolt (4d10), mage hand, minor illusion, prestidigitation 4/day (as 5th-level spells): banishment, counterspell, dispel magic, fireball, fly, stinking cloud, summon greater demon, wall of fire 1/day each: circle of death, power word pain, plane shift Summon Fiend (1/Day). The warlock summons a barbed devil, barlgura, or mezzoloth. A summoned fiend appears in an unoccupied space within 60 feet of the warlock and acts as an ally of the warlock. It remains for an hour, until it or the warlock dies, or until its summoner dismisses it as an action. Legendary Actions The warlock can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The warlock regains spent legendary actions at the start of its turn. Move. The warlock moves up to half its speed without provoking opportunity attacks. Quarterstaff. The warlock attacks with its Quarterstaff. Diabolical Presence. The warlock targets one creature it can see within 60 feet of it. If the target can see and hear the warlock, it must succeed on a DC 18 Wisdom saving throw or become charmed or frightened (warlock's choice) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to warlock's Diabolical Presence for the next 24 hours. Eldritch Blast (Costs 2 Actions). The warlock casts eldritch blast .","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legendary Warlock of the Great Old One","description":"Traits Legendary Resistance (3/Day). If the warlock fails a saving throw, it can choose to succeed instead. Spell Penetration. When the warlock casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Superior Focus. The warlock has advantage on saving throws it makes to maintain its concentration. Whispering Aura. At the start of each of the warlock’s turns, each creature of its choice within 5 feet of it must succeed on a DC 17 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn’t incapacitated. Actions Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) psychic damage. Howling Void. The warlock opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, a creature takes 13 (3d8) psychic damage and is frightened of the warlock until the end of the warlock's next turn. On a successful save, a creature takes half as much damage and isn't frightened. Spellcasting. The warlock casts one of the following spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: chill touch (3d8), eldritch blast (3 beams, 1d10 + 4), guidance, levitate, mage hand, minor illusion, prestidigitation, speak with the dead 3/day (as 5th-level spells): contact other plane, detect thoughts, dimension door, Evard's black tentacles, synaptic static, telekinesis 1/day each: arcane gate, maddening darkness, power word pain Legendary Actions The warlock can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The warlock regains spent legendary actions at the start of its turn. Move. The warlock moves up to half its speed without provoking opportunity attacks. Dagger. The warlock attacks with its Dagger. Eldritch Blast (Costs 2 Actions). The warlock casts eldritch blast . Mouth of Madness (Costs 1-3 Actions). The warlock utters an unworldly phrase and targets up to 3 creatures it can see within 30 feet of it. If the target can see and hear the warlock, it must succeed on a DC 17 Wisdom saving throw. On a failed save, the target must use its reaction to move up to half its speed toward a creature of the warlock's choice that it can see and make one melee weapon attack against it, if it is within range. It costs 1 legendary action per target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Legion Pigeon","description":"The large pigeon coos quietly as it pecks along the ground. A sudden movement startles it, and it splits into a flock of ghostly pigeons that fly away. Pigeons are so ingrained in cities that locals often feel the birds are simply part of the cities. This feeling is particularly accurate for the legion pigeon. Spiritual Origins. In cities with widespread magic, wisps of the magic eventually seep into every aspect of the city. When pigeons in such a city die, fragments of their spirits remain connected to the city, becoming part of the magic permeating it. After dozens of pigeons have died within the city, a legion pigeon forms as a collected vessel for the spirit fragments. City Protector. A legion pigeon spends most days acting as a standard, if large, pigeon. However, when an overt threat comes to the city, typically in the form of a warband or army, the city’s legion pigeons rise up to defend their home. As long as at least one building stands, legion pigeons remain bound magically and spiritually to their city, even if the city loses its magic or is abandoned.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Neutral","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Legion Recruit","description":"The Legion Recruit appears in Midnight - Legacy of Darkness. Soldiers in the Occupied Lands In the last century, Izrador’s Night Kings have begun recruiting more and more humans from the occupied lands of Eredane to serve the Shadow. Othaeron, the Sword of Shadow and King of Erenland, has pushed to form human legions, to further bolster the armies under his command. The first humans from the Dornish lands have already been mustered into legions. These wretched legion recruits serve under orc murachs and commanders who tend to treat their charges with contempt. Some hosts of human soldiers have been dispatched to the front lines in the ongoing wars against the elves and dwarves. Human Servants of the Shadow Though the ranks of the Shadow’s armies are filled with legions of orcs, many humans also serve Izrador. Some of these are devoted followers, while others are press-ganged recruits, and many sign on to the Shadow simply for a meal or a chance to exercise a bit of power over their former neighbors. And of course, many of the legates who serve the Shadow are humans as well. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Legion Soldier. The legion recruit can be affected by abilities as if it were a legion orc. Actions Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":30504,"Challenge Rating":"1/8"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Lemure","description":"Devils Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus’s will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature’s soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. The Infernal Hierarchy The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever—a fate that even Asmodeus fears. Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil’s memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Infernal Hierarchy 1. lemure Lesser devils 2. imp 3. spined devil 4. bearded devil 5. barbed devil 6. chain devil 7. bone devil Greater devils 8. horned devil 9. erinyes 10. ice devil 11. pit fiend Archdevils 12. duke or duchess 13. archduke or archduchess Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories—and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other’s most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. The Nine Hells The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Devil True Names and Talismans Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. A mortal who learns a devil’s true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice—typically someone the creator loved—when crafted. However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner’s soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. Lemure A lemure arises when a mortal soul is twisted by evil and banished to the Nine Hells for eternity. The lowest type of devil, lemures are repugnant, shapeless creatures doomed to suffer torment until they are promoted to a higher form of devil, most commonly an imp. A lemure resembles a molten mass of flesh with a vaguely humanoid head and torso. A permanent expression of anguish twists across its face, its feeble mouth babbling even though it can’t speak. Layers and the Lords of the Nine Hells Layer Layer Name Archduke or Archduchess Previous Rulers Primary Inhabitants 1 Avernus Zariel Bel, Tiamat Erinyes, imps, spined devils 2 Dis Dispater — Bearded devils, erinyes, imps, spined devils 3 Minauros Mammon — Bearded devils, chain devils, imps, spined devils 4 Phlegethos Belial and Fierna — Barbed devils, bone devils, imps, spined devils 5 Stygia Levistus Geryon Bone devils, erinyes, ice devils, imps 6 Malbolge Glasya Malagard, Moloch Barbed devils, bone devils, horned devils, imps 7 Maladomini Baalzebul — Barbed devils, bone devils, horned devils, imps 8 Cania Mephistopheles — Horned devils, ice devils, imps, pit fiends 9 Nessus Asmodeus — All devils Traits Devil's Sight : Magical darkness doesn't impede the lemure's darkvision. Hellish Rejuvenation : A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water. Actions Fist : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 2 (1d4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Source":"MM1","Alignment":"lawful evil","Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Lemure","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Devil's Sight : Magical darkness doesn't impede the lemure's darkvision . Hellish Rejuvenation : A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water . Actions Fist : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.","properties":{"Category":"Monsters","AC":7,"HP":"13 (3d8)","CHA":3,"CON":11,"DEX":5,"INT":1,"STR":10,"WIS":11,"Size":"Medium","Type":"fiend (devil)","Speed":"15 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065434/ZNqUmgq5IqS9OsHgU5ggvg/original.png","Senses":"Darkvision 120 Ft.","Source":"5th Edition SRD","data-XP":10,"Alignment":"Lawful Evil","Languages":"Understands Infernal But Can't Speak","data-List":"false","Immunities":"Fire, Poison","Token Size":1,"Resistances":"Cold","data-Traits":"[{\"Name\":\"Devil's Sight\",\"Desc\":\"Magical darkness doesn't impede the lemure's darkvision.\"},{\"Name\":\"Hellish Rejuvenation\",\"Desc\":\"A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.\"}]","data-Actions":"[{\"Name\":\"Fist\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-4","data-CON-mod":"+0","data-DEX-mod":"-3","data-INT-mod":"-5","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":0,"Passive Perception":10,"Condition Immunities":"Charmed, Frightened, Poisoned","data-CrNum":0,"data-AcNum":7,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lemurfolk (Kaguani)","description":"This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes. Jungle Rulers. These small, intelligent, squirrel-like humanoids live in reclusive, primitive societies deep in the jungle. They are omnivorous, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with more advanced creatures for metal and crafted items. Nocturnal Gliders. Lemurfolk are nocturnal, though they can adopt daytime hours when they must. They prefer to hunt and move by gliding between trees, catching prey off guard. Greyfur Elders. Greyfurs are the eldest and most revered kaguani, as much as 80 years old; their age can be estimated by the graying of their fur, but they don’t track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy—a strong taboo prohibits them from interacting with the dead. A typical lemurfolk stands 2 feet tall and weighs 30 lb. Traits Silent Glide: The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks. Sneak Attack (1/Turn): The lemurfolk deals an extra 3 (1d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the lemurfolk that isn’t incapacitated and the lemurfolk doesn’t have disadvantage on the attack roll. Actions Kukri Dagger: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 4 (1d4 + 2) Piercing damage. Blowgun: Ranged Weapon Attack : +4 to hit, range 25/100 ft., One creature. Hit : 4 (1d4 + 2) Piercing damage. On hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (lemurfolk)","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Lemurfolk, Greyfur","description":"This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes. Jungle Rulers. These small, intelligent, squirrel-like humanoids live in reclusive, primitive societies deep in the jungle. They are omnivorous, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with more advanced creatures for metal and crafted items. Nocturnal Gliders. Lemurfolk are nocturnal, though they can adopt daytime hours when they must. They prefer to hunt and move by gliding between trees, catching prey off guard. Greyfur Elders. Greyfurs are the eldest and most revered kaguani, as much as 80 years old; their age can be estimated by the graying of their fur, but they don’t track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy—a strong taboo prohibits them from interacting with the dead. A typical lemurfolk stands 2 feet tall and weighs 30 lb. Traits Silent Glide: The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks. Sneak Attack (1/Turn): The greyfur deals an extra 7 (2d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the greyfur that isn’t incapacitated and the greyfur doesn’t have disadvantage on the attack roll. Spellcasting: The greyfur is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The greyfur has the following wizard spells prepared: Cantrips (at will): light, mage hand, minor illusion, poison spray, resistance 1st level (4 slots): mage armor, sleep 2nd level (3 slots): detect thoughts, misty step 3rd Level (2 slots): lightning bolt Actions Kukri Dagger: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 5 (1d4 + 3) Piercing damage. Blowgun: Ranged Weapon Attack : +5 to hit, range 25/100 ft., One creature. Hit : 5 (1d4 + 3) Piercing damage and on hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (lemurfolk)","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Leng Envoy","description":"Denizen of Leng Those who dwell in the nightmare realm of Leng often come to the Material Plane seeking prey. They have also been known to ally with evil organizations to serve their own mysterious purposes. Leng Envoy The Leng envoy is a powerful variant of the dangerous denizen of Leng. The envoy is typically found beyond Leng’s borders when called there by a powerful cultist who seeks aid in breaking down the boundaries of reality. They often travel with their own deadly minions, such as mastiffs of Tindalos. A Leng envoy is humanoid in shape, yet its face is a nightmare tangle of strange mouth-parts topped by a pair of twisted horns. Unlike the typical denizen of Leng, these envoys rarely bother to conceal their appearances from those they visit on the Material Plane. Traits Innate Spellcasting. The Leng envoy’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: arcane eye, detect magic, detect thoughts, locate object, mage hand, message, poison spray, ray of frost, shocking grasp, tongues 3/day: burning hands, clairvoyance, counterspell, fireball, gust of wind, haste, invisibility, mage armor, magic missile, misty step, scrying, shatter, shield, telepathic bond 1/day: chain lightning, cone of cold, dimension door, mage armor, resilient sphere, true seeing Leng Ruby. Many denizens of Leng carry strange rubies mined from quarries in Leng. As long as a creature holds a Leng ruby that it willingly accepted as a gift or payment from a denizen of Leng, any denizen of Leng can target that creature with any divination spell it knows at a range of 1 mile, and the target has disadvantage on the saving throw. A typical Leng envoy carries 1d6 rubies when encountered. No Breath. The Leng envoy doesn’t need to breathe. Planar Regeneration. A denizen of Leng maintains a connection to the demiplane of Leng at all times, and when away from Leng, they gain 15 hit points at the start of each round. They lose this ability on Leng or in areas where planar connections do not function. If killed, their body dissolves into nothingness in one minute, leaving their equipment behind. A slain denizen reforms in Leng; they can be permanently killed only when their planar regeneration doesn’t function. Unusual Anatomy. A denizen’s internal anatomy varies from individual to individual and grants the Leng envoy resistance to all sneak attack and critical hit damage no matter the source. Actions Multiattack. The Leng envoy makes three melee attacks or makes one melee attack and casts a spell. Debilitating Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage and the target takes 1d6 Dexterity Ability damage. This damage can be healed normally but a target reduced to 0 Dexterity is paralyzed until it regains 1 point. Greater Striking Keen Kukri +2. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d4+7) slashing damage plus 18 (4d8) force damage, and the target has disadvantage on the next saving throw it makes against a spell the Leng envoy casts before the end of the Leng envoy’s next turn. This weapon scores a critical hit on a 19 or 20. On a critical hit, the weapon inflicts an aberrant wound and the target takes 10 (3d6) necrotic damage at the start of each of its turns for 1 minute. The wound closes if the target receives magical healing. Legendary Actions The Leng envoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Leng envoy regains spent legendary actions at the start of its turn. Cast a Spell (1 to 3 actions). The Leng envoy can cast one of its spells: an at-will spell costs 1 action, a 3/day spell costs 2 actions, and a 1/day spell costs 3 actions each. Sudden Action. The Leng envoy attacks with its debilitating bite or attacks with its kukri. Play the Pipes (1/Day). So long as the Leng envoy is holding a musical instrument, it can play a melody to cast irresistible dance , unfathomable song to cast confusion , or a trancelike dirge to cast feeblemind . The spell targets all creatures in a 60-foot sphere centered on the Leng envoy instead of its usual targets. A creature that succeeds at its saving throw (DC 18) against any spell is immune from all spells played from the envoy’s pipes for 1 minute. Aberrations are immune to this music.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":18},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Leonal","description":"Leonals appear as muscular humanoids with lion-like features. Their bodies are covered with short tawny-golden fur with males sporting great red manes. They have the lower legs of a lion and strong, powerful arms that end with paw-like hands with retractable claws. Leonals project an intense nobility that can be both awe-inspiring and intimidating. Assiduous Leaders. Because of their great wisdom, strength, and charisma, leonals often lead the other guardinals and answer only to the paragons and deities of Elysium and House of Nature. The leonals use their authority very carefully, ensuring that the best course of action is taken and that all guardinals under their command are treated equally. Mighty Champions. In combat, few can withstand a leonal's powerful melee blows. When outnumbered or against a tough foe, leonals can utilize a number of powerful spells that can turn the tide of battle in their favor. Fiends, in particular, fear leonals for their ability to unleash a devastating divine roar. Guardinals The noble guardinals are celestials that resemble animal-humanoid hybrids. Despite their bestial appearance, guardinals are the most honorable and pure-hearted beings one will ever encounter. Native to Elysium and the House of Nature, the guardinals embody virtue and good-naturedness without being constrained by law nor distracted by the chaos of freedom. They are welcoming, mirthful, and witty. Though they always seek to resolve conflict through peaceful means, guardinals are ready to fight if needed. Due to their nature, guardinals often clash with fiends, tyrants, and evil undead. Noble Heroes. While guardinals have no strict hierarchy as do the celestial archons, they recognize the authority and follow the guardinal paragons known as Talisid and the Five Companions. From time to time, guardinals may be called upon by deities of Elysium and the House of Nature to perform noble quests, at times aiding heroes from the Material Plane. Squads of guardinals also mount lightning raids and rescue missions in the Lower Planes. Traits Aura of Protection. Each ally within 20 feet of the leonal has advantage on saving throws against being charmed and frightened. Magic Resistance. The leonal has advantage on saving throws against spells and other magical effects. Speak with Beasts. The leonal can communicate with beasts as if they shared a language. Actions Multiattack. The leonal makes two melee attacks and uses Divine Roar, if available. Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6) slashing damage plus 9 (2d8) radiant damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage and if the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained. Spellcasting. The leonal casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: detect thoughts, protection from poison 2/day each: cure wounds (as a 4th-level spell), fireball 1/day each: hold monster, polymorph, heal Divine Roar (1/Day). The leonal emits a magical roar. Each evil creature within 60 feet of the leonal must make a DC 16 Charisma saving throw. On a failed save, a creature takes 13 (3d8) thunder damage and suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly On a successful save, a creature takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"typically Neutral Good","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Leonin Iconoclast","description":"Leonin Prides of leonin roam the plains of Oreskos, protecting the land and its creatures from interlopers, both mortal and immortal. As many leonin suffered at the hands of archon tyrants in ages past, today their prides largely avoid contact with other peoples and spurn the gods that ignored their plight. Since then, the leonin have flourished, finding strength in their bonds with one another and the land. Only in recent times have some leonin started guardedly looking beyond their homeland and wondering what role they might take in the wider world. Most leonin hunters are tribal warriors , but those who hunt the servants of the gods rather than game are known as leonin iconoclasts. Leonin Iconoclast While leonin don't deny the existence of the gods, most denounce them, believing the deities are more likely to spread doom than peace and bounty. Some leonin, known as iconoclasts, devote themselves to thwarting the gods by hunting down their followers and all things born of Nyx that impede on Oreskos and the safety of the leonin prides.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (leonin)","Alignment":"any","Expansion":5432,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Leonino","description":"Slightly larger than a housecat and sporting the wings of an owl, the leonino are beloved and rare pets in elvish courts and palaces, where they are kept as companion animals to royal children, courtesans, and gigolos. The leonino are sometimes found as messengers for powerful elven enchanters, nobles, and rogues. While they can be tamed, most leonino are feral and live on the fringes of halfling settlements, along tropical and temperate coastlines, or in temperate forests, where they devour rodents, frogs, salamanders, and small birds. Listen and Rarely Speak. The leonino who live in elvish or halfling settlements invariably learn the language around them and are capable of speaking it. However, their innate hauteur and sense of superiority means that they rarely comment or converse; when they do, they are known for their wit and often quite deadpan humor. Water Couriers. The leonino are fond of harborfronts, ships, and fisherfolk of all kinds. They sometimes serve as messengers between elven ships and various harbormasters, other ship's captains, and even pirates and aquatic creatures such as merfolk or deep ones. Leonino Familiars A leonino will sometimes deign to serve an elven wizard as a familiar. This requires the normal casting of the *find familiar*spell, with an additional offering of fine fish and at least 200 feet of dyed red yarn. Once the spell is cast, the wizard makes a check with its Charisma contested by the leonino's Charisma check. If the leonino wins, the wizard is hated and distrusted by most feline creatures for at least one month. This unfortunate wizard will be pursued by yowling packs of alley cats and leonino in most towns, farms, and villages and may be attacked by tigers, chimeras, and other feline monsters in the wilderness. Offerings to Bastet and propitiation of local alley cats, leonino, and other felines may reduce this time. If the wizard wins, the leonino becomes a familiar as normal with the following trait. Familiar The leonino can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the leonino senses as long as they are within 1 mile of each other. While the leonino is within 10 feet of its master, the master shares the leonino's Evasion trait. At any time and for any reason, the leonino can end its service as a familiar, ending the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Leonino","description":"Appearing as a wild cat with hawk-like wings, the leonino is a much sought-after familiar by elf wizards, particularly those who have an affinity for air or wind. Acquiring a leonino familiar requires the casting of the find familiar spell, with an additional offering of fine fish and at least 200 feet of dyed red yarn. Once the spell is cast, the wizard makes a Charisma check contested by the leonino’s Charisma check. If the leonino wins the contest, the creature flies off and the wizard is hated and distrusted by all feline creatures for at least a month. Familiar. If a leonino agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the leonino senses, as long as they are within 1 mile of each other. While the leonino is within 10 feet of its master, the master gains the leonino’s Evasion trait. If its master causes it physical harm, or if it simply chooses to do so, the leonino will abandon its service as a familiar, breaking the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"unaligned","Expansion":25360,"Challenge Rating":1.8},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Leopard Seal","description":"Traits Hold Breath. The seal can hold its breath for 15 minutes. Keen Smell. The seal has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage and if the target is Medium or smaller, it is also grappled (escape DC 12). Until this grapple ends, the creature is restrained, and the seal can't use its Bite attack on another target.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Leothar's Bust","description":"Floating before you is an exquisitely-crafted bust of a middle-aged man with a balding pate and a well-cropped beard. The bust appears to be constructed out of white marble. Its features are animated, and the entity is watching you with an expectant expression. Close behind the bust are two maids’ uniforms, suspended in the air as though being worn by unseen creatures. The archmage Leothar Wickerfrost is a noted explorer and adventurer, and as such is often away from home for long periods of time. During some of these absences, thieves raided his tower, and after he surprised them on his return, he ended up spending a lot of time cleaning up their corpses. To rid himself of this chore, the wizard decided to create the perfect servant, a bust in his own magnificent image endowed with magical power. Leothar’s bust shares many traits with its creator. It has the same haughty and egomaniacal attitude and looks down on those who cannot wield magic. The construct is scrupulous in its duties and is in command of the tower’s many servants, including a pair of modified unseen servants wearing maid outfits. Leothar’s bust welcomes visitors with the same abrasive manner its creator displays, whether they are legitimate guests or intruders, but will not take hostile action against creatures until it can discern the details of their intentions.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"lawful neutral","Challenge Rating":3},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Leothar’s Bust","description":"Floating before you is an exquisitely-crafted bust of a middle‑aged man with a balding pate and a well-cropped beard. The bust appears to be constructed out of white marble. Its features are animated, and the entity is watching you with an expectant expression. Close behind the bust are two maids’ uniforms, suspended in the air as though being worn by unseen creatures. The archmage Leothar Wickerfrost is a noted explorer and adventurer, and as such is often away from home for long periods of time. During some of these absences, thieves raided his tower, and after he surprised them on his return, he ended up spending a lot of time cleaning up their corpses. To rid himself of this chore, the wizard decided to create the perfect servant, a bust in his own magnificent image endowed with magical power. Leothar’s bust shares many traits with its creator. It has the same haughty and egomaniacal attitude and looks down on those who cannot wield magic. The construct is scrupulous in its duties and is in command of the tower’s many servants, including a pair of modified unseen servants wearing maid outfits. Leothar’s bust welcomes visitors with the same abrasive manner its creator displays, whether they are legitimate guests or intruders, but will not take hostile action against creatures until it can discern the details of their intentions.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Construct","Alignment":"lawful nuetral","Expansion":25360,"Challenge Rating":3},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Leprechaun","description":"Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to fixing and making things. Industrious and proud, leprechauns channel this creative energy into their tools, using them to quickly mend damaged objects, craft new ones from raw materials, and mold ideas into vivid illusions. A leprechaun’s adherence to Feywild rules affords it tremendous luck, but this fortune comes at a cost. These same magical strictures compel leprechauns to use their powers on behalf of those who offer them gifts. Leprechauns despise greed and are spiteful toward anyone who makes demands without first offering a gift or, worse, anyone who tries to steal from them. They delight in pranking such foolish creatures or pilfering from them in return. Leprechauns take pride in their appearances, dressing in dapper outfits that typically feature red fabrics, gleaming belts and buckles, and natural woodland accouterments. These fashions compliment their bright green skin, exuberant hair, and upbeat demeanors. Traits Industrious. The leprechaun is proficient with all artisan’s tools and adds double its proficiency bonus to ability checks made with them. Reluctant Refusal. When a creature offers the leprechaun the chance to partake in merriment or revelry such as a song, a dance, or a good meal, the leprechaun must succeed on a DC 15 Wisdom saving throw or have the charmed condition for 24 hours. While charmed in this way, the leprechaun partakes of the offering, treats the creature as a trusted friend, and seeks to defend it from harm. The charmed condition ends if the creature or any of its allies damage the leprechaun, force the leprechaun to make a saving throw, or steal from the leprechaun. Actions Multiattack. The leprechaun makes two Cobbler’s Hammer attacks and can use Spellcasting. Cobbler’s Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 13 (3d8) force damage. If the target is a creature, its speed is halved until the start of the leprechaun’s next turn. Gift of Luck (1/Day). The leprechaun touches a creature and magically gifts the target a measure of luck. The creature gains the leprechaun’s Astonishing Luck reaction. The creature can use the reaction three times, after which this gift goes away. The leprechaun can revoke this gift from a creature at any time (no action required). A creature can benefit from only one leprechaun’s Gift of Luck at a time. Spellcasting. The leprechaun casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: Mending (as an action), Prestidigitation 2/day each: Invisibility, Phantasmal Force 1/day each: Fabricate (as an action), Mislead Bonus Actions Cunning Trick. The leprechaun takes the Disengage or Hide action or makes a Dexterity (Sleight of Hand) check. Reactions Astonishing Luck. When the leprechaun fails an ability check, an attack roll, or a saving throw, it can roll a new d20 and choose which roll to use, potentially turning the failure into a success.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Neutral","Expansion":31434,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Lernaean","description":"The hydra is a beast of vicious hunger and amazing regenerative powers, renowned for its ability to sprout two new heads when one is decapitated. Resembling a collection of snapping serpents atop a thick, coiling lower body that can run up to 20 feet long, these hydras are brutish menaces, lairing in the clammy backwaters of the world and devouring any creature smaller than themselves. The hydra’s scales are as varied in hue as those of any species of snake, from glossy to dull and from greenish black to crimson, often marked with patterns of stripes, diamonds, and patchworks of color. Some hydras have heads that are more fanged and viperlike, with smooth and supple scales, while others have rugged hides that are leathery in texture, and elongated crocodilian or even draconic visages. Regardless, most hydras possess brightly colored frills or crests, traits they take great pride in and use to intimidate prey as well as to scare off potential predators. Though not good at hiding, hydras are smart enough to wait in pools of water in their natural swampy habitat, concealing most of their body and appearing to be nothing more than a large snake (they usually array their heads in different directions so they can look all around without appearing to be a snake den). They charge at any creature big enough to eat and may focus their attacks on one creature or split them up if they’re taking damage from multiple enemies. Ismenios. These hydras are three-headed serpents, lacking legs and with wholly snake-like lower bodies. They are also rare among their hydra kin in that their heads do not die and regrow, but rather the ismenios can split its entire body when cleaved with a blade, forming two entirely two monstrosities to devour their prey before conjoining back together to digest their victims. Lernaean. Unlike their lesser hydra kin, lernaean hydras are nigh-immortal. Their progenitors could not be killed by any mortal means, only buried alive, but those known today can be slain with great difficulty. Lernaean hydras are also infused with a deadly venom, polluting the waters near their lair and entire lakes and rivers if left unchecked, and threatening toxic and deadly danger to any who dare to challenge them.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":30635,"Challenge Rating":12},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Lernean Hydra","description":"One of the many children conceived by Typhon and Echidna, this famous monster is infamous amongst the land and also known for its place as Heracles’ antagonist in his second labor. The Lernean Hydra is a massive abomination, with a torso that resembles a mix between a crocodile and an elephant for its shape and physical strength, with 7 long serpentine heads sprouting from it. Its first incarnation’s body was covered in a dark yellowish-green spiny coat of natural armor, with the exception of the exposed underside. This lack of armor is the reason why it rarely left the waters of its swamp to face invaders, as the terrain gave it a tactical advantage. However, nowadays its body has grown stronger, darker and more resilient than ever before. It is both a straightforward opponent and a cautious hunter. Famed for its ability to regenerate its own heads, growing two whenever a single one is cut off. After its death at the hands of Heracles it was discovered that its blood is also a terrifyingly effective poison that can infect and kill simply by making contact with flesh, rather than being ingested or exposed to the bloodstream of a creature. However, the death of the Lernean Hydra was not a permanent one. A second coming made itself known in the swamps to the cold north, terrorizing the locals and claiming a new lair. The reason for its return is mysterious, and the creature is much more of a threat than the smaller descendants that adventurers have been known to handle. Grudge Beyond Death. The Lernean Hydra seems to hold onto a distinct hatred for Heracles, however it cannot challenge the son of Zeus as he has transcended and become a god. Thus it has directed its animosity to the next best target, worshippers of Heracles. It seems to possess a sixth sense to identify them and has never left a single one escape alive. Spiteful Evolution. After coming back from the grave, the Lernean Hydra’s body became significantly tougher. Now sporting a darker appearance, with a heavily armored hide, segmented plates of natural armor cover its body and serve as an enhancement to its already insane physical prowess. Monstrosities Monsters have been common amongst the obstacles of heroes since ancient times. These monsters are often born from terrible primordial beings and the damning hubris of the gods. Traits Legendary Resistance (3/day). If the hydra fails a saving throw, it can choose to succeed instead. Corroding Blood. When the hydra takes piercing or slashing damage, each creature within 5 feet of the hydra takes 13 (3d8) poison damage. Hold Breath. The hydra can hold its breath for 3 hours. Magic Resistance. The hydra has advantage on saving throws against spells and other magical effects. Multiple Heads. The hydra has seven heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Whenever the hydra takes 45 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken radiant damage since its last turn. The hydra regains 30 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydra uses its Frightful Presence and then can make as many bite attacks as it has heads. It can replace a bite attack with a slam attack. Bite. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit: 23 (3d10 + 7) piercing damage. Slam. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. Frightful Presence. Each creature of the hydra's choice that is within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hydra's Frightful Presence for the next 24 hours. Legendary Actions The Lernean Hydra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Lernean Hydra regains spent legendary actions at the start of their turn. Move. The hydra can move up to its speed without provoking attacks of opportunity. Bite. The hydra can make a bite attack. Bite. The hydra can make a bite attack. Corroding Torrent (Costs 3 actions). A 20 foot-radius spray of corroding blood pours forward, centered on the hydra. Each creature in that area other than the hydra must make a DC 21 Constitution saving throw, taking 22 (4d10) acid damage and 22 (4d10) poison damage and become poisoned for 1 minute on a failed save. On a successful save the creature takes half of the damage and avoids being poisoned. At the end of each of its turns, the creature can make another Constitution saving throw.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"neutral evil","Expansion":29804,"Challenge Rating":20},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Lerritan","description":"Lerritans are unstoppable humanoid behemoths with skin of volcanic glass and blood of roiling lava. These malicious arsonists would see the world burned to a cinder. They pay homage to Ymeri, the evil elemental demigod of fire, and they bully other fiery creatures. When the urge to immolate grows too great to ignore, lerritans burn forests, destroy villages, and boil rivers, but they avoid large bodies of water. A typical lerritan wields a molten warhammer, and their hunched-over stance only makes the churning, smoking, volcano-like ridge between their shoulders stand out more. Traits Innate Spellcasting. The lerritan’s spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: produce flame (17th level) 3/day each: fireball, fire storm 1/day each: earthquake, plane shift (only to the Elemental Planes of Earth and Fire, as well as the Material Plane) Magical Weapons. The lerritan’s weapon attacks are magical. Actions Multiattack. The lerritan makes three attacks, only one of which can be a bite. Warhammer. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (3d8+9) bludgeoning damage plus 10 (3d6) fire damage. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (3d10+9) piercing damage plus 10 (3d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 10 (3d6) fire damage at the start of each of its turns. Thrown Rock. Ranged Weapon Attack: +16 to hit, range 120/360 ft., one target. Hit: 27 (3d8+9) bludgeoning damage plus 10 (3d6) fire damage. Volcanic Eruption (Recharge 5–6). The volcano on the lerritan’s back erupts and sends lava bombs raining down in a 30-foot radius. Creatures in this area must make a DC 20 Dexterity saving throw, taking 91 (14d12) fire damage on a failure, or half as much on a success. The lava globules quickly cool into heavy stones, transforming the area into difficult terrain creatures that aren’t elementals. A creature that fails their saving throw by 5 or more against this effect are restrained by the globules until the end of their next turn.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"elemental","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":21},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Leshy","description":"A leshy is a strange man wearing loose scraps of clothing and covered in bark and root-like growths. The hair and beard that frame his piercing green eyes writhe like living vines. Expanding the Wild. Solitary leshy tend plants and animals in groves around great forests, and they are the self-proclaimed protectors of the forest outskirts. Leshy have little patience for interlopers and often kill, abduct, or frighten off trailblazers and guides. With their plant growth ability, they sabotage cultivated land, wipe out trails, and create weed walls and thickets to keep civilization at bay. Using speak with plants, they transplant dangerous plant creatures to discourage new settlements. Some have wrangled rabid animals to the same purpose. Ax Thieves. Leshy prefer trickery to combat, particularly enjoying leading interlopers astray through use of their mimicry. If challenged, they use their ability to change size to scare intruders away, but they never hesitate to fight to the death in service to the forest if necessary. Leshy hate metal, especially axes, and they go out of their way to steal metal items and lead those who use them astray. Accept Bribes. With careful courting and appropriate gifts, it is possible to gain a leshy’s capricious assistance. This can be risky, because leshy love mischief. Still, at times a leshy’s help is essential to a group traversing ancient woodlands. Traits Innate Spellcasting: The leshy’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: animal friendship, pass without trace, speak with animals 1/day each: entangle, plant growth, shillelagh, speak with plants, hideous laughter Camouflage: A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage. Mimicry: A leshy can mimic the calls and voices of any creature it has heard. To use this ability, the leshy makes a Charisma (Deception) check. Listeners who succeed on an opposed Wisdom (Insight) or Intelligence (Nature)—DM’s choice—realize that something is mimicking the sound. The leshy has advantage on the check if it’s mimicking a general type of creature (a crow’s call, a bear’s roar) and not a specific individual’s voice. Actions Multiattack: The leshy makes two club attacks. Change Size: The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Tiny). The change is entirely illusory, so the leshy’s statistics do not change. Club: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d6 + 3) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Lesser Aboleth Broodmother","description":"The Brood Aboleth broodmothers weave a rich genetic tapestry with the ecosystem in which they settle. A broodmother’s influence over its domain can be so absolute as to create a sort of hive mind out of the creatures it bends to its will. Alternate Evolution. A broodmother does not evolve via the mechanisms proposed by many famous zoologists, such as Charlotte Darloss and Jane Lemarck, but rather assimilates the adaptations that other species develop through natural selection. After ingesting an organism, special enzymes within a broodmother’s gastric tract extract useful genes and mutations, apportioning them to the relevant organs in the broodmother’s form. One of those adaptations was a failsafe: a means of storing its memories, gathering biomass, and reforming itself. Aboleth Broodmother Due to the plethora of adaptations a broodmother has assimilated, it only vaguely resembles the form it had when it first arrived on the Material Plane. What still remains is its indelible memory and its desire to entrance living things. Regional Effects The region containing an aboleth broodmother’s lair is warped by millenia of tinkering with the flora and fauna, creating one or more of the following effects: Never-before-seen fauna, often sporting sacs of unborn broodlings, proliferate within 6 miles of the lair. Creatures in contact with water within 6 miles of the lair feel a compulsion to move towards the lair’s centre. Within 1 mile of the lair, thickets of dense vegetation allow passage only for the broodmother, broodlings, or creatures controlled by either. Each 5-foot-cube of thicket has an AC of 15, 50 hit points, vulnerability to cold damage, resistance to bludgeoning damage, and immunity to piercing, poison, and psychic damage. Lair Actions So long as the aboleth broodmother or one of its offspring is alive and within the lake, it can evoke the ambient magic to take lair actions. The DCs and damage of the lair actions and environmental hazards depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vmod Vdam 5th 13 +5 5 (2d4) 11th 15 +7 10 (3d6) 17th 17 +9 21 (6d6) Lair Actions. On initiative count 20 (losing initiative ties), the aboleth takes one of the following lair actions; the aboleth can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Tempestuous Turbulence. The water within the lair writhes and swirls, causing 6-foot-tall waves to crash over all the low-lying islands. Each creature in the water, or on the ground less than 5 feet above the water’s surface, must make a VDC Strength saving throw or be pulled up to 20 feet into the water. Plague Tide. The water begins to bubble, filling the lair with noxious, aerosolised droplets. A creature is affected even if it doesn’t need to breathe. Each creature must succeed on a VDC Constitution saving throw or become poisoned. If running this hunt at 11th or 17th level, the creature is poisoned as if it had failed a saving throw against the contagion spell (no concentration required). A creature can repeat the saving throw at the end of each of its turns, ending the effect for it on a success. Aqua Phantasm. Water in the aboleth broodmother’s lair magically becomes a conduit for the unspeakable horrors the broodmother has witnessed in its vast memory. Each creature of the broodmother or broodlings’ choice within the lair’s waters must succeed on a VDC Wisdom saving throw or take Vdam psychic damage and become frightened of the huddled mass of creatures (wave 1), the chrysalis (wave 2), or the broodmother (wave 3) until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Abberation","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":6},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Lesser Boneclaw","description":"Boneclaws are accidentally spawned after a wizard's failed attempt in becoming a lich. Lesser boneclaws, on the other hand, are deliberately created by powerful necromancers, death priests, and shadow sorcerers and bear the same pleasure as their normal brethren when fulfilling their master’s desires. Cruel Sentinels. While weaker than the standard boneclaw, lesser boneclaws are still intelligent undead that can serve as elite guards. Their finger claws can still extend to a distance of 15 feet, their bony faces twisted in a macabre smile as they skewer and slice their victims apart with ease. Traits Unusual Nature. The boneclaw doesn’t require air, food, drink, or sleep. Actions Multiattack. The boneclaw makes two Piercing Claw attacks. Piercing Claw. Melee Weapon Attack: + 7 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target. Reactions Deadly Reach. In response to a creature entering a space within 15 feet of it, the boneclaw makes one Piercing Claw attack against that creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Lesser Brood Chrysalis","description":"The Brood Aboleth broodmothers weave a rich genetic tapestry with the ecosystem in which they settle. A broodmother’s influence over its domain can be so absolute as to create a sort of hive mind out of the creatures it bends to its will. Alternate Evolution . A broodmother does not evolve via the mechanisms proposed by many famous zoologists, such as Charlotte Darloss and Jane Lemarck, but rather assimilates the adaptations that other species develop through natural selection. After ingesting an organism, special enzymes within a broodmother’s gastric tract extract useful genes and mutations, apportioning them to the relevant organs in the broodmother’s form. One of those adaptations was a failsafe: a means of storing its memories, gathering biomass, and reforming itself. Broodmother Chrysalis The broodmother’s chrysalis is its failsafe. After gathering a sufficient volume of biomass within the huddle of charmed creatures, the broodlings encapsulate the huddle, creating a hard, sticky casing that protects the internal workings. In this temporary transitional state, the aboleth is almost unkillable. It metabolises the constituent creatures at an astonishing rate, almost immediately repairing any wounds it may sustain. Killable Chrysalis. If you wish to run this monster as something that can be killed (in place of a transitional state), remove both the Regenerative and Transitional State traits.","properties":{"Category":"Monsters","Size":"Large","Type":"Abberation","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":6},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Lesser Cindershadow","description":"Cindershadows lurk in the crackling of a fire, the whoosh of the flames that light your torch, and the popping of the logs and sticks in your campfire. Legends and rumors say that if you look hard enough inside the flames, you might be able to see one before it strikes. Appearance. Cindershadows have a skeletal system of charcoal-black bones beneath a flaming body, black beady eyes, and claws that extend in pointed flames once it reveals itself. Cindershadows can form in any flame, no matter the size, and can grow up to twice the size of the fire they formed from. The largest cindershadows cannot hide and do not try to. Moving quickly and causing only destruction in their path, larger cindershadows are sometimes mistaken for fire elementals. Unlike fire elementals, however, water does not harm a cindershadow though it does quench its fires temporarily if exposed in sufficient quantities. From Ashes, Life. Commonly born from the smallest particle of ash left in the wake of a felled cindershadow, new cindershadows can be born in any fire that the ash can reach. Unknown to many, cindershadows can also be born from the death of a person whose heart is filled with pure hatred. Anything on their person at their time of death is a seedling for a new flame. Fiery Motives. Once a cindershadow is born, it must feed the flames it calls home. For this reason, cindershadows can be most commonly found near villages or towns for easier access to fuel once it begins to grow. Kindling for this creature can be anything that will burn, but it prefers to fuel itself on kindling that will cause the most devastation. Once the kindling is devoured, the creature grows. The need to feed gives the cindershadow an urge to let the fire grow and spread. The size of the fire allows the cindershadow within it to grow to unending heights. Left unchecked, a large cindershadow could devour entire villages and grow to nearly 20 feet tall. Tactics. A cindershadow aims to devour as many creatures and objects as possible, using its Burning Bones and Burning Rake to weaken creatures before devouring them. The smaller the cindershadow, the more it focuses on consuming objects so that it can quickly grow into a larger threat. Smaller cindershadows also prefer to wait in flames to catch their prey off-guard, while larger ones charge in and Devour as much as they can. Traits Burning Bones. At the start of the cindershadow’s turn, each creature within 5 feet of it takes 3 (1d6) fire damage and flammable objects and materials that aren't carried or worn catch fire. The cindershadow sheds bright light in a 15-foot radius and dim light in a 30-foot radius. Fiery Camouflage. The cindershadow is invisible while it remains motionless in a flame of its size or larger. While hidden in this way, the cindershadow deals no damage with its Burning Bones trait. Water Weakness. If the cindershadow is soaked with at least 40 gallons of water, it can’t deal fire damage for 1d4 rounds. Actions Multiattack. The cindershadow makes two Burning Rake attacks. Burning Rake. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage, plus 4 (1d8) fire damage. Devour. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature or flammable object grappled by the cindershadow. Hit: 21 (6d6) fire damage, and the creature or object is swallowed by the cindershadow if it is of size small or smaller. A swallowed creature or object takes 4 (1d8) fire damage at the start of each of its turns and is restrained. Whenever a swallowed creature dies or a swallowed object is destroyed, the cindershadow gains 10 temporary hit points and a point of Devouring Flame. When it has 15 points of Devouring Flame, it transforms into a Greater Cindershadow (retaining any damage or Injuries it currently suffers from) and loses all points of Devouring Flame. The cindershadow can’t use this ability, and any swallowed creatures or objects are freed, if it can’t deal fire damage. The cindershadow can only have one creature or object swallowed at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":"1/2/1900"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Lesser Death Dragon","description":"Most death dragons are pale imitations of their former selves. They remember flashes and echoes, and sometimes things or creatures they encounter painfully remind them of what they once had. These fleeting moments of lucidity quickly burn away in rage and anguish, driving the dragons to destroy the would-be memento. Death Dragons Death dragons are the Undead skeletal remains of metallic or chromatic dragons, infused with the lingering fires of the Cataclysm by foul magic. Rarely, death dragons arise when a dragon meets its end in a way that torments its soul and consumes it with a need for vengeance. Regardless of how it arose, a death dragon retains a shadow of its former personality. The stronger the death dragon, the more it fights the hate consuming it, holding on to some vestige of its memories. A death dragon’s bones burn with violet Cataclysmic fire, which it can unleash in a horrific mockery of the breath weapon it possessed in life. The breath snuffs out life force and infuses undeath into corpses it touches. These zombies burn with Cataclysmic fire and serve the death dragon’s will, typically going on rampages to destroy all living creatures in sight. Traits Unusual Nature. The dragon doesn’t require air, food, drink, or sleep. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) necrotic damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft. one target. Hit: 8 (1d6 + 5) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained. The dragon has two claws, each of which can grapple one target. Cataclysmic Breath (Recharge 5–6). The dragon exhales a wave of ghostly purple flames in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. A creature dies if the breath reduces it to 0 hit points. Additionally, any Medium or smaller Humanoid killed by the breath’s damage, as well as every corpse of such a creatures within the cone, becomes a zombie under the dragon’s control. The zombie acts on the dragon’s initiative but immediately after the dragon’s turn. Absent any other command, the zombie tries to kill any non-Undead creature it encounters.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":17925,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Lesser Deity","description":"The lesser deity is weak enough that it can be used in most games. It is meant to represent a weak deity, an avatar, or a demigod.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":10},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Lesser Demon","description":"For those still new to the art of summoning, a fumbled attempt to conjure forth an entity of great power often results in the appearance of a lesser demon in its place. These beings are lowly, vexing creatures, eager to sow discord wherever they have been called. Vile and Malicious While there are all manner of devils and demons that seek to terrorize the good folk of the world, others are more off-putting and disgusting—an embarrassing blunder for the fledgling witch or wizard whose invocation went awry. Although not particularly powerful, lesser demons can still pose a serious threat to inexperienced conjurors and unsuspecting civilians.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":5991,"Challenge Rating":1},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Lesser Dunghill Golem","description":"Constructed by mysterious necromancers and unhinged tinkers from the junk, refuse, and filth found in dunghills and middens, the dunghill golem is a grotesque and repugnant amalgamation of gruesome rotting carcasses and various discarded scrap and waste materials. It emanates a strong, putrid odor and is covered in a layer of grime and slime. Foul Abomination. Despite its abhorrent appearance, the dunghill golem possesses immense strength and durability. It is often constructed to appear as a giant quadruped beast, complete with scissor-like jaws, a club-like arm, and a pincer claw. It lumbers forward with slow, purposeful movements, its massive form towering over its adversaries. Leachate Breath. A dunghill golem is created primarily for collecting and disposing of waste material in a landfill. In battle, it uses the same tools, delivering bone-crushing blows and vicious wounds with its powerful limbs and mandibles. For defense, the golem exudes a vile stench that can sicken those in close proximity. Finally, it can also spew noxious gases and acrid fluids. Anyone doused by this vile concoction will suffer severe burns and, if they manage to survive, become violently ill. Traits Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Stench. Any creature other than Constructs and Undead that starts its turn within 5 feet of the golem must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of this golem for 1 hour. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes one Slam attack and one Pincer attack. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the golem can't make Pincer attacks against other targets. Leachate Breath (Recharge 5–6). The golem discharges toxic gas and corrossive fluids in a line that is 15 feet long and 5 feet wide. Each creature in that line must make a make a DC 13 Constitution saving throw. On a failed save, a creature takes 9 (2d8) acid damage and 9 (2d8) necrotic damage and is poisoned for 1 minute. A poisoned creature is incapacitated. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Lesser Horror","description":"The Shadowlands are filled with horrific creatures, from screaming specters to mortals warped beyond recognition to the twisted beings known as oni. Many of these horrors are unique beings, spawned of the bitter rage of Fu Leng and the bile of the deepest hells of the afterlife. Others are former servants of the Fortune of Death who have turned their terrifying powers to this wretched cause. When pitting a Shadowlands horror against the PCs, consider the fact that the unknown is far more terrifying than the known. Rather than throwing wave after wave of identical creatures at them, make each encounter uniquely challenging and horrific by selecting traits from the Shadowlands Powers, below. Lesser Horrors. Oni and other creatures of the Shadowlands can sometimes split their souls into fragments to enact wicked schemes from several places at once. A lesser horror might be a single weak entity, or it might be a part of an inestimably powerful Lord of Dread that has divided itself to focus its attention elsewhere. Table A-12: Shadowlands Horror Motivations D6 Roll Shadowlands Horror Motivation 1 Enjoys scheming for its own sake, and enacts plans far more convoluted than necessary. 2 Seeks to deceive and humiliate mortals before killing them. 3 Desires to have mortals turn to its cause willingly, and tempts them with offers of power. 4 Has nothing but disdain for mortals, and seeks to slaughter them without pretense or schemes. 5 Enjoys the thrill of the hunt, and sets “challenges” for mortals by which it abides. 6 Seeks to lord over mortals and other Shadowlands horrors, dominating them through fear. Actions Deadly Flurry (Recharge 5–6). The lesser horror makes one claw attack and one bite attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4+5) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"lost fiend","Alignment":"any evil","Expansion":26129,"Challenge Rating":1},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Lesser Jabberwock","description":"Few beasts have inspired as many legends, poems, songs, and myths in as many cultures, as this bizarre draconic creature. The jabberwock hails from the fey realm of the First World and is part of a group of powerful First World creatures known collectively as the Tane. That the so-called “lesser jabberwocks” are still among the most powerful creatures from the First World speaks volumes to the danger a true jabberwock presents. Regardless of its level of power, a jabberwock appears the same as a long-necked, four-legged reptilian creature with immense teeth, large wings, bulging yellow eyes, and a long draconic tail. Jabberwock, Lesser Traits Jaws That Bite. The lesser jabberwock’s bite attack scores a critical hit on a roll of 19 or 20. Planar Acclimation. The lesser jabberwock treats the plane it is currently on as its native plane. Vorpal Fear. If the lesser jabberwock takes damage from a vorpal sword , it becomes frightened until the end of its next turn. Whiffling. The lesser jabberwock can use a bonus action when it flies or makes a wing attack during its turn, causing severe winds in a 30-foot radius around it. These winds move outward from the lesser jabberwock and last until the start of its next turn. All other creatures besides the lesser jabberwock within the area of effect move as if in difficult terrain and must succeed at a DC 22 Strength (Athletics) check to move toward the lesser jabberwock. Actions Multiattack. The lesser jabberwock uses Manxome Foe, then makes one bite attack and two claw attacks. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) piercing damage. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage. Burble (Recharge 5–6). The lesser jabberwock creates a blast of strange noises and shouted nonsense in the various languages it knows (and invariably some languages it doesn’t know), creating one of the following effects. Burble (Maddening). Each creature within 60 feet of the lesser jabberwock must succeed on a DC 19 Wisdom saving throw or be subjected to the effects of confusion for 1 minute. Burble (Thundering). Each creature in a 60-foot cone must make a DC 19 Constitution saving throw. On a failure, a creature takes 56 (16d6) thunder damage and is deafened for 1 minute. A creature that succeeds takes half as much damage and does not become deafened. Eyes of Flame. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 28 (8d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Manxome Foe. The very presence of a lesser jabberwock is terrifying to its enemies. Each creature of the lesser jabberwock’s choice that is within 120 feet of the lesser jabberwock and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the lesser jabberwock’s Manxome Foe for the next 24 hours. Reactions Claws That Catch. If a creature within 10 feet of the lesser jabberwock takes the Use An Object action, moves from its square, or makes a ranged attack, the lesser jabberwock can make a claw attack against the creature as a reaction. If the attack hits, the target is incapacitated and unable to move until the start of its next turn. Legendary Actions The lesser jabberwock can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lesser jabberwock regains spent legendary actions at the start of its turn. Detect. The lesser jabberwock makes a Wisdom (Perception) check. Eyes of Flame (Costs 3 Actions). The lesser jabberwock makes an Eyes of Flame attack. Wing Attack (Costs 2 Actions). The lesser jabberwock beats its wings. Each creature within 10 feet of the lesser jabberwock must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The lesser jabberwock can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":17},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Lesser Lunar Devil","description":"This winged fiend looks like something that has stepped out of a nightmare. Its elongated head is dominated by a mouth filled with razor-sharp teeth, and its spindly arms and legs end in long vicious talons. Where the moonlight catches it, its body appears almost transparent. These nightmarish creatures are smaller, weaker versions of the lunar devil (see Tome of Beasts ), lazy and boastful fiends that draw strength from the light of the moon. Lesser lunar devils are often found serving their more powerful brethren, sent as advance scouts to spy on a druid circle their master intends to subvert, or to identify the werewolf pack leader that must be removed before the lunar devil can seize control of the pack. Traits Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Light Incorporeality. The devil is semi-incorporeal when standing in moonlight and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes one Bite attack, one Claw attack, and one Tail attack. Alternatively, it can use Hurl Moonlight twice. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Hurl Moonlight. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) cold damage, and the target must succeed on a DC 13 Constitution saving throw or become blinded until the end of the devil's next turn. Invisibility. The devil magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the devil wears or carries is invisible with it. Bonus Actions Light Step. The devil teleports, along with any equipment it is wearing or carrying, up to 80 feet to an unoccupied space (in moonlight) it can see. VARIANT Summon Devil (1/Day). The devil can attempt a magical summoning. As an action, the devil has a 30 percent chance of summoning a lesser lunar devil. (A lunar devil , see Tome of Beasts , with the Summon Devil action can choose to summon 1d6 lesser lunar devils instead of two chain devils or one lunar devil.)","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Lesser Lunarchidna","description":"A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon. Made in Corrupt Forests. Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms. Hatred of Elves. Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. Cyclical Power. The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table. Lunarchidna Moon Phase MOON PHASE STATISTICS Daytime, new, or crescent moon Lesser lunarchidna Quarter or half moon Greater lunarchidna Gibbous or full moon Transcendent lunarchidna","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Lesser Lunarchidna","description":"A four-armed, four-legged creature in the vague shape of a human but seemingly made of fine spider-silk moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon. Made in Corrupt Forests. Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest gathering other webs until it collects enough silk to form a faceless humanoid body with four legs and four arms. Hatred of Elves. Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. Cyclical Power. The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table. Moon Phase Statistics Daytime, new, or crescent Lesser lunarchidna Quarter or half moon Greater lunarchidna Gibbous or full moon Transcendent lunarchidna Actions Multiattack. The lunarchidna makes one bite attack and two claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) necrotic damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":16,"Challenge Rating":2},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Lesser Retriever","description":"Retrievers are extremely expensive and time consuming to make. When the drow require a similar construct urgently or need a more discreet approach, they resort to crafting the lesser retriever. It may be weaker but it is smaller and can access areas that a regular retriever cannot. Traits Faultless Tracker. The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master. Unusual Nature. The retriever doesn’t require air, food, drink, or sleep. Actions Multiattack. The retriever makes two Foreleg attacks and uses its Force or Paralyzing beam once, if available. Foreleg. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Force Beam. The retriever targets one creature it can see within 30 feet of it. The target must make a DC 15 Dexterity saving throw, taking 22 (4d10) force damage on a failed save, or half as much damage on a successful one. Paralyzing Beam (Recharge 5–6). The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed. Spellcasting. The retriever casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11): 1/day each: plane shift (only self and up to one incapacitated creature, which is considered willing for the spell), web .","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Lesser Star Spawn Emissary","description":"Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity-shattering revelations and cascading apocalypses. Only when truly threatened, or when their foes have lost all hope, do emissaries reveal their actual, impossible forms. Forms of the Emissary Star spawn emissaries can assume two forms: a lesser form suited to infiltration and a greater, physically overwhelming form. To destroy an emissary, characters must reduce each of its forms to 0 hit points one after another. Typically, a star spawn emissary is initially encountered in its lesser form. When this form is destroyed, the emissary’s body collapses into a gory slurry. It then instantly returns in its greater form. Only if the emissary is defeated in its greater form does the star spawn die. After finishing a long rest, a greater star spawn emissary regains its lesser form if it was destroyed. When an emissary transitions from one form to another, it loses all the traits and actions of the previous form and gains those of the new form. The accompanying stat blocks detail both of the emissary’s forms. Lesser Form A star spawn emissary’s lesser form allows it to appear as any creature. Emissaries have no misplaced pride and just as readily appear as people, animals, or other creatures—the more unassuming, the better. Should it reveal its true form, an emissary appears as a roughly bipedal mass of agitated organs, self-cannibalizing alien orifices, and appendages suggestive of forms it has previously assumed. Traits Aberrant Rejuvenation. When the emissary drops to 0 hit points, its body melts away. A greater star spawn emissary instantly appears in an unoccupied space within 60 feet of where the lesser emissary disappeared. The greater emissary uses the lesser emissary’s initiative count. Legendary Resistance (3/Day). If the emissary fails a saving throw, it can choose to succeed instead. Unusual Nature. The emissary doesn’t require air, food, drink, or sleep. Actions Multiattack. The emissary makes three attacks. Lashing Maw. Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit : 16 (2d10 + 5) piercing damage plus 13 (3d8) acid damage. Psychic Orb. Ranged Spell Attack : +13 to hit, range 120 ft., one creature. Hit : 18 (2d10 + 7) psychic damage. Change Shape. The emissary polymorphs into a Small or Medium creature of its choice or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. Legendary Actions The emissary can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The emissary regains spent legendary actions at the start of its turn. Psychic Orb. The emissary makes a Psychic Orb attack. Teleportation Maw (Costs 2 Actions). The emissary teleports to an unoccupied space it can see within 30 feet of it and can make a Lashing Maw attack. Psychic Lash (Costs 3 Actions). The emissary targets a creature it can see within 30 feet of it and psychically lashes at that creature’s mind. The target must succeed on a DC 21 Wisdom saving throw or take 36 (8d8) psychic damage and be stunned until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Expansion":10535,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Lesser Tyrant Shadow","description":"\"The Nine Hells can only dream of the perfect oppression which mortals bring upon each other.\" —Unknown Alongside devils and monsters, the Nine Hells have given birth to more nebulous threats. Even raw negative emotion can be personified in the darkest reaches of the lower planes. Congealing into a shape that knows only hunger and the need to hunt. It stalks those filled with fears and insecurities that they refuse to acknowledge. Bred from Denial Tyrant shadows are a threat unique to the Nine Hells. Mortals in the Nine Hells dwell in agony and terror by definition. However, the life of a devil is seldom happier. The infernal hierarchy is harsh and those above constantly abuse the Fiends beneath them whilst fearing usurpation at every turn. In contrast to the unruly hosts of the Abyss, devils are never permitted to give vent to the bitterness that is their lot, bound to a show of discipline and obedience. This festering misery, given no other outlet, manifests as an independent creature that breaks from the devil who generated it to pursue its own malevolent life. Tyrant shadows most often appear as huge-mawed stalking reptiles made from writhing shadows, unless they take on specific forms to exploit the fears of their prey. Shifting Stalkers Tyrant shadows are strongly attracted to the kind of suppressed negative emotions that gave rise to them. The minds of strong mortals valiantly enduring the horrors of the Nine Hells without complaint draw them from far away, and they hunger both for the flesh and the fear such prey generate. A truly satisfying feast for the tyrants must be prepared properly. They stalk their targets over long hours, telepathically sensing what is most feared and shifting their forms to provide glimpses and hints of terror wherever their target looks. Mortals who break easily, giving swift vent to their fear or flying into berserk rages, are of little interest to them. A fear that slowly erodes through its host’s iron discipline is savored like a well-aged wine. For the same reason, they gleefully prey on middling and lesser devils whose lives are a constant battle between bitterness and discipline. Those few mortals who are so confident in themselves as to know no fear at all—the most focused of monks or blessed of paladins perhaps—are effectively invisible to tyrant shadows. Shadowy Disguises All tyrant shadows have the following bonus action: Change Shape. The shadow transforms into a Beast, Humanoid or Fiend that it has an Empathic Link with, or back into its true form. In a new form, the shadow retains its alignment, hit points, hit dice, telepathy, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features, lair actions, or legendary actions of that form. Personal Nemeses Every tyrant shadow was spawned from the resentful core of a particular devil before taking up its own existence, and the presence of “their” devil continues to sustain the tyrant. As the devil rises in the internal hierarchy, so the tyrant grows stronger. As the tyrant hunts and feasts, so the devil’s inner bitterness grows, driving them to greater acts of evil, and thus leading to their advancement. Much as they might deny it, even the greatest of devils are consumed with negative emotions. Archdevils command whole planes yet hate and envy the gods. Somewhere perhaps even Asmodeus has a stalking shadow feeding his malice even as his great status empowers it. Empath. The shadow uses telepathy to sense nearby creatures. The shadow can see a creature if that creature has thoughts and is within the range of the shadow’s telepathy. The shadow can’t see creatures immune to telepathy. Undying Connection. The shadow was originally spawned from a specific devil and, if the shadow is slain, it returns to life in 10 (1d20) days within 1 mile of that devil. The shadow is killed permanently only if its progenitor devil is slain first. Actions Multiattack. The shadow makes two Claw attacks. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) necrotic damage, plus 3 (1d6) psychic damage. Cloak of Shadows. The shadow bends darkness around itself, and now has the invisible condition for 1 minute. The invisibility ends if the shadow is subjected to a Daylight spell or similar. Empathic Link. The shadow attempts to form a link between itself and a creature it can see. The target must make a DC 16 Intelligence saving throw, taking 6 (1d12) psychic damage on a success. On a failed save, the creature and the shadow are linked. While linked, every time the shadow is damaged, the creature takes half of that damage as psychic damage. The creature may repeat the saving throw at the end of each of its turns, taking 6 (1d12) psychic damage on a failed save, or ending the effect on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Lesser Veiled Lady","description":"Hyphan colonies have an entirely alien system of ethics compared to other races of The Low. They have no concept of ‘murder’ or ‘theft’; everything is simply ‘useful’ or ‘waste’. This simplified outlook on life often brings hyphan colonies into conflict with other races. Some colonies employ a plan of rapid relocation, moving themselves to new locations as soon as their existence is discovered. Others act hyper-aggresively, consuming any creature the moment it steps within their borders. Some colonies, in particular those that are in close proximity to other races, have developed a humanoid-like persona to interact with those peoples: a veiled lady. The landscape of hyphan foreign policy is constantly changing as strategies that result in extermination fail to propogate, and colonies develop new, unique schemes. Appearance. In the dim light of an underground cavern, a veiled lady appears as a huge, gowned silhouette, faintly feminine in shape. Closer inspection reveals a hollow where one might expect a cranium, and skin formed of constantly shifting threads of ultra-fine mycelia. A veiled lady appears to drift across the floor, gliding up unclimbable walls and squeezing through minute gaps without apparent effort.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"lawful neutral","Expansion":23695,"Challenge Rating":4},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Lestheris Soldrei","description":"The dead are so much easier to control than the living. Death will make you see things my way. Do not fight its embrace. Lestheris Soldrei Treasured as a wizard prodigy in her youth, Lestheris Soldrei flourished under the protection and opportunities afforded her. As the half-elf grew into an insatiable arcane scholar, mentors assumed her academic interest in necromancy was mere morbid curiosity, but her fascination soon became experimentation with the forbidden. Lestheris dreamed of cheating death and ruling forever—a privilege she believed the universe owed her brilliance—and her de­voted bodyguard Halorin only encouraged her ambitions. Lestheris’s teachers finally saw the evil in her and forbade any further dalliances with necromancy. But the young mage had already tasted power, and she killed her ignorant teachers and took their spellbooks. Determined to become a lich and rule the Mundane World forever, Lestheris founded the Grave Order, gathering other necromancers to work toward her grand vision. While she is skilled in all aspects of necromancy, Lestheris specializes in the incorporeal: subjugating spirits, binding souls, and empowering her magic with such essences. Traits Charm Resistant. Lestheris has advantage on saving throws to avoid or end the charmed condition on herself. Dark Calling. Each other creature within 30 feet of Lestheris has disadvantage on death saving throws. Tome of the Ethereal. Lestheris can see 120 feet into the Ethereal Plane. Actions Multiattack. Lestheris makes two Grave Grasp or two Necrotic Lance attacks. Grave Grasp (Cantrip). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) necrotic damage, and the target can’t regain hit points until the start of Lestheris’s next turn. Necrotic Lance (1st-Level Spell). Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 9 (2d8) necrotic damage. Lestheris can destroy a shade under her control within 30 feet of her and deal an extra 4 (1d8) necrotic damage to the target. Animate Spirits (2/Day). Lestheris animates two shades. The shades appear in unoccupied spaces Lestheris can see within 30 feet of her. The shades act immediately after Lestheris on the same initiative count and follow her verbal orders. If Lestheris dies, the shades are destroyed. Reactions Ethereal Step (3/Day). When a creature Lestheris can see within 60 feet of her targets her with an attack, power, or spell while she isn’t on the Ethereal Plane, she can choose one of the following effects: Lestheris enters the Ethereal Plane, then returns to the plane and the space she left at the start of her next turn. If that space is occupied, she returns to the nearest unoccupied space of her choice. She teleports up to 60 feet to an unoccupied space she can see. Utility Spells In addition to any other spells in this stat block, Lestheris can cast the following spells, using Intelligence as the spellcasting ability (spell save DC 14): At will: mage hand A , message A , minor illusion A 3/day each: detect magic A , mage armor A 1/day each: knock A , speak with dead A","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Half-Elf)","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Leucrotta","description":"The leucrotta is every bit as horrible as its grotesque appearance would suggest: the body of a hyena perched atop the spindly legs of a deer and topped with the head of a giant badger. A group of these creatures lurks inside a location in the Doomvault ( Dead in Thay ), where they use their talent for mimicry to call for help - enticing would-be prey to come to their rescue before discovering the truth of the matter. Traits Keen Smell. The leucrotta has advantage on Wisdom (Perception) checks that rely on smell. Kicking Retreat. If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action. Mimicry. The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Rampage. When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves. Actions Multiattack. The leucrotta makes two attacks: one with its bite and one with its hooves. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8+4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6+4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":7386,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Leucrotta","description":"A leucrotta is what you would get if you took the head of a giant badger, the brain of a person who likes to torture and eat people, the legs of a deer, and the body of a large hyena, put them together, and reanimated them with demon ichor without bothering to cover up the stink of death. Spawn of Yeenoghu. The first leucrottas came into being alongside the gnolls during Yeenoghu’s rampages on the Material Plane. Some of the hyenas that ate Yeenoghu’s kills went through different transformations rather than turning into gnolls. Among these bizarre results, leucrottas were the most numerous. As clever as it is cruel, a leucrotta loves to deceive, torture, and kill. Because leucrottas are smarter and tougher than most gnolls, one could occupy an elevated position within a gnoll tribe. Although a leucrotta is unlikely to lead a group of gnolls, it can influence the leader, and it might even agree to carry a leader into battle and offer advice during the fight. Gnolls see leucrottas as a form of entertainment, partly because a leucrotta can mimic the squeals of a suffering victim—a sound that always gives gnolls pleasure—even when no victims are to be had. Further, a gnoll is bloodthirsty and sadistic, but unable by its nature to prolong the fun of killing. Most leucrottas are consciously cruel, to the point of being meticulous about their savagery to draw out a kill into better and longer sport. Gnolls enjoy watching a leucrotta work almost as much as they like doing their own killing. Foulness Embodied. The leucrotta is so loathsome that only gnolls and others of its kind can stand to be around one for long. Its horrific, hodgepodge body oozes a foul stench that pollutes anywhere the creature lairs. This reek is outdone only by the creature’s breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight. A leucrotta’s stench would normally warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrotta’s tracks are nearly impossible to distinguish from those of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks when they are confused or unaware of the actual threat. Traits Keen Smell : The leucrotta has advantage on Wisdom (Perception) checks that rely on smell. Kicking Retreat : If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action. Mimicry : The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Rampage : When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves. Actions Multiattack : The leucrotta makes two attacks: one with its bite and one with its hooves. Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice. Hooves : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Expansion":1,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Leucrotta","description":"A leucrotta is what you would get if you took the head of a giant badger, the legs of a deer, and the body of a large hyena, then put them together and reanimated them with demon ichor without bothering to cover up the stink of death. The first leucrottas came into being alongside some gnolls during the rampages of Yeenoghu (appears in this book) on the Material Plane. While many of the hyenas that ate Yeenoghu’s kills transformed into gnolls, others underwent more bizarre changes; leucrottas were the most numerous of these. As clever as it is cruel, a leucrotta loves to deceive, torture, and kill. Creatures who venerate Yeenoghu—particularly his gnoll followers—view leucrottas with great respect. Although a leucrotta is unlikely to lead a gnoll war band, it can influence the leader and might agree to carry the leader into battle and offer advice during the fight. Followers of Yeenoghu also see leucrottas as a form of entertainment. They enjoy watching a leucrotta work almost as much as they like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the delightful squeals of a suffering victim. A leucrotta is so loathsome that few outside of its own kind can stand to be around one for long. Its horrific, hodgepodge body oozes a foul stench. This reek is outdone only by the creature’s breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight. A leucrotta’s stench would normally warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrotta’s tracks are nearly impossible to distinguish from those of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks while they are confused or unaware of the actual threat. Traits Mimicry. The leucrotta can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check. Stench. Any creature other than a leucrotta or gnoll that starts its turn within 5 feet of the leucrotta must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of all leucrottas for 1 hour. Actions Multiattack. The leucrotta makes one Bite attack and one Hooves attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Bonus Actions Kicking Retreat. Immediately after the leucrotta makes a Hooves attack, it takes the Disengage action.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Leucrotta","description":"The vile and vicious offspring of a demon lord and a species of hyenas, leucrottas are intelligent and cruel beasts. They use their astounding vocal mimicry to lure unsuspecting creatures near so that they can torment then devour them. Leucrottas measure 5 feet at the shoulder and weigh 800 pounds, and they are perpetually filthy. A leucrotta’s oversized jaws are lined with rows of jagged, hardened bony ridges rather than teeth, and it can shear through flesh, bone, and even steel with ease. They have long legs that end in sharp hooves and badger-like visages. Traits Language Adaptation. A leucrotta can learn any language it hears spoken for at least 10 minutes, adding it to its languages known and replacing the language it previously learned using this ability. In the Stolen Lands, a leucrotta typically knows Jotun as the language granted by this ability. Mimicry. The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check. Actions Multiattack. The leucrotta makes three melee attacks: one with its bite and two with its hooves. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage. Hoof. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) bludgeoning damage. Lure. While hidden from view, the leucrotta uses its voice to charm up to twelve creatures within 60 feet of itself that it can see. Each creature must succeed on a DC 15 Wisdom saving throw or be affected by mass suggestion. On a success, a creature is immune to this leucrotta’s lure for the next 24 hours. If the leucrotta uses the victim’s name during the lure, the target has disadvantage on its saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Leucrotta Female","description":"Female leucrottas are naturally larger than males, and are the dominant sex in the pack. They are more aggressive and vicious, often bullying male leucrottas into submission. Their bites are more ferocious, able to deliver critical hits more often, and are very strong that they can pierce and destroy armor. Traits Mimicry. The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Stench. Any creature other than a leucrotta or gnoll that starts its turn within 5 feet of the leucrotta must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of all leucrottas for 1 hour. Actions Multiattack. The leucrotta makes one Bite attack and one Hooves attack. If available, it can make one Bone Bite attack in place of its Bite attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice. Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Bone Bite (Recharge 5–6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls and ability checks, can’t take reactions, and its speed is reduced to 10 feet for 1 minute. The effects end when the creature regains all of its hit points. Bonus Actions Kicking Retreat. Immediately after the leucrotta makes a Hooves attack, it takes the Disengage action.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Leucrotta Fiend","description":"Female leucrotta that is blessed by Yeenoghu, or is an offspring of a male shoosuva, become leucrotta fiends. These gruesome monsters are slightly larger than their normal ilk, and sport crest spikes running over their spine. While they act the same as normal leucrotta females, they are more insidious and share the resistances of their fiendish parent. Traits Mimicry. The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check. Stench. Any creature other than a leucrotta or gnoll that starts its turn within 5 feet of the leucrotta must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of all leucrottas for 1 hour. Actions Multiattack. The leucrotta makes one Bite attack and one Hooves attack. If available, it can make one Bone Bite attack in place of its Bite attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage, and the target is grappled (escape DC 16). If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice. Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Bone Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target it is grappling with. Hit: 19 (3d8 + 6) piercing damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls and ability checks, can’t take reactions, and its speed is reduced to 10 feet for 1 minute. The effects end when the creature regains all of its hit points. Bonus Actions Kicking Retreat. Immediately after the leucrotta makes a Hooves attack, it takes the Disengage action. Rampage. After the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, the leucrotta moves up to half its speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Leucrotta Matriarch","description":"The leucrotta matriarch is the largest and oldest leucrotta of its clan, and is often the most cunning and vicious as well. In battle, it prefers to stand back, letting the younger females and males engage its foes, at it moves to the center of battle to maximize its Pack Leader trait. Traits Mimicry. The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Pack Leader. The leucrotta’s allies have advantage on attack rolls while within 20 feet of the leucrotta, provided it isn’t incapacitated. Pack Tactics. The leucrotta has advantage on an attack roll against a creature if at least one of the leucrotta's allies is within 5 feet of the creature and the ally isn't incapacitated. Stench. Any creature other than a leucrotta or gnoll that starts its turn within 5 feet of the leucrotta must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of all leucrottas for 1 hour. Actions Multiattack. The leucrotta makes one Bite attack and one Hooves attack. If available, it can make one Bone Bite attack in place of its Bite attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target is grappled (escape DC 16). If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice. Bone Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target it is grappling with. Hit: 19 (3d8 + 6) piercing damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls and ability checks, can’t take reactions, and its speed is reduced to 10 feet for 1 minute. The effects end when the creature regains all of its hit points. Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Bonus Actions Kicking Retreat. Immediately after the leucrotta makes a Hooves attack, it takes the Disengage action.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Leukodaemon","description":"Daemon Daemons are sinister neutral evil fiends who form from the most despicable of souls and personify the most horrible ways one can die. Natives to the neutral evil outer planes, daemons lack the strict order and regiment associated with devils, yet also lack the almost gleeful addiction to spreading chaos and mayhem common to demons. They are, many scholars posit, one of the purest forms of evil. Daemons as a whole cover a wide range of power, and many are associated with the legendary demigods known collectively as the Horsemen of the Apocalypse. Leukodaemon These skull-headed, vulture-winged daemons are manifestations of evil souls who perished from disease in life. They work tirelessly to spread disease across all the worlds of the multiverse. Leukodaemons are the favored minions of the Horseman of Pestilence, but these evil fiends are equally at home serving any powerful deity or demigod associated with sickness, plague, or disease. Traits Daemonic Pestilence. A creature likely contracts daemonic pestilence from being attacked by or in close proximity to a leukodaemon. A creature that starts its turn within 50 feet of a leukodaemon must succeed on a DC 14 Constitution saving throw or contract daemonic pestilence. A creature with this disease establishes a telepathic link with the leukodaemon that conferred this disease. The range of this mental connection is unlimited, even spanning across planes. The creature must also make a Constitution saving throw each day after a long rest, gaining a level of exhaustion instead of recovering one on a failure. Daemonic pestilence persists until the target accrues 6 successes against the disease. Plaguebearer. The leukodaemon is immune to disease, but can contract them for the purposes of spreading them. Plaguesense. A leukodaemon senses any creature within 60 feet that has a disease. It knows the type and current stage of all diseases carried by such creatures. Infectious Aura. The leukodaemon radiates a 30 feet radius aura of infection. All creatures that start their turn inside of this aura have disadvantage on saving throws against contracting or resisting diseases. Innate Spellcasting. The leukodaemon’s spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect evil and good 3/day each: dispel magic, dimension door Actions Multiattack. The leukodaemon makes one claw attack and one bite attack, or three +1 longbow attacks. Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 25 (3d12+6) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or contract daemonic pestilence. Claws. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8+6) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or contract daemonic pestilence. Longbow +1. Melee Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 15 (2d8+6) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or contract daemonic pestilence. Breath Weapon (Recharge 5–6). The leukodaemon exhales a cloud of corpse-bloated, biting black flies in a 20-foot cone. A creature within the cone must make a DC 16 Constitution saving throw, taking 31 (7d8) piercing damage and becoming poisoned for 1 minute on a failed save. On a success, the creature takes half the damage and is not poisoned.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Leviathan","description":"Elder Elementals On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction. Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep. Leviathan A towering wall of water⁠ that drags ships down to the ocean's depths and washes away coastal settlements—that phenomenon typifies the destruction a leviathan can unleash on the world. When called forth, a leviathan arises from a large body of water to form an immense serpent-shaped creature. Traits Legendary Resistance⁠ (3/Day). If the leviathan fails a saving throw, it can choose to succeed instead. Partial Freeze. If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage. Siege Monster. The leviathan deals double damage to objects and structures (included in Tidal Wave⁠). Water⁠ Form. The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack. The leviathan makes two attacks: one with its slam and one with its tail. Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 15 (1d10 + 10) bludgeoning damage plus 5 (1d10) acid damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 16 (1d12 + 10) bludgeoning damage plus 6 (1d12) acid damage. Tidal Wave⁠ (Recharge 6). While submerged, the leviathan magically creates a wall of water⁠ centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn. Legendary Actions The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature's turn. The leviathan regains spent legendary actions at the start of its turn. Slam (Costs 2 Actions). The leviathan makes one slam attack. Move. The leviathan moves up to its speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral","Expansion":4,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Leviathan","description":"A leviathan is an immense creature that acts as a force of nature, dragging ships down to the ocean’s depths and washing away coastal settlements. When called forth, a leviathan arises from a large body of water and takes on the form of a gigantic serpent. Usually found only on the Elemental Plane of Water, a leviathan sometimes swims through a portal to another world, where tritons, sea elves, and other aquatic folk attempt to contain it. Nihilistic cults have also been known to perform arduous rituals to summon a leviathan to a world, with the aim of using the creature to destroy coastal communities. Those cultists often consider it a blessing to drown themselves in the elemental’s waters. Traits Legendary Resistance (3/Day). If the leviathan fails a saving throw, it can choose to succeed instead. Partial Freeze. If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage. Siege Monster. The leviathan deals double damage to objects and structures. Water Form. The leviathan can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack. The leviathan makes one Slam attack and one Tail attack. Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage plus 13 (2d12) acid damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage plus 10 (3d6) acid damage. Tidal Wave (Recharge 6). The leviathan magically creates a wave of water that extends from a point it can see within 120 feet of itself. The wave is up to 250 feet long, up to 250 feet tall, and up to 50 feet wide. Each creature in the wave must make a DC 24 Strength saving throw. On a failed save, a creature takes 45 (7d12) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 250 feet of it, and then it vanishes. Legendary Actions The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The leviathan regains spent legendary actions at the start of its turn. Move. The leviathan moves up to its speed. Slam (Costs 2 Actions). The leviathan makes one Slam attack.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Alignment":"Typically Neutral","Expansion":14934,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Levistus","description":"No archdevil is more hated than the Frozen Prince, Levistus, despite his reputation as an honorable and chivalrous archdevil. Rivaling Asmodeus and Dis in their ability to plan and strategize, Levistus is generally considered one of the most plausible archdevils for overthrowing the throne. His ambition was somewhat stifled when he committed an unspeakable betrayal and was imprisoned by Asmodeus deep within the ice of Stygia. Even while imprisoned, Levistus continues to plot, choosing to force his rage inward and reflect. Divination and communication magic helps aid this effort, and even from within his icy tomb Levistus manages legions. Levistus is known to make many deals with adventurers, provided they can aid his search for freedom. When the Reckoning happened. Asmodeus, noticing that Levistus played no part in the war, chose to reinstate him as ruler of Stygia. While Levistus still desired revenge on his jailor, he recognized the opportunity and pledged temporary allegiance to Asmodeus. Publicly, Levistus completely supports Asmodeus and his plans, though from beneath the ice he continues to plot his revenge. Other archdevils describe Levistus as clever, charming, and observant, if not also traitorous. He was often known to engage adversaries in single combat, only calling upon his magic and followers if someone or something intervened. For this reason, he is often worshipped by honorable thieves and charlatans—rogues with a code. Levistus is described as an attractive humanoid male, with dark hair, an impeccable goatee, and pale-white skin. Levistus’ Lair The ruler of Stygia’s lair is within his floating prison. This great glacier moves ponderously over the ages, carrying with it Levistus, and the effects of his lair. Lair Actions On initiative count 20 (losing initiative ties), Levistus can take one lair action to cause the following effect or one from the archdevil lair action list ; he can’t take the same lair action two rounds in a row: Icemaw . One creature within 60 feet of Levistus, that he can see, must make a DC 23 Dexterity saving throw. If a creature fails the saving throw, they sink half of their height into the ice and have the grappled condition (escape DC 21) and their movement becomes 0. If a creature already affected by Icemaw is affected by it a second time, they sink completely into the ice and begin suffocating. Regional Effects The icy regions containing Levistus’ lair is corrupted by his presence, which creates the following effect: Frozen Landscape . Any creature that has the prone or unconscious conditions within 1 mile of the lair, takes 21 (6d6) cold damage at the start of their turn. If Levistus dies, the effects fade over the course of 1d10 days. Traits Armor of Ice. Levistus is always entombed in ice. The ice provides 100 temporary hit points. While Levistus has these temporary hit points, he has vulnerability to fire damage. If Levistus starts his turn with no temporary hit points from the ice, he regains 100 temporary hit points. Devil’s Sight. Magical darkness doesn’t impede Levistus’s darkvision. Legendary Resistance (3/Day). If Levistus fails a saving throw, he can choose to succeed instead. Magic Resistance. Levistus has advantage on saving throws against spells and other magical effects. Sub-zero. Cold damage dealt by Levistus ignores resistances and immunities. Actions Multiattack. Levistus makes three Touch of Stygia or Ice Bolt attacks. He can replace one of the attacks with Blizzard (if available). Touch of Stygia. Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) psychic damage, and the target must succeed on a DC 23 Intelligence saving throw or have the stunned condition for 1 minute. The target may repeat the saving throw at the end of its turns, ending the effect on a success. A creature that succeeds on the saving throw is immune to this effect for 1 hour. Ice Bolt. Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 23 (3d10 + 7) cold damage. Blizzard (Recharge 4–6). Levistus chooses a point he can see within 300 feet of him. Each creature in a 20-foot-radius, 40-foot-high cylinder centered on that point must make a DC 23 Dexterity saving throw. Targets take 13 (3d8) force damage plus 13 (3d8) cold damage on a failed save, or half as much damage on a successful one. Spellcasting. Levistus casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 23): At will: Cone of Cold, Darkness, Ice Storm, Wall of Ice Reactions Counterspell. As a reaction to a creature he can see casting a spell, Levistus can attempt to prevent the casting. Levistus makes an Intelligence check (+7) against a DC of (10 + spell level). On a success, the creature’s spell fails and has no effect. Legendary Actions Levistus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Levistus regains spent legendary actions at the start of his turn. Amnesia. Levistus selects a stunned creature that he can see. The creature must succeed on a DC 23 Charisma saving throw or Levistus erases a specific memory from the target. The memory must be one that the target experienced in the last 24 hours and that lasted no more than 10 minutes. The memory can only be restored with a Remove Curse or a Greater Restoration spell. Froststrike. Levistus makes an Ice Bolt attack. On a hit, the target falls and has the prone condition. Call Underling (Costs 3 Actions). Levistus summons an allied ice devil in an unoccupied space that he can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Levna Drakehorn (Level 1)","description":"Though a recent inductee into the Order of the Rose, Levna is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance encounter with agents of the Blue Dragon Army, Levna was left with a distinctive, branching scar. She claims it came from the breath of a blue dragon, but few of her fellow Knights of Solamnia believe her. Traits Bonus Proficiencies. Levna is proficient with simple and martial weapons, shields, and all armor. Pack Tactics. Levna has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Greatsword. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Reactions Protection. When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker and she is wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Defender)","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Levna Drakehorn (Level 10)","description":"Though a recent inductee into the Order of the Rose, Levna is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance encounter with agents of the Blue Dragon Army, Levna was left with a distinctive, branching scar. She claims it came from the breath of a blue dragon, but few of her fellow Knights of Solamnia believe her. Traits Bonus Proficiencies. Levna is proficient with simple and martial weapons, shields, and all armor. Pack Tactics. Levna has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated. Improved Critical. Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Battle Readiness. Levna has advantage on initiative rolls. Improved Defense. Levna's Armor Class increases by 1. Actions Extra Attack. Levna can attack twice, instead of once, whenever she takes the Attack action on her turn. Greatsword. Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 4) slashing damage. Reactions Protection. When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker and she is wielding a melee weapon. Bonus Actions Second Wind. Levna can use a bonus action on her turn to regain hit points equal to 1d10 + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Defender)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Levna Drakehorn (Level 11)","description":"Though a recent inductee into the Order of the Rose, Levna is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance encounter with agents of the Blue Dragon Army, Levna was left with a distinctive, branching scar. She claims it came from the breath of a blue dragon, but few of her fellow Knights of Solamnia believe her. Traits Bonus Proficiencies. Levna is proficient with simple and martial weapons, shields, and all armor. Pack Tactics. Levna has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated. Improved Critical. Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Battle Readiness. Levna has advantage on initiative rolls. Improved Defense. Levna's Armor Class increases by 1. Indomitable. Levna can reroll a saving throw that she fails, but she must use the new roll. Once she uses this feature, she can't use it again until she finishes a long rest. Actions Extra Attack. Levna can attack twice, instead of once, whenever she takes the Attack action on her turn. Greatsword. Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 4) slashing damage. Reactions Protection. When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker and she is wielding a melee weapon. Bonus Actions Second Wind. Levna can use a bonus action on her turn to regain hit points equal to 1d10 + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Defender)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Levna Drakehorn (Level 2)","description":"Though a recent inductee into the Order of the Rose, Levna is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance encounter with agents of the Blue Dragon Army, Levna was left with a distinctive, branching scar. She claims it came from the breath of a blue dragon, but few of her fellow Knights of Solamnia believe her. Traits Bonus Proficiencies. Levna is proficient with simple and martial weapons, shields, and all armor. Pack Tactics. Levna has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Greatsword. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Reactions Protection. When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker and she is wielding a melee weapon. Bonus Actions Second Wind. Levna can use a bonus action on her turn to regain hit points equal to 1d10 + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Defender)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Levna Drakehorn (Level 3)","description":"Though a recent inductee into the Order of the Rose, Levna is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance encounter with agents of the Blue Dragon Army, Levna was left with a distinctive, branching scar. She claims it came from the breath of a blue dragon, but few of her fellow Knights of Solamnia believe her. Traits Bonus Proficiencies. Levna is proficient with simple and martial weapons, shields, and all armor. Pack Tactics. Levna has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated. Improved Critical. Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Actions Greatsword. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Reactions Protection. When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker and she is wielding a melee weapon. Bonus Actions Second Wind. Levna can use a bonus action on her turn to regain hit points equal to 1d10 + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Defender)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Levna Drakehorn (Level 4)","description":"Though a recent inductee into the Order of the Rose, Levna is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance encounter with agents of the Blue Dragon Army, Levna was left with a distinctive, branching scar. She claims it came from the breath of a blue dragon, but few of her fellow Knights of Solamnia believe her. Traits Bonus Proficiencies. Levna is proficient with simple and martial weapons, shields, and all armor. Pack Tactics. Levna has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated. Improved Critical. Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Actions Greatsword. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage. Reactions Protection. When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker and she is wielding a melee weapon. Bonus Actions Second Wind. Levna can use a bonus action on her turn to regain hit points equal to 1d10 + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Defender)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Levna Drakehorn (Level 5)","description":"Though a recent inductee into the Order of the Rose, Levna is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance encounter with agents of the Blue Dragon Army, Levna was left with a distinctive, branching scar. She claims it came from the breath of a blue dragon, but few of her fellow Knights of Solamnia believe her. Traits Bonus Proficiencies. Levna is proficient with simple and martial weapons, shields, and all armor. Pack Tactics. Levna has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated. Improved Critical. Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Actions Greatsword. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage. Reactions Protection. When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker and she is wielding a melee weapon. Bonus Actions Second Wind. Levna can use a bonus action on her turn to regain hit points equal to 1d10 + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Defender)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Levna Drakehorn (Level 6)","description":"Though a recent inductee into the Order of the Rose, Levna is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance encounter with agents of the Blue Dragon Army, Levna was left with a distinctive, branching scar. She claims it came from the breath of a blue dragon, but few of her fellow Knights of Solamnia believe her. Traits Bonus Proficiencies. Levna is proficient with simple and martial weapons, shields, and all armor. Pack Tactics. Levna has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated. Improved Critical. Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Actions Extra Attack. Levna can attack twice, instead of once, whenever she takes the Attack action on her turn. Greatsword. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage. Reactions Protection. When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker and she is wielding a melee weapon. Bonus Actions Second Wind. Levna can use a bonus action on her turn to regain hit points equal to 1d10 + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Defender)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Levna Drakehorn (Level 7)","description":"Though a recent inductee into the Order of the Rose, Levna is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance encounter with agents of the Blue Dragon Army, Levna was left with a distinctive, branching scar. She claims it came from the breath of a blue dragon, but few of her fellow Knights of Solamnia believe her. Traits Bonus Proficiencies. Levna is proficient with simple and martial weapons, shields, and all armor. Pack Tactics. Levna has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated. Improved Critical. Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Battle Readiness. Levna has advantage on initiative rolls. Actions Extra Attack. Levna can attack twice, instead of once, whenever she takes the Attack action on her turn. Greatsword. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) slashing damage. Reactions Protection. When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker and she is wielding a melee weapon. Bonus Actions Second Wind. Levna can use a bonus action on her turn to regain hit points equal to 1d10 + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Defender)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Levna Drakehorn (Level 8)","description":"Though a recent inductee into the Order of the Rose, Levna is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance encounter with agents of the Blue Dragon Army, Levna was left with a distinctive, branching scar. She claims it came from the breath of a blue dragon, but few of her fellow Knights of Solamnia believe her. Traits Bonus Proficiencies. Levna is proficient with simple and martial weapons, shields, and all armor. Pack Tactics. Levna has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated. Improved Critical. Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Battle Readiness. Levna has advantage on initiative rolls. Actions Extra Attack. Levna can attack twice, instead of once, whenever she takes the Attack action on her turn. Greatsword. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 4) slashing damage. Reactions Protection. When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker and she is wielding a melee weapon. Bonus Actions Second Wind. Levna can use a bonus action on her turn to regain hit points equal to 1d10 + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Defender)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Levna Drakehorn (Level 9)","description":"Though a recent inductee into the Order of the Rose, Levna is a confident, experienced Solamnic knight. She is brave, decisive, and deadly with her two-handed sword. After a chance encounter with agents of the Blue Dragon Army, Levna was left with a distinctive, branching scar. She claims it came from the breath of a blue dragon, but few of her fellow Knights of Solamnia believe her. Traits Bonus Proficiencies. Levna is proficient with simple and martial weapons, shields, and all armor. Pack Tactics. Levna has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated. Improved Critical. Levna's attack rolls now score a critical hit on a roll of 19 or 20 on the d20. Battle Readiness. Levna has advantage on initiative rolls. Actions Extra Attack. Levna can attack twice, instead of once, whenever she takes the Attack action on her turn. Greatsword. Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 4) slashing damage. Reactions Protection. When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker and she is wielding a melee weapon. Bonus Actions Second Wind. Levna can use a bonus action on her turn to regain hit points equal to 1d10 + her level. Once she uses this feature, she can't use it again until she finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warrior, Defender)","Source":"custom","Alignment":"Lawful Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Levyra the Ember","description":"Levyra the Ember “I am Asteth’s wrath and retribution in the Expanse!” Any unknown vessel on the horizon brings fear and trepidation to sailors on the aether-filled seas. But many sailors breathe a sigh of relief when they see that the foredeck of an approaching ship doesn’t hold a scarlet-robed, flame-haired woman. That means they don’t have to contend with Levyra the Ember that day. Prophet of Asteth. Levyra was a sailor who crewed a ship called the Blue Spark that sailed too close to the portal between the Aetherial Expanse and the realm ruled by the fiery goddess of destruction, Asteth. Something from the other side came through the portal and inhabited Levyra. The rest of the crew instantly burst into flames and perished, leaving Levyra alone. The woman who was Levyra no longer existed; her one ambition was clear: to burn down the world. Some who’ve encountered her since avow that there’s a force within Levyra that believes that if she can burn enough people, ships, and structures, she will become one with Asteth in the realm of pure and glorious fire. Ship of Fire. Levyra quickly went about getting herself a crew to help in her mission. Most of her crew are made of creatures resistant or immune to fire damage—even they find themselves scalded if they get too close to their leader. The Blue Spark has absorbed some of the magic inhabiting Levyra. Although the ship's hull looks charred, it is still very seaworthy and immune to fire damage. Officer Roles. Levyra is an officer with 3 ranks in captain and 2 ranks in boatswain.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Source":"custom","Alignment":"Chaotic Evil","Expansion":32048,"Challenge Rating":9},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Ley Wanderer","description":"Floating through the air, this creature's head is a huge, dome-like cranium. Three pairs of spindly arms ending in human-sized hands grow from the torso of its rubbery, slug- like body. Ley wanderers are enigmatic creatures that feed on the magical energy that flows within the world. Their origins are unclear, but sages speculate they are the mutated descendants of human mages caught in a magical cataclysm cen turies ago. Peaceful Travelers. Ley wanderers are solitary and peaceful unless provoked. Possessed of considerable intelligence, they drift from place to place, grazing on sources of magi cal energy. Magic-Hungry Guides. Ley wanderers feed by absorbing spells or draining magic items, an obsession that often leads them to leave in the middle ofa fight to pursue or consume a source of magic. Adventurers who need to get somewhere urgently have been known to track down a ley wanderer and gift it such magic in exchange for qu ick travel. Feasting Feud. Ley wanderers feed off the same sources of magical energy as the werynax (see Tome of Beasts 2), and the two creatures fight furiously on the rare occasion s they meet. Sense Magic. The ley wanderer senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. Actions Multiattack. The ley wanderer makes three Slam or Psychic Lash attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. Psychic Lash. Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8 + 4) psychic damage. Dispelling Burst (Recharge 5-6). The ley wanderer emits a psychic burst that disrupts magic within 30 feet of it. Each creature in the area must make a DC 15 Intelligence saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. In addition, each spell of 3rd level or lower in the area immediately ends, and the ley wanderer gains 5 temporary hp for each spell ended in this way. Teleport (3/Day). The ley wanderer magically teleports itself and up to six willing creatures holding hands with the ley wanderer, along with any equipment they are wearing or carrying, to a location the ley wanderer is familiar with, up to 100 miles away. If the destination is a location rich in magical energy, such as a ley line, the ley wanderer can teleport up to 300 miles away. Bonus Actions Drain Magic Item. The ley wanderer drains the magic from an item it is holding. A magic item with charges loses 1d6 charges, an item with limited uses per day loses one daily use, and a single-use item, such as a potion or spell scroll is destroyed. All other magic items have their effects suppressed for 1 minute. The ley wanderer gains 5 temporary hp each time it drains a magic item. A drained item regains its magic after 24 hours. Reactions Absorb Spell. When a creature the ley wanderer can see within 30 feet of it casts a spell, the ley wanderer can absorb the spell's energy, countering it. This works like the counterspell spell, except the ley wanderer must always make a spellcasting ability check, no matter the spell's level. Its ability check for this is +7. If it successfully counters the spell, the ley wanderer gains 5 temporary hp for each level of the spell.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Neutral","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Leyleech","description":"Leyleeches dwell in caverns near underground ley lines. These slug-like creatures feed on magic; when they sense its presence, they reach with their toothy maws to siphon off the energy and engorge themselves with its power. When a leyleech is full, the spines on their body arc with magical energy. Frenzied Taste. When leyleeches feed on natural ley line energy, they remain docile and complacent. However, the spells cast by living creatures drive leyleeches into a frenzy, prompting hungry attacks with little regard for the leyleech’s own safety. Dormant Threats. While they aren’t feeding, leyleeches curl up into rock-like cocoons that can be mistaken for boulders, and unwary travelers may find themselves sharing a resting place near a colony. These dormant leyleeches emerge hungry when they sense the presence of magic. Ley Line Siphons. When large colonies of leyleeches gather in a single area, their feeding can destabilize or even drain a ley line completely, affecting the way magic behaves in the immediate area. When several nearby colonies feed at once, it can affect a region miles wide. Mystic Connection: Leyleech If you’re playing a beastheart and have a leyleech companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Decimation of Magic. As a bonus action, you tap into an innate magical resistance. For 1 minute, you have resistance to all damage dealt by spells and magical effects. Once you use this bonus action, you can’t do so again until you finish a long rest. Traits Supernatural Resistance. The leyleech has advantage on saving throws against powers, spells, and other supernatural effects. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature who can cast spells, the leyleech chooses one of the target’s spellcasting abilities. That ability score is reduced by 1 (min- imum score of 1) until the target finishes a short or long rest, and the leyleech’s form becomes charged for 1 minute or until they use Magic Purge. Magic Purge (Charged Form Only). The leyleech spews corrupted magical energy at a creature they can see within 30 feet of them. The leyleech is no longer charged, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) force damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"1/8"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Leyleech Companion (PB 2)","description":"Leyleeches dwell in caverns near underground ley lines. These slug-like creatures feed on magic; when they sense its presence, they reach with their toothy maws to siphon off the energy and engorge themselves with its power. When a leyleech is full, the spines on their body arc with magical energy. Frenzied Taste. When leyleeches feed on natural ley line energy, they remain docile and complacent. However, the spells cast by living creatures drive leyleeches into a frenzy, prompting hungry attacks with little regard for the leyleech’s own safety. Dormant Threats. While they aren’t feeding, leyleeches curl up into rock-like cocoons that can be mistaken for boulders, and unwary travelers may find themselves sharing a resting place near a colony. These dormant leyleeches emerge hungry when they sense the presence of magic. Ley Line Siphons. When large colonies of leyleeches gather in a single area, their feeding can destabilize or even drain a ley line completely, affecting the way magic behaves in the immediate area. When several nearby colonies feed at once, it can affect a region miles wide. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Sparking Attack (2 Ferocity). The leyleech makes a signature attack. On a hit, the attack deals an extra PB damage, and if the target hits the leyleech with an attack before the start of the leyleech’s next turn, the target takes PB light- ning damage. 3rd Level: Anomalous Terrain (5 Ferocity). The area within 10 feet of the leyleech becomes difficult terrain for their ene- mies until the start of their next turn. When an enemy enters that area for the first time on a turn or starts their turn there, they must succeed on a DC 10 plus PB Dexterity saving throw or take PBd4 force damage. 5th Level: Magic Purge (8 Ferocity). The leyleech spews corrupted magical energy at a creature they can see within 30 feet of them. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd8 force damage and is dazed until the start of the leyleech’s next turn. On a successful save, the target takes half as much damage and isn’t dazed. Reactions Absorb Magic (Recharges after a Long Rest). When the leyleech’s caregiver is within 30 feet of them and the leyleech or their caregiver is affected by a spell of 3rd level or lower, the leyleech consumes the spell’s magic, and it has no effect on the leyleech and their caregiver.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Leyleech Companion (PB 3)","description":"Leyleeches dwell in caverns near underground ley lines. These slug-like creatures feed on magic; when they sense its presence, they reach with their toothy maws to siphon off the energy and engorge themselves with its power. When a leyleech is full, the spines on their body arc with magical energy. Frenzied Taste. When leyleeches feed on natural ley line energy, they remain docile and complacent. However, the spells cast by living creatures drive leyleeches into a frenzy, prompting hungry attacks with little regard for the leyleech’s own safety. Dormant Threats. While they aren’t feeding, leyleeches curl up into rock-like cocoons that can be mistaken for boulders, and unwary travelers may find themselves sharing a resting place near a colony. These dormant leyleeches emerge hungry when they sense the presence of magic. Ley Line Siphons. When large colonies of leyleeches gather in a single area, their feeding can destabilize or even drain a ley line completely, affecting the way magic behaves in the immediate area. When several nearby colonies feed at once, it can affect a region miles wide. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Sparking Attack (2 Ferocity). The leyleech makes a signature attack. On a hit, the attack deals an extra PB damage, and if the target hits the leyleech with an attack before the start of the leyleech’s next turn, the target takes PB light- ning damage. 3rd Level: Anomalous Terrain (5 Ferocity). The area within 10 feet of the leyleech becomes difficult terrain for their ene- mies until the start of their next turn. When an enemy enters that area for the first time on a turn or starts their turn there, they must succeed on a DC 10 plus PB Dexterity saving throw or take PBd4 force damage. 5th Level: Magic Purge (8 Ferocity). The leyleech spews corrupted magical energy at a creature they can see within 30 feet of them. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd8 force damage and is dazed until the start of the leyleech’s next turn. On a successful save, the target takes half as much damage and isn’t dazed. Reactions Absorb Magic (Recharges after a Long Rest). When the leyleech’s caregiver is within 30 feet of them and the leyleech or their caregiver is affected by a spell of 3rd level or lower, the leyleech consumes the spell’s magic, and it has no effect on the leyleech and their caregiver.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Leyleech Companion (PB 4)","description":"Leyleeches dwell in caverns near underground ley lines. These slug-like creatures feed on magic; when they sense its presence, they reach with their toothy maws to siphon off the energy and engorge themselves with its power. When a leyleech is full, the spines on their body arc with magical energy. Frenzied Taste. When leyleeches feed on natural ley line energy, they remain docile and complacent. However, the spells cast by living creatures drive leyleeches into a frenzy, prompting hungry attacks with little regard for the leyleech’s own safety. Dormant Threats. While they aren’t feeding, leyleeches curl up into rock-like cocoons that can be mistaken for boulders, and unwary travelers may find themselves sharing a resting place near a colony. These dormant leyleeches emerge hungry when they sense the presence of magic. Ley Line Siphons. When large colonies of leyleeches gather in a single area, their feeding can destabilize or even drain a ley line completely, affecting the way magic behaves in the immediate area. When several nearby colonies feed at once, it can affect a region miles wide. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Sparking Attack (2 Ferocity). The leyleech makes a signature attack. On a hit, the attack deals an extra PB damage, and if the target hits the leyleech with an attack before the start of the leyleech’s next turn, the target takes PB light- ning damage. 3rd Level: Anomalous Terrain (5 Ferocity). The area within 10 feet of the leyleech becomes difficult terrain for their ene- mies until the start of their next turn. When an enemy enters that area for the first time on a turn or starts their turn there, they must succeed on a DC 10 plus PB Dexterity saving throw or take PBd4 force damage. 5th Level: Magic Purge (8 Ferocity). The leyleech spews corrupted magical energy at a creature they can see within 30 feet of them. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd8 force damage and is dazed until the start of the leyleech’s next turn. On a successful save, the target takes half as much damage and isn’t dazed. Reactions Absorb Magic (Recharges after a Long Rest). When the leyleech’s caregiver is within 30 feet of them and the leyleech or their caregiver is affected by a spell of 3rd level or lower, the leyleech consumes the spell’s magic, and it has no effect on the leyleech and their caregiver.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Leyleech Companion (PB 5)","description":"Leyleeches dwell in caverns near underground ley lines. These slug-like creatures feed on magic; when they sense its presence, they reach with their toothy maws to siphon off the energy and engorge themselves with its power. When a leyleech is full, the spines on their body arc with magical energy. Frenzied Taste. When leyleeches feed on natural ley line energy, they remain docile and complacent. However, the spells cast by living creatures drive leyleeches into a frenzy, prompting hungry attacks with little regard for the leyleech’s own safety. Dormant Threats. While they aren’t feeding, leyleeches curl up into rock-like cocoons that can be mistaken for boulders, and unwary travelers may find themselves sharing a resting place near a colony. These dormant leyleeches emerge hungry when they sense the presence of magic. Ley Line Siphons. When large colonies of leyleeches gather in a single area, their feeding can destabilize or even drain a ley line completely, affecting the way magic behaves in the immediate area. When several nearby colonies feed at once, it can affect a region miles wide. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Sparking Attack (2 Ferocity). The leyleech makes a signature attack. On a hit, the attack deals an extra PB damage, and if the target hits the leyleech with an attack before the start of the leyleech’s next turn, the target takes PB light- ning damage. 3rd Level: Anomalous Terrain (5 Ferocity). The area within 10 feet of the leyleech becomes difficult terrain for their ene- mies until the start of their next turn. When an enemy enters that area for the first time on a turn or starts their turn there, they must succeed on a DC 10 plus PB Dexterity saving throw or take PBd4 force damage. 5th Level: Magic Purge (8 Ferocity). The leyleech spews corrupted magical energy at a creature they can see within 30 feet of them. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd8 force damage and is dazed until the start of the leyleech’s next turn. On a successful save, the target takes half as much damage and isn’t dazed. Reactions Absorb Magic (Recharges after a Long Rest). When the leyleech’s caregiver is within 30 feet of them and the leyleech or their caregiver is affected by a spell of 3rd level or lower, the leyleech consumes the spell’s magic, and it has no effect on the leyleech and their caregiver.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Leyleech Companion (PB 6)","description":"Leyleeches dwell in caverns near underground ley lines. These slug-like creatures feed on magic; when they sense its presence, they reach with their toothy maws to siphon off the energy and engorge themselves with its power. When a leyleech is full, the spines on their body arc with magical energy. Frenzied Taste. When leyleeches feed on natural ley line energy, they remain docile and complacent. However, the spells cast by living creatures drive leyleeches into a frenzy, prompting hungry attacks with little regard for the leyleech’s own safety. Dormant Threats. While they aren’t feeding, leyleeches curl up into rock-like cocoons that can be mistaken for boulders, and unwary travelers may find themselves sharing a resting place near a colony. These dormant leyleeches emerge hungry when they sense the presence of magic. Ley Line Siphons. When large colonies of leyleeches gather in a single area, their feeding can destabilize or even drain a ley line completely, affecting the way magic behaves in the immediate area. When several nearby colonies feed at once, it can affect a region miles wide. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Sparking Attack (2 Ferocity). The leyleech makes a signature attack. On a hit, the attack deals an extra PB damage, and if the target hits the leyleech with an attack before the start of the leyleech’s next turn, the target takes PB light- ning damage. 3rd Level: Anomalous Terrain (5 Ferocity). The area within 10 feet of the leyleech becomes difficult terrain for their ene- mies until the start of their next turn. When an enemy enters that area for the first time on a turn or starts their turn there, they must succeed on a DC 10 plus PB Dexterity saving throw or take PBd4 force damage. 5th Level: Magic Purge (8 Ferocity). The leyleech spews corrupted magical energy at a creature they can see within 30 feet of them. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd8 force damage and is dazed until the start of the leyleech’s next turn. On a successful save, the target takes half as much damage and isn’t dazed. Reactions Absorb Magic (Recharges after a Long Rest). When the leyleech’s caregiver is within 30 feet of them and the leyleech or their caregiver is affected by a spell of 3rd level or lower, the leyleech consumes the spell’s magic, and it has no effect on the leyleech and their caregiver.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Liara Portyr","description":"As the commander of Fort Beluarian, Liara spends most of her time worrying about the security of her stronghold while cutting deals with pirates. In general, she has no problem with adventurers and will do her utmost to help them deal with the myriad threats lurking in the jungle. Liara comes from an influential family in Baldur's Gate and has held her post for the past three years. To her, the assignment feels like a test of mettle, but to many of her subordinates, Fort Belurian feels like banishment. Liara's spies in Port Nyanzaru furnish her with ship manifests and departure schedules that she passes along to the pirates of Jahaka Anchorage, in exchange for promises to never attack ships flying the flag of baldur's Gate. Liara also receives a cut of the pirates' profits, some of which go toward keeping her garrison happy. Liara Portyr's Traits Ideal. \"One must respect the chain of command. You follow my orders, or you die.\" Bond. \"I have sworn to hold and protect Fort Beluarian in the name of Grand Duke Ulder Ravengard of Baldur's Gate. The fort will not fall on my watch!\" Flaw. \"It's a ghoul-eat-you world out here. I have no pity for those who can't defend themselves.\" Traits Brave. Liara has advantage on saving throws against being frightened. Flaming Fury. Once per turn, when Liara hits a creature with a melee weapon, she can use fire to magically erupt from her weapon and deal an extra 10 (3d6) fire damage to the target. Actions Multiattack. Liara makes three melee attacks. Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7389,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Liara Portyr","description":"Until recently, Liara Portyr commanded a Flaming Fist outpost called Fort Beluarian on the distant tropical peninsula of Chult. Her uncle is Duke Dillard Portyr of Baldur’s Gate, one of the city’s two remaining government leaders (assuming Duke Vanthampur did not survive). Duke Portyr summoned his niece to take command of the Flaming Fist in Grand Duke Ulder Ravengard’s absence. Her trip home was expedited by magic. Liara aims to assert herself as Ulder Ravengard’s natural successor but clings to the hope that he’s still alive. If the characters think they have any chance to rescue Elturel—and Ravengard along with it—Liara strongly urges them to pursue that quest. Her experiences in Chult have taught her to respect adventurers and their ability to get things done. If the characters didn’t find Falaster Fisk in the dungeon under Vanthampur Villa, Liara Portyr can be the one who urges them to travel to Candlekeep and seek out Sylvira Savikas, a renowned expert on the Nine Hells. Sylvira can help them unlock the infernal puzzle box and the mysteries of the Shield of the Hidden Lord. After making sure the characters receive their promised reward, Liara thanks them for doing their part to help Baldur’s Gate. Although she must focus her efforts on various threats to the city’s security, she makes it possible for the characters to leave Baldur’s Gate when they’re ready, going as far as to secure a riding horse or pony for each party member to expedite their journey to Candlekeep. She can also provide a mule-drawn cart laden with food, drink, and other supplies.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Liara Portyr","description":"Traits Brave. Liara has advantage on saving throws against being frightened. Flaming Fury. Once per turn, when Liara hits a creature with a melee weapon, she can cause fire to magically erupt from her weapon and deal an extra 10 (3d6) fire damage to the target. Actions Multiattack. Liara makes three melee attacks. Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Liara Portyr","description":"As the commander of Fort Beluarian, Liara spends most of her time worrying about the security of her stronghold while cutting deals with pirates. In general, she has no problem with adventurers and will do her utmost to help them deal with the myriad threats lurking in the jungle. Liara comes from an influential family in Baldur’s Gate and has held her post for the past three years. To her, the assignment feels like a test of mettle, but to many of her subordinates, Fort Beluarian feels like banishment. Liara’s spies in Port Nyanzaru furnish her with ship manifests and departure schedules that she passes along to the pirates of Jahaka Anchorage, in exchange for promises to never attack ships flying the flag of Baldur’s Gate. Liara also receives a cut of the pirates’ profits, some of which go toward keeping her garrison happy. Liara Portyr’s Traits Ideal. “One must respect the chain of command. You follow my orders, or you die.” Bond. “I have sworn to hold and protect Fort Beluarian in the name of Grand Duke Ulder Ravengard of Baldur’s Gate. The fort will not fall on my watch!” Flaw. “It’s a ghoul-eat-you world out here. I have no pity for those who can’t defend themselves.” Brave. Liara has advantage on saving throws against being frightened. Flaming Fury. Once per turn, when Liara hits a creature with a melee weapon, she can cause fire to magically erupt from her weapon and deal an extra 10 (3d6) fire damage to the target. Actions Multiattack. Liara makes three melee attacks. Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":31454,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Librarian","description":"There are dozens of librarians within the Chained Library, representing every humanoid ancestry and origin. Traits Spellcasting. The librarian is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The librarian has the following wizard spells prepared: Cantrips (at will): light, mage hand, mending, shocking grasp 1st level (4 slots): alarm, comprehend languages, detect magic, mage armor, magic missile 2nd level (3 slots): arcane lock, locate object, knock 3rd level (3 slots): dispel magic, magic circle 4th level (3 slots): blight, confusion, cloudkill 5th level (2 slots): wall of force The librarians’ personal spellbooks also contain a range of protective and informative spells including legend lore, protection from evil and good, remove curse, secret chest, and scrying, though they don’t usually have these spells prepared. Actions Shocking Grasp. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) lightning damage and the target can’t take reactions until the start of its next turn. Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning damage if used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any lawful alignment","Expansion":18512,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Library Automaton","description":"The humming of servos, ticking of gears, and petite discharges of steam alert you to the presence of this library’s diminutive custodian. These small constructs were created to fulfill organizational responsibilities of huge libraries with staffing problems, but some invariably learn enough about the wider world to seek out adventure and new knowledge, rather than tending the items in their care. Eyes of the Past. While largely constructed with mechanical components, the automatons include a single human eyeball that is mounted at the end of an articulated appendage. The eye is usually donated by one of the institution’s scholars (prescribed in their will) so that they can continue serving the repositories of knowledge that were their life’s work. Telekinetic. While the automatons have no arms, they can move and manipulate written materials telekinetically. Powered by keen analytical engines, the library automaton tirelessly pores through tomes, translates ancient texts, catalogs the institution’s volumes, fetches texts for visitors, and occasionally rids the vast halls of uninvited pests. Sought by Wizards. Wizards have discovered that these clockwork bureaucrats make particularly effective caretakers for their spellbooks and scrolls while on adventure. Constructed Nature. A library automaton doesn’t require air, food, drink, or sleep. Library Automation Familiar If the DM allows it, the library automaton can serve as a familiar for a non-chaotic spellcaster. All the standard rules regarding familiars apply to the library automaton. Traits Extra-Dimensional Book Repository: A small door on the chest of the library automaton opens into an extra‑dimensional bookcase. This bookcase functions exactly as a bag of holding except that it can store only written materials such as books, scrolls, tomes, parchment, folders, notebooks, spellbooks, and the like. Actions Gaze of Confusion: The library automaton chooses one creature it can see within 40 feet. The target must succeed on a DC 12 Intelligence saving throw or take 9 (3d4 + 2) psychic damage and have disadvantage on Intelligence-based checks, saving throws, and attacks until the end of its next turn. If the saving throw succeeds, then the target takes half damage and suffers no other effect. Bibliotelekinesis: This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Source":"Tome of Beasts","Alignment":"Lawful neutral","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Library Automaton","description":"These strange-looking constructs are unusually intelligent for creatures of their type and will sometimes serve a lawful or neutral spellcaster (though never a chaotic one) as a Familiar. Familiar. If a library automaton agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the library automaton senses, as long as they are within 1 mile of each other. While the automaton is within 10 feet of its master, the master gains the automaton’s immunity to poison damage and the poisoned condition. If its master causes it physical harm, or if it simply chooses to do so, the automaton will abandon its service as a familiar, breaking the telepathic bond.","properties":{"Category":"Monsters","Size":"Small","Type":"Construct","Alignment":"lawful nuetral","Expansion":25360,"Challenge Rating":1.2},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Lich","description":"Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn’t hang over them, they can conceive plans that take years, decades, or centuries to come to fruition. A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time. Secrets of Undeath. No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge. A lich is created by an arcane ritual that traps the wizard’s soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver. With its phylactery prepared, the future lich drinks a potion of transformation—a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains. Soul Sacrifices. A lich must periodically feed souls to its phylactery to sustain the magic preserving its body and consciousness. It does this using the imprisonment spell. Instead of choosing one of the normal options of the spell, the lich uses the spell to magically trap the target’s body and soul inside its phylactery. The phylactery must be on the same plane as the lich for the spell to work. A lich’s phylactery can hold only one creature at a time, and a dispel magic cast as a 9th-level spell upon the phylactery releases any creature imprisoned within it. A creature imprisoned in the phylactery for 24 hours is consumed and destroyed utterly, whereupon nothing short of divine intervention can restore it to life. A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich. Death and Restoration. When a lich’s body is broken by accident or assault, the will and mind of the lich drains from it, leaving only a lifeless corpse behind. Within days, a new body reforms next to the lich’s phylactery, coalescing out of glowing smoke that issues from the device. Because the destruction of its phylactery means the possibility of eternal death, a lich usually keeps its phylactery in a hidden, well-guarded location. Destroying a lich’s phylactery is no easy task and often requires a special ritual, item, or weapon. Every phylactery is unique, and discovering the key to its destruction can be a quest in and of itself. Lonely Existence. From time to time, a lich might be stirred from its single-minded pursuit of power to take an interest in the world around it, most often when some great event reminds it of the life it once led. It otherwise lives in isolation, engaging only with those creatures whose service helps secure its lair. Few liches call themselves by their former names, instead adopting monikers such as the Black Hand or the Forgotten King. Magic Collectors. Liches collect spells and magic items. In addition to its spell repertoire, a lich has ready access to potions, scrolls, libraries of spellbooks, one or more wands, and perhaps a staff or two. It has no qualms about putting these treasures to use whenever its lair comes under attack. Undead Nature. A lich doesn’t require air, food, drink, or sleep. A Lich’s Lair A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps. Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich’s work. A lich encountered in its lair has a challenge rating of 22 (41,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row: The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair. The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear. Traits Legendary Resistance (3/Day) : If the lich fails a saving throw, it can choose to succeed instead. Rejuvenation : If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Spellcasting : The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: • Cantrips (at will): mage hand , prestidigitation , ray of frost • 1st level (4 slots): detect magic , magic missile , shield , thunderwave • 2nd level (3 slots): detect thoughts , invisibility , Melf's acid arrow , mirror image • 3rd level (3 slots): animate dead , counterspell , dispel magic , fireball • 4th level (3 slots): blight , dimension door • 5th level (3 slots): cloudkill , scrying • 6th level (1 slot): disintegrate , globe of invulnerability • 7th level (1 slot): finger of death , plane shift • 8th level (1 slot): dominate monster , power word stun • 9th level (1 slot): power word kill Turn Resistance : The lich has advantage on saving throws against any effect that turns undead. Actions Paralyzing Touch : Melee Spell Attack : +12 to hit, reach 5 ft., one creature. Hit : 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ray of Frost : Ranged Spell Attack: +12 to hit, range 60 ft., one creature. Hit: 18 (4d8) cold damage and the target's speed is reduced by 10 feet until the start of the evoker's next turn. Melf's Acid Arrow : Ranged Spell Attack: +12 to hit, range 90 ft., one creature. Hit: 10 (4d4) acid damage, and the target takes 2d4 acid damage at the end of its turn. On a miss, the arrow splashes the target for half as much of the initial damage and no damage at the end of its next turn. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Cantrip : The lich casts a cantrip. Paralyzing Touch (Costs 2 Actions) : The lich uses its Paralyzing Touch. Frightening Gaze (Costs 2 Actions) : The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. Disrupt Life (Costs 3 Actions) : Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"any evil alignment","Expansion":2,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Lich","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Legendary Resistance (3/Day) : If the lich fails a saving throw, it can choose to succeed instead. Rejuvenation : If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Spellcasting : The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: • Cantrips (at will): mage hand , prestidigitation , ray of frost • 1st level (4 slots): detect magic , magic missile , shield , thunderwave • 2nd level (3 slots): detect thoughts , invisibility , acid arrow , mirror image • 3rd level (3 slots): animate dead , counterspell , dispel magic , fireball • 4th level (3 slots): blight , dimension door • 5th level (3 slots): cloudkill , scrying • 6th level (1 slot): disintegrate , globe of invulnerability • 7th level (1 slot): finger of death , plane shift • 8th level (1 slot): dominate monster , power word stun • 9th level (1 slot): power word kill Turn Resistance : The lich has advantage on saving throws against any effect that turns undead . Actions Paralyzing Touch : Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Cantrip : The lich casts a cantrip. Paralyzing Touch (Costs 2 Actions) : The lich uses its Paralyzing Touch. Frightening Gaze (Costs 2 Actions) : The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. Disrupt Life (Costs 3 Actions) : Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"135 (18d8+54)","CHA":16,"CON":16,"DEX":16,"INT":20,"STR":11,"WIS":14,"Size":"Medium","Type":"undead","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391836295/efe2LIo1yPQD5WUM71SlRg/original.png","Roll 0":"Paralyzing Touch\n1d20 + 12\n3d6","Senses":"Truesight 120 Ft.","Skills":"Arcana +18, History +12, Insight +9, Perception +9","Source":"5th Edition SRD","data-XP":"33,000","Alignment":"Any Evil Alignment","Languages":"Common Plus Up To Five Other Languages","data-List":"false","Immunities":"Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","Spell Book":"Mage Hand, Prestidigitation, Ray Of Frost, Detect Magic, Magic Missile, Shield, Thunderwave, Detect Thoughts, Invisibility, Acid Arrow, Mirror Image, Animate Dead, Counterspell, Dispel Magic, Fireball, Blight, Dimension Door, Cloudkill, Scrying, Disintegrate, Globe Of Invulnerability, Finger Of Death, Plane Shift, Dominate Monster, Power Word Stun, Power Word Kill","Token Size":1,"data-LANum":3,"Resistances":"Cold, Lightning, Necrotic","data-Spells":"{\"spells\":{\"cantrips\":[\"mage hand\",\"prestidigitation\",\"ray of frost\"],\"1st\":[\"detect magic\",\"magic missile\",\"shield\",\"thunderwave\"],\"2nd\":[\"detect thoughts\",\"invisibility\",\"acid arrow\",\"mirror image\"],\"3rd\":[\"animate dead\",\"counterspell\",\"dispel magic\",\"fireball\"],\"4th\":[\"blight\",\"dimension door\"],\"5th\":[\"cloudkill\",\"scrying\"],\"6th\":[\"disintegrate\",\"globe of invulnerability\"],\"7th\":[\"finger of death\",\"plane shift\"],\"8th\":[\"dominate monster\",\"power word stun\"],\"9th\":[\"power word kill\"]}}","data-Traits":"[{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the lich fails a saving throw, it can choose to succeed instead.\"},{\"Name\":\"Rejuvenation\",\"Desc\":\"If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.\"},{\"Name\":\"Spellcasting\",\"Desc\":\"The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: \\u2022 Cantrips (at will): mage hand, prestidigitation, ray of frost \\u2022 1st level (4 slots): detect magic, magic missile, shield, thunderwave \\u2022 2nd level (3 slots): detect thoughts, invisibility, acid arrow, mirror image \\u2022 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball \\u2022 4th level (3 slots): blight, dimension door \\u2022 5th level (3 slots): cloudkill, scrying \\u2022 6th level (1 slot): disintegrate, globe of invulnerability \\u2022 7th level (1 slot): finger of death, plane shift \\u2022 8th level (1 slot): dominate monster, power word stun \\u2022 9th level (1 slot): power word kill\"},{\"Name\":\"Turn Resistance\",\"Desc\":\"The lich has advantage on saving throws against any effect that turns undead.\"}]","data-Actions":"[{\"Name\":\"Paralyzing Touch\",\"Type Attack\":\"Spell Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"12\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"3d6\",\"Damage Type\":\"cold\",\"Desc\":\"The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success\"}]","data-CHA-mod":"+3","data-CON-mod":"+3","data-DEX-mod":"+3","data-INT-mod":"+5","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+2","Saving Throws":"Con +10, Int +12, Wis +9","Challenge Rating":21,"Legendary Roll 0":"Disrupt Life\n1d20 + \n6d6","Passive Perception":19,"Condition Immunities":"Charmed, Exhaustion, Frightened, Paralyzed, Poisoned","data-Legendary Actions":"[{\"Name\":\"Cantrip\",\"Desc\":\"The lich casts a cantrip.\"},{\"Name\":\"Paralyzing Touch (Costs 2 Actions)\",\"Desc\":\"The lich uses its Paralyzing Touch.\"},{\"Name\":\"Frightening Gaze (Costs 2 Actions)\",\"Desc\":\"The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.\"},{\"Name\":\"Disrupt Life (Costs 3 Actions)\",\"Desc\":\"Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.\"}]","data-CrNum":21,"data-AcNum":17,"data-HpNum":135},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lich","description":"A lich begins life as a mortal, often a wizard or sorcerer, fueled by a burning, unquenchable hunger for knowledge at any cost. Knowledge beyond life and death, beyond this world, beyond gods and fiends. Possesed by the unshakable belief that ultimate knowledge brings ultimate power. The necessary rites are forbidden in many cultures, for they require a bloody, evil act: the sacrifice of someone dear to the would-be lich. Forging Soulstones. The ritual to create a lich requires a sphere constructed of something personal to the subject, such as steel from an heirloom suit of armor or a tangle of branches from the tree that shaded their wedding. To complete the rite, the subject must rip out their own heart and the heart of a living loved one, placing both inside the sphere. The hearts conjoin and transmute into a ruby that welds to the sphere, creating the new lich’s soulstone. As long as their soulstone remains intact, a lich can never truly die. Most soulstones are small and easy to conceal, though a lich can construct the stone’s outer sphere to be any size that suits their purpose. Terrifying Presence. A lich’s true appearance is ghastly. The damage to their chest never heals, and over the centuries, their body slowly decays into a skeleton. Some liches hide their appearance with an illusion that makes them even more attractive and vivacious than they were in life. Others embrace their terrifying look, proudly displaying their dark triumph to every creature they encounter. Immortality Is Not Enough. Though all liches desire eternal life, it fails to satisfy most. These powerful former adventurers seek more of everything they’ve always craved—more glory, more power, more wealth. Most set about amassing all three, building armies of followers to seize whatever the lich desires from any who resist their charm. Lich Lairs. Liches are strongest when surrounded by devoted followers. Their lairs can be found inside strongholds, castles, government halls, or any place of power. Threats Demolished. Liches know the power of do-gooding adventurers who could threaten their pursuits and soulstone, and they seek to remain keenly aware of such threats. Adventurers with a treasure trove of powerful items or the potential strength to resist a lich are hunted mercilessly. Traits Rejuvenation. If the lich is destroyed but their soulstone is intact, their soul retreats into the stone. While the lich’s soul is in the stone, a creature who can see the stone at the start of their turn must succeed on a DC 20 Charisma saving throw or be charmed by the stone until the end of their next turn. While charmed in this way, the creature must do everything in their power to move toward and touch the stone, avoiding obvious hazards. If a creature touches the stone while the lich’s soul is inside, the creature must make a DC 20 Constitution saving throw. On a failed save, the creature drops to 0 hit points and the lich reforms with all their hit points in an unoccupied space within 5 feet of the soulstone. On a successful save, the creature loses half their hit points and the lich reforms with half their hit points in an unoccupied space within 5 feet of the soulstone. The soulstone has AC 19, 50 hit points, and immunity to all damage except force and thunder. Supernatural Resistance. The lich has advantage on saving throws against powers, spells, and other supernatural effects. Turn Immunity. The lich is immune to effects that turn Undead. Actions Multiattack. The lich uses Glare of Undeath and makes four attacks using Biting Acid, Disruptive Thunder, Pain of Ages, or a combination of them. Biting Acid ( 3 rd-Level Spell). Ranged Spell Attack : +12 to hit, range 120 ft., one target. Hit : 22 (5d8) acid damage, and the target can’t regain hit points until the start of the lich’s next turn. Disruptive Thunder ( 3 rd-Level Spell). Melee or Ranged Spell Attack : +12 to hit, reach 5 ft. or range 60 ft., one target. Hit : 22 (4d10) thunder damage. If the target is Huge or smaller, the lich can move them up to 45 feet horizontally. Pain of Ages ( 3 rd-Level Spell). Melee or Ranged Spell Attack : +12 to hit, reach 5 ft. or range 90 ft., one creature. Hit : 21 (6d6) psychic damage, and the first time the target hits a creature with an attack before the start of the lich’s next turn, that attack deals half damage. Glare of Undeath. The lich’s eyes flare with supernatural power at one creature they can see within 60 feet of them. The target must succeed on a DC 20 Wisdom saving throw or be compelled to hug themself tightly as protection against an unbearably cruel world. A creature hugging themself in this way is restrained for 1 minute (save ends at end of turn). A creature the target can hear and understand can use an action to make a DC 20 Charisma (Persuasion) check, ending the effect on a success. Horrid Woe ( 2 /Day). The lich sends negative energy coursing through a creature they can see within 90 feet of them. The target is seared with pain and must make a DC 20 Constitution saving throw, taking 61 (7d8 + 30) necrotic damage on a failed save, or half as much damage on a successful one. A target reduced to 0 hit points by this damage becomes stable but can’t regain hit points, and their spirit turns into a wraith who appears in an unoccupied space within 5 feet of their body. This wraith acts on the lich’s turn immediately after them, and they obey the lich’s verbal commands to the best of their ability. If the wraith or lich are destroyed, the wraith disappears, the target’s spirit returns to their body, and the target can regain hit points. Life Absorption ( 1 /Day; 9 th-Level Spell; Concentration). The lich unleashes a wave of life-sapping energy. Each enemy within 120 feet of them must make a DC 20 Constitution saving throw. On a failed save, the target takes 16 (3d10) necrotic damage at the start of each of their turns for 1 minute, and the lich gains temporary hit points equal to the total damage dealt. Bonus Actions Necrotic Form ( 3 rd-Level Spell). The lich enters a shadow form and moves up to their speed. While in this form, the lich is immune to bludgeoning, piercing, and slashing damage and the grappled and restrained conditions, and they can move through a space as narrow as 1 inch wide without squeezing. The lich reverts to their true form at the end of their turn. Reactions Immortal Insight. When another creature the lich can see makes an attack roll, ability check, or saving throw, the lich can cause the roll to be made with advantage or disadvantage. Utility Spells In addition to any other spells in this stat block, the lich can cast the following spells, using Charisma as the spellcasting ability (spell save DC 20): At will: arcane lock A , charm person A , detect magic A , detect thoughts A , disguise self A , identify + , locate object A , mage hand A 3/day each: arcane eye A , arcanist’s magic aura A , contact other plane + , legend lore + , scrying + 1/day each: forbiddance + , geas + , hallow + , mirage arcane + , symbol +","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":21},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lich Hound","description":"Their howls echoing from another plane, lich hounds always arrive wreathed in mist. Half bone, half purple fire, they are creatures of hunger and the hunt. Nothing makes them happier than taking down creatures larger than themselves—or racing through the air to catch a surprised bat in mid-flight. All cruelty and fang, lich hounds are most satisfied when praised by their great undead lords. Fiery Bones. Bright white skulls with a heavy jaw and thick, robust skeletal bodies define the ferocious lich hounds. Their eyes burn green or blue, and their tongues resemble black fire. Fueled by necromantic power, these creatures are loyal servants of either ghoul high priests or liches. Echoing Howls. Even on their own, lich hounds are relentless hunters, pursuing their prey with powerful senses and a keen ability to find the living wherever they may hide. Lich hound howls fade into and out of normal hearing, with strangely shifted pitch and echoes. Murdered Celestials. The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the Material Plane. The hound’s future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory. Hound archons have long been outraged by the creation of lich hounds, and they occasionally band together to rid the world of those who practice this particular dark magic. Undead Nature. A lich hound doesn’t require air, food, drink, or sleep. Traits Keen Hearing and Smell: The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 10 (1d12 + 4) Piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Ethereal Jaunt: As a bonus action, the lich hound can magically shift from the Material Plane to the Ethereal Plane, or vice versa. Gut Rip: As a bonus action, the lich hound tears into any adjacent prone creature, inflicting 19 (3d12) slashing damage. The target must succeed on a DC 14 Constitution saving throw or be incapacitated for 1d4 rounds. An incapacitated creature repeats the saving throw at the end of each of its turns; a successful save ends the condition early. Howl: The eerie howl of lich hounds as they close in on their prey plays havoc on the morale of living creatures that hear it. Howling requires and action, and creatures that hear the howl of a lich hound within 100 feet must succeed on a DC 14 Wisdom saving throw or become frightened for 5 rounds. Creatures that successfully save against this effect cannot be affected by a lich hound’s howl for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Lich, Hierophant","description":"A pious word always on its dusty lips, the lich seemed content to count its beads and let dust rattle in its throat. Until, at last, it turned to us and said \"I will share my dark blessings with your feeble souls\"—and unleashed horrors I shudder to remember.\" —Final words of Lady Nardial, Commander of the Silver Squadron The hierophant lich is a dry, dusty skeleton with fragments of hair and skin and a fierce, raging light of unholy zeal blazing in its eyes. It is often crowned by a black halo, wreathed in purple flames, or wielding a staff topped with a demonic head that whispers vile suggestions or wicked prophecies to it. Servants of Dark Gods. The hierophant lich is always a devout follower of a dark god, demon lord, arch-devil, or creature of outer darkness. When the hierophant's mortal lifetime would normally end, its dark master grants it additional life, so that it may continue to serve darkness. Usually, this gift is dispensed as part of the burial rites of the hierophant lich. The creature rises just as its body is about to be buried. In other cases, it leaves its tomb shortly after burial, or it stands up when the fires of its cremation are just starting to catch. Reborn at the Altar. Each hierophant lich has a sacred vessel that protects its vile soul. So long as this altar, unholy relic, or other sacred object remains whole, the hierophant lich is never permanently slain. Pure Evil Bones. The bones of a hierophant lich are said to contain deep, unholy power that serves to produce unholy scrolls, wardings, or wands. Undead Nature. A hierophant lich doesn't require air, food, drink, or sleep. The Council of Hierophants Rumors in dark corners of the world claim that hierophant liches are allied in a grand purpose: to bring their dark gods to rule and to corrupt or destroy all other gods. This Council of Hierophants, which meets in darkness several times each year, chooses new targets among the pious, corrupts ley lines, and sends dark visions and promises of power to the corruptible. Several expend great effort on summoning silver-tongued servants to sway the young to pursue decadent studies or swear their service to the Void and dark gods. Others work with blackguards and doomspeakers (see pages 398-399) to burn down what they cannot corrupt. Some evidence supports this council meeting in the Western Wastes, in the Scarlet Citadel, and even in the ruins of Roshgazi. Their loose affiliation makes it difficult to combat them, and some believe that most of their plotting is done via unholy messengers. A Hierophant Lich's Lair A hierophant lich often dwells in an underground temple, a ruined cathedral in a lost city, or in the catacombs and tunnels deep beneath a famous tomb or monument. These may be in the wilderness or (in some cases) within a city largely unaware of the hierophant lich's presence. Lair Actions On initiative count 20 (losing initiative ties), the hierophant lich can take a lair action to cause one of the following effects; the lich can't use the same effect two rounds in a row: The hierophant lich gains an unholy shield of protection in the form of a shadowy halo of shifting purple. It gains 20 temporary hp until initiative count 20 on the next round. The hierophant lich calls on its god to smite a creature that the lich can see within 60 feet of it. The target must make a DC 17 Wisdom saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. If the target fails, it is poisoned until initiative count 20 on the next round. Channeling its god's energy, the hierophant lich grants up to five allies advantage on their next attack rolls.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any evil alignment","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Lich, Pact","description":"Despite its frail appearance, the rotting, fiendish creature commands considerable arcane power. The first pact lich was a warlock whose patron was a demon lord of undeath. In a moment of whimsy, the demon granted the warlock's petition to become a powerful undead. Soul Devourer. A pact lich must feed souls to its patron weekly to retain its lich status. It does this by reducing a creature to 0 hp within 120 feet of a diamond. Diamonds act as conduits for pact liches to send souls to their patrons, but only fist-sized or larger diamonds will do. A lich that forgets or refuses to sacrifice souls begins to physically fall apart, enduring incredible pain. Rebirth by Patron's Mercy. When a pact lich's body is destroyed, the will and mind of the lich drains from it and returns to its patron. The patron decides whether to keep the pact lich or allow it to return to the Material Plane. Patrons are fickle beings and may decide to keep the lich for weeks or even centuries as punishment for its failure or may choose to never allow the lich to return. If the lich is allowed to return to the Material Plane, its body reforms in its lair next to a diamond it has used to send souls to its patron. Because the destruction of such diamonds means the possibility of eternal death, a pact lich usually hides many of these diamonds within its lair. Undead Nature. A pact lich does not require air, food, drink, or sleep. A Pact of a Different Color The pact lich represented here is based on the Fiend patron. Not all patrons, especially not those of good or neutral alignment, would allow their warlocks to take the steps needed to become a pact lich. Those who revel in undeath, however, take special glee in unleashing such a destructive force on the world and reaping the souls the pact lich harvests. If you want to bring a pact lich into play from a different patron, some changes should be considered. Damage resistances, immunities, and actions like Hurl Through Hell can all be changed to reflect a different pact, like resistance to all weapons not made with cold iron for a pact lich whose patron is one of the Fey Lords or Ladies or hurtling a creature through the kaleidoscopic unknown of the Elemental Planes for a pact lich whose patron is a Genie Lord. A Pact Lich's Lair Reviled by the living, a pact lich often dwells in an underground catacomb, an abandoned fortress, or a forgotten necropolis. The lich's need to feed souls to its patron keeps it from moving too far from civilization, however. The lair takes on aspects of the lich's benefactor and is haunted by creatures close to the patron's essence. Lair Actions On initiative count 20 (losing initiative ties), the pact lich can take a lair action to cause one of the following effects; the lich can't use the same effect two rounds in a row: All creatures within 30 feet of the pact lich magically and randomly swap places. In addition, all of the creatures (including the lich) look and sound like one of the creatures that was affected. Creatures with truesight are able to see through this illusion. On initiative count 20 on the next round, the illusion fades, but the translocated creatures are not returned to their original places. The pact lich calls on its patron to smite a creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 17 (5d6) necrotic and 17 (5d6) force damage on a failed save, or half as much damage on a successful one. If the target fails, it is stunned until initiative count 20 on the next round. Channeling its patron's energy, the pact lich raises up to five dead creatures as a skeleton or zombie like the animate dead spell. Regional Effects The region containing a pact lich's lair is warped by its magic, which creates one or more of the following effects: Roads within 20 miles of the lair become strangely mazelike and confusing. Creatures must succeed on a DC 18 Wisdom (Survival) check while traveling or become lost within the area. Lost creatures can repeat the check every subsequent hour and regain their bearings on a success. Scrying and all other divination and detection spells within 1 mile of the lair fail unless the caster succeeds on a DC 16 Intelligence (Arcana) check. A failed check means that the spell is still expended, but without any positive result. The pact lich and all other undead have advantage on saving throws against effects that turn undead when within 1 mile of the lair. If the pact lich dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any evil alignment","Expansion":45,"Challenge Rating":15},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Lich, Virtuoso","description":"The beautiful singer bows to the adoring crowd before stepping behind the curtain. Away from the eyes of the crowd, the singer changes its half-mask, briefly revealing a ghastly, undead visage. A virtuoso lich is an artist whose love of art sustains it beyond death. Birthed by Art. A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece, and the torment of the art left undone couples with the artist’s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich’s phylactery. Beautiful Mien. A virtuoso lich maintains the beauty of its former life, appearing much as it did in life—save for one physical feature that betrays its undead nature. This undead feature can be a clawed, skeletal hand, which the lich hides in a glove; a stiff, zombie-like leg, which the lich disguises with robes and a cane; a face ravaged by undeath, which the lich covers in a beautiful mask; or any other appropriate feature. Undead Nature. The virtuoso lich doesn’t require air, food, drink, or sleep. A Virtuoso Lich’s Lair A virtuoso lich chooses a lair with an eye and ear for artistic potential, whether that lair is an ancient cavern with natural acoustics, a meadow with plentiful natural light, a hall of mirrors, or some other locale capable of enhancing some form of art, allowing the lich’s magic and artistic expression to swell, reaching every corner. Lair Actions On initiative count 20 (losing initiative ties), the virtuoso lich takes a lair action to cause one of the following effects; the lich can’t use the same effect two rounds in a row: The virtuoso lich channels artistic expression it can see or hear into a magical assault. The artistic expression must be of the type chosen with the Versatile Artist trait (see traits), but it otherwise can be any form of expression not originating from the lich, such as the song of nearby singers that echoes in the lair, the colorful paint decorating canvases, the twirling forms of dancers, or similar. The virtuoso lich chooses a creature it can see within 30 feet of the artistic expression. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) damage of the type chosen with the Versatile Artist trait on a failed save, or half as much damage on a successful one. The virtuoso lich enhances the natural artistry of its lair, distracting and hindering nearby creatures. The lich chooses a point it can see within 60 feet of it. Each creature within 5 feet of that point must make a DC 15 Charisma saving throw. On a failure, a creature has disadvantage on saving throws against the lich’s spells and its Corrupted Art action until initiative count 20 on the next round. The virtuoso lich rolls a d4 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any evil","Expansion":8073,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Lichen Lich","description":"Lichen liches are the undead remnants of powerful druids. A lichen lich looks like a skeleton covered with fungi and bark-like lichen. A lichen lich has vines writhing within its chest cavity. These vines exude viscid and poisonous black fluid. Lair Actions On initiative count 20 (losing initiative ties), the lichen lich can take a lair action to cause one of the following effects: Poisonous spores fill a 10-foot cube that the lich can see within 120 feet of it. Any creature that enters the cloud for the first time on a turn or starts its turn there must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn. The cloud lasts for 1 minute or until it is dispersed by a strong wind. The lich commands the might of its diseased grove, creating a shambling mound . The shambling mound appears in an unoccupied space within 30 feet of the lich, acts on its own initiative count, and obeys the lich’s commands. The shambling mound dies after 1 hour or when the lich uses this lair action again. Rotten roots and vines magically erupt in a 20-foot radius centered on a point on the ground that the lich can see within 120 feet of it. the lich is unaffected by the roots and vines. For all other creatures, the area becomes difficult terrain, and each creature in the area must succeed on a DC 19 Strength saving throw or be restrained by the roots. As an action, a creature can try to free itself or another creature within its reach, doing so with a successful DC 19 Strength (Athletics) check. The roots and vines wilt away when the lich uses this lair action again or when the lich dies. Traits Legendary Resistance (3/Day) . If the lich fails a saving throw, it can choose to succeed instead. Rejuvenation . If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Spellcasting . The lich casts one of the following spells using Wisdom as the spellcasting ability (save DC 19): At will: druidcraft 3/day each: detect magic, fog cloud, pass without trace 1/day each: antilife shell, dispel magic, speak with plants, transport via plants Actions Multiattack . The lich makes four attacks. Poisonous Touch . Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 17 (5d6) poison damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Wither . Ranged Spell Attack : +9 to hit, range 60 ft., one target. Hit : 14 (4d6) necrotic damage. Fire Storm (7th-Level Spell; 1/Day) . The lich fills up to ten 10-foot cubes with fire. Every cube must be within 150 feet of the lich and occupy a space the lich can see, and each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 19 Dexterity saving throw, taking 38 (7d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. If the lich chooses, plant life in the area is unaffected by the spell. Legendary Actions The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The lich regains spent legendary actions at the start of its turn. Attack . The lich makes an attack. Poison Prick (Costs 2 Actions) . The lich targets one poisoned creature it can see within 30 feet of it. The target must succeed on a DC 19 Constitution saving throw or fall unconscious until the poisoned condition ends on it. Sap Life (Costs 2 Actions). The lich targets one creature it can see within 30 feet of it. The target must succeed on a DC 19 Constitution saving throw or take 11 (2d10) necrotic damage. The lich regains a number of hit points equal to the amount of damage that the creature takes.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":9505,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Lickweed","description":"Lickweed would have liked to be the leader of his own goblin tribe or warband, but fate had different plans for him. In your game, though, he can perhaps achieve his goal of being the boss himself, rather than serving someone else. Traits Nimble Escape. Lickweed can take the Disengage or Hide actions as a bonus action on each of his turns. Spellcasting. Lickweed is an 8th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following Druid spells prepared: Cantrips: poison spray, produce flame, thorn whip 1st level (4 slots): cure wounds, faerie fire, thunderwave, detect magic 2nd level (3 slots): flaming sphere, pass without trace, spike growth 3rd level (3 slots): call lightning, dispel magic, sleet storm 4th level (2 slots): freedom of movement, stoneskin * *Lickweed casts this spell on himself before combat if able. Actions Multiattack. Lickweed makes two attacks. Scythe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Liege","description":"Many nobles of the great nations of the continent lead their own soldiers into battle, or set out on heroic adventures and diplomatic missions. Especially in the lands of Caspia, princes and princesses are more often than not trained and skilled combatants, looking to make their mark as a scion of their house. “Caspia likes to give fancy names to its heroic and brave warriors, but there is nothing fancy about the way they stab swords into you.”","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Life Broker","description":"A silvery breastplate gleams under robes of sable velvet and snow-white silk. Beneath arching black brows, the elf's sea-green eyes miss nothing. Though the life broker holds the respect of all fey folk, it rarely treats with its own kind. Instead, it looks to mortals, as they are both product and consumer for its trade—the buying and selling of lifetimes, in whole or in part. Buy and Sell Life. Those who seek the life broker do so for two reasons: to trade some of their remaining life for valuables or to purchase more life for themselves. Many of those willing to sell their life do so to secure enough money to aid a loved one, while those seeking to extend their lives are often the rich, powerful, or influential. The life broker can be convinced to take other forms of payment, such as memories of a loved one, a particular talent for song, or similar esoteric valuables, depending on the amount of life the petitioner wishes in exchange. By the Rules. The life broker never takes what is not offered to it, following unspoken rules set by some unknown entity when the first life brokers appeared. However, those who attack the broker are assumed to be willing to give up their lives. The lives of those the broker defeats in self defense become the broker's to do with as it chooses. Draw Life Essence. The life broker can spend 10 minutes coaxing the life essence out of a willing creature, taking only the agreed-upon amount of time from the creature's maximum lifetime. The life essence appears as a rosy mist that rises from the mouth, nose, or skin of the creature and snakes into a carved crystal vial in the broker's cloak, where it takes on the form of a crimson liquid. A creature that drinks such a vial gains the life stored within it, provided the life broker gave the vial willingly. If the life broker draws all the remaining life from a creature, that creature dies, and it can be returned to life only by means of a wish spell. Life Reading. If the life broker spends 1 minute studying a mortal creature it can see within 30 feet of it, the broker can determine the remainder of that creature's natural life, to the second. Magic Resistance . The life broker has advantage on saving throws against spells and other magical effects. Necrotic Weapons . The life broker's weapon attacks are magical. When the life broker hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the attack). Actions Multiattack . The life broker makes three Rapier attacks. Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing plus 18 (4d8) necrotic damage. Life Feast (Recharge 5-6). The life broker pulls life from hostile creatures within 30 feet of it that aren't Constructs or Undead. Each such creature in the area must make a DC 18 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. The life broker gains temporary hp equal to the single highest amount of necrotic damage dealt and has advantage on attack rolls until the end of its next turn. Bonus Actions Quick-Footed. The life broker takes the Dash, Disengage, or Dodge action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Lifeleech Otyugh","description":"In its lifetime, an otyugh can consume an incredible amount of filth and refuse. Some of these digested wastes may sometimes contain various arcane and alchemical residues, which remain in the body of an otyugh. When the creature has accumulated a large amount of it, it may mutate and eventually become a lifeleech otyugh. This abomination becomes slightly tougher and grows more tentacles than its normal kin. Worse, it has developed a means to feed on magical healing energy intended for a creature near it. It is primarily because of this unique feature that powerful mages capture and use the lifeleech otyugh as a guardian. Traits Garbage Camouflage. The otyugh has advantage on Dexterity (Stealth) checks made to hide in garbage, offal, or sewer terrain. Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. Actions Multiattack. The otyugh makes one Bite attack and four Tentacle attacks. It can replace two Tentacle attacks with Tentacle Slam. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Reactions Lifeleech. When a creature within 30 feet of the otyugh is targeted by a spell that allows the creature to regain hit points, it instead targets the otyugh. If an otyugh regains hit points as a result of this, it gains advantage on all attack rolls and saving throws until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Lifferlas","description":"A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their names and initials into his body and hang from his boughs, and he's happy with that. Ideal. \"I exist to protect the people and plants of Goldenfields.\" Bond. \"Children are wonderful. I would do anything to make them feel happy and safe.\" Flaw. \"I can't remember people's names and often get them mixed up.\" Traits False Appearance. While Lifferlas remains motionless, it is indistinguishable from a normal tree. Actions Multiattack. Lifferlas makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"unaligned","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Light Devourer","description":"The light devourer gets its name from its ability to absorb bright light, whether natural or magical, in its immediate environment. After doing so, the creature begins to glow, the spines lining its back and the numerous needle-like teeth in its maw burning brightly as it converts that stolen light into searing energy, which rips into its prey. When not illuminated, the light devourer lurks in darkness, stalking the ocean depths for its next meal. Traits Light Absorption. If the light devourer spends any part of its turn in an area of bright light or is subjected to radiant damage, it radiates dim light in a 10-foot radius for 1 hour. Water Breathing. The light devourer can breathe only underwater. Actions Multiattack. The light devourer makes two Bite attacks. Bite. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 21 (5d6 + 4) piercing damage, or radiant damage if the light devourer is radiating light (see Light Absorption). Bonus Actions Radiant Discharge. If the light devourer is radiating light (see Light Absorption), it releases the light stored in its body in a 20-foot-radius sphere centered on itself, then ceases to radiate light. Each creature in the sphere must make a DC 15 Constitution saving throw, taking 24 (7d6) radiant damage on a failed saving throw, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":13016,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Light Dragon Wyrmling","description":"Dragons who wandered across the Ethereal and Astral Planes and the godly outer planes became a breed unto themselves eons past. The forms of light dragons are no longer entirely physical, and they use this adaptation to pursue lives of reverence for beauty in places deadly to others--the high places among stars and dark voids. Lovers of Light. Motivated in their travels by a love and fascination for bright places of singular beauty, they often bask in a trancelike state for long years in close orbit around celestial structures they find pleasing to look upon or in the shimmering lights of planar conjunctions. In time, the desire to share the experience with their kin moves them on. Reclusive and Remote. When birthing and rearing their young, who lack their elders' ethereal bodies, light dragons seek out remote terrestrial places, often known only to others of their kind. Aware of the ruinous effects of their presence over the long term, light dragons avoid making their lairs near farmlands and places of sensitive vegetation. Deserts and inhospitable, rocky coastlines serve as their earthly homes. During such periods when they do interact with other intelligent beings, they maintain a benevolent but remote approach, wishing all creatures well, but preferring to only interact with others of their kind or creatures who exhibit and appreciate beauty. A Network of Mutual Protection and Intelligence. Light dragons maintain amiable connections with one another, telling tales of their travels and sharing information of notable dangers. In particular, void dragons despise light dragons, and light dragons warn one another of a void dragon's approach. If one of their nemeses can be located and confronted with minimal danger to other creatures, the light dragons join forces to destroy it. Light dragons fear the unpredictable insanity of the void dragons and the dangerous knowledge the creatures attain in their studies. They seek to bring the volatile creatures down before the void dragons bring about cataclysmic harm. Many light dragons die in such attempts, and the fear of reprisal against the survivors makes light dragons one of the more reclusive and secretive types of dragon. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: A 30-foot-radius sphere of water in its lair boils. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. A 60-foot-radius sphere of glowing stardust bursts on a point the dragon can see within 120 feet of it. The burst spreads around corners, illuminating objects and creatures in the area. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be outlined in twinkling starlight. This starlight works like the faerie fire spell, except it doesn't require concentration and lasts until the dragon uses this lair action again or until the dragon dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"neutral good","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Light Eater","description":"In darkness, this slug-like aberration looks like a large lump of pitch with a few glittering white sparkles. Under the glow of light, the creature's skin glows brilliantly and prismatically. While they are normally found deep underground, light eaters can easily be lured to the surface, following underground travelers' lights. One light eater can be distracted with a simple lit torch, but large groups can quickly devour all of a group's light sources. Light Snacks . As its name suggests, light eaters consume light, including magical light, mundane firelight, or a creature's natural luminescence. Light eaters store this consumed light within themselves and flare brilliantly when struck. Cosmic Affinity . Light eaters are often found at the sites of fallen stars, though scholars have yet to determine the reason. Some speculate they are passengers on fallen stars, coming to this world from another, while others believe the creatures are simply attracted to the heat and light given off by the stars' fall. False Appearance. While the light eater remains motionless in dim light or darkness, it is indistinguishable from a normal rock. Light Absorption. When the light eater starts its turn within 5 feet of a source of light, the light is reduced while the light eater remains within 100 feet of the light source. Bright light becomes dim light, and dim light becomes darkness. If the light eater reduces a light source's light to darkness, the light eater sheds multicolored bright light in a 20-foot radius and dim light for an additional 20 feet for 1 hour, and the light source is extinguished if it is nonmagical flame or dispelled if it was created by a spell of 2nd level or lower. Light Sense. The light eater can pinpoint the location of any source of light within 100 feet of it and can sense the general direction of any source of light within 1 mile of it. Actions Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Reactions Emergency Flare (Recharges on a Short or Long Rest). When the light eater takes damage, it can emit a brilliant flash of light. Each creature within 30 feet of the light eater must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Lightbender","description":"Lightbenders prowl deserts, plains, forests—any sunbathed wilderness. Their adaptations make them skilled daylight predators. This monstrous creature’s fur bends and refracts light from the surrounding environment, producing mirages that distract and confuse their prey—hence their name. Hidden Hunters. At a distance, a lightbender looks akin to a regular lion, but closer inspection reveals their glowing eyes, iridescent mane, and pair of lashing tails spiked with refractive crystals. The lightbender’s pelt magically warps light around them to disguise their movement, allowing them to teleport while leaving behind a past visual imprint. Unsuspecting prey rarely realize they’re staring at an afterimage of the lightbender until the fearsome creature pounces. Prized Manes. Both male and female lightbenders have the distinctive mane, which is highly prized for its light-displacing qualities and can be fashioned into a mantle of the lightbender , though only a few mages possess the knowledge to do so. Protective Companions. Though lightbenders are typically solitary creatures, they sometimes cross into another lightbender’s territory to help protect a newborn litter of kittens. A few people have succeeded in taming lightbenders as guards or hunting animals, and if treated well, they can make for loyal protectors, often viewing their smaller humanoid companions as surrogate kittens. Traits Avoidance. If the lightbender is subjected to an effect that allows them to make a saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail. Pounce. If the lightbender moves at least 20 feet straight toward a creature and then hits them with a Claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the lightbender can make one Bite attack against them as a bonus action. Actions Multiattack. The lightbender makes one Bite attack and two Claw attacks, or uses their Tail Whip twice. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Tail Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) radiant damage. Hypnotic Mane ( 1 /Day). The lightbender discharges the light absorbed in their mane into a brilliant, mesmerizing display. Each creature within 15 feet of the lightbender must succeed on a DC 14 Wisdom saving throw or be charmed by the lightbender for 1 minute. While charmed in this way, a creature is incapacitated and has a speed of 0. If a creature charmed in this way takes damage or if someone else uses an action to shake the creature out of their stupor, the condition ends for that creature. Reactions Afterimage. When the lightbender is hit by an attack, they can reveal that the attacker is attacking a past visual imprint of the lightbender. The lightbender appears in an unoccupied space they can see within 30 feet of their imprint, the attack misses, then the imprint disappears. The lightbender can’t use this reaction if the attacker relies on senses other than sight, such as blindsight, or if they can perceive illusions as false, as with truesight.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lightbender","description":"Lightbender Lightbenders prowl deserts, plains, forests—any sunbathed wilderness. Their adaptations make them skilled daylight predators. This monstrous creature’s fur bends and refracts light from the surrounding environment, producing mirages that distract and confuse their prey—hence their name. At a distance, a lightbender looks akin to a regular lion, but closer inspection reveals their glowing eyes, iridescent mane, and pair of lashing tails spiked with refractive crystals. The lightbender’s pelt magically warps light around them to disguise their movement, allowing them to teleport while leaving behind a past visual imprint. Unsuspecting prey rarely realize they’re staring at an afterimage of the lightbender until the fearsome creature pounces. Traits Avoidance. If the lightbender is subjected to an effect that allows them to make a saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail. Pounce. If the lightbender moves at least 20 feet straight toward a creature and then hits them with a Claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the lightbender can make one Bite attack against them as a bonus action. Actions Multiattack. The lightbender makes one Bite attack and two Claw attacks, or uses their Tail Whip twice. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Tail Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) radiant damage. Hypnotic Mane ( 1 /Day). The lightbender discharges the light absorbed in their mane into a brilliant, mesmerizing display. Each creature within 15 feet of the lightbender must succeed on a DC 14 Wisdom saving throw or be charmed by the lightbender for 1 minute. While charmed in this way, a creature is incapacitated and has a speed of 0. If a creature charmed in this way takes damage or if someone else uses an action to shake the creature out of their stupor, the condition ends for that creature. Reactions Afterimage. When the lightbender is hit by an attack, they can reveal that the attacker is attacking a past visual imprint of the lightbender. The lightbender appears in an unoccupied space they can see within 30 feet of their imprint, the attack misses, then the imprint disappears. The lightbender can’t use this reaction if the attacker relies on senses other than sight, such as blindsight, or if they can perceive illusions as false, as with truesight.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lightbender Companion (PB 2)","description":"Lightbenders prowl deserts, plains, forests—any sunbathed wilderness. Their adaptations make them skilled daylight predators. This monstrous creature’s fur bends and refracts light from the surrounding environment, producing mirages that distract and confuse their prey—hence their name. Hidden Hunters. At a distance, a lightbender looks akin to a regular lion, but closer inspection reveals their glowing eyes, iridescent mane, and pair of lashing tails spiked with refractive crystals. The lightbender’s pelt magically warps light around them to disguise their movement, allowing them to teleport while leaving behind a past visual imprint. Unsuspecting prey rarely realize they’re staring at an afterimage of the lightbender until the fearsome creature pounces. Prized Manes. Both male and female lightbenders have the distinctive mane, which is highly prized for its light-displacing qualities and can be fashioned into a mantle of the lightbender , though only a few mages possess the knowledge to do so. Protective Companions. Though lightbenders are typically solitary creatures, they sometimes cross into another lightbender’s territory to help protect a newborn litter of kittens. A few people have succeeded in taming lightbenders as guards or hunting animals, and if treated well, they can make for loyal protectors, often viewing their smaller humanoid companions as surrogate kittens. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Whip ( 2 Ferocity). The lightbender makes a signature attack. On a hit, the attack deals an extra PB radiant damage to the target, and a different creature the lightbender chooses within 15 feet of them takes PB radiant damage. 3 rd Level: Silent Pounce ( 5 Ferocity). The lightbender teleports 30 feet to an unoccupied space they can see. Before or after teleporting, the lightbender can make a signature attack. If the attack hits, the target is knocked prone. 5 th Level: Hypnotic Mane ( 8 Ferocity). Each creature within 10 feet of the lightbender must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the lightbender until the end of the lightbender’s next turn. While charmed in this way, a creature is incapacitated and has a speed of 0. If a creature charmed in this way takes damage or if someone else uses an action to shake the creature out of their stupor, the condition ends on that creature. Reactions Shared Afterimage (Recharges after a Long Rest). When the lightbender and their caregiver are within 30 feet of each other and one of them is hit by an attack, the lightbender reveals that both they and their caregiver are past visual imprints. The lightbender and the caregiver each appear in an unoccupied space they can see within 30 feet of their imprints, the attack misses, then the imprints disappear. The lightbender can’t use this reaction if the attacker relies on senses other than sight, such as blindsight, or if they can perceive illusions as false, as with truesight.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lightbender Companion (PB 2)","description":"Mystic Connection: Lightbender If you’re playing a beastheart and have a lightbender companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Unleash Sunlight. As a bonus action, you cause your skin to flare with brilliant light. Each creature of your choice within 10 feet of you who can see you must succeed on a Constitution saving throw against your exploit save DC or be blinded for 1 minute (save ends at end of turn). Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Whip ( 2 Ferocity). The lightbender makes a signature attack. On a hit, the attack deals an extra PB radiant damage to the target, and a different creature the lightbender chooses within 15 feet of them takes PB radiant damage. 3 rd Level: Silent Pounce ( 5 Ferocity). The lightbender teleports 30 feet to an unoccupied space they can see. Before or after teleporting, the lightbender can make a signature attack. If the attack hits, the target is knocked prone. 5 th Level: Hypnotic Mane ( 8 Ferocity). Each creature within 10 feet of the lightbender must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the lightbender until the end of the lightbender’s next turn. While charmed in this way, a creature is incapacitated and has a speed of 0. If a creature charmed in this way takes damage or if someone else uses an action to shake the creature out of their stupor, the condition ends on that creature. Reactions Shared Afterimage (Recharges after a Long Rest). When the lightbender and their caregiver are within 30 feet of each other and one of them is hit by an attack, the lightbender reveals that both they and their caregiver are past visual imprints. The lightbender and the caregiver each appear in an unoccupied space they can see within 30 feet of their imprints, the attack misses, then the imprints disappear. The lightbender can’t use this reaction if the attacker relies on senses other than sight, such as blindsight, or if they can perceive illusions as false, as with truesight.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lightbender Companion (PB 3)","description":"Lightbenders prowl deserts, plains, forests—any sunbathed wilderness. Their adaptations make them skilled daylight predators. This monstrous creature’s fur bends and refracts light from the surrounding environment, producing mirages that distract and confuse their prey—hence their name. Hidden Hunters. At a distance, a lightbender looks akin to a regular lion, but closer inspection reveals their glowing eyes, iridescent mane, and pair of lashing tails spiked with refractive crystals. The lightbender’s pelt magically warps light around them to disguise their movement, allowing them to teleport while leaving behind a past visual imprint. Unsuspecting prey rarely realize they’re staring at an afterimage of the lightbender until the fearsome creature pounces. Prized Manes. Both male and female lightbenders have the distinctive mane, which is highly prized for its light-displacing qualities and can be fashioned into a mantle of the lightbender , though only a few mages possess the knowledge to do so. Protective Companions. Though lightbenders are typically solitary creatures, they sometimes cross into another lightbender’s territory to help protect a newborn litter of kittens. A few people have succeeded in taming lightbenders as guards or hunting animals, and if treated well, they can make for loyal protectors, often viewing their smaller humanoid companions as surrogate kittens. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Whip ( 2 Ferocity). The lightbender makes a signature attack. On a hit, the attack deals an extra PB radiant damage to the target, and a different creature the lightbender chooses within 15 feet of them takes PB radiant damage. 3 rd Level: Silent Pounce ( 5 Ferocity). The lightbender teleports 30 feet to an unoccupied space they can see. Before or after teleporting, the lightbender can make a signature attack. If the attack hits, the target is knocked prone. 5 th Level: Hypnotic Mane ( 8 Ferocity). Each creature within 10 feet of the lightbender must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the lightbender until the end of the lightbender’s next turn. While charmed in this way, a creature is incapacitated and has a speed of 0. If a creature charmed in this way takes damage or if someone else uses an action to shake the creature out of their stupor, the condition ends on that creature. Reactions Shared Afterimage (Recharges after a Long Rest). When the lightbender and their caregiver are within 30 feet of each other and one of them is hit by an attack, the lightbender reveals that both they and their caregiver are past visual imprints. The lightbender and the caregiver each appear in an unoccupied space they can see within 30 feet of their imprints, the attack misses, then the imprints disappear. The lightbender can’t use this reaction if the attacker relies on senses other than sight, such as blindsight, or if they can perceive illusions as false, as with truesight.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lightbender Companion (PB 3)","description":"Mystic Connection: Lightbender If you’re playing a beastheart and have a lightbender companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Unleash Sunlight. As a bonus action, you cause your skin to flare with brilliant light. Each creature of your choice within 10 feet of you who can see you must succeed on a Constitution saving throw against your exploit save DC or be blinded for 1 minute (save ends at end of turn). Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Whip ( 2 Ferocity). The lightbender makes a signature attack. On a hit, the attack deals an extra PB radiant damage to the target, and a different creature the lightbender chooses within 15 feet of them takes PB radiant damage. 3 rd Level: Silent Pounce ( 5 Ferocity). The lightbender teleports 30 feet to an unoccupied space they can see. Before or after teleporting, the lightbender can make a signature attack. If the attack hits, the target is knocked prone. 5 th Level: Hypnotic Mane ( 8 Ferocity). Each creature within 10 feet of the lightbender must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the lightbender until the end of the lightbender’s next turn. While charmed in this way, a creature is incapacitated and has a speed of 0. If a creature charmed in this way takes damage or if someone else uses an action to shake the creature out of their stupor, the condition ends on that creature. Reactions Shared Afterimage (Recharges after a Long Rest). When the lightbender and their caregiver are within 30 feet of each other and one of them is hit by an attack, the lightbender reveals that both they and their caregiver are past visual imprints. The lightbender and the caregiver each appear in an unoccupied space they can see within 30 feet of their imprints, the attack misses, then the imprints disappear. The lightbender can’t use this reaction if the attacker relies on senses other than sight, such as blindsight, or if they can perceive illusions as false, as with truesight.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lightbender Companion (PB 4)","description":"Lightbenders prowl deserts, plains, forests—any sunbathed wilderness. Their adaptations make them skilled daylight predators. This monstrous creature’s fur bends and refracts light from the surrounding environment, producing mirages that distract and confuse their prey—hence their name. Hidden Hunters. At a distance, a lightbender looks akin to a regular lion, but closer inspection reveals their glowing eyes, iridescent mane, and pair of lashing tails spiked with refractive crystals. The lightbender’s pelt magically warps light around them to disguise their movement, allowing them to teleport while leaving behind a past visual imprint. Unsuspecting prey rarely realize they’re staring at an afterimage of the lightbender until the fearsome creature pounces. Prized Manes. Both male and female lightbenders have the distinctive mane, which is highly prized for its light-displacing qualities and can be fashioned into a mantle of the lightbender , though only a few mages possess the knowledge to do so. Protective Companions. Though lightbenders are typically solitary creatures, they sometimes cross into another lightbender’s territory to help protect a newborn litter of kittens. A few people have succeeded in taming lightbenders as guards or hunting animals, and if treated well, they can make for loyal protectors, often viewing their smaller humanoid companions as surrogate kittens. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Whip ( 2 Ferocity). The lightbender makes a signature attack. On a hit, the attack deals an extra PB radiant damage to the target, and a different creature the lightbender chooses within 15 feet of them takes PB radiant damage. 3 rd Level: Silent Pounce ( 5 Ferocity). The lightbender teleports 30 feet to an unoccupied space they can see. Before or after teleporting, the lightbender can make a signature attack. If the attack hits, the target is knocked prone. 5 th Level: Hypnotic Mane ( 8 Ferocity). Each creature within 10 feet of the lightbender must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the lightbender until the end of the lightbender’s next turn. While charmed in this way, a creature is incapacitated and has a speed of 0. If a creature charmed in this way takes damage or if someone else uses an action to shake the creature out of their stupor, the condition ends on that creature. Reactions Shared Afterimage (Recharges after a Long Rest). When the lightbender and their caregiver are within 30 feet of each other and one of them is hit by an attack, the lightbender reveals that both they and their caregiver are past visual imprints. The lightbender and the caregiver each appear in an unoccupied space they can see within 30 feet of their imprints, the attack misses, then the imprints disappear. The lightbender can’t use this reaction if the attacker relies on senses other than sight, such as blindsight, or if they can perceive illusions as false, as with truesight.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lightbender Companion (PB 4)","description":"Mystic Connection: Lightbender If you’re playing a beastheart and have a lightbender companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Unleash Sunlight. As a bonus action, you cause your skin to flare with brilliant light. Each creature of your choice within 10 feet of you who can see you must succeed on a Constitution saving throw against your exploit save DC or be blinded for 1 minute (save ends at end of turn). Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Whip ( 2 Ferocity). The lightbender makes a signature attack. On a hit, the attack deals an extra PB radiant damage to the target, and a different creature the lightbender chooses within 15 feet of them takes PB radiant damage. 3 rd Level: Silent Pounce ( 5 Ferocity). The lightbender teleports 30 feet to an unoccupied space they can see. Before or after teleporting, the lightbender can make a signature attack. If the attack hits, the target is knocked prone. 5 th Level: Hypnotic Mane ( 8 Ferocity). Each creature within 10 feet of the lightbender must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the lightbender until the end of the lightbender’s next turn. While charmed in this way, a creature is incapacitated and has a speed of 0. If a creature charmed in this way takes damage or if someone else uses an action to shake the creature out of their stupor, the condition ends on that creature. Reactions Shared Afterimage (Recharges after a Long Rest). When the lightbender and their caregiver are within 30 feet of each other and one of them is hit by an attack, the lightbender reveals that both they and their caregiver are past visual imprints. The lightbender and the caregiver each appear in an unoccupied space they can see within 30 feet of their imprints, the attack misses, then the imprints disappear. The lightbender can’t use this reaction if the attacker relies on senses other than sight, such as blindsight, or if they can perceive illusions as false, as with truesight.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lightbender Companion (PB 5)","description":"Lightbenders prowl deserts, plains, forests—any sunbathed wilderness. Their adaptations make them skilled daylight predators. This monstrous creature’s fur bends and refracts light from the surrounding environment, producing mirages that distract and confuse their prey—hence their name. Hidden Hunters. At a distance, a lightbender looks akin to a regular lion, but closer inspection reveals their glowing eyes, iridescent mane, and pair of lashing tails spiked with refractive crystals. The lightbender’s pelt magically warps light around them to disguise their movement, allowing them to teleport while leaving behind a past visual imprint. Unsuspecting prey rarely realize they’re staring at an afterimage of the lightbender until the fearsome creature pounces. Prized Manes. Both male and female lightbenders have the distinctive mane, which is highly prized for its light-displacing qualities and can be fashioned into a mantle of the lightbender , though only a few mages possess the knowledge to do so. Protective Companions. Though lightbenders are typically solitary creatures, they sometimes cross into another lightbender’s territory to help protect a newborn litter of kittens. A few people have succeeded in taming lightbenders as guards or hunting animals, and if treated well, they can make for loyal protectors, often viewing their smaller humanoid companions as surrogate kittens. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Whip ( 2 Ferocity). The lightbender makes a signature attack. On a hit, the attack deals an extra PB radiant damage to the target, and a different creature the lightbender chooses within 15 feet of them takes PB radiant damage. 3 rd Level: Silent Pounce ( 5 Ferocity). The lightbender teleports 30 feet to an unoccupied space they can see. Before or after teleporting, the lightbender can make a signature attack. If the attack hits, the target is knocked prone. 5 th Level: Hypnotic Mane ( 8 Ferocity). Each creature within 10 feet of the lightbender must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the lightbender until the end of the lightbender’s next turn. While charmed in this way, a creature is incapacitated and has a speed of 0. If a creature charmed in this way takes damage or if someone else uses an action to shake the creature out of their stupor, the condition ends on that creature. Reactions Shared Afterimage (Recharges after a Long Rest). When the lightbender and their caregiver are within 30 feet of each other and one of them is hit by an attack, the lightbender reveals that both they and their caregiver are past visual imprints. The lightbender and the caregiver each appear in an unoccupied space they can see within 30 feet of their imprints, the attack misses, then the imprints disappear. The lightbender can’t use this reaction if the attacker relies on senses other than sight, such as blindsight, or if they can perceive illusions as false, as with truesight.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lightbender Companion (PB 5)","description":"Mystic Connection: Lightbender If you’re playing a beastheart and have a lightbender companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Unleash Sunlight. As a bonus action, you cause your skin to flare with brilliant light. Each creature of your choice within 10 feet of you who can see you must succeed on a Constitution saving throw against your exploit save DC or be blinded for 1 minute (save ends at end of turn). Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Whip ( 2 Ferocity). The lightbender makes a signature attack. On a hit, the attack deals an extra PB radiant damage to the target, and a different creature the lightbender chooses within 15 feet of them takes PB radiant damage. 3 rd Level: Silent Pounce ( 5 Ferocity). The lightbender teleports 30 feet to an unoccupied space they can see. Before or after teleporting, the lightbender can make a signature attack. If the attack hits, the target is knocked prone. 5 th Level: Hypnotic Mane ( 8 Ferocity). Each creature within 10 feet of the lightbender must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the lightbender until the end of the lightbender’s next turn. While charmed in this way, a creature is incapacitated and has a speed of 0. If a creature charmed in this way takes damage or if someone else uses an action to shake the creature out of their stupor, the condition ends on that creature. Reactions Shared Afterimage (Recharges after a Long Rest). When the lightbender and their caregiver are within 30 feet of each other and one of them is hit by an attack, the lightbender reveals that both they and their caregiver are past visual imprints. The lightbender and the caregiver each appear in an unoccupied space they can see within 30 feet of their imprints, the attack misses, then the imprints disappear. The lightbender can’t use this reaction if the attacker relies on senses other than sight, such as blindsight, or if they can perceive illusions as false, as with truesight.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lightbender Companion (PB 6)","description":"Lightbenders prowl deserts, plains, forests—any sunbathed wilderness. Their adaptations make them skilled daylight predators. This monstrous creature’s fur bends and refracts light from the surrounding environment, producing mirages that distract and confuse their prey—hence their name. Hidden Hunters. At a distance, a lightbender looks akin to a regular lion, but closer inspection reveals their glowing eyes, iridescent mane, and pair of lashing tails spiked with refractive crystals. The lightbender’s pelt magically warps light around them to disguise their movement, allowing them to teleport while leaving behind a past visual imprint. Unsuspecting prey rarely realize they’re staring at an afterimage of the lightbender until the fearsome creature pounces. Prized Manes. Both male and female lightbenders have the distinctive mane, which is highly prized for its light-displacing qualities and can be fashioned into a mantle of the lightbender , though only a few mages possess the knowledge to do so. Protective Companions. Though lightbenders are typically solitary creatures, they sometimes cross into another lightbender’s territory to help protect a newborn litter of kittens. A few people have succeeded in taming lightbenders as guards or hunting animals, and if treated well, they can make for loyal protectors, often viewing their smaller humanoid companions as surrogate kittens. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Whip ( 2 Ferocity). The lightbender makes a signature attack. On a hit, the attack deals an extra PB radiant damage to the target, and a different creature the lightbender chooses within 15 feet of them takes PB radiant damage. 3 rd Level: Silent Pounce ( 5 Ferocity). The lightbender teleports 30 feet to an unoccupied space they can see. Before or after teleporting, the lightbender can make a signature attack. If the attack hits, the target is knocked prone. 5 th Level: Hypnotic Mane ( 8 Ferocity). Each creature within 10 feet of the lightbender must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the lightbender until the end of the lightbender’s next turn. While charmed in this way, a creature is incapacitated and has a speed of 0. If a creature charmed in this way takes damage or if someone else uses an action to shake the creature out of their stupor, the condition ends on that creature. Reactions Shared Afterimage (Recharges after a Long Rest). When the lightbender and their caregiver are within 30 feet of each other and one of them is hit by an attack, the lightbender reveals that both they and their caregiver are past visual imprints. The lightbender and the caregiver each appear in an unoccupied space they can see within 30 feet of their imprints, the attack misses, then the imprints disappear. The lightbender can’t use this reaction if the attacker relies on senses other than sight, such as blindsight, or if they can perceive illusions as false, as with truesight.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lightbender Companion (PB 6)","description":"Mystic Connection: Lightbender If you’re playing a beastheart and have a lightbender companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Unleash Sunlight. As a bonus action, you cause your skin to flare with brilliant light. Each creature of your choice within 10 feet of you who can see you must succeed on a Constitution saving throw against your exploit save DC or be blinded for 1 minute (save ends at end of turn). Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Whip ( 2 Ferocity). The lightbender makes a signature attack. On a hit, the attack deals an extra PB radiant damage to the target, and a different creature the lightbender chooses within 15 feet of them takes PB radiant damage. 3 rd Level: Silent Pounce ( 5 Ferocity). The lightbender teleports 30 feet to an unoccupied space they can see. Before or after teleporting, the lightbender can make a signature attack. If the attack hits, the target is knocked prone. 5 th Level: Hypnotic Mane ( 8 Ferocity). Each creature within 10 feet of the lightbender must succeed on a DC 10 plus PB Wisdom saving throw or be charmed by the lightbender until the end of the lightbender’s next turn. While charmed in this way, a creature is incapacitated and has a speed of 0. If a creature charmed in this way takes damage or if someone else uses an action to shake the creature out of their stupor, the condition ends on that creature. Reactions Shared Afterimage (Recharges after a Long Rest). When the lightbender and their caregiver are within 30 feet of each other and one of them is hit by an attack, the lightbender reveals that both they and their caregiver are past visual imprints. The lightbender and the caregiver each appear in an unoccupied space they can see within 30 feet of their imprints, the attack misses, then the imprints disappear. The lightbender can’t use this reaction if the attacker relies on senses other than sight, such as blindsight, or if they can perceive illusions as false, as with truesight.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lightning Beetle","description":"The Lightning Beetle is an insectoid creature that is about the size of a fist. When threatened, the Lightning Beetle will attempt to intimidate its attacker by flashing its bright light and emitting sparks of electricity. If that doesn’t work, it will resort to biting and using its powerful lightning blast to defend itself. Live beetles are often collected by gnomes and arcanists to power mechanical contraptions. The carapaces of dead beetles can be ground up and used as an ingredient in a Potion of Lightning Breath . Traits Illumination. The lightning beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Lightning Aura. Any creature that starts its turn within 5 feet of the lightning beetle takes 3 (1d6) lightning damage. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 2 (1d4) lightning damage. Lightning Blast (Recharge 5-6). Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 5 (2d4) lightning damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"unaligned","Expansion":32955,"Challenge Rating":"1/4"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Lightning Eel","description":"Traits Amphibious. The eel can breathe air and water. They can survive out of water for up to 8 hours. Slippery. The eel has advantage on ability checks and saving throws made to avoid or end the grappled condition on themself. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Electric Pulse. The eel channels energy toward a creature within 20 feet of them. The target must make a DC 12 Constitution sav- ing throw, made with disadvantage if the target is touching the eel. On a failed save, a creature takes 18 (4d8) lightning damage and is dazed until the end of their next turn. On a successful save, a creature takes half as much damage and isn’t dazed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lightning Hulk","description":"At least the lightning hulk and the dust hulk seem satisfied with their lot in life. There's a grace to their existence, as fractured as it seems. —Bigby Lightning hulks are the descendants of storm giants who retreated from the world in ages past. Over the course of centuries, the elemental nature of these giants—aided by infusions of energy from the Elemental Planes—grew to dominate these giants, eventually freeing them from the limitations of flesh. A lightning hulk is essentially a living bolt of lightning, with the one lasting vestige of its former nature being a vague face that appears at the head of the bolt as it streams through the air. In rare moments, the hulk coalesces into a bipedal shape resembling a storm giant, but these moments are as fleeting as a lightning strike. At other times, particularly when near metal or solid earth, the hulk seems on the verge of dispersing entirely, losing its last shreds of cohesion as a single entity. Its mental state is similarly incoherent: a lightning hulk rushes from one place to another with little sense of purpose and no hint of the contemplation that occupies its distant cousin giants. Traits Illumination. The lightning hulk sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Lightning Form. The lightning hulk can enter a hostile creature's space and stop there. The first time the lightning hulk enters a creature's space on a turn, or if it begins its turn in a creature's space, that creature takes 7 (2d6) lightning damage. The hulk can also move through a space as narrow as 1 inch without squeezing. A creature that touches the lightning hulk or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. Actions Arc Lightning. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 60 ft., one target. Hit: 18 (4d8) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn, and lightning jumps from the target to another creature of the lightning hulk's choice that it can see within 30 feet of the target. The second creature must succeed on a DC 18 Dexterity saving throw or take 18 (4d8) lightning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Chaotic Neutral","Expansion":24749,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Lightning Lizard","description":"The lightning lizard is native to the desert sands and arid areas of the Dead Steppes, but they can also be found in the rocky plains, hills, and lower mountain slopes around Daybreak’s Peak and the grassy prairies that lead into Freewood. These lizards can grow up to 8 feet long and have distinctive flat bodies with one row of fringe scales down the sides. Their coloration can vary and generally blend in with the color of the surrounding soil, but they are usually a combination of beige, tan, and red. Bright red pointed scales line their backs, which grow darker as they begin to age. Electric Personalities . Most distinctive to the lightning lizard, and where they derive their name, is their electricity-filled bodies, used primarily as a defense mechanism. Baby lightning lizards expel little shocks to those who try to pick them up, whether a small child or a hungry bird, causing them to be dropped after a quick zap. Larger adult lightning lizards have a much stronger warning: When excited or threatened, they puff themselves up with air, making themselves look bigger. If this menacing display fails to deter assailants from attacking them, the lightning lizard will release a surge of energy into the ground, shocking all those in its path. Traits Lightning body . When the lightning lizard hits with an attack, it deals an additional 1d8 lightning damage. Actions Multiattack . The lightning lizard makes two claw attacks. Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage plus 1d8 lightning damage. Shocking Snap (Recharge 5-6) . The lightning lizard charges the ground with energy, which snakes out in all directions. Each creature within 15 feet must succeed on a DC 16 Dexterity saving throw. On a failed save, the creatures takes 18 (4d8) lightning damage. On a successful save, it takes half as much damage. Reactions Electric Shock . When a lightning lizard is hit by a melee attack, it forces the attacker to make a DC 15 Dexterity saving throw. On a failed save, the target is struck by a discharge of electricity through its weapon and takes 14 (2d8 + 5) lightning damage. On a successful save, the target takes half the damage. ","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":8938,"Challenge Rating":"1/2"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Lightthief","description":"A lightthief is a fiend who comes to the Mundane World to feast on soul energy. They stalk graveyards and tombs, where they know vulnerable mourners come in the dark to pay their respects. These bat-winged creatures resemble flayed humanoid hands with a bloodshot eye leering from the palm—though their victims have little chance to notice them before darkness falls. Death in the Dark. Lightthieves often stalk victims in groups, using their supernatural powers to enter—and extinguish—light sources near their prey. The lightthieves consume each light’s energy, then just before attacking, use this energy to power a hex that temporarily robs creatures of their darkvision. The predator’s strategy isn’t without flaws. If another creature snuffs out a light source the fiend has entered, the lightthief is shunted out and momentarily helpless. Adventurers delving into burial sites would be wise to research such defenses. Desperate for Despair. While lightthieves prefer to target mourners, the graveyards and tombs they haunt are eventually forgotten. A lightthief in an ancient burial site is so ravenous for soul energy that they attack any living being they come across. Actions Necrotic Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage, or 13 (3d6 + 3) necrotic damage if the target can’t see the lightthief. Into the Light (Recharge 6 ). The lightthief teleports inside a light source they can see within 15 feet of them that is emitting bright or dim light. While inside the light source, the lightthief has total cover against attacks and other effects outside the light source. If the light source is extinguished by any means other than the lightthief’s Steal Light action, the lightthief is forced out, appears in an unoccupied space of their choice within 5 feet of the light source, and is paralyzed until the end of their next turn. Steal Light (Inside Light Source Only). The lightthief can cause the light they are inside to erupt in a burst of brilliant radiance. Each creature within 15 feet of the light source must make a DC 13 Constitution saving throw. On a failed save, a creature takes 14 (4d6) radiant damage and loses any darkvision they have for 1 minute. On a successful save, a creature takes half as much damage and doesn’t lose their darkvision. After this, the light source extinguishes and the lightthief appears in an unoccupied space of their choice within 5 feet of the light source.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fiend","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lightthief","description":"Lightthief A lightthief is a fiend who comes to the Mundane World to feast on soul energy. They stalk graveyards and tombs, where they know vulnerable mourners come in the dark to pay their respects. These bat-winged creatures resemble flayed humanoid hands with a bloodshot eye leering from the palm—though their victims have little chance to notice them before darkness falls. Actions Necrotic Drain. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) necrotic damage, or 13 (3d6 + 3) necrotic damage if the target can’t see the lightthief. Into the Light (Recharge 6 ). The lightthief teleports inside a light source they can see within 15 feet of them that is emitting bright or dim light. While inside the light source, the lightthief has total cover against attacks and other effects outside the light source. If the light source is extinguished by any means other than the lightthief’s Steal Light action, the lightthief is forced out, appears in an unoccupied space of their choice within 5 feet of the light source, and is paralyzed until the end of their next turn. Steal Light (Inside Light Source Only). The lightthief can cause the light they are inside to erupt in a burst of brilliant radiance. Each creature within 15 feet of the light source must make a DC 13 Constitution saving throw. On a failed save, a creature takes 14 (4d6) radiant damage and loses any darkvision they have for 1 minute. On a successful save, a creature takes half as much damage and doesn’t lose their darkvision. After this, the light source extinguishes and the lightthief appears in an unoccupied space of their choice within 5 feet of the light source.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fiend","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Likho","description":"Malformed like a goblin, this creature bears one large, strange eye in the middle of its face. It wears dark and dirty rags, and its spindly claws and arms match its hunched torso. Ferocious Attitude. Likho are scrappy fighters; they weaken foes from afar with their magical attacks to curse and enfeeble enemies, then rush forward in a blazing charge and jump onto their foes, shredding them with their claws. Once a likho has leapt onto a creature, it shreds flesh using the claws on both its hands and feet. Jeers and Insults. A likho uses its message spells to taunt and jeer its target from a distance during the hunt. In addition, to flinging curses and ill luck, likho frustrate and infuriate their enemies because they are difficult to hit. A likho enjoys stalking intelligent humanoids and tormenting them from hiding until discovered or when it grows tired of the hunt. Organ Eaters. Likho thrive when they drain away luck and aptitude. Once the likho immobilizes a creature, it gnaws at the creature’s abdomen with its jagged teeth, devouring the organs of its still-living prey. A likho consumes only a humanoid’s organs and leaves the rest of the carcass behind. Traits Pounce: If the likho moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the likho can use a bonus action to make two additional claw attacks against it. Innate Spellcasting: The likho’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: message 3/day each: crown of madness, mirror image, ray of enfeeblement 1/day: bestow curse Magic Resistance: The likho has advantage on saving throws against spells and other magical effects. Actions Multiattack: The likho makes two claw attacks. Claw: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 10 (2d6 + 3) Slashing damage. Disruptive Gaze: As a bonus action, the likho directs its gaze at any single creature it can see and afflicts it with a temporary bout of bad luck. The targeted creature has disadvantage on attack rolls, saving throws, and skill checks until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Lil'Boop","description":"Lil’boops are the cutest, sweetest little gobbos you’ll ever meet. They make human babies look like monstrosities by comparison. You can find lil’boops sneaking around the shadows or dancing in Bicky’s World with strange buggybears. If you’re wise, you’ll stay away from that place. It gives me the cold sweats just thinking about it, yeesh! Traits Sneak Attack (1/Turn) . The lil’boop deals an extra 7 (2d6) damage when they hit a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the lil’boop that isn't incapacitated and the lil’boop doesn't have disadvantage on the attack roll. Actions Multiattack . The lil’boop makes two Retractable Claw attacks. Retractable Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. Cutiebeans Dance (3/Day) . The lil’boop begins to dance like a little cutiebean. Each creature within 30 feet of the lil’boop that can see it must succeed on a DC 14 Wisdom saving throw or take 5 (1d10) psychic damage and fall prone in awe of the dance until the end of the lil'boop's next turn. Goblinoids are immune to this effect. Bonus Actions Lil’boop Ward (2/Day) . The lil’boop chooses a point anywhere in the gobbo cave. Maniacal childish giggles and evil laughter emanate from the point. All creatures within 5 feet of the point must succeed on a DC 14 Wisdom saving throw or become paralyzed by fear until the end of the lil’boop’s next turn. Lil’boop Ward Master (2/Day) . The lil’boop can use the ward feature of any type of gobbo.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Any Alignment","Expansion":21760},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Lili, Cherub of Second Chances","description":"Lili was a young paladin of Life in her mortal existence, dedicated to protecting children and those who could not defend themselves. She was slain by the dark celestials thousands of years ago while protecting an orphanage and given her current form by the Redeemer for her purity of soul and courage in the face of overwhelming adversity. She was tasked with guarding the Font of Heroes Reborn and granting a second chance at life to heroes of legend who deserve her blessing. She takes her responsibility very seriously, despite her childlike naivete. She is honest to the most extreme degree and values life above all else. ","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Alignment":"lawful good","Expansion":26071,"Challenge Rating":8},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Liminal Herald","description":"The amorphous form of the Liminal Herald quivers and ripples as it drifts through the air, its many spider-like eyes glowing with incomprehensible colors, its flesh changing shape and color in dizzying displays. It whispers in the minds of those who approach it, telling them great truths of unknown worlds, and announcing the coming of its nameless masters.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"custom","Alignment":"lawful neutral","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Lindwurm","description":"Coiling like a living corkscrew, moving with a scraping hiss, a lindwurm’s serpentine form skates nimbly across ice on long curving claws, maw agape and stinking of a hundred graves. Swift and Smooth as Ice. Lindwurms have long bodies and crocodilian jaws, but they skitter overland on spindly limbs. Their talons are long and curved, acting as skates or short skis when moving over ice. Few things are swifter on the ice. Sea Hunters. In the wild, lindwurms hunt in groups, looking for breaching whales, seals, or incautious fishermen. They employ wolf-pack tactics and enjoy surprising foes. With their considerable cunning, they may skate by their prey at speed, snapping a bite as they pass or snatching them up with their constricting tails. Traits Lindwurm Fever: A creature infected with this disease by a lindwurm’s bite gains one level of exhaustion an hour after being infected. The creature must make a DC 14 Constitution saving throw after each long rest. On a failure, the creature gains one level of exhaustion and recovers no hit dice from the long rest. On a success, the creature recovers from one level of exhaustion and regains hit dice normally. If the infected creature reduces itself to zero exhaustion by making successful saving throws, the disease is cured. Skittering Skater: Lindwurms suffer no penalties from difficult terrain on ice and are immune to the effects of the grease spell. Snake Belly: When lying with its sensitive stomach on the ice, a lindwurm can sense approaching creatures by the vibrations they cause, granting them tremorsense. Actions Multiattack: The lindwurm makes one bite attack, one claw attack, and one constrict attack. Bite: Melee Weapon Attack : +7 to hit, reach 10 ft., One target. Hit : 13 (2d8 + 4) Piercing damage. On hit, the target must succeed on a DC 14 Constitution saving throw or contract lindwurm fever. Claws: Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 17 (3d8 + 4) Slashing damage. Constrict: Melee Weapon Attack : +7 to hit, reach 10 ft., One target. Hit : 13 (2d8 + 4) Bludgeoning damage and on hit, the target is grappled, escape DC 14. Until this grapple ends, the target is restrained, and the lindwurm can constrict only this target.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"Tome of Beasts","Alignment":"Neutral evil","Expansion":3,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Lindwyrm","description":"Lindwyrm With few larger dragons in Grimnir, lindwyrms have claimed many of the forests, caverns, and rivers of the world as their domain. Ambush Predators. These are swift moving creatures, capable of both flight and swimming. They are patient hunters, willing to wait hours for prey to come to them. Nomadic. Unlike many other dragons, lindwyrms do not tend to have lairs or acquire treasure. Instead, they live for the hunt and move often. When possible, they sleep deep underwater in a crevice or cavern, to keep themselves protected.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Neutral","Expansion":25792,"Challenge Rating":10},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Linnorm, Vent","description":"The immense reptile soars through the water, long and sleek. Its powerful tail undulates rhythmically, threatening all in its terrifying wake. Terrors of the Deep. Vent linnorms live near hydrothermal fissures located in the deepest parts of the ocean. When they are not hunting, they can be found basking in their lairs, enjoying the dark, warm waters of their homes. They are proficient hunters whose diet includes all varieties of sharks and whales, giant squid, dragon turtles, dragon eels , and younger sea dragons . While they are generally solitary creatures, mated pairs sometimes team up to hunt ancient sea dragons and kraken before resuming their solitary lives. Primeval Dragons. Like their draconic kin, vent linnorms enjoy amassing hoards of treasure and burying it in the silty floor of their lairs. Young linnorms spend much of their time searching through the wreckage of sunken vessels, while older ones actively sink passing ships, eating the sailors and picking up the fallen treasures at their leisure. Aboleth Hunters. Through cleverness and scheming, aboleths often dominate vent linnorms for use as servants and war beasts, and enjoy doing so. For their part, linnorms despise aboleths for enslaving them. A vent linnorm who becomes aware of the presence of aboleths immediately ceases its current activity and moves to destroy its hated enemy.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":16},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Lintwerth","description":"The dust mephit Lintwerth is the familiar of Imeckus Stroon in the Kingmaker Adventure Path . You can adjust these statistics to reflect that of any other mephit by adjusting his abilities as appropriate—he doesn’t even need to play the role of a familiar if you don’t want him to. If not a familiar, he’s equivalent to a CR 6 creature (in which case, consider reducing his natural armor bonus by five to adjust his AC to something more appropriate for a CR 6 creature). Traits Innate Spellcasting. Lintwerth’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: faerie fire, sending, sleep Death Burst. When Lintwerth dies, he explodes in a burst of dust. Each creature within 5 feet of him must then succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success. Regeneration. Lintwerth regains 10 hit points at the start of his turn if he has at least 1 hit point and is in dust or sand. Sleepless. Lintwerth can’t be put to sleep by magic. Actions Multiattack. Lintwerth makes three claw attacks or casts a spell and makes two claw attacks. Dusty Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d4+6) slashing damage. Blinding Breath. Lintwerth exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 18 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Cloud of Dust (Recharge 5–6). Lintwerth breathes a cloud of dust in a 15-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. The air in this area remains thick with dust for the next 1 minute. Creatures that breathe who start their turn in the area must succeed on a DC 18 Constitution saving throw or be paralyzed until the start of their next turn as they are wracked by violent coughing and sneezing. Elemental Form (2/Day). Lintwerth magically polymorphs into an elemental with a challenge rating of 6 or less and can remain in this form for up to 9 hours. He can choose whether his equipment falls to the ground, melds with its new form, or is worn by the new form. He reverts to his true form if he dies or falls unconscious. He can revert to his true form using a bonus action on his turn. While in a new form, he retains his game statistics and ability to speak, but his AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and he gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that he lacks. Lintwerth can cast spells with verbal or somatic components in his new form. The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental (mephit)","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":11},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Linzi (Level 1)","description":"The storyteller Linzi left her birthplace in Galt years ago to seek a higher education in the arts in fabled Pitax, but it wasn’t long before she arrived in that town that she realized the accolades and fame surrounding the region’s artistic triumphs more resembled hearsay and propaganda. While she could sense that the city’s artisans were struggling to produce actual works of art, the overwhelming regime of suppression and meddling put in place by King Irovetti made that difficult at best. As a result, Linzi’s time in Pitax fostered more a sense of resistance and rebellion within her than actual inspiration for her stories. Inevitably, these themes crept into her artwork, and when a raunchy limerick she wrote about King Irovetti became unexpectedly popular, she was expelled for “impudence toward persons of the highest esteem.” Linzi wasn’t daunted. She felt she’d learned all she could from artisans in Pitax and headed east with a new goal: to find a notable hero or heroes who could serve as her muse, as inspiration for what she felt would be her masterpiece: a gripping tale of adventuring triumph in the face of starkest evil. Her journeys eventually took her into the hinterlands of Brevoy, where she caught wind of Lady Jamandi Aldori’s call for heroes. Here, Linzi realized, was the opportunity she’d been waiting for! Traits Equipment. Leather armor, rapier, shortbow, arrows (20), explorer’s pack, lute. Bardic Inspiration (3/Day). Linzi uses her bonus action on her turn to choose one creature other than herself within 60 feet of you who can hear her. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Brave. Linzi has advantage on saving throws against being frightened. Halfling Nimbleness. Linzi can move through the space of any creature that is of a size larger than hers. Lucky. When Linzi rolls 1 on the d20 for an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll. Naturally Stealthy. Linzi can attempt to hide even when she is obscured only by a creature that is at least one size larger than her. Spellcasting. Linzi is a 1st-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13). She has the following bard spells prepared: Cantrips (at will): minor illusion, mage hand 1st level (2 slots): healing word, heroism, hideous laughter, sleep Actions Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (halfling)","Alignment":"chaotic good","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Linzi (Level 7)","description":"The storyteller Linzi left her birthplace in Galt years ago to seek a higher education in the arts in fabled Pitax, but it wasn’t long before she arrived in that town that she realized the accolades and fame surrounding the region’s artistic triumphs more resembled hearsay and propaganda. While she could sense that the city’s artisans were struggling to produce actual works of art, the overwhelming regime of suppression and meddling put in place by King Irovetti made that difficult at best. As a result, Linzi’s time in Pitax fostered more a sense of resistance and rebellion within her than actual inspiration for her stories. Inevitably, these themes crept into her artwork, and when a raunchy limerick she wrote about King Irovetti became unexpectedly popular, she was expelled for “impudence toward persons of the highest esteem.” Linzi wasn’t daunted. She felt she’d learned all she could from artisans in Pitax and headed east with a new goal: to find a notable hero or heroes who could serve as her muse, as inspiration for what she felt would be her masterpiece: a gripping tale of adventuring triumph in the face of starkest evil. Her journeys eventually took her into the hinterlands of Brevoy, where she caught wind of Lady Jamandi Aldori’s call for heroes. Here, Linzi realized, was the opportunity she’d been waiting for! Traits Equipment. Leather armor +1 , rapier +1 , shortbow +1 , arrows (20), potions of healing (3), explorer’s pack, lute. Bardic Inspiration (3/Day). Linzi uses her bonus action on her turn to choose one creature other than herself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Linzi regains all of her expended uses of Bardic Inspiration when she finishes a short or long rest. Brave. Linzi has advantage on saving throws against being frightened. Halfling Nimbleness. Linzi can move through the space of any creature that is of a size larger than hers. Jack of All Trades. Linzi can add half her proficiency bonus (+3), rounded down, to any ability check she makes that doesn’t already include her proficiency bonus. Lucky. When Linzi rolls 1 on the d20 for an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll. Naturally Stealthy. Linzi can attempt to hide even when she is obscured only by a creature that is at least one size larger than her. Song of Rest. If Linzi or any friendly creatures who can hear her performance regain hit points at the end of a short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. Spellcasting. Linzi is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15). She has the following bard spells prepared: Cantrips (at will): dancing lights, minor illusion, mage hand 1st level (4 slots): healing word, heroism, hideous laughter, shield, sleep 2nd level (3 slots): enhance ability, haste, hold person, see invisibility 3rd level (3 slots): dispel magic, major image 4th level (1 slot): dimension door Actions Rapier +1. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. Shortbow +1. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6+4) piercing damage. Countercharm. As an action, Linzi can start a performance that lasts until the end of her next turn. During that time, she and any friendly creatures within 30 feet of her have advantage on saving throws against being frightened or charmed. A creature must be able to hear her to gain this benefit. The performance ends early if she is incapacitated or silenced—or if she voluntarily ends it (no action required).","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (halfling)","Alignment":"chaotic good","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Lion","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell : The lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics : The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated . Pounce : If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone, the lion can make one bite attack against it as a bonus action. Running Leap : With a 10-foot running start, the lion can long jump up to 25 ft.. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","AC":12,"HP":"26 (4d10+4)","CHA":8,"CON":13,"DEX":15,"INT":3,"STR":17,"WIS":12,"Size":"Large","Type":"beast","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065444/umoUKKvEmEtbNbCgVPalVQ/original.png","Roll 0":"Bite\n1d20 + 5\n1d8+3","Roll 1":"Claw\n1d20 + 5\n1d6+3","Skills":"Perception +3, Stealth +6","Source":"5th Edition SRD","data-XP":200,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The lion has advantage on Wisdom (Perception) checks that rely on smell.\"},{\"Name\":\"Pack Tactics\",\"Desc\":\"The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"},{\"Name\":\"Pounce\",\"Desc\":\"If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.\"},{\"Name\":\"Running Leap\",\"Desc\":\"With a 10-foot running start, the lion can long jump up to 25 ft..\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-1","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":1,"Passive Perception":13,"data-CrNum":1,"data-AcNum":12,"data-HpNum":26},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lion","description":"Traits Keen Smell : The lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics : The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated. Pounce : If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. Running Leap : With a 10-foot running start, the lion can long jump up to 25 ft. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Lion","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Lion","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet. Actions Multiattack. The lion makes two Rend attacks. It can replace one of these attacks with a use of Roar. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Lion","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Pack Tactics. The lion has Advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Running Leap. With a 10-foot running start, the lion can Long Jump up to 25 feet. Actions Multiattack. The lion makes two Rend attacks. It can replace one of these attacks with a use of Roar. Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. Roar. Wisdom Saving Throw: DC 11, one creature within 15 feet. Failure: The target has the Frightened condition until the start of the lion’s next turn.","properties":{"Category":"Monsters","AC":12,"HP":"22 (4d10)","PB":2,"CHA":8,"CON":11,"DEX":15,"INT":3,"STR":17,"WIS":12,"Size":"Large","Type":"Beast","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406409154/yxt09JX89LXF8zouP3XB8g/original.png","Senses":"Darkvision 60 ft.","Skills":"Perception +3, Stealth +4","data-XP":200,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Pack Tactics\",\"Desc\":\"The lion has Advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\"},{\"Name\":\"Running Leap\",\"Desc\":\"With a 10-foot running start, the lion can Long Jump up to 25 feet.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The lion makes two Rend attacks. It can replace one of these attacks with a use of Roar.\"},{\"Name\":\"Rend\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"Slashing\"},{\"Name\":\"Roar\",\"Desc\":\"*Wisdom Saving Throw*: DC 11, one creature within 15 feet. \\n*Failure*: The target has the Frightened condition until the start of the lion's next turn.\"}]","data-CHA-mod":"-1","data-CON-mod":0,"data-DEX-mod":2,"data-INT-mod":"-4","data-STR-mod":3,"data-SizeNum":5,"data-WIS-mod":1,"Saving Throws":"Str +3, Dex +2, Con +0, Int -4, Wis +1, Cha -1","Challenge Rating":1,"Passive Perception":13,"data-CrNum":1,"data-AcNum":12,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Lion Guard","description":"The Orleone Lion Guard were instrumental in defending their homes against the ruthless Kristoff Karn, who attempted to invade the small forming nation. These skilled martial artists use their agility and speed to outmaneuver their enemies, and lay out a relentless barrage of attacks against their foes. “Lion guard, and they are cat-folk. Was that really the most original name they had for their soldiers?”","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Lion Guard Commander Lava Straža","description":"This catfolk warrior has led the Lion Guard for the past decade. Still deemed a newcomer to the elite warriors of Orleone, she proved herself in a battle she led against the black dragon Bitterheart, who ventured across the borders from the Eastern Vales looking for farmland to desolate. Lava carries several scars to show for it. A catfolk in her mid-thirties, she has lush yellow and orange fur that matches her yellow cat-eyes and a stern look on her face. She wears many piercings through both her ears and is often dressed in the red and brown leather strappings of the Lion Guard.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Liondrake","description":"A liondrake is a solitary and territorial predator with the long neck and wings of a brass dragon and the head and body of a lion (including a luxurious mane on males). Sometimes known as dragonnes, liondrakes rely on their ferocity and their frightful roar to overcome prey and drive off rivals. Liondrakes are voracious hunters that range across well-established territories. They don't typically seek out people as prey, but those folk who encroach into liondrake territory are fair game—which feeds the creature's reputation as hungering for Humanoid flesh. Actions Multiattack. The liondrake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Blood-Chilling Roar (Recharge 4–6). The liondrake lets out a terrifying roar audible out to 300 feet. Any creature within 30 feet of the liondrake that can hear its roar must succeed on a DC 14 Wisdom saving throw or be frightened of the liondrake for 1 minute. A creature that fails the save by 5 or more is also paralyzed for the same duration. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this liondrake's Blood-Chilling Roar for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"typically neutral","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Liosalfar","description":"The curtain of rippling colors assumes a humanoid form. Its kaleidoscope body shifts and glitters with mesmeric patterns. Sometimes known as “light elves” because they assume a vaguely elfish shape, these enigmatic shapeshifters make their home at the edge of the world, where reality bends and physical laws unravel. Their mutable bodies are composed entirely of shifting colors. Among themselves they communicate through flashing patterns and hues, but they talk to other races in an echoing, choral tone that seems to emanate from everywhere and nowhere around them. Servants of Fate. Their aims often seem inconsequential or simply baffling, but they’ve also sundered mountains and toppled kingdoms. Many believe they’re agents of Fate, others that their motivation is an alien aesthetic or their own amusement. Pattern Vision. Those who’ve spoken with liosalfar say they talk as if all existence was a sea of patterns and colors to be set in pleasing shapes. They barely understand mortal concerns. Enemies of the Ramag. The liosalfar have a longstanding rivalry with the portal-making ramag, whom they despise as “corruptors of the patterns.” Elemental Nature. A liosalfar doesn’t require air, food, drink, or sleep. Liosalfar in Midgard Once the patrons of the elven kingdom of Thorn, the liosalfar are dwellers in the northern lights that hover over Hyperborea. The liosalfar are aloof protectors of that lost realm, but they spend most of their time traveling between Midgard and other planes of existence. They have a gift for patterns, and they are explorers and meddlers by nature. Traits Alien Mentality: A liosalfar’s exotic consciousness renders it immune to psychic effects, and any attempt to read their thoughts leaves the reader confused for 1 round. Darkness Vulnerablility: Magical darkness is harmful to a liosalfar: They take 2d10 necrotic damage, or half damage with a successful DC 14 Constitution saving throw, each time they start their turn inside magical darkness. Natural darkness is unpleasant to them but not harmful. Incorporeal Movement: The liosalfar can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting: The liosalfar’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: augury, color spray, dancing lights, detect magic, flare, light, silent image, spare the dying 2/day each: alter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray 1/day each: hallucinatory terrain, plane shift, sunbeam Lightform: Liosalfar are composed entirely of light. They are incorporeal and not subject to ability damage, polymorph, petrification, or attacks that alter their form. Prismatic Glow: Liosalfar shed rainbow illumination equal to a daylight spell. They cannot extinguish this glow without perishing but can reduce it to the level of torchlight at will. Even when using alter self they have a faint, diffused glow that’s visible in dim light or darkness. Actions Multiattack: The liosalfar makes two Disrupting Touch attacks. Disrupting Touch: Melee Weapon Attack : +10 to hit, reach 5 ft., One target. Hit : 26 (4d12) Radiant damage. On hit, the target must succeed on a DC 15 Wisdom saving throw or become stunned for 1 round.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"Tome of Beasts","Alignment":"Neutral ","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Liosalfar","description":"A curtain of rippling colors assumes a humanoid form. Its kaleidoscope body shifts and glitters with mesmeric patterns. Sometimes known as “light elves” because they assume a vaguely elfish shape, these enigmatic shapeshifters make their home at the edge of the world, where reality bends and physical laws unravel. Their mutable bodies are composed entirely of shifting colors. Among themselves they communicate through flashing patterns and hues, but they talk to other races in an echoing, choral tone that seems to emanate from everywhere and nowhere around them. The liosalfar are aloof protectors of that lost realm, but they spend most of their time traveling between planes of existence. They have a gift for patterns, and they are explorers and meddlers by nature. Servants of Fate. Their aims often seem inconsequential or simply baffling, but they’ve also sundered mountains and toppled kingdoms. Many believe they’re agents of Fate, others that their motivation is an alien aesthetic or their own amusement. Pattern Vision. Those who’ve spoken with liosalfar say they talk as if all existence was a sea of patterns and colors to be set in pleasing shapes. They barely understand mortal concerns. I once spent time with a light elf, and have never felt so calm or at peace with the world. The creature’s radiance chased all my fears and inner shadows away. I wanted to follow it, but its smile told me I’d had my share of its insight. And indeed, it has served me well ever since. —Fin Starling, proprietor, Thirsty Serpent Tavern","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":5818,"Challenge Rating":8},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Little Bear","description":"Known for their immense strength, formidable stature, and status as apex predators in forests, mountains, and ice sheets, bears are revered (and feared) as embodiments of nature’s might. Ursine Variation. In our own world, bears vary in size and diet. The brown bear (a category that includes the grizzly bear and Kodiak bear) and polar bear are the largest land predators in the world—though despite their bulk, they can sprint toward their prey at terrifying speeds. On the other hand, the giant panda and much smaller sun bear are herbivores, while the odd sloth bear uses their long, curved claws to dig up ants and termites. Traits Exceptional Smell. The bear has a +10 bonus to Wisdom (Perception) checks that rely on smell, and they can smell creatures even through dirt, snow, and water. Natural Camouflage. The bear has advantage on Dexterity (Stealth) checks made in their native terrain. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, or maximum damage if the target is a Plant. Swat. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing or bludgeoning damage (bear’s choice), and the target must succeed on a DC 13 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Small or Medium Beast","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Little Wildcat","description":"Traits Agile Landing. The wildcat takes no damage from falling 40 feet or less, provided they aren’t incapacitated. Hunter’s Pounce. If the wildcat hits a Small or smaller target and had advantage on the attack roll, the target is grappled (escape DC 12). While grappling the target in this way, the wildcat can’t attack another creature. Natural Camouflage. The wildcat has advantage on Dexterity (Stealth) checks made in their native terrain. Sprint (Recharges after a Short or Long Rest). When the wildcat moves on their turn in combat, they can triple their speed until the end of their turn. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, plus an extra 2 (1d4) piercing damage if the target is grappled or restrained. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage, plus an extra 2 (1d4) slashing damage if the wildcat had advantage on the attack roll. Bonus Actions Sneak. The wildcat takes the Hide action.","properties":{"Category":"Monsters","Size":"Tiny or Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Living Artillery","description":"Once humanoid, now grotesque monsters, the living artilleries are the result of the Obitus Scholare's first attempts at creating super-soldiers. Transformed beyond recognition, their bodies now boast multiple striking limbs and a heavy firearm grafted upon their bones. Originally intended as weapons against the scourge of Luyarnha, the living artillery proved nearly impossible to control, as vestiges of their former selves still clung to their mutated forms, yearning for liberation from their gruesome fate. Hence, they are constrained and caged until they are needed. Whilst they ultimately failed to fulfill their creators' desires, these abominations have proven useful as cannon fodder on the battlefield, instinctively seeking lethal enemies as their desire for their life to end drives them towards ever more powerful foes. But one must be wary, for the living artillery are unstable, and in their quest for ultimate release, they often turn against those who would call themselves their \"allies\". Traits Freedom of Movement. The living artillery ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Grappler. The living artillery has advantage on attack rolls against any creature grappled by it. Self-Destruct. When the living artillery is reduced to 0 hit points, its unstable body detonates. Each creature within 20 feet of the living artillery must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The living artillery makes four attacks: three with its tentacles and one with its cannon. Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 2) slashing damage. Instead of dealing damage, the living artillery can grapple the target if it’s a creature (escape DC 16). The living artillery can have up to three creatures grappled at a time. Cannon. Ranged Weapon Attack: +5 to hit, range 120/480 ft., one target . Hit: 21 (3d12 + 2) piercing damage and the living artillery rolls a d6. On a roll of 3 or higher, the ammunition detonates and each creature within 10 feet of the target must succeed on a DC 13 Dexterity saving throw or take 9 (2d8) fire damage. Flammable objects in the area take 9 (2d8) fire damage. Bonus actions Engage. If the living artillery has all its hit points, it moves up to its speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration and humanoid","Alignment":"chaotic neutral","Expansion":27461,"Challenge Rating":6},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Living Bigby's Hand","description":"Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy. Living Bigby’s Hand A living Bigby’s hand is a Large, hovering hand of shimmering, translucent force. It often serves as a guardian, attacking creatures that cross its path while remaining loyal to its caster. Traits Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep. Actions Force Fist. Melee Spell Attack : +10 to hit, reach 5 ft., one target. Hit: (4d8+8) force damage. If the target is hit and is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks. Grasping Hand. The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until the grapple ends, the target takes 15 (2d6 + 8) bludgeoning damage at the start of each of its turns. The living spell can grapple only one creature at a time and can’t use Force Fist until the grapple ends.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":6331,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Living Bigby's Hand","description":"A living Bigby’s hand is a Large, hovering hand of shimmering, translucent force. It often serves as a guardian, attacking creatures that cross its path while remaining loyal to its caster. Living Spells Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy. Traits Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep. Actions Force Fist. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks. Grasping Hand. The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until the grapple ends, the target takes 15 (2d6 + 8) bludgeoning damage at the start of each of its turns. The living spell can grapple only one creature at a time and can’t use Force Fist until the grapple ends.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":27909,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Living Blade of Disaster","description":"Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy. Living Blade of Disaster A living blade of disaster is a blade of disaster spell with a wicked will of its own. It looks like a floating, black planar rift in the shape of a sword. Like a demon, it craves destruction. Traits Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects. Unfettered. The living spell can move through any barrier, even a wall of magical force. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep. Actions Force Blade. Melee Spell Attack : +6 to hit, reach 5 ft., one target. Hit: (4d12) force damage. Unless the living spell rolled an 18 or higher on the d20 for the attack, in which case the attack is a critical hit that deals 78 (12d12) force damage instead. Reactions Preemptive Strike. The living spell makes a melee attack against a creature that starts its turn within 5 feet of the living spell.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"chaotic evil","Expansion":6331,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Living Blade of Disaster","description":"A living blade of disaster is a blade of disaster spell (see appendix D) with a wicked will of its own. It looks like a floating, black planar rift in the shape of a sword. Like a demon, it craves destruction. Living Spells Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy. Traits Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects. Unfettered. The living spell can move through any barrier, even a wall of magical force. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep. Actions Force Blade. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 26 (4d12) force damage, unless the living spell rolled an 18 or higher on the d20 for the attack, in which case the attack is a critical hit that deals 78 (12d12) force damage instead. Reactions Preemptive Strike. The living spell makes a melee attack against a creature that starts its turn within 5 feet of the living spell.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"chaotic evil","Expansion":27909,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Living Burning Hands","description":"Living Spells Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely. Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic. Constructed Nature. A living spell doesn’t require air, food, drink, or sleep. Customizing a Living Spell Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell’s level. Living Spell Customization Spell Level Stat Block to Customize 1–2 Living burning hands 3–4 Living lightning bolt 5 Living cloudkill Now make the following changes to that stat block: Damage Immunity. Replace the living spell’s damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell. Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell’s Magical Strike. For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":4480,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Living Cloudkill","description":"Living Spells Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely. Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic. Constructed Nature. A living spell doesn’t require air, food, drink, or sleep. Customizing a Living Spell Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell’s level. Living Spell Customization Spell Level Stat Block to Customize 1–2 Living burning hands 3–4 Living lightning bolt 5 Living cloudkill Now make the following changes to that stat block: Damage Immunity. Replace the living spell’s damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell. Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell’s Magical Strike. For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":4480,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Living Deep Haze","description":"Contaminated Elementals Contaminated Elementals can be found all over Drakkenheim, often in areas where the eldritch magics are especially concentrated. Many who have encountered these elementals have spoken of the city itself coming to life to attack them. Reports of ruins reaching out and crushing adventurers, burning flames moving and hunting with minds of their own, or contaminated pools lurching to engulf passersby have been heard. Even the blowing air itself has mustered parts of the Haze into shifting clouds that stalk adventurers through the streets. These magical creatures are a constant reminder that nothing in the city can be trusted, and that nowhere is truly safe. “The colours are charming, but the alchemical properties and possibilites of spells is, in my opinion, far more charming.” — Sebastian Crowe","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Living Demiplane","description":"Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy. Living Demiplane A living demiplane is a demiplane spell that has become vaguely self-aware. It is a shadowy rectangle, 5 feet wide and 10 feet high, which creeps along flat, solid surfaces and groans softly when it moves. When a living demiplane encounters a creature small enough to fit through its doorway, it tries to pull that creature into itself, then deposits the victim in an extradimensional chamber. Traits Dimensional Form. The living spell can enter another creature’s space and vice versa, and it can move through a space as narrow as 1 inch wide without squeezing. The living spell can’t detach from a solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see “Planar Destruction” below). Extradimensional Chamber. When the living spell enters another creature’s space (or vice versa) for the first time on a turn, the other creature must succeed on a DC 10 Dexterity saving throw or be pulled into the living spell’s extradimensional space, an unfurnished stone chamber 30 feet in every dimension. A creature too big to fit in this space succeeds on the saving throw automatically. Creatures in the chamber never run out of breathable air. Magic that enables transit between planes, such as plane shift, can be used to escape the chamber, which has no exits otherwise. Creatures trapped inside the extradimensional chamber can’t see, target, or deal damage to the living spell; however, they can damage the room around them. Each 5-foot-square section of ceiling, wall, and floor in the chamber has AC 17, 50 hit points, immunity to poison and psychic damage, and immunity to bludgeoning, piercing, and slashing damage that is nonmagical. If any section is reduced to 0 hit points, the living spell and its chamber are destroyed (see “Planar Destruction” below). Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects Planar Destruction. The living spell is destroyed when it or a 5-foot-square section of its extradimensional chamber is reduced to 0 hit points, or when the living spell has no surface to attach to. When the living spell is destroyed, the contents of its extradimensional chamber are expelled, appearing as close to the living spell’s previous location as possible. Each expelled creature appears in a randomly determined unoccupied space, along with whatever it is wearing or carrying. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":6331,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Living Demiplane","description":"A living demiplane is a demiplane spell that has become vaguely self-aware. It is a shadowy rectangle, 5 feet wide and 10 feet high, which creeps along flat, solid surfaces and groans softly when it moves. When a living demiplane encounters a creature small enough to fit through its doorway, it tries to pull that creature into itself, then deposits the victim in an extradimensional chamber. Living Spells Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy. Traits Dimensional Form. The living spell can enter another creature’s space and vice versa, and it can move through a space as narrow as 1 inch wide without squeezing. The living spell can’t detach from a solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see “Planar Destruction” below). Extradimensional Chamber. When the living spell enters another creature’s space (or vice versa) for the first time on a turn, the other creature must succeed on a DC 10 Dexterity saving throw or be pulled into the living spell’s extradimensional space, an unfurnished stone chamber 30 feet in every dimension. A creature too big to fit in this space succeeds on the saving throw automatically. Creatures in the chamber never run out of breathable air. Magic that enables transit between planes, such as plane shift, can be used to escape the chamber, which has no exits otherwise. Creatures trapped inside the extradimensional chamber can’t see, target, or deal damage to the living spell; however, they can damage the room around them. Each 5-foot-square section of ceiling, wall, and floor in the chamber has AC 17, 50 hit points, immunity to poison and psychic damage, and immunity to bludgeoning, piercing, and slashing damage that is nonmagical. If any section is reduced to 0 hit points, the living spell and its chamber are destroyed (see “Planar Destruction” below). Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects. Planar Destruction. The living spell is destroyed when it or a 5-foot-square section of its extradimensional chamber is reduced to 0 hit points, or when the living spell has no surface to attach to. When the living spell is destroyed, the contents of its extradimensional chamber are expelled, appearing as close to the living spell’s previous location as possible. Each expelled creature appears in a randomly determined unoccupied space, along with whatever it is wearing or carrying. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27909,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Living Doll","description":"< A living doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. Trapped within each living doll is a mean spirit that encourages those around it to behave badly toward others. The doll takes pleasure in tormenting the guilt-ridden and despondent, hastening their descent into depression or paranoia. Because it fears its own destruction, the doll rarely causes direct harm to others. When forced to defend itself, it debilitates opponents with its maniacal cackle and assaults the minds of its enemies by turning their worst fears against them. Traits False Appearance. If the doll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the doll move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the doll is animate. Regeneration. The doll regains 5 hit points at the start of its turn. If the doll takes fire or psychic damage, this trait doesn’t function at the start of the doll’s next turn. The doll is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Unusual Nature. The doll doesn’t require air, food, drink, or sleep. Actions Grabby Hands. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit : The target is grappled (escape DC 6) and takes 11 (2d10) psychic damage at the start of each of its turns until this grapple ends. The doll can grapple only one creature at a time. Bonus Actions Cackle (Recharge 4–6). The doll cackles as it targets one or two creatures it can see within 30 feet of it. Each target that can hear the doll’s cackling must make a DC 11 Wisdom saving throw, succeeding automatically if it has an Intelligence of 4 or lower. On a failed saving throw, the creature takes 5 (2d4) psychic damage and is incapacitated for 1 minute as it is overcome by a fit of laughter. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to this doll’s Cackle for 24 hours.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"typically neutral evil","Expansion":11857,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Living Gatling Gun","description":"Once humanoid, now grotesque monsters, the living artilleries are the result of the Obitus Scholare's first attempts at creating super-soldiers. Transformed beyond recognition, their bodies now boast multiple striking limbs and a heavy firearm grafted upon their bones. Originally intended as weapons against the scourge of Luyarnha, the living artillery proved nearly impossible to control, as vestiges of their former selves still clung to their mutated forms, yearning for liberation from their gruesome fate. Hence, they are constrained and caged until they are needed. Whilst they ultimately failed to fulfill their creators' desires, these abominations have proven useful as cannon fodder on the battlefield, instinctively seeking lethal enemies as their desire for their life to end drives them towards ever more powerful foes. But one must be wary, for the living artillery are unstable, and in their quest for ultimate release, they often turn against those who would call themselves their \"allies\". Traits Freedom of Movement. The living artillery ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Grappler. The living artillery has advantage on attack rolls against any creature grappled by it. Self-Destruct. When the living artillery is reduced to 0 hit points, its unstable body detonates. Each creature within 20 feet of the living artillery must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The living artillery makes four attacks: three with its tentacles and one with its cannon. Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 2) slashing damage. Instead of dealing damage, the living artillery can grapple the target if it’s a creature (escape DC 16). The living artillery can have up to three creatures grappled at a time. The living artillery can have a gatling gun grafted to its arm instead of a cannon. Gatling Gun. Ranged Weapon Attack: +5 to hit, range 120/360 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Until the start of its next turn, at the start of each creature’s turn, the living artillery can make this attack again. Each time it makes this attack, it rolls a d6. On a roll of 1, the gun stops early and can’t fire again until it uses this action again. Bonus actions Engage. If the living artillery has all its hit points, it moves up to its speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration and humanoid","Alignment":"chaotic neutral","Expansion":27461,"Challenge Rating":6},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Living Idol (Template)","description":"Certain star systems are mystically interdicted, meaning that from the heart of their burning star to the distant nebulae and asteroid clouds at the verge of interstellar space, the entirety of that system is sealed against dimensional travel to the Astral Plane and the Outer Planes beyond. Most celestial, fiends, and similar creatures native to the Outer Planes (not to be mistaken with those from the Inner Planes like elementals) brought to the Material are ordinary examples of their own kind, capable of being forced back to their home plane by spells such as banishment . When an outsider native to the Outer Planes dies in such a system, there is no natural current for their planar energies to return to their native realm, nor are their fusions of body and soul drawn into the star itself as mortal souls are. Instead, their bodies decay and their spirits are warped by the planar forces that seal away the influence of gods, imprisoning the outsider forever. Imprisoned outsiders are no longer treated as extraplanar entities, forever bound to the Material and diminished in power and influence. Disconnected from their native plane, these outsiders drift over the course of their immortal years, shifting in outlook and ideology in ways they were never capable of before; imprisoned devils might discover their binding maddening and divert from their lawful ideas and angels may be driven to corruption by millennia of suffering and hopelessness. Imprisoned outsiders are unpredictable, usually dangerous, and never what they appear to be on the surface. Worse yet, imprisoned outsiders contain an untampered spark of divinity within themselves that responds to the adoration and veneration of worshippers. In a paradoxical existence, these imprisoned outsiders become a form of idol, capable of granting unusual supernatural abilities to their followers in exchange for a demanding toll they exert on these creatures. Cults of living idols arise in the remote corners of the world where desperate masses cling to these extreme demagogues. Some imprisoned outsiders use the worship of their cults to spread hope and good will, while most fall into decadence or entropy, becoming blights on the societies they invest. Parasitic Faith. No matter the good intentions they may possess, living idols are little more than spiritual parasites clinging to the immortal souls of living creatures to justify their presence on the Material Plane. Living idols themselves do not fully understand the means by which they are able to enact such change on both themselves and their followers, or how they can become so entangled with mortal souls to begin with. Each living idol has its own notions, and each one is colored by the living idol’s personal outlook and is equally as mercurial. Living idols often indulge themselves in mortal pleasures and behaviors once ignored in their planar residences. Creatures once obsessed with death become fascinated by life, and the more forbidden the fruit the more tempting it becomes to the living idol, leading them down anathema orgies to discovery and excess. Cults. The fiefdoms of living idols vary between clandestine monasteries located far from civilization, to seditious cults lingering in the shadows of great arcologies, to decadent churches of worship drifting through the Gulf in great asteroid colonies and everything in between. There is little rhyme or reason to a living idol’s choice of surroundings, short of convenience and accessibility to followers. Each habitat is as unique as the living idol that inhabits it, and equally likely to be torn down and changed when the living idol experiences a fitful shift of mortality on their journey of personal discovery. Each cult that venerates a living idol is equally unique and as likely to be subtle and insidious as they are bombastic and performative. Living Idol Template A living idol who chooses to accept the veneration of followers can draw these willing supplicants into a spiritual pact that binds follower and outsider together. This bond can only be forged willingly and cannot be the result of magical coercion. The bonding process requires 1 hour and for the supplicant to open its mind and soul to the living idol. Typically, this takes the form of a ceremony suited to the living idol’s personal tastes. Once complete, the living idol considers the supplicant a worshipper and gains access to a suite of powers based on the number of active worshippers it maintains. A living idol may sever the tie between itself and a worshipper at any time. A living idol’s powers are based on the number of worshippers it has, as noted below. At each threshold of power, a living idol gains a number of powers from the Living Idol Powers list. Challenge. Applying the living idol template may alter a creature’s Challenge Rating. Usually its CR will remain the same, but increasing one or more of its attack bonus, damage, number of attacks, or hit points are likely to raise its CR by +1. Entrapped Rejuvenation. After a living idol is killed, it leaves a powerful impression on the ethereal plane for one week. After this time the living idol begins to rebuild its body, a process which takes 1d10 days. During the revival process the imprisoned outsider’s body begins to rebuild itself from coagulated essences of the ethereal plane and is considered unconscious. If the creature is slain again before its body fully reforms, the process begins again. After the rebuild time has elapsed, the imprisoned outsider is reborn on the Material, fully healed. The only way to permanently slay an imprisoned outsider is with a carefully worded wish spell or by transporting it back to the Outer Planes by means of a powerful spell such as gate and killing it there. Demagogue. A living idol both gains power and may bestow power on creatures that worship and revere it. While not true deities capable of granting spells to their followers, pacts with the divine spark of a living idol create unusual spiritual bonds that transcend the material. This ability is further detailed below. Translocation Loss. A living idol loses access to any innate spellcasting or ability that allows them to teleport , if the base creature possessed them. Additionally, it loses access to any summoning innate spellcasting or ability that the base creature possessed. Imprisoned Outsider Echo. Imprisoned by the unique nature of interdicted system cosmology, an imprisoned outsider’s metaphysical essence lingers on, effectively imprinted onto the structure of the Material, functioning like a bizarre form of phylactery or the conditions that imprison ghosts past their physical death. If destroyed, the imprisoned outsider begins to reconstitute as a result of its Entrapped Rejuvenation ability—whether it wants to or not—and during this period, a physical manifestation of the process is visible as a blurry, translucent outline of its appearance at the point of its destruction, like a retinal burn that only grows more cohesive with time rather than fading. While the echo itself is only vaguely tangible, the echo is vulnerable to non-physical attacks, subject to the same immunities and resistances possessed by the creature itself. Destruction of the echo only starts the process over, and the echo will move to the nearest unoccupied position in which reconstitution is possible, should local conditions present a problem. During this period of reconstitution, an imprisoned outsider is especially vulnerable to spells that bind or imprison souls and outsiders, such as the planar binding spell. The imprisoned outsider has disadvantage on its saving throw versus these spells as applicable and cannot gain advantage on saving throws against these spells. Living Idol Powers As living idols gain worshippers, they also obtain unique supernatural abilities that grant them special power over their worshippers or additional strength for themselves. A living idol gains one of the below powers when it gains its first worshipper. At each following threshold the living idol gains one additional power. Once chosen these abilities may not be changed, and if the living idol’s number of worshippers fluctuates, so too does its number of powers. A living idol may choose which powers it loses if it loses worshippers, though some require a minimum living idol rank. Rank Worshippers Powers 1 (Least) 1-10 1 2 (Lesser) 11-50 2 3 (Minor) 51-100 3 4 (Intermediate) 101-200 4 5 (Major) 201-500 5 6 (Greater) 501-1,000 6 7 (Eminent) 1,001-2,000 7 8 (Paramount) 2,001-3,000 8 9 (Transcendent) 3,001+ 9 The save DCs for living idol powers are 8 + the living idol’s proficiency bonus + its Charisma modifier. Armor of Faith. While not wearing any armor and not using a shield, the living idol’s AC becomes 12 + its Dexterity modifier + its Charisma modifier. Changes to AC can affect the living idol’s CR. Blessing of Power. A living idol may use its action to grant a blessing of power to a worshipper with a touch. This blessing grants the worshipper advantage on ability checks for one ability score of the living idol’s choice and lasts for 24 hours multiplied by the living idol’s rank. The living idol may revoke this blessing at any distance (no action required). Channel Energy (3/Day). As an action, the living idol can release a pulse of healing energy, if good-aligned, or necrotic energy, if evil-aligned. A neutral living idol may choose either kind of energy upon taking this power but cannot change its decision later. The pulse radiates in a 60-ft. radius sphere centered on the living idol. If the living idol channels healing energy, each creature in the area regains a number of hit points equal to 1d6 multiplied by the living idol’s Challenge. If the living idol channels necrotic energy, each creature in the area must succeed on a Constitution saving throw or take necrotic damage equal to 1d6 multiplied by the living idol’s Challenge. A creature that saves against this ability instead takes half damage. Conceal. The living idol is warded from divination spells, as if under the effects of nondetection. Demagogue’s Aura. The living idol radiates a holy or unholy presence and gains a +2 bonus to AC against creatures of an opposite alignment (good/evil/law/chaos). In addition, the living idol has advantage on saving throws made to avoid being charmed, frightened, or possessed by a creature of an opposite alignment. A neutral idol may choose which alignment to be protected against but cannot change its decision later. A living idol of Greater rank or higher becomes immune to being charmed, frightened, or possessed by a creature of an opposite alignment and had advantage on saving throws made to resist the spells of a creature of an opposite alignment. Changes to AC and condition immunities can affect the living idol’s CR. Enthrall (1/Day). As an action, the living idol can trigger subtle reverence in the minds of nearby creatures. This ability functions similarly to an enthrall spell, though the living idol need not speak—its semi-divine presence manifests as a gentle ecstatic hum in the minds of witnesses, potentially swaying the weak-willed toward veneration. An unwilling target can negate this effect with a successful Wisdom saving throw. Feast or Famine (1/Month). The living idol can reward its followers by exerting its influence over the weather, usually by manifesting rain to relieve droughts and yield fertile crops through an effect similar to control weather. Conversely, angered idols can turn the weather against their followers to show displeasure or to reflect their moods towards trespassers, creating more hostile seasonal effects. When the living idol changes the weather conditions, it may change a chosen condition by two stages, up or down. Immortal Promise. The living idol grants a form of immortality to some of its worshippers. Each day, the living idol selects a number of its worshippers equal to its rank plus its Charisma modifier. Within 1 mile of the living idol, these selected worshippers do not age; do not need to eat, drink, or bathe; and do not suffer any ill effects from extreme heat or extreme cold. The recipients of this gift can change daily on the living idol’s whim. The living idol must be of Greater rank or higher to select this power. Locate Worshipper. A living idol can precisely locate any creature that worships it that is on the same plane. Possess Worshipper. The living idol can, as an action, possess one of its worshippers. A living idol may only possess worshippers within line of sight unless the living idol can perceive through the creature’s senses or vice-versa (such as with the Share Senses idol power). While possessing a worshipper, the living idol’s life force occupies the host’s body. The host’s soul is imprisoned with the living idol but can still use its own senses (though it can’t assert any influence or use even purely mental abilities). The living idol can communicate with its host telepathically. The host retains all of its physical abilities but substitutes its mental ability scores and proficiencies for the living idol’s. Moving outside of the living idol’s line of sight does not eject the living idol. If the host’s body is killed, the living idol returns to its original body. If the living idol’s body is slain, the living idol’s soul is ejected from the host’s body as it begins its rejuvenation process. A living idol may end this possession at any time (no action required). Reanimate Sacrifice. When a creature with an Intelligence score of 3 or higher is sacrificed by a living idol’s worshippers, the living idol may choose to reanimate the creature’s corpse as if by animate dead, a living idol of Intermediate rank may instead reanimate the corpse as if using create undead, and a living idol of Eminent rank may reanimate the corpse as if using create undead into its choice of ghoul, ghast, or wight. A living idol may create any number of undead, but only maintains control over a number of undead with a combined CR equal to or less than the living idol’s rank. Revelry (1/Day). As an action, the living idol can thrum with power, affecting a number of enthralled supplicants equal to its rank with an effect similar to heroes’ feast. The living idol must have the enthrall ability to select this ability. Sacrifice Worshipper. A living idol can instantly kill any worshipper that is on the same plane as the living idol as a bonus action. The target must succeed on a Constitution saving throw or die. On a successful save the target instead takes 10 (3d6) points of damage and is poisoned for 1 round. A living idol that successfully slays a worshipper within 30 ft. with this ability increases its own AC and Strength score by 2 for the next hour. A living idol can only use this ability once per day per follower. A living idol must be of at least Intermediate rank to select this power. Share Senses. As an action, a living idol with this ability may share all of the senses of one worshipper that it knows by name. A living idol may end this ability at any time (requiring no action). A living idol must be at least Intermediate rank to select this power. Supernatural Presence. The living idol’s presence is supernaturally unsettling or captivating. Foes that start their turns within 60 feet of the living idol must succeed on a Wisdom saving throw or become frightened or poisoned (the living idol’s choice) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the living idol’s Supernatural Presence for the next 24 hours. Living Idol Entropy Power gained by living idols is not permanent, and worse yet, forgoing a connection with worshippers creates a dangerous vulnerability in the living idol’s divine spark, causing the entity to hemorrhage power over time. Once a living idol accepts its first worshipper it enters into an unending parasitic relationship with the adoration and faith of its worshippers. Worshippers must maintain the semi-divine power a living idol has achieved through offerings. Without sacrifice and veneration, living idols eventually become inert vessels for a trapped, frustrated entity, relying on whispered promises to entice the weak-willed to rebuild their congregations. A living idol that doesn’t receive monthly sacrifices whose sacrifice values total at least its Challenge x 100 gp (or au in the Aethera setting) also reduces their Charisma, Intelligence, and Wisdom scores by 2 at the start of the following month and loses the use of one special ability. This is permanent, though the points and abilities can be regained through sacrifices and worship (see below). A living idol reduced to 0 in any one of these ability scores falls unconscious and enters a torpor state and is incapable of using abilities with the exception of telepathy (if it possesses such an ability.) A living idol in this torpor state reduces its Constitution score by 2 each day. If the living idol reaches 0 Constitution its body petrifies and it becomes indistinguishable from an ordinary statue and incapable of using telepathy unless it is in physical contact with another creature. Sacrifices Sacrifices come in a number of forms—sacred feasts, magic items, the weapons of slain enemies, aetheric energy, and the blood of slaughtered creatures are just a few possibilities. For a living idol to benefit from such offerings, it must be offered up in the living idol’s presence—typically within a 20-ft. radius of the living idol—and can’t be removed or disturbed for 1 day. Sacrificed Items. The sacrifice value of feasts and treasures is based on their standard costs. All such items must be freely given. After 1 day, sacrificed food spoils and nonmagical treasure mysteriously vanishes from sight. Magic items offered in this manner innately resist being sacrificed, requiring the living idol to make a DC 15 Charisma saving throw in order to receive the sacrifice. If the living idol fails this saving throw, worshippers may attempt to sacrifice the item again 24-hours later. Artifacts cannot be sacrificed. Blood Sacrifice. Slaughtered living creatures also increase the power of an evil idol when sacrificed. A nonsentient creature, such a plant or insect, is not a suitable sacrifice for an evil idol, and attempting to sacrifice such a creature may offend the living idol. Animal sacrifices offer the least benefit; a creature with an Intelligence score of 1 or 2 has a sacrifice value of 250 au multiplied by its CR. The tortured awareness of fate felt by a creature with an Intelligence score of 3 or greater offers the most advantage to the living idol, having a value equal to 500 au multiplied by the creature’s CR when it’s slaughtered, plus additional au equal to the creature’s Intelligence bonus (minimum 0). A nonevil idol that accepts a blood sacrifice immediately shifts its alignment to evil. Sacrificial Limits. Although cults may offer sacrifices as if their idols were insatiable, the benefits an idol can gain in a single month are limited. 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Its hands are shaped into deadly weapons. Traits Immutable Form. The statue is immune to any spell or effect that would alter its form. Actions Multiattack. The statue makes two attacks: one with its blade and one with its hammer. Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is knocked prone. Whirl (Recharge 5–6). The statue can use its action to spin at the waist, targeting creatures of its choice within 10 feet of it. Each target must make a DC 13 Dexterity saving throw, taking 19 (3d10 + 3) bludgeoning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":3905,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Living Jungle Druid","description":"After an absence of 400 years, druids have returned to the Living Jungle. The druids of the Circle of Orchids seek to restore the jungle to its original natural splendor by combating the vine lords and tendril puppets and preventing Yawchaka from being overrun by abnormal plants and aberrant beasts. But among their number are some that have fallen under the Green Walker’s influence and are unwittingly sharing the druids’ plans with their new master.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"any neutral","Expansion":11995,"Challenge Rating":3},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Living Lightning Bolt","description":"Living Spells Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely. Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic. Constructed Nature. A living spell doesn’t require air, food, drink, or sleep. Customizing a Living Spell Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell’s level. Living Spell Customization Spell Level Stat Block to Customize 1–2 Living burning hands 3–4 Living lightning bolt 5 Living cloudkill Now make the following changes to that stat block: Damage Immunity. Replace the living spell’s damage immunity with immunity to the type (or types) of damage dealt by the chosen spell. Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell. Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell’s Magical Strike. For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":4480,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Living Nebula","description":"Living nebulas are fragments of awakened cosmic consciousness that have coalesced over long centuries and have drawn accretions of dust and gas into themselves to surround their living spark, infusing the dust with their awareness like plankton floating on the eddies of the interstellar ocean. They frequently inhabit nebulas but also rove the spaceways, with an uncanny ability to sense the presence of starships and trail along behind them absorbing waste energies from their engines. These composite creatures are playful, with an almost childlike immaturity of children and a curiosity about travellers in the void combined with an alien lack of awareness about the repercussions of their actions. Most instances of their “attacks” against space travellers are more a result of them getting too close to the objects of their interest and unintentionally damaging creatures or their vessels, or playful illusory pranks created in a misguided effort to communicate with travellers or get them to chase, play tag, or other juvenile forms of recreation. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatDescription, li.StatDescription, div.StatDescription {mso-style-name:\"Stat Description\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"ooze","Alignment":"chaotic neutral","Expansion":32483,"Challenge Rating":15},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Living Portent","description":"Living portents are embodiments of prophecy sent by deities or other cosmic forces. These Celestials descend to Material Plane worlds in the form of falling stars. When the living portents impact the earth, they carve great craters, yet miraculously, none who live in the impact zone are harmed. These beings of light then assume Humanoid forms to blend in with the inhabitants of the world. Living portents seek out beings who will play a part in the prophecies they serve, and as the living portents search, they relate fragments of the prophecies to those they encounter. Variant: Servants of Living Stars Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm. A living portent can be a fragment of these beings’ will. These living portents are Aberrations instead of Celestials and are typically chaotic evil. They replace any radiant damage in their stat block with necrotic or psychic damage (DM’s choice). Their spells might also be different. Some known Elder Evils include the following: Acamar. A dead star that consumes other stars or sidereal bodies it encounters. Caiphon, the Dream Whisperer. A purple star whose guidance and minions seem to help for a time but whose influence inevitably leads to disaster. Hadar, the Dark Hunger. A cinder-red dying star that siphons life from its minions to avert its own demise. Khirad, the Star of Secrets. A blue-white star whose gifts grant insight but also reveal terrible truths. Zhudun, the Corpse Star. A dead star that whispers of the power to defy death. Traits Brilliance (True Form Only). The living portent sheds bright light for 30 feet and dim light for an additional 30 feet. Spellcasting. The living portent casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability: 2/day: C ure Wounds 1/day each: Divination , Greater R estoration Actions Multiattack. The living portent makes two Radiant Strike attacks. Radiant Strike. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 9 (1d12 + 3) radiant damage. Prophetic Blessing. The living portent magically infuses the power of its prophecy into another willing creature the living portent can see within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3), and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an ability check or saving throw or misses an attack roll, it can roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when the living portent ends the blessing (no action required) or uses this action again. Bonus Actions Change Shape. The living portent magically transforms into a Humanoid while retaining its game statistics (other than its size and Brilliance trait). The transformation ends if the living portent is reduced to 0 hit points or uses a bonus action to end it. Reactions Price of Defiance. When the living portent is damaged by a creature that it can see within 120 feet of itself, radiant power sears the creature. The creature must make a DC 13 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"Celestial","Alignment":"Typically Lawful Neutral","Expansion":27234,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Living Quicksand","description":"Traits Amorphous. The quicksand can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the quicksand remains motionless, it is indistinguishable from a sandy floor or sandy terrain. Natural Camouflage. The quicksand has advantage on Dexterity (Stealth) checks made to hide in sandy or rocky terrain. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) acid damage. Sand Spit. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 4 (1d8) acid damage, and the target must succeed on a DC 12 Constitution saving throw or be Blinded until the start of their next turn. Engulf. Whenever a Large or smaller creature enters the quicksand’s space or the quicksand enters a creature's space, the creature must make a DC 12 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the quicksand. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the quicksand's turns. When the quicksand moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the quicksand.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"unaligned","Expansion":32955,"Challenge Rating":3},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Living Shade","description":"Shadows dance on the wall, cast by the flickering firelight. One of the shadows suddenly turns in defiance of the person who cast it, reaching its dark hand out from the wall. Bursts of magic sometimes unexpectedly infuse a person's shadow, giving rise to a creature known as a living shade. Though similar in many ways to the dreaded undead shadows, these creatures aren't undead. They are a type of fey spirit infused with the power of the Plane of Shadow. Conjured Servants. Some spellcasters draw power from shadow magic to deliberately turn their own shadow into a servant and guardian. Created living shades serve much as any other standard familiar spirit. A masterless living shade feels incomplete without a physical being to \"cast\" it, and it might agree to serve as another spellcaster's familiar as long as it's treated well. Playful Mimics. Not inherently malicious, living shades spend most of their time serving as their master's shadow, delighting in mirroring gestures and motion. Occasionally, they enjoy toying with unsuspecting viewers by moving out of sync with their master in small, deliberate ways. Even unbound living shades might spend much of their time playing the part of someone's shadow, \"attaching\" themselves to a random passerby. Living shades communicate through pantomime.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Living Shade","description":"One of the rarer and more bizarre options for a familiar is the living shade, a fey creature often confused with undead creatures such as the shadow. Illusionists, wizards who specialize in shadow, and Pact of the Archfey warlocks are the most common masters of these creatures. Obtaining a living shade by casting the find familiar spell requires an additional material component: 50 gp worth of powdered jet. Familiar. If a living shade agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the living shade senses, as long as they are within 1 mile of each other. While the living shade is within 10 feet of its master, the master gains the living shade’s Shadow Stealth trait. If its master causes it physical harm, or if it simply chooses to do so, the shade will abandon its service as a familiar, breaking the telepathic bond.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"neutral","Challenge Rating":1.4},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Living Shade Familiar","description":"Shadows dance on the wall, cast by the flickering firelight. One of the shadows suddenly turns in defiance of the person who cast it, reaching its dark hand out from the wall. Spellcasters might infuse their own shadow with essence from the Plane of Shadow, or an unbound living shade can take a liking to a particular caster. Such living shades have the following trait. Familiar. The living shade can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the living shade senses as long as they are within 1 mile of each other. While the living shade is within 10 feet of its master, the master shares the living shade's Shadow Stealth trait. At any time and for any reason, the living shade can end its service as a familiar, ending the telepathic bond. Bursts of magic sometimes unexpectedly infuse a person's shadow, giving rise to a creature known as a living shade. Though similar in many ways to the dreaded undead shadows, these creatures aren't undead. They are a type of fey spirit infused with the power of the Plane of Shadow. Conjured Servants. Some spellcasters draw power from shadow magic to deliberately turn their own shadow into a servant and guardian. Created living shades serve much as any other standard familiar spirit. A masterless living shade feels incomplete without a physical being to \"cast\" it, and it might agree to serve as another spellcaster's familiar as long as it's treated well. Playful Mimics. Not inherently malicious, living shades spend most of their time serving as their master's shadow, delighting in mirroring gestures and motion. Occasionally, they enjoy toying with unsuspecting viewers by moving out of sync with their master in small, deliberate ways. Even unbound living shades might spend much of their time playing the part of someone's shadow, \"attaching\" themselves to a random passerby. Living shades communicate through pantomime.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Living Soot","description":"A mass of black webs rises from the corner of the burnt-out room and hovers overhead, dripping ash from thick tendrils. Though they resemble sentient spider webs, these nightmarish elementals are actually products of planar collisions between the Planes of Air, Earth, and Fire. Volatile Bindings. Living embodiments of the natural phenomenon known as a soot tag, living soot elementals occur when earth elementals collide, producing crude oils that fire elementals eagerly burn and air elementals fan ablaze. Living soot emerges from these clashes with similar aspects that embody and compel its elemental brethren. Deceptively heavy and with a compulsion to spread, they send out parts of themselves to suffocate anything in reach with toxic tendrils of ash. Summoned Through Tragedy. Living soot elementals are commonly brought onto the Material Plane when supernatural fires ravage cities or forests and when would-be elementalists miscast arcane experiments. Once present creatures are overwhelmed, living soot elementals proceed to coat every nearby surface in soot and ash. If any fire elementals are present, living soot follow in their fiery wakes, wreaking havoc upon any surviving creatures or still-standing structures. Hydrophobic. Living soot elementals are diametrically opposed to water elementals and everything else hailing from the Plane of Water. Ice elementals (see Tome of Beasts 2) are deadly to living soot, as are any other creatures with mastery over the powers of ice and winter magic. Brittle. If the living soot takes cold damage, it partially freezes; its speed is reduced by 10 feet and its AC is reduced by 2 until the end of its next turn. Choking Air Form. The living soot can enter a hostile creature's space and stop there, and it can move through a space as narrow as 1 inch wide without squeezing. In addition, when a creature starts its turn in the same space as the living soot, the creature must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage and be unable to breathe until it starts its turn outside the soot's space. Elemental Nature. The living soot doesn't require air, food, drink, or sleep. False Appearance. While the living soot remains motionless, it is indistinguishable from a tangled mass of blackened, dusty webbing. Actions Multiattack. The elemental makes two Slam attacks, or it makes one Slam attack and one Constrict attack. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) poison damage. Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the living soot can't Constrict another target. Engulfing Sootstorm (Recharge 4-6). The living soot spins violently in place, spreading out tendrils of thick, poisonous ash. Each creature within 20 feet of it must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) poison damage and its speed is halved. On a success, a creature takes half the damage and its speed isn't reduced. The speed reduction lasts until a creature spends an action cleaning off the ash.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Neutral","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Living Star","description":"A huge, glowing figure of churning, crackling energy bobs curiously above the battle, watching two warriors attack each other with sword and spear. The battle comes to a swift end when the figure flares, and both warriors slump to the ground, senseless. Born of the Sun. As the sun moves across the sky, it sheds smalls bits of itself. Most of these motes of solar energy die out within days, burning themselves to oblivion. But on rare occasions, these bits of star stuff last long enough to gain sentience. They become living stars. The Life of a Living Star. Living stars begin as young and immature balls of energy. They roam the heavens, observing the worlds below them. Based on those observations and interactions, they take on personalities and represent larger themes and domains--not unlike gods. The living stars may even insert themselves into the mortal realm, gaining worshippers and interfering in the lives of the creatures of the world. Radiant Nature. A living star doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial","Alignment":"any alignment","Expansion":45,"Challenge Rating":19},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Living Unseen Servant","description":"Like an overzealous butler or maid, a living unseen servant spell busies itself with tasks in hopes of pleasing its creator. It can wield simple weapons but prefers not to. See invisibility , true seeing , and similar effects reveal that the servant has a shape similar to that of a slender humanoid adult. Living Spell Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that refuse to dissipate. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy. A living spell appears much like a normal spell effect, except that its magical energy lingers and moves with purpose. Constructed Nature. A living spell doesn’t require air, food, drink, or sleep. Magical Essence. The process that creates a living spell changes the nature of its magic. A living spell isn’t subject to dispel magic and isn’t affected by an antimagic field. Traits Invisibility. The unseen servant is invisible. Actions Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":7394,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Living Unseen Servant","description":"Living Spell Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that refuse to dissipate. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy. A living spell appears much like a normal spell effect, except that its magical energy lingers and moves with purpose. Constructed Nature. A living spell doesn’t require air, food, drink, or sleep. Magical Essence. The process that creates a living spell changes the nature of its magic. A living spell isn’t subject to dispel magic and isn’t affected by an antimagic field. Living Unseen Servant Like an overzealous butler or maid, a living unseen servant spell busies itself with tasks in hopes of pleasing its creator. It can wield simple weapons but prefers not to. See invisibility , true seeing , and similar effects reveal that the servant has a shape similar to that of a slender humanoid adult. Traits Invisibility. The unseen servant is invisible. Actions Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":29191,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Waterdeep - Dungeon of the Mad Mage"},{"name":"Living Wick","description":"A living wick is a small, rough wax sculpture of a human that stands at attention, a halo of light flickering around its head from some source behind it. Enchanted Wicks. Living wicks are obedient wax statues brought to life by an enchanted wick that runs from the nape of their neck to their lower back. When new, a living wick looks and moves like a human, but as the wick burns, the wax features melt and the statue takes on a twisted, hunchbacked appearance. Short-Lived as a Candle. Living wicks are powered by flames, and therefore they have a predetermined life cycle. They are typically reduced to formless lumps in a month, but some say a living wick’s affordability more than makes up for its inevitable obsolescence. Individuals looking to quickly construct a building or fortification without the expense of paid labor or the questionable ethics of necromancy find living wicks obedient and efficient, as do those needing an army for a single battle. Living wicks are active only when their wicks are lit, and only respond to the telepathic commands of whoever lit them. This makes it easy to transfer living wicks between owners, even those not well-versed in the use of magic. Explosive Ends. The amount of magical energy contained within a living wick, paired with the manner in which it is released, gives them a remarkable capability for self-destruction. If their controller demands it, all living wicks can release the magic contained within their form all at once, engulfing themselves and anyone nearby in flames. This can make storing them a gamble, but many see it as an asset, especially those seeking to destroy evidence or anonymously attack their enemies. Constructed Nature. A living wick doesn’t require air, food, drink, or sleep. Traits Controlled: Living wicks cannot move, attack, or perform actions when they are not lit. Living wicks only respond to the telepathic commands of the individual that lit them. Light: Activated living wicks produce light as a torch. Melting: A living wick loses one hit point for every 24 hours it remains lit. Actions Slam: Melee Weapon Attack : +2 to hit, reach 5 ft., One target. Hit : 3 (1d6) Bludgeoning damage. Consume Self: A living wick can be commanded to rapidly burn through the remains of its wick, creating a devastating fireball. All creatures within 20 feet of the living wick take 7 (2d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried. The wick is reduced to a lifeless puddle of wax.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Living Wick","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":14533,"Challenge Rating":"1/4"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Lizard","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","AC":10,"HP":"2 (1d4)","CHA":3,"CON":10,"DEX":11,"INT":1,"STR":2,"WIS":8,"Size":"Tiny","Type":"beast","Speed":"20 ft., climb 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065452/MjQ_na3-K97DpNEP8BdAQA/original.png","Roll 0":"Bite\n1d20 + 0\n1","Senses":"Darkvision 30 Ft.","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"0\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-4","data-CON-mod":"+0","data-DEX-mod":"+0","data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":0,"data-WIS-mod":"-1","Challenge Rating":0,"Passive Perception":9,"data-CrNum":0,"data-AcNum":10,"data-HpNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lizard","description":"Actions Bite : Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Lizard","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check. Actions Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Lizard","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Spider Climb. The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check. Actions Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.","properties":{"Category":"Monsters","AC":10,"HP":"2 (1d4)","PB":2,"CHA":3,"CON":10,"DEX":11,"INT":1,"STR":2,"WIS":8,"Size":"Tiny","Type":"Beast","Speed":"20 ft., Climb 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406411830/iGCcXFQssjlqwiWYz1al5g/original.png","Senses":"Darkvision 30 ft.","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Spider Climb\",\"Desc\":\"The lizard can climb difficult surfaces, including along ceilings, without needing to make an ability check.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-4","data-CON-mod":0,"data-DEX-mod":0,"data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":1,"data-WIS-mod":"-1","Saving Throws":"Str -4, Dex +0, Con +0, Int -5, Wis -1, Cha -4","Challenge Rating":0,"Passive Perception":9,"data-CrNum":0,"data-AcNum":10,"data-HpNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Lizard King or Queen","description":"\"In all my dealings with the lizardfolk, I was never able to tell what they were thinking. Their reptilian eyes belied no hint of their intentions. I gave them supplies. They gave me the willies.\" —A merchant’s account of his experience with the lizardfolk tribes of the Lizard Marsh Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns. Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures. Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive. Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don’t like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters. Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies. Great Feasts and Sacrifices. Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god. Canny Crafters. Though they aren’t skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields. Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess’inek—a reptilian demon lord who seeks to corrupt and control the lizardfolk. Lizardfolk born in Sess’inek’s image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman’s authority and inspiring uncharacteristic aggression among their subjects. Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers. Traits Hold Breath : The lizardfolk can hold its breath for 15 minutes. Skewer : Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt. Actions Multiattack : The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident. Bite : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. Claws : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) slashing damage. Trident (Melee; One-Handed) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. Trident (Melee; Two-Handed) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. Trident (Ranged) : Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lizardfolk)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Lizardfolk","description":"\"In all my dealings with the lizardfolk, I was never able to tell what they were thinking. Their reptilian eyes belied no hint of their intentions. I gave them supplies. They gave me the willies.\" —A merchant’s account of his experience with the lizardfolk tribes of the Lizard Marsh Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns. Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures. Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive. Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don’t like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters. Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies. Great Feasts and Sacrifices. Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god. Canny Crafters. Though they aren’t skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields. Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess’inek—a reptilian demon lord who seeks to corrupt and control the lizardfolk. Lizardfolk born in Sess’inek’s image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman’s authority and inspiring uncharacteristic aggression among their subjects. Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers. Traits Hold Breath : The lizardfolk can hold its breath for 15 minutes. Actions Multiattack : The lizardfolk makes two melee attacks, each one with a different weapon. Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Heavy Club : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. Javelin (Melee) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Javelin (Ranged) : Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Spiked Shield : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lizardfolk)","Source":"MM1","Alignment":"neutral","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Lizardfolk","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Hold Breath : The lizardfolk can hold its breath for 15 minutes. Actions Multiattack : The lizardfolk makes two melee attacks, each one with a different weapon. Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Heavy Club : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Javelin : Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spiked Shield : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","AC":"15 (Natural Armor, Shield)","HP":"22 (4d8+4)","CHA":7,"CON":13,"DEX":10,"INT":7,"STR":15,"WIS":12,"Size":"Medium","Type":"humanoid (lizardfolk)","Speed":"30 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"1d20 + 4\n1d6+2","Roll 1":"1d20 + 4\n1d6+2","Roll 2":"1d20 + 4\n1d6+2","Roll 3":"1d20 + 4\n1d6+2","Skills":"Perception +3, Stealth +4, Survival +5","Source":"5th Edition SRD","data-XP":100,"Alignment":"Neutral","Languages":"Draconic","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Hold Breath\",\"Desc\":\"The lizardfolk can hold its breath for 15 minutes.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The lizardfolk makes two melee attacks, each one with a different weapon.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Heavy Club\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Javelin\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Javelin\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"30/120 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Spiked Shield\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-2","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-2","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":"1/2","Passive Perception":13,"data-CrNum":0.5,"data-AcNum":15,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Lizardfolk Arcane Archer","description":"Long ago lizardfolk shamans stumbled upon the knowledge of weapons being imbued with elven magic. Now a few tribes can reproduce it. Lizardfolk arcane archers can enchant their arrow shots with magical energy, creating shots that can explode and fill an area with poison and even enfeeble or blind a foe. They are very rare, however, as only the most intelligent lizardfolk can become arcane archers. Traits Hold Breath. The lizardfolk can hold its breath for 15 minutes. Magic Ranged Weapons. The lizardfolk's ranged weapon attacks are magical. Actions Multiattack. The lizardfolk makes two ranged attacks or two melee attacks. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Bonus Actions Arcane Shot (3/Day). When the lizardfolk hits a target with a ranged weapon attack, it can choose one from the following three effects: 1. Poison Arrow. The target and all other creatures within 10 feet of it take an extra 10 (3d6) poison damage each. 2. Enfeebling Arrow. The target takes an extra 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or the damage dealt by its weapon attacks are halved until the start of the lizardfolk's next turn. 3. Shadow Arrow. If the target is a creature, it takes an extra 7 (2d6) psychic damage and the creature must succeed on a DC 12 Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of the lizardfolk's next turn. Curving Shot. When the lizardfolk makes a ranged attack roll and misses, it can reroll the attack roll against a different target within 60 feet of the original target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Lizardfolk Berserker","description":"These savage and fearless lizardfolk enter into a frenzied state, recklessly hacking at its enemies with no care for its safety. Traits Hold Breath. The lizardfolk can hold its breath for 15 minutes. Reckless. At the start of its turn, the lizardfolk can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Lizardfolk Bloodeye","description":"Lizardfolk prefer warm, tropical climes, but they’re willing to settle in any humid region—the more moisture in the air, the better. Even in colder climates, lizardfolk can be found in any sufficiently marshy environment. Bogs and wetlands are favorites. Their scales protect both against weapons and the moisture in their native environments. Coloring and hue vary wildly with environment and diet. Lizardfolk aren’t especially hostile unless they feel their territory is threatened—which they often feel, because it often is. But for respectful travelers, entering lizardfolk territory need be no great hardship. Lizardfolk cultures often take up a specific trade, like boatmaking, fletching, weaving, or navigating, and they sell their services to travelers in need, including lizardfolk from other places. Homeland Protectors . Adventurers cross paths with lizardfolk while trekking through their homelands. The reptilian humanoids watch travelers who skirt too close to sources of food and shelter, attacking those who take more than they need. Many lizardfolk dwell in caverns and abandoned ruins for protection. Treasure-seekers who delve into these places are typically given one warning before the attack begins. Focused and Loyal. Most lizardfolk speak plainly, viewing blunt honesty as a sign of respect. When they make a vow or personal promise, they do all they can to honor that word. Lizardfolk who swear to destroy an enemy follow their quarry to the ends of the earth. Marshland Tyrants. In times of crisis, such as a food shortage, an evil lizardfolk leader can exploit the emergency, oppressing others in the name of defending their territory. But there are always other local lizardfolk tribes who oppose such aggressive, expansionist posturing; they often seek the aid of others who value freedom from tyranny. Traits Amphibious. The bloodeye can breathe air and water. Actions Multiattack. The bloodeye makes one Bite or one Bola attack and uses Bloodeye Bolt or Mesmeric Lure, if available. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bola. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is restrained by the bola. A creature can use their action to make a DC 10 Strength check, freeing themself or another creature within their reach from the bola on a success. Dealing 5 slashing damage to the bola (AC 10) destroys it and frees a creature restrained by it without harming them. Bloodeye Bolt ( 3 /Day). The bloodeye shoots blood from their eyes at one creature they can see within 30 feet of them. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute (save ends at end of turn). Mesmeric Lure ( 3 /Day) . The bloodeye hypnotically stares at one creature they can see within 30 feet of them. The target must succeed on a DC 13 Wisdom saving throw or all creatures other than the bloodeye are invisible to them until the end of the bloodeye’s next turn. Reactions Reptilian Escape ( 1 /Day). If the bloodeye fails a Strength or Dexterity saving throw, they lose their tail and succeed instead. They regrow their tail when they finish a long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lizardfolk Bloodeye Slime Servant","description":"Slime Servants If a creature spends 1 continuous minute under the effect of the slime from an olothec’s Devolving Tentacle attack, that effect ends and their flesh devolves into a translucent primordial state. The creature loses their memories and sense of self, becoming a slime servant NPC who is loyal to the olothec. The following stat blocks are Ithu’rath’s slime servants. Traits Amphibious. The bloodeye can breathe air and water. Servant Senses. Ithu’rath can sense anything the bloodeye senses, and Ithu’rath can speak through their body. Actions Multiattack. The bloodeye makes one Bite or one Bola attack and uses Bloodeye Bolt or Mesmeric Lure, if available. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bola. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is restrained by the bola. A creature can use their action to make a DC 10 Strength check, freeing themself or another creature within their reach from the bola on a success. Dealing 5 slashing damage to the bola (AC 10) destroys it and frees a creature restrained by it without harming them. Bloodeye Bolt ( 3 /Day). The bloodeye shoots blood from their eyes at one creature they can see within 30 feet of them. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute (save ends at end of turn). Mesmeric Lure ( 3 /Day) . The bloodeye hypnotically stares at one creature they can see within 30 feet of them. The target must succeed on a DC 13 Wisdom saving throw or all creatures other than the bloodeye are invisible to them until the end of the bloodeye’s next turn. Reactions Reptilian Escape ( 1 /Day). If the bloodeye fails a Strength or Dexterity saving throw, they lose their tail and succeed instead. They regrow their tail when they finish a long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lizardfolk Champion of Sess'innek","description":"Sess'innek, the demon god worshipped by the Lizard Kings, will sometimes instill its essence in one of the Lizard Kings' spawns as a reward for its loyalty. This lizardfolk becomes an incredibly strong warrior that is immune to fear. It becomes the Champion of Sess'innek. Traits Brute. A melee weapon deals one extra die of its damage when the lizardfolk hits with it (included in the attack). Hold Breath. The lizardfolk can hold its breath for 15 minutes. Actions Multiattack. The lizardfolk makes three melee attacks: one with its Bite and two with its Flail. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Legendary Actions The lizardfolk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lizardfolk regains spent legendary actions at the start of its turn. Move. The lizardfolk moves up to half its speed. Bite. The lizardfolk makes a Bite attack. Flail (Costs 2 Actions). The lizardfolk makes a Flail attack. Staggering Strike (Costs 3 Actions). The lizardfolk makes a Flail weapon attack. If the attack hits, the creature must succeed on a DC 14 Constitution saving throw or it takes an extra 9 (2d8) weapon damage, has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Lizardfolk Commoner","description":"These lizardfolk, found wandering the halls in Danger at Dunwater , are just as fierce as their armed kin, and can equip themselves with weapons and shields if such are available. Traits Hold Breath. The lizardfolk can hold its breath for 15 minutes. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lizardfolk)","Alignment":"neutral","Expansion":3905,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Lizardfolk Emperor","description":"Lizardfolk tainted with the blood of the demon lord Sess'innek become lizardfolk kings. Eventually, one of these kings will rise in power and rule over other kings and becomes the lizardfolk emperor. Ruthless and evil, the lizardfolk emperor serves its demon lord by aggressively expanding its territory, slaying and devouring all other humanoid creatures, even other lizardfolk. Those who worship Semuanya are prepared and sacrificed to Sess'innek by its priests in the presence of the emperor. Traits Aura of Fervor. The lizardfolk's allies have advantage on attack rolls and saving throws against being charmed and frightened while within 20 feet of the lizardfolk, provided it isn’t incapacitated. Hold Breath. The lizardfolk can hold its breath for 15 minutes. Legendary Resistance (1/Day). If the lizardfolk fails a saving throw, it can choose to succeed instead. Actions Multiattack. The lizardfolk makes one Bite attack and two Trident attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) acid damage. Abyssal Breath (Recharge 5–6). The lizardfolk exhales abyssal gas in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage and 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. Bonus Actions Skewer. Immediately after the lizardfolk hits a target with a trident attack, the lizardfolk deals an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt. Legendary Actions The lizardfolk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lizardfolk regains spent legendary actions at the start of its turn. Move. The lizardfolk moves up to half its speed. Trident (Costs 2 Actions). The lizardfolk makes a Trident attack. Frighten Foes (Costs 1-3 Actions). The lizardfolk targets up to 3 enemies it can see within 30 feet of it. If the target can see and hear the lizardfolk, the target must succeed on a DC 14 Wisdom saving throw or be frightened until the end of lizardfolk’s next turn. It costs 1 legendary action per target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Lizardfolk Grunt","description":"Lizardfolk prefer warm, tropical climes, but they’re willing to settle in any humid region—the more moisture in the air, the better. Even in colder climates, lizardfolk can be found in any sufficiently marshy environment. Bogs and wetlands are favorites. Their scales protect both against weapons and the moisture in their native environments. Coloring and hue vary wildly with environment and diet. Lizardfolk aren’t especially hostile unless they feel their territory is threatened—which they often feel, because it often is. But for respectful travelers, entering lizardfolk territory need be no great hardship. Lizardfolk cultures often take up a specific trade, like boatmaking, fletching, weaving, or navigating, and they sell their services to travelers in need, including lizardfolk from other places. Homeland Protectors . Adventurers cross paths with lizardfolk while trekking through their homelands. The reptilian humanoids watch travelers who skirt too close to sources of food and shelter, attacking those who take more than they need. Many lizardfolk dwell in caverns and abandoned ruins for protection. Treasure-seekers who delve into these places are typically given one warning before the attack begins. Focused and Loyal. Most lizardfolk speak plainly, viewing blunt honesty as a sign of respect. When they make a vow or personal promise, they do all they can to honor that word. Lizardfolk who swear to destroy an enemy follow their quarry to the ends of the earth. Marshland Tyrants. In times of crisis, such as a food shortage, an evil lizardfolk leader can exploit the emergency, oppressing others in the name of defending their territory. But there are always other local lizardfolk tribes who oppose such aggressive, expansionist posturing; they often seek the aid of others who value freedom from tyranny. Traits Amphibious. The grunt can breathe air and water. Minion. If the grunt takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the grunt takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Bite (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target is grappled by each grunt who joined the attack (escape DC 10 plus the number of grunts grappling; on a success, the target escapes every grunt grappling them). Until this grapple ends, the target is restrained, and the grunts who joined the attack can’t bite another target. Javelin (Group Attack). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lizardfolk Hunter (PB 2)","description":"Lizardfolk prefer warm, tropical climes, but they’re willing to settle in any humid region—the more moisture in the air, the better. Even in colder climates, lizardfolk can be found in any sufficiently marshy environment. Bogs and wetlands are favorites. Their scales protect both against weapons and the moisture in their native environments. Coloring and hue vary wildly with environment and diet. Lizardfolk aren’t especially hostile unless they feel their territory is threatened—which they often feel, because it often is. But for respectful travelers, entering lizardfolk territory need be no great hardship. Lizardfolk cultures often take up a specific trade, like boatmaking, fletching, weaving, or navigating, and they sell their services to travelers in need, including lizardfolk from other places. Homeland Protectors . Adventurers cross paths with lizardfolk while trekking through their homelands. The reptilian humanoids watch travelers who skirt too close to sources of food and shelter, attacking those who take more than they need. Many lizardfolk dwell in caverns and abandoned ruins for protection. Treasure-seekers who delve into these places are typically given one warning before the attack begins. Focused and Loyal. Most lizardfolk speak plainly, viewing blunt honesty as a sign of respect. When they make a vow or personal promise, they do all they can to honor that word. Lizardfolk who swear to destroy an enemy follow their quarry to the ends of the earth. Marshland Tyrants. In times of crisis, such as a food shortage, an evil lizardfolk leader can exploit the emergency, oppressing others in the name of defending their territory. But there are always other local lizardfolk tribes who oppose such aggressive, expansionist posturing; they often seek the aid of others who value freedom from tyranny. Traits Signature Attack (Greatsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the hunter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wrenching Bite ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until the grapple ends, the target takes PB piercing damage at the end of each of their turns, and the hunter can’t use their Wrenching Bite against another target. 5 th Level: Thrashing Tail ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. While the hunter is within 5 feet of this prone target, the target can’t stand up unless they use an action to make a DC 10 plus PB Strength (Athletics) check. On a success, the target can stand up. 7 th Level: Hypnotic Sleep ( 1 /Day). As a bonus action, the hunter drones lullingly. Each creature within 5 feet of the hunter who can hear them must succeed on a DC 10 plus PB Constitution saving throw or fall unconscious for 1 minute. An unconscious target wakes up if they take damage, the hunter becomes incapacitated, the hunter moves more than 5 feet away from the target, or another creature uses an action to rouse the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lizardfolk Hunter (PB 2)","description":"Traits Signature Attack (Greatsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the hunter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wrenching Bite ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until the grapple ends, the target takes PB piercing damage at the end of each of their turns, and the hunter can’t use their Wrenching Bite against another target. 5 th Level: Thrashing Tail ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. While the hunter is within 5 feet of this prone target, the target can’t stand up unless they use an action to make a DC 10 plus PB Strength (Athletics) check. On a success, the target can stand up. 7 th Level: Hypnotic Sleep ( 1 /Day). As a bonus action, the hunter drones lullingly. Each creature within 5 feet of the hunter who can hear them must succeed on a DC 10 plus PB Constitution saving throw or fall unconscious for 1 minute. An unconscious target wakes up if they take damage, the hunter becomes incapacitated, the hunter moves more than 5 feet away from the target, or another creature uses an action to rouse the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lizardfolk Hunter (PB 3)","description":"Lizardfolk prefer warm, tropical climes, but they’re willing to settle in any humid region—the more moisture in the air, the better. Even in colder climates, lizardfolk can be found in any sufficiently marshy environment. Bogs and wetlands are favorites. Their scales protect both against weapons and the moisture in their native environments. Coloring and hue vary wildly with environment and diet. Lizardfolk aren’t especially hostile unless they feel their territory is threatened—which they often feel, because it often is. But for respectful travelers, entering lizardfolk territory need be no great hardship. Lizardfolk cultures often take up a specific trade, like boatmaking, fletching, weaving, or navigating, and they sell their services to travelers in need, including lizardfolk from other places. Homeland Protectors . Adventurers cross paths with lizardfolk while trekking through their homelands. The reptilian humanoids watch travelers who skirt too close to sources of food and shelter, attacking those who take more than they need. Many lizardfolk dwell in caverns and abandoned ruins for protection. Treasure-seekers who delve into these places are typically given one warning before the attack begins. Focused and Loyal. Most lizardfolk speak plainly, viewing blunt honesty as a sign of respect. When they make a vow or personal promise, they do all they can to honor that word. Lizardfolk who swear to destroy an enemy follow their quarry to the ends of the earth. Marshland Tyrants. In times of crisis, such as a food shortage, an evil lizardfolk leader can exploit the emergency, oppressing others in the name of defending their territory. But there are always other local lizardfolk tribes who oppose such aggressive, expansionist posturing; they often seek the aid of others who value freedom from tyranny. Traits Signature Attack (Greatsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the hunter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wrenching Bite ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until the grapple ends, the target takes PB piercing damage at the end of each of their turns, and the hunter can’t use their Wrenching Bite against another target. 5 th Level: Thrashing Tail ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. While the hunter is within 5 feet of this prone target, the target can’t stand up unless they use an action to make a DC 10 plus PB Strength (Athletics) check. On a success, the target can stand up. 7 th Level: Hypnotic Sleep ( 1 /Day). As a bonus action, the hunter drones lullingly. Each creature within 5 feet of the hunter who can hear them must succeed on a DC 10 plus PB Constitution saving throw or fall unconscious for 1 minute. An unconscious target wakes up if they take damage, the hunter becomes incapacitated, the hunter moves more than 5 feet away from the target, or another creature uses an action to rouse the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lizardfolk Hunter (PB 3)","description":"Traits Signature Attack (Greatsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the hunter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wrenching Bite ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until the grapple ends, the target takes PB piercing damage at the end of each of their turns, and the hunter can’t use their Wrenching Bite against another target. 5 th Level: Thrashing Tail ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. While the hunter is within 5 feet of this prone target, the target can’t stand up unless they use an action to make a DC 10 plus PB Strength (Athletics) check. On a success, the target can stand up. 7 th Level: Hypnotic Sleep ( 1 /Day). As a bonus action, the hunter drones lullingly. Each creature within 5 feet of the hunter who can hear them must succeed on a DC 10 plus PB Constitution saving throw or fall unconscious for 1 minute. An unconscious target wakes up if they take damage, the hunter becomes incapacitated, the hunter moves more than 5 feet away from the target, or another creature uses an action to rouse the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lizardfolk Hunter (PB 4)","description":"Lizardfolk prefer warm, tropical climes, but they’re willing to settle in any humid region—the more moisture in the air, the better. Even in colder climates, lizardfolk can be found in any sufficiently marshy environment. Bogs and wetlands are favorites. Their scales protect both against weapons and the moisture in their native environments. Coloring and hue vary wildly with environment and diet. Lizardfolk aren’t especially hostile unless they feel their territory is threatened—which they often feel, because it often is. But for respectful travelers, entering lizardfolk territory need be no great hardship. Lizardfolk cultures often take up a specific trade, like boatmaking, fletching, weaving, or navigating, and they sell their services to travelers in need, including lizardfolk from other places. Homeland Protectors . Adventurers cross paths with lizardfolk while trekking through their homelands. The reptilian humanoids watch travelers who skirt too close to sources of food and shelter, attacking those who take more than they need. Many lizardfolk dwell in caverns and abandoned ruins for protection. Treasure-seekers who delve into these places are typically given one warning before the attack begins. Focused and Loyal. Most lizardfolk speak plainly, viewing blunt honesty as a sign of respect. When they make a vow or personal promise, they do all they can to honor that word. Lizardfolk who swear to destroy an enemy follow their quarry to the ends of the earth. Marshland Tyrants. In times of crisis, such as a food shortage, an evil lizardfolk leader can exploit the emergency, oppressing others in the name of defending their territory. But there are always other local lizardfolk tribes who oppose such aggressive, expansionist posturing; they often seek the aid of others who value freedom from tyranny. Traits Signature Attack (Greatsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the hunter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wrenching Bite ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until the grapple ends, the target takes PB piercing damage at the end of each of their turns, and the hunter can’t use their Wrenching Bite against another target. 5 th Level: Thrashing Tail ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. While the hunter is within 5 feet of this prone target, the target can’t stand up unless they use an action to make a DC 10 plus PB Strength (Athletics) check. On a success, the target can stand up. 7 th Level: Hypnotic Sleep ( 1 /Day). As a bonus action, the hunter drones lullingly. Each creature within 5 feet of the hunter who can hear them must succeed on a DC 10 plus PB Constitution saving throw or fall unconscious for 1 minute. An unconscious target wakes up if they take damage, the hunter becomes incapacitated, the hunter moves more than 5 feet away from the target, or another creature uses an action to rouse the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lizardfolk Hunter (PB 4)","description":"Traits Signature Attack (Greatsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the hunter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wrenching Bite ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until the grapple ends, the target takes PB piercing damage at the end of each of their turns, and the hunter can’t use their Wrenching Bite against another target. 5 th Level: Thrashing Tail ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. While the hunter is within 5 feet of this prone target, the target can’t stand up unless they use an action to make a DC 10 plus PB Strength (Athletics) check. On a success, the target can stand up. 7 th Level: Hypnotic Sleep ( 1 /Day). As a bonus action, the hunter drones lullingly. Each creature within 5 feet of the hunter who can hear them must succeed on a DC 10 plus PB Constitution saving throw or fall unconscious for 1 minute. An unconscious target wakes up if they take damage, the hunter becomes incapacitated, the hunter moves more than 5 feet away from the target, or another creature uses an action to rouse the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lizardfolk Hunter (PB 5)","description":"Lizardfolk prefer warm, tropical climes, but they’re willing to settle in any humid region—the more moisture in the air, the better. Even in colder climates, lizardfolk can be found in any sufficiently marshy environment. Bogs and wetlands are favorites. Their scales protect both against weapons and the moisture in their native environments. Coloring and hue vary wildly with environment and diet. Lizardfolk aren’t especially hostile unless they feel their territory is threatened—which they often feel, because it often is. But for respectful travelers, entering lizardfolk territory need be no great hardship. Lizardfolk cultures often take up a specific trade, like boatmaking, fletching, weaving, or navigating, and they sell their services to travelers in need, including lizardfolk from other places. Homeland Protectors . Adventurers cross paths with lizardfolk while trekking through their homelands. The reptilian humanoids watch travelers who skirt too close to sources of food and shelter, attacking those who take more than they need. Many lizardfolk dwell in caverns and abandoned ruins for protection. Treasure-seekers who delve into these places are typically given one warning before the attack begins. Focused and Loyal. Most lizardfolk speak plainly, viewing blunt honesty as a sign of respect. When they make a vow or personal promise, they do all they can to honor that word. Lizardfolk who swear to destroy an enemy follow their quarry to the ends of the earth. Marshland Tyrants. In times of crisis, such as a food shortage, an evil lizardfolk leader can exploit the emergency, oppressing others in the name of defending their territory. But there are always other local lizardfolk tribes who oppose such aggressive, expansionist posturing; they often seek the aid of others who value freedom from tyranny. Traits Signature Attack (Greatsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the hunter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wrenching Bite ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until the grapple ends, the target takes PB piercing damage at the end of each of their turns, and the hunter can’t use their Wrenching Bite against another target. 5 th Level: Thrashing Tail ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. While the hunter is within 5 feet of this prone target, the target can’t stand up unless they use an action to make a DC 10 plus PB Strength (Athletics) check. On a success, the target can stand up. 7 th Level: Hypnotic Sleep ( 1 /Day). As a bonus action, the hunter drones lullingly. Each creature within 5 feet of the hunter who can hear them must succeed on a DC 10 plus PB Constitution saving throw or fall unconscious for 1 minute. An unconscious target wakes up if they take damage, the hunter becomes incapacitated, the hunter moves more than 5 feet away from the target, or another creature uses an action to rouse the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lizardfolk Hunter (PB 5)","description":"Traits Signature Attack (Greatsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the hunter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wrenching Bite ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until the grapple ends, the target takes PB piercing damage at the end of each of their turns, and the hunter can’t use their Wrenching Bite against another target. 5 th Level: Thrashing Tail ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. While the hunter is within 5 feet of this prone target, the target can’t stand up unless they use an action to make a DC 10 plus PB Strength (Athletics) check. On a success, the target can stand up. 7 th Level: Hypnotic Sleep ( 1 /Day). As a bonus action, the hunter drones lullingly. Each creature within 5 feet of the hunter who can hear them must succeed on a DC 10 plus PB Constitution saving throw or fall unconscious for 1 minute. An unconscious target wakes up if they take damage, the hunter becomes incapacitated, the hunter moves more than 5 feet away from the target, or another creature uses an action to rouse the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lizardfolk Hunter (PB 6)","description":"Lizardfolk prefer warm, tropical climes, but they’re willing to settle in any humid region—the more moisture in the air, the better. Even in colder climates, lizardfolk can be found in any sufficiently marshy environment. Bogs and wetlands are favorites. Their scales protect both against weapons and the moisture in their native environments. Coloring and hue vary wildly with environment and diet. Lizardfolk aren’t especially hostile unless they feel their territory is threatened—which they often feel, because it often is. But for respectful travelers, entering lizardfolk territory need be no great hardship. Lizardfolk cultures often take up a specific trade, like boatmaking, fletching, weaving, or navigating, and they sell their services to travelers in need, including lizardfolk from other places. Homeland Protectors . Adventurers cross paths with lizardfolk while trekking through their homelands. The reptilian humanoids watch travelers who skirt too close to sources of food and shelter, attacking those who take more than they need. Many lizardfolk dwell in caverns and abandoned ruins for protection. Treasure-seekers who delve into these places are typically given one warning before the attack begins. Focused and Loyal. Most lizardfolk speak plainly, viewing blunt honesty as a sign of respect. When they make a vow or personal promise, they do all they can to honor that word. Lizardfolk who swear to destroy an enemy follow their quarry to the ends of the earth. Marshland Tyrants. In times of crisis, such as a food shortage, an evil lizardfolk leader can exploit the emergency, oppressing others in the name of defending their territory. But there are always other local lizardfolk tribes who oppose such aggressive, expansionist posturing; they often seek the aid of others who value freedom from tyranny. Traits Signature Attack (Greatsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the hunter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wrenching Bite ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until the grapple ends, the target takes PB piercing damage at the end of each of their turns, and the hunter can’t use their Wrenching Bite against another target. 5 th Level: Thrashing Tail ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. While the hunter is within 5 feet of this prone target, the target can’t stand up unless they use an action to make a DC 10 plus PB Strength (Athletics) check. On a success, the target can stand up. 7 th Level: Hypnotic Sleep ( 1 /Day). As a bonus action, the hunter drones lullingly. Each creature within 5 feet of the hunter who can hear them must succeed on a DC 10 plus PB Constitution saving throw or fall unconscious for 1 minute. An unconscious target wakes up if they take damage, the hunter becomes incapacitated, the hunter moves more than 5 feet away from the target, or another creature uses an action to rouse the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lizardfolk Hunter (PB 6)","description":"Traits Signature Attack (Greatsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the hunter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Wrenching Bite ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target is grappled (escape DC 10 plus PB). Until the grapple ends, the target takes PB piercing damage at the end of each of their turns, and the hunter can’t use their Wrenching Bite against another target. 5 th Level: Thrashing Tail ( 3 /Day). As an action, the hunter makes a signature attack against a Large or smaller creature. On a hit, the target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone. While the hunter is within 5 feet of this prone target, the target can’t stand up unless they use an action to make a DC 10 plus PB Strength (Athletics) check. On a success, the target can stand up. 7 th Level: Hypnotic Sleep ( 1 /Day). As a bonus action, the hunter drones lullingly. Each creature within 5 feet of the hunter who can hear them must succeed on a DC 10 plus PB Constitution saving throw or fall unconscious for 1 minute. An unconscious target wakes up if they take damage, the hunter becomes incapacitated, the hunter moves more than 5 feet away from the target, or another creature uses an action to rouse the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lizardfolk Render","description":"Filled with the primal magic of Semuanya, the lizardfolk render undergoes terrifying changes during a days-long ritual performed by a shaman. As seen in Danger at Dunwater , the render’s claws grow long and hard as steel, its frame enlarges, and its temperament becomes even more ferocious. Traits Blood Frenzy. The render has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Hold Breath. The render can hold its breath for 15 minutes. Actions Multiattack. The render makes two attacks: one with its claws and one with its bite. Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Rend the Field (Recharge 5–6). The render makes a claw attack against each creature of its choice within 10 feet of it. A creature hit by this attack must succeed on a DC 13 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (lizardfolk)","Alignment":"neutral","Expansion":3905,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Lizardfolk Scaleshield","description":"Serving as the elite warriors and officers of a lizardfolk clan, these robust creatures wear thick armor made from crocodile scales and metal. Trained in martial weapons and advanced combat tactics, they are found protecting lizardfolk lairs such as the one in Danger at Dunwater . Traits Hold Breath. The scaleshield can hold its breath for 15 minutes. Actions Multiattack. The scaleshield makes two melee attacks, each one with a different weapon. Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Reactions Shield Block. If an ally within 5 feet of the scaleshield is hit by an attack, the scaleshield can reduce that attack’s damage by half.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lizardfolk)","Alignment":"neutral","Expansion":3905,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Lizardfolk Scaletooth","description":"Lizardfolk prefer warm, tropical climes, but they’re willing to settle in any humid region—the more moisture in the air, the better. Even in colder climates, lizardfolk can be found in any sufficiently marshy environment. Bogs and wetlands are favorites. Their scales protect both against weapons and the moisture in their native environments. Coloring and hue vary wildly with environment and diet. Lizardfolk aren’t especially hostile unless they feel their territory is threatened—which they often feel, because it often is. But for respectful travelers, entering lizardfolk territory need be no great hardship. Lizardfolk cultures often take up a specific trade, like boatmaking, fletching, weaving, or navigating, and they sell their services to travelers in need, including lizardfolk from other places. Homeland Protectors . Adventurers cross paths with lizardfolk while trekking through their homelands. The reptilian humanoids watch travelers who skirt too close to sources of food and shelter, attacking those who take more than they need. Many lizardfolk dwell in caverns and abandoned ruins for protection. Treasure-seekers who delve into these places are typically given one warning before the attack begins. Focused and Loyal. Most lizardfolk speak plainly, viewing blunt honesty as a sign of respect. When they make a vow or personal promise, they do all they can to honor that word. Lizardfolk who swear to destroy an enemy follow their quarry to the ends of the earth. Marshland Tyrants. In times of crisis, such as a food shortage, an evil lizardfolk leader can exploit the emergency, oppressing others in the name of defending their territory. But there are always other local lizardfolk tribes who oppose such aggressive, expansionist posturing; they often seek the aid of others who value freedom from tyranny. Traits Amphibious. The scaletooth can breathe air and water. Actions Multiattack. The scaletooth makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and if the target is a Medium or smaller creature, the scaletooth can move them 5 feet in any direction or grapple them (escape DC 12). Until this grapple ends, the scaletooth can’t make a Tail attack against another target. Rending Bite. The scaletooth makes a Bite attack with advantage against one creature they have grappled, dealing an extra 3 (1d6) piercing damage on a hit. Reactions Reptilian Escape ( 1 /Day). If the scaletooth fails a Strength or Dexterity saving throw, they lose their tail and succeed instead. They regrow their tail when they finish a long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lizardfolk Scout","description":"Lizardfolk The lizardfolk of the Stolen Lands tend to keep to themselves, but when a violent overlord seizes control they can be worked into a dangerous frenzy. Humanoid in shape, but with green or bluish scaled skin and frill-like adornments on their heads, lizardfolk are known as iruxi among their own people. Lizardfolk Scout It’s not uncommon for adventuring parties to encounter lizardfolk scouts, for these explorers spend most of their lives on the move, constantly patrolling the territories held by their enclave. If intruders are driven off, it is the scout’s responsibility to track them, observe them, and learn their ways and weaknesses so as to report back to the community to aid in the defense against potential reprisals. Traits Hold Breath. The lizardfolk can hold its breath for 15 minutes. Sneak Attack. Once per turn, the lizardfolk deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the lizardfolk that isn’t incapacitated and the lizardfolk doesn’t have disadvantage on the attack roll. Terrain Adept. The scout has advantage on attacks and contested ability checks against non-lizardfolk in difficult terrain, or against targets in water that lack a swim speed. Actions Multiattack. The lizardfolk makes one jaw attack and one tail attack. Jaws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. Blowgun. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 1 piercing damage and 6 (1d12) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target becomes disorientated and clumsy, and attacks on the target have advantage while poisoned in this way.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lizardfolk)","Alignment":"neutral","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Lizardfolk Shaman","description":"\"In all my dealings with the lizardfolk, I was never able to tell what they were thinking. Their reptilian eyes belied no hint of their intentions. I gave them supplies. They gave me the willies.\" —A merchant’s account of his experience with the lizardfolk tribes of the Lizard Marsh Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns. Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures. Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive. Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don’t like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters. Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies. Great Feasts and Sacrifices. Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god. Canny Crafters. Though they aren’t skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields. Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess’inek—a reptilian demon lord who seeks to corrupt and control the lizardfolk. Lizardfolk born in Sess’inek’s image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman’s authority and inspiring uncharacteristic aggression among their subjects. Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers. Traits Hold Breath : The lizardfolk can hold its breath for 15 minutes. Spellcasting (Lizardfolk Form Only) : The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared: • Cantrips (at will): druidcraft , produce flame , thorn whip • 1st level (4 slots): entangle , fog cloud • 2nd level (3 slots): heat metal , spike growth • 3rd level (2 slots): conjure animals (reptiles only), plant growth Actions Multiattack (Lizardfolk Form Only) : The lizardfolk makes two attacks: one with its bite and one with its claws. Bite (Lizardfolk Form) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Bite (Crocodile Form) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage in crocodile form. If the target is a Large or smaller creature, the target is grappled, escape DC 12. Until this grapple ends, the target is restrained, and the lizardfolk can’t bite another target. If the lizardfolk reverts to its true form, the grapple ends. Claws (Lizardfolk Form Only) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage. Produce Flame : Ranged Spell Attack : +4 to hit, range 30 ft., one creature. Hit : 9 (2d8) fire damage. Change Shape (Recharges after a Short or Long Rest) : The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lizardfolk)","Source":"MM1","Alignment":"neutral","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Lizardfolk Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Lizardfolk Subchief","description":"The lizardfolk subchief (seen in Danger at Dunwater ) is a devout priest of Semuanya, pursuing the worship of its god in a manner similar to a cleric. It wields a dagger crafted of a massive crocodile tooth blessed by Semuanya, representing the subchief’s prowess in both battle and piety. Traits Hold Breath. The subchief can hold its breath for 15 minutes. Spellcasting. The subchief is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): light, sacred flame, spare the dying, thaumaturgy 1st level (4 slots): command, guiding bolt, purify food and drink 2nd level (3 slots): hold person, lesser restoration, silence 3rd level (2 slots): bestow curse, dispel magic Actions Tooth Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Jaws of Semuanya (Recharge 5–6). The subchief invokes the primal magic of Semuanya, summoning a spectral maw around a target it can see within 60 feet of it. The target must make a DC 13 Dexterity saving throw, taking 22 (5d8) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also frightened until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lizardfolk)","Alignment":"neutral","Expansion":3905,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Lizardfolk Swampstalker","description":"Some lizardfolk have perfected the art of moving effortlessly and becoming almost invisible in swampy terrain. At this level of stealth, swampstalkers are able to get in position for the most efficient kills possible. Traits Hold Breath. The lizardfolk can hold its breath for 15 minutes. Slay Foe (1/Turn). The lizardfolk deals an extra 4 (1d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Swamp Strider. Moving through nonmagical difficult marshy terrain doesn't cost the lizardfolk extra movement. Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target . Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. Bonus Actions Stealthy. On each of its turns, the lizardfolk can use a bonus action to take the Hide action. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Lizardfolk Terrorsaur","description":"Lizardfolk prefer warm, tropical climes, but they’re willing to settle in any humid region—the more moisture in the air, the better. Even in colder climates, lizardfolk can be found in any sufficiently marshy environment. Bogs and wetlands are favorites. Their scales protect both against weapons and the moisture in their native environments. Coloring and hue vary wildly with environment and diet. Lizardfolk aren’t especially hostile unless they feel their territory is threatened—which they often feel, because it often is. But for respectful travelers, entering lizardfolk territory need be no great hardship. Lizardfolk cultures often take up a specific trade, like boatmaking, fletching, weaving, or navigating, and they sell their services to travelers in need, including lizardfolk from other places. Homeland Protectors . Adventurers cross paths with lizardfolk while trekking through their homelands. The reptilian humanoids watch travelers who skirt too close to sources of food and shelter, attacking those who take more than they need. Many lizardfolk dwell in caverns and abandoned ruins for protection. Treasure-seekers who delve into these places are typically given one warning before the attack begins. Focused and Loyal. Most lizardfolk speak plainly, viewing blunt honesty as a sign of respect. When they make a vow or personal promise, they do all they can to honor that word. Lizardfolk who swear to destroy an enemy follow their quarry to the ends of the earth. Marshland Tyrants. In times of crisis, such as a food shortage, an evil lizardfolk leader can exploit the emergency, oppressing others in the name of defending their territory. But there are always other local lizardfolk tribes who oppose such aggressive, expansionist posturing; they often seek the aid of others who value freedom from tyranny. Traits Aerial Agility. While the terrorsaur is flying, their AC is 16. Amphibious. The terrorsaur can breathe air and water. Running Start. The terrorsaur can use only their flying speed if they first either fall 10 feet without hitting the ground or walk 10 feet in a straight line on that turn. Actions Multiattack. The terrorsaur makes one Bite attack and one Glaive attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Blowgun (Recharge 6 ). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one creature. Hit: 1 piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). Reactions Reptilian Escape ( 1 /Day). If the terrorsaur fails a Strength or Dexterity saving throw, they lose their tail and succeed instead. They regrow their tail when they finish a long rest. Skulking Retreat. If the terrorsaur takes damage from a melee attack, they can move up to half their speed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lizardfolk Vanguard","description":"Lizardfolk vanguards serve as the chieftain's or king's bodyguards or lead its war party into battle. They always heavy armor, and will favor swords and shields over crude weapons. Traits Hold Breath. The lizardfolk can hold its breath for 15 minutes. Threatening. Creatures provoke an opportunity attack from the lizardfolk when they move 5 feet or more while within the lizardfolk's reach, and if the lizardfolk hits a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. Actions Multiattack. The lizardfolk makes one Bite attack and two Longsword attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, and the target is marked until the end of the lizardfolk's next turn. This effect ends early if the lizardfolk is incapacitated or it dies, or if someone else marks the target. While it is within 5 feet of the lizardfolk, a creature marked by the lizardfolk has disadvantage on any attack roll that doesn't target the lizardfolk. Bonus Actions Punish the Marked. The lizardfolk makes a melee weapon attack against a creature marked by it if the creature dealt damage to anyone other than the lizardfolk during the last turn. The lizardfolk's melee weapon attack has advantage on the attack roll, and if it hits, the attack's weapon deals an extra 7 (2d6) damage to the target. Reactions Parry. The lizardfolk adds 3 to its AC against one melee attack that would hit it. To do so, the lizardfolk must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Lizardfolk Warrior","description":"Lizardfolk The lizardfolk of the Stolen Lands tend to keep to themselves, but when a violent overlord seizes control they can be worked into a dangerous frenzy. Humanoid in shape, but with green or bluish scaled skin and frill-like adornments on their heads, lizardfolk are known as iruxi among their own people. Lizardfolk Warrior A lizardfolk enclave’s warriors are its defenders and protectors. They tend to react quickly to threats with violence of their own, and are more commonly encountered in lizardfolk villages where the leadership itself is more violent and cruel-minded. Traits Hold Breath. The lizardfolk warrior can hold its breath for 15 minutes. Terrain Adept. The warrior has advantage on attacks and contested ability checks against non-lizardfolk in difficult terrain, or against targets in water that lack a swim speed. Actions Multiattack. The lizardfolk warrior makes two melee attacks, each one with a different weapon. Jaws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Longspear. Melee or Ranged Weapon Attack: +4 to hit, reach 10 ft. or range 30/120 ft., one target. Hit: 6 (1d8+2) piercing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage. Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Sudden Charge. The lizardfolk warrior dashes up to 60 feet toward an enemy, then makes a single melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lizardfolk)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Lizardfolk Witch Doctor","description":"The witch doctors are the priests of the lizardfolk who serve as both tribe healers and spiritual advisors to its chieftains. They commonly worship the goddess Semuanya. Traits Hold Breath. The lizardfolk can hold its breath for 15 minutes. Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: + 4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Cursed Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 11 (2d8 + 2) psychic damage, and the target has disadvantage on attack rolls, ability checks, and saving throws until the end of the lizardfolk’s next turn. Spellcasting. The lizardfolk casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: mending, resistance, thaumaturgy 2/day each: cure wounds, hold person 1/day each: banishment, spirit guardians, revivify ","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Lizardfolk)","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Lizardfolk Zombie","description":"Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Reactions Sudden Lunge. If an enemy moves within 10 feet of the zombie, roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet toward the enemy. If the zombie ends within 5 feet of the target, the zombie can make one melee weapon attack against it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Llyvessa","description":"Llyvessa, She-Who-Leaps-Across-Moonlight, is the most mysterious member of the Amethyst Knife. The elf’s otherworldly appearance shifts between alluring and terrifying. She usually speaks in cryptic Elvish phrases and metaphors that most find impossible to comprehend. Llyvessa and Harlo met when the guide for Harlo’s soon-to-launch expedition mysteriously went missing and she appeared as a last-minute replacement. When the group discovered the crystal dagger, Llyvessa was struck with an overwhelming fear and awe, as though she could see something the others could not. Since then, she has followed the others’ orders without question and has made no effort to share her own feelings or ambitions. Her true intentions in the organization remain a mystery. As a deadly sharpshooter, Llyvessa serves as one of the Amethyst Knife’s top assassins, killing with a detached, calculating efficiency. Traits Deadly Sharpshooter. Attacking at long range with a ranged weapon doesn’t impose disadvantage on Llyvessa’s attack rolls. Elf Glamour ( 1 /Day). When a creature targets Llyvessa with an attack, power, or spell, the creature must succeed on a DC 14 Wisdom saving throw or be charmed by her until the end of her next turn (no action required). Mind Link. Llyvessa can communicate telepathically with any Amethyst Knife boss regardless of distance, provided they are on the same plane of existence. Actions Multiattack. Llyvessa makes two Scimitar or Longbow attacks. Alternatively, she makes one Longbow attack and uses Psychic Shot, if available. Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Psychic Shot (Recharge 5 – 6 ). Llyvessa makes a Longbow attack that ignores cover, and which can pass through mundane solid objects up to 5 feet thick that aren’t being worn or carried. Bonus Actions Jaunt ( 1 /Day; 3 rd-Order Power). Llyvessa or one willing creature within 5 feet of her teleports to an unoccupied space Llyvessa can see within 30 feet of her. Reactions *Control Projectiles ( 3 /Day; 2 nd-Order Power). When a creature Llyvessa can see within 60 feet of her makes a ranged weapon attack, she gives the creature advantage or disadvantage on the attack roll (her choice). Shared Condition. When Llyvessa is blinded, charmed, dazed, deafened, frightened, paralyzed, or stunned, she chooses a willing Amethyst Knife boss within 60 feet of her who doesn’t already have the condition or is immune to it. The chosen creature then gains the condition for the duration, and Llyvessa loses the condition. She can use this reaction even while incapacitated.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Neutral","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Loading Rig","description":"Traits Antimagic Susceptibility. The rig is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rig must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. Unstable. If the rig takes damage, it must succeed on a DC 10 Constitution saving throw or be incapacitated with a speed of 0 until a creature activates it with a successful DC 10 Intelligence (Arcana) check made as an action. Actions Multiattack. The armor makes two melee attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":7,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Lobe Lemur","description":"A dark-furred creature made of leaves and wearing tiny animal skulls hunches on a branch, its rope-like tail twined around the branch. Each hand sports an elongated finger tipped in a sharp claw, and its legs tense, ready to leap. The lobe lemur makes it home in forested swampland, where it builds itself a small enclosed nest among the branches and decorates the nest with the skulls of its prey. The lobe lemur is a nocturnal hunter, stalking its prey from the treetops or silently swimming through murky waters. Reports of dead animals with missing heads or corpses missing eyes may indicate the presence of a lobe lemur. Brain Eaters. Lobe lemurs are known for what they eat: the brains of other creatures. Due to their small size, they typically feast on birds and rodents, but they'll eat any brain matter they can get. They use their jagged front teeth to consume a victim's eyes before using their elongated claws to scoop out the now-accessible brain matter. If given the opportunity, the lobe lemur happily ambushes a larger creature, clinging to the creature's head to get at its brains. Some scholars speculate they grow more intelligent with each brain they eat, leading to some particularly smart elder lobe lemurs that command whole packs of the creatures. However, none who have seen such a colony have lived to tell the tale. Danger From Above. If the lobe lemur jumps at least 10 feet straight toward a creature from a higher position than the target, such as leaping down from a tree, it has advantage on the next attack roll it makes against that creature. Standing Leap. The lobe lemur's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Swamp Camouflage. The lobe lemur has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Multiattack. The lobe lemur makes three Claw Swipe attacks, or it makes one Face Clamp attack and two Claw Swipe attacks. Claw Swipe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Face Clamp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage, and the lobe lemur attaches to the target's head. If the lobe lemur is already attached to the target when it hits with this attack, the attack doesn't deal damage. Instead, the target is blinded until the end of its next turn. While attached to the target, the lobe lemur can attack no other creature except the target but has advantage on its attack rolls. The lemur's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature, including the target, can take its action to detach the lemur by succeeding on a DC 14 Strength check. On its turn, the lemur can detach itself from the target by using 5 feet of movement.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Neutral","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Lobismuller","description":"Meigas Meigas come from the Land of Dreams, where mortal minds wander while they sleep and use the substance of the land to build the dreams that run through their heads while they slumber. The Land of Dreams is said to be part of the fey realms, but can only be entered through dreaming, except by the most powerful of creatures, or by the fey that dwell there, including the meiga. Meigas differ widely in form and ability, but always appear as female. Clothing preference varies by individual, but meigas typically prefer bright colors and bold patterns. While all meiga can magically change their form to blend with mortal populations, their apparent age always shows through. If a meiga’s true appearance is elderly, then she appears elderly in any form she takes, while a more maiden-like meiga is always youthful when magically disguised. Dream Weapons. The meiga’s weapons are formed of dream-stuff and have a link to the Land of Dreams. When mortals are hit with such weapons, the pain is increased as their mind relives past pains from memory, brought forth by the meiga’s control over dreams. Functionaries of the Dream Realm. While in their own realm, a meiga serves a particular function in maintaining the dreamscapes of mortals. The cartuxeira oversees premonitory dreams of future events. The lobismuller is the bringer of nightmares. The vedoira are caretakers of dreams in which the spirits of the dead make contact with the living; their purview over dream communication means they are also overseers of those who are contacted via the dream spell. Other types of meigas do exist, exerting their particular influence over the dreams of mortals according to their sphere of influence. Summoned to Serve. In the Land of Dreams, meigas are typically not hostile, unless waking mortals come and interfere with their duties or disrupt the dreaming of sleepers. However, spellcasters aware of their existence and the powers available to them in the waking world often summon meigas (through spells such as conjure fey) to do their bidding. Such summoners should take great care not to lose control over a meiga, however, as they hold a grudge and will pursue vengeance against those foolish enough to let their mastery of the meiga slip. RARE MEIGAS While the meigas described in this book are the most common and best-known of their kind, other meiga dream-spirits can be encountered more rarely. Their abilities are generally a mystery and they are known by their particular behavior. Chuchonas. The most dangerous of all meigas, chuchonas appear with different faces or transformed into fanged vampires, but also can take the form of insects, most often bumblebees. They suck the blood of children, especially newborns, to steal their life essence to craft their ointments and potions. Feiticeira. These meigas live near rivers and streams, appearing as elderly women who still retain their loveliness. The feiticeira has a very beautiful voice that with her singing hypnotizes men and boys who approach the river and makes them go into the river, where they will drown to be later devoured. Lavandeira. These meigas surprise walkers who passes by a lavandeira (laundry house), inviting him to help her in the same direction as her, because otherwise, misfortune will befall his house. The Lavandeira will appear in the person's house and will end the pregnancy if there is one, steal the youngest of the children if there are any, or kill one of the spouses while they are sleeping, if there are no children at home. Marimanta . The origin of these meigas is unknown, but they can be invoked with complex rituals that draw them across both spatial and planar boundaries. They often wanders of their own free will between Dreamland and our world, entering houses where there is a child on which no blessings or protection have been used, and often abducts them to a place from which they never return for reasons and uses unknown to anyone. Meiga, Lobismuller The lobismuller delivers nightmares to the mortal minds that wander into the Land of Dreams. This is not done from malice, as nightmares are as natural to mortals as pleasant dreams. A lobismuller can transform into a sinister, wolf-like figure, ferocious and deadly. Those spellcasters that summon fey for their mortal purposes often choose a lobismuller for their more deadly form. A lobismuller usually appears as a mature woman in colorful clothing, though frayed and worn in spots. Her yellow eyes have a cold, calculating gaze. When on the hunt, she may adopt more primitive garb of animal skins befitting her inner wolfish nature.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":30635,"Challenge Rating":6},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Local Guard","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":29375,"Challenge Rating":1},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Locathah","description":"These resilient and proud fish-folk (found in Danger at Dunwater ) have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along seacoasts, and hunt both above and below the water. Traits Leviathan Will. The locathah has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep. Limited Amphibiousness. The locathah can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Actions Multiattack. The locathah makes two melee attacks with its spear. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (locathah)","Alignment":"neutral","Expansion":3905,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Locathah Hunter","description":"The far-ranging locathah hunter is trained in tracking and stalking prey on land and in water. They often serve as leaders to small bands of locathah or emissaries for their people (such as the hunter found in Danger at Dunwater ). Their colorful, poisoned, and fast-loading crossbows rarely miss a target. Traits Leviathan Will. The hunter has advantage on saving throws against spells and effects that control its actions. Limited Amphibiousness. The hunter can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Actions Multiattack. The hunter makes two attacks with its envenomed crossbow. Envenomed Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned until the end of its next turn. Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (locathah)","Alignment":"neutral","Expansion":3905,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Lock Mimic","description":"This heavy, brass padlock is old and spotted with green patches of verdigris. At a touch, the keyhole splits open, revealing rows of sharp teeth and a fleshy, serpentine tongue. Lock mimics are the bane of thieves, lying in wait for those who would try to pick a lock. Even those familiar with mimics often overlook a lock mimic, expecting instead that the chest or door the lock protects may be a predator in disguise. Lulled into a false sense of security after determining the larger object is safe, they are ambushed by the lock mimic. Cunning Subspecies. Smaller and weaker than the common mimic, lock mimics are specialized predators. A lock mimic will use its digestive juices to dissolve a lock, then mimic and replace the lock, awaiting the prey it knows will eventually come to it. Lock mimics can recognize objects that might normally have a lock, such as chests, gates and other portals, or loops of chain or rope, and attach themselves to such objects to draw in prey. Unusual Diet. While carnivorous, lock mimics also dissolve and digest metals. This allows them to better mimic their chosen objects and provides them with a dense, protective outer layer to fend off attacks.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity (Shapechanger)","Alignment":"Neutral","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Locksmith","description":"The human-shaped construct is a cobbled collection of mechanical parts. The hundreds of keys hanging about its form jingle as it moves. Call the Locksmith. These odd entities are the best in the business at creating secure doors and gates, impassable barriers, and locks of all varieties. They may be inclined to wander from place to place or set up shop in metropolises, offering their services to create or unlock barriers of any kind. Professional Rivalry. Each locksmith has a distinct appearance and personality, but they all share the same skill set. A locksmith instantly recognizes the handiwork of locksmith. When a locksmith encounters a barrier constructed by another of its kind, it is compelled to break the barrier or build a superior version. A locksmith hired to undo the work of one of its fellows often volunteers for the task free of charge. Key Features. Locksmiths are unique in appearance, but all share a generally humanoid shape. Regardless of other details, they all possess empty keyholes where a human nose would typically be. The key that fits this lock is responsible for imbuing the locksmith with its consciousness. Locksmiths build incredibly complex hidden vaults to hide away these treasured keys. Construct Nature. The locksmith doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Logger","description":"Forester Be they workers seeking to harvest the forest’s resources or explorers taking pains to map the wilds, foresters harbor a wide range of skills, motives, and agendas. While most foresters have little interest in the workings of urban life, scoff at “city folk,” and mock travelers who find themselves needing aid when they inevitably get in over their heads while traveling through the woods, the majority of these creatures aren’t evil. While foresters might not have patience for those who haven’t chosen the woods as their home, they’ll usually offer aid to the lost or the needy they encounter in the wilds—if only to ensure that the intruders can make their way back out of the woodlands and return to wherever they came from as soon as possible. Logger The harvesting of trees in the forests of the Stolen Lands is a necessity when a new kingdom is in the offing. Loggers must take care not to travel too far from civilization, however, for the presence of fey guardians in the region should not be underestimated. Traits Keen Hearing and Sight. The logger has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Multiattack. The logger makes two handaxe attacks. Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":17526,"Challenge Rating":"1/2"},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Logger","description":"Made from the vines and branches of Anthracia’s tree, Logger dutifully follows the dryad like a puppy. The humaniform plant has never left her side and was imprisoned with Anthracia for thousands of years. Logger’s docile demeanor cracks into violent rage when Anthracia commands them to attack. Once set loose, the plant can be hard to control; imbued with the wild fury of nature itself, they’re prone to rampaging and trampling friend and foe alike. Logger excels at diving into combat headfirst, ready to soak up damage for the Wilderkith and pin down as many targets as possible. Traits Lightning Absorption. Whenever Logger is subjected to lightning damage, they take no damage and instead regain a number of hit points equal to the lightning damage dealt. Actions Multiattack. Logger makes two Slam attacks. If they are in a fury (see Nature’s Fury), they instead make three Slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Entangling Vines. Vines lash out from Logger’s body. Each enemy within 30 feet of them must succeed on a DC 17 Strength saving throw or take 9 (1d6 + 6) bludgeoning damage and be grappled (escape DC 17) and pulled up to 30 feet directly toward Logger. Bonus Actions Nature’s Fury ( 1 /Day). Logger enters a fury for 1 minute. While in a fury, Logger has advantage on Strength checks and saving throws, and they can make an extra Slam attack when they use Multiattack. If Logger ends their turn without damaging another creature on that turn, the fury ends early.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Neutral","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lohezet","description":"A black-robed member of the Mages of High Sorcery, Lohezet is a scholar obsessed with extinct creatures and fallen empires. He views the Dragon Army as a way to recreate the glories of Ansalon’s past. During the Dragon Armies’ invasions of Khur and Kendermore, Lohezet’s investigations of Istarian ruins revealed the location of the flying city of Onyari. He now travels with the Red Dragon Army, intent on finding the City of Lost Names and restoring it to the skies. Lohezet employs the strategies of extinct poisonous predators in battle. His magical toxins wear down even the strongest foes, providing him with the opportunity to escape or reducing his enemies to discolored corpses. Traits Toxic Mastery. Lohezet ignores a creature’s resistance to poison damage. Spellcasting. Lohezet casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: detect magic , light , presti digitation 2/day each: dimension door , mage armor 1/day each: arcane eye , dominate person , wal l of force Actions Multiattack. Lohezet makes three Withering Blast attacks and uses Miasma if it’s available. He can replace one of the attacks with a use of Spellcasting. Withering Blast. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (2d12 + 5) necrotic damage. Miasma (Recharge 4–6). Lohezet magically conjures a billowing cloud of purple fog in a 20-foot-radius sphere centered on a point within 120 feet of himself. The area within the sphere is heavily obscured, and when a creature starts its turn in the sphere or enters the sphere for the first time on a turn, it must make a DC 17 Constitution saving throw. On a failed save, the creature takes 39 (6d12) poison damage and is poisoned until the start of its next turn. On a successful save, the creature takes half as much damage and isn’t poisoned. The cloud lasts for 1 minute, until Lohezet ends it early (no action required), or until Lohezet uses this action again. A strong wind disperses the cloud. Reactions Noxious Rebuke (3/Day). When a creature within 60 feet of Lohezet damages him, Lohezet magically retaliates with a spray of foul, purple mist. The creature must make a DC 17 Constitution saving throw, taking 16 (2d10 + 5) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Wizard)","Alignment":"Neutral Evil","Expansion":17925,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Lolth","description":"Lolth, The Spider Queen Lolth, the Queen of Spiders, is the primary deity of the drow. Cruel and unforgiving, Lolth demands blood and sacrifice from her worshipers. Those who gain her favor are gifted with her boon, and those who do not are severely punished by Lolth herself. This has caused much infighting within the drow, as Houses fight against each other to bring the best sacrifices to the Spider Queen. In truth, Lolth does not have an ounce of care for her worshipers. She revels in the death and destruction done in her name. Her hatred spans millennia and goes back to when she was first exiled to the Abyss. To this day, each and every plan and scheme she endeavors are all for the downfall of those who sent her to the Demonweb Pits. Spider Queen. Lolth usually appears as a slender female drow dressed in silk made from spider webs. Her true form, however, is the epitome of the Queen of Spiders. Lolth has the upper half of a strikingly beautiful female drow, with long white hair and gleaming black and purplish eyes. Her humanoid torso has eight arms and is connected to the head of a giant black spider with eight glowing red eyes, two poisonous fangs, and eight chitinous legs that end in razor-sharp points. Vicious Sadist. Lolth is known for extreme cruelty and sadism. She takes great pleasure in inflicting pain and psychologically tormenting her prey. In the rare instances that she finds herself in combat, she will toy with her opponents first, giving them false hope that they might have a chance of defeating her, only to quickly turn the tables and reveal that she was never in any real trouble. She will prioritize targeting those who are beloved by all so she can revel in their agony as she slowly kills that target while the rest of her victims watch helplessly in horror. Deadly Foe. As a deity, Lolth is incredibly powerful and does not need weapons when fighting. She usually summons her faithful handmaidens, or yochlols, and select high-level drow servitors to fight for her. Lolth relies on her spellcasting abilities to confound her opponents and trap them in her steel-like webs. Each of her legs can be used as a spear and can stab and pierce creatures with ease as she goes for the kill with her poisonous fangs. Lolth's Lair The abode of Lolth is a treacherous realm known as the Demonweb Pits. There are many ways to access the 66th layer of the Abyss where the realm of the Demonweb can be found but getting out may be the biggest problem. The Demonweb is a mass of deep chasms, rocky gorges, tunnels, and pathways that stretch from all directions and are all full of webs, traps, and hungry denizens. No one has ever been able to map this maze-like plane because Lolth constantly changes paths when she spins her webs. The entire realm of Demonweb is difficult terrain, and any creature that seeks to traverse its web-filled tunnels will need to take care not to get caught in any of the webs lest they be food for Lolth’s faithful. The Pit, which resides at the bottom of the Demonweb, is a dark cavern Lolth occupies. The entire cavern is lit with blue flame torches scattered about its numerous alcoves. Thick webs cover every corner and also form a natural carpet on the floor, making walking more difficult for everyone except spiders and spider-kin alike. In the middle of the cavern is Lolth’s throne, just behind a stone altar used for sacrifices. Behind the throne is a set of golden doors through which are multiple passages to different planes and locations. Lair Actions On initiative count 20 (losing initiative ties), Lolth can take one of the following lair actions; she can’t take the same lair action two rounds in a row: Lolth casts web (spell save DC 25, no components required) at 4 different points within her lair. Lolth doesn't need to see the points and doesn't need to maintain concentration on the spell. The webs lasts for 1 minute, until Lolth uses this lair action again, or until Lolth dies or is incapacitated. Lolth magically summons 2d4 phase spiders ( MM, pg. 334 ) or 1d3 driders ( MM, pg. 120 ) to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour. Lolth magically summons a yochlol ( MM, pg. 65 ). It appears in an unoccupied space within 60 feet of Lolth and obeys Lolth without question. It remains for 10 minutes, until it or Lolth dies, or until Lolth dismisses it as an action. Regional Effects The region containing Lolth’s lair is warped by its magic, creating one or more of the following effects: Giant spiders and spider swarms infest the areas within 6 miles of the lair. These arachnids are aggressive and will immediately attack intruders. Surfaces within 6 miles of the lair are frequently covered by webs. Any creature touching these webs will be detected by Lolth's Web Sense. Webs within 6 miles of the lair appear and block paths or disappear and reveal new paths, making navigation in the area exceedingly difficult. If Lolth dies, these effects fade over the course of 1d10 days. Traits Discorporation. When Lolth drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Abyss, and she is unable to take physical form for a time. Legendary Resistance (4/Day). If Lolth fails a saving throw, she can choose to succeed instead. Limited Magic Immunity. Unless she wishes to be affected, Lolth is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects. Regeneration. If Lolth has at least 1 hit point, she regains 30 hit points at the start of her turn. Spider Climb. Lolth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, Lolth knows the exact location of any creature in contact with the same web. Web Walker. Lolth ignores movement restrictions caused by webbing. Actions Multiattack. Lolth uses Web. She then makes one Bite attack, one Whip attack, and two Foreleg attacks or uses Insidious Bolt three times. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) force damage, and if the target is a creature, it must succeed on a DC 22 Constitution saving throw. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to poison damage. Otherwise, the target takes 22 (4d10) poison damage and is poisoned for 1 minute on a failed save. Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 17 (3d6 + 7) force damage plus 21 (6d6) poison damage, and the target has disadvantage to attack rolls and saving throws until the end of Lolth's next turn. In addition, the target must succeed on a DC 23 Strength saving throw or be pulled up to 25 feet toward Lolth. Foreleg. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 7) force damage, and if the target is a creature, it is grappled (escape DC 17). While grappled, the target is restrained, takes 7 (2d6) necrotic damage at the start of each of Lolth's turns, and Lolth can't use one of her Foreleg attacks on another target. Insidious Bolt. Ranged Spell Attack: +17 to hit, range 120 ft., one target. Hit: 14 (4d6) poison damage and 14 (4d6) psychic damage, and the target is poisoned until the end of Lolth's next turn. While poisoned, the target can't use reactions and has disadvantage on saving throws. Web. Ranged Weapon Attack: +15 to hit, range 60/120 ft., one Huge or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 22 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 15, 20 hit points, resistance to bludgeoning damage, and immunity to acid, poison, and psychic damage. Spellcasting. Lolth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 25): At will: alter self (can become a Medium female Drow when changing her appearance), detect magic, web 3/day each: confusion, dispel magic, dominate person, fly, teleport 1/day each: maddening darkness, psychic scream Legendary Actions Lolth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lolth regains spent legendary actions at the start of her turn. Insidious Poison. Lolth chooses one creature within 30 feet that she has poisoned. The target must make a DC 25 Wisdom saving throw. On a failed save, the target uses its reaction to move up to half its speed as Lolth directs and make one weapon attack against a visible creature of Lolth's choice. Web. Lolth uses Web. Attack (Costs 2 Actions). Lolth makes a Whip or Foreleg attack. Cast a Spell (Costs 3 Actions). Lolth uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":28},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Lonely Sorrowsworn","description":"The sorrow of isolation afflicts many creatures that lurk in the Shadowfell, but the need for companionship is never manifested more dramatically than in the lonely sorrowsworn—also called the Lonely. When these sorrowsworn spot other creatures, they feel keenly the need for interaction and launch their harpoon-like arms to drag their victims closer. Sorrowsworn The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress. Traits Psychic Leech. At the start of each of the sorrowsworn’s turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage. Thrives on Company. The sorrowsworn has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls. Actions Multiattack. The sorrowsworn makes one Harpoon Arm attack, and it uses Sorrowful Embrace. Harpoon Arm. Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The sorrowsworn has two harpoon arms and can grapple up to two creatures at once. Sorrowful Embrace. Each creature grappled by the sorrowsworn must make a DC 15 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the sorrowsworn pulls each of those creatures up to 30 feet straight toward it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Lonely Sorrowsworn","description":"The sorrow of isolation afflicts many creatures in the Shadowfell, but it manifests dramatically in lonely sorrowsworn. When these sorrowsworn spot other creatures, they seek to drag the creatures closer to ease their own sense of isolation. Sorrowsworn Sorrowsworn embody the forms of suffering inherent to the Shadowfell and visit horror on those who stumble into their midst. Traits Psychic Leech. At the start of each of the sorrowsworn’s turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage. Thrives on Company. The sorrowsworn has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls. Actions Multiattack. The sorrowsworn makes one Harpoon Arm attack, and it uses Sorrowful Embrace. Harpoon Arm. Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target has the grappled condition (escape DC 15) if it is a Large or smaller creature. The sorrowsworn has two harpoon arms and can grapple up to two creatures at once. Sorrowful Embrace. Each creature grappled by the sorrowsworn must make a DC 15 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save or half as much damage on a successful one. In either case, the sorrowsworn pulls each of those creatures up to 30 feet straight toward it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Lorabella Crimsongaze","description":"“I will wait ‘till it’s time for revenge. But make no mistake, in waiting, I will not rest.” Lorabella Crimsongaze is the Head of Military in the city of Cyherested. She is an elderly elf who has long blue straight hair and is quite fit. As the Head of Military, she oversees the training of new soldiers, the general state of the army, and the protection of the city from the dangers on the outside. Lorabella is among the few people who can contact the Prime Sorcerers directly. Lorabella’s Story In her youth, Lorabella wanted to see the world and be universally beloved. She and her parents lived in the forest upon which the City of Sorcerers now resides. She helped her parents with day-to-day tasks they needed to undertake to survive, but never liked the idea of a settled life. One day, her mother went out to forage for supplies, and she never returned. This wasn’t unusual for such a dangerous place as Tolia, but that had no effect on her father’s grief. For better or worse, he was changed. He started to train Lorabella to become a ferocious warrior with an iron will. Lorabella knew that her father was training her so that if it came to it, he didn’t have to lose his beloved daughter as well. Besides, Lorabella enjoyed her education immensely; she was a natural with weapons and she felt free in combat. Many years later, her father passed away and the city was established. Knowing Cyherested held opportunities and riches beyond her imagination, Lorabella became a citizen. She wanted to prove her worth and show off her skills, and began to fight for coin (as a performance) in taverns. As the years passed by, the restlessness in Lorabella’s heart never gave way. She thus gathered a few friends and formed an adventuring party. However, life had different plans for Lorabella. As soon as they left the city, they were faced with an army of blood-sucking monsters rushing out through the mountains and the forest. Lorabella lost all her friends in the attack, and barely made it back to the city with her life. Upon her return, she learned that the vampires of Kanrath had attacked. Furious, she joined the army to defend the city. And in the military, she found her true calling. She moved her way up the ranks through the years, giving little care to anything other than the military. Through the grueling training she put herself through, she took strength from her wrath against the vampires, whom she believed to be the worst of the worst. They had taken her friends, and she was sure that it was them who had taken her mother all those years ago. Holding on to her hate, she waited for the day of revenge. After about sixty years of joining the army, she became the Head of Military, and her first action was to lay siege on Kanrath to exterminate the evil that lurked there once and for all. After months of tireless effort, just as the siege was nearing success, Lorabella received an order from the Prime Sorcerers to desist. Disappointed, she heeded her orders returned with the same thirst for revenge polluting her mind. Lorabella knew that she’d get another chance one day, and established the Dragon’s Nest where she began to train soldiers. Nowadays, she spends her days in the Dragon’s Nest planning and evaluating, waiting for an opportunity to cleanse Tolia of its monsters. Lorabella’s Goals Lorabella wants to eradicate the city of Kanrath, especially its vampire rulers. She believes all evil is rooted there. Her life in both the wilderness and the Cyherested has taught her one thing for certain; as long as there is one sole predator left, everything else is prey, and so she has no choice but to become the sole predator. Roleplaying Lorabella Lorabella is usually aggressive in her demeanor. Since she works with soldiers, she is used to giving orders. She can’t always adjust her behavior in social situations, and sometimes talks to people as if they were inferior officers. She swears quite a lot, and usually talks in the imperative. She tries to be serious at all times, though she can sometimes slip. Lorabella in Combat Lorabella mostly has 4 Bloodwork Automatons (soldier) with her for protection. She only initiates combat if the fight is worth it. However, if the enemy is a vampire, she never hesitates or holds back.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"lawful neutral","Expansion":24099,"Challenge Rating":17},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Loran Monk","description":"Lorans claim both the ancient patrons of the Accord and the undine race as their progenitors. When the eldritch Patrons foresaw a need for disciplined, loyal aquatic allies, they enlisted undine volunteers to help shape a new race of agents to guard against the return of their nemeses. The Accord experimented with the creation of other races, sprinkling them throughout the cosmos to prepare for the revival of interplanetary war. Guardians of Ancient Knowledge. While not every loran chooses to pursue a monastic lifestyle, many have endured centuries guarding the memories and relics of the Patrons since the disappearance of the old races and often the cataclysmic devastation of their worlds thereafter. Their discipline as unyielding as the coral ruins they live in, their mission controlled their culture, including career, lifespan, mating, and reproduction. They meditated on the history and teachings of the Patrons, passing principle down from generation to generation. They also maintained constant readiness from outside threats, knowing one day an enemy would come to shatter their walls and lives in search of galactic domination. LORAN TRAITS Lorans are defined by their class levels. All lorans have the following racial traits, which you can apply to create a loran NPC. Ability Score Increase. You gain +2 to Wisdom. Size. Your size is medium. Speed. Your base land speed is 30 feet and you have a swim speed of 40 feet. Darkvision. You can see in the dark up to 60 feet. Deep Ones. You are resistant to cold damage. Elemental Affinity. Loran spellcasters you have an affinity for water-based spells. The DC of such spells is increased by 1. Amphibious. You can breathe both water and air. Languages. You can speak read and write Aquan and Common. Loran Monastic Training. Your people have a monastic tradition and you have been trained in basic martial art techniques. 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He is an aboleth bloodline sorcerer and an accomplished enchanter, known for his great power and feared even by his own clan members. A few decades ago, he made a pact with a cabal of aboleths in the Silent Pearls, allowing his masters to infuse him with their essence and bodywarp him for more power. As one of their most powerful agents, he serves the aboleths without question and executes their bidding ruthlessly. Lord Beremo Fizzmos exudes a sense of superiority and entitlement, looking down on those he considers beneath him, like the spellslave sorcerer apprentices he trains in the ways of his aberrant masters. He is often cold and calculating, using his powers of manipulation and enchantment to bend others to his will.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"lawful evil","Expansion":26071,"Challenge Rating":11},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Lord Commander Elias Drexel","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Lawful Neutral","Expansion":21300,"Challenge Rating":15},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Lord Cyne Monder","description":"The current high commander of the Knights of the Crown, Crownwarden Lord Cyne Monder is an aging paladin of great renown, a noble of an ancient lineage of dwarves with a sordid past, the Monders. As a result of his forebear’s folly in attacking the Isles of Xantharos, the family pledged every firstborn of the line to protect the crown, and Lord Cyne Monder is the latest to serve. He is doing his best to rebuild the reputation of his house, his oath binding him to protect the crown, his sovereign, and realm. Equipment Lord Cyne Monder has 12 copper pieces, 15 silver pieces, 63 gold pieces, a +1 maul , an animated shield , his plate armor , and his ivory holy symbol worth 50 gold pieces on his person","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful good","Expansion":17604,"Challenge Rating":8},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Lord Erasmus Deseo","description":"First among equals in the High Command of the Black Iron Pact, Lord Erasmus Deseo is the thirteenth Earl Deseo, a minor house under the patronage of House Navarr, Capital’s oldest noble family. He represents a small but influential group of Capital nobles who have racist and sexist views. Aside from the mysterious founder of the pact, Erasmus is its most senior member. He enjoys the camaraderie and has surrounded himself with like-minded people. From his point of view, the pact’s vile ideals are popular. Even in polite company, he spits his bigoted views aloud. Though the room is typically divided between those who openly agree and those who remain silent, he’s confident even the latter agree with him—for how could anyone disagree with the “facts” that seem so obvious to him? In his warped, evil mind, people who openly speak of equal justice and liberty for all are just pandering to fashion; privately, all wise people surely know this is an Age of Men. Erasmus is so enamored with his own misguided ideals that he doesn’t notice how most people barely hide their disgust for him—some out of politeness, others out of fear of the lord’s power. Traits Exploit Opening ( 3 /Day). When Erasmus makes an attack, he has advantage on the attack roll. Master Tactician. At the start of a combat encounter, Erasmus chooses when he acts in the initiative order after all other creatures have rolled initiative. Actions Multiattack. Erasmus makes two Greatsword attacks. He can replace one attack with a use of I’m Right Here. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, they have disadvantage on attack rolls against creatures other than Erasmus until the end of their next turn. I’m Right Here. Erasmus taunts a creature he can see within 5 feet of him who can hear him. The creature must succeed on a DC 15 Wisdom saving throw or use their reaction, if available, to attack Erasmus. If the creature attacks, an ally within 30 feet of Erasmus who isn’t incapacitated can make a weapon attack against the creature (no action required). Iron Ring ( 2 /Day). If not in the Cyst, Erasmus teleports to the Cyst. If in the Cyst, he teleports to a place he has visited. Bonus Actions Mark. Erasmus chooses a creature he can see within 60 feet of him and marks them until the start of his next turn. The first time one of Erasmus’s allies deals damage to a marked creature on each turn, the creature takes an extra 3 (1d6) damage. Reposition. Erasmus and each ally within 60 feet of him who can hear him moves up to 5 feet without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lord Iychthus","description":"Adorned in fancy crimson clothes, the sickly gray-green flesh of this humanoid glistens with moisture. A wide-brimmed hat conceals his bald head, but his piercing red eyes penetrate the gloaming shadows nevertheless. Blood-red gill slits on each side of his neck betray an aquatic origin, as he cracks a confident smile. Lord Iychthus, Brine Vampire Lord Iychthus is an intelligent foe, and uses his Shapechanger and Regeneration traits to continue his confrontation against the characters. Give the characters several opportunities to reduce him to 0 hit points, but eventually, these hit-and-run tactics can get frustrating for the characters. If the GM desires, at some point Iychthus simply flees the ship, content to return to his masters. He makes the perfect recurring villain, eventually returning with reinforcements to recover the Eye , and exact revenge on the characters. The undead Mathias can remain with the characters to provide an interesting NPC, but only if the characters' priority remains the defeat of the brine vampire Lord Iychthus's Lair Actions On initiative count 20 (losing initiative ties), Lord Iychthus can harness the power of his lair (the Black Orchid) to cause one of the following effects: A part of the ship (the rigging, an oar, or a door) animates to attack a nearby creature. Treat this as a melee weapon attack with a +8 to hit. If the attack hits, it causes 10 (2d6 + 3) bludgeoning damage. A nearby sail, net, or rope attempts to entangle up to two targets no more than 10 feet apart. Each target must succeed a DC 17 Dexterity saving throw or become restrained (escape DC 17). A part of the ship (the railing or a deck board) uses a special melee attack to shove or trip a target. The target must make a contested Strength (Athletics) or Dexterity (Acrobatics) check against the ship's equivalent Strength check (+10). Failure indicates the target takes 5 (1d6 + 2) bludgeoning damage and is either knocked prone, or if within 5 feet of the ship's railing, is shoveled over the side of the ship and into the water. In this case, allow the shoved target a DC 20 Dexterity saving throw, with success indicating the target grabbed the railing and now dangles over the side of the ship. TRAITS Special Equipment: Lord Iychthus wears a fancy red cloak, a matching wide-brimmed hat, and black boots of the zephyr (see appendix A ). He carries a skeleton key but no weapons. Shapechanger: If Lord Iychthus isn't in direct sunlight or standing on solid ground, he can use his action to polymorph into a Tiny carrion gull or a Medium cloud of mist, or back into his true form. While in carrion gull form, Lord Iychthus can't speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. While in mist form, Lord Iychthus can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, although it can't pass through water. Lord Iychthus has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to all nonmagical damage except the damage he takes from sunlight. Legendary Resistance (3/Day): If Lord Iychthus fails a saving throw, he can choose to succeed instead. Misty Escape: When Lord Iychthus drops to 0 hit points outside of his resting place, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided he isn't sunlight or standing on solid ground. If he can't transform, he is destroyed. While he has 0 hit points in mist form, he can't revert to his vampire form, and must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point. Regeneration: Lord Iychthus regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight or standing on solid ground. If he takes radiant damage, or damage from holy water or consecrated soil, this trait does not function at the start of his next turn. Spider Climb: Lord Iychthus can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses: Lord Iychthus has the following flaws: Forbiddance. Lord Iychthus can't enter a residence without an invitation from one of its occupants. Harmed by Standing on Earth. Lord Iychthus has disadvantage on all attack rolls, saving throws, and ability checks while standing on earth. Stake to the Heart. If a piercing weapon made of wood is driven into Lord Iychthus's heart while he is incapacitated in his resting place, he is paralyzed until the weapon is removed. Sunlight Hypersensitivity. Lord Iychthus takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks. ACTIONS Multiattack (Vampire Form Only): Lord Iychthus makes two attacks, only one of which can be a bite attack. Unarmed Strike (Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Lord Iychthus can grapple the target (escape DC 18). Bite (Squid or Vampire Form Only): Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Lord Iychthus, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Lord Iychthus regains hit points equal to that amount. The reduction lasts until the target completes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then placed in water rises the next night as a brine vampire spawn under Lord Iychthus's control. Charm: Lord Iychthus targets one humanoid he can see within 30 feet of him. If the target sees Lord Iychthus, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Lord Iychthus as a trusted friend to be heeded and protected. Although the target isn't under Lord Iychthus's control, it takes his requests or actions in the most favorable way it can, and is a willing target for Lord Iychthus's bite attack. Each time Lord Iychthus does anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Lord Iychthus is destroyed, is on a different plane, or takes a bonus action to end the effect. Children of the Dark Sea (2/Day): Lord Iychthus magically calls 2d4 swarms of carrion gulls or bilge rats, provided the sun is not up. While outdoors, Lord Iychthus can call 3d6 vampire squid instead. The called creatures arrive in 1d4 rounds, acting as allies and obeying spoken commands. The beasts remain for 1 hour, until Lord Iychthus dies, or until he dismisses them as a bonus action. LEGENDARY ACTIONS Lord Iychthus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Legendary actions are regained at the start of Lord Iychthus's turn. Move: Lord Iychthus moves up to his speed without provoking opportunity attacks. Unarmed Strike: Lord Iychthus makes one unarmed strike. Bite (Costs 2 Actions): Lord Iychthus makes one bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (shapechanger)","Alignment":"lawful evil","Expansion":25195,"Challenge Rating":13},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Lord of Dread","description":"The Shadowlands are filled with horrific creatures, from screaming specters to mortals warped beyond recognition to the twisted beings known as oni. Many of these horrors are unique beings, spawned of the bitter rage of Fu Leng and the bile of the deepest hells of the afterlife. Others are former servants of the Fortune of Death who have turned their terrifying powers to this wretched cause. When pitting a Shadowlands horror against the PCs, consider the fact that the unknown is far more terrifying than the known. Rather than throwing wave after wave of identical creatures at them, make each encounter uniquely challenging and horrific by selecting traits from the Shadowlands Powers, below. Lords of Dread. The mightiest of oni can be represented with this profile, including those oni who have gained power from a name stolen from or granted by a past summoner. Such a fiend can be a serious threat even to a large group of experienced samurai, and is likely to massacre those who approach it without proper caution. Table A-12: Shadowlands Horror Motivations D6 Roll Shadowlands Horror Motivation 1 Enjoys scheming for its own sake, and enacts plans far more convoluted than necessary. 2 Seeks to deceive and humiliate mortals before killing them. 3 Desires to have mortals turn to its cause willingly, and tempts them with offers of power. 4 Has nothing but disdain for mortals, and seeks to slaughter them without pretense or schemes. 5 Enjoys the thrill of the hunt, and sets “challenges” for mortals by which it abides. 6 Seeks to lord over mortals and other Shadowlands horrors, dominating them through fear. Shadowlands Powers The otherworldly powers of the oni are strange and varied, as their demonic proclivities take many different forms. Listed on the following pages are example powers, featuring some of the more common tricks and talents oni tend to wield, as well as some that are designed to provide interesting and unique antagonists for players. Each Shadowlands Power has a listed CR increase that should be applied when it is added to a creature. Table A-11: Shadowlands Powers D12 Roll Power 1 Scent of Weakness (+0 CR). The secret desires of the heart are playthings to this horror, for it can smell the wants and needs mortals struggle to keep hidden as clearly as wafting perfume. As a bonus action on its turn, this horror can choose one creature it can perceive and learn one of that creature’s motivations. 2 Bony Carapace (+1 CR). The horror is covered in thick hide, bony plates, entirely skeletal, or has some other form of natural armor beyond even the substantial protection typical of its kind. It gains resistance to piercing and slashing damage from nonmagical attacks, or gains resistance to all piercing and slashing damage if it already had that resistance. 3 Captivating Voice (+1 CR). Some horrors speak with honeyed voices at odds with their hideous appearance, giving them the ability to cajole and coerce even stalwart heroes with their words. When making a Charisma-based check against another creature, this horror has advantage if it knows one or more of that creature’s motivations. Additionally, its spellcasting ability is Charisma, and it can cast the following spells: 1/day each: charm person , h old person 4 Dark Puppet (+1 CR). By some vile art, the horror can manipulate its shadow, its reflection, or a representational form of some kind to torment its foes. As a bonus action on its turn, it can either move its proxy form to a surface that it can inhabit within 60 feet (such as a reflective surface for a reflection, any illuminated surface for a shadow, or any painted surface for a diabolical portrait or similar). On its turn, the creature can spend its action to have its proxy perform an action. If it has legendary actions, at the end of another creature’s turns, it can spend 1 of its legendary actions to have its proxy use one of its actions. 5 Dread Feeder (+1 CR). This horror can feed upon the very fear of its prey. When this creature causes another creature to fail a Wisdom or Charisma saving throw, it regains 1d12 hit points. 6 Obsidian Jaws (+1 CR). The hideous visages of some horrors are further marred by massive jaws filled with teeth of obsidian shards, or other equally vicious fangs. Its bite attack inflicts an additional 1d12 necrotic damage, and inflicts a critical hit on a roll of 19 or 20. 7 Shadowlands Venom (+1 CR). The horror’s weapons or attacks carry the threat of deadly venom, smeared on a weapon or injected by its claws or bite. When this creature inflicts a critical hit on another creature, its target must make a DC 20 Constitution saving throw. On failure, it suffers 3d6 poison damage and the poisoned condition. 8 Winged (+2 CR). The horror has dreadful wings, or hangs aloft in defiance of gravity. It gains a fly (hover) speed of 90 ft. 9 Foul Separation (+2 CR). This horror exhibits the disturbing power to tear out their own organs or limbs to serve as puppets for its will, allowing it to see, act, or speak at a distance through a scuttling claw, floating eye, or other horrific disembodied appendage. On its turn as an action, it can spend its action and 4d6 hit points to create 2 lesser horrors. These lesser horrors have all of its Shadowlands powers except for this one, and take their turns immediately after the main body’s turn. If the horror’s main body is killed, the fragment becomes the center of its consciousness. On its turn as an action, the main horror can devour one or more of these lesser horrors within 5 feet to regain 2d6 hit points per lesser horror devoured. 10 Illusion Master (+2 CR). The treachery of this horror knows no bounds, and it has learned vile magics that can deceive the senses and mind into perceiving that which is not there. By means of this sorcery, such a horror can call up phantasms of lost family to torment its victims, cloak its movements in impenetrable shadow, or pursue its prey into the Realm of Dreams. The Rakshasa of the Ghostlands that plague the Ivory Kingdoms are especially adroit at crafting these delusions. The horror’s spellcasting ability is Charisma (spell save DC 16 for lesser horror, 12 for horrific brute, 20 for lord of dread). It can innately cast the following spells, requiring no material components: At will: disguise self , invisibility , mino r illusion 1/day each: blur , dream , fear , hypnot ic pattern 11 Necromantic Secrets (+2 CR). Some of the most fearsome horrors wield powerful necromancy learned from Bloodspeaker cultists whose hubris let them think they could tame such creatures. The horror’s spellcasting ability is Intelligence (spell save DC 16 for lesser horror, 12 for horrific brute, 20 for lord of dread). It can innately cast the following spells, requiring no material components: At will: bestow curse , mark of desecration (see page 403), speak with dead 1/day each: contagion , inflict wounds , vamp iric touch 12 Vile Depredation (+2 CR). This horror’s flesh gruesomely knits back together after it is injured, and feasting upon the viscera of its foes hastens this process. The horror regains 1d12 hit points at the start of its turn if it has at least 1 hit point. When it inflicts a critical hit on another creature, it immediately regains 3d10 hit points. Traits Vile Mutation. At the start of its turn, if a lord of dread’s current hit points are lower than or equal to half of its maximum hit points (128), it gains 2 additional Shadowlands Powers. Roll twice on Table A–11: Shadowlands Powers or choose 2 powers. It loses those powers at the end of the encounter. It cannot use this ability again until it completes a long rest. Actions Multiattack. The lord of dread makes two claw attacks and one bite attack, or three claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d10+7) piercing damage. Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (3d6+7) slashing damage. Acid Spit. Breath Weapon (Recharge 4–6): The lord of dread spews acid in an 80-foot cone in front of it. Each creature in that area must make a DC 20 Dexterity saving throw. On failure, a creature suffers 50 (10d10) acid damage. Legendary Actions A lord of dread can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The lord of dread regains spent legendary actions at the start of its turn. Dread Cry (Costs 2 Actions). The lord of dread howls, chilling the souls of all around. Each creature in a 30-foot sphere must make a DC 20 Wisdom saving throw or become frightened of the lord of dread unless it chooses to suffer 3d6 psychic damage. A creature that fails can repeat this save at the start of each of its turns to remove the condition. Furious Swipe. The lord of dread makes a multitarget attack roll against each creature in a 15-foot sweep around it. On a hit, a creature suffers 18 (3d6+7) slashing damage and the bleeding condition (1d4 piercing damage at the start of each of its turns, removed after it regains HP) for one minute. Scorn of Eternity. The hostile creature with the highest hit points within 90 feet must make a DC 20 Charisma saving throw. On failure, that creature suffers 12 (2d12) psychic damage and is marked for death (the next successful melee attack the lord of dread makes against it deals an additional 1d8 force damage) for one minute or until the lord of dread deals damage to it.","properties":{"Category":"Monsters","Size":"Huge","Type":"lost fiend","Alignment":"any evil","Expansion":26129,"Challenge Rating":17},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Lord of the Feast","description":"This horrific albino garmyr stands well over twelve feet tall. He is covered in a mass of yellowish-white mangy fur, bloodstained and scarred from countless battles, and clad in a patchwork armour of leather, chain, and bladed plate with trophies — mummified heads — hanging from his belt. A mane of bony spines and tufts of barbed grey hair jut out from his head and down his back to a long white tail braided with skulls and bone fragments. His snarling visage is filled with long, razor-sharp fangs and smouldering red eyes. The Lord of The Feast holds an oversized longbow, strung with thick sinew. A quiver on his back holds enormous arrows, some bristling with barbed snares, others connected to coils of chains around the beast’s wrists, while others are tipped with delerium shards.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":21300,"Challenge Rating":15},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Lord Priitus Nerkra","description":"Priitus Nerkra was once a rogue and master assassin known for his cunning and agility. However, he found himself trapped during a mission gone wrong and facing certain death. That was until he was saved by the kraken wizard Morgawr. In return for his rescue, the kraken demanded Nerkra's absolute loyalty and threatened dire consequences if he ever betrayed it. Nerkra, seeing no other way out, agreed to the terms and became the kraken's agent. Nerkra secured the rank of a minor noble through lies and an arranged marriage to further his standing and increase his access to resources. However, his wife died mysteriously just a few months after the wedding. Nerkra now had access to great wealth to complement his expert skills at lying and manipulation. He continued to work for Morgawr, using his newfound power to carry out its bidding and keep its secrets safe.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":26071,"Challenge Rating":13},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Lord Regent Polonius Reed","description":"Lord Regent Polonius Reed is the most prominent figure amongst the Elyrian nobility, and sits at the head of the Parliament of Lords. Though a distant second to the authority and influence of the Divine Matriarch, he nonetheless holds much sway over the military and economic decisions of the nation. Polonius is a burly man in his early sixties. The Noble has a round, full face with a thick beard and short black hair combed over his balding head. His shaggy eyebrows highlight his deep-set, dark brown eyes. He dresses in exquisite silk Elyrian jackets, complete with a frilled ruff, puffed sleeves, and gold filigree. He is a clever and persistent man who carries himself with an air of importance.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":"1/8"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Lord Rhogar Zlatozar","description":"Lord Rhogar Zlatozar is a zealous paladin of Magic and the sole descendent of the Xantharosian half-gold dragon clan of his name, tracing back his heritage and sacred oath to over two thousand years. Ever since discovering and harnessing the powers of the orb of Conjuration under his Clan Fort, Lord Rhogar Zlatozar has considered himself the Spellhoarder —the divine emissary one of the Wondermaker chosen to reign over the Isles of Xantharos.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":26071,"Challenge Rating":17},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Lord Soth","description":"Lord Soth is the most powerful death knight on Krynn. Once a Solamnic Knight of the Order of the Rose, Soth was a paragon of virtue and justice who allowed his pride to lead him down an evil path. The gods gave Soth a chance at redemption, charging him with confronting the Kingpriest of Istar and averting the Cataclysm. However, he was undone by his pride, abandoned his quest, and allowed the Cataclysm to devastate Krynn. Soth perished during the Cataclysm but then rose from the ashes as an Undead horror. In his cursed castle, Dargaard Keep, Soth long ignored the ruined world, but the Dragon Queen’s summons has called his evil forth once more. In battle, Soth is a terror, wielding the last remnant of the Cataclysm’s fires to devastating effect. He usually uses his spellcasting ability only as part of his legendary actions. Traits Legendary Resistance (3/Day). If Soth fails a saving throw, he can choose to succeed instead. Magic Resistance. Soth has advantage on saving throws against spells and other magical effects. Marshal Undead. Unless Soth is incapacitated, he and Undead creatures of his choice within 60 feet of him are immune to features that turn Undead. Unusual Nature. Soth doesn’t require air, food, drink, or sleep. Spellcasting. Soth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: command (cast at 3rd level) 2/day each: dispel magic , hold person (cast at 3rd level) 1/day: banishment (cast at 6th level) Actions Multiattack. Soth makes three Forsaken Brand attacks. Forsaken Brand. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) necrotic damage, and if the target is a creature, it can’t regain hit points until the start of Soth’s next turn. Cataclysmic Fire (1/Day). Soth hurls a magical ball of fire that explodes at a point he can see within 120 feet of himself. Each creature in a 20-foot-radius sphere centered on that point must make a DC 19 Dexterity saving throw. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, any Medium or smaller Humanoid killed by this damage, as well as every corpse of such a creature within the sphere, becomes a skeleton under Soth’s control. The skeleton acts on Soth’s initiative but immediately after his turn. Absent any other command, the skeleton tries to kill any non-Undead creature it encounters. Word of Death (1/Day). Soth points at a creature he can see within 60 feet of himself and magically commands it to die. The target must make a DC 19 Constitution saving throw, taking 100 necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, the target dies. Legendary Actions Soth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Soth regains spent legendary actions at the start of his turn. Implacable Maneuver. Soth moves up to his speed or commands a mount he is riding to move up to its speed. The movement from this action doesn’t provoke opportunity attacks. If he or his mount moves within 5 feet of a creature during this movement, he can force the creature to make a DC 20 Strength saving throw. The creature is knocked prone unless it succeeds on the saving throw. Strike (Costs 2 Actions). Soth makes one Forsaken Brand attack. Cast a Spell (Costs 3 Actions). Soth uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Paladin)","Alignment":"Lawful Evil","Expansion":17925,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Lord Soth","description":"Lord Soth is the most powerful death knight on Krynn. Once a Solamnic Knight of the Order of the Rose, Soth was a paragon of virtue and justice who allowed his pride to lead him down an evil path. Soth perished during Krynn’s Cataclysm, then rose from the ashes as a death knight. Soth lives in his cursed castle, Dargaard Keep. Traits Legendary Resistance (3/Day). If Soth fails a saving throw, he can choose to succeed instead. Magic Resistance. Soth has advantage on saving throws against spells and other magical effects. Marshal Undead. Unless Soth has the incapacitated condition, he and Undead creatures of his choice within 60 feet of him are immune to features that turn Undead. Actions Multiattack. Soth makes three Forsaken Brand attacks. Forsaken Brand. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 18 (4d8) necrotic damage, and if the target is a creature, it can’t regain hit points until the start of Soth’s next turn. Cataclysmic Fire (1/Day). Soth hurls a magical ball of fire that explodes at a point he can see within 120 feet of himself. Each creature in a 20-foot-radius sphere centered on that point must make a DC 19 Dexterity saving throw. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save or half as much damage on a successful one. Additionally, any Medium or smaller Humanoid killed by this damage, as well as every corpse of such a creature within the sphere, becomes a skeleton under Soth’s control. The skeleton acts on Soth’s initiative but immediately after his turn. Absent any other command, the skeleton tries to kill any non-Undead creature it encounters. Spellcasting. Soth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: Command (cast at 3rd level) 2/day each: Dispel Magic, Hold Person (cast at 3rd level) 1/day: Banishment (cast at 6th level) Word of Death (1/Day). Soth points at a creature he can see within 60 feet of himself and magically commands it to die. The target must make a DC 19 Constitution saving throw, taking 100 necrotic damage on a failed save or half as much damage on a successful one. If this damage reduces the target to 0 hit points, the target dies. Legendary Actions Soth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Soth regains spent legendary actions at the start of his turn. Implacable Maneuver. Soth moves up to his speed or commands a mount he is riding to move up to its speed. The movement from this action doesn’t provoke opportunity attacks. If he or his mount moves within 5 feet of a creature during this movement, he can force the creature to make a DC 20 Strength saving throw. The creature has the prone condition unless it succeeds on the saving throw. Strike (Costs 2 Actions). Soth makes one Forsaken Brand attack. Cast a Spell (Costs 3 Actions). Soth uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Paladin)","Alignment":"Lawful Evil","Expansion":30583,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Lord Stari Kralj III","description":"Stari is the third of his name and has ruled over Orleone for about thirty years. He is a middle-aged Noble catfolk who resides in the Palace of the Lord in Esnier. He has a great orange mane and yellow fur. His eyes are a piercing crimson and he is draped in a flowing red cloak. He wears a golden circlet of glittering ivy leaves encrusted with pearls from the Auroral Reef off the coast of his city. Stari often carries a golden scepter that is said to have magical properties that protect him from harm.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":"1/8"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Lord Syuul","description":"Chief Design Architect of his nation’s body banks, the synliroi Lord Syuul (see-YOU-ull) seeks more material for his experiments. His spies, informants, and allies are always on the lookout for subjects with unique hereditary traits the Interlace might extract. Lord Syuul, who belongs to an ancient and respected noble house, never leaves his estate without a retinue of guards and minions. They obey his orders fanatically—as Syuul has ensured they’re biologically incapable of refusing to do so. Syuul’s recent experiments have focused on isolating the trait that expresses sorcerous ability in humanoids. Thus far, these attempts have been unsuccessful. Not to be deterred, Lord Syuul has placed his assistant in charge of the day-to-day operations of the body banks, while Syuul himself ventures forth to observe the surface world and plunder its diversity. Traits Draw In. If Lord Syuul fails a saving throw while grappling at least one enemy, he can choose to release all grappled creatures and succeed on the saving throw instead. Actions Multiattack. Lord Syuul makes two Tentacle or two Psionic Repeater attacks then manifests a power or uses Memory Transfer. Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 6) psychic damage, and if the target is Large or smaller, they are grappled (escape DC 19). Psionic Repeater. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 22 (3d10 + 6) force damage. Brain Overload ( 1 /Day; 6 th-Order Power). Lord Syuul creates a sudden surge of energy in the mind of a creature he can see within 120 feet of him. The target must make a DC 19 Constitution saving throw, taking 77 (14d10) psychic damage on a failed save, or half as much damage on a successful one. If the target has a brain and is reduced to 0 hit points, their brain explodes, and if they can’t survive without their brain, they die. Flay ( 6 th-Order Power). Lord Syuul shoots a 15-foot cone of psionic energy from his eyes. Each creature in that area must make a DC 19 Intelligence saving throw, taking 35 (10d6) psychic damage on a failed save, or half as much damage on a successful one. Memory Transfer. Lord Syuul psionically plunders the mind of each creature he is grappling. Each target must succeed on a DC 19 Intelligence saving throw or take 44 (8d10) psychic damage. If a target fails their saving throw and doesn’t escape the grapple by the end of their next turn, they must choose one of these effects: The target’s proficiency bonus drops to 0, they can’t form new thoughts or speak, and they have disadvantage on all ability checks, attack rolls, and saving throws. Only the cure ailment power, a lesser restoration spell, or a similar supernatural effect can end this effect. Additionally, until Lord Syuul finishes a long rest, he gains a cumulative +5 bonus to damage rolls. The target is charmed by Lord Syuul for 1 hour. While the target is charmed, Lord Syuul can issue the target telepathic commands (no action required), which the target does their best to obey. Each time the target takes damage, they can make a DC 19 Wisdom saving throw, ending the effect on a success. Guise ( 3 rd-Order Power). Lord Syuul projects a psionic image over his body, transforming his appearance for 1 hour into that of a Medium creature he has seen. When he manifests this power, he can also change the appearance of any equipment he carries. The changes wrought by this power fail to hold up to physical inspection. A creature can use an action to inspect Lord Syuul’s appearance and make a DC 19 Intelligence (Investigation) check, noticing the image is a projection on a success. Bonus Actions Grappling Jaunt. Lord Syuul and each creature grappled by him teleport up to 30 feet to an unoccupied space he can see. Reactions Brain Drain. When a creature grappled by Lord Syuul makes a saving throw against Memory Transfer, Lord Syuul momentarily weakens the creature and the creature has disadvantage on the saving throw. Villain Actions Lord Syuul has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Mindblind. Each enemy Lord Syuul can see within 60 feet of him must make a DC 19 Wisdom saving throw. On a failed save, a creature can’t see creatures other than Lord Syuul for 1 minute (save ends at end of turn). Action 2 : Was I Ever Here? Lord Syuul becomes invisible, teleports 60 feet to an unoccupied space he can see, and can take the Hide action. At the same time, an illusory psionic image of Lord Syuul appears in the space he left, gesturing, speaking, and behaving as he chooses (no action required). A creature who touches the image for the first time on a turn or makes a melee attack against it must succeed on a DC 19 Constitution saving throw or take 21 (6d6) psychic damage because things can pass through it. Lord Syuul’s invisibility ends and his image disappears at the end of his next turn. Action 3 : Mindshatter. Each enemy Lord Syuul can see within 60 feet of him must make a DC 19 Wisdom saving throw. On a failed save, a target takes 55 (10d10) psychic damage and is dazed for 1 minute (save ends at end of turn). On a successful save, a target takes half as much damage and isn’t dazed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":15},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Lord Syuul","description":"Traits Draw In. If Lord Syuul fails a saving throw while grappling at least one enemy, he can choose to release all grappled creatures and succeed on the saving throw instead. Actions Multiattack. Lord Syuul makes two Tentacle or two Psionic Repeater attacks then manifests a power or uses Memory Transfer. Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 6) psychic damage, and if the target is Large or smaller, they are grappled (escape DC 19). Psionic Repeater. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 22 (3d10 + 6) force damage. Brain Overload ( 1 /Day; 6 th-Order Power). Lord Syuul creates a sudden surge of energy in the mind of a creature he can see within 120 feet of him. The target must make a DC 19 Constitution saving throw, taking 77 (14d10) psychic damage on a failed save, or half as much damage on a successful one. If the target has a brain and is reduced to 0 hit points, their brain explodes, and if they can’t survive without their brain, they die. Flay ( 6 th-Order Power). Lord Syuul shoots a 15-foot cone of psionic energy from his eyes. Each creature in that area must make a DC 19 Intelligence saving throw, taking 35 (10d6) psychic damage on a failed save, or half as much damage on a successful one. Memory Transfer. Lord Syuul psionically plunders the mind of each creature he is grappling. Each target must succeed on a DC 19 Intelligence saving throw or take 44 (8d10) psychic damage. If a target fails their saving throw and doesn’t escape the grapple by the end of their next turn, they must choose one of these effects: The target’s proficiency bonus drops to 0, they can’t form new thoughts or speak, and they have disadvantage on all ability checks, attack rolls, and saving throws. Only the cure ailment power, a lesser restoration spell, or a similar supernatural effect can end this effect. Additionally, until Lord Syuul finishes a long rest, he gains a cumulative +5 bonus to damage rolls. The target is charmed by Lord Syuul for 1 hour. While the target is charmed, Lord Syuul can issue the target telepathic commands (no action required), which the target does their best to obey. Each time the target takes damage, they can make a DC 19 Wisdom saving throw, ending the effect on a success. Guise ( 3 rd-Order Power). Lord Syuul projects a psionic image over his body, transforming his appearance for 1 hour into that of a Medium creature he has seen. When he manifests this power, he can also change the appearance of any equipment he carries. The changes wrought by this power fail to hold up to physical inspection. A creature can use an action to inspect Lord Syuul’s appearance and make a DC 19 Intelligence (Investigation) check, noticing the image is a projection on a success. Bonus Actions Grappling Jaunt. Lord Syuul and each creature grappled by him teleport up to 30 feet to an unoccupied space he can see. Reactions Brain Drain. When a creature grappled by Lord Syuul makes a saving throw against Memory Transfer, Lord Syuul momentarily weakens the creature and the creature has disadvantage on the saving throw. Villain Actions Lord Syuul has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Mindblind. Each enemy Lord Syuul can see within 60 feet of him must make a DC 19 Wisdom saving throw. On a failed save, a creature can’t see creatures other than Lord Syuul for 1 minute (save ends at end of turn). Action 2 : Was I Ever Here? Lord Syuul becomes invisible, teleports 60 feet to an unoccupied space he can see, and can take the Hide action. At the same time, an illusory psionic image of Lord Syuul appears in the space he left, gesturing, speaking, and behaving as he chooses (no action required). A creature who touches the image for the first time on a turn or makes a melee attack against it must succeed on a DC 19 Constitution saving throw or take 21 (6d6) psychic damage. Lord Syuul’s invisibility ends and his image disappears at the end of his next turn. Action 3 : Mindshatter. Each enemy Lord Syuul can see within 60 feet of him must make a DC 19 Wisdom saving throw. On a failed save, a target takes 55 (10d10) psychic damage and is dazed for 1 minute (save ends at end of turn). On a successful save, a target takes half as much damage and isn’t dazed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Lawful Evil","Expansion":28288,"Challenge Rating":15},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Lord Varonaen","description":"Lord Varonaen: The Bloody Gardener Before the elves came, Farlnen was just bare rock and sand. The sun doesn’t shine there, and no living thing could prosper in that cursed place. But a land with no sun sounds mighty nice if you’re a vampire, like Lord Varonaen! So he steers the elves to Farlnen, and when he gets there, he breaks his ship to splinters and he scatters the splinters across the stony ground. He kills his own sailors and waters the wood with their blood, and they sprout up as darkwood trees and bloodstained roses. All the night-gardens of Farlnen, it was Varonaen who planted their seeds. And if the Bloodsails kill you on the sea? They’ll keep your bones to work an oar, but they won’t let your flesh go to waste; cargoes of carrion make their way to Farlnen to feed the bloody gardens. Lord Sylian Varonaen is the oldest member of the Grim. The Varonaen were allies of Vol long before the Mark of Death appeared, and Sylian Varonaen was one of the first vampires created on Aerenal. Where Vol studied ways to imbue humanoid creatures with the energies of Mabar, Sylian Varonaen explored its effects on plants. Varonaen was fascinated by those strains of flora that managed to adapt to Aerenal’s Mabaran zones, and he improved on these with his own hybrids; in fact, it was he who refined the strain of darkwood that Aerenal exports to this day. So it was no accident that Varonaen and his exiles came to Farlnen. The elves knew they needed a powerful Mabaran zone to continue their research, and Varonaen came prepared. The story quoted above is apocryphal, but it holds seeds of truth. Varonaen brought his hybrids with him across the Lhazaar Sea and established the first night gardens. He planted darkwood groves, and in the centuries that followed, he developed entirely new strains of vegetation that could thrive in the unique conditions of Farlnen. The stories exaggerate when they say darkwood is watered with blood, but some of Varonaen’s creations do thrive when fertilized with the flesh of the dead. Some of his experiments are just plants, but others could be considered both Plants and Undead; Varonaen has created assassin vines that drain the lifeforce of creatures they constrict, and a shrieker that howls with the cry of a banshee. Personality Lord Varonaen played a vital role in founding Farlnen. The people rely on his hybrid plants as a source of both food and lumber, and the exotic spices and wines produced from his creations are unique exports sold by Bloodsail merchants. Despite his part in ensuring the survival of his people, Varonaen has never asserted his power over his peers; his plants are his sole obsession, and he has spent the centuries working on his gardens. He has the manner of a mild, friendly scholar—but he feels no compunctions about creating plant life that feeds on the living, nor about sacrificing strangers in this work. Using Lord Varonaen There was a time when Lord Varonaen traveled in search of exotic blooms, but on such a journey, he was destroyed by the Deathguard of Aerenal. His vampire form was reduced to ashes, but Varonaen had bound his spirit to his garden, much like a lich’s phylactery. He was reborn in Farlnen as a wraith (albeit a unique one with spellcasting abilities; the stat block for Lord Varonaen is provided below). While he often remains in this incorporeal form while doing his work, he has crafted a body from darkwood and can animate this vessel when he wishes to interact with the physical world. Varonaen hasn’t left Farlnen since his death, and it may be that he can’t travel far from this soul garden. However, adventurers could encounter his creations in Farlnen or beyond, or they might need an exotic elixir that can only be produced from his undead plants. He could even have an interest in consulting with an adventurer renowned as a master alchemist or a remarkable druid. Traits Animate Darkwood. Once on his turn (no action required), Lord Varonaen can either transform into his wraith form, or he can touch a darkwood tree or a Medium or larger nonmagical object made of darkwood and transform into his darkwood form. When he transforms into darkwood form, he animates the darkwood he touched into a rudimentary body. While in that form, his statistics change as follows: He loses his Incorporeal Movement trait, flying speed, and immunity to being grappled and restrained. His AC increases to 18, his speed becomes 30 feet, his Strength becomes 16 (+3), and he has advantage on Strength and Constitution saving throws. When he transforms into wraith form, he relinquishes control of the darkwood and appears in an unoccupied space next to the tree or object. Incorporeal Movement (Wraith Form Only). Lord Varonaen can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object. Magic Resistance. Lord Varonaen has advantage on saving throws against spells and other magical effects. Tree Stride. Once on his turn, Lord Varonaen can use 10 feet of his movement to step magically into one darkwood tree within his reach and emerge from a second darkwood tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Unusual Nature. Lord Varonaen doesn’t require air, food, drink, or sleep. Actions Multiattack. Lord Varonaen makes four Slam attacks, or uses Life Drain and casts a spell. Slam (Darkwood Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 16 (3d8 + 3) bludgeoning damage. Life Drain (Wraith Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 40 (8d8 + 4) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Create Darkwood Dryad. Lord Varonaen targets a Humanoid corpse within 10 feet of him that has been dead for no longer than 1 minute and that died violently. He binds the target’s spirit to a darkwood tree he can see. The spirit becomes a dryad , except that it is Undead rather than Fey, and its Fey Charm action causes a creature to be frightened rather than charmed. The darkwood dryad is under Lord Varonaen’s control. Lord Varonaen can have no more than twelve dryads under his control at one time. Spellcasting. Lord Varonaen casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16): 1/day each: aura of vitality, dispel magic, entangle, plant growth, grasping vine (as an action)","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":21558,"Challenge Rating":10},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Lord Ziademos Gorso","description":"After the death of his wife, the late Highlady Urmissa, Lord Ziademos Gorso fell apart and escaped to total seclusion in his chambers for several years, refusing to accept food, aid, or contact from anyone, including his daughter and numerous sons. It was a mystery how he sustained himself, but one day he emerged from his room stinking, naked, covered in strange sigils, and a crazed look in his eyes. The lord’s mad contemplations led him in the service of the entity he refers to as the Elemental Chaos. The crazed noble struck a pact with his patron, which gave him warlock powers and the ability to sire a bloodline with sorcerous powers of chaos. His numerous children and grandchildren are all born with these magical powers that help them spread chaos in the world and the village is filled with the children of the Gorsos, who all carry the chaotic bloodline of their progenitors. Equipment Lord Ziademos Gorso wears the silver torc of the tower and wields a unicorn horn cudgel .","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17604,"Challenge Rating":7},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Lords' Alliance Guard","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"chaotic good","Expansion":4962,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Lords' Alliance Spy","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":4962,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Lorehold Apprentice","description":"Lorehold Students Deep in crumbling ruins and piles of dusty scrolls, Lorehold students—first as apprentices and then as pledgemages—study the magic of the past, searching for arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time. Though many Lorehold students bury themselves in old tomes, others take a more cavalier approach to their studies and travel the world to see history made before their eyes. Their magic can range from spells tampering with the flow of time itself to concussive blasts that break through old ruins—to sometimes just bashing things with a glowing scroll. Lorehold Scholars The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern. Actions Scroll Bash. Melee Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage plus 9 (2d8) thunder damage. Reduce to Memory (Recharge 6). Thundering golden energy erupts around a creature the apprentice can see within 90 feet of it. The creature must make a DC 12 Constitution saving throw, taking 33 (6d10) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw. Spellcasting. The apprentice casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12): At will: guidance , light 1/day each: comprehend languages , locate object , mage armor Reactions Learn from the Past (2/Day). When another creature within 60 feet of the apprentice misses a target with an attack roll, the apprentice magically enables the attacker to reroll the attack roll. It must use the new roll.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Wizard)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Lorehold Pledgemage","description":"Lorehold Students Deep in crumbling ruins and piles of dusty scrolls, Lorehold students—first as apprentices and then as pledgemages—study the magic of the past, searching for arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time. Though many Lorehold students bury themselves in old tomes, others take a more cavalier approach to their studies and travel the world to see history made before their eyes. Their magic can range from spells tampering with the flow of time itself to concussive blasts that break through old ruins—to sometimes just bashing things with a glowing scroll. Lorehold Scholars The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern. Actions Multiattack. The pledgemage makes two Scroll Bash attacks. Scroll Bash. Melee Spell Attack: +5 to hit, reach 30 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 9 (2d8) thunder damage. Reduce to Memory (Recharge 5–6). Thundering golden energy erupts around a creature the pledgemage can see within 90 feet of it. The creature must make a DC 13 Constitution saving throw, taking 44 (8d10) thunder damage on a failed save, or half as much damage on a successful one. A Construct has disadvantage on the saving throw. Spellcasting. The pledgemage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13): At will: guidance , light 2/day each: comprehend languages , locate object 1/day each: mage armor , speak with dead , stone shape Bonus Actions Chronal Break (1/Day). The pledgemage chooses a point within 30 feet of itself, shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of the pledgemage’s next turn. Reactions Learn from the Past (2/Day). When another creature within 60 feet of the pledgemage misses a target with an attack roll, the pledgemage magically enables the attacker to reroll the attack roll. It must use the new roll.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Wizard)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Lorehold Professor of Chaos","description":"Professors of chaos wield magic inspired by the ebb and flow of chance. They study the course history has taken, looking for breaking points in the flow of events, and focus their magic into creating breaks that are to their advantage. Whether those breaks are in a series of events, in obstacles, or in enemies depends on the needs in the moment. They crush enemies’ plans under the weight of time and lash out with magical energy that often takes the appearance of books, scrolls, and sheets of parchment. Lorehold Scholars The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern. Traits Voice from the Past (1/Day). The professor can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability. Actions Multiattack. The professor makes two Spectral Scroll attacks. It can also use Weight of History, if available. Spectral Scroll. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 15 (2d10 + 4) force damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Spellcasting. The professor casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability: At will: comprehend languages , dancing lights , guidance 2/day each: locate object , mage armor , passwall Weight of History (Recharge 5–6). The professor magically compresses time around up to six creatures of its choice that it can see within 30 feet of itself. Each target must succeed on a DC 15 Wisdom saving throw or be restrained for 1 minute, but the restrained target’s speed is halved instead of being reduced to 0. At the start of each of its turns, the restrained target takes 4 (1d8) force damage. A restrained target can repeat the save at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Wizard)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Lorehold Professor of Order","description":"Lorehold’s professors of order search for evidence of patterns and predictable outcomes in history. They study the flow of events, learning which occurrences herald specific outcomes, and they trace their magic through those paths of causality. In their exploration of ruins, professors of order shore up dangerous structures and find the safest paths as they search. When confronted, they confound their foes by channeling the stasis of perfect order, creating resilient barriers of force and quashing hostile magic. Lorehold Scholars The archaeomancers of Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern. Traits Voice from the Past (1/Day). The professor can cast the contact other plane spell to contact a long-dead spirit, using Intelligence as the spellcasting ability. Actions Multiattack. The professor makes two Repelling Burst attacks. It can also use Force Barrier, if available. Repelling Burst. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d8 + 4) force damage. If the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet directly away from the professor and become restrained until the start of professor’s next turn. Force Barrier (Recharge 5–6). The professor magically creates a wall of translucent, golden force within 90 feet of itself. The wall lasts for 1 minute or until the professor uses this action again. The barrier can be a vertical or horizontal plane up to 30 feet on a side or a 10-foot-radius hemispherical dome with a floor. The wall provides total cover. It has AC 17, 30 hit points, and immunity to poison and psychic damage. Spellcasting. The professor casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: comprehend languages , guidance , light 2/day each: dimension door , locate object , mage armor , stone shape Reactions Arcane Stasis (2/Day). When a creature the professor can see within 60 feet of it casts a spell, the professor can magically lock the casting in the moment before completion. The spellcaster must succeed on a DC 15 saving throw using the spell’s spellcasting ability, or the spell fails and is wasted.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Wizard)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Lorelei","description":"Lounging on large river rocks or within swirling eddies untouched by the rush of the current, these breathtakingly fey call plaintively to travelers and knights errant. They seek nothing less than the last breath of a drowning man. Death to Men. These callous river sirens compete with one another in manipulating and destroying male travelers. A race born from an ancient oath to the River King, a lorelei’s cruelty stems from a racial memory. A lorelei often taunts her prey for days before finally turning on it. When the opportunity presents itself, it quickly draws heavily armored warriors into deep water and kisses them as they drown. Voluptuous Humanoids. Although legends describe the lorelei as golden-haired and fair-skinned, they come in all varieties, each more voluptuous than the next. While most resemble sensual humans, a lorelei’s form can also include elves, dwarves, and in some recorded cases even orcs and hobgoblins—a lorelei mimics her most frequent prey. Ignore Women. Women travelers are vexing for the lorelei. While the siren’s powers affect women as readily as men, the lorelei lacks the urge to destroy them. Women traveling alone or in all-female groups may pass through a lorelei’s territory safely, and might even make peaceful contact. However, women who protect male companions are viewed as traitors, inspiring wrath. Traits Alluring Presence: All humanoids within 30 feet of a lorelei who look directly at her must succeed on a DC 17 Charisma saving throw or be drawn to her in the most direct path, regardless of the danger. This compulsion fades once the person gets within 5 feet of the lorelei. A creature can avoid this effect for one full round by choosing to avert its eyes at the start of its turn, but it then has disadvantage on any attacks or other rolls directed against the lorelei until the start of its next turn. A lorelei can suppress or resume this ability as a bonus action. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours. Unearthly Grace: A lorelei applies her Charisma modifier to all of her saving throws in place of the normal ability modifier. Water Spirit: The lorelei is under the effect of freedom of movement whenever she is in contact with a body of water. Spellcasting: The lorelei is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The lorelei has the following sorcerer spells prepared: Cantrips (at will): detect magic, guidance, light, mending, poison spray, prestidigitation 1st level (4 slots): comprehend languages, fog cloud, mage armor, ray of sickness 2nd level (3 slots): hold person, misty step, suggestion 3rd level (3 slots): hypnotic pattern, gaseous form, water walk 4th level (2 slots): dominate beast, ice storm Actions Dagger: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 7 (1d4 + 5) Piercing damage. Charm: The lorelei targets one humanoid she can see within 30 feet of her. If the target can see or hear the lorelei, it must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the lorelei. The charmed target regards the lorelei as its one, true love, to be heeded and protected. Although the target isn’t under the lorelei’s control, it takes the lorelei’s requests or actions in the most favorable way it can. Each time the lorelei or her companions cause the target to take damage, directly or indirectly, it repeats the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lorelei is killed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Stunning Glance: The lorelei mentally disrupts a creature within 30 feet with a look. The target must succeed on a DC 17 Wisdom saving throw or be stunned for 2 rounds. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Loremaster","description":"Loremasters are versatile wizards who specialize in understanding how magic works. Most are wizard scholars but a few become mercenaries or adventurers in order to earn coin that can fund their research. Loremasters can alter and switch the mechanics of a spell, whether switching its energy type or how it manifests and affects a target. Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) force damage. Elemental Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage (loremaster's choice). Spellcasting. The loremaster casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: mage hand, message, minor illusion, prestidigitation 2/day each: dispel magic 1/day each: chain lightning, cone of cold, delayed blast fireball, fireball, fire shield, incendiary cloud, mage armor, stoneskin Bonus Actions Alter Energy Type (1/Turn). When the loremaster casts a spell and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, it can substitute that damage with one other type from that list. Alter Saving Throw (Recharges after a Short or Long Rest). When the loremaster casts a spell and the spell requires a saving throw, it can change the saving throw from one ability score to another of its choice. Arcane Step (3/Day). The loremaster teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Reactions Negate Spell (3/Day). The loremaster tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, the loremaster makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect. Protective Shield (3/Day). When the loremaster or a creature within 10 feet of it is hit by an attack roll, the loremaster gives the target a +5 bonus to its AC until the start of the loremaster’s next turn, which can cause the triggering attack roll to miss.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Lorendi","description":"A millennium has passed since the planet Eldor was consumed by the energies of an activating Crucible, decimating the ecosystem and transforming the Nesieve people. Flush with metaphysical powers they did not yet understand, the discord that followed would forever divide the nesieve. Kindred clashed as those who wanted to rebuild their home fought against those with much darker, tyrannical ambitions. Intoxicated with newfound power, a small faction of the military rallied in an attempted coup against the ruling class. The incursion was short-lived, as a vast majority of the people sided with their sovereign, determined to remain a peaceful society. After their defeat, the remaining nesieve dissenters were banished from Eldor. After months of scavenging in the outer zones, they found solace in the guidance of their new leader, Loren Kaysa. Driven by a vision of eminence, Kaysa led his people through the great expanse until they discovered another active Crucible in a sparsely inhabited system. Using the Crucible's power, the banished nesieve mastered their newfound abilities and established a seat of power on the system's second planet. The system's primary star was named Loren Jah, in honor of their new god-emperor. In the years that followed, Loren Kaysa and his Lorendi Imperium set out to wreak havoc upon Eldor and the rest of galactic society in a war that came to be known as the Nesieve Conflict. Lorendi have slightly scaled skin with color ranging between different shades of red. Their hair is thick and most often a deep gray, black, or a combination of the two. It can also take on a bluish hue when viewed in natural light. Destined to Rule. While most of the nesieve, now known as the eldori, focused on rebuilding and protecting their home, Loren Kaysa viewed the Crucible's transformation of the nesieve as a sign from a higher power. He established a belief among his people that they were gifted these supernatural abilities, intended to help them lead the people of the galaxy into a glorious new age. This was not only their mission; it was also their right granted by the higher powers that chose them. Peace Through Strength. The lorendi claim divine providence over all life in the galaxy. As such, any action taken by the lorendi, regardless of its cruel nature, is an effort to establish a peaceful, prosperous galactic order. Those that challenge this claim are branded as insurgents or anarchists. The Sorium Accord is an example of such agitators, often spoken of as a deceitful band of conspirators against the Imperium. Lorendi-Controlled Systems. The Lorendi Imperium comprises hundreds of star systems surrounding the Imperium's primary system, Loren Jah. The people of the Imperium live and operate under a charter of laws created and enforced by the lorendi. A number of these systems bear grand cities or sprawling space stations used as an operational hub for lorendi commanders and nobles. These high-tech metropoles are fitted with fortified barriers or energy shields through which only lorendi may pass.Outside of these places, travel and commerce function normally between all species, as long as they don't violate the laws of the Imperium. Will of the Emperor. The first and great Emperor Loren Kaysa is both admired and feared. The reverence bestowed upon him by the lorendi is equivalent to that of a grand deity. His word is sacrosanct; to question it is nothing short of treasonous. Kaysa remains as young and vibrant as when he founded Loren Jah, a feat which adds to his legendary status. His redemption of the nesieve is a tale taught to all who live in the Imperium as a testament to their right to rule over the galaxy. Inherited Talents. Esper powers and their use are an everyday part of lorendi society. All lorendi are inherently attuned to the Crucibles' energies, possessing innate talents they master at a young age. Those that have pursued the acquisition of more powers have become some of the most dangerous espers in the galaxy. The Circle of Power. Similar to their eldori cousins, the lorendi have their own view of the Great Wheel. Their natural attunement to the Crucibles enables them to increase their prowess by drawing power from the cycle of metaphysical energy that maintains balance in the universe. Militant Structure. Social status within lorendi society is earned through military achievements and accolades. The most prominent nobles among the lorendi are also high-ranking commanders, captains, generals, and admirals. Though most soldiers hold their honor and loyalty to the Imperium above all else, internal politics and rivalries are also common between military factions, with many seeking to increase their station at the expense of the honor or reputation of their superiors. Lorendi Aetherwalker High-ranking lorendi that master the path of esper channelers carry the esteemed title of aetherwalker. They often serve as advisors to generals or as a patron elder to other lorendi seeking to master the art of esper channeling. Lorendi Harbinger Harbingers hold rank only second to the grand marshals and Emperor Kaysa himself. Both great warriors and tacticians, they oversee many important military operations. They lead the charge themselves without hesitation should the objective be one of great significance to the Imperium. Lorendi Machinist Machinists are experts in sorium crafting and forging. The greatest among them design and build mighty lorendi fortresses, starships, and weapons. Machinists can be found in any lorendi contingent but also regularly accompany more prominent figures, such as the harbingers.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lorendi)","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Lorendi Aetherwalker","description":"Lorendi A millennium has passed since the planet Eldor was consumed by the energies of an activating Crucible, decimating the ecosystem and transforming the Nesieve people. Flush with metaphysical powers they did not yet understand, the discord that followed would forever divide the nesieve. Kindred clashed as those who wanted to rebuild their home fought against those with much darker, tyrannical ambitions. Intoxicated with newfound power, a small faction of the military rallied in an attempted coup against the ruling class. The incursion was short-lived, as a vast majority of the people sided with their sovereign, determined to remain a peaceful society. After their defeat, the remaining nesieve dissenters were banished from Eldor. After months of scavenging in the outer zones, they found solace in the guidance of their new leader, Loren Kaysa. Driven by a vision of eminence, Kaysa led his people through the great expanse until they discovered another active Crucible in a sparsely inhabited system. Using the Crucible's power, the banished nesieve mastered their newfound abilities and established a seat of power on the system's second planet. The system's primary star was named Loren Jah, in honor of their new god-emperor. In the years that followed, Loren Kaysa and his Lorendi Imperium set out to wreak havoc upon Eldor and the rest of galactic society in a war that came to be known as the Nesieve Conflict. Lorendi have slightly scaled skin with color ranging between different shades of red. Their hair is thick and most often a deep gray, black, or a combination of the two. It can also take on a bluish hue when viewed in natural light. Destined to Rule. While most of the nesieve, now known as the eldori, focused on rebuilding and protecting their home, Loren Kaysa viewed the Crucible's transformation of the nesieve as a sign from a higher power. He established a belief among his people that they were gifted these supernatural abilities, intended to help them lead the people of the galaxy into a glorious new age. This was not only their mission; it was also their right granted by the higher powers that chose them. Peace Through Strength. The lorendi claim divine providence over all life in the galaxy. As such, any action taken by the lorendi, regardless of its cruel nature, is an effort to establish a peaceful, prosperous galactic order. Those that challenge this claim are branded as insurgents or anarchists. The Sorium Accord is an example of such agitators, often spoken of as a deceitful band of conspirators against the Imperium. Lorendi-Controlled Systems. The Lorendi Imperium comprises hundreds of star systems surrounding the Imperium's primary system, Loren Jah. The people of the Imperium live and operate under a charter of laws created and enforced by the lorendi. A number of these systems bear grand cities or sprawling space stations used as an operational hub for lorendi commanders and nobles. These high-tech metropoles are fitted with fortified barriers or energy shields through which only lorendi may pass.Outside of these places, travel and commerce function normally between all species, as long as they don't violate the laws of the Imperium. Will of the Emperor. The first and great Emperor Loren Kaysa is both admired and feared. The reverence bestowed upon him by the lorendi is equivalent to that of a grand deity. His word is sacrosanct; to question it is nothing short of treasonous. Kaysa remains as young and vibrant as when he founded Loren Jah, a feat which adds to his legendary status. His redemption of the nesieve is a tale taught to all who live in the Imperium as a testament to their right to rule over the galaxy. Inherited Talents. Esper powers and their use are an everyday part of lorendi society. All lorendi are inherently attuned to the Crucibles' energies, possessing innate talents they master at a young age. Those that have pursued the acquisition of more powers have become some of the most dangerous espers in the galaxy. The Circle of Power. Similar to their eldori cousins, the lorendi have their own view of the Great Wheel. Their natural attunement to the Crucibles enables them to increase their prowess by drawing power from the cycle of metaphysical energy that maintains balance in the universe. Militant Structure. Social status within lorendi society is earned through military achievements and accolades. The most prominent nobles among the lorendi are also high-ranking commanders, captains, generals, and admirals. Though most soldiers hold their honor and loyalty to the Imperium above all else, internal politics and rivalries are also common between military factions, with many seeking to increase their station at the expense of the honor or reputation of their superiors. Lorendi Aetherwalker High-ranking lorendi that master the path of esper channelers carry the esteemed title of aetherwalker. They often serve as advisors to generals or as a patron elder to other lorendi seeking to master the art of esper channeling. Lorendi Harbinger Harbingers hold rank only second to the grand marshals and Emperor Kaysa himself. Both great warriors and tacticians, they oversee many important military operations. They lead the charge themselves without hesitation should the objective be one of great significance to the Imperium. Lorendi Machinist Machinists are experts in sorium crafting and forging. The greatest among them design and build mighty lorendi fortresses, starships, and weapons. Machinists can be found in any lorendi contingent but also regularly accompany more prominent figures, such as the harbingers.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lorendi)","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":9},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Lorendi Harbinger","description":"Lorendi A millennium has passed since the planet Eldor was consumed by the energies of an activating Crucible, decimating the ecosystem and transforming the Nesieve people. Flush with metaphysical powers they did not yet understand, the discord that followed would forever divide the nesieve. Kindred clashed as those who wanted to rebuild their home fought against those with much darker, tyrannical ambitions. Intoxicated with newfound power, a small faction of the military rallied in an attempted coup against the ruling class. The incursion was short-lived, as a vast majority of the people sided with their sovereign, determined to remain a peaceful society. After their defeat, the remaining nesieve dissenters were banished from Eldor. After months of scavenging in the outer zones, they found solace in the guidance of their new leader, Loren Kaysa. Driven by a vision of eminence, Kaysa led his people through the great expanse until they discovered another active Crucible in a sparsely inhabited system. Using the Crucible's power, the banished nesieve mastered their newfound abilities and established a seat of power on the system's second planet. The system's primary star was named Loren Jah, in honor of their new god-emperor. In the years that followed, Loren Kaysa and his Lorendi Imperium set out to wreak havoc upon Eldor and the rest of galactic society in a war that came to be known as the Nesieve Conflict. Lorendi have slightly scaled skin with color ranging between different shades of red. Their hair is thick and most often a deep gray, black, or a combination of the two. It can also take on a bluish hue when viewed in natural light. Destined to Rule. While most of the nesieve, now known as the eldori, focused on rebuilding and protecting their home, Loren Kaysa viewed the Crucible's transformation of the nesieve as a sign from a higher power. He established a belief among his people that they were gifted these supernatural abilities, intended to help them lead the people of the galaxy into a glorious new age. This was not only their mission; it was also their right granted by the higher powers that chose them. Peace Through Strength. The lorendi claim divine providence over all life in the galaxy. As such, any action taken by the lorendi, regardless of its cruel nature, is an effort to establish a peaceful, prosperous galactic order. Those that challenge this claim are branded as insurgents or anarchists. The Sorium Accord is an example of such agitators, often spoken of as a deceitful band of conspirators against the Imperium. Lorendi-Controlled Systems. The Lorendi Imperium comprises hundreds of star systems surrounding the Imperium's primary system, Loren Jah. The people of the Imperium live and operate under a charter of laws created and enforced by the lorendi. A number of these systems bear grand cities or sprawling space stations used as an operational hub for lorendi commanders and nobles. These high-tech metropoles are fitted with fortified barriers or energy shields through which only lorendi may pass.Outside of these places, travel and commerce function normally between all species, as long as they don't violate the laws of the Imperium. Will of the Emperor. The first and great Emperor Loren Kaysa is both admired and feared. The reverence bestowed upon him by the lorendi is equivalent to that of a grand deity. His word is sacrosanct; to question it is nothing short of treasonous. Kaysa remains as young and vibrant as when he founded Loren Jah, a feat which adds to his legendary status. His redemption of the nesieve is a tale taught to all who live in the Imperium as a testament to their right to rule over the galaxy. Inherited Talents. Esper powers and their use are an everyday part of lorendi society. All lorendi are inherently attuned to the Crucibles' energies, possessing innate talents they master at a young age. Those that have pursued the acquisition of more powers have become some of the most dangerous espers in the galaxy. The Circle of Power. Similar to their eldori cousins, the lorendi have their own view of the Great Wheel. Their natural attunement to the Crucibles enables them to increase their prowess by drawing power from the cycle of metaphysical energy that maintains balance in the universe. Militant Structure. Social status within lorendi society is earned through military achievements and accolades. The most prominent nobles among the lorendi are also high-ranking commanders, captains, generals, and admirals. Though most soldiers hold their honor and loyalty to the Imperium above all else, internal politics and rivalries are also common between military factions, with many seeking to increase their station at the expense of the honor or reputation of their superiors. Lorendi Aetherwalker High-ranking lorendi that master the path of esper channelers carry the esteemed title of aetherwalker. They often serve as advisors to generals or as a patron elder to other lorendi seeking to master the art of esper channeling. Lorendi Harbinger Harbingers hold rank only second to the grand marshals and Emperor Kaysa himself. Both great warriors and tacticians, they oversee many important military operations. They lead the charge themselves without hesitation should the objective be one of great significance to the Imperium. Lorendi Machinist Machinists are experts in sorium crafting and forging. The greatest among them design and build mighty lorendi fortresses, starships, and weapons. Machinists can be found in any lorendi contingent but also regularly accompany more prominent figures, such as the harbingers.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lorendi)","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":9},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Lorendi Machinist","description":"Lorendi A millennium has passed since the planet Eldor was consumed by the energies of an activating Crucible, decimating the ecosystem and transforming the Nesieve people. Flush with metaphysical powers they did not yet understand, the discord that followed would forever divide the nesieve. Kindred clashed as those who wanted to rebuild their home fought against those with much darker, tyrannical ambitions. Intoxicated with newfound power, a small faction of the military rallied in an attempted coup against the ruling class. The incursion was short-lived, as a vast majority of the people sided with their sovereign, determined to remain a peaceful society. After their defeat, the remaining nesieve dissenters were banished from Eldor. After months of scavenging in the outer zones, they found solace in the guidance of their new leader, Loren Kaysa. Driven by a vision of eminence, Kaysa led his people through the great expanse until they discovered another active Crucible in a sparsely inhabited system. Using the Crucible's power, the banished nesieve mastered their newfound abilities and established a seat of power on the system's second planet. The system's primary star was named Loren Jah, in honor of their new god-emperor. In the years that followed, Loren Kaysa and his Lorendi Imperium set out to wreak havoc upon Eldor and the rest of galactic society in a war that came to be known as the Nesieve Conflict. Lorendi have slightly scaled skin with color ranging between different shades of red. Their hair is thick and most often a deep gray, black, or a combination of the two. It can also take on a bluish hue when viewed in natural light. Destined to Rule. While most of the nesieve, now known as the eldori, focused on rebuilding and protecting their home, Loren Kaysa viewed the Crucible's transformation of the nesieve as a sign from a higher power. He established a belief among his people that they were gifted these supernatural abilities, intended to help them lead the people of the galaxy into a glorious new age. This was not only their mission; it was also their right granted by the higher powers that chose them. Peace Through Strength. The lorendi claim divine providence over all life in the galaxy. As such, any action taken by the lorendi, regardless of its cruel nature, is an effort to establish a peaceful, prosperous galactic order. Those that challenge this claim are branded as insurgents or anarchists. The Sorium Accord is an example of such agitators, often spoken of as a deceitful band of conspirators against the Imperium. Lorendi-Controlled Systems. The Lorendi Imperium comprises hundreds of star systems surrounding the Imperium's primary system, Loren Jah. The people of the Imperium live and operate under a charter of laws created and enforced by the lorendi. A number of these systems bear grand cities or sprawling space stations used as an operational hub for lorendi commanders and nobles. These high-tech metropoles are fitted with fortified barriers or energy shields through which only lorendi may pass.Outside of these places, travel and commerce function normally between all species, as long as they don't violate the laws of the Imperium. Will of the Emperor. The first and great Emperor Loren Kaysa is both admired and feared. The reverence bestowed upon him by the lorendi is equivalent to that of a grand deity. His word is sacrosanct; to question it is nothing short of treasonous. Kaysa remains as young and vibrant as when he founded Loren Jah, a feat which adds to his legendary status. His redemption of the nesieve is a tale taught to all who live in the Imperium as a testament to their right to rule over the galaxy. Inherited Talents. Esper powers and their use are an everyday part of lorendi society. All lorendi are inherently attuned to the Crucibles' energies, possessing innate talents they master at a young age. Those that have pursued the acquisition of more powers have become some of the most dangerous espers in the galaxy. The Circle of Power. Similar to their eldori cousins, the lorendi have their own view of the Great Wheel. Their natural attunement to the Crucibles enables them to increase their prowess by drawing power from the cycle of metaphysical energy that maintains balance in the universe. Militant Structure. Social status within lorendi society is earned through military achievements and accolades. The most prominent nobles among the lorendi are also high-ranking commanders, captains, generals, and admirals. Though most soldiers hold their honor and loyalty to the Imperium above all else, internal politics and rivalries are also common between military factions, with many seeking to increase their station at the expense of the honor or reputation of their superiors. Lorendi Aetherwalker High-ranking lorendi that master the path of esper channelers carry the esteemed title of aetherwalker. They often serve as advisors to generals or as a patron elder to other lorendi seeking to master the art of esper channeling. Lorendi Harbinger Harbingers hold rank only second to the grand marshals and Emperor Kaysa himself. Both great warriors and tacticians, they oversee many important military operations. They lead the charge themselves without hesitation should the objective be one of great significance to the Imperium. Lorendi Machinist Machinists are experts in sorium crafting and forging. The greatest among them design and build mighty lorendi fortresses, starships, and weapons. Machinists can be found in any lorendi contingent but also regularly accompany more prominent figures, such as the harbingers.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lorendi)","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":6},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Lorghalan Cannonball","description":"In battle, Lorghalan ships are known for launching small earth elementals at opposing ships. At a glance, these Lorghalan cannonballs appear to be simple boulders … until they start rolling toward you. Though limbless, these living missiles can wreak havoc after impacting an enemy ship. In the wild, these elementals spend much of their time embedded in soil, as they can easily pass through earth and stone. Traits Earth Glide. The cannonball can burrow through nonmagical unworked earth and stone. While doing so, the cannonball doesn’t disturb the material it moves through. False Appearance. While the cannonball remains motionless, it’s indistinguishable from a stone boulder. Siege Monster. The cannonball deals double damage to objects and structures. Fire! If the cannonball moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Reactions Ready, Aim … When an outside force (like another creature or a siege weapon) moves the cannonball at least 20 feet in a straight line, the cannonball makes a Slam attack against a creature, object, or structure within its reach.","properties":{"Category":"Monsters","Size":"Small","Type":"Elemental","Alignment":"Typically Neutral","Expansion":21558,"Challenge Rating":1},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Lorin","description":"Level 0 Mage's Apprentice Weapon Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands. A Random Cantrip. Of the GM's choice Equipment Spell component pouch, spellbook","properties":{"Category":"Monsters","Size":"medium","Type":"Mage's Apprentice","Expansion":21056},"publisher":"MCDM Productions","book":"Arcadia Issue No. 9"},{"name":"Lost","description":"The Lost appear in Midnight - Legacy of Darkness Undead The SRD presents undead creatures as separate entities with no defined relationship. In the world of Midnight , the more common undead creatures are each actually part of a continuum of decay and corruption, both physical and spiritual. While undead once existed in Midnight thanks to the normal means of restless spirits and foul necromancy, the Sundering has caused them to be far more common thanks to a corruption of the natural cycle. Whereas once all souls ascended to some higher place or joined the spirits of their ancestors as part of the Eternal, now they are trapped, either in body or in spirit, to the world that birthed them, unable to pass the veil brought down by the Sundering. Undead of Eredane With nowhere to go, the spirits of the dead far too often remain tethered to their bodies or emerge as the Lost, dangerous incorporeal undead with an unpredictable but often dangerous attitude toward the living. Whenever an intelligent creature with a soul dies, if it has enough strength of will, the soul of the deceased departs their body and vanishes into the maelstrom of trapped but harmless spirits that wreath the world of Aryth like an incorporeal halo. However, if their strength fails, the deceased is doomed to rise as a Fell within one or more days unless it is beheaded, or its body is destroyed by fire. In addition, there is always a chance, no matter how strong the soul’s willpower, that it becomes trapped and doomed to rise as a tormented shade, one of the Lost, within one year of the person’s death. The Horror of Undeath Undead are an important, tone-setting part of Midnight . The desperate and vile nature of their existence lends the world a bleak aspect that few other creatures can provide. It is therefore important that GMs use them effectively, giving undead the power and emphasis they need to truly frighten and threaten the player characters. The most important thing is to make them realistically frightening. These are horrible creatures that are not only physically revolting but are driven to literally eat the player characters’ flesh! GMs should avoid falling into the trap of simply calling such creatures “zombies” or “ghouls.” They should describe them as they appear and let the players decide what their characters are encountering. Describing an undead as a “shambling figure of sinew-covered bones, hung with tatters of dried flesh, red eyes glinting in a broken skull” is much more evocative than simply calling it “a skeleton.” GMs should also play up the threat level of these creatures. Remember, they want to eat the flesh of the living and can be cunning night stalkers or savage, animalistic pack hunters. Some undead have dangerous magical powers and are less vulnerable to certain kinds of damage. They can carry disease and can be psychologically traumatic to encounter. Remember that these creatures can be, at least in the earlier stages of decay, intelligent and therefore they should be able to stalk their prey and fight with more cunning than they are typically given. Well fed and relatively fresh ungral might even be able to pass cursorily in civilized places as they cleverly attempt to find prey. Keep in mind, too, that the Fell can speak. For a uniquely disturbing scene, a GM should set up an encounter with undead that doesn’t necessarily lead immediately to combat. Setting things up so that the characters have to parley with the undead makes for a horrifyingly strange, tension-filled, and memorable encounter. Other Undead Izrador’s high priest, Sunulael, is himself an undead creature, but not a randomly risen Fell. He is the product of Izrador’s corrupting will, an eternal creature of jealousy and ambition. All the other undead of the world have their origins in Izrador, and most came seeking him in order to extend their lives and grow their power. There are rituals known only to Izrador and his high legates that can bestow undeath on a creature, willing or not. Different rituals produce different undead—vampires, liches, and even ghosts—all of whom reach the other side with new powers, new perceptions, and a complete and utter devotion to Izrador’s cause. For the most part, Izrador leaves these new servants to their own devices, secure in the knowledge that even as they fulfill the desires that led them to this choice, they will also be furthering his goals. Sunulael often demands a period of service from those he transforms, and it is hoped that the commanders among his undead army at Cambrial may, if the offensive is stalled long enough, eventually desert his service. If such desertion can be timed just right, it could turn the tide of the war in Erethor toward the forces of good. Traits Incorporeal Movement. The lost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Invisible. The lost is invisible. If it makes an attack, it becomes visible for one minute. Haunting Visage. When the lost becomes visible, each creature within 60 feet of the lost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened of it for one minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or the effect ends for it, the target is immune to the lost’s Haunting Visage for the next 24 hours. Actions Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+2) necrotic damage. Life Drain (recharge 6). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 20 (4d8+2) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any alignment","Expansion":30504,"Challenge Rating":6},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Lost Champion","description":"Countless warriors have entered the Shadowlands never to return, instead becoming consumed by spite. By giving in to the whispers of evil that pervade that place, each Lost champion gained great power to achieve their goals, but eventually lost sight of the ideals they once sought power to protect. Their bodies are often terrifying to behold, their unholy strength waxing in strange and terrible ways. Yet their minds are keen as ever, capable of devious schemes that many Shadowlands horrors cannot concoct. Whatever valor they had in life, these heroes who chose to gain power through wicked acts now pose a terrible threat to Rokugan. Table A-10: Lost Champion Motivations D6 Roll Lost Champion Motivation 1 Seeks revenge on a particular individual, perhaps long-dead, and pursues anyone who resembles them with a fury. 2 Detests another lost champion or Shadowlands horror, and schemes to bring about their destruction. 3 Takes perverse joy in killing, and hunts weak foes unrelentingly while avoiding the strong. 4 Feels wronged by a group, and seeks to destroy all members of that group they encounter. 5 Finds some shred of joy in battle, and seeks out worthy foes while ignoring the weak. 6 Desires to be proven wrong at the hands of a true hero who can resist the temptations to which they succumbed Traits Leader of the Lost. When another Lost creature starts its turn within 10 feet of one or more lost champions, it increases its movement speed by 10 feet until the end of its turn. Hateful Resilience. The first time damage would reduce a lost champion to 0 hit points, it is reduced to 1 hit point instead, then regains hit points equal to 1d12 + its Constitution modifier, and gains one Shadowlands power of the GM’s selection (see page 410). Each time it kills a living creature, a lost champion regains the use of this ability. Actions Multiattack. The Lost champion makes three attacks. Cursed Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage and 4 (1d8) necrotic damage. Obsidian-Splinter Bow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8+1) piercing damage and 4 (1d8) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"lost humanoid","Alignment":"any evil","Expansion":26129,"Challenge Rating":5},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Lost Lenore","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"Lawful Evil","Expansion":21300,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Lost Ones","description":"One hundred people are in the lost swarm held thrall by the madness. They attack en masse as a single entity that uses the Lost Ones statistics. Traits Eldritch Resilience. The swarm has advantage on saving throws against spells and magical effects. Litany's Influence. At the start of each of the swarm's turns, each character within 60 feet of it must make a DC 15 Wisdom saving throw. On a failure, the character takes psychic damage equal to the swarm's hit points divided by 20, rounded down, (e.g., 50 psychic damage at 1000 hit points) and cannot take reactions until the start of their next turn. On a success, they take half as much damage and are unaffected by the reaction restriction. Swarm Movement. The swarm moves as a single entity, occupying a 25-foot by 25-foot space. For every 200 hit points the horde loses, each side of its area shrinks by 5 feet. Actions Multiattack. The swarm makes four Melee attacks. Melee: Use a single attack roll with an attack bonus equal to the swarm's hit points divided by 70, rounded down (e.g., +14 at 1000 hit points), range: 15 ft., one target. Hit: (10d6) bludgeoning damage. This damage is reduced by 1d6 for each 100 hit points the swarm has lost. Overwhelm. If the swarm has more than half of its hit points remaining, it can use its action to attempt to overwhelm a character. The target must make a Strength (Athletics) check contested by the swarm's Strength (Athletics) check, with a bonus equal to the swarm's hit points divided by 50, rounded down (e.g., +20 at 1000 hit points). On a failure, the target is grappled (escape DC 20).","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"chaotic evil","Expansion":27461},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Lost Samurai","description":"Traits Bloodlust. Once per turn, when the Lost samurai hits with an attack or takes damage, it gains 1 bloodlust. When attacking, it gains a bonus to damage equal to its current bloodlust. Actions Katana. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10+2) slashing damage. Warspear. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d10+2) piercing damage. Vile Prowess (Recharge 5–6). The Lost samurai performs one of the following martial techniques as if it had spent 3 focus, plus 1 per bloodlust it has accrued: flashing steel cut , heartpiercing thrust .","properties":{"Category":"Monsters","Size":"Medium","Type":"lost humanoid (human)","Alignment":"any evil","Expansion":26129,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Lost Sorrowsworn","description":"The Shadowfell turns visitors around until they become marooned in its twisted landscape. Lost sorrowsworn—often referred to as the Lost—are representations of the anxiety and fear people experience when they can’t find their way. These sorrowsworn appear desperate and panicked. Lost sorrowsworn grasp at any creatures they can reach. A victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder a victim’s allies fight to break the grasp, the more the victim suffers. Sorrowsworn The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress. Actions Multiattack. The sorrowsworn makes two Arm Spike attacks. Arm Spike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Embrace (Recharge 4–6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The sorrowsworn can grapple only one creature at a time. Reactions Tightening Embrace. If the sorrowsworn takes damage, the creature grappled by Embrace takes 18 (4d8) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Lost Sorrowsworn","description":"Lost sorrowsworn are representations of the anxiety and fear people experience when they can’t find their way. These sorrowsworn appear desperate and panicked. Lost sorrowsworn grasp at any creatures they can reach. A victim experiences a flood of panic as its mind fights against the fury of this assault. The more the victim’s allies hurt the sorrowsworn, the more it makes the victim suffer. Sorrowsworn Sorrowsworn embody the forms of suffering inherent to the Shadowfell and visit horror on those who stumble into their midst. Actions Multiattack. The sorrowsworn makes two Arm Spike attacks. Arm Spike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Embrace (Recharge 4–6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage, and the target has the grappled condition (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target has the frightened condition, and it takes 27 (6d8) psychic damage at the end of each of its turns. The sorrowsworn can grapple only one creature at a time. Reactions Tightening Embrace. If the sorrowsworn takes damage, the creature grappled by Embrace takes 18 (4d8) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Lou Carcolh","description":"A slimy green serpent with a hardened shell-like growth upon its back, the lou carcolh epitomizes the horror of both snake and snail. Its venomous maw features two needle-sharp fangs. Trappers. The lou carcolh's preferred means of capturing prey is laying an ambush with its many mouth appendages stretched great distances, entrapping creatures who touch or step on them. The appendages regrow daily, so it is never without a fresh set. Steeds to Dark Fey. Some dark fey creatures tame and ride lou carcolh as steeds. Their surprising speed, climbing ability, and comfort in the water make them ideal for traversing dread wetlands and fetid forests.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Loup Garou","description":"Loup garou possess a strain of lycanthropy more virulent than that carried by common werewolves. Aside from being deadlier than their werewolf cousins, loup garou aggressively spread the plague of lycanthropy. Only through the death of a loup garou might those afflicted by it escape their curse. Loup Garou Lycanthropy A Humanoid who succumbs to a loup garou’s lycanthropy becomes a werewolf. This form of lycanthropy can’t be removed while the loup garou that inflicted the curse lives. See the Monster Manual for details on lycanthropy. Once a loup garou is slain, a remove curse spell cast during the night of a full moon on any afflicted werewolf it created forces the target to make a DC 17 Constitution saving throw. On a success, the curse is broken, and the target returns to its normal form and gains 3 levels of exhaustion. On a failure, the curse remains, and the target automatically fails any saving throw made to break this curse for 1 month. Traits Blood Frenzy. The loup garou has advantage on attack rolls against a creature that doesn’t have all its hit points. Legendary Resistance (2/Day). When the loup garou fails a saving throw, it can choose to succeed instead. Regeneration. The loup garou regains 10 hit points at the start of each of its turns. If the loup garou takes damage from a silver weapon, this trait doesn’t function at the start of the loup garou’s next turn. The loup garou dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The loup garou makes two attacks: two with its Longsword (humanoid form) or one with its Bite and one with its Claws (dire wolf or hybrid form). Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage plus 14 (4d6) necrotic damage. If the target is a Humanoid, it must succeed on a DC 17 Constitution saving throw or be cursed with loup garou lycanthropy. Claws (Dire Wolf or Hybrid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Longsword (Humanoid Form Only) . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands. Bonus Actions Change Shape. The loup garou polymorphs into a Large wolf-humanoid hybrid or into a Large dire wolf, or back into its true form, which appears humanoid. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Legendary Actions The loup garou can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The loup garou regains spent legendary actions at the start of its turn. Swipe. The loup garou makes one Claws attack (dire wolf or hybrid form only) or one Longsword attack (humanoid form only). Mauling Pounce (Costs 2 Actions). The loup garou moves up to its speed without provoking opportunity attacks, and it can make one Claws attack (dire wolf or hybrid form only) or one Longsword attack (humanoid form only) against each creature it moves past. Bite (Costs 3 Actions). The loup garou changes into hybrid or dire wolf form and then makes one Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger)","Expansion":10535,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Lowarnizel","description":"Traits Amphibious. Lowarnizel can breathe both air and water. Spellcasting (Psionics). Lowarnizel casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16): 1/day each: dispel magic , haste , protection from evil and good , sending Actions Multiattack. Lowarnizel makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit : (2d10+5) piercing damage plus (1d8) force damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit : (1d8+5) slashing damage. Singularity Breath (Recharge 5-6). Lowarnizel creates a shining bead of gravitational force, then releases the energy in a 30-foot cone. Each creature in that area must make a DC 17 Strength saving throw. On a failed save, a creature takes 8d8 force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, a creature takes half as much damage only. Bonus Action Change Shape. Lowarnizel magically transforms into any creature that is Medium or Small, while retaining his game statistics (other than his size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon (Young Gem)","Alignment":"neutral","Expansion":25525,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Loxoda","description":"Often called elephant centaurs by humans and gnolls, loxodas are massive creatures that combine the torso of an ogre and the body of an elephant. Hating and fearing all strangers, they live in open plains and scrubland. Nomadic Families. Loxodas live in small herds of 2-3 extended families. Several of these communities will usually cluster together, allowing members to move between groups as they get older. They have no permanent settlements, and instead loxoda families travel to new areas when they deplete the available food. Voracious eaters, a family of loxodas will quickly strip trees bare of leaves, or hunt and cook an entire elephant. They devour both meat and vegetation. Often Underestimated. Many people assume that loxodas are as dull witted as the ogres they resemble. This is often a fatal mistake, as the elephant centaurs are quite intelligent. Their simple equipment and straightforward living comes not from a lack of skill or knowledge, but their own isolationism and xenophobia. Their immense size and quadruped body makes it difficult for them to mine metal ore, and they violently reject communications and trade with other people. The little metal they can gather is either taken from the bodies of their prey or stolen in raids on dwarven, human, or gnoll settlements. Vestigial Tusks. All loxodas have curved tusks. While they are too small for use in even ritual combat, they are often decorated with intricate carvings, inlays or dyed in a pattern developed by their family. Each individual also adapts the patterns with their own individual marks, often inspired by important events in their lives. Some loxodas put golden rings or jewelled bracelets stolen from humanoids onto their tusks as trophies—a loxoda matriarch may have long dangling chains of such ornaments, indicating her high status and long life. They stand 18 feet tall and weigh nearly 20,000 pounds. Traits Trampling Charge: If the loxoda moves at least 20 feet straight toward a Large or smaller creature it then attacks with a stomp, the stomp attack is made with advantage. If the stomp attack hits, the target must also succeed on a DC 15 Strength saving throw or be knocked prone. Actions Multiattack: The loxoda makes two attacks, but no more than one of them can be a maul or javelin attack. Maul: Melee Weapon Attack : +7 to hit, reach 10 ft., One target. Hit : 25 (6d6 + 4) Bludgeoning damage. Stomp: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 20 (3d10 + 4) Bludgeoning damage. Javelin: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 14 (3d6 + 4) Piercing damage. Javelin: Ranged Weapon Attack : +7 to hit, range 30/120 ft., One target. Hit : 14 (3d6 + 4) Piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Lu","description":"“Blood and blood alone is the true leader of this city.” Lu is an infamous crime lord of the Glivenalle Crew (also known as the Crew for almost half a century) a convicted killer, the owner of many brothels, and the manufacturer of a big portion of drugs abused in Kanrath. Today, he is a rich businessperson and he is one of the exceptional mortals that can benefit from noble privileges such as being allowed entry to the 3 - District of Noble Blood , being a member of certain clubs, and being invited to certain parties. He also enjoys making unique weapons, and enjoys using them even more. Lu’s Story Lu was born to a very low-income family that struggled to survive the day and was raised on the streets. After he completed his compulsory education, he refused to work his whole life and get nowhere the way his family had done, and joined a street gang. He committed various petty crimes, and went in and out of prison. After spending decades in Kanrath, he believed that he could market different drugs in poor neighborhoods, and he was right. In just a few years, he had accumulated many loyal customers and hired a gang of people to do his bidding, willing to spill anyone’s blood. As Lu’s fortune grew in size, along with his gang of miscreants, he decided to train assassins who would earn a great deal of money from one job. Since Lu has never accepted jobs to murder any noble, royal, or anyone who might be important for the royalty or the nobility, he has not gotten into trouble with Kanrath enforcers thus far. Even though many members of the Crew were arrested and sentenced to death, Lu has never stood trial. Nobles have always seen him as a tool for their crimes, protection to their tributes, and a source of submission for the general public. Today, Lu has quite the fortune. One of the most interesting rumors about him is his so-called romantic relationship with the Fourth Child . There is no proof of this, no witnesses, no admissions or explanations, but the rumor remains a source of great intrigue for citizens. Lu’s Goals The Glivenalle Crew is the biggest crime organization in Kanrath, and Lu’s main goal is to secure its position to the best of his ability. Other than that, he aims to expand his business to Cyherested and is currently trying to establish good relationships with those who could help him in this endeavor. Roleplaying Lu Living in Kanrath and ruling a criminal organization grants Lu an unexpressive face; he rarely expresses emotion. He generally wears dark suits, expensive accessories, and woody cologne. He likes to smoke cigars and uses his own drugs recreationally. Lu in Combat Lu isn’t afraid of conflict. To the contrary, he enjoys a good fight where he gets to fire a couple of shots. In combat, his inexpressive face changes and beams with joy, so much that his vicious joy scares many. He shouts to encourage and give orders to his crew.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half elf)","Alignment":"lawful evil","Expansion":24099,"Challenge Rating":4},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Lubberkin","description":"The lubberkin, lob, lubber fiend, lurdane, or Lob Lie-By-The-Fire is a spirit of intoxication. Lubberkin look like eleven-foot-tall, fur-covered humans with fluffy tails. While they initially act friendly and welcoming, lubberkin seek to corrupt the pure of heart with excess. A lubberkin might be kind on a whim, helping a family clean their home for a saucer of milk, but these fey are more often found haunting places where the devout reside, such as monasteries and temples. The lubberkin tempts residents with excessive drink to deal with sorrows, initiating their inevitable decline into debauchery. An established lubberkin often turns temples into a hedonistic cult serving their desires. Before introducing a lubberkin into your game, be sure to talk with the players about the legends and themes surrounding these monsters. Alcoholism, excessive drinking, and cults are sensitive topics that could be unpleasant or disturbing for your players. Tactics The characters might encounter a lubberkin after delving into their home and dealing with the creature’s personal cult—but no matter where they find one, a lubberkin is a formidable foe. In combat, a lubberkin prefers to direct cult members to harry foes while they use Sniff of the Stuff to intoxicate physically powerful characters. Lubberkin also prefer not to kill their enemies; instead, they enjoy indoctrinating defeated foes and inducting them into their cults. Lubberkin Mythology The lubberkin is a creature of English folklore similar to the brownie of Scotland, the Slavic domovoi, and the Scandinavian tomte. Lubber fiends appear in wo, S.R. Crocket, Juliana H. Ewing, and others, as well as some popular comics and video games. Actions Multiattack . The lubberkin makes two Fist attacks. Fist . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 23 (5d6 + 6) bludgeoning damage. Sniff of the Stuff . The lubberkin takes a swig of alcohol, then sprays it in a 15-foot cone. Each creature in the area must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls and ability checks and spend its action lamenting perceived regrets and loss, sobbing uncontrollably. An affected creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. Spellcasting . The lubberkin’s spellcasting ability is Constitution (spell save DC 16, +8 to hit with spell attacks). They can cast the following spells, requiring no components: At will: lesser restoration , prestidigitation , purify food and drink 1/day each: animate objects , create food and water","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":22851,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Luck Leech","description":"The elf-like creature rises, its bright green eyes flashing with menace. Short, impish horns peek out from its inky hair, and green smoke oozes out of the numerous circular mouths lining its arms. When a humanoid who earned wealth through violence and duplicity gets lost in the Shadow Realm, its body becomes corrupted by the dark realm, turning it into a luck leech. These fey have arms covered in lamprey-like mouths that drain the luck out of their victims. They return to the Material Plane and stalk gambling houses and criminal underbellies for exceptionally lucky targets. Amassing Fortune. Luck leeches obsess over gathering as much wealth and luck as possible, referring to both collectively as “fortune.” They rarely notice and never care if their acquisition of fortune harms others. Self-Serving. A luck leech cares first and foremost about itself. If it thinks its life is in danger, it expends any fortune it has to escape, knowing it can’t enjoy its fortune if it’s dead. Curse: Falling Fortunes A creature cursed with falling fortunes is plagued with bad luck for 24 hours. While cursed, the creature can’t add its proficiency bonus to any attack rolls or ability checks. If the cursed creature rolls a 20 on an attack roll or an ability check, the curse ends. Alternatively, the curse can be lifted early by a remove curse spell or similar magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Luckless Lugh","description":"“Personally, I believe anyone who can live through all that is lucky. Then again, perhaps I was lucky I’ve never been blasted by Lugh.” —Declan, Drake crewmember Luckless Lugh “I just want to be left alone. I’ve seen enough death and pain for ten lifetimes of people twice my size!” Of the many who served Teruko the Drake faithfully during the War of the Invaders, a few served with less bravery and resolve. At the top of the list was Luckless Lugh. Arcane Conscript. Lugh was studying magic in a far-flung village in Tholus, the Karelagne Empire’s homeworld, when the portal to the Aetherial Expanse was found. Before he knew it, Lugh was conscripted into the Karelagne military to study the magical properties of aether and aetherium. Hating the military life more than anything he’d ever experienced before, Lugh deserted when pirates attacked his ship. He fell into the “care” of the crew of the Drake , who took pity on him and kept him on as an arcane force and an expert on aetherium. Aether-Cursed. What Lugh failed to tell anyone is that the aether-filled air of the Expanse wrought havoc with his magical control. Only after striking allies with misfired arcane missiles did he realize this himself. Others chalked it up to bad luck, giving Luckless Lugh his nickname. Officer Roles. Lugh is an officer with 1 rank in each of navigator, master gunner, and shipwright. Valuable Knowledge. Before Lugh left the Drake for a more peaceful existence, traveling from island to island in the Expanse, he saw a vessel with abundant amounts of aetherium sink in battle. He’s one of the few remaining who knows the location of this (and other) valuable treasure. It would take much convincing, however, to get Lugh to get back on a vessel to find the location of these treasures.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Halfling)","Source":"custom","Alignment":"Chaotic Good","Expansion":32048,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Lucretia Mathias","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Neutral Good","Expansion":21300,"Challenge Rating":15},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Luigi","description":"Luigi is a cappelletto, a small humanoid creature of apparently jolly and even silly disposition. Just over a foot (30 cm) in height, he is a pudgy little manlike fellow with a pug nose and clad in what seems to be a dirty old handkerchief around his loins. He is wearing a tiny cap, lovingly stitched together from the sparkliest fabrics that Luigi could steal. It is decorated with a few buttons and a silver bell that will tinkle gently when he shakes his head. He is very proud of his cap, which at times makes him a less effective spy than he could be – the soft tinkle is the only means by which the PCs might spot him in the forest. When encountered, he will often be seen hastening from cover to cover, with his bell tinkling, breathlessly exhorting himself to be careful so he won’t be spotted, all the while blissfully unaware of the gawping humans observing his every move. Then he will suddenly realize he has been spotted, and he will either descend into panicked babble and other – frankly adorable – antics, or he will dart behind the next bush and turn his cap inside-out so the bell is on the inside. This not only silences the bell, but also triggers an Invisibility effect (equivalent to the 2nd level spell) woven into the cap, which may allow him to slip away. It is hard to say how much of this is an act, some kind of private joke, or calculated distraction. Luigi can indeed be quite cunning and stealthy, so if he is seen it usually means he wants to be seen. When the characters meet Luigi, he will be acting as a spy for the queen, making contact with them to gain a better understanding of who they are. His behaviour is often a strange mix of worry (wanting to run away and hide) and bravery (being within reach of the giant humans), with what amounts to a running commentary on this in his screechy voice as he talks to himself. Traits Invisibility. If he turns his cap inside out, it triggers an Invisibility spell (2. Level). Innate Spellcasting. Luigi’s spellcasting ability is Charisma (spell save DC 11). He can innately cast the following spells, requiring no material components: At will: Druidcraft 3x/day each: animal friendship, faerie fire Actions Sling. Ranged Weapon Attack: +0 to hit, reach 30/120 ft., one target. Hit: 1 (1d4 − 2) bludgeoning damage. Feign Death. Luigi can collapse theatrically only a DC 16 Me dicine check can tell that he is alive.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fae","Expansion":30058,"Challenge Rating":"1/8"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Luizhana","description":"Luizhana was once known as the Queen in Purple, a name spoken with respect and awe across the planes of existence. Wielding the sorcerous powers inherited from her fiendish forebears, Luizhana was as powerful as she was uncompromising and unscrupulous. Age catches up to – nearly – everyone, however, and though she was loath to admit it, age eventually caught her too. Two decades ago, at the ripe age of 70, Luizhana hung up her staff and opened up Luizhana’s Emporium of Adventuring Goods, from which she sells the treasures she has accumulated throughout her career. Roleplaying Luizhana While old and frailer than she used to be, Luizhana hasn’t forgotten her spells, nor the respect casting them used to earn her. She brooks no nonsense and responds to insolence with sharp barbs of wit and ruthless insults. It takes much to truly anger the old tiefling – even dire threats provoke only a mocking cackle from the sorcerer – but anyone who crosses the line will swiftly find out that the Queen in Purple still reigns supreme in her little dominion. For all her crankiness and imperiousness, Luizhana has a soft spot for adventurers. Those who are often met with scorn and derision, like Luizhana often was early in her career, may even experience a rare glimpse of kindness from the old sorcerer. I quite like the old Queen in Purple. She can be a bit gruff, but there’s a big, soft heart underneath all the bluster. Plus, she sells the best pipeweed this side of the River Styx! – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Tiefling)","Alignment":"Neutral","Expansion":27826,"Challenge Rating":13},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Luma Cleric of Ardea","description":"Clerics of Ardea travel the Wood on holy pilgrimages to sacred groves resplendent with life fostered by the Dawnmother. They spread Ardea’s message of kindness wherever they go, taking it upon themselves to protect all life, great and small. Clerics serve the communities they pass through as healers, mediators, and occasionally as valiant defenders. Lumas who heed the call of the Amaranthine find their natural charisma and mystic talents to be of great help as they walk the cleric’s path.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (luma)","Alignment":"any good","Expansion":5991,"Challenge Rating":2},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Luma Wizard","description":"It is widely believed among the birdfolk that only those with focused minds can master the subtle art of magic. For unknown reasons, perhaps their inherent connection to fate or particular manner of engaging with the world, lumas are able to tap into the mystical and magical forces with ease.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (luma)","Alignment":"any","Expansion":5991,"Challenge Rating":6},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Lunar Dragon Wyrmling","description":"Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock. Before laying eggs, a female lunar dragon stocks her lair with food; she won’t leave the lair again until the eggs hatch and the offspring are old enough to fend for themselves. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate. Lunar dragons enjoy depriving other creatures of treasure more than acquiring the treasure themselves. Often found among the treasures in a lunar dragon’s hoard are one or more spelljamming helms (see the Astral Adventurer’s Guide ) taken from vessels that dared to invade the dragon’s territory. A lunar dragon can become incorporeal, but not to the extent that it can pass through other creatures or solid objects. In this semi-incorporeal state, roughly half of the dragon’s body has a dark, indistinctly spectral form. A Lunar Dragon’s Lair The cave complex where a lunar dragon makes its lair contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might contain natural springs and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon. Regional Effects The region containing an ancient or adult lunar dragon’s lair is warped by the dragon’s magic, which produces one or more of the following effects: Black Frost. A thin layer of black frost covers the ground, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult. Haunting Moan . A haunting sound gets louder or fainter (dragon’s choice) the closer one gets to the lair. The moan is audible 6 miles from the lair if the dragon is ancient, or 3 miles if the dragon is an adult. Moon Devils. Swirling funnels of dust and frost known as moon devils crisscross the area within 1 mile of the lair, intercepting other creatures they encounter. A moon devil is a free-willed air elemental that deals cold damage instead of bludgeoning damage. If the dragon dies, the moaning stops, the moon devils dissipate, and the black frost disappears over the course of 1d10 days, allowing plant life in the area to recover. Traits Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake. Unusual Nature. The dragon doesn’t require air. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) cold damage. Cold Breath (Recharge 5–6). The dragon exhales a blast of frost in a 15-foot cone. Each creature in the cone must make a DC 13 Constitution saving throw. On a failed save, the creature takes 13 (3d8) cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. Bonus Actions Phase (2/Day). The dragon becomes partially incorporeal for as long as it maintains concentration on the effect (as if concentrating on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"typically neutral evil","Expansion":16643,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Lunar Revenant","description":"The inexplicable feeling of fear that grips the heart and wrenches the gut is not a rare occurrence in Luyarnha. Most citizens blame that fear on the horrors that lurk in the streets at night, but some of the town's most deranged denizens accuse an unseen force: skeletal behemoths that lie in wait atop the spires of the city, and alongside its walls. Silent Watchers Lunar revenants move unseen, their form only revealed by the light of the moon, dwelling in locales where the stench of death permeates the very air they breathe. Hence, it comes as no surprise that so many are drawn to Luyarnha and its murderous madness. These eerie creatures do not make a sound, even upon death, they simply vanish, leaving behind naught but a thin trail of ash, the sole memento of their existence. Peaceful Brutality Although they never initiate a battle, once provoked, Lunar revenants become brutal engines of death, relentlessly attacking until their opponents lie shattered, before returning to their idle occupations, as if the fight was but a mere bad dream. Few hunters can testify to their ruthlessness, as few ever made it out alive. The first attack against a lunar revenant was ordered by the Radiant Church, in a misguided attempt to quell the tale of their existence. That night, dozens of hunters perished to bring down a single revenant, a sacrifice none were ready to pay. Thereafter, it was decided that these beings were best left well alone; after all, it is much easier to silence those who would spread rumors. We don't know where they came from, nor what they desire, but we have learned through bloodshed that they are best left well alone. Traits Fear Aura. Any creature that starts its turn within 120 feet of the revenant must make a DC 16 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the revenant's Fear Aura for the next 24 hours. If a creature cannot see the revenant, it automatically fails the saving throw. Lunar Invisibility. While not in moonlight, the revenant is invisible and incapacitated. Magic Resistance. The revenant has advantage on saving throws against spells and other magical effects. Magic Weapons. The revenant's attacks are magical. Spider Climb. The revenant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The revenant makes three attacks: two slams and one with its greatsword. Greatsword. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 27 (6d6 + 6) slashing damage. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Teleport. The revenant magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see that is illuminated by moonlight. Maddening Screech (Recharge 5-6). The revenant howls an inaudible sound that shatters the mind. Each creature within 60 feet of the revenant must succeed on a DC 15 Wisdom saving throw, taking 33 (6d10) psychic damage and gaining one short-term madness on a failure.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"lawful neutral","Expansion":27461,"Challenge Rating":8},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Lunarian","description":"A grey humanoid wearing a dark tattered cloak and worn armor descends on glimmering, mothlike wings. In its hands it wields a halberd tipped with a cold light. Its black lidless eyes are filled with envy and sorrow. Condemned to the Dark. Lunarians are a race of mothlike fey originally from the moon. However, after attempting to take the moon’s power for themselves, they were cast out by a fey lord and damned to the depths of the world, never to see their lunar home again. Angels of the Underworld. Stories tell of lunarians helping people far below the surface, striking down monsters at the last moment. However, they never do so for free, often demanding valuable trinkets from the surface as payment for their services. If those they rescue deny them a reward or give them a bad one, they are prone to attack. Curse: Minor Surface Curse A creature cursed with a minor surface curse feels pain when exposed to natural light. While cursed and in sunlight or moonlight, the creature has disadvantage on attack rolls and on Wisdom (Perception) checks. The curse ends if the affected creature completes a long rest in darkness. Alternatively, the curse can be lifted early by a remove curse spell or similar magic. Lunarians in Midgard In Midgard, lunarians are hunted by the lunar devils of the Moonlit King. The ephemeral fey lord takes great offense at the creatures’ existence and considers them a threat to the Moon Tower and what power remains there. Should mortals wish to gain favor with the Moonlit King, the pale wings of the lunarian make a fitting gift.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Luneli Mirthspire","description":"This creature appears in The Secret of Shadow Grove adventure! Traits Spellcasting. Luneli is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): spare the dying, sacred flame, thaumaturgy 1st level (3 slots): bane, cure wounds, sanctuary Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (fey)","Alignment":"neutral good","Expansion":20627,"Challenge Rating":"1/4"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Lunetar","description":"Lunetars are celestial champions that embody the moon and appear as graceful humanoids with purple skin that radiates a silvery light. The intensity of this glow shifts with the lunar cycle, reflecting the ever-changing phases of the moon. Chaotic & Mysterious Despite their inherent goodness, they are whimsical and capricious, often more erratic and unpredictable than celestials devoted to straightforward ideals like law, order, and judgment. A lunetar might aid those lost in darkness or, conversely, deliver harsh retribution to well-intentioned mortals whose actions threaten the greater cosmic balance. Otherworldly Allure Renowned for their mesmerizing beauty, lunetars possess a captivating charisma that lets them sway the hearts and minds of even the most resolute souls – which they may use to influence, persuade, or even command mortals, guiding or forcefully directing their actions. Phases of Power The power of a lunetar ebbs and flows with their patron moon. During the full moon, they transform into Greater Lunetars, beings of immense strength that rival the mightiest celestials. As the moon wanes, so too does a lunetar's divine grace, rendering them weaker and more vulnerable.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Chaotic Good","Expansion":34474,"Challenge Rating":16},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Lunetar, Greater","description":"Lunetars are celestial champions that embody the moon and appear as graceful humanoids with purple skin that radiates a silvery light. The intensity of this glow shifts with the lunar cycle, reflecting the ever-changing phases of the moon. Chaotic & Mysterious Despite their inherent goodness, they are whimsical and capricious, often more erratic and unpredictable than celestials devoted to straightforward ideals like law, order, and judgment. A lunetar might aid those lost in darkness or, conversely, deliver harsh retribution to well-intentioned mortals whose actions threaten the greater cosmic balance. Otherworldly Allure Renowned for their mesmerizing beauty, lunetars possess a captivating charisma that lets them sway the hearts and minds of even the most resolute souls – which they may use to influence, persuade, or even command mortals, guiding or forcefully directing their actions. Phases of Power The power of a lunetar ebbs and flows with their patron moon. During the full moon, they transform into Greater Lunetars, beings of immense strength that rival the mightiest celestials. As the moon wanes, so too does a lunetar's divine grace, rendering them weaker and more vulnerable.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Chaotic Good","Expansion":34474,"Challenge Rating":20},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Lunetar, Lesser","description":"Lunetars are celestial champions that embody the moon and appear as graceful humanoids with purple skin that radiates a silvery light. The intensity of this glow shifts with the lunar cycle, reflecting the ever-changing phases of the moon. Chaotic & Mysterious Despite their inherent goodness, they are whimsical and capricious, often more erratic and unpredictable than celestials devoted to straightforward ideals like law, order, and judgment. A lunetar might aid those lost in darkness or, conversely, deliver harsh retribution to well-intentioned mortals whose actions threaten the greater cosmic balance. Otherworldly Allure Renowned for their mesmerizing beauty, lunetars possess a captivating charisma that lets them sway the hearts and minds of even the most resolute souls – which they may use to influence, persuade, or even command mortals, guiding or forcefully directing their actions. Phases of Power The power of a lunetar ebbs and flows with their patron moon. During the full moon, they transform into Greater Lunetars, beings of immense strength that rival the mightiest celestials. As the moon wanes, so too does a lunetar's divine grace, rendering them weaker and more vulnerable.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Chaotic Good","Expansion":34474,"Challenge Rating":10},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Lupinal","description":"The lupinal can be mistaken for a werewolf from a distance, though it is far less bestial and possesses a face that exudes empathy, intelligence, and nobility. A lupinal has a slim, athletic body and is about 5 to 6 feet tall, covered with short, silver-gray hair, and often wield a weapon in each hand. Cunning Opportunists. In combat, lupinals are cunning and versatile warriors. They always use their ethereal jaunt ability and utilize hit and run tactics. They take advantage of the vulnerability of foes already engaged with an ally, striking at them with high accuracy. When outnumbered, lupinals will cast spells and unleash a howl that can unnerve and terrify their foes. Guardinals The noble guardinals are celestials that resemble animal-humanoid hybrids. Despite their bestial appearance, guardinals are the most honorable and pure-hearted beings one will ever encounter. Native to Elysium and the House of Nature, the guardinals embody virtue and good-naturedness without being constrained by law nor distracted by the chaos of freedom. They are welcoming, mirthful, and witty. Though they always seek to resolve conflict through peaceful means, guardinals are ready to fight if needed. Due to their nature, guardinals often clash with fiends, tyrants, and evil undead. Noble Heroes. While guardinals have no strict hierarchy as do the celestial archons, they recognize the authority and follow the guardinal paragons known as Talisid and the Five Companions. From time to time, guardinals may be called upon by deities of Elysium and the House of Nature to perform noble quests, at times aiding heroes from the Material Plane. Squads of guardinals also mount lightning raids and rescue missions in the Lower Planes. Traits Keen Smell. The lupinal has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The lupinal has advantage on saving throws against spells and other magical effects. Pack Tactics. The lupinal has advantage on an attack roll against a creature if at least one of the lupinal's allies is within 5 feet of the creature and the ally isn't incapacitated. Speak with Beasts. The lupinal can communicate with beasts as if they shared a language. Actions Multiattack. The lupinal makes two melee attacks. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Spellcasting. The lupinal casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: alter self, blur, cure wounds (as a 2nd-level spell), darkness 2/day each: blink, cone of cold, fly Howl (1/Day). The lupinal emits a magical howl. Each enemy creature within 300 feet of the lupinal and able to hear the howl must make a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Ethereal Jaunt. The lupinal magically shifts from the Material Plane to the Ethereal Plane, or vice versa. Two-Weapon Fighting. When the lupinal takes the Attack action or uses Multiattack, it makes one melee weapon attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"typically Neutral Good","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Luposphinx","description":"The rapacious luposphinx bears the head of a giant wolf on its leonine body. It is a shrewd creature that constantly seeks to expand its territory. It does this by forming packs of subservient beasts and humanoids, establishing itself as their alpha. Woodland Predator. The luposphinx lives in temperate swamps, coastal prairies, and woodland areas. It makes its lair in the ruins of temples and keeps or large caves. The luposphinx will eat any type of meat, even carrion, but it has developed a taste for elven and halfling flesh and goes out of its way to hunt for them. Pack Tactics. In combat, the luposphinx usually lets its allies attack first. It then picks the most vulnerable target, maneuvering into a position where it can flank it and possibly attack by surprise. If faced with large numbers of enemies, the luposphinx can let loose a terrifying howl that can cause creatures to turn and flee. Monstrous Allies. Luposphinxes tend to associate with and dominate bugbears, goblins, xvarts, wolves, dire wolves, and winter wolves. They have also been known to work with werewolves and with cultists of Malar the Beast Lord. Sphinxes Not all sphinxes are divine guardians tasked to guard gods' treasures. Some sphinxes, like the canisphinx, crocosphinx, dracosphinx, luposphinx, taurusphinx, and the threskisphinx, are free to do as they please. They sometimes work as mercenaries, offering their services to powerful entities. Traits Keen Hearing and Smell. The sphinx has advantage on Wisdom (Perception) checks that rely on hearing or smell. Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. Magic Weapons. The sphinx's weapon attacks are magical. Pack Tactics. The sphinx has advantage on an attack roll against a creature if at least one of the sphinx's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The sphinx makes one Bite attack and two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 4 (1d8) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Howl (2/Day). The sphinx emits a magical howl. Each enemy creature within 100 feet of the sphinx and able to hear the howl must make a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature must spend its turns trying to move as far away from the sphinx as it can, and it can’t willingly move to a space within 30 feet of it. The frightened creature also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. Claw Attack. The sphinx makes one Claw attack. Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Raking Pounce (Costs 3 Actions). The sphinx moves up to its speed without provoking opportunity attacks and makes two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 4 (1d8) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Lurker in Light","description":"These malicious and strange fey appear as two-foot-tall fairies with insectile wings, large eyes, and bulbous heads. They slaughter and cause mischief in a pattern only their alien intellect understands, but they’ve been seen to take particular umbrage against dwarves, gnomes, and creatures who live in darkness. With their grudges and pursuit of their own wicked and sadistic whims, lurkers in light deftly overturn the conventional wisdom that creatures associated with light are benign and friendly. Traits Blend with Light. When the lurker is in an area of bright light, it can turn invisible as a bonus action. Any equipment the lurker wears or carries is invisible with it. Innate Spellcasting. The lurker’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: dancing lights, light, mage hand, minor illusion 3/day each: blindness/deafness, conjure woodland beings, sacred flame (3d8) Ritual Gate (1/Day). If the lurker has reduced a creature to 0 hit points since the beginning of its previous turn, it can use conjure woodland beings as a bonus action. In addition, if the creature(s) it summons have the same alignment as the lurker, it does not need to concentrate to maintain the spell. If it casts conjure woodland beings again, the creatures summoned with the ritual gate disappear. Sneak Attack (1/Turn). The lurker deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the lurker that isn’t incapacitated and the lurker doesn’t have disadvantage on the attack roll. Actions Multiattack. The lurker makes two attacks with its claws or its motes of light in any combination. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d4+4) slashing damage. Mote of Light. Ranged Spell Attack: +7 to hit, range 10/30 ft., one creature. Hit: 3 (1d4+1) force damage and 3 (1d4+1) radiant damage, and the target must succeed on a DC 14 Dexterity saving throw or be outlined in golden radiance for 1 minute (as faerie fire). If a creature fails another saving throw against this effect while already outlined, the duration is reset to 1 minute and the creature is blinded for 1 round. Daylight Door (Recharges after a Short Rest). The lurker magically teleports itself from an area of bright light, along with any equipment it is wearing or carrying, to a location up to 120 feet away to an unoccupied space it can see that is also in bright light.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Lurker on the Threshold","description":"The Lurker on the Threshold is a vile and maniacal being, drifting into our realm through thin places and screaming in the minds of those it witnesses. It laughs in hysterical dissonant tones and peers out with its three unblinking dark pools of eyes, with a mass of fleshy tendrils dangling from its slimy form. It ripples with black voidlike hues and splashes of deep purples and blues as if its flesh was a moving image of the cosmos.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"custom","Alignment":"typically chaotic evil","Expansion":29025,"Challenge Rating":10},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Luta, Goddess of Will","description":"Luta Luta is the goddess of will and is possibly the greatest warrior the Vanir ever knew. But she was too young to fight during the final battles in the Lost Lands, so never had the opportunity to truly show her abilities. And throughout much of her life, she was overshadowed by the more outgoing twins. She became very fond of Thonir, but never told him how she felt. She knew he had fallen in love with Hel and after discovering that, she spent more and more time away from the rest of the Vanir. She was there when Thonir handed out the poisoned apples, but she took hers and left on a long pilgrimage. She only ate it much later. This is why she is not among the Stone Court. Roleplaying Luta Humble. Though skilled, Luta has little interest in the opinions of others, so she does not brag. Her abilities are hers to develop as she sees fit. Nomadic. She has always wanted to wander, and her travels have taken her across all of Grimnir and beyond. She will never feel comfortable staying in one place for long. Serious. There was a saying among the surviving Vanir that it was easier to catch the moon than it was to make Luta smile (though they never said this in front of her). She enjoys life on her own terms but is much more likely to smile when she finds a new valley laden with lush greenery or listens to the songs of newly discovered birds.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"Lawful Neutral","Expansion":25792,"Challenge Rating":21},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Lutheria","description":"Lutheria was once a goddess of many things. She created all the fey races, including satyrs, nymphs, and dryads. As the sister-wife of Sydon, she suffered the same losses as the Lord of Storms when humanity came to Thylea. Her children were slaughtered, and many of her powers were stolen by the Five Gods. In the years that followed, a vengeful madness grew in her mind. Now, Lutheria schemes to capture the souls of the sinful, to fuel her dream of transforming humanity into brutish beasts, remaking their world into an endless nightmare. Lutheria takes the form of a beautiful, black-eyed woman who sleepwalks through the underworld, greeting the spirits of the dead. She has a third eye upon her forehead that usually remains closed, but when opened allows her to see through the eyes of the dead in the underworld. When she does this, her third eye moves independently of her other eyes in a disconcerting manner. She carries a crystal scythe, which she uses to harvest the souls of those who displeased her during their lives. Lutheria expects her followers to live without remorse or thought of the consequences: to drink, dance, and feast to your heart’s desire, because any day could be your last. Lutheria views the mortal races as playthings, and she takes great pleasure in reducing them to the status of beasts. She created the maenads and goatlings in mockery of the human settlers, and she delights in the destruction they cause to outlying villages. She sincerely believes that she will one day be worshipped by every living creature in Thylea, and she hopes that this is best accomplished by deadening minds and appealing to baser instincts. For those who resist, she conjures nightmares as punishment for their lack of faith. Nevertheless, she is still celebrated in Mytros with annual wine festivals and secret bacchanals. Epithets of Lutheria . The Lady of Dreams. The Queen of Hypnos. The Mistress of Death. Goddess of the Underworld. Queen of the Nether Sea. The Mad Goddess. The Twin Titan. Roleplaying Lutheria Curious . Lutheria is curious about the lands beyond Thylea, especially of distant civilizations, gods, and dragons. She seeks the means to expand her power and influence, and her ambitions extend beyond the reaches of the Forgotten Sea. Apparently Empathetic . Lutheria understands the hopes, dreams, and fears of mortals far better than most gods. She is charming and approachable (with just a tinge of madness in her eyes), and never outwardly judgmental. Thieves, murderers, and other criminals venerate her, taking solace in her apparently forgiving nature. Few discover her secret loathing for mortal weaknesses until it’s much too late to escape her scythe. Manipulative . Lutheria is fond of bargaining with mortals, offering them their dreams and riches, but she will always exact a terrifying price. She is true to her promises, but she always finds a way to bend and twist consequences to her advantage, or for her amusement.","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (empyrean)","Alignment":"chaotic evil","Expansion":4963,"Challenge Rating":23},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Luzgrigaul","description":"Mind Flayer Attendants The colony of Zellix’Phor consists of many mind flayers, but some of the most notable of the community have been promoted to the rank of attendant – illithids whose unique strengths make them most useful to the elder brain, and who act as its council. The attendants are described in detail in chapter one, but their game statistics are listed here. Traits Displacement. Luzgrigaul projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while Luzgrigaul is incapacitated or has a speed of 0. Innate Spellcasting (Psionics). Luzgrigaul is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 16; +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate 1/day each: dominate monster, plane shift (self only) Luzgrigaul has the following spells prepared: At will: blade ward, mage hand, mending, vicious mockery 1st level (4 slots): command, comprehend languages, dissonant whispers, sanctuary 2nd level (3 slots): crown of madness, hold person, see invisibility 3rd level (3 slots): dispel magic, fear, major image 4th level (3 slots): confusion, Otiluke’s resilient sphere 5th level (2 slots): modify memory, telekinesis Magic Resistance. Luzgrigaul has advantage on saving throws against spells and other magical effects. Psionic Augmentations. Luzgrigaul has several augmentations that provide the following benefits: Luzgrigaul can breathe normally in any environment (including a vacuum) and has advantage on saving throws against harmful gases (such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and the breath weapons of some dragons). Luzgrigaul has advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight. Luzgrigaul’s speed increases by 20 feet. Special Equipment. Luzgrigaul wears mind carapace armor: breastplate and wields a mind lash . Actions Mind Lash. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 5 (2d4) psychic damage. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by Luzgrigaul. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Luzgrigaul kills the target by extracting and devouring its brain. Mind Blast (Recharge 5–6). Luzgrigaul magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 23 (4d8 + 5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":10},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Lycanthrope, Werebat","description":"A lean, muscled humanoid covered in short, velvet-like fur crouches on the rooftop, its long, membranous wings drooping to the ground like the sleeves of a long robe. Its face bears little trace of anything humanoid with large, pointed ears, needle-like teeth, black eyes, flaring nostrils, and dark fur. Night Hunters. Werebats hunt by night, swooping down from the darkness on unsuspecting prey and leaving mutilated corpses behind, often partially exsanguinated. When hunting, a werebat often takes on the form of a hideous, human-sized bat with a wingspan the length of a horse. Idolatry or Isolation. In cultures that worship bat deities, werebats are often seen as holy creatures. They may occupy clerical roles in such societies, though their tendency toward malevolence drives them to use such positions to seek greater power. Werebats living in less convenient circumstances seek out isolated lairs overlooking remote settlements, moving frequently when their gory presence draws too much attention. Regardless of their circumstances, werebats usually have a swarm of bats at their command. Telltale Features. Werebats in their humanoid form often display bat-like features; a flattened or upturned nose, tufts of dark hair topping pointed ears, or sharp teeth are common.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Alignment":"lawful evil","Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Lycanthrope, Werecrocodile","description":"This well-muscled human's smile is a little too wide and its teeth a little too sharp. Werecrocodiles inhabit many cities and villages on the banks of great rivers and lakes. Big Grins . In humanoid form, werecrocodiles are well-muscled and have a disconcerting smile that is just a bit too wide. They like to wield khopeshes and other brutal slashing weapons in battle. Mistaken for Merchants. Werecrocodiles are often confused for subek (see Tome of Beasts ), which can lead to nasty surprises for those seeking knowledge or goods. The indifference that subek feel toward werecrocodiles doesn't help the situation, leaving those who bargain with them always on edge, never knowing if they're dealing with a subek merchant or a duplicitous werecrocodile. Hold Breath (Crocodile or Hybrid Form Only). The werecrocodile can hold its breath for 15 minutes. Actions Multiattack (Humanoid or Hybrid Form Only). The werecrocodile makes two Tail Swipe or Khopesh attacks, or it makes one Bite attack and one Tail Swipe attack. Bite (Crocodile or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the werecrocodile can't bite another target. If the target is a Humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecrocodile lycanthropy. Tail Swipe (Crocodile or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target not grappled by the werecrocodile. Hit: 7 (2d4 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone. Khopesh (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Bonus Actions Change Shape. The werecrocodile transforms into a Large crocodile or into a crocodile-humanoid hybrid, or back into its true form, which is Humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human Shapechanger)","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Lycanthrope, Werehyena","description":"The hyena's form shifts into that of a gnoll and then to something in between. In all three forms, blood drips from its filthy muzzle. A Blessed Curse. Across worlds and in all their cultures, the gnolls have always revered the hyena. Those who suffer the curse of lycanthropy also exhibit it in the same way: the form of a werehyena. This is considered a rare and wonderful gift, as most gnolls who suffer this curse die the first time they change. Those who survive, however, are honored in their culture. A Demonic Affliction. In truth, the lycanthropy that werehyenas suffer is a demonic possession. The souls of these creatures have been forfeited to a demon lord. Only gnolls are able to survive this intact. If they spread this disease to a non-gnoll, the victim survives until the first full moon, after which it dies and turns into a demon gnoll under the demon lord's sway. The only way to save the victim is to cure the disease before the first transformation. A Terrible Cure. Normally a remove curse removes lycanthropy from a victim, but slightly more stringent efforts are needed to cleanse a werehyena's bite. While the *remove curse*spell is being cast, a demonic creature must be killed in the vicinity of the victim, and the victim must drink the demon's ichor. Only then is the lycanthropy removed permanently. Finding such a creature can be difficult and often means making deals with dark forces.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll, shapechanger)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Lycanthrope, Wereotter","description":"Its soft pelt glimmering, the bipedal otter climbs onto the river's shoreline, water cascading off its fur. Tugging a short rope, the creature hoists up a net, brimming with flapping fish. Wereotters are gentle, thoughtful lycanthropes with an air of mischievousness. In humanoid form, they remain quite calm, even in the face of threats, though they can become fierce when protecting themselves or a loved one. Wereotters do their utmost to not spread their curse to others and will bite a humanoid only when no other options are present. When facing hostile humanoids, wereotters rely on their net to capture a foe, then release the attacker far from the lycanthrope's home. Family-Oriented. Groups of wereotters are extended families with the founding member cursed and passing their lycanthropy on to their children. Thus, non-lycanthropes can be found in these small clusters, having married into or been adopted by the family. These family groups tend to live outside most civilized towns and village. River and Swamp Dwellers. Encountered most often in swamps, on lakeshores, or by rivers deep in mountain ranges or forest, wereotters use their unique skills to fish and forage for food for their family clusters. Some build small stilt villages over or along the water, while others use what nature has provided, living in large cave networks. Hold Breath. The wereotter can hold its breath for 10 minutes. Keen Hearing and Smell. The wereotter has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack. The wereotter makes three Javelin attacks, or it makes one Bite attack and two Javelin attacks. It can replace one Javelin attack with a Net attack. Bite (Otter or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a Humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wereotter lycanthropy. Javelin (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Net (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by the net is restrained until it is freed. The net has no effect on creatures that are formless or creature that are Huge or larger. A creature, including the target, can take its action to free the restrained target by succeeding on a DC 11 Strength check. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it, ending the effect and destroying the net. Bonus Actions Change Shape. The wereotter transforms into a Medium otter-humanoid hybrid or into a Large otter, or back into its true form, which is Humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human Shapechanger)","Alignment":"Chaotic Good","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Lycanthrope, Wereowl","description":"This feathered humanoid has piercing eyes, larger than normal for a humanoid’s head, set around a sharp beak. Wings spread from its arms, and its feet end in wicked talons. A wereowl is a hybrid creature usually in service to a powerful creature with dominion over flying creatures. The affinity between owls and elves means that most wereowls are elves, rather than the humans typical among other lycanthropes. The wereowl possesses the keen eyesight that is common to owls, as well as the birds’ preternatural ability to fly silently. Its appetite tends toward its avian nature, and it feasts on rodents and other small mammals, usually raw and directly after a successful hunt. Its attitudes toward rodents extends to wererats and rodent-like creatures, such as ratfolk, and it often prefers to attack such creatures to the exclusion of other foes.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf, shapechanger)","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Lycanthrope, Wereshark","description":"The twisted form of a humanoid shark hunches over, its grin showing rows of jagged teeth. Fresh blood drips from its mouth as it clutches a trident in powerful hands. In humanoid form, weresharks tend to be powerfully-muscled and broad, with little body hair. They are solitary hunters who sometimes stalk and eat each other. If a wereshark spreads its curse, it’s likely because the lycanthrope made a mistake and let potential prey get away. Voracious Appetites. Weresharks are savage predators who, driven by voracious appetites, devour anything they come across. Aggressive in all forms, weresharks prefer to spend their time beneath the waves, hunting fish, seals, and other prey. They have no qualms about attacking humanoids or boats, particularly fishing vessels, which contain even more food for the lycanthrope to consume. Obsessed Predators. Weresharks become obsessed with prey that gets away from them. A wereshark can stalk an individual through the seas and over land for months, leaving a path of destruction behind it, just to get a taste of what it missed.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Lycaon","description":"Lycaon, the King of Wolves Once upon a time he was known as the King of Arcadia, his bloodline spreads far and wide. Husband to several wives, including nymphs of certain renown, and father to 50 sons which would become founders of many towns and cities in the region of Arcadia. In an effort to test the character of this king and his children Zeus chose to approach the kingdom in disguise. Attempting to pass off as a simple laborer, Zeus was unable to completely hold back his divinity, which started a series of rumors and tales that eventually reached the ears of the king. Lycaon chose to put this mysterious laborer through a test of his own, however. He arranged a grand banquet with the help of his sons, inviting the laborer under the pretense of royal hospitality for a newcomer. A child was killed, butchered and served up as a meal for the king of the gods. Some versions of this tale say that the child was a son or relative or the king, which only highlighted the utterly monstrous act. A furious Zeus exploded into a storm, tearing apart the castle. His thunder and lightning reverberated through the kingdom as he dealt his punishment. The children of Lycaon who participated in the heinous crime were obliterated by the sky god’s bolts, while the fleeing Lycaon was forcefully turned into a wolven monster with an unending hunger, the first werewolf. Hateful Plague. After thousands of years the damned king has spread his curse through terrible violence, expanding his pack. He eternally hunts all living beings, as his animal instincts and the immeasurable loathing for Zeus drive him into madness and rage. It is said that those who hunt down the sovereign wolf will be blessed by the King of Olympus. Lycaon as a Mythic Encounter Lycaon is a haunting foe to face, with eons of experience as a hunter. If you wish to make an encounter with the cursed king truly legendary, Lycaon might use his King's Rancor trait. The very curse placed on the king’s body by Zeus invigorates his soul with malice and desire for violence. When this happens, Lycaon can choose one of his mythic actions when he uses a legendary action. Read or paraphrase the following text when Lycaon uses his King’s Rancor trait: The King of Wolves lays beaten The former King of Arcadia breathes heavily, blood and drool dripping from his mouth. Slumped on his side, like so many of his victims before him. His lightning scars glow red, his eyes snap open as he reaches into the very depths of his soul. Hatred burning like Zeus’ bolts surges forth and he rises with a howl that shakes the very nature around him. Blood-red eyes fall on his opponents, the ones who hurt him. They would become the next members of his pack. There is no other way. Fighting Lycaon as a mythic encounter is equivalent to taking on two CR 20 creatures in one encounter. Award a party an additional25,000 XP (50,000 XP total) for defeating him after his King’s Rancor trait activates. Monstrosities Monsters have been common amongst the obstacles of heroes since ancient times. These monsters are often born from terrible primordial beings and the damning hubris of the gods. Traits Legendary Resistance (3/day). If the lion fails a saving throw, it can choose to succeed instead. King's Rancor (Recharges after a short or long Rest). If Lycaon would be reduced to 0 hit points, his current hit point total instead resets to 330 hit points, and he regains any expended uses of Legendary Resistance. Additionally, Lycaon can now use the options in the “Mythic Actions” section for 1 hour. Keen Hearing and Smell. Lycaon has advantage on Wisdom (Perception) checks that rely on hearing or smell. Magic Weapons. Lycaon's weapon attacks are magical. Pack Tactics. Lycaon has advantage on an attack roll against a creature if at least one of his allies is within 5 ft. of the creature and the ally isn't Incapacitated. Actions Multiattack. Lycaon uses his Maddening Presence and then makes four attacks: four with his claws or bite (humanoid or wolf form) or one with his bite and three with his claws (hybrid form). Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 29 (4d10 + 9) piercing damage. If the target is a humanoid, it must succeed on a DC 20 Constitution saving throw or be cursed with werewolf lycanthropy. Claws (Humanoid or Hybrid Form Only). Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: 21 (4d6 + 7) slashing damage. Maddening Presence. Each creature of Lycaon's choice that is within 120 feet of him and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, and taking 7 (2d6) psychic damage on a failure. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Lycaon's Maddening Presence for the next 24 hours. Bonus Actions Shapechanger. Lycaon can polymorph into a humanoid of medium size or into a wolf of huge size, or back into his true form, which is a wolf-humanoid hybrid. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. Lycaon reverts to his true form if he dies. Legendary Actions Lycaon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Lycaon regains spent legendary actions at the start of their turn. Move. Lycaon can move up to his speed without provoking attacks of opportunity. Attack. Lycaon can make a claw attack. Detect. Lycaon makes a Wisdom (Perception) check. Mythic Actions If Lycaon’s King's Rancor trait has activated in the last hour, he can use the options below as legendary actions. Cursed Barrage. Lycaon can make a bite and a claw attack or two claw attacks. Enraged Howl (Costs 2 Actions). Each creature that has been afflicted with lycanthropy over the last hour within 120 feet of Lycaon that can hear his howl must succeed on a DC 20 Constitution saving throw, if the creature fails the saving throw then they take 38 (7d10) psychic damage. On a successful save, the creature takes half as much damage. If a creature reaches 0 hit points because of this damage they forcefully become a werewolf under the control of Lycaon, maintaining their ability scores, class features and recovering 40 hit points.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity (shapechanger)","Alignment":"chaotic evil","Expansion":29804,"Challenge Rating":20},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Lycian","description":"Chimera, Lycian Lycians are born of primordial evil, not the result of accidental creation but rather the mad design of a chthonic mother of monsters who knit together the first chimera within her own womb. She sought to create a hunter, but one that would survive on green grass and dry thorn bush when prey was scarce. It would both fly and run. It would spot enemies from afar and slink stealthily through the grass. It would be smart enough to outwit any animal, and fierce enough to outfight any humanoid, with voice enough to taunt and berate those foolish enough to hunt it. She melded the hungry lion, the fecund goat, and the raging dragon into a single beast, a deranged composite that included everything it would need to survive wherever it went. It’s said that when the first chimera prototypes were created, their kind was made up of what eventually became lycians and orthruses. The lycians were all female, and orthruses were exclusively male. When the two mated, they occasionally produced chimeras and orthruses; more often, however, their offspring resembled neither parent, and were instead wicked, single-headed abominations. While their maker was satisfied with the wretched progeny, the chimeras grew malcontent and angry that their children were so deformed, hideous, and unlike them. They turned on their mates and began to devour them and their children alike. Seeing this, their creator decided to make the chimeras less headstrong, more adaptable, and able to see to their own reproductive needs. Stone Eggs. Lycians are hermaphroditic, alternately male or female (or both) as the situation demands, birthing eggs of hard stony shells; any egg-hunter would think these eggs were merely unappetizing rocks, but heated beneath their parent’s burning belly, the eggs would incubate until they cracked open, revealing winged, many-headed cubs slathered in dark amniotic fluid.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":9},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Lymarien","description":"A tiny bird swoops through the air and alights on a nearby branch. It has the body of a tiny hawk, the colorful wings of a butterfly, and the head of an elf with large, luminous eyes. Miniscule Fey. Dwelling in pastoral woods and rich farmland, the lymarien is one of the smallest fey in existence. Barely larger than a wasp, a lymarien is frequently mistaken for a butterfly and often ignored by larger creatures. They are sometimes preyed upon by birds like owls and crows, or attacked by evil fey like morkos . Guardians of the Young. Lymariens have a fondness for fey and animal young, sometimes putting their lives at risk against superior opponents to save such creatures. When faced with a particularly powerful threat, lymariens form into massive, short-lived swarms, gaining potent magical abilities in the process. Lymarien Familiars Some lymarien might choose to serve a good-aligned spellcaster as a familiar. Such lymarien have the following trait. Familiar. The lymarien can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the lymarien senses as long as they are within 1 mile of each other. While the lymarien is within 10 feet of its companion, the companion shares the lymarien’s Speak with Beasts trait. At any time and for any reason, the lymarien can end its service as a familiar, ending the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"neutral good","Expansion":8073,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Lymarien Swarm","description":"A tiny bird swoops through the air and alights on a nearby branch. It has the body of a tiny hawk, the colorful wings of a butterfly, and the head of an elf with large, luminous eyes. Miniscule Fey. Dwelling in pastoral woods and rich farmland, the lymarien is one of the smallest fey in existence. Barely larger than a wasp, a lymarien is frequently mistaken for a butterfly and often ignored by larger creatures. They are sometimes preyed upon by birds like owls and crows, or attacked by evil fey like morkos . Guardians of the Young. Lymariens have a fondness for fey and animal young, sometimes putting their lives at risk against superior opponents to save such creatures. When faced with a particularly powerful threat, lymariens form into massive, short-lived swarms, gaining potent magical abilities in the process. Lymarien Familiars Some lymarien might choose to serve a good-aligned spellcaster as a familiar. Such lymarien have the following trait. Familiar. The lymarien can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the lymarien senses as long as they are within 1 mile of each other. While the lymarien is within 10 feet of its companion, the companion shares the lymarien’s Speak with Beasts trait. At any time and for any reason, the lymarien can end its service as a familiar, ending the telepathic bond.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny fey","Alignment":"neutral good","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Lyngbakr","description":"Sea Monsters The Serpent Sea, as well as the many rivers and lakes of Grimnir, are host to a wide variety of fish and aquatic mammals, such as seals and whales. The creatures detailed here are, for the most part, the most dangerous of sea borne predators, save for the great serpent herself. Lyngbakr The surface of this large whale resembles a mossy island covered in shrubs. A voracious carnivore, it consumes vast schools of fish and even the occasional riverwhale. False Sanctuary. If birds or other animals, including raiders, happen to explore its surface, it will dive, hoping to drown the interlopers and consume them at its leisure. Driven by Hunger. If a lyngbakr is particularly hungry they might charge a longship fleet, or even risk attacking a pod of riverwhales.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Neutral Evil","Expansion":25792},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Lyssa","description":"Euripides identifies Lyssa as the daughter of the night goddess Nyx, who sprung from the blood of Uranus’s wound from his castration by Cronus. In fact, Lyssa was an Earthbound spirit created by the catastrophe that tore the mortal and magical planes apart. She is the impersonation of the rage and frenzy the world felt when being ripped to pieces. For centuries, this demoness infected mortals with her madness until she was drawn into the Inferno and made corporeal. Lyssa appears as a very skinny woman of average height with pale greenish skin and red eyes. She is wearing a very dirty long white robe. Lucifer’s black hair is braided into her own white tresses and can be noticed from close up. Lyssa speaks the Infernal language, the Fae and Elven tongues, ancient Greek, Latin and swear words in all kinds of languages. She mostly shouts, hisses or spews out the words, accompanied by foul breath and spittle. Lyssa will attack the group verbally and is immensely hard to appease. Traits Swear Words. People in a 30-foot radius around her have constant disadvantage on every skill and attack roll, due to her continuous muttering. Actions Multiattack. Lyssa makes one claw and one bite attack. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 slashing damage. On a successful hit the target must make a DC 15 Wisdom sa ving throw, if it fails the target has to attack his nearest friend for two rounds with melee attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. On a successful hit the target must make a DC 15 Wisdom sa ving throw, if it fails the target has to attack his nearest friend for two rounds with a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Expansion":30058,"Challenge Rating":2},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Lysswin","description":"Listen, I'm the best there is at this job. Even better than some of the House members that actually have a Mark. It makes them lazy. They think, ‘oh the Mark will find them for me.' Then the fugitive gets away, and I've got to be called in. Growing up in the Shadow Marshes without a Mark doesn't mean much. Everyone is worth the same. I've heard tales and seen it for myself how the markless are treated in other Houses. It's strange how a person's worth isn't determined by their deeds but by something they didn't even earn. Despite the other Houses' strange practices, their money's worth the same as everyone else's. I don't get hung up on the details of why someone needs to be found. I find them and bring them back. I'm paid well not to think about anything else. Traits Dwarven Toughness. Your hit point maximum increases by 1 (included in the stat block), and it increases by 1 every time you gain a level. Ear to the Ground. You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement. Hunter's Intuition. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check. Petrification Resistance. You have advantage on saving throws against being petrified. Spellcasting. Your spellcasting ability is Charisma (+6 to hit with spell attacks, spell save DC 14). You know the following bard spells: Cantrips (at will): friends, thunderclap 1st level (2 slots): charm person, disguise self, sleep, unseen servant Actions Attack. You can attack when you take this action, using the following: Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 piercing damage. Bonus Actions Bardic Inspiration (4; Recharges After a Long Rest). Choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Genasi)","Expansion":24690},"publisher":"Gnome Made Games","book":"An Elf and an Orc Had A Little Baby"},{"name":"Machinist","description":"Machinists are technical gurus that apply esper powers to their expertise with drones and machines. They make for excellent technicians and mechanics, but can just as easily be part of a tactical force, personal escort, or an expeditionary group","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Mad Piper","description":"A grey mound of flesh scuttles forward on mismatched limbs, its five heads trilling along on bone flutes. All the while, a harrowing tune plays from the column of pipes rising from its core. Mad pipers are the heralds of the Great Old Ones, a sign that a cult is getting close to achieving their goals. Cultists receive visions from their masters, filling their dreams with the esoteric rituals needed to create a mad piper. In short order, the cult gathers the components and creates these creatures, typically one for each cell of the cult. When the time comes for the cult to do battle, the mad pipers follow, inspiring the faithful with the alien songs of the Great Old Ones. The Ritual. During the ritual, five humanoids, one of which must be a musician of some kind, are tied to a set of bagpipes made from an ogre’s bones and stomach. The ritual liquefies the humanoids, who fall into each other as all but their limbs and heads dissolve into a mass of grey flesh. Their minds, souls, and bodies forcefully merged, they start to play. Pets and Mascots. Mad pipers aren’t naturally evil. Most are made from commoners, resulting in relatively docile and loyal creatures that imprint quickly onto cult members, who in turn often come to treat these abominations as pets. More violent and powerful mad pipers can be made from powerful, evil humanoids, though they are harder to control and often hostile to their creators. True Pipers. Scholars speculate that the mad pipers are modelled after the heralds of the Crawling Chaos, and that it was he who gifted the first ritual to mortals on behalf of all Great Old Ones. Construct Nature. The mad piper doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"neutral","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Mad Wizard","description":"The wastelands hold enough forbidden secrets, fell monsters, and corrupted arcana to break the mind of those who simply wish to cross its ruin-strewn environs. The risk is even greater for those who set out to plumb the depths of the wastes’ wonders and horrors. Occasionally, some succumb to the ever-changing torments of chaos and reappear as shattered shells of their former selves. The mad wizard is one such sorrowful figure. This mad wizard was once a powerful archmage, wielding powers and spells few could match. She walked the halls of power, advised kings and emperors, and the fate of the world, or even the planes, hinged on her actions. Not so anymore. Today, she wears torn and tattered magical robes, decorated with odd symbols that make sense only she can decipher. Her belt holds wands and potions alongside random objects that happened to catch her eye. The mad wizard maintains a constant dialogue with herself, posing questions and answering them in the same voice. Though she is unkempt and has the air of unpredictable wildness in her eye, her powerful arcane skills are by no means diminished. It is difficult, perhaps impossible, to fully understand the plans and goals of someone touched by chaos, especially because these goals tend to change frequently. It is important to understand, however, that to the mad wizard, it makes perfect sense. She is often found guarding a particular ruin, dungeon, or well of magical power that acts as the focus of her latest obsession. Occasionally, she will seek out travelers or adventurers if she believes they need certain items or information or out of an unconscious need for “human” interaction. TRAITS Legendary Resistance (2/Day). If the mad wizard fails a saving throw, she can choose to succeed instead. Magic Resistance. The mad wizard has advantage on saving throws against spells and other magical effects. Special Equipment. The mad wizard wears a torn robe of the archmagi , which provides only the benefit to Armor Class. Unintended Side-Effects. Whenever the mad wizard casts a spell, a random creature within 120 feet experiences one of the following magical effects until the start of the mad wizard’s next turn: Creature’s skin turns a different color. Strange music plays whenever the creature moves or uses an action. Creature’s race changes to a random race, though its statistics do not change. Bees or other insects love the creature. Illusory animals caper and frolic around the creature. Creature forgets everyone’s names or can speak only in a strange language. Creature gains a new appendage like a tail or arm, but it can’t be used to hold or use items. A random Small object falls into an unoccupied space within 5 feet of the creature. The GM creates a similar effect. ACTIONS Multiattack. The mad wizard makes two Arcane Burst attacks. Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 21 (3d10 + 5) force damage. Channel Raw Magic. A creature of the mad wizard’s choice within 60 feet that she can see must make a DC 17 Charisma saving throw. On a failed save, the target takes 22 (4d10) psychic damage, and one of the following secondary effects is triggered. On a successful save, the target takes half as much damage, and a secondary effect does not occur. Chain. Three additional foes of the mad wizard within 30 feet of the target must make the Charisma saving throw, taking 18 (4d8) lightning damage on a failed save. Blast. All creatures within 30 feet of the target must make the Charisma saving throw, taking 18 (4d8) fire damage on a failed save. Healing. The target instantly regains hit points equal to twice the amount of the psychic damage it took. Teleport. The target is teleported to an unoccupied space within 120 feet. Laugh with Me (Recharge 5–6). The mad wizard sees the humor in existence, and her laughter is infectious. Each creature within 120 feet of the mad wizard must make a DC 17 Wisdom saving throw. On a failed save, a creature is overcome with laughing, falls prone, and becomes incapacitated. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw, ending the effect on itself on a success. Spellcasting. The mad wizard casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: mage hand, message, prestidigitation 3/day each: confusion, counterspell, dispel magic, mage armor 1/day each: globe of invulnerability, teleport REACTIONS Shield of Delusion. When the mad wizard is hit by an attack or targeted by a spell, her loose grip on reality protects her. She reduces the damage to 0, and an ally of her choice within 30 feet of her regains a number of hit points equal to the damage that was negated. LEGENDARY ACTIONS The mad wizard can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The mad wizard regains spent legendary actions at the start of her turn. Cast a Spell. The mad wizard uses Spellcasting. Chaos Magic. The mad wizard uses Channel Raw Magic. Arcane Regeneration (Costs 2 Actions). The mad wizard regains an expended spell slot.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Gnome)","Alignment":"Neutral","Expansion":25357,"Challenge Rating":12},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Madam Eva","description":"The fortune-teller Madam Eva lives among the Vistani but isn't truly one of them. She appears to be in her seventies, but she is, in fact, much older. Royal Blood. Madam Eva is Strahd's half-sister, though Strahd is unaware of this fact. Her real name is Katarina, and she is the daughter of a Vistani woman whom King Barov, Strahd's father, took to his bed during one of his many crusades. Madam Eva knows she is Strahd's half-sister but has told no one of the royal blood flowing through her veins. Mother Night. Over four hundred years ago, Katarina came to Barovia and insinuated herself into Strahd's court, working as a maid in Castle Ravenloft. She came to know the castle like the back of her hand, and she was present for the wedding of Sergei and Tatyana. After Strahd went mad and murdered his brother, she fled the castle and took refuge with the Vistani. Later, she forged a pact with the goddess Mother Night, trading her youth for the power to undo the evil that Strahd had wrought. Mother Night transformed Katarina into an ageless crone gifted with the power of magical foresight. In the guise of Madam Eva, she uses this ability to help Strahd. She can send her Vistani out in their wagons to visit other worlds and bring adventurers to Strahd's domain, in hopes that they will find a way to destroy the vampire or set Strahd free. For the Love of Strahd. The Dark Powers of Ravenloft would consider Madam Eva a worthy choice to replace Strahd as the master of Ravenloft, but she has all the power she desires and doesn't seek to supplant him. She would rather help Strahd find someone else to succeed him, although she has grave doubts about her ability to locate such an individual. None of Madam Eva's Vistani kin know her true identity or purpose. They puzzle over her desire to remain in Barovia. Madam Eva's Traits Ideal. \"I wish Strahd to be free of his curse.\" Bond. \"The Vistani are my people now.\" Flaw. \"The people whose fates I divine aren't important. They are but the means to an end.\" Traits Spellcasting. Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Madam Eva has the following cleric spells prepared: Cantrips (at will): light, mending, sacred flame, thaumaturgy 1st level (4 slots): bane, command, detect evil and good, protection from evil and good 2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon 3rd level (3 slots): create food and water, speak with dead, spirit guardians 4th level (3 slots): divination, freedom of movement, guardian of faith 5th level (2 slots): greater restoration, raise dead 6th level (1 slot): find the path, harm, true seeing 7th level (1 slot): fire storm, regenerate 8th level (1 slot): earthquake Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Curse (Recharges after a Long Rest). Madam Eva targets one creature that she can see within 30 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell , a remove curse spell , or similar magic. When the curse ends, Madam Eva takes 5d6 psychic damage. Evil Eye (Recharges after a Short or Long Rest). Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 17), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person . If the target succeeds on the initial saving throw, Madam Eva is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":7388,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Madame Wheatwood","description":"Madame Wheatwood On the surface, Adelaide Wheatwood looks like any other sweet old human lady with one too many cats. She’s warm and charming, gracing visitors with homemade confections and her doll-like, joyful countenance. Unless you’re a thief. Behind her delicate ruse, Madame Wheatwood is a 65-year-old badass: a dauntless world-class animal trainer with the voice of a chain-smoker. In her heyday, Madame Wheatwood was an elite cavalrywoman who could tame any beast for battle, but her devil-may-care attitude and blatant disregard for orders made her a liability for the regiments she served. Unemployed and out of options, a young Addy Wheatwood leveraged her talents outside the bounds of the law. It turned out to be quite lucrative. In addition to her duties as a fence, Madame Wheatwood runs Rock Bottom Ranch: an underground operation for breeding, training, and trading unusual and monstrous mounts. She even offers riding lessons to those who can stomach her ruthless training regimen. Madame Wheatwood uses the bandit captain stat block and never leaves home without a spell scroll of feather fall . Personality Trait . “Animals welcome. People tolerated.” Ideal . “I always help an animal in need.” Bond . “Rock Bottom Ranch is my home and the only place I can be myself.” Flaw . “Some call it tough love. I call it little patience for weakness.” Inventory Madame Wheatwood can provide the characters with virtually any piece of equipment related to mounted combat, such as saddles, barding, or lances. She sells them at normal cost but advertises them as “rock-bottom prices.” At the GM’s discretion, she may be willing to sell some of these items at a discount if they have heat. Madame Wheatwood also sells a selection of magic items useful in mounted combat, as outlined in the Wheatwood’s Wonders table. Item Price Horseshoes of speed 3,500 gp Potion of animal friendship 125 gp Potion of water breathing 250 gp Horseshoes of a zephyr 5,000 gp Spell scroll of feather fall 50 gp Special Service: Mounts Business booms at Rock Bottom Ranch. In addition to the mounts available for purchase in the core rules, Madame Wheatwood offers a selection of exotic mounts to trusted clients. She has a strict “You break it, you buy it” policy for adventurers who rent her mounts for dangerous missions. See the Rock Bottom Mounts table for available mounts and prices. Availability fluctuates at the GM’s discretion. Mount CR Rental Price (Per Day) Purchase Price Axe beak 1/4 30 gp 300 gp Giant bat 1/4 75 gp 750 gp Giant lizard 1/4 50 gp 500 gp Giant owl 1/4 125 gp 1,250 gp Giant toad* 1 100 gp 1,000 gp Hippogriff* 1 250 2,500 gp Nightmare* 3 750 gp 7,500 gp Owlbear* 3 300 gp 3,000 gp Pegasus 2 500 gp 5,000 gp Rhinocerous 2 200 gp 2,000 gp *Expanded rules for controlling this and other mounts can be found in Jumping on Mounted Combat ( ARCADIA 1) and Swimming Through Sand and Speed: More Mounted Adventuring ( ARCADIA 4) by Willy Abeel.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Expansion":22441,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Arcadia Issue No. 11"},{"name":"Madcap","description":"Madcaps are redcaps that drench their caps in demon ichor instead.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Madcap","description":"Variant: Madcaps A madcap is a redcap that soaks its hat in demon ichor instead of blood. Contact with demon ichor makes the creature even more homicidal, causing it to brood over irrational hatreds. A group of madcaps will sometimes band together over a shared hatred of something, such as music, creatures with curly hair, the word “cool,” or the color blue. When a madcap drops to 0 hit points, its hateful existence comes to an end in spectacular fashion as it bursts into flames, reducing itself, its ichor-soaked hat, and its pants to ashes instantly while leaving behind its weapon and smoldering iron boots. A redcap is a homicidal fey creature born of blood lust. Although small, redcaps have formidable strength. In the Feywild, or in places where that plane touches another plane at a fey crossing, one or more redcaps might appear where fresh blood soaks the ground. At first, new redcaps look like tiny, bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that looks like a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap desires only murder and carnage, and it sets out to satisfy these cravings. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. To sustain its unnatural existence, a redcap must soak its hat in the fresh blood of its victims. If the blood isn’t replenished at least once every three days, the redcap vanishes as if it had never been. A redcap’s desire to slay is rooted in its will to survive. Traits Iron Boots. The madcap has disadvantage on Dexterity (Stealth) checks. Outsize Strength. While grappling, the madcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls. Actions Multiattack. The madcap makes three attacks with its wicked sickle. Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Ironbound Pursuit. The madcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Source":"custom","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Maegera the Dawn Titan","description":"Maegera is a powerful elemental that has been trapped in the forges of Gauntlgrym for millennia. About fifty years ago, Maegera briefly escaped and triggered the eruption of Mount Hotenow. Lava from the volcano flowed toward the coast, laying waste to Neverwinter. The city is still rebuilding in the wake of that catastrophe. The fire giant duke Zalto recently sent a team of drow to infiltrate Gauntlgrym and trap Maegera in an iron flask . Zalto needs the primordial to ignite an adamantine forge beneath the Ice Spires. Returning Maegera to Gauntlgrym is one way to thwart the fire giant's plans. Maegera looks like a 50-foot-tall, multi-limbed beast made of flame, with smoldering black pits for eyes. Traits Empowered Attacks. Maegera's slam attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks. Fire Aura. At the start of each of Maegera's turns, each creature within 30 feet of it takes 35 (10d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature also takes 35 (10d6) fire damage from touching Maegera or from hitting it with a melee attack while within 10 feet of it, and a creature takes that damage the first time on a turn that Maegera moves into its space. Nonmagical weapons that hit Maegera are destroyed by fire immediately after dealing damage to it. Fire Form. Maegera can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch without squeezing if fire could pass through that space. Illumination. Maegera sheds bright light in a 120-foot radius and dim light for an additional 120 feet. Innate Spellcasting. Maegera can innately cast fireball (spell save DC 19) at will, requiring no material components. Maegera's innate spellcasting ability is Charisma. Magic Resistance. Maegera has advantage on saving throws against spells and other magical effects. Actions Multiattack. Maegera makes three slam attacks. Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage plus 35 (10d6) fire damage. Legendary Actions Maegera can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. Maegera regains spent legendary actions at the start of its turn. Quench Magic (Costs 1 Action). Maegera targets one creature that it can see within 60 feet of it. Any resistance or immunity to fire damage that the target gains from a spell or a magic item is suppressed. This effect lasts until the end of Maegera's next turn. Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera's next turn. Creatures completely within the cloud are blinded and can't be seen. Create Fire Elemental (Costs 3 Actions). Maegera's hit points are reduced by 50 as part of it separates and becomes a fire elemental with 102 hit points. The fire elemental appears in an unoccupied space within 15 feet of Maegera and acts on Maegera's initiative count. Maegera can't use this action if it has 50 hit points or fewer. The fire elemental obeys Maegera's commands and fights until destroyed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"elemental","Alignment":"chaotic neutral","Expansion":7387,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Maelef Gullion","description":"The Knower of Other Worlds Maelef has always been something of an enigma to the Matron Mother; while she is undoubtedly loyal, Naraneus has not blessed Maelora's eldest daughter. Rather than follow in the Matron’s bloody footsteps, Maelef has pursued an arcane path of her own. Maelef spent her youth disguising her lack of divine favor. She learned spells in the fashion of wizards, through study and practice, without any formal training, and she tailored those spells to appear as though they were bestowed by Naraneus. She partook in the rituals in praise of the dark goddess, and kept secret the true source of her burgeoning power. Unsure how long she could maintain the ruse, Maelef was certain the Spider Goddess was watching. In preparation for dealing with Maelora’s disappointment, Maelef set about a plan to make herself useful, beyond any gifts the goddess might grant. The young drow spent decades scouring the Underworld—through intermediaries—for answers. Her research brought her all manner of writings, magic, and knowledge. For those who would not barter their books and scrolls, Maelef sent thieves and assassins. Tales of shopkeeps found dead but with all their goods intact were the only indication of her plan in action. At times, whole caravans would be found in the wilds, seemingly abandon. For all this clandestine effort, Maelef built her library one book at a time. She paid well to ensure not a single sign of the drow was left behind; the disguised bandits even went so far as to use the weapons of other races, in case someone managed to send a message as the attack was in progress. As the years went by Maelef steadily built one of the largest repositories of knowledge in the Underworld. Maelef knew that a day would come when Maelora tasked her with something only a deity’s magic could accomplish, and then her ruse would end. When that time came, Maelef intended to secure her place as a font of worldly knowledge, or die in the effort. A dream sent to Maelora from the Spider Goddess thwarted Maelef’s plan. Naraneus commanded that while Maelef would not become the heir apparent, she yet had an important role to play. As Maelora set her plans in motion and declared war on the Under and Upperworld, Maelef’s vast knowledge became a distinct advantage when facing previously-unknown foes, and Maelora quickly began to consult her daughter prior to any attack. Of course Maelef certainly doesn’t lack a talent for intrigue or guile, so has developed these other avenues of interest now it is clear her Matron Mother isn’t going to support her as the next leader of House Gullion. When Maelora began to show a desire to move from simply undertaking attacks against enemies to enslaving any lands she could, and the Upperworld in particular, Maelef decided to use her position as the eldest daughter of Holoth’s First House to increase the size of her collection by obtaining hundreds of books from the surface. She continues to search for more, and remains a key part of the duplicity of the Underworld city through the knowledge gained via every scrap of literature she can remove from exotic lands. As most members of House Gullion know she isn’t heir to Maelora’s throne, Maelef commands relatively little power compared to her sisters. The exception is her cadre of thieves; the members of this compact group have all sworn a blood oath to ensuring knowledge from other places is brought to Maelef for the betterment of the drow herself, House Gullion, and Holoth. As part of their reward, these sharks have access to any roguish techniques described in the works they recover, and are known to develop and demonstrate some surprisingly un-drow-like abilities. For now Maelef is happy not to engage overly in the city’s politics, but does keep a mental record of every comment and action made against her; she won’t suffer much more of this, and senses Maelora will turn to her fully at some point during current events. The Eldest Daughter remains a cunning and dangerous individual, and greatly values her “free” life and information above all else. If it comes to a straight choice of either dying pointlessly for House Gullion or taking a chance in the Upperworld to save her knowledge, there is no contest, for written words speak louder than suicidal actions. Indeed, at a word, her collection will be instantly transported to a hidden series of rooms many miles from Holoth, along with Maelef herself. There, she has magic in place to transport the loyalist eight of her gatherers, ready to start a new life.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Maelephant","description":"A maelephant expels poisonous gas from its trunk at a group of would-be thieves. Respected as guardians by villains across the multiverse, maelephants are Fiends with pachyderm-like heads. They can exhale toxic fumes that cause foes to temporarily forget their combat training, spellcasting abilities, and other skills. Maelephants strike bargains with wicked spellcasters and entities of the Lower Planes, pledging to guard a site or object for decades. The Fiends fulfill their end of the bargain with unwavering loyalty, steadfastly tending to their posts per the terms of their agreement. Traits Magic Resistance. The maelephant has advantage on saving throws against spells and other magical effects. Actions Multiattack. The maelephant makes one Barbed Trunk attack and two Glaive attacks. Barbed Trunk. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 13 (2d12) poison damage. If the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the target has the restrained condition. While it is grappling a creature, the maelephant can't use its barbed trunk to attack other creatures. Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage. Mind Poison (Recharge 5-6). The maelephant expels poisonous gas form its trunk in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 39 (6d12) poison damage and has the poisoned condition. While poisoned in this way, the creature loses all weapons and skill proficiencies, it can't cast spells, it can't understand language, and it has disadvantage on Intelligence saving throws. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage only and is immune to this maelephant's Mind Poison for 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"typically lawful evil","Expansion":26427,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Maelephant Nomad","description":"Created with the sole purpose of protection, maelephants are the most loyal of the devils. They eschew personal possessions, dreams, and goals, and find happiness in the completion of their duty. While other devils may view them as simple and unintelligent, many recognize the importance and utility of maelephants. Infernal and common are often spoken languages, but maelephants also maintain their own unique language, which they use exclusively in communication with others of their kind. Elephantine Warriors As their name would suggest, maelephants share many physical features with elephants. They stand on two legs, but have an elephant-like head and legs. Their trunk usually ends in a sharp spike, and their hands and feet are both clawed. When threatened, maelephants emit a cloud of toxins that cause brain damage and memory loss. Driven by Duty Despite them being lower-ranked devils, their position as trustworthy guardians makes other lower devils respect maelephants. When not under active duty or protecting something, a maelephant might aimlessly wander the layers searching for a new charge. Some of these nomads wander many years before finally ending their search. Traits Magic Resistance. The maelephant has advantage on saving throws against spells and other magical effects. Regenerative. At the start of its turn, if the maelephant has less than half its hit points, it regenerates 20 hit points. This trait doesn’t function if the maelephant starts its turn with less than 1 hit point. Actions Multiattack. The maelephant makes two attacks using its Claw, Trunk, or a combination of the two. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Trunk. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage. If the target is a Medium or smaller creature, it has the grappled condition (escape DC 18). Until this grapple ends, the target has the restrained condition. While it is grappling a creature, the maelephant can’t use its Trunk attack against other creatures. Noxious Breath (Recharge 5–6). The maelephant releases a cloud of noxious gas. All creatures in a 30-foot cone in front of the maelephant must make a DC 16 Constitution saving throw. Targets take 42 (12d6) acid damage on a failed save, or half as much damage on a successful one. In addition, on a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. A feebled creature can repeat the save every minute, ending the effect on a success. Bonus Actions Reckless Charge. The maelephant moves up to 40 feet towards a creature it can see and if it moves at least 20 feet in a straight line, it may make a Claw attack. On a hit, the target takes an additional 14 (4d6) force damage and has the prone condition. Reactions Defensive Stance. As a reaction to taking damage, the maelephant enters a defensive stance until the end of its next turn. While in a defensive stance, the maelephant moves at half speed and can’t take bonus actions, but its AC increases by 5.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Maelora Gullion","description":"The Matron Mother The ruler of Holoth and leader of House Gullion is a drow matron. She carries no special equipment other than a vorpal longsword, but she gains a number of abilities as Naraneus’s chosen. She also has access to many hidden powers of the Vidrefacte. Matron Maelora, matriarch of House Gullion, dominates all who stand with her and commands respect even from those who oppose her. She is a skillful negotiator, religious visionary, and mother of nine mostly obedient children. As current ruler of Holoth, Maelora is the personification of drow nobility: a psychotic, pathological genius who undertakes whatever horrific activity is required, by any necessary means. Early Life Even in her nascent years, the young dark elf proved prodigious at weaving deceptions and ploys to undermine her adversaries and peers. Unprovable lies and disorientating half-truths, all delivered with the greatest sincerity and conviction, came naturally to her; those who were responsible for her upbringing rarely asked anything of her unless they were already certain of the answer, otherwise they would find themselves woven into a deceiving web of words that could lead to disaster for all concerned. Her birth was shrouded in mystery; when she came into the world her appearance left the clerics baffled, for the child was dotted with coarse, black setae and retained four withered vestigial limbs. The attendants knew who the father was—the bounty on his head for suggesting he had seduced a Matron, which was braggadocio at its worst, grew with each lunar cycle—and though he was striking, he was not arachnoid. When handled, the girl either wailed with indignation or tried to bite the nurse. These actions at first even extended to her mother when the two were put together, and within a few hours the girl was branded as a troublemaker. To the relief of all, the bristles and appendages fell away over the next few days and the child settled. This period of quiet was short-lived. All too quickly Maelora demonstrated a thaumaturgical skill beyond what should be possible for one so young: an alarming ability to produce at will a flare that bathed its victims in the sacred form of Naraneus. Those that cared for Maelora swiftly learned to carry a curative with them at all times as well as ways to make the youngster smile and giggle rather than coat them in the damaging radiance. The injuries were little more than a scratch at that stage, but irritating nonetheless. If the flames and minor wonders had been anything other than forms of the goddess, Maelora would almost certainly have been done away with very early in her life, particularly as she was her mother’s fourth daughter. As Maelora grew, it quickly became apparent that she was a cunning and dangerous individual. Even before reaching maturity, she was known for leaving any who displeased her either blind or deaf. Poisonings, too, were common. The child took great pleasure in watching slaves and servants fall ill from the same fare she so freely partook. As she matured, she started to feel deeply dissatisfied with her relatively low position in the house hierarchy: fourth in line. Given that her mother had birthed two further children after Maelora, the restless priestess saw an opportunity. Like a spider waiting for prey to alight its web, Maelora bided her time. The Auction of Nalc’Uk The story goes as follows. Having been left on the doorstep of Holoth, Nalc’Uk was purchased from the city guard by House Toulan. It was a simple, if secret transaction. Then within a week, every one of the recipient guards was sent to a battlefront far from Holoth, never to be heard of again. To this day, House Toulan gold is regarded as cursed in some very far flung Underworld settlements, and attempting to pay for something with it gets you killed instantly at best and used for foul purposes at worst. The Patron Father ensured that the dwarf was afforded every healing consideration to recover while inducing a number of dependencies into Nalc’Uk’s physical and mental systems. This took time, and many believed the Master either had grown tired of the dwarf or had made a mistake in his calculations, with either situation leading to Nalc’Uk’s demise. But rather than weaken the former mayor, the Master had strengthened the dwarf’s already-iron constitution, ensuring the man could endure long and painful privations that had him begging for release at every moment. After four years his work was done; without ceremony, the Patron Father put the Emblan up for sale to the highest bidder. Frenzy flooded the city as every noble worthy of the name vied to be the winner. The Master was cunning with the timing of the auction too. It lasted 33 days—a lunar cycle and the greatest five-day holiday celebrating the Spider Goddess, the city’s supreme deity. This wasn’t lost on the city’s citizens. Auctions in Holoth often take on a life of their own, as a series of interwoven strands come into play. It ought to be the case that the Matron Mother of the highest ranking house wins either by asserting her will, or by having the greatest riches at her disposal. But when it comes to exacting revenge on a non-Holothian, the whole city becomes involved. Those who desire truly to win find they can benefit from a “sum greater than its parts” by forming alliances, calling in favors, making extravagant promises alongside sinister threats, and providing public and private services of all types. All of this revolves around what a bidder vows to do to the person on whom revenge is being exacted; flamboyance, longevity, imagination, terror, and humiliation grab the crowd’s attention, and the more degrading the intended show, the better. Such sales also become a chance to eliminate rivals, and bidders often use their foes to demonstrate what they will do to the creature being auctioned. All in all, such events are riotous times indeed. Although just a young cleric in House Gullion, Maelora, grown frustrated with the lowly position of her house, the lack of skill and ambition in her Matron Mother, and her own thwarted dreams due to both of these, plunged herself into a series of deep, dangerous reveries about Naraneus, quaffing venomous drafts that took her to the edge of insanity, death, and worse. The Spider Goddess deigned to notice these dreams and chose to look within Maelora. The deity’s gaze was severe and judgmental, able to spin its recipient into eternal insanity if they were found wanting in even the slightest way. But Naraneus saw the woman to be full of righteous desire: for her goddess, her people, her house, and herself. So she granted Maelora permission to bid, despite both her lowly position in Holoth’s noble hierarchy and her Matron’s fearful approach to such events. At the same time, the Spider Goddess implanted in her newest vessel the start of an intricate web that would take decades to fully create but would ensure that She, Naraneus, could ultimately entrap a world! During the last of these visions, and with just eight days of the auction left, Maelora sprang into action. Prompted by great urgency, behind the scenes the young drow did absolutely all she could to raise private funds: she made extravagant promises to people she knew she couldn’t trust; she formed pacts with those whose influence was waning and hoped for one final chance to climb to power on her back; she took loans against everything she owned three times, knowing her mind, body, and soul would be taken if she failed to pay back her debts; she borrowed at exorbitant rates; and she called in every debt she was owed and renounced every threat of malicious influence she had over others in return for hard cash. At the same time as this, she spent the money by having a minor enemy assassinated on the hour every hour for the eight remaining days, each one killed by a different method that drew heavily on the physical and venomous methods associated with Naraneus. She did this anonymously, presenting only a stylized image of a Spider Goddess cleric as the initiator. The public flocked to her without knowing who she was, with banners displaying the likeness springing up everywhere even as more senior members of the nobility withdrew from the auction in fear of incurring the wrath of this mysterious high-powered cleric. With just 36 hours to go there were three bidders remaining and Maelora knew that either the auction would make her forever or break her on the back of the winner. Then she took her greatest gamble, one that only a Chosen of Naraneus would dare think of, let alone enact. She took the form of the most revered image of the Spider Goddess and visited House Toulan’s Patron Father. It was reckless beyond all belief, but that was what drove her: belief in Naraneus, belief in her destiny as a cleric of the Spider Goddess, and belief that the omens showed her winning and growing in power. Using honeyed words and just the right level of sinister imperiousness, Maelora, with the Patron Father by her side, communed with Naraneus for the night before the auction. The sound of goddess’ spirit within both of them echoed through the halls of the house, and none dared venture to their Father’s offices. The next morning, on the day of the auction, House Toulan was run by a man sure of his own position in Naraneus’ mind at the same time as he was fearful of it all being a narcotic-induced nightmare. For he’d been shown who was behind the mask of the Spider Goddess, who was responsible for over 150 killings in just seven days, and who had made him a thrall to his physical weaknesses. There was nothing he could do for he had been beaten by the better drow. Resigned to hoping he could survive what might come next, the Patron Father had promised enough of his personal funds to Naraneus’ Chosen to ensure the result She expected in the forthcoming auction. And so when the bidding took place that night, the mysterious cleric responsible for so much blood-letting and with so many promises to keep stepped forward to beat her two remaining rivals. With the entire low-caste population behind her, and to the horror of those who expected sport at her expense, Maelora won. Holoth was never the same. To this day rumors still spread of what other tortures the wayward dwarf suffered, and by now almost every Underworlder has heard one of the many tales of his 33 Enduring Sufferings; each lasted for a year, an event of as much pain as there was embarrassment. There were daily accounts of Nalc’Uk’s condition, frequent reports of what tools or venom had been used on him, and regular demonstrations on hapless foes of the methods being employed. Maelora’s power grew as did her clerical strength. At the same time, the web of dominion Naraneus intended to build through her work took form, and her name became a byword for fearful retribution. Occasionally, when Maelora descended into frenzied depravity that rivaled anything seen before, someone might say that perhaps Nalc’Uk had suffered enough. But all that came of any pleas for a cessation was the petitioner becoming an additional victim for the cleric’s horrific displays, always in front of Nalc’Uk, to ensure he was fully aware of his responsibility for the terrible deaths of his would-be saviors. And through all of this, the drow priestess used her clerical abilities to ensure that her prized dwarf never died. Finally Maelora’s display ended and an awed populace chose only to whisper her name. There’s no agreement in folklore as to what eventually became of the ruined Nalc’Uk. The most popular claims are that Maelora slowly and excruciatingly removed the dwarf’s ears, eyes, nails, “unnecessary” bones and extremities, and then quartered him but prevented his death, leaving him a senseless and maimed wretch. The final ignominy was to enchant him so that even now he projects a malevolent aura of death that either rapidly kills outright or induces a putrefying rot to everything he approaches, and that to this day he crawls through the Underworld, forever driven deeper into the subterranean darkness by a pair of the Matron Mother’s most adoring driders, themselves blessed with immortality by Naraneus. The Rise of Maelora After slaying her mother and ascending to the position of Matron, Maelora searched far and wide for ways to improve and cement her own position as well as elevate her house. Nothing seemed beyond her; everything she touched turned to the “gold” every senior drow craves; power! She took what she wanted from whoever had it, either by asking with an irresistible force behind her or by having her assassins and thieves demonstrate there was no such thing as an immovable object. She lavished rewards on those who succeeded as readily as she punished with great cruelty those who failed her. She demanded and received due deference even as she handed out retribution, for those who didn’t show proper gratitude soon found out that yesterday’s high regard could easily become tomorrow’s loathing. And as for those to whom she owed something? They either wrote off the debt as rapidly as possible or simply disappeared. If the next drow in line insisted on collecting, they too vanished. Matron Maelora sat at the center of the web designed by Naraneus, but knew she was charged with taking the fight beyond Holoth. This seemed impossible until she obtained the Vidrefacte from the exotic outsiders, and she has since developed plans that stretch beyond the subterranean realms and into Upperworld itself. Now she is instilled with supreme confidence—some would say unbridled arrogance, but never directly to a supporter of the matron—and has cast that web far beyond the borders of the drow-owned lands. No settlement is safe, whether insignificant myconid village or great dwarven city. So far, it appears her every decision and action has been considered worthy of success by Naraneus, and the goddess has ensured the matron’s name is spreading far and wide as a watchword for dread fear. The Matron Mother revels in her reputation, expending much of her waking energy on ensuring her actions speak much, much louder than the words of others. Whether the recent forays away from the Underworld are resource-gathering genius or outright folly is unclear—few surface dwellers have seen a drow until now, and the apparent ability to silently strike before disappearing into inky night is earning a label of “vengeful spirits” for the dark elves. Every report of blundering, cringing humanoids being dragged back to Holoth fills Maelora with deep satisfaction as she knows their souls will fuel the Vidrefacte and allow her to build an even greater empire. More practically, the soul-forged memories of the brawn of dwarves, insight of surface elves, bonhomie of halflings, inventiveness of gnomes, and all-round adaptability of humans are developing interesting forms and defenses within Tolgorith Tower. The Matron Mother’s efforts will eventually bring Naraneus’s plans to completion. Holoth will be at the center of a three-dimensional realm that reaches a mile above it, 10 miles below it, and 1,000 miles around it. It will be the greatest dark elf domain ever known, under the control of the one true representative of the Spider Goddess on the planet. After that is achieved, not even the loyalist of drow sages dare imagine how Maelora’s influence will spread, as their history will be entering new chapters. The only questions is whether Maelora will be at the center of that realm personally, ruling over the domain as only the chosen of a deity can do, or whether she will be a memory and talismanic former figurehead that one of her daughters will use to rally the drow of the future. For now it seems the answer is the first of these, but the leader of both house and city is careful not to displease her goddess, Naraneus, for that way folly resides!","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":18},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Maenad","description":"The so-called “raving ones” were once human, but they have been transformed into fey creatures to serve more powerful beings. Maenads resemble beautiful female satyrs, but they are unkempt, and their frenzied demeanor betrays their true nature. These agents of chaos now follow the gods and arch-fey of madness, lust, and pleasure. All aspects of the maenad’s previous personality are replaced by mania and desire. Maenads often successfully use their allure to lead unwary travelers to their filthy dens, where they and their sisters fall upon them with murderous passion. Ritual Transformation . Humans rarely become “raving ones” by choice. Instead, the transformation is thrust upon them by powerful chaotic entities, often in the guise of mentors or teachers. The magic used to create a maenad typically comes from a strong bond to a lover, friend, or trusted elder. In the most common ritual, innocent young women are tricked or forced into consuming the flesh of a loved one. Others have become maenads after prayers to cure a dying loved one were cruelly answered. One particularly sadistic method of creating a maenad is to charm a victim and force her to beat a loved one to death with a fennel staff. The most benign method of transformation is as a punishment for the sins of another—when a loved one refuses to worship a god of madness or pleasure. Loathed by the Fey . Despite being fey creatures themselves, maenads are largely reviled by other fey due to the taint of mortality they carry. Maenads also frequently succeed in wooing satyrs away from less debauched fey lovers by pandering to their penchant for hedonism. These unions lead to the production of monstrous goatling offspring, who are as disliked as their mothers because of their relative weakness and connection to mortals. Maenads are especially abhorrent to non-evil fey due to the depraved and gruesome rituals that create them. Pursuit of Pleasure . Maenads embody all-consuming hedonism and have little patience for anything else. They are absolutely dedicated to the pursuit of pleasure in all its forms, including sadistic bacchanals of wild excess. Though eager to engage in any type of revelry, some maenads may have a preferred indulgence, such as food or wine. Clever individuals who find themselves confronted by maenads may be able to use their individual tastes to turn the creatures against each other. That might allow for an escape. Otherwise, the maenads will gleefully tear apart hapless trespassers.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":4963,"Challenge Rating":3},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Maestro","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Challenge Rating":5},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Maganax","description":"Though the maganax at first glance may appear to simply be a red-scaled arcanax, the magic that these fire-attuned creatures wield is of a less flashy nature and focuses on controlling their enemies as they fight in melee combat. Like the arcanax, they are somewhat resistant to magical harm, but their death leads to an eruption of raw arcane force, rather than death energy. Gliders. Although dragonblooded have wings, the majority of them are incapable of true flight and are only able to glide. Except for the Voludan, a dragonblooded’s fly speed can’t be used to gain altitude, and they drop 5 feet per round that they remain aloft. Tactics. The tactics used by the dragonblooded vary by their type, but can be generally summarized as single-minded in service to their creator. Each dragonblooded seeks to make the best use of their death as possible, and may even hasten their own demise when escape seems impossible if it means harming a greater number of foes in the process. Traits Arcane Body. The maganax's Injury thresholds are considered 5 higher for Injuries inflicted with spells. It also has advantage on saving throws against spells that would inflict an Injury as part of the spell. Arcane Bomb. When the maganax dies, it erupts in raw magical energy. Each creature within a 10-foot radius must make a DC 15 Strength saving throw or be pushed 10 feet away from the maganax and take 24 (7d6) force damage. On a successful save creatures take half damage and are not pushed. Innate Spellcasting. The maganax casts spells using its Charisma. The DC for saving throws against its spells is 15 and its spell attack bonus is +7. Actions Burning Claw. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage, plus 10 (3d6) fire damage. Mindfire. The maganax chooses a creature within 60 feet and sets its nerves ablaze with pain. That creature must make a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and have its speed reduced to 0 (and it can’t benefit from any bonus to its speed) until the end of its next turn. A successful saving throw halves the damage and negates the speed reduction. Bane (recharge 5-6). The maganax casts bane at 3rd level. Up to four creatures of the maganax’s choice that it can see within 30 feet must make a DC 15 Charisma saving throw. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. Wrack (recharge 5-6). The maganax casts wrack *. One creature within 60 feet must succeed on a DC 15 Intelligence saving throw or take 18 (4d8) psychic damage and be stunned until the end of the maganax’s next turn. On a successful saving throw, the creature takes half damage and is sickened until the start of its next turn instead. This spell has no effect on undead or constructs. Hold Person (1/Rest). The maganax casts hold person at 4th level. Three humanoids the maganax can see within 60 feet that are within 30 feet of each other when it targets them must succeed on a DC 15 Wisdom saving throw or be paralyzed for 1 minute (requires concentration). At the end of each of its turns, targets can make a new Wisdom saving throw. On a success, the spell ends on the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragon)","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":5},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Mage","description":"Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. Traits Spellcasting : The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: • Cantrips (at will): fire bolt, light, mage hand, prestidigitation • 1st level (4 slots): detect magic, mage armor, magic missile, shield • 2nd level (3 slots): misty step, suggestion • 3rd level (3 slots): counterspell, fireball, fly • 4th level (3 slots): greater invisibility, ice storm • 5th level (1 slot): cone of cold Actions Dagger (Melee) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged) : Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Fire Bolt : Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Expansion":2,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Mage","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. Traits Spellcasting : The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: • Cantrips (at will): fire bolt , light , mage hand , prestidigitation • 1st level (4 slots): detect magic , mage armor , magic missile , shield • 2nd level (3 slots): misty step , suggestion • 3rd level (3 slots): counterspell , fireball , fly • 4th level (3 slots): greater invisibility , ice storm • 5th level (1 slot): cone of cold Actions Dagger : Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","AC":"12 (15 With Mage Armor)","HP":"40 (9d8)","CHA":11,"CON":11,"DEX":14,"INT":17,"STR":9,"WIS":12,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065469/lyXNHaGEWPK8EjUPSdwmZw/original.png","Roll 0":"1d20 + 5\n1d4+2","Skills":"Arcana +6, History +6","Source":"5th Edition SRD","data-XP":"2,300","Alignment":"Any Alignment","Languages":"Any Four Languages","data-List":"false","Spell Book":"Fire Bolt, Light, Mage Hand, Prestidigitation, Detect Magic, Mage Armor, Magic Missile, Shield, Misty Step, Suggestion, Counterspell, Fireball, Fly, Greater Invisibility, Ice Storm, Cone Of Cold","Token Size":1,"data-Spells":"{\"spells\":{\"cantrips\":[\"fire bolt\",\"light\",\"mage hand\",\"prestidigitation\"],\"1st\":[\"detect magic\",\"mage armor\",\"magic missile\",\"shield\"],\"2nd\":[\"misty step\",\"suggestion\"],\"3rd\":[\"counterspell\",\"fireball\",\"fly\"],\"4th\":[\"greater invisibility\",\"ice storm\"],\"5th\":[\"cone of cold\"]}}","data-Traits":"[{\"Name\":\"Spellcasting\",\"Desc\":\"The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: \\n\\n\\u2022 Cantrips (at will): fire bolt, light, mage hand, prestidigitation \\n\\u2022 1st level (4 slots): detect magic, mage armor, magic missile, shield \\n\\u2022 2nd level (3 slots): misty step, suggestion \\n\\u2022 3rd level (3 slots): counterspell, fireball, fly \\n\\u2022 4th level (3 slots): greater invisibility, ice storm \\n\\u2022 5th level (1 slot): cone of cold\"}]","data-Actions":"[{\"Name\":\"Dagger (Melee)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Dagger (Ranged)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"5\",\"Reach\":\"20/60 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+0","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"+3","data-STR-mod":"-1","data-SizeNum":4,"data-WIS-mod":"+1","Saving Throws":"Int +6, Wis +4","Challenge Rating":6,"Passive Perception":11,"data-CrNum":6,"data-AcNum":12,"data-HpNum":40},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mage","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Any Race)","Alignment":"Any Alignment","Expansion":21300,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Mage","description":"A mage is a brilliant and studious spellcaster, well versed in the study of all things arcane.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Mage Apprentice","description":"A young human in ill-fitting robes grips a wand tightly, face screwed up in concentration as the words to a spell spill out in a stammer. The path to becoming a mage usually begins with becoming a mage apprentice. Apprentices are paired with experienced mages, allowing them to learn the basics of magic and spellcasting with guidance and protection. The level of guidance and protection, however, depends greatly on the teaching mage’s attentiveness and care. An apt pupil can only prosper so much when paired with a poor teacher. For an apprentice, the nature of the student-teacher relationship greatly influences their success and ultimately their disposition. An individual may be apprenticed to one teacher mage, or they may learn from several as part of a magical school or other organization. Those who attend a magical school often have more safety in environs designed for magical experimentation, though this isn’t always the case. A strict syllabus. The lessons that a mage apprentice must complete often have been developed over centuries, passed down through magical orders with little to no change. In some cases, apprentices might find the pace and scope of their lessons unrelenting, and they risk cracking under the pressure or accidentally injuring themselves. In other cases, the lessons might seem slow and rudimentary, spurring them to study things outside their lessons, likely without the guidance and watchful eye of their teacher. Mostly harmless. Mage apprentices typically have limited magical knowledge, but sometimes a little knowledge, paired with a lack of experience, can lead to danger, especially among the most ambitious apprentices. Aggressive rival apprentices, desperate to prove their superiority, might sabotage or even attack their peers. Others might stretch the boundaries of magical learning, reaching for powers and techniques beyond their skill. Many an apprentice has later regretted the summoning spell or planar magic that went awry—if they managed to survive the experience.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":24844,"Challenge Rating":1},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Mage Hunter","description":"Mage hunters are hideous spider-legged creatures employed by the Oriq to pursue magic-wielders. These creatures can naturally sense magic via the glowing purple spines on their backs. A mage hunter is usually in its sentry form, a diamond-shaped drone with a heightened ability to sense and locate mages. Once it finds a quarry, the mage hunter takes on its arachnoid hunter form and pursues its targets with vicious skill. Traits Magic Sense. The hunter knows the location of every spellcaster, active spell, and magic item within 120 feet of itself. Spider Climb (Hunter Form Only). The hunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack (Hunter Form Only). The hunter makes two Claw attacks. Claw (Hunter Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the hunter can’t make a Tail attack against another target. Mage Tracker (Sentry Form Only). The hunter emits a pulse of energy that helps it better locate its magical quarry. Each creature within 120 feet of the hunter that has the ability to cast spells must succeed on a DC 14 Wisdom saving throw or be mystically marked by the hunter for 1 hour. While marked, a creature can’t become hidden from the hunter and gains no benefit from the invisible condition against the hunter. Additionally, while a marked creature is on the same plane of existence as the hunter, the hunter always knows the distance and direction to the creature. Bonus Actions Shift Form. The hunter folds into its drone-like sentry form or unfolds into its hunter form. Its game statistics are the same in each form. Reactions Consume and Destroy. When the hunter takes damage from a spell, it takes only half the triggering damage (rounded down). If the creature that cast the spell is within 60 feet of the hunter, that creature must succeed on a DC 14 Dexterity saving throw or take the other half of the damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":12501,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Mage Hunter Golem","description":"The gods cursed mortals with free will, but also blessed them with the means to survive the Primordials’ wrath—the arts of magic. With magic, the people of Exandria fend off droughts, famines, volcanic flame, slashing ice, and angry earth. But knowing that the power of magic might inevitably tear Exandria apart, the gods also created the ultimate magical failsafe—antimagic. Hunter of Magic. For many heroes who employ magic, the most terrifying nightmare is facing a hulking creature whose mere presence can strip away the power of spells and magic relics alike. Mage hunter golems are brutally efficient in their tactics, sweeping the battlefield with their disruptive antimagic, devouring spells used against them, and fitting collars to spellcasters that can leave them at the golem’s mercy. Golems Ageless and unstoppable guardians, golems are expertly crafted to execute their owners’ every command without question. Vaguely humanoid in appearance and unfailingly loyal, these powerful constructs feel no agony or sympathy, require no sustenance or sleep, ignore bribes and bargains, and do as they are told without remorse or hesitation. Covetous Origins. During the Age of Arcanum, magic inspired a deep arrogance in many of the gods’ children, who assumed arcane gifts were proof of inevitable divinity. In response, many mortal folk experimented with manufacturing “life” of their own. The dwarves succeeded first, marrying divine gifts with technical skill to animate autonomous wardens as protectors of their ancestral halls. The dwarves’ knowledge was quickly stolen and expanded upon by other folk, and creating golems eventually became less about proving that mortals can shape life as the gods do, and more about protecting life, wealth, and secrets from others. Traits Antimagic Cone. The golem creates an area of antimagic, as in the antimagic field spell, in a 60-foot cone originating from it. At the start of each of its turns, the golem decides which way the cone faces and whether the cone is active. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Absorption. Whenever the golem is subjected to a damage-dealing spell of 4th level or lower, it takes no damage and instead regains a number of hit points equal to the damage dealt. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Actions Multiattack. The golem uses its Antimagic Jolt and makes two melee attacks, or it makes three melee attacks. Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Claw (Recharge 5–6). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage, and the target must succeed on a DC 16 Dexterity saving throw or have a magic collar placed upon its neck. While the target wears the collar, it is magically prevented from speaking and cannot cast any spell. A successful DC 25 Dexterity check using thieves’ tools removes the collar. Antimagic Jolt. Each creature within the golem’s Antimagic Cone that has the ability to cast a spell of 1st level or higher must make a DC 18 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Expansion":20583,"Challenge Rating":15},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Mage of Dispater","description":"Mage Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. Diabolical Cults of Dispater Dispater trades in secrets, offering them in return for a creature’s soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing governments or religious orders. Renegade mind flayers sometimes strike pacts with Dispater in search⁠ of the secrets needed to forever escape an elder brain’s domination. Goals: Power gained and used in secret, influence exerted via blackmail, control of people and organizations through knowledge of their weaknesses and shames Typical Cultist: Acolyte, bandit, bandit captain, cult fanatic, cultist, mage, noble, spy Signature Spells: Guidance (cantrip), identify (1st level), see invisibility (2nd level), clairvoyance (3rd level) Cultists can gain the Infernal Insight trait. Cult leaders might also have the Vexing Escape trait. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. Traits Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold Actions Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Fire Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Mage of Levistus","description":"Mage Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. Diabolical Cults of Levistus Levistus has no cult in the traditional sense. Instead, he offers favors to those who are desperate to escape a seemingly inevitable fate. Drow are sometimes worshipers of Levistus, as their cruel society often pushes them into situations they feel they can’t escape. Goals: Survival and eventual revenge against those who wrong them Typical Cultist: Assassin, bandit captain, cult fanatic, cultist, mage, noble, spy, thug Signature Spells: Blade ward (cantrip), expeditious retreat (1st level), spider climb (2nd level), gaseous form (3rd level) Levistus usually grants those who pledge their souls to him a single chance to escape from danger, but some cunning folk strike a deal with Levistus, pledging their souls to him in return for escape at a future date. This boon takes the form of the Path of Levistus trait. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. Traits Path of Levistus. This creature magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the creature’s hit points. This ability can be invoked as an action by the creature or when the creature would die. Once the creature uses it, the creature can’t use it again. Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold Actions Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Fire Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Mage of Mephistopheles","description":"Mage Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference. Diabolical Cults of Mephistopheles As a master of the arcane arts, Mephistopheles finds eager recruits among those who study magic. Any monsters that use spells, such as storm giants and oni, might follow him, and wizards’ guilds and conclaves of sages are the most likely to come under his influence. Goals: Magical skill and power, backed with the will to use it to crush rivals Typical Cultist: Archmage, cult fanatic, cultist, mage, priest Signature Spells: Fire bolt (cantrip), burning hands (1st level), flaming sphere (2nd level), fireball (3rd level) Mephistopheles’s cultists can gain the Spell Shield⁠ trait. Cult leaders can also gain the Spell Leech trait. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit. Traits Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold Spell Shield⁠. This creature gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s level. Spell Leech. As a bonus action⁠, this creature chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and this creature gains it. Actions Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Fire Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Mage of Usamigaras","description":"The Mages of Usamigaras are Cynidicean spellcasters who worship Usamigaras, a god of magic, messengers, and lies. They hide their identities and intentions behind silver masks depicting the face of their god. Secrecy is key among the Mages of Usamigaras. Members whisper in the presence of outsiders and pepper their speech with lies, even obvious ones. Such behavior isn’t rude among members, who view deceit as worthy of celebration, not chastisement. Mage of Usamigaras The common members of the Mages of Usamigaras use their magical talents to charm and deceive the faction’s opponents. Actions Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2) force damage. Spellcasting. The mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12): At will: Light, Mage Hand, Minor Illusion 1/day each: Charm Person, Disguise Self, Silent Image","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Neutral","Expansion":31434,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Mageslayer","description":"Mageslayers are warrior sorcerers that have trained in dealing with and defeating spellcasters. Their arcane repertoire consists of spells that counter and dispel enemy magic. In addition, their weapon attacks can disrupt enemy concentration. Actions Multiattack. The mageslayer makes two Longsword attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 3 (1d6) psychic damage and the creature has disadvantage on the saving throw it makes to maintain its concentration. Disrupting Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 12 (2d8 + 3) psychic damage, and the target must succeed on a DC 14 Constitution saving throw or be incapacitated and its speed halved until the end of the mageslayer's next turn. Spellcasting. The mageslayer casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14): At will: gust, mage hand, message, true strike 1/day each: detect magic, dispel magic, haste, mind spike, vortex warp Bonus Actions Arcane Step (1/Day). The mageslayer teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Quickened Spell (2/Day). The mageslayer uses Spellcasting. Subtle Spell (2/Day). The mageslayer uses Spellcasting, requiring no somatic or verbal components. Reactions Mage Strike. When a creature within 5 feet of the mageslayer casts a spell, the mageslayer can make a melee weapon attack against that creature. Negate Spell (Recharge 5–6). The mageslayer tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, the mageslayer makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Magewright","description":"In Khorvaire, magic is part of everyday life. A chef might use prestidigitation to heat and season food, while a blacksmith uses mending to perform minor repairs and guidance to help inspire their work. Those who work minor magic into their labors are called magewrights. Far more limited in magical power than a typical spellcaster, a magewright is dedicated to learning a handful of spells, and magewrights cast their non-cantrip spells as rituals—even spells that can’t normally be cast in this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the form of dragonshards. Creating a Magewright The magewright stat block provides the baseline statistics for a magewright. You then add to that baseline by choosing a specialty from the Magewright Specialties table, or roll for one. The specialty determines additional spells the magewright knows, including ones that can be cast only as rituals. The specialty also gives the magewright more proficiencies. Magewright Specialties d8 Specialty Spells Proficiencies 1 Artisan Guidance, mending One type of artisan’s tools 2 Entertainer Minor illusion, thaumaturgy. Ritual only: disguise self. Performance (+3) 3 Healer Resistance, spare the dying. Ritual only: detect poison and disease, lesser restoration (1 hour). Medicine (+4), herbalism kit 4 Lamplighter Light. Ritual only: continual flame (1 hour). Tinker's tools 5 Locksmith Mending . Ritual only: arcane lock (1 hour) , knock. Thieves' tools, tinker's tools 6 Mediator Guidance. Ritual only: comprehend languages, zone of truth. Insight (+4), Persuasion (+3) 7 Medium Minor illusion . Ritual only: speak with dead. Deception (+3), Religion (+4) 8 Oracle Guidance . Ritual only: augury, divination (1 hour). History (+4), Religion (+4)","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":4480,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Maggie Keeneyes (Tier 1)","description":"People might laugh when a 12-foot-tall ogre orders a drink at a bar and says her name is Maggie, but they don’t laugh for long. Some people fixate on her name, her enormous size, her muscles, or the weapon at her side. Wiser folk take notice of Maggie’s bright blue eyes. All her life, people have considered Maggie a stupid meathead because of her size, but her eyes betray her intelligence. She can read others with a glance, whether in conversation or in a duel. When her eyes dart back and forth across a battlefield, they take in enough information to give her allies an advantage in the fight. Things changed for Maggie when she first arrived in Jigow and met Ayo Jabe three weeks ago. She came looking for mercenary work to make ends meet but found a true friend instead. Ayo saw the intelligence in Maggie’s eyes and was keen to hear Maggie’s thoughts. They became fast friends, and Maggie would sooner die than let harm come to her new companion. Maggie loves poetry and music with profound lyrics, as well as matching wits with people as clever as she is. She hates being stereotyped and has a dim view of those who are too quick to judge others. Rivals’ Goals Spar with a true tactical genius; write a song or poem that causes someone to weep with emotion; be able to retire and never kill again Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 1 Rivals The tier 1 rivals are fledgling adventurers who have gained a modicum of power through their individual exploits before the beginning of this story. They are seeking to write a grand tale of their own. Traits Tactical Readiness. Maggie and allies within 30 feet of her have advantage on initiative rolls, as long as Maggie isn’t incapacitated. Actions Giant Maul. Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage, and if the target is a creature, Maggie can force it to make a DC 14 Strength saving throw; on a failed save, the target is pushed 5 feet away from Maggie and knocked prone. Hammer Toss. Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage, and if the target is a creature, Maggie can force it to make a DC 14 Strength saving throw; on a failed save, the target is pushed 5 feet away from Maggie and knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant (Ogre)","Alignment":"Lawful Neutral","Expansion":13016,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Maggie Keeneyes (Tier 2)","description":"People might laugh when a 12-foot-tall ogre orders a drink at a bar and says her name is Maggie, but they don’t laugh for long. Some people fixate on her name, her enormous size, her muscles, or the weapon at her side. Wiser folk take notice of Maggie’s bright blue eyes. All her life, people have considered Maggie a stupid meathead because of her size, but her eyes betray her intelligence. She can read others with a glance, whether in conversation or in a duel. When her eyes dart back and forth across a battlefield, they take in enough information to give her allies an advantage in the fight. Things changed for Maggie when she first arrived in Jigow and met Ayo Jabe three weeks ago. She came looking for mercenary work to make ends meet but found a true friend instead. Ayo saw the intelligence in Maggie’s eyes and was keen to hear Maggie’s thoughts. They became fast friends, and Maggie would sooner die than let harm come to her new companion. Maggie loves poetry and music with profound lyrics, as well as matching wits with people as clever as she is. She hates being stereotyped and has a dim view of those who are too quick to judge others. Rivals’ Goals Spar with a true tactical genius; write a song or poem that causes someone to weep with emotion; be able to retire and never kill again Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 2 Rivals The tier 2 rivals are learning that their adventures take them into horrific places that will test their mettle, but they face these challenges with heads held high. Traits Push. Once during each of her turns, after hitting a creature with an attack, Maggie can force the target to make a DC 15 Strength saving throw; on a failed save, the target is pushed up to 10 feet horizontally away from Maggie and knocked prone. Tactical Readiness. Maggie and allies within 30 feet of her have advantage on initiative rolls, as long as Maggie isn’t incapacitated. Actions Multiattack. Maggie makes two Giant Maul or Hammer Toss attacks. Giant Maul. Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. Hammer Toss. Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. Bonus Actions Rally (1/Day). Maggie targets one creature she can see within 30 feet of herself and bolsters it with words of encouragement. The target gains 15 temporary hit points if it can see or hear Maggie.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant (Ogre)","Alignment":"Lawful Neutral","Expansion":13016,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Maggie Keeneyes (Tier 3)","description":"People might laugh when a 12-foot-tall ogre orders a drink at a bar and says her name is Maggie, but they don’t laugh for long. Some people fixate on her name, her enormous size, her muscles, or the weapon at her side. Wiser folk take notice of Maggie’s bright blue eyes. All her life, people have considered Maggie a stupid meathead because of her size, but her eyes betray her intelligence. She can read others with a glance, whether in conversation or in a duel. When her eyes dart back and forth across a battlefield, they take in enough information to give her allies an advantage in the fight. Things changed for Maggie when she first arrived in Jigow and met Ayo Jabe three weeks ago. She came looking for mercenary work to make ends meet but found a true friend instead. Ayo saw the intelligence in Maggie’s eyes and was keen to hear Maggie’s thoughts. They became fast friends, and Maggie would sooner die than let harm come to her new companion. Maggie loves poetry and music with profound lyrics, as well as matching wits with people as clever as she is. She hates being stereotyped and has a dim view of those who are too quick to judge others. Rivals’ Goals Spar with a true tactical genius; write a song or poem that causes someone to weep with emotion; be able to retire and never kill again Rival Tiers Just as the characters advance in level and gain new equipment over the course of this adventure, so do the rivals increase in power. Each rival is represented by three stat blocks. Tier 3 Rivals Their journey has forced the tier 3 rivals to make decisions, sometimes out of grim necessity, that they might have not made earlier. All five suffer from ruidium corruption (see “Ruidium” in the introduction). When the characters encounter them, assume that the rivals have removed all levels of exhaustion from themselves through rest or magic, but the other effects of ruidium corruption remain. If instead you want to weaken the rivals to make them less of a physical threat or reinforce the danger of ruidium corruption, you can give one or more of the rivals 1d4 levels of exhaustion each. In this case, you’ll need to keep track of each rival’s exhaustion level and the condition’s corresponding effects (see “Exhaustion” in the Player’s Handbook ). Useful Magic. To facilitate their efforts, Galsariad has learned the water breathing spell. Additionally, all the rivals have acquired ruidium equipment to protect them from the effects of underwater pressure. Traits Push. Once during each of her turns, after hitting a creature with an attack, Maggie can force the target to make a DC 16 Strength saving throw; on a failed save, the target is pushed up to 15 feet horizontally away from Maggie and knocked prone. Special Equipment. Maggie wears a suit of ruidium armor (plate; see appendix B). If Maggie rolls a 1 on a saving throw while wearing the armor, she must succeed on a DC 20 Charisma saving throw or gain 1 level of exhaustion. Tactical Readiness. Maggie and allies within 30 feet of her have advantage on initiative rolls, as long as Maggie isn’t incapacitated. Actions Multiattack. Maggie makes two Heavy Greataxe or Hammer Toss attacks. Heavy Greataxe. Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 16 (2d12 + 5) slashing damage. Hammer Toss. Ranged Weapon Attack : +8 to hit, range 20/60 ft., one target. Hit : 15 (4d4 + 5) bludgeoning damage. Bonus Actions Rally (1/Day). Maggie targets one creature she can see within 60 feet of herself and bolsters it with words of encouragement. The target gains 30 temporary hit points if it can see or hear Maggie.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant (Ogre)","Alignment":"Lawful Neutral","Expansion":13016,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Magitech Defender","description":"These are silver-plated humanoid constructs. They have glass orbs embedded in their palms that release blazing beams of light. Actions Multiattack. The defender makes two melee or two ranged attacks. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. Beam Blaster. Ranged Weapon Attack: +5 to hit, range 60 ft., one creature. Hit: 10 (3d6) radiant damage","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":15703,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 2"},{"name":"Magitech Seeker","description":"Seekers are worm-like metal constructs. They have long, bladed tentacles extending from their bodies. Their head opens into an orifice containing rings of sharp metal teeth. Actions Multiattack. The seeker attacks twice with its tentacles or makes one tentacle attack and one bite attack. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) slashing damage. Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":15703,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Arcadia Issue No. 2"},{"name":"Magma Colossus","description":"The magma golem is a formidable, awe-inspiring construct crafted to resemble an imposing 12-foot-tall armored knight. Its outer shell resembles a suit of armor composed of molten magma and volcanic rock, adorned with jagged edges and fiery runes. Flames emanate from the surface of its body and lava streams between its ridges like an orange river. Implacable Sentinel. As typical with golems, the magma golem is driven by a single-minded purpose to follow the commands of its owner, even if the latter no longer exists. The golem's movements are deliberate and powerful, with each step accompanied by the resonating rumble of molten rock. Walking Incinerators. The magma golem constantly radiates an aura of punishing fire, scorching the air around it and making its proximity unbearable for most creatures. Additionally, it can generate surges of even greater heat, unleashing waves of searing energy that can incinerate anything unfortunate enough to be caught within its reach. When damaged, the magma golem can repair and reconstruct itself by subjecting its body with fire. It usually does this by dipping itself into a pool of lava. Hellish Colossi. Powerful artificers and archmages working together can build even mightier magma golems. Twice as tall and unbelievably powerful, these colossi cause the ground to shake when they walk. There are even rumors of infernal versions that stand guard in the palaces of archdevils. Traits Fire Aura. At the start of each of the colossus’s turns, each creature within 10 feet of it takes 5 (1d10) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the colossus or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Fire Absorption. Whenever the colossus is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Ground-Shaker. When the colossus moves within 10 feet of a creature that is standing on the ground, that creature must succeed on a DC 21 Strength or DC 21 Dexterity saving throw (creature's choice) or be knocked prone. A creature only needs to make this saving throw once per turn. Immutable Form. The colossus is immune to any spell or effect that would alter its form. Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects. Magic Weapons. The colossus's weapon attacks are magical. Siege Monster. The colossus deals double damage to objects and structures. Unusual Nature. The colossus doesn’t require air, food, drink, or sleep. Water Susceptibility. For every 5 feet the colossus moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The colossus makes two Slam attacks. Slam. Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage plus 5 (1d10) fire damage. Heat Surge (Recharge 6). The colossus generates waves of intense heat. Each creature within 20 feet of it must make a DC 20 Constitution saving throw. On a failed save, a creature takes 40 (9d8) fire damage and gains two levels of exhaustion. On a successful save, a creature takes half as much damage with no additional effect.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Magma Elemental","description":"These elementals are born from the burning embers and discarded earthly ores from the work of the God of the Forge. They can be found in the elemental plane of fire, the plane of magma, or places in the material plane where volcanic activity is present and constant. Their appearance is rarely consistent, as they look like ever-shifting blobs of magma that take on a vaguely humanoid form only when intentionally attacking. At any other time they resemble an ooze-like creature more than an elemental. Despite belonging to a very dangerous element, their typical behavior is rather calm and lazy. They prefer resting alongside currents of molten rock rather than do anything else. Moreover, they are not known as aggressive until they are threatened, in which case they are extremely dangerous. Tools of the Strong. As a result of their easy going nature they often end up being used by smarter and more powerful beings. It is not uncommon to see them act as a deterrent to the entry of a red dragon’s lair, for example. Elementals These beings are intrinsically tied with the domains of various gods, even said to be divine servants at times. They are the object of study of many wizards and theologists for this reason. About the Greek Elementals These elementals very much resemble those present in the Monster Manual and work on similar mechanical structures. Elemental Nature: An elemental doesn’t require air, food, drink, or sleep. Subject to Conjuration: An spellcaster can summon these elementals through the conjure elementals spell, by using an appropriate spell slot to the Challenge Rating of each elemental. Traits Magma Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage and must succeed on a DC 16 Strength saving throw or the weapon becomes stuck in the elemental. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. Until the grapple ends, the wielder takes 5 (1d10) fire damage at the start of each of its turns. To end the grapple, the wielder can release the weapon or pull it free by taking an action to make a DC 16 Strength check and succeeding. Actions Multiattack. The elemental makes two magma slam attacks. Magma Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage. Magma Glob. Ranged Weapon Attack: +8 to hit, reach 20/40ft., one target. Hit: 17 (5d6) fire damage. The target must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) fire damage at the start of its next turn. Magma Wave (Recharge 6). The elemental sprays magma in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Magma Golem","description":"The magma golem is a formidable, awe-inspiring construct crafted to resemble an imposing 12-foot-tall armored knight. Its outer shell resembles a suit of armor composed of molten magma and volcanic rock, adorned with jagged edges and fiery runes. Flames emanate from the surface of its body and lava streams between its ridges like an orange river. Implacable Sentinel. As typical with golems, the magma golem is driven by a single-minded purpose to follow the commands of its owner, even if the latter no longer exists. The golem's movements are deliberate and powerful, with each step accompanied by the resonating rumble of molten rock. Walking Incinerators. The magma golem constantly radiates an aura of punishing fire, scorching the air around it and making its proximity unbearable for most creatures. Additionally, it can generate surges of even greater heat, unleashing waves of searing energy that can incinerate anything unfortunate enough to be caught within its reach. When damaged, the magma golem can repair and reconstruct itself by subjecting its body with fire. It usually does this by dipping itself into a pool of lava. Hellish Colossi. Powerful artificers and archmages working together can build even mightier magma golems. Twice as tall and unbelievably powerful, these colossi cause the ground to shake when they walk. There are even rumors of infernal versions that stand guard in the palaces of archdevils. Traits Fire Aura. At the start of each of the golem’s turns, each creature within 5 feet of it takes 5 (1d10) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Water Susceptibility. For every 5 feet the golem moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The golem makes two Slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 5 (1d10) fire damage. Heat Surge (Recharge 6). The golem generates waves of intense heat. Each creature within 10 feet of it must make a DC 17 Constitution saving throw. On a failed save, a creature takes 27 (6d8) fire damage and gains one level of exhaustion. On a successful save, a creature takes half as much damage with no additional effect.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Magma Landshark","description":"Lurking inside volcanoes, subterranean magma pits, and the endless seas of flame within the Elemental Plane of Fire, magma landsharks live only to eat. These creatures are physically similar to bulettes, the common landshark of the Dividing Plains, but are filled with churning elemental power. This fiery, armored predator burrows and burns through solid rock and can sense the slightest movement in the ground around it. When hungry—and these creatures are always hungry—a magma landshark erupts from under the earth, oblivious to any obstruction or danger, uprooting trees, destroying roads, unleashing avalanches, and leaving sinkholes behind in its wake. Its jaws widen as it swallows prey whole, and even creatures that initially survive the attack must contend with an aura of intense heat if they can't escape. Traits Searing Presence. Any creature that starts its turn within 10 feet of the landshark takes 11 (2d10) fire damage. Standing Leap. The landshark’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. Illumination. The landshark sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Actions Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 45 (6d12 + 6) piercing damage, and 14 (4d6) fire damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the landshark. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the landshark, and it takes 42 (12d6) fire damage at the start of each of the landshark’s turns. If the landshark takes 30 damage or more on a single turn from a creature inside it, the landshark must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the landshark. If the landshark dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Deadly Leap. If the landshark jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 18 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 27 (6d6 + 6) bludgeoning damage plus 21 (6d6) fire damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 feet out of the landshark’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the landshark’s space. Lava Pool (Recharge 6). If the landshark is on solid ground, it melts the area around it, creating a pool of lava in a 10-foot radius. Any creature that starts its turn in the area or enters it for the first time on a turn takes 44 (8d10) fire damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Expansion":20583,"Challenge Rating":14},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Magma Mephit","description":"Mephits Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements. Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales. Elemental Nature. A mephit doesn’t require food, drink, or sleep. Magma Mephit Composed of earth and fire, magma mephits glow a dull red color as they perspire beads of molten lava. They are slow to comprehend the meaning of others’ words and actions. Traits Death Burst : When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. False Appearance : While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. Innate Spellcasting (1/Day) : The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. Actions Claws : Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. Fire Breath (Recharge 6) : The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Variant: Summon Mephits (1/Day) : Some mephits can have an action option that allows them to summon other mephits. The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Magma Mephit","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Death Burst : When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. False Appearance : While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma. Innate Spellcasting (1/Day) : The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma. Actions Claws : Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage. Fire Breath (Recharge 6) : The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Variant: Summon Mephits (1/Day) : The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","AC":11,"HP":"22 (5d6+5)","CHA":10,"CON":12,"DEX":12,"INT":7,"STR":8,"WIS":10,"Size":"Small","Type":"elemental","Speed":"30 ft., fly 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065482/0vtEV_4G6vP3xXS6-QDzLA/original.png","Roll 0":"Claws\n1d20 + 3\n1d4+1","Senses":"Darkvision 60 Ft.","Skills":"Stealth +3","Source":"5th Edition SRD","data-XP":100,"Alignment":"Neutral Evil","Languages":"Ignan, Terran","data-List":"false","Immunities":"Fire, Poison","Spell Book":"Heat Metal","Token Size":1,"data-Spells":"{\"innate\":{}}","data-Traits":"[{\"Name\":\"Death Burst\",\"Desc\":\"When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.\"},{\"Name\":\"False Appearance\",\"Desc\":\"While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.\"},{\"Name\":\"Innate Spellcasting (1/Day)\",\"Desc\":\"The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.\"}]","data-Actions":"[{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d4 + 1\",\"Damage Type\":\"slashing\",\"Damage 2\":\"1d4\",\"Damage 2 Type\":\"fire\"},{\"Name\":\"Fire Breath (Recharge 6)\",\"Desc\":\"The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.\"},{\"Name\":\"Variant: Summon Mephits (1/Day)\",\"Desc\":\"The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.\"}]","data-CHA-mod":"+0","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-2","data-STR-mod":"-1","data-SizeNum":1,"data-WIS-mod":"+0","Vulnerabilities":"Cold","Challenge Rating":"1/2","Passive Perception":10,"Condition Immunities":"Poisoned","data-CrNum":0.5,"data-AcNum":11,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Magma Octopus","description":"Eight tentacles reach out from the scorched body of this unusual octopus-like creature. Glowing yellow, orange, and red patches smolder on its skin, like embers flaring to life. Elemental Bodies. Magma octopuses are creatures that physically resemble the marine animals for which they are named, but they make their homes in lava, swimming through it as easily as aquatic octopuses swim through water. Born in the fiery seas of the Plane of Fire long ago, many magma octopuses wandered to the Material Plane through various portals and thinned barriers between the planes. They exist throughout the world, particularly in underground caverns with open lava flows, within the craters of some volcanoes, and swimming through underground networks of magma. Intelligent. Magma octopuses live simple lives with a quiet intelligence that slightly surpasses that of aquatic octopuses. They have no language and cannot communicate verbally. They are known to recognize individuals from other species and remember individuals that might have caused them pain or helped them out of a bad situation. Magma octopuses only fight others if they are attacked first, but they can become extremely territorial if intruders tread too close to home. They have a fondness for fire-based magic and sometimes can be recruited to serve as guardians for wizards, efreeti, and other powerful, fiery creatures. Elemental Nature. A magma octopus doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Magma Ooze","description":"The magma ooze is a menacing creature that masquerades as flowing lava, slowly approaching unsuspecting prey with its deceptive appearance. The searing hot abomination possesses an amorphous body that glows with an intense orange-red radiance, giving the illusion of molten rock in motion. Its surface continually ripples and undulates, captivating the attention of those who dare to venture too close. Consuming Flames. The magma ooze presents a formidable threat to any creature that comes within its proximity. The mere touch of its flaming pseudopods can roast flesh and inflict agonizing burns. Its larger specimens possess the terrifying ability to engulf smaller creatures, enveloping them within their semi-liquid form. Trapped inside the molten embrace of the magma ooze, victims suffer a gruesome fate as they are slowly consumed by the blazing magma, their cries drowned out by the eerie sizzling of flesh. Ambush Predator. The magma ooze primarily inhabits the periphery of volcanic regions, lurking near animal trails and paths where it can lie in wait, hidden in plain sight beside lava streams. There it bides its time until prey moves within striking distance, lashing out with its tentacle-like pseudopods. Traits Amorphous . The ooze can move through a space as narrow as 1 inch wide without squeezing. False Appearance. If the ooze is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the ooze move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the ooze is animate. Fire Aura. At the start of each of the ooze’s turns, each creature within 5 feet of it takes 5 (1d10) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Illumination. The ooze sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Water Susceptibility. For every 5 feet the ooze moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 5 (1d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Medium","Type":"Ooze","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Magma Ooze","description":"Magma oozes are living pools of molten rock. They roam the borders of the Plane of Earth and Plane of Fire, and on the Material Plane they sometimes arise spontaneously from strange magic, usually in the vicinity of volcanoes. 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It wouldn't be unheard of to find an Opus wandering the depths of some forgotten crypt or vault, a forgotten accident of a last cescendo. Use a +6 for the proficiency bonus and a +5 for the spellcasting modifier in this case.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Challenge Rating":0},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Magma Paraelemental","description":"Spawned within the core of massive volcanoes located at the edges of where Elemental Planes of Earth and Fire touch, the magma paraelemental is a hulking being composed of lava and stone. Its upper body appears as a stocky, muscular humanoid with searing red lava glowing from within the cracks on its body, its eyes, and mouth. Its lower half is a mass of hot molten rock, which it uses to crawl over the ground like a snail, burning every surface it passes. Hot-Blooded. The magma paraelemental's body is scorchingly hot that its mere touch causes flesh and objects to catch fire. Those foolish enough to strike it with bare hands and weapons soon discover the folly of their actions, as the quick contact of their attack is enough to roast their flesh. Hot Companions. In the Material Plane, magma elementals inhabit places of intense heat and often within the presence of magma, such as volcanoes, lava beds, and deep within Toril's core. It is not surprising that they associate with azers, duergar, efreet, fire giants, magma mephits, salamanders, smoke mephits, and red dragons, serving as guards, siege troops, or smelters. They are also sometimes summoned by followers of Grumbar, Imix, Kossuth, Ogrémoch, and Surtur. Paraelementals A paraelemental is an amalgamation of two elemental energies bound within a single life force. Because it is a combination of two elemental forces, a paraelemental can be volatile and dangerous. While extremely rare in the Material Plane, they dwell in regions where their respective Elemental Planes overlap. Elemental Nature. A paraelemental doesn’t require air, food, drink, or sleep. Traits Heated Body. A creature that touches the paraelemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Heated Weapons. When the paraelemental hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). Illumination. The paraelemental sheds bright light in a 10-foot radius and dim light in an additional 10 feet. Siege Monster. The paraelemental deals double damage to objects and structures. Water Susceptibility. For every 10 feet the paraelemental moves in water, or for every 2 gallons of water splashed on it, it takes 1 cold damage. Actions Multiattack. The paraelemental makes two Slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 3 (1d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Hurl Magma. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 5 (1d10) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"typically Neutral","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Magma Roc","description":"These rocs are slightly smaller than their Upperworld cousins, but completely immune to fire, living in nests placed above magma vents for both comfort and safety. Centuries of existence in the Underworld have changed these avians to life in the dark deep. Auditory Predator. The magma rocs eyes have evolved into bizarre auditory receptors. Whenever a magma roc unleashes a sonic scream (often the last thing their prey hears before being carried off for an untimely plunge into magma) these point away from the head, simultaneously protecting its own senses while paralyzing their victims. Ancient Origins. No one is certain when rocs made their way into the Fungi Forest, how long ago that was or how they survived; they only know that they did. For centuries these huge predators of the sky subsisted on whatever they could inside the Rift but over time, like the rift flumphs, their biologies changed to match their new environment. Local lore claims that the lost race that occupied the ruins of the Rift domesticated these fearsome creatures and used them as mounts, but the truth of that legend remains untested. Untamable . Attempting to tame a magma rocs often leads the wayward soul down into the Rift as the bird plunges directly into a lava flow. Magma Dens. Beneath the lava of the deep Underworld, magma rocs dwell in hidden magma caves. These places are said to contain vast mosaics that chronicle the history of the race that once occupied the Ruins of the Rift; there are carvings of humanoids riding dragons through tunnels, a gathering of underground serpents, and the apparent destruction of many of their settlements by their once-steeds, all centered around five orbs that encircle one of these forgotten peoples.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":5818,"Challenge Rating":10},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Magmin","description":"A grinning, mischievous magmin resembles a stumpy humanoid sculpted from a black shell of magma. Even when it isn’t ablaze and radiating heat like a bonfire, small jets of flame erupt from its porous skin. Summoned Pyromaniacs. Magmins are fire elemental spirits bound into physical forms by magic, and they appear in the Material Plane only when summoned. They view flammable objects as kindling for a grand conflagration, and only the magical control exerted by their summoners keeps them from setting everything they touch ablaze. Their propensity for fire and havoc makes them ideal for spreading chaos and destruction. A mob of magmins summoned inside a castle can reduce it to a burning shell within minutes. Fiery Destruction. Although its flame is potent, the magmin’s hard magma shell prevents it from instantly igniting everything it comes into contact with. However, like the fires inside them, magmins are capricious and unpredictable. Moreover, as simple elemental creations, they are oblivious to the harm their native element causes creatures of the Material Plane. If it has the opportunity while in service to its master, a magmin seeks out areas of great heat, such as forest fires or the bubbling magma of an active volcano. At other times, a magmin compulsively looses fire from its fingertips, delighting in setting objects ablaze. Traits Death Burst : When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. Ignited Illumination : As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft. Actions Touch : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3, 1d6, fire damage at the end of each of its turns.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Source":"MM1","Alignment":"chaotic neutral","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Magmin","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Death Burst : When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. Ignited Illumination : As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft. Actions Touch : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the end of each of its turns.","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"9 (2d6+2)","CHA":10,"CON":12,"DEX":15,"INT":8,"STR":7,"WIS":11,"Size":"Small","Type":"elemental","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065495/pXv7B_z1XqINj9q4nL7WTA/original.png","Roll 0":"Touch\n1d20 + 4\n2d6","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":100,"Alignment":"Chaotic Neutral","Languages":"Ignan","data-List":"false","Immunities":"Fire","Token Size":1,"Resistances":"Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Death Burst\",\"Desc\":\"When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.\"},{\"Name\":\"Ignited Illumination\",\"Desc\":\"As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.\"}]","data-Actions":"[{\"Name\":\"Touch\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6\",\"Damage Type\":\"fire\",\"Desc\":\"If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the end of each of its turns\"}]","data-CHA-mod":"+0","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"-1","data-STR-mod":"-2","data-SizeNum":1,"data-WIS-mod":"+0","Challenge Rating":"1/2","Passive Perception":10,"data-CrNum":0.5,"data-AcNum":14,"data-HpNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Magnetite Armour","description":"Animated Magnetite Crafted from highly magnetic magnetite, these animated armours and weapons share the common property of being immobilised by heat. The animated suit of plate armour is capable of conjuring bolts of arcanomagnetic force that can knock a creature off its feet.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":23695,"Challenge Rating":6},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Magnetite Wyrmling","description":"Magnetite Dragons Matter-of-fact and down-to-earth, magnetite dragons are distant relatives of the metallic dragons, though they lack the ability to shapechange. A magnetite dragon has a bestial slant to its appearance; its short maw, narrow eyes, and stocky hind legs give it the proud and powerful cast of a rearing bull. Two wide horns—the source of its magnetic control—sweep forwards from its brow, often sporting an array of ferrous paraphernalia. Wyrmlings’ scales are a dull grey, but quickly take on an iridescent red-blue sheen as they age and are exposed to sources of magic. Of particular note are its hexofuga: the blocky shards that protrude from its back. These arcano-magnetic organs are the source of its ability to fly, its true wings being small, vestigial structures with little musculature. Treasure & Power. Made of a keratin-magnetite composite, a magnetite wyrmling’s back scales can only develop into hexofuga upon prolonged exposure to arcane fields. In fact, a magnetite dragon’s growth and power is intrinsically linked to the duration and magnitude to which it has been exposed to magic. Though a magnetite wyrmling is among the weakest of all dragon wyrmlings, a fully grown individual can rival even a black dragon in power. For this reason, a magnetite dragon has no care for gold and gems; it covets only magical items and sources of arcane power: the stronger the better. Neutral Motives. Magnetite dragons are incensed by the proliferation of order or chaos, and feel a compulsion to maintain the natural, chaotic order of the world. Persuading such a dragon to fight for good or evil is a futile affair, but the mere mention of the Plane of Fey’s uncontrolled chaos, or the clockwork nirvana’s orderly machinations, is enough to motivate evenly the most slovenly individual. Magical Magnetite. It is an established arcano-magical fact that magnetite’s properties change on exposure to strong magical fields. The usually brittle substance hardens and exhibits much stronger magnetic fields. However, the material’s superconducting properties are nullified on exposure to heat. For these reasons, a magnetite dragon typically makes its home in subzero conditions and near strong sources of magic. A Magnetite Dragon’s Lair Magnetite dragons make their homes in rocky, iron-rich terrain suffused with ambient magic. An abandoned arcane laboratory in a haematite-filled cavern is a lair all magnetite dragons dream of. Regional Effects The region containing a legendary magnetite dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Shards of dark-grey crystal thrust up out of the ground, rippling with rainbow shimmers. Insects’ carapaces are oddly angular, and those that fly do so noiselessly, on stationary, outstretched wings. Horns and antlers of local fauna appear warped to create sharp right-angles, almost forming squares atop their heads. Lair Actions So long as the dragon is alive and within its lair, it can evoke the ambient magic to take lair actions. The DCs and damage of the lair actions and environmental hazards depend on the age of the dragon the party encounters. Age-Based Saving Throw DC and Damage Dragon VDC Vdam Young 12 3 (1d6) Adult 15 10 (3d6) Ancient 17 21 (6d6) Lair Actions. On initiative count 20 (losing initiative ties), the dragon takes one of the following lair actions; the dragon can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Magnetic Waves. The lair’s magnetised rock emits a pulse affecting all ferrous metals within the lair. Each creature holding a ferrous weapon or wearing ferrous armour must make a VDC Strength saving throw. On a failure, a creature holding a ferrous weapon is disarmed of its weapon, which flies 10 feet in a random direction, and a creature wearing ferrous armour is knocked prone. Roll a d8 and consult the Random Directions table to determine the direction. Arcanomagnetic Interference. The lair becomes ensconced in an antimagic field until initiative count 20 of the next round. Each spellcaster in the lair immediately makes a DC 10 Perception check using its spellcasting ability. On a success, it detects the absence of magic in the lair. Magnetite Shards. Razor-sharp shards erupt from the ground in a 20-foot radius centred on a point within the lair. Each creature in the area must succeed on a VDC Dexterity saving throw or take Vdam piercing damage. Until initiative count 20 of the next round, the area is subject to nonmagical effects identical to the spike growth spell. Random Directions d8 Direction d8 Direction 1 North 5 South 2 North-east 6 South-west 3 East 7 West 4 South-east 8 North-west ","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"neutral","Expansion":23695,"Challenge Rating":1},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Magnus the Bushcrafter","description":"Growing up with his frost giant brethren on the snowy mountain peaks, Magnus’ youth was a simple life of hunting the tundra’s wild game. But as the years passed and his body grew, so did Magnus’ curiosity about the world. When the dwarven ranger Branak came by his tribe looking for a local guide, Magnus eagerly volunteered – and when the dwarf started sharing his knowledge of wilderness survival, it felt natural for Magnus to stick around. Years later, when a rusty grappling hook caused the death of his old mentor during a mountain climb, the giant inherited the old ranger’s impressive collection of survival gear. From that day, Magnus decided that he would dedicate himself to helping others overcome the hazards of the wilderness by supplying them with the right equipment. In the years since, Magnus’ mammoth sled has grown into a regular magic shop. Roleplaying Magnus Magnus is more survivalist than merchant. Nothing excites the giant more than a conversation about the clever application of a specific type of survival gear or sharing stories of overcoming harsh environments and dangerous situations in the wild. Magnus regards himself as a knowledgeable and spiritually enlightened person. He takes great pride in his survival skills and will share tips and tricks for navigating the tundra to any who will listen. He reveres statements made by his dwarven mentor such as “you can never have enough rope” or “might as well be dead already if you own fewer than three grappling hooks” as sacred doctrine. Magnus often recites these teachings while staring out at the horizon and nodding to himself with a knowing expression on his face, as if he’s sharing something deep and profound.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Chaotic Good","Expansion":27826,"Challenge Rating":10},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Mahadi the Rakshasa","description":"Mahadi the rakshasa appears as a wealthy merchant lord. Though extremely powerful, Mahadi doesn’t believe in taking unnecessary risks, particularly in the Nine Hells where he can be permanently slain. Mahadi acts as the eyes and ears of Asmodeus in Avernus. As a deal broker and moderator, he’s privy to all manner of dealings that might otherwise escape the attention of his patron. In his role as the master of the Wandering Emporium, Mahadi has received special dispensation from Asmodeus to travel freely between the Material Plane and the Nine Hells to operate his business, as well as to pursue information and broker contracts and other such arrangements as needed. In addition to managing the Wandering Emporium, Mahadi is also the proprietor and host of Infernal Rapture, a restaurant and spa. Since the establishment exists within a demiplane, patrons can comfortably visit it at any time, even while the caravan is on the move. As long as they can pay for services rendered, guests need not fear being trapped within, since Mahadi is very serious about maintaining the contract between host and guest. Each guest must agree to this formal arrangement prior to gaining entrance. Mahadi has a special collection of named soul coins, each of which harbors the soul of an enemy the rakshasa vanquished in the past. Mahadi consults with these souls individually, forcing them to provide insight on all manner of subjects. Roleplaying Mahadi Outwardly, Mahadi presents himself as a charismatic and gracious host. He makes each guest of Infernal Rapture feel as though they’re the most important person in all the planes of existence, catering to their every whim and desire. While he is equally cordial to all guests of the Wandering Emporium, those entering his establishment fall under a special contract and therefore rank most highly in his esteem. Of course, guests leaving Infernal Rapture are expected to pay their bills in full prior to departure. If a guest cannot pay for whatever reason, the contract they signed on entry clearly stipulates their soul is forfeit. They’re required to pay off their debt through service. All such individuals fall under the effect of a geas cast as a 9th-level spell, which cannot be willingly broken by the affected individual until their debt is paid in full. What Mahadi does with such defaulters depends on their capabilities. Some become indentured servants, working at Infernal Rapture. If they possess a talent for sales, they might eventually obtain a business to run within the Wandering Emporium. If adventurers inform Mahadi (and by extension Asmodeus) about Arkhan’s possession of the Hand of Vecna , Mahadi does everything he can to strike a deal with them, offering any of the gifts listed under “Mahadi’s Deals” in exchange for the artifact. This is in lieu of the terms normally offered by Asmodeus. Mahadi’s Deals Mahadi has the power to make deals at the direction and with the authority of Asmodeus as if he were an archdevil (see appendix A). All such deals must be presented to the other party without alteration, and they are not negotiable. In all such agreements, Asmodeus wants one thing only: a character signing one of these contracts gives up their soul forever. After the signing character reaches 17th level, if at any point they die, their death is permanent, with no chance to return from the grave. Asmodeus takes their soul and makes them a pit fiend, in his service for eternity. Mahadi can offer the following gifts in exchange for a soul contract: Magic Item. Asmodeus gifts the adventurer with a rod of lordly might, to which only the recipient and its direct descendants can attune. Resurrection. Asmodeus sends one of his loyal priest followers to cast true resurrection on a deceased character. Tiefling Transformation. Asmodeus transforms the character into a tiefling with a direct infernal bloodline to him. Substitute the character’s racial traits with tiefling racial traits.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Mahadi the Rakshasa","description":"Traits Limited Magic Immunity. Mahadi can’t be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects. Innate Spellcasting. Mahadi’s innate spellcasting ability is Charisma (spell save DC 18, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: detect thoughts, disguise self, mage hand, minor illusion 3/day each: charm person, detect magic, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion 1/day each: banishment, demiplane, dominate person, fly, forcecage, geas, plane shift, true seeing Magic Weapons. Mahadi’s weapon attacks are magical. Actions Multiattack. Mahadi makes four claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it’s a creature. The curse takes effect whenever the target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. Summon Erinyes (1/Day). Mahadi summons Ilzabet, an erinyes bound to him by an infernal contract. The erinyes appears in an unoccupied space within 60 feet of him, acts as his ally, and can’t summon other devils. The erinyes remains for 10 minutes or until Mahadi dismisses it as an action. If the erinyes dies, Mahadi loses this action option.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Mahaha","description":"The mahaha is a malevolent undead creature that resembles an emaciated human with terrifying ghoulish features. Its course skin has a pale bluish tint and is severely frostbitten. Its long white or grayish hair is frozen stiff, and its eyes are milky white and have no irises. The mahaha stands hunched over with its long spindly arms ending in oversized claw-like hands and moves with a feral gait. Malignant Predator. The mahaha is born from cold and hate. In very rare instances when a particularly vile and evil humanoid dies from hypothermia, its doomed spirit is reborn as a malicious entity that possesses its corpse. Driven by malice, the mahaha wanders the frozen wastes endlessly and hunts for living beings. Because a mahaha is eternally compelled to roam, it never keeps a lair and is often encountered alone. Chilling Touch. When a mahaha discovers nearby prey, it pursues and stalks it relentlessly. It can catch someone near it with surprise with its sudden burst of speed. Anyone struck by a mahaha's claw will feel an intense, biting cold course through their veins. This supernatural cold causes intense chills that force the victims to fall into fits of uncontrollable laughter, leaving their corpses with bizarre and twisted smiling expressions frozen on their faces. As a mahaha ages and gains more kills, it grows in power. Elder and ancient mahaha are very dangerous for their ability to unleash terrible screams that debilitate one’s mind. Traits Turn Resistance. The mahaha has advantage on saving throws against any effect that turns Undead. Actions Multiattack. The mahaha makes two Claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) cold damage and the target must succeed on a DC 13 Constitution saving throw. On a failed saving throw, the creature is knocked prone and incapacitated for 1 minute as it is overcome by a fit of laughter. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. Horrifying Visage. Each non-undead creature within 60 feet of the mahaha that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the mahaha is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the mahaha’s Horrifying Visage for the next 24 hours. Bonus Actions Aggressive. The mahaha moves up to its speed toward a hostile creature that it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Mahoru","description":"“I saw no more terrible beast on all my journeys north than the mahoru. The white bears had their aloof majesty, the lindwurm serpentine grace, but the monster that gnawed away the pack ice beneath our feet and savaged any who fell into the water was a thing of nightmare. The men it snatched were torn apart, like rags in the mouth of a rabid dog.” A hybrid of fish and mammal, a mahoru is eight feet long and looks like a small orca with a serpentine neck and seal-like head. Valuable Teeth and Fur. Their heavy jaws are filled with triangular, serrated teeth adept at tearing flesh and sundering bone. Their white and black fur is highly prized for its warmth and waterproof qualities. Their pectoral fins feature stubby, claw-tipped paws. Skraeling use the mahoru’s fangs to make arrowheads or tooth-studded clubs, and the mahoru is a totem beast for many northern tribes. Iceberg Hunters. Relatives of the bunyip, mahoru prowl northern coasts and estuaries, hunting among the fragmenting pack ice each summer. They lurk beneath the surface, catching swimmers chunks or lurching up onto the ice to break or tilt it and send prey tumbling into the water. When necessary, they stalk beaches and riverbanks in search of carrion or unwary victims. Work in Pairs and Packs. Mahoru work together in mated pairs to corral everything from fish and seals to larger prey like kayaking humans and even polar bears. They gnaw at ice bridges and the frozen surface of lakes and rivers to create fragile patches that plunge unwary victims into their waiting jaws. Traits Amphibious: The mahoru can breathe air and water. Keen Sight and Smell. The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell. Pack Tactics: The mahoru has advantage on attack rolls against a creature if at least one of the mahoru’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Blood Frenzy: The mahoru has advantage on melee attack rolls against any creature that isn’t at maximum hit points. Actions Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 20 (3d10 + 4) Slashing damage. Roar: When a mahoru roars all creatures with hearing within 30 feet of it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the mahoru’s next turn. If the target fails the saving throw by 5 or more, it’s also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Roar of all mahoru for the next 24 hours. Vorpal Bite: A mahoru’s saw-like jaws are excel at dismembering prey. When the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or lose an appendage. Roll on the following table for the result: 1d12 Result 1-2 right hand 3-4 left hand 5-6 right foot 7-8 left foot 9 right forearm 10 left forearm 11 right lower leg 12 left lower leg","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Maina Lerithar","description":"Since its rise to power, the Gullion family has taken many subservient families beneath it, some publicly, some in the shadows. The Lerithar family is one of the latter, providing their expertise in the subtle arts of poisons and assassination. Maina is a talented member of her family, but young. She’s a particularly capable trapsmith, and she isn’t happy with her mother assigning her to a group on the surface. Of course, she’s more than smart enough not to risk her own neck by complaining about it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Mainlands Troll","description":"Always hungry and always angry, Mainlands trolls are the bullies of Ne’Oor. Brutish and stupid, they push their way into wherever they want to go, destroying everything in their path. Mainlands trolls have sallow green skin and hair that varies from blonde to black. They wear makeshift clothing and wear the bones of their victims as jewelry, trophies of their kills (and reminders of good meals). Traits Keen Smell . The Mainlands troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration . The Mainlands troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack . The Mainlands troll makes three attacks: one with claws and two with any combination of its bite or club. Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. Club . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) bludgeoning damage. ","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":8938,"Challenge Rating":5},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Major Malleable","description":"A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall. Malleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. Consumers of Psychic Power. Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. Many Shapes. Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. Our Powers Combined. Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. Ancient Knowledge Hoarders. It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Makinnga Gullion","description":"Gatekeeper of the Crypt Makinnga was an oddity from the moment of her birth; two of her great, great, great grandparents showed up at the moment of her arrival, which may not seem so strange for long-lived elves, except they had both been dead for more than 500 years, killed in the war against the gold wyrm Calanthaxtorishal and his troops in the defense of Holoth. Ucecarne and Venthori were once drow of great renown, not just in House Gullion but across the city and beyond, and had been at the vanguard of the war. Yet the dragon had swept away their undead forces. The couple bought precious time for the rest of the defenders to rally themselves. Their sacrifice was still celebrated within the family, and their unexpected appearance was an especially good omen for the child. They appeared at Makinnga’s mother’s bedside with two gifts that were both strange and beguiling: a periapt of foul rotting and a scarab of death. Ignoring the gasps of fear and fevered protestations of all the others in the room, not least Makinnga’s mother, Ucecarne the wizard placed the scarab into Makinnga’s right hand as Venthori the cleric pressed the periapt into her left. Makinnga clutched the two items, in the way any small child would grip anything new and interesting, and simply giggled, with no sign of ill effect from either accursed gift. The child’s grip on them remained, even when an attendant went to take the items away. So the onlookers waited until the she fell asleep, dropping the artifacts into small lead boxes decorated with platinum. But no matter how securely they were stowed away, they regularly and frequently reappeared in the girl’s hands. As she grew, Makinnga was visited on rare occasions by Ucecarne and Venthori, but only when alone. Many of House Gullion thought the young girl made these encounters up, voicing the opinion that the tales were nothing more than the description of a youngster’s imaginary friends and that Makinnga was trying to outdo her older sisters, but if anyone openly disbelieved the girl they invariable found themselves in possession of one or other of her birth-gifts and that was their lot. Often, all that was found of such individuals was a single crawling claw, perhaps with a distinctive ring or glove still in place, desperately trying to get away from House Gullion. It became a game for other house youngsters to chase after these wretched hands and stamp on them until they were dust. It was soon noted that as time went by Makinnga attracted more than her fair share of interest from the undead workers and soldiers of the city. On trips away from the house—even just in the vicinity of House Gullion let alone around the city as a whole—skeletons, zombies and other minor undead beings would stop whatever it was they were doing and begin to trail after her, often away from their overseers. It was as though undead turned their will to Makinnga’s whim in her presence. It was this disjointed empathy that would eventually manifest as an unspoken, and perhaps even unrealized, trust between her and Maltorya. As the seer withdrew from the world of the living, her outlook and persona became that of someone no longer concern with life. Makinnga found herself drawn to listen to Maltorya’s ramblings. It is from these words of seeming nonsense that Makinnga learned of the Moonshard. Though still very young for elfkind, Makinnga was tasked with overseeing the crypts of House Gullion, at which she proved to be more than adept. Helped along by the tutelage of the undead she had been given responsibility for, instruction that far outweighed what even the longest-lived sage could have provided, she has since raised a veritable army of supernatural creatures, all of which have sworn an oath of timeless loyalty to her, and many of which have given their unlife in pursuit of House Gullion’s plans. Curiously, Makinnga herself shows no outward sign of intent to abuse her growing power. Instead, her attention is focused on the comfort of her charges, and little else. Within the familial machinations that take place, Makinnga’s siblings are only too ready to dismiss her as an anomaly to be ignored. The Matron Mother trusts Makinnga explicitly, even as she fails to understand the child. In truth, Makinnga is perhaps the only one who has heard Maltorya’s cryptic words and deciphered their meaning. If Matron Maelora is doomed to fail, there is no reason House Gullion must accompany her. When she became aware of the machinations of the Moonshard, involvement of the heroes, and the eventual destruction of the Vidrefacte, she learned that prophecy cannot be avoided, but it can be controlled. “Physical death is a process, more than a final event: what many consider conditions indicative of final death are just stages along the path of life, unlife or undeath, and death. Indeed, death itself is reversible, and thus should be considered as no more than a temporary inconvenience. Where in the process a dividing line is drawn between “being alive” and “final death” depends on factors beyond the presence or absence of vital signs. In general, a healer’s accepted definition of death is neither necessary nor sufficient for a determination of deific death. A creature with working heart and lungs determined to be brain dead can be pronounced visibly dead without deific death occurring. As arcane knowledge and divine wisdom grow, setting out a precise definition of death becomes more difficult, and allows the acceptable states of unlife or undeath to increase.” —Makinnga Gullion","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":12},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Mal Yrr Nyss","description":"Lieutenant and Confidant While she might be a servant and perceived concubine of Gal Gullion, Mal Yrr Niss knows the value of having the ear of a drow noble in Holoth’s First House. True to the ways of her order, the Priestess of Naraneus has every intention of utilizing her position with the youngest son of the Matron Mother to plot Maelora’s downfall. However, this means she must ensure his survival; the two are practically inseparable and short of pointlessly laying down her life for Gal, Mal Yrr Niss will go to the ends of the Underworld to protect the noble dark elf, and thus save herself.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Malach, Angel of Flesh","description":"Once a manikin, forged like countless others by the hands of the Scions, Malach found itself twisted and warped by its loathing for the races of flesh. Donning a macabre suit crafted from the very skin of those it had slain, Malach's mechanical form lay concealed beneath this grisly mantle. Its form is that of a blasphemous angel, its wings composed not of feathers but of a multitude of hands and heads, each reaching and grasping, desperate souls trying to flee this prison of flesh. The face of this monstrous being, rent asunder in some long-forgotten conflict, now unveils its original visage of exquisite gold. Mechanized Malevolence The metamorphosis into this grotesque perversion of an angel transpired gradually, as Malach sought to augment its own form by sewing the dismembered remains of its vanquished foes upon itself. Ever more powerful it grew, until at last it brimmed with the arcane power it sought, leeched from the grafted limbs of its enemies. No madness plagued Malach, but rather its own psychotic mind, driven to eradicate the very beings that had spawned its wretched, empty existence. It harbored a seething hatred for the frailty of flesh, for where flesh falters, metal endures, and Malach had endured enough. Consumed by a maelstrom of destruction, it seeks to bring about the annihilation of those born of flesh. Malice Unbound The origins of Malach's revulsion toward flesh are uncertain. Perhaps it had been spurned by humans and elves, abused and mocked by them; perhaps it bore the mark of a flaw in its creation; or in complete opposition to that theory, perhaps Malach was the perfect construct, imbued with both soul and sentience, its spirit wracked with torment as it witnessed the silent suffering of its fellow manikins. Its weapon of choice, a censer, exudes a pestilential miasma that suffocates and poisons those formed of flesh—a fitting tool for one who bears such deep-seated hatred towards the living. For each manikin that falls to Luyarnha’s bloodthirsty madness, Malach shall rend twice as many mortal souls. In its zealous mission, Malach emerges as ally or foe, depending on the beholder's intent. To those who made the mistake of being born of flesh, it is an implacable adversary, its censer an omen of retribution. Yet, to those who stand beside Malach in its quest to topple the reign of flesh, it serves as a monstrous champion, one who shall not waver from its fell mission. Traits Angel of Flesh. Malach's form changes according to his hit points, losing his mantle of flesh when reduced below half his hit point maximum: While he has more than 81 hit points, Malach is draped in the flesh of the foes he fell. He has the following benefits: A flying speed of 120 feet, using his wings of flesh. Advantage on Perception checks that rely on sight. He can cast alter self at will, requiring no components, disguising himself with flesh. While he has 81 hit points or fewer, Malach reveals the perfected golden machine beneath, and has the following benefits: Advantage on Strength, Dexterity, and Constitution saving throws against effects he can see. He can make two additional censer attacks as part of his Multiattack A +2 bonus to AC His speed is increased by 20 feet. Champion of Constructs. Malach can telepathically communicate to and understand constructs within 500 feet of him. Consuming Hatred. If Malach starts his turn within 5 feet of an enemy humanoid, he must succeed on a DC 15 Wisdom saving throw or become consumed by wrath and spend his action attacking the creature with his censer. Deadly Miasma. Malach's censer emits a 10-foot-radius sphere of poisonous fog centered on itself. The fog spreads around corners and lightly obscures the area. When a non-construct creature enters the fog's area for the first time on a turn or starts its turn there, that creature must make a DC 18 Constitution saving throw. On a failed save a creature takes 13 (3d8) poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn't poisoned. Creatures are affected even if they hold their breath or don't need to breathe. Innate Spellcasting. Malach’s innate spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Malach can innately cast the following spells, requiring no material components. At will: charm person, command, prestidigitation 2/day each: major image, ray of enfeeblement 1/day: dominate person Legendary Resistance (2/Day). If Malach fails a saving throw, he can choose to succeed instead. Magic Weapons. Malach's weapon attacks are magical. Actions Multiattack. Malach makes two censer attacks. Censer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning and 9 (2d8) poison damage. Create Miasma. Malach creates a 15-foot-radius sphere of poisonous fog centered on a point within 60 feet of him. The fog spreads around corners. It lasts until the end of Malach's next turn. Its area is heavily obscured for creatures other than Malach. The fog otherwise functions like that of his Deadly Miasma trait. Bane of Flesh (Recharge 6). Malach chooses a non-construct creature he can see within 15 feet of him and attempts to rip out its flesh with vile magic. The creature must succeed on a DC 19 Constitution saving throw or take 27 (6d8) poison damage and 27 (6d8) lightning damage. Creatures within Malach's Deadly Miasma have disadvantage on this saving throw and the weakening miasma causes the damage to ignore damage resistance. Legendary Actions Malach can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Malach regains spent legendary actions at the start of his turn. Attack. Malach makes one censer attack. Zealous Path. Malach moves up to his speed. This movement doesn’t provoke opportunity attacks. Miasma (Costs 2 Actions). Malach uses his Create Miasma. Higher Purpose (Costs 3 Actions). Malach reaches for a higher purpose. This effect changes based on his Angel of Flesh trait. If above 81 hit points, Malach releases an all-powerful miasma with a 20-foot radius centered on a point 120 feet of him. Each non-construct creature in the area must succeed on a DC 19 Constitution saving throw or become paralyzed until the end of Malach's next turn. While paralyzed in this way, a creature automatically fails its saving throws against Malach's Deadly Miasma. If at or below 81 hit points, Malach uses his golden form to release a glimmer of sickening light. Each non-construct creature within 120 feet of Malach must succeed on a DC 19 Constitution saving throw or take 18 (4d8) radiant damage and become poisoned for 1 minute. This ignores immunity to the poisoned condition. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"lawful evil","Expansion":27461,"Challenge Rating":15},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Malacoda","description":"“I don't like violence, Santuzzo. I'm a business person. Blood is a big expense\" - Fellamanno the Malacoda - Inferno teems with unclean beings, hideous beasts, devils, and monsters. Now transformed into mortal beings, the Malebranche seen around the Kingdom are a mere shadow of the horrors that roam the circles and ditches of the domain of the Great Beast. While common Malebranche (those who are still “diabolical”) are not usually allowed to set foot outside the Eternal Gate, Malacodas, their direct superiors, can sometimes leave Inferno, traverse the ruins of Plutonia, and move toward the countryside and cities to accomplish terrifying missions. Many of these contemplate revenge against the Malebranche who betrayed Lucifuge, or missions of slaughter and destruction. Malacodas can be summoned by heretical sorcerers or powerful befane, or sent to the earthly world by Archdevils or the Great Beast himself. Their appearance is the most terrifying a Kingdom dweller can imagine: horns, claws, fangs, and hooves, and above all a lashing and relentless tail. Traits Legendary Resistance (3/Day) . If the malacoda fails a saving throw, it can choose to succeed instead. Devil’s Sight . Magical darkness doesn't impede the malacoda's darkvision. Infernal Majesty . Any creature hostile to the malacoda that starts its turn within 20 feet of the malacoda must make a DC 16 Wisdom saving throw, unless the malacoda is incapacitated. On a failed save, the creature is frightened or charmed (at the choice of the malacoda) until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the malacoda's Infernal Majesty for the next 24 hours. Innate Spellcasting . The malacoda's spellcasting ability is Charisma (spell save DC 17). The malacoda can innately cast the following spells, requiring no material components: At will: detect magic , locate creature , major image 1/day each: ice storm , stinking cloud , wall of fire actions Multiattack. The malacoda makes two melee attacks. It can use Hurl Hellflames in place of any melee attack. Pitch Black Fork . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) piercing damage plus 7 (2d6) fire damage. Hellclaws . Melee Weapon Attack: +11 to h it, reach 5 ft., one target. Hit : 10 (1d8 + 6) slashing damage plus 7 (2d6) poison damage. Hurl Hellflames . Ranged Spell Attack : +9 to hit, range 150 ft., one target. Hit : 7 (2d6) fire damage plus 7 (2d6) necrotic damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Legendary actions The malacoda can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The malacoda regains spent legendary actions at the start of its turn. Move . The malacoda moves up to its speed without provoking opportunity attacks. Fork. The malacoda makes one fork attack. Spell (Costs 2 Actions) . The malacoda casts a spell.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":11925,"Challenge Rating":14},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Malacoda","description":"The malebranche (“evil claws”) are helper monsters who serve the fallen angels in this Hell circle. Dante only mentions them in the fifth bolgia, but we recommend using them in the entire region. These monsters are pitch black, approximately the height of humans and equipped with spiky tails, horns and bat-like wings, just as one would imagine a typical Hell-being. Their wings, however, are quite useless. Other than hovering a few feet above ground, they do not permit real flight. Because of their emblematic appearance, most mortals humans would identify them as demons or devils, but the group already knows that those are of another category and stand much higher in the hierarchy of Hell. As the malebranche are naked, it is easy to discern that there are male and female specimen who will openly engage in sexual activities near the wall of this Hell circle whenever their duties allow. The malebranche speak the Infernal language and do not usually venture out of Hell. They are amongst the foot soldiers who do not carry a hair of Lucifer and are therefore mortal. But because of their long life span (approximately 150 years), their enthusiastic procreation and their extremely short maturation (6 months to grow into adulthood), there will never be a shortage. The malebranche are as mean as they are aggressive and will make excellent foes with their long three-pronged pitchforks. Although they are loyal, these creatures are undisciplined and often start fighting amongst themselves. This is when the fallen angels will have to step in and sometimes even eliminate them. The malebranche are plagued by one other weakness and this is a fear of the true angels. This is why the Feather of Uriel will help to repel them if they ever threaten to become a danger. Actions Multiattack. Malacoda makes two fork attacks. Fork. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Expansion":30058,"Challenge Rating":3},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Malaxxix","description":"Malaxxix the Shackler Legends describe the dread being Malaxxix as the child of one of the night hags who created the first yugoloths. Malaxxix is often lumped in with such Fiends, perhaps because it too has a grand intellect and self-centered agenda. Malaxxix’s machinations are many, but it is most infamous for crafting cursed armaments and distributing them throughout the multiverse in the hope that they’ll be found by mortals who are desperate for power and ripe for corruption. Malaxxix seeks the Books of Keeping : ancient tomes that contain the true names of all yugoloths. To this end, it patrols the vilest swaths of the multiverse from atop its unholy vehicle, the Unborn Palanquin. This shambling collective is made up of thousands of mezzoloths devoted to their liege, who roams the Lower Planes as a tyrannical marauder. Using Malaxxix in a Game Malaxxix is a powerful and violent brute, an ideal enemy for a deadly high-level combat encounter anywhere in the multiverse. The best way to presage such a confrontation is to present the party with one or more of Malaxxix’s custom-made cursed items, exposing characters to the curse of Malaxxix. Sample cursed items and rules for the curse of Malaxxix are included below. Malaxxix’s creations appear at fortuitous times. A character might find one days after some great misfortune, such as after wronging a powerful hag or drawing the Flames card from a Deck of Many Things . Of course, you can also place such a cursed item in your next dungeon or among an otherwise unremarkable treasure hoard. Once a character attunes to one of Malaxxix’s cursed items, that character becomes afflicted with the yugoloth’s curse. Malaxxix can spy upon any creature so afflicted and can teleport to a cursed creature at will. Malaxxix typically reserves this attention for creatures it believes might advance its goal of locating the Books of Keeping. It could be some time before Malaxxix presents itself to the party. Beforehand, Malaxxix is likely to craft additional cursed items for the party to find on their adventures, then watch in delight as the characters squirm under the weight of their unholy armaments. Only once Malaxxix has tired of the characters does it teleport to the characters’ location, attempt to slay the buffoonish mortals, and reclaim the treasures. Roleplaying Malaxxix Malaxxix is a being of great cunning, terrible rage, and insatiable bloodlust who regards any opportunity to inflict misery on others as worthwhile. When Malaxxix deigns to speak with others, the fiend displays grandiloquent diction and a pompous demeanor—a stark contrast to the yugoloth’s usual fury. Malaxxix’s Lair The Unborn Palanquin—a monstrous, centipedal vehicle—serves as both Malaxxix’s primary conveyance and the Fiend’s lair. Malaxxix can take lair actions (see below) while astride the palanquin. When encountered on the palanquin, Malaxxix’s challenge rating is 19 (22,000 XP). The Unborn Palanquin The Unborn Palanquin is a wormlike leviathan of screeching gears made up of hundreds of tireless mezzoloths. It is a unique vehicle and Gargantuan object with the following statistics: Armor Class: 20 Hit Points: 250 Speed: 50 ft., burrow 30 ft. Damage Immunities: poison, psychic Only Malaxxix can pilot this vehicle. If Malaxxix is slain, the palanquin crumbles in seconds. Lair Actions In its lair on initiative count 20 (losing initiative ties), Malaxxix can take one of the following lair actions; Malaxxix can’t take the same lair action two rounds in a row: Reassemble. Malaxxix chooses either itself or the palanquin. The target gains 19 (3d12) temporary hit points. Slam. Malaxxix commands the palanquin to slam the ground. Each creature within 15 feet of the palanquin must make a DC 20 Strength saving throw. On a failed save, a creature takes 11 (2d10) bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage only. Surge. Malaxxix commands the palanquin to move up to its speed. Regional Effects The region around the Unborn Palanquin is warped by its presence, creating the following effects: Cranial Discomfort. Creatures that spend more than 24 hours within 1 mile of the palanquin hear an incessant scraping sound in their minds. Grinding Gears. Constructs within 1 mile of the palanquin move sluggishly. Constructs’ speeds are halved, and they have disadvantage on Dexterity saving throws. Swarming Insects. Insects and insectile Beasts within 1 mile of the palanquin become disoriented and aggressive, coalescing into unnatural swarms and attacking any creatures in sight. If Malaxxix dies or the Unborn Palanquin is destroyed, these effects end immediately. Curse of Malaxxix A creature that attunes to one of Malaxxix’s cursed items becomes afflicted with the curse of Malaxxix. The curse enables Malaxxix to interact with the cursed creature in special ways: Scrying. Malaxxix can cast the Scrying spell on the cursed creature without material components or a spell slot. Malaxxix doesn’t need to be on the same plane of existence as the creature to use this ability, and the creature automatically fails the saving throw against the spell. Teleport. As an action, Malaxxix can teleport, along with any equipment it is wearing or carrying, to an unoccupied space within 60 feet of the cursed creature, regardless of the creature’s location in the multiverse. The curse of Malaxxix lasts until ended with a Remove Curse spell, a Greater Restoration spell, or similar magic. Cursed Magic Items Here are two items Malaxxix crafted and placed on the Material Plane for unsuspecting mortals. In addition to their other properties, one or both of these items might bear the curse of Malaxxix (see above). Blasted Goggles Shrieking Greaves Traits Legendary Resistance (3/Day). If Malaxxix fails a saving throw, it can choose to succeed instead. Magic Resistance. Malaxxix has advantage on saving throws against spells and other magical effects. Actions Multiattack. Malaxxix makes two Forge Hammer or Whip attacks in any combination. Forge Hammer. Melee or Ranged Weapon Attack: +12 to hit, reach 10 ft. or range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage, and the target can’t take reactions until the end of Malaxxix’s next turn. Hit or Miss: The hammer then magically returns to Malaxxix’s hand. Whip. Melee Weapon Attack: +12 to hit, reach 30 ft., one creature. Hit: 15 (2d8 + 6) slashing damage, and the target has the restrained condition for 1 minute. The restrained target can make a DC 20 Strength saving throw at the end of each of its turns, ending the effect on itself on a success. Only one creature can be restrained by the whip at a time. Mezzoloth Vortex (Recharge 5–6). Malaxxix summons a vortex of whirling mezzoloths at a point it can see within 90 feet of itself. The vortex is a 30-foot-radius, 100-foot-high cylinder centered on that point. Each creature other than Malaxxix in that area must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 35 (10d6) force damage and has the restrained condition while within the cylinder. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder. The vortex lasts until the start of Malaxxix’s next turn. Legendary Actions Malaxxix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Malaxxix regains spent legendary actions at the start of its turn. Fiendish Stride. Malaxxix moves up to its speed. This movement doesn’t provoke opportunity attacks. When Malaxxix moves within 5 feet of a creature during this movement, that creature takes 5 (1d10) lightning damage. A creature can take this damage only once per turn. Attack (Costs 2 Actions). Malaxxix makes one Forge Hammer or Whip attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Yugoloth)","Alignment":"Neutral Evil","Expansion":27234,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Male Steeder","description":"Steeders Duergar breed and train these giant Underdark-dwelling tarantulas. Male steeders are as big as ponies and used by the duergar as beasts of burden. The larger females are trained and used as mounts. Steeders don’t spin webs, but they exude a sticky substance from their legs that lets them walk on walls and ceilings without trouble, as well as snare prey.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":4962,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Male Steeder","description":"Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin. —Mordenkainen Giant hunting spiders, steeders prowl the depths of the Underdark. Most steeders are encountered in the company of duergar. Female Dominance. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. In captivity, males are used as draft animals, while females serve as steeds in battle. Lone Predators. Steeders consider other steeders as enemies and attempt to tear apart perceived threats. Their duergar handlers must stable steeders separate from one another and place blinders on them when they’re put to work to keep them from attacking each other. Low Cunning. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the beast’s predatory instincts. Deadly Hunters. Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey. Traits Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. Sticky Leg. Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck to the steeder’s leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled⁠ at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Source":"Mordenkainen's Tome of Foes","Alignment":"Unaligned","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Male Steeder","description":"Giant hunting spiders, steeders prowl the depths of the Underdark. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. Numerous Underdark folk domesticate steeders, particularly duergar (also in this book). Typically the females serve as steeds in battle, while the males are used as draft animals. Steeders attempt to tear apart perceived threats—and consider even other steeders enemies. When they’re put to work, their handlers must stable them separately from one another and place blinders on them to keep them from attacking each other. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder might turn against its handler. Training a steeder requires a rider to bond with it, a process that begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts. Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey. Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin. —Mordenkainen Traits Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet. Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. Sticky Leg. Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. Hit: The target is stuck to the steeder’s leg and grappled (escape DC 12). The steeder can have only one creature grappled at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Malebranche","description":"The malebranche (“evil claws”) are helper monsters who serve the fallen angels in this Hell circle. Dante only mentions them in the fifth bolgia, but we recommend using them in the entire region. These monsters are pitch black, approximately the height of humans and equipped with spiky tails, horns and bat-like wings, just as one would imagine a typical Hell-being. Their wings, however, are quite useless. Other than hovering a few feet above ground, they do not permit real flight. Because of their emblematic appearance, most mortals humans would identify them as demons or devils, but the group already knows that those are of another category and stand much higher in the hierarchy of Hell. As the malebranche are naked, it is easy to discern that there are male and female specimen who will openly engage in sexual activities near the wall of this Hell circle whenever their duties allow. The malebranche speak the Infernal language and do not usually venture out of Hell. They are amongst the foot soldiers who do not carry a hair of Lucifer and are therefore mortal. But because of their long life span (approximately 150 years), their enthusiastic procreation and their extremely short maturation (6 months to grow into adulthood), there will never be a shortage. The malebranche are as mean as they are aggressive and will make excellent foes with their long three-pronged pitchforks. Although they are loyal, these creatures are undisciplined and often start fighting amongst themselves. This is when the fallen angels will have to step in and sometimes even eliminate them. The malebranche are plagued by one other weakness and this is a fear of the true angels. This is why the Feather of Uriel will help to repel them if they ever threaten to become a danger. Actions Fork. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 6 (1d10 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Expansion":30058,"Challenge Rating":"1/8"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Malegorian","description":"Malegorians were once a peaceful, primitive people living on a planet fit to be a paradise. Their star system, located in a remote sector in the mid-expanse, was a resource-rich asset to the lorendi, the first spacefarers to discover it. Though little of these resources were found on the malegorians' natural homeworld, the system's most valuable resource turned out to be the malegorians themselves. The lorendi presented themselves as guardians and generous benefactors, raising the malegorians to prosperity. This, however, came at a steep price. The malegorians, possessing an incredible immune system physical strength, were exploited by the lorendi as conscript soldiers. Nano-Implants. Lorendi nanotechnology and medical applications are especially effective when applied to malegorians. When first introduced into the species, an unexpected boon occurred. Lorendi nanites, combined with the natural malegorian vitality, heal their wounds in mere seconds.This is incredibly painful to the subject, driving them into an extreme rage. Electrical disruption prevents their regenerative healing. The Betrayal. In the years following the lorendi arrival, an unruly officer named Imrivar was banished to a research outpost in the Malegorian system under the assumption it was a remote region where he could finally do no harm. Seeking to earn favor and return to a more prestigious post, he demanded the researchers under his command to perform even more intrusive and dangerous experiments on the malegorians. Eventually some of the subjects escaped into the regular population, igniting an unintended consequence.The modified nanites injected in these malegorians were self-replicating, rapidly spreading through the population and making every malegorian amazingly resilient and prone to blinding rage after injury. Unable to stop the pandemic, the lorendi became overwhelmed by a planet-wide rebellion. Star Nomads. The lorendi’s response to the rebellion was swift and complete, destroying their homeworld with orbital bombardment. The few that survived escaped in stolen ships. They now live a nomadic tribal existence, taking work as mercenaries for any employer likely to fight the lorendi. Twisted Immortality. Forever altered by Imrivar's experiments, malegorians no longer age, nor can they produce offspring. The healing from the experiemental nanites is so quick and inelegant that it stiches the subject together with little regard for a malegorian's original physical form. Due to this glitch, veterans of many battles and injuries are often misshapen and deformed.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (malegorian)","Alignment":"chaotic neutral","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Malegorian Warlord","description":"Malegorians Malegorians were once a peaceful, primitive people living on a planet fit to be a paradise. Their star system, located in a remote sector in the mid-expanse, was a resource-rich asset to the lorendi, the first spacefarers to discover it. Though little of these resources were found on the malegorians' natural homeworld, the system's most valuable resource turned out to be the malegorians themselves. The lorendi presented themselves as guardians and generous benefactors, raising the malegorians to prosperity. This, however, came at a steep price. The malegorians, possessing an incredible immune system physical strength, were exploited by the lorendi as conscript soldiers. Nano-Implants. Lorendi nanotechnology and medical applications are especially effective when applied to malegorians. When first introduced into the species, an unexpected boon occurred. Lorendi nanites, combined with the natural malegorian vitality, heal their wounds in mere seconds.This is incredibly painful to the subject, driving them into an extreme rage. Electrical disruption prevents their regenerative healing. The Betrayal. In the years following the lorendi arrival, an unruly officer named Imrivar was banished to a research outpost in the Malegorian system under the assumption it was a remote region where he could finally do no harm. Seeking to earn favor and return to a more prestigious post, he demanded the researchers under his command to perform even more intrusive and dangerous experiments on the malegorians. Eventually some of the subjects escaped into the regular population, igniting an unintended consequence.The modified nanites injected in these malegorians were self-replicating, rapidly spreading through the population and making every malegorian amazingly resilient and prone to blinding rage after injury. Unable to stop the pandemic, the lorendi became overwhelmed by a planet-wide rebellion. Star Nomads. The lorendi’s response to the rebellion was swift and complete, destroying their homeworld with orbital bombardment. The few that survived escaped in stolen ships. They now live a nomadic tribal existence, taking work as mercenaries for any employer likely to fight the lorendi. Twisted Immortality. Forever altered by Imrivar's experiments, malegorians no longer age, nor can they produce offspring. The healing from the experiemental nanites is so quick and inelegant that it stiches the subject together with little regard for a malegorian's original physical form. Due to this glitch, veterans of many battles and injuries are often misshapen and deformed.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (malegorian)","Alignment":"chaotic neutral","Expansion":27052,"Challenge Rating":9},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Malenti","description":"There is little more terrifying than a malenti. To think that our greatest foe walks unnoticed among us is truly a waking nightmare. The resulting paranoia of such a threat has torn more than one of our communities apart. -Uth’ivellios Cithrea Priest of Deep Sashelas As well as the sahuagin presented in the Monster Manual , this adventure contains two new types of sea devil; the malenti and raider. Both of these sahuagin have mutations which allow them to perform a different role to their kin. Malenti. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti – a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves, or whether it preceded or even began the conflict, none can say. Traits Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Amphibious. The sahuagin can breathe air and water. Friend of the Sea. The sahuagin can magically command any beast that has an innate swimming speed within 120 feet of it, using a limited telepathy. False Appearance. The sahuagin is almost indistinguishable from a sea elf. A character that succeeds on a DC 20 Intelligence (Nature) check notices a slight difference in the eyes of the sahuagin that reveals its true nature. Sneak Attack (1/Turn). The sahuagin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the sahuagin doesn’t have disadvantage on the attack roll. Actions Multiattack. The sahuagin makes two attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Alignment":"lawful evil","Expansion":20544,"Challenge Rating":1},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Malenti","description":"Malentis are the mutated offspring of sahuagin that look nearly identical to sea elves, the sahuagins' sworn enemies, except for their retractable claws and fangs. Although shunned by sahuagin, the elders recognize their value and train them as spies and assassins, before sending them to infiltrate a sea elf colony. Despite spending most of their life with sea elves, malentis remain fiercely loyal to their kin. Traits Blood Frenzy. The malenti has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness. The malenti can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The malenti can magically command any shark within 120 feet of it, using a limited telepathy. Sneak Attack (1/Turn). The malenti deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the malenti that isn't incapacitated and the malenti doesn't have disadvantage on the attack roll. Actions Multiattack. The malenti makes two melee attacks: one with its Bite and one with its Claws or Spear. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d3 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d3 + 2) slashing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Bonus Actions Cunning Action. The malenti takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":" Humanoid (Sahuagin)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Malformed Kraken","description":"The Doomvault ( Dead in Thay ) contains a number of denizens that don't have all the traits or abilities of normal creatures of their kind. By far the most powerful of these \"inferior\" creatures is a malformed kraken that is kept in a saltwater pool and is not as large or as durable as a true kraken. Traits Amphibious . The kraken can breathe air and water. Siege Monster . The kraken deals double damage to objects and structures. Actions Multiattack. The kraken makes three tentacle attacks. One of them can be replaced with a bite attack, and any of them can be replaced with Fling. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d8+7) piercing damage. Tentacle. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: (2d6+7) bludgeoning damage. The target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. Fling. One Medium or smaller object held or creature grappled by the kraken 's tentacles is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. Lightning Storm. The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet of it. A target must make a DC 16 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"chaotic evil","Expansion":7386,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Malgorzata Niska","description":"Malgorzata is the leader of a small band of Gyronna clerics. You can use these statistics instead for the rank-and-file priests of a larger cult of Gyronna, perhaps using Sisters of the Bloodshot Eye or other Gyronna-linked characters in this book to build an entire campaign focused on opposing this violent religion. Gyronna is a relatively obscure deity outside of the River Kingdoms and the Stolen lands, but within their reaches many fear her cult for she is a cruel deity whose worshippers hold sacred her teachings of extortion, hatred, and spite. Traits Divine Eminence. As a bonus action, Malgorzata can expend a spell slot to cause her melee weapon attacks to magically deal an extra 14 (4d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If Malgorzata expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting. Malgorzata is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Malgorzata has the following cleric spells prepared: Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy 1st level (4 slots): bless, cure wounds 2nd level (3 slots): aid, silence, spiritual weapon 3rd level (3 slots): bestow curse, dispel magic, spirit guardians 4th level (1 slots): guardian of faith, locate creature Actions Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Maligno","description":"Maligno (Muh-lig-noh) If a depraved and misanthropic humanoid who has done countless atrocities against its own kind dies in an accursed forest, a deity like Auril, Malar, or the Queen of Air and Darkness may reincarnate it as a maligno, an insidious and malevolent engkanto. The maligno appears as a shadowy humanoid figure with bestial eyes that glow red in the dark. It wears the bark of a gnarly and twisted dead tree like a skin, and its limbs end in long, razor-sharp claws. Sometimes it will don the bones and skulls of its victims like dreadful head and shoulder ornaments. Wicked, Twisted, and Cruel. The maligno seethes in the darkness, waiting to unleash its wrath on any mortal that might intrude on its realm and waylay anyone else that might stray too close to its territory. To protect its realm, the maligno corrupts those around its grove, transforming all flora and fauna living within it into dreadful, twisted, and evil reflections of themselves. If a humanoid settlement is established near its lands, the maligno will send its minions to destroy it. Some folk who rely on the bounties of the forest try to appease the maligno by sending its young to it to be sacrificed. Creature of Nightmare. In combat, the maligno is a terrifying and deadly opponent. Its mere supernatural presence can paralyze creatures with fear, while its dreadful claws can wither its victims to death. If faced with multiple foes, the maligno has an array of powerful spells it can use to confuse, dominate, maim, and snuff the life of its targets. A Maligno's Lair The lair of a maligno is a dreadful grove of dismal, misshapen trees with branches that look more like claws. The maligno attracts the company of blackroot treants, bugbears, dark duwendes, death's head trees, evil darklings, goblins, hags, harpies, meazels, quicklings, redcaps, tikbalangs, and will-o'-wisps. These creatures revere and are subservient to the maligno. Lair Actions On initiative count 20 (losing initiative ties), the maligno takes a lair action to cause one of the following effects; the maligno can’t use the same effect two rounds in a row: The maligno casts bestow curse (no components required) and doesn't need to maintain concentration of the spell. The effect ends after 1 minute, or if the maligno uses this lair action again. The maligno casts entangle (no components required) and doesn't need to maintain concentration of the spell. A creature that starts its turn restrained takes 5 (2d4) piercing damage from thorns. The effect ends after 1 minute, or if the maligno uses this lair action again. The maligno unleashes a wave of madness. Each creature within 60 feet of it must succeed on a DC 17 Wisdom saving throw or must use its reaction to move up to half its speed toward a creature of the maligno's choice that it can see and make one weapon attack against it. Regional Effects The region containing a maligno’s lair is warped by the maligno’s magic, which creates one or more of the following effects: Once per day, the maligno can alter the weather in a 6-mile radius centered on its lair. The maligno doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. Beasts and plant creatures within 1 mile of the lair become evil and violent — even creatures that are normally docile. Thickets form labyrinthine passages within 1 mile of the maligno’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns. Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. If the maligno dies, the effects fade over the course of 1d10 days. Engkanto (Eng-kaan-toh) Despite their plant-like appearance, engkantos are actually mighty fey spirits that dwell in the Material Plane. They were once humanoids who died in ancient enchanted forests and, through Feywild magic or by a nature deity's intervention, were reincarnated into engkantos. They may not fully recall their mortal life, but engkantos will occasionally see glimpses of their past. This sometimes leaves engkantos confused and even frustrated. Thankfully, the forest where it now lives gives enkantos a sense of peace. In return, the engkantos become its mighty guardian. Engkantos tend to be reclusive and very rarely show themselves to nonwoodland dwellers. However, they are fascinated with the humanoids who live near their territories, perhaps because it reminds them of their past. At times, enkantos even act as their invisible guardians and even transform themselves into normal humanoids to get closer to the neighbors' communities, possibly mingling with them without them knowing of their true nature. Nature's Guardians. Engkantos see themselves as protectors and wardens of the forests and its inhabitants and often work with druids. Because of this, they often come into conflict with those who enter, encroach, and defile their territories, which can span miles of wooded areas, though how they react and pursue a course of action dramatically differs from one another. There are three types of engkantos: anitos, diwatas, and malignos. Grove-bound. Engkantos are bound to a special grove or group of trees, just like a dryad is bound to a tree. An engkanto can emerge from any of the trees within its grove and travel the lands around it, but the grove remains its home and roots the enkanto to the Material Plane. As long as one tree from the grove remains alive and unharmed, the engkanto stays healthy. If any of the trees are harmed, the engkanto suffers. If the grove is ever destroyed, the engkanto descends into madness and will seek vengeance against those responsible. Traits Legendary Resistance (2/Day). If the maligno fails a saving throw, it can choose to succeed instead. Magic Resistance. The maligno has advantage on saving throws against spells and other magical effects. Plant Camouflage. The maligno has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration. The maligno regains 10 hit points at the start of its turn if it is within 120 feet of its grove. If the maligno takes fire or radiant damage, this trait doesn’t function at the start of the maligno’s next turn. The maligno’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Speak with Beasts and Plants. The maligno can communicate with beasts and plants as if they and the maligno shared a language. Spell Penetration. When the maligno casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Actions Multiattack. The maligno can use its Terrifying Presence. It then makes two Claw attacks. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Terrifying Presence. Each creature of the maligno’s choice that the maligno can see within 120 feet of it must succeed on a DC 17 Wisdom saving throw or become frightened of the maligno for 1 minute. The frightened creature is paralyzed. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the maligno’s Terrifying Presence for the next 24 hours. Spellcasting. The maligno casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: bestow curse, chill touch (4d8), dancing lights, druidcraft, entangle, invisibility, tree stride 2/day each: blight, confusion, erupting earth, phantasmal killer, polymorph, wrath of nature 1/day each: circle of death, contagion, dominate person, geas, insect plague Change Shape. The maligno magically transforms into a Medium humanoid, while retaining its game statistics. This transformation ends if the maligno is reduced to 0 hit points or uses an action to end it. Legendary Actions The maligno gains 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The maligno regains spent legendary actions at the start of its turn. Move. The maligno moves up to half its speed without provoking opportunity attacks. Claw. The maligno makes a Claw attack. Debilitating Gaze. The maligno turns its magical gaze toward one living creature it can see within 30 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 7 (2d6) necrotic damage and gain 1 level of exhaustion. Cast Spell (Costs 2 Actions). The maligno innately casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Malinov","description":"Traits Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The vulture makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack. +4 to hit, reach 5 ft. one target. Hit: 7 (2d4 +2) piercing damage. Talons. Melee Weapon Attack. +4 to hit, reach 5 ft. one target. Hit: 9 (2d6 +2) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral evil","Expansion":20626,"Challenge Rating":1},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Mallqui","description":"With skin stretched like vellum over wizened limbs, a desiccated humanoid form clad in splendid regalia emerges from a funerary tower. Suddenly, the air becomes so dry as to make the eyes sting and lips crack. The imposing figure has yellow points of light for eyes. Cold Plateau Mummies. The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counsellors and honorees on holy days. Undead Judges. The mallqui are not seen as malevolent, though at times they are severe judges against transgressors of their culture’s ideals. Icons of Growth. Through their ability to draw the very moisture from the air, they are seen as conduits to the fertility of the earth. “Mallqui” also means “sapling” in the language of the people who create them. Undead Nature. A mallqui doesn’t require air, food, drink, or sleep. Traits Regeneration: The mallqui regains 10 hit points at the start of its turn. If the mallqui takes damage from its Water Sensitivity trait, its regeneration doesn’t function at the start of the mallqui’s next turn. The mallqui dies only if it starts its turn with 0 hit points and doesn’t regenerate. Innate Spellcasting: The mallqui’s innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components: At will: druidcraft, produce flame 4/day each: create or destroy water, entangle 2/day: locate animals or plants 1/day each: dispel magic, plant growth, wind wall Water Sensitivity: The flesh of a mallqui putrefies and dissolves rapidly when soaked with water in the following ways: Splashed with a waterskin or equivalent: 1d10 damage Attacked by creature made of water: Normal damage plus an extra 1d10 damage Caught in rain: 2d10 damage per round (DC 11 Dexterity saving throw for half) Immersed in water: 4d10 damage per round (DC 13 Dexterity saving throw for half) Alternatively, the saving throw and DC of the spell used to conjure or control the water damaging the mallqui can be used in place of the saving throws above Actions Multiattack: The mallqui can use its xeric aura and makes two attacks with its desiccating touch. Desiccating Touch: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 20 (5d6 + 3) Necrotic damage. Xeric Aura: All creatures within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or take 11 (2d10) necrotic damage and gain a level of exhaustion. A creature becomes immune to the mallqui’s xeric aura for the next 24 hours after making a successful save against it. Xeric Blast: Ranged Weapon Attack : +7 to hit, range 30/90 ft., One target. Hit : 13 (3d6 + 3) Necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Lawful neutral","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Malmbjorn","description":"This massive bear bristles with muscles and fury, its hide covered with metal scales and spikes. Malmbjorns are enormous, mountain-dwelling bears that consume raw ore they dig out of the ground with their metal claws. They have a fondness for refined metals, such as those found in armor and weapons. Prospector's Dilemma. Because these massive bears dig out dens near metal deposits, the presence of a malmbjorn all but guarantees the presence of substantial deposits nearby. However, the creature must be driven away or killed before the deposits can be mined. Wealthy miners are rarely strong enough to drive malmbjorn away themselves; they hire experienced adventurers or entire mercenary companies to tackle a malmbjorn. Rending Claws. Malmbjorn claws contain a naturally occurring form of adamantine. With enough time and skill and a smelter, the claws of a single bear yield enough adamantine to make a single dagger. Keen Smell . The malmbjorn has advantage on Wisdom (Perception) checks that rely on smell. Metal Sense. The malmbjorn can pinpoint, by scent, the location of any Small or larger ferrous metal, such as an iron deposit or steel armor, within 100 feet of it. It can sense the general direction of such metal within 1 mile. Tunneler . The malmbjorn can burrow through solid rock at half its burrow speed and leaves a 15-foot-diameter tunnel in its wake. Actions Mulitattack . The malmbjorn makes one Bite attack and two Adamantine Claw attacks. Bite . Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 34 (5d10 + 7) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the malmbjorn can't Bite another target. Adamantine Claw . Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (5d8 + 7) slashing damage. This attack deals double damage to objects and structures. Metal Volley (Recharge 5-6) . The malmbjorn shakes itself, launching shards of metal from its hide. Each creature within 20 feet of the malmbjorn must make a DC 18 Dexterity saving throw, taking 45 (13d6) slashing damage on a failed save, or half as much damage on a successful one. Bonus Actions Metal Eater . The malmbjorn swallows one Medium or smaller ferrous metal object within 5 feet of it. If the object is being held or worn by a creature, that creature must succeed on a DC 18 Strength saving throw or the malmbjorn swallows the object. If the creature holding or wearing the object is also grappled by the malmbjorn, it has disadvantage on this saving throw. Nonmagical objects are digested and destroyed at the start of the malmbjorn's next turn. Magic objects remain intact in the malmbjorn's stomach for 8 hours then are destroyed. Artifacts are never destroyed in this way. Reactions Ironhide . When the malmbjorn is hit by a weapon made of metal, fur-like spikes of metal grow out of the malmbjorn's hide until the end of its next turn. While the spikes remain, the malmbjorn's AC increases 2, and any critical hit against it becomes a normal hit.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Malphas (Storm Crow)","description":"Keen eyed and dangerous, a malphas is a winged fey warrior, dressed in finery. Her longsword often sport an ornate pommel or a rich scabbard. Among the fey, they are often referred as storm crows, meaning bearers of bad news. Sworn to the Shadow Fey. Raised with a sword in their hands, the malphas are fierce warriors who serve the aristocracy of the shadow fey unswervingly. Messengers. Laconic in speech, they nevertheless serve as envoys and messengers from time to time, though as much or more is communicated by the choice in messenger as in the message itself. Traits Innate Spellcasting: The storm crow’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: magic missile 1/day: haste Sunlight Sensitivity: While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Night Terror (1/round): As a bonus action immediately after making a successful melee attack, a malphas storm crow can cast magic missile through his or her sword at the same target. Swordtrained: Malphas are trained from youth in combat. They are proficient with all martial melee and ranged weapons. Actions Multiattack: The malphas makes three longsword attacks. Longsword: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 8 (1d8 + 4) Slashing damage. Reactions Shadow Call: A malphas can cast magic missile as a reaction when it is hit by a ranged weapon attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Maltorya Gullion","description":"The Eyes and Ears of What Cannot Be Seen or Heard Maltorya attracted attention from an early age, although not all of it was appreciated by the house matron. The girl seemed to have the uncanny knack of knowing just what was going on, and rarely keeping that information to herself. The child was not infrequently visited by spectral undead, ethereal travelers, and scrying apparitions. The house diviners and sages quickly grew to relish the task of sifting through the words of the child to draw out their specific, and invariably accurate, meaning. Maltorya’s insights seemed to be worth a great deal to those who begged an audience with the child, and protecting her became important, then essential, as she predicted the rise of the house and the method of its advance with unerring accuracy years before it happened. The books and records of her words took on a legendary, almost mythical status. It was rumored that anyone who owned a page from one of these books would have great fortune in their most heartfelt endeavor, although whether that fortune would be good or bad was never clear. This tale gained such traction that more than one servant was caught trying to steal a leaf from one of the records, and suffered greatly as a result, if only to emphasis the degree of “misfortune” that would befall those found to be inept thieves. Eventually Maltorya learned to keep her portents to herself and use them to influence events, always with House Gullion’s interests at heart. Her ability grew from simple augury to true prophecy. Amongst the drow of Holoth, the phrase “Maltorya’s Wisdom will guide us” is used to colloquially describe that feeling of doubt one experiences when taking great risks. The phrase is tantamount to saying, “Don’t worry, we have no control over our fates.” Before long, the Matron took every word Maltorya uttered as house gospel and followed the path laid out as closely as possible. But such was the delayed accuracy of the course predicted by Maltorya that it wasn’t long before the Matron believed that such an easy advancement didn’t need to be followed exactly. Maelora began to only hear the parts which highlighted growth and her personal glory, rather than ensure that House Gullion’s foundations were set firm for the distant future as well as the here-and-now. She chose to ignore the warning notes and cryptic suggestions that all might not be well—Maltorya knew better than to come right out with the mistakes the Matron had made even in her protected position—until the path Maltorya knew to be true, and the one her mother announced to the members of the house, were no longer one and the same. Now Maltorya is charged with finding a solution to the Matron’s problems by any means possible, including delving deep into the history of Holoth. Her biggest concern is that she sees her mother’s actions as a fragile web with every strand under great tension. Occasionally a strand snaps and the whole weakens. Through Maelora’s force of will alone, it seems, does the web remain intact, but Maltorya sees only one end. She isn’t sure how to relate this news to her mother, who tends to take bad reports poorly. But she also is aware that not revealing what she knows will be seen as an act of betrayal, should her foreknowledge be discovered. Now Maltorya spends long hours peering far into the future in a desperate attempt to draw the most positive path from the Matron Mother’s decisions. Maltorya travels the planes at no small risk to herself, often taking a retinue of expendable undead along to act as distractions should the need to return prove urgent. She has learned the language of outsiders and is beginning to get a grasp of the elemental tongues without the use of magic. She learned Terran first, to better understand the nuances and inflections required to deal with the most ancient of texts buried deep within the Underworld. Increasingly she feels more at home on the outer planes than she does in Holoth, and as she delves deeper into prophecy and dream visions, her disconnect with the Material Plane only grows. Maltorya seeks only to guide House Gullion to ever greater heights, but Naraneus has made it clear that Maelora’s current path of hubris, even insolence in the face of the goddess, only ends in ruin for the Matron.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Malzdreziret, the Scaled Impostor","description":"Malzdreziret, the Scaled Impostor, is a shape-changing dragon that hails from the Bleak Mire. It was tricked by the Matrons of Malice to attack Aglarion a century ago when it ravaged the capital, to be finally driven off by King Daerios Azennar, father of King Waldrann Azennar. In its defeat, it plotted vengeance against the Matrons of Malice, who promised easy prey and Treasure, and joined the aberrant drow house Ausstyl in their plans against the hags. Later, when Krasnar was inducted into House Ausstyl, the Inheritors of the Unbegotten arranged an alliance between Malzdreziret and Krasnar where the doppeldrake accepted the aberrant prince as its rider. It serves Krasnar in this capacity, exultant at the opportunity to get back at the hags.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":16},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Mammon","description":"Perhaps the richest being in all the realms, there is nothing that Mammon loves more than wealth. Where other devils obsess over souls and power, Mammon is perfectly content to continually increase his material possessions. Interestingly, he is one of the only archdevils willing to make deals with mortals over strictly monetary terms. Whether he maintains his end of the deal, however, is a completely different story. Anyone that interacts with Mammon immediately recognizes his two-faced approach—the devil will say or do anything, if he thinks it will benefit him in the end. Aside from hunting for coin, Mammon also enjoys hunting for sport. If anger strikes him (and it does so often), he will frequently summon up a steed and hounds to partake in a trophy hunt. Anything he has designated as prey rarely escapes his fervor, though he quickly grows bored once his quarry is caught. Scheming and betrayal are like breathing for Mammon, and conversely so is bootlicking. Some argue that his punishment after the Reckoning was severely reduced due to his shameless groveling before Asmodeus. In fact, he was the first of all archdevils to surrender during the coup, even selling out some of his co-conspirators. Despite all his faults, one thing Mammon has mastered is the soul trade. Even Asmodeus recognizes that no archdevil can manage and distribute souls as well as Mammon. Perhaps his expertise comes from the massive profit that can be made from managing souls, or perhaps he wanted to find somewhere to belong—nobody knows for sure. Mammon’s Lair Mammon’s lair is in a tomb-like palace, within Minauros, and like most structures in the city is in a perpetual state of sinking into the swamp. Lair Actions On initiative count 20 (losing initiative ties), Mammon can take one lair action to cause the following effect or one from the archdevil lair action list ; he can’t take the same lair action two rounds in a row: Greedy. A creature of Mammon’s choice automatically fails their next saving throw. Regional Effects The region containing Mammon’s lair is corrupted by his presence, which creates the following effect: Rotting Vegetation . Within 3 miles of the lair, the plant life is even more sickly and decayed, and the water is polluted and toxic. A creature that isn’t a Fiend that eats or drinks from these sources must succeed on a DC 19 Constitution saving throw or die. If Mammon dies, the effects fade over the course of 1d10 days. Traits Devil’s Sight. Magical darkness doesn’t impede Mammon’s darkvision. Fiendish Regeneration. Mammon regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn’t function at the start of his next turn. Mammon only dies if he starts his turn with 0 hit points and is unable to regenerate. Legendary Resistance (3/Day). If Mammon fails a saving throw, he can choose to succeed instead Magic Resistance. Mammon has advantage on saving throws against spells and other magical effects. Actions Multiattack. Mammon uses Fearful Gaze, then makes four attacks using Tail Swipe, Constrict, or a combination of the two. Tail Swipe. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 21). While grappled, the creature also has the restrained condition, and Mammon can’t make Tail Swipe attacks. Fearful Gaze. Mammon focuses his gaze in a 90-foot cone in front of him. Each creature of his choice within the cone must make a DC 23 Wisdom saving throw, taking 19 (3d12) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save have the frightened condition until the end of their next turn. Constrict. Mammon tightens his grip around a creature he has grappled. The target takes 35 (4d12 + 9) bludgeoning damage. Golden Gaze (Recharge 6). Mammon attempts to turn one creature he can see within 60 feet of him into solid gold. The target must make a DC 23 Constitution saving throw. On a failed save, the target’s flesh begins to harden, and it has the restrained condition. A restrained creature must repeat the saving throw at the end of each turn. If it successfully saves three times, the effect ends. If it fails three times, it turns to gold and now has the petrified condition. Successes and failures don’t need to be consecutive. Reactions Pain Tax. As a reaction to taking damage, Mammon causes the attacker’s valuables to glow red hot. This deals 3 (1d6) fire damage to the attacker for every 100 gold (or equivalent in gems, jewelry, and other coinage) that it currently carries. Legendary Actions Mammon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Mammon regains spent legendary actions at the start of his turn. Change Form. Mammon changes his form into that of a pit fiend, maintaining his statistics but losing his actions. He gains the actions and mobility of a pit fiend , including its weapon, and maintains his legendary actions and lair actions. Mammon’s serpentine abilities can still recharge while he is in pit fiend form. If Mammon is already a pit fiend, this action changes him back into his serpentine form. Golden Touch (Costs 2 Actions). Mammon recharges Golden Gaze. Call Underling (Costs 3 Actions). Mammon summons an allied horned devil in an unoccupied space that he can see.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Mammoth","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical. Traits Trampling Charge : If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. Actions Gore : Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. Stomp : Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"126 (11d12+55)","CHA":6,"CON":21,"DEX":9,"INT":3,"STR":24,"WIS":11,"Size":"Huge","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065511/fd1hk415L4s6U2of5SoI7g/original.png","Roll 0":"Gore\n1d20 + 10\n4d8+7","Roll 1":"Stomp\n1d20 + 10\n4d10+7","Source":"5th Edition SRD","data-XP":"2,300","Alignment":"Unaligned","data-List":"false","Token Size":3,"data-Traits":"[{\"Name\":\"Trampling Charge\",\"Desc\":\"If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.\"}]","data-Actions":"[{\"Name\":\"Gore\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"4d8 + 7\",\"Damage Type\":\"piercing\"},{\"Name\":\"Stomp\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"5 ft.\",\"Target\":\"one prone creature\",\"Damage\":\"4d10 + 7\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":"+5","data-DEX-mod":"-1","data-INT-mod":"-4","data-STR-mod":"+7","data-SizeNum":6,"data-WIS-mod":"+0","Challenge Rating":6,"Passive Perception":10,"data-CrNum":6,"data-AcNum":13,"data-HpNum":126},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mammoth","description":"A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical. Traits Trampling Charge : If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. Actions Gore : Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. Stomp : Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Mamura","description":"This tiny monstrosity combines the worst elements of a dead frog and a rotting fish. Its slimy, scaly, vaguely humanoid form has three clawed arms arranged radially about its body. Its slimy green bat‑like wings seem too small to work, yet it flies very well. Twisted Field Sprites. Mamuras are the twisted faeries of magical wastelands and barren plains. They were once good-aligned, pixie-like fey called “polevoi,” or “field sprites,” but at some point they swore their souls to a dark goddess and were corrupted by her foul magic. Now they are twisted, alien things. Cross-Dimensional. The mamura is one degree out of phase with the usual five dimensions. As a result, it always appears blurry and indistinct even in bright light, and it seems translucent in dim light. Mamuras babble constantly, but their talk is mostly nonsense. Their minds operate in multiple dimensions in time as well as space, and this allows them to talk to creatures of the Realms Beyond. Because of this, their babble may be prophetic, but only few can decipher it. Prophetic Followers. They occasionally align themselves with powerful goblin tribes or evil wasteland sorcerers for their own unknowable purposes. Mamuras in Midgard The mamura are servants of the Black Goat of the Woods, and they live in the Wasted West and various fetid swamps and badlands. They seem friendly with the selang, and they arrange strange and orgiastic rites with them at the equinoxes. Traits All-Around Vision: Attackers never gain advantage on attacks or bonus damage against a mamura from the presence of nearby allies. Magic Resistance: The mamura has advantage on saving throws against spells and other magical effects. Friend to Darkness: In darkness or dim light, the mamura has advantage on Stealth checks. It can attempt to hide as a bonus action at the end of its turn if it’s in dim light or darkness. Distraction: Because of the mamura’s alien and forbidding aura, any spellcaster within 20 feet of the mamura must make a successful DC 14 spellcasting check before casting a spell; if the check fails, they lose their action but not the spell slot. They must also make a successful DC 14 spellcasting check to maintain concentration if they spend any part of their turn inside the aura. Flyby: The mamura doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Actions Multiattack: The mamura makes three claw attacks and one whiptail sting attack. Claw: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 8 (1d8 + 4) Slashing damage. On hit, the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 round. The poison duration is cumulative with multiple failed saving throws. Whiptail Stinger: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 8 (1d8 + 4) Piercing damage. On hit, the target must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage. If the target is also poisoned by the mamura’s claws, it takes another 1d6 poison damage at the start of each of its turns while the poisoning remains in effect.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration (fey)","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Mana Ray","description":"A mana ray bears the flat body of a ray with a tail ending in slender tentacles and specialized fin-wings that let it hover effortlessly in the air. Using the tentacles on its tail, a mana ray can latch onto other creatures and either enhance or weaken that creature's ability to wield magic. This ability makes the ray a coveted subject of study for scholars – and a valuable companion for spellcasters and their like. Crystalline Core At the heart of a mana ray is a crystalline core. When a mana ray dies, this magic core remains, untouched by time and decay, and by infusing the core with arcane energy, the mana ray can be brought back to life. Mana rays procreate by infusing precious crystals with a sliver of their life force – requiring the effort of numerous rays to give life to another. Clever Companions Mana rays are much more intelligent than their seaborne counterparts. Most mana rays live in large herds and inhabit areas that are dense with magical activity. Drawn by magic, it isn't unheard of for mana rays to form lasting bonds with other creatures strongly connected to the arcane, such as sorcerers or wizards. Simultaneously a wizard's best friend and most hated enemy. It all depends on whether you're the one feeding it or not – another good reason to always bring snacks! – the Wanderer","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Typically Unaligned","Expansion":27827,"Challenge Rating":"1/2"},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Manabane Scarab Swarm","description":"These clicking, turquoise-colored beetles have faintly luminescent golden glyphs on their backs, which grow brighter as they draw near. Manabane scarabs are vermin infused with the ancient magic of fallen desert empires. Devour Magic. Whether from gnawing on the flesh of the undead or nesting in areas rife with lingering enchantment, these beetles have developed a taste for the power of magic even as its power has marked them. The graven glyphs on their carapaces resemble the priestly cuneiform of long-dead kingdoms, and the more magical energy they consume, the brighter they glow, up to the equivalent of a torch. Manabane scarabs pursue magic without hesitation or fear, tirelessly seeking to drain it for sustenance. Traits Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. Magic Immunity: The manabane scarab swarm is immune to spells and other magical effects. Scent Magic: The manabane scarab swarm can detect the presence of magical creatures, active spells or spell effects, and magical items within 120 feet. Mana Erosion: The manabane scarab swarm consumes magic. Unattended magic items in the swarm’s space at the end of the swarm’s turn have their effects suppressed for 1 minute. Additionally, charged items in the swarm’s space lose 1d6 charges at the start of each of the swarm’s turns; items with limited uses per day lose one daily use instead, and single-use items such as potions or scrolls are destroyed. Magical effects in the swarm’s space are dispelled (as if affected by dispel magic cast with +5 spellcasting ability). Actions Bites (More than half HP): Melee Weapon Attack : +5 to hit, reach 0 ft., One Creature. Hit : 14 (4d6) Piercing damage. The target must succeed on a DC 15 Dexterity saving throw or one randomly determined magic item in its possession is immediately affected by the Mana Erosion trait. A spellcaster hit by this attack must succeed on a DC 15 Charisma saving throw or one of its lowest-level, unused spell slots is expended. Bites (Half or less HP): Melee Weapon Attack : +5 to hit, reach 0 ft., One Creature. Hit : 7 (2d6) Piercing damage. The target must succeed on a DC 15 Dexterity saving throw or one randomly determined magic item in its possession is immediately affected by the Mana Erosion trait. A spellcaster hit by this attack must succeed on a DC 15 Charisma saving throw or one of its lowest-level, unused spell slots is expended.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Manananggal","description":"Manananggal (Muh-nuh-nuhng-guhl) The disturbing manananggal is a vicious self-segmenting aswang that feeds on the heart, liver, and intestines of humanoids. By day, the manananggal appears as an attractive and charming humanoid, often with pale skin and long hair. In its horrifying fiend form, it resembles a disembodied upper torso of a humanoid with a pair of large, bat-like wings sprouting from its back and intestines dangling from under its exposed, severed waist. It has bloodshot eyes, wiry unkempt hair, leathery skin, a mouth filled with jagged teeth, a long, serpentine tongue, and claw-like hands that end in razor-sharp talons. Self-Segmentation. The manananggal's name means \"to sever.\" When the manananggal transforms into its demonic form, it goes through a painful process where its torso separates from its lower body at the waist. Because its lower body becomes vulnerable while in this form, the manananggal takes steps to protect it, often hiding it in the attic, concealed compartments, or behind secret walls. The manananggal must attach itself back to its lower body before dawn, or else it will slowly die. If its lower body is destroyed, or if salt or garlic is poured on the exposed section of the lower body, the manananggal won't be able to attach itself. Opportunity Hunters. Manananggals often take up occupations of one who meets many people during the day, such as bakers, locksmiths, or shopkeepers. It provides them an opportunity to find potential victims, like pregnant women and children, because manananggals prefer to dine on unborn fetuses and the organs of young folk. By nightfall, they transform and head toward the home of their marked prey. Once there, they search for an opening into their sleeping target's room, often using open windows, chimneys, and roof egresses to gain access. Manananggals avoid direct combat, but if they are unable to feed via their preferred method, it searches and stalks for other suitable prey, targeting lone victims. Aswang (Uh-swung) An aswang is an accursed humanoid that transforms into a fiend. In its natural form, an aswang resembles a typical humanoid. At night, it can change its shape into a cunning, demonic predator. It hunts other humanoids and feasts on their blood, organs, or life force. Aswang Curse. A humanoid creature can be afflicted by the aswang curse after it willingly made or was tricked into making a dark pact with a Demon Lord, sometimes through the actions of a hag. One can also be born into it if one or both of its parents are aswangs. Casting remove curse, greater restoration , or similar spell can free a humanoid of the curse, but a natural born aswang can only be freed of the curse with a wish . An aswang can either resist its curse or welcome it. By fighting the curse, an aswang keeps its normal behavior and personality while in its natural form. It can try to live its life as it wants but must constantly stave off the urge to feed. However, at nights of the full moon, the hunger becomes too great, and the curse overcomes the individual, forcing it to transform into its fiendish form. An aswang driven to this state becomes ravenous and will not stop hunting until it has fed. Each night that it fails to feed in its fiend form, it gains 1 level of exhaustion. A genuinely depraved individual, or someone corrupted by it, sees the aswang curse as a gift and, over time, masters the ability to change into a fiend. However, an aswang can only transform at night and retain its demonic form until dawn, at which point it automatically transforms back to its humanoid form. Masters of Deception. Aswangs hide in plain sight, living amongst normal folk and often taking up occupations like butchers, hunters, gravediggers, taxidermists, and trappers to help divert suspicions of why their homes may sometimes smell of carrion and death. They insert themselves into humanoid communities and earn their neighbors' trust through charm, friendliness, and generosity. They avoid getting physically close to an individual, though, because if one looks directly at their eyes, they will discover that their reflection is upside down. Aswangs tend to prey on members of society that no one will miss if they suddenly disappear. If such targets are unavailable, they travel to another community, settlement, or location that is far from their homes. They won't risk feeding near where they live. Anyone who becomes suspicious of them, or sees them in their fiendish form, is always dealt with immediately for fear of rousing an organized mob. A successful clan of aswangs can live in the outskirts of town, preying on its citizens for years without getting caught. If things start to go awry, the aswangs will not risk staying. They will leave as soon as they can and establish themselves in another community to begin anew. Night Stalkers. Aswangs are careful, patient, and stealthy hunters, often choosing targets that are defenseless or weak. Typically during the day, aswangs pick and mark their target and identify where they live. At night after they transform, they stalk their prey and bide their time until they can attack when their target is most vulnerable. This means most of their assaults happen when their target is alone or asleep. They often just leave the bodies of their victims where they are to avoid the risk of getting caught. Because their kills bear specific types of wounds commonly attributed to ghouls, lycanthropes, or vampires, they aren't worried suspicions about their presence will be brought up. Aswang Weaknesses. Aswangs, much like vampires, have several weaknesses. They find the pungent smell of garlic repulsive, and the chemical properties of pure salt sicken it. While an aswang can resist most blows, weapons made from a stingray's barbed tail, even simple ones, can hurt them normally. Because they become fiends while transformed, they are susceptible to attacks that specifically harm fiends, such as holy water. If an aswang fails its saving throw against a Dispel Evil and Good spell, it reverts to its humanoid form and can't transform for 1 minute. Traits Horrific Appearance (Fiend Form Only). Any humanoid that starts its turn within 30 feet of the manananggal and can see the manananggal must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the manananggal is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the manananggal 's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the manananggal's Fiend Form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the manananggal. Self-Segmentation. When the manananggal transforms into its Fiend Form, its upper body separates from its lower body. Its upper body becomes the active creature, while its lower body becomes incapacitated. While the two bodies are part of the same creature, each is treated as a separate entity, with the upper body having its full hit points and its lower body having 1 hit point per HD and retaining its standard humanoid statistics. Before it can revert to its true form, the manananggal must use its action to graft back with its lower body. If the lower body is destroyed, or its exposed separation point is covered with at least a pound of garlic or salt or a mixture of both, the manananggal can't graft with its lower body. If the manananggal is unable to rejoin its lower body by dawn, it and its lower body take 10 necrotic damage when it starts its turn. Keen Hearing and Smell. The manananggal has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack. The manananggal makes two attacks: two with its Dagger (humanoid form) or one with its Bite and one with its Claws (fiend form). Bite (Fiend Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 5 (2d4) necrotic damage, and the manananggal regains hit points equal to the necrotic damage dealt. Claws (Fiend Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Dagger (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Change Shape. The manananggal polymorphs into its Fiend Form or back into its true form, which is humanoid. In Fiend Form, the manananggal appears as a disembodied upper body of a vampire with bat-like wings. Its statistics, other than its Speed, damage, and damage resistances, are the same in each form. It reverts to its true form at dawn or if it dies. The manananggal can only use this action at night. While transformed, the manananggal also gains the following features: The manananggal's creature type changes to fiend. The manananggal has advantage on Strength and Dexterity checks and Strength and Dexterity saving throws. When the manananggal makes a melee weapon attack, it gains a +3 bonus to the damage roll (included in the attack). The manananggal can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If the manananggal starts its turn within 10 feet of a pound of salt or garlic, it becomes poisoned until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Mandragora Swarm","description":"Mandragora Normally small, humanoid-looking masses of blood-drinking plant life, the influence of the First World can transform mandragoras into lumbering behemoths or organize them into ravenous swarms. An individual mandragora can easily be mistaken for a root, burl, or tuber that grew into a vaguely humanoid shape. Mandragora Swarm When mandragoras gather in vast numbers, they can bond their memories and thoughts through a shared network of rootlike filaments, allowing them to organize into a deadly and overwhelming swarm of blood-thirsty plant monsters. Traits Regeneration. The swarm regains 10 hit points at the start of its turn. If the swarm takes fire or thunder damage, this trait doesn’t function at the start of the swarm’s next turn. The swarm dies only if it starts its turn with 0 hit points and doesn’t regenerate. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny plant. The swarm can’t regain hit points other than by its own regeneration, nor can it gain temporary hit points. Vulnerable to Supernatural Darkness. In areas of magical darkness (such as those created by the darkness spell), the swarm is slowed, as the slow spell. Actions Multiattack. The swarm makes three attacks: one with its bites and two with its vine whips. Bites. Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 22 (5d6+5) piercing damage plus 21 (6d6) poison damage. Vine Whips. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Shriek (Recharge after Long Rest). The swarm can give voice to an unsettling shriek. All creatures within a 30-foot of the swarm must succeed on a DC 18 Wisdom save or become stunned for 1d4 rounds.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny plants","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":13},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Mandrake","description":"A crown of lettuce-like leaves sprouts from the soil. The leaves twitch slightly, and a faint, muffled squealing can be heard from the ground. Howl of Injustice. Though some herbalists can breed mandrakes, a mandrake only blooms in the wild under grisly circumstances: when an innocent youth is wrongfully hanged for theft, and the youth's dying blood, spittle, sweat, or urine strikes the earth. The mandrake remains dormant for one year, after which time it grows into a thick, tuberous root that is shaped like a young humanoid sprouting a thick, leafy head of hair. If the root is pulled from the ground, it wails with such piercing fury that most common folk who hear it die instantly. Medicinal Marvel. Were it not for its incredible medicinal properties, the mandrake would never be cultivated at all. If ground into a powder and brewed for a year and a day, the mandrake root becomes an elixir of health, which can cure all poisons and afflictions.","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Mandrake, Great","description":"A crown of lettuce-like leaves sprouts from the soil. The leaves twitch slightly, and a faint, muffled squealing can be heard from the ground. Howl of Injustice. Though some herbalists can breed mandrakes, a mandrake only blooms in the wild under grisly circumstances: when an innocent youth is wrongfully hanged for theft, and the youth's dying blood, spittle, sweat, or urine strikes the earth. The mandrake remains dormant for one year, after which time it grows into a thick, tuberous root that is shaped like a young humanoid sprouting a thick, leafy head of hair. If the root is pulled from the ground, it wails with such piercing fury that most common folk who hear it die instantly. Medicinal Marvel. Were it not for its incredible medicinal properties, the mandrake would never be cultivated at all. If ground into a powder and brewed for a year and a day, the mandrake root becomes an elixir of health, which can cure all poisons and afflictions. Great Mandrake. As a magical plant, the mandrake sometimes takes on an unusual appearance if it grows to full flowering. In these cases, the plant becomes thorny and its powers grow substantially. In particular, it gains the power of speech and its shriek becomes far stronger.","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant","Alignment":"unaligned","Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Mandriano","description":"Despite its size, the twisted and gnarled tree-man moves precisely and quietly. It cloaks itself in a cape of darkness with only its pale face visible, lit by blue flame eyes. Damned Fey. Mandrianos are a perversion of treants grown from soil defiled by ritual sacrifice. Bound to shepherd the undead, they ceaselessly wander their territories, collecting and tending their mindless charges. Beneath their billowing cloaks, their bodies have the gray color of driftwood. A mandriano's cloak is stitched from leaves of darkness and blows apart as if struck by a gale when the mandriano dies. Never Alone. Mandrianos work in pairs or small teams as they gather their flocks of undead and hunt for the living. They drain the essence of living creatures to feed themselves, their deceptively long arms allowing them to quickly snatch up prey.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"lawful evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Manes","description":"\"Have no pity for this damnable wretch. Bloody thing could grow up to be a demon lord one day.\" —Emirikol the Chaotic Demons Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil—engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness , the Black Scrolls of Ahm , and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon True Names Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz’zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake’s and as powerful as a great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out—or if she has a reason to remind her followers to fear her—Lolth’s lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart. Orcus Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus , a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes’ flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Manes Souls of evil creatures that descend to the Lower Planes are transformed into manes—the lowest form of demonkind. These wretched fiends attack any non-demon they see, and they are called to the Material Plane by those seeking to sow death and chaos. Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. Other demon lords feed on manes, destroying them utterly. Otherwise, killing a manes causes it to dissipate into a cloud of reeking vapor that reforms into another manes after one day. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demons by Type Type Examples 1 barlgura, shadow demon, vrock 2 chasme, hezrou 3 glabrezu, yochlol 4 nalfeshnee 5 marilith 6 balor, goristro Actions Claws : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 5 (2d4) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend (demon)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Manggus","description":"A multi-headed horror tears out of the body of this tusked, ogrelike brute. Manggus are ogre-like shapeshifters that join with tribes of trolls, ogres, trollkin, and other giant races. Dominated Tribe. Once a manggus has been accepted into a tribe, it works its way up, eventually becoming the tribe’s leader through intimidation, fear, and the threat of barbaric punishments. The most successful manggus even gather multiple tribes together, uniting the different races into warbands that sweep across the land. Rending Transformation. When the manggus changes shape its new form rips through the body of the previous one, an act usually accompanied by a great deal of blood and gore. The pain of the transformation fuels the manggus’ rage, which it lets out in a mighty roar.","properties":{"Category":"Monsters","Size":"Large","Type":"giant (shapechanger)","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Mangianime","description":"A goat-like creature with the wings of a bat. Its body seems to be covered by, or consist of, the distorted faces of the dead. The Mangianime are Hell monsters, hybrid creatures that were once animals. They strayed into Hell by accident, were warped by this evil dimension, and now suck the souls of the dead for sustenance, leaving only an empty shell that crumbles to dust. They can take whatever small to medium-sized form the GM decides. Usually they don’t come bigger than a dog or hyena because the more dangerous animals are usually transformed into true war-machines for the armies of Hell. Feel free to invent a few interesting specimens and have the characters encounter them on their journey through Hell. The Mangianime do not carry Satan’s hairs. They are mortal. Dismay check: Anyone watching a Mangianime feeding should roll against a difficulty of 8, at least when experienced for the first time. Actions Feces. Ranged Weapon Attack: +3 to hit. A creature hit by the feces of the mangianime must succeed on a DC 11 Dexterity saving throw or suffer 1 damag e and be blinded for 3 rounds, having been hit in the eyes. The mangianime enjoy the challenge of hitting moving targets. Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"animal","Expansion":30058,"Challenge Rating":0},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Mangonel","description":"Mangonel Large object Armor Class: 15 Hit Points: 100 Damage Immunities: poison, psychic Operation. A mangonel is a type of Catapult that hurls heavy projectiles in a high arc. This payload can hit Targets behind cover. Before the mangonel can be fired, it must be loaded and aimed. It takes two Actions to load the weapon, two Actions to aim it, and one Action to fire it. A mangonel typically hurls a heavy stone, although it can hurl other kinds of projectiles, with different Effects. Mangonel Stone . Ranged Weapon Attack : +5 to hit, range 200/800 ft. (can’t hit Targets within 60 feet of it), one target. Hit: 27 (5d10) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"object","Source":"custom","Expansion":7583},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Manifestation of Blood","description":"Traits Legendary Resistance (2/Day). If the Manifestation of Blood fails a saving throw, it can choose to succeed instead. Siphoning Shroud. Bleeding creatures within 10 feet of the Manifestation of Blood count as rolling the maximum result when determining bleeding damage. Actions Multiattack. The Manifestation of Blood makes two attacks with its weeping blade and one attack with its feasting blade. Weeping Blade (Whip Sword). Melee Weapon Attack: +12 to hit, reach 10 ft. one target. Hit: 10 (1d6 + 6) slashing damage. Creatures that suffer damage from this attack gain the bleeding condition for 1 minute. If this is used to make an attack of opportunity, it deals an additional 1d6 slashing damage. Feasting Blade (Broad Saber). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 6) slashing damage. If a creature suffers damage from this attack, the Manifestation of Blood regains that many hit points. Legendary Actions The Manifestation of Blood can take up to 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, only at the end of another creature’s turn, and only if the Manifestation of Decay did not take a Legendary Action that turn. The Manifestation of Blood regains spent legendary actions at the start of its turn. River of Gore. All creatures within 15 ft. of the Manifestation of Blood that have the bleeding condition make a DC16 Constitution saving throw. If they fail, they take 5 (1d8) piercing damage and ground within 5ft of them becomes coated in slippery blood, becoming difficult terrain. Halting Strike. The Manifestation of Blood makes one attack with its weeping blade. If the target is standing on difficult terrain, it must make a DC 16 Dexterity saving throw. If it fails, it is knocked prone. Whirl of Death. The Manifestation of Blood makes one attack with its feasting blade against all creatures within 5 ft. of it. Searing Blood. The Manifestation of Blood shimmers with heat and it and all bleeding creatures within 30 feet take 6 (1d10) fire damage. Blood Sacrifice. The Manifestation of Blood gestures at one Bloodspeaker ally within 30 feet. The Bloodspeaker immediately dies, and the Manifestation of Blood regains 4d8 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (lost)","Alignment":"chaotic evil","Expansion":25901,"Challenge Rating":14},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Manifestation of Decay","description":"Traits Shroud of Decay. Creatures that start their turn within 5 ft. of the Manifestation of Decay take 10 (3d6) poison damage. Undead and fiend creatures are healed that amount instead. Actions Multiattack. The Manifestation of Decay makes an attack with its Bow of Famine and uses its Viral Contagion ability. Bow of Famine. Ranged Weapon Attack: +10 to hit, reach 150/600 ft., one target. Hit: 9 (1d8 + 4) necrotic damage. Creatures dealt damage by this attack becomes weakened (loses damage resistances, and damage immunities become resistances) until the end of the Manifestation of Decay’s next turn. Viral Contagion. One creature within 30 ft. of the Manifestation of Decay must make a DC 20 Constitution saving throw. If it fails it becomes poisoned until the end of the Manifestation of Decay’s next turn and takes 13 (2d12) poison damage, and one other creature within 5 feet of the original target must make a DC 15 Constitution saving throw. If it fails, it becomes poisoned until the end of the Manifestation of Decay’s next turn and takes 7 (1d12) poison damage. Legendary Actions The Manifestation of Decay can take up to 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, only at the end of another creature’s turn, and only if the Manifestation of Blood did not take a Legendary action that turn. The Manifestation of Decay regains spent legendary actions at the start of its turn. Shared Anguish. One creature within 30 ft. of the Manifestation of Decay gains all conditions that the Manifestation of Decay currently has until the end of the Manifestation of Decay’s next turn. That creature and the Manifestation of Decay then take 4 (1d6) psychic damage for each condition that the Manifestation of Decay has. Corrupt Flesh. The Manifestation of Decay commands a corpse of the fallen to rise up and serve it. The body of a non-undead creature within 60 ft. of the Manifestation of Decay transforms into a skeletal marauder (page 128) armed with weapons made of bone. Foul Reformation. The Manifestation of Decay’s body shudders before violently erupting in puss and bile. Creatures within 10 ft. of the Manifestation of Decay must make a DC 16 Dexterity saving throw. If they fail, the suffer 7 (2d6) acid damage. The Manifestation of Decay then teleports to a location within 20 feet of its original location.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (lost)","Alignment":"neutral evil","Expansion":25901,"Challenge Rating":14},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Manshoon","description":"Referred to in this adventure simply as “Manshoon,” this clone of the ancient archwizard infiltrated Waterdeep years ago and has been hiding out in Kolat Towers ever since, in the city’s Southern Ward. The original Manshoon was one of the founders of the Zhentarim. Evil to the core, he made enemies all across Faerûn, including other powerful spellcasters such as Khelben Arunsun and Elminster. Fearing that he might be destroyed by his foes, Manshoon magically crafted several clones—but a mishap caused all of them to be awakened at once, whereupon they tried to destroy one another in a series of conflicts that came to be known as the Manshoon Wars. Now the original Manshoon is dead, and it’s widely believed that all his clones were destroyed as well. In fact, at least three are still alive. The one presently in Waterdeep escaped death by hiding out in Undermountain, where he eventually ran afoul of Halaster Blackcloak. After a brief spell duel, Halaster captured Manshoon and amputated his left arm at the elbow for reasons unknown. Manshoon escaped imprisonment and fled Undermountain, taking refuge in the city above. Attempts to magically regenerate his severed limb failed, forcing him to craft an artificial arm and hand for himself. Manshoon took control of Kolat Towers, a crumbling residence in the Southern Ward that was abandoned years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force . Manshoon rarely leaves the towers and uses a teleportation circle when he must do so, and thus is never seen entering or leaving. Manshoon aims to rule Waterdeep and replace the City Watch with Black Network mercenaries that are loyal to him alone. By bribing and blackmailing the Masked Lords, he hopes to oust Laeral Silverhand as Open Lord and take her place, kill the Blackstaff, reduce the Masked Lords to mere vassals, and declare himself the Wizard-King of Waterdeep. Once the city is firmly in his clutches, Manshoon will then turn his attention toward Undermountain, destroy Halaster once and for all, and claim the dungeon’s riches. Manshoon Simulacrum Manshoon uses the simulacrum spell to create a magical duplicate of himself as needed. He has customized the spell to increase his simulacrum’s hit points at the expense of its spellcasting ability. Manshoon can have only one simulacrum at any given time, and he uses it as a subordinate to command his Zhentarim minions in the field. If his simulacrum is destroyed, Manshoon creates another. Each simulacrum has the statistics of Manshoon , with these changes: The simulacrum has no special equipment. Consequently, it has AC 12 and lacks the Magic Resistance trait and the Staff of Power action option. It loses all spell slots of 6th level and higher. It has a challenge rating of 8 (3,900 XP). Traits Special Equipment. Manshoon wears a black robe of the archmagi and wields a staff of power (both accounted for in his statistics). Roll 2d10 to determine how many charges the staff has remaining. Magic Resistance. While wearing his robe of the archmagi , Manshoon has advantage on saving throws against spells and other magical effects. Spellcasting. Manshoon is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 21), +15 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): detect thoughts, mirror image, misty step 3rd level (3 slots): counterspell, lightning bolt, sending 4th level (3 slots): fire shield, greater invisibility, polymorph 5th level (3 slots): Bigby's hand, scrying, wall of force 6th level (1 slot): flesh to stone, globe of invulnerability 7th level (1 slot): finger of death, simulacrum 8th level (1 slot): feeblemind, mind blank 9th level (1 slot): imprisonment, power word kill Actions Metal Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Staff of Power. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. Manshoon can expend 1 of the staff's charges to deal an extra 3 (1d6) force damage on a hit.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7393,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Manticore","description":"Manticores are fierce killers that hunt far and wide for prey. They aren't particularly bright but can converse with intelligent prey. If a manticore sees an advantage to be gained by sparing a creature's life, it does so, asking for a tribute or sacrifice equal to the loss of food. Traits Tail Spike Regrowth : The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. Actions Multiattack : The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Tail Spike : Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"lawful evil","Expansion":4415,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Manticore","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Tail Spike Regrowth : The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. Actions Multiattack : The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Tail Spike : Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"68 (8d10+24)","CHA":8,"CON":17,"DEX":16,"INT":7,"STR":17,"WIS":12,"Size":"Large","Type":"monstrosity","Speed":"30 ft., fly 50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065733/dxDM6so_oPXPynt8T0kNHQ/original.png","Roll 0":"1d20 + 5\n1d8+3","Roll 1":"1d20 + 5\n1d6+3","Roll 2":"1d20 + 5\n1d8+3","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":700,"Alignment":"Lawful Evil","Languages":"Common","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Tail Spike Regrowth\",\"Desc\":\"The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail Spike\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"5\",\"Reach\":\"100/200 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-1","data-CON-mod":"+3","data-DEX-mod":"+3","data-INT-mod":"-2","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":3,"Passive Perception":11,"data-CrNum":3,"data-AcNum":14,"data-HpNum":68},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Manticore","description":"“Manticores love the taste of human flesh. That’s why, on trips through the mountains, I always travel with human guards.” —Marthok Uldarr, dwarf copper merchant A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature’s back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range. Evil Predators. Manticores are fierce killers that hunt far and wide for prey. They work together to take down particularly large or dangerous creatures, sharing the meal once a kill is made. A manticore begins its attack with a volley of tail spikes, then lands and uses its claws and bite. When outdoors and outnumbered, it uses its wings to stay aloft, attacking from a distance until its spikes are depleted. A manticore isn’t particularly bright, but it possesses a malevolent nature and the ability to converse. In the course of attacking, it denigrates its foes and offers to kill them swiftly if they beg for their lives. If a manticore sees an advantage to be gained by sparing a creature’s life, it does so, asking for a tribute or sacrifice equal to its loss of food. Monstrous Relationships. Manticores serve wicked masters that treat them well and provide regular prey. A manticore might provide aerial support for an orc horde or a hobgoblin army. Another could serve as a hunting companion for a hill giant chief, or guard the entrance to a lamia’s lair. The manticores’ greatest territorial rivals include chimeras, griffons, perytons, and wyverns. Manticores hunting as a pack often have the advantage of greater numbers. In addition to these creatures, manticores fear dragons and avoid them. Traits Tail Spike Regrowth : The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. Actions Multiattack : The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Tail Spike : Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Manticore","description":"A weary traveler hears a clarion call through the forest or friendly voices from a rocky shelter, and their heart leaps at the promise of refuge—only to find themself at the mercy of serrated teeth and poisoned spikes. In a manticore’s territory, people go missing without a trace. These fearsome creatures carve out their hunting grounds in forests near small villages, mountain passes where caravans travel, and other locations with plentiful wildlife. While manticores can subsist on a carnivorous diet of any nearby prey, their choicest meal is humanoid flesh. Uncanny Appearances. A manticore has a lion’s body, a dragon’s wings, and a scorpion’s tail barbed with spines, but their most unnerving trait is their humanoid face. Owing to a quirk of magical evolution, manticores develop the features of common mortal lineages that populate their region of birth. For example, a manticore in an area densely populated by tieflings inherits fiendish eyes and devilish horns. Manticores are born with an inherent understanding of a regional language, but they can speak only through mimicking that which they’ve heard—a talent manticores use to lure in prey. Heralds of Death. Manticores have a magical howl like a trumpet. This haunting sound not only terrifies creatures, but makes them more susceptible to the manticore’s bite. While on the hunt, manticores often take to the skies, shooting poison-tipped spikes from their tail to weaken their victims before howling and closing in. Ferocious Companions. A manticore who develops a taste for humanoids can rarely be tamed. But a young manticore who has yet to cut their teeth on such flesh can be raised into a fearsome ally. After a trained manticore companion finally tastes delicious humanoid flesh, they typically remain loyal to their caregiver. Traits Agile Predator. When the manticore hits a creature with an attack on the manticore’s turn, the manticore doesn’t provoke opportunity attacks from that creature for the rest of that turn. Mimicry. The manticore can mimic any words or phrases they have heard in a language they understand. A creature who hears the speech can tell it is an imitation with a successful DC 10 Wisdom (Insight) check. Actions Multiattack. The manticore makes one Bite and one Claw attack, or two Tail Spike attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a creature who is frightened of the manticore, they take an extra 4 (1d8) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage, and the manticore can move the target up to 5 feet horizontally. Tail Spike. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of their next turn. Bonus Actions Trumpeting Howl ( 1 /Day). Each enemy within 120 feet who can hear the manticore must succeed on a DC 13 Wisdom saving throw or be frightened of the manticore for 1 minute (save ends at end of turn). If the initial saving throw fails by 5 or more, a creature is also dazed while frightened in this way.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Manticore Alpha","description":"The manticore alpha is an abnormally large male manticore, reaching twice the size and weight of the average manticore. It leads a pack of manticores in organized forays into civilized territories to snatch humanoid prey. During combat, it can unleash a terrifying roar that strikes fear into the hearts of its foes and prey while at the same time rousing its allies. Traits Tail Spike Regrowth. The manticore has thirty-two tail spikes. Used spikes regrow when the manticore finishes a long rest. Actions Multiattack. The manticore makes one Bite attack and two Claw attacks. Alternatively, it can make three Tail Spike attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1 2 (2d6 + 5) slashing damage. Tail Spike. Ranged Weapon Attack: +7 to hit, range 100/200 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Spike Volley. The manticore makes a Tail Spike attack against any number of creatures within 15 feet of a point it can see within 100 feet. It must have sufficient tail spikes for each target, as normal, and it makes a separate attack roll for each target. Intimidating Roar (Recharge 4–6). The manticore lets out a terrifying roar audible out to 120 feet. Any creature within 30 feet of the manticore that can hear its roar must succeed on a DC 16 Wisdom saving throw or be frightened of the manticore for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this manticore’s Intimidating Roar for the next 24 hours. ","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Manticore Companion (PB 2)","description":"A weary traveler hears a clarion call through the forest or friendly voices from a rocky shelter, and their heart leaps at the promise of refuge—only to find themself at the mercy of serrated teeth and poisoned spikes. In a manticore’s territory, people go missing without a trace. These fearsome creatures carve out their hunting grounds in forests near small villages, mountain passes where caravans travel, and other locations with plentiful wildlife. While manticores can subsist on a carnivorous diet of any nearby prey, their choicest meal is humanoid flesh. Uncanny Appearances. A manticore has a lion’s body, a dragon’s wings, and a scorpion’s tail barbed with spines, but their most unnerving trait is their humanoid face. Owing to a quirk of magical evolution, manticores develop the features of common mortal lineages that populate their region of birth. For example, a manticore in an area densely populated by tieflings inherits fiendish eyes and devilish horns. Manticores are born with an inherent understanding of a regional language, but they can speak only through mimicking that which they’ve heard—a talent manticores use to lure in prey. Heralds of Death. Manticores have a magical howl like a trumpet. This haunting sound not only terrifies creatures, but makes them more susceptible to the manticore’s bite. While on the hunt, manticores often take to the skies, shooting poison-tipped spikes from their tail to weaken their victims before howling and closing in. Ferocious Companions. A manticore who develops a taste for humanoids can rarely be tamed. But a young manticore who has yet to cut their teeth on such flesh can be raised into a fearsome ally. After a trained manticore companion finally tastes delicious humanoid flesh, they typically remain loyal to their caregiver. Traits Learning to Fly. The manticore has a flying speed of 10 × PB feet. Mimicry. The manticore can mimic any words or phrases they have heard in a language the manticore’s caregiver understands. A creature who hears the speech can tell it is an imitation with a successful DC 10 plus PB Wisdom (Insight) check. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Spike ( 2 Ferocity). The manticore hurls a spine from its tail. This attack uses the statistics for their signature attack, except the spine is a ranged weapon with a normal range of 30 feet and a long range of 60 feet, and on a hit, the attack deals an extra PB of poison damage. 3 rd Level: Trumpeting Howl ( 5 Ferocity). Each enemy within 30 feet of the manticore who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of them until the end of the manticore’s next turn. 5 th Level: Poisoned Sting ( 8 Ferocity). The manticore stings a target within 10 feet of them with their tail. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd10 poison damage and becomes dazed until the end of their next turn. On a successful save, the target takes half as much damage and isn’t dazed.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Manticore Companion (PB 3)","description":"A weary traveler hears a clarion call through the forest or friendly voices from a rocky shelter, and their heart leaps at the promise of refuge—only to find themself at the mercy of serrated teeth and poisoned spikes. In a manticore’s territory, people go missing without a trace. These fearsome creatures carve out their hunting grounds in forests near small villages, mountain passes where caravans travel, and other locations with plentiful wildlife. While manticores can subsist on a carnivorous diet of any nearby prey, their choicest meal is humanoid flesh. Uncanny Appearances. A manticore has a lion’s body, a dragon’s wings, and a scorpion’s tail barbed with spines, but their most unnerving trait is their humanoid face. Owing to a quirk of magical evolution, manticores develop the features of common mortal lineages that populate their region of birth. For example, a manticore in an area densely populated by tieflings inherits fiendish eyes and devilish horns. Manticores are born with an inherent understanding of a regional language, but they can speak only through mimicking that which they’ve heard—a talent manticores use to lure in prey. Heralds of Death. Manticores have a magical howl like a trumpet. This haunting sound not only terrifies creatures, but makes them more susceptible to the manticore’s bite. While on the hunt, manticores often take to the skies, shooting poison-tipped spikes from their tail to weaken their victims before howling and closing in. Ferocious Companions. A manticore who develops a taste for humanoids can rarely be tamed. But a young manticore who has yet to cut their teeth on such flesh can be raised into a fearsome ally. After a trained manticore companion finally tastes delicious humanoid flesh, they typically remain loyal to their caregiver. Traits Learning to Fly. The manticore has a flying speed of 10 × PB feet. Mimicry. The manticore can mimic any words or phrases they have heard in a language the manticore’s caregiver understands. A creature who hears the speech can tell it is an imitation with a successful DC 10 plus PB Wisdom (Insight) check. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Spike ( 2 Ferocity). The manticore hurls a spine from its tail. This attack uses the statistics for their signature attack, except the spine is a ranged weapon with a normal range of 30 feet and a long range of 60 feet, and on a hit, the attack deals an extra PB of poison damage. 3 rd Level: Trumpeting Howl ( 5 Ferocity). Each enemy within 30 feet of the manticore who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of them until the end of the manticore’s next turn. 5 th Level: Poisoned Sting ( 8 Ferocity). The manticore stings a target within 10 feet of them with their tail. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd10 poison damage and becomes dazed until the end of their next turn. On a successful save, the target takes half as much damage and isn’t dazed.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Manticore Companion (PB 4)","description":"A weary traveler hears a clarion call through the forest or friendly voices from a rocky shelter, and their heart leaps at the promise of refuge—only to find themself at the mercy of serrated teeth and poisoned spikes. In a manticore’s territory, people go missing without a trace. These fearsome creatures carve out their hunting grounds in forests near small villages, mountain passes where caravans travel, and other locations with plentiful wildlife. While manticores can subsist on a carnivorous diet of any nearby prey, their choicest meal is humanoid flesh. Uncanny Appearances. A manticore has a lion’s body, a dragon’s wings, and a scorpion’s tail barbed with spines, but their most unnerving trait is their humanoid face. Owing to a quirk of magical evolution, manticores develop the features of common mortal lineages that populate their region of birth. For example, a manticore in an area densely populated by tieflings inherits fiendish eyes and devilish horns. Manticores are born with an inherent understanding of a regional language, but they can speak only through mimicking that which they’ve heard—a talent manticores use to lure in prey. Heralds of Death. Manticores have a magical howl like a trumpet. This haunting sound not only terrifies creatures, but makes them more susceptible to the manticore’s bite. While on the hunt, manticores often take to the skies, shooting poison-tipped spikes from their tail to weaken their victims before howling and closing in. Ferocious Companions. A manticore who develops a taste for humanoids can rarely be tamed. But a young manticore who has yet to cut their teeth on such flesh can be raised into a fearsome ally. After a trained manticore companion finally tastes delicious humanoid flesh, they typically remain loyal to their caregiver. Traits Learning to Fly. The manticore has a flying speed of 10 × PB feet. Mimicry. The manticore can mimic any words or phrases they have heard in a language the manticore’s caregiver understands. A creature who hears the speech can tell it is an imitation with a successful DC 10 plus PB Wisdom (Insight) check. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Spike ( 2 Ferocity). The manticore hurls a spine from its tail. This attack uses the statistics for their signature attack, except the spine is a ranged weapon with a normal range of 30 feet and a long range of 60 feet, and on a hit, the attack deals an extra PB of poison damage. 3 rd Level: Trumpeting Howl ( 5 Ferocity). Each enemy within 30 feet of the manticore who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of them until the end of the manticore’s next turn. 5 th Level: Poisoned Sting ( 8 Ferocity). The manticore stings a target within 10 feet of them with their tail. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd10 poison damage and becomes dazed until the end of their next turn. On a successful save, the target takes half as much damage and isn’t dazed.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Manticore Companion (PB 5)","description":"A weary traveler hears a clarion call through the forest or friendly voices from a rocky shelter, and their heart leaps at the promise of refuge—only to find themself at the mercy of serrated teeth and poisoned spikes. In a manticore’s territory, people go missing without a trace. These fearsome creatures carve out their hunting grounds in forests near small villages, mountain passes where caravans travel, and other locations with plentiful wildlife. While manticores can subsist on a carnivorous diet of any nearby prey, their choicest meal is humanoid flesh. Uncanny Appearances. A manticore has a lion’s body, a dragon’s wings, and a scorpion’s tail barbed with spines, but their most unnerving trait is their humanoid face. Owing to a quirk of magical evolution, manticores develop the features of common mortal lineages that populate their region of birth. For example, a manticore in an area densely populated by tieflings inherits fiendish eyes and devilish horns. Manticores are born with an inherent understanding of a regional language, but they can speak only through mimicking that which they’ve heard—a talent manticores use to lure in prey. Heralds of Death. Manticores have a magical howl like a trumpet. This haunting sound not only terrifies creatures, but makes them more susceptible to the manticore’s bite. While on the hunt, manticores often take to the skies, shooting poison-tipped spikes from their tail to weaken their victims before howling and closing in. Ferocious Companions. A manticore who develops a taste for humanoids can rarely be tamed. But a young manticore who has yet to cut their teeth on such flesh can be raised into a fearsome ally. After a trained manticore companion finally tastes delicious humanoid flesh, they typically remain loyal to their caregiver. Traits Learning to Fly. The manticore has a flying speed of 10 × PB feet. Mimicry. The manticore can mimic any words or phrases they have heard in a language the manticore’s caregiver understands. A creature who hears the speech can tell it is an imitation with a successful DC 10 plus PB Wisdom (Insight) check. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Spike ( 2 Ferocity). The manticore hurls a spine from its tail. This attack uses the statistics for their signature attack, except the spine is a ranged weapon with a normal range of 30 feet and a long range of 60 feet, and on a hit, the attack deals an extra PB of poison damage. 3 rd Level: Trumpeting Howl ( 5 Ferocity). Each enemy within 30 feet of the manticore who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of them until the end of the manticore’s next turn. 5 th Level: Poisoned Sting ( 8 Ferocity). The manticore stings a target within 10 feet of them with their tail. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd10 poison damage and becomes dazed until the end of their next turn. On a successful save, the target takes half as much damage and isn’t dazed.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Manticore Companion (PB 6)","description":"A weary traveler hears a clarion call through the forest or friendly voices from a rocky shelter, and their heart leaps at the promise of refuge—only to find themself at the mercy of serrated teeth and poisoned spikes. In a manticore’s territory, people go missing without a trace. These fearsome creatures carve out their hunting grounds in forests near small villages, mountain passes where caravans travel, and other locations with plentiful wildlife. While manticores can subsist on a carnivorous diet of any nearby prey, their choicest meal is humanoid flesh. Uncanny Appearances. A manticore has a lion’s body, a dragon’s wings, and a scorpion’s tail barbed with spines, but their most unnerving trait is their humanoid face. Owing to a quirk of magical evolution, manticores develop the features of common mortal lineages that populate their region of birth. For example, a manticore in an area densely populated by tieflings inherits fiendish eyes and devilish horns. Manticores are born with an inherent understanding of a regional language, but they can speak only through mimicking that which they’ve heard—a talent manticores use to lure in prey. Heralds of Death. Manticores have a magical howl like a trumpet. This haunting sound not only terrifies creatures, but makes them more susceptible to the manticore’s bite. While on the hunt, manticores often take to the skies, shooting poison-tipped spikes from their tail to weaken their victims before howling and closing in. Ferocious Companions. A manticore who develops a taste for humanoids can rarely be tamed. But a young manticore who has yet to cut their teeth on such flesh can be raised into a fearsome ally. After a trained manticore companion finally tastes delicious humanoid flesh, they typically remain loyal to their caregiver. Traits Learning to Fly. The manticore has a flying speed of 10 × PB feet. Mimicry. The manticore can mimic any words or phrases they have heard in a language the manticore’s caregiver understands. A creature who hears the speech can tell it is an imitation with a successful DC 10 plus PB Wisdom (Insight) check. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tail Spike ( 2 Ferocity). The manticore hurls a spine from its tail. This attack uses the statistics for their signature attack, except the spine is a ranged weapon with a normal range of 30 feet and a long range of 60 feet, and on a hit, the attack deals an extra PB of poison damage. 3 rd Level: Trumpeting Howl ( 5 Ferocity). Each enemy within 30 feet of the manticore who can hear them must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of them until the end of the manticore’s next turn. 5 th Level: Poisoned Sting ( 8 Ferocity). The manticore stings a target within 10 feet of them with their tail. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd10 poison damage and becomes dazed until the end of their next turn. On a successful save, the target takes half as much damage and isn’t dazed.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Manticore Revenant","description":"When a mortal creature becomes a revenant, it retains its statistics except as described below. The creature loses any trait, such as Amphibious, that assumes a living physiology. Celestials, constructs, fiends, elementals, oozes, and undead can't become revenants. Find the template for creating revenants here: Revenant Template Traits Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Rejuvenation. When the revenant’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another manticore corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. Turn Immunity. The revenant is immune to effects that turn undead. Vengeful Strikes. If the target hit by the revenant's melee attack is a creature against which the revenant has sworn vengeance, the target takes an extra 10 (3d6) weapon damage. Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. Actions Multiattack. The revenant makes three attacks: one Bite attack and two Claws attacks, or three Tail Spike attacks. Bite . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Tail Spike. Ranged Weapon Attack: +6 to hit, range 100/200 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 14 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Manticore Skirmisher","description":"The skirmisher is a manticore that employs hit-and-run tactics when hunting prey. Traits Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. Skirmish Advantage. Once per turn, the manticore gains advantage on its attack roll when it makes a weapon attack while occupying a space at least 15 feet away from where it started its turn. Actions Multiattack. The manticore makes one Bite attack and two Claw attacks. Alternatively, it can make three Tail Spike attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Tail Spike. Ranged Weapon Attack: +7 to hit, range 100/200 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Lightfooted. The manticore takes the Dash or Disengage action. Reactions Skirmisher. When an enemy the manticore can see ends its turn within 5 feet of it, the manticore can move up to half its speed. This movement doesn’t provoke opportunity attacks. ","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Manticore Stalker","description":"Unlike typical manticores who have leonine bodies, a manticore stalker has a body of a large black panther. It is a faultless tracker and a very crafty hunter. It moves silently and strikes without warning, bringing down foes before they realize what attacked them. Traits Tail Spike Regrowth . The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. Slay Foe (1/Turn). The manticore deals an extra 9 (2d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Multiattack. The manticore makes one Bite attack and two Claw attacks. Alternatively, it can make three Tail Spike attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 +3) slashing damage. Tail Spike. Ranged Weapon Attack: +7 to hit, range 100/200 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Stealthy. The manticore stalker takes the Hide action. ","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Manticore Vrykolakas","description":"When an evil dragon, giant, or monstrosity is cursed and magically slain by a demon lord, it may rise as a vrykolakas if the demon lord wills it. At first, this powerful undead creature resembles its original form but with pale skin and bloodshot eyes. The vrykolakas has the ability to shift into its hybrid form, where it creature transforms into a more feral-looking creature with vampire bat-like features. In this form, the vrykolakas gains bat-like wings, fangs, and ears. Unlike a regular vampire, the vrykolakas has only Sunlight Hypersensitivity as a weakness. The vrykolakas exists to serve its master that spawned it and only gains its freedom if its master is destroyed. Traits Regeneration. The vrykolakas regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vrykolakas takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vrykolakas’s next turn. Sunlight Hypersensitivity. The vrykolakas takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Tail Spike Regrowth. The vrykolakas has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. Actions Multiattack. The vrykolakas makes one Bite attack and two Claw attacks. Alternatively, it can make three Tail Spike attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vrykolakas regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. Tail Spike. Ranged Weapon Attack : +7 to hit, range 100/200 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Aura of Horror (Hybrid Form Only). Each creature of the vrykolakas’s choice within 30 feet of the vrykolakas must make a DC 13 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature's speed is halved, can't use reactions, can't make more than one attack per turn, and can use either an action or a bonus action during its turns, not both. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this vrykolakas' Aura of Horror for the next 24 hours. Change Shape. The vrykolakas polymorphs into a hybrid vampire bat, or back into its true form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Mantik, The Barbed, King of the Manticores","description":"Much larger than his kin, Mantik's scarred and wizened visage is punctuated by longsword-length teeth that grind and clatter together when he speaks. His coloration is direst crimson, and his black wings appear too withered for flight. Inside the sandblasted walls of a ruined castle, the king of the manticores roars decrees to the wind. Mantik, the oldest and most ferocious of his kind, sits atop the shattered throne of a long-forgotten kingdom. He is loved like a god by a loyal clan of kobolds, who bring the beast treasures and sacrifices. Withered Wings. Mantik's wings have mysteriously shrunken into two withered appendages. A kobold shaman suggested the Barbed King has come under a curse of some sort. Mantik believes divine magic is the only way to restore his ability to fly, but he is too proud to learn prayer or engage in devotion. Whatever the reason for his withered wings, Mantik bitterly plots to cure his strange affliction. The Barbed. The kobolds who worship Mantik refer to themselves as the Barbed. They scurry around the manticore's castle like servile rats, both enamored and terrified of their ruler. Covetous. Mantik has a substantial hoard gathered in the ruined chambers under his castle. His manticores raid the infrequent trade caravans traveling the wastes, and several times a year he embarks on treasure hunting expeditions, stalking the many scavenger bands picking through lost battlefields. His throne room is filled with ancient carvings, fractured statues, old tapestries, and jewelry - all displayed on crumbling stone pedestals or awkwardly hung from pock-marked walls. Mantik both loves and loathes his hoard; he yearns for a castle fit to hold his treasures. Mantik in Midgard In Midgard, Mantik dwells in a ruined castle deep in the Red Wastes that sprawl between the Dragon Empire and Khandiria. Surrounded by his motley army, Mantik lusts for a taste of the wealth kept in the Dragoncoil Mountains and in the cities of Khandiria, starting with Isquetta. His own treasury is filled with the spoils of his raids on caravans and drake lairs. He covets the three feathers of Azuran--magical sapphires carved into the shape of crane feathers--most of all. Mantik believes the jewels will restore his ability to fly.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"lawful evil","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Mantimera","description":"While not as powerful as the gorgimera, the mantimera is certainly the most hideous species of chimera. Instead of the standard lion parts, the mantimera has the head, forelimbs, and tail of a manticore. Just like a manticore, it can unleash terrible iron-like spikes from its Tail during combat. Traits Tail Spike Regrowth. The mantimera has twenty-four Tail Spikes. Used spikes regrow when the mantimera finishes a long rest. Three-Headed. The mantimera has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Actions Multiattack. The mantimera makes four attacks: one with its Manticore's Bite, one with its Dragon's Bite, one with its Horns, and one with its Claws, or four with its Tail Spikes. When its Acid Breath is available, it can use the Acid Breath in place of its Dragon's Bite. Dragon's Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid. Manticore's Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Acid Breath (Recharge 6). The dragon head exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a successful one. Tail Spike. Ranged Weapon Attack: +6 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Mantis Crawler","description":"This six-legged insectoid monstrosity's limbs each end in a sharpened blade, perfect for slicing through its prey. Known for their powerful leaps, mantis crawlers are capable of covering large distances in a single bound and pinning their prey with all six legs. Their chitinous exoskeletons are also exceptionally hard to pierce, but their brittleness makes them easier targets for clubs and other forceful weapons. Environment. Mantis crawlers live anywhere they can find food, and, not needing large amounts of water or sunlight, can even be found in the driest deserts and the deepest tunnels. Tactics. Mantis Crawler's open their hunt with a Slashing Leap, attempting to pin their prey before stabbing down at them with a Leg Slash. A mantis crawler fights fiercely in the absence of bludgeoning weapons, but will flee if too many of its foes seem capable of breaking its brittle exoskeleton. Traits Chitinous Body. The mantis crawler's Handicap III Injury threshold is increased by 5 for attacks dealing piercing or slashing damage, and reduced by 5 for attacks dealing bludgeoning damage. Additionally, when piercing or slashing damage fails to inflict an Injury, the mantis crawler takes 5 less damage. Powerful Leap. The mantis crawler can leap up to 30 feet forward and up to 10 feet in the air with a standing jump. Actions Multiattack. The mantis crawler makes two Leg Slash attacks against the same creature. Leg Slash. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) slashing damage. Slashing Leap (recharge 6). The mantis crawler leaps at a creature within its jump distance, attempting to pin it down with its bladed limbs. That creature must make a DC 13 Dexterity saving throw or be grappled, knocked prone, and take 10 (4d4) slashing damage. On a successful saving throw, the creature takes half damage and is not grappled or knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Challenge Rating":"1/2/2024"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Mantrap","description":"A mantrap is a giant carnivorous plant that resembles an oversized flytrap. To attract prey, the mantrap releases a pollen that magically draws creatures to it. Though it will snap its leafy jaws shut around any warmblooded creature that strays within its reach, it prefers humanoid prey. Traits Attractive Pollen (1/Day). When the mantrap detects any creatures nearby, it can use its reaction to release pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. False Appearance. While the mantrap remains motionless, it is indistinguishable from an ordinary tropical plant. Actions Engulf. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is trapped inside the mantrap’s leafy jaws. While trapped in this way, the target is blinded and restrained, has total cover from attacks and other effects outside the mantrap, and takes 14 (4d6) acid damage at the start of each of the target’s turns. If the mantrap dies, the creature inside it is no longer restrained by it. A mantrap can engulf only one creature at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":7389,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Mantrap","description":"A mantrap is a giant carnivorous plant that resembles an oversized flytrap. To attract prey, the mantrap releases a pollen that magically draws creatures to it. Though it will snap its leafy jaws shut around any warm-blooded creature that strays within its reach, it prefers humanoid prey. Traits False Appearance. While the mantrap remains motionless, it is indistinguishable from an ordinary tropical plant. Actions Engulf. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is trapped inside the mantrap’s leafy jaws. While trapped in this way, the target is blinded and restrained, has total cover from attacks and other effects outside the mantrap, and takes 14 (4d6) acid damage at the start of each of the target’s turns. If the mantrap dies, the creature inside it is no longer restrained by it. A mantrap can engulf only one creature at a time. Reactions Attractive Pollen (1/Day). When a creature approaches within 30 feet of the mantrap, it releases pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":31454,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Mapach Bandit","description":"Mapachs are particularly distrusted among birdfolk because of their eccentricities and willingness to break with commonly held customs. Often judged on sight to be crooked, some mapachs find it hard to integrate into birdfolk society and turn to crime to survive. Local bandit forces are happy to exploit this, offering the displaced mapachs shelter and a share of the spoils in exchange for their service.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (mapach)","Alignment":"neutral evil","Expansion":5991,"Challenge Rating":"1/8"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Mapach Brute","description":"Although many in the bandit coalition follow noble ideals, there have always been a handful of unreliable members, only concerned with their own advancement.These ruthless brutes are scoundrels through and through, willing to seize power within the coalition by any means necessary. Mapachs don’t have more knaves among them as a matter of course, but the infamy of a few such villains has further sullied their reputation in the eyes of perch-dwellers.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (mapach)","Alignment":"chaotic evil","Expansion":5991,"Challenge Rating":3},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Mapach Tinkerer","description":"Unlike those who are content to stay within the boundaries of their established craft, tinkerers have a passion for innovation that is unfettered by tradition. Mapach craftspeople who constantly look for ways to improve upon past creations find themselves branded as eccentrics. Their methods are unconventional, but eminently practical. Designs are often carefully considered, and some of their innovations eventually find widespread use around the Wood.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (mapach)","Alignment":"any","Expansion":5991,"Challenge Rating":"1/4"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Marble Golem","description":"Marble golems are usually sculpted to resemble beautiful heroes and rulers from ages past. The wizards who build them require the services of great artisans, because the golem's features must be extremely lifelike for the animating magic to take hold. There are rumors that evil wizards resort to petrifying beautiful youths to get the materials they need for construction. Aesthetic Guardians . Marble golems are usually set to guard areas where aesthetic beauty is desired—temples, palaces, libraries, or estates. Marble golems can be disguised as normal statues, but they come alive under certain conditions. For example, it might attack trespassers who enter a room without speaking the proper password. They can also activate on a command word from their designated master. Narcissistic Spirits . Marble golems are animated by spirits plucked from the elemental planes and forcibly bound into artificial bodies. The spirits unwittingly attracted to these particular constructs are always vain, and golem builders take advantage of their conceited natures when weaving the necessary binding spells. As long as the spirit finds its new form and surroundings suitably beautiful, it is much less likely to break free from its master’s control. Great care is therefore given to ensuring that marble golems are displayed in such a way that their beauty is emphasized and respected. Relentless Pursuit . A marble golem usually stop its attacks once an enemy has fled. However, if the marble golem has had its beauty marred, the spirit inside will become enraged. The golem will become relentless in its desire to track down and kill whoever damaged it. While the golem doesn’t have any magical ability to track the object of its hatred, it can follow footprints, and it will interrogate (or destroy) anyone who stands in its way.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":4963,"Challenge Rating":4},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Marble Stone Giant","description":"Fascinated by the act of creation, stone giants carve cities out of ancient caverns, mine precious metals and gems, and craft relics worthy of glory. To many a stone giant, artisan- ship is the highest calling, and all their creations are crafted with an eye to beauty and longevity. Of the Stone. Stone giants are made of the same kinds of rocks that form their home—marble, granite, or even basalt. Their stone bodies not only protect them from attack, but also provide them with an additional outlet for self-expression. They often carve runes into their skin, which serve a wide variety of artistic and cultural purposes. Traits Agility Rune. Being within 5 feet of an enemy doesn’t impose disadvantage on the giant’s ranged attack rolls. False Appearance. While motionless, the giant is indistin- guishable from a statue. Stone Flesh. When a creature attacks the giant with a melee weapon that isn’t adamantine and rolls a 1 on the d20 for that attack, that weapon is destroyed if it is mundane. If that weapon is supernatural, it loses all supernatural properties for 1 hour. Actions Multiattack. The giant makes two Greatsling attacks. Greatsling. Ranged Weapon Attack: +8 to hit, range 60/240 feet, one target. Hit: 15 (3d6 + 5) bludgeoning damage. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage, and if the target is a creature, they must succeed on a DC 16 Strength saving throw or be pushed 10 feet away from the giant. Boulder Roll (Recharge 5–6). The giant bowls a boulder in a 10-foot-wide, 30-foot-long line along the ground. Each creature in this line must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 27 (5d10) bludgeon- ing damage and falls prone. On a successful save, the creature takes half as much damage and doesn’t fall prone. Each object in this line that isn’t supernatural or worn or carried by a creature takes 27 (5d10) bludgeoning damage. At the end of its roll, the boulder crumbles, creating a 10-foot square of difficult terrain. Bonus Actions Siege Stance. The giant digs their heels into the ground, reducing their speed to 0. While in this stance, the normal and long ranges of the giant’s Greatsling attack are doubled, and when this attack hits, each other creature within 5 feet of the target must succeed on a DC 17 Dexterity saving throw or take 10 (3d6) bludgeoning damage. The giant’s stance lasts until they become grappled, incapacitated, prone, or restrained, or until the giant ends it as a bonus action.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Marcella, Legata Legionis","description":"This stocky woman with grayish-blond hair, a determined gaze and a prominent, very straight nose is almost 130 years old. She has fought hard to be accepted as the leader of the militia but has by now been holding this office for more than 20 years. In younger years, she served in the first legion of the first cohort and ascended to Primum Pilus, at the advanced age of 50. Later she served as the attaché to the former legatus legionis before she was elected into the senate. Marcella is straightforward and mistrusts humans deeply. She will have to be treated with great respect in order to convince her to admit the strangers into the city and bring them before the consuls. Traits Spellcasting. Marcella is a 15th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Marcella knows the following paladin spells: 1st level (4 slots): bless, cure wounds, detect magic, protection from evil and good, sanctuary 2nd level (3 slots): aid, lesser restoration, locate object, magic weapon, zone of truth 3rd level (3 slots): beacon of hope, dispel magic, remove curse, revivify 4th level (2 slots): aura of purity, freedom of movement, guardian of faith Divine Smite. When she hits a creature with a melee weapon attack, Marcella can expend one of her spell slots and increase her damage for 9 (2d8) + 4 (1d8) per spell slot above 1st level to a maximum of 22 (5d8) radiant damage. Aura of Protection, Courage and Devotion. Marcella and all friendly creatures in a 10-foot radius gain a bonus of +2 on their saving throws and are immune to fear and charm. Purity of Spirit. Marcella is always under the effects of the protection from evil and good spell. Actions Multiattack. Marcella makes two short sword attacks or casts one spell. Divine Sense. 3x times per day detect celestials, fiends, undead, holy/unholy objects and places in a 60-feet radius until the end of her next turn. Turn the Unholy. Any Undead or fiend within a 10-foot radius who can see or hear Marcella must succeed on a Wisdom saving throw or flee from her for 1 minute or until it takes damage. Short Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) radiant damage. Sacred Weapon. As an action Marcella can channel her divinity and get +2 to hit on her attack rolls, and her weapon emits bright light in a 20-foot radius and dim light 20 feet beyond that for 1 minute. The weapon becomes magical for the duration. Lay on Hands. As an action Marcella‘s blessed touch can heal a total amount of 75 hit points per day, or for a c ost of 5 of these hit points she can cure one target of a disease or a poison. Cleansing Touch. Twice a day Marcella can end one spell on herself or a willing creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Paladin)","Expansion":30058,"Challenge Rating":10},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Marco the Peddler","description":"In Memory of Marco Krämer Background Marco always had a keen mind, an aptitude for crafting stories, and a curious soul that longed to explore the many wonders of the world – and other worlds beyond it. In short, Marco is a born adventurer. For many years, Marco followed this calling and spent his days delving into dangerous dungeons, slaying monsters and pilfering treasures from dragon hoards alongside his troupe of trusted comrades. A trained bard with a creative mind, Marco's many adventures are outdone only by his recounting of them. Eventually, the years caught up with Marco, who found himself more excited by tales of adventure than the actual act of adventuring (and the perils that entailed). In the end, he settled down and opened up Marco's Mysteries , a shop where kindred spirits can purchase goods to aid them on their adventures, sell their valuable spoils, or just swap tales with the good-humored bard. As for adventuring, Marco regularly meets up with his old party to undertake new quests, but now using enchanted figurines, illusory displays, glyph-inscribed dice, and their own imaginations, rather than putting their lives at risk. Roleplaying Marco Marco is a good-natured and jovial man with a sharp mind and a big heart. His laugh is genuine and contagious, and his appetite for adventure – in any shape or form – permeates everything he does. There are few things that Marco treasures more than storytelling. Whether it's sharing his boundless wisdom with fledgling adventurers (\"If you've got questions, now's the time to ask them, young friend, and not when you've already disturbed the dragon – trust me, I speak from bitter experience here!”) or swapping stories of adventure with his customers. Marco cannot abide cheaters and liars (\"A bit of exaggeration isn't a sin, but if you tell me you've slain a giant, I better not find a halfling when I dig up the corpse!”). He also has a deep sense of justice and hates when things are unfair or someone thinks the rules don't apply to them. Marco's quirky and creative mind is mirrored in his surroundings – including his shop, which appears to visitors as a disorganized mess. Marco does not see it that way, however, insisting that everything is exactly where he wants it to be – and backs it up by always knowing where an item can be found (\"The Damnation sword? Right over there, just under the Spell Scroll of Teleport and the Hat of Disguise , you can't miss it!”) Though I've only spoken with Marco a few times, it's clear that he is as great a friend as one can have; full of excitement, fiercely loyal, and always good for a tale or two. The world would be a better – and more adventurous – place with more people like Marco in it! – the Wanderer","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Neutral Good","Expansion":27827,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Marek, Death Priest","description":"A short squat human wearing purple robes and a black belt advances with determination. An ornate purple tattoo depicting a tentacled beast is prominently displayed on his forehead, wrapping around his eyes. TRAITS Special Equipment: Marek wears a chain shirt and carries a tentacle rod . He also carries an iron key which unlocks the door to his room on the Black Orchid (area 4-4), and a small silver whistle (worth 22 gp). Spellcasting: Marek is a 7th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). He has the following spells prepared from the cleric and sorcerer spell lists: Cantrips (at will): chill touch, guidance, light, resistance 1st level (4 slots): bane, command, inflict wounds, shield of faith 2nd level (3 slots): hold person, silence, spiritual weapon 3rd level (3 slots): bestow curse, speak with dead 4th level (1 slot): kraken's tentacles (see appendix B ) ACTIONS Multiattack: Marek makes three attacks, only when wielding the tentacle rod. Tentacle Rod: Melee Weapon Attack: +9 to hit, reach 15 ft., up to three targets. Hit: 3 (1d6) bludgeoning damage. If Marek hits one target with all three attacks in one round, the target must make a DC 15 Constitution saving throw. On failure, the target's speed is halved, it has disadvantage on all Dexterity saving throws, and it can't use reactions for 1 minute. In addition, on each of the target's turns, it can take either an action or a bonus action, but not both. At the end of each turn, the target can repeat the saving throw, ending the effects on itself with a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":25195,"Challenge Rating":3},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Margoyle","description":"A margoyle is an abhorrent species of gargoyle that is stronger and more savage in combat. Ambush Hunters. Margoyles wait on their perches until their unsuspecting prey has passed providing an opportunity for a surprise attack from above. They then launch themselves and dive toward their prey headfirst, attempting to impale their target with their horns. The margoyles then finish off those rare few who manage to survive the initial assault with their rending claws and sharp teeth. Traits Dive Attack. If the margoyle is flying and dives at least 30 feet straight toward a target and then hits it with a Gore attack, the attack deals an extra 3 (1d6) damage to the target. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. False Appearance. If the margoyle is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the margoyle move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the margoyle is animate. Actions Multiattack. The margoyle makes one Bite attack and two Claw attacks. It can replace its Bite attack with a Gore attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Margreve Hound","description":"Margreve hounds are muscular, loyal beasts. They assist their masters in hunting by retrieving downed game or by immobilizing more nimble animals, preventing escape. Margreve hounds trained for war or as guards employ the same tactic to neutralize threats. Caravans that often run routes through and along the Margreve prize Margreve hounds as part of their guard forces and pay handsomely for trained specimens. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) piercing damage. On a hit, the target is grappled (escape DC 12). Until this grapple ends, the hound can't bite another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Margreve Stag","description":"Actions Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) piercing damage. Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4+2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Margreve Werewolf","description":"Actions Multiattack. The werewolf makes two attacks. While in hybrid or wolf form, it can bite as a bonus action. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8+6) piercing damage. On a hit, if the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d4+6) slashing damage. Spear (1-Handed) (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6+6) piercing damage. Spear (2-Handed) (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8+6) piercing damage. Spear (Thrown) (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 20/60 ft., one target. Hit: (1d6+6) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Alignment":"chaotic evil","Expansion":16,"Challenge Rating":6},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Margutte","description":"Unlike ogres and giants living north of the Crown Mountains, the Kingdom’s Marguttes are solitary creatures or live in very small groups: cannibal giants who imprison and torture humans, then eat them or keep them enslaved, and use marionettes as firewood. Compared to morgants, they are taller and have far more disturbing features, yet their size and complexion are so similar that some believe morgants to be civilized descendants of those heinous and brutal monsters. Another difference is that, although Marguttes live isolated and removed from everyone else, their habits, clothing, and abodes are quite similar to humans’: they dress like wood-cutters, merchants, or noblemen, and have houses, castles, and taverns very ordinary in shape, albeit enormous in size; on the surface, their occupations are also similar to those of common people. Although many of them live on the edge of dark and impenetrable forests, capturing travelers, others can be greedy feudal lords who impose horrendous taxes on their subjects; wealthy landowners who live in palaces with mysterious rooms that are always closed; and even noble outcasts with monstrous features but kind hearts. Admittedly, this last case is extremely rare. Actions Multiattack . The margutte makes two attacks with its cleaver. Cleaver . Melee Weapon Attack : +8 to hit, reach 10 ft., one creature. Hit : (3d8+5) slashing damage. Unique Powers The margutte has one unique power, chosen from the following: Fetid Stink . A disgusting puff of breath spreads from the margutte's jaws, within a 10-foot radius of it. The breath spreads around corners, and its area is lightly obscured. Any creature that starts its turn in that area must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions. A strong wind can disperse the breath after 1 round. The breath reforms after 3 rounds. Innate Spellcasting . The margutte’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: charm person , detect magic , sleep 1/day each: animate object , darkness , plant growth 1/week: earthquake Nightmare Banquet . The margutte feasts on the corpse of one enemy within 5 feet of him. Each creature of the margutte choice that is within 60 feet of him and able to see him must succeed on a DC 14 Wisdom saving throw or be frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Nightmare Banquet for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"neutral evil","Expansion":11925,"Challenge Rating":7},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Mari Lwyd","description":"A skeletal mare speaks in constant rhyme, its jaws moving as if something were puppeteering it. Unwelcome Lodger. A mari lwyd seeks entry into a home, where it demands to be treated as if it were a guest. Though it doesn’t require food, drink, or sleep, it consumes as much as a horse of its size and requires bedding that is comfortable, clean, and large enough to suit its frame. Despite its apparently baleful nature, the mari lwyd does not seek to harm its hosts, physically or financially, and demands only what they can comfortably provide. It defends itself if attacked, reciting rhymes beseeching its hosts to calm themselves. A mari lwyd may accompany itself with a “retinue” of skeletons. It refuses to animate zombies, because it doesn’t wish to trouble its hosts with the smell of rotting flesh. It also politely refuses hospitality on the behalf of its cohorts. Expelled by Rhyme. Other than through its physical destruction, the only way to rid oneself of a mari lwyd is to win a rhyming battle. It speaks only in rhyme, often changing languages for the best rhyme scheme between verses, which may provide a clue to those inconvenienced by the mari lwyd. It is especially appreciative of clever rhymes. The mari lwyd usually incorporates winning rhymes into its repertoire. Should a mari lwyd revisit a location, the inhabitants must come up with an even better rhyme to oust the creature. The mari lwyd takes more conventional methods of turning away undead as an affront. If affected by a cleric’s turning attempt, it leaves for the duration and waits for the cleric to exit the premises before returning and increasing its demands for hospitality. Undead Nature. A mari lwyd doesn’t require air, food, drink, or sleep. Sample Mari Lwyd Rhyme Humble hosts, I have come to stay In your lodgings from this day Until I must again away Please welcome this mare of gray","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Maria Gancha","description":"Maria Gancha, or Hooked Mary, is an exceptionally cruel, cunning, and ancient pettenedda (see page 138), always dripping wet and with arms ending in rusty, barbed hooks rather than hands. She has survived several encounters with mighty heroes seeking to vanquish her, though one such conflict cost her both of her arms at the elbows. She had her hands and forearms replaced with the pair of wicked hooks to which her name refers, using them to wreak her revenge on the hero that crippled her. Though her hooks prevent her from casting spells like her pettenedda sisters, she has channeled her magics into more devious manifestations.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (unique)","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":7},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Marid","description":"\"The marid poured out of the flask like water and said, ‘Your wish is my command.’ The halfling, overjoyed, wished for immortality, so the marid polymorphed him into a fish that flopped around humorously until, finally, it expired. It’s a cautionary tale that has survived through the ages, so I suppose the halfling got his wish.\" —Kesto Brighteyes, Gnome Proprietor of the Parted Veil, a bookshop in Sigil Genies Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves. Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power. Creatures of the Elements. A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie. A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie’s form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don’t mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare. When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam. Rule or Be Ruled. Mortal slaves serve to validate a genie’s power and high self-opinion. A hundred flattering voices are music to a genie’s ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use. In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service. Decadent Nobility. Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination. Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn’t beholden to any noble genie, however, and will sometimes choose to defy a noble genie’s will and risk the consequences. The Power of Worship. Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome—except as it is directed toward them by their worshipful slaves. Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms—even whole continents or worlds—bow down before them. Variant: Genie Powers Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality. Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well. Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn’t a genie. Once a genie has granted its limit of wishes, it can’t grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature’s existence. To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature’s behalf to bring about the effect. Depending on the genie’s nature, the genie might try to pervert the intent of the wish by exploiting the wish’s poor wording. The perversion of the wording is usually crafted to be to the genie’s benefit. Marid Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the flighty djinn, the ground-hugging dao, and the fuming efreet. Large and piscine, marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water. Water Lords. Water is a marid’s native element, and the genie can manipulate water in virtually any way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or shape clouds of fog and mist from the vapor in the air. It can even transform itself into mist, or use water as a weapon to bludgeon its foes. Marid Homes. Marids are rare on the Material Plane. They inhabit mighty and majestic coral fortresses located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, air-filled chambers where slaves and guests reside. A marid doesn’t expect much from its slaves, simply wanting to have them for the status of ownership. Marids go out of their way to obtain skilled slaves, and aren’t above kidnapping mortal artists, entertainers, or storytellers for use in their courts. Egotistical Hierarchs. All marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are mere pretense on the part of the self-important marids. Marids treat all others—including other genies—as inferiors of various grades, ranging from poor cousins to petty annoyances. They tolerate djinn, dislike dao, and despise efreet. Humanoids are among the lowest of the creatures that marids must tolerate, although they sometimes deal with powerful wizards and exceptional leaders on an almost-equal footing. Doing so has sometimes proven to be a mistake, since wizards have managed to imprison marids in conch shells, flasks, and decanters over the ages. Bribery and flattery are the best means of dealing with marids, to which an obsequious mortal is a creature that knows its place. Whimsical Storytellers. Marids are champion tale-tellers, whose favorite legends emphasize the prowess of marids in general and of the speaker in particular. Fanciful genies, they lie often and creatively. They aren’t always malicious in their deception, but embellishments suit their fancy. Marids consider it a crime for a lesser being to interrupt one of their tales, and offending a marid is a sure way to invoke its wrath. Traits Amphibious : The marid can breathe air and water. Elemental Demise : If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying. Innate Spellcasting : The marid’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: create or destroy water , detect evil and good , detect magic , fog cloud , purify food and drink • 3/day each: tongues , water breathing , water walk • 1/day each: conjure elemental (water elemental only), control water , gaseous form , invisibility , plane shift Actions Multiattack : The marid makes two trident attacks. Trident (Melee; One-Handed) : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) piercing damage. Trident (Melee; Two-Handed) : Melee Weapon Attack : +10 to hit, reach 5 ft. , one target. Hit : 15 (2d8 + 6) piercing damage. Trident (Ranged) : Ranged Weapon Attack : +10 to hit, range 20/60 ft., one target. Hit : 13 (2d6 + 6) piercing damage. Water Jet : The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"MM1","Alignment":"chaotic neutral","Expansion":2,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Marid Padisha","description":"Found in the heart of the marid seat of power known as the Citadel of Ten Thousand Pearls in the elemental Plane of Water is the Great Padisha of the Marid. He can grant wishes if he likes, but only if he thinks he can twist the wish's intent. Traits Elemental Demise. If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying. Legendary Resistance (3/Day). If the marid fails a saving throw, it can choose to succeed instead. Magic Resistance. The marid has advantage on saving throws against spells and other magical effects. Greater Spell Penetration. When the marid casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 5 levels higher. Actions Multiattack. The marid makes two Trident attacks. Trident. Melee Weapon Attack: +15 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 18 (3d6 + 8) piercing damage, or 21 (3d8 + 8) piercing damage if used with two hands to make a melee attack. Water Jet. The marid magically shoots water in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw. On a failure, the target takes 28 (8d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 30 feet away from the marid and knocked prone. On a success, the target takes half the bludgeoning damage, but is neither pushed nor knocked prone. Spellcasting. The marid casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20): At will: create food and water, detect evil and good, detect magic, fog cloud, purify food and drink, tongues, water breathing, water walk 3/day each: conjure elemental (water elemental only, as an action), control water, dispel magic, gaseous form, invisibility, plane shift 1/day each: tsunami (as an action), wall of ice Teleport. The marid magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Grant Wish (3/Year). The marid grants a wish spell to a creature that isn't a genie. In order to work, the marid must be willing to grant the wish . Unless carefully and properly worded, the marid will pervert the wish's intent into a literal but undesirable or partial fulfillment. The marid can't grant a wish purposely to serve its own needs. Legendary Actions The marid can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The marid regains spent legendary actions at the start of its turn. Teleport. The marid uses Teleport. Trident. The marid makes a Trident attack. Cast a Spell (Costs 2 Actions). The marid uses Spellcasting. Surging Waves (Costs 3 Actions). The marid magically unleashes a violent wave of water that gushes forth from it in all directions. Each creature within 30 feet of the marid must succeed on a DC 20 Strength saving throw, taking 31 (9d6) bludgeoning damage and if the target is Huge or smaller, is pushed up to 15 feet and knocked prone on a failed save, or half as much damage and isn't pushed and knocked prone on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":21},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Marid Tidesinger","description":"The most accomplished spellcasters of the marid, the tidesingers can conjure devastating waterspouts underneath their foes. Traits Elemental Demise. If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying. Actions Multiattack. The marid makes two Trident attacks. Trident. Melee Weapon Attack: +12 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 14 (2d6 + 7) piercing damage, or 16 (2d8 + 7) piercing damage if used with two hands to make a melee attack. Water Jet. The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw. On a failure, the target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, the target takes half the bludgeoning damage, but is neither pushed nor knocked prone. Spellcasting. The marid casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: create food and water, detect evil and good, detect magic, fog cloud, purify food and drink, tongues, water breathing, water walk 2/day each: conjure elemental (water elemental only, as an action), control water, dispel magic, gaseous form, invisibility, plane shift 1/day each: wall of ice Water Spouts (Recharge 5–6). The marid targets up to four creatures it can see within 30 feet of it and magically creates powerful water spouts beneath them. Each target must succeed on a DC 17 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) bludgeoning damage, and if it is Large or smaller, is flung upward up to 30 feet. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. At the end of the turn, the water spouts end and the affected creatures fall back down (taking falling damage) and are knocked prone. On a successful save, the creature takes half as much damage and is not flung upward.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Maridia Angler","description":"Maridia are an ancient race of aquatic beings that reside in underwater cities and vast cave complexes near the ocean. Encased in shimmering scales that span shades of indigo, green, and purple, most maridia are also distinguished by a bioluminescent dorsal fin that protrudes from their head. Both play a crucial role in their communication, which involves gestures and subtle shifts in their skin coloration. Devoted Hunters Maridia subsist mainly on fish, hunting in groups and employing techniques that utilize their ability to manipulate light. Maridia often harbor deep-seated traditions and beliefs, particularly revering the lunar cycles and their influence on tidal movements. Maridia also form deep bonds with sea creatures that they hold in high esteem as their companions. Communal Reproduction At the core of maridia society are the vast egg farms where all maridia are hatched. Distinct from many species, maridia do not have individual parental roles and instead adopt a communal approach to reproduction. Every maridia contributes to the fertilization and care of the eggs, ensuring a diverse genetic pool and reinforcing social cohesion. Maridia Angler Although many subspecies of maridia exist, Maridia Anglers are by far the predominant variant among them. This type of maridia occupies most societal roles, including that of laborers, caretakers, scouts, and hunters. Their ability to use bioluminescent signals to communicate and mesmerize prey makes them highly efficient at coordinated group hunting. Maridia Blightgills Maridia Blightgills contrast sharply with their kin. Devoid of the bioluminescent ray common to maridia, they have enlarged gills and display darker, subdued scales that help them blend with their surroundings. These maridia have a venomous bite and emit a foul stench, allowing them to ward off predators and mark their hunting grounds. Their resilient nature makes maridia blightgills the warriors and protectors of choice in maridia society Maridia Shamans Maridia Shamans serve as spiritual leaders of their communities and wield the power to heal injuries, manipulate water currents, and tame sea creatures. These maridia shamans are not only tasked with preserving the ancient traditions of their kin, but also serve as caretakers of their species' reproduction, ensuring that the temperature and water currents of their hatching grounds are always cared for. Communicating with Maridia Maridia have no spoken language and use a sophisticated system of gestures, bioluminescent flashes, and subtle shifts in their skin coloration to communicate, rather than relying on vocal communication. A character that spends 1 hour watching Maridia interact with each other can make a DC 15 Wisdom (Insight) check. On a success, it grasps the basics of their communication and learns simple signals such as “danger” or “food”; of course, carrying a conversation with maridia is an entirely different matter.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Neutral","Expansion":34474,"Challenge Rating":1},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Maridia Blightgill","description":"Maridia are an ancient race of aquatic beings that reside in underwater cities and vast cave complexes near the ocean. Encased in shimmering scales that span shades of indigo, green, and purple, most maridia are also distinguished by a bioluminescent dorsal fin that protrudes from their head. Both play a crucial role in their communication, which involves gestures and subtle shifts in their skin coloration. Devoted Hunters Maridia subsist mainly on fish, hunting in groups and employing techniques that utilize their ability to manipulate light. Maridia often harbor deep-seated traditions and beliefs, particularly revering the lunar cycles and their influence on tidal movements. Maridia also form deep bonds with sea creatures that they hold in high esteem as their companions. Communal Reproduction At the core of maridia society are the vast egg farms where all maridia are hatched. Distinct from many species, maridia do not have individual parental roles and instead adopt a communal approach to reproduction. Every maridia contributes to the fertilization and care of the eggs, ensuring a diverse genetic pool and reinforcing social cohesion. Maridia Angler Although many subspecies of maridia exist, Maridia Anglers are by far the predominant variant among them. This type of maridia occupies most societal roles, including that of laborers, caretakers, scouts, and hunters. Their ability to use bioluminescent signals to communicate and mesmerize prey makes them highly efficient at coordinated group hunting. Maridia Blightgills Maridia Blightgills contrast sharply with their kin. Devoid of the bioluminescent ray common to maridia, they have enlarged gills and display darker, subdued scales that help them blend with their surroundings. These maridia have a venomous bite and emit a foul stench, allowing them to ward off predators and mark their hunting grounds. Their resilient nature makes maridia blightgills the warriors and protectors of choice in maridia society Maridia Shamans Maridia Shamans serve as spiritual leaders of their communities and wield the power to heal injuries, manipulate water currents, and tame sea creatures. These maridia shamans are not only tasked with preserving the ancient traditions of their kin, but also serve as caretakers of their species' reproduction, ensuring that the temperature and water currents of their hatching grounds are always cared for. Communicating with Maridia Maridia have no spoken language and use a sophisticated system of gestures, bioluminescent flashes, and subtle shifts in their skin coloration to communicate, rather than relying on vocal communication. A character that spends 1 hour watching Maridia interact with each other can make a DC 15 Wisdom (Insight) check. On a success, it grasps the basics of their communication and learns simple signals such as “danger” or “food”; of course, carrying a conversation with maridia is an entirely different matter.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Neutral","Expansion":34474,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Maridia Shaman","description":"Maridia are an ancient race of aquatic beings that reside in underwater cities and vast cave complexes near the ocean. Encased in shimmering scales that span shades of indigo, green, and purple, most maridia are also distinguished by a bioluminescent dorsal fin that protrudes from their head. Both play a crucial role in their communication, which involves gestures and subtle shifts in their skin coloration. Devoted Hunters Maridia subsist mainly on fish, hunting in groups and employing techniques that utilize their ability to manipulate light. Maridia often harbor deep-seated traditions and beliefs, particularly revering the lunar cycles and their influence on tidal movements. Maridia also form deep bonds with sea creatures that they hold in high esteem as their companions. Communal Reproduction At the core of maridia society are the vast egg farms where all maridia are hatched. Distinct from many species, maridia do not have individual parental roles and instead adopt a communal approach to reproduction. Every maridia contributes to the fertilization and care of the eggs, ensuring a diverse genetic pool and reinforcing social cohesion. Maridia Angler Although many subspecies of maridia exist, Maridia Anglers are by far the predominant variant among them. This type of maridia occupies most societal roles, including that of laborers, caretakers, scouts, and hunters. Their ability to use bioluminescent signals to communicate and mesmerize prey makes them highly efficient at coordinated group hunting. Maridia Blightgills Maridia Blightgills contrast sharply with their kin. Devoid of the bioluminescent ray common to maridia, they have enlarged gills and display darker, subdued scales that help them blend with their surroundings. These maridia have a venomous bite and emit a foul stench, allowing them to ward off predators and mark their hunting grounds. Their resilient nature makes maridia blightgills the warriors and protectors of choice in maridia society Maridia Shamans Maridia Shamans serve as spiritual leaders of their communities and wield the power to heal injuries, manipulate water currents, and tame sea creatures. These maridia shamans are not only tasked with preserving the ancient traditions of their kin, but also serve as caretakers of their species' reproduction, ensuring that the temperature and water currents of their hatching grounds are always cared for. Communicating with Maridia Maridia have no spoken language and use a sophisticated system of gestures, bioluminescent flashes, and subtle shifts in their skin coloration to communicate, rather than relying on vocal communication. A character that spends 1 hour watching Maridia interact with each other can make a DC 15 Wisdom (Insight) check. On a success, it grasps the basics of their communication and learns simple signals such as “danger” or “food”; of course, carrying a conversation with maridia is an entirely different matter.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Neutral","Expansion":34474,"Challenge Rating":4},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Marigold Kettleborn","description":"Marigold is an Academy Director , and possibly the most mysterious of them all. This two-and-a-half foot gnomish woman is about as wide as she is tall. She has curled yellow hair that falls about her round rosy face. She is always beaming with a large smile, red dimpled cheeks, and an abundance of chins. She has a round nose and big bright eyes; one is green, the other is a strange crimson red. She carries a short staff made of iron laced with golden swirls. Marigold wears a wide-brimmed, pointed, purple hat and a well-fitted purple Academy tunic. She is always a delight to be around and many Caspians admire her optimistic attitude and overt friendliness. “I thought some of my professors were bad, but my brief encounters with the Directorate have been at their best, unpleasant”","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnome)","Source":"custom","Alignment":"lawful neutral","Expansion":29025,"Challenge Rating":20},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Marilith","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Magic Resistance : The marilith has advantage on saving throws against spells and other magical effects. Magic Weapons : The marilith's weapon attacks are magical. Reactive : The marilith can take one reaction on every turn in combat. Actions Multiattack : The marilith can make seven attacks: six with its longswords and one with its tail. Longsword : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Tail : Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained , the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets. Teleport : The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Reactions Parry : The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"189 (18d10+90)","CHA":20,"CON":20,"DEX":20,"INT":18,"STR":18,"WIS":16,"Size":"Large","Type":"fiend (demon)","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065740/9JqBQZdqlxzTC5R2GLonmA/original.png","Roll 0":"Longsword\n1d20 + 9\n2d8+4","Roll 1":"Tail\n1d20 + 9\n2d10+4","Senses":"Truesight 120 Ft.","Source":"5th Edition SRD","data-XP":"15,000","Alignment":"Chaotic Evil","Languages":"Abyssal, Telepathy 120 Ft.","data-List":"false","Immunities":"Poison","Token Size":2,"Resistances":"Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Magic Resistance\",\"Desc\":\"The marilith has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Magic Weapons\",\"Desc\":\"The marilith's weapon attacks are magical.\"},{\"Name\":\"Reactive\",\"Desc\":\"The marilith can take one reaction on every turn in combat.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The marilith can make seven attacks: six with its longswords and one with its tail.\"},{\"Name\":\"Longsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"10 ft.\",\"Target\":\"one creature\",\"Damage\":\"2d10 + 4\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets\"},{\"Name\":\"Teleport\",\"Desc\":\"The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"}]","data-CHA-mod":"+5","data-CON-mod":"+5","data-DEX-mod":"+5","data-INT-mod":"+4","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+3","Saving Throws":"Str +9, Con +10, Wis +8, Cha +10","data-Reactions":"[{\"Name\":\"Parry\",\"Desc\":\"The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.\"}]","Challenge Rating":16,"Passive Perception":13,"Condition Immunities":"Poisoned","data-CrNum":16,"data-AcNum":18,"data-HpNum":189},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Marilith","description":"\"The temple was strewn with body parts. We concluded that the cultists had summoned a powerful demon and not lived to regret it. Not wanting to get hacked to pieces ourselves, we cut short our expedition and returned to the village of Hommlet with our tails between our legs. Rufus and Burne had a good laugh at our expense, let me tell you.\" —Nelumé, a young half-elf wizard, chronicling her one and only visit to the Temple of Elemental Evil Demons Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil—engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness , the Black Scrolls of Ahm , and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon True Names Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz’zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake’s and as powerful as a great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out—or if she has a reason to remind her followers to fear her—Lolth’s lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart. Orcus Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus , a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes’ flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Marilith Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms. Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle. These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demons by Type Type Examples 1 barlgura, shadow demon, vrock 2 chasme, hezrou 3 glabrezu, yochlol 4 nalfeshnee 5 marilith 6 balor, goristro Traits Magic Resistance : The marilith has advantage on saving throws against spells and other magical effects. Magic Weapons : The marilith's weapon attacks are magical. Reactive : The marilith can take one reaction on every turn in combat. Actions Multiattack : The marilith can make seven attacks: six with its longswords and one with its tail. Longsword : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. Tail : Melee Weapon Attack : +9 to hit, reach 10 ft., one creature. Hit : 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled, escape DC 19. Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets. Teleport : The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Variant: Summon Demon (1/Day) : The demon chooses what to summon and attempts a magical summoning. A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Reactions Parry : The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Marilith General","description":"The highest ranking officer of a demon army that only answers to balors, demon lords, and demon princes, the marilith general is a cunning and brilliant strategist. If she finds an opportunity, however, she will wade into melee with her six poison-tipped swords and possibly unleash her Bladestorm feature. The known marilith generals are Marilith, the great demon for whom the race of mariliths was named, Bethshiva, Charsultketh, Kalistes, Mulvassys the Sceptered, Nethess, the servants of Graz'zt Reluhantis and Unhath, Vhissilka, Y'tossi, and Yxunomei. Traits Legendary Resistance (1/Day). If the marilith fails a saving throw, it can choose to succeed instead. Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects. Magic Weapons. The marilith's weapon attacks are magical. Reactive. The marilith can take one reaction on every turn in a combat. Actions Multiattack. The marilith makes six Longsword attacks and one Tail attack. Longsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 3 (1d6) poison damage. Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its Tail, and the marilith can't make Tail attacks against other targets. Spellcasting. The marilith casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: detect magic 3/day each: fly, polymorph (self only), telekinesis 1/day each: blade barrier, project image Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Bladestorm (Recharge 5–6). The marilith moves up to its walking speed and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 19 Dexterity saving throw or take 44 (6d12 + 5) slashing damage plus 21 (6d6) poison damage. The marilith's movement during this action will not provoke opportunity attacks. Legendary Actions The marilith can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The marilith regains spent legendary actions at the start of its turn. Ruthless Command. The marilith targets one ally it can see within 30 feet of it. If the target can see and hear the marilith, the target can use its reaction to make one weapon attack with advantage on the attack roll, but attack rolls against it have advantage until the start of the marilith's next turn. Longsword. The marilith makes a Longsword attack. Teleport (Costs 2 Actions). The marilith uses Teleport. Tail Swipe (Costs 3 Actions). Each creature within 10 feet of the marilith must succeed on a DC 19 Strength saving throw, taking 21 (3d10 + 5) bludgeoning damage and is knocked prone on a failed save, or half as much damage and isn't knocked prone on a successful one. The marilith can't use Tail Swipe if it has a creature grappled with its Tail. Reactions Parry. The marilith adds 6 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Marisha Veilbreaker","description":"Marisha Veilbreaker is the Champion of Ashandri, chosen by the mysterious powers of Braythe. See: Marisha Veilbreaker, Champion of Ashandri","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"chaotic good","Expansion":17295,"Challenge Rating":30},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Marithiel","description":"Marithiels are fierce, human-like Celestials with six arms and uncanny reflexes. Fearsome foes wielding a sword in each hand, marithiels are often deployed on the Mortal World to serve as guardians of sacred grounds or hunters enacting their deity’s will. Immortal Loyalty While many marithiels pledge their loyalty to benevolent deities, focusing on protecting the innocent and vanquishing forces of evil, a marithiel’s allegiance ultimately lies with the deity to whom it has sworn fealty. Regardless of whether their deity’s intentions are perceived as good or evil by mortal standards, marithiels doggedly pursue their deity’s wishes with unwavering dedication. Matriarchal Societies Marithiels primarily reside in the Upper Planes, where they form matriarchal societies that govern their communities. Each group, or enclave, of marithiels may have its own distinct customs and traditions, but they all share a common purpose: to serve their deity with unyielding devotion. Eternal Rivalry Despite any internal differences that may exist among marithiels, they are universally bound by their enmity towards Demons. This ancient rivalry is fueled by the polar opposition of their natures, with marithiels representing divine order and Demons embodying chaos. This enmity is an integral part of their identity, and the marithiels’ unwavering commitment to vanquishing their sworn enemies is legendary. Ah, yes, the marithiel. Probably the most well-armed – pun fully intended – divine servant I’ve ever had the misfortune of meeting. A lot of blades, barely any sense of humor, and very quick. Damnably quick. – the Heretic","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Lawful Neutral","Expansion":25354,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Marizyn","description":"Raised in a tribe of simple goblins, Marizyn stood out from a young age. Her ambitions overshadowed those of her peers – theirs rarely stretched beyond the cave’s entrance – and her taste for luxury didn’t mesh well with the life of a cave-dwelling goblin. Thus, Marizyn struck out from her tribe while she was still a child to seek a better life in civilized society. “A better life,” however, is rarely given freely and especially not to goblins. Living on the streets in a big city, Marizyn had to beg and steal to survive. One day, when a haughty wizard kicked the pitiful goblin out of his way, Marizyn decided that she’d had enough. She stalked the wizard, slipped up behind him in a dark alley, slit his throat, and made away with his spellbook and magic trinkets. After that, Marizyn began making a name for herself as a back-alley assassin – and even learned a few spells to aid her efforts. Over the years, her reputation and fortunes grew, until she eventually bought The Countess and rebranded herself as a wealthy tavern-owner and purveyor of fenced goods, illicit substances, and magical equipment for scoundrels and assassins. Roleplaying Marizyn was born with a burning desire to be admired and respected. She emulates and copies the nobility – from her expensive dresses and jewelry to how she speaks and carries herself. Marizyn has even bought a title (“You’ll address me as Countess Marizyn, wretch!”) and a small castle, although she’s yet to formally move in. In spite of all her posturing, Marizyn remains a street thug at heart. When the situation warrants it, she can curse like a drunken sailor and scowl as fiercely as any back-alley robber. Marizyn is covetous and ruthless in equal measures. When she discovered that her half-elf lover, Yiphael, had been unfaithful, she had him killed and turned into an undead, floating skull. Yip – as she calls him – now floats at her side, staring daggers at strangers. If tensions rise, the skull yips: “Want me to burn them, pumpkin?” to which Marizyn usually replies: “Not yet, my love – but I like where your head’s at!” There are few beings more black-hearted than Countess Marizyn – and that comes from someone who’s lived in Hell. She may appear naive when she tries to rub shoulders with the nobles, but don’t be fooled, Marizyn is as ruthless as she is cunning. Don’t underestimate her and, whatever you do, don’t cross her. Just bow, smile, and back away. – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Chaotic Evil","Expansion":27826,"Challenge Rating":12},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Markham Southwell","description":"Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words. Ideal. \"All people deserve to be treated with dignity.\" Bond. \"Duvessa is a natural leader, but she needs my help. That's my job.\" Flaw. \"I bury my emotions and have no interest in small talk.\" Actions Multiattack. Markham makes two melee attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Markham carries twenty crossbow bolts.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Turami human)","Alignment":"lawful good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Markos Delphi","description":"This creature appears in the Reach for the Stars adventure module. Traits Spellcasting. Markos casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): 1/day each: arms of Hadar, charm person, mage armor Actions Multiattack. Markos makes two Ceremonial Blade attacks, two Psychic Orb attacks, or one of each. Ceremonial Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pyschic Orb. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 10 (2d6 + 3) psychic damage. Bonus Actions Swap Space. Markos targets one Medium or Small creature he can see within 30 feet of himself. The target must succeed on a DC 13 Constitution saving throw or it teleports, along with any equipment it is wearing or carrying, exchanging positions with Markos.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Warlock)","Alignment":"Chaotic Neutral","Expansion":20256,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Keys from the Golden Vault"},{"name":"Marla-Thra, the Conjoined Suppressors","description":"Marla-Thra, the dreaded conjoined marilith demon sisters, stand as an embodiment of chaos and destruction in the Abyss. Commanding vast armies of demons, they have been summoned throughout history to unleash devastation upon nations and armies alike. Their ability to orchestrate chaos is unparalleled, as they manipulate both mortals and demons to further their hateful agendas. With each flick of their blades, Marla-Thra unleash a tempest of fury, carving through enemies with unmatched ferocity. Tales of their presence strike fear into the hearts of even the bravest warriors, for facing Marla-Thra means confronting an embodiment of chaos, a merciless storm of blades that leaves naught but devastation in its wake.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":26071,"Challenge Rating":17},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Marlos Urnrayle","description":"Marlos Urnrayle is the earth prophet of Elemental Evil and the leader of the Black Earth cult in the Sumber Hills. He is a medusa of unusual power who was once a vain and cruel human nobleman. Marlos delights in petrifying his foes, especially those of great physical beauty, and smashing the remains to rubble. Marlos wields the magical war pick Ironfang , which he found in the Fane of the Eye after being drawn to the spot by a vision. Because of his medusa curse and his possession of the elemental weapon, the other Black Earth cultists believe that he stands high in Ogrémoch’s favor and are fanatically loyal to him. In the Earth Node When the Temple of Black Earth is threatened, Marlos Urnrayle retreats to the Black Geode, the earth node. Within this node, Marlos gains one additional use of his Legendary Resistance trait. Lair Actions If Marlos is in the earth node while Ogrémoch isn’t, the medusa can take lair actions. On initiative count 20 (losing initiative ties), Marlos uses a lair action to cast earthquake without using components. As long as he maintains concentration on earthquake , initiative count 20 is the start of Marlos’s turn for the purpose of the spell. He can take no other lair actions while concentrating on earthquake . Marlos’s second option for a lair action is to draw power from the earth node to heal. When he does so, he regains 30 (6d8 + 3) hit points. Black Earth Cultists Murderers, lunatics, hateful nihilists—these are the sort of people drawn to worship the might of Elemental Evil. The followers of evil elemental earth call themselves the Cult of the Black Earth, and dream of the day when earthquakes reduce the world of mortals to rubble. They seek to recruit evil or destructive monsters that burrow or dwell in the ground, and in fact emulate subterranean creatures to the greatest extent possible, using burrowing magic to carve out their hidden lairs. Black Earth cultists are slow to act, but when they do, they are utterly implacable. They are single-minded and stubborn, working tirelessly to undermine their enemies. They get along well with the Cult of the Crushing Wave, but they hate the Howling Hatred cult— elemental air is fickle and insubstantial compared to the power of elemental earth. Traits Earthen Defeat. When Marlos drops to 0 hit points, his body transforms into mud and collapses into a pool. Anything he is wearing or carrying is left behind. Earth Passage. Marlos can move in difficult terrain composed of anything made from earth or stone as if it were normal terrain. He can move through solid earth and rock as if it were difficult terrain. If he ends his turn there, he is shunted into the nearest space he last occupied. Legendary Resistance (2/Day). If Marlos fails a saving throw, he can choose to succeed instead. Petrifying Gaze. When a creature that can see Marlos’s eyes starts its turn within 30 feet of him, Marlos can force it to make a DC 14 Constitution saving throw if Marlos isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Marlos until the start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save. If Marlos sees himself reflected on a polished surface within 30 feet of him and in an area of bright light, Marlos is, due to his curse, affected by his own gaze. Actions Multiattack. Marlos makes three melee attacks, one with his snake hair and two with Ironfang . Snake Hair. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage plus 14 (4d6) poison damage. Ironfang. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) piercing damage plus 4 (1d8) thunder damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":"8 (12 with lair actions)"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Maroena Gullion","description":"The Chosen of Naraneus Maroena is by far the truest daughter of Maelora; she goes to whatever lengths are necessary to achieve her objectives. The pressure of being the most talented offspring of the Matron Mother weighs heavily on her slender shoulders, and while her divine studies haven’t suffered at all, the condition of her mental state overall is another matter entirely. Born relatively closely to her elder sister, it soon became clear that Maroena had at least as much clerical ability about her as Maelef. In fact her talents quickly outstripped the matron’s firstborn and it became clear that for whatever reason, Naraneus had chosen to bestow her largess on Maroena. It wasn’t the speed at which she learned the divine arts that impressed her tutors, more the finesse and efficiency she displayed with magic. Early in her childhood Maroena received visions from Naraneus. From the moment she could speak, Maroena talked to, and of, an invisible friend who spun a web of protection around her, “like my mother.” No other person ever encountered this friend, yet for a decade the girl insisted space be made for Sulcus, even if she was the only one who knew where the creature was sitting or standing. Many believed Sulcus was entirely in Maroena’s head as the essence of the Spider Goddess channeled her, rather than being a spirit or manifestation. This explanation allowed those who cared for the young drow to make any and all allowances for her seeming eccentricity. Sulcus was, of course, the spirit of Naraneus as the goddess molded the young drow to be the vessel of Her desires. Maroena has become an extension of the goddess, as is her mother, but with each trait exaggerated further. Indeed, if anything happens to Maelora, Naraneus has arranged for all the Matron’s memories and experiences to transfer to Maroena immediately. Maroena is aware of much of this without understanding any of it in any great detail, and now actively pursues more prophetic experiences with reckless abandon. She uses a specialized drug, the mildly venomous “Lucid Mother,” to induce deep hallucinatory trances during which she explores the mind of the goddess herself, although she has no freedom while doing so; Naraneus leads in a meandering fashion through present thoughts and past experiences that keep Maroena on the edge of sanity. But through all of this, the young woman has prevailed, and is one of an exclusively small group that has truly seen what the Spider Goddess has planned for every living creature. Recent reveries reveal a future where she bears triplets, along with the promise that her offspring will lead an epic journey to establish an important city deep in the Underworld. Despite her considerable disdain of the opposite gender, Maroena is trying to conceive. But it isn’t clear who—or what—will be the father, and she gains no pleasure from the process of trying to find out. More than one male drow has ended up as a humiliated failure, sent packing with the knowledge that his standing in the city is forever ruined and that as a “fallen” he has the choice to leave or become a sacrifice to Naraneus. The occasional arrogant devil or cruel demon that demands an opportunity to prove its worth finds the divine energy contained within the Spider Goddess’s chosen powerful enough to regress it back to being an imp or lemure, and then to banish it to lowly insignificance. As it happens, it will take a “marauder able to raze an old city to be the catalyst to produce those destined to raise a new one,” but this is something Maroena’s closest Spider Priestesses are yet to openly acknowledge in both their obsession to fulfill the fate Naraneus has bestowed upon the young drow and fear of what Maelora’s response would be to the news. Nevertheless, drow nobility are ever at the throats of their kin and frantic to grasp more power; Maroena, being no different, is both prepared and eager to assume the mantle of Matron Mother. But she knows that her death will be swift should Maelora detect anything but the most devout subservience from her daughter, so bides her time. Then there is the threat presented by Makinnga, a matter that must be dealt with using the utmost delicacy. Should she ascend to her mother’s station, Maroena’s wits will be tested as surely as her will and patience. Unless, of course, that marauder appears and her destiny comes to fruition and she can take over the city.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Marquis of Hell Ronove","description":"The ronove, also known as the soul harvester, is a sinister devil tentrusted by archdevils with the grim duty of claiming the souls of wretched beings who have managed to evade death or have surpassed their allotted time in the mortal realm. The fiend manifests as an emaciated, 10-foot tall humanoid shrouded in shadowy flames. Curved horns jut from the sides of its head and primal bat-like wings unfurl from its back, while its malevolent eyes glow fiery orange, evoking a sense of diabolical dread. Soul Harvester. In its relentless pursuit of souls, the ronove wields a wicked-looking scythe that serves as both an instrument of death and a gateway to damnation. With each strike of the scythe, the souls of those unfortunate enough to be felled by its blade are promptly consigned to the depths of Hell, forever bound by the torment of their depraved deeds. Perverse Pyromancer. Among its formidable arsenal of powers, the ronove boasts mastery over the infernal arts of pyromancy. It possesses an innate ability to conjure and manipulate fire with devastating precision. Flames obediently dance at its command, engulfing its surroundings and fueling its nefarious intent. The ronove's skill in harnessing the destructive power of fire makes it a deadly adversary, capable of unleashing torrents of inferno upon its foes, reducing all that stands in its way to mere ashes. Marquis of Hell. Through its tireless dedication and a keen understanding of the complex hierarchy of devils, the ronove strategically navigates the intricate politics of Hell. It rises in ranks, catching the attention of archdevils who recognize its efficacy in soul-harvesting and its potential for greater achievements. These archdevils, seeking loyal and capable minions to strengthen their dominion, bestow their favor upon the ronove, giving it the title of Marquis of Hell. With this elevated station comes increased authority, strength, and power. Ronove, The Marquis of Hell's Lair The Marquis of Hell dwells in fortresses, citadels, or dark palaces in Hell, located within close proximity to the archdevil liege of the Marquis of Hell. The Marquis of Hell encountered in its lair has a challenge rating of 23 (50,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the ronove can take a lair action to cause one of the following magical effects; the ronove can’t use the same effect two rounds in a row: The ronove casts telekinesis (spell save DC 20, no components required) and doesn't need to maintain concentration of the spell. The effect lasts for 1 minute, until the ronove uses this lair action again, or until the ronove dies or is incapacitated. Dark smoke that smells of brimstone magically fill a 30-foot-radius sphere centered on a point the ronove can see within the ronove's lair. The sphere spreads around corners. The sphere remains for 1 minute, until the ronove uses this lair action again, or until the ronove dies or becomes incapacitated. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this smoke's area overlaps with an area of light created by a spell of 3rd level or lower, the spell that created the light is dispelled. While a creature is in the smoke, it has vulnerability to fire. The ronove throws its scythe like a boomerang. It travels in a line that is 30 feet long and 5 feet wide. Each creature in that line must succeed on a DC 21 Dexterity saving throw, taking 17 (2d10 + 6) slashing damage plus 11 (2d10) fire damage and 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. The ronove summons 2 barbed devils , 3 bearded devils , or 5 spined devils . A summoned devil appears in an unoccupied space within 60 feet of the ronove and acts as an ally of the ronove. It remains for an hour, until it or the ronove dies, or until the ronove dismisses it as an action. Traits Infernal Aura. An enemy that starts its turn within 10 feet of the ronove must succeed on a DC 20 Wisdom saving throw, unless the ronove is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target is incapacitated and its speed is halved. If a creature's saving throw is successful, the creature is immune to the ronove's Infernal Aura for the next 24 hours or until it takes damage from the ronove's Infernal Gaze. Legendary Resistance (3/Day). If the ronove fails a saving throw, it can choose to succeed instead. Magic Resistance. The ronove has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ronove makes two Scythe attacks. It can replace any number of Scythe attacks with Infernal Gaze. Scythe. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage plus 11 (2d10) fire damage and 11 (2d10) necrotic damage. The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the fire and necrotic damage taken. This reduction lasts until the target finishes a long rest. If this attack kills a creature with a soul, the soul is sent to Hell. Only a wish spell followed by a true resurrection spell can restore it to life. Constructs and Devils are immune to this effect. Infernal Gaze. Ranged Spell Attack: +12 to hit, range 60 ft., one target. Hit: 18 (4d8) fire damage and the target has disadvantage on saving throws made against being frightened until the end of the ronove's next turn. Teleport (Recharge 5–6). The ronove magically teleports, along with any creature or equipment it is carrying, up to 120 feet to an unoccupied space it can see. Spellcasting. The ronove casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20): At will: detect thoughts, mage hand, minor illusion, true strike 2/day each: darkness, fire shield, fireball, polymorph (self only), wall of fire 1/day each: delayed blast fireball, dispel magic, fear, incendiary cloud Legendary Actions The ronove can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ronove regains spent legendary actions at the start of its turn. Gaze. The ronove makes an Infernal Gaze attack. Scythe (Costs 2 Actions). The ronove makes a Scythe attack. Infernal Magic (Costs 3 Actions). The ronove uses Spellcasting or Teleport.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":22},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Marraco","description":"These spiny, wingless dragons have broad, tall heads and enormous mouths that split into gruesome quadrate jaws, with a toothy maw large enough for a human to stand in and tongues of flame licking out past their massive fangs. These lesser cousins of true dragons prefer hilly, forested regions. Unable to fly like their greater kin, the marraco stalks its prey on foot, willing and able to track a scent for days. Marraco are voracious and greedy eaters, swallowing their prey mostly whole, up to and including horses and elk. An adult marraco averages 32 feet in length from the tip of its snout to its thick, short tail. Its heavy scales are mottled purplish gray on its top and sides, darkening to a muddy brown on its underside. A row of black spines crests the dragon’s head, running the length of its back and tail. Firebreather. The marraco can breathe fire, though not with the heat and intensity of a red dragon. A marraco is cunning enough to use its fire breath in hunting, sometimes setting brush aflame to scare potential prey into the open. Some marraco appear to prefer cooked meat, and will scorch prey with their flame breath before gulping down the corpse.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"unaligned","Expansion":30635,"Challenge Rating":6},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Marrow-Mole","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":27737,"Challenge Rating":1},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Marsh Dire","description":"This waterlogged humanoid is partially rotting and has plant matter, including a trio of whipping vines, infused in its body. Drowned Dead. Marsh dires are the animated remains of humanoids who drowned in marshlands, weighted down by muck and held in place by constricting vines. The bodies decay for several weeks and incorporate the plants that aided in their demise. After they complete this process, they rise as undead, often mistaken as zombies. Their continuously waterlogged state gives them a modicum of protection against fire, and, in dry areas, their footfalls are accompanied by a disquieting squelch. Marsh Rot. A marsh dire exudes a persistent odor, combining the smell of rotting flesh and foul marsh gasses. Creatures exposed to the stench must constantly resist nausea. The overwhelming power of the odor prevents the marsh dire from successfully hiding unless it is hidden among other swamp-rotted organic matter. Slow Spawning. A marsh dire seeks to kill creatures in the same way it was killed, attacking them from the water, where it can drown them. The vines it uses to hold its struggling victims oozes a vile liquid that rots flesh in a fashion similar to the rot undergone by the marsh dire. When a marsh dire kills a creature, it leaves the body in shallow water, where the body makes the same transformation it once did. Two months later, the body rises as a new marsh dire, independent of the creature that started the process. Death cults devoted to deities or fiends that champion decay often “seed” nearby swamps with marsh dires by deliberately drowning sacrificial victims. Some cults have learned the hard way that the newly-created marsh dire offers them no loyalty for its creation. Soon, such cults join the marsh dire’s ranks to carry out their master’s presumed wishes. Undead Nature. A marsh dire doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Marsh Giant","description":"Giant In the Stolen Lands, hill giants are the most common of their kind. Small numbers of marsh giants can be found in the depths of Hooktongue Slough. Marsh Giant Marsh giants aren’t common in the Stolen Lands as the rare few who dwell there reside in Hooktongue Slough—typically in small groups numbering no more than a half dozen at most. A marsh giant stands 11 feet tall—small for giants, perhaps, but their eerie fishlike features and tendency for zealous cruelty help them to leave lasting impressions when encountered. Traits Amphibious. The marsh giant can breathe both air and water. Innate Spellcasting. The marsh giant’s spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components: 3/day each: augury, bestow curse, fog cloud Actions Multiattack. The marsh giant makes three attacks: it attacks once with its gaff and twice with its slam or makes two thrown rock attacks. It can make a hook shake action in place of its gaff attack. +1 Gaff. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) bludgeoning or piercing damage, and the creature is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the marsh giant can’t use its gaff on another target. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d4+6) bludgeoning or piercing damage. Thrown Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 19 (3d8+6) bludgeoning. Hook Shake. The marsh giant shakes a creature it has grappled by its gaff, shaking it violently. The creature must make a DC 15 Constitution saving throw, taking 28 (8d6) piercing damage on a failure and, if the target is underwater, it begins suffocating if it wasn’t already, as its breath is forced from its lungs.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Marsh Hydra","description":"Swamp hags, bog witches, and other mages of the wet places often eschew the stereotypical cat or bird familiar for something more evocative of their environment: snakes. For some, though, a snake—even a magically enhanced one—is too ordinary. These mages seek out ancient grafting spells and use them to create marsh hydras. This enormous monstrosity isn’t a true hydra, but forms when a swarm of snakes is magically conglomerated into a single creature with multiple serpent heads. Cooperation is Key. Freshly created marsh hydras are nearly impossible to command, as the individual snake minds inside their body vie for dominance. Many never make it out of this stage, succumbing to infighting and ultimately proving too chaotic and violent to be useful servants. Such feral marsh hydras account for the majority of those encountered by adventurers. However, those marsh hydras who do learn to work together as a single organism can serve their creators capably. Concealed Heads. Though they sport multiple heads like a common hydra, the marsh hydra functions differently. Instead of regrowing heads as they are destroyed, a marsh hydra’s body contains more heads beyond those initially seen on the outside. Though a marsh hydra rarely displays more than five or six heads at a time, some store as many as two dozen additional heads inside their body, depending on the ambition of their original creator. These internal heads can be rotated out and vice versa, allowing the creature to withstand even the most grievous wounds for a time. Big Ball of Snakes Before there was the marsh hydra, there was the big ball of snakes. When we first started working on the swamp environment, we created a creature that was just an enormous swarm of different snakes all entangled together in one ball, rolling through the swamp looking for a meal. This stat block was simply called the big ball of snakes. We had a lot of laughs about that idea but ultimately decided the big ball of snakes was just too silly for this particular book. The design team still really liked the stat block’s mechanics, so we changed the lore and adjusted some language and, voilà, the marsh hydra was born. Traits Multiple Heads. The marsh hydra has advantage on saving throws against being blinded, charmed, dazed, deafened, frightened, stunned, and knocked unconscious. Roll Over. If the marsh hydra moves at least 20 feet straight toward a creature and then hits them with an Entangling Serpents attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. Actions Multiattack. The marsh hydra makes two Entangling Serpents attacks. They can replace one attack with a Many Bites attack. Entangling Serpents. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). Many Bites. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw. On a failed save, the target takes 18 (4d8) poison damage and is poisoned until the end of the marsh hydra’s next turn. On a successful save, the target takes half as much damage and isn’t poisoned. Bonus Actions Serpent Surprise. The marsh hydra activates one of the following effects; if the effect targets another creature, the marsh hydra targets one creature they can see within 30 feet of them: Poison Spit. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) poison damage and be blinded until the end of the marsh hydra’s next turn. Entrancing Gaze. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the marsh hydra for 1 minute or until the marsh hydra harms the target (save ends at end of turn). Terrifying Rattle. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened by the marsh hydra for 1 minute (save ends at end of turn). Reinforcements. The marsh hydra shuffles which heads are on the outside of their body and regains 10 (3d6) hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Marshal","description":"Traits Marshal Allies. Unless the marshal is incapacitated, it and creatures of its choice within 30 feet of it have advantage on saving throws against being frightened. Actions Multiattack. The marshal makes three melee attacks or three ranged attacks. It can use its Command or Maneuver Allies in place of one attack. Longsword. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one creature. Hit: 6 (1d8 + 2) piercing damage. Command. The marshal targets one ally it can see within 30 feet of it. If the target can see and hear the marshal, the target can use its reaction to make one weapon attack. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of the marshal that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Rallying Cry (1/Day). Each creature of the marshal's choice that is within 30 feet of it, can hear it, and not already affected by Rallying Cry gain advantage on attack rolls and saving throws until the start of the marshal's next turn. The marshal can then make one attack as a bonus action. Reactions Directed Strike (3/Day). When a creature the marshal can see within 30 feet of it makes an attack roll, and the creature can hear the marshal, the marshal grants advantage to that roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Marsilio Ficino","description":"Ficino is one of the most revered philosophers of the Renaissance, and teacher, friend and advisor to Lorenzo de’ Medici. His relationsship with the Medici family goes back to Cosimo de’ Medici, who commissioned him to translate Plato’s work into Latin. Marsilio Neoplatonic Academy is an informal gathering of friends at his property in Careggi outside the city walls. Marsilio Ficino is a true polymath with a degree as a medical doctor, and an astrologer-magician who believes in the soul as mediator between the metaphysical and the tangible, material world. He believes that intellect and will enable the soul to transcend mortality and ascend to the divine sphere. According to him, the true philosopher uses natural magic and astronomy as tools to achieve this goal, fueled by the “universal light” and “universal love”. In our campaign, Ficino does have very real magical powers and is the head of the order of white knights (Le Cavalieri di Platone, the Knights of Plato) that fights for Good in the world and can be seen as the active arm of the Platonic Academy. Such activities and ideas have aroused the suspicion of religious hardliners like Girolamo Savonarola, whose incendiary speeches Ficino counters with humanistic benevolence. But despite his outward calm, Ficino is quite concerned by the fervent hate of this mighty adversary. By the time our story unfolds, the master is 59. He is of less than medium height and rather slight build, but with a small round belly. His hair is fair but streaked with gray, the latter matching the color of his eyes. He usually has a pleasant smile on his lips, and is generally of a reassuring disposition. Tips for the GM: Marsilio Ficino is a historical character. You will find him mentioned in the introduction and in the historical background chapter. Marsilio will speak with a low voice to get the attention of his listeners. He will usually not flaunt his vast knowledge, but can fall into lecturing mode if confronted with a problem or asked an interesting question. Don’t hesitate to find out more about him on the internet or the history books listed in the appendix. Traits Powers. Marsilio is an 8th-level philosopher. He has 16 weave points. His feature ability is Intelligence (feature save DC 14). Marsilio knows the following philosopher features: language master, linguistic recall, peer connections, weave points, caustic remark, secrets of the stars, reciprocal speech, codebreaker, good conversation, timely assistance, unveil the motive Actions Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Philosopher)","Expansion":30058,"Challenge Rating":3},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Martenka","description":"Where there are great discoveries and remarkable events, the martenka are not far behind. Descended from an ancient species long extinct, these bestial humanoids love to wander across the stars, collecting unknown artifacts, restoring ancient technologies, or uncovering hidden lore. Their main settlement is on Wutori, Vaal's largest moon, where the valna have accepted them as neighbors. Considerably shorter than many other humanoids, they make up for small stature in their speed of wit and reflexes. Most have brown fur and ivory horns, but some have patches of black and white fur and others have black or dark gray horns. Quest for Redemption. According to legend, the martenka were part of a society of powerful, cosmic beasts before their civilization fell to ruin by jealously, hubris, and betrayal of their creator. Most hope to one day be redeemed in the eyes of the creator who turned its back on them, while some instead seek to claim revenge on the unforgiving higher power that banished them into the dregs of galactic society. Loreseekers. Ancient galactic history and lore is a popular interest among many martenka. This fascination prompts them to seek transport on long-range vessels such as trade ships or keshian cruisers. Though in their search for connections between long extinct cultures and artifacts, most other species they encounter tend to view them as mere junk scavengers.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (martenka)","Alignment":"neutral","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Martial Arts Adept","description":"Martial arts adepts are disciplined monks who have extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging. Traits Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The adept makes three unarmed strikes or three dart attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects: The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice). The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Reactions Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":7393,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Martial Arts Adept","description":"Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging. Traits Unarmored Defense : While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack : The adept makes three unarmed strikes or three dart attacks. Unarmed Strike : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects: • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice). • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. • The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn. Dart : Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Reactions Deflect Missile : In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Martial Arts Adept","description":"Within a lavish chamber inside the Hidden Shrine of Tamoachan, two dust-covered bodies are found reclining. If their rest is disturbed, the bodies awaken from a state of suspended animation and reveal themselves to be monks of considerable capability. Traits Unarmored Defense . While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The adept makes three unarmed strikes or three dart attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8+3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects: The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice). The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn. Dart. Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4+3) piercing damage. Reactions Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":7386,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Martial Arts Adept","description":"Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging. Some martial artists adorn themselves with tattoos to honor inspirations or instructors, or to memorialize profound lessons, triumphs, or defeats. You may roll on the Martial Arts Adept Tattoos table to determine what sort of tattoo an adept bears. Martial Arts Adept Tattoos d8 Tattoo 1 Patterning on the arms that make them look as though they were made of marble or granite 2 Colorful dragon scales 3 Collage of playful Elemental or Fey creatures 4 Constellations on the palm of each hand 5 Passage from a fighting manual 6 Beautiful but poisonous flowers 7 Two couatls swirling around each other, rendered in metallic ink 8 Detailed landscape depicting natural beauty Traits Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The adept makes three Unarmed Strike attacks or five Dart attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Once per turn, the adept can cause one of the following additional effects (choose one or roll a d4): 1–2: Knock Down. The target must succeed on a DC 13 Dexterity saving throw or be knocked prone. 3–4: Push. The target must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet directly away from the adept. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Reactions Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Martial Master","description":"These proud warriors have mastered the art of fighting without armor or shields. But only fools would make the mistake of underestimating them on the battlefield.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any neutral alignment","Expansion":4963,"Challenge Rating":6},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Martyn Mac Lochlann","description":"A great bear of a man, Martyn Mac Lochlann is the chieftain of Darryl, and the mightiest warlord in Skye. This human Reaver has a mane of long reddish-brown hair that goes down past his shoulders, a thick beard with a gray patch at the chin, bushy eyebrows, and wild sky-blue eyes. He is typically clad in animal pelts and furs, and has tattooed arms like tree trunks bearing druidic symbols. Standing almost eight feet tall and weighing nearly six hundred pounds of pure muscle, he is an intimidating beast to behold.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Marut","description":"The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. Many creatures, including yugoloths, will enter into a contract with inevitables if asked. Cosmic Enforcers. The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, two parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence—can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only when a contract calls for it, when the contract is fully broken, or when the marut is attacked. Word Is Law. Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn't care whether both parties understand what they're agreeing to. A small army of solicitors waits outside the Hall of Concordance, eager to sell their expertise in the crafting or vetting of contracts. Constructed Nature. A marut doesn't require air, food, drink, or sleep. Traits Immutable Form. The marut is immune to any spell or effect that would alter its form. Innate Spellcasting. The marut's innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components. At will: plane shift (self only) Legendary Resistance⁠ (3/Day). If the marut fails a saving throw, it can choose to succeed instead. Magic Resistance⁠. The marut has advantage on saving throws against spells and other magical effects. Actions Multiattack. The marut makes two slam attacks. Unerring Slam. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller. Blazing Edict (Recharge 5–6). Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut's next turn. Justify. The marut targets⁠ up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle. After teleporting in this way, the marut can't use this action⁠ again until it finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Neutral","Expansion":4,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Marut","description":"The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked. The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence—can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked. Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn’t care whether both parties understand what they’re agreeing to. Traits Immutable Form. The marut is immune to any spell or effect that would alter its form. Legendary Resistance (3/Day). If the marut fails a saving throw, it can choose to succeed instead. Magic Resistance. The marut has advantage on saving throws against spells and other magical effects. Unusual Nature. The marut doesn’t require air, food, drink, or sleep. Actions Multiattack. The marut makes two Unerring Slam attacks. Unerring Slam. Melee Weapon Attack: automatic hit, reach 5 ft., one target. Hit: 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller. Blazing Edict (Recharge 5–6). Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut’s next turn. Plane Shift (3/Day). The marut casts plane shift , requiring no material components and using Intelligence as the spellcasting ability. The marut can cast the spell normally, or it can cast the spell on an unwilling creature it can see within 60 feet of it. If it uses the latter option, the targeted creature must succeed on a DC 20 Charisma saving throw or be banished to a teleportation circle in the Hall of Concordance in Sigil.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct (Inevitable)","Alignment":"Typically Lawful Neutral","Expansion":14934,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Marut Concordant","description":"Concordants were created to carry out justice for broken contracts accepted and imposed by the marut. As with the contract holders, the concordant does not consider the grey area of things, focusing solely on what is written – however good or evil the implications may be. Concordants are persistent beings and will hunt contract-breakers through dimensions and planes until they can exact justice with their thunderous fists. Traits Immutable Form. The marut is immune to any spell or effect that would alter its form. Magic Resistance. The marut has advantage on saving throws against spells and other magical effects. Unusual Nature. The marut doesn’t require air, food, drink, or sleep. Actions Multiattack. The marut makes one Lightning Slam attack and one Thunder Slam attack. Lightning Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 force damage plus 10 lightning damage and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of the marut's next turn. Thunder Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 force damage plus 10 thunder damage and the target must succeed on a DC 19 Strength saving throw or be knocked prone. Thunderous Edict (Recharge 5–6). The marut chooses a point it can see within 60 feet of it. Thunder and lightning energy erupts in a 20-foot-radius sphere centered on that point. Every creature in that area takes 15 lightning damage and 15 thunder damage. Each creature that takes any of this damage must succeed on a DC 18 Constitution saving throw or be stunned until the end of the marut's next turn. Spellcasting. The marut casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16). At will: hunter's mark, locate creature, mind spike 1/day: plane shift (self only)","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Lawful Neutral","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Marut Guard","description":"Marut guards are posted in and around the city of Sigil. Smaller than the typical marut construct, guards are armed with a greatsword that is primarily used to break any in-fighting within parties and defend the Hall of Concordance from intrusion. Marut guards are sometimes sent to accompany marut concordants on the latters' missions, especially when they are instructed to capture and bring back contract breakers. Traits Immutable Form. The marut is immune to any spell or effect that would alter its form. Magic Resistance. The marut has advantage on saving throws against spells and other magical effects. Unusual Nature. The marut doesn’t require air, food, drink, or sleep. Actions Multiattack. The marut attacks twice with its Greatsword. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Lawful Neutral","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Marvorok","description":"Marvoroks (marr-VORR-ock) are insidious predators who dwell in the deepest layers of the World Below, constantly searching for prey to sate their seemingly endless hunger. These monstrous bipedal beings sport six arms, four of which end in sharp, sword-like talons. Their eyesight is poor, but they make up for it with their incredible sense of smell that allows them to track by scent alone. Marvoroks use their claws to dig into rocky surfaces and pull themselves up, climbing as easily as they run. Silent Death. Remarkably stealthy for their massive size, marvoroks lie in wait for their prey before moving in for the kill. They wait patiently for the perfect ambush, leaping out from hiding and clawing their victims to pieces in a vulnerable moment. Solitary Hunters. Marvoroks prefer to lead solitary lives, coming together only to mate or to hunt particularly large or dangerous prey. When times are lean, they work together to drive creatures toward a common hunting ground where they can corner their prey… though this usually ends in fighting among themselves to determine who eats. Eaters of the Dead. Marvoroks aren’t above scavenging for food, stripping rotten flesh from the bones of long-dead creatures. Starving marvoroks even claw their way into catacombs or tombs in search of remains to feast on. Traits Scent Reliance. The marvorok can’t use their blindsight if they can’t breathe or smell. Actions Multiattack. The marvorok makes three Claw attacks and one Eviscerate attack. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and if the target is Large or smaller, they are grappled (escape DC 17). Until this grapple ends, the target is restrained. The marvorok can grapple up to two creatures at a time. Eviscerate. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature grappled by the marvorok. Hit: 17 (2d10 + 6) piercing damage plus 17 (2d10 + 6) slashing damage. Bonus Actions Taste the Air. The marvorok makes a Wisdom (Percep- tion) check. Underground Stalker. The marvorok teleports, along with any creatures they are grappling, up to 30 feet to an unoccu- pied space they can see. If the marvorok teleports into an area of dim light or darkness, they can take the Hide action as part of this bonus action, and any creatures they are grappling can’t speak or make noise until the end of the marvorok’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":25493,"Challenge Rating":17},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Masca","description":"Masche are uncharacteristic non-evil hags who live in villages along humans or in isolated shacks in the country, with a gentle smile on their faces most of the time, though accompanied by an odd glint in their eyes. Though a masca (also called a village hag) can be capricious and vengeful, they don’t harbor any special desire to harm people. A masca could act as a hamlet’s wise woman, curing diseases and giving advice; indistinguishable from a common woman by day, she will leave her home at night to andare in masca (assume her true identity) and fare la fisica (practice magic), taking other forms and sending her soul to fly very far from her physical body. Masche are jealous of their art and don’t like to be disturbed while practicing it, receiving inappropriate questions about their magic and private life, or being insulted with names as “strega” (witch) or “megera” (hag). A masca will most likely curse someone who is excessively curious or rude. They are also able to see the past and future by browsing their book of command, and can warn people about danger or ill-willed spirits in their vicinity, though in doing so they risk being mistaken for the actual source of danger or evil. Country people can live along a masca for years, respecting her and turning to her for help, or can suddenly decide masche are evil and hunt them to burn at the stake, often killing many innocent women in the process. Family Matters. A masca will most often choose a husband and raise a normal family in a village. According to tradition, masche could be immortal if they didn’t pass their book of command on to a heir, but such a masca would only continue to grow older and frailer without the chance to end her sufferings. What is certain is that a masca will always ensure to find a worthy successor and transmit the book of command to her before dying. Sometimes the book is replaced by another symbol of power, such as a ball of wool, a broomstick, or a ladle. Typically, the masca’s heir is chosen among her family or descendants, like a daughter or granddaughter, and transforms into a masca when receiving her legacy. A masca could also select a man as her heir, but these masconi are rare and lack the ability to pass their power on in their turn, so a mascone’s power and bloodline finishes with him. Closed Covens. Masche only form covens with other masche and not with any other types of hags.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":30635,"Challenge Rating":7},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Maschin-i-Bozorg","description":"The kagu-svirfneblin’s most prized invention is the maschin-i-bozorg: a dome-shaped, steam-powered battle construct propelled by a multitude of wheels along its flat underside. Maschin-i-bozorgs typically act as guardians and sentries, tirelessly patrolling the sites they’re assigned to protect. Each machine obeys the commands of its creator. A machin-i-bozorg can roll over its enemies to crush them with its immense weight. It can also fire poison darts with deadly precision, jab creatures with similar darts attached to extendable arms that retract inside its body, and spray jets of scalding steam to fend off intruders. Trait Overheat. When the maschin-i-bozorg is reduced to 0 hit points, its power source overloads, briefly superheating its outer shell. Each creature within 10 feet of the maschin-i-bozorg must make a DC 16 Constitution saving throw, taking 7 (2d6) fire damage on a failed save or half as much damage on a successful one. Actions Multiattack. The maschin-i-bozorg makes two Poison Jab attacks. Poison Jab. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 13 (4d4 + 3) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or have the poisoned condition for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Steam Jet (Recharge 5–6). The maschin-i-bozorg emits scalding steam in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 28 (8d6) fire damage on a failed save or half as much damage on a successful one. Bonus Actions Crushing Stride. The maschin-i-bozorg moves up to its speed in a straight line. During this movement, it can enter Medium and smaller creatures’ spaces. A creature whose space the maschin-i-bozorg enters must make a DC 15 Dexterity saving throw. On a successful save, the creature is pushed to the nearest unoccupied space out of the maschin-i-bozorg’s path. On a failed save, the creature takes 10 (3d6) bludgeoning damage and has the prone condition. If the maschin-i-bozorg remains in the prone creature’s space, the creature also has the restrained condition until it’s no longer in the same space as the maschin-i-bozorg. While restrained in this way, the creature, or another creature within 5 feet of it, can use its action to make a DC 15 Strength (Athletics) check. On a successful check, the creature is shunted to an unoccupied space of its choice within 5 feet of the maschin-i-bozorg.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":31434,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Mask Wight","description":"The frame of this withered demon’s corpse barely fills the ash-colored plate armor that encases it. It carries a serrated khopesh sword in spiked gauntlets that hiss with violet smoke, and a horned ivory mask devoid of features is nailed to its face. Children of Fiends. Long ago, a demon lord of shadow and deceit fell in love with a demon goddess of destruction. At the base of a crater left by a meteor that destroyed a civilization, the two devised a plan to not merely slay their peers, but wholly expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived. Rites of Annihilation. To create these undead, the lord of shadows stole the bodies of death knights from beneath the necropolis of an arch-lich. Then, the goddess of the underworld sacrificed a million condemned souls and drained their essence into ivory masks—one for each fiend the couple sought to annihilate. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years. When they rose, the mask wights marched out into the planes to bury knowledge, conjure secrets, and erase their quarry from memory and history. Ready for Betrayal. Kept secret from one another, though, the two each created an additional mask wight, a safeguard for in case betrayal should cross their lover’s mind. Undead Nature. A mask wight doesn’t require air, food, drink, or sleep. Traits Innate Spellcasting: The wight’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: alter self 1/day each: counterspell, dispel magic, enlarge/reduce, spider climb, tongues 1/week: gate Single-minded Purpose: The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target’s employ (whether or not they are aware of their employer), as well as the fiend itself. Actions Multiattack: The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack. Khopesh of Oblivion: Melee Weapon Attack : +11 to hit, reach 5 ft., One target. Hit : 19 (3d8 + 6) Slashing damage. On hit, the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can’t be a living entity and it can’t be on the target’s person or within the target’s sight. Enervating Spiked Gauntlet: Melee Weapon Attack : +11 to hit, reach 5 ft., One target. Hit : 19 (2d12 + 6) Bludgeoning damage plus 11 (2d10) Necrotic damage. On hit, the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest. Wail of the Forgotten (Recharge 6): The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated—the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature’s life or death.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral evil","Expansion":3,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Maskinganna","description":"Similar to fauns or satyrs, but much more feral in appearance, the maskinganna is a forest-dwelling fey. A maskinganna’s humanoid form has shaggy, goat-like legs ending in hooves. Its torso is also hairy, topped with a head that appears half-human, half goat, yellow eyes with rectangular pupils, and a pair of horns beneath a shaggy mop of hair. They consider themselves defenders of their woodland home and use their magical abilities to bedevil, mislead, and frighten any who would harm or despoil their sylvan homeland. Tricksters. Maskinganna are mischievous pranksters, using their ability to change shape and deceptive nature to play tricks on others for their own amusement. They are not overtly cruel, however, and typically stop short of causing serious harm to another creature unless that creature has proven itself an enemy of the maskinganna or a threat to the forest in which the maskinanna dwells. Viewers of Dreams. Maskinganna are unable to dream themselves, and are fascinated with the dreams of other creatures. They will take every opportunity to view the dreams of a sleeping creature, reveling in the sights and experiences of the dreamer.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":30635,"Challenge Rating":1},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Massive Malleable","description":"A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall. Malleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. Consumers of Psychic Power. Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. Many Shapes. Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. Our Powers Combined. Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. Ancient Knowledge Hoarders. It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":16},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Massive Seedling","description":"This creature appears in The Age of Green adventure module.","properties":{"Category":"Monsters","Size":"Large","Type":"plant monster","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Master Adranach","description":"An adranach is a winged feline construct made of raw arcane energy, fuchsia in hue and flecked with stars. It is an iconic servitor of the League of Miracles , and the exact method of their creation is a closely guarded secret known only to the Wonderworker who guides that organization and the spellwrights who serve them. Perfect Obedience. As constructs, adranachs are unfailingly loyal servants to the spellwrights who created them. To the people of Tal’Dorei, they are best known as the creatures that allowed cities razed by the Chroma Conclave to be rebuilt in a matter of weeks, rather than years. But adranachs are also mighty combatants that serve their masters as hunters, bodyguards, and even assassins. Astral Body. An adranach’s body is formed from the energy of the Astral Plane. Their claws and face, as well as a number of rune-inscribed braces on their body, are made of mithral and are necessary to keep their form of pure energy from losing cohesion. The methods for creating these mithral foundations and for binding astral energy to them are known only to the Wonderworker (the leader of the League of Miracles) and the spellwrights who learn from them. This secret knowledge is granted to worthy spellwrights in the form of an orb of mithral bands, about three feet in diameter, called a dormen. As the bands are removed and forged into the adranach’s braces and mask, the dormen speaks aloud the instructions of how to craft an adranach in the magically recorded voice of the Wonderworker. Mithral Mask. Each adranach has a unique mask crafted by its creator as their signature. This mask is crafted from pure mithral, and is the key to summoning and dismissing an adranach to a unique pocket dimension where it can rest and repair itself. When not in use, the mask magically shrinks from its true size to an easily concealable size fit for a humanoid face. Most spellwrights keep this mask in a chest stored on the Ethereal Plane with the secret chest spell, and only produce the mask when it is time to call their adranach forth. Master Adranach. The secretive master spellwrights of the League of Miracles are taught how to build adranachs of monumental size, with strength to match. These legendary constructs are also inevitably outfitted with unique enhancements of their creators’ own devising, from upgraded espionage tools to the ability to sublimate their starry form and travel through the Astral Plane. Arcane Nature. An adranach doesn’t require air, food, drink, or sleep. Adranach Customization Adranachs are constructs personalized to their creators. One of the traits that make a spellwright candidate attractive to the League of Miracles is an interest in invention, and spellwrights are encouraged to customize any adranach they create. Below are some optional features with which spellwrights have outfitted their creations. Most adranachs have one extra feature, and most master adranachs have three. Advanced Tracking (Recharges after a Long Rest). When a creature fails its saving throw against the adranach’s Force Bolts, the adranach can mark that creature for the next 24 hours. The adranach knows the direction to a creature’s location as long as they are on the same plane. If the creature is moving, the adranach knows the direction of this movement. Arcane Bond. The adranach’s creator can communicate with it telepathically while both are within 1 mile of each other. As an action, the creator can see through the adranach’s eyes and hear what it hears until the start of the creator’s next turn, gaining the benefits of any special senses the adranach has. During this time, the creator is deafened and blinded with regard to their own senses. Astral Form (Master Adranach Only; Recharges after a Long Rest). The master adranach can cast astral projection on itself. Slipstream. The adranach can cast invisibility on itself at will. While it is invisible, its speed is doubled. Truesight (Master Adranach Only). The adranach has truesight out to a range of 30 feet. As an action, it can increase the range of its truesight to 120 feet until the end of its next turn. Traits Arcane Leak. When the adranach is reduced to half its hit point maximum (145 hit points), its mithral mask cracks and its arcane form begins to waver, creating a field of unstable magic around it. Any creature that starts its turn within 20 feet of the adranach or enters that area for the first time on a turn takes 21 (6d6) radiant damage. Additionally, if a creature casts a spell within this area, it must make a DC 18 ability check using its spellcasting ability. On a failure, the spell backfires, consuming the spell slot and dealing 7 (2d6) force damage to the caster for each level of the spell slot that was consumed. Immutable Form. The adranach is immune to any spell or effect that would alter its form. Magic Resistance. The adranach has advantage on saving throws against spells and other magical effects. Magic Weapons. The adranach’s weapon attacks are magical. Colossal Build. The adranach’s carrying capacity is doubled, as is the weight it can push, drag, or lift. Slipstream. The adranach can cast invisibility on itself at will. While it is invisible, its speed is doubled. Legendary Resistance (3/Day). If the adranach fails a saving throw, it can choose to succeed instead. Actions Multiattack. The adranach makes three attacks: two with its claws and one with its tail. Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (4d12+7) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (2d12+7) bludgeoning damage. Force Bolts (Recharge 5–6). The adranach targets up to six creatures it can see within 120 feet of it. Each target must succeed on a DC 22 Dexterity saving throw or take 35 (10d6) force damage. Legendary Actions Master Adranach can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Master Adranach regains spent legendary actions at the start of their turn. Claw Attack. The adranach makes one claw attack. Vanish (Costs 2 Actions). The adranach casts invisibility and moves up to its walking or flying speed. (This movement doesn’t benefit from its Slipstream trait.) Starry Burst (Costs 3 Actions). A burst of astral energy flares from the adranach’s body. Each creature within 60 feet of it must make a DC 22 Constitution saving throw. On a failed save, a creature takes 27 (5d10) force damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and is not blinded. The adranach then turns invisible until the start of its next turn or until it makes an attack.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Expansion":20583,"Challenge Rating":21},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Master Agent","description":"Agents On Tholus, the Karelagne Empire’s home world, secret imperial operatives discretely work to eliminate threats to the Empire. Occasionally, imperial leadership will recognize a threat in the Aetherial Expanse that cannot be dealt with by pure military force, sending one of their skilled agents to deal with the issue. The powerful merchant princes of Ayris boast their own agents. These are sent on covert missions to thwart their competition or boost their mercantile might. Regardless of their patron, agents are skilled individuals adept at espionage and have a knack for succeeding, even when the odds are against them.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Master Alchemist","description":"Carrying various vials of indecipherable fluids and faintly smelling of reagents, the alchemist stands ready with potions, salves, and unguents. Creating something from nothing. Driven to push the limits of their knowledge and the capabilities of alchemy, alchemists can be found buying and selling alchemical wares in shops, experimenting in personal laboratories, or wandering the lands in search of rare ingredients. Their potions and unguents are often in high demand no matter where they find themselves. Mentors. Alchemy is a dangerous profession that requires exceptional attention to detail to survive. Few alchemists ever live to achieve mastery of their craft, and the ones that do are held in high esteem. It is common for master alchemists to have multiple apprentices working beneath them at any given moment.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":24844,"Challenge Rating":7},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Master Arcane Trickster","description":"Arcane tricksters are rogues that have learned to blend their knowledge of enchantment and illusion magic into their craft, further enhancing their abilities for combat, subterfuge, and mischief. Traits Magical Ambush. If the arcane trickster is hidden from a creature when it casts a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. Magic Weapons. The arcane trickster's weapon attacks are magical. Actions Multiattack. The arcane trickster makes two +1 Rapier attacks or two Befuddling Bolt attacks. +1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. The attack deals an extra 17 (5d6) damage if the arcane trickster has advantage on the attack roll. Befuddling Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 14 (3d6 + 4) psychic damage, and the target has disadvantage to Intelligence, Wisdom, and Charisma saving throws and can't use reactions until the end of the arcane trickster's next turn. Spellcasting. The arcane trickster casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13): At will: dancing lights, mage hand, minor illusion 2/day each: mirror image, phantasmal force, Tasha's hideous laughter 1/day each: improved invisibility, major image, phantasmal killer Bonus Actions Cunning Action. The arcane trickster takes the Dash, Disengage, or Hide action. Distracting Hand. While the arcane trickster has the mage hand spell active, it designates a creature within 5 feet of the spectral hand. The arcane trickster has advantage on its attack rolls against that creature until the end of the turn. Reactions Uncanny Dodge. The arcane trickster halves the damage that it takes from an attack that hits it. The arcane trickster must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Lawful","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Master Bertio Ranberd","description":"The owner and professor of the Emporium of Marvelous Rarities is a man of few words. He is a practical, calculating wizard who only speaks if needed and keeps everything in rigorous order around his school and his shop. His students don’t really know him well, and they don’t know anything about his personal dealings, motivations, and Background, which is literally very dark. Master Bertio Ranberd is a cleric of the Darkness Within, a dogmatist and irredentist who wishes to elevate his status by serving the fallen angels. Equipment Master Bertio Ranberd has 2 copper pieces, 5 silver pieces, 32 gold pieces, a holy symbol of the Darkness Within made out of jet worth 60 gold pieces, a mithral chain shirt , a wand of fire manipulation , a +1 dagger , a potion of superior healing, a potion of invisibility , and a potion of speed on his person.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":17604,"Challenge Rating":10},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Master Geomancer","description":"Geomancers are powerful practitioners of magic who specialize in harnessing the power of the earth and its energies. They use gravity to reshape terrain, create walls, projectiles, and other structures. One with the Earth. Geomancers tend to be introspective and meditative due to their commitment to attuning with the earth. To increase their sensitivity, they often keep a part of their body in contact with the ground, allowing them to perceive vibrations caused by objects impacting the surface of the earth, such as footsteps. Defense and Destruction. While geomancers are often sought after for their defensive uses, such as fortifying a section of land, they are also incredibly devastating magic-users. They can cause the ground to ripple like a wave, generate earthquakes, summon dangerous earth elementals, and even reverse an area's gravity. A Master Geomancer's Lair A master geomancer lives in great citadels made entirely from stone and rock. These can be located high atop tall mountains or in deep crevasses. A master geomancer encountered in its lair has a challenge rating of 15 (13,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the geomancer can take a lair action to cause one of the following magical effects; the geomancer can’t use the same effect two rounds in a row: The geomancer casts spike growth (spell save DC 18, no components required) at 3 different points within its lair. The geomancer doesn't need to see the points and doesn't need to maintain concentration of the spell. The effect lasts for 1 minute, until the geomancer uses this lair action again, or until the geomancer dies or is incapacitated. The geomancer magically conjures a stone wall on unoccupied sections of the ground within 120 feet of it. The wall is 3 inches thick and is composed of five 10-foot-by-10-foot panels. Each panel must be contiguous with at least one panel. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15, 30 hit points, vulnerability to thunder damage, resistance to bludgeoning, piercing, and slashing damage from attacks that aren't adamantine, and immunity to poison and psychic damage. Reducing a panel to 0 hit points destroys it. The wall lasts for 1 minute, until the geomancer uses this lair action again, or until the geomancer dies or is incapacitated. The geomancer targets up to three Large or smaller creatures on the ground within 60 feet of it. The ground beneath each target animates and forms into giant stone grasping hand. Each target must make a DC 18 Strength saving throw or take 9 (2d8) bludgeoning damage and be restrained by the giant hand. Each hand lasts for 1 minute, until the geomancer uses this lair action again, or until the geomancer dies or is incapacitated. While restrained in this way, a creature takes 9 (2d8) bludgeoning damage at the end of each of its turns. As an action, a creature can make a DC 18 Strength check to free the restrained creature. The stone hand can also be destroyed to end the effect. Each stone hand has AC 13, 30 hit points, vulnerability to thunder damage, resistance to bludgeoning, piercing, and slashing damage from attacks that aren't adamantine, and immunity to poison and psychic damage. Traits Legendary Resistance (1/Day). If the geomancer fails a saving throw, it can choose to succeed instead. Actions Multiattack. The geomancer uses Rock Strike four times. Rock Strike. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 60 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Rippling Earth (Recharges 5–6). The geomancer magically causes the earth to suddenly move in a violent, cascading motion in a 30-foot line that is 10 feet wide. Each creature standing on the ground in that line must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 39 (6d12) bludgeoning damage, is pushed up to 10 feet, and is knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Avalanche (1/Day) . The geomancer conjures rocks and boulders and launches them toward a chosen point within 120 feet of it. Each creature in a 30-foot-radius, 40-foot-high cylinder centered on that point must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 44 (8d10) bludgeoning damage, is knocked prone, and restrained. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is no longer restrained. On a successful save, a creature takes half as much damage and isn't knocked prone or restrained. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Spellcasting. The geomancer casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: acid splash (4d6), mage hand, mending 2/day each: mage armor, meld into stone, spike growth, stoneskin, thunderwave, wall of stone 1/day each: conjure elemental (earth), earthquake, move earth, reverse gravity Bonus Actions Earth Skate . While the geomancer is standing on the ground, the geomancer magically manipulates the earth to ripple and carry the geomancer a short distance. The geomancer moves up to 15 feet without provoking opportunity attacks. Reactions Stone Shield (5/Day). When the geomancer or a creature within 30 feet of it is hit by an attack roll, the geomancer gives the target a +5 bonus to its AC, which can cause the triggering attack roll to miss, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the start of the geomancer’s next turn. Legendary Actions The geomancer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The geomancer regains spent legendary actions at the start of its turn. Rock Strike. The geomancer uses Rock Strike. Stone Barrier. The geomancer conjures magical, levitating stones that spin around the geomancer and deflects attacks. The geomancer gains 16 (3d10) temporary hit points. Cast a Spell (Costs 2 Actions). The geomancer uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Master Herbalist","description":"A true master herbalist has spent their entire life learning from another master, but some are failed wizards or those who can just barely manipulate the weave of magic. A master herbalist knows a little bit about many different subjects and often acts as the school teacher in villages and towns. Every herbalist can make a few potions, but usually only the neutral, evil, or desperate are willing to take the risk of being caught selling poisons. A master herbalist will usually have between 2 and 5 apprentices ( commoners ) helping them gather materials or performing day to day tasks. Depending on the culture surrounding a master herbalist, they may have more power and influence than an elected official or other leader. If a hag has reason to set up a temporary lair in a town or village she will usually pretend to be a master herbalist and will have a complex and far ranging story as to where she grew up and what happened to the previous herbalist.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any","Expansion":34600,"Challenge Rating":"1/2"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Master Melder","description":"Master melders are extraordinarily powerful espers that have realized full control over the primordial and elemental energies that shape the forces of reality. Many serve in high-ranking positions, often as counselors, academy instructors, judges, historians, or state leaders. Those who are self-centered or reclusive can easily become tyrants or galactic overlords, often operating from a secluded base of operations with an army of henchmen and esper disciples.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":12},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Master of Cruelties","description":"When a master of cruelties steps up as ringleader of a Rakdos show, the audience can be assured of a performance they will remember for the rest of their lives—however brief that might be. The mesmerizing presence of a master of cruelties draws every eye to the demon and commands an audience’s full attention. With every act of depraved torment the demon performs, onlookers are drawn more and more into the blood lust. Audiences clamor for more violence, and those who get too caught up in the revelry feel compelled to partake in the indiscriminate killing. Traits Aura of Blood Lust. When any other creature starts its turn within 30 feet of the master, that creature must succeed on a DC 17 Wisdom saving throw, or it must immediately take the Attack action, making one melee attack against a random creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary. Feed on the Crowd. Whenever a creature within 60 feet of the master dies, the master gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and saving throws until the end of its next turn. Innate Spellcasting. The master’s innate spellcasting ability is Charisma (spell save DC 17). The master can innately cast the following spells, requiring no material components: At will: charm person (as a 3rd-level spell), crown of madness 1/day: dominate person Magic Resistance. The master has advantage on saving throws against spells and other magical effects. Actions Multiattack. The master makes two melee attacks with its spear. Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 13 (3d8) psychic damage. Captivating Presence (Recharge 6). Each creature within 120 feet of the master must succeed on a DC 17 Wisdom saving throw or be charmed by the master for 1 hour. While charmed in this way, a creature’s speed is 0. If the charmed creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to the Captivating Presence of all masters of cruelties for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":7,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Master of Demon Mountain","description":"With a dark beard and fiery eyes, the master of Demon Mountain has long been a figure of terror to those who live within sight of his castle. Some say he is the dark, twisted son of Baba Yaga and an unnamed lord of the Abyss. Demons, certainly, bow and speak politely to him, and the least of them jump to his command. Father of Fiends. The Master of Demon Mountain is a creature of lascivious appetites and the father of dozens of tieflings--and, at the same time, his family is a source of great pride to him. They are the foundation of an empire, and his brood is loyal and as ambitious as their father. They serve him ably in distant corners of the world, where he sends them to forge alliances through marriages or arcane trades. A Bound Legend. He remains a figure of legend as well as a political force. An expert demon binder, his power is terrifying even at a distance. But wielding worldly power and extending his influence is merely an entertaining game for him. His real goal is to reach immortality--although first he must break the pacts binding him to his dark manor. The Master of Demon Mountain in Midgard Hundreds of years ago, the Archmage of Vael Turog escaped the destruction his nation suffered in the Mage Wars and made his way far to the east, where he found a mountain at the site of the conjunction of two powerful ley lines. Located on the southern border of the tsar of Vidim's lands, this mountain was filled with dark and demonic energies and had been considered a blight on the map in the tsar's estimation. The archmage was offered dominion over the mountain if he could tame it and end the threats that issued from it. He summoned and bound a demonic legion, brought the mountain under his control, and staked his claim. The tsar, unaware and uninterested in the details, was delighted, and the archmage became known as the Master of Demon Mountain. He raised a castle there overnight, called Castle Dontrona, and there he has ruled for so long that the people of the surrounding plains have largely forgotten his name. Out of fear or dread of drawing his attention, they refer to him as \"the Master\" when occasion demands they speak of him at all. Since coming to the mountain, the Master's spells and incantations carry greater potency. The demons praise him, and he has mated with more than a few. The pacts the Master swore to gain power over the mountain and its creatures, however, are not the endless font of power that he had hoped. Indeed, he rarely leaves the mountain, and his children suspect he does not truly command it. Instead, the mountain commands him to bring it reagents and perform certain rituals, as demanded by demonic messengers, dreams, or priests of Chernobog. His lust for power drives him to ally with the Bemmeans, to offer arcana to the Dragon Empire, and to seek the hand of the tsar's comely daughters. His depravity simmers beneath an affected veneer of civility. In distant courts, the Master is known by the name he used in Vael Turog: Roggero Lucar Ordontrona, or sometimes an even older name, Gardever the Archmage of Vael Turog. He claims to be the last living scion of the noble bloodline of Vael Turog. Whether true or an empty boast, he acts the part and then some. Master of Ley Lines The Master of Demon Mountain first conquered the mountain by tapping into its ley line. He has since become a master of ley line magic. If using the Midgard setting, change the Master of Demon Mountain's spells to the following (see the Midgard Heroes Handbook): Cantrips (at will): fire bolt , light , mage hand , message , poison spray 1st level (4 slots): fog cloud , land bond , mage armor , magic missile , shield 2nd level (3 slots): acid arrow , ley disruption , mirror image 3rd level (3 slots): counterspell , ley energy bolt , ley sense , stinking cloud 4th level (3 slots): banishment , ray of life suppression 5th level (3 slots): contact other plane , dominate person , ley leech , seeming 6th level (2 slots): arcane gate , ley whip 7th level (2 slots): mirage arcane , plane shift 8th level (1 slot): disruptive aura , dominate monster 9th level (1 slot): ley storm , ley surge","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":17},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Master of Demon Mountain (Midgard)","description":"With a dark beard and fiery eyes, the master of Demon Mountain has long been a figure of terror to those who live within sight of his castle. Some say he is the dark, twisted son of Baba Yaga and an unnamed lord of the Abyss. Demons, certainly, bow and speak politely to him, and the least of them jump to his command. Father of Fiends. The Master of Demon Mountain is a creature of lascivious appetites and the father of dozens of tieflings--and, at the same time, his family is a source of great pride to him. They are the foundation of an empire, and his brood is loyal and as ambitious as their father. They serve him ably in distant corners of the world, where he sends them to forge alliances through marriages or arcane trades. A Bound Legend. He remains a figure of legend as well as a political force. An expert demon binder, his power is terrifying even at a distance. But wielding worldly power and extending his influence is merely an entertaining game for him. His real goal is to reach immortality--although first he must break the pacts binding him to his dark manor. The Master of Demon Mountain in Midgard Hundreds of years ago, the Archmage of Vael Turog escaped the destruction his nation suffered in the Mage Wars and made his way far to the east, where he found a mountain at the site of the conjunction of two powerful ley lines. Located on the southern border of the tsar of Vidim's lands, this mountain was filled with dark and demonic energies and had been considered a blight on the map in the tsar's estimation. The archmage was offered dominion over the mountain if he could tame it and end the threats that issued from it. He summoned and bound a demonic legion, brought the mountain under his control, and staked his claim. The tsar, unaware and uninterested in the details, was delighted, and the archmage became known as the Master of Demon Mountain. He raised a castle there overnight, called Castle Dontrona, and there he has ruled for so long that the people of the surrounding plains have largely forgotten his name. Out of fear or dread of drawing his attention, they refer to him as \"the Master\" when occasion demands they speak of him at all. Since coming to the mountain, the Master's spells and incantations carry greater potency. The demons praise him, and he has mated with more than a few. The pacts the Master swore to gain power over the mountain and its creatures, however, are not the endless font of power that he had hoped. Indeed, he rarely leaves the mountain, and his children suspect he does not truly command it. Instead, the mountain commands him to bring it reagents and perform certain rituals, as demanded by demonic messengers, dreams, or priests of Chernobog. His lust for power drives him to ally with the Bemmeans, to offer arcana to the Dragon Empire, and to seek the hand of the tsar's comely daughters. His depravity simmers beneath an affected veneer of civility. In distant courts, the Master is known by the name he used in Vael Turog: Roggero Lucar Ordontrona, or sometimes an even older name, Gardever the Archmage of Vael Turog. He claims to be the last living scion of the noble bloodline of Vael Turog. Whether true or an empty boast, he acts the part and then some. Master of Ley Lines The Master of Demon Mountain first conquered the mountain by tapping into its ley line. He has since become a master of ley line magic. If using the Midgard setting, change the Master of Demon Mountain's spells to the following (see the Midgard Heroes Handbook ): Cantrips (at will): fire bolt , light , mage hand , message , poison spray 1st level (4 slots): fog cloud , land bond , mage armor , magic missile , shield 2nd level (3 slots): acid arrow , ley disruption , mirror image 3rd level (3 slots): counterspell , ley energy bolt , ley sense , stinking cloud 4th level (3 slots): banishment , ray of life suppression 5th level (3 slots): contact other plane , dominate person , ley leech , seeming 6th level (2 slots): arcane gate , ley whip 7th level (2 slots): mirage arcane , plane shift 8th level (1 slot): disruptive aura , dominate monster 9th level (1 slot): ley storm , ley surge","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":17},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Master of Souls","description":"The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Myrkul and His Followers Myrkul is the Lord of Bones, claiming power over corpses and souls. His cultists are those who seek to claim lore, power, and even fealty from the deceased. Myrkul has the power to call forth the soul of any slain creature and bind it into a wax skull. Myrkul can use this ability only if he claims some part of a creature’s physical body, grinds it up, and creates a skull that includes the resulting dust. So long as the soul remains inside the skull, the skull’s eye sockets burn with cold blue flames. While the skull is intact, Myrkul can compel the soul trapped within to answer his questions and share its knowledge. The skull degrades with each service rendered, eventually collapsing and releasing the soul. The soul can also be released by dousing the wax skull with holy water. Myrkul is calculating, distant, and self-centered. He cares only for the acquisition of knowledge and finds that managing the daily affairs of life is at best a tedious distraction. He is happiest when surrounded by his tomes of lore and the undead he has called forth to do his bidding. Those who follow Myrkul are either wizards or those who seek to master the necromantic arts. Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult. Cult Ranks. A follower of Myrkul wields a flail that has a skull replacing the normal flail’s striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The masters of souls delve deep into Myrkul’s secrets, allowing them to animate the dead and perform other grave magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":4414,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Master of Souls","description":"Myrkul and His Followers Myrkul is the Lord of Bones, claiming power over corpses and souls. His cultists are those who seek to claim lore, power, and even fealty from the deceased. Myrkul has the power to call forth the soul of any slain creature and bind it into a wax skull. Myrkul can use this ability only if he claims some part of a creature’s physical body, grinds it up, and creates a skull that includes the resulting dust. So long as the soul remains inside the skull, the skull’s eye sockets burn with cold blue flames. While the skull is intact, Myrkul can compel the soul trapped within to answer his questions and share its knowledge. The skull degrades with each service rendered, eventually collapsing and releasing the soul. The soul can also be released by dousing the wax skull with holy water. Myrkul is calculating, distant, and self-centered. He cares only for the acquisition of knowledge and finds that managing the daily affairs of life is at best a tedious distraction. He is happiest when surrounded by his tomes of lore and the undead he has called forth to do his bidding. Those who follow Myrkul are either wizards or those who seek to master the necromantic arts. Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult. Cult Ranks. A follower of Myrkul wields a flail that has a skull replacing the normal flail’s striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The masters of souls delve deep into Myrkul’s secrets, allowing them to animate the dead and perform other grave magic. Cultists of the Dead Three The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Traits Grave Magic. When the master of souls cast a spell that deals damage, it can change the spell’s damage type to necrotic. Spellcasting. The master of souls is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): chill touch (see “Actions” below), mage hand, message, prestidigitation 1st level (4 slots): burning hands, detect magic, ray of sickness (see “Actions” below), shield 2nd level (3 slots): darkness, misty step, scorching ray (see “Actions” below) 3rd level (2 slots): animate dead, fireball Actions Multiattack. The master of souls attacks twice with its flail. Silvered Skull Flail. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 14 (4d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the master of souls’ next turn. Chill Touch (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 13 (2d8) necrotic damage, and the target can’t regain hit points until the start of the master of souls’ next turn. If the target is undead, it has disadvantage on attack rolls against the master of souls for the same duration. Ray of Sickness (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of the master of souls’ next turn. If the master of souls casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Scorching Ray (2nd-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +6 to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). Hit: 7 (2d6) fire damage per ray.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":28744,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Master of the Ebon Serpent","description":"A trio of half-black dragon halflings—Lords Culfix, Morgix, and Brolix Astrillax—the sons of Lady Sentrix “the Coil” Astrillax bear the title of Master of the Ebon Serpent. Embracing their draconic heritage, they combine the disciplines of monkhood with the dark power of warlocks, following the teachings of the Ebon Serpent, the heralded bringer of the end of times. Wielding a deadly blend of spells, martial arts, and their own draconic prowess, these enigmatic individuals wreak havoc and bring desctruction wherever they tread, their actions moving the world closer to its prophesied end.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (halfling)","Alignment":"neutral evil","Expansion":26071,"Challenge Rating":13},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Master Sage","description":"Sages and Master Sages Candlekeep’s resident lore experts are master sages and sages who dedicate themselves to scholarship above all. Traits Spellcasting . The sage casts one of the following spells, using Intelligence as the spellcasting ability (save DC 14, +6 to hit with spell attacks): At will: light, mage hand, mending, prestidigitation 3/day each: comprehend languages, detect magic, dispel magic, identify, levitate, locate object, Tenser’s floating disk, unseen servant 1/day each: banishment, contact other plane, Drawmij’s instant summons, legend lore, locate creature, planar binding, polymorph, protection from evil and good, scrying, sending, true seeing Actions Shocking Grasp (Cantrip) . Melee Spell Attack : +8 to hit (with advantage if the target is wearing armor made of metal), reach 5 ft., one creature. Hit : 13 (3d8) lightning damage, and the target can’t take reactions until the start of its next turn. Fireball (3rd-Level Spell; 3/Day) . The sage creates a fiery explosion centered on a point it can see within 150 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried. Reactions Shield (1st-Level Spell; 3/Day) . When the sage is hit by an attack or targeted by a magic missile spell, it calls forth an invisible barrier of magical force that protects it. Until the start of its next turn, the sage has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile .","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Expansion":9505,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Master Seer","description":"The seer is a mystic gifted with the ability to perceive beyond the realm of ordinary senses. Its eyes possess a profound gaze that pierces the veil of time and space, allowing it to act and react accordingly. Enlightening Oracle. With a serene presence, the seer communes with otherworldly forces and taps into the threads of destiny. Through divination, it offers glimpses of the past, present, and potential futures. Its visions guide the path of its allies or foreshadow one's horrific fate that can instill dread in its foes. Traits Fey Ancestry. The seer has advantage on saving throws against being charmed, and magic can’t put the seer to sleep. Prescience. The seer can't be surprised and has advantage on saving throws, unless the seer is incapacitated. Actions Multiattack. The seer makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage. Haunting Fate. The seer targets up to three creatures it can see within 60 feet of it. The target immediately receives a vision of its future demise and must succeed on a DC 17 Wisdom saving throw. On a failed save, the target takes 22 (5d6 + 5) psychic damage and is frightened until the end of the seer's next turn. On a successful save, the creature takes half as much damage and isn't frightened. A creature with an Intelligence score of 4 or less isn't affected. Share Presage (Recharge 5–6). The seer chooses up to 6 creatures it can see within 60 feet of it and telepathically shares with them a vision of the immediate future. Until the end of the seer's next turn, each creature can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Spellcasting. The seer casts one of the following spells using Charisma (spell save DC 17) as the spellcasting ability: At will: guidance, message, prestidigitation 1/day each: clairvoyance (as an action), detect magic, detect thoughts, divination, foresight (self only), locate object, mage armor, scrying (as an action), see invisibility, true seeing (self only) Bonus Actions Prognosticate . Until the end of its next turn, the seer has advantage to its next attack roll or ability check. Reactions Premonition. The seer foresees an incoming attack. It can choose from two effects: 1. Dodge. When an attacker the seer can see makes an attack roll against the seer or a creature within 5 feet of the seer, the seer can impose disadvantage on the attack roll. If the attack roll is successful, the seer only takes half as much damage. 2. Evasion. When the seer is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Master Thief","description":"Master thieves are known for perpetrating daring heists. They tend to develop a reputation and a cult of personality. A master thief might “retire” from hands-on work to run a thieves’ guild, spearhead some covert enterprise, or enjoy a quiet life of luxury. Traits Cunning Action : On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action. Evasion : If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn) : The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t incapacitated and the thief doesn’t have disadvantage on the attack roll. Actions Multiattack : The thief makes three attacks with its shortsword. Shortsword : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Light Crossbow : Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Reactions Uncanny Dodge : The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Expansion":1,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Master Thief","description":"Master thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might “retire” from hands-on work to run a thieves’ guild, spearhead some covert enterprise, or enjoy a quiet life of luxury. When a master thief completes a challenging heist, they often leave behind a calling card to taunt their victims. You may roll on the Master Thief Calling Cards table to determine what a master thief leaves behind. Master Thief Calling Cards d10 Calling Card 1 Tiny, folded paper cat 2 Red bird feather 3 Rose petal 4 Figurine made from twigs and twine 5 Small note with the words “It’s been fun!” written on it in an ornate script 6 Glass bead that looks like an eye 7 Pistachio shells 8 Two playing cards balanced against each other, resembling a tent 9 Worthless coin with a bite mark in it 10 Chalk or charcoal sketch of a domino mask Traits Evasion. If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided the thief isn’t incapacitated. Actions Multiattack. The thief makes three Shortsword or Shortbow attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. Bonus Actions Cunning Action. The thief takes the Dash, Disengage, or Hide action. Reactions Uncanny Dodge. The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Master Tinker","description":"The tinker is a master of ingenious inventions and magical engineering. It wears a specially crafted armor that combines medium armor with arcane enchantments, runes, and engineering enhancements. Its trusty wrench not only mends and modifies machinery but also delivers potent electrical shocks that incapacitate foes at close range. Among the tinker's deadly array of gadgets is an arcane musket that can fire electrified projectiles at ranged targets with pinpoint accuracy. It has arcane grenades and caltrops at its disposal, enabling it to create chaos and disruption on the battlefield. It also has arcane-powered boots that can propel the tinker into the air. The tinker, with its arsenal of arcane-infused contraptions, combines intellect and innovation to become an dangerous and effective adversary. Traits Arcane-Powered Enhancements. The tinker uses its Intelligence modifier for its melee attack and damage rolls (already included in the attacks). While wearing medium armor, it adds its proficiency bonus to its AC (already included in the AC). Actions Multiattack. The tinker makes two Wrench attacks. Alternatively, it can make one Wrench attack and use Spellcasting. Wrench. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 7 (2d6) lightning damage and the target can't use reactions until the end of the tinker's next turn. Arcane Musket. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage plus 14 (4d6) lightning damage and the target can't use reactions until the end of the tinker's next turn. Arcane Grenade (3/Day). The tinker hurls a grenade that detonates on a point on the ground within 30 feet of it. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw. Creatures within 5 feet of the detonation point has disadvantage on the saving throw. On a failed save, a creature takes 21 (6d6) force damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Spellcasting. The tinker casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 15): At will: mending, prestidigitation, true strike 2/day each: grease, haste, mirror image, thunderwave 1/day each: fabricate, protection from energy Bonus Actions Arcane-Powered Rocket Jump (Recharge 5-6). The tinker gains a fly speed of 40 until the end of the turn. Drop Shock Caltrops (3/Day). The tinker can spread caltrops to cover a 5-foot-square area. Any creature that isn't flying and enters the area must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 1 piercing damage and 14 (4d6) lightning damage and is incapacitated until the end of its next turn. Until the creature regains at least 1 hit point, its walking speed is reduced by half. A creature moving through the area at half speed doesn't need to make the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Mastermind","description":"A mastermind is a calculating, deceitful tactician who constantly influences, schemes, and manipulates. It sees everyone as pawns it can use and sacrifice to further its goals. It never willingly engages in combat unless it believes it has the advantage, and is highly observant and insightful. It can recognize an enemy's weaknesses and immediately form strategies that take advantage of them. Traits Cunning Presence. An ally that starts is turn within 30 feet of this mastermind and can see and hear this mastermind can take the Dash, Disengage, or Hide action as a bonus action, provided the mastermind isn't incapacitated. Evasion. If the mastermind is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the mastermind instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn). The mastermind deals an extra 24 (7d6) damage when the mastermind hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mastermind that isn't incapacitated and the mastermind doesn't have disadvantage on the attack roll. Actions Multiattack. The mastermind makes two melee attacks or two ranged attacks. Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 10 (3d6) poison damage. Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Bonus Actions Cunning Action. The mastermind takes the Dash, Disengage, or Hide action. Cunning Insight (Recharge 5–6). The mastermind chooses a target it can see within 30 feet of it. The mastermind and up to 3 creatures of its choice have advantage on ability checks, attack rolls, and saving throws against the target. In addition, the target has disadvantage on ability checks and attack rolls made against the mastermind. These effects last until the start of the mastermind's next turn. Reactions Misdirection. When the mastermind is targeted by an attack while a creature within 5 feet of it is granting it cover against that attack, it can have the attack target that creature instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Lawful","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Mastiff","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. Traits Keen Hearing and Smell : The mastiff has advantage on Wisdom ( Perception ) checks that rely on hearing or smell. Actions Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone .","properties":{"Category":"Monsters","AC":12,"HP":"5 (1d8+1)","CHA":7,"CON":12,"DEX":14,"INT":3,"STR":13,"WIS":12,"Size":"Medium","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065772/qE_Tj_VIiwAyjWlKJdfGjw/original.png","Roll 0":"Bite\n1d20 + 3\n1d6+1","Skills":"Perception +3","Source":"5th Edition SRD","data-XP":25,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Hearing and Smell\",\"Desc\":\"The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone\"}]","data-CHA-mod":"-2","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":"1/8","Passive Perception":13,"data-CrNum":0.125,"data-AcNum":12,"data-HpNum":5},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mastiff","description":"Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts. Traits Keen Hearing and Smell : The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Mastiff","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage, and the target has the Prone condition if it is Large or smaller.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mastiff","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Piercing damage, and the target has the Prone condition if it is Large or smaller.","properties":{"Category":"Monsters","AC":12,"HP":"5 (1d8 + 1)","PB":2,"CHA":7,"CON":12,"DEX":14,"INT":3,"STR":13,"WIS":12,"Size":"Medium","Type":"Beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406408239/ST1wj_3NsNsetVQ6yMLFGA/original.png","Senses":"Darkvision 60 ft.","Skills":"Perception +5","data-XP":25,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Desc\":\"The target has the Prone condition if it is Large or smaller.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-2","data-CON-mod":1,"data-DEX-mod":2,"data-INT-mod":"-4","data-STR-mod":1,"data-SizeNum":2,"data-WIS-mod":1,"Saving Throws":"Str +1, Dex +2, Con +1, Int -4, Wis +3, Cha -2","Challenge Rating":"1/8","Passive Perception":15,"data-CrNum":0.125,"data-AcNum":12,"data-HpNum":5},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Mastiff of Tindalos","description":"The hounds of Tindalos are the least of their kind, with a wide range of more powerful variants reported in ancient texts. The six-legged mastiff of Tindalos has a strange position among its kind in that they are traditionally the traveling companions of powerful envoys from Leng rather than stalkers throughout time itself. With their bulging eyes, tongues that melt into wisps of black smoke, and lipless fanged jaws, no hound of Tindalos could be mistaken for long for anything other than a monster. Traits Innate Spellcasting. The mastiff of Tindalos’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: find the path, invisibility (self only) 1/day: haste, slow Magic Resistance. The mastiff of Tindalos has advantage on saving throws against spells and other magical effects. Magic Weapons. The mastiff of Tindalos’s weapon attacks are magical. Otherworldly Mind. Whenever a creature targets the mastiff with a mental effect or attack (psychic damage, mind reading, charm, enchantments or similar attacks) that creature takes 28 (8d6) psychic damage on a failed DC 15 Wisdom saving throw, or half damage on success. If the creature fails the saving throw by 5 or more, it also becomes confused for 1 minute as the confusion spell. Ripping Gaze. The mastiff of Tindalos’s eyes glow balefully, causing painful but bloodless wounds to tear open upon the body of a creature that meets its awful gaze. When a creature that can see the mastiff’s eyes starts its turn within 30 feet of the mastiff, the mastiff can force the creature to make a DC 16 Constitution saving throw if the mastiff isn’t incapacitated and can see the creature. The creature takes 28 (8d6) slashing damage on a failed saving throw, or half as much damage on a successful one. A creature that succeeds on its saving throw by 5 or more is immune to this mastiff’s gaze for 24 hours. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the mastiff until the start of its next turn, when it can avert its eyes again. If the creature looks at the mastiff in the meantime, it must immediately make the save. The mastiff is immune to its own the gaze and the gaze of other hounds of Tindalos. Vulnerable to Curved Space. When a mastiff of Tindalos is not adjacent to a structural angle of 90º or smaller, its resistance to physical damage is suppressed and it gains the poisoned condition. It can’t recover from this condition, but the condition ends once the mastiff is again adjacent to a suitable angle. Actions Multiattack. The mastiff can use angled entry and then makes three attacks: one with its jaws and two with its claws. Jaws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (4d10+6) piercing damage. Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (4d8+6) slashing damage. Angled Entry. The mastiff of Tindalos teleports up to 120 feet to an angle of 90º (or more acute) it can see. Once per day, the mastiff can use this ability to plane shift to or from the Dimension of Time, with the same restrictions on what angles it can appear next to. Dimensional Anchor (1/Day). The mastiff of Tindalos targets a creature it can see within 120 feet of it The target must succeed on a DC 17 Wisdom saving throw or be tied firmly to the plane it is currently in. Teleportation of any sort is impossible for the creature for 10 minutes. This effect is ended by dispel magic or similar magic. Dimensional anchor does not prevent summoned creatures from disappearing after the duration of the spell that summoned them.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":15},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Mastodon","description":"Primeval variants of the more well-known elephant dwell in remote regions of the world. The mastodon, not to be confused with the larger mammoth, can be typically found in temperate forests, although those who dwell in the Stolen Lands are more often encountered in the hills or plains. Traits Scent. The mastodon can use its scent to detect creatures within 60 feet, but not pinpoint their location. Trampling Charge. If the mastodon moves at least 20 feet straight toward a creature and then hits with a gore attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the mastodon can make one stomp attack against it as a bonus action. Actions Multiattack. The mastodon makes two stomp attacks. One stomp attack can be replaced by a trunk attack. Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (5d8+8) piercing damage. Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (4d8+8) bludgeoning. Trunk. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the mastodon can’t use its trunk on another target.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Mathias the Revenant","description":"TRAITS Regeneration: Mathias regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait does not function at the start of his next turn. His body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate. Rejuvenation: When his body is destroyed, his soul lingers. After 24 hours, his soul inhabits and animates another corpse on the same plane of existence and regains all of his hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. Turn Immunity: Mathias is immune to effects that turn undead. Vengeful Tracker: Mathias knows the distance to and direction of the creature against which he seeks revenge (Lord Iychthus), even if on another plane of existence. If Lord Iychthus dies, Mathias becomes aware of this fact. ACTIONS Multiattack: Mathias makes two fist attacks. Fist: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is the creature against which Mathias has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Mathias can grapple the target (escape DC 13) provided the target is Large or smaller. Vengeful Glare: Mathias targets Lord Iychthus if he can be seen and is within 30 feet. Lord Iychthus must make a DC 16 Wisdom saving throw. On a failure, the target is paralyzed until Mathias deals damage to it, or the end of Mathias's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can still see Mathias, ending the frightened condition on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral","Expansion":25195,"Challenge Rating":5},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Mathis Grimson","description":"Actions Folk Healing (3/long rest). As long as he is not within 5 ft. of an enemy, Mathis selects one living creature within 5 ft. of him who is not within 5 ft. of an enemy. That target regains 2d6 + 2 hit points. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Rusty Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Erenlander human)","Source":"custom","Alignment":"Neutral Good","Expansion":30501,"Challenge Rating":1},"publisher":"Edge Studio","book":"Midnight - A Single Spark"},{"name":"Mathorn Gullion","description":"The Gatherer of Secrets Mathorn was a rarity among the drow: a happy child, relatively untouched by the hatred and political jockeying of the dark elves. Indeed, she invariable took herself away from disagreements, and always ignored the spiteful gossip about allies and enemies alike that made for conversation amongst the children of House Gullion. But she always managed to do this in such a way that she didn’t gain any kind of reputation of aloofness or disdain for her siblings, rather she was considered someone firmly set on enhancing the family over own ambition. As a potential heir to the title of Matron, she was given everything she could want. The Matriarch and Mathorn’s tutors tried to groom her into a Priestess of the Spider Goddess, but Mathorn did not feel the calling she was supposed to. Instead, she studied the ways of combat with her brother Gal. She took to the teachings well, but some of her divine tutor’s lessons had sunk in; rather than standing face-to-face with her enemies, she learned how to use her natural abilities to strike from hiding, with shadows seeming to bend to her will and supposedly becoming a literal cloak. Much of this was superstitious talk, but more than one ally swore it to be true. Mathorn took their words to heart and used the idea as her focus for the future. Her teachers reveled in the opportunity to explore the subject further, and a cadre of shadow users was formed. During an expedition to the surface world, while she was still young and under instruction, Mathorn’s party was attacked by a group of adventurers. Her favorite tutor, Mol, threw herself in front of the girl as a human warrior bore down on the child. At the last moment, the swordsman turned to attack Mol, even though she didn’t defend herself, and split the woman from shoulder to hip, getting his blade jammed in her body. He was fallen on by other members of the drow party, which allowed Mathorn to escape. The young drow was devastated—no tutor after that was good enough simply because they were not Mol. She sank into an outward depression but raged inside, swearing vengeance on the whole human race from that moment on. Mathorn continued her instruction, but for a great deal of the time she was little more than a pale shadow of herself. Maelora was patient with her, as Naraneus instructed her to be, and her daughter finally regained the desire to follow her chosen path. As she grew older, she felt the call of the Spider Goddess grow stronger, but not in the way a priestess should. She continued to heed the path of shadows and embraced their cold darkness, learning to harness them and make herself even more deadly. She found that not only was she good at killing, she enjoyed it, especially when humans were concerned. Through all this her memory for Mol burned fiercely, and on a daily basis she openly told Naraneus how she wished the tutor was with her still. It was only when she wrapped herself in the gloom that she realized Mol had been returned to her as a shadow. Despite the shock, and unthinking of the possible consequences, Mathorn embraced the shade with as much love as any child could show to a parent. Since then, Mol has never left her pupil’s side, night or day, and continues to protect her as if her unlife depended on it. The Matron noticed her daughter’s reenergization, and focused the abilities and skills the young drow had built up to mold Mathorn into a spy for the family. Maelora employs her to gather information on rival houses (which she is very good at) but didn’t count on her daughter using those same skills to gather secrets about her own family members, including her mother. Mathorn now has a vast array of information at her disposal to ensure none of her siblings ever betray her for some blown-out-of-proportion minor indiscretion; the threat of 10-fold retaliatory bribery is a fine tool to have to hand. Mathorn now spends her days mostly by herself, keeping tabs on the various major houses of Holoth and specific individuals as requested by her mother. She is usually found atop one of the spires of the palace maintaining watch, keeping both her wits and her blades sharp while Mol rests nearby. Alternatively she is found in or near one or other of her siblings’ rooms, surreptitiously finding out what they’ve been up to.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Matriarch Serpentine Lamia","description":"The pair of serpentine creatures intertwine with the shackled prisoner, their scaly tails and grasping arms squeezing the life from him as he screams silently, the breath choked from his body. The Smaller of the Species. Unlike the leonine forms of their larger lamia cousins, the serpentine lamias have humanoid torsos atop a serpentine tail. Seeing themselves as \"true\" lamia, the serpentine lamia consider the lion-bodied members of their race \"false lamia.\" They go to great lengths to destroy these false lamia whenever possible. Constant Search for Indulgence. Serpentine lamias share the same hedonistic tendencies as their larger namesakes; however, they are more willing to travel or create lairs in civilized areas. In locations, where monstrous species are not attacked on sight as threats, serpentine lamias often travel freely without disguise. Their love of the finer things in life offers them opportunities to act as merchants, curators, and art experts. Their barely controlled desires often leave them unhindered by conscience or scruple, affording them careers of a more criminal nature. Worship the Moon. Something in the serpentine lamias' psyches gives them a strong connection to the moon. They are at their most calm and rational when the moon is new, but as the lunar cycle moves toward its peak, the urges for debauchery and hedonism grow in the serpentine lamia. \"During a full moon in a lamia's lair\" has become a colloquial saying for a time or place of inescapable danger. For the duration of a full moon, serpentine lamias congregate at the home of the most prestigious of their kind. The bacchanalia that take place at these gatherings are legendary, where the overconsumption of the finest food and drink is only the beginning. In places with less stringent moral and ethical codes, the murder of innocents is often the highlight of these evenings.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Maul Brute","description":"The maul brute is a hulking and savage warrior who wields a massive maul. It rarely wears any armor, opting to fight bare-chested to show its horrifying scarred skin and make itself more mobile. When the maul brute approaches, the heavy thumps its iron boots make can be heard. During combat, the maul brute charges recklessly toward its foes with no concern about getting hit. It believes it can finish its foes quickly before they can deal any real injury to it. The maul brute can crush the skulls of its enemies with a single strike of its weapon and batter their armor and shields, rendering them useless. A maul brute is often encountered as a bodyguard, a guardian, a gladiator champion, or a warden of a dungeon. Traits Brute. A melee weapon deals one extra die of its damage when the maul brute hits with it (included in the attack). Reckless. At the start of its turn, the maul brute can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Unarmored Defense. While the maul brute is wearing no armor, its AC includes its Constitution modifier. Actions Maul. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage and the target has disadvantage on the next weapon attack roll it makes before the end of its next turn. Sunder. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and if the target is wearing a nonmagical armor or shield, it must succeed on a DC 14 Strength saving throw or the Armor Class (AC) of the nonmagical armor or shield (determined randomly) of the target takes a permanent and cumulative -1 penalty. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Chaotic Alignment","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Maul Crusher","description":"The maul brute is a hulking and savage warrior who wields a massive maul. It rarely wears any armor, opting to fight bare-chested to show its horrifying scarred skin and make itself more mobile. When the maul brute approaches, the heavy thumps its iron boots make can be heard. During combat, the maul brute charges recklessly toward its foes with no concern about getting hit. It believes it can finish its foes quickly before they can deal any real injury to it. The maul brute can crush the skulls of its enemies with a single strike of its weapon and batter their armor and shields, rendering them useless. A maul brute is often encountered as a bodyguard, a guardian, a gladiator champion, or a warden of a dungeon. Traits Brute. A melee weapon deals one extra die of its damage when the maul crusher hits with it (included in the attack). Reckless. At the start of its turn, the maul crusher can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Unarmored Defense. While the maul crusher is wearing no armor, its AC includes its Constitution modifier. Actions Multiattack. The maul crusher makes two melee attacks. Maul. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage and the target has disadvantage on the next weapon attack roll it makes before the end of its next turn. Sunder. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and if the target is wearing a nonmagical armor or shield, it must succeed on a DC 16 Strength saving throw or the Armor Class (AC) of the nonmagical armor or shield (determined randomly) of the target takes a permanent and cumulative -1 penalty. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Staggering Blow (Recharge 5–6). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage, and if the target is a creature, it must succeed on a DC 16 Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls and ability checks, can’t take reactions, and its speed is reduced to 10 feet for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effects on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Chaotic Alignment","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Maul Juggernaut","description":"The maul brute is a hulking and savage warrior who wields a massive maul. It rarely wears any armor, opting to fight bare-chested to show its horrifying scarred skin and make itself more mobile. When the maul brute approaches, the heavy thumps its iron boots make can be heard. During combat, the maul brute charges recklessly toward its foes with no concern about getting hit. It believes it can finish its foes quickly before they can deal any real injury to it. The maul brute can crush the skulls of its enemies with a single strike of its weapon and batter their armor and shields, rendering them useless. A maul brute is often encountered as a bodyguard, a guardian, a gladiator champion, or a warden of a dungeon. Traits Brute. A melee weapon deals one extra die of its damage when the maul juggernaut hits with it (included in the attack). Legendary Resistance (3/Day). If the maul juggernaut fails a saving throw, it can choose to succeed instead. Overpowering Charge. If the maul juggernaut moves at least 20 feet straight toward a target and then hits it with a Maul attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed horizontally up to 5 feet away and knocked prone. If the target's saving throw fails by 5 or more, the target is also stunned until the end of its next turn. Reckless. At the start of its turn, the maul juggernaut can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Unarmored Defense. While the maul juggernaut is wearing no armor, its AC includes its Constitution modifier. Actions Multiattack. The maul juggernaut makes two melee attacks. Maul. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage and the target has disadvantage on the next weapon attack roll it makes before the end of its next turn. Sunder. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and if the target is wearing a nonmagical armor or shield, it must succeed on a DC 17 Strength saving throw or the Armor Class (AC) of the nonmagical armor or shield (determined randomly) of the target takes a permanent and cumulative -1 penalty. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Staggering Blow (Recharge 5–6). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 26 (6d6 + 5) bludgeoning damage, and if the target is a creature, it must succeed on a DC 17 Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls and ability checks, can’t take reactions, and its speed is reduced to 10 feet for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effects on itself on a success. Legendary Actions The maul juggernaut can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The maul juggernaut regains spent legendary actions at the start of its turn. Charge. The maul juggernaut moves up to its speed. Intimidate Foe. The maul juggernaut targets one creature it can see within 30 feet of it. If the target can see and hear the maul juggernaut, it must make a DC 13 Wisdom saving throw or become frightened of the maul juggernaut until the end of the maul juggernaut's next turn. Attack (Costs 2 Actions). The maul juggernaut makes a Maul or Sunder attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Chaotic Alignment","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Maur (Hunched Giant)","description":"Maurs, also known as hunched giants, are rumored to be the devolved cousins of Storm Giants that have been trapped millions of years ago deep in the Underdark. The harsh, cramped, and tight spaces of subterranean life has transformed them into hunched, stoop-shouldered caricatures of their former greatness and their skin and hair pasty white. Unless there is actual space to stand up, these 15-foot tall giants are always hunched over and scraping their knuckles on the floor. Unfurled Might. Maurs are armed with stone-mail and stone weapons, and they decorate their skin by scarring glyphs onto it. They typically set up ambush by melding into stone, wait for their intended targets to pass by them, before launching an assault with their stone warhammer. If faced with difficult foes and there is a large enough space in the area, they can unfurl, stretch, and stand in a process that can be seen as intensely painful. Once fully upright, the Maurs are better able to leverage their strength and spell capabilities to their maximum potential. Due to their evolved physiology however, they are unable to maintain an upright position for a long period of time and must return to their hunched form as soon as they can. Symbiotic Giants. Maurs are only encountered in the Underdark, and unless forced, never leave it. They are very rarely encountered in large groups, and, due to the challenges they have with their size, they work and create symbiotic relationships with smaller intelligent races such as duergar, grimlocks, svirfneblin, and troglodytes to serve as guards in exchange for food and treasure. Traits Brute. A melee weapon deals one extra die of its damage when the maur hits with it (included in the attack). Actions Multiattack. The maur makes two Warhammer attacks. Warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, or 25 (4d8 + 7) bludgeoning damage while unfurled. Unfurled Might (Recharges after a Short or Long Rest). For 1 minute, the maur increases in size, along with anything it is wearing or carrying. While unfurled, the maur is Huge, deals one extra die of weapon damage on Strength-based weapon attacks (included in the attacks), makes Strength checks and Strength saving throws with advantage, and gains the ability to cast call lightning and chain lighting once per day. If the maur lacks the room to become Huge, it attains the maximum size possible in the space available. Rock. Ranged Weapon Attack: +10 to hit, range 30/120 ft., one target. Hit: 23 (3d10 +7) bludgeoning damage, or 29 (4d10 + 7) bludgeoning damage while unfurled. Tunnel Scream (Recharge 5–6). The maur magically emits a deafening scream in a 60-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw. On a failed save, a creature takes 27 (6d8) thunder damage, is deafened for 1 minute, and stunned until the end of the maur's next turn. On a successful save, a creature takes half as much damage and isn't deafened or stunned. Spellcasting. The maur casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): 2/day each: meld into stone, move earth, spider climb 1/day each (while unfurled only): call lightning, chain lightning","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Neutral","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Maurezhi","description":"Demons Incarnations of chaos and evil, demons display endless variation in appearance and in how they go about wreaking havoc across the multiverse. Maurezhi When Doresain, the King of Ghouls, corrupted a society of elves, he created a new breed of demons, maurezhi, to lead packs of ghouls⁠ and ghasts in the material world. Horrid Infiltrators. When a maurezhi consumes the corpse of a humanoid it has slain—a process that takes about 10 minutes—it instantly assumes the creature’s appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon’s original form. A Plague of Ghouls⁠. Maurezhi are contagion⁠ incarnate. Their bite attacks can drain a victim’s sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul. Traits Assume Form. The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon’s body. Magic Resistance⁠. The maurezhi has advantage on saving throws against spells and other magical effects. Actions Multiattack. The maurezhi makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma⁠ to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Raise Ghoul (Recharge 5–6). The maurezhi ⁠targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Maurezhi","description":"When Doresain, the King of Ghouls, corrupted a society of elves, he created a new sort of demon—the maurezhi—to lead packs of ghouls and ghasts (both appear in the Monster Manual ) on the Material Plane. When a maurezhi consumes the corpse of a Humanoid it has slain—a process that takes about 10 minutes—it instantly assumes the creature’s appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon’s original form. A maurezhi is contagion incarnate. Its bite can drain a victim’s sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul. Traits Assume Form. The maurezhi can assume the appearance of any Medium Humanoid it eats. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon’s body. Magic Resistance. The maurezhi has advantage on saving throws against spells and other magical effects. Actions Multiattack. The maurezhi makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is a Humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul (see the Monster Manual ), unless it has been revived or its corpse has been destroyed. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature other than an Undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Raise Ghoul (Recharge 5–6). The maurezhi targets one dead ghoul or ghast (see the Monster Manual ) it can see within 30 feet of it. The target is revived with all its hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Maurezhi Lord","description":"When a maurezhi exhibits intellect and cunning beyond what is normal for its kind and is always successful in spreading the ghoul plague, it may gain the attention of its master, Doresain. The King of Ghouls rewards the maurezhi by bestowing upon it part of its essence, which transforms the demon into a maurezhi lord. Giant Ghoul. The rapacious maurezhi lord resembles a normal maurezhi but is nearly twice as large, standing 10 feet tall. The ghoulish demon has an oversized mouth and disproportionately large hands and feet, each ending in iron talon-like claws. Ghastly Shrieker. Aside from having all the abilities of its normal kind, the maurezhi lord can also summon and command ghouls and ghasts. In combat, it can unleash a horrific shriek that can chill the blood of its foes, paralyzing them. Lord of the Ghouls. Maurezhi lords are rare and are mostly encountered in Thanathos, the 113th layer of the Abyss, leading packs of maurezhis, ghouls, and undead. A few can be found in the Material Plane, ruling over hordes of undead. Traits Assume Form. The maurezhi lord can assume the appearance of any Medium humanoid it has eaten, but will appear in Large size. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon’s body. Magic Resistance. The maurezhi lord has advantage on saving throws against spells and other magical effects. Actions Multiattack. The maurezhi lord makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Raise Ghoul (Recharge 5–6). The maurezhi lord targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points. Summon Ghoul (1/Day). The maurezhi lord summons 2d4 ghouls, 1d4 ghasts, or 1d4 ghouls and 1d2 ghasts. A summoned ghoul appears in an unoccupied space within 60 feet of the maurezhi lord and acts as an ally of the maurezhi lord. It remains for an hour, until it or the maurezhi lord dies, or until its summoner dismisses it as an action. Bonus Actions Command Ghoul. The maurezhi lord targets a ghoul or ghast it can see within 60 feet of it. If the target can hear the maurezhi lord, the target must use its reaction to move up to its speed or make one melee weapon attack. Legendary Actions The maurezhi lord gains 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The maurezhi lord regains spent legendary actions at the start of its turn. Claw. The maurezhi lord makes one Claw attack. Ghastly Shriek (Costs 2 Actions). The maurezhi lord emits a horrifying shriek. Each creature that is neither a fiend nor an undead within 60 feet of the maurezhi lord must make a DC 14 Wisdom saving throw or become frightened for 1 minute. If a creature fails its saving throw by 5 or more, it is also paralyzed while frightened in this way. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to maurezhi lord's Ghastly Shriek for the next 24 hours. Mauling Pounce (Costs 3 Actions). The maurezhi lord moves up to its speed without provoking opportunity attacks, and it can make one Claw attack against each creature it moves past.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Mavawhan","description":"A winged demon with a body seemingly carved from blood-stained ice, the mavawhan is native to the Iron Wastes, the frozen 23rd layer of the Abyss. The mavawhan has a lean, muscular body, with an icy blue sheet of skin that is etched with jagged black runes. Its bestial legs and long, mantis-like arms end in sharp claws, while its long tail ends in six icicle-shaped blades. Growing out of its back is a pair of partially transparent bat wings with its edges lined with razor-sharp icicles. The mavawhan's noseless, skull-like head features a mouth full of jagged teeth and four vertically-aligned serpentine-like eyes. On each side of its face are two downwards-facing ice horns that extend past its chin toward its chest. Numb Tormentor. The mavawhan is a formidable fighter and spellcaster that can wreak havoc on large groups of foes with its array of cold-based abilities. It enjoys stalking and torturing its prey before turning it into ice with its deadly stinger venom, often leaving the head to freeze last so that its victim can experience the torturous process in its entirety. Bitter Slaves. The mavawhans have long dwelt in the Iron Wastes in great numbers. Their numbers have dwindled since Kostchtchie, the Prince of Wrath, and his army of frost giants, conquered the Iron Wastes and made it his domain. The demon lord slaughtered most of the mavawhans and enslaved those that remained. Recently, however, Kostchtchie was defeated by the archdevil Zariel and was imprisoned in Avernus. Because of this, the mavawhans broke free of the demon lord's control and escaped from the remaining frost giants. Since then, the mavawhans have broken into tribes and taken control of the Iron Wastes' other regions the frost giants don't control. Cold Mercenaries. When not fighting amongst themselves or against the frost giants, the mavawhans work as mercenary spies and scouts for other powerful demons, using their knowledge of the Iron Wastes to their advantage. Due to their frost magic, penchant for cruelty, and talents of torture, they have become popular to cultists and followers of Auril, Loviatar, Thrym, and Olhydra, who often summon them to the Material Plane to do their bidding. Traits Aura of Debilitating Cold. Any creature that starts its turn within 5 feet of the mavawhan takes 3 (1d6) cold damage and has disadvantage to saving throws against cold damage until the start of its next turn. Ice Walk. The mavawhan can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment. Magic Resistance. The mavawhan has advantage on saving throws against spells and other magical effects. Actions Multiattack. The mavawhan makes three attacks: two with its Claw and one with its Gore attack or Stinger. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) cold damage. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) cold damage. Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) cold damage and have its Dexterity reduced by 1d6. This reduction lasts until the target finishes a short or long rest. If a target's Dexterity is reduced to 0, the creature becomes petrified and its whole body transforms into frozen ice until freed by the greater restoration spell or other magic. On a successful save, the target takes half as much damage and doesn't have its Dexterity reduced. Spellcasting. The mavawhan casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: fog cloud, frostbite (3d6) 2/day: ice storm 1/day each: cone of cold, wall of ice Teleport. The mavawhan magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Fan of Ice Blades (Recharge 5-6). The mavawhan whirls its wings around, unleashing icy spikes that strike targets around it. Each creature within 30 feet of it must succeed on a DC 14 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) piercing damage and 10 (3d6) cold damage and can't use reactions until the end of its next turn. On a successful saving throw, a creature takes half as much damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Mavka","description":"These twisted dryads have been turned into vampiric monstrosities by undead warlocks and vampiric experiments. Charred Dryads. With burnt and blackened skin, burnt twigs for hair, and clawed hands and feet that resemble burnt and twisted roots, mavkas seem scorched and even frail. Pupil-less red eyes gleam in their eye sockets with a hellish green flame. Death Riders. All mavkas ride nightmare mounts as fearsome raiders, often snatching victims up into the saddle, never to be seen again. They despise and trample foot soldiers as peasants unworthy of attention. Hag Killers. Mavkas are the mortal enemies of red hags, who call these undead horrors “greenbanes.” Undead Nature. A mavka doesn’t require air, food, drink, or sleep. Mavkas in Midgard Mavkas were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed, and then raised the corpses as powerful undead. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption. These three sisters have since spawned many more such undead fey, and they some serve the Black Prince as wives or concubines while others pursue their own ends, destroying vampires, laying waste to whole villages, and seeking power in the Shadow Realm. The mavkas occasionally refer to one another as “sister-wives.” Traits Innate Spellcasting: The mavka’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: Constant: protection from evil and good At will: create or destroy water, dancing lights, ray of frost, resistance, witch bolt 3/day each: darkness, hold person, inflict wounds, invisibility, silence 1/day each: animate dead, bestow curse, blindness/deafness, contagion, dispel magic, vampiric touch Nightmare Mount: A mavka is bonded to a nightmare when it is created. Mavkas are encountered with their mounts 95% of the time. Sunlight Hypersensitivity: The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks. Actions Multiattack: The mavka makes two slam attacks. Slam: Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 23 (4d8 + 5) Bludgeoning damage plus 11 (2d10 ) Necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Maw Demon","description":"Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse. One such demons is described here. Maw demons share Yeenoghu’s ceaseless hunger for carnage and mortal flesh. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery’s gullet. Maw demons appear among gnoll war bands, usually summoned as part of ritual offerings of freshly slain humanoids made to Yeenoghu. The gnolls don’t command them, but these demons accompany the war band and attack whatever creatures the gnolls fall upon. Traits Rampage : When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Maw Demon","description":"Maw demons share the ceaseless hunger for carnage and mortal flesh of their master, Yeenoghu, who appears in this book. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery’s gullet. Maw demons appear among gnoll war bands that worship Yeenoghu, usually summoned as part of ritual offerings of freshly slain Humanoids made to him. The gnolls don’t command the demons, which simply accompany the war band and attack whatever creatures the gnolls fall upon. Because maw demons are indiscriminate in their hunger, their stomachs contain all manner of oddities in addition to the remains of their recent prey. You may choose one or more items appropriate for your campaign for a maw demon to contain, or roll on the Maw Demon’s Stomach Contents table. Maw Demon’s Stomach Contents d8 Stomach Contents 1 Intact wine skin with wine still in it 2 Iron skillet 3 Remnants of silk banner embroidered with a moon-and-stars motif 4 Corroded gauntlet with skeletal hand in it 5 Assorted keys 6 Old leather boot 7 Beehive 8 Humanoid teeth I once pulled a whole bottle of fine strawberry liquor from the belly of a maw demon. No clue where it might’ve devoured such a find, but I’m not complaining. Tasha Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Disgorge (Recharge 6). The demon vomits in a 15-foot cube. Each creature in that area must succeed on a DC 11 Dexterity saving throw or take 11 (2d10) acid damage and fall prone in the spew.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Maw Demon (GoSM)","description":"A quartet of squat fiends—all mouth and malice—turn their bottomless hunger to Lolth’s servants in Salvage Operation . Infamous for their ceaseless hunger for carnage and mortal flesh, these fiends devour all in their paths. After a maw demon rests for 8 hours, anything it has devoured is transported to the Abyss for further digestion of a different sort. Traits Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"chaotic evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Maw of Sekolah","description":"Summoned from the shadowy depths of the ocean through ritual and tidal magic, the Maw of Sekolah appears in The Final Enemy as the avatar of the hungry sahuagin god. This huge, two-headed shark is fed a steady diet of sentient creatures, captured by the sahuagin and offered up as tribute. Sahuagin priestesses adorn the fins of the maw of Sekolah with gemmed bands and polished skulls. Traits Legendary Resistance (2/Day). If the maw of Sekolah fails a saving throw, it can choose to succeed instead. Water Breathing. The maw of Sekolah can breathe only underwater. Actions Multiattack. The maw of Sekolah makes one attack with its bite and one attack with its tail smash. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Tail Smash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. Legendary Actions The maw of Sekolah can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The maw regains spent legendary actions at the start of its turn. Detect. The maw of Sekolah makes a Wisdom (Perception) check. Speed of Sekolah. The maw of Sekolah moves up to its speed. Feed (Costs 2 Actions). The ferocious spirit of Sekolah flashes through the water, tearing through the foes of the maw of Sekolah. Each creature of the maw’s choosing within 60 feet of it must make a DC 16 Dexterity saving throw, taking 7 (2d6) slashing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"neutral evil","Expansion":3905,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Maw of Yeenoghu","description":"Hill giants are known for their voracious appetites, which can attract the attention of the demon lord Yeenoghu, known as the Beast of Butchery. A cruel hill giant sometimes turns to Yeenoghu for help in expanding the reach of its malevolence. Occasionally a hill giant consumes an evil artifact that transforms the giant into a fiendish form. Once in a while, Yeenoghu whispers promises of power in the dreams of a giant whose hunger surpasses other giants’. In any case, the result is a ravenous monster called a maw of Yeenoghu, which is wholly devoted to the demon lord. A maw of Yeenoghu grows a mane of hair and hunches over like a gnoll. Its jaw grows and widens, and its mouth fills with multiple rows of sharp teeth. These teeth constantly grow, driving the maw to bite and chew on anything within reach. Some maws desperately rip the teeth from their mouth for relief, but the teeth quickly regrow. Cunning maws use this phenomenon as a ready supply of weaponry, throwing clusters of teeth at their foes. A maw of Yeenoghu charges at its prey on all fours with its mouth wide open, scraping the ground like a plow. Traits Magic Resistance. The maw has advantage on saving throws against spells and other magical effects. Actions Multiattack. The maw makes two Bite or Fang Fling attacks. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage. Fang Fling. Ranged Weapon Attack: +10 to hit, range 30/90 ft., one target. Hit: 11 (1d10 + 6) piercing damage. Gorging Charge (Recharge 5-6). The maw moves up to its speed without provoking opportunity attacks and can move through the spaces of Large or smaller creatures. Each time the maw enters a creature's space for the first time during this move, that creature must succeed on a DC 18 Strength saving throw or take 25 (3d12 + 6) piercing damage and have the grappled condition (escape DC 16); if a creature is already grappled this way, it has the prone condition. Until this grapple ends, the target has the restrained condition. The maw can have only one creature grappled in this way at a time. Reactions Fanged Rebuke. In response to taking damage, the maw makes one Bite attack against a random creature within 10 feet of itself. If no creature is within reach, the maw can make two Fang Fling attacks.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":24749,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Maw Vermin","description":"The Maw Vermin may have been a rat that fed on too much delerium, or perhaps the sickly scavengers of another dimension altogether. Its pink flesh is caked with thick patchwork tufts of fur, with three gangly long arms that end in long bony fingers with talon like claws. Rather than a head, the top of its massive body has two beady rodent-like eyes and rat-like features. Upon its belly is a large gaping maw filled with jagged teeth and a massive purple tongue slurping and slathering gobs of vile saliva out of it as it drags itself towards its next meal.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Source":"custom","Alignment":"unaligned","Expansion":29025,"Challenge Rating":10},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Mazapegul","description":"These tiny fiends were once benevolent fey, brownies or sprites, captured by demonic forces and twisted into their cruel forms by abyssal rituals. They enjoy terrorizing animals and humanoids, especially those in remote, rural areas. A mazapégul will often choose or “adopt” a humanoid or family of humanoids, committing all sorts of mischief to them, their household, goods, and livestock, and feeding upon the dreams of the humanoids at night. A mazapégul is about the size of an average house cat, with similar fur and markings, and curved retractable claws. Its actual form resembles a monkey, with prehensile tail, and long, dexterous fingers and toes. Its face is humanoid, wrinkled and old, looking, with bright, yellow eyes. Haunters of Sleep. The mazapégul can gain sustenance from the dreams of humanoid creatures. The mazapégul climbs on a sleeping victim’s torso, sits, and gazes at the sleeping humanoid, allowing its mind to enter the victim’s dreams, feeding on their psychic energy and giving the humanoid nightmares. Even if its victim awakens, the mazapégul can force its will onto the victim, holding it in place in a waking nightmare while it continues to feed. Fey Tendencies. Despite their fiendish nature, some mazapégul cling to the traditions of their ancestors. Like brownies, they may assist their “adopted” humanoids in exchange for the food they receive (even though it is taken without consent). A humanoid may find its sleep terrorized by the presence of a mazapégul, only to wake and find the house swept and cleaned, or other chores completed for them.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":1},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Mazzamurello","description":"A mazzamurello resembles a tiny man with a red suit and pointy hat and shoes. They rarely stand still and are most often spotted jumping and springing around the forest. In a few moments, they are gone, leaving only the silvery sounds of laughter behind. More good-hearted than their cousin the pooka, but as much fun-loving as it is, mazzamurelli (“they who hit walls with a mace”) hide in the woods, causing unwary youths to lose their way and return home with their hair in a mess, or party in abandoned houses, making loud sounds all the time but never being seen. Mazzamurelli are feared and cautiously loved by peasants, who try not to displease the little fey, afraid to draw bad luck on themselves. It is bad luck, for example, to untie a knot a mazzamurello tied. These creatures fancy protecting good humans and punish greed or noisy ones who don’t respect nature. One mazzamurello can throw into confusion an entire hostile army, causing it to retire and thus saving a human city he likes; of a band of them can fool evil people giving them plenty of gold pieces and gems that vanish in a few hours. If humans don’t show proper respect, mazzamurelli can keep them awake all night by banging with maces on a house’s walls. Regional Variants The mazzamurello is known in all Italy with many slightly different names (mazzariol, mazapegol, mazapedar, mazzarot, mazzamauro, mazzamureddu, mmazzamerielle, mazzamurille, mazzamurielle, scazamurrieddhru..). These fey are known to play any kind of jokes on humans, tying knot in the hair of humans and domestic animals alike, molesting girls and women, but also to help humans they like in houseworks or farm works, protect the woods, and ward treasures forgotton by dragons or brigands.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic good","Expansion":30635,"Challenge Rating":1},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Meazel","description":"In places where the Shadowfell washes against the shores of the Material Plane dwell meazels, hateful hermits who left behind their old lives to contemplate their misery in shadow⁠. Now evil burns in their hearts, and they resent any intrusion into their suffering. Hateful Hermit. Meazels are all that remain of people who fled into the Shadowfell to escape their mortal existence. There the darkness⁠ transformed them, and their bitterness made them twisted and cruel. Now, they loiter near Shadowfell crossings to waylay travelers who venture too close to their lairs. Divide and Conquer. The stain of darkness⁠ responsible for the existence of meazels imparts to them magical powers that allow them to move through shadows with ease. Merely stepping into one pool of darkness⁠ allows a meazel to move to another one. They use this talent to ambush creatures, snatching them around the throat with their strangling cords and then stepping away. Meazels also use this ability to ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there. Creatures that are drawn through the shadows by meazels are cursed by the meazels' baleful magic. The curse acts as a beacon; sorrowsworn, undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart. Traits Shadow⁠ Stealth. While in dim light or darkness⁠, the meazel can take the Hide action⁠ as a bonus action⁠. Actions Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel's size or smaller. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel's turns. The meazel can't make weapon attacks while grappling a creature in this way. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, plus 3 (1d6) necrotic damage. Shadow⁠ Teleport⁠ (Recharge 5–6). The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport⁠ to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness⁠. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space. Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Meazel)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Meazel","description":"Meazels are malicious hermits who fled to the Shadowfell to escape their mortal existence and contemplate their misery. There the shadows transformed them, and their bitterness made them twisted and cruel. Now hate burns in their hearts, and they resent any intrusion into their suffering, waylaying travelers who venture too close to their lairs. The evil that corrupted meazels also imbued them with magical powers that allow them to move through shadows with ease. They can step from one pool of darkness into another one, using this talent to ambush prey. Sometimes they snatch victims around the throat with their strangling cords and then step away; other times they ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there. Any creatures meazels draw through the shadows are cursed by the meazels’ baleful magic. The curse acts as a beacon; sorrowsworn (which appear in this book), Undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart. Actions Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel’s size or smaller. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel’s turns. The meazel can’t make weapon attacks while grappling a creature in this way. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) necrotic damage. Shadow Teleport (Recharge 5–6). The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space. Any other creature the meazel teleports becomes cursed for 1 hour or until the curse is ended by remove curse or greater restoration . Until this curse ends, every Undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them. Bonus Actions Shadow Stealth. While in dim light or darkness, the meazel takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Meazel Assassin","description":"Meazels with noteworthy cunning and martial skill become assassins for hire, often offering their services to intelligent creatures from the Shadowfell, such as the shadar-kai. Dark Ambushers. Meazel assassins take advantage of the shadows, using their ability to teleport into and from the darkness, striking seemingly out of nowhere. Traits Assassinate. During its first turn, the meazel has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the meazel scores against a surprised creature is a critical hit. Evasion. If the meazel is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the meazel instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn). The meazel deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the meazel that isn't incapacitated and the meazel doesn't have disadvantage on the attack roll. Actions Multiattack. The meazel makes two Shortsword attacks. Garrote. Melee Weapon Attack: +6 to hit, reach 5 ft., one target of the meazel's size or smaller. Hit: 7 (1d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14 with disadvantage). Until the grapple ends, the target takes 11 (2d6 + 4) bludgeoning damage at the start of each of the meazel's turns. The meazel can't make weapon attacks while grappling a creature in this way. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) necrotic damage. Shadow Teleport (Recharge 5–6). The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space. Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them. Bonus Actions Cunning Action. The meazel takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Meazel Shadow Mage","description":"With their ability to tap the essence of darkness, meazel shadow mages can weave deadly shadow magic. They can project powerful inky projectiles that, upon striking a creature, can rot flesh and cause blindness. They can also create shadowy tendrils that reach out and cover a large area. Those within the area suffer necrotic damage and possibly become debilitated as well. Actions Multiattack. The meazel makes two Ink Lance attacks. The meazel can replace one of the attacks with a use of Spellcasting. Ink Lance. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 16 (3d8 + 3) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw be or be blinded until the end of its next turn. Shadow Blast (1/Day). Shadowy tendrils project from the meazel's fingertips in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 21 (6d6) necrotic damage and is weakened for 1 minute. While weakened, the creature has disadvantage on the following rolls that rely on Strength: attack rolls, ability checks, and saving throws. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn’t weakened. Spellcasting. The meazel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: minor illusion, true strike 2/day each: darkness, false life, mage armor 1/day each: fear, wither and bloom Shadow Teleport (Recharge 5–6). The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space. Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them. Bonus Actions Shadow Stealth. While in dim light or darkness, the meazel takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Meazel Thug","description":"Some meazels are thugs that congregate and form packs for the purpose of having strength in numbers. This allows them to successfully attack groups instead of just single targets. Meazel thugs are often hired to kill or kidnap a specific target. In such cases, the thugs will try to create a distraction, engage any guards, divert attention, and sow confusion before grabbing the target and taking it back to the Shadowfell. Traits Pack Tactics. The meazel has advantage on an attack roll against a creature if at least one of the meazel's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel's size or smaller. Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel's turns. The meazel can't make weapon attacks while grappling a creature in this way. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) necrotic damage. Shadow Teleport (Recharge 5–6). The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space. Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them. Bonus Actions Shadow Stealth. While in dim light or darkness, the meazel takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Mechakobold","description":"This little friend is sehr helpful. Sometimes too helpful. Von time, vhen I vas harvestink ein red dragon’s breath sak, I asked for a scalpel und it dropped it. Point down. Into ze sak. My hair’s only just grown back. — Humperdink, Recently Singed Type : Construct Creature Component : Koboldzilla Bonus Tamer Improvement : Pack Tactics and +2 Hit Dice From the crude blood-oil of the mecha koboldzilla can be harnessed the progenitor genetic code of the modern kobold. A combination of flesh and metal, the mechakobold retains much of the modern kobold’s ingenuity and penchant for mischief. Mechakobolds’ belief powers their magical inventions; the force of their personality directly augments their creations. Expect homemade explosions, picked pockets, and the pressing of any big, red buttons. If any of the mechakobold’s traits or actions require a saving throw, it is always against the mechakobold’s save DC , as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the mechakobold’s Charisma modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the mechakobold the following improvements using your Monster Trainer feature: Pack Tactics Prerequisite : become a tamer’s companion Type : Passive (companion) The mechakobold has advantage on an attack roll against a creature if at least one of the mechakobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. The mechakobold gains this improvement when it becomes a companion; it doesn’t cost an improvement. Puppy Dragon Eyes Prerequisite : 3rd-level tamer Type : Active (action) As an action, the mechakobold can stare endearingly at one creature it can see within 30 feet of it. If the creature can see it, the creature must make a Wisdom saving throw . On a failed save, the creature is charmed by the mechakobold for 1 minute . This effect ends early if the mechakobold harms the creature. If the creature observes the mechakobold acting contrary to the creature’s goals, the creature can repeat the saving throw, ending the effect on a success. After the mechakobold uses this action, it can’t do so again until its tamer finishes a short or long rest. Dynoboom I Prerequisite : 5th-level tamer Type : Active (action) As an action, the mechakobold can throw a homemade explosive device at a point it can see within 60 feet of it, where it explodes. Each creature in a 10-foot-radius sphere centred on that point must make a Dexterity saving throw , taking 17 ( 5d6 ) thunder damage on a failed save, or half as much damage on a successful one. After the mechakobold uses this action, it can’t do so again until its tamer finishes a short or long rest, during which it crafts a new explosive device using bits, bobs, and pure belief. When the mechakobold’s tamer reaches 9th level in the tamer class, the damage of this action increases to 24 ( 7d6 ). Growth Prerequisite : 5th-level tamer Type : Passive (companion) The mechakobold’s size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its slingshot attack increases to a d8 . Multiattack Prerequisite : 5th-level tamer Type : Active (action) As an action, the mechakobold can make two slingshot attacks. Prehensile Tail Prerequisite : 9th-level tamer Type : Passive (companion), Active (bonus action) The mechakobold gains proficiency with thieves’ tools. In addition, it can use its bonus action to make a Dexterity (Sleight of Hand) check (for example, to pickpocket a creature), to use a set of thieves’ tools to disarm a trap or open a lock, or to take the Use an Object action. Nimble Escape Prerequisite : 9th-level tamer Type : Active (bonus action) The mechakobold can take the Disengage or Hide action as a bonus action on each of its turns. Dynoboom II Prerequisite : 13th-level tamer, Dynoboom I Type : Active (action) The damage of the mechakobold’s Dynoboom action increases to 31 ( 9d6 ), and the size of the explosion increases to a 20-foot-radius sphere . The mechakobold gains a +1 bonus to the save DC of this action. When the mechakobold’s tamer reaches 17th level in the tamer class, the damage of this action increases to 42 ( 12d6 ). Uncanny Dodge Prerequisite : 13th-level tamer, Nimble Escape Type : Active (reaction) When an attacker that the mechakobold can see hits it with an attack, the mechakobold can use its reaction to halve the attack’s damage against it. Proto-Attunement Prerequisite : 17th-level tamer Type : Passive (companion) The mechakobold can attune to one magic item, gaining the magic item’s benefits. If the mechakobold is wearing or holding this item when it is recalled, the item is recalled with it into the vessel. When it attunes to this item, it becomes bonded to it; however this item doesn’t count towards the number of items a companion can be bonded to (see Item Bonding.)","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"neutral good","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mechanical Beholder","description":"When you hear the mechanical beholder click to life, it sounds like death itself snapping its fingers. A mechanical beholder takes the form of an oversized eye tyrant whose central eye is a viewport window. Part conveyance, part laboratory, and part siege engine, the vehicle can transport up to six humanoids through any terrain or medium, including underwater and through solid stone. A complex and often dangerous manipulation of gears, levers, and buttons controlled the original mechanical beholders, but more recent models feature magical controls that respond to voice commands—though not always accurately. Equipment and Options. The mechanical beholder can be outfitted with a variety of sensors, probes, and gauges, allowing for functions as varied as determining alchemical composition, picking up on magical auras, or making masterfully dry martinis. Its range of armaments includes a disintegration ray modeled after that of its monstrous namesake (which for reasons of liability is advertised as being designed exclusively for waste removal). Portholes and hatches allow characters inside the beholder to make ranged and magical attacks from within it. Vehicle Rules Battle balloons and mechanical beholders are vehicles, and as such, they have special rules associated with them. Most pertinently, a vehicle has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers. The Strength of a vehicle expresses its size and weight. Dexterity represents its ease of handling. A vehicle’s Constitution covers its durability and the quality of its construction. Vehicles usually have a score of 0 in Intelligence, Wisdom, and Charisma. If a vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. How a vehicle is crewed and what actions it can take on its turn are described in the stat block for the vehicle.","properties":{"Category":"Monsters","Size":"Huge","Type":"vehicle (15 ft. by 15 ft.)","Expansion":4048},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Mecharmadillo","description":"“Ze mecharmadillo represents ein exciting next step in ze teknological enhancement of humanoids. As I vas tellink L’Arsène… Vait. Vere’s L’Arsène? Dillo! Bad boy! Let him out! Out, I say!\" — Humperdink, Transhumanism Enthusiast Type: Construct Creature Component: Any CREO or Unit M3T4L Bonus Tamer Improvement: Resize I and +2 Hit Dice Mecharmadillos are incredibly adaptable constructs, modelled to thrive in a variety of different environments. They are geared towards symbiotic coexistence, and perpetuate their own survival by offering their aid to larger and stronger creatures in exchange for protection. Over time, a mecharmadillo’s internal code evolves, often causing it to develop new adaptations specifically suited to better assist the creature it bonded with. If any of the mecharmadillo’s traits or actions require a saving throw, it is always against the mecharmadillo’s save DC , as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the mecharmadillo’s Strength modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the mecharmadillo the following improvements using your Monster Trainer feature: Resize I Prerequisite: Become a tamer’s companion Type: Active (action), Passive (companion) The mecharmadillo’s Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice) and the damage die of its Headbutt attack increases to a d6 . As an action, the mecharmadillo can increase or decrease its size by one category at a time. The mecharmadillo can’t become Medium or larger, or smaller than its original Tiny size. Its hit point maximum and the damage of its attacks don’t change from using this action. Holograms I Prerequisite: 3rd-level tamer Type: Active (action) While the mecharmadillo’s size is Tiny, it can be worn as a helmet by its tamer. In this state, it can cast the disguise self spell, targeting its tamer instead of itself, and can take no other actions, except to detach itself from its tamer, which ends the spell. The mecharmadillo is covered by the illusion as well, appearing as its choice of headwear. After the mecharmadillo casts this spell, it can’t do so again until its tamer finishes a short or long rest. Roll Out I Prerequisite: 3rd-level tamer Type: Active (action) As an action, the mecharmadillo curls up into a ball until the end of its turn. In this state, it can move through other creatures’ spaces. When the mecharmadillo moves into a creature’s space in this way, the creature must make a Strength saving throw . On a failed save, it takes 3 ( 1d6 ) bludgeoning damage and is knocked prone . On a successful one, it takes half as much damage and is moved to an unoccupied space of its choice adjacent to the mecharmadillo. A creature can only be affected by this feature once per turn. Creatures more than two sizes larger than the mecharmadillo automatically succeed on this saving throw. After the mecharmadillo uses this action, it can’t do so again until its tamer finishes a short or long rest. When the mecharmadillo’s tamer reaches 5th level in the tamer class, this action’s damage increases to 10 ( 3d6 ). Multiattack Prerequisite: 5th-level tamer Type: Active (action) The mecharmadillo gains two new action options: Tail and Multiattack. The damage die of the Tail attack increases with the specified die size in the mecharmadillo’s Resize improvements. Multiattack. As an action, the mecharmadillo makes one Headbutt attack and one Tail attack. Tail. Melee Weapon Attack: Str modifier + PB to hit, reach 10 ft., one target. Hit: 1d6 + Str modifier bludgeoning damage. Resize II Prerequisite: 5th-level tamer, Resize I Type: Active (bonus action), Passive (companion) The mecharmadillo’s Hit Die size increases to a d8 (its hit point maximum consequently increases by 1 for each of its Hit Dice) and the damage dice of its attacks increase to a d8 . The mecharmadillo can change sizes as a bonus action instead of an action, and it can increase up to Medium size. Reservoir Prerequisite: 5th-level tamer Type: Active (bonus action) The mecharmadillo gains five receptacles in its body, each of which can be filled with one dose of a liquid (such as acid, holy water, or a potion) as an action by a creature within reach of the mecharmadillo, if the mecharmadillo is willing. As a bonus action, the mecharmadillo can feed one of these liquids to a willing creature, or make a ranged weapon attack with a range of 20 feet as it sprays the liquid out of its nose. It is proficient with this attack and uses its Strength modifier for the attack roll. On a hit, the creature suffers the effects of the liquid, if there are any. Holograms II Prerequisite: 9th-level tamer, Holograms I Type: Active (action) The mecharmadillo can cast the hallucinatory terrain and silent image spells. After it has cast one of these spells, it can’t cast that spell again until its tamer finishes a long rest. Roll Out II Prerequisite: 9th-level tamer, Roll Out I Type: Passive (companion) The damage of the mecharmadillo’s Roll Out action increases to 17 ( 5d6 ), and creatures smaller than the mecharmadillo have disadvantage on the saving throw against it. The mecharmadillo can stop its movement in the space of a creature smaller than it that failed its saving throw against this action. If it does so, the creature is restrained until the mecharmadillo moves out of its space or until the creature uses its action to make a successful Strength (Athletics) or Dexterity (Acrobatics) check (its choice) against the mecharmadillo’s save DC . When the mecharmadillo’s tamer reaches 13th level in the tamer class, this action’s damage increases to 24 ( 7d6 ). Resize III Prerequisite: 13th-level tamer, Resize II Type: Passive (companion) The mecharmadillo’s Hit Die size increases to a d10 (its hit point maximum consequently increases by 1 for each of its Hit Dice) and the damage dice of its attacks increase to a d10 . When the mecharmadillo changes size, it can increase or decrease by up to two size categories at a time, and it can increase up to Large size. Exoskeleton Prerequisite: 13th-level tamer Type: Active (action) While the mecharmadillo is the same size category as its tamer and within 5 feet of it, the mecharmadillo can use an action to alter its form and wrap itself around the tamer, serving as an exoskeleton suit. In this form, the mecharmadillo acts as a set of plate armour that its tamer is proficient with. This armour doesn’t provide disadvantage on Dexterity (Stealth) checks and has no Strength requirement. The mecharmadillo is still a creature and can take actions on its turn as normal, but can’t make Headbutt attacks, change its size, or use its Roll Out action. Its speed is reduced to 0 feet and it moves with its tamer. A creature can decide whether to target the mecharmadillo or its tamer with attacks and other effects. While wearing the mecharmadillo as armour, the tamer’s Strength score is equal to the mecharmadillo’s, it gains the mecharmadillo’s Project Shield reaction, affecting itself instead, and its walking speed is increased by 10 feet . As an action, the mecharmadillo can detach itself from the tamer, moving to an unoccupied space of its choice within 5 feet of it. Living Tank Prerequisite: 17th-level tamer, Resize III Type: Active (action), Passive (companion) While the mecharmadillo is Large and isn’t wearing armour, its AC is 20 . In addition, if it's not using its Exoskeleton feature, it can use an action to try to scoop up a Medium or smaller creature within 5 feet of it into a compartment inside it. If the creature is unwilling, it must succeed on a Strength saving throw to avoid this. The mecharmadillo can only have one creature inside of it at a time. While inside the mecharmadillo, a creature has advantage on attack rolls against it and total cover from effects originating outside it. As an action, the creature can make a Strength check against the mecharmadillo’s save DC . On a success, it frees itself, exiting into an unoccupied space within 5 feet of the mecharmadillo. A creature can also exit using 5 feet of its movement if the mecharmadillo is willing. If the mecharmadillo drops to 0 hit points or is no longer Large or larger, a creature inside it is ejected, landing prone in an unoccupied space within 5 feet of it.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":28918,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Medic Android","description":"Androids are synthetic humanoids built to assist their creators with highly specialized tasks. They are designed to be compliant and typically have friendly demeanors. Every android has one or more upgrades to help it excel at its intended functions, but all androids are capable of defending themselves with concentrated bolts of force up close or from a distance. Despite an android’s sophisticated construction, electrical surges can temporarily disrupt its finely tuned components. Similarly, damage to its core processing functions or long stretches of isolation can wear down an android’s critical faculties, causing it to behave erratically. Traits Design Specialization. When the android is created, it gains one of six possible designs suited for its role (choose or roll a d6): 1, aerialist; 2, diplomat; 3, diver; 4, duelist; 5, medic; 6, sentry. This design determines certain traits in this stat block. Actions Lightning Overload. When the android takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn. Actions Multiattack. The android makes two Force Strike attacks. Force Strike. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 40/120 ft., one target. Hit: 15 (2d10 + 4) force damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or have the prone condition. Spellcasting (Diplomat and Medic Only). The android casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability: 2/day each: Cure Wounds (as a 3rd-level spell; medic only), Identify, Tongues (diplomat only)","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Source":"custom","Alignment":"Typically Lawful Neutral","Expansion":31434,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Medici Guard","description":"This is a very organised group of 50 well-trained fighters under the command of a captain. 20 of them will be in the palace at the time of the adventurers' arrival. Two guards are positioned in front of every closed gate and two are on the inside, ready to call for backup or to let visitors enter. There are an additional 4 guards in the garden to prevent anyone climbing over the walls at the back of the estate. A few more will be in the guard’s quarters. The rest can quickly be mobilised in the case of a severe attack, by sending a runner to the guards’ quarters nearby. An enemy might try to block or intercept such an attempt though, which would at least delay a response. The Medici guards are dressed in the family’s colors, yellow and red, decorated with the coat of arms: the famous palle – six red balls on a gold background – representing the supposed heritage of the family as medical practitioners. The guards are carrying swords and round shields and are equipped with chain mail hauberks. The captain will wear the same, unless they are called to arms with some advance warning, in which case he will don his plate armor. The captain is a distant relative of the family: Francesco Tornabuoni, a young proud man with long blond hair in a ponytail. Traits Protection. When a creature a guard can se e attacks a target other than him that is within 5 feet of the guard, the Medici guard can use his reaction to impose disadvantage on the attack roll. Second Wind. On his turn, a guard can use a bonus action to regain 12 (1d10 + 7) hit points once per day. Battle Master (5 superiority dice). Once per attack, a Medici guard can use a superiority dice to perform the following maneuvers as the fighter class ability (if a saving throw is required the DC is 13): lunging at tack, maneuvering attack, parry, pushing attack, riposte. Actions Multiattack. The Medici guards make two weapon attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Fighter)","Expansion":30058,"Challenge Rating":1},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Medium Air Elemental","description":"Medium air elementals resemble small tornados that are 5 feet in diameter and 10 feet high in size. Traits Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack. The elemental makes two Slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Whirlwind (Recharge 4–6). Each creature in the elemental's space must succeed on a DC 10 Strength saving throw. On a failure, the target takes 7 (2d6) bludgeoning damage and is flung up 10 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 10 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Medium Earth Elemental","description":"Medium earth elementals resemble muscular humanoids with earthen skin and stand about 7 feet tall. Traits Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Siege Monster. The elemental deals double damage to objects and structures. Actions Multiattack. The elemental makes two Slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Medium Fire Elemental","description":"Medium fire elementals appear as animated bonfires 5 feet in diameter. Traits Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 3 (1d6) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the start of each of its turns. Illumination. The elemental sheds bright light in a 10-foot radius and dim light in an additional 10 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The elemental makes two Touch attacks. Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Medium Heavy Metal Elemental","description":"Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. Mine Wreckers. Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren't well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. Officially, the company discourages such practices, but the generous bounty for the return of a heavy metal elemental's body tells a very different story. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatDescription, li.StatDescription, div.StatDescription {mso-style-name:\"Stat Description\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"neutral","Expansion":32483,"Challenge Rating":3},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Medium Water Elemental","description":"Medium water elementals will often look like a small pond or pool of water filling a fountain, until it animates. Traits Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. Actions Multiattack. The elemental makes two Slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Whelm (Recharge 4–6). Each creature in the elemental's space must succeed on a DC 12 Strength saving throw. On a failure, the target takes 6 (1d8 + 2) bludgeoning damage. If it is Medium or smaller, it is also grappled (escape DC 12). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Medium or up to two Small or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 6 (1d8 + 2) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 12 Strength and succeeding.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Medusa","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Petrifying Gaze: When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified . Otherwise, a creature that fails the save begins to turn to stone and is restrained . The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. Actions Multiattack: The medusa makes either three melee attacks — one with its snake hair and two with its shortsword — or two ranged attacks with its longbow . Snake Hair: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"127 (17d8+51)","CHA":15,"CON":16,"DEX":15,"INT":12,"STR":10,"WIS":13,"Size":"Medium","Type":"monstrosity","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065783/UZYFUCA3xNCgNn1iUE4nWA/original.png","Roll 0":"1d20 + 5\n1d4+2","Roll 1":"1d20 + 5\n1d6+2","Roll 2":"1d20 + 5\n2d6","Senses":"Darkvision 60 Ft.","Skills":"Deception +5, Insight +4, Perception +4, Stealth +5","Source":"5th Edition SRD","data-XP":"2,300","Alignment":"Lawful Evil","Languages":"Common","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Petrifying Gaze\",\"Desc\":\"When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The medusa makes either three melee attacks \\u2014 one with its snake hair and two with its shortsword \\u2014 or two ranged attacks with its longbow.\"},{\"Name\":\"Snake Hair\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\",\"Damage 2\":\"4d6\",\"Damage 2 Type\":\"poison\"},{\"Name\":\"Shortsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Longbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"5\",\"Reach\":\"150/600 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d6\",\"Damage 2 Type\":\"poison\"}]","data-CHA-mod":"+2","data-CON-mod":"+3","data-DEX-mod":"+2","data-INT-mod":"+1","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":6,"Passive Perception":14,"data-CrNum":6,"data-AcNum":15,"data-HpNum":127},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Medusa","description":"As deadly as they are ravishing, the serpent-haired medusas suffer an immortal curse brought on by their vanity. They lurk in quiet exile among the tumbled ruins of their former lives, surrounded by the petrified remains of past admirers and would-be heroes. Immortal Splendor. Men and women who desire eternal youth, beauty, and adoration might pray to malicious gods, beg dragons for ancient magic, or seek out powerful archmages to fulfill their wishes. Others make sacrifices to demon lords or archdevils, offering all in exchange for this gift, oblivious to the curse that accompanies it. Those who strike such bargains gain physical beauty, restored youth, immortality, and the adoration of all who behold them, granting them the influence and power they so desire. However, after years of the living like a demigod among mortals, the price for their vanity and hubris is exacted, and they are forever transformed into medusas. A medusa’s hair turns into a nest of venomous serpents, and all who gaze upon the medusa are petrified, becoming stone monuments to its corruption. Medusa Lairs. Medusas live forever in seclusion, alienated from the world around them by their monstrous form and caprice. Their homes gradually fall into disrepair until they are little more than shadowy ruins covered with thorns and creepers, riddled with obstructions and hiding places. Foolhardy looters and adventurers who enter are often unaware of the medusa’s presence until the creature is among them. A medusa is subject to its own curse. By looking vainly on its reflection, it turns to stone as surely as any living mortal. As a result, a medusa destroys or removes any mirrors or reflective surfaces in its lair. Traits Petrifying Gaze : When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. Actions Multiattack : The medusa makes either three melee attacks — one with its snake hair and two with its shortsword — or two ranged attacks with its longbow. Snake Hair : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. Shortsword : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow : Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Medusa","description":"Hunted as monsters with no thought given to their nature or origin, few creatures are as underestimated and misunderstood as medusas. Many people fear medusas for their monstrous appearance and ability to turn others to stone, but few realize the truth. Each of these monstrosities was once a humanoid, cursed and transformed for defying a god—but while some medusas embrace wickedness, others simply fight for their lives against ignorant hunters. Cursed for Defiance. When a powerful mortal defies a god for good or for ill, the deity may curse them to live as a medusa. The offender’s skin and eyes become reptilian, and a nest of black venomous snakes replaces their hair. When the medusa wishes, beams from their eyes can slowly petrify others to stone. The gods who use this punishment spread terrifying myths about medusas, causing mortals to attack and shun them. This often drives medusas into solitude—or to places haunted by creatures who don’t judge them based on mere appearance and horror stories. Warriors for Good or Ill. Though they might be secluded, medusas rarely stay idle. Many plot ways to break their curse, searching for lost healing rituals or secrets to use against the gods who cursed them. Others embrace their new gifts, building stone gardens of victims who foolishly hunted or harmed them. Serpentine Reflexes. While the medusa’s stone gaze is legendary, they also can move and strike as swiftly as a snake. This enhanced dexterity makes them incredible archers, and most prefer to fight at range. Lifting the Curse. The deity who inflicted a medusa’s curse can rarely be convinced to lift the punishment, usually by undertaking an impossible task in the god’s name or making a threat they can’t ignore. Some sages claim ancient rituals can undo a god’s curse, but these lost secrets are hidden by wrathful divine servants—and performing such a ritual would almost certainly entail great sacrifice. Actions Multiattack. The medusa uses Stone Gaze and makes two attacks using Snake Bite, Heavy Crossbow, or both. Snake Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of the medusa’s next turn. Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 7 (2d6) poison damage. Stone Gaze. The medusa fires energy beams from their eyes at up to three creatures they can see within 60 feet of them. Each target must succeed on a DC 15 Constitution saving throw or begin turning to stone (save ends at end of turn). While turning to stone, a creature’s speed is reduced by 10 feet and they have disadvantage on Dexterity checks and saving throws. If a creature who is turning to stone is targeted by this action again and fails their save, their speed is reduced by another 10 feet and they are dazed until the effect ends. If a creature who is turning to stone and dazed in this way is targeted by this action again and fails their save, they are petrified and can no longer make saving throws to end the effects of Stone Gaze. The petrification lasts until the creature is restored by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect. Bonus Actions Nimble Escape. The medusa takes the Disengage or Hide action. Medusa Petrification At lower levels, the petrified condition can take a character out of the game permanently. If you want to give a low-level character a chance to recover from being petrified after a medusa encounter, make sure there is a temple nearby with a priest who can cast greater restoration … for a price, of course.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Medusa Headstrong (PB 2)","description":"Hunted as monsters with no thought given to their nature or origin, few creatures are as underestimated and misunderstood as medusas. Many people fear medusas for their monstrous appearance and ability to turn others to stone, but few realize the truth. Each of these monstrosities was once a humanoid, cursed and transformed for defying a god—but while some medusas embrace wickedness, others simply fight for their lives against ignorant hunters. Cursed for Defiance. When a powerful mortal defies a god for good or for ill, the deity may curse them to live as a medusa. The offender’s skin and eyes become reptilian, and a nest of black venomous snakes replaces their hair. When the medusa wishes, beams from their eyes can slowly petrify others to stone. The gods who use this punishment spread terrifying myths about medusas, causing mortals to attack and shun them. This often drives medusas into solitude—or to places haunted by creatures who don’t judge them based on mere appearance and horror stories. Warriors for Good or Ill. Though they might be secluded, medusas rarely stay idle. Many plot ways to break their curse, searching for lost healing rituals or secrets to use against the gods who cursed them. Others embrace their new gifts, building stone gardens of victims who foolishly hunted or harmed them. Serpentine Reflexes. While the medusa’s stone gaze is legendary, they also can move and strike as swiftly as a snake. This enhanced dexterity makes them incredible archers, and most prefer to fight at range. Lifting the Curse. The deity who inflicted a medusa’s curse can rarely be convinced to lift the punishment, usually by undertaking an impossible task in the god’s name or making a threat they can’t ignore. Some sages claim ancient rituals can undo a god’s curse, but these lost secrets are hidden by wrathful divine servants—and performing such a ritual would almost certainly entail great sacrifice. Traits Signature Attack (Snake Bite). Melee Weapon Attack : +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the headstrong can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Snake Spit ( 3 /Day). As a bonus action, the headstrong spits venom at the eyes of a creature within 5 feet of them. The target must succeed on a DC 10 plus PB Dexterity saving throw or be blinded until the end of their next turn. 5 th Level: Venomous Bite ( 3 /Day). When the headstrong hits a creature with a signature attack, the headstrong injects the target with venom. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd6 poison damage and is poisoned until the start of the headstrong’s next turn. On a successful save, the target takes half as much damage and isn’t poisoned. 7 th Level: Stone Gaze ( 3 /Day). As an action, the headstrong fires energy beams from their eyes at a creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Constitution saving throw or begin to turn to stone and be restrained. A target restrained in this way must repeat the saving throw at the end of their next turn. On a successful save, the effect ends. On a failed save, the creature is petrified for 1 hour or until they are restored by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Medusa Headstrong (PB 3)","description":"Hunted as monsters with no thought given to their nature or origin, few creatures are as underestimated and misunderstood as medusas. Many people fear medusas for their monstrous appearance and ability to turn others to stone, but few realize the truth. Each of these monstrosities was once a humanoid, cursed and transformed for defying a god—but while some medusas embrace wickedness, others simply fight for their lives against ignorant hunters. Cursed for Defiance. When a powerful mortal defies a god for good or for ill, the deity may curse them to live as a medusa. The offender’s skin and eyes become reptilian, and a nest of black venomous snakes replaces their hair. When the medusa wishes, beams from their eyes can slowly petrify others to stone. The gods who use this punishment spread terrifying myths about medusas, causing mortals to attack and shun them. This often drives medusas into solitude—or to places haunted by creatures who don’t judge them based on mere appearance and horror stories. Warriors for Good or Ill. Though they might be secluded, medusas rarely stay idle. Many plot ways to break their curse, searching for lost healing rituals or secrets to use against the gods who cursed them. Others embrace their new gifts, building stone gardens of victims who foolishly hunted or harmed them. Serpentine Reflexes. While the medusa’s stone gaze is legendary, they also can move and strike as swiftly as a snake. This enhanced dexterity makes them incredible archers, and most prefer to fight at range. Lifting the Curse. The deity who inflicted a medusa’s curse can rarely be convinced to lift the punishment, usually by undertaking an impossible task in the god’s name or making a threat they can’t ignore. Some sages claim ancient rituals can undo a god’s curse, but these lost secrets are hidden by wrathful divine servants—and performing such a ritual would almost certainly entail great sacrifice. Traits Signature Attack (Snake Bite). Melee Weapon Attack : +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the headstrong can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Snake Spit ( 3 /Day). As a bonus action, the headstrong spits venom at the eyes of a creature within 5 feet of them. The target must succeed on a DC 10 plus PB Dexterity saving throw or be blinded until the end of their next turn. 5 th Level: Venomous Bite ( 3 /Day). When the headstrong hits a creature with a signature attack, the headstrong injects the target with venom. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd6 poison damage and is poisoned until the start of the headstrong’s next turn. On a successful save, the target takes half as much damage and isn’t poisoned. 7 th Level: Stone Gaze ( 3 /Day). As an action, the headstrong fires energy beams from their eyes at a creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Constitution saving throw or begin to turn to stone and be restrained. A target restrained in this way must repeat the saving throw at the end of their next turn. On a successful save, the effect ends. On a failed save, the creature is petrified for 1 hour or until they are restored by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Medusa Headstrong (PB 4)","description":"Hunted as monsters with no thought given to their nature or origin, few creatures are as underestimated and misunderstood as medusas. Many people fear medusas for their monstrous appearance and ability to turn others to stone, but few realize the truth. Each of these monstrosities was once a humanoid, cursed and transformed for defying a god—but while some medusas embrace wickedness, others simply fight for their lives against ignorant hunters. Cursed for Defiance. When a powerful mortal defies a god for good or for ill, the deity may curse them to live as a medusa. The offender’s skin and eyes become reptilian, and a nest of black venomous snakes replaces their hair. When the medusa wishes, beams from their eyes can slowly petrify others to stone. The gods who use this punishment spread terrifying myths about medusas, causing mortals to attack and shun them. This often drives medusas into solitude—or to places haunted by creatures who don’t judge them based on mere appearance and horror stories. Warriors for Good or Ill. Though they might be secluded, medusas rarely stay idle. Many plot ways to break their curse, searching for lost healing rituals or secrets to use against the gods who cursed them. Others embrace their new gifts, building stone gardens of victims who foolishly hunted or harmed them. Serpentine Reflexes. While the medusa’s stone gaze is legendary, they also can move and strike as swiftly as a snake. This enhanced dexterity makes them incredible archers, and most prefer to fight at range. Lifting the Curse. The deity who inflicted a medusa’s curse can rarely be convinced to lift the punishment, usually by undertaking an impossible task in the god’s name or making a threat they can’t ignore. Some sages claim ancient rituals can undo a god’s curse, but these lost secrets are hidden by wrathful divine servants—and performing such a ritual would almost certainly entail great sacrifice. Traits Signature Attack (Snake Bite). Melee Weapon Attack : +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the headstrong can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Snake Spit ( 3 /Day). As a bonus action, the headstrong spits venom at the eyes of a creature within 5 feet of them. The target must succeed on a DC 10 plus PB Dexterity saving throw or be blinded until the end of their next turn. 5 th Level: Venomous Bite ( 3 /Day). When the headstrong hits a creature with a signature attack, the headstrong injects the target with venom. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd6 poison damage and is poisoned until the start of the headstrong’s next turn. On a successful save, the target takes half as much damage and isn’t poisoned. 7 th Level: Stone Gaze ( 3 /Day). As an action, the headstrong fires energy beams from their eyes at a creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Constitution saving throw or begin to turn to stone and be restrained. A target restrained in this way must repeat the saving throw at the end of their next turn. On a successful save, the effect ends. On a failed save, the creature is petrified for 1 hour or until they are restored by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Medusa Headstrong (PB 5)","description":"Hunted as monsters with no thought given to their nature or origin, few creatures are as underestimated and misunderstood as medusas. Many people fear medusas for their monstrous appearance and ability to turn others to stone, but few realize the truth. Each of these monstrosities was once a humanoid, cursed and transformed for defying a god—but while some medusas embrace wickedness, others simply fight for their lives against ignorant hunters. Cursed for Defiance. When a powerful mortal defies a god for good or for ill, the deity may curse them to live as a medusa. The offender’s skin and eyes become reptilian, and a nest of black venomous snakes replaces their hair. When the medusa wishes, beams from their eyes can slowly petrify others to stone. The gods who use this punishment spread terrifying myths about medusas, causing mortals to attack and shun them. This often drives medusas into solitude—or to places haunted by creatures who don’t judge them based on mere appearance and horror stories. Warriors for Good or Ill. Though they might be secluded, medusas rarely stay idle. Many plot ways to break their curse, searching for lost healing rituals or secrets to use against the gods who cursed them. Others embrace their new gifts, building stone gardens of victims who foolishly hunted or harmed them. Serpentine Reflexes. While the medusa’s stone gaze is legendary, they also can move and strike as swiftly as a snake. This enhanced dexterity makes them incredible archers, and most prefer to fight at range. Lifting the Curse. The deity who inflicted a medusa’s curse can rarely be convinced to lift the punishment, usually by undertaking an impossible task in the god’s name or making a threat they can’t ignore. Some sages claim ancient rituals can undo a god’s curse, but these lost secrets are hidden by wrathful divine servants—and performing such a ritual would almost certainly entail great sacrifice. Traits Signature Attack (Snake Bite). Melee Weapon Attack : +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the headstrong can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Snake Spit ( 3 /Day). As a bonus action, the headstrong spits venom at the eyes of a creature within 5 feet of them. The target must succeed on a DC 10 plus PB Dexterity saving throw or be blinded until the end of their next turn. 5 th Level: Venomous Bite ( 3 /Day). When the headstrong hits a creature with a signature attack, the headstrong injects the target with venom. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd6 poison damage and is poisoned until the start of the headstrong’s next turn. On a successful save, the target takes half as much damage and isn’t poisoned. 7 th Level: Stone Gaze ( 3 /Day). As an action, the headstrong fires energy beams from their eyes at a creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Constitution saving throw or begin to turn to stone and be restrained. A target restrained in this way must repeat the saving throw at the end of their next turn. On a successful save, the effect ends. On a failed save, the creature is petrified for 1 hour or until they are restored by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Medusa Headstrong (PB 6)","description":"Hunted as monsters with no thought given to their nature or origin, few creatures are as underestimated and misunderstood as medusas. Many people fear medusas for their monstrous appearance and ability to turn others to stone, but few realize the truth. Each of these monstrosities was once a humanoid, cursed and transformed for defying a god—but while some medusas embrace wickedness, others simply fight for their lives against ignorant hunters. Cursed for Defiance. When a powerful mortal defies a god for good or for ill, the deity may curse them to live as a medusa. The offender’s skin and eyes become reptilian, and a nest of black venomous snakes replaces their hair. When the medusa wishes, beams from their eyes can slowly petrify others to stone. The gods who use this punishment spread terrifying myths about medusas, causing mortals to attack and shun them. This often drives medusas into solitude—or to places haunted by creatures who don’t judge them based on mere appearance and horror stories. Warriors for Good or Ill. Though they might be secluded, medusas rarely stay idle. Many plot ways to break their curse, searching for lost healing rituals or secrets to use against the gods who cursed them. Others embrace their new gifts, building stone gardens of victims who foolishly hunted or harmed them. Serpentine Reflexes. While the medusa’s stone gaze is legendary, they also can move and strike as swiftly as a snake. This enhanced dexterity makes them incredible archers, and most prefer to fight at range. Lifting the Curse. The deity who inflicted a medusa’s curse can rarely be convinced to lift the punishment, usually by undertaking an impossible task in the god’s name or making a threat they can’t ignore. Some sages claim ancient rituals can undo a god’s curse, but these lost secrets are hidden by wrathful divine servants—and performing such a ritual would almost certainly entail great sacrifice. Traits Signature Attack (Snake Bite). Melee Weapon Attack : +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the headstrong can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Snake Spit ( 3 /Day). As a bonus action, the headstrong spits venom at the eyes of a creature within 5 feet of them. The target must succeed on a DC 10 plus PB Dexterity saving throw or be blinded until the end of their next turn. 5 th Level: Venomous Bite ( 3 /Day). When the headstrong hits a creature with a signature attack, the headstrong injects the target with venom. The target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target takes PBd6 poison damage and is poisoned until the start of the headstrong’s next turn. On a successful save, the target takes half as much damage and isn’t poisoned. 7 th Level: Stone Gaze ( 3 /Day). As an action, the headstrong fires energy beams from their eyes at a creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Constitution saving throw or begin to turn to stone and be restrained. A target restrained in this way must repeat the saving throw at the end of their next turn. On a successful save, the effect ends. On a failed save, the creature is petrified for 1 hour or until they are restored by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Medusa, Euryale","description":"The euryale is an ancient medusa that has transformed over millennia into something far more dangerous. With the body of a snake and the strength of a giant, the euryale is rightly feared more than any common medusa. Ancient Medusa . To become a euryale, a medusa must avoid death for thousands of years. Moreover, they must never catch a glimpse of their own cursed reflection. Like many monstrous magical creatures, medusae become more formidable with age, as they gain in both raw power and the wisdom to master that power. The ability to outthink and outmaneuver countless foes over centuries is also a testament to their cleverness, making the medusa more likely to gain the cooperation of a fiendish patron who can magnify their strengths even further. Corrupted Beauty . More monstrous than other medusae, a euryale’s human aspects have almost entirely vanished. Its previous, weak humanoid body has been replaced with a massive snake-like torso, and its muscular, scaly arms possess strength rivaling a hill giant. The euryale’s serpentine body can encircle and crush smaller creatures with ease. Barbed, venomous quills line the bodies of some euryales, and these quills can be detached and used as arrows to strike at foes that stand out of reach. Despite this grotesque bodily transformation, the euryale’s face continues to be eternally young and beautiful, if somewhat unsettling. This ensures that the terms of the pact or “boon” that created the original medusa remains unbroken. Fiendish Pact . Time alone is not enough to transform a medusa into a Euryale. Those that wish to gain greater power must seek out a mighty malevolent entity, such as a demon lord or archdevil. The medusa may agree to perform specific tasks or pledge servitude to such a creature in exchange for its magic. In other cases, capricious beings may transform the medusa for no better reason than their own amusement, hoping to unleash chaos upon the Material Plane. The rare euryale that does not consent to this change often goes mad, leaving its lair to seek vengeance upon whichever unfortunate souls it happens to encounter.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful evil","Expansion":4963,"Challenge Rating":13},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Medusa's Spores","description":"This fungal hive mind produces clouds of blue-green spores that seek out water, especially wet organic matter. Its host mushrooms grow in humid environments and present with large, brown-topped white shelf mushrooms with long, woody \"vines\" that grow along the ground and any nearby walls, rocks, or trees. Creatures that come into contact with the spores swiftly turn to stone, then disintegrate, as the Medusa Spore Touch disease rapidly progresses through their bodies. Petrivore. The Medusa Spore fungus primarily feeds on rock, and gains the most nutrition from petrified organic matter. Its ability to petrify creatures therefore allows it to rapidly convert them to its most valuable food source, and, in fact, their powdered remains makes them even faster to digest. Deep Infestation. When destroyed, the spore cloud regenerates from the host mushrooms within 1d3 days. Destroying the host fungus requires the burning of all its mushrooms and \"vines\" - a tedious task that requires successful DC 15 Wisdom (Survival) and Wisdom (Perception) checks, or the devotion of 16 hours of strenuous activity. Subtle Threat. While the medusa’s spores do not immediately appear to be a threat, their ability to rapidly progress the disease toward its Lethal IIIII end is a dire threat that should not be underestimated. The slightest overconfidence can spell an adventurer or explorer’s doom. Tactics. The spore swarm is not particularly motivated to spread the disease far and wide, and will prefer to advance the disease as quickly as possible on a single target. Traits Spore Swarm. The spores automatically succeed Strength, Intelligence, and Charisma saving throws. Additionally, the spores can enter another creature's space and end their turn there, and do not provoke opportunity attacks. The spores cannot grapple other creatures. Impervious Body. The spores cannot be Injured except when dealt fire damage, and only fire damage counts toward their Injury thresholds. Actions Spore Touch. Melee Weapon Attack: +7 to hit, reach 0 ft., one target. Hit: 2 (1d4) necrotic damage, and the target must make a DC 14 Constitution saving throw or be afflicted with the Medusa Spore Touch disease. A creature that is already afflicted has the disease progress to the next stage. Undead have disadvantage on this saving throw and are not immune to this disease.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":28072,"Challenge Rating":8},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Meenlock","description":"Meenlocks are cruel fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. They primarily live in forests, although they adapt well to urban and subterranean settings. Fear Incarnate . Meenlocks are spawned by fear. Whenever fear overwhelms a creature in the Feywild, or in any other location where the Feywild’s influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these newly formed passageways serves as the lair’s only entrance and exit. Inside the warren, black moss covers every surface, muffling sound. A large central chamber serves as the meenlocks’ den, where they torment captives. Dark Dwellers . A meenlock shuns bright light. It can supernaturally sense areas of darkness and shadow in its vicinity and thus is able to teleport from one darkened space to another—enabling it to sneak up on its prey and run away when outmatched. Telepathic Tormentors . Meenlocks have no form of communication other than telepathy. They can use it to project unsettling hallucinations into the minds of their prey. These hallucinations take the form of terrible whispers or fleeting movements just at the edges of one’s peripheral vision. During the day, meenlocks confine themselves to their dark warrens. At night, they crawl out of their tunnels to torment sleeping prey (see the “Telepathic Torment” sidebar). Telepathic Torment Up to four meenlocks can telepathically torment one incapacitated creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can’t use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the frightened condition. If the creature is susceptible and remains incapacitated for 1 hour, the creature must make a Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The save DC is equal to 10 + the number of meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren’t incapacitated during it. The process can be repeated. A humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM’s control. Only a wish spell or divine intervention can restore a transformed creature to its former state. Traits Fear Aura . Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn. Light Sensitivity . While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) slashing damage, and if the target is a creature, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Shadow Teleport (Recharge 5–6) . The meenlock teleports to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Expansion":9505,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Meenlock","description":"Meenlocks are deformed fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. They primarily live in forests, although they adapt well to urban and subterranean settings. Fear Incarnate. Meenlocks are spawned by fear. Whenever fear overwhelms a creature in the Feywild, or in any other location where the Feywild’s influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these newly formed passageways serves as the lair’s only entrance and exit. Meenlocks give other creatures the creeps and project a supernatural aura that instills terror in those nearby. So evil and twisted are they that a palpable sense of foreboding haunts those who intrude upon a meenlock lair. Inside the warren, black moss covers every surface, muffling sound. A large central chamber serves as the meenlocks’ den, where they torment captives. Dark Dwellers. A meenlock shuns bright light. It can supernaturally sense areas of darkness and shadow in its vicinity and thus is able to teleport from one darkened space to another—enabling it to sneak up on its prey or run away when outmatched. Telepathic Tormentors. Meenlocks have no form of communication other than telepathy. They can use it to project unsettling hallucinations into the minds of their prey. These hallucinations take the form of terrible whispers or fleeting movements just at the edges of one’s peripheral vision. During the day, meenlocks confine themselves to their dark warrens. At night, they crawl out of their tunnels to torment sleeping prey, particularly those who seem to embody all that is good in the world. Meenlocks like to paralyze creatures with their claws, drag them back to their hidden den, beat them unconscious, and telepathically torture them over a period of hours. A humanoid that succumbs to this psychic torment undergoes a transformation into an evil, full-grown meenlock (see “ Telepathic Torment ” below). Telepathic Torment Up to four meenlocks can telepathically torment one incapacitated creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can’t use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the frightened condition. If the creature is susceptible and remains incapacitated for 1 hour, the creature must make a Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren’t incapacitated during it. The process can be repeated. A humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM’s control. Only a wish spell or divine intervention can restore a transformed creature to its former state. Traits Fear Aura : Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn. Light Sensitivity : While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Shadow Teleport (Recharge 5–6) : As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight. Actions Claws : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Meenlock","description":"Meenlocks are Fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. These bipeds have the heads and claws of crustaceans, and they primarily live in forests, although they adapt well to urban and subterranean settings. Meenlocks are spawned by fear. When terror overwhelms a creature in the Feywild or another location where the Feywild’s influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these passageways serves as the lair’s only entrance, and a large central chamber serves as the meenlocks’ den. Inside the warren, black moss covers every surface, muffling sound. A meenlock can supernaturally sense areas of darkness and shadow in its vicinity and can teleport from one darkened space to another—enabling it to sneak up on its prey or run away when outmatched. Meenlocks also project a supernatural aura that instills terror in those nearby. Telepathic Torment Up to four meenlocks can telepathically torment one incapacitated creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can’t use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the frightened condition. If the creature is susceptible and remains incapacitated for 1 hour, the creature must make a Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren’t incapacitated during it. The process can be repeated. A Humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM’s control. Only a wish spell or divine intervention can restore a transformed creature to its former state. Traits Fear Aura. Any Beast or Humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn. Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Shadow Teleport (Recharge 5–6). The meenlock teleports to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Neutral Evil\r","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Meenlock Corruptor","description":"Meenlock corruptors take utmost pleasure in psychologically tormenting their prey. These twisted fey make full use of their Horrid Link and Corrupt Thoughts ability, cursing their targets to make them vulnerable to further psychic attacks. They will use the spell enemies abound against a large group, and dominate person against smaller ones. Traits Fear Aura. Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the creature's next turn. Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage, and the target must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Corrupt Thoughts. The meenlock targets a humanoid creature within 30 feet of it. The creature must succeed on a DC 12 Wisdom saving throw. A nongood creature has disadvantage on the saving throw. On a failed save, the creature takes 16 (4d6 + 2) psychic damage and is cursed for 1 minute. Until the curse ends, the target has disadvantage on Wisdom and Intelligence saving throws, all ability checks, and the meenlock is always invisible to it. On a successful save, the creature takes only half as much damage and isn't cursed. Spellcasting (Psionics). The meenlock casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 12): 1/day each: dominate person, enemies abound Bonus Actions Horrid Link (1/Turn). The meenlock targets a creature it can see within 30 feet of it. Each time the meenlock takes damage, the target takes 5 (1d10) psychic damage. This effect lasts until the start of the meenlock's next turn. Shadow Teleport (Recharge 5–6). The meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Meenlock Elder","description":"The meenlock elder is an older and more power meenlock corruptor. It knows more psionic spells it can cast to torment its foes and has the capability to force foes to attack each other. Traits Fear Aura. Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 13 Wisdom saving throw or be frightened until the start of the creature's next turn. Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Corrupt Thoughts. The meenlock targets a humanoid creature within 30 feet of it. The creature must succeed on a DC 14 Wisdom saving throw. A nongood creature has disadvantage on the saving throw. On a failed save, the creature takes 20 (5d6 + 3) psychic damage and is cursed for 1 minute. Until the curse ends, the target has disadvantage on Wisdom and Intelligence saving throws, all ability checks, and the meenlock is always invisible to it. On a successful save, the creature takes only half as much damage and isn't cursed. Twisted Thoughts (Recharge 5–6). The meenlock chooses up to three humanoid creatures it can see within 30 feet of it. Each target must succeed on a DC 14 Intelligence saving throw. On a failed save, the target must use its reaction to move up to half its speed and make one weapon attack against a creature of the meenlock's choice. Spellcasting (Psionics). The meenlock casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): 2/day each: darkness, enemies abound, mind spike 1/day each: dominate person, mass suggestion, synaptic static Bonus Actions Horrid Link (1/Turn). The meenlock targets a creature it can see within 30 feet of it. Each time the meenlock takes damage, the target takes 5 (1d10) psychic damage. This effect lasts until the start of the meenlock's next turn. Shadow Teleport (Recharge 5–6). The meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Meenlock Stalker","description":"The meenlock stalker is an extraordinary tracker. It uses mind spike to keep track of its prey, and darkness and shadow stealth to keep from being noticed. When it finally finds an ideal moment to ambush its prey, it first uses Maddening Thoughts to stun it, before rending it with its Claws to paralyze it. Traits Fear Aura. Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the creature's next turn. Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage, and the target must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Maddening Thoughts. The meenlock targets a humanoid creature within 30 feet of it. The creature must succeed on a DC 12 Intelligence saving throw. On a failed save, the creature takes 12 (3d6 + 2) psychic damage and is stunned until the end of its next turn. Spellcasting (Psionics). The meenlock casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 12): 1/day each: darkness, mind spike Bonus Actions Shadow Stealth. While in dim light or darkness, the meenlock takes the Hide action. Shadow Teleport (Recharge 5–6). The meenlock teleports to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Meerkat","description":"This tiny, striped mammal stands erect, turning its head back and forth above the grasses. Its large, beady eyes scan the horizon for signs of danger. Meerkats are social animals native to hot grasslands and savannahs. Relatives of mongooses, meerkats have pointed snouts and long, tapering tails. Their brindled coats vary between light brown and gray, and their front claws make them natural burrowers. They dwell in rocky crevices in stony, chalky formations and in large burrows with multiple entrances in the open plains. Meerkats are active during the day, mostly in the mornings and afternoons. Keen Eyesight. Meerkats have long, horizontal eyes that provide superior vision. They constantly scan their surroundings for unsuspecting prey—or encroaching predators. They communicate using a variety of calls to warn the pack of danger. Protection in Numbers. Meerkats live in packs of 25 to 30 individuals and maintain a social hierarchy. Each meerkat comes to the aid of the pack, which bands together to ward off predators that encroach upon their territory. They will swarm snakes and rodents, attacking in numbers to keep the enemy corralled and away from burrows. Keen Sight. The meerkat has advantage on Wisdom (Perception) checks that rely on sight. Snake Hunter. The meerkat has advantage on saving throws against being poisoned. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":0},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Megaloceros","description":"Megaloceroses are living ancestors to smaller deer and elks that roam cold forests. It is an avid protector of the animals in its forest, often coming to their rescue. A megaloceros is also sympathetic to those who get lost in its woods or seem to struggle with survival in the cold. The creature beckons unfortunate travelers to follow it to safety, often just outside a village it knows to be friendly. If a visitor to a forest overseen by a megaloceros has a peaceful encounter with the creature, the megaloceros might later come to that visitor's aid, protecting it from predatory animals or rescuing it from some natural hazard.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Megantereon","description":"This brawny predator is nimble and powerful with two long upper canines extending down from its upper jaw. An ancient feline, the megantereon's saber-like fangs inflict deep puncture wounds in its prey, causing it to bleed profusely. They like to leap down from an elevated position, delivering a devastating bite before springing away and waiting for its prey to bleed to death. Rosetted Coat. The megantereon's short fur is covered in small dark spots that help it blend into its grassland home. Smaller than lions and saber-toothed tigers, the megantereon can climb and hide in trees, taking a strong position for ambushing prey while remaining safe from larger predators. Like leopards, the megantereon often pulls prey into trees and occasionally muscles leopards out of their trees, feasting on what remains of its smaller cousin's prey. Grassland Camouflage. The megantereon has advantage on Dexterity (Stealth) checks made to hide in grassland terrain. Keen Smell . The megantereon has advantage on Wisdom (Perception) checks that rely on smell. Pounce . If the megantereon moves at 20 feet straight toward a creature and then hits with a Claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the megantereon can make one Bite attack against it as a bonus action. Running Leap . With a 10-foot running start, the megantereon can long jump up to 20 feet. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature other than an Undead or Construct, it must succeed on a DC 12 Constitution saving throw or lose 2 (1d4) hp at the start of each of its turns due to a bleeding wound. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Megapede","description":"A massive centipede lifts the upper half of its body off the ground, legs thrashing. Acid drips from hungry mandibles stained with liquid metal. Megapedes are fifteen-foot-long insects that roam underground areas in search of ore to devour. They are particularly fond of softer precious metals. Mine Destroyers. Megapedes invade active mines, forcing miners to retreat from their acid-spitting mouths. Ousting an invading megapede becomes a top priority, since the insect eats every vein of ore available. Dwarves train special squads that wear hide armor and wield glass weapons to fight the beasts. Taste for Gold. Megapedes prefer the taste of copper, silver, gold, and platinum to other metals. If a morsel of such a metal is nearby, the insect tastes it in the air and abandons all other meals until it can find and consume the treat. Adventurers venturing into megapede lairs should be careful what they carry.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Megapede","description":"Megapedes are enormous centipedes that can be as much as 150 feet long, though most specimens top out at between 100 and 120 feet. Their dozens of legs are each 5 feet long and tipped with flexible claws, and they have fur-covered carapaces. A megapede that lives in a sandy environment often buries itself in the sand and waits for prey to wander nearby, but megapedes also nest in cavernous underground chambers. A megapede’s bite is poisonous. In addition, the creature has magical abilities that make it a superior predator. It can exude an invisible aura of life-draining energy, or it can fix its gaze on one creature and implant a psychic bomb in that creature’s mind. After a megapede lays eggs, it attaches the eggs to its body using sticky saliva and carries them on its back until the eggs hatch. Newly hatched megapedes grow to full size within weeks by consuming as much as they can, possibly including one another if food is scarce. Actions Multiattack. The megapede makes one Bite attack and uses either Life Drain or Psychic Bomb. Bite. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 22 (5d8) poison damage. Life Drain. The megapede magically drains life energy from other creatures nearby. Each creature within 15 feet of the megapede must make a DC 15 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. Psychic Bomb. The megapede targets one creature it can see within 60 feet of itself. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8) psychic damage and is incapacitated until the end of its next turn. On a successful save, the target takes half as much damage and isn’t incapacitated.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":16643,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Megaraptor","description":"Prehistoric titans still walk the hidden jungle reaches of the world. Despite being almost thirty feet in length, megaraptors are speedy, agile, and relatively light, weighing only 1 ton. Unlike other raptors, with their sickle-clawed feet, megaraptors have a footlong scythe claw on their forelimb that they use to dispatch their prey. Some jungle tribes know the secret of raising and training megaraptors and use them as mounts and beasts of war.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Megaraptor Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Traits Pounce . If the skeleton moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the skeleton can make one Bite attack against it as a bonus action. Actions Multiattack. The skeleton makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Mei Jiao Shou","description":"A massive mammalian herbivore with a long neck and a thick, pebbled hide. Towering Megafauna. Also called paraceratherium, mei jiao shou are the second largest land mammal after the only slightly larger oliphaunts. They stand around 20 feet tall, nearly 25 feet long and weigh a staggering 12 to 16 tons. Vast Herds. The mei jiao shou are native to high grasslands and steppes, and wander the plains in groups of 20 to 50 beasts, grazing on the thick foliage. When together, they fear few predators. Even dragons take caution when hunting a herd of them and more often than not choose to seek easier prey. Docile Livestock. Due to their docile nature, mei jiao shou are often kept as semi-wild livestock by giants and some humanoid tribes. Their self-sufficiency and resistance to predation make them great choices for those living in areas plagued by large predators.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Melancholic Ooze Swarm","description":"Formed from accumulations of runoff from arcane laboratories and regions of magical calamity, alchemical oozes are fist-sized blobs of volatile chemicals. Although composed of unpredictable compounds and toxins, these mobile oozes pose little threat individually, but in polluted quagmires and tainted sewers can collect in numbers great enough to threaten creatures many times their size. Swarms of the slimes linger in such contaminated areas and seek new accretions of vital solutions, like those found within the bodies of higher life forms, to fuel their erratic life cycles. Found in numerous varieties with a host of differing abilities, these weird, clinging oozes have been differentiated by likening them to the humors said to compose the bodies of living beings. Hungry Fluids. Appearing at first to be a collection of tiny blobs of viscous, translucent fluid, alchemical oozes become far more terrifying once their hungry nature becomes apparent. Each swarm is composed of several hundred palm-sized balls of ooze that all scuttle along as a single unit. Different types of alchemical oozes have various unique abilities, though they otherwise share the same statistics below. Choleric Ooze Swarm. Choleric oozes are composed of caustic chemicals, and living creatures failing their save against the swarm’s paralyzing slime takes 5 (2d4) acid damage instead of being paralyzed. Wooden or metal objects in contact with the swarm for 1 round take 8 (3d4) acid damage. A choleric ooze swarm has damage resistance to acid and damage vulnerability to lightning, and any amount of lightning damage ends the swarm’s viscous ability. Phlegmatic Ooze Swarm . Phlegmatic oozes are composed of volatile mind-altering compounds, and living creatures failing their save against the swarm’s paralyzing slime are stunned instead of being paralyzed. A phlegmatic ooze swarm has damage resistance to cold (instead of acid) and damage vulnerability to fire (instead of acid), and any amount of fire (rather than lightning) damage ends the swarm’s viscous ability. Sanguine Ooze Swarm . Sanguine oozes are composed of euphoric hallucinogens, and living creatures failing their save against the swarm’s paralyzing slime are charmed and blinded instead of being paralyzed. 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These husks are typically harmless, but sometimes an aggressive nucleus gathers other husks, forming a deadly gestalt. In essence, a meld is a fusion of half-formed ghosts; it has an amorphous shape, with vague faces and limbs projecting from the mass, then being consumed once more. It makes no sound when it moves, but mortals around a meld hear cries of pain, pleading voices, and unearthly moans. Its Conflicted Soul action reflects it projecting some of its husks into a mortal body, temporarily overwhelming the victim with conflicting desires and visions. Denizens of Dolurrh. Melds are born in Dolurrh, and prowl the endless caverns searching for scraps of memory. This hunger can draw them to Eberron through manifest zones or when planes are coterminous. A meld can also manifest when someone is raised from the dead, following in the wake of the soul being drawn back to the world of the living. Melds that enter Eberron rarely stray more than one mile from the point where they arrived. Hunger for Memory. A meld has the barest traces of dozens of souls. It remembers scraps of the most powerful moments of its component husks, but it can’t place these in any context. The meld yearns to consume other spirits, to feast on their memories and emotions. While highly unusual, it’s possible for a powerful personality within a meld to exert temporary control; this might cause the meld to pursue a particular individual or draw it to a specific location. When a meld kills a living creature and consumes its spirit, the flood of memories can also shift the purpose of the meld, as it suddenly acts on the desires of its most recent victim. A meld loose in Eberron retains the spirits it consumes, preventing them from transitioning to Dolurrh. This prevents the spirit from fading; a character could hear the whispers of a trapped spirit within a meld, and a husk could hold the souls of people who died long ago. A side effect of this is that creatures slain by a meld cannot be resurrected or raised from the dead until the meld is destroyed. Undead Nature. A meld doesn’t require air, food, drink, or sleep. Traits Ethereal Sight. The meld can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Form. The meld ignores nonmagical difficult terrain, and can walk on liquid surfaces without breaking through, as though the water walk spell was cast on it. Incorporeal Movement. The meld can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Multiattack. The meld makes four attacks. Alternatively, it makes two attacks and uses its Conflicted Soul ability Withering Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) necrotic damage. Conflicted Soul. The meld causes one creature of its choice within 30 feet of it to make a DC 14 Charisma saving throw. On a failed save, the target suffers the effect of the confusion spell (no concentration required). Etherealness. The meld enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Any Alignment","Expansion":20973,"Challenge Rating":6},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Melder Initiate","description":"Melder initiates are novice energy channelers who have only recently experienced their awakening as espers. They often find other, more powerful espers to help them master their abilities. In regions where espers are uncommon or space travel is rare, they have little choice but to follow the path of discovery on their own.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Melder Savant","description":"Forever changed by their awakening to esper powers, melder savants study the cosmic nature of the universe and its connection to all living beings, particularly themselves. They can be advisors, scientists, or crafters. The more adventurous become explorers and pioneers, or serve as galactic defenders against supernatural threats.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":6},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Meletian Hoplite","description":"Hoplites Hoplites are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories. The Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider using these names for military forces characters encounter during their adventures or that they were once a part of. Meletian Hoplite Meletian hoplites use a combination of cunning, faith, and magic to defend their coastal home. Most of these skilled soldiers serve in the Reverent Army, the defenders of Meletis, which uses an array of proven strategies and flexible troop formations to gain the advantage over foes. Bolstered by trained griffon and pegasus steeds, they strike foes where they least expect. Meletian Hoplite Unit Names d8 Name 1 Kraken’s Claw 2 Hands of Justice 3 Thassa’s Spear 4 Ephara’s Shield 5 Kindred of the Deep 6 Riders of Heliod 7 Keepers of Pyrgnos 8 The Skysworn","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":5432,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Melianse","description":"Melianse is a put-upon nixie who tries her best not to react too violently against the loggers who invaded her home. In your game, she can serve as a much more sinister force. By shifting her alignment to evil she can become an unexpected foe for a lower level series of adventures focused on an entire “cult” of charmed victims acting strangely in a remote riverside village. Traits Amphibious. Melianse can breathe air and water. Innate Spellcasting. Melianse’s innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring on material components: 3/day each: charm person 1/day each: water breathing Magic Resistance. Melianse has advantage on saving throws against spells and other magical effects. Spellcasting. Melianse is an 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Melianse knows the following sorcerer spells: Cantrips (at will): dancing lights, mage hand, message, minor illusion, ray of frost 1st level (4 slots): burning hands*, fog cloud 2nd level (3 slots): blur, scorching ray * 3rd level (2 slots): hypnotic pattern, sleet storm *These spells deal cold damage instead of fire damage. Actions Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage. Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8+4) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Melina Alousi","description":"Melina is 5’8” tall, with a slight build. She has long black hair and delicate facial features. Her piercing blue eyes are a stark contrast to her flawless pale skin. She has an ethereal beauty about her and an air of confidence. Always with a smile, she is approachable, and affable to a fault. She typically wears a voluminous black cloak over her studded leather armor, and carries an ornate rapier. Background : Born Leader Personality Traits : Melina enjoys being in charge and making decisions. She assumes others will follow her lead without question or delay. Ideals : Defend those who can’t (or won’t) defend themselves. Bonds : The community of Bur Hollow is everything to Melina, and she is quick to defend it. Flaws : Melina is brash and short-sighted. She often doesn’t reason out her plans all the way through. Melina insists on accompanying the heroes to the tree fort to recover her rapier (a family heirloom) as an NPC. Consider her another PC when dividing XP, or if reduced to 0 hit points, allowing her to make death saving throws to survive and stabilize. That is, unless the GM has other plans for Melina… TRAITS Gear . cloak of protection +1 , studded leather armor Fighting Style. Dueling : When Melina wields a melee weapon in one hand, and no other weapon, she gains +2 to damage rolls with that weapon. Second Wind. On her turn, Melina can tap into a limited well of stamina to protect herself from harm. On her turn, she can use a bonus action to regain 1d10 + 2 hit points. She needs to take a short rest or long rest before she can use this again. Glib of Tongue. All of Melina’ Charisma (Persuasion) checks are at advantage. ACTIONS Unarmed Strike. Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 bludgeoning damage. Parmalae. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1d8 + 3 piercing damage. Action Surge . Melina can push herself beyond normal limits for a moment. On her turn, she can take a one additional action on top of her regular action and a possible bonus action. She must use a short or long rest before using this feature again.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral good","Expansion":18098,"Challenge Rating":2},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Melodiel","description":"Melodiels are passionate Celestials who are celebrated as the finest musicians of the heavenly planes. While their angelic beauty is matched only by their transcendent music, mortals who hear a melodiel’s performance may find it a short-lived pleasure as its tune can cause them to age rapidly. Eternal Companions Unlike most celestials, melodiels are driven by fierce emotions and seek life-long bonds with their chosen partners. These celestial musicians are even known to choose Humanoids as partners. In a testament to their devotion, a melodiel often chooses to end their own existence upon the passing of a mortal partner. Melodiels are beautiful creatures, but also, by all accounts, quite deadly. Even so, it would be a wondrous experience to hear one play. Not for too long, mind you, just a quick tune or two. – the Scribe","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Chaotic Good","Expansion":25354,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Meloon Wardragon","description":"Meloon is a handsome, formidable warrior in his prime, who serves the goddess Tymora and loves a good fight. His friends—among them Renaer Neverember and Vajra Safahr—describe him as honest, optimistic, and extraordinarily lucky. Until recently, he was a member of Force Grey and reported directly to the Blackstaff. In recent months, Meloon has spent much of his time at the Yawning Portal. Three months ago, out of boredom, Meloon accompanied a fledgling band of adventurers on an expedition to Undermountain. There, his luck ran out. While resting in the dungeon, the adventuring party was attacked by monsters unleashed by Xanathar—including a number of intellect devourers. One of the creatures succeeded in magically devouring and replacing Meloon’s brain, turning the champion of Tymora into a puppet. After finishing off his unsuspecting companions, Meloon returned to Waterdeep as a Xanathar Guild spy. The intellect devourer that inhabits Meloon’s skull was bred by Nihiloor, a mind flayer in Xanathar’s employ. It knows everything Meloon knew, and Meloon behaves much as he did before his descent into Undermountain. He hangs out at the Yawning Portal, tries to bond with adventurers, and offers a helping hand whenever doing so feels appropriate. The intellect devourer’s primary goals are to steer adventurers away from Undermountain and get them to undertake quests that further the aims of Xanathar. Such quests usually involve the eradication of Xanathar’s enemies, and Meloon is all too eager to fight alongside those who fall for his ruse. Adjusted Game Statistics If Meloon is killed and raised from the dead, his true self is restored and his statistics change as follows: Meloon is neutral good. He loses his telepathy, and his ability to speak and understand Deep Speech. He can attune to Azuredge . Traits Special Equipment. Meloon wields Azuredge but can't attune to it, and thus gains none of his benefits. Indomitable (2/Day). Meloon can reroll a saving throw that he fails. He must use the new roll. Second Wind (Recharges after a Short or Long Rest). As a bonus action, Meloon can regain 20 hit points. Actions Multiattack. Meloon makes four attacks with Azuredge. Azuredge. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7393,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Melvin Marvelmeadow","description":"In his youth, Melvin showed a lot of promise regarding the arcane. He took to magic quickly and had a fascination with arcane construction, spurred on by his family granting him both emotional and financial support. Half a century ago, his knack for magic and love for animals inspired him to open Melvin’s Marvelous Meandering Menagerie; a traveling shop meant to provide adventurers everywhere with adorable critter companions and clockwork assistants to aid them in their travels. Roleplaying Melvin Melvin is an eccentric character who likes nothing more than talking about animals and their well-being. He gets easily distracted if he thinks nearby critters are under duress and he always keeps a handful of mice, sparrows, and other small creatures in his robes. Should an animal be wounded or require his attention, he will tend to the animal before potential customers. One of Melvin's defining characteristics is his love for alliterations which he shoehorns into every conversation, oblivious to the annoyance it causes. Melvin is a real sweetheart and his inventory is as cute as can be. Now, you won’t slay a dragon or conquer a kingdom with his wares, but a cuddly companion can do wonders – even for a hardhearted adventurer! – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Halfling)","Alignment":"Neutral Good","Expansion":27826,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Memory Thief","description":"Someone in black leather crouches over the head of an unconscious creature. She is making an arcane gesture with one hand, and a strange purple smoke spirals from the unconscious creature into the thief's hand. Blessed by shadow fey, hags, or other magical creatures, memory thieves are humanoids who are trained in the art of magically capturing the memories and knowledge of other creatures. Traits Headhunters. The art of stealing memories first originated in the Shadow Realm in response to the shadow fey's demand for distilled emotions and experiences. While many fey would claim they bargain fairly for the memories they enjoy, the black market for their wares continues to thrive. Trade Network. While memory thieves have perfected the art of stealing memories, they rely on others to refine and store their acquisitions, to package and sell them. For this reason, memory thieves are almost always in the employ of a shadow fey, hag, enchanter, or other capable spellcaster with the proper tools to distill memories. Sunlight Sensitivity. While in sunlight, the memory thief has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Unseelie Blessing. The memory thief has advantage on saving throws against being charmed, and magic can't put them to sleep. Actions Multiattack. The memory thief makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Stolen Spell. The memory thief casts a spell it has stolen, using its Perfect Copy reaction, by making an Intelligence (Arcana) check with advantage (DC equal to 10 + the level of the spell). The memory thief retains the spell on a failed check. Their innate spellcasting ability score is Charisma (save DC 14, +6 to hit with spell attacks). Bonus Actions Steal Memory. The memory thief attempts to steal a memory from one creature they can see within 60 feet. The target must succeed on a DC 15 Constitution saving throw, or it temporarily loses one precious memory. The target has disadvantage on attack rolls, ability checks, or saving throws (memory thief's choice) until the end of its next turn. If the target is a spellcaster that fails the saving throw by 5 or more, it loses one random spell slot of 3rd level or lower until it finishes a long rest. Reactions Perfect Copy. Immediately after a creature casts a spell that targets the memory thief or includes them in its area of effect, the memory thief can force the creature to make a DC 15 saving throw with its spellcasting ability modifier. On a failed save, the memory thief negates the spell's effects and steals the knowledge of the spell. The memory thief knows the spell and can cast it using the Stolen Spell action. The memory thief forgets the spell after they cast it or after 8 hours have passed. They can only retain one spell at a time using this ability. The target can't cast a stolen spells until it finishes a long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Memory Web","description":"A memory web is a living web that resembles an ordinary web spun by an ettercap, a giant spider, or another oversized arachnid. Memory webs lie in ambush draped over plant life, wrapped around corpses, or stuck to ossuaries in dark catacombs. Memory webs feed on memories and require daily sustenance. When a memory web’s prey draws close, the web springs at the creature and wraps it in sticky, cord-like fibers. The web then drains its victim’s memories, sapping the creature’s life force in the process. A memory web can continue to feed on a corpse’s memories for days after its death. If a memory web is slain, any memories it consumed over the last day are discharged from its body in a telepathic deluge. Some of these memories lodge themselves in the minds of nearby creatures as dreamlike recollections, potentially spurring their inheritors to action. The Memory Web Memories table presents adventure seeds that might be released by a slain memory web. Memory Web Memories d4 Memory 1 The location of a powerful magic item 2 A secret betrayal by a beloved public figure 3 The details of an unfinished quest 4 A revelation about an impending upheaval Traits Damage Transfer. While it is grappling a creature, the memory web takes only half the damage dealt to it, and the creature grappled by the web takes the other half. False Appearance. If the memory web is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the memory web move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the memory web is animate. Memory Flood. When the memory web is reduced to 0 hit points, it discharges any memories it consumed over the past 24 hours in a telepathic deluge. Hazy, dreamlike visions of these discharged memories lodge in the minds of creatures up to 120 feet from the memory web. Actions Ensnare. Melee Weapon Attack: +5 to hit, reach 5 ft., one Large or smaller creature. Hit: The target has the grappled condition (escape DC 13). Until this grapple ends, the target has the restrained condition and takes 7 (1d8 + 3) bludgeoning damage at the start of each of its turns. The memory web can grapple only one creature at a time. Bonus Actions Drain Memories. The memory web targets one creature grappled by it. The target must make a DC 12 Intelligence saving throw. Constructs, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, the target takes 5 (2d4) psychic damage and becomes memory drained until it finishes a long rest or the memory web is destroyed. While memory drained, the target must roll a d4 each time it makes an ability check or attack roll, subtracting the d4 roll from it. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target has the unconscious condition for 1 hour. If a memory drained creature is the target of the Greater Restoration or Heal spell, the memory drained effect ends on it. On a successful save, the target takes half as much damage only.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Neutral Evil","Expansion":31434,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Menagerie Caretaker","description":"Menagerie Caretakers are rangers who specialize in handling and tending for beasts and monstrosities, specializing as monster tamers. Their knowledge and everyday practices sometimes bring them into wilderness areas when beasts or monsters need to be subdued by skill or spells. Menagerie Caretakers are usually not the most social of people, preferring to spend time in the presence of beats or monsters, with whom they share a closer affinity. Equipment The menagerie caretaker has 4 copper pieces, 5 silver pieces, 19 gold pieces and a leash of the beast tamer on his person.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any","Expansion":17604,"Challenge Rating":3},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Mendis Fronde","description":"A strange druid with a natural affinity for animal and plant life, Mendis cares for them tenderly. In particular, his fascination with fungus and mycelium has led him to unique discoveries in druidic magic. Personality and Motivations. Mendis is quite socially inept and finds interacting with others difficult, though he doesn’t especially dislike social interactions. However, he believes that individual differences in thought are the source of all hardship and strife, and seeks to bring the world together through a unifying mindnet of fungi. Mendis doesn’t wish to remove the autonomy of the individual, but sees the removal of any chance for miscommunication or intellectual disagreement between individuals as a cure to the world’s problems. Fungal Reanimation. In his care for the creatures near his hermitage in a hillside cave, Mendis has discovered a ritual that has the ability to heal any wound and even bring creatures back from the dead by incorporating a rare bioluminescent fungi into their bodies. This ritual, paired with unique properties of the fungus, slowly zombifies the creatures as they lose their individuality and mix with a vast, unified network formed by the fungus and the creatures that it has been incorporated with. As a result, many creatures near his hermitage have bioluminescent fungus growing from their bodies, and several are commonly found following him around in his home. Fungal Corruption. Each time Mendis or another creature is revived using his ritual (an altered version of the returnal spell), it becomes more closely bonded with the fungal mindnet and less capable of acting independently, strengthening the mindnet. Knowing this, the mindnet attempts to force Mendis to fight to the death whenever he is put at risk as long as his home is safe. Appearance. Mendis is a pale-skinned human who looks far older than his middle-aged years with a hunched back requiring a staff to aid his posture. He wears simple, burlap clothes that have grown so dirty that they have become green with mossy vegetation. However, his most distinct feature are the bioluminescent mushrooms that grow from his body. Shelf mushrooms grow from the right side of his face, and the bioluminescent mycorrhyzal roots of the fungus have grown through his right eye, blinding it. His hands and feet are kept bare, and his nails are blackened with dirt. Plot Hooks Miracle Healer. The party hears tales of a hermit who can work miracles of healing that even powerful clerics cannot perform. However, a few rumors are also beginning to spread of changes in the personality of those he heals. A Strange Glen. The party happens upon Mendis’s hermitage as they travel through the forest in which he resides. The glen is filled with strange-looking animals and fungi sprout all over, even in places with no rotting vegetation. Fungus Super-Spreader. Mendis has performed his ritual so many times that the mindnet of connected creatures has gained a sort of super-sentience. It has taken on his goal and now seeks to force itself on any creature that enters Mendis’s glen, using controlled creatures and individuals to attack intruders before performing the ritual to connect them to the mindnet. Mendis himself is either unaware of the change, or takes no issue with it, his own mind now also growing a bit hazy in its connection to the fungal mindnet. Fungally-Infected Beasts Mendis is usually encountered in the company of several (at least two) beasts with the Fungal Network trait. These beasts are also immune to poison damage and the diseased and poisoned conditions, and could have increased Constitution scores and hit dice to represent their increased vigor provided by the fungal network. Mendis’s challenge rating increases the more beasts he has with him, especially if those beasts have a lot of hit points, as those beasts serve as additional pools of hit points for Mendis via his Fungal Protection trait. Tactics Mendis does his best to avoid fighting under normal circumstances. However, if a threat to his home and his goals becomes apparent, he calls on woodland beasts infected with the Fungal Network to aid him. The mindnet knows that Mendis is key to its expansion and survival, and uses these creatures to protect him. If they are slain, Mendis tries to flee. However, as long as Mendis’s home is safe and he can be revived upon death, the mindnet attempts to force him to fight to the death. Mendis can make a DC 20 Wisdom saving throw at the start of each of his turns to resist the mindnet. Mendis himself is not a particularly capable fighter, and he relies on Spore Cloud ability to make himself a credible threat, using it whenever it is available. If Mendis needs to flee, he can use his Wildshape to transform into a bird (such as a giant eagle) to improve his mobility. Traits Beast Friend. Mendis can converse with animals in simple language and request small tasks of them that they are happy to fulfill. These tasks can’t be Dangerous II for the animal. Fungal Network. Mendis can communicate telepathically with any other creature with the Fungal Network trait. Additionally, Mendis has advantage on attack rolls when attacking a target that is adjacent to another creature with the Fungal Network trait. Fungal Protection. Whenever Mendis would take damage or suffer an Injury, that damage or Injury is instead inflicted on another creature with the Fungal Network trait within 60 ft. of Mendis (replacing an NPC core Injury with a PC core Injury if that creature is a PC). Additionally, Mendis’s body is afforded some protection by the fungi that grow on it, giving him a +5 bonus to AC (included in stat block). Each time he is Injured and the Injury is not transferred to another creature, this bonus decreases by 1. Actions Druidic Staff. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage. Spore Cloud (1/Rest). One creature Mendis can see within 20 ft. of him must make a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature gains the Fungal Network trait and can’t attack Mendis unless it succeeds on a DC 17 Wisdom saving throw. An affected creature can make a new saving throw to end this effect at the end of each of its turns, or whenever it takes damage or sustains an Injury from Mendis’s Fungal Protection trait. This ability recharges when a creature succeeds its saving throw against it. If a creature dies while affected by this ability, it rises as a zombie with the Fungal Network trait under the control of the fungal mindnet. Restraining Mycelium (Recharge 5-6). Up to two creatures Mendis can see that are standing on soil within 90 ft. of him must make a DC 17 Strength saving throw or be restrained by grasping mycelium sprouting from the dirt below them for 1 minute (requires concentration). A creature restrained by the mycelium can use its action to make a DC 17 Strength check, freeing itself on a success. This counts as a spell of 1st level. Fungal Restoration (3/Day). Up to three creatures Mendis can see with the Fungal Network trait regain 13 (3d8) hit points and are healed of Injuries they suffer from without suffering lasting effects. Fungal Growth. Mendis conjures then sprouts fungal spores in up to two creatures he can see within 90 ft. of him. Those creatures must make a DC 17 Constitution saving throw or take 28 (8d6) poison damage and gain a special Injury of Dangerous II severity, “Fungal Host”. While Injured in this way, a creature has disadvantage on saving throws against Mendis’s spells and effects. This Injury can be removed by any effect that removes a disease, and is automatically removed when the creature finishes a short or long rest. On a successful saving throw, the creature takes half damage and does not suffer the Injury. This counts as a spell of 3rd level. Wildshape (2/Rest). Mendis can take the form of any beast of CR 1 or lower for up to 8 hours. While in this form, he loses his ability to use his Druidic Staff, Restraining Mycelium, and Fungal Growth actions, and he assumes the beast’s hit points and Hit Dice, retaining his own Injury thresholds, as well as the beast’s Strength, Dexterity, and Constitution scores. His equipment merges with his new form. When his new form is reduced to 0 hit points, or at the end of 8 hours, he reverts to his human form. His beast form is distinguishable from other beasts by its bioluminescent fungal growths, including a shelf mushroom growing through his right eye. Bonus Actions Summon Beasts (1/Rest). The fungal mindnet calls two beasts of up to CR 1 to aid Mendis. These beasts have the Fungal Network trait and are immune to poison damage and the diseased and poisoned conditions. This ability can only be used if Mendis has no allies within 60 ft. of him and has half his hit points remaining or fewer (72 hit points).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapeshifter)","Alignment":"neutral","Expansion":28072,"Challenge Rating":1},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Mephistopheles","description":"Mephistopheles, the Lord of Cania, is the Archduke of the eighth layer of Hell. Steeped in research and acquisition of knowledge, Mephistopheles has spent countless millennia on the study of arcane magic. The expanse of his research has attracted the attention of other archdukes, most notably Dispater, the lord of the second, who now regularly sends envoys to Cania in case Mephistopheles stumbles upon new knowledge that could be useful to the Lord of Dis. The most prominent research on Mephistopheles’ table is that of hellfire magic. While he is the only one who has mastered the use of hellfire magic, Mephistopheles willingly imparts the power to influential people and devoted followers in order to build up and strengthen his cult following. Irritable Lord. On the surface, he has a calm demeanor like that of a well-educated and sophisticated gentleman. But as Asmodeus's foremost wizard of the Nine Hells, Mephistopheles is impatient and unforgiving, and is prone to killing minions and other creatures that he may perceive to be distractions or annoyances to him. Over 9 feet tall with red skin, a muscular body, leathery bat wings, two curved great horns, long black hair, and yellow eyes, Mephistopheles’ appearance is that of a traditional devil that mortals perceive. He wears a long, black cape and always carries his ranseur, a vicious three-pronged staff through which he can channel his hellfire magic. Cania. Adventurers who dream of going to Cania will need to survive the frigid temperature that it offers. Without any protection, any creature will freeze to death in seconds while exposed to Cania’s punishing weather. Mephistopheles chooses to keep the entire layer of Cania under freezing temperatures and ice storms to deter unwanted visitors. Anyone wishing to visit Cania will need to sign a written approval from Mephistopheles himself which grants visitors protection from the cold weather, but also makes them subject to Mephistopheles's Word of Injunction. Most visitors are loyal worshipers and powerful wizards who would like to study under Mephistopheles or offer him new knowledge. These unfortunate visitors soon find themselves the fancy of the Lord of Eight and are soon unwillingly bound to a contract and forced to toil in the vast libraries and research laboratories of Cania for all eternity. Mephistopheles's Lair The Citadel of Mephistar is the manor of Mephistopheles. Perched on top of the tallest point of Cania and surrounded by glaciers, Mephistar acts as the Lord of Eight’s main laboratory. The entire citadel is colder than Cania, and the citadel's inhabitants, who are mostly scholars, sages, and wizards, have learned not to touch the walls for fear of freezing their limbs instantly. This design was not made to punish the dwellers though. Mephistar was brought to lower than freezing temperatures so that the citadel could sustain Mephistopheles’ hellfire experiments. Some areas that house the strongest hellfire experiments have already started to melt and are creating icy pools on the floor. While these pools are a trivial matter to its denizens, naïve wanderers and intruders may find themselves frozen in an icy pool of water or dying of hypothermia. The hallway to Mephistopheles lair is lined with various ports and hidden holes that blast hellfire from time to time. While others may see this as a trap, Mephistopheles only designed this for his amusement. In the middle of his lair, Mephistopheles sits on a slowly melting throne, with a “moat” of icy water surrounding the dais. The temperature in the room can change depending on Mephistopheles’ whim. Adventurers who wish to defeat the Lord of Eight will have to deal with extreme heat and cold as they battle Mephistopheles. The archduke is an archmage and can emit an aura of hellfire from his body at will. As the true master of hellfire, Mephistopheles can disintegrate opponents through hellfire with nothing but a gaze. While Mephistopheles possesses all of these powers, he perceives combat as trivial and will have his subordinates and the ice devils he summons to fight for him. Lair Actions On initiative count 20 (losing initiative ties), Mephistopheles can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Mephistopheles targets one creature he can see within his lair. The target must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) necrotic damage on a failed save, or half as much on a successful one. If the target dies, its soul is funneled into the River Styx, where it’s reborn instantly as a lemure devil. The creature can be restored to life only by means of a wish spell followed by a true resurrection spell. Mephistopheles targets a point he can see within 120 feet of him. Each creature in a 30-foot-radius sphere centered on that point must make a DC 24 Constitution saving throw. On a failed save, a creature takes 13 (3d8) cold damage and is restrained by ice for 1 minute. As an action, the restrained target can make a DC 24 Strength check, breaking the ice on a success. The ice can also be attacked and destroyed (AC 13; hp 25; vulnerability to fire damage; immunity to cold, poison, and psychic damage). On a successful save, a creature takes half as much damage and isn't restrained by ice. Mephistopheles magically summons 1 ice devil ( MM , pg. 75). It appears in an unoccupied space within 120 feet of Mephistopheles and obeys Mephistopheles without question. It remains for an hour, until it or Mephistopheles dies, until Mephistopheles dismisses it as an action, or until Mephistopheles uses this lair action again. Regional Effects The region containing Mephistopheles’s lair is warped by its magic, creating one or more of the following effects: Perpetual blizzards rampage within 6 miles of the lair. Ranged weapon attack rolls and Wisdom (Perception) checks have disadvantage. The wind extinguishes open flames, disperses fog, erases tracks in the snow, and makes flying by nonmagical means nearly impossible. Visibility in a blizzard is reduced to 30 feet. Any creature that is concentrating on a spell in a blizzard must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless the creature is sheltered against the elements (for example, in an igloo). Creatures within 6 miles of the lair that aren't protected from extreme cold must make a DC 20 Constitution saving throw at the end of every hour or gain one level of exhaustion. If Mephistopheles dies, these effects fade over the course of 1d10 days. Traits Legendary Resistance (3/Day). If Mephistopheles fails a saving throw, he can choose to succeed instead. Magic Resistance. Mephistopheles has advantage on saving throws against spells and other magical effects. Magic Weapons. Mephistopheles's weapon attacks are magical. Regeneration. Mephistopheles regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Mephistopheles dies only if he starts his turn with 0 hit points and doesn't regenerate. Actions Multiattack. Mephistopheles makes two Ranseur attacks. Alternatively, he can make one Ranseur attack and use Spellcasting. Ranseur. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) force damage plus 16 (3d10) cold, fire, or lightning damage (Mephistopheles's choice). Hellfire Gaze (Recharge 5–6). Unless Mephistopheles is blinded, his eyes emit hellfire in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 21 (6d6) fire damage and 21 (6d6) necrotic damage on a failed save, or half as much on a successful one. Any humanoid killed by Hellfire Gaze has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil. The creature can be restored to life only by means of a wish spell followed by a true resurrection spell. Word of Injunction (1/Day). Mephistopheles utters a dreadful word of power that can compel one creature he can see within 60 feet to die instantly or be assailed with waves of intense pain. The creature must have entered into a legally binding contract with Mephistopheles beforehand. Otherwise, it has no effect. If the target has 150 hit points or less, Mephistopheles can choose to have its hit points reduced to 0 and its corpse reduced to ashes. Otherwise, Mephistopheles can cause the target to be affected by crippling pain and any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a DC 24 Constitution saving throw at the end of each of its turns. On a successful save, the pain effect ends. Teleport. Mephistopheles magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. Spellcasting. Mephistopheles can cast the following spells, requiring no material components, and using Intelligence as his spellcasting ability (spell save DC 24, +16 to hit with spell attacks): At will: alter self (can become Medium when changing its appearance), detect magic, mage hand, ray of frost (4d8) 3/day each: chain lightning, charm monster, cone of cold, dispel magic, fireball, Otiluke's resilient sphere, plane shift, suggestion, telekinesis, wall of fire 1/day each: dominate monster, etherealness, forcecage, meteor swarm, symbol (as an action) Bonus Actions Hellfire Aura. Mephistopheles activates or deactivates this infernal aura. While active, Mephistopheles emits an aura of diabolic fire, appearing swathed in dark searing flames. A creature that starts its turn within 10 feet of Mephistopheles, or touches him or hits him with a melee attack while within 10 feet of him and the Hellfire Aura is active takes 7 (2d6) fire damage and 7 (2d6) necrotic damage. Any humanoid killed by Hellfire Aura has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil. The creature can be restored to life only by means of a wish spell followed by a true resurrection spell. Reactions Absorb Spell (Recharge 5–6). Mephistopheles tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 4th level or lower, the spell fails and has no effect, and Mephistopheles regains hit points equal to twice the spell's level. If the spell is 5th level or higher, Mephistopheles makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect, and Mephistopheles regains hit points equal to twice the spell's level. Protective Shield (4/Day). When Mephistopheles is hit by an attack roll, Mephistopheles gains a +5 bonus to his AC until the start of the his next turn, which can cause the triggering attack roll to miss. Legendary Actions Mephistopheles can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mephistopheles regains spent legendary actions at the start of his turn. Ranseur. Mephistopheles makes one Ranseur attack. Infernal Magic (Costs 2 Actions). Mephistopheles uses Spellcasting or Teleport.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":27},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Mephistopheles","description":"Mephistopheles is the lord of Cania, the eighth level of the Nine Hells, and the most formidable archdevil next to Asmodeus himself. He is famed as the Nine Hells’ most powerful spellcaster and the wielder of a power known as Hellfire. An ancient entity, rivaling Asmodeus in age, Mephistopheles has been responsible for many schemes to try and unseat the Lord of the Nine Hells. One of his most infamous was an alliance between himself, Dispater, Mammon, and Geryon. They conspired to take power from the other archdevils, Baalzebul, Zariel, Belial, and Moloch. With this increased power, Mephistopheles believed he could challenge Asmodeus himself. But he was betrayed by Geryon, who had secretly sided with Asmodeus. Despite the blatancy of his rebellion, Mephistopheles was the archdevil that suffered the least: not cursed like Mammon or Baalzebul; not cast down like Belial, Moloch or Geryon. This has led many to believe that there is some ancient secret to the relationship between Asmodeus and Mephistopheles, though what it could be is a mystery none have discovered. As the foremost spellcaster of the Nine Hells, Mephistopheles often resorts to magic when forced to defend himself. But his greatest power comes from the ability to wield Hellfire itself. Created by tapping into the profane essence of the Nine Hells, Hellfire is unimaginably, unbearably hot. Mephistopheles can also shape Hellfire however he wishes, making it his most potent weapon. Mephistopheles’ Lair This archdevil’s lair is the Citadel of Mephistar, located within the glacier of Nargus. This an elegantly carved ice palace and is home to Mephistopheles’ private manor, along with living accommodations for numerous other devils. Lair Actions On initiative count 20 (losing initiative ties), Mephistopheles can take one lair action to cause the following effect or one from the archdevil lair action list ; he can’t take the same lair action two rounds in a row: Conjure Hellfire . Mephistopheles covers a 5-foot square with Hellfire. Any creature that starts their turn in the Hellfire takes 27 (6d8) fire damage. The Hellfire remains until Mephistopheles dismisses it. Regional Effects The region containing Mephistopheles’ lair is corrupted by his presence, which creates the following effect: Geysers. Within 1 mile of Mephistopheles’ lair, every 100 feet of movement results in a flame geyser erupting. Creatures within 10 feet of a geyser when it erupts must succeed on a DC 22 Dexterity saving throw or take 10 (3d6) fire damage. The geyser continues erupting for 24 hours. If Mephistopheles dies, the effects fade over the course of 1d10 days. Traits Devil’s Sight. Magical darkness doesn’t impede Mephistopheles’ darkvision. Fiendish Regeneration. Mephistopheles regains 20 hit points at the start of his turn. If he takes radiant damage this trait doesn’t function at the start of his next turn. Mephistopheles only dies if he starts his turn with 0 hit points and is unable to regenerate. Flyby. Mephistopheles doesn’t provoke opportunity attacks when he flies out of an enemy’s reach. Hellfire Mastery. Fire damage that Mephistopheles inflicts ignores resistances and immunities. Mephistopheles is immune to this effect. Legendary Resistance (3/Day). If Mephistopheles fails a saving throw, he can choose to succeed instead. Magic Resistance. Mephistopheles has advantage on saving throws against spells and other magical effects. Actions Multiattack. Mephistopheles makes three Ranseur attacks. He can replace one of the attacks with Hellfire Lash (if available). Ranseur +3. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 18 (4d8) fire or cold damage (Mephistopheles’ choice). Hellfire Implosion (Recharge 4–6). A bright streak of Hellfire appears at a point that Mephistopheles can see within 150 feet of him. Each creature in a 20-foot-radius sphere centered on that point must make a DC 22 Dexterity saving throw. Targets take 31 (9d6) fire damage on a failed save, or half as much damage on a successful one. Hellfire Lash (Recharge 5–6). Mephistopheles unleashes a 60-foot-long, 5-foot-wide lash of Hellfire that ignites a 5-foot-radius sphere around where it strikes. Any targets in the area of effect must make a DC 22 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much on a successful one. Spellcasting. Mephistopheles casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 26): At will: Darkness, Detect Evil and Good, Detect Magic, Dispel Magic, Geas (duration 1 year), Greater Restoration, Hallow, Hold Monster, Locate Creature, Locate Object, Major Image, Resurrection, Scrying, Suggestion, Wall of Fire 1/day each: Meteor Swarm, Symbol, Wish Bonus Actions Ashen Teleport. Mephistopheles’ body and any equipment he is wearing or carrying turns to ash, then he magically teleports up to 120 feet to an unoccupied space he can see and reforms. Legendary Actions Mephistopheles can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Mephistopheles regains spent legendary actions at the start of his turn. Hellfire Wings. Mephistopheles uses his wings to generate a burst of heat. Each creature within 10 feet of him must succeed on a DC 22 Dexterity saving throw or take 9 (2d8) bludgeoning damage plus 9 (2d8) fire damage. Creatures that failed the save also have the prone condition. Hellfire Storm (Costs 2 Actions). Mephistopheles creates a rain of Hellfire at a point he can see within 150 feet. Each creature within a 20-foot-radius sphere centered on that point must make a DC 24 Dexterity saving throw. Targets take 38 (7d10) fire damage on a failed save, or half as much damage on a successful one. Call Underling (Costs 3 Actions). Mephistopheles summons an allied horned devil in an unoccupied space that he can see.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":27},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Mercane","description":"The tall, blue-skinned humanoid has too many eyes and its hands have too few fingers. Mercanes are known throughout the planes as magical merchants. Mercanes are therefore not easily robbed, and they only surrender the contents of a secret chest when they have no other choice. Mercanes have no interest in mundane goods, no matter how fine or rare. Only magical objects earn their attention and their coin. They’re known for driving hard, but fair, bargains.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (mercane)","Alignment":"lawful neutral","Expansion":5818,"Challenge Rating":4},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Mercane","description":"Mercanes are the mysterious, magical creations of one or more deities whose portfolios revolve around fair commerce. Standing 12 feet tall, they are lanky blue beings who dress in elegant robes and have elongated heads and long, spindly fingers. Mercanes conduct most of their business in Wildspace and the Astral Sea. To a mercane, commerce can take many forms, from the trading of goods and services to the trading of ideas and information. Mercanes are best known, however, for procuring and selling magic items, including artifacts and spelljamming helms . It's rare to see more than one mercane at a time, though it's common for a mercane to be accompanied by underlings or bodyguards. Mercanes will conduct business with anyone, fairly and reliably, provided the other party has neither harmed nor swindled another mercane in the past. Mercanes have a special form of telepathy that enables them to communicate with one another across the multiverse. A mercane often uses this ability to warn another mercanes about individuals who are dangerous or unreliable. Once a mercane has been offended by someone, getting back into their good graces is next to impossible. Traits Mercane Telepathy. The mercane can communicate telepathically with any other mercane it knows, regardless of the distance between them. Actions Multiattack. The mercane makes three Psi-Imbued Blade attacks. Psi-Imbued Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and if the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be frightened of the mercane until the end of the target’s next turn. Spellcasting (Psionics). The mercane casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): At will: detect magic, light 1/day each: dimension door, invisibility, mage armor (self only)","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"typically lawful neutral","Expansion":16643,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Mercenary","description":"Hired guns, soldiers of fortune, legionnaires, or just plain mercs — these are just some other names used to describe mercenaries, who take up often dangerous tasks and missions in exchange for goods and services. The galaxy is infinite, and there's always someone looking for people willing to get their hands dirty to get a job done. Working either alone or in groups, each merc carefully weighs the dangers of a job with its potential payout.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Mercenary Greenhorn","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Lawful Evil","Challenge Rating":4},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Merchant","description":"Unlike crafters who create and often sell their own goods, merchants focus on trading in goods produced by others. Unlike traders, merchants tend to stick to one city or town or to a collection of cities and towns near each other. Some merchants are simple shopkeepers, tending to wares crafted by family members or running small businesses that sell services rather than goods, such as a bathhouse or an inn. Some merchants operate as the business arm for a group of crafters selling a specific type of product, and still other merchants run their own merchant guilds, where they coordinate the buying and selling of a variety of goods across multiple cities. Business with a Smile. Merchants are people of business, but they rarely hide behind their counting books and scales. Most merchants are friendly, clever, and charming, which serves them well when buying and selling goods. Even those merchants who spend more time focused on running a guild than interacting with crafters have skill in dealing with people and a keen eye for a quality product.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Merchant Captain","description":"Merchant captains lead trade caravans that deliver vital supplies and luxuries to communities far and wide. Sometimes regarded as glib-tongued shysters, merchant captains come from many walks of life and are as likely to be scrupulously honest merchants as they are to be silver-tongued devils. Some merchant captains are retired or semiretired from active caravanning, and they continue to earn a living by financing or providing protection for caravans led by other merchants. All merchant captains, whether active or sedentary, have proficiency with land vehicles and with two musical instruments.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any","Expansion":11995,"Challenge Rating":6},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Merchant Captain","description":"Merchant captains lead trade caravans that deliver vital supplies and luxuries to communities far and wide. While often dismissed as glib-tongued shysters, merchant captains come from many walks of life and are just as likely to be scrupulously honest merchants as they are to be silver-tongued devils. When merchant captains retire from active travel, some they continue to earn a living by financing or providing protection for caravans led by other merchants. All merchant captains, whether active or sedentary, have proficiency with land vehicles and with two musical instruments. Actions Multiattack. The merchant captain uses Fast Talk. It then makes three Rapier or Quip attacks. It can replace one attack with a use of Spellcasting. Rapier. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. Quip. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 14 (3d6 + 4) psychic damage. Fast Talk. The merchant captain baffles a creature it can see within 30 feet of it with a barrage of jargon, quick speech, and big words. The target must succeed on a DC 15 Charisma saving throw or have disadvantage on the next Wisdom saving throw it makes before the end of the merchant captain's next turn. Spellcasting . The merchant captain casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: comprehend languages , mage hand , mending 3/day each: calm emotions , enthrall , heroism 1/day each: confusion , freedom of movement Reactions Inspiration (4/Day). When a creature within 30 feet of the merchant captain fails an attack roll, ability check, or saving throw, the captain can force it to reroll the die. The target must use the new roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Mercion","description":"Mercion strikes the balance of a natural leader and a protective caregiver. She has a direct manner that reassures and inspires those around her. Mercion does not worship a deity, but rather an ideal: that truth gives life to artistry and beauty, and that those who embrace deceit should be censured and punished. Light is her domain. Alignment. Lawful good. Personality Trait. “No one dies on my watch—unless they stand against what I hold dear.” Ideal. “Truth begets art and beauty, while deceit does nothing but tear the fabric of our souls.” Bond. “Evildoers beware! Valor’s Call is coming for you.” Flaw. “My friends would say I’m inflexible. The truth is, I like things done a certain way.” Combat Notes Mercion counts on her armor to protect her as she administers healing. She uses Radiant Fire against groups of foes when there’s no chance of harming allies or innocent lives, otherwise resorting to hold person spells and Divine Radiance attacks. Traits Special Equipment. Mercion wields a +1 quarterstaff . Actions Multiattack. Mercion makes one Divine Radiance attack and one +1 Quarterstaff attack. She can replace one of these attacks with a use of Spellcasting. Divine Radiance. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit : 13 (3d8) radiant damage. Quarterstaff +1. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage when used with two hands. Radiant Fire (Recharge 5–6). Mercion creates a magical explosion of fiery radiance centered on a point she can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. Mercion casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: light, spare the dying 2/day each: command, create food and water, cure wounds, faerie fire, hold person, revivify 1/day: death ward Valor’s Call The noble adventuring party known as Valor’s Call was founded by Strongheart, a resolute human paladin committed to destroying evil wherever it rears its ugly head. Strongheart alone determines who can become a member of this prestigious group, which has more members than those described here. (The other members, who do not appear in this adventure, are busy elsewhere.) Strongheart is always on the lookout for courageous heroes who are willing to devote themselves to a good cause. Only good-aligned characters are allowed to join Valor’s Call.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (cleric, human)","Alignment":"lawful good","Expansion":11857,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Mercykiller Bloodhound","description":"Clad in black armor and spiked gauntlets that end in steel claws, bloodhounds hunt down those guilty of serious offenses in Sigil. These trackers pursue their targets across the planes. Traits Portal Sense. The bloodhound can sense the presence of portals within 30 feet of itself, including inactive portals, and instinctively knows the destination of each portal. Actions Multiattack. The bloodhound makes three Clawed Gauntlet attacks. Clawed Gauntlet. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 10 (3d6) necrotic damage. Bonus Actions Marked for Pursuit (3/Day). The bloodhound attempts to place a magical mark on a creature it can see within 30 feet of itself. The target must succeed on a DC 13 Charisma saving throw or become cursed for 24 hours. A creature missing any of its hit points has disadvantage on this saving throw. While cursed in this way, the bloodhound can sense the direction and distance to the target as long as the two are on the same plane of existence. If the target isn’t on the same plane, the bloodhound knows what plane the target is on.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Merfolk","description":"Aquatic humanoids with the upper body of a human and the lower body of a fish, merfolk adorn their skin and scales with shell decorations. Merfolk tribes and kingdoms span the world, and their people are as varied in color, culture, and outlook as the human races of the surface. Land folk and merfolk rarely meet except by chance, though star-eyed mariners tell tales of romance with these creatures along the shoals of faraway islands. Merfolk lack the materials and practical means to forge weapons beneath the waves, to write books and keep lore, or to shape stone to raise buildings and cities. As a result, most live in small hunter-gatherer tribes, each of which holds unique values and creeds. Only occasionally do merfolk unite under the rule of a single leader. They do so to face a common threat or to complete a conquest. Such unifications can be the beginning of undersea kingdoms with dynasties lasting hundreds of years. Merfolk Settlements. Merfolk build their settlements in vast undersea caverns, mazes of coral, the ruins of sunken cities, or structures they carve from the rocky seabed. They live in water shallow enough that the passage of time can be marked by the gleam and fade of sunlight through the water. In the reefs and trenches near their settlements, merfolk harvest coral and farm the seabed, shepherding schools of fish as land-based farmers tend sheep. Only rarely do merfolk venture into the darkest depths of the ocean. In such depths and in their undersea caverns, merfolk rely on the light of bioluminescent flora and fauna, such as jellyfish, whose slow pulsing movements lend merfolk settlements an otherworldly aesthetic. Merfolk defend their communities with spears crafted from whatever materials they can salvage from shipwrecks, beaches, and dead undersea creatures. Traits Amphibious : The merfolk can breathe air and water. Actions Spear (Melee; One-Handed) : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. Spear (Melee; Two-Handed) : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage. Spear (Ranged; One-Handed) : Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 3 (1d6) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (merfolk)","Source":"MM1","Alignment":"neutral","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Merfolk","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The merfolk can breathe air and water. Actions Spear : Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","AC":11,"HP":"11 (2d8+2)","CHA":12,"CON":12,"DEX":13,"INT":11,"STR":10,"WIS":11,"Size":"Medium","Type":"humanoid (merfolk)","Speed":"10 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065797/5b0qhHIcOOLsY1yM8acB3A/original.png","Roll 0":"1d20 + 2\n1d6","Skills":"Perception +2","Source":"5th Edition SRD","data-XP":25,"Alignment":"Neutral","Languages":"Aquan, Common","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The merfolk can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8\",\"Damage Type\":\"piercing\",\"Desc\":\"two handed\"},{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6\",\"Damage Type\":\"piercing\"},{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"2\",\"Reach\":\"20/60 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+1","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"+0","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/8","Passive Perception":12,"data-CrNum":0.125,"data-AcNum":11,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Merfolk Priest","description":"Presented in this section are three merfolk nonplayer character examples: the merfolk priest, merfolk scout, and merfolk shaman. Traits Amphibious. The merfolk can breathe air and water. Actions Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Radiant Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) radiant damage, and the target is blinded until the start of the merfolk’s next turn. Spellcasting. The merfolk casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13): At will: guidance, light, mending, thaumaturgy 2/day each: cure wounds, hold person 1/day each: control water, dispel magic, spirit guardians Tidal Blast (Recharge 5–6). The merfolk magically unleashes a powerful torrent of water in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, the target takes 22 (5d8) bludgeoning damage and, if it is Large or smaller, is pushed up to 10 feet away from the merfolk and knocked prone. On a success, the target takes half the bludgeoning damage, but is neither pushed nor knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Merfolk)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Merfolk Salvager","description":"Veterans of scouring the wrecks and ruins found in the deepest waters, these skilled warriors help defend their kin with rapier-like weapons of living coral. The salvagers escort other merfolk on scavenging missions, using their keen senses to detect danger. They are found allying with the lizardfolk in Danger at Dunwater . Traits Amphibious. The salvager can breathe air and water. Actions Multiattack. The salvager makes two attacks with its coral rapier. Coral Rapier. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Inject Toxin (2/Day). Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the creature must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (merfolk)","Alignment":"neutral","Expansion":3905,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Merfolk Scout","description":"Presented in this section are three merfolk nonplayer character examples: the merfolk priest, merfolk scout, and merfolk shaman. Traits Amphibious. The merfolk can breathe air and water. Sneak Attack (1/Turn). The merfolk deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the merfolk that isn't incapacitated and the merfolk doesn't have disadvantage on the attack roll. Actions Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Lightfooted. The merfolk takes the Dash or Disengage action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Merfolk)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Merfolk Shaman","description":"Presented in this section are three merfolk nonplayer character examples: the merfolk priest, merfolk scout, and merfolk shaman. Traits Amphibious. The merfolk can breathe air and water. Actions Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Frost Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) cold damage, and the target can't use reactions until the start of the merfolk’s next turn. Spellcasting. The merfolk casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13): At will: druidcraft, light, shape water 2/day each: cure wounds, hold person 1/day each: control water, tidal wave, wall of water, watery sphere Change Shape (Recharges after a Short or Long Rest). The merfolk magically transforms into a giant sea horse or giant octopus, while retaining its game statistics. This transformation ends if the merfolk is reduced to 0 hit points or uses a bonus action to end it. Any equipment it is wearing or carrying isn't transformed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Merfolk)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Merfolk Stormcaller","description":"A stormcaller feels the flow of the tides around, currents below, and shifting storms above the water, and can direct this power against those who threaten their people. Working together, a circle of stormcallers can bring down an entire fleet of ships. The greatest stormcallers have powers beyond what’s shown here; the merfolk tell stories of stormcallers who can command the beasts of the sea and transform into mighty squids or whales. Wardens of the Water. Most merfolk stormcallers seek to maintain balance within their realm. Like the Wardens of the Wood, they strive to protect their region from outside threats, but also to protect foolish outsiders from the dangers of the deeps and the manifest zones the stormcallers guard. However, there are stormcallers who view any intrusion into their waters as an affront that must be punished. Druidic Speech. Stormcallers know the Druidic language, which they believe to be the language of the world itself. Most stormcallers will parley with any creature who speaks Druidic, but they have high expectations of such beings. A stormcaller may ask a foreign druid to help with an unnatural threat or to serve as a mediator in a local dispute. Merfolk Touched by Lamannia, the merfolk of the Thunder Sea have a deep connection to primal forces and planar power. The merfolk shepherd underwater manifest zones, and many can channel druidic magic. At the DM’s discretion, merfolk encountered in the Thunder Sea could know a cantrip from the druid spell list. Traits Amphibious. The stormcaller can breathe air and water. Innate Spellcasting. The stormcaller’s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 3/day each: maelstrom XGE , thunderwave (as a 5th-level spell), tidal wave XGE , watery sphere XGE 1/day: chain lightning Summon Storm. Once per day, one or more stormcallers can cast control weather as a ritual that takes 10 minutes to perform. For every additional stormcaller involved in performing the ritual, the radius of the spell’s effect increases by 1 mile, the duration increases by 2 hours, and they can change the weather by one additional stage every 1d4 x 10 minutes. During the ritual, if the stormcallers take any action other than performing the ritual, they must start over. Actions Multiattack. The stormcaller makes three Lightning Lash attacks. Lightning Lash. Melee Spell Attack: +6 to hit, reach 15 ft., one target. Hit: 14 (4d6) lightning damage. Reactions Thunderous Rebuke. In response to another creature the stormcaller can see within 60 feet dealing damage to the stormcaller, it can channel the power of the storm. The creature that damaged it must succeed on a DC 14 Constitution saving throw or take 11 (2d10) thunder damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (merfolk)","Alignment":"neutral","Expansion":20973,"Challenge Rating":8},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Merfox","description":"Merfox Likes: diving, being with pack members, shellfish and sea urchins Dislikes : being hunted, loneliness, deserts Native to coral reefs and the ruins of sunken cities, merfoxes are versatile amphibious beasts with the features of a fox and a fish both. Sea elves and merfolk often seek merfoxes as their animal companions, valuing both their keen senses and their swift speed. Though faster and more perceptive underwater, merfoxes are perfectly capable of walking and functioning on land, making them all-round useful for ocean-born explorers that seek to traverse the dry lands beyond the sea. Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a merfox for their familiar. Awakened Merfoxes. Merfoxes are eligible targets for the awaken spell. Awakened merfoxes often develop an interest in meeting other awakened animals to share experiences and stories from faraway places. A pack of awakened merfoxes might seek to restore a sunken city in its former glory and live there alongside their friends.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":0},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Meridana","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"chaotic evil","Expansion":29375,"Challenge Rating":18},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Merregon","description":"Merregons can’t speak, and their telepathy is one-to-one. Their orderly ranks are easily confused if you slay their shouting masters. —Mordenkainen The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the hells’ legionnaires, tasked with protecting the realm and its rulers against intruders. Masks of Uniformity. Merregons have no individuality, and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer’s identity that matter: its commander and the layer of the Nine Hells it serves. Fearless Obedience. Because of their unshakable loyalty, merregons form the backbone of many devils’ protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they retreat from no fight. Traits Devil’s Sight⁠. Magical darkness doesn’t impede the merregon’s darkvision. Magic Resistance⁠. The merregon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The merregon makes two halberd⁠ attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd⁠ attacks. Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Reactions Loyal Bodyguard. When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Merregon","description":"The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the Hells’ legionnaires, tasked with protecting their infernal plane and its rulers against intruders. Merregons have no individuality and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer’s identity that matter: the commander it serves and the layer of the Nine Hells it protects. Because of their unshakable loyalty, merregons form the backbone of many devils’ protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they never retreat from a fight. Traits Devil’s Sight. Magical darkness doesn’t impede the merregon’s darkvision. Magic Resistance. The merregon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The merregon makes three Halberd attacks. Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Reactions Loyal Bodyguard. When another Fiend within 5 feet of the merregon is hit by an attack roll, the merregon causes itself to be hit instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Merregon","description":"The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as lesser devils called merregons. Every merregon has a metal mask bolted to its head that allows it to see. The mask can’t be removed as long as the merregon is alive. Beneath it is a blank face with no eyes, mouth, or other features. Traits Devil’s Sight. Magical darkness doesn’t impede the merregon’s darkvision. Magic Resistance. The merregon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks. Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Reactions Loyal Bodyguard. When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Merregon (Descent)","description":"The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as lesser devils called merregons. Every merregon has a metal mask bolted to its head that allows it to see. The mask can’t be removed as long as the merregon is alive. Beneath it is a blank face with no eyes, mouth, or other features.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Merrenoloth","description":"Yugoloths Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren’t especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the creature presented here. Merrenoloth The grim, gaunt captains of the ferries on the River Styx, merrenoloths have total command⁠ of their vessels, ensuring that their passengers reach their destinations safely. Sometimes merrenoloths can be coaxed away from the Lower Planes to captain other vessels, affording those ships and crews the same protection. Whenever a merrenoloth takes on a contract to captain a ship, it bonds with the vehicle to make sure nothing goes awry with it during the journey. A merrenoloth can navigate its ship safely through the worst storms, always stays on course, and never runs afoul of the myriad hazards that can thwart lesser captains. A merrenoloth can hold its own in a fight, but it prefers to avoid combat⁠ when possible. In fact, it typically specifies in its contracts that it is under no obligation to fight. A merrenoloth’s first duty is always to its vessel. Lair Actions Any ship a merrenoloth is contracted to captain becomes the creature’s lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can’t use the same effect two rounds in a row: The ship regains 22 (4d10) hit points. A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round. The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a DC 13 Strength saving throw or be knocked prone. Regional Effects A merrenoloth imbues its vessel with powerful magic that creates one or more of the following effects: The ship doesn’t sink even if its hull is breached. The ship always stays on course to the destination the merrenoloth names. Creatures the merrenoloth chooses to take on the ship aren’t discomfited by wind or weather, though this effect doesn’t protect against damage. If the merrenoloth dies, these effects fade over the course of 1d6 hours. Traits Innate Spellcasting. The merrenoloth’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: charm person , darkness , detect magic , dispel magic , gust of wind 3/day: control water 1/day: control weather Magic Resistance⁠. The merrenoloth has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. The merrenoloth’s weapon attacks are magical. Teleport⁠. As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Actions Multiattack . The merrenoloth uses Fear Gaze once and makes one oar attack. Oar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Fear⁠ Gaze. The merrenoloth targets⁠ one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Yugoloth)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Merrenoloth","description":"The grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into anyone who forcefully boards their vessels. Lair Actions On initiative count 20 (losing initiative ties) while captaining a vessel, the merrenoloth can take one of the following lair actions; it can’t take the same lair action two rounds in a row: Gale. The air within 60 feet of the vessel is filled with wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a DC 13 Strength saving throw or be knocked prone. Propel. A strong wind propels the vessel, increasing its speed by 30 feet until initiative count 20 on the next round. Repair. The vessel regains 22 (4d10) hit points. Regional Effects A merrenoloth imbues its vessel with magic that creates one or more of the following effects: Unerring. The vessel always stays on course to the destination the merrenoloth names. Unsinkable. The vessel doesn’t sink even if its hull is breached. If the merrenoloth dies, these effects fade over the course of 1d6 hours. Traits Magic Resistance. The merrenoloth has advantage on saving throws against spells and other magical effects. Actions Multiattack. The merrenoloth makes one Oar attack and uses Fear Gaze. Oar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) fire damage. Fear Gaze. The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The merrenoloth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13): At will: charm person , darkness , detect magic , dispel magic , gust of wind 3/day: control water Bonus Actions Teleport. The merrenoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Yugoloth)","Alignment":"Typically Neutral Evil\r\n","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Merroni","description":"As if the merrow weren’t bad enough already, now they have the ability to disappear before our very eyes, reappearing only to freeze us with magical ice. Old Tom from the Fisher’s Float said he saw one conjure a tempest to sink a ship! - Jharrin Rest, Neverwinter Watch If a merrow serves a powerful master with advanced spellcasting ability or great power, such as a demon lord, kraken or dragon turtle, they can pledge their souls to the creature to receive spellcasting abilities themselves. The merrow goes through a minor transformation; their eyes swell to many times their normal size, their jaws elongate, and their tongues fork. Once the transformation is complete, the merroni are distinct from their merrow kin, and gain potent spellcasting and magic enchantment. Other merrow join cabals and cults that serve the merroni, hoping to be gifted with a similar power by their arcane masters. Traits Amphibious. The merroni can breathe air and water. Innate Spellcasting. The merroni’s innate spellcasting ability is Charisma (spell save DC 13). The merroni can innately cast the following spells, requiring no material components: At will: darkness, invisibility, mage armor (self only) 1/day each: armor of agathys (5th level), cone of cold, sleep Magic Weapons. The merroni’s weapon attacks are magical. Regeneration. The merroni regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The merroni makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":20544,"Challenge Rating":6},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Merrow","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The merrow can breathe air and water. Actions Multiattack : The merrow makes two attacks: one with its bite and one with its claws or harpoon. Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Harpoon : Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"45 (6d10+12)","CHA":9,"CON":15,"DEX":10,"INT":8,"STR":18,"WIS":10,"Size":"Large","Type":"monstrosity","Speed":"10 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065812/TPEQ7RVJaP7AsCX2imKHvQ/original.png","Roll 0":"Bite\n1d20 + 6\n1d8+4","Roll 1":"Claws\n1d20 + 6\n2d4+4","Roll 2":"Harpoon\n1d20 + 6\n2d6+4","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":450,"Alignment":"Chaotic Evil","Languages":"Abyssal, Aquan","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The merrow can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The merrow makes two attacks: one with its bite and one with its claws or harpoon.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Harpoon\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Harpoon\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"6\",\"Reach\":\"20/60 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-1","data-CON-mod":"+2","data-DEX-mod":"+0","data-INT-mod":"-1","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":2,"Passive Perception":10,"data-CrNum":2,"data-AcNum":13,"data-HpNum":45},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Merrow","description":"Merrow haunt coastal waters, preying on fisherfolk, merfolk, and any other edible creature that crosses their path. These savage monsters snatch and devour unwary prey, hauling drowned corpses back to their underwater grottoes to feed. Transformed Merfolk. Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea. Not knowing what it was, they brought the artifact to their king. Everyone who touched the idol became afflicted with madness, including the king, who decreed that a sacrificial ritual be performed to open a gateway to the Abyss. The ocean turned red with the blood of slaughtered merfolk, but the ritual worked, and the king led the survivors through the underwater gate to Demogorgon’s layer of the Abyss. The merfolk remained there for generations, fighting for their lives as the Abyss warped them completely, transforming them into hulking, evil monstrosities. Thus, the first merrow were born. Coastal Bullies. Whenever an opportunity presents itself, the Prince of Demons sends merrow back to the Material Plane to wreak havoc in the oceans. The merrow are bullies, attacking all creatures smaller and weaker than themselves. Merrow dwell in undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of their territory. Traits Amphibious : The merrow can breathe air and water. Actions Multiattack : The merrow makes two attacks: one with its bite and one with its claws or harpoon. Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Harpoon (Melee) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. Harpoon (Ranged) : Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Merrow Champion","description":"The merrow champion is an abominable and cruel creature. It is among the mightiest of its kind, often leading other merrows in raiding merfolk villages and coastal humanoid settlements. Traits Amphibious. The merrow can breathe air and water. Indomitable (2/Day). The merrow rerolls a failed saving throw. It must use the new roll. Actions Multiattack. The merrow makes three attacks: one with its Bite and one with its Claws or Harpoon, and one with its Tail. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Harpoon. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 5) piercing damage plus 10 (3d6) poison damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. Bonus Actions Second Wind (Recharges after a Short or Long Rest). As a bonus action, the merrow can regain 15 hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Merrow Shallowpriest","description":"Some of the many merrow that dwell in the watery shadows of the Menagerie Coast learn to harness the magical aspects of the elements. Often working as guides leading merrow hunting parties, some of these shallowpriests rise to become powerful leaders, inspiring their clans to terrorize coastal communities and passing ships. Rumors speak of underground waterways and lakes carved into the rock beneath Wildemount, where shallowpriests hold court over huge subterranean communities of merrow. These evil creatures are thought to seek the means of flooding the surface world, allowing them to steal away who and what they will to the dark waters below. While most shallowpriests do not bind themselves in the service of a specific deity, some are drawn to the worship of entities that reign over regions of the Elemental Plane of Water, hoping to find means of expanding their dominion into the seas of Exandria. These merrow often spearhead the construction of intricate shrines and temples along the bottom of the ocean, preparing a sacred space for planar doorways to their master’s realm to be opened and maintained.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":5016,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Merrow Shallowpriest","description":"Some of the many merrow that dwell in the watery shadows of the Menagerie Coast learn to harness the magical aspects of the elements. Often working as guides leading merrow hunting parties, some of these shallowpriests rise to become powerful leaders, inspiring their clans to terrorize coastal communities and passing ships. Rumors speak of underground waterways and lakes carved into the rock beneath Wildemount, where shallowpriests hold court over huge subterranean communities of merrow. These evil creatures are thought to seek the means of flooding the surface world, allowing them to steal away who and what they will to the dark waters below. While most shallowpriests do not bind themselves in the service of a specific deity, some are drawn to the worship of entities that reign over regions of the Elemental Plane of Water, hoping to find means of expanding their dominion into the seas of Exandria. These merrow often spearhead the construction of intricate shrines and temples along the bottom of the ocean, preparing a sacred space for planar doorways to their master’s realm to be opened and maintained. Traits Amphibious. The merrow can breathe air and water. Spellcasting. The merrow is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The merrow has the following druid spells prepared: Cantrips (at will): druidcraft , minor illusion , shoc king grasp 1st level (4 slots): cure wounds , fog cloud , t hunderwave 2nd level (3 slots): hold person , mirror image , misty step 3rd level (3 slots): dispel magic , lightning bolt (see “Actions” below), s leet storm Actions Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, the merrow can pull it 10 feet closer. Lightning Bolt (3rd-Level Spell; Requires a Spell Slot). The merrow unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":29448,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Merrow Shaman","description":"The merrow shaman channels and wields the chaotic essence of nature, manipulating and unleashing the power of lightning and water to dominate its foes. Traits Amphibious. The merrow can breathe air and water. Actions Multiattack. The merrow makes two attacks: one with its Bite and one with its Claws or Harpoon. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Harpoon . Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) lightning damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow. Shock Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) lightning damage, and the target can't use reactions until the start of the merrow’s next turn. Spellcasting. The merrow casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14): At will: druidcraft, resistance, shape water 1/day each: control water, Evard's black tentacles, tidal wave, wall of water Shock Sphere (Recharge 5–6). The merrow magically electrifies a 20-foot-radius sphere it can see within 120 feet of it. Each creature in the sphere must succeed on a DC 14 Constitution saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw by 5 or more, it is also incapacitated until the end of the merrow's next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Mesika","description":"Mesika is a warrior from the city of Mezro and a devout servant of Ubtao. As one of the temple's brightest students, she one day aspired to becoming one of Mezro's barae , the city's immortal paladins. In 1385 DR, the Year of Blue Fire, the Spellplague had engulfed all of Chult. Mesika was near the outskirts of the city when she was enveloped in what she could only describe as a rainbow of fire. When she awoke, the city was nothing more than a flooded ruin. Parts of her memory are missing, but they have slowly been returning to her through visions. She journeyed to Port Nyanzaru where she soon discovered that over a century had passed, and the land was plagued by a mysterious death curse. After learning that Ras Nsi was still of this world, she was convinced the remaining barae must have survived somehow. Now, under the guise of a traveler named Nerissa, she searches for the mystery behind what happened to Mezro, all the while fulfilling her vow to vanquish the forces of darkness and corruption in Chult. She believes wholeheartedly that Ubtao saved her life for a purpose and fulfilling that purpose will one day allow her to return home. Ideal. We must do everything in our power to protect our world from the forces that seek to corrupt it. Bond. I have long been separated from my home and people. I hope the memories and visions that I receive will in time help me to return home. Flaw. I despise all forms of dark magic to a fault, and often place myself in grave danger to eradicate it. Traits Evasion . If Mesika is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Unarmored Defense . While Mesika is wearing no armor and wielding no shield, her AC includes its Wisdom modifier. Unarmored Movement . While Mesika is wearing no armor and wielding no shield, her walking speed increases by 10 feet (included in her speed). Actions Multiattack. Mesika makes three melee attacks. Khopesh Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8+4) slashing damage. Reactions Parry and Counter. Mesika adds 3 to her AC against one melee or ranged attack that would hit her. To do so, she must see the attacker. If the attack misses, Mesika can make one melee attack against the attacker if it is within her reach.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"lawful good","Expansion":24773,"Challenge Rating":5},"publisher":"Castle Skydawn Design","book":"Lost City of Mezro"},{"name":"Metallic Greatwyrm","description":"Call me biased, but the “great” part of “metallic greatwyrm” feels a little redundant. It goes without saying. -Fizban Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness. A metallic greatwyrm's transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the “Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status. Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions. Justice and Mercy Lendys and Tamara are both silver greatwyrms, but they could not be more different from each other. Lendys is renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or forgiveness. Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a particular loathing for dracoliches and other draconic Undead. Traits Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead. Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates. Unusual Nature. The greatwyrm doesn't require food or drink. Actions Multiattack. The greatwyrm makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage. Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time. Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone. Breath Weapon (Recharges 5–6). The greatwyrm uses one of the following breath weapons: Elemental Breath. The greatwyrm exhales elemental energy in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 84 (13d12) damage of a type determined by the greatwyrm's kind—acid (copper), cold (silver), fire (brass or gold), or lightning (bronze)—on a failed save, or half as much damage on a successful one. Sapping Breath. The greatwyrm exhales gas in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failed save, the creature falls unconscious for 1 minute. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Change Shape. The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it. Legendary Actions The greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The greatwyrm regains spent legendary actions at the start of its turn. Attack. The greatwyrm makes one Claw or Tail attack. Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed. Mythic Actions If the greatwyrm's Metallic Awakening trait has activated in the last hour, it can use the options below as legendary actions. Bite. The greatwyrm makes one Bite attack. Shattering Roar (Costs 2 Actions). The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving throw or take 19 (3d12) thunder damage and be incapacitated until the end of its next turn.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon (metallic)","Alignment":"typically lawful good","Challenge Rating":28},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Metallic Peacekeeper","description":"When a metallic dragon grows attached to a settlement of smaller folk—often after dwelling there for a time in Humanoid form—the dragon might decide to create a metallic peacekeeper to protect the place. The peacekeeper can ward a community for centuries, standing in the place of its dragon creator and maintaining peace and order. Metallic Sentinels A metallic sentinel is a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon's breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence. Traits Immutable Form. The peacekeeper is immune to any spell or effect that would alter its form. Telepathic Bond. While the peacekeeper is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other. Actions Multiattack. The peacekeeper makes two Slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage. Calming Mist (Recharge 5–6). The peacekeeper releases a calming gas in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 14 Charisma saving throw or become charmed by the peacekeeper for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"typically neutral good","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Metallic Warbler","description":"Metallic warblers resemble songbirds and serve as clandestine agents of their creators, keeping watch over communities without directly intervening. Their telepathic bond lets them summon their dragon creators in case of dire need. Metallic Sentinels A metallic sentinel is a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon's breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence. Traits Immutable Form. The warbler is immune to any spell or effect that would alter its form. Telepathic Bond. While the warbler is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Calming Mist (Recharge 5–6). The warbler releases a calming gas in a 5-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 11 Charisma saving throw or become charmed by the warbler for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"typically neutral good","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Metee-Kolen-Ol","description":"As cold as the land they inhabit, metee-kolen-ol were practitioners of magic who succumbed to corruption at the hands of the sinister gods of the frozen wastes. Now they serve their masters as faithful lieutenants, dispassionately carrying out divine wishes and enforcing divine will. Communities who anger the masters of the metee-kolen-ol sometimes find themselves the targets of savage acts carried out by once-familiar faces, now turned to unfeeling pawns of merciless gods. Those under a metee-kolen-ol's command live in fear of the long marches and hard labors they may be ordered to endure. The metee-kolen-ol never suffer from the cold and are indifferent to negligible losses.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":200},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Meteorite Golem","description":"A meteorite golem has a huge humanoid body made from iron-nickel, stone, rock, amino acids, pre-solar grains, and organic matter. Sections of the golem are comprized of chondrite (often considered to be \"the building blocks of the planets\"). As with other golems, they are incapable of thinking on their own, and are thus under control of the one that created them. They are created as guardians and keepers and can be given specific orders to guard a specific locale, item, or object or to attack a specific creature or type of creature. The average meteorite golem stands about 15 feet tall and weighs 5000 pounds. The meteorite golem’s features are rough and imperfect with sponge like holes mixed with solid stone, rock, and metal chunks. It has no discernable ears, nose, or mouth. Meteorite golems wear no clothing and never carry weapons, relying instead on their slam attacks and swarm. A meteorite golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. Asteroid Field. When encountered while in their alternate form as an asteroid field, the meteorite golem acts like a typical asteroid field until they are close enough to enter melee combat. If encountered while in humanoid form, the golem will use its magnetic attraction ability while engaging in melee. On the second turn of combat, after a full attack they will switch to their asteroid field alternate form to take advantaged of the combatants pulled close into their field. 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Almost indistinguishable from the icebergs and glaciers that surround them, they are vicious predators that employ various highly specialized techniques to catch their unlucky prey. Explosive Tactics Using bacteria in their shells and skin, methane crabs can convert methane into nutrients. They also exude dense clouds of methane, which they use to suffocate and disorient prey, though at the risk of self-combustion if the gas is exposed to open flames.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Expansion":34474,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Mezzoloth","description":"Yugoloths Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone’s banner, a yugoloth asks the only question on its mind: What’s in it for me? Spawn of Gehenna. The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend’s true name grants power over it, the hags used the books to ensure the yugoloths’ loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well. Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder. Fiendish Mercenaries. Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word. Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army’s loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so. Back to Gehenna. When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent. When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books. The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn’t shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them. The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities. Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity. Mezzoloth The bulk of the yugoloth population is made up of mezzoloths, which are human-sized insect creatures covered in dense chitinous plates. Mezzoloths serve as foot soldiers in yugoloth armies, their wide-set eyes glowing red as the mezzoloths bear down on their foes. Violence and reward are the fundamental drives of a mezzoloth, and powerful beings that promise one or the other can easily attract them into service. Although it has lethal claws on its four arms, a mezzoloth typically wields a trident in two of them. If surrounded by enemies, a mezzoloth exhales toxic fumes that can choke and kill whole groups of creatures. Variant: Yugoloth Summoning Some yugoloths have an action option that allows them to summon other yugoloths. This is represented as a variant action in each yugoloth's Action section. Summon Yugoloth (1/Day) : The yugoloth chooses what to summon and attempts a magical summoning. • An arcanaloth has a 40 percent chance of summoning one arcanaloth. • A mezzoloth has a 30 percent chance of summoning one mezzoloth. • A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth. • An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases (unless its summoner is an ultroloth, in which case it acts as an ally of its summoner), and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. Traits Innate Spellcasting : The mezzoloth’s innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components: • 2/day each: darkness, dispel magic • 1/day: cloudkill Magic Resistance : The mezzoloth has advantage on saving throws against spells and other magical effects. Magic Weapons : The mezzoloth’s weapon attacks are magical. Actions Multiattack : The mezzoloth makes two attacks: one with its claws and one with its trident. Claws : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Trident (Melee; One-Handed) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Trident (Melee; Two-Handed) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Trident (Ranged) : Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Teleport : The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. (Variant) Summon Yugoloth (1/Day) : A mezzoloth has a 30 percent chance of summoning one mezzoloth. The summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (yugoloth)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Mi-go","description":"Mi-go are both scientists and colonists—extraterrestrial travelers from deep space who view the universe as a canvas to be mastered and controlled. Their numbers on any particular planet can vary, but taken on a galactic scale, are mind-numbing in scope. Fungi from Beyond. Mi-go are unnaturally graceful creatures has a bulbous, lumpy head, spiny insectoid wings, and a tangle of spiky, clawed legs. Although a mi-go's shape might suggest it is an arthropod, the creature is, in fact, a highly evolved form of extraterrestrial fungus. Mi-go communicates via a combination of clicking pincers and subtle shifts in the coloration of their bulbous heads. 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The mi-go are a space-faring race of great skill and vast malevolence. They travel in large numbers between worlds, somehow folding space to cover astronomical distances in months rather than decades. Alien Technology. Their technology includes mastery of living things, powerful techniques to implant mi-go elements and even minds in alien bodies (or to extract them), and an unparalleled mastery of living tissue in both plant and animal form. While they have their own secrets and goals, they also serve ancient powers from between the stars and carry on an interstellar effort to conquer and spread their species. World Colonizers. The mi-go are devoted followers of Shub-Niggurath, the goddess of fecundity and growth, and take their evangelical mission extremely seriously. They colonize entire worlds in Shub-Niggurath’s name, and they plant and harvest entire species according to her will. Brain Cylinders. One of the apexes of mi-go technology is the brain cylinder, a device that permits the extraction and maintenance of a living brain outside the body. Safely isolated in a mi-go cylinder, a human brain can be transported between the stars, sheltered—mostly—from the psyche-crushing effects of interstellar space. They deploy, fill, and retrieve these cylinders according to schedules and for purposes mysterious to others. Indeed, most of their technology appears either revolting or simply bizarre to humanoids (plant folk are less disquieted by their functioning). Mi-go merchants exchange psychic tools, surgical instruments, and engineered materials such as solar wings, illuminating lampfruit, and purple starvines (which induce sleep). Traits Astral Travelers: Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right. Sneak Attack (1/Turn): The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn’t incapacitated and the mi-go doesn’t have disadvantage on the attack roll. Disquieting Technology: The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi‑go item. Actions Multiattack: The mi-go makes two attacks with its claws. Claw: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 14 (3d6 + 4) Slashing damage. On hit, the target is grappled, escape DC 13. If both claw attacks strike the same target in a single turn, the target takes an additional 13, 2d12, psychic damage. Reactions Spore Release: When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Mi-go Priest","description":"Mi-go are both scientists and colonists—extraterrestrial travelers from deep space who view the universe as a canvas to be mastered and controlled. Their numbers on any particular planet can vary, but taken on a galactic scale, are mind-numbing in scope. Fungi from Beyond. 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He was an adventurer until an angry wizard cursed him with a flesh to stone spell. His companions tried everything they could to remove the curse, but nothing worked until they happened upon a ring of three wishes in a treasure hoard. After wishing themselves to riches and better fortunes, they used the last wish to free Miah, stating \"We wish for a way to turn our friend Miah from stone to flesh.\" The ring changed into a magical amulet that grants the benefit of a stone to flesh spell, but only while worn by Miah. He has long since left the adventuring lifestyle, and now spends his days hammering out treaties in the dwarven city of Embla. He serves as steward to Maylorin Obsidianaxe, meeting to discuss ways to improve the city’s economy and initiate trade routes with other Underworld species. The dwarves have had great success negotiating peace and gold in trade for their goods and services; deals with the mercane, the krodlyns and even the drow were struck up and peace maintained for many years. That is, up until recently. Despite hailing from a low-ranking family, Miah has established himself as a stalwart supporter and emissary of the dwarven city of Embla. Respected by many yet not as well-known as some of the merchant house leaders, business owners, or politicians within the city, one could say that Miah is part of the pulse of Embla, the one who would be first in line to give his life for the city and the people he loves. Miah is a dweorg arbalist when the heroes first meet him.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"neutral good","Expansion":5818,"Challenge Rating":4},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Miasmorne","description":"Avernus is a bleak wasteland of jagged mountains and metal-studded hills, but the true ugliness to a devil’s eyes is in the scars of war where demonic corpses, arms, and armor pile, infecting the plane with their chaotic ichor and breeding fresh monsters to trouble the order of the Nine Hells. The miasmorne were bred to clean up after Abyssal invasion: great lumbering Monstrosities able to devour demonic flesh, armor, weapons, and ruined war engines and return the plane to its pristine starkness. The monsters prospered beyond anyone’s reckoning and now drag their bellies across many layers of the Nine Hells. Voracious Detritovores Miasmorne resemble bulky, wingless dragons, their broad heads flanked with great fans that they spread when challenged. While they will gorge themselves on dead flesh—or create fresh corpses with their impressive teeth and jaws—their preferred meal is mineral. Where their populations have grown, they seek out concentrations of metal. Iron and steel are their staple fare, but they will take gold, silver, adamantine or mithril if available. As infernal cities and fortresses are often constructed of iron this leads to literal holes in the Fiends’ security. Armored in Rust As well as sustaining the monsters, the metals they devour go towards fortifying their hides, bones, and jaws. Miasmorne are formidably heavy and strong, proof against mundane blades and as resistant to heat as most denizens of the Nine Hells. Not naturally aggressive, the dull-witted brutes are hard to dissuade once they decide to feed. Miasmorne saliva corrodes metal efficiently, and they frequently pause mid-fight to slobber down the brittle flakes of whatever they’ve just destroyed. Under threat, their head fans bristle with thousands of extruded metal spines which they launch in a cloud of flechettes at foes, scouring the air both with sharp-edged missiles and a great spray of their rusting spittle. When injured, those that have devoured magic weapons or defenses manifest those same effects in their hide and claws, expending their internal store of swallowed arcana to drive away those who disturb their feasting. Pests and War-beasts Miasmorne are a serious problem in some regions, chewing at the walls of castles and cities, swallowing whole armories, and tearing the armaments off the hosts of the Nine Hells. Mortal intruders who can lure the creatures with meals of enchanted or high-quality metal can even use them as siege engines to get past infernal walls. In other parts of the Nine Hells, the creatures are kept as semi-domesticated guards or waste disposal monsters. In Avernus, where they were first bred, Zariel maintains a crack corps of handlers who goad the beasts into wallowing through hosts of invading demons, chewing on Abyssal mail, and eating the prized magic blades of demon princes. Traits Acidic Attacks. If a creature takes acid damage from the miasmorne and that creature is wearing nonmagical metal armor, that armor is destroyed. Acidic Hide. After a nonmagical metal weapon hits the miasmorne that weapon melts and is destroyed. Likewise, nonmagical metal ammunition that hits the miasmorne is destroyed. Actions Multiattack. The miasmorne makes three attacks using Bite, Flechette or a combination of the two. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 7 (2d6) acid damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 18). The miasmorne can’t make Bite attacks while a creature is grappled in this way. Flechette. Ranged Weapon Attack: +11 to hit, range 60/120 ft., one target. Hit: 16 (3d6 + 6) acid damage. Flechette Spray (Recharge 5–6). The miasmorne launches flechettes from its fins in a 90-foot cone in front of it. All creatures in the cone must make a DC 19 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. Acidic Secretion (1/Day). The miasmorne secretes an acidic solution, then sprays it around itself. All creatures in a 20-foot-radius sphere, centered on the miasmorne, must make a DC 19 Dexterity saving throw. Targets take 26 (4d12) acid damage on a failed save, or half as much damage on a successful one. All nonmagical metals within the radius that aren’t being carried, as well as nonmagical metal items carried or worn by creatures that failed the save, are destroyed.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":28645,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Midnight Hag","description":"One of the most malicious, evil, and wicked of all the hags, the midnight hags are mighty primordial night hags. Their existence is a curse by itself. They seek to spread misery and suffering by exploiting the weaknesses of others to cause as much pain as possible to as many they can. Midnight hags prefer to prolong the suffering of their victims and joyfully bathe in the tears and blood of those they torment. The souls of those whom they don’t kill, eat, torture, or use for their vile practices in another way are crafted into objects by the midnight hags. Their soulbinding skills are so developed that they can even create phylacteries or give sentience to objects by implanting them with a soul. Equipment Each midnight hag carries a heartstone and a soul bag.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic evil","Expansion":17604,"Challenge Rating":11},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Midnight Sun","description":"A large sphere of radiant energy floats through the night sky. This creature appears in polar and subpoloar regions during periods of midnight sun and polar night, or under the glow of the northern lights. In areas of darkness, the midnight sun resembles a sphere of light, and in areas with any light, it appears as a sphere of darkness. Regardless of its form, any living creature that encounters it suffers severe bodily harm and experiences strange disruptions of reality. Malevolent. Perhaps because it has no permanent physical form of its own, the midnight sun desires nothing more than to extinguish the lives of other creatures. It floats through the arctic sky, searching for living beings, which it attempts to herd into isolated areas, such as ice caves and ravines. There, it corners its prey, snuffing out their life forces. Time Sensitive. The creature exists only during periods of midnight sun and polar night, or under the northern lights. Reports of midnight suns appearing during a solar eclipse exist. One moment, it does not exist and the next it manifests into being at full strength. Similarly, the moment these periods end, the creature winks out of existence, only to reappear when the right conditions return. Changing Form. The midnight sun's form automatically changes based on the presence or absence of light in its space. Day Form. While more than half the midnight sun is in darkness, it appears as a glowing orb of light, though it sheds no light. In this form, it deals radiant damage, has immunity to radiant damage, and has vulnerability to necrotic damage. Night Form. While more than half the midnight sun is in bright or dim light, it appears as an orb of darkness. In this form, it deals necrotic damage, has immunity to necrotic damage, and has vulnerability to radiant damage. Twilight Form. While half the midnight sun is in bright or dim light and the other half is in darkness, it appears as a split orb of light and darkness. In this form, it deals force damage. Energy Being. The midnight sun can move through a space as narrow as 1 inch wide without squeezing, and it can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 3 (1d6) damage of the type determined by the sun's current form. Reality Inversion. Reality is inverted for creatures close to the midnight sun. When a creature starts its turn in the sun's space or within 5 feet of the sun, any circumstance, trait, or feature that would grant it advantage, instead grants it disadvantage, and vice versa, until the start of its next turn. Actions Multiattack. The midnight sun makes three Energy Blast attacks. Energy Blast. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) damage of the type determined by the sun's current form. Energy Pulse (Recharge 5-6). The midnight sun emits a pulse of energy. Each creature within 15 feet of the midnight sun must make a DC 15 Constitution saving throw, taking 28 (8d6) damage of the type determined by the sun's current form on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Might of the Oak","description":"At 10th level, you can expend two uses of Wild Shape at the same time to transform into a tree-like humanoid, similar to a treant, though not as powerful. While in this form, you are a Large plant, and you have the following statistics: AC 15 Hit Points 10d10 + 50 Speed 30 ft. Strength 22 (+6); Dexterity 9 (–1); Constitution 20 (+5) Damage Resistances bludgeoning, piercing Damage Vulnerabilities fire False Appearance .While you remain motionless, you are indistinguishable from a tree. Multiattack . You make two Slam attacks. Slam . Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage Rock . Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.","properties":{"Category":"Monsters"},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mighty Servant of Leuk-o","description":"See the Mighty Servant of Leuk-o item.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Miirym","description":"Miirym the Sentinel Wyrm Well over 1,500 years ago, the silver dragon Miirym broke into Candlekeep, intent on adding its riches to her hoard. She devoured scholars and destroyed a score of irreplaceable books before she was confronted by an archmage and bound into service to protect Candlekeep as penance for her misdeeds. The wizard passed away before Miirym’s sentence had been served, and other spellcasters were unable to break the enchantment that bound her. Time passed and so did Miirym, whose corpse has long since crumbled into dust. Unfortunately for Miirym, the enchantment remains in effect on her spirit. The spectral dragon—what’s left of her—dwells in the catacombs and caves under the library. Those who have visited the depths describe Miirym as a set of immense spectral jaws whose essence roils with the promise of breath weapons and spells of destruction. Adventurers who explore the passages beneath Candlekeep might encounter Miirym, who’s more interested in news of present-day Faerûn than in fighting. Indeed, Miirym is an engaging conversationalist if one has the inclination to chat with her. Miirym doesn’t have a treasure hoard. Instead, she protects the books and scrolls kept in her subterranean domain. The Sentinel Wyrm can be summoned by the Keeper of Tomes and called upon to defend Candlekeep from invaders who would plunder or destroy it. In her role as Candlekeep’s defender, Miirym can move anywhere within the library fortress, passing through walls and other solid barriers. She can’t enter extradimensional spaces, since they are not on the same plane of existence as Candlekeep. Miirym’s stat block appears at the end of this section. Traits Bound to Candlekeep . Miirym can’t leave Candlekeep and is immune to any effect that would place her in a location outside it, including an extradimensional space. If she dies, Miirym regains her form and all her hit points after 1d10 days, reappearing in the location where she died or in the nearest unoccupied space. Regeneration . Miirym regains 40 hit points at the start of her turn. If Miirym takes damage from a magic weapon or a spell, this trait doesn’t function at the start of Miirym’s next turn. Miirym dies only if she starts her turn with 0 hit points and doesn’t regenerate. Incorporeal Movement . Miirym can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. Legendary Resistance (3/Day) . If Miirym fails a saving throw, she can choose to succeed instead. X-Ray Vision . Miirym can see through solid matter out to a range of 60 feet. To her, opaque creatures, objects, and obstacles within that distance appear transparent and don’t prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker substances block this vision, as does a thin sheet of lead. Spellcasting . Miirym casts one of the following spells, using Charisma as the spellcasting ability (save DC 21) and requiring no material components: At will: dancing lights, mage hand 3/day each: detect magic, detect thoughts, dispel magic, locate creature 1/day each: dispel evil and good, wall of force Actions Bite . Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 34 (9d6 + 3) force damage. Breath Weapon (Recharge 5–6). Miirym uses one of the following breath weapons: Cold Breath . Miirym exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. Necrotic Breath . Miirym exhales a bolt of necrotic energy in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 82 (15d10) necrotic damage on a failed save, or half as much damage on a successful one. Paralyzing Breath . Miirym exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Frightful Presence . Each creature of Miirym’s choice that is within 120 feet of her and aware of her must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Miirym’s Frightful Presence for the next 24 hours. Legendary Actions Miirym can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Miirym regains spent legendary actions at the start of her turn. Bite . Miirym makes a bite attack. Teleport (Costs 2 Actions) . Miirym magically teleports up to 120 feet to an unoccupied space she can see.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Expansion":9505,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Milando","description":"Like most dark elves, Milando’s youth wasn’t filled with laughter, music, and revelry. As a second-born son in a drow noble house, he was expected to dutifully obey the dark elf priestesses, fight their battles, and make sacrifices to the Spider Queen. It just so happens that obedience, fighting, and making sacrifices are some of Milando’s least favorite activities. Unable to conform to drow society – and following a debacle where he was caught slipping out of an acolyte’s bedchambers late at night – Milando fled the dark elf city and made his way to the surface. For many years, Milando made his living as an adventurer. With irresistible charm, nimble fingers, and a penchant for getting in trouble, Milando made a name for himself plucking strings and picking purses. Some know him as a skilled minstrel or even a hero, while others are more likely to curse him as a scoundrel and thief. Many more don’t even know that they’ve met the charming dark elf, as Milando has a fondness for wearing magical disguises. Milando now focuses on the acquisition and sale of magical items and can count everyone from fellow adventurers to monarchs and powerful liches as his customers. Roleplaying Milando At his core, Milando is a being of chaos. He abhors rules, responsibilities, and predictability. He knows not what the next day will bring – or even the next hour – but he knows that he wants it to be something exciting. While Milando takes no pleasure in harming others, he also has a casual disregard for the desires, plights, and even the lives of anyone but himself. Milando speaks quickly and with a slight accent, usually wearing a wide smile and gesticulating wildly as he delivers practiced sales pitches, such as: “Ah, but it is you, my next customer! How pleased I am to meet you – allow me to introduce myself, the name’s Milando, though you probably knew that already, ha? I couldn’t help but hear that you’re looking for something? Well, look no further...” Most merchants like stability, peace, and regularity. Not so with Milando – quite the opposite. He’s the type of person who’d sell his soul to a devil just to get a guided tour of Hell! – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Chaotic Neutral","Expansion":27826,"Challenge Rating":13},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Militia Member","description":"Island Residents Those who live in the Aetherial Expanse are survivors who’ve learned to endure within this beautiful but dangerous place. Many have basic combat training, making them tougher than the average commoner. Militia Member Some larger island settlements organize militias to keep the peace and defend against raiders.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"Humanoid","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":0.5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Millitaur","description":"The millitaur is a purplish-black segmented worm the size of a horse, with hundreds of legs, black multifaceted eyes and thick powerful mandibles. They wield crude stone axes. Mulch Eaters. Millitaurs roam jungles and woodlands, where dense undergrowth rots beneath the canopy and piles high; leaves and plants provide much of the millitaur diet. Though millitaurs are territorial, they sometimes chase away threats rather than kill intruders. However, they also are good hunters and supplement their diet with squirrel, monkey, and even gnome or goblin. Poisonous Drool. As formidable as they appear, millitaurs are the preferred prey of some dragons and jungle giants, and tosculi often hunt them for use as slaves and pack animals. In defense, they’ve developed a mild poison. Millitaur handaxes often drip with this substance, smeared onto them from the beast’s mandibles. They use their axes for breaking up mulch for easier digestion, as well as using them for hunting and self-defense. Clicking Speech. Millitaurs communicate via body language, antennae movements, scent, and clicking sounds. Although they have no voice boxes, millitaurs can make sounds by artfully clicking and grinding their mandibles, and they can mimic the sounds of Common in a peculiar popping tone. They can be good sources for local information so long as they are treated with respect and their territory is not encroached. Actions Multiattack: The millitaur makes two handaxe attacks. Handaxe: Melee Weapon Attack : +6 to hit, reach 5 ft, One target. Hit : 11 (2d6 + 4) Slashing damage plus 2 (1d4) Poison damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Neutral ","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Milos","description":"Subtle and deadly because he is so unassuming, Milos has served the Brotherhood of the Yellow Sign for many years. Cunning and very patient, Milos knows that his service to the dark powers will go rewarded, in time. And as one of the serpent people, he knows he has almost nothing but time. Milos does occasionally underestimate other folk, however, seeing them as messy and juvenile.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (civilized serpent person),","Alignment":"chaotic evil","Expansion":10365,"Challenge Rating":2},"publisher":"Green Ronin Publishing","book":"Death in Freeport 20th Anniversary Edition"},{"name":"Mimic","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Shapechanger : The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies. Adhesive (Object Form Only) : The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage . False Appearance (Object Form Only) : While the mimic remains motionless, it is indistinguishable from an ordinary object. Grappler : The mimic has advantage on attack rolls against any creature grappled by it. Actions Pseudopod : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"58 (9d8+18)","CHA":8,"CON":15,"DEX":12,"INT":5,"STR":17,"WIS":13,"Size":"Medium","Type":"monstrosity (shapechanger)","Speed":"15 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390065860/kd6HHYgfi0U9XOGSYdlZmA/original.png","Roll 0":"Pseudopod\n1d20 + 5\n1d8+3","Roll 1":"Bite\n1d20 + 5\n1d8+3+1d8","Senses":"Darkvision 60 Ft.","Skills":"Stealth +5","Source":"5th Edition SRD","data-XP":450,"Alignment":"Neutral","data-List":"false","Immunities":"Acid","Token Size":1,"data-Traits":"[{\"Name\":\"Shapechanger\",\"Desc\":\"The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.\"},{\"Name\":\"Adhesive (Object Form Only)\",\"Desc\":\"The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.\"},{\"Name\":\"False Appearance (Object Form Only)\",\"Desc\":\"While the mimic remains motionless, it is indistinguishable from an ordinary object.\"},{\"Name\":\"Grappler\",\"Desc\":\"The mimic has advantage on attack rolls against any creature grappled by it.\"}]","data-Actions":"[{\"Name\":\"Pseudopod\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"If the mimic is in object form, the target is subjected to its Adhesive trait\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d8\",\"Damage 2 Type\":\"acid\"}]","data-CHA-mod":"-1","data-CON-mod":"+2","data-DEX-mod":"+1","data-INT-mod":"-3","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":2,"Passive Perception":11,"Condition Immunities":"Prone","data-CrNum":2,"data-AcNum":12,"data-HpNum":58},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mimic","description":"“Sometimes a chest is just a chest, but don’t bet on it.” —X the Mystic’s 3rd rule of dungeon survival Mimics are shapeshifting predators able to take on the form of inanimate objects to lure creatures to their doom. In dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey. Imitative Predators. Mimics can alter their outward texture to resemble wood, stone, and other basic materials, and they have evolved to assume the appearance of objects that other creatures are likely to come into contact with. A mimic in its altered form is nearly unrecognizable until potential prey blunders into its reach, whereupon the monster sprouts pseudopods and attacks. When it changes shape, a mimic excretes an adhesive that helps it seize prey and weapons that touch it. The adhesive is absorbed when the mimic assumes its amorphous form and on parts the mimic uses to move itself. Cunning Hunters. Mimics live and hunt alone, though they occasionally share their feeding grounds with other creatures. Although most mimics have only predatory intelligence, a rare few evolve greater cunning and the ability to carry on simple conversations in Common or Undercommon. Such mimics might allow safe passage through their domains or provide useful information in exchange for food. Traits Shapechanger : The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies. Adhesive (Object Form Only) : The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. False Appearance (Object Form Only) : While the mimic remains motionless, it is indistinguishable from an ordinary object. Grappler : The mimic has advantage on attack rolls against any creature grappled by it. Actions Pseudopod : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger)","Source":"MM1","Alignment":"neutral","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Mimic","description":"Mimics are shapeshifting predators that can alter their outward texture to resemble wood, stone, and other basic materials, and they have evolved to assume the appearance of objects that other creatures are likely to come into contact with. A mimic in its altered form is nearly unrecognizable until it sprouts pseudopods and attacks. Traits Shapechanger : The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies. Adhesive (Object Form Only) : The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. False Appearance (Object Form Only) : While the mimic remains motionless, it is indistinguishable from an ordinary object. Grappler : The mimic has advantage on attack rolls against any creature grappled by it. Actions Pseudopod : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger)","Source":"MM1","Alignment":"neutral","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Mimic","description":"You could steer clear of abandoned treasure chests, ignore the cries of kittens, and stay out of dark alleys for the rest of your life. Even so, a mimic can ambush you out of the clear blue sky. Mimsen Ickus, honorary knight of the Ivy Irons For the cocky adventurers heedless of danger, a mimic is as deadly as a dragon. These amorphous creatures possess an unmatched ability to disguise themselves as any object, from furniture to treasure. Mimics learn what their victims want and use it to lure prey into their serrated teeth. A mimic can make their home in any environment. So long as the area has prey and places to hide—among tree branches, along the faults of a cliff, or behind the baubles of a crowded bazaar stall—a mimic can wait for the perfect moment to strike. Sticks to You. A mimic can make any part of their skin sticky. This allows them to climb most surfaces and attach to unfortunate creatures who touch them, which is why mimics in dungeons often disguise themselves as tempting treasures. Panic Shifting. When a mimic feels pain, they can quickly compress their body into a dense object, popping a bouquet of boney spikes out of their skin. Threatened mimics can remain in this form indefinitely, and they often use it as a warning sign to predators that they are hard to swallow. Mimic Sounds. While mimics don’t understand language, they can mimic sounds they hear—including human speech. They often cleverly use a former victim’s pleas for help to attract would-be heroes as the mimic’s latest meal. Well-Fed Companions. When a mimic’s hunger is satisfied, they become docile. Most can wait weeks between meals, sitting patiently in the form of a barrel or rock. If a daring adventurer feeds a mimic until it is docile, the monstrosity may become fond of that hero. They follow and defend this reliable food source, and if the bond grows strong enough, they may even allow the adventurer to wear them like clothing. Used as Distractions. Spies, thieves, and others who wish to walk into guarded locations unnoticed plant a mimic as a distraction just outside the restricted area they need to enter. The mastermind can slip in during the mimic’s initial rampage and then more easily sneak out while the guardians spread thin throughout the complex, poking every vase and floor tile with a halberd to make sure there are no more monstrosities in the area. Unseen Assassins. Hired killers find a relationship with a mimic can be quite profitable, as the assassin can infiltrate their target’s space and leave the shapechanger to do the dirty work. These trained mimics can lie in wait for days, pretending to be a benign chest or wardrobe. There is some risk involved, since the mimic could devour someone other than the intended target, tipping off the real quarry. A panicked mimic might run back to the handler, leading the authorities right to the person responsible. But assassination is risky business! Traits False Appearance (Object Form Only). While the mimic remains motionless, they are indistinguishable from an ordinary object. Mimicry. The mimic can imitate any sounds they have heard, including voices. A creature who hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a Large or smaller creature, they are grappled (escape DC 13). Gnashing Maw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) acid damage. If the target is grappled by the mimic, they take an extra 3 (1d6) acid damage. Shapechanger. The mimic polymorphs into a Small, Medium, or Large object or back into their true amorphous form. Other than size, the mimic’s statistics are the same in each form. Anything they are wearing or carrying isn’t transformed. They revert to their true form if they die. Envelop. While grappling a creature, the mimic uses their Shapechanger action to polymorph into an object that is the same size or bigger than the grappled creature (if the mimic isn’t already in such a form). The creature is then enveloped by the mimic. An enveloped creature is no longer grappled, but they can’t breathe, are blinded and restrained, have total cover against attacks and other effects outside the mimic, and take 10 (3d6) acid damage at the start of each of the mimic’s turns. When the mimic moves, the enveloped creature moves with them. The mimic can envelop one creature at a time. An enveloped creature can use their action to try to escape by making a DC 13 Strength check. On a successful check, the creature is no longer enveloped and is shunted to an unoccupied space of their choice within 5 feet of the mimic. The creature automatically escapes if the mimic uses Shapechanger or Panic Shift, becomes incapacitated, or dies. Reaction Panic Shift ( 1 /Day). When the mimic takes damage, they release any grappled or enveloped creatures and then polymorph into a Small dense object with spikes, such as an iron ball or helm. While in this form, the mimic’s walking and climbing speeds are doubled, they have resistance to bludgeoning, piercing, and slashing damage from mundane attacks, they can only take the Dash, Disengage, or Shapechanger action, and a creature who touches the mimic or hits them with a melee attack while within 5 feet of them takes 10 (3d6) piercing damage. This effect ends when the mimic dies or uses their Shapechanger action to polymorph into another form.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger)","Alignment":"Typically Neutral","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mimic","description":"Just the doorknob, right? Not the door , just that one doorknob. Little shit almost chewed my hand off before I even knew what was happening. But what are you gonna do? You can’t just … stop opening doors. Just need to expect the unexpected. Not the most useful lesson, I realize. The Sun, Senior Pyrokinetic, The Society Traits False Appearance (Object Form Only). While the mimic remains motionless, they are indistinguishable from an ordinary object. Mimicry. The mimic can imitate any sounds they have heard, including voices. A creature who hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a Large or smaller creature, they are grappled (escape DC 13). Gnashing Maw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) acid damage. If the target is grappled by the mimic, they take an extra 3 (1d6) acid damage. Shapechanger. The mimic polymorphs into a Small, Medium, or Large object or back into their true amorphous form. Other than size, the mimic’s statistics are the same in each form. Anything they are wearing or carrying isn’t transformed. They revert to their true form if they die. Envelop. While grappling a creature, the mimic uses their Shapechanger action to polymorph into an object that is the same size or bigger than the grappled creature (if the mimic isn’t already in such a form). The creature is then enveloped by the mimic. An enveloped creature is no longer grappled, but they can’t breathe, are blinded and restrained, have total cover against attacks and other effects outside the mimic, and take 10 (3d6) acid damage at the start of each of the mimic’s turns. When the mimic moves, the enveloped creature moves with them. The mimic can envelop one creature at a time. An enveloped creature can use their action to try to escape by making a DC 13 Strength check. On a successful check, the creature is no longer enveloped and is shunted to an unoccupied space of their choice within 5 feet of the mimic. The creature automatically escapes if the mimic uses Shapechanger or Panic Shift, becomes incapacitated, or dies. Reaction Panic Shift ( 1 /Day). When the mimic takes damage, they release any grappled or enveloped creatures and then polymorph into a Small dense object with spikes, such as an iron ball or helm. While in this form, the mimic’s walking and climbing speeds are doubled, they have resistance to bludgeoning, piercing, and slashing damage from mundane attacks, they can only take the Dash, Disengage, or Shapechanger action, and a creature who touches the mimic or hits them with a melee attack while within 5 feet of them takes 10 (3d6) piercing damage. This effect ends when the mimic dies or uses their Shapechanger action to polymorph into another form.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger)","Alignment":"Typically Neutral","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Mimic Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Shapechanger. The mimic can use their action to polymorph into an object or back into their true, amorphous form. Their statistics are the same in each form. Any equipment they are wearing or carrying isn’t transformed. The mimic reverts to their true form if they die. False Appearance (Object Form Only). While the mimic remains motionless, they are indistinguishable from an ordinary object. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The mimic makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the mimic’s next turn has advantage. 3rd Level: Adhesive Pseudopods (5 Ferocity). The mimic attempts to touch each creature of their choice within 5 feet of them. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB). 5th Level: I’m You (8 Ferocity). The mimic uses their Shapechanger trait to polymorph into one Large or smaller creature they can see within 5 feet of them, with this form lasting until the start of the mimic’s next turn. Other than size, the mimic’s statistics do not change. After transforming, the mimic can make a signature attack against the creature whose form they have taken, and that creature must also make a DC 10 plus PB Wisdom saving throw. On a failure, the creature has disadvantage on attack rolls and saving throws, and attacks against the creature have advantage, until the start of the mimic’s next turn. Bonus Actions Wearable Companion. While the mimic is within 5 feet of their caregiver, the mimic can cover the caregiver’s body and take on the appearance of clothing. While wearing the mimic, the caregiver can change the appearance of their clothing at will (no action required) as long as they are not incapacitated, and has advantage on Dexterity (Stealth) checks. Any attack that hits the caregiver also hits the mimic, and vice versa, with both taking the full damage and effect of the attack. While worn in this way, the mimic can’t move or take actions except to revert to their most recent form (a bonus action), which ends the state of being worn by their caregiver. If the mimic enters a rampage, the state of being worn ends immediately. When the mimic is no longer worn by the caregiver, the mimic enters the nearest unoccupied space of their choice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Mimic Companion (PB 2)","description":"You could steer clear of abandoned treasure chests, ignore the cries of kittens, and stay out of dark alleys for the rest of your life. Even so, a mimic can ambush you out of the clear blue sky. Mimsen Ickus, honorary knight of the Ivy Irons For the cocky adventurers heedless of danger, a mimic is as deadly as a dragon. These amorphous creatures possess an unmatched ability to disguise themselves as any object, from furniture to treasure. Mimics learn what their victims want and use it to lure prey into their serrated teeth. A mimic can make their home in any environment. So long as the area has prey and places to hide—among tree branches, along the faults of a cliff, or behind the baubles of a crowded bazaar stall—a mimic can wait for the perfect moment to strike. Sticks to You. A mimic can make any part of their skin sticky. This allows them to climb most surfaces and attach to unfortunate creatures who touch them, which is why mimics in dungeons often disguise themselves as tempting treasures. Panic Shifting. When a mimic feels pain, they can quickly compress their body into a dense object, popping a bouquet of boney spikes out of their skin. Threatened mimics can remain in this form indefinitely, and they often use it as a warning sign to predators that they are hard to swallow. Mimic Sounds. While mimics don’t understand language, they can mimic sounds they hear—including human speech. They often cleverly use a former victim’s pleas for help to attract would-be heroes as the mimic’s latest meal. Well-Fed Companions. When a mimic’s hunger is satisfied, they become docile. Most can wait weeks between meals, sitting patiently in the form of a barrel or rock. If a daring adventurer feeds a mimic until it is docile, the monstrosity may become fond of that hero. They follow and defend this reliable food source, and if the bond grows strong enough, they may even allow the adventurer to wear them like clothing. Used as Distractions. Spies, thieves, and others who wish to walk into guarded locations unnoticed plant a mimic as a distraction just outside the restricted area they need to enter. The mastermind can slip in during the mimic’s initial rampage and then more easily sneak out while the guardians spread thin throughout the complex, poking every vase and floor tile with a halberd to make sure there are no more monstrosities in the area. Unseen Assassins. Hired killers find a relationship with a mimic can be quite profitable, as the assassin can infiltrate their target’s space and leave the shapechanger to do the dirty work. These trained mimics can lie in wait for days, pretending to be a benign chest or wardrobe. There is some risk involved, since the mimic could devour someone other than the intended target, tipping off the real quarry. A panicked mimic might run back to the handler, leading the authorities right to the person responsible. But assassination is risky business! Traits Shapechanger. The mimic can use their action to polymorph into a Small, Medium, or Large object or back into their true amorphous form. Other than size, the mimic’s statistics are the same in each form. Anything they are wearing or carrying isn’t transformed. They revert to their true form if they die. False Appearance (Object Form Only). While the mimic remains motionless, they are indistinguishable from an ordinary object. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Distracting Attack ( 2 Ferocity). The mimic makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the mimic’s next turn has advantage. 3 rd Level: Adhesive Pseudopods ( 5 Ferocity). The mimic attempts to adhere to each creature of their choice within 5 feet of them. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB). 5 th Level: I’m You ( 8 Ferocity). The mimic uses their Shapechanger trait to polymorph into one Large or smaller creature they can see within 5 feet of them. Other than size, the mimic’s statistics do not change, and the mimic reverts to their previous form at the start of their next turn. After transforming, the mimic can make a signature attack against the target whose form they have taken. Hit or miss, the target must then make a DC 10 plus PB Wisdom saving throw. On a failed save, attacks against the target have advantage and the target has disadvantage on attack rolls and saving throws until the start of the mimic’s next turn. Bonus Actions Wearable Companion. While the mimic is within 5 feet of their caregiver, the mimic can pull themself into the caregiver’s space, cover the caregiver’s body, and take on the appearance of clothing. While the caregiver is wearing the mimic, the mimic’s space is not difficult terrain for the caregiver, the caregiver has advantage on Dexterity (Stealth) checks, and the caregiver can change the appearance of their mimic clothing at will (no action required) as long as the caregiver and mimic aren’t incapacitated. Any attack that hits the caregiver also hits the mimic they are wearing, and vice versa, with both taking the full damage and effect of the attack. While worn in this way, the mimic can’t move, and they can’t take actions other than using a bonus action to revert to their previous form. A mimic automatically reverts to their previous form if they enter a rampage. Upon reverting to their previous form, the mimic is no longer worn by their caregiver, and the mimic enters the nearest unoc­cupied space of their choice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger)","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mimic Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Shapechanger. The mimic can use their action to polymorph into an object or back into their true, amorphous form. Their statistics are the same in each form. Any equipment they are wearing or carrying isn’t transformed. The mimic reverts to their true form if they die. False Appearance (Object Form Only). While the mimic remains motionless, they are indistinguishable from an ordinary object. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The mimic makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the mimic’s next turn has advantage. 3rd Level: Adhesive Pseudopods (5 Ferocity). The mimic attempts to touch each creature of their choice within 5 feet of them. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB). 5th Level: I’m You (8 Ferocity). The mimic uses their Shapechanger trait to polymorph into one Large or smaller creature they can see within 5 feet of them, with this form lasting until the start of the mimic’s next turn. Other than size, the mimic’s statistics do not change. After transforming, the mimic can make a signature attack against the creature whose form they have taken, and that creature must also make a DC 10 plus PB Wisdom saving throw. On a failure, the creature has disadvantage on attack rolls and saving throws, and attacks against the creature have advantage, until the start of the mimic’s next turn. Bonus Actions Wearable Companion. While the mimic is within 5 feet of their caregiver, the mimic can cover the caregiver’s body and take on the appearance of clothing. While wearing the mimic, the caregiver can change the appearance of their clothing at will (no action required) as long as they are not incapacitated, and has advantage on Dexterity (Stealth) checks. Any attack that hits the caregiver also hits the mimic, and vice versa, with both taking the full damage and effect of the attack. While worn in this way, the mimic can’t move or take actions except to revert to their most recent form (a bonus action), which ends the state of being worn by their caregiver. If the mimic enters a rampage, the state of being worn ends immediately. When the mimic is no longer worn by the caregiver, the mimic enters the nearest unoccupied space of their choice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Mimic Companion (PB 3)","description":"You could steer clear of abandoned treasure chests, ignore the cries of kittens, and stay out of dark alleys for the rest of your life. Even so, a mimic can ambush you out of the clear blue sky. Mimsen Ickus, honorary knight of the Ivy Irons For the cocky adventurers heedless of danger, a mimic is as deadly as a dragon. These amorphous creatures possess an unmatched ability to disguise themselves as any object, from furniture to treasure. Mimics learn what their victims want and use it to lure prey into their serrated teeth. A mimic can make their home in any environment. So long as the area has prey and places to hide—among tree branches, along the faults of a cliff, or behind the baubles of a crowded bazaar stall—a mimic can wait for the perfect moment to strike. Sticks to You. A mimic can make any part of their skin sticky. This allows them to climb most surfaces and attach to unfortunate creatures who touch them, which is why mimics in dungeons often disguise themselves as tempting treasures. Panic Shifting. When a mimic feels pain, they can quickly compress their body into a dense object, popping a bouquet of boney spikes out of their skin. Threatened mimics can remain in this form indefinitely, and they often use it as a warning sign to predators that they are hard to swallow. Mimic Sounds. While mimics don’t understand language, they can mimic sounds they hear—including human speech. They often cleverly use a former victim’s pleas for help to attract would-be heroes as the mimic’s latest meal. Well-Fed Companions. When a mimic’s hunger is satisfied, they become docile. Most can wait weeks between meals, sitting patiently in the form of a barrel or rock. If a daring adventurer feeds a mimic until it is docile, the monstrosity may become fond of that hero. They follow and defend this reliable food source, and if the bond grows strong enough, they may even allow the adventurer to wear them like clothing. Used as Distractions. Spies, thieves, and others who wish to walk into guarded locations unnoticed plant a mimic as a distraction just outside the restricted area they need to enter. The mastermind can slip in during the mimic’s initial rampage and then more easily sneak out while the guardians spread thin throughout the complex, poking every vase and floor tile with a halberd to make sure there are no more monstrosities in the area. Unseen Assassins. Hired killers find a relationship with a mimic can be quite profitable, as the assassin can infiltrate their target’s space and leave the shapechanger to do the dirty work. These trained mimics can lie in wait for days, pretending to be a benign chest or wardrobe. There is some risk involved, since the mimic could devour someone other than the intended target, tipping off the real quarry. A panicked mimic might run back to the handler, leading the authorities right to the person responsible. But assassination is risky business! Traits Shapechanger. The mimic can use their action to polymorph into a Small, Medium, or Large object or back into their true amorphous form. Other than size, the mimic’s statistics are the same in each form. Anything they are wearing or carrying isn’t transformed. They revert to their true form if they die. False Appearance (Object Form Only). While the mimic remains motionless, they are indistinguishable from an ordinary object. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Distracting Attack ( 2 Ferocity). The mimic makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the mimic’s next turn has advantage. 3 rd Level: Adhesive Pseudopods ( 5 Ferocity). The mimic attempts to adhere to each creature of their choice within 5 feet of them. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB). 5 th Level: I’m You ( 8 Ferocity). The mimic uses their Shapechanger trait to polymorph into one Large or smaller creature they can see within 5 feet of them. Other than size, the mimic’s statistics do not change, and the mimic reverts to their previous form at the start of their next turn. After transforming, the mimic can make a signature attack against the target whose form they have taken. Hit or miss, the target must then make a DC 10 plus PB Wisdom saving throw. On a failed save, attacks against the target have advantage and the target has disadvantage on attack rolls and saving throws until the start of the mimic’s next turn. Bonus Actions Wearable Companion. While the mimic is within 5 feet of their caregiver, the mimic can pull themself into the caregiver’s space, cover the caregiver’s body, and take on the appearance of clothing. While the caregiver is wearing the mimic, the mimic’s space is not difficult terrain for the caregiver, the caregiver has advantage on Dexterity (Stealth) checks, and the caregiver can change the appearance of their mimic clothing at will (no action required) as long as the caregiver and mimic aren’t incapacitated. Any attack that hits the caregiver also hits the mimic they are wearing, and vice versa, with both taking the full damage and effect of the attack. While worn in this way, the mimic can’t move, and they can’t take actions other than using a bonus action to revert to their previous form. A mimic automatically reverts to their previous form if they enter a rampage. Upon reverting to their previous form, the mimic is no longer worn by their caregiver, and the mimic enters the nearest unoc­cupied space of their choice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger)","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mimic Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Shapechanger. The mimic can use their action to polymorph into an object or back into their true, amorphous form. Their statistics are the same in each form. Any equipment they are wearing or carrying isn’t transformed. The mimic reverts to their true form if they die. False Appearance (Object Form Only). While the mimic remains motionless, they are indistinguishable from an ordinary object. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The mimic makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the mimic’s next turn has advantage. 3rd Level: Adhesive Pseudopods (5 Ferocity). The mimic attempts to touch each creature of their choice within 5 feet of them. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB). 5th Level: I’m You (8 Ferocity). The mimic uses their Shapechanger trait to polymorph into one Large or smaller creature they can see within 5 feet of them, with this form lasting until the start of the mimic’s next turn. Other than size, the mimic’s statistics do not change. After transforming, the mimic can make a signature attack against the creature whose form they have taken, and that creature must also make a DC 10 plus PB Wisdom saving throw. On a failure, the creature has disadvantage on attack rolls and saving throws, and attacks against the creature have advantage, until the start of the mimic’s next turn. Bonus Actions Wearable Companion. While the mimic is within 5 feet of their caregiver, the mimic can cover the caregiver’s body and take on the appearance of clothing. While wearing the mimic, the caregiver can change the appearance of their clothing at will (no action required) as long as they are not incapacitated, and has advantage on Dexterity (Stealth) checks. Any attack that hits the caregiver also hits the mimic, and vice versa, with both taking the full damage and effect of the attack. While worn in this way, the mimic can’t move or take actions except to revert to their most recent form (a bonus action), which ends the state of being worn by their caregiver. If the mimic enters a rampage, the state of being worn ends immediately. When the mimic is no longer worn by the caregiver, the mimic enters the nearest unoccupied space of their choice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Mimic Companion (PB 4)","description":"You could steer clear of abandoned treasure chests, ignore the cries of kittens, and stay out of dark alleys for the rest of your life. Even so, a mimic can ambush you out of the clear blue sky. Mimsen Ickus, honorary knight of the Ivy Irons For the cocky adventurers heedless of danger, a mimic is as deadly as a dragon. These amorphous creatures possess an unmatched ability to disguise themselves as any object, from furniture to treasure. Mimics learn what their victims want and use it to lure prey into their serrated teeth. A mimic can make their home in any environment. So long as the area has prey and places to hide—among tree branches, along the faults of a cliff, or behind the baubles of a crowded bazaar stall—a mimic can wait for the perfect moment to strike. Sticks to You. A mimic can make any part of their skin sticky. This allows them to climb most surfaces and attach to unfortunate creatures who touch them, which is why mimics in dungeons often disguise themselves as tempting treasures. Panic Shifting. When a mimic feels pain, they can quickly compress their body into a dense object, popping a bouquet of boney spikes out of their skin. Threatened mimics can remain in this form indefinitely, and they often use it as a warning sign to predators that they are hard to swallow. Mimic Sounds. While mimics don’t understand language, they can mimic sounds they hear—including human speech. They often cleverly use a former victim’s pleas for help to attract would-be heroes as the mimic’s latest meal. Well-Fed Companions. When a mimic’s hunger is satisfied, they become docile. Most can wait weeks between meals, sitting patiently in the form of a barrel or rock. If a daring adventurer feeds a mimic until it is docile, the monstrosity may become fond of that hero. They follow and defend this reliable food source, and if the bond grows strong enough, they may even allow the adventurer to wear them like clothing. Used as Distractions. Spies, thieves, and others who wish to walk into guarded locations unnoticed plant a mimic as a distraction just outside the restricted area they need to enter. The mastermind can slip in during the mimic’s initial rampage and then more easily sneak out while the guardians spread thin throughout the complex, poking every vase and floor tile with a halberd to make sure there are no more monstrosities in the area. Unseen Assassins. Hired killers find a relationship with a mimic can be quite profitable, as the assassin can infiltrate their target’s space and leave the shapechanger to do the dirty work. These trained mimics can lie in wait for days, pretending to be a benign chest or wardrobe. There is some risk involved, since the mimic could devour someone other than the intended target, tipping off the real quarry. A panicked mimic might run back to the handler, leading the authorities right to the person responsible. But assassination is risky business! Traits Shapechanger. The mimic can use their action to polymorph into a Small, Medium, or Large object or back into their true amorphous form. Other than size, the mimic’s statistics are the same in each form. Anything they are wearing or carrying isn’t transformed. They revert to their true form if they die. False Appearance (Object Form Only). While the mimic remains motionless, they are indistinguishable from an ordinary object. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Distracting Attack ( 2 Ferocity). The mimic makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the mimic’s next turn has advantage. 3 rd Level: Adhesive Pseudopods ( 5 Ferocity). The mimic attempts to adhere to each creature of their choice within 5 feet of them. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB). 5 th Level: I’m You ( 8 Ferocity). The mimic uses their Shapechanger trait to polymorph into one Large or smaller creature they can see within 5 feet of them. Other than size, the mimic’s statistics do not change, and the mimic reverts to their previous form at the start of their next turn. After transforming, the mimic can make a signature attack against the target whose form they have taken. Hit or miss, the target must then make a DC 10 plus PB Wisdom saving throw. On a failed save, attacks against the target have advantage and the target has disadvantage on attack rolls and saving throws until the start of the mimic’s next turn. Bonus Actions Wearable Companion. While the mimic is within 5 feet of their caregiver, the mimic can pull themself into the caregiver’s space, cover the caregiver’s body, and take on the appearance of clothing. While the caregiver is wearing the mimic, the mimic’s space is not difficult terrain for the caregiver, the caregiver has advantage on Dexterity (Stealth) checks, and the caregiver can change the appearance of their mimic clothing at will (no action required) as long as the caregiver and mimic aren’t incapacitated. Any attack that hits the caregiver also hits the mimic they are wearing, and vice versa, with both taking the full damage and effect of the attack. While worn in this way, the mimic can’t move, and they can’t take actions other than using a bonus action to revert to their previous form. A mimic automatically reverts to their previous form if they enter a rampage. Upon reverting to their previous form, the mimic is no longer worn by their caregiver, and the mimic enters the nearest unoc­cupied space of their choice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger)","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mimic Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Shapechanger. The mimic can use their action to polymorph into an object or back into their true, amorphous form. Their statistics are the same in each form. Any equipment they are wearing or carrying isn’t transformed. The mimic reverts to their true form if they die. False Appearance (Object Form Only). While the mimic remains motionless, they are indistinguishable from an ordinary object. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The mimic makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the mimic’s next turn has advantage. 3rd Level: Adhesive Pseudopods (5 Ferocity). The mimic attempts to touch each creature of their choice within 5 feet of them. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB). 5th Level: I’m You (8 Ferocity). The mimic uses their Shapechanger trait to polymorph into one Large or smaller creature they can see within 5 feet of them, with this form lasting until the start of the mimic’s next turn. Other than size, the mimic’s statistics do not change. After transforming, the mimic can make a signature attack against the creature whose form they have taken, and that creature must also make a DC 10 plus PB Wisdom saving throw. On a failure, the creature has disadvantage on attack rolls and saving throws, and attacks against the creature have advantage, until the start of the mimic’s next turn. Bonus Actions Wearable Companion. While the mimic is within 5 feet of their caregiver, the mimic can cover the caregiver’s body and take on the appearance of clothing. While wearing the mimic, the caregiver can change the appearance of their clothing at will (no action required) as long as they are not incapacitated, and has advantage on Dexterity (Stealth) checks. Any attack that hits the caregiver also hits the mimic, and vice versa, with both taking the full damage and effect of the attack. While worn in this way, the mimic can’t move or take actions except to revert to their most recent form (a bonus action), which ends the state of being worn by their caregiver. If the mimic enters a rampage, the state of being worn ends immediately. When the mimic is no longer worn by the caregiver, the mimic enters the nearest unoccupied space of their choice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Mimic Companion (PB 5)","description":"You could steer clear of abandoned treasure chests, ignore the cries of kittens, and stay out of dark alleys for the rest of your life. Even so, a mimic can ambush you out of the clear blue sky. Mimsen Ickus, honorary knight of the Ivy Irons For the cocky adventurers heedless of danger, a mimic is as deadly as a dragon. These amorphous creatures possess an unmatched ability to disguise themselves as any object, from furniture to treasure. Mimics learn what their victims want and use it to lure prey into their serrated teeth. A mimic can make their home in any environment. So long as the area has prey and places to hide—among tree branches, along the faults of a cliff, or behind the baubles of a crowded bazaar stall—a mimic can wait for the perfect moment to strike. Sticks to You. A mimic can make any part of their skin sticky. This allows them to climb most surfaces and attach to unfortunate creatures who touch them, which is why mimics in dungeons often disguise themselves as tempting treasures. Panic Shifting. When a mimic feels pain, they can quickly compress their body into a dense object, popping a bouquet of boney spikes out of their skin. Threatened mimics can remain in this form indefinitely, and they often use it as a warning sign to predators that they are hard to swallow. Mimic Sounds. While mimics don’t understand language, they can mimic sounds they hear—including human speech. They often cleverly use a former victim’s pleas for help to attract would-be heroes as the mimic’s latest meal. Well-Fed Companions. When a mimic’s hunger is satisfied, they become docile. Most can wait weeks between meals, sitting patiently in the form of a barrel or rock. If a daring adventurer feeds a mimic until it is docile, the monstrosity may become fond of that hero. They follow and defend this reliable food source, and if the bond grows strong enough, they may even allow the adventurer to wear them like clothing. Used as Distractions. Spies, thieves, and others who wish to walk into guarded locations unnoticed plant a mimic as a distraction just outside the restricted area they need to enter. The mastermind can slip in during the mimic’s initial rampage and then more easily sneak out while the guardians spread thin throughout the complex, poking every vase and floor tile with a halberd to make sure there are no more monstrosities in the area. Unseen Assassins. Hired killers find a relationship with a mimic can be quite profitable, as the assassin can infiltrate their target’s space and leave the shapechanger to do the dirty work. These trained mimics can lie in wait for days, pretending to be a benign chest or wardrobe. There is some risk involved, since the mimic could devour someone other than the intended target, tipping off the real quarry. A panicked mimic might run back to the handler, leading the authorities right to the person responsible. But assassination is risky business! Traits Shapechanger. The mimic can use their action to polymorph into a Small, Medium, or Large object or back into their true amorphous form. Other than size, the mimic’s statistics are the same in each form. Anything they are wearing or carrying isn’t transformed. They revert to their true form if they die. False Appearance (Object Form Only). While the mimic remains motionless, they are indistinguishable from an ordinary object. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Distracting Attack ( 2 Ferocity). The mimic makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the mimic’s next turn has advantage. 3 rd Level: Adhesive Pseudopods ( 5 Ferocity). The mimic attempts to adhere to each creature of their choice within 5 feet of them. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB). 5 th Level: I’m You ( 8 Ferocity). The mimic uses their Shapechanger trait to polymorph into one Large or smaller creature they can see within 5 feet of them. Other than size, the mimic’s statistics do not change, and the mimic reverts to their previous form at the start of their next turn. After transforming, the mimic can make a signature attack against the target whose form they have taken. Hit or miss, the target must then make a DC 10 plus PB Wisdom saving throw. On a failed save, attacks against the target have advantage and the target has disadvantage on attack rolls and saving throws until the start of the mimic’s next turn. Bonus Actions Wearable Companion. While the mimic is within 5 feet of their caregiver, the mimic can pull themself into the caregiver’s space, cover the caregiver’s body, and take on the appearance of clothing. While the caregiver is wearing the mimic, the mimic’s space is not difficult terrain for the caregiver, the caregiver has advantage on Dexterity (Stealth) checks, and the caregiver can change the appearance of their mimic clothing at will (no action required) as long as the caregiver and mimic aren’t incapacitated. Any attack that hits the caregiver also hits the mimic they are wearing, and vice versa, with both taking the full damage and effect of the attack. While worn in this way, the mimic can’t move, and they can’t take actions other than using a bonus action to revert to their previous form. A mimic automatically reverts to their previous form if they enter a rampage. Upon reverting to their previous form, the mimic is no longer worn by their caregiver, and the mimic enters the nearest unoc­cupied space of their choice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger)","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mimic Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Shapechanger. The mimic can use their action to polymorph into an object or back into their true, amorphous form. Their statistics are the same in each form. Any equipment they are wearing or carrying isn’t transformed. The mimic reverts to their true form if they die. False Appearance (Object Form Only). While the mimic remains motionless, they are indistinguishable from an ordinary object. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Distracting Attack (2 Ferocity). The mimic makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the mimic’s next turn has advantage. 3rd Level: Adhesive Pseudopods (5 Ferocity). The mimic attempts to touch each creature of their choice within 5 feet of them. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB). 5th Level: I’m You (8 Ferocity). The mimic uses their Shapechanger trait to polymorph into one Large or smaller creature they can see within 5 feet of them, with this form lasting until the start of the mimic’s next turn. Other than size, the mimic’s statistics do not change. After transforming, the mimic can make a signature attack against the creature whose form they have taken, and that creature must also make a DC 10 plus PB Wisdom saving throw. On a failure, the creature has disadvantage on attack rolls and saving throws, and attacks against the creature have advantage, until the start of the mimic’s next turn. Bonus Actions Wearable Companion. While the mimic is within 5 feet of their caregiver, the mimic can cover the caregiver’s body and take on the appearance of clothing. While wearing the mimic, the caregiver can change the appearance of their clothing at will (no action required) as long as they are not incapacitated, and has advantage on Dexterity (Stealth) checks. Any attack that hits the caregiver also hits the mimic, and vice versa, with both taking the full damage and effect of the attack. While worn in this way, the mimic can’t move or take actions except to revert to their most recent form (a bonus action), which ends the state of being worn by their caregiver. If the mimic enters a rampage, the state of being worn ends immediately. When the mimic is no longer worn by the caregiver, the mimic enters the nearest unoccupied space of their choice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Mimic Companion (PB 6)","description":"You could steer clear of abandoned treasure chests, ignore the cries of kittens, and stay out of dark alleys for the rest of your life. Even so, a mimic can ambush you out of the clear blue sky. Mimsen Ickus, honorary knight of the Ivy Irons For the cocky adventurers heedless of danger, a mimic is as deadly as a dragon. These amorphous creatures possess an unmatched ability to disguise themselves as any object, from furniture to treasure. Mimics learn what their victims want and use it to lure prey into their serrated teeth. A mimic can make their home in any environment. So long as the area has prey and places to hide—among tree branches, along the faults of a cliff, or behind the baubles of a crowded bazaar stall—a mimic can wait for the perfect moment to strike. Sticks to You. A mimic can make any part of their skin sticky. This allows them to climb most surfaces and attach to unfortunate creatures who touch them, which is why mimics in dungeons often disguise themselves as tempting treasures. Panic Shifting. When a mimic feels pain, they can quickly compress their body into a dense object, popping a bouquet of boney spikes out of their skin. Threatened mimics can remain in this form indefinitely, and they often use it as a warning sign to predators that they are hard to swallow. Mimic Sounds. While mimics don’t understand language, they can mimic sounds they hear—including human speech. They often cleverly use a former victim’s pleas for help to attract would-be heroes as the mimic’s latest meal. Well-Fed Companions. When a mimic’s hunger is satisfied, they become docile. Most can wait weeks between meals, sitting patiently in the form of a barrel or rock. If a daring adventurer feeds a mimic until it is docile, the monstrosity may become fond of that hero. They follow and defend this reliable food source, and if the bond grows strong enough, they may even allow the adventurer to wear them like clothing. Used as Distractions. Spies, thieves, and others who wish to walk into guarded locations unnoticed plant a mimic as a distraction just outside the restricted area they need to enter. The mastermind can slip in during the mimic’s initial rampage and then more easily sneak out while the guardians spread thin throughout the complex, poking every vase and floor tile with a halberd to make sure there are no more monstrosities in the area. Unseen Assassins. Hired killers find a relationship with a mimic can be quite profitable, as the assassin can infiltrate their target’s space and leave the shapechanger to do the dirty work. These trained mimics can lie in wait for days, pretending to be a benign chest or wardrobe. There is some risk involved, since the mimic could devour someone other than the intended target, tipping off the real quarry. A panicked mimic might run back to the handler, leading the authorities right to the person responsible. But assassination is risky business! Traits Shapechanger. The mimic can use their action to polymorph into a Small, Medium, or Large object or back into their true amorphous form. Other than size, the mimic’s statistics are the same in each form. Anything they are wearing or carrying isn’t transformed. They revert to their true form if they die. False Appearance (Object Form Only). While the mimic remains motionless, they are indistinguishable from an ordinary object. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Distracting Attack ( 2 Ferocity). The mimic makes a signature attack. On a hit, the attack deals its normal effects, and the next attack made against the target before the start of the mimic’s next turn has advantage. 3 rd Level: Adhesive Pseudopods ( 5 Ferocity). The mimic attempts to adhere to each creature of their choice within 5 feet of them. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB). 5 th Level: I’m You ( 8 Ferocity). The mimic uses their Shapechanger trait to polymorph into one Large or smaller creature they can see within 5 feet of them. Other than size, the mimic’s statistics do not change, and the mimic reverts to their previous form at the start of their next turn. After transforming, the mimic can make a signature attack against the target whose form they have taken. Hit or miss, the target must then make a DC 10 plus PB Wisdom saving throw. On a failed save, attacks against the target have advantage and the target has disadvantage on attack rolls and saving throws until the start of the mimic’s next turn. Bonus Actions Wearable Companion. While the mimic is within 5 feet of their caregiver, the mimic can pull themself into the caregiver’s space, cover the caregiver’s body, and take on the appearance of clothing. While the caregiver is wearing the mimic, the mimic’s space is not difficult terrain for the caregiver, the caregiver has advantage on Dexterity (Stealth) checks, and the caregiver can change the appearance of their mimic clothing at will (no action required) as long as the caregiver and mimic aren’t incapacitated. Any attack that hits the caregiver also hits the mimic they are wearing, and vice versa, with both taking the full damage and effect of the attack. While worn in this way, the mimic can’t move, and they can’t take actions other than using a bonus action to revert to their previous form. A mimic automatically reverts to their previous form if they enter a rampage. Upon reverting to their previous form, the mimic is no longer worn by their caregiver, and the mimic enters the nearest unoc­cupied space of their choice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger)","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mimic Mimiature","description":"You could steer clear of abandoned treasure chests, ignore the cries of kittens, and stay out of dark alleys for the rest of your life. Even so, a mimic can ambush you out of the clear blue sky. Mimsen Ickus, honorary knight of the Ivy Irons For the cocky adventurers heedless of danger, a mimic is as deadly as a dragon. These amorphous creatures possess an unmatched ability to disguise themselves as any object, from furniture to treasure. Mimics learn what their victims want and use it to lure prey into their serrated teeth. A mimic can make their home in any environment. So long as the area has prey and places to hide—among tree branches, along the faults of a cliff, or behind the baubles of a crowded bazaar stall—a mimic can wait for the perfect moment to strike. Sticks to You. A mimic can make any part of their skin sticky. This allows them to climb most surfaces and attach to unfortunate creatures who touch them, which is why mimics in dungeons often disguise themselves as tempting treasures. Panic Shifting. When a mimic feels pain, they can quickly compress their body into a dense object, popping a bouquet of boney spikes out of their skin. Threatened mimics can remain in this form indefinitely, and they often use it as a warning sign to predators that they are hard to swallow. Mimic Sounds. While mimics don’t understand language, they can mimic sounds they hear—including human speech. They often cleverly use a former victim’s pleas for help to attract would-be heroes as the mimic’s latest meal. Well-Fed Companions. When a mimic’s hunger is satisfied, they become docile. Most can wait weeks between meals, sitting patiently in the form of a barrel or rock. If a daring adventurer feeds a mimic until it is docile, the monstrosity may become fond of that hero. They follow and defend this reliable food source, and if the bond grows strong enough, they may even allow the adventurer to wear them like clothing. Used as Distractions. Spies, thieves, and others who wish to walk into guarded locations unnoticed plant a mimic as a distraction just outside the restricted area they need to enter. The mastermind can slip in during the mimic’s initial rampage and then more easily sneak out while the guardians spread thin throughout the complex, poking every vase and floor tile with a halberd to make sure there are no more monstrosities in the area. Unseen Assassins. Hired killers find a relationship with a mimic can be quite profitable, as the assassin can infiltrate their target’s space and leave the shapechanger to do the dirty work. These trained mimics can lie in wait for days, pretending to be a benign chest or wardrobe. There is some risk involved, since the mimic could devour someone other than the intended target, tipping off the real quarry. A panicked mimic might run back to the handler, leading the authorities right to the person responsible. But assassination is risky business! Traits In Your Space. The mimiature can occupy another creature’s space and vice versa, and the mimiature can move through any opening at least 1 inch wide without squeezing. Minion. If the mimiature takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the mimiature takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Sticky Swarm (Group Attack). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. Until the end of the target’s next turn, they have disadvantage on ability checks and saving throws made to escape a grapple, and they have advantage on ability checks made to initiate or maintain a grapple. Additionally, if three or more mimiatures joined the attack, the target’s appendages become so sticky that until the end of the target’s next turn, they can’t cast spells with somatic components, they can’t drop objects, and they can’t interact with objects other the ones they are already holding. Group Shapechanger. The mimiature polymorphs into a Tiny object or back into their true amorphous form. If four mimiatures within 5 feet of each other use this action together, they can join together to become one Small object. Anything a mimiature is wearing or carrying isn’t transformed. A mimiature in object form reverts to their true form if any mimiature in the group moves, takes an action, or dies.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity (Shapechanger)","Alignment":"Typically Neutral","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mimic, Map","description":"This creature resembles a treasure map that flaps as if caught in a strong wind, even in a dungeon where the air is perfectly still. When touched, the map splits open, revealing its fanged mouth and face. Mimic Spawn. Mimic adhesive is not just a powerful means of trapping prey, it also contains millions of microscopic larvae that feed on flesh. Most of the larvae are consumed by the mimic when it eats. Mimics are either unaware of this, or they’re indifferent to the fact that they routinely cannibalize their own offspring. A few manage to survive, however, by adhering to the clothing or equipment of someone who escaped from a fully-grown mimic’s attack. These larvae hitch a ride on their host, far from the dungeon, cavern, or ruins of their birth. There they drop off and grow into wormlike mimic young called map mimics. In time, map mimics grow into typical mimics. Smaller than a Dinner Plate. Map mimics are too small to mimic the types of objects their parent does, but they can still deceive prey by altering their forms. They can assume the shape, texture, and coloration of anything up to the size of a dinner plate. Paper Scrolls. Their preferred form is parchment paper, and they can display the path they’ve followed, complete with important landmarks, on their hide. In this form, they curl up and wait inside bottles, or in the clutches of corpses in plain view, until another unsuspecting adventurer discovers them. Anyone who follows the “map” is led back to the parent mimic, lying in ambush and hungry to be reunited with its offspring. Traits Shape Changer: The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Constrict Face: When a map mimic touches a Medium or smaller creature or vice versa, it adheres to the creature, enveloping the creature’s face and covering its eyes and ears and airways (escape DC 13). The target creature is immediately blinded and deafened, and it begins suffocating at the beginning of the mimic’s next turn. False Appearance (Object Form Only): While the mimic remains motionless, it is indistinguishable from an ordinary object. Mimic Page: The mimic can disguise itself as any tiny, flat object—a piece of leather, a plate—not only a map. In any form, a map mimic can make a map on its skin leading to its mother mimic. Actions Pseudopod: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 5 (1d6 + 2) Bludgeoning damage. If the mimic is in object form, the target is subjected to its Constrict Face trait.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity (shapechanger)","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Mimsy Biteflower","description":"Lady of the Wasted Court, Mistress of the Hall of Teeth and Toes, and Huntmaster of Havoc Mimsy Biteflower is the undisputed leader of the Red Moon Bandits. Hers is the will behind every plan and every raid, and she is the final arbiter of any dispute among the chaotic members of the band. As an avatar of Dark Pan, Mimsy no longer plays tricks and torments just for the fun of it; now she feasts on the pain and suffering and flesh of the victims of her pranks, all to honor her new god. Mimsy takes a childlike delight in her tricks and pranks, so long as they cause pain and blood. She views the core members of the band as her family but isn’t as protective of the rank-and-file members. Despite this, Mimsy rules her followers with her powerful force of personality and the corrupting influence of the horn of the crimson moon. The bandits adore her and willingly throw themselves into any bloody act she orders. Mimsy believes once her followers activate all the fleshgates, Dark Pan will usher in a new age of chaos and blood. Fortunately for the world, this is proving to be difficult. She has begun to exhaust the resources of her territory in the wastes and travelers are sporadic at best. So Mimsy looks beyond the borders of the wastes, spreading the Red Moon into more fertile areas. CRETCHSKULL Cretchskull, Floating Lord of Burnings and Cracklings , is Mimsy’s constant companion and the unfortunate first victim of her new power as avatar. He objected to his friend’s changed nature, so she murdered him and used the power of the horn to return him to life as a glowing, enchanted skull (use statistics for a will-o’-wisp). Bound to her service, Cretchskull does not remember his death and is exceedingly loyal to his mistress. In the gang, Cretchskull acts as Mimsy’s eyes and ears, spying on the bandits, punishing transgressions, and enforcing Mimsy’s orders as needed. The bandits by and large loathe the floating skull, but they fear his power too much to stand against him directly. TRAITS Aura of Chaos. While she holds the horn of the crimson moon , Mimsy projects an aura of randomness. Once per round, when a creature of her choice starts its turn within 30 feet of her, that creature must make a DC 14 Wisdom saving throw. On a failed save, it must immediately use its reaction to perform one of the following activities, as Mimsy chooses: Slow Motion. The target moves at half speed until the start of its next turn. Blood Offering. The target allows her to use her Cursed Bite against it if Mimsy is within 5 feet of it. If not, the target injures itself with a weapon (or its teeth if necessary), taking 7 (2d6) damage of the appropriate type. Trip. The target trips over its own feet, falling prone. Magic Resistance. Mimsy has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. Mimsy makes two Bloody Blade attacks and one Cursed Bite attack. Bloody Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage plus 11 (2d10) necrotic damage. Cursed Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage. Mimsy regains a number of hit points equal to the damage dealt by this attack. Superior Invisibility. Mimsy magically turns invisible until her concentration ends (as if concentrating on a spell). Any equipment she wears or carries is invisible with her. BONUS ACTIONS Crimson Grin (Recharge 5–6). After dealing damage with her Bloody Blade, Mimsy can lick the blood from the weapon, briefly staining her sharp teeth red. Until the end of her next turn, other creatures, except those that are immune to being frightened, have disadvantage on attacks against her.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Neutral Evil","Expansion":25357,"Challenge Rating":7},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Mind Drinker Vampire","description":"When vampires join House Dimir , they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration. Szadek’s Heirs. The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild—the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind. Cell Leaders. Thanks to their particular gifts, mind drinkers are often placed as leaders of small cells of covert Dimir operatives. They rarely trust their own agents, though, and often follow their cell members to make sure those members carry out missions as ordered. The most suspicious vampires might even siphon thoughts from their subordinates to detect any hint of betrayal. Traits Innate Spellcasting (Psionics). The vampire’s innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components: At will: message 3/day each: charm person, hold person, mirror image, sleep 1/day each: gaseous form, major image Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus action. Sunlight Sensitivity. While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The vampire makes two attacks, only one of which can be a bite attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. The vampire can also grapple the target (escape DC 13) if it is a creature and the vampire has a hand free. Mind Siphon (Recharge 5–6). The vampire targets a creature it can see within 30 feet of it. The target must make a DC 14 Intelligence saving throw, with disadvantage if the vampire has previously consumed the target’s blood. On a failed save, the target takes 28 (8d6) psychic damage, and the vampire discerns the target’s surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the target’s general emotional state but not its thoughts.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":7,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Mind Flayer","description":"Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near. In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark. Psionic Commanders. Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls. When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid’s thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape. Hive Mind Colonies. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain—a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once. Hunger of the Mind. Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin. An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer. Qualith On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid’s tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions. Traits Magic Resistance : The mind flayer has advantage on saving throws against spells and other magical effects. Innate Spellcasting (Psionics) : The mind flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: • At will: detect thoughts, levitate • 1/day each: dominate monster, plane shift (self only) Actions Tentacles : Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled, escape DC 15, and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Extract Brain : Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. This attack can only be used on a incapacitated humanoid grappled by the mind flayer. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. Mind Blast (Recharge 5–6) : The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Mind Flayer Arcanist","description":"Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near. In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark. Psionic Commanders. Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls. When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid’s thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape. Hive Mind Colonies. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain—a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once. Hunger of the Mind. Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin. An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer. Variant: Mind Flayer Arcanist A few mind flayers supplement their psionic power with arcane spells. However, they are regarded as deviants by their illithid peers and usually shunned. Qualith On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid’s tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions. Traits Magic Resistance : The mind flayer has advantage on saving throws against spells and other magical effects. Innate Spellcasting (Psionics) : The mind flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: • At will: detect thoughts, levitate • 1/day each: dominate monster, plane shift (self only) Spellcasting : The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared: • Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp • 1st level (4 slots): detect magic, disguise self, shield, sleep • 2nd level (3 slots): blur, invisibility, ray of enfeeblement • 3rd level (3 slots): clairvoyance, lightning bolt, sending • 4th level (3 slots): confusion, hallucinatory terrain • 5th level (2 slots): telekinesis, wall of force Actions Tentacles : Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled, escape DC 15, and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Extract Brain : Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. This attack can only be used on a incapacitated humanoid grappled by the mind flayer. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. Mind Blast (Recharge 5–6) : The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"MM1","Alignment":"lawful evil","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Mind Flayer Assassin","description":"The mind flayer assassins are a rare breed in the illithid community. There are only a few in every colony, and almost all directly serve the Elder Brain or an Ulitharid. Silent Killers. While other illithids have dedicated their lives to gathering knowledge to improve their psionic dominance, mind flayer assassins focus on stealth and bringing down foes without attracting attention. Soul Knives. Mind flayer assassins can create psionic blade-like energy projections from their fists. They use this to keep their targets off-balance, making them unable to react effectively in combat. Traits Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects. Assassinate. During its first turn, the mind flayer has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the mind flayer scores against a surprised creature is a critical hit. Sneak Attack (1/Turn). The mind flayer deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mind flayer that isn't incapacitated and the mind flayer doesn't have disadvantage on the attack roll. Actions Multiattack. The mind flayer makes one attack with its Tentacles and two attacks with its Soul Knife. Soul Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) psychic damage, and the target can't take reactions until the end of the mind flayer's next turn. Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. Spellcasting (Psionics). The mind flayer casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: detect thoughts, levitate 1/day each: dominate monster, plane shift (self only) Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Soul Knives. The mind flayer creates scintillating knives of energy that project from both of its fists. It can’t hold anything in its hands while manifesting these blades. It can dismiss them as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Mind Flayer Clairvoyant","description":"Mind Flayers Mind flayers, also known as illithids, feast on the brains of Humanoids across the multiverse. They are distinguished by their purple-toned skin and octopus-like heads, from which extend writhing tentacles. Mind Flayer Clairvoyant In pursuit of reconstructing their lost empire, a few mind flayers have turned to their home plane, the Far Realm, for answers. A mind flayer clairvoyant has peered into that realm’s starless depths and been subsequently rewarded with extraordinary powers. Instead of heeding an elder brain, a mind flayer clairvoyant listens to the whispers and whims of the voices of the Far Realm. In addition to feasting on brains, a mind flayer clairvoyant can summon tentacles that rip through the fabric of reality and distort the minds of enemies. Traits Legendary Resistance (3/Day). If the mind flayer fails a saving throw, it can choose to succeed instead. Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects. Spellcasting (Psionics). The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17): At will: detect magic , detect thoughts , mage hand (the hand is invisible) 3/day each: clairvoyance (as an action), dispel magic 1/day: plane shift (self only) Actions Multiattack. The mind flayer makes two Tentacle attacks. Tentacle. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit : (3d10+5) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 17) and must succeed on a DC 17 Intelligence saving throw or have the incapacitated condition until the grapple ends. Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated Humanoid grappled by the mind flayer. Hit : (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain. Unleash Void (Recharge 5-6). The mind flayer opens a rift into the Far Realm, centered on a point the mind flayer can see within 60 feet of itself, and a tentacle lashes across creatures near the rift. Each creature other than mind flayers within 30 feet of the rift must make a DC 17 Intelligence saving throw, after which the tentacle disappears and the rift closes. On a failed save, a creature takes 4d8 cold damage from the rift plus 4d8 psychic damage from the tentacle and has the stunned condition for 1 minute. On a successful save, a creature takes half as much damage only. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions Warp Reality. When hit by an attack roll, the mind flayer gains a +4 bonus to its AC against that attack roll, potentially causing it to miss. Then the mind flayer, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"typically lawful evil","Expansion":25525,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Mind Flayer Lich (Illithilich)","description":"The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell. So long as a mind flayer lich feeds captured souls to its phylactery, it maintains the muscular power of its tentacles and the ability to extract brains. Traits Legendary Resistance (3/Day) : If the lich fails a saving throw, it can choose to succeed instead. Turn Resistance : The lich has advantage on saving throws against any effect that turns undead. Magic Resistance : The lich has advantage on saving throws against spells and other magical effects. Rejuvenation : If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Spellcasting : The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following Wizard Spells prepared: • Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost • 1st level (4 slots): Detect Magic, Magic Missile, Shield, Thunderwave • 2nd level (3 slots): Detect Thoughts, Invisibility, Acid Arrow, Mirror Image • 3rd level (3 slots): Animate Dead, Counterspell, Dispel Magic, Fireball • 4th level (3 slots): Blight, Dimension Door • 5th level (3 slots): Cloudkill, Scrying • 6th level (1 slot): Disintegrate, Globe of Invulnerability • 7th level (1 slot): Finger of Death, Plane Shift • 8th level (1 slot): Dominate Monster, Power Word Stun • 9th level (1 slot): Power Word Kill Innate Spellcasting (Psionics) : The lich’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components. • At will: Detect Thoughts, Levitate • 1/day each: Dominate Monster, Plane Shift (self only) Actions Melf's Acid Arrow : Ranged Spell Attack: +12 to hit, range 90 ft., one target. Hit : 10 (4d4) acid damage and the target takes another 5 (2d4) acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. Paralyzing Touch : Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ray of Frost : Ranged Spell Attack: +12 to hit, range 60 ft., one creature. Hit: 18 (4d8) cold damage and the target's speed is reduced by 10 feet until the start of the lich's next turn. Tentacles : Melee Weapon Attack : +12 to hit, reach 5 ft., one creature. Hit : 21 (3d10 + 5) psychic damage. If the target is Large or smaller, it is grappled, escape DC 15, and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends. Extract Brain : Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain. Mind Blast (Recharge 5–6) : The lich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8 + 5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Tentacles : The lich makes one attack with its tentacles. Extract Brain (Costs 2 Actions) : The lich uses Extract Brain. Mind Blast (Costs 3 Actions) : The lich recharges its Mind Blast and uses it. Cast Spell (Costs 1–3 Actions) : The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Volo's Guide to Monsters","Alignment":"any evil alignment","Expansion":1,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Mind Flayer Prophet","description":"Mind Flayers Mind flayers, also known as illithids, feast on the brains of Humanoids across the multiverse. They are distinguished by their purple-toned skin and octopus-like heads, from which extend writhing tentacles. Mind Flayer Prophet Some mind flayers dedicate their lives to channeling abstruse truths from beyond reality. This insight gives them preternatural senses and allows them to focus their innate psionic power. Traits Awareness. The mind flayer has advantage on initiative rolls and can't be surprised as long as it doesn't have the incapacitated condition. Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects. Spellcasting (Psionics). The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16): At Will: detect magic , detect thoughts , levitate 1/day each: dominate monster , plane shift (self only), true seeing Actions Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit : (2d10+5) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or have the stunned condition until the grapple ends. Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one Humanoid grappled by the mind flayer. Hit : (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain. Mind Whip (Recharge 5-6). The mind flayer lashes out with psychic energy, targeting up to two creatures it can see within 60 feet of itself. Each target must succeed on a DC 16 Intelligence saving throw or take 4d8+5 psychic damage and have the stunned condition for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"typically lawful evil","Expansion":25525,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Mind Flayer Psion","description":"Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near. In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark. Psionic Commanders. Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls. When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape. Hive Mind Colonies. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain - a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once. Hunger of the Mind. Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin. An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer. Qualith On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions. Traits Magic Resistance : The mind flayer has advantage on saving throws against spells and other magical effects. Innate Spellcasting (Psionics) : The mind flayer is a 10th level spellcaster. Its innate spellcasting ability is Intelligence;(spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: • At will: guidance, mage hand, vicious mockery, true strike • 1st level (4 slots): charm person, command, comprehend languages, sanctuary • 2nd level (3 slots): crown of madness, phantasmal force, see invisibility • 3rd level (3 slots): clairvoyance, fear, meld into stone • 4th level (3 slots): confusion, stone shape • 5th level (2 slots): scrying, telekinesis Actions Tentacles : Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled, escape DC 15, and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Extract Brain : Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. Mind Blast (Recharge 5-6) : The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Mind Flayer Sorcerer","description":"Mind Flayer Mages Mind flayer mages, such as sorcerers and warlocks, are very rare and are closely kept in check by the elder brain who sees them as valuable weapons to an illithid community but also as a threat to its dominance. Mind flayer mages complement their psionic abilities with their arcane magic, such as immobilizing its targets with Evard's black tentacles or placing itself in a strategic position with a dimension door spell before unleashing its mind blast the next turn. Traits Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects. Sorcery Points. The mind flayer has 10 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Heightened Spell: When the mind flayer casts a spell that forces a creature to make a saving throw to resist the spell's effects, it can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When the mind flayer casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell: When the mind flayer casts a spell, it can spend l sorcery point to cast the spell without any somatic or verbal components. Actions Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. Telekinetic Strike. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 60 ft., one target. Hit: 17 (3d8 + 4) force damage, and if the target is Large or smaller, it is pulled up to 10 feet toward the mind flayer or pushed 10 feet away from it, as the mind flayer chooses. Spellcasting. The mind flayer casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: dancing lights, detect thoughts, levitate, mage hand 3/day each: disguise self, lightning bolt, Tasha's mind whip 1/day each: cone of cold, dominate monster, greater invisibility, plane shift (self only), seeming Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Mind Flayer Warlock","description":"Mind Flayer Mages Mind flayer mages, such as sorcerers and warlocks, are very rare and are closely kept in check by the elder brain who sees them as valuable weapons to an illithid community but also as a threat to its dominance. Mind flayer mages complement their psionic abilities with their arcane magic, such as immobilizing its targets with Evard's black tentacles or placing itself in a strategic position with a dimension door spell before unleashing its mind blast the next turn. Traits Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects. Whispering Aura. At the start of each of the mind flayer's turns, each creature of its choice within 5 feet of it must succeed on a DC 16 Wisdom saving throw or take 14 (4d6) psychic damage, provided that the mind flayer isn't incapacitated. Actions Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. Mind Warp. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 60 ft., one target. Hit: 17 (3d8 + 4) psychic damage, and the target and has disadvantage on Intelligence, Wisdom, and Charisma saving throws until the end of the mind flayer's next turn. Spellcasting. The mind flayer casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: detect thoughts, guidance, levitate, mage hand, minor illusion, prestidigitation 4/day (as 5th-level spells): contact other plane, dimension door, major image, mirror image, telekinesis, vampiric touch 1/day each: dominate monster, plane shift (self only), maddening darkness, true seeing Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Mind Flayer Wight","description":"Wights Presented in this section are various advanced versions of the standard wight. Traits Life Draining Touch. When a creature is hit by the wight's melee attack, it must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. Magic Resistance. The wight has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Tentacles. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) psychic damage plus 7 (2d6) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +6 to hit, reach 5 ft., one incapacitated humanoid grappled by the wight. Hit: 55 (10d10) piercing damage plus 3 (1d6) necrotic damage. If this damage reduces the target to 0 hit points, the wight kills the target by extracting and devouring its brain. Mind Blast (Recharge 5–6). The wight magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 21 (4d8 + 3) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting (Psionics). The wight casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: detect thoughts, levitate 1/day each: dominate monster, plane shift (self only)","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Mind Mage","description":"Dimir mind mages are among the most feared spellcasters in Ravnica, thanks in large part to the aura of mystery that shrouds them and their work. Their ability to read and alter memories commands respect from the other members of House Dimir and makes them useful in the full spectrum of the guild’s activities. Many mind mages lead cells of their own. Traits Special Equipment. The mage wears a spies’ murmur . Innate Spellcasting (Psionics). The mage’s spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: At will: encode thoughts, friends 3/day each: charm person, detect thoughts, mage armor, sleep, suggestion 1/day each: dominate person, mass suggestion, modify memory Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"neutral evil","Expansion":7,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Mind's Eye Matter Smith","description":"Members of the Mind’s Eye believe the power to transcend the multiverse lies in every individual. Matter smiths harness this innate power to reshape reality in Sigil’s Great Foundry, manifesting useful tools from nothing. Traits Spellcasting. The matter smith casts one of the following spells, using Charisma as the spellcasting ability: At will: mage armor , mage hand , presti digitation 1/day each: create food and water , fabricate (as an action) Actions Multiattack. The matter smith makes two Manifested Force attacks. Manifested Force. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 10 (2d6 + 3) force damage. Bonus Actions Planar Smithing. The matter smith magically manipulates the energy of the plane of existence it’s on to produce one of the following effects (choose one or roll a d4): 1–2: Chains. The matter smith creates spectral bindings around a creature it can see within 30 feet of itself. The target must succeed on a DC 13 Dexterity saving throw or have the restrained condition until the end of its next turn. 3–4: Magic Shield. The matter smith conjures a floating, spectral shield that grants the matter smith a +5 bonus to its AC until the shield disappears at the start of the matter smith’s next turn. The first time a creature misses a melee attack roll against the matter smith while the shield is conjured, that creature takes 7 (2d6) force damage.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Mindclaw","description":"A mindclaw is a red-brown crab the size of a wagon scuttles forward with an unusual amount of aggression. An adult mindclaw is 15 feet tall and weighs 4,000 pounds. Echoes of a Dead World. Mindclaws retain the psychic impressions of countless dead of the ocean depths, including those lost at sea, consumed for survival, or the victims of diluvian cataclysms that drowned entire continents. 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It possesses a lithe frame covered in tawny fur, marked with streaks of darker shades that seem to shift and change in the corner of one's eye. The mindhound's appearance is accentuated by its distinctive facial features; a pronounced snout that ends in a peculiar, sensitive tongue, capable of tasting the mental energies in the air. Mind Tracker Though it may not be the most intelligent beast, the mindhound is highly perceptive and has great mental acumen. It can communicate telepathically, through images and emotions, and can even detect the mental activity of other creatures nearby. It can use this ability to track other creatures over long distances, making it a favored companion for adventurers and bounty hunters alike. Exactly the friend you need if you have a wandering mind – get it? It's because, well... you get it, right? – the Wanderer","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Typically Chaotic Neutral","Expansion":27827,"Challenge Rating":1},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Mindkiller","description":"Floating clawed brains with a trailing spinal column and nerves, mindkillers serve as the voiceless talkers’ pets and lackeys. These amorphous parasites can force themselves into a humanoid’s body through the ear, eye, or nose, then devour the victim’s central nervous system while replacing it with their own tissue. When the process is complete, the mindkiller gains all the victim’s knowledge and memories and can puppet the body, becoming the perfect spy for the mindkiller’s synlirii overlords. Mindkiller whelps are a lesser form of mindkiller that can be created in a fraction of the time. While they can’t inhabit bodies, their mere presence weakens their foes’ mental defenses against psionics. Traits Amorphous. The mindkiller can move through a space as narrow as 1 inch wide without squeezing. Psionic Immunity. The mindkiller is unaffected by psionic powers manifested by voiceless talkers unless the mindkiller wishes to be. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage plus 7 (2d6) psychic damage, and if the target is a Medium or smaller creature, they are grappled (escape DC 12). Concealing Strike. Ranged Power Attack: +5 to hit, range 30 ft., one creature. Hit: 13 (3d6 + 3) psychic damage, and the mindkiller is invisible to the target until the end of the mindkiller’s next turn. Mindwipe. A Humanoid grappled by the mindkiller must succeed on a DC 12 Strength saving throw or the mindkiller enters the Humanoid’s body. While inside a Humanoid, the mindkiller has total cover against attacks and other effects originating outside the Humanoid, and the only action the mindkiller can take is to leave the body, exiting in an unoccupied space within 5 feet of the body. When a Humanoid ends their turn with the mindkiller inside of them, they must succeed on a DC 13 Constitution saving throw or take 10 necrotic damage. If the Humanoid is reduced to 0 hit points, they die and the mindkiller takes over the body, which regains hit points equal to the Humanoid’s hit point maximum. The mindkiller retains their Intelligence, Wisdom, and Charisma scores, their understanding of Deep Speech and Undercommon, and their telepathy. They otherwise adopt the target’s statistics and can take the actions the creature could take. They know everything the creature knew, including spells, class features, traits, and languages. If the body is reduced to 0 hit points after the mindkiller takes control, the mindkiller must leave it. A creature wielding a sharp tool or weapon within reach of a Humanoid host or body with a mindkiller inside can use an action to attempt to remove the mindkiller, making an attack roll against the Humanoid’s AC if the host is unwilling. On a hit, the creature deals 11 (2d10) slashing damage to the host and must make a DC 15 Wisdom (Medicine) check. On a successful check, the creature cuts the mindkiller out of the host. On a faiIed check, if this slashing damage reduced the host to 0 hit points, the mindkiller kills the host; otherwise, there is no effect.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mindkiller","description":"Traits Amorphous. The mindkiller can move through a space as narrow as 1 inch wide without squeezing. Psionic Immunity. The mindkiller is unaffected by psionic powers manifested by voiceless talkers unless the mindkiller wishes to be. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage plus 7 (2d6) psychic damage, and if the target is a Medium or smaller creature, they are grappled (escape DC 12). Concealing Strike. Ranged Power Attack: +5 to hit, range 30 ft., one creature. Hit: 13 (3d6 + 3) psychic damage, and the mindkiller is invisible to the target until the end of the mindkiller’s next turn. Mindwipe. A Humanoid grappled by the mindkiller must succeed on a DC 12 Strength saving throw or the mindkiller enters the Humanoid’s body. While inside a Humanoid, the mindkiller has total cover against attacks and other effects originating outside the Humanoid, and the only action the mindkiller can take is to leave the body, exiting in an unoccupied space within 5 feet of the body. When a Humanoid ends their turn with the mindkiller inside of them, they must succeed on a DC 13 Constitution saving throw or take 10 necrotic damage. If the Humanoid is reduced to 0 hit points, they die and the mindkiller takes over the body, which regains hit points equal to the Humanoid’s hit point maximum. The mindkiller retains their Intelligence, Wisdom, and Charisma scores, their understanding of Deep Speech and Undercommon, and their telepathy. They otherwise adopt the target’s statistics and can take the actions the creature could take. They know everything the creature knew, including spells, class features, traits, and languages. If the body is reduced to 0 hit points after the mindkiller takes control, the mindkiller must leave it. A creature wielding a sharp tool or weapon within reach of a Humanoid host or body with a mindkiller inside can use an action to attempt to remove the mindkiller, making an attack roll against the Humanoid’s AC if the host is unwilling. On a hit, the creature deals 11 (2d10) slashing damage to the host and must make a DC 15 Wisdom (Medicine) check. On a successful check, the creature cuts the mindkiller out of the host. On a faiIed check, if this slashing damage reduced the host to 0 hit points, the mindkiller kills the host; otherwise, there is no effect.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Mindkiller Whelp","description":"Floating clawed brains with a trailing spinal column and nerves, mindkillers serve as the voiceless talkers’ pets and lackeys. These amorphous parasites can force themselves into a humanoid’s body through the ear, eye, or nose, then devour the victim’s central nervous system while replacing it with their own tissue. When the process is complete, the mindkiller gains all the victim’s knowledge and memories and can puppet the body, becoming the perfect spy for the mindkiller’s synlirii overlords. Mindkiller whelps are a lesser form of mindkiller that can be created in a fraction of the time. While they can’t inhabit bodies, their mere presence weakens their foes’ mental defenses against psionics. Traits Amorphous. The whelp can move through a space as narrow as 1 inch wide without squeezing. Minion. If the whelp takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the whelp takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Psionic Immunity. The whelp is unaffected by psionic powers manifested by voiceless talkers unless the whelp wishes to be. Resistance Drain. When an enemy within 5 feet of three or more whelps makes a saving throw against a power or psionic effect, the enemy takes a penalty to the save equal to the number of whelps within 5 feet of them. Actions Claws (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mindkiller Whelp","description":"Traits Amorphous. The whelp can move through a space as narrow as 1 inch wide without squeezing. Minion. If the whelp takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the whelp takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Psionic Immunity. The whelp is unaffected by psionic powers manifested by voiceless talkers unless the whelp wishes to be. Resistance Drain. When an enemy within 5 feet of three or more whelps makes a saving throw against a power or psionic effect, the enemy takes a penalty to the save equal to the number of whelps within 5 feet of them. Actions Claws (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Mindmantle","description":"In very rare instances, a darkmantle would prey upon a very weak or dying mind flayer in the wilds of the Underdark. Unable to defend itself, the once-mighty mind flayer becomes prey to the lowly darkmantle. Weeks after the darkmantle has consumed the mind flayer, a mutation curiously occurs. The darkmantle's head slightly increases in size, and its intelligence and awareness improve, slowly viewing its brethren as crude and slow. It transforms into a mindmantle and begins to crave brain matter. Marionette Maker. At first, the mindmantle behaves like any other darkmantle. It clings to a cavern ceiling and waits for its prey to pass underneath. When it strikes, it attaches itself to its victim's head. As soon as the darkmantle successfully envelops its prey's head, it uses its madness ability to gain control of its target, controlling the latter like a bizarre marionette to attack and fend off the victim's allies. Traits Damage Transfer. While attached to a creature, the mindmantle takes only half the damage dealt to it (rounded down) and that creature takes the other half. Echolocation. The mindmantle can't use its blindsight while deafened. False Appearance. If the mindmantle is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the mindmantle move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mindmantle is animate. Actions Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the mindmantle attaches to the target. If the target is Medium or smaller and the mindmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the mindmantle is attached in this way. While attached to the target, the mindmantle can attack no other creature except the target but has advantage on its attack rolls. The mindmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the mindmantle by making a successful DC 13 Strength check as an action. On its turn, the mindmantle can detach itself from the target by using 5 feet of movement. Darkness Aura (3/Day). A 15-foot radius of magical darkness extends out from the mindmantle, moves with it, and spreads around corners. The darkness lasts as long as the mindmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. Bonus Actions Madness. A target the mindmantle is attached to must succeed on a DC 12 Wisdom saving throw. On a failed save, the target is magically charmed by the mindmantle until the mindmantle dies, is incapacitated, or is detached from the target. While the target is charmed in this way, it can telepathically see through the mindmantle's eyes. The charmed target is under the mindmantle's control and the mindmantle and the target can communicate telepathically. The mindmantle can choose to loosen its grip on the target's head so that the target can breathe. On each of its turns, the charmed target must move toward a creature of the mindmantle's choosing and make a melee attack against it if it is within reach. On its subsequent turns, the mindmantle must use its action to maintain control over the target, or the effect ends. The target can make a Wisdom saving throw at the end of each of its turns or whenever it takes damage. On a success, the effect ends.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Mindrender","description":"A mindrender is a being of pure malevolent psychic energy. Invisible to most, this creature appears only to those filled with powerful negative emotions - despair, panic, fear, etc. - using those emotions against them to harness their psychic pain for its own energy. Appearance. Those few that have survived encounters with a mindrender have described the creature as a ghostly, legless humanoid with exceptionally long arms ending in three claw-like fingers at least a foot in length. Its face is hidden by a hood, two glowing eyes all that is visible from the supernatural darkness within. The creature has no body beneath its empty, tattered cloak, but dark energy swirls within, writhing like worms. Tactics. Preferring to hunt those who already bear strong negative emotions, mindrenders rarely attack those unable to see them. However, if attacked by a group, especially one talented at dealing with invisible creatures, a mindrender seeks to frighten as many as possible while using its Psychic Scream to weaken multiple enemies at once. If it can remain visible to only one or two enemies, it instead uses repeated blows from Flay Psyche to rapidly Injure and kill its target before moving on to the next. Traits Ghastly Form. The mindrender is immune to effects that would change its shape. It can move through objects and end its turn there. If it ends its turn inside an object, it takes 5 (1d10) force damage. Psychic Camouflage. The mindrender is invisible except to creatures experiencing extreme negative emotions, or who have the frightened condition. A creature can use its action to bring up extreme negative emotions in itself by making a DC 14 Charisma saving throw. On a success, it becomes able to see the mindrender for 1 minute or until it makes a new saving throw to end the condition as an action. The mindrender is aware of which creatures can see it. Psychic Carver. The mindrender treats Injury thresholds of frightened creatures as 10 lower than normal. Psychic Consumption. Whenever the mindrender Injures or kills a creature that can see it, it regains 20 hit points. Any hit points that would be gained beyond its maximum hit points are gained as temporary hit points. Actions Multiattack. The mindrender makes two Flay Psyche attacks. Flay Psyche. Melee Weapon Attack: +6 to hit, reach 5 feet, 1 creature. Hit: 13 (3d6+3) psychic damage, and the target must make a DC 14 Wisdom saving throw or become frightened for 1 minute. Psychic Scream (recharge 5-6). Each creature within 90 feet that can see the mindrender must make a DC 14 Charisma saving throw or have its worst memories brought to the surface. On a failed save, a creature takes 14 (4d6) psychic damage, and becomes frightened until the end of the mindrender's next turn. Bonus Actions Command the Fearful (recharge 5-6). The mindrender touches the minds of those who fear it, filling their minds with uncharacteristic desires and commanding them to strike their allies. As a bonus action, the mindrender chooses one creature that it can see within 60 feet of it that is frightened of it, that creature must make a DC 14 Wisdom saving throw. On a failed save, the creature must use their reaction, if able, to make an attack targeting their nearest ally. This attack roll has advantage and ignores the frightened condition.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":"1/4/1900"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Mindrot Thrall","description":"A heavily cloaked figure reeks of decay and spreads a floating cloud of spores with every step. Fungal Rot. Mindrot fungus is an intelligent hive-mind parasite that consumes creatures from the inside out. When inhaled, mindrot spores enter the brain through the bloodstream. As the fungus grows, it dissolves the host’s body and slowly replaces the creature’s flesh with its own. The fungus’s first target is the motor function of the brain. It takes control of the creature’s movement while the victim is still alive and fully conscious—but no longer controls his or her own body! Indeed, sensory awareness may be the last function that the fungus attacks. Eventually, even the victim’s skin and muscle are replaced with fungal fibers. At that point, the affected creature no longer looks like its former self. Such a newly-born mindrot thrall conceals its alarming appearance under heavy robes or cloaks so it can travel without causing alarm. Spore Blisters. A thrall’s skin is taut and waxy. Blisters form just beneath the surface, and when they grow as large as a child’s fist they burst, releasing a spray of spores. It seeks to infect as many new victims as possible during the few weeks that it survives in humanoid form. At the end of that time, the thrall shrivels to a dried, vaguely humanoid husk. Even a dead mindrot thrall, however, is still dangerous because its half-formed spore blisters can remain infectious for months. Disturbing the husk can burst these blisters and trigger a Mindrot Spores attack. Dimensional Horrors. Wizards hypothesize the fungus was brought to the mortal world by a shambling horror crossing through a dimensional portal. The remoteness of that wasteland is likely whythe mindrot fungus hasn’t destroyed whole cities, though someday it may find a more fertile breeding ground. Traits Fungal Aura: A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with mindrot spores. Actions Multiattack: The mindrot thrall makes two claw attacks. Claw: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 9 (2d6 + 2) Slashing damage. Acid Breath (Recharge 4–6): The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in that area takes 36 (8d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. If the saving throw fails, the creature is also infected with mindrot spores. Mindrot Spores: Infection occurs when mindrot spores are inhaled or swallowed. Infected creatures must make a DC 13 Constitution saving throw at the end of every long rest; nothing happens if the saving throw succeeds, but if it fails, the creature takes 9 (2d8) acid damage and its hit point maximum is reduced by the same amount. The infection ends when the character makes successful saving throws after two consecutive long rests, or receives the benefits of a lesser restoration spell or comparable magic. A creature slain by this disease becomes a mindrot thrall after 24 hours unless the corpse is destroyed.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Mindshard","description":"A translucent, irregular prism floats through the air in jagged bursts, as limbs of refracted light form around it. Through the prism, the world is refracted into a thousand stunning infinities. Mindshards are parasitic aberrations, with the form of multifaceted crystalline prisms the size of a human torso. They float through the air and interact with the world via illusions and limbs made of refracted light. They live in remote reaches of the plains, where nothing can be seen but endless, rolling grass in every direction. Memetic Spread. Mindshards prey on small groups in great prairies and steppes. The mindshard bewitches travelers with illusions, slowly tearing at their minds until its victims are helpless and pliable. Then the mindshard pulls a victim into its body, refracting who they were into myriad components like a prism refracts light. The process creates duplicates almost identical to the original and with all of its memories, but each imitation is physically weaker than its original and hyper-focused on a single aspect of who it once was. In this way, an attitude, an emotion, or a behavior is stretched and warped to become the entirety of a person. Spawn in Cities and Towns. The mindshard imitations wander back to civilization, slipping into society to incubate a new generation. Some months later, the imitations die, and a new mindshard emerges from each corpse. These new mindshards return to the great expanses they call home, peacefully floating among the grasses until they encounter humanoid travelers and start the process anew. Mindleech Aura. When a charmed creature enters a space within 15 feet of the mindshard on a turn or starts its turn within 15 feet of the mindshard, that creature takes 7 (2d6) psychic damage. Translucent. The mindshard is invisible to creatures more than 60 feet away from it. Actions Multiattack. The mindshard makes two Refracted Light Beam attacks. Refracted Light Beam. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (2d6 + 3) radiant damage. Light Construction (Recharge 5-6). The mindshard bends light toward a point it can see within 60 feet of it, creating a colorful pattern on that point. Each creature within 20 feet of that point must make a DC 14 Wisdom saving throw. On a failure, a creature takes 14 (4d6) psychic damage and is charmed and incapacitated for 1 minute. On a success, a creature takes half the damage and isn't charmed or incapacitated. A charmed and incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Refract Mind (1/Day). The mindshard pulls a Humanoid with 0 hp into its body, refracting the creature into fragments of itself. The Humanoid dies and 2d4 cultists appear in unoccupied spaces within 15 feet of the mindshard. The cultists, which share the Humanoid's appearance and memories, act as allies of the mindshard and obey its telepathic commands. A Humanoid must have an Intelligence score of 5 or higher to be refracted in this manner. Reactions Enthralling Defense. When a creature the mindshard can see within 30 feet of it hits it with an attack, that creature must succeed on a DC 14 Charisma saving throw or be charmed until the end of its next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Mindslaver Mold","description":"Mindslaver mold is a much-feared infestation from that has spread to many worlds, though some suspect its origin is extraplanar in the otherworldly realms of the fey. It has been known on several planets to drive the inhabitants into murderous socieities where cannibals respect and fear the mold almost as a manifestation of some strange god. The mold itself shares a single consciousness, although individual patches of the stuff retain their own goals. 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The process of ceremorphosis transforms four of the beholder’s eyestalks into tentacles similar to those of a mind flayer, and alters some of the beholder’s eye rays. Less intelligent than beholders and less liable to endanger the colony, mindwitnesses are psionically imprinted with devotion to the elder brain and submission to illithid commands, making them almost as obedient as intellect devourers. Telepathic Hub. The primary function of a mindwitness is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse telepathically through it to as many as seven other creatures the mindwitness can see, allowing the rapid spread of commands and other information. Solitary Seekers. If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with flumphs and telepathic planar beings such as demons, shifting their worldview and changing their alignment to match that of their new masters. Traits Telepathic Hub : When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see. Actions Multiattack : The mindwitness makes two attacks: one with its tentacles and one with its bite. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage. Tentacles : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 20 (4d8 + 2) psychic damage. If the target is Large or smaller, it is grappled, escape DC 13, and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends. Eye Rays : The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: 1. Aversion Ray : The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2. Fear Ray : The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Psychic Ray : The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage. 4. Slowing Ray : The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Stunning Ray : The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. 6. Telekinetic Ray : If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray’s telekinetic grip until the start of the mindwitness’s next turn or until the mindwitness is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Expansion":1,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Mindwitness","description":"If a beholder is stunned and brought to the brine pool of an elder brain (appears in this book), the beholder can be converted into a mindwitness. This alters some of its eye rays and transforms four of its eyestalks into tentacles similar to a mind flayer’s. The mindwitness is psychically imprinted with devotion to the elder brain and submission to illithid commands. A mindwitness’s primary function is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse through it to as many as seven other creatures the mindwitness can see, rapidly disseminating commands and other information. If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with flumphs (see the Monster Manual ) and planar beings such as demons, shifting their worldview and alignment to match those of their new masters. Traits Telepathic Hub. When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see. Actions Multiattack. The mindwitness makes one Bite attack and one Tentacles attack, or it uses Eye Ray three times. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage. Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 20 (4d8 + 2) psychic damage. If the target is Large or smaller, it is grappled (escape DC 13), and it must succeed on a DC 13 Intelligence saving throw or be restrained until this grapple ends. Eye Ray. The mindwitness shoots one magical eye ray at random (roll a d6, and reroll if the ray has already been used this turn), choosing one target it can see within 120 feet of it: 1: Aversion Ray. The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2: Fear Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3: Psychic Ray. The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage. 4: Slowing Ray. The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5: Stunning Ray. The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 6: Telekinetic Ray. If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray’s telekinetic grip until the start of the mindwitness’s next turn or until the mindwitness is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Neutral\r","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Mini Tar Elemental","description":"Tar Elementals These viscous, shapeless elementals are natives of the muddy borderlands between the Planes of Water and Earth. Their minds comprise the echoing memories of the thousands of organisms whose decomposition has created their shapeless bodies. Arcane Activation. When an arcane power source is tuned to the correct frequency, a tar elemental’s primordial spark can be drawn into the Material Plane, reforming around a suitable substrate, such as tar or other lipids, like the fat deposits from a long-dead giant space hamster. Such a summoning is often against the elemental’s will, leading to violent and aggressive outbursts. Possession & Reanimation. Should a tar elemental find itself in contact with such an arcane power source, its powers of decomposition are augmented; it is no longer subject to decay and its touch can enervate living tissue. An augmented tar elemental is also capable of puppeteering a creature, dead or alive, manipulating its body through an external, oily musculature.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"neutral","Expansion":23695,"Challenge Rating":2},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Miniature Camel","description":"Miniature Camel Likes: drinking fresh water, resting in shade, bellowing cutely Dislikes : being used as a footstool, being overburdened, being hungry and thirsty enough for its hump to diminish Docile and friendly, miniature camels are prized for their undeniable cuteness but also for their usefulness that often surprises new adventurers. These beasts are remarkably fast, strong, and tough for their tiny size, which also makes them hard to spot from a distance, even in the vast, open deserts where they often roam. Able to outrun predators and survive for long periods of time without food and water, miniature camels are adapted to tough conditions, making them excellent companions to wandering heroes. A small herd of miniature camels can carry more than a single large beast of burden while consuming fewer resources and keeping a lower profile. Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a miniature camel for their familiar. Awakened Miniature Camels. Miniature camels are eligible targets for the awaken spell. Many awakened miniature camels develop a refined taste for gourmet food and some of them become chefs and mixologists. These culinary-inclined awakened miniature camels will often prepare delicious bento boxes and home-packed meals for their friends.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":0},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Miniature Elephant","description":"Miniature Elephant Likes: playing in water, mud baths, long hugs Dislikes : bees, extremely spicy food, being pulled by its trunk Social and fun-loving, miniature elephants resemble their larger elephantine counterparts, but their size is more comparable to that of mules or large ponies. These cheerful pachyderms are clever and playful and have remarkably strong memories. Miniature elephants typically travel in peaceful herds. Their friendly disposition and their openness to being tamed make them great companions for rangers and other adventurers with a knack for animal handling. Halflings and other small humanoids can ride miniature elephants as mounts. Steed. At the gamemaster’s discretion, a Small humanoid player character who can cast find steed may choose the form of a miniature elephant for their steed. Awakened Miniature Elephants. Miniature elephants are eligible targets for the awaken spell. Many awakened miniature elephants enjoy tabletop games and quizzes that put their strong memories to the test. Some awakened miniature elephants become skilled makeup artists and create elaborate body paintings on their skin or that of their friends.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":"1/4"},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Miniature Xorn","description":"A clan of unfortunate dwarf miners accidentally discovered the miniature xorn. After the initial shock of contending with hundreds of ravenous pocket-sized xorn, the dwarves seized a golden opportunity. Miniature xorn quickly became an ideal familiar for treasure hunters, dungeoneers, or adventurers preparing to explore subterranean tunnels. While the miniature xorn aren’t as ferocious as their larger counterparts, their ability to sense treasure, burrow through the earth, and speak Terran makes them invaluable members of any expedition (as long as you keep them fed, of course). Traits Earth Glide. The xorn can burrow through nonmagical unworked earth and stone. While doing so, the xorn doesn’t disturb the material it moves through. Stone Camouflage. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Treasure Sense. The xorn can pinpoint by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it. Actions Claws . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Elemental","Alignment":"Neutral","Expansion":21760,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Minimal Elephant","description":"Minimals are small versions of normally Medium, Huge or Large sized beasts. Any beast (including, at the GM’s option, non-beast creatures that could be considered magical animals, like a unicorn), can become a minimal. When a creature becomes a minimal, it retains all its statistics except as noted below. Terrarium. Dinosaurs and their ilk are most commonly found as minimals on isolated islands in the Mediterranean where entire miniature pre-historic eco-systems can be found. Challenge. Recalculate the Challenge of the creature based on the guidelines in the 5E Game Master’s Guide to recalculate the rating after you apply the template. A quick way to do this is to reduce its Challenge by 1 for each size category it shrinks and for each die of damage it loses. Size. Reduce the creature to Small size and adjust hit points appropriately. Speed. Reduce the creatures speed by 5 feet for each size category it is reduced by. Ability Scores. The creature gains +2 Dexterity and -2 Strength for each size category the original creature is reduced by. Damage. The number of damage dice are reduced by 1 for each size category the original creature is reduced by. If this reduces the die to less than 1, reduce the die by one step (i.e.., d12 becomes d10, which becomes a d8 and so on).","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Minimal Saber-Toothed Tiger","description":"Minimals are small versions of normally Medium, Huge or Large sized beasts. Any beast (including, at the GM’s option, non-beast creatures that could be considered magical animals, like a unicorn), can become a minimal. When a creature becomes a minimal, it retains all its statistics except as noted below. Terrarium. Dinosaurs and their ilk are most commonly found as minimals on isolated islands in the Mediterranean where entire miniature pre-historic eco-systems can be found. Challenge. Recalculate the Challenge of the creature based on the guidelines in the 5E Game Master’s Guide to recalculate the rating after you apply the template. A quick way to do this is to reduce its Challenge by 1 for each size category it shrinks and for each die of damage it loses. Size. Reduce the creature to Small size and adjust hit points appropriately. Speed. Reduce the creatures speed by 5 feet for each size category it is reduced by. Ability Scores. The creature gains +2 Dexterity and -2 Strength for each size category the original creature is reduced by. Damage. The number of damage dice are reduced by 1 for each size category the original creature is reduced by. If this reduces the die to less than 1, reduce the die by one step (i.e.., d12 becomes d10, which becomes a d8 and so on).","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":1.2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Minimal Tyrannosaurus Rex","description":"Minimals are small versions of normally Medium, Huge or Large sized beasts. Any beast (including, at the GM’s option, non-beast creatures that could be considered magical animals, like a unicorn), can become a minimal. When a creature becomes a minimal, it retains all its statistics except as noted below. Terrarium. Dinosaurs and their ilk are most commonly found as minimals on isolated islands in the Mediterranean where entire miniature pre-historic eco-systems can be found. Challenge. Recalculate the Challenge of the creature based on the guidelines in the 5E Game Master’s Guide to recalculate the rating after you apply the template. A quick way to do this is to reduce its Challenge by 1 for each size category it shrinks and for each die of damage it loses. Size. Reduce the creature to Small size and adjust hit points appropriately. Speed. Reduce the creatures speed by 5 feet for each size category it is reduced by. Ability Scores. The creature gains +2 Dexterity and -2 Strength for each size category the original creature is reduced by. Damage. The number of damage dice are reduced by 1 for each size category the original creature is reduced by. If this reduces the die to less than 1, reduce the die by one step (i.e.., d12 becomes d10, which becomes a d8 and so on).","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":5},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Minimic","description":"Wait! Not that tankard. And not that plate! It looks like the minimics have been breeding again. You can tell by the eyes. Everyone check your purses for mimic eggs, folks! — Heliana, Wary of Coins Type : Monstrosity (shapechanger) Creature Component : Any mimic Bonus Tamer Improvement : Growth I and +2 Hit Dice With an appearance like regular household objects and the ability to change shape at will, minimics are easy to lose. Their adhesive epidermis sticks to everything; tamers with minimic companions often have a bottle of solvent on hand. A minimic’s ability to keep a foe grappled can be a useful battlefield control tactic, especially when deployed as an inanimate object for ambush operations. If any of the minimic’s traits or actions require a saving throw, it is always against the minimic’s save DC , as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the minimic’s Constitution modifier. Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the minimic the following improvements using your Monster Trainer feature: Growth I Prerequisite : become a tamer’s companion Type : Passive (companion) The minimic’s size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage dice of its bite and pseudopod attacks increase to a d6 . The minimic gains this improvement when it becomes a companion; it doesn’t cost an improvement. Grappler Prerequisite : 3rd-level tamer Type : Passive (companion) The minimic has advantage on attack rolls against any creature grappled by it. Improved Adhesive Prerequisite : 3rd-level tamer Type : Passive (companion) Creatures grappled by the minimic have disadvantage on ability checks made to escape its grapple. Growth II Prerequisite : 5th-level tamer, Growth I Type : Passive (companion) The minimic’s size increases to Medium, its Hit Die size increases to a d8 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage dice of its bite and pseudopod attacks increase from a d6 to a d8 . Multiattack Prerequisite : 5th-level tamer Type : Active (action) As an action, the minimic can make two attacks: one with its pseudopod and one with its bite. Regurgitate I Prerequisite : 5th-level tamer Type : Active (action) As an action, the minimic can regurgitate a torrent of acidic bile. Each creature in a 15-foot cone must make a Dexterity saving throw , taking 17 ( 5d6 ) acid damage on a failed save, or half as much damage on a successful one. After the minimic uses this action, it can’t do so again until its tamer finishes a short or long rest. When the minimic’s tamer reaches 9th level in the tamer class , the damage of this action increases to 24 ( 7d6 ). Thick Skin Prerequisite : 9th-level tamer Type : Passive (companion) The minimic gains a +2 bonus to its AC while it isn’t wearing armour. Acidic Sweat Prerequisite : 13th-level tamer Type : Active (bonus action) As a bonus action, the minimic can secrete acid. Each creature grappling or grappled by the minimic takes acid damage equal to the minimic’s current Hit Die size (1d4, or higher, if it has further Growth improvements). Regurgitate II Prerequisite : 13th-level tamer, Regurgitate I Type : Active (action) The damage of the minimic’s Regurgitate action increases to 31 ( 9d6 ), and the size of the cone increases to 25 feet . The minmic gains a +1 bonus to the save DC of this action. When the minimic’s tamer reaches 17th level in the tamer class, the damage of this action increases to 42 ( 12d6 ). Growth III Prerequisite : 17th-level tamer, Growth II Type : Passive (companion) The minimic’s size increases to Large, its Hit Die size increases to a d10 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage dice of its bite and pseudopod attacks increase from a d8 to a d10 .","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity (shapechanger)","Alignment":"unaligned","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Minognos-Ushad","description":"Not all dragonslaying adventures require true dragons. Minognos-Ushad is a legendary wyvern of the Stolen Lands, but can equally serve in your game as a storied draconic enemy, particularly if you prefer your dragons to function more as feral beasts than intellectual villains. Alternately, these stats could serve as the basis of an entire species of powerful wyvern. Traits Legendary Resistance (3/Day). If Minognos-Ushad fails a saving throw, he can choose to succeed instead. Actions Multiattack. Minognos-Ushad makes one bite attack, two claw attacks, and one stinger attack. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 16 (1d12+10) piercing damage. Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (2d8+10) slashing damage plus. Instead of dealing damage, Minognos-Ushad can grapple the target (escape DC 19). Stinger. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 17 (2d6+10) piercing damage plus 10 (3d6) poison damage and the target must make a DC 19 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much poison damage on a successful one. Reactions Reflexive Sting. When a creature fails to escape Minognos-Ushad’s grapple, Minognos-Ushad makes a stinger attack against the creature. Legendary Actions Minognos-Ushad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Minognos-Ushad regains spent legendary actions at the start of his turn. Detect. Minognos-Ushad makes a Wisdom (Perception) check. Stinger Attack. Minognos-Ushad makes a stinger attack. Wing Attack (Costs 2 Actions). Minognos-Ushad beats his wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. Minognos-Ushad can then fly up to half his flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":19},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Minor Malleable","description":"A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall. Malleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. Consumers of Psychic Power. Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. Many Shapes. Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. Our Powers Combined. Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. Ancient Knowledge Hoarders. It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Minotaur","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Charge : If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone . Labyrinthine Recall : The minotaur can perfectly recall any path it has traveled. Reckless : At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Greataxe : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. Gore : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"76 (9d10+27)","CHA":9,"CON":16,"DEX":11,"INT":6,"STR":18,"WIS":16,"Size":"Large","Type":"monstrosity","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066079/dNDmYzjSxPRKw353gBSjiQ/original.png","Roll 0":"1d20 + 6\n2d12+4","Roll 1":"1d20 + 6\n2d8+4","Senses":"Darkvision 60 Ft.","Skills":"Perception +7","Source":"5th Edition SRD","data-XP":700,"Alignment":"Chaotic Evil","Languages":"Abyssal","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Charge\",\"Desc\":\"If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.\"},{\"Name\":\"Labyrinthine Recall\",\"Desc\":\"The minotaur can perfectly recall any path it has traveled.\"},{\"Name\":\"Reckless\",\"Desc\":\"At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.\"}]","data-Actions":"[{\"Name\":\"Greataxe\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d12 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Gore\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-1","data-CON-mod":"+3","data-DEX-mod":"+0","data-INT-mod":"-2","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+3","Challenge Rating":3,"Passive Perception":17,"data-CrNum":3,"data-AcNum":14,"data-HpNum":76},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Minotaur","description":"A minotaur’s roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the hunt. Their brown or black fur is stained with the blood of fallen foes, and they carry the stench of death. The Beast Within. Most minotaurs are solitary carnivores that roam labyrinthine dungeons, twisting caves, primeval woods, and the maze-like streets and passages of desolate ruins. A minotaur can visualize every route it might take to close the distance to its prey. The scent of blood, the tearing of flesh, and the cracking of bones spur a minotaur’s lust for carnage, overwhelming all thought and reason. In a blood rage, a minotaur charges anything it sees, butting and goring like a battering ram, then chopping the fallen in twain. Apart from ambushing creatures that wander into its labyrinth, a minotaur cares little for strategy or tactics. Minotaurs seldom organize, they don’t respect authority or hierarchy, and they are notoriously difficult to enslave, let alone control. Cults of the Horned King. Minotaurs are the dark descendants of humanoids transformed by the rituals of cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while wearing a ceremonial animal mask. Within these bounded environments, cultists hunt, kill, and eat wild beasts, indulging their basest primal urges. In the end, however, sacrificial animals are exchanged for humanoid sacrifice—sometimes an inductee that tried to escape the cult after learning its secrets. These labyrinths become blood-soaked halls of slaughter, echoing to the cultists’ savagery. Unknown to all but their highest-ranking leaders, these mystery cults are creations of the demon lord Baphomet, the Horned King, whose layer of the Abyss is a gigantic labyrinth. Some of his followers are fervent supplicants that plead for strength and power. Others come to the cult seeking a life free from authority’s chains—and are liberated of their humanity instead as Baphomet transforms them into the minotaurs that echo his own savage form. Although they begin as creations of the Horned King, minotaurs can breed true with one another, giving rise to an independent race of Baphomet’s savage children in the world. Traits Charge : If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone. Labyrinthine Recall : The minotaur can perfectly recall any path it has traveled. Reckless : At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Greataxe : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. Gore : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Minotaur","description":"Despite their reputation, most minotaurs aren’t evil—but all are fearsome. These unusual creatures are a study in contrasts. Their imposing humanoid body is muscular with patches of thick hair. Their head is that of a massive horned bull, and their soft eyes convey a soulful intelligence mingled with smoldering intensity. Primal Rage. Minotaurs burn with fury. Some constantly desire to unleash this destructive energy on the world, and they attack anyone or anything that crosses their path. Others make it a point of pride to control their rage, only fighting when survival demands it. Regardless, once combat begins, minotaurs relish charging at foes with their great horns. In the heat of battle, a minotaur charges from one foe to the next, only retreating if victory is entirely impossible. Labyrinthine Origins. The first minotaur was once the human warrior Thesia “The Bull” Danaria, who dared challenge the Beast Lords of Kham. When her revolution was crushed, the Lords of Kham used their beastmagics to twist Thesia’s mortal body into a human-bull hybrid prone to fits of violent rage. The Beast Lords placed this minotaur at the center of a vast labyrinth and sent captured rebels to attack the monster. Many fell to Thesia’s anger—until a prisoner named Velathri took a chance, speaking to the minotaur instead of brandishing steel. He befriended Thesia, and in retribution, the Beast Lords made him a minotaur as well. This act was their undoing, for Thesia and Velathri fell in love. New minotaurs were born, and decades later, hundreds charged out of the maze together. These minotaurs reduced Kham to ruins, then they spread far and wide, fearing reprisal from neighboring lands. Even today, many minotaurs shun civilization, preferring to live in winding canyons, twisting ruins, bewildering dungeons, or other maze-like terrain where they can continue to hunt. However, a few can be found in nearly any terrain or settlement. Deep Bonds. Even evil minotaurs can be fiercely loyal friends, gladly charging into certain death for those they trust. These chosen friends never suffer the creature’s ire—but gods help them if they betray the minotaur. Traits Dizzying Gore. If the minotaur moves at least 20 feet straight toward a Large or smaller creature and then hits the creature with a Goring Horns attack on the same turn, that target must succeed on a DC 14 Constitution saving throw or be dazed until the start of the minotaur’s next turn. Minotaur Senses. The minotaur always knows which way is north and can’t become lost. Actions Multiattack. The minotaur makes one Maul attack and one Goring Horns attack. Maul. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is Large or smaller, the minotaur can push the target 5 feet away. Goring Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Reactions Retaliatory Gore. When a creature the minotaur can see within 40 feet of them deals damage to the minotaur, the minotaur can move up to their speed. If the minotaur ends this movement within 5 feet of that creature, the minotaur can make a Goring Horns attack against them.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Neutral","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Minotaur Archaeologist","description":"Traits Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Actions Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the minotaur moved at least 10 feet straight toward the target immediately before it hit, the target takes an extra 3 (1d6) piercing damage, and if the target is a Large or smaller creature, it must succeed on a DC 11 Strength saving throw or be pushed up to 10 feet from the minotaur and have the prone condition.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":27234,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Minotaur Berserker","description":"Minotaurs are hulking creatures that look like half-human, half-bull monstrosities. While many minotaurs conform to the classic image of a bull’s head atop a human body, others appear much more like humans, distinguished primarily by their immense size and bull-like horns. In spite of this, many mortals treat them as little more than bipedal beasts of burden. Cursed . Minotaurs are the descendants of a cursed tribe of humans who angered the gods. They are often shunned by the other mortal races, living on the outskirts of civilization in small nomadic tribes. Shapechangers . Some minotaurs are born with the ability to shapeshift fully into bulls. This transformation is triggered by extreme anger or stress. Minotaurs who make their living as warriors eventually master this transformation and learn to control it.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":11},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Minotaur Berserker","description":"The minotaur berserker is a ferocious combatant able to charge recklessly into a throng of foes, hoping to cleave through several of them with its massive greataxe. Even after it is struck with a fatal blow, the minotaur can still make one final lunging strike at its attacker before dropping dead. Traits Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone. Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The minotaur makes two attacks: one with its Greataxe and one with Gore. It can use Cleaving Swing in place of one attack. Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Cleaving Swing (Recharge 5–6). The minotaur swings its Greataxe in a wide arc, and each creature within 5 feet of it must succeed on a DC 16 Dexterity saving throw. On a failed save, a creature takes 18 (2d12 + 5) slashing damage, or half as much damage on a successful one. Reactions Death Strike. In response to being reduced to 0 hit points by an attack and the attack is not a critical hit, the minotaur can move up to half its speed and make one melee attack with advantage before dying or falling unconscious.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Minotaur Devastator (PB 2)","description":"Despite their reputation, most minotaurs aren’t evil—but all are fearsome. These unusual creatures are a study in contrasts. Their imposing humanoid body is muscular with patches of thick hair. Their head is that of a massive horned bull, and their soft eyes convey a soulful intelligence mingled with smoldering intensity. Primal Rage. Minotaurs burn with fury. Some constantly desire to unleash this destructive energy on the world, and they attack anyone or anything that crosses their path. Others make it a point of pride to control their rage, only fighting when survival demands it. Regardless, once combat begins, minotaurs relish charging at foes with their great horns. In the heat of battle, a minotaur charges from one foe to the next, only retreating if victory is entirely impossible. Labyrinthine Origins. The first minotaur was once the human warrior Thesia “The Bull” Danaria, who dared challenge the Beast Lords of Kham. When her revolution was crushed, the Lords of Kham used their beastmagics to twist Thesia’s mortal body into a human-bull hybrid prone to fits of violent rage. The Beast Lords placed this minotaur at the center of a vast labyrinth and sent captured rebels to attack the monster. Many fell to Thesia’s anger—until a prisoner named Velathri took a chance, speaking to the minotaur instead of brandishing steel. He befriended Thesia, and in retribution, the Beast Lords made him a minotaur as well. This act was their undoing, for Thesia and Velathri fell in love. New minotaurs were born, and decades later, hundreds charged out of the maze together. These minotaurs reduced Kham to ruins, then they spread far and wide, fearing reprisal from neighboring lands. Even today, many minotaurs shun civilization, preferring to live in winding canyons, twisting ruins, bewildering dungeons, or other maze-like terrain where they can continue to hunt. However, a few can be found in nearly any terrain or settlement. Deep Bonds. Even evil minotaurs can be fiercely loyal friends, gladly charging into certain death for those they trust. These chosen friends never suffer the creature’s ire—but gods help them if they betray the minotaur. Traits Signature Attack (Goring Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the devastator can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Furious Charge ( 3 /Day). As an action, the devastator moves up to their speed. At the end of this movement, they can make a signature attack. If that attack hits a Large or smaller creature, the target is pushed up to 10 feet away from the devastator, and the devastator and their allies have advantage on attack rolls against the target until the end of the devastator’s next turn. 5 th Level: Fearsome Gore ( 3 /Day). As an action, the devastator makes a signature attack against a creature within 5 feet of them. On a hit, the attack deals an extra PBd10 piercing damage, and the target must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the devastator until the end of the devastator’s next turn. 7 th Level: Retaliatory Charge ( 1 /Day). When a creature the devastator can see within 40 feet of them deals damage to the devastator, the devastator can use a reaction to move up to their speed toward the creature. If the devastator ends this movement within 5 feet of the creature, they can make two signature attacks against the creature with a +PB bonus to those attack and damage rolls.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Minotaur Devastator (PB 2)","description":"Medium Minotaur The minotaur devestator originally appeared in Flee, Mortals! The MCDM Monster Book . In that book, the retainer is Large. However, Worjo, the minotaur devestator in Lady Emer’s lair, is Medium. The stat block here reflects Worjo’s size. Traits Signature Attack (Goring Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the devastator can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Furious Charge ( 3 /Day). As an action, the devastator moves up to their speed. At the end of this movement, they can make a signature attack. If that attack hits a Large or smaller creature, the target is pushed up to 10 feet away from the devastator, and the devastator and their allies have advantage on attack rolls against the target until the end of the devastator’s next turn. 5 th Level: Fearsome Gore ( 3 /Day). As an action, the devastator makes a signature attack against a creature within 5 feet of them. On a hit, the attack deals an extra PBd10 piercing damage, and the target must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the devastator until the end of the devastator’s next turn. 7 th Level: Retaliatory Charge ( 1 /Day). When a creature the devastator can see within 40 feet of them deals damage to the devastator, the devastator can use a reaction to move up to their speed toward the creature. If the devastator ends this movement within 5 feet of the creature, they can make two signature attacks against the creature with a +PB bonus to those attack and damage rolls.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Minotaur Devastator (PB 3)","description":"Despite their reputation, most minotaurs aren’t evil—but all are fearsome. These unusual creatures are a study in contrasts. Their imposing humanoid body is muscular with patches of thick hair. Their head is that of a massive horned bull, and their soft eyes convey a soulful intelligence mingled with smoldering intensity. Primal Rage. Minotaurs burn with fury. Some constantly desire to unleash this destructive energy on the world, and they attack anyone or anything that crosses their path. Others make it a point of pride to control their rage, only fighting when survival demands it. Regardless, once combat begins, minotaurs relish charging at foes with their great horns. In the heat of battle, a minotaur charges from one foe to the next, only retreating if victory is entirely impossible. Labyrinthine Origins. The first minotaur was once the human warrior Thesia “The Bull” Danaria, who dared challenge the Beast Lords of Kham. When her revolution was crushed, the Lords of Kham used their beastmagics to twist Thesia’s mortal body into a human-bull hybrid prone to fits of violent rage. The Beast Lords placed this minotaur at the center of a vast labyrinth and sent captured rebels to attack the monster. Many fell to Thesia’s anger—until a prisoner named Velathri took a chance, speaking to the minotaur instead of brandishing steel. He befriended Thesia, and in retribution, the Beast Lords made him a minotaur as well. This act was their undoing, for Thesia and Velathri fell in love. New minotaurs were born, and decades later, hundreds charged out of the maze together. These minotaurs reduced Kham to ruins, then they spread far and wide, fearing reprisal from neighboring lands. Even today, many minotaurs shun civilization, preferring to live in winding canyons, twisting ruins, bewildering dungeons, or other maze-like terrain where they can continue to hunt. However, a few can be found in nearly any terrain or settlement. Deep Bonds. Even evil minotaurs can be fiercely loyal friends, gladly charging into certain death for those they trust. These chosen friends never suffer the creature’s ire—but gods help them if they betray the minotaur. Traits Signature Attack (Goring Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the devastator can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Furious Charge ( 3 /Day). As an action, the devastator moves up to their speed. At the end of this movement, they can make a signature attack. If that attack hits a Large or smaller creature, the target is pushed up to 10 feet away from the devastator, and the devastator and their allies have advantage on attack rolls against the target until the end of the devastator’s next turn. 5 th Level: Fearsome Gore ( 3 /Day). As an action, the devastator makes a signature attack against a creature within 5 feet of them. On a hit, the attack deals an extra PBd10 piercing damage, and the target must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the devastator until the end of the devastator’s next turn. 7 th Level: Retaliatory Charge ( 1 /Day). When a creature the devastator can see within 40 feet of them deals damage to the devastator, the devastator can use a reaction to move up to their speed toward the creature. If the devastator ends this movement within 5 feet of the creature, they can make two signature attacks against the creature with a +PB bonus to those attack and damage rolls.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Minotaur Devastator (PB 3)","description":"Medium Minotaur The minotaur devestator originally appeared in Flee, Mortals! The MCDM Monster Book . In that book, the retainer is Large. However, Worjo, the minotaur devestator in Lady Emer’s lair, is Medium. The stat block here reflects Worjo’s size. Traits Signature Attack (Goring Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the devastator can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Furious Charge ( 3 /Day). As an action, the devastator moves up to their speed. At the end of this movement, they can make a signature attack. If that attack hits a Large or smaller creature, the target is pushed up to 10 feet away from the devastator, and the devastator and their allies have advantage on attack rolls against the target until the end of the devastator’s next turn. 5 th Level: Fearsome Gore ( 3 /Day). As an action, the devastator makes a signature attack against a creature within 5 feet of them. On a hit, the attack deals an extra PBd10 piercing damage, and the target must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the devastator until the end of the devastator’s next turn. 7 th Level: Retaliatory Charge ( 1 /Day). When a creature the devastator can see within 40 feet of them deals damage to the devastator, the devastator can use a reaction to move up to their speed toward the creature. If the devastator ends this movement within 5 feet of the creature, they can make two signature attacks against the creature with a +PB bonus to those attack and damage rolls.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Minotaur Devastator (PB 4)","description":"Despite their reputation, most minotaurs aren’t evil—but all are fearsome. These unusual creatures are a study in contrasts. Their imposing humanoid body is muscular with patches of thick hair. Their head is that of a massive horned bull, and their soft eyes convey a soulful intelligence mingled with smoldering intensity. Primal Rage. Minotaurs burn with fury. Some constantly desire to unleash this destructive energy on the world, and they attack anyone or anything that crosses their path. Others make it a point of pride to control their rage, only fighting when survival demands it. Regardless, once combat begins, minotaurs relish charging at foes with their great horns. In the heat of battle, a minotaur charges from one foe to the next, only retreating if victory is entirely impossible. Labyrinthine Origins. The first minotaur was once the human warrior Thesia “The Bull” Danaria, who dared challenge the Beast Lords of Kham. When her revolution was crushed, the Lords of Kham used their beastmagics to twist Thesia’s mortal body into a human-bull hybrid prone to fits of violent rage. The Beast Lords placed this minotaur at the center of a vast labyrinth and sent captured rebels to attack the monster. Many fell to Thesia’s anger—until a prisoner named Velathri took a chance, speaking to the minotaur instead of brandishing steel. He befriended Thesia, and in retribution, the Beast Lords made him a minotaur as well. This act was their undoing, for Thesia and Velathri fell in love. New minotaurs were born, and decades later, hundreds charged out of the maze together. These minotaurs reduced Kham to ruins, then they spread far and wide, fearing reprisal from neighboring lands. Even today, many minotaurs shun civilization, preferring to live in winding canyons, twisting ruins, bewildering dungeons, or other maze-like terrain where they can continue to hunt. However, a few can be found in nearly any terrain or settlement. Deep Bonds. Even evil minotaurs can be fiercely loyal friends, gladly charging into certain death for those they trust. These chosen friends never suffer the creature’s ire—but gods help them if they betray the minotaur. Traits Signature Attack (Goring Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the devastator can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Furious Charge ( 3 /Day). As an action, the devastator moves up to their speed. At the end of this movement, they can make a signature attack. If that attack hits a Large or smaller creature, the target is pushed up to 10 feet away from the devastator, and the devastator and their allies have advantage on attack rolls against the target until the end of the devastator’s next turn. 5 th Level: Fearsome Gore ( 3 /Day). As an action, the devastator makes a signature attack against a creature within 5 feet of them. On a hit, the attack deals an extra PBd10 piercing damage, and the target must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the devastator until the end of the devastator’s next turn. 7 th Level: Retaliatory Charge ( 1 /Day). When a creature the devastator can see within 40 feet of them deals damage to the devastator, the devastator can use a reaction to move up to their speed toward the creature. If the devastator ends this movement within 5 feet of the creature, they can make two signature attacks against the creature with a +PB bonus to those attack and damage rolls.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Minotaur Devastator (PB 4)","description":"Medium Minotaur The minotaur devestator originally appeared in Flee, Mortals! The MCDM Monster Book . In that book, the retainer is Large. However, Worjo, the minotaur devestator in Lady Emer’s lair, is Medium. The stat block here reflects Worjo’s size. Traits Signature Attack (Goring Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the devastator can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Furious Charge ( 3 /Day). As an action, the devastator moves up to their speed. At the end of this movement, they can make a signature attack. If that attack hits a Large or smaller creature, the target is pushed up to 10 feet away from the devastator, and the devastator and their allies have advantage on attack rolls against the target until the end of the devastator’s next turn. 5 th Level: Fearsome Gore ( 3 /Day). As an action, the devastator makes a signature attack against a creature within 5 feet of them. On a hit, the attack deals an extra PBd10 piercing damage, and the target must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the devastator until the end of the devastator’s next turn. 7 th Level: Retaliatory Charge ( 1 /Day). When a creature the devastator can see within 40 feet of them deals damage to the devastator, the devastator can use a reaction to move up to their speed toward the creature. If the devastator ends this movement within 5 feet of the creature, they can make two signature attacks against the creature with a +PB bonus to those attack and damage rolls.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Minotaur Devastator (PB 5)","description":"Despite their reputation, most minotaurs aren’t evil—but all are fearsome. These unusual creatures are a study in contrasts. Their imposing humanoid body is muscular with patches of thick hair. Their head is that of a massive horned bull, and their soft eyes convey a soulful intelligence mingled with smoldering intensity. Primal Rage. Minotaurs burn with fury. Some constantly desire to unleash this destructive energy on the world, and they attack anyone or anything that crosses their path. Others make it a point of pride to control their rage, only fighting when survival demands it. Regardless, once combat begins, minotaurs relish charging at foes with their great horns. In the heat of battle, a minotaur charges from one foe to the next, only retreating if victory is entirely impossible. Labyrinthine Origins. The first minotaur was once the human warrior Thesia “The Bull” Danaria, who dared challenge the Beast Lords of Kham. When her revolution was crushed, the Lords of Kham used their beastmagics to twist Thesia’s mortal body into a human-bull hybrid prone to fits of violent rage. The Beast Lords placed this minotaur at the center of a vast labyrinth and sent captured rebels to attack the monster. Many fell to Thesia’s anger—until a prisoner named Velathri took a chance, speaking to the minotaur instead of brandishing steel. He befriended Thesia, and in retribution, the Beast Lords made him a minotaur as well. This act was their undoing, for Thesia and Velathri fell in love. New minotaurs were born, and decades later, hundreds charged out of the maze together. These minotaurs reduced Kham to ruins, then they spread far and wide, fearing reprisal from neighboring lands. Even today, many minotaurs shun civilization, preferring to live in winding canyons, twisting ruins, bewildering dungeons, or other maze-like terrain where they can continue to hunt. However, a few can be found in nearly any terrain or settlement. Deep Bonds. Even evil minotaurs can be fiercely loyal friends, gladly charging into certain death for those they trust. These chosen friends never suffer the creature’s ire—but gods help them if they betray the minotaur. Traits Signature Attack (Goring Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the devastator can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Furious Charge ( 3 /Day). As an action, the devastator moves up to their speed. At the end of this movement, they can make a signature attack. If that attack hits a Large or smaller creature, the target is pushed up to 10 feet away from the devastator, and the devastator and their allies have advantage on attack rolls against the target until the end of the devastator’s next turn. 5 th Level: Fearsome Gore ( 3 /Day). As an action, the devastator makes a signature attack against a creature within 5 feet of them. On a hit, the attack deals an extra PBd10 piercing damage, and the target must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the devastator until the end of the devastator’s next turn. 7 th Level: Retaliatory Charge ( 1 /Day). When a creature the devastator can see within 40 feet of them deals damage to the devastator, the devastator can use a reaction to move up to their speed toward the creature. If the devastator ends this movement within 5 feet of the creature, they can make two signature attacks against the creature with a +PB bonus to those attack and damage rolls.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Minotaur Devastator (PB 5)","description":"Medium Minotaur The minotaur devestator originally appeared in Flee, Mortals! The MCDM Monster Book . In that book, the retainer is Large. However, Worjo, the minotaur devestator in Lady Emer’s lair, is Medium. The stat block here reflects Worjo’s size. Traits Signature Attack (Goring Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the devastator can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Furious Charge ( 3 /Day). As an action, the devastator moves up to their speed. At the end of this movement, they can make a signature attack. If that attack hits a Large or smaller creature, the target is pushed up to 10 feet away from the devastator, and the devastator and their allies have advantage on attack rolls against the target until the end of the devastator’s next turn. 5 th Level: Fearsome Gore ( 3 /Day). As an action, the devastator makes a signature attack against a creature within 5 feet of them. On a hit, the attack deals an extra PBd10 piercing damage, and the target must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the devastator until the end of the devastator’s next turn. 7 th Level: Retaliatory Charge ( 1 /Day). When a creature the devastator can see within 40 feet of them deals damage to the devastator, the devastator can use a reaction to move up to their speed toward the creature. If the devastator ends this movement within 5 feet of the creature, they can make two signature attacks against the creature with a +PB bonus to those attack and damage rolls.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Minotaur Devastator (PB 6)","description":"Despite their reputation, most minotaurs aren’t evil—but all are fearsome. These unusual creatures are a study in contrasts. Their imposing humanoid body is muscular with patches of thick hair. Their head is that of a massive horned bull, and their soft eyes convey a soulful intelligence mingled with smoldering intensity. Primal Rage. Minotaurs burn with fury. Some constantly desire to unleash this destructive energy on the world, and they attack anyone or anything that crosses their path. Others make it a point of pride to control their rage, only fighting when survival demands it. Regardless, once combat begins, minotaurs relish charging at foes with their great horns. In the heat of battle, a minotaur charges from one foe to the next, only retreating if victory is entirely impossible. Labyrinthine Origins. The first minotaur was once the human warrior Thesia “The Bull” Danaria, who dared challenge the Beast Lords of Kham. When her revolution was crushed, the Lords of Kham used their beastmagics to twist Thesia’s mortal body into a human-bull hybrid prone to fits of violent rage. The Beast Lords placed this minotaur at the center of a vast labyrinth and sent captured rebels to attack the monster. Many fell to Thesia’s anger—until a prisoner named Velathri took a chance, speaking to the minotaur instead of brandishing steel. He befriended Thesia, and in retribution, the Beast Lords made him a minotaur as well. This act was their undoing, for Thesia and Velathri fell in love. New minotaurs were born, and decades later, hundreds charged out of the maze together. These minotaurs reduced Kham to ruins, then they spread far and wide, fearing reprisal from neighboring lands. Even today, many minotaurs shun civilization, preferring to live in winding canyons, twisting ruins, bewildering dungeons, or other maze-like terrain where they can continue to hunt. However, a few can be found in nearly any terrain or settlement. Deep Bonds. Even evil minotaurs can be fiercely loyal friends, gladly charging into certain death for those they trust. These chosen friends never suffer the creature’s ire—but gods help them if they betray the minotaur. Traits Signature Attack (Goring Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the devastator can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Furious Charge ( 3 /Day). As an action, the devastator moves up to their speed. At the end of this movement, they can make a signature attack. If that attack hits a Large or smaller creature, the target is pushed up to 10 feet away from the devastator, and the devastator and their allies have advantage on attack rolls against the target until the end of the devastator’s next turn. 5 th Level: Fearsome Gore ( 3 /Day). As an action, the devastator makes a signature attack against a creature within 5 feet of them. On a hit, the attack deals an extra PBd10 piercing damage, and the target must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the devastator until the end of the devastator’s next turn. 7 th Level: Retaliatory Charge ( 1 /Day). When a creature the devastator can see within 40 feet of them deals damage to the devastator, the devastator can use a reaction to move up to their speed toward the creature. If the devastator ends this movement within 5 feet of the creature, they can make two signature attacks against the creature with a +PB bonus to those attack and damage rolls.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Minotaur Devastator (PB 6)","description":"Medium Minotaur The minotaur devestator originally appeared in Flee, Mortals! The MCDM Monster Book . In that book, the retainer is Large. However, Worjo, the minotaur devestator in Lady Emer’s lair, is Medium. The stat block here reflects Worjo’s size. Traits Signature Attack (Goring Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB piercing damage. Beginning at 7th level, the devastator can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Furious Charge ( 3 /Day). As an action, the devastator moves up to their speed. At the end of this movement, they can make a signature attack. If that attack hits a Large or smaller creature, the target is pushed up to 10 feet away from the devastator, and the devastator and their allies have advantage on attack rolls against the target until the end of the devastator’s next turn. 5 th Level: Fearsome Gore ( 3 /Day). As an action, the devastator makes a signature attack against a creature within 5 feet of them. On a hit, the attack deals an extra PBd10 piercing damage, and the target must succeed on a DC 10 plus PB Wisdom saving throw or be frightened of the devastator until the end of the devastator’s next turn. 7 th Level: Retaliatory Charge ( 1 /Day). When a creature the devastator can see within 40 feet of them deals damage to the devastator, the devastator can use a reaction to move up to their speed toward the creature. If the devastator ends this movement within 5 feet of the creature, they can make two signature attacks against the creature with a +PB bonus to those attack and damage rolls.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Minotaur Earth Shaman","description":"While very rare, a minotaur can be born with the gift to harness nature's magic. It serves as an advisor to the tribe's chieftain. In battle, it supports its war party with crushing earth magic. Traits Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Quarterstaff. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning damage if used with two hands. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Toxic Lash. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 17 (3d8 + 4) acid or poison damage (the minotaur’s choice). Spellcasting. The minotaur casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: druidcraft, mold earth, produce flame (2d8) 1/day each: earth tremor, locate creature, meld into stone, spike growth, stoneskin Rippling Earth (Recharges 5–6). The minotaur causes the earth to suddenly move in a violent, cascading motion in a 30-foot line that is 10 feet wide. Each creature standing on the ground in that line must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 19 (3d12) bludgeoning damage, is pushed up to 10 feet, and is knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Minotaur Hero","description":"Minotaurs are hulking creatures that look like half-human, half-bull monstrosities. While many minotaurs conform to the classic image of a bull’s head atop a human body, others appear much more like humans, distinguished primarily by their immense size and bull-like horns. In spite of this, many mortals treat them as little more than bipedal beasts of burden. Cursed . Minotaurs are the descendants of a cursed tribe of humans who angered the gods. They are often shunned by the other mortal races, living on the outskirts of civilization in small nomadic tribes. Shapechangers . Some minotaurs are born with the ability to shapeshift fully into bulls. This transformation is triggered by extreme anger or stress. Minotaurs who make their living as warriors eventually master this transformation and learn to control it.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":5},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Minotaur Infiltrator","description":"Traits Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Actions Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, or 13 (2d8 + 4) piercing damage while enlarged. If the minotaur moved at least 10 feet straight toward the target immediately before it hit, the target takes an extra 4 (1d8) piercing damage, or 9 (2d8) piercing damage if the minotaur is enlarged. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet from the minotaur and have the prone condition. Mattock. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage, or 17 (2d12 + 4) bludgeoning damage while enlarged. If the target is a creature and the minotaur is enlarged, the target must succeed on a DC 14 Strength saving throw or have the prone condition. Enlarge (Recharges after a Short or Long Rest). For 1 minute, the minotaur magically increases in size, along with anything it is wearing or carrying. While enlarged, the minotaur is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the minotaur lacks the room to become Large, the minotaur doesn’t change size. Bonus Actions Unerring Tracker. The minotaur magically creates a psychic link with one creature it can see. For the next hour, the minotaur knows the current distance and direction to the target if it is on the same plane of existence. The link ends if the minotaur has the incapacitated condition or uses this ability on a different target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Evil","Expansion":27234,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Minotaur Lackey","description":"Despite their reputation, most minotaurs aren’t evil—but all are fearsome. These unusual creatures are a study in contrasts. Their imposing humanoid body is muscular with patches of thick hair. Their head is that of a massive horned bull, and their soft eyes convey a soulful intelligence mingled with smoldering intensity. Primal Rage. Minotaurs burn with fury. Some constantly desire to unleash this destructive energy on the world, and they attack anyone or anything that crosses their path. Others make it a point of pride to control their rage, only fighting when survival demands it. Regardless, once combat begins, minotaurs relish charging at foes with their great horns. In the heat of battle, a minotaur charges from one foe to the next, only retreating if victory is entirely impossible. Labyrinthine Origins. The first minotaur was once the human warrior Thesia “The Bull” Danaria, who dared challenge the Beast Lords of Kham. When her revolution was crushed, the Lords of Kham used their beastmagics to twist Thesia’s mortal body into a human-bull hybrid prone to fits of violent rage. The Beast Lords placed this minotaur at the center of a vast labyrinth and sent captured rebels to attack the monster. Many fell to Thesia’s anger—until a prisoner named Velathri took a chance, speaking to the minotaur instead of brandishing steel. He befriended Thesia, and in retribution, the Beast Lords made him a minotaur as well. This act was their undoing, for Thesia and Velathri fell in love. New minotaurs were born, and decades later, hundreds charged out of the maze together. These minotaurs reduced Kham to ruins, then they spread far and wide, fearing reprisal from neighboring lands. Even today, many minotaurs shun civilization, preferring to live in winding canyons, twisting ruins, bewildering dungeons, or other maze-like terrain where they can continue to hunt. However, a few can be found in nearly any terrain or settlement. Deep Bonds. Even evil minotaurs can be fiercely loyal friends, gladly charging into certain death for those they trust. These chosen friends never suffer the creature’s ire—but gods help them if they betray the minotaur. Traits Goring Run. If the lackey moves at least 20 feet straight toward an enemy and then ends their movement within 5 feet of the enemy, the enemy takes 1 piercing damage. Minion. If the lackey takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the lackey takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Goring Horns (Group Attack). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 piercing damage. If this attack was made by more than one lackey, the target must succeed on a Strength saving throw or be moved 5 feet horizontally for each minion who joined the attack. The DC for this saving throw equals 10 plus the number of lackeys who joined the attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Neutral","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Minotaur Lackey Slime Servant","description":"Slime Servants If a creature spends 1 continuous minute under the effect of the slime from an olothec’s Devolving Tentacle attack, that effect ends and their flesh devolves into a translucent primordial state. The creature loses their memories and sense of self, becoming a slime servant NPC who is loyal to the olothec. The following stat blocks are Ithu’rath’s slime servants. Traits Amphibious. The lackey can breathe air and water. Goring Run. If the lackey moves at least 20 feet straight toward an enemy and then ends their movement within 5 feet of the enemy, the enemy takes 1 piercing damage. Minion. If the lackey takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the lackey takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Servant Senses. Ithu’rath can sense anything the lackey senses, and Ithu’rath can speak through their body. Actions Goring Horns (Group Attack). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 piercing damage. If this attack was made by more than one lackey, the target must succeed on a Strength saving throw or be moved 5 feet horizontally for each minion who joined the attack. The DC for this saving throw equals 10 plus the number of lackeys who joined the attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Neutral","Expansion":28288,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Minotaur Legend","description":"Minotaur Legend Few minotaurs have made their way into Grimnir via the Rainbow Spear, but there were many in the Lost Lands. A few have survived, often serving as enforcers.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":10},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Minotaur Living Crystal Statue","description":"Given life through powerful magic, a large, crudely carved crystal minotaur guards the tunnels in Isle of the Abbey . Traits Immutable Form. The statue is immune to any spell or effect that would alter its form. Actions Multiattack. The statue makes two attacks: one with its greataxe and one gore attack. Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Reactions Flying Shards. In response to a creature hitting the statue with a melee weapon attack, the statue deals 11 (2d10) piercing damage to the attacker.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":3905,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Minotaur Savage Bull of Baphomet","description":"Some minotaurs demonstrate more cruelty and ferocity in battle than their brethren. One of these would be blessed by Baphomet the Prince of Beasts, instilling his essence in the minotaur. It would transform the creature into a Savage Bull of Baphomet - a powerful, feral version of the minotaur. Traits Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away and knocked prone. Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Relentless (Recharges after a Short or Long Rest). If the minotaur takes 25 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Multiattack. The minotaur makes two Claw attacks and one Gore attack. If both Claw attacks hit the same target, the target takes an extra 7 (2d6) slashing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Minotaur Skeleton","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Charge : If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone . Actions Greataxe : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. Gore : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"67 (9d10+18)","CHA":5,"CON":15,"DEX":11,"INT":6,"STR":18,"WIS":8,"Size":"Large","Type":"undead","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066088/GK80O4D8ZPdAIOBNpShUsg/original.png","Roll 0":"Greataxe\n1d20 + 6\n2d12+4","Roll 1":"Gore\n1d20 + 6\n2d8+4","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":450,"Alignment":"Lawful Evil","Languages":"Understands Abyssal But Can't Speak","data-List":"false","Immunities":"Poison","Token Size":2,"data-Traits":"[{\"Name\":\"Charge\",\"Desc\":\"If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.\"}]","data-Actions":"[{\"Name\":\"Greataxe\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d12 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Gore\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+2","data-DEX-mod":"+0","data-INT-mod":"-2","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"-1","Vulnerabilities":"Bludgeoning","Challenge Rating":2,"Passive Perception":9,"Condition Immunities":"Exhaustion, Poisoned","data-CrNum":2,"data-AcNum":12,"data-HpNum":67},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Minotaur Skeleton","description":"Skeletons Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. Obedient Servants. Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can’t read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks. A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished. Although they lack the intellect they possessed in life, skeletons aren’t mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn’t work, it searches for another way through or around the obstacle. Habitual Behaviors. Independent skeletons temporarily or permanently free of a master’s control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can’t eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance. When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation. Undead Nature. A skeleton doesn’t require air, food, drink, or sleep. Traits Charge : If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. Actions Greataxe : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. Gore : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Minotaur Skeleton","description":"This creature appears in The Age of Green adventure module.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Minotaur Warrior","description":"Minotaur warriors are trained with the use of armor and shields and exhibit a bit more discipline compared to their wilder kin. Traits Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. Gore. Melee Weapon Attack: + 6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Minotaur, Labyrinth Keeper","description":"The minotaur moon priestess stands at the center of the maze, raising her silver axe to the skies as the lunar light glistens off her silver horns. Behind her, the labyrinth keeper's hands and eyes begin to glow. The Maze Keepers. The minotaur labyrinth keepers create and restore the maze-lair of their clan. The keeper takes careful notes, studies those who breach its creations, and, when necessary, defends the maze with its clan-mates. The Moon Worshippers. The moon is a symbol of trickery and confusion, and the minotaur moon priestess heeds the call to worship. She curses those who breach the central chamber of the labyrinth, making sure they never escape.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Minotaur, Lost","description":"The risen corpses of minotaurs who died while trapped in a labyrinth of any kind, lost minotaurs embody the anguish, rage, and humiliation of the worst deaths their people can imagine. Pliable Malevolence. Motivated by an indiscriminate malice punctuated with a relentless hatred for any who survive an encounter with them, lost minotaurs may be swayed to track and kill specific prey. What it might desire in trade varies from creature to creature, but the prize usually involves an arranged hunt of some kind. Tales of Caution. Among minotaur communities, parents tell their children bloodcurdling tales of lost minotaurs to dissuade them from wandering into old, structurally unsound labyrinths. Tales of the nigh-unstoppable malice of these horrors find an audience most everywhere. Undead Nature. A lost minotaur doesn't require air, food, drink, or sleep. Lost Minotaurs in Midgard A large number of lost minotaurs came into being after being trapped within their fortified labyrinths and then slowly starved out or slain by gas and necrotic attacks during the Mharoti invasions of minotaur lands three centuries past. Among the minotaur diaspora on the isle of Kyprion and elsewhere, tales of lost minotaurs within the Great Labyrinth in the ruins of Roshgazi abound. Similar tales are told of the old labyrinth of Cindass, though to a lesser degree. Intrepid treasure-seekers in these crumbled places of old magic often fall to the axes of the lost minotaurs.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Minotaur, Moon Priestess","description":"The minotaur moon priestess stands at the center of the maze, raising her silver axe to the skies as the lunar light glistens off her silver horns. Behind her, the labyrinth keeper's hands and eyes begin to glow. The Maze Keepers. The minotaur labyrinth keepers create and restore the maze-lair of their clan. The keeper takes careful notes, studies those who breach its creations, and, when necessary, defends the maze with its clan-mates. The Moon Worshippers. The moon is a symbol of trickery and confusion, and the minotaur moon priestess heeds the call to worship. She curses those who breach the central chamber of the labyrinth, making sure they never escape.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Minotaur, Ravening","description":"Blood coats the claws and mouth of this wild-eyed minotaur. It holds the dripping remains of a heart in its claw. Mad Minotaur. This feral minotaur is driven by a monstrous hunger that can be sated only by consuming the hearts of its foes. Its fur stained with blood, it fights with teeth, sharp claws, and lethal horns—though its greatest weapon is its ferocity. Created by Disease. The ancient minotaur clans once deliberately exposed their warriors to a disease called the ravening, hoping to strengthen them. This practice led to disaster as the highly contagious disease spread, creating large numbers of ravening minotaurs—wild creatures filled with uncontrollable fury and a lust for consuming the hearts of other creatures. Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. Keen Smell. The minotaur has advantage on Wisdom (Perception) checks that rely on smell. Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Ravening Hunger. When a ravening minotaur reduces a creature to 0 hp with a melee attack on its turn, the minotaur can take a bonus action to consume the creature's heart. The minotaur's hp maximum increases by 5 for every ten hearts it consumes in this way. Ravening Madness. The ravening minotaur has disadvantage on Intelligence checks and saving throws. It considers every creature hostile and doesn't gain any benefit from the Help action or similar spells or effects that involve helping or receiving help from friendly creatures. This trait doesn't prevent a spellcaster from restoring hp to the minotaur or curing the ravening with magic. Reckless. At the start of its turn, the minotaur can choose to have advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The minotaur makes one Bite and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the ravening minotaur gains temporary hp equal to the damage dealt. The target must succeed on a DC 13 Constitution saving throw or becoming infected with the ravening (see sidebar). Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Minstrel","description":"A minstrel is often dressed in vibrant fashions, carrying their preferred instrument of choice everywhere they go. Many great artists and musicians have found the powers to weave their creative minds to channel arcane energies. The minstrel uses their cunning, guile, and charm to outwit and enthrall their enemies, or bolster their allies. “A minstrel! You want me to fight a person tootling on a flute? That seems highly unfair for them.”","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Minstrel of the College","description":"Senior members of the College of Minstrels can bear the associated title, proving their aptitude through rigorous study and examinations. Minstrels are taught a wide range of entertainment skills, including various styles of singing and oratory, instruments, juggling, and even acrobatic arts, bolstered by bardic magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any","Expansion":17604,"Challenge Rating":2},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Mirage Cat","description":"Mirage cats are large cats with the inherent ability to project illusions. They are often found in the Fey Realm or in ancient, dense jungles and forests on the Material Plane. Some believe them to be the result of ordinary felines that have been in contact with spellfire or patches of raw magic. Elusive Mounts As loyal as they are swift, mirage cats raised from a kitten can be trained to serve as a mount and companion – and, in rare cases, a fully grown cat may even come to accept a rider that has earned its respect through a heroic deed. Although mirage cats usually live in the wild, some elven societies actively use and breed them as mounts, deploying skillful riders specialized in using the cats' abilities to create illusory copies and turn themselves and their rider invisible.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Mirager","description":"This lovely lass is clad in diaphanous veils and a revealing skirt, and she shows graceful skill while dancing through the dust. Humanoid Sand. In its natural form, a mirager resembles a shifting mass of sand and dust with a vaguely humanoid shape, crumbling away like a sandcastle in the wind. Enticing Illusion. A mirage can take on the guise of a lovely man or woman with luminous eyes, delicate features, and seductive garments. Whether male or female, a mirager dresses in veils and flowing robes that accentuate its enticing beauty. Thirst for Blood. Whatever its apparent form, a mirager’s existence is one of unnatural and endless thirst. They hunger for flesh and thirst for blood, and they draw especial pleasure from leeching a creature’s fluids in the throes of passion. A victim is drained into a lifeless husk before the mirager feasts on the dehydrated remains. Traits Shapechanger: The mirager can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Innate Spellcasting: The mirager’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: 3/day: charm person 1/day each: hallucinatory terrain, suggestion Enthralling Mirage: When the mirager casts hallucinatory terrain, the area appears so lush and inviting that those who view it feel compelled to visit. Any creature that approaches within 120 feet of the terrain must make a DC 15 Wisdom saving throw. Those that fail are affected as by the enthrall spell with the mirager as the caster; they give the mirage their undivided attention, wanting only to explore it, marvel at its beauty, and rest there for an hour. The mirager can choose to have creatures focus their attention on it instead of the hallucinatory terrain. Creatures affected by the enthrall effect automatically fail saving throws to disbelieve the hallucinatory terrain. This effect ends if the hallucinatory terrain is dispelled. Actions Multiattack: The mirager makes two slam attacks. Slam: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d6 + 3) Bludgeoning damage. Thirst Kiss: The mirager feeds on the body moisture of creatures it lures into kissing it. A creature must be charmed, grappled, or incapacitated to be kissed. A kiss hits automatically, does 21 (6d6) necrotic damage, and fills the mirager with an exultant rush of euphoria that has the same effect as a heroism spell lasting 1 minute. The creature that was kissed doesn’t notice that it took damage from the kiss unless it makes a successful DC 15 Wisdom (Perception) check. Captivating Dance (Recharges after a Short or Long Rest, Humanoid Form Only): The mirager performs a sinuously swaying dance. Humanoids within 20 feet that view this dance must make a successful DC 15 Wisdom saving throw or be stunned for 1d4 rounds and charmed by the mirager for 1 minute. Humanoids of all races and genders have disadvantage on this saving throw. A creature that saves successfully is immune to this mirager’s dance for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (shapechanger)","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Miraj Vizann","description":"Miraj is an earth genasi from Calimshan. He is a perfectionist who oversees the Black Earth cult’s tunneling operations and specializes in magic and alchemical processes that shape stone. He also has an affinity for the element of water and styles himself a “mud sorcerer.” Though he is the most accomplished spellcaster in the Cult of the Black Earth, he has no interest in challenging Marlos Urnrayle for leadership. He knows that he is no match for the medusa and is happy to pursue his experiments while Marlos leads. Black Earth Cultists Murderers, lunatics, hateful nihilists—these are the sort of people drawn to worship the might of Elemental Evil. The followers of evil elemental earth call themselves the Cult of the Black Earth, and dream of the day when earthquakes reduce the world of mortals to rubble. They seek to recruit evil or destructive monsters that burrow or dwell in the ground, and in fact emulate subterranean creatures to the greatest extent possible, using burrowing magic to carve out their hidden lairs. Black Earth cultists are slow to act, but when they do, they are utterly implacable. They are single-minded and stubborn, working tirelessly to undermine their enemies. They get along well with the Cult of the Crushing Wave, but they hate the Howling Hatred cult— elemental air is fickle and insubstantial compared to the power of elemental earth. Traits Earth Walk. Moving through difficult terrain made of earth or stone costs Miraj no extra movement. Innate Spellcasting. Miraj’s innate spellcasting ability is Constitution (spell save DC 14). He can innately cast the following spell, requiring no material components: 1/day: pass without trace Spellcasting. Miraj is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following sorcerer spells (an asterisked spell is from appendix B): Cantrips (at will): acid splash, blade ward, friends, light, message, mold earth* 1st level (4 slots): chromatic orb, mage armor, magic missile 2nd level (3 slots): Maximilian’s earthen grasp,* shatter, suggestion 3rd level (3 slots): counterspell, erupting earth* 4th level (3 slots): polymorph, stoneskin 5th level (2 slots): wall of stone 6th level (1 slot): move earth Actions Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage when used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (earth genasi)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Mire Fiend","description":"A fiendish, translucent praying mantis with a segmented tail tipped by a stinger rises from the muck, wielding a bamboo spear. Mire fiends were once normal insects that became mutated by exposure to magical runoff that drained into their swampy wasteland home. Over time, the creatures grew in size and intelligence, and they developed their own rudimentary society. They live in hives, building networks of dens out of sticks and grasses that are accessed only from beneath the water line. Intelligent Hunters. Mire fiends are omnivorous, indiscriminate hunters, attacking any prey they find that is large enough or plentiful enough to feed the hive. A mire fiend is just as likely to kill a wayward traveler as to barter with it, but it will attack horses or other beasts of burden before going after humanoids. Mire fiends have learned to craft basic tools, such as spears, and they set up rudimentary traps in their territory to catch prey and dissuade predators. A mire fiend might venture out on its own to hunt, but often, the creatures are encountered in hunting parties of three to five. TRAITS Amphibious. The mire fiend can breathe air and water. Pack Tactics. The mire fiend has advantage on an attack roll against a creature if at least one of the mire fiend’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Swamp Camouflage. The mire fiend has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Final Strike. When the mire fiend is reduced to 0 hp, it expels acid in a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. A creature takes 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. ACTIONS Multiattack. The mire fiend makes one Claw attack, one Spear attack, and one Stinger attack. When its Stunning Snap is available, it can use that action in place of its Claw attack or its Stinger attack. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 3) slashing damage, and the creature is grappled (escape DC 13). A creature grappled in this way is also restrained. Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Stinger. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 7 (2d6) poison damage, and the target must make a DC 15 Constitution saving throw. On a failed save, the creature is poisoned. Stunning Snap (Recharge 5–6). If the mire fiend has no creature grappled, it snaps its front claws together with great force, creating a miniature sonic boom. Each creature within 20 feet of the mire fiend must make a DC 15 Constitution saving throw. On a failed save, a creature takes 7 (3d4) thunder damage and is stunned until the end of the mire fiend’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Neutral Evil","Expansion":25357,"Challenge Rating":5},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Miremal","description":"The creature emerging from the shadows of the swamp is short and lean. Its pale-skinned body is covered in fungus and moss that seems to grow directly in its flesh, and its green eyes weep bloody tears. Miremals are savage, degenerate fey who delight in crafting seemingly safe paths through treacherous swamps—though these paths are, instead, riddled with traps and ambush points. Unreliable Guides. Miremals hunt in packs of three to six and often serve a more powerful creature, especially one that commands potent magic. As a result, many of these paths lead unwary travelers into the grove of a green hag coven or into the lair of a black dragon. Swamp. Miremals have adapted from sylvan forests to the swamps: patches of red and green fungus sprout from their skin, mushrooms and branches grow haphazardly out of their bodies, and moss hangs from beneath their arms. Their eyes are forest green and are perpetually wet with bloody tears—their legends say their tears come from rage over their banishment and agony from knowing they can never return. Hate Moss Lurkers. Miremals are occasionally confused with moss lurkers, but the two despise one another and both consider the comparison odious. Miremal in Midgard Miremals once served the Faerie Queen Titania as honorable scouts and spies. The habits of mind they cultivated, though, made them susceptible to the blandishments of Titania’s dark sister Sarastra, Queen of Night and Magic. She planted within the miremal a hunger for flesh, and many succumbed to Sarastra’s enchantment. They turned against those fey who resisted and devoured their former companions. When the miremal regained their senses, they saw the slaughter they had wrought, including the remains of a cherished young changeling Titania had sworn to protect. Titania cursed and banished the miremal, changing their form and admonishing them to repent and atone. They have not heeded her warning and have shown no remorse. Traits Amphibious: The miremal can breathe air and water. Swamp Camouflage: The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Savage Move: If the miremal surprises a creature, it gets a bonus action it can use on its first turn of combat for a claw attack, a bite attack, or a Bog Spew attack. Actions Multiattack: The miremal makes two attacks, one of which must be a claw attack. Claws: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d6 + 3) Slashing damage. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d6 + 3) Piercing damage. Bog Spew (Recharge 5-6): The miremal spews a noxious stream of bog filth mixed with stomach acid at a target up to 20 feet away. Target must succeed on a DC 11 Constitution saving throw or be blinded for 1d4 rounds. Reactions Muddled Escape (1/Day): If an attack would reduce the miremal’s hit points to 0, it collapses into a pool of filth-laden swamp water and its hit points are reduced to 1 instead. The miremal can move at its normal speed in this form, including moving through spaces occupied by other creatures. As a bonus action at the beginning of the miremal’s next turn, it can reform, still with 1 hit point.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Expansion":3,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Mirgal, God of Trickery","description":"Mirgal Mirgal was a magician who specialized in the building of constructs and other forms of artificial life. He infused these with primal magic, sometimes giving them unpredictable temperaments, but always exceptional powers. As a member of the Vanir, he was respected and trusted—though at times his allies were not always appreciative of the personality quirks of his creations. And he was always fond of joking and jesting, even at the expense of his companions. However, over the years, Mirgal felt his contributions were not as appreciated, especially when compared against the considerable abilities of Aldyhn. He eventually met a powerful woman, named Boða, and she offered him access to old tomes and a link to powers he could barely comprehend. He leapt at the chance to grow his magic. His drive to be better than his friends, and his passion towards the mysterious woman, blinded him to her manipulations. With her interference he did more than learn and become stronger. Boða, who insisted on never meeting the other Vanir, would use her magic to whisper to him during the many battles the Vanir fought against their enemies, the Yoten. Her encouragement led to him subtly undermining his allies. Eventually his actions led to the death of other Vanir and Aldyhn and the others turned on him. Though Mirgal’s role is ambiguous, and at times more an ally than villain, he still remains the selfish, sensitive mage that doomed the Vanir of the Lost Lands. Not everything he does benefits the heroes as he seeks to convince Siddhe to become Hel once more so that she may restore him fully to life. He currently exists with only the smallest essence of himself remaining within his head, which was removed during the battle in the Lost Lands but has somehow found its way into Grimnir. Though the head is covered in iron and his powers dampened, Mirgal can exert his will and whisper instructions in the wind to the hundreds of wicker that live in Grimnir. Recently he urged several of them to sneak up to the Stone Court and activate the Rainbow Spear, an act that brought Siddhe back into the world. Roleplaying Mirgal Insecure. He needs to be appreciated. Without constant reassurance of his importance he tries to steal attention from others. He might undermine a rival by playing a joke at their expense or shining a bright light on his own abilities by attempting a dangerous feat. Contrite. Mirgal knows he failed both the Vanir and the entirety of the Lost Lands and when he allows himself to be reminded of this failure, he grows melancholy. At other times he attempts to extricate himself from responsibility by blaming others, but even his own circular logic can never fully remove him from taking responsibility for the destruction of an entire world. Mischievous. His sense of humor is not always appreciated. Even in the midst of a grim battle if Mirgal’s mind conjures something amusing to him, he acts on it. Generally, these pranks are good natured (if ill-timed), however when paired with his insecurities, there may be a slight bite to how his pranks play out. Vengeful. Above all he wants to make Boða pay, both for making him fall in love with her, and for her deception. He does not necessarily want to save Grimnir as much as he wants to stop her from destroying it.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Celestial","Alignment":"Chaotic Neutral","Expansion":25792,"Challenge Rating":21},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Miros Xelbrin","description":"Innkeeper Miros is a retired carnival attraction, dubbed \"the Yeti\" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound. Ideal. \"As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist.\" Bond. \"Make fun of me all you like, but don't speak ill of my inn or my employees!\" Flaw. \"When something upsets me, I have a tendency to fly into a rage.\" Actions Bearhug. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13) and takes 5 (1d4 + 3) bludgeoning damage at the start of each of Miros's turns until the grapple ends. Miros cannot make attacks while grappling a creature. Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Heavy Crossbow . Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Miros carries ten crossbow bolts.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Damaran human)","Alignment":"neutral good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Mirror Shade","description":"“She was great at picking locks but had a terrible cruel streak. When the cloaker got her, we were glad we’d never see her again—then, to our horror, we did.” —Hopewell Lightfinger, Sword Coast adventurer When the spirit of a malevolent trickster or callous rogue refuses to enter the afterlife, the spirit sometimes becomes a mirror shade instead. Mirror shades are incorporeal Undead that, in their true forms, look like person-shaped blobs of shining light. More often, though, mirror shades are encountered on reflective surfaces such as mirrors or panes of glass. There, they blend in seamlessly with their reflected surroundings and wait until the moment is right to strike. Mirror shades can be found throughout the multiverse but are particularly common in the Outer Planes. Traits False Appearance. If the mirror shade is within 5 feet of a reflective surface—such as a mirror, glass pane, or still water—it has advantage on its initiative roll. If a creature hasn’t observed the mirror shade move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mirror shade isn’t the creature’s own reflection. Mirror Movement. The mirror shade can move along the surface of reflective or translucent objects, such as mirrors, without provoking opportunity attacks. It can move through translucent objects as if they were difficult terrain. Actions Multiattack. The mirror shade makes two Phantasmal Strike attacks and uses Reflect Fear. Phantasmal Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) radiant damage plus 7 (2d6) psychic damage. Reflect Fear. The mirror shade targets one creature it can see within 60 feet of itself and projects an illusion of that creature’s greatest fear. The target must make a DC 16 Wisdom saving throw. On a failed save, the target takes 28 (8d6) psychic damage and has the frightened condition until the start of the mirror shade’s next turn. On a successful save, the target takes half as much damage only. Bonus Actions Mirror Stealth. While within 5 feet of a reflective surface, such as a mirror, the mirror shade takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":30583,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Mirrormic","description":"Mimica mutafigura are patient predators that use disguise as a means of attracting unwary creatures. A mimic will then adhere themselves to their prey, making up for their slow speed and inability to pursue a quarry. Biomancy. Exposure to high levels of biomantic magic has led to subspecies of mimics, Mimica destorquera , that distort light to unbalance their foes. Their elongated pseudopodia let them strike at a greater range before closing the distance and exogenously digesting prey using their hyper-corrosive stomach acid.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity (shapechanger)","Alignment":"neutral","Expansion":23695,"Challenge Rating":6},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mirt","description":"Once known as Mirt the Merciless and the Old Wolf, Mirt made a fortune and carved out a reputation as an adventurer and philanderer. Today, an older and wiser Mirt serves as one of the Masked Lords, a Harper, and a close advisor to Laeral Silverhand. The years have not worn him down, and though he has grown soft in the flesh, he remains deceptively strong, vigorous, and clear of mind. Mirt has survived the passing of centuries by means of magic, and of all the Masked Lords, he is the least concerned with concealing his identity. Despite his prodigious girth, Mirt can move with good speed when he must, and he hasn’t let his adventuring skills wither. His wife, Asper, passed away several years ago, and his rambling mansion has seen better days. Mirt spends his days embroiled in politics and whiles away his nights in drink and debauchery. Treasure Mirt has access to magic items of all kinds, but keeps only a few on his person. He can equip himself with other magic items as the need arises. In addition to his other magical gear, Mirt owns a Lord’s ensemble . He dons the ensemble only when meeting with other Masked Lords in an official capacity. Traits Special Equipment. Mirt wears bracers of defense and a ring of regeneration . He wields a +1 longsword and a +1 dagger . Brute. A melee weapon deals one extra die of its damage when Mirt hits with it (included in the attacks below). Evasion. If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Mirt instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. He can't use this trait if he's incapacitated. Sneak Attack (1/Turn). Mirt deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Mirt's that isn't incapacitated and Mirt doesn't have disadvantage on the attack roll. Actions Multiattack. Mirt makes three attacks: two with his +1 longsword and one with his +1 dagger . +1 Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage when used with two hands. +1 Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d4 + 5) piercing damage when used as a melee weapon, or 7 (1d4 + 5) piercing damage when used as a ranged weapon. Reactions Parry. Mirt adds 2 to his AC against one melee attack that would hit him. To do so, Mirt must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic good","Expansion":7393,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Misiri the Fractured","description":"Misiri was brought up in the upper echelons of a dwarven kingdom, though her clan valued asceticism over luxury and service over status. She followed in their traditions by climbing the ranks of the faith of the Sentinel, a deity of vigilance and protection, and became a revered shield-priest as soon as she came of age. After decades of duty, the prestigious Order of the Everguard recruited Misiri and charged her with the protection of Empress Nebrala II. Years later, after two encroaching nations moved in to occupy their lands, Misiri saw war decimate her kingdom. Empress Nebrala refused to negotiate with the invaders and sought a way to defeat the invading forces. She found an ancient dwarven spell scroll that could open a rift to the Plane of Earth to raise a mountain from the ground. During the siege of their last remaining stronghold, the empress ordered Misiri to cast the spell, but the shield-priest refused to endanger the people of the citadel. Furious at her insubordination, the empress had Misiri arrested and took the scroll to cast the spell herself. As the guards seized her, Misiri witnessed in terror as rising crags tore through the citadel, ending hundreds of lives in a matter of seconds. In an act of desperation, she broke free from the hold of the guards, took her sword, and ended her empress’s life, halting the spell. Though her actions saved thousands, Misiri was branded a traitor to the kingdom and earned the contempt of her god. Now Misiri wanders as an outcast, carrying her fractured shield at her back but never wielding it. As the subject of the Sentinel’s scorn, she has learned to turn the doom of her god’s ire against others, carving a new path for herself as an anathematic cleric in order to survive. Dwarven Resilience. Misiri has advantage on saving throws against poison. Potent Spellcasting. Misiri adds her Wisdom modifier to the damage she deals with any cleric cantrip. Spellcasting. Misiri is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): light, guidance, mending, sacred flame 1st level (4 slots): bane, healing word, inflict wounds 2nd level (3 slots): hold person, spiritual weapon 3rd level (3 slots): counterspell, dispel magic, spirit guardians 4th level (3 slots): banishment, phantasmal killer 5th level (1 slot): dispel evil and good, flame strike Actions Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Sacred Flame (Cantrip). Flame-like radiance descends on a creature that Misiri can see within 60 feet. The target must succeed on a Dexterity saving throw or take 12 (2d8 + 3) radiant damage. The target gains no benefit from cover for this saving throw. Divine Derogation (2/Short Rest) . Misiri releases a wave of discordant divinity that curses one creature she can see within 30 feet of her for 1 minute. When the cursed creature casts a spell or uses an ability that restores hit points or deals radiant or necrotic damage, it must make a Wisdom saving throw. Celestials and fiends have disadvantage on this saving throw. On a failure, the spell or effect is nullified, and then the curse ends. Reactions Conduit of Ruin. Before a creature rolls the d4 from a bane spell cast by Misiri, she can use her reaction to upgrade the d4 to a d6.","properties":{"Category":"Monsters","Size":"medium","Type":"humanoid (dwarf)","Alignment":"neutral good","Expansion":21056,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 9"},{"name":"Miska the Wolf-Spider","description":"Miska the Wolf-Spider is a legendary demon lord and master of battlefield strategy. He has the lower body of a massive armored spider, four arms, and two enormous wolf heads that drip poison. Yet Miska’s greatest strength is his cunning mind. History Ages ago, Miska led the hordes of Chaos against the forces of Law at the behest of his patron, the enigmatic Queen of Chaos. It seemed Miska’s domination couldn’t be stopped. In desperation, Miska’s opponents crafted an artifact to bind him in an extraplanar prison. This rod broke apart after sealing him in Pandemonium, scattering across the planes and becoming known as the Rod of Seven Parts. The rod is the key to releasing Miska from his long imprisonment. Traits Foul Ichor. A creature that hits Miska with a melee weapon attack takes 7 (2d6) poison damage. Legendary Resistance (3/Day). If Miska fails a saving throw, he can choose to succeed instead. Magic Resistance. Miska has advantage on saving throws against spells and other magical effects. Spider Climb. Miska can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. When in contact with a web, Miska knows the exact location of any other creature in contact with the same web. Web Walker. Miska ignores movement restrictions caused by webbing. Actions Multiattack. Miska makes one Lupine Bite attack and two Trident of Chaos attacks. Lupine Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 27 (6d8) poison damage. If the target is a creature, it must succeed on a DC 21 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature has the incapacitated condition and can’t regain hit points. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Trident of Chaos. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 9 (2d8) force damage. Spellcasting. Miska casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): At will: Disguise Self, Invisibility, Mage Hand, Minor Illusion, Web 2/day each: Dominate Monster, Mass Suggestion, Mirror Image, Telekinesis, Teleport Bonus Actions Demand Loyalty. Miska magically ends the charmed and frightened conditions on himself and on any of his allies within 120 feet of himself. Legendary Actions Miska can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Miska regains spent legendary actions at the start of his turn. Howl. Miska utters a bloodthirsty howl at one creature within 120 feet of himself that isn’t a Fiend. The target must succeed on a DC 21 Wisdom saving throw or take 13 (2d12) psychic damage. Skitter. Miska moves up to his speed without provoking opportunity attacks. Cast a Spell (Costs 2 Actions). Miska uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":30583,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Mist Elemental","description":"These creatures are considered strange even amongst elementals. They are only born in the Material Plane, near very magically-charged places where mist has settled. They are very slim compared to their fellow elementals, but are slightly taller, with a vaguely humanoid appearance except for their bottom half which becomes a trail of mist that fades into the air. This has led to many terrified commoners to incorrectly assume they’ve had an encounter with a ghost. Interestingly, they show magic prowess that no other lesser elemental possesses. Capable of casting arcane and divine magic to a small degree. However, they are notably peaceful and never attack unless they are defending themselves. Loose ties with Divinity. There are rumors that connect mist elementals with Hecate, the Titan-Goddess of Magic. It is unclear if the connection is real, but some worshippers seem to believe in it. Elementals These beings are intrinsically tied with the domains of various gods, even said to be divine servants at times. They are the object of study of many wizards and theologists for this reason. About the Greek Elementals These elementals very much resemble those present in the Monster Manual and work on similar mechanical structures. Elemental Nature: An elemental doesn’t require air, food, drink, or sleep. Subject to Conjuration: An spellcaster can summon these elementals through the conjure elementals spell, by using an appropriate spell slot to the Challenge Rating of each elemental. Traits Mist Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Spellcasting. The protector's Spellcasting Ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following Spells, requiring no material components: At Will: fog cloud, misty step 3/day each: magic missile (as a 3rd level spell), shield 2/day each: bless, counterspell, dispel magic, guiding bolt, shield of faith, silence Magic Resistance. The bomber has advantage on saving throws against spells and other magical effects. Actions Multiattack. The elemental makes two arcane palm attacks or two magic bullet attacks. Arcane Palm. Melee Spell Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) force damage. The target loses concentration on a spell it has cast. Magic Bullet. Ranged Spell Attack: +7 to hit, reach 60/120ft., one target. Hit: 14 (3d6 + 4) force damage. Sapping Mist (Recharge 5-6). The elemental unleashes a 30-foot radius magical mist, which heavily obscures a spherical area around the elemental. Any breathing creature that ends its turn in the mist must make a DC 15 Constitution saving throw or take 21 (6d6) force damage and the elemental regains hit points equal to half the damage dealt.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Mist Hulk","description":"I mourn for the hulks, all of them. The sight of a mist hulk, in particular, fills me with a melancholy that is hard to shake off. —Diancastra Descended from ancient cloud giants, mist hulks are Elementals that embody their ancestors’ mixed elemental nature of Air and Water. After countless ages of isolation—often on one of the Elemental Planes or some hidden demiplane—they retain the barest hint of their ancestors’ physical form, and even less of the giants’ culture. A mist hulk resembles a bipedal figure made of dark rain clouds. Parts of its body seem more solid than others, but these parts are transparent enough that the churning vapors of the hulk’s substance are visible inside. Wisps of cloud constantly leak from the creature, as if it might dissolve completely at any time. When it is slain, its misty form condenses into a torrent of water. A mist hulk’s mood is always gloomy, and when threatened, it often howls in infectious misery. All who hear this wail are magically reminded of past regrets, real or imagined. Traits Air Form. The mist hulk can enter another creature's space and stop there. It can move through a space as narrow as 1 inch without squeezing. Death Burst. When the mist hulk dies, it bursts in a wave of water. Each creature within 10 feet of it must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 11 (2d10) bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage only. Actions Multiattack. The mist hulk makes two Slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) cold damage. Hideous Wailing (Recharge 5-6). The mist hulk releases a wail infused with magical anguish. Each creature within 30 feet of it must make a DC 14 Wisdom saving throw. A creature in the mist hulk's space has disadvantage on the saving throw. On a failed save, a creature takes 14 (4d6) psychic damage and has the incapacitated condition for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Chaotic Neutral","Expansion":24749,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Mister Gnax","description":"The rotund, middle-aged goblin in charge of Gnax’s Auction House possesses ruthless cunning and slick charm in equal measure. Not much is known about Mr. Gnax’s past – and the goblin isn’t keen to share. The reality is that Mr. Gnax was an errand boy for a small-scale auction house before he, through mysterious circumstances, inherited the operation when the owner died from “natural causes” (because a dagger to the spleen will, quite naturally, kill you). Mr. Gnax desires only two things: wealth and respect. Running the auction house – and taking on the role of commanding auctioneer – provides both. Mr. Gnax can be charming if he wishes to be, showering auction participants with compliments and flattery. It is quite clear to any who spend even just a few moments with him, however, that Mr. Gnax considers every interaction a transaction. As soon as someone isn’t useful to him – such as if their purses are empty – he spares them no thought at all.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoud (Goblin)","Alignment":"Neutral Evil","Expansion":27826,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Mister Light","description":"Mister Light is the face of the Witchlight Carnival. He’s a loud, flamboyant ringleader who’ll do anything to maintain the carnival’s happy atmosphere. Mister Light wears a harlequin suit and a jaunty hat. When he presides over the carnival’s Big Top, he sparkles like a disco ball. Alignment. Chaotic good. Personality Trait. “There’s always something for me to smile about.” Ideal. “Delight. I want everyone to feel the wonder that I feel each day in this place.” Bond. “Mister Witch is my greatest friend and most trusted confidant.” Flaw. “I was the crueler of the two of us, long ago. Perhaps that streak of violence hasn’t quite left me.” Traits Fey Ancestry. Light has advantage on saving throws against being charmed, and magic can’t put him to sleep. Special Equipment. Light carries and is attuned to the Witchlight vane . In Light’s hands, the vane is a finesse weapon. Actions Multiattack. Light makes two Witchlight vane attacks. Witchlight Vane. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) radiant damage. Spellcasting. While carrying the Witchlight vane , Light casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: dancing lights, polymorph (after casting, roll a d8; on a roll of 3 or 8, Witch can’t cast the spell again until the next dawn), ray of frost Bonus Actions Blessing of the Raven Queen (1/Day). Light magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf, shadar-kai)","Alignment":"chaotic good","Expansion":11857,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Mister Witch","description":"Mister Witch is businesslike and humorless as he deals with staff and keeps the carnival running on schedule. A smile on his visage is a rare event, and it fades quickly. Mister Witch dresses with panache, though in muted tones, and always carries his magic pocket watch. Alignment. Chaotic good. Personality Trait. “I carefully consider my words before speaking them aloud.” Ideal. “Caution. Thoughtless decisions lead to reckless acts.” Bond. “This carnival is our opportunity for a new life, far away from the gloomy world we came from.” Flaw. “I’m too confident in my own authority to see the seeds of doubt in the carnival staff.” Traits Fey Ancestry. Witch has advantage on saving throws against being charmed, and magic can’t put him to sleep. Special Equipment. Witch carries and is attuned to the Witchlight watch . Actions Multiattack. Witch makes two Cane attacks. Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage plus 6 (1d12) necrotic damage. Spellcasting. While carrying the Witchlight watch , Witch casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: fire bolt, invisibility (after casting, roll a d8; on a roll of 3 or 8, Witch can’t cast the spell again until the next dawn), message Bonus Actions Blessing of the Raven Queen (1/Day). Witch magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf, shadar-kai)","Alignment":"chaotic good","Expansion":11857,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Mistress of Midnight Teeth","description":"The elegant gnomish noblewoman smiles, flashing dazzling white teeth in contrast to her rich blue hair, and moves with fluid grace past a mirror. As she passes the mirror, her reflection briefly shows old blood caked on her face. Phylomara Gladrienne is mistress of the Court of Midnight Teeth, an influential and loyal vassal to the queen and king of the shadow fey courts. She is a refined and fashionable gnome, bedecked in fine silks and gleaming jewels that compliment her azure hair. She styles her locks elaborately and never quite the same way twice, setting trends among her courtiers. Beneath this veneer of civility and style, however, blood and secrets await. Manicured lawns, incredibly lifelike statues, and bubbling fountains filled with inky midnight waters surround her home. String music drifts on the perpetual gloom, beckoning travelers to this oasis of lantern-dappled beauty. Lady of the Blue Barbers. The gnome courtiers of Midnight Teeth who attend the mistress in her home also serve as her agents abroad. They call themselves the Blue Barbers, after their universally blue hair and their desire to bring style to all they meet. They serve as valets, barbers, art dealers, decorators, and stylists of all kinds. The Blue Barbers are polite, gregarious, and knowledgeable on a variety of topics, which they eagerly share while plying their trade. Hunger for Secrets and Flesh. The mistress is perpetually ravenous for secrets and flesh. The Blue Barbers are such sparkling conversationalists and irresistible gossips because every scrap of information passes from their lips to their mistress’ ears. The feasts and banquets thrown at her court are legendary. They are nightly events, and the perfect opportunity to seek her favor. She knows much that is hidden and might be willing to part with her knowledge in trade, but those who cross her learn too late of the insatiable hunger for living flesh yawning beneath her refined exterior. The Mistress’ Lair The mistress resides within the Court of Midnight Teeth, a lavish manse of marble and silver in the Plane of Shadow. Giltframed mirrors adorn almost every wall. Goblin servants wait on gnome courtiers who wear outrageous, elaborate cobalt blue hairstyles. When encountered in her lair, the mistress has a challenge rating of 16 (15,000 XP) Lair Actions On initiative count 20 (losing initiative ties), the mistress takes a lair action to cause one of the following effects; the mistress can’t use the same effect two rounds in a row: * The mistress forges a bond with her reflections in the many mirrors adorning her lair, shuffling her wounds off onto the images. She gains 30 temporary hit points. * The mistress magically steps into any reflective surface within 5 feet of her, and teleports to any other reflective surface within 100 feet of her. She appears in the closest unoccupied space to the destination reflection. * Reflections of the mistress appear in mirrors or other reflective surfaces, including those carried or worn by creatures. The reflections reach out and grab up to three creatures the mistress can see within 120 feet of her. Each target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15) by the reflections. Until this grapple ends, the target is restrained. The grapple lasts until the mistress uses this lair action again, until she dismisses it as an action, or until she dies. * The mistress creates a 20-foot radius of gloom centered on a point she can see within 120 feet of her. The light conditions in the area diminish: bright light becomes dim light, and dim light becomes darkness. The sphere lasts until the mistress uses this lair action again, until she dismisses it as an action, or until she dies. Regional Effects The region containing the mistress’ lair is warped by her magic, which creates one or more of the following effects: * Humanoids and fey who finish a long rest within 5 miles of the lair find themselves exceedingly hungry. No matter how much they eat, this feeling of hunger never completely subsides unless the meal was in the banquet hall of the Court of Midnight Teeth. * Reflections within 3 miles of the lair move of their own accord, but never while being directly observed. * While in her lair, the mistress can cast the scrying spell at will, targeting any mirror within 3 miles of the lair or any mirror within 5 feet of any Blue Barber anywhere in the multiverse. Charisma is her spellcasting ability for this spell. If the mistress dies, these effects fade in 1d10 days. The Blue Barbers in Midgard The Blue Barbers are a staple sight in the Free City of Zobeck in Midgard. They are chatty, blue-haired and bearded gnomes set up on Wharf Street, offering haircuts, shaves, styles, and wonderful conversation. The Blue Barbers are beginning to appear in other cities throughout the Crossroads region of Midgard and beyond, on the lookout for heroes of interest and skill who might one day be of use to their mistress. For more information on the Blue Barbers, see the Zobeck Gazetteer and the Midgard Worldbook . Touch of Cold Iron Lords and ladies of the fey courts are timeless creatures, inured to many of the world’s threats. A universal exception to this is weapons of cold-wrought iron. This metal undoes the very fabric of a fey creature’s life as it blights their ageless flesh. A cold iron weapon is treated as magical when used against any fey creature, and is the only weapon with any hope of harming the most powerful fey lords and ladies. However, cold iron weapons are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult—and finding one with the courage to anger the fey courts may be even harder.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Mitflit","description":"Gremlin, Mitflit Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane. Mitflits, also known as mites, are self-loathing and pitiful cowards with oversized heads, blue skin, and a penchant for befriending the ugliest of vermin as allies. Of all the types of gremlin, mitflits have the least affinity for magic and have largely lost most of their ancestral gremlin abilities. They find companionship in the other base creatures of the world, and forge bonds of friendship with vermin like spiders, centipedes, and cave-dwelling insects, the only other beings that seem willing to accept them. A social structure, even one in which they are bullied or demeaned, partially fills their need for some type of companionship, and they rarely rebel or against their fellows unless their rage hits a breaking point from which there can be no return. Traits Hatred. Mitflits double their proficiency bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype due to special training against these hated foes. Innate Spellcasting. The mitflit’s innate spellcasting ability is Wisdom (spell save DC 11). The mite can innately cast the following spells, requiring no material components: At will: prestidigitation 1/day: bane Keen Smell. The mitflit has advantage on Wisdom (Perception) checks that rely on smell. Self-Loathing. A mitflit’s self-loathing makes them easy to influence. They have disadvantage on saving throws and ability checks to resist any Charisma-based skills or being charmed. Vermin Keeper. Through sounds and gestures, the mitflit can communicate simple ideas with arthropods. The knowledge and awareness of arthropods is limited by their intelligence, but at minimum, they can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. The mitflit can ask for small favors from arthropods, and has advantage on Wisdom (Animal Handling) checks when communicating with them. Actions Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. Reactions Vengeful. When the mitflit is hit by an attack or fails a saving throw, the mitflit makes an attack against the creature that harmed it.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":"1/8"},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Mithral Golem","description":"Among the mightiest of golems, the mithral golem stands 18 feet tall and resembles a hulking humanoid. It is forged from mithral, the rare and precious metal produced from ores that can only be found in the Underdark as well as in specific mountain ranges of Faerûn. While most golems tend to be lumbering and ponderous, the mithral golem is deceptively agile and graceful. Dwarven-Crafted Sentinels. The mithral golems were first crafted long ago by dwarven artificers to solve one of their main problems - vulnerability to dragon attack. The dwarves needed a powerful guardian that can withstand and repel an assault of an adult dragon. Thus, the wealthiest and most powerful dwarven kingdoms always have a few mithral golems serving as sentries. The plans for creating mithral golems were a carefully guarded secret kept by the dwarves. However, an enterprising master thief was able to steal and make copies of it, selling them to the highest bidders. Despite the availability of the knowledge to craft them, mithral golems are very rare as they are costly and difficult to build. A few are rumored to still stand guard over ancient and forgotten dwarven royal crypts and treasure vaults. Alacritous Defender. Adventurers that first encounter a mithral golem are often surprised by the construct's quickness, as the mithral golem can perform an extra action each turn. Those unfortunate enough to be gripped by the golem are bludgeoned or smashed against each other. Traits Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes two Slam attacks. Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage and if the target is a Large or smaller creature, it is grappled (escape DC 23). Until this grapple ends, the golem can automatically hit the target with its Slam attack, and the golem can't attack another target with one of its Slam attacks. Bludgeon. The golem slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 23 Constitution saving throw or take 27 (4d8 + 9) bludgeoning damage and be stunned until the end of the golem's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Crushing Stride. The golem moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the golem enters must succeed on a DC 23 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the golem's path. On a failed save, the creature falls prone and takes 27 (4d8 + 9) bludgeoning damage. If the golem remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the golem. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 23 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the golem and is no longer restrained. Bonus Actions Alacrity. The golem can take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"unaligned","Expansion":26536,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Mngwa","description":"Tiny wisps of grayish smoke ooze from the slate-colored coat of this leonine beast. Ethereal Lions. The elusive mngwa (MING-wah; “the strange ones”) are the offspring of a sentient feline beast from the Ethereal Plane that mated with a lioness long ago. Also called nunda (“smoke-cats”), mngwas are strong and cunning hunters that can elude pursuit or approach their prey unnoticed by disappearing into the ether for a brief time. Rocky Terrain. Mngwas choose their hunting ground carefully, avoiding flatlands where competing predators are plentiful. They favor rocky and treacherous terrain where their talent for dancing along the veil between worlds allows them to easily outmaneuver their prey. Feline Allies. The strongest mngwa recruit other great cats into their prides, though these associations tend to be short-lived. They hunt with especially savage groups of nkosi, though only a great pridelord can command one during a hunt. When the hunt is over, the mngwa move on, and sometimes they take one of the young nkosi with them to become a shaman. Traits Keen Smell: The mngwa has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics: The mngwa has advantage on attack rolls against a creature if at least one of the mngwa’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Running Leap: With a 10-foot running start, the mngwa can long jump up to 25 feet. Feline Empathy: The mngwa has advantage on Wisdom (Animal Handling) checks to deal with felines. Ethereal Coat: The armor class of the mngwa includes its Charisma modifier. All attack rolls against the mngwa have disadvantage. If the mngwa is adjacent to an area of smoke or mist, it can take a Hide action even if under direct observation. Actions Multiattack: The mngwa makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 8 (1d8 + 4) Piercing damage. Claw: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 7 (1d6 + 4) Slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Mob of Frenzied Nobles","description":"This lynch mob of crazed nobles has been whipped into a frenzy to attack anyone it has picked as a target without any logic or reason. They are armed with small weapons, tools, or improvised weapons and attack as a group, stabbing and slashing from every possible angle at their target, usually a single foe that they overrun.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of medium humanoids","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":4},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Mock","description":"The diminutive relative of the mimic, the mock is a tiny shapechanger that replicates small, valuable objects to lure in its victims. In the desert, a mock might take the form of a canteen of precious water, and in a dungeon, it may replicate a sizable jewel or a spare gold piece. If an adventurer is caught by surprise, a mock is just as dangerous as its larger relatives, for it can hide in far less conspicuous places.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity (shapechanger)","Alignment":"neutral","Expansion":26275,"Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Moderate Malleable","description":"A pile of red, gooey flesh slurps along the ground. The meat climbs upon itself, squishing as it creates a formidable, hungry wall. Malleables are malevolent, formless piles of flesh that absorb psychic energy and grow smarter and stronger when combined together. Consumers of Psychic Power. Creatures that consume psychic energy can become so infused with it that their bodies implode. The power lingers in the grotesque mass of flesh, warping the creature’s mind even more than its body and creating a hunter that hungers to consume and grow. Malleables do not remember their personal lives before implosion, but they do retain facts and lore. They think themselves superior to all other creatures, which are simply prey. Their goals are simple: drain every creature they can of psychic energy and rule the world as a massive, roiling meat puddle. Malleables have infinite patience and can wait centuries until they feel the time is right to go on a psychic energy binge. Many Shapes. Malleables have no set form, but they can stretch and alter their forms easily, moving on appendages or flowing like an ooze. They might form a face (or many faces at once) if they wish to convey an emotion to another creature, or take the shape of a truly terrifying beast (like a giant spider) if they wish to create panic. No matter the shape they take, malleables always appear to be a fleshy creature turned inside out. Our Powers Combined. Malleables can join together, creating a larger, more powerful creature that shares the intellect of all the combined intelligences. These bigger malleables can separate into smaller aberrations when it suits them. Ancient Knowledge Hoarders. It is said that malleables have perfect memories and the oldest of these creatures remember ancient lore other creatures have long forgotten. Many sages have tried and failed to capture malleables to prod their minds for secrets, but the creatures almost always find a way to escape. Adventurers are often given the dangerous tasks of capturing, guarding, or questioning a malleable.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Mohler","description":"Mohlers are spined, pig-like beasts that corkscrew through the ground faster than they can run. Originating from deserts and forests, these burrowing creatures produce shallow networks of tunnels just below the surface. Where orcs go, mohlers are sure to follow. In times of peace, orcs domesticate them to plow the earth and eat pests—and in times of war, mohlers reshape the battlefield and knock the orcs’ enemies off their feet. Mohler Companions. When an orc community has exceptional gratitude for the deeds of one of their own or an outsider, they bestow the companionship of a mohler upon the individual. Treated kindly, mohlers make steadfast companions, protecting their caregivers with their lives. If mistreated, a mohler returns to their original den, and the orcs hunt the responsible party. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Earth Bump. As the mohler burrows under a Large or smaller creature on the ground within 5 feet of them, the mohler shifts the ground. The creature above them must succeed on a DC 12 Dexterity saving throw or be knocked prone. Ground Grinder. The mohler burrows up to their burrowing speed. Ground within 5 feet of where the mohler burrows becomes difficult terrain. Reactions Zip. If the mohler fails a Dexterity saving throw while burrowing, they succeed instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mohler","description":"Mystic Connection: Mohler If you’re playing a beastheart and have a mohler companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Earthen Strength. As a bonus action, your limbs grow dense and swing with incredible force for 1 minute. For the duration, when you hit a creature no more than one size category larger or smaller than you with a melee weapon attack, the creature is also knocked prone. Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Earth Bump. As the mohler burrows under a Large or smaller creature on the ground within 5 feet of them, the mohler shifts the ground. The creature above them must succeed on a DC 12 Dexterity saving throw or be knocked prone. Ground Grinder. The mohler burrows up to their burrowing speed. Ground within 5 feet of where the mohler burrows becomes difficult terrain. Reactions Zip. If the mohler fails a Dexterity saving throw while burrowing, they succeed instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Mohler Companion (PB 2)","description":"Mohlers are spined, pig-like beasts that corkscrew through the ground faster than they can run. Originating from deserts and forests, these burrowing creatures produce shallow networks of tunnels just below the surface. Where orcs go, mohlers are sure to follow. In times of peace, orcs domesticate them to plow the earth and eat pests—and in times of war, mohlers reshape the battlefield and knock the orcs’ enemies off their feet. Mohler Companions. When an orc community has exceptional gratitude for the deeds of one of their own or an outsider, they bestow the companionship of a mohler upon the individual. Treated kindly, mohlers make steadfast companions, protecting their caregivers with their lives. If mistreated, a mohler returns to their original den, and the orcs hunt the responsible party. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Earth Bump ( 2 Ferocity). The mohler burrows up to their speed and chooses one Large or smaller creature they come within 5 feet of during the move. The target must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. 3 rd Level: Sinkhole ( 5 Ferocity). The mohler burrows up to their speed and targets a creature they can sense on the surface within 10 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be restrained by the ground until the start of the mohler’s next turn. 5 th Level: Terranova ( 8 Ferocity). Each creature on the ground within 10 feet of the mohler must succeed on a DC 10 plus PB Strength saving throw or take 1d6 plus PB bludgeoning damage and be knocked prone. A creature who fails this saving throw by 5 or more is restrained by the ground (save ends at end of turn). A creature can use their action to free themself or another creature within their reach, ending the effect. Reactions Quick Pit (Recharges after a Long Rest). If the mohler’s caregiver fails a Dexterity saving throw while they are within 10 feet of the mohler and the mohler isn’t incapacitated or restrained, the mohler pulls the caregiver out of danger. The caregiver succeeds on the saving throw instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mohler Companion (PB 2)","description":"Mystic Connection: Mohler If you’re playing a beastheart and have a mohler companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Earthen Strength. As a bonus action, your limbs grow dense and swing with incredible force for 1 minute. For the duration, when you hit a creature no more than one size category larger or smaller than you with a melee weapon attack, the creature is also knocked prone. Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Earth Bump ( 2 Ferocity). The mohler burrows up to their speed and chooses one Large or smaller creature they come within 5 feet of during the move. The target must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. 3 rd Level: Sinkhole ( 5 Ferocity). The mohler burrows up to their speed and targets a creature they can sense on the surface within 10 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be restrained by the ground until the start of the mohler’s next turn. 5 th Level: Terranova ( 8 Ferocity). Each creature on the ground within 10 feet of the mohler must succeed on a DC 10 plus PB Strength saving throw or take 1d6 plus PB bludgeoning damage and be knocked prone. A creature who fails this saving throw by 5 or more is restrained by the ground (save ends at end of turn). A creature can use their action to free themself or another creature within their reach, ending the effect. Reactions Quick Pit (Recharges after a Long Rest). If the mohler’s caregiver fails a Dexterity saving throw while they are within 10 feet of the mohler and the mohler isn’t incapacitated or restrained, the mohler pulls the caregiver out of danger. The caregiver succeeds on the saving throw instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Mohler Companion (PB 3)","description":"Mohlers are spined, pig-like beasts that corkscrew through the ground faster than they can run. Originating from deserts and forests, these burrowing creatures produce shallow networks of tunnels just below the surface. Where orcs go, mohlers are sure to follow. In times of peace, orcs domesticate them to plow the earth and eat pests—and in times of war, mohlers reshape the battlefield and knock the orcs’ enemies off their feet. Mohler Companions. When an orc community has exceptional gratitude for the deeds of one of their own or an outsider, they bestow the companionship of a mohler upon the individual. Treated kindly, mohlers make steadfast companions, protecting their caregivers with their lives. If mistreated, a mohler returns to their original den, and the orcs hunt the responsible party. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Earth Bump ( 2 Ferocity). The mohler burrows up to their speed and chooses one Large or smaller creature they come within 5 feet of during the move. The target must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. 3 rd Level: Sinkhole ( 5 Ferocity). The mohler burrows up to their speed and targets a creature they can sense on the surface within 10 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be restrained by the ground until the start of the mohler’s next turn. 5 th Level: Terranova ( 8 Ferocity). Each creature on the ground within 10 feet of the mohler must succeed on a DC 10 plus PB Strength saving throw or take 1d6 plus PB bludgeoning damage and be knocked prone. A creature who fails this saving throw by 5 or more is restrained by the ground (save ends at end of turn). A creature can use their action to free themself or another creature within their reach, ending the effect. Reactions Quick Pit (Recharges after a Long Rest). If the mohler’s caregiver fails a Dexterity saving throw while they are within 10 feet of the mohler and the mohler isn’t incapacitated or restrained, the mohler pulls the caregiver out of danger. The caregiver succeeds on the saving throw instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mohler Companion (PB 3)","description":"Mystic Connection: Mohler If you’re playing a beastheart and have a mohler companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Earthen Strength. As a bonus action, your limbs grow dense and swing with incredible force for 1 minute. For the duration, when you hit a creature no more than one size category larger or smaller than you with a melee weapon attack, the creature is also knocked prone. Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Earth Bump ( 2 Ferocity). The mohler burrows up to their speed and chooses one Large or smaller creature they come within 5 feet of during the move. The target must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. 3 rd Level: Sinkhole ( 5 Ferocity). The mohler burrows up to their speed and targets a creature they can sense on the surface within 10 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be restrained by the ground until the start of the mohler’s next turn. 5 th Level: Terranova ( 8 Ferocity). Each creature on the ground within 10 feet of the mohler must succeed on a DC 10 plus PB Strength saving throw or take 1d6 plus PB bludgeoning damage and be knocked prone. A creature who fails this saving throw by 5 or more is restrained by the ground (save ends at end of turn). A creature can use their action to free themself or another creature within their reach, ending the effect. Reactions Quick Pit (Recharges after a Long Rest). If the mohler’s caregiver fails a Dexterity saving throw while they are within 10 feet of the mohler and the mohler isn’t incapacitated or restrained, the mohler pulls the caregiver out of danger. The caregiver succeeds on the saving throw instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Mohler Companion (PB 4)","description":"Mohlers are spined, pig-like beasts that corkscrew through the ground faster than they can run. Originating from deserts and forests, these burrowing creatures produce shallow networks of tunnels just below the surface. Where orcs go, mohlers are sure to follow. In times of peace, orcs domesticate them to plow the earth and eat pests—and in times of war, mohlers reshape the battlefield and knock the orcs’ enemies off their feet. Mohler Companions. When an orc community has exceptional gratitude for the deeds of one of their own or an outsider, they bestow the companionship of a mohler upon the individual. Treated kindly, mohlers make steadfast companions, protecting their caregivers with their lives. If mistreated, a mohler returns to their original den, and the orcs hunt the responsible party. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Earth Bump ( 2 Ferocity). The mohler burrows up to their speed and chooses one Large or smaller creature they come within 5 feet of during the move. The target must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. 3 rd Level: Sinkhole ( 5 Ferocity). The mohler burrows up to their speed and targets a creature they can sense on the surface within 10 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be restrained by the ground until the start of the mohler’s next turn. 5 th Level: Terranova ( 8 Ferocity). Each creature on the ground within 10 feet of the mohler must succeed on a DC 10 plus PB Strength saving throw or take 1d6 plus PB bludgeoning damage and be knocked prone. A creature who fails this saving throw by 5 or more is restrained by the ground (save ends at end of turn). A creature can use their action to free themself or another creature within their reach, ending the effect. Reactions Quick Pit (Recharges after a Long Rest). If the mohler’s caregiver fails a Dexterity saving throw while they are within 10 feet of the mohler and the mohler isn’t incapacitated or restrained, the mohler pulls the caregiver out of danger. The caregiver succeeds on the saving throw instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mohler Companion (PB 4)","description":"Mystic Connection: Mohler If you’re playing a beastheart and have a mohler companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Earthen Strength. As a bonus action, your limbs grow dense and swing with incredible force for 1 minute. For the duration, when you hit a creature no more than one size category larger or smaller than you with a melee weapon attack, the creature is also knocked prone. Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Earth Bump ( 2 Ferocity). The mohler burrows up to their speed and chooses one Large or smaller creature they come within 5 feet of during the move. The target must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. 3 rd Level: Sinkhole ( 5 Ferocity). The mohler burrows up to their speed and targets a creature they can sense on the surface within 10 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be restrained by the ground until the start of the mohler’s next turn. 5 th Level: Terranova ( 8 Ferocity). Each creature on the ground within 10 feet of the mohler must succeed on a DC 10 plus PB Strength saving throw or take 1d6 plus PB bludgeoning damage and be knocked prone. A creature who fails this saving throw by 5 or more is restrained by the ground (save ends at end of turn). A creature can use their action to free themself or another creature within their reach, ending the effect. Reactions Quick Pit (Recharges after a Long Rest). If the mohler’s caregiver fails a Dexterity saving throw while they are within 10 feet of the mohler and the mohler isn’t incapacitated or restrained, the mohler pulls the caregiver out of danger. The caregiver succeeds on the saving throw instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Mohler Companion (PB 5)","description":"Mohlers are spined, pig-like beasts that corkscrew through the ground faster than they can run. Originating from deserts and forests, these burrowing creatures produce shallow networks of tunnels just below the surface. Where orcs go, mohlers are sure to follow. In times of peace, orcs domesticate them to plow the earth and eat pests—and in times of war, mohlers reshape the battlefield and knock the orcs’ enemies off their feet. Mohler Companions. When an orc community has exceptional gratitude for the deeds of one of their own or an outsider, they bestow the companionship of a mohler upon the individual. Treated kindly, mohlers make steadfast companions, protecting their caregivers with their lives. If mistreated, a mohler returns to their original den, and the orcs hunt the responsible party. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Earth Bump ( 2 Ferocity). The mohler burrows up to their speed and chooses one Large or smaller creature they come within 5 feet of during the move. The target must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. 3 rd Level: Sinkhole ( 5 Ferocity). The mohler burrows up to their speed and targets a creature they can sense on the surface within 10 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be restrained by the ground until the start of the mohler’s next turn. 5 th Level: Terranova ( 8 Ferocity). Each creature on the ground within 10 feet of the mohler must succeed on a DC 10 plus PB Strength saving throw or take 1d6 plus PB bludgeoning damage and be knocked prone. A creature who fails this saving throw by 5 or more is restrained by the ground (save ends at end of turn). A creature can use their action to free themself or another creature within their reach, ending the effect. Reactions Quick Pit (Recharges after a Long Rest). If the mohler’s caregiver fails a Dexterity saving throw while they are within 10 feet of the mohler and the mohler isn’t incapacitated or restrained, the mohler pulls the caregiver out of danger. The caregiver succeeds on the saving throw instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mohler Companion (PB 5)","description":"Mystic Connection: Mohler If you’re playing a beastheart and have a mohler companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Earthen Strength. As a bonus action, your limbs grow dense and swing with incredible force for 1 minute. For the duration, when you hit a creature no more than one size category larger or smaller than you with a melee weapon attack, the creature is also knocked prone. Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Earth Bump ( 2 Ferocity). The mohler burrows up to their speed and chooses one Large or smaller creature they come within 5 feet of during the move. The target must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. 3 rd Level: Sinkhole ( 5 Ferocity). The mohler burrows up to their speed and targets a creature they can sense on the surface within 10 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be restrained by the ground until the start of the mohler’s next turn. 5 th Level: Terranova ( 8 Ferocity). Each creature on the ground within 10 feet of the mohler must succeed on a DC 10 plus PB Strength saving throw or take 1d6 plus PB bludgeoning damage and be knocked prone. A creature who fails this saving throw by 5 or more is restrained by the ground (save ends at end of turn). A creature can use their action to free themself or another creature within their reach, ending the effect. Reactions Quick Pit (Recharges after a Long Rest). If the mohler’s caregiver fails a Dexterity saving throw while they are within 10 feet of the mohler and the mohler isn’t incapacitated or restrained, the mohler pulls the caregiver out of danger. The caregiver succeeds on the saving throw instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Mohler Companion (PB 6)","description":"Mohlers are spined, pig-like beasts that corkscrew through the ground faster than they can run. Originating from deserts and forests, these burrowing creatures produce shallow networks of tunnels just below the surface. Where orcs go, mohlers are sure to follow. In times of peace, orcs domesticate them to plow the earth and eat pests—and in times of war, mohlers reshape the battlefield and knock the orcs’ enemies off their feet. Mohler Companions. When an orc community has exceptional gratitude for the deeds of one of their own or an outsider, they bestow the companionship of a mohler upon the individual. Treated kindly, mohlers make steadfast companions, protecting their caregivers with their lives. If mistreated, a mohler returns to their original den, and the orcs hunt the responsible party. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Earth Bump ( 2 Ferocity). The mohler burrows up to their speed and chooses one Large or smaller creature they come within 5 feet of during the move. The target must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. 3 rd Level: Sinkhole ( 5 Ferocity). The mohler burrows up to their speed and targets a creature they can sense on the surface within 10 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be restrained by the ground until the start of the mohler’s next turn. 5 th Level: Terranova ( 8 Ferocity). Each creature on the ground within 10 feet of the mohler must succeed on a DC 10 plus PB Strength saving throw or take 1d6 plus PB bludgeoning damage and be knocked prone. A creature who fails this saving throw by 5 or more is restrained by the ground (save ends at end of turn). A creature can use their action to free themself or another creature within their reach, ending the effect. Reactions Quick Pit (Recharges after a Long Rest). If the mohler’s caregiver fails a Dexterity saving throw while they are within 10 feet of the mohler and the mohler isn’t incapacitated or restrained, the mohler pulls the caregiver out of danger. The caregiver succeeds on the saving throw instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mohler Companion (PB 6)","description":"Mystic Connection: Mohler If you’re playing a beastheart and have a mohler companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Earthen Strength. As a bonus action, your limbs grow dense and swing with incredible force for 1 minute. For the duration, when you hit a creature no more than one size category larger or smaller than you with a melee weapon attack, the creature is also knocked prone. Once you use this bonus action, you can’t do so again until you finish a long rest. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Earth Bump ( 2 Ferocity). The mohler burrows up to their speed and chooses one Large or smaller creature they come within 5 feet of during the move. The target must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. 3 rd Level: Sinkhole ( 5 Ferocity). The mohler burrows up to their speed and targets a creature they can sense on the surface within 10 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be restrained by the ground until the start of the mohler’s next turn. 5 th Level: Terranova ( 8 Ferocity). Each creature on the ground within 10 feet of the mohler must succeed on a DC 10 plus PB Strength saving throw or take 1d6 plus PB bludgeoning damage and be knocked prone. A creature who fails this saving throw by 5 or more is restrained by the ground (save ends at end of turn). A creature can use their action to free themself or another creature within their reach, ending the effect. Reactions Quick Pit (Recharges after a Long Rest). If the mohler’s caregiver fails a Dexterity saving throw while they are within 10 feet of the mohler and the mohler isn’t incapacitated or restrained, the mohler pulls the caregiver out of danger. The caregiver succeeds on the saving throw instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Mohrg","description":"The weight of murder wears heavy on the soul. With souls marked by a lifetime of dealing death, these killers, whether mass murderers, bloodthirsty soldiers, or sadistic executioners, sometimes do not let judgment and lawful execution stanch their slaying sprees. When such individuals are brought to justice, they might rise after death as mohrgs to continue their work, transforming into skeletal horrors to which strips of decayed meat and unsettlingly writhing entrails cling. The spiny length of gristle and muscle that extends from their jaws like a long tongue is, though, their most disturbing feature. Traits Mohrg Spawner. A Medium living creature slain by a mohrg rises 1d4 rounds later as a mohrg spawn under the control of the mohrg that created it. A mohrg can’t have more than 12 mohrg spawn under its control at a time. Murderous Grip. A creature grappled by a mohrg has disadvantage on death saving throws. Actions Multiattack. The mohrg makes one tongue attack and one claw attack. Tongue. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 7 (2d6) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or be paralyzed. The creature can make a saving throw each around at the end of each of its turns, ending the paralysis on a success. The DC decreases by 1 each round the creature remains paralyzed. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 28 (5d8+6) slashing damage, and the target must succeed on a DC 16 Strength or Dexterity saving throw or be grappled by the mohrg. Reactions Killing Blow. When a creature within 10 feet of a mohrg is reduced to 0 hit points, it can make a tongue attack against that creature. It has advantage on this attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Mohrg","description":"Serial killers and mass murderers who had a strong hatred for life and die without atoning for their sins catch the attention of Orcus, the Demon Prince of Undeath. These wicked souls are gifted unlife by the demon lord, and rise as mohrgs to continue their passion for killing. Supernatural Strength. A mohrg appears as a nearly skeletal humanoid corpse, with its rib cage showing grotesque, writhing organs and viscera. It moves with incredible speed and unnatural strength, and often catches its victims with surprise because of this. Cunning Sadist. Despite its appearances, a mohrg is not a mindless undead creature. It is cunning and experiences a perverse pleasure toying with and killing its victims. It will even carry a conversation with its prey, tormenting it with descriptions of how it will slowly torture and dismember it alive. Traits Unusual Nature. The mohrg doesn’t require air, food, drink, or sleep. Actions Multiattack. The mohrg makes two Claw attacks and one Tongue attack. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 4 (1d8) necrotic damage and target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the mohrg can't use its one of its Claw attacks on another target. Tongue. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must succeed a DC 14 Constitution saving throw. On a failed save, the target is paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Bonus Actions Create Ghoul. The mohrg can choose a corpse within 5 feet of it. The corpse must be that of a humanoid slain by the mohrg. Unless the humanoid is restored to life or its body is destroyed, the corpse will rise as a ghoul at the start of the mohrg's next turn. The ghoul will act as an ally of the mohrg and under control of the mohrg. The mohrg can have no more than four ghouls under its control at one time. Cunning Action. The mohrg takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Mohrg","description":"Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg. Undead things caring less for life than they did before their own deaths, mohrgs exist solely to wreak havoc on the living. Sometimes mistaken for skeletons or zombies, they are far more dangerous than those mindless abominations, retaining some semblance of their own memories—and the delight they once took in hearing the screams of the dying. Stalkers. When possible, mohrgs gather in small groups, seeking out lone targets much as they did in life. If faced with capable foes, a mohrg attempts to incapacitate them one by one, starting with divinely empowered characters first, both to protect itself from holy wrath, and to make the task of paralyzing and devouring the others that much easier. Dangerous Haunts. Some mohrgs retain enough of their former memories that they return to the favored locations of their pasts, \"haunting\" old hideouts and sometimes even resuming the depredations of murderers long dead, falling back on means of death and mayhem that were more comfortable in their breathing days. Such mohrgs are even more insane than most undead beings and sometimes can be found wandering the streets of a city or town in cowls and cloaks, carrying on their old life's work of slaughter and murder as best they can. Armies of Murder. Of course, since those slain by a mohrg rise soon thereafter as undead themselves, the murders of a mohrg do not go unnoticed for long, even when they take extra care to prey only upon society's dregs. A sudden uprising of undead in the streets is the inevitable result of a mohrg's attentions. Since these zombies remain under the mohrg's control, and since the mohrg itself possesses a hateful and cruel intelligence, it often holds its undead army in reserve, even commanding it to lie motionless until several weeks or months have passed and the local graveyard is filled with the sleeping dead. 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With souls marked by a lifetime of dealing death, these killers, whether mass murderers, bloodthirsty soldiers, or sadistic executioners, sometimes do not let judgment and lawful execution stanch their slaying sprees. When such individuals are brought to justice, they might rise after death as mohrgs to continue their work, transforming into skeletal horrors to which strips of decayed meat and unsettlingly writhing entrails cling. The spiny length of gristle and muscle that extends from their jaws like a long tongue is, though, their most disturbing feature. Mohrg Spawn Those who succumb to a mohrg’s attacks are doomed to rise as mohrg spawn within the span of what would have, in life, been but a handful of heartbeats. Traits Mohrg Minion. If the mohrg that created a mohrg spawn is destroyed, the mohrg spawn is destroyed as well, collapsing into a pile of decayed flesh and bones. Actions Multiattack. The mohrg spawn makes one tongue attack and one claw attack. Tongue. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 3 (1d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or be paralyzed. The creature can make a new saving throw at the end of each of its turns, ending the paralysis on a success. The DC decreases by 1 each round the creature remains paralyzed. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, and the target must succeed on a DC 16 Strength or Dexterity saving throw or be grappled by the mohrg.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Molefolk","description":"This small, black-furred humanoid has oversized clawed hands, clamped together in a nervous gesture. His tiny eyes stare at you from behind a pair of thick spectacles positioned on his long pink nose. Very little is known about the secretive molefolk, and this reclusive race prefers it that way. Traits Subterranean Hermits. Molefolk are solitary creatures and fiercely defend their territories from intruders and other molefolk. These possessive individuals dig out intricate systems of tunnels to serve as their private strongholds. Every couple of years, a molefolk meets up with others of its species to mate, but otherwise, they are perfectly content to expand their underground homes in solitude. Reluctant Guides. A molefolk's ability to quickly create underground tunnels fit for travel is unparalleled. This talent attracts interest from cunning or desperate travelers hoping to sneak into or out of dangerous regions. A molefolk can occasionally be convinced or coerced to offer their skills. Burrow. Molefolk cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 feet in diameter. Keen Smell. The molefolk has advantage on Wisdom (Perception) checks that rely on smell. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Dirt Dive. The molefolk dives into the earth immediately below them and can move up to their burrow speed. Moving in this manner does not provoke attacks of opportunity.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Molefolk)","Alignment":"Neutral","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Molliver","description":"Molliver is a thief who gives most of what they steal to the destitute, keeping a few choice items for their own use. They’re always ready to put themself in harm’s way to see justice triumph over tyranny and inequality. Molliver invites trouble by not thinking through the ramifications of their actions, counting on their friends to bail them out whenever they get in over their head. They always have a friendly jibe or acerbic remark on the tip of their tongue, and their cavalier attitude doesn’t always sit well with their more cautious companions. Alignment. Chaotic good. Personality Trait. “I’m a bit rash, to put it mildly.” Ideal. “I have no tolerance for bullies and tyrants.” Bond. “The brigganocks of Yon are my trusted friends. They need someone to protect them, and I happily volunteer.” Flaw. “My impatience sometimes demands that I strike out on my own while my comrades-in-arms waste time deliberating.” Combat Notes Molliver likes to get up close and personal in fights. If they’re caught in a tight spot, they try to use their boots of levitation to escape. Traits Evasion. When subjected to an effect that allows a Dexterity saving throw to take only half damage, Molliver takes no damage on a successful save or half damage on a failed one, provided Molliver is not incapacitated. Special Equipment. Molliver wears +1 leather armor and boots of levitation. Actions Multiattack. Molliver makes two Dagger or Shortsword attacks, or one of each. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The attack deals an extra 7 (2d6) piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliver’s allies. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. The attack deals an extra 7 (2d6) piercing damage if Molliver has advantage on the attack roll or if the target is within 5 feet of one of Molliver’s allies. Levitate. While wearing boots of levitation , Molliver casts levitate (self only). Reactions Uncanny Dodge. Molliver halves the damage they take from an attack made against them, provided they can see the attacker. Valor’s Call The noble adventuring party known as Valor’s Call was founded by Strongheart, a resolute human paladin committed to destroying evil wherever it rears its ugly head. Strongheart alone determines who can become a member of this prestigious group, which has more members than those described here. (The other members, who do not appear in this adventure, are busy elsewhere.) Strongheart is always on the lookout for courageous heroes who are willing to devote themselves to a good cause. Only good-aligned characters are allowed to join Valor’s Call.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic good","Expansion":11857,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Moloch","description":"Bael&#8288;, Geryon&#8288;, Hutijin&#8288;, Moloch&#8288;—they are pawns. Even the lords of layers such as Zariel&#8288; and Mammon&#8288; are merely more powerful pieces. Archdevils may make dramatic moves, but it is Asmodeus&#8288; who plays the game best. —Mordenkainen Devils: Archdevils At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter. Wish⁠ Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil can’t fulfill its own wish. Moloch Moloch obsesses over power he lost rather than thinking of the power he could gain elsewhere in the planes. What a pity he so wastes his potential. — Mordenkainen Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating Moloch to the rulership of Malbolge. For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus’s favor, since Asmodeus knew that Moloch’s scheming helped keep the other archdevils in check. The arrangement began to unravel, however, when Moloch took the night hag named Malagard for his advisor. Her words were poison, and gradually she convinced Moloch to direct his efforts to topple Asmodeus. Although the conspiracy nearly succeeded, it was thwarted. Moloch was stripped of his station and sentenced to death—and only the timely use of a planar portal allowed him to escape. Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to a distant Material Plane in the hope of finding an artifact that would ensure his success. While there, he became trapped, leaving his armies at the mercy of his enemies. In short order they were destroyed. Now, Moloch has been rendered nearly powerless after his last failure. He endlessly schemes of ways to return to his former status, but every time he enters the Nine Hells, he is demoted to an imp and can’t regain his normal powers until he leaves. Thus, he lives a split existence, sometimes scheming in Malbolge or other layers of the Hells and at other times wandering the planes searching for magical might or secrets that might help him win back his title. Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes. Most of Moloch’s cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains. Traits Innate Spellcasting. Moloch’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing his appearance) , animate dead, burning hands (as a 7th-level spell) , confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire 1/day each: flame strike, symbol (stunning only) Legendary Resistance⁠ (3/Day). If Moloch fails a saving throw, he can choose to succeed instead. Magic Resistance⁠. Moloch has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. Moloch’s weapon attacks are magical. Regeneration. Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Moloch makes three attacks: one with his bite, one with his claw, and one with his whip. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. Many-Tailed Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch. Breath of Despair (Recharge 5–6). Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action⁠ and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action⁠. If the creature ends its turn in a location where it doesn’t have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends. Teleport⁠. Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. Legendary Actions Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature’s turn. Moloch regains spent legendary actions at the start of his turn. Stinking Cloud⁠. Moloch casts stinking cloud . Teleport⁠. Moloch uses his Teleport⁠ action⁠. Whip⁠. Moloch makes one attack with his whip.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Moloch","description":"Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating him to the rulership of Malbolge. For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus’s favor, since Asmodeus knew that Moloch’s scheming helped keep the other archdevils in check. The arrangement unraveled, however, when Moloch took the night hag named Malagard for his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The conspiracy nearly succeeded, but was ultimately thwarted. Moloch was stripped of his station and sentenced to death—only the timely use of a planar portal allowed him to escape. Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to the Material Plane in search of an artifact that would ensure his success. But while there, he became trapped, leaving his armies at the mercy of his enemies. They were destroyed in short order. Moloch was rendered nearly powerless by this failure. He schemes of ways to reclaim his former status, but every time he enters the Nine Hells, he is demoted to an imp (see the Monster Manual ) and can’t regain his normal powers until he leaves. Thus, he lives a split existence, sometimes plotting in Malbolge or other layers of the Hells and at other times wandering the planes in search of magical might or secrets that might help him win back his title. Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes. Most of Moloch’s cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains. Moloch obsesses over the power he lost, rather than thinking of the power he could gain elsewhere in the planes. What a pity he so wastes his potential. —Mordenkainen Traits Legendary Resistance (3/Day). If Moloch fails a saving throw, he can choose to succeed instead. Magic Resistance. Moloch has advantage on saving throws against spells and other magical effects. Regeneration. Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Moloch makes one Bite attack, one Claw attack, and one Many-Tailed Whip attack. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) fire damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) force damage. Many-Tailed Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 13 (2d4 + 8) lightning damage plus 11 (2d10) thunder damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch. Breath of Despair (Recharge 5–6). Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened of Moloch for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. If the creature ends its turn in a location where it doesn’t have line of sight to Moloch, the creature can repeat the saving throw, ending the effect on itself on a success. Spellcasting. Moloch casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): At will: alter self (can become Medium when changing his appearance), confusion , detect magic , fly , major image , stinking cloud , suggestion, wall of fire Teleport. Moloch teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Legendary Actions Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Moloch regains spent legendary actions at the start of his turn. Attack. Moloch makes one Bite, Claw, or Many-Tailed Whip attack. Teleport. Moloch uses Teleport. Cast a Spell (Costs 2 Actions). Moloch uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":14934,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Molten Earth Elemental","description":"Volcanic Elementals Portals to the Elemental Plane of Fire occasionally open within the larger islands of the Expanse. When these portals remain stable for long periods, such as on Mount Spitfire, at the heart of Calderé Island, volcanic activity often follows. Various elementals make their home on the other side of these portals and are frequently spewed forth from them. Molten Earth Elemental Combining the earth's strength and fire's blazing power, molten earth elementals pulverize their enemies with burning fists.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Source":"custom","Alignment":"Neutral","Expansion":32048,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Molydeus","description":"Demons Incarnations of chaos and evil, demons display endless variation in appearance and in how they go about wreaking havoc across the multiverse. Molydeus The most ruthless and dangerous of demons—more feared than the dreaded balor—the molydeus speaks with the authority of the demon lord it serves as it enforces its master’s will. Standing some 12 feet tall, a molydeus has a red-skinned, humanoid body and two heads—one that of a slavering wolf and the other that of a serpent with dripping fangs perched atop a long neck. Molydei might guard their masters’ possessions, roam the battlefields of the Abyss to ensure the loyalty of troops, or bring swift death to their enemies. Branded and Bound. When a demon earns the attention of a demon lord through ferocity, cunning, or an act of surprising devotion, the demon lord might reward such service by snatching up the fiend and subjecting it to excruciating torments to remake it into a molydeus. Voice of the Master. A demon lord has a direct link to its molydeus and uses the serpent head to communicate its wishes. A molydeus is, therefore, said to utter its master’s will, commanding other demons to carry out orders and using violence to ensure they obey. A molydeus must constantly be ready for the scrutiny of its master, for the demon lord can decide at any moment to observe the molydeus through the serpent. Thus, there is no room for treachery in a molydeus. Special⁠ Weapon. As part of a demon lord’s trust in its molydeus, it bestows a powerful weapon upon the guardian⁠ demon. The demon lord fashions the weapon from a portion of the fiend’s essence, so that the demon and its weapon are forever bound. If the molydeus dies, the weapon dissolves into a pool of foul-smelling slime. It’s possible to steal such a weapon, but a molydeus deprived of its weapon will stop at nothing to regain it. The weapon a molydeus wields reflects the nature of its master. Those that serve Baphomet carry a glaive; Demogorgon, a whip; Fraz-Urb’luu, a battleaxe; Graz’zt, a greatsword; Orcus, a morningstar; and Yeenoghu, a flail. The weapon’s form doesn’t affect its capabilities. Dark Guardians. One of the chief tasks of any molydeus is to help protect its master’s amulet—the most prized possession of any demon lord. Each of these dangerous relics allows a demon lord to return to life in the Abyss if the unthinkable occurs and its abyssal form is destroyed. As useful as these amulets are, they are also liabilities—because, armed with an amulet⁠, a creature can coerce the demon lord to which it belongs into doing its bidding, or can strand it in the Abyss if the amulet⁠ is destroyed. Variant: Demon Summoning You can give a molydeus the ability to summon other demons. Summon Demon (1/Day). As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6 babaus, 1d4 chasmes, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can’t summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action⁠. Traits Innate Spellcasting. The molydeus’s innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components: At will: dispel magic, polymorph, telekinesis, teleport 3/day: lightning bolt 1/day: imprisonment Legendary Resistance⁠ (3/Day). If the molydeus fails a saving throw, it can choose to succeed instead. Magic Resistance⁠. The molydeus has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. The molydeus’s weapon attacks are magical. Actions Multiattack. The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite. Demonic Weapon. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can’t survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit. Wolf Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) piercing damage. Snakebite. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell. Legendary Actions The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature’s turn. The molydeus regains spent legendary actions at the start of its turn. Attack. The molydeus makes one attack, either with its demonic weapon or with its snakebite. Move. The molydeus moves without provoking opportunity attacks. Cast a Spell. The molydeus casts one spell from its Innate Spellcasting trait.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Molydeus","description":"The fearsome molydeus speaks for the demon lord it serves and enforces its master’s will. This demon is 12 feet tall, and its bipedal body has a slavering wolf’s head and a fanged serpent’s head. Its demon lord can speak and see through the serpent head; this master also uses the molydeus to guard treasures, slay foes, and terrify troops into obedience. A molydeus’s demon lord bestows on it a powerful weapon that dissolves if the molydeus dies. The weapon’s form varies depending on the creator, but that doesn’t affect the weapon’s capabilities. Variant: Demon Summoning You can give a molydeus the ability to summon other demons. Summon Demon (1/Day). As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6 babaus (also in this book), 1d4 chasmes , or one marilith (the chasme and marilith appear in the Monster Manual ) A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can’t summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action. Traits Legendary Resistance (3/Day). If the molydeus fails a saving throw, it can choose to succeed instead. Magic Resistance. The molydeus has advantage on saving throws against spells and other magical effects. Actions Multiattack. The molydeus makes one Demonic Weapon attack, one Snakebite attack, and one Wolf Bite attack. Demonic Weapon. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 35 (4d12 + 9) force damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can’t survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 (6d8) force damage from the hit. Snakebite. Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. Hit: 16 (2d6 + 9) poison damage. The target must succeed on a DC 22 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes (see the Monster Manual ) if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell. Wolf Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) necrotic damage. Spellcasting. The molydeus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22): At will: dispel magic , polymorph , telekinesis , teleport 3/day: lightning bolt Legendary Actions The molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The molydeus regains spent legendary actions at the start of its turn. Attack. The molydeus makes one Demonic Weapon or Snakebite attack. Move. The molydeus moves without provoking opportunity attacks. Cast a Spell (Costs 2 Actions). The molydeus uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Mome Rath","description":"“‘Twas brillig, and the slithy toves Did gyre and gimble in the wabe; All mimsy were the borogoves, And the mome raths outgrabe.” — Jabberwocky by Lewis Carroll A mome rath is an amphibious creature that lurks in swamps and resembles a green pig with a shark mouth. As a group, they make excellent minions for swamp hags who wish to keep intruders away. Fast and deadly, mome raths lurk below the surface of mud or murky water in search of prey. They take down targets with the element of surprise, using their leap and Electrifying Skin to stun a creature before biting and clawing. Tactics . When a mome rath wounds a target, it relentlessly attacks that creature. If a wounded target flees, the mome rath gives chase and uses the Dash action to pursue if needed. Should the target manage to get too far away to catch in one turn, the mome rath turns its attention to closer targets. The fey predator breathes a faerie fire (similar to the spell of the same name) to mark nearby targets before beginning its attacks anew. Despite its low intelligence, a mome rath’s survival instinct kicks in when it is losing a fight. When reduced to 35 or fewer hit points, it uses the Dash action to dive into the nearest body of water and swim away. Amphibious . The mome rath can breathe air and water. Electrifying Skin . A creature that touches the mome rath or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage and must succeed on a DC 11 Constitution saving throw or become stunned until the end of the mome rath’s next turn. Relentless (1/Day) . If the mome rath takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Multiattack . The mome rath makes one Bite attack and one Claws attack. Bite . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 22 (3d10 + 6) piercing damage. Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. Faerie Fire Breath (Recharge 5–6) . The mome rath exhales faerie fire in a 20-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw or be outlined in green for 1 minute. Affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can’t benefit from being invisible. Stunning Leap (1/Day) . If the mome rath jumps at least 30 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or take 16 (3d6 + 6) bludgeoning damage plus 16 (3d6 + 6) lightning damage, be knocked prone, and be stunned until the end of the mome rath’s next turn. On a successful save, the creature takes only half the damage, isn’t stunned, and is pushed 5 feet out of the mome rath’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the mome rath’s space.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Unaligned","Expansion":23348,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Arcadia Issue No. 13"},{"name":"Mommotti","description":"Quiet, menacing figures, the mommotti are wicked fiends that stalk the night in search of victims. A mommotti’s flesh is dark as the surrounding night, with red eyes glowing faintly from its face. A bulging sack slung over one broad shoulder seems to shift and move, as if it holds something alive. Cruel beings, they prefer to prey on the weak and fearful, those smaller than themselves and those who cannot fight back. The fate of a mommotti’s victims is always terrible. Some are simply eaten. Others are traded or sold to other horrible creatures. Mommotti often work for hags or other fiends, kidnapping folk at their behest. Whatever their fate, those stolen by a mommotti are never seen again. Exult in Fear. Mommotti enjoy scaring their prey. They take great pleasure in the fear of others. When a mommotti fails to capture its intended victim, it is often because the fiend takes too much time indulging itself in terrifying the victim, allowing time for the victim to escape or for help to arrive. Ironic Terror. The mommotti is a bogeyman figure, often mentioned by parents as a way to scare children into behaving. (“Go to sleep! If you stay up past your bedtime, the mommotti is sure to come and steal you away!”) A mommotti that hears such things is sure to take the scolded child, as they revel in the grief experienced by such parents when their children go missing, as if they had summoned the thing itself, and blame themselves for the loss.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":3},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Monarch","description":"Regal-looking humanoids, monarchs wear the finest garments and bear unmistakable auras of leadership and command. Highly Trained. A monarch (also called czar, emperor, pharaoh, raja, sheik, or sovereign, depending on the region where it rules) receives an extensive education in all aspects of rulership and command. They are equally adept at political, diplomatic, and martial power, and they even receive some minor magical training to better defend themselves. Empowered Figurehead. Much like deities receiving power from the strength of their followers’ faith, monarchs receive some measure of power from the faith, love, fear, loyalty, and adherence of their citizens. Monarchs can call upon this power to imbue their weapons with magic and to summon the monarch’s royal creature, typically a creature associated with the monarch’s land or people.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Monastic High Curator","description":"High curators collect knowledge and disseminate truth. They tackle puzzling mysteries and spy on members of other power structures to manipulate or destabilize them, and provide the oppressed with opportunities to escape their plight. High curators are privy to their organizations’ deepest secrets and the activities of lesser agents. Their expertise enables them to manipulate energy to defend themselves and disrupt enemies’ ability to act. Monastics of the Cobalt Soul Scholars, priests, and ascetics who have been drawn to the cause of truth and knowledge spend their lives in support of the Library of the Cobalt Soul, united by the teachings of Ioun the Knowing Mentor. The Cobalt Soul is guided by a central belief that true strength comes from understanding the world around you. Beyond its efforts in knowledge-seeking, each branch of the Cobalt Soul strives to expose lies, unveil propaganda, and fight corruption in whatever society their chapter, referred to as an archive, calls home. The Library of the Cobalt Soul is headquartered in Rexxentrum, the capital of the Dwendalian Empire on the continent of Wildemount. The organization has archives across Exandria. The Ank’Hareli branch of the Cobalt Soul is based in the Temple of the Mentor. Like many of the archives, the Temple of the Mentor is both a vast library and a shrine to Ioun. This Marquesian archive is led by High Curator Jamil A’alithiya. Traits Unarmored Defense. While the high curator is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Spellcasting. The high curator casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 18): At will: detect magic 2/day each: detect thoughts , identify (as an action), scrying (as an action) Actions Multiattack. The high curator makes three Force Strike attacks and uses Brain Burn (if available). Force Strike. Melee or Ranged Spell Attack : +10 to hit, reach 5 ft. or range 10 ft., one target. Hit : 17 (2d10 + 6) force damage. Brain Burn (Recharge 4–6). The high curator targets up to two creatures it can see within 30 feet of itself. Each target must make a DC 18 Constitution saving throw. On a failed saving throw, the target takes 28 (8d6) psychic damage and can’t take reactions until the start of its next turn. On a successful save, the target takes half as much damage and suffers no other effect. ","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Monk, Wizard)","Alignment":"Any","Expansion":13016,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Monastic Infiltrator","description":"Infiltrators act as spies, saboteurs, and perpetrators of other clandestine activities. They study magical techniques that enhance their prowess in battle and help them complete their assignments. Monastics of the Cobalt Soul Scholars, priests, and ascetics who have been drawn to the cause of truth and knowledge spend their lives in support of the Library of the Cobalt Soul, united by the teachings of Ioun the Knowing Mentor. The Cobalt Soul is guided by a central belief that true strength comes from understanding the world around you. Beyond its efforts in knowledge-seeking, each branch of the Cobalt Soul strives to expose lies, unveil propaganda, and fight corruption in whatever society their chapter, referred to as an archive, calls home. The Library of the Cobalt Soul is headquartered in Rexxentrum, the capital of the Dwendalian Empire on the continent of Wildemount. The organization has archives across Exandria. The Ank’Hareli branch of the Cobalt Soul is based in the Temple of the Mentor. Like many of the archives, the Temple of the Mentor is both a vast library and a shrine to Ioun. This Marquesian archive is led by High Curator Jamil A’alithiya. Traits Guarded Mind. Spells and other effects can’t read the infiltrator’s thoughts or determine if the infiltrator is lying. Creatures can communicate telepathically with the infiltrator only if it allows such contact. Unarmored Defense. While the infiltrator is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Spellcasting. The infiltrator casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): At will: disguise self 2/day each: detect thoughts , invisibility 1/day each: dimension door , zone of truth Actions Multiattack. The infiltrator makes three Unarmed Strike attacks. Unarmed Strike. Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) force damage. Bonus Actions Cunning Action. The infiltrator takes the Dash or Disengage action. Reactions Retaliating Strike. When a creature within 5 feet of the infiltrator hits or misses the infiltrator with a melee attack, the infiltrator makes one Unarmed Strike attack against the attacker.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Monk)","Alignment":"Any","Expansion":13016,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Monastic Operative","description":"Operatives are agents of organizations that engage in espionage. The best among them are often considered for filling vacancies in higher positions. Monastics of the Cobalt Soul Scholars, priests, and ascetics who have been drawn to the cause of truth and knowledge spend their lives in support of the Library of the Cobalt Soul, united by the teachings of Ioun the Knowing Mentor. The Cobalt Soul is guided by a central belief that true strength comes from understanding the world around you. Beyond its efforts in knowledge-seeking, each branch of the Cobalt Soul strives to expose lies, unveil propaganda, and fight corruption in whatever society their chapter, referred to as an archive, calls home. The Library of the Cobalt Soul is headquartered in Rexxentrum, the capital of the Dwendalian Empire on the continent of Wildemount. The organization has archives across Exandria. The Ank’Hareli branch of the Cobalt Soul is based in the Temple of the Mentor. Like many of the archives, the Temple of the Mentor is both a vast library and a shrine to Ioun. This Marquesian archive is led by High Curator Jamil A’alithiya. Traits Unarmored Defense. While the operative is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The operative makes three Unarmed Strike attacks, three Cobalt Dart attacks, or a combination thereof. Unarmed Strike. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) bludgeoning damage. Cobalt Dart. Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage plus 3 (1d6) force damage. Reactions Retaliating Strike. When a creature within 5 feet of the operative hits or misses the operative with a melee attack, the operative makes one Unarmed Strike attack against the attacker.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Monk)","Alignment":"Any","Expansion":13016,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Mongoose","description":"The mongoose is a sleek mammal with tiny, sharp teeth that lives in forests and deserts and eats insects, eggs, and small lizards. The mongoose is a fierce familiar and has even been known to kill snakes.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"unaligned","Challenge Rating":0},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Mongrelfolk","description":"Mongrelfolk are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrel folk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait. Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them. Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs. Camouflage Experts. Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on Stealth checks made to hide. Horrific Offspring. It's possible to restore a mongrelfolk to its original form using a greater restoration spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone. Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.) Traits Extraordinary Feature. The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM: 1–3: Amphibious. The mongrelfolk can breathe air and water. 4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet. 10: Flight. The mongrelfolk has leathery wings and a flying speed of 40 feet. 11–15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell. 16–17: Spider Climb. The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 18–19: Standing Leap. The mongrelfolk’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. 20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Mimicry. The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check. Actions Multiattack. The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (mongrelfolk)","Alignment":"any alignment","Expansion":7388,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Monk","description":"In their simple robes, monks often look like a mendicant or simple religious adherent, but their movements belie years of disciplined physical training. From East to West. Sometimes called friars, lamas, hermits, or anchorites, monks can be found across the world. They forgo most weapon training in favor of unarmed combat to hone their bodies as well as their minds. Seekers. Monks are often found in dedicated monasteries or wandering the streets and roads. They believe inner knowledge to be the key to unlocking a stronger connection to a hidden power within themselves. Some believe they channel this power from a deity, others say they harness a spiritual link to the world, their own bodies, or a dedicated philosophy.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Monk of the Ebon Serpent","description":"The Monks of the Ebon Serpent, diverse in species yet united in their dedication, train under the infamous Masters of the Ebon Serpent. These disciples have honed their bodies and minds to become vessels of martial prowess and arcane might. Channelling the potent energy of the Ebon Serpent, they master an array of combat techniques and eldritch spells, weaving them seamlessly together in their relentless pursuit of power. As they delve deeper into the forbidden knowledge of their dark arts, their loyalty to the Ebon Serpent grows, driving them to seek further enlightenment and become agents of impending doom.","properties":{"Category":"Monsters","Size":"Medium or small","Type":"humanoid (any race)","Alignment":"neutral evil","Expansion":26071,"Challenge Rating":9},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Monkey","description":"Monkeys are cute little mammals adapted for a life in the canopy. These cheeky creatures can easily be tamed by humanoids who want an agile and comedic pet. Traits Pack Tactics. The monkey has advantage on an attack roll against a creature if at least one of the monkey’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":20544,"Challenge Rating":0},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Monkey's Bane Vine","description":"Plump, orange fruit hangs from deep green vines wrapped around a great tree. These deadly, semimobile carnivorous plants superficially resemble normal vines. Monkey's bane vines are found in forests and jungles, growing around the trunks of towering rainforest trees. Sweet Fruit. In spring, the vines grow colorful blooms, and in late summer they produce tasty-looking orange fruit that attracts prey. The fruit has a sickly-sweet flavor that monkeys find irresistible; the nimble creatures are often willing to risk being grabbed by the plant's tendrils to snatch the tasty fruit. Food for the Roots. When a creature gets too close, the vine strikes, grabbing hold with its tendrils and either ripping its prey apart or crushing the life out of it. The vine deposits the remains near its roots, where they fertilize the plant. Living Traps. Local humanoids aware of the vine's carnivorous nature sometimes take advantage of the plant. They will grow a monkey's bane vine over a hidden treasure cache, the entrance to a tomb, or other locale as a defense against interlopers and thieves. The most reclusive and paranoid might even grow the vines near entrances to their homes as snares for would-be intruders. In areas where troops of monkeys become nuisances and infest cities and towns, these vines are sometimes deliberately cultivated to help control the monkey population. Risky Harvest. While monkeys greatly desire the vine's fruit, it is too sweet for most humanoids. Still, some humanoids produce a liqueur from the juice of the fruit, and the resulting monkeybane brandy is popular among wealthy gnomes, goblins, orcs, and humans. Those willing to risk the danger of the vines can sell the results at a steep price. False Appearance. While motionless, a monkey's bane vine is indistinguishable from a normal vine. Actions Multiattack. The monkey's bane vine makes two Tendril attacks. Tendril. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the creature is restrained and takes 7 (2d6) bludgeoning damage at the start of each of its turns. The monkey's bane vine has two tendrils, each of which can grapple only one target.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Monkey's Bane Vines","description":"These deadly, semimobile carnivorous plants appear at first glance to be normal vines. Monkey’s bane vines are found throughout the jungles of the Southlands, growing around the trunks of towering rainforest trees. In spring, the vines grow colorful blooms, and in late summer they produce tasty-looking orange fruit that attracts prey. The fruit has a sickly-sweet flavor that monkeys find irresistible; the nimble creatures are willing to risk being grabbed by the plant’s tendrils to snatch the tasty fruit. When a creature gets too close, the vine strikes, grabbing hold of its victim with its tendrils and either ripping it apart or crushing the life out of it. The vine deposits the remains of the creatures it has slain near its roots, where they fertilize the plant.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":11995,"Challenge Rating":4},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Monodrone","description":"“Every 289 years, the entire multiverse goes mad. Like clockwork.” —Kwint Stormbellow, rock gnome adventurer Modrons Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order. Absolute Law and Order. Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no “I,” but only “we” or “us.” Absolute Hierarchy. Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand. Cogs of the Great Machine. If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result. The Great Modron March. When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. Monodrone A monodrone can perform one simple task at a time and can relay a single message of up to forty-eight words. Variant: Rogue Modrons A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don’t act in accordance with Primus’s wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. Traits Axiomatic Mind : The monodrone can’t be compelled to act in a manner contrary to its nature or its instructions. Disintegration If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. Actions Dagger : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Javelin (Melee) : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. Javelin (Ranged) : Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 3 (1d6) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"MM1","Alignment":"lawful neutral","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Monolith Champion","description":"This suit of armor stands motionless, its visor raised to reveal a black skull with eyes cold as a winter moon. A cloak of owl feathers hangs from its shoulders, and a greatsword is slung across its back. Beautiful Constructs. Monolithic servitors are constructs designed to serve the courts of the shadow fey. As constructs go, these are uncommonly beautiful; they are meant to be as pleasing to the eyes as they are functional. Beauty, of course, is in the eye of the beholder, and what’s beautiful in the eyes of the shadow fey might be considered strange, disturbing, or even alarming by mortal folk. Expensive Armor. Regardless of a viewer’s esthetic opinion, it’s obvious that a monolith champion incorporates amazing workmanship. Every fitting is perfect; every surface is masterfully burnished and etched with detail almost invisible to the naked eye or decorated with macabre inlays and precious chasing. The skull in the helmet is mere decoration, meant to frighten the weak of heart and mislead opponents into thinking the champion is some form of undead rather than a pure construct. Keeping Out the Rabble. As its name implies, the monolith champion serves as a guardian, warrior, or sentry. In those roles, it never tires, never becomes distracted or bored, never questions its loyalty, and never swerves from its duty. It delights in throwing non-fey visitors out of fey settlements and buildings. Constructed Nature. A monolith champion doesn’t require air, food, drink, or sleep. Traits Blatant Dismissal: While in a fey court or castle, a monolith champion that scores a successful hit with its greatsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 14 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible—and under the monolith champion’s control, shouting for a retreat or the like. Outside fey locales, this ability does not function. Fey Flame: The ritual powering a monolith champion grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct’s needs. Actions Multiattack: The champion makes two greatsword attacks or two slam attacks. Greatsword: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 14 (3d6 + 4) Slashing damage plus 11 (2d10) cold or fire damage. Slam: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 11 (2d6 + 4) Bludgeoning damage plus 11 (2d10) cold or fire damage.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Monolith Footman","description":"A suit of elven parade armor, beautifully ornate but perhaps not terribly functional, stands at attention. Beautiful Construct. Like the monolith champion, a monolith footman is an esthetic triumph in the construct‑builder’s craft. If anything, form takes a higher priority in the footman than function, since their function is largely to look fine as they stand ready to perform servant’s duties for their shadow fey masters. More Servant than Warrior. Because it’s fashioned as grand armor, the footman looks more ferocious than it is. Its fighting ability is nothing to dismiss, but fighting is not its primary function. It’s a combination of household servant and watchdog with imposing martial flair. Like the champion, a monolith footman’s most alarming power is its ability to replace an opponent with a shadow double. This threat should be taken seriously by strangers to shadow as they weigh the risks of causing trouble in the fey courts. Perfect Loyalty. Monolith footmen follow orders to the letter and are unswerving in their loyalty. Constructed Nature. A monolith footman doesn’t require air, food, drink, or sleep. Traits Blatant Dismissal: While in the courts or castles of the fey, a monolith footman that scores a successful hit with its longsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 10 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible—and under the monolith footman’s control, shouting for a retreat or the like. Outside fey locales, this ability does not function. Fey Flame: The ritual powering a monolith footman grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct’s needs. Simple Construction: Monolith footmen are designed with a delicate fey construction. They burst into pieces and are destroyed when they receive a critical hit. Actions Longsword: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 11 (2d6 + 4) Slashing damage plus 9 (2d8) cold or fire damage. Slam: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 8 (1d8 + 4) Bludgeoning damage plus 9 (2d8) cold or fire damage.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Monoxide Vapen","description":"Often found in swamps, toxic fens, or areas plagued with noxious fumes, vapens are elementals composed of a volatile mixture of gases. A vapen appears as swirling clouds, although its abilities, smell, color – or lack thereof – are determined by which type of vapen it is. Ammonia Vapens Ammonia vapens are dense, white vapors that churn and roil like mist and exude a sharp, choking aroma that immediately burn the eyes and skin of their prey. Chlorine Vapens Chlorine vapens manifest as swirling, yellow-green clouds with a pungent odor and emit a hissing sound as their form reacts with moisture in the air, searing organic tissue and corroding metal on contact. Monoxide Vapens Monoxide vapens are odorless, colorless, and nearly imperceptible, appearing only as a slight distortion in the air as they silently suffocate unwitting victims. Suggested Weaknesses A vapen may have a weakness related to its unique type that a character can discover with a successful DC 13 Intelligence (Nature) check: Aqueous Aversion (Ammonia Only). If a gallon or more water is poured over the vapen, it can't take any actions until the end of its next turn. Weak Form (Monoxide Only). If the vapen is exposed to a strong wind such as a gust of wind spell, it takes 2d6 Force damage. Sunlight Hypersensitivity (Chlorine Only). If the vapen starts its turn in sunlight or enters it on its turn, it takes 2d6 Radiant damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Expansion":34474,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Monster Hunter","description":"Nomad The Tiger Lords are the most notorious roving warriors to reside in the Stolen Lands, but other gatherings of nomadic people dwell throughout the region, particularly those hunters who prefer to make the most dangerous monsters of the wilds their prey. Monster Hunter Be they hunters who have traveled far from their home to chase down legendary prey, or members of a small gathering like the Six Bears, monster-hunting warriors find no shortage of targets to track and hunt in the Stolen Lands. Monster hunters might also resent wandering adventurers, who might kill a targeted monster before the hunters have a chance. Traits Ferocious Charge. If the monster hunter moves at least 10 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone. Rage. The monster hunter can enter rage as a bonus action. While in rage, the hunter has advantage on Strength checks and Strength saving throws, they deal an additional 2 damage with each attack, and they gain resistance to bludgeoning, piercing, and slashing damage. The rage lasts for 1 minute or until the hunter falls unconscious, or if their turn ends and they haven’t either attacked a hostile creature or taken damage since its last turn. Relentless Rage. The monster hunter’s rage can keep them fighting despite grievous wounds. If the hunter drops to 0 hit points while they are raging and doesn’t die outright, they can make a DC 10 Constitution saving throw. If they succeed, they drop to 1 hit point instead. Each time the monster hunter uses this feature after the first, the DC increases by 5. When they finish a short or long rest, the DC resets to 10. Actions Multiattack. The monster hunter makes two attacks. Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":6},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Monster Slayer","description":"Good-aligned monster slayers are dedicated hunters of creatures of the night and dark magic users. They hunt down undead, fiends, evil fey, and other evil threats because they believe they are a threat to the natural world. They are often encountered in desolate locales, wilderness frontiers, and other fringes of civilization, where they can offer their services. Evil monster slayers hunt any supernatural threat, such as bards, paladins, clerics, sorcerers, and warlocks, as well as any of the unnatural races, such as tieflings and aasimars. They are often employed as bounty hunters or assassins to deal with magical threats, such as a party of adventurers. Traits Magic Weapons. The monster slayer's weapon attacks are magical. Actions Multiattack. The monster slayer makes two +1 Longsword attacks or two +1 Longbow attacks. +1 Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 4 (1d8) poison damage. +1 Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. Hunter's Sense (2/Day). The monster slayer chooses one creature it can see within 60 feet of it. It immediately learns whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, it will sense that it has no damage immunities, resistances, or vulnerabilities. Spellcasting. The monster slayer casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): 1/day each: conjure barrage, flame arrows Bonus Actions Slayer's Prey (Recharges after a Short or Long Rest). The monster slayer designates one creature it can see within 60 feet of it. The first time each turn that the monster slayer hits that target with a weapon attack, it takes an extra 1d6 damage from that weapon. In addition, whenever the target forces the monster slayer to make a saving throw and whenever the monster slayer makes an ability check to escape that target's grapple, it can add 1d6 to its roll. Swift Spellcasting. The monster slayer casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13): 3/day: ensnaring strike, hunter's mark, zephyr strike","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Monstrous Antlion","description":"The giant antlion is a voracious hunter that lurks beneath sandy dunes. Its segmented body is covered by a thick carapace and is over 10 feet long. It has a set of oversized mandibles, which resemble the jaws of an ant. Ambush Predator. The giant antlion rarely leaves its lair and spends most of its time lying in wait underneath a layer of sand at the bottom of an inverted cone-shaped desert dune. When a creature moves close to the edge of the sand dune, the giant antlion throws and sprays sandy debris along the incline of the sand near the target, creating a small landslide and causing the hapless victim to tumble down towards the center of the pit. Once the prey is within striking range, the giant antlion emerges from its hiding spot, surprising the target, and grabs it with its large mandibles before it can put up a defense. Once it has snared the prey in a vise-like grip, the giant antlion injects it with a concoction of paralytic venom and digestive enzymes, rendering the victim helpless. The giant antlion then drags its prey into its lair where it can feed unmolested. Traits Ambusher. On the first round of each combat, the antlion has advantage on attack rolls against a creature that hasn’t taken a turn yet. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. Additionally, if the target is Large or smaller, it is grappled (escape DC 14). Rock Spray (Recharge 5-6). The antlion tosses debris in a 30-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw. On a failed save, a creature takes 17 (5d6) bludgeoning damage and is knocked prone. If the prone creature is on a sloped surface, it is pulled 10 feet toward the deepest space. On a successful save, a creature takes half as much damage and isn't knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Monstrous Black Pudding","description":"Monstrous black puddings can reach 20-feet diameter in size and can be very destructive to the local ecology, as they can consume all manner of organic matter. Thankfully, these specimens are rare as black puddings seldom grow to such immense sizes. They typically haunt fetid swamps, foul sewers, and overgrown ruins. Traits Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The pudding makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Reactions Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding. Large or smaller puddings attack only once per turn and deal only half their normal damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Ooze","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Monstrous Catoblepas","description":"Adventurers will feel there's something terribly wrong when they've wandered a swamp for miles and have not encountered any sign of life. When a catoblepas, which has no known natural enemies, is left alone for decades of consuming carrion, it can grow to an immense size and wipe out all manner of beasts and humanoids within miles of its natural habitat. Traits Keen Smell. The catoblepas has advantage on Wisdom (Perception) checks that rely on smell. Stench. Any creature other than a catoblepas that starts its turn within 15 feet of the catoblepas must succeed on a DC 19 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour. Actions Multiattack. The catoblepas makes two attacks: one with its Bite and one with its Tail. It can't make both attacks against the same target. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure . The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 34 (8d6 + 6) bludgeoning damage, and the target must succeed on a DC 18 Constitution saving throw or be stunned until the start of the catoblepas's next turn. Death Ray (Recharge 5–6). The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 19 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 96 necrotic damage. The target dies if reduced to 0 hit points by this ray.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Monstrous Cave Fisher","description":"Extremely rare and can only be found in the deepest reaches of the Underdark where there are vast wide caverns, the monstrous cave fisher reaches lengths of about 25 feet. This fearsome predator normally hunts umber hulks and similarly large prey. Traits Flammable Blood. If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage. Spider Climb. The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The cave fisher makes two Claw attacks and one Bite attack. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 11 (2d10) acid damage. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage. Retract Filament. One Large or smaller creature grappled by the cave fisher’s Adhesive Filament must make a DC 19 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes one Claw attack against it. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the cave fisher can’t use Adhesive Filament. Bonus Actions Adhesive Filament. The cave fisher extends a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature the filament adheres to is grappled by the cave fisher (escape DC 19), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 20 hit points; immunity to poison and psychic damage). A weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 19 Strength check to pull free. Destroying the filament deals no damage to the cave fisher. The filament crumbles away if the cave fisher takes this bonus action again.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Monstrous Centipede","description":"Traits Keen Smell. The centipede has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Monstrous Corpse Flower","description":"A corpse flower, if left unchecked, will continue to consume corpses and grow until it reaches a monstrous size. This usually happens due to the efforts made by the Blightlords of Talona, an evil cult of plague druids based in the Unapproachable East. Their members cultivate, tend, and grow corpse flowers until they reach such sizes where they can be directed and unleashed alone on civilized settlements. Corpse Spray. If the monstrous corpse flower was able to consume enough corpses, it can discharge a powerful jet of liquified corpse remains and bones. Creatures caught by the spray are left battered and momentarily sickened, if not outright killed. Traits Corpses. When first encountered, a corpse flower contains the corpses of 2d6 + 6 humanoids. A corpse flower can hold the remains of up to eighteen dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free. While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following: The corpse flower digests two humanoid corpse in its body and instantly regains 22 (4d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space. The corpse flower animates two dead humanoids in its body, turning them into zombies. The zombies appear in an unoccupied space within 5 feet of the corpse flower and act immediately after it in the initiative order. The zombies act as allies of the corpse flower but aren't under its control, and the flower’s stench clings to the zombies (see the Stench of Death trait). Spider Climb. The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stench of Death. Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 16 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours. Actions Multiattack. The corpse flower makes three Tentacle attacks and uses Harvest the Dead, if applicable. Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or take 21 (6d6) poison damage. Harvest the Dead. The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait. Corpse Spray (Recharge 5-6). The corpse flower consumes up to four humanoid corpses and discharges a powerful jet of putrefied liquid body remains and bones in a 30-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw. On a failed save, a target takes 7 (2d6) piercing damage and 7 (2d6) necrotic damage for each corpse consumed by the corpse flower and the target is incapacitated until the end of the corpse flower's next turn. On a successful save, a target takes half as much damage and isn't incapacitated.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Monstrous Crab","description":"Traits Amphibious. The crab can breathe air and water. Actions Multiattack. The crab makes two Claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). The crab has two claws, each of which can grapple only one target.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Monstrous Flail Snail","description":"A regular flail snail may grow to monstrous proportions if left alone to consume everything it comes across. The monstrous flail snail, which can grow three times its normal size, is potentially a threat to hamlets and small towns that unfortunately happen to be in its path. The tentacles of a monstrous flail snail tentacles are so powerful that they can stun a creature if it is struck by them multiple times. Traits Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell’s attack roll misses it, the snail’s shell converts some of the spell’s energy into a burst of destructive force if the spell is of 1st level or higher; each creature within 30 feet of the snail must make a DC 18 Constitution saving throw, taking 7 (2d6) force damage per level of the spell on a failed save, or half as much damage on a successful one. Actions Multiattack. The flail snail makes six Flail Tentacle attacks. If a target is hit at least three times by Flail Tentacle attacks in the same turn, it must make a DC 16 Constitution saving throw or be stunned until the end of the flail snail's next turn. Flail Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Scintillating Shell (Recharges 6). The flail snail's shell emits dazzling, colored light until the end of the flail snail's next turn. During this time, the shell sheds bright light in a 40-foot radius and dim light for an additional 40 feet, and creatures that can see the flail snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the flail snail when this power is activated must succeed on a DC 18 Wisdom saving throw or be stunned until the light ends. Shell Defense. The flail snail withdraws into its shell. Until it emerges, it gains a +6 bonus to its AC and is restrained. It can emerge from its shell as a bonus action on its turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Monstrous Gelatinous Cube","description":"A gelatinous cube that continues to consume organic matter unmolested will eventually grow into a monstrous one. These specimens can reach a size of 15-feet square and can engulf large animals the size of elephants. Traits Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 15 Strength check, and the creature making the attempt takes 14 (4d6) acid damage. The cube can hold only one Huge, two Large, or up to four Medium or smaller creatures inside it at a time. Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. Actions Multiattack. The cube makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (4d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, takes 14 (4d6) acid damage at the start of each of the cube's turns, and the cube can't use this pseudopod to attack another creature. Engulf. The cube moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 15 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 14 (4d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 28 (8d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.","properties":{"Category":"Monsters","Size":"Huge","Type":"Ooze","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Monstrous Gray Ooze","description":"Monstrous gray oozes can appear to look like a wet 10-foot diameter rock or 10-foot square of stone block. They typically lurk in ruins and caverns, waiting motionlessly until prey passes within 5 feet of them. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the ooze corrodes. After dealing damage, the weapon takes a permanent cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical wood or metal in 1 round. False Appearance. If the ooze is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the ooze move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the ooze is animate. Actions Multiattack. The ooze makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing non magical metal armor, its armor is partly corroded and takes a permanent and cumulative - 1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Monstrous Hound","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend","Alignment":"chaotic evil","Expansion":29375,"Challenge Rating":10},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Monstrous Ironclad Beetle","description":"Actions Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Monstrous Jumping Spider","description":"Traits Ambush. On the first round of each combat, the spider has advantage on attack rolls against a creature that hasn’t taken a turn yet. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Standing Leap. The spider's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Monstrous Magma Ooze","description":"The magma ooze is a menacing creature that masquerades as flowing lava, slowly approaching unsuspecting prey with its deceptive appearance. The searing hot abomination possesses an amorphous body that glows with an intense orange-red radiance, giving the illusion of molten rock in motion. Its surface continually ripples and undulates, captivating the attention of those who dare to venture too close. Consuming Flames. The magma ooze presents a formidable threat to any creature that comes within its proximity. The mere touch of its flaming pseudopods can roast flesh and inflict agonizing burns. Its larger specimens possess the terrifying ability to engulf smaller creatures, enveloping them within their semi-liquid form. Trapped inside the molten embrace of the magma ooze, victims suffer a gruesome fate as they are slowly consumed by the blazing magma, their cries drowned out by the eerie sizzling of flesh. Ambush Predator. The magma ooze primarily inhabits the periphery of volcanic regions, lurking near animal trails and paths where it can lie in wait, hidden in plain sight beside lava streams. There it bides its time until prey moves within striking distance, lashing out with its tentacle-like pseudopods. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Fire Aura. At the start of each of the ooze’s turns, each creature within 15 feet of it takes 11 (2d10) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 11 (2d10) fire damage. Illumination. The ooze sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Water Susceptibility. For every 5 feet the ooze moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The ooze makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage plus 14 (4d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Engulf (Recharge 5–6). The ooze moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a DC 17 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the ooze enters the creature's space, and the creature takes 27 (5d10) fire damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 38 (7d10) fire damage at the start of each of the ooze's turns. When the ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze and ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. The ooze can engulf up to four Medium-sized or smaller creatures.","properties":{"Category":"Monsters","Size":"Huge","Type":"Ooze","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Monstrous Mantis Shrimp","description":"A giant mantis shrimp is a marine crustacean with a12-foot-long, flattened, segmented body and a set of compound eyes that can perceive colors beyond humanoid comprehension. What a giant mantis shrimp is known for is its highly specialized attack. The giant mantis shrimp is capable of delivering devastating 'punches' with its appendages, it can break hard shells and shatter bone with a single strike, leaving prey stunned and incapacitated. Giant mantis shrimps can be found in shallow tropical and subtropical waters. Traits Amphibious. The mantis shrimp can breathe air and water. Actions Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 32 (6d8 + 5) bludgeoning damage, and the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of the mantis shrimp's next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Monstrous Necrotic Ooze","description":"A relentless creature that instills dread in those who stumble upon one, the necrotic ooze is an amorphous horror that exists solely to consume living matter, leaving only death and decay in its wake. This malevolent entity moves with a sinister purpose, crawling over surfaces and slithering through crevices and cubbies as it silently stalks its prey. Pungent Blob. Visually, the necrotic ooze is a grotesque sight to behold. It lacks any distinct form, appearing as a shapeless mass of greenish black, viscous goo. Occasionally, a corpse's face or a skull will pop from its surface, an expression of fear written on on its face, before getting sucked back into the writhing sludge. Pseudopods protrude from its formless body, allowing it to reach out and ensnare victims. Accompanying it is a vile, repulsive stench that permeates the air around the ooze. The putrid, nauseating odor has a heavy, sickly sweet undertone that mingles with an underlying rancid aroma that reminds you of rotting fish and decomposing viscera. Desiccating Touch. When the necrotic ooze comes into contact with any living creature, the results are devastating. As its pseudopods adhere to the victim's flesh, the life force within the unfortunate victim is swiftly drained away. The necrotic ooze's touch causes flesh to wither and rot. The decay spreads rapidly, consuming the victim's body until nothing remains but dust. Grim Origins. A necrotic ooze's emergence is closely tied to areas where death and necromancy have been heavily involved. It is thought to arise from a convergence of negative energies, drawing sustenance from the residual necrotic forces present in its surroundings. These areas may include ancient burial grounds, battlefields, or sites where occult rituals were once performed. The commonly encountered necrotic ooze measures around 6 feet in diameter. However, there have been reports of exceptionally large specimens reaching diameters of up to 20 feet. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Detect Life. The ooze can magically sense the presence of creatures up to 120 feet away that aren’t Undead or Constructs. It knows the general direction they’re in but not their exact locations. Necrotic Aura. At the start of each of the ooze’s turns, each creature within 5 feet of it takes 10 (3d6) necrotic damage. A creature that touches the ooze or hits it with a melee attack while within 10 feet of it takes 10 (3d6) necrotic damage. Undead and Constructs are immune to this aura. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stench. Any creature other than a necrotic ooze that starts its turn within 10 feet of the ooze must succeed on a DC 18 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of all necrotic oozes for 1 hour. Actions Multiattack. The ooze makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is Large or smaller, the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, the ooze can automatically hit the target with its pseudopod, and the ooze can't use one of its Pseudopod attacks on other targets. In addition, if the target is a creature that isn't Undead or a Construct, it must succeed on a DC 18 Constitution saving throw. On a failed save, the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the ooze regains hit points equal to half that amount, rounded down. While its hit points is reduced, the target deals only half damage with weapon attacks. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","properties":{"Category":"Monsters","Size":"Huge","Type":"Ooze","Alignment":"Neutral Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Monstrous Ochre Jelly","description":"This ochre jelly can reach 12-feet diameter in size, with pseudopods that can extend up to 10 feet in length. Due to their size, a monstrous ochre jelly can split into four Medium jellies. Traits Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing. Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The jelly makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 4 (1d8) acid damage. Reactions Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly. Large or smaller jellies attack only once per turn and deal only half their normal damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Ooze","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Monstrous Peryton","description":"The terror of the coast and the recent scourge of Firewatch Island in Tammeraut’s Fate , this large peryton preys on ships and coastal communities alike. It has built numerous nests to mark its territory. Traits Flyby. The peryton doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Keen Sight and Smell. The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell. Legendary Resistance (3/Day). If the peryton fails a saving throw, it can choose to succeed instead. Actions Multiattack. The peryton makes two attacks: one with its gore and one with its talons. Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. Warp Shadow. The peryton chooses up to three creatures within 60 feet of it that it can see. Each creature must succeed on a DC 14 Wisdom saving throw or become cursed. While cursed, whenever the creature makes an attack roll, an ability check, or a saving throw, it must roll a d4 and subtract that number from the roll. A cursed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on this saving throw is immune to this peryton’s Warp Shadow for 24 hours. Legendary Actions The peryton can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The peryton regains spent legendary actions at the start of its turn. Detect. The peryton makes a Wisdom (Perception) check. Talons Attack. The peryton makes one attack with its talons. Dive Attack (Costs 2 Actions). The peryton moves up to its speed toward one target of its choosing. It then makes a gore attack that deals an extra 9 (2d8) piercing damage on a hit.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":3905,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Monstrous Poisonous Snake","description":"Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Monstrous Scorpion","description":"Actions Multiattack. The scorpion makes two Claw attacks and one Sting attack. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The scorpion has two claws, each of which can grapple only one target. Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Monstrous Seastar","description":"When a monstrous seastar emerges from repose, muscular tentacles explode from the sand and fold inward toward its toothless central maw. These aggressive starfish average 7 to 10 feet in diameter and weigh 600 to 1000 pounds. Creeping Doom. Starfish on some alien ocean worlds contend with a greater number of more dangerous marine threats than on other worlds. Their resulting evolution produced faster, stronger specimens that recover from injury very quickly. Most unique among the species is that some giant seastars have no agenda or reproductive mechanism other than to split and regenerate after attacked by predators. Ironically, the number of natural enemies that find them delicious ensures their survival. One Too Many Mouths. 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It earns its monicker for being able to unleash powerful electrical energies from its body. Its head is bullet-shaped, framed by two large horns that curve to its back. The shocker lizard's scales range from blue to teal in color, with the hue becoming paler to the point of being gray on its underside. The end of its tail has several spike prongs which can sense distant electrical discharges. The common shocker lizard is about 6 feet long. Hatchlings are only about 2-3 feet long. Very rare specimens have been seen measuring lengths of 15 to 20 feet long. Lightning Generator. The shocker lizard generates large electric currents through a highly specialized nervous system that works in tandem with its unique electric organ. This act is often triggered when it feels highly stressed, such as being threatened or in pain. It can also be triggered if it detects a nearby shocker lizard discharging electricity. Even though the electrical shock does not harm it, it has evolved to learn how to chain the electrical shocks to maximize its coverage. The most common shocker lizard encountered can generate 15-foot radius waves of electricity. Larger ones can generate even bigger and more powerful waves of electrical currents. Crafty trapmakers, especially kobolds, capture live shocker lizards and place them at the bottom of oil-slick pit traps the lizards cannot climb out of. Herd Hunters. Shocker lizards live in warm and temperate caves, coastlines, forests, and swamps where their prey is plentiful. They usually hunt bugs, fish, reptiles, and rodents but they have been known to bring down even larger prey. They tend to work together, herding their prey close before generating chains of electrical shocks to catch as many targets as possible, such as a school of fish, a cave full of bats, or a party of adventurers. Traits Electricity Sense. The shocker lizard can detect an electrical discharge within 240 feet of it. Actions Multiattack. The shocker lizard makes three attacks: one with its Bite, one with its Claws, and one with its Tail. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 14 (4d6) lightning damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and if the target must succeed on a DC 15 Strength saving throw or be knocked prone. Lightning Shock (Recharge 5–6). The shocker lizard discharges electricity in a 30-foot-radius sphere centered on itself. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. If the creature fails its saving throw by 5 or more, it is also incapacitated until the end of its next turn. Reactions Chain Lightning Shock. If a creature within 15 feet of the shocker lizard uses Lightning Shock, the shocker lizard uses its Lightning Shock, if available.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"unaligned","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Monstrous Slithering Tracker","description":"A monstrous slithering tracker is born out of several vengeful beings that have willingly offered themselves to the ritual. The combined bodies result in the creation of an unnaturally large slithering tracker. Traits Ambusher. In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised. Damage Transfer. While grappling a creature, the slithering tracker takes only half the damage dealt to it, and the creature it is grappling takes the other half. False Appearance. While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check. Keen Tracker. The slithering tracker has advantage on Wisdom checks to track prey. Liquid Form. The slithering tracker can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing. Spider Climb. The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The slithering tracker makes two Slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Life Leech. One Huge or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 16 Dexterity saving throw or be grappled (escape DC 15). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 22 (4d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Monstrous Snow Ooze","description":"The snow ooze is an insidious creature that preys on warm-blooded creatures. Having a form resembling that of a mount of soft snow, its icy-white hue blends in perfectly with the winter landscape, making it near impossible to differentiate from ordinary snow. Its size can vary widely, depending on how much energy it has recently absorbed. Most are 5 or 10 feet in diameter, but monstrous versions of nearly 20 feet in diameter exists. Detects Warmth. The snow ooze is relentless in its pursuit of heat energy which it drains from warm-blooded creatures. It can detect such prey up to 120 feet away, and once the snow ooze has caught the scent of one, it will stalk it relentlessly. Once the snow ooze is close enough, it extends its pseudopods and whips them toward the target. Icy Pseudopods. Each hit made by a snow ooze’s pseudopod is like being struck by piercing, icy water - excruciatingly painful and debilitating, leaving the victim weak and gasping for breath. And with each successful hit that drains heat from its victim, the snow ooze is rejuvenated. Arctic Denizen. Even though prey is scarce, a snow ooze will never leave its natural environment. Thus, it is usually only encountered in arctic and frigid terrain where it can effortlessly disappear into the snowy landscape. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Cold Aura. Any creature that starts its turn within 10 feet of the ooze takes 7 (2d6) cold damage. Detect Warmth. The ooze can sense the presence of warm-blooded creatures up to 120 feet away. It knows the general direction they’re in but not their exact locations. False Appearance. If the ooze is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the ooze move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the ooze is animate. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The ooze makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage plus 14 (4d6) cold damage and if the target is a creature, it must succeed on a DC 17 Constitution saving throw. On a failed save, the target gains one level of exhaustion and the ooze regains hit points equal to half the cold damage dealt, rounded down. Reactions Split. When the ooze is subjected to slashing damage, it splits into two new oozes if it has at least 20 hit points. Each new ooze has hit points equal to half the original ooze's, rounded down. New oozes are one size smaller than the original ooze. Large or smaller oozes attack only once per turn and deal only half their normal damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Ooze","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Monstrous Spider","description":"Traits Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature . Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Monstrous Squid","description":"Traits Hold Breath. While out of water, the squid can hold its breath for 1 hour. Underwater Camouflage. The squid has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing. The squid can breathe only underwater. Actions Multiattack. The squid makes two Tentacle attacks. If it has a creature grappled, it can also attack with its Beak. Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the squid can't use its tentacles on another target. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target it is grappling. Hit: 18 (3d8 + 5) slashing damage. Ink Cloud (Recharges after a Short or Long Rest). A 30-foot radius cloud of ink extends all around the squid if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the squid can use the Dash action as a bonus action.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Monstrous Tarantula","description":"Traits Spider Climb. The tarantula can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the monstrous tarantula knows the exact location of any other creature in contact with the same web. Web Walker. The tarantula ignores movement restrictions caused by webbing. Actions Multiattack. The tarantula makes two attacks: one with its Forelegs and one with its Bite. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (3d8 + 6) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Forelegs. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) bludgeoning damage, and the target must make a DC 17 Strength saving throw or be knocked prone. Shed Hairs (Recharges after a Short or Long Rest). Each creature within 10 feet of the tarantula must make a DC 16 Constitution saving throw. On a failed save, the creature becomes poisoned for 1 minute. A creature spends its action on each of its turns retching and reeling while poisoned in this way. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Monstrous Trapper","description":"Monstrous and Young Trapper The trapper provided in Volo's Guide to Monsters is that of an adult. Presented in this section are the young and monstrous versions. The young trapper have 10-foot wingspans. Monstrous trappers can reach wingspans of 40 feet. Traits False Appearance. While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) check can discern its presence. Spider Climb. The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Smother. Each creature in a 15-foot cube originating from the trapper must succeed on a DC 16 Dexterity saving throw or be grappled (escape DC 15). Until the grapple ends, the target takes 22 (5d6 + 5) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother up to one Huge creature or two Large or smaller creatures at a time. Blanket (Recharge 5–6). The trapper moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the trapper enters must succeed on a DC 16 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the trapper's path. On a failed save, the creature falls prone, is grappled by the trapper, and takes 22 (5d6 + 5) bludgeoning damage. While grappled in this way, the target is restrained, blinded, at risk of suffocating, and takes 22 (5d6 + 5) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Monstrous Vinegaroon","description":"At first glance, the giant vinegaroon resembles a giant scorpion. It has two large pincers, eight legs, and a spindly tail. Unlike the giant scorpion, the giant vinegaroon's tail doesn't end with a stinger. The giant vinegaroon has eight legs but only uses six of its legs for crawling. Its front pair of legs serve as antennae-like sensory organs, enabling them to detect vibrations of possible danger or prey up to 10 feet away. Acidic Glands. The giant vinegaroon doesn't have any venom glands like a giant scorpion. Instead, it has glands near the rear of its abdomen where its tail is connected. These glands can project a caustic spray of acid that is enough to discourage larger predators, if not downright melt them. It is this vinegar-like-smelling acid that gives the creature its name and its pungent stench. Nocturnal Predators. The giant vinegaroon usually hunts at night and will eat almost anything smaller than itself but preys mostly on other giant insects, as well as giant frogs, snakes, slugs, and worms. When it has detected its prey, it tries to capture it with its pincer claws. Only when the victim is secured does the giant vinegaroon use its mandibles to puncture and tear the flesh of its target. To help digest its food, the giant vinegaroon secretes poison from its mouth that dissolves flesh into soup. While it will not hesitate to make a meal out of an adventurer, a giant vinegaroon tends to retreat once it has taken a large amount of damage from a single attack. When this happens, it often blasts its attacker with its acid spray before scampering away. Traits Stench. Any creature other than a vinegaroon that starts its turn within 10 feet of the vinegaroon must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of all vinegaroons for 1 hour. Actions Multiattack. The vinegaroon makes two Claw attacks. If the vinegaroon is grappling a creature, the vinegaroon can also make a Bite attack. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The vinegaroon has two Claw attacks, each of which can grapple only one target. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. Acid Spray (Recharge 5-6). The vinegaroon sprays acid from its abdomen in a 30-­foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one. Reactions Defensive Spray. In response to being damaged by a visible creature within 30 feet of it and Acid Spray is available, the vinegaroon uses its Acid Spray. The triggering creature must be in the Acid Spray's area.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Monstrous Violet Fungus","description":"Unlike their smaller versions, these larger species of violet fungus can always attack with four of its tendrils. Traits False Appearance. If the violet fungus is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the violet fungus move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the violet fungus is animate. Actions Multiattack. The fungus makes four Rotting Touch attacks. Rotting Touch. Melee Weapon Attack: +7 to hit, reach 20 ft., one creature. Hit: 13 (3d8) necrotic damage. If the target is Large or smaller, it is grappled (escape DC 10). Until this grapple ends, the violet fungus can automatically hit the target with its Rotting Touch attacks, and the violet fungus can't use one of its Rotting Touch attacks against other targets.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Monstrous Water Weird","description":"The monstrous water weird is a much larger species of the water weird, able to reach lengths of up to 40 feet. Powerful clerics and shamans summon these from the Elemental Plane of Water and bind them to very sacred places to act as guardians. Even if the original summoners have all died out and the area being protected has fallen into ruin, the monstrous water weird will remain as an eternal sentinel. Traits Invisible in Water. The water weird is invisible while fully immersed in water. Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed. Actions Multiattack. The water weird makes two attacks: one to Constrict and one with its Tail. Constrict. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 19 (4d6 + 5) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 15) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't use Constrict on another target. Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Moon Giant","description":"Moon giants dwell in rocky badlands and other scarred, deserted places. They revere the moon, stars, and comets and seek wisdom in these celestial bodies’ movements. Though they are normally placid scholars, more likely to enter a lively philosophical debate with other creatures than a brawl, moon giants can become violent when disturbed or when under the influence of a bad moon. Most moon giants stand about 24 feet tall and weigh almost 18,000 pounds. 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Although the figure's body is wraith-like, the face is distinct. A dark smile plays across fine lips, while her eyes sparkle like cold diamonds. Children of the Night. The passages and fissures between the mortal world and the realms beyond are many and diverse. One such bridge is enabled by the moons of the mortal realm. Moon nymphs, as they are called, use those portals to move into the world, traveling down moonbeams to haunt mortals' dreams. Daughters of the Moon. Those who observe a moon nymph and live to tell the tale describe a slight humanoid creature, wraithlike in form but with a countenance as beautiful as the most alluring fairy. In reality, moon nymphs are genderless, taking on a visage that matches the dreams of their victims. Some might see a beautiful elf, others a handsome dwarf, and lovers of animals might even see a sleek feline or an adorable canine. Regardless of the form, the moon nymph appears in muted colors, mostly shadowy blacks or pale whites and yellows. Their bodies are often hazy and ghostly at the edges, but the facial features are clearly defined and mesmerizing. Waxing and Waning The moon nymph's connection to the moon affects its power as the cycles of the moon progress. The statistics given represent a moon nymph during a crescent or gibbous moon. During full moons, the challenge rating increases by 1, the creature's hp maximum increases by 30, it has advantage on attack rolls, and all saving throw DCs increase by 1. Inversely, during new moons, the challenge rating decreases by 1 as the numbers move in the opposite direction.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Moon Weaver","description":"This eagle-sized finch bears mottled plumage with a distinctive glossy sheen, and a prominent circle of white feathers on its chest. The bird's eyes gleam with an uncanny intelligence. These intelligent birds craft intricate and durable items out of woven materials. They build large, communal nests in tall trees for safety as well as socialization. Moon weavers are nocturnal insectivores, flying out at night to hunt, and they breed grubs and other insects near their nests for a more reliable food supply. Moonsong. Moon weavers speak an intricate musical language called Moonsong, which is difficult for humanoids to understand, and practically impossible to speak, without magical assistance. Ravenfolk (see Tome of Beasts ) can learn just enough for basic communication. Moon weavers tend to be insular, but they sometimes cooperate with other intelligent creatures for mutual benefit, acting as guides or providing information in exchange for useful items or unusual weaving materials. Moon Worshipers. Moon weavers revere the moon as a divine being, a mother goddess who created their kind, marking them as her own through the white circle of feathers on their chests. On nights of the full moon, moon weavers gather in the treetops to sing elaborate songs of praise and thanks to the goddess. Silk Harvesters. One of the moon weaver's primary materials for weaving is silk from giant spiders. They regularly raid giant spider webs for building resources, even enticing spiders to throw webs at them for additional material. Communal nests are always planned near the lair of one or more giant spiders, though not so close that the spiders pose a danger. Lubricious Plumage. The moon weaver's skin exudes an oil that permeates its plumage. The moon weaver can't be restrained by magical or nonmagical webbing, and it ignores all movement restrictions caused by webbing. Actions Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Bonus Actions Emboldening Song (2/Day). The moon weaver delivers a burst of beautiful song that motivates and emboldens one friendly creature the moon weaver can see within 60 feet of it. If the target can hear the song, it gains one Embolden die, a d6. Once within the next 10 minutes, the target can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Neutral","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Moon-beast","description":"Moon-beasts have no voice or eyes, yet they “see” more than most and can project their thoughts into the very minds of those they wish to communicate with. These monstrosities hail not from any physical moon, but rather from the shared satellite of all slumbering minds in the Dimension of Dream beyond the wall of sleep. Here, the moon-beasts raise stone cities on the oily shores of night-black seas found upon the dark side of the dreaming moon, from which they launch long, dark galleys crewed by not-quite-human slaves that sail through the void of space down to the seas of the Dimension of Dream to seek new slaves and stranger, more sinister wares. A moon-beast is 9 feet long and weighs 800 pounds. Slave-Hunters. Moon-beasts are slavers, first and foremost. They use their magic to curb rebellion or to quickly gain minions, but much prefer using physical and mental regimens of torment and reconditioning to break the spirit of their captives. They often work with the denizens of Leng, a metaphysically nearby dimension of nightmare and madness, although as often as not these planar neighbors serve the moon-beasts merely as slaves. Mythos Worship. 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The roots extend away from the base and into the soil, making the plant seem well anchored, but the roots themselves possess an agility that belies the great size of the plant and allows the moonflower to uproot itself and move with surprising speed. The tendrils of the plant are independently prehensile and writhe around the large flytrap-like “head” that crowns the stem. Telepathic Plants. Moonflowers have never been known to communicate with other creatures, even with druids and others who regularly converse with plants. The plants do possess some manner of strange telepathy, though, and are in constant communication with their nearby brethren. Those who manage to intrude upon the creatures’ alien thoughts face an assault of horrible visions of terrifying jungles filled with ancient, sentient, and malign plants. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatBlock1, li.StatBlock1, div.StatBlock1 {mso-style-name:\"Stat Block 1\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Stat Block 1 Char\"; margin-top:0cm; margin-right:0cm; margin-bottom:0cm; margin-left:9.35pt; text-indent:-9.35pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}span.StatBlock1Char {mso-style-name:\"Stat Block 1 Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Stat Block 1\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"unaligned","Expansion":32483,"Challenge Rating":7},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Moonkin","description":"Moonkin are tiny fey creatures that thrive in moonlight. They appear in forests and small villages, often causing mischief on nights with a full moon. Moonkin use their innate druidcraft and mage hand spells to harass and annoy people until they are given small trinkets as tribute. Although they appear cute and harmless, moonkin can defend themselves with magic and eye beams made of moonlight that they have absorbed. If cornered, they will shriek and try to escape. Traits Magic Resistance. The moonkin has advantage on saving throws against spells and other magical effects. Light Sensitivity. While in bright light, the moonkin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Eyebeam. Ranged Spell Attack: +2 to hit, range 120 ft., one creature. Hit: 5 (1d10) radiant damage. Hypnotic Gaze. The moonkin’s eyes sparkle with moonlight as it targets one creature it can see within 30 feet of it. If the target can see the moonkin, the target must succeed on a DC 12 Wisdom saving throw against this magic or be charmed until the end of the moonkin’s next turn. The charmed target is stunned. If the target’s saving throw is successful, the target is immune to the moonkin’s gaze for the next 24 hours. Shriek (Recharge 5–6). The moonkin shrieks. Each creature within 30 feet of the moonkin and able to hear it must make a DC 12 Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from the moonkin. On a successful save, the target takes half as much damage and doesn’t have to move away. Spellcasting. The moonkin casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14): At will: Druidcraft, Faerie Fire, Mage Hand 2/day each: Hideous Laughter, Levitate, Moonbeam","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"neutral good","Expansion":32955,"Challenge Rating":"1/4"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Moonkite","description":"This fantastic creature is almost uniformly circular in shape, its bizarre form composed of six pairs of bright silver hawk wings flapping in perfect unison. Despite its odd appearance, the creature moves gracefully through the air. Ordered Forms. The circular bodies of these bizarre, spherical celestials are surrounded by six identical wings of burnished silver. Many angels like devas and planetars see moonkites as the perfect unity of form and function, and often extol their virtues to mortals when trying to convince them of the grandeur of the heavens. Moonkites themselves rarely communicate, but when they do, their wings vibrate in time with their words. Heavenly Steeds. Though most celestials do not ride mounts nor use creatures like pegasi and unicorns as steeds, moonkites sometimes serve as mounts for powerful celestial generals and heroes, especially those that do not possess a humanoid form. The moonkite can outfly most other creatures, and it is particularly hardy against the powers of demons and devils, making it a valuable mount to many celestials. Celestials riding a moonkite never treat it as a lesser creature, instead often confiding in the moonkite or asking for its opinion. Gifts from Above. When the world is in dire peril from a powerful chaotic or evil threat, moonkites have been known to assist good-aligned heroes as steeds. Any mortal that gains a moonkite as an ally must uphold the tenets of truth, heroism, and generosity, lest it lose the celestial’s assistance. Immortal Nature. The moonkite doesn’t require food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful good","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Moonless Hunter","description":"This hulking, bipedal creature stalks the beach, its yellow eyes glowing. Water cascades down its back. A dripping wet figure, the moonless hunter prowls coastal roads and shorelines, never straying far from the sea yet loathe to go too near it. This fey horror stalks seaside communities and small islands for prey. Creation of the Dark Fey. A moonless hunter is created from the soul of an evil individual that drowned at sea, and some believe that those drowned by fey trickery are most likely to become moonless hunters. The taint of death still lingers in these products of dark fey magic. Devours Dreams. The moonless hunter feeds on fear and mortal dreams. Stealing into homes on dark nights, the moonless hunter consumes sweet dreams and nightmares alike. On occasion it will snack on the dreamer as well, overcome by especially delicious dreams. Deathly Origins. The moonless hunter can be turned and can take damage from holy water as if it was Undead. Magic Resistance. The moonless hunter has advantage on saving throws against spells and other magical effects. Nightmare Leap. Once on its turn, the moonless hunter can use half its movement to step magically into the dreams of a sleeping creature within 5 feet of it. It emerges from the dreams of another sleeping creature within 1 mile of the first sleeper, appearing in an unoccupied space within 5 feet of the second sleeper. Each sleeper then must succeed on a DC 14 Wisdom saving throw or suffer one level of exhaustion, as the resulting nightmares prevent restful sleep. A creature that fails this saving throw by 5 or more also suffers long-term madness. Spider Climb. The moonless hunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the moonless hunter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The moonless hunter uses Briny Embrace, if it has a creature grappled. It then makes two Claw attacks or one Bite attack and one Claw attack. Bite. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Claw. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is grappled (escape DC 14). The moonless hunter has two claws, each of which can grapple only one target. Briny Embrace. The moonless hunter fills the lungs of one creature grappled by it with seawater. The creature must succeed on a DC 14 Constitution saving throw or begin suffocating. A suffocating but conscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature escapes the grapple. Whispered Terrors (Recharge 5-6). The moonless hunter bombards the minds of up to three creatures it can see within 60 feet of it with nightmares. Each target must make a DC 14 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn't frightened. If a creature fails the saving throw by 5 or more, it also suffers short-term madness.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Moonlight Guardian","description":"“Thought it was a person at first, but then I saw its head. Next, its arm. I knew I had to run.” —Werthil, kender adventurer Moonlight guardians are gleaming bipedal statues made of silver and mithral. They were originally created by a desperate mage on Krynn who drew the Moon card from a Deck of Many Things . The mage wished for a retinue of bodyguards ideally suited to fighting lycanthropes and other shapeshifting creatures. In response, the Moon card spawned the first moonlight guardian. A moonlight guardian’s body is infused with magical moonlight that the creature can channel into its blows. It can also unleash searing blasts of lunar energy that can expose shapeshifters by forcing them into their true forms. Traits Immutable Form. The guardian is immune to any spell or other effect that would alter its form. Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects. Radiant Absorption. Whenever the guardian is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage. Actions Multiattack. The guardian makes two Moonlight Slam attacks. Moonlight Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) radiant damage. Moonlight Blast (Recharge 5–6). The guardian unleashes a magical blast of moonlight in a line 60 feet long and 5 feet wide. Each creature in that area must make a DC 14 Dexterity saving throw. Creatures that aren’t in their true form have disadvantage on the save. On a failed save, a creature takes 22 (5d8) radiant damage, and if it isn’t in its true form, it is forced into its true form and can’t change forms until the end of the guardian’s next turn. On a successful save, a creature takes half as much damage only.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":30583,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Moonshadow Catcher","description":"A purple-skinned goblin with large green eyes effortlessly sticks to the wall, clutching a net woven from threads of pure shadow energy. Moonshadow catchers are shadow goblins who have learned to magically bend the transitions between light and darkness. Traits Goblin Leaders. Moonshadow catchers are feared and respected by other shadow goblins and tend to hold leadership positions in goblin clans or settlements. Young shadow goblins are raised on tales of moonshadow catchers, stealing and devouring the shadows of children who disobey their elders. Shadow Manipulation. Moonshadow catchers' powers rely entirely on manipulating their own shadow and the shadows attached to the creatures around them. By using their own shadows as an additional appendage, a catcher can cling to walls and other difficult surfaces, much like a spider. Shadow Camouflage. The moonshadow catcher has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Spider Climb. The moonshadow catcher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the moonshadow catcher has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Unseelie Blessing. The moonshadow catcher has advantage on saving throws against being charmed, and magic can't put it to sleep. Actions Multiattack. The moonshadow catcher makes two Shortsword attacks or two Hand Crossbow attacks. They can replace one of those attacks with either a Mooncatcher's Net attack or a Steal Shadow attack. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The target is no longer paralyzed if it takes damage or if another creature takes an action to shake it awake. Mooncatcher's Net. Ranged Weapon Attack: +6 to hit, ranged 20/60 ft., one Medium or smaller creature. Hit: The target is restrained until it escapes the net. A creature can use its action to make a DC 16 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 14) frees the target. Steal Shadow (Recharge 5-6). The moonshadow catcher targets a creature they can see within 60 feet, turning the target's own shadow against them. The target must make a DC 13 Strength saving throw. On a failed save, they are restrained until the end of the moonshadow catcher's next turn. On a successful save, they are grappled until the end of the moonshadow catcher's next turn. Bonus actions Nimble Escape. The moonshadow catcher takes the Disengage or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Neutral Evil","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Moonstone Dragon Wyrmling","description":"Moonstone Dragons Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild. Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places. Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness. As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold. A Moonstone Dragon's Lair For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane. The challenge rating of a legendary moonstone dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Banish into Dream. The dragon targets a creature it can see within 120 feet of it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space. Compulsive Dance. The dragon targets a creature it can see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is incapacitated and must use all its movement to dance. Disorienting Visions. Disorienting illusory images flit through the dragon's lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round. Regional Effects The region surrounding a legendary moonstone dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Dream Communication. Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. Planar Transition. The veil between planes is thinned near a moonstone dragon's lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement. If the dragon dies, any portals near the lair close immediately. Actions Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) radiant damage. Breath Weapon (Recharge 5–6). The dragon uses one of the following breath weapons: Dream Breath. The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Moonlight Breath. The dragon exhales a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"typically neutral","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Moonweb","description":"A transparent, nearly invisible mass floats like a cloud in the sky, trailing numerous questing tendrils. Predators from the Ethereal Plane, moonwebs can travel between planes when the moon is full. Even those able to see invisibility can only partially perceive the form of the moonweb, which resembles an ethereal jellyfish with an amorphous mass and long tendrils dangling below. It has no brain, depending on automatic reflexes in response to stimuli. Ambush Hunters. Moonwebs drift into the Material Plane during each full moon to hunt, returning to the Ethereal Plane as the moon sets. While hunting, a moonweb floats silently overhead until a suitable target passes below, whereupon it descends and wraps its tentacles around its prey. Hair-fine threads from the tendrils pierce the victim's flesh and paralyze it, leaving it to struggle weakly as the moonweb slowly dissolves it. Alien Nature. The moonweb doesn't require air or sleep. Transparent. A moonweb has advantage on Dexterity (Stealth) checks while motionless or in dim light. Actions Multiattack. The moonweb makes one Dissolving Bite attack and one Tendrils attack. Dissolving Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) acid damage, and the moonweb regains hp equal to the acid damage dealt. Tendrils. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Etheric Pulse (Recharge 6). The moonweb releases a burst of ethereal energy. Each creature within 30 feet of the moonweb must succeed on a DC 14 Constitution saving throw or become partially ethereal. A partially ethereal creature's attacks deal normal damage to the moonweb, even if the attacks are nonmagical, but all other creatures have resistance to the partially ethereal creature's nonmagical damage. In addition, the moonweb can pinpoint the location of the partially ethereal creature, and the moonweb has advantage on attack rolls against the creature. A partially ethereal creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Ethereal Jaunt. The moonweb magically shifts from the Material Plane to the Ethereal Plane, or vice versa.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Moorbounder","description":"One of the many predators to stalk the marshlands and muddy foothills of Xhorhas, moorbounders are known as dangerous killers to those who try to avoid them on their travels—and as prized mounts for those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts. Natural Hunters . Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":5016,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Moorbounder","description":"Predators that stalk the marshlands and muddy foothills of Xhorhas, moorbounders are regarded as dangerous killers by those who try to avoid them on their travels—and as prized mounts by those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts. Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores. Traits Standing Leap. The moorbounder’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. Actions Claw. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (4d4 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":13016,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Moorbounder","description":"One of the many predators to stalk the marshlands and muddy foothills of Xhorhas, moorbounders are known as dangerous killers to those who try to avoid them on their travels—and as prized mounts for those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts. Natural Hunters. Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores. Traits Standing Leap. The moorbounder’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. Actions Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":29448,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Moose","description":"Moose These are large herbivores with a massive habitat that includes the High North and the Inner Continent. They tend to form small groups and avoid raider settlements and any other signs of civilization. They are easily spooked but ferociously defensive.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":2},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Moppet","description":"An intricately carved, wooden doll wobbles enthusiastically on unsteady legs. It reaches out its hand in a welcoming gesture. What seems a simple toy is a cunning construct created to produce magical power from the trauma of intelligent creatures. Innocent. Moppets aren't innately hostile. However, they follow their owners' commands without question, and those are rarely benign. Strangely, the powers of a moppet are ineffective on children, who see nothing more than a toy. This can lead to tragedy when a child brings home a moppet. Nightmare Reality. The moppet's true power is drawing creatures into a shared nightmare. Creatures can be harmed, and even killed, in this waking nightmare. Meanwhile, the moppet draws and stores psychic energy from those creatures. Origins. Moppets are typically crafted by cruel spellcasters seeking to destroy enemies while siphoning power for their own purposes, though the first moppets' exact origins are uncertain. Some say they were the products of hags, while others credit various evil wizards or magical cabals. Construct Nature. The moppet doesn't require air, food, drink, or sleep. False Appearance. While the moppet remains motionless, it is indistinguishable from a normal doll. Psychic Pool. The moppet absorbs psychic energy from creatures in its waking nightmare, holding up to four Psychic Points at a time. As a bonus action while casting a spell within 5 feet of the moppet, the moppet's owner can expend these points to cast the spell without expending a spell slot. To do so, the owner must expend a number of Psychic Points equal to the spell's level. Actions Psychic Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 9 (2d6 + 2) psychic damage. If the moppet scores a critical hit, it gains one Psychic Point. Waking Nightmare. Each creature with an Intelligence of 3 or higher within 60 feet of the moppet must make a DC 13 Intelligence saving throw. On a failure, the creature enters a collective fugue state with all other creatures that failed the save. The creature is unconscious, but it doesn't drop anything it is holding or fall prone. All creatures in this state are faced with a hostile nightmare creature. The nightmare creature uses the statistics of a brown bear, except it deals psychic damage instead of piercing or slashing damage. The appearance of the nightmare creature is up to the GM but should reflect the mutual fears of the affected creatures. A fight with the nightmare creature works as normal, except all the action takes place in the minds of the affected creatures. When an affected creature is reduced to 0 hp, the moppet gains one Psychic Point. If the nightmare creature, or the moppet, is reduced to 0 hp, all creatures in the fugue state awaken. Any spell slots or class features used in the nightmare combat are expended, but magic item charges or uses aren't expended. If a creature in the fugue state takes damage from a source other than the nightmare creature, it can immediately repeat the saving throw with advantage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the moppet's Waking Nightmare for the next 24 hours. Bonus Actions Nimble Moves. The moppet takes the Dash or Disengage action.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Mor'jh Koah","description":"Mor’jh Koah is the leader of the Rakhix Gharthok Kol’jah, the Blood Feeders from the Dark—the tribe of sahuagin inhabiting the Calhay Sea. He is the tribe’s spiritual and military leader, dedicated to preserving the tribe’s two-thousand-year devotion to the Darkness Within in the Temple of Bleeding Darkness. Mor’jh Koah was recently approached and turned into a vampire by Faeryl Myrryn, and tasked to find the Dark Star’s blood in the region. Mor’jh Koah called for divine intervention, and miraculously, an agent of the Dark Star arrived at the temple in the form of a dark couatl and offered aid in return for the tribe’s alliance. The divine serpent soon found the source of the blood—the Fang of Xantharos. Learning the blood’s location, Mor’jh Koah relocated to the fang and is harvesting the dark celestial blood to use in transforming the tribe’s brood into sahuagin tainted by the power of darkness. ","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Alignment":"lawful evil","Expansion":26071,"Challenge Rating":16},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Moraga, Sea Hag","description":"The hag has gray-green skin and an unruly crop of kelp-like hair. Her body is emaciated, with gangly arms and legs. She has dirt-encrusted claws, a distended fish-like mouth, and oversized eyes. Traits Special Equipment : Moraga has a wand of magic missiles (7 charges). Amphibious : Moraga can breathe air and water. Horrific Appearance : Any humanoid that starts its turn within 30 feet of Moraga and can see her true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Moraga is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Moraga’s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of Moraga’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against Moraga. Actions Claws : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. Death Glare: Moraga targets one frightened creature she can see within 30 feet of her. If the target can see Moraga, it must succeed a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. Illusory Appearance: Moraga covers herself and anything she is wearing or carrying with a magical illusion that makes her look like a normal creature of her general size and humanoid shape. The effect ends if Moraga uses a bonus action to end it, or if she dies. The changes wrought by this effect fail to hold up to physical inspection. A creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern the disguise.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":18594,"Challenge Rating":2},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Mordain the Fleshweaver","description":"The artificer Mordain stands looking down on a cauldron bubbling with green liquid. He is an aging male elf whose form reflects his penchant for unnatural experimentation, and he wears purple robes atop which he has strapped surgical tools and arcnae vials. His face is that of a normal elf with brown skin and long red hair, but his eyes sport glowing gold irises surrounded by blackness. In his right hand, he holds a luminous gold spellshard, and his fingers that wrap around the shard are clawed and inhuman. His left hand is raised as if making an incantation, and its flesh is significantly paler than the rest of his body, as if he replaced his original arm with that of another person. Meanwhile, tentacles emerge from his sleeve, as if they're connected to his upper arm. He has several scars on his body, the results of other experimentation, including one on his neck that resembles the Mark of Shadow. Several spider-like skinweavers surround him; one clings to spiderwebs in the background, while another stirs the cauldron with a hand that's half-humanoid, half tentacled. Note : More information about Mordain can be found in his chapter, here . Facing Mordain In general, Mordain’s role is as creator of monsters and other threats. He’s not really intended to serve as a monster himself, as he’s a grand instigator who has no desire to be pulled into demeaning physical conflicts. Nonetheless, a story could involve fighting Mordain, and statistics are provided for him here … but defeating Mordain and killing him are two very different tasks. One of Mordain’s defining features is that he’s impossible to kill. The Twelve took him prisoner, but even with all of the resources at their disposal, they couldn’t kill him. Think of it this way: through his work, Mordain has essentially become a living artifact, and is as indestructible as any other artifact—including being immune to the effects of a sphere of annihilation ! So if the adventurers have to kill Mordain, what can they do that the Twelve couldn’t have tried back in the day? Could adventurers gain the power to kill him by dealing with Katashka the Gatekeeper or the Bone King of Mabar? Is there some secret tied to his past that would reveal a weakness—could he be killed by a member of his own bloodline, or by one of his own creations? Like an artifact, there’s surely some way to destroy Mordain, but learning this technique and executing it would be an epic challenge. Around Blackroot Over many generations, Mordain has transformed the woods surrounding Blackroot. The people of Droaam call it the Forest of Flesh, and that’s not just a colorful title. Long ago, Mordain created skinweavers—spiderlike aberrations that weave webs from the muscles and entrails of their victims. The forest is filled with a bizarre array of flora and fauna, ranging from eerie natural things from other environments (like phosphorescent vegetation usually only found underground) to Mordain’s entirely unnatural creations. Adventurers could encounter a troll with the wings and Luring Song of a harpy, or a manticore with the massive head of a medusa—and its deadly abilities. Like the skinweavers, some of these creations have carved out a broad niche within the region, but for the most part, the Forest of Flesh is filled with bizarre and unique encounters. Mordain's Lair The tower of Blackroot is Mordain’s stronghold and his greatest tool. Blackroot is a disturbing blend of wood, stone, and leathery flesh; rather than build it, Mordain grew it. This gruesome structure is unnaturally durable. Its walls are as strong as steel, and it swiftly regenerates damage. It’s impossible to teleport through the walls of Blackroot, and divination magic can’t penetrate its walls. Seen from afar, Blackroot is an imposing structure, but it’s even larger on the inside; there are several extradimensional spaces within the tower, similar to magnificent mansions. Explorers may pass through a door to what should be a small room and instead find themselves in an immense storeroom or a vast menagerie filled with creatures Mordain has created and abandoned. It's possible that Mordain has evolved beyond his humanoid form and that he essentially is Blackroot. If this is the case, he has some degree of awareness spread across the tower—though just as most humans don’t know exactly what’s going on within their bodies at all times, it would take something significant to draw his attention. Lair Actions While within Blackroot Tower, Mordain can take lair actions. On initiative count 20 (losing initiative ties), Mordain can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: Curated Copy. Mordain magically creates a body double of another creature he can see, placing the double in any unoccupied space within his lair; he can’t have more than one double per creature at a time. A double has the same statistics as that creature does at the moment Mordain creates it, except the double has 1 hit point and can’t take actions or reactions on its own. Whenever a creature attacks, casts a spell, makes an opportunity attack, or otherwise acts, it can choose for that action to originate from its space or its double’s space, as if the creature were in that space. A creature can move its double up to the double’s speed on its turn, regardless of whether that creature also moves on its turn. Once on a creature’s turn, if it isn’t incapacitated, it can magically teleport into its double’s space, swapping places with it. Additionally, Mordain can magically hijack a double’s movement by moving a creature’s double up to its speed immediately after that creature’s turn, and/or by using his reaction any time during a creature’s turn to magically teleport that creature into its double’s space, swapping their places. Limitless Self. Mordain magically creates a body double of himself in any unoccupied space within his lair; he can have up to three doubles of himself at a time. These doubles follow the same rules as his other Curated Copy doubles, except he can choose to split his actions between them, and he can’t hijack his own double’s movement. Traits Abiding Flesh. Mordain automatically succeeds on death saving throws, and he can’t be killed by taking damage. Fey Ancestry. Mordain has advantage on saving throws against being charmed, and magic can’t put him to sleep. Fleshweaver’s Immortality. Mordain can’t be reduced to 0 hit points while he has at least one use of Legendary Resistance remaining. Legendary Resistance (3/Day). If Mordain fails a saving throw, he can choose to succeed instead. Master Transmuter. Mordain can magically transmute one nonmagical object, which must be no larger than a 5-foot cube, into another nonmagical object of similar size and mass and of equal or lesser value. He must spend 10 minutes handling the object to transform it. i While Mordain is paralyzed, petrified, stunned or unconscious, his speed is reduced to 0 feet, but he is not incapacitated and he can move within his space (for example, he can attack while unconscious, but he can’t move to a different space). If Mordain takes cold or radiant damage, this trait doesn’t function until the end of his next turn. Veil of Nondetection. Mordain can’t be targeted by any divination magic or perceived through magical scrying sensors. Actions Multiattack. Mordain makes one Stinging Tentacle attack and one Unraveling Ray attack. Stinging Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) slashing damage and 11 (2d10) poison damage. Unraveling Ray. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 16 (3d6 + 6) necrotic damage and the target must succeed on a DC 20 Constitution saving throw or become cursed. A cursed creature takes 10 necrotic damage at the start of each of its turns. The creature can repeat the save at the end of each of its turns, ending the effect on a success. Magnificent Experiment (3/Day). Mordain chooses two creatures he can see within 60 feet of him, subjecting them to a horrific magical transmutation experiment. Each target must make a DC 20 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save and half as much damage on a successful one. If at least one of these targets fails its save, both targets are subjected to the effects of Mordain’s experiment (even if the other target succeeded on its save); these effects can be reversed only with a remove curse spell or similar magic. Mordain chooses one of the following experiments when he uses this action: Horrific Merger. One target is teleported into the same space as the other, and the creatures merge. The creatures act independently but share a space. Whenever one creature moves, the other is dragged with it. Both creatures have resistance to all damage, and each time one of the creatures takes damage, the other creature takes the same amount of damage. Exchange of Self. Each target is polymorphed into a form identical to the other target’s original appearance. The targets exchange their Strength, Dexterity, and Constitution scores, their Hit Dice, their hit points, and their maximum hit points. Sympathetic Discorporation. The targets alternately blink in and out of existence. Mordain chooses one of the targets, which immediately vanishes from its current plane of existence and appears in the Ethereal Plane, as if affected by the blink spell. At the end of each target’s turn, it must roll a d20. On a roll of 11 or higher, it trades planes with the other target; the target that was on the Ethereal Plane vanishes and appears on the plane the other target was on, and the target that was on another plane vanishes and appears on the Ethereal Plane. When the targets trade planes, each returns to an unoccupied space of its choice that it can see within 10 feet of the space it vanished from. If no unoccupied space is available within that range, it appears in a random unoccupied space nearest to the space it vanished from. These effects are suppressed if both targets are on the Ethereal Plane. Spellcasting. Mordain casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): At will: mage hand, mending, message, prestidigitation 2/day each: animate objects, flesh to stone, mage armor, polymorph, prismatic spray 1/day each: true polymorph, true seeing Legendary Actions Mordain can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Mordain regains spent legendary actions at the start of his turn. Rapid Strike. Mordain makes a Stinging Tentacle or Unraveling Ray attack. Reform Flesh (Costs 2 Actions). Mordain regains 16 (3d10) hit points and gains advantage on Strength, Dexterity and Constitution saving throws until the end of his next turn. Mordain can’t use this legendary action while incapacitated. Fluid Form (Costs 2 Actions). Mordain magically takes the form of another creature until the end of his next turn. The new form can be of any creature with a challenge rating equal to or lower than Mordain’s. Mordain retains his own statistics, except that he adopts the size and speeds of his chosen form. In addition, he can choose one action available to that creature. He uses that action immediately as part of this legendary action, and can use it again as an action on his turn for as long as he retains this chosen form.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Neutral Evil","Expansion":21558,"Challenge Rating":18},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Mordakhesh","description":"In the age when fiends and dragons waged war across Eberron, rakshasas served the fiendish lords as strategists and generals. A rakshasa named Mordakhesh rose up through the ranks to become one of the greatest commanders of his age, and a dragon-slaying specialist. For this, he earned the nickname Shadowsword, along with a legendary reputation for leaving death in his wake. Mordakhesh serves as the prakhutu or “speaker” of his imprisoned master, Rak Tulkhesh, and he seeks to free his lord by bathing the world in blood. Like a spider with multiple webs, he has agents and pawns (which he calls his “claws”) established in armies across Khorvaire. The most significant of those is the barbarian horde he amasses in the Demon Wastes—warriors who threaten to sweep into Aundair on a tide of blood. Many of the horrors of the Last War were instigated—or at least encouraged—by Mordakhesh’s operatives, and his claws are known to have perpetrated some of the most brutal massacres of that conflict. No one knows how far the Shadowsword’s reach extends, or which commanders in the armies of Khorvaire serve him.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":4480,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Mordant Hydra","description":"The mordant hydra has a dark purple and mottled hide with a light purplish underside. Each of its heads can breathe acid in a 30-foot line but since the hydra has only one set of lungs, only one of the heads can do so per turn. Traits Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 15 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydra makes as many Bite attacks as it has heads, one of which it can replace with one use of Acid Breath. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 5 (1d10) acid damage. Acid Breath (1/Turn). One of the hydra's heads exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 19 Dexterity saving throw, taking 27 (5d10) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Mordant Snare","description":"Mordant snares were created by war mages of ancient times. Each resembles an immense, dark gray, 11-armed starfish weighing eight tons, and yet a mordant snare is never obvious. Instead, it controls a few humanoids shuffling about aimlessly, their skin glistening with moisture, occasionally forming loose groups near the snare. These puppets pay little attention to their surroundings. Starfish Puppet Masters. Snares bury themselves under loose soil to attack creatures walking above them. They attack by extruding filaments that inject acid into victims; this liquefies organs and muscle while leaving the skeleton, tendons, and skin intact. With the body thus hollowed out and refilled with acid and filaments, the mordant snare can control it from below like a puppet, creating a group of awkward, disoriented people. New victims fall prey to mordant snares when they approach to investigate. Brains Preferred. The mordant snare prefers intelligent food. With its tremorsense, it can easily distinguish between prey; it prefers Small and Medium bipeds. A mordant snare hunts an area until it is empty, so a village can suffer tremendous losses or even be wiped out before discovering what’s happening. However, a mordant snare is intelligent enough to know that escaped victims may come back with friends, shovels, and weapons, ready for battle. When this occurs, the snare abandons its puppets, burrows deeper underground, and seeks a new home. Cooperative Killers. Mordant snares are few in number and cannot reproduce. Since the secret of their creation was lost long ago, eventually they will disappear forever—until then, they cooperate well with each other, using puppets to lure victims to one another. A team is much more dangerous than a lone snare, and when three or more link up, they are especially deadly. Traits Magic Resistance: The mordant snare has advantage on saving throws against spells and other magical effects. Absorb Channeled Energy: If a mordant snare is in the area of effect of a turn undead attempt, it gains temporary hit points. For each mordant puppet that would have been affected by the turning if it were a zombie, the mordant snare gains 10 temporary hit points, to a maximum of 60. Buried: Until it does something to reveal its presence, a buried mordant snare is treated as if it’s invisible. Mordant Puppets: A mordant snare can control up to four bodies per tentacle. These “puppets” look and move like zombies. Treat each one as a zombie, but limited in movement to the 30-foot-by-30-foot area above the buried snare. Unlike normal zombies, any creature within 5 feet of a mordant puppet when the puppet takes piercing or slashing damage takes 3 (1d6) acid damage (spray from the wound). All puppets attached to a particular tentacle are destroyed if the mordant snare attacks with that tentacle; this does 9 (2d8) acid damage per puppet to all creatures within 5 feet of any of those puppets, or half damage with a successful DC 16 Dexterity saving throw. Damage done to puppet zombies doesn’t affect the mordant snare. If the snare is killed, all of its puppets die immediately without causing any acid damage. Actions Multiattack: The mordant snare makes four melee attacks, using any combination of tentacle attacks, spike attacks, and filament attacks. No creature can be targeted by more than one filament attack per turn. Spike: Ranged Weapon Attack : +8 to hit, range 20/60 ft., One target. Hit : 12 (2d8 + 3) Piercing damage plus 3 (1d6) Acid damage. Tentacle: Melee Weapon Attack : +11 to hit, reach 5 ft., One target. Hit : 17 (2d10 + 6) Bludgeoning damage plus 7 (2d6) Acid damage. Filaments: Melee Weapon Attack : +11 to hit, reach 5 ft., One target. Hit : 22 (3d10 + 6) Bludgeoning damage plus 10 (3d6) Acid damage. On hit, the target is grappled, escape DC 16, and restrained.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Source":"Tome of Beasts","Alignment":"Chaotic evil","Expansion":3,"Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Mordio Delons","description":"The master saddler of the Fiery Hooves equipment shop has been a devotee of the Matrons of Malice since their first encounter when the lad was a young apprentice. The midnight hags sent a horselike nightmare creature to Mordio in his dreams, and instead of being trampled by the fiery hooves of the beast, the saddler rode it every night. The Matrons of Malice took Mordio under their patronage and gave the craftsman a book of ancient secrets to learn from and an imp to assist him. Mordio craves power and feels a burning hatred for the city’s nobles for their negligence towards anyone not of their status. He hates paying taxes or contributing to the community in any form and feels oppressed by the elite. Over the years, Modrio Delons has risen to become the leader of the Children of the Coven with the guidance of the Matrons of Malice. The young zealot has shown great aptitude in organizing the witchservant cultists into a well-hidden and efficient network of informants. Equipment Moderio Delons has 7 copper pieces, 8 silver pieces, 353 gold pieces on his person. He also carries a contingent applicator set to activate a potion of greater healing when he falls under half of his maximum hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17604,"Challenge Rating":7},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Môrgæn","description":"If I had wanted to kill, I would have killed. The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then vanish into the woods with no one the wiser. Her legendary ability with the longbow and the custom arrows she crafts instills fear into the hearts of her many enemies—and more than a few of her coworkers. Famously, she is the only member of Acquisitions Incorporated known to be paid in advance, lest a missed invoice lead to dire repercussions. A child of the forest, Môrgæn defends the natural world with singular ferocity and an impressive rate of sustained fire. Her core philosophy is that one should shoot first and then ask no questions later. Because what’s the point of asking questions when the person you’ve shot first is already dead? Still, when the situation calls for it, this protector of the woodlands is equally at home on missions of subterfuge and social interaction in the big city, provided her well-known love of ale, wine, and other intoxicants doesn’t get the better of her.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic neutral","Expansion":4048,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Morgawr","description":"Morgawr is an ancient kraken that has dedicated its existence to mastering the school of necromancy and becoming an archmage. Wielding almost unrivalled power through the study of the arcane and dominating the seas it has called its home, Morgawr eventually found the lost city of A’rvanshy in the Abysmal Rift and sought to claim it. Its attack was halted by the lich necromancer of the deep sea-elves, A’rvanshy, when the lich ascended to an aspect of necromancy and imprisoned the kraken in a minimus containment spell. For a thousand years, Morgawr slumbered in its gemstone prison, until a green dragon oracle named Ossiazzxontyr finally broke it free. Morgawr emerged in a fury and razed the city of A’rvanshy, murdering and then raising most of the population as undead servitors. Hundreds who were left alive are mere fodder for the kraken and live in terror under Morgawr’s rule. Morgawr has a singular goal - finding the lost secrets of A’rvanshy’s magical powers and claiming them as its own. The kraken’s minions and agents scour the seas, and even dry lands, to obtain any trace of the deep-sea elves and A’rvanshy’s legacy.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity (titan)","Alignment":"chaotic evil","Expansion":26071,"Challenge Rating":25},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Morkiel Reborn","description":"Morkiel, one of the planetar generals of the Dark Star and the manifestation of fear, was turned to stone and buried by Sarath in his ziggurat under the city, beneath the napping giant. Upon the rise of Krasnar as a lich-knight, Faeryl Myrryn took notice of the undead carnage. The drow conjurer vampire lord arrived on the Material Plane and made a pact with the newly risen knight. As a sign of her support, she unearthed the Ziggurat of Dread under the napping giant and weaved her spells to drain the soul of the planetar from its petrified statue and implement it into a phylactery to create a lich. Morkiel Reborn gained undeath and tore his ancient ziggurat from the earth, wishing it to fly above the city. The lich serves Faeryl Myrryn’s commands to act as an advisor to Krasnar and maintain the portal that leads to the realm of Orcus. Equipment Morkiel Reborn wields a large mace of terror .","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"lawful evil","Expansion":17604,"Challenge Rating":21},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Morko","description":"The only portion of this small, gnomish-looking creature's face that is visible through its wiry brown hair is a pair of impish eyes, a bulbous nose, and a mouth in a perpetual sneer. The rest of its body is entirely wrapped up in layers of filthy, mismatched fabric. Freeloading Fiend. A nuisance who can spell disaster when it gets up to its tricks before winter, a morko lives to glut itself on the labors of others while causing as much chaos as it can. It has a particular predilection for eating its fill of chickens and then digging passages into the coop for foxes and the like. It also delights in unraveling rope and tying the tails of horses and cattle to whatever will cause the most destruction when it shouts in the animal's ear. Loves a Good Fire. Morkos can't be harmed by fire, but they do enjoy a warm place to sleep. This combination led them to discover the best place for sleep: about halfway down a chimney. The creatures wriggle down and wedge themselves in, nice and cozy, occasionally poking down at the embers with their spears to get the flames going nice and hot. The shouts and curses of those below as the building begins to fill with smoke makes the practice that much more enjoyable. Withering Looks. Morkos derive a great deal of enjoyment from lurking on the outskirts of villages prior to any festival which involves dancing, and they have an excellent memory for such dates. They hide and wait until a lone individual comes close to their location, whereupon they reveal themselves and give the hapless victim a withering stare before scampering off into the wilds. The recipient of this gaze suffers under a particularly cruel curse, and the morko will likely hide somewhere to watch the effects unfold during the festivities.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Morkoth","description":"Collectors of everything odd, unusual, and valuable—hopefully not including you. —Volo Ancient and devious, morkoths are voracious collectors. Each one travels the planes, amassing the valuables, oddities, and castoffs of the multiverse to make its collection ever more complete. Spawned by a God. Long ago, a deity of greed and strife perished in the battles among the immortals. Its body drifted through the Astral Plane, eventually becoming a petrified husk. This corpse floated up against a pearlescent remnant of celestial matter imbued with life and life-giving magic. The collision shattered both objects and released a storm of chaotic energy. Countless islands of mixed matter spun away into the silvery void. Within some of them, a vein of pearl-like material held a bit of the deity’s rejuvenated supernatural vitality, which spontaneously created a habitable environment. On those same islands, bits of the god’s petrified flesh came back to life, in the form of tentacled monstrosities brimming with malice and greed. Ever since that time, each morkoth has had an extraplanar island to call home. No Rhyme or Reason. A morkoth’s island has the qualities of a dreamscape in which nature and predictability take a back seat to strangeness and chaos. Upon it is a jumble of objects and a mixture of creatures, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its “guests” comfortable. The pearly matter inside an island enables it to glide on planar currents, maintains the island’s environment, and keeps the place safe from harmful external effects. A morkoth’s island might be found anywhere from the bottom of the ocean to the void of the Astral Plane. One could float in the skies of Avernus in the Nine Hells without being destroyed and without causing harm to its residents. Whatever is on or within a certain distance of a morkoth’s isle travels with it in its journey through the planes. Thus, people from lost civilizations and creatures or objects from bygone ages might be found within a morkoth’s dominion. Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others are tied to a particular place or group of locales, and still others move erratically through the cosmos. Rarely, a morkoth learns to control its island’s movement, so the island goes wherever its master wishes. Primeval Hoarders. Morkoths are driven by greed and selfishness, mixed with a yearning for conflict. They desire anything they don’t possess, have no scruples about taking what they crave, and endeavor to keep everything they collect. A morkoth spends its time watching over its collection and plotting to acquire more possessions. The monster hoards vast stores of treasure and knowledge. Its island holds numerous captives, which it considers part of its collection. Some inhabitants, such as descendants of original prisoners, might view the morkoth as a ruler or a god. A morkoth’s storehouse of wealth and lore attracts would-be plunderers, of course, as well as those seeking something specific the morkoth has or knows. The creature shows no mercy to those that try to steal from it, but it can be bargained with by a visitor that offers the morkoth something it desires. No morkoth freely gives away what it owns. Morkoths exist to acquire, and they give up possessions only if doing so helps their hoard grow. A morkoth knows every object in its collection and can track its possessions through the planes. Someone who dares to steal from a morkoth, or breaks a deal with one, will know no rest until the morkoth is slain or all promises are kept. Traits Amphibious : The morkoth can breathe air and water. Spellcasting : The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared: • Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp • 1st level (4 slots): detect magic, identify, shield, witch bolt • 2nd level (3 slots): darkness, detect thoughts, shatter • 3rd level (3 slots): dispel magic, lightning bolt, sending • 4th level (3 slots): dimension door, Evard’s black tentacles • 5th level (3 slots): geas, scrying • 6th level (1 slot): chain lightning Actions Multiattack : The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite. Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Tentacles : Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage, and the target is grappled, escape DC 14, if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of the morkoth’s turns, and the morkoth can’t use its tentacles on another target. Ray of Frost : Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 13 (3d8) cold damage and the target's speed is reduced by 10 feet until the start of the morkoth's next turn. Shocking Grasp : Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 13 (3d8) lightning damage and the target can't take reactions until the start of its next turn. The morkoth has advantage on this attack if the target is wearing armor made of metal. Witch Bolt : Ranged Spell Attack: +9 to hit, range 30 ft., one creature. Hit: 6 (1d12) lightning damage, and on each of the morkoth's turns for the duration, it can use its action to deal 1d12 damage to the target automatically. The spell ends if the morkoth uses its action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from the morkoth. Hypnosis : The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth’s Hypnosis for 24 hours. Reactions Spell Reflection : If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature, including the spellcaster, it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. A Morkoth's Lair A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater. A morkoth encountered in its lair has a challenge rating of 12 (8,400 XP). Lair Actions When fighting inside its lair, a morkoth can invoke the ambient magic of the island to take lair actions. On initiative count 20 (losing initiative ties), the morkoth takes a lair action to cause one of the effects described below: The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn’t need to see the effect’s point of origin. The morkoth casts darkness, dispel magic, or misty step , using Intelligence as its spellcasting ability and without expending a spell slot. Regional Effects The island surrounding a morkoth’s lair is warped by the creature’s presence, creating the following effects: The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren’t. Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence (Investigation) check. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth’s lair 1 hour later. If the creature later goes to the morkoth’s lair, its lost possessions stand out in its perception and are easily recovered. Entrances to the morkoth’s lair have an enchantment that the morkoth can activate or suppress at any time while it’s in its lair and not incapacitated. Any creature within 30 feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth’s location (the target doesn’t realize it’s heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage. With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). If the morkoth dies, these regional effects end immediately.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Morkoth","description":"Ancient and devious, morkoths are voracious collectors. Each one floats through the planes on a strange, mobile island, amassing the valuables, oddities, and castoffs of the multiverse in a massive, ever-growing collection. The first morkoths arose in the Astral Plane when the petrified body of a deity of greed and strife collided with a remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god’s petrified flesh came back to life as morkoths: tentacled monstrosities brimming with malice and greed. Morkoths are driven by greed and selfishness mixed with a yearning for conflict. They hoard vast stores of treasure, knowledge, and captives on their islands. Some of these prisoners are the descendants of people captured generations before; they might know of no other world outside their island. A morkoth may allow a visitor to bargain for something or someone it has claimed if that visitor offers the morkoth something it desires more. It shows no mercy, however, to those who break a deal or try to steal from it. A morkoth knows every person and object in its collection. A morkoth’s island has the qualities of a dream­scape. It holds a jumble of objects and creatures the morkoth has collected, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its “guests” comfortable. Each island glides on planar currents and is safe from most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth’s isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and creatures or objects from bygone ages might be found within a morkoth’s dominion. Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others are tied to a particular place or group of locales, and still others move erratically through the cosmos. Occasionally, a morkoth learns to direct its island’s movement. A Morkoth’s Lair A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among the creatures and objects it prizes most in a spacious vault at the center of the warren, where the celestial fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater. A morkoth encountered in its lair has a challenge rating of 12 (8,400 XP). Lair Actions On initiative count 20 (losing initiative ties), the morkoth can take one of the following lair actions: Cast a Spell. The morkoth casts darkness , dispel magic , or misty step , using Intelligence as its spellcasting ability and without expending a spell slot. Hypnotize. The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn’t need to see the effect’s point of origin. Regional Effects The island surrounding a morkoth’s lair is warped by the creature’s presence, creating the following effects: Alter Water. With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear). Locate Creatures and Objects. The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren’t. Lost Possessions. Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth’s lair 1 hour later. If the creature later goes to the morkoth’s lair, its lost possessions stand out in its perception and are easily recovered. Supernatural Lure. Entrances to the morkoth’s lair have an enchantment that the morkoth can activate or suppress at any time while it’s in its lair and not incapacitated. Any creature within 30 feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth’s location (the target doesn’t realize it’s heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage. If the morkoth dies, these regional effects end immediately. Traits Amphibious. The morkoth can breathe air and water. Actions Multiattack. The morkoth makes either two Bite attacks and one Tentacles attack or three Bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 10 (3d6) psychic damage. Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of its turns, and the morkoth can’t use its tentacles on another target. Hypnosis. The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth’s Hypnosis for 24 hours. Spellcasting. The morkoth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: detect magic , mage hand 3/day each: darkness , dimension door , dispel magic , lightning bolt , sending Reactions Spell Reflection. If the morkoth makes a successful saving throw against a spell or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Morlock","description":"Degenerate humans long lost from the world of light, morlocks have regressed through years of subterranean dwelling into ravenous, barely thinking beasts of the endless night with skin pale as a slug’s belly and huge and bulging eyes. They no longer remember the civilized lives their ancestors led, although many morlock tribes still dwell in the shattered ruins of their ancient homes. Ironically, in many cases morlocks worship the statues left behind by these ancestors as their gods. Morlocks reach adulthood at age 5 and can live as old as 60, though most die far sooner due to violence, including cannibalistic feasting by their own kin. A typical morlock stands just over 5 feet tall and weighs roughly 150 pounds. Beast Runner. Morlocks move about on two legs at times, but often drop down to a creepy four-limbed shuffle when speed or stealth is necessary. 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Most wraiths can transform those they have slain into spectral undead servitors. Mormesk chooses not to, preferring to let the dead stay dead. Traits Incorporeal Movement. The wraith can move through an object or another creature, but can't stop there. Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Actions Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (3d8+3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":7385,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Morphoi","description":"These blue-skinned humanoids wield tridents and have unusual faces with vertical eyes but no mouth or nose. Shapeshifter Plants. Morphoi are shape-shifting plant creatures indigenous to many islands. In their natural forms, the morphoi are androgynous beings between 5 and 6 feet tall. Their elliptical heads have eyes on both front and back. When harmed, they bleed a dark red sap. As plants, the morphoi don’t need to eat. Instead, they gather nutrients from the sun and air. When posing as humanoids, they consume small amounts of food to aid their disguise, but since they have no internal digestive system, the food is just stored inside their bodies until they can spit it out. Ship Travel. Morphoi live in island communities and in nearby waters. Many travel by ship—usually by posing as beautiful women, handsome men, or stranded travelers. They harbor a powerful animosity toward intelligent animal life, and their disguised agents are behind many otherwise inexplicable acts of sabotage and murder. Unlike doppelgangers, morphoi can’t mimic specific individuals or read thoughts. Instead, they create intriguing backgrounds to go along with their disguises. Four Eyes Always. No matter what form they shift into, morphoi always have four eyes, never two. They can relocate their eyes to anywhere on their bodies, however, and they try to keep the second pair of eyes on the back of the head or neck (concealed by long hair or a tall collar), or the backs of the hands (under gloves but useful to peer around corners). About one in 30 morphoi are chieftains, and they have rangers, shamans, and warlocks among them. Those chosen as infiltrators are often rogues or bards. Stories tell of shapeshifted morphoi falling in love with humans, but it is impossible for the two species to interbreed. Morphoi in Midgard All of the morphoi serve and venerate Mnemosyne, the goddess of memory. They willingly give their lives to protect her and her handmaidens, and seek to aid her imprisoned husband, the god of the sea. Traits Amphibious: The morphoi can breathe air and water. Immunity to Temporal Effects: The morphoi is immune to all time-related spells and effects. Shapeshifter: The morphoi can use its action to polymorph into a Medium creature or back into its true form. Its statistics are the same in each form. Any equipment the morphoi is carrying or wearing isn’t transformed. The morphoi reverts to its true form when it dies. Actions Claws: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 7 (1d8 + 3) Slashing damage. Trident: Melee Weapon Attack : +2 to hit, reach 5 ft., One target. Hit : 4 (1d8) Piercing damage. Trident: Ranged Weapon Attack : +2 to hit, range 20/60 ft., One target. Hit : 6 (1d6 + 3) Piercing damage. Shortbow: Ranged Weapon Attack : +5 to hit, range 80/320 ft., One target. Hit : 6 (1d6 + 3) Piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant (shapechanger)","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Morphovore Devourer","description":"Morphovores are sentient plant carnivores that are able to constantly undergo genetic mutations to adapt to nearly any environment. When a morphovore arrives in an unfamiliar environment, it can drastically change its size, mass, and hunting techniques to complement its new environment within its own short-lived lifespan. Solitary Colonizers Morphovores are solitary hunters but may be found in loose clusters – usually in rich feeding grounds where they exploit a common resource rather than acting as a coherent group. They reproduce asexually by releasing spores when their flower-like appendage blooms. These resilient spores can travel long distances and remain dormant for extended periods until mophovores arrive in a suitable environment to germinate. This allows morphovores to quickly colonize new areas whenever a major change to an environment opens new ecological opportunities. Morphovore Devourer In areas with low gravity, morphovores develop large, bulbous bodies with a semi-translucent surface that reveals their internal structures – and the unfortunate creatures being digested within. This type of morphovore can effortlessly climb any surface. Moreover, its flower-like appendage can evolve into a wide, sticky maw that it can use to produce sticky excretion and engulf creatures, slowly breaking down its food with acidic secretions. Morphovore Radiotropes In areas with high levels of radiation, morphovores adapt by developing thick, leaden bark and a deep, vibrant glow. Their flower-like appendage evolves into a radioluminescent organ that can emit light and radiation, while their roots allow them to turn radioactive elements from the soil into nourishment – thus thriving where other species falter. Morphovore Stranglethorns In environments with intense gravity or dense vegetation, where physical strength and stealth are more advantageous than speed and agility, morphovores develop a small, compact body. These morphovores evolve the ability to spew deadly acid from their flower-like appendages while using thick and far-reaching vines to ensnare prey.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Expansion":34474,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Morphovore Radiotrope","description":"Morphovores are sentient plant carnivores that are able to constantly undergo genetic mutations to adapt to nearly any environment. When a morphovore arrives in an unfamiliar environment, it can drastically change its size, mass, and hunting techniques to complement its new environment within its own short-lived lifespan. Solitary Colonizers Morphovores are solitary hunters but may be found in loose clusters – usually in rich feeding grounds where they exploit a common resource rather than acting as a coherent group. They reproduce asexually by releasing spores when their flower-like appendage blooms. These resilient spores can travel long distances and remain dormant for extended periods until mophovores arrive in a suitable environment to germinate. This allows morphovores to quickly colonize new areas whenever a major change to an environment opens new ecological opportunities. Morphovore Devourer In areas with low gravity, morphovores develop large, bulbous bodies with a semi-translucent surface that reveals their internal structures – and the unfortunate creatures being digested within. This type of morphovore can effortlessly climb any surface. Moreover, its flower-like appendage can evolve into a wide, sticky maw that it can use to produce sticky excretion and engulf creatures, slowly breaking down its food with acidic secretions. Morphovore Radiotropes In areas with high levels of radiation, morphovores adapt by developing thick, leaden bark and a deep, vibrant glow. Their flower-like appendage evolves into a radioluminescent organ that can emit light and radiation, while their roots allow them to turn radioactive elements from the soil into nourishment – thus thriving where other species falter. Morphovore Stranglethorns In environments with intense gravity or dense vegetation, where physical strength and stealth are more advantageous than speed and agility, morphovores develop a small, compact body. These morphovores evolve the ability to spew deadly acid from their flower-like appendages while using thick and far-reaching vines to ensnare prey.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Expansion":34474,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Morphovore Stranglethorn","description":"Morphovores are sentient plant carnivores that are able to constantly undergo genetic mutations to adapt to nearly any environment. When a morphovore arrives in an unfamiliar environment, it can drastically change its size, mass, and hunting techniques to complement its new environment within its own short-lived lifespan. Solitary Colonizers Morphovores are solitary hunters but may be found in loose clusters – usually in rich feeding grounds where they exploit a common resource rather than acting as a coherent group. They reproduce asexually by releasing spores when their flower-like appendage blooms. These resilient spores can travel long distances and remain dormant for extended periods until mophovores arrive in a suitable environment to germinate. This allows morphovores to quickly colonize new areas whenever a major change to an environment opens new ecological opportunities. Morphovore Devourer In areas with low gravity, morphovores develop large, bulbous bodies with a semi-translucent surface that reveals their internal structures – and the unfortunate creatures being digested within. This type of morphovore can effortlessly climb any surface. Moreover, its flower-like appendage can evolve into a wide, sticky maw that it can use to produce sticky excretion and engulf creatures, slowly breaking down its food with acidic secretions. Morphovore Radiotropes In areas with high levels of radiation, morphovores adapt by developing thick, leaden bark and a deep, vibrant glow. Their flower-like appendage evolves into a radioluminescent organ that can emit light and radiation, while their roots allow them to turn radioactive elements from the soil into nourishment – thus thriving where other species falter. Morphovore Stranglethorns In environments with intense gravity or dense vegetation, where physical strength and stealth are more advantageous than speed and agility, morphovores develop a small, compact body. These morphovores evolve the ability to spew deadly acid from their flower-like appendages while using thick and far-reaching vines to ensnare prey.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Expansion":34474,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Morrigna","description":"Psychopomp Psychopomps are guardians and shepherds of the dead, and work to guide and protect the souls of all perished creatures on their journey through the afterlife. A wide range of these supernatural creatures dwell in the outer planes, favoring neutrally aligned domains and often gathering in the realms of deities associated with the dead. The least of their kind are small and birdlike, while the most deadly appear more like dragons. Morrignas are more humanoid in shape. Morrigna Morrignas serve in particular as bounty hunters and investigators who seek out those who attempt to thwart death or interfere with the natural flow of souls. They dress in flowing spidersilk and wear masks reminiscent of webs, as they consider patient and watchful spiders to be their spiritual kin. Traits Lifesense. The morrigna can sense and pinpoint living creatures within 60 feet as if it had blindsight. Magic Resistance. The morrigna has advantage on saving throws against spells and other magical effects. Regeneration. The morrigna regains 15 hit points at the start of its turn. If the morrigna takes acid or fire damage, this trait doesn’t function at the start of the morrigna’s next turn. The morrigna dies only if it starts its turn with 0 hit points and doesn’t regenerate. Spider Climb. The morrigna can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Innate Spellcasting. The morrigna’s spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: speak with animals, speak with dead, tongues Spellcasting. The morrigna is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The morrigna has the following cleric spells prepared: Cantrips (at will): chill touch, sacred flame, spare the dying, thaumaturgy 1st level (4 slots): bane, bless, cure wounds, healing word 2nd level (3 slots): blindness/deafness, calm emotions, see invisibility 3rd level (3 slots): bestow curse, dispel magic, sending 4th level (3 slots): death ward, divination, freedom of movement 5th level (2 slots): mass cure wounds, raise dead 6th level (1 slot): heal Actions Multiattack. The morrigna makes two melee attacks. Staff +2. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 13 (1d6+10) bludgeoning damage, or 14 (1d8+10) if used with two hands, plus 14 (4d6) necrotic damage or radiant damage against undead. Web Wrappings. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (3d10+8) bludgeoning damage plus 14 (4d6) necrotic damage, or radiant damage against undead. On a successful hit, the target is also grappled (escape DC 18). Until this grapple ends, the creature is restrained. The morrigna can attack and grapple up to two separate targets with web wrappings at a time. Change Shape. The morrigna magically polymorphs into a humanoid or beast that has a challenge rating equal to or lesser than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the morrigna’s choice). In a new form, the morrigna retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. Summon Minions. The morrigna summons one giant spider or one swarm of insects (spiders). The summoned creature appears in an unoccupied space within 60 feet of the morrigna and acts as an ally of the morrigna. It remains for 10 minutes, until the morrigna dies, or until the morrigna dismisses it as an action. Reactions Parry. The morrigna adds 5 to its AC against one melee attack that would hit it. To do so, the morrigna must see the attacker and be wielding a melee weapon. Wrappings Lash. When the morrigna is attacked by a creature within 10 feet, it makes a web wrappings attack against the attacking creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration (shapechanger)","Alignment":"neutral","Expansion":17526,"Challenge Rating":15},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Morte","description":"Morte appears in the Turn of Fortune's Wheel adventure! Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"chaotic good","Expansion":26427,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Mortifera","description":"The entire bed of swamp flowers begins to stir. Each lotus flower opens to reveal a fanged mouth, and a hulking humanoid form rises from the water, the flower mouths extending from the creature's torso. While they resemble a bed of lotus flowers blooming atop a bog's surface, the dozen or so fang-tipped tendrils of a mortifera are much more dangerous. Each tendril extends from the dark cavity of a large orifice in the mortifera's torso. A mortifera lies in wait underwater until a hapless creature draws near. It then grabs and poisons its prey before bringing the creature to the mortifera's central mouth to devour it. Eldritch Origins. The mortifera were spawned from the research lab of a mad chirurgeon on a plane of undeath, and they have proliferated since their introduction to the Material Plane, where a food supply of living flesh is ample. The reason for its insidious strange design remains a mystery. Unnatural Resource. The venomous “blooms” from a mortifera's tentacle mouths can be harvested for their otherworldly nectar, which can be refined into a poison or used in the creation of antidotes. Alchemists and apothecaries of high regard (and ill repute) pay handsomely for vials or flasks of the noxious liquid. Amphibious. The mortifera can breathe air and water. False Appearance. While the mortifera remains motionless and submerged in water, it is indistinguishable from a bed of lotus flowers. Magic Resistance. The mortifera has advantage on saving throws against spells and other magical effects. Poisonous Tendrils. A creature that starts its turn grappled by the mortifera must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Actions Multiattack. The mortifera makes one Fanged Tentacles attack and two Slam attacks, or it makes three Slam attacks. It can replace two Slam attacks with a use of Chomp. Fanged Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) piercing damage plus 9 (2d8) poison damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the mortifera can't use its Fanged Tentacles on another target. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. Chomp. One creature grappled by the mortifera is pulled up to 5 feet toward the mortifera's central maw, which chomps down on the creature. The target must make a DC 15 Strength saving throw, taking 10 (3d6) piercing damage and 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. Poison Spray (Recharge 5-6). The mortifera sprays poison from its central maw in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Mortlock Vanthampur","description":"Mortlock is tolerated by his mother, Duke Thalamra Vanthampur, and despised by his older brothers, Thurstwell and Amrik, who view him as a simpleton and an abomination. Half of Mortlock’s face was scarred by fire when he was a child, and his disfigurement gives him a fearsome countenance. He was sent to the bathhouse dungeon by his mother to help the followers of the Dead Three coordinate attacks against the city. When it became clear that the Dead Three cultists could function without Mortlock’s support, Thurstwell and Amrik conspired with several Bhaal cultists to assassinate Mortlock without their mother’s knowledge.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Mortlock Vanthampur","description":"Traits Indomitable (2/Day). Mortlock can reroll a saving throw that he fails. He must use the new roll. Actions Multiattack. Mortlock makes two attacks with his greatclub. Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage, plus 5 (2d4) bludgeoning damage if Mortlock has taken any damage since his last turn. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Mortyn","description":"Background Dame Edelgren grew up in an affluent family and was enrolled into an arcane college at an early age. Though she excelled at her studies, Edelgren had a rebellious streak that eventually saw her leave the college (\"Some might say ‘expelled,' but the decision was mutual”) and strike out as an adventurer. Throughout her many adventures, Edelgren got to indulge her passion for danger, romance, and treasure, but her true love has remained the same: knowledge. Always with her nose deep in a book or with a scroll tucked under her arm, the theoretical aspect of magic was never far from Edelgren's mind. When an encounter with an orc warband saw two of her companions slain, Edelgren was ready to hang up her staff and retire. The only other survivor was a young orc. Unusually timid for an orc, the boy would likely die within a few days if left to fend for himself. Feeling responsible (\"They may have started it, but it was my Fireball spell that ended it”), Dame Edelgren decided to help the youngster to the nearest town. To her surprise and joy, Mort the Merciless (a name that was later eschewed for the more respectable ‘Mortyn') was nothing like a typical orc. Curious, gentle, and kind-hearted, the young orc awakened maternal instincts Edelgren had thought she didn't possess, and she decided to raise him as her own. For his part, Mortyn never knew his mother and his father was a savage tyrant who had nothing but disdain for his son's gentle nature. Though Mortyn mourned the loss of his kin, he also knew that they had deserved the end they got – and he never resented Dame Edelgren and her companions for their part in it. After liquidating most of her treasures, Edelgren fulfilled her dream of opening up a bookstore and scribery . For more than a decade now, the wizard and her adopted orc son have run the bookstore together. Roleplaying Edelgren & Mortyn With a lifetime of adventures and arcane studies under her belt, Edelgren possesses confidence and knowledge in equal measures. She has experienced most that there is to experience (\"and if I haven't, I have at least read about it”) and now only seeks to enjoy her retirement in peace. She is also still a powerful wizard, though that isn't immediately apparent from her unassuming appearance and easy-going manner. Mild-mannered and gentle, Mortyn is friendly and slow to anger – defying the perception many may have of orcs. Much more so than Edelgren, Mortyn values courtesy and civility and always uses proper titles. Whatever their differences, Edelgren and Mortyn share a kind heart and a love of the written word. Though Edelgren may tease her adoptive son, there is never any doubt that she loves him deeply – and he her, though her coarse language and off-color jokes often cause him to blush and apologize on her behalf (\"my dear mother can be a bit rough around the edges, but I promise you that she means no offense”). The only real issue between the pair is that Dame Edelgren's age is beginning to catch up with her. Less careful than she used to be, Edelgren will occasionally make small mistakes – which can be quite dangerous, when working with magical items. Mortyn has neither the heart nor the courage to tell her, so he instead frantically attempts to correct her mistakes as they're made or steer her away from more perilous tasks (\"why not leave the scroll-scribing to me, mother, and focus on your autobiography instead – I can't wait to read how you defeated Braxileres the Pestilence!”)","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Lawful Good","Expansion":27827,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Mosaic Golem","description":"Composed of countless tiles of varying color and composition, a mosaic golem folds itself into decorated chambers, its form only limited by the imagination of its creator. Once an interloper treads upon a mosaic golem, it reveals its true form and lays waste to intruders. Clever golem makers also install traps into their mosaic chambers, luring would-be trap-disarmers into a mosaic golem’s reach. Infinite Forms. Most mosaic golems are designed to blend in to a surrounding work of art, thus their forms are determined by the decor.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Mosasaurus","description":"A mosasaurus is a 50-foot long marine reptile that looks like a short-necked komodo dragon with flippers instead of legs. It is a voracious apex predator that will not hesitate to attack prey larger than itself. Traits Hold Breath. The mosasaurus can hold its breath for 1 hour. Actions Multiattack. The mosasaurus makes two attacks: one with its Bite one with its Tail. It can't make both attacks against the same target. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 47 (6d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the mosasaurus can only Bite the grappled creature and has advantage on attack rolls to do so. Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage. Swallow. The mosasaurus makes one Bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mosasaurus, and it takes 28 (8d6) acid damage at the start of each of the mosasaurus's turns. A mosasaurus can have only up to one Large, two Medium, or four Small creatures swallowed at a time. If the mosasaurus takes 30 damage or more on a single turn from the swallowed creature, the mosasaurus must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mosasaurus. If the mosasaurus dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Moss Lurker","description":"Somewhat like the cruel crossbreed of troll and gnome, the moss lurkers are a primitive race of forest and cavern dwellers with long, greenish beards and hair. Their hides are mossy green or peaty amber, and a vaguely fungal scent surrounds them at all times. Like their trollish relatives, moss lurkers have large and often grotesque noses. Their claws are bright red when unsheathed, and their teeth tend toward the long and snaggly. They wear simple clothes of homespun wool or leather, or go naked in the summer. Their hats are sometimes festooned with toadstools or ferns as primitive camouflage. Rocks and Large Weapons. Moss lurkers have a fondness for throwing stones onto enemies from a great height, and they often employ enormous axes, warhammers, and two-handed swords that seem much larger than such a small creature should be able to lift. Traits Camouflage: A moss lurker has advantage on Dexterity (Stealth) checks to hide in forested or swampy terrain. Love of Heavy Weapons: While moss lurkers can use heavy weapons, they have disadvantage while wielding them. Keen Hearing and Smell: The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell. Poisoned Gifts: A moss lurker can contaminate liquids or food with poison. Someone who consumes the contaminated substance must make a successful DC 11 Constitution saving throw or become poisoned for 1 hour. When the poison is introduced, the moss lurker can choose a poison that also causes the victim to fall unconscious, or to become paralyzed while poisoned in this way. An unconscious creature wakes if it takes damage, or if a creature uses an action to shake it awake. Actions Claw : Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 5 (1d6 + 2) Slashing damage. Great Sword : Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 9 (2d6 + 2) Slashing damage. Maul: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 9 (2d6 + 2) Bludgeoning damage. Mushroom-Poisoned Javelin: Ranged Weapon Attack : +4 to hit, range 30 ft., One target. Hit : 5 (1d6 + 2) Piercing damage plus 6 (1d12) Poison damage. On hit, the target is poisoned until the start of the moss lurker’s next turn. A successful DC 11 Constitution save halves the poison damage and prevents poisoning. Dropped Boulder: Ranged Weapon Attack : +4 to hit, range 100 ft. vertically, One target. Hit : 10 (3d6) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Moss Troll","description":"Moss trolls are bent and gangly creatures. They are smaller and thinner than normal trolls, yet their arms are unusually long and spindly for the creatures’ size. Their flesh supports the growth of moss and mold as surely as tree bark. A moss troll is 9 feet tall and weighs 550 pounds. Ambusher. Although their appetites are notoriously powerful, moss trolls are sly killers rather than simple brutes. They travel in the trees, singing, climbing, and jumping with unnerving ease. When a moss troll spots prey, it reaches or leaps down from above, heedless of dropping great distances in its eagerness to sate its ravenous appetite. Fear of Fire. Moss trolls are fearless except in the face of fire, which does not stop a hungry moss troll from attacking but can often cause a wounded one to retreat. However, those who fight moss trolls may be unpleasantly surprised to learn that acid has no special effect on a moss troll’s regeneration. Arboreal Acrobats. Moss trolls not only hunt from the trees, but also live, breed, and hide their treasure among the branches. Their weirdly long arms allow them to attack foes on the ground without ever needing to set foot on the earth themselves. Young moss trolls are adept at climbing and acrobatics, as much as they are at eating and killing. Like other trolls, adult moss trolls often drive juveniles away after training them to hunt and fight. Gangs and troops of moss trolls exist only where food is plentiful. 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Despite their inexperience and occasional clumsiness, mossbear cubs can be trained to become useful companions with love and some patience. Mossbear cubs fear loneliness. They always seek to be with someone they trust, and they will cry and groan for weeks if forcefully separated from their mama or anyone else they have come to see as their parent. Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a mossbear cub for their familiar. Awakened Mossbear Cubs. Mossbear cubs are eligible targets for the awaken spell. Awakened mossbear cubs love children’s songs and playground games, though they need guidance to make sure they don’t accidentally poison their playmates. They are generally cheerful and eager to grow up.","properties":{"Category":"Monsters","Size":"Small","Type":"plant (florofauna)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":0},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Mossbear Mama","description":"Mossbear Mama Likes: keeping its cubs safe, food, frolicking in moss Dislikes : any threat to its cubs’ safety, bear traps, hunger Mossbear mamas represent almost all adult mossbears as every adult of the species can give birth to cubs without the involvement of another mossbear and apparently, there are no mossbear “papas” to be found. Adult mossbears are powerful and fiercely protective of their cubs and those they consider family. Their exceptional strength and endurance make them fearsome steeds for adventurers who can withstand the poison of their mossy fur. In addition to their strength and hardiness, adult mossbears are also remarkably loyal and they will readily risk their lives to save their cubs or friends from danger. Greater Steed. At the gamemaster’s discretion, a player character who can obtain a greater steed through magic may choose the form of a mossbear mama for their greater steed. Awakened Mossbear Mamas. Mossbear mamas are eligible targets for the awaken spell. Awakened mossbear mamas typically love to offer helpful advice to their friends and family and share parenting tips with other parents. Amulet of the Mossbearer. At the gamemaster’s discretion, player characters who seek to tame a mossbear may be able to obtain the following upgradable item that grants immunity to the poison from their mossy fur. Amulet of the Mossbearer Wondrous Item, Uncommon This tiny object is in fact a piece of petrified moss from the fur of an ancient mossbear fashioned into a modest piece of jewelry. While wearing it, you have resistance to poison damage, and you are immune to the poison from any mossbear's mossy fur. If you wear this amulet throughout the process of truly bonding with a mossbear, or if this amulet undergoes an appropriate magical process (as determined by the gamemaster), it is transformed into a periapt of proof against poison .","properties":{"Category":"Monsters","Size":"Large","Type":"plant (florofauna)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":2},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Mother Babushka","description":"Mother Babushka is a woman so tiny and wrinkled that she looks like a gnome, almost buried beneath a cloak of owl feathers and layers of patterned cloth. Patches of moss and wood-like nubs mark her olive skin, a sure sign of someone who has drunk deep of the Margreve’s power. Actions Quarterstaff (1-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6) bludgeoning damage. Quarterstaff (2-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral good","Expansion":16,"Challenge Rating":4},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Mother Dough","description":"Fermenting for over a century, the mother dough is a sticky, pungent ooze that is used as a component of most of the Bimbleford Bakery 's breads, buns, and baked goods. Typically this bubbling beige mass is kept contained in the bakery's cellar and is fed daily to ensure its compliance. That said, the Mother Dough isn't very picky about what – or who – it consumes, and will happily devour (and then digest) would-be brigands who try to harm Dalfin or Caradoc.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":27827,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Mothfiend","description":"While not exactly a fiend, the mothfiend is a creature native to the demiplane of Nightmares, but can also be found in the plane of Shadows. Feared and revered as an omen of doom, worshippers have built statues and monuments based on rare sightings. The mothfiend is depicted as an 8-foot-tall, lean humanoid creature covered with dull-colored, dustlike scales. It has a pair of large, moth-like wings on its back and a long, prehensile proboscis extending from its mouth. A pair of glowing red bug-like eyes and feathery antennae top its head. Omen of Death. Believers have come to regard the appearance of the mothfiend to be a sign of impending tragedy or death. In truth, the mothfiend ventures into the Material Plane to feed on fear and despair. It is often drawn to battlefields and similar places where it can drain the psychic energies of the dying. In most instances, the mothfiend itself causes these tragedies to happen so it can feed. Bringer of Despair. When hunting for victims, the mothfiend flies low through the night sky, searching for lost, afraid, and injured creatures. It can sense such prey up to a range of 300 feet. Once it has targeted a victim, it moves close enough to it until the target is within range of the mothfiend's unnatural aura. Victims quickly become overcome with incapacitating fear. Once a creature has been rendered helpless, the mothfiend pierces the frightened victim's skull with its proboscis and drains it of its brain matter, which carries the heightened psychic energies it feeds on. Traits Aura of Despair. A creature that starts its turn within 30 feet of the mothfiend must succeed on a DC 13 Wisdom saving throw, unless the mothfiend is incapacitated. A creature with less than half of its maximum hit points has disadvantage on the saving throw. On a failed save, the creature is frightened until the start of its next turn. A frightened creature is incapacitated and must drop whatever it is holding. If a creature's saving throw is successful, the creature is immune to the mothfiend's Aura of Despair for the next 24 hours. Detect Despair. The mothfiend can sense the presence and location of any dying or frightened creature within 300 feet of it, regardless of interposing barriers, unless the creature is protected by a mind blank spell. Actions Multiattack. The mothfiend makes one Proboscis attack and one Talons attack. It can use Doom Glare in place of its Proboscis attack. Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is frightened, it takes an extra 7 (2d6) psychic damage, its hit point maximum is reduced by an amount equal to the psychic damage taken, and the mothfiend regains hit points equal to the psychic damage. This reduction to a creature’s hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration . Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and if the target is Medium or smaller creature, it is also grappled (escape DC 13). Until this grapple ends, the target is restrained and the mothfiend can't use its Talons attack against other targets. Doom Glare. The mothfiend targets one frightened creature it can see within 60 feet of it. If the target can see the mothfiend, it must succeed on a DC 13 Wisdom saving throw against this magic or take 13 (3d8) psychic damage. Bonus Actions Shadow Teleport (Recharge 5–6). The mothfiend teleports to an unoccupied space within 60 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Mothfiend Lord","description":"While not exactly a fiend, the mothfiend is a creature native to the demiplane of Nightmares, but can also be found in the plane of Shadows. Feared and revered as an omen of doom, worshippers have built statues and monuments based on rare sightings. The mothfiend is depicted as an 8-foot-tall, lean humanoid creature covered with dull-colored, dustlike scales. It has a pair of large, moth-like wings on its back and a long, prehensile proboscis extending from its mouth. A pair of glowing red bug-like eyes and feathery antennae top its head. Omen of Death. Believers have come to regard the appearance of the mothfiend to be a sign of impending tragedy or death. In truth, the mothfiend ventures into the Material Plane to feed on fear and despair. It is often drawn to battlefields and similar places where it can drain the psychic energies of the dying. In most instances, the mothfiend itself causes these tragedies to happen so it can feed. Bringer of Despair. When hunting for victims, the mothfiend flies low through the night sky, searching for lost, afraid, and injured creatures. It can sense such prey up to a range of 300 feet. Once it has targeted a victim, it moves close enough to it until the target is within range of the mothfiend's unnatural aura. Victims quickly become overcome with incapacitating fear. Once a creature has been rendered helpless, the mothfiend pierces the frightened victim's skull with its proboscis and drains it of its brain matter, which carries the heightened psychic energies it feeds on. A Mothfiend Lord's Lair A mothfiend lord's lair is usually found in the demiplane of Nightmares. In rare instances it can make a lair in the Material Plane for as long as the lair is within an area of perpetual gloom or twilight. Standard mothfiends, and other lesser creatures native to the demiplane of Nightmares, usually serve the mothfiend lord as guardians. The challenge rating of a mothfiend lord increases to 12 (8,400 XP) when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the mothfiend takes a lair action to cause one of the following effects; the mothfiend can’t use the same effect two rounds in a row: The mothfiend targets up to three creatures it can see within 120 feet of it. The target must succeed on a DC 17 Wisdom saving throw, or the target, along with whatever it is wearing and carrying, is sent to the demiplane of Nightmares. While there, the target is incapacitated. The target remains there until the end of the mothfiend's next turn, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied and is frightened until the end of its next turn. The mothfiend casts phantasmal killer , requiring no material components and using Charisma as the spellcasting ability (spell save DC 17). The mothfiend doesn’t need to concentrate on the spell. The effect lasts until the mothfiend dies, is incapacitated, or uses this lair action again. The mothfiend targets one frightened creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw against this magic or its hit points is reduced to 0. On a successful save, the creature takes 13 (3d8) psychic damage. Traits Aura of Despair. A creature that starts its turn within 30 feet of the mothfiend must succeed on a DC 17 Wisdom saving throw, unless the mothfiend is incapacitated. A creature with less than half of its maximum hit points has disadvantage on the saving throw. On a failed save, the creature takes 7 (2d6) psychic damage and is frightened until the start of its next turn. A frightened creature is incapacitated and must drop whatever it is holding. If a creature's saving throw is successful, the creature is immune to the mothfiend's Aura of Despair for the next 24 hours. Detect Despair. The mothfiend can sense the presence and location of any dying or frightened creature within 300 feet of it, regardless of interposing barriers, unless the creature is protected by a mind blank spell. Legendary Resistance (1/Day). If the mothfiend fails a saving throw, it can choose to succeed instead. Actions Multiattack. The mothfiend makes one Proboscis attack and one Talons attack. It can use Doom Glare in place of its Proboscis attack. Proboscis. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is frightened, it takes an extra 14 (4d6) psychic damage, its hit point maximum is reduced by an amount equal to the psychic damage taken, and the mothfiend regains hit points equal to the psychic damage. This reduction to a creature’s hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration . Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and if the target is Medium or smaller creature, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and the mothfiend can't use its Talons attack against other targets. Doom Glare. The mothfiend targets one frightened creature it can see within 60 feet of it. If the target can see the mothfiend, it must succeed on a DC 17 Wisdom saving throw against this magic or take 22 (5d8) psychic damage. Wave of Despair (Recharge 5–6). The mothfiend magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Wisdom saving throw. A creature with less than half of its maximum hit points has disadvantage on the saving throw. On a failed save, a creature takes 31 (7d8) psychic damage and is frightened for 1 minute. A frightened creature is incapacitated and must drop whatever it is holding. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't frightened. Bonus Actions Shadow Teleport (Recharge 5–6). The mothfiend teleports to an unoccupied space within 60 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight. Legendary Actions The mothfiend can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mothfiend regains spent legendary actions at the start of its turn. Flyby. The mothfiend flies up to half its flying speed without provoking opportunity attacks. Talons. The mothfiend makes a Talons attack. Doom (Costs 2 Actions). The mothfiend makes a Proboscis attack or uses Doom Glare.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Mountain Bear","description":"Mountain Bear While bears are common throughout Grimnir the mountain bear is seldom seen. When on its hind legs it stands almost 20 feet tall and is often mistaken for a giant. Loners throughout most of their life cycle, these bears fear very little, and few raiders have survived encounters with these beasts. Fortunately, they tend to keep to the higher elevations upon Turnfjall, surviving on a diet of elk, mammoth, and possibly even giants.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":4},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Mountain Goat","description":"Mountain goats are found throughout the Spine of the World and on the slopes of Kelvin’s Cairn, their thick fur and layers of body fat protecting them from the extreme cold. They are expert climbers, able to leap and bound up sheer slopes. Mountain goats are territorial but easily placated with offerings of food. Their stubbornness makes them difficult to domesticate. Traits Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":6331,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Mountain Goat","description":"Mountain goats are found throughout the Spine of the World and on the slopes of Kelvin’s Cairn, their thick fur and layers of body fat protecting them from the extreme cold. They are expert climbers, able to leap and bound up sheer slopes. Mountain goats are territorial but easily placated with offerings of food. Their stubbornness makes them difficult to domesticate. Traits Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27909,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Mountain Lion","description":"\"The results of their roar can have quite an impact on adventurers.\" The mountain lions of Humblewood’s Crest Mountains are more than the mere beasts travelers may mistake them for. Covered in rocky protrusions that serve to protect as well as camouflage them, mountain lions possess special powers as a result of their ties to the elemental earth of their territory. Mountain Stalker Mountain lions live and hunt in their craggy mountain homes. They are natural climbers and prefer to ambush unsuspecting prey rather than engage in prolonged chases across the treacherous cliffs. A pride of mountain lions is led and protected by a large female. Males compete for the right to mate, and work together as a hunting party. While not as adept at pack hunting as wolves, a few mountain lions working in tandem can take down dangerous creatures of unusual size, including basilisks and griffons. Roar of the Earth Owing to the magic of the elemental earth, mountain lions can gain limited control over nearby rocks with their roar. Using this ability, they can cause rockslides to hinder their prey’s escape or inflict critical damage. The ability takes a great deal of energy, so many mountain lions use it sparingly, knowing it will be some time before they can call upon it again.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":5991,"Challenge Rating":1},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Mountain Strider","description":"These large creatures stand upright, with exceptionally powerful legs that end in cloven hooves. Their upper bodies are muscular beneath their snowy-white fur, and their heads resemble those of goats. Dwellers of Mountains. Mountain striders are most at home in the mountains. They live among the peaks, climbing seemingly impossible slopes to make their homes in the caves and burrows they dig near the tops. Ages ago, they had amicable relations with nearby settlements, but their aggressive behavior and boorish attitudes led to conflicts with the populace. They were subsequently made to withdraw from civilization as a result. In the years since, they have become an insular people, fearful of outsiders and resentful of civilization. Communal. Mountain striders live in communal groups that travel the mountains, moving with the seasons. They are highly protective of each other and go into a brief rage when one of their number falls. Their nomadic and overly protective natures occasionally bring them into conflict with dwarves, though the two don’t actively hunt each other. Bleating Communication. The weather on the highest mountain peaks can turn at a moment’s notice, separating family groups within minutes. The mountain striders adapted to such dangers by developing complex bleating calls. Over time, these calls became part of the mountain striders’ culture, seeing use outside of emergency situations. The calls range from simple notifications of an individual’s location or health to short songs identifying family affiliation and lineage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Mountain Troll","description":"The massive, hulking mountain troll is the largest and most powerful species of troll. Fortunately, they are very rare. They fear nothing and will eat almost anything alive as long as they can fit it in their mouths. Other giants dislike and shun them. Traits Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 20 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The troll makes three attacks: one with its Bite and two with its Greatclub. It can use Earthquake Smash in place of one of its Greatclub attacks, if available. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage. Greatclub. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. If the attack roll succeeds by 5 or more, the target must make a DC 19 Strength saving throw or be pushed up to 20 feet, knocked prone, and be stunned until the end of its next turn. Earthquake Smash (Recharge 5–6). The troll slams the ground with its Greatclub, triggering an earth tremor and violently pelting the area with debris. Each creature on the ground in a 15-foot cube originating from the troll must succeed on a DC 19 Constitution saving throw. On a failed save, a creature takes 20 (3d8 + 7) bludgeoning damage, is knocked prone, and stunned until the end of its next turn. On a successful save, a creature takes half as much damage and is neither knocked prone or stunned.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Moura Encantada","description":"Mouras are fey women as kindly as they are beautiful. Everyone who gazes upon a moura encantada tends to see them slightly differently according to their own inner image of beauty, though all find her to possess immense loveliness. They appear curiously ageless, with a youthful suppleness of skin and limb and yet eyes that speak of wisdom and experience and moving with a practiced grace and ease. Their hair is uniformly long, and they often disentangle it with princely combs of precious metal embellished with gemstones. Site Bound. They have the ability to transform into serpents and can be found near streams, springs, caves, and megalithic monuments, such as dolmens and burial mounds. Their souls are bound by a timeless enchantment to a specific location, and though no visible walls exist, they cannot stray far from this vicinity. For some, this binding also ties them to a specific creature, binding them as guardians of a creature or treasure. Bound mouras spend their days in a semi-lethargic state, with only one of two things on their minds: protecting the territory or escaping from their 'prison.' If the enchantment is broken, they return to the spirit-realm they call Mourama, and those who have paid the price will be rewarded. Breaking such an enchantment involves not battles, but rather demonstrations of love.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral good","Expansion":30635,"Challenge Rating":6},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Mouth of Grolantor","description":"The giant presented here is more powerful than others of its kind, either because the gods have shown it favor or because fate has dealt it a bad hand and forced it to seek out other paths to power. Hill giants know the kinds of foods that make them fatter, and they understand that exerting themselves too much tends to make them thinner. What the lazy brutes don’t comprehend are the things that make them sick. They consume spoiled food and diseased carcasses with as much enthusiasm as children eating dessert. Fortunately for hill giants, they have a vulture’s constitution and rarely suffer for such eating habits. This makes it all the more mysterious to them when one of their kind becomes ill and incapable of keeping down food. Vomiting hill giants are seen as vessels of a message from Grolantor. The clan separates the sickened giant from the others, often trapping the giant in a cage or tying the giant to a post. A priest of Grolantor or chieftain visits the famished giant daily, trying to read portents in the puddles of bile the hill giant retched up. If the sickness soon passes, the hill giant can rejoin society. If not, the hill giant is instead starved to the point of madness so that Grolantor’s hunger can be given a mouth in the world. Starved and Insane. A mouth of Grolantor is so disgraced that it ceases to be an individual and becomes an object. Paradoxically, that object is revered as a holy embodiment of Grolantor’s eternal, aching hunger. Unlike a typical thick, sluggish, half-asleep hill giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitching around the edges. A mouth of Grolantor is kept perpetually imprisoned or shackled; if it breaks free, it’s sure to kill a few hill giants before it’s brought down or it sprints away on a killing spree. The only time a mouth of Grolantor is set loose is during a war, a raid against an enemy settlement, or in a last-ditch defense of the tribe’s home. When the mouth of Grolantor has slaughtered and eaten its fill of the tribe’s enemies, it passes out amid the gory remains of its victims, making it easy to recapture. Traits Mouth of Madness : The giant is immune to confusion spells and similar magic. On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant’s turns to determine its action for that turn: 1–3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. 4–5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself. 6–7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn. 8–10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. Actions Bite : Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) piercing damage, and the giant magically regains hit points equal to the damage dealt. Fist : Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (hill giant)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Expansion":1,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Mouth of Grolantor","description":"Hill giants consume spoiled food and diseased carcasses with as much enthusiasm as children eating dessert and rarely suffer for such eating habits. When one of their kind becomes incapable of keeping down food, that giant is seen, among hill giant worshipers of the god Grolantor, as the vessel of a message from the deity. The sickened giant’s compatriots separate the giant from the rest of the community, often trapping them in a cage or tying them to a post. A priest of Grolantor visits the famished giant daily, trying to read portents in the puddles of bile the hill giant retches up. If the sickness soon passes, they allow the hill giant to rejoin society. If not, the hill giant is instead starved to the point of desperation so Grolantor’s hunger can be given a mouth in the world. A mouth of Grolantor is revered as a holy embodiment of Grolantor’s aching hunger. Unlike a typical sluggish hill giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitchy. Mouths are kept perpetually imprisoned or shackled; if they break free, they’re sure to kill anyone nearby before they’re brought down or escape on a killing spree. The only time mouths of Grolantor are set loose is during a war, during a raid against an enemy settlement, or in a last-ditch defense of Grolantor’s faithful. When a mouth of Grolantor has slaughtered and eaten their fill of enemies, they pass out amid the gory remains of their victims, making them easy to recapture. Traits Mouth of Chaos. The giant is immune to the confusion spell. On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant’s turns to determine its action for that turn: 1–3: The giant makes three Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. 4–5: The giant makes one Fist attack against each creature within reach. If no creatures are within reach, the giant makes one Fist attack against itself. 6–7: The giant makes one Bite attack against one random creature within reach. If no other creatures are within reach, its eyes glaze over and it is stunned until the start of its next turn. 8–10: The giant makes one Bite attack and two Fist attacks against one random creature within reach. If no creatures are within reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn. Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) piercing damage, and the giant magically regains hit points equal to the damage dealt. Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant (Hill Giant)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Mr. Dory","description":"One of the four councillors who rule the Styes, Mr. Dory hides his cursed nature in plain sight. His rare, liquid-sensitive “skin condition” is actually a form of the same aboleth affliction that creates skum, though Dory’s condition is not as severe, and he has managed to retain his free will. Traits Innate Spellcasting. Mr. Dory’s innate spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). Mr. Dory can innately cast the following spells, requiring no material components: At will: detect magic, detect thoughts, invisibility (self only) 2/day each: fear, fireball, fly 1/day each: cloudkill, etherealness Magic Resistance. Mr. Dory has advantage on saving throws against spells and other magical effects. Water Dependency. Mr. Dory takes 6 (1d12) acid damage at the end of every hour he goes without exposure to water. Actions Multiattack. Mr. Dory makes three attacks with his rapier. Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 7 (2d6) necrotic damage. Eye of Corruption (Recharge 5–6). Mr. Dory glares at a creature he can see within 30 feet of him. The target must make a DC 15 Constitution saving throw. On a failed save, it takes 27 (5d10) necrotic damage and 27 (5d10) poison damage and then gains vulnerability to both necrotic and poison damage for 1 minute. On a successful save, it takes half damage and does not gain the vulnerabilities.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":3905,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Mu Spore","description":"A mu spore is a rare fungoid monstrosity of vast power and strange intellect. Few mu spores are smaller than a hundred feet from tentacle tip to tentacle tip, yet despite this bulk, they are capable of flying with an uncommon grace. Exact appearances can vary, from the form of an immense, almost whale-like leviathan adrift in the air to a seething tangled carpet or canopy-strewn mass of fungus and tendrils. Actions Multiattack. The mu spore makes one bite attack or swallow attack, and up to two constrict attacks. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 29 (6d6+8) piercing damage and 21 (6d6) acid damage. Constrict. Melee Weapon Attack: +15 to hit, reach 10 ft., one Huge or smaller creature. Hit: 41 (6d10+8) bludgeoning damage. If the target is Huge or smaller, it is grappled (escape DC 20) and restrained until this grapple ends. Spore Cough (Recharge 4–6). A mu spore can release a cloud of burrowing spores in a 120-foot cone. The burrowing spores deal 110 (20d10) necrotic damage to all creatures and wooden structures in the area, or half damage to any creatures that succeed on a DC 16 Dexterity saving throw. Plants and plant creatures are immune to this damage. Swallow. The mu spore makes one bite attack against a Huge or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the mu spore, and it takes 90 (20d8) acid damage at the start of each of the mu spore’s turns. A mu spore can have only one creature swallowed at a time. If the mu spore takes 40 damage or more on a single turn from the swallowed creature, the mu spore must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the mu spore. If the mu spore dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Reactions Grasping Tendrils. When a creature within 5 feet of the mu spore hits it with a melee attack, sticky tendrils reach to grab the attacker. The creature must succeed on a DC 20 Dexterity saving throw or be restrained (escape DC 20).","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"plant","Alignment":"neutral","Expansion":17526,"Challenge Rating":21},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Mu Spore","description":"A mu spore is a thankfully rare plant of vast power and strange intellect. The smallest of mu spores (such as the one presented here) are never less than a hundred feet long from tentacle tip to tentacle tip and weigh a minimum of 200,000 pounds. They are covered in tentacles and eyes, with a vast mouth opening like a toothy cavern. Yet despite their vast bulk, mu spores are capable of flying with an uncommon grace, venting jets of foul-smelling spores to guide their flight through the air or even though space, able to hold their breath for long periods when flying through the void. Immensity. Mu spores dwell in vast caverns, but sometimes drift up to the surface through immense pits or tunnels—they have no fear of sunlight but prefer nocturnal habits. Mu spores are more than just ravenous eaters of nations—they possess uncommon intellects, and if peaceful contact can be made, their knowledge can be quite valuable. 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Others are Thrown together by apprentices on a bet or just to prove that hair can, indeed, be animated as a construct. The latter are the lesser golems, a set of golems that are rather easy to create but are often rather feeble when compared to their full-fledged brethren. Mundane Materials. The lesser golems of hair and mud are simply animated piles of those materials. Those made of glass and wood are sturdier and often ornamented in some fashion but are far less robust that iron or clay. Temple and Workshop Helpers. In many instances, a lesser golem is conjured or animated to remove some of the drudgery of daily tasks. Initiate Priests ask a hair golem to sweep the floors and remove spent candles from chapels. Apprentice Alchemists set mud or glass golems to stir cauldrons, pulverize noxious minerals, or feed fires. Construct Nature. A lesser golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Mud Golem","description":"Often mistaken for an earth elemental, the mud golem is a magical construct created for its amorphous nature and ability to appear as natural heaps of mud, making it ideal as an inconspicuous guardian in outdoor settings, such as a wizard's courtyard or garden. Sticky Body. A mud golem is a bane to weapon-wielding foes as any melee weapon that strikes the construct's body can become stuck fast if the attacker is not strong enough to pull it back out. Any creature caught by the golem's powerful limbs will soon find themselves getting smothered to death within the mud golem's body. Traits Amorphous. The golem can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the golem remains motionless, it is indistinguishable from a normal mudheap. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Sticky Body. When the golem is hit by a melee weapon attack, the attacker must succeed on a DC 15 Strength saving throw, or the weapon becomes stuck to the golem's body. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 15 Strength check and succeeding. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes two Slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until the grapple ends, the target takes 14 (2d8 + 5) bludgeoning damage at the start of each of the golem's turns and the golem can't use one of its Slam attacks. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The golem can grapple up to one Large creature or two Medium or smaller creatures at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Mud Hulk","description":"Well, while you're mourning, that thing is trying to engulf me in mud! Pardon me while I interpose a hand to keep it away from me. —Bigby The ancestors of mud hulks were hill giants who, living in isolation, ate everything within reach until they were forced to subsist on the earth itself. The giants’ elemental nature asserted itself and transformed them into creatures of living mud. A mud hulk vaguely resembles its ancestors, but its body consists of wet mud that constantly sloughs off around it, creating thick pools of the stuff everywhere the creature goes. It retains the hunger of a hill giant, enveloping anything even vaguely edible and directly absorbing it into its body. When threatened, it hurls masses of mud at its enemies to make sure they stay in place long enough for the mud hulk to consume them. Traits Amorphous. The mud hulk can move through a space as narrow as 1 inch without squeezing. Sticky Mud. The ground within 15 feet of the mud hulk is difficult terrain for other creatures. Actions Enveloping Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 13 Strength saving throw or be pulled into the mud hulk's space and be engulfed by the mud hulk. While engulfed, the target can't breathe, has the restrained condition, and takes 6 (1d12) acid damage at the start of each of its turns. When the mud hulk moves, the engulfed target moves with it. The mud hulk can have only one target engulfed at a time. While a creature is engulfed, the mud hulk can't use its Amorphous trait. An engulfed target can repeat the saving throw at the end of each of its turns. On a successful save, the target escapes and enters the nearest unoccupied space. Mud Splash. The mud hulk lobs a mass of mud that splashes in a 10-foot-radius sphere centered on a point within 30 feet of the mud hulk. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (2d6 + 3) bludgeoning damage on a failed save, or half as much damage on a successful one. The affected area is difficult terrain until the start of the mud hulk's next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Chaotic Evil","Expansion":24749,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Mud Mephit","description":"Mephits Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements. Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales. Elemental Nature. A mephit doesn’t require food, drink, or sleep. Mud Mephit Mud mephits are slow, unctuous creatures of earth and water. They drone their complaints to all who will listen, and beg incessantly for attention and treasure. Traits Death Burst : When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 ft. of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature’s next turn. False Appearance : While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud. Actions Fists : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage. Mud Breath (Recharge 6) : The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Variant: Summon Mephits (1/Day) : Some mephits can have an action option that allows them to summon other mephits. The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Source":"MM1","Alignment":"neutral evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Mud Orc","description":"The mud orc is one of the elemental orcs of Or’Mya. With dark yellow skin and large pointy ears, mud orcs are warriors and dress as such, painting their faces with mud as war paint and dressing in a combination of skins, rocks, and packed earthen clay to create makeshift armor. Often seen with groups of men (and everything else) eating mud puppies, mud orcs are relentless attackers who go into combat swinging their greatclubs with little care about the consequences. Traits Brute . A melee weapon deals one extra die of damage when the mud orc hits with it (included in the attack). Death Burst . When the mud orc dies, it explodes in a burst of mud. Each creature within 15 ft. of it must make a DC 13 Dexterity saving throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a successful one. Muddy Camouflage . The mud orc has advantage on Dexterity (Stealth) checks made to hide in muddy or earthen terrain. Actions Greatclub . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 11 (2d8 + 2) bludgeoning damage. Shortbow . Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 4 (1d6 + 1) piercing damage. ","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"chaotic evil","Expansion":8938,"Challenge Rating":"1/2"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Mud Puppy","description":"Mud puppies live on the bottoms of rivers, streams, and ponds, hiding themselves in vegetation and under rocks and logs. They come out at night to feed on anything they can find, including worms, snails, and fey if they can catch them. At about 2 feet in diameter, they have been known to try to eat Wardlings that they pin down as well. Their rusty brown color helps them camouflage into the mud, and their outer gills help them breath both in and out of water. Strong hunters, their teeth and claws are extremely sharp, and they can use them not only to attack their prey, but also to burrow through mud and earth without leaving a trace that they were there. Traits Amphibious . The mud puppy can breathe air and water. Earth Glide . The mud puppy can burrow through nonmagical, unworked earth. While doing so, the mud puppy doesn’t disturb the material it moves through. Pack Tactics . The mud puppy has advantage on any attack roll against a creature if at least one of the mud puppy’s allies is within 5 ft. of the creature and the ally isn’t incapacitated. Actions Multiattack . The mud puppy makes two attacks: one with its bite and one with its claws. Bite . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. ","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":8938,"Challenge Rating":1},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Mudmutt","description":"Matted fur slick with filth sticks out in bushy patches on this doglike creature. A long, sticky tongue lolls about, hanging from its frog-like mouth. When it croaks, fish are forced up to the surface, dead in the water. Mudmutts are big, frog-like canines that hunt insects and waterfowl in bogs, marshes, and swamps. Their powerful hind legs can propel them through thick mud, and their wide mouths can bellow with mangrove-shaking force. This impressive croak is dangerously painful and can be deadly if experienced underwater. A tongue stretchy and sticky tongue lolls in their big mouths. Mudmutts earned their name from the mud that cakes their coats after a full day of hunting. This heavy coating never seems to bother them and often helps them blend in with their surroundings. Playful and Energetic. When stumbling across a mudmutt in the wild, one must be careful and deliberate. Mudmutts are curious pack hunters that primarily hunt quick-moving prey, and they play with each other by hiding underwater, hopping about, and catching each other by surprise. Any sudden movement triggers a chase or play response, and interactions with mudmutts can escalate easily. Unfit Companions. Inexperienced travelers might see a mudmutt and compare it to more mundane canines, thinking to train it as a swamp-loving hunting dog. Unfortunately, their boundless energy, deafening croaks, and distracting appetites are obstacles to successful domestication. For these reasons, most communities familiar with mudmutts forbid keeping the creatures as hunting animals. Amphibious. The mudmutt can breathe air and water. Hop By. The mudmutt doesn't provoke opportunity attacks when it jumps out of an enemy's reach. Pack Tactics. The mudmutt has advantage on attack rolls against a creature if at least one of the mudmutt's allies is within 5 feet of the creature and the ally isn't incapacitated. Standing Leap. The mudmutt's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Swamp Camouflage. The mudmutt has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Multiattack. The mudmutt makes one Bite attack and one Kick attack. It can replace one Bite attack with one Sticky Tongue attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage. Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage. Sticky Tongue. Melee Weapon Attack: +8 to hit, reach 20 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pulled up to 15 feet toward to the mudmutt. Sonic Croak (Recharge 5-6). The mudmutt unleashes an ear-piercing croak in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 18 (4d8) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned. Creatures submerged in water have disadvantage on the saving throw and take 27 (6d8) thunder damage instead of 18 (4d8).","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Mudwretch","description":"In its resting form, a mudwretch looks like a large puddle of thick, dark mud, heaped at the center in a slightly drier patch of loam. When a living creature approaches, though, the mudwretch lurches upward, piling its muddy flesh upon itself to form a roughly humanoid shape, often in vague mockery of the approaching creature’s general form in cases where the creature is a humanoid itself. Mudwretches have a low level of intellect, and while they do not form societies or cultures of their own, they are attracted to ruins or abandoned settlements. Traits Mud Puddle. While the mudwretch remains motionless, it is indistinguishable from a puddle of mud. Magic Resistance. The mudwretch has advantage on saving throws against spells and other magical effects. Vulnerability to Desiccation. A mudwretch has disadvantage on saving throws against spells that deal fire damage. Actions Multiattack. The mudwretch makes two slam attacks or one spew mud attack. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. Spew Mud. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 10 (2d6+3) bludgeoning damage, and the target must succeed on a DC 13 Dexterity saving throw or be slowed for 1 minute, as per the slow spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"neutral","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Muiral","description":"Muiral was an accomplished human warrior who long served as Halaster’s bodyguard. His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. Muiral learned enough magic to transform himself into a half-scorpion monstrosity, becoming known as Muiral the Misshapen. He then retired to the level of Undermountain that would later be called Muiral’s Gauntlet, driving out and slaying its original drow denizens. Muiral now spends his days hunting adventurers and other interlopers for fun. Long years alone—and Halaster’s influence—have rendered him utterly insane. Traits Spellcasting. Muiral is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): dancing lights, mage hand, prestidigitation, ray of frost, shocking grasp 1st level (4 slots): expeditious retreat, fog cloud, magic missile, shield 2nd level (3 slots): darkness, knock, see invisibility, spider climb 3rd level (3 slots): animate dead, counterspell, lightning bolt 4th level (3 slots): greater invisibility, polymorph 5th level (2 slots): animate objects, wall of force 6th level (1 slot): create undead, flesh to stone 7th level (1 slot): finger of death Legendary Resistance (3/Day). If Muiral fails a saving throw, he can choose to succeed instead. Actions Multiattack. Muiral makes three attacks: two with his longsword and one with his sting. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands. Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 9 (1d10 + 4) piercing damage. The target must make a DC 16 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions Muiral can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Muiral regains spent legendary actions at the start of his turn. Cast Cantrip. Muiral casts a cantrip. Lunging Attack (Costs 2 Actions). Muiral makes one longsword attack that has a reach of 10 feet. Retreating Strike (Costs 3 Actions). Muiral moves up to his speed without provoking opportunity attacks. Before the move, he can make one longsword attack.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":7394,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Muiral","description":"Muiral was an accomplished human warrior who long served as Halaster’s bodyguard. His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. Muiral learned enough magic to transform himself into a half-scorpion monstrosity, becoming known as Muiral the Misshapen. He then retired to the level of Undermountain that would later be called Muiral’s Gauntlet, driving out and slaying its original drow denizens. Muiral now spends his days hunting adventurers and other interlopers for fun. Long years alone—and Halaster’s influence—have rendered him utterly insane. Traits Spellcasting. Muiral is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): dancing lights, mage hand, prestidigitation, ray of frost, shocking grasp 1st level (4 slots): expeditious retreat, fog cloud, magic missile, shield 2nd level (3 slots): darkness, knock, see invisibility, spider climb 3rd level (3 slots): animate dead, counterspell, lightning bolt 4th level (3 slots): greater invisibility, polymorph 5th level (2 slots): animate objects, wall of force 6th level (1 slot): create undead, flesh to stone 7th level (1 slot): finger of death Legendary Resistance (3/Day). If Muiral fails a saving throw, he can choose to succeed instead. Actions Multiattack. Muiral makes three attacks: two with his longsword and one with his sting. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands. Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 9 (1d10 + 4) piercing damage. The target must make a DC 16 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions Muiral can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Muiral regains spent legendary actions at the start of his turn. Cast Cantrip. Muiral casts a cantrip. Lunging Attack (Costs 2 Actions). Muiral makes one longsword attack that has a reach of 10 feet. Retreating Strike (Costs 3 Actions). Muiral moves up to his speed without provoking opportunity attacks. Before the move, he can make one longsword attack.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":29191,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Waterdeep - Dungeon of the Mad Mage"},{"name":"Mule","description":"Traits Beast of Burden : The mule is considered to be a Large animal for the purpose of determining its carrying capacity. Sure-Footed : The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Hooves : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Mule","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Beast of Burden : The mule is considered to be a Large animal for the purpose of determining its carrying capacity. Sure-Footed : The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone . Actions Hooves : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","AC":10,"HP":"11 (2d8+2)","CHA":5,"CON":13,"DEX":10,"INT":2,"STR":14,"WIS":10,"Size":"Medium","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066109/7YNZklphjbnVmKih5DSgdQ/original.png","Roll 0":"Hooves\n1d20 + 4\n1d4+2","Source":"5th Edition SRD","data-XP":25,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Beast of Burden\",\"Desc\":\"The mule is considered to be a Large animal for the purpose of determining its carrying capacity.\"},{\"Name\":\"Sure-Footed\",\"Desc\":\"The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.\"}]","data-Actions":"[{\"Name\":\"Hooves\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/8","Passive Perception":10,"data-CrNum":0.125,"data-AcNum":10,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mule","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Beast of Burden. The mule counts as one size larger for the purpose of determining its carrying capacity. Actions Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Mule","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Beast of Burden. The mule counts as one size larger for the purpose of determining its carrying capacity. Actions Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.","properties":{"Category":"Monsters","AC":10,"HP":"11 (2d8 + 2)","PB":2,"CHA":5,"CON":13,"DEX":10,"INT":2,"STR":14,"WIS":10,"Size":"Medium","Type":"Beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406408228/RkGHIvbEXGsN7IZUNFBBeA/original.png","data-XP":25,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Beast of Burden\",\"Desc\":\"The mule counts as one size larger for the purpose of determining its carrying capacity.\"}]","data-Actions":"[{\"Name\":\"Hooves\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":1,"data-DEX-mod":0,"data-INT-mod":"-4","data-STR-mod":2,"data-SizeNum":2,"data-WIS-mod":0,"Saving Throws":"Str +4, Dex +0, Con +1, Int -4, Wis +0, Cha -3","Challenge Rating":"1/8","Passive Perception":10,"data-CrNum":0.125,"data-AcNum":10,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Multivok Bodyguard","description":"Smaller than servoks, multivoks can speak and carry out commands, though their capacity for complexity is limited. While multivoks are humaniform, their masterfully crafted bodies lack the expression and fine articulation of humanoids. They were built to run and maintain ships and ore harvesters, survey dangerous or distant locations, guard nobles, and oversee servoks—tasks which many multivoks tirelessly attempt to continue today. Multivok Bodyguard. With arms ending in axe blades and repeating crossbows mounted on their shoulders, a multivok bodyguard cuts an impressive figure. They can activate a magnetic power to yank armored targets toward them and away from their charges. Multivok bodyguards that are still active are typically guarding the bones or possessions of their long-dead charge with unfaltering loyalty. Multivok Chief. One of the most advanced multivoks, a chief directs and coordinates other valok to get work done. They were built to oversee projects in the absence of steel dwarf supervisors. Each chief wields a targeting beam that allows them to direct other valok toward enemies and objects that require destruction. Active chiefs still roam the halls of the steel dwarves, organizing their fellow constructs to protect treasures, construct buildings, destroy invaders, and dig tunnels. Traits Immutable Form. The bodyguard is immune to any power, spell, or effect that would alter their form. Supernatural Resistance. The bodyguard has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The bodyguard makes three attacks using Axe Arm, Repeating Crossbow, or both. Axe Arm. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. If the target is wielding at least one weapon, they must make a DC 16 Strength saving throw. On a failed save, the target drops one weapon they wield of the bodyguard’s choice, and the bodyguard kicks it up to 15 feet away. Repeating Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 16 (3d10) piercing damage. Bonus Actions Magnetic Pull. Each enemy wearing metal armor or made of metal within 30 feet of the bodyguard must succeed on a DC 15 Strength saving throw or be pulled up to 15 feet toward the bodyguard. Reactions Valiar Cloak. When an attack hits a Medium or smaller ally the bodyguard can see within 5 feet of them, the bodyguard forces the attacker to reroll the attack against the bodyguard instead.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Multivok Chief","description":"Smaller than servoks, multivoks can speak and carry out commands, though their capacity for complexity is limited. While multivoks are humaniform, their masterfully crafted bodies lack the expression and fine articulation of humanoids. They were built to run and maintain ships and ore harvesters, survey dangerous or distant locations, guard nobles, and oversee servoks—tasks which many multivoks tirelessly attempt to continue today. Multivok Bodyguard. With arms ending in axe blades and repeating crossbows mounted on their shoulders, a multivok bodyguard cuts an impressive figure. They can activate a magnetic power to yank armored targets toward them and away from their charges. Multivok bodyguards that are still active are typically guarding the bones or possessions of their long-dead charge with unfaltering loyalty. Multivok Chief. One of the most advanced multivoks, a chief directs and coordinates other valok to get work done. They were built to oversee projects in the absence of steel dwarf supervisors. Each chief wields a targeting beam that allows them to direct other valok toward enemies and objects that require destruction. Active chiefs still roam the halls of the steel dwarves, organizing their fellow constructs to protect treasures, construct buildings, destroy invaders, and dig tunnels. Traits Immutable Form. The chief is immune to any power, spell, or effect that would alter their form. Supernatural Resistance. The chief has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The chief makes three attacks using Pneumatic Fist, Targeting Beam, or both. Pneumatic Fist. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. If the target is Medium or smaller, the chief can push them up to 10 feet away. Targeting Beam. Ranged Spell Attack: +10 to hit, range 150 ft., one target. Hit: 26 (4d12) force damage, and the target is marked by a beam of red light until the end of the chief’s next turn. While the target is marked, attack rolls against them have advantage. Bonus Actions Chief’s Command. The chief shouts a command to an ally within 60 feet of them who can hear them. The ally can either move up to their speed without provoking opportunity attacks or make a melee attack (no action required).","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":14},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mummified Immortal","description":"Mummies While mummy lords will deign to rise from their slumber in order to protect their treasures, no one really wants to get out of bed. Accordingly, nobles of the Lotof’s End desert choose their most prized bodyguards to be blessed with the ‘serpent’s grace’—a blessing that imbues them with undeath and serpent-like deadliness. Though saved from death, these indefatigable immortals are doomed to an eternal, joyless half-life, traipsing the sandstone halls of their betters. Beginnings of Biomancy. Researchers of the Lotof Desert posit that this serpentine-humanoid fusion was, in fact, the true genesis of the school of biomancy. Analyses of early hieroglyphics show a figure not dissimilar to Dr. Francis N. Stein visiting a desert lord and observing the ritual. Of course, this would make Dr. Stein, the grandfather of biomancy, over a thousand years old, which couldn’t possibly be correct... right?","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Mummy","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The mummy can use its Dreadful Glare and makes one attack with its rotting fist. Rotting Fist : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare : The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords ) for the next 24 hours.","properties":{"Category":"Monsters","AC":"11 (Natural Armor)","HP":"58 (9d8+18)","CHA":12,"CON":15,"DEX":8,"INT":6,"STR":16,"WIS":10,"Size":"Medium","Type":"undead","Speed":"20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066118/4d5DapirfzxGqG1Ckb7Yfw/original.png","Roll 0":"Rotting Fist\n1d20 + 5\n2d6+3","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":700,"Alignment":"Lawful Evil","Languages":"The Languages It Knew In Life","data-List":"false","Immunities":"Necrotic, Poisoned","Token Size":1,"Resistances":"bludgeoning, piercing, and slashing from nonmagical attacks","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The mummy can use its Dreadful Glare and makes one attack with its rotting fist.\"},{\"Name\":\"Rotting Fist\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"3d6\",\"Damage 2 Type\":\"necrotic\",\"Desc\":\"If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic\"},{\"Name\":\"Dreadful Glare\",\"Desc\":\"The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.\"}]","data-CHA-mod":"+1","data-CON-mod":"+2","data-DEX-mod":"-1","data-INT-mod":"-2","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Wis +2","Vulnerabilities":"Fire","Challenge Rating":3,"Passive Perception":10,"Condition Immunities":"Charmed, Exhaustion, Frightened, Paralyzed, Poisoned","data-CrNum":3,"data-AcNum":11,"data-HpNum":58},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mummy","description":"“Before opening a sarcophagus, light a torch.” —X the Mystic’s 7th rule of dungeon survival Mummies Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse. Preserved Wrath. The long burial rituals that accompany a mummy’s entombment help protect its body from rot. In the embalming process, the newly dead creature’s organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages. The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy’s linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise. The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. Creature of Ritual. A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. The overwhelming terror that foreshadows a mummy’s attack can leave the intended victim paralyzed with fright. In the days following a mummy’s touch, a victim’s body rots from the outside in, until nothing but dust remains. Ending a Mummy’s Curse. Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed. More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can’t be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath. Undead Archives. Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation. Undead Nature. A mummy doesn’t require air, food, drink, or sleep. Actions Multiattack : The mummy can use its Dreadful Glare and makes one attack with its rotting fist. Rotting Fist : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10, 3d6, for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare : The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies, but not mummy lords, for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Mummy","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"Lawful Evil","Expansion":21300,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Mummy","description":"Mummies are humanoids raised from the dead via a complex series of magical rituals. The process tethers a creature’s soul to their earthly body, preventing them from crossing into true death. Complex Ritual. Preventing a soul from finding eternal peace requires extraordinary magical effort. As part of the mummification process, a corpse is embalmed and wrapped in cloth imbued with necromantic power. While different cultures practice various embalming methods, all result in a desiccated version of the body encased in a protective, flexible casing. Guardians, Prisoners, and Power. Mummification is reserved for situations of grave import. A great hero may voluntarily be mummified upon death to eternally guard future generations or a holy relic. On the other hand, a great villain may be mummified to prevent them from escaping their crimes through death. Still others with means become mummies for one simple reason: to live forever. Secrets of the Beyond. Existing in a realm between life and death grants mummies insight into the universe’s great mysteries—and imbues them with unique power over living souls. When a mummy awakens to defend themself or their charge, they can use these powers to hamper foes with potent debilitating curses. Traits Flammable. Whenever the mummy takes fire damage, they take an extra 5 (1d10) fire damage. Mummy Dust. Whenever the mummy takes piercing or slashing damage, each creature within 5 feet of them takes 4 (1d8) poison damage. Actions Multiattack. The mummy makes two Desiccating Slam attacks and uses Guardian Curse. Desiccating Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Until the start of the mummy’s next turn, the target’s speed is reduced by 10 feet and the target can’t regain hit points. Guardian Curse. The mummy calls down a scourge on one creature they can see within 60 feet of them. The target must succeed on a DC 13 Wisdom saving throw or be cursed. While cursed in this way, whenever the target takes damage, they take an extra 3 (1d6) necrotic damage that can’t be reduced in any way. The curse lasts until removed by a cure ailment power, a remove curse spell, or a similar supernatural effect. A target who succeeds on their saving throw is immune to the Guardian Curse of all mummies for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mummy","description":"Traits Flammable. Whenever the mummy takes fire damage, they take an extra 5 (1d10) fire damage. Mummy Dust. Whenever the mummy takes piercing or slashing damage, each creature within 5 feet of them takes 4 (1d8) poison damage. Actions Multiattack. The mummy makes two Desiccating Slam attacks and uses Guardian Curse. Desiccating Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Until the start of the mummy’s next turn, the target’s speed is reduced by 10 feet and the target can’t regain hit points. Guardian Curse. The mummy calls down a scourge on one creature they can see within 60 feet of them. The target must succeed on a DC 13 Wisdom saving throw or be cursed. While cursed in this way, whenever the target takes damage, they take an extra 3 (1d6) necrotic damage that can’t be reduced in any way. The curse lasts until removed by a cure ailment power, a remove curse spell, or a similar supernatural effect. A target who succeeds on their saving throw is immune to the Guardian Curse of all mummies for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":28288,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Mummy Cat","description":"Small feline forms are enwrapped with burial shrouds, although small tufts of dried fur poke through gaps here and there. Traits Keen Smell: The mummy cat has advantage on Wisdom (Perception) checks that rely on smell. Surprise Attack: If the mummy cat surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 3 (1d6) damage from the attack. Actions Suggestive Aura: As an action, if the mummy cat does not attack and instead shows signs of affection, it releases a suggestive aura in a 5-foot radius, similar to the suggestion spell. The target must make a DC 10 Wisdom saving throw. Failure indicates the target can’t attack the mummy cat during its display of affection, which can last up to 1 minute. Rotting Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 slashing damage plus 3 (1d6) necrotic damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or be cursed with mummy rot. A cursed target can’t regain hit points, and its maximum hit points decrease by 3 (1d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"lawful evil","Expansion":20844,"Challenge Rating":"1/4"},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Mummy Lord","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Magic Resistance : The mummy lord has advantage on saving throws against spells and other magical effects. Rejuvenation : A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. Spellcasting : The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: • Cantrips (at will): sacred flame , thaumaturgy • 1st level (4 slots): command , guiding bolt , shield of faith • 2nd level (3 slots): hold person , silence , spiritual weapon • 3rd level (3 slots): animate dead , dispel magic • 4th level (3 slots): divination , guardian of faith • 5th level (2 slots): contagion , insect plague • 6th level (1 slot): harm Actions Multiattack : The mummy can use its Dreadful Glare and makes one attack with its rotting fist. Rotting Fist : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare : The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Attack : The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. Blinding Dust : Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. Blasphemous Word (Costs 2 Actions) : The mummy lord utters a blasphemous word. Each non- undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn. Channel Negative Energy (Costs 2 Actions) : The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. Whirlwind of Sand (Costs 2 Actions) : The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified , knocked prone , restrained , or stunned . Equipment worn or carried by the mummy lord remain in its possession.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"97 (13d8+39)","CHA":16,"CON":17,"DEX":10,"INT":11,"STR":18,"WIS":18,"Size":"Medium","Type":"undead","Speed":"20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"Rotting Fist\n1d20 + 9\n3d6+4+6d6","Senses":"Darkvision 60 Ft.","Skills":"History +5, Religion +5","Source":"5th Edition SRD","data-XP":"13,000","Alignment":"Lawful Evil","Languages":"The Languages It Knew In Life","data-List":"false","Immunities":"Necrotic, Poison; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks","Spell Book":"Sacred Flame, Thaumaturgy, Command, Guiding Bolt, Shield Of Faith, Hold Person, Silence, Spiritual Weapon, Animate Dead, Dispel Magic, Divination, Guardian Of Faith, Contagion, Insect Plague, Harm","Token Size":1,"data-LANum":3,"data-Spells":"{\"spells\":{\"cantrips\":[\"sacred flame\",\"thaumaturgy\"],\"1st\":[\"command\",\"guiding bolt\",\"shield of faith\"],\"2nd\":[\"hold person\",\"silence\",\"spiritual weapon\"],\"3rd\":[\"animate dead\",\"dispel magic\"],\"4th\":[\"divination\",\"guardian of faith\"],\"5th\":[\"contagion\",\"insect plague\"],\"6th\":[\"harm\"]}}","data-Traits":"[{\"Name\":\"Magic Resistance\",\"Desc\":\"The mummy lord has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Rejuvenation\",\"Desc\":\"A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.\"},{\"Name\":\"Spellcasting\",\"Desc\":\"The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: \\u2022 Cantrips (at will): sacred flame, thaumaturgy \\u2022 1st level (4 slots): command, guiding bolt, shield of faith \\u2022 2nd level (3 slots): hold person, silence, spiritual weapon \\u2022 3rd level (3 slots): animate dead, dispel magic \\u2022 4th level (3 slots): divination, guardian of faith \\u2022 5th level (2 slots): contagion, insect plague \\u2022 6th level (1 slot): harm\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The mummy can use its Dreadful Glare and makes one attack with its rotting fist.\"},{\"Name\":\"Rotting Fist\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"3d6 + 4\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"6d6\",\"Damage 2 Type\":\"necrotic\",\"Desc\":\"If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic\"},{\"Name\":\"Dreadful Glare\",\"Desc\":\"The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.\"}]","data-CHA-mod":"+3","data-CON-mod":"+3","data-DEX-mod":"+0","data-INT-mod":"+0","data-STR-mod":"+4","data-SizeNum":4,"data-WIS-mod":"+4","Saving Throws":"Con +8, Int +5, Wis +9, Cha +8","Vulnerabilities":"Fire","Challenge Rating":15,"Passive Perception":14,"Condition Immunities":"Charmed, Exhaustion, Frightened, Paralyzed, Poisoned","data-Legendary Actions":"[{\"Name\":\"Attack\",\"Desc\":\"The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.\"},{\"Name\":\"Blinding Dust\",\"Desc\":\"Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.\"},{\"Name\":\"Blasphemous Word (Costs 2 Actions)\",\"Desc\":\"The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.\"},{\"Name\":\"Channel Negative Energy (Costs 2 Actions)\",\"Desc\":\"The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.\"},{\"Name\":\"Whirlwind of Sand (Costs 2 Actions)\",\"Desc\":\"The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.\"}]","data-CrNum":15,"data-AcNum":17,"data-HpNum":97},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Mummy Lord","description":"“Before opening a sarcophagus, light a torch.” —X the Mystic’s 7th rule of dungeon survival Mummies Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse. Preserved Wrath. The long burial rituals that accompany a mummy’s entombment help protect its body from rot. In the embalming process, the newly dead creature’s organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages. The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy’s linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise. The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. Creature of Ritual. A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. The overwhelming terror that foreshadows a mummy’s attack can leave the intended victim paralyzed with fright. In the days following a mummy’s touch, a victim’s body rots from the outside in, until nothing but dust remains. Ending a Mummy’s Curse. Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed. More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can’t be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath. Undead Archives. Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation. Undead Nature. A mummy doesn’t require air, food, drink, or sleep. Mummy Lord In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and bronze armor etched with devices of dynasties that fell a thousand years before. Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings’ prayers by imparting divine spells. Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature’s heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs. As long as its shriveled heart remains intact, a mummy lord can’t be permanently destroyed. When it drops to 0 hit points, the mummy lord turns to dust and re-forms at full strength 24 hours later, rising out of dust in close proximity to the canopic jar containing its heart. A mummy lord can be destroyed or prevented from re-forming by burning its heart to ashes. For this reason, a mummy lord usually keeps its heart and viscera in a hidden tomb or vault. The mummy lord’s heart has AC 5, 25 hit points, and immunity to all damage except fire. A Mummy Lord’s Lair A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps its greatest treasures. A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can’t use the same effect two rounds in a row. • Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round. • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round. • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted. Regional Effects A mummy lord’s temple or tomb is warped in any of the following ways by the creature’s dark presence: • Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled—wine turning to vinegar, for instance. • Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent. • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic. If the mummy lord is destroyed, these regional effects end immediately. Traits Magic Resistance : The mummy lord has advantage on saving throws against spells and other magical effects. Rejuvenation : A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart. Spellcasting : The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared: • Cantrips (at will): sacred flame, thaumaturgy • 1st level (4 slots): command, guiding bolt, shield of faith • 2nd level (3 slots): hold person, silence, spiritual weapon • 3rd level (3 slots): animate dead, dispel magic • 4th level (3 slots): divination, guardian of faith • 5th level (2 slots): contagion, insect plague • 6th level (1 slot): harm Actions Multiattack : The mummy can use its Dreadful Glare and makes one attack with its rotting fist. Rotting Fist : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10, 3d6, for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare : The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Attack : The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare. Blinding Dust : Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn. Blasphemous Word (Costs 2 Actions) : The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn. Channel Negative Energy (Costs 2 Actions) : The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn. Whirlwind of Sand (Costs 2 Actions) : The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"lawful evil","Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Mummy Rotwrap","description":"Mummies are humanoids raised from the dead via a complex series of magical rituals. The process tethers a creature’s soul to their earthly body, preventing them from crossing into true death. Complex Ritual. Preventing a soul from finding eternal peace requires extraordinary magical effort. As part of the mummification process, a corpse is embalmed and wrapped in cloth imbued with necromantic power. While different cultures practice various embalming methods, all result in a desiccated version of the body encased in a protective, flexible casing. Guardians, Prisoners, and Power. Mummification is reserved for situations of grave import. A great hero may voluntarily be mummified upon death to eternally guard future generations or a holy relic. On the other hand, a great villain may be mummified to prevent them from escaping their crimes through death. Still others with means become mummies for one simple reason: to live forever. Secrets of the Beyond. Existing in a realm between life and death grants mummies insight into the universe’s great mysteries—and imbues them with unique power over living souls. When a mummy awakens to defend themself or their charge, they can use these powers to hamper foes with potent debilitating curses. Traits Minion. If the rotwrap takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the rotwrap takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Words of Ancient Doom (Group Attack). Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 4 necrotic damage, and if three or more rotwraps joined the attack, the target can’t speak or use telepathy until the end of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Mummy, Peat","description":"Wearing tattered and muddy clothing, the creature looks like a common villager who ran into trouble in the swamp, though its leathery skin and dead eyes betray its undead state. Peat mummies are the undead remains of innocents who were murdered by drowning in a swamp. The mud of the bog preserves the body while the unquiet spirit festers within it. The resulting mummy is a rage-fueled shell that seeks vengeance against the people it blames for its condition. Since becoming a peat mummy can take decades, the unfortunates who suffer the creature's wrath are often unaware of its existence. Murderers of Murderers. If the parties responsible for the peat mummy's condition are still alive at its return, the undead horror vents its fury on them. Peat mummies are completely single-minded. They feel no remorse about collateral damage, and they always take the most direct route to their prey, even if it brings them into conflict with others. If a peat mummy can't find its killer, it goes on a killing spree that ceases at night, when it returns to its muddy grave, only to begin anew the following day. Even the most talented necromancers can't reason with an enraged peat mummy on the killing path. Bog Melt. A creature afflicted with the peat mummy's bog melt curse can't regain hp, and its hp maximum is reduced by 7 (2d6) for every 24 hours that elapse. In addition, when the cursed creature starts its turn within 30 feet of a creature it can see, it has a 50 percent chance of going into a rage until the end of its turn. While in a rage, the cursed creature must attack the nearest creature. If no creature is near enough to move to and attack, the cursed creature stalks off in a random direction, seeking a target for its rage. The curse lasts until it is lifted by a remove curse spell or similar magic. If the curse reduces the creature's hp maximum to 0, the creature dies, and its body dissolves into a viscous puddle of goo. Carnivorous creatures with an Intelligence of 3 or lower that can see or smell the goo must succeed on a DC 15 Wisdom saving throw or drink the goo. After 1 minute, the creature's Bite, Claw, or Slam attack becomes infused with the curse, and any creature hit by that attack must succeed on a DC 15 Constitution saving throw or be cursed with bog melt. Noxious Slurry. A creature that hits the peat mummy with a melee weapon attack that deals slashing damage while within 5 feet of the mummy must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn as noxious fumes and liquefied flesh spray from the wound. Undead Nature. The peat mummy doesn't require air, food, drink, or sleep. Actions Multiattack. The peat mummy makes two Rabid Bite attacks. If the mummy hits one creature with both attacks, the target must succeed on a DC 15 Constitution saving throw or be cursed with bog melt (see the Bog Melt trait). Rabid Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Mummy, Scroll","description":"Parchment inscribed with arcane writing completely covers this creature, leaving room only for its glowing, purple eyes. A scroll mummy expedites its passage into undeath through an arcane ritual that consumes several scrolls, while incorporating the surviving scrolls into the creature’s body, similarly to burial wrappings for an ordinary mummy. Curseless. This alternate mummy doesn’t carry the same curse as one created through a burial ritual, but its unique, arcane creation does make it particularly deadly to spellcasters. Obsessed with knowledge, the scroll mummy siphons spells from spellbooks, scrolls, and even other spellcasters and inscribes them onto empty parchment on its body. A scroll mummy can use the spells it has inscribed onto its body and jealously guards those scrolls for fear of losing their power. Powerful scroll mummies wrapped in extremely potent scrolls are said to exist but have yet to emerge from their hidden lairs. Undead Nature. A scroll mummy doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Mummy, Venomous","description":"This shambling corpse warrior is draped in stained linen wrappings. Green liquid drips from rents in the fabric. Servant of the Scorpion Goddess. These mummies are crafted by Selket’s faithful to guard holy sites and tombs and to serve as agents of the goddess’s retribution. Should Selket or her faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples. Venomous mummies delight in wreaking deadly vengeance against those who disrespect the goddess. Death to Blasphemers. In most cases, retribution is limited to people who actually undertook the acts of blasphemy, but if her priests determine that an entire community has grown heretical and earned Selket’s wrath, they may set mummies loose against the entire populace. Deadly Smoke. Burning a venomous mummy is a terrible idea; the smoke of their immolation is toxic. Traits Selket’s Venom: The venomous mummy’s body and wrappings are magically imbued with substances that are highly toxic. Any creature that comes in physical contact with the venomous mummy (e.g., touching the mummy bare-handed, grappling, using a bite attack) must succeed on a DC 12 Constitution saving throw or be poisoned with Selket’s venom. The poisoned target takes 3 (1d6) poison damage every 10 minutes. Selket’s venom is a curse, so it lasts until ended by the remove curse spell or comparable magic. Toxic Smoke: The venomous mummy’s poison-imbued wrappings and flesh create toxic fumes when burned. If a venomous mummy takes fire damage, it is surrounded by a cloud of toxic smoke in a 10-foot radius. This cloud persists for one full round. A creature that starts its turn inside the cloud or enters it for the first time on its turn takes 14 (4d6) poison damage, or half damage with a successful DC 12 Constitution saving throw. Actions Venomous Fist: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 10 (2d6 + 3) Bludgeoning damage plus 10 (3d6) Necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be affected by the Selket’s venom curse [see trait above].","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Lawful evil","Expansion":3,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Mumus","description":"The mumus thrives on the fear of others, especially those of children. This malicious fey creature grows in power with every frightened or panicked creature around it. It can heighten such emotions to a level where its victim cowers in fear in one place or even dies when looking it in the eye","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":3},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Munaciello","description":"A munaciello is a non-evil ghost variant that haunts homes where families live, making pranks but also leaving small signs of its favor. It appears as a spectral apparition of a lean, emaciated child with sunken eyes, wearing a tattered friar’s robe, flashes for a moment before your eyes. You manage to catch a faint smile on its face before it vanishes again. Plague Spirit. It is said to be the ghost of a child dead by disease; in old times, parents dressed weak and ill children as monks, consecrating them to Heaven in exchange for recovery. That’s why a munaciello wears monastic robes, even in death (“munaciello” means “little monk”). Mostly, this spirit is retained in the world of the living by a regret of its unfulfilled childhood or a desire of revenge for being bullied by adults or other children when it was alive. Solitary Spirit . There’s always only one munaciello in a house. It can be an unlucky presence, causing small items to be lost, clothes to unstitch, food and milk to go bad. If its death came at the beginning of adolescence, leaving it the regret of not having known love, it can vent its frustration by touching young women in improper ways; younger munacielli may only desire to play and will manifest as spectral laughter in dark rooms and sudden voices calling the family’s children in the middle of the night. A family sometimes is forced to have the spirit exorcized, but this could attract bad luck too.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic neutral","Expansion":30635,"Challenge Rating":2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Murach Vargs","description":"Actions Charge! (recharge short/long rest). Murach Vargs chooses any number of legion orcs within 30 feet who can hear him. Until the end of each affected legion orc’s next turn, it can use its bonus action to move up to its speed towards a hostile creature. Murach Vargs can then move his speed and make one melee attack as a bonus action. Verdatch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"neutral evil","Expansion":30501,"Challenge Rating":1},"publisher":"Edge Studio","book":"Midnight - A Single Spark"},{"name":"Muraenid","description":"Emerging from a crevice in the reef, this yellowish, serpentine creature is covered in a leopard's dark spots. Its small eyes shine with intelligence, and its teeth promise malice. Muraenids are malicious, intelligent moray eels with a touch of magical prowess. They make their homes in vast networks of tunnels and chambers inside coral reefs and the walls of ocea n trenches. Ancient Aboleth Minions. Eons ago, the muraenids served the aboleth when the aberrations ruled over the oceans as if they were gods. When aboleth domination declined with the growing influence of true deities, the muraenids seized their chance at freedom. Pledging allegiance to the new gods of the deep, the muraenids escaped aboleth control. To this day, the aboleth have neither forgotten nor forgiven the muraenids' disloyalty. Devout Worshipers. Free from enslavement, the muraenids seek to conquer and enslave the ocean's inhabitants in the name of their dark gods. This brings them into frequent conflict with merfolk, aquatic elves, and sahuagin. Muraenids sacrifice captives in their cavernous coral cathedrals to honor the demon lord Chemosh (see Creature Codex ), water-dwelling old ones, and other sinister gods o f the seas. New Lords of the Deep. Although the muraenids' telekinetic powers allow them to manipulate objects, they also dominate aquatic beasts as servants, especially many-armed giant octopuses. Ships sailing near reefs under muraenid control sometimes come under attack by a muraenid pack and its giant octopus minions, grabbing those on deck and pulling them beneath the waves. Pack Tactics. The muraenid has advantage on attack rolls against a creature if at least one of the muraenid's allies is within 5 feet of the creature and the ally isn't inca pacitated. Speak with Aquatic Creatures. The muraenid can communicate with Beasts and Monstrosities that have a swimming speed as if they shared a language. Water Breathing. The muraenid can breathe only u nderwater. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the muraenid can Bite only the grappled creature and has advantage on attack rolls to do so. Telekinetic Grip. One creature the muraenid can see within 60 feet of it must succeed on a DC 13 Strength saving throw or be moved up to 30 feet in a direction of the muraenid's choice and be restrained until the start of the muraenid's n ext turn. If the muraenid targets an object weighing 300 pounds or less that isn't being worn or carried, the object is moved up to 30 feet in a direction of the muraenid's choice. The muraenid can also use this action to exert fine control on objects, such as manipulating a simple tool or opening a door or a container. Lord of the Fishes (1/Day). One Beast with a swimming speed that the muraenid can see within 30 feet of it must succeed on a DC 12 Wisdom saving throw or be magically charmed by the muraenid for 1 day, or until the muraenid dies or is more than 1 mile from the target. The charmed target obeys the muraenid's verbal or telepathic commands, can't take reactions, and can telepathically communicate with the muraenid over any distance, provided the two are on the same plane of existence. If the target suffers any harm, it can repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Murder Comet","description":"Evil spellcasters create murder comets by combining the essence of earth elementals with that of fire elementals. A murder comet looks like a screaming stone head wreathed in flame. It trails fire behind it as it flies through Wildspace, either singly or in a posse with other murder comets, looking for ships, crews, and other unsuspecting targets to destroy. A murder comet’s creator can bind their spirit to the comet. In this form, the comet’s creator becomes ageless and immortal, free to race across Wildspace without need for air, sleep, or sustenance. The murder comet’s face takes on the appearance of its creator’s, and its statistics change as follows: Replace the comet’s Intelligence, Wisdom, and Charisma scores with those of its creator. Replace the comet’s alignment and languages with those of its creator. Traits Explode. When the comet drops to 0 hit points, it explodes in a 20-foot-radius sphere centered on itself. Each creature in the sphere must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. Flyby. The comet doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Illumination. The comet sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Siege Monster. The comet deals double damage to objects and structures. Unusual Nature. The comet doesn’t require air, food, drink, or sleep. Actions Multiattack. The comet makes one Slam attack and one Spit Fire attack. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 7 (2d6) fire damage. Spit Fire. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 13 (2d10 + 2) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"typically neutral evil","Expansion":16643,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Murder of Crows","description":"Crows are common in the Stolen Lands and do not normally pose a danger to explorers of these wilds. Yet when a particularly large flock of them gathers, this murder of crows can become a dangerous threat. Large gatherings of crows are particularly drawn to towns or villages that have been recently abandoned, whether or not there’s a large amount of carrion left behind to feed on. Traits Enraged Cunning. A murder of crows can hound its prey through most barriers. Simple latches, unsecured chimney flues, loosely shuttered windows, and similar obstacles rarely keep a murder of crows away. A murder of crows automatically bypasses many of these simple obstructions and can attempt a DC 15 Dexterity ability check to get through more complex obstructions (such as closed windows or simple barricades). Distracting Horde. Creatures that share the swarm’s space or are within 5 feet of it have disadvantage on attack rolls and Constitution saving throws to maintain concentration. The area of the swarm is considered difficult terrain. Swarm. The Swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny beast. The swarm can’t regain hit points or gain temporary hit points. Actions Multiattack. The swarm can attack every creature in its space with swarming beaks. Swarming Beaks. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 16 (4d6+2) piercing damage, or 9 (2d6+2) piercing damage if the swarm has half of its hit points or lower, and the creature must succeed on a DC 14 Dexterity saving throw or become blinded until the end of the swarm’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Murder of Pitcrows","description":"Pitcrow Denizens of the Hells, pitcrows are capricious and opportunistic scavengers. With feathers of crimson so deep it is often mistaken for black, these large corvids are as likely to help a wandering adventurer as they are to report that adventurer to the local authorities. In fact, most pitcrows will often do both, for double the reward. Scouts & Cleaners. When a pitcrow can be bribed, coaxed, or coerced into working with others, they often find themselves in scouting roles. Single crows might stake out a building, crossroads, or grave, reporting their observations to a clandestine employer in exchange for choice scraps or jewellery. A demon lord or archdevil might enlist a whole murder to scout battlefields or harry routed enemies. Whatever the case, pitcrows do not seek to put themselves in danger and can always be found plucking at the viscera of corpses after a meeting of devils and demons. Self-Policing. Despite their selfish tendecies, pitcrow communities can grow surprisingly large and exhibit a kind of mass self-governance. Any individual found exploiting the common good is immediately ostracised and assaulted. Defecate too close to the communal blood pool? Get pecked to death. Exhibit a communicable disease? Get pecked to death. Produce more offspring than you can protect? They get pecked to death.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of Tiny fiends","Alignment":"lawful evil","Expansion":26720,"Challenge Rating":6},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Murder of Pitcrows","description":"Pitcrows Denizens of the Hells, pitcrows are capricious and opportunistic scavengers. With feathers of crimson so deep it is often mistaken for black, these large corvids are as likely to help a wandering adventurer as they are to report that adventurer to the local authorities. In fact, most pitcrows will often do both, for double the reward. Scouts & Cleaners. When a pitcrow can be bribed, coaxed, or coerced into working with others, they often find themselves in scouting roles. Single crows might stake out a building, crossroads, or grave, reporting their observations to a clandestine employer in exchange for choice scraps or jewellery. A demon lord or archdevil might enlist a whole murder to scout battlefields or harry routed enemies. Whatever the case, pitcrows do not seek to put themselves in danger and can always be found plucking at the viscera of corpses after a meeting of devils and demons. Self-Policing. Despite their selfish tendecies, pitcrow communities can grow surprisingly large and exhibit a kind of mass self-governance. Any individual found exploiting the common good is immediately ostracised and assaulted. Defecate too close to the communal blood pool? Get pecked to death. Exhibit a communicable disease? Get pecked to death. Produce more offspring than you can protect? They get pecked to death.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of Tiny fiends","Alignment":"lawful evil","Challenge Rating":6},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Murgrik","description":"This reptilian creature is built like an alligator with two extra mouths: one affixed to a stalk between its eyes and one toothy maw stretched over its belly. A batlike membrane connects its forelimbs to its body, and a tail made up of a dozen spinning tentacles propels the abomination in flight. Marshy Nightmares. Murgriks are consummate hunters and prefer to prey on intelligent creatures. They relish the fear their appearance provokes, and they augment this fear by generating terrifying wails from the stalks on their heads. Once they smell blood, they relentlessly attack and pursue prey until they or their prey die. Corrupted Alligators. Occasionally, deep parts of swamps cross planar boundaries into the Abyss. Those who study murgriks believe the creatures are ordinary alligators warped by their proximity to that plane. Their cruelty and preference for intelligent prey both lend credence to the notion that the Abyssa has influenced their mutations. Afraid of Herons. The only known way to deter a murgrik from attacking is to introduce a heron, real or illusory. The reason a murgrik retreats from herons is a mystery, but it may point to the existence of a demonic bird that preys on murgriks.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Mus","description":"Mus Mus are born from the lava that spreads from wherever Muspell emerges when it arrives in a world. Lava itself flows through the veins of their massive bodies. The mus are nearly untouched by any affliction that might harm mortals and live their life accordingly. Lesser beings are mostly ignored by them. Many-Eyed. The mus have numerous eyes, which grant them many advantages. Racers of the Flame. Mus craftspeople can forge massive horses and enchant them to a semblance of life. A mus riding such a steed must appear to others as a storm of flame and crackling energy. Unlike Other Yoten. The mus may be an advanced stage of the Yoten life cycle or an offshoot (or progenitor) of the Yoten. Though related, they do not share the same weaknesses that other Yoten exhibit.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Giant (Yoten)","Alignment":"Typically Evil","Expansion":25792,"Challenge Rating":18},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Musca Macedda","description":"This insectoid creature resembles a massive mosquito blended with other insects in a horrific hybrid. A furious buzzing rises from it as a hovering mass of black dots surrounds its rapidly fluttering wings like miniature bloodsucking companions. Its eyes are faceted but its mouth is crooked in a sinister smile below its long proboscis.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral","Expansion":30635,"Challenge Rating":7},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Muse","description":"Muses are the fey incarnation of inspiration, rousing poets, musicians, and artists to greater works of beauty. Each appears as a beautiful woman moving with impossible grace, a knowing smile on her lips. Muses are great scholars of all forms of artistic endeavor from poetry and music to theatre and dance. Each muse also specializes in one particular form of art or an academic field of study. Muses may spend centuries in their own private artistic creation and devotion to evoking beauty in the world. However, they often roam the world in mortal guise looking for particularly gifted mortal artists and scholars, whom they may observe for a time or offer their inspiration and encouragement to achieve great masterworks and illuminate the world with a touch of kindled joy.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic good","Expansion":30635,"Challenge Rating":16},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Mushroom Golem","description":"This golem has a vaguely humanoid body made from a single enormous green-spored parasol mushroom. A mushroom golem wears no clothing of any kind. It has no possessions and no weapons.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":5818,"Challenge Rating":10},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Musk Deer","description":"This miniature deer has no antlers but sports a prominent pair of long canine teeth. Its matted red-brown fur is mottled with white spots, and a heady odor surrounds it as it speeds away. Musk deer have their origins in cold northern climes, but their small size, and the ease with which they are tamed, makes them popular in warmer climates as well. Musk deer are skittish in the wild, but they can be wooed with patience and a steady supply of snacks. While their sharp canines indicate a carnivorous diet, they are mostly herbivorous, eating insects only when vegetation is scarce. Their impressive teeth are used primarily for defense. Hardy Travelers. Woodfolk, wanderers, and spellcasters all appreciate the company of a musk deer. If they are fed and groomed, musk deer are agreeable travel companions, though their odor can be a bother for travelers if the deer is startled. A musk deer can serve a spellcaster via the find familiar spell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Musk (Recharges after a Short or Long Rest). The musk deer emits a pungent musk around itself for 1 minute. While the musk is active, a creature that starts its turn within 10 feet of the deer must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For 1 hour after a creature fails this saving throw, other creatures have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track the creature, unless the creature spends at least 10 minutes washing off the musk. Sprinter. The musk deer takes the Dash action.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Musteval","description":"Mustevals resemble 2-foot tall humanoids with mustelid-like features. They have a slim body covered in soft white fur, with tufted ears, and piercing black eyes. They are charming, very inquisitive, and have a soft spot for literature and the performing arts, particularly dance, music, and theater. Because of their size, natural ability for diplomacy, and magical abilities that help alter or conceal their appearances, mustevals often serve as emissaries and spies. Crafty Tricksters. Mustevals always try to avoid physical combat. If they find themselves in one though, they use guile, opportunity, and melee attacks mixed with magic to distract their enemies and leaving them open and vulnerable to the mustevals' allies. Guardinals The noble guardinals are celestials that resemble animal-humanoid hybrids. Despite their bestial appearance, guardinals are the most honorable and pure-hearted beings one will ever encounter. Native to Elysium and the House of Nature, the guardinals embody virtue and good-naturedness without being constrained by law nor distracted by the chaos of freedom. They are welcoming, mirthful, and witty. Though they always seek to resolve conflict through peaceful means, guardinals are ready to fight if needed. Due to their nature, guardinals often clash with fiends, tyrants, and evil undead. Noble Heroes. While guardinals have no strict hierarchy as do the celestial archons, they recognize the authority and follow the guardinal paragons known as Talisid and the Five Companions. From time to time, guardinals may be called upon by deities of Elysium and the House of Nature to perform noble quests, at times aiding heroes from the Material Plane. Squads of guardinals also mount lightning raids and rescue missions in the Lower Planes. Traits Keen Smell. The musteval has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The musteval has advantage on saving throws against spells and other magical effects. Speak with Beasts. The musteval can communicate with beasts as if they shared a language. Actions Multiattack. The musteval makes one Dagger attack and casts one spell that takes 1 action to cast. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. The attack deals an extra 3 (1d6) damage if the musteval has advantage on the attack roll. Spellcasting. The musteval casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: alter self, detect evil and good, detect magic, vicious mockery 2/day each: dissonant whispers, heroism, invisibility Bonus Actions Cunning Action. The musteval takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Celestial","Alignment":"typically Neutral Good","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Musteval Guardinal","description":"Mustevals are small, mousy guardinals skilled at evading danger. Their speed, stealthy nature, and illusion magic make them adept spies, scurrying through the multiverse to serve greater forces of good. Guardinals Nomadic and peaceful, guardinals are animalistic Celestials who hail from Elysium. Guardinals resemble Humanoids with bestial traits. In their daily interactions, guardinals embody the beauty, calm, and righteousness of their home plane. Guardinals can be found throughout the Outlands, especially in Ecstasy, the gate-town to Elysium, and in Faunel, the gate-town to the Beastlands. While guardinals are usually friendly and slow to anger, their supernatural virtue puts them at odds with the evil beings of the Lower Planes. Guardinals abhor wickedness and strike out against injustice and villainy without hesitation, determined to eradicate forces that threaten beauty and peace. Traits Spellcasting. The musteval casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: At will: danc ing lights 1/day each: disguise self , in visibility Actions Multiattack. The musteval makes two Bone Blade attacks. Bone Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) radiant damage. Reactions Skirmish Movement. When a creature ends its turn within 5 feet of the musteval, the musteval can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Alignment":"typically neutral good","Expansion":26427,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Mutant (template)","description":"The mutant template can be applied to any living creature. It keeps its statistics, except as follows: Challenge. Applying the mutant template may alter a creature's Challenge level. Usually its Challenge will remain the same, but increasing one or more of its attack bonus, damage, number of attacks, or hit points are likely to raise its Challenge by +1. It is also possible to lower a creature's Challenge, for instance, by making a creature blind without giving it compensating features. Losing the ability to use weapons or armor may alter its AC. Type. A mutant gains the mutant tag. A mutant that was a beast becomes a monstrosity. Languages. A mutant that speaks also speaks Deep Speech. Deformities. Each mutant has one of the following deformities. It can take a second deformity to gain an additional mutation (detailed below). Blind. The mutant can't see and gains the blinded condition permanently unless it possesses another sense to compensate (such as blindsight). Deaf. The mutant can't hear and gains the deafened condition permanently. Fragile. When the mutant fails a Constitution save, until the end of its next turn it cannot make reactions and can take either an action or a bonus action but not both. Fractured Mind. When the mutant fails a Wisdom save, it is incapacitated for 1 round. Lame. The mutant's stunted legs reduce its base speed by 10 feet. This deformity can't be taken if the mutant's base speed is already slower than 20 feet. Light Sensitivity. While in bright light, the mutant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Mindless. The mutant has an Intelligence of 1 and a Charisma no higher than 2. The mutant does not use weapons, armor, and other equipment, and has no proficiencies that rely on Intelligence, Wisdom, or Charisma. This deformity could prevent the mutant from being eligible to take certain special abilities, at the GM's discretion. Misshapen. Humanoid mutants only. The mutant can't wear armor (including magic armor) fashioned for humanoid creatures. Armor made to fit the mutant costs twice as much. This will likely lower the mutant's AC and Challenge Rating. Poor Ability. The mutant gains -2 to one ability score. Spasms. When the mutant fails a Dexterity save, it is restrained for 1 round. Useless Arm. One of the mutant's arms is malformed and useless. If it has the Multiattack action, it loses one attack with that limb. It does not lose an attack that involves either or both arms, like an attack with both claws. This may lower the mutant's average damage and Challenge Rating. Vulnerability. The mutant is vulnerable to one energy type. If the base creature has innate resistance or immunity to that energy type, it loses those abilities. Mutations. The mutant gains a number of mutations based on its original Challenge level. Challenge Mutations 1 to 4 1 mutation 5 to 9 2 mutations 10 to 14 3 mutations 15 to 19 4 mutations 20+ 5 mutations @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatBlock1, li.StatBlock1, div.StatBlock1 {mso-style-name:\"Stat Block 1\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Stat Block 1 Char\"; margin-top:0cm; margin-right:0cm; margin-bottom:0cm; margin-left:9.35pt; text-indent:-9.35pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}span.StatBlock1Char {mso-style-name:\"Stat Block 1 Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Stat Block 1\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;} Several of these mutations grant Multiattack. If the base creature already has multiattack, these options may replace an existing Multiattack or provide a different set of options, as appropriate to the creature's limbs and attacks. If the creature wields weapons, a wielded weapon can replace a claw or slam attack associated with that limb. Armored. The mutant's AC increases by 1 if it has natural armor. If it has no natural armor, it gains natural armor and its AC becomes 12 + its Dexterify modifier. This ability can be taken multiple times. Changes to AC can affect the mutant's CR. Bulbous Eyes. The mutant gains darkvision to a range of 60 feet. Celerity. The mutant gains advantage on initiative checks. As a bonus action, the mutant can make a single weapon attack, the Dash action, or the Disengage action; it can do this once until this features recharges on a 5 or 6. This is likely to increase its CR. Echolocation. The mutant has blindsight with a radius of 30 feet as long as it is not deafened. Extra Arm. The mutant has an extra arm. If the mutant has an attack that uses either or both arms, such as an attack with claws, that attack's damage increases by one weapon die. The mutant also gains Multiattack: it makes a melee weapon or natural attack with each arm or forelimb that is able. It may use two arms to attack with a two-handed weapon instead. This ability can be taken multiple times, adding an arm each time. This may affect the mutant's CR. Feral. The mutant gains a bite attack that does 1d6 piercing damage and gains a claw attack that does 1d6 slashing damage for each arm or forelimb. If the creatures is Tiny, Small, or Medium, it uses the better of its Strength or Dexterity to calculate its attack bonus and damage bonus. If it is Large or bigger, it uses Strength, and the attack deals an additional die of weapon damage per size category bigger than Medium. If it already has these attacks, their damage improves by one additional weapon die. The creature gains Multiattack: it attacks once with its bite and once with its claws. This feature will usually increase the mutant's CR. Gills. The mutant can breathe air and water and has a swim speed equal to its base speed. Increased Speed. One of the mutant's speeds increases by 10 feet. If this mutation is taken multiple times, apply it to a different speed each time. Innate Spellcasting. The mutant gains innate spellcasting. The mutant's innate spellcasting ability is the highest of Intelligence, Wisdom, or Charisma. It can innately cast one of the following spells, requiring no material components, at will unless noted otherwise: charm person, dimension door (3/day), dominate monster, heat metal, mirror image, modify memory (1/day), shatter, shocking grasp, sleep, suggestion, telekinesis . The mutant can choose only spells with a level no higher than its original CR. This ability can be taken multiple times, choosing a different spell each time. Leaping. The mutant's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Mental Armor. As long as the mutant isn't incapacitated, its Armor Class is equal to 10 + its Dexterity modifier + its Intelligence modifier. It can substitute Charisma or Wisdom for Intelligence if it has innate spellcasting or psionic powers that use those abilities. Changes to AC can affect its CR. Powerful Ability. One of the mutant's ability scores increases by 2. If this increases its attack bonus, damage roll, hit points, or the saving throw DC of one of its features, this may increase its CR. Regeneration. The mutant regains 10 hit points at the start of its turn if it has at least 1 hit point. This can affect its CR. Resistance. The mutant has resistance to a single damage type. This special ability can be selected multiple times, for the same or different types. Selecting it twice for one energy type grants immunity instead. Resistance or immunity to two or more of bludgeoning, piercing, or slashing damage will usually increase its CR. Rugged. The mutant gains resistance to bludgeoning, piercing, or slashing damage from nonmagical attacks. This may increase the mutant's CR. Sealed Mind. The mutant is immune to being charmed or frightened and gains resistance to psychic damage. Slam. The mutant gains a slam attack that deals 1d6 bludgeoning damage. If the creatures is Tiny, Small, or Medium, it uses the better of its Strength or Dexterity to calculate its attack bonus and damage bonus. If it is Large or bigger, it uses Strength, and the attack deals an additional die of weapon damage per size category bigger than Medium. If it already has these attacks, their damage improves by one additional weapon die. The creature gains Multiattack: it makes a slam attack with each arm or forelimb. This feature will usually increase the mutant's CR. Stench. Any creature that starts its turn within 10 feet of the mutant must succeed on a Constitution saving throw or be poisoned until the start of its next turn. The DC is equal to 8 + the creature's proficiency bonus + the creature's Constitution modifier. On a successful saving throw, the creature is immune to the mutant's stench for 24 hours. Telepathy. The mutant has telepathy with a range of 100 feet and can innately cast detect thoughts at will, without using a spell slot or material components. Its spellcasting ability is its highest of Intelligence, Wisdom, or Charisma. Wings. The mutant grows wings, gaining a fly speed of 40 feet. 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Others take a more biological route, mutating their captives into hideous monstrosities with gangly, dragging limbs, extended jaws, or even tails and wings. These mutants bear a sickening resemblance to the creature they once were, a sight that is hideous to behold. A creature transformed into a mutant has undergone a near-permanent alteration, and can only be restored by a wish spell or similar magic. Traits Hideous Aspect. Any creature other than a mutant that starts its turn within 5 feet of mutant must succeed on a DC 13 Wisdom saving throw or be frightened of the mutant until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the hideous aspect of all mutants for 1 hour. Magic Resistance. The mutant has advantage on saving throws against spells and other magical effects. Mutant Type 1. The mutant has s wollen, red, protruding eyeballs. Actions Multiattack. The mutant makes three melee attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. Sleep Gaze (Type 1 Only). The mutant gazes at one creature it can see within 30 feet of it. The target must make a DC 13 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"unaligned","Expansion":20544,"Challenge Rating":4},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Mutant Type 2","description":"Some illithid communities attempt to better their thralls by augmenting them with psionic technology, or by kitting them out with magic items. Others take a more biological route, mutating their captives into hideous monstrosities with gangly, dragging limbs, extended jaws, or even tails and wings. These mutants bear a sickening resemblance to the creature they once were, a sight that is hideous to behold. A creature transformed into a mutant has undergone a near-permanent alteration, and can only be restored by a wish spell or similar magic. Traits Hideous Aspect. Any creature other than a mutant that starts its turn within 5 feet of mutant must succeed on a DC 13 Wisdom saving throw or be frightened of the mutant until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the hideous aspect of all mutants for 1 hour. Magic Resistance. The mutant has advantage on saving throws against spells and other magical effects. Mutant Type 2. The mutant has l eathery wings (50 ft. fly speed) and venom glands. Actions Multiattack. The mutant makes three melee attacks, or two ranged attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. Venom Glands (Type 2). Ranged Weapon Attack: +4 to hit, range 60/100 ft., one target. Hit: 8 (2d6 + 1) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"unaligned","Expansion":20544,"Challenge Rating":4},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Mutant Type 3","description":"Some illithid communities attempt to better their thralls by augmenting them with psionic technology, or by kitting them out with magic items. Others take a more biological route, mutating their captives into hideous monstrosities with gangly, dragging limbs, extended jaws, or even tails and wings. These mutants bear a sickening resemblance to the creature they once were, a sight that is hideous to behold. A creature transformed into a mutant has undergone a near-permanent alteration, and can only be restored by a wish spell or similar magic. Traits Hideous Aspect. Any creature other than a mutant that starts its turn within 5 feet of mutant must succeed on a DC 13 Wisdom saving throw or be frightened of the mutant until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the hideous aspect of all mutants for 1 hour. Magic Resistance. The mutant has advantage on saving throws against spells and other magical effects. Mutant Type 3. The mutant has a c hitinous carapace (AC 20) and venom glands. Actions Multiattack. The mutant makes three melee attacks, or two ranged attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. Venom Glands (Type 3). Ranged Weapon Attack: +4 to hit, range 60/100 ft., one target. Hit: 8 (2d6 + 1) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"unaligned","Expansion":20544,"Challenge Rating":4},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Mutant Type 4","description":"Some illithid communities attempt to better their thralls by augmenting them with psionic technology, or by kitting them out with magic items. Others take a more biological route, mutating their captives into hideous monstrosities with gangly, dragging limbs, extended jaws, or even tails and wings. These mutants bear a sickening resemblance to the creature they once were, a sight that is hideous to behold. A creature transformed into a mutant has undergone a near-permanent alteration, and can only be restored by a wish spell or similar magic. Traits Hideous Aspect. Any creature other than a mutant that starts its turn within 5 feet of mutant must succeed on a DC 13 Wisdom saving throw or be frightened of the mutant until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the hideous aspect of all mutants for 1 hour. Magic Resistance. The mutant has advantage on saving throws against spells and other magical effects. Mutant Type 4. The mutant has a d istended, drooping stomach and extended jaws. Actions Multiattack. The mutant makes three melee attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. Bite (Type 4). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage and the target is grappled (escape DC 13). Until the grapple ends, the mutant can’t bite another target. Swallow (Type 4). The mutant makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bites damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the mutant, and it takes 7 (2d6) acid damage at the start of each of the mutant’s turns. If the mutant takes 20 damage or more on a single turn from a creature inside it, the mutant must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the mutant dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"unaligned","Expansion":20544,"Challenge Rating":4},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Mutant Type 5","description":"Some illithid communities attempt to better their thralls by augmenting them with psionic technology, or by kitting them out with magic items. Others take a more biological route, mutating their captives into hideous monstrosities with gangly, dragging limbs, extended jaws, or even tails and wings. These mutants bear a sickening resemblance to the creature they once were, a sight that is hideous to behold. A creature transformed into a mutant has undergone a near-permanent alteration, and can only be restored by a wish spell or similar magic. Traits Hideous Aspect. Any creature other than a mutant that starts its turn within 5 feet of mutant must succeed on a DC 13 Wisdom saving throw or be frightened of the mutant until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the hideous aspect of all mutants for 1 hour. Magic Resistance. The mutant has advantage on saving throws against spells and other magical effects. Mutant Type 5. The mutant has e xtended jaws and a syringe-like stinger. Actions Multiattack. The mutant makes three melee attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. Bite (Type 5). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage and the target is grappled (escape DC 13). Until the grapple ends, the mutant can’t bite another target. Stinger (Type 5). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (2d4 +2) piercing damage, and the mutant regains hit points equal to equal to the damage the creature takes.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"unaligned","Expansion":20544,"Challenge Rating":4},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Mutant Type 6","description":"Some illithid communities attempt to better their thralls by augmenting them with psionic technology, or by kitting them out with magic items. Others take a more biological route, mutating their captives into hideous monstrosities with gangly, dragging limbs, extended jaws, or even tails and wings. These mutants bear a sickening resemblance to the creature they once were, a sight that is hideous to behold. A creature transformed into a mutant has undergone a near-permanent alteration, and can only be restored by a wish spell or similar magic. Traits Hideous Aspect. Any creature other than a mutant that starts its turn within 5 feet of mutant must succeed on a DC 13 Wisdom saving throw or be frightened of the mutant until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the hideous aspect of all mutants for 1 hour. Magic Resistance. The mutant has advantage on saving throws against spells and other magical effects. Mutant Type 6. The mutant has b oils protruding from its torso. Acidic Boils (Type 6). Any creature that touches the mutant or hits it with a melee attack while within 5 feet of it takes 3 (1d6) acid damage. In addition, when the mutant dies, it explodes in a burst of acid. Each creature within 10 feet of the mutant must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much on a successful one. Actions Multiattack. The mutant makes three melee attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"unaligned","Expansion":20544,"Challenge Rating":4},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Mutated Saber-Toothed Tiger","description":"A result of drow experimentation, the mutated saber-toothed tiger was an attempt to recreate the majesty of a displacer beast in a creature they could control. Blind Senses. The mutated saber-toothed tiger sees only by virtue of the tendrils grafted to its nervous system. It cannot sense creatures that are flying or are incorporeal, unless they come into contact with a tendril, in which case the mutated saber-toothed tiger can sense them for 1 round.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":4},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Mwaxanare","description":"At the tender age of seventeen, Princess Mwaxanaré (\"Naré\" for short) is the oldest living descendant of the royal families of Omu and the natural inheritor of their fallen kingdom. She and her six-year-old brother, Na, are guests of the aarakocra in Kir Sabal. The aarakocra aim to protect the young royals until such time as the evil in Omu has been vanquished. Mwaxanaré is too headstrong for her own good. She longs to claim her throne and will eagerly use adventurers to make that happen. Her tone is almost always condescending, and she doesn't take kindly to backtalk. After forging a pact with the Wind Dukes of Aaqa, ancient beings of the Outer Planes, the princess has become a fledgling warlock. Her hatred of physical labor allows her to put her mage hand and unseen servant spells to good use. Through her pact, she has also gained telepathy. The young Prince Na is a noncombatant with AC 10 and 3 hit points. Having lived among the aarakocra for most his life, Na considers himself one of them. He dresses like an aarakocra and prefers to speak Auran rather than Common. Mwaxanaré's Traits Ideal. \"One day, I shall rule Chult as queen.\" Bond. \"I have forged a pact with the Wind Dukes of Aaqa and will use their power to protect my brother and the aarakocra who watch over us.\" Flaw. \"I am a princess and must be addressed with the proper respect. I don't follow orders; I give them.\" Na's Traits Ideal. \"I want to become an aarakocra and learn how to fly like a bird!\" Bond. \"I love my sister and the aarakocra. They mean everything to me.\" Flaw. \"I know nothing of the world.\" Traits Spellcasting. Mwaxanaré is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells: Cantrips (at will): eldritch blast , mage hand 1st level (2 slots): charm person , protection from evil and good , unseen servant Actions Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful neutral","Expansion":7389,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Mwaxanare","description":"At the tender age of seventeen, Princess Mwaxanaré (“Naré” for short) is the oldest living descendant of the royal families of Omu and the natural inheritor of their fallen kingdom. She and her six-year-old brother, Na, are guests of the aarakocra in Kir Sabal. The aarakocra aim to protect the young royals until such time as the evil in Omu has been vanquished. Mwaxanaré is too headstrong for her own good. She longs to claim her throne and will eagerly use adventurers to make that happen. Her tone is almost always condescending, and she doesn’t take kindly to backtalk. After forging a pact with the Wind Dukes of Aaqa, ancient beings of the Outer Planes, the princess has become a fledgling warlock. Her hatred of physical labor allows her to put her mage hand and unseen servant spells to good use. Through her pact, she has also gained telepathy. The young Prince Na is a noncombatant with AC 10 and 3 hit points. Having lived among the aarakocra for most of his life, Na considers himself one of them. He dresses like an aarakocra and prefers to speak Auran rather than Common. Na’s Traits Ideal. “I want to become an aarakocra and learn how to fly like a bird!” Bond. “I love my sister and the aarakocra. They mean everything to me.” Flaw. “I know nothing of the world.” Mwaxanaré’s Traits Ideal. “One day, I shall rule Chult as queen.” Bond. “I have forged a pact with the Wind Dukes of Aaqa and will use their power to protect my brother and the aarakocra who watch over us.” Flaw. “I am a princess and must be addressed with the proper respect. I don’t follow orders; I give them.” Spellcasting. Mwaxanaré is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells: Cantrips (at will): eldritch blast, mage hand 1st level (2 slots): charm person, protection from evil and good, unseen servant Actions Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful neutral","Expansion":31454,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Mwaxanaré and Na","description":"At the tender age of seventeen, Princess Mwaxanaré (“Naré” for short) is the oldest living descendant of the royal families of Omu and the natural inheritor of their fallen kingdom. She and her six-year-old brother, Na, are guests of the aarakocra in Kir Sabal. The aarakocra aim to protect the young royals until such time as the evil in Omu has been vanquished. Mwaxanaré is too headstrong for her own good. She longs to claim her throne and will eagerly use adventurers to make that happen. Her tone is almost always condescending, and she doesn’t take kindly to backtalk. After forging a pact with the Wind Dukes of Aaqa, ancient beings of the Outer Planes, the princess has become a fledgling warlock. Her hatred of physical labor allows her to put her mage hand and unseen servant spells to good use. Through her pact, she has also gained telepathy. The young Prince Na is a noncombatant with AC 10 and 3 hit points. Having lived among the aarakocra for most of his life, Na considers himself one of them. He dresses like an aarakocra and prefers to speak Auran rather than Common. Mwaxanaré’s Traits Ideal. “One day, I shall rule Chult as queen.” Bond. “I have forged a pact with the Wind Dukes of Aaqa and will use their power to protect my brother and the aarakocra who watch over us.” Flaw. “I am a princess and must be addressed with the proper respect. I don’t follow orders; I give them.” Na’s Traits Ideal. “I want to become an aarakocra and learn how to fly like a bird!” Bond. “I love my sister and the aarakocra. They mean everything to me.” Flaw. “I know nothing of the world.”","properties":{"Category":"Monsters"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Myceloid","description":"The walking fungi known as myceloids feed off of decaying organic matter like many other fungi, yet unlike typical mushrooms or molds, they take particular pleasure in feeding from the rotting bodies of humanoids. Myceloids claim to be able to taste things like “innocence,” “despair,” and “hope” in the ripeness of rancid meat, although whether this is true or simply part of the myceloids’ twisted sense of humor is unclear. Most myceloids have deep purple caps studded with white lumps, and paler purple necks and bodies of tough, leathery fungus. Infectious Spores. Their spores grow tenaciously in living flesh, causing a rapid spread of painful purple lesions that, in advanced stages of the sickness, sprout tiny purple mushrooms; plucking these mushrooms is painful to the victim and causes bleeding. This condition, known as purple pox, is the method by which myceloids both season their meat and procreate. Myceloid captors. Myceloids prefer to capture victims alive for later infection and control. 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So many wonderful, life-giving things are that vibrant shade–pollen, the sun, and my Amber Decay. The world looks better in yellow. Mycete A peculiar tiefling with a distracted air, Mycete’s body is crisscrossed with yellow veins of a beautiful parasitic fungus. She has developed a symbiotic relationship with her fungus, which she adores and has named Amber Decay. Mycete dreams of cultivating a garden to cover the entire world—a dream that quickly put her at odds with the people of her home village, for this fungus grows best in the dying bodies of humanoids … and if those bodies are later reanimated, it continues to thrive in their undead husks. After Mycete was caught slaughtering neighbors to serve as zombified hosts for her blossoms, the villagers captured the necromancer, planning to burn her and her creations. The Grave Order intervened by killing the villagers, saving Mycete, and bringing her into their fold. She specializes in cultivating Amber Decay in the cavities of undead and spreading it across the field of battle, hindering and enervating her foes. Traits Necrotic Absorption. Whenever Mycete is subjected to necrotic damage, she takes no damage and instead regains a number of hit points equal to the necrotic damage dealt. Actions Parasitic Spores. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one target. Hit: 7 (2d6) necrotic damage, and if the target is a creature, Mycete regains 3 (1d6) hit points. Fungal Growth. Mycete causes fungi to proliferate from a point she can see within 60 feet of her. Solid surfaces in a 10-foot square centered on that point become difficult terrain, and a creature who enters that area for the first time on a turn or starts their turn there must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). Animate Husks ( 1 /Day). Mycete animates three rotting zombies , who appear in unoccupied spaces Mycete can see within 30 feet of her. The zombies act immediately after Mycete on the same initiative count and follow her verbal orders. If Mycete dies, the zombies are destroyed. Bonus Actions Spore Eruption. Mycete destroys a rotting zombie under her control, and the zombie violently erupts with toxic spores. Each enemy within 5 feet of the zombie must make a DC 13 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save, or half as much damage on a successful one. Utility Spells In addition to any other spells in this stat block, Mycete can cast the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: dr uidcraft A 3/day: locate animals o r plants A 1/day each: fog cloud A , pass witho ut trace A","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Tiefling)","Alignment":"Chaotic Evil","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Myconid Adult","description":"Myconids Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies. Circles and Melds. The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together. A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids’ rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures. Myconid Reproduction. Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores’ release to avoid overpopulation. Spore Servant Template A spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign. A creature that was never flesh and blood to begin with (such as a construct, elemental, ooze, plant, or undead) can’t be turned into a spore servant. The following characteristics change or are added to a creature that becomes a spore servant. Retained Characteristics. The servant retains its Armor Class, hit points, Hit Dice, Strength, Dexterity, Constitution, vulnerabilities, resistances, and immunities. Lost Characteristics. The servant loses its original saving throw and skill bonuses, special senses, and special traits. It loses any action that isn’t Multiattack or a melee weapon attack that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item. Type. The servant’s type is plant, and it loses any tags. Alignment. The servant is unaligned. Speed. Reduce all the servant’s speeds by 10 feet, to a minimum of 5 feet. Ability Scores. The servant’s ability scores change as follows: Int 2 (−4), Wis 6 (−2), Cha 1 (−5). Senses. The servant has blindsight with a radius of 30 feet, and it is blind beyond this radius. Condition Immunities. The servant can’t be blinded, charmed, frightened, or paralyzed. Languages. The servant loses all known languages, but it responds to orders given to it by myconids using rapport spores. The servant gives highest priority to orders received from the most powerful myconid. Attacks. If the servant has no other means of dealing damage, it can use its fists or limbs to make unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1d4 + the servant’s Strength modifier, or, if the servant is Large, 2d4 + its Strength modifier. Sample Spore Servant The Quaggoth Spore Servant statistics use a quaggoth as the base creature and can be used as a spore servant reference. Traits Distress Spores : When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. Sun Sickness : While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. Actions Fist : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage. Pacifying Spores (3/Day) The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Rapport Spores (3/Day) : A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"MM1","Alignment":"lawful neutral","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Myconid Adult","description":"Myconids are intelligent, mobile fungi that live in caves, seek enlightenment, and dislike violence. Adult myconids live and work together in colonies and practice a form of communal meditation called a meld, in which they seek to transcend mundane reality through shared hallucination. Myconid leaders like Sinensa use their Hallucination Spores to help myconids create melds. Traits Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. Actions Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage. Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Rapport Spores. A 20-foot radius of spores extends from the myconid. These spores can go around corners, and they affect only creatures with an Intelligence of 2 or higher that aren’t Undead, Constructs, or Elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Typically Lawful Neutral","Expansion":17254,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Myconid Devoted","description":"The myconid devoted serves as the healer of the myconid. Aside from its other spore abilities, it can also release spores that heal the wounds of multiple targets. Traits Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. Actions Multiattack. The myconid uses either its Healing Spores or Pacifying Spores, then makes a Stipe Staff attack. Stipe Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 7 (2d6) poison damage. Healing Spores (3/Day). A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only living creatures. Affected creatures regain 7 (2d6) hit points. Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Rapport Spores. A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't Undead, Constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour. Reactions Self-Sacrifice. When a creature within 5 feet of the myconid is hit by an attack, the myconid swaps places with that creature and is hit instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Typically Lawful Neutral","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Myconid Guard","description":"Myconid guards watch over the myconid workers, protecting them from intruders and predators. Traits Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. Actions Multiattack. The myconid makes two Fist attacks. It can replace one of its Fist attacks with Pacifying Spores. Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage. Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Rapport Spores. A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't Undead, Constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Typically Lawful Neutral","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Myconid Sovereign","description":"Myconids Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies. Circles and Melds. The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together. A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids’ rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures. Myconid Reproduction. Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores’ release to avoid overpopulation. Spore Servant Template A spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign. A creature that was never flesh and blood to begin with (such as a construct, elemental, ooze, plant, or undead) can’t be turned into a spore servant. The following characteristics change or are added to a creature that becomes a spore servant. Retained Characteristics. The servant retains its Armor Class, hit points, Hit Dice, Strength, Dexterity, Constitution, vulnerabilities, resistances, and immunities. Lost Characteristics. The servant loses its original saving throw and skill bonuses, special senses, and special traits. It loses any action that isn’t Multiattack or a melee weapon attack that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item. Type. The servant’s type is plant, and it loses any tags. Alignment. The servant is unaligned. Speed. Reduce all the servant’s speeds by 10 feet, to a minimum of 5 feet. Ability Scores. The servant’s ability scores change as follows: Int 2 (−4), Wis 6 (−2), Cha 1 (−5). Senses. The servant has blindsight with a radius of 30 feet, and it is blind beyond this radius. Condition Immunities. The servant can’t be blinded, charmed, frightened, or paralyzed. Languages. The servant loses all known languages, but it responds to orders given to it by myconids using rapport spores. The servant gives highest priority to orders received from the most powerful myconid. Attacks. If the servant has no other means of dealing damage, it can use its fists or limbs to make unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1d4 + the servant’s Strength modifier, or, if the servant is Large, 2d4 + its Strength modifier. Sample Spore Servant The Quaggoth Spore Servant statistics use a quaggoth as the base creature and can be used as a spore servant reference. Traits Distress Spores : When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. Sun Sickness : While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. Actions Multiattack : The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack. Fist : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage. Animating Spores (3/Day) : The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can’t be animated again in this way. Hallucination Spores : The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pacifying Spores : The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. Rapport Spores (3/Day) : A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Source":"MM1","Alignment":"lawful neutral","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Myconid Sprout","description":"Myconids Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies. Circles and Melds. The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together. A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids’ rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures. Myconid Reproduction. Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores’ release to avoid overpopulation. Spore Servant Template A spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign. A creature that was never flesh and blood to begin with (such as a construct, elemental, ooze, plant, or undead) can’t be turned into a spore servant. The following characteristics change or are added to a creature that becomes a spore servant. Retained Characteristics. The servant retains its Armor Class, hit points, Hit Dice, Strength, Dexterity, Constitution, vulnerabilities, resistances, and immunities. Lost Characteristics. The servant loses its original saving throw and skill bonuses, special senses, and special traits. It loses any action that isn’t Multiattack or a melee weapon attack that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item. Type. The servant’s type is plant, and it loses any tags. Alignment. The servant is unaligned. Speed. Reduce all the servant’s speeds by 10 feet, to a minimum of 5 feet. Ability Scores. The servant’s ability scores change as follows: Int 2 (−4), Wis 6 (−2), Cha 1 (−5). Senses. The servant has blindsight with a radius of 30 feet, and it is blind beyond this radius. Condition Immunities. The servant can’t be blinded, charmed, frightened, or paralyzed. Languages. The servant loses all known languages, but it responds to orders given to it by myconids using rapport spores. The servant gives highest priority to orders received from the most powerful myconid. Attacks. If the servant has no other means of dealing damage, it can use its fists or limbs to make unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1d4 + the servant’s Strength modifier, or, if the servant is Large, 2d4 + its Strength modifier. Sample Spore Servant The Quaggoth Spore Servant statistics use a quaggoth as the base creature and can be used as a spore servant reference. Traits Distress Spores : When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. Sun Sickness : While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. Actions Fist : Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) bludgeoning damage plus 2 (1d4) poison damage. Rapport Spores (3/Day) : A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Source":"MM1","Alignment":"lawful neutral","Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Myconid Sprout","description":"Myconids are intelligent, mobile fungi that live in caves, seek enlightenment, and dislike violence. Adult myconids live and work together in colonies and practice a form of communal meditation called a meld, in which they seek to transcend mundane reality through shared hallucination. Myconid leaders like Sinensa use their Hallucination Spores to help myconids create melds. Traits Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. Actions Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) bludgeoning damage plus 2 (1d4) poison damage. Rapport Spores (3/Day). A 10-foot radius of spores extends from the myconid. These spores can go around corners, and they affect only creatures with an Intelligence of 2 or higher that aren’t Undead, Constructs, or Elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Typically Lawful Neutral","Expansion":17254,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Mydnari","description":"This tall, lanky humanoid is sightless, its eyes nothing more than useless spots in its otherwise human face. The creature is encased in a sheath of thick orange jelly, almost as if it had been dipped in a giant pot of honey. The jelly wobbles and slides over the creature’s body as if alive. Sightless Alchemists. The mydnari are an eyeless, evil subterranean race that lives alongside oozes. They delight in capturing other creatures and using the creatures for experimentation or as food for their colonies of oozes and slimes. They constantly experiment with new serums, tonics, and concoctions, striving to always improve themselves and their connection with their oozes. Bound in Jelly. Each mydnari enters into a symbiotic relationship with a mutated strain of ochre jelly as soon as it is born. This is a sacred rite among the mydnari, and without this link a mydnari is cast out and soon succumbs to the elements. The mydnari provides long-term sustenance for the jelly, and the jelly provides the sightless mydnari with protection and the ability to better sense its environment. Oozing Cities. The cities of the mydnari are dominated by flowing spires and twisting walkways, and they are always bathed in a sickly yellow-green radiance. Oozes and slimes are found almost everywhere, whether simply wandering along the street to clean up refuse or serving as living baths for mydnari nobles. Their cities also boast a large section dedicated to alchemy, and the sulfurous and sometimes noxious odors from the many alchemical labs float through the city for all to smell. Detested Necessity. The mydnari are viewed with revulsion by duergar and other subterranean races who rely on their alchemy. Only derro and aboleths are known to tolerate the mydnari for any length of time. Oozebound Nature. A mydnari doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Myling","description":"Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred. Given the circumstances around their deaths, mylings tend to be solitary. They haunt the places where they died. When some tragedy resulted in multiple deaths, the resulting mylings stay together and hunt as a pack. Attack in a Rage. Mylings prefer to attack lone wanderers, but they target a group when desperate or when there’s more than one myling in the pack. They shadow a target until after dark, then jump onto the target’s back and demand to be carried to their chosen burial ground. They cling tightly to a victim with arms and legs locked around the victim’s shoulders and midsection, begging, threatening, and biting until the victim gives in to their demands. Mylings will bite victims to death if they are unable or unwilling to carry them, or if a victim moves too slowly. Ungrateful Rest. While all mylings seek a creature to carry them to their final resting place, even when a chosen “mount” is willing to carry the myling, the creature’s body grows immensely heavier as it nears its burial place. Once there, it sinks into the earth, taking its bearers with it. Being buried alive is their reward for helping the myling. Urchin Rhymes and Songs. Some mylings maintain traces of the personalities they had while alive— charming, sullen, or sadistic—and they can speak touchingly and piteously. Dressed in ragged clothing, their skin blue with cold, they sometimes reach victims who believe they are helping an injured child or young adult. They hide their faces and sing innocent rhymes when they aren’t screeching in fury, for they know that their dead eyes and cold blue skin cause fright and alarm. Undead Nature. A myling doesn’t require air, food, drink, or sleep. Actions Multiattack: The myling makes one bite and two claw attacks. Bite: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 7 (2d4 + 2) Piercing damage. On hit, the target is grappled, escape DC 12. If the target was grappled by the myling at the start of the myling’s turn, the bite attack hits automatically. Claw: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 8 (2d6 + 1) Slashing damage. Buried Alive: If the myling starts its turn on its chosen burial ground, it sinks into the earth. If it has a creature grappled, that creature sinks with the myling. A Medium or larger creature sinks up to its waist; a Small creature sinks up to its neck. If the myling still has the victim grappled at the start of the myling’s next turn, both of them disappear into the earth. While buried this way, a creature is considered stunned. It can free itself with a successful DC 20 Strength (Athletics) check, but only one check is allowed; if it fails, the creature is powerless to aid itself except with magic. The creature must also make a DC 10 Constitution saving throw; if it succeeds, the creature has a lungful of air and can hold its breath for (Constitution modifier + 1) minutes before suffocation begins. Otherwise, it begins suffocating immediately. Allies equipped with digging tools can reach it in four minutes divided by the number of diggers; someone using an improvised tool (a sword, a plate, bare hands) counts as only one-half of a digger.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Myling","description":"Denizens of the Underworld Many of the undead of Grimnir serve a somewhat different role than they do in other worlds. While on the surface skeletons and zombies exist as dangers to the living, their existence is more nuanced. Many of the dead are agents of Hel and scour the surface world at her bidding. They gather information, they help her collect the unfortunate and forgotten, and they defend her interests—and those of Grimnir. Yet, despite this semblance of civility, the undead are still frightening and the raiders avoid them. The walking dead are something they simply don’t understand and some fear that one day the undead will rise to help consume the world. This is a worrying concept and one that is often on the mind of any raider who travels near territory haunted by the once-living. That is not to say that undead are never vile, never evil. There are many examples of the dead disregarding Hel’s mercy and love. These tend to cause the same sorts of disruptions that one might expect in more typical worlds. Pretty much any undead that might be found elsewhere can be found in Grimnir and Hel does not control them—even within the Underworld they have free will. And some decide to be terrible. In addition to standard undead, the world of Grimnir has spawned several unique flavors, from the cursed knight to the pyrewights. Many of these are created because of the breaking or bending of an oath, or because a duty was not honored. Undead Nature. Like undead in other realms, these undead do not require air, food, drink, or sleep. Myling The phantasmal incarnations of the souls of children, mylings are forced to roam the earth until they can convince (or force) someone to properly bury their body. They have not been taken to the Underworld simply because they somehow evaded Hel’s notice. Unwanted Companions. Mylings tend to avoid violence when possible. Instead, they climb onto a sleeping humanoid and attach themselves with their Clutch ability. They do not use their Bite attack unless they are being attacked. If an aggressor ceases attacking, the myling will respond in kind—they simply want a proper burial. Unwanted Quest. Mylings guide their victims to a graveyard so that they might be buried properly. Once they reach the location, the myling detaches itself and watches, waiting for its victim to grant its final request.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":9},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Myrmekes Advanced","description":"The myrmekes are a tenacious insect-like race that resemble gigantic humanoid ants with shiny black carapaces and beautiful, multicolored wings. A single myrmekes is small and poses little threat. They are made dangerous by their vast numbers: adventurers are very unlikely to encounter just one or two myrmekes. As eusocial beings with a shared hive-mind intelligence, myrmekes maintain constant telepathic communication with all nearby fellows. This creates a network that can respond to distress calls across an expansive territory controlled by the myrmekes. Although not inherently malevolent, myrmekes are a significant threat to all other forms of life in any ecosystem they enter. Their industrious nature, instinct for aggressive expansion, rapacious consumption of resources, and rapid breeding makes the myrmekes incompatible with other creatures. Consequently, the gods imprisoned the myrmekes on a remote island not long after their creation. In addition to the physical barriers surrounding them, the myrmekes are also bound by powerful magic to ensure their eternal isolation. However, if this enchantment was ever broken, these creatures could swarm over every continent, remaking the entire world as an insectoid empire. Myrmekes Worker . Most myrmekes belong to the worker caste. This subtype is unremarkable, but because of their shared hive mind, even the lowliest drone has a direct link to the queen and access to her unfathomable intelligence. This allows myrmekes to mimic the abilities and traits of other creatures after observing them just once. Additionally, though they lack creativity, this gives myrmekes workers a genius-level intelligence rivaling that of even the most gifted humans. Myrmekes Advanced . Myrmekes that come into contact with other intelligent civilizations assimilate the knowledge and that culture which the myrmekes hive mind deems valuable to its own continued survival. The results of this process are embodied by the myrmekes advanced. These creatures are more skilled than the workers and wield advanced magic. They can use new-found knowledge to fight with weapons and supplement their naturally tough exoskeletons with metal armor. Myrmekes Queen . The queen is the central hub of the swarm’s hive mind. She also serves as the mother to all myrmekes, laying countless eggs each day. Despite her larger size and superior intellect, the myrmekes queen is physically weak and extremely vulnerable to attack if caught alone. In fact, it is her great size that makes her too slow to effectively use mimicry, cast spells, or avoid incoming attacks. In the unlikely event that enemies breach her royal chamber, she relies on her subjects to defend her. However, because the myrmekes have never lost a queen to sudden death or assassination, it is uncertain how a violent end for the queen would affect myrmekes civilization. Her loss might disrupt the hive mind completely.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"lawful neutral","Expansion":4963,"Challenge Rating":1},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Myrmekes Queen","description":"The myrmekes are a tenacious insect-like race that resemble gigantic humanoid ants with shiny black carapaces and beautiful, multicolored wings. A single myrmekes is small and poses little threat. They are made dangerous by their vast numbers: adventurers are very unlikely to encounter just one or two myrmekes. As eusocial beings with a shared hive-mind intelligence, myrmekes maintain constant telepathic communication with all nearby fellows. This creates a network that can respond to distress calls across an expansive territory controlled by the myrmekes. Although not inherently malevolent, myrmekes are a significant threat to all other forms of life in any ecosystem they enter. Their industrious nature, instinct for aggressive expansion, rapacious consumption of resources, and rapid breeding makes the myrmekes incompatible with other creatures. Consequently, the gods imprisoned the myrmekes on a remote island not long after their creation. In addition to the physical barriers surrounding them, the myrmekes are also bound by powerful magic to ensure their eternal isolation. However, if this enchantment was ever broken, these creatures could swarm over every continent, remaking the entire world as an insectoid empire. Myrmekes Worker . Most myrmekes belong to the worker caste. This subtype is unremarkable, but because of their shared hive mind, even the lowliest drone has a direct link to the queen and access to her unfathomable intelligence. This allows myrmekes to mimic the abilities and traits of other creatures after observing them just once. Additionally, though they lack creativity, this gives myrmekes workers a genius-level intelligence rivaling that of even the most gifted humans. Myrmekes Advanced . Myrmekes that come into contact with other intelligent civilizations assimilate the knowledge and that culture which the myrmekes hive mind deems valuable to its own continued survival. The results of this process are embodied by the myrmekes advanced. These creatures are more skilled than the workers and wield advanced magic. They can use new-found knowledge to fight with weapons and supplement their naturally tough exoskeletons with metal armor. Myrmekes Queen . The queen is the central hub of the swarm’s hive mind. She also serves as the mother to all myrmekes, laying countless eggs each day. Despite her larger size and superior intellect, the myrmekes queen is physically weak and extremely vulnerable to attack if caught alone. In fact, it is her great size that makes her too slow to effectively use mimicry, cast spells, or avoid incoming attacks. In the unlikely event that enemies breach her royal chamber, she relies on her subjects to defend her. However, because the myrmekes have never lost a queen to sudden death or assassination, it is uncertain how a violent end for the queen would affect myrmekes civilization. Her loss might disrupt the hive mind completely.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid","Alignment":"lawful neutral","Expansion":4963,"Challenge Rating":5},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Myrmekes Worker","description":"The myrmekes are a tenacious insect-like race that resemble gigantic humanoid ants with shiny black carapaces and beautiful, multicolored wings. A single myrmekes is small and poses little threat. They are made dangerous by their vast numbers: adventurers are very unlikely to encounter just one or two myrmekes. As eusocial beings with a shared hive-mind intelligence, myrmekes maintain constant telepathic communication with all nearby fellows. This creates a network that can respond to distress calls across an expansive territory controlled by the myrmekes. Although not inherently malevolent, myrmekes are a significant threat to all other forms of life in any ecosystem they enter. Their industrious nature, instinct for aggressive expansion, rapacious consumption of resources, and rapid breeding makes the myrmekes incompatible with other creatures. Consequently, the gods imprisoned the myrmekes on a remote island not long after their creation. In addition to the physical barriers surrounding them, the myrmekes are also bound by powerful magic to ensure their eternal isolation. However, if this enchantment was ever broken, these creatures could swarm over every continent, remaking the entire world as an insectoid empire. Myrmekes Worker . Most myrmekes belong to the worker caste. This subtype is unremarkable, but because of their shared hive mind, even the lowliest drone has a direct link to the queen and access to her unfathomable intelligence. This allows myrmekes to mimic the abilities and traits of other creatures after observing them just once. Additionally, though they lack creativity, this gives myrmekes workers a genius-level intelligence rivaling that of even the most gifted humans. Myrmekes Advanced . Myrmekes that come into contact with other intelligent civilizations assimilate the knowledge and that culture which the myrmekes hive mind deems valuable to its own continued survival. The results of this process are embodied by the myrmekes advanced. These creatures are more skilled than the workers and wield advanced magic. They can use new-found knowledge to fight with weapons and supplement their naturally tough exoskeletons with metal armor. Myrmekes Queen . The queen is the central hub of the swarm’s hive mind. She also serves as the mother to all myrmekes, laying countless eggs each day. Despite her larger size and superior intellect, the myrmekes queen is physically weak and extremely vulnerable to attack if caught alone. In fact, it is her great size that makes her too slow to effectively use mimicry, cast spells, or avoid incoming attacks. In the unlikely event that enemies breach her royal chamber, she relies on her subjects to defend her. However, because the myrmekes have never lost a queen to sudden death or assassination, it is uncertain how a violent end for the queen would affect myrmekes civilization. Her loss might disrupt the hive mind completely.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"lawful neutral","Expansion":4963,"Challenge Rating":"1/4"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Myrmex","description":"Giant ants made of dirt and stone climb out of a hole in the ground, while the clusters of ferns, grasses, and flowering vines on their backs sway with their movements. Myrmex are giant ants from the Elemental Plane of Earth that have burrowed their way to the Material Plane. An Incessant Need to Explore. Intelligent, curious, and social, mrymex love to explore, meet new creatures, and learn new things. Their colonies are welcome to all—so long as no one is intentionally harmed—leaving them with no notion of private or political boundaries. Myrmex young are encouraged to become companions to other explorers to better enrich the colony on their return. Uncommon Ants. Myrmex superficially resemble ants but have notable differences. They don't have a hierarchy, and they have neither a queen nor castes. Instead, all are equal, and if a colony maintains at least twelve myrmex, it can elevate a speaker. The speaker is a myrmex that is imbued with power by the colony—a power that can be revoked in the rare instances the speaker works against the desires of the colony a whole. The speaker becomes the myrmex's voice to other cultures and enacts the will of the colony after each member has voted on a decision. Earthen Young. Rather than lay eggs, adult myrmex sculpt their young from dirt, stone, earth from their own bodies, and rare minerals. These minerals prove a limiting factor to a colony's growth because the required minerals and their proportions are precise. This need for rare minerals frequently puts them at odds with roaming xorn, who enjoy consuming many of those same minerals. Seeking Friendship. Myrmex make allies easily, but they don't tend to swear fealty to anyone, especially elemental lords, which often makes their colonies a target for other elementals. They are loyal friends, and such friendship can last for generations. For instance, many myrmex have been friends of the pech (see Creature Codex ) for millennia, and some myrmex even share colonies with them. However, no myrmex colony has ever sworn fealty to a pech lithlord, and some colonies have even broken away from their pech allies when a lithlord has tried to rule or command the myrmex. Elemental Nature. The myrmex doesn't require air, food, drink, or sleep. Keen Smell. The myrmex has advantage on Wisdom (Perception) checks that rely on smell. Limited Telepathy. The myrmex can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. Stone Walk. Difficult terrain composed of earth or stone doesn't cost the myrmex extra movement. Actions Multiattack. The myrmex makes three Bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage. Earth Shift. Ranged Spell Attack: +5 to hit, range 60 ft., one target in contact with the ground. Hit: The target is pushed up to 15 feet in a direction of the myrmex's choice, and its speed is reduced by 10 feet until the end of its next turn. Wall of Earth. The myrmex can make a wall of earth spring out of earth or rock on a point the myrmex can sense within 30 feet of it. This action works like the wall of stone spell, except the myrmex can create only one 10-foot-by-10-foot panel and the panel has AC 13 and 15 hp. Bonus Actions Earth Manipulation. The myrmex can manipulate and move earth within 30 feet of it that fits within a 5-foot cube. This manipulation is limited only by the myrmex's imagination, but it often includes creating caricatures of creatures to tell stories of travels or etching symbols to denote dangerous caverns or similar markers for those in the colony. The myrmex can also choose to make the ground within 10 feet of it difficult terrain or to make difficult terrain normal, provided the ground is made of earth or stone. Changes caused by Earth Manipulation are permanent.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Myrmex Speaker","description":"Giant ants made of dirt and stone climb out of a hole in the ground, while the clusters of ferns, grasses, and flowering vines on their backs sway with their movements. Myrmex are giant ants from the Elemental Plane of Earth that have burrowed their way to the Material Plane. An Incessant Need to Explore. Intelligent, curious, and social, mrymex love to explore, meet new creatures, and learn new things. Their colonies are welcome to all—so long as no one is intentionally harmed—leaving them with no notion of private or political boundaries. Myrmex young are encouraged to become companions to other explorers to better enrich the colony on their return. Uncommon Ants. Myrmex superficially resemble ants but have notable differences. They don't have a hierarchy, and they have neither a queen nor castes. Instead, all are equal, and if a colony maintains at least twelve myrmex, it can elevate a speaker. The speaker is a myrmex that is imbued with power by the colony—a power that can be revoked in the rare instances the speaker works against the desires of the colony a whole. The speaker becomes the myrmex's voice to other cultures and enacts the will of the colony after each member has voted on a decision. Earthen Young. Rather than lay eggs, adult myrmex sculpt their young from dirt, stone, earth from their own bodies, and rare minerals. These minerals prove a limiting factor to a colony's growth because the required minerals and their proportions are precise. This need for rare minerals frequently puts them at odds with roaming xorn, who enjoy consuming many of those same minerals. Seeking Friendship. Myrmex make allies easily, but they don't tend to swear fealty to anyone, especially elemental lords, which often makes their colonies a target for other elementals. They are loyal friends, and such friendship can last for generations. For instance, many myrmex have been friends of the pech (see Creature Codex ) for millennia, and some myrmex even share colonies with them. However, no myrmex colony has ever sworn fealty to a pech lithlord, and some colonies have even broken away from their pech allies when a lithlord has tried to rule or command the myrmex. Elemental Nature. The myrmex doesn't require air, food, drink, or sleep. Keen Smell. The myrmex has advantage on Wisdom (Perception) checks that rely on smell. Stone Walk. The myrmex can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. Actions Multiattack. The myrmex speaker makes three Bite attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage. Earth Shift. Ranged Spell Attack: +7 to hit, range 60 ft., one target in contact with the ground. Hit: The target is pushed up to 15 feet in a direction of the myrmex's choice, and its speed is halved until the end of its next turn. Static Barrage (Recharge 5-6). The myrmex speaker blasts foes with painful psychic static. Each creature of the myrmex's choice within 30 feet of it must make a DC 15 Intelligence saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. Wall of Earth. The myrmex can make a wall of earth spring out of earth or rock on a point the myrmex can sense within 30 feet of it. This action works like the wall of stone spell, except the myrmex can create only one 10-foot-by-10-foot panel and the panel has AC 13 and 15 hp. Bonus Actions Earth Manipulation. The myrmex can manipulate and move earth within 30 feet of it that fits within a 5-foot cube. This manipulation is limited only by the myrmex's imagination, but it often includes creating caricatures of creatures to tell stories of travels or etching symbols to denote dangerous caverns or similar markers for those in the colony. The myrmex can also choose to make the ground within 10 feet of it difficult terrain or to make difficult terrain normal, provided the ground is made of earth or stone. Changes caused by Earth Manipulation are permanent.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Myrmidon Robot","description":"Products of advanced scientific technology, the constructs called robots are animated by engineering and advanced science rather than magic. Unlike most constructs, robots are often capable of independent thought rather than being simple automatons. However, they still must obey the programming instilled in them at their creation. Any robot whose creator hard-coded limitations into its programming can never be truly autonomous. Robots almost always arise from cultures that possess technology that is leaps and bounds ahead of other civilizations, though sometimes they appear due to cultural diffusion from such a society. A wrecked spacecraft, a portal through time, or a group of robots mass-producing others of their kind could all bring robots into a world. Robots that appear from another place or time might still follow the alien dictates of their original programming, or could run amok, their directives corrupted or forgotten. Whatever the case, these robots possess technology that is beyond the means of almost anyone to reproduce, and they represent a stark contrast to other constructs, as they have nothing to do with magic. Some spellcasters, despite lacking any real grasp on the technological principles required to create robots, have managed to create their own robots by cobbling together spare parts and broken machines, filling in the gaps and completing the design with a mixture of magic and barely understood fragments of science. These inferior designs usually lack the inexhaustible power supplies, advanced intellects, and self-repair systems found in the original robots, and the magic used in their creation can potentially render them more susceptible to techniques that work against other sorts of constructs. Robots serve a wide range of purposes, from warfare and defense to peaceful tasks like excavation, farming, and maintenance. Small villages that find robots and somehow manage to command them will often put them to work quietly tending fields or constructing buildings all day long. Armies and warlords collect the more dangerous varieties of robots, but even the more ordinary varieties can be deadly. Most robots sport alloyed skin as hard as steel, meaning that even the lowliest worker robot presents a potent threat when altered for battle. Furthermore, since most cultures lack a means to reliably repair or understand how to command robots, even the most benign one might malfunction, or even reach a point in its programming where it changes its activity and refuses to follow orders, leading to untold death and destruction among its former temporary masters. The means of commanding robots vary from model to model, which can be a source of endless frustration for any who seek to control them. Some obey orders from any humanoid, some bond to a specific master until her death, and others only yield to the command of technological brooches or control rods. Still, others submit after mechanical surgery or rebuilding, or not at all. Many must be given extremely precise instructions, for they are unable to process metaphors or other figures of speech, and may interpret them in unanticipated ways, much to the chagrin of those who would command them. A surprisingly large proportion of uncontrolled robots already speak Common, as most models exhibit considerable linguistics talent, and the robots train each other in their new home's languages. Though they comprehend language, most robots rarely speak save for terse acknowledgments of orders. Their speech typically excludes words they deem unnecessary with their mechanical efficiency, leading to strange, disjointed statements that convey the requisite information without emotion, although some robots programmed to interact well with humans are able to speak in a more fluid and less disconcerting manner. Constructing a robot requires no magic but does involve advanced and extraordinarily rare materials and technological expertise. Because almost no one possesses the skills and materials to complete the process of constructing a robot, these entries omit the construction sections provided for most constructs. A GM can add the robot subtype to a different type of construct, such as an animated object or homunculus, to create new types of robots. Typically, this doesn't alter the construct's challenge rating. A character can't create a robot from or add the robot subtype to a construct that has already been created; adding the robot subtype to an existing creature is purely a means for the GM to simulate additional robots beyond those provided here. ROBOT, MYRMIDON Myrmidons are highly mobile robots programmed to patrol the skies above important locations. They react with swift violence, interpret anomalous sensory input as proof of hostile intent and rain destruction on the offending target immediately and without mercy. Most have been programmed to communicate, but they rarely hesitate in their carnage to do so. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyIndent, li.BodyCopyIndent, div.BodyCopyIndent {mso-style-name:\"Body Copy Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Indent Char\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-GB;}span.BodyCopyIndentChar {mso-style-name:\"Body Copy Indent Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Indent\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"construct (robot)","Alignment":"unaligned","Expansion":32483,"Challenge Rating":15},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Myrnrog","description":"Xenoterum The xenoterum are intergalactic invaders responsible for the annihilation of an untold number of galactic systems. They enslave all sentient life they encounter, using their resources to transmute their region of space into a form akin to their once great multidimensional empire. For eons, the xenoterum have invaded and conquered system after system indiscriminately, concerned only with harvesting each world and forcing its populace into eternal subjection. Many notable galactic societies have lost worlds to the tyranny of the xenoterum. Some, such as the ilarios, were created from the ashes of their civilization and bred to serve as worshippers and minions. They refer to themselves as the sinotha, a word derived from the name of their old empire, Sinoth Ir. Vanquished from Majesty. Long before the discovery of the Crucibles, the xenoterum held dominion over a vast collection of interstellar regions that spanned different galaxies and multiple dimensional realms. Other dimensional beings such as cronosytes, kreidren, and the rithni were also thought to reside within regions connected to the weave that formed Sinoth Ir. Due to their boundless reach, some believe the xenoterum to be among those once considered gods within many ancient societies and customs. A chosen few among the them wielded such power as to claim dominion over forces yet unfathomable to the mortal mind. Their empire fell to ruin because of their own hubris. They brazenly clashed with beings of similar power, resulting in the sundering of the dimensional weave that held their domains together. The surging backlash pulled the majority of Sinoth Ir into oblivion, destroying thousands of worlds, along with the billions of souls living upon them. Most of the xenoterum leaders, known as the grand elders, vanished within the dimensional cataclysm, thought to be consumed by its chaotic energies. Those that survived still rule from the shadows. Stellarformers. Each system invaded by the xenoterum is slowly transformed into a spatial subdimension using massive machines which that draw power from the system's primary star. Though not remotely comparable to the vastness of realms such as Drath Sia, these subdimensions overlay the existing fabric of space-time within that system, warping the perceptions of reality, thought, and the passage of time. This pollution of primordial energies causes conflict with creatures such as the bahtera or velbasti, whose very natures are defined by them. Similarly, the xenoterum strive to keep their technology a closely guarded secret from organizations such as the Silrayne Defenders or the Shadow Technocracy. Devious Psions. Xenoterum are gifted psions and telepaths, able to exert their will over the minds of other creatures. They use their psionic powers to subjugate those that reside within the systems they seek to claim. Creatures who fall under such a fate are forced to face the xenoterum in a twisted, nightmarish version of their own reality. Unless they escape, those unfortunate enough to survive the mass hysteria have their minds broken and enslaved. The ability of high-ranking xenoterum to communicate with each other over tremendous distances enable them to devise far-reaching strategies and dark machinations. Scattered Brethren. There are many forms of xenoterum. Only a few are known to have arrived within the known galaxy after the sundering of their empire. In addition to restoring their dimensional dynasty, each transformation of a galactic system is a step closer toward tearing a new hole in the fabric of space-time, where more of their kind may be found. Similarly, the surviving grand elders seek to regain their godlike power and station. Cults of the Grand Elders. The expanding influence of the xenoterum and their grand elders has also prompted some to view them as deities, forming zealot bands of worshippers seeking to return them to their rightful rule over the universe. These groups are usually formed and led by a voorsha, but could also be led by other powerful espers, particularly those whose minds have been severely twisted by the effects of a xenoterum subdimension. Amphibious. A xenoterum can breathe both air and water. Abilos Abilos are monstrous, blue-scaled horrors with elongated heads set with a row of three to five red eyes. They have multiple sets of tentacles, the larger used for interaction and defense, and the smaller for feeding. Tips and Tactics Often seen as the soldiers within the hierarchy, abilos are more likely to face their enemies directly instead of using minions. They'll weaken foes with psionic attacks from a distance while trying to grapple and consume enemies within reach. Daergor Specializing as tacticians, daergors often command groups of abilos and other xenoterum servants on invasions and expeditions. They have heads similar to the abilos but instead attached to a humanoid upper torso with elongated arms. Their lower torso is made up of six chitinous, pincered legs. Tips and Tactics Daergor avoid direct conflict, instead preferring to use their troops to fend off enemies while using their ego whip against approaching targets. Myrnrog Myrnrogs are viewed as the overseers and generals of the lesser forms of xenoterum.They are dangerous psions and merciless combatants. Their mental prowess is only matched by their lack of morality, making them cruel, unyielding tyrants. A myrnrog's head has yellowish upper layers with a mandibled mouth. Varied tentacles extend from its face, body, and lower torso. It has four long insectoid limbs. Tips and Tactics Myrnrogs are deadly up close and at a distance. They use their esper powers primarily to attack or control opponents from afar. They use their psychic drain ability if possible on any enemy that moves within range. Voorsha These humanoids are espers that have pledged themselves to serve the xenoterum, either by choice or by having their will completely broken. Rather than becoming food, they are converted into hybrid troopers, outfitted with biosynthetic armor and weapons. Though the process weakens them as espers, they can still channel potent energies using their gear. Tips and Tactics Voorsha rarely initiate conflict, preferring to wait for an opportunity to ambush its enemies with esper powers before fighting directly.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":21},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Mystic Templar","description":"The Mystic Templar, a paladin of the god of magic, is not only a paragon of arcane knowledge but also a formidable melee fighter and wielder of magic. In their quest to unravel arcane wisdom, they master both the intricacies of spellcasting and the art of close combat, seamlessly blending martial prowess with mystical might. With their versatile skill set, they not only protect others from the ravages of arcane threats but also engage in direct confrontation, channeling their magical power to enhance their martial abilities. As zealous guardians of both ancient lore and the battlefield, they embody the harmonious fusion of sword and sorcery.","properties":{"Category":"Monsters","Size":"Medium or small","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":26071,"Challenge Rating":9},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Mytholabe","description":"An ever-shifting clockwork wonder engineered by the divine floats a few feet off the ground, bearing the weapons of legends long past. When heroes die, their magic equipment is often buried with them or passed to their descendents, but sometimes the gods have other plans for such items. The gods will bind the personal effects of their many fallen champions into clockwork mechanisms that do their bidding. Impervious. Crafted from the finest, toughest materials, and resonating with divine power that emits a deep, beautiful thrum, it is virtually impossible to damage a mytholabe through conventional heroic means. Magic weapons clang harmoniously off it with no lasting impact, and magical effects fare only slightly better. Weakness to the mundane. Mytholabes are broken, not killed. A common spear thrust into a gear will mar the perfection of its mechanical workings and its harmonic resonance. Mundane weapons are the most effective, but the nails-on-chalkboard screeching during the dismantling process must be painfully endured. Housing for sentience. Sometimes a sentient weapon is part of the machine, and its personality takes over (or corrupts) it. Some weapons find this pleasing; others, suffocating. Construct Nature. A mytholabe doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Nabassu","description":"Demons Incarnations of chaos and evil, demons display endless variation in appearance and in how they go about wreaking havoc across the multiverse. Nabassu The insatiable nabassus prowl the multiverse in search⁠ of souls to devour. If they think they can kill a creature and consume its soul, they attack—even if that other creature is a demon, including another nabassu. Hated Outcasts. Demons have few rules, and the murder of other demons hardly raises an eyebrow among these fiends. The act of devouring souls is something else. For this reason, most demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some especially powerful nabassus even search⁠ for demon lords’ amulets. Demonic Infiltrators. Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. If a nabassu is summoned, it tries to break free so that it can devour the soul of its summoner and then set out to feed on the souls of whatever creatures it can catch. One way a summoner can avoid this fate is by providing a steady supply of souls to the nabassu, which can cause the demon to be cooperative—for as long as the supply lasts. Traits Demonic Shadows. The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light. Devour Soul. A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature’s number of Hit Dice. Roll those dice, and increase the nabassu’s hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell. Magic Resistance⁠. The nabassu has advantage on saving throws against spells and other magical effects. Magic Weapons. The nabassu’s weapon attacks are magical. Actions Multiattack. The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite. Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 32 (4d12 + 6) piercing damage. Soul-Stealing Gaze. The nabassu targets⁠ one creature it can see within 30 feet of it. If the target can see the nabassu and isn’t a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu’s control.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Expansion":4,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Nabassu","description":"The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack—even if that other creature is a demon, including another nabassu. Most other demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some especially powerful nabassus even search for demon lords’ amulets. Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. A summoned nabassu seeks to break free so that it can devour the soul of its summoner and then feed on the souls of whatever other creatures it can catch. One way a summoner can avoid this fate is by providing a steady supply of souls to the nabassu, which might persuade the demon to be cooperative—as long as the supply lasts. Traits Demonic Shadows. The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light. Devour Soul. A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a Construct nor an Undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature’s number of Hit Dice. Roll those dice, and increase the nabassu’s hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell. Magic Resistance. The nabassu has advantage on saving throws against spells and other magical effects. Actions Multiattack. The nabassu makes one Bite attack and one Claw attack, and it uses Soul-Stealing Gaze. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 38 (5d12 + 6) necrotic damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) force damage. Soul-Stealing Gaze. The nabassu targets one creature it can see within 30 feet of it. If the target isn’t a Construct or an Undead, it must succeed on a DC 16 Charisma saving throw or take 13 (2d12) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the nabassu regains hit points equal to half that amount. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a Humanoid, it immediately rises as a ghoul (see the Monster Manual ) under the nabassu’s control.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Nabassu Whelp","description":"When a malevolent soul is reborn as a nabassu, it starts out its depraved and harsh life in the Abyss as a nabassu whelp. Fledgling in size, the nabassu whelps are naturally weaker than their larger, adult-sized brethren and are often bullied by them. Still, nabassu whelps vastly outnumber the adults and can gang up on them if hard-pressed. Once a nabassu whelp has consumed enough souls, it grows into a standard nabassu. Pack Hunters. Nabassu whelps are often destroyed on sight by other demons, and thus, only a few survive to grow into their adult forms. Because of this, nabassu whelps always gather in packs and hunt prey together, often led by an adult nabassu that serves as the group's alpha. Traits Demonic Shadows. The nabassu whelp darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light. Devour Soul. A nabassu whelp can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu whelp to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d6s) equal to half the creature’s number of Hit Dice, up to a maximum total of 14 Hit Dice. Roll those dice, and increase the nabassu whelp’s hit points by the numbers rolled. For every 4 Hit Dice the nabassu whelp gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu whelp retains these benefits for 6 days. A creature devoured by a nabassu whelp can be restored to life only by a wish spell. Magic Resistance. The nabassu whelp has advantage on saving throws against spells and other magical effects. Magic Weapons. The nabassu whelp’s weapon attacks are magical. Actions Multiattack. The nabassu whelp uses its Soul-Stealing Gaze and makes two attacks: one with its Claws and one with its Bite. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage. Soul-Stealing Gaze. The nabassu whelp targets one creature it can see within 30 feet of it. If the target can see the nabassu whelp and isn’t a construct or an undead, it must succeed on a DC 13 Charisma saving throw or reduce its hit point maximum by 6 (1d12) and give the nabassu whelp an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu whelp’s control.","properties":{"Category":"Monsters","Size":"Small","Type":"Fiend (Demon)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Nabasu","description":"Demon Demons are cruel and chaotic fiends who form from the souls of sinful mortals who have been consigned to the nightmare realm of the chaotic evil outer planes. As fecund as they are destructive, demons remain a favorite type of minion of many a cult. However, those who mistake demons’ predilection for chaos as evidence that these creatures are mindless forces of entropy often doom themselves by underestimating these creatures’ capacity for subtle manipulation, trickery, and patience when it comes to seeing long-term goals of devastation play out over the passage of time. Nabasu A nabasu is a cruel monster formed from the sinful souls of evil gluttons, particularly from cannibals, blood-drinkers, and those who prefer to savor the tang of undead flesh. This demon appears somewhat like an emaciated gargoyle in appearance, complete with large batlike wings and jaws full of sharp fangs. Its tiny eyes glow with an unsettling yellow hue. Traits Death-Stealing Gaze. The nabasu exudes an aura of death in a 30-foot radius. Creatures that end their turns in this aura must make a DC 15 Constitution saving throw. On a failure, they gain a level of exhaustion, and the nabasu gains 10 temporary hit points. A creature that dies while subject to the effects of this exhaustion level rises as a ghoul at the next midnight. Innate Spellcasting. The nabasu’s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 3/day each: black tentacles, hold monster, vampiric touch Magic Resistance. The nabasu has advantage on saving throws against spells and magical effects. Actions Multiattack. The nabasu makes two melee attacks: one with its bite, and one with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) piercing damage and 7 (2d6) necrotic damage. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) slashing damage and 7 (2d6) necrotic damage. Teleport. The nabasu magically teleports, along with any equipment it is wearing or carrying, up to 100 feet to an unoccupied space it can see. Summon Demon (1/Day). The nabasu chooses a demon to summon and attempts a magical summoning. The nabasu has a 50 percent chance of summoning 1d4 shadows, or 1 barlgura. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Nachzehrer","description":"This walking corpse's skin is tight against its bones and covered in weeping pustules. Its burial clothes are shredded and tattered at the cuffs and sleeves. Nachzehrer are undead superficially similar to ghouls and easily mistaken for them at a distance. The giveaway is the multitude of sores and pustules that dot the creature's skin, ready to burst with virulent fluids. Plague Born. Nachzehrer arise when plague strikes and kills a large number of people. The first victim of a plague might rise as one of these foul undead, and if that nachzehrer can infect enough victims a second nachzehrer will rise to join the first. Feeds on Life. Nachzehrer are driven to feed on the essence of the living. The creature's shadow has a draining effect on living creatures, sapping their strength when it falls across them and leaving them ripe for the nachzehrer's grisly feeding. The creature's grinding teeth drain the life from its victims, while spreading its disease into the victim. Nachzehrer are particularly driven to hunt down and consume their own living family members. Undead Nature. A nachzehrer doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Naergoth Bladelord","description":"This monster appears in the Rise of Tiamat module. Traits Sunlight Sensitivity. While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Naergoth makes three attacks, either with his longsword or longbow. He can use Life Drain in place of one longsword attack. Life Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 20 (5d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or is hit point maximum is reduced by the amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under Naergoth's control, unless the humanoid is restored to life or its body is destroyed. Naergoth can have no more than twelve zombies under his control at one time. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) necrotic damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 10 (3d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":7392,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Naergoth Bladelord","description":"Traits Sunlight Sensitivity. While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Naergoth makes three attacks, either with his longsword or longbow. He can use Life Drain in place of one longsword attack. Life Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 20 (5d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under Naergoth’s control, unless the humanoid is restored to life or its body is destroyed. Naergoth can have no more than twelve zombies under his control at one time. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) necrotic damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 10 (3d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":4500,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Naergoth Bladelord","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Sunlight Sensitivity. While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Naergoth makes three attacks, either with his longsword or longbow. He can use Life Drain in place of one longsword attack. Life Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 20 (5d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under Naergoth’s control, unless the humanoid is restored to life or its body is destroyed. Naergoth can have no more than twelve zombies under his control at one time. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) necrotic damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 10 (3d6) necrotic damage.","properties":{"Category":"Monsters","Source":"custom","Expansion":7391},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Nafas","description":"Nafas is the breath of the multiverse, an ancient djinni born from the planar winds that blow through the myriad doors of the Infinite Staircase. He’s a timeless force of untold power, a genie made noble by the planes themselves. A cloud of twinkling stardust follows Nafas wherever he goes, as evidence of his cosmic might. No bottle, vase, ring, or lamp can contain Nafas. The genie is bound to the Infinite Staircase itself, anchored to the extradimensional realm that created him. From the steps of the staircase, Nafas hears the wishes of creatures across the multiverse but cannot act on them. Moved by their stories but barred by circumstance, Nafas relies on adventurers—whom he considers the living manifestations of a wish granted—to respond to these calls. To friendly adventurers and weary travelers along the staircase, Nafas is a benevolent host, welcoming his guests with feasts, musical performances, and charming tales over tea. However, those who abuse the djinni’s hospitality or seek to bind him to their service with Iron Flasks or other magic invite his tempestuous ire. When Nafas is provoked, the scope of his retribution is limited only by his imagination. Though the genie typically reserves the Wish spell for creatures he deems worthy of its gifts, he isn’t above leveraging that power against formidable threats, rewriting reality to forcibly tilt the scales in his favor. The multiverse dictates that there must always be a noble djinni to preside over the Infinite Staircase. If slain, Nafas re-forms within days, coalescing from cosmic air. The only way to truly destroy Nafas is to take his place. Nafas’s Lair Nafas lairs in the Censer of Dreams, an aeolian palace within the Infinite Staircase where winds and wishes converge (see chapter 1). Windcatchers rise above its spacious chambers and softly glowing domes, and melodious chimes dance in the shutterless windows of its vaulted halls. Held aloft by genie magic and the staircases that branch from it, the palace is a pit stop for planar travelers and a haven for friendly creatures. Lair Actions On initiative count 20 (losing initiative ties), Nafas can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Downdraft. Nafas targets one creature he can see within 120 feet of himself. A downward current of air surrounds the target, reducing its flying speed (if any) to 0 feet until the end of its next turn, and the target must succeed on a DC 21 Strength saving throw or have the prone condition. Lightning Strike. A bolt of lightning strikes a point Nafas can see within 120 feet of him. Each creature within 10 feet of that point must succeed on a DC 21 Dexterity saving throw or take 16 (3d10) lightning damage. Stardust. Nafas creates a 20-foot-radius sphere of multiversal dust centered on a point anywhere in his lair. The sphere spreads around corners, and its area is heavily obscured. The dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can’t be dispersed by wind. Regional Effects The region containing Nafas’s lair is warped by his magic, creating one or more of the following effects: Mirages. Sapient creatures within 3 miles of the lair frequently see illusions of their hearts’ desires, be they fame, fortune, or long-departed comrades. These mirages don’t hold up to physical inspection and vanish after a brief interaction. Safe Descents. Within 3 miles of the lair, winds buoy creatures that fall, ushering them safely to the nearest staircase. Such creatures descend at a rate of 60 feet per round and take no damage from falling. Aberrations, Fiends, Undead, and creatures that fall due to Nafas’s or his allies’ actions don’t gain this benefit, instead falling as normal. Wishful Winds. The wishes of creatures across the multiverse, including those within the Infinite Staircase, can be heard within 3 miles of the lair as fleeting voices carried on gentle breezes. If Nafas is destroyed, all these effects end immediately, resuming when he either gains a new body or is replaced by the creature that slays him (see the Last Wish trait in Nafas’s stat block). Nafas as a Patron In addition to linking the adventures in this book, you can use Nafas as a group patron (detailed in Tasha’s Cauldron of Everything ). In this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas can also act as a warlock’s otherworldly patron, imparting a fraction of his power in exchange for the warlock’s loyal service. Traits Dimensionally Bound. Nafas can’t leave the Infinite Staircase or be trapped within a container (such as an Iron Flask). Attempts to transport Nafas to another plane are wasted. Last Wish. When Nafas drops to 0 hit points, his body disintegrates into a whirl of multiversal dust that surrounds one creature responsible for his demise. That creature then hears Nafas’s last wish: for the creature to take his place. If the creature accepts, it is transformed into a noble djinni. The creature’s game statistics are replaced by those of Nafas (including this trait), though it retains its name, alignment, and personality. The creature also inherits Nafas’s palace and all it contains. If the creature refuses, Nafas gains a new body in 1d10 days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase. Legendary Resistance (5/Day). If Nafas fails a saving throw, he can choose to succeed instead. Magic Resistance. Nafas has advantage on saving throws against spells and other magical effects. Noble Genie. Nafas doesn’t suffer any of the penalties that normally follow casting the Wish spell to produce an effect other than duplicating another spell. Actions Multiattack. Nafas makes three Storm Shamshir attacks and uses Create Vortex. Storm Shamshir. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6) lightning or thunder damage (Nafas’s choice). Create Vortex. A 10-foot-radius, 60-foot-tall cylinder of swirling cosmic dust forms on a point Nafas can see within 120 feet of him. The vortex lasts as long as Nafas maintains concentration (as if concentrating on a spell). When the vortex appears, each creature other than Nafas in the vortex’s area must make a DC 22 Strength saving throw. On a failed save, a creature takes 36 (8d8) force damage and has the restrained condition. On a successful save, a creature takes half as much damage only and moves to the nearest unoccupied space outside the vortex. On subsequent turns, Nafas can use this action to move the vortex up to 60 feet. When the vortex enters a creature’s space for the first time on a turn, the creature must make the same saving throw as when the vortex first appeared. Creatures restrained by the vortex move with it. A creature restrained by the vortex, or another creature that can reach it, can use its action to make a DC 22 Strength check. On a successful check, the restrained creature is no longer restrained and moves to the nearest unoccupied space outside the vortex. Spellcasting. Nafas casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 21): At will: Detect Evil and Good, Detect Magic, Thaumaturgy 3/day each: Create Food and Water (the food is always tasty), Dispel Magic, Invisibility, Legend Lore (as an action), Tongues, Wind Walk (as an action) 1/day each: Gaseous Form, Major Image, Teleport, Wish Reactions Nafas can take up to three reactions per round but only one per turn. Blowback. Immediately after a creature Nafas can see ends its turn, Nafas exhales forceful winds in a 30-foot cone. Large or smaller creatures in that area must succeed on a DC 22 Strength saving throw or be pushed up to 15 feet away from him. Zephyr Step. In response to being hit by an attack roll, Nafas moves up to half his flying speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Chaotic Good","Expansion":31434,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Nafik","description":"In life, Nafik was the high priest of Amun Sa, the last pharaoh of the land of Bakar. Nafik was a loyal subject and was respected in turn by Amun Sa and the lesser priests in the pharaoh’s retinue. When Amun Sa died, Nafik and a cadre of priests locked themselves in Amun Sa’s tomb according to tradition. There, they performed holy rites and accepted food and offerings from the outside. As time went on, Nafik grew envious of Amun Sa. “Why should the pharaoh get to enjoy eternal bliss in the afterlife while his priests are condemned to live out the rest of their lives imprisoned in his pyramid?” he thought. In his anger, Nafik turned to unholy grimoires, seeking forbidden rituals he hoped could teach him the secrets of everlasting life. When the lands of Bakar dried up, the faithful stopped bringing offerings to Amun Sa’s tomb. The threat of starvation loomed over Nafik and his priests. In a desperate measure, Nafik wrought a haphazard ritual on himself and his fellow priests, transforming them and himself into Undead. Heartless and corrupted by evil, Nafik now rules over the upper halls of Amun Sa’s pyramid and the priests he sentenced to an exanimate eternity. Traits Legendary Resistance (2/Day). If Nafik fails a saving throw, he can choose to succeed instead. Magic Resistance. Nafik has advantage on saving throws against spells and other magical effects. Rejuvenation. When he is destroyed, Nafik gains a new body in 24 hours if his heart is intact, regaining all his hit points. The new body appears in an unoccupied space within 5 feet of Nafik’s heart. Actions Multiattack. Nafik can use his Dreadful Glare and makes one Rotting Fist or Unholy Beam attack. Rotting Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the Remove Curse spell or other magic. Unholy Beam. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 28 (8d6) necrotic damage, and the next attack roll made against this target before the end of Nafik’s next turn has advantage. Dreadful Glare. Nafik targets one creature he can see within 60 feet of himself. The target must succeed on a DC 14 Wisdom saving throw or have the frightened condition until the end of Nafik’s next turn. A target that succeeds on the saving throw is immune to Nafik’s Dreadful Glare for the next 24 hours. Spellcasting. Nafik casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14): At will: T haumaturgy 2/day each: Comman d , Silence 1/day: Ins ect Plague","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Lawful Evil","Expansion":31434,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Naga, Moonchild","description":"This great serpent with shimmering scales of varying colors has the face of a beautiful woman. Its eyes shine like the moon in a sea of stars, and it sways to an unheard rhythm. Starry Gaze. The pupils and irises of a moonchild naga appear as moons in miniature, surrounded by black sclera dotted with faintly glowing stars. The moonchild naga uses its eyes to claim a connection to the powers of the moon and the stars, which grants it powers of prophecy. The bewitching power in their gaze lends some credence to these claims. Manipulative Masters. These nagas excel at manipulation, convincing those who listen of their own hidden greatness, and that, through time spent in communion and service to the naga, they can unlock their true potential. Through ritual deprivation, drug-induced visions, the promised revelation of great secrets that never come, and the reinforcement of the naga's own place in their lives, moonchild nagas never lack for a small cadre of underlings to do their bidding. Two is a Crowd. Moonchild nagas avoid one another for fear that another will spoil their efforts or expose them as charlatans in order to make off with their devotees.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Naga, Swamp","description":"A human head tops this green-and-brown constrictor. Vines protrude from its scalp and writhe in unison to the serpent’s swaying motion. Mosquitos, gnats, and other flying insects form a cloud around it. Self-Proclaimed Ruler and Protector. The swamp naga is a manifestation of the swamp it inhabits. Its physical form is reminiscent of snakes, and marsh plants grow from its head. The naga’s strong tie to the swamp provides an impetus to protect its home and to believe it is the swamp’s sovereign. Because of this strong link, a swamp rarely hosts more than one naga, unless it covers vast territory. Insect and Serpent Friend. The swamp naga’s link to the swamp extends to many creatures within it. Humanoids and mammalian animals that share the swamp with the naga recognize it as a protector and rarely trouble it, though the naga exerts no control over them. A cloud of poisonous biting and stinging insects accompanies the naga, endangering those who draw close to it. Necessarily Ruthless. Scholars who have studied the connection between swamp nagas and their domains postulate the nagas’ malevolence is an outgrowth of swamplands’ inherent evil. However, the nagas only use force when trespassers actively harm the swamp or refuse to leave after the nagas attempt to reason with them. Nagas typically encourage those they enthrall to either leave or repair damages. They prefer not to take slaves, since this encourages more intruders and likely further havoc.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Nagahydra","description":"The nagahydra is a fearsome monstrosity that appears as a 50-foot long, five-headed naga. Multicolored, reticulated scales cover the nagahydra’s 3-foot diameter body, with singular hues branching out to each of the five heads - bright crimson, deep purple, emerald green, onyx black, and golden yellow. Fiery-orange spines line the back of its serpentine body. Each head of the nagahydra can be male or female and has its own personality and motivations. The heads may at times argue and bicker with one another, but never to the point of attacking each other. Cruel Overlord. While not inherently evil, the nagahydra is still a cruel, selfish, and vicious monster. It relishes hunting lesser beings for food, stalking its prey through ancient forests and dismal swamps. It enjoys being worshiped by those who seek its blessing and security. In return, the nagahydra aids and protects its subjects from hostile creatures, sickness, and natural calamities. However, the nagahydra demands sacrifice and tribute from its followers, punishing those who fail to do so severely. Multiple Heads. The nagahydra is a formidable threat in battle. It can attack with all heads and its powerful tail. Each of its heads is capable of delivering a deadly, venomous bite. Although its heads can be severed, the nagahydra magically regrows them in short order. Multiheaded Spellcaster. What makes the nagahydra very dangerous is each head’s ability to cast and maintain concentration of its spells. If the nagahydra is forced to make a Constitution saving throw to maintain concentration on any of its spells, it doesn't automatically lose concentration of all its spells. Instead, each head that has an active spell requiring concentration must make that saving throw. If a nagahydra anticipates a challenging encounter, it will protect itself by casting both greater invisibility and stoneskin . If it expects enemy mages, it will also cast globe of invulnerability to prevent enemy counterspells and the possible targeted dispelling of the naga's protective spells. A Nagahydra's Lair A nagahydra haunts gloomy forests, primeval jungles, and dismal swamps. It makes its lair in the overgrown ruins of ancient cities, with the outskirts protected by its spells, magical traps, and minions. Lair Actions On initiative count 20 (losing initiative ties), the nagahydra takes a lair action to cause one of the following effects; the nagahydra can’t use the same effect two rounds in a row. The nagahydra causes spectral snakes to appear from a point it can see within 120 feet of it. Each creature within 20 feet of that point take 7 (2d6) piercing damage and must succeed on a DC 17 Constitution saving throw or become poisoned until the end of its next turn. While poisoned in this way, the creature has disadvantage on all saving throws. The nagahydra targets up to five creatures it can see within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or become frightened until the end of its next turn. The nagahydra regrows one of its heads. Regional Effects The region containing a nagahydra’s lair is warped by the nagahydra’s magic, which creates one or more of the following effects: The land within 6 miles of the lair takes twice as long as normal to traverse, since the vegetation grow thick and twisted. Within 1 mile of its lair, the nagahydra ignores movement impediments and damage from normal plants. The plants remove themselves from the nagahydra’s path. Fog lightly obscures the land within 6 miles of the lair. If the nagahydra dies, these effects fade over the course of 1-10 days. Immortal Nature. A naga doesn’t require air, food, drink, or sleep. Traits Legendary Resistance (3/Day). If the nagahydra fails a saving throw, it can choose to succeed instead. Multiple Heads. The nagahydra has five heads. While it has more than one head, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the nagahydra takes 50 or more damage in a single turn, one of its heads dies (determined randomly). If all its heads die, the nagahydra dies. At the end of its turn, it grows one head that died since its last turn, unless it has taken fire damage since its last turn. The nagahydra regains 30 hit points each time it regrows a head in this way. Multiheaded Spellcaster. Each head of the nagahydra can cast and maintain concentration of its own spell. If the nagahydra is forced to make a Constitution saving throw to maintain concentration on any of its spells, each head that has an active spell requiring concentration must make that saving throw. Rejuvenation. If it dies, the nagahydra returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Reactive Heads. For each head the nagahydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Spell Penetration. When the naga casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Wakeful. While the nagahydra sleeps, at least one of its heads is awake. Actions Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, and it must succeed on a DC 19 Dexterity saving throw or be pushed horizontally up to 10 feet away and be knocked prone. Spellcasting. The naga casts one of the following spells, requiring only verbal components and Charisma as the spellcasting abilit (spell save DC 19, +11 to hit with spell attacks): At will: fire bolt (3d10), mage hand, prestidigitation, sword burst (3d6), true strike 2/day each: counterspell, dispel magic, fireball, misty step, shield 1/day each: cone of cold, chain lightning, dominate person, forcecage, globe of invulnerability, greater invisibility,* maddening darkness, polymorph, stoneskin* *The nagahydra casts these spells on itself before combat. Legendary Actions The nagahydra can take as many legendary actions as it has heads, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The nagahydra regains spent legendary actions at the start of its turn. The nagahydra’s legendary action options are associated with its five naga heads (a bite and a cast spell for each). Once the nagahydra chooses a legendary action option for one of its heads, it can’t choose another one associated with that head until the start of its next turn. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. Cast a Spell (Costs 2 Actions). The nagahydra uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Nagorok","description":"Feared by the other beasts that roam throughout the badlands of Garrain 4, the roar of a nagorok can quickly silence the cacophany of all life in the area. Regarding any other creature as its prey, it leaves little but carnage in its wake along a trail of footprints deep enough for other creatures to drink from. Seasonal Predators. Even with their massive size, nagoroks can go suprisingly long without eating, instead building and defending nests during the frozen season. Once they start replenishing their food supply after the thaw, they can gorge endlessly. Tips and Tactics The nagorok's roar is primarily used to ward off other hunters and predators, but they're more adept at travelling and hunting quietly, even for such immense creatures. Their rock-like scales allow them to blend into rocky terrain or among the huge whitebark trees in the forests of Garrain 4.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":15},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Nagpa","description":"Nagpas can't learn from that which isn't destroyed. Imagine how bewildering and terrifying a city full of life must be to them. Is it any wonder that they seek the ruin of such places? —Mordenkainen Long ago, the Raven⁠ Queen cursed a cabal of thirteen powerful wizards for meddling in a ritual that would have helped avert a war between the gods. She stripped them of their beauty, turning them into scabrous, birdlike monstrosities. The nagpas now plot as they ever did, but they now strive to bring about terrible, world-shaking calamities so they can pry secrets and power from the wreckage their conspiracies create. The nagpas fear the Raven⁠ Queen and do their best to avoid her and her agents. When it's impossible to do so, they become cringing, fawning things, eager to please and thereby escape the cold gaze of the being who brought them so low. All of the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive. Looters of Civilization. The curse the Raven⁠ Queen placed on the nagpas restricts the ways in which they can acquire new lore and magical power, barring them from any source except for the ruins left behind from fallen civilizations and great calamities. For this reason, nagpas turn their efforts to bringing about such ends, so they can loot the libraries, plunder the vaults, and gather up secrets of arcane lore from the wreckage. Puppet Masters. Nagpas work in the shadows, manipulating events to bring about ruin. As accomplished magic-users, they can bring to bear an array of spells to make agents of other creatures, influencing their decisions in subtle ways and pulling on strings to make them into unwitting accomplices in their own destruction. Nagpas show great patience in their plots and have several schemes working simultaneously, each at different stages of completion, so if one plan goes awry, they can shift their focus to another. Typically, nagpas only show their handiwork and emerge from the shadows when they can deliver a finishing blow and then revel in the grand devastation their plotting brought about. Traits Corruption. As a bonus action⁠, the nagpa targets⁠ one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours. Paralysis (Recharge 6). As a bonus action⁠, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed⁠ target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect. Spellcasting. The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared: Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion 1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt 2nd level (3 slots): hold person, ray of enfeeblement, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): confusion, hallucinatory terrain, wall of fire 5th level (2 slots): dominate person, dream, geas 6th level (1 slot): circle of death, disintegrate 7th level (1 slot): etherealness, prismatic spray 8th level (1 slot): feeblemind Actions Staff. Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Nagpa)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Nagpa","description":"Long ago, the Raven Queen cursed a cabal of powerful wizards for meddling in a ritual that would have helped avert a war between the gods. She transformed them into the scabrous, birdlike creatures known as nagpas and rendered them able to acquire new lore and magical power only from the ruins of fallen civilizations and great calamities. Nagpas still fear the Raven Queen and do their best to avoid her and her agents. When it’s impossible to do so, they become cringing, fawning things, eager to please and thereby escape further attention from her cold gaze. All the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive. Hungry to claim more power despite the Raven Queen’s curse, nagpas strive to bring about world-shaking destruction. From the shadows, they manipulate events to bring about ruin. They can bring to bear an array of spells to turn other creatures into their agents, influencing their decisions in subtle ways and making them unwitting accomplices in their own destruction. Nagpas are extraordinarily patient and pursue several schemes simultaneously, so if one plan goes awry, they can shift their focus to another. Typically, nagpas emerge from the shadows only when they can deliver a finishing blow. They then revel in the grand devastation their plotting brought about—looting libraries, plundering vaults, and prying secrets of arcane lore and power from the wreckage. Actions Multiattack. The nagpa makes three Staff or Deathly Ray attacks. It can replace one attack with a use of Spellcasting. Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 24 (7d6) necrotic damage. Deathly Ray. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 30 (7d6 + 6) necrotic damage. Spellcasting. The nagpa casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): At will: detect magic , mage hand , message , minor illusion 2/day each: fireball , fly , hold person , suggestion , wall of fire 1/day each: dominate person , etherealness , feeblemind Bonus Actions Corruption. The nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa’s next turn. On a successful save, the target becomes immune to the nagpa’s Corruption for the next 24 hours. Paralysis (Recharge 6). The nagpa forces each creature within 30 feet of it to make a DC 20 Wisdom saving throw, excluding Undead and Constructs. On a failed save, a target is paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Wizard)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Nahai'eth","description":"Nahai'eth is a high elf wizard who sells magic wares from her home within the hollow trunk of the Blood Willow . The strange alabaster tree's vein-like roots and branches can absorb blood and convert it into raw magic that Nahai'eth uses to fuel her enchantments. The magical tree can magically teleport itself and everything within it up to a hundred miles, disappearing and appearing in a shroud of heavy mist. Nahai'eth usually wills the tree to do so every few weeks and typically has her shop appear in dense forest areas where the veil between the Material Plane and the Fey Realm is thin. Background Descending from a long lineage of wizards, Nahai'eth was sent away to an academy of arcane studies as a young child. What she lacked in motivation, Nahai'eth compensated for with raw talent. After only a few decades of study, she was already a skilled wizard and chosen to serve in her king's royal army as a warmage. Nahai'eth's service was short-lived, however. In her very first battle, she was gravely wounded by a troll's cruel claws. With no way of healing herself and no help in sight, the young elf bled to death under the sprawling crown of an ancient willow tree. As she died, her blood seeped into the soil and suffused the willow's roots. Through some inexplicable magic, the tree seemed to absorb Nahai'eth's essence and assumed an alabaster, blood-streaked appearance that matched her own. As elf and willow became bonded by blood, Nahai'eth was returned to life – albeit changed forever. Nahai'eth quickly realized that she weakened with every step she took away from the tree, almost as if its magic kept her alive. Thus, she made herself a home within the tree's trunk and began studying the weird blood magic that had brought her back to life. Over the years, Nahai'eth has learned how to use the willow tree's blood-fueled magic to weave enchantments and teleport the tree across vast distances. Always in need of blood to fuel her studies, Nahai'eth invites adventurers and other wanderers to purchase the items she crafts within the Blood Willow. Roleplaying Nahai'eth Nahai'eth is a fair, alabaster-skinned elf with red scars covering her face and gleaming red eyes – eerie side effects of her resurrection and experiments with blood magic. She displays formal etiquette worthy of a high elf noble – using honorifics and being polite to a fault – but possesses none of the superiority and condescension common among her kin. The elf's brush with death has left her somewhat pessimistic and she can seem overly gloomy to strangers (\"The average life expectancy of an adventurer is less than two years, so you'll excuse me if I'm not eager to extend any credit”). She also has a disturbing habit of casually guessing at when a customer will perish (\"You're a lone warrior tasked with protecting three spellcasters? I'd recommend a good life insurance – or a career change.”)","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Chaotic Good","Expansion":27827,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Naiad","description":"Traits Amphibious . The naiad can breathe air and water. Invisible in Water . The naiad is invisible while fully immersed in water. Magic Resistance . The naiad has advantage on saving throws against spells and other magical effects. Spellcasting . The naiad casts one of the following spells using Charisma as the spellcasting ability (save DC 14) and requiring no material components: At will: minor illusion 3/day: phantasmal force 1/day each: fly, hypnotic pattern Actions Multiattack . The naiad makes two psychic touch attacks. Psychic Touch . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Expansion":9505,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Naiad","description":"Nymphs are powerful fey who embody the splendor of the natural world. Architects of wild beauty, nymphs are bound to, and protect, the forests, rivers, springs, meadows, mountains, and seas they shape and call home. Nymphs feel a greater kinship to elves than do most other fey, and the two groups resemble each other in general appearance, though nymphs have more obviously supernatural features. Enigmatic Values . All nymphs are incredibly beautiful and demand to be surrounded by aesthetically elegant creatures and items that rival their own appearance. They are chaotic beings that believe in the importance of beauty above all else. Rather than viewing the world in terms of good and evil, most nymphs see only beauty and ugliness. To them, actions that create beauty are laudable; beautiful creatures and objects must be protected. That which destroys or damages beauty, or promotes ugliness, must be eradicated. Secluded Surroundings . Nymphs make homes in the most beautiful locations of the natural world. They augment these places, nurturing the plants, shaping the earth, and purifying the water. Those seeking a nymph should look to the most breathtaking natural landmarks in their vicinity as a sign of her presence. However, intruders are rarely welcome, as most nymphs prefer to live in solitude. Many nymph homes lie on the borders between the fey and the mortal realm. Time passes differently in these locations, and mortals who unwittingly wander into a nymph’s domain for an afternoon may find themselves displaced by centuries in time. Ephemeral Lovers . Many prominent heroes of legend are thought to be the offspring of nymphs. Affairs between nymphs and mortals tend to be fleeting and frequently end in tragedy. Powerful mortals who are seduced into joining nymphs in the fey realm may disappear from the mortal realm for centuries, throwing kingdoms into chaos in the meantime. Nymphs taken into the mortal world as wives and husbands soon pine for the natural splendor of their wild homes, and they usually abandon their mortal families. Types of Nymphs Nymphs are divided into six subraces: dryads of the forests, naiads of lakes and rivers, nereids of the oceans, oreads of the mountains, oceanids of the islands, and aurae of the night sky. Nymphs may be male, female, both, or neither. However, most nymphs possess certain delicate feminine qualities, regardless of their gender, and they are collectively described with feminine pronouns. Nymph Lairs The lair of a nymph is a beautiful, natural place that reflects her type. For example, dryads make their lairs in the branches and roots of a great tree to which she is bound. Naiads often dwell within underwater caves that can only be reached by swimming beneath a river or lake. Oreads may choose picturesque ruins located high in the mountain that she calls home. When a nymph’s lair contains a connection to the fey, or lies within the fey, she gains access to lair actions. Lair Actions On initiative count 20 (losing initiative ties), the nymph can take a lair action to cause one of the following magical effects: The nymph glimpses the future, so that it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. The nymph merges with her surroundings and reappears anywhere in her lair. This ability functions exactly like dimension door except that it requires no components and the range is limited to within the nymph’s lair. Regional Effects The region containing a nymph’s lair is warped by the ephemeral nature of the feywild. Time passes differently in the lair of the nymph. Every day spent there counts as a month in the mortal world. The nymph can decrease this rate of time passage to a week or increase it to a year. Monstrosities, aberrations, fiends, and humanoids with Charisma scores of 8 or less feel extremely uncomfortable in a nymph’s lair. They have disadvantage on all saving throws and ability checks. Naiad Nymphs of fresh water, naiads make their homes in lakes, streams, brooks, and wetlands. Naiads are the nymphs that are most likely to come into contact with mortals. Humans need to be close to reliable sources of fresh water, and this frequently creates an overlap between the domains of mortals and naiads. Some naiads even choose to live in man-made structures, such as fountains and wells, if they deem them beautiful enough to call home. Although naiads are often very curious about the mortal world, their patience for the ugly noise and bustle of cities remains short. Naiads are coveted by mortals for both their great beauty and their talents. They often have the ability to divine the fate of mortals. They have been known to use this power to shape history, as mysterious oracles and advisors. Naiads also serve as muses to great artists and musicians, taking them to a level of creativity that only supernatural assistance can inspire. Thanks to these abilities, powerful mortals frequently fall in love with naiads, and they are the most likely of all nymphs to give birth to mortal children with grand destinies.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (nymph)","Alignment":"chaotic good (75%) or chaotic evil (25%)","Expansion":4963,"Challenge Rating":6},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Naiad","description":"Nymphs Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts. The nymphs of Theros include the following mysterious beings, as well as dryads (presented in the Monster Manual ). Immortal Nature. A nymph doesn't require food, drink, or sleep. Naiad Naiads live in and near water. They might be spotted among rivers and lakes, on isolated shores, or amid coral labyrinths and deep sea fumaroles. Wherever rivers and seas show their variety and force, naiads gather to revel in nature's might. Individual naiads often grow fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above all others. Over time, such a resident nymph often becomes connected with their aquatic home through sightings and stories, becoming a guardian of the place and, in effect, a manifestation of its personality. Aquatic Collectors. Curious by nature, naiads often seek out what the seas and rivers claim. As a result, they might be found among sunken ruins and shipwrecks, sifting through the remains for whatever catches their eye. Living creatures aren't exempt from this curiosity, either. Naiads are known to befriend aquatic creatures, or even to keep modest menageries. The occasional star-crossed castaway has even been known to become part of such collections. Secret Routes of the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland. Naiads do nothing to dissuade sailors from this belief, and certainly numerous reports tell of charmed nymphs leading lost seafarers home. Yet, if tales of naiad-led galleys appearing amid the headwaters of mountain rivers are true, only the nymphs know for sure.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":5432,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Naiad","description":"TRAITS Aquatic . A naiad can breathe underwater, and being underwater does not impose the usual penalties to attacks and ability checks. Innate Spellcasting . A naiad can innately cast the following spells using Wisdom as her spellcasting ability (spell save DC 12, +4 to hit with spell attacks) and requiring no material components: At will: charm person ACTIONS Dagger . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. Water’s Embrace . A naiad can use an action to command a charmed target to enter the water and voluntarily drown. Unless the target makes a DC 15 Wisdom saving throw, the target forgoes holding its breath, and begins to drown. The target can survive the number of rounds equal to its Constitution modifier (minimum 1). On the start of its next turn, it drops to 0 hit points and is dying.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic good","Expansion":18098,"Challenge Rating":1},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Naiad","description":"Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen ward, sometimes these nymphs congregate in coven-like groups where river tributaries meet, performing great magic and blessing the waters of the land. Because naiads’ bonds to their bodies of water permit more flexibility, they are the nymphs most likely to interact with humanoids and even visit their settlements on occasion. Unlike other nymphs, naiads occasionally become adventurers, especially when dark forces seek to despoil nature or otherwise threaten the land, joining forces with others to prevent the corruption of nature. Naiad Queens. Naiad queens rule over pristine wildernesses centered on untouched lakes or other bodies of fresh water. Bards’ songs and artists’ paintings of nymphs tend to depict naiad queens in their slightly more humanoid forms, which they don when they make the rare journey into civilized lands to garner allies or gauge threats. Most naiad queens treat those who respect their domains with kindness, but they are fierce and quick in eliminating foes. Their blinding beauty and breadth of offensive spells make naiad queens fierce opponents if forced into a fight.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral good","Expansion":30635,"Challenge Rating":1.2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Naiad Queen","description":"Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen ward, sometimes these nymphs congregate in coven-like groups where river tributaries meet, performing great magic and blessing the waters of the land. Because naiads’ bonds to their bodies of water permit more flexibility, they are the nymphs most likely to interact with humanoids and even visit their settlements on occasion. Unlike other nymphs, naiads occasionally become adventurers, especially when dark forces seek to despoil nature or otherwise threaten the land, joining forces with others to prevent the corruption of nature. Naiad Queens. Naiad queens rule over pristine wildernesses centered on untouched lakes or other bodies of fresh water. Bards’ songs and artists’ paintings of nymphs tend to depict naiad queens in their slightly more humanoid forms, which they don when they make the rare journey into civilized lands to garner allies or gauge threats. Most naiad queens treat those who respect their domains with kindness, but they are fierce and quick in eliminating foes. Their blinding beauty and breadth of offensive spells make naiad queens fierce opponents if forced into a fight.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic good","Expansion":30635,"Challenge Rating":8},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Naina","description":"These drakes are resplendent in their natural form, plumed and scaled in glittering, multicolored hues. In humanoid form, they appear as elderly homespun human crones or as young, beautiful elvish women. Drakes in Human Form. These faerie drakes can take the shape of wise, old, human women. They retain full use of their sorcerous powers in their humanoid forms, and they can retain that form indefinitely. Difficult to Spot. A naina shapeshifted into human form is nearly impossible to spot as anything but human unless she makes a mistake that gives away her true nature, and they seldom do. Draconic roars, a flash of scales, a fondness for raw meat, and a flash of wrathful dragon breath are the most common tells. Hunted by Rumor. When rumors of a naina circulate, any woman who is a stranger may be persecuted, ostracized, or even tortured unless she can prove that she’s entirely human. Naina in Midgard The naina are employed by the Dragon Empire as spies, infiltrators, and agents provocateur. Some sages say they serve Baba Yaga, and she can speak through them. Traits Magic Sensitive: The naina detects magic as if it were permanently under the effect of a detect magic spell. Spellcasting: The naina is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The naina has the following sorcerer spells prepared: Cantrips (at will): dancing lights, mage hand, mending, ray of frost, resistance, silent image 1st level (4 slots): charm person, thunderwave, witch bolt 2nd level (3 slots): darkness, invisibility, locate object 3rd level (3 slots): dispel magic, hypnotic pattern 4th level (3 slots): dimension door 5th level (1 slot): dominate person Shapechanger: The naina can use her action to polymorph into one of her two forms: a drake or a female humanoid. She cannot alter either form’s appearance or capabilities (with the exception of her breath weapon) using this ability, and damage sustained in one form transfers to the other form. Actions Multiattack: The naina makes two claw attacks and one bite attack. Bite (drake form only): Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 24 (3d12 + 5) Piercing damage. Claw (drake form only): Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 24 (3d12 + 5) Slashing damage. Poison Breath (Recharge 5-6): While in drake form (only), the naina breathes a 20-foot cone of poison gas, paralytic gas, or sleep gas. Poison: A creature caught in this poison gas takes 18 (4d8) poison damage and is poisoned; a successful DC 17 Constitution saving throw reduces damage to half and negates the poisoned condition. While poisoned this way, the creature must repeat the saving throw at the end of each of its turns. On a failure, it takes 9 (2d8) poison damage and the poisoning continues; on a success, the poisoning ends. Paralysis: A creature caught in this paralytic gas must succeed on a DC 17 Constitution saving throw or be paralyzed for 2d4 rounds. A paralyzed creature repeats the saving throw at the end of each of its turns; a successful save ends the paralysis. Sleep: A creature caught in this sleeping gas must succeed on a DC 17 Constitution saving throw or fall unconscious for 6 rounds. A sleeping creature repeats the saving throw at the end of each of its turns; it wakes up if it makes the save successfully.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon (shapechanger)","Source":"Tome of Beasts","Alignment":"Lawful evil","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Naizu-Ha","description":"The old fable How Nuizamo Lost His Knife suggests every blade that has been used to kill is actually a naizu-ha in its native form. This is untrue, but the naizu-ha enjoy the myth and perpetuate it whenever possible. Daggers Personified. The naizu-ha are the act of violence perpetrated by small blades given form. Dealings with naizu-ha are fraught with danger. Initially presumed to be good allies in battle, it was quickly discovered that they couldn’t be controlled in a pitched combat and eagerly lashed out at anything that came into reach. Most often, naizu-ha are summoned to assassinate specific targets. Impartial Betrayers. A naizu-ha has no loyalty to anything but its own desire for blood and pain. If dispatched to kill someone, a naizu-ha can be coerced to switch sides with a promise that their new task will involve more violence than the current job does. They have no patience for subtle work or trickery that involves more than a quick feint. A favorite tactic of naizu-ha is to fulfill a contract, collect whatever payment has been agreed upon, and immediately murder the initial contractor. Bloody Biers. To summon a naizu-ha, the blood of no fewer than three humanoids must be splashed on a stand forged of fused blades. If the petitioner uses their own blood in the ceremony, they have advantage on any ability checks they make to treat with the naizu-ha. Immortal Spirit Nature. The kami doesn’t require food, drink, or sleep. Kami in Midgard Kami are the small gods of the Winter Isles. Each kami is the spirit of something tangible, be it an ideal, an emotion, or a specific item or location. A kami can be summoned to the Material Plane by any creature that builds it a shrine and offers suitable tribute. Less majestic kami, such as a gorao-ka, require only a small shrine and a gift of any size, so long as it is freely given. More important kami may require a magnificent monument as well as some form of grand tribute.","properties":{"Category":"Monsters","Size":"Small","Type":"fey (kami)","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Najahydra","description":"The ancestors of the great serpentine races experimented with many of the primordial creatures to create loyal abominations that would strengthen their armies. It is said that they magically injected a clutch of hydra eggs with the blood of serpents. From these eggs came the very first najahydras. Many-Headed Serpent. The najahydra appears as an immense 20-to-30-foot long king cobra with five heads. The color of its scales ranges from blue, yellow, olive green, brown, to black. Its back is typically highlighted by yellowish or whitish chevrons, and its underbelly may display colored bars. Just like all hydras, the najahydra can regrow severed heads. One must apply fire to the najahydra's neck stump to stop a severed head from regenerating. The heads possess an astonishing level of autonomy, moving independently as they survey the environment, vigilant for any potential threat or succulent prey. The creature's eyes, piercing and cunning, showcase its heightened senses and predatory instincts. Venom Spitter. The najahydra's heads can deliver a deadly bite. Its fangs inject a highly toxic venom that can instantly cause respiratory and cardiac arrest. Worse still, it can spit this venom at its prey. Each of the najahydra's heads can squeeze its jaw muscles, causing the glands to squirt out through forward-facing orifices near the tip of its fangs. The spat venom instantly breaks down organic tissue it lands on, and can also cause blindness if it hits the target's eyes. Jungle Hunters. Najahydras live mainly in warm rain forests, jungles, and mangrove swamps. Behaving as an apex predator, the najahydra is both solitary and highly territorial. It claims a vast domain within its lush habitat, where it skillfully navigates the tangled vegetation, utilizing its sinuous body to move with deceptive agility. With an unmatched speed and precision, the Najahydra silently stalks its victims, relying on stealth and patience before unleashing its deadly assault. The color of their scales tend to match their surroundings, allowing them to blend easily and remain hidden if they don't move. Najahydras feed mainly on giant snakes, reptiles, and mammals. It hunts by tracking the odor trails of its prey. Older Najahydras. There are older, larger, and more dangerous specimens of najahydras. These monsters can reach lengths of up to 80 feet. They can constrict their prey while ancient ones can even breathe out poisonous gas. Such creatures are revered and even worshipped as gods by reptilian races. Traits Keen Smell. The najahydra has advantage on Wisdom (Perception) checks that rely on smell. Hold Breath. The najahydra can hold its breath for 1 hour. Multiple Heads. The najahydra has five heads. While it has more than one head, the najahydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the najahydra takes 15 or more damage in a single turn, one of its heads dies. If all its heads die, the najahydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The najahydra regains 5 hit points for each head regrown in this way. Reactive Heads. For each head the najahydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the najahydra sleeps, at least one of its heads is awake. Actions Multiattack. The najahydra makes as many Bite attacks as it has heads. It can replace any number of Bite attacks with Spit Poison. Bite . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. Spit Poison. Ranged Weapon Attack: +6 to hit, range 15/30 ft., one creature. Hit: 3 (1d6) poison damage and the target must make a DC 13 Constitution saving throw or become poisoned until the najahydra's next turn. The poisoned creature is blind.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Nalfeshnee","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Magic Resistance : The nalfeshnee has advantage on saving throws against spells and other magical effects. Actions Multiattack : The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage. Claw : Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Horror Nimbus (Recharge 5-6) : The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours. Teleport : The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"184 (16d10+96)","CHA":15,"CON":22,"DEX":10,"INT":19,"STR":21,"WIS":12,"Size":"Large","Type":"fiend (demon)","Speed":"20 ft., fly 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066135/v2qeWaq7dzhoI5spDHmAMA/original.png","Roll 0":"Bite\n1d20 + 10\n5d10+5","Roll 1":"Claw\n1d20 + 10\n3d6+5","Senses":"Truesight 120 Ft.","Source":"5th Edition SRD","data-XP":"10,000","Alignment":"Chaotic Evil","Languages":"Abyssal, Telepathy 120 Ft.","data-List":"false","Immunities":"Poison","Token Size":2,"Resistances":"Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Magic Resistance\",\"Desc\":\"The nalfeshnee has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"5d10 + 5\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"3d6 + 5\",\"Damage Type\":\"slashing\"},{\"Name\":\"Horror Nimbus (Recharge 5-6)\",\"Desc\":\"The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.\"},{\"Name\":\"Teleport\",\"Desc\":\"The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.\"}]","data-CHA-mod":"+2","data-CON-mod":"+6","data-DEX-mod":"+0","data-INT-mod":"+4","data-STR-mod":"+5","data-SizeNum":5,"data-WIS-mod":"+1","Saving Throws":"Con +11, Int +9, Wis +6, Cha +7","Challenge Rating":13,"Passive Perception":11,"Condition Immunities":"Poisoned","data-CrNum":13,"data-AcNum":18,"data-HpNum":184},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Nalfeshnee","description":"Demons Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil—engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness , the Black Scrolls of Ahm , and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon True Names Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz’zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake’s and as powerful as a great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out—or if she has a reason to remind her followers to fear her—Lolth’s lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart. Orcus Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus , a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes’ flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Nalfeshnee The nalfeshnee is one of the most grotesque demons—a corpulent mockery of ape and boar standing twice the height of a human, with feathered wings that seem too small for its bloated body. These brutish features conceal a remarkable intelligence and cunning. Nalfeshnees are devastating in combat, using their wings to soar above the front ranks and reach vulnerable adversaries that can be dispatched with little effort. From the thick of battle, they telepathically bellow commands to lesser demons, even as they inspire a sense of dread that forces their foes to scatter and run. Nalfeshnees feed on hatred and despair, but they crave humanoid flesh above all else. They keep their larders filled with humanoids abducted from the Material Plane, then eat those creatures alive during elaborate feasts. Thinking of themselves as refined and cultured, nalfeshnees employ stained and rusted cutlery when they dine. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demons by Type Type Examples 1 barlgura, shadow demon, vrock 2 chasme, hezrou 3 glabrezu, yochlol 4 nalfeshnee 5 marilith 6 balor, goristro Traits Magic Resistance : The nalfeshnee has advantage on saving throws against spells and other magical effects. Actions Multiattack : The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 32 (5d10 + 5) piercing damage. Claw : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (3d6 + 5) slashing damage. Horror Nimbus (Recharge 5-6) : The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours. Teleport : The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Variant: Summon Demon (1/Day) : The demon chooses what to summon and attempts a magical summoning. A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Nalfeshnee Captain","description":"The vicious nalfeshnee captain, unlike its lower-ranked brethren, can wield spells and force demon underlings to follow its command. It is so brutal in battle, it can incapacitate a creature momentarily with its vicious iron-like claws. Among the known nalfeshnee captains are Nalfeshnee himself and Zerevimeel. Traits Legendary Resistance (1/Day). If the nalfeshnee fails a saving throw, it can choose to succeed instead. Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects. Actions Multiattack. The nalfeshnee uses Horror Nimbus if it can. It then makes one Bite attack and two Claw attacks. If both Claw attacks hit the same creature, the target takes an extra 10 (3d6) slashing damage and must succeed on a DC 19 Constitution saving throw or be stunned until the end of the nalfeshnee's next turn. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 33 (5d10 + 6) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Spellcasting. The nalfeshnee casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18): At will: detect magic 3/day each: call lightning, dispel magic, polymorph (self only), slow 1/day: feeblemind Horror Nimbus (Recharge 5–6). The nalfeshnee magically emits scintillating, multicolored light. Each creature within 20 feet of the nalfeshnee that can see the light must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A creature that fails the save by 5 or more is also paralyzed for the same duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours. Teleport. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Legendary Actions The nalfeshnee can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The nalfeshnee regains spent legendary actions at the start of its turn. Claw. The nalfeshnee makes a Claw attack. Ruthless Command. The nalfeshnee targets one ally it can see within 30 feet of it. If the target can see and hear the nalfeshnee, the target can use its reaction to make one weapon attack with advantage on the attack roll, but attack rolls against it have advantage until the start of the nalfeshnee's next turn. Teleport (Costs 2 Actions). The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 2 Actions). The nalfeshnee uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Nalusa Falaya","description":"A tall, spindly humanoid covered in dark fur lumbers forward. Its lupine skull hosts pointed ears ending in tufts of fur and small, black eyes, which glow with reflected light. Sharp spines protrude from its hunched back. Primarily living alone, the nalusa falaya seem to mutter to themselves for company. In a few cases, they ally themselves with zoogs (see page 396) or spiders and may refer to these creatures as their \"children.\" Unsavory Appetites. The nalusa falaya's jaw hosts terrifying teeth, and its eyes gleam in even the dimmest light. Humanoid young are their favorite delicacy, and many nalusa falaya have a particular appetite for elven young. Shadow Walkers. While this evil and devious creature may walk as a humanoid, its form has been seen to slither like a snake from shadow to shadow, where it disappears from sight. It is rumored that these creatures were once mortals but have been corrupted by energies from the Void. Portal Wardens. The nalusa falaya are often drawn to portals leading to or from planes of shadow, death, and darkness. These portals may resemble dark ponds, shadowy wells full of peculiar echoes, or even dark caverns covered in spiraling runes. When losing a battle, they sometimes disappear into shadow and never return.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Namonti Benthonir","description":"Endemic to deepest parts of the ocean, benthonir are transparent humanoids with an undifferentiated biology. Each drop of the condensed slime that makes up a benthonir's body is interchangeable with the rest so long as enough of the body remains viable to maintain life. This extends to the beginning of their lives, with vast fields of benthonir buds growing on the walls of ocean trenches. Kraken Cultists. Vast schools of benthonir gather in the trenches. There they worship the krakens they believe created them from the lesser creatures of the trenches and, at the krakens' behest, wage war on the asquenti realms above. In their pantheon, the krakens only bend knee to the even greater Vulnatatoa. Mutations. With their great numbers and ever-shifting form, it comes as no surprise that the benthonir are susceptible to a wide variety of mutations. Few human settlers of Melefoni have seen a normal benthonir and fewer still recognize them as kin to the mutants who can be found on the surface. Thankfully for surface dwellers, the benthonir can only bud in the trenches, leaving the surface as yet uninvaded. Fire Shark benthonirs have red coloration that gathers in scales over their transparent flesh. This appearance grants them advantage on Dexterity (Stealth) checks while in the Red Kelp Jungle. They are also immune to fire rather than cold and often have multiple arms. Human Born benthonirs look completely human but lose fast healing and their swim speed, instead gaining a normal 30-foot land speed. They can suppress their bite, claw, and morphic form as a bonus action. Using these abilities can reveal their true nature, but otherwise detecting their benthoniri biology requires advanced scientific facilities and a successful DC 20 Intelligence (Nature) check. Human Mimic benthonirs look like incomplete human beings, wrinkled as their flesh constantly melts and reforms, but could be mistaken for elderly humans in poor light. They have a land speed of 30 feet and a swim speed of 20 feet. The benthonirs of Midron, including the Sisters of the Dark Spire, are of this type. Namonti benthonirs look like asquenti and can only be distinguished with a cursory medical examination (Wisdom (Medicine) DC 10) or scoring a critical hit on them in combat. They also possess the base asquenti pincer, sonic lance, and sonic pincer attacks rather than their claw and bite. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyIndent, li.BodyCopyIndent, div.BodyCopyIndent {mso-style-name:\"Body Copy Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Indent Char\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-GB;}span.BodyCopyIndentChar {mso-style-name:\"Body Copy Indent Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Indent\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral","Expansion":32483,"Challenge Rating":2},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Namruda","description":"The namruda are reptilian humanoids, the predominant species on Ziva 2. Primitive in terms of a spacefaring society, they are advanced enough to venerate math and geometry as ways to celebrate the beauty and mystery of the universe. Tribal Warriors. Most namruda are taught to fight, forage, and hunt at a young age. Groups of families band together to form tribes under a chieftain and their advisors. Most tribal leaders, specifically the chieftain, are likely to possess innate esper powers. Eldori Allies. The namrudan philosophy largely resembles that of the Great Wheel, encouraging partnership with the neighboring eldori as both cultural and spiritual allies. However, some fringe tribes harbor resentment toward the eldori's rapid expansion into what they view as their galactic territory.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (namruda)","Alignment":"neutral good","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Namruda Chieftain","description":"Namruda The namruda are reptilian humanoids, the predominant species on Ziva 2. Primitive in terms of a spacefaring society, they are advanced enough to venerate math and geometry as ways to celebrate the beauty and mystery of the universe. Tribal Warriors. Most namruda are taught to fight, forage, and hunt at a young age. Groups of families band together to form tribes under a chieftain and their advisors. Most tribal leaders, specifically the chieftain, are likely to possess innate esper powers. Eldori Allies. The namrudan philosophy largely resembles that of the Great Wheel, encouraging partnership with the neighboring eldori as both cultural and spiritual allies. However, some fringe tribes harbor resentment toward the eldori's rapid expansion into what they view as their galactic territory.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (namruda)","Alignment":"neutral good","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Nania Keenwanderer Vunakupine","description":"Life as the bastard daughter of a dao noble wasn't as bad as life could have been had Nania not had his blood coursing through her veins. For a time, she was even his representative in Khorvaire, traveling around the continent, attending to his affairs, and meeting the most elite the countries had to offer. But it wasn't the life for her. She longed for the wilderness and had the wandering nature of her mother's people. One day, instead of attending a meeting with the Prince of Cyre, she simply vanished. She never found her mother's people. Instead, she settled down in Droaam among the trees of the Watching Wood. Things were quiet. Nania kept to herself, interacting with others only when it was necessary. After years of political maneuvering and social climbing, all she wanted was some peace. That peace was shattered when a meteorite fell from the sky and landed feet away from her hut. It glowed an unearthly purple light and, as she drew closer, her eyes widened at what she saw. Traits Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement. Natural Armor. When you aren't wearing armor, your AC is 12 + your Constitution modifier. Innate Spellcasting. Your innate spellcasting ability is Constitution. You can cast the following spells, requiring no material components. 1/day: pass without trace Petrification Resistance. You have advantage on saving throws against being petrified. Stone's Endurance (Recharges After a Short or Long Rest). You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Actions Attack. You can attack when you take this action, using the following: Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 3 piercing damage. Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 1d8 piercing damage. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage. Bonus Actions Second Wind (Recharges After a Short or Long Rest). On your turn, you can regain hit points equal to 1d10 + 1.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Genasi, Goliath)","Expansion":24690},"publisher":"Gnome Made Games","book":"An Elf and an Orc Had A Little Baby"},{"name":"Naousha","description":"This slender bird resembles a black-plumed ibis, though with a striated pattern of bright, bloody red. Its neck is exceptionally long and thin, as is its curved beak. When standing fully erect, a naousha can reach over 10 feet and a wingspan of nearly 20 feet, but it is agile in the air, often flying with its wings partly furled. It likewise walks in a sinister crouch across rooftops, its neck coiled and ready to strike almost like a viper, snatching its prey and then carrying it off to be devoured. City Stalker. This malicious bird dwells in cities and villages, hiding its nest on rooftops or high, rocky clefts from where it shelters during the day and remains out of sight. At twilight, it takes wing and glides stealthily over the city looking for open windows, as these intelligent avians have learned that small, soft prey is often hidden inside. Its cruel heart savors the piteous cries it leaves behind when it snatches a small victim and makes good its escape to feast.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":1.4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Narav Lizard","description":"Inhabiting desert worlds and grasslands, narav lizards are generally docile and trainable, often being tamed as working beasts or mounts, and also bred for their hide which produces a tough but supple leather. Narav lizard meat is tough, stringy, and tasteless; most Kylornians would only consider eating it in exceptional circumstances. A typical adult narav stands between 4 and 5 feet high at the shoulder, is 16 feet long from snout to end of tail and weighs around 1,000 pounds. Naravs live for about 30 years, they lay clutches of around 10 eggs and bury them, these hatch after 8 months of incubation. Omnivores. Naravs are frugivorous by nature, enjoying a diet of fruit or berries when available, but can subsist on meat or other plant life if necessary. The consistent environment of the Sunset lands suits the narav lizard’s ectothermic nature, giving it ample opportunity to regulate its temperature and bask in sunlight. Cooperative. Naravs are natural herd animals, banding together for mutual protection. Naravs are able to rear up on their hind legs while stationary. A lounge of wild naravs usually station at least one lookout, who rises up to monitor the area for danger. When the group is threatened, one or more adult naravs use their tails to restrain the intruder while the lounge either flees or attacks the foe in concert. 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Four long roots burst up from the ground around it, writhing like tentacles. The nariphon is a carnivorous plant with a unique method of gathering food. Instead of luring meat to it, it creates “clones,” copies of creatures made from its own plant material; these extensions of the nariphon itself go out and gather food. The clones produced by the nariphon venture out into the world with one goal: to bring meat back to the host tree. Cunning Hunter. While not exceptionally intelligent, a nariphon often lairs near humanoids, including along roads or near trading posts. A nariphon quickly realizes that clones made from humanoid targets are often more versatile and dangerous. Drakebane. Nariphon sap can be collected and carefully distilled to act as a deadly poison to all forms of dragons, even those typically immune to poison. False Appearance . While the nariphon remains motionless, it is indistinguishable from an ordinary tree. Vegetative Clone . A vegetative clone resembles the creature hit by the nariphon's Thorn attack. Each clone uses the statistics of an awakened tree, except it has the target's size, speed, and any special senses, such as darkvision. Clones are extensions of the nariphon, and it can see and hear what a clone sees and hears as if it was in the clone's space. The nariphon can switch from using its senses to using a clone's or back again as a bonus action. The nariphon can have no more than six vegetative clones under its control at one time. Each clone remains until killed or until the nariphon dismisses it (no action required). Actions Multiattack . The nariphon makes four Roots or Thorns attacks. Roots . Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained, and it takes 3 (1d6) poison damage at the start of each of its turns. The nariphon has four roots, each of which can grapple only one target. Thorns . Ranged Weapon Attack: +12 to hit, range 30/120 ft., one target. Hit: 17 (3d6 + 7) piercing damage, and the target must succeed on a DC 18 Wisdom saving throw or the thorn falls to the ground and instantly grows into a vegetative clone (see the Vegetative Clone trait) under the nariphon's control. Bonus Actions Bury . One creature grappled by the nariphon is knocked prone, dragged into the ground, and buried just below the surface, ending the grapple. The buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 18 Strength check.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Neutral","Expansion":19901,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Narrak","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (derro)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Narshark","description":"Almost blending in with the sky, this creature looks like a large shark with cerulean-hued skin and incredibly long pectoral fins that it uses to sail through the air like a bird. Its mouth is filled with several rows of vicious teeth, and an ivory horn emerges from the top of its head. Aerial Predators. A narshark is a creature that resembles a cross between a shark and a narwhal with dark blue skin, long serrated teeth, and a horn growing from its brow. Like many sharks, the narshark is a rapacious predator, hunting birds through the sky as a shark hunts fish. While it lacks the keen nose of most predators, the narshark has excellent eyesight and can pick out details at great distances. While narsharks are dangerous predators, they are seldom top of the aerial food chain and face fierce competition from giant eagles, hippogriffs, and harpies. They are also frequently hunted by griffins, wyverns, and rocs that easily pluck them out of the sky with their greater maneuverability and speed. Magical Horns. The narshark gains its ability to fly from its magical horn. The horn can be severed from a living narshark, but doing so drives it into a panicked rage as it attempts to slay all those around it. Strangely, narsharks never use their horns in combat, possibly in fear of accidentally breaking them. A narshark’s horn is commonly used in the creation of magic items that grant flight, and narsharks are often the target of hunters seeking to turn a profit.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Narth Tezrin","description":"Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned. Ideal. \"The bigger the risk, the greater the reward.\" Bond. \"I adore my colleague Alaestra, and I'd like to do something to impress her.\" Flaw. \"I'll risk life and limb to become a legend.\" Traits Cunning Action. On each of his turns, Narth can use a bonus action to take the Dash, Disengage, or Hide action. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Narth carries twenty crossbow bolts.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Tethyrian human)","Alignment":"chaotic good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Narzugon","description":"Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells, who want unquestioning champions to lead their legions in war. These narzugons, wielding lances of hellfire and riding nightmare steeds like horrific perversions of knights errant, roam across the infernal layers and other planes to carry out the will of their masters. Death in Hellfire. A narzugon’s lances are forged in hellfire. The soul of anyone killed by such a lance is shunted to the River Styx for rebirth as a lemure. Each lance is unique to its owner, bearing the marks of both the narzugon and its master. Nightmare⁠ Riders. Each narzugon claims a nightmare as its mount. These nightmares are bound by infernal tack (see the sidebar) and must respond to summons and commands from the wearer of the spurs. Magic Item: Infernal Tack Wondrous item, legendary (requires attunement by a creature of evil alignment) A narzugon binds a nightmare to its service with infernal tack , which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare⁠ equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action⁠⁠⁠ to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare⁠ appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action⁠. If the nightmare⁠ dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare⁠ accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil. Traits Diabolical Sense. The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures. Infernal Tack. The narzugon wears spurs that are part of infernal tack , which allow it to summon its nightmare companion. Magic Resistance⁠. The narzugon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The narzugon uses its Infernal Command⁠ or Terrifying Command⁠. It also makes three hellfire lance attacks. Hellfire Lance. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure⁠ and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect. Infernal Command⁠. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn. Terrifying Command⁠. Each creature that isn’t a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon’s Terrifying Command⁠ for 24 hours. Healing⁠ (1/Day). The narzugon, or one creature it touches, regains up to 100 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Narzugon","description":"Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells. These narzugons act as horrific perversions of knights errant, carrying out their masters’ will. Narzugons wield hell-forged lances that shunt the souls of any they killed to the River Styx for rebirth as lemures (see the Monster Manual ). Every lance bears the marks of both a narzugon and its master. Each narzugon claims a nightmare (see the Monster Manual ) as its mount. These steeds are bound by infernal tack (see below) and must respond to the summons and commands of the spurs’ wearer. Magic Item: Infernal Tack Traits Infernal Tack. The narzugon wears spurs that are part of infernal tack , which allow it to summon its nightmare companion as an action. Magic Resistance. The narzugon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The narzugon makes three Hellfire Lance attacks. It also uses Infernal Command or Terrifying Command. Hellfire Lance. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature with a soul, the soul rises from the River Styx as a lemure (see the Monster Manual ) in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect. Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn. Terrifying Command. Each creature within 60 feet of the narzugon that isn’t a Fiend must succeed on a DC 17 Charisma saving throw or become frightened of the narzugon for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon’s Terrifying Command for 24 hours. Healing (1/Day). The narzugon, or one creature it touches, regains 100 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Narzugon","description":"Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells. Narzugons roam across the infernal layers and other planes of existence to carry out the will of their masters. Every narzugon claims a nightmare (described in the Monster Manual ) as its mount. The nightmare is bound by infernal tack and must respond to summons and commands from the wearer of the spurs. Traits Diabolical Sense. The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures. Infernal Tack. The narzugon wears spurs that are part of infernal tack , which allow it to summon its nightmare companion as an action. Magic Resistance. The narzugon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks. Hellfire Lance. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature with a soul, the soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect. Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn. Terrifying Command. Each creature within 60 feet of the narzugon that isn’t a fiend must succeed on a DC 17 Charisma saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon’s Terrifying Command for 24 hours. Healing (1/Day). The narzugon, or one creature it touches, regains 100 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Narzugon (Descent)","description":"Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells. Narzugons roam across the infernal layers and other planes of existence to carry out the will of their masters. Every narzugon claims a nightmare (described in the Monster Manual) as its mount. The nightmare is bound by infernal tack and must respond to summons and commands from the wearer of the spurs.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Nass Lantomir's Ghost","description":"Nass Lantomir was an apprentice of Zelenn the White, one of five archmages who oversee the Arcane Brotherhood. Nass and Zelenn’s relationship started off well, but in recent years it has become painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn’s suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself. As she was preparing to leave the Hosttower, Nass overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and frayed nerves caused the group to split up shortly thereafter, with each wizard determined to succeed alone. One night while the others slept, Nass stole a professor orb from one of her fellow wizards, Vellynne Harpell. Two of Vellynne’s kobold companions witnessed the theft, and Nass killed them with Melf’s acid arrow spells before fleeing with the orb. Nass fled Ten-Towns and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book. Characters who come upon Nass’s frozen remains also find her spellbook and the orb she stole from Vellynne. Familiar. Nass’s magical familiar, a white arctic weasel acclimated to cold weather named Zelennor, watches over the wizard’s frozen remains. It uses the weasel stat block in the Monster Manual but is a fey instead of a beast. If Zelennor is reduced to 0 hit points, Nass’s ghost is unable to cast the find familiar spell in order to get it back. Spellcasting. As a ghost, Nass can cast the spells she prepared prior to her death—except that the ghost can’t cast spells that require material components, which limits its options. Its list of prepared spells shows only those spells it can cast. Although it has no 2nd-level spells available, the ghost can use its 2nd-level spell slots to cast upgraded versions of the thunderwave spell. Spellbook. The wooden covers of Nass’s spellbook are bound in nothic hide, and silver clasps hold the book shut. Nass’s personal sigil is inscribed on the spine, which also bears the title Lantomir’s Traveling Libram. The tome contains the following spells: clairvoyance, cloud of daggers, counterspell, detect magic, detect thoughts, find familiar, Melf’s acid arrow, Tenser’s floating disk, and thunderwave. Traits Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Spellcasting. The ghost is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14). The ghost has the following wizard spells prepared: Cantrips (at will): mage hand, message, prestidigitation , ray of frost 1st level (4 slots): detect magic, thunderwave 2nd level (3 slots): — 3rd level (3 slots): counterspell Actions Withering Touch. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) necrotic damage. Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed by a greater restoration spell, but only if it is cast within 24 hours. Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":6331,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Nass Lantomir's Ghost","description":"Nass Lantomir was an apprentice of Zelenn the White, one of five archmages who oversee the Arcane Brotherhood. Nass and Zelenn’s relationship started off well, but in recent years it has become painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn’s suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself. As she was preparing to leave the Hosttower, Nass overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and frayed nerves caused the group to split up shortly thereafter, with each wizard determined to succeed alone. One night while the others slept, Nass stole a professor orb from one of her fellow wizards, Vellynne Harpell. Two of Vellynne’s kobold companions witnessed the theft, and Nass killed them with Melf’s acid arrow spells before fleeing with the orb. Nass fled Ten-Towns and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White , a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book. Characters who come upon Nass’s frozen remains also find her spellbook and the orb she stole from Vellynne. Familiar. Nass’s magical familiar, a white arctic weasel acclimated to cold weather named Zelennor, watches over the wizard’s frozen remains. It uses the weasel stat block in the Monster Manual but is a fey instead of a beast. If Zelennor is reduced to 0 hit points, Nass’s ghost is unable to cast the find familiar spell in order to get it back. Spellcasting. As a ghost, Nass can cast the spells she prepared prior to her death—except that the ghost can’t cast spells that require material components, which limits its options. Its list of prepared spells shows only those spells it can cast. Although it has no 2nd-level spells available, the ghost can use its 2nd-level spell slots to cast upgraded versions of the thunderw ave spell. Spellbook. The wooden covers of Nass’s spellbook are bound in nothic hide, and silver clasps hold the book shut. Nass’s personal sigil is inscribed on the spine, which also bears the title Lantomir’s Traveling Libram . The tome contains the following spells: clairvoyance , cloud of daggers , counterspell , detect magic , detect thoughts , find familiar , Melf’s acid arrow , Tenser’s floating disk , and th underwave . Traits Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Spellcasting. The ghost is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14). The ghost has the following wizard spells prepared: Cantrips (at will): mage hand, message, prestidigitation, ray of frost 1st level (4 slots): detect magic, thunderwave 2nd level (3 slots): — 3rd level (3 slots): counterspell Actions Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed by a greater restoration spell, but only if it is cast within 24 hours. Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":27909,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Nathaniel Flint","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Source":"custom","Expansion":21300,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Nature's Avenger","description":"Nature's avengers serve as guardians of the Bloodthorn Grove, and bear scimitars carved from the enormous thorns growing around its heart tree. Each avenger swears an oath of loyalty to the Keeper and to the Grove. Traits Twin Thorns. Whenever the nature’s avenger hits the same target with both its Right Thorn and Left Thorn attacks, that target takes an additional 7 (2d6) damage. Actions Multiattack. The nature’s avenger makes three melee attacks, no more than two of which can be with its Right Thorn and no more than two of which can be with its Left Thorn. Left Thorn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage, and the target must make a DC 13 Constitution saving throw or be poisoned until the end of its next turn. Right Thorn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage, plus 3 (1d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":28072,"Challenge Rating":3},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Nautiloid","description":"This enormous creature's shell resembles white marble, shot through with veins of shimmering gold and carved with caverns and columns like an abandoned palace. The nautiloid is a great, snail-like deep-sea creature with a multi-chambered shell capable of housing dozens of humanoids. Banished Outcasts. Though nautiloids hail from the elemental Plane of Water, the few living in the Material Plane cannot return to their home plane. It is unclear whether this is a natural trait or a punishment inflicted upon the nautiloids and those who once called the nautiloids home. Lonely Wanderers. A nautiloid desires nothing more than to have people living in its shell once again. Their naïve desire makes nautiloids too trusting when any creature shows them kindness; very few nautiloids remain in the oceans, and those few are often protected by merfolk or used by deep ones. Elemental Traveler. The nautiloid doesn't require air, food, drink, sleep, or ambient pressure. Enchanted Shell. A dome of magic covers the nautiloid, just large enough to contain its shell. The nautiloid can control the ambient pressure, temperature, water levels, and breathable air levels (for air-breathing passengers) inside, allowing creatures and objects within it to exist comfortably in spite of conditions outside the nautiloid. Creatures and objects within the shell have total cover against attacks and other effects outside the nautiloid. Creatures inside the shell can exit whenever they want, but nothing can pass into the shell's dome unless the nautiloid allows it. The area inside the dome is a magnificent palace carved into the nautiloid's shell, complete with open ‘air' balconies used as entrances or exits, and numerous covered chambers that can comfortably hold up to 50 passengers. The palace is 60 feet long, 30 feet wide, and 80 feet tall. When the nautiloid dies, any creatures inside the dome are expelled into unoccupied spaces near the closest exit. Limited Telepathy. The nautiloid can magically communicate simple ideas, emotions, and images telepathically with any creature inside the magical dome that surrounds it shell. Similarly, it can hear and understand any creature inside the dome, regardless of the language it speaks. Actions Multiattack. The nautiloid makes two Beak attacks and one Tentacles attack. Beak. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 9 (2d8) poison damage. Tentacles. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, the nautiloid can automatically hit the target with its Tentacles, and the nautiloid can't make Tentacles attacks against other targets. Jet Propulsion (Recharge 5-6). The nautiloid releases a magical burst of pressure that propels it backwards in a line that is 90 feet long and 10 feet wide. Each creature within 15 feet of the space the nautiloid left and each creature in that line must make a DC 18 Constitution saving throw. On a failure, a creature takes 45 (10d8) force damage and is pushed up to 20 feet away from the nautiloid and knocked prone. On a success, a creature takes half the damage, but isn't pushed or knocked prone. Reactions Withdraw. When a creature the nautiloid can see targets it with an attack, the nautiloid can pull its body into its shell, gaining a +5 bonus to AC until the start of its next turn.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Naxene Drathkala","description":"Goldenfields' crops are vital to Waterdeep's survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adequately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet. Ideal. \"There's no problem that can't be solved with magic.\" Bond. \"I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords' Alliance are going to bring some much-needed order to this lawless land.\" Flaw. \"I'm too smart to be wrong about anything.\" Traits Spellcasting. Naxene is a 6th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): fly, lightning bolt Actions Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Turami human)","Alignment":"neutral good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Necrichor","description":"A necrichor is a being of living blood, formed from the ichor of evil gods or the sludge in the crypts of failed liches. Despite the loss of a solid physical form, these foul creatures retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn potential minions by turning their own blood against them. Necrichors prove exceptionally difficult to destroy, since they leave a trace of their essence within the veins of every creature they’ve controlled and can regenerate themselves from those creatures’ blood. Unable to extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor understands that its captivity might be lengthy, but time is of little consequence to the ageless. Necrichors that escape their imprisonment have the statistics presented here. Traits Legendary Resistance (2/Day). If the necrichor fails a saving throw, it can choose to succeed instead. Rejuvenation. Unless its lifeless remains are splashed with holy water or placed in a vessel under the effects of the hallow spell, the destroyed necrichor re-forms in 1d10 days, regaining all its hits points and appearing in the place it died or in the nearest unoccupied space. Spider Climb. The necrichor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Unusual Nature. The necrichor doesn’t require air, food, drink, or sleep. Actions Multiattack. The necrichor makes two attacks. Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit : 5 (1d6 + 2) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed until the start of the necrichor’s next turn. Necrotic Bolt. Ranged Spell Attack : +6 to hit, range 120 ft., one creature. Hit : 12 (2d8 + 3) necrotic damage, and the target can’t regain hit points until the start of the necrichor’s next turn. Blood Puppeteering (Recharge 6) . The necrichor targets a creature it can see within 5 feet of it that is missing any of its hit points. If the target isn’t a Construct or an Undead, it must succeed on a DC 14 Constitution saving throw or the necrichor enters the target’s space and attaches itself to the target for 1 minute. While attached, the necrichor takes only half damage dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time. The attached necrichor can telepathically control the target’s move, action, or both. When controlled this way, the target can take only the Attack action (necrichor chooses the target) or the Dash action. The attached target can repeat the saving throw at the end of each of its turns, detaching from the necrichor and forcing it to move into the nearest unoccupied space on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":10535,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Necrodryad","description":"Dryads are fey spirits bound to a tree’s life force. While a dryad’s bonded tree thrives, the fey is healthy. But when an ancient tree dies of unnatural causes, its spirit passes into the Shadowfell and its bonded dryad turns into a twisted, undead shadow of their former self, clinging to fading memories of verdant glory. These necrodryads assail any unlucky enough to approach the souls of their trees. A necrodryad uses the dryad stat block with the following changes: The necrodryad is Undead. It has resistance to necrotic damage. It can cast inflict wounds instead of goodberry . Its Tree Stride trait allows it to travel between dead trees instead of living ones. Dryad Mythology Dryads are nymph spirits of Greek origin. These tree nymphs, called hamadryad, inhabited oak trees and were shy around living creatures. The life of a hamadryad was tied to their tree; if the tree died, so did the hamadryad. Dryads of other trees had other names: dryads of ash trees were called meliae, while those of fruit trees were called epimiledes.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":22851,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Necromancer","description":"Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves. A few use their powers for good, becoming hunters of the undead and risking their lives to save others. Traits Spellcasting . The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared: Cantrips (at will): chill touch, dancing lights, mage hand, mending 1st level (4 slots): false life*, mage armor, ray of sickness* 2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web 3rd level (3 slots): animate dead*, bestow curse*, vampiric touch* 4th level (3 slots): blight*, dimension door, stoneskin 5th level (2 slots): Bigby's hand, cloudkill 6th level (1 slot): circle of death* *Necromancy spell of 1st level or higher Grim Harvest (1/Turn) . When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell. Actions Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: (2d4) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":7386,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Necromancer","description":"Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves. A few use their powers for good, becoming hunters of the undead and risking their lives to save others. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a Cranium Rat, a crawling claw, a gazer, an imp, a pseudodragon, or a quasit. Traits Spellcasting : The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared: • Cantrips (at will): chill touch, dancing lights, mage hand, mending • 1st level (4 slots): false life,^ mage armor, ray of sickness^ • 2nd level (3 slots): blindness/deafness,^ ray of enfeeblement,^ web • 3rd level (3 slots): animate dead,^ bestow curse,^ vampiric touch^ • 4th level (3 slots): blight,^ dimension door, stoneskin • 5th level (2 slots): Bigby’s hand, cloudkill • 6th level (1 slot): circle of death^ ^Necromancy spell of 1st level or higher Grim Harvest (1/Turn) : When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell. Actions Chill Touch : Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 13 (3d8) necrotic damage and the target can't regain hit points until the start of the necromancer's next turn. Ray of Enfeeblement : Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 0(1d0) spell damage, and the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. Ray of Sickness : Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 15 Constitution saving throw or it is poisoned until the end of the necromancer's next turn. Withering Touch : Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (2d4) necrotic damage. Vampiric Touch : Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage, and the necromancer regains hit points equal to half the amount of necrotic damage dealt. Until the spell ends, the necromancer can make the attack again on each of its turns as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Expansion":1,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Necromancer (CC)","description":"Necromancers use their power over the undead to conjure servants and to poison, enfeeble, and kill foes with gleeful abandon. They are almost always accompanied by a group of zombies or skeletons; these are more likely to be mold zombies, clacking skeletons, or other variant undead for necromancers who have had time to establish a work site, pillage vaults and cemeteries, and hone their dark craft. They regularly use poison and poisonous traps and spells, as their undead companions are immune to such effects.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any evil alignment","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Necromancer Troll","description":"This slender, bone-white troll smells of decaying meat. Black drool drips from its jaws as it peers at you with glowing red eyes. A bag stitched together from pieces of human skin is strapped to its waist, and from it the troll pulls forth a severed, swollen human head. Necromancer trolls are similar to ordinary trolls in appearance but with bleached white skin, red eyes, and stinking black saliva. A necromancer troll carries a bag made of human, dwarven, or elven skin that holds a variety of decapitated humanoid heads bloated by necrotic energy. Unknowable Origin. How necromancer trolls came into being is unknown and likely to remain so. Everyone who tries to research the subject abandons the attempt for fear of going insane because of what might be discovered. No matter their genesis, necromancer trolls are a blight on the world—even other trolls are found nowhere near them. The only creatures known to associate with these monsters are undead and fiends related to death and decay. TRAITS Deathly Regeneration. The troll regains 5 hp at the start of its turn. If a creature is dying within 20 feet of the troll when the troll starts its turn, the troll regains 20 hp instead. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hp and doesn’t regenerate. Decapitation. If the troll reduces a target to 0 hp with a Claw attack, it tries to rip the target’s head from its shoulders. The target must make a successful DC 18 Constitution saving throw or be decapitated and instantly killed. Creatures without heads are immune to this ability. ACTIONS Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) necrotic damage. Head Toss. The necromancer troll hurls a decapitated head infused with necrotic energy at a space within 30 feet of it. When the head hits, it erupts in a 10-foot-radius sphere of necrotic energy. Any creature in the area must make a DC 17 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. BONUS ACTIONS Infuse Head. A necromancer troll can infuse a decapitated head with necrotic energy. It typically has 1d4 infused heads in its possession at the beginning of combat.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":10},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Necromancer Wizard","description":"Necromancers study the interaction of life, death, and undeath. Some necromancers dig up or purchase corpses to create Undead servitors. A few instead use their powers for good, hunting Undead. Wizards Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells. Actions Multiattack. The necromancer makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3) necrotic damage. Spellcasting. The necromancer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At will: dancing lights , mage hand , prestidigitation 2/day each: bestow curse , dimension door , mage armor , web 1/day: circle of death Bonus Actions Summon Undead (1/Day). The necromancer magically summons five skeletons or zombies (both appear in the Monster Manual ). The summoned creatures appear in unoccupied spaces within 60 feet of the necromancer, whom they obey. They take their turns immediately after the necromancer. Each lasts for 1 hour, until it or the necromancer dies, or until the necromancer dismisses it as a bonus action. Reactions Grim Harvest. When the necromancer kills a creature with necrotic damage, the necromancer regains 9 (2d8) hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Necromancer Wizard","description":"“Life and death is a fascinating cycle, don’t you think? So many secrets to uncover. So much power to be had—as long as one has a strong stomach.” —Renaudon Vollmer, necromancer in training Spellcasters across the multiverse pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train less experienced wizards or collaborate with colleagues to create new spells. Necromancers study the interaction of life, death, and undeath. Some necromancers dig up or purchase corpses to create Undead servitors. A few instead use their powers for good, hunting Undead. Actions Multiattack. The necromancer makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3) necrotic damage. Spellcasting. The necromancer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At will: Dancing Lights, Mage Hand, Prestidigitation 2/day each: Bestow Curse, Dimension Door, Mage Armor, Web 1/day: Circle of Death Bonus Actions Summon Undead (1/Day). The necromancer magically summons five skeletons or zombies. The summoned creatures appear in unoccupied spaces within 60 feet of the necromancer, whom they obey. They take their turns immediately after the necromancer. Each lasts for 1 hour, until it or the necromancer dies, or until the necromancer dismisses it as a bonus action. Reactions Grim Harvest. When the necromancer kills a creature with necrotic damage, the necromancer regains 9 (2d8) hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":30583,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Necromite of Myrkul","description":"The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Myrkul and His Followers Myrkul is the Lord of Bones, claiming power over corpses and souls. His cultists are those who seek to claim lore, power, and even fealty from the deceased. Myrkul has the power to call forth the soul of any slain creature and bind it into a wax skull. Myrkul can use this ability only if he claims some part of a creature’s physical body, grinds it up, and creates a skull that includes the resulting dust. So long as the soul remains inside the skull, the skull’s eye sockets burn with cold blue flames. While the skull is intact, Myrkul can compel the soul trapped within to answer his questions and share its knowledge. The skull degrades with each service rendered, eventually collapsing and releasing the soul. The soul can also be released by dousing the wax skull with holy water. Myrkul is calculating, distant, and self-centered. He cares only for the acquisition of knowledge and finds that managing the daily affairs of life is at best a tedious distraction. He is happiest when surrounded by his tomes of lore and the undead he has called forth to do his bidding. Those who follow Myrkul are either wizards or those who seek to master the necromantic arts. Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult. Cult Ranks. A follower of Myrkul wields a flail that has a skull replacing the normal flail’s striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The masters of souls delve deep into Myrkul’s secrets, allowing them to animate the dead and perform other grave magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":4414,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Necromite of Myrkul","description":"This creature appears in the Baldur's Gate: The Fall of Elturel adventure! Actions Skull Flail. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage. Claws of the Grave. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 8 (2d4 + 3) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":20539,"Challenge Rating":"1/2"},"publisher":"Anthony Joyce-Rivera","book":"Baldurs Gate - The Fall of Elturel"},{"name":"Necromite of Myrkul","description":"Myrkul and His Followers Myrkul is the Lord of Bones, claiming power over corpses and souls. His cultists are those who seek to claim lore, power, and even fealty from the deceased. Myrkul has the power to call forth the soul of any slain creature and bind it into a wax skull. Myrkul can use this ability only if he claims some part of a creature’s physical body, grinds it up, and creates a skull that includes the resulting dust. So long as the soul remains inside the skull, the skull’s eye sockets burn with cold blue flames. While the skull is intact, Myrkul can compel the soul trapped within to answer his questions and share its knowledge. The skull degrades with each service rendered, eventually collapsing and releasing the soul. The soul can also be released by dousing the wax skull with holy water. Myrkul is calculating, distant, and self-centered. He cares only for the acquisition of knowledge and finds that managing the daily affairs of life is at best a tedious distraction. He is happiest when surrounded by his tomes of lore and the undead he has called forth to do his bidding. Those who follow Myrkul are either wizards or those who seek to master the necromantic arts. Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult. Cult Ranks. A follower of Myrkul wields a flail that has a skull replacing the normal flail’s striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The masters of souls delve deep into Myrkul’s secrets, allowing them to animate the dead and perform other grave magic. Cultists of the Dead Three The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Actions Skull Flail. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage. Claws of the Grave. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 8 (2d4 + 3) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":28744,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Necrorune Bulette","description":"Plated in a mixture of adamantine and steel infused with deadly magical runes, the necrorune bulette is a dark and dangerous construct. Necrotic Energy Often carved to dig and clear tunnels – and keep them clear of living inhabitants – digging through solid stone is far from the only thing a necrorune bulette is capable of. The glowing green runes etched onto its armor allows the construct to draw upon dark magical energy to shroud itself in sickening necrotic darkness or turn friends into foes as it exhales its maddening gas.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Necrotech Reaver","description":"Wooden scaffolding holds a patchwork undead together, its top half that of a frost giant and its lower half that of a stone giant. Long, bladed chains hang from its arms and torso. Necrotech reavers are made from the parts of multiple giants. The gaps between the disparate bodies are bridged with enchanted timber and iron reinforcements, then bladed chains are attached to the creature's arms and torso. While acquiring the titanic corpses necessary to make a reaver is difficult, the process of stitching them together is relatively simple. Aggressive use of mundane components in the scaffolding and reinforcement allows even neophyte necromancers to participate in their construction and maintenance, while the relative disposability of parts means that a necrotech can be repaired and re-animated as long as dead giants are available as raw material. Necromantic Vanguard. A necrotech reaver is a specialist necrotech construct deployed in the vanguard of undead armies. Their patchwork construction means that they require regular maintenance or risk falling apart in the heat of battle. Their chains can pull down city walls, rip through buildings, and shred entire formations of soldiers, while their sheer bulk allows them to shrug off blows. Siege Monster. The necrotech reaver deals double damage to objects and structures. Undead Nature. The necrotech reaver doesn't require air, food, drink, or sleep. Unstable Footing. The necrotech reaver has disadvantage on saving throws against being knocked prone. Actions Multiattack. The necrotech reaver makes two Chain Lash attacks. Chain Lash. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) slashing damage, and the target is grappled (escape DC 15). The reaver has four chains, each of which can grapple only one target. Bladed Sweep (Recharge 5-6). The necrotech reaver swings its chains in a wide arc. Each creature within 15 feet of the reaver must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) slashing damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. A creature that fails the saving throw by 5 or more is pushed up to 15 feet away from the reaver and knocked prone. Thunderer The undead elephant has had the top of its skull and spine carved out, replaced with an enormous ballista of polished brass. Swirling purple energy condenses atop the ballista, forming the core of a terrible magical projectile. Necrotech thunderers are dedicated undead siege weapons. Their bodies are built from elephants, triceratops, or similarly massive quadrupeds, while their skulls and spines are carved open to make room for ballistae carved from slain treants. A thunderer's body is then hardened against necrotic energy, allowing it to channel explosive bolts of necromantic magic through the siege weapon built into its spine. Dedicated Artillery. Thunderers are expensive and poor at defending themselves in melee. As a result, they are deployed with sizable bodyguards capable of holding back the enemy. Thunderers are often priority targets for elite teams working against undead armies, because their necromantic ballistae can quickly reduce formations of lesser troops to rotting flesh or rip jagged holes in fortifications.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Necrotech Thunderer","description":"The undead elephant has had the top of its skull and spine carved out, replaced with an enormous ballista of polished brass. Swirling purple energy condenses atop the ballista, forming the core of a terrible magical projectile. Necrotech thunderers are dedicated undead siege weapons. Their bodies are built from elephants, triceratops, or similarly massive quadrupeds, while their skulls and spines are carved open to make room for ballistae carved from slain treants. A thunderer's body is then hardened against necrotic energy, allowing it to channel explosive bolts of necromantic magic through the siege weapon built into its spine. Dedicated Artillery. Thunderers are expensive and poor at defending themselves in melee. As a result, they are deployed with sizable bodyguards capable of holding back the enemy. Thunderers are often priority targets for elite teams working against undead armies, because their necromantic ballistae can quickly reduce formations of lesser troops to rotting flesh or rip jagged holes in fortifications. Siege Monster. The necrotech thunderer deals double damage to objects and structures. Turn Resistance. The necrotech thunderer has advantage on saving throws against any effect that turns undead. Undead Nature. The necrotech thunderer doesn't require air, food, drink, or sleep. Actions Multiattack. The necrotech thunderer makes two Trample attacks. Trample. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. Ballista Shot. The necrotech thunderer chooses up to two points it can see within 120 feet of it. The thunderer can't choose a point within 10 feet of it. Each creature within 5 feet of a point must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, and half as much damage on a successful one. If a creature is within 5 feet of both points, it has disadvantage on the saving throw, but it takes damage from only one effect, not both. Concentrated Shot (Recharge 5-6). The necrotech thunderer picks a point it can see within 120 feet of it. Each creature within 20 feet of that point must make a DC 15 Constitution saving throw. On a failure, a creature takes 35 (10d6) necrotic damage and suffers one level of exhaustion. On a success, a creature takes half the damage and doesn't suffer a level of exhaustion.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Necrotic Ooze","description":"A relentless creature that instills dread in those who stumble upon one, the necrotic ooze is an amorphous horror that exists solely to consume living matter, leaving only death and decay in its wake. This malevolent entity moves with a sinister purpose, crawling over surfaces and slithering through crevices and cubbies as it silently stalks its prey. Pungent Blob. Visually, the necrotic ooze is a grotesque sight to behold. It lacks any distinct form, appearing as a shapeless mass of greenish black, viscous goo. Occasionally, a corpse's face or a skull will pop from its surface, an expression of fear written on on its face, before getting sucked back into the writhing sludge. Pseudopods protrude from its formless body, allowing it to reach out and ensnare victims. Accompanying it is a vile, repulsive stench that permeates the air around the ooze. The putrid, nauseating odor has a heavy, sickly sweet undertone that mingles with an underlying rancid aroma that reminds you of rotting fish and decomposing viscera. Desiccating Touch. When the necrotic ooze comes into contact with any living creature, the results are devastating. As its pseudopods adhere to the victim's flesh, the life force within the unfortunate victim is swiftly drained away. The necrotic ooze's touch causes flesh to wither and rot. The decay spreads rapidly, consuming the victim's body until nothing remains but dust. Grim Origins. A necrotic ooze's emergence is closely tied to areas where death and necromancy have been heavily involved. It is thought to arise from a convergence of negative energies, drawing sustenance from the residual necrotic forces present in its surroundings. These areas may include ancient burial grounds, battlefields, or sites where occult rituals were once performed. The commonly encountered necrotic ooze measures around 6 feet in diameter. However, there have been reports of exceptionally large specimens reaching diameters of up to 20 feet. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Detect Life. The ooze can magically sense the presence of creatures up to 60 feet away that aren’t Undead or Constructs. It knows the general direction they’re in but not their exact locations. Necrotic Aura. At the start of each of the ooze’s turns, each creature within 5 feet of it takes 3 (1d6) necrotic damage. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 3 (1d6) necrotic damage. Undead and Constructs are immune to this aura. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stench. Any creature other than a necrotic ooze that starts its turn within 5 feet of the ooze must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of all necrotic oozes for 1 hour. Actions Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is Large or smaller, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, the ooze can automatically hit the target with its pseudopod, and the ooze can't make Pseudopod attacks on other targets. In addition, if the target is a creature that isn't Undead or a Construct, it must succeed on a DC 13 Constitution saving throw. On a failed save, the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the ooze regains hit points equal to half that amount, rounded down. While its hit points is reduced, the target deals only half damage with weapon attacks. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"Ooze","Alignment":"Neutral Evil","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Necrotic Tick","description":"A tick, bloated to the size of a child's head, buries its mandibles deep in its victim. Circles of necrotic flesh bubble around the wound. Zombie Hosts. Necrotic ticks are normal ticks that have gorged themselves on blood rich with necrotic energy. They grow unnaturally large as they feed, weighing in excess of four pounds when fully engorged. Most begin their voracious lives attached to the backs of animal zombies, and it is not uncommon to find a cluster of them on a single animal. Death Bite. When the blood of a necrotic tick's undead host runs dry, the parasite rides its victim to a new host--usually an unfortunate living creature. As it sucks the living creature's blood, it leaks necrotic energy into the bite wound and starts a process that slowly turns the hapless victim into a zombie one pound of flesh at a time. If no potential hosts are available, ridden hosts hide in dark crevices or in trees, where they wait to pounce on the next passerby and deliver their crawling passengers.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Needle Blight","description":"Behold the legacy of Gulthias the vampire: plants with a taste for blood. Blights Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can. Roots of the Gulthias Tree. Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire’s evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown. Dark Conquest. Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption. In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days. Controlled by Evil. Blights are independent creatures, but most act under a Gulthias tree’s control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor’s old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil. Needle Blight In the shadows of a forest, needle blights might be taken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh. When needle blights detect a threat, they loose a pollen that the wind carries to other needle blights throughout the forest. Alerted to their foes’ location, needle blights converge from all sides to drench their roots in blood. Actions Claws : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) piercing damage. Needles : Ranged Weapon Attack : +3 to hit, range 30/60 ft., one target. Hit : 8 (2d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"MM1","Alignment":"neutral evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Needle Blight","description":"Blights Blights are malevolent, supernatural plant monsters that try to spread evil wherever they can. Three kinds of blights are described here. Needle Blight In the shadows of a forest, needle blights might be mistaken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh. Actions Claws : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) piercing damage. Needles : Ranged Weapon Attack : +3 to hit, range 30/60 ft., one target. Hit : 8 (2d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"MM1","Alignment":"neutral evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Needle Lord","description":"Traits Needle Defense. Each time a creature makes a melee attack against a needle lord, it takes 2 piercing damage. A creature can choose to make an attack with disadvantage to avoid this damage. Actions Multiattack. The needle lord makes 2 raking vine attacks. Needle Volley. The needle lord makes up to 1d6 needle attacks, but it cannot attack the same target more than twice during its turn. Raking Vine. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target takes 11 piercing damage at the start of each of its turns. The needle lord has two raking vines, each of which can grapple only one target. Needle. Ranged Weapon Attack: +2 to hit, range 60 ft., one target. Hit: 2 (1d4) piercing damage.","properties":{"Category":"Monsters","Size":"large","Type":"plant","Alignment":"chaotic evil","Expansion":20541,"Challenge Rating":3},"publisher":"Daniel Kahn","book":"Danger in the Dwarven Valley"},{"name":"Needle Spawn","description":"Traits Close Quarters Shooting. The needle spawn does not suffer disadvantage on ranged attacks while within 5 feet of a hostile creature that can see it and isn’t incapacitated, if the target of the attack is also within 5 feet of the needle spawn. Actions Needle Volley. The needle spawn makes up to 1d6 needle attacks, but it cannot attack the same target more than twice during its turn. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. Needle. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"custom","Alignment":"chaotic evil","Expansion":20541,"Challenge Rating":"1/2"},"publisher":"Daniel Kahn","book":"Danger in the Dwarven Valley"},{"name":"Neh-thalggu","description":"Known throughout the multiverse as brain collectors, neh-thalggu consume the brains of Humanoids and use them as receptacles to enhance their magical abilities. Neh-thalggu are born in the nightmarish Far Realm, but they spread across the Astral Plane and find their way onto the various worlds of the Material Plane, where brains are much more abundant. A neh-thalggu has a bulbous body and six legs resembling those of a crustacean. Four bulging eyes and a tooth-filled maw dominate its hideous visage. Behind and above these features, one or more lumps protrude from its body, each one containing a brain the neh-thalggu has consumed. After a neh-thalggu kills a victim, it uses its pincers to cut open the victim’s head and remove the brain. It then swallows the brain whole. The collected brain is stored inside one of several pockets in the neh-thalggu’s head. Once it has collected twelve brains in this fashion, it is overcome by an urge to return to the Far Realm and begins devoting all its energy to finding a way home. In an encounter with a neh-thalggu, roll a d12 to determine how many brains it has already collected. Traits Brain Dump. Whenever the neh-thalggu consumes a brain, it gains the magical ability to speak and understand languages known by the brain’s previous owner. Unusual Nature. The neh-thalggu doesn’t require air. Actions Multiattack. The neh-thalggu makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Extract Brain. Melee Weapon Attack: +4 to hit, reach 5 ft., one incapacitated Humanoid. Hit: 35 (10d6) piercing damage. If this damage reduces the target to 0 hit points, the neh-thalggu kills the target by extracting and consuming its brain. Mind Blast (Recharge 5–6). The neh-thalggu magically emits psychic energy at one Humanoid it can see within 10 feet of itself. The target must make a DC 14 Wisdom saving throw. On a failed save, the target takes 9 (2d8) psychic damage and is incapacitated until the end of its next turn. On a successful save, the target takes half as much damage and isn’t incapacitated. Spellcasting (Psionics). The neh-thalggu casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 11). It must have consumed the requisite number of brains to cast the spell, as indicated: 1/day each: arms of Hadar (1 brain), detect magic (2 brains), magic missile (3 brains), Tenser’s floating disk (4 brains), darkness (5 brains), hold person (6 brains), invisibility (7 brains), spider climb (8 brains), fear (9 brains), hypnotic pattern (10 brains), major image (11 brains), stinking cloud (12 brains)","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"typically chaotic neutral","Expansion":16643,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Neh-thalggu","description":"Known also as brain collectors, the alien neh-thalggus hail from distant worlds, traveling the gulfs of space on immense living ships that swiftly decay when they land upon a new world, leaving behind a deadly cargo of hungry monsters. Neh-thalggus are crab-like nightmare with lamprey-like mouths, twitching eyes on its legs, and several blisters along its back that hold human brains. Some speculate that neh-thalggus encountered in this reality may merely be juveniles of their kind, perhaps exiled from their home worlds by greater kin until they can prove their worth on other worlds. Brain Collectors. Neh-thalggus are carnivores, but they do not digest humanoid brains they eat—rather, these brains lodge in one of several bulbous blisters on the creature's back and help to increase its intellect. Their brain collections may be a morbid form of currency in their home realm, or the thoughts in these brains may merely be fuel for a dark apotheosis into an even more sinister mature form. Mind Masters. Neh-thalggu masters lord it over their lesser kin by applying the drained brainpower of their victims toward mastering psychic magic and mesmerism. They may inhabit elaborate mindscapes as their lairs or may subtly influence the thoughts and senses of creatures they lure into their lair in furtherance of convoluted plots to manipulate the societies around them while they dwell in secret. 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Neh-thalggus are crab-like nightmare with lamprey-like mouths, twitching eyes on its legs, and several blisters along its back that hold human brains. Some speculate that neh-thalggus encountered in this reality may merely be juveniles of their kind, perhaps exiled from their home worlds by greater kin until they can prove their worth on other worlds. Brain Collectors. Neh-thalggus are carnivores, but they do not digest humanoid brains they eat—rather, these brains lodge in one of several bulbous blisters on the creature's back and help to increase its intellect. Their brain collections may be a morbid form of currency in their home realm, or the thoughts in these brains may merely be fuel for a dark apotheosis into an even more sinister mature form. Mind Masters. Neh-thalggu masters lord it over their lesser kin by applying the drained brainpower of their victims toward mastering psychic magic and mesmerism. They may inhabit elaborate mindscapes as their lairs or may subtly influence the thoughts and senses of creatures they lure into their lair in furtherance of convoluted plots to manipulate the societies around them while they dwell in secret. 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Solitary predators, nemathy typically conceal themselves near the seabed or within thick aquatic vegetation, only coming together with other of their kin during their breeding season to produce swarms of hatchlings. Nemathy use a modified fin ray that protrude from their foreheads to create bioluminescent light that can attract prey, but their deadliest feature is the neurotoxic and immobilizing ink it produces.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Expansion":34474,"Challenge Rating":4},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Nemean","description":"The nemean is a massive lion of tremendous strength and ferocity. Though their tawny fur and flowing mane looks the same as any lion’s, it is incredibly tough and almost impossible to pierce with mortal blades. It is said the first nemean created (or cursed) by the gods had skin so impervious to blades that nothing but its own claws could cut it. The nemeans still existing in the world are not quite so invulnerable, but even so only weapons forged from truly legendary material and blessed with enchantment have any hope of shedding even a drop of its blood. Unlike ordinary lions, they tend to be solitary, only rarely seeking the company of other felines. If they encounter an existing pride, they swiftly dispatch all rivals and dominate the survivors until they tire of their company and move on. They are loathe to let others hunt for them, preferring the thrill of the chase and the glory of the kill with their own jaws.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":5},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Nemean Lion","description":"The Nemean Lion is a vicious beast of legend that settled in the wilderness of Nemea. It was widely known as an invincible beast, for no mortal weapon could cut through its fur and there was no armor that could withstand its teeth and claws. As the first of the Twelve Labors, Heracles was sent on a hunt by his cousin, King Eurystheus, to bring an end to the terrifying beast. This task was clearly meant to be both the first and last labor, since on paper victory was nigh impossible. However, the demigod son of Zeus claimed victory. Unable to break through its hide, Heracles wrestled the giant lion until he was able to strangle it to death, an impossible feat for any mortal other than himself. In the end, the hero returned to his cousin’s castle, wearing the pelt of the lion as decoration, having skinned it with its own claws. However, as of late there have been rumors and sightings of a vicious beast out in the wild. One that arrows, blades and spears have had no luck with. Impenetrable Hide. Conventional weapons, even those blessed with magical power are almost useless against the Nemean Lion. Even certain magics prove ineffective against its physical body, particularly those of an elemental nature. Merciless Claws. When it comes to the offensive the Nemean Lion will be quick to break through mundane armor and shields with its claws and teeth, making defense a difficult compromise for those unprepared to face this legendary foe. A terrible beast, driven by wrath and hunger. The bare minimum needed to bring it down is a hero. The next time it appears we better have one around. -Pyrrhos Dimitriou, Cleric of Athena The Nemean Lion as a Mythic Encounter The Nemean Lion numbers amongst one of the most dangerous and difficult opponents for any band of heroes to defeat. If you wish to make an encounter with this beast truly legendary, the Nemean Lion might use its Feral Resilience trait. The lion calls upon a reserve of strength and willpower just as it appears to be on death's door. When this happens, the Nemean Lion can choose one of its mythic actions when it uses a legendary action. Read or paraphrase the following text when the Nemean Lion uses its Feral Resilience trait: As the Lion Falls The Nemean Lion is close to its end. Formerly undamaged by anyone but the greatest hero in the history of this continent, the beast seems almost ready to drop for good. However, the bane of Nemea lets out an earth-shattering roar. The air becomes visibly distorted, pebbles and rubble around it are sent flying and the echo of several wild animals escaping in fright comes over everyone's ears. A shining gleam in its eye, a look of spite directed not only to the mortals who have tried to slay it, but at the immortal hero who caused its first death. Willpower and revenge fueling its soul, the lion roars once more and prepares to pounce its prey. Fighting the Nemean Lion as a mythic encounter is equivalent to taking on two CR 23 creatures in one encounter. Award a party an additional 50,000 XP (100,000 XP total) for defeating it after its Feral Resilience activates. Sacred Beasts of the Land Throughout the ages the world has existed, unique animals have made themselves known in legends. Stronger, faster, more majestic and, perhaps, even a little magical. The most well known of these creatures are the Sacred Beasts of the Land. This title refers to all the unique animals associated with the Twelve Labors of Heracles. Polymorphing into a Sacred Beast Players attempting to use Polymorph to become any of the Sacred Beasts of the Land will find that they cannot replicate the magic properties of the creature in question. For example, they will not be able to use the innate spellcasting feature, legendary actions or legendary resistances. Additionally, only players who have substantial experience with the creature in question should be able to attempt such a transformation. An example of such experience could be the slaying of the beast, as well as the creation of a friendly bond, but it must involve personal experience from the character. Traits Legendary Resistance (3/day). If the lion fails a saving throw, it can choose to succeed instead. Feral Resilience (Recharges after a short or long Rest). If the lion would be reduced to 0 hit points, its current hit point total instead resets to 350 hit points, and it regains any expended uses of Legendary Resistance. Additionally, the lion can now use the options in the “Mythic Actions” section for 1 hour. Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell. Magic Weapons. The lion's weapon attacks are magical. Invulnerable Hide, Soft Insides. All the resistances and immunities of the lion only work on the outside of its body. If someone attempts to make an attack roll aiming at the inside of the Nemean Lion's mouth (with a -5 penalty to any attack rolls) or successfully does damage while being swallowed by it, all resistances and immunities are ignored. Siege Monster. The lion deals double damage to objects and structures. Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 21 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. Running Leap. With a 10-foot running start, the lion can jump up to 50 feet in a straight line. Actions Multiattack. The lion can make one bite or swallow attack and two claw attacks. Bite. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage. The target is grappled, escape DC 20. Claw. Melee Weapon Attack: +18 to hit, reach 20ft., one target. Hit: 19 (3d6 + 9) piercing damage. Swallow. The lion makes one bite attack against a medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the Nemean lion, and it takes 6d6 (6d6) acid damage at the start of each of the lion's turns. The lion can have only one creature swallowed at a time. If the lion takes 30 damage or more on a single turn from the swallowed creature, the lion must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate creature, which falls prone in a space within 10 feet of the lion. If the lion dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Legendary Actions Nemean Lion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Nemean Lion regains spent legendary actions at the start of their turn. Move. The lion can move up to its speed without provoking attacks of opportunity. Attack. The lion can make either a bite or claw attack. Detect. The lion makes a Wisdom (Perception) check. Mythic Actions If the Nemean Lion’s Feral Resilience trait has activated in the last hour, it can use the options below as legendary actions. Barrage. The lion can make a bite and a claw attack or two claw attacks. Thundering Roar (Costs 2 Actions). Each creature within 120 feet of the lion that can hear its roar must succeed on a DC 18 Constitution saving throw, if the creature fails the saving throw then they take 39 (6d12) thunder damage and are knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Alignment":"unaligned","Expansion":29804,"Challenge Rating":23},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Neo-Otyugh","description":"The neo-otyugh is larger, more cunning, and far more dangerous when compared to the normal otyugh. Its bloated 15-foot diameter body has a disgusting, rubbery hide that constantly oozes bile. The smell is so horrendous it would cause anyone near enough to smell it to vomit and retch. Meat Shield. After the neo-otyugh grabs a victim caught by its tentacle, the foul creature can use it as a shield against an impending melee attack. If successful, the attack would hit the unlucky victim instead of the otyugh. Traits Garbage Camouflage. The otyugh has advantage on Dexterity (Stealth) checks made to hide in garbage-filled or sewer terrain. Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. Stench. Any creature that starts its turn within 10 feet of the otyugh must succeed on a DC 18 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the otyugh's Stench for 24 hours. Actions Multiattack. The otyugh makes one Bite attack and two Tentacle attacks. It can replace two Tentacle attacks with Tentacle Slam. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (4d8 +5) piercing damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 9 (2d8) piercing damage. If the target is Large or smaller, it is grappled (escape DC 15) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 17 Constitution saving throw or take 19 (4d6 + 5) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Reactions Meat Shield. The otyugh uses its grappled victims as a shield against melee attacks. If the grappled creature is Medium or smaller, the otyugh adds 3 to its AC against one melee attack that would hit it. If the grappled creature is Large, the otyugh adds 5 to its AC against one melee attack that would hit it. If the attack misses the otyugh as a result, the melee attack instead hits the grappled creature. To do so, the otyugh must see the attacker and must be grappling with a creature.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Neogi","description":"Damn eel-spiders want to enslave us all! And no, they don’t taste good. —Volo Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel’s neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior. Alien Tyrants. Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect. Some neogi use magic—the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar. Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness. Cycle of Death and Life. A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left. Hierarchy of Ownership. Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk. Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters—and it must defer to those of higher station or risk harsh punishment. Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges. Traits Mental Fortitude : The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep. Spider Climb : The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack : The neogi makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Enslave (Recharges after a Short or Long Rest) : The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Neogi","description":"Neogi (Adult) The mentality of neogi is alien to many other peoples. Because adult neogi have the power to control minds, they consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness. Neogi mark themselves and those they capture through the use of dyes, transformational magic, and other markings intended to signify rank, achievements, and the identity of the individual’s leader. By these signs, neogi can identify each others’ place in the hierarchy—and they must defer to those of higher station or risk harsh punishment. Neogi A neogi looks like an outsize spider with an eel’s neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior. Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse. Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property or prey. —Mordenkainen Traits Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep. Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The neogi makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Bonus Actions Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Neogi Great Old Master","description":"Great old masters are huge, bloated neogi at the end of their life cycle, having been injected with toxins by other neogi. They have lost the ability to enslave other creatures. In very rare cases, however, instead of the great old master becoming helpless, the toxin instead slowly transforms the creature into a feral, egg-infested abomination with renewed unnatural strength. Unleash Hatchlings. In combat, it relies primarily on brute might, tearing its foes with its toothy maw and claws. When faced with overwhelming numbers, it can pop and spawn the hatchlings from its body. These hatchlings immediately swarm nearby foes and distract them from the real threat. Traits Mental Fortitude. The great old master has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep. Spider Climb. The great old master can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The great old master makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 21 (6d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Spawn Hatchlings (Recharge 5–6). The great old master creates 2d4 neogi hatchlings ( Mordenkainen presents Monsters of the Multiverse , pg. 191). The neogi hatchlings appear in unoccupied spaces within 30 feet of the great old master and acts as its allies. The neogi hatchlings act right after the great old master on the same initiative count and fight until they're destroyed. The great old master can only spawn up to a total of 40 neogi hatchlings (the total is shared with its Pop Hatchlings reaction). Reactions Pop Hatchlings (Recharge 5–6). In response to taking damage, the great old master can spawn 1d4 neogi hatchlings . The neogi hatchlings appear in unoccupied spaces within 5 feet of the great old master and acts as its allies. The neogi hatchlings act right after the great old master on the same initiative count and fight until they're destroyed. The great old master can only release up to a total of 40 neogi hatchlings (the total is shared with its Spawn Hatchlings action).","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Neogi Hatchling","description":"Damn eel-spiders want to enslave us all! And no, they don’t taste good. —Volo Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel’s neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior. Alien Tyrants. Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect. Some neogi use magic—the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar. Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness. Cycle of Death and Life. A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left. Hierarchy of Ownership. Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk. Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters—and it must defer to those of higher station or risk harsh punishment. Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges. Traits Mental Fortitude : The hatchling has advantage on saving throws against being charmed or frightened, and magic can’t put the hatchling to sleep. Spider Climb : The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Neogi Hatchling","description":"A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated mass of flesh. Younger neogi lay their eggs atop it, and when the hatchlings emerge, they devour the old neogi and one another until only a few of the strongest newborns are left. The surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over an umber hulk. Neogi A neogi looks like an outsize spider with an eel’s neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior. Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse. Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property or prey. —Mordenkainen Traits Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep. Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Neogi Hatchling Swarm","description":"A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated mass of flesh. Younger neogi lay their eggs atop it, and when the hatchlings emerge, they devour the old neogi and one another until only a few of the strongest newborns are left. Sometimes the newborns, united by a singular evil purpose, coalesce into a skittering swarm instead. Neogi A neogi looks like an outsize spider with an eel’s neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior. Neogi usually dwell in far-flung locations on the Material Plane, as well as on the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse. Traits Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny neogi hatchling. The swarm can’t regain hit points or gain temporary hit points. Actions Swarm of Bites. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 22 (6d6 + 1) poison damage, or 11 (3d6 + 1) poison damage if the swarm has half of its hit points or fewer, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny aberrations","Alignment":"typically lawful evil","Expansion":16643,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Neogi Master","description":"Damn eel-spiders want to enslave us all! And no, they don’t taste good. —Volo Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel’s neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior. Alien Tyrants. Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect. Some neogi use magic—the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar. Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness. Cycle of Death and Life. A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left. Hierarchy of Ownership. Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk. Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters—and it must defer to those of higher station or risk harsh punishment. Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges. Traits Mental Fortitude : The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep. Spellcasting : The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: • Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery • 1st–4th level (2 4th-level slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant Spider Climb : The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack : The neogi makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Eldritch Blast : Ranged Spell Attack: +6 to hit, range 300 ft., one creature. Hit: 9 (1d10 + 4) force damage. When the neogi casts this spell, it creates two beams. It can direct the beams at the same target or at different ones. It makes a separate attack roll for each beam. Enslave (Recharges after a Short or Long Rest) : The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Expansion":1,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Neogi Master","description":"Neogi masters use magic, as a result of a pact between neogi and aberrant entities they met during their journey from their home world. These entities—known by such names as Acamar, Caiphon, Gibbeth, and Hadar—resemble stars and embody the essence of evil. Neogi A neogi looks like an outsize spider with an eel’s neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior. Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse. Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property or prey. —Mordenkainen Traits Devil’s Sight. Magical darkness doesn’t impede the neogi’s darkvision. Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep. Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The neogi makes one Bite attack and one Claw attack, or it makes two Tentacle of Hadar attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Tentacle of Hadar. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 14 (3d6 + 4) necrotic damage, and the target can’t take reactions until the end of the neogi’s next turn, as a spectral tentacle clings to the target. Spellcasting. The neogi casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: guidance , mage hand , minor illusion , prestidigitation 1/day each: dimension door , hold person , hunger of Hadar Bonus Actions Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration (Warlock)","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Neogi Overlord","description":"Exceptional neogi masters that survive long enough eventually grow to become overlords. These merciless taskmasters lead the savage neogi as they travel through the Astral Plane, searching for more slaves and treasure. No creature is spared of the Overlord’s cruelty, as even other neogis fall under its ruthless command, forcing them to perform actions on the battlefield. Traits Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep. Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The neogi makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature has disadvantage on Wisdom saving throws. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage. Tentacle of Hadar. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 15 (3d6 + 5) necrotic damage, and the target can’t take reactions until the end of the neogi’s next turn, as a spectral tentacle clings to the target. Tormenting Screech (Recharges after a Short or Long Rest). The neogi emits a terrible psychic scream audible within 300 feet. Creatures other than neogi within 60 feet of the neogi must succeed on a DC 16 Wisdom saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and is incapacitated for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't stunned. Bonus Actions Enslave (Recharge 6). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage from a source other than Scouring Instruction, it can repeat the saving throw, ending the effect on itself on a success. Reactions Scouring Instruction. When an ally that the neogi can see makes a d20 roll, the neogi can roll a d8 and the ally can add the number rolled to the d20 roll by taking 4 (1d8) psychic damage. A creature immune to psychic damage can’t be affected by Scouring Instruction.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Neogi Pirate","description":"Neogi pirates are adult neogi that serve as crew members aboard nightspiders and other neogi-controlled vessels. Neogi society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness. Neogi pirates (and adult neogi in general) mark themselves and those they capture through the use of dyes, transformational magic, and other markings intended to signify rank, achievements, and the identity of the individual’s leader. By these signs, neogi can identify each other’s place in the hierarchy—and they must defer to those of higher station or risk harsh punishment. Neogi A neogi looks like an outsize spider with an eel’s neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior. Neogi usually dwell in far-flung locations on the Material Plane, as well as on the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse. Traits Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep. Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The neogi makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"typically lawful evil","Expansion":16643,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Neogi Void Hunter","description":"A neogi void hunter is bigger than a typical adult neogi and often fills the role of captain aboard a nightspider. The void hunter pledges fealty to one or more stellar entities in exchange for a taste of their immense power. These entities—known by such names as Acamar, Caiphon, Gibbeth, and Hadar—resemble stars and embody the essence of evil. Neogi A neogi looks like an outsize spider with an eel’s neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior. Neogi usually dwell in far-flung locations on the Material Plane, as well as on the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse. Traits Devil’s Sight. Magical darkness doesn’t impede the neogi’s darkvision. Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep. Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The neogi makes one Bite attack and two Claw attacks, or it makes two Eldritch Bolt attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Eldritch Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 20 (3d10 + 4) force damage. Spellcasting. The neogi casts one of the following spells, using Charisma as the spellcasting ability: 1/day each: dimension door, invisibility Bonus Actions Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of itself. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration (warlock)","Alignment":"typically lawful evil","Expansion":16643,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Neothelid","description":"A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. On rare occasions, an illithid colony collapses, typically after an external assault, and the elder brain is killed. When that happens, the colony’s tadpoles are suddenly freed from their fate. They no longer serve as food, and in turn are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony’s pool, and it emerges as a neothelid. Abhorrent to Illithids. Among the strongest taboos in illithid society is the idea of allowing a mature tadpole to survive without implanting it into a donor brain. Under normal circumstances, any tadpole that grows larger than a few inches in length is killed by the elder brain to be food for it or for less mature tadpoles. Any tadpole that survives beyond that state is perceived as a threat to the colony, and the mind flayers organize hunting parties to exterminate the abomination. Lacking enough intelligence to be detected by an elder brain’s power to sense thoughts, neothelids warrant such precautions. Savage Behemoth. As a feral thing, a neothelid knows nothing beyond the predatory existence it has lived so far and struggles to comprehend its new psionic abilities. Neothelids prowl subterranean passages in search of more brains to sate their constant hunger, growing ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to a puddle of slime and leaving only the pulsing brain unharmed. They have no knowledge of their link to illithids, so they’re just as likely to prey on mind flayers as on anything else. Traits Creature Sense : The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Innate Spellcasting (Psionics) : The neothelid’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components: • At will: levitate • 1/day each: confusion, feeblemind, telekinesis Magic Resistance : The neothelid has advantage on saving throws against spells and other magical effects. Actions Tentacles : Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid’s turns. If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Acid Breath (Recharge 5–6) : The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Expansion":1,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Neothelid","description":"When an illithid colony’s tadpoles are no longer fed by their caretakers, they turn to devouring one another out of hunger. Only one tadpole survives out of the thousands in the colony’s pool, and it emerges as a neothelid— a slime-covered worm of immense size. A feral thing, a neothelid knows nothing beyond the predatory existence it has lived so far. It prowls subterranean passages in search of more brains to sate its constant hunger, growing ever more vicious. Traits Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Innate Spellcasting (Psionics). The neothelid’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components: At will: levitate 1/day each: confusion, feeblemind, telekinesis Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects. Actions Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid’s turns. If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Acid Breath (Recharge 5–6). The neothelid exhales acid in a 60- foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"chaotic evil","Expansion":7394,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Neothelid","description":"A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. When an illithid colony collapses, typically after an external assault, and the elder brain (appears in this book) is killed, the colony’s tadpoles are suddenly freed from their fate. They no longer serve as food—and are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony’s pool, and it emerges as a neothelid. Neothelids know nothing beyond their predatory existence. They prowl subterranean passages, using their rudimentary psionic abilities to search out and incapacitate brains to sate their constant hunger, growing ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to puddles of slime and leaving only the pulsing brains unharmed. They have no knowledge of their link to illithids, so they’re just as likely to prey on mind flayers as on anything else. Mind flayers consider neothelids dangerous abominations—normally they eat or destroy any tadpoles that grow larger than a few inches in length without being implanted in a brain so they can’t become such threats. Neothelids are not intelligent enough for elder brains to detect, so mind flayers are always alert for signs of their presence and organize hunting parties to exterminate any of these murderous worms they learn of. Traits Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects. Actions Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 11 (2d10) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 21 (6d6) acid damage at the start of each of the neothelid’s turns. If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Acid Breath (Recharge 5–6). The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one. Spellcasting (Psionics). The neothelid casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 16): At will: levitate 1/day each: confusion , feeblemind , telekinesis","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Neothelid","description":"When an illithid colony’s tadpoles are no longer fed by their caretakers, they turn to devouring one another out of hunger. Only one tadpole survives out of the thousands in the colony’s pool, and it emerges as a neothelid—a slime-covered worm of immense size. A feral thing, a neothelid knows nothing beyond the predatory existence it has lived so far. It prowls subterranean passages in search of more brains to sate its constant hunger, growing ever more vicious. Traits Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Innate Spellcasting (Psionics). The neothelid’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components: At will: levitate 1/day each: confusion, feeblemind, telekinesis Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects. Actions Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid’s turns. If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Acid Breath (Recharge 5–6). The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"chaotic evil","Expansion":29191,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Waterdeep - Dungeon of the Mad Mage"},{"name":"Nephilim","description":"The ground quakes with the force of the nephilim’s steps as it lifts its colossal glaive to enact divine retribution in honor of its patron deity. Heralds of cataclysmic change, the nephilim are gargantuan celestial creatures so powerful that they can singlehandedly lay waste to cities or entire nations. Primordial Loyalty While few people can claim to know the true origin of the nephilim, there are those who believe these gigantic Celestials are the offspring of gods and primordial creatures that came before. Whatever the case, the few nephilim that exist swear fealty to a specific god – and no nephilim chooses the same god. Heralds of Holy War In the annals of history, the nephilim have long been associated with the divine struggle between deities, acting as their champions in wars against each other. Ancient scriptures and paintings even tell the tale of nephilim fighting on opposite sides in holy wars in the Mortal World, their titanic clashes leaving mountains shattered and landscapes forever altered. I can’t speak much to the nephilim, as I’ve never seen one in the flesh. I felt one, once – or so I think, though I didn’t stick around to confirm it. Once the ground started shaking so hard it felt like my horns would fall off, I figured it was time for me to excuse myself and slip away. – the Heretic","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"celestial","Alignment":"Lawful Neutral","Expansion":25354,"Challenge Rating":24},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Nephilim Scion","description":"The ground quakes with the force of the nephilim’s steps as it lifts its colossal glaive to enact divine retribution in honor of its patron deity. Heralds of cataclysmic change, the nephilim are gargantuan celestial creatures so powerful that they can singlehandedly lay waste to cities or entire nations. Primordial Loyalty While few people can claim to know the true origin of the nephilim, there are those who believe these gigantic Celestials are the offspring of gods and primordial creatures that came before. Whatever the case, the few nephilim that exist swear fealty to a specific god – and no nephilim chooses the same god. Heralds of Holy War In the annals of history, the nephilim have long been associated with the divine struggle between deities, acting as their champions in wars against each other. Ancient scriptures and paintings even tell the tale of nephilim fighting on opposite sides in holy wars in the Mortal World, their titanic clashes leaving mountains shattered and landscapes forever altered. Nephilim Scions Perhaps the most fascinating and disturbing aspect of the nephilim is their ability to produce progeny, either by bonding with other Celestials or even with Fiends or mortals. Such unions give rise to humanoid-like beings known as nephilim scions. Fearsome combatants, nephilim scions are celestial creatures that retain some of the true nephilim’s traits and typically have an almost human-like appearance. Like their creators, nephilim scions tend to swear allegiance to a single, powerful being, such as a deity or the nephilim that created them. Due to their human-like appearance, they are often deployed on the Mortal World to carry out the will of their patron, whether that includes serving as a protector of mortals or a sacred site, or hunting down those who pose a threat to their patron’s plans. I can’t speak much to the nephilim, as I’ve never seen one in the flesh. I felt one, once – or so I think, though I didn’t stick around to confirm it. Once the ground started shaking so hard it felt like my horns would fall off, I figured it was time for me to excuse myself and slip away. – the Heretic","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Nereid","description":"Nymphs are powerful fey who embody the splendor of the natural world. Architects of wild beauty, nymphs are bound to, and protect, the forests, rivers, springs, meadows, mountains, and seas they shape and call home. Nymphs feel a greater kinship to elves than do most other fey, and the two groups resemble each other in general appearance, though nymphs have more obviously supernatural features. Enigmatic Values . All nymphs are incredibly beautiful and demand to be surrounded by aesthetically elegant creatures and items that rival their own appearance. They are chaotic beings that believe in the importance of beauty above all else. Rather than viewing the world in terms of good and evil, most nymphs see only beauty and ugliness. To them, actions that create beauty are laudable; beautiful creatures and objects must be protected. That which destroys or damages beauty, or promotes ugliness, must be eradicated. Secluded Surroundings . Nymphs make homes in the most beautiful locations of the natural world. They augment these places, nurturing the plants, shaping the earth, and purifying the water. Those seeking a nymph should look to the most breathtaking natural landmarks in their vicinity as a sign of her presence. However, intruders are rarely welcome, as most nymphs prefer to live in solitude. Many nymph homes lie on the borders between the fey and the mortal realm. Time passes differently in these locations, and mortals who unwittingly wander into a nymph’s domain for an afternoon may find themselves displaced by centuries in time. Ephemeral Lovers . Many prominent heroes of legend are thought to be the offspring of nymphs. Affairs between nymphs and mortals tend to be fleeting and frequently end in tragedy. Powerful mortals who are seduced into joining nymphs in the fey realm may disappear from the mortal realm for centuries, throwing kingdoms into chaos in the meantime. Nymphs taken into the mortal world as wives and husbands soon pine for the natural splendor of their wild homes, and they usually abandon their mortal families. Types of Nymphs Nymphs are divided into six subraces: dryads of the forests, naiads of lakes and rivers, nereids of the oceans, oreads of the mountains, oceanids of the islands, and aurae of the night sky. Nymphs may be male, female, both, or neither. However, most nymphs possess certain delicate feminine qualities, regardless of their gender, and they are collectively described with feminine pronouns. Nymph Lairs The lair of a nymph is a beautiful, natural place that reflects her type. For example, dryads make their lairs in the branches and roots of a great tree to which she is bound. Naiads often dwell within underwater caves that can only be reached by swimming beneath a river or lake. Oreads may choose picturesque ruins located high in the mountain that she calls home. When a nymph’s lair contains a connection to the fey, or lies within the fey, she gains access to lair actions. Lair Actions On initiative count 20 (losing initiative ties), the nymph can take a lair action to cause one of the following magical effects: The nymph glimpses the future, so that it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. The nymph merges with her surroundings and reappears anywhere in her lair. This ability functions exactly like dimension door except that it requires no components and the range is limited to within the nymph’s lair. Regional Effects The region containing a nymph’s lair is warped by the ephemeral nature of the feywild. Time passes differently in the lair of the nymph. Every day spent there counts as a month in the mortal world. The nymph can decrease this rate of time passage to a week or increase it to a year. Monstrosities, aberrations, fiends, and humanoids with Charisma scores of 8 or less feel extremely uncomfortable in a nymph’s lair. They have disadvantage on all saving throws and ability checks. Nereids Nereids are beautiful female fey that dwell beneath the ocean waves. There, they fiercely defend coral reefs and all natural life that dwell within it. Although quick swimmers in their own right, nereids often seek the aid of dolphin or seahorse mounts to bolster their effectiveness in battle. Nereids are as attached to such creatures as paladins are to their steeds; should the animal fall in battle, its rider may be overcome by grief. Each nereid wields her own personal trident, which is grown from the same coral they protect. Although they are dangerous when threatened, nereid sightings are considered to be a portent of good luck for sailors. Wise captains know to steer clear of their reefs, so as to avoid damaging them with the ship's anchor. In addition to their skill as warriors, nereids are also well known for their exquisite voices, which can travel through water undistorted. Unlike the songs of many other aquatic fey, nereids do not weave enchantments into their music; they sing for beauty’s sake. Benthic Beauties . Nereids are sometimes mistaken for merfolk at first glance. They possess streamlined, slightly alien features that are as striking as they are beautiful. Diaphanous webbing connects the fingers and toes of a nereid, and their slick skin resembles that of a dolphin, albeit in various shades of blue and green. Some nereids have additional fish-like traits, such as visible gills and fins that run along their limbs and back, though this aspect of their anatomy is highly variable, depending on their tribe. Guiding the Lost . Many nereids display a level of benevolence towards humanoids that is rare among fey. Nereids have been known to shepherd lost sailors safely back to civilization, provided that they show adequate respect for nature. Some nereids even establish long-term relationships with the sailors who frequent their waters, steering their ships away from the sea’s many hidden dangers. Defenders of Reefs . Nereids are bound to protect a specific coral reef, just as dryads are bound to their forests. Overtly hostile nereids are rare, and they usually do not discourage the intrusion of mortals into their domains. However, visitors should be wary to not mistake their relatively kind natures for softness; should their homes be at all harmed or threatened, nereids retaliate en-masse with a piranha-like tenacity, giving no quarter to their prey.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (nymph)","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":6},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Nereid","description":"One of the most inviting locations in the Hidden Shrine of Tamoachan is a gently illuminated pool of water, beside which sits a lovely being singing a pleasant tune. The figure is a nereid - a fey water creature that can shape its environment to suit its needs. Whether male or female, a nereid bears an otherworldly beauty. Traits Amphibious . The nereid can breathe air and water. Aquatic Invisiblity . If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies. Mantle Dependent . The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature's spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can't be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief. Shape Water . The nereid can cast control water at will, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side. Speak With Animals . The nereid can comprehend and verbally communicate with beasts. Actions Binding Acid. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: (2d12+3) acid damage. The target is blinded until the start of the nereid's next turn. Blinding Acid (Ranged). Ranged Spell Attack: +5 to hit, reach 30 ft., one target. Hit: (2d12+3) acid damage. The target is blinded until the start of the nereid's next turn. Drowning Kiss (Recharge 5-6). The nereid touches one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 22 (3d12 + 3) acid damage. On a failure, it also runs out of breath and can't speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success. Water Lash. The nereid causes a 5-foot cube of water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a DC 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3) bludgeoning damage, and if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid's choice). On a successful save, the target takes half as much damage and isn't pushed or knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"any chaotic alignment","Expansion":7386,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Nereid","description":"Nereids are fey water creatures that can shape their environment to suit their needs. These creatures always bear an otherworldly beauty no matter their gender and use it to deadly effect. Their kiss is a blue-lipped testimony to the gullibility of humanity. One peck and the target’s lungs are emptied of air, leading to a quick but painful death. Thankfully, nereids are entirely dependent upon a mantle of silky cloth the colour of sea foam which contains their spirit. Destroying this kills the fey spirit within the space of an hour. Traits Amphibious. The nereid can breathe air and water. Aquatic Invisibility. If immersed in water, the nereid can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies. Mantle Dependent. The nereid wears a mantle of silky cloth the colour of sea foam, which holds the creature’s spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can’t be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief. Shape Water. The nereid can cast control water at will, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell has a range of 30 feet and can affect a cube of water no larger than 30 feet on a side. Speak with Animals. The nereid can comprehend and verbally communicate with beasts. Actions Blinding Acid. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. and range 30 ft., one target. Hit: 16 (2d12 + 3) acid damage, and the target is blinded until the start of the nereid’s next turn. Drowning Kiss (Recharge 5-6). The nereid touches one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 22 (3dl2 + 3) acid damage. On a failure, it also runs out of breath and can’t speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success. Water Lash. The nereid causes a 5-foot cube of water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a DC 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3) bludgeoning damage, and if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (nereid’s choice). On a successful save, the target takes half as much damage and isn’t pushed or knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"any chaotic alignment","Expansion":20544,"Challenge Rating":2},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Nergaliid","description":"(Devil Toad) Corpulent, scaled, and utterly repulsive, these vicious devils stalk the dark edges of society away from prying eyes, subsisting on the life force of unsuspecting humanoids. Creatures that die to the nergaliid’s feeding leave a corrupted undead corpse behind known as a husk zombie (presented earlier in this chapter). The nergaliid favors feeding on the life force of sleeping humanoids, feasting on the same prey nightly—so long as its victim remains unaware. This ensures a lasting source of nourishment, with the victim beset by terrible nightmares as long as the feeding continues. When a nergaliid is discovered, it tries to strike a deal with the one who uncovered it. It might offer material wealth in exchange for freedom and silence. Only when an accord seems unlikely does the nergaliid attack.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":5016,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Nergaliid","description":"Corpulent, scaled, and utterly repulsive, these vicious devils stalk the dark edges of society away from prying eyes, subsisting on the life force of unsuspecting humanoids. Creatures that die to the nergaliid’s feeding leave a corrupted undead corpse behind known as a husk zombie (presented earlier in this chapter). The nergaliid favors feeding on the life force of sleeping humanoids, feasting on the same prey nightly—so long as its victim remains unaware. This ensures a lasting source of nourishment, with the victim beset by terrible nightmares as long as the feeding continues. When a nergaliid is discovered, it tries to strike a deal with the one who uncovered it. It might offer material wealth in exchange for freedom and silence. Only when an accord seems unlikely does the nergaliid attack. Traits Shadow Stealth. While in dim light or darkness, the nergaliid can take the Hide action as a bonus action. Standing Leap. The nergaliid’s long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tongue Lash. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. Siphon Life (Recharge 4–6). The nergaliid magically draws the life from a humanoid it can see within 40 feet of it. The target must make a DC 15 Wisdom saving throw. An incapacitated target fails the save automatically. On a failed save, the creature takes 10 (3d6) psychic damage, and the nergaliid gains temporary hit points equal to the damage taken. On a successful save, the target takes half as much damage, and the nergaliid doesn’t gain temporary hit points. If this damage kills the target, its body rises at the end of the nergaliid’s current turn as a husk zombie (see earlier in this chapter).","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":29448,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Neronvain","description":"Traits Draconic Majesty. Neronvain adds his Charisma bonus to his AC. Fey Ancestry. Magic can’t put Neronvain to sleep. Actions Multiattack. Neronvain makes two attacks, either with his shortsword or Eldritch Arrow. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 13 (3d8) poison damage. Eldritch Arrow. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) force damage plus 9 (2d8) poison damage. Poisonous Cloud (2/Day). Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the start of Neronvain’s next turn. Each creature that starts its turn in the gas must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":4500,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Neronvain","description":"This monster appears in the Rise of Tiamat module. Traits Draconic Majesty. Neronvain adds his Charisma bonus to his AC (included). Fey Ancestry. Magic can't put Neronvain to sleep. Actions Multiattack. Neronvain makes two attacks, either with his shortsword or Eldritch Arrow. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 13 (3d8) poison damage. Eldritch Arrow. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) force damage plus 9 (2d8) poison damage. Poisonous Cloud (2/Day). Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the start of Neronvain's next turn. Each creature that starts its turn in the gas must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":7392,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Neronvain","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Draconic Majesty. Neronvain adds his Charisma bonus to his AC. Fey Ancestry. Magic can’t put Neronvain to sleep. Actions Multiattack. Neronvain makes two attacks, either with his shortsword or Eldritch Arrow. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 13 (3d8) poison damage. Eldritch Arrow. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) force damage plus 9 (2d8) poison damage. Poisonous Cloud (2/Day). Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the start of Neronvain’s next turn. Each creature that starts its turn in the gas must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Source":"custom","Expansion":7391},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Nessian Warhound","description":"In the wilds of the elemental plane of fire, nessian warhounds look like giant hellhounds with coal-black fur. Pups are usually captured by efreet, fire giants, salamanders, and devils. They are often trained as vicious guards and often outfitted with chain mail barding. Traits Keen Hearing and Smell. The warhound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The warhound has advantage on an attack roll against a creature if at least one of the warhound's allies is within 5 feet of the creature and the ally isn't incapacitated. Pounce. If the warhound moves at least 30 feet straight toward a creature and then hits it with a Bite attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 10 (3d6) fire damage. Fire Breath (Recharge 5–6). The warhound exhales fire in a 30-foot cone. Each creature in that area must make a DC l5 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Nezznar the Black Spider","description":"Drow (dark elves) are a devious, scheming subterranean race that worships Lolth, the Demon Queen of Spiders. Drow society is strictly matriarchal. Male drow are relegated to servitor roles, and while most train as warriors, a few, such as Nezznar, become skilled wizards. Traits Special Equipment. Nezznar has a spider staff. Fey Ancestry. Nezznar has advantage on saving throws against being charmed, and magic can’t put him to sleep. Sunlight Sensitivity. Nezznar has disadvantage on attack rolls when he or his target is in sunlight. Innate Spellcasting. Nezznar can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/day each: darkness, faerie fire (save DC 12) Spellcasting. Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard’s spell list: • Cantrips (at will): mage hand, ray of frost, shocking grasp • 1st Level (4 slots): mage armor, magic missile, shield • 2nd Level (3 slots): invisibility, suggestion Actions Spider Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage plus 3 (1d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":7385,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Nezznar the Spider","description":"Traits Special Equipment. Nezznar has a fully charged spider staff . Fey Ancestry. Nezznar has advantage on saving throws to avoid or end the charmed condition on himself, and magic can't put him to sleep. Sunlight Sensitivity. Nezznar has disadvantage on attack rolls while he or his target is in sunlight. Spellcasting. Nezznar casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13 unless otherwise noted): At will: dancing lights , mage hand , spider climb (from spider staff ), web (from spider staff ; save DC 15) 1/day each: darkness , faerie fire , invisibility , mage armor , magic missile , suggestion Actions Multiattack. Nezznar makes two Poison Blast attacks. Poison Blast. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one creature. Hit : (2d8) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Elf, Wizard)","Alignment":"neutral evil","Expansion":25525,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Ngara","description":"Ngara dwells in Hooktongue Slough and has been manipulating the region’s boggards and marsh giants for some time. As with Engelidis, Ngara would work well as the main villain behind the scenes who manipulates a society for her benefit. Indeed, you can use Ngara’s stats to represent less powerful serpent agents of Engelidis if she serves as the primary villain of your plot. Traits Spellcasting. Ngara is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks), and she needs only verbal components to cast its spells. She has the following wizard spells prepared: Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost, shocking grasp 1st level (4 slots): charm person, detect magic, sleep 2nd level (3 slots): detect thoughts, hold person, invisibility 3rd level (3 slots): fireball, lightning bolt, water breathing 4th level (3 slots): blight, dimension door 5th level (2 slots): cone of cold Actions Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 7 (1d6+4) piercing damage and the target must make a DC 13 Constitution saving throw, taking 30 (7d8) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Nharyth","description":"A hideous mass of coiling intestines undulates, ejecting thin, transparent spears of some resinous material from its many orifices. The creature makes a wet slithering sound as it moves unsettlingly through the air. Foulness in Motion. The nharyth defies gravity with its every movement, as it pulls itself through the air with its mass of intestine-like appendages. The creature does not seem to possess any natural means of propulsion and can even fly through areas where there is no magic. Creations of Madness. Most scholars believe nharyth were created in some insane magical experiment. Others believe they are the spawn of some yet-unknown horror between the stars. Whatever the case, they are clearly not part of the natural ecosystem.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Nian","description":"The creature has the body of a massive, powerful bull and the head of a sleek and majestic lion with a single curved horn rising from its skull. Divine Punishment. It is said that nian are sent by the gods to punish villages that have fallen out of favor or committed some terrible crime. Others believe that nian simply come to take food and riches that are not theirs, hoarding their treasures in underwater grottos or mountainous caverns. Sign of Beginnings and Endings. A nian regularly hibernates for months, preferring to hunt during times when the seasons are shifting. Because of this, many villages in the east use a nian's appearance as a signal of changing times. The celebrations that take place during times of change in these villages, such as harvest festivals or new year gatherings, include many of the objects that ward against nians: red decorations, fiery displays, and clanging instruments.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Nichny","description":"These ancient creatures resemble nothing so much as black cats dressed in sumptuous, if archaic, clothing. Xenophobic. The nichny are highly xenophobic and gleefully carnivorous fey who dwell in deep, primeval forests. True and False Prophets. They can dispense luck to those they like and they certainly have oracular powers, but they rarely share their prophecies with outsiders. Their prophecies are always delivered in triples, and legend holds that two inevitably prove true and one proves false. Answer Three Questions. One final legend claims that if a nichny can be bound with gold or orichalcum chains, it must answer three questions. As with their prophecies, two answers will be true and one will be a lie. All three questions must be posed before any will be answered. When the third answer is given, the nichny and the chains disappear. Nichny in Midgard Known as dolia (“fate speakers”) in Old Elvish, elven legend says the nichny welcomed the first elves to Midgard, as if they had been present since its creation. They also gifted the first Emperor of the Elves with three prophecies: humans would cause a great schism and estrangement among the elves, and force them to flee Midgard; an elfmarked child would be the doom of all elvenkind; and a third prophecy so horrific that the elves erased it with powerful magic. Even with their most puissant divination spells, the mages of Bemmea cannot determine the nature of the final prophecy. Because one will prove untrue, the elves’ precautions may be unnecessary, but many would dearly like to know what the elves are so terrified of. Traits Freedom of Movement: A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack. Imbue Luck (1/Day): Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours. Innate Spellcasting: The nichny’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: detect magic, invisibility, magic missile, ray of frost 3/day each: blink, dimension door, haste, polymorph (self only) 1/day each: teleport, word of recall Luck Aura: A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a –1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action. Magic Resistance: The nichny has advantage on saving throws against spells and other magical effects. Soothsaying: Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true. Actions Multiattack: The nichny makes two claw attacks. Claw: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 17 (2d12 + 4) Slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Nicoaleta","description":"The child-like guardian of the Demiplane of Venom is a drow scion. Marked at birth by the hand of a drow deity, a scion is a portent of greatness. Unfortunately for the ruling house, the birth of a scion also heralds their downfall. While no matron is foolish enough to strike down a god-touched child, allowing them to grow in power among a burgeoning house is also not an option. Often a drow scion remains as the last member of a forgotten house, robbed of their destiny and secluded away from the halls of influence.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":7},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Night Blade","description":"The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Bhaal and His Followers Bhaal is a god of murder who lends power to those whose killings invoke fear and dread. The act of murder is only half the equation. The second half is the suspicion, paranoia, and fear that a seemingly unstoppable killer can evoke. Bhaal seeks to inspire fear by slaying those seemingly beyond the reach of death. Bhaal always carries a red handkerchief somewhere on his person. He can take on an alternate appearance regardless of his current form, that of a hulking brute armed with a long, curved dagger that drips blood. In this form, he wears only a tattered loin cloth, is hairless, and is covered with bleeding wounds caused by a slashing blade. His face is a skull flayed of its flesh and surrounded by a halo of blood. Bhaal is a vicious bully who enjoys killing people in gruesome ways. He’s brought to heel only by the combination of Bane and Myrkul. Bhaal’s cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore. Bloodletters. All cultists of Bhaal learn to call upon their god’s power to leave their victims vulnerable to their long-bladed knives. When Bhaal’s magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim’s body and cause terrible pain and bleeding. Killers from the Shadows. Bhaal’s followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god’s power to blend into the shadows with ease, or even turn invisible for a crucial moment. Cult Ranks. Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with darkvision and superior stealth. Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal’s magic to evade suspicion. The highest rank are the death’s heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal’s schemes is futile.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Night Blade","description":"This creature appears in the Baldur's Gate: The Fall of Elturel adventure! Traits Aura of Murder. As long as the night blade is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"choatic evil","Expansion":20539,"Challenge Rating":"1/4"},"publisher":"Anthony Joyce-Rivera","book":"Baldurs Gate - The Fall of Elturel"},{"name":"Night Blade","description":"Bhaal and His Followers Bhaal is a god of murder who lends power to those whose killings invoke fear and dread. The act of murder is only half the equation. The second half is the suspicion, paranoia, and fear that a seemingly unstoppable killer can evoke. Bhaal seeks to inspire fear by slaying those seemingly beyond the reach of death. Bhaal always carries a red handkerchief somewhere on his person. He can take on an alternate appearance regardless of his current form, that of a hulking brute armed with a long, curved dagger that drips blood. In this form, he wears only a tattered loin cloth, is hairless, and is covered with bleeding wounds caused by a slashing blade. His face is a skull flayed of its flesh and surrounded by a halo of blood. Bhaal is a vicious bully who enjoys killing people in gruesome ways. He’s brought to heel only by the combination of Bane and Myrkul. Bhaal’s cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore. Bloodletters. All cultists of Bhaal learn to call upon their god’s power to leave their victims vulnerable to their long-bladed knives. When Bhaal’s magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim’s body and cause terrible pain and bleeding. Killers from the Shadows. Bhaal’s followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god’s power to blend into the shadows with ease, or even turn invisible for a crucial moment. Cult Ranks. Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with darkvision and superior stealth. Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal’s magic to evade suspicion. The highest rank are the death’s heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal’s schemes is futile. Cultists of the Dead Three The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Traits Aura of Murder. As long as the night blade is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Night Dancer","description":"The Isle of Felixia is home to many catlike people in Quentras. Despite its distance from the mainland, the island is a hub of trade between the eastern kingdoms. For many years, the port near Titan’s Rock was rough and lawless. Pirates and pillagers often preyed on the local population. The Night Dancers changed that. The silent and deadly cat-masked warriors appear every evening, quickly eliminating anyone and anything that threatens the people of Felixia. Traits Evasion. When the night dancer is subjected to an effect that allows it to make a dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Multiattack. The night dancer makes three attacks, each of which can be a Katar or a Dart attack. Katar of Reach. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Spellcasting. The night dancer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 12): At will: minor illusion, misty step, prestidigitation 1/day each: darkness, pass without trace, silence Bonus Actions Misty Step. The night dancer teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"lawful neutral","Expansion":32955,"Challenge Rating":4},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Night Hag","description":"Hags Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts. Faces of Evil. Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy. All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity. Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth. Monstrous Motherhood. Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother’s womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror. Dark Bargains. Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell. Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear—especially if the thing lost diminishes or negates the knowledge gained through the bargain. A Foul Nature. Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might “help” such creatures by disfiguring or transforming them. This embrace of the disturbing and unpleasant extends to all aspects of a hag’s life. A hag might fly in a magical giant’s skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke. Dark Sorority. Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don’t like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths given to other hags—as long as the oath isn’t given with the fingers crossed. Some humanoids make the mistake of thinking that the hags’ rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson. Dark Lairs. Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag’s lair reflects the creature’s noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers. Night Hag Sly and subversive, night hags want to see the virtuous turn to villainy: love turned into obsession, kindness turned to hate, devotion to disregard, and generosity to selfishness. Night hags take perverse joy in corrupting mortals. Night hags were once creatures of the Feywild, but their foulness saw them exiled to Hades long ago, where they degenerated into fiends. The night hags have long since spread across the Lower Planes. Soulmongers. While a humanoid sleeps, a night hag can straddle the person ethereally and intrude upon its dreams. Any creature with truesight can see the hag’s spectral form straddling its prey. The ethereal hag fills her victim’s head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly visitations until the victim finally expires in its sleep. If the hag has driven her victim to commit evil deeds, she traps its corrupted soul in her soul bag (see Night Hag Items) for transport to Hades. Covens. A night hag that is part of a coven (see Hag Covens) has a challenge rating of 7 (2,900 XP). Night Hag Items A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. Heartstone. This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. Soul Bag. When an evil humanoid dies as a result of a night hag’s Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). Hag Covens When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves: • 1st level (4 slots): identify , ray of sickness • 2nd level (3 slots): hold person , locate object • 3rd level (3 slots): bestow curse , counterspell , lightning bolt • 4th level (3 slots): phantasmal killer , polymorph • 5th level (2 slots): contact other plane , scrying • 6th level (1 slot): eyebite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag’s Intelligence modifier, and the spell attack bonus is 4 + the hag’s Intelligence modifier. Hag Eye. A hag coven can craft a magic item called a hag eye , which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. Traits Innate Spellcasting : The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: • At will: detect magic , magic missile • 2/day each: plane shift (self only), ray of enfeeblement , sleep Magic Resistance : The hag has advantage on saving throws against spells and other magical effects. Shared Spellcasting (Coven Only) : While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: • 1st level (4 slots): identify , ray of sickness • 2nd level (3 slots): hold person , locate object • 3rd level (3 slots): bestow curse , counterspell , lightning bolt • 4th level (3 slots): phantasmal killer , polymorph • 5th level (2 slots): contact other plane , scrying • 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The night hag's spell save DC is 15, and the spell attack bonus is +7 for these spells. Actions Claws (Hag Form Only) : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. Ray of Enfeeblement : Ranged Spell Attack : +6 to hit, range 60 ft., on creature. Hit : 0 (1d0) necrotic damage. The target deals half damage with weapon attacks that use Strength for the duration. At the end of each of the target's turns, it can make a DC 14 Constitution saving throw, ending the effect early on a success. Change Shape : The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. Etherealness : The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. Nightmare Haunting (1/Day) : While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Night Hag","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Innate Spellcasting : The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic , magic missile 2/day each: plane shift (self only), ray of enfeeblement , sleep Magic Resistance : The hag has advantage on saving throws against spells and other magical effects. Night Hag Items : A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). Actions Claws (Hag Form Only) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Change Shape : The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. Etherealness : The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. Nightmare Haunting (1/Day) : While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle . As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"112 (15d8+45)","CHA":16,"CON":16,"DEX":15,"INT":16,"STR":18,"WIS":14,"Size":"Medium","Type":"fiend","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066143/CbWULfWXWvhAs5-tJzVfKw/original.png","Roll 0":"Claws\n1d20 + 7\n2d8+4","Senses":"Darkvision 120 Ft.","Skills":"Deception +7, Insight +6, Perception +6, Stealth +6","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Neutral Evil","Languages":"Abyssal, Common, Infernal, Primordial","data-List":"false","Spell Book":"Detect Magic, Magic Missile, Plane Shift, Ray Of Enfeeblement, Sleep, Identify, Ray Of Sickness, Hold Person, Locate Object, Bestow Curse, Counterspell, Lightning Bolt, Phantasmal Killer, Polymorph, Contact Other Plane, Scrying, Eyebite","Token Size":1,"Resistances":"Cold, Fire; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons","data-Spells":"{\"innate\":{\"at-will\":[\"detect magic\",\"magic missile\"],\"2/day\":[\"plane shift\",\"ray of enfeeblement\",\"sleep\"]},\"spells\":{\"1st\":[\"identify\",\"ray of sickness\"],\"2nd\":[\"hold person\",\"locate object\"],\"3rd\":[\"bestow curse\",\"counterspell\",\"lightning bolt\"],\"4th\":[\"phantasmal killer\",\"polymorph\"],\"5th\":[\"contact other plane\",\"scrying\"],\"6th\":[\"eye bite\"]}}","data-Traits":"[{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile 2/day each: plane shift (self only), ray of enfeeblement, sleep\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The hag has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Night Hag Items\",\"Desc\":\"A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).\"}]","data-Actions":"[{\"Name\":\"Claws (Hag Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Change Shape\",\"Desc\":\"The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.\"},{\"Name\":\"Etherealness\",\"Desc\":\"The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.\"},{\"Name\":\"Nightmare Haunting (1/Day)\",\"Desc\":\"While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.\"}]","data-CHA-mod":"+3","data-CON-mod":"+3","data-DEX-mod":"+2","data-INT-mod":"+3","data-STR-mod":"+4","data-SizeNum":4,"data-WIS-mod":"+2","Challenge Rating":5,"Passive Perception":16,"Condition Immunities":"Charmed","Spellcasting Ability":"Charisma","data-CrNum":5,"data-AcNum":17,"data-HpNum":112},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Night Hag","description":"When fear of death or hunger for power grips a mortal (often a druid, warlock, or witch), they might forge a pact with unseelie archfey. The mortal becomes a hag—aged, clawed, and cruel—a powerful representative of the unseelie in the Mundane World. In exchange, hags use their magic to bring about the misery that evil archfey crave. Hiding in Plain Sight. Though hags typically appear as older humanoid women, their true form is as vicious and nasty as their nature. They prefer to show the world a charitable face, but the general wisdom concerning hags is that the more beautiful their appearance, the deeper the rot within. However, this theory has never been confirmed, as few who see a hag’s true form live to tell the tale. Dealmakers and Heart-Breakers. Since old age can’t kill hags, the oldest among them accumulate as much knowledge, magic, and repute as ancient dragons. They are happy to share their wares … for the right price. Rather than ask for paltry coin, a hag usually bargains for something dear to the customer—perhaps their ability to love, the sound of their child’s laugh, or their left pinky toe. Adding insult to injury, those who deal with hags almost always discover the product is worse than advertised. Mortals should pay close attention to the precise wording of their agreements, lest they end up with a hex they thought would be a gift. Such curses often lead to the corruption of good but desperate folk, and some get so twisted up in fey deals that they become hags themselves. What’s in a Name? Hags give themselves whimsical names, and older hags often select monikers like Auntie, Granny, or Nanny. Such relatable names help entice their favorite prey: the innocent. Who would fear Granny Gumdrops or Auntie Twothumbs? Collaboration and Covens. Hags are often viewed as solitary beings due to their foul tempers and tempestuous natures, but they aren’t opposed to dealing with others when it suits their needs. Green hags form close relationships with local forest beings, night hags cavort with deal-loving devils, and sea hags bargain with other denizens of the deep to keep merfolk away from their lairs. The most infamous hag collaborations are covens, formed when three hags like—or at least tolerate—each other very much and choose to spend a life together. Due to their preferred lairs and varying ambitions, hags typically work with hags of the same kind, though mixed covens aren’t out of the question. While in a coven, hags share magic energy, increasing the power of each member of the coven. Loyal Underlings. Hags are treacherous by nature, and they only recruit creatures they trust to be loyal underlings. Most of these creatures lack sapience (such as animals, constructs, and undead), though hags sometimes command weaker fey who are too scared to betray them. Traits Supernatural Resistance. The hag has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The hag makes two Dream Claw attacks. Dream Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 3 (1d6) psychic damage. If a target is hit by this attack more than once on a turn, they must make a DC 15 Constitution saving throw. On a failed save, the target falls unconscious for 1 minute (save ends at end of turn), until the target takes damage, or until another creature who can reach the target uses their action to wake them. Creatures who can’t be supernaturally put to sleep automatically succeed on this saving throw. Vicious Visions ( 1 /Day; 6 th-Level Spell). The hag releases magic dream dust in a 60-foot cone. Each creature must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute or until they deal damage to another creature. While charmed, the creature sees all allies as enemies and all enemies as allies. Tiny Time. The hag magically shrinks down to a height of 1 inch, becoming Tiny along with any items they wear or carry. While Tiny, the hag has advantage on Dexterity (Stealth) checks made to hide, and they can use a bonus action to enter the head of an unconscious Humanoid they can reach or to grow back to the hag’s normal size. The hag’s game statistics otherwise remain the same. While the hag is inside a Humanoid’s head, that Humanoid is considered haunted by the hag, and the hag has total cover against attacks and other effects outside the head. The hag can speak telepathically to the haunted Humanoid, but the Humanoid is unaware of the source of this telepathic speech. The haunted Humanoid can’t gain any benefit from rest unless the hag allows it, and when the Humanoid attempts to sleep, the hag can fill the Humanoid’s mind with nightmarish visions. The hag is expelled from the head and grows back to their normal size if the haunted Humanoid is affected by a dispel evil and good spell or similar supernatural effects, or if the hag chooses to exit the head as a bonus action. Bonus Actions Sleepwalk. The hag moves one unconscious creature they can see within 60 feet of them up to 30 feet horizontally. Reactions Aren’t You Tired? When a creature within 5 feet of the hag hits them with an attack, the hag spits sleep dust at the attacker. The attacker must make a DC 15 Constitution saving throw. On a failed save, until the end of the hag’s next turn, the attacker feels tremendously sleepy, they can’t take reactions, and they have disadvantage on attack rolls and saving throws. Creatures who can’t be supernaturally put to sleep are immune to this effect. Utility Spells In addition to any other spells in this stat block, the hag can cast the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: alter self A , detect magic A , pass without trace A 3/day each: dream + , legend lore + , mirage arcane + 1/day: scrying + Night Hag in a Coven A night hag in a coven gains the following action option. Phantoms Abound (Recharge 5 – 6 ). The hag fills the area around them with illusions of their enemies’ worst fears. Each enemy within 30 feet of the hag must make a DC 15 Wisdom saving throw. On a failed save, a target takes 22 (5d8) psychic damage, falls prone, and if the hag is within 5 feet of the target, the hag can make a Dream Claw attack against them. On a successful save, a target takes half as much damage, doesn’t fall prone, and the hag doesn’t attack them.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Night Hag","description":"I don’t know why I’m in this damned place … Yes, yes. I know that was a pun. Who cares? Get me my heart, and I’ll reward you. I’ll be extra impressed if you bring me the eyes of the devil guarding it. I need a snack. Sasha Darkdream Night Hag in a Coven A night hag in a coven gains the following action option. Phantoms Abound (Recharge 5 – 6 ). The hag fills the area around them with illusions of their enemies’ worst fears. Each enemy within 30 feet of the hag must make a DC 15 Wisdom saving throw. On a failed save, a target takes 22 (5d8) psychic damage, falls prone, and if the hag is within 5 feet of the target, the hag can make a Dream Claw attack against them. On a successful save, a target takes half as much damage, doesn’t fall prone, and the hag doesn’t attack them. Hush little beet, now don’t you cry, Granny’s gonna make you into a pie. If that pie is tasting sour, Granny’s gonna add some boney powder. If that powder is too dry, Granny’s gonna make somebody die. Putrid Agnes Traits Supernatural Resistance. The hag has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The hag makes two Dream Claw attacks. Dream Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 3 (1d6) psychic damage. If a target is hit by this attack more than once on a turn, they must make a DC 15 Constitution saving throw. On a failed save, the target falls unconscious for 1 minute (save ends at end of turn), until the target takes damage, or until another creature who can reach the target uses their action to wake them. Creatures who can’t be supernaturally put to sleep automatically succeed on this saving throw. Vicious Visions ( 1 /Day; 6 th-Level Spell). The hag releases magic dream dust in a 60-foot cone. Each creature must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute or until they deal damage to another creature. While charmed, the creature sees all allies as enemies and all enemies as allies. Tiny Time. The hag magically shrinks down to a height of 1 inch, becoming Tiny along with any items they wear or carry. While Tiny, the hag has advantage on Dexterity (Stealth) checks made to hide, and they can use a bonus action to enter the head of an unconscious Humanoid they can reach or to grow back to the hag’s normal size. The hag’s game statistics otherwise remain the same. While the hag is inside a Humanoid’s head, that Humanoid is considered haunted by the hag, and the hag has total cover against attacks and other effects outside the head. The hag can speak telepathically to the haunted Humanoid, but the Humanoid is unaware of the source of this telepathic speech. The haunted Humanoid can’t gain any benefit from rest unless the hag allows it, and when the Humanoid attempts to sleep, the hag can fill the Humanoid’s mind with nightmarish visions. The hag is expelled from the head and grows back to their normal size if the haunted Humanoid is affected by a dispel evil and good spell or similar supernatural effects, or if the hag chooses to exit the head as a bonus action. Bonus Actions Sleepwalk. The hag moves one unconscious creature they can see within 60 feet of them up to 30 feet horizontally. Reactions Aren’t You Tired? When a creature within 5 feet of the hag hits them with an attack, the hag spits sleep dust at the attacker. The attacker must make a DC 15 Constitution saving throw. On a failed save, until the end of the hag’s next turn, the attacker feels tremendously sleepy, they can’t take reactions, and they have disadvantage on attack rolls and saving throws. Creatures who can’t be supernaturally put to sleep are immune to this effect. Utility Spells In addition to any other spells in this stat block, the hag can cast the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: alter self A , detect magic A , pass without trace A 3/day each: dream + , legend lore + , mirage arcane + 1/day: scrying +","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":28288,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Night Hag","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"any evil","Expansion":34600,"Challenge Rating":5},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Night Hag, Auntie Blue Lips","description":"Auntie Blue Lips is a very successful night hag that is comfortable moving between planes in the multiverse. She is not a member of any coven because she can’t be bothered. She owns multiple shops and rarely haunts dreams anymore, preferring to deal in larva, soul coins, gems, or magic items. Her main lair is in Sigil and she is very well known as a being that can procure anything. Auntie Blue Lips has very dense and rough purple skin and lips like any other night hag and she refuses to explain her name to anyone. Her enchanted club, “wocky,” is one of her prized possessions that she claims to have swindled from a kobold demigod. It looks like the petrified leg of a humanoid lizard, covered in pink misshapen knobs. Her enchanted belt appears to be a rusty link of chains, and she rarely ever takes that off. She will deal with anyone who can pay her prices and is more likely to honor a bargain to the letter than her fellow sisters. Her warlock patron is rumored to be a power that resides in the Quasi-elemental Plane of Mineral; she abandoned Cegilune long ago. Auntie Blue Lips has a four-story shop with a two-story basement as a lair. In this shop she uses elementals as muscle and she employs creatures of all shapes and sizes. She relies on traps and the comfort of doing business in Sigil as protection.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"lawful evil","Expansion":34600,"Challenge Rating":8},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Night Hag, Grandmother Rapacity","description":"Grandmother Rapacity is a very well-known and protected merchant of the Lower Planes. She has a multitude of shops mostly dealing in bulk gold or souls. She has gotten used to this and will often offer trade first if she meets sentient creatures in her travels. Though she travels alone in search of valuable items and souls she is owed many favors and will be quickly aided if attacked. She uses many forms but favors the guise of a middle-aged powerfully toned chocolate skinned half-orc. This is the form that she is most recognized as, and will almost always use it for commerce. The persistent use of this form has eroded this hag’s inherent distaste for beauty. Grandmother Rapacity has not worn her own skin in over 200 years. Grandmother Rapacity was once entreated to return to the Material Plane plane and help slay a powerful nightshade hag. She laughed and boasted that no nightshade would dare attack her in the lower planes, and that hags should fend for themselves. At first the other grandmother hags were enraged by her indifference until Grandmother Rapacity slew the nightshade hags known as Grinning Agony and Yapping Yellow Teeth somewhere in Acheron. Due to this victory, the nightshade hags have left the Lower Planes alone, in the hopes of not angering Grandmother Rapacity into acting against them on the Material Plane. Grandmother Rapacity’s lair enjoys a legendary status in Sigil, similar to such dungeons as Undermountain and the Palladium Halls. Her lair is a series of dungeons under the smashed ruins of an ancient city in Acheron. Grandmother Rapacity is rarely in her lair, but leaves it well protected and has the uncanny ability of plane shifting to her lair if it is attacked. She will often take living prisoners, especially if they are adventurers, and strand them in sigil to warn others against trying to raid her lair, which of course has the intended effect of causing more fools to try and raid her lair. Grandmother Rapacity is vastly more powerful than the rest of the grandmothers due to the Pernicon Paddle-staff, arguably a minor artifact in its own right, her immunity to the River Styx, her very long life, and her peculiarities that have led her to have a well-known “adventurer’s trap” dungeon as a lair. She is a frequent NPC in the author’s campaigns, especially if the characters are visiting other Planes or if the characters are quite a bit more morally flexible than most. The other grandmothers whisper that she is the cause of the Nightshade hag menace and what they call, “the beauty rebellion.” Grandmother Rapacity will quickly come into direct conflict with Cegilune but that is a story for another time.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic neutral","Expansion":34600,"Challenge Rating":19},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Night Hagling","description":"The hagling is the repugnant and wretched offspring of a hag and a humanoid, often human, elf, half-elf, or tiefling. A hagling is always male and its appearance is a blend of both parents, though the hag's vile traits are more pronounced. Green hagling's exhibit fair to greenish skin tones. Night haglings sport light to dark blue skin and often possess short, curving horns that protrude from their foreheads. Sea haglings, on the other hand, have a truly dreadful appearance, bearing pallid, sickly skin. Dim-witted Brutes. Haglings may inherit certain physical features from their hag parent, but their intellect and cunning are notably absent. They are often described as incredibly stupid and simple-minded. However, what they lack in mental prowess, they more than compensate with raw physical strength. Their muscular frames, long limbs, and claw-like fingers give them a gangly and imposing stature, reaching heights of up to 7 feet. Devoted Minions. Motivated by a mixture of subservience and hatred of the fair races, haglings live solely to fulfill their mother's horrific desires and guard her lair with unwavering loyalty. They obediently carry out tasks such as hunting for food, gathering alchemical ingredients, and kidnapping children. Despite enduring mistreatment and abuse, haglings harbor a deep-seated fear of their hag mothers and dare not defy their commands. Lair Guardians. Haglings primarily inhabit the hag's lair and the surrounding environs. Their existence revolves around the hag's domain, ensuring its security and providing sustenance for their mother's dark appetites. They are adapted to diverse environments, capable of surviving in varied conditions dictated by their hag mother's chosen dwelling. Traits Brute. A melee weapon deals one extra die of its damage when the hagling hits with it (included in the attack). Magic Resistance. The hag has advantage on saving throws against spells and other magical effects. Actions Multiattack. The hagling makes one Greatclub attack or two Claw attacks. Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Spellcasting . The hagling casts one of the following spells using Charisma as the spellcasting ability: 3/day each: detect magic, magic missile","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Night Scavver","description":"Night scavvers are 15 feet long. Their coloration resembles that of Wildspace itself: white spots (representing stars) sprinkled amid dark patches and patterns of color. They fearlessly invade the air envelopes of spelljamming ships and attack crew members on deck. Cooked night scavver meat is a popular offering in taverns across Wildspace. Scavvers Scavvers are shark-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray—rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them. A scavver has a single large eye in the leading edge of its head. This eye glows while the creature is awake. Its wide mouth is full of sharp teeth. A scavver flies in lazy circles when it sleeps but otherwise moves through space much as a shark swims through water. Traits Unusual Nature. The scavver doesn’t require air. Actions Bite. Melee Weapon Attack: +8 to hit (with advantage if the target is a creature that is missing any hit points), reach 10 ft., one target. Hit: 27 (4d10 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":16643,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Night Scavver","description":"Night scavvers are 15 feet long. Their coloration resembles that of Wildspace itself: white spots like stars sprinkled amid dark patches and patterns of color. Cooked night scavver meat is a popular offering in taverns across Wildspace. Actions Bite. Melee Weapon Attack: +8 to hit (with advantage if the target is a creature that is missing any hit points), reach 10 ft., one target. Hit: 27 (4d10 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":30583,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Night Wolf","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Chaotic Neutral","Challenge Rating":2},"publisher":"Heart of Stone Publishing, LLC","book":"Girdlestone Pass"},{"name":"Nightborn","description":"The Nightborn are creatures appearing in cautious tales and nursery rhymes anywhere near the Bloodhaunt Forest. They're used to teach children to lock doors and windows before going to bed. Occasionally, Nightborn are seen farther away from the Bloodhaunt Forest, even beyond the regions of Delvaroth and the Ember Wastelands. These are very rare sightings, though. The voice of a Nightborn sounds hollow and distant, and they are known to be the only clear sign of individuality among these creatures: While their bodies are all extremely similar, each Nightborn has its own unique voice, ranging from high female to dark male voices. While Nightborn don't appear often, their presence usually ends with some kind of tragic and terrifying story. They always come for a specific person, often people of particular brilliance or creativity. Many Nightborn seem to enjoy frightening their victims. A few nights (sometimes just a few hours) before the creature comes for its prey, a scroll with the person's name on it might appear in their home. Even if it's burned or otherwise destroyed, the scroll just reappears the next night. The Nightborn always seem to find their chosen victims, unless they protect themselves from divination magic. Even then, these creatures are relentless hunters, rarely giving up on a prey. What drives them, and why they choose certain people, is unknown. When they find a person, they usually don't care about any other enemies - unless forced to. Their goal is to steal their victim's soul. Once they achieve that, they try to leave as quickly as they can. Rumors are that they create new Nightborn with the souls of their victims, but this might just be the fabrication of yet another scary tale. In the rare cases that someone managed to kill a Nightborn, their bodies burnt up in blue flames, leaving nothing but - curiously purple-colored - ash. There are also rumors that even slain Nightborn returned after a while, but those are probably just exagerrations to make the scary stories more interesting.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any non-good","Expansion":17295,"Challenge Rating":6},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Nightcrawler","description":"A nightcrawler at first glance resembles a nightmarish purple worm but is jet black in color and oozes an insidious presence. It is one of the mightiest undead creatures that ever existed. Its giant coiled body constantly emits a shadowy aura that causes living organisms to rot and decay. Ambush Burrowers. The nightcrawler normally burrows underground and attacks from underneath its prey. Its huge maw, which is lined with rows of long, sharp teeth, bursts from the ground and tries to swallow its target whole. Creatures rarely survive this initial horrific assault and those that do still have to contend with the nightcrawler's Finger of Doom and Annihilating Aura. Nightshade Nightshades are extremely powerful undead creatures that seek to destroy all life. They are native to the Negative Plane and occasionally can also be found lurking in the Shadowfell. The dreaded Nightwalker is a type of Nightshade. Traits Annihilating Aura. Any creature that starts its turn within 40 feet of the nightcrawler must succeed on a DC 22 Constitution saving throw or take 21 (6d6) necrotic damage. Undead are immune to this aura. Life Eater. A creature reduced to 0 hit points from damage dealt by the nightcrawler dies and can't be revived by any means short of a wish spell. Unusual Nature. The nightcrawler doesn’t require air, food, drink, or sleep. Actions Enervating Maw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 31 (5d8 + 9) necrotic damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the nightcrawler. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the nightcrawler, and it takes 21 (6d6) necrotic damage at the start of each of the nightcrawler's turns. Each time the target takes necrotic damage, it must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. If the nightcrawler takes 20 damage or more on a single turn from a creature inside it, the nightcrawler must succeed on a DC 24 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nightcrawler. If the nightcrawler dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. Finger of Doom (Recharge 6). The nightcrawler chooses one creature it can see within 300 feet of it. The target must succeed on a DC 22 Wisdom saving throw or take 32 (5d12) necrotic damage and become frightened until the end of the nightcrawler's next turn. While frightened in this way, the creature is paralyzed. If a target's saving throw is successful, the target is immune to the nightcrawler's Finger of Doom for the next 24 hours.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":22},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Nightgarm","description":"These humanoid creatures work with their lupine mother and their worg and winter wolf brothers and sisters to destroy human and dwarvish settlements. Their howls are songs of vengeance, and their fangs and jaws seem ready to swallow the world. Champions of the Northern Packs. Created in a magical ritual performed over a pregnant worg by her packmates, nightgarms are always female and are always loyal followers of Fenris. They are dedicated to harassing servants of the gods, especially the northern gods of the sky, thunder, or wisdom. Their spawn infiltrate settlements to bring them down—treachery that always ends with a massed attack by wolves. Carry Off Plunder. Nightgarms resemble enormous wolves, but up close their wide mouths, hate-filled eyes, and half-formed fingers give them away as something different from—and much worse than—worgs. They can wield items in their front paws and can walk on their hind limbs when necessary, though they are far swifter on four legs. Impossibly Wide Jaws. A nightgarm’s jaws can open to swallow corpses, living creatures, and items larger than themselves, a magical trick that happens in a matter of seconds. Renegade Falsemen One in every thirteen falsemen has the potential to escape their mother’s influence. Roll 1d12 whenever the nightgarm spawns a falseman: On a roll of 1 they give birth to a renegade (the 13th spawn is always a renegade if it hasn’t occurred yet this cycle). One day after its creation (and up to once per day thereafter), the renegade falseman can make a DC 14 Charisma saving throw. If successful, the controlling nightgarm’s influence is broken; the falseman regains its original alignment and the charm effect ends (although not the empathic link). The renegade retains its other characteristics. Falseman Falsemen have all the memories and capabilities of the victim they were created from. They have no magical aura, but every falseman has 1d3 physical signs that differ from the original victim and that can be recognized by someone who knew the victim (with a successful DC 20 Wisdom (Insight) check). These might be hairy palms, eyebrows that meet in the middle, general hirsuteness, an extra toe, blood that tastes like seawater, hair that grows back within hours when cut, an inability to drink fresh milk, a tendency to write backward, a split tongue, or any other new, odd trait. The nightgarm sends its spawn back to infiltrate their previous settlements. They pretend to rejoin friends and family and seek to gain positions that will allow them to betray their community, while also luring others out to be devoured by their mother and join the conspiracy. This alone can be a clue that something’s not right: a formerly lazy or drunken farmer who suddenly reforms and runs for mayor is likely to raise suspicions. Once the settlement’s defenses are weakened, the nightgarm arrives with a raiding party of wolves and the slaughter begins. Medium monstrosity, chaotic evil Damage Vulnerabilities: radiant; silvered weapons Keen Sense of Smell. The falseman has advantage on Wisdom (Perception) checks that rely on smell. Mother’s Love. All falsemen have an empathic link with their mother, which works similarly to the connection between a wizard and familiar. They obey their mother as though charmed. Traits Spawn Falseman: If a nightgarm spends an entire round consuming a humanoid corpse, it immediately becomes pregnant. Nine hours later, it gives birth to a duplicate of the devoured creature. Known as a ‘falseman,’ this duplicate has all the memories and characteristics of the original but serves its mother loyally, somewhat similar to a familiar’s relationship to a wizard. A nightgarm can have up to 14 falsemen under her control at a time. A nightgarm can communicate telepathically with its falsemen at ranges up to 200 feet. Distending Maw: Like snakes, nightgarms can open their mouths far wider than other creatures of similar size. This ability grants it a formidable bite and allows it to swallow creatures up to Medium size. Superstitious: A nightgarm must stay at least 5 feet away from a brandished holy symbol or a burning sprig of wolf’s bane, and it cannot touch or make melee attacks against a creature holding one of these items. After 1 round, the nightgarm can make a DC 15 Charisma saving throw at the start of each of its turns; if the save succeeds, the nightgarm temporarily overcomes its superstition and these restrictions are lifted until the start of the nightgarm’s next turn. Innate Spellcasting: The nightgarm’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: 3/day each: darkness, dissonant whispers, hold person 1/day each: conjure woodland beings (wolves only), dimension door, scrying (targets falsemen only) Actions Bite: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 27 (4d10 + 5) Piercing damage. On hit, a Medium or smaller target must succeed on a DC 15 Strength saving throw or be swallowed whole. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the nightgarm. It takes 21, 6d6, acid damage at the start of each of the nightgarm’s turns. A nightgarm can have only one creature swallowed at a time. If the nightgarm takes 25 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone within 5 feet of the nightgarm. If the nightgarm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Chaotic evil","Expansion":3,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Nightgaunt","description":"The terrible outline of something noxiously thin and bat-winged descends silently from above--a faceless black being with smooth, whale-like skin and horns that curve toward each other. Its barbed tail lashes needlessly as it clutches the air with ugly prehensile paws. Silent Malevolence. Nightgaunts never speak or smile, having only a suggestive blankness where a face ought to be. The beating of a nightgaunt's membranous wings makes no sound; nor does the tickling grasp of its cold, rubbery paws. Nightmare Servitors. These mindless aberrations are creations of an elder god of the Great Abyss, who wages inter-dimensional war with various gods and horrors of the Outer Void. Nightgaunts serve as the advance guard and battle steeds of the ghouls that inhabit the darkest corners of the Shadow Realm and realms of pure dream and fancy. On occasion, they ally themselves with humans and the forces of light against greater chaos and particularly hated demon lords. Such alliances last only so long as is necessary to restore the rule of law and burn out all corruption from a place. Once this is accomplished, they sometimes leave, satisfied in their work, and other times remain to attack the wounded forces of good. Void Traveler. The nightgaunt doesn't require air, food, drink, or ambient pressure.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"lawful evil","Expansion":45,"Challenge Rating":10},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Nightgaunt","description":"ightgaunts are nightmarish beings, in the truest sense of the word. Originating from the demented slumber of a Great One, they are its will made manifest. Uncouth black things with smooth, oily, whale-like skin, unpleasant horns that curved inward toward each other, bat wings whose beating made no sound, ugly prehensile claws, and tails that lashed needlessly and disquietingly. They never speak or laugh, and never smile because they have no faces at all to smile with, only a maddening blankness where a face ought to be. Nightgaunts are creatures that subsist on the raw emotions of their prey, lurking in the shadows as their victims writhe in the throes of vicious nightmares. They reveal themselves only when their hunger becomes unbearable, isolating unsuspecting individuals before tormenting them, releasing them only once they’ve had their fill. Nightgaunts don’t take lives, nor inflict grievous physical wounds, unless attacked first. However, the mental scars they wreak are hard to heal, leaving many of their victims with bouts of insomnia and a fear of the dark that can last for a lifetime. Traits Blank Face. When a creature that can see the nightgaunt start its turn within 5 feet of the nightgaunt or enter that area for the first time on a turn, the creature must succeed on a DC 14 Wisdom saving throw or become frightened of the nightgaunt for 1 minute and gain a short-term madness. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the frightened condition ends for it, the creature is immune to the nightgaunt's Blank Face for the next 24 hours. Flyby. The nightgaunt doesn't provoke opportunity attacks when it flies out of an enemy's reach. Magic Resistance. The nightgaunt has advantage on saving throws against spells and other magical effects. Silent Tormenter. The nightgaunt makes no sound, ever. It has advantage on Stealth checks and is automatically hidden from creatures that can’t see it. Actions Multiattack. The nightgaunt makes two claw attacks and uses its Tail. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). The nightgaunt has two claws, each of which can grapple only one target. Until this grapple ends, the nightgaunt can’t use that claw to attack any other creature. Tail. The nightgaunt uses its tail in one of the following ways. Tail Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (4d4 + 5) bludgeoning damage. Prehensile Tail. The nightgaunt flails its tail towards a creature that it can see within 10 feet of it. The target must succeed on a DC 16 Constitution saving throw or be overwhelmed by the pain and be incapacitated until the start of the nightgaunt's next turn. If the saving throw fails by 5 or more, the target is instead stunned until the start of the nightgaunt’s next turn, as it loses control of its body. Creatures that have a speed of 0 have disadvantage on this saving throw. Bonus Actions Night Rush. The nightgaunt moves up to half its flying speed. Reactions Feed on Emotions. When a creature within 10 feet of the nightgaunt fails a saving throw against its Blank Face or Prehensile Tail, the nightgaunt can feed on the creature’s emotions—fear, anger, surprise—and regains 8 (1d10 + 3) hit points. If a creature fails the saving throw by 5 or more, the nightgaunt regains 14 (2d10 + 3) hit points instead.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"neutral","Expansion":27461,"Challenge Rating":7},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Nightgaunt","description":"Nightgaunts haunt the deepest and darkest chasms of dreams and lurk in the shadows that loom at the edges of sane slumber but are ready at any moment to snatch a blithe dreamer away, carrying it off into realms of endless nightmare and tickling it terribly all the way. They appear as stooped, emaciated humanoids, yet possess a remarkable strength in their sinewy limbs. With inky black skin, batlike wings, a long spiny tail, and demonic horns protruding from its skull, a nightgaunt is a fearsome foe—yet the lack of any facial features is what makes it truly nightmarish. A typical nightgaunt would stand 7 feet tall if fully upright and weighs 175 pounds. Emotion Eater. Nightgaunts feed on emotions, preferring despair, horror, and nervous laughter. They enjoy carrying their prey high over the mountains, tickling their prey to create a mix of emotions, and finally dropping their victims in remote areas where other monsters can stalk and kill them. Some creatures pay nightgaunts to serve as guardians or carry them from place to place, though the nightgaunts are prone to turn on their employers at the smallest slight. Most nightgaunts have little interest in anything other than sating their hunger on sleepers and gather in colonies to entertain each other by sharing emotion-memories through strange caresses. 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The creature’s unearthly black form moves with supernatural speed, vanishing in a cloud of brimstone as quickly as it appeared. Dread Steed. Also called a “demon horse” or “hell horse,” the nightmare serves as a steed for creatures of exceptional evil, carrying demons, devils, death knights, liches, night hags, and other vile monsters. It resembles a fiendish horse, and a nightmare’s fiery red eyes betray its malevolent intelligence. A nightmare can be summoned from the Lower Planes, but unless a worthy sacrifice is offered to it as food upon its arrival, the nightmare displays no special loyalty to the creature it serves. Creating a Nightmare. Nightmares don’t appear naturally in the multiverse. They must be created from pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus’s wings, driving that noble creature to evil as it is transformed by dark magic. Traits Confer Fire Resistance : The nightmare can grant resistance to fire damage to anyone riding it. Illumination : The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Actions Hooves : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. Ethereal Stride : The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Source":"MM1","Alignment":"neutral evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Nightmare","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Confer Fire Resistance : The nightmare can grant resistance to fire damage to anyone riding it. Illumination : The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Actions Hooves : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage. Ethereal Stride : The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane , or vice versa.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"68 (8d10+24)","CHA":15,"CON":16,"DEX":15,"INT":10,"STR":18,"WIS":13,"Size":"Large","Type":"fiend","Speed":"60 ft., fly 90 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066157/jkx2Onr40CPIXTJ5J2Pf2A/original.png","Roll 0":"Hooves\n1d20 + 6\n2d8+4+2d6","Source":"5th Edition SRD","data-XP":700,"Alignment":"Neutral Evil","Languages":"Understands Abyssal, Common, And Infernal But Can't Speak","data-List":"false","Immunities":"Fire","Token Size":2,"data-Traits":"[{\"Name\":\"Confer Fire Resistance\",\"Desc\":\"The nightmare can grant resistance to fire damage to anyone riding it.\"},{\"Name\":\"Illumination\",\"Desc\":\"The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\"}]","data-Actions":"[{\"Name\":\"Hooves\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"2d6\",\"Damage 2 Type\":\"fire\"},{\"Name\":\"Ethereal Stride\",\"Desc\":\"The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.\"}]","data-CHA-mod":"+2","data-CON-mod":"+3","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":3,"Passive Perception":11,"data-CrNum":3,"data-AcNum":13,"data-HpNum":68},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Nightmare Centipede","description":"These nightmarish entities, with an unsettling multitude of writhing limbs producing a continuous, disquieting clatter, are truly a sight to unhinge the mind. Even when seemingly at rest, their bodies appear to be in constant flux, ceaselessly shifting and pulsating in a grotesque dance of flesh and tendons, exuding a noxious miasma—a toxic byproduct of their repugnant feasts. Nightmare Denizens. Mercifully, the city of Luyarnha has been spared direct contact with these abominations, confined as they are to nightmare realms, unable to breach into the Material Plane. They are grotesque echoes of the absurdity that infests the dreams of the dormant Great Ones. Nightmare centipedes have the ability to ensnare entire communities caught adrift in the nightmare realms, causing them to disappear without trace. Whether these lost souls are consumed or subjected to some other fate is a chilling unknown. Hive Minds. A single nightmare centipede is sufficiently worrisome, but they become exponentially more dangerous when they gather, forming a collective consciousness. This hive mind amplifies their intellect and their lethality, coordinating their movements and strategies with terrifying efficiency. Nightmare centipedes produce a subsonic chittering noise, a sound beyond the auditory capabilities of most species, that serves as a communication tool, and as something far viler. They can use this sound to exert control over creatures weaker than themselves, particularly insects and other many-legged beasts, compelling these underlings to enact their gruesome will. Their unfortunate victims can do little more than writhe in agony as a horde of spiders, ants, centipedes, and cockroaches swarm over them, burrowing into their flesh and consuming them from within. Traits Abhorrent Presence. When a creature starts its turn within 60 feet of the centipede, the creature must make a DC 14 Wisdom saving throw. If the creature has never encountered a centipede before, it gains a long-term madness on a failure, or a short-term madness on a success. A creature that has encountered a centipede before gains a short-term madness on a failure, and no madness on a success. Hive Mind. Nightmare centipedes share a bond with other members of their hive that enhances their abilities. As long as a centipede is within 60 feet of at least one other centipede, it has advantage on initiative rolls and Perception checks. If one centipede is aware of a particular danger, all others in the hive are, too. No centipede in a hive mind is surprised at the beginning of an encounter unless all of them are. In addition, a centipede gains a bonus to attack and damage rolls equal to the number of centipedes within 60 feet of it (maximum +5). Otherworldly Communication. The centipede can communicate via subsonic sounds with other aberrations, aquatic creatures with 6 or less Intelligence, and insects within 60 feet of it. This is a silent and instantaneous mode of communication that the other creatures can understand. As a bonus action, the centipede can use this trait to control and give orders to one creature or swarm of creatures (e.g. a swarm of insects) of CR 1 or lower that understands it within 60 feet of it. Inexorable Movement. When the centipede moves into the space of a creature that is Large or smaller, the target must succeed on a DC 15 Athletics or Acrobatics check (creature’s choice) or become grappled by the centipede. The centipede can grapple up to 100 creatures and its speed isn’t halved by grappling creatures. Actions Multiattack. The centipede makes three attacks: one with its bite and two with its pincers. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage and 6 (1d12) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Pincer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage and 3 (1d6) poison damage. The centipede has advantage on the attack roll if it is grappling the target. Bonus Actions Crawl. The centipede moves up to its speed. Reactions Regurgitate (Recharge 5-6). After being hit by an attack, the centipede exhales a stream of acidic ichor in a 40-foot line that is 5 feet wide. Each creature in that area must make a DC 13 Dexterity saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"unaligned","Expansion":27461,"Challenge Rating":6},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Nightmare Dragon","description":"Content Warning: This article is about an evil dragon that tortures their victims with nightmares. Dragons are the subject of cultural fascination, a focal point for myth, religion, art, and arcana. The awe of their power and mystery comes with an equal portion of fear, and it is this terror that is the nightmare dragon’s genesis and feast. Nightmare dragons are liminal beings, all but nonexistent in the physical world—but nevertheless capable of inflicting physical harm. There’s no singular description of a nightmare dragon. Like nightmares themselves, they constantly warp and shift, twisting to encompass the amalgamated fright of its victims. A creature of dreams made manifest, a nightmare dragon’s appearance and behavior can resemble imagination and inaccurate myths as much as any flesh-and-blood drake. To behold a nightmare dragon is to witness their very anatomy writhe under your regard, no detail quite the same from one moment to the next. Birthed by Fear Nightmare dragons are psychic beings, born from other creatures’ fear of dragons. Instances of common fright won’t spawn a nightmare dragon; the circumstances that birth these wyrms are unique in their origin and intensity. Examples of recorded nightmare dragon inceptions can be found on the Nightmare Dragon Origins table. The confluence of such intense emotion in unusual circumstances takes root in the Astral Plane, creating an entity that eagerly gluts itself on the terrors and anxieties of its original hosts. A nightmare dragon is created full-grown and possesses an ancient dragon’s greed and appetite for victims’ fear. They quickly outgrow the ability to sustain themself on the fright of their unwitting creators and turn to invading the dreams of their creators’ neighbors and kin. Nightmare Dragon Origins d6 Dragon Origin 1 A city is harried by night terrors in the wake of a recent dragon attack. 2 A sleeping god dreams of ancient dragons. 3 A once-in-a-generation artist channels their fear of dragons into their breathtaking work. 4 An alien entity can't help the way their phobia of dragons is expressed through their psionic powers. 5 A uniquely powerful child is convinced their terrible dreams of draconic destruction are real events. 6 An old dragon slayer is haunted by their own guilt. Names and Personality Nightmare dragons are a reflection of the fears held by their original hosts and the phobias of their prey. As their sense of self develops, they take on a name that reflects those specific fears. You can use the Nightmare Dragon Names table to get inspiration for a nightmare dragon’s name. Nightmare Dragon Names d4 Dragon Name Origin 1 A name based on nightmare images, such as Blood Under the Door, or The Empty Room. 2 The name of a real dragon that historically or recently terrorized the local community, like Mirsyth the Wind-Scourge 3 The name a child has bestowed on them, like Night Teeth or Mister Clix 4 A mimicked sound captured from dreams; [A Scream from Below], [The Fles Rips Wetly] The Nightmare Villain Tyrant or terror, the nightmare dragon can act as an interesting primary or secondary villain in a high-level campaign. They could be the cause or one of the symptoms of a broader series of psionic events or the most significant consequence of some unnatural disaster. Even powerful characters have fears and nightmares of their own, fueled by past horrors or future dangers, and a villain composed of dread itself is the perfect way to emphasize that no amount of powerful spells or magic weapons can ensure their safety. You should discuss themes of dread and terror with your players before introducing a nightmare dragon in your game, including what topics are hard or soft limits for each player. It’s important for the players to be comfortable so they can be having fun even as their characters are frightened and panic-stricken. And if they are all-in for nightmares, this conversation can also be a chance to glean some information about how you can most effectively terrify each of the characters with a nightmare dragon in your campaign. Plans and Motivations Because nightmare dragons are birthed by intense fear and anxiety regarding dragons, their motives are largely shaped by the collective mix of facts, rumors, and legends the population holds about such creatures. Understanding a nightmare dragon is an investigation of a community’s culture, history, myths, and bedtime stories. You can use the Nightmare Dragon Plans table to determine such a creature’s schemes and motivations. A nightmare dragon is what people make of it. What seems a terror is ultimately an expression of grief, fear, and trauma held by hosts. Learning secrets and understanding and resolving the underlying problems in a community are tactics that weaken a nightmare dragon’s hold. Who would imagine wounding so terrible a creature by teaching a child there’s no reason to be afraid of the dark? Nightmare Dragon Plans d4 Plan 1 The dragon is driven entirely by hunger, and will feed on psychic energy until the universe is empty or they burst like a tick. 2 The dragon wants to become fully real by crossing from the Astral Plane to the Material Plane. 3 The dragon wants to ascend to godhood, seeking dominion over all dreams. 4 The dragon is a gourmand, ruthlessly seeking the richest and rarest flavors of nightmares. Minions and Followers As the nightmare dragon’s predation and influence over a community grows, they tend to attract worship from both the like-minded and the fearful. As they exist in the Astral Plane, the dragon isn’t always aware of other creatures that claim to align with them. If they are, the dragon’s opinion of such hangers-on can range from amused acceptance to disgusted hostility. A nightmare dragon’s outlook is strongly influenced by the personality traits of dragons—real or imagined—imprinted on them by the hosts that first formed them. For example, a nightmare dragon shaped by those with a fear of red dragons relishes any chance to play the domineering tyrant. Pious Prey . Afflicted populations that become aware of the dragon may attempt to deify them in order to spare themselves. It’s almost better if the dragon directs these followers instead of a directionless, increasingly desperate cult trying anything they can think of to appease the psychic parasite. Dream-Eaters . Terrified prey can make for amusing subordinates, but are rarely useful. Fortunately, more useful servants are found among the ranks of night hags, oni, and others that prowl the borders between dreams and reality. Manifest Echoes . The stronger a nightmare dragon becomes, the thinner the line between their Astral residence and the waking world. Bits of thought and dream begin seeping into the Material Plane, manifesting as everything from common beasts to bizarre dream-creatures. People dream intensely about others they’ve met in passing, creating incomplete and unrealized imposters that act like unsettling half-finished sketches of personality. Unusual Events A nightmare dragon’s predation begins slowly and accelerates as their strength and appetite grows hand-in-hand. The effects of the dragon’s presence, whether intended or unintended, belie their existence long before the true cause of the events is clear. The Nightmare Dragon Rumors and Story Hooks table provides strange happenings the characters can discover that might lead them to a nightmare dragon. Nightmare Dragon Rumors and Story Hooks d6 Rumor or Hook 1 The children are acting strangely. Their play has turned to huddled whispers. They try to sneak knives to bed. 2 The business of regional hedge mages, temples, and apothecaries are booming as people seek a cure for bad dreams. 3 The community has become a hive of delirious activity as residents throw weary late-night festivals to stave off sleep. 4 A city is gripped by fear and confusion as people begin spotting their childhood nightmares and imaginary friends lurking in the streets 5 The characters are well-known, but their reputation is tarnished when half-manifested dream versions of them go out of control. 6 The city's wealthy residents begin sleepwalking their way into fatal doom. Nightmare Dragon Tactics As obvious a step as it may seem, review the dragon’s stat block and other features carefully. While some of these mechanics mirror similar dragon traits and actions, making note of key differences will distinguish the experience of confronting a nightmare dragon from encounters with other kinds of dragons. Persistent Fear . High-level adventurers can usually avoid the frightened condition, especially if they prepare for the fight with spells like heroes’ feast . The nightmare dragon’s Phobichor trait, their Clutching Bile breath weapon, and their ability to use their Horrifying Presence before or after attacking means that even well-prepared adventurers will often suffer the frightened condition while fighting them. Frightening Defense . High-level characters can reliably hit a target even when the frightened condition imposes disadvantage on their attack rolls. The dragon’s key survival mechanism is that the same fear makes them resistant to damage, regardless of type. If the dragon can keep most or all of its enemies afraid of them, they can mitigate the majority of damage directed and wait for their lair’s key mechanic—the Lull—to escalate. The Ticking Clock . When the fight begins, the Lull is a non-issue that has no hope of rendering a creature unconscious. As a warning flag to the characters, a GM might have them roll long before the Lull is a threat and narrate a brief but easily-ignored wave of drowsiness. As the Lull increases, descriptions of an escalating, hypnotizing rhythm can indicate a growing threat. The threat of the Lull becomes clear the moment a character drops unconscious and, even worse, is soon puppeted by the dragon’s eerie Somnambulist trait. The characters are confronted with the fact that the dragon, likely already challenging them with fear mechanics, has an ability to momentarily incapacitate them without even reducing them to 0 hit points. Transparency and Challenge . The nightmare dragon is a cruel creature and, by extension, offers a mechanically cruel encounter. They are designed to force characters to deal with conditions (namely, the frightened and unconscious conditions) in unconventional ways. It’s more than understandable for players to want to pause the action, strategize with one another, and ask for clarifications when confronted with new mechanics or difficult challenges. Fully understanding the nightmare dragon’s mechanics won’t necessarily make it easier to defeat, but intentionally obfuscating what is happening to the characters once a mechanic comes into play certainly has a chance to harm the experience. Death by Nightmare Victims of nightmare dragons endure horrifying night terrors, sometimes for weeks on end, as the dragon feeds on their negative emotions. What these dreamers don’t realize is that their sleeping minds are pulled into the Astral Plane, directly into the dragon’s ever-changing lair. The dragon molds the lair’s appearance to unnerve and disorient prey, trying to get the most from their meal. These sessions usually culminate in the nightmare dragon’s appearance as they confronts, attacks, and starts to devour their victim. At the peak of the victim’s terror, the dragon releases their prey from the astral tether, sending them screaming back to consciousness in their own beds. The dragon’s connection to each victim strengthens as they feeds on them repeatedly, until this dream-parasite inevitably kills their host. Body and mind fail in the face of overwhelming, sustained terror, or the victim’s projected mind becomes trapped in the astral lair, never to awaken again. In extreme cases, the mind-body connection is so strong that the mortal wounds of the dragon’s assault manifest in the physical world, and the gruesome aftermath of a full-grown dragon’s assault renders itself in the confines of a single bedroom. Sometimes a nightmare dragon devours their original host as voraciously as they would any other prey. In other cases, the dragon leaves their creators alive for extended periods of time, savoring the host’s nightmares like a gourmet. Some nightmare dragons are even convinced they’re incapable of killing their host. A Nightmare Dragon’s Lair The dragon’s lair, like their physical form, exists in the Astral Plane. From the outside, the lair is a massive, nebulous, glistening black mass that planar denizens ignore if uninformed or avoid if knowledgeable. The lair can be breached from the outside with a sufficient force of will; finding the lair in the first place is the real challenge. Entering the Dream Some spells allow creatures to enter the Astral Plane, but specifically navigating to the nightmare dragon’s lair is another matter. The plane shift spell allows the caster to specify a destination on another plane of existence, but without knowing the nightmare dragon’s chosen name or seeing the lair themselves, the result of the spell may be less than precise. It’s much simpler to access the lair the old-fashioned way, as bait. Seasoned adventurers have survived harrowing experiences, battled terrifying creatures, and endured loss and hardship in climactic situations. To put it simply, their lived experience is a nigh-irresistible banquet to a nightmare dragon, and a group of adventurers with shared histories are likely to be pulled into the lair if even one of their comrades is drawn to the Astral Plane. Alternatively, any creature with the dream spell prepared can cast it in a special manner, projecting their minds and the minds of any chosen companions to the nightmare dragon’s lair as long as they go to sleep in an area affected by the dragon’s predation. If the characters project their minds or astral selves to the dragon’s lair, they are nevertheless in mortal peril. Forming a psychic link strong enough for their projected selves to harm the dragon is a two-way street; if a character dies in the dragon’s lair, they die on the Material Plane. Regional Effects A nightmare dragon’s lair doesn’t affect the surrounding region in the Astral Plane, but a number of phenomena occur in the area of the Material Plane where the dragon’s victims live: An aura of dread pervades the region within 1 mile of affected areas. Sapient creatures in these areas have disadvantage on saving throws against being frightened, regardless of the source. Animals, especially domesticated animals near affected homes, show signs of exhaustion and distress. In rare cases, livestock are found killed with unmistakable but inexplicable evidence of attack by a large predator. Community members and visitors find themselves unusually tired, even nodding off in public places, as the dragon’s influence attempts to lull potential victims to sleep. Lair Features The nightmare dragon’s lair on the Astral Plane is an amorphous inky-black structure filled with a ever-shifting caverns. The surface of the lair is solid enough to walk on, but slick to the touch and with a slight, rubbery give. The lair reflects the thoughts and emotions of the dragon that dwells there, and constantly shifts and warps to suit the dragon’s needs; forming barricades, spines, and simple structures as commanded. The Lull . The nightmare dragon’s deadliest weapon isn’t their bite or bile, but the hypnotizing, sedative effect of their lair known as the Lull. The Lull is represented by Lull score, which starts at 1 and grows or shrinks in the following ways: The Lull increases by 2 at the start of each round the dragon is in combat, before any creature turns, lair actions, or other effects. The Lull increases by 1 each time a creature fails its saving throw against the dragon’s Clutching Bile action. The Lull increases by 1 each time a creature fails its saving throw against the dragon’s Soporific Thrum lair action. The Lull decreases by 1 each time a creature regains consciousness because of the dragon’s Somnambulist trait. On initiative count 20 of each round (after lair actions), up to three creatures of the dragon’s choice within its lair must each roll a number of d8s equal to the current Lull score. If the total is greater than or equal to the creature’s current hit points, the creature falls unconscious. An affected creature remains unconscious until it takes damage, someone uses an action to shake or slap the sleeper awake, or the dragon uses its Somnambulist trait to direct it. The Lull score resets to 1 if the dragon dies or the lair is unoccupied by creatures hostile to the dragon for at least 1 hour. Lair Actions On initiative count 20 (before the effects of the Lull but losing all other initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Manifest Terror . The glossy substance of the dragon’s lair creates a Medium or Large manifestation in an unoccupied space within 90 feet of the dragon. The manifestation resembles a creature feared by previous or current victims, but is considered an object. It acts on initiative count 10, has a speed of 25 feet, and can attempt to grapple or shove a creature within 5 feet of it as an action (+8 to the ability check). A creature grappled by the manifestation is also restrained. At the start of the manifestation’s turn, the dragon can teleport to an unoccupied space within 10 feet of the manifestation. On initiative count 1, the manifestation collapses back into the substance of the lair. Nightmare Geography . The dragon creates up to four terrain segments within the lair, which are any combination of 10-foot-diameter, 10-foot-high pillars, 10-foot square, 10-foot-deep pits, or 15-foot-long, 5-foot-high, 5-foot-thick walls.. Each creature in an affected space must make a DC 21 Dexterity saving throw. On a failed save, the creature is either pushed to one side of the new terrain or is raised by or lowered into the new terrain (dragon’s choice). A creature that succeeds on their saving throw moves to the nearest unoccupied space of their choice. On the dragon’s turn, the dragon can spend 5 feet of movement to enter a pillar or wall segment, reemerging from any other pillar or wall segment of their choice. Soporific Thrum . Each creature of the dragon’s choice within 120 feet of them must succeed on a DC 21 Charisma saving throw as a hypnotic tone fills the lair. The Lull increases by 1 for each creature that fails the saving throw, but no other effect occurs.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":24839,"Challenge Rating":24},"publisher":"MCDM Productions","book":"Arcadia Issue No. 15"},{"name":"Nightmare Mount (PB 2)","description":"A nightmare doesn’t begin its life as a hell horse. These creatures are made with dark magic to serve powerful fiends as powerful steeds and status symbols. The flaming hooves of a nightmare leave behind a trail of flames with each gallop, the cinders smouldering even as the nightmare disappears into the Ethereal Plane. Mounted . During a long rest, the nightmare mount can designate one creature that rode it within the last 10 days as its rider. The nightmare mount gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The nightmare mount uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Confer Fire Resistance . While a rider is mounted on the nightmare, the rider gains resistance to fire damage. Horsepower . The nightmare begins charging if it moves at least 20 feet in a straight line and continues charging until it stops moving forward. While charging, the nightmare ignores difficult terrain and leaves behind a trail of fire that scorches the area until the start of its next turn. A creature takes 1d8 fire damage when it enters the nightmare’s wake for the first time on a turn or ends their turn there. Illumination . The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Actions Flaming Stomp . Melee Weapon Attack : +4 + PB to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) fire damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked prone. Blazing Charge (3/Day) . The nightmare doesn’t provoke opportunity attacks when it moves out of an enemy’s reach, and can move through spaces occupied by other creatures until the end of its turn. If the nightmare charges on the same turn, any creatures in the nightmare’s way must make a DC 12* Strength saving throw or take 15 (2d10 + 4) fire damage and be knocked prone. On a successful save, the creature takes half as much damage isn’t knocked prone. Ethereal Stride . The nightmare, its rider, and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted fiend","Alignment":"neutral evil","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Nightmare Mount (PB 3)","description":"A nightmare doesn’t begin its life as a hell horse. These creatures are made with dark magic to serve powerful fiends as powerful steeds and status symbols. The flaming hooves of a nightmare leave behind a trail of flames with each gallop, the cinders smouldering even as the nightmare disappears into the Ethereal Plane. Mounted . During a long rest, the nightmare mount can designate one creature that rode it within the last 10 days as its rider. The nightmare mount gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The nightmare mount uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Confer Fire Resistance . While a rider is mounted on the nightmare, the rider gains resistance to fire damage. Horsepower . The nightmare begins charging if it moves at least 20 feet in a straight line and continues charging until it stops moving forward. While charging, the nightmare ignores difficult terrain and leaves behind a trail of fire that scorches the area until the start of its next turn. A creature takes 1d8 fire damage when it enters the nightmare’s wake for the first time on a turn or ends their turn there. Illumination . The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Actions Flaming Stomp . Melee Weapon Attack : +4 + PB to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) fire damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked prone. Blazing Charge (3/Day) . The nightmare doesn’t provoke opportunity attacks when it moves out of an enemy’s reach, and can move through spaces occupied by other creatures until the end of its turn. If the nightmare charges on the same turn, any creatures in the nightmare’s way must make a DC 12* Strength saving throw or take 15 (2d10 + 4) fire damage and be knocked prone. On a successful save, the creature takes half as much damage isn’t knocked prone. Ethereal Stride . The nightmare, its rider, and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted fiend","Alignment":"neutral evil","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Nightmare Mount (PB 4)","description":"A nightmare doesn’t begin its life as a hell horse. These creatures are made with dark magic to serve powerful fiends as powerful steeds and status symbols. The flaming hooves of a nightmare leave behind a trail of flames with each gallop, the cinders smouldering even as the nightmare disappears into the Ethereal Plane. Mounted . During a long rest, the nightmare mount can designate one creature that rode it within the last 10 days as its rider. The nightmare mount gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The nightmare mount uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Confer Fire Resistance . While a rider is mounted on the nightmare, the rider gains resistance to fire damage. Horsepower . The nightmare begins charging if it moves at least 20 feet in a straight line and continues charging until it stops moving forward. While charging, the nightmare ignores difficult terrain and leaves behind a trail of fire that scorches the area until the start of its next turn. A creature takes 1d8 fire damage when it enters the nightmare’s wake for the first time on a turn or ends their turn there. Illumination . The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Actions Flaming Stomp . Melee Weapon Attack : +4 + PB to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) fire damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked prone. Blazing Charge (3/Day) . The nightmare doesn’t provoke opportunity attacks when it moves out of an enemy’s reach, and can move through spaces occupied by other creatures until the end of its turn. If the nightmare charges on the same turn, any creatures in the nightmare’s way must make a DC 12* Strength saving throw or take 15 (2d10 + 4) fire damage and be knocked prone. On a successful save, the creature takes half as much damage isn’t knocked prone. Ethereal Stride . The nightmare, its rider, and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted fiend","Alignment":"neutral evil","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Nightmare Mount (PB 5)","description":"A nightmare doesn’t begin its life as a hell horse. These creatures are made with dark magic to serve powerful fiends as powerful steeds and status symbols. The flaming hooves of a nightmare leave behind a trail of flames with each gallop, the cinders smouldering even as the nightmare disappears into the Ethereal Plane. Mounted . During a long rest, the nightmare mount can designate one creature that rode it within the last 10 days as its rider. The nightmare mount gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The nightmare mount uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Confer Fire Resistance . While a rider is mounted on the nightmare, the rider gains resistance to fire damage. Horsepower . The nightmare begins charging if it moves at least 20 feet in a straight line and continues charging until it stops moving forward. While charging, the nightmare ignores difficult terrain and leaves behind a trail of fire that scorches the area until the start of its next turn. A creature takes 1d8 fire damage when it enters the nightmare’s wake for the first time on a turn or ends their turn there. Illumination . The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Actions Flaming Stomp . Melee Weapon Attack : +4 + PB to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) fire damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked prone. Blazing Charge (3/Day) . The nightmare doesn’t provoke opportunity attacks when it moves out of an enemy’s reach, and can move through spaces occupied by other creatures until the end of its turn. If the nightmare charges on the same turn, any creatures in the nightmare’s way must make a DC 12* Strength saving throw or take 15 (2d10 + 4) fire damage and be knocked prone. On a successful save, the creature takes half as much damage isn’t knocked prone. Ethereal Stride . The nightmare, its rider, and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted fiend","Alignment":"neutral evil","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Nightmare Mount (PB 6)","description":"A nightmare doesn’t begin its life as a hell horse. These creatures are made with dark magic to serve powerful fiends as powerful steeds and status symbols. The flaming hooves of a nightmare leave behind a trail of flames with each gallop, the cinders smouldering even as the nightmare disappears into the Ethereal Plane. Mounted . During a long rest, the nightmare mount can designate one creature that rode it within the last 10 days as its rider. The nightmare mount gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The nightmare mount uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Confer Fire Resistance . While a rider is mounted on the nightmare, the rider gains resistance to fire damage. Horsepower . The nightmare begins charging if it moves at least 20 feet in a straight line and continues charging until it stops moving forward. While charging, the nightmare ignores difficult terrain and leaves behind a trail of fire that scorches the area until the start of its next turn. A creature takes 1d8 fire damage when it enters the nightmare’s wake for the first time on a turn or ends their turn there. Illumination . The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Actions Flaming Stomp . Melee Weapon Attack : +4 + PB to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) fire damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked prone. Blazing Charge (3/Day) . The nightmare doesn’t provoke opportunity attacks when it moves out of an enemy’s reach, and can move through spaces occupied by other creatures until the end of its turn. If the nightmare charges on the same turn, any creatures in the nightmare’s way must make a DC 12* Strength saving throw or take 15 (2d10 + 4) fire damage and be knocked prone. On a successful save, the creature takes half as much damage isn’t knocked prone. Ethereal Stride . The nightmare, its rider, and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted fiend","Alignment":"neutral evil","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Nightmare Shepherd","description":"Demons of Theros Some foul souls can't let go of the miserable lives they had. Having been despicable in life, these spirits fester in death. The worst of these hateful dead, through ages of bitterness, gradually transform into fiends, the tormentors of the Underworld. The people of Theros know these fiends as demons. Immortal Nature. A demon of Theros doesn't require food, drink, or sleep. Fiends of Theros On Theros, the term “demon” encompasses all fiends. The people of Theros might refer to “demons” or “devils” interchangeably, having no understanding of the difference between fiendish species or distant nightmarish planes. A pit fiend might be interpreted by Theros’s mortals as one of the Underworld’s countless demonic denizens, while a balor meeting a Theros demon on some other plane might consider it a rarity from some undiscovered Abyssal layer. In general, feel free to use whatever fiends you wish when telling stories in Theros—the Underworld’s a big place with room for all the incarnate wickedness you desire. Nightmare Shepherd A nightmare shepherd is a gaunt, ashen fiend with leathery wings. It carries a shepherd's crook, which it uses to direct a flock of wandering dead that it torments and occasionally feeds upon. Overseers of the Underworld. Nightmare shepherds are Nyxborn, drawn from the god-energy of Erebos to be guides of the dead, shepherding them to one of the five wards of the Underworld where they will spend their dismal eternity. They prey upon souls who wander from their rightful places in the Underworld.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":5432,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Nightprowler","description":"The nightprowler is the most common and weakest type of nightshade. Yet it will still pose a threat to most mortals due to its deadly traits. The nightprowler resembles a creature that has a vaguely humanoid upper body and a lower body of a large feline. It has a single eye at the center of its otherwise featureless face, and shadowy mist-like tendrils constantly swirl around its body. Nightshade Nightshades are extremely powerful undead creatures that seek to destroy all life. They are native to the Negative Plane and occasionally can also be found lurking in the Shadowfell. The dreaded Nightwalker is a type of Nightshade. Traits Annihilating Aura. Any creature that starts its turn within 20 feet of the nightprowler must succeed on a DC 16 Constitution saving throw or take 7 (2d6) necrotic damage. Undead are immune to this aura. Life Eater. A creature reduced to 0 hit points from damage dealt by the nightprowler dies and can't be revived by any means short of a wish spell. Unusual Nature. The nightprowler doesn’t require air, food, drink, or sleep. Actions Multiattack. The nightprowler uses Enervating Claw twice. Enervating Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 9 (2d8) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Nightshade Hag Template","description":"Nightshade hags have names that are overly dramatic and macabre. While in their true form, they have smooth black skin that is almost purple: resembling ripe nightshade berries. Their hair is an impossible mass of green locks, often covered in talismans or bones. While in hag form a nightshade hag will usually not bother to wear clothes unless communicating with a hag that isn’t under her sway: going to great lengths to mask her beauty. Nightshade hags are very rare. They come into existence when a forgotten has lived a long fruitful life and decided to transform into a hag to avoid her mortality. Most forgotten transform into the common hag varieties, but a few end up as nightshade hags. In game terms, only a forgotten with 10 or more spellcaster levels transforms into a nightshade hag. Those forgotten who successfully transform immediately upset the established power balance of the local hags. The arrival of a nightshade always ends with either a dead grandmother coven or a dead nightshade. This is why grandmother hags go to such lengths to find and kill forgotten. Nightshade hags tend to be physically weak so they surround themselves with powerful minions and prefer using spells during violent confrontations. Nightshades never form nightshade covens and never join a coven of hags. Nightshade hags tend to treat each other coldly and suspiciously. This internal rivalry and the systematic destruction of discovered forgotten keeps the population of nightshade hags very low. Those nightshades who succeed in bending the local hags to their will end up being called some version of Queen or equivalent female honorific. Once a nightshade has established her will, her ambitions usually end at the end of hag controlled territory. The Witch Hunters warn of an inevitable nightshade Empress with the power to command other queens, and the terrible threat this would pose to the region. They usually use this as a main point when asking local nobles and lords for funds. Nightshade hags, after their time living as humanoids, tend to be more equipped to negotiate, plan strategically, and deal with civilized neighbors. They also see the utility in physical beauty, often using their previous forms when dealing with non-hags. Nightshade hags make mutually beneficial pacts with neutral or evil Rangers and Druids and quickly enforce a lawful but brutal order in their regions.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"lawful evil","Expansion":34600,"Challenge Rating":15},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Nightshade Hag, Herra, Queen of the Chittering Muck","description":"Herra was declared Queen of the Chittering Muck when she slew the two grandmother hags in a large swamp known for its evil druid groves, hags, poisonous bogs, trolls and an out of place hillock filled with treants. Herra has left the treants alone, hoping to slowly turn most of them into hag trees over time. Herra’s continued survival against nearby powers is her usefulness. She has guaranteed the safety of merchants as long as they don’t wander from a prescribed road, built and patrolled by her minions and mercenaries. Merchants were reluctant at first, but some have started calling “The Chittering Way,” the safest road around. Her elite hobgoblin mercenaries charge a small toll, brutally enforce draconian laws, and her road has now become one of the safest paths to transport goods. At the center of this new road is a trading town, called Midden, where anything is for sale and all crimes are punished with maiming or death. In the words of one Merchant Consortium, “Herra has made herself indispensable.”","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"lawful evil","Expansion":34600,"Challenge Rating":16},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Nightveil Specter","description":"The Nightveil specters of Ravnica are hooded, undead guardians that ride flying creatures called gloamwings. They are fearsome agents of House Dimir , protecting the territory and interests of that guild—particularly the neighborhood of Nightveil, from which the specters get their name. Their work can include driving off people who accidentally wander too close to a secret rooftop meeting, killing those who knowingly infiltrate Dimir property, and tracking those who have stolen guild secrets, then wiping those secrets from their victims’ minds to ensure that they are never shared. Limited Sentience. A Nightveil specter is created when the mind magic of House Dimir erases a person’s identity, leaving a mind so broken it can no longer live. Thus, Nightveil specters have no memory of their previous lives, and they are just clever enough to follow their orders with some amount of creativity. They pursue their assigned tasks with fearless determination. Gloamwing Mount. If a gloamwing is killed, its specter becomes fixated on destroying those responsible. If the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated. A gloamwing’s head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders. Undead Nature. A Nightveil specter and its gloamwing mount don’t require air, food, drink, or sleep. Traits Mount. If the specter isn’t mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it teleports, the specter appears astride the gloamwing along with any equipment it is wearing or carrying. While mounted and not incapacitated, the specter can’t be surprised, and both it and its mount gain advantage on Dexterity saving throws. Actions Multiattack. The specter makes two scythe attacks. Scythe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 13 (3d8) psychic damage. Mind Twist (Recharge 5–6). The specter magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Wisdom saving throw or take 22 (5d8) psychic damage and be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Reap Memory (3/Day). The specter touches one incapacitated creature and chooses 1 hour from among the past 24. Unless the creature succeeds on a DC 15 Intelligence saving throw, the creature loses all memory of that hour. The creature regains the memory only if the specter dies within the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":7,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Nightwalker","description":"The Negative Plane is a place of darkness⁠ and death, anathema to all living things. Yet there are those who would tap into its fell power, to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter. Mighty Spawn. One can reach the Negative Plane from the Shadowfell, much in the same way that it is possible to step from the Material Plane into the Shadowfell in a place where the barrier between the planes is thin. Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape. Beings of Anti-Life. One can discern the nature of creatures trapped in the Negative Plane from the sites that nightwalkers frequent. Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its ⁠creation. Such interest doesn't indicate a willingness to engage with the world; nightwalkers exist to make life extinct and never to serve living things. Undead Nature. A nightwalker doesn't require air, food, drink, or sleep. Traits Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura. Life Eater. A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can't be revived by any means short of a wish spell. Actions Multiattack. The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available. Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. Finger of Doom (Recharge 6). The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the nightwalker's next turn. While frightened⁠ in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Nightwalker","description":"The Negative Plane is a place of death, anathema to all living things. Yet there are some who would tap into its fell power and use its energy for sinister ends. Most individuals prove unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers—terrifying Undead creatures that devour all life they encounter. One can reach the Negative Plane from the Shadowfell in places where the barrier between the planes is thin. Stepping onto the Negative Plane is almost always fatal since the plane sucks the life and soul from creatures, annihilating most at once. The few who survive by sheer luck or by harnessing some rare form of protective magic soon discover that they can’t leave as easily as they arrived. Worse, for each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape. Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation, which can provide clues as to who the trapped creature is. This attraction doesn’t indicate a willingness to engage with the world, though; nightwalkers exist to make life extinct, and they prioritize anything associated with the trapped creature for destruction. Traits Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 21 (6d6) necrotic damage. Undead are immune to this aura. Life Eater. A creature dies if reduced to 0 hit points by the nightwalker and can’t be revived except by a wish spell. Unusual Nature. The nightwalker doesn’t require air, food, drink, or sleep. Actions Multiattack. The nightwalker makes two Enervating Focus attacks, one of which can be replaced by Finger of Doom, if available. Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Finger of Doom (Recharge 6). The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 39 (6d12) necrotic damage and become frightened until the end of the nightwalker’s next turn. While frightened in this way, the creature is also paralyzed. If a target’s saving throw is successful, the target is immune to the nightwalker’s Finger of Doom for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Nightwing","description":"A nightwing resembles a giant shadowy bat with a wingspan of 40 feet. Black mists can be seen trailing from its body as it scours the skies of the Negative Plane constantly looking for prey. The nightwing attacks by performing hit-and-run tactics, swooping in to make a quick bite and flying again before giving the victim a chance to retaliate. Nightshade Nightshades are extremely powerful undead creatures that seek to destroy all life. They are native to the Negative Plane and occasionally can also be found lurking in the Shadowfell. The dreaded Nightwalker is a type of Nightshade. Traits Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwing must succeed on a DC 19 Constitution saving throw or take 10 (3d6) necrotic damage. Undead are immune to this aura. Flyby. The nightwing doesn't provoke opportunity attacks when it flies out of an enemy's reach. Life Eater. A creature reduced to 0 hit points from damage dealt by the nightwing dies and can't be revived by any means short of a wish spell. Unusual Nature. The nightwing doesn’t require air, food, drink, or sleep. Actions Enervating Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. Finger of Doom (Recharge 6). The nightwing points at one creature it can see within 300 feet of it. The target must succeed on a DC 19 Wisdom saving throw or take 19 (3d12) necrotic damage and become frightened until the end of the nightwing's next turn. While frightened in this way, the creature is paralyzed. If a target's saving throw is successful, the target is immune to the nightwing's Finger of Doom for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Nilak","description":"Nilak serves the Six Bears as something of a nontraditional leader, but she’s exactly what her followers need to recover from their recent troubles. As a druid, her stats work well for any druid, of course, particularly one who focuses more on combat than passive forms of nature worship. Rather than presenting her as an ally to the PCs, you can also adjust her alignment and flavor text to transform her into a vengeful force of nature who seeks to destroy those who dare encroach upon her domain. Traits Rapid Change Shape (2/Short or Long Rest). As a bonus action, Nilak magically polymorphs into a humanoid or beast that has a CR of 5 or less, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Nilak’s choice). While transformed, all of Nilak’s attacks are magical. In a new form, Nilak retains her game statistics, but her AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that she lacks. If the new form has a bite attack, she can use its bite in that form. Spellcasting. Nilak is a 9th-level spellcaster. Her casting stat is Wisdom (save DC 16). She has the following druid spells prepared: Cantrips: guidance, produce flame, shillelagh 1st-level (4 slots): cure wounds, thunderwave 2nd-level (3 slots): darkvision , flaming sphere 3rd-level (3 slots): call lightning, dispel magic, sleet storm 4th-level (3 slots): ice storm, polymorph, stoneskin 5th-level (1 slot): wall of stone Actions Multiattack. Nilak makes two attacks. Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Nilbog","description":"When Maglubiyet conquered the goblin gods, he intended to leave only Khurgorbaeyag alive as a harsh overseer who would keep the goblins under heel. But the goblins’ pantheon included a trickster deity who was determined to get the last laugh. Although its essence was shattered by Maglubiyet, this trickster god survives in splintered form as a possessing spirit that arises when goblinoids form a host, causing disorder in the ranks unless it is appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, and the goblin possessed by it, a nilbog (“goblin” spelled backward), and they revel in the fear that a nilbog sows among the ranks of the bugbears and hobgoblins in the host. Goblins’ Revenge. When goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblin has been mistreated by its betters. This possession turns the goblin into a wisecracking, impish creature fearless of reprisal. It gives the goblin strange powers that drive others to do the opposite of what they desire. Attacking a goblin possessed by a nilbog is foolhardy, and killing the creature just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise. No Joking Matter. The possible presence of a nilbog in a host has given rise to a practice among goblinoids that each host include at least one goblin jester. This jester is allowed to go anywhere and do whatever it pleases. The position of jester is a much sought-after one among the goblins, because even if the jester is obviously not a nilbog, hobgoblins and bugbears indulge its manic behavior. Nilbogism A nilbog is an invisible spirit that possesses only goblins. Bereft of a host, the spirit has a flying speed of 30 feet and can’t speak or be attacked. The only action it can take is to attempt to possess a goblin within 5 feet of it. A goblin targeted by the spirit must succeed on a DC 15 Charisma saving throw or become possessed. While possessed by the spirit, the goblin’s alignment becomes chaotic evil, its Charisma becomes 15 (unless it was already higher), and it gains the nilbog’s Innate Spellcasting and Nilbogism traits, as well as its Reversal of Fortune reaction. If the save succeeds, the spirit can’t possess that goblin for 24 hours. If its host is killed or the possession is ended by a spell such as hallow, magic circle, or protection from evil and good, the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won’t do so willingly unless it knows there’s another potential host nearby. A goblin stripped of its nilbog spirit reverts to its normal statistics and loses the traits it gained while possessed. Traits Innate Spellcasting : The nilbog’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: • At will: mage hand, Tasha’s hideous laughter, vicious mockery • 1/day: confusion Nilbogism : Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can’t regain hit points, including through magical healing, except through its Reversal of Fortune reaction. Nimble Escape : The nilbog can take the Disengage or Hide action as a bonus action on each of its turns. Actions Fool’s Scepter : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Shortbow : Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Reactions Reversal of Fortune : In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Expansion":1,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Nilbog","description":"When Maglubiyet conquered the goblin gods, a trickster deity was determined to get the last laugh. Although Maglubiyet shattered its essence, this trickster god survives in a splintered form as possessing spirits that cause disorder unless they are appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, as well as the goblin possessed by it, a nilbog (“goblin” spelled backward), and they revel in the chaos a nilbog sows. Whenever goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblins have been mistreated by their betters. The possessed goblin turns into a wisecracking, impish creature fearless of reprisal. This nilbog also gains strange powers that drive others to do the opposite of what they desire. Attacking the possessed goblin is foolhardy, and killing them just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise. Among fey courts, the risk of attracting a nilbog has given rise to the practice of always including at least one goblin jester. This jester is allowed to go anywhere and do whatever they please, hopefully preventing a nilbog from manifesting. The position of jester is much sought-after among the courts’ goblins, because even if the jester is obviously not a nilbog, the court must indulge their chaotic behavior. Nilbogism A nilbog is an invisible spirit that possesses only goblins. When bereft of a host, the spirit has a flying speed of 30 feet, it can’t be attacked, and it is immune to all damage and conditions. Acting on initiative count 20 (losing initiative ties), the only action it can take is to attempt to possess a goblin within 5 feet of it. A goblin targeted by the spirit must succeed on a DC 15 Charisma saving throw or become possessed. While possessed, the goblin uses the nilbog stat block. If the save succeeds, the spirit can’t possess that goblin for 24 hours. If its host is killed or the possession is ended by a spell such as hallow , magic circle , or protection from evil and good , the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won’t do so willingly unless it knows there’s another potential host nearby. A goblin stripped of their nilbog spirit reverts to their normal statistics and loses the traits they gained while possessed. Traits Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can’t regain hit points, including through magical healing, except through its Reversal of Fortune reaction. Actions Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Mocking Word. The nilbog targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 5 (2d4) psychic damage and have disadvantage on its next attack roll before the end of its next turn. Spellcasting. The nilbog casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12): At will: mage hand , Tasha’s hideous laughter Bonus Actions Nimble Escape. The nilbog takes the Disengage or Hide action. Reactions Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 3 (1d6) hit points.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey (Goblinoid)","Alignment":"Typically Chaotic Neutral","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Nimblewright","description":"A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Duelist. A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes. Constructed Nature. A nimblewright doesn’t require air, food, drink, or sleep. Damage it takes can be repaired with mending spells, but a nimblewright reduced to 0 hit points is permanently destroyed. Traits Magic Resistance. The nimblewright has advantage on saving throws against spells and other magical effects. Magic Weapons. The nimblewright's weapon attacks are magical. Repairable. As long as it has at least 1 hit point remaining, the nimblewright regains 1 hit point when a mending spell is cast on it. Sure-Footed. The nimblewright has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The nimblewright makes three attacks: two with its rapier and one with its dagger. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Dagger. Melee or Ranged Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Reactions Parry. The nimblewright adds 2 to its AC against one melee attack that would hit it. To do so, the nimblewright must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":7393,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Nimir","description":"Nimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He believes King Hekaton was wise to choose Princess Serissa as his heir apparent, and it would never occur to him to question their orders. Ideal. \"It's the duty of the big to protect the small.\" Bond. \"I'd give my life to defend my king and his royal line.\" Flaw. \"I never question orders.\" Traits Amphibious. The giant can breathe air and water. Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). The giant can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing Actions Multiattack. The giant makes two greatsword attacks. Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage. Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. Lightning Strike (Recharges after a Short or Long Rest). The giant hurls a magical lightning bold at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (male)","Alignment":"lawful good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Nine-Fingers Keene","description":"The current leader of the Guild, Nine-Fingers Keene (see the accompanying stat block), disdains flashy garb and illusion magic. She appears to the world as she is: an unassuming woman of middling age and build. Her forgettable looks have proven her greatest asset as a thief, as her victims have trouble recognizing her even when they meet her again face-to-face. Keene’s leadership over the years earned her a reputation of thoughtful pragmatism. When necessary, she seeks revenge for offenses against the Guild—provided doing so is profitable. Her methods are vicious when necessary, and she is as feared as she is respected. Keene has become increasingly intolerant of the populous tide turning against her organization. While the occasional rabble-rouser has always impeded criminal business, the rise of organized crews and vigilantes is interfering with Guild operations. After a carefully coordinated attack on a patriar’s estate fell to pieces when a vigilante clumsily alerted the estate guards, Keene declared open season on do-gooders of all stripes.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":4414,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Nine-Fingers Keene","description":"The current leader of the Guild, Nine-Fingers Keene , disdains flashy garb and illusion magic. She appears to the world as she is: an unassuming woman of middling age and build. Her forgettable looks have proven her greatest asset as a thief, as her victims have trouble recognizing her even when they meet her again face-to-face. Keene’s leadership over the years earned her a reputation of thoughtful pragmatism. When necessary, she seeks revenge for offenses against the Guild—provided doing so is profitable. Her methods are vicious when necessary, and she is as feared as she is respected. Keene has become increasingly intolerant of the populous tide turning against her organization. While the occasional rabble-rouser has always impeded criminal business, the rise of organized crews and vigilantes is interfering with Guild operations. After a carefully coordinated attack on a patriar’s estate fell to pieces when a vigilante clumsily alerted the estate guards, Keene declared open season on do-gooders of all stripes. Traits Cunning Action. On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action. Dagger Thrower. Nine-Fingers adds double her proficiency bonus to the damage she deals on ranged attacks made with daggers (already factored into her attacks). Actions Multiattack. Nine-Fingers attacks three times with her daggers. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus 6 piercing damage if it’s a ranged attack. Reactions Uncanny Dodge. Nine-Fingers halves the damage that she takes from an attack that hits her. She must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":28744,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Ningyo","description":"A small fish bursts from the water and looks frantically about. Wet hair sprays droplets in all directions as it shakes its head to and fro, revealing a human face beneath its oily hair. Eight squirming tentacles writhe where whiskers would be. Curse of the Open Sea. Fishermen scream in horror and release their lines when they pull a ningyo from the sea, not only because of its frightful visage, but also because legend holds that ningyo are harbingers of destruction and ill fortune. A fisherman who takes home a ningyo is cursed with bad luck, and a village which sees one dead upon its shores is marked for doom. Flesh of Eternal Youth. Legend tells that anyone who consumes the raw flesh of a ningyo will live forever. The tale goes that a man caught a ningyo and served it as sashimi to his fellow fisherman without realizing what it was. One man noticed that it was a ningyo and, not wishing to offend his host, told his friends to secretly dispose of their meal. One man, drunk on sake, forgot that he put his ningyo sashimi in his pocket and gave it to his adult daughter when he returned home. The daughter ate it and lived with eternal youth, marrying many lovers and watching them die while she remained young. After 800 years, she returned to her hometown and took her own life.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"neutral evil","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Nintra Siotta","description":"Nintra Siotta, Princess of the Shadow Glass Nintra Siotta, a chaotic evil archfey who was exiled from the Gloaming Court by the Queen of Air and Darkness long ago, is known in Faerûn by three titles: Princess of the Shadow Glass, Lady of Dread Omens, and Seeker of the Three Crowns. She appears as a 9-foot-tall humanoid made of smoky gray glass, wrapped in a cloak-like darkness that appears to devour the light. Nintra’s eyes burn with green fire, and she speaks in a high, musical voice. Deception comes naturally to her, but imprisonment in The Scrivener’s Tale has made her impatient and prone to telepathic outbursts that betray her cruel nature. Personality Trait . “I have no patience for those who are less than me—and all are less than me.” Ideal . “After I destroy the Queen of Air and Darkness for her weakness and insolence, I will take my rightful place at the head of the Gloaming Court.” Bond . “I have many supporters in the Gloaming Court who worship the ground I walk on. They deserve a sovereign who is worthy of their love.” Flaw . “Why should I worry about the schemes of others? No one is my equal in cunning.” Lair Actions On initiative count 20 (losing initiative ties), Nintra can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row: Nintra targets one pane of shadow glass in her lair, causing it to explode into shards. Each creature within 20 feet of the exploding pane must make a DC 18 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed save, or half as much damage on a successful one. The shards fade away to vapor and the pane is restored to normal at the next initiative count 20. Nintra targets one pane of shadow glass in her lair, briefly transforming it into a swirling vortex. One creature of her choice within 20 feet of the pane must succeed on a DC 20 Strength saving throw or be drawn into the vortex, taking 11 (2d10) necrotic damage. The creature is then teleported to an unoccupied space within 5 feet of another pane of shadow glass in Nintra's lair (determined randomly). Traits Legendary Resistance (3/Day). If Nintra fails a saving throw, she can choose to succeed instead. Spellcasting . Nintra casts one of the following spells, using Charisma as the spellcasting ability (save DC 20) and requiring no material components: 3/day each: dispel magic, faerie fire, mirror image Actions Multiattack . Nintra makes two attacks. Claw . Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 12 (2d4 + 7) piercing damage. Shard of Shadow . Ranged Spell Attack : +12 to hit, range 120 ft., one target. Hit : 10 (1d6 + 7) necrotic damage, and if the target is a creature, it must succeed on a DC 20 Constitution saving throw or be poisoned until the end of its next turn. Storm of Shattered Glass (Recharge 6). Nintra targets a point she can see within 60 feet of her and creates a 20-foot-radius sphere of swirling glass shards centered on that point. Each creature in the sphere must make a DC 20 Dexterity saving throw, taking 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one. If Nintra is in the sphere, the shards deal no damage to her. Legendary Actions Nintra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Nintra regains spent legendary actions at the start of her turn. Attack . Nintra makes one attack. Fey Step . Nintra teleports to an unoccupied space she can see within 30 feet of her. Shadow Strikes (Costs 2 Actions). Provided she is in bright or dim light, Nintra causes her shadow to attack a creature within 10 feet of her. Her shadow makes two claw attacks, each attack identical to Nintra's claw attack except that it deals psychic damage instead of piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Expansion":9505,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Niodrhast","description":"The alien monstrosity Niodrhast has been stranded below Candlemere for centuries, but spent much of that time in hibernation. This creature can also be used as a lurking threat in other ways. They can serve as an ancient menace who remains dormant under an old monastery or other site instead. When civilization encroaches upon Niodrhast’s domain, they might wake slowly from their slumber to unleash a vengeful wrath that the PCs will ultimately be forced to quell at the end of a long campaign. Traits Innate Spellcasting. Niodrhast’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Niodrhast can innately cast the following spells, requiring no material components. 3/day each: detect magic, mage hand, scrying, teleport 1/day each: charm, suggestion, weird Actions Multiattack. Niodrhast makes four lashing tongues attacks. Lashing Tongues. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (2d12+10) slashing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by Niodrhast. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the swallowing creature, and it takes 21 (6d6) acid damage at the start of each of Niodrhast’s turns. If Niodrhast takes 30 damage or more on a single turn from a creature inside them, Niodrhast must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of them. If Niodrhast dies, a swallowed creature is no longer restrained by them and can escape from the corpse by using 20 feet of movement, exiting prone. Breath Weapon (Recharge 6). Niodrhast exhales acid in a 90-foot line that is 5 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 55 (10d10) acid damage on a failed save, or half as much damage on a successful one. Creatures who fail this saving throw must repeat this saving throw at the start of their next turn or take an additional 27 (5d10) acid damage. The line of acid remains until the start of Niodrhast’s next turn. If a creature moves into the affected area, or ends its turn there, it takes 27 (5d10) acid damage. Reactions Dimensional Wormhole. When a creature teleports to a location within Niodrhast’s awareness, Niodrhast creates an extradimensional wormhole at the triggering creature’s current location. The wormhole remains for up to 1 minute and has no effect on creatures other than Niodrhast. If Niodrhast uses 5 feet of their movement, they can teleport to the wormhole’s location, ending the effect. Instant Suggestion. When a creature fails a saving throw against one of Niodrhast’s spells or abilities, Niodrhast can cast suggestion on that creature if they have that spell available. Legendary Actions Niodrhast can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Niodrhast regains spent legendary actions at the start of its turn. Detect. Niodrhast makes a Wisdom (Perception) check. Move. Niodrhast moves up to half its speed. Tongue. Niodrhast makes a lashing tongues attack. Voluminous Acid (Costs 2 Actions). Niodrhast focuses its internal acid production, allowing it to roll immediately to recharge its breath weapon.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":19},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Nishkiv the Knife","description":"Nishkiv is the second-in-command of the Black Tears—a group of assassins and thieves that launches an attack at the very start of the Kingmaker Adventure Path . As with Kressle, you can use these statistics to flesh out members of a larger band of thieves or bandits. Traits Sneak Attack. Nishkiv deals an extra 3 (1d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Nishkiv that isn’t incapacitated and Nishkiv doesn’t have disadvantage on the attack roll. Actions Multiattack. Nishkiv makes two dagger attacks. If his first attack hits, he has advantage on the second attack. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Nisruel's Coachfly","description":"This long, narrow contraption resembles a clockwork dragonfly that’s larger than a horse. It is fashioned from silver and lapis lazuli, with panes of delicate-looking multicolored stained glass for wings. The back of the construct contains a hollow that looks like it could hold one or more occupants. Decades ago, the noble half-elf wizard Nisruel created a beautiful clockwork construct fashioned after the enormous dragonflies of her marshy homeland. Though she was usually content to teleport when she wanted to go somewhere, sometimes Nisruel wanted to travel in style—so she crafted this construct to impress her friends and others in the elven court. Word of her wondrous carriage spread throughout the land shortly after she revealed it, and Nisruel enjoyed receiving recognition for her work. Sadly, her fame also drew the ire of her rival, the sorceress Ymelda, who lured Nisruel and her construct into the web of a gargantuan spider before ambushing the wizard with foul magic. Both Nisruel and Ymelda died in this struggle, but Nisruel’s construct survived intact, and it still lies caught up in the webs of the great arachnid, awaiting rescue.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Challenge Rating":2},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Nisruel’s Coachfly","description":"This long, narrow contraption resembles a clockwork dragonfly that’s larger than a horse. It is fashioned from silver and lapis lazuli, with panes of delicate-looking multicolored stained glass for wings. The back of the construct contains a hollow that looks like it could hold one or more occupants. Decades ago, the noble half‑elf wizard Nisruel created a beautiful clockwork construct fashioned after the enormous dragonflies of her marshy homeland. Though she was usually content to teleport when she wanted to go somewhere, sometimes Nisruel wanted to travel in style—so she crafted this construct to impress her friends and others in the elven court. Word of her wondrous carriage spread throughout the land shortly after she revealed it, and Nisruel enjoyed receiving recognition for her work. Sadly, her fame also drew the ire of her rival, the sorceress Ymelda, who lured Nisruel and her construct into the web of a gargantuan spider before ambushing the wizard with foul magic. Both Nisruel and Ymelda died in this struggle, but Nisruel’s construct survived intact, and it still lies caught up in the webs of the great arachnid, awaiting rescue.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"unaligned","Expansion":25360,"Challenge Rating":2},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Niv-Mizzet","description":"Possessed of arrogance and vanity that matches his vast intellect and tremendous power, Niv-Mizzet is the ancient dragon who founded and continues to control the Izzet League . From his private laboratory at the top of the Izzet guildhall, Niv-Mizzet directs the research and experiments of his countless underlings. He coordinates a tremendous number of apparently unrelated projects, working toward some mysterious end. There can be little doubt that this ancient dragon is one of the most intelligent beings on Ravnica and one of the world’s most powerful spellcasters. He is just as acquisitive as any dragon, but his treasure is scientific and magical knowledge. His ambition is a looming threat in the minds of all the other guildmasters, but confronting him directly is almost unthinkable thanks to the combination of his awesome magical power and the sheer physical threat of a fire-breathing, sword-toothed dragon. Niv-Mizzet’s Traits Ideal: “Innovation. Don’t just have an idea—have all of them.” Bond: “I have spent more than ten thousand years researching the mysteries of the world around me, but there is much more to discover.” Flaw: “I find it tedious to converse with simpletons who lack vision.” Traits Legendary Resistance (3/Day). If Niv-Mizzet fails a saving throw, he can choose to succeed instead. Locus of the Firemind. Niv-Mizzet can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells. Magic Resistance. Niv-Mizzet has advantage on saving throws against spells and other magical effects. Master Chemister. When Niv-Mizzet casts a spell that deals damage, he can change the spell’s damage to cold, fire, force, lightning, or thunder. Spellcasting. Niv-Mizzet is a 20th-level Izzet spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): fire bolt, light, prestidigitation, ray of frost, shocking grasp 1st level (4 slots): detect magic, magic missile, shield, thunderwave, unseen servant 2nd level (3 slots): blur, enlarge/reduce, flaming sphere, scorching ray 3rd level (3 slots): counterspell, fireball, hold person, lightning bolt, slow 4th level (3 slots): confusion, dimension door, fabricate 5th level (2 slots): conjure elemental, polymorph, wall of fire, wall of force 6th level (1 slot): chain lightning, disintegrate, true seeing 7th level (1 slot): project image, reverse gravity, teleport 8th level (1 slot): control weather, maze, power word stun 9th level (1 slot): prismatic wall Actions Multiattack. Niv-Mizzet makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) piercing damage plus 14 (4d6) fire damage. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 14 (2d4 + 9) slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage. Fire Breath (Recharge 5–6). Niv-Mizzet exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions Niv-Mizzet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Niv-Mizzet regains spent legendary actions at the start of his turn. Cantrip. Niv-Mizzet casts one of his cantrips. Tail Attack. Niv-Mizzet makes a tail attack. Wing Attack (Costs 2 Actions). Niv-Mizzet beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 14 (2d4 + 9) bludgeoning damage and be knocked prone. Niv-Mizzet can then fly up to half his flying speed. Dracogenius (Costs 3 Actions). Niv-Mizzet regains a spell slot of 3rd level or lower.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Nivix Cyclops","description":"Cyclopes like those described in the Monster Manual are found primarily among the Gruul Clans . They are forces of nature, and even though they have occasionally been recruited into the Boros Legion , they can never truly be tamed. Cyclopes serve the Izzet league as workshop guardians, personal protectors, and heavy laborers. They wear mizzium armor plating to minimize injuries from laboratory mishaps, piston gauntlets to increase their strength for lifting and punching, and telescopic helmets to minimize the shortcomings of their monocular vision. They are sometimes called monoclons or Nivix cyclopes, after the name of the Izzet guildhall. Traits Magic Resistance. The cyclops has advantage on saving throws against spells and other magical effects. Actions Multiattack. The cyclops makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. Reactions Spell Vitalization. Immediately after a creature casts a spell of 1st level or higher within 120 feet of the cyclops, the cyclops can move up to twice its speed without provoking opportunity attacks. It can then make one slam attack against a target of its choice.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"unaligned","Expansion":7,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Niya-Atha Raja","description":"The armored simian spoke calmly during the negotiations, but as the negotiations turned sour, it leapt into action, growing in size and cleaving the table in half with its sword. The niya-atha are jungle fey that resemble large, human-sized simians. They live in isolated kingdoms deep in the wilderness, where they war and plot against each other in endless conflicts. Though honorable and valorous, they are also utterly inhuman in mindset and obsessed with martial glory. Unwilling Adventure. The niya-atha kidnap travelers in their territory, conscripting the victims as mercenaries in their internal wars. They are rich and honorable employers, but they often deploy their new mercenaries on brutal campaigns. Those who survive are returned to their lands with their promised pay and reassurance of future help from the niya-atha. Of course, fey timescales are very different from those of other creatures and a mercenary's descendants are as likely to receive assistance from the niya-atha as the mercenary themselves. More than one would-be warlord has seen a company of honor-bound niya-atha join their side unprompted, repaying some karmic debt from a long-dead ancestor. Size-Shifting Warriors. The niya-atha can grow magically from normal height to immense sizes. This comes with increased strength but often limits their other skills. Warriors lose some of their mobility, sorcerers can't harness their most deadly incantations, and rajas lose their disciplined defense. Rajas. The rajas are the kings of the niya-atha. In addition to being potent duelists, they're inspiring commanders whose mere presence can bolster the spirits of their troops. Most mercenaries who work with the niya-atha are paid and led by a raja. In their natural forms, rajas are slippery foes who are difficult to harm with offensive magic. While enlarged, they trade their defenses for a terrifying bellow and brute strength. Sorcerers. Sorcerers are rare among the niya-atha, and each is celebrated as an omen of good luck. Descent from some long-forgotten elemental gives each sorcerer control over ice, allowing them to shield themselves and bombard foes with lethal accuracy. While enlarged, their ice magic loses some of its potency but becomes a frozen shield against their foes. Warriors. Warriors are the most common niya-atha. Clad in armor and armed with brass weapons, they are swift, mobile soldiers capable of climbing across walls and leaping great distances. They surrender these advantages when they swell in size, instead simply battering down their foes. Commanding Bulk. While the raja is enlarged, each friendly creature within 30 feet of the raja can't be charmed or frightened. Evasion. If the raja is subjected to an effect that allows it to make a saving throw to take only half damage, the raja instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. The raja can't use this trait while enlarged. Magic Resistance. The raja has advantage on saving throws against spells and other magical effects. The raja can't use this trait while enlarged. Reduce. As the Niya-Atha Warrior.. Actions Multiattack. The raja uses its War Bellow. It then makes three Tulwar attacks or four Dart attacks. Tulwar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 14 (2d8 + 5) slashing damage if enlarged. Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, or 10 (2d4 + 5) piercing damage if enlarged. War Bellow. The raja releases a loud, challenging bellow. Each hostile creature within 60 feet of the raja that can hear the bellow must succeed on a DC 15 Charisma saving throw or become frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the raja's War Bellow for the next 24 hours. Bonus Actions Enlarge. As the Niya-Atha Warrior. While enlarged, it also can no longer use the Evasion or Magic Resistance traits.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Niya-Atha Sorcerer","description":"The armored simian spoke calmly during the negotiations, but as the negotiations turned sour, it leapt into action, growing in size and cleaving the table in half with its sword. The niya-atha are jungle fey that resemble large, human-sized simians. They live in isolated kingdoms deep in the wilderness, where they war and plot against each other in endless conflicts. Though honorable and valorous, they are also utterly inhuman in mindset and obsessed with martial glory. Unwilling Adventure. The niya-atha kidnap travelers in their territory, conscripting the victims as mercenaries in their internal wars. They are rich and honorable employers, but they often deploy their new mercenaries on brutal campaigns. Those who survive are returned to their lands with their promised pay and reassurance of future help from the niya-atha. Of course, fey timescales are very different from those of other creatures and a mercenary's descendants are as likely to receive assistance from the niya-atha as the mercenary themselves. More than one would-be warlord has seen a company of honor-bound niya-atha join their side unprompted, repaying some karmic debt from a long-dead ancestor. Size-Shifting Warriors. The niya-atha can grow magically from normal height to immense sizes. This comes with increased strength but often limits their other skills. Warriors lose some of their mobility, sorcerers can't harness their most deadly incantations, and rajas lose their disciplined defense. Rajas. The rajas are the kings of the niya-atha. In addition to being potent duelists, they're inspiring commanders whose mere presence can bolster the spirits of their troops. Most mercenaries who work with the niya-atha are paid and led by a raja. In their natural forms, rajas are slippery foes who are difficult to harm with offensive magic. While enlarged, they trade their defenses for a terrifying bellow and brute strength. Sorcerers. Sorcerers are rare among the niya-atha, and each is celebrated as an omen of good luck. Descent from some long-forgotten elemental gives each sorcerer control over ice, allowing them to shield themselves and bombard foes with lethal accuracy. While enlarged, their ice magic loses some of its potency but becomes a frozen shield against their foes. Warriors. Warriors are the most common niya-atha. Clad in armor and armed with brass weapons, they are swift, mobile soldiers capable of climbing across walls and leaping great distances. They surrender these advantages when they swell in size, instead simply battering down their foes. Icy Wrath. The sorcerer's weapons are imbued with icy magic. When the sorcerer hits with any weapon, the weapon deals an extra 4 (1d8) cold damage (included in the attack). While enlarged, the sorcerer loses this bonus damage, but its AC increases to 16. Reduce. As the Niya-Atha Warrior. Actions Multiattack. The sorcerer makes three Scepter attacks or two Ice Shard attacks. Scepter. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 4 (1d8) cold damage if the sorcerer is not enlarged, or 8 (2d6 + 1) bludgeoning damage if the sorcerer is enlarged. Ice Shard. Ranged Spell Attack: +6 to hit, range 60/240 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) cold damage. Summon Iceberg (Recharge 5-6). The sorcerer chooses a point it can see within 120 feet of it. Each creature within a 20 feet of that point must make a DC 14 Dexterity saving throw. On a failure, a creature takes 11 (2d10) bludgeoning damage and 7 (2d6) cold damage and is restrained until the end of its next turn. On a success, a creature takes half the damage and isn't restrained. The sorcerer can't use this action while enlarged. Bonus Actions Enlarge. As the Niya-Atha Warrior. While enlarged, it also can no longer use the Summon Iceberg action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Niya-Atha Warrior","description":"The armored simian spoke calmly during the negotiations, but as the negotiations turned sour, it leapt into action, growing in size and cleaving the table in half with its sword. The niya-atha are jungle fey that resemble large, human-sized simians. They live in isolated kingdoms deep in the wilderness, where they war and plot against each other in endless conflicts. Though honorable and valorous, they are also utterly inhuman in mindset and obsessed with martial glory. Unwilling Adventure. The niya-atha kidnap travelers in their territory, conscripting the victims as mercenaries in their internal wars. They are rich and honorable employers, but they often deploy their new mercenaries on brutal campaigns. Those who survive are returned to their lands with their promised pay and reassurance of future help from the niya-atha. Of course, fey timescales are very different from those of other creatures and a mercenary's descendants are as likely to receive assistance from the niya-atha as the mercenary themselves. More than one would-be warlord has seen a company of honor-bound niya-atha join their side unprompted, repaying some karmic debt from a long-dead ancestor. Size-Shifting Warriors. The niya-atha can grow magically from normal height to immense sizes. This comes with increased strength but often limits their other skills. Warriors lose some of their mobility, sorcerers can't harness their most deadly incantations, and rajas lose their disciplined defense. Rajas. The rajas are the kings of the niya-atha. In addition to being potent duelists, they're inspiring commanders whose mere presence can bolster the spirits of their troops. Most mercenaries who work with the niya-atha are paid and led by a raja. In their natural forms, rajas are slippery foes who are difficult to harm with offensive magic. While enlarged, they trade their defenses for a terrifying bellow and brute strength. Sorcerers. Sorcerers are rare among the niya-atha, and each is celebrated as an omen of good luck. Descent from some long-forgotten elemental gives each sorcerer control over ice, allowing them to shield themselves and bombard foes with lethal accuracy. While enlarged, their ice magic loses some of its potency but becomes a frozen shield against their foes. Warriors. Warriors are the most common niya-atha. Clad in armor and armed with brass weapons, they are swift, mobile soldiers capable of climbing across walls and leaping great distances. They surrender these advantages when they swell in size, instead simply battering down their foes. Reduce. If the warrior starts its turn enlarged, it can choose to end the effect and return to its normal size (no action required). Standing Leap. The warrior's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. The warrior can't use this trait while enlarged. Actions Multiattack. The warrior makes two Mace or Longbow attacks. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 9 (2d6 + 2) bludgeoning damage while enlarged. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 12 (2d8 + 3) piercing damage while enlarged. Bonus Actions Enlarge. The warrior magically increases in size, along with anything it is wearing or carrying. While enlarged, the warrior is Large, doubles its damage dice on weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. While enlarged, it also can no longer use the Standing Leap trait. If the warrior lacks the room to become Large, this action fails.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Nkosi","description":"With a thick mane of beaded locks, these powerful-looking bestial humanoids grin with a huge mouthful of pointed teeth—as befits a shapeshifter that can turn into a noble lion. Beads and Braids. The nkosi resemble bestial humans with cat’s eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi’s true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion. Although comfortable in the wilds, nkosi can adapt to any environment. Clawlike Blades. In combat, they favor curved blades, wielded in a brutal fighting style in concert with snapping lunges using their sharp teeth. They prefer light armor decorated with bone beads, fetishes, and similar tokens taken from beasts they’ve slain. Pridelords. Nkosi pridelords are exceptionally tall and muscular members of the race, and they are leaders among their kin. Pridelords feature impressive manes but they are more famous for their powerful roar, which wakes the feral heart inside all members of this race. Traits Shapechanger: The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can’t speak, and its speed is 50 feet. Other than its speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Keen Smell: The nkosi has advantage on Wisdom (Perception) checks that rely on smell. Hunter's Maw: If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the nkosi can immediately make one bite attack against it as a bonus action. Actions Scimitar (Nkosi Form Only).: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d6 + 3) Slashing damage. Mambele Throwing Knife (Nkosi Form Only): Ranged Weapon Attack : +5 to hit, range 20/60 ft., One target. Hit : 6 (1d6 + 3) Piercing damage. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d6 + 3) Piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (shapechanger, nkosi)","Source":"Tome of Beasts","Alignment":"Lawful neutral","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Nkosi Pridelord","description":"With a thick mane of beaded locks, these powerful-looking bestial humanoids grin with a huge mouthful of pointed teeth—as befits a shapeshifter that can turn into a noble lion. Beads and Braids. The nkosi resemble bestial humans with cat’s eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi’s true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion. Although comfortable in the wilds, nkosi can adapt to any environment. Clawlike Blades. In combat, they favor curved blades, wielded in a brutal fighting style in concert with snapping lunges using their sharp teeth. They prefer light armor decorated with bone beads, fetishes, and similar tokens taken from beasts they’ve slain. Pridelords. Nkosi pridelords are exceptionally tall and muscular members of the race, and they are leaders among their kin. Pridelords feature impressive manes but they are more famous for their powerful roar, which wakes the feral heart inside all members of this race. Traits Shapechanger: The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can’t speak and its walking speed is 50 feet. Other than its speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Keen Smell: The nkosi has advantage on Wisdom (Perception) checks that rely on smell. Brute: A melee weapon deals one extra die of damage when the pridelord hits with it (included in the attack). Hunter's Maw: If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nkosi can make one bite attack against it as a bonus action. Actions Multiattack: The pridelord makes two attacks with its scimitar or with its mambele throwing knife. Scimitar (Nkosi Form Only): Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 11 (2d6 + 4) Slashing damage. Mambele Throwing Knife (Nkosi Form Only): Ranged Weapon Attack : +6 to hit, range 20/60 ft., One target. Hit : 7 (1d6 + 4) Piercing damage. Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 11 (2d6 + 4) Piercing damage. Pridelord’s Roar (Recharges after a Short or Long Rest): Each nkosi of the pridelord’s choice that is within 30 feet of it and can hear it can immediately use its reaction to make a bite attack. The pridelord can then make one bite attack as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (shapechanger, nkosi)","Source":"Tome of Beasts","Alignment":"Lawful neutral","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Noble","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble’s statistics can also be used to represent courtiers who aren’t of noble birth. Actions Rapier : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Parry : The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","AC":"15 (Breastplate)","HP":"9 (2d8)","CHA":16,"CON":11,"DEX":12,"INT":12,"STR":11,"WIS":14,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066176/7RcMpTox2fz2vGLBcLCgqg/original.png","Roll 0":"1d20 + 3\n1d8+1","Skills":"Deception +5, Insight +4, Persuasion +5","Source":"5th Edition SRD","data-XP":25,"Alignment":"Any Alignment","Languages":"Any Two Languages","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Rapier\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+3","data-CON-mod":"+0","data-DEX-mod":"+1","data-INT-mod":"+1","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+2","data-Reactions":"[{\"Name\":\"Parry\",\"Desc\":\"The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.\"}]","Challenge Rating":"1/8","Passive Perception":12,"data-CrNum":0.125,"data-AcNum":15,"data-HpNum":9},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Noble","description":"Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble’s statistics can also be used to represent courtiers who aren’t of noble birth. Actions Rapier : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Parry : The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Noble of Baphomet","description":"Noble Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. Cults of Baphomet Known as the Horned King, Baphomet divides the creatures of the world into two groups. Those who acknowledge his power are his servants, and he endows them with savagery and a hunter’s cunning. The rest are prey, creatures to be hunted and slaughtered. His aim is to transform the cosmos into his personal hunting ground. Baphomet is a savage entity, but he tempers his ferocity with shrewdness. He loves the hunt and the sense of impending doom that comes over prey that can’t escape his pursuit. His fondness for labyrinths, instilled in the minotaurs he created, reflects this aspect of his personality. Baphomet studies every detail of the mazes he creates and exults in the dread that overcome those who become lost in them. He tracks them at his leisure, striking only after the maze’s contorted corridors have exhausted the energy and the hope of his victims. Cultists. The cult of Baphomet attracts those who see themselves as superior to everyone else, to the extent that they consider other people little more than animals. Baphomet’s teachings reinforce these beliefs, appealing to the ego and justifying narcissism. Bigots are also drawn to Baphomet’s doctrine of individual superiority. Cultists of Baphomet include nobles who use their vassals as playthings, assassins who practice their murderous art for the sheer love of hunting intelligent creatures, and paranoid humans who combine a hatred⁠ of outsiders with bloodthirstiness. Typically, a cult builds a maze beneath a castle, a guild hall, or some other place it controls. The cultists drug their victims, strip them of their weapons and armor, and place them in the labyrinth before they wake up disoriented. Then the cultists stalk their prey in the maze. They howl as they chase their quarry, striking fear into their victims’ hearts before descending for the kill. If the hunt claims a particularly powerful creature, Baphomet might bestow boons on the cultists as a reward. Demonic Boons Ability Score Adjustment: Up to a +4 bonus to Strength, Wisdom, or both (not applied) Baphomet grants the gifts of cunning and physical power. He grants his rank-and-file followers the Unerring Tracker trait, and cult leaders gain the Incite the Hunters trait. All of his devotees also gain the Labyrinthine Recall trait. Traits Unerring Tracker. As a bonus action⁠, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action⁠ this creature learns the current distance and direction to the target if it is on the same plane of existence. The link ends if this creature is incapacitated or if it uses this ability on a different target. Incite the Hunters (Recharges after a Short or Long Rest). As an action⁠, this creature allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally’s Unerring Tracker. Labyrinthine Recall. This creature can perfectly recall any path it has traveled. Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Expansion":4,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Noble of Dispater","description":"Noble Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. Diabolical Cults of Dispater Dispater trades in secrets, offering them in return for a creature’s soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing governments or religious orders. Renegade mind flayers sometimes strike pacts with Dispater in search⁠ of the secrets needed to forever escape an elder brain’s domination. Goals: Power gained and used in secret, influence exerted via blackmail, control of people and organizations through knowledge of their weaknesses and shames Typical Cultist: Acolyte, bandit, bandit captain, cult fanatic, cultist, mage, noble, spy Cultists can gain the Infernal Insight trait. Cult leaders might also have the Vexing Escape trait. Traits Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, this creature gains advantage on all ability checks and attack rolls it makes until the end of the current turn. Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. Vexing Escape (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Expansion":4,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Noble of Fierna","description":"Noble Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. Diabolical Cults of Fierna Fierna is a master manipulator. Mortals who desire success in love or who seek to become beloved leaders at the head of a band of fanatics are drawn to striking bargains with her. Goals: Control over the emotions of others, turning them into puppets and playthings Typical Cultist: Acolyte, archmage, bandit captain, cult fanatic, cultist, knight, noble, priest, spy Her cultists can gain the Infernal Loyalty trait. Cult leaders can also gain the Loyalty beyond Death trait. Traits Infernal Loyalty. This creature has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait. Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. Loyalty beyond Death (Recharges after a Short or Long Rest). As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature’s Charisma score + half its number of Hit Dice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Expansion":4,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Noble of Glasya","description":"Noble Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. Diabolical Cults of Glasya As an expert in finding loopholes and exploiting the law for her own good, Glasya is a patron of thieves and other criminals, especially corrupt nobles. Her influence is supposed to strengthen family bonds, but she has taken a liberal interpretation of that and offers gifts that can be turned against family members. Goblins who risk insurrection against their hobgoblin masters make pacts with Glasya, as do kenku who form criminal gangs. Goals: Power gained by turning a system against itself, yielding power that isn’t only absolute but legitimate on a cultural and legal basis Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, knight, noble, spy, thug Glasya grants the Step into Shadows trait. Cult leaders can also gain the Infernal Ring Leader trait. Traits Step into Shadows (Recharges after a Short or Long Rest). As an action⁠, this creature, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn. Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. Infernal Ring Leader. As a reaction when this creature is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Expansion":4,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Noble of Levistus","description":"Noble Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. Diabolical Cults of Levistus Levistus has no cult in the traditional sense. Instead, he offers favors to those who are desperate to escape a seemingly inevitable fate. Drow are sometimes worshipers of Levistus, as their cruel society often pushes them into situations they feel they can’t escape. Goals: Survival and eventual revenge against those who wrong them Typical Cultist: Assassin, bandit captain, cult fanatic, cultist, mage, noble, spy, thug Levistus usually grants those who pledge their souls to him a single chance to escape from danger, but some cunning folk strike a deal with Levistus⁠, pledging their souls to him in return for escape at a future date. This boon takes the form of the Path of Levistus⁠ trait. Traits Path of Levistus. This creature magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the creature’s hit points. This ability can be invoked as an action⁠ by the creature or when the creature would die. Once the creature uses it, the creature can’t use it again. Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Expansion":4,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Noble of Mammon","description":"Noble Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. Diabolical Cults of Mammon Mammon’s greed overwhelms everything else. He deals with mortals who desire material wealth and provides them with the ability to spread that greed like an infection. The greedy duergar and even some dragons are prone to falling⁠ prey to Mammon’s temptations, and merchants and trade guilds are vulnerable to his bargains. Goals: Wealth, secured not only to promise personal comfort and power but to deny wealth and its benefits to others. Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, noble, spy, thug Mammon’s cultists can gain the Grasping Hands trait. Cult leaders can also gain the Promise of Wealth trait. Traits Grasping Hands (Recharges after a Short or Long Rest). As a bonus action⁠, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this creature succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds. Promise of Wealth (Recharges after a Short or Long Rest). As a bonus action⁠, this creature chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of this creature’s next turn, those allies gain advantage on all attack rolls against the target. Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Expansion":4,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Noctiny","description":"A grinning man brandishes a staff surmounted by a rune-covered skull. Blasphemous sigils adorn his clothes, and ashes stain his skin a sickly gray. Noctiny are wretched humanoids corrupted by fell power. Their skin is sallow and gaunt even before they smear it with ash, bone dust, and worse materials to wash all living color from their bodies. The noctiny embrace all manner of blasphemous and taboo behaviors to please their masters. Pyramid of Power. The noctiny’s lust for power drives them away from decency and reason. They are initiates who form the lowest rung of fext society. They swear themselves into service to the undead fext as thugs, servants, acolytes, and cannon fodder, and in exchange draw a trickle of power for themselves. A Race Apart. Though they arise from any humanoid stock, the noctiny are corrupted by the powers they serve. Noctiny retain the cosmetic traits that identify their original race if one looks hard enough, but any connection they once had to their fellows is overpowered by their transformation into noctiny. Traits Magic Resistance: The noctiny has advantage on saving throws against spells and other magical effects. Pact Wrath: One of the noctiny’s weapons is infused with power. Its attacks with this weapon count as magical, and it adds its Charisma bonus to the weapon’s damage (included below). Spellcasting: The noctiny is a 3rd-level spellcaster. Its spellcasting ability score is Charisma (save DC 13, +5 to hit with spell attacks). It knows the following warlock spells. Cantrips (at will): chill touch, eldritch blast, poison spray 1st level (4 slots): armor of agathys, charm person, hellish rebuke, hex 2nd level (2 slots): crown of madness, misty step Actions Multiattack: The noctiny makes two melee attacks. Pact Staff (One-handed): Melee Weapon Attack : +3 to hit, reach 5 ft., One target. Hit : 7 (1d6 + 4) Bludgeoning damage. Pact Staff (Two-handed): Melee Weapon Attack : +3 to hit, reach 5 ft., One target. Hit : 8 (1d8 + 4) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (noctiny)","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Nok-Nok (Level 1)","description":"Nok-Nok sees himself as a goblin legend in the making, although he admits that he hasn’t figured out how to get what he wants: to become the fifth of the goblin hero gods and be worshipped by a legion of fearful devotees. Traits Equipment. A crowbar, common clothes, 15 gp, shortsword, shortbow and quiver with 20 arrows, burglar’s pack, leather armor, two daggers, thieves’ tools Nimble Escape. Nok-Nok can take the Disengage or Hide action as a bonus action on each of his turns. Sneak Attack. Once per turn, Nok-Nok can deal an extra 3 (1d6) damage to one creature he hits with an attack if he has advantage on the attack roll; or another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Nok-Nok doesn’t have disadvantage on the attack roll. The attack must use a finesse or a ranged weapon. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblin)","Alignment":"chaotic evil","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Nok-Nok (Level 5)","description":"Nok-Nok sees himself as a goblin legend in the making, although he admits that he hasn’t figured out how to get what he wants: to become the fifth of the goblin hero gods and be worshipped by a legion of fearful devotees. Traits Equipment. Bag of holding , a crowbar, common clothes, shortsword, shortbow and quiver with 20 arrows, burglar’s pack, leather armor, two daggers, thieves’ tools, 640 gp. Cunning Action. Nok-Nok can take a bonus action on each of his turns to take a Dash, Disengage, or Hide action. Fast Hands. Nok-Nok can use the bonus action granted by his Cunning Action to make a Dexterity (Sleight of Hand) check, use thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Nimble Escape. Nok-Nok can take the Disengage or Hide action as a bonus action on each of his turns. Sneak Attack. Once per turn, Nok-Nok can deal an extra 10 (3d6) damage to one creature he hits with an attack if he has advantage on the attack roll; or another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Nok-Nok doesn’t have disadvantage on the attack roll. The attack must use a finesse or a ranged weapon. Actions Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6+4) piercing damage. Reactions Uncanny Dodge. When an attacker Nok-Nok sees hits him with an attack, he can use his reaction to halve the attack’s damage against him.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblin)","Alignment":"chaotic evil","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Nomad Guard","description":"Appearance and Personality: The guards are rugged, but well-­worn soldiers. All take clear pride in the patterns with which their hair is braided and the condition of their spears. They recognize that the survival of their tribe is entirely dependent upon their skill at arms. To insure this, they drill regularly and are unrelentingly dour and invariably focused upon security measures. The guards are routinely suspicious of any friendly gestures the PCs might make, suspecting that these could have sinister motives. Traits Halfling Nimbleness. The nomad guard can move through the space of any enemy that is size Medium or larger. Lucky. Whenever the nomad guard rolls a 1 on an attack roll, ability check, or saving throw, they may reroll the die and must use the new roll. Pack Tactics. The nomad guard has advantage on attack rolls against a creature if at least one of the nomad guard’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoids (Halfling)","Alignment":"Chaotic Good","Expansion":30502,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Nomadic Goblin","description":"This goblin looks leaner and meaner than most of its kind, its skin a dark shade of greenish brown and its arms and hands covered in bulging calluses and scar tissue. The goblin rides atop a massive wolf as if it were second nature. In contrast to the goblins that live in abandoned mines, ruins, or similar locations, nomadic goblins roam the open plains, in large bands, following the herds of bison and similar creatures that live there. They are consummate hunters and trackers, especially formidable when they travel on the backs of their wolf mounts. Nomadic goblins ambush caravans and raid human villages along their path, using hit-and-run tactics to outmaneuver superior forces and whittle them down. They are just as cowardly as their more sedentary kin, however—not above fleeing if the fight turns against them. Wolf Friends. Nomadic goblins have a deep bond with wolves , dire wolves , and worgs . In most goblin tribes, only a select few warriors can ride such creatures, but nomadic goblins are virtually born in the saddle, and only the very young do not have their own mounts. Most adult nomadic goblins ride wolves, while the more powerful or important tribe members ride dire wolves or worgs. Pressed into Service. Nomadic goblins rarely associate with other kinds of goblins, since they typically steer clear of where other tribes live. On occasion, powerful goblin warlords have been known to take over or hire a tribe of nomadic goblins to serve as elite cavalry units, and for that reason, nomadic goblins can sometimes be found in the front line of a goblin army. TRAITS Lupine Affinity. Nomadic goblins have a special rapport with wolves, worgs, and other wolflike creatures. They add double their proficiency bonus to Wisdom (Animal Handling) checks when dealing with such creatures, and wolves, dire wolves, and worgs will not attack a nomadic goblin unless magically compelled to do so. Mounted Slash. When a nomadic goblin mounted on a wolf, worg, or dire wolf hits a target with its scimitar, the attack deals an extra 1d4 slashing damage. ACTIONS Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Neutral Evil","Expansion":25357,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Nonaton Modron","description":"When modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus. Nonatons have wormlike bodies studded with nine mechanical arms. “You wanna learn Modron? Yeah, I speak it. Lesson one: ‘beep boop.’ That means ‘Hello, friend, I mean you no harm.’ Really, I swears it!” —Morte, amid surely innocent snickering Modrons Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked base modrons—monodrones, duodrones, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monst er Manual . “I’ve known a few modrons in my day. Most are gullible, harmless sorts. Watch out for those hierarch modrons, though. Not only can’t they take a joke, they’ll blame you for disrupting the lawful working of the multiverse then try to measure how much your powdered bones weigh. ” –Morte Traits Axiomatic Mind. The nonaton can't be compelled to act in a manner contrary to its nature or its instructions. Combat Ready. The nonaton has advantage on initiative rolls. Disintegration. If the nonaton dies, its body disintegrates into dust, leaving behind anything it was carrying. Spellcasting. The nonaton casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: detect magic , dispel magic , mending (as an action) 1/day each: plane shift (self only), protection form evil and good Actions Multiattack. The nonaton makes three Arm attacks and uses Pillar of Truth or Spellcasting. Arm. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the nonaton can't use this arm against other targets. The nonaton has nine arms, each of which can grapple one target. Pillar of Truth. The nonaton chooses a point on the ground that it can see within 60 feet of itself. A 60-foot-tall, 20-foot-radius cylinder of magical force rises from that point. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) force damage, and the creature revers to its original form (if it's in a different form) and can't assume a different form until the end of its next turn. On a successful save, a creature takes half as much damage only. “You ever notice how certain modrons sort of look like some kind of wacky dice?” –Morte","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"typically lawful neutral","Expansion":26427,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Noran","description":"At first glance, the noran appears as an ordinary petrified tree full of knots and holes. What gives it away is its face growing out of the trunk, with two eyelids and a mouth filled with teeth that look like crudely-sharpened wooden stakes. Above the noran's face is a hollow but sturdy 4-foot long, 2-foot diameter branch. The noran also possesses three prehensile branches, each ending in long sharp claws. The noran can move, albeit slowly, by crawling on the ground with its thick stubby roots. It is normally found at the edges of bogs, gloomy forests, and swamps, where it can blend easily. A few have also been discovered living deep within the Underdark. Ambush Hunter. The noran is an aggressive carnivorous creature. While it still needs water and soil nutrients, it is nourished mainly by meat. The noran is usually an ambush hunter, waiting for prey to wander close to it. Once its target is within range, the noran explodes into action, attacking with its powerful claws at blinding speed. Most victims are torn to pieces by the initial assault. Those that manage to survive are grappled by the noran and bitten until it is dead. Deadly Cannoneer. What makes the noran deadly is its ability to shoot rocks from its hollow cannon-like branch located above its face. The noran has a body organ that can trap and heat air, allowing it to build pressure within its trunk cavity until it decides to release it. If the noran has a rock loaded within its cannon's aperture, it can release the built-up pressure and shoot the rock with tremendous power. The noran can aim the rock accurately at distances of 120 feet. Most prey are instantly killed by the rock's blow which is strong enough to shatter bone and break spinal columns. Those that survive are either stunned or knocked unconscious, giving the noran ample time to reach it. Awakened Tree. The noran, said to be distantly related to treants, is an intelligent tree that understands the value of coin and treasure. The noran usually collect them, keeping them within its cavity. It may be a voracious predator, but it is intelligent enough to recognize mutually beneficial arrangements. As long as it is paid and fed well, it can be hired to serve as a sentry. While the noran itself isn't an evil creature, it has been known to associate with green dragons, hags, harpies, malignos, quicklings, redcaps, and tikbalangs. Traits False Appearance. If the noran is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the noran move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the noran is animate. Actions Multiattack. The noran makes two Claw attacks. If it is grappling with a creature, it can also use its Bite. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, the noran can automatically hit the target with its Claw attack. The noran has two claws, each of which can grapple only one target. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target it is grappling with. Hit: 16 (3d6 + 6) piercing damage. Rock Cannon. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 33 (5d10 + 6) bludgeoning damage, and the target must succeed on a DC 17 Constitution saving throw or become stunned until the end of its next turn. If the saving throw fails by 5 or more, the target is knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. The noran must have a rock loaded inside its cannon to use this action. Bonus Actions Load Rock Cannon. As a bonus action, the noran loads its cannon with a rock ammunition.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Northern Wolf","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":29375,"Challenge Rating":1},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Nosferatu","description":"Vicious, undead hunters, nosferatu possess the endless thirst of vampires but none of their grace. For them, existence is nothing more than an everlasting string of cold, desperate nights punctuated by crimson splashes of momentary warmth and lucidity. These joys are fleeting, as their blood addiction can never be quelled. Nosferatu feed on anything with blood. Heaps of mutilated rats and stables turned into slaughterhouses are typical first signs of a nosferatu’s predation. When the sun interrupts their hunts, nosferatu retreat to favored ruins, sewers, or caves, caring nothing for their lair’s comfort. Rather than retiring to crypts, they seek filthy or inaccessible fissures, places any living soul would avoid. For a few moments after feeding, nosferatu are lucid and capable of considering more than their next meal. In these instants, nosferatu recollect glimpses of what they once were, beings who knew pride, intention, and a world beyond the shadows. They might even momentarily be convinced to converse with other creatures. However, those who talk with nosferatu typically find them selfish, duplicitous creatures whose memories are faded and whose basic respect for life is long dead. Traits Regeneration. The nosferatu regains 10 hit points at the start of each of its turns if it has at least 1 hit point and isn’t in sunlight. If the nosferatu takes radiant damage, this trait doesn’t function until the start of the nosferatu’s next turn. Spider Climb. The nosferatu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The nosferatu takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Unusual Nature. The nosferatu doesn’t require air. Actions Multiattack. The nosferatu makes two Claw attacks followed by one Bite attack. If both Claw attacks hit the same creature, the Bite attack is made with advantage. Claw . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Bite. Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage. If the target is missing any of its hit points, it instead takes 11 (2d10) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nosferatu regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried in the ground rises as a nosferatu after 1d10 days. Blood Disgorge (Recharge 5–6). The nosferatu vomits blood in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) necrotic damage, and it can’t regain hit points for 1 minute. On a successful save, the creature takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":10535,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Nosferatu Alpha","description":"An alpha is the leader of a nosferatu pack and is often the progenitor of its members. The alpha exhibits greater cunning, strength, and resilience. The alpha, unlike its kind, is capable of prolonged lucid thinking and can keep its bloodthirsty urges in check long enough to have a decent conversation. Nosferatu The nosferatu is a vampire-like, undead creature (Van Richten's Guide to Ravenloft). Traits Pack Tactics. The nosferatu has advantage on an attack roll against a creature if at least one of the nosferatu's allies is within 5 feet of the creature and the ally isn't incapacitated. Packmaster. An allied nosferatu that starts its turn within 30 feet of this nosferatu that can see or hear this nosferatu gains Pack Tactics until the start of its next turn, provided this nosferatu isn't incapacitated. Regeneration. The nosferatu regains 10 hit points at the start of each of its turns if it has at least 1 hit point and isn’t in sunlight. If the nosferatu takes radiant damage, this trait doesn’t function until the start of the nosferatu’s next turn. Spider Climb. The nosferatu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The nosferatu takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Unusual Nature. The nosferatu doesn’t require air. Actions Multiattack. The nosferatu makes two Claw attacks followed by one Bite attack. If both Claw attacks hit the same creature, the Bite attack is made with advantage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (1d8 + 6) piercing damage plus 7 (2d6) necrotic damage. If the target is missing any of its hit points, it instead takes 11 (2d10) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nosferatu regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried in the ground rises as a nosferatu after 1d10 days. Blood Disgorge (Recharge 5–6). The nosferatu vomits blood in a 15-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 22 (5d8) necrotic damage, and it can’t regain hit points for 1 minute. On a successful save, the creature takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Nosferatu Master","description":"The master rules over all nosferatu in a given region. It is an ancient, malevolent, and powerful undead being. It is the oldest of all nosferatu, often the blood parent or origin of the alphas that serve it, and is revered by its kind. Unlike other nosferatu, the master is fully lucid, can control its feral instincts, and has bat-like wings, making it very dangerous. Nosferatu The nosferatu is a vampire-like, undead creature (Van Richten's Guide to Ravenloft). Traits Legendary Resistance (3/Day). If the nosferatu fails a saving throw, it can choose to succeed instead. Regeneration. The nosferatu regains 10 hit points at the start of each of its turns if it has at least 1 hit point and isn’t in sunlight. If the nosferatu takes radiant damage, this trait doesn’t function until the start of the nosferatu’s next turn. Spider Climb. The nosferatu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The nosferatu takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Unusual Nature. The nosferatu doesn’t require air. Actions Multiattack. The nosferatu uses Terrifying Presence. It then makes two Claw attacks followed by one Bite attack. If both Claw attacks hit the same creature, the Bite attack is made with advantage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 10 (1d8 + 6) piercing damage plus 10 (3d6) necrotic damage. If the target is missing any of its hit points, it instead takes 16 (3d10) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nosferatu regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried in the ground rises as a nosferatu after 1d10 days. Terrifying Presence. Each creature of the nosferatu’s choice that the nosferatu can see within 120 feet of it must succeed on a DC 16 Wisdom saving throw or become frightened of the nosferatu for 1 minute. The frightened creature is paralyzed. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the nosferatu’s Terrifying Presence for the next 24 hours. Blood Disgorge (Recharge 5–6). The nosferatu vomits blood in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (6d8) necrotic damage, and it can’t regain hit points for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. Legendary Actions The nosferatu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The nosferatu regains spent legendary actions at the start of its turn. Claw. The nosferatu makes one Claw attack. Move. The nosferatu moves up to its speed. Mauling Pounce (Costs 3 Actions). The nosferatu moves up to its speed without provoking opportunity attacks, and it can make one Claw attack against each creature it moves past.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Nostradamicus","description":"To fulfill his desires of uncovering the secrets of the universe, Nostradamicus transformed himself into a lich, separating his soul from his body. However, after completing the ritual he became so paranoid about allowing any being near his phylactery that he now spends his days doing arcane research in isolation: speaking only to himself, and guarded by an eerie labyrinth filled with powerful magic, traps, and guardians he has deemed truly loyal. Self-Imposed Prison. Nostradamicus’s mistrust of others has him convinced that he must be prepared for attempts on his life at all times, and he keeps himself locked in the deepest parts of his demiplane’s labyrinth, communicating with the outside only through a series of notes or sounds transmitted through solid objects. The labyrinth itself is guarded by endless traps, magical wards, and numerous beasts and monsters captured from all manner of planes and magically bound to serve him. Master Diviner. Nostradamicus has honed his ability to divine the future in search of eliminating threats to his life. However, his paranoia leads him to see danger in even the least threatening visions, and he has been known to set plans in motion on false assumptions. Armored Phylactery. Nostradamicus’ phylactery is a crystal orb that emits the same pale blue light as his eyes. To keep it safer still, he has bound the crystal in a spherical cage of adamantine and has enchanted the entire object against damage from almost every source imaginable. Though he would never reveal this secret, destroying his phylactery requires the willing sacrifice of a living humanoid by magically transposing their heart with the phylactery. This process destroys both souls, preventing the sacrifice from being resurrected. Appearance. Nostradamicus is a tall, lanky individual draped in stale, moldy robes with a deep-sunken face illuminated by teal-blue light emanating from his eye sockets. A long, white, seemingly endless beard covers his face and drapes down to gather on the floor around him. His skin is pulled taut against his bones, and his overgrown fingernails have taken on a claw-like appearance in undeath. Personality. Nostradamicus enjoys his extreme isolation, and rambles to himself constantly, his mutterings echoing throughout the infinite halls of his labyrinth. Paranoid to a fault, he keeps deadly traps even within his inner sanctum, occasionally surprising himself (and furthering his paranoia) when he forgets where one is placed. Plot Hooks A Search for Ingredients. Nostradamicus needs some rare ingredients procured for his research, and in lieu of collecting them himself, he has developed a ritual that will pluck objects from an area of his choice - like an arcane fishing rod thrown into the material plane. The disappearance of an important object leads to a call for adventurers to find it and bring it back. Faulty Vision. Nostradamicus has a vision that he interprets as the party representing a threat on his life. Preferring to take control of the situation, he sets plans in motion to trap the party in his labyrinth, where they must prove they are of no threat before his traps and minions kill them. Portents of Doom. In searching for threats to his existence, Nostradamicus uncovers a plot of world-ending importance. He uses his magic to put out a call to adventurers, inviting them to his labyrinth to prove themselves. While he tests the strength of adventurers, he also gauges their trustworthiness, jettisoning (or killing) those he believes would be a threat to him even if they succeed in preventing the doom he has foretold. Tactics Nostradamicus’ Foresight trait combined with his Legendary Resistance and Daily Portent means that he is incredibly slippery, able to avoid most spells and effects thrown at him. When physically restrained, he uses Arcane Slip to escape to a better position. While in his labyrinth, the Shifting Labyrinth lair action can allow him to create a pocket of safe space or a medium-size prison by connecting the sections of wall to an existing wall in a U shape, while Arcane Warding makes him even harder to destroy. He generally assumes he will only ever face one combat scenario each day as long as he is in his labyrinth, and opens combat with his most powerful spells, including power word: bleed and suffocating symbol-crypt. Despite his phylactery’s relative safety (see Armored Phylactery above), he is paranoid about allowing his body to be destroyed in case his assailants steal his phylactery. When reduced below half hit points, he tries to escape if a favorable end to the fight is not in sight. Lair Actions While in his labyrinth, on initiative count 20 (losing initiative ties), Nostradamicus takes a lair action to cause one of the following effects; Nostradamicus can’t use the same effect two rounds in a row: Arcane Warding. A ward creates a shield around Nostradamicus, and he gains 30 temporary hit points. These temporary hit points are subtracted from damage dealt when determining whether one of his Injury thresholds has been met. Trapped!. Two creatures chosen at random that are within 120 feet of Nostradamicus (including himself) trigger a trap. These creatures must make a DC 21 Dexterity saving throw or take 14 (4d6) points of force damage. Shifting Labyrinth. The labyrinth shifts and changes, and six 5-foot square sections of wall materialize anywhere within 120 feet of Nostradamicus. These wall segments reach to the ceiling, and must either form a continuous wall or be in contact with another existing wall. These segments disappear when this effect next occurs. Traits Rejuvenation. If Nostradamicus’ phylactery is intact, he gains a new body within 1d10 days when destroyed. When his new body forms, he appears within 5 ft. of the phylactery with all his hit points restored and with no Injuries. Legendary Resistance (3/Day). If Nostradamicus fails a saving throw, he can choose to succeed instead. Legendary Toughness (3/Day). When Nostradamicus gains an Injury, he can choose to ignore the effects of the Injury until he finishes a long rest. Spellcasting. Nostradamicus is a 19th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). Foresight. Nostradamicus has the ability to see into the immediate future. He can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against Nostradamicus. This effect can be disabled for 1 minute with a successful dispel magic against a 9th-level spell, and does not function in an antimagic field. Daily Portent (2/Day). Nostradamicus can replace the result of any d20 roll made by himself or a creature he can see within 120 ft. of him with a 1 or a 20. Once he has selected one of these numbers, he can’t select it again until he finishes a long rest. Turn Resistance. Nostradamicus has advantage on saving throws against any effect that turns undead. Actions Painful Bolt. Nostradamicus casts painful bolt * . Ranged Spell Attack: +13 to hit, range 30 ft., one creature. Hit: 10 (4d4) psychic damage, and the creature’s Injury thresholds are reduced by 10 until they receive an Injury or until the end of Nostradamicus’ next turn, whichever comes sooner. Vile Incantation. Nostradamicus casts vile incantation * at 4th level. One creature Nostradamicus touches must succeed on a DC 21 Constitution saving throw or take 21 (8d6) force damage and be inflicted with a core Injury of his choice. This Injury must be of Dangerous ] severity or lower. On a successful save the creature suffers half damage and is not Injured. Any creature immune to polymorph effects, such as a shapechanger, or not made of organic matter has advantage on the saving throw. Any creature that is incorporeal is not affected by this spell. This spell cannot inflict an Injury if the creature already has one of the severity that would be inflicted. Vicarious Shriek (Recharge 4-6). Nostradamicus casts vicarious shriek *. Up to three creatures the bloodthorn druid can see within 30 ft. must make a DC 13 Wisdom saving throw. On a failed saving throw, each creature takes 10 (3d6) psychic damage, plus 7 (2d6) additional psychic damage per creature that failed its saving throw, or half as much on a successful save. Additionally, each creature that fails its save becomes frightened of Nostradamicus and each target of the spell other than themselves. At the end of each of their turns, they can attempt a new saving throw to shake off the fear. On a creature’s first failed save, the nearest creature within 60 ft. of them that is hostile to Nostradamicus and was not a target of the initial casting of the spell must make a Wisdom saving throw, on a failed save this creature takes 21 (6d6) psychic damage and becomes frightened of the bloodthorn druid and the targets of the spell. On a successful save the creature takes half damage and is not frightened. This creature can also attempt a new save to end its fear at the end of each of its turns, though the spell does not target additional creatures if it fails this save. Wrack (Recharge 5-6). Nostradamicus casts wrack *. One creature Nostradamicus can see within 60 ft. must succeed on an Intelligence saving throw or take 18 (4d8) psychic damage and be stunned until the end of his next turn. On a successful saving throw, the creature takes half damage and is sickened until the start of its next turn instead. This spell has no effect on undead or constructs. Power Word: Bleed (1/Day). Nostradamicus casts power word: bleed *. One living creature Nostradamicus can see within 90 ft. of him must make a DC 21 Constitution saving throw or take (55) 10d10 force damage and gain a special Injury of Deadly IIII severity, \"Ruptured\". While Injured in this way, a creature takes 11 (2d10) damage at the start of each of its turns, has its Injury thresholds reduced by 10, and regains only half the usual hit points from spells and potions. This Injury lasts for 1 minute, or until the creature receives magical healing from a spell of 5th level or higher. Suffocating Symbol-Crypt (1/Day). Nostradamicus casts Ersch’s suffocating symbol-crypt *. Nostradamicus chooses one creature that he can see within 60 ft. of him. That creature must make a DC 21 Dexterity saving throw or be trapped in a box of pure force and immediately begin to suffocate as though it had run out of air (see player’s book page 183). Nothing can pass through the barrier, though it is mostly translucent. As an action, any creature within 10 ft. of the prison can attempt a DC 21 Intelligence check to learn the passphrase necessary to dispel the barrier. On a success, they can speak the phrase and cause the spell to end. When the spell ends, the barrier disappears and the target creature's breath returns. The spell also ends early if the target dies. A creature that does not need to breathe can still be affected by this spell, though it does not suffocate. Ability checks made to dispel the barrier (but not to counter the spell) have disadvantage. Bonus Actions Arcane Slip. Nostradamicus teleports up to 60 ft. to an unoccupied space. Nostradamicus can’t use this ability if he uses his action to cast any spell other than a cantrip, such as painful bolt .* Legendary Actions Nostradamicus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Nostradamicus regains spent legendary actions at the start of his turn. Cantrip. Nostradamicus casts painful bolt * or any other cantrip he knows. Read Thoughts. Nostradamicus listens in on the thoughts of creatures within 30 ft. of him, learning their surface thoughts. He can also choose one of them to learn more from. That creature must make a DC 21 Wisdom saving throw. On a failed save, Nostradamicus gains insight into its reasoning (if any), current emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). Overwhelming Gaze (Costs 2 Actions). Nostradamicus shares visions of defeat as he locks eyes with his foe. One creature Nostradamicus can see that can see him and that is within 10 ft. of him must succeed on a DC 21 Wisdom saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Arcane Consumption (Costs 3 Actions). Nostradamicus absorbs magical energy from those around him. Each creature within 20 ft. of him must make a DC 21 Constitution saving throw or take 21 (6d6) force damage and lose its highest-level available spell slot. On a successful save creatures take half damage and do not lose a spell slot. Nostradamicus regains hit points equal to the combined levels of the spell slots lost. If any of the spell slots lost were of 7th-level or higher, the next spell he casts also deals maximum damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":22},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Noth-norren","description":"A massive upsidedown tornado races along the ground, its mouth swallowing everything around it and its tail spiraling off into the air. The interior of the whirlwind is lined with thousands of jagged teeth, ready to devour all in its path. Epitomes of Destruction. The noth-norren is one of the most destructive and malicious of all elemental creatures and joyfully indulges in the rampant destruction of anything it can fit into its churning vortex. Noth-norrens are typically found in the wildest regions of the Elemental Plane of Air, where their presence often goes overlooked until they strike. They are rare on the Material Plane, though they can be summoned by flying polyps via an ancient ritual. Strange Relations. Noth-norrens have a strange connection to flying polyps, and, when the two creatures are found together, they cooperate in battle. Sages have long speculated about the relationship between the two creatures, some believing that noth-norrens were created by flying polyps for use in their ancient wars, while others maintain that nothnorrens are flying polyps that have been slain and reborn on the elemental planes in new bodies.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"elemental","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Nothic","description":"A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies’ bones. Cursed Arcanists. Rather than gaining the godlike supremacy they crave, some wizards who devote their lives to unearthing arcane secrets are reduced to creeping, tormented monsters by a dark curse left behind by Vecna, a powerful lich who, in some worlds, has transcended his undead existence to become a god of secrets. Nothics retain no awareness of their former selves, skulking amid the shadows and haunting places rich in magical knowledge, drawn by memories and impulses they can’t quite understand. Dark Oracles. Nothics possess a strange magical insight that allows them to extract knowledge from other creatures. This grants them unique understanding of secret and forbidden lore, which they share for a price. A nothic covets magic items, greedily accepting such gifts from creatures that seek out its knowledge. Lurkers in Magical Places. Nothics are notorious for infiltrating arcane academies and other places rich in magical learning. They are driven by the vague knowledge that there exists a method to reverse their condition. This isn’t a clear sense of purpose, but rather an obsessive tug at the end of the mind. Some nothics are clever enough to realize that this is merely part of the strange lesson for their folly, a false hope to drive them to seek out more arcane secrets. Traits Keen Sight : The nothic has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The nothic makes two claw attacks. Claw : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Rotting Gaze : The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage. Weird Insight : The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Nothic Eye of Vecna","description":"An eye of Vecna was once a necromancer wizard who tirelessly sought the secrets of lichdom. In the end, it failed and was cursed to become a dark and grotesque version of nothic. Its head is almost skull-like, and its body looks desiccated, with its leathery skin almost stretched over its bony form. Despite its appearance, the eye of Vecna is a dangerous creature whose mere stare can cause a creature's flesh to instantly rot and decay. Traits Decaying Gaze. When a creature starts its turn within 30 feet of the nothic and is able to see the nothic's eye, the nothic can magically force it to make a DC 14 Constitution saving throw, unless the nothic is incapacitated. On a failed save, the creature takes 21(6d6) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The nothic uses its Decaying Glare and makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 10 (3d6) necrotic damage. Decaying Glare. The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Constitution saving throw against this magic or take 21 (6d6) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Mind Twitch (Recharge 5–6). The nothic chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Intelligence saving throw, or it takes 21 (4d8 + 3) psychic damage and must use their reaction to move up to half its speed to a space of the nothic's choice that the nothic can see. This movement provokes opportunity attacks. Constructs and Undead are immune to this effect. Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Nothic Mindblight","description":"At first glance, the mindblight looks just like a standard nothic. A closer examination will reveal that it has a lighter, greenish hide and its eye is colored a bizarre bright orange-red. The mindblight was a wizard enchanter before it was cursed. Any creature foolish enough to look at the mindblight risk becoming temporarily insane. Traits Insanity Gaze. When a creature starts its turn within 30 feet of the nothic and is able to see the nothic's eye, the nothic can magically force it to make a DC 14 Intelligence saving throw, unless the nothic is incapacitated. On a failed save, the creature must use its action to move up to its speed and make a melee weapon attack against a creature of the nothic's choice that the nothic can see. Constructs and Undead are immune to this effect. Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The nothic uses its Rotting Gaze and makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) psychic damage. Rotting Gaze. The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Constitution saving throw against this magic or take 14 (4d6) necrotic damage. Mind Rot (Recharge 5–6). The nothic chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Intelligence saving throw, or it takes 15 (3d8 + 2) psychic damage, has disadvantage to attack rolls, ability checks, and saving throws, and can't use reactions until the end of the nothic's next turn. If the target is a spellcaster that has unused spell slots, it also expends 1d4 spell slots (chosen at random). Constructs and Undead are immune to this effect. Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Nourished Tavern Mimic Brain","description":"Tavern Mimics One of the rarest forms of mimic, tavern mimics are living structures that provide hospitality, benign or otherwise, in the remote wilds. These shapechanging buildings move using a variety of mechanisms: slug-like convulsions, millions of tiny cilia, or even hundreds of humanoid feet. Biomantic Origins. Tavern mimics occur when strong biomantic fields in the presence of a large structure, an unattached mind, and a mimic receive a sudden burst of magical energy. The most famous example is Jonjo Starr who, in attempting to create a lich phylactery in the biomantic laboratory of his half brother, Dr. Francis Norman Stein, accidentally fused himself to the building. Such creations are referred to as ‘mymilacteries’. Dark Contest. Tavern mimics often experience strong internal conflict. The basal, voracious appetite of the mimic desires only to consume and grow, while the mind with which it’s fused often has more complex desires. Not all tavern mimics are evil; some enjoy existence as a hub of activity, selling shelter and buying the produce on which they feed. Others aim to deceive travellers, giving into their core instincts and feeding on them as they sleep. Clever tavern mimics are selective and opportunistic predators, feeding only on strays and vagabonds who will not be missed. Lifecycle. Like all mimics, tavern mimics lay eggs. These baby mimics have a limited number of forms they can take, and often appear as a pile of gold coins. This coin form is, in fact, their dispersal strategy. Mixed into a traveller’s purse, a baby mimic can quickly find itself miles from home, and able to feed on the fingertips of consumers and pickpockets alike. Like the common cuckoo bird, a baby mimic will often push normal coins and other baby mimics out of a purse to ensure it is more likely to be spent. A Tavern Mimic’s Lair Tavern mimics set up shop along busy trade routes, at well-travelled crossroads, or in mountain passes`` where no other respite is available. Benign tavern mimics often become recognised features in the landscape, valued by travellers and traders. More hostile tavern mimics will move frequently, lest their malevolent existence be discovered. Regional Effects The area within 6 miles of the tavern mimic’s favourite spot has the following properties: Trampled Terrain. Trampled ground consisting of hundreds of unique footprints can be found criss-crossing the region. Tracking checks that aim to follow footprints other than the tavern mimic’s have disadvantage. Bleached Bones. Piles of bleached bones and inorganic matter, such as coins and gemstones, can be found in small piles in the region. Some gold coins among these caches are mimic eggs. Odd Stories. Folks that have travelled through the region often inadvertently take shelter inside the mimic. They tell tales of strange proprietors and bartenders that communicate with one another without talking, of especially comfortable beds, and of fellow travellers that “leave before the crack of dawn” and are never seen again. Lair Actions While the tavern mimic lives, it can take the following lair actions. The saving throw DC and damage of the lair actions depend on the level at which you run the hunt, as shown in the following table. Variable Lair Action Statistics Hunt Level VDC Vdam 3rd 12 3 (1d6) 8th 14 7 (2d6) 13th 16 14 (4d6) Lair Actions. On initiative count 20 (losing initiative ties), the tavern mimic takes one of the following lair actions; the mimic can’t take the same lair action two rounds in a row. Drool. The tavern mimic secretes acid from a part of its ceiling in a 30-foot square. Each creature directly under the area must make a VDC Dexterity saving throw, taking Vdam acid damage on a failure, or half as much damage on a success. Peristalsis. A wave shudders through the tavern mimic as its hidden musculature contracts. Each non-mimic creature in the tavern must make a VDC Dexterity saving throw. On a failure, a creature takes Vdam bludgeoning damage and is pushed 15 feet in a direction of the tavern mimic’s choice, where it falls prone. On a success, it is moved 5 feet in a direction of the tavern mimic’s choice, takes no damage, and doesn’t fall prone. Sink. A 10-foot square of the tavern mimic’s floor becomes incredibly soft and sticky. Each creature on the floor in the area, or that enters the area for the first time on its turn, must succeed on a VDC Strength saving throw or become restrained. A creature that ends its turn while restrained in this way sinks 2 feet into the tavern’s floor and takes Vdam acid damage. A creature that sinks below its height can’t breathe. A creature within 5 feet of a creature restrained in this way, including the restrained creature, can make a VDC Strength check, freeing the stuck creature and pulling it to the nearest non-sinking area on a success. The area is difficult terrain for all non-mimic creatures until the tavern mimic finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity (shapechanger)","Alignment":"alignment varies","Expansion":23695,"Challenge Rating":15},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Novice Agent","description":"Agents On Tholus, the Karelagne Empire’s home world, secret imperial operatives discretely work to eliminate threats to the Empire. Occasionally, imperial leadership will recognize a threat in the Aetherial Expanse that cannot be dealt with by pure military force, sending one of their skilled agents to deal with the issue. The powerful merchant princes of Ayris boast their own agents. These are sent on covert missions to thwart their competition or boost their mercantile might. Regardless of their patron, agents are skilled individuals adept at espionage and have a knack for succeeding, even when the odds are against them.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":0.5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Noxa","description":"Composed of toxic, odorless gases like helium and neon, noxas are some of the most dangerous nova elementals. The combination of their invisible presence and poisonous nature means they can easily suffocate a target before anyone notices something is wrong. However, more whimsical mages have been known to trap noxas in glass tubes and feed them energy to create softly glowing fluorescent lamps of various colors. Traits Faultless Stability. The noxa is immune to any spell or effect that would alter its form. Fluorescence. When the noxa is subjected to fire or lightning damage, it begins to glow. Until the start of its next turn, the noxa sheds bright light in a 15-foot radius and dim light in an additional 15 feet. While glowing in this manner, the noxa cannot benefit from being invisible. Gaseous Form. The noxa can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Invisible. The noxa is invisible. Actions Multiattack. The noxa makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Asphyxiation. The noxa chooses one creature within its space and floods the creature’s lungs with poisonous gas. The creature must make a DC 14 Constitution saving throw. On a failure, it takes 27 (6d8) poison damage, is restrained, and begins suffocating. On a success, it takes half as much damage, is not restrained, and does not begin suffocating. If the targeted creature is already suffocating when the elemental uses this action, the creature has disadvantage on the saving throw. A restrained and suffocating creature can repeat this saving throw at the start of each of its turns, ending both effects on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"chaotic neutral","Expansion":15703,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Arcadia Issue No. 2"},{"name":"Noxious Imp","description":"","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fiend","Alignment":"Chaotic Evil","Expansion":29375,"Challenge Rating":1.4},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Ntavi","description":"Ntavi’s role is to play the part of the bad influence, but with a change to her alignment and personality, she can just as easily play an opposite role as an intimidating but helpful source of advice. Traits Brave. Ntavi has advantage on saving throws against being frightened. Great Weapon Fighting. When Ntavi rolls a 1 or 2 on a damage die for an attack she makes with a melee weapon that she is wielding with two hands, she can reroll the die and must use the new roll. Actions Multiattack. Ntavi makes three attacks. Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6+5) bludgeoning damage and the target must succeed at a DC 15 Strength saving throw or be knocked prone. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":6},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"NTO Terrorist","description":"The footsoldiers of the New Terran Organization (NTO) are violent extremists, indoctrinated in beliefs regarding the innate superiority of mankind and their rightful place as rulers of the ‘verse. NTO terrorists draw their brutal tactics from the pages of history books, specifically the bloodiest battles of the Rift War of humanity.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"any chaotic alignment","Expansion":9634,"Challenge Rating":"1/2"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Nuberu","description":"The nuberu represents two sides of the same coin, being both wicked and evil as well as benevolent and helpful. Believed by some to be demigods—or even a single unique demigod—nuberus represents the danger and raw power of storms, rain, and thunder, and each appears as a giant with wild hair, a long beard, wears goat leathers and a big hat, and carries an axe. Sometimes they are seen wearing dark pelts and traveling in a wolf-pulled chariot. Nuberus often are blamed for destroying crops and homes. Their appearance is also associated with dark skies, shipwrecks, flooding, and damaging lightning strikes. Despite all the harm that is credited to nuberus, he is often called upon by farmers and shepherds to bring rain to their crops and pastures, especially during times of drought. This duality of the nuberu’s nature makes sense to those who are affected by their actions. They know the nuberu to be unpredictable, bringing both large disasters and great prosperity, depending on his moods. Because of these wild mood swings, wise folk choose carefully whether to approach the nuberu for help, as angering him is likely to bring destruction down on everyone. Close to Nature. The nuberu is believed to make his home in the mountains and is sometimes depicted as a hermit or a shepherd. He is known to have a fondness for smoking a pipe, and often enjoys a stiff drink. In many stories from the cultures familiar with him, he is portrayed as a wise old man who can provide guidance and advice to those who seek it. Also associated with the natural world, he is said to have a deep connection to the animals and plants of the oceans, forests, and mountains. Amused by Destruction. Despite the often positive things he does for people, Nuberu is known for his explosive fits. Sometimes he destroys a village for simple amusement. When he is shown a lack of respect, he can become quite vengeful. Some light candles and ring bells during terrible storms beause they believe it will scare him away. Arrived on a Cloud. The nuberu did not always live in the lands where he is now known. It is said he came riding a cloud. Due to extreme bad luck, he fell and landed on the ground, at which point he appealed to the locals for food and shelter. At first, he was turned away, but eventually a peasant offered aid. As a reward, Nuberu brought water to his fields which led to bountiful harvests. It is said that some years later, the peasants wife was planning to marry another man because he was believed dead after he had been absent for many years. He approached Nuberu for help, and they rode a cloud back to his wife where they were able to prevent the wedding.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":30635,"Challenge Rating":14},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Nuckelavee","description":"When pollution despoils a natural waterway, it draws the dreaded nuckelavee from the First World. This spirit of wrath is a grisly sight: a horselike monstrosity with the gnarled upper body of a humanoid growing directly from its back. Not a patch of skin exists on its form—as if it survived being flayed from head to hoof. Traits Amphibious. The nuckelavee can breathe air and water. Toxic Disease. If any of the nuckelavee’s melee attacks hits a creature, it must succeed on a DC 16 Constitution saving throw or become poisoned until the disease is cured. Every 24 hours the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured. Trampling Charge. If the nuckelavee moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same target, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the nuckelavee can make one hooves attack against it as a bonus action. Innate Spellcasting. The nuckelavee’s innate spellcasting ability is Wisdom (spell save DC 15). The nuckelavee can innately cast the following spells, requiring no material components: 3/day each: control water, fog cloud Actions Multiattack. The nuckelavee makes four attacks: one with its longsword, one with its bite, and two with its hooves. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) slashing damage. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) piercing damage. Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":10},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Nuckelavee","description":"According to legend, the nuckelavee was once a powerful champion of good that fell in battle against the forces of the demon prince Orcus. As punishment, the champion and its steed are transformed by the Demon Prince of Undeath into a demon. This is partially true. Deathpriests of Orcus perform an unholy ritual where they sacrifice, willing or otherwise, a knight and its steed to the demon lord. A mighty abyssal fiend is summoned and uses the sacrifice as its vessel. Both man and steed are then fused together in an agonizing ritual that brings forth the nuckelavee - a fiendish abomination whose horrifying visage can bring unending nightmares to those that gaze upon it. The resulting appearance - crimson ropy muscles visible through translucent skin, black blood coursing through yellow veins, an equine skull jutting from its midsection - is horrific. Amphibious Fiend. While it may be a fiend, the amphibious nuckelavee is normally encountered in the Material Plane, wading in dismal watery places such as fog-filled bogs and marshlands. Bringer of Woe. Like all servants of Orcus, the nuckelavee is devoid of its heart, and its once righteous spirit has been replaced with a desire for death and destruction - all for the glory of the demon prince of undeath. It now serves as a terrifying herald of Orcus. Some say that when someone a nuckelavee is sighted, disease, drought, and pestilence shall soon follow. Champion of Undeath. The nuckelavee's entire being seethes with necrotic energy. Its very presence instantly kills nearby animal and plant life, leaving only death and decay at its wake. It is not surprising then that it can be found in the company of undead, even serving them as their leader. Baleful Weapons. In combat, the nuckelavee can be a deadly opponent that should not be underestimated. Its potent breath can instantly cause flesh and bone to rot, and its dreaded claws can cause instant death to those who are foolish enough to challenge it. Traits Amphibious. The nuckelavee can breathe air and water. Magic Resistance. The nuckelavee has advantage on saving throws against spells and other magical effects. Actions Multiattack. The nuckelavee uses Dreadful Visage. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw. If the saving throw fails by 5 or more, the target is reduced to 0 hit points, unless it is immune to necrotic damage. Otherwise, a target takes 11 (2d10) necrotic damage on a failed save. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage, and the target must succeed on a DC 16 Constitution saving throw. If the saving throw fails by 5 or more, the target is reduced to 0 hit points, unless it is immune to necrotic damage. Otherwise, a target takes 11 (2d10) necrotic damage on a failed save. Dreadful Visage. Each creature within 60 feet of the nuckelavee that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If the initial saving throw fails by 5 or more, the creature is paralyzed while frightened in this way. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the nuckelavee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the nuckelavee's Dreadful Visage for the next 24 hours. Undead and Fiends ignore this effect. Pestilent Breath (Recharge 5–6). The nuckelavee's equine head exhales pestilent gas in a 30-foot cube. Each creature in that area must succeed on a DC 16 Constitution saving throw, taking 22 (4d10) poison damage and 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Bonus Actions Aura of Annihilation. The nuckelavee activates or deactivates this deathly aura. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the nuckelavee. Undead and Fiends ignore this effect.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Nuckle","description":"The nuckle is one of the most horrific undead abominations to terrorize the mortal realm. From a distance, the nuckle resembles a human rider upon a horse. Closer inspection, however, reveals a creature that could not possibly be mistaken as such. The nuckle resembles a rotting corpse with its humanoid lower torso fused to the back of an equine form that makes up the majority of the creature’s body. A single oversized eye stares out from the center of the nuckle’s bulbous head, and it grasps at its victims with clawed hands attached to spindly, too-long arms. However, the most noteworthy aspect of the nuckle may be its raw pink flesh, which evokes the appearance of person who has been severely burned or flayed alive. A Titan’s Scourge . The nuckle is said to be created by Lutheria, the Goddess of Death, with the singular purpose of haunting the civilized world and tormenting those who dwell within it. Although the sea is the creature’s true home, the nuckle regularly rises from the depths to plague coastal cities and towns, bringing death and misfortune in its wake. A nuckle’s preferred manner of attack is to grab a victim and drag them into the sea on its back in a manner that makes the victim appear to be riding into the water on horseback. The nuckle may disappear beneath the waves for years at a time, only to rise and wreak havoc during a months-long rampage. Bringer of Decay . Black poison pumps through a nuckle’s veins, which pours out of its slit-like nostrils in the form of noxious fumes. This toxic cloud threatens all forms of life, wilting crops and sickening livestock. Animals that survive the nuckle’s poisonous breath are often driven mad and compelled to dash themselves upon rocky cliffs or drown themselves in the sea. Cleansing Water . As formidable as the nuckle is, the monster does have its weaknesses. Chief among these is large amounts of pure fresh water. If the nuckle is drenched with enough fresh water, its body swells up and bursts, destroying the creature. To protect itself, the nuckle uses its magic to cause devastating droughts. However, this ability weakens the farther it strays from the sea. Brave heroes wishing to vanquish a nuckle often lure it as far inland as possible by burning seaweed. The stench of the resulting smoke has the power to enrage the nuckle to the point where it abandons all sense of self-preservation, as it is driven to find the source. Strong caution should be taken when using this strategy, however, as it is prone to backfiring; the nuckle destroys any settlements unfortunate enough to exist between it and the target of its fury.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":4963,"Challenge Rating":8},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Nuclear Dragon, Adult","description":"Nuclear dragons are horrific, luminescent beings, with scales that glow with an ominous, sickly light. Born from the chaotic energies of nuclear catastrophe, their moods are as unstable and unpredictable as the radioactive decay that fuels their fearsome abilities. Solitary Confinement The radiation that seeps from a nuclear dragon's body makes prolonged contact with other living beings nearly impossible, as it inflicts severe sickness and mutations on others – and eventually turns any place the dragon chooses to call home into a barren wasteland. Due to their dangerous nature, nuclear dragons are often shunned even by other dragons and are forced to lead a life of solitude – while harboring a deep resentment for the isolation imposed upon them by their own nature. A Nuclear Dragon's Lair Most nuclear dragons make their lairs in forsaken realms, such as the remains of obliterated cities, radioactive wastelands, or cursed battlegrounds. These locations are chosen for their inhospitality to other life forms and for being able to withstand or even thrive under the dragon's radioactive influence. Other nuclear dragons relish in the decay they spread and are drawn to vibrant ecosystems teeming with life. These dragons usually abandon their lairs in search of new regions to desecrate as soon as an area is thoroughly tainted and drained of life. Regional Effects The region surrounding a legendary nuclear dragon's lair is altered by radiation, creating one or more of the following effects within 6 miles of the lair: Dust Cover. The air is Lightly Obscured by dust. Radioactive Energy. When a creature finishes a Long Rest, it must succeed a DC 10 Constitution save or suffer Radiation Sickness . Sickened Wildlife. The first time each day a creature consumes food or water foraged in the area, it must succeed on a DC 10 Constitution save or be Poisoned for 24 hours. Acute Radiation Effects Several of the Nuclear Dragon's abilities can cause an Acute Radiation Effect . For ease-of-reference, the Acute Radiation Effects are repeated below (roll a d4 to determine the effect at random): Fever. Disadvantage on D20 Tests using Strength, Dexterity, and Constitution. Headache. Disadvantage on D20 Tests using Intelligence, Wisdom, and Charisma. Nausea. The creature can only do one of the following on its turn: move, take an Action, or take a Bonus Action. Pain. The first time each turn the creature takes damage, it takes an extra 1d6 damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Chaotic Evil","Expansion":34474,"Challenge Rating":14},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Nuclear Dragon, Ancient","description":"Nuclear dragons are horrific, luminescent beings, with scales that glow with an ominous, sickly light. Born from the chaotic energies of nuclear catastrophe, their moods are as unstable and unpredictable as the radioactive decay that fuels their fearsome abilities. Solitary Confinement The radiation that seeps from a nuclear dragon's body makes prolonged contact with other living beings nearly impossible, as it inflicts severe sickness and mutations on others – and eventually turns any place the dragon chooses to call home into a barren wasteland. Due to their dangerous nature, nuclear dragons are often shunned even by other dragons and are forced to lead a life of solitude – while harboring a deep resentment for the isolation imposed upon them by their own nature. A Nuclear Dragon's Lair Most nuclear dragons make their lairs in forsaken realms, such as the remains of obliterated cities, radioactive wastelands, or cursed battlegrounds. These locations are chosen for their inhospitality to other life forms and for being able to withstand or even thrive under the dragon's radioactive influence. Other nuclear dragons relish in the decay they spread and are drawn to vibrant ecosystems teeming with life. These dragons usually abandon their lairs in search of new regions to desecrate as soon as an area is thoroughly tainted and drained of life. Regional Effects The region surrounding a legendary nuclear dragon's lair is altered by radiation, creating one or more of the following effects within 6 miles of the lair: Dust Cover. The air is Lightly Obscured by dust. Radioactive Energy. When a creature finishes a Long Rest, it must succeed a DC 10 Constitution save or suffer Radiation Sickness . Sickened Wildlife. The first time each day a creature consumes food or water foraged in the area, it must succeed on a DC 10 Constitution save or be Poisoned for 24 hours. Acute Radiation Effects Several of the Nuclear Dragon's abilities can cause an Acute Radiation Effect . For ease-of-reference, the Acute Radiation Effects are repeated below (roll a d4 to determine the effect at random): Fever. Disadvantage on D20 Tests using Strength, Dexterity, and Constitution. Headache. Disadvantage on D20 Tests using Intelligence, Wisdom, and Charisma. Nausea. The creature can only do one of the following on its turn: move, take an Action, or take a Bonus Action. Pain. The first time each turn the creature takes damage, it takes an extra 1d6 damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Chaotic Evil","Expansion":34474,"Challenge Rating":20},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Nuclear Dragon, Wyrmling","description":"Nuclear dragons are horrific, luminescent beings, with scales that glow with an ominous, sickly light. Born from the chaotic energies of nuclear catastrophe, their moods are as unstable and unpredictable as the radioactive decay that fuels their fearsome abilities. Solitary Confinement The radiation that seeps from a nuclear dragon's body makes prolonged contact with other living beings nearly impossible, as it inflicts severe sickness and mutations on others – and eventually turns any place the dragon chooses to call home into a barren wasteland. Due to their dangerous nature, nuclear dragons are often shunned even by other dragons and are forced to lead a life of solitude – while harboring a deep resentment for the isolation imposed upon them by their own nature. A Nuclear Dragon's Lair Most nuclear dragons make their lairs in forsaken realms, such as the remains of obliterated cities, radioactive wastelands, or cursed battlegrounds. These locations are chosen for their inhospitality to other life forms and for being able to withstand or even thrive under the dragon's radioactive influence. Other nuclear dragons relish in the decay they spread and are drawn to vibrant ecosystems teeming with life. These dragons usually abandon their lairs in search of new regions to desecrate as soon as an area is thoroughly tainted and drained of life. Regional Effects The region surrounding a legendary nuclear dragon's lair is altered by radiation, creating one or more of the following effects within 6 miles of the lair: Dust Cover. The air is Lightly Obscured by dust. Radioactive Energy. When a creature finishes a Long Rest, it must succeed a DC 10 Constitution save or suffer Radiation Sickness . Sickened Wildlife. The first time each day a creature consumes food or water foraged in the area, it must succeed on a DC 10 Constitution save or be Poisoned for 24 hours. Acute Radiation Effects Several of the Nuclear Dragon's abilities can cause an Acute Radiation Effect . For ease-of-reference, the Acute Radiation Effects are repeated below (roll a d4 to determine the effect at random): Fever. Disadvantage on D20 Tests using Strength, Dexterity, and Constitution. Headache. Disadvantage on D20 Tests using Intelligence, Wisdom, and Charisma. Nausea. The creature can only do one of the following on its turn: move, take an Action, or take a Bonus Action. Pain. The first time each turn the creature takes damage, it takes an extra 1d6 damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Chaotic Evil","Expansion":34474,"Challenge Rating":4},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Nuclear Dragon, Young","description":"Nuclear dragons are horrific, luminescent beings, with scales that glow with an ominous, sickly light. Born from the chaotic energies of nuclear catastrophe, their moods are as unstable and unpredictable as the radioactive decay that fuels their fearsome abilities. Solitary Confinement The radiation that seeps from a nuclear dragon's body makes prolonged contact with other living beings nearly impossible, as it inflicts severe sickness and mutations on others – and eventually turns any place the dragon chooses to call home into a barren wasteland. Due to their dangerous nature, nuclear dragons are often shunned even by other dragons and are forced to lead a life of solitude – while harboring a deep resentment for the isolation imposed upon them by their own nature. A Nuclear Dragon's Lair Most nuclear dragons make their lairs in forsaken realms, such as the remains of obliterated cities, radioactive wastelands, or cursed battlegrounds. These locations are chosen for their inhospitality to other life forms and for being able to withstand or even thrive under the dragon's radioactive influence. Other nuclear dragons relish in the decay they spread and are drawn to vibrant ecosystems teeming with life. These dragons usually abandon their lairs in search of new regions to desecrate as soon as an area is thoroughly tainted and drained of life. Regional Effects The region surrounding a legendary nuclear dragon's lair is altered by radiation, creating one or more of the following effects within 6 miles of the lair: Dust Cover. The air is Lightly Obscured by dust. Radioactive Energy. When a creature finishes a Long Rest, it must succeed a DC 10 Constitution save or suffer Radiation Sickness . Sickened Wildlife. The first time each day a creature consumes food or water foraged in the area, it must succeed on a DC 10 Constitution save or be Poisoned for 24 hours. Acute Radiation Effects Several of the Nuclear Dragon's abilities can cause an Acute Radiation Effect . For ease-of-reference, the Acute Radiation Effects are repeated below (roll a d4 to determine the effect at random): Fever. Disadvantage on D20 Tests using Strength, Dexterity, and Constitution. Headache. Disadvantage on D20 Tests using Intelligence, Wisdom, and Charisma. Nausea. The creature can only do one of the following on its turn: move, take an Action, or take a Bonus Action. Pain. The first time each turn the creature takes damage, it takes an extra 1d6 damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Chaotic Evil","Expansion":34474,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Nuen Dol","description":"Traits Paranoid. Nuen Dol cannot be surprised when she is sleeping, and when she rolls initiative, she immediately takes the Dodge action (as a free action, even though it is not her turn). Staghorns. When Nuen Dol makes an attack with her staghorns, she no longer counts as being armed with a shield until the beginning of her next turn, causing her AC to drop to 16. Actions Multiattack. Nuen Dol makes one attack with her longsword and one attack with her staghorns. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) slashing damage. Staghorns. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Dornish human)","Alignment":"true neutral","Expansion":30501,"Challenge Rating":2},"publisher":"Edge Studio","book":"Midnight - A Single Spark"},{"name":"Nugrah","description":"Nugrah is a bitter old man. You can use his statistics to play the part of the sinister hermit who isolates himself in the woods. Perhaps he is a cruel-hearted druid, disenchanted or frustrated that the end of his life might soon come before he completes a specific goal. Or maybe he harbors lifelong regrets about a missed opportunity during his youth that now poisons his mind. Traits Spellcasting. Nugrah is a 7th-level spell caster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attack.) Nugrah knows the following druid spells: Cantrips (at will): guidance, poison spray, produce flame, shillelagh 1st level (4 slots): cure wounds, entangle, fog cloud, summon monster, thunderwave 2nd level (3 slots): barkskin, hold person, spider climb, spike growth 3rd level (1 slots): meld into stone Actions Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage. Wildshape (1/Day). Nugrah magically polymorphs into a giant badger, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Nugrah’s choice). In this new form, Nugrah retains his game statistics, but his AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and he gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that he lacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Nullicorn","description":"Only scraps of its unicorn's once-pristine hide now remain, dissolving and reappearing at random, exposing muscle, tissue, and bone tainted by wild magic. Its dark horn winks in and out of existence, flickering with dark magic. A void remains where its eyes once were. Perhaps nothing is as profane as a corrupted unicorn. When a unicorn is trapped within eldritch wastelands, it is worn down, its flesh is altered and burned away, and its magic is snuffed out and corrupted into something maddening and vile, creating a nullicorn. Eldritch Dampening. The transformation of a nullicorn's physical form has caused its very essence to repulse magic. Like oil and water, the nullicorn and eldritch energies do not mix. This dampening force is so potent, proximity to a nullicorn can infect a creature with the taint of its resistance. Magic Hatred. Nullicorns despise magic and all things magical, raging at the loss of the power they once possessed. Though a nullicorn will combat anything in its path, it seeks and attempts to destroy those who can wield magic, either by spell or enchanted item. Magic Evasion. If the nullicorn is subjected to a spell or magical effect that allows it to make a saving throw to take only half damage, the nullicorn instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Limited Magic Immunity. At the end of the nullicorn's turn, any spell or magical effect with a duration that is affecting the nullicorn, such as hold monster or mage armor, immediately ends. Magic Resistance. The nullicorn has advantage on saving throws against spells and other magical effects. Nullifying Blight. A creature infected with this disease manifests symptoms 1d4 hours after infection, which include fatigue, light-headedness, and blurry vision. When an infected creature casts a spell or activates a magic item, an itchy rash appears and spreads as more magic is used. Until this disease is cured, when the infected creature starts its turn wielding or wearing a magic item and each time it casts a spell or activates a magic item, it loses 5 (2d4) hp. At the end of each long rest, the infected creature must make a DC 13 Constitution saving throw. On a failure, the hp the creature loses each time it uses magic increases by 2 (1d4). A creature that succeeds on three saving throws recovers from the disease. Sense Magic. The nullicorn senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. Actions Multiattack. The nullicorn makes two Hooves attacks and one Void Horn attack. Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Void Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage, and the target must succeed on a DC 13 Constitution saving throw or contract the nullifying blight disease (see the Nullifying Blight trait). Spread Blight (Recharge 5-6). The nullicorn's Void horn flashes and emits a brief ripple of darkness. Each creature within 20 feet of the nullicorn must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) necrotic damage and contracts the nullifying blight disease (see the Nullifying Blight trait). On a success, a creature takes half the da half the damage and doesn't contract the disease.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Nupperibo","description":"A lemure&#8288; emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soul. Those who lacked ambition cannot climb the hierarchical ladder⁠ of the Hells. They instead step down, becoming nupperibos. —Mordenkainen No soul is turned away from the Nine Hells, but the truly worthless—those whose evil acts in life arose from carelessness and sloth more than anything else—are suitable only to become nupperibos. These pitiful creatures shuffle mindlessly across the landscape: blind, bloated from unquenchable hunger, and groping for whatever scraps of fetid matter or swarming vermin they can scoop into their groaning mouths. Nauseating Bulk. Individually, nupperibos are pathetic, but they’re rarely alone and can be dangerous when gathered into packs. They herd together into throngs that can clog a vital passage or an entire valley. Clouds of stinging insects, stirges, and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near. Hunger Unending. A nupperibo knows nothing but the hunger that propels it on a blind quest for anything to devour. Once it senses a potential meal, it pursues that prey tirelessly until the food is consumed, the nupperibo is slain, or some other morsel crosses the fiend’s path and distracts it. Slavish Obedience. With no interest of its own beyond the need to consume, a nupperibo obeys unthinkingly any command⁠ it receives telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general’s status. Traits Cloud of Vermin. Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage. Hunger-Driven. In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo’s Cloud of Vermin within the previous 24 hours. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Nupperibo","description":"No soul is turned away from the Nine Hells, but the truly worthless—those whose evil acts in life arose from carelessness and inaction more than anything else—are suitable only to become nupperibos. These pitiful creatures shuffle across the landscape, driven to purposeful action only when the clouds of swarming vermin that surround them find them prey to destroy or when a greater fiendish power commands it. Individually, nupperibos are weak, but they’re rarely alone and can be dangerous when gathered into packs. Clouds of stinging insects, stirges (see the Monster Manual ), and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near. A nupperibo knows nothing but the desire to destroy non-Fiends. Once a nupperibo’s vermin cloud senses a potential meal, any nearby nupperibos pursue that prey tirelessly until it or the nupperibos are slain, or some other potential victim crosses the devils’ path and distracts them. Nupperibos unthinkingly obey any command they receive telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general’s status. A lemure emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soul … But those who lacked ambition cannot climb the hierarchical ladder of the Hells. They instead step down, becoming nupperibos. —Mordenkainen Traits Cloud of Vermin. Any creature, other than a devil, that starts its turn within 20 feet of one or more nupperibos must succeed on a DC 11 Constitution saving throw or take 5 (2d4) acid damage. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. Driven Tracker. In the Nine Hells, the nupperibo can flawlessly track any creature that has taken damage from any nupperibo’s Cloud of Vermin within the previous 24 hours. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Nupperibo","description":"Mortals whose evil acts in life arose from carelessness and sloth are doomed to become nupperibos. These blind, bloated least devils shuffle mindlessly across the Nine Hells, groping for whatever scraps of fetid matter they can scoop into their groaning mouths. Traits Cloud of Vermin. Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage. Driven Tracker. In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo’s Cloud of Vermin within the previous 24 hours. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Nupperibo (Descent)","description":"Mortals whose evil acts in life arose from carelessness and sloth are doomed to become nupperibos. These blind, bloated least devils shuffle mindlessly across the Nine Hells, groping for whatever scraps of fetid matter they can scoop into their groaning mouths.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Nycaloth","description":"Yugoloths Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone’s banner, a yugoloth asks the only question on its mind: What’s in it for me? Spawn of Gehenna. The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend’s true name grants power over it, the hags used the books to ensure the yugoloths’ loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well. Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder. Fiendish Mercenaries. Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word. Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army’s loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so. Back to Gehenna. When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent. When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books. The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn’t shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them. The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities. Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity. Nycaloth The elite airborne shock troops of the yugoloths, nycaloths look like muscular gargoyles. Powerful bat wings bear them swiftly aloft in battle, and the razor-sharp claws of their hands and feet cut through flesh and bone with ease. A nightmarish foe, a nycaloth strikes hard and fast without warning, then teleports away. It uses its innate magic to turn invisible or create illusory doubles of itself, further confounding its enemies. Nycaloths are the most loyal of the yugoloths. When they find an evil master that treats them well, they are unlikely to break their agreement unless the reward for doing so is extreme. Variant: Yugoloth Summoning Some yugoloths have an action option that allows them to summon other yugoloths. This is represented as a variant action in each yugoloth's Action section. Summon Yugoloth (1/Day) : The yugoloth chooses what to summon and attempts a magical summoning. • An arcanaloth has a 40 percent chance of summoning one arcanaloth. • A mezzoloth has a 30 percent chance of summoning one mezzoloth. • A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth. • An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases (unless its summoner is an ultroloth, in which case it acts as an ally of its summoner), and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. Traits Innate Spellcasting : The nycaloth’s innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components: • At will: darkness, detect magic, dispel magic, invisibility (self only) , mirror image Magic Resistance : The nycaloth has advantage on saving throws against spells and other magical effects. Magic Weapons : The nycaloth’s weapon attacks are magical. Actions Multiattack : The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack. Claw : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5, 2d4, slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5, 2d4. Any creature can take an action to stanch the wound with a successful DC 13 Wisdom, Medicine, check. The wound also closes if the target receives magical healing. Greataxe : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. Teleport : The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. (Variant) Summon Yugoloth (1/Day) : A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth. The summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (yugoloth)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Nyctli","description":"A diminutive ball of sickly-looking flesh with an elven face clings to the underside of a rotting log, its body covered in barbed stingers. Lurking Terrors. Nyctli dwell in moist, dark places, where their coloration and size enable them to easily hide. They delight in torturing other creatures, and nothing makes a nyctli giggle more than seeing its victim flounder about under the effects of its venom. Hag-Born Horrors. The first nyctli were born from the boils of green hags, and the nyctli exhibit a strange affinity for them. Green hags sometimes use the nyctli as spies against nearby humanoid settlements.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Nyctli Swarm","description":"A diminutive ball of sickly-looking flesh with an elven face clings to the underside of a rotting log, its body covered in barbed stingers. Lurking Terrors. Nyctli dwell in moist, dark places, where their coloration and size enable them to easily hide. They delight in torturing other creatures, and nothing makes a nyctli giggle more than seeing its victim flounder about under the effects of its venom. Hag-Born Horrors. The first nyctli were born from the boils of green hags, and the nyctli exhibit a strange affinity for them. Green hags sometimes use the nyctli as spies against nearby humanoid settlements.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of tiny fey","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Nymph, Mountain","description":"The pitiless eyes of this elven creature are black as pitch with neither white nor iris. Born to Hunt. Mountain nymphs claim to be the children of gods associated with hunting and the moon. Whether this is true or not is unknown, but they are renowned as being some of the best stalkers and trappers among the fey. Newly created mountain nymphs, wearing leathers and carrying yew bows, form on the mountainside, fullygrown. The nymphs carry no arrows; every time they put a finger to any bowstring, a nocked arrow appears. Despoilers of Despoilers. Mountain nymphs despise mortals who disrupt the natural order. Those who take or use more natural resources than they need while in a mountain nymph’s territory risk becoming the target of her wrath. The raising of a settlement in a mountain nymph’s territory will attract her immediate attention. The ruins of a failed mountain settlement may be the work of a mountain nymph that has taken umbrage at the community’s excessive use of the local timber and ore. Relentless Stalkers. Little can be done to deter a mountain nymph once it has set its sights on a quarry. They have been known to track their prey far from their native mountains, across continents and into mortal cities. When a nymph catches up to her mark, she harries it without mercy or remorse. A nymph’s mark, assuming it has done nothing to offend or harm the nymph, can throw the nymph off its tail by exiting her territory and leaving tribute of freshly hunted meat and strong drink. Mountain Nymphs in Midgard Cults of the Hunter take the appearance of a mountain nymph as a sign of the Blood God’s favor. A mountain nymph that has been taken in by the faithful leads them in wild hunts against homesteaders, travelers, and merchants in their mountain demesnes and adjoining regions. In the Cloudwall Mountains, the mountain nymph Arshea wages a one-person war against worshippers of Marena. She is said to be seeking companions for a large-scale push against the Red Sisterhood.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Nyrissa","description":"Nyrissa serves as the primary villain of the Kingmaker Adventure Path . Using her statistics for a foe in another campaign can be tricky, particularly if some of your players have played Kingmaker before. Never underestimate the value of simply changing a foe’s name to disguise the origin of its statistics! You can go even further and modify her alignment to good or neutral, perhaps transforming her into a powerful guardian spirit—such as a conscious manifestation of a planet’s entire ecosystem. A powerful party of PCs might be called upon to rescue her from even more powerful antagonists bent on enslaving the soul of an entire world. Lair Actions On initiative count 20 (losing initiative ties), but no more often than once per minute, Nyrissa can take a lair action to use the following magical effects: If she’s located in the 20-foot diameter central area of one of the four Fables, Nyrissa moves a minimum distance of 10 feet, after which the reality of the demiplane folds around her in a tangle of vines and flowers. She then teleports from her current Fable to one of the other three of her choice, appearing in a square of her choosing within the central 20 feet of the chosen Fable. Traits Blinding Gaze. When a creature that can see Nyrissa’s eyes starts its turn within 30 feet of her, Nyrissa can force it to make a DC 23 Constitution saving throw if she isn’t incapacitated and can see the creature. If the saving throw fails, the creature is instantly blinded. The blindness lasts until the creature is cured by the heal spell or other magic. Unless surprised, a creature can avert its eyes to avoid the save at the start of its turn. If the creature does so, it can’t see Nyrissa until the start of its next turn, when it can avert its eyes again. If the creature looks at Nyrissa in the meantime, it must immediately make the save. Nyrissa is immune to the effects of her own Blinding Gaze as well as that of other nymphs. Nyrissa can suppress or resume this ability as a bonus action. Evasion. If Nyrissa is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Innate Spellcasting. Nyrissa’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: speak with animals, speak with plants 1/day: dominate monster, geas Inspiration. Nyrissa can inspire an intelligent, willing creature by scratching that creature with a thorn from her body. This reduces that creature’s hit points by 1 permanently, but grants the creature several abilities: darkvision to a range of 60 feet, the ability to see invisible creatures, and a +2 bonus to an ability of Nyrissa’s choice. A bard granted this inspiration gains advantage on Performance checks. Only one creature at a time can benefit from this inspiration. For the bulk of the Kingmaker Adventure Path , King Irovetti has this inspiration, but once he is slain or defeated, who Nyrissa grants the bonus to instead (if anyone) is left to the GM to determine. Land’s Stride. Moving through nonmagical difficult terrain costs Nyrissa no extra movement. She can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, Nyrissa has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Legendary Resistance (3/Day). If Nyrissa fails a saving throw, she can choose to succeed instead. Magical Secrets. Nyrissa can prepare spells from the sorcerer list as well as the druid spell list; these spells count as druid spells for her and are included in her spells prepared. Magic Resistance. Nyrissa has advantage on saving throws against spells and other magical effects. Protection from Decapitation (1/Day) The first time Nyrissa is decapitated by any effect, the effect is negated. She takes no damage from the attack, and is not decapitated, but then loses her protection from decapitation for 24 hours. Shame. Nyrissa has disadvantage on rolls made against a creature that wields Briar , or any character who rules a kingdom. A character who understands the nature of this shame can attempt to forgive Nyrissa (requiring an action by the forgiving creature) by speaking to her in a language she understands. Nyrissa must attempt a DC 18 Wisdom saving throw. If it fails, Nyrissa has disadvantage on all rolls until the end of her next turn. If she rolls a natural 1 on this saving throw, she calls for a truce to speak with the PCs as detailed in the Kingmaker Adventure Path . Shapechanger. Nyrissa can use her action to polymorph into a form that resembles any Medium fey or humanoid, or back into her true form. Her statistics are the same in each form. Spellcasting. Nyrissa is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Nyrissa has prepared the following druid and sorcerer spells: Cantrips (at will): druidcraft, light, produce flame, true strike 1st level (4 slots): charm person, cure wounds, disguise self, faerie fire 2nd level (3 slots): detect thoughts, flame blade, gust of wind, scorching ray 3rd level (3 slots): dispel magic, lightning bolt, meld into stone 4th level (3 slots): banishment, dimension door, greater invisibility 5th level (2 slots): antilife shell, contagion, telekinesis 6th level (1 slot): chain lightning, contingency, heal, wall of thorns 7th level (1 slot): fire storm, teleport 8th level (1 slot): maze, reverse gravity 9th level (1 slot): foresight Toxic Weapons. Nyrissa’s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 13 (3d8) poison damage (included in the attack). Actions Multiattack. Nyrissa makes three melee attacks with her thorny lash. Thorny Lash. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) slashing damage plus 13 (3d8) poison damage. Hurled Thorn. Ranged Weapon Attack: +13 to hit, range 60/300 ft., one target. Hit: 16 (3d6+6) piercing damage plus 13 (3d8) poison damage. Stunning Glance. Nyrissa fixes her gaze on one creature she can see within 30 feet of herself. The target must succeed on a DC 23 Constitution saving throw against this magic or become stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions Nyrissa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Nyrissa regains spent legendary actions at the start of her turn. Lash Out. Nyrissa makes two melee attacks with her thorny lash. Focus Beauty. Nyrissa uses her Stunning Glance. Swift Spell (Costs 2 Actions). Nyrissa casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (shapechanger)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":23},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Nyx-Fleece Ram","description":"Nyx-Fleece Ram Touched by the gods, Nyx-fleece rams grow remarkable magical wool. This makes the beasts valuable to heroes and scoundrels alike, who would use their wool for either protection or profit. Divine servants guard the few herds of Nyx-fleece rams dwelling among Theros's loftiest peaks, assuring they don't fall into unworthy hands. Magic Fleece. If someone shears a Nyx-fleece ram without damaging the creature, the fleece can be made into a magic garment. A wearer who is attuned to the garment, as to a magic item, receives the favor of the gods in the form of a magical benefit. Use the Powers of the Fleece table to determine the property of a newly created garment. Powers of the Fleece d6 Property 1 Protection. The wearer gains a +1 bonus to AC and saving throws. 2 Power of Nyx. The wearer has advantage on all Charisma (Persuasion) checks. 3 Calming Presence. The wearer can cast calm emotions once per day (save DC 13). 4 Trail of Flowers. Wherever the wearer of the fleece walks, flowers spring up magically behind them. The flowers wilt away after 1 hour. 5 Animal Affinity. Any non-evil wearer of the fleece can cast animal friendship once per day (save DC 13). 6 Abundance of Food. The wearer can cast create food and water once per day.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":5432,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Oak Truestrike","description":"Oak Truestrike is the “B” Team’s decisionist—and, depending on who you talk to, a reincarnated demigod. (It’s a long story.) Those who know him acknowledge his confidence, his arrogance, and his odd ability to engage with others by somehow saying exactly what each listener wants to hear. Whether this is some subtle magical ability or simply grifter’s charm, he makes good use of it either way. Oak becomes a radically different person with each of his reincarnations, flipping between neutral good and neutral evil. His memories of past lives have been fractured by his many deaths, but he spends each new life accounting for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh, and the misanthropy. Actually, if you end up hating this guy, it’s probably not your fault.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral good/neutral evil","Expansion":4048,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Oaken Bolter","description":"Never depend on something built by a gnome. You can always rely on a gnome to take a good idea and make it impractical. —Mordenkainen Clockworks The gnomes’ efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations. Constructed Nature. A clockwork doesn’t require air, food, drink, or sleep. Oaken Bolter No ordinary ballista, an oaken bolter is a construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward traps or melee-oriented clockworks—and at shorter ranges, burst with explosive force. Individual Designs A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation⁠. A clockwork can be customized by adding clockwork enhancements. Traits Magic Resistance⁠. The oaken bolter has advantage on saving throws against spells and other magical effects. Actions Multiattack⁠. The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack. Lancing Bolt. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Harpoon⁠. Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled⁠ in this way, a creature’s speed isn’t reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple⁠ or if it tries and fails. As a bonus action⁠, the oaken bolter can pull a creature grappled⁠ by it 20 feet closer. The oaken bolter can grapple⁠ only one creature at a time. Explosive Bolt (Recharge 5–6). The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Source":"Mordenkainen's Tome of Foes","Alignment":"Unaligned","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Oaken Sentinel","description":"“We was sneaking into the dungeon all quiet like when I heard a twig snap above my head. Not too long later, my companion was in the clutches of a massive tree. Good thing I spent my childhood choppin' wood.” ~Atticus Wayfarer An oaken sentinel is an enormous oak tree granted wisdom by druids. Not truly awakened, these trees serve druid circle by, protecting a specific location on behalf of the circle, though sometimes they wander. The oaken sentinel waits for trespassers to step below its wide-reaching boughs before striking. Standing Stones. Adventurers may recognize one common sign of oaken sentinels—piles of rocks that its druidic masters provide. The oaken sentinel hurls these rocks (or sometimes rotting corpses) at ranged assailants and at fleeing trespassers. Negotiating Passage. Oaken sentinels do not attack if presented with a token from their druidic masters. Similarly, trespassers who can convince the oaken sentinel that their interests align may pass without further incident. Practically Immobile. While the oaken sentinel can move, it must extricate its thick roots from the ground to do so, a process that limits the tree's mobility. False Appearance. While the oaken sentinel remains motionless, it is indistinguishable from an ordinary oak tree. Grasping Branches. The oaken sentinel can have up to six Grasping Branches at a time. Each Grasping Branch can be attacked (AC 16; 25 hp; vulnerability to lightning damage; immunity to poison and psychic damage). Destroying a Grasping Branch deals no damage to the oaken sentinel, which can extend a replacement branch on its next turn. A Grasping Branch can also be broken if a creature takes an action and succeeds on a DC 16 Strength check against it. Actions Multiattack . The oaken sentinel makes three Grasping Branch or Rock attacks. It can replace one attack with a use of Fling. Grasping Branch. Melee Weapon Attack: +10 to hit, reach 50 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, the target is restrained and takes 4 (1d8) bludgeoning damage at the start of each of its turns, and the sentinel can't use the same Grasping Branch on another target. Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Fling. One Medium or smaller creature grappled by the oaken sentinel is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Oakheart","description":"Oakheart is a huge tree-shaped creature with charred bark that smolders in places, and many small flames which burn on his branches, giving the impression of leaves. Once a treant, he bathed in the primal energies of the Scorched Grove, transforming into an entity so thoroughly possessed of the element of flame that he’s capable of serving as The Borealus’* keeper. He is the artifact’s guardian, and will not relinquish the staff until he has been convinced that whoever has disturbed him can control the staff’s considerable power, and that they mean to maintain the natural balance he sacrificed himself to protect.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"chaotic good","Expansion":5991,"Challenge Rating":8},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Oakwood High Priestess","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":27683,"Challenge Rating":5},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Oakwood Trainee","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":27683,"Challenge Rating":1.2},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Oakwood Witch","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":27683,"Challenge Rating":2},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Oasis Keeper","description":"The large, sand-colored serpent lies in wait beneath the sands at the edge of the oasis, its large nostrils flaring above the sand. The barbed stinger on the end of its tail rests just below the water’s surface. Oasis keepers lurk within the waters of oases and secrete a toxin into them. Peaceful Poison. Traveling caravans and animals that drink from oases inhabited by oasis keepers are lulled into lingering around them and provide an ample food supply for the oasis keepers. Settlements often form around such oases, and occasional disappearances are accepted as the norm. Sand and Water Dwellers. Oasis keepers lurk by the edge of the water and wait for an opportune time to use their stingers. After they strike, they pull their meal to the water’s depths to feast. Oasis keepers occasionally travel into underground rivers to mate, but they are otherwise fairly sedentary and solitary.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Oathbound Seeker","description":"Note: More information can be found about Oathbound creatures in Chronicles of Eberron . Touch of Mabar Oathbound aren’t driven by the hunger of the vampire, and they don’t need to consume to survive. However, they’re still sustained by and suffused with the power of Mabar. This is why the touch of the mummy causes flesh to rot and why its gaze causes dread; it’s a vessel for Mabar, which embodies the death of all that lives and the end of all hope. While oathbound aren’t affected as dramatically as vampires are, the influence of Mabar still erodes their compassion and empathy; consequently, most mummies have an evil alignment. As is always the case in Eberron, oathbound can have an evil alignment and still be driven to do good—but because of that lack of empathy, they may do good deeds in an evil way. A mummy forgets pain, and so it doesn’t care about causing pain to others; as a result, mummies tend to be crueler than the deathless of Aerenal, who are sustained by positive energy. You can have a good or neutral mummy, but there’s a reason they are rare. And even for these, the Aereni point to the mummy’s Rotting Touch to support their assertion that the oathbound do consume the life force of the world—that even though mummies don’t actively feed on others as vampires do, they are still slowly destroying the world merely by existing. Traits Seeker’s Aegis. If the oathbound isn’t incapacitated at the start of its turn, it regains 1d4 hit points for each friendly creature it can see within 20 feet of it that isn’t an Undead or Construct and that doesn’t have all its hit points. When the oathbound Seeker regains at least 1 hit point in this way, it has advantage on saving throws against spells and magical effects until the start of its next turn. Unusual Nature. The oathbound doesn’t require air, food, drink, or sleep. Actions Multiattack. The oathbound makes one Rotting Fist or Mabaran Touch attack, and it can use its Seeker’s Word. Rotting Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic. Mabaran Touch. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) necrotic damage. A ghostly, skeletal hand clings to the target, and the target can’t regain hit points until the start of the oathbound’s next turn. Seeker’s Word. The oathbound utters a prayer exalting divine sacrifice. Each creature within 20 feet of the oathbound that can hear it is compelled to choose one of the following effects; Constructs and Undead are immune to these effects: The target must succeed on a DC 13 Constitution saving throw or become frightened until the end of the oathbound’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. The target takes necrotic damage equal to half its maximum hit points, which can’t be reduced in any way. A creature that either chooses to take damage or succeeds on its saving throw is immune to the Seeker’s Word of all oathbound for the next 24 hours. Spellcasting. The oathbound Seeker casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: guidance, mold earth XGE 1/day each: bless, hold person, shield of faith (as an action), silence","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":21558,"Challenge Rating":4},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Obcisidaemon","description":"Devoted to the wanton, systematic slaughter of mortals, most obcisidaemons serve the Horseman of War as heralds of universal apocalypse. In her service, an obcisidaemon functions as conquering generals, harbingers of genocide at managing the pragmatic art of organized massacres. Sometimes, an amassed group of obcisidaemons instead trails behind an invading daemonic army to ensure that no trace of the butchered mortals remains but ashes and salted earth. Obcisidaemons not only ensure that all life perishes, but that the land is thereafter uninhabitable by any other creatures as well. War is All Hell. The obcisidaemon personifies the darkest elements of war. Obcisidaemons strip away the veneer of honor and battlefield glory, leaving only the brutal and violent pragmatism at its core, and then divest it of any humanity to reveal naught but scorched earth and genocide. Reflecting the disgraceful values of ethnic cleansing, depopulation, and all other forms of the clinical, systematic obliteration of civilian populations, obcisidaemons are among the most powerful members of daemonkind. These paragons of inhumanity arrive in the heart of great cities and leave only wastelands of rubble and ashes in their wake. Where an obcisidaemon walks, not even the ghosts of the dead remain to lament the destruction, for the daemon wipes out not only innocent individuals, but also their entire histories and bloodlines, ensuring that no future exists for its victims in any sense of the word. Cape of Souls. Peculiar to an obcisidaemon is the cloak of souls that seems to drip from its enormous body, a symbol of its destructive abilities that provides onlookers an idea as to the sheer scope of its murderous capabilities. When an obcisidaemon lays slaughter to entire populations, it does not feast on all of the souls at once, instead capturing victims for later use. 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When it curls into a ball, it looks like any other boulder. Obelerics are boneless abominations that multiply through parthenogenesis, secreting their jelly-covered eggs in the corpses of their victims. Once matured, an obeleric eats every living thing it encounters. Long-Term Threat. Obelerics prefer to prey on creatures smaller than themselves. In villages this means small animals and livestock, such as dogs and chickens; in towns, they devour cats, rats, and pigeons. Because obeleric eggs can take a full year to mature, a single obeleric's offspring can infest an area over a decade. Still Stones. Despite their voracious hunger, an adult obeleric can survive a century or more between meals. When food is scarce, it rolls itself into a boulder-like shape and remains motionless until it senses movement. When it becomes active again, it snatches the nearest small creature and drags it off to eat; obelerics remain active as long as they have a steady food supply. Mountain Terrors. While mining adamantine deep below the surface, a team of dwarven miners discovered a large deposit of an unknown, incredibly dense metal. In their haste to harvest it, the team discovered a hollow core containing a few boulders. Only when the boulders became active did they realize their folly. Since then, obelerics have left the Underworld to infest the mountains and foothills, and tumbled down streams and rivers to farms and settlements. False Appearance. While the obeleric remains motionless and in its defensive form, it is indistinguishable from a normal boulder. Ricochet Charge (Defensive Form Only). If the obeleric moves at least 15 feet straight toward a target, and then hits the target with a Boulder Bash attack on the same turn, the target has disadvantage on the saving throw against being knocked prone. If the target is prone, the obeleric can move up to 15 feet straight toward a second target without provoking opportunity attacks from the first target, and make one Boulder Bash attack against the second target as a bonus action, if the second target is within its reach. Actions Multiattack. The obeleric makes two Tentacle Slam or Acid Spit attacks. Boulder Bash (Defensive Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone. Tentacle Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage plus 3 (1d6) acid damage. Spit Acid. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 9 (2d6 + 2) acid damage. A creature hit by this attack takes an additional 3 (1d6) acid damage at the start of its next turn. Bonus Actions Defensive Roll. The obeleric can roll itself into a boulder-like defensive form or back into its tentacled true form. While in defensive form, it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, can't make Tentacle Slam or Spit Acid attacks, and can't use Reflux. Reactions Reflux. When the obeleric takes bludgeoning damage, it can vomit acid at one creature within 5 feet of it. That creature must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) acid damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Oblex Spawn","description":"Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex. — Mordenkainen Oblex By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special⁠ breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters. Memory Eaters. Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets⁠ such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused. Ooze Nature. An oblex doesn't require sleep. Oblex Spawn An oblex devours memories not only to sustain its existence, but also to spawn new oblexes. Each time it fully drains the memories of a victim, it gains the creature's personality—now twisted by the oblex's foul nature. The more memories an oblex steals, the larger it becomes, until it must shed a personality it has absorbed or else go insane. This act spawns a new oblex. Traits Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing. Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Oblex Spawn","description":"An oblex devours memories not only to sustain its existence, but also to spawn new oblexes. Each time it fully drains the memories of a victim, it gains the creature’s personality—now twisted by the oblex’s foul nature. The more memories an oblex steals, the larger it becomes, until it must shed a personality it has absorbed or else become uncontrolled and erratic. This act spawns a new oblex. Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims. Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex. —Mordenkainen Oblexes By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of Ooze, the oblex—a slime capable of assaulting the minds of other creatures. These pools of jelly are cunning hunters that feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt targets more likely to be intelligent, such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature’s mind, leaving its prey befuddled and confused—or dead. When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters. An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, illithids. An oblex in the range of an elder brain’s powers provides everything necessary for the mind flayers to find choice victims. —Mordenkainen Traits Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing. Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Unusual Nature. The oblex doesn’t require sleep. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Obliviax","description":"Obliviax (Memory Moss) The obliviax, also known as the memory moss, is an evil, sentient plant that resembles a thick patch of dark green moss with endlessly undulating leaves. The obliviax does not require sunlight to grow, though it needs it to trigger its spore reproduction. It is found in temperate climates where it has enough sunshine to grow and reproduce, sprouting on tree trunks, logs, damp cavern floors, or rotting leaves. It may form colonies with others of its kind. Spell Thief. Like moss, the obliviax absorbs water and nutrients through its leaves. However, it also feeds on psychic energy. It does this by stealing magical memories, or spells, from spellcasting creatures. It converts these magical memories into psychic energy, which it then absorbs. When a spellcaster comes within 60 feet of it, the obliviax can attempt to steal one memorized spell from the target by using its Steal Magical Memory. If successful, the spellcaster loses memory of the spell, as if it had already cast it. Once it has a spell stolen, the obliviax can change its shape, imitating the form (up to Medium size) of the spellcasting creature from whom it stole the spell. The new form appears as a clone of the spellcaster, except made completely of moss. Once in this form, the obliviax can cast the spells it has stolen. When it detects a creature that can cast spells, the obliviax will eerily quiver in anticipation and slowly crawl toward it. Defense Against Magic. Creatures such as bullywugs, grimlocks, kobolds, nothics, troglodytes, and trolls that don't have spellcasting members in their tribes sometimes cultivate obliviaxes. These creatures grow the obliviaxes in the periphery of their encampment or lairs as a defense against magic-users, even occasionally feeding them a captured spellcaster. Some myconid communities have been known to cohabitate with obliviaxes, using them against drow raiders. Certain evil druids and hags have also learned to control and bend obliviaxes to their will and use them as sentries and traps. Traits Amorphous. The obliviax can move through a space as narrow as 1 inch wide without squeezing. Detect Spellcaster. The obliviax can sense the presence and location of any creature within 120 feet of it that has the Spellcasting or Pact Magic feature, regardless of interposing barriers, unless the creature is protected by a nondetection or mind blank spell. False Appearance. If the obliviax is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the obliviax move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the obliviax is animate. Actions Slam (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 3 (1d6) psychic damage. Steal Magical Memory. The obliviax targets one creature it can see within 60 feet of it that has prepared spells. The target takes 7 (2d6) psychic damage, and it must make a DC 12 Intelligence saving throw. On a failed save, the target loses 1d4 prepared spells of 3rd level and below (determined randomly) and the obliviax gains the knowledge of these spells as if it has prepared them after a long rest. In addition, the obliviax gains temporary hit points equal to total level of spells stolen. The target can regain the lost prepared spells after a long rest. Spellcasting (Psionics, Humanoid Form Only, 3/Day). The obliviax casts one of the spells it has acquired using Steal Magical Memory, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks). Bonus Actions Copy Shape. The obliviax changes its shape into a faux moss-covered Medium version of the creature it has successfully used Steal Magic Memory on, or back into its true form, which is a 5-foot square patch of moss. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Obsidian Ophidian","description":"A massive obsidian serpent slithers forward, gliding atop the lava. Its dark, glassy scales gleam in the volcanic glow. Obsidian ophidians are giant, serpentine elementals born during volcanic eruptions. They are particularly common during and after volcanic lightning. They guard their territories with single-minded aggression. Aquan Enmity. An obsidian ophidian is irascible at the best of times, but when it encounters a creature associated with water, ice, or cold, it flies into a rage, lashing out that creature above all others. Hyper-Territorial. An obsidian ophidian is incapable of backing down. It is so angered by the incursion of other predators that it assaults them the moment they step foot in its territory, refusing to let up until the intruders leave or it is killed. Lava Walker. The obsidian ophidian can move across the surface of lava as if it were harmless, solid ground. In addition, it can swim through lava at its walking speed. One with Lava. The obsidian ophidian can't be surprised by creatures within 5 feet of lava, and it can sense any creature touching the same pool of lava the ophidian is touching. Sharp Fragments. When the obsidian ophidian takes bludgeoning damage, each creature within 5 feet of the ophidian takes 2 (1d4) piercing damage, as shards of obsidian fly out from the elemental's body. Volcanic Rejuvenation. The obsidian ophidian regains 10 hp at the start of its turn if at least part of its body is in contact with lava. If the obsidian ophidian takes cold damage, this trait doesn't function at the start of the obsidian ophidian's next turn. The obsidian ophidian dies only if it starts its turn with 0 hp and doesn't regenerate. Actions Multiattack. The obsidian ophidian makes two Bite attacks or one Bite attack and one Constrict attack. Bite . Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage. The target must succeed on a DC 15 Constitution saving throw or take 5 (2d4) piercing damage at the start of each of its turns, as shards of obsidian lodge in the wound. Any creature can take an action to remove the shards with a successful DC 12 Wisdom (Medicine) check. The shards shatter and crumble to dust if the target receives magical healing. Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 5 (2d4) slashing damage at the start of each of its turns, and the ophidian can't use Constrict on another target. Lava Splash (Recharge 4-6). The obsidian ophidian writhes and flails, splashing lava at everything near it. Each creature within 20 feet of the obsidian ophidian must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. To use this action, the obsidian ophidian must be touching lava or within 5 feet of lava.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Neutral","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Obsidian Spider","description":"I’ll never understand it. There are so many unique, wondrous, and exciting creatures in the Multiverse – why go through all the trouble of creating new ones? If I didn’t know better, I’d say wizards have some sort of god-complex... – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":27826,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Obzedat Ghost","description":"The ghosts who make up the Obzedat are traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate . They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes. Mostly Unanimous. The ghosts of the Obzedat function as a unit, driven by their shared desire to accumulate ever more wealth for the guild. In times of disagreement, the eldest of the council exerts his seniority to bend the council to his will. Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the group, is Karlov, known as Grandfather. In life, Karlov was the greediest of Orzhov oligarchs, and his many centuries as a spirit have not diminished his hunger for more wealth. Undead Nature. An Obzedat ghost doesn’t require air, food, drink, or sleep. The Ghost Council’s Traits Ideal: “Influence is measured in power, status, and money, but mostly money.” Bond: “Gather as much as you can while you can, for when you die, you will take it with you.” Flaw: “Everyone has a price.” Traits Council of Five. The ghost has a trait based on who it is, as shown below: Enezesku: Enfeebling Ray. Enezesku’s Innate Spellcasting trait includes ray of enfeeblement , which he can cast at will. Fautomni: Undead Fortitude. If damage reduces Fautomni to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Fautomni drops to 1 hit point instead. Karlov: Unnatural Vigor. When Karlov regains hit points, he has advantage on attack rolls he makes on his next turn. Vuliev: Teleportation. Vuliev’s Innate Spellcasting trait includes misty step , which he can cast at will. Xil Xaxosz: Lingering Spite. When Xil Xaxosz is reduced to 0 hit points, his incorporeal form explodes in a burst of necrotic energy. Each creature within 5 feet of him must make a DC 16 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting. The ghost’s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: chill touch (at 5th level, and the ghost regains hit points equal to half the amount of damage the target takes) 1/day each: sanctuary, spirit guardians (at 4th level) Legendary Resistance (1/Day). If the ghost fails a saving throw, it can choose to succeed instead. Actions Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage, and the ghost regains hit points equal to half the amount of damage the target takes. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target’s hit point maximum lasts until the target finishes a long rest. Convene the Ghost Council. The ghost summons the other four members of the Obzedat. At the start of the ghost’s next turn, the other members appear in unoccupied spaces within 30 feet of the summoner. The ghosts each roll initiative when they appear. Legendary Actions If five Obzedat ghosts are all within 30 feet of each other, they can collectively take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Obzedat ghosts regain spent legendary actions at the start of the turn of the ghost with the highest initiative. Forced Obedience. A target that all of the Obzedat ghosts can see must succeed on a DC 16 Wisdom saving throw or bow until the end of its next turn. Until this bow ends, the target can’t take actions or reactions, and its speed is 0 and can’t be increased. Indentured Spirits (Costs 3 Actions). The Obzedat ghosts conjure 1d6 indentured spirits (described in this chapter) within 60 feet of one of them.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":7,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Occult Extollant","description":"Occult extollants delve deep into ancient legends and seek to solve mysteries that have led other investigators to their doom, driven by an unquenchable yearning to know the unknown. Occultists of the Vermilion Dream The Consortium of the Vermilion Dream is viewed as an esoteric, profit-driven, but ultimately harmless cabal of ghost hunters and perpetuators of urban legends. This perception isn’t inaccurate, but the consortium’s leadership is obsessed with one set of legends in particular: those involving the Moon of Ill Omen, Ruidus, and the ancient figures cursed by exposure to its alien influence. The cruelest desires and predilections of the consortium’s most obsessive agents have been enhanced by contact with ruidium-tainted items. Traits Spellcasting. The extollant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: minor illusion 1/day each: mage armor , major image , phantasmal force Actions Multiattack. The extollant makes two Crimson Bolt attacks. Crimson Bolt. Melee or Ranged Spell Attack : +7 to hit, reach 5 ft. or range 60 ft., one creature. Hit : 20 (3d10 + 4) psychic damage. Reactions Reflect Agony. When the extollant is damaged by a creature within 60 feet of it, the creature must make a DC 15 Wisdom saving throw, taking 16 (3d10) psychic damage on a failed saving throw, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Sorcerer)","Alignment":"Any","Expansion":13016,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Occult Initiate","description":"Occult initiates are the most recent inductees into their organization and the members of the organization most often encountered by outsiders. Occultists of the Vermilion Dream The Consortium of the Vermilion Dream is viewed as an esoteric, profit-driven, but ultimately harmless cabal of ghost hunters and perpetuators of urban legends. This perception isn’t inaccurate, but the consortium’s leadership is obsessed with one set of legends in particular: those involving the Moon of Ill Omen, Ruidus, and the ancient figures cursed by exposure to its alien influence. The cruelest desires and predilections of the consortium’s most obsessive agents have been enhanced by contact with ruidium-tainted items. Traits Spellcasting. The initiate casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: light , mage hand 1/day each: detect magic , levitate Actions Shortsword. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 7 (2d6) psychic damage. Arcane Blast (Recharge 5–6). The initiate creates an explosion of magical force in a 20-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed saving throw, the creature takes 10 (3d6) force damage and is pushed 10 feet away from the center of the area. On a successful save, it takes half as much damage and isn’t pushed.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Sorcerer)","Alignment":"Any","Expansion":13016,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Occult Silvertongue","description":"Occult silvertongues are charismatic leaders. The alien mysteries to which they expose themselves can leave them feeling restless, paranoid, and suspicious. They begin to see things that aren’t there and imagine conspiracies brought on by fears that others are trying to supplant them. Occultists of the Vermilion Dream The Consortium of the Vermilion Dream is viewed as an esoteric, profit-driven, but ultimately harmless cabal of ghost hunters and perpetuators of urban legends. This perception isn’t inaccurate, but the consortium’s leadership is obsessed with one set of legends in particular: those involving the Moon of Ill Omen, Ruidus, and the ancient figures cursed by exposure to its alien influence. The cruelest desires and predilections of the consortium’s most obsessive agents have been enhanced by contact with ruidium-tainted items. Traits Alien Mind. If a creature tries to read the silvertongue’s thoughts or deals psychic damage to the silvertongue, that creature must succeed on a DC 16 Intelligence saving throw or be stunned until the start of its next turn. Magic Resistance. The silvertongue has advantage on saving throws against spells and other magical effects. Spellcasting. The silvertongue casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): 2/day each: charm person , mage armor , sending 1/day: dimension door Actions Crimson Bolt. Melee or Ranged Spell Attack : +8 to hit, reach 5 ft. or range 60 ft., one creature. Hit : 27 (4d10 + 5) psychic damage. Bonus Actions Elemental Servitor (1/Day). The silvertongue magically summons an earth elemental, which appears in an unoccupied space the silvertongue can see within 60 feet of itself. The earth elemental takes its turn immediately after the silvertongue on the same initiative count and obeys the silvertongue’s commands. The earth elemental disappears after 1 minute or when it or the silvertongue dies.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Sorcerer)","Alignment":"Typically Lawful Evil","Expansion":13016,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Ocean Elemental","description":"Ocean elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage. 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Their skin colors vary from deep blue to pale green, and their eyes and hair range from foamy white to coral pink. They decorate themselves with the treasures of the sea, wearing shell jewelry or scrimshaw, and clothing woven from underwater plants, or even salvaged sails. Adult ocean giants stand approximately 22 feet tall and weigh about 15,000 pounds. Most live to be about 500 years old. Conch Horn. Each ocean giant carries a hand-crafted musical horn made from a conch shell, an object of cultural significance representing its family history and travels on the vast sea. Wave Guardians. Many ocean giants view themselves as guardians of the sea, its creatures, and those who travel the waves, safeguarding their charges from remarkable coral towers. Others, however, claim domains measuring thousands of leagues, enslaving the beasts and aquatic races within and shattering any ship that dares trespass near their citadels of urchins and bones. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyStyle, li.BodyCopyStyle, div.BodyCopyStyle {mso-style-name:\"Body Copy Style\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Style Char\"; margin:0cm; line-height:12.0pt; mso-line-height-rule:exactly; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; mso-bidi-font-size:10.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:X-NONE; mso-fareast-language:X-NONE;}span.BodyCopyStyleChar {mso-style-name:\"Body Copy Style Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Style\"; mso-ansi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:X-NONE; mso-fareast-language:X-NONE;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic neutral","Expansion":32483,"Challenge Rating":13},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Oceanic Chuul","description":"TRAITS Amphibious: The oceanic chuul can breathe air and water. Sense Magic: The oceanic chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell, but isn't magical itself. ACTIONS Multiattack: The oceanic chuul makes two pincer attacks. If the oceanic chuul is grappling a creature, it can also use its tentacles once. Pincer: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the oceanic chuul does not have two other creatures grappled. Tentacles: One creature grappled by the oceanic chuul must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":25195,"Challenge Rating":6},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Oceanid","description":"Nymphs are powerful fey who embody the splendor of the natural world. Architects of wild beauty, nymphs are bound to, and protect, the forests, rivers, springs, meadows, mountains, and seas they shape and call home. Nymphs feel a greater kinship to elves than do most other fey, and the two groups resemble each other in general appearance, though nymphs have more obviously supernatural features. Enigmatic Values . All nymphs are incredibly beautiful and demand to be surrounded by aesthetically elegant creatures and items that rival their own appearance. They are chaotic beings that believe in the importance of beauty above all else. Rather than viewing the world in terms of good and evil, most nymphs see only beauty and ugliness. To them, actions that create beauty are laudable; beautiful creatures and objects must be protected. That which destroys or damages beauty, or promotes ugliness, must be eradicated. Secluded Surroundings . Nymphs make homes in the most beautiful locations of the natural world. They augment these places, nurturing the plants, shaping the earth, and purifying the water. Those seeking a nymph should look to the most breathtaking natural landmarks in their vicinity as a sign of her presence. However, intruders are rarely welcome, as most nymphs prefer to live in solitude. Many nymph homes lie on the borders between the fey and the mortal realm. Time passes differently in these locations, and mortals who unwittingly wander into a nymph’s domain for an afternoon may find themselves displaced by centuries in time. Ephemeral Lovers . Many prominent heroes of legend are thought to be the offspring of nymphs. Affairs between nymphs and mortals tend to be fleeting and frequently end in tragedy. Powerful mortals who are seduced into joining nymphs in the fey realm may disappear from the mortal realm for centuries, throwing kingdoms into chaos in the meantime. Nymphs taken into the mortal world as wives and husbands soon pine for the natural splendor of their wild homes, and they usually abandon their mortal families. Types of Nymphs Nymphs are divided into six subraces: dryads of the forests, naiads of lakes and rivers, nereids of the oceans, oreads of the mountains, oceanids of the islands, and aurae of the night sky. Nymphs may be male, female, both, or neither. However, most nymphs possess certain delicate feminine qualities, regardless of their gender, and they are collectively described with feminine pronouns. Nymph Lairs The lair of a nymph is a beautiful, natural place that reflects her type. For example, dryads make their lairs in the branches and roots of a great tree to which she is bound. Naiads often dwell within underwater caves that can only be reached by swimming beneath a river or lake. Oreads may choose picturesque ruins located high in the mountain that she calls home. When a nymph’s lair contains a connection to the fey, or lies within the fey, she gains access to lair actions. Lair Actions On initiative count 20 (losing initiative ties), the nymph can take a lair action to cause one of the following magical effects: The nymph glimpses the future, so that it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. The nymph merges with her surroundings and reappears anywhere in her lair. This ability functions exactly like dimension door except that it requires no components and the range is limited to within the nymph’s lair. Regional Effects The region containing a nymph’s lair is warped by the ephemeral nature of the feywild. Time passes differently in the lair of the nymph. Every day spent there counts as a month in the mortal world. The nymph can decrease this rate of time passage to a week or increase it to a year. Monstrosities, aberrations, fiends, and humanoids with Charisma scores of 8 or less feel extremely uncomfortable in a nymph’s lair. They have disadvantage on all saving throws and ability checks. Oceanid Oceanids are a type of fey who travel the coasts, often bringing music and merriment in their wake. They are most well known for their fascination with humanoids and largely take on forms that mimic handsome male members of these races. Oceanids adore beauty of all kinds but personally lack subtlety. They are invariably flashy, dressing in brightly-colored clothing and heavily adorning themselves in jewelry. Mutable Shapes . Oceanids are shapeshifters who typically take forms that are almost physically indistinguishable from male humanoids. An oceanid rarely assumes a single guise for more than a month or two at a time, but he may revisit an identity later on. Many bear minor tells that go largely unnoticed, such as too-green eyes or sweat that smells too closely of ocean brine. Though they may lack “true forms,” oceanids sometimes also appear as creatures akin to water elementals, albeit in a closer approximation of human shape. Tricksters of the Shore . Oceanids spend much of their time tricking and playing pranks upon mortals. These tricks are usually harmless, but they can be infuriating. A common example of an oceanid prank is to exchange jewelry for other valuable trinkets—items that soon crumble into sand once the oceanid takes his leave. However, some oceanid pranks can turn fatal, often in the form of drownings. In another favorite oceanid prank, the oceanid lures his target into dangerous currents with illusory calm waters. Although some oceanids are indeed malicious, any deaths resulting from their pranks are usually unintentional. Oceanids can be poor judges of mortal swimming ability and lead victims to their dooms in their ignorance. When such a fate befalls an object of an oceanid’s affections, he may become so overcome with grief that he dissolves into seafoam. Consummate Musicians . Like many fey creatures, oceanids have a fondness for music and are skilled players of lutes, lyres, and other stringed instruments. Many oceanids delight in sharing their expertise with humanoids, and their pupils often go on to become famous bards. Although not always a means of enchantment, some oceanids use their songs to magically attract mortals to the shore. Such lures are often necessary, as oceanids begin to lose their mental faculties if they stray too far inland. However, their intentions for doing so vary: one oceanid may simply want an audience, while another may seek to draw in new victims for his pranks.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (nymph)","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":6},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Oceanid","description":"Aquatic kin of nymphs and dryads, oceanids are fey bound to the sea, appearing as beautiful women clad only in seafoam and their long, white hair that cascades all over their body like a breaking wave. They can live in lakes, rivers, or oceans, but truly thrive only in salt water. The mood of an oceanid can change with little warning—they are quick to love and even quicker to anger. An oceanid can be quite helpful toward mortals and their vessels — particularly if the mortals indulge her extreme vanity. Though silver-tongued people skilled at flattery might earn her help, they might also be lured away to join the oceanid under the sea until she grows bored with them. Oceanus’s Daughters. When an oceanid is in the water, the lower half of her body transforms into a pillar of water, allowing her to swim at incredible speed. When she leaves the water, this water pillar transforms into humanoid legs. However, most oceanids consider walking a chore, and avoid it when possible.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"any chaotic","Expansion":30635,"Challenge Rating":9},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Oceanus","description":"Before being captured, this sea elf had been tasked with investigating the Sea Ghost ’s movements in The Sinister Secret of Saltmarsh . Oceanus is a smart and resourceful elf who is more than willing to join adventurers who have brave hearts and good intentions. Traits Amphibious. Oceanus can breathe air and water. Friend of the Sea. Using gestures and sounds, Oceanus can communicate simple ideas with any beast that has an innate swimming speed. Actions Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral good","Expansion":3905,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Ochre Droplings","description":"Dropling Within the field of oozology, it’s a generally accepted fact that oozes require a critical mass to retain functionality. That’s why the discovery of droplings—tiny blobs each about the size of a fist, spawned from larger oozes—made massive ripples in the Slime Times newspaper. No one is quite sure of the circumstances or reasons that lead to their creation; experiments on a large variety of oozes have reproduced dropling spawning with only a twenty-three percent success rate. Pseudogelphobic Swarm. Perhaps the most peculiar trait of droplings is their tendency to form swarms instead of combining to form their progenitor oozes. Respected oozologists hypothesise droplings that retain their size for an extended period of time undergo changes to their surface membrane compositions that inhibit their ability to merge with other droplings, all while maintaining the pseudo-hivemind need for consolidation. Amateur oozologists, in much fewer words, like to think they’re becoming individuals. Ochre Droplings This strain of droplings originates from ochre jellies. Ochre droplings are similar to their black dropling cousins in many ways, but lack their highly acidic composition, a trait that makes them desirable jar pets.","properties":{"Category":"Monsters","Size":"Tiny","Type":"ooze","Alignment":"unaligned","Challenge Rating":1.4},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Ochre Jelly","description":"Ochre jellies are yellowish blobs that can slip through narrow cracks in pursuit of creatures to devour. Their digestive enzymes dissolve flesh quickly but have no effect on other substances such as bone, wood, and metal. Traits Amorphous : The jelly can move through a space as narrow as 1 inch wide without squeezing. Spider Climb : The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Pseudopod : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage. Reactions Split : When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Source":"MM1","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Ochre Jelly","description":"“The dungeon’s floors were spotless. That should have been our first clue.” —from the journal of Jaster Hollowquill, on his first exploration of Undermountain Oozes Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze’s presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby. Slow Death. An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim’s comrades can come to the rescue before it is too late. Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers. Unwitting Servants. Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze’s need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room. Spawn of Juiblex. According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex. Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent. Ooze Nature. An ooze doesn’t require sleep. Ochre Jelly Ochre jellies are yellowish blobs that can slide under doors and through narrow cracks in pursuit of creatures to devour. They have enough bestial cunning to avoid large groups of enemies. An ochre jelly follows at a safe distance as it pursues its meal. Its digestive enzymes dissolve flesh quickly but have no effect on other substances such as bone, wood, and metal. Traits Amorphous : The jelly can move through a space as narrow as 1 inch wide without squeezing. Spider Climb : The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Pseudopod : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage. Reactions Split : When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Source":"MM1","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ochre Jelly","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amorphous : The jelly can move through a space as narrow as 1 inch wide without squeezing. Spider Climb : The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Pseudopod : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage. Reactions Split : When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.","properties":{"Category":"Monsters","AC":8,"HP":"45 (6d10+12)","CHA":1,"CON":14,"DEX":6,"INT":2,"STR":15,"WIS":6,"Size":"Large","Type":"ooze","Speed":"10 ft., climb 10 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066189/-zoiMticIKQv0OLN2iVHWQ/original.png","Roll 0":"1d20 + 4\n2d6+2","Senses":"Blindsight 60 Ft. (Blind Beyond This Radius)","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","data-List":"false","Immunities":"Lightning, Slashing","Token Size":2,"Resistances":"Acid","data-Traits":"[{\"Name\":\"Amorphous\",\"Desc\":\"The jelly can move through a space as narrow as 1 inch wide without squeezing.\"},{\"Name\":\"Spider Climb\",\"Desc\":\"The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"}]","data-Actions":"[{\"Name\":\"Pseudopod\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 2\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"1d6\",\"Damage 2 Type\":\"acid\"}]","data-CHA-mod":"-5","data-CON-mod":"+2","data-DEX-mod":"-2","data-INT-mod":"-4","data-STR-mod":"+2","data-SizeNum":5,"data-WIS-mod":"-2","data-Reactions":"[{\"Name\":\"Split\",\"Desc\":\"When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.\"}]","Challenge Rating":2,"Passive Perception":8,"Condition Immunities":"Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone","data-CrNum":2,"data-AcNum":8,"data-HpNum":45},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Octahedrooze","description":"Biomantic Polyhedroozes When Dr. Stein left his lab at short notice (following a pitchfork-wielding-mob related event), he left an entire pool of his patent-pending Mut-x exposed to the elements. Things fell into it; those things had brains, and those brains, their memories, and the sum of their intelligence fused with gelatinous cubes into biomantic polyhedroozes. Empathetic. When a biomantic polyhedrooze forms, it begins absorbing the latent psychic energy of its environs. Creatures with strong psyches that are nearby in either space or time influence the nascent sentience of the polyhedrooze. A long-destroyed lich might impart its madness and hate into the ooze, whilst a colony of highly-charismatic mice might lend the goopey mass a penchant for cheese. Reactive Mutations. The true feat of Dr. Stein’s research, and a trait that the polyhedroozes embody, is that of extreme biomantic reaction to environmental stimuli. A polyhedrooze that takes damage immediately adapts its morphology to prevent further damage of that type. The larger the polyhedrooze, the more such adaptations it can sustain at any one time. Size Matters. Bigger polyhedroozes have absorbed more brains and, so, are more clever. A polyhedrooze that reaches a critical mass might decide to split into two, with the idea of sending one of its halves in search of pastures new. Unfortunately, the decrease in intelligence that results from a split means that polyhedroozes can get confused and end up in a cycle of splitting and reforming over and over.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":23695,"Challenge Rating":6},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Octahedrooze","description":"Biomantic Polyhedroozes When Dr. Stein left his lab at short notice (following a pitchfork-wielding-mob related event), he left an entire pool of his patent-pending Mut-x exposed to the elements. Things fell into it; those things had brains, and those brains, their memories, and the sum of their intelligence fused with gelatinous cubes into biomantic polyhedroozes. Empathetic. When a biomantic polyhedrooze forms, it begins absorbing the latent psychic energy of its environs. Creatures with strong psyches that are nearby in either space or time influence the nascent sentience of the polyhedrooze. A long-destroyed lich might impart its madness and hate into the ooze, whilst a colony of highly-charismatic mice might lend the goopey mass a penchant for cheese.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Challenge Rating":6},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Octon Modron","description":"A hexton modron (top), a septon modron (middle), and two octon modrons (bottom) oversee the smooth functioning of devices on the Plane of Mechanus. At the head of Mechanus’s sectors are the octons, hierarch modrons that oversee daily governance. They provide data to other hierarchs, such as productivity reports to septons and diagnostic data to decatons. Octons have eight mechanical tentacles which they use to manipulate objects and defend themselves, spinning them in a bludgeoning whirlwind. “You wanna learn Modron? Yeah, I speak it. Lesson one: ‘beep boop.’ That means ‘Hello, friend, I mean you no harm.’ Really, I swears it!” —Morte, amid surely innocent snickering Modrons Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked base modrons—monodrones, duodrones, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monst er Manual . “I’ve known a few modrons in my day. Most are gullible, harmless sorts. Watch out for those hierarch modrons, though. Not only can’t they take a joke, they’ll blame you for disrupting the lawful working of the multiverse then try to measure how much your powdered bones weigh. ” –Morte Traits Axiomatic Mind. The octon can’t be compelled to act in a manner contrary to its nature or its instructions. Combat Ready. The octon has advantage on initiative checks. Disintegration. If the octon dies, its body disintegrates into dust, leaving behind anything it was carrying. Spellcasting. The octon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: detect magic , dispel magic , mending (as an action) 1/day each: plane shift (self only), protection from evi l and good Actions Multiattack. The octon makes three Tentacle attacks. Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 9 (2d8) lightning damage. Whirlwind of Tentacles (Recharge 5–6). The octon rapidly extends and spins its ring of tentacles. Each creature within 20 feet of the octon must succeed on a DC 16 Strength saving throw or be pulled up to 10 feet in a straight line toward the octon. Then, the octon makes two Tentacle attacks against each creature within 10 feet of itself. “You ever notice how certain modrons sort of look like some kind of wacky dice?” –Morte","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"typically lawful neutral","Expansion":26427,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Octopus","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Hold Breath : While out of water, the octopus can hold its breath for 30 minutes. Underwater Camouflage : The octopus has advantage on Dexterity ( Stealth ) checks made while underwater. Water Breathing : The octopus can breathe only underwater. Actions Tentacles : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target. Ink Cloud (Recharges after a Short or Long Rest) : A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.","properties":{"Category":"Monsters","AC":12,"HP":"3 (1d6)","CHA":4,"CON":11,"DEX":15,"INT":3,"STR":4,"WIS":10,"Size":"Small","Type":"beast","Speed":"5 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066385/PRba3Fh3yc-T9YyPPocJ6w/original.png","Roll 0":"Tentacles\n1d20 + 4\n1","Senses":"Darkvision 30 Ft.","Skills":"Perception +2, Stealth +4","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Hold Breath\",\"Desc\":\"While out of water, the octopus can hold its breath for 30 minutes.\"},{\"Name\":\"Underwater Camouflage\",\"Desc\":\"The octopus has advantage on Dexterity (Stealth) checks made while underwater.\"},{\"Name\":\"Water Breathing\",\"Desc\":\"The octopus can breathe only underwater.\"}]","data-Actions":"[{\"Name\":\"Tentacles\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d1\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"The target is grappled (escape dc 10) Until this grapple ends, the octopus can't use its tentacles on another target\"},{\"Name\":\"Ink Cloud (Recharges after a Short or Long Rest)\",\"Desc\":\"A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.\"}]","data-CHA-mod":"-3","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"-3","data-SizeNum":1,"data-WIS-mod":"+0","Challenge Rating":0,"Passive Perception":12,"data-CrNum":0,"data-AcNum":12,"data-HpNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Octopus","description":"Traits Hold Breath : While out of water, the octopus can hold its breath for 30 minutes. Underwater Camouflage : The octopus has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing : The octopus can breathe only underwater. Actions Tentacles : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled, escape DC 10. Until this grapple ends, the octopus can't use its tentacles on another target. Ink Cloud (Recharges after a Short or Long Rest) : A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Octopus","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Compression. The octopus can move through a space as narrow as 1 inch without spending extra movement to do so. Water Breathing. The octopus can breathe only underwater. Actions Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage. Reactions Ink Cloud (1/Day). Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Octopus","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Compression. The octopus can move through a space as narrow as 1 inch without spending extra movement to do so. Water Breathing. The octopus can breathe only underwater. Actions Tentacles. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage. Reactions Ink Cloud (1/Day). Trigger: A creature ends its turn within 5 feet of the octopus while underwater. Response: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.","properties":{"Category":"Monsters","AC":12,"HP":"3 (1d6)","PB":2,"CHA":4,"CON":11,"DEX":15,"INT":3,"STR":4,"WIS":10,"Size":"Small","Type":"Beast","Speed":"5 ft., Swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406408206/7AcAeWPQytOjJH9mZP1VlQ/original.png","Senses":"Darkvision 30 ft.","Skills":"Perception +2, Stealth +6","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Compression\",\"Desc\":\"The octopus can move through a space as narrow as 1 inch without spending extra movement to do so.\"},{\"Name\":\"Water Breathing\",\"Desc\":\"The octopus can breathe only underwater.\"}]","data-Actions":"[{\"Name\":\"Tentacles\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":0,"data-DEX-mod":2,"data-INT-mod":"-4","data-STR-mod":"-3","data-SizeNum":1,"data-WIS-mod":0,"Saving Throws":"Str -3, Dex +2, Con +0, Int -4, Wis +0, Cha -3","data-Reactions":"[{\"Name\":\"Ink Cloud (1/Day)\",\"Desc\":\"*Trigger*: A creature ends its turn within 5 feet of the octopus while underwater. \\n*Response*: The octopus releases ink that fills a 5-foot Cube centered on itself, and the octopus moves up to its Swim Speed. The Cube is Heavily Obscured for 1 minute or until a strong current or similar effect disperses the ink.\"}]","Challenge Rating":0,"Passive Perception":12,"data-CrNum":0,"data-AcNum":12,"data-HpNum":3},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Oculo Swarm","description":"This collection of hundreds of eyes floats along, trailing ganglia and dripping caustic fluid that sizzles when it hits the ground. Failed Experiment. An oculo swarm results from an experiment to create a live scrying sensor that went poorly. Once set loose, these horrors attain a form of distributed self‑awareness. Exactly what motivates them is unknown, except that they are driven to survive. Flesh Stealers. A weakened oculo swarm can reinvigorate itself by tearing fresh eyes from almost any type of living creature. If a badly depleted oculus swarm escapes from battle—and they seldom fight to the death unless cornered—it attacks lone creatures or weak groups until the mass of gore-spattered eyeballs is replenished. The more dismembered eyeballs the swarm contains, the more powerful its paralyzing resonance field becomes. Single Eye Scouts. The entire swarm sees what any single member sees. Before attacking or even entering a potentially dangerous area, individual eyes scout ahead for prospective victims or dangerous foes. A lone eye has no offensive capability and only 1 hp. It can travel only 100 feet away from the main swarm, and it must return to the swarm within an hour or it dies. Oculoswarm in Midgard Bemmean wizards have been known to employ oculus swarms as lie detectors during negotiations. An oculus instinctively reads eye movements, and it can communicate what it sees to the wizard by moving in a specific way or by changing the color of its irises. If negotiations go poorly, the mage gives the swarm permission to add a fresh pair of eyes to its number. Traits Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening at least 2 inches square. The swarm can’t regain hit points or gain temporary hit points. Actions Eye Extraction: Every creature that occupies the same space as the swarm must succeed on a DC 13 Constitution saving throw or become temporarily blinded as their eyes strain from their sockets. This blindness lasts for as long as the affected creature remains in the same space as the oculus; it ends at the end of the blinded creature’s turn if the creature is out of the oculus’s space. Also, any cure spell cast on the blinded creature ends the temporary blindness, but not restoration spells. If a creature that’s already temporarily blinded is targeted again by eye extraction and fails the saving throw, that creature becomes permanently blind as its eyes are pulled from their sockets to join the swarm (causing 1d8 piercing damage). Success on either saving throw renders that creature immune to eye extraction for 24 hours (but it still doesn’t recover its sight until it gets out of the swarm). An oculo swarm with 50 or fewer hit points can’t use this ability. Gaze (recharge 5-6): The swarm targets every creature in its space with a gaze attack. The swarm can choose one of two effects for the attack: confusion or hold person. Every target in the swarm’s space is affected unless it makes a successful DC 14 Charisma saving throw. Even creatures that avert their eyes or are blind can be affected by an oculus swarm’s gaze. The confusion or hold person effect lasts 1d4 rounds.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of tiny aberrations","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Oculorb","description":"Many oculorbs are dreamed into existence by beholders. The Far Realm’s strange power can pervade a beholder’s dreams, resulting in the birth of an oculorb. Oculorbs resemble a slimy conglomeration of eyes in many sizes and shapes. They are dreaded even by the beholders that birth them. An oculorb is a tangle of negative emotions—the fury, melancholy, and obsession of its creator, all given gruesome, corporeal form. Like a beholder, an oculorb can fire beams of energy from its eyes, but an oculorb’s eyes lack the more sophisticated magical nature of a beholder’s eyestalks. Instead, an oculorb unleashes powerful waves of energy charged with negative emotions, cowing its foes with despair and ire. Traits Magic Resistance. The oculorb has advantage on saving throws against spells and other magical effects. Watchful Eyes. The oculorb has advantage on initiative rolls and can't be surprised. Actions Multiattack. The oculorb makes two Dreadful Contact attacks or four Eye Beam attacks. Dreadful Contact. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit : (3d6+4) psychic damage. or (6d6+4) if the target has the frightened condition. Eye Beam. Ranged Spell Attack: +8 to hit, reach 120 ft., one creature. Hit : (3d6+4) psychic damage. Antipathic Flood (Recharge 5-6). The oculorb releases a wave of negative emotions, choosing one of the following options: Weeping Eyes Withering Glare Weeping Eyes. The oculorb weeps, releasing a wave of crushing despair. Each creature within 30 feet of the oculorb must make a DC 16 Constitution saving throw. On a failed save, a creature's speed is reduced to 0 feet until the end of the oculorb's next turn, and if the creature was concentrating, its concentration is broken. Withering Glare. The oculorb’s eyes unleash furious scarlet energy in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 6d10 necrotic damage and has the frightened condition for 1 minute. On a successful save, a creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Reactions Obsessive Rebuke. When the oculorb is damaged by a creature it can see within 60 feet of itself, it forces the creature to make a DC 16 Wisdom saving throw. The creature takes 3d6 psychic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"typically chaotic evil","Expansion":25525,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Oddlewin","description":"Traits Fortune Teller. Oddlewin can cast the A ugury spell as a ritual, using cards as the material component. Nilbogism. Any creature that attempts to damage Oddlewin must first succeed on a DC 12 Charisma saving throw or have the charmed condition until the end of the creature’s next turn. The creature must use its action praising Oddlewin. Oddlewin can’t regain hit points, including through magical healing, except through his Reversal of Fortune reaction. Spellcasting. Oddlewin casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12): At will: Mage Hand , Tasha’s Hideou s Laughter Actions Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Cloud of Cards. Oddlewin conjures magical cards that slash at the air in a 5-foot cube within 60 feet of Oddlewin until the start of Oddlewin’s next turn. A creature that starts its turn in the cube or that enters that area for the first time on a turn takes 10 (4d4) slashing damage. Bonus Actions Nimble Escape. Oddlewin takes the Disengage or Hide action. Reactions Reversal of Fortune. In response to another creature dealing damage to Oddlewin, Oddlewin reduces the damage to 0 and regains 9 (2d8) hit points.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey (Goblinoid)","Alignment":"Chaotic Neutral","Expansion":27234,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Odur","description":"Odur Odur is a humble man, used to stooping to hide his height. He is grateful to the other Risa for taking him in as an infant and serves his community faithfully. He is also proficient with woodworking tools and loves to carve small animals from the wood he collects on his treks into the woods. His skin is a striking blue, but he often wears a long-sleeved tunic and a cloak to hide his features. Roleplaying Odur Brave. Despite his preference to avoid competing in what he considers a wasteful arena battle, Odur is brave and resilient. He has often served as a scout, encroaching into the deep wilds to ensure nothing threatens Farlanding. Helpful. Odur helps out whenever he can, even if he does not know the folks he is helping. If he sees a job to be done, he does it.","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (Tallfolkl Cold-Child)","Alignment":"Neutral Good","Expansion":25792,"Challenge Rating":6},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Offal Walker","description":"The smell of bile and rot wafts from an assemblage of loose limbs. Three uneven legs support a mass of spines, torsos, and tibia, and a knot of loose intestines hangs from the assemblage. As wars drag on, necromancers find their inexhaustible armies of the dead become decidedly exhaustible. Skeletons break and zombies are shorn open, leaving the would-be lord of the undead with a pressing need for reinforcements and a pile of seemingly useless limbs. Spare legs, ribcages without skulls, ulnas without radius, and offal: hundreds of feet of useless, rotting intestine. Offal walkers are patchwork undead designed by enterprising necromancers determined to put the spare intestines to use. Necromantic Leftovers. An offal walker is constructed from a smattering of spare legs, and whatever animal bones are nearby, stitched together to provide a framework and anchoring point for hundreds of feet of coiled intestine. Offal walkers toss these coiled intestines at foes, trapping them in seemingly endless loops of gore. Support Combatants. Offal walkers are neither durable nor deadly. Their patchwork forms are vulnerable, their loose intestines dangerous only with sustained assault, and they are near helpless in combat. However, their ability to trap foes magnifies the danger of any undead they accompany. Immobilized prey can't flee zombies or fight back against skeletons, and offal walkers find a niche in undead legions far after the conflicts that created them end. Some necromancers go out of their way to create offal walkers as a potent second line of their undead hordes. Gut Lassos. The offal walker can have up to three gut lassos at a time. Each gut lasso can be attacked (AC 13; 5 hp; immunity to poison damage). Destroying a lasso deals no damage to the offal walker, which can extrude a replacement gut lasso on its next turn. A gut lasso can also be broken if a creature takes an action and succeeds on a DC 13 Strength check against it. Undead Nature. The offal walker doesn't require air, food, drink, or sleep. Actions Multiattack. The offal walker makes one Lasso attack for each gut lasso it has then uses Reel. Lasso. Melee Weapon Attack: +3 to hit, reach 30 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the offal walker can't use the same gut lasso on another target. Slam. Melee Weapon Attack: +3 reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage. Reel. The offal walker pulls one creature grappled by it up to 25 feet straight toward it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ogre","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Greatclub : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Javelin : Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","properties":{"Category":"Monsters","AC":"11 (Hide Armor)","HP":"59 (7d10+21)","CHA":7,"CON":16,"DEX":8,"INT":5,"STR":19,"WIS":7,"Size":"Large","Type":"giant","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066397/blTLLKTO7PcODGKdOnvCsA/original.png","Roll 0":"1d20 + 6\n2d8+4","Roll 1":"1d20 + 6\n2d6+4","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":450,"Alignment":"Chaotic Evil","Languages":"Common, Giant","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Greatclub\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Javelin (Melee)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Javelin (Ranged)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"6\",\"Reach\":\"30/120 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-2","data-CON-mod":"+3","data-DEX-mod":"-1","data-INT-mod":"-3","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"-2","Challenge Rating":2,"Passive Perception":8,"data-CrNum":2,"data-AcNum":11,"data-HpNum":59},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ogre","description":"“Worst. Dancers. Ever.” —Riddlefiddle the Satyr, on ogres Ogres Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure. The average adult specimen stands between 9 and 10 feet tall and weighs close to a thousand pounds. Furious Tempers. Ogres are notorious for their quick tempers, which flare at the smallest perceived offense. Insults and name-calling can rouse an ogre’s wrath in an instant—as can stealing from it, bumping, jabbing, or prodding it, laughing, making faces, or simply looking at it the wrong way. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash. Gruesome Gluttons. Ogres eat almost anything, but they especially enjoy the taste of dwarves, halflings, and elves. When they can, they combine dinner with pleasure, chasing scurrying victims around before eating them raw. If enough of its victim remains after the ogre?has gorged itself, it might make a loincloth from its quarry’s skin and a necklace from its leftover bones. This macabre crafting is the height of ogre culture. Greedy Collectors. An ogre’s eyes glitter with avarice when it sees the possessions of others. Ogres carry rough sacks on their raids, which they fill with fabulous “treasure” taken from their victims. This might include a collection of battered helmets, a moldy wheel of cheese, a rough patch of animal fur fastened like a cloak, or a squealing, mud-spattered pig. Ogres also delight in the gleam of gold and silver, and they will fight one another over small handfuls of coins. Smarter creatures can earn an ogre’s trust by offering it gold or a weapon forged for a creature of its size. Legendary Stupidity. Few ogres can count to ten, even with their fingers in front of them. Most speak only a rudimentary form of Giant and know a smattering of Common words. Ogres believe what they are told and are easy to fool or confuse, but they break things they don’t understand. Silver-tongued tricksters who test their talents on these savages typically end up eating their eloquent words—and then being eaten in turn. Primitive Wanderers. Ogres clothe themselves in animal pelts and uproot trees for use as crude tools and weapons. They create stone-tipped javelins for hunting. When they establish lairs, they settle near the rural edges of civilized lands, taking advantage of poorly protected livestock, undefended larders, and unwary farmers. An ogre sleeps in caves, animal dens, or under trees until it finds a cabin or isolated farmhouse, whereupon it kills the inhabitants and lairs there. Whenever it is bored or hungry, an ogre ventures out from its lair, attacking anything that crosses its path. Only after an ogre has depleted an area of food does it move on. Ogre Gangs. Ogres sometimes band together in small, nomadic groups, but they lack a true sense of tribalism. When bands of ogres meet, one might attempt to capture the members of the other group to increase its numbers. However, ogre bands are just as likely to trade members freely, especially if the welcoming band is temporarily flush with food and weapons. Whenever possible, ogres gang up with other monsters to bully or prey on creatures weaker than themselves. They associate freely with goblinoids, orcs, and trolls, and practically worship giants. In the giants’ complex social structure (known as the ordning), ogres rank beneath the lowest giants in status. As a result, an ogre will do nearly anything a giant asks. Actions Greatclub : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Javelin (Melee) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Javelin (Ranged) : Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ogre","description":"Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure. The average adult specimen stands between 9 and 10 feet tall and weighs close to a thousand pounds. Actions Greatclub : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Javelin (Melee) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Javelin (Ranged) : Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Ogre","description":"Massive and bull-necked with bulging muscle and flesh, most ogres indulge their every impulse because few can stop them. Though small for giants, ogres still outweigh and tower over humanoids. Most live in the wild where they can create their own rules and ways of life. Extreme Emotions. Most ogres experience emotions at their extremes. Rarely are they simply bemused or cross; you’re more likely to find an ogre leaping with ecstatic joy over a trivial victory or screaming with murderous rage over everyday frustrations. These heightened feelings drive many ogres down selfish paths, and some take whatever they want from anyone too weak to protest. Other ogres can be manipulated into working for evil creatures who promise to meet their heart’s desire, be it food, riches, or friendship. Ogres who embrace good often dedicate themselves to inspiring causes, letting their emotions fuel their passion and dedication for protecting their chosen people or place. Savory Stories. Some ogres speak of a time when they shared vast wealth and riches, great homes made of hewn stone, and sumptuous feasts. These stories end tragically, each with a different villain—from deceptive mages to talking cats—swindling the ogres of what is rightfully theirs. The truth of such legends remains unknown, but many cruel ogres use them as an excuse for their selfish indulgences. Aristocracy of Bullies. When wicked ogres gather more food than they can stomach or riches than they can spend, they use the excess to tempt their kin into working for them. These petty rulers make other ogres grovel at their feet for table scraps, then send them out into the world to steal more. Many ogre communities form around these arrogant aristocrats—but few such leaders die of old age, as the ambition and emotions of their subjects bring about violent ends. Traits Defiant Anger. When the ogre has half their hit points or fewer, they are resistant to mundane bludgeoning, piercing, and slashing damage. Actions Multiattack. The ogre makes one Spiked Club attack and one Fist attack. Spiked Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Medium or smaller, they are grappled (escape DC 13). Until this grapple ends, the ogre can’t use this fist to attack other targets. The ogre has two fists, one of which holds their club. People-Bowling. The ogre throws one Medium or smaller creature they are grappling up to 30 feet horizontally. Each creature in the thrown creature’s path must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) bludgeoning damage and be knocked prone. After this throw, the thrown creature takes 7 (2d6) bludgeoning damage and falls prone. Bonus Action Bellow ( 1 /Day). The ogre yells in the face of one creature within 10 feet of them. The target must succeed on a DC 13 Wisdom saving throw or be frightened of the ogre until the end of the ogre’s next turn. A creature who succeeds on their saving throw is immune to all ogres’ Bellow for 24 hours. Reactions Violent Focus ( 1 /Day). If the ogre takes damage while blinded, charmed, frightened, or poisoned, they end these conditions on themself.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ogre","description":"Ogres are massive, brutish creatures of prodigious strength, dim wits, and sadistic tempers. All of these qualities make them perfect shock troops in the armies of the Shadow. Actions Greatclub. Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 13 (2d8 + 4) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., or range 30/120 ft, one target. Hit: 11 (2d6 + 4) piercing damage. Swat (recharge 4-6). One creature within 5 feet of the ogre must make a DC 14 Strength saving throw. If it fails, it is pushed up to 5 feet away from the ogre and is knocked prone. The ogre may then make a greatclub attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Chaotic Evil","Expansion":30502,"Challenge Rating":2},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Ogre Basher (PB 2)","description":"Massive and bull-necked with bulging muscle and flesh, most ogres indulge their every impulse because few can stop them. Though small for giants, ogres still outweigh and tower over humanoids. Most live in the wild where they can create their own rules and ways of life. Extreme Emotions. Most ogres experience emotions at their extremes. Rarely are they simply bemused or cross; you’re more likely to find an ogre leaping with ecstatic joy over a trivial victory or screaming with murderous rage over everyday frustrations. These heightened feelings drive many ogres down selfish paths, and some take whatever they want from anyone too weak to protest. Other ogres can be manipulated into working for evil creatures who promise to meet their heart’s desire, be it food, riches, or friendship. Ogres who embrace good often dedicate themselves to inspiring causes, letting their emotions fuel their passion and dedication for protecting their chosen people or place. Savory Stories. Some ogres speak of a time when they shared vast wealth and riches, great homes made of hewn stone, and sumptuous feasts. These stories end tragically, each with a different villain—from deceptive mages to talking cats—swindling the ogres of what is rightfully theirs. The truth of such legends remains unknown, but many cruel ogres use them as an excuse for their selfish indulgences. Aristocracy of Bullies. When wicked ogres gather more food than they can stomach or riches than they can spend, they use the excess to tempt their kin into working for them. These petty rulers make other ogres grovel at their feet for table scraps, then send them out into the world to steal more. Many ogre communities form around these arrogant aristocrats—but few such leaders die of old age, as the ambition and emotions of their subjects bring about violent ends. Actions Signature Attack (Spiked Club). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the basher can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Angry Denial ( 3 /Day). When the basher takes damage from a creature the basher can see within 5 feet of them, the basher can use their reaction to instead take no damage and make a signature attack against the creature. 5 th Level: Throw Away ( 3 /Day). As an action, the basher grabs a willing Medium or smaller creature they can see within 5 feet of them and hurls the creature to an unoccupied space within 30 feet of the basher. If the creature lands within 5 feet of an enemy, the creature can use a reaction to make a melee attack against that enemy. 7 th Level: Wide Sweep ( 3 /Day). As an action, the basher sweeps their spiked club in an enormous circle, making a signature attack against each enemy within 10 feet of them. This attack has a +PB bonus to its attack and damage rolls, and if it hits a Large or smaller creature, the basher can push the target up to 10 feet away from them.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ogre Basher (PB 3)","description":"Massive and bull-necked with bulging muscle and flesh, most ogres indulge their every impulse because few can stop them. Though small for giants, ogres still outweigh and tower over humanoids. Most live in the wild where they can create their own rules and ways of life. Extreme Emotions. Most ogres experience emotions at their extremes. Rarely are they simply bemused or cross; you’re more likely to find an ogre leaping with ecstatic joy over a trivial victory or screaming with murderous rage over everyday frustrations. These heightened feelings drive many ogres down selfish paths, and some take whatever they want from anyone too weak to protest. Other ogres can be manipulated into working for evil creatures who promise to meet their heart’s desire, be it food, riches, or friendship. Ogres who embrace good often dedicate themselves to inspiring causes, letting their emotions fuel their passion and dedication for protecting their chosen people or place. Savory Stories. Some ogres speak of a time when they shared vast wealth and riches, great homes made of hewn stone, and sumptuous feasts. These stories end tragically, each with a different villain—from deceptive mages to talking cats—swindling the ogres of what is rightfully theirs. The truth of such legends remains unknown, but many cruel ogres use them as an excuse for their selfish indulgences. Aristocracy of Bullies. When wicked ogres gather more food than they can stomach or riches than they can spend, they use the excess to tempt their kin into working for them. These petty rulers make other ogres grovel at their feet for table scraps, then send them out into the world to steal more. Many ogre communities form around these arrogant aristocrats—but few such leaders die of old age, as the ambition and emotions of their subjects bring about violent ends. Actions Signature Attack (Spiked Club). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the basher can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Angry Denial ( 3 /Day). When the basher takes damage from a creature the basher can see within 5 feet of them, the basher can use their reaction to instead take no damage and make a signature attack against the creature. 5 th Level: Throw Away ( 3 /Day). As an action, the basher grabs a willing Medium or smaller creature they can see within 5 feet of them and hurls the creature to an unoccupied space within 30 feet of the basher. If the creature lands within 5 feet of an enemy, the creature can use a reaction to make a melee attack against that enemy. 7 th Level: Wide Sweep ( 3 /Day). As an action, the basher sweeps their spiked club in an enormous circle, making a signature attack against each enemy within 10 feet of them. This attack has a +PB bonus to its attack and damage rolls, and if it hits a Large or smaller creature, the basher can push the target up to 10 feet away from them.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ogre Basher (PB 4)","description":"Massive and bull-necked with bulging muscle and flesh, most ogres indulge their every impulse because few can stop them. Though small for giants, ogres still outweigh and tower over humanoids. Most live in the wild where they can create their own rules and ways of life. Extreme Emotions. Most ogres experience emotions at their extremes. Rarely are they simply bemused or cross; you’re more likely to find an ogre leaping with ecstatic joy over a trivial victory or screaming with murderous rage over everyday frustrations. These heightened feelings drive many ogres down selfish paths, and some take whatever they want from anyone too weak to protest. Other ogres can be manipulated into working for evil creatures who promise to meet their heart’s desire, be it food, riches, or friendship. Ogres who embrace good often dedicate themselves to inspiring causes, letting their emotions fuel their passion and dedication for protecting their chosen people or place. Savory Stories. Some ogres speak of a time when they shared vast wealth and riches, great homes made of hewn stone, and sumptuous feasts. These stories end tragically, each with a different villain—from deceptive mages to talking cats—swindling the ogres of what is rightfully theirs. The truth of such legends remains unknown, but many cruel ogres use them as an excuse for their selfish indulgences. Aristocracy of Bullies. When wicked ogres gather more food than they can stomach or riches than they can spend, they use the excess to tempt their kin into working for them. These petty rulers make other ogres grovel at their feet for table scraps, then send them out into the world to steal more. Many ogre communities form around these arrogant aristocrats—but few such leaders die of old age, as the ambition and emotions of their subjects bring about violent ends. Actions Signature Attack (Spiked Club). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the basher can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Angry Denial ( 3 /Day). When the basher takes damage from a creature the basher can see within 5 feet of them, the basher can use their reaction to instead take no damage and make a signature attack against the creature. 5 th Level: Throw Away ( 3 /Day). As an action, the basher grabs a willing Medium or smaller creature they can see within 5 feet of them and hurls the creature to an unoccupied space within 30 feet of the basher. If the creature lands within 5 feet of an enemy, the creature can use a reaction to make a melee attack against that enemy. 7 th Level: Wide Sweep ( 3 /Day). As an action, the basher sweeps their spiked club in an enormous circle, making a signature attack against each enemy within 10 feet of them. This attack has a +PB bonus to its attack and damage rolls, and if it hits a Large or smaller creature, the basher can push the target up to 10 feet away from them.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ogre Basher (PB 5)","description":"Massive and bull-necked with bulging muscle and flesh, most ogres indulge their every impulse because few can stop them. Though small for giants, ogres still outweigh and tower over humanoids. Most live in the wild where they can create their own rules and ways of life. Extreme Emotions. Most ogres experience emotions at their extremes. Rarely are they simply bemused or cross; you’re more likely to find an ogre leaping with ecstatic joy over a trivial victory or screaming with murderous rage over everyday frustrations. These heightened feelings drive many ogres down selfish paths, and some take whatever they want from anyone too weak to protest. Other ogres can be manipulated into working for evil creatures who promise to meet their heart’s desire, be it food, riches, or friendship. Ogres who embrace good often dedicate themselves to inspiring causes, letting their emotions fuel their passion and dedication for protecting their chosen people or place. Savory Stories. Some ogres speak of a time when they shared vast wealth and riches, great homes made of hewn stone, and sumptuous feasts. These stories end tragically, each with a different villain—from deceptive mages to talking cats—swindling the ogres of what is rightfully theirs. The truth of such legends remains unknown, but many cruel ogres use them as an excuse for their selfish indulgences. Aristocracy of Bullies. When wicked ogres gather more food than they can stomach or riches than they can spend, they use the excess to tempt their kin into working for them. These petty rulers make other ogres grovel at their feet for table scraps, then send them out into the world to steal more. Many ogre communities form around these arrogant aristocrats—but few such leaders die of old age, as the ambition and emotions of their subjects bring about violent ends. Actions Signature Attack (Spiked Club). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the basher can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Angry Denial ( 3 /Day). When the basher takes damage from a creature the basher can see within 5 feet of them, the basher can use their reaction to instead take no damage and make a signature attack against the creature. 5 th Level: Throw Away ( 3 /Day). As an action, the basher grabs a willing Medium or smaller creature they can see within 5 feet of them and hurls the creature to an unoccupied space within 30 feet of the basher. If the creature lands within 5 feet of an enemy, the creature can use a reaction to make a melee attack against that enemy. 7 th Level: Wide Sweep ( 3 /Day). As an action, the basher sweeps their spiked club in an enormous circle, making a signature attack against each enemy within 10 feet of them. This attack has a +PB bonus to its attack and damage rolls, and if it hits a Large or smaller creature, the basher can push the target up to 10 feet away from them.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ogre Basher (PB 6)","description":"Massive and bull-necked with bulging muscle and flesh, most ogres indulge their every impulse because few can stop them. Though small for giants, ogres still outweigh and tower over humanoids. Most live in the wild where they can create their own rules and ways of life. Extreme Emotions. Most ogres experience emotions at their extremes. Rarely are they simply bemused or cross; you’re more likely to find an ogre leaping with ecstatic joy over a trivial victory or screaming with murderous rage over everyday frustrations. These heightened feelings drive many ogres down selfish paths, and some take whatever they want from anyone too weak to protest. Other ogres can be manipulated into working for evil creatures who promise to meet their heart’s desire, be it food, riches, or friendship. Ogres who embrace good often dedicate themselves to inspiring causes, letting their emotions fuel their passion and dedication for protecting their chosen people or place. Savory Stories. Some ogres speak of a time when they shared vast wealth and riches, great homes made of hewn stone, and sumptuous feasts. These stories end tragically, each with a different villain—from deceptive mages to talking cats—swindling the ogres of what is rightfully theirs. The truth of such legends remains unknown, but many cruel ogres use them as an excuse for their selfish indulgences. Aristocracy of Bullies. When wicked ogres gather more food than they can stomach or riches than they can spend, they use the excess to tempt their kin into working for them. These petty rulers make other ogres grovel at their feet for table scraps, then send them out into the world to steal more. Many ogre communities form around these arrogant aristocrats—but few such leaders die of old age, as the ambition and emotions of their subjects bring about violent ends. Actions Signature Attack (Spiked Club). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the basher can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Angry Denial ( 3 /Day). When the basher takes damage from a creature the basher can see within 5 feet of them, the basher can use their reaction to instead take no damage and make a signature attack against the creature. 5 th Level: Throw Away ( 3 /Day). As an action, the basher grabs a willing Medium or smaller creature they can see within 5 feet of them and hurls the creature to an unoccupied space within 30 feet of the basher. If the creature lands within 5 feet of an enemy, the creature can use a reaction to make a melee attack against that enemy. 7 th Level: Wide Sweep ( 3 /Day). As an action, the basher sweeps their spiked club in an enormous circle, making a signature attack against each enemy within 10 feet of them. This attack has a +PB bonus to its attack and damage rolls, and if it hits a Large or smaller creature, the basher can push the target up to 10 feet away from them.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ogre Battering Ram","description":"Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants⁠, however. —Mordenkainen Ogres Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths. Ogre Battering Ram An ogre battering ram carries an enormous club used primarily for bashing doors into kindling, but which also works well for smashing foes. These ogres are drilled in two simple tasks: rushing forward to shatter⁠ enemy fortifications, and using their weapons to force an advancing enemy to halt. Traits Siege Monster. The ogre deals double damage to objects and structures. Actions Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller. Block the Path. Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack⁠ roll it makes for an opportunity attack⁠, and that attack⁠ deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Ogre Battering Ram","description":"An ogre battering ram carries an enormous club that’s primarily used for bashing doors into kindling but also works well for smashing foes. These ogres are drilled in two simple tasks: rushing forward to shatter enemy fortifications and using their weapons to force an advancing enemy to halt. Ogres of War Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre’s strengths. Traits Siege Monster. The ogre deals double damage to objects and structures. Actions Multiattack. The ogre makes two Bash attacks. Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is a Huge or smaller creature. Reactions Block the Path. When a creature enters a space within 5 feet of the ogre, the ogre makes a Bash attack against that creature. If the attack hits, the target’s speed is reduced to 0 until the start of the ogre’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Ogre Bolt Launcher","description":"Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants⁠, however. —Mordenkainen Ogres Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths. Ogre Bolt Launcher A bolt launcher carries a gigantic crossbow—a weapon so large it's essentially an ogre-held ballista. An ogre bolt launcher can load this immense weapon and loose its deadly missile as quickly as a dwarf handles a crossbow. The bolts are so large that few ogres can carry more than a half-dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition runs low. Actions Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. Bolt Launcher. Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d10 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Ogre Bolt Launcher","description":"A bolt launcher carries a gigantic crossbow—a weapon so large it’s essentially an ogre-held ballista. An ogre bolt launcher can load this immense weapon and loose its deadly missile as quickly as a dwarf handles a crossbow. The bolts are so large that few ogres can carry more than a half dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition runs low. Ogres of War Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre’s strengths. Actions Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. Bolt Launcher. Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. Hit: 17 (3d10 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Ogre Bruiser","description":"The ogre bruiser cares about nothing else but inflicting pain to its foes before finishing them with its Overhead Smash. Actions Multiattack. The ogre makes two melee attacks. It can replace one of its melee attacks with Overhead Smash, if available. Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+ 5) bludgeoning damage and the target has disadvantage on the next attack roll it makes before the start of the ogre's next turn. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Overhead Smash (Recharge 5–6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the ogre's next turn. ","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ogre Chain Brute","description":"Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants⁠, however. —Mordenkainen Ogres Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths. Ogre Chain⁠ Brute An ogre chain brute wields a great spiked chain. It swings this chain with both hands in a wide circle around itself to knock foes off their feet. Alternatively, it can swing the chain in a crushing overhead smash that's nearly impossible to block or deflect. Actions Fist. Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. Chain⁠ Sweep. The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. Chain⁠ Smash (Recharge 6). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious⁠ target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Expansion":4,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Ogre Chain Brute","description":"An ogre chain brute wields a great spiked chain, swinging it with both hands in a wide circle to knock foes off their feet. Alternatively, the ogre can swing the chain in a crushing overhead smash. Ogres of War Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre’s strengths. Actions Fist. Melee Weapon Attack: +6 to hit, reach ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. Chain Smash (Recharge 6). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be stunned for 1 minute. The target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. Chain Sweep. The ogre swings its chain, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Ogre Champion of Grolantor","description":"There are a few ogres that worship Grolantor, seeing themselves as equals to hill giants. For some unknown reason, the deity seems to listen to their prayers. Their champions can magically unleash a roar that is terrifying to any creature that is smaller than an ogre. Traits Legendary Resistance (1/Day). If the ogre fails a saving throw, it can choose to succeed instead. Actions Multiattack. The ogre makes two Greatclub attacks. It can use Quake Slam in place of one of its Greatclub attacks, if available. Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Quake Slam (Recharge 5–6). The ogre slams its greatclub on the ground, triggering a violent earth tremor in a line that is 15 feet long and 10 feet wide. Each creature in that line must succeed on a DC 16 Strength saving throw. On a failed save, a creature takes 14 (2d8 + 5) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Bonus Actions Grolantor's Roar (1/Day). The ogre unleashes a savage roar. Any Medium or smaller beast or humanoid within 60 feet of the ogre and able to hear it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. Legendary Actions The ogre can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ogre regains spent legendary actions at the start of its turn. Move. The ogre moves up to half its speed. Attack (Costs 2 Actions). The ogre makes a melee attack. Smash (Costs 3 Actions). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+ 5) bludgeoning damage and the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. If the target fails its saving throw by 5 or more, it is also knocked unconscious for 1 minute.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ogre Champion of Vaprak","description":"Vaprak, the god of trolls and ogres will sometimes implant his divine essence into an ogre cub. This causes the cub to grow into a monstrous ogre with sharp bone spikes protruding from its shoulders. The ogre also has tremendous strength and the ability to regenerate wounds like a troll. Traits Regeneration. The ogre regains 10 hit points at the start of its turn. If the ogre takes acid or fire damage, this trait doesn't function at the start of the ogre's next turn. The ogre dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The ogre makes two melee attacks. It can replace one of its melee attacks with Ground Pound, if available. Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8+ 6) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 13 (2d6 + 6) piercing damage. Ground Pound (Recharge 5-6). The ogre slams its greatclub on the ground, triggering an earth tremor and violently pelting the area with debris. Each creature on the ground in a 10-foot cube originating from the ogre must succeed on a DC 17 Strength saving throw. On a failed save, a creature takes 15 (2d8 + 6) bludgeoning damage and is knocked prone. If a creature fails its save by 5 or more, it is also stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn't knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ogre Chieftain","description":"The ogre chieftain is the largest and most intimidating ogre in its tribe. While it sees itself as a commander and tactician in battle, it is not a particularly good one as it merely bullies its troops into action. Traits Legendary Resistance (1/Day). If the ogre fails a saving throw, it can choose to succeed instead. Actions Multiattack. The ogre makes two melee attacks. Spiked Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+ 5) bludgeoning damage plus 4 (1d8) piercing damage. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Skull Crush (Recharge 5–6). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+ 5) bludgeoning damage plus 4 (1d8) piercing damage, and if the target is a creature, it must succeed on a DC 16 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The ogre can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ogre regains spent legendary actions at the start of its turn. Move. The ogre moves up to half its speed. Club (Costs 2 Actions). The ogre makes a Spiked Greatclub attack. Bark Command (Costs 3 Actions). The ogre targets up to two allies it can see within 30 feet of it. If the target can see and hear the ogre, the target can use its reaction to make one weapon attack with disadvantage on the attack roll.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ogre Chieftain, Corrupted","description":"Twisted by wild magic, fiendish power, or arcane disease, the corrupted ogre chieftain has turned its mutation into an advantage. The corruption within makes this chieftain stronger and more savage than the ogres it bullies and commands. Traits Aggressive: As a bonus action, the corrupted ogre chieftain can move up to its speed toward a hostile creature that it can see. Mutation: The corrupted ogre chieftain has one mutation from the list below: 1. Armored Hide: The corrupted ogre chieftain’s skin is covered in dull, melted scales that give it resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. 2. Extra Arm: The corrupted ogre chieftain has a third arm growing from its chest. The corrupted ogre chieftain can make three melee attacks or two ranged attacks. 3. Savant: The corrupted ogre chieftain’s head is grossly enlarged. Increase its Charisma to 16. The corrupted ogre chieftain gains Innate Spellcasting (Psionics), and its innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components: At will: misty step, shield; 1/day each: dominate monster, levitate. 4. Terrifying: The corrupted ogre chieftain’s body is covered in horns, eyes, and fanged maws. Each creature of the corrupted ogre chieftain’s choice that is within 60 feet of it and is aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this ogre chieftain’s Frightful Presence for the next 24 hours. Actions Multiattack: The corrupted ogre chieftain makes two melee attacks. Greatclub: Melee Weapon Attack : +8 to hit, reach 5 ft., One Target. Hit : 14 (2d8 + 5) Bludgeoning damage. Javelin: Melee Weapon Attack : +8 to hit, reach 5 ft. or 30/120 ft, One target. Hit : 12 (2d6 + 5) Piercing damage. ","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ogre Earth Shaman","description":"The ogre earth shaman is the spiritual leader of an ogre tribe and is second only to its chieftain. In combat, it would support its kin as a healer and unleash the powers of the earth against its foes. Actions Quarterstaff. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning damage if used with two hands. Toxic Lash. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) acid or poison damage (the ogre’s choice). Spellcasting. The ogre casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13): At will: druidcraft, mending, mold earth 1/day each: bestow curse, hold person, earth tremor, spike growth Rippling Earth (Recharges 5–6). The ogre causes the earth to suddenly move in a violent, cascading motion in a 30-foot line that is 10 feet wide. Each creature standing on the ground in that line must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 19 (3d12) bludgeoning damage, is pushed up to 10 feet, and is knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. ","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ogre Goon","description":"Massive and bull-necked with bulging muscle and flesh, most ogres indulge their every impulse because few can stop them. Though small for giants, ogres still outweigh and tower over humanoids. Most live in the wild where they can create their own rules and ways of life. Extreme Emotions. Most ogres experience emotions at their extremes. Rarely are they simply bemused or cross; you’re more likely to find an ogre leaping with ecstatic joy over a trivial victory or screaming with murderous rage over everyday frustrations. These heightened feelings drive many ogres down selfish paths, and some take whatever they want from anyone too weak to protest. Other ogres can be manipulated into working for evil creatures who promise to meet their heart’s desire, be it food, riches, or friendship. Ogres who embrace good often dedicate themselves to inspiring causes, letting their emotions fuel their passion and dedication for protecting their chosen people or place. Savory Stories. Some ogres speak of a time when they shared vast wealth and riches, great homes made of hewn stone, and sumptuous feasts. These stories end tragically, each with a different villain—from deceptive mages to talking cats—swindling the ogres of what is rightfully theirs. The truth of such legends remains unknown, but many cruel ogres use them as an excuse for their selfish indulgences. Aristocracy of Bullies. When wicked ogres gather more food than they can stomach or riches than they can spend, they use the excess to tempt their kin into working for them. These petty rulers make other ogres grovel at their feet for table scraps, then send them out into the world to steal more. Many ogre communities form around these arrogant aristocrats—but few such leaders die of old age, as the ambition and emotions of their subjects bring about violent ends. Traits Minion. If the goon takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the goon takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Fist (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage, and if this attack was made by more than one goon, the target must succeed on a Strength saving throw or be knocked prone and moved up to 10 feet horizontally. The DC for this saving throw equals 10 plus the number of goons who joined the attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ogre Howdah","description":"Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants⁠, however. —Mordenkainen Ogres Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths. Ogre Howdah The most unusual of the specialized ogres, the howdah carries a palisaded wooden fort on its back. The fort is big enough to serve as a fighting platform for up to four small humanoids. Ogre howdahs are most often seen bearing goblins equipped with bows and spears into battle, but they could just as easily transport kobolds, deep gnomes, or other humanoids of similar size. Traits Howdah. The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre. Actions Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Ogre Howdah","description":"The most unusual of the specialized ogres, the howdah carries a palisaded wooden fort on its back. The fort serves as a fighting platform for up to four Small people. Ogre howdahs are most often seen bearing bow- and spear-wielding goblins into battle, or perhaps kobolds or deep gnomes (all three appear in the Monster Manual ), but they might also transport other Small folk. Ogres of War Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are tailored to take advantage of an ogre’s strengths. Traits Howdah. The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre. Actions Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Ogre Mage","description":"Almost all ogres are constantly angry, something others take full advantage of when goading these “small giants” (an irksome jape to an ogre) into some violent action or other. And even when an individual manages to control their temper, they quickly finds themselves tested by a bevy of other prejudices that constantly try their patience. But once in a generation the ogre’s ancient heritage manifests in a single, charismatic, wizened, and above all patient leader. The rise of a high ogre inspires legions to follow, and those who once goaded now tremble in fear.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Ogre Monarch","description":"The ogre monarch rules over all ogre tribes within its territory. It is an intimidating and savage figure, having killed its way to the top. But despite its brutish nature, it is very cunning for its kind and is both feared and revered by all its subjects. All those witnessing the ogre monarch's might during combat are further emboldened in battle. And all those it instructs directly can't help but panic and do their best to follow its command. Traits Aura of Fervor. The ogre's allies have advantage on attack rolls and saving throws against being charmed and frightened while within 20 feet of the ogre, provided it isn’t incapacitated. Legendary Resistance (1/Day). If the ogre fails a saving throw, it can choose to succeed instead. Actions Multiattack. The ogre makes two melee attacks. It can use Skull Crush or Slam Foe in place of one of its attacks, if available. Spiked Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 5 (2d4) piercing damage. If the target is a creature and the attack roll against the target succeeds by 5 or more, the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller target. Hit: 7 (1d4 + 5) bludgeoning damage, and the target is grappled (escape DC 15) and restrained until the grapple ends, and the ogre can't use Slam on another target. Slam Foe. The ogre slams a creature grappled by it into another creature it can see within 5 feet of it or a solid surface. Each creature must succeed on a DC 16 Strength saving throw or take 14 (2d8 + 5) bludgeoning damage and be stunned until the end of the ogre's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Skull Crush (Recharge 5–6). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 5 (2d4) piercing damage, and if the target is a creature, it must succeed on a DC 16 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The ogre can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ogre regains spent legendary actions at the start of its turn. Move. The ogre moves up to half its speed. Command Minion. The ogre targets one visible ally that has less hit points than the ogre within 30 feet of it. If the target can see and hear the ogre, the target can use its reaction to move up to its speed or make one weapon attack. Attack (Costs 2 Actions). The ogre makes a melee attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ogre Mummy","description":"Mummies Presented here is the royal sorcerer and three examples of giant mummies: the ettin mummy, the hill giant mummy, and the ogre mummy. When some civilizations inter their nobility, they sometimes include a mummified giant which would serve as the tomb's guardian. Unusual Nature. A mummy doesn't require air, food, drink, or sleep. Actions Multiattack. The mummy can use its Dreadful Glare and makes one attack with its Rotting Fist. Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 12 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Lawful Evil","Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ogre Revenant","description":"When a mortal creature becomes a revenant, it retains its statistics except as described below. The creature loses any trait, such as Amphibious, that assumes a living physiology. Celestials, constructs, fiends, elementals, oozes, and undead can't become revenants. Find the template for creating revenants here: Revenant Template Traits Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Rejuvenation. When the revenant’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another ogre corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. Turn Immunity. The revenant is immune to effects that turn undead. Vengeful Strikes. If the target hit by the revenant's melee attack is a creature against which the revenant has sworn vengeance, the target takes an extra 10 (3d6) weapon damage. Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. Actions Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 14 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Ogre Runt","description":"This brute stands just under nine feet tall, wears tattered furs and animal skins, and carries a massive tree branch as a weapon. He has a sloped forehead, patches of thick black hair, and a curious underbite. ACTIONS Greatclub. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":18098,"Challenge Rating":2},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Ogre Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Actions Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Javelin . Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ogre Skirmisher","description":"Leaner and quicker than the average ogre, the skirmisher prefers to attack from afar and use hit-and-run tactics. Traits Skirmish Advantage. Once per turn, the ogre gains advantage on its attack roll when it makes a weapon attack while occupying a space at least 15 feet away from where it started its turn. Actions Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+ 4) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Reactions Skirmisher. When an enemy the ogre can see ends its turn within 5 feet of it, the ogre can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ogre Spider","description":"Spider Giant spiders are feared by many, and those that dwell in the Stolen Lands are certainly adept at giving adventurers new things to fear beyond being merely poisoned or caught in a sticky web. Ogre Spider The terrifying creatures known as ogre spiders often grow as large as elephants. The placement of their eyes above their wide mandibles evokes the grimacing visage of an ogre’s leer. Traits Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Multiattack. The ogre spider makes three attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way. Web (Recharge 5–6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Ogre Vanguard","description":"Very few ogres are trained to wear armor heavier than hide. An ogre vanguard is one of those few. Often found in hobgoblin armies, this ogre can be seen in the front lines, bellowing and grunting as it tries to grab its enemies' attention. It then charges and barrels itself into the enemy ranks, cleaving through bodies with its Greatsword. Those that dare to run away or disengage from it are met with quick, punishing strikes. Traits Threatening. Creatures provoke an opportunity attack from the ogre when they move 5 feet or more while within the ogre's reach, and if the ogre hits a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. Actions Multiattack. The ogre makes two melee weapon attacks. Spiked Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 5 (2d4) piercing damage, and the target is marked until the end of the ogre's next turn. This effect ends early if the ogre is incapacitated or it dies, or if someone else marks the target. While it is within 5 feet of the ogre, a creature marked by the ogre has disadvantage on any attack roll that doesn't target the ogre. Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage and the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of the ogre's next turn. Bonus Actions Punish the Marked. The ogre makes a melee weapon attack against a creature marked by it if the creature dealt damage to anyone other than the ogre during the last turn. The ogre's melee weapon attack has advantage on the attack roll, and if it hits, the attack's weapon deals an extra 7 (2d6) damage to the target.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ogre Warhulk","description":"The warhulk is a large ogre that has mastered the giant flail. During combat, the warhulk can move about and swing its massive flail around, hitting multiple foes. Actions Multiattack. The ogre makes two melee attacks. Great Flail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target . Hit: 17 (2d10 + 6) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 13 (2d6 + 6) piercing damage. Whirling Flail (Recharge 5–6). The ogre warhulk moves up to half its speed and targets each creature within 10 feet of it during its movement. Each target must succeed on a DC 16 Dexterity saving throw or take 17 (2d10 + 6) bludgeoning damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ogre Warped Behemoth","description":"This enormous, malformed giant stands nearly half again as tall as others of its kind. Its hairy hide is covered in oozing sores and swollen pustules. One of its arms is longer than the other, knuckles trailing on the ground. Almost all the creatures caught in magical cataclysms are debilitated or killed by the terrible transformations that wrack their bodies. Rarely, a particularly durable or lucky specimen is warped into an even mightier creature from its exposure to the energy. Greatly enhanced in size and strength and imbued with (mostly) beneficial new abilities, these creatures are known as warped behemoths. Ruled by Hunger. Most warped behemoths are solitary creatures motivated only by their own needs. The common reaction of a behemoth to other creatures is violence, as it lashes out in rage or in an attempt to consume enemies to sate its hunger. Occasionally, a warped behemoth has or develops the presence of mind to cooperate with other creatures. Most often, a behemoth allies with those of its original type, but any creatures resourceful enough to meet a warped behemoth’s needs have a chance to gain a powerful ally so long as they keep the creature fed. BEHEMOTH BODY DISTORTIONS d10 Body Distortion 1 The creature’s natural armor increases by 1. 2 The creature gains resistance to one of the following damage types (roll a d6): (1) acid, (2) cold, (3) fire, (4) lightning, (5) poison, or (6) thunder. 3 The creature gains resistance to nonmagical damage of one of the following types (roll a d6): (1–2) bludgeoning, (3–4) piercing, or (5–6) slashing. The creature’s attacks count as magical for the purpose of overcoming resistance or immunity to nonmagical attacks and damage. 4 The creature gains darkvision out to a range of 60 feet. If the creature already had darkvision, its range increases by 30 feet instead. 5 The creature gains a climbing speed equal to its walking speed. If the creature already had a climbing speed, it is doubled instead. 6 The creature grows fleshy wings and gains a flying speed equal to its walking speed. If the creature already had a flying speed, a burrowing speed, or a swimming speed, treat this result as no effect. 7 The creature grows multiple eyes and gains advantage on Wisdom (Perception) checks that rely on sight. 8 The creature gains advantage on saving throws against spells and other magical effects. 9 The creature grows an oversized limb and gains a Slam attack. This attack has a reach of 10 feet for a Small or smaller creature or 15 feet for a Medium or larger creature. The attack deals bludgeoning damage based on the behemoth’s size (1d6 for Medium, 1d8 for Large, 1d10 for Huge, or 1d12 for Gargantuan). 10 Roll one additional time on this table. A creature can’t have more than three body warps. TRAITS Body Distortions. This ogre warped behemoth has body distortions that grant it a Slam attack and resistance to nonmagical bludgeoning damage. Virulent Pustules. When the behemoth takes piercing or slashing damage, the pustules on its hide erupt in a noxious spray. Each creature within 5 feet of the behemoth must make a DC 13 Constitution saving throw. On a failed save, a creature takes 3 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ACTIONS Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 13 (2d6 + 6) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":3},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Ogre Wererat","description":"Normally only humanoids can be afflicted with lycanthropy. However, there have been a few rare cases where giants, for some unknown reason or fluke, become cursed after suffering a bite from a werecreature. The ogre wererat is such an example. To the ogre, the curse has become a gift. The transformation has given it more resistance and stamina, acute senses, cunning, and agility. Unfortunately, it now also has an insatiable appetite for flesh. An ogre wererat can sometimes be found in the company of other wererats and serves as their muscle. Traits Keen Smell. The ogre wererat has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack (Humanoid or Hybrid Form Only). The ogre wererat makes two attacks, only one of which can be a Bite. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. lf the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wererat lycanthropy. Greatclub (Giant or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Change Shape. The ogre wererat polymorphs into a Large rat-humanoid hybrid or into a Large giant rat, or back into its true form, which appears humanoid. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant (Shapechanger)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ogre Witch Doctor","description":"Most ogre witch doctors are divine spellcasters that worship Vaprak. They often serve as leaders or advisers to a more powerful ogre, such as a chieftain. They accompany war parties to support them and are valued for their ability to bestow Vaprak's Gift, which enables a creature to temporarily regenerate wounds and dismembered body parts. Actions Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning damage if used with two hands. Cursed Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 15 (3d8 + 2) psychic damage, and the target has disadvantage on attack rolls, ability checks, and saving throws until the end of the ogre’s next turn. Vaprak's Gift (3/Day). The ogre chooses one creature it can see within 30 feet of it. For 1 minute, the target regains 10 hit points at the start of each of its turns. If the target takes acid or fire damage, the target will not regain any hit points at the start of its next turn. The target dies only if it starts its turn with 0 hit points and doesn't regenerate. Spellcasting. The ogre casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12): At will: guidance, resistance, thaumaturgy 3/day each: bane, blindness/deafness 1/day each: bestow curse, spirit guardians","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ogre Zombie","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Undead Fortitude : If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Morningstar : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","properties":{"Category":"Monsters","AC":8,"HP":"85 (9d10+36)","CHA":5,"CON":18,"DEX":6,"INT":3,"STR":19,"WIS":6,"Size":"Large","Type":"undead","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066408/PER98xAnYDVDp0ugHbqMPw/original.png","Roll 0":"Morningstar\n1d20 + 6\n2d8+4","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":450,"Alignment":"Neutral Evil","Languages":"Understands Common And Giant But Can't Speak","data-List":"false","Immunities":"Poison","Token Size":2,"data-Traits":"[{\"Name\":\"Undead Fortitude\",\"Desc\":\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"}]","data-Actions":"[{\"Name\":\"Morningstar\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":"+4","data-DEX-mod":"-2","data-INT-mod":"-4","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"-2","Saving Throws":"Wis +0","Challenge Rating":2,"Passive Perception":8,"Condition Immunities":"Poisoned","data-CrNum":2,"data-AcNum":8,"data-HpNum":85},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Ogre Zombie","description":"\"After Beek died, we cast an Animate Dead spell on his corpse. It was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would’ve found that hilarious.\" —Fonkin Hoddypeak, on friendship Zombies From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp. Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator’s bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay. Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can’t be restored to life except by powerful magic, such as a resurrection spell. A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. Hideous Forms. Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water. Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won’t retrieve a dropped weapon or other tool until told to do so. Undead Nature. A zombie doesn’t require air, food, drink, or sleep. Traits Undead Fortitude : If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Morningstar : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Source":"MM1","Alignment":"neutral evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ogre, Alleybasher","description":"An ogre clad in spiked leathers and wearing brass knuckles turns the corner. It cracks its knuckles and smiles wickedly, punching a hole in a brick wall for violent emphasis. Most ogres are simple giants, driven by foul tempers and large appetites. Theirs is an existence that is often cut short by infighting, bigger giants, and defiant heroes. Some of the bolder ogres seek out the bustling cities the smaller folk call home, where their talent for violence and intimidation makes it easy for them to enjoy a life of crime. Goon Squad Muscle. A few alleybasher ogres take jobs as bouncers and muggers on their own, but more often a street gang, a shady performer, or thieves' guild employs them as muscle. Their cruelty and propensity for violence serve them well, and their massive size counts for far more than personality in criminal circles. Gangs and guilds teach alleybashers the tools of their trade: Brick, rocks, fists, and more. Imposing Figure. The alleybasher uses its Strength modifier instead of its Charisma modifier when making Intimidation checks (included above). I Work for the Boss (3/Day). If the alleybasher is subjected to an effect that would force it to make an Intelligence, Wisdom, or Charisma saving throw while it is within 30 feet of its superior, the ogre can use the superior's Intelligence, Wisdom, or Charisma modifier for the saving throw instead of its own. Actions Multiattack. The alleybasher makes two Fist attacks or three Throw Brick attacks. If the ogre hits one Medium or smaller creature with both Fist attacks, the target must succeed on a DC 13 Strength saving throw or be knocked prone. Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage. Throw Brick. Ranged Weapon Attack: +6 to hit range 20/60 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. Handful of Sandy Rocks (Recharge 6). The alleybasher scatters rocks and blinding sand in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) bludgeoning damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded. Reactions Intimidating Rebuff. When a creature the alleybasher can see within 30 feet of it targets it with an attack, the ogre can make a Strength (Intimidation) check, taking half a step forward, snarling, or otherwise attempting to spook the attacker. If the check is equal to or higher than the attack roll, the attacker must reroll the attack roll, using the lower of the two results.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ogre, Black Sun","description":"A pale, scarred ogre lumbers forward, half its body covered in armor, the other half covered in tattooed glyphs and arcane symbols. Hulking armored killers fueled by infernal magic and cold brutality, Black Sun ogres serve as enforcers, guardians, and a nearly unstoppable assault force for those they serve. Dark priests and priestesses of the Black Sun seek out the most ruthless ogres among their followers and empower them with tattooed glyphs to enhance their tremendous strength and fortitude. Unlike many ogres, those sought for initiation into the ranks of the Knights of the Black Sun can control their ferocity and rage, holding it back until it is needed most. Infernally Empowered. Once selected to join the Knights of the Black Sun, these ogres undergo a series of torturous and unholy rituals, their skin marked to channel infernal energy into their bodies. This new power gives Black Sun ogres greater protection and fuels their already brutal attacks into something otherworldly. When caught at a distance, Black Sun ogres can call upon these infernal brandings to shred their opponents with dark energy from afar. Up close, the unholy blades of the Knights of the Black Sun writhe with malevolent magic. Knights of the Black Sun. Black Sun ogres serve their lieges in many ways. The knights often serve as guardians for powerful priests or priestesses. Often Black Sun knights are sent on quests in pairs, an elder and a newly-branded squire, to recover lost artifacts, find scribes useful to the Black Sun's research, eliminate heretical and chosen enemies, or seek lost ruins discovered in prophecies. In war, Black Sun knights serve as a nearly unstoppable vanguard of an army, attacking in groups of ten or twenty during sieges or frontal assaults. Few armies have seen the coming of the Knights of the Black Sun and survived the experience. Infernal Runes. The Black Sun ogre's tattoos give it a +2 bonus to its AC (included above). In addition, the ogre has advantage on saving throws against spells and other magical effects. Unholy Blade. Infused with unholy power, the ogre's weapon attacks are magical. When the ogre hits with any weapon, the weapon deals an extra 2d6 necrotic damage (included in the attack). Actions Multiattack . The Black Sun ogre makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 7 (2d6) necrotic damage. Dark Word. The ogre speaks an infernal word of unmaking at up to two creatures it can see within 120 feet of it. Each target must succeed on a DC 16 Constitution saving throw or take 22 (5d8) necrotic damage. Reactions Gauntleted Backhand. When a creature within 5 feet of the Black Sun ogre misses the ogre with a melee attack, the attacker must succeed on a DC 16 Dexterity saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ogre, Cunning Artisan","description":"This creature has the brutish build of a common ogre, but its clothing and weapons are well-made and maintained. Beneath a heavy brow, small eyes gleam with intelligence. Cunning artisan ogres exhibit a keen intellect and magical aptitude. They create magic items, weaving subtle curses into their creations. They can sense the auras of enchanted items and can warp those auras to cause malfunctions and misfires. Magic For a Price. The cunning artisan creates magic items for its own personal use as well as trade. Due to its selfish and suspicious nature, these items are often cursed from the start. Likewise, any item the ogre trades or gives to another likely has a dormant curse or a command word it can use to deactivate the item, in case relations sour. Arcane Weapons. The cunning artisan's weapon attacks are magical. When the ogre hits with any weapon, the weapon deals an extra 1d8 force damage (included in the attack). Artisan's Prowess . If a magic item requires an action to activate, the cunning artisan can activate it as a bonus action instead. Sense Magic. The cunning artisan senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. Actions Multiattack . The cunning artisan makes two Battleaxe attacks or three Arcane Bolt attacks. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 4 (1d8) force damage. Arcane Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) force damage. Curse Item (Recharge 5-6). The cunning artisan curses one magic item it can see within 60 feet of it. If the item is being worn or carried by a creature, that creature must succeed on a DC 15 Charisma saving throw to avoid the curse. For 1 minute, the cursed item suffers one of the curses described in the Artisan Curses sidebar, as appropriate for its item type.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ogre, Hagspawn","description":"Hagspawn are often found leading ogres due to their slightly higher Intelligence and Wisdom. Hagspawn are also much better at communicating than an average ogre and will sometimes manage to get the other ogres to behave and fight with a semblance of tactics. Hagspawn usually have no idea that their mother was a hag. Hagspawn look like ogres with less bestial features and most have a glint of malevolent intelligence in their eyes. Hagspawn are more likely to use better weapons, bathe (on purpose), and otherwise maintain themselves. If something is inspecting a hagspawn and succeeds at an DC 15 Intelligence (Investigation) check, they will realize that there is some fey blood in the “ogre,” and with a DC 20 success they will realize that the ogre, is infact, a hagspawn. Hagspawn that survive to adulthood are rare and only roughly 1 in 200 ogres are hagspawn. Virinik the Only is a dangerous hagspawn that guards his mother, Auntie Frigid Hearth. He is an example of hag patience, brain-washing, and ruthless cruelty. He is much more powerful than a normally encountered hagspawn and is fully aware of who his mother is.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"neutral evil","Expansion":34600,"Challenge Rating":2},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Ogre, Kadag","description":"This gray-skinned ogre is clad in worked leather and stands straighter than its brethren. The stench of rotting flesh radiates from the creature. Occasionally, an ogre will seclude itself and master its hunger. Claiming a cave atop a desolate mountainside or deep in the badlands, the ogre becomes a hermit and leaves its caves only to ritualistically murder whatever it finds. Ogres that stick through the process and resist the urge to feast eventually become kadag ogres, strengthened by murder and masters of their own urges. They are smarter and tougher than most of their kin but are much less sociable. Masters of Death. While not true necromancers, the rites performed by kadag ogres make them kin to the undead. Their flesh is hardened against death magic, their mere presence sickens the living, and they can command lesser undead in their vicinity. These rites require sacrifices of intelligent creatures, and kadag ogres often prey upon travelers or nearby villagers for the materials they need. Some kadag ogres corral masterless undead, using them to guard territory, gather sacrifices, and protect the ogre's isolation. Cryptic Monsters. The secretive lives of these ogres means that most of their victims don't know what they face. Villages tell tales of the Monster in the Wastes, or a petty necromancer with a hulking servant, or the giant that eats those who intrude upon its secret lair. Other ogres speak reverently of the wise death hermits, teaching that any ogre can become a kadag with enough dedication. Occasionally, some warlord or necromancer seeks out a kadag ogre and entreats it into service. Most fail, but some manage to bully, bribe, or trick the ogre into service, where they serve as surly lieutenants over undead and other ogres. Mountain Ambushers. Kadag ogres prefer the narrow passes and limited sightlines of the high mountains, both for the isolation and the advantages it provides over their prey. They enjoy ambushing groups passing in front of their cave mouths and flinging those capable of fighting back off the side of the mountain. Scent of Death. Any creature that isn't Undead and that starts its turn within 5 feet of the kadag ogre must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the kadag ogre's Scent of Death for 1 hour. Undead Affinity. An Undead has disadvantage on attack rolls against the kadag ogre if the ogre hasn't attacked that Undead within the past 24 hours. In addition, each skeleton and zombie within 30 feet of the kadag ogre that has no master follows the ogre's verbal commands until a master asserts magical control over it. Actions Multiattack. The kadag ogre makes three Spear attacks. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack. Master of Death (Recharge 5-6). The kadag ogre empowers up to three friendly Undead it can see within 30 feet of it. Each empowered Undead can use a reaction to move up to half its speed and make one melee weapon attack. In addition, an empowered Undead gains 5 (2d4) temporary hit points for 1 minute. The kadag ogre can't empower Undead with an Intelligence score of 10 or higher.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ogre, One-Horned","description":"This towering ogre is covered in rippling muscles. It wears a suit of burnished scale mail and hefts a gleaming greatsword in its hands. A large white horn emerges from the ogre’s forehead, glowing with a strange blue radiance. Ogre Royalty. A one-horned ogre is not only physically more impressive than other ogres, it also radiates a terrible majesty that causes most other ogres to supplicate themselves before it. Even creatures like crimson-tusked ogres , ettins, and hill giants find themselves bowing to these creatures and following them into battle. As a result, most one-horned ogres are the leaders of tribes or families of ogres. Though one-horned ogres are generally at the top of the political pyramid, they sometimes serve an even greater power, such as a coven of hags, an ogre mage, or a red dragon. Dark Gifts. One-horned ogres gain their power through a dark pact with a fiend. This pact manifests in the shape of a horn that grows from their brow, which grants them great power but also makes them vulnerable. Their horns come in black, crimson, and white, depending on the type of fiend the ogre serves. Black-horned ogres serve demons and other chaotic fiends, white-horned ogres serve neutral fiends, and crimson-horned ogres serve devils and other lawful fiends. If a one-horned ogre ever loses its horn, its allies either flee or turn on their former leader, often resulting in its death. As a result, one-horned ogres are paranoid about their horns and sometimes go to excessive lengths to cover or protect their horns in battle.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"any evil alignment","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ogre, Rainforest","description":"This fearsome, hulking brute has thick green skin, pointed ears, and a large mouth full of sharp teeth. Its bare-chested body is adorned with macabre piercings and bone jewelry. Also known as negoogunogumbar, or “hunger of the forest,” by locals, these terrifying jungle-dwellers stand around 11 feet tall and weigh over 1,000 pounds. Much smarter than common ogres, rainforest ogres were once creatures of the fey realms, serving hags in deep forests or underworld caverns or working as bodygaruds for unseelie fey rulers. Banished to the mortal world for reasons long lost to time, rainforest ogres now stalk the jungles of the world, consuming whatever they can catch and decorating themselves wit h the bones. Humanoid Hunters. Rainforest ogres are rightly feared as man-eaters. Although they will eat anything—even nuts and berries if they have to—they enjoy the taste of humanoid flesh above all else, making their homes in caves close to villages to ensure a steady supply of fresh meat. Hunting mostly at night, an ogre sneaks through the jungle as quietly as its large size allows, then then swiftly kills a sentry or snatches a villager. The ogre prefers to eat its victims raw and is often so hungry it doesn't wait to return to its lair before consumin g its prey. Boar Affinity. If an alarm is raised in a village where the rainforest ogre is hunting, it assumes the form of a giant boar and furiously charges its assailants, bringing what remains back to its cave to feed the giant forest boars it keeps as pets and emergency food supplies. Humanoids living in jungles where rainforest ogres are found kill forest hogs on sight, but they avoid eating the meat because of the animal's associations with the ogre. Devouring Charge (Boar Form Only). If the rainforest ogre moves at least 20 feet straight toward a target and then hits it with a Tusk attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the ogre can make one Bite attack against it as a bonus action. Fey Ancestry. The rainforest ogre has advantage on saving throws against being charmed, and magic can't put the ogre to sleep. Speak with Beasts. The rainforest ogre can communicate with Beasts as if they shared a language. Actions Multiattack. The rainforest ogre makes two Spear or Tusk attacks and one Bite attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the ogre gains 5 (2d4) temporary hp. Spear (Ogre Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. Tusk (Boar Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Bonus Actions Change Shape. The rainforest ogre transforms into a Large boar or back into its true form, which is an ogre. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant (Shapechanger)","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ogre, Rockchewer","description":"Rough stone forms the skin of this towering giant. It pulls a rock from the bag slung over its shoulder and bites down on it as one would a piece of fruit. When the giant speaks, loose gravel spurts from its mouth. Rockchewer ogres roam hills, mountains, and badlands that contain exposed stone. They often share territory with stone giants, though the giants consider the ogres' presence an infestation. Absentminded Gnawers. Rockchewer ogres eat natural and worked stone. They compulsively chew on it, which can include castles, towers, or walls. They can quickly devastate foundations, as they typically eat 50 pounds of stone each day. Considering the powerful force required to chew stone, the creatures fortunately forgo biting softer targets. Their fussiness about the experience of chewing tough materials extends to the speed at which they eat. Rockchewer ogres prefer to take their time with their food, rolling the remnants around in their mouths as they eat. Even in cases where they must quickly crush stone to spit devastating cones of debris in combat, the ogres are reluctant to hurry. Deadly Play. The ogres enjoy chucking rocks at each other as a game. On most throws, they fail to catch the projectile, and their bodies withstand most of the impact. A typical match sees rocks thudding against the ogres' torsos while they laugh. Because the ogres greet each other with thrown rocks, they often toss rocks at any new “friends” they meet. They quickly apologize for any harm done, provided the response consists of harsh words and not drawn weapons. Tolerated by Stone Giants. Rockchewer ogres feel a kinship to stone giants and often migrate to the giants' strongholds. Many stone giants believe the ogres are distant relatives and begrudgingly accept them into the midst. The ogres put the giants' patience to the test, however, as they thoughtlessly chew on homes, art, or important monuments. Stone giants prefer not to kill rockchewer ogres; instead, they lead the easily distracted ogres to quarries and mines away from stone giant homes. Stone Chomper . The rockchewer ogre deals double damage to stone objects and structures with its bite attack. Actions Multiattack. The rockchewer ogre makes two Slam attacks or one Bite attack and one Slam attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Chew Rock. The rockchewer ogre thoroughly crushes a rock in its large maw, reducing it to rubble. Gravel Spray . The rockchewer ogre spits out a 15-foot cone of crunched up rock. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage, or half as much damage on a successful one. The rockchewer ogre can use this action only if it has used Chew Rock within the past minute. Bonus Actions Quick Chew (Recharge 6). The rockchewer ogre uses Chew Rock. Reactions Rock Catching. If a rock or similar object is hurled at the rockchewer ogre, the ogre can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ogre, Tusked Crimson","description":"With prodigious, upward-curving tusks and blood-red skin, this ogre looks even more bestial than the rest of its race. Veins stand out over its heavily-muscled body, and its eyes display a madness beyond the promise of cruelty and stupidity inherent in its fellows. Few in Number. Profane magical experimentation produced the tusked crimson ogres long ago, though they possess the capability to breed among themselves and their ogre kin. Seldom do they appear in great numbers due to their ferocity and utter lack of fear. Shunned by Normal Ogres. Other ogres have learned, for all their dimwittedness, to let tusked crimson ogres have their way, as a means of self-preservation. Tusked Crimson Ogres in Midgard A creation of the cult known as the Sanguine Path, tusked crimson ogres became widely known in the expansionist wars of the Mharoti Dragon Empire, who employ the brutes as shock troops. Bred for war by the blood mages of Kaa'nesh, the tusked crimson ogres' bloodthirsty natures receive constant reinforcement through cult indoctrination. The ogres often bathe in blood before battle, which they believe makes them more powerful, offers them protection, and guarantees them an afterlife of joyous slaughter should they fall to the enemy.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ogre, Void-Blessed","description":"A purple-skinned ogre stands hunched over, using boulders to keep itself upright. Its slack jaw filled with yellowed teeth hangs open, with green drool falling out. A dark void sits where its eyes should be, and two tentacles extend from its shoulders. Each tentacle ends in three smaller tentacles, reaching and quivering and sometimes holding it upright. Void-blessed ogres are ogres born in areas filled with the power of the Void or inhabited by dark creatures from the space between the stars. The volatile Void energies blessed these ogres with supernatural senses and two powerful tentacles. These tentacles increase the ogres' senses further when bored into the ground. The tentacles weigh on the Void-blessed ogre physically and mentally, slowing its pace and assaulting its mind with whispers of the Void. These whispers bolster the ogre's mind against outside influences, making it harder to magically control than most of its cousins. Never-Ending Hunger. Void-blessed ogres crave food constantly, and are never satisfied for long before seeking their next meal. They often fear their hunger and overeat in a futile attempt to suppress the hunger pains. During times of stress, a Void-blessed ogre regurgitates the volatile contents of its stomach, creating pools that rot anything they touch. Cultist Allurement. Anyone who touches one of the ogre's tentacles hears the voices of the Void that swim in the ogre's mind. Many cults of the Void grant special places in their ranks for the ogres, feeding them in return for this opportunity to commune with the Void. Similarly, other creatures connected to the Void are drawn to Void-blessed ogres, feeling an innate connection and occasionally deference to the ogre. Keen Hearing and Smell. The ogre has advantage on Wisdom (Perception) checks that rely on hearing or smell. Tentacle Senses. The Void-blessed ogre can't use its tremorsense while grappled or restrained. Actions Multiattack. The Void-blessed ogre makes one Tentacle Lash attack and one Void Bite attack, or it makes three Void Spit attacks. Tentacle Lash. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or be blinded until the end of its next turn, as jumbled visions and voices of the Void fill its mind. Void Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 9 (2d8) necrotic damage. Void Spit. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) necrotic damage. Reactions Volatile Stomach. When the Void-blessed ogre takes bludgeoning, piercing, or slashing damage, it can regurgitate some of its stomach contents. Each creature within 5 feet of the ogre must succeed on a DC 15 Constitution saving throw or take 4 (1d8) necrotic damage and be poisoned until the end of its next turn. A pool of Void-infused stomach contents forms in a space the ogre can see within 5 feet of it and lasts until the start of the ogre's next turn. A creature that enters the pool for the first time on a turn or starts its turn there takes 4 (1d8) necrotic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ogremoch","description":"The Prince of Evil Earth is Ogrémoch (pronounced oh-gray-mock), the Mountain that Walks. His natural form is a shambling, 50-foot-tall colossus of rock, with crystal growths embedded throughout his body. When he bothers to speak, his voice sounds like grinding stones. Ogrémoch is a miser who regards all the resources and treasures found in the ground as his own. He holds nothing but contempt for mortals (or any other denizens of the Material Plane) and desires nothing more than to crush and subjugate whomever he encounters. What he can’t crush, he endures and outlasts. Ogrémoch especially resents any mortals that dare to remove valuable metal or stone from the earth, and those who shape or build things of stone. He notices each nugget of gold or raw gemstone removed from areas under his influence, seeking to reclaim treasures “stolen” from him—and to punish the thieves. When the Prince of Evil Earth gains access to the Material Plane through an elemental node, he begins to methodically locate and destroy every mine, quarry, town, or fortification in the area. It’s not that he needs the wealth, but the principle of the thing—extracting treasure from the earth—is anathema to Ogrémoch. Ogrémoch’s Lair Ogrémoch is normally found in the depths of elemental earth, choosing caverns with black crystals and jagged rock spikes to serve as his throne room. He can enter the Material Plane through large and well-established nodes of elemental earth, with a little help from the proper rituals. Within such a node, Ogrémoch wields great power. Lair Actions Ogrémoch can assert his dominion over the rock and stone around him to take lair actions on the Elemental Plane of Earth, or in any elemental earth node (including the Black Geode, described in chapter 5). On initiative count 20 (losing initiative ties), Ogrémoch uses his lair action to cause one of the following effects: A 10-foot-radius area of rocky or earthy ground within 60 feet of Ogrémoch turns to sticky mud. Any creature on the ground in the area must succeed on a DC 15 Dexterity saving throw or sink 5 feet into the mud and be restrained. A creature can take an action to make a DC 15 Strength check, ending the effect on itself or another creature within its reach on a success. Crystalline spikes grow from the ground in a 20-foot-radius area within 60 feet of Ogrémoch. The area becomes difficult terrain. A creature that moves through the affected area takes 1d8 piercing damage for every 5 feet it moves there. Creatures that are knocked prone in the area also take this damage. A violent tremor shakes the lair in a 120-foot-radius around Ogrémoch. Each creature other than Ogrémoch on the ground in the area must succeed on a DC 15 Strength or Dexterity saving throw (target’s choice) or be knocked prone. Regional Effects The region containing an elemental node in which Ogrémoch is present is seriously affected, becoming geologically unstable. This creates the following effects: Earth tremors strike the region within 10 miles of Ogrémoch’s location every 2d12 hours, each lasting 1d10 rounds. At first, damage is minor—broken windows, cracked plaster, items toppled off shelves. The longer Ogrémoch remains, the stronger the tremors become. After 5 days, the tremors are strong enough to destroy flimsy structures. After 10 days, they are strong enough to destroy ordinary wooden buildings. After 20 days, they can seriously damage or destroy reinforced or fortified structures. Magnetic disturbances within 10 miles of Ogrémoch prevent compasses from functioning there. Hidden sinkholes and fissures form within 1 mile of Ogrémoch’s location. A hidden sinkhole can be spotted from a safe distance by any creature with a passive Wisdom (Perception) score of 15 or higher or spotted with a successful DC 15 Wisdom (Survival) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole or fissure. Natural caves and tunnels within 1 mile of Ogrémoch’s lair form intermittent portals to the Elemental Plane of Earth, allowing elemental creatures into the mortal world to dwell near those points. If Ogrémoch is destroyed or banished back to his home plane, the regional effects fade over the next 1d10 days. Princes of Elemental Evil For the most part, the elements that make up the world are indifferent to good or evil as mortals understand the concepts. Creatures such as fire elementals can be dangerous and destructive, but they have no particular aim other than to exist. However, some of the primordial powers of the elemental plane are tainted with true evil. These are the princes of Elemental Evil, old and jealous elemental beings that despise the world of living things. Each of the princes is a unique elemental lord of terrible power, and each commands the loyalty of many lesser elementals that have likewise been corrupted by their evil—as well as mortal worshipers who likewise seek to scour the world with the wrath of the elements. Each prince of Elemental Evil is a unique being unlike any other elemental, or any of the other princes. Some embody the combination of elements—for example, Bwimb, the Lord of Ooze, or Cryonax, the Prince of Evil Cold. However, the four princes most strongly associated with the cult of Elemental Evil are malicious embodiments of the four base elements. They are: Imix, Prince of Evil Fire (the All-Consuming Fire, the Eternal Flame) Ogrémoch, Prince of Evil Earth (Tyrant of Black Earth, the Mountain of Doom) Olhydra, Princess of Evil Water (the Crushing Wave, Well of Endless Anguish) Yan-C-Bin, Prince of Evil Air (the Shadow of the Four Winds, the Howling Hatred) Forces of Destruction. The princes aren’t concerned with spreading wickedness among mortals or making any kind of order or philosophy dominant in the world. Their evil is blind, destructive, and hungry. They hate the way the world is made and the natural laws that constrain their favored elements. They resent the gods who shaped the world, and the mortals for whom the world was shaped, especially mortals who seek to impose their will on the elements. The princes unleash natural catastrophes at every opportunity, and gladly crush or devour mortals to assert their mastery over the world. Uncooperative. While the princes of Elemental Evil share a love of destruction and hatred of mortals, they don’t cooperate with each other. Each is concerned only with advancing his or her own favored element. At best they are indifferent to each other, but each prince hates the prince representing the element opposite to its own (fire and water, or air and earth), and often goes to great lengths to block its enemy’s efforts or destroy its enemy’s followers. The Elder Elemental Eye. While the princes of Elemental Evil act independently of each other, there is a mysterious force that seems to link them together: the Elder Elemental Eye. Some sages believe that the Eye is a dark, primordial god that corrupted the elements in the beginning of the world, giving rise to each of the princes. Others hold that the Elder Elemental Eye is a binding force—a common fate, or perhaps a curse— that ties the princes together. Whenever one aspect of Elemental Evil takes root in the world, the other three soon follow, and the four cults are often found together despite their mutual antipathy. Elemental Nodes. The princes of Elemental Evil seek to spread their power by sowing the seeds of elemental nodes throughout the world. Elemental nodes are places in the Material Plane that are suffused with energy from the Elemental Planes. For example, a subterranean magma chamber or a swamp with flaming gas seeps might be an elemental node of fire. Elemental nodes are like beachheads for the elemental princes, places from which they can reshape part of the world to their own tastes and wreak destruction on whatever is nearby. When an elemental prince succeeds in establishing a node, it channels its power—and its elemental minions— to that spot, spreading Elemental Evil like a cancer in the firmament of the world. Worshiped by Cults. The princes of Elemental Evil are indifferent to mortal followers. They aren’t gods and don’t crave worship, but evil mortals find that Elemental Evil is a ready source of magical power and lends itself to destructive uses. Cultists often gather near elemental nodes and attempt perilous rituals to tap into the power of Elemental Evil or attract the attention of one of the princes. These fell beings don’t hear prayers or grant spells, but they can serve as sources of power to those who learn to draw on their might. More often than not, the princes of Elemental Evil wind up destroying the mortals who called on them. Until they do, clever (or crazed) cultists can do a great deal of harm with the elemental power they borrow. Traits Empowered Attacks. Ogrémoch’s slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons. Innate Spellcasting. Ogrémoch’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: meld into stone, move earth, wall of stone Legendary Resistance (3/Day). If Ogrémoch fails a saving throw, he can choose to succeed instead. Magic Resistance. Ogrémoch has advantage on saving throws against spells and other magical effects. Siege Monster. Ogrémoch deals double damage to objects and structures with his melee and ranged weapon attacks. Actions Multiattack. Ogrémoch makes two slam attacks. Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit : 30 (4d10 + 8) bludgeoning damage. Boulder. Ranged Weapon Attack: +6 to hit, range 500 ft., one target. Hit: 46 (7d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone. Summon Elementals (1/Day). Ogrémoch summons up to three earth elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Ogrémoch, and disappear if Ogrémoch is reduced to 0 hit points. Legendary Actions Ogrémoch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ogrémoch regains spent legendary actions at the start of his turn. Illuminating Crystals. Ogrémoch’s crystalline protrusions flare. Each creature within 30 feet of Ogrémoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can’t benefit from being invisible. Stomp (Costs 2 Actions). Ogrémoch stomps the ground, creating an earth tremor that extends in a 30-foot radius. Other creatures standing on the ground in that radius must succeed on a DC 23 Dexterity saving throw or fall prone. Create Gargoyle (Costs 3 Actions). Ogrémoch’s hit points are reduced by 50 as he breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a gargoyle and acts on the same initiative count as Ogrémoch. Ogrémoch can’t use this action if he has 50 hit points or fewer. The gargoyle obeys Ogrémoch’s commands and fights until destroyed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"elemental","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Ogrepede","description":"The ogre steps forward with a lop-sided gait. As it approaches, it rises up, revealing it is actually an abomination of ogre torsos held together by necromantic power. Special torments await the depraved souls that devised these unholy, undead amalgamations. An ogrepede is comprised of an unknown number of ogre torsos and heads stitched together, with arms erupting from the mass seemingly at random. Watching it skitter haphazardly about a battlefield is almost hypnotic, right until it reaches its prey and rises to attack. Vicious Louts. Mixing and animating ogre parts does nothing to improve their legendary tempers. Even more so than ogres, ogrepedes seek out things to destroy. The more beautiful the creature or object, the more satisfaction the ogrepede derives from its destruction. The lair of the rare ogrepede that has slipped its master’s bonds is full of its debased treasures and, in some instances, the mutilated but still-living victims of their assaults. Noisy Wanderers. People are rarely surprised by the arrival of an ogrepede. Unless specifically commanded not to by their creator, ogrepedes emit a constant haunting moan, as though the creature laments all it has lost. Even if told to be silent, ogrepedes are not quiet. Their fat fingers drum noisily at the ground and their bodies slam gracelessly into corridor walls as they careen along on their duties. Poor Allies. Ogrepedes have difficulty getting along with other creatures, including other ogrepedes. Vestiges of the craven instincts the ogres possessed in life remain after death, causing the ogrepede to lash out at any creature near it, particularly if the target is already wounded. Even when commanded to work with other creatures by their masters, it is merely a matter of when, not if, an ogrepede will attack its companions; the betrayal is inevitable. Undead Nature. An ogrepede doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Oinoloth","description":"Yugoloths Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the creature presented here. Oinoloth Grim specters of death, oinoloths bring pestilence wherever they go. To armies who recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose. Oinoloths provide the ultimate solution to thorny⁠ problems, usually by killing everyone involved. They are hired as a last resort, when a siege has gone on too long or an army has proved too strong to overcome. Once summoned, oinoloths stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks. Traits Bringer of Plagues (Recharge 5–6). As a bonus action⁠, the oinoloth blights the area within 30 feet of it. The blight⁠ lasts for 24 hours. While blighted, all normal plants⁠ in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved. Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned. The poisoned creature can't regain hit points. After every 24 hours that elapse, the poisoned⁠ creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times. Innate Spellcasting. The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic, invisibility (self only) 1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice Magic Resistance⁠. The oinoloth has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. The oinoloth's weapon attacks are magical. Actions Multiattack. The oinoloth uses its Transfixing Gaze and makes two claw attacks. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage. Corrupted Healing⁠ (Recharge 6). The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0. Teleport⁠. The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Transfixing Gaze. The oinoloth targets⁠ one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of the oinoloth's next turn. While charmed⁠ in this way, the target is restrained. If the target's saving throw is successful, the target is immune to the oinoloth's gaze for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Yugoloth)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Oinoloth","description":"Grim specters of death, oinoloths bring pestilence wherever they go. When armies recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose. Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an army has proven too strong to overcome. Once summoned, oinoloths stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks. Traits Magic Resistance. The oinoloth has advantage on saving throws against spells and other magical effects. Actions Multiattack. The oinoloth makes two Claw attacks, and it uses Spellcasting or Teleport. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage. Corrupted Healing (Recharge 6). The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0. Spellcasting. The oinoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: darkness , detect magic , dispel magic , hold monster , invisibility (self only) 1/day each: feeblemind , globe of invulnerability Teleport. The oinoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Bonus Actions Bringer of Plagues (Recharge 5–6). The oinoloth blights the area in a 30-foot-radius sphere centered on itself. The blight lasts for 24 hours. While the area is blighted, all normal plants there wither and die. Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned. On a successful save, the creature is immune to the oinoloth’s Bringer of Plagues for the next 24 hours. The poisoned creature can’t regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature’s hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Yugoloth)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Okkar Ironeyes","description":"Okkar Ironeyes is a male sojourner dwarf, 150 years of age. His skin is ruddy from the sun and wind, and bears numerous small scars and wrinkles. A hammer-shaped brand adorns his left check, which Okkar believes that, as a symbol of his deity, protects him in his journeys. His hair and beard are dark brown, speckled with dirty blond strands, and his eyes a clear amber color. Okkar can be stoic and sullen in general, but he grows more animated and enthusiastic when speaking of his search and the possibility of finding a permanent home for his people. Okkar accompanies the party to the Knuckle as an NPC and is considered another PC when dividing XP. If reduced to 0 hit points, treat Okkar as a PC, allowing him to make death saving throws to survive and stabilize. Gear : traveler’s clothing, explorer’s kit, two crossbow bolt cases, 40 bolts, 2 flasks of oil, potion of healing ACTIONS Handaxe : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. Light Crossbow : Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 6 (1d8+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful good","Expansion":17402,"Challenge Rating":"1/2"},"publisher":"Goodman Games","book":"Glitterdoom (FEF 1)"},{"name":"Old Black Dragon","description":"Presented here are two additional age categories for each of the chromatic dragons. Old dragons lie between the ages of adult and ancient, and have just reached gargantuan size. Young Adults are adolescent dragons that have just reached Huge size. Traits Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) acid damage. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5–6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must succeed on a DC 20 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Old Blue Dragon","description":"Presented here are two additional age categories for each of the chromatic dragons. Old dragons lie between the ages of adult and ancient, and have just reached gargantuan size. Young Adults are adolescent dragons that have just reached Huge size. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) lightning damage. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must succeed on a DC 21 Dexterity saving throw, taking 77 (14d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":20},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Old Brown Dragon","description":"Brown Dragon Often referred to by desert nomads as the great desert dragon or sand dragon, the brown dragon is a cunning creature, but it is also haughty, irritable, paranoid, and slothful. It provides for itself in whatever way requires the least inconvenience and steers clear of unnecessary trouble. It makes its home in underground caverns and the ruins of ancient cities buried beneath the wastelands. Desert Predator. The brown dragon is a flightless creature that swims under vast desert sands like a bloodthirsty shark at sea. Its scales are leathery and softer than the typical dragon's metallic-like ones and have the color that matches its natural hunting grounds, ranging from dark brown at birth to dull light brown in their old age. The brown dragon has four short, muscular limbs that end with webbed claws suitable for digging through the sand and a pair of leathery wing vestiges at the back of its shoulders. A few lucky survivors who survived a brown dragon's attack recall seeing twin dorsal-like fins, which were the dragon's wings, cutting through the sand during its approach. Ambush Hunter. The brown dragon consumes minerals but prefers meat. It particularly relishes the taste of livestock, especially camels and horses. It will go to great lengths to attack caravans and herders but is careful enough to do so only in isolated areas and to not leave any survivors to avoid attracting unwanted attention, such as a party of adventurers. The brown dragon hunts by burying itself in the sand, waiting patiently until it senses vibrations caused by a prey's movement, after which it explodes from its hiding place, showering sand everywhere as it leaps toward its target. The brown dragon's breath is a line of highly corrosive sand that can also blind those that are hit by it. Prey, Foes, and Allies. The brown dragon is fiercely territorial and will slay and consume other burrowing predatory creatures such as ankhegs, bulettes, kruthiks, and umber hulks. It tolerates the presence of oozes and ooze elementals, as well as desert-dwelling vermin like giant antlions and scorpions, only because the brown dragon doesn't see them as competition or threat to its well-being and treasure hoard. The brown dragon dislikes other dragons, though, and especially hates and fears blue dragons, which often shares its territory with them. If an older blue dragon threatens it, the brown dragon will establish a new lair, move its treasure, and abandon its old home. Aloof and Self-Serving. The brown dragon sees anything weaker than itself as nothing more than prey. It does not care much for speaking with other intelligent creatures, especially adventurers, as it finds it odd and beneath itself to talk to its food. If it does participate in a conversation, the brown dragon will feign boredom and disinterest and even toy with whoever it is talking to, subtly steering topics to potential prey, treasure, and threats. A Brown Dragon's Lair Brown dragons keep their lairs underneath desolate deserts and coastal beaches, using their lightning-quick burrowing claws and acidic breath to form a vast, maze-like network of caverns. Stagnant pools of acid and noxious gases plague the brown dragon’s lair, discouraging all but the hardiest of trespassers. Oozes, ooze paraelementals, as well as swarms of scarabs, scorpions, and similar vermin, infest its numerous tunnels. Like blue dragons, the brown dragons will cause cave-ins if their lairs are invaded by dangerous foes, only to return when confident their enemies are all dead from suffocation and injury from being trapped underneath tons of sand. The challenge rating of a legendary brown dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Noxious chlorine gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. Regional Effects The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Sandstorms rage within 6 miles of the lair. Ooze paraelementals scour the land within 6 miles of the lair. Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole. If the dragon dies, the ooze paraelementals disappear immediately, and the sandstorms abate within 1d10 days. Any sinkholes remain where they are. Traits Hold Breath. The dragon can hold its breath for 1 hour or until it uses its Acid Breath. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Sand Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 11 (2d10) acid damage. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5-6). The dragon exhales corrosive sand in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 58 (13d8) acid damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Sand Tornado (Costs 2 Actions). The dragon burrows into the ground in a violent circling motion, whipping its tail and spraying sand around it. Each creature within 15 feet of the dragon must succeed on a DC 21 Constitution saving throw or take 16 (2d8 + 7) bludgeoning damage and be blinded until the end of its next turn. The dragon can then move up to its burrow speed. ","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Old Gray Dragon","description":"Gray Dragon The gray dragon is likely the most avaricious, ill-tempered, and feral of all dragons. It lives to hunt for sport, more obsessed with the act of stalking and bringing down powerful prey than accumulating wealth. It is prone to fits of rage such that the gray dragon would rain death and destruction to every random habitat and settlement within miles of its lair. It dwells in temperate regions that have high rocky outcroppings surrounded by low flatlands. Spiked Horror. The gray dragon is covered in armor-like, bony plates called osteoderms, with spikes protruding from its forearms and limb joints. Its head features a crest of long, sharp spikes, with smaller ones jutting below its oversized jaw like a garish beard. A jagged line of barbs runs from the back of its head and along its spine, and its forked tail ends with two wicked scythe-like bony plates which it uses to impale prey. A fang-filled mouth and a pair of long ears give the gray dragon a bat-like visage. Earth Connection. It is said that gray dragons evolved from fang dragons, an extinct type of bestial dragon that had no breath weapon. Legend has it that Tiamat, the Queen of Dragons, weaved her dark magic and infused all unhatched fang dragon eggs in the world with basilisk blood. Since then, only gray dragon hatchlings have been born, and each has shown a natural affinity with the Elemental nature of Earth, including immunity to petrification. Consummate Hunter. Driven by its predatory nature, the gray dragon prefers to fight by just using its teeth, claws, and tail, often delivering the killing blow before its target can react. At times the gray dragon will toy with its prey, tormenting it by telling how futile it is to escape, and even mimicking voices it has heard to distract or lure the target. It sees it as a testament to its hunting prowess to bring down formidable creatures with just its cunning, hunting skill, and physical attacks. Thus, it rarely uses its breath attack unless it believes its life might be in danger. The gray dragon's elemental breath is a cone of caustic, viscous slime. The slime is so sticky that it continues to dissolve the flesh of its victims for a time after the initial contact. Guarded Lair. A gray dragon often leaves its lair for extended periods to hunt. Before doing so, it seals its den, where it keeps its vast treasure piles, with boulders and slabs of granite and limestone. The lair’s outlying chambers are usually patrolled by the gray dragon’s minions, which are often basilisks, cockatrices, earth elementals, galeb duhr, medusae, ooze paraelementals, and stone giants. These creatures are not necessarily subservient to the gray dragon and see it more as a mutual arrangement of protection. However, they do fear the gray dragon’s wrath and take extraordinary steps not to incur it. A Gray Dragon's Lair The gray dragon dwells in badlands, brushlands, prairies, and tundras that have rocky crags, cliffs, and outcroppings that overlook great flatlands where it can spy potential game from great distances. It makes its lair in sprawling caves and ancient ruins. Its den is full of amassed treasure and decorated with the bones and skulls of the most dangerous and largest creatures it has slain. The gray dragon hunts and leaves its lair more often than other dragons and secures its lair by blocking its entrances with huge boulders. The challenge rating of a legendary gray dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. The dragon creates a wall of earth on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, resistant to bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine, and immunity to necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Earthquakes are common within 6 miles of the dragon’s lair. Earth elementals scour the land within 6 miles of the lair. Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby. If the dragon dies, the earth elementals disappear immediately, and the other effects fade over the course of 1d10 days. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Mimicry. The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) piercing damage plus 9 (2d8) acid damage. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (4d6 + 7) piercing damage and if the target is a Huge or smaller creature, it is grappled (escape DC 21). Until this grapple ends, the dragon can automatically hit the target with its Tail attack, and the dragon can't attack another target with its Tail attack. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5–6). The dragon exhales sticky, corrosive acid in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw. On failed save, a creature takes 45 (10d8) acid damage immediately and 22 (5d8) acid damage at the end of its next turn. On a successful save, a creature takes half as much of the initial damage and no damage at the end of its next turn. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Old Green Dragon","description":"Presented here are two additional age categories for each of the chromatic dragons. Old dragons lie between the ages of adult and ancient, and have just reached gargantuan size. Young Adults are adolescent dragons that have just reached Huge size. Traits Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) poison damage. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw, taking 66 (19d6) poison damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Old Purple Dragon","description":"Purple Dragon The existence of purple dragons is known only by a few on the surface world. But dwarves who dwell deep underneath mountains tell tales to their children to be wary not to venture deep into the Underdark, for a silent, shadowy killer stalks its many chasms and maze-like tunnels. Underdark Stalker. The purple dragon, not to be confused with the deep dragon, is native to the Underdark. It has a slender, serpentine neck and an armored, elongated head with a crest of swept-back sharp spikes. Its scales range from iridescent amethyst and deep purple to dark eggplant violet as it ages. Its sinewy, flexible body possesses powerful limbs and talon-tipped wings and moves like a hunting cat, which helps it navigate, squeeze through, and traverse the Underdark's endless narrow crevices and stalactite-filled caverns undetected with ease. Cunning Predator. The purple dragon enjoys the thrill of the hunt, just like gray dragons. Whereas gray dragons take down prey with fierce brutality, the purple dragon attacks with calculated efficiency, stalking its prey patiently for hours and striking before its target becomes aware of its presence. The purple dragon is so deathly quiet that it can pick off members of a dwarven patrol one by one without alerting the others. Its breath attack is a billowing cloud of psychotropic vapor that disrupts and impairs a creature's acuity and cognitive abilities. Clever Opportunist. A purple dragon is friendly toward drow and sees them as allies with many resources it can exploit. It hates dwarves, including duergar, because they craft armor out of its scales. It despises balhannoths, cloakers, deepspawns, and illithids because it sees them as competition for dominance in the Underdark. While a purple dragon generally avoids other dragons, it tolerates the company of a deep dragon, which it sees as an ally against illithids and a kindred spirit it can banter with. That doesn't mean a purple dragon will trust one, though. The purple dragon can eat almost anything edible, but it is very fond of giant specimens of cavefishes, crabs, crayfishes, as well as kuo-toans, chuuls, and aboleths. A Purple Dragon's Lair A purple dragon places its lair in a location close to drow communities it can trade and work with, underground lakes where it hunts prey, and enemy settlements it can raid and plunder. The purple dragon's lair is usually a hard-to-reach hollowed-out cavern full of stolen treasure and magical items that the dragon has amassed in its lifetime. It is typically guarded by minions the purple dragon has subjugated or partnered with, such as chitines, drow mercenaries, grimlocks, hook horrors, and maur giants. The challenge rating of a legendary purple dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Stalactites fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. One creature the dragon can see within 120 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed by the dragon as if the dragon had cast dominate monster on it. The effect ends on initiative count 20 on the next round. Regional Effects The region containing a legendary purple dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Giant fungi form labyrinthine passages within 1 mile of the dragon’s lair. The giant fungi act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can squeeze between the giant fungi, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the giant fungi must make a DC 15 Constitution saving throw once each round it’s in contact with the giant fungi or take 3 (1d6) poison damage from the toxic spores. Each 10-foot-cube of giant fungi has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. Shadows cast by non-evil creatures within 6 miles of the dragon’s lair randomly animate and form nightmarish but harmless silhouettes, warning such creatures of the danger. Bats, centipedes, spiders, and other underground vermin within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. If the dragon dies, the vermin lose their supernatural link to it. The giant fungi remain, but within 1d10 days, they become mundane fungi and normal difficult terrain, losing their toxicity. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Stone Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) psychic damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Psychic Breath (Recharge 5–6). The dragon exhales psychic energy in a 90-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw. On failed save, a creature takes 72 (16d8) psychic damage, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Old Red Dragon","description":"Presented here are two additional age categories for each of the chromatic dragons. Old dragons lie between the ages of adult and ancient, and have just reached gargantuan size. Young Adults are adolescent dragons that have just reached Huge size. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 +9) piercing damage plus 14 (4d6) fire damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must succeed on a DC 23 Dexterity saving throw, taking 77 (22d6) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":21},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Old Salt","description":"Clad in fraying clothes and a tricorn hat, this undead sailor skulks the docks, seeking vengeance against all who falsely accused it of capital crimes in its lifetime. An old salt is a sailor who was wrongly convicted of a crime and condemned to walk the plank. Just before drowning, the old salt swore an oath of vengeance against those who wronged it. Thirteen weeks later, the sailor washed ashore in a port where a false accuser resides. Persistent Avenger. If an old salt is killed, it dissolves into a puddle of salt water that trickles back to the ocean and is reborn after 13 days. The only way to truly kill an old salt is upon the death of the old salt's false accusers—or by clearing the old salt's name publicly. Saline Trail. Wherever the old salt goes, it leaves a trickle of seawater in its wake. Shrewd investigators know to follow the trail quickly before the evidence evaporates. Experienced Sailor. The old salt has advantage on Strength (Athletics) checks made to climb while on a sailing ship and on Dexterity (Acrobatics) checks to maintain its footing while on a sailing ship. Seaside Rejuvenation. If at least one of the old salt's accusers is still alive or if the old salt's name hasn't been cleared, a destroyed old salt gains a new body in 13 days, regaining all its hp and becoming active again. The new body appears on the beach or dock nearest one of its living accusers. Undead Nature. The old salt doesn't require air, food, drink, or sleep. Actions Multiattack. The old salt makes two Desiccating Slam attacks. Desiccating Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. Wave of Seawater (Recharge 5-6). The old salt throws its hand forward, sending out a wave of seawater in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) bludgeoning damage and begins choking as its lungs fill with seawater. On a success, a creature takes half the damage and isn't choking. A creature that can breathe water doesn't choke from failing this saving throw. A choking creature can make a DC 15 Constitution saving throw at the end of each of its turns, coughing up the seawater and ending the effect on itself on a success. Bonus Actions Cunning Action. The old salt can take the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Old White Dragon","description":"Presented here are two additional age categories for each of the chromatic dragons. Old dragons lie between the ages of adult and ancient, and have just reached gargantuan size. Young Adults are adolescent dragons that have just reached Huge size. Traits Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) cold damage. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw, taking 63 (14d8) cold damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Oleg Leveton","description":"Oleg Leveton is one of the first allies and supporters the PCs meet once they travel into the Stolen Lands. His stats can work well for when you find yourself in need of any local merchant or carpenter. Actions Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8+3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic good","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Olhydra","description":"Olhydra is the Princess of Evil Water. Sometimes known as the Crushing Wave, the Dark Tide, or the Well of Endless Anguish, she takes the form of a great wave, 20 feet high and 15 feet wide, with opalescent eyes. She prefers to remain in or near large bodies of water—seas, lakes, rivers, or sometimes great subterranean pools. When she needs to, she can surge onto dry land, moving much like a wave rushing up onto the shore, but only great anger or desperation would drive Olhydra to move more than a few hundred feet from her native element. Olhydra surges forth tirelessly and relentlessly. She delights in creating dangerous and destructive manifestations of elemental water, especially maelstroms and floods. She is eager to assert her power by smashing any vessel that dares to venture into her realm, and lays waste to villages or towns established within her reach. Olhydra erodes that which she can’t batter and drown; she is patient, retreating in the face of adversity only to return stronger than before. Of all the Princes of Elemental Evil, Olhydra is the one most interested in mortals. She recognizes that pirates and raiders who redden the waters with mortal blood (and occasionally send treasure-laden ships into her clutches) are agents of her hateful outlook, whether they know it or not. Consequently, Olhydra sometimes spares the worst sort of seafarers from her wrath, patiently waiting for the day when they deliver others into her power. Olhydra’s Lair The Princess of Evil Water is native to the Elemental Plane of Water, where she can be found in the black depths of vast seas or enthroned among jagged reefs. Olhydra waits for the chance to enter the Material Plane through elemental water nodes or when called by the proper rituals. Whether she is in her elemental domain or temporarily occupying a water node, Olhydra commands the waters around her and can shape them to her will. Lair Actions Olhydra can command the waters around herself to take lair actions on the Elemental Plane of Water, or in any elemental water node (such as the Plunging Torrents, described in chapter 5). On initiative count 20 (losing initiative ties), Olhydra uses her lair action to cause one of the following effects: Pools of water in the lair surge outward in a grasping tide. Any creature within 20 feet of such a pool must succeed on a DC 20 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. Water within 120 feet of Olhydra becomes murky and opaque until initiative count 20 of the next round. A creature with darkvision can’t see through the water, and light can’t illuminate it. A freezing fog fills a 40-foot-radius sphere within 120 feet of Olhydra, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the fog are heavily obscured. A creature that enters the freezing cloud for the first time on a turn or starts its turn there takes 10 (3d6) cold damage. Regional Effects Olhydra’s presence in an elemental node creates a number of widespread effects—bad weather, strong tides, and increasing aggression from dangerous sea life. Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed. Within 5 miles of the lair, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage. Aquatic creatures that have an Intelligence score of 2 or lower within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw when they enter the area. If the saving throw succeeds, the creature is frightened and attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage on saving throws against charm and fear effects. Natural springs and pools within 1 mile of the lair form intermittent portals to the Elemental Plane of Water, allowing elemental creatures into the mortal world to dwell near those points. If Olhydra is destroyed or banished back to her home plane, the regional effects fade over the next 1d10 days. Princes of Elemental Evil For the most part, the elements that make up the world are indifferent to good or evil as mortals understand the concepts. Creatures such as fire elementals can be dangerous and destructive, but they have no particular aim other than to exist. However, some of the primordial powers of the elemental plane are tainted with true evil. These are the princes of Elemental Evil, old and jealous elemental beings that despise the world of living things. Each of the princes is a unique elemental lord of terrible power, and each commands the loyalty of many lesser elementals that have likewise been corrupted by their evil—as well as mortal worshipers who likewise seek to scour the world with the wrath of the elements. Each prince of Elemental Evil is a unique being unlike any other elemental, or any of the other princes. Some embody the combination of elements—for example, Bwimb, the Lord of Ooze, or Cryonax, the Prince of Evil Cold. However, the four princes most strongly associated with the cult of Elemental Evil are malicious embodiments of the four base elements. They are: Imix, Prince of Evil Fire (the All-Consuming Fire, the Eternal Flame) Ogrémoch, Prince of Evil Earth (Tyrant of Black Earth, the Mountain of Doom) Olhydra, Princess of Evil Water (the Crushing Wave, Well of Endless Anguish) Yan-C-Bin, Prince of Evil Air (the Shadow of the Four Winds, the Howling Hatred) Forces of Destruction. The princes aren’t concerned with spreading wickedness among mortals or making any kind of order or philosophy dominant in the world. Their evil is blind, destructive, and hungry. They hate the way the world is made and the natural laws that constrain their favored elements. They resent the gods who shaped the world, and the mortals for whom the world was shaped, especially mortals who seek to impose their will on the elements. The princes unleash natural catastrophes at every opportunity, and gladly crush or devour mortals to assert their mastery over the world. Uncooperative. While the princes of Elemental Evil share a love of destruction and hatred of mortals, they don’t cooperate with each other. Each is concerned only with advancing his or her own favored element. At best they are indifferent to each other, but each prince hates the prince representing the element opposite to its own (fire and water, or air and earth), and often goes to great lengths to block its enemy’s efforts or destroy its enemy’s followers. The Elder Elemental Eye. While the princes of Elemental Evil act independently of each other, there is a mysterious force that seems to link them together: the Elder Elemental Eye. Some sages believe that the Eye is a dark, primordial god that corrupted the elements in the beginning of the world, giving rise to each of the princes. Others hold that the Elder Elemental Eye is a binding force—a common fate, or perhaps a curse— that ties the princes together. Whenever one aspect of Elemental Evil takes root in the world, the other three soon follow, and the four cults are often found together despite their mutual antipathy. Elemental Nodes. The princes of Elemental Evil seek to spread their power by sowing the seeds of elemental nodes throughout the world. Elemental nodes are places in the Material Plane that are suffused with energy from the Elemental Planes. For example, a subterranean magma chamber or a swamp with flaming gas seeps might be an elemental node of fire. Elemental nodes are like beachheads for the elemental princes, places from which they can reshape part of the world to their own tastes and wreak destruction on whatever is nearby. When an elemental prince succeeds in establishing a node, it channels its power—and its elemental minions— to that spot, spreading Elemental Evil like a cancer in the firmament of the world. Worshiped by Cults. The princes of Elemental Evil are indifferent to mortal followers. They aren’t gods and don’t crave worship, but evil mortals find that Elemental Evil is a ready source of magical power and lends itself to destructive uses. Cultists often gather near elemental nodes and attempt perilous rituals to tap into the power of Elemental Evil or attract the attention of one of the princes. These fell beings don’t hear prayers or grant spells, but they can serve as sources of power to those who learn to draw on their might. More often than not, the princes of Elemental Evil wind up destroying the mortals who called on them. Until they do, clever (or crazed) cultists can do a great deal of harm with the elemental power they borrow. Traits Empowered Attacks. Olhydra’s slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons. Innate Spellcasting. Olhydra’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: wall of ice 3/day: ice storm 1/day: storm of vengeance Legendary Resistance (3/Day). If Olhydra fails a saving throw, she can choose to succeed instead. Magic Resistance. Olhydra has advantage on saving throws against spells and other magical effects. Water Form. Olhydra can enter a hostile creature’s space and stop there. She can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack. Olhydra makes two slam attacks or two water jet attacks. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Olhydra can grapple up to four targets. When Olhydra moves, all creatures she is grappling move with her. Water Jet. Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit : 21 (6d6) bludgeoning damage, and the target is knocked prone if it fails a DC 19 Strength saving throw. Summon Elementals (1/Day). Olhydra summons up to three water elementals and loses 30 hit points for each elemental she summons. Summoned elementals have maximum hit points, appear within 100 feet of Olhydra, and disappear if Olhydra is reduced to 0 hit points. Legendary Actions Olhydra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Olhydra regains spent legendary actions at the start of her turn. Crush. One creature that Olhydra is grappling is crushed for 21 (3d10 + 5) bludgeoning damage. Fling (Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung. Water to Acid (Costs 3 Actions). Olhydra transforms her watery body into acid. This effect lasts until Olhydra’s next turn. Any creature that comes into contact with Olhydra or hits her with a melee attack while standing within 5 feet of her takes 11 (2d10) acid damage. Any creature grappled by Olhydra takes 22 (4d10) acid damage at the start of its turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Oliphaunt","description":"Dwarfing even the largest mammoth, the beast lumbers forward, its enormous tusks swaying with the rhythm of its thunderous footfalls. The largest oliphaunts stand just over 30 feet tall, two to three times the size of a typical elephant. Males often have one pair of large tusks and a pair of shorter tusks known as tushes, which have no marrow inside. Female tusks are enormous, with the outside pair often being a few feet shorter, but no less deadly. Oliphaunts that live in hot, dry climates often have very little body hair, while those that live in colder climates will be heavily furred, similar to a mammoth. Titanic Mounts. While tribes of humanoids have been known to breed and raise tame oliphaunts to act as beasts of burden, giants are also well known for having oliphaunt mounts. Humanoids tend to build structures of wood and canvas to sit upon the gigantic beasts, while a single giant may ride an oliphaunt bareback or with some form of saddle.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Oliphaunt Warbeast","description":"An oliphaunt is a massive pachyderm with four scimitar-like tusks and a thick gray-brown hide covered with patches of coarse black hair. Its trunk is short and sits above a large maw full of sharp teeth. Large round ears lie hanging at the sides of its head. Juvenile oliphaunts are often trained for war and are prized among armies for their ability to breach the defenses of enemy settlements and fortifications.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Olothec","description":"When I return you to your primal state, you will thank me and then beg to serve. You will help others see that the only way forward is a return to the ancient times. Ithu’rath the All-Seeing Content Warning: Body Horror Most olothec are creatures of incomprehensible evil who use their psionic might to reshape the flesh of their enemies. Their stat blocks contain strong elements of body horror. You should feel free to modify any of these effects for the safety of you and your players. Protean in form, beings of nearly pure intellect, the old ones think in alien geometric logic. Their name for themselves is unrecorded, but sages believe they are the oldest beings in the timescape and simply call them “old ones.” Synlirii refer to them as olothec (OH-luh-thek)—“ancient enemies.” But some humanoid scholars have noted this term bears an uncanny similarity to another archaic synlirii word meaning “ancient ancestor.” Immortal Evil. Across countless cultures and ancestries, olothec feature in nightmares and temple friezes alike. While their origins are obscure and may never be known, their hatred of the Mundane World and every living thing in it is well recorded. Olothec channel psionic energy beyond any mortal power, surpassing even the voiceless talkers. To them, a living creature who can’t reshape their own flesh is repugnant, an unnatural abomination requiring eradication—or transformation. Agents of Chaos. Olothec consider the primordial chaos that spawned them as the ideal state of existence. They have long warred against the voiceless talkers, loathing their constant manipulation and refinement of evolutionary forces. Where olothec lair in forgotten sea tunnels and beneath ancient ruins, they surround themselves with slime servants—humanoids, beasts, aberrations, and others, all devolved to a perfect physical and mental state. Primordial Form. At first sight, an olothec seems like little more than a rippling mass of tentacles, twisting around each other like a shifting shroud. Creatures who get too close discover each of those tentacles ends in a ravenous mouth set with razor-sharp teeth. Each mouth is tipped by a cluster of three eyes that focus the olothec’s relentless attacks. In water or on land, fetid slime coats the aberration, protecting them against attackers and acting as a conduit for their fearsome psionic power. Mutations of the Flesh. Millennia of practice allow olothec to perfect their psionic abilities that devolve and transform their victims into primordial life forms. Exposure to the psionic slime of an olothec’s tentacles can change a creature into a mindless, ooze-covered thrall. The olothec also has a special power that can transform humanoids into hybrid fish people. The most powerful olothec have unique powers that further warp flesh. Traits Amphibious. The olothec can breathe air and water. Immutable Form. The olothec is immune to any power, spell, or effect that would alter their form. Supernatural Resistance. The olothec has advantage on saving throws against supernatural effects. Actions Multiattack. The olothec makes six Devolving Tentacle attacks and uses Piscine Transformation. Devolving Tentacle. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 12 (2d6 + 5) piercing damage. The first time a creature is hit with this attack on a turn, they must succeed on a DC 17 Constitution saving throw or be injected with a degenerative psionic slime (save ends at end of turn). While slimed, each time the creature makes an attack roll or an ability check, they must roll a d4 and subtract the number rolled from the d20 roll. At the end of a slimed creature’s turn, the size of the subtracted die increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on, to a maximum of d12. The cure ailment power or lesser restoration spell also ends this effect. *Piscine Transformation ( 3 rd-Order Power). The olothec targets a Humanoid they can see within 60 feet of them with a pulse of transformational energy. The target must succeed on a DC 17 Wisdom saving throw or undergo one of the following transformations of the olothec’s choice: Head. The target’s head transforms into the head of a fish, proportionately sized for their body. They can’t speak. Legs. The target’s legs become fins. Their walking speed is reduced to 10 feet (unless their walking speed is slower), and they gain a swimming speed of 30 feet. Torso. The target’s torso becomes the body of a fish with gills. They can only breathe water and can hold their breath for 1 hour. If the target isn’t underwater when this transformation takes effect, they begin suffocating. This transformation lasts until the target is affected by a cure ailment power of 4th order or higher or a greater restoration spell. A target who suffers all three transformations at once is permanently transformed into a hybrid fishlike creature and can only be returned to their original form by a wish spell or similar magic. Bonus Action Jaunt ( 3 rd-Order Power). The olothec teleports 30 feet to an unoccupied space they can see. Slime Servants If a creature spends 1 continuous minute under the effect of the slime from an olothec’s Devolving Tentacle attack, that effect ends and their flesh devolves into a translucent primordial state. The creature loses their memories and sense of self, becoming a slime servant NPC who is loyal to the olothec. The slime servant retains all their original statistics and gains the following traits: Amphibious. The slime servant can breathe air and water. They gain a swimming speed equal to their walking speed (if they didn’t already have an equal or greater swimming speed). Primordial Mind. The slime servant can’t be charmed or frightened. Servant Senses. The olothec can sense anything the slime servant senses, and if the slime servant can speak, the olothec can speak through their body. Only a wish spell can restore a slime servant’s memories and return them to their original state. You can apply this slime servant template to any creature—perhaps even a beloved NPC, foreshadowing the fate awaiting player characters if they fail to defeat an olothec foe!","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Olympian Pegasus","description":"These magnificent winged horses are renowned for their courage, grace, and nobility. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily befriended. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Most pegasi are white, though occasionally one is hatched with conventional horse colors and markings. Pegasi lay eggs, and these eggs (or young pegasus hatchlings) are quite valuable on the open market, but as they are intelligent, good-aligned creatures, selling eggs and young is essentially slavery and is looked down on or outlawed in good societies. Training. The proper method to convince a pegasus to serve as a mount is to befriend it with diplomacy, favors, and good deeds. A pegasus has an intuition about alignment and is generally indifferent to a good-aligned creature, unfriendly to a neutral one, and hostile to an evil one. Before a pegasus will consent to serve as a mount, it must be befriended with Charisma (Persuasion) checks or other means. Riding a pegasus requires an exotic saddle especially designed for it or no saddle at all, as a regular saddle’s straps interfere with the creature’s wings. Pegasi mature at the same rate as horses, and once properly trained they are unafraid of combat and will serve a good or neutral master with absolute faithfulness for life. Belleros. Belleros pegasi share the proud bearing of their ordinary pegasus cousins but are even more devoted to the cause of heroism than their kin. Each belleros fancies itself a great hero, and many ardently seek out companions in adventure and try to encourage them towards acts of greater heroism. While unable to speak, the noble belleros is as intelligent as a human. As such, those who try to train a pegasus to serve as a mount find the pegasus to be recalcitrant and even violent if they are mistreated in any way, but they are eager companions for any with the spirit to keep up with them. Olympian Pegasi. In some pegasi, the blood of a mighty heroic stallion ancestor runs strong, touched by actual divinity and inspired to glory. These champions have the lifespan of a human and can speak a few words in Common or Celestial. They are fully aware of their superiority over common horses and pegasi, and need no training to fly with a rider, but only allow themselves to be ridden by great heroes.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"chaotic good","Expansion":30635,"Challenge Rating":9},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Oma Rattenfanger","description":"Oma Rattenfanger resembles a small, plump, motherly elf with a kind smile and cold, wicked eyes. She wears a well-made, clean but slightly worn dress with a large skirt and a matching bonnet-style cap. Oma's slightly iridescent wings give away that she was once a pixie, though her time in the Shadow Realm has significantly changed her. The fey has a fondness for young lost souls who make their way to the Shadow Realm, and she eagerly takes them under her wing. Traits Tenebrous Plain. Oma Rattenfanger staked her claim in the Tenebrous Plain a great time ago. Since then, the plain has grown and shifted under her care, giving her orphans a home where they can thrive. With the addition of other creatures over the centuries, Oma's power in the Tenebrous Plain has only grown. Her home is a small, thatched hut that can appear wherever she wants on the plain. Legendary Resistance (3/Day). If Oma fails a saving throw, she can choose to succeed instead. Shadowy Weapons. Oma's weapon attacks are magical. When Oma hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack). ACTIONS Multiattack. Oma makes two Mentor's Cane attacks or one Mentor's Cane attack and one Scold attack. Mentor's Cane. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 9 (2d8) necrotic damage. Scold. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 14 (4d6) psychic damage. Call Children (1/Day). Oma magically calls 2d4 skeletons or zombies or one orphan of the black (see Tome of Beasts 2 ). The called creatures arrive in 1d4 rounds, acting as allies of Oma and obeying her spoken commands. The creatures remain for 1 hour or until Oma dies or dismisses them as a bonus action. Invisibility. Oma turns invisible until she attacks or uses Call Children or until her concentration ends (as if concentrating on a spell). Any equipment she wears or carries is invisible with her. Spellcasting. Oma casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: charm person , command , create food and water , dancing lights , druidcraft 3/day each: bane , bless , confusion , detect thoughts , silence , zone of truth 1/day each: black tentacles , blight , plant growth Bonus actions Keeper of the Children. Oma instructs one allied skeleton , zombie , or orphan of the black (see Tome of Beasts 2 ) within 30 feet of her to make one attack as a reaction against a creature Oma attacked this round. LEGENDARY ACTIONS Oma Rattenfanger can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Oma regains spent legendary actions at the start of her turn: Flight. Oma flies up to half her flying speed. Mentor's Cane. Oma makes one Mentor's Cane attack. Time to Play. Oma commands all skeletons , zombies , and orphans of the black (see Tome of Beasts 2 ) she controls within 60 feet of her to move up to half their speed. A creature that moves out of an enemy's reach because of this movement doesn't provoke an opportunity attack. Oma Knows Best (Costs 2 Actions). Oma targets one creature she can see within 30 feet of her. The target must succeed on a DC 18 Charisma saving throw or be charmed for 1 minute. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Oma Knows Best for the next 24 hours.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Chaotic Neutral","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Omek Tannou","description":"These angels serve a warrior goddess of fertility, the sky, and weather. They serve the will of the goddess, bringing blessings of rain to the faithful and drought to those who anger their mistress. In battle against the goddess’s enemies, the omek tannou also form the front lines of her troops, leading the charge and bringing the fury of the storm against her foes. Ritual Attendants. The faithful of the goddess perform an elaborate ceremony after the planting season, with ritual costumes and dancing, to show their devotion. This ritual, named for the omek tannou, is done in the hopes of summoning one of the servants of the goddess to bless their community with rainfall and ensure a good crop for the coming harvest. Storm Wardens . An omek tannou is typically assigned a region to oversee, and is the one who will regularly respond to the planting ritual of the faithful in that region and carry out the goddess’s commands in that area. A particular omek tannou may develop protective feelings for the faithful people of the region, responding directly to any attacks or calamities that befall them.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful good","Expansion":30635,"Challenge Rating":12},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Omin Dran","description":"My duty, first and foremost, is to my shareholders. And I am the only shareholder. Ominifis Hereward Dran spent his formative years in the small waystop of Red Larch, where his mother, Prophetess, ran a popular inn and restaurant. In the brief periods of respite afforded by working the family business, Omin and his sisters, Auspicia and Portentia, were wont to wander the hills and trails around town, dreaming of adventure. But adventure of the wrong kind came calling for the trio one day, when an underground ruin they had often explored—actually a creature called the Wandering Crypt—took Auspicia from the world. Omin Dran built the organization called Acquisitions Incorporated to facilitate and expand his quest to find his true sister, at least in part. For despite his unprecedented success in establishing the market for franchised adventuring across the Sword Coast and beyond, Omin’s full measure eludes most people. He is known to be a worshiper of Tymora, ruthless in matters of business, feckless in matters of love, and hopeless in games of chance. Omin is also often accused of being one of the Masked Lords of Waterdeep, though this bit of fancy earns little more than a chuckle in response. And even if the rumor were true, Omin would never leverage such a position for greater financial gain and power. Because that would be wrong...","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Alignment":"lawful neutral","Expansion":4048,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Onaryx","description":"One of the oldest of the Elder Evil species, the bat-like onaryx are born predators possessed of both power and prowess that few can match upon battlefield. Theirs is a militant race whose people swell the Ultari Hegemony forces both as rank-and-file soldiers as well as commanding officers and even generals. Onaryx were among the earliest of the evil races to ally themselves with Hegemony against the Bellianic Accord. Fortunately, their constant warfare (even among their peers) has caused both the waxing and waning of their empires over the past millennia, thus preventing them ever posing a unified threat. Arrogantly, many onaryx think of themselves as superior to other races of the Hegemony, including the Ultar, whom they currently serve beneath. Secretly, a handful of the most powerful onaryx elders actively hatch independent plans for overtaking the Hegemony and bending its power to their own designs. Metamorphic Maturity. Onaryx have become an extremely diverse race, and a good many mutate as they age. Few understand why the mutations occur, and a variety of explanations such as sickness and forced genetic alterations have been credited as the cause of the shift. For the most part, they are hideously formed creatures, with strangely jointed bodies that appear almost crumpled beneath thick knots of sinew and muscle. When standing upright, an onaryx can twist its wings alongside its arms so that they fold backwards, making them nearly undetectable. Their legs too are sized similar to those of a human; however, the knees turn slightly outward and its feet are flat, wide and clawed, extending a from its raized ankle. Their mottled flesh has a slightly greasy sheen and few hairs. Coloration ranges from drab grayish-green to ochre and dark brown, with dark stains and blotches that make them difficult to spot in the dark. Nails and teeth are a sickly ochre color stained with umber. Depending on age, they stand between 6 to 18 feet tall. Night-Born. Onayrx prefer the darkness of both night and space and use their uncanny abilities to navigate in complete darkness. They also wield advanced technological weaponry and equipment developed over thousands of years. 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Keep your hands off my angst, or I’ll stick them up your ass. Why in tarnation am I dealing with this? I got a fucking gang, don’t I?” Nardahr is a middle-aged mad man who towers at over 6 feet tall. He is quite elegant-looking and does not hesitate to show his wealth by wearing top-quality clothes and an extravaganza of jewelry. He has a vertical scar on his face, specifically on his left eye, instead of which he has an angst crystal that allows him to see. His right eye is purple and it creates a nice contrast with his dark clothings. He is known as One-Eyed Nardahr in Tolia, and although he has a surname as well, he keeps it secret. He is one of the primary angst traders and mob bosses in this region owing to his political connections. Nardahr’s Story Nardahr was born in a great city far far away from the region of Tolia, where the people didn’t spill blood unless it was a matter of life and death. This is the only thing Nardahr tells people about where he came from, as talking about the city he grew up in reminds him of his sorrowful past. Nardahr’s family was among the angst traders of his hometown, which was covered in angst deposits. Nardahr’s parents did not trade with other cities such as Kanrath and Cyherested, as they knew that people would use their goods to spill blood there. However, Nardahr and his sister Nyra thought that they should add to their trade routes. Nardahr was a greedy fellow even before his adolescence. He planned a scheme with Nyra and assassinated his own parents to seize the wealth of his family. Spilling blood was a sin, so Nardahr suffocated his parents in their sleep, and felt no remorse. Nyra’s conscience, however, was severely bruised as a result of their actions. She thought Nardahr would share in her remorse but the angst crystal he had for an eye since childhood had turned him into an angry man. Nyra, knowing that she would be killed after a dispute with her brother, left Nardahr one day, never to return. Nardahr mourned the loss of his family, but he moved on. He gathered mercenaries, built strong and reliable connections with other traders, thugs, and city officials in Tolia. Now, he is one of the prominent angst traders of the region with a bloody mob that protects his business. Nardahr’s Goals Nardahr has no interest in heavenly pleasures. His only goal is to live a life full of success and luxury. He aims to increase the wealth of his business and protect it at all costs. Nardahr has a mob and political connections in every city he trades in; they protect the business and Nardahr from inner and outer threats. Roleplaying Nardahr Nardahr is a short-tempered man. It is believed that being in constant contact with an angst crystal has made him so. He talks fast and uses swear words often, especially when he is unduly angry. He lives in the best taverns in the cities and comfort is of top priority for him. Nardahr in Combat Other than his reliable mob, Nardahr has 3 faithful companions with him at all times. These are half-dragon mercenaries that have protected Nardahr for more than ten years. You can use the half-red dragon veteran’s stat block to represent these mercenaries. In combat, these three mercenaries interfere if possible. If Nardahr believes he cannot survive in battle, he flees using his magic items.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":24099,"Challenge Rating":11},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"One-Eyed Shiver","description":"A one-eyed shiver is a fearsome cultist who wields powers of ice and cold. To gain the frigid power of elemental water, the shiver removes one eye and replaces it with a frosty white orb that can blast foes with an icy ray. When the orb isn’t in use, the shiver covers its magical eye with an eye patch. Even when hidden, the orb’s magical power makes itself felt—a one-eyed shiver has ice-cold blood and is constantly surrounded by an aura of thin, cold fog. One-eyed shivers inspire dread and fear in all who meet them, including their fellow cultists. Only the leaders of the Crushing Wave cult dare to give commands to these masters of icy magic. Crushing Wave Cultists The Cult of the Crushing Wave venerates the element of water as a force of destruction and evil. Only fools or lunatics worship the idea of destruction, and many of the Crushing Wave cultists can be described as such. Others are more calculating and deliberate in their evil, and see the power of Elemental Evil as a tool by which they can sweep away the existing order of things and make themselves rulers over all. While the Crushing Wave cultists take in many people who are bitter, lost, or mad, they also seek alliances with evil or destructive sea creatures. They perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools or lakes, where devotees use water-breathing magic to immerse themselves in the element they worship. Crushing Wave cultists embrace a philosophy of elusiveness, patience, and opportunism. They are quick to retreat when challenged, but soon return to strike again. They admire the patience and endurance of the Black Earth cult, but despise the Cult of the Eternal Flame. They see the followers of elemental fire as reckless and short-tempered. Traits Chilling Mist. While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also takes 5 (1d10) cold damage. Spellcasting. The one-eyed shiver is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): chill touch, mage hand 1st level (4 slots): fog cloud, mage armor, thunderwave 2nd level (3 slots): mirror image, misty step 3rd level (2 slots): fear Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. Eye of Frost. The one-eyed shiver casts ray of frost from its missing eye. If it hits, the target is also restrained. A target restrained in this way can end the condition by using an action, succeeding on a DC 13 Strength check.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":7390,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"One-Headed Clockwork Dragon","description":"An orange glow burns in the eyes of an enormous mechanical dragon. Gears whir as the black-plated war machine spreads steel wings, spewing flames over a battalion of screaming knights. Clockwork dragons are siege machines fashioned after their namesake. The one-headed variety stands roughly twelve feet tall, while the three-headed dragon exceeds twenty. Weapons of War. Only the most developed nations can afford to build clockwork dragons, but they are worth the cost. A single machine easily turns the tide of most battles and lasts decades. Their mace-tipped fists can breakdown any structure, while mechanical wings give them flight. The dragons' bladed tails kill enemies in a single sweep and a special oil cannon in their chest makes any target vulnerable to the dragon's fiery breath. Group Control. A clockwork dragon is created and controlled by a team of three engineers that wear special circlets. While just one of these engineers can control a dragon for a short period of time, any sustained period of solo control is so taxing it kills the engineer. If all the engineers remove their headbands while the dragon is active, the construct attempts to massacre every creature it can see. Construct Nature. A clockwork dragon doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Oneirovore","description":"The ancestors of these Fiends were servants of the divine and Fey which devoured the nightmares of mortals, bringing restful sleep. Imported into the Nine Hells and cultivated by devils, dream eaters, as they’re also known, became a powerful weapon in subtly corrupting mortal minds. They can be found grazing wherever the toxic foliage of the Nine Hells grows, often guarded by low-status devils and hell hounds. When brought to weak points between the planes, their spirits seep into the mortal world. There they browse the dreaming minds of mortals. Often, they devour the hope and wonder that might inspire people to improve their lives. Placid Herds Despite their fearsome-looking appearance, dream eaters are oddly passive for a denizen of the Nine Hells. When attacked, their first instinct is to lumber away at their sluggish pace, sending out high, mournful cries that attract every devil and infernal monster within earshot. Their angry herdsmen usually arrive in short order to see off the threat. Storehouses of Phantasms Forced to fight, dream eaters’ most potent defense is a release of their stored phantasmagoria. This can affect attackers in several ways. A release of nightmares taints the way that non-devils view the world around them, transforming everything—including allies—into hideous sources of fear and threat, whilst the dream eaters themselves fade into the infernal landscape. On the other hand, a release of hope and wonder leaves mortal attackers in a dazed and euphoric state, suddenly taken by wild fancies to accomplish impossible and reckless feats that see them charging off across the hellish landscape, the fight forgotten. The same expulsion of positive dream imagery has a powerful caustic effect against infernal creatures, affecting devils much as a skunk’s blast against regular predators. Actions Stomp. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) force damage. Realize Nightmares (Recharge 4–6). The oneirovore manipulates the perception of nearby creatures, sending them into a panic. Creatures of the oneirovore’s choice that it can see within 60 feet must make a DC 19 Charisma saving throw. On a failed save, the creature has the charmed condition, their vision distorted such that they view their allies as creatures of pure fear and hatred. While charmed, a creature will use their actions to attack their allies with intent to kill. A charmed creature may repeat the saving throw at the end of each turn, ending the effect on a success. Warning Cry (1/Day). The oneirovore lets out an earsplitting shriek, calling for infernal reinforcements. Creatures that are not Fiends that are within 120 feet of the oneirovore must make a DC 19 Constitution saving throw, taking 55 (10d10) thunder damage on a failed save, or half as much damage on a successful one. Any lesser devils within a 1-mile-radius, centered on the oneirovore, are required by contract to come to its aid upon hearing its Warning Cry. Higher ranking devils may investigate if they desire, but the call holds no magical sway over them.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"unaligned","Expansion":28645,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Oni","description":"Lock the door, blow out the light; The hungry oni haunts the night. Hide and tremble, little one; The oni wants to have some fun. Hear it scratching on the door; See its shadow cross the floor. The sun won’t rise for quite a while; Till then, beware the oni’s smile. —Children’s rhyme In nursery rhymes, oni are fearsome bogeymen that haunt the nightmares of children and adults alike, yet they are very real and always hungry. They find human babies especially delicious. Oni look like demonic ogres with blue or green skin, dark hair, and a pair of short ivory horns protruding from their foreheads. Their eyes are dark with strikingly white pupils, and their teeth and claws are jet black. Night Haunters. By the light of day, an oni hides its true form with magic, gaining the trust of those it intends to betray when darkness descends. These creatures can change their size as well as their shape, appearing as humanoids as they pass through towns, pretending to be travelers, woodcutters, or frontier folk. In such a form, an oni takes stock of the selection of humanoids in a settlement and devises ways to abduct and devour some of them. Magical Ogres. Oni are sometimes called ogre mages because of their innate magical ability. Though they are only distantly related to true ogres, they share the ogres’ habit of joining forces with other evil creatures. An oni serves a master if doing so proves lucrative or provides it with a luxurious, well-defended home. Oni covet magic, and they work for evil wizards and hags in exchange for useful magic items. Traits Innate Spellcasting : The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: • At will: darkness, invisibility • 1/day each: charm person, cone of cold, gaseous form, sleep Magic Weapons : The oni's weapon attacks are magical. Regeneration : The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack : The oni makes two attacks, either with its claws or its glaive. Claw (Oni Form Only) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Glaive (Large Form) : Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage. Glaive (Small-Medium Form) : Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Change Shape : The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Source":"MM1","Alignment":"lawful evil","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Oni","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Innate Spellcasting : The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: At will: darkness , invisibility 1/day each: charm person , cone of cold , gaseous form , sleep Magic Weapons : The oni's weapon attacks are magical. Regeneration : The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack : The oni makes two attacks, either with its claws or its glaive . Claw (Oni Form Only) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Glaive : Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form. Change Shape : The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.","properties":{"Category":"Monsters","AC":"16 (Chain Mail)","HP":"110 (13d10+39)","CHA":15,"CON":16,"DEX":11,"INT":14,"STR":19,"WIS":12,"Size":"Large","Type":"giant","Speed":"30 ft., fly 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066424/VBgT8Xgw6fm7rmXC5I0jDg/original.png","Roll 0":"Claw\n1d20 + 7\n1d8+4","Roll 1":"Large Form\n1d20 + 7\n2d10+4","Roll 2":"Small or Medium Form\n1d20 + 7\n1d10+4","Senses":"Darkvision 60 Ft.","Skills":"Arcana +5, Deception +8, Perception +4","Source":"5th Edition SRD","data-XP":"2,900","Alignment":"Lawful Evil","Languages":"Common, Giant","data-List":"false","Spell Book":"Darkness, Invisibility, Charm Person, Cone Of Cold, Gaseous Form, Sleep","Token Size":2,"data-Spells":"{\"innate\":{\"at-will\":[\"darkness\",\"invisibility\"],\"1/day\":[\"charm person\",\"cone of cold\",\"gaseous form\",\"sleep\"]}}","data-Traits":"[{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: At will: darkness, invisibility 1/day each: charm person, cone of cold, gaseous form, sleep\"},{\"Name\":\"Magic Weapons\",\"Desc\":\"The oni's weapon attacks are magical.\"},{\"Name\":\"Regeneration\",\"Desc\":\"The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The oni makes two attacks, either with its claws or its glaive.\"},{\"Name\":\"Claw (Oni Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Glaive (Large Form)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Glaive (Small or Medium Form)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Change Shape\",\"Desc\":\"The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.\"}]","data-CHA-mod":"+2","data-CON-mod":"+3","data-DEX-mod":"+0","data-INT-mod":"+2","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+1","Saving Throws":"Dex +3, Con +6, Wis +4, Cha +5","Challenge Rating":7,"Passive Perception":14,"data-CrNum":7,"data-AcNum":16,"data-HpNum":110},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Oni Lord","description":"The oni lord, also known as the oni omo, is a powerful ogre magi that rules over all other oni in its territory. It is a highly intelligent battle commander and spends most of its time organizing and planning excursions into enemy communities. It lives in a well-guarded magical keep created by its mighty fortress spell, where it keeps all its treasure and enslaved concubines. He is never without his oni magi bodyguards. Traits Greater Spell Penetration. If the oni casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 5 levels higher. Legendary Resistance (3/Day). If the oni fails a saving throw, it can choose to succeed instead. Magic Weapons. The oni's weapon attacks are magical. Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The oni makes two melee attacks. Alternatively, it can make one melee attack and use Spellcasting. Claw (Oni Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Greatsword. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (4d6 + 5) slashing damage. Spellcasting. The oni casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks) and it needs only verbal components to cast its spells: At will: darkness, invisibility, mage hand, minor illusion 2/day each: charm person, cone of cold, gaseous form, sleep 1/day each: chain lightning, charm monster, dimension door, dispel magic, dominate person, stoneskin, mighty fortress, power word stun, steel wind strike, thunder step, whirlwind Change Shape. The oni magically transforms into a Small or Medium humanoid, into a Large Giant, or back into its true form, while retaining its game statistics. The only equipment that is transformed is its weapon, which shrinks so that it can be wielded in humanoid form. This transformation ends if the oni is reduced to 0 hit points or uses an action to end it. Legendary Actions The oni can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The oni regains spent legendary actions at the start of its turn. Attack. The oni makes a Claw or Greatsword attack. Command. The oni targets one ally it can see within 30 feet of it. If the target can see and hear the oni, the target can use its reaction to make one weapon attack with advantage on the attack roll. Cast a Spell (Costs 2 Actions). The oni uses Spellcasting. Reactions Fade into Mist (Recharge 5–6). When hit by an attack roll, the attack instead misses and the oni turns into a gaseous form and moves up to 60 feet away to an unoccupied space it can see. While in this form, the oni can enter the space of another creature and has resistance to nonmagical damage, and it has advantage on 5trength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. It remains in this form until the start of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Oni Magi","description":"Oni magi are advanced oni that have improved martial and spellcasting abilities. These oni actively recruit, unite, and command evil humanoid and giant tribes to raid civilized settlements. The oni magi aim to capture folk, using them as slaves as well as food to devour. They are often found working with ogres, trolls, and hill giants. Traits Magic Weapons. The oni's weapon attacks are magical. Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. Spell Penetration. If the oni casts a spell and is interrupted by an enemy's counterspell , treat the spell's level as 3 levels higher. Actions Multiattack. The oni makes two melee attacks. Alternatively, it can make one melee attack and use Spellcasting. Claw (Oni Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Spiked Chain. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 15 (2d10 + 4) slashing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the oni can automatically hit the target with its Spiked Chain but can't make Spiked Chain attacks against other targets. Spiked Chain Slam. The oni slams a Large or smaller creature grappled by its spiked chain into another creature or a solid surface within 20 feet. Both creatures must succeed on a DC 18 Strength saving throw or take 15 (2d10 + 4) bludgeoning damage and be stunned until the end of its next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned. Spellcasting. The oni casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks) and it needs only verbal components to cast its spells: At will: darkness, invisibility, mage hand, minor illusion 2/day each: charm person, cone of cold, gaseous form, sleep 1/day each: chain lightning, dimension door, dispel magic, dominate person, stoneskin, steel wind strike, thunder step, whirlwind Change Shape. The oni magically transforms into a Small or Medium humanoid, into a Large Giant, or back into its true form, while retaining its game statistics. The only equipment that is transformed is its weapon, which shrinks so that it can be wielded in humanoid form. This transformation ends if the oni is reduced to 0 hit points or uses an action to end it. Reactions Fade into Mist (Recharge 5–6). When hit by an attack roll, the attack instead misses and the oni turns into a gaseous form and moves up to 60 feet away to an unoccupied space it can see. While in this form, the oni can enter the space of another creature and has resistance to nonmagical damage, and it has advantage on 5trength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. It remains in this form until the start of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Oni Night Haunter","description":"The night haunter is an insidious oni that prefers to slay its victims in their sleep. The Bogeyman. The oni night haunter begins by assuming a humanoid form that is friendly to its location before entering a settlement. After successfully injecting itself into the community and earning the trust of its folk, it begins haunting them one by one in their dreams. The oni targets the children first, as these are its favorites to devour. Only when it has slain one using its Nightmare Haunting ability does it materialize to feast on the victim's corpse. It continues to repeat this process, stopping only if it feels it is in danger of being discovered. Traits Magic Weapons. The oni's weapon attacks are magical. Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. Soul Devourer. The oni devours the souls of the victims it has slain through its Nightmare Haunting. Only through a wish spell, or by slaying the oni, can the victims' souls be free and willing to be resurrected. Actions Multiattack. The oni makes two attacks, either with its Claw or with its Morningstar. Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or fall unconscious. The creature remains unconscious for 1 minute, or until it takes damage, or someone uses an action to shake or slap the creature awake. Spellcasting. The oni casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: darkness, invisibility 2/day each: charm person, ray of enfeeblement, sleep 1/day each: cone of cold, gaseous form, plane shift (self only) Change Shape. The oni magically transforms into a Small or Medium humanoid, into a Large Giant, or back into its true form, while retaining its game statistics. The only equipment that is transformed is its weapon, which shrinks so that it can be wielded in humanoid form. This transformation ends if the oni is reduced to 0 hit points or uses an action to end it. Nightmare Haunting (1/Day). While on the Ethereal Plane, the oni magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle . As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and the oni gains 3d10 temporary hit points. The oni's temporary hit points last for 12 hours. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. Reactions Fade into Mist (Recharge 5–6). When hit by an attack roll, the attack instead misses and the oni turns into a gaseous form and moves up to 60 feet away to an unoccupied space it can see. While in this form, the oni can enter the space of another creature and has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. It remains in this form until the start of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Oni Vrykolakas","description":"When an evil dragon, giant, or monstrosity is cursed and magically slain by a demon lord, it may rise as a vrykolakas if the demon lord wills it. At first, this powerful undead creature resembles its original form but with pale skin and bloodshot eyes. The vrykolakas has the ability to shift into its hybrid form, where it creature transforms into a more feral-looking creature with vampire bat-like features. In this form, the vrykolakas gains bat-like wings, fangs, and ears. Unlike a regular vampire, the vrykolakas has only Sunlight Hypersensitivity as a weakness. The vrykolakas exists to serve its master that spawned it and only gains its freedom if its master is destroyed. Traits Magic Weapons. The vrykolakas's weapon attacks are magical. Regeneration. The vrykolakas regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vrykolakas takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vrykolakas’s next turn. Sunlight Hypersensitivity. The vrykolakas takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The vrykolakas makes one Bite attack and two Claw or Glaive attacks. Bite (Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vrykolakas regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claw (Oni or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage, or 10 (1d10 + 5) slashing damage in Small or Medium form. Spellcasting. The vrykolakas casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: darkness, invisibility 1/day each: charm person, cone of cold, gaseous form, sleep Bonus Actions Aura of Horror (Hybrid Form Only). Each creature of the vrykolakas’s choice within 30 feet of the vrykolakas must make a DC 16 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature's speed is halved, can't use reactions, can't make more than one attack per turn, and can use either an action or a bonus action during its turns, not both. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this vrykolakas' Aura of Horror for the next 24 hours. Change Shape. The vrykolakas polymorphs into a hybrid vampire bat, Small or Medium Humanoid, Large Giant, or back into its true form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Oni Warlord","description":"Actions Multiattack. The oni warlord makes two attacks with its greatsword and uses its Endless Whispers action. +3 Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Once per turn, if the attack roll exceeds the AC of the target by at least 6, the oni warrior can make an additional attack with this weapon. Legendary Actions The oni warlord can take up to 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The oni warlord regains spent legendary actions at the start of its turn. Corrupting Mutation . Roll a d12, the Oni Warlord gains the corresponding Shadowland Power (see Table A-11: Shadowland Powers, Adventures in Rokugan on pages 410-411). Use this legendary action only if the oni warlord has half of its starting hit points remaining or less. Torment . The Oni Warlord targets a non-adjacent creature with its Maddening Whispers ability. If that creature fails its saving throw, the oni warlord teleports to a location 5 ft. away from that creature. Taste their Fear . The oni warlord makes a Corrupting Claw attack against an adjacent creature. If that creature is frightened of the oni warlord, the attack has advantage and the oni warlord regains hit points equal to the amount of damage dealt by that attack. Lair Actions When fighting inside its lair (the Chasm of Souls), the oni warlord can control the wretched souls it imprisons. On initiative count 20 (losing initiative ties), the oni warlord takes the following lair actions: Summon the Damned. The oni warlord summons a hungry ghost (see the Hungry Ghost (Gaki) profile on page 137). It appears somewhere within the Chasm of Souls. Haunting War Cry . The oni warlord bellows a fearsome challenge to a creature within 50 ft. of it. That creature makes a wisdom saving throw DC 16, if it fails it becomes provoked by the oni warlord until the end of their next turn. Regardless of whether it failed or succeeded, until the end of the round, all hungry ghosts will try to move to that creature and attack it, ignoring all other creatures.","properties":{"Category":"Monsters","Size":"Large","Type":"lost fiend","Alignment":"lawful evil","Expansion":25901,"Challenge Rating":9},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Oni Yama-Uba","description":"The oni yama-uba, also known as the demon hag, is a bloodthirsty, cunning, and very patient hunter. It is a devourer of human flesh and is particularly fond of eating children, especially the very portly ones. Two-Faced Killers. It always appears as a female hermit or solitary crone living deep in the forested mountains. When encountered, it appears friendly and accommodating, offering real food and its home as a safe refuge to spend the night. It will even offer to heal any wounded, providing them with curing salves. Once it has earned the trust of its would-be victims, the oni yama-uba then finds ways to draw out and divide the group. Once it has isolated one or two victims away from its companions, it reveals its true form and attacks. Traits Horrific Appearance. Any humanoid that starts its turn within 30 feet of the oni and can see the oni's true form must make a DC 16 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the oni is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the oni's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the oni's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the oni. Magic Weapons. The oni's weapon attacks are magical. Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The oni makes two Claw attacks. Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 10 (3d6) poison damage. Death Glare. The oni targets one frightened creature she can see within 30 feet of her. If the target can see the oni, it must succeed on a DC 16 Wisdom saving throw against this magic or drop to 0 hit points. Spellcasting. The oni casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: darkness, invisibility 2/day: charm person, ray of enfeeblement, spirit guardians, sleep 1/day each: cone of cold, gaseous form Change Shape. The oni magically transforms into a Small or Medium humanoid, into a Large Giant, or back into its true form, while retaining its game statistics. This transformation ends if the oni is reduced to 0 hit points or uses an action to end it. Maddening Cackle (Recharge 5–6). Each creature within 30 feet of the oni and able to hear the oni must succeed on a DC 16 Charisma saving throw. On a failed save, the target takes 17 (3d8 + 4) psychic damage, and must use its reaction to move up to half its speed and make a melee weapon attack against one creature of the oni's choice that the oni can see. Constructs and Undead are immune to this effect. Reactions Fade into Mist (Recharge 5–6). When hit by an attack roll, the attack instead misses and the oni turns into a gaseous form and moves up to 60 feet away to an unoccupied space it can see. While in this form, the oni can enter the space of another creature and has resistance to nonmagical damage, and it has advantage on 5trength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. It remains in this form until the start of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Onyx Magistrate","description":"This large onyx statue looks down critically from an ornate chair. It wears long ceremonial robes and carries a scepter in one hand and an orb in the other. With a slow grinding sound, the statue animates and rises in the air, still seated in its onyx chair. Grand Sculptures. Built to oversee great libraries, courts of law, royal houses, and the seats of government in corrupt and evil lands, onyx magistrates are intelligent constructs resembling judges, court officials, or bishops seated on massive thrones. The onyx magistrate is often placed in an area of importance such as within a great meeting hall or next to an important gate and remains motionless until it deems someone worthy of its attention or in need of punishment. Judge, Jury, and Executioner. Onyx magistrates pursue their tasks with diligence and patience, never shirking from their responsibilities or showing pity or remorse for their actions. They never tolerate falsehoods or those seeking to cajole or intimidate them, though they have a soft spot for flattery, especially that which praises their abilities or dedication to their role. The construction of an onyx magistrate requires the binding of a barbed devil or fiend of similar power, and some onyx magistrates bear traces of their diabolical heritage in the form of smoking embers for eyes or glowing cracks covering their bodies. Construct Nature. The onyx magistrate doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Onyx Ooze","description":"Black puddings are the scavengers of the Underworld, constantly on the lookout for a meal. They can sense organic or metallic objects within 60 feet and mindlessly attack such items or beings until they are dissolved or the ooze is killed. A black pudding reproduces by breaking off a piece of its body and forming a new, smaller black pudding, which grows to full size in 1 month’s time. Some of the more intelligent creatures in the underworld use black puddings as natural garbage disposals, creating stone pits to house the pudding and throwing organic refuse or foes in as needed. When a black pudding fails to split as it should, it grows in size. Before long, it evolves into something else entirely. As ravenous and corrosive as they ever were, an onyx ooze can grow to fill entire dungeon complexes. Catabolist Form (Optional). When an onyx ooze takes damage that reduces it to half its maximum hit points, and again when reduced to one-quarter its maximum hit points, it spawns a black pudding into a nearby space.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"ooze","Alignment":"unaligned","Expansion":5818,"Challenge Rating":17},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Oorblood Brownie","description":"The oorblood brownies of Or’Mya are a race of fey who stand approximately a foot tall, sporting sharpened teeth and wild, red hair. Usually dressed in brown clothing, they tend to avoid humans at all costs and are mostly solitary creatures, seen alone or in very small groups. While all fey are sources of Oor, the oorblood brownie is known to be one of the most Oor-rich sources among the fey, making them obvious targets for those who would prey on them. Oor Blooded . Despite their aversion to others, oorblood brownies are natural caretakers and will do small helpful tasks for them, as long as they remain unseen. Many of these tasks involve tending to gardens and animals, which they magically infuse with their own Oor, which courses through their bodies. Quick to Anger . When cornered or trapped, an oorblood brownie will become very angry and will lash out with hostility. Additionally, even a helpful oorblood brownie will turn to malice if they feel disrespected in any way, and will actually suck the Oor from crops, causing them to rot, or milk, causing it to sour overnight. Those who have experienced a malicious oorblood brownie in their home are thought to be “cursed” by the fey. Traits Innate Agility . The oorblood brownie has advantage on all Dexterity saving throws due to its natural agility and diminutive size. Ambusher . The oorblood brownie has advantage on attack rolls against any creature it has surprised. Nimble Escape . The oorblood brownie can take the Disengage or Hide action as a bonus action on each of its turns. Actions Multiattack . The oorblood brownie makes four bite attacks. Bite . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage. Spear . Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit : 7 (1d6 + 4) piercing damage. ","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"neutral evil","Expansion":8938,"Challenge Rating":"1/8"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Oorblood Dragon","description":"The oorblood dragon is a rare breed of draconic creature in a rare color as well. As a purple dragon, it is a magical beast, with Oor-filled blood that grants it magical power. Highly intelligent, some oorblood dragons are able to learn spells, using their natural Oor to cast them. Those who have not studied these abilities still have Oor that powers their breath weapon: a magical fog that drains Oor from others. Traits Legendary Resistance (3/Day) . If the oorblood dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack . The oorblood dragon can use its Frightful Presence, then make three attacks: one with its bite and two with its claws. Bite . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 24 (2d10 + 13) piercing damage plus 7 (2d6) fire damage. Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 20 (2d6 + 13) slashing damage. Tail . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 20 (2d8 + 11) bludgeoning damage. Frightful Presence . Each creature of the oorblood dragon’s choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Magical Fog Breath (Recharge 5-6). The oorblood dragon exhales magical fog in a 20-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 14 (4d6) psychic damage on a failed save or half as much damage on a successful one. Any creature within the cone also loses 1 Oor from their pool. ","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"lawful evil","Expansion":8938,"Challenge Rating":4},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Oorblood Water Nymph","description":"Oorblood water nymphs are born from Oor, carrying it within them and using it to tend to the waters in which they live. Often mistaken for Finfolk, they are actually taller and slender like elves; beautiful humanoid creatures of varying hues with scales covering their bodies and wispy fins along their arms and legs. They are generally ambivalent to other beings, aside from those who dwell in the waters they care for. Wary of intruders, they watch from afar to judge their intentions and will use their charms to make sure that nothing is disturbed. If deeming them worthy of aid, the oorblood water nymph will use their innate Oor to help others, especially if they have proven they are friends to the fey and Or’Mya. One with the Water . Oorblood water nymphs are found in all watery areas, including swamplands and small pools, rivers and lakes, and of course, the ocean, each a personification of the area they protect and taking on those qualities in their appearance and behavior. While they are amphibious, they don’t like to be out of the water for long and will rarely venture inland except in grave emergencies. Traits Amphibious . The oorblood water nymph can breathe air and water. Magic Resistance . The oorblood water nymph has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants . The oorblood water nymph can communicate with beasts and plants as if they shared a language. Actions Dagger . Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 3 (1d4 + 1) piercing damage. Call of the Deep . An oorblood water nymph can use an action to command a target within 15 feet that is under water to voluntarily drown, making them attempt a DC 15 Wisdom saving throw. On a failed save, the target stops holding its breath and begins to drown. On a successful save, the target is no longer charmed. The target can survive a number of rounds equal to its Constitution modifier (minimum 1). On the start of its following turn, the target drops to 0 hit points and is dying. ","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":8938,"Challenge Rating":1},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Ooreater Orc","description":"The ooreater orc is one of the many evil creatures on Or’Mya who seeks out Oor to use for their own needs. They believe that if enough Oor is consumed, they will be able to ascend to a higher state of being, with magical powers like the wizards they have fought so many times in the past. Oor Stalkers . Because of this greed for power, the ooreater orc clans scour Or’Mya for all sources of Oor, tearing up Oor-rich plants and sucking on their roots, trapping fey to eat, and stalking dragons to drain their blood. No matter how much they consume, however, they believe they need more and more, and getting their hands on a Wardling is the ultimate prize. Tribes Like Plagues . Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of the villages and camps ablaze, then retreat whence they came, their bloodlust satisfied. Traits Aggressive . As a bonus action, the ooreater orc can move up to its speed toward a hostile creature that it can see. Blood Frenzy . The ooreater orc has advantage on melee attack rolls against any creature that doesn’t have all of its hit points. Pack Tactics . The ooreater orc has advantage on any attack roll against a creature if at least one of the ooreater orc’s allies is within 5 ft. of the creature and the ally isn’t incapacitated. Actions Orc Cleaver . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (1d12 + 3) slashing damage. Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. ","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"chaotic evil","Expansion":8938,"Challenge Rating":"1/2"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Oorsense Gryphon","description":"Traits Oor Sense . The oorsense gryphon senses magic and any oorblood creatures within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical. Actions Multiattack . The oorsense gryphon makes two attacks: one with its beak and one with its claws. Beak . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) piercing damage. Claws . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. ","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":8938,"Challenge Rating":2},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Oozasis","description":"The oasis appears as an idyllic desert respite, offering water, shade, and even perhaps edible fruit and nuts in the trees above. Mockmire. The oozasis, or oasis ooze, is also known as a mockmire in other climates. It mimics a peaceful, pristine watering hole to draw in unsuspecting prey. An oozasis cycles seemingly at random between wakefulness and hibernation. Quest Givers. Within its odd physiology stirs an ancient mind with an inscrutable purpose. Far from being a mere mindless sludge, its fractured intelligence occasionally awakens to read the thoughts of visitors. At these times, it tries to coerce them into undertaking quests for cryptic reasons. Ancient Minds. Some tales claim these creatures preserve the memories of mad wizards from dead empires, or that they have unimaginably ancient, inhuman origins. Traits Amorphous: The oozasis can move through a space as narrow as 1 inch wide without squeezing. Mirage: As a bonus action, the oozasis can create a mirage around itself to lure victims toward it while disguising its true nature. This functions as the mirage arcane spell (save DC 16) but is nonmagical, and therefore can’t be detected using detect magic or similar magic, and can’t be dispelled. Waters of Unfathomable Compulsion: Any creature that drinks the water of an oozasis or eats fruit from the plants growing in it has a dream (as the spell, save DC 16) the next time it sleeps. In this dream, the oozasis places a compulsion to carry out some activity as a torrent of images and sensations. When the creature awakens, it is affected by a geas spell (save DC 16, cast as a 7th-level spell) in addition to the effects of dream. Actions Multiattack: The oozasis makes two pseudopod attacks. Pseudopod: Melee Weapon Attack : +8 to hit, reach 15 ft., One creature. Hit : 13 (2d8 + 4) Bludgeoning damage plus 10 (3d6) Acid damage. On hit, a target that’s Large or smaller is grappled, escape DC 16, and restrained until the grapple ends. The oozasis has two pseudopods, each of which can grapple one target at a time. Engulf: The oozasis engulfs creatures grappled by it. An engulfed creature can’t breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the oozasis, takes 21 (6d6) acid damage at the start of each of the oozasis’s turns, and is subject to the oozasis’s Waters of Unfathomable Compulsion trait. The creature takes no damage if the oozasis chooses not to inflict any. When the oozasis moves, the engulfed creature moves with it. An engulfed creature can escape by using an action and making a successful DC 16 Strength check. On a success, the creature enters a space of its choice within 5 feet of the oozasis. Vapors of Tranquility or Turmoil (Recharges after a Short or Long Rest): The oozasis sublimates its waters into a vapor that fills a disk centered on the oozasis, 60 feet in radius, and 10 feet thick. All creatures in the area are affected by either the calm emotions spell or the confusion spell (save DC 16). The oozasis chooses which effect to use, and it must be the same for all creatures.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"ooze","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ooze Dragon Wyrmling","description":"Assimaloozes When strong biomantic magic is enhanced by the spark of a divine ooze and introduced to living tissue, that tissue is quickly assimilated into an ooze-like substance. The new creature retains its strongest memories as an overarching reason for existence but, as with biomantic polyhedroozes, is easily moulded by the strong psyches and emotions that inhabit its environs. Variformed. The form an assimalooze takes depends on both its form before oozificaiton as well as its environment: principally the available hard matter around which it can arrange itself. An assimalooze in a graveyard might animate the bones of the dead, while one on a battlefield might inhabit the armoured plates of a knight, and another in an abandoned building could build a skeleton of rusted pipes and a carapace of broken glass. Habitat. Assimaloozes create their lair wherever they form, and thus have no typical habitat. Their effects on the region depend on the psyches influencing their creation. However, without fail, assimaloozes always acidify nearby water sources: a byproduct of their presence and, when threatened, as a defence mechanism. Ooze Dragon The bones and scales of a dragon, as well as the armour of fallen dragon-slayers, are brought together in this sinuous, oily drake. Combining the corrosive nature of an ooze with the malice, strength, and terrifying presence of a dragon, these horrifying amalgamoozes possess incredible avarice untempered by any self-preservation instinct. Ooze dragons are beyond rare: dragons are uncommon, and divine-enhanced biomantic ooze even more so; to find such a creature is a dracologist’s dream and an ecologist’s nightmare.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"chaotic neutral","Challenge Rating":2},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Ooze Knight","description":"Assimaloozes When strong biomantic magic is enhanced by the spark of a divine ooze and introduced to living tissue, that tissue is quickly assimilated into an ooze-like substance. The new creature retains its strongest memories as an overarching reason for existence but, as with biomantic polyhedroozes, is easily moulded by the strong psyches and emotions that inhabit its environs. Variformed. The form an assimalooze takes depends on both its form before oozificaiton as well as its environment: principally the available hard matter around which it can arrange itself. An assimalooze in a graveyard might animate the bones of the dead, while one on a battlefield might inhabit the armoured plates of a knight, and another in an abandoned building could build a skeleton of rusted pipes and a carapace of broken glass. Habitat. Assimaloozes create their lair wherever they form, and thus have no typical habitat. Their effects on the region depend on the psyches influencing their creation. However, without fail, assimaloozes always acidify nearby water sources: a byproduct of their presence and, when threatened, as a defence mechanism. Ooze Knight The ooze knight has two major influences: the Rose Knight’s yearning to bind and defeat the dragon, Asterax, and that same dragon’s cruelty, greed, and malice. Lair Actions While the ooze knight is in its lair, it can use the following lair actions. The saving throw DC and damage of the lair actions depend on the level of the adventure, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam 5th 13 5 ( 2d4 ) 10th 15 10 ( 3d6 ) 15th 17 21 ( 6d6 ) Lair Actions. On initiative count 20 (losing initiative ties), the ooze knight can take a lair action to cause one of the following effects; they can’t use the same effect two rounds in a row: Acid Infusion. The lair’s water becomes a corrosive acid until initiative count 20 of the next round. A creature that enters the acid for the first time on a turn or starts its turn there must make a VDC Constitution saving throw , taking Vdam acid damage on a failed save or half as much damage on a successful one. Chain Lash. Iron chains lash out from the water, wrapping around a creature of the ooze knight’s choice. The creature must succeed on a VDC Strength saving throw or be pulled into the nearest patch of water and restrained by the chain. A creature can use its action to make a VDC Strength check , freeing itself or another restrained creature from the chain on a success. Overwhelming Dragopathy (Ooze Dragon Form Only). The ooze dragon chooses a target it can see and sends a telepathic wave across the lair. The target and each creature within 10 feet of it must succeed on a VDC Charisma saving throw or become afflicted with a random intense emotion for 1 minute or until the ooze dragon uses another lair action. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 1. Greed. The creature sees allies as competition for glory and treasure, and it can only take actions that hinder or harm other creatures attacking the ooze dragon. 2. Pride. The creature believes itself to be the only one capable of defeating the ooze dragon. It can’t take or accept the Help action, can’t be the willing target of any spell cast by another creature, can’t benefit from flanking, and can’t assist restrained or grappled creatures. 3. Anger. The creature is filled with rage, and it can only take actions that allow it to attack the ooze dragon or force the ooze dragon to make a saving throw. 4. Sloth. The creature becomes lethargic and unwilling to fight, and it can only take the Disengage action and can’t take reactions. Regional Effects The region containing the ooze knight’s lair is warped by the infusion of Asterax’s malice, creating one or more of the following effects: Open water sources within 1 mile of the ooze knight’s lair are supernaturally sulphuric and acidic. Extended exposure to their fumes and corrosion is fatal. A humanoid that spends at least 1 hour within 1 mile of the ooze knight’s lair must succeed on a VDC Wisdom saving throw or gain a short-term madness effect. A creature that succeeds on its save can’t be affected by this regional effect again for 24 hours. The land within 6 miles of the lair takes twice as long as normal to traverse; twisted plants obscure safe paths, diverting wanderers into the swamp’s reeking mud. If the ooze knight dies, vegetation remains as it has grown, but other effects fade over 1d10 days.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"chaotic neutral","Challenge Rating":5},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Ooze Knight Champion","description":"Assimaloozes When strong biomantic magic is enhanced by the spark of a divine ooze and introduced to living tissue, that tissue is quickly assimilated into an ooze-like substance. The new creature retains its strongest memories as an overarching reason for existence but, as with biomantic polyhedroozes, is easily moulded by the strong psyches and emotions that inhabit its environs. Variformed. The form an assimalooze takes depends on both its form before oozificaiton as well as its environment: principally the available hard matter around which it can arrange itself. An assimalooze in a graveyard might animate the bones of the dead, while one on a battlefield might inhabit the armoured plates of a knight, and another in an abandoned building could build a skeleton of rusted pipes and a carapace of broken glass. Habitat. Assimaloozes create their lair wherever they form, and thus have no typical habitat. Their effects on the region depend on the psyches influencing their creation. However, without fail, assimaloozes always acidify nearby water sources: a byproduct of their presence and, when threatened, as a defence mechanism. Ooze Knight The ooze knight has two major influences: the Rose Knight’s yearning to bind and defeat the dragon, Asterax, and that same dragon’s cruelty, greed, and malice. Lair Actions While the ooze knight is in its lair, it can use the following lair actions. The saving throw DC and damage of the lair actions depend on the level of the adventure, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam 5th 13 5 ( 2d4 ) 10th 15 10 ( 3d6 ) 15th 17 21 ( 6d6 ) Lair Actions. On initiative count 20 (losing initiative ties), the ooze knight can take a lair action to cause one of the following effects; they can’t use the same effect two rounds in a row: Acid Infusion. The lair’s water becomes a corrosive acid until initiative count 20 of the next round. A creature that enters the acid for the first time on a turn or starts its turn there must make a VDC Constitution saving throw , taking Vdam acid damage on a failed save or half as much damage on a successful one. Chain Lash. Iron chains lash out from the water, wrapping around a creature of the ooze knight’s choice. The creature must succeed on a VDC Strength saving throw or be pulled into the nearest patch of water and restrained by the chain. A creature can use its action to make a VDC Strength check , freeing itself or another restrained creature from the chain on a success. Overwhelming Dragopathy (Ooze Dragon Form Only). The ooze dragon chooses a target it can see and sends a telepathic wave across the lair. The target and each creature within 10 feet of it must succeed on a VDC Charisma saving throw or become afflicted with a random intense emotion for 1 minute or until the ooze dragon uses another lair action. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 1. Greed. The creature sees allies as competition for glory and treasure, and it can only take actions that hinder or harm other creatures attacking the ooze dragon. 2. Pride. The creature believes itself to be the only one capable of defeating the ooze dragon. It can’t take or accept the Help action, can’t be the willing target of any spell cast by another creature, can’t benefit from flanking, and can’t assist restrained or grappled creatures. 3. Anger. The creature is filled with rage, and it can only take actions that allow it to attack the ooze dragon or force the ooze dragon to make a saving throw. 4. Sloth. The creature becomes lethargic and unwilling to fight, and it can only take the Disengage action and can’t take reactions. Regional Effects The region containing the ooze knight’s lair is warped by the infusion of Asterax’s malice, creating one or more of the following effects: Open water sources within 1 mile of the ooze knight’s lair are supernaturally sulphuric and acidic. Extended exposure to their fumes and corrosion is fatal. A humanoid that spends at least 1 hour within 1 mile of the ooze knight’s lair must succeed on a VDC Wisdom saving throw or gain a short-term madness effect. A creature that succeeds on its save can’t be affected by this regional effect again for 24 hours. The land within 6 miles of the lair takes twice as long as normal to traverse; twisted plants obscure safe paths, diverting wanderers into the swamp’s reeking mud. If the ooze knight dies, vegetation remains as it has grown, but other effects fade over 1d10 days.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"chaotic neutral","Challenge Rating":9},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Ooze Knight Warlord","description":"Assimaloozes When strong biomantic magic is enhanced by the spark of a divine ooze and introduced to living tissue, that tissue is quickly assimilated into an ooze-like substance. The new creature retains its strongest memories as an overarching reason for existence but, as with biomantic polyhedroozes, is easily moulded by the strong psyches and emotions that inhabit its environs. Variformed. The form an assimalooze takes depends on both its form before oozificaiton as well as its environment: principally the available hard matter around which it can arrange itself. An assimalooze in a graveyard might animate the bones of the dead, while one on a battlefield might inhabit the armoured plates of a knight, and another in an abandoned building could build a skeleton of rusted pipes and a carapace of broken glass. Habitat. Assimaloozes create their lair wherever they form, and thus have no typical habitat. Their effects on the region depend on the psyches influencing their creation. However, without fail, assimaloozes always acidify nearby water sources: a byproduct of their presence and, when threatened, as a defence mechanism. Ooze Knight The ooze knight has two major influences: the Rose Knight’s yearning to bind and defeat the dragon, Asterax, and that same dragon’s cruelty, greed, and malice. Lair Actions While the ooze knight is in its lair, it can use the following lair actions. The saving throw DC and damage of the lair actions depend on the level of the adventure, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam 5th 13 5 ( 2d4 ) 10th 15 10 ( 3d6 ) 15th 17 21 ( 6d6 ) Lair Actions. On initiative count 20 (losing initiative ties), the ooze knight can take a lair action to cause one of the following effects; they can’t use the same effect two rounds in a row: Acid Infusion. The lair’s water becomes a corrosive acid until initiative count 20 of the next round. A creature that enters the acid for the first time on a turn or starts its turn there must make a VDC Constitution saving throw , taking Vdam acid damage on a failed save or half as much damage on a successful one. Chain Lash. Iron chains lash out from the water, wrapping around a creature of the ooze knight’s choice. The creature must succeed on a VDC Strength saving throw or be pulled into the nearest patch of water and restrained by the chain. A creature can use its action to make a VDC Strength check , freeing itself or another restrained creature from the chain on a success. Overwhelming Dragopathy (Ooze Dragon Form Only). The ooze dragon chooses a target it can see and sends a telepathic wave across the lair. The target and each creature within 10 feet of it must succeed on a VDC Charisma saving throw or become afflicted with a random intense emotion for 1 minute or until the ooze dragon uses another lair action. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 1. Greed. The creature sees allies as competition for glory and treasure, and it can only take actions that hinder or harm other creatures attacking the ooze dragon. 2. Pride. The creature believes itself to be the only one capable of defeating the ooze dragon. It can’t take or accept the Help action, can’t be the willing target of any spell cast by another creature, can’t benefit from flanking, and can’t assist restrained or grappled creatures. 3. Anger. The creature is filled with rage, and it can only take actions that allow it to attack the ooze dragon or force the ooze dragon to make a saving throw. 4. Sloth. The creature becomes lethargic and unwilling to fight, and it can only take the Disengage action and can’t take reactions. Regional Effects The region containing the ooze knight’s lair is warped by the infusion of Asterax’s malice, creating one or more of the following effects: Open water sources within 1 mile of the ooze knight’s lair are supernaturally sulphuric and acidic. Extended exposure to their fumes and corrosion is fatal. A humanoid that spends at least 1 hour within 1 mile of the ooze knight’s lair must succeed on a VDC Wisdom saving throw or gain a short-term madness effect. A creature that succeeds on its save can’t be affected by this regional effect again for 24 hours. The land within 6 miles of the lair takes twice as long as normal to traverse; twisted plants obscure safe paths, diverting wanderers into the swamp’s reeking mud. If the ooze knight dies, vegetation remains as it has grown, but other effects fade over 1d10 days.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"chaotic neutral","Challenge Rating":17},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Ooze Master","description":"The Immortal Caverns inside the Doomvault ( Dead in Thay ) are home to a number of bizarre creatures, of which the Ooze Master is perhaps the strangest. It initially appears in the form of a pillar composed of thick, red, ooze-like stuff. The creature is actually inside the pillar, and when it is roused, it emerges with evil intent. Undead Nature. The Ooze Master doesn't require air, food, drink, or sleep. Traits Corrosive Form . A creature that touches the Ooze Master or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition that hits the Ooze Master is destroyed after dealing damage. The Ooze Master can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Instinctive Attack . When the Ooze Master casts a spell with a casting time of 1 action, it can make one pseudopod attack as a bonus action. Spellcasting . The Ooze Master is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): acid splash, friends, mage hand, poison spray 1st level (4 slots): charm person, detect magic, magic missile, ray of sickness 2nd level (3 slots): detect thoughts, Melf's acid arrow, suggestion 3rd level (3 slots): fear, slow, stinking cloud 4th level (3 slots): confusion, Evard's black tentacles 5th level (1 slot): cloudkill Spider Climb . The Ooze Master can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (3d6+3) bludgeoning damage plus (3d6)acid damage. Reactions Instinctive Charm. If a creature the Ooze Master can see makes an attack roll against it while within 30 feet of it, the Ooze Master can use a reaction to divert the attack if another creature is within the attack's range. The attacker must make a DC 15 Wisdom saving throw. On a failed save, the attacker targets the creature that is closest to it, not including itself or the Ooze Master. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, the attacker is immune to this Instinctive Charm for 24 hours. Creatures that can't be charmed are immune to this effect.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"lawful evil","Expansion":7386,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Ooze Paraelemental","description":"The ooze paraelemental is a creature that appears as a vaguely humanoid-shaped mass of dark, writhing, noxious sludge that can squeeze through the smallest cracks and openings. Vitriolic Form. The body of an ooze paraelemental is so acidic that it easily corrodes any nonmagical metal it touches. While it does not require food or sustenance, the ooze paraelemental cannot resist itself from dissolving organic and mineral matter, an act which it greatly enjoys and savors. Swamp Dweller. The ooze paraelemental is native to the Swamp of Oblivion, a chaotic place of slime and mud. While it rarely leaves its home plane, it may be encountered in the Ethereal Plane, and the foulest bogs, fens, marshes, and sewer systems of the Material Plane. Ooze paraelementals are slightly more intelligent than other paraelementals, with some even able to form and lead groups to gain control of the Swamp of Oblivion. Toxic Associates. Ooze paraelementals rarely share the company of other beings as they tend to eat anything they can dissolve. However, it has been observed that they tolerate and cohabitate with acid-breathing dragons, hags, mud mephits, oozes, and otyughs. They are subservient to Ghaunadaur, That Which Lurks, and Juiblex the Slime Lord and often work with their followers as guardians. Paraelementals A paraelemental is an amalgamation of two elemental energies bound within a single life force. Because it is a combination of two elemental forces, a paraelemental can be volatile and dangerous. While extremely rare in the Material Plane, they dwell in regions where their respective Elemental Planes overlap. Elemental Nature. A paraelemental doesn’t require air, food, drink, or sleep. Traits Amorphous. The paraelemental can move through a space as narrow as 1 inch wide without squeezing. Corrode Metal. Any nonmagical weapon made of metal that hits the paraelemental corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The paraelemental can eat through 2-inch-thick, nonmagical metal in 1 round. Actions Multiattack. The paraelemental makes two Slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 7 (2d6) acid damage and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Hurl Acid. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 5 (1d10) acid damage and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"typically Neutral","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Ooze, Alchemical Apprentice","description":"The pile of color-changing ooze springs to life on the refuse heap behind an alchemical laboratory. It's Alive! Alchemical apprentice oozes form spontaneously from the waste product of alchemy labs. The creatures do not travel far from the source of their birth, as it is often the only supply of food in the region. Assistants and Guardians. Alchemists keep these oozes as pets and assistants in their labs. The creatures possess a surprising intelligence pertaining to alchemy and can help an alchemist in her work. They require little care and can survive a very long time on a small pile of sulfur or similar compounds. They seem to absorb minerals and garbage without ill effect. The oozes often offer protection to a laboratory, as their survival is linked to its continued usage. Burbling and Bubbling Sounds. When an alchemical apprentice ooze uses its telepathy, it emits a series of blurbs, blops, and other rather liquid and sometimes almost-sensible sounds. Those hearing these noises often become convinced it is a dialect of Aquan. Ooze Nature. An alchemical apprentice ooze doesn't require sleep.","properties":{"Category":"Monsters","Size":"Small","Type":"ooze","Alignment":"unaligned","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ooze, Amber","description":"Meandering through forests, this ooze is made from the ancient sap that comes from magical trees. Small birds and rodents float in the sap, perfectly preserved. Arboreal Origins. With magical trees comes magical sap. An amber ooze is created when a magical tree, usually a treant, is felled or drained of its sap. Most amber oozes are large, orange blobs of sap that pick up anything they come across. Preserved Innards. While most oozes are made of corrosive materials and dissolve their prey, the amber ooze subsists on dead plant matter and preserves animals inside it. Though unintelligent, amber oozes contain a portion of their progenitor tree’s desire to protect life in the forest. If an amber ooze comes across a living creature, it immediately attempts to engulf the creature to preserve it. Ooze Nature. An amber ooze doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"unaligned","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ooze, Blood","description":"A slick of spilled blood lurches forward as it senses nearby blood, revealing itself to be a heavy mound of sticky, crimson sludge. Blood Seeking. Like a vampire, a blood ooze craves hot, fresh blood. It draws the blood out of its victims, leaving nothing behind but a dry and withered husk. Temple Guardians. Blood oozes are often found as guardians of shrines, blood vaults, or temples where dark gods are propitiated with human or animal blood. The congealed remains of these sacrifices sometimes take on the dark energies of their surroundings and answer unholy prayer. In most cases, this means that they obey the directives of the temple's high priest in exchange for an occasional meal from an initiate or supplicant. Ooze Nature. A blood ooze doesn't require sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"unaligned","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ooze, Corrupting","description":"A corrupting ooze boils and bubbles with rank marsh gas and the fetid stench of the sewer, and it leaves a stinking trail of acidic slime wherever it goes. Swim and Walk. A corrupting ooze is a festering slime that can slither and even swim like a gigantic sea slug, or it can assume a roughly humanoid form and shamble through the streets, though its stench and its lack of speech make it unlikely that anyone might mistake it for a normal person. They are frequently soldiers and servants to heralds of blood and darkness. Dissolve Bones. A corrupting ooze can absorb an entire large animal or small person, simply dissolving everything including the bones in a matter of minutes. This function makes them an important element of certain dark rituals. Traits Corrupting Touch: When a corrupting ooze scores a critical hit or starts its turn with a foe grappled, it can dissolve one leather, metal, or wood item of its choosing in the possession of the target creature. A mundane item is destroyed automatically; a magical item is destroyed if its owner fails to make a successful DC 16 Dexterity saving throw. Strong Swimmer: A corrupting ooze naturally floats on the surface of water. It swims with a pulsating motion that propels it faster than walking speed. Actions Slam: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 12 (2d8 + 3) Bludgeoning damage plus 3 (1d6) Acid damage. On hit, the target is grappled, escape DC 13.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ooze, Eldritch","description":"The dark gelatinous creature’s form constantly shifts and swirls incomprehensibly. There are places in the depths of the world where the barrier between the Material Plane and the Void grows thin. When a black pudding spends too much time in one of these places, it absorbs the foul energies and becomes an eldritch ooze. These creatures move mindlessly through the lightless depths, seeking wills to destroy. Drawn to Madness. Despite their mindlessness, eldritch oozes seem to be drawn to areas where madness is already rampant. When they escape to the surface world, they inevitably migrate to asylums or other locations where the insane congregate. Ooze Nature. An eldritch ooze doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"unaligned","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ooze, Foxfire","description":"Smelling a bit like ozone and looking like a cloud of glowing lights, this ooze is filled with strange lines of dots and nerve-like filaments. Cloud of Glowing Lights. From a distance, a foxfire ooze often resembles swamp gas or a cloud of fireflies. Its amorphous shape is filled with tiny glowing lights, generally green or yellow but sometimes orange, blue, purple, or even pink. A potential prey's curiosity is often what brings it close enough to strike. Natural Swimmers. Foxfire oozes are able to swim for short distances. Some even use ponds, slow-moving streams, or underground pools as lairs and breeding areas. Open Sky Hunter. Foxfire oozes are not relegated to caverns and dim sewers and are often found in rivers, forests, marshlands, and even sometimes in open plains, especially when storms threaten. A foxfire ooze encountered during a lightning storm is particularly aggressive. Ooze Nature. A foxfire ooze doesn't require sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"unaligned","Expansion":45,"Challenge Rating":10},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ooze, Freezing Shadow","description":"Some shadow oozes are touched with freezing elemental energy. Shadow oozes are pitch-black gelatinous blobs that swallow all nearby light. They yearn to destroy any place that is not the Plane of Shadow. Liquid Shadow. When some of the Plane of Shadow leaks into another world, it animates into one or more shadow oozes. These creatures despise living in a place that is not the Plane of Shadow and seek to consume almost any other creature they come across. This need to consume drives the oozes. Instinct tells them that if they grow large enough, they can cover the world in darkness and transform it into a second Plane of Shadow. If the ooze is sent back to the Plane of Shadow, it rejoins with the essence of that plane and no longer exists as an ooze. Guards of Shadow Fey. Shadow oozes show no interest in devouring shadow fey. As a result, shadow fey use shadow oozes to serve as guardians of their greatest treasures and most hidden fortresses. The shadow fey feed prisoners to the oozes and release the gelatinous monsters when intruders are afoot or when non-ooze guards are resting. Ooze Nature. A shadow ooze doesn't require sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ooze, Giant Shark Bowl","description":"A giant shark within a huge fishbowl circles a myriad of shells, a small castle, and a treasure chest. Bizarre Curiosity. A shark on dry land may not be very threatening, but a shark that shares its life force with a massive ooze is a different beast. It draws in its prey with the promise of treasure. Endless Appetite. The two monsters share a symbiotic attachment and would be doomed without one another. The shark and ooze both gain sustenance from living tissue the ooze gathers as the shark swims in the ooze, consuming it all. The magic within the giant shark bowl requires great energy to maintain, keeping the creature constantly hungry. Unknown Origin. A paranoid lich concocted this creature as an \"improvement\" on other oozes built to guard phylacteries. The lich reasoned that the illusion of a reward hidden inside the transparent ooze might sway possible thieves away from its true phylactery, especially if such a treasure had a \"guard.\" Ooze Nature. The giant shark bowl doesn't require sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"ooze","Alignment":"unaligned","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ooze, Ichor","description":"Black sludge with glowing red veins seeps out of a crack in the wall, sizzling as it pushes forward. Ichor oozes are vengeful slimes created by the destruction of fiends. Born from Destroyed Fiends. When a fiend is destroyed on a plane of existence other than its home plane, ichor is all that remains in the place where it was slain. When a strong-willed, hateful fiend dies cursing its slayers, a small piece of its lust for vengeance can infuse the ichor, giving the remains life. The ichor becomes one or more ichor oozes, which have a single-minded goal: revenge. Revenge Seekers. Ichor oozes stop at nothing to hunt down the people who killed the fiends that created them. They can sense their quarries over any distance and attack other life they come across to fuel their pursuits. The destruction of a bigger fiend, like a balor, can result in many ichor oozes pursuing a single target. Once an ichor ooze has its revenge, it goes on a rampage, killing all life it can find until it is destroyed. Ooze Nature. An ichor ooze doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ooze, Ink Guardian","description":"A spill of ink slowly grows in size, corroding intruders without harming the nearby texts. Often left by wizards in libraries or studies, these small bottles produce an ink that can endanger any intruder that might come near. They protect their creators' residences while posing little risk to the books and manuscripts around them. Expansive Presence. An ink guardian first appears as a very small blob of ink, but, as it confronts intruders, it grows in size until it is large and imposing. Projected Protector. The bottles from which these guardians come are often mundane in appearance and seamlessly fit into the environments where they are found. Dangerous to Intruders. An ink guardian's ink is corrosive only to flesh, not wood or paper. It is not uncommon for wizards to return to their studies to find no sign of invasion other than the odd staff or pile of clothes lying on the floor. Ooze Nature. An ink guardian doesn't require sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"unaligned","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ooze, Leavesrot","description":"This pile of rotting leaves—in reds and yellows, oranges and browns—rustles as it scuttles along the ground in search of its next meal. Leavesrot oozes spring to life when sentient mold grows on fallen leaves, causing them to coalesce and act in concert. Many believe they are the unlikely result of meddling by a wizard's apprentice, who grew tired of raking leaves outside the tower. Corrosive Heaps. As piles of fallen leaves decompose, they coalesce, and as the mold grows, the ooze exudes acid potent enough to strip flesh from bone. Druids sometimes use these oozes to accelerate the decomposition of rotting corpses. Autumnal Ambuscade. Leavesrot oozes lie in ambush on the forest floor, grabbing and devouring creatures that cross its path. Travelers have heard the cries of their companions who, after being wrestled to the ground with a withering squelch, are slowly eaten by these predatory mounds. Carnivorous Mounds. No one is sure how the leavesrot ooze developed a taste for flesh, but they are sated, however briefly, after consuming seven creatures in a single month, temporarily entering a dormant state. Travelers in areas known to contain leavesrot oozes often bring along extra chickens, pigs, or other livestock to sate the creatures long enough to secure passage through the forest. Amorphous. The leavesrot ooze can move through a space as narrow as 1 inch wide without squeezing. False Appearance. While the leavesrot ooze remains motionless, it is indistinguishable from an ordinary pile of leaves. Ooze Nature. The leavesrot ooze doesn't require sleep. Rotting Leaves. When a creature hits the leavesrot ooze with a melee attack while within 5 feet of it, mold spores and decomposing matter fly out from the wound. Each creature within 5 feet of the ooze must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 13 (3d8) acid damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, the ooze can automatically hit the target with its Pseudopod, and the ooze can't make Pseudopod attacks against other targets. Release Spores (Recharge 5-6). The leavesrot ooze releases spores from the mold coating its leaves. Each creature within 20 feet of the ooze must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) poison damage and is choking. On a success, a creature takes half the damage and isn't choking. A choking creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ooze, Manure","description":"Miniscule particles and larger unidentifiable chunks punctuate this sludgy, brown mass. Sometimes putrid spirits in refuse, water, and fertilizer combine and lurch into a primordial form of life, especially in farmland where the soil itself has absorbed vast amounts of arcane energy, such as ancient battlegrounds or the sites of crumbled, mystical artifacts. Manure oozes consume and grow from that energy, and if left unchecked, they can increase their mass and volume to that of a large pond. Deadly Compost. Manure oozes pose a considerable threat to farm hands, shepherds, and others who work in the countryside or farmlands. They can lie still for days, looking no different than any other pile of compost, until they kill and digest a farmer or grab unattended livestock. When the ooze runs out of food, it moves on to the next farm and begins its cycle again. Rich Remains. Despite the danger they present, manure oozes can be surprisingly beneficial to a farm. As it moves, a manure ooze leaves a sticky, nutrient rich trail behind it. Plants sown in such soil grow faster and larger than plants grown with normal compost or fertilizer. Similarly, when a manure ooze is destroyed, it enriches the land as its decomposing form revitalizes the soil, resulting in healthy, lush gardens. Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Eye-Watering Stench. The manure ooze gives off an odor so pungent it can bring tears to the eyes. A creature that starts its turn within 20 feet of the ooze must succeed on a DC 13 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. Flammable. If a manure ooze takes fire damage, it bursts into flame until the end of its next turn. When it hits with a Pseudopod attack while on fire, the Pseudopod deals an extra 3 (1d6) fire damage. Ooze Nature. The manure ooze doesn't require sleep. Actions Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) poison damage. Digest Corpse. The manure ooze dissolves a corpse in its space that is less than 1 week old. It regains 1d6 hp per size category of the creature it consumes. For example, it regains 1d6 hp when consuming a Tiny creature or 4d6 hp when consuming a Large creature. The corpse is then destroyed, and this action can't be used on it again. Reactions Split. When a manure ooze that is Medium or larger is subjected to slashing damage, it splits into two new oozes if it has at least 10 hp. Each new ooze has hp equal to half the original ooze's rounded down. New oozes are one size smaller than the original ooze.","properties":{"Category":"Monsters","Size":"Medium","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ooze, Mineral","description":"Gray and amorphous, this creature skulks along the stone floor. Its body appears wet and oily, though an unusual crystalline pattern decorates the surface. Subterranean Menace. A mineral ooze is a slime that hardens into solid rock after it engulfs its target, making escape much more difficult as it slowly digests the creature. Earthy Consistency. The mineral ooze has a high concentration of silicates and crystal, which appear on the surface of the creature when it is in its gelatinous form. When it engulfs a creature, these minerals are pushed to the surface, where they harden quickly, trapping the creature. The ooze reverts to its liquid form after it has finished digesting the creature or if the creature escapes. Ooze Nature. A mineral ooze doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"neutral","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ooze, Mineral","description":"Gray and amorphous, this creature skulks along the stone floor. Its body appears wet and oily, though an unusual crystalline pattern decorates the surface. Subterranean Menace. A mineral ooze is a slime that hardens into solid rock after it engulfs its target, making escape much more difficult as it slowly digests the creature. Earthy Consistency. The mineral ooze has a high concentration of silicates and crystal, which appear on the surface of the creature when it is in its gelatinous form. When it engulfs a creature, these minerals are pushed to the surface where they harden quickly, trapping the creature. The ooze reverts to its liquid form after it has finished digesting the creature or if the creature escapes. Ooze Nature. A mineral ooze doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"neutral","Expansion":5315,"Challenge Rating":3},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Ooze, Ruby","description":"The rough stone wall reveals a vein of blood-red gemstone running through it. Miners' Menace. The ruby ooze has simple tricks, but they work well where humanoids are concerned. Ruby oozes hunt by packing themselves into crevasses in walls and surfaces near areas of high traffic, which has led to many costly battles inside mineshafts. Treasure Stalker. Ruby oozes are known to take on a semisolid form that strongly resembles a pile of cut stones. As soon as something warm and moving comes within reach, the ruby ooze lunges with its pseudopods. When confronted with strong and resisting prey, the ruby ooze launches some of its own protoplasm at the creature. This substance hardens the flesh it touches into a ruby-like stone, slowing and harming the creature enough for the ruby ooze to devour what flesh remains. When its prey is immobilized by its acid, the ruby ooze covers the body entirely and dissolves it down to the odd tooth or bit of ruby-colored bone. Hoard Bane. The creatures have been employed by those wishing to protect hoards of wealth, but the number of substances the ooze can dissolve makes this an infrequent method of security. Ooze Nature. A ruby ooze doesn't require sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ooze, Scintillating","description":"A tentacled horror oozes forward, its long, slimy pseudopods wielding an assortment of weapons. A scintillating ooze can be found anywhere junk collects. Legends say the oozes were created to protect treasures and armories, but they ended up consuming their creators, along with any other adventurers unlucky enough to stumble across them. Apex Predator. Scintillating oozes represents the final step in the evolution of oozes. They possess several traits common in smaller oozes, slimes, and jellies and are smart enough to apply predatory tactics and wield weapons left by victims. Though they understand which end of the weapon to use against their prey, they aren't intelligent enough to activate magic weapons with command words, buttons, or similar. It can't be reasoned with, but it can be tricked, lured, or corralled by effective tactics. Like a lion or tiger, it is an apex predator capable of waiting until the right moment to strike. Sparkling Lures. Scintillating oozes understand that sparkling treasures lure prey, and they use such treasures as traps for greedy adventures and curious animals alike, lying in wait to ambush the distracted prey. It attacks with weapons from its treasure hoard if possible and uses its pseudopods to grasp and hold prey. An injured scintillating ooze doesn't run from potential prey, but it sends any severed pieces of itself to flee. These severed pieces eventually grow into full-sized scintillating oozes, and stories claim some regrown scintillating oozes even recognize prey that escaped them in their previous “lives.” Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Corrosive Form . A creature that touches a scintillating ooze or hits it with a melee attack while within 5 feet of it takes 10 (3d6) acid damage. Ooze Nature. The scintillating ooze doesn't require sleep. Spider Climb . The scintillating ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The scintillating ooze makes one Pseudopod attack and three Weapon Thrash attacks. Weapon Thrash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning, piercing, or slashing (the ooze's choice) damage. Pseudopod. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage plus 18 (4d8) acid damage. Reactions Shed Oozling. When the scintillating ooze has more than 10 hp and is subjected to acid, cold, lightning, or slashing damage, the scintillating ooze can lose 10 hp to create an oozling. An oozling has the same statistics as the scintillating ooze, except it is Tiny, has 10 hp, can't make Weapon Thrash attacks, and can't use this reaction or use legendary actions. Legendary Actions The scintillating ooze can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ooze regains all spent legendary actions at the start of its turn. Move. The scintillating ooze moves up to its speed without provoking opportunity attacks. Grasping Pseudopod. The scintillating ooze launches a pseudopod at one creature it can see within 30 feet of it. The target must succeed on a DC 17 Strength saving throw or be pulled up to 30 feet toward the ooze. Lunging Attack (Costs 2 Actions) . The scintillating ooze makes one Weapon Thrash attack at a creature it can see within 10 feet of it.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Neutral","Expansion":19901,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ooze, Shadow","description":"A globe of impenetrable darkness slithers along the floor, rippling as deep a black as can be seen by the naked eye. Shadow oozes are pitch-black gelatinous blobs that swallow all nearby light. They yearn to destroy any place that is not the Plane of Shadow. Liquid Shadow. When some of the Plane of Shadow leaks into another world, it animates into one or more shadow oozes. These creatures despise living in a place that is not the Plane of Shadow and seek to consume almost any other creature they come across. This need to consume drives the oozes. Instinct tells them that if they grow large enough, they can cover the world in darkness and transform it into a second Plane of Shadow. If the ooze is sent back to the Plane of Shadow, it rejoins with the essence of that plane and no longer exists as an ooze. Guards of Shadow Fey. Shadow oozes show no interest in devouring shadow fey. As a result, shadow fey use shadow oozes to serve as guardians of their greatest treasures and most hidden fortresses. The shadow fey feed prisoners to the oozes and release the gelatinous monsters when intruders are afoot or when non-ooze guards are resting. Ooze Nature. A shadow ooze doesn't require sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ooze, Shoal","description":"Hundreds of small silver fish school together in a tightly-packed sphere inside this enormous, near-invisible ooze. The shoal ooze is a deadly, ocean-dwelling predator that thrives in symbiosis with a school of acid-resistant fish. In return for the ooze's protection from predators, the fish lure prey toward the ooze. When sharks or other would-be predators approach, the schooling fish swim in mesmerizing spiral patterns, allowing the ooze to surprise the hunters and devour them. As the ooze's acid dissolves its engulfed victims, the fish eagerly gobble up t iny pieces. Obscure Origins. Merfolk scholars believe these fish were once native to volcanic seas, eventually growing resistant to acidic environments. Encounters between an ocean-dwelling ooze and the fish long ago allowed them to develop their symbiotic relationship. The deranged—some say visionary—lich who created the first giant shark bowl ooze (see Creature Codex ) may have been inspired by studying the shoal ooze. Inextricably Linked. The fish live entirely inside the ooze, including hatching offspring. When the school—and its surrounding ooze—gets too big, part of the school splits off, forming a new shoal ooze. Small shoal oozes might combine into a larger shoal ooze, securing themselves agains t predators. False Appearance. Until the shoal ooze attacks, it is indistinguishable from a large school of fish. Ooze Nature. The shoal ooze doesn't require sleep. Symbiotically Bound. The ooze and the fish's life force have become entwined. They share statistics as if they were one creature and can't be separated. Water Breathing. The shoal ooze can breathe only underwater. Actions Multiattack. The shoal ooze uses Mesmerizing Spiral. It then makes three Pseudopod attacks and uses Engulf. Pseudopod. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage, the target is grappled (escape DC 16). Engulf. The shoal ooze engulfs one Huge or smaller creature grappled by it. The engulfed target is restrained and unable to breathe unless it can breathe water, and it must succeed on a DC 16 Constitution saving throw at the start of each of the ooze's turns or take 21 (6d6) acid damage. If the ooze moves, the engulfed target moves with it. The ooze can have two Huge creatures or up to eight Large or smaller creatures engulfed at a time. An engulfed creature, or a creature within 5 feet of the ooze, can take its action to remove the engulfed creature from the ooze by succeeding on a DC 16 Strength check, putting the engulfed creature in an unoccupied space of its choice within 5 feet of the ooze. Mesmerizing Spiral. The fish inside the shoal ooze swim rapidly in a hypnotic spiral. Each creature within 20 feet of the ooze that can see the fish must succeed on a DC 16 Wisdom saving throw or be incapacitated for 1 minute. While incapacitated, its speed is reduced to 0. The incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Mesmerizing Spiral of all shoal oozes for the next 24 hours.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ooze, Sinkhole","description":"The walls of the pit shift, and half a dozen tendrils pluck the falling deer from the air, dissolve it, and drop its skeleton into the darkness below. Sinkhole oozes are translucent creatures that can stretch themselves around or across a well, pit, sinkhole, gully or similar opening and catch whatever falls down the hole. They catch and hold the falling creatures, dissolving and consuming the prey's softer tissues before releasing the skeleton. Terrors of Sinkholes. Sinkhole oozes ambush prey underground, in flatlands or low hills, with limestone bedrock, and in humanoid-made wells and traps. Symbiotic Relationships. A sinkhole ooze has just enough intelligence to work with other creatures. Some intelligent creatures will use a sinkhole ooze as a trap, driving or luring enemies into its clutches. The ooze recognizes this and avoids eating its partners—so long as they provide it with food. Amorphous . The ooze can move through a space as narrow as 1 inch wide without squeezing. Hollow Cylindrical Form (Stretched Body Only). Creatures can occupy the space in the center of the cylinder formed by the sinkhole ooze, and each such space is always within the ooze's reach, regardless of the size of the cylinder. Ooze Nature . The sinkhole ooze doesn't require sleep. Seizing Pseudopods . The sinkhole ooze can have up to six tendril-like Pseudopods at a time. Each Pseudopod can be attacked (AC 10; 10 hp; immunity to acid, poison, and psychic damage). Destroying a Pseudopod deals no damage to the ooze, which can extrude a replacement Pseudopod on its next turn. A Pseudopod can also be broken if a creature takes an action and succeeds on a DC 14 Strength check against it. Slimy Appearance (Stretched Body Only). While the sinkhole ooze remains motionless, it is indistinguishable from the interior of the pit or hole in the ground it is stretched across, though the interior walls appear to be wet. Spider Climb. The sinkhole ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack . The sinkhole ooze makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +6 to hit, reach 15 ft., one creature. Hit: 9 (1d10 + 4) bludgeoning damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and takes 3 (1d6) acid damage at the start of each of its turns, and the ooze can't use the same Pseudopod on another target. Bonus Actions Stretch Body. The sinkhole ooze stretches its body around the inner walls of a pit, sinkhole, or other circular opening in the ground. When stretched in this way, the ooze forms a hollow cylinder that is up to 25 feet tall with an up to 25-foot radius. The ooze can end the stretch as a bonus action, occupying the nearest unoccupied space to the hole in the ground. Reactions Pluck (Stretched Body Only). When at least one creature falls down the center of the cylinder formed by the sinkhole ooze, the ooze can try to grab up to two of the creatures. Each target must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14) in one of the ooze's Pseudopods.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ooze, Sinoper","description":"The painting of the local regent dissolves into a quivering puddle and leaves behind a wet slick of paint as it slides forward. Sinoper oozes are living, ambulant blobs of paint brought to life when a magical painter pours passion into a work of painted art, such as a portrait or fresco, or when a painting or fresco spends an extended period of time an area with excess magical energy, such as a wizard school or divine temple. Deadly Works of Art. Sinoper oozes blend in with beautiful works of art in seldom-used places. Patient and requiring infrequent meals, a sinoper ooze can wait in disguise for months or even years before ambushing and devouring a hapless passerby. Because of this, many arcane colleges and major cathedrals regularly clean paintings and other objects that might become animated with too much magical influence, such as suits of armor or rugs. Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. False Appearance. The sinoper ooze can shift the paint within its form to appear like any painting or fresco it has touched. While the ooze remains motionless on a flat surface, such as a wall or ceiling, it is indistinguishable from that work of art. Ooze Nature. The sinoper ooze doesn't require sleep. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The sinoper ooze makes three Paint Splash attacks. Paint Splash. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 18 (3d8 + 5) acid damage, and the target is coated in paint. Roll a die. On an even roll, the target is coated in a warm color paint, such as red, orange, or yellow. On an odd roll, the target is coated in a cool color paint, such as blue, green, or purple. A creature, including the target, can use its action to remove the paint. Foment Pigment (Recharge 4-6). The sinoper ooze activates latent magic in its paint, burning or freezing the paint off creatures affected by Paint Splash. Each creature coated in paint within 60 feet of the sinoper ooze must make a DC 16 Constitution saving throw. On a failure, a creature takes 35 (10d6) cold damage (if coated in a cool color paint) or fire damage (if coated in a warm color paint) and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. Each affected creature is no longer coated in paint.","properties":{"Category":"Monsters","Size":"Medium","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ooze, Snow","description":"The field of snow suddenly reveals itself to be a huge white ooze that rolls forward like an avalanche. The exterior of the snow ooze is firm like packed snow, but its interior is slushy and semi-liquid, allowing them to hide in their snowy homes more effectively. Cold Climate Hunters. Snow oozes hunt in perpetually snow-covered land in the subartic and extreme arctic or in high mountainous areas. Their range increases in winter, allowing them to hunt further into temperate climes, retreating to the arctic and subarctic areas as the snow melts. Convenient Disposal. Intelligent creatures in colder climes, such as frost giants, often trick snow oozes into pits or enclosed sections of their fortresses, using them as garbage disposals or deadly traps. Amorphous. The snow ooze can move through a space as narrow as 1 foot wide without squeezing. False Appearance . While the snow ooze remains motionless, it is indistinguishable from a patch of snow. Ice Walk. The snow ooze can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Ooze Nature. The snow ooze doesn't require sleep. Snow Blindness. When a creature that can see the snow ooze starts its turn within 30 feet of the ooze, that creature must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn. This trait doesn't function while the snow ooze is in dim light or darkness. Snow Burrower. The snow ooze can burrow through nonmagical snow and ice in addition to sand, earth, and mud. Actions Multiattack . The snow ooze makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 9 (2d8) cold damage. Avalanche (Recharge 4-6). The snow ooze rumbles forward, stirring up snow as it goes. The ooze moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature. The first time it enters a creature's space during this move, that creature must make a DC 15 Dexterity saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and 18 (4d8) cold damage and is buried in slushy snow. On a success, a creature takes half the damage and isn't buried. A buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 15 Strength check. A buried creature with a swimming speed has advantage on this check.","properties":{"Category":"Monsters","Size":"Huge","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ooze, Suppurating","description":"A sentient pool of blood and protoplasm seeps forward, the thin membrane encasing its form rippling with undulating pustules. Unnatural Antibodies. Suppurating oozes lurk in horrible, disease-ridden places. These semi-transparent accretions of pus and coagulant are borne from the liquefied remains of victims of a disease called the Seeping Death. Morbid Liquefaction. The contagion spread by the suppurating ooze is a radically advanced form of liquefactive necrosis and helps the ooze slowly digest its fleshy prey.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ooze, Tar","description":"A pool of black pitch bubbles on the ground. Skulls and bones rise to the surface with each burst of putrid air. The tar lets out a burbling hiss, as if releasing the last gasp of a creature trapped within it. Necrotic Sludge. When a group of tar ghouls is destroyed near each other, the tar sometimes coalesces into a necrotic sludge. Driven by the hunger and hatred of the ghouls, the resulting ooze preys on the fearful. Ghoulish Allies. Tar oozes view tar ghouls as allies and don’t attack them. Tar ghouls often keep tar oozes as pets or guardians to their underground lairs. Occasionally, a tar ghoul gets the idea to build an army of tar ghouls by feeding humanoids to its pet tar oozes, but infighting quickly dismantles any organization the tar ghouls manage to create. Eternal Flame. The tar that makes up the ooze is never consumed by fire, and it burns forever. It is prized as an alchemical component for making torches that never extinguish. Ooze Nature. A tar ooze doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"unaligned","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Oozeling","description":"An oozeling is a viscous blob of chaotic magical energy. It constantly twists and contorts itself, creating confusing, unusual shapes. It moves erratically, at speeds that are somewhat uncanny for an ooze. While unaggressive in nature, its ability to distort the magic around it demands wariness from any creature that attempts to handle it. Perplexing Anomalies Often appearing near planar rifts, intra-dimensional portals, and pockets of raw magic, oozelings are a rare byproduct of spells and events that forcefully bend the weave of magic. Being nigh indestructible and highly chaotic, many wizards and alchemists seeking to control them eventually resort to trapping them in jars or vials. Any oozeling that is freed from such imprisonment often expresses its gratitude by swirling and bouncing around its savior. Some even choose to accompany said creature on their travels, provided that the oozeling's endless need for mischief is met.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Ooze","Alignment":"Typically Chaotic Neutral","Expansion":32062,"Challenge Rating":1},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Ophelia Reed","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Source":"custom","Expansion":21300,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Ophidiotaur","description":"This creature could be mistaken for a large centaur if not for the black and green scales covering its body and its cobra-like head. Its hiss sounds like a hundred angry vipers, and the venom dripping from creature’s long fangs sizzles as it lands. Born from Corruption. An ophidiotaur is created when a centaur is transformed via a foul ritual that combines its form with that of a venomous serpent. Most centaurs do not survive the process, but those that do can reproduce naturally, potentially creating even more of these serpentine monstrosities. Servants of Serpents. Ophidiotaurs serve evil nagas, serpentfolk of Yig , and even dragons. While they make poor guards, ophidiotaurs excel as shock troops and mounts for serpentfolk. Ophidiotaurs that survive the fall of their masters escape into the wilds and form loose-knit tribes ruled by the strongest individual. Centaurs loathe and pity ophidiotaurs in equal measure and put down the abominations whenever they can.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ophinix","description":"This bat-like creature has luxurious blue fur covering every part of its body. It has a heavily wrinkled face, large, bulbous eyes, and twin horn-like antennae. Thin sable wings unfurl from its back, and its fur emits tiny sparks of blue lightning. Cave-Dwelling Hunters. A large, bat-like monstrosity native to many natural cave systems and chasms, the ophinix spends most of its time flying through the darkened passages of its home looking for its next meal. The ophinix is single-minded in its pursuit of prey, hunting bats, darkmantles, giant moths, giant beetles, and even the occasional unwary miner. For this reason, a nest of these creatures can present a major threat to mining operations or the establishment of underground outposts, and bounties for them are common. Lightning Bats. The ophinix has a natural affinity for lightning, and its fur can absorb massive amounts of static electricity. It can direct this electricity in bolts of lightning at its enemies. When charged with static, its fur emits sparks of dim blue light. It usually discharges this static before it goes hunting to avoid being seen by its prey. Wings in the Darkness. Though most subterranean races see ophinixes as nothing more than nuisances, they are sometimes tamed and used as guard beasts or mounts by smaller humanoids like derro and deep gnomes. Those riding an ophinix must use a specialized saddle and wear thick clothing to prevent themselves from being shocked by the creature’s electrically-charged fur, but many are willing to risk the potential danger if it means securing such a formidable ally.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ophio Fungus","description":"Row after row of bruise-purple fungus grows from the rocks like living shelves. The air becomes hazy as the fungus lets out a sudden puff of spores. Ambitious Parasite. The ophio fungus is native to the subterranean caverns that wind through Leng, but it has no intention of remaining solely in its native world. The fungus seeks to infect as many carriers as possible to distribute itself across many planes and worlds. Mind Control. The fungus attempts to infect carriers by issuing clouds of microscopic spores. Once inhaled, these spores attack the victim’s brain, sapping their willpower and eventually leaving the victim under the control of the fungus. Master Plan. Once a victim is infected with ophio spores, it is entirely under the control of the fungus, connected to the parent fungus by a psychic link that even reaches across planes. The fungus uses these victims to carry pieces of itself to other places or to lure more victims into its caverns. Ophio Sporees This disease affects humanoids who breathe. The eyes of infected creatures become glassy, and purple bruising appears on their spines, bulging as the disease progresses. At the end of each long rest after infection, an infected creature is wracked by terrible dreams or visions and must succeed a DC 15 Constitution saving throw or suffer one level of exhaustion that can’t be removed until the disease is cured. After the creature has two levels of exhaustion, it moves to the second stage of the infection. During the first stage of infection, a lesser restoration spell or similar magic ends the infection. At the end of each long rest after the creature reaches the second stage of infection, it must succeed on a DC 15 Constitution saving throw or become a thrall of the ophio fungus, falling completely under its control. A victim in the second stage of the infection or that is completely under the fungus’ control can be restored only by killing the fungus that caused the infection or through the use of a wish spell.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"unaligned","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Opinicus","description":"The benevolent opinicus is an odd-looking blend of several animals. It has the body and neck of a camel, a baboon's face, the mane and tail of a lion, and an eagle's wings. Its fur ranges from light tan to golden brown, with darker shades on its face and wings. The forepaws of an opinicus have opposable thumbs, allowing the creature to grasp things and use them the same way as humanoids could. It has a long lifespan, being able to live for several centuries. Wise and Witty. The opinicus is known for its knowledge, wisdom, and sense of humor. It has a penchant for playing pranks and telling jokes and enjoys the company of like-minded creatures. It particularly relishes having an audience and bantering with bards. It has been known to accompany or follow adventuring parties just for its amusement. While they may tend to get annoyed by the opinicus's constant witty remarks and playful tricks, adventurers tolerate it because of the aid the opinicus can provide them. Divine Champion. Though it always tries to avoid combat, the opinicus will not hesitate to fight if it is defending innocent and helpless creatures, especially against evil supernatural attackers. It despises fiends, jackalweres, lamias, evil nagas, and undead, showing a rare ferocity when fighting these malevolent foes. The opinicus moves surprisingly quick and attack opponents with its claws. What makes it a dangerous opponent, though, is its array of magical abilities. It can cast potent psionic and divine spells, can turn undead, and even become ethereal. It can also project a radiant beam from its eyes, burning and blinding those unfortunate enough to get caught in it. Desert Dweller. The opinicus can be encountered in vast desert regions and spends most of its time exploring, collecting and preserving literary works of art. If not, it is either poring through its newly acquired items or projecting itself to the astral plane. The opinicus lives in long-forgotten ruins of old temples, shrines, and sand-buried palaces in the desert. It keeps its home immaculately clean as it tends to entertain the occasional friendly visitor, which is often a djinni, iridescent naga, lammasu, shedu, or threskisphinx. Traits Uncanny Senses. The opinicus can’t be surprised while it isn’t incapacitated. Actions Multiattack. The opinicus makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Etherealness. The opinicus magically enters the Ethereal Plane from the Material Plane, or vice versa. Spellcasting. The opinicus casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: absorb elements, invisibility, light, misty step, sacred flame (2d8), shield, thunderwave (as a 2nd-level spell) 1/day each: astral projection, banishment, dimension door, remove curse, telekinesis Radiant Gaze (Recharge 5–6). The opinicus's eyes burn intensely like the sun, emitting radiant energy in a 30-foot cone. Each fiend, ooze, and undead in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 27 (6d8) radiant damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded. Creatures with sunlight sensitivity must also make their saving throws but only against being blinded. Turn Undead (Recharges after a Short or Long Rest). Each undead creature within 30 feet of the opinicus and can see and hear the opinicus must make a DC 14 Wisdom saving throw. On a failed save, the undead creature is frightened for 1 minute or until it takes any damage. Undead creatures of CR 1/2 or less are destroyed. A frightened undead creature must spend its turns trying to move as far away from the opinicus as it can, and it can’t willingly move to a space within 30 feet of it. The frightened undead creature also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Opularis the Wise","description":"Greatest among the dragons of the Pale Tooth Mountains is Opularis the Wise, an Ancient Blue Dragon . The scholarly dragon keeps a great library within the ruins of an ancient monastery. They are said to be the most welcoming of all the known dragons of the continent. Several grandmaster wizards of the Amethyst Academy meet Opularis for games of chess and afternoon tea, and once every century, the dragon takes on a mortal apprentice. However, Academy professors are quick to warn headstrong pupils about seeking the dragon's mentorship: Opularis does not teach amateurs, beginners, or raw talents. The dragon has been known to slay any would-be student who cannot impress them by casting three different spells of 6th level or higher.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Source":"custom","Alignment":"lawful evil","Expansion":29025,"Challenge Rating":23},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Or'dex Devil","description":"Nobody on Or’Mya really knows where Or’Dex devils come from, but legend states that fiends and demons fell from Or’Dex to Or’Mya and hid in the corners of the planet. Quick to blame Or’Dex for anything unfamiliar or fearsome, those who have come into contact with the bright red, winged fiends gave them the Or’Dex moniker. Regardless of its origins, the Or’Dex devil is a frightening foe. With cloven hooves, long black claws, and oversized fangs in a grinning smile, they are manipulative, intimidating, and even a little bit charming, easily bending creatures of lesser conviction to their will. Traits Devil’s Sight . Magical darkness doesn’t impede the Or’Dex devil’s darkvision. Magic Resistance . The Or’Dex devil has advantage on saving throws against spells and other magical effects. Fire Absorption . Whenever the Or’Dex devil is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Actions Multiattack . The devil makes two attacks: One with its trident and one with its claws. Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. Trident . Melee Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. ","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":8938,"Challenge Rating":5},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Oracle","description":"Oracle Oracles posses the ability to interpret the patterns and language of Nyx, divining from it the flow of fates and the will of the gods. Most of these gifted—or cursed—mortals communicate with a single god, interpreting their intentions for the wider world. Others aren't aligned with a god and observe the night sky, reading Nyx like a vast, cryptic scroll for insights. Divine Influence. Just as oracles seek insights from interpreting the divine, so too do gods occasionally seek to manipulate the world through oracles. Sometimes a god might speak directly, be it with dramatic manifestations or direct possession of their servant. Although a deity's words might be steeped in metaphors, should a god wish to make their intentions clear, they often find dramatic ways to make their thoughts known. Interpreters of Signs. Oracles possess unparalleled experience in divining godly whims from cryptic visions and mundane forces. Those who receive divine omens might seek out an oracle to gain a clearer vision of the god's intentions. Finding an oracle, though, or one experienced in interpreting certain types of visions, might prove to be an adventure in its own right.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":5432,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Oracle of Storms","description":"An oracle of storms, or tempest augur, seeks the power and wisdom of the thundering clouds. While some oracles form family groups, many choose solitary lives atop lonely peaks, searching for answers in the billowing clouds. Their divina- tory magics display the world’s stories in the sky, etched in lightning and cloudy silhouettes. Oracles often choose to take the shape of creatures they see as wise, such as storm giants made of thunderclouds. Traits Turbulent Escalation. When the oracle starts their turn outdoors while not incapacitated, they can stoke a thunder storm (no action required). For 1 minute or until the oracle uses Turbulent Escalation again, the weather in a 1 mile radius centered on the oracle changes as follows: If the sky is cloudless, it becomes cloudy. If the sky is cloudy, it begins to rain or snow (oracle’s choice). If it’s raining or snowing, the weather becomes stormy. Actions Multiattack. The oracle uses Tempest Bolt twice. They can replace one use with a Cyclone Staff attack. Cyclone Staff. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 22 (4d10) thunder damage, and the oracle moves the target up to 10 feet in any direction. Tempest Bolt. A bolt of lightning streaks from the oracle to strike one creature they can see within 90 feet of them, or within 300 feet of them if the target is outdoors and the weather is stormy. The target must make a DC 18 Dexterity saving throw, taking 31 (7d8) lightning damage on a failed save, or half as much damage on a successful one. If the target is outdoors and the weather is stormy, they have disadvantage on the saving throw. Bonus Actions Convocation of Storms (2/Day). The oracle imbues the power of storm in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Lightning Within. The Elemental becomes charged with lightning. The next time the Elemental hits a target with an attack within the next minute, the attack deals an extra 33 (6d10) lightning damage. Thunder Burst. A concussive shock wave erupts from the Elemental toward four creatures they can see within 60 feet of them. Each target must succeed on a DC 17 Constitution saving throw or take 22 (4d10) thunder damage, be pushed up to 10 feet away from the Elemental, and be deafened until the end of the target’s next turn. Utility Spells In addition to any other spells in this stat block, the oracle can cast the following spells, using Wisdom as the spellcasting ability (spell save DC 17): 3/day each: commune + , commune with nature + , legend lore + , scrying +","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental (Air, Water)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":16},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Oracle of Storms","description":"Elemental Appearances Elementals in the Mundane World take the shape of other creatures formed of elements. Air Spark. An air spark is a wisp of cloud that takes the shape of a winged serpent. Earth Spark. An earth spark is a rhinoceros formed from hunks of dirt and stone. Essence of Mist. An essence of mist has the misty silhouette of a cloaked humanoid. A brutal weapon forms in their grasp as they strike, rendering their victims breathless. Essence of Storms. An essence of storms is formed from streaks of colored cloud-stuff woven into the silhouette of a large eagle or falcon. Essence of Tides. An essence of tides looks like a shimmering blue manta ray that glides over land as easily as through water. Force of Blood. A force of blood could be mistaken for a massive humanoid clad entirely in black-and-red toothed armor, but in truth, their “armor” is blackened, gnarled flesh punctuated with veins of boiling red. Force of Earth. A force of earth resembles a nine-foot-tall great ape formed of rough stone. Force of Iron. A force of iron appears as a four-armed centaur made of malleable metal with a head shaped like an empty knight’s helm. Oracle of Storms. An oracle of storms takes the shape of a storm giant made of thunderclouds. Sunlight Nexus. A being of pure radiance, a sunlight nexus is easily mistaken for a winged celestial made of stained glass. Water Spark. A water spark is an octopus formed out of water. Traits Turbulent Escalation. When the oracle starts their turn outdoors while not incapacitated, they can stoke a thunderstorm (no action required). For 1 minute or until the oracle uses Turbulent Escalation again, the weather in a 1-mile radius centered on the oracle changes as follows: If the sky is cloudless, it becomes cloudy. If the sky is cloudy, it begins to rain or snow (oracle’s choice). If it’s raining or snowing, the weather becomes stormy. Actions Multiattack. The oracle uses Tempest Bolt twice. They can replace one use with a Cyclone Staff attack. Cyclone Staff. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 22 (4d10) thunder damage, and the oracle moves the target up to 10 feet in any direction. Tempest Bolt. A bolt of lightning streaks from the oracle to strike one creature they can see within 90 feet of them, or within 300 feet of them if the target is outdoors and the weather is stormy. The target must make a DC 18 Dexterity saving throw, taking 31 (7d8) lightning damage on a failed save, or half as much damage on a successful one. If the target is outdoors and the weather is stormy, they have disadvantage on the saving throw. Bonus Actions Convocation of Storms ( 2 /Day). The oracle imbues the power of storm in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Lightning Within. The Elemental becomes charged with lightning. The next time the Elemental hits a target with an attack within the next minute, the attack deals an extra 33 (6d10) lightning damage. Thunder Burst. A concussive shock wave erupts from the Elemental toward four creatures they can see within 60 feet of them. Each target must succeed on a DC 17 Constitution saving throw or take 22 (4d10) thunder damage, be pushed up to 10 feet away from the Elemental, and be deafened until the end of the target’s next turn. Utility Spells In addition to any other spells in this stat block, the oracle can cast the following spells, using Wisdom as the spellcasting ability (spell save DC 17): 3/day each: commune + , commune with nature + , legend lore + , scrying +","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental (Air, Water)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":16},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Oracle of Strixhaven","description":"Somewhere in the lands beyond Strixhaven’s borders lives the Oracle: a wise and accomplished mage, tasked by the Founder Dragons to ensure that the magic of Strixhaven is used to help others and not twisted to evil ends. The one who holds the mantle of the Oracle must not only understand the fundamental truths of magic, but also possess impeccable wisdom and unshakable virtue. The current Oracle is an elderly human named Jadzi. A graduate of Quandrix College, Jadzi has since expanded her studies to encompass all disciplines of spellcasting, tempering the mathematical abstractions she wielded at Strixhaven with benevolent divination and a return to the basics of magic itself. Traits Legendary Resistance (3/Day). If the Oracle fails a saving throw, she can choose to succeed instead. Actions Multiattack. The Oracle makes two Magic Flare attacks. She can also use Paradoxy, if available. Magic Flare. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 60 ft., one target. Hit: 24 (3d12 + 5) force damage. Paradoxy (Recharge 4–6). Momentary warps in reality appear at three different points the Oracle can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on each point must make a DC 18 Strength saving throw. On a failed save, a creature takes 33 (6d10) force damage and is pulled up to 15 feet in a straight line toward the center of the sphere. On a successful save, the creature takes half as much damage and isn’t pulled. A creature caught in the area of multiple warps is affected by only one, which the Oracle chooses. Spellcasting. The Oracle casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18): At will: detect magic 2/day each: dispel magic , mage armor , remove curse , sending 1/day each: power word stun , scrying (as an action), wall of force Teleport. The Oracle teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet of herself. Legendary Actions The Oracle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Oracle regains spent legendary actions at the start of her turn. Vector Shift. The Oracle teleports one creature she can see within 60 feet of herself, along with any equipment it is wearing or carrying, to an unoccupied space within 30 feet of herself. An unwilling target must succeed on a DC 18 Charisma saving throw to avoid the effect. Spellcasting (Costs 2 Actions). The Oracle uses Spellcasting. Vortex Jaunt (Costs 2 Actions). The Oracle uses Teleport, and immediately after she disappears, each creature within 30 feet of the space she left must succeed on a DC 18 Constitution saving throw or take 16 (3d10) force damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Wizard)","Alignment":"Neutral Good","Expansion":12501,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Oracle of the Wastes","description":"An oracle of the wastes deprives itself of food, water, and sleep and has been granted gifts of foresight and truth-seeing in exchange. When it receives its gift, an oracle decides what method it uses to perform its auguries. Methods range from aeromancy, the divining of atmospheric phenomena, to haruspicy, the reading of entrails, to cleromancy, the use of dice or knucklebones. Many oracles of the wastes burn a hallucinatory narcotic in a stone bowl while divining the future. The chaos reavers always have at least one oracle traveling with them. TRAITS Gift of Foresight. The oracle adds its Wisdom modifier to its Armor Class, its attack rolls, and the damage rolls of its weapon attacks (included in the attack). ACTIONS Stone Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Uttered Doom. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 14 (2d10 + 3) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or be incapacitated for 1 minute. An incapacitated creature can make a new saving throw at the end of each of its turns, ending the effect on itself on a success. Crushing Futility (Recharge 6). The oracle grants each humanoid of its choice within 30 feet of it a momentary vision of the creature’s inevitable death. On a failed save, a creature takes 17 (5d6) psychic damage and is paralyzed until the end of the oracle’s next turn. On a successful save, the creature takes half as much damage and is frightened of the oracle until the end of the oracle’s next turn. A creature that dies within 1 minute of failing its saving throw can’t be resurrected by anything short of a wish spell or the intercession of a deity. REACTIONS Twist of Misfortune. If the oracle takes damage from a weapon attack or a spell attack, it can use its reaction to scramble its attacker’s fate. The creature that damaged the oracle has disadvantage on attack rolls for 1 minute or until that creature hits a different target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good Alignment","Expansion":25357,"Challenge Rating":4},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Orb Cleaver","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":27737,"Challenge Rating":2},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Orc","description":"He worked his serrated long knife savagely, tearing out the king’s throat to the howls of approval from his legions. The ferocious orc didn’t stop there, digging and ripping the blade back and forth unrelentingly until he took the head off the dwarf king’s shoulders. —An account of War Chief Hartusk’s brutality in the aftermath of the Battle of the Cold Vale Orcs Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks. Gruumsh One-Eye. Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk. Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god’s eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor. Tribes like Plagues. Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied. Ranging Scavengers. Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes’ villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches. When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory. On rare occasions, a tribe’s leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites. Leadership and Might. Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength. Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers. Orc Crossbreeds. Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs’ drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon. Traits Aggressive : As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Actions Greataxe : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Javelin (Melee) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Javelin (Ranged) : Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Orc","description":"Orcs are savage raiders with an unmatched lust for carnage. They worship a pantheon of evil gods, the mightiest being Gruumsh. While they regard dwarves as natural enemies, orcs hate elves above all, for the elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, orcs have taken particular joy in slaughtering elves. Traits Aggressive : As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Actions Greataxe : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Javelin (Melee) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Javelin (Ranged) : Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Orc","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Aggressive : As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Actions Greataxe : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Javelin : Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","AC":"13 (Hide Armor)","HP":"15 (2d8+6)","CHA":10,"CON":16,"DEX":12,"INT":7,"STR":16,"WIS":11,"Size":"Medium","Type":"humanoid (orc)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066452/1IwHCbAipkd0cZ8boEp25A/original.png","Roll 0":"1d20 + 5\n1d12+3","Roll 1":"1d20 + 5\n1d6+3","Senses":"Darkvision 60 Ft.","Skills":"Intimidation +2","Source":"5th Edition SRD","data-XP":100,"Alignment":"Chaotic Evil","Languages":"Common, Orc","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Aggressive\",\"Desc\":\"As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.\"}]","data-Actions":"[{\"Name\":\"Greataxe\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d12 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Javelin\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Javelin\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"5\",\"Reach\":\"30/120 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+0","data-CON-mod":"+3","data-DEX-mod":"+1","data-INT-mod":"-2","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/2","Passive Perception":10,"data-CrNum":0.5,"data-AcNum":13,"data-HpNum":15},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Orc Archer","description":"Presented in this section are the common orcish archetypes. They are the following: the archer, berserker, brigand, champion of Gruumsh, raider, scout, sorcerer, war drummer, witchblade, and wolf shaman. Actions Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Orc Berserker","description":"Presented in this section are the common orcish archetypes. They are the following: the archer, berserker, brigand, champion of Gruumsh, raider, scout, sorcerer, war drummer, witchblade, and wolf shaman. Traits Reckless. At the start of its turn, the orc can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The orc makes two attacks with its Greataxe or Javelin. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Orc Blacksmith (PB 2)","description":"In a long-lost language, the word oruk —“blood fire”—described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin in their own tongue, they also use “orc” with great pride, especially when dealing with other folk. Orc history spans the world and all its ages. They’ve settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though orcs are no more likely to stand in the adventurers’ way than any other folk, those who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings. Relentlessly Tough. Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they’re excited or driven. Their hair, which can range from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth. Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with “blood fire,” glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white respectively. Innate Power. The intense power of an orc’s spirit occasionally manifests as raw magic. Orc conduits hone their magic into singular affinities that are easy to manipulate. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature’s spirit. Actions Signature Attack (Warhammer). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB bludgeoning damage. Beginning at 7th level, the blacksmith can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Relentless Rush ( 3 /Day). When the blacksmith isn’t incapacitated and they take damage but aren’t killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits, the blacksmith regains twice their PB hit points. 5 th Level: Reinforce Armor ( 3 /Day). As a bonus action, the blacksmith touches a piece of armor and fortifies it. For the next 10 minutes, a creature wearing the armor gains a bonus to their AC equal to half the blacksmith’s PB. 7 th Level: Fortify Weapon ( 3 /Day). As a bonus action, the blacksmith touches a weapon and polishes it. For 1 minute, the weapon is magical and deals an extra PB damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Orc Blacksmith (PB 2)","description":"Traits Signature Attack (Warhammer). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB bludgeoning damage. Beginning at 7th level, the blacksmith can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Relentless Rush ( 3 /Day). When the blacksmith isn’t incapacitated and they take damage but aren’t killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits, the blacksmith regains twice their PB hit points. 5 th Level: Reinforce Armor ( 3 /Day). As a bonus action, the blacksmith touches a piece of armor and fortifies it. For the next 10 minutes, a creature wearing the armor gains a bonus to their AC equal to half the blacksmith’s PB. 7 th Level: Fortify Weapon ( 3 /Day). As a bonus action, the blacksmith touches a weapon and polishes it. For 1 minute, the weapon is magical and deals an extra PB damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Orc Blacksmith (PB 3)","description":"In a long-lost language, the word oruk —“blood fire”—described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin in their own tongue, they also use “orc” with great pride, especially when dealing with other folk. Orc history spans the world and all its ages. They’ve settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though orcs are no more likely to stand in the adventurers’ way than any other folk, those who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings. Relentlessly Tough. Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they’re excited or driven. Their hair, which can range from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth. Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with “blood fire,” glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white respectively. Innate Power. The intense power of an orc’s spirit occasionally manifests as raw magic. Orc conduits hone their magic into singular affinities that are easy to manipulate. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature’s spirit. Actions Signature Attack (Warhammer). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB bludgeoning damage. Beginning at 7th level, the blacksmith can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Relentless Rush ( 3 /Day). When the blacksmith isn’t incapacitated and they take damage but aren’t killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits, the blacksmith regains twice their PB hit points. 5 th Level: Reinforce Armor ( 3 /Day). As a bonus action, the blacksmith touches a piece of armor and fortifies it. For the next 10 minutes, a creature wearing the armor gains a bonus to their AC equal to half the blacksmith’s PB. 7 th Level: Fortify Weapon ( 3 /Day). As a bonus action, the blacksmith touches a weapon and polishes it. For 1 minute, the weapon is magical and deals an extra PB damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Orc Blacksmith (PB 3)","description":"Traits Signature Attack (Warhammer). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB bludgeoning damage. Beginning at 7th level, the blacksmith can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Relentless Rush ( 3 /Day). When the blacksmith isn’t incapacitated and they take damage but aren’t killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits, the blacksmith regains twice their PB hit points. 5 th Level: Reinforce Armor ( 3 /Day). As a bonus action, the blacksmith touches a piece of armor and fortifies it. For the next 10 minutes, a creature wearing the armor gains a bonus to their AC equal to half the blacksmith’s PB. 7 th Level: Fortify Weapon ( 3 /Day). As a bonus action, the blacksmith touches a weapon and polishes it. For 1 minute, the weapon is magical and deals an extra PB damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Orc Blacksmith (PB 4)","description":"In a long-lost language, the word oruk —“blood fire”—described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin in their own tongue, they also use “orc” with great pride, especially when dealing with other folk. Orc history spans the world and all its ages. They’ve settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though orcs are no more likely to stand in the adventurers’ way than any other folk, those who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings. Relentlessly Tough. Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they’re excited or driven. Their hair, which can range from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth. Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with “blood fire,” glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white respectively. Innate Power. The intense power of an orc’s spirit occasionally manifests as raw magic. Orc conduits hone their magic into singular affinities that are easy to manipulate. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature’s spirit. Actions Signature Attack (Warhammer). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB bludgeoning damage. Beginning at 7th level, the blacksmith can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Relentless Rush ( 3 /Day). When the blacksmith isn’t incapacitated and they take damage but aren’t killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits, the blacksmith regains twice their PB hit points. 5 th Level: Reinforce Armor ( 3 /Day). As a bonus action, the blacksmith touches a piece of armor and fortifies it. For the next 10 minutes, a creature wearing the armor gains a bonus to their AC equal to half the blacksmith’s PB. 7 th Level: Fortify Weapon ( 3 /Day). As a bonus action, the blacksmith touches a weapon and polishes it. For 1 minute, the weapon is magical and deals an extra PB damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Orc Blacksmith (PB 4)","description":"Traits Signature Attack (Warhammer). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB bludgeoning damage. Beginning at 7th level, the blacksmith can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Relentless Rush ( 3 /Day). When the blacksmith isn’t incapacitated and they take damage but aren’t killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits, the blacksmith regains twice their PB hit points. 5 th Level: Reinforce Armor ( 3 /Day). As a bonus action, the blacksmith touches a piece of armor and fortifies it. For the next 10 minutes, a creature wearing the armor gains a bonus to their AC equal to half the blacksmith’s PB. 7 th Level: Fortify Weapon ( 3 /Day). As a bonus action, the blacksmith touches a weapon and polishes it. For 1 minute, the weapon is magical and deals an extra PB damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Orc Blacksmith (PB 5)","description":"In a long-lost language, the word oruk —“blood fire”—described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin in their own tongue, they also use “orc” with great pride, especially when dealing with other folk. Orc history spans the world and all its ages. They’ve settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though orcs are no more likely to stand in the adventurers’ way than any other folk, those who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings. Relentlessly Tough. Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they’re excited or driven. Their hair, which can range from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth. Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with “blood fire,” glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white respectively. Innate Power. The intense power of an orc’s spirit occasionally manifests as raw magic. Orc conduits hone their magic into singular affinities that are easy to manipulate. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature’s spirit. Actions Signature Attack (Warhammer). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB bludgeoning damage. Beginning at 7th level, the blacksmith can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Relentless Rush ( 3 /Day). When the blacksmith isn’t incapacitated and they take damage but aren’t killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits, the blacksmith regains twice their PB hit points. 5 th Level: Reinforce Armor ( 3 /Day). As a bonus action, the blacksmith touches a piece of armor and fortifies it. For the next 10 minutes, a creature wearing the armor gains a bonus to their AC equal to half the blacksmith’s PB. 7 th Level: Fortify Weapon ( 3 /Day). As a bonus action, the blacksmith touches a weapon and polishes it. For 1 minute, the weapon is magical and deals an extra PB damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Orc Blacksmith (PB 5)","description":"Traits Signature Attack (Warhammer). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB bludgeoning damage. Beginning at 7th level, the blacksmith can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Relentless Rush ( 3 /Day). When the blacksmith isn’t incapacitated and they take damage but aren’t killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits, the blacksmith regains twice their PB hit points. 5 th Level: Reinforce Armor ( 3 /Day). As a bonus action, the blacksmith touches a piece of armor and fortifies it. For the next 10 minutes, a creature wearing the armor gains a bonus to their AC equal to half the blacksmith’s PB. 7 th Level: Fortify Weapon ( 3 /Day). As a bonus action, the blacksmith touches a weapon and polishes it. For 1 minute, the weapon is magical and deals an extra PB damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Orc Blacksmith (PB 6)","description":"In a long-lost language, the word oruk —“blood fire”—described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin in their own tongue, they also use “orc” with great pride, especially when dealing with other folk. Orc history spans the world and all its ages. They’ve settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though orcs are no more likely to stand in the adventurers’ way than any other folk, those who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings. Relentlessly Tough. Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they’re excited or driven. Their hair, which can range from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth. Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with “blood fire,” glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white respectively. Innate Power. The intense power of an orc’s spirit occasionally manifests as raw magic. Orc conduits hone their magic into singular affinities that are easy to manipulate. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature’s spirit. Actions Signature Attack (Warhammer). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB bludgeoning damage. Beginning at 7th level, the blacksmith can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Relentless Rush ( 3 /Day). When the blacksmith isn’t incapacitated and they take damage but aren’t killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits, the blacksmith regains twice their PB hit points. 5 th Level: Reinforce Armor ( 3 /Day). As a bonus action, the blacksmith touches a piece of armor and fortifies it. For the next 10 minutes, a creature wearing the armor gains a bonus to their AC equal to half the blacksmith’s PB. 7 th Level: Fortify Weapon ( 3 /Day). As a bonus action, the blacksmith touches a weapon and polishes it. For 1 minute, the weapon is magical and deals an extra PB damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Orc Blacksmith (PB 6)","description":"Traits Signature Attack (Warhammer). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB bludgeoning damage. Beginning at 7th level, the blacksmith can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Relentless Rush ( 3 /Day). When the blacksmith isn’t incapacitated and they take damage but aren’t killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits, the blacksmith regains twice their PB hit points. 5 th Level: Reinforce Armor ( 3 /Day). As a bonus action, the blacksmith touches a piece of armor and fortifies it. For the next 10 minutes, a creature wearing the armor gains a bonus to their AC equal to half the blacksmith’s PB. 7 th Level: Fortify Weapon ( 3 /Day). As a bonus action, the blacksmith touches a weapon and polishes it. For 1 minute, the weapon is magical and deals an extra PB damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Orc Blade of Ilneval","description":"An orc life is a god-ridden life. Luthic’s at birth, Luthic’s at death, and striving to prove themselves to Gruumsh in between. —Elminster To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary. Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den. In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. Ilneval is Gruumsh’s battle captain, a devious strategist who directs Gruumsh’s soldiers with boldness. Among orcs, warriors that venerate Ilneval emulate their deity. Such orcs learn to command their fellows in ways that are unpredictable but help to ensure victory. The wisest among these leaders gain Ilneval’s favor and rise to become known as blades, tactical experts who advise their chief in matters of war. Blades lead from the front, wading into combat fearlessly while barking orders at lesser soldiers. A blade knows how to use orcish ferocity to best advantage, and helps the ordinary warriors to work together against their adversaries. Traits Aggressive : As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Foe Smiter of Ilneval : The orc deals an extra die of damage when it hits with a longsword attack (included in the attack). Actions Multiattack : The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval’s Command is available to use, the orc can use it after these attacks. Longsword (One-handed) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Longsword (Two-handed) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage when used with two hands. Javelin (Melee) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Javelin (Ranged) : Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Ilneval’s Command (Recharge 4–6) : Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Orc Blitzer","description":"In a long-lost language, the word oruk —“blood fire”—described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin in their own tongue, they also use “orc” with great pride, especially when dealing with other folk. Orc history spans the world and all its ages. They’ve settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though orcs are no more likely to stand in the adventurers’ way than any other folk, those who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings. Relentlessly Tough. Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they’re excited or driven. Their hair, which can range from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth. Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with “blood fire,” glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white respectively. Innate Power. The intense power of an orc’s spirit occasionally manifests as raw magic. Orc conduits hone their magic into singular affinities that are easy to manipulate. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature’s spirit. Traits Gnashing Horde. If an enemy the blitzer can see starts their turn within 5 feet of three or more blitzers, the enemy takes 1 piercing damage for each blitzer within 5 feet of them. Minion. If the blitzer takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the blitzer takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Relentless Minion. When the blitzer is reduced to 0 hit points while they aren’t incapacitated, they can deal 1 piercing damage to an enemy within 5 feet of them. Actions Spear (Group Attack). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Orc Blitzer","description":"Traits Gnashing Horde. If an enemy the blitzer can see starts their turn within 5 feet of three or more blitzers, the enemy takes 1 piercing damage for each blitzer within 5 feet of them. Minion. If the blitzer takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the blitzer takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Relentless Minion. When the blitzer is reduced to 0 hit points while they aren’t incapacitated, they can deal 1 piercing damage to an enemy within 5 feet of them. Actions Spear (Group Attack). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Orc Bloodrager","description":"The bloodrager is a savage barbarian that fights with bladed weapons in each hand. It enters into a rage as soon as combat starts and gets emboldened when it draws blood from its enemies. Traits Reckless. At the start of its turn, the orc can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Unarmored Defense. While the orc is wearing no armor, its AC includes its Constitution modifier. Actions Multiattack. The orc makes three melee attacks: two with its Battleaxe attacks and one with its Handaxe. Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 9 (1d8 + 5) slashing damage while raging, 8 (1d10 + 3) slashing damage if used with two hands or 10 (1d10 + 5) slashing damage if used with two hands while raging. Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage or 8 (1d6 + 5) slashing damage while raging. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 8 (1d6 + 5) piercing damage while raging. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see. Blood for Blood. While raging, when the orc deals melee weapon damage to an enemy creature, the orc gains 10 temporary hit points. Rage (Recharges after a Short or Long Rest). The orc enters a rage. The rage lasts for 1 minute or until the orc is incapacitated. While raging, the orc gains the following benefits: The orc has advantage on Strength checks and Strength saving throws When it makes a melee weapon attack, the orc gains a +2 bonus to the damage roll (included in the attack). The orc has resistance to bludgeoning, piercing, and slashing damage. Reactions Retaliation. When the orc takes damage from a creature within 5 feet of it, the orc can make one melee weapon attack against the creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Orc Bloodrunner","description":"In a long-lost language, the word oruk —“blood fire”—described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin in their own tongue, they also use “orc” with great pride, especially when dealing with other folk. Orc history spans the world and all its ages. They’ve settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though orcs are no more likely to stand in the adventurers’ way than any other folk, those who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings. Relentlessly Tough. Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they’re excited or driven. Their hair, which can range from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth. Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with “blood fire,” glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white respectively. Innate Power. The intense power of an orc’s spirit occasionally manifests as raw magic. Orc conduits hone their magic into singular affinities that are easy to manipulate. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature’s spirit. Traits Relentless ( 1 /Turn). When the bloodrunner isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the bloodrunner drops to 1 hit point instead of 0 hit points. Unimpeded. The bloodrunner can occupy a prone creature’s space. The first time the bloodrunner enters a prone creature’s space on the bloodrunner’s turn, the prone creature takes 3 (1d6) bludgeoning damage. When a prone creature in the bloodrunner’s space stands up, the creature enters the nearest unoccupied space of their choice. Actions Spiked Shield. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the blood­runner moves at least 10 feet before hitting a Large or smaller creature with this attack, the bloodrunner can choose to knock the target prone or push them up to 10 feet away. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Reactions Juke. When the bloodrunner makes a Dexterity saving throw, they can gain advantage on the save. To do so, the bloodrunner can’t be prone, grappled, or restrained.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Orc Bloodrunner","description":"Traits Relentless ( 1 /Turn). When the bloodrunner isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the bloodrunner drops to 1 hit point instead of 0 hit points. Unimpeded. The bloodrunner can occupy a prone creature’s space. The first time the bloodrunner enters a prone creature’s space on the bloodrunner’s turn, the prone creature takes 3 (1d6) bludgeoning damage. When a prone creature in the bloodrunner’s space stands up, the creature enters the nearest unoccupied space of their choice. Actions Spiked Shield. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the blood­runner moves at least 10 feet before hitting a Large or smaller creature with this attack, the bloodrunner can choose to knock the target prone or push them up to 10 feet away. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Reactions Juke. When the bloodrunner makes a Dexterity saving throw, they can gain advantage on the save. To do so, the bloodrunner can’t be prone, grappled, or restrained.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Orc Boss","description":"The orc boss is a cruel and oppressive brute, commanding its underlings through sheer intimidation. It is a mighty combatant and is highly skilled in the use of its massive axe. It can maim an opponent with a single strike or slash multiple enemies with it as it moves on the battlefield. Traits Legendary Resistance (1/Day). If the orc fails a saving throw, it can choose to succeed instead. Actions Multiattack. The orc makes two attacks. Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Whirling Axe (Recharge 5-6). The orc moves up to its walking speed without provoking opportunity attacks and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 15 Dexterity saving throw or take 17 (2d12 + 4) slashing damage. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see. Legendary Actions The orc can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The orc regains spent legendary actions at the start of its turn. Charge. The orc moves up to its speed. Intimidate Foe. The orc targets one creature it can see within 30 feet of it. If the target can see and hear the orc, it must make a DC 13 Wisdom saving throw or become frightened of the orc until the end of the orc's next turn. Attack (Costs 2 Actions). The orc makes a melee or ranged attack. Maim (Costs 3 Actions). The orc attacks with its greataxe. If the attack hits, the target takes an extra 6 (1d12) slashing damage and the target must make a DC 15 Constitution saving throw. On a failed save, the target has disadvantage on attack rolls and ability checks, and can’t take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that regains all of its hit points also ends the effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Orc Brigand","description":"Presented in this section are the common orcish archetypes. They are the following: the archer, berserker, brigand, champion of Gruumsh, raider, scout, sorcerer, war drummer, witchblade, and wolf shaman. Traits Sneak Attack (1/Turn). The orc deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the orc that isn't incapacitated and the orc doesn't have disadvantage on the attack roll. Actions Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see. Cunning Action. The orc takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Orc Champion of Gruumsh","description":"Presented in this section are the common orcish archetypes. They are the following: the archer, berserker, brigand, champion of Gruumsh, raider, scout, sorcerer, war drummer, witchblade, and wolf shaman. Traits Indomitable (2/Day). The orc rerolls a failed saving throw. It must use the new roll. Relentless (Recharges after a Short or Long Rest). If the orc takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Multiattack. The orc makes two attacks with its Greataxe or Javelin. Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see. Wrath of Gruumsh (Recharges after a Long Rest). The orc magically infuses its attacks with necrotic energy. For 1 minute, the first creature the orc hits on each of its turns with a weapon attack takes 9 (1d6 + 6) necrotic damage. Zealous Presence (Recharges after a Short or Long Rest). The orc unleashes a battle cry infused with divine energy. Up to ten other creatures of its choice within 60 feet of it that can hear it gain advantage on attack rolls and saving throws until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Orc Claw of Luthic","description":"An orc life is a god-ridden life. Luthic’s at birth, Luthic’s at death, and striving to prove themselves to Gruumsh in between. —Elminster To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary. Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den. In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. Luthic is Gruumsh’s wife and the paragon of maternity to all orcs. She is the Cave Mother, a fierce dweller in the darkness who raises new broods of orcs to be vicious and strong. Her symbol is the cave bear, and orc females raise such bears alongside orc whelps. Females particularly attracted to Luthic grow long nails and lacquer them, learning to use these claws as weapons much as Luthic uses her own. Orc females devoted to Luthic are in charge of fortifying and maintaining an orc stronghold. They help to guarantee the survival of the tribe, and most are skilled in the healing arts. The most powerful among Luthic’s disciples are the claws of Luthic, which can use the Cave Mother’s magic to heal, protect, and curse. Traits Aggressive : As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Spellcasting : The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared: • Cantrips (at will): guidance, mending, resistance, thaumaturgy • 1st level (4 slots): bane, cure wounds, guiding bolt • 2nd level (3 slots): augury, warding bond • 3rd level (2 slots): bestow curse, create food and water Actions Multiattack : The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining. Claw : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Guiding Bolt : Ranged Spell Attack: +4 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage and the next attack roll made against the target before the end of the orc's next turn has advantage, thanks to the mystical dim light glittering on the target until then.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Orc Conduit","description":"In a long-lost language, the word oruk —“blood fire”—described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin in their own tongue, they also use “orc” with great pride, especially when dealing with other folk. Orc history spans the world and all its ages. They’ve settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though orcs are no more likely to stand in the adventurers’ way than any other folk, those who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings. Relentlessly Tough. Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they’re excited or driven. Their hair, which can range from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth. Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with “blood fire,” glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white respectively. Innate Power. The intense power of an orc’s spirit occasionally manifests as raw magic. Orc conduits hone their magic into singular affinities that are easy to manipulate. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature’s spirit. Traits Affinity. The conduit has a lifelong affinity for one of the following damage types: cold, fire, or lightning. The chosen type determines the conduit’s damage resistance and the damage of their Elemental Discharge and Power Burst actions. Relentless ( 1 /Turn). When the conduit isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the conduit drops to 1 hit point instead of 0 hit points. Actions Elemental Discharge (Cantrip). Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 9 (1d12 + 3) damage of the type determined by the conduit’s Affinity trait. Power Burst ( 2 /Day; 1 st-Level Spell). The conduit unleashes explosive energy in a 15-foot cone. The ground in that area becomes difficult terrain, and each creature in that area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) damage of the type determined by the conduit’s Affinity trait, and they are pushed 10 feet away from the conduit. On a successful save, a creature takes half as much damage and isn’t pushed. Bonus Actions Rush. The conduit takes the Dash action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Orc Conduit","description":"Traits Affinity. The conduit has a lifelong affinity for one of the following damage types: cold, fire, or lightning. The chosen type determines the conduit’s damage resistance and the damage of their Elemental Discharge and Power Burst actions. Relentless ( 1 /Turn). When the conduit isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the conduit drops to 1 hit point instead of 0 hit points. Actions Elemental Discharge (Cantrip). Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 9 (1d12 + 3) damage of the type determined by the conduit’s Affinity trait. Power Burst ( 2 /Day; 1 st-Level Spell). The conduit unleashes explosive energy in a 15-foot cone. The ground in that area becomes difficult terrain, and each creature in that area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) damage of the type determined by the conduit’s Affinity trait, and they are pushed 10 feet away from the conduit. On a successful save, a creature takes half as much damage and isn’t pushed. Bonus Actions Rush. The conduit takes the Dash action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Orc Conqueror","description":"Very few orcs become champions of their tribes. And fewer still ever become unholy knights that serve their deities. These are the exceptional ones that have survived countless battles and many tests and have been honed to become merciless tyrants who lead their orcish kin to raid and destroy enemy settlements in the name of their gods. Will-Destroying Attacks. Blessed and favored by their deities, these conquerors can unleash divine spells and imbue their weapons with necrotic energy to smite their foes. Any creature hit by their weapons is stricken with fear, and is unable to move away from the orc due to its supernatural aura. Conquerors are most likely the overall leaders of any orc tribe. If not, they believe they certainly will be. Traits Aura of Conquest. If the orc isn't incapacitated, a creature frightened of the orc that starts its turn within 30 feet of the orc takes 7 (2d6) psychic damage and has its speed is reduced to 0. Actions Multiattack. The orc makes two Greataxe attacks. Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage plus 9 (2d8) psychic damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. Spellcasting. The orc casts one of the following spells using Charisma as its spellcasting ability (spell save DC 15): 2/day each: compelled duel, fear, hold person 1/day each: banishment Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see. Commanding Word. The orc casts command , requiring no material components and using Charisma as the spellcasting ability (spell save DC 14).","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Orc Doom Hand of Yurtrus","description":"When a Hand of Yurtrus has passed the many trials of its god and proven its worth by sacrificing countless enemy lives, it eventually becomes a Doom Hand of Yurtrus, a powerful but wretched priest. Corrupted Form. While the orc is blessed with more potent spells, it is cursed as well. The orc's skin horribly transforms, turning it into a puss-filled and boil-ridden hide that constantly secrets toxins. Somehow, the orc itself is unharmed, but any who try to touch it are exposed to a virulent poison. The orc doesn't see it as a curse though, and welcomes it as its true natural state of a Hand of Yurtrus. Traits Corrupted Form. A creature that touches the orc or hits it with a melee attack while within 5 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 10 (3d6) poison damage and becomes poisoned. While poisoned, the target can't regain hit points. On a success, the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. Actions Touch of the White Hand. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage. Necrotic Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) necrotic damage, and the target can’t regain hit points until the start of the orc’s next turn. Vile Breath (Recharge 5–6). The orc exhales corrupted gas in a 15-foot cube. Each creature in that area must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage and 10 (3d6) necrotic damage and becomes poisoned. While poisoned, the target can't regain hit points. On a success, the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. Spellcasting. The orc casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13): At will: guidance, resistance, thaumaturgy 2/day each: ray of sickness, silence 1/day each: animate dead (as an action), bestow curse, contagion, vampiric touch Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Orc Eye of Gruumsh","description":"He worked his serrated long knife savagely, tearing out the king’s throat to the howls of approval from his legions. The ferocious orc didn’t stop there, digging and ripping the blade back and forth unrelentingly until he took the head off the dwarf king’s shoulders. —An account of War Chief Hartusk’s brutality in the aftermath of the Battle of the Cold Vale Orcs Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks. Gruumsh One-Eye. Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk. Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god’s eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor. Tribes like Plagues. Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied. Ranging Scavengers. Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes’ villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches. When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory. On rare occasions, a tribe’s leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites. Leadership and Might. Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength. Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers. Orc Crossbreeds. Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs’ drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon. Orc Eye of Gruumsh When an orc slays an elf in Gruumsh’s name and offers the corpse of its foe as a sacrifice to the god of slaughter, an aspect of the god might appear. This aspect demands an additional sacrifice: one of the orc’s eyes, symbolizing the loss Gruumsh suffered at the hands of his greatest enemy, Corellon Larethian. If the orc plucks out one of its eyes, Gruumsh might grant the orc spellcasting ability and special favor, along with the right to call itself an Eye of Gruumsh. When not using their auguries to advise their war chiefs, these savage devotees of the god of slaughter hurl themselves into battle, their weapons stained with blood. Traits Aggressive : As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Gruumsh’s Fury : The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). Spellcasting : The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared: • Cantrips (at will): guidance, resistance, thaumaturgy • 1st level (4 slots): bless, command • 2nd level (2 slots): augury, spiritual weapon (spear) Actions Spear (Melee; One-Handed) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 3 + 1d8) piercing damage. Spear (Melee; Two-Handed) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Spear (Ranged; One-Handed) : Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 11 (1d6 + 3 + 1d8) piercing damage. Spiritual Weapon (Spear) : Melee Spell Attack: +3 to hit, casting range 60 ft., one target. Hit: 6 (1d8+1) force damage. The orc, as a bonus action, creates a floating, spectral weapon within 60 feet that lasts for one minute or until the orc casts this spell again. When the orc casts the spell, it can make a melee spell attack against a creature within 5 feet of the weapon. As a bonus action on the orc's turn, it can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Orc Fist of Bahgtru","description":"This fearsome and brutish orc is the favored warrior of Bahgtru the Leg Breaker, the orc deity of strength, and the son of Gruumsh and Luthic. Like its patron, the Orc Fist of Bahgtru prefers to only use its fists instead of melee weapons. It wears spiked gauntlets that are always stained with blood. In combat, it clobbers its foes with vicious hammer fists and snaps their bones like twigs. Traits Brute. A melee weapon deals one extra die of its damage when the orc hits with it (included in the attack). Legendary Resistance (1/Day). If the orc fails a saving throw, it can choose to succeed instead. Actions Multiattack. The orc makes two Spiked Gauntlet attacks. Spiked Gauntlet. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage plus 2 (1d4) piercing damage and if the target is a Large or smaller creature, it is grappled (escape DC 15). While grappled, the target is restrained, and the orc can't use one of its Spiked Gauntlet attacks on another target. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Bonebreaker. The orc makes one Spiked Gauntlet attack against a Large or smaller creature it is grappling. If the attack hits, the target must succeed on a DC 16 Strength saving throw. On a failed save, the target takes 10 (2d4 + 5) bludgeoning damage and has disadvantage on weapon attack rolls, Strength (Athletics) and Dexterity (Acrobatics) ability checks, and Strength and Dexterity saving throws. In addition, the target can't use reactions, its speed is halved, it can't make more than one attack on its turn, and the target can use either an action or a bonus action on its turn, but not both. These effects last until the creature regains all of its hit points. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see. Legendary Actions The orc can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The orc regains spent legendary actions at the start of its turn. Charge. The orc moves up to its speed. Spiked Gauntlet (Costs 2 Actions). The orc attacks with its Spiked Gauntlet. Frighten Foes (Costs 1-3 Actions). The orc targets up to 3 enemies it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the orc's next turn. It costs 1 legendary action per target. Clobber (Costs 3 Actions). The orc attacks with its Spiked Gauntlet. If the attack hits, the target must succeed on a DC 16 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Orc Forcecaller","description":"In a long-lost language, the word oruk —“blood fire”—described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin in their own tongue, they also use “orc” with great pride, especially when dealing with other folk. Orc history spans the world and all its ages. They’ve settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though orcs are no more likely to stand in the adventurers’ way than any other folk, those who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings. Relentlessly Tough. Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they’re excited or driven. Their hair, which can range from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth. Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with “blood fire,” glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white respectively. Innate Power. The intense power of an orc’s spirit occasionally manifests as raw magic. Orc conduits hone their magic into singular affinities that are easy to manipulate. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature’s spirit. Traits Minion. If the forcecaller takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the forcecaller takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Relentless Minion. When the forcecaller is reduced to 0 hit points while they aren’t incapacitated, they can deal 1 force damage to an enemy within 5 feet of them. Actions Chainspoken (Group Attack). Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 1 force damage. If two or more forcecallers joined the attack, they can deal the same amount of force damage to another creature within 10 feet of the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Orc Fury","description":"In a long-lost language, the word oruk —“blood fire”—described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin in their own tongue, they also use “orc” with great pride, especially when dealing with other folk. Orc history spans the world and all its ages. They’ve settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though orcs are no more likely to stand in the adventurers’ way than any other folk, those who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings. Relentlessly Tough. Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they’re excited or driven. Their hair, which can range from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth. Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with “blood fire,” glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white respectively. Innate Power. The intense power of an orc’s spirit occasionally manifests as raw magic. Orc conduits hone their magic into singular affinities that are easy to manipulate. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature’s spirit. Traits Relentless ( 1 /Turn). When the fury isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the fury drops to 1 hit point instead of 0 hit points. Actions Haymaker Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage, or 12 (1d12 + 6) slashing damage if the target is prone. If the target is a Medium or smaller creature, they must succeed on a DC 13 Strength saving throw or be knocked prone. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Healing Rally ( 1 /Day). The fury regains 5 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Orc Fury","description":"The orcs are out there, and we’re in here. I checked the Chronicle for advice on sieges. “Be on the outside,” it said. Wonderful, thanks. Dancer, Chronicler of the Chain of Acheron, Heroes 216–231 Traits Relentless ( 1 /Turn). When the fury isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the fury drops to 1 hit point instead of 0 hit points. Actions Haymaker Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage, or 12 (1d12 + 6) slashing damage if the target is prone. If the target is a Medium or smaller creature, they must succeed on a DC 13 Strength saving throw or be knocked prone. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Healing Rally ( 1 /Day). The fury regains 5 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Orc Garroter","description":"In a long-lost language, the word oruk —“blood fire”—described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin in their own tongue, they also use “orc” with great pride, especially when dealing with other folk. Orc history spans the world and all its ages. They’ve settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though orcs are no more likely to stand in the adventurers’ way than any other folk, those who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings. Relentlessly Tough. Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they’re excited or driven. Their hair, which can range from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth. Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with “blood fire,” glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white respectively. Innate Power. The intense power of an orc’s spirit occasionally manifests as raw magic. Orc conduits hone their magic into singular affinities that are easy to manipulate. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature’s spirit. Traits Relentless ( 1 /Turn). When the garroter isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the garroter drops to 1 hit point instead of 0 hit points. Actions Strangle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until the grapple ends, the target can’t speak intelligibly or cast spells with verbal components. If the attack was made with advantage, the target must make a DC 12 Constitution saving throw. On a failed save, the target falls unconscious for 1 minute (save ends at start of turn) or until they take damage. A creature can use an action to shake another creature awake who falls unconscious in this way. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the attack was made with advantage, the target takes an extra 7 (2d6) piercing damage. Bonus Actions Cloak ( 1 /Day). The garroter magically turns invisible for 1 minute. Any equipment the garroter wears or carries is invisible with them. While invisible, the garroter’s movements make no sound. If the garroter hits a creature with an attack, casts a spell, or takes damage, the effect ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Orc Garroter","description":"Traits Relentless ( 1 /Turn). When the garroter isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the garroter drops to 1 hit point instead of 0 hit points. Actions Strangle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until the grapple ends, the target can’t speak intelligibly or cast spells with verbal components. If the attack was made with advantage, the target must make a DC 12 Constitution saving throw. On a failed save, the target falls unconscious for 1 minute (save ends at start of turn) or until they take damage. A creature can use an action to shake another creature awake who falls unconscious in this way. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the attack was made with advantage, the target takes an extra 7 (2d6) piercing damage. Bonus Actions Cloak ( 1 /Day). The garroter magically turns invisible for 1 minute. Any equipment the garroter wears or carries is invisible with them. While invisible, the garroter’s movements make no sound. If the garroter hits a creature with an attack, casts a spell, or takes damage, the effect ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Orc Godcaller","description":"In a long-lost language, the word oruk —“blood fire”—described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin in their own tongue, they also use “orc” with great pride, especially when dealing with other folk. Orc history spans the world and all its ages. They’ve settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though orcs are no more likely to stand in the adventurers’ way than any other folk, those who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings. Relentlessly Tough. Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they’re excited or driven. Their hair, which can range from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth. Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with “blood fire,” glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white respectively. Innate Power. The intense power of an orc’s spirit occasionally manifests as raw magic. Orc conduits hone their magic into singular affinities that are easy to manipulate. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature’s spirit. Traits Relentless ( 1 /Turn). When the godcaller isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the godcaller drops to 1 hit point instead of 0 hit points. Actions Power Chord ( 1 st-Level Spell). Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature who can hear the godcaller. Hit: 18 (4d6 + 4) thunder damage. Cadenza. The godcaller chooses another creature within 30 feet of them. If the target can hear the godcaller, the target can use their reaction to move up to their speed and make an attack. Song of the Gods ( 2 nd-Level Spell). The godcaller and each ally within 30 feet of them who can hear them has advantage on attack rolls until the start of the godcaller’s next turn. This effect ends early if the godcaller takes any damage. Bonus Actions Rallying Ostinato ( 1 /Day). The godcaller and up to three allies within 60 feet of them who can hear them regain 20 hit points, and these creatures ignore difficult terrain for 1 minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Orc Godcaller","description":"Traits Relentless ( 1 /Turn). When the godcaller isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the godcaller drops to 1 hit point instead of 0 hit points. Actions Power Chord ( 1 st-Level Spell). Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature who can hear the godcaller. Hit: 18 (4d6 + 4) thunder damage. Cadenza. The godcaller chooses another creature within 30 feet of them. If the target can hear the godcaller, the target can use their reaction to move up to their speed and make an attack. Song of the Gods ( 2 nd-Level Spell). The godcaller and each ally within 30 feet of them who can hear them has advantage on attack rolls until the start of the godcaller’s next turn. This effect ends early if the godcaller takes any damage. Bonus Actions Rallying Ostinato ( 1 /Day). The godcaller and up to three allies within 60 feet of them who can hear them regain 20 hit points, and these creatures ignore difficult terrain for 1 minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Orc Great Eye of Gruumsh","description":"An Eye of Gruumsh that has proven itself in battle and killed many foes in the name of its god eventually becomes a Great Eye of Gruumsh. This powerful warrior priest can attack twice with its spear and cast more potent divine spells. In addition to these new traits, the Great Eye of Gruumsh can also spit noxious saliva at the eyes of its enemies, blinding them temporarily. Traits Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). Actions Multiattack. The orc makes two Spear attacks. If Blinding Spittle is available, the orc can use it after these attacks. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (1d6 + 3 plus 1d8) piercing damage, or 11 (2d8 + 3) piercing damage if used with two hands to make a melee attack. Blinding Spittle (Recharge 4–6). Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 10 (3d6) poison damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The orc casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: guidance, resistance, thaumaturgy 2/day each: bane, bestow curse, blindness/deafness 1/day each: banishment, dispel magic, flame strike, revivify Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Orc Hand of Yurtrus","description":"An orc life is a god-ridden life. Luthic’s at birth, Luthic’s at death, and striving to prove themselves to Gruumsh in between. —Elminster To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary. Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den. In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. Yurtrus is the orc god of death and disease. He is a horrifying abomination covered in rot and infection, except for his perfect, smooth white hands. Orc priests that oversee the line between life and death are known by the others in the tribe as hands of Yurtrus. They dwell on the fringes of an orc lair, usually communing with other orcs through the auspices of those who follow Luthic. The hands of Yurtrus wear pale gloves made of the bleached skin of other humanoids (preferably elves), symbolizing their connection with Yurtrus, and are sometimes called “white hands” as a result. Every orc knows that the hands of Yurtrus are the tribe’s gateway to the ancestors. Orcs who die having served the tribe well go on to rituals meant to send them to Gruumsh’s realm. As befits followers of a god who doesn’t speak, hands of Yurtrus remove their tongues to emulate their deity, for a reason similar to why an eye of Gruumsh puts out one of its eyes. Traits Aggressive : As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Spellcasting : The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared: • Cantrips (at-will): guidance, mending, resistance, thaumaturgy • 1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good • 2nd level (3 slots): blindness/deafness, silence Actions Inflict Wounds : Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage. Touch of the White Hand : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Orc Legion Murach","description":"A murach , or “sergeant,” commands a spear of ten soldiers. Murachs are expected to be dangerous and hardened veterans, and if they show any signs of weaknesses, legion culture expects one of their soldiers to challenge them for command. Murachs do not concern themselves overmuch with strategy. Instead, their job is to get their spear into the fight, and then overcome the enemies in front of them. They’re at the forefront of every charge, and they make sure that each of their soldiers is right behind them. Orc Legionaries The orc legionaries are brutal warriors and hardened fighters. Even after 100 years of conquest, they still make up the core of Izrador’s armies. Each orc legionary is well-equipped for war, with a spear, shield, and heavy vardatch. They train to fight in ranks, though they are also dangerous combatants on their own. Typically, orcs deploy in cohorts of roughly 100 legionaries (or 10 spears ). The cohorts fight in rectangular formations, with half their spears forward and half waiting a few yards behind, ready to be thrown into the fight. Some orc legionaries show more independence and aptitude. These orcs may be given composite shortbows and deployed as skirmishers on a cohort’s flanks. There they harry their foes with arrow fire and protect a cohort from flank attacks. Most legion cohorts have one or two spears made up of these legion vanguards, although some legions are known to eschew skirmishers in favor of more muscle on the fighting line. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Actions Charge! (recharge short/long rest). The murach chooses any number of legion orcs within 30 feet who can hear it. Until the end of each affected legion orc’s next turn, it can use its bonus action to move up to its speed toward a hostile creature. The murach can then move up to its speed and make one melee attack as a bonus action. Phalanx! (recharge short/long rest). The murach chooses any number of legion orcs within 30 feet who can hear it. Each affected orc can spend its reaction to immediately move up to 20 feet toward another friendly legion orc it can see. The murach can then move up to its speed toward another friendly legion orc. For one minute, all friendly legion orc within 5 feet of another affected legion orc increase their AC by 2 as long as they remain within 5 feet of another friendly legion orc. Vardatch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":2},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Orc Legion Soldier","description":"The Orc Legion Soldier appears in Midnight - Legacy of Darkness. Orc Legionaries The orc legionaries are brutal warriors and hardened fighters. Even after 100 years of conquest, they still make up the core of Izrador’s armies. Each orc legionary is well-equipped for war, with a spear, shield, and heavy vardatch. They train to fight in ranks, though they are also dangerous combatants on their own. Typically, orcs deploy in cohorts of roughly 100 legionaries (or 10 spears ). The cohorts fight in rectangular formations, with half their spears forward and half waiting a few yards behind, ready to be thrown into the fight. Some orc legionaries show more independence and aptitude. These orcs may be given composite shortbows and deployed as skirmishers on a cohort’s flanks. There they harry their foes with arrow fire and protect a cohort from flank attacks. Most legion cohorts have one or two spears made up of these legion vanguards, although some legions are known to eschew skirmishers in favor of more muscle on the fighting line. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Actions Vardatch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) slashing damage. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6+5) piercing damage melee, or 6 (1d6+3) piercing damage ranged.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Orc Legion Vanguard","description":"The Orc Legion Vanguard appears in Midnight - Legacy of Darkness. Orc Legionaries The orc legionaries are brutal warriors and hardened fighters. Even after 100 years of conquest, they still make up the core of Izrador’s armies. Each orc legionary is well-equipped for war, with a spear, shield, and heavy vardatch. They train to fight in ranks, though they are also dangerous combatants on their own. Typically, orcs deploy in cohorts of roughly 100 legionaries (or 10 spears ). The cohorts fight in rectangular formations, with half their spears forward and half waiting a few yards behind, ready to be thrown into the fight. Some orc legionaries show more independence and aptitude. These orcs may be given composite shortbows and deployed as skirmishers on a cohort’s flanks. There they harry their foes with arrow fire and protect a cohort from flank attacks. Most legion cohorts have one or two spears made up of these legion vanguards, although some legions are known to eschew skirmishers in favor of more muscle on the fighting line. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Legion Skirmisher. As a bonus action, the vanguard can Dash or gain advantage on the next ranged attack it makes this turn. Actions Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6+5) piercing damage melee, or 6 (1d6+3) piercing damage ranged. Composite Bow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":1},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Orc Legion Vargon","description":"Each legion cohort is commanded by a vargon . These are champions who are expected to be the most dangerous fighter amongst a hundred battle-hardened orcs, and also have a solid grasp of legion tactics. A vargon is always in the thick of the fighting to inspire their soldiers, who view the exploits of their champion with a mixture of awe and jealousy. Orc Legionaries The orc legionaries are brutal warriors and hardened fighters. Even after 100 years of conquest, they still make up the core of Izrador’s armies. Each orc legionary is well-equipped for war, with a spear, shield, and heavy vardatch. They train to fight in ranks, though they are also dangerous combatants on their own. Typically, orcs deploy in cohorts of roughly 100 legionaries (or 10 spears ). The cohorts fight in rectangular formations, with half their spears forward and half waiting a few yards behind, ready to be thrown into the fight. Some orc legionaries show more independence and aptitude. These orcs may be given composite shortbows and deployed as skirmishers on a cohort’s flanks. There they harry their foes with arrow fire and protect a cohort from flank attacks. Most legion cohorts have one or two spears made up of these legion vanguards, although some legions are known to eschew skirmishers in favor of more muscle on the fighting line. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Brave. The vargon has advantage on saving throws against being frightened. Legion Tactics. While within 30 feet of the vargon and within 5 feet of at least one other legion orc, legion orcs gain advantage on melee attack rolls. Actions Multiattack. The vargon may attack twice with its vardatch and once with its shield. War Cry (1/day). The vargon chooses any number of legion orcs within 30 feet who can hear it. Each affected legion orc gains advantage on Intelligence, Wisdom, and Charisma saving throws until the start of its next turn. The vargon can then make one attack as a bonus action. Vardatch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d10+6) slashing damage. Shield. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Reactions Parry. The vargon adds 3 to its AC against one melee attack that would hit it. To do so, the vargon must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":5},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Orc Mauler","description":"An orc mauler is an unusually large brute, even by orcish standards. It is so strong that the orc's debilitating blows can also dent or destroy armor and shields. Traits Brute. A melee weapon deals one extra die of its damage when the orc hits with it (included in the attack). Actions Multiattack. The orc makes two melee attacks. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage, and the target has disadvantage on its next attack roll until the end of its next turn. Sunder. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and if the target is wearing a nonmagical armor or shield, it must succeed on a DC 15 Strength saving throw or the Armor Class (AC) of the nonmagical armor or shield (determined randomly) takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage in melee or 8 (1d6 + 5) piercing damage at range, and the target has disadvantage on its next attack roll until the end of its next turn. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Orc Mercenary","description":"TRAITS Cheap Shot: When the orc mercenary’s hit points have been reduced to half or less, the orc may make a bonus action at -1 to hit. ACTIONS Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Chaotic Evil","Expansion":23660,"Challenge Rating":"1/2"},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Orc Monarch","description":"The mighty orc monarch is a striking figure, garbed in plate armor and armed with a greatsword. It rides into battle on its personal war beast – often a large dire wolf or boar – commanding its horde to unleash hell’s fury on its enemies. Its presence alone can rally nearby orcs in battle. However, the orc monarch is not just a potent commander. It is a mighty and savage warrior that can attack thrice with its weapon, and emit battle cries that can turn its allies into a battle frenzy, or strike fear into the hearts of its enemies. Traits Aura of Fervor. The orc's allies have advantage on attack rolls and saving throws against being charmed and frightened while within 20 feet of the orc, provided it isn’t incapacitated. Gruumsh's Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). Legendary Resistance (1/Day). If the orc fails a saving throw, it can choose to succeed instead. Actions Multiattack. The orc makes two melee attacks or two ranged attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 5 plus 1d8) slashing damage. Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (1d6 + 5 plus 1d8) piercing damage. Furious Blade of Gruumsh (Recharge 5–6). The orc moves up to its speed without provoking opportunity attacks and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 17 Dexterity saving throw or take 21 (2d6 + 5 plus 2d8) slashing damage. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see. Legendary Actions The orc can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The orc regains spent legendary actions at the start of its turn. Charge. The orc moves up to its speed. Attack (Costs 2 Actions). The orc makes a melee weapon attack. Menacing Cry (Costs 3 Actions). The orc emits an intimidating battle cry. Each enemy within 60 feet of it that can hear it must succeed on a DC 17 Wisdom saving throw or be frightened for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the orc's Menacing Cry for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Orc Nurtured One of Yurtrus","description":"An orc life is a god-ridden life. Luthic’s at birth, Luthic’s at death, and striving to prove themselves to Gruumsh in between. —Elminster To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary. Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den. In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. When plague strikes a tribe, the hands of Yurtrus isolate the sick. The priests then minister to those who can be saved but not healed. The hands cultivate the sickness of these nurtured ones, turning them into instruments of defense and weapons of war. When orcs go to battle, a band of nurtured ones might charge in first—to give themselves up while softening up the enemy by spreading Yurtrus’s vile blessing in its ranks. Traits Aggressive : As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Corrupted Carrier : When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn’t poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can’t regain hit points. Nurtured One of Yurtrus : The orc has advantage on saving throws against poison and disease. Actions Claws : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage. Corrupted Vengeance : The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Orc Pirate","description":"Slenderer and less bulky than their tribal warrior counterparts, the orc pirates of the Blood Vengeance are no less vicious. Their standing with one another is based in how well they evoke fear among their victims, and each is determined to win the acclaim of their fellows, their first mate, and above all, their justly-feared captain.","properties":{"Category":"Monsters","Size":"Medium","Type":"Medium humanoid (orc),","Alignment":"any alignment","Expansion":10365,"Challenge Rating":"1/4"},"publisher":"Green Ronin Publishing","book":"Death in Freeport 20th Anniversary Edition"},{"name":"Orc Raider","description":"Presented in this section are the common orcish archetypes. They are the following: the archer, berserker, brigand, champion of Gruumsh, raider, scout, sorcerer, war drummer, witchblade, and wolf shaman. Traits Distracting Strike (1/Turn). When the orc hits a creature with a weapon attack, the next attack roll against the target by an attacker other than the orc has advantage if the attack is made before the start of the orc's next turn. Actions Multiattack. The orc makes two attacks with its Scimitar or Javelin. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see. Lightfooted. The orc takes the Dash or Disengage action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Orc Rampart","description":"In a long-lost language, the word oruk —“blood fire”—described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin in their own tongue, they also use “orc” with great pride, especially when dealing with other folk. Orc history spans the world and all its ages. They’ve settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though orcs are no more likely to stand in the adventurers’ way than any other folk, those who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings. Relentlessly Tough. Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they’re excited or driven. Their hair, which can range from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth. Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with “blood fire,” glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white respectively. Innate Power. The intense power of an orc’s spirit occasionally manifests as raw magic. Orc conduits hone their magic into singular affinities that are easy to manipulate. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature’s spirit. Traits Relentless ( 1 /Turn). When the rampart isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the rampart drops to 1 hit point instead of 0 hit points. Actions Multiattack. The rampart makes two Spear attacks. If the rampart targets the same creature with both attacks, the target has disadvantage on attack rolls against creatures other than the rampart until the start of the rampart’s next turn. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. Reactions No! When an enemy within 5 feet of the rampart targets another creature with an attack, the attacker must target the rampart instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Orc Rampart","description":"Everyone is welcome at the Hanging Tree. It’s only when I find someone poking around where they don’t belong that things turn violent. Care to explain why you’re down here before we draw steel? I’m happy to listen after instead, but it’ll be so much harder to understand you when your lips are bleeding. Dohma Raskovar Traits Relentless ( 1 /Turn). When the rampart isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the rampart drops to 1 hit point instead of 0 hit points. Actions Multiattack. The rampart makes two Spear attacks. If the rampart targets the same creature with both attacks, the target has disadvantage on attack rolls against creatures other than the rampart until the start of the rampart’s next turn. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. Reactions No! When an enemy within 5 feet of the rampart targets another creature with an attack, the attacker must target the rampart instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Orc Rampart Slime Servant","description":"Slime Servants If a creature spends 1 continuous minute under the effect of the slime from an olothec’s Devolving Tentacle attack, that effect ends and their flesh devolves into a translucent primordial state. The creature loses their memories and sense of self, becoming a slime servant NPC who is loyal to the olothec. The following stat blocks are Ithu’rath’s slime servants. Traits Amphibious. The rampart can breathe air and water. Relentless ( 1 /Turn). When the rampart isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the rampart drops to 1 hit point instead of 0 hit points. Servant Senses. Ithu’rath can sense anything the rampart senses, and Ithu’rath can speak through their body. Actions Multiattack. The rampart makes two Spear attacks. If the rampart targets the same creature with both attacks, the target has disadvantage on attack rolls against creatures other than the rampart until the start of the rampart’s next turn. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. Reactions No! When an enemy within 5 feet of the rampart targets another creature with an attack, the attacker must target the rampart instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Orc Red Fang of Shargaas","description":"An orc life is a god-ridden life. Luthic’s at birth, Luthic’s at death, and striving to prove themselves to Gruumsh in between. —Elminster To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary. Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den. In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. Shargaas is the orc deity of deep darkness and sneakiness, a murderous god who hates anything that lives that isn’t an orc. Orcs consider Shargaas to be a divinity suited to pariahs and weaklings, all of them unfit for true roles in tribal life. These outsiders live in the most remote, deepest parts of the tribe’s domain. The elite among Shargaas’s followers are the assassins and thieves that follow the cult of the Red Fang. They perform assassinations, stealthy raids, and other covert operations on the tribe’s behalf. They rely on a mix of intense training and magic granted to them by Shargaas. Most Red Fang enclaves keep and nurture giant bats, creatures that are sacred to Shargaas. Red Fangs ride these bats into battle or on secret raids and assassination missions into enemy territory. Traits Cunning Action : On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action. Hand of Shargaas : The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks). Shargaas’s Sight : Magical darkness doesn’t impede the orc’s darkvision. Slayer : In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn’t taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit. Actions Multiattack : The orc makes two scimitar or dart attacks. Scimitar : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. Dart : Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (3d4 + 3) piercing damage. Veil of Shargaas (Recharges after a Short or Long Rest) : The orc casts darkness without any components. Wisdom is its spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Orc Scout","description":"Presented in this section are the common orcish archetypes. They are the following: the archer, berserker, brigand, champion of Gruumsh, raider, scout, sorcerer, war drummer, witchblade, and wolf shaman. Traits Skirmish Advantage. Once per turn, the orc gains advantage on its attack roll when it makes a weapon attack while occupying a space at least 15 feet away from where it started its turn. Actions Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one creature. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see. Lightfooted. The orc takes the Dash or Disengage action. Reactions Skirmisher. When an enemy the orc can see ends its turn within 5 feet of it, the orc can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Orc Shaman","description":"Orcs are aggressive, callous, and domineering. Bullies by nature, they respect strength and power as the highest virtues. On an almost instinctive level, orcs believe they are entitled to anything they want unless someone stronger can stop them from seizing it. They rarely exert themselves off the battlefield except when forced to do so; this attitude stems not just from laziness but also from an ingrained belief that work should trickle down through the pecking order until it falls upon the shoulders of the weak. They take slaves from other races, orc men brutalize orc women, and both abuse children and elders, on the grounds that anyone too feeble to fight back deserves little more than a life of suffering. Surrounded at all times by bitter enemies, orcs cultivate an attitude of indifference to pain, vicious tempers, and a fierce willingness to commit unspeakable acts of vengeance against anyone who dares to defy them.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Orc Sharpshooter","description":"Orc sharpshooters are master archers with unerring aim. Thankfully, only a few orcs attain this level of skill with the bow. Traits Sharpshooter. The orc's ranged weapon attacks ignore half cover and three-quarters cover and attacking at long range doesn't impose disadvantage on the orc's ranged weapon attack rolls. Actions Multiattack. The orc makes two Longbow attacks or two Scimitar attacks. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see. Steady Aim (3/Day). The orc takes careful aim at a creature it can see within range of its ranged weapon. Until the end of its turn, the orc deals an extra 7 (2d6) damage with each of its ranged weapon attacks against the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Orc Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Aggressive. The skeleton moves up to its speed toward a hostile creature it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Orc Sorcerer","description":"Presented in this section are the common orcish archetypes. They are the following: the archer, berserker, brigand, champion of Gruumsh, raider, scout, sorcerer, war drummer, witchblade, and wolf shaman. Traits Sorcery Points. The orc has 6 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Empowered Spell: When the orc rolls damage for a spell, it can spend 1 sorcery point to reroll up to 3 damage dice. It must use the new rolls. It can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell. Quickened Spell: When the orc casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Actions Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Elemental Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 12 (2d8 + 3) acid, cold, fire, or lightning (orc's choice) damage. Spellcasting. The orc casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: create bonfire (2d8), mage hand, minor illusion 1/day each: Aganazzar's scorcher, fear, fireball, mage armor, mirror image, thunderwave Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Orc Terranova","description":"In a long-lost language, the word oruk —“blood fire”—described the glowing appearance of the orc people when they push themselves to their limits. While orcs know one another as kanin in their own tongue, they also use “orc” with great pride, especially when dealing with other folk. Orc history spans the world and all its ages. They’ve settled into villages and cities, hot and cold climates, high in the mountains and deep underground. Most orcs live in diverse humanoid societies, though a few live secluded in the tropics. Though orcs are no more likely to stand in the adventurers’ way than any other folk, those who do fill the same roles as other humanoids: mercenaries, bounty hunters, garroters, guards, cultists, and corrupt kings. Relentlessly Tough. Orcs grow to impressive heights. The veins that commonly stripe their tough-skinned faces can appear more vibrant when they’re excited or driven. Their hair, which can range from coarse to fine, extends from their heads and drapes across their shoulders like royal mantles. Strong tusks extend past their lips and guard the rest of their teeth. Few other humanoids can match the endurance of an orc, and orcs who train for hunting and combat can rally themselves to move faster and prevail longer. Should an orc find themself on the brink of death, their veins instinctively surge with “blood fire,” glowing brightly and invigorating them to perform one last attack. Blood fire often appears red, though orcs from the mountains and underground glow blue and white respectively. Innate Power. The intense power of an orc’s spirit occasionally manifests as raw magic. Orc conduits hone their magic into singular affinities that are easy to manipulate. Orc terranovas move their magic through their feet, surging into the earth. Orc godcallers use song to spark the magic inherent in every creature’s spirit. Traits Relentless ( 1 /Turn). When the terranova isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the terranova drops to 1 hit point instead of 0 hit points. Tremorspeak. The terranova can sense anything a willing creature within 30 feet of them can sense with tremorsense or Tremorspeak. Unhindered. The terranova ignores difficult terrain. Actions Earth Pillar ( 1 st-Level Spell). Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one target touching the ground. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is knocked prone. Quake. The terranova chooses up to five creatures on the ground within 15 feet of them and stomps the ground. Each target must succeed on a DC 13 Strength saving throw or be knocked prone. Sinkhole. The terranova chooses up to two creatures on the ground within 30 feet of them. Each target must succeed on a DC 13 Strength saving throw or be restrained. A creature can use their action to free themself or another creature within their reach, ending the effect on that creature. Bonus Actions Rush. The terranova takes the Dash action. Unearth Mohlers ( 1 /Day). The terranova stomps, and 1d3 + 1 mohlers pop out of the ground in unoccupied spaces within 30 feet of them. The mohlers are friendly to the terranova and act immediately after the terranova’s turn on the same initiative count.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Orc Terranova","description":"Traits Relentless ( 1 /Turn). When the terranova isn’t incapacitated and they are reduced to 0 hit points but not killed outright, they can make an attack against an enemy (no action required) before the hit point reduction is resolved. If the attack hits and its damage reduces the target to 0 hit points, the terranova drops to 1 hit point instead of 0 hit points. Tremorspeak. The terranova can sense anything a willing creature within 30 feet of them can sense with tremorsense or Tremorspeak. Unhindered. The terranova ignores difficult terrain. Actions Earth Pillar ( 1 st-Level Spell). Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one target touching the ground. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is knocked prone. Quake. The terranova chooses up to five creatures on the ground within 15 feet of them and stomps the ground. Each target must succeed on a DC 13 Strength saving throw or be knocked prone. Sinkhole. The terranova chooses up to two creatures on the ground within 30 feet of them. Each target must succeed on a DC 13 Strength saving throw or be restrained. A creature can use their action to free themself or another creature within their reach, ending the effect on that creature. Bonus Actions Rush. The terranova takes the Dash action. Unearth Mohlers ( 1 /Day). The terranova stomps, and 1d3 + 1 mohlers pop out of the ground in unoccupied spaces within 30 feet of them. The mohlers are friendly to the terranova and act immediately after the terranova’s turn on the same initiative count.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Orc Vanguard","description":"Most orcs prefer wearing light or medium armor and frown at wearing heavy armor as it feels restrictive. An orc vanguard, however, sees it as a necessity to be able to deflect most blows that might hit. This is an inevitability as the orc vanguard's role is to be at the frontline of a charging army and attract the enemy's attention away from its vulnerable allies. Traits Threatening. Creatures provoke an opportunity attack from the orc when they move 5 feet or more while within the orc's reach, and if the orc hits a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. Actions Multiattack. The orc makes three Greatsword attacks or three Javelin attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, and the target is marked until the end of the orc's next turn. This effect ends early if the orc is incapacitated or it dies, or if someone else marks the target. While it is within 5 feet of the orc, a creature marked by the orc has disadvantage on any attack roll that doesn't target the orc. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target is marked until the end of the orc's next turn. This effect ends early if the orc is incapacitated or it dies, or if someone else marks the target. While it is within 5 feet of the orc, a creature marked by the orc has disadvantage on any attack roll that doesn't target the orc. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see. Punish the Marked. The orc can make a melee weapon attack against a creature marked by it if the creature dealt damage to anyone other than the orc during the last turn. The orc's melee weapon attack has advantage on the attack roll, and if it hits, the attack's weapon deals an extra 7 (2d6) damage to the target. Reactions Parry. The orc adds 3 to its AC against one melee attack that would hit it. To do so, the orc must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Orc War Chanter","description":"Very rarely do orcs learn the bardic arts, but those that do almost always become war chanters. While they can still fight savagely as most orc warriors, their true worth shines when they perform their war chants during battle. These war chants enable them to either strike fear to any enemy that can hear it, inspire allies to a battle frenzy, or rally its allies. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Mocking Word. The orc targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or take 5 (2d4) psychic damage and have disadvantage on its next attack roll before the end of its next turn. Incite Allies (1/Day). Up to three allies within 60 feet of the orc and can hear the orc can use its reaction to move up to half its speed and make one melee weapon attack. Spellcasting. The orc casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights, message, minor illusion 2/day each: dissonant whispers, enhance ability, fear Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see. War Chant. The orc performs a war chant that lasts until the start of the orc's next turn. The orc can select from one of three effects: 1. Chant of Dread. Provided the orc isn't incapacitated, an enemy that starts its turn within 60 feet of the orc and can hear the orc must succeed on a DC 13 Wisdom saving throw or become frightened until the end the start of its next turn. If a creature's saving throw is successful, the creature is immune to the orc's Chant of Dread for the next 24 hours. 2. Chant of Ferocity. Provided the orc isn't incapacitated, an ally that starts its turn within 60 feet of the orc and can hear the orc gains advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. 3. Chant of Resolve. Provided the orc isn't incapacitated, an ally that starts its turn within 60 feet of the orc and can hear the orc gains advantage on saving throws against being charmed and frightened until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Orc War Chief","description":"He worked his serrated long knife savagely, tearing out the king’s throat to the howls of approval from his legions. The ferocious orc didn’t stop there, digging and ripping the blade back and forth unrelentingly until he took the head off the dwarf king’s shoulders. —An account of War Chief Hartusk’s brutality in the aftermath of the Battle of the Cold Vale Orcs Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks. Gruumsh One-Eye. Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk. Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god’s eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor. Tribes like Plagues. Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied. Ranging Scavengers. Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes’ villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches. When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory. On rare occasions, a tribe’s leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites. Leadership and Might. Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength. Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers. Orc Crossbreeds. Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs’ drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon. Orc War Chief The war chief of an orc tribe is its strongest and most cunning member. The reign of a war chief lasts only as long as it commands the fear and respect of other tribe members, whose bloodlust must be regularly satisfied lest the chief appear weak. Scions of Slaughter. Gruumsh bestows special blessings upon war chiefs who prove themselves in battle time and again, imbuing them with slivers of his savagery. A war chief so blessed finds that his weapons cut deeper into his enemies, allowing him to inflict more carnage. King Obould Many-Arrows King Obould of the Many-Arrows tribe is a legend among the orc war chiefs of the Forgotten Realms, and he is the most famous orc chief in the history of the D&D game. Smarter and more intuitive than most of his kind, Obould slew his chieftain to take control of his tribe. Skilled in the arts of war and renowned for his violent temper, Obould proved himself a fierce opponent in battle time and again. Over the years, he subsumed other orc tribes into his own, until he commanded a horde of thousands. Obould leveraged his strength and influence to carve out a kingdom for himself in the Spine of the World, a mountain range overlooking numerous dwarven, human, and elven strongholds. After years of bloody conflict with his more civilized neighbors, Obould did the unthinkable and brokered a peace treaty with his enemies. This treaty confused many of the orcs under Obould’s command. It was either a clever ploy by Obould to buy time while he strengthened his army for a final, decisive sweep across the Savage Frontier, or it was a troubling sign that Obould had forsaken the ways of Gruumsh and needed to be destroyed. Traits Aggressive : As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Gruumsh’s Fury : The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). Actions Multiattack : The orc makes two attacks with its greataxe or its spear. Greataxe : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 4 + 1d8) slashing damage. Spear (Melee; One-Handed) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (1d6 + 4 + 1d8) piercing damage. Spear (Melee; Two-Handed) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Spear (Ranged; One-Handed) : Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 12 (1d6 + 4 + 1d8) piercing damage. Battle Cry (1/Day) : Each creature of the war chief’s choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief’s next turn. The war chief can then make one attack as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Orc War Drummer","description":"Presented in this section are the common orcish archetypes. They are the following: the archer, berserker, brigand, champion of Gruumsh, raider, scout, sorcerer, war drummer, witchblade, and wolf shaman. Traits War Drums. An ally that starts its turn within 60 feet of the orc and can hear the orc gains advantage on ability checks and saving throw rolls until the start of its next turn, provided the orc isn't incapacitated. Actions Bone Drumstick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Rouse Ally. The orc targets one ally within 60 feet of it and can hear the orc. The target gains advantage on attack rolls until the start of the orc's next turn. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of the orc that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Incite Allies (1/Day). Up to three allies within 60 feet of the orc and can hear the orc can use its reaction to move up to half its speed and make one melee weapon attack. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Orc War Priest of Ilneval","description":"When an orc blade of Ilneval has proven its worth to its god, it is bestowed with divine abilities. It now becomes a war priest, able to cast spells that either complement and enhance its martial skills, or wreak havoc at the enemy ranks. Its commands resonate through the battlefield, and any orc that hears it readily follows, knowing that whatever it commands is guided by the wisdom of the orcish war god. Traits Foe Smiter of llneval. The orc deals an extra die of damage when it hits with a Longsword attack (included in the attack). Actions Multiattack. The orc makes two Longsword attacks or uses Unholy Fire. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage, or 13 (2d10 + 2) slashing damage if used with two hands. Unholy Fire. The orc targets one creature it can see within 60 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) necrotic damage, and it is blinded until the start of the orc’s next turn. On a successful save, the target takes half as much damage and isn’t blinded. Spellcasting. The orc casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: guidance, resistance, thaumaturgy 2/day each: bless, guiding bolt, silence 1/day each: crusader's mantle, spirit guardians Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see. Ilneval's Command (Recharge 4–6). Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack. Reactions Guided Strike (Recharges after a Short or Long Rest). The orc grants a + 10 bonus to an attack roll made by itself or another creature within 30 feet of it. The orc can make this choice after the roll is made but before it hits or misses.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Orc Witchblade","description":"The orc witchblade is a warlock hexblade. It usually serves its tribe as a guardian from supernatural attacks and creatures. Despite the value it provides to its tribe, its brethren shun the witchblade, making it live like a recluse, only to be summoned when needed. Actions Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Spellcasting. The orc casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: eldritch blast (2 beams), mage hand, minor illusion 2/day (as 4th-level spells): blur, dimension door, dispel magic, elemental weapon, phantasmal killer Bonus Actions Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature it can see. Hexblade's Curse (Recharges after a Short or Long Rest). As a bonus action, the orc targets a creature it can see within 30 feet of it. The target is cursed for 1 minute. The curse ends early if the target dies, the orc dies, or it is incapacitated. Until the curse ends, the orc gains the following benefits: It deals an extra 3 damage on damage rolls against the cursed target. Any attack roll it makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, the orc regains 14 hit points. Reactions Armor of Hexes. When hit by an attack roll by a creature cursed by the orc's Hexblade's Curse, roll a d6. On a roll of 4 or higher, the attack instead misses the orc, regardless of its roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Orc Wolf Shaman","description":"The orc wolf shaman is a powerful druid that can transform itself into a dire wolf. In combat, it uses its electrically-charged fist weapons that are designed to look like a wolf's paws. The wolf shaman can also summon up to three wolf spirits that can strike and terrify those they attack. Actions Multiattack. The orc makes two Claw attacks. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) lightning damage. Storm Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) lightning or thunder (orc's choice) damage. Spellcasting. The orc casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: druidcraft, guidance, mold earth 2/day each: cure wounds, spike growth 1/ day each: conjure animals (wolves), erupting earth, polymorph Spirit Wolves (Recharge 5–6). The orc targets up to 3 creatures it can see within 30 feet of it. A spectral wolf manifests beside each target and bites it. Each target must succeed on a DC 13 Wisdom saving throw. On a failed save, a creature takes 13 (3d8) psychic damage, is knocked prone, and is frightened until the end of orc's next turn. On a successful save, a creature takes half as much damage and isn't knocked prone or frightened. Change Shape (Recharges after a Short or Long Rest). The orc magically transforms into a dire wolf, while retaining its game statistics. This transformation ends if the orc is reduced to 0 hit points or uses a bonus action to end it. Any equipment it is wearing or carrying isn't transformed. Bonus Actions Aggressive. The orc moves up to its speed toward a hostile creature it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Orc Zombie","description":"Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 +3) piercing damage. Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Reactions Sudden Lunge. If an enemy moves within 10 feet of the zombie, roll a d20. If the roll is 11 or higher, the zombie moves up to 5 feet toward the enemy. If the zombie ends within 5 feet of the target, the zombie can make one melee weapon attack against it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Orc, Black Sun","description":"Pale-skinned and strong as an ox, the Black Sun orcs worship strength and violence and feast on the cracked bones of their enemies. Hidden by the Earth. Black Sun orcs excel at concealing their deeds from those on the surface world, lying in wait at night to abduct victims from the roads or their homes in near complete silence. The orcs bundle off such unfortunates to the concealed caverns leading to their homes beneath the earth, where they hand the captives over to their priestesses for sacrifice. Nocturnal Attacks. Black Sun orcs are strictly nocturnal, avoiding the eye of the sun in favor of raids under moonlight--and even these do not take place during the full moon. Foes of Trolls and Goblins. Trolls, trollkin, and goblins find the fish-bellied coloration and peculiar speech of Black Sun orcs hilarious and mock them mercilessly. In most cases, this ends in a fight with one side or the other driven away.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Orc, Black Sun Priestess","description":"With a fondness for cracking open ribcages and pulling out beating hearts, Black Sun priestesses are always on the lookout for the next sacrifice to their blasphemous gods. With her devotion painted in blood across her breast and her eyes alight with fervor for her dark faith, the Black Sun priestess embraces her cruel duties with relish. Front Line Fighter. Urging her people on to night raids for slaughter and glory, she wades into the fray alongside them as they leave little more than cracked, burnt bones in their wake. With her greatclub flecked with dried blood and her face painted white as a skull, she cuts a fearsome figure for a fearsome faith.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Orc, Gray","description":"The ground erupts into a scrambling flood of orcs, their pale skin decorated with swirls of black resin. Dwelling deep beneath the ground, gray orcs move in a dark world, only drawn toward the surface by their innate hatred of arcane defilement. Drawn to Magical Corruption. Gray orcs are drawn to areas where magic is frequently used or locations marred by magical pollution. Scholars believe the orcs’ ancestral home was ravaged by magic, cursing them and driving them deep beneath the surface. They believe this history fuels within the orcs a deep hatred for magic, especially magic that defiles the natural world. For their part, the orcs have neither confirmed nor denied this speculation, though few scholars have been brave enough to approach them about it. Whatever the case, gray orcs grow violent around magic and seek to snuff it out wherever they find it. Synchronized Tribes. Gray orcs move and act as one, their training leading their actions to be so synchronized that they appear to think as one. When faced with a major threat or a large magical catastrophe, a group of gray orcs will erupt from the ground in unison to swarm over the source. Silent Hunters. Adept at surviving in a dark and quiet world below the ground, gray orcs instinctively know how to move, hunt, and kill without making the slightest sound. When they hunt, gray orcs paint their pale skin with swirls of a mushroombased black resin. They often form the resin into runes or symbols of their gods as a way of honoring the gods and asking for success on the hunt.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"neutral","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Orc, Green Abyss","description":"Dwelling in the eternal twilight of deep jungles and shadowy canyons, these orcs are fond of plant camouflage and are sometimes covered in armor featuring plant spikes and spines. All are expert climbers. Nocturnal Menace. Sheltering by day in caverns just beneath the surface, the orcs of the green abyss climb up into the world with the fall of night to hunt and make war in the jungle canopy. They often align themselves with particularly bloodthirsty druids and with vine lords (Tome of Beasts). They are immune to the vine lord's spore sacs and can't be transformed into tendril puppets. Canopy-Dwelling Predators. Leaner and rangier than others of their kind, they stalk among the branches, spearing their prey below with poisons harvested from the deadly plants native to their home. Their nocturnal hunting hideaways resemble those of large apes; leafy nests that are difficult to spot from the ground. Fierce Survivalists. Adept at surviving in an unforgiving world, these orcs survive through a mastery of poisons, use of simple-but-effective traps they leave for the unwary, and by snatching meals from the grip of man-eating flora. They are omnivorous and fond of devouring enormous beetles, roaches, and snakes which other humanoids would pass over.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Orcus","description":"Orcus Orcus is the Demon Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by undead creatures under his command. Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus , which is described in chapter 7, “Treasure,” of the Dungeon Master’s Guide . Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another. Lair Actions On initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill . Orcus needn’t see the creature, but he must be aware that the individual is in the lair. Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases their grasp (no action required). Regional Effects The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following effects: Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Orcus table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Orcus dies, these effects fade over the course of 1d10 days. Madness of Orcus If a creature goes mad in Orcus’s lair or within line of sight of the demon lord, roll on the Madness of Orcus table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Orcus d100 Flaw (lasts until cured) 01–20 “I often become withdrawn and moody, dwelling on the insufferable state of life.” 21–40 “I am compelled to make the weak suffer.” 41–60 “I have no compunction against tampering with the dead in my search to better understand death.” 61–80 “I want to achieve the everlasting existence of undeath.” 81–00 “I am awash in the awareness of life’s futility.”","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Orcus","description":"Orcus is the Demon Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by undead⁠ creatures under his command⁠. Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand⁠ of Orcus , which is described in chapter 7 of the Dungeon Master's Guide . Orcus's Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another. Lair Actions On initiative count 20 (losing initiative ties), Orcus can take a lair action⁠ to cause one of the following effects; he can't use the same effect two rounds in a row: Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill . Orcus needn't see the creature, but he must be aware that the individual is in the lair. Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases them (no action⁠ required). Regional Effects The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness⁠ determined by the Madness⁠ of Orcus table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Orcus dies, these effects fade over the course of 1d10 days. Madness⁠ of Orcus If a creature goes mad in Orcus's lair or within line of sight of the demon lord, roll on the Madness⁠ of Orcus table to determine the nature of the madness⁠, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. Madness⁠ of Orcus d100 Flaw (lasts until cured) 01–20 \"I often become withdrawn and moody, dwelling on the insufferable state of life.\" 21–40 \"I am compelled to make the weak suffer.\" 41–60 \"I have no compunction against tampering with the dead in my search⁠ to better understand death.\" 61–80 \"I want to achieve the everlasting existence of undeath.\" 81–00 \"I am awash in the awareness of life's futility.\" Traits Wand⁠ of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead , blight , or speak with dead . Alternatively, he can expend 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at dawn. While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn. Innate Spellcasting. Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: chill touch (17th level), detect magic 3/day each: create undead , dispel magic 1/day: time stop Legendary Resistance⁠ (3/Day). If Orcus fails a saving throw, he can choose to succeed instead. Magic Resistance⁠. Orcus has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. Orcus's weapon attacks are magical. Master of Undeath. When Orcus casts animate dead or create undead , he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night. Actions Multiattack. Orcus makes two Wand of Orcus attacks. Wand⁠ of Orcus. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage. Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage. Legendary Actions Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of his turn. Tail. Orcus makes one tail attack. A Taste of Undeath. Orcus casts chill touch (17th level). Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Expansion":4,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Orcus","description":"Orcus is the Demon Prince of Undeath, also known as the Blood Lord. While he takes pleasure in the sufferings of the living, he far prefers the company and service of Undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by Undead creatures under his command. Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies (both appear in the Monster Manual ) that serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat and a humanlike upper body with a belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus , which is described in the Dungeon Master’s Guide . Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another. Lair Actions On initiative count 20 (losing initiative ties), Orcus can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Deadly Utterance. Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill . Orcus needn’t see the creature, but he must be aware that the individual is in the lair. Grasp of the Dead. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases them (no action required). Undead Servants. Orcus causes up to six corpses within the lair to rise as skeletons , zombies , or ghouls (all appear in the Monster Manual ). These Undead obey his telepathic commands, which can reach anywhere in the lair. Regional Effects The region containing Orcus’s lair is warped by his magic, creating one or more of the following effects: Charnel Realm. The air is filled with the stench of rotting flesh, and buzzing flies grow thick within the region. Undead Beasts. Dead Beasts periodically animate as Undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. If Orcus dies, these effects fade over the course of 1d10 days. Cultists of Orcus Orcus grants his rank-and-file cultists the Undying Soul trait, and his cult leaders can gain the Aura of Death trait. Undying Soul (Recharges after a Short or Long Rest). If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point. Aura of Death. This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the creature and any friendly Undead are immune to the frightened condition and have resistance to radiant damage. Enemies have disadvantage on death saving throws while in the aura. Traits Legendary Resistance (3/Day). If Orcus fails a saving throw, he can choose to succeed instead. Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects. Master of Undeath. Orcus can cast animate dead (at will) and create undead (3/day). He chooses the level at which the spells are cast, and the creatures created by them remain under his control indefinitely. Additionally, he can cast create undead even when it isn’t night. Special Equipment. Orcus wields the Wand of Orcus . Actions Multiattack. Orcus makes three Wand of Orcus , Tail, or Necrotic Bolt attacks. Wand of Orcus. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11) bludgeoning damage plus 13 (2d12) necrotic damage. Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) force damage plus 9 (2d8) poison damage. Necrotic Bolt. Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 29 (5d8 + 7) necrotic damage. Conjure Undead (1/Day). While holding the Wand of Orcus , Orcus conjures Undead creatures whose combined average hit points don’t exceed 500. These creatures magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Spellcasting. Orcus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): At will: detect magic 3/day: dispel magic 1/day: time stop Wand Spellcasting. While holding the Wand of Orcus , Orcus casts one of the following spells (spell save DC 18), some of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3 charges daily at dawn: At will: animate dead (as an action), blight , speak with dead 1 charge each: circle of death , finger of death 2 charges: power word kill Legendary Actions Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Orcus regains spent legendary actions at the start of his turn. Attack. Orcus makes one Tail or Necrotic Bolt attack. Creeping Death (Costs 2 Actions). Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area have vulnerability to necrotic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil\r","Expansion":14934,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Orcwort","description":"The dreadful orcwort is a carnivorous plant usually found in temperate forests, jungles, and heavily-wooded bogs and swamps. The orcwort resembles a massive tree with gnarled and twisted branches. A giant maw full of sharp teeth lies on one side of its trunk, with thick roots that look like spike-covered tendrils framing the tree's base. Hanging from its branches, protected by the dense, bushy foliage that forms its canopy, are 3-foot-long, purple, pear-shaped objects known as wortling pods. Hibernating Predator. The orcwort is dormant for most of the year. It awakens in the middle of spring and sleeps again by early autumn. When it is dormant, it is almost indistinguishable from a normal tree. When it awakens, it becomes a dangerous predator. Over several weeks, it will start to bear wortling pods. The orcwort can produce up to 60 pods during one period of activity, and once mature, the pods fall to the ground and break open, releasing the wortlings. In combat, the orcwort can defend itself by unleashing roots that entangle and grasp at its enemies. The orcwort then attacks with its tentacles, which it uses to bludgeon and grab prey. Those unfortunate enough to get caught by its tentacles are brought to its venomous maw to be eaten and swallowed. Hive Mind. The orcwort sends its wortlings to scout the region within 10 miles of the orcwort, like an ant queen sending its ant workers to scavenge for food. The orcwort acts as a central communication hub for all the wortlings, all linked and acting as a single entity. Once a wortling finds suitable prey, such as a humanoid settlement, the orcwort makes all the wortlings converge toward that area. The wortlings, acting like a raiding party, descend on the settlement, incapacitating and capturing as many creatures as possible and carry them back alive to be devoured by the orcwort. The process is repeated until the orcwort has fed enough or it is time for it to hibernate. The orcwort then uproots itself and wanders for days until it finds a suitable spot to hibernate. Once it reaches its dormant state, the wortlings become inanimate and die. It is possible that a single orcwort can wreak havoc on several settlements during a single period of activity. Monstrous Partnerships. An orcwort is usually a solitary creature. On rare occasions, an orcwort may cohabitate with hags, harpies, kapres, malignos, quicklings, and tikbalangs, who protect it during its dormant state. In return, these creatures take the spoils of those the orcwort has eaten and loot and ransack whatever village or settlement it has decimated. Traits False Appearance. If the orcwort is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the orcwort move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the orcwort is animate. Wortling Link. The orcwort can see through and communicate telepathically with any of its wortlings within 10 miles of it. Actions Multiattack. The orcwort makes three Tendril attacks. It can use Bite or Swallow in place of one Tendril attack. Tendril. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 7 (2d6) piercing damage and if the target is Large or smaller creature, it is also grappled (escape DC 18). Until this grapple ends, the target is restrained. The orcwort has six tendrils, each of which can grapple only one target. Each tendril can be attacked (AC 16; 30 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the orcwort, which can use an action to grow a replacement tendril. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature it is grappling with. Hit: 20 (4d6 + 6) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the creature is incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Swallow. The orcwort makes one Bite attack against a target. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the orcwort, and it takes 17 (5d6) acid damage at the start of each of the orcwort's turns. An orcwort can have up to four Small, two Medium, or one Large creature swallowed at a time. If the orcwort takes 20 damage or more on a single turn from the swallowed creature, the orcwort must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the orcwort. If the orcwort dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Bonus Actions Entangling Vines (Recharge 5-6). The orcwort animates roots and vines in a 20-foot radius centered on the orcwort. These plants turn the ground in that area into difficult terrain. Each creature of the orcwort's choice in that area when the effect begins must succeed on a DC 18 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 18 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the orcwort dies or uses Entangling Vines again.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"unaligned","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Oread","description":"Nymphs are powerful fey who embody the splendor of the natural world. Architects of wild beauty, nymphs are bound to, and protect, the forests, rivers, springs, meadows, mountains, and seas they shape and call home. Nymphs feel a greater kinship to elves than do most other fey, and the two groups resemble each other in general appearance, though nymphs have more obviously supernatural features. Enigmatic Values . All nymphs are incredibly beautiful and demand to be surrounded by aesthetically elegant creatures and items that rival their own appearance. They are chaotic beings that believe in the importance of beauty above all else. Rather than viewing the world in terms of good and evil, most nymphs see only beauty and ugliness. To them, actions that create beauty are laudable; beautiful creatures and objects must be protected. That which destroys or damages beauty, or promotes ugliness, must be eradicated. Secluded Surroundings . Nymphs make homes in the most beautiful locations of the natural world. They augment these places, nurturing the plants, shaping the earth, and purifying the water. Those seeking a nymph should look to the most breathtaking natural landmarks in their vicinity as a sign of her presence. However, intruders are rarely welcome, as most nymphs prefer to live in solitude. Many nymph homes lie on the borders between the fey and the mortal realm. Time passes differently in these locations, and mortals who unwittingly wander into a nymph’s domain for an afternoon may find themselves displaced by centuries in time. Ephemeral Lovers . Many prominent heroes of legend are thought to be the offspring of nymphs. Affairs between nymphs and mortals tend to be fleeting and frequently end in tragedy. Powerful mortals who are seduced into joining nymphs in the fey realm may disappear from the mortal realm for centuries, throwing kingdoms into chaos in the meantime. Nymphs taken into the mortal world as wives and husbands soon pine for the natural splendor of their wild homes, and they usually abandon their mortal families. Types of Nymphs Nymphs are divided into six subraces: dryads of the forests, naiads of lakes and rivers, nereids of the oceans, oreads of the mountains, oceanids of the islands, and aurae of the night sky. Nymphs may be male, female, both, or neither. However, most nymphs possess certain delicate feminine qualities, regardless of their gender, and they are collectively described with feminine pronouns. Nymph Lairs The lair of a nymph is a beautiful, natural place that reflects her type. For example, dryads make their lairs in the branches and roots of a great tree to which she is bound. Naiads often dwell within underwater caves that can only be reached by swimming beneath a river or lake. Oreads may choose picturesque ruins located high in the mountain that she calls home. When a nymph’s lair contains a connection to the fey, or lies within the fey, she gains access to lair actions. Lair Actions On initiative count 20 (losing initiative ties), the nymph can take a lair action to cause one of the following magical effects: The nymph glimpses the future, so that it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. The nymph merges with her surroundings and reappears anywhere in her lair. This ability functions exactly like dimension door except that it requires no components and the range is limited to within the nymph’s lair. Regional Effects The region containing a nymph’s lair is warped by the ephemeral nature of the feywild. Time passes differently in the lair of the nymph. Every day spent there counts as a month in the mortal world. The nymph can decrease this rate of time passage to a week or increase it to a year. Monstrosities, aberrations, fiends, and humanoids with Charisma scores of 8 or less feel extremely uncomfortable in a nymph’s lair. They have disadvantage on all saving throws and ability checks. Oread As the most airy of the nymphs, in demeanor and their chosen domains, oreads are reclusive creatures associated with mountains, skies, and clouds. They are mischievous and selfish, even by fey standards, and one of their favorite pastimes is to take a mortal lover to “paradise.” The lover is only returned to the mortal realm a century or more later, once their families and friends are all dead and gone. This is not always deliberate on the part of the oread—they simply don't give very much thought to the consequences of their actions on the lives of the mortals they beguile. Fey Hunters . Strangely, unlike dryads and most other fey creatures, oreads are consummate hunters. Mortals with exceptional hunting skills are not punished for killing animals on an oread’s land, and may even be rewarded with a boon to improve their prowess. However, oreads take offense at mortal hunters who lack finesse. They are known to transform poor or needlessly cruel hunters into game animals as retribution for sullying their territory. Territorial and Possessive . Oreads are by far the most territorial of all nymphs. They may suffer mortal trespassers in their lands for a time, but always with the understanding that their sovereignty over that land must be honored and reaffirmed. They expect visiting mortals to make offerings of food and wine at shrines along the roads—failing to do so many provoke the oread into hunting trespassers as game. Additionally, if an oread takes a romantic interest in a mortal who passes through his territory, he may claim that mortal as his “pet.”","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (nymph)","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":5},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Oread","description":"Nymphs Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts. The nymphs of Theros include the following mysterious beings, as well as dryads (presented in the Monster Manual ). Immortal Nature. A nymph doesn't require food, drink, or sleep. Oread Aggressive oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what they can to maximize the impending devastation. Honor Among Fey. Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work to alter the natural course of destruction, neither will they make another nymph's home part of any calamity they encourage. As a result, part of what makes an alseid's field or a dryad's grove seem so blessed is that oreads go out of their way to leave such sites alone. Tales of Fire. The followers of Purphoros regard oreads with special reverence, as myths tell of cagey smiths befriending these nymphs and convincing them to aid in creating phenomenal works. In some tales, a smith finds an oread and allows it to relish in the destruction of a novel or remarkable item. In recompense, the oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even greater wonder. In more tales, though, a smith pursues an oread, then later the mortal's associates find familiar tools and a heap of ashes.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":5432,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Oreioth","description":"A lean, black-bearded young noble from Baldur’s Gate, Oreioth is more at home among the dead than the living. He was cruel almost from the time he could talk, catching small creatures and killing them in hideously inventive ways to savor the power of life and death. He grew to be an embarrassment to his well-off family, who paid a tutor to channel his undeniable intelligence and curiosity into more positive outlets. They didn’t know they had apprenticed the young Oreioth to a necromancer in need of an assistant for his researches. When Oreioth’s master decided he had no more use for his apprentice, he sent Oreioth off to make his own way in the world. Oreioth worked his way northward, robbing graves and using his magic to intimidate or rob anyone weaker than him. Driven out of one decent town after another, he finally sought refuge in an old outlaw’s lair he discovered near Lance Rock. There he commenced his newest round of experiments, avoiding all other living souls. What few social graces Oreioth once possessed are fading rapidly. He has become a megalomaniac, styling himself the Lord of Lance Rock and surrounding himself with zombies and skeletons compelled to heed his every whim. Oreioth barely recognizes his own name anymore, and he harbors dreams of founding a kingdom of undead servitors with himself on the throne. Other Villains Not every troublemaker in the Dessarin Valley is a cultist. Some prefer to keep their affiliation with the elemental cults secret, while many more have nothing to do the cults. This section presents a collection of villains from the introductory adventures and side treks in chapter 6. Traits Grim Harvest. Once per turn when Oreioth kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell’s level. Spellcasting. Oreioth is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): chill touch, minor illusion, prestidigitation, shocking grasp 1st level (4 slots): false life, mage armor, magic missile, ray of sickness 2nd level (3 slots): crown of madness, misty step 3rd level (3 slots): animate dead, vampiric touch Swift Animation (Recharges after a Long Rest). When a living Medium or Small humanoid within 30 feet of Oreioth dies, he can use an action on his next turn to cast animate dead on that humanoid’s corpse, instead of using the spell’s normal casting time. Actions Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":7390,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Oren Yogilvy","description":"Oren came to Northfurrow's End looking for easy work and found it. He sings for his supper, drinks like a fish, and wanders the fields at night dreaming up new lyrics to entertain the inn's other guests. Oren likes to stir up trouble from time to time, but he doesn't have a mean bone in his body. Ideal. \"Music is food for the soul.\" Bond. \"You had me at 'Can I buy you a drink?'\" Flaw. \"I have a knack for putting myself in harm's way. Good thing I'm lucky!\" Traits Halfling Nimbleness. Oren can move through the space of any creature that is of a size larger than his. Lucky. When Oren rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll. Stout Resilience. Oren has advantage on saving throws against poison. Actions Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Oren carries four daggers.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (strongheart halfling)","Alignment":"chaotic good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Oriq Blood Mage","description":"Oriq blood mages create deadly weapons formed of their own blood. They can also sense the life energy within nearby creatures, making the blood mages almost impossible to ambush. Oriq The Oriq are a secret society of mages who wield forbidden magic in the service of their leader, Extus Narr. Narr was in consideration for elevation to the role of Oracle of Strixhaven, but when the Founder Dragons passed him over in favor of Jadzi, his bitterness knew no bounds. He now uses the Oriq to gather the spells and magical energy he needs to summon a devastating being, the Blood Avatar, to destroy Strixhaven. The Oriq work in secret, infiltrating Strixhaven to search for the magic their master covets and watch for impressionable students and embittered faculty they might turn to their cause. The Oriq take pains to hide their true allegiance and wear masks to hide their identities. These masks have magical properties that function only for their intended wearers. Traits Blood Aegis. The AC of the blood mage includes its Constitution modifier while it isn’t wearing armor or wielding a shield. Oriq Mask. The blood mage wears an Oriq mask. While wearing the mask, the blood mage can’t be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma (Deception) checks (included above). Sanguine Sense. While the blood mage isn’t blinded, it can see any creature that isn’t an Undead or a Construct within 60 feet of itself, even through total cover, heavily obscured areas, invisibility, or any other phenomena that would prevent sight. Actions Multiattack. The blood mage makes two Blood Lash attacks. Blood Lash. Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) necrotic damage. If the target is a creature, it can’t regain hit points until the start of the blood mage’s next turn. Blood Boil (Recharge 4–6). The blood mage chooses a point within 150 feet of itself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of the blood mage’s choice that it can see in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 38 (7d10) necrotic damage and is incapacitated until the end of its next turn. On a success, a creature takes half as much damage and isn’t incapacitated. A creature dies if reduced to 0 hit points by this necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Warlock)","Alignment":"Typically Neutral Evil","Expansion":12501,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Oriq Recruiter","description":"Oriq recruiters are subtle mages who infiltrate Strixhaven in service to their order. They are adept at blending in, watching for powerful but underperforming mages and students who have fallen through the cracks of the institution. The recruiters approach and befriend these individuals either as potential recruits to the Oriq or as assets who can help the Oriq acquire spells, rare spell components, or knowledge from Strixhaven. Oriq The Oriq are a secret society of mages who wield forbidden magic in the service of their leader, Extus Narr. Narr was in consideration for elevation to the role of Oracle of Strixhaven, but when the Founder Dragons passed him over in favor of Jadzi, his bitterness knew no bounds. He now uses the Oriq to gather the spells and magical energy he needs to summon a devastating being, the Blood Avatar, to destroy Strixhaven. The Oriq work in secret, infiltrating Strixhaven to search for the magic their master covets and watch for impressionable students and embittered faculty they might turn to their cause. The Oriq take pains to hide their true allegiance and wear masks to hide their identities. These masks have magical properties that function only for their intended wearers. Traits Misdirecting Defense. The AC of the recruiter includes its Charisma modifier while it isn’t wearing armor or wielding a shield. Oriq Mask. The recruiter wears an Oriq mask. While wearing the mask, the recruiter can’t be targeted by any divination magic or perceived through magical scrying sensors, and it adds double its proficiency bonus to Charisma (Deception) checks (included above). Actions Multiattack. The recruiter makes two Psychic Knife attacks. It can use Spellcasting in place of one of the attacks. Psychic Knife. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 21 (5d6 + 4) psychic damage. Spellcasting. The recruiter casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: disguise self , silent image 2/day: charm person 1/day: suggestion","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Warlock)","Alignment":"Typically Lawful Evil","Expansion":12501,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Orlekto","description":"Orlekto is in love with Princess Mirarn and wants to see her become Queen of the Wyrmskull Throne . (If Mirran is dead, Orlekto aims to avenge her.) If the opportunity to eliminate Hekaton or Serissa presents itself. Orlekto seizes it. Until then, he conceals his treacherous nature. Ideal. \"Storm giants should rule the world. Weak leaders have let dragons and others steal what the gods gave to us!\" Bond. \"I serve Princess Mirran and her alone.\" Flaw. \"For Mirran's love or my revenge, I'd betray my king and my honor.\" Traits Amphibious. The giant can breathe air and water. Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). The giant can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing Actions Multiattack. The giant makes two greatsword attacks. Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage. Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. Lightning Strike (Recharges after a Short or Long Rest). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (male)","Alignment":"chaotic evil","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Ormur","description":"Ormur the Great Serpent Ormur is the Yoten serpent that Hel brought into Grimnir during the Exodus. She has lived in the great sea and her children have given the Serpent Sea its name. She believes it is her right—and the right of her children—to feed on all things that enter the sea. She dislikes the raiders for slaying her children and for not providing sufficient offerings. She is convinced that Grimnir is meant to be her world—after all it was created from her father, Mirgal. The mortals upon it do not deserve it. These thoughts are amplified by Boða's mental manipulation of Ormur. She does not understand that Ragnarök will actually destroy her children and the Serpent Sea itself. Roleplaying Ormur The heroes never really communicate with Ormur but they might indirectly have contact with the creature—perhaps via magical means. Content. She may come across as simple but more accurately she’s been comfortable for centuries, slowly growing. Ponderous. Though she reacts swiftly when threatened, thinking new thoughts takes her time. If spoken to telepathically it might take minutes for her to form a comprehensible answer. She rushes nothing and though she might be slow to communicate, she is both intelligent and wise. Single-Minded. The more she eats the more serpents she can produce—she is always hungry, and her hunger is expanding as she herself grows ever larger. Saga Actions Death Throes. When Ormur reaches zero hit points, all negative conditions upon her are removed and she takes a full turn against The Cursed Raider, using all of her attacks against their foe. Any poison damage delivered to the Cursed Raider in this way is doubled. She also amplifies the poison in each poisoned creature within 150 feet of her. Each takes 13 (2d12) poison damage. Lair Actions When fighting inside her lair, Ormur can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Ormur can take one lair action to cause one of the following effects: Rain of Death. A torrential downpour of toxins briefly covers the lair. Ormur may choose 3 unoccupied squares within its lair and create a Caustic Puddle in each chosen square. Creatures inside the lair must make a DC 22 Constitution saving throw or be poisoned for 1 minute. If a poisoned creature fails the saving throw, they instead take 13 (3d8) poison damage. Flood. Ormur causes all active Caustic Puddles to grow in size. Each Caustic Puddle within 1 mile of Ormur increases its radius by 5 feet. If this would cause a puddle to expand into a creature’s square, the creature is considered to have stepped into it. Wave of Destruction. Ormur causes a Caustic Puddle to rise and flow, creating a toxic tidal wave. The wave then flows in a direction of Ormur’s choosing, creating a 100-foot-long line as wide as the original puddle. Each creature in the line must make a DC 22 Constitution saving throw or take 28 (8d6) poison damage. Creatures that fail the save are poisoned until the end of their next turn. Once the tidal wave finishes traveling, the Caustic Puddle moves to the final square. Lifegiver. Ormur causes a poisonous golem to rise from a chosen Caustic Puddle, removing the puddle. The poisonous golem acts immediately after the lair action, has an AC of 10 and 30 hit points, and is allied to Ormur. On its turn, the golem can move 30 feet and attempt a single melee attack (+8 to hit). On a hit, the golem deals 19 (3d12) poison damage and the target is poisoned until the end of the target’s next turn. Golems last until killed and, upon death, drop a Caustic Puddle in the square they occupied. Ormur can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row. Ormur's Lair Actions Ormur will certainly use her Lair Actions during Ragnarök (Chapter 12), but feel free to have her exert her influence earlier, to inspire fear in the heroes.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity (Yoten)","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":25},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Orniraptor","description":"A clumsy-looking flightless bird with a short, conical beak and no feathers or skin stares blankly with its single eye. Its organs are held in place by a slimy, transparent membrane. Nearly Mindless. Orniraptors are creatures of pure instinct and share more in common with the basest vermin than with beasts. They attack anything that moves and peck off bits and pieces of their prey as they hunt, gobbling bites as it flees. Troublesome Pests. Orniraptors tend to be more troublesome than dangerous, due to their persistence in striking at anything that moves. However, the creatures are capable of sharing their perceptions when near each other. This makes them particularly deadly when one notices something move and dozens of orniraptors suddenly converge on that point. Quiet Yet Loud. Orniraptors have no vocal organs and simply squawk soundlessly as they go about their business. Their movements tend to be jerky and clumsy, though, and therefore quite audible.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Orog","description":"He worked his serrated long knife savagely, tearing out the king’s throat to the howls of approval from his legions. The ferocious orc didn’t stop there, digging and ripping the blade back and forth unrelentingly until he took the head off the dwarf king’s shoulders. —An account of War Chief Hartusk’s brutality in the aftermath of the Battle of the Cold Vale Orcs Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks. Gruumsh One-Eye. Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk. Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god’s eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor. Tribes like Plagues. Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied. Ranging Scavengers. Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes’ villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches. When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory. On rare occasions, a tribe’s leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites. Leadership and Might. Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength. Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers. Orc Crossbreeds. Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs’ drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon. Orog Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the orc goddess Luthic. Like Luthic, orogs prefer to live underground, although the scarcity of food often brings them to the surface to hunt. Orcs respect an orog’s strength and cunning, and a lone orog might command an orc war band. Stronger and Smarter. An orog uses its strength to bully other orcs and its intelligence to surprise enemies on the battlefield. Many an overconfident elf, human, or dwarf commander has watched a “simple” orc warlord execute a clever maneuver to outflank and destroy an opposing force, not realizing the orc is an orog. When encountered in great numbers, orogs form their own detachments within much larger orc hordes, and they are always at the forefront of any attack, relying on their superior strength and tactical insight to overcome anything that stands in their way. Few orc tribes actively seek out orogs to bolster their ranks. The orogs’ superiority makes them ideal leaders, and thus deadly rivals to orc war chiefs, who must be wary of orog treachery. Detached Killers. Wanting nothing more than to hack their enemies to pieces, orogs are a terrifying presence on the battlefield. They form no attachments, even to their parents and siblings, and have no concept of love or dedication. They worship the orc pantheon of gods—Gruumsh and Luthic foremost—because they believe that the gods have strength beyond reason, and physical might is all they respect. Servants of Darkness. Mistrusted by orcs, some orogs form independent mercenary war bands that sell themselves to the highest bidder. As long as they are rewarded, orog mercenaries gladly serve as elite warriors and shock troops for evil wizards, depraved giants, and other villains. Traits Aggressive : As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Actions Multiattack : The orog makes two greataxe attacks. Greataxe : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. Javelin (Melee) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Javelin (Ranged) : Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Orog Battle Priestess of Luthic","description":"The orog battle priestesses of Luthic raise and guide orcs to become warriors. They ensure their orc allies do not break ranks and turn on each other. In battle, they can empower their wounded allies, cursing the enemies they hit. Traits Voice of Luthic. Provided the orog isn't incapacitated, an ally that starts its turn within 30 feet of the orog and can hear the orog gains 4 (1d8) temporary hit points and advantage on saving throws against being charmed and frightened until the start of its next turn. Spell Penetration. When the orc casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Actions Multiattack. The orog makes two Warhammer attacks. Alternatively, it can make one Warhammer attack and cast one spell that takes 1 action to cast. Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage or 9 (1d10 + 4) bludgeoning damage if used with two hands. Spellcasting. The orog casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: guidance, sacred flame (2d8), thaumaturgy, toll the dead (2d8 or 2d12) 1/day each: blindness/deafness, cure wounds, earth tremor, erupting earth, spike growth, stinking cloud Cave Mother's Wrath (1/Day). Each allied orc within 30 feet of the orog that doesn't have all of its hit points can use its reaction to make one melee attack. Any creature hit by an ally while affected by Cave Mother's Wrath has disadvantage on saving throws made against the orog's spells until the end of the orog's next turn. The orog can then make one Warhammer attack as a bonus action. Bonus Actions Aggressive. The orog moves up to its speed toward a hostile creature it can see. Legendary Actions The orog can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The orog regains spent legendary actions at the start of her turn. Move. The orog moves up to half its speed. Warhammer. The orog attacks with its Warhammer. Cast a Spell (Costs 2 Actions). The orog uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Orog Hag of Luthic","description":"These female orog warlocks serve the Cave Mother as her agents of vengeance. Aside from their destructive earth-based elemental spells, they can unleash a blood storm, raining deadly necrotic liquid on their enemies. Actions Multiattack. The orog makes two Claw attacks, or four Claw attacks if she has fewer than half of her hit points remaining. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Spellcasting. The orog casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: chill touch (2d8), disguise self, false life, mage armor, mage hand, lightning lure (2d8) 2/day (as 3rd-level spells): blindness/deafness, earthbind, erupting earth, hellish rebuke, meld into stone, spike growth Blood Storm (Recharge 6). A churning red cloud forms, centered on a point the hag can see within 60 feet of it and spreading to a radius of 30 feet. Blood instantly rains from the cloud and soaks everyone it hits. Each creature under the cloud when it appears must make a DC 13 Constitution saving throw against disease. On a failed save, a creature takes 14 (4d6) necrotic damage and becomes poisoned until the disease is cured. On a successful save, a creature takes half as much damage and isn't poisoned. The cloud dissipates at the end of the turn. Bonus Actions Aggressive. The orog moves up to its speed toward a hostile creature it can see. Legendary Actions The orog can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The orog regains spent legendary actions at the start of her turn. Move. The orog moves up to half her speed without provoking opportunity attacks. Luthic's Embrace. The orog targets a creature she can see within 30 feet of it. The target must succeed on a DC 13 Wisdom saving throw. On a failure, the target takes 4 (1d8) psychic damage and gains disadvantage to attack rolls, ability checks, and saving throws until the end of the orog's next turn. Double Claw Pounce (Costs 2 Actions). The orog moves up to her speed and makes two Claw attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Orog Sergeant","description":"Actions Multiattack. The orog uses Maneuver Allies, if available. It then makes two Greataxe attacks. It can replace one of its Greataxe attacks with Command Ally. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Command Ally. The orog targets one ally it can see within 30 feet of it. If the target can see and hear the orog, the target can use its reaction to make one weapon attack. Maneuver Allies (Recharge 5-6). Up to three allies within 60 feet of this orog that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Bonus Actions Aggressive. The orog moves up to its speed toward a hostile creature it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Orog Warlord of Luthic","description":"This menacing orog is a cunning battle tactician and skilled warrior favored by the Cave Mother. In combat, it wields a pike with deadly skill, terrifies enemies, and inspires its wounded allies into a blood frenzy. The orog warlord will either be the chieftain of an orc tribe or an outcast leader that leads a ragtag lot of humanoid and giant mercenaries. Traits Legendary Resistance (1/Day). If the orog fails a saving throw, it can choose to succeed instead. Actions Multiattack. The orog uses Luthic's Boon. It then makes two Pike attacks. Pike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target . Hit: 10 (1d10 + 5) piercing damage. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Luthic's Boon (Recharge 6). Each orc that doesn't have all of its hit points of the orog’s choice that is within 30 feet of it, can hear it, and not already affected by Luthic's Boon gain advantage on attack rolls until the start of the orog's next turn. Bonus Actions Aggressive. The orog moves up to its speed toward a hostile creature it can see. Hand of Luthic. The orog targets one allied orc it can see within 30 feet of it that doesn't have all of its hit points. If the target can see or hear the orog, the target can use its reaction to make one melee attack with advantage on the attack roll. If the attack hits, the target gains 5 temporary hit points. Reactions Brace. When a creature the orog can see moves within reach of its melee weapon, the orog can make one melee weapon attack against the creature. Legendary Actions The orog can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The orog regains spent legendary actions at the start of its turn. Charge. The orog moves up to its speed. Pike (Costs 2 Actions). The orog makes a Pike attack. Terrify Foes (Costs 1-3 Actions). The orog targets up to 3 creatures it can see within 30 feet of it. If the target can see and hear the orog, the target must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the orog's next turn. A target is paralyzed while frightened in this way. It costs 1 legendary action per target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Orc)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Orphan of the Black","description":"Appearing to be an unkempt human child between the ages of six and ten, this creature has bare feet and long, ragged, dirty nails. The matted mop of hair upon the creature’s head has the odd blade of grass stuck in it. Its face is gaunt, with black, expressionless eyes, and its mouth is twisted into a sneer. Neglectful Beginnings. Once children of the Material Plane, these poor souls were mistreated by their guardians or people in positions of authority. Through their sadness and neglect, they inadvertently opened doorways to the Shadow Realm, and, eager for an escape from their lives, they stepped through the doorways. Over time, the atmosphere of the Shadow Realm corrupted and twisted these children into feral creatures. Orphans of the black carry no weapons or belongings, except for a single tattered blanket or broken toy. Problem with Authority. Orphans of the black hate those who hold command over others. Whenever possible, creatures prominently displaying rank or other titles, along with those who issue orders. An orphan of the black may sympathize with a creature that feels belittled or neglected, and it might forgo attacking the creature to attempt to coerce the creature into becoming an orphan of the black as well.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Orphan of the Black","description":"Appearing to be an unkempt human child between the ages of six and ten, this creature has bare feet and long, ragged, dirty nails. The matted mop of hair upon the creature’s head has the odd blade of grass stuck in it. Its face is gaunt, with black, expressionless eyes, and its mouth is twisted into a sneer. Neglectful Beginnings. Once children of the Material Plane, these poor souls were mistreated by their guardians or people in positions of authority. Through their sadness and neglect, they inadvertently opened doorways to the Shadow Realm, and, eager for an escape from their lives, they stepped through the doorways. Over time, the atmosphere of the Shadow Realm corrupted and twisted these children into feral creatures. Orphans of the black carry no weapons or belongings, except for a single, tattered blanket or broken toy. Problem With Authority. Orphans of the black hate those who hold command over others. Whenever possible, they target creatures prominently displaying rank or other title and those who issue orders. An orphan of the black may sympathize with a creature that feels belittled or neglected, and it might forgo attacking the creature to attempt to coerce the creature into becoming an orphan of the black as well.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral evil","Expansion":5315,"Challenge Rating":2},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Orr, The Grieving Rebirth (1st Form)","description":"Traits Amorphous. Orr can move through a space as narrow as 1 inch wide without squeezing. Cold Absorption. Whenever Orr is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt. Divine Rejuvenation. When Orr drops to 0 hit points, its body collapses into a writhing mass of flesh, whereupon Orr instantly reappears in its second form in an unoccupied space within 60 feet of where its first form was destroyed. Its initiative count doesn't change. Freedom of Movement. Orr ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Immutable Form. Orr is immune to any spell or effect that would alter its form. Innate Spellcasting. Orr's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 3/day each: divine order: reveal, fling, gravitational distortion 1/day each: bury, crush, divine order: transcend* *Orr always succeeds on the saving throw for this spell Legendary Resistance (2/Day). If Orr fails a saving throw, it can choose to succeed instead. Magic Weapons. Orr's weapon attacks are magical. Actions Multiattack. Orr makes two tentacle attacks. Tentacle. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) slashing damage and 13 (2d12) cold damage. If a creature is damaged by this attack twice before the start of Orr's next turn, it must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion. Scream (3/Day). Orr emits a scream of pure rage and agony. Each time it screams before finishing a long rest, the scream is louder and the effect is different, as detailed below. Each creature within 500 feet of Orr and able to hear the scream must make a DC 20 Constitution saving throw. Scream of Pain. Each creature that fails its save is affected by crippling pain for 1 minute. For the duration, the creature’s speeds are reduced to 10 feet and it has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Further, if the target tries to cast a spell, it must first succeed on a DC 20 Constitution saving throw, or the casting fails and the spell is wasted. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Scream Of Harvest. Each creature that fails its save becomes vulnerable to necrotic and cold damage for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Scream of Death. Each creature takes 22 (4d10) cold damage and 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful save. Bonus actions Teleport. Orr magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space. Reactions Warp Magic. Orr casts counterspell at 5th level. Legendary Actions Orr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orr regains spent legendary actions at the start of its turn. Tentacle Attack. Orr makes one tentacle attack. Teleport (Costs 2 Actions). Orr uses Teleport. Cast a Spell (Costs 3 Actions). Orr casts a spell from its Innate Spellcasting trait, expending a use as normal. The result of the union between two beings of power with nothing but hatred for each other. A weeping child unable to control its fury.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration (god)","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":18},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Orr, The Grieving Rebirth (2nd form)","description":"Traits Amorphous. Orr can move through a space as narrow as 1 inch wide without squeezing. Black Frost Shell. Orr starts with 50 temporary hit points. If a creature hits it with a melee attack while it has these hit points, the creature takes 50 cold damage. Freedom of Movement. Orr ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Gravity Bound. Orr is bound by its curse. It can't position itself further than 20 feet away vertically from the ground. If it is moved higher than 20 feet, it immediately begins falling until it is 20 feet above the ground. Innate Spellcasting. Orr's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 3/day each: fling 1/day each: bury, divine order: sacrifice, power word: kill Legendary Resistance (3/Day). If Orr fails a saving throw, it can choose to succeed instead. Magic Weapons. Orr's weapon attacks are magical. Magic Resistance. Orr has advantage on saving throws against spells and other magical effects. Numbing Frost. If Orr damages a creature twice on a turn, the target must make a DC 22 Constitution saving throw. On a failed save, the target takes 17 (5d6) cold damage and is slowed, as per the slow spell, for 1 minute. On a successful save, the target takes half as much damage and isn't slowed. A slowed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Actions Multiattack. Orr uses its Frozen Rebirth. It then makes three tentacle attacks. It can replace up to two tentacle attacks with one maddening shard attack each. Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage and 10 (3d6) cold damage, and Orr can push the target up to 30 feet away in a straight line. Maddening Shard. Ranged Spell Attack: +14 to hit, range 150 ft., one target. Hit: 24 (3d10 + 8) cold damage, and if the target is a creature, it must succeed on a DC 22 Wisdom saving throw or gain a short-term madness. Frozen Rebirth. Orr summons 1d4 hunters in empty spaces it can see within 120 feet of it. The hunters are under Orr's control, are immune to cold damage, and gain a +4 bonus to attack and damage rolls. Orr can have no more than five hunters under its control at one time. Bonus actions Vanish. Orr explodes in a blast of rime and wind. Each creature within 60 feet of it must make a DC 22 Constitution saving throw, taking 17 (5d6) cold damage on a failure, or half as much damage on a success. Creatures touching metal objects (for example, carrying metal weapons or wearing metal armor) automatically fail this saving throw. Orr then reappears in an unoccupied space of its choice that it can see within 120 feet of it. Reactions Devour Magic. When a creature Orr can see within 60 feet of it casts a spell, Orr casts counterspell at 5th level. If it successfully counters the magic, it regains hit points equal to three times the spell's level (0 for cantrips). Legendary Actions Orr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Orr regains spent legendary actions at the start of its turn. Tentacle Attack. Orr makes one tentacle attack. Teleport (Costs 1 Actions). Orr uses its Vanish. Cast a Spell (Costs 2 Actions). Orr casts a spell from its Innate Spellcasting trait, expending a use as normal.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration (god)","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":20},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Ort","description":"Orts are large, rodent-like omnivores that are especially common in and under the Kaladrun Mountains. They measure up to four feet in length and weigh between 60 and 100 pounds. Their long bodies are covered with short, coarse black fur that grows over their thick hides. They can be found alone, but often hunt larger prey in packs, which can be dangerous if happened upon during a hunting frenzy. The dwarves that live underneath the Kaladruns have managed to domesticate some of these creatures, but even these tend to be easily angered and mean-spirited. Animals The crucible that was life after the Sundering affected the animals of Aryth as much as any, and some within the fey woodlands of Erethor were slowly transformed by it. Some animals devolved into an even more feral state than before, becoming swifter, stronger, and more aggressive in their hunt for food and quest for survival. Other animals expressed their inner nature by growing more intelligent and forming societies within their territory. These new creatures, the first dire animals known to the world, warred with the fey over territorial rights to the idyllic glades and pristine rivers of Erethor for thousands of years. At the end of the First Age, with the growing threat of the Shadow falling over all Eredane’s lands, Aradil called a council with the leaders of the dire animals, who also felt evil seeping into the land. From this great summit came the Dire Pact, an alliance born of mutual need that has grown into a true kinship between the fey and dire animals. The animals of the world play another role as well, one firmly under the control of Izrador. When he recruited and shaped the astiraxes as his servants, he saw an opportunity to further exploit Aryth’s natural resources. Though the malevolent spirits were not powerful enough to possess the intelligent bodies of humans or fey, they do have power over the beasts of the world. And so it was that the dark god corrupted the animals of the natural world, such that the forces of light could never look at their trusted and loyal companions, or the innocent and wild creatures with which they shared the world, without feeling a twinge of fear, suspicion, or distrust. Adventurers who travel with animal companions are viewed with even more suspicion than most strangers, at least by those who are aware of the astiraxes’ existence—what insanity must a person have to travel with a companion who could at any time become a servant of Shadow? Still, rumors of the heroism of the dire animals of Erethor have filtered to the human lands despite the Shadow’s best attempts to spread lies and misinformation about them, which has helped inspire a reverence toward animal-kind in many cultures. As a result, totemism is on the rise, especially among the halflings and those human communities who are in contact with them. Man’s Worst Enemy? Many of the cultures in the occupied lands have fast developed superstitions surrounding pets. In the Westlands and river communities around the Ardune, stories of the wogrens have led the people to believe that the ghosts of animals come back to protect their former masters. Thus, pets are kept for one year, after which time they are ritually sacrificed in hopes that the animals’ spirits will come back to protect the owners. In Erenhead, it is widely believed that feeding salt from the sea near Baden’s Bluff makes an animal immune to astirax possession. This faulty superstition has been the downfall of several resistance cells, whose members too easily let loose secrets while their “protected” pets skulked about, listening. The traitor princes and collaborators in the eastern cities around the Sea of Pelluria believe that it is a great honor to have one’s pet inhabited by an astirax, and so families keep many pets and often seek out bits of information so that they can tell them to their animals. The preponderance of false stories has led legates to actually discount much of what they hear, ironically lessening the chances that an astirax will actually possess a family pet during an investigation. Common Animals of Eredane Animal-kind has not flourished under the Shadow’s occupation. Existing domesticated herds were quickly depleted by armies on the march through Erenland, and rumors of the legates’ “demon ghosts” quickly made city dwellers nervous about keeping pets and allowing strays to roam the streets. As a result, pets have become scarce in large cities, and villages from the Dornish Northlands to the southern coasts have developed superstitions regarding animals. Among the free peoples of Eredane, concern over the use of animals as spies has grown in the last 100 years. Where possible, ranches and slaughterhouses are well controlled and placed some distance from cities. Even many legates do not trust having animals around, other than those inhabited by their companions, afraid that an enemy’s astirax might be spying on their activities. Nevertheless, most animals can be found somewhere in Eredane, especially those with profiles in the SRD or other popular supplementary materials. If an environment would typically have these creatures (wolves in northern forests, for example, or snakes in humid swamps), the creatures can also be found in Eredane’s equivalent environments. Traits Keen Smell. The ort has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The ort has advantage on attack rolls against a creature if at least one of the ort’s allies is within 5 feet of the creature and isn’t incapacitated. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":30504,"Challenge Rating":0},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Orthon","description":"When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. Orthons are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse. Unseen and All-Seeing. Orthons are infamous for their sharp senses. Because an orthon can become invisible⁠ at will, its quarry is often unaware of being hunted until the orthon strikes. The orthon’s invisibility⁠ can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it. A Sporting Chance. Orthons value the challenge of the chase and the thrill of one-on-one combat⁠ above all else. An orthon’s first loyalty is to its archduke, but if it has no immediate assignment, an orthon might work for anyone who offers it the promise of a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells. Traits Invisibility⁠⁠ Field. The orthon can use a bonus action to become invisible. Any equipment⁠ the orthon wears or carries is also invisible⁠ as long as the equipment⁠ is on its person. This invisibility⁠ ends immediately after the orthon makes an attack roll or is hit by an attack⁠. Magic Resistance⁠. The orthon has advantage on saving throws against spells and other magical effects. Actions Infernal Dagger⁠. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned⁠ target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Brass Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) piercing damage, plus one of the following effects: Acid. The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. Blindness (1/Day). The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon’s next turn. Concussion. The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. Entanglement. The target must make a successful DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained⁠ creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained⁠ creature must make a successful DC 17 Dexterity saving throw or become similarly restrained⁠. Paralysis (1/Day). The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed&#8288; target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tracking. For the next 24 hours, the orthon knows the direction and distance to the target, as long as it’s on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there. Reactions Explosive Retribution. When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger⁠, and its brass crossbow.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Orthon","description":"When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. These devils are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse. Orthons are infamous for their sharp senses. Because an orthon can become invisible at will, its quarry is often unaware of being hunted until the orthon strikes. This invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it. Orthons value the challenge of the chase and the thrill of one-on-one combat above all else. An orthon’s first loyalty is to its archduke, but one with no immediate assignment might work for anyone who promises it a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells Traits Magic Resistance. The orthon has advantage on saving throws against spells and other magical effects. Actions Infernal Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) force damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Brass Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 3) force damage. The target also suffers one of the following effects of the orthon’s choice; the orthon can’t use the same effect two rounds in a row: Acid. The target must make a DC 17 Constitution saving throw, taking 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. Blindness. The target takes 5 (1d10) radiant damage. In addition, the target and each creature within 20 feet of it must succeed on a DC 17 Dexterity saving throw or be blinded until the end of the orthon’s next turn. Concussion. The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one. Entanglement. The target must succeed on a DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. The target can escape by taking an action to make a DC 17 Strength or Dexterity check and succeeding. Paralysis. The target takes 22 (4d10) lightning damage and must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tracking. For the next 24 hours, the orthon knows the direction and distance to the target, as long as it’s on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there. Bonus Actions Invisibility Field (Recharge 4–6). The orthon becomes invisible. Any equipment it wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after it makes an attack roll or is hit by an attack roll. Reactions Explosive Retribution. In response to dropping to 15 hit points or fewer, the orthon explodes. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. The orthon, its infernal dagger, and its brass crossbow are destroyed.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Orthrus","description":"A vicious snarl and a low growl issue from the two-headed pinscher. As both sets of lips curl back, the canine crouches and raises its tail, revealing a hissing serpent's head. An orthrus is a loyal, two-headed guard dog with a serpent for a tail. The creatures are smarter than the average canine and have an innate ferocity that keeps them fighting until the bitter end. Named for a Queen. The first orthruses were bred by a sorcerer queen of the same name to be palace guardians. She bred into the dogs an undying loyalty to the owner that raises them. Though she has long since died, her legacy lives on in the breed. Orthruses form monogamous pairs that only mate every few years and produce a brood of one or two pups, making them extremely rare. The combat prowess, rarity, and loyalty of orthruses make them an expensive, sought after breed. Loyal Guardians. Orthruses normally follow directives to the letter but their above-animal intelligence allows them some level of critical thinking, adaptation, and interpretation. They are the favored guardians of mages, wealthy nobles, and merchants who have plenty to protect. Some farmers save their copper pieces to buy an orthrus to protect livestock from predators while bandits and other criminals steal to acquire orthrus pups. Three Heads in Harmony. An orthrus has three heads but one mind. All of the canine's brains work together so it moves with a fluid grace. The heads of an orthrus never snap, hiss, or growl at each other. They understand that only one head needs to eat and breathe to benefit the entire creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Orthrus","description":"Chimera, Orthrus Orthruses are two-headed wolf-hounds with shaggy coats, dark sooty gray above and paler ashy gray on their undersides, with a long serpentine tail ending in a third, snake-like head. They were created by the same chthonic mastors that created the all chimeras as the male counterparts to their leonine cousins. However, after generations their monstrous brood grew too unstable and their creators adapted the chimeras to reproduce on their own. Orthruses found themselves no longer needed and even hated by these new chimeras, and so most retreated to the farthest reaches of the world, where the cruel chimeras would not hunt them down. There some still lurk, licking their wounds and seeking the occasional lone chimera to force themselves upon and mate with, spawning more of their kind with great wolves and waiting for the day they can rise against their oppressors. Some orthruses have abandoned their dreams of vengeance and simply seek to live in plenty. These rare orthruses establish their own packs or even take up service with powerful masters like geryoneos, seeing in them a multi-headed kinship. These orthruses are typically neutral in alignment rather than neutral evil.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Orthus","description":"A massive canine with two heads, born from Typhon and Echidna, the progenitors of the most terrible monsters. He is the sibling of Cerberus, the Lernean Hydra, the Nemean Lion and the Sphinx. However, despite belonging to such a fearsome bloodline, he settled for companionship with a peaceful giant named Geryon as his owner. They lived a peaceful life on the island of Erytheia until the arrival of Heracles, who was tasked with taking all of Geryon’s cattle for King Eurystheus. Orthus sprung forward, but could have never been prepared for the god-like strength of this man. Returned from the Grave. Much like other powerful monsters, Orthus escaped the clutches of the afterlife. Whether by dark machinations and rotten magic or by the kindness of a higher power is unknown. Alongside the resurrected Geryon, they pick and choose followers of Heracles to slay in an attempt to get some manner of revenge. Monstrosities Monsters have been common amongst the obstacles of heroes since ancient times. These monsters are often born from terrible primordial beings and the damning hubris of the gods. Traits Magic Resistance. Orthus has advantage on saving throws against spells and other magical effects. Pack Tactics. Orthus has advantage on an attack roll against a creature if at least one of Orthus' allies is within 5 ft. of the creature and the ally isn't Incapacitated. Reckless. At the start of his turn, Orthus can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. Two Heads. Orthus has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Wakeful. When one of the Orthus' heads is asleep, his other head is awake. Actions Multiattack. Orthus makes three attacks: two with his bite and one with his claws. Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 22 (3d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Claws. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 19 (3d8 + 6) piercing damage. Bite (While Raging). Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 25 (3d10 + 9) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Claws (While Raging). Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 22 (3d8 + 9) slashing damage. Bonus Actions Rage Against the Hero (Recharges after a short or long rest). Orthus can enter a rage at the start of his turn. The rage lasts for 1 minute or until Orthus is incapacitated. While raging, Orthus gains the following benefits: Orthus has advantage on Strength checks and Strength saving throws. When he makes a melee weapon attack, Orthus gains a +3 bonus to the damage roll. Orthus has resistance to bludgeoning, piercing, and slashing damage. All attacks deal an additional 14 (4d6) damage to followers or descendants of Heracles.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"neutral","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Ortifex","description":"A large, rotting heart floats forward, its hypnotic heartbeat echoing all around it. Vampiric Hunters. An ortifex’s singular purpose is to absorb blood from living creatures. When seeking blood, it disorients victims with an ominous, hypnotic heartbeat, then magically siphons their blood, leaving behind a shriveled carcass. Harvested from Giants and Dragons. Only large hearts can be made into ortifexes, which are typically created from the hearts of giants, dragons, and particularly large beasts. Necromancers who create ortifexes for vampiric clients pay well for a sizeable heart, especially if it is minimally decomposed. Agents of Oppression. When a blood cult, necromancer, or intelligent undead wants to demoralize a village or demand a sacrifice, it often sends an ortifex to collect payment in blood. Undead Nature. An ortifex doesn’t require air, food, drink, or sleep. Ortifex in Midgard The Red Sisters, who operate openly in the Greater Duchy of Morgau, regularly gift ortifexes as rewards for favors rendered. Recent reports tell of a secret meeting between King Lucan and Marena’s high priestesses regarding the possibility of extracting the heart of a Dread Walker in the Wasted West and turning it into a massive ortifex for the Blood Kingdom.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Oruk Shock Trooper","description":"Many of the legions single out the strongest and deadliest fighters and gather them into elite units. These are the oruk shock troopers , the biggest and strongest orcs the legions have to offer. They eschew the typical ranked fighting tactics of the legion, preferring to break the lines of their foes with great sweeps from massive vardatches that require two hands to wield. A promising orc warlord may lead a cohort of oruk shock troopers, while the most feared and successful warlords may command entire hosts of the feared warriors. They are almost always sent where the fighting is thickest, to smash the cream of the enemy army and drive their foes to despair and ruin. Orc Legionaries The orc legionaries are brutal warriors and hardened fighters. Even after 100 years of conquest, they still make up the core of Izrador’s armies. Each orc legionary is well-equipped for war, with a spear, shield, and heavy vardatch. They train to fight in ranks, though they are also dangerous combatants on their own. Typically, orcs deploy in cohorts of roughly 100 legionaries (or 10 spears ). The cohorts fight in rectangular formations, with half their spears forward and half waiting a few yards behind, ready to be thrown into the fight. Some orc legionaries show more independence and aptitude. These orcs may be given composite shortbows and deployed as skirmishers on a cohort’s flanks. There they harry their foes with arrow fire and protect a cohort from flank attacks. Most legion cohorts have one or two spears made up of these legion vanguards, although some legions are known to eschew skirmishers in favor of more muscle on the fighting line. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Actions Multiattack. The oruk may attack twice with its heavy vardatch. Heavy Vardatch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (1d12+6) slashing damage. Power Slam. Up to three medium or smaller creatures within 5 ft. of the oruk and 5 ft., of each other must make a DC 14 Strength saving throw or be knocked prone and suffer 6 (1d4+4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (orc)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":2},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Orzhov Giant","description":"A few giants join the ranks of the Orzhov Syndicate and serve as guards, executioners, and thugs—the muscle of the guild. The presence of Orzhov giants in markets and streets serves as an effective reminder for business owners to keep their payments up to date. Traits Focus. As a bonus action, the giant can target a creature it can see within 30 feet of it and make that creature its focus. The target remains the giant’s focus for 1 minute, or until either the target or the giant drops to 0 hit points. When the giant makes an attack roll against its focus, it adds a d4 to its attack roll. If the giant attacks a different target while it has a focus, it subtracts a d4 from its attack roll. Actions Multiattack. The giant makes two greataxe attacks. Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. If the Orzhov giant scores a critical hit, it rolls the damage dice three times, instead of twice. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"lawful evil","Expansion":7,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Oscar Yoren","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Expansion":21300,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Oshundo the Alhoon","description":"Traits Magic Resistance. Oshundo has advantage on saving throws against spells and other magical effects. Spellcasting. Oshundo casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): At will: dancing lights , detect magic , detect thoughts , disguise self , mage hand , prestidigitation 1/day each: dominate monster , globe of invulnerability , invisibility , modify memory , plane shift (self only), wall of force Actions Multiattack. Oshundo makes two Chilling Grasp or Arcane Bolt attacks. Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit : (4d6) cold damage. Oshundo regains 14 hit points if the target is a creature. Arcane Bolt. Ranged Spell Attack: +8 to hit, reach 120 ft., one target. Hit : (8d6) force damage. Thundering Blast (Recharge 5-6). Oshundo emits a wave of domineering energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 4d8+4 thunder damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions Negate Spell (3/Day). Oshundo targets one creature it can perceive within 60 feet of itself that is casting a spell. If the spell is 3rd level or lower, the spell fails, but any spell slots or charges aren’t wasted.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (Mind Flayer, Wizard)","Alignment":"neutral evil","Expansion":25525,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Ossiazzxontyr","description":"Ossiazzxontyr, the enigmatic dragon oracle, resides near the Abysmal Rift. The adult dragon is a revered source of insight into the future. Seekers from all corners of the Isles are drawn to his wisdom, offering treasures to expand his hoard in exchange for glimpses into destiny. Ossiazzxontyr's divinations attract wealth and reputation, establishing him as the sought-after and manipulative seer of the land and seas. Unbeknownst to the seekers, the dragon oracle harbors a relentless hunger for power. He is calculating and charismatic, with an insatiable greed that drives him to amass as much influence and riches as possible.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"lawful evil","Expansion":26071,"Challenge Rating":17},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Ostinato","description":"A bit of catchy, repetitive music emanates from nowhere, drifting and moving as if dancing in the empty air. Born from Drama. Incredibly moving arias, passionate performances, and ditties that drive you mad are often the product of ostinatos. These creatures of living music are born from overwrought emotions, and they feed off the vitality and personality of mortals. Song Searchers. Ostinatos wander the mortal world as repetitive snippets of song, searching for hosts and rich feeding grounds. They enter hosts secretly, remaining undetected to prolong their voracious feasting as long as possible. Traits Incorporeal Movement: The ostinato can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Invisibility: The ostinato is invisible as per a greater invisibility spell. Magic Resistance: The ostinato has advantage on saving throws against spells and other magical effects. Actions Multiattack: The ostinato makes two cacophony ray attacks. Cacophony Ray: Ranged Spell Attack : +7 to hit, range 60 ft., One target. Hit : 16 (3d10) thunder damage. Aural Symbiosis (1/Day): One humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with it, becoming an enjoyable, repetitive tune in its host’s mind. The ostinato can’t be targeted by any attack, spell, or other effect. The target retains control of its body and is aware of the ostinato’s presence only as a melody, not as a living entity. The target no longer needs to eat or drink, gains the ostinato’s Magic Resistance trait, and has advantage on Charisma checks. It also has disadvantage on Wisdom saving throws and it can’t maintain concentration on spells or other effects for more than a single turn. The target can make a DC 13 Wisdom (Insight) check once every 24 hours; on a success, it realizes that the music it hears comes from an external entity. The Aural Symbiosis lasts until the target drops to 0 hit points, the ostinato ends it as a bonus action, or the ostinato is forced out by a dispel evil and good spell or comparable magic. When the Aural Symbiosis ends, the ostinato bursts forth in a thunderous explosion of sound and reappears in an unoccupied space within 5 feet of the target. All creatures within 60 feet, including the original target, take 21 (6d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw. The target becomes immune to this ostinato’s Aural Symbiosis for 24 hours if it succeeds on the saving throw or after the Aural Symbiosis ends. Voracious Aura (1/Day): While merged with a humanoid (see Aural Symbiosis), the ostinato feeds on nearby creatures. Up to nine creatures of the ostinato’s choice within 60 feet of it can be targeted. Each target must succeed on a DC 13 Charisma saving throw or take 3 (1d6) necrotic damage and have its hit point maximum reduced by the same amount until it finishes a long rest. The target dies if its maximum hit points are reduced to 0. Victims notice this damage immediately, but not its source.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Expansion":3,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Oth","description":"Oth are soozes that have lived at least 100 years. The oth command the soozes and pilot the strange oozing ships which carry the shoth from world to world. Oths take their orders from droths and negotiate with the creatures of a world. Their magic and natural charm help them to lead a creature, people, or species to the zolvs. Oths are large humanoids with four appendages, and they wear hooded cloaks. Their zoms are stored inside their chest and pulse rhythmically like a mortal heart. Friendly. Oths are charismatic and friendly creatures, despite their oozing appearance. They have excellent senses of humor and can get along with nearly everyone. They sincerely want what is in the best interests of their allies. However, they work tirelessly to move their allies towards being dissolved since they see it as the best way of achieving ultimate kinship for all living creatures.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration (shoth)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Othaeron, the Sword of Shadow","description":"Othaeron Mortenbreth, Lord General of Erenland and Master of the Middle Watch was one of the kingdom’s most celebrated warriors. Born of a minor noble family, Othaeron sought glory for himself by pledging his sword to the defenses along the Fortress Wall fighting against the minions of the Shadow. Othaeron quickly proved to be a natural leader, a brilliant strategist, and an expert tactician. He was also one of the finest swordsmen in the human realm. His rise through both military and social ranks was as earned as it was expected, and when in 882 TA he was made sussar and lord general over all the armies of Erenland, no one was surprised. Othaeron’s staunch loyalty and impeccable honor were the stuff of legend, and he was considered a hallmark of nobility and an example of what all Erenlanders (and truly, all Dorns and Sarcosans as well) should aspire to become. The only thing greater than Othaeron’s reputation was his pride, a fault that would eventually fell the kingdom. Othaeron had long desired the prestige and high rank that a union with the royal family would bring him. He believed that marriage, specifically to the Kalif’s daughter Aytan or son Kormir, would secure his ascendency. Moreover, when Othaeron read missives from the capital full of Kalif Kari’s praise and was welcomed warmly into the court after his long campaigns, he assumed that this marriage was guaranteed. However, in the summer 889 TA, Erenland celebrated the news that one, then the other of the Kalif’s children would wed, and neither were betrothed to Othaeron. In fact, the Kalif and his children had long since decided together that marriages of alliance to House Redgard in the north and House Baden on the Sea of Pelluria would strengthen the fracturing kingdom. Othaeron’s assumptions were, and had ever been, a fantasy known only to himself. The Lord General, however, would not accept the reality of the situation, and seethed with rage at what he claimed was a betrayal. The honors and rewards of land and titles that the Kalif had heaped upon him for his service suddenly seemed a bitter mockery, and he stormed out of the capital with only his personal cadre of bodyguards. Othaeron ostensibly went north to support the Dornish royals still loyal to Erenland in their civil wars. There he spent more than a year fighting renegades and wallowing in prideful bitterness. At night, his dreams became haunted by voices that whispered things he could not quite recall in the light of day. Time passed, and as the nightmares worsened, so did his bitterness. Then one day, while interrogating a group of prisoners taken from a renegade village, Othaeron came across an old woman who spoke to him in the same strange language he heard in his tortured sleep. He ordered her gagged and imprisoned with the others, but when the nightmares abruptly stopped, Othaeron had the old crone brought before him. Over several months, they spoke many times. The woman, it turned out, was some sort of seer and had visions of Othaeron ascending to greatness. In fact, she saw him rising to lord over all the lands of Eredane, as something greater than a mere kalif. As her words soothed Othaeron’s pride, they also fed the poison that already existed in his soul. The dreams resumed, but now they were filled with visions of the greatness, power, and respect Othaeron felt he deserved. The general no longer fretted over paltry things like honor and loyalty. These were worries for lesser beings, and he had a greater glory to win. The old woman was in fact a greater legate of the Order of Shadow, passing herself off in disguise. She sought to corrupt General Othaeron to the fallen god’s will and in doing so found the leader who would assure victory to the Shadow’s conquering armies. One night, six months after the old woman began telling Othaeron her tales, the general stole from his quarters, mounted his horse, and rode north alone. For days he traveled, not truly sure why, but certain his promised greatness was at stake. Then one day, a terrible storm swept down from the northern horizon, engulfing the general, and he knew no more. When he came to, Othaeron was no longer on the plains, and he was no longer entirely human. Othaeron’s form had become frightening indeed. Now he was larger than even the burliest Dorn, standing 9 feet tall. His body was covered in the blackest plate armor, but armor that was not worn and was instead an unnatural part of his living skin. His mind, too, had been transformed. His smoldering pride had been turned into a burning firebrand of hatred and spite. His will was no longer entirely his own and was driven by sinister desires for domination and power. He was no longer Othaeron, Lord General of Erenland, but had been transformed into Othaeron the Night King, master of the armies of the Shadow. His sole desire was to serve Izrador and in so doing, to subjugate the lands of all Eredane. When the Shadow’s armies swept out of the north in the spring of 897 TA, Othaeron rode at their head. His strategic expertise and intimate knowledge of human tactics allowed his army to cut through the arrayed defenders like so much wheat and march south virtually unchecked. In these days of the Last Age, Othaeron is the high commander of all the Shadow’s military forces, and the campaign to subjugate the continent is his domain. He is the crowned king in Erenland, and though he is often afield with his forces, he maintains court in Alvedara and is often at Theros Obsidia in Highwall consulting with legate seers. It was Othaeron’s strategy to subjugate the human lands first, dividing and thereby weakening the historical allies. With all Erenland under his control, he is now free to focus on defeating the fey, and the campaign proceeds apace. He knows that the collective force of the dwarves is broken and that it is only a matter of time before the last holdfast falls. He also knows the elves have begun to despair and see their doom in the smoke that rises from their burning forest. The Night King Othaeron is awesome to behold in battle: a roiling storm of unbeatable fury. He rides a massive demonic mount whose hooves leave smoldering prints and whose nostrils spew flames. His unnatural armor cannot be defeated by mortal blades, and he wields a huge enchanted sword made for him by traitorous dwarves. His strength and endurance are legendary, and his physical prowess alone is more than a match for an army of war mages and hardened soldiers. Traits Legendary Resistance (3/Day). If Othaeron fails a saving throw, he can choose to succeed instead. Shadow’s Sword. Whenever an enemy creature within 30 feet starts their turn, Othaeron gains a reaction if he does not have a reaction. When a creature misses Othaeron with a melee attack, he can use his reaction to make a melee weapon attack against the creature. King of Erenland. Othaeron may spend his bonus action to direct his allies in battle. When he does so, he selects up to four creatures within 60 feet who can see and hear him. Each creature can immediately use its reaction to perform an Attack or Dodge action, or immediately move up to 20 feet. Actions Multiattack. Othaeron makes three attacks, two with the Opener of Ways and one with his gauntlet. Opener of Ways. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d12+6) magical slashing damage. Gauntlet. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage and the target must make a DC 22 Strength saving throw or be thrown 10 feet in any direction and knocked prone. Deathblow (Recharge 5-6). Othaeron makes one attack with the Opener of Ways. If he hits, the creature must make a DC 22 Constitution saving throw, taking 21 (6d6) magical slashing damage on a failed save, or half as much damage on a successful one. If the creature fails the saving throw, it must repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, or suffering an additional 21 (6d6) slashing damage on a failure. Legendary Actions Othaeron can take 3 legendary actions, choosing from the options listed here. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Othaeron regains spent legendary actions at the start of his turn. Gauntlet Attack. Othaeron makes a melee attack with his gauntlet. Detect. Othaeron makes a Wisdom (Perception) check. Charge! (Costs 2 actions). Othaeron moves up to his speed in a straight line. If he moves at least 30 feet, each creature within 5 feet of where he ends his movement must make a DC 17 Dexterity saving throw or be knocked prone and stunned until the end of their next turn. Lair Actions Othaeron’s lair is the castle of the kalif in Alvedara. The castle still stands as a breathtakingly beautiful monument to the glory of the kalifs, but behind its massive walls of white stone are thousands of soldiers and hundreds of legates, all laboring in Othaeron’s service. To attack the castle is to attack the Night King’s army as well as Othaeron himself. On initiative count 20 (losing initiative ties), Othaeron takes a lair action to cause one of the following effects; Othaeron can’t take the same lair action twice in a row. With a bellowed order, some of Othaeron’s soldiers arrive to aid him. Either 2d6 orc legionaries, 2d4 orc vanguards, two orc murachs, or two oruk shock troopers appear at least 100 feet away from Othaeron. This legendary action can only be used if there is a conceivable location for the orcs to arrive from. One creature within 120 feet feels a measure of Othaeron’s bitter wrath at his perceived betrayal. The creature must make a DC 15 Wisdom saving throw or immediately spend its reaction to move up to 10 feet and make a melee or ranged attack with one weapon of the GM’s choosing that it has in hand, targeting its closest ally. One creature within 60 feet that Othaeron can see meets the Knight King’s gaze and quails in terror. The creature must make a DC 15 Wisdom saving throw or become frightened until initiative count 20 of the next round.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity (night king)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":25},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Otherworldly Corrupter","description":"A challenge for tier 3 play (levels 11 to 16), the otherworldly corruptor is a horrific Aberration that infects or impersonates a host. Traits Alien Mind. Magic and other features can’t determine the corrupter’s creature type. If a creature tries to read the corrupter’s thoughts, that creature must succeed on a DC 20 Intelligence saving throw or have the stunned condition for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Resistance (3/Day). If the corrupter fails a saving throw, it can choose to succeed instead. Spider Climb. The corrupter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The corrupter makes three Whispering Blade attacks and can use Debilitating Touch. Whispering Blade. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 14 (4d6) psychic damage. If the target is a creature, it must succeed on a DC 20 Wisdom saving throw or be unable to speak until the start of the corrupter’s next turn. Debilitating Touch. The corrupter’s squirming tentacle lashes out at a creature the corrupter can see within 30 feet of itself. The target must succeed on a DC 20 Constitution saving throw or have the paralyzed condition until the end of its next turn, after which the target is immune to this Debilitating Touch for 24 hours. Bonus Actions Change Shape. The corrupter magically transforms into any creature that is Small or Medium, while retaining its game statistics (other than its size). This transformation ends if the corrupter is reduced to 0 hit points or uses a bonus action to end it. Reactions Uncanny Dodge. When an attacker the corrupter can see hits the corrupter with an attack, the corrupter halves the attack’s damage against it. Legendary Actions The corrupter can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The corrupter regains all spent legendary actions at the start of its turn. Cunning. The corrupter escapes nonmagical restraints and ends the grappled and restrained conditions on itself, then moves up to its speed without provoking opportunity attacks. Stab (Costs 2 Actions). The corrupter makes one Whispering Blade attack. Amorphous Escape (Costs 3 Actions). The corrupter dissolves into a shifting mass of flesh, tentacles, eyes, claws, and mouths. Up to two creatures the corrupter can see within 20 feet of itself must make a DC 20 Intelligence saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. This transformation lasts until the end of the corrupter’s next turn. While transformed, the corrupter has advantage on attack rolls, attack rolls made against it have disadvantage, and it can move through spaces at least 1 inch wide without squeezing.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":27234,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Otherworldly Steed","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you’re within 5 feet of it. Actions Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage. Bonus Actions Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn. Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself. Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell’s level.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"Fey","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Otherworldly Steed","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Life Bond. When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you’re within 5 feet of it. Actions Otherworldly Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 plus the spell’s level of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage. Bonus Actions Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn. Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself. Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the spell’s level.","properties":{"Category":"Monsters","AC":"12 (plus 1 per spell level; base included)","HP":25,"PB":2,"CHA":8,"CON":14,"DEX":12,"INT":6,"STR":18,"WIS":12,"Size":"Large","Type":"Celestial","Speed":"60 ft., Fly 60 ft. (requires level 4+ spell)","Token":"https://s3.amazonaws.com/files.d20.io/images/406416343/y_73KG8paU7WnWsoezfLbg/original.png","data-XP":0,"Alignment":"Fey","Expansion":33335,"Languages":"Telepathy 1 mile (works only with you)","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Your Spell Casting Mod in Description (do NOT move this trait)\",\"Desc\":\"1\"},{\"Name\":\"Spell Level in Description (do NOT move this trait)\",\"Desc\":\"2\"},{\"Name\":\"HP Notes\",\"Desc\":\"Equals 5 plus 10 per spell level (base included). The steed has a number of Hit Dice (d10s) equal to the spell's level.\"},{\"Name\":\"Life Bond\",\"Desc\":\"When you regain Hit Points from a level 1+ spell, the steed regains the same number of Hit Points if you're within 5 feet of it.\"}]","data-Actions":"[{\"Name\":\"Otherworldly Slam\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"@{npc_pb} + @{repeating_npctrait_$0_description}\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + @{repeating_npctrait_$1_description}\",\"Damage Type\":\"plus the spell's level (included) Force of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage\"}]","data-CHA-mod":"-1","data-CON-mod":2,"data-DEX-mod":1,"data-INT-mod":"-2","data-STR-mod":4,"data-SizeNum":5,"data-WIS-mod":1,"Saving Throws":"Str +4, Dex +1, Con +2, Int -2, Wis +1, Cha -1","Challenge Rating":"None","Passive Perception":11,"data-Bonus Actions":"[{\"Name\":\"Fell Glare (Fiend Only; Recharges after a Long Rest)\",\"Desc\":\"*Wisdom Saving Throw*: DC equals your spell save DC ([[8+@{npc_pb}+@{repeating_npctrait_$0_description}]]), one creature within 60 feet the steed can see. \\n*Failure*: The target has the Frightened condition until the end of your next turn.\"},{\"Name\":\"Fey Step (Fey Only; Recharges after a Long Rest)\",\"Desc\":\"The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.\"},{\"Name\":\"Healing Touch (Celestial Only; Recharges after a Long Rest)\",\"Desc\":\"One creature within 5 feet of the steed regains a number of Hit Points equal to [[2d8 + @{repeating_npctrait_$1_description}]] (2d8) plus the spell's level.\"}]","data-CrNum":0,"data-AcNum":12,"data-HpNum":25},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Othovir","description":"Othovir is a gifted harness-maker who doesn't talk about his family or where he came from. He cares about his business, his clients, and his good name. Ideal. \"Find what you do well, and do it to the best of your ability.\" Bond. \"I won't allow my name to be tarnished.\" Flaw. \"I get angry when others pry into my private life.\" Traits Spellcasting. Othovir is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13; +5 to hit with spell attacks). He has the following sorcerer spells prepared: Cantrips (at will): blade ward, fire bolt, mending, prestidigitation 1st level (3 slots): mage armor, thunderwave, witch bolt Actions Rapier. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage. Reactions Parry. Othovir adds 2 to his AC against one melee attack that would hit him. To do so, Othovir must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Illuskan human)","Alignment":"lawful neutral","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Otis the Historian","description":"Otis the Historian Otis is a long-lived elf and is one of the few to still remember the old world. He even dresses different than others, wearing the well cared for clothing he brought with him during the Exodus. He remembers the Lost Lands fondly, though seldom speaks of them. He is beloved by all the clans—belonging to none and all of them. He is welcome anywhere, even into the Baendur lands. He alone knows the truth of which Vanir were trapped at the Stone Court but sees no point in mentioning it or squashing the beliefs of current raiders. Roleplaying Otis Artistic. Otis loves to paint—people, places, and objects. Much of the most prized artwork that the raiders possess are his creations. Mischievous. He also loves being amused and is not above pulling a prank, even on strangers, if it might make everyone smile. Reticent. Though he is generally quite talkative, when it comes to the Lost Lands, he says little. He feels it is better to forget what was lost there, for there is no restoring it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Neutral Good","Expansion":25792,"Challenge Rating":7},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Otterfolk","description":"Brown fur covers the entire surface of this humanoid, which also has the black nose and small ears of an otter. Its piecemeal leather armor and weapon at the ready give the impression it is prepared for a fight. Foe to Reptilians. While generally peaceful creatures, otterfolk bear an enmity for reptilians, owing to their near extinction in the jaws of giant alligators and other large swamp predators. They are wary of intelligent reptilian creatures, such as lizardfolk and naga, who regularly prey on their people. Otterfolk pass this animosity on to future generations through tales of heroic otterfolk overcoming ferocious snakes and mighty alligators. From the time an otterfolk kit can walk, it learns how to wield the atlatl and to be mindful of the presence of their hated foes. Otterfolk are wary of reptilian visitors or those accompanied by reptiles, but they are cordial to all others. Swamp Guides. Otterfolk are excellent sources of information about the territory surrounding their homes, and they often escort friendly visitors through the swamp. The price for this service depends on the combat capabilities of those they escort. Their overwhelming martial outlook causes them to value visitors who can prove themselves in combat. If a group seems capable of protecting itself, the otterfolk reason they don’t have to defend the group in addition to guiding it. They often ask such groups for a pittance in rations or monetary value (preferring pearls to other valuable items). Otterfolk greatly increase their fees for groups apparently incapable of fighting off potential swamp hazards. However, they pride themselves on never abandoning their charges. Otter Trainers. Otterfolk often raise river otters as guard animals and pets, which serve the same function in their society as dogs in human societies. Otterfolk regard the animals warmly and become sad when favored pets die. They rarely allow their otters to engage in combat. They regularly hold contests where otter owners show off their training prowess by directing their otters in feats of strength, cunning, and dexterity. These contests never involve pitting the otters against each other in combat. The rare few otterfolk who choose to become wizards take otters as familiars. Otterfolk rangers often raise larger river otter specimens (use the statistics of a giant weasel) and train them as companions.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"chaotic good","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Otyugh","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Limited Telepathy : The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language . This form of telepathy doesn't allow the receiving creature to telepathically respond. Actions Multiattack : The otyugh makes three attacks: one with its bite and two with its tentacles. Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. Tentacle : Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller , it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. Tentacle Slam : The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"114 (12d10+48)","CHA":6,"CON":19,"DEX":11,"INT":6,"STR":16,"WIS":13,"Size":"Large","Type":"aberration","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066463/t4uRWpfSKTUPD98w4oCz1A/original.png","Roll 0":"1d20 + 6\n2d8+3","Roll 1":"1d20 + 6\n1d8+3","Senses":"Darkvision 120 Ft.","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Neutral","Languages":"Otyugh","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Limited Telepathy\",\"Desc\":\"The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The otyugh makes three attacks: one with its bite and two with its tentacles.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 3\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured\"},{\"Name\":\"Tentacle\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"1d8\",\"Damage 2 Type\":\"piercing\",\"Desc\":\"If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target\"},{\"Name\":\"Tentacle Slam\",\"Desc\":\"The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.\"}]","data-CHA-mod":"-2","data-CON-mod":"+4","data-DEX-mod":"+0","data-INT-mod":"-2","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+1","Saving Throws":"Con +7","Challenge Rating":5,"Passive Perception":11,"data-CrNum":5,"data-AcNum":14,"data-HpNum":114},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Otyugh","description":"An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine-like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw. An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh’s tentacles erupt from the filth and grab hold of it. Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else. Dwellers in Darkness. Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas. Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk. Symbiotic Guardians. Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one “trained” otyugh has eaten its keeper after devouring all the waste in its wallow. Traits Limited Telepathy : The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond. Actions Multiattack : The otyugh makes three attacks: one with its bite and two with its tentacles. Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured. Tentacle : Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled, escape DC 13, and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. Tentacle Slam : The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"MM1","Alignment":"neutral","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Otyugh","description":"Where garbage lingers, an otyugh lurks. These massive lumps of muscle and maw are scavengers with an insatiable hunger for trash. They plod through refuse on three stout legs, using tooth-lined tentacles to feed on decay. If the stench isn’t enough to stop a creature in their tracks, the otyugh’s infectious bite certainly will. When starved or if their territory is invaded, otyughs don’t hesitate to attack other creatures. Trash Adaptive. Though an otyugh naturally has three legs, three tentacles, and one eyestalk, they can rapidly transform these appendages to better suit their shifting, chaotic environment. Their tentacles can sprout eyes before plunging into a thick garbage pile or become padded feet to navigate treacherous terrain. The otyugh’s adaptable limbs also allow them a flexible response to threats, whether by fleeing on many feet or by growing arms for a hunt. Traits Adjustable Appendages. The otyugh has seven adjustable appendages, which they can convert into other appendages using their Transform bonus action. In their natural state, the otyugh has one eyestalk, three legs, and three tentacles. These appendages grant the following benefits: Eyestalks. The otyugh’s first eyestalk gives them darkvision out to a range of 60 feet and immunity to the flanked condition, and each additional eyestalk increases their dark­vision’s range by 60 feet. If the otyugh has no eyestalks, they are blinded and lose immunity to the flanked condition. Legs. Each leg gives the otyugh a cumulative walking speed of 15 feet. Tentacles. The otyugh’s number of tentacles determine how many attacks they can make with Multiattack and how many creatures they can grapple with Tentacle Slam. Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of them that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond. Rot Leech. At the start of each of the otyugh’s turns, each creature grappled by the otyugh has their hit point maximum reduced by 5 (1d10) for 1 hour. The otyugh regains the same number of hit points. This effect can’t reduce a creature’s hit point maximum below their current hit points. Trash Traversal. The otyugh ignores difficult terrain. They also have advantage on Dexterity (Stealth) checks made to hide in piles of refuse. Vile Stench. A creature who starts their turn within 10 feet of the otyugh must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature’s next turn. Actions Multiattack. The otyugh makes one Tentacle Slam attack for each tentacle they currently have (see Adjustable Appendages). Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be diseased with otyuck. A creature with otyuck can’t take the Dash action and their speed is halved. Tentacle Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is Medium or smaller, they are grappled (escape DC 13) and restrained until the grapple ends. The otyugh can grapple one target for each tentacle they currently have. Bonus Actions Transform. The otyugh converts one of their Adjustable Appendages into an eyestalk, leg, or tentacle.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Neutral","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Otyugh Companion (PB 2)","description":"Where garbage lingers, an otyugh lurks. These massive lumps of muscle and maw are scavengers with an insatiable hunger for trash. They plod through refuse on three stout legs, using tooth-lined tentacles to feed on decay. If the stench isn’t enough to stop a creature in their tracks, the otyugh’s infectious bite certainly will. When starved or if their territory is invaded, otyughs don’t hesitate to attack other creatures. Trash Adaptive. Though an otyugh naturally has three legs, three tentacles, and one eyestalk, they can rapidly transform these appendages to better suit their shifting, chaotic environment. Their tentacles can sprout eyes before plunging into a thick garbage pile or become padded feet to navigate treacherous terrain. The otyugh’s adaptable limbs also allow them a flexible response to threats, whether by fleeing on many feet or by growing arms for a hunt. Traits Trash Traversal. The otyugh ignores difficult terrain. They have advantage on Dexterity (Stealth) checks made to hide in piles of refuse. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tentacle Slam ( 2 Ferocity). The otyugh makes a signature attack. On a hit, the target must also succeed on a DC 10 plus PB Strength saving throw or be grappled (escape DC 10 plus PB). The otyugh can only grapple one target at a time. 3 rd Level: Brutal Charge ( 5 Ferocity). The otyugh moves up to their speed without provoking opportunity attacks. During or after this move, they can make a signature attack against one target. 5 th Level: Retch ( 8 Ferocity). The otyugh regurgitates garbage in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Constitution saving throw. On a failed save, a creature takes PBd6 poison damage and is poisoned. On a successful save, a creature takes half as much damage and isn’t poisoned. Bonus Actions Slough Rot (Recharges after a Long Rest). The otyugh touches their caregiver and ends one disease or one of the following conditions affecting the caregiver: blinded, dazed, deafened, paralyzed, or poisoned.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Otyugh Companion (PB 3)","description":"Where garbage lingers, an otyugh lurks. These massive lumps of muscle and maw are scavengers with an insatiable hunger for trash. They plod through refuse on three stout legs, using tooth-lined tentacles to feed on decay. If the stench isn’t enough to stop a creature in their tracks, the otyugh’s infectious bite certainly will. When starved or if their territory is invaded, otyughs don’t hesitate to attack other creatures. Trash Adaptive. Though an otyugh naturally has three legs, three tentacles, and one eyestalk, they can rapidly transform these appendages to better suit their shifting, chaotic environment. Their tentacles can sprout eyes before plunging into a thick garbage pile or become padded feet to navigate treacherous terrain. The otyugh’s adaptable limbs also allow them a flexible response to threats, whether by fleeing on many feet or by growing arms for a hunt. Traits Trash Traversal. The otyugh ignores difficult terrain. They have advantage on Dexterity (Stealth) checks made to hide in piles of refuse. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tentacle Slam ( 2 Ferocity). The otyugh makes a signature attack. On a hit, the target must also succeed on a DC 10 plus PB Strength saving throw or be grappled (escape DC 10 plus PB). The otyugh can only grapple one target at a time. 3 rd Level: Brutal Charge ( 5 Ferocity). The otyugh moves up to their speed without provoking opportunity attacks. During or after this move, they can make a signature attack against one target. 5 th Level: Retch ( 8 Ferocity). The otyugh regurgitates garbage in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Constitution saving throw. On a failed save, a creature takes PBd6 poison damage and is poisoned. On a successful save, a creature takes half as much damage and isn’t poisoned. Bonus Actions Slough Rot (Recharges after a Long Rest). The otyugh touches their caregiver and ends one disease or one of the following conditions affecting the caregiver: blinded, dazed, deafened, paralyzed, or poisoned.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Otyugh Companion (PB 4)","description":"Where garbage lingers, an otyugh lurks. These massive lumps of muscle and maw are scavengers with an insatiable hunger for trash. They plod through refuse on three stout legs, using tooth-lined tentacles to feed on decay. If the stench isn’t enough to stop a creature in their tracks, the otyugh’s infectious bite certainly will. When starved or if their territory is invaded, otyughs don’t hesitate to attack other creatures. Trash Adaptive. Though an otyugh naturally has three legs, three tentacles, and one eyestalk, they can rapidly transform these appendages to better suit their shifting, chaotic environment. Their tentacles can sprout eyes before plunging into a thick garbage pile or become padded feet to navigate treacherous terrain. The otyugh’s adaptable limbs also allow them a flexible response to threats, whether by fleeing on many feet or by growing arms for a hunt. Traits Trash Traversal. The otyugh ignores difficult terrain. They have advantage on Dexterity (Stealth) checks made to hide in piles of refuse. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tentacle Slam ( 2 Ferocity). The otyugh makes a signature attack. On a hit, the target must also succeed on a DC 10 plus PB Strength saving throw or be grappled (escape DC 10 plus PB). The otyugh can only grapple one target at a time. 3 rd Level: Brutal Charge ( 5 Ferocity). The otyugh moves up to their speed without provoking opportunity attacks. During or after this move, they can make a signature attack against one target. 5 th Level: Retch ( 8 Ferocity). The otyugh regurgitates garbage in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Constitution saving throw. On a failed save, a creature takes PBd6 poison damage and is poisoned. On a successful save, a creature takes half as much damage and isn’t poisoned. Bonus Actions Slough Rot (Recharges after a Long Rest). The otyugh touches their caregiver and ends one disease or one of the following conditions affecting the caregiver: blinded, dazed, deafened, paralyzed, or poisoned.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Otyugh Companion (PB 5)","description":"Where garbage lingers, an otyugh lurks. These massive lumps of muscle and maw are scavengers with an insatiable hunger for trash. They plod through refuse on three stout legs, using tooth-lined tentacles to feed on decay. If the stench isn’t enough to stop a creature in their tracks, the otyugh’s infectious bite certainly will. When starved or if their territory is invaded, otyughs don’t hesitate to attack other creatures. Trash Adaptive. Though an otyugh naturally has three legs, three tentacles, and one eyestalk, they can rapidly transform these appendages to better suit their shifting, chaotic environment. Their tentacles can sprout eyes before plunging into a thick garbage pile or become padded feet to navigate treacherous terrain. The otyugh’s adaptable limbs also allow them a flexible response to threats, whether by fleeing on many feet or by growing arms for a hunt. Traits Trash Traversal. The otyugh ignores difficult terrain. They have advantage on Dexterity (Stealth) checks made to hide in piles of refuse. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tentacle Slam ( 2 Ferocity). The otyugh makes a signature attack. On a hit, the target must also succeed on a DC 10 plus PB Strength saving throw or be grappled (escape DC 10 plus PB). The otyugh can only grapple one target at a time. 3 rd Level: Brutal Charge ( 5 Ferocity). The otyugh moves up to their speed without provoking opportunity attacks. During or after this move, they can make a signature attack against one target. 5 th Level: Retch ( 8 Ferocity). The otyugh regurgitates garbage in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Constitution saving throw. On a failed save, a creature takes PBd6 poison damage and is poisoned. On a successful save, a creature takes half as much damage and isn’t poisoned. Bonus Actions Slough Rot (Recharges after a Long Rest). The otyugh touches their caregiver and ends one disease or one of the following conditions affecting the caregiver: blinded, dazed, deafened, paralyzed, or poisoned.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Otyugh Companion (PB 6)","description":"Where garbage lingers, an otyugh lurks. These massive lumps of muscle and maw are scavengers with an insatiable hunger for trash. They plod through refuse on three stout legs, using tooth-lined tentacles to feed on decay. If the stench isn’t enough to stop a creature in their tracks, the otyugh’s infectious bite certainly will. When starved or if their territory is invaded, otyughs don’t hesitate to attack other creatures. Trash Adaptive. Though an otyugh naturally has three legs, three tentacles, and one eyestalk, they can rapidly transform these appendages to better suit their shifting, chaotic environment. Their tentacles can sprout eyes before plunging into a thick garbage pile or become padded feet to navigate treacherous terrain. The otyugh’s adaptable limbs also allow them a flexible response to threats, whether by fleeing on many feet or by growing arms for a hunt. Traits Trash Traversal. The otyugh ignores difficult terrain. They have advantage on Dexterity (Stealth) checks made to hide in piles of refuse. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tentacle Slam ( 2 Ferocity). The otyugh makes a signature attack. On a hit, the target must also succeed on a DC 10 plus PB Strength saving throw or be grappled (escape DC 10 plus PB). The otyugh can only grapple one target at a time. 3 rd Level: Brutal Charge ( 5 Ferocity). The otyugh moves up to their speed without provoking opportunity attacks. During or after this move, they can make a signature attack against one target. 5 th Level: Retch ( 8 Ferocity). The otyugh regurgitates garbage in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Constitution saving throw. On a failed save, a creature takes PBd6 poison damage and is poisoned. On a successful save, a creature takes half as much damage and isn’t poisoned. Bonus Actions Slough Rot (Recharges after a Long Rest). The otyugh touches their caregiver and ends one disease or one of the following conditions affecting the caregiver: blinded, dazed, deafened, paralyzed, or poisoned.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Otyugh Dregsbelcher","description":"Where garbage lingers, an otyugh lurks. These massive lumps of muscle and maw are scavengers with an insatiable hunger for trash. They plod through refuse on three stout legs, using tooth-lined tentacles to feed on decay. If the stench isn’t enough to stop a creature in their tracks, the otyugh’s infectious bite certainly will. When starved or if their territory is invaded, otyughs don’t hesitate to attack other creatures. Trash Adaptive. Though an otyugh naturally has three legs, three tentacles, and one eyestalk, they can rapidly transform these appendages to better suit their shifting, chaotic environment. Their tentacles can sprout eyes before plunging into a thick garbage pile or become padded feet to navigate treacherous terrain. The otyugh’s adaptable limbs also allow them a flexible response to threats, whether by fleeing on many feet or by growing arms for a hunt. Traits Minion. If the dregsbelcher takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the dregsbelcher takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Trash Traversal. The dregsbelcher ignores difficult terrain. They also have advantage on Dexterity (Stealth) checks made to hide in piles of refuse. Whetted Appetites. While within 60 feet of the dregsbelcher, each friendly non-minion otyugh gains a +1 bonus to attack rolls. This bonus increases by 1 (to a maximum of +5) for each dregsbelcher in range of that creature. Actions Regurgitate (Group Attack). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/40 ft., one target. Hit: 2 bludgeoning damage plus 2 acid damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Neutral","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Otyugh Mutate","description":"Mutates A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature’s existence. Any creature can become a mutate and transform to exhibit physical characteristics associated with the Far Realm. Some creatures become mutates after prolonged exposure to Far Realm energy or magic drawn from that strange plane. Others deliberately change themselves, seeking to embrace the fell powers they worship. Creatures that become mutates often inexplicably change back to their previous forms once the Far Realm influence abates. Forcing a transformation on creatures inexplicably fails, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers have tried to create armies of mutates to sweep through the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes. Several common types of mutates exist. The individuals with stat blocks presented in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates, such as the cloaker and otyugh presented on the following pages. Mutates often gain psionic abilities, grow wings, become covered in otherworldly slime, or exhibit other unsettling traits. Specific mutated creatures are further described in the sections that follow. Otyugh Mutate Rising from piles of carrion and filth exposed to Far Realm energy, an otyugh mutate grows chitinous, jet-black plating over its limbs. The plates contrast sharply with the translucent, almost ghostly, appearance of its flesh, which provides a grotesque window into the virulent refuse the otyugh recently consumed. Traits Virulent Breath. Noxious gas from the mutate's digestion of previous meals spews from its mouth. At the start of the mutate's turn, each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage. Actions Multiattack. The mutate makes two Bite or Tentacle attacks. It can replace one of these attacks with Chitin Slam. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit : (2d8+4) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have the poisoned condition. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 1d10 on a failure. On a successful save, the target is no longer poisoned. The target dies if its hit point maximum is reduced to 0. This reduction to the target’s hit point maximum lasts until it no longer has the poisoned condition. Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit : (2d8+4) bludgeoning damage. If the target is a Medium or smaller creature, it has the grappled condition (escape DC 15) and the restrained condition until this grapple ends. The mutate has two tentacles that can grapple one target each. Chitin Slam. The mutate targets one creature it is grappling, slamming the creature against its chitinous plating. The creature must succeed on a DC 15 Constitution saving throw or take 3d10 bludgeoning damage and have the stunned condition until the end of the mutate’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"typically neutral","Expansion":25525,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Oulbaene","description":"This strange creature’s skin casts an oily sheen like that of a gray squid clad in humanoid clothing. Six, black eyes fill its bulbous head, arrayed three atop three, and a cluster of worm-like tendrils hang beneath its black beak. Waving tentacles suffice as arms, with suckers on their undersides exuding a clear mucus, as the creature ambulates over the ground on another half-dozen tentacles beneath it. Oulbaene are disquieting creatures, all eyes and tentacles. The two uppermost limbs serve as their primary arms, the two next-largest limbs are tentacles that deliver a revolting touch that unnerves foes and carries corrosive slime. These tentacles can’t wield weapons but can manipulate or hold items. Oulbaene stand 3 feet tall and weigh 80 pounds. To the Highest Bidder. Oulbaene are mercenary creatures which sell their services to more powerful races to improve their lot in life. They only take opportunities with a high degree of success, plotting their chances like a master gambler or commodities merchant. Some even obsessively plan ahead of time to ensure such outcomes. Oulbaene enjoy a natural ability to resist mental manipulation and can travel in almost any environment, which makes them popular as couriers and spies on multiple worlds. Ambition and Ego. Oulbaene eke out a living as social climbers, meticulously studying local fashion and culture before entering into new relationships. They take great offense, however, when anyone remarks on their ‘alien’ appearance, even seeking revenge on such individuals if they can get away with it. Oulbaene occasionally work together and take advantage of their telepathic communication without alerting others to their plans or presence. As they gain favors from powerful creatures, they also subtly work to undermine their ostensible partners to ensure their own schemes succeed ahead of all others. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyIndent, li.BodyCopyIndent, div.BodyCopyIndent {mso-style-name:\"Body Copy Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Indent Char\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-GB;}span.BodyCopyIndentChar {mso-style-name:\"Body Copy Indent Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Indent\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"neutral","Expansion":32483,"Challenge Rating":"1/2"},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Ouroboros","description":"The length of the dragon's wingless, serpent-like body is covered in fine scales, black on one end, white on the other, blending into one another in the middle of its form. Immortal dragons, ouroboros are symbols of both the preservation of life and the destruction of all things. Cyclical Immortality. If slain, the ouroboros is reborn from the energy of its former body. When it rises again, its colors have swapped, and its behavior is changed. If it was destructive in its previous life, it becomes peaceful, and vice versa.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"neutral","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Oventurer","description":"If you can look past the unsightly smoke, overpowering burnt smell, constant metallic creaking, ashes everywhere, conspicuous light, and suffocating heat, it makes for a great companion! — Heliana, Eternal Optimist Type: Construct Creature Component: Any fire elemental Bonus Tamer Improvement: Easy-Bake and +2 Hit Dice Devoid of taste buds and unable to eat, oventurers are peculiar constructs with a keen interest in culinary arts. They enjoy a rising popularity as hired help in taverns and restaurants, or as companions in adventuring parties tired of subsisting on the same dry old rations. Be careful when offering feedback on their meals, however—oventurers are far from defenceless, and might turn their scorching fire and combat expertise against overly harsh critics. No one likes a snob, least of all an oventurer! If any of the oventurer’s traits or actions require a saving throw, it is always against the oventurer’s save DC, as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the oventurer’s Constitution modifier Monster Trainer Easy-Bake Prerequisite: Become a tamer’s companion Type: Passive (tamer) The oventurer can be used as a set of cook’s utensils, and its tamer has advantage on any ability checks using it in this way. In addition, over the course of a short or long rest, the oventurer can cook a delicious snack for up to four creatures, which takes 1 minute to consume. A creature that eats a snack gains temporary hit points equal to the tamer’s proficiency bonus. If the snack isn’t consumed immediately after the rest, it cools down and doesn’t grant any benefits. Smokescreen I Prerequisite: 3rd-level tamer Type: Active (action) While the oventurer’s fire is lit, it can cast the fog cloud spell, centred on itself and requiring no components. When the spell is cast in this way, it produces dark smoke instead of fog. Once the oventurer casts this spell, it can’t do so again until its tamer finishes a long rest. Superheat I Prerequisite: 3rd-level tamer Type: Passive (companion) While the oventurer’s fire is lit, its attacks deal an extra 2 (1d4) fire damage on a hit. Coal Toss Prerequisite: 5th-level tamer Type: Active (action) The oventurer gains a ranged weapon attack: Coal Toss. The damage die of the Coal Toss attack increases with the die size specified in the oventurer’s Growth improvement. Coal Toss . Ranged Weapon Attack: Str modifier + PB to hit, range 20/60 ft., one target. Hit: 1d4 + Str modifier bludgeoning damage. Growth Prerequisite: 5th-level tamer Type: Passive (companion) The oventurer’s size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its attacks increases to a d6. Multiattack Prerequisite: 5th-level tamer Type: Active (action) As an action, the oventurer makes two attacks. Smokescreen II Prerequisite: 9th-level tamer, Smokescreen I Type: Active (action) When a creature enters the area of a fog cloud created by the oventurer for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. In addition, the oventurer regains the ability to cast the spell when its tamer finishes a short or long rest. Superheat II Prerequisite: 9th-level tamer, Superheat I Type: Passive (companion), Active (bonus action) The extra fire damage dealt by the oventurer’s attacks while its fire is lit increases to 3 (1d6). In addition, while the oventurer’s fire is lit, it can use a bonus action to cast the heat metal spell, with a range of touch and requiring no components. Once the oventurer casts this spell, it can’t do so again until its tamer finishes a long rest. Convection Prerequisite: 13th-level tamer Type: Active (action) While the oventurer’s fire is lit, it can blow a gale of heated air from within itself, casting the gust of wind spell, which requires no components. A creature that makes a saving throw against this spell also takes 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Once the oventurer casts this spell, it can’t do so again until its tamer finishes a long rest. Hot Plate Prerequisite: 13th-level tamer Type: Passive (companion) The oventurer gains a +2 bonus to AC as long as it’s not wearing armour. In addition, while the oventurer’s fire is lit, a creature that hits it with a melee attack takes 3 (1d6) fire damage. Easy-Banquet Prerequisite: 17th-level tamer, Easy-Bake Type: Passive (companion) When the oventurer cooks a snack over the course of a long rest, roll a d4. On a 4, the oventurer instead cooks an entire meal for up to four creatures, which takes 1 hour to consume and grants the benefits of the heroes’ feast spell. A creature can choose to consume only a small portion, which nonetheless depletes its portion of the meal, takes 1 minute, and grants the benefits of a snack from the Easy-Bake improvement.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"neutral","Expansion":26720,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Overgrown Viper Vine","description":"Viper Vine A voracious, flesh-eating carnivore, the viper vine has a single enormous blossom arising from a thick, leafy tangle of snakelike vines. When the plant detects the approach of suitable prey through its sensitive, shallowly buried root system, it rises up like an agitated snake and unfurls its brightly colored bloom, releasing a cloud of mind-numbing pollen. Many a story claims the viper vine can lure prey into its clutches by swaying with a hypnotic motion, but this effect is in fact created by this invisible, odorless pollen cloud. The end result, of course, is largely the same to the hapless creature that ends up being eaten by the ravenous plant. Overgrown Viper Vine Rarely, a viper vine that thrives in areas infused with supernatural energies can become extremely overgrown and more powerful, gaining the ability to manipulate vegetation that grows within reach of its sprawling root network. Such an overgrown viper vine gains a lair action. Lair Actions When fighting inside its lair, an overgrown viper vine can use its root network to take the following lair action. On initiative count 20 (losing initiative ties), the viper vine can cause the following effect. The viper vine writhes its root network, causing one creature of the viper vine’s choice that is standing on the ground within its lair to be attacked by manipulated foliage. That creature treats the square it is standing in as difficult terrain until the end of its turn, and must attempt a DC 17 Reflex saving throw. On a failure, the creature is knocked prone and is grappled until the end of its next turn. Traits Cold Lethargy. Exposure to any cold effect slows a viper vine as a slow spell. False Appearance. While the vine remains motionless, it is indistinguishable from a normal tree. Actions Multiattack. The viper vine uses captivating cloud (if available) then makes four vine attacks. Bite. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 11 (1d6+8) piercing damage plus 7 (2d6) acid. Vine. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 11 (1d6+8) bludgeoning plus 7 (2d6) necrotic damage and the target is grappled (escape DC 18). Captivating Cloud (1/Day). A viper vine emits a transparent cloud of pollen in a 60-foot radius that has the power to lull the minds of those that smell it. Once activated, the cloud persists for 1 minute unless dispersed by moderate or stronger wind. All creatures in the cloud must succeed on a DC 17 Wisdom saving throw each round or become charmed. A charmed creature takes no actions save to approach the viper vine via the most direct route possible. If this path leads it into a dangerous area, such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. A charmed creature can repeat the saving throw each time it is attacked by the viper vine, ending the effect on a success. Reactions Feasting Grasp. The viper vine can make a bite attack against a grappled foe when the target becomes grappled, the creature tries to escape, or the creature attacks the viper vine.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"unaligned","Expansion":17526,"Challenge Rating":13},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Overmind","description":"“Careful, Xorannox,” the queen’s consort cautioned. “You tread heavily.” “Tread heavily? My dear consort,” the Tyract’s grin twisted, “I never touch the ground.” Formally known by their endonym, vaurath (plural vaurathi), overminds plot and scheme against their chief rivals, the synlirii and the olothec, for control of the World Below. Psionic Eyes. An overmind is an enormous floating brain with a large central eye surrounded by many smaller embedded eyes. Even more alien, several psionic eyes float within inches of their head, each connected to a small brain that can manifest a unique psionic effect. Intelligent Loremasters. Like their rivals, overminds are loremasters of supreme intellect. They aren’t usually wizards, but they all view the collection of knowledge and arcane sciences as the best tool for ultimate conquest. Overminds are cruel and capricious but enjoy tests of intellectual might. Their one vanity is their unshakable belief in their own intellectual superiority over all others. Overmind Lairs. Thanks to their innate flight, overminds prefer to build (or rather, have their thralls build) towers with no doors or entrances anywhere near the bottom. Rivalries and Negotiations. Unlike their rivals, overminds have an intense hatred of their own kind and never work together. However, overminds often enjoy diplomacy with other species, seeking to form alliances and build secret networks of agents throughout the World Below. Smelly Eggs. Overmind procreation involves one aberration laying a single egg in a slime pool and leaving it behind. When another overmind later detects the distinct smell of the egg, they spray their inseminating fluid into the pool. These actions are compelled by biological necessity, a compulsion even the overminds can’t ignore. Unwitting explorers sometimes accidentally abscond with an egg. If unfertilized, its bearer is likely to attract the attention of other overminds and synlirii that use the eggs in genetic experiments to create psionic creatures. If fertilized, the explorer could find themselves as a newly hatched overmind’s first victim. Traits Detached Eyes. Six eyes float around the overmind and create their Eye Psionics effects. Each eye is an object that has AC 24, 1 hit point, and a psionic shield that makes it immune to damage. After an eye creates a psionic effect, it loses its psionic shield until the start of the overmind’s next turn. If an eye is destroyed, a new eye pops out of the overmind’s face to replace it at the end of their next turn. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Eye Psionics. The overmind creates three of the following psionic eye effects. Unless otherwise stated, each eye targets a creature who the overmind can see within 120 feet of them. They can’t use the same effect twice in a turn. Charm Beam. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the overmind for 1 hour, or until the overmind harms the creature or one of their allies. Compulsion Beam . The targeted creature must succeed on a DC 16 Intelligence saving throw or use their reaction, if available, to move up to their speed toward the closest ally they can see and make a weapon attack against them. Creatures who can’t be charmed are unaffected. Toxic Vapors. The overmind chooses a point they can see within 120 feet of them. Each creature within 10 feet of the point must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). Telekinetic Beam. The targeted creature must succeed on a DC 16 Strength saving throw or be moved up to 30 feet in any direction and take 7 (2d6) force damage at the end of the move. Alternatively, the overmind can target an object they can see within 120 feet of them that weighs 300 pounds or less and isn’t being worn or carried, moving it up to 30 feet in any direction. The overmind can also exert fine control on objects with this effect, such as manipulating a simple tool or opening a door or a container. Lightning Bolt. The overmind shoots a 5-foot-wide, 60-foot-long line of lightning. Each creature in the line must succeed on a DC 16 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. Fire Beam. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the target takes 36 (8d8) fire damage and catches fire, taking 9 (2d8) fire damage at the start of each of their turns for 1 minute (save ends at end of turn). Any creature can use their action to douse the fire, ending the effect early. Bonus Actions The Great Eye (Recharge 6 ). The overmind’s central eye turns solid black and projects a 150-foot cone of energy. If the overmind or any creature in that area is affected by a spell, the spell’s effects immediately end for that creature. Reactions Away with You! When a creature within 5 feet of the overmind hits them with a melee attack, the overmind can use Telekinetic Beam on the attacker.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":11},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Overshadow","description":"Several humanoid silhouettes reach out with dark claws. The light shifts, revealing they are connected to each other by a great mass of flowing darkness. While common shadows are fearsome undead in their own right, the overshadow is a terrible darkness that threatens all life it encounters, especially life that clings to light in the deep, dark places of the world. Spawned by Tragedy. A creation of great misery and of hope dying in the dark, an overshadow forms when travelers become lost underground. As their supplies dwindle and their lives slowly extinguish in the cold bowels of the earth, an overshadow rises from the bodies. The collective psychic trauma of mass deaths in the dark draws energy from each casualty, seeding a portion of the darkness with undead energies, a collective intelligence, and a sinister intent. Fueled by Fear. While the desire to consume life force is just as strong in the overshadow as its weaker brethren, its greater intellect also gives greater depth to its evil. It enjoys playing with its prey, scaring potential victims with displays of its power, with whispered threats from the darkness, and with other psychological tactics. It prefers to drive its victims into a state of panic before finally devouring their essences. Doom of the Shadowless. The shadows of those killed by the overshadow fuse with it instead of becoming separate shadows. If a creature killed by an overshadow is brought back to life by any means other than the resurrection spell or similar magic, it does not cast a shadow until the overshadow that slew it is destroyed. When such a creature is returned to life, the overshadow is aware of the creature’s return. In addition, undead shadows are drawn to attack the shadowless creature. Undead Nature. An overshadow doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":5315,"Challenge Rating":4},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Overshadow","description":"Several humanoid silhouettes reach out with dark claws. The light shifts, revealing that they are connected to each other by a great mass of flowing darkness. While common shadows are fearsome undead in their own right, the overshadow is a terrible darkness that threatens all life it encounters, especially life that clings to light in the deep, dark places of the world. Spawned by Tragedy. A creation of great misery and of hope dying in the dark, an overshadow forms when travelers become lost underground. As their supplies dwindle and their lives slowly extinguish in the cold bowels of the earth, an overshadow rises from the bodies. The collective psychic trauma of mass deaths in the dark seeds a portion of the darkness with undead energies, a collective intelligence, and a sinister intent. Fueled by Fear. While the desire to consume life force is just as strong in the overshadow as its weaker brethren, its greater intellect also gives greater depth to its evil. It enjoys playing with its prey, scaring potential victims with displays of its power, with whispered threats from the darkness, and with other psychological tactics. It prefers to drive its victims into a state of panic before finally devouring their essences. Doom of the Shadowless. The shadows of those killed by the overshadow fuse with it instead of becoming separate shadows. If a creature killed by an overshadow is brought back to life by any means other than the resurrection spell or similar magic, it does not cast a shadow until the overshadow that slew it is destroyed. When such a creature is returned to life, the overshadow is aware of the creature’s return. In addition, undead shadows are drawn to attack the shadowless creature. Undead Nature. An overshadow doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Oversized Chimera","description":"Chimeras are common beasts in the Stolen Lands, particularly in the western hills and badlands, where they can grow particularly muscular and deadly. While not large enough to be classified as a Huge creature, none would mistake an oversized chimera for a typical specimen, as it stands nearly 8 feet tall at the shoulder and is nearly 15 feet long. Traits Three Heads. The chimera has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Any ability that would sever a chimera’s head (such as a critical hit with a vorpal weapon) severs one head at random. Losing a head doesn’t kill the chimera (as long as it has at least one head left), but it does prevent it from making attacks with the lost head (reducing its overall number of attacks). If the chimera loses the dragon head, it loses the Dragon Breath ability. Triple Opportunity. The chimera gains 2 extra reactions each round that it can use only to make attacks of opportunity. It must use a different head for each reaction, and it can’t use more than one on the same triggering action. If it loses one of its heads, it also loses the corresponding extra reaction. Actions Multiattack. The chimera makes four attacks, one with each head and one with its claws. Dragon Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6+5) piercing damage plus 10 (3d6) damage based on the color of the dragon head: fire for red, poison for green, cold for white, lightning for blue, and acid for black. Lion Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) piercing damage and the target must succeed on a DC 17 Strength saving throw or be grappled. Goat Horns. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone. Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6+5) slashing damage. Dragon Breath (Recharge 5–6). The chimera breathes a 60-foot cone or line from its dragon head. All creatures in that area must make a DC 17 Dexterity save, taking 45 (13d6) damage on a failed save, or half as much damage on a successful save. The color of the chimera’s dragon head determines the shape of the Dragon Breath and the type of damage it deals: fire cone for red, poison cone for green, cold cone for white, lightning line for blue, and acid line for black.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Owl","description":"Traits Flyby : The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight : The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Talons : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Owl","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Flyby : The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight : The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Talons : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","properties":{"Category":"Monsters","AC":11,"HP":"1 (1d4-1)","CHA":7,"CON":8,"DEX":13,"INT":2,"STR":3,"WIS":12,"Size":"Tiny","Type":"beast","Speed":"5 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066475/arPjyRhOO-WC0tPzMmGzxQ/original.png","Roll 0":"Talons\n1d20 + 3\n1","Senses":"Darkvision 120 Ft.","Skills":"Perception +3, Stealth +3","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Flyby\",\"Desc\":\"The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.\"},{\"Name\":\"Keen Hearing and Sight\",\"Desc\":\"The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.\"}]","data-Actions":"[{\"Name\":\"Talons\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d1\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"-1","data-DEX-mod":"+1","data-INT-mod":"-4","data-STR-mod":"-4","data-SizeNum":0,"data-WIS-mod":"+1","Challenge Rating":0,"Passive Perception":13,"data-CrNum":0,"data-AcNum":11,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Owl","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Flyby. The owl doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach. Actions Talons. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Owl","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Flyby. The owl doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach. Actions Talons. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Slashing damage.","properties":{"Category":"Monsters","AC":11,"HP":"1 (1d4 − 1)","PB":2,"CHA":7,"CON":8,"DEX":13,"INT":2,"STR":3,"WIS":12,"Size":"Tiny","Type":"Beast","Speed":"5 ft., Fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406411876/g9ch6MT-HnmT518bQK4wEg/original.png","Senses":"Darkvision 120 ft.","Skills":"Perception +5, Stealth +5","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Flyby\",\"Desc\":\"The owl doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.\"}]","data-Actions":"[{\"Name\":\"Talons\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"-1","data-DEX-mod":1,"data-INT-mod":"-4","data-STR-mod":"-4","data-SizeNum":1,"data-WIS-mod":1,"Saving Throws":"Str -4, Dex +1, Con -1, Int -4, Wis +1, Cha -2","Challenge Rating":0,"Passive Perception":15,"data-CrNum":0,"data-AcNum":11,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Owl Archon","description":"The altruistic owl archon appears as a giant, 9-foot tall owl with silvery snow-white plume and bright golden eyes that exhibit wisdom and kindness. It directly answers to the deities of Mount Celestia, as well as to the high-ranked angels and archons. It is feared for its ability to petrify foes with its gaze. Divine Emissaries. An owl archon serves as a scout, courier, and envoy. While the owl archon is often busy with its tasks, it will not hesitate to help and protect those in need. Of all the archons, the owl archon is the most commonly encountered one outside the plane of Mount Celestia. Archons The mighty archons are exalted celestial champions who maintain peace, uphold justice, and serve the angels and deities of Arcadia, Bytopia, and the Seven Heavens of Mount Celestia. Benevolent Guardians. Whereas angels act more as agents, commanders, and generals, archons fill the role of soldiers, scouts, and support specialists. They protect the innocent and defenseless and aid the wounded and sick. They despise and stand against malevolent supernatural creatures such as demons, devils, yugoloths, and evil undead. They capture and bring to justice powerful creatures who have performed depraved and despicable acts. Unfortunately, their unwavering sense of righteousness often leaves them vulnerable to manipulation and conflict. Blessed Champions. Archons never willingly use violence unless it is necessary. However, if combat is unavoidable, archons can be a terrifying thing to behold as they become justice and vengeance personified. They radiate an aura of menace that can sap the will of their foes. Archons are expert battle tacticians, able to teleport at will and cast powerful divine spells that can aid allies and banish foes. In addition to their impressive powers, they are also fearless, tireless, resistant to most attacks, and can’t be charmed. Divine Agents. While they rarely leave Mount Celestia, archons can be encountered anywhere, even in the Lower Planes. They frequently travel to the Material Plane on a variety of missions, acting as couriers, messengers, spies, or marshals. Archons have been known to assist adventurers, especially if they are favored by their deities. Types of Archons. There are eight major types of archons, each with different characteristics and abilities. The hound archon, justice archon, and lantern archons are the most numerous ones, and make up the bulk of the archon army, serving as foot soldiers, guards, and scouts. The owl archon, trumpet archon, and warden archon are specialists, while the sword archon and the throne archon act as military officers. Immortal Nature. An archon doesn't require food, drink, or sleep. Traits Aura of Menace. The archon emanates an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a DC 16 Wisdom saving throw or become frightened of the archon for 1 minute or until it takes any damage. Dive Attack. If the archon is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The archon makes two attacks: one with its Beak and one with its Talons. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: aid (3rd level), animal friendship, calm emotions, continual flame, cure wounds, detect evil and good, faerie fire 3/day each: dispel magic, freedom of movement, greater restoration 1/day each: dispel evil and good, holy weapon Teleport. The archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Petrifying Eye Rays (6/Day). Ranged Spell Attack: +8 to hit, range 30 ft., one target. Hit: The target must succeed on a DC 16 Constitution saving throw. On a failed save, the creature is petrified for 24 hours, until freed by the greater restoration spell or other magic.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Owlbear","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Sight and Smell : The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack : The owlbear makes two attacks: one with its beak and one with its claws. Beak : Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage. Claws : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"59 (7d10+21)","CHA":7,"CON":17,"DEX":12,"INT":3,"STR":20,"WIS":12,"Size":"Large","Type":"monstrosity","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066493/9dTiCr5IkqEIGU2VbuDnMw/original.png","Roll 0":"1d20 + 7\n1d10+5","Roll 1":"1d20 + 7\n2d8+5","Senses":"Darkvision 60 Ft.","Skills":"Perception +3","Source":"5th Edition SRD","data-XP":700,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Keen Sight and Smell\",\"Desc\":\"The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The owlbear makes two attacks: one with its beak and one with its claws.\"},{\"Name\":\"Beak\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d10 + 5\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 5\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"+3","data-DEX-mod":"+1","data-INT-mod":"-4","data-STR-mod":"+5","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":3,"Passive Perception":13,"data-CrNum":3,"data-AcNum":13,"data-HpNum":59},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Owlbear","description":"\"The only good thing about owlbears is that the wizard who created them is probably dead.\" —Xarshel Ravenshadow, Gnome Professor of Transmutative Science at Morgrave University An owlbear’s screech echoes through dark valleys and benighted forests, piercing the quiet night to announce the death of its prey. Feathers cover the thick, shaggy coat of its bearlike body, and the limpid pupils of its great round eyes stare furiously from its owlish head. Deadly Ferocity. The owlbear’s reputation for ferocity, aggression, stubbornness, and sheer ill temper makes it one of the most feared predators of the wild. There is little, if anything, that a hungry owlbear fears. Even monsters that outmatch an owlbear in size and strength avoid tangling with it, for this creature cares nothing about a foe’s superior strength as it attacks without provocation. Consummate Predators. An owlbear emerges from its den around sunset and hunts into the darkest hours of the night, hooting or screeching to declare its territory, to search for a mate, or to flush prey into its hunting grounds. These are typically forests familiar to the owlbear, and dense enough to limit its quarry’s escape routes. An owlbear makes its den in a cave or ruin littered with the bones of its prey. It drags partially devoured kills back to its den, storing portions of the carcass among the surrounding rocks, bushes, and trees. The scent of blood and rotting flesh hangs heavy near an owlbear’s lair, attracting scavengers and thus luring more prey. Owlbears hunt alone or in mated pairs. If quarry is plentiful, a family of owlbears might remain together for longer than is required to rear offspring. Otherwise, they part ways as soon as the young are ready to hunt. Savage Companions. Although they are more intelligent than most animals, owlbears are difficult to tame. However, with enough time, food, and luck, an intelligent creature can train an owlbear to recognize it as a master, making it an unflinching guard or a fast and hardy mount. People of remote frontier settlements have even succeeded at racing owlbears, but spectators bet as often on which owlbear will attack its handler as they do on which will reach the finish line first. Elven communities encourage owlbears to den beneath their treetop villages, using the beasts as a natural defense during the night. Hobgoblins favor owlbears as war beasts, and hill giants and frost giants sometimes keep owlbears as pets. A starved owlbear might show up in a gladiatorial arena, ruthlessly eviscerating and devouring its foes before a bloodthirsty audience. Owlbear Origins. Scholars have long debated the origins of the owlbear. The most common theory is that a demented wizard created the first specimen by crossing a giant owl with a bear. However, venerable elves claim to have known these creatures for thousands of years, and some fey insist that owlbears have always existed in the Feywild. Traits Keen Sight and Smell : The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack : The owlbear makes two attacks: one with its beak and one with its claws. Beak : Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage. Claws : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Owlbear","description":"The owlbear’s ferocity and stubbornness make it a terrifying predator. It fears few other creatures. Scholars debate whether it is a natural creature or the result of a magical experiment. Traits Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack. The owlbear makes one Beak attack and one Claw attack. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17254,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Owlbear","description":"This creature appears in The Festival of the Birds adventure module.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Owlbear","description":"Owlbears possess powerful feathered frames, terrible claws, and a violent distrust of other creatures. The world has come to hate the owlbear, and the owlbear despises the world—a fact they violently express to any creature who crosses their path. Owlbears gain the upper hand by pinning their prey between their powerful appendages and massive form, then they mercilessly rip apart trapped victims with their honed natural weapons. This behemoth of fur and feathers aggressively patrols their territory. They tend to lead a solitary existence, but during mating season, they den as pairs with their bitter broods. Relentless Stalker . When the sun hangs low at sunset, the owlbear commits to kill. They wander tirelessly for countless miles in search of prey, regardless of the threat that prey might pose to them. They seek to hunt and kill not merely because of hunger or desire to defend their territory, but because of an overwhelming drive to display physical dominance. After a victory, the owlbear drags their victim back to their territory, feeding on flesh and discarding bones in sloven and draggletailed fashion. Ravening Beast of Prey. Beyond their wanton killing, these monstrosities quickly upset the local food chain when they settle in an area. As they crowd out other apex predators, this soon leads to an overabundance of vermin. And even when they’re not on the hunt, owlbears knock down mature trees with their long claws, collecting the wood into massive piles to harvest termite mounds. Fierce Companions. Despite the owlbear’s vicious tendencies, they’re naturally wise and intelligent creatures. Owlbears have shown surprising empathy for the grieving and forsaken outcasts who journey into wild places. Taming an owlbear takes a fearless heart and a commitment rivaling the creature’s need to kill. Traits Deadly Leap. The owlbear’s long jump is up to 30 feet and their high jump is 15 feet, with or without a running start. If the owlbear leaps at least 20 feet toward a target and then hits them with a Bite or Claw attack, the target must succeed on a DC 15 Strength saving throw or be knocked prone. Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack. The owlbear makes one Bite and one Claw attack. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage, and the owlbear can move the target 5 feet in any direction. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Bear Hug (Recharge 4 – 6 ). The owlbear attempts to grab and crush a creature they can see within 5 feet of them. The target must make a DC 15 Dexterity saving throw. On a failed save, the target takes 22 (4d10) bludgeoning damage and is grappled (escape DC 15). On a successful save, the target takes half as much damage and is not grappled. Until this grapple ends, the target is restrained and takes 5 (1d10) bludgeoning damage at the start of each of their turns. The grapple ends if the owlbear uses Bear Hug on another target or makes a Claw attack against another target. Reactions Hulking Rush. When the owlbear takes damage, they can move up to half their speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Owlbear","description":"The owlbear, an eldritch abomination of feather, fur, and flesh, is a grotesque chimera that defies all reason and order. With the head of an owl, the body of a bear, and the scales of a serpent, it moves with an unnatural, fluid grace, as if its bones were made of rubber rather than calcium. Its matted fur is a patchwork of grays and browns, covered in a sickly sheen of slime and sweat, and its twisted tentacles are incapable of swimming, instead serving as a mockery of the octopus form. The neck of an owlbear is the most unsettling aspect of its monstrous form. Adorned with a swirling mass of fleshy fangs, its neck is a kaleidoscope of madness that seems to shift and writhe of its own accord. As an owlbear approaches, the stench of decay and corruption precedes it, filling the air with a noxious cloud of rot and filth. Its jaws, lined with razor-sharp teeth, click and snap with a rhythmic hunger that speaks of its insatiable appetite for flesh. Its claws, long and curved like sickles, are stained with the blood of countless victims, and its very presence seems to warp reality around it, plunging the world into a nightmare of darkness and chaos where light will be snuffed out. Traits Keen Sight and Smell. The owlbear has advantage on Perception checks that rely on sight or smell. Regeneration. The owlbear regains 15 hit points at the start of its turn if it has at least 1 hit point. If any of its limbs are severed (including tentacle or head), they instead regrow and the owlbear doesn't regain hit points. Fear of Radiance. If the owlbear takes radiant damage, it suffers a -2 penalty to its AC and Dexterity saving throws until the end of its next turn and becomes enraged. While enraged, the owlbear attacks the source of the radiant damage until the target dies, it has advantage on attack rolls against it. Once the owlbear becomes enraged, for the next minute, it continues to attack this target until it or the target dies. Actions Multiattack. The owlbear makes three attacks: two with its tentacles and one with its beak or fanged neck. Beak. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. Fanged Neck. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage. If the target is grappled by the owlbear, the attack is a critical hit. Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) piercing damage, and the target must make a DC 18 Constitution saving throw. On a failure, the target is impaled by the tentacle and is grappled (Escape DC 18) and restrained while grappled in this way. A tentacle can be cut down, freeing any impaled creatures. The tentacle has the same damage resistances as the owlbear, AC 16, and 20 hit points. Any damage dealt to the tentacle is also dealt to the owlbear, up to a maximum of 20. The Owlbear has two tentacles and can only make a tentacle attack or grapple with tentacles that haven’t been cut down. Bonus Actions Rush. The Owlbear moves up to half its speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":27461,"Challenge Rating":10},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Owlbear","description":"Owlbears make spectacular guardians, and they’re always a good topic of conversation for guests. Everyone wants to know how I trained them, what their names are, and if they do tricks. Well, they don’t, and they smell atrocious. You probably would too if your diet consisted mainly of monster hunters and thieves. Lady Emer Traits Deadly Leap. The owlbear’s long jump is up to 30 feet and their high jump is 15 feet, with or without a running start. If the owlbear leaps at least 20 feet toward a target and then hits them with a Bite or Claw attack, the target must succeed on a DC 15 Strength saving throw or be knocked prone. Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack. The owlbear makes one Bite and one Claw attack. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage, and the owlbear can move the target 5 feet in any direction. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Bear Hug (Recharge 4 – 6 ). The owlbear attempts to grab and crush a creature they can see within 5 feet of them. The target must make a DC 15 Dexterity saving throw. On a failed save, the target takes 22 (4d10) bludgeoning damage and is grappled (escape DC 15). On a successful save, the target takes half as much damage and is not grappled. Until this grapple ends, the target is restrained and takes 5 (1d10) bludgeoning damage at the start of each of their turns. The grapple ends if the owlbear uses Bear Hug on another target or makes a Claw attack against another target. Reactions Hulking Rush. When the owlbear takes damage, they can move up to half their speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Owlbear Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Claws (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1st Level: Violent Attack (2 Ferocity). The owlbear makes a signature attack. On a hit, the attack deals an extra PB damage, and the owlbear can move the target 5 feet in any direction. 3rd Level: Owlie Oop (5 Ferocity). The owlbear leaps up to 20 feet without provoking opportunity attacks. When they land, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Bear Hug (8 Ferocity). The owlbear attempts to grab and crush a creature within 5 feet of them that they can see, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd10 bludgeoning damage and is grappled (escape DC 10 plus PB). On a success, the target takes half as much damage and is not grappled. Until this grapple ends, the target is also restrained. The grapple ends if the owlbear uses Bear Hug on another target. Bonus Actions Give a Hoot (1/Long Rest). The owlbear lets loose a unique battle cry. If the owlbear’s caregiver can hear the cry, the caregiver gains 5 times PB temporary hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Owlbear Companion (PB 2)","description":"Owlbears possess powerful feathered frames, terrible claws, and a violent distrust of other creatures. The world has come to hate the owlbear, and the owlbear despises the world—a fact they violently express to any creature who crosses their path. Owlbears gain the upper hand by pinning their prey between their powerful appendages and massive form, then they mercilessly rip apart trapped victims with their honed natural weapons. This behemoth of fur and feathers aggressively patrols their territory. They tend to lead a solitary existence, but during mating season, they den as pairs with their bitter broods. Relentless Stalker . When the sun hangs low at sunset, the owlbear commits to kill. They wander tirelessly for countless miles in search of prey, regardless of the threat that prey might pose to them. They seek to hunt and kill not merely because of hunger or desire to defend their territory, but because of an overwhelming drive to display physical dominance. After a victory, the owlbear drags their victim back to their territory, feeding on flesh and discarding bones in sloven and draggletailed fashion. Ravening Beast of Prey. Beyond their wanton killing, these monstrosities quickly upset the local food chain when they settle in an area. As they crowd out other apex predators, this soon leads to an overabundance of vermin. And even when they’re not on the hunt, owlbears knock down mature trees with their long claws, collecting the wood into massive piles to harvest termite mounds. Fierce Companions. Despite the owlbear’s vicious tendencies, they’re naturally wise and intelligent creatures. Owlbears have shown surprising empathy for the grieving and forsaken outcasts who journey into wild places. Taming an owlbear takes a fearless heart and a commitment rivaling the creature’s need to kill. Traits Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Violent Attack ( 2 Ferocity). The owlbear makes a signature attack. On a hit, the attack deals an extra PB damage, and the owlbear can move the target 5 feet in any direction. 3 rd Level: Owlie Oop ( 5 Ferocity). The owlbear leaps up to half their speed without provoking opportunity attacks. When they land, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5 th Level: Bear Hug ( 8 Ferocity). The owlbear attempts to grab and crush a creature they can see within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 bludgeoning damage and is grappled (escape DC 10 plus PB). On a successful save, the target takes half as much damage and is not grappled. Until this grapple ends, the target is also restrained. The grapple ends if the owlbear uses Bear Hug on another target or makes a signature attack against another target. Bonus Actions Give a Hoot (Recharges after a Long Rest). The owlbear lets loose a unique battle hoot. If the owlbear’s caregiver can hear the owlbear, the caregiver gains 5 × PB temporary hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Owlbear Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Claws (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1st Level: Violent Attack (2 Ferocity). The owlbear makes a signature attack. On a hit, the attack deals an extra PB damage, and the owlbear can move the target 5 feet in any direction. 3rd Level: Owlie Oop (5 Ferocity). The owlbear leaps up to 20 feet without provoking opportunity attacks. When they land, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Bear Hug (8 Ferocity). The owlbear attempts to grab and crush a creature within 5 feet of them that they can see, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd10 bludgeoning damage and is grappled (escape DC 10 plus PB). On a success, the target takes half as much damage and is not grappled. Until this grapple ends, the target is also restrained. The grapple ends if the owlbear uses Bear Hug on another target. Bonus Actions Give a Hoot (1/Long Rest). The owlbear lets loose a unique battle cry. If the owlbear’s caregiver can hear the cry, the caregiver gains 5 times PB temporary hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Owlbear Companion (PB 3)","description":"Owlbears possess powerful feathered frames, terrible claws, and a violent distrust of other creatures. The world has come to hate the owlbear, and the owlbear despises the world—a fact they violently express to any creature who crosses their path. Owlbears gain the upper hand by pinning their prey between their powerful appendages and massive form, then they mercilessly rip apart trapped victims with their honed natural weapons. This behemoth of fur and feathers aggressively patrols their territory. They tend to lead a solitary existence, but during mating season, they den as pairs with their bitter broods. Relentless Stalker . When the sun hangs low at sunset, the owlbear commits to kill. They wander tirelessly for countless miles in search of prey, regardless of the threat that prey might pose to them. They seek to hunt and kill not merely because of hunger or desire to defend their territory, but because of an overwhelming drive to display physical dominance. After a victory, the owlbear drags their victim back to their territory, feeding on flesh and discarding bones in sloven and draggletailed fashion. Ravening Beast of Prey. Beyond their wanton killing, these monstrosities quickly upset the local food chain when they settle in an area. As they crowd out other apex predators, this soon leads to an overabundance of vermin. And even when they’re not on the hunt, owlbears knock down mature trees with their long claws, collecting the wood into massive piles to harvest termite mounds. Fierce Companions. Despite the owlbear’s vicious tendencies, they’re naturally wise and intelligent creatures. Owlbears have shown surprising empathy for the grieving and forsaken outcasts who journey into wild places. Taming an owlbear takes a fearless heart and a commitment rivaling the creature’s need to kill. Traits Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Violent Attack ( 2 Ferocity). The owlbear makes a signature attack. On a hit, the attack deals an extra PB damage, and the owlbear can move the target 5 feet in any direction. 3 rd Level: Owlie Oop ( 5 Ferocity). The owlbear leaps up to half their speed without provoking opportunity attacks. When they land, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5 th Level: Bear Hug ( 8 Ferocity). The owlbear attempts to grab and crush a creature they can see within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 bludgeoning damage and is grappled (escape DC 10 plus PB). On a successful save, the target takes half as much damage and is not grappled. Until this grapple ends, the target is also restrained. The grapple ends if the owlbear uses Bear Hug on another target or makes a signature attack against another target. Bonus Actions Give a Hoot (Recharges after a Long Rest). The owlbear lets loose a unique battle hoot. If the owlbear’s caregiver can hear the owlbear, the caregiver gains 5 × PB temporary hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Owlbear Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Claws (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1st Level: Violent Attack (2 Ferocity). The owlbear makes a signature attack. On a hit, the attack deals an extra PB damage, and the owlbear can move the target 5 feet in any direction. 3rd Level: Owlie Oop (5 Ferocity). The owlbear leaps up to 20 feet without provoking opportunity attacks. When they land, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Bear Hug (8 Ferocity). The owlbear attempts to grab and crush a creature within 5 feet of them that they can see, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd10 bludgeoning damage and is grappled (escape DC 10 plus PB). On a success, the target takes half as much damage and is not grappled. Until this grapple ends, the target is also restrained. The grapple ends if the owlbear uses Bear Hug on another target. Bonus Actions Give a Hoot (1/Long Rest). The owlbear lets loose a unique battle cry. If the owlbear’s caregiver can hear the cry, the caregiver gains 5 times PB temporary hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Owlbear Companion (PB 4)","description":"Owlbears possess powerful feathered frames, terrible claws, and a violent distrust of other creatures. The world has come to hate the owlbear, and the owlbear despises the world—a fact they violently express to any creature who crosses their path. Owlbears gain the upper hand by pinning their prey between their powerful appendages and massive form, then they mercilessly rip apart trapped victims with their honed natural weapons. This behemoth of fur and feathers aggressively patrols their territory. They tend to lead a solitary existence, but during mating season, they den as pairs with their bitter broods. Relentless Stalker . When the sun hangs low at sunset, the owlbear commits to kill. They wander tirelessly for countless miles in search of prey, regardless of the threat that prey might pose to them. They seek to hunt and kill not merely because of hunger or desire to defend their territory, but because of an overwhelming drive to display physical dominance. After a victory, the owlbear drags their victim back to their territory, feeding on flesh and discarding bones in sloven and draggletailed fashion. Ravening Beast of Prey. Beyond their wanton killing, these monstrosities quickly upset the local food chain when they settle in an area. As they crowd out other apex predators, this soon leads to an overabundance of vermin. And even when they’re not on the hunt, owlbears knock down mature trees with their long claws, collecting the wood into massive piles to harvest termite mounds. Fierce Companions. Despite the owlbear’s vicious tendencies, they’re naturally wise and intelligent creatures. Owlbears have shown surprising empathy for the grieving and forsaken outcasts who journey into wild places. Taming an owlbear takes a fearless heart and a commitment rivaling the creature’s need to kill. Traits Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Violent Attack ( 2 Ferocity). The owlbear makes a signature attack. On a hit, the attack deals an extra PB damage, and the owlbear can move the target 5 feet in any direction. 3 rd Level: Owlie Oop ( 5 Ferocity). The owlbear leaps up to half their speed without provoking opportunity attacks. When they land, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5 th Level: Bear Hug ( 8 Ferocity). The owlbear attempts to grab and crush a creature they can see within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 bludgeoning damage and is grappled (escape DC 10 plus PB). On a successful save, the target takes half as much damage and is not grappled. Until this grapple ends, the target is also restrained. The grapple ends if the owlbear uses Bear Hug on another target or makes a signature attack against another target. Bonus Actions Give a Hoot (Recharges after a Long Rest). The owlbear lets loose a unique battle hoot. If the owlbear’s caregiver can hear the owlbear, the caregiver gains 5 × PB temporary hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Owlbear Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Claws (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1st Level: Violent Attack (2 Ferocity). The owlbear makes a signature attack. On a hit, the attack deals an extra PB damage, and the owlbear can move the target 5 feet in any direction. 3rd Level: Owlie Oop (5 Ferocity). The owlbear leaps up to 20 feet without provoking opportunity attacks. When they land, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Bear Hug (8 Ferocity). The owlbear attempts to grab and crush a creature within 5 feet of them that they can see, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd10 bludgeoning damage and is grappled (escape DC 10 plus PB). On a success, the target takes half as much damage and is not grappled. Until this grapple ends, the target is also restrained. The grapple ends if the owlbear uses Bear Hug on another target. Bonus Actions Give a Hoot (1/Long Rest). The owlbear lets loose a unique battle cry. If the owlbear’s caregiver can hear the cry, the caregiver gains 5 times PB temporary hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Owlbear Companion (PB 5)","description":"Owlbears possess powerful feathered frames, terrible claws, and a violent distrust of other creatures. The world has come to hate the owlbear, and the owlbear despises the world—a fact they violently express to any creature who crosses their path. Owlbears gain the upper hand by pinning their prey between their powerful appendages and massive form, then they mercilessly rip apart trapped victims with their honed natural weapons. This behemoth of fur and feathers aggressively patrols their territory. They tend to lead a solitary existence, but during mating season, they den as pairs with their bitter broods. Relentless Stalker . When the sun hangs low at sunset, the owlbear commits to kill. They wander tirelessly for countless miles in search of prey, regardless of the threat that prey might pose to them. They seek to hunt and kill not merely because of hunger or desire to defend their territory, but because of an overwhelming drive to display physical dominance. After a victory, the owlbear drags their victim back to their territory, feeding on flesh and discarding bones in sloven and draggletailed fashion. Ravening Beast of Prey. Beyond their wanton killing, these monstrosities quickly upset the local food chain when they settle in an area. As they crowd out other apex predators, this soon leads to an overabundance of vermin. And even when they’re not on the hunt, owlbears knock down mature trees with their long claws, collecting the wood into massive piles to harvest termite mounds. Fierce Companions. Despite the owlbear’s vicious tendencies, they’re naturally wise and intelligent creatures. Owlbears have shown surprising empathy for the grieving and forsaken outcasts who journey into wild places. Taming an owlbear takes a fearless heart and a commitment rivaling the creature’s need to kill. Traits Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Violent Attack ( 2 Ferocity). The owlbear makes a signature attack. On a hit, the attack deals an extra PB damage, and the owlbear can move the target 5 feet in any direction. 3 rd Level: Owlie Oop ( 5 Ferocity). The owlbear leaps up to half their speed without provoking opportunity attacks. When they land, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5 th Level: Bear Hug ( 8 Ferocity). The owlbear attempts to grab and crush a creature they can see within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 bludgeoning damage and is grappled (escape DC 10 plus PB). On a successful save, the target takes half as much damage and is not grappled. Until this grapple ends, the target is also restrained. The grapple ends if the owlbear uses Bear Hug on another target or makes a signature attack against another target. Bonus Actions Give a Hoot (Recharges after a Long Rest). The owlbear lets loose a unique battle hoot. If the owlbear’s caregiver can hear the owlbear, the caregiver gains 5 × PB temporary hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Owlbear Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Claws (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1st Level: Violent Attack (2 Ferocity). The owlbear makes a signature attack. On a hit, the attack deals an extra PB damage, and the owlbear can move the target 5 feet in any direction. 3rd Level: Owlie Oop (5 Ferocity). The owlbear leaps up to 20 feet without provoking opportunity attacks. When they land, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Bear Hug (8 Ferocity). The owlbear attempts to grab and crush a creature within 5 feet of them that they can see, which must make a DC 10 plus PB Dexterity saving throw. On a failure, the target takes PBd10 bludgeoning damage and is grappled (escape DC 10 plus PB). On a success, the target takes half as much damage and is not grappled. Until this grapple ends, the target is also restrained. The grapple ends if the owlbear uses Bear Hug on another target. Bonus Actions Give a Hoot (1/Long Rest). The owlbear lets loose a unique battle cry. If the owlbear’s caregiver can hear the cry, the caregiver gains 5 times PB temporary hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Owlbear Companion (PB 6)","description":"Owlbears possess powerful feathered frames, terrible claws, and a violent distrust of other creatures. The world has come to hate the owlbear, and the owlbear despises the world—a fact they violently express to any creature who crosses their path. Owlbears gain the upper hand by pinning their prey between their powerful appendages and massive form, then they mercilessly rip apart trapped victims with their honed natural weapons. This behemoth of fur and feathers aggressively patrols their territory. They tend to lead a solitary existence, but during mating season, they den as pairs with their bitter broods. Relentless Stalker . When the sun hangs low at sunset, the owlbear commits to kill. They wander tirelessly for countless miles in search of prey, regardless of the threat that prey might pose to them. They seek to hunt and kill not merely because of hunger or desire to defend their territory, but because of an overwhelming drive to display physical dominance. After a victory, the owlbear drags their victim back to their territory, feeding on flesh and discarding bones in sloven and draggletailed fashion. Ravening Beast of Prey. Beyond their wanton killing, these monstrosities quickly upset the local food chain when they settle in an area. As they crowd out other apex predators, this soon leads to an overabundance of vermin. And even when they’re not on the hunt, owlbears knock down mature trees with their long claws, collecting the wood into massive piles to harvest termite mounds. Fierce Companions. Despite the owlbear’s vicious tendencies, they’re naturally wise and intelligent creatures. Owlbears have shown surprising empathy for the grieving and forsaken outcasts who journey into wild places. Taming an owlbear takes a fearless heart and a commitment rivaling the creature’s need to kill. Traits Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1 st Level: Violent Attack ( 2 Ferocity). The owlbear makes a signature attack. On a hit, the attack deals an extra PB damage, and the owlbear can move the target 5 feet in any direction. 3 rd Level: Owlie Oop ( 5 Ferocity). The owlbear leaps up to half their speed without provoking opportunity attacks. When they land, each creature within 5 feet of them must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5 th Level: Bear Hug ( 8 Ferocity). The owlbear attempts to grab and crush a creature they can see within 5 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 bludgeoning damage and is grappled (escape DC 10 plus PB). On a successful save, the target takes half as much damage and is not grappled. Until this grapple ends, the target is also restrained. The grapple ends if the owlbear uses Bear Hug on another target or makes a signature attack against another target. Bonus Actions Give a Hoot (Recharges after a Long Rest). The owlbear lets loose a unique battle hoot. If the owlbear’s caregiver can hear the owlbear, the caregiver gains 5 × PB temporary hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Owlbear Mount (PB 2)","description":"The owlbear can adjust its plumage to make quick turns and graceful falls despite its incredible bulk. It seems built to strike fear into anyone who dares to exist on the same plane as it. Those who choose an owlbear as a mount are aware that the monstrosity may turn on them at a moment’s notice. Nonetheless, many still try their luck at hosting owlbear races, though few such events take place without casualties. Mounted . During a long rest, the owlbear can designate one creature that rode it within the last 10 days as its rider. The owlbear gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The owlbear uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Owl Down . The owlbear’s long jump is up to 15 feet without a running start, and up to 30 feet with a running start. While falling, the owlbear’s rate of descent is 60 feet per round. Actions Paw Swipe . Melee Weapon Attack : +5 + PB to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 + PB Strength saving throw or be knocked prone. Bear Hug . Melee Weapon Attack : +5 + PB to hit, reach 5 ft., one Medium or smaller creature. Hit : 16 (2d10 + 5) bludgeoning damage. The target is grappled (escape DC 13 + PB) and restrained until this grapple ends. The owlbear can grapple only one target at a time. Monstrous Ferocity (1/Day) . The owlbear flares its feathers to make itself look more fearsome for 1 minute. The rider is heavily obscured behind the owlbear’s plumage. Any creature that targets the owlbear or its rider with an attack or a harmful spell that targets a single creature must first succeed on a DC 6 + PB Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. Reactions Bear Bulk . When the owlbear is hit with an attack, the rider can use their reaction to brace the owlbear for impact. The damage the owlbear takes from the attack is reduced by 1d10 + 3 + PB.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Owlbear Mount (PB 3)","description":"The owlbear can adjust its plumage to make quick turns and graceful falls despite its incredible bulk. It seems built to strike fear into anyone who dares to exist on the same plane as it. Those who choose an owlbear as a mount are aware that the monstrosity may turn on them at a moment’s notice. Nonetheless, many still try their luck at hosting owlbear races, though few such events take place without casualties. Mounted . During a long rest, the owlbear can designate one creature that rode it within the last 10 days as its rider. The owlbear gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The owlbear uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Owl Down . The owlbear’s long jump is up to 15 feet without a running start, and up to 30 feet with a running start. While falling, the owlbear’s rate of descent is 60 feet per round. Actions Paw Swipe . Melee Weapon Attack : +5 + PB to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 + PB Strength saving throw or be knocked prone. Bear Hug . Melee Weapon Attack : +5 + PB to hit, reach 5 ft., one Medium or smaller creature. Hit : 16 (2d10 + 5) bludgeoning damage. The target is grappled (escape DC 13 + PB) and restrained until this grapple ends. The owlbear can grapple only one target at a time. Monstrous Ferocity (1/Day) . The owlbear flares its feathers to make itself look more fearsome for 1 minute. The rider is heavily obscured behind the owlbear’s plumage. Any creature that targets the owlbear or its rider with an attack or a harmful spell that targets a single creature must first succeed on a DC 6 + PB Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. Reactions Bear Bulk . When the owlbear is hit with an attack, the rider can use their reaction to brace the owlbear for impact. The damage the owlbear takes from the attack is reduced by 1d10 + 3 + PB.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Owlbear Mount (PB 4)","description":"The owlbear can adjust its plumage to make quick turns and graceful falls despite its incredible bulk. It seems built to strike fear into anyone who dares to exist on the same plane as it. Those who choose an owlbear as a mount are aware that the monstrosity may turn on them at a moment’s notice. Nonetheless, many still try their luck at hosting owlbear races, though few such events take place without casualties. Mounted . During a long rest, the owlbear can designate one creature that rode it within the last 10 days as its rider. The owlbear gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The owlbear uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Owl Down . The owlbear’s long jump is up to 15 feet without a running start, and up to 30 feet with a running start. While falling, the owlbear’s rate of descent is 60 feet per round. Actions Paw Swipe . Melee Weapon Attack : +5 + PB to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 + PB Strength saving throw or be knocked prone. Bear Hug . Melee Weapon Attack : +5 + PB to hit, reach 5 ft., one Medium or smaller creature. Hit : 16 (2d10 + 5) bludgeoning damage. The target is grappled (escape DC 13 + PB) and restrained until this grapple ends. The owlbear can grapple only one target at a time. Monstrous Ferocity (1/Day) . The owlbear flares its feathers to make itself look more fearsome for 1 minute. The rider is heavily obscured behind the owlbear’s plumage. Any creature that targets the owlbear or its rider with an attack or a harmful spell that targets a single creature must first succeed on a DC 6 + PB Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. Reactions Bear Bulk . When the owlbear is hit with an attack, the rider can use their reaction to brace the owlbear for impact. The damage the owlbear takes from the attack is reduced by 1d10 + 3 + PB.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Owlbear Mount (PB 5)","description":"The owlbear can adjust its plumage to make quick turns and graceful falls despite its incredible bulk. It seems built to strike fear into anyone who dares to exist on the same plane as it. Those who choose an owlbear as a mount are aware that the monstrosity may turn on them at a moment’s notice. Nonetheless, many still try their luck at hosting owlbear races, though few such events take place without casualties. Mounted . During a long rest, the owlbear can designate one creature that rode it within the last 10 days as its rider. The owlbear gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The owlbear uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Owl Down . The owlbear’s long jump is up to 15 feet without a running start, and up to 30 feet with a running start. While falling, the owlbear’s rate of descent is 60 feet per round. Actions Paw Swipe . Melee Weapon Attack : +5 + PB to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 + PB Strength saving throw or be knocked prone. Bear Hug . Melee Weapon Attack : +5 + PB to hit, reach 5 ft., one Medium or smaller creature. Hit : 16 (2d10 + 5) bludgeoning damage. The target is grappled (escape DC 13 + PB) and restrained until this grapple ends. The owlbear can grapple only one target at a time. Monstrous Ferocity (1/Day) . The owlbear flares its feathers to make itself look more fearsome for 1 minute. The rider is heavily obscured behind the owlbear’s plumage. Any creature that targets the owlbear or its rider with an attack or a harmful spell that targets a single creature must first succeed on a DC 6 + PB Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. Reactions Bear Bulk . When the owlbear is hit with an attack, the rider can use their reaction to brace the owlbear for impact. The damage the owlbear takes from the attack is reduced by 1d10 + 3 + PB.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Owlbear Mount (PB 6)","description":"The owlbear can adjust its plumage to make quick turns and graceful falls despite its incredible bulk. It seems built to strike fear into anyone who dares to exist on the same plane as it. Those who choose an owlbear as a mount are aware that the monstrosity may turn on them at a moment’s notice. Nonetheless, many still try their luck at hosting owlbear races, though few such events take place without casualties. Mounted . During a long rest, the owlbear can designate one creature that rode it within the last 10 days as its rider. The owlbear gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The owlbear uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Owl Down . The owlbear’s long jump is up to 15 feet without a running start, and up to 30 feet with a running start. While falling, the owlbear’s rate of descent is 60 feet per round. Actions Paw Swipe . Melee Weapon Attack : +5 + PB to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 + PB Strength saving throw or be knocked prone. Bear Hug . Melee Weapon Attack : +5 + PB to hit, reach 5 ft., one Medium or smaller creature. Hit : 16 (2d10 + 5) bludgeoning damage. The target is grappled (escape DC 13 + PB) and restrained until this grapple ends. The owlbear can grapple only one target at a time. Monstrous Ferocity (1/Day) . The owlbear flares its feathers to make itself look more fearsome for 1 minute. The rider is heavily obscured behind the owlbear’s plumage. Any creature that targets the owlbear or its rider with an attack or a harmful spell that targets a single creature must first succeed on a DC 6 + PB Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. Reactions Bear Bulk . When the owlbear is hit with an attack, the rider can use their reaction to brace the owlbear for impact. The damage the owlbear takes from the attack is reduced by 1d10 + 3 + PB.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":14463,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Owlbear Vrykolakas","description":"When an evil dragon, giant, or monstrosity is cursed and magically slain by a demon lord, it may rise as a vrykolakas if the demon lord wills it. At first, this powerful undead creature resembles its original form but with pale skin and bloodshot eyes. The vrykolakas has the ability to shift into its hybrid form, where it creature transforms into a more feral-looking creature with vampire bat-like features. In this form, the vrykolakas gains bat-like wings, fangs, and ears. Unlike a regular vampire, the vrykolakas has only Sunlight Hypersensitivity as a weakness. The vrykolakas exists to serve its master that spawned it and only gains its freedom if its master is destroyed. Traits Keen Sight and Smell. The vrykolakas has advantage on Wisdom (Perception) checks that rely on sight or smell. Regeneration. The vrykolakas regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vrykolakas takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vrykolakas’s next turn. Sunlight Hypersensitivity. The vrykolakas takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The vrykolakas makes one Bite attack and Claws attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vrykolakas regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Bonus Actions Aura of Horror (Hybrid Form Only). Each creature of the vrykolakas’s choice within 30 feet of the vrykolakas must make a DC 13 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature's speed is halved, can't use reactions, can't make more than one attack per turn, and can use either an action or a bonus action during its turns, not both. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this vrykolakas' Aura of Horror for the next 24 hours. Change Shape. The vrykolakas polymorphs into a hybrid vampire bat, or back into its true form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Owlbear Zombie","description":"Traits Keen Sight and Smell. The zombie has advantage on Wisdom (Perception) checks that rely on sight and smell. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Owlnut","description":"Owlnut Likes: tree hollows, nuts, hooting Dislikes : nutcrackers, crows, flying into windows Part owl, part acorn, owlnuts are flying members of the florofauna family known for their mobility and toughness, but also their distinctive cuteness. Owlnuts grow on magical owltrees and look like mundane acorns to the untrained eye until they hatch. An owlnut is perceptive, adorable, and a tough nut to crack. Its cap allows it to shrug off a direct hit, which contributes to its already remarkable longevity. Owlnuts do not die of old age. When an owlnut grows old and venerable, it might seek to plant itself in the ground. In time, the ancient owlnut will transform into an owltree and a new generation of owlnuts will grow on its branches. Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of an owlnut for their familiar. Awakened Owlnuts. Owlnuts are eligible targets for the awaken spell. Awakened owlnuts usually love to come up with and share inspirational quotes with their friends and with other awakened owlnuts. Some awakened owlnuts might indulge in intentionally bad jokes and silly puns. Optional Rule: Parliament of Owlnuts Owlnuts may gather in swarms known as parliaments. A parliament of owlnuts uses the owlnut stat block but is a medium swarm of tiny plants with 36 (8d8) hit points, 13 AC, and a challenge rating of 1 (200 XP); has a Strength score of 6 and a Dexterity score of 16; has resistance to bludgeoning, piercing, and slashing damage; and has immunity to being charmed, frightened, paralyzed, petrified, prone, restrained, and stunned. The parliament of owlnuts does not have the flyby and tough nut traits and gains the following additional traits instead: Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for an owlnut. The swarm can’t regain hit points or gain temporary hit points. Tough Nuts. If the parliament of owlnuts takes 5 damage or less, it only loses 1 hit point unless it has half of its hit points or fewer. The parliament’s nutty headbutt attack is replaced by the following action: Nutty Headbutts. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) bludgeoning damage, or 3 (1d6) bludgeoning damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant (florofauna)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":0},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Ox","description":"An ox is mainly used for draft work rather than meat or milk. Traits Charge : If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Beast of Burden : The oxen is considered to be a Huge animal for the purpose of determining its carrying capacity. Actions Gore : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Ox","description":"Oxen are domesticated cattle bred for milk and meat production and for hauling. Many cultures incorporate the ox into their labor and diets. Cattle Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them. Traits Beast of Burden. The ox is considered to be one size larger for the purpose of determining its carrying capacity. Actions Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the ox moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast (Cattle)","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Ozaena","description":"The ozaena is a species of giant octopus of significant intelligence that has developed glands that release a foul oil whose stench both deters predators and handicaps prey. It resembles a purplish mass while in the water, its roiling tentacles giving off a rancid stench. The skin of the ozaena is thick and wrinkled, similar to an elephant’s, with colors ranging from deep blues to dark purples and blacks, typically in mottled patterns. The ozaena, like many of its cephalopod cousins, can change its colors to mimic its surroundings, allowing it to hide and ambush prey. The body of a full grown ozaena can be the size of a bull, with tentacles nearly twice the length of its body. Clever Hunter. An ozaena is a cunning predator. The creature can assess situations and triggers that attract the attention of prey, and use that knowledge to its advantage. For example, it may use bait to attract prey. This could be plants or other dead creatures set out to attract aquatic prey, or a loose boat it keeps close by holding a tow rope, to attract humanoids seeking to retrieve it.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Ozal","description":"Shaped from fire, flesh, and stone, the ozal are a brood of bio-engineered warriors created with the art of sorium forging and bred for conflict. They are fierce, often belligerent, and hold few interests over money or food. Stolen Secrets. The ozal were first created using forging methods once closely guarded by the dendus. Their place of origin being dependent upon which underworld organization created them, they have no true culture, society, or place to call home. However, those created together do tend to view themselves loosely as a clan. Unruly Mercenaries. While many were originally intended as soldiers, the ozal are too impulsive and undisciplined to fulfill that role. Many quickly betray their creators and instead do as they please, especially if those creators view themselves as owners or masters. As such, the ozal more commonly serve as low-paid mercenaries and thugs.","properties":{"Category":"Monsters","Size":"Huge","Type":"golem","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":13},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Pack of Housedrakes","description":"Housedrake In societies where draconic fauna is common, it isn’t unusual for a family to have a pet housedrake in place of a dog or cat. Biomanced to be more docile than their dragon cousins, they are known for their beautiful scale coats, bright eyes, and unquestioning loyalty. Chromometallic. With colouring and affinity as broad as true dragons, wealthy households often keep whole teams of housedrakes as status symbols, trying to have at least one of each hue. Indeed, it can be useful to have access to all their elemental affinities; a well-trained white housedrake can chill a beverage or provide a cool breeze, while a brass housedrake can boil water or aid with insomnia. Draconic Packs. Unlike true dragons, which value independence, feral housedrakes roam the wilderness in large packs, drawn together by survival instinct. Unlike wolves, housedrake packs have no leader, acting more like a hivemind swarm. They can be driven by remnant instincts from their draconic ancestry or fall under the subtle sway of a nearby powerful dragon.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Small dragons","Alignment":"neutral","Expansion":26720,"Challenge Rating":4},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pactlich","description":"The pactlich was a warlock that negotiated for or was gifted the knowledge of the secret rite to lichdom by its evil patron. The stats presented below is that of a warlock of the fiend. Liches This section presents two variety of liches - the banelich and the pactlich. Both liches have the same lair actions and regional effects as the lich (MM). Traits Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead. Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. Turn Resistance. The lich has advantage on saving throws against any effect that turns Undead. Dark One's Own Luck (Recharges after a Short or Long Rest). When the lich makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. Actions Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Hellfire . Green flame explodes in a 10-foot-radius sphere centered on a point within 120 feet of the lich. Each creature in that area must make a DC 19 Dexterity saving throw, taking 16 (3d10) fire damage and 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. Spellcasting. The lich casts one of the following spells using Charisma as the spellcasting ability (spell save DC 19): At will: dancing lights, mage hand, minor illusion, prestidigitation 1/day each: banishment, circle of death, finger of death, plane shift, psychic scream, maddening darkness Reactions Fiendish Rebuke (3/Day). In response to being damaged by a visible creature within 60 feet of it, the lich forces that creature to make a DC 19 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. Legendary Actions The lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn. Hellfire. The lich uses Hellfire. Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch. Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 19 Wisdom saving throw against this magic or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. Dark Hunger (Costs 3 Actions). Each living creature within 20 feet of the lich must make a DC 19 Constitution saving throw against this magic, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one and the lich regains hit points equal to the total damage inflicted.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Evil Alignment","Challenge Rating":20},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Paeliryon","description":"A paeliryon is a greater devil that does its work unseen. This devil believes that information is the key to advancing in power and as such, is responsible for the spy and assassin networks that rivals even Lolth’s. The paeliryon is a disgusting sight to behold, with a massive bloated obese body covered in warts. Its massive face is framed by a devious, red-lipped smile that prominently shows its rows of sharp teeth. On its back sprouts two bat-like wings with ends flayed like old leather and its hands are armed with poisoned claws painted in blood red. Out of the dark. Paeliryons rarely come out in the open, preferring to leave its agents to do the dirty work. When a paeliryon does come out, it means the plan has gone wrong, or an opponent has piqued its interest. Few rarely see this happen, and even fewer survive, for paeliryons are incredibly powerful spellcasters that rival even some of the demon lords of the Nine Hells. Traits Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Keen Smell. The paeliryon has advantage on Wisdom (Perception) checks that rely on smell. Intoxicating Scent. Any creature that starts its turn within 10 feet of the paeliryon and can smell the paeliryon must succeed on a DC 20 Constitution saving throw or be poisoned until the start of its next turn. Until this poison ends, the target is charmed. On a successful saving throw, the creature is immune to the paeliryon's Intoxicating Scent for 24 hours. Magic Resistance. The paeliryon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The paeliryon uses Belittle. It then makes one Bite attack and two Claw attacks or two Infernal Bolt attacks. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) piercing damage plus 10 (3d6) necrotic damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) necrotic damage, and if the target is a creature, it must make a DC 20 Charisma saving throw or be cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The cursed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on itself on a success. Casting remove curse , greater restoration , or a similar spell on the target also ends the effect. Infernal Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one creature. Hit: 17 (3d8 + 4) fire damage, and the target must succeed on a DC 18 Wisdom saving throw or become frightened until the end of the paeliryon's next turn. Belittle. The paeliryon hurls magical insults and epithets that strike at the heart of its enemies' insecurities. Each creature of the paeliryon's choice that is within 60 feet of the paeliryon and can hear it must succeed on a DC 18 Wisdom saving throw or become enraged for 1 minute. While enraged, the creature must use its action to move up to its speed towards the paeliryon and, if it is within range, make a melee weapon attack against it. Otherwise, it must use its Dash action to move towards a space within 5 feet of the paeliryon. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the paeliryon's Belittle for the next 24 hours. Teleport. The paeliryon magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see. Spellcasting. The paeliryon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: charm person, detect evil and good, detect magic, suggestion 3/day each: dispel magic, fireball, major image, unholy weapon*, vampiric touch (5d6), wall of fire 1/day: unholy aura * (*see Appendix C. New Spells) Bonus Actions Divine Word (1/Day). The paeliryon casts divine word , requiring no material components and using Charisma as the spellcasting ability (spell save DC 18).","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Pagan","description":"\"Never go against a Zagarian when death is on the line!\" - Don Avvizzini, Godfather of Vernagallo - Thousands of “pagans” still live far from peasants and city folk: a wild, outcast, sullen, and feral people, they have no intention of being pushed around by any old Knave! Not to mention, pagans who actively engage in raids, looting, and assaulting travelers… Traits Pack Tactics . The pagan has advantage on an attack roll against a creature if at least one of the pagan's allies is within 5 feet of the creature and the ally isn't incapacitated. Brute . A melee weapon deals one extra die of its damage when the pagan hits with it (included in the attack). Actions Greatclub . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8+3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":11925,"Challenge Rating":2},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Pain Devil (Excruciarch)","description":"Another type of devil devoted to torture, excruciarchs are also competent fighters and mercenaries. Due to their reputation as torturers of devils, they’re often looked down upon by other devils, occasionally even beaten or killed, and as a result they frequently travel together. Their cruelty is known across the Nine Hells, and their revelry in pain gives them their name. Another defining feature of pain devils is their greed: they serve no particular master, their loyalty must be purchased. Masked Devils Excruciarchs appear almost humanoid in size and shape. Their skin is usually pale shades of white or red, and hair doesn’t grow anywhere on their body. To conceal their identity and lend themselves some form of protection, almost all pain devils wear masks made from various types of leather, often adorned with spikes, horns, or ridges. Devoted to Pain When an excruciarch enters battle, they activate a unique ability to inflict pain upon their adversaries. Excruciarchs thrive on even their own pain and they almost always fight to the death. Traits Aura of Torment. Any creature hostile to the excruciarch that starts its turn within 20 feet of the excruciarch takes 10 (4d4) slashing damage, unless the excruciarch is incapacitated. Devil’s Sight. Magical darkness doesn’t impede the excruciarch’s darkvision. Magic Resistance. The excruciarch has advantage on saving throws against spells and other magical effects. Sadism. The excruciarch gains a +1 bonus to attack and damage rolls for each creature it damaged on its previous turn. Actions Multiattack. The excruciarch makes two Scourge attacks. It can replace one of the attacks with Storm of Steel (if available). Scourge. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (2d8 + 4) slashing damage. Storm of Steel (Recharge 4–6). The excruciarch swings its scourge wildly around itself. All creatures within 15 feet of the excruciarch must make a DC 16 Dexterity saving throw. Targets take 31 (6d8 + 4) slashing damage on a failed save, or half as much damage on a successful one. Reactions Vulnerable Gaze. As a reaction to a creature resisting damage dealt by the excruciarch, it turns its gaze on that creature, negating any resistances and immunities that creature has until the start of the excruciarch’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Painted Phantasm","description":"A figure steps from the painting, its body pigmented and highlighted in ways that contrast with the ambient lighting. The creation of painted phantasms is forbidden among reputable schools of art, as the technique requires blending portraiture with dark magic. Art Imitates Life. Painted phantasms often stalk their creators (or the subject of the portrait they depict) and mimic the person's habits or behaviors. Rejected or obsessive painted phantasms might grow jealous of the person they depict, eventually imprisoning and supplanting it. Phantasms supported and encouraged by their creators often become protégés, continuing the artists' legacies. Mysterious Patron. Painted phantasms often protect art galleries and private collections, and they hunt down any thief or critic who dares to steal or insult the works under their protection. They never destroy painted artwork and will stop anyone attempting to do so. Construct Nature. The painted phantasm doesn't require air, food, drink, or sleep. Immutable Form. The painted phantasm is immune to any spell or effect that would alter its form. Magic Resistance. The painted phantasm has advantage on saving throws against spells and other magical effects. Actions Multiattack. The painted phantasm makes two Paint Slash attacks or one Capture Image attack and one Paint Slash attack. Capture Image. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d10) force damage, and the target must succeed on a DC 15 Charisma saving throw or be captured as an image on a flat surface of the phantasm's choice within 60 feet of it. While an image, the target appears on the surface as a painting, drawing, or similar caricature of itself, and it is incapacitated and restrained. The target can see and hear outside of the surface, but it can't target those outside the surface with spells or cast spells or use features that allow it to leave the surface. If the surface where the target is captured takes damage, the target takes half the damage. If the surface is reduced to 0 hp, the target is freed. A successful dispel magic (DC 15) cast on the surface also frees the captured creature. If the painted phantasm takes 20 damage or more on a single turn, the phantasm must succeed on a DC 15 Charisma saving throw at the end of that turn or lose its focus, releasing all captured creatures. Paint Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing plus 16 (3d10) poison damage. Painting Sensor. While touching one artwork, the painted phantasm can see and hear through another artwork it has previously touched as if it was in that artwork's space, provided the artwork is within 1 mile of it. “Artwork” can mean any painting, drawing, or other design on a flat surface, including a pattern painted on a wall or in a book. Bonus Actions Painting Portal. The painted phantasm uses 10 feet of its movement to step magically into one artwork within its reach and emerge from a second artwork within 100 feet of the first artwork, appearing in an unoccupied space within 5 feet of the second artwork. If both artworks are Large or larger, the phantasm can bring up to three willing creatures with it as part of this movement.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Neutral","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Pal-Rai-Yuk","description":"This lengthy, two-headed, serpentine creature has three dorsal fins and six legs. Degenerate Dragons. Pal-rai-yuks were once a species of underwater dragons. In their arrogance, they angered a sea deity who cursed them. To escape the deity’s wrath, they adapted to tunnel through the earth, though they occasionally still seek prey in the water. Forgotten Meals. By some quirk of the pal-rai-yuk’s divine transformation, creatures it swallows can see outside of its stomachs, but the creatures aren’t visible to those outside the pal-rai-yuk. Additionally, this quirk allows the serpents to erase their victims from others’ memories, leaving victims with a deep sense of isolation as they are slowly digested. Endlessly Hungry. The sea god segmented their stomachs in an attempt to curb their voraciousness. Unfortunately, it made them more gluttonous. This gluttony occasionally draws the attention of powerful humanoids or large armies. When this happens, the pal-rai-yuk quickly consumes anything it can catch, then digs deep into the earth where it hibernates for years, avoiding retaliation.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Paladin of San Marco","description":"Savonarola will be accompanied by at least one proud paladin who is associated with San Marco monastery, and maybe more than one, depending on how difficult you want to make it for the group. Each of the paladins commands a small unit of fighters. Although the paladins started out as God-fearing and noble men, they too have been corrupted by Savonarola’s treaty with Satan. Without knowing it, God has retracted His gifts, and their powers now come from the devil. On the surface, they seem to be the same, but they are warped just a little. For example, when they heal someone, that person will be left with some mark of Satan and might at any time be visited by one of his emissaries. Here are some characters to choose from: Teodoro Bardi: A very bulky young man who fights with an axe, a very unlikely weapon for a nobleman. His blows are deadly. He is the only one suspecting that their affiliation has changed, but does not care. He is much smarter than he looks. Gian Luca Pitti: A good looking, tall man of about 40 with thinning hair and an aristocratic nose. Gian Luca is quite vain, but not overly intelligent. He uses a sword and tends to overestimate his abilities. He hates the Medici. Fausto Soderini: A pretty man around 30 with dark hair, rather slender for a paladin, fights elegantly with a long sword. Fausto will not fight to the death, but will rather yield than be killed if overpowered. Traits Great Weapon Fighting. When the paladin rolls a 1 or 2 on a damag e die for an at tack with his melee weapons, he can reroll the die once and must use the new roll. Hellish Smite. When the paladin hits a creature with a melee attack, he can expand a spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 9 (2d8) for a 1st-level spell slot or 13 (3d8) for a 2nd-level spell slot. Hellish Health. The paladin is immune to disease. Aura of Protection. The paladin and all frie ndly creatures in a 10-foot radius gain a bonus of +2 on their saving throws. Relentless Avenger. When the paladin hits a creature with an opportunity attack, he can move up to half his speed immediately after the attack and as a par t of the same reaction. This movement doesn’t provoke opportunity attacks. Spellcasting. The paladin is a 7t h-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The paladin knows the following paladin spells: 1st level (4 slots): bane, compelled duel, hunter’s mark, shield of faith, thunderous smite 2nd level (3 slots): branding smite, hold person, locate object, misty step Locate object can only be used on the rose after the paladin has actually seen it. Actions Multiattack. The Paladin makes two weapon attacks. Abjure enemies. The paladin can select one creature within 60 feet he can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. On a failed save the creature is frightened for 1 minute or until it takes damage, its speed is reduced to 0, and it can’t benefit from any bonus to its speed. On a successful save the creature’s speed is halved for 1 minute or until the creature takes any damage. Vow of Enmity. As a bonus action, the paladin can utter a vow of enmity against a creature he can see within 10 feet of the paladin. He gains advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Hellish Sense. As an action the paladin can sense good in a 60-feet radius around them three times until a long rest is finished. The divine rose specifically will draw their attention. Lay on hands. The paladin can, as an action, heal up to a maximum total of 35 hit points with a touch. It replenishes after a long rest. Expending 5 of these hit points can cure one disease or one poisoning. The paladin leaves some sort of Hellish mark on the person who was healed. Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d12 + 3) slashing damage. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d10 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Paladin)","Expansion":30058,"Challenge Rating":3},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Pale Knight","description":"The pale knight has both the martial skills of an experienced warrior and the arcane powers of a talented necromancer. It stands tall and imposing, wearing dark ornate breastplate armor and wielding a fearsome-looking ancient scythe that seems to have a life of its own as if it is imbued with necrotic energy. Arcane Assassin. Despite its imposing appearance, the pale knight moves with the grace and speed of a dancer. Its fighting style is brutal and efficient, striking with precision and power and mixing it with its supernatural abilities and necromantic magic to dispatch foes quickly... or slowly. Undead Commander. The pale knight's most terrifying ability is its ability to summon and command the undead. It can raise fallen foes or open shadowy portals that reach into the Negative Plane and pull skeletal servants that do its bidding. The pale knight lets its minions swarm over the battlefield to overwhelm opponents while it picks off critical targets with its spells and its deadly scythe that can deliver mortal blows. Traits Undead Leader. The pale knight’s Undead allies have advantage on attack rolls and saving throws against any effect that turns undead while within 10 feet of the pale knight, provided it isn’t incapacitated. Actions Multiattack. The pale knight makes two Scythe attacks. It can use Necrotic Gaze or Spellcasting in place of one Scythe attack. Scythe. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) necrotic damage and the target can't regain hit points until the end of the pale knight's next turn. Necrotic Gaze. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 13 (3d8) necrotic damage and the target can't regain hit points until the end of the pale knight's next turn. Summon Undead (1/Day). The pale knight summons a number of skeletons, zombies, ghouls, and wights whose combined average hit points don’t exceed 80. A summoned undead appears in an unoccupied space within 60 feet of the pale knight and acts as an ally of the pale knight. It remains for an hour, until it or the pale knight dies, or until the pale knight dismisses it as an action. Spellcasting. The pale knight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): 1/day each: animate dead (as an action), blindness/deafness, fear, ray of enfeeblement Bonus Actions Aura of Necrosis. The pale knight activates or deactivates this aura. While active, a creature that starts its turn within 10 feet of the pale knight must succeed on a DC 14 Constitution saving throw, unless the pale knight is incapacitated. On a failed save, the target takes 7 (2d6) necrotic damage and is poisoned until the start of its next turn. A poisoned creature has vulnerability to bludgeoning, piercing, and slashing damage. On a successful save, a creature takes half as much damage and isn't poisoned. Constructs and Undead ignore this effect. Mortal Strike (1/Day). Immediately after the pale knight hits a target with a Scythe attack, the pale knight can force that target to make a DC 14 Constitution saving throw. On a failed save, the creature drops to 0 hit points. On a successful save, the creature takes 7 (2d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Pale Man","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Neutral","Expansion":21300,"Challenge Rating":13},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Pale One","description":"Pale ones are unfortunate creatures at best. In Kanrath and Cyherested, there are blood practices that involve draining someone’s blood completely and replacing the blood with a new type of blood. Also, sometimes, capital sentences are executed by draining the criminal’s blood completely. Pale ones are the results of blood practices and executions that went wrong. If a creature’s blood is drained and it is not given blood to replace its loss, it either dies or lives the rest of its life as a pale one. Tragically enough, some people sell their own blood as they desperately need money, and if a creature excessively loses a great amount of blood by doing so, it can also become a pale one over time. Pale ones are generally overlooked in society, they live on the streets and most people do not give them so much as a second glance. Some of them are cast out from the cities and try to live in the wilderness. They look like terminally ill humanoid creatures with pale, excessively rotten skin with a sickly appearance. Generally, they have one or two limbs missing. Although it is very rare, some people who wish to live a life like the vampire masters or the nobility take pale ones to their homes and use them as butlers. Most of such cases end with the family being murdered by the pale one, but in the rarest of cases, one may see a pale one who is happy to be a butler.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any alignment","Expansion":24099,"Challenge Rating":"1/2"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Pale Screamer","description":"This horrible, milk-white creature has the lower body of an emaciated humanoid and the upper body of a slimy jellyfish. Dark blue eyespots cover its upper body, and long, frilled, translucent tentacles trail from its frame-like tassels. Wailing in the Depths. Adventurers traveling deep beneath the earth or in the ocean depths sometimes hear an unholy sound echoing toward them out of the blackness, followed by the sight of a creature that is neither human nor jellyfish. This is generally their first and last encounter with the pale screamer, a creature that haunts caves and waterways searching for victims to consume or transport back to the lairs of their terrible alien masters. The pale screamer pursues its mission with malicious relish and enjoys eating its prey alive, often in front of its victims’ paralyzed companions. Evil Blooms. Though pale screamers are artificial creatures and do not breed naturally, their masters sometimes form them into blooms of two or more for mutual cooperation and protection. These pale screamers learn to communicate with one another by changing the coloration of their eyespots, allowing them to transmit information silently and better ambush or mislead their foes. Formerly Human. Pale screamers are created by mixing human and jellyfish-like creatures together using twisted, magical surgery. Most are the result of experimentation by aboleths or other intelligent eldritch horrors and are brainwashed to serve their masters unquestioningly. Some pale screamers remember snippets of their lives as humans and suffer horrible mental anguish as a result. Most of these pale screamers are disposed of by their masters. The saddest, however, are those that turn rogue and attempt to return to their former lives, only to give into their evil urges for humanoid flesh or be killed by their former family and friends.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Pale Stranger","description":"A pale stranger appears much as it did in life, though desiccated and obviously undead with a pistol in each hand, its garb dusty and weathered and smelling of decay. A pale stranger stands 6-1/2 feet tall and weighs 130 pounds. Undying Revenge. Sometimes death itself cannot come between a fallen soldier, security guard, or sniper and its final revenge. When a sniper or marksman is slain by a hated enemy or murdered before it can achieve vengeance against a hated foe, the anger and wrath can animate its remains as a vengeful undead monstrosity. When a pale stranger first rises, it seeks out the source of its anger to finish the job—thereafter, it wanders the desolate parts of the world looking for new victims to vent its unending rage upon. Mockery of Life. Rare pale strangers can hide their undead nature and appear as they did in life using veil as a constant spell-like ability. 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Trained in martial arts, these cultists are proficient at pacifying and neutralizing threats, which makes them ideal bodyguards and – in the case of the disciple of peace – lethal assassins, when the situation warrants it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"Lawful Neutral","Expansion":25354,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Palrethee","description":"Palrethees were ambitious lesser demons that aspired to become greater ones but failed in some unknown trial that destroyed their original forms. They now appear as tall, emaciated humanoids with vestigial wings protruding from their back and hot flames enshrouding their entire bodies. They can control the appearance of their flames, turning them from searing blue, translucent and ghostly, or bright fiery orange. Palrethees often serve as captains to lesser demons or as attendants to greater demons, such as a balor. Flaming Warrior. In combat, palrethees can be difficult opponents due to their constant body flames. A mere touch or striking them with a melee weapon can cause severe burns. For offense, they rely mostly on their martial abilities, cutting down foes with their flaming greatsword. If faced with a large number of foes, palrethees will cast fear. Traits Heated Body. A creature that touches the palrethee or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Actions Multiattack. The palrethee makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 5 (1d10) fire damage, and the target catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Spellcasting. The palrethee casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12): At will: detect evil and good, detect magic 1/day: fear","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Pankration Champion","description":"An incredible athlete and warrior that participates in the Olympic Games held in the name of, and dedicated to, the gods every four years. They specifically practice the martial art known as Pankrátion, which is focused on physical combat without weapons, where very few limits exist during a match. However, these limits do not exist outside of the sacred Olympic Games. At their strongest and most successful these champions have been known to be graced with the favor of the gods. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Unarmored Defense. While the champion is wearing no armor and wielding no shield, their AC includes their Wisdom modifier. Stunning Strike (3/day). On a successful unarmed strike the champion can force the target to make a DC 15 Constitution saving throw or be stunned until the end of the champion's next turn. Magic Weapons. The champion's weapon attacks are magical. Actions Multiattack. The champion makes four unarmed strikes or three javelin throws. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 3 (1d6) radiant damage. The champion can choose to grapple a target on a successful hit. While grappled in this way all unarmed strikes have advantage against the grappled creature. Javelin. Melee Weapon Attack: +9 to hit, reach 30/120ft., one target. Hit: 8 (1d6 + 5) piercing damage. Bonus Actions Swift Footing (3/day). The champion can use a bonus action to take the dash, disengage or dodge action. Reactions Deflect Missile. In response to being hit by a ranged weapon attack, the champion deflects the missile. The damage they take from the attack is reduced by 1d10 + 14. If the damage is reduced to 0, the champion catches the missile if it's small enough to hold in one hand and the champion has a hand free.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":9},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Panther","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell : The panther has advantage on Wisdom (Perception) checks that rely on smell. Pounce : If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone . If the target is prone, the panther can make one bite attack against it as a bonus action. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","properties":{"Category":"Monsters","AC":12,"HP":"13 (3d8)","CHA":7,"CON":10,"DEX":15,"INT":3,"STR":14,"WIS":14,"Size":"Medium","Type":"beast","Speed":"50 ft., climb 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066507/oE5uqYMRRGFuYrN936GGGw/original.png","Roll 0":"Bite\n1d20 + 4\n1d6+2","Roll 1":"Claw\n1d20 + 4\n1d4+2","Skills":"Perception +4, Stealth +6","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The panther has advantage on Wisdom (Perception) checks that rely on smell.\"},{\"Name\":\"Pounce\",\"Desc\":\"If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+2","Challenge Rating":"1/4","Passive Perception":14,"data-CrNum":0.25,"data-AcNum":12,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Panther","description":"Traits Keen Smell : The panther has advantage on Wisdom (Perception) checks that rely on smell. Pounce : If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Panther","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Panther","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Multiattack. The panther makes one Pounce attack and uses Prowl. Pounce. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage, or the panther deals 7 (2d4 + 2) Slashing damage if it had Advantage on the attack roll. Prowl. The panther moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the panther can take the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Panther","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Multiattack. The panther makes one Pounce attack and uses Prowl. Pounce. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage, or the panther deals 7 (2d4 + 2) Slashing damage if it had Advantage on the attack roll. Prowl. The panther moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the panther can take the Hide action.","properties":{"Category":"Monsters","AC":12,"HP":"13 (3d8)","PB":2,"CHA":7,"CON":10,"DEX":15,"INT":3,"STR":14,"WIS":14,"Size":"Medium","Type":"Beast","Speed":"50 ft., Climb 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407984/U5onKK7phodMqTWhkPa9nw/original.png","Senses":"Darkvision 60 ft.","Skills":"Perception +4, Stealth +6","data-XP":50,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The panther makes one Pounce attack and uses Prowl.\"},{\"Name\":\"Pounce (No Advantage)\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"Slashing\"},{\"Name\":\"Pounce (Has Advantage)\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 2\",\"Damage Type\":\"Slashing\"},{\"Name\":\"Prowl\",\"Desc\":\"The panther moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the panther can take the Hide action.\"}]","data-CHA-mod":"-2","data-CON-mod":0,"data-DEX-mod":2,"data-INT-mod":"-4","data-STR-mod":2,"data-SizeNum":2,"data-WIS-mod":2,"Saving Throws":"Str +2, Dex +2, Con +0, Int -4, Wis +2, Cha -2","Challenge Rating":"1/4","Passive Perception":14,"data-CrNum":0.25,"data-AcNum":12,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Paper Golem Swarm","description":"A seemingly ordinary piece of paper leaps to life and lashes out with its sharp edges. Reams of Danger. Though a single paper golem can protect the spellbooks of paranoid spellcasters, it is far more formidable when in the form of a swarm. Protector of Secrets. Once the paper golem has been created, it patiently lies in wait, dormant until an unsuspecting creature happens upon it. Poisoned Manuscripts. The ink of the paper golem is imbued with magic, creating a toxin to use against its victims. Construct Nature. A golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny constructs","Alignment":"unaligned","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Paper Golem Swarm","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny constructs","Alignment":"unaligned","Expansion":14533,"Challenge Rating":3},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Paralyzing Robot","description":"Resembling a member of the city guard made of steel and a glass-like material, this construct seems suited for combat. It holds a baton that gives off blazing blue light, and a similarly colored light is visible on its chest plate. Constructed to be guardians and warriors, robot wardens are humanoid-shaped devices similar to clockwork constructs but powered by science rather than magic. The only real weakness robot wardens have is to lightning damage, which interferes with their circuitry and causes them to go haywire. A typical robot warden is over 6 feet tall and weighs more than 500 pounds. Trapped in Ruins. Most of these constructs are scattered throughout the wastes in hidden bunkers, fallen citadels, and even crashed spaceships. Most robot wardens have gone dormant during the years they have been trapped to conserve power, but a warden can activate itself at a moment’s notice when intruders enter its area. Some wardens might not be immediately hostile, depending on their original orders, but will not hesitate to take aggressive action if threatened. VARIANT: PARALYZING RAY A few robot wardens have been manufactured to capture targets for interrogation rather than kill them outright. ROBOT DRONE FAMILIARS Though such occurrences are exceedingly rare, some robot drones have been turned into familiars under the control of spellcasters interested in artifice and lost technology. A robot drone that becomes a familiar shares a telepathic bond with its master just as any other familiar does, enabling the master to sense what the drone senses as long as it is within 1 mile of its master. In addition, while its master is within 10 feet of the familiar, the master gains the drone’s Nimble Attacker trait when making ranged attacks using weapons or spells. NO ROBOTS IN MY FANTASY, PLEASE! Many players and GMs don’t like to mix fantasy and science fiction, preferring to keep the two genres separate, and might be turned off by a campaign setting or adventure that incorporates both. The elegant solution to this problem, rather than simply getting rid of the sci-fi elements, is to modify them to make them more palatable to a fantasy audience. A death ray gun might become an archaic wand from a fallen civilization that fires beams of energy, and a robot is simply a golem in a different shell. Even a spaceship can be redefined. Perhaps it is a sky barge of one of the gods of the campaign world or a wondrous gnomish invention powered by elemental forces or tamed dragons. TRAITS Electrical Malfunction. Whenever the warden robot takes lightning damage, it must make a successful DC 10 Wisdom saving throw or become confused until the end of its next turn. Unusual Nature. The robot warden doesn’t require air, food, drink, or sleep. Vigilant Patroller. A robot warden has advantage on Wisdom (Perception) checks involving creatures within 30 feet of it. ACTIONS Multiattack. The robot warden makes two Force Baton attacks. Force Baton. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 10 (2d6 + 3) force damage. Paralyzing Ray (Recharge 5–6). The robot warden fires a beam of emerald energy from its chest plate. The beam is a line 30 feet long and 5 feet wide. Any creature caught in the beam must make a DC 14 Constitution saving throw. On a successful save, a creature is restrained until the end of its next turn. On a failed save, it is paralyzed for 1 hour. A paralyzed creature can make a new saving throw at the end of each of its turns, ending the effect on itself with a success. If a creature fails three consecutive saving throws, however, it remains paralyzed for the entire duration.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":25357,"Challenge Rating":3},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Parasitic Geist","description":"Parasitic geists are defined by their unnerving appearance and insatiable appetite for living creatures. These once-living beings each met a particularly brutal end, often on nights of the hunt, and were cursed by the city to become voracious apparitions. They have become trapped in a never-ending cycle, feeding on the living in an attempt to regain some semblance of their former selves, but in vain. Parasitic geists lost their bodies along with their minds, resembling floating heads with long, writhing tendrils protruding from their ghostly faces. They use these tendrils as a means of feeding, breaking through the skin of unsuspecting victims and draining their life, guided by nothing more than a visceral hunger. The ethereal appearance of these walking corpses is hard to perceive with the naked eye, flickering in and out of existence, phasing through solid structures. These monsters are drawn to places where people are experiencing severe emotional or physical pain—grim banquets of blood and agony. Graveyards, battlegrounds, and other locations where death and violence prevail are where they are most often found. Traits Incorporeal Movement. The geist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the geist has disadvantage on attack rolls, as well as on Perception checks that rely on sight. Actions Devour Life. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (2d4 + 1) necrotic damage and the geist attaches to the target. While attached, the geist can't use this attack. Instead, at the start of each of the geist's turns, the target takes 6 (2d4 + 1) necrotic damage. The geist moves with the target and can detach as a bonus action.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"neutral evil","Expansion":27461,"Challenge Rating":"1/4"},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Parasitic Ooze","description":"","properties":{"Category":"Monsters","Size":"Tiny","Type":"ooze","Alignment":"unaligned","Challenge Rating":"Proficiency Bonus +PB"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Parasitus","description":"The result of cruel experiments, the Parasitus lives in the dark shadows of Tolia. Some say that they escaped from the labs of the universities, while others believe that they were released by a group of students. Either way, they can be seen in sewers, dark streets, caves, basements, and train stations.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"unaligned","Expansion":24099,"Challenge Rating":3},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Pari","description":"A pari is an angelic harbinger gifted with foresight. A visit from a pari is often a prophetic warning or portent of an event yet to come. Pari have pastel blue skin, wear robes and armor, and have two sets of wings with vivid red feathers sprouting from their back. Traits Magic Resistance. The pari has advantage on saving throws against spells and other magical effects. Unusual Nature. The pari doesn’t require food, drink, or sleep. Actions Multiattack. The pari makes three Mace attacks. Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 14 (4d6) radiant damage. Disorienting Futures. The pari attempts to flood the mind of one creature it can see within 60 feet of itself with visions of the future. The target must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage and have disadvantage on attack rolls until the start of the pari’s next turn. Spellcasting. The pari casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: detect evil and good 2/day each: cure wounds (as a 6th-level spell), lesser restoration 1/day each: commune (as an action), dispel evil and good","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"typically lawful good","Expansion":15687,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Journeys through the Radiant Citadel"},{"name":"Parrot","description":"This bird is noted for its colorful plumage and boisterous disposition. Parrots are favored as familiars by spellcasters who like bright and flashy magic.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"unaligned","Challenge Rating":0},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Parzz'val","description":"Six legs, ending in massive, three-fingered humanoid hands, support a headless horse-like torso. The front of this creature’s mass opens into a huge tripartite maw filled with jagged, web-shrouded ridges dripping a caustic substance. Bottomless Hunger. Parzz’vals have enough intelligence to reason and problem solve, but they are largely guided by their monstrous appetites. Parzz’vals prefer live prey but are not above eating carrion if their preferred meal isn’t available. Ambush Hunters. Despite their enormous hunger, parzz’vals are excellent at taking their prey by surprise. A parzz’val can wait patiently for hours for the ideal time to strike if they anticipate a meal awaits as a reward. Parzz’vals in Midgard Parzz’vals are created by the treacherous wizard Enkada Pishtuhk in his efforts to recreate a controllable, loyal version of Pah’draguusthlai the Devourer. Thus far, his attempts have failed. No matter what form his creations take at their birth, they twist into an uncontrollable parzz’val over the course of a week or less. He releases each of these failed creations out into the Wasted West to wreak havoc.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Pashir","description":"Pashir Hajin is a half-celestial, half-elemental merchant and the Chief Purveyor of Royal Artifacts for the Everflame Empress who rules the Everflame Empire in the Elemental Plane of Fire. His mandate is to buy luxurious, expensive-looking magic items for the empress. He funds these purchases by trading or selling off items from his empress' vast collection that she has come to dislike for one reason or the other. Always searching for new treasures for the Everflame Empress, Pashir never settles in one place for long. He doesn't have a physical shop and instead employs a unique combination of cunning, charm, and divination magic to locate creatures with interesting magic items. Background The result of a fiery but short-lived love affair between an efreeti and a celestial, Pashir would've likely been better off had he been born in the sanctum of his father's home in Celestia. Instead, Pashir grew up on the Elemental Plane of Fire, confined within the walls of the Golden Palace under the tyrannic rule of the Everflame Empress. Pashir's mother was sentenced to death for her intermingling with a celestial, but Pashir was spared as he might prove a useful slave. Born into servitude, Pashir's early life was marked by misery even greater than that experienced by non-efreeti slaves throughout the Everflame Empire. Being born with a target on your back and being tiny and puny by efreeti standards was a lethal combination. Luckily for Pashir, his innate divine magic often lets him stay a step ahead of trouble. His ability to see through illusions and other deceptions eventually caught the attention of the empress' vizier. Seeing the potential in such skills, the vizier took in the young half-breed and helped him hone his abilities further. Serving as the vizier's extended hand – and bound to do so by a permanent Geas spell – Pashir's travels have since taken him far and wide. At first, he ran simple errands, but he quickly took on greater responsibility and was given greater freedom. For the past decades, Pashir has been seeking out and acquiring magic treasures worthy of the Everflame Empress – and turning a profit for the treasury by selling off the lesser goods that the empress would like to be rid of. Roleplaying Pashir When Pashir approaches customers, he always tries to be polite and friendly, offering to buy drinks, laughing at their jokes, and expressing interest in whatever they have to say. While he truly enjoys good company, what he ultimately cares most about is making a good trade. Despite being well over a century old, Pashir appears as a fit, middle-aged man with brown hair and red eyes. Pashir wears an abundance of glittering jewelry and golden rings and is always dressed in expensive silk under his gilded armor. His taste in fashion is a testament to his efreeti heritage and upbringing. While he does display the cunning and guile of an efreeti, Pashir is less cruel than his brethren – and despises their treatment of \"lesser” races, which he himself has been a victim of. Other than enslavement, few things can truly anger Pashir, and, when given a choice, he'd rather flee than engage in violence, even when he's confident he would win a confrontation. Even though a permanent Geas spell compels Pashir to constantly acquire and sell magic items on behalf of his empress, he's relatively free to pursue this goal however he wants. Pleased with his current lot in life, he rarely thinks about how things could be different.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial/Elemental","Alignment":"Neutral Good","Expansion":27827,"Challenge Rating":11},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Passion Devil","description":"Passion devils were created by the archdevil Fierna in her likeness and image, and are therefore both strikingly beautiful and terrifying. While the passion devils serve Fierna officially as ambassadors to the courts of other archdevils or dukes of the Nine Hells, their true purpose is to infiltrate enemy ranks and spy on other devils. Emotional Manipulators. Passion devils rarely engage in combat and instead use their powers of domination, manipulation, and seduction to meet their objectives. If forced into a fight it does not like, it will use its spells and abilities to sow just enough confusion and discord for it to escape. Passion devils rarely travel alone, and are often accompanied by bearded devils that serve them as bodyguards. Traits Object of Desire. A creature that starts within 20 feet of the devil must succeed on a DC 18 Wisdom saving throw, unless the devil is incapacitated. On a failed save, the creature is charmed until the start of its next turn. If a creature's saving throw is successful, the creature has advantage on saving throws against the devil's Object of Desire for the next 24 hours. Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil uses Fiery Strike twice. Alternatively, it can make one Fiery Strike and use Spellcasting. Fiery Strike. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) fire damage, and the target has disadvantage on saving throws against being charmed until the end of the devil's next turn. Passion Flames (Recharge 5–6). The devil targets up to three visible creatures within 120 feet of it. Each creature must succeed on a DC 18 Wisdom saving throw. Creatures that are already charmed by the devil automatically fail their saving throw. On a failed save, a creature takes 14 (4d6) fire damage and is charmed until the end of the turn. A charmed creature must immediately use its reaction to move up to half its speed as the devil directs and make one weapon attack against a visible creature of the devil's choice. On a successful save, the creature takes half as much damage and isn't charmed. Spellcasting. The passion devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: alter self, charm person, suggestion 1/day each: charm monster, dominate person Reactions Instinctive Charm. When a creature within 60 feet of the devil makes an attack roll against it, and another creature is within the attack’s range, the attacker must make a DC 18 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the devil or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the devil’s Instinctive Charm for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Pavetta Stroon-Drelev","description":"Baroness of Drelev and imperious socialite, Pavetta Stroon-Drelev concerns herself more with excess and comfort than battle. You can use these statistics for a pampered princess, queen, or other upper-class aristocrat, or—after making the appropriate adjustment to alignment and attitude—they can represent a beloved leader or ally. Her dog Jewel might be a different story, though... Traits Release Jewel. As a bonus action, Pavetta can give her dog Jewel a command, then release the little terror to harry anyone who threatens her. Actions Multiattack. If Pavetta is affected by Vengeful Rage, she makes 3 attacks with her dagger. Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Intimidating Scream (Recharge 6). Baroness Pavetta shrieks in rage, and all foes within 30 feet of her must make a DC 15 Wisdom save or become demoralized by her wail and gain disadvantage on all checks until the end of her next turn. The scream also automatically alerts any allies within 100 feet that can hear her to her need for assistance. Reactions Vengeful Rage. If her beloved dog Jewel is either killed or knocked unconscious, Pavetta flies into a murderous rage. She gains advantage on all attack rolls, deals an additional 11 (3d6) bludgeoning damage with weapons, and can use her Multiattack action. This rage persists for 1 minute, after which she gains two levels of exhaustion.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Pazrodine","description":"Traits Guardian of the Market. Pazrodine can sense when an item is stolen from Seelie Market. She knows the distance and direction to stolen items, as if by the Locate Object spell. Legendary Resistance (3/Day). If Pazrodine fails a saving throw, she can choose to succeed instead. Spellcasting. Pazrodine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): At will: Faerie Fire 2/day each: Calm Emotions, Dispel Magic, Invisibility 1/day each: Mass Cure Wounds, Revivify Actions Multiattack. Pazrodine makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 11 (2d10) radiant damage. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or have the prone condition. Breath Weapon (Recharge 5–6). Pazrodine uses one of the following breath weapons: Dream Breath. Pazrodine exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or have the unconscious condition for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Moonlight Breath. Pazrodine exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. Legendary Actions Pazrodine can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Pazrodine regains spent legendary actions at the start of her turn. Tail. Pazrodine makes one Tail attack. Cast a Spell (Costs 2 Actions). Pazrodine uses Spellcasting.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon (Moonstone)","Alignment":"Lawful Neutral","Expansion":27234,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Peat Mammoth","description":"This pile of rotting plant matter is shaped similarly to a woolly mammoth, without the tusks. The plants forming its hide droop to the ground. Elephantine Plant Mound. The peat mammoth is a mobile peat bog on four, stumpy legs. The plants draping from it give it the shaggy appearance of a wooly mammoth. It can extrude parts of its plant mound to strike at foes, but it mostly ambles over prey, absorbing them into its mass. Spirit-infused. Peat mammoths are mounds of plant material inhabited and driven by the souls of intelligent creatures that died in peat bogs. The restless spirits steer the mammoth’s movements, but the jumble of trapped souls leaves the mammoth without a true pilot or goal. Thus, the plant matter shambles onward, absorbing creatures and plants in its path, driven by the energy of spirits seeking release yet unable to find it. Swamp Gas Hazard. The rotting plant and animal material contained within the peat mammoth’s mass give off flammable swamp gases. The mammoth’s saturated body gives it a measure of protection from fire, but the gases escaping from it easily catch fire. In rare instances, attacking the mammoth with fire results in a terrible explosion.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"neutral","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Pech","description":"Natives to the Elemental Plane of Earth, the stalwart and humble pech often cross to the Material Plane to escape threats in their homeland, seek valuable gems and ore, or serve masters in the formation of great stone creations. They also trade with topsiders to obtain new stoneworking equipment, and they have a strong affinity for the ale that they cannot brew themselves. Carved from Stone. Pech are small in size, slightly taller and broader than deep gnomes. Their long arms and legs are made of knotted muscles that appear chiseled from stone. Slate grey eyes bulge from their angular heads. They rarely have hair on their heads or bodies, and those that do sprout hair grow it in thick strands as sharp and rigid as a metal brush. A pech's fingers and toes are long and thin and topped with long, sharp nails as hard as stone. These nails allow them to climb sheer rock walls, acting as pitons. One with the Stone. Pech are born to work stone, to live their lives with a pickaxe in one hand and a hammer in the other, and to die with the understanding that their spirits will merge with the stone for eternity, forever surrounding their progeny. Pech society is built around the notion that pure enlightenment can be attained by communing with the stone that surrounds them. The more one works the stone, the closer one gets to becoming one with it: eternal, immovable, and stalwart. Pech mine the valuable substances provided by the stone and train their minds to harmonize with the rock. Those that master certain techniques become stonemasters, who often lead a clan of pech. Truly talented and dedicated stonemasters that reach a higher level of enlightenment with the stone might become lithlords, who travel from clan to clan and teach the young pech the way of the stone. Servants of the Giants. The pech sometimes come to the surface world to act as servants of the stone giants. Pech transport bring enormous stone monoliths to the heathers and moors of otherwise stone-free land, which the stone giants can then use for their strange, mystical ceremonies. Decades later, humans walking through the flat fields can only wonder how these huge stone monoliths seemingly appeared out of nowhere.\\n\\n** Elemental Nature. A pech doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"neutral good","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Pech","description":"Pechs are slight, bipedal diggers from the Elemental Plane of Earth. They have a knack for finding weak points in buildings, objects, and raw materials, making them phenomenal excavators—and, if the occasion calls for it, sappers and saboteurs. Pechs enjoy sculpting and carving vast networks of tunnels and warrens, where they live in clans and mine precious metals and gems. Small and lithe, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid, and they find sunlight nauseating. Their skin displays a spectrum of color and texture as varied as that of clay, earth, and stone. A single pech can draw on the magic of the Elemental Plane of Earth to shape stone to its will, but pechs are stronger together than alone. When in groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth. Traits Magic Resistance. The pech has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the pech has disadvantage on attack rolls. Actions Multiattack. The pech makes two Fortified Pickaxe attacks. If it hits a Large or smaller creature with both attacks, the target must succeed on a DC 14 Strength saving throw or have the prone condition. Fortified Pickaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) force damage. If the target is a Construct or an object, the attack is automatically a critical hit. Communal Spellcasting (2/Day). The pech works with three or more pechs to cast spells, requiring no spell components and using Wisdom as the spellcasting ability (save DC 12). If at least three other pechs are within 30 feet of it, the pech can cast Wall of Stone. If at least seven other pechs are within 30 feet of it, it can cast Greater Restoration. Each other pech involved in casting the spell can’t have the incapacitated condition and must have at least one use of Command Spellcasting remaining, which it must immediately expend to participate (no action required). Stone Shape (3/Day). The pech casts Stone Shape, requiring no spell components and using Wisdom as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Small","Type":"Elemental","Alignment":"Typically Neutral Good","Expansion":31434,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Pech Lithlord","description":"Natives to the Elemental Plane of Earth, the stalwart and humble pech often cross to the Material Plane to escape threats in their homeland, seek valuable gems and ore, or serve masters in the formation of great stone creations. They also trade with topsiders to obtain new stoneworking equipment, and they have a strong affinity for the ale that they cannot brew themselves. Carved from Stone. Pech are small in size, slightly taller and broader than deep gnomes. Their long arms and legs are made of knotted muscles that appear chiseled from stone. Slate grey eyes bulge from their angular heads. They rarely have hair on their heads or bodies, and those that do sprout hair grow it in thick strands as sharp and rigid as a metal brush. A pech's fingers and toes are long and thin and topped with long, sharp nails as hard as stone. These nails allow them to climb sheer rock walls, acting as pitons. One with the Stone. Pech are born to work stone, to live their lives with a pickaxe in one hand and a hammer in the other, and to die with the understanding that their spirits will merge with the stone for eternity, forever surrounding their progeny. Pech society is built around the notion that pure enlightenment can be attained by communing with the stone that surrounds them. The more one works the stone, the closer one gets to becoming one with it: eternal, immovable, and stalwart. Pech mine the valuable substances provided by the stone and train their minds to harmonize with the rock. Those that master certain techniques become stonemasters, who often lead a clan of pech. Truly talented and dedicated stonemasters that reach a higher level of enlightenment with the stone might become lithlords, who travel from clan to clan and teach the young pech the way of the stone. Servants of the Giants. The pech sometimes come to the surface world to act as servants of the stone giants. Pech transport bring enormous stone monoliths to the heathers and moors of otherwise stone-free land, which the stone giants can then use for their strange, mystical ceremonies. Decades later, humans walking through the flat fields can only wonder how these huge stone monoliths seemingly appeared out of nowhere. Elemental Nature. A pech doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"neutral good","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Pech Stonemaster","description":"Natives to the Elemental Plane of Earth, the stalwart and humble pech often cross to the Material Plane to escape threats in their homeland, seek valuable gems and ore, or serve masters in the formation of great stone creations. They also trade with topsiders to obtain new stoneworking equipment, and they have a strong affinity for the ale that they cannot brew themselves. Carved from Stone. Pech are small in size, slightly taller and broader than deep gnomes. Their long arms and legs are made of knotted muscles that appear chiseled from stone. Slate grey eyes bulge from their angular heads. They rarely have hair on their heads or bodies, and those that do sprout hair grow it in thick strands as sharp and rigid as a metal brush. A pech's fingers and toes are long and thin and topped with long, sharp nails as hard as stone. These nails allow them to climb sheer rock walls, acting as pitons. One with the Stone. Pech are born to work stone, to live their lives with a pickaxe in one hand and a hammer in the other, and to die with the understanding that their spirits will merge with the stone for eternity, forever surrounding their progeny. Pech society is built around the notion that pure enlightenment can be attained by communing with the stone that surrounds them. The more one works the stone, the closer one gets to becoming one with it: eternal, immovable, and stalwart. Pech mine the valuable substances provided by the stone and train their minds to harmonize with the rock. Those that master certain techniques become stonemasters, who often lead a clan of pech. Truly talented and dedicated stonemasters that reach a higher level of enlightenment with the stone might become lithlords, who travel from clan to clan and teach the young pech the way of the stone. Servants of the Giants. The pech sometimes come to the surface world to act as servants of the stone giants. Pech transport bring enormous stone monoliths to the heathers and moors of otherwise stone-free land, which the stone giants can then use for their strange, mystical ceremonies. Decades later, humans walking through the flat fields can only wonder how these huge stone monoliths seemingly appeared out of nowhere. Elemental Nature. A pech doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"neutral good","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Peeira","description":"A peeira is a fey who is bound to a particular pack of wolves, serving as its guardian and healer. As such, she is the bane of hunters who trap or kill wolves for their furs. With an otherworldly beauty, she stands with an imperious attitude surrounded by her pack of wolves. While fierce and wild, however, the peeira is generally good-natured, steering her pack clear of lost travelers or children and eager to keep them from being man-eaters. While a peeira is not actively hostile towards outsiders, it is very protective of its pack and the territory in which they hunt. Those who hunt her pack or despoil their hunting grounds gain the fey’s ire, and she will not rest until such interlopers are dead or driven from the area. Werewolf Redeemers. The presence of a peeira can have a calming effect on werewolves, suppressing their bloodlust and wicked nature. Over time, if a werewolf chooses to run with theh peeira’s pack, she can teach the werewolf to control its bestial urges and turn from its murderous ways.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":30635,"Challenge Rating":2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Peeper","description":"Sometimes, after a trying fight, it’s nice to have a friend tell you that you did well. And if you don’t have a friend—sometimes they get incinerated—a bonded companion that can never leave you will do. Isn’t that right, Peeper? …Peeper? No! I didn’t mean to say you weren’t my friend! Of course you’re my friend. Peeper… — Heliana, Emotionally Supported Type : Aberration Creature Component : Dreamholder or other ’eye tyrant’ Bonus Tamer Improvement : Eye Rays I and +2 Hit Dice Peepers are creatures of hope, optimism, and positive vibes. The ultimate cheerleaders, they are as cowardly as they are encouraging. Their overdeveloped survival instincts kick in whenever a large enough source of fear rears its harrowing head, causing them to flee without hesitation. If any of the peeper’s traits or actions require a saving throw, it is always against the peeper’s save DC , as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the peeper’s Constitution modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the peeper the following improvements using your Monster Trainer feature: Eye Rays I Prerequisite : become a tamer’s companion Type : Active (action) The peeper learns to use its eye stalks. As an action, the peeper can shoot one of the following magical eye rays at random (roll a d4 ), targeting a creature it can see within 60 feet of it: Charm Ray. The target must succeed on a Wisdom saving throw or be charmed by the peeper for 1 minute , or until the peeper harms the target. Fear Ray. The target must succeed on a Wisdom saving throw or be frightened of the peeper until the end of the peeper’s next turn. Nightmare Ray. The target must succeed on an Intelligence saving throw or take 5 ( 2d4 ) psychic damage as it is assailed by illusory manifestations of its fears. Wounding Ray. The target must make a Constitution saving throw , taking 7 ( 3d4 ) necrotic damage on a failed save, or half as much damage on a successful one. The peeper gains this improvement when it becomes a companion; it doesn’t cost an improvement. Encourager I Prerequisite : 3rd-level tamer Type : Passive (companion) The size of the peeper’s Cone of Encouragement increases to 60 feet and Encourage’s bonus increases to a d6 . When the peeper’s tamer reaches 9th level in the tamer class, the bonus increases to a d8 and the peeper gains one additional use of Encourage (3/Day) . Immaterial Prerequisite : 3rd-level tamer Type : Active (bonus action) As a bonus action, the peeper can turn partially incorporeal. Until the start of its next turn, it has resistance to bludgeoning, piercing, and slashing damage. After the peeper uses this action, it can’t do so again until its tamer finishes a short or long rest. Growth Prerequisite : 5th-level tamer Type : Passive (companion) The peeper’s size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage dice of its bite attack and Eye Rays action increase to a d6 . Eye Rays II Prerequisite : 5th-level tamer, Eye Rays I Type : Active (action) When the peeper uses its Eye Rays action, it shoots two rays at random instead of one (reroll duplicates), choosing one or two targets it can see within 120 feet of it . Slowing Ray Prerequisite : 5th-level tamer Type : Active (action) As an action, the peeper can fire a ray at one creature it can see within range of its eye rays (see Eye Rays I & II). The target must make a Dexterity saving throw . On a failed save, the target’s speed is halved for 1 minute . In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. To maintain this effect, the peeper must concentrate on it as if it were concentrating on a spell. After the peeper uses this action, it can’t do so again until its tamer finishes a short or long rest. Telekinetic Ray Prerequisite : 9th-level tamer Type : Active (action) As an action, the peeper can fire a ray at one object or creature it can see within range of its eye rays (see Eye Rays I & II). If the target is a creature, it must succeed on a Strength saving throw or the peeper can move it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the peeper’s next turn or until the peeper is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, the peeper can move it up to 30 feet in any direction. The peeper can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. After the peeper uses this action, it can’t do so again until its tamer finishes a short or long rest. Encourager II Prerequisite : 13th-level tamer, Encourager I Type : Passive (companion) The size of the peeper’s Cone of Encouragement increases to 120 feet and Encourage’s bonus increases to a d10 . The peeper gains one additional use of Encourage (4/Day) . When the peeper’s tamer reaches 17th level in the tamer class, Encourage’s bonus increases to a d12 and the peeper gains one additional use of Encourage (5/Day) . Incorporeality Prerequisite : 13th-level tamer, Immaterial Type : Passive (companion) While the peeper is under the effect of its Immaterial trait, it can move through other creatures and objects as if they were difficult terrain. It takes 5 ( 1d10 ) force damage if it ends its turn inside an object. Disintegration Ray Prerequisite : 17th-level tamer Type : Passive (companion) As an action, the peeper can fire a ray at one object or creature it can see within range of its eye rays (see Eye Rays I & II). If the target is a creature, it must succeed on a Dexterity saving throw or take 42 ( 12d6 ) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine grey dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it. After the peeper uses this action, it can’t do so again until its tamer finishes a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"abberation","Alignment":"neutral good","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Pegasus","description":"\"Behold, the pegasus. It can outrace a dragon in the open sky, and only the best among us can ever hope to ride one. A fitting emblem for our great house, don’t you think?\" —Tyllenvane d’Orien, dragonmarked scion and proud representative of House Orien The white winged horses known as pegasi soar through the skies, a vision of grace and majesty. When they touch down on solid ground, they linger only for a moment, drinking from mountain springs and pristine lakes. Any sound or sign of another creature startles them, sending them off to fly once more among the clouds. Noble Mounts. Pegasi are highly prized as swift and reliable steeds, being faster and less temperamental than griffons, hippogriffs, and wyverns. However, these wild and shy creatures are as intelligent as humanoids, and so can’t be traditionally broken and tamed. A pegasus must be persuaded to serve a good-aligned creature as a mount, but when it does so, it forges a life-long bond with its new companion. Born of the Planes. Pegasi trace their origins to the Olympian Glades of Arborea, where they soar through the skies of that plane and serve as faithful mounts to the Seldarine, the pantheon of elven gods. These gods have been known to send pegasi to the Material Plane to aid those in need. Pegasi Nests. Pegasi mate for life, build their nests in hard-to-reach locations, and give birth to live young. Actions Hooves : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Source":"MM1","Alignment":"chaotic good","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Pegasus","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Hooves : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","AC":12,"HP":"59 (7d10+21)","CHA":13,"CON":16,"DEX":15,"INT":10,"STR":18,"WIS":15,"Size":"Large","Type":"celestial","Speed":"60 ft., fly 90 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390066523/BasYiqdiZGI1Et0wRcvdYA/original.png","Roll 0":"Hooves\n1d20 + 6\n2d6+4","Skills":"Perception +6","Source":"5th Edition SRD","data-XP":450,"Alignment":"Chaotic Good","Languages":"Understands Celestial, Common, Elvish, And Sylvan But Can't Speak","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Hooves\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"+1","data-CON-mod":"+3","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+2","Saving Throws":"Dex +4, Wis +4, Cha +3","Challenge Rating":2,"Passive Perception":16,"data-CrNum":2,"data-AcNum":12,"data-HpNum":59},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pegataur","description":"Pegataur The noble pegataurs are celestial creatures with the graceful upper body of a high elf and a pegasus's majestic lower body. Most pegataurs have fair-skinned upper bodies with almond blue or green eyes and long auburn, blonde, or silvery hair. Highland Dwellers. Pegataurs are native to the Olympian Glades of Arborea, but some clans also live in the Elysium, the Happy Hunting Grounds, and the Material Plane. They build their homes on the sides of cliffs and mountains, carving out great cavern complexes with vaulted ceilings and intricately designed furnishings. Pegasi often live with pegataurs, as the latter have an affinity with pegasi and can even communicate with them. Celestial Ties. Pegataurs obey and serve the Seldarine, the pantheon of elven gods, unquestioningly. They work with and maintain good relationships with angels, archons, elves, good-aligned cloud and storm giants, and guardinals. Adventurers needing aerial transport may seek the aid of pegataurs, as long as the adventurers are good-aligned and the reason they need it for is in line with the pegataur's beliefs and ideals. Aerial Knights. Pegataurs are skilled aerial warriors. They typically open combat by raining their foes with arrows while remaining out of melee reach. They then finish their enemies off by charging at them with pikes. Vigilant Sentinels. Pegataurs are wary of Lolth's followers and fiends of all types. To keep them from taking a foothold in the Material Plane, pegataurs aid elves in patrolling the highlands, valleys, and the forests. They will even work with or employ good-aligned adventurers if needed, such as breaching areas where they might be too large to enter. Traits Charge. If the pegataur moves at least 30 feet straight toward a target and then hits it with a Pike on the same turn, the target takes an extra 10 (3d6) piercing damage. Fey Ancestry. The pegataur has advantage on saving throws against being charmed, and magic can’t put them to sleep. Actions Multiattack. The pegataur makes two attacks: one with its Pike and one with its Hooves or two with its Longbow. Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Pegataur Captain","description":"Pegataur The noble pegataurs are celestial creatures with the graceful upper body of a high elf and a pegasus's majestic lower body. Most pegataurs have fair-skinned upper bodies with almond blue or green eyes and long auburn, blonde, or silvery hair. Highland Dwellers. Pegataurs are native to the Olympian Glades of Arborea, but some clans also live in the Elysium, the Happy Hunting Grounds, and the Material Plane. They build their homes on the sides of cliffs and mountains, carving out great cavern complexes with vaulted ceilings and intricately designed furnishings. Pegasi often live with pegataurs, as the latter have an affinity with pegasi and can even communicate with them. Celestial Ties. Pegataurs obey and serve the Seldarine, the pantheon of elven gods, unquestioningly. They work with and maintain good relationships with angels, archons, elves, good-aligned cloud and storm giants, and guardinals. Adventurers needing aerial transport may seek the aid of pegataurs, as long as the adventurers are good-aligned and the reason they need it for is in line with the pegataur's beliefs and ideals. Aerial Knights. Pegataurs are skilled aerial warriors. They typically open combat by raining their foes with arrows while remaining out of melee reach. They then finish their enemies off by charging at them with pikes. Vigilant Sentinels. Pegataurs are wary of Lolth's followers and fiends of all types. To keep them from taking a foothold in the Material Plane, pegataurs aid elves in patrolling the highlands, valleys, and the forests. They will even work with or employ good-aligned adventurers if needed, such as breaching areas where they might be too large to enter. Traits Charge. If the pegataur moves at least 30 feet straight toward a target and then hits it with a Pike on the same turn, the target takes an extra 10 (3d6) piercing damage. Fey Ancestry. The pegataur has advantage on saving throws against being charmed, and magic can’t put them to sleep. Actions Multiattack. The pegataur uses Maneuver Allies, if available. It then makes two attacks: one with its Pike and one with its Hooves or two with its Longbow. Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of the pegataur that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Bonus Actions Battle Command. The pegataur targets one ally it can see within 30 feet of it. If the target can see or hear the pegataur, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Pegataur Druid","description":"Pegataur The noble pegataurs are celestial creatures with the graceful upper body of a high elf and a pegasus's majestic lower body. Most pegataurs have fair-skinned upper bodies with almond blue or green eyes and long auburn, blonde, or silvery hair. Highland Dwellers. Pegataurs are native to the Olympian Glades of Arborea, but some clans also live in the Elysium, the Happy Hunting Grounds, and the Material Plane. They build their homes on the sides of cliffs and mountains, carving out great cavern complexes with vaulted ceilings and intricately designed furnishings. Pegasi often live with pegataurs, as the latter have an affinity with pegasi and can even communicate with them. Celestial Ties. Pegataurs obey and serve the Seldarine, the pantheon of elven gods, unquestioningly. They work with and maintain good relationships with angels, archons, elves, good-aligned cloud and storm giants, and guardinals. Adventurers needing aerial transport may seek the aid of pegataurs, as long as the adventurers are good-aligned and the reason they need it for is in line with the pegataur's beliefs and ideals. Aerial Knights. Pegataurs are skilled aerial warriors. They typically open combat by raining their foes with arrows while remaining out of melee reach. They then finish their enemies off by charging at them with pikes. Vigilant Sentinels. Pegataurs are wary of Lolth's followers and fiends of all types. To keep them from taking a foothold in the Material Plane, pegataurs aid elves in patrolling the highlands, valleys, and the forests. They will even work with or employ good-aligned adventurers if needed, such as breaching areas where they might be too large to enter. Traits Fey Ancestry. The pegataur has advantage on saving throws against being charmed, and magic can’t put them to sleep. Actions Multiattack. The pegataur makes two attacks: one with its Quarterstaff and one with its Hooves. Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Spellcasting. The pegataur casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: druidcraft, guidance, produce flame (2d8) 1/day each: call lightning, charm monster, dispel magic, faerie fire, healing spirit, lightning bolt, stoneskin","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Pegataur Knight","description":"Pegataur The noble pegataurs are celestial creatures with the graceful upper body of a high elf and a pegasus's majestic lower body. Most pegataurs have fair-skinned upper bodies with almond blue or green eyes and long auburn, blonde, or silvery hair. Highland Dwellers. Pegataurs are native to the Olympian Glades of Arborea, but some clans also live in the Elysium, the Happy Hunting Grounds, and the Material Plane. They build their homes on the sides of cliffs and mountains, carving out great cavern complexes with vaulted ceilings and intricately designed furnishings. Pegasi often live with pegataurs, as the latter have an affinity with pegasi and can even communicate with them. Celestial Ties. Pegataurs obey and serve the Seldarine, the pantheon of elven gods, unquestioningly. They work with and maintain good relationships with angels, archons, elves, good-aligned cloud and storm giants, and guardinals. Adventurers needing aerial transport may seek the aid of pegataurs, as long as the adventurers are good-aligned and the reason they need it for is in line with the pegataur's beliefs and ideals. Aerial Knights. Pegataurs are skilled aerial warriors. They typically open combat by raining their foes with arrows while remaining out of melee reach. They then finish their enemies off by charging at them with pikes. Vigilant Sentinels. Pegataurs are wary of Lolth's followers and fiends of all types. To keep them from taking a foothold in the Material Plane, pegataurs aid elves in patrolling the highlands, valleys, and the forests. They will even work with or employ good-aligned adventurers if needed, such as breaching areas where they might be too large to enter. Traits Charge. If the pegataur moves at least 30 feet straight toward a target and then hits it with a Spear attack on the same turn, the target takes an extra 14 (4d6) piercing damage. Fey Ancestry. The pegataur has advantage on saving throws against being charmed, and magic can’t put them to sleep. Threatening. Creatures provoke an opportunity attack from the pegataur when they move 5 feet or more while within the pegataur's reach, and if the pegataur hits a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. Actions Multiattack. The centaur makes three attacks: two with its Spear and one with its Hooves. Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage, or 9 (1d8 + 5) piercing damage if used with two hands to make a melee attack and the target is marked until the end of the pegataur's next turn. This effect ends early if the pegataur is incapacitated or it dies, or if someone else marks the target. While it is within 5 feet of the pegataur, a creature marked by the pegataur has disadvantage on any attack roll that doesn't target the pegataur. Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Bonus Actions Punish the Marked (1/Turn). The pegataur makes a melee weapon attack against a creature marked by it if the creature dealt damage to anyone other than the pegataur during the last turn. The pegataur's melee weapon attack has advantage on the attack roll, and if it hits, the attack's weapon deals an extra 7 (2d6) damage to the target.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Pegataur Mage","description":"Pegataur The noble pegataurs are celestial creatures with the graceful upper body of a high elf and a pegasus's majestic lower body. Most pegataurs have fair-skinned upper bodies with almond blue or green eyes and long auburn, blonde, or silvery hair. Highland Dwellers. Pegataurs are native to the Olympian Glades of Arborea, but some clans also live in the Elysium, the Happy Hunting Grounds, and the Material Plane. They build their homes on the sides of cliffs and mountains, carving out great cavern complexes with vaulted ceilings and intricately designed furnishings. Pegasi often live with pegataurs, as the latter have an affinity with pegasi and can even communicate with them. Celestial Ties. Pegataurs obey and serve the Seldarine, the pantheon of elven gods, unquestioningly. They work with and maintain good relationships with angels, archons, elves, good-aligned cloud and storm giants, and guardinals. Adventurers needing aerial transport may seek the aid of pegataurs, as long as the adventurers are good-aligned and the reason they need it for is in line with the pegataur's beliefs and ideals. Aerial Knights. Pegataurs are skilled aerial warriors. They typically open combat by raining their foes with arrows while remaining out of melee reach. They then finish their enemies off by charging at them with pikes. Vigilant Sentinels. Pegataurs are wary of Lolth's followers and fiends of all types. To keep them from taking a foothold in the Material Plane, pegataurs aid elves in patrolling the highlands, valleys, and the forests. They will even work with or employ good-aligned adventurers if needed, such as breaching areas where they might be too large to enter. Traits Fey Ancestry. The pegataur has advantage on saving throws against being charmed, and magic can’t put them to sleep. Actions Multiattack. The pegataur makes two attacks: one with its Quarterstaff and one with its Hooves. Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Spellcasting. The pegataur casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: mage hand, message, prestidigitation, ray of frost (2d8) 1/day each: dispel magic, fireball, haste, mage armor, shield, Snilloc's snowball swarm, warding wind","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Pegataur Skirmisher","description":"Pegataur The noble pegataurs are celestial creatures with the graceful upper body of a high elf and a pegasus's majestic lower body. Most pegataurs have fair-skinned upper bodies with almond blue or green eyes and long auburn, blonde, or silvery hair. Highland Dwellers. Pegataurs are native to the Olympian Glades of Arborea, but some clans also live in the Elysium, the Happy Hunting Grounds, and the Material Plane. They build their homes on the sides of cliffs and mountains, carving out great cavern complexes with vaulted ceilings and intricately designed furnishings. Pegasi often live with pegataurs, as the latter have an affinity with pegasi and can even communicate with them. Celestial Ties. Pegataurs obey and serve the Seldarine, the pantheon of elven gods, unquestioningly. They work with and maintain good relationships with angels, archons, elves, good-aligned cloud and storm giants, and guardinals. Adventurers needing aerial transport may seek the aid of pegataurs, as long as the adventurers are good-aligned and the reason they need it for is in line with the pegataur's beliefs and ideals. Aerial Knights. Pegataurs are skilled aerial warriors. They typically open combat by raining their foes with arrows while remaining out of melee reach. They then finish their enemies off by charging at them with pikes. Vigilant Sentinels. Pegataurs are wary of Lolth's followers and fiends of all types. To keep them from taking a foothold in the Material Plane, pegataurs aid elves in patrolling the highlands, valleys, and the forests. They will even work with or employ good-aligned adventurers if needed, such as breaching areas where they might be too large to enter. Traits Fey Ancestry. The pegataur has advantage on saving throws against being charmed, and magic can’t put them to sleep. Skirmish Advantage. Once per turn, the pegataur gains advantage on its attack roll when it makes a weapon attack while occupying a space at least 15 feet away from where it started its turn. Actions Multiattack. The pegataur makes two attacks: one with its Pike and one with its Hooves or two with its Longbow. Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Reactions Skirmisher. When an enemy the pegataur can see ends its turn within 5 feet of it, the pegataur can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Pelagic Blush Worm","description":"A colossal worm slides through the sunken schooner, its last meal visible inside its long, translucent body. As it swims forward, its entire body blushes crimson, and red acid bubbles from within its clattering maw. Cousin to the infamous purple worm, the pelagic blush worm is semi-translucent and resides in the ocean's depths. Wide pincers on either side of its mouth pierce prey and debris alike, forcing anything small enough into the worm's maw. Sharp fins run along its spine and underbelly, which it tucks in when exploring wreckage. Pelagic blush worms get their name from the bright red acid they create in a second stomach halfway down their bodies. When they prepare to spray this acid at attackers, they flush with color. This acid reacts differently when exposed to air or water. Catastrophic Spawning. Pelagic blush worms live solitary lives and interact with others of their kind only when they spawn, which can be catastrophic for those on or near the ocean. Spawning masses of blush worms create churning ocean tempests, which can lay waste to sailing fleets or send tidal waves crashing into coastal villages. Deep Sea Rivals. Pelagic blush worms and gulper behemoths (see Tome of Beasts 2) sometimes engage in territorial disputes. Both creatures can survive each others' worst blows, resulting in stalemates that leave both creatures frustrated, aggressive, and tired. Like many ocean denizens, blush worms will follow in the wake of a timingila (see Tome of Beasts 2), scavenging whatever wreckage the more massive leviathans leave behind. Echolocation. The pelagic blush worm can't use its blindsight while deafened. Siege Monster. The pelagic blush worm deals double damage to objects and structures. Water Breathing. The pelagic blush worm can breathe only underwater. Actions Multiattack. The worm makes one Bite attack and one Tail Fin attack. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 14 (4d6) acid damage at the start of each of the worm's turns. If the worm takes 25 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Tail Fin. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage plus 16 (3d6 + 6) bludgeoning damage. Red Acid Spume (Recharge 5-6). The worm exhales a gout of crimson stomach acid in a 30-foot cone, if the worm is underwater, or a 50-foot line that is 5 feet wide, if the worm is above water. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (9d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Pelkrev","description":"Descended from a union of warring egg-laying humanoids, one tribe with half blue dragon and the other with half red dragon blood, pelkrevs synthesized their ancestors control over electricity and fire but lost much of the power possessed by their forebears. A cataclysm caused by a strange solar flare claimed most of their home world, including the original half dragon species, but the pelkrevs survived thanks to rapid mutations which had the incidental effect of blinding them. Their strange carapace prevented optic overload from the solar flare which caused the victims’ brains to shut down, killing them, or revert to a primal state, driving them insane. The surviving pelkrevs fled underground to wait out those who were driven mad to kill each other and returned to a world they no longer recognized. Most of the fields and forests had been reduced to ash by the event and the pelkrevs had to eke out a meager existence with hardy vegetables that managed to endure through the devastation. The blind pelkrevs brought species of lizards and other food animals with them from their underground homes and began their lives anew. The mutations to their skin and their eyes persisted with their offspring, who were born without eyes but with the weird helmet-like carapace. Typical pelkrevs stand six feet tall and weigh roughly 350 pounds. They can live up to 200 years. Faithless Spacefarers. The pelkrev home world almost escaped notice from spacefaring species, but when they were discovered, they readily left their homes to travel the universe. Pelkrevs hire themselves out as mercenaries and seem to have an uncanny knack for noticing things missed by creatures which primarily rely on sight. While pelkrevs are powerful in their own right, those who pursue work and become more skilled often choose to take levels in rogue or sorcerer (as part of their draconic birthright). While other classes are open to pelkrevs, there are no know clerics, since they have eschewed faith in deities as a result of their shared tragedy. Pelkrevs are highly individualistic and prone to bouts of anger, making them generally poor teammates, but they deign to work with others if the money is right. Fertility. Pelkrevs become fertile once a year for a week-long period of time. During this time, they produce eggs with pelkrev embryos (losing the ability to create explosive eggs), which must be fertilized by another pelkrev. 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A single peluda typically claims a stretch of waterway a few miles in length, often choosing a den somewhere near a river’s source. After doing so, the peluda systematically drives off any potential rivals so that they can despoil the land as they please, leaving clawed footprints on muddy riverbanks, littering the ground with sharp scales, toppling trees, and impaling half-eaten corpses on their quills as trophies left to rot. Though protective of their homes, peludas often venture beyond their domains to hunt, roasting prey with their breath or pulverizing them with their tails, burning and killing for cruel sport before slithering, sated, back to their murky lairs. Traits Quills. A peluda’s back and tail are covered in sharp black quills. A creature that strikes a peluda with a melee weapon or an unarmed attack must make a DC 17 Constitution saving throw, taking 5 (1d10) poison damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The peluda makes four attacks: one with its bite, two with its claws, and one with its tail slap. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6+6) piercing damage. Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) slashing damage. Tail Slap. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6+6) bludgeoning damage, and the target must succeed on a DC 17 Constitution saving throw or become poisoned for 1 hour. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fire Breath (Recharge 5–6). The peluda exhales fire in a 50-foot line that is 10 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one. Quill Barrage (3/Day). The peluda fires dozens of spear-like barbs in all directions. All creatures within 15 feet of the peluda must make a DC 17 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Pendragon Beestinger","description":"Able arcanist Pendragon Beestinger took over as “B” Team cartographer after Brahma Lutier left the group. In fact, his first assignment was to assist in the team’s attempts to apprehend the wandering bard. An adopted child of the “C” Team’s Rosie Beestinger, Pendragon is his mother’s foil in almost every way—including his goal of wanting to mainstream some of the family’s rumored criminal interests. Pendragon has, in fact, attempted to kill his mother—and been killed himself in the process. Despite his having been resurrected at Rosie’s request, things remain cool between the two. Pendragon was kicked out of wizarding school as a result of the dark rumors following the Beestinger clan. Now a self-taught mage, he specializes in making use of the dangerous spells and weird trinkets he often comes across in his role as a kind of arcane archaeologist. Seeking out the family feeling that an adventuring group provides keeps him in the “B” Team, even if that unfortunately comes with Oak Truestrike as a kind of father figure.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":4048,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Penitent","description":"Librarian Kristoff’s Journal Entry #32 – The Penitent This plane does not birth them, yet they feast on the limbs of its denizens. Could they be aberrations born from the Scourge's corruption upon our citizenry? I find it improbable, given their uniform golden masks – an oddity unlikely from simple mutation. Perhaps remnants of church weaponry of the First War? That too seems a stretch. The sacred tomes affixed to their sides bear no resemblance to any religious texts I have encountered. An important piece of the puzzle that deepens the mystery surrounding them. One particularly unsettling observation – they possess a capability akin to 'reproduction.' Yet, instead of a natural birthing process, they seem to corrupt other beings into their likeness, each new convert subsequently donning a similar golden mask. They abhor sunlight and shun noise, fleeing from both like beasts before a flame. This would explain why they rarely appear above the surface. My studies lead me to speculate on the existence of an overarching hive mind, a singular consciousness puppeteering these drones. Traits Accursed Body. The penitent's body is barely held together. Whenever the penitent takes more than 50 damage, one of its limbs disintegrates into ash (each of its two arms first, then each of its two legs). If the penitent reattaches a lost limb, even if it belonged to a different humanoid, it regains 50 hit points. Cleaving Strikes. When the penitent makes a melee weapon attack, it can make another attack with the same weapon against another creature within 5 feet of the original target and within reach as part of the same attack. If the penitent does so, its speed is halved until the end of its turn. Magic Weapons. The penitent's weapon attacks are magical. Mask of Penitence. While wearing its mask, the penitent is blinded and immune to madness. Actions Multiattack. The penitent makes three greatsword attacks. It can use Hands of Punishment in place of one attack. Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage. Hands of Punishment. The penitent destroys one of the limbs in its crucible to summon blasphemous hands. Each creature in a 20-foot-radius sphere centered on a point that the penitent can see within 60 feet of it must succeed on a DC 16 Dexterity saving throw or take 2 (1d4) psychic damage and be restrained by the hands until the end of the penitent's next turn. While restrained in this way, corruption seeps within the target and it has disadvantage on Intelligence checks and Intelligence saving throws. Bonus actions Bloodthirsty Dash. The penitent moves up to its speed towards a hostile creature it can see without provoking opportunity attacks. Limb Offering. The penitent warps the intellect of a creature it can see within 30 feet of it. The target must succeed on a DC 16 Intelligence saving throw or extend one of its limbs forward (the penitent's choice). If the penitent hits the target with a greatsword attack before the end of its turn, the limb is cut clean (see 'Losing Limbs'). The penitent then adds the limb to its crucible. Reattach Limb (3/Day). The penitent magically attaches one of the limbs in its crucible to itself or a willing creature within its reach if that creature is missing the limb. The limb is fully functional, and the creature regains any abilities it lost due to the limb being severed. The penitent starts with 1d4 limbs in its crucible. Reactions Blasphemous Prison. When a creature starts its turn within 5 feet of the penitent, or enters the area for the first time on a turn, the penitent can entrap it in its crucible. The target must succeed on a DC 19 Dexterity saving throw or be trapped in the crucible. While trapped, the target is restrained, has total cover against effects outside the crucible, and takes 7 (2d6) fire damage at the start of each of the penitent’s turns. A trapped creature, or an ally within reach, can use its action to make a DC 19 Athletics check, toppling the crucible and freeing the creature on a success. If toppled, the crucible magically teleports onto the back of the penitent at the end of its next turn. Alternatively, the penitent can recall it as a bonus action. While not carrying the crucible, the penitent can’t use its Hands of Punishment, Limb Offering, or Reattach Limb actions.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid and monstrosity","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":10},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Pentadrone","description":"“Every 289 years, the entire multiverse goes mad. Like clockwork.” —Kwint Stormbellow, rock gnome adventurer Modrons Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order. Absolute Law and Order. Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no “I,” but only “we” or “us.” Absolute Hierarchy. Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand. Cogs of the Great Machine. If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result. The Great Modron March. When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. Pentadrone Pentadrones oversee Mechanus’s worker populace and can improvise in response to new situations. Variant: Rogue Modrons A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don’t act in accordance with Primus’s wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. Traits Axiomatic Mind : The pentadrone can’t be compelled to act in a manner contrary to its nature or its instructions. Disintegration If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. Actions Multiattack : The pentadrone makes five arm attacks. Arm : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Paralysis Gas (Recharge 5–6) : The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"MM1","Alignment":"lawful neutral","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Pentorfin Overlord","description":"Pentorfin overlords are imposing figures, standing between 7 and 7–1/2 feet tall. Their scarred features tell a story of suffering, but their sharp teeth and dark pits for eyes demonstrate they exited their crucible of suffering as wholly evil creatures. They are undisputed swordsmen who can also manipulate minds and objects through their own force of will. Lords of the Apocalypse. Pentorfin overlords began their existence as peaceful and technologically savvy people whose cooperation and keen minds allowed them to achieve space travel early in their development. Seeking to lift up the natives on a neighboring world and also obtain resources vital to develop their space travel to extend beyond their solar system, they made peaceful overtures to the less technologically developed species after a period of observation. The pentorfin encountered a warlike and highly superstitious people, who, despite their comparative lack of technological prowess managed to repel the pentorfin. The fallen pentorfin awoke a nascent desire for humanoid flesh in the so-called nambocs, who believed they gained power over the invaders by consuming the flesh of fallen foes. The pentorfin became ever more determined to route the nambocs and made very little progress against the supposed lesser species, due to the nambocs inherent magical abilities and an instinctive understanding of the pentorfin borne from devouring them. A horrific incident where groups of commandeered pentorfin ships and devastated the pentorfin homeworld significantly reduced the pentorfin population. This turning point caused the pentorfin to redouble their efforts and forced them down the dark path they follow to this day. Pentorfin scientists performed experiments on captured nambocs to understand their abilities, and they synthesized a solution from namboc brains to grant the pentorfin similar abilities. This mutagen, combined with the lack of crops on their own wasted homeworld, caused the pentorfin to revert to a form of cannibalism similar to the nambocs. The pentorfin, with their newfound powers and already superior firepower, defeated the nambocs, enslaved the survivors, using them for manual labor and as a food supply. Slave Masters. Despite embracing a heretofore unknown savagery, the pentorfin retained their powerful intellects. They developed space flight, giving them access to the far reaches of the galaxy. They further advanced their genetic science, and they devized a way to convert other humanoids into troll-like beings completely under pentorfin control. They now travel through space seeking to enslave all species they come into contact with. They usually capture a few specimens, whom they convert select few into pentorfin trolls acting as sleeper agents for their masters. These trolls have the capability to subvert others to pentorfin dominance and work their way up the chain in government and industry. 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They are typically used as shock troops, and to convert more of the enemy into pentorfin trolls to serve the overlords. When a humanoid or giant becomes a pentorfin troll, it retains all its statistics except as noted below. Challenge. With its increase to AC, hit points, and ability scores, a creature that becomes a pentorfin troll typically has a Challenge Rating 1 higher than the base creature. Servile. A pentorfin troll obeys any order from a pentorfin overlord without question and is treated as if under the effects of dominate person when interacting with a pentorfin overlord. Armor Class. A pentorfin troll's skin toughens and thickens, granting it a +2 bonus to Armor Class. Ability Scores. 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He was a young man plagued by personal demons when Vox Machina rescued him from a dismal cell in the Umbra Hills. In those days, Percival de Rolo was a man driven by vengeance, with only his guns as allies, but he took no joy in that life. He has since expressed that the thing he’s most grateful for is that he didn’t die as the person he was, but lived long enough to grow into someone better, together with his beloved Vex’ahlia and their five children. Father and Inventor. Percival is deeply dedicated to his wife, to his children, and to the enduring health of Whitestone. The sorrows of his old life still haunt him, though, particularly the creation of firearms. But he has done his best to make peace with his past, resolving to spend the rest of his days creating things that bring joy to the lives of others rather than curtailing those lives. His crowning achievement is the Heart of Whitestone, a majestic clock tower that looms over his city. After the Epilogue. Percival largely retired from public life not long after the fall of the Whispered One. He now dedicates himself to his duties as a leader in Whitestone as much as he can, though he is more interested in creating than governing. Most of his tinkering happens in private, creating novelties such as intricate watches and streetlamps powered by volatile reactions with the acid pools beneath his city. He has also lent his knowledge to a number of feats of civic engineering, including Whitestone’s skyport and Zephrah’s network of windmills. Vox Machina Heroes. Scoundrels. Legends. Dumbasses. The legacy of the adventuring party Vox Machina is a complicated one. Over the course of their adventures, they’ve selflessly saved the lives of thousands of people in Tal’Dorei, Wildemount, Issylra, and beyond. Of course, there are also countless tales of individuals they’ve bullied, threatened, insulted, or otherwise needlessly antagonized throughout those same adventures. These legendary figures grew from a band of dime-a-dozen sellswords in the swamp burgh of Stilben to gods-blessed warriors whose actions might have saved all of Exandria from a future of undead tyranny. The deeds of Vox Machina are sung by bards across Tal’Dorei, often exaggerating those already belief-defying tales of gods and monsters and magic. But though their legend has grown wild and unruly, the members of Vox Machina are still people. More than twenty years have passed since their last great campaign. Most of them are still alive, and the lives of these heroes have changed—in big ways and in smaller, more subtle ones. Those among them who age have softer bodies and lines on their faces. Those among them who don’t age still show the weight of the world upon their shoulders. By and large, the members of Vox Machina have set aside weapons, armor, and spells in favor of more subtle ways of helping others. Some lead the lands they were born to lead. Others have been elected to the Tal’Dorei Council, shaping the fate of the continent’s people with quiet wisdom rather than blades and battle cries. Still, each member of this legendary band of adventurers would take up arms again in an instant if it meant protecting those they care for the most. And the Vestiges of Divergence, whose power they unlocked in the battles against the Cinder King and the Whispered One, are still within their grasp. The following stat blocks are here for GMs to use if their players encounter a member of Vox Machina—hopefully as an ally or a \"quest giver,\" for woe betide anyone who encounters these legendary heroes as a foe. These statistics don’t represent the full extent of the characters’ abilities as 20th-level adventurers, but have been streamlined to make them easier for the Game Master to run. Traits Action Surge (2/Short Rest). Once on his turn, Percy can take one additional action. Cabal’s Ruin. Cabal’s Ruin grants Percy advantage on saving throws against spells or magical effects. Additionally, Cabal’s Ruin has 10 charges. When Percy hits with a weapon attack, he can expend up to 10 charges to have the attack deal 1d6 extra lightning damage per charge spent. Indomitable (3/Long Rest). Percy can reroll a failed saving throw. Misfire. When Percy rolls a 2 or lower on the d20 when making an attack with Animus or Bad News , the attack misses and he can’t use the weapon again until he spends an action to repair it. On a misfire with Animus , he takes 7 (2d6) psychic damage. No Mercy. Percy’s weapon attacks score a critical hit on a roll of 19–20. Ranged Master. Percy’s ranged weapon attacks have a +2 bonus to hit (included in attacks), ignore half cover and three-quarters cover, and have no range penalty. Additionally, Percy can take a −5 penalty to any ranged attack roll to gain a +10 bonus to the damage roll. Special Equipment. Percy wears a ring of lightning resistance and Cabal's Ruin . He wields Animus and Bad News , which are both +1 weapons. Quick Draw. Percy adds his proficiency bonus to initiative rolls, giving him a +12 to initiative rolls. Toughness. Percy has an additional 40 hit points. Actions Multiattack. Percy makes four ranged attacks with Animus , or two ranged attacks with Bad News . When Percy hits with an attack with either weapon, he can choose one of the following additional effects: Deadeye. Percy gains advantage on his next attack roll this turn made against the same target. Disarm. The target must make a DC 20 Strength saving throw. On a failure, the target drops one item it is holding of Percy’s choice. Animus. Ranged Weapon Attack: +15 to hit, range 320 ft., one target. Hit: 11 (1d10 + 6) piercing damage and 3 (1d6) psychic damage. Bad News. Ranged Weapon Attack: +15 to hit, range 800 ft., one target. Hit: 19 (2d12 + 6) piercing damage. Reactions Absorb Magic (Recharges after a Short or Long Rest). When Percy is targeted by an enemy’s spell, he can absorb a portion of the spell’s energy into Cabal’s Ruin . The spell affects him normally, but the cloak gains a number of charges equal to the level of the spell. When he does so, he also gains resistance to one type of damage dealt by the spell until the end of his next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Expansion":20583,"Challenge Rating":18},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Performer","description":"Bowing to the audience, the performer is ready to entertain, amaze, and delight. Similar to artists (see above), performers view the world through a unique lens and bring it to life in new ways. Performance Art. Unlike artists, performers adore entertaining crowds and create their art with their bodies, voices, or musical instruments. They might use dyes, makeup, and wigs to adopt various personas for their performances or eschew such tools entirely, focusing on mastering athleticism for performing bounding leaps, balancing acts, or other similarly impressive physical feats. Performers are so accustomed to performing for audiences that even when defending themselves against attackers, their movements are captivating.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Peri","description":"This small humanoid has exquisite elfin features, shimmering pale blue skin, and long, flowing hair. Its elegant insectile wings are almost as big as its body. Peris are minor genies, spirits of elemental air that are often mistaken for fey. In the distant past, they were wicked, spiteful creatures, but they have since repented and are now mostly benevolent. Repentant Tricksters. The djinni calipha banished the peris from the Plane of Air centuries ago for their mischievousness and sent them to the Material Plane to do penance. Now, they try their best to do good deeds, such as helping lost travelers in the mountains where they live. However, they find it hard to resist playing occasional tricks on mortals, particularly hunters who kill more game than they need. These pranks are rarely deadly, and meant to irritate the target of the prank. A peri might steal or hide a hapless mortal's possessions, give them false directions, or use magic to frighten them away, but they stop short of physical harm, unless met wit h violence. Useful to Genies. Occasionally, a djinn or other powerful genie may send a peri to deliver a message on their behalf. The peri treats such tasks as an opportunity to have some fun, often materialising in mid-air and bellowing the message at the top of its voice. Evil genies have been known to capture peris and keep them locked up in iron cages like little birds for mysterious purposes. Peris sometimes enlist the help of mortal adventurers in rescuing their captured compatriots. Elemental Demise. If the peri dies, its body disintegrates into a warm breeze, leaving behind only the equipment the peri was wearing or carrying. Actions Wind Slash. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 7 (2d6) lightning damage or thunder damage (the peri's choice). Invisibility. The peri magically turns invisible until it attacks or uses Storm Wave, or until its concentration ends (as if concentrating on a spell). Any equipment the peri wears or carries is invisible with it. Storm Wave (1/Day). The peri throws its arms forward, releasing a blast of stormy wind in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw. On a failure, a creature takes 7 (2d6) lightning damage and 7 (2d6) thunder damage and is pushed up to 10 feet away from the peri. On a success, a creature takes half the damage and isn't pushed.","properties":{"Category":"Monsters","Size":"Small","Type":"Elemental","Alignment":"Chaotic Good","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Perishing","description":"The Perishing. The nightmare creatures of Braythe. No one, not even the champions, knows what they truly are. Only one thing is certain: They seek the complete and utter destruction of all world-islands in Braythe, and all life upon them. But they are by far no mindless killing machines. The Perishing are ancient, possibly immortal creatures with both high intelligence and millennia of experience. They are as much embodiments of death and destruction as they are schemers and manipulators, even gaining a small group of Braythian champions as allies. On the worlds of these paragons, the Perishing are glorified, sometimes even worshipped. They are also clearly individuals, wearing different clothes or armour (although they seem to have a very distinct racial style) and equipment. They cannot speak, but the Perishing can communicate telepathically - if they touch the creature first. The problem is that any touched limb or other body part quickly withers and rots, leaving the victim crippled. Usually, though, they do not care enough to talk. In the rare case that a Perishing dies, its body and its entire equipment bursts into a cloud of purple and crimson that quickly dissolves into nothingness. The death of one of their own seems to deeply affect the Perishing. The emotions they showed, if briefly, ranged from shock and pain to raging hatred - the latter, of course, being only a more intense version of what they show all the time. Still, they don't let such an event distract them from their goals. Equipment The Perishing commonly wear magical armour and clothing, as well as 1d4+1 magic items that are at least very rare. These items seem to be created by the Perishing themselves, and no other race can use these objects. If a Perishing dies, its equipment dissolves with it, even if the item is not close to the creature anymore. If a Perishing takes an item that is not crafted by their own race, they prefer not to use it. Usually, they give such items to their servants and allies, or simply destroy them - unless they are of specific importance to them. Remember to adjust the Challenge Rating of a Perishing according to the equipment they carry with them. Anatomy The Perishing are slender, but muscular humanoids, a bit larger than a regular human. Their movement is slow, almost gentle. The body of a Perishing is split in half: The left side (from the viewer’s perspective) dull grey, the gruesome face showing a white eye that seems to stare at anyone looking at the creature. The thin lips form a meaningless, dreadful smile. The lips are grown together, strings of flesh and skin connecting the upper and lower side. The other side of the body looks like burnt coal and searing flesh, traces of blistering ash constantly blown off the dark skin, even when there’s no wind. There is a gaping hole where the eye should be, with nothing but a scorching ember inside an infinite darkness. Their white teeth, which they do not seem to use in battle, are sharp like fangs on this part. Their burnt lips are constantly moving - on this side of the face only - as if reciting something, but no words can be heard. Some witnesses believe they noticed a subtle, but constant expression of pain on this half. The Perishing are completely hairless, their skin so thick it is hard to pierce through or cut it. Their hands end in dangerous claws. Reproduction It is completely unknown if and how the Perishing reproduce. Sages assume there is a fixed number of Perishing, and no new members of the race are ever created, but that might just be wishful thinking. Ecology and Habitats The Perishing can exist in the Braythian Void unhindered. With their ability to hover, they can move through the purple clouds as if it was air. They are immune to the life-draining effect of the Void, and their equipment is unaffected as well. It is unknown where the Perishing come from, or if they have some kind of home world. They are usually seen invading a world-island, or on a mission to advance one of their schemes. Dietary Needs and Habits No one has ever seen the Perishing consume anything - unless their Rotting Touch somehow nourishes them. Most sages believe they do not need any kind of sustenance. Social Structure While the Perishing are sometimes seen solitary, they prefer to travel (or fight) in groups of up to six. Most of the time, they appear as pairs of two. They take great interest in what their companions do, but there seems to be no hierarchy. The Perishing never intervene in the actions of one another. They have been seen to act dissatisfied with each other, though, especially if a Perishing couldn't (or decided not to) kill a victim. Perception and Sensory Capabilities Although they have normal eyesight, they do not seem to rely on it. Rather, they have a supernatural ability to sense their surroundings, noticing even what happens behind them. When fighting with allies, they have been witnessed to react when spoken to, so they seem to be able to hear, although no ears are visible.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"any evil","Expansion":17295,"Challenge Rating":15},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Peryff","description":"A peryff is a foul creature from realms far and weird. It resembles a humanoid gently hovering over the ground. However, it lacks eyes, hands, and feet. In place of these appendages, the peryff has thick clusters of milky, ever-blinking eyeballs. From a distance, the eyeballs resemble cysts or tumors. Although they lack mouths, the peryff still communicates audibly. It twitches its myriad eyes, creating vibrations that duplicate the sounds of a speaking creature. Those who've had the misfortune of encountering the peryff say that the vibrations cause mild nausea. Aberrant Spies Peryffs can separate their eye clusters from their body, creating creatures similar to the sensors created by the arcane eye spell. The peryff can also infect targets with a disease dubbed the Curse of Eyes. This disease transplants some of the peryff's eyes onto a host, allowing the peryff to track the creature and anticipate its moves. Both of these features make peryffs excellent spies. Peryffs often work for other aberrant creatures or spellcasters who summon them for the purpose. Once Humanoid? An autopsy of a peryff revealed that, in addition to the hundreds of eyes covering its body, the peryff's chest cavity contained distorted and atrophied humanoid organs. The subject had a heart, too, within which a large, yellow eye hid. This “heart eye” seemed to control the other eyes. Even though the peryff was dead, the heart eye continued to twitch and observe its surroundings. Curiously, the peryff lacked a brain. Where its brain and skull should be, the peryff only had more eyes, clusters upon clusters. Scholars theorize that peryffs were once humanoids altered by prolonged exposure to the aberrant energies of the realms beyond.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Neutral Evil","Expansion":32062,"Challenge Rating":1},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Peryton","description":"Although this monstrous carnivore feeds on any creature, it prefers humanoids, especially elves, half-elves, and humans. When it kills a humanoid, a peryton rips out its prey’s heart and takes it back to its nest to be devoured. The peryton is a bizarre creature that blends the body and wings of a bird of prey with the head of a stag. Its strangest feature is its shadow, which appears humanoid rather than reflecting the creature’s physical form. Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale of a man whose infidelity caused his scorned wife to cut out the heart of her younger, more beautiful rival and consume it in a ritual intended to forever win her husband’s heart. The ritual succeeded until the woman’s villainy was exposed. She was hanged for her crime, but the lingering magic of her foul ritual caused the carrion birds that feasted on her corpse to transform into the first perytons. Unnatural Hunger. A peryton’s reproductive cycle depends on the heart of a freshly killed humanoid. The organ must be consumed by a female peryton before she can reproduce. When a peryton consumes a heart, its shadow changes for a brief time to reflect its true monstrous form. When attacking a humanoid, a peryton is single-minded and relentless, fighting until it or its prey dies. If a peryton is somehow driven away, it stalks lost prey from afar, attacking again when the opportunity arises. Bane of the Mountains. Perytons roost atop mountain ridges and lair in high caves. They prey on creatures living or wandering in the vales below, and travelers on lonely mountain roads learn to keep a wary eye on the sky. Because normal weapons are less effective against perytons, the folk of the mountains know to avoid confrontations with these monsters at all costs. Established settlements are attractive to perytons as a renewable food source. As such, village councils and local nobles often hire adventurers to eliminate peryton nests. Traits Dive Attack : If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. Flyby : The peryton doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Keen Sight and Smell : The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack : The peryton makes one gore attack and one talon attack. Gore : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Talons : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Peryton Alpha","description":"The peryton alpha is the master of its flock and leads them in their hunt for humanoid flesh and hearts. It is more cunning than the regular peryton and exhibits an uncanny, almost humanoid-like intelligence when encountered. Traits Dive Attack. If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Flyby. The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach. Keen Sight and Smell. The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell. Pack Tactics. The peryton has advantage on an attack roll against a creature if at least one of the peryton's allies is within 5 feet of the creature and the ally isn't incapacitated. Packmaster. An ally within 5 feet of the peryton has advantage on attack rolls against a creature that is within 5 feet of the peryton and another ally, provided the peryton and the other ally aren't incapacitated. Actions Multiattack. The peryton makes two attacks: one to Gore and one with its Talons. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Pescavitus","description":"Fine iridescent scales reflect the sun's rays in a flashing, multihued spectrum of light. The creature's fins are long and fine, resembling a billowing cloud, and its fishlike body gives way to a symmetrical humanoid face. Pescavituses are sometimes called the fish of life by sailors who have been lucky enough to be near one after a shipwreck or sinking. Pescavituses cruise the seas alone or in groups no bigger than three, healing injured creatures, helping stranded land-dwellers to make their way to shore, and addressing threats to the ocean, such as fiendish activity or the presence of some malign artifact. Angel Fish. Pescavituses originate in the perfectly ordered oceans of the Upper Planes. Schools of the creatures roam those waters, living in perfect harmony with goodly merfolk and pelagic devas (see). On the Material Plane, they often ally with incandescent ones (see) when facing great threats in the shallower parts of the oceans, where pelagic devas rarely roam. Pescavituses understand the delicate balance of the sea—and how harsh and unforgiving its natural cycles can be—and they don't work against such forces. However, they happily heal the injuries of beasts that have evaded a predator. Mistaken for Monsters. Pescavituses have historically been confused for ningyos (see Creature Codex), often to the detriment of the creature that makes the mistake. Mortals who eat the flesh of a pescavitus, hoping it will grant them eternal life, often find their lifespan cut short as injury or exhaustion overtake them. Celestial Weapons. The pescavitus's weapon attacks are magical. When the pescavitus hits with any weapon, the weapon deals an extra 2d4 radiant damage (included in the attack). Immortal Nature. The pescavitus doesn't require food, drink, or sleep. Magic Resistance. The pescavitus has advantage on saving throws against spells and other magical effects. Piscine Curse. When a creature reduces the pescavitus to 0 hp, that creature must succeed on a DC 13 Charisma saving throw or be cursed for 5 days. A cursed creature can be detected as a fiend with spells such as detect evil and good. In addition, for the duration, the cursed creature gains only half the benefit of magic that restores hp and gains no benefits from finishing a long rest. A creature that consumes any amount of the flesh of a pescavitus is automatically cursed. The curse can be lifted by a remove curse spell or similar magic. Water Breathing. The pescavitus can breathe only underwater. Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 5 (2d4) radiant damage. Air Bubble (Recharges after a Short or Long Rest). The pescavitus creates an air bubble around the heads of any number of creatures that are touching it. A creature that benefits from an air bubble can breathe underwater and gains a swimming speed of 20 feet, if it doesn't already have a swimming speed. The air bubbles hold enough air for 24 hours of breathing, divided by the number of breathing creatures that received an air bubble. Healing Touch (3/Day). The pescavitus touches another creature. The target magically regains 5 (1d8 + 1) hp and is freed from any disease, poison, blindness, or deafness.","properties":{"Category":"Monsters","Size":"Small","Type":"Celestial","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Pest Mascot","description":"Grumpy, spiky, and generally irritating, pest mascots inhabit the muggy bayou of Sedgemoor. However, these ferret-sized swamp creatures hold deep wells of life essence, making them convenient fuel sources for the magic of Witherbloom mages. As such, many Witherbloom students have adopted pests from the bayou as pets, and pests, in all their spiny glory, have become the mascots of the college. Traits Regeneration. The pest regains 5 hit points at the start of its turn if it has at least 1 hit point. If it takes fire damage, this trait doesn’t function at the start of the pest’s next turn. Spiny Hide. At the start of each of its turns, the pest deals 2 (1d4) piercing damage to any creature grappling it or that it is grappling. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":12501,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Pestilence Druid","description":"While most druids revere and draw their power from nature itself, the pestilence druid worships the natural urge of nature to consume. In order to maintain balance between civilized folk and nature, the pestilence druid must devour those that oppose or threaten the natural world. Plaguebringer. The spells and powers of a pestilence druid are oriented on famine, plagues, and voracious vermin such as gnats, rats, locusts, or other parasitic pests. These creatures typically swarm around and follow the pestilence druid, seemingly awaiting its command. The pestilence druid is able to magically implant eggs into a creature’s body that hatch into tiny parasitic bugs that eat their host alive. When facing groups of enemies, a pestilence druid can exhale a cloud of venomous insects that swarm and bite its targets. The most powerful pestilence druids can temporarily grow two pairs of wings that enable it to fly a short distance and can summon and command a deadly swarm of poisonous bugs that can lay waste to a town in minutes. Mysterious Hermits. Because of its very nature and the company it keeps, a pestilence druid is usually feared and shunned by society and often treated as an outcast. A few are revered and serve as tribal shamans or witch doctors. Most pestilence druids avoid civilized folk while evil ones seek them out as food for its swarm to consume. Actions Quarterstaff. Melee Weapon Attack: +3 to hit (+5 to hit with shillelagh), reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, 5 (1d8 + 1) bludgeoning damage if wielded with two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh, plus 7 (2d6) necrotic damage. Infest. The druid magically implants parasitic bug eggs in one creature it can see within 60 feet of it. The target must succeed on a DC 13 Constitution saving throw against disease. On a failed save, the eggs hatch and the parasitic bugs begin to eat the target from the inside out. Immediately on this turn and at the start of each of the target's turns, the target takes 3 (1d6) piercing damage plus 7 (2d6) necrotic damage and is poisoned. While poisoned, the target is incapacitated. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage and isn't poisoned. If an infested target is targeted by an effect that cures disease, dispels magic, or removes a curse, all the bugs infesting it wither away. Constructs and Undead are immune to this effect. Pestilence Breath (Recharge 5–6). The druid exhales a cloud of locusts, mites, fleas, and other venomous parasites to appear momentarily in a 30-foot cube originating from the druid. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 14 (4d6) piercing damage and 14 (4d6) necrotic damage and is poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. Spellcasting. The druid casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13): At will: druidcraft, poison spray (2d12) 2/day each: conjure animals (bug swarms only), entangle, hold person, speak with animals 1/day each: giant insect, hold person (2 targets), spike growth Bonus Actions Shillelagh. The druid casts shillelagh using Wisdom as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Pestilence Swarm","description":"These flying insects are coated in a thick layer of dust and cover the walls, ceiling and floor of a room, completely motionless in the dark. The stray light from a lantern falls one of them, awakening the swarm, which takes to the air in an angry fury. Awakened by Light. The pestilence swarm is a massive group of tiny flying insects resembling enormous, fat houseflies. The smell of carrion often lures them underground or into shallow caves, though they also dig burrows. As long as they are in darkness, they are immobile, appearing almost dead. When hit by light, however, they awake and swarm any creatures in the area. Destroyer of Crops. Although fortunately rare, when a cloud of these insects descends on a field, it takes mere hours for them to completely devour everything that might have been worth harvesting. They eat fruits, grains, and even the livestock, leaving a decimated field in their wake. Bringer of Plagues. Pestilence swarms often carry and transmit disease as they move from area to area. They descend on populated areas, eat any food that is left out, bite the people who live there, and eventually move to the next area. Diseases from one area spread to another, festering in the bite wounds left by the swarm. The suffering they bring to small villages and towns is legendary.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Alignment":"unaligned","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Pet Mimic","description":"A jewelry box gambols happily along the avenue at the end of a leash. Magebred for nobles and the wealthy, pet mimics resemble their monstrous cousins, but they are a fraction of the size. They have only one shape, that of a jewelry box, and can extrude small pseudopods to move. In most cities, a pet mimic costs around 100 gp. Care and Feeding. Pet mimics are omnivores and consume any organic matter fed to them, though they are partial to sweets. Their surface appears wooden, but it is quite soft and warm. As long as they are properly fed and occasionally bathed with wood polish, pet mimics can live up to 25 years. Simple and Loyal. Pet mimics are not smart creatures, and their limited attention span often leads them to stare at or move toward bright lights or shiny objects. However, even the shiniest gemstone won’t make a pet mimic disobey or abandon its chosen person. They bond with humanoids and are very friendly, affectionate, and loyal companions.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity (Shapechanger)","Alignment":"Unaligned","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Pet Rock","description":"Widely considered to be the perfect familiar, requiring no food or water and possessing extremely high natural defenses, a pet rock can be conjured by most spellcasters. Though it doesn’t act with any agility (indeed, it doesn’t move at all), it can make a formidable weapon when thrown.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental","Alignment":"unaligned","Expansion":26275,"Challenge Rating":0},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Petra Lang","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Source":"custom","Expansion":21300,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Petrous","description":"The deep earth harnesses strange energies that reveal themselves in astonishing ways. The petrous is one such manifestation, a creature of stone and bone and hunger. Whether the petrous is a naturally evolved beast, a conjured outsider, or a created monster, its body appears to be entirely petrified bone. Little is known of the life cycle of this wandering predator, except that it seems to appear from the rock itself, and meeting a petrous’s eye is tantamount to staring death in the face. Blending into the terrain of jagged crevices and stark caverns, a petrous preys upon any and all things it catches unawares in the Underworld. Aklo Language. Though the petrous is capable of speech, it seldom makes sense to mortal ears. Its soft voice, almost a whisper, is punctuated by only the echo of a deep rumble as it waxes on about time’s river, the source, the temple of fog, and other nonsensical ramblings. Void Within. Those who survive its gullet speak of clinging to a stony perch at the edge of blackness, a single yellow orb beckoning them toward it, and a maddening cacophony of distant sounds, recognizable but elusive.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":10},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Pettendedda","description":"A pettenedda is an emaciated crone whose features are nearly obscured by a matted tangle of hair that cascades down to her knees. Pettenedda are set apart from their sister hags by this wild mess of hair, which may be longer than the pettenedda is tall, and for their wicked claws the size of daggers, which are forever running through their hair, attempting in vain to remove all the knots and snarls. Legend says that pettenedda were once human, cursed with their current state for the sin of vanity. Well Dweller. Petteneddas lair in wells, often snatching people into the water to enslave and later devour. They may pretend benevolence, encouraging coins or other valuables to be dropped down the well in exchange for wisdom or prophecies, typically lies she dreams up to sow discord. They guard the purity of their wells, wreaking deadly vengeance on any who would foul their waters.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Phaea","description":"These enormous swine are savage man-eaters, with bloodshot eyes under beetling brows and tough, hairy brownish-black hide stretched taut over rippling muscles, though their fur may be tawny or even golden. Their tusks are deadly sharp and they are extremely aggressive, prone to charge at any creature that crosses their path big enough to seem like a worthy meal. They can subsist on plant matter but prefer the taste of flesh. These beasts may be known by the lands where hey are found, such as the Calydonian Boar, Erymanthian Boar, or Krommyonian Sow and their first progenitors were unleashed upon mortal kingdoms in vengeance by the gods for slights against them.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Phantasm","description":"The Dreamers Found exclusively in dreamscapes, dreamers are the psyches of sentient creatures blocked from re-entering their corporeal form. The longer a psyche spends in a dreamholder’s twisted realm, the more corrupted it becomes, losing the virtues, values, and empathy it once held dear. Damage. The mind is a magnificent thing, capable of adapting to new realities, and parsing the stimuli in the best way it knows how. This, however, is the dreamers’ weakness; while a blade doesn’t technically exist in a dreamscape, the mind interprets the damage the blade should cause, creating internal psychic trauma in the host’s corporeal body Phantasm It is too late for a phantasm. Their physical form has long since decayed, taking with it all sense of morality. The prevalence of phantasms within a dreamscape is testament to a dreamholder’s greed; they exist only because the dreamholder kept ahold of their mind for too long. A true artisan of dream manipulation would release a dreamer on the brink of death, allowing it to find sustenance, safe in the knowledge that it must return to sleep in time. Dreamscape Adaptation . Years spent severed from a physical form have allowed phantasms to adapt to the dreamscape. Untethered by belief in physical laws, they can fly, pass through solid matter, and can even create minor illusions of their own. Nonmagical attacks no longer pose any threat to them, their minds having relinquished the ties to which lesser dreamers still cling.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (psyche)","Alignment":"chaotic evil","Expansion":23695,"Challenge Rating":7},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Phantom","description":"The dark, vague outline of a person flickers in the gloom. The restless, angry spirits of those who have met a violent end, phantoms wander the night, vacillating between confusion, outrage, and misery. Bewildered Victims. Those who have attempted communication with phantoms report that the phantoms have little, if any, awareness of their undead state, and they seem disoriented and permanently trapped in the traumatic moments surrounding their deaths. Accidental Killers. Phantoms often approach the living with what seems like benign intent, but, when they draw close, they grab hold of living creatures and give voice to a terrifying, unearthly moan. They seem to be attempting communication, but, when their actions lead to the death of the creature, they wander away to find another. Undead Nature. A phantom doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any alignment","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Phantom","description":"A phantom appears as a 7-foot tall vaguely-humanoid-shaped shadow with intensely glowing red eyes. It is a restless undead spirit filled with hatred and malice. It moves only under the cover of darkness and always avoids the sunlight. Violent Origins. One becomes a phantom when two requirements are met. First, the phantom must have been a murderous psychopath who died a violent death before it could fulfill a goal it had in life, such as protecting someone it obsessed over, slaying every member of an enemy clan, or as grim as completing its macabre art collection of a hundred corpses. Second, its remains were not burned or buried properly. Bound Spirit. Upon returning from death as a phantom, the insane spirit seeks to complete its goal. However, because the phantom is bound to its place of death, it cannot move more than a mile away from it. Powerless, it does what it could do to satisfy its obsession: it waits and looks for new victims within its area that might have enough similarities with its real target and satisfy its compulsions. Evil Reborn. To permanently destroy a phantom, one must first find and burn its remains or give it a proper burial ritual. If not, a destroyed phantom will return after 666 days, continue its mayhem, and seek vengeance upon those that defeated it. Traits Incorporeal Movement. The phantom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Hypersensitivity. The phantom takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Insidious Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) necrotic damage plus 4 (1d8) psychic damage. Death Mark. The phantom targets a creature it can see within 60 feet of it. The target is magically imprinted with the phantom's sigil, which appears on the forehead of the creature. While the creature has this mark, the phantom always knows its exact location and has advantage on attack rolls against it. The mark lasts for 1 minute. If the phantom hits a marked creature with its Insidious Touch, the target must succeed on a DC 14 Constitution saving throw. On a failure, the target is reduced to 0 hit points. Constructs, Fiends, and Undead are immune to this effect. The phantom can only have one marked target at a time. If the phantom uses Death Mark while it already has a marked target, the previous Death Mark ends. Casting remove curse, dispel evil, greater restoration, or a similar spell on a marked target ends the effect. Deathly Visage. Each non-undead creature within 30 feet of the phantom that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target is reduced to 0 hit points. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this phantom's Deathly Visage for the next 24 hours. Bonus Actions Shadow Stealth. While in dim light or darkness, the phantom takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Phantom Fungus","description":"Sharing more characteristics with an animal than a plant, the phantom fungus is an invisible predator that stalks its prey until it can get close enough to attack it with its deadly tendrils which drip with paralytic poison. Traits Invisibility. The phantom fungus is invisible until it dies. Actions Multiattack. The phantom fungus makes one Bite attack and two Tendril attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage. Tendril. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 3 (1d4 + 1) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the creature is paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Phantom Lord","description":"A phantom appears as a 7-foot tall vaguely-humanoid-shaped shadow with intensely glowing red eyes. It is a restless undead spirit filled with hatred and malice. It moves only under the cover of darkness and always avoids the sunlight. Violent Origins. One becomes a phantom when two requirements are met. First, the phantom must have been a murderous psychopath who died a violent death before it could fulfill a goal it had in life, such as protecting someone it obsessed over, slaying every member of an enemy clan, or as grim as completing its macabre art collection of a hundred corpses. Second, its remains were not burned or buried properly. Bound Spirit. Upon returning from death as a phantom, the insane spirit seeks to complete its goal. However, because the phantom is bound to its place of death, it cannot move more than a mile away from it. Powerless, it does what it could do to satisfy its obsession: it waits and looks for new victims within its area that might have enough similarities with its real target and satisfy its compulsions. Evil Reborn. To permanently destroy a phantom, one must first find and burn its remains or give it a proper burial ritual. If not, a destroyed phantom will return after 666 days, continue its mayhem, and seek vengeance upon those that defeated it. A Phantom Lord's Lair A phantom lord lurks in the ruins of where it used to be active in life, such as a keep, mansion, opera house, or theater. A phantom lord attracts the company of other incorporeal undead, such as ghosts, specters, and wraiths. A phantom lord encountered in its lair has a challenge rating of 17 (18,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the phantom lord can take a lair action to cause one of the following magical effects; the phantom lord can’t use the same effect two rounds in a row: The phantom lord casts darkness , requiring no material components and using Charisma as the spellcasting ability. The phantom lord doesn't need to concentrate on the spell. It lasts until the phantom lord uses this lair action again, becomes incapacitated, or when the phantom lord is destroyed. The phantom lord creates a numbing wave of negative energy. Each creature within 60 feet of it must succeed on a DC 17 Constitution saving throw. On a failed save, a creature takes 16 (3d10) necrotic damage, can't use reactions, and its speed is halved. On a successful save, a creature takes half as much damage with no additional effects. Constructs and Undead are immune to this effect. The phantom lord summons 2d4 shadows , 1d6 specters , 1 ghost , or 1 wraith . The summoned Undead appears within 60 feet of it. The Undead obeys its telepathic commands, which can reach anywhere in the lair. Traits Incorporeal Movement. The phantom lord can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Legendary Resistance (3/Day). If the phantom lord fails a saving throw, it can choose to succeed instead. Sunlight Hypersensitivity. The phantom lord takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The phantom lord uses Insidious Touch twice. It can use Death Mark or Deathly Visage in place of one use of Insidious Touch. Insidious Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) necrotic damage plus 9 (2d8) psychic damage and the target has disadvantage on saving throws against being frightened until the end of the phantom lord's next turn. Death Mark. The phantom lord targets a creature it can see within 60 feet of it. The target is magically imprinted with the phantom's sigil, which appears on the forehead of the creature. While the creature has this mark, the phantom always knows its exact location and has advantage on attack rolls against it. The mark lasts for 1 minute. If the phantom lord hits a marked creature with its Insidious Touch, the target must succeed on a DC 17 Constitution saving throw. On a failure, the target is reduced to 0 hit points. Constructs, Fiends, and Undead are immune to this effect. The phantom lord can only have one marked target at a time. If the phantom lord uses Death Mark while it already has a marked target, the previous Death Mark ends. Casting remove curse, dispel evil, greater restoration, or a similar spell on a marked target ends the effect. Deathly Visage. Each non-undead creature within 60 feet of the phantom lord that can see it must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target is reduced to 0 hit points. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this phantom lord's Deathly Visage for the next 24 hours. Bonus Actions Shadow Jump. The phantom lord teleports, along with any equipment is it wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. Shadow Stealth. While in dim light or darkness, the phantom lord takes the Hide action. Legendary Actions The phantom lord gains 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The phantom lord regains spent legendary actions at the start of its turn. Glide. The phantom lord moves up to its speed without provoking opportunity attacks. Touch. The phantom lord uses Insidious Touch. Dreadful Whispers (Costs 2 Actions). The phantom lord targets up to three creatures it can see within 30 feet of it. Each target must make a DC 17 Wisdom saving throw. On a failure, the target hears the phantom lord's unearthly voice calling to it, takes 13 (3d8) psychic damage, and is incapacitated and its speed is halved until the end of the phantom lord's next turn. On a success, the target takes half as much damage and isn't incapacitated.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Phantom Warrior","description":"A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. It appears like a translucent version of its living self. Task Driven. Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours. Faded Memories. A phantom warrior retains the alignment and personality it had before it died, and it remembers how it died. Memories of its life from shortly before it died are hazy, and older memories are forgotten. A phantom warrior can usually remember the last 1d10 + 10 days of its life; everything that happened before that is an impenetrable fog. Forceful Presence. Although they are incorporeal, phantom warriors can harness the energy around them to deflect incoming attacks and strike with great force. An invisible sheath of energy surrounds a phantom warrior's ghostly armor, shields, and weapons, which become as hard as steel yet don't impede the warrior's ability to move through walls and other solid objects. Undead Nature. A phantom warrior doesn't require air, food, drink, or sleep. Traits Ethereal Sight. The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Spectral Armor and Shield. The phantom warrior’s AC accounts for its spectral armor and shield. Actions Multiattack. The phantom warrior makes two attacks with its spectral longsword. Spectral Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) force damage. Etherealness. The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any alignment","Expansion":7388,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Pharblex Spattergoo","description":"Traits Amphibious. Pharblex can breathe air and water. Poison Strike (3/Day). Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8) poison damage. Spellcasting. Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list: Cantrips (at will): druidcraft, guidance, poison cloud 1st level (4 slots): cure wounds, entangle, healing word, thunderwave 2nd level (3 slots): barkskin, beast sense, spike growth 3rd level (3 slots): plant growth, water walk Standing Leap. As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet. Swamp Camouflage. Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Multiattack. Pharblex attacks twice, once with his bite and once with his spear. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (bullywug)","Alignment":"chaotic evil","Expansion":4500,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Pharblex Spattergoo","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Amphibious. Pharblex can breathe air and water. Poison Strike (3/Day). Once per turn, when Pharblex hits with a melee attack, he can expend a use of this trait to deal an extra 9 (2d8) poison damage. Spellcasting. Pharblex is a 6th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Pharblex has the following spells prepared from the druid spell list: Cantrips (at will): druidcraft , guidance , poison cloud 1st level (4 slots): cure wounds , entangle , healing word , thunderwave 2nd level (3 slots): barkskin , beast sense , spike growth 3rd level (3 slots): plant growth , water walk Standing Leap. As part of his movement and without a running start, Pharblex can long jump up to 20 feet and high jump up to 10 feet. Swamp Camouflage. Pharblex has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Actions Multiattack. Pharblex attacks twice, once with his bite and once with his spear. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (bullywug)","Alignment":"chaotic evil","Expansion":7391,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Phase Beast","description":"Always there, but not quite, phase beasts are capable of dimensionally shifting part or all of their bodies from one location to another. Although similar to beasts found throughout the galaxy, they have semi-translucent hide, allowing them to blend easily with their surroundings. Dimensional Hybrids. Phase beasts are a remnants of an experiment gone awry, which weakened the barrier to an alternate dimension and allowed a species known as the rithni access to the known galaxy. At war amongst themselves, the rithni caused a disturbance in several outer zone systems until the breach was sealed. Phase beasts were left behind from the event, making it possible that the rithni may someday return.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Phase Beast","description":"Always there, but not quite, phase beasts are capable of dimensionally shifting part or all of their bodies from one location to another. Although similar to beasts found throughout the galaxy, they have semi-translucent hide, allowing them to blend easily with their surroundings. Dimensional Hybrids. Phase beasts are a remnants of an experiment gone awry, which weakened the barrier to an alternate dimension and allowed a species known as the rithni access to the known galaxy. At war amongst themselves, the rithni caused a disturbance in several outer zone systems until the breach was sealed. Phase beasts were left behind from the event, making it possible that the rithni may someday return.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27051,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Phase Spider","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! A phase spider possesses the magical ability to phase in and out of the Ethereal Plane . It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. Traits Ethereal Jaunt : As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. Spider Climb : The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker : The spider ignores movement restrictions caused by webbing. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"32 (5d10+5)","CHA":6,"CON":12,"DEX":15,"INT":6,"STR":15,"WIS":10,"Size":"Large","Type":"monstrosity","Speed":"30 ft., climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067273/3HhgD6-SWgHHs9JHY-kufQ/original.png","Roll 0":"1d20 + 4\n1d10+2","Roll 1":"Poison\n1d20 + 0\n4d8","Senses":"Darkvision 60 Ft.","Skills":"Stealth +6","Source":"5th Edition SRD","data-XP":700,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Ethereal Jaunt\",\"Desc\":\"As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.\"},{\"Name\":\"Spider Climb\",\"Desc\":\"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"},{\"Name\":\"Web Walker\",\"Desc\":\"The spider ignores movement restrictions caused by webbing.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d10 + 2\",\"Damage Type\":\"piercing\",\"Damage 2\":\"4d8\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must make a DC 11 Constitution saving throw. On a failed save the target takes the poison damage, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.\"}]","data-CHA-mod":"-2","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"-2","data-STR-mod":"+2","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":3,"Passive Perception":10,"data-CrNum":3,"data-AcNum":13,"data-HpNum":32},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Phase Spider","description":"A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport. Traits Ethereal Jaunt : As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. Spider Climb : The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker : The spider ignores movement restrictions caused by webbing. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Philosopher's Ghost","description":"Half fire and half ooze, a philosopher's ghost is a bubbling, burning, highly corrosive creature that can make the tallest tower tumble into ruin—if properly directed. The result of an alchemical process, a philosopher's ghost can appear as an ooze which glows a faint, eerie green in darkness, or as a vaguely-humanoid, green, sparking flame. It is especially drawn to movement, pursuing moving creatures to the exclusion of all else. Powerful and Difficult to Harness. Notoriously difficult to control, the unexpected creation of a philosopher's ghost spells disaster for the alchemist and, in all likelihood, anyone nearby as well. The creature burns its way through wooden structures with great speed, and, over time, even metal is melted by its heat. Alchemical Nightmare. Among alchemical circles, the only known remedy for a rampaging philosopher's ghost is complete immersion in water--even then it can spontaneously reignite and wreak further havoc long afterward when exposed to the air again. Ooze Nature. A philosopher's ghost doesn't require sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Phisarazu Spyder-Fiend","description":"Phisarazu spyder-fiends have a pair of muscular arms sprouting beneath their wolf heads. They are resentful and suspicious of all other creatures, which makes them useful for corralling kakkuus or standing guard. Phisarazus can magically change their form, but only into shapes that have ten limbs, such as driders and crabs. They use this ability to establish ambushes, infiltrate enemy camps, or appear innocuous while on guard duty. Spyder-Fiends Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing is their favorite pursuit. They spin durable webs and are ingenious in how they employ their webs against prey. Spyder-fiends are organized into a hierarchy based on might and cunning, with higher-ranked spyder-fiends dominating lower ranks. Spyder-fiends of equivalent rank scheme against each other for advancement and eagerly turn against one another if treachery can improve their position. Spyder-fiends loyally serve their general, Miska the Wolf-Spider. While they were rarely seen during Miska’s imprisonment in Pandemonium, they have become increasingly active as Miska struggles to free himself in Pandesmos. Traits Magic Resistance. The phisarazu has advantage on saving throws against spells and other magical effects. Spider Climb. The phisarazu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. When in contact with a web, the phisarazu knows the exact location of any other creature in contact with the same web. Web Walker. The phisarazu ignores movement restrictions caused by webbing. Actions Multiattack. The phisarazu makes one Bite attack and two Claw attacks. It can replace one of these attacks with Scintillating Spray if available. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 9 (2d8) poison damage, and the target has the poisoned condition until the start of the phisarazu’s next turn. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. Scintillating Spray (Recharge 5–6). The phisarazu expels shimmering webs in a 60-foot cone. Creatures and objects in that area are outlined by the glittering webs for 1 minute, during which time they emit dim light for 10 feet and can’t benefit from the invisible condition. Additionally, creatures in that area must succeed on a DC 16 Wisdom saving throw or have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Change Shape. The phisarazu transforms into a crab, drider, or giant crab, or returns to its true form. Its game statistics, except for its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":30583,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Phlox, The Great Conductor","description":"The Great Conductor hungers for distances. This sapient purple worm has dug through surfaces both solid and supernatural for centuries. The moment they awakened is lost to the miles, but the road ahead promises to wind for as long as they hunger. Over the years, Phlox has found great distances to traverse by ferrying smallfolk with important destinations in their stomach. The worm normally follows the booms of thunderstorms and earthquakes while they have no destination—but when a prospective passenger drums the ground loudly enough and calls out the worm’s name, Phlox makes their approach. The worm answers the call of anyone in need, but with a catch: if the distance wasn’t satisfying enough, Phlox takes their payment in food and digests the passengers whole. Phlox is a purple worm with the following adjustments: Phlox’s alignment is lawful neutral. Phlox’s Intelligence, Wisdom, and Charisma scores are each 16 (+3). Phlox can speak using telepathy, up to 120 feet. Phlox doesn’t require air, and has a swimming speed equal to their burrowing speed. Phlox can suppress the acid and additional effects of swallowing a creature. Phlox is just one of several incredible omnimounts out there. But that’s an article for another time...","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"lawful neutral","Expansion":18512,"Challenge Rating":15},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Phoenix","description":"Elder Elementals On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction. Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep. Phoenix To rise like a phoenix from the ashes—so many use that quaint colloquialism. Little do they know about the true horror of such a rebirth. —Mordenkainen Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno. Traits Fiery Death and Rebirth. When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried. The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix. Fire Form. The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action⁠ required). Flyby. The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach. Illumination. The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet. Legendary Resistance⁠ (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead. Siege Monster. The phoenix deals double damage to objects and structures. Actions Multiattack. The phoenix makes two attacks: one with its beak and one with its fiery talons. Beak. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Fiery Talons. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage. Legendary Actions The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature's turn. The phoenix regains spent legendary actions at the start of its turn. Peck. The phoenix makes one beak attack. Move. The phoenix moves up to its speed. Swoop (Costs 2 Actions). The phoenix moves up to its speed and attacks with its fiery talons.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral","Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Phoenix","description":"Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder Elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno. To rise like a phoenix from the ashes—so many use that quaint colloquialism. Little do they know about the true horror of such a rebirth. —Mordenkainen Traits Fiery Death and Rebirth. If the phoenix dies, it explodes. Each creature in 60-foot-radius sphere centered on the phoenix must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t being worn or carried. The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder, which weighs 5 pounds. The cinder deals 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix. Fire Form. The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren’t being worn or carried (no action required). Flyby. The phoenix doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Illumination. The phoenix sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Legendary Resistance (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead. Siege Monster. The phoenix deals double damage to objects and structures. Actions Multiattack. The phoenix makes one Beak attack and one Fiery Talons attack. Beak. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) fire damage. Fiery Talons. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) fire damage. Legendary Actions The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The phoenix regains spent legendary actions at the start of its turn. Move. The phoenix moves up to its speed. Peck. The phoenix makes one Beak attack. Swoop (Costs 2 Actions). The phoenix moves up to its speed and makes one Fiery Talons attack.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Alignment":"Typically Neutral","Expansion":14934,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Phoenix Anvil","description":"The “B” Team hoards­person, Phoenix Anvil is a servant of Waukeen and a soft-spoken sort. Really soft. Like, he talks so infrequently that even he might not recognize his own voice. Phoenix comes from the streets, where he grew up a fighter until a job sweeping the steps of a small temple of Waukeen showed him a new path. His hunger for coin as an adventurer is thus guided by his knowledge of what it is to do without. More of an object individual than a people person, Phoenix is obsessively dedicated to the franchise’s assets and accounts. Thankfully, he includes his fellow members among those assets, making him fiercely loyal. However, Oak Truestrike is the only team member he’s ever really warmed to, which doesn’t do either of them any good.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful neutral","Expansion":4048,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Phoenixborn","description":"As much flame as bird, this avian humanoid sheds light from its glorious plumage. Phoenixborn are birdlike humanoids who hail from the surface of the Elemental Plane of Fire. Their glorious plumage of red, orange, and yellow reflects their incandescent heritage. Blessings. Phoenixborn were mundane birds once. The first of them were blessed by phoenixes after they warned about an impending demon invasion. Cheating Death. Blows that would kill lesser creatures hardly seem to bother phoenixborn, who cheat death by bursting into balls of flames, just as their namesakes do. Clever foes target phoenixborn from a distance to avoid being caught in the flames. Fiery Feathers. The phoenixborn sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Rebirth (1/Day). If the phoenixborn is reduced to 0 hp, it erupts in a burst of flame. Each creature within 10 feet of it takes 3 (1d6) fire damage, and the phoenixborn regains hp equal to the total damage taken. Actions Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Hurl Flame. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 5 (1d6 + 2) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Phoenixborn)","Alignment":"Any Alignment","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Phoenixborn Sorcerer","description":"As much flame as bird, this avian humanoid sheds light from its glorious plumage. Phoenixborn are birdlike humanoids who hail from the surface of the Elemental Plane of Fire. Their glorious plumage of red, orange, and yellow reflects their incandescent heritage. Blessings. Phoenixborn were mundane birds once. The first of them were blessed by phoenixes after they warned about an impending demon invasion. Cheating Death. Blows that would kill lesser creatures hardly seem to bother phoenixborn, who cheat death by bursting into balls of flames, just as their namesakes do. Clever foes target phoenixborn from a distance to avoid being caught in the flames. Fiery Feathers. As the phoenixborn. Rebirth (1/Day). If the phoenixborn sorcerer is reduced to 0 hp, it erupts in a burst of flame. Each creature within 10 feet of it takes 7 (2d6) fire damage, and the phoenixborn sorcerer regains hp equal to the total damage taken. Actions Multiattack. The phoenixborn sorcerer makes two Talon or Hurl Flame attacks. It can replace one attack with a use of Spellcasting. Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) fire damage. Hurl Flame. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 10 (2d6 + 3) fire damage. Fire Jet (Recharge 6). The phoenixborn sorcerer shoots a jet of fire in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. Spellcasting . The phoenixborn sorcerer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: mage hand, minor illusion, light, prestidigitation 2/day each: charm person, continual flame, mage armor 1/day: dispel magic","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Phoenixborn)","Alignment":"Any Alignment","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Phomandala","description":"Phomandala has dwelt in Thousandbreaths long enough to be counted today as a native of the First World. Her powerful nature and magical abilities make her a great choice for a classic tale of a powerful medusa whose reign of terror can be brought to an end only by the most powerful of heroes. Traits Land’s Stride. Moving through nonmagical difficult terrain costs Phomandala no extra movement. She can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, Phomandala has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Petrifying Gaze. When a creature that can see Phomandala’s eyes starts its turn within 30 feet of the her, Phomandala can force it to make a DC 18 Constitution saving throw if she isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Phomandala until the start of its next turn, when it can avert its eyes again. If the creature looks at Phomandala in the meantime, it must immediately make the save. Spellcasting. Phomandala is an 18th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Phomandala has the following sorcerer spells known: Cantrips (at will): acid splash, mage hand, mending, message, minor illusion, prestidigitation 1st level (4 slots): charm person, disguise self, magic missile, shield 2nd level (3 slots): enhance ability, scorching ray 3rd level (3 slots): lightning bolt, major image 4th level (3 slots): dimension door, ice storm 5th level (3 slots): cone of cold, wall of stone 6th level (2 slots): chain lightning 7th level (1 slot): finger of death 8th level (1 slot): horrid wilting 9th level (1 slot): power word kill Actions Multiattack. Phomandala makes five melee attacks: one with her snake hair, two with her cobra bites, and two with her claws. Snake Hair. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) piercing damage plus 14 (4d6) poison damage. Cobra Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage plus 14 (4d6) poison damage. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":19},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Phycomid","description":"Typically found in damp caverns and forgotten refuse heaps, phycomids are dangerous fungoid creatures that grow in small, steaming patches among decomposing organic matter. The phycomid’s main body is a mass of green-brown mold that can slither and move when necessary to seek out new carrion to feed upon. Numerous mushrooms sprout from the main body—vile green stalks topped with purple or red caps that seem to steam with rank-smelling smoke. This smoke is in fact vapor escaping from the numerous globs of acid the plant produces as a method of both self-defense and reproduction. Caustic Filth. This acidic substance is expelled from the phycomid whenever it senses movement nearby, and seasoned adventurers can often trick a phycomid into giving away its true nature by simulating movement within range of the fungus. Less fortunate encounters are typically marked by large infestations of phycomids growing among a scattered collection of dead bodies. Fungus Among Us. Because of the filthy environment in which this fungus thrives, goblins are one of the few races that have learned to coexist with phycomids. Not content to simply give the fungi a wide berth, these foolish goblins actually harvest the phycomids, prodding them into positions in their warrens where they can serve as guards and sentinels, utilizing long poles they call “slime sticks” or placing delicious-smelling carrion to attract the fungus to a desired position. Although phycomids are deadly to eat, many goblin tribes view those who eat a phycomid mushroom and survive as great heroes. Needless to say, most goblin lairs that attempt to utilize phycomids as guardians eventually become nothing more than phycomid lairs—a goblin tribe’s luck can only hold up for so long, after all. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.MsoBodyTextIndent, li.MsoBodyTextIndent, div.MsoBodyTextIndent {mso-style-noshow:yes; mso-style-priority:99; mso-style-link:\"Body Text Indent Char\"; margin-top:0cm; margin-right:0cm; margin-bottom:6.0pt; margin-left:18.0pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}span.BodyTextIndentChar {mso-style-name:\"Body Text Indent Char\"; mso-style-noshow:yes; mso-style-priority:99; mso-style-unhide:no; mso-style-locked:yes; mso-style-link:\"Body Text Indent\"; mso-ansi-font-size:12.0pt; mso-bidi-font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-ascii-font-family:\"Times New Roman\"; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"unaligned","Expansion":32483,"Challenge Rating":"1/2"},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Phylaskia","description":"Phylaskia These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would pass, and they slay those who defy them. Undead Nature. A phylaskia doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"lawful neutral","Expansion":5432,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Piasa","description":"The dragon easily stands out from its draconic cousins with a huge rack of antlers rising from its head, and a well-groomed beard jutting from its tiger-like chin and jaw line. Its incredibly long tail whips to and fro, tipped by a terrible spike. Bearded Drake. While the beard of the piasa can be mistaken as hair, it would be more correct to say that it is made of the same chitinous material as its scales. Male piasa are covered with scales that are a shade of green, while female piasa are covered in golden scales. Male beards are often gold in color, while female beards can range from light gold to almost black. Ravenous Carnivore. A lower form of dragon, the piasa is well known for its hunger for humanoid flesh. While it will eat any source of meat, it prefers live prey that it has rendered unconscious and has a particular fondness for dwarf flesh. Hunters of Snakes. People that live near piasa quickly learn to carry poisoned spears and arrows for protection as the beasts are particularly susceptible to it. These villages often harvest poison from local snakes, driving many piasa to ruthlessly slaughter such creatures on sight. An area clear of snakes is often a sign of a piasa's presence.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"unaligned","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Piccolo Troppovino","description":"Actions Multiattack. Piccolo makes two melee attacks. Mace. Melee Weapon Attack. +4 to hit, reach 5 ft. one target. Hit: 5 (1d6 +2) bludgeoning damage. Crossbow. Ranged Weapon Attack. +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (halfling)","Alignment":"chaotic neutral","Expansion":20626,"Challenge Rating":"1/2"},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Pickpocket","description":"This NPC appears in The Straight Way Lost . Traits Diversion. The carnival is sufficient diversion for the pickpocket to have advantage at Stealth or Sleight of hand. Rogues get a contested Perception check. Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Cut the belt. Melee Weapon Attack: +4 to hit, reach 5 ft., one target with trousers. Hit: The victim’s trousers slip down, impairing its movement. Courtiers get a DC 12 Dexterity save because they know how to behave in public.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":30058,"Challenge Rating":"1/8"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Pidlwick II","description":"After her husband died in battle, Duchess Dorfniya Dilisnya set her sights on becoming Count Strahd von Zarovich's bride, but she failed to win his love. Her visits to the castle were nonetheless frequent, and she never traveled without her fool, the delightful Pidlwick. The little man was like a ray of sunshine in Castle Raven loft, and though he failed to amuse Strahd, he delighted Tatyana and Sergei with his jokes and gambols. As a result, Strahd didn't object whenever Pidlwick and the duchess came to visit. Eager to please and desiring to return the courtesy, the duchess commissioned the legendary toymaker Fritz von Weerg to build a clockwork effigy of Pidlwick as a gift for Strahd's family. Although the duchess's heart was in the right place, the effigy didn't have Pidlwick's abilities, and it failed to entertain anyone. Even though Pidlwick himself had spent months training it, the effigy couldn't speak, and its movements were more awkward than amusing. A harsh winter trapped the duchess, her fool, and her fool's effigy in Castle Ravenloft for several months. The duchess subsequently succumbed to illness, after which Tatyana asked Pidlwick to remain at Castle Ravenloft. One Pidlwick Too Many. Von Weerg was no ordinary toymaker, and he put a little of himself into all his creations, which is to say his works had a touch of their creator's madness. Pidlwick II knew that it had no purpose as long as Pidlwick remained in Castle Ravenloft, so it pushed Pidlwick down a long flight of stairs, killing him. Everyone else thought it was an accident. In the days that followed, Pidlwick II tried its best to fill its namesake's shoes, but the effigy's mere presence was upsetting to Tatyana, and it was never called on to perform. Eventually, it was shut away like a discarded toy. Evil Toy. Pidlwick II was kept in a small closet adjacent to one of the guest bedrooms. On rare occasions when someone stayed there, Pidlwick would sneak out of the closet in the middle of the night, smother the guest with a pillow, and then retreat back to the closet. The castle staff never considered that the effigy might be responsible, instead assuming that the guests had died in their sleep. But Strahd was not fooled. He came to realize fairly quickly that the clockwork effigy had begun to display a murderous nature. Rather than have Pidlwick II destroyed, Strahd kept the fool around to dispose of irksome guests from time to time. After the deaths of Sergei and Tatyana, the castle became virtually abandoned, and there were no more guests for Pidlwick II to \"entertain.\" The clockwork effigy emerged from its closet and found new places to hide. It fears Strahd and eagerly follows anyone who gives it the attention it craves. Pidlwick II is basically an oversized toy—a 4-foot-tall mechanism stuffed with gears, springs, and other components expertly fitted together to impart a semblance of life to it. Its skin is made of stitched leather pulled taut over an articulated wooden frame. Pidlwick II has rubbed soot around its eyes and mouth, giving it the triangular eyes and jagged grin of a jack-o'-lantern. Pidlwick II's Traits Ideal. \"I wish I cold make people happy.\" Bond. \"I would like to find someone—anyone—who isn't afraid of me and who enjoys my company.\" Flaw. \"When I'm upset, I do bad things.\" Traits Ambusher. During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn’t had a turn yet. Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"neutral evil","Expansion":7388,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Piercer","description":"Clinging to the ceilings of caverns and large subterranean passages, piercers blend in perfectly with natural rock, dropping in silence to impale unsuspecting foes on the ground below. A piercer is the larval form of a roper, and the two creatures often attack in tandem. A rock-like shell encases a piercer’s body, giving it the look and texture of a stalactite. That shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary rock formations. Patient Hunters. Piercers can see, but they can also respond to noise and heat, waiting for living creatures to pass beneath them, then falling to attack. A piercer that misses its chance to kill must make its slow way back to the ceiling. A fallen piercer excretes a foul-smelling slime when attacked, making most predators think twice about eating it. Piercers gather in colonies to maximize the effectiveness of their attacks, dropping simultaneously to increase the odds of striking prey. After a piercer successfully slays a creature, the others slowly creep toward the corpse to join in the feast. Traits False Appearance : While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite. Spider Climb : The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Drop : Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: 3 (1d6) piercing damage. The piercer does 1d6 piercing damage, up to a total of 21, 6d6, for every 10 feet it falls. Miss: The piercer takes half the normal falling damage for the distance fallen.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Piero Capponi","description":"Piero Capponi (born 1447) and his wife Nicola Capponi da Neri This middle-aged couple of noble heritage are among the inner circle of the Medici allies. The Capponi are one of the traditional wool merchant clans and are also involved in banking. Piero Capponi has traveled extensively as ambassador for Lorenzo de’ Medici and is one of the most respected men of his class. He is not a member of the Cavalieri di Platone but very sympathetic to their cause. There is just one small problem for Piero Capponi: He is well aware of Piero de’ Medici’s inability to defend the position of the Medici family should Lorenzo die, and is therefore carefully monitoring the situation – and prepared to change sides if necessary. The couple will nevertheless openly speak out against the schemes of Savonarola who demands that more power be given to the middle classes – a group that is much too undefined for the established elite. Piero and Nicola are the most courteous hosts, but might come over as quite arrogant in conversation with someone who is not of their status. Nicola is a patron of the arts and immensely well versed in philosophy and poetry. She is aiming for an invite to Ficino’s Neoplatonic academy, but so far, this group has only been open for men. This she resents and tries to change by supporting Ficino in his endeavors. Piero is tall, with a fine roman nose and prominent chin. His fair hair crowns a balding head held high and proud. His wife Nicola is almost as tall as he. A cascade of red hair arranged in the latest fashion, a voluptuous figure and of course the most exquisite jewellery and dress make her an impressive sight. Traits Spellcasting. Piero is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Piero knows the following bard spells: Cantrips (at will): mage hand, mending, true strike 1st level (4 slots): comprehend languages, disguise self, identify, unseen servant 2nd level (3 slots): calm emotions, detect thoughts, locate animals or plants 3rd level (3 slots): clairvoyance, sending 4th level (2 slots): dimension door, phantasmal killer Actions Multiattack. Piero makes two weapon attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Courtier)","Expansion":30058,"Challenge Rating":3},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Pike Trickfoot","description":"This little gnome from the Bramblewood has been called many things—dragonslayer, savior of Exandria, champion of the Everlight, Monstah, and, more recently, Mom. But Pike doesn’t care much what people call her, as long as it’s said with love. Her soul befits the mantle of the Everlight well, as she exudes warmth, calm, and comfort. But all that cozy kindness shelters a fiery, rebellious spark that can shock strangers and inspire raucous cheers and peals of laughter from her friends. After the Epilogue. Pike ultimately returned Scanlan Shorthalt’s romantic interest after the Whispered One was defeated and Exandria saved once more. There was no denying that she loved him, and they settled down in Westruun and had two children within a year of one another, Juniper and Wilhand’ildan (Juni and Wax for short). When the kids went off to school (one to seminary, the other to Westhall Academy), Pike and Scanlan decided to call it quits, with sad smiles and promises to always be the best of friends. And they’ve since kept that promise, even as the two of them each sought new paths in life. Missing her found family, Pike moved to Whitestone and built a temple to the Everlight in the city’s Temple Ward. It’s beautiful, small, and cozy—a true work of art down to the smallest details. Folk can find her there most days, tending to the gardens but always ready to lend a helping hand or a prayer. Many mornings, Pike swings by the Slayer’s Cake to make sure the baked goods remain as tasty as their reputation demands. She’ll grab some fresh pastries and coffee to go, and maybe drop off a delivery at Kiki’s—that is, Keyleth’s—house. Scanlan usually comes by Whitestone in the summer, his and Pike’s favorite time of year. This is a time for simple pleasures—eating dinners with the kids and their Auntie Kiki, Auntie Vex, Uncle Grog, and Uncle Percy; playing music by the fire; hearing Wilhand’ildan and young Vax’ildan de Rolo joke in private about their names and their weird family; and reminiscing about times past. And sometimes, Pike and Scanlan even wind up in bed together, though also, sometimes not. Though Pike’s path has diverged from Scanlan’s in one way, their lives are never truly separated—a thing that could be said of everyone in Vox Machina. Vox Machina Heroes. Scoundrels. Legends. Dumbasses. The legacy of the adventuring party Vox Machina is a complicated one. Over the course of their adventures, they’ve selflessly saved the lives of thousands of people in Tal’Dorei, Wildemount, Issylra, and beyond. Of course, there are also countless tales of individuals they’ve bullied, threatened, insulted, or otherwise needlessly antagonized throughout those same adventures. These legendary figures grew from a band of dime-a-dozen sellswords in the swamp burgh of Stilben to gods-blessed warriors whose actions might have saved all of Exandria from a future of undead tyranny. The deeds of Vox Machina are sung by bards across Tal’Dorei, often exaggerating those already belief-defying tales of gods and monsters and magic. But though their legend has grown wild and unruly, the members of Vox Machina are still people. More than twenty years have passed since their last great campaign. Most of them are still alive, and the lives of these heroes have changed—in big ways and in smaller, more subtle ones. Those among them who age have softer bodies and lines on their faces. Those among them who don’t age still show the weight of the world upon their shoulders. By and large, the members of Vox Machina have set aside weapons, armor, and spells in favor of more subtle ways of helping others. Some lead the lands they were born to lead. Others have been elected to the Tal’Dorei Council, shaping the fate of the continent’s people with quiet wisdom rather than blades and battle cries. Still, each member of this legendary band of adventurers would take up arms again in an instant if it meant protecting those they care for the most. And the Vestiges of Divergence, whose power they unlocked in the battles against the Cinder King and the Whispered One, are still within their grasp. The following stat blocks are here for GMs to use if their players encounter a member of Vox Machina—hopefully as an ally or a \"quest giver,\" for woe betide anyone who encounters these legendary heroes as a foe. These statistics don’t represent the full extent of the characters’ abilities as 20th-level adventurers, but have been streamlined to make them easier for the Game Master to run. Traits Gnome Cunning. Pike has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Special Equipment. Pike wields a mace of disruption and wears gauntlets of ogre power , boots of speed , and the Plate of the Dawnmartyr . Dawnmartyr’s Grace (1/Long Rest). When Pike is reduced to 0 hit points while wearing the Plate of the Dawnmartyr , she can choose to have a blast of healing flame surround her. She regains 1 hit point and is lifted to her feet. Each enemy within 10 feet of her takes 7 (2d6) fire damage or radiant damage (her choice). Spellcasting. Pike is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): light, sacred flame (4d8), spare the dying, thaumaturgy 1st level (4 slots): command, cure wounds, guiding bolt, healing word, sanctuary, shield of faith 2nd level (3 slots): aid, lesser restoration, spiritual weapon 3rd level (3 slots): glyph of warding, mass healing word, protection from energy, revivify, speak with dead 4th level (3 slots): death ward, freedom of movement, guardian of faith 5th level (3 slots): flame strike, greater restoration, hallow, mass cure wounds, scrying 6th level (2 slots): heal, heroes’ feast, planar ally 7th level (2 slots): resurrection 8th level (1 slot): holy aura 9th level (1 slot): mass heal Actions Mace of Disruption. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage, plus an extra 7 (2d6) radiant damage if the target is a fiend or an undead. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of Pike until the end of her next turn. Guiding Bolt (5th Level). Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 28 (8d6) radiant damage, and the next attack roll made against the target before the end of Pike’s next turn has advantage. Bonus Actions Battle Priest (5/Long Rest). If Pike uses the Attack action, she can make one weapon attack as a bonus action. Healing Word (4th Level). Pike casts healing word , restoring 16 (4d4 + 6) hit points to herself or another creature she can see within 60 feet of her. Reactions Dawnmartyr’s Rebuke. When a creature within 5 feet of Pike hits her with a melee attack, she can deal 7 (2d6) fire or radiant damage to it (her choice). Everlight’s Guidance (3/Short Rest). When Pike or a creature she can see within 30 feet of her makes an attack roll, she can grant a +10 bonus to the roll. She can grant this bonus after the roll is made but before it hits or misses.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Expansion":20583,"Challenge Rating":17},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Pillar of the Lost Magocracy","description":"This pale gray, angular, stone column dominates the horizon, eldritch sigils decorating its surface. As night descends, these glyphs glow with an unearthly pinkish-white light. Hazards of the Wastes. These strange pillars date back to ancient wizard kingdoms destroyed in ancient arcane wars. Each holds the insane spirit of a wizard slain during the wars. Most of the time, these spirits are half-asleep, and the pillars act as hazards, discharging magical energy at sunset and sunrise. Awakened Spirits. When the stars are right, however, the spirit of the ancient mage within the pillar awakens. Sworn to defend its magocracy, the spirit views nearby creatures as agents of a rival magocracy. The pillar's sigils glow brightly as it unleashes warped magic on nearby creatures. Pillars of the Lost Magocracy in Midgard These bizarre columns are all that is left of Uxloon, one of the nine ancient magocracies of the Wasted West. Uxloon was destroyed in the Great Mage Wars by the terrifying Walker Pah'draguusthlai, who was summoned by Enkada Pishtuhk. The pillars are either the animated gravestones of Uxloon's council of wizards, or perhaps creations of the dust goblin shamans or void speakers (see page 408).","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Pine Devil","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":27683,"Challenge Rating":3},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Pine Doom","description":"A living pine tree festooned with pinecones featuring razor-sharp edges looks balefully at the intrusion upon its solitude. Gruff Forest Protector. Pine dooms are typically the largest plants in their groves, towering over ordinary pine trees. They see themselves as responsible for the wellbeing of their forests. They manage the growth of trees under their protection, clear out underbrush, and kill destructive vermin, allowing their groves to prosper. They have an inborn distrust of humanoids, but if a creature entering their forests seems genuinely in trouble, pine dooms allow them to seek shelter. They retaliate strongly, however, if someone takes advantage of their charity. Mobile Groves. Similar to treants, pine dooms can animate trees, though they do so only to relocate threatened groves. Unlike treants, pine dooms can animate all trees in a single grove, but the trees can’t attack. Powerful Pine Sap. A pine doom reserves its sap until it must attack intruders. The sap adheres to anything, allowing the pine doom to entrap weapons and particularly troublesome foes. Druids on friendly terms with the pine doom can coax the tree into producing sap for the druid to use in defending their own groves.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"neutral","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Piney","description":"Pineys are humans who have lived for generations in the Margreve Forest. The primeval magic of the forest has changed them in both mind and body. They often have plant-like physical qualities, such as rooty appendages for feet, coarse and bark-like skin, or photosynthesizing flesh. Bound to the Woods. Pineys very rarely leave the limits of the Margreve. Their connection to nature and its magic wanes the farther they are from the forest. Actions Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+3) bludgeoning damage plus (1d6)force damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"lawful neutral","Expansion":16,"Challenge Rating":1},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Piney Rootwalker","description":"Pineys rootwalkers are elder pineys who are deeply affected by the magic of the Margreve. Their twisted forms are barely recognizable as humanoid, and they wander silently through the groves and fields near their villages. Revered. Though misshapen and dangerous, the rootwalkers are nonetheless revered by other pineys, who believe that sacrifices made to the rootwalkers ensure the safety of their villages. Actions Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (2d6+4) bludgeoning damage plus (2d6)force damage. Rock. Ranged Weapon Attack: +6 to hit, reach 60/240 ft., one target. Hit: (1d10+4) bludgeoning damage plus (2d6)force damage.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid","Alignment":"neutral","Expansion":16,"Challenge Rating":3},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Pirate Bosun","description":"The bosun (or boatswain) is tasked with organizing the cargo and crew aboard a ship. Bosuns are capable fighters whose experience with hauling cargo and delivering beatings make them tough opponents. Foul Frithoff in The Sinister Secret of Saltmarsh is the bosun who protects the cargo aboard the smugglers’ ship. Ever since a bad accident, he has worn a hook at the end of one arm in place of a hand. Traits Cargo Hauler. The bosun has advantage on Strength checks. Sea Legs. The bosun has advantage on ability checks and saving throws to resist being knocked prone. Actions Light Hammer. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target is grappled (escape DC 13).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":3905,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Pirate Captain","description":"Pirate captains spend their lives at sea, earning and keeping command through blood and daring. A captain’s impressive sword work and biting words inspire both confidence and fear in a ship’s crew. Sigurd “Snake Eyes” is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh . Traits Flourish. The captain adds its Charisma modifier to the damage roll for its longsword attacks (included in the attack). Sea Legs. The captain has advantage on ability checks and saving throws to resist being knocked prone. Actions Multiattack. The captain makes two attacks: one with its hand crossbow and one with its longsword. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. Reactions Shape Up, Ye Dog (2/day). Whenever a friendly creature within 30 feet of the captain that can hear it misses with an attack, the captain can yell perilous threats to allow that creature to reroll the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":3905,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Pirate Captain Finderhook","description":"A wiry human wearing black leather armor studded with hard barnacles flashes a quick smile. He has wild black hair held in place with a silk bandana, and a trimmed goatee on an otherwise clean-shaven face. He brandishes a pair of cutlasses, one with a bright blade, the other dark and dull as night. TRAITS Special Equipment: Finderhook wears +1 studded leather armor and carries a cutlass of life stealing , a normal cutlass, and a light crossbow (with 20 bolts), plus a set of keys. Two-Weapon Fighting: When Finderhook takes the Attack action and attacks with his cutlass of life stealing , he can use a bonus action to attack with a light melee weapon that he's holding in the other hand. ACTIONS Multiattack: The pirate captain makes two attacks with his cutlass of life stealing. Cutlass of Life Stealing: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. When a 20 is rolled on the attack roll, this magic weapon inflicts an additional 10 points of necrotic damage if the target is not undead or a construct. Also, the pirate captain gains 10 temporary hit points. Cutlass (off-hand attack): Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage. Light Crossbow: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage. REACTIONS Parry: The pirate captain adds 2 to his AC against one melee attack that would hit him. To do so, the pirate captain must see the attacker and be wielding a melee weapon in his off hand.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":25195,"Challenge Rating":3},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Pirate Deck Wizard","description":"These salt-encrusted practitioners of magic are at once learned and superstitious. The crews of pirate ships generally give their deck wizards a wide berth, as they magically step from place to place and unleash their briny magic against attackers. The ship Sea Ghost in The Sinister Secret of Saltmarsh is home to a pirate deck wizard named Punketah. Traits Sea Legs. The deck wizard has advantage on ability checks and saving throws to resist being knocked prone. Spellcasting. The deck wizard is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): friends, mage hand, prestidigitation, ray of frost 1st level (4 slots): disguise self, fog cloud, mage armor, witch bolt 2nd level (3 slots): gust of wind, Melf’s acid arrow, misty step Actions Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":3905,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Pirate First Mate","description":"These no-nonsense sailors are the trusted allies of a pirate ship’s captain. Ex-soldiers and trained mercenaries often find employment as mates aboard pirate ships. In The Sinister Secret of Saltmarsh , Bloody Bjorn serves as the first mate aboard Sea Ghost . Traits Sea Legs. The first mate has advantage on ability checks and saving throws to resist being knocked prone. Actions Multiattack. The first mate makes two attacks with its longsword. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. If the target is a creature, the first mate can choose to deal no damage with the attack to disarm the target. The target must succeed on a DC 14 Strength saving throw or drop one item it is holding on the ground.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":3905,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Pirate King or Queen","description":"In the cutthroat world of piracy, few pirate captains become powerful enough to command an entire fleet. Those who do often dub themselves king or queen of their fleet. Pirates led by such leaders become dangerous forces feared by merchants and navies that share the seas. The pirate king Voralis and the dwarven “Princess” Anabett Deadeye control two of the most feared pirate fleets in recent history, Voralis in the Shiaran sea and Deadeye in the eastern Argentus ocean. Traits Brave. The pirate king / queen has advantage on saving throws against being frightened. Actions Multiattack. The pirate king / queen makes two attacks: one with its hand crossbow and one with its scimitar or two with its scimitar. Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. Reactions Command Ally (3/Day). The pirate king / queen yells a command at a friendly creature within 30 feet that can hear it, allowing that creature to make one melee weapon attack using its reaction.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":32955,"Challenge Rating":4},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Pirate Zombie","description":"TRAITS Special Equipment: The pirate zombie wears rotting scraps of leather armor and wields a rusty cutlass. Undead Fortitude: If damage reduces the pirate zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the pirate zombie drops to 1 hit point instead. ACTIONS Rusty Cutlass: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":25195,"Challenge Rating":"1/4"},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Pirene, The Half-Nymph","description":"Trait Innate Spellcasting . Pirene’s spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, druidcraft, shillelagh 1/day each: dimension door Spellcasting . Pirene is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following bard spells prepared: Cantrips (at will): guidance, produce flame, resistance 1st level (4 slots): faerie fire, fog cloud, healing word, purify food and drink 2nd level (3 slots): barkskin, hold person, spike growth 3rd level (3 slots): call lightning, dispel magic, plant growth 4th level (1 slot): polymorph Unearthly Grace . While Pirene is wearing no armor and not wielding a shield, her AC includes her Charisma modifier. Additionally, when forced to make any saving throw, she can make a Charisma saving throw instead. Actions Dagger . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage. Charm . One humanoid Pirene can see within 30 feet of her must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Pirene’s verbal commands. If the target suffers any harm or receives a command that would harm themselves, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or the effect on it ends, the target is immune to Pirene’s Charm for the next 24 hours. Stunning Glance (Recharge 5-6) . Pirene attempts to stun a creature within 30 feet of her with a look. If that creature and Pirene can see each other, the creature must succeed on a DC 15 Constitution saving throw or be stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (fey)","Alignment":"chaotic neutral","Challenge Rating":5},"publisher":"Matthew Whitby","book":"Volo's Guide to Getting Murdered"},{"name":"Piscodaemon","description":"Daemon Daemons are sinister neutral evil fiends who form from the most despicable of souls and personify the most horrible ways one can die. Natives to the neutral evil outer planes, daemons lack the strict order and regiment associated with devils, yet also lack the almost gleeful addiction to spreading chaos and mayhem common to demons. They are, many scholars posit, one of the purest forms of evil. Daemons as a whole cover a wide range of power, and many are associated with the legendary demigods known collectively as the Horsemen of the Apocalypse. Piscodaemon Scions of death by poisoning, piscodaemons are cruel even by daemonic standards, delighting in slow and painful suffering. While poisons and venoms are piscodaemons’ preferred tools, their cruel claws are more than capable of tearing enemies asunder if necessary. A piscodaemon is vaguely humanoid in shape, with an octopus-like head, crab pincers for arms, reptilian legs, and a fish-like tail. Traits Amphibious. The piscodaemon can breathe air and water. Innate Spellcasting. The piscodaemon’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The piscodaemon can innately cast the following spells, requiring no material components: At will: dispel magic 3/day each: fly, stinking cloud Magic Resistance. The piscodaemon has advantage on saving throws against spells and other magical effects. See Invisibility. The piscodaemon has a constant see invisibility effect as per the spell. Actions Multiattack. The piscodaemon makes two claw attacks and one tentacles attack. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10+5) slashing damage. Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage plus 14 (4d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":10},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Piscoloth","description":"At first glance, the piscoloth resembles a 6-foot-tall humanoid crustacean. It has the tough, chitinous body of a lobster, muscular arms that end in large crab-like pincers, fish-like tails, and legs that end in talons. Its head is similar to that of a cuttlefish, with bulging eyes and short tentacles writhing from its maw. A piscoloth's shell and skin range from crimson, dark purple, maroon, and orange-red. Cruel Sycophants. A piscoloth is a brutal and despicable bully who serves as the captain or sergeant of the yugoloth armies. Sadistic and slavering, it torments those underneath its station and fawns over its masters. A piscoloth is also opportunistic and ambitious, quick to betray its rivals or sacrifice its underlings if it would further its position. Vision of Madness. A piscoloth avoids melee combat whenever it can, preferring to let its minions engage while it attacks from a safe distance using its Vision of Madness, a psychic attack that renders a target bewildered. If a mark has been suitably weakened or recognizes a victim as not a threat, it closes in on it and tries to snare it with its pincers. Once the piscoloth has a creature trapped, it attacks the victim's head with its venomous tentacles. Traits Amphibious. The piscoloth can breathe air and water. Magic Resistance. The piscoloth has advantage on saving throws against spells and other magical effects. Actions Multiattack. The piscoloth uses Vision of Madness. It then makes two Pincer attacks. If the piscoloth is grappling a creature, the piscoloth can also use its Tentacles once. Pincer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the piscoloth doesn't have two other creatures grappled. Tentacles. One creature grappled by the piscoloth must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Vision of Madness. The piscoloth targets one creature it can see within 60 feet of it. The creature must succeed on a DC 13 Wisdom saving throw. On a failed save, the creature takes 12 (3d6 + 2) psychic damage and it suffers the effect of the confusion spell without making a saving throw. The effect lasts for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Yugoloth)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Pit Fiend","description":"\"Your war-torn kingdom is rife with corruption, its people dying from starvation and strife. They cry out for new leadership—someone with the charisma and the courage to put an end to the turmoil and suffering. You could be that someone!\" —Herobaal the Pit Fiend Devils Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus’s will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature’s soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. The Infernal Hierarchy The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever—a fate that even Asmodeus fears. Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil’s memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Infernal Hierarchy 1. lemure Lesser devils 2. imp 3. spined devil 4. bearded devil 5. barbed devil 6. chain devil 7. bone devil Greater devils 8. horned devil 9. erinyes 10. ice devil 11. pit fiend Archdevils 12. duke or duchess 13. archduke or archduchess Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories—and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other’s most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. The Nine Hells The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Devil True Names and Talismans Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. A mortal who learns a devil’s true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice—typically someone the creator loved—when crafted. However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner’s soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. Pit Fiend The undisputed lords of most other devils, pit fiends attend the archdukes and archduchesses of the Nine Hells and carry out their wishes. These mighty devils are the generals of the Nine Hells, leading its infernal legions into battle. With an inflated sense of superiority and entitlement, pit fiends form a grotesque aristocracy in the infernal realm. These domineering and manipulative tyrants conspire to eliminate anything that stands between them and their desires, even as they negotiate the convoluted and dangerous politics of the Nine Hells. A pit fiend is a hulking monster with a whip-like tail and enormous wings that it wraps around itself like a cloak. Armored scales cover its body, and its fanged maw drips a venom that can lay the mightiest mortal creatures low. Fearless in battle, a pit fiend takes on the most powerful foes in single combat, demonstrating its supremacy and an arrogance that prevents it from acknowledging any chance of defeat. Layers and the Lords of the Nine Hells Layer Layer Name Archduke or Archduchess Previous Rulers Primary Inhabitants 1 Avernus Zariel Bel, Tiamat Erinyes, imps, spined devils 2 Dis Dispater — Bearded devils, erinyes, imps, spined devils 3 Minauros Mammon — Bearded devils, chain devils, imps, spined devils 4 Phlegethos Belial and Fierna — Barbed devils, bone devils, imps, spined devils 5 Stygia Levistus Geryon Bone devils, erinyes, ice devils, imps 6 Malbolge Glasya Malagard, Moloch Barbed devils, bone devils, horned devils, imps 7 Maladomini Baalzebul — Barbed devils, bone devils, horned devils, imps 8 Cania Mephistopheles — Horned devils, ice devils, imps, pit fiends 9 Nessus Asmodeus — All devils Traits Fear Aura : Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. Magic Resistance : The pit fiend has advantage on saving throws against spells and other magical effects. Magic Weapons : The pit fiend's weapon attacks are magical. Innate Spellcasting : The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: • At will: detect magic , fireball • 3/day each: hold monster , wall of fire Actions Multiattack : The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. Bite : Melee Weapon Attack : +14 to hit, reach 5 ft., one target. Hit : 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 17 (2d8 + 8) slashing damage. Mace : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. Tail : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 24 (3d10 + 8) bludgeoning damage. Variant: Summon Devil (1/Day) : The devil chooses what to summon and attempts a magical summoning. A pit fiend summons 2d4 bearded devils, 1d4 barbed devils, or one erinyes with no chance of failure. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Pit Fiend","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Fear Aura : Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated . On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. Magic Resistance : The pit fiend has advantage on saving throws against spells and other magical effects. Magic Weapons : The pit fiend's weapon attacks are magical. Innate Spellcasting : The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: At will: detect magic , fireball 3/day each: hold monster , wall of fire Actions Multiattack : The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. Bite : Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned . While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw : Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. Mace : Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. Tail : Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.","properties":{"Category":"Monsters","AC":"19 (Natural Armor)","HP":"300 (24d10+168)","CHA":24,"CON":24,"DEX":14,"INT":22,"STR":26,"WIS":18,"Size":"Large","Type":"fiend (devil)","Speed":"30 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Senses":"Truesight 120 Ft.","Source":"5th Edition SRD","data-XP":"25,000","Alignment":"Lawful Evil","Languages":"Infernal, Telepathy 120 Ft.","data-List":"false","Immunities":"Fire, Poison","Spell Book":"Detect Magic, Fireball, Hold Monster, Wall Of Fire","Token Size":2,"Resistances":"Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered","data-Spells":"{\"innate\":{\"at-will\":[\"detect magic\",\"fireball\"],\"3/day\":[\"hold monster\",\"wall of fire\"]}}","data-Traits":"[{\"Name\":\"Fear Aura\",\"Desc\":\"Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The pit fiend has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Magic Weapons\",\"Desc\":\"The pit fiend's weapon attacks are magical.\"},{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: At will: detect magic, fireball 3/day each: hold monster, wall of fire\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"4d6 + 8\",\"Damage Type\":\"piercing\",\"Desc\":\"The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can\\u2019t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 8\",\"Damage Type\":\"slashing\"},{\"Name\":\"Mace\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 8\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"6d6\",\"Damage 2 Type\":\"fire\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"3d10 + 8\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"+7","data-CON-mod":"+7","data-DEX-mod":"+2","data-INT-mod":"+6","data-STR-mod":"+8","data-SizeNum":5,"data-WIS-mod":"+4","Saving Throws":"Dex +8, Con +13, Wis +10","Challenge Rating":20,"Passive Perception":14,"Condition Immunities":"Poisoned","data-CrNum":20,"data-AcNum":19,"data-HpNum":300},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pit Fiend Aristocrat","description":"The most powerful of the greater devils, pit fiend aristocrats answer only to archdevils. They represent the most cunning and resourceful of devil nobility. Their mere presence inspires dread in the ranks of any lesser fiends. Unequaled Power. The pit fiend aristocrat is exceptionally strong for its size, and can brutally manhandle creatures twice its size. Aside from its superior strength, the pit fiend aristocrat sports an array of deadly abilities and spells that far exceed that of a regular pit fiend. Crafty General. The pit fiend aristocrat is not just feared for its superior combat abilities. Its more intelligent competitors both admire and hate it for its brilliance in warfare tactics, and its uncanny ability to always be a few steps ahead of them. The most notable pit fiend aristocrats are members of the Dark Eight, an organization of generals who were responsible for managing aspects of the Blood War, and report directly to Asmodeus. They are Baalzephon, Corin, Dagos, Furcas, Pearza, Zaebos, Zapan, and Zimimar. Traits Fear Aura. A creature that starts its turn within 20 feet of the pit fiend must succeed on a DC 22 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the pit fiend by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to the pit fiend, the creature can repeat the saving throw. On a success, the effect ends. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours. Legendary Resistance (1/Day). If the pit fiend fails a saving throw, it can choose to succeed instead. Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects. Magic Weapons. The pit fiend's weapon attacks are magical. Actions Multiattack. The pit fiend makes four attacks: one with its Bite, one with its Claw, one with its Mace, and one with its Tail. It can use Fling in place of its Claw attack. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. Until this poison ends, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage, and if the target is Large or smaller, it is grappled (escape DC 18). Until this grapple ends, the target is restrained and the pit fiend can automatically hit the target with its Claw but can't make Claw attacks against other targets. Mace. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. Fling. One Large or smaller object held or creature grappled by the pit fiend is thrown up to 60 feet and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 23 Dexterity saving throw or take the same damage and be knocked prone. Teleport. The pit fiend magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Spellcasting. The pit fiend casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22): At will: darkness, detect magic, fireball 3/day each: hold monster, wall of fire 1/day each: power word stun, programmed illusion Hellfire Gaze (Recharge 6). The pit fiend's eyes projects intense fiery energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 42 (12d6) fire damage and is vulnerable to fire damage until the end of the devil's next turn. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine ash and slag. The creature can be restored to life only by means of a true resurrection or a wish spell. On a successful save, a creature takes half as much damage. Legendary Actions The pit fiend can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The pit fiend regains spent legendary actions at the start of its turn. Move. The pit fiend moves up to half its speed. Attack (Costs 2 Actions). The pit fiend makes a Claw, Mace, or Tail attack. Teleport (Costs 2 Actions). The pit fiend uses Teleport. Cast a Spell (Costs 3 Actions). The pit fiend uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":22},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Pit Terrier","description":"This low-slung dog has a compact, muscular body covered in short fur. Its legs are short and widespread, giving the creature a very low center of gravity. Its head is large and somewhat flat with a pronounced underbite and sharp teeth jutting from the lower jaw. Pit terriers are bred as dogs of war. They are fiercely loyal to their masters and fight to the death to keep their masters from harm. Despite their fierce reputations, in times of peace, pit terriers are as friendly as any other species of dog, making them ideal pets.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Pitax Warden","description":"Guard Be they the personal protectors of a traveling celebrity or the highly-trained soldiers of a city watch, guards range widely in their level of skill. Pitax Warden While the official guards of the city and kingdom of Pitax are all required to train in various bardic pursuits, their primary role is to ensure that their King maintains control of the land. Clad in their distinctive suits of full plate, they generally avoid using their bardic magic in combat except in acts of desperation. Traits Spellcasting. A Pitax warden is a 5th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). They have the following bard spells known: Cantrips (at will): light, mage hand, mending, message, prestidigitation, true strike 1st level (4 slots): charm person, cure wounds, longstrider 2nd level (3 slots): calm emotions, hold person, locate object 3rd level (2 slots): dispel magic, fear Actions Multiattack. The Pitax warden makes three greatsword attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Pitcrow","description":"Pitcrow Denizens of the Hells, pitcrows are capricious and opportunistic scavengers. With feathers of crimson so deep it is often mistaken for black, these large corvids are as likely to help a wandering adventurer as they are to report that adventurer to the local authorities. In fact, most pitcrows will often do both, for double the reward. Scouts & Cleaners. When a pitcrow can be bribed, coaxed, or coerced into working with others, they often find themselves in scouting roles. Single crows might stake out a building, crossroads, or grave, reporting their observations to a clandestine employer in exchange for choice scraps or jewellery. A demon lord or archdevil might enlist a whole murder to scout battlefields or harry routed enemies. Whatever the case, pitcrows do not seek to put themselves in danger and can always be found plucking at the viscera of corpses after a meeting of devils and demons. Self-Policing. Despite their selfish tendecies, pitcrow communities can grow surprisingly large and exhibit a kind of mass self-governance. Any individual found exploiting the common good is immediately ostracised and assaulted. Defecate too close to the communal blood pool? Get pecked to death. Exhibit a communicable disease? Get pecked to death. Produce more offspring than you can protect? They get pecked to death.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend, lawful evil","Alignment":"lawful evil","Expansion":26720,"Challenge Rating":1.2},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Pitcrow","description":"Pitcrows Denizens of the Hells, pitcrows are capricious and opportunistic scavengers. With feathers of crimson so deep it is often mistaken for black, these large corvids are as likely to help a wandering adventurer as they are to report that adventurer to the local authorities. In fact, most pitcrows will often do both, for double the reward. Scouts & Cleaners. When a pitcrow can be bribed, coaxed, or coerced into working with others, they often find themselves in scouting roles. Single crows might stake out a building, crossroads, or grave, reporting their observations to a clandestine employer in exchange for choice scraps or jewellery. A demon lord or archdevil might enlist a whole murder to scout battlefields or harry routed enemies. Whatever the case, pitcrows do not seek to put themselves in danger and can always be found plucking at the viscera of corpses after a meeting of devils and demons. Self-Policing. Despite their selfish tendecies, pitcrow communities can grow surprisingly large and exhibit a kind of mass self-governance. Any individual found exploiting the common good is immediately ostracised and assaulted. Defecate too close to the communal blood pool? Get pecked to death. Exhibit a communicable disease? Get pecked to death. Produce more offspring than you can protect? They get pecked to death.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend, lawful evil","Alignment":"lawful evil","Challenge Rating":1.2},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Pitling","description":"The most common Category 1 demon, pitlings resemble rodents or insects—but with gleaming green eyes, ter- rible body odor, and viscous, toxic phlegm. If a pitling moves to a new region with different wildlife, they slowly change form over time to better match the appearance of a local pest. Traits Horrid Stench. If an enemy starts their turn within 10 feet of three or more pitlings, the enemy is poisoned until the start of their next turn. Minion. If the pitling takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the pitling takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Soul Feast. When the pitling reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom sav ing throw. On a failed save, the pitling consumes the creature’s soul, and the pitling becomes a Category 2 demon of the GM’s choice with 1 soul. A creature whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a wish spell. If the creature was reduced to 0 hit points by a group attack, the GM picks one pitling who joined the attack to consume the soul. Actions Spit (Group Attack). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 15/30 ft., one target. Hit: 4 poison damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fiend (Demon, Category 1)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Pitling","description":"Traits Horrid Stench. If an enemy starts their turn within 10 feet of three or more pitlings, the enemy is poisoned until the start of their next turn. Minion. If the pitling takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the pitling takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Soul Feast. When the pitling reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom saving throw. On a failed save, the pitling consumes the creature’s soul, and the pitling becomes a Category 2 demon of the GM’s choice with 1 soul. A creature whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a wish spell. If the creature was reduced to 0 hit points by a group attack, the GM picks one pitling who joined the attack to consume the soul. Actions Spit (Group Attack). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 15/30 ft., one target. Hit: 4 poison damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fiend (Demon, Category 1)","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Pixie","description":"\"Petal gowns and acorn caps are so last summer!\" —Rivergleam, pixie fashionista Standing barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise. Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming; only a pixie’s fear of being captured or attacked stays its hand. Those who wander through a pixie’s glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh. Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles. Magical Faerie Folk. With their innate power of invisibility, pixies rarely appear unless they wish to be seen. In the Feywild and on the Material Plane, pixies etch patterns of frost on winter ponds and rouse the buds in springtime. They cause flowers to sparkle with summer dew, and color the leaves with the blazing hues of autumn. Pixie Dust. When pixies fly visibly, a shower of sparkling dust follows in their wake like the glittering tail of a shooting star. A mere sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber. Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power. Tiny Tricksters. While the arrival of visitors piques their curiosity, pixies are too shy to reveal themselves at first. They study the visitors from afar to gauge their temperament or play harmless tricks on them to measure their reactions. For example, pixies might tie a dwarf’s boots together, create illusions of strange creatures or treasures, or use dancing lights to lead interlopers astray. If the visitors respond with hostility, the pixies give them a wide berth. If the visitors are good natured, the pixies are likely to be emboldened and more friendly. The fey might even emerge and offer to guide their “guests” along a safe route or invite them to a tiny yet satisfying feast prepared in their honor. Opposed to Violence. Unlike their fey cousins, the sprites, pixies abhor weapons and would sooner flee than get into a physical altercation with any enemy. Traits Magic Resistance : The pixie has advantage on saving throws against spells and other magical effects. Innate Spellcasting : The pixie’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component: • At will: druidcraft • 1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep Actions Superior Invisibility : The pixie magically turns invisible until its concentration ends, as if concentrating on a spell. Any equipment the pixie wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Source":"MM1","Alignment":"neutral good","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Pixie","description":"Sprite Elusive, flighty, and ebullient, sprites are what many first imagine when they hear the terms “fey” and “fairy.” While there are a wide range of sprites, the largest of them rarely match the size of even a small child—and the vast majority of these wee fey are much smaller. Pixie Insatiably curious, overly excitable, and just a bit puckish, the pixies of the Stolen Lands are more powerful than others of their kind. They are wanderers and tricksters who use their pixie dust to create all sorts of whimsical situations, as well as to defend themselves. Other creatures often have trouble understanding a pixie’s rapid, rambling way of speaking. A pixie of the Stolen Lands looks like a tiny little elf, typically with solid white eyes and clad in clothing or armor made from bits of tree bark, leaves, and flower petals. They flit about on a set of brightly-colored butterfly wings. Traits Innate Spellcasting. The pixie’s innate spellcasting ability which is Charisma (spell save DC 13). The pixie can innately cast the following spells, requiring no material components: At will: invisibility (self only) 1/day: entangle, faerie fire 3/day: dancing lights, detect magic, minor illusion, shield Sprinkle Pixie Dust. As a bonus action, the pixie sprinkles pixie dust onto one of its arrows. If the pixie hits a creature with that arrow before the start of the pixie’s next turn, the deals no damage. Instead, the target must make a DC 14 Wisdom saving throw. On a failed save, the arrow causes one of the following effects, based on the target’s saving throw result: Charm (11–13). The creature is charmed by another creature of the pixie’s choice. Memory Loss (7–10). The target makes a DC 14 Wisdom saving throw, losing the last 5 minutes of its memory on a failed save. Sleep (2–6). The pixie rolls 9d8. If the target has less hit points than the pixie’s result, it falls unconscious. Subdual (1). The target makes a DC 14 Wisdom saving throw, taking 14 (4d6) psychic damage on a failed save, or half as much on a successful one. If the pixie’s ranged attack scores a critical hit, treat the results of the target’s original saving throw as one tier lower. Actions Multiattack. The pixie makes two attacks. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8+5) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Pixie Court Trickster","description":"The court trickster is a bard in the pixie nobility. It recites poems, sings songs, and indulges in witty banter with like-minded individuals. As with all pixies, it is opposed to violence, but will defend itself and its kin with spells and its befuddling bolts. Traits Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects. Actions Befuddling Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one creature . Hit: The target has disadvantage to Intelligence, Wisdom, and Charisma saving throws and can't use reactions until the end of the pixie's next turn. Superior Invisibility. The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it. Spellcasting. The pixie casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: dancing lights, druidcraft, minor illusion 3/day each: charm person, enemies abound, suggestion 1/day each: confusion, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep Reactions Distracting Taunt (3/Day). The pixie magically imposes disadvantage to a creature's attack roll, ability check, or saving throw. To do so, the creature must be within 30 feet of the pixie and must be visible and be able to hear to the pixie.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Typically Neutral Good","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Pixie Queen","description":"The pixie queen is the benevolent ruler of all pixies in her territory and is responsible for ensuring their protection. She can unleash a great number of eldritch spells to confuse and thwart her foes and buy enough time for her and her allies to escape to safety. Traits Legendary Resistance (1/Day). If the pixie fails a saving throw, she can choose to succeed instead. Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects. Actions Superior Invisibility. The pixie magically turns invisible until her concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with her. Spellcasting. The pixie casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: druidcraft, mage hand, minor illusion, prestidigitation 1/day each: confusion, conjure fey, dancing lights, detect evil and good, detect thoughts, dimension door, dispel magic, dominate monster, dominate person, entangle, fly, phantasmal force, plane shift, polymorph, seeming, sleep Reactions Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the pixie turns invisible and teleports up to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks, makes a damage roll, or casts a spell. Legendary Actions The pixie can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The pixie regains spent legendary actions at the start of her turn. Move. The pixie moves up to her speed. Evanesce. The pixie uses Superior Invisibility. Cast a Spell (Costs 2 Actions). The pixie uses Spellcasting.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Typically Neutral Good","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Pixie's Umbrella","description":"Dozens of flat, purple-capped mushrooms float and spin through the air. Huge colonies of pixie’s umbrellas inhabit the Underworld. When they sense danger, they fill their caps to gain height then release the air, using the flattened caps to slow their descent. Migrating Fungus. Their ability to float allows pixie’s umbrellas to make homes on hard-to-reach surfaces, frustrating those who enjoy the mushrooms’ bitter flesh. The ground beneath wall- and cliff-dwelling pixie’s umbrellas is sometimes littered with the skeletal remains of starving travelers who fell in their desperate attempts to gather food. Dizzying Drifters. Witnessing the migration of a colony of pixie’s umbrellas can be fascinating to those who enjoy watching large numbers of the mushrooms float from cavern to cavern. Intelligent Underworld hunters sometimes use the migration of pixie’s umbrellas to mask their approach, counting on the display to distract their prey.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Pixie's Umbrella","description":"Huge colonies of pixie’s umbrellas inhabit the Underworld. When they sense danger, they fill their caps to gain height then release the air, using the flattened caps to slow their descent. Migrating Fungus. Their ability to float allows pixie’s umbrellas to make homes on hard-to-reach surfaces, frustrating those who enjoy the mushrooms’ bitter flesh. The ground beneath wall and cliff dwelling pixie’s umbrellas is sometimes littered with the skeletal remains of starving travelers who fell in their desperate attempts to gather food. Dizzying Drifters. Witnessing the migration of a colony of pixie’s umbrellas can be fascinating to those who enjoy watching large numbers of the mushrooms float from cavern to cavern. Intelligent Underworld hunters sometimes use the migration of pixie’s umbrellas to mask their approach, counting on the display to distract their prey.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"unaligned","Expansion":5315,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Pixig","description":"Pixig Likes: making new friends, playing with pixies and other tiny fey, sniffing out unusual magic Dislikes : violence, being captured, items made of iron Pixigs, also known as pixie pigs, are among the rarest and most elusive fey creatures. Curious and playful, they love to explore and observe the world of mortals, relying on their powerful innate magic to remain unnoticed. Dryads, fairies, sprites, and pixies in particular treat pixigs with respect and often seek their counsel for tricky magical problems. As pixigs can innately smell magic, they are often able to sniff out peaceful resolutions to disputes of magical nature. Like their pixie friends, pixigs dislike violence and combat. If threatened, a pixig will usually try to disorient enemies and put them to sleep long enough for its friends to make their escape. Pixig Dust. Even rarer than pixie dust, the glittering dust from a pixig’s wings is a potent magical reagent. Pixigs can use it to empower their innate magic and grant their friends the power of flight. Direct contact with the sparkling dust can cause confusion or even send those careless enough to provoke the pixig into a deep slumber. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a pixig for their familiar.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"typically chaotic good","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Pixiu","description":"The pair of creatures, like massive lions with strangely draconic faces, gnaw contentedly on a pile of treasure. The female's spiraling horns sweep back over her skull while her mate's single horn curves up from between his eyes. Devourers of Wealth. Pixiu feed upon gold, silver, jewels, and magic items. Offering them valuables is an easy way to gain their attention or to pass unmolested when they are guardians of a pass, spring, or shrine. Their love of bells, baubles, and (especially) gold and silver necklaces leads them to work with bandits and wizards, so long as they are well-fed. In particular, they enjoy looting shrines and temples of bronze or silver bells. Ambitious and Docile. Female pixiu are often more ambitious and cunning than the males. In some cases, male pixiu are seen as more docile or mistaken for unusual lions or chimeras; a female pixiu always stands out in both her boldness and her aggression. Trained Hunters. Wealthy merchants and nobles have been known to raise and train pixiu as loyal companions. A well-trained pixiu is able to hunt for treasure and return the wealth to its master without eating it.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Plague Doctor","description":"The plague doctor speaks through their muffled mask, eyeing up the battlefield. Behind their large trench coat is thick armor and a bandoleer of toxins and chemicals. They have concocted rare and deadly diseases and poisons to torment their enemies with, and are eager to see their performance on the battlefield.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":12},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Plague Spirit","description":"A tight, leather coif underneath a cracked, black mask that resembles a long-beaked bird with hollow, black eyes obscures the face and head of this humanoid. Long, tattered, dark-green robes drape loosely over its form. An obsidian censer decorated in etchings of dead trees moves from hand to hand, green mist pouring forth with each swing as it performs a strange and eerie dance. Plague spirits and their deadly mists have haunted the planes as long as life has existed. The path of death left in their wake is often mistaken as the result of a natural disaster. Many druids speculate that plague spirits are entropic forces that exist as the embodiment of the darker side of nature, curbing overgrowth and allowing new life to grow from the dead. Harbingers of Decay. The presence of a plague spirit is always announced by a rolling front of sickly, green mist that spans several miles. The spirit can always be found at the center, performing an unsettling yet enchanting dance. As it dances, the censer it carries expels mist in all directions. Any living thing exposed to this mist slowly succumbs to decay. Whether turning a lush forest and its inhabitants into a dark, desiccated landscape or creating a silent ruin out of a bustling city, the presence of a plague spirit forewarns a massive loss of life. Drawn to Life. Plague spirits are drawn to the densest collections of life in an area, and nothing seems to deter these spirits from their path.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"unaligned","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Plainscow","description":"The hulking plainscow is an exceptionally sturdy beast of burden native to the Dividing Plains and used by the people of central Tal’Dorei for centuries. Though many wild herds still roam the plains, domesticated plainscows are more common, used as mounts, pack animals, and livestock. Plainscows are unusually empathetic for beasts, and often bond with a rider for life. They stand 6 feet tall, weigh about two tons, and live for 70 years. Market Value. Plainscows can be bought in Westruun for 200 gp. A plainscow has a carrying capacity of 1,500 pounds. Traits Trampling Charge. If the plainscow moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the plainscow can make another attack with its hooves as a bonus action. Actions Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Expansion":20583,"Challenge Rating":2},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Plak the Annihilator","description":"Plak the Annihilator “Swim deep and feed my master. Free my master!” Qoz the Hermit, the destroyer of worlds, is believed by some to be lurking at the bottom of the Aether Sea, waiting to be awakened to begin a final rampage that will end existence. Whether this is true remains to be seen, but one person believes it with all his heart: Plak the Annihilator. Cruel Beginnings. Once a simple boatswain, Plak fell overboard in an aether storm and quickly sank to the bottom of the sea. However, rather than perishing, Plak saw an image of Qoz, its titanic form sleeping. A voice in his head told Plak that to awaken Qoz and gain an eternal reward, Plak must send as many souls as possible to the bottom of the sea. If he could send enough, Qoz would feed on them and wake. Mind-Rending Magic. Plak woke on a deserted isle but quickly learned that he held new-found powers. Not only could he walk on the aether, but he could command the minds of mortal creatures. It wasn’t long before Plak found a pirate ship, turned the minds of the crew against their captain, and started on a new mission to send as many people as possible to the bottom of the sea. Plak knows of the group of nihilists known as The Sundering, and they know of him. Although they appear to have similar goals, Plak sees Sundering operatives as posers and weaklings, playing at destruction for their own gains rather than really trying to achieve it. Many members of The Sundering have died at Plak’s hands—or joined his crew against their wills. Plak has gone through crew after crew, using up charmed allies in his wake. Plak is never without at least ten magically charmed servants, as well as some lesser crew who don’t need to be coerced into accepting his mad leadership. Officer Roles. Plak is an officer with 2 ranksin boatswain.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Source":"custom","Alignment":"Chaotic Evil","Expansion":32048,"Challenge Rating":14},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Planar Incarnate","description":"The Upper and Lower Planes are fundamental manifestations of good and evil, law and chaos. In the most dire and fateful circumstances, these planes can manifest primal embodiments of their might. These expressions of a plane’s power are called planar incarnates, and they appear as roiling energies with features distinct to the plane that created it. They protect their home from destructive or otherwise antithetical forces, then merge back into their plane of origin. Planar incarnates are akin to natural disasters that work to protect and further the virtues and vices of the planes they originate upon. Those from the Lower Planes might appear as roiling waves of fiendish flames or other sinister forms, while those from the Upper Planes often appear as blooms of light and wild growth or similarly majestic shapes. On the rare occasions that planar incarnates appear on another plane, they might take either form or appear as unique manifestations of the philosophies they embody. Traits Legendary Resistance (3/Day). If the incarnate fails a saving throw, it can choose to succeed instead. Magic Resistance. The incarnate has advantage on saving throws against spells and other magical effects. Planar Form. An incarnate on the Upper Planes is a Celestial. An incarnate on the Lower Planes is a Fiend. Siege Monster. The incarnate deals double damage to objects and structures. Actions Multiattack. The incarnate makes two Slam or Energy Bolt attacks. Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) force damage. Energy Bolt. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 32 (5d12) necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial. Planar Exhalation (Recharge 5-6). The incarnate exhales concentrated energy native to its plane in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 52 (8d12) necrotic damage if the incarnate is a Fiend or radiant damage if the incarnate is a Celestial, and the creature has the blinded condition until the end of the incarnate’s next turn. On a successful save, a creature takes half as much damage only. Reactions The incarnate can take up to three reactions per round but only one per turn. Searing Gaze. In response to being hit by an attack roll, the incarnate turns its magical gaze toward one creature it can see within 120 feet of itself and commands it to combust. The target must succeed on a DC 20 Wisdom saving throw or take 16 (3d10) fire damage. Teleport. Immediately after a creature the incarnate sees ends its turn, the incarnate teleports up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"celestial or fiend","Alignment":"any alignment","Expansion":26427,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Planetar","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Angelic Weapons : The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). Divine Awareness : The planetar knows if it hears a lie. Innate Spellcasting : The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: detect evil and good , invisibility (self only) 3/day each: blade barrier , dispel evil and good , flame strike , raise dead 1/day each: commune , control weather , insect plague Magic Resistance : The planetar has advantage on saving throws against spells and other magical effects. Actions Multiattack : The planetar makes two melee attacks. Greatsword : Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage. Healing Touch (4/Day) : The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease , poison , blindness , or deafness .","properties":{"Category":"Monsters","AC":"19 (Natural Armor)","HP":"200 (16d10+112)","CHA":25,"CON":24,"DEX":20,"INT":19,"STR":24,"WIS":22,"Size":"Large","Type":"celestial","Speed":"40 ft., fly 120 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067300/fmVIKgW5AgoWPmUWKozysg/original.png","Roll 0":"Greatsword\n1d20 + 12\n4d6+7+5d8","Senses":"Truesight 120 Ft.","Skills":"Perception +11","Source":"5th Edition SRD","data-XP":"15,000","Alignment":"Lawful Good","Languages":"All, Telepathy 120 Ft.","data-List":"false","Spell Book":"Detect Evil And Good, Invisibility, Blade Barrier, Dispel Evil And Good, Flame Strike, Raise Dead, Commune, Control Weather, Insect Plague","Token Size":2,"Resistances":"Radiant; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Spells":"{\"innate\":{\"at-will\":[\"detect evil and good\",\"invisibility\"],\"3/day\":[\"blade barrier\",\"dispel evil and good\",\"flame strike\",\"raise dead\"],\"1/day\":[\"commune\",\"control weather\",\"insect plague\"]}}","data-Traits":"[{\"Name\":\"Angelic Weapons\",\"Desc\":\"The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).\"},{\"Name\":\"Divine Awareness\",\"Desc\":\"The planetar knows if it hears a lie.\"},{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, flame strike, raise dead 1/day each: commune, control weather, insect plague\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The planetar has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The planetar makes two melee attacks.\"},{\"Name\":\"Greatsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"12\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"4d6 + 7\",\"Damage Type\":\"slashing\",\"Damage 2\":\"5d8\",\"Damage 2 Type\":\"radiant\"},{\"Name\":\"Healing Touch (4/Day)\",\"Desc\":\"The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.\"}]","data-CHA-mod":"+7","data-CON-mod":"+7","data-DEX-mod":"+5","data-INT-mod":"+4","data-STR-mod":"+7","data-SizeNum":5,"data-WIS-mod":"+6","Saving Throws":"Con +12, Wis +11, Cha +12","Challenge Rating":16,"Passive Perception":21,"Condition Immunities":"Charmed, Exhaustion, Frightened","data-CrNum":16,"data-AcNum":19,"data-HpNum":200},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Planetar","description":"Angels An angel is a celestial agent sent forth into the planes to further its god’s agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope. Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight. Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels’ dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good. An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel’s task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances. Fallen Angels. An angel’s moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service. Immortal Nature. An angel doesn’t require food, drink, or sleep. Planetar Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities’ might. A planetar can call down rain to relieve a drought, or can loose an insect plague to devour crops. A planetar’s celestial ears detect every falsehood, and its radiant eyes see through every deception. Planetars are muscular and hairless and have opalescent green skin and white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions that involve battling fiends. Traits Angelic Weapons : The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack). Divine Awareness : The planetar knows if it hears a lie. Innate Spellcasting : The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components: • At will: detect evil and good , invisibility (self only) • 3/day each: blade barrier , dispel evil and good , flame strike , raise dead • 1/day each: commune , control weather , insect plague Magic Resistance : The planetar has advantage on saving throws against spells and other magical effects. Actions Multiattack : The planetar makes two melee attacks. Greatsword : Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage. Healing Touch (4/Day) : The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Source":"MM1","Alignment":"lawful good","Expansion":2,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Planetary Beast (CR 1-4, Large)","description":"Creating Planetary Beasts Depending on the campaign setting, you may need some more versatility in creating a quick threat that doesn't immediately identify with an Earth creature. Instead, you can create common planetary beasts by choosing from a list of characteristics and features to apply to a base stat block. While using this method isn't nearly as versatile as creating your own stats from scratch, it still provides an easy way to quickly populate your alien region with indigenous animals . If you wish your creature to possess more than typical characteristics, consider using one of the generic creature stats provided earlier. Expanded rules for creating creatures and threats, as well as adjusting a creature's challenge rating, are described in the Master Technician's Guide . You can build a common creature stat block by using the following steps: 1. Describe the Creature Establishing a look, feel, and nature of a creature enables you to better determine which stats you wish to apply to the base stat block. What size is the creature? What is its natural habitat? What and how does it eat? Does it have fur, scales, a leathery hide, or something else entirely? 2. Choose a Base Stat Block The stat blocks provided below represent generic template to apply your list of traits. They are separated by three different challenge ratings: CR 1/4, CR 1, and CR 3. Choose the stat block which best corresponds with the level of the encounter you wish to build. 3. Determine Stats and Actions Establish the creature's stats using the following steps: Size. Choose the creature's size from Small, Medium, Large, and Huge. Your choice of size also determines the creature's hit points. Damage Resistances (if any). Choose from acid, cold, fire, lightning, necrotic, poison, radiant, and thunder. Additional Features. Choose up to three from the Additional Features table (see \"Using Generic Creatures\"). Attacks. Use the Base Attacks table to assign one Primary attack, up to two Secondary attacks, and, if available, one Ranged attack. Your choices also determine each attack's damage type. Optional Effects. Some actions may include additional effects you can add to the attack. The saving throw and grapple DC for each of those effects are as follows: CR 1/4: DC 11 CR 1: DC 13 CR 3: DC 14 Base Attacks Attack Dmg. Type Optional Effect Melee Beak/Horn piercing — Bite piercing The target is grappled. Until the grapple ends, the target is restrained and the creature can't bite another target. Claw/Talon slashing — Hooves bludgeoning The target must succeed on a Strength saving throw or be knocked prone. Poison Bite ( Secondary attack only ) piercing Target must succeed on a Constitution saving throw or become poisoned until the end of their next turn. Slam/ Punch bludgeoning — Stomp bludgeoning Creature has advantage to hit a prone target. Tail/Fin bludgeoning The target must succeed on a Dexterity saving throw or be knocked prone. Tentacle bludgeoning The target is grappled. Until the grapple ends, the target is restrained and the creature can't attack another target with that tentacle. Tusk piercing — Ranged Rock bludgeoning — Spike/Quill piercing — 4. Finalize Your Creation Give your planetary beast a name and as provide as much background as you like. Additional information is useful for providing additional flavor to a planetary region or for gaining knowledge through skills such as Xenobiology.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Planetary Beast (CR 1-4, Medium)","description":"Creating Planetary Beasts Depending on the campaign setting, you may need some more versatility in creating a quick threat that doesn't immediately identify with an Earth creature. Instead, you can create common planetary beasts by choosing from a list of characteristics and features to apply to a base stat block. While using this method isn't nearly as versatile as creating your own stats from scratch, it still provides an easy way to quickly populate your alien region with indigenous animals . If you wish your creature to possess more than typical characteristics, consider using one of the generic creature stats provided earlier. Expanded rules for creating creatures and threats, as well as adjusting a creature's challenge rating, are described in the Master Technician's Guide . You can build a common creature stat block by using the following steps: 1. Describe the Creature Establishing a look, feel, and nature of a creature enables you to better determine which stats you wish to apply to the base stat block. What size is the creature? What is its natural habitat? What and how does it eat? Does it have fur, scales, a leathery hide, or something else entirely? 2. Choose a Base Stat Block The stat blocks provided below represent generic template to apply your list of traits. They are separated by three different challenge ratings: CR 1/4, CR 1, and CR 3. Choose the stat block which best corresponds with the level of the encounter you wish to build. 3. Determine Stats and Actions Establish the creature's stats using the following steps: Size. Choose the creature's size from Small, Medium, Large, and Huge. Your choice of size also determines the creature's hit points. Damage Resistances (if any). Choose from acid, cold, fire, lightning, necrotic, poison, radiant, and thunder. Additional Features. Choose up to three from the Additional Features table (see \"Using Generic Creatures\"). Attacks. Use the Base Attacks table to assign one Primary attack, up to two Secondary attacks, and, if available, one Ranged attack. Your choices also determine each attack's damage type. Optional Effects. Some actions may include additional effects you can add to the attack. The saving throw and grapple DC for each of those effects are as follows: CR 1/4: DC 11 CR 1: DC 13 CR 3: DC 14 Base Attacks Attack Dmg. Type Optional Effect Melee Beak/Horn piercing — Bite piercing The target is grappled. Until the grapple ends, the target is restrained and the creature can't bite another target. Claw/Talon slashing — Hooves bludgeoning The target must succeed on a Strength saving throw or be knocked prone. Poison Bite ( Secondary attack only ) piercing Target must succeed on a Constitution saving throw or become poisoned until the end of their next turn. Slam/ Punch bludgeoning — Stomp bludgeoning Creature has advantage to hit a prone target. Tail/Fin bludgeoning The target must succeed on a Dexterity saving throw or be knocked prone. Tentacle bludgeoning The target is grappled. Until the grapple ends, the target is restrained and the creature can't attack another target with that tentacle. Tusk piercing — Ranged Rock bludgeoning — Spike/Quill piercing — 4. Finalize Your Creation Give your planetary beast a name and as provide as much background as you like. Additional information is useful for providing additional flavor to a planetary region or for gaining knowledge through skills such as Xenobiology.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Planetary Beast (CR 1-4, Small)","description":"Creating Planetary Beasts Depending on the campaign setting, you may need some more versatility in creating a quick threat that doesn't immediately identify with an Earth creature. Instead, you can create common planetary beasts by choosing from a list of characteristics and features to apply to a base stat block. While using this method isn't nearly as versatile as creating your own stats from scratch, it still provides an easy way to quickly populate your alien region with indigenous animals . If you wish your creature to possess more than typical characteristics, consider using one of the generic creature stats provided earlier. Expanded rules for creating creatures and threats, as well as adjusting a creature's challenge rating, are described in the Master Technician's Guide . You can build a common creature stat block by using the following steps: 1. Describe the Creature Establishing a look, feel, and nature of a creature enables you to better determine which stats you wish to apply to the base stat block. What size is the creature? What is its natural habitat? What and how does it eat? Does it have fur, scales, a leathery hide, or something else entirely? 2. Choose a Base Stat Block The stat blocks provided below represent generic template to apply your list of traits. They are separated by three different challenge ratings: CR 1/4, CR 1, and CR 3. Choose the stat block which best corresponds with the level of the encounter you wish to build. 3. Determine Stats and Actions Establish the creature's stats using the following steps: Size. Choose the creature's size from Small, Medium, Large, and Huge. Your choice of size also determines the creature's hit points. Damage Resistances (if any). Choose from acid, cold, fire, lightning, necrotic, poison, radiant, and thunder. Additional Features. Choose up to three from the Additional Features table (see \"Using Generic Creatures\"). Attacks. Use the Base Attacks table to assign one Primary attack, up to two Secondary attacks, and, if available, one Ranged attack. Your choices also determine each attack's damage type. Optional Effects. Some actions may include additional effects you can add to the attack. The saving throw and grapple DC for each of those effects are as follows: CR 1/4: DC 11 CR 1: DC 13 CR 3: DC 14 Base Attacks Attack Dmg. Type Optional Effect Melee Beak/Horn piercing — Bite piercing The target is grappled. Until the grapple ends, the target is restrained and the creature can't bite another target. Claw/Talon slashing — Hooves bludgeoning The target must succeed on a Strength saving throw or be knocked prone. Poison Bite ( Secondary attack only ) piercing Target must succeed on a Constitution saving throw or become poisoned until the end of their next turn. Slam/ Punch bludgeoning — Stomp bludgeoning Creature has advantage to hit a prone target. Tail/Fin bludgeoning The target must succeed on a Dexterity saving throw or be knocked prone. Tentacle bludgeoning The target is grappled. Until the grapple ends, the target is restrained and the creature can't attack another target with that tentacle. Tusk piercing — Ranged Rock bludgeoning — Spike/Quill piercing — 4. Finalize Your Creation Give your planetary beast a name and as provide as much background as you like. Additional information is useful for providing additional flavor to a planetary region or for gaining knowledge through skills such as Xenobiology.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Planetary Beast (CR 1, Huge)","description":"Creating Planetary Beasts Depending on the campaign setting, you may need some more versatility in creating a quick threat that doesn't immediately identify with an Earth creature. Instead, you can create common planetary beasts by choosing from a list of characteristics and features to apply to a base stat block. While using this method isn't nearly as versatile as creating your own stats from scratch, it still provides an easy way to quickly populate your alien region with indigenous animals . If you wish your creature to possess more than typical characteristics, consider using one of the generic creature stats provided earlier. Expanded rules for creating creatures and threats, as well as adjusting a creature's challenge rating, are described in the Master Technician's Guide . You can build a common creature stat block by using the following steps: 1. Describe the Creature Establishing a look, feel, and nature of a creature enables you to better determine which stats you wish to apply to the base stat block. What size is the creature? What is its natural habitat? What and how does it eat? Does it have fur, scales, a leathery hide, or something else entirely? 2. Choose a Base Stat Block The stat blocks provided below represent generic template to apply your list of traits. They are separated by three different challenge ratings: CR 1/4, CR 1, and CR 3. Choose the stat block which best corresponds with the level of the encounter you wish to build. 3. Determine Stats and Actions Establish the creature's stats using the following steps: Size. Choose the creature's size from Small, Medium, Large, and Huge. Your choice of size also determines the creature's hit points. Damage Resistances (if any). Choose from acid, cold, fire, lightning, necrotic, poison, radiant, and thunder. Additional Features. Choose up to three from the Additional Features table (see \"Using Generic Creatures\"). Attacks. Use the Base Attacks table to assign one Primary attack, up to two Secondary attacks, and, if available, one Ranged attack. Your choices also determine each attack's damage type. Optional Effects. Some actions may include additional effects you can add to the attack. The saving throw and grapple DC for each of those effects are as follows: CR 1/4: DC 11 CR 1: DC 13 CR 3: DC 14 Base Attacks Attack Dmg. Type Optional Effect Melee Beak/Horn piercing — Bite piercing The target is grappled. Until the grapple ends, the target is restrained and the creature can't bite another target. Claw/Talon slashing — Hooves bludgeoning The target must succeed on a Strength saving throw or be knocked prone. Poison Bite ( Secondary attack only ) piercing Target must succeed on a Constitution saving throw or become poisoned until the end of their next turn. Slam/ Punch bludgeoning — Stomp bludgeoning Creature has advantage to hit a prone target. Tail/Fin bludgeoning The target must succeed on a Dexterity saving throw or be knocked prone. Tentacle bludgeoning The target is grappled. Until the grapple ends, the target is restrained and the creature can't attack another target with that tentacle. Tusk piercing — Ranged Rock bludgeoning — Spike/Quill piercing — 4. Finalize Your Creation Give your planetary beast a name and as provide as much background as you like. Additional information is useful for providing additional flavor to a planetary region or for gaining knowledge through skills such as Xenobiology.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Planetary Beast (CR 1, Large)","description":"Creating Planetary Beasts Depending on the campaign setting, you may need some more versatility in creating a quick threat that doesn't immediately identify with an Earth creature. Instead, you can create common planetary beasts by choosing from a list of characteristics and features to apply to a base stat block. While using this method isn't nearly as versatile as creating your own stats from scratch, it still provides an easy way to quickly populate your alien region with indigenous animals . If you wish your creature to possess more than typical characteristics, consider using one of the generic creature stats provided earlier. Expanded rules for creating creatures and threats, as well as adjusting a creature's challenge rating, are described in the Master Technician's Guide . You can build a common creature stat block by using the following steps: 1. Describe the Creature Establishing a look, feel, and nature of a creature enables you to better determine which stats you wish to apply to the base stat block. What size is the creature? What is its natural habitat? What and how does it eat? Does it have fur, scales, a leathery hide, or something else entirely? 2. Choose a Base Stat Block The stat blocks provided below represent generic template to apply your list of traits. They are separated by three different challenge ratings: CR 1/4, CR 1, and CR 3. Choose the stat block which best corresponds with the level of the encounter you wish to build. 3. Determine Stats and Actions Establish the creature's stats using the following steps: Size. Choose the creature's size from Small, Medium, Large, and Huge. Your choice of size also determines the creature's hit points. Damage Resistances (if any). Choose from acid, cold, fire, lightning, necrotic, poison, radiant, and thunder. Additional Features. Choose up to three from the Additional Features table (see \"Using Generic Creatures\"). Attacks. Use the Base Attacks table to assign one Primary attack, up to two Secondary attacks, and, if available, one Ranged attack. Your choices also determine each attack's damage type. Optional Effects. Some actions may include additional effects you can add to the attack. The saving throw and grapple DC for each of those effects are as follows: CR 1/4: DC 11 CR 1: DC 13 CR 3: DC 14 Base Attacks Attack Dmg. Type Optional Effect Melee Beak/Horn piercing — Bite piercing The target is grappled. Until the grapple ends, the target is restrained and the creature can't bite another target. Claw/Talon slashing — Hooves bludgeoning The target must succeed on a Strength saving throw or be knocked prone. Poison Bite ( Secondary attack only ) piercing Target must succeed on a Constitution saving throw or become poisoned until the end of their next turn. Slam/ Punch bludgeoning — Stomp bludgeoning Creature has advantage to hit a prone target. Tail/Fin bludgeoning The target must succeed on a Dexterity saving throw or be knocked prone. Tentacle bludgeoning The target is grappled. Until the grapple ends, the target is restrained and the creature can't attack another target with that tentacle. Tusk piercing — Ranged Rock bludgeoning — Spike/Quill piercing — 4. Finalize Your Creation Give your planetary beast a name and as provide as much background as you like. Additional information is useful for providing additional flavor to a planetary region or for gaining knowledge through skills such as Xenobiology.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Planetary Beast (CR 1, Medium)","description":"Creating Planetary Beasts Depending on the campaign setting, you may need some more versatility in creating a quick threat that doesn't immediately identify with an Earth creature. Instead, you can create common planetary beasts by choosing from a list of characteristics and features to apply to a base stat block. While using this method isn't nearly as versatile as creating your own stats from scratch, it still provides an easy way to quickly populate your alien region with indigenous animals . If you wish your creature to possess more than typical characteristics, consider using one of the generic creature stats provided earlier. Expanded rules for creating creatures and threats, as well as adjusting a creature's challenge rating, are described in the Master Technician's Guide . You can build a common creature stat block by using the following steps: 1. Describe the Creature Establishing a look, feel, and nature of a creature enables you to better determine which stats you wish to apply to the base stat block. What size is the creature? What is its natural habitat? What and how does it eat? Does it have fur, scales, a leathery hide, or something else entirely? 2. Choose a Base Stat Block The stat blocks provided below represent generic template to apply your list of traits. They are separated by three different challenge ratings: CR 1/4, CR 1, and CR 3. Choose the stat block which best corresponds with the level of the encounter you wish to build. 3. Determine Stats and Actions Establish the creature's stats using the following steps: Size. Choose the creature's size from Small, Medium, Large, and Huge. Your choice of size also determines the creature's hit points. Damage Resistances (if any). Choose from acid, cold, fire, lightning, necrotic, poison, radiant, and thunder. Additional Features. Choose up to three from the Additional Features table (see \"Using Generic Creatures\"). Attacks. Use the Base Attacks table to assign one Primary attack, up to two Secondary attacks, and, if available, one Ranged attack. Your choices also determine each attack's damage type. Optional Effects. Some actions may include additional effects you can add to the attack. The saving throw and grapple DC for each of those effects are as follows: CR 1/4: DC 11 CR 1: DC 13 CR 3: DC 14 Base Attacks Attack Dmg. Type Optional Effect Melee Beak/Horn piercing — Bite piercing The target is grappled. Until the grapple ends, the target is restrained and the creature can't bite another target. Claw/Talon slashing — Hooves bludgeoning The target must succeed on a Strength saving throw or be knocked prone. Poison Bite ( Secondary attack only ) piercing Target must succeed on a Constitution saving throw or become poisoned until the end of their next turn. Slam/ Punch bludgeoning — Stomp bludgeoning Creature has advantage to hit a prone target. Tail/Fin bludgeoning The target must succeed on a Dexterity saving throw or be knocked prone. Tentacle bludgeoning The target is grappled. Until the grapple ends, the target is restrained and the creature can't attack another target with that tentacle. Tusk piercing — Ranged Rock bludgeoning — Spike/Quill piercing — 4. Finalize Your Creation Give your planetary beast a name and as provide as much background as you like. Additional information is useful for providing additional flavor to a planetary region or for gaining knowledge through skills such as Xenobiology.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Planetary Beast (CR 1, Small)","description":"Creating Planetary Beasts Depending on the campaign setting, you may need some more versatility in creating a quick threat that doesn't immediately identify with an Earth creature. Instead, you can create common planetary beasts by choosing from a list of characteristics and features to apply to a base stat block. While using this method isn't nearly as versatile as creating your own stats from scratch, it still provides an easy way to quickly populate your alien region with indigenous animals . If you wish your creature to possess more than typical characteristics, consider using one of the generic creature stats provided earlier. Expanded rules for creating creatures and threats, as well as adjusting a creature's challenge rating, are described in the Master Technician's Guide . You can build a common creature stat block by using the following steps: 1. Describe the Creature Establishing a look, feel, and nature of a creature enables you to better determine which stats you wish to apply to the base stat block. What size is the creature? What is its natural habitat? What and how does it eat? Does it have fur, scales, a leathery hide, or something else entirely? 2. Choose a Base Stat Block The stat blocks provided below represent generic template to apply your list of traits. They are separated by three different challenge ratings: CR 1/4, CR 1, and CR 3. Choose the stat block which best corresponds with the level of the encounter you wish to build. 3. Determine Stats and Actions Establish the creature's stats using the following steps: Size. Choose the creature's size from Small, Medium, Large, and Huge. Your choice of size also determines the creature's hit points. Damage Resistances (if any). Choose from acid, cold, fire, lightning, necrotic, poison, radiant, and thunder. Additional Features. Choose up to three from the Additional Features table (see \"Using Generic Creatures\"). Attacks. Use the Base Attacks table to assign one Primary attack, up to two Secondary attacks, and, if available, one Ranged attack. Your choices also determine each attack's damage type. Optional Effects. Some actions may include additional effects you can add to the attack. The saving throw and grapple DC for each of those effects are as follows: CR 1/4: DC 11 CR 1: DC 13 CR 3: DC 14 Base Attacks Attack Dmg. Type Optional Effect Melee Beak/Horn piercing — Bite piercing The target is grappled. Until the grapple ends, the target is restrained and the creature can't bite another target. Claw/Talon slashing — Hooves bludgeoning The target must succeed on a Strength saving throw or be knocked prone. Poison Bite ( Secondary attack only ) piercing Target must succeed on a Constitution saving throw or become poisoned until the end of their next turn. Slam/ Punch bludgeoning — Stomp bludgeoning Creature has advantage to hit a prone target. Tail/Fin bludgeoning The target must succeed on a Dexterity saving throw or be knocked prone. Tentacle bludgeoning The target is grappled. Until the grapple ends, the target is restrained and the creature can't attack another target with that tentacle. Tusk piercing — Ranged Rock bludgeoning — Spike/Quill piercing — 4. Finalize Your Creation Give your planetary beast a name and as provide as much background as you like. Additional information is useful for providing additional flavor to a planetary region or for gaining knowledge through skills such as Xenobiology.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Planetary Beast (CR 1/4, Large)","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Planetary Beast (CR 1/4, Medium)","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Planetary Beast (CR 1/4, Small)","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Planetary Beast (CR 3, Huge)","description":"Creating Planetary Beasts Depending on the campaign setting, you may need some more versatility in creating a quick threat that doesn't immediately identify with an Earth creature. Instead, you can create common planetary beasts by choosing from a list of characteristics and features to apply to a base stat block. While using this method isn't nearly as versatile as creating your own stats from scratch, it still provides an easy way to quickly populate your alien region with indigenous animals . If you wish your creature to possess more than typical characteristics, consider using one of the generic creature stats provided earlier. Expanded rules for creating creatures and threats, as well as adjusting a creature's challenge rating, are described in the Master Technician's Guide . You can build a common creature stat block by using the following steps: 1. Describe the Creature Establishing a look, feel, and nature of a creature enables you to better determine which stats you wish to apply to the base stat block. What size is the creature? What is its natural habitat? What and how does it eat? Does it have fur, scales, a leathery hide, or something else entirely? 2. Choose a Base Stat Block The stat blocks provided below represent generic template to apply your list of traits. They are separated by three different challenge ratings: CR 1/4, CR 1, and CR 3. Choose the stat block which best corresponds with the level of the encounter you wish to build. 3. Determine Stats and Actions Establish the creature's stats using the following steps: Size. Choose the creature's size from Small, Medium, Large, and Huge. Your choice of size also determines the creature's hit points. Damage Resistances (if any). Choose from acid, cold, fire, lightning, necrotic, poison, radiant, and thunder. Additional Features. Choose up to three from the Additional Features table (see \"Using Generic Creatures\"). Attacks. Use the Base Attacks table to assign one Primary attack, up to two Secondary attacks, and, if available, one Ranged attack. Your choices also determine each attack's damage type. Optional Effects. Some actions may include additional effects you can add to the attack. The saving throw and grapple DC for each of those effects are as follows: CR 1/4: DC 11 CR 1: DC 13 CR 3: DC 14 Base Attacks Attack Dmg. Type Optional Effect Melee Beak/Horn piercing — Bite piercing The target is grappled. Until the grapple ends, the target is restrained and the creature can't bite another target. Claw/Talon slashing — Hooves bludgeoning The target must succeed on a Strength saving throw or be knocked prone. Poison Bite ( Secondary attack only ) piercing Target must succeed on a Constitution saving throw or become poisoned until the end of their next turn. Slam/ Punch bludgeoning — Stomp bludgeoning Creature has advantage to hit a prone target. Tail/Fin bludgeoning The target must succeed on a Dexterity saving throw or be knocked prone. Tentacle bludgeoning The target is grappled. Until the grapple ends, the target is restrained and the creature can't attack another target with that tentacle. Tusk piercing — Ranged Rock bludgeoning — Spike/Quill piercing — 4. Finalize Your Creation Give your planetary beast a name and as provide as much background as you like. Additional information is useful for providing additional flavor to a planetary region or for gaining knowledge through skills such as Xenobiology.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Planetary Beast (CR 3, Large)","description":"Creating Planetary Beasts Depending on the campaign setting, you may need some more versatility in creating a quick threat that doesn't immediately identify with an Earth creature. Instead, you can create common planetary beasts by choosing from a list of characteristics and features to apply to a base stat block. While using this method isn't nearly as versatile as creating your own stats from scratch, it still provides an easy way to quickly populate your alien region with indigenous animals . If you wish your creature to possess more than typical characteristics, consider using one of the generic creature stats provided earlier. Expanded rules for creating creatures and threats, as well as adjusting a creature's challenge rating, are described in the Master Technician's Guide . You can build a common creature stat block by using the following steps: 1. Describe the Creature Establishing a look, feel, and nature of a creature enables you to better determine which stats you wish to apply to the base stat block. What size is the creature? What is its natural habitat? What and how does it eat? Does it have fur, scales, a leathery hide, or something else entirely? 2. Choose a Base Stat Block The stat blocks provided below represent generic template to apply your list of traits. They are separated by three different challenge ratings: CR 1/4, CR 1, and CR 3. Choose the stat block which best corresponds with the level of the encounter you wish to build. 3. Determine Stats and Actions Establish the creature's stats using the following steps: Size. Choose the creature's size from Small, Medium, Large, and Huge. Your choice of size also determines the creature's hit points. Damage Resistances (if any). Choose from acid, cold, fire, lightning, necrotic, poison, radiant, and thunder. Additional Features. Choose up to three from the Additional Features table (see \"Using Generic Creatures\"). Attacks. Use the Base Attacks table to assign one Primary attack, up to two Secondary attacks, and, if available, one Ranged attack. Your choices also determine each attack's damage type. Optional Effects. Some actions may include additional effects you can add to the attack. The saving throw and grapple DC for each of those effects are as follows: CR 1/4: DC 11 CR 1: DC 13 CR 3: DC 14 Base Attacks Attack Dmg. Type Optional Effect Melee Beak/Horn piercing — Bite piercing The target is grappled. Until the grapple ends, the target is restrained and the creature can't bite another target. Claw/Talon slashing — Hooves bludgeoning The target must succeed on a Strength saving throw or be knocked prone. Poison Bite ( Secondary attack only ) piercing Target must succeed on a Constitution saving throw or become poisoned until the end of their next turn. Slam/ Punch bludgeoning — Stomp bludgeoning Creature has advantage to hit a prone target. Tail/Fin bludgeoning The target must succeed on a Dexterity saving throw or be knocked prone. Tentacle bludgeoning The target is grappled. Until the grapple ends, the target is restrained and the creature can't attack another target with that tentacle. Tusk piercing — Ranged Rock bludgeoning — Spike/Quill piercing — 4. Finalize Your Creation Give your planetary beast a name and as provide as much background as you like. Additional information is useful for providing additional flavor to a planetary region or for gaining knowledge through skills such as Xenobiology.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Planetary Beast (CR 3, Medium)","description":"Creating Planetary Beasts Depending on the campaign setting, you may need some more versatility in creating a quick threat that doesn't immediately identify with an Earth creature. Instead, you can create common planetary beasts by choosing from a list of characteristics and features to apply to a base stat block. While using this method isn't nearly as versatile as creating your own stats from scratch, it still provides an easy way to quickly populate your alien region with indigenous animals . If you wish your creature to possess more than typical characteristics, consider using one of the generic creature stats provided earlier. Expanded rules for creating creatures and threats, as well as adjusting a creature's challenge rating, are described in the Master Technician's Guide . You can build a common creature stat block by using the following steps: 1. Describe the Creature Establishing a look, feel, and nature of a creature enables you to better determine which stats you wish to apply to the base stat block. What size is the creature? What is its natural habitat? What and how does it eat? Does it have fur, scales, a leathery hide, or something else entirely? 2. Choose a Base Stat Block The stat blocks provided below represent generic template to apply your list of traits. They are separated by three different challenge ratings: CR 1/4, CR 1, and CR 3. Choose the stat block which best corresponds with the level of the encounter you wish to build. 3. Determine Stats and Actions Establish the creature's stats using the following steps: Size. Choose the creature's size from Small, Medium, Large, and Huge. Your choice of size also determines the creature's hit points. Damage Resistances (if any). Choose from acid, cold, fire, lightning, necrotic, poison, radiant, and thunder. Additional Features. Choose up to three from the Additional Features table (see \"Using Generic Creatures\"). Attacks. Use the Base Attacks table to assign one Primary attack, up to two Secondary attacks, and, if available, one Ranged attack. Your choices also determine each attack's damage type. Optional Effects. Some actions may include additional effects you can add to the attack. The saving throw and grapple DC for each of those effects are as follows: CR 1/4: DC 11 CR 1: DC 13 CR 3: DC 14 Base Attacks Attack Dmg. Type Optional Effect Melee Beak/Horn piercing — Bite piercing The target is grappled. Until the grapple ends, the target is restrained and the creature can't bite another target. Claw/Talon slashing — Hooves bludgeoning The target must succeed on a Strength saving throw or be knocked prone. Poison Bite ( Secondary attack only ) piercing Target must succeed on a Constitution saving throw or become poisoned until the end of their next turn. Slam/ Punch bludgeoning — Stomp bludgeoning Creature has advantage to hit a prone target. Tail/Fin bludgeoning The target must succeed on a Dexterity saving throw or be knocked prone. Tentacle bludgeoning The target is grappled. Until the grapple ends, the target is restrained and the creature can't attack another target with that tentacle. Tusk piercing — Ranged Rock bludgeoning — Spike/Quill piercing — 4. Finalize Your Creation Give your planetary beast a name and as provide as much background as you like. Additional information is useful for providing additional flavor to a planetary region or for gaining knowledge through skills such as Xenobiology.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Planetary Beast (CR 3, Small)","description":"Creating Planetary Beasts Depending on the campaign setting, you may need some more versatility in creating a quick threat that doesn't immediately identify with an Earth creature. Instead, you can create common planetary beasts by choosing from a list of characteristics and features to apply to a base stat block. While using this method isn't nearly as versatile as creating your own stats from scratch, it still provides an easy way to quickly populate your alien region with indigenous animals . If you wish your creature to possess more than typical characteristics, consider using one of the generic creature stats provided earlier. Expanded rules for creating creatures and threats, as well as adjusting a creature's challenge rating, are described in the Master Technician's Guide . You can build a common creature stat block by using the following steps: 1. Describe the Creature Establishing a look, feel, and nature of a creature enables you to better determine which stats you wish to apply to the base stat block. What size is the creature? What is its natural habitat? What and how does it eat? Does it have fur, scales, a leathery hide, or something else entirely? 2. Choose a Base Stat Block The stat blocks provided below represent generic template to apply your list of traits. They are separated by three different challenge ratings: CR 1/4, CR 1, and CR 3. Choose the stat block which best corresponds with the level of the encounter you wish to build. 3. Determine Stats and Actions Establish the creature's stats using the following steps: Size. Choose the creature's size from Small, Medium, Large, and Huge. Your choice of size also determines the creature's hit points. Damage Resistances (if any). Choose from acid, cold, fire, lightning, necrotic, poison, radiant, and thunder. Additional Features. Choose up to three from the Additional Features table (see \"Using Generic Creatures\"). Attacks. Use the Base Attacks table to assign one Primary attack, up to two Secondary attacks, and, if available, one Ranged attack. Your choices also determine each attack's damage type. Optional Effects. Some actions may include additional effects you can add to the attack. The saving throw and grapple DC for each of those effects are as follows: CR 1/4: DC 11 CR 1: DC 13 CR 3: DC 14 Base Attacks Attack Dmg. Type Optional Effect Melee Beak/Horn piercing — Bite piercing The target is grappled. Until the grapple ends, the target is restrained and the creature can't bite another target. Claw/Talon slashing — Hooves bludgeoning The target must succeed on a Strength saving throw or be knocked prone. Poison Bite ( Secondary attack only ) piercing Target must succeed on a Constitution saving throw or become poisoned until the end of their next turn. Slam/ Punch bludgeoning — Stomp bludgeoning Creature has advantage to hit a prone target. Tail/Fin bludgeoning The target must succeed on a Dexterity saving throw or be knocked prone. Tentacle bludgeoning The target is grappled. Until the grapple ends, the target is restrained and the creature can't attack another target with that tentacle. Tusk piercing — Ranged Rock bludgeoning — Spike/Quill piercing — 4. Finalize Your Creation Give your planetary beast a name and as provide as much background as you like. Additional information is useful for providing additional flavor to a planetary region or for gaining knowledge through skills such as Xenobiology.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Plasma Ooze","description":"Massive and devastating, plasma oozes are mysterious, extraterrestrial beings made of superheated electromagnetic sludge. While their origin is not fully known, it is widely accepted that plasma oozes are not from this world. Some scholars believe they dwell in the sun, while others maintain they hail from the Plane of Fire. That plasma oozes have been encountered in both of these locations does little to help solve the debate. A plasma ooze is 20 feet in diameter and weighs 6,000 pounds. Magnetic Drift. A plasma ooze flies by somehow interacting with gravity and magnetic waves, drifting through the air in a manner similar to the way a jellyfish swims in water. This creature's only real purpose is to consume, and it prefers to do so by drawing prey into its fiery, electrified core. Scholars find it curious that while a plasma ooze can only attract and repel metallic substances, the thing can only digest organic matter, and rather slowly at that. Burning Mass. Survivors of plasma ooze attacks are rare, but such victims describe the pain of being struck by one's rays as like being pulled apart piece by piece. 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Plasmids serve both as deadly guardians and living tools, reshaping their mutable bodies to serve the needs of their sahuagin masters. Skin of Stone and Steel. A plasmid can change the texture of its flesh as well as its appearance. In addition to making the plasmid resistant to injury, this allows the creature to assume many functional forms. A plasmid can serve as a door with no lock or a chest with no lid, creating an obstacle that can only be opened by killing the plasmid. Plasmids can also be trained to assume shapes that serve as functional tools. A plasmid can become an alchemist’s lab or a smith’s forge, providing all the elements needed to pursue a trade. While this allows the plasmid to “serve as a tool,” the plasmid remains a Large creature; it essentially becomes a workbench, with individual smaller tools connected to the primary mass by fibrous strands. Loyal Servants . . . For Now. Plasmids possess a passive form of telepathy that allows them to sense the commands of nearby sahuagin. While they are conscious, they have a limited sense of self and no desires beyond service. At least, that’s how they were designed and what the sahuagin believe. But it might be possible for a plasmid to develop greater intellect and independence—or for the plasmids of a city to be shaped by the desires of the local dreamer. Sahuagin The sahuagin dominate the Thunder Sea. Proud and predatory, the sahuagin see the creatures of the surface world as primitive and weak. The sahuagin are generally content to ignore the lesser creatures that dwell above the water, but when there is blood in the water, they are implacable and deadly foes. Through magebreeding and induced mutation they have created a host of terrors, such as the duplicitous malenti, the four-armed barons, the shapeshifting plasmids, and the terrifying Claws of Sha’argon. Traits Adaptive Shapeshifting (Amorphous Form Only). When in its true, amorphous form, the plasmid gains one of the following benefits. As an action, it can select a different benefit. The plasmid gains truesight with a range of 30 feet. The plasmid gains blindsense with a range of 60 feet. The plasmid’s walking and swimming speeds increase to 30 feet. The plasmid’s vicious pseudopod deals an extra 1d6 acid damage on a hit. Amphibious. The plasmid can breathe air and water. False Appearance (Object Form Only). While the plasmid remains motionless, it is indistinguishable from an ordinary object. Fast Shapechanger. The plasmid can use its bonus action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Receptive Telepathy. The plasmid is considered a shark for the purpose of being magically commanded by any sahuagin’s Shark Telepathy feature. Solid State (Object Form Only). When formed into an inanimate object, the plasmid has an AC of 18 and regains 10 hit points at the start of each of its turn. However, the plasmid’s speed becomes 0 in this form and it cannot attack. It can be used as an item or a set of artisan’s tools when it is in this form. Actions Multiattack. The plasmid makes three vicious pseudopod attacks. Vicious Pseudopod. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity (shapechanger)","Alignment":"neutral","Expansion":20973,"Challenge Rating":5},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Plasmin","description":"Plasmin are strange beings appearing as interwoven translucent threads of congealed stellar energies, often birthed during solar flares that rupture planar boundaries along the edges of the Elemental Planes, plasmin are cast into the void as sentient beings of multicolored energetic matter. 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Plasmoids who use their increased size and strength to boss around smaller, weaker creatures can easily end up in positions of power, surrounded by loyal underlings, sycophants, and would-be usurpers. A plasmoid boss might be the master of a guild, the leader of a criminal enterprise, the lord of a plasmoid community, or the captain of a spelljamming ship. Regardless of the roles they secure for themselves, plasmoid bosses need no small amount of charm and wit, in addition to their strength and size, to stay in power for long. Plasmoids Plasmoids are intelligent oozes that can alter their shape at will. Their amorphous bodies have a soft, malleable texture, and plasmoids can extrude up to five pseudopods, each one up to 5 feet long. They use their pseudopods for locomotion as well as for manipulating objects. Every plasmoid has a mass of nerves for a brain. Plasmoids don’t have internal organs as humans know them, but they have pores through which they absorb oxygen. Up to four times in its life, a plasmoid can reproduce by joining with another member of its species. After this merging, the two plasmoids separate, and one of them (determined randomly) divides in half. When a plasmoid splits in two, one of the resulting creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent. A plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality. Traits Amorphous. The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple. Hold Breath. The plasmoid can hold its breath for 1 hour. Actions Multiattack. The plasmoid makes three Pseudopod attacks. Pseudopod. Melee Weapon Attack: +6 to hit (with advantage if the plasmoid has one or more allies within 10 feet of itself), reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Reactions Uncanny Dodge. The plasmoid halves the damage that it takes from an attack that hits it. The plasmoid must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"any alignment","Expansion":16643,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Plasmoid Explorer","description":"Wanderlust compels some plasmoids to explore the Astral Plane and visit different worlds of the Material Plane. Such an explorer usually travels light, keeping its possessions in a backpack or similar container. Plasmoids Plasmoids are intelligent oozes that can alter their shape at will. Their amorphous bodies have a soft, malleable texture, and plasmoids can extrude up to five pseudopods, each one up to 5 feet long. They use their pseudopods for locomotion as well as for manipulating objects. Every plasmoid has a mass of nerves for a brain. Plasmoids don’t have internal organs as humans know them, but they have pores through which they absorb oxygen. Up to four times in its life, a plasmoid can reproduce by joining with another member of its species. After this merging, the two plasmoids separate, and one of them (determined randomly) divides in half. When a plasmoid splits in two, one of the resulting creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent. A plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality. Traits Amorphous. The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple. Hold Breath. The plasmoid can hold its breath for 1 hour. Actions Multiattack. The plasmoid makes two Pseudopod attacks. It can replace one of those attacks with a Javelin attack. Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"any alignment","Expansion":16643,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Plasmoid Warrior","description":"These battle-hardened plasmoids can toughen their outer surfaces, giving themselves protection comparable to light armor. Plasmoids Plasmoids are intelligent oozes that can alter their shape at will. Their amorphous bodies have a soft, malleable texture, and plasmoids can extrude up to five pseudopods, each one up to 5 feet long. They use their pseudopods for locomotion as well as for manipulating objects. Every plasmoid has a mass of nerves for a brain. Plasmoids don’t have internal organs as humans know them, but they have pores through which they absorb oxygen. Up to four times in its life, a plasmoid can reproduce by joining with another member of its species. After this merging, the two plasmoids separate, and one of them (determined randomly) divides in half. When a plasmoid splits in two, one of the resulting creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent. A plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality. Traits Amorphous. The plasmoid can squeeze through a space as narrow as 1 inch wide, provided it is wearing and carrying nothing. It has advantage on ability checks it makes to initiate or escape a grapple. Hold Breath. The plasmoid can hold its breath for 1 hour. Actions Multiattack. The plasmoid makes three Pseudopod attacks. It can replace one of those attacks with a Spear or Pistol attack. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage when used with two hands to make a melee attack. Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"any alignment","Expansion":16643,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Platinum Golem","description":"This animated construct plated in precious platinum is the primary choice of prestigious mages and paranoid dragons to guard their most precious treasures. Its clanking footsteps make its approach audible to all intruders, who should recognize that fleeing is the best option: for the golem’s form is nigh-invulnerable, and its mighty fists can obliterate life with a single blow. Devoted Guardians. Their creators fashion platinum golems from the spirits of indomitable warriors who died failing to protect what they loved most. This final regret fuels the golem’s need to execute its master’s orders to perfection. Temples of the Platinum Dragon also craft these golems using divine rituals and imbue them with the unflinching devotion to justice epitomized by their god. Golems Ageless and unstoppable guardians, golems are expertly crafted to execute their owners’ every command without question. Vaguely humanoid in appearance and unfailingly loyal, these powerful constructs feel no agony or sympathy, require no sustenance or sleep, ignore bribes and bargains, and do as they are told without remorse or hesitation. Covetous Origins. During the Age of Arcanum, magic inspired a deep arrogance in many of the gods’ children, who assumed arcane gifts were proof of inevitable divinity. In response, many mortal folk experimented with manufacturing “life” of their own. The dwarves succeeded first, marrying divine gifts with technical skill to animate autonomous wardens as protectors of their ancestral halls. The dwarves’ knowledge was quickly stolen and expanded upon by other folk, and creating golems eventually became less about proving that mortals can shape life as the gods do, and more about protecting life, wealth, and secrets from others. Traits Divine Custodian. When the golem hits a creature with an opportunity attack, that creature’s speed becomes 0 for the rest of the turn. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Actions Multiattack. The golem makes two melee attacks. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Mace. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Radiant Blast (Recharge 6). The golem emits a burst of radiant light in a 20-foot radius. Each creature in the area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 18 (4d8) radiant damage and is blinded until the end of its next turn. On a success, the creature takes half as much damage and is not blinded. Reactions Divine Judgment. When a creature within 10 feet of the golem makes an attack against a target other than the golem, the golem can make a mace attack against that creature.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Expansion":20583,"Challenge Rating":16},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Platypus","description":"The platypus is a water-dwelling mammal that feeds on worms and other creatures living in the mud of streams and rivers. Because of its odd appearance, the platypus is often taken as a familiar by transmuters.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"unaligned","Challenge Rating":1.8},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Plesiosaurus","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Hold Breath : The plesiosaurus can hold its breath for 1 hour. Actions Bite : Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"68 (8d10+24)","CHA":5,"CON":16,"DEX":15,"INT":2,"STR":18,"WIS":12,"Size":"Large","Type":"beast","Speed":"20 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"Bite\n1d20 + 6\n3d6+4","Skills":"Perception +3, Stealth +4","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Hold Breath\",\"Desc\":\"The plesiosaurus can hold its breath for 1 hour.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"3d6 + 4\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+3","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":2,"Passive Perception":13,"data-CrNum":2,"data-AcNum":13,"data-HpNum":68},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Plesiosaurus","description":"Dinosaurs Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed. Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens. Plesiosaurus A plesiosaurus is a marine dinosaur whose compact body is driven by powerful flippers. Predatory and aggressive, it attacks any creature it encounters. Its flexible neck accounts for a third of its total length, letting it twist in any direction to deliver a powerful bite. Traits Hold Breath : The plesiosaurus can hold its breath for 1 hour. Actions Bite : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 14 (3d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Plutus","description":"The demon Plutus was worshipped as the god of wealth in ancient Greece. He is often mistaken for Pluto, the Greek ruler of the underworld. His origins are shady – some say he is the child of Hades and Persephone, others that he is an offspring of Demeter and a mortal named Iasion, but in truth, Plutus was a mighty human warlock whose greed and love for wealth drove him to make a pact with Satan himself. Hell warped this man into a huge pale creature with distorted features, hunchbacked and with deformed limbs. His hands are grotesquely large. Apart from golden shinguards and a golden breastplate decorated with precious stones, Plutus is naked. He is carrying Lucifer’s hair in a golden amulet around his neck. It is clearly visible and may be taken from him if he is defeated. Plutus speaks the Infernal language, Greek and some kind of vulgar Latin resembling 15th century Italian, as well as bits of all kinds of other languages. Think of the monk Salvatore from the Name of the Rose movie and his gibberish, only make him less adorable. Despite his deplorable exterior and strange way of speaking, Plutus is actually one of the most intelligent demons in Hell, and he feels gravely punished by the undignified state in which he finds himself. If the characters are willing to talk to him, he might tell them how he himself had, during his own lifetime, already planted the myth of being of divine origin in order to encourage the simple folk to make plentiful donations to him. His mortal father Iasion was killed by the gods because his eye had fallen on Demeter. Unfortunately, though, his mother was a mere mortal companion of his father’s and not a goddess, but the young Plutus artfully exploited this story for his own good. Actions Battleaxe: Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damag e.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Expansion":30058,"Challenge Rating":"1/2"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Plutus Minion","description":"These infernal beings help Plutus whip the sinners into submission. They somewhat resemble Plutus with their white, flabby skin, ugly faces and misshapen limbs. They do not wear armor, but are stark naked and obviously of both sexes. They fight with rusty swords. The disposition of these Hell monsters is particularly mean and somewhat cowardly. Not only do they love torturing the souls of the dead, they will also attack and bite anyone who is wounded or looks weaker than they are. If the story requires some more action, why not have them ambush one group member from behind a big stone. They could also lure someone away from their comrades with a heap of shining gold and then bind them and use them for their own amusement. These greedy fiends are also known to hoard Hell’s Heavy Gold in small holes in the ground or beneath stones. Not that they could ever use it for any purpose, they just like its shininess. Plutus’ minions are mortal, they do not carry Lucifer’s hair. They do however carry a hair of Plutus in various ways to show their loyalty. Actions Rusty Shortsword: Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend (demon)","Expansion":30058,"Challenge Rating":"1/8"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Poacher","description":"Forester Be they workers seeking to harvest the forest’s resources or explorers taking pains to map the wilds, foresters harbor a wide range of skills, motives, and agendas. While most foresters have little interest in the workings of urban life, scoff at “city folk,” and mock travelers who find themselves needing aid when they inevitably get in over their heads while traveling through the woods, the majority of these creatures aren’t evil. While foresters might not have patience for those who haven’t chosen the woods as their home, they’ll usually offer aid to the lost or the needy they encounter in the wilds—if only to ensure that the intruders can make their way back out of the woodlands and return to wherever they came from as soon as possible. Poacher Those who seek illegal prey or hope to capitalize on black markets must be capable hunters and have the proper connections within organized society to make a profit from their ill-gotten gains. Their cruel natures and despicable practices make them hated by all who protect the creatures of the forest. Traits Favored Enemy: Beasts. The poacher gains advantage on Wisdom (Perception) checks to search for their favored enemies and on Wisdom (Survival) checks to track them. Precision Edge. The first time the poacher hits a beast in a round, they deal an additional 9 (2d8) piercing damage. Actions Multiattack. The poacher makes two attacks. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8+4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Pod-Spawned (template)","description":"Creatures of any type other than construct, elemental, plant, or undead can become a pod-spawned creature. It keeps its statistics, except as follows. Challenge. There is no need to recalculate the creature’s challenge rating. Type. The pod-spawned creature’s type changes to plant. Senses. The pod-spawned creature gains low-light vision. New Ability: Mimic. A pod-spawned creature retains all the knowledge of its original. It can impersonate the original perfectly except for its lack of emotion. This emotionlessness can be detected with a successful Wisdom (Insight) check (DC 20). A creature familiar with the original has advantage on this check. If he pod-spawned creature feigns sincere emotion, the Wisdom (Insight) check is opposed by its Charisma (Deception) check, instead. Pod-spawned creatures resemble the original down to hair and blood. Noticing small physical imperfections requires a successful Wisdom (Perception) check with a DC determined by the spawning bodythief’s Charisma (Deception) check, made when the pod hatches. Ability Scores. 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In either case, they drag creatures into their central pod, where potent chemicals render the captive comatose. Over the course of hours, the creature is dissolved and its body repurposed into a podling duplicate. Podlings are near-perfect mimics of the creatures they replace. Despite having the knowledge of those they mimic, podlings frequently miss the nuances of interactions between sapient beings. These duplicates make excuses about their odd behavior, but those familiar with an individual replaced by a podling can often tell something’s amiss. Roll on the Podling Behavior table to see what unusual habits a podling might demonstrate. Podling Behavior d6 Behavior 1 The podling abandons the habits and hobbies of the creature it’s mimicking. 2 The podling lavishes affection on plants and views houseplants with excessive sympathy. 3 The podling relishes exposing its skin to the sun. It resents clothing and hair. 4 The podling often reacts as if some unseen force is speaking to it, staring into the distance or nodding. 5 The podling often communicates to other podlings using Deep Speech. 6 The podling no longer understands the nuances of a relationship, system, or instrument. Traits Semblance of Life. The podling is a physical copy of a creature digested by a bodytaker plant. The podling has the digested creature’s memories and behaves like that creature, but with occasional lapses. An observer familiar with the digested creature can recognize the discrepancies with a successful DC 20 Wisdom (Insight) check, or automatically if the podling does something in direct contradiction to the digested creature’s established beliefs or behavior. The podling melts into a slurry when it dies, when the bodytaker plant that created it dies, or when the bodytaker plant dismisses it (no action required). Unusual Nature. The podling doesn’t require sleep. Actions Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Expansion":10535,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Poison Dart Frogfolk","description":"Standing only three feet tall, these frog-like humanoids have brightly colored smooth skin that glistens. They sport a smaller maw, but oversized sticky footpads. Each carries a two-foot-long bamboo blowgun, and wears a simple harness adorned with pouches. TRAITS Aquatic. A poison dart frogfolk can breathe underwater, and being underwater does not impose the usual penalties to attacks and ability checks. Camouflage. In marsh-like settings, a poison dart frogfolk has advantage on all Dexterity (Stealth) checks to hide. Leap. As a bonus action on its turn, a poison dart frogfolk may leap 10 feet vertically or 15 feet horizontally, which does not provoke opportunity attacks. Sticky Footpads. Poison dart frogfolk have sticky footpads that grant them a Strength (Athletics) skill of +5 for climbing purposes only, and grant advantage on all Strength (Athletics) checks to climb. Poison Skin. The skin of a poison dart frogfolk secretes a mild poison. A successful attack on a poison dart frogfolk with a natural weapon causes the attacker to make a DC 13 Constitution saving throw. Failure indicates the attacker gains the poisoned condition. ACTIONS Multiattack. The poison dart frogfolk makes one bite attack and one javelin attack. Bite . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. Javelin . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) piercing damage. Blowgun . Ranged Weapon Attack : +5 to hit, range 25/100 ft., one target. Hit: 4 (4) piercing damage plus poison.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (frogfolk)","Alignment":"chaotic evil","Expansion":18098,"Challenge Rating":"1/4"},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Poison Dusk Captain","description":"It is uncommon knowledge that there are different tribal factions of lizardfolk, often determined by their location, habitat, and threats they must face. In far more remote parts of the jungle, the poison dusk lizardfolk make use of the natural flora and fauna to ensure the survival and prosperity of their people. Lighter and Faster. The poison dusk are slightly shorter than their other reptilian cousins, with slim, wiry builds and elongated tails. They tend more toward agility and prowess over brute force. Their lack of physical power is made up for with sharp senses and quick reflexes. Cunning and Covert. Like most lizardfolk, survival takes precendence above all else. Though not particularly strong, the poison dusk instead use their size and stature to their advantage when hunting and dealing with their enemies. Their can shift the color and shade of their scales, allowing them to effortlessly camouflage themselves against most natural terrain. Most are also skilled hunters and trackers, cautiously stalking their prey until they gain the best position and planning for an assault, regardless of the prey. Resourceful Artisans. The adept survival skills of the poison dusk are complimented by their ability to fashion tools and weapons essential to their survival within an unyielding environment. They have learned how to treat hardwoods in the fashioning of bows and arrosws, as well as harvesting venom from poisonous predators. Aside from weapons and poisons, they often fashion trinkets and jewelry using a combination of surrounding flora and the remaining skin and bones of their prey. Ancient Customs. Many of the poison dusk believe themselves to be superior to other types of lizardfolk. Their rituals and tactics have been rigidly passed down throughout many generations. Like most other lizardfolk, they venerate dragons and dragon-kind, often seeking to impress any dragon with gifts, flattery, and entertainment in order to gain its approval and largess. Lizardfolk, Poison Dusk Captain Traits Innate Spellcasting. The lizardfolk's spellcasting ability is Charisma (spell save DC 12). The lizardfolk can innately cast the following spells, requiring no material components: 1/day each: entangle , longstrider (self only), poison spray Forest Camouflage. The lizardfolk has advantage on Dexterity (Stealth) checks made to hide in any forest or jungle terrain. Hold Breath. The lizardfolk can hold its breath for 15 minutes. Keen Sight and Smell. The lizardfolk has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack. The lizardfolk makes two melee or two ranged attacks. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage plus 9 (2d8) poison damage. Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage. The target must succeed on a DC 12 Dexterity saving throw or be knocked prone. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6+4) piercing damage plus 9 (2d8) poison damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lizardfolk)","Source":"custom","Alignment":"lawful neutral","Expansion":24773,"Challenge Rating":5},"publisher":"Castle Skydawn Design","book":"Lost City of Mezro"},{"name":"Poison Dusk Lieutenant","description":"It is uncommon knowledge that there are different tribal factions of lizardfolk, often determined by their location, habitat, and threats they must face. In far more remote parts of the jungle, the poison dusk lizardfolk make use of the natural flora and fauna to ensure the survival and prosperity of their people. Lighter and Faster. The poison dusk are slightly shorter than their other reptilian cousins, with slim, wiry builds and elongated tails. They tend more toward agility and prowess over brute force. Their lack of physical power is made up for with sharp senses and quick reflexes. Cunning and Covert. Like most lizardfolk, survival takes precendence above all else. Though not particularly strong, the poison dusk instead use their size and stature to their advantage when hunting and dealing with their enemies. Their can shift the color and shade of their scales, allowing them to effortlessly camouflage themselves against most natural terrain. Most are also skilled hunters and trackers, cautiously stalking their prey until they gain the best position and planning for an assault, regardless of the prey. Resourceful Artisans. The adept survival skills of the poison dusk are complimented by their ability to fashion tools and weapons essential to their survival within an unyielding environment. They have learned how to treat hardwoods in the fashioning of bows and arrosws, as well as harvesting venom from poisonous predators. Aside from weapons and poisons, they often fashion trinkets and jewelry using a combination of surrounding flora and the remaining skin and bones of their prey. Ancient Customs. Many of the poison dusk believe themselves to be superior to other types of lizardfolk. Their rituals and tactics have been rigidly passed down throughout many generations. Like most other lizardfolk, they venerate dragons and dragon-kind, often seeking to impress any dragon with gifts, flattery, and entertainment in order to gain its approval and largess. Lizardfolk, Poison Dusk Lieutenant Traits Forest Camouflage. The lizardfolk has advantage on Dexterity (Stealth) checks made to hide in any forest or jungle terrain. Hold Breath. The lizardfolk can hold its breath for 15 minutes. Keen Sight and Smell. The lizardfolk has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack. The lizardfolk makes two melee or two ranged attacks. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 4 (1d8) poison damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and the target must succeed on a DC 12 Dexterity saving throw or be knocked prone. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lizardfolk)","Source":"custom","Alignment":"usually neutral","Expansion":24773,"Challenge Rating":2},"publisher":"Castle Skydawn Design","book":"Lost City of Mezro"},{"name":"Poison Dusk Lizardfolk","description":"It is uncommon knowledge that there are different tribal factions of lizardfolk, often determined by their location, habitat, and threats they must face. In far more remote parts of the jungle, the poison dusk lizardfolk make use of the natural flora and fauna to ensure the survival and prosperity of their people. Lighter and Faster. The poison dusk are slightly shorter than their other reptilian cousins, with slim, wiry builds and elongated tails. They tend more toward agility and prowess over brute force. Their lack of physical power is made up for with sharp senses and quick reflexes. Cunning and Covert. Like most lizardfolk, survival takes precendence above all else. Though not particularly strong, the poison dusk instead use their size and stature to their advantage when hunting and dealing with their enemies. Their can shift the color and shade of their scales, allowing them to effortlessly camouflage themselves against most natural terrain. Most are also skilled hunters and trackers, cautiously stalking their prey until they gain the best position and planning for an assault, regardless of the prey. Resourceful Artisans. The adept survival skills of the poison dusk are complimented by their ability to fashion tools and weapons essential to their survival within an unyielding environment. They have learned how to treat hardwoods in the fashioning of bows and arrosws, as well as harvesting venom from poisonous predators. Aside from weapons and poisons, they often fashion trinkets and jewelry using a combination of surrounding flora and the remaining skin and bones of their prey. Ancient Customs. Many of the poison dusk believe themselves to be superior to other types of lizardfolk. Their rituals and tactics have been rigidly passed down throughout many generations. Like most other lizardfolk, they venerate dragons and dragon-kind, often seeking to impress any dragon with gifts, flattery, and entertainment in order to gain its approval and largess. Traits Forest Camouflage. The lizardfolk has advantage on Dexterity (Stealth) checks made to hide in any forest or jungle terrain. Hold Breath. The lizardfolk can hold its breath for 15 minutes. Keen Sight and Smell. The lizardfolk has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack. The lizardfolk makes two melee or two ranged attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) poison damage. Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and the target must succeed on a DC 11 Dexterity saving throw or be knocked prone. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (lizardfolk)","Source":"custom","Alignment":"neutral","Expansion":24773,"Challenge Rating":"1/2"},"publisher":"Castle Skydawn Design","book":"Lost City of Mezro"},{"name":"Poison Naga","description":"When an eon of spite and vengeance consumes a spirit naga, it becomes a paragon of its kind: the poison naga. No longer possessed of the patience required to develop new magics and subvert an enemy’s guard, poison nagas relish tormenting communities of otherwise peaceful humanoids, eliciting heroes to confront the naga in its lair, where it can toy with its prey. The worst of the torments are the lies; a poison naga will disguise itself and engage in charming, disarming lies simply for the sake of treachery. Sowing dissent before devouring its prey is the only true pleasure a poison naga experiences.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":11},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Poison Wolf","description":"Wolves Poison Wolf Where powerful evil makes it lair, corruption can seep into the land, warping fauna and flora into twisted mutants with malicious intent. Poison wolves are the result of one such transformation—vicious monstrosities whose ragged purple and black fur entraps the toxic miasma that wafts from its cruel maw. Perilous Packs. Poison wolves are even more dangerous in packs than their regular counterparts; not only do they employ the same shrewd group tactics, their toxic exhalations can strengthen other poison wolves, augmenting their resilience. Those who purport to have slain such foul creatures extoll the virtue of using broken terrain to separate a pack, so that each wolf can be fought separately from its kin. A Blight on the Land. Poison wolves regard the instigator of their transformation as an alpha; a leader to whom they submit. After that creature has departed, however, these packs tend to grow out of control, multiplying at unprecedented speed and forming veritable hordes that descend upon nearby settlements with ravenous hunger. Indeed, months after a village has been liberated from the sway of a great fiend, the same heroes that slew an archdemon may be called upon by an irate mayor to “finish the job properly”. Every last poison wolf must be slain lest a demon lord’s legacy live on.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Challenge Rating":4},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Poisonous Snake","description":"Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Poisonous Snake","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":13,"HP":"2 (1d4)","CHA":3,"CON":11,"DEX":16,"INT":1,"STR":2,"WIS":10,"Size":"Tiny","Type":"beast","Speed":"30 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067320/nKiFbJdjZc7ZE8htzogMIg/original.png","Roll 0":"Bite\n1d20 + 5\n1","Senses":"Blindsight 10 Ft.","Source":"5th Edition SRD","data-XP":25,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d1\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d4\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must make a DC 10 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"-4","data-CON-mod":"+0","data-DEX-mod":"+3","data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":0,"data-WIS-mod":"+0","Challenge Rating":"1/8","Passive Perception":10,"data-CrNum":0.125,"data-AcNum":13,"data-HpNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Polar Bear","description":"Variant: Cave Bear Some bears have adapted to life underground, feeding on subterranean lichen and blind fish. Known as cave bears, these ill-tempered behemoths have coarse, dark hair and darkvision out to a range of 60 feet. Otherwise, they have the same statistics as a polar bear. Traits Keen Smell : The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack : The bear makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Polar Bear","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell : The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack : The bear makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"42 (5d10+15)","CHA":7,"CON":16,"DEX":10,"INT":2,"STR":20,"WIS":13,"Size":"Large","Type":"beast","Speed":"40 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067339/NGxjlsD3q5xhTKNZy3l7nA/original.png","Roll 0":"Bite\n1d20 + 7\n1d8+5","Roll 1":"Claws\n1d20 + 7\n2d6+5","Skills":"Perception +3","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The bear has advantage on Wisdom (Perception) checks that rely on smell.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The bear makes two attacks: one with its bite and one with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 5\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 5\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"+3","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+5","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":2,"Passive Perception":13,"data-CrNum":2,"data-AcNum":12,"data-HpNum":42},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pollenella the Honeybee","description":"Actions Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":11857,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Polluted Medium Air Elemental","description":"A funneling cloud, about 8 feet high, whirls about the chamber, and picks up black acrid dust. Two faint glowing eyes peer through the smoggy whirlwind. Traits Air Form : The air elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack : The elemental makes two slam attacks. Alchemically-Enhanced Slam. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 5 (1d6 + 2) acid damage from alchemical dust. Whirlwind: (Recharge 4-6). Each creature in the elemental’s space must make a DC 12 Strength saving throw. On a failure, a target takes 8 (2d6 + 1) bludgeoning damage plus 5 (1d6 + 2) acid damage and is flung up to 10 feet away from the elemental in a random direction and is knocked prone. If a thrown target strikes an object such as a wall or floor, the target takes 3 (1d6) bludgeoning damage per 10 feet thrown. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same amount of damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning and acid damage and isn’t flung or knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"neutral","Expansion":18594,"Challenge Rating":3},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Poltergeist","description":"A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some are spawned when dark magic or the touch of a wraith rips a soul from a living body. Beyond Redemption. When a ghost’s unfinished business is completed, it can rest at last. No such rest or redemption awaits a specter. It is doomed to the Material Plane, its only end the oblivion that comes with the destruction of its soul. Until then, it bears out its lonely life in forlorn places, carrying on forgotten through the ages of the world. Undying Hatred. Living creatures remind the specter that life is beyond its grasp. The mere sight of the living overwhelms a specter with sorrow and wrath, which can be abated only by destroying said life. A specter kills quickly and mercilessly, for only by depriving others of life can it gain the slightest satisfaction. However, no matter how many lives it extinguishes, a specter always succumbs to its hatred and sorrow. Dwellers in Darkness. Sunlight represents a source of life that no specter can ever hope to douse, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return. At the first light of dawn, they retreat back into the darkness, where they remain until night falls again. Undead Nature. A specter doesn’t require air, food, drink, or sleep. Poltergeist A poltergeist is a different kind of specter — the confused, invisible spirit of an individual with no sense of how he or she died. A poltergeist expresses its rage by hurling creatures and objects using the power of its shattered psyche. Traits Incorporeal Movement : The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity : While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Invisibility : The poltergeist is invisible. Actions Forceful Slam : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) force damage. Telekinetic Thrust (Creature) : The poltergeist targets a creature within 30 feet of it. A creature must be Medium or smaller to be affected by this magic. The poltergeist makes a Charisma check contested by the target’s Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved. Telekinetic Thrust (Object) : Ranged Spell Attack: +4 to hit. Hit: 5 (2d4) bludgeoning damage. The poltergeist targets a unattended object within 30 feet of it, weighing up to 150 pounds. If the target is an object that isn’t being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object’s path.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Polukranos","description":"Hydras What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the legendary hydra Polukranos. Territorial Terrors. During their early years, hydras feed their rapid growth by terrorizing the land. When they grow large enough, they look for a territory to claim as their own. Often, they steal lairs from other monsters in prolonged, devastating battles. Vicious Growth. Soon after a hydra claims a territory, it typically buries itself, entering a period of hibernation during which it continues to grow. When it awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in the minds and lore of a people that, even after a hydra's defeat, the beast might reappear as a Nyxborn being and begin its legend anew. Polukranos Polukranos, called the World Eater, is the mortal manifestation of the eternal ideal of a hydra. In its first incarnation, it fell from Nyx to the mortal world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the monster deep within the Nessian Wood. That incarnation was slain, but the eternal ideal remains. A new incarnation of the World Eater is a fearsome omen, as the monster only appears when the pillars of the world tremble and terrible things are afoot in the realm of the gods. Its rampages often presage an age of menace for all civilization.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":5432,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Pombero","description":"This squat little man has long limbs and skin the color of coal, and the backs of its hands and tops of its feet are covered in thick hair. Its face seems a bit too wide for its head, and its eyes gleam a little too brightly in the pale light. Pomberos are strange tricksters, born of shadows in the wild. At rest, they tend to adopt a squatting posture, which accentuates their too-long limbs. They shun bright light, though it doesn’t harm them, and seek out shadows and half-light. For this reason, they are known as the Night People. Joy of Trespassing. Pomberos take delight from creeping into places where they don’t belong and stealing interesting objects. A pombero’s lair is littered with trinkets, both commonplace and valuable. The blame for all manner of misfortune is laid at the pombero’s hairy feet. Hatred of Hunters. In contrast to their larcenous ways, pomberos take great umbrage over the killing of animals and the destruction of trees in their forests. Birds are particularly beloved pets, and they enjoy mimicking bird songs and calls most of all. Villagers in areas near pombero territory must be careful to treat the animals and trees with respect, and killing birds usually is a strong taboo in such areas. Traits Beast's Voice: The pombero can magically speak with any beast and can perfectly mimic beast sounds. Twisted Limbs: The pombero can twist and squeeze itself through a space small enough for a Tiny bird to pass through as if it were difficult terrain. Sneak Attack (1/turn): The pombero does an extra 7 (2d6) damage with a weapon attack when it has advantage on the attack roll, or when the target is within 5 feet of an ally of the pombero that isn’t incapacitated and the pombero doesn’t have disadvantage on the roll. Soft Step: The pombero has advantage on Dexterity (Stealth) checks in forest terrain. Actions Multiattack: The pombero uses Charming Touch if able, and makes two fist attacks. Fist: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 10 (2d6 + 3) Bludgeoning damage. On hit, the target is grappled, escape DC 13. Charming Touch (recharge 5-6): The pombero chooses a creature it can see within 5 feet. The creature must make a successful DC 12 Wisdom saving throw or be charmed for 10 minutes. The effect ends if the charmed creature takes damage. The pombero can have only one creature at a time charmed with this ability. If it charms a new creature, the previous charm effect ends immediately. Invisibility: The pombero becomes invisible until it chooses to end the effect as a bonus action, or when it attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Pontiff Candela","description":"Wax Elementals A demiplane bridging the Material Plane and Elemental Chaos, the Plane of Wax is called home by a curious array of lipid-based creatures. It is said that every living creature of the Material Plane has a waxen analogue, a doppelgänger with an eerily-fixed smile and glossy skin. Referred to as waxkin, these elementals can draw on the thoughts and memories of their material analogue, though without the same moral and ethical restraints. The Pontiff began life as an ancient elemental bound to the service of the Empyreal Solar. Upon being infused with divine energy, this elemental’s newfound sentience focused on the tenet to which it had been exposed for centuries: enlightening others. As is the case with creatures from the Plane of Wax, the creature took this as a literal instruction detached from moral and ethical restraints, and melted the congregation, adding their fat to its own body. Regional Effects The region around the Pontiff’s lair is warped by its magic, which creates the following effects: Flames burn brighter. The light radius of nonmagical flames is doubled within the 6 miles surrounding the Pontiff’s lair. The fuel source for these flames is depleted twice as fast. Creatures within 1 mile of the Pontiff’s lair feel a sense of inner calm, and strong negative emotions, such as anxiety and anger, are suppressed. Wild animals are docile and less likely to attack travellers. Creatures within 1 mile of the Pontiff’s lair feel the intense urge to eat more than usual. It takes twice as much food per day to satisfy creatures living under this effect. If the Pontiff dies, these effects fade over the course of 1d10 days. Lair Actions So long as the Pontiff is in its lair, it can evoke the ambient magic to take lair actions. The saving throw DC and damage of the lair actions depend on the level of the adventure, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vmod Vdam 4th 12 +4 3 ( 1d6 ) 9th 15 +7 10 ( 3d6 ) 14th 16 +8 14 ( 4d6 ) Lair Actions. On initiative count 20 (losing initiative ties), the Pontiff takes one of the following lair actions; the Pontiff can’t take the same lair action two rounds in a row: Render. The Pontiff points to a wax guardian that it can see within 15 feet of it, causing it to melt. The Pontiff regains hit points equal to the wax guardian’s remaining hit points. The wax guardian is destroyed as its essence is absorbed into the Pontiff. Flash. The Pontiff intensifies the cathedral’s luminosity in a blinding flash. Non-constructs within 20 feet of the lair’s bright light sources (marked on the maps with an L) must succeed on a VDC Constitution saving throw or be blinded until the end of their next turn. Wax Floor. The Pontiff points to a 10-foot square on the lair’s ground that it can see within 30 feet of it. The area turns into 2-foot-deep wax that is difficult terrain. Each creature in that area when the wax appears must succeed on a VDC Dexterity saving throw or sink into the wax and become restrained . A creature can use its action to attempt a VDC Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. On initiative count 20 of the following round, the wax hardens, the area is no longer difficult terrain, and the DC to free a restrained creature increases to VDC + 3 .","properties":{"Category":"Monsters","Size":"Large","Type":"elemental (shapechanger)","Alignment":"lawful nuetral","Challenge Rating":13},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Pontiff Poco","description":"Wax Elementals A demiplane bridging the Material Plane and Elemental Chaos, the Plane of Wax is called home by a curious array of lipid-based creatures. It is said that every living creature of the Material Plane has a waxen analogue, a doppelgänger with an eerily-fixed smile and glossy skin. Referred to as waxkin, these elementals can draw on the thoughts and memories of their material analogue, though without the same moral and ethical restraints. The Pontiff began life as an ancient elemental bound to the service of the Empyreal Solar. Upon being infused with divine energy, this elemental’s newfound sentience focused on the tenet to which it had been exposed for centuries: enlightening others. As is the case with creatures from the Plane of Wax, the creature took this as a literal instruction detached from moral and ethical restraints, and melted the congregation, adding their fat to its own body. Regional Effects The region around the Pontiff’s lair is warped by its magic, which creates the following effects: Flames burn brighter. The light radius of nonmagical flames is doubled within the 6 miles surrounding the Pontiff’s lair. The fuel source for these flames is depleted twice as fast. Creatures within 1 mile of the Pontiff’s lair feel a sense of inner calm, and strong negative emotions, such as anxiety and anger, are suppressed. Wild animals are docile and less likely to attack travellers. Creatures within 1 mile of the Pontiff’s lair feel the intense urge to eat more than usual. It takes twice as much food per day to satisfy creatures living under this effect. If the Pontiff dies, these effects fade over the course of 1d10 days. Lair Actions So long as the Pontiff is in its lair, it can evoke the ambient magic to take lair actions. The saving throw DC and damage of the lair actions depend on the level of the adventure, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vmod Vdam 4th 12 +4 3 ( 1d6 ) 9th 15 +7 10 ( 3d6 ) 14th 16 +8 14 ( 4d6 ) Lair Actions. On initiative count 20 (losing initiative ties), the Pontiff takes one of the following lair actions; the Pontiff can’t take the same lair action two rounds in a row: Render. The Pontiff points to a wax guardian that it can see within 15 feet of it, causing it to melt. The Pontiff regains hit points equal to the wax guardian’s remaining hit points. The wax guardian is destroyed as its essence is absorbed into the Pontiff. Flash. The Pontiff intensifies the cathedral’s luminosity in a blinding flash. Non-constructs within 20 feet of the lair’s bright light sources (marked on the maps with an L) must succeed on a VDC Constitution saving throw or be blinded until the end of their next turn. Wax Floor. The Pontiff points to a 10-foot square on the lair’s ground that it can see within 30 feet of it. The area turns into 2-foot-deep wax that is difficult terrain. Each creature in that area when the wax appears must succeed on a VDC Dexterity saving throw or sink into the wax and become restrained . A creature can use its action to attempt a VDC Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. On initiative count 20 of the following round, the wax hardens, the area is no longer difficult terrain, and the DC to free a restrained creature increases to VDC + 3 .","properties":{"Category":"Monsters","Size":"Large","Type":"elemental (shapechanger)","Alignment":"lawful nuetral","Challenge Rating":3},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Pontiff Preceptor","description":"Wax Elementals A demiplane bridging the Material Plane and Elemental Chaos, the Plane of Wax is called home by a curious array of lipid-based creatures. It is said that every living creature of the Material Plane has a waxen analogue, a doppelgänger with an eerily-fixed smile and glossy skin. Referred to as waxkin, these elementals can draw on the thoughts and memories of their material analogue, though without the same moral and ethical restraints. The Pontiff began life as an ancient elemental bound to the service of the Empyreal Solar. Upon being infused with divine energy, this elemental’s newfound sentience focused on the tenet to which it had been exposed for centuries: enlightening others. As is the case with creatures from the Plane of Wax, the creature took this as a literal instruction detached from moral and ethical restraints, and melted the congregation, adding their fat to its own body. Regional Effects The region around the Pontiff’s lair is warped by its magic, which creates the following effects: Flames burn brighter. The light radius of nonmagical flames is doubled within the 6 miles surrounding the Pontiff’s lair. The fuel source for these flames is depleted twice as fast. Creatures within 1 mile of the Pontiff’s lair feel a sense of inner calm, and strong negative emotions, such as anxiety and anger, are suppressed. Wild animals are docile and less likely to attack travellers. Creatures within 1 mile of the Pontiff’s lair feel the intense urge to eat more than usual. It takes twice as much food per day to satisfy creatures living under this effect. If the Pontiff dies, these effects fade over the course of 1d10 days. Lair Actions So long as the Pontiff is in its lair, it can evoke the ambient magic to take lair actions. The saving throw DC and damage of the lair actions depend on the level of the adventure, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vmod Vdam 4th 12 +4 3 ( 1d6 ) 9th 15 +7 10 ( 3d6 ) 14th 16 +8 14 ( 4d6 ) Lair Actions. On initiative count 20 (losing initiative ties), the Pontiff takes one of the following lair actions; the Pontiff can’t take the same lair action two rounds in a row: Render. The Pontiff points to a wax guardian that it can see within 15 feet of it, causing it to melt. The Pontiff regains hit points equal to the wax guardian’s remaining hit points. The wax guardian is destroyed as its essence is absorbed into the Pontiff. Flash. The Pontiff intensifies the cathedral’s luminosity in a blinding flash. Non-constructs within 20 feet of the lair’s bright light sources (marked on the maps with an L) must succeed on a VDC Constitution saving throw or be blinded until the end of their next turn. Wax Floor. The Pontiff points to a 10-foot square on the lair’s ground that it can see within 30 feet of it. The area turns into 2-foot-deep wax that is difficult terrain. Each creature in that area when the wax appears must succeed on a VDC Dexterity saving throw or sink into the wax and become restrained . A creature can use its action to attempt a VDC Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. On initiative count 20 of the following round, the wax hardens, the area is no longer difficult terrain, and the DC to free a restrained creature increases to VDC + 3 .","properties":{"Category":"Monsters","Size":"Large","Type":"elemental (shapechanger)","Alignment":"lawful nuetral","Challenge Rating":7},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Pony","description":"Actions Hooves : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Pony","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Hooves : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","AC":10,"HP":"11 (2d8+2)","CHA":7,"CON":13,"DEX":10,"INT":2,"STR":15,"WIS":11,"Size":"Medium","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067353/jrEtLLBChrBuSwFZ-8BxYA/original.png","Roll 0":"Hooves\n1d20 + 4\n2d4+2","Source":"5th Edition SRD","data-XP":25,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Hooves\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 2\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/8","Passive Perception":10,"data-CrNum":0.125,"data-AcNum":10,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pony","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Pony","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Hooves. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Bludgeoning damage.","properties":{"Category":"Monsters","AC":10,"HP":"11 (2d8 + 2)","PB":2,"CHA":7,"CON":13,"DEX":10,"INT":2,"STR":15,"WIS":11,"Size":"Medium","Type":"Beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407953/z6yEvyAL9rkF7Z2OQ1ywcw/original.png","data-XP":25,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Hooves\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":1,"data-DEX-mod":0,"data-INT-mod":"-4","data-STR-mod":2,"data-SizeNum":2,"data-WIS-mod":0,"Saving Throws":"Str +4, Dex +0, Con +1, Int -4, Wis +0, Cha -2","Challenge Rating":"1/8","Passive Perception":10,"data-CrNum":0.125,"data-AcNum":10,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Porcellina","description":"This diminutive creature resembles a pale pink piglet at first glance. However, it's wide mouth is filled with razor-sharp teeth and its eyes glitter with a fierce hunger. The porcellina is a deceptively adorable creature—until it opens its mouth and screams a blood-chilling hunting cry. Also known as ankle biters, porcellinas hunt in packs and focus on crippling their prey to bring much larger creatures down for the kill. Typically found in badlands, the porcellina is an unassuming but deadly predator. Pack Animals. Porcellinas live in tight-knit packs of ten to twenty, though these numbers can swell drastically during breeding season. Only the strongest offspring stay with the pack, however, and the weaker younglings are chased off once they can hunt on their own. These exiles either form new packs of their own, join other packs, or die of hunger and exposure. Opportunistic Omnivores. The porcellina is not a picky eater. It will consume bugs, rodents, or other smaller prey, but it prefers larger game. Porcellinas also graze on the scrub brush found throughout the terrain and can digest plants that other creatures find poisonous. If they feed on enough toxic flora, they secrete the plant's poison through special pores in their skin, purging it from their system. Keen Hearing and Smell. The porcillina has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The porcillina has advantage on attack rolls against a creature if at least one of the porcellina's allies is within 5 feet of the creature and the ally isn't incapacitated. Poisonous Flesh. A creature that touches the porcellina or consumes the meat of the porcellina must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage, and the target must succeed on a DC 11 Dexterity saving throw or be knocked prone. The DC increases by 1 for each other porcellina that hit the target since the end of this porcellina's previous turn, to a maximum of DC 15. Reactions Squeal. When a porcellina is hit with an attack, it can let out a blood-curdling scream. Each creature within 10 feet of the porcellina must succeed on a DC 11 Wisdom saving throw or become frightened until the end of its next turn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Port Nomad Security Officer","description":"The streets and starport of Port Nomad are safeguarded by the station’s security officers, a band of lawmen who do their best to separate right from wrong on the crime-riddled station. Many among their number have taken bribes or regular payments from Boss Ahn-Nova to turn a blind eye or actively participate in illicit activity, but enough good officers wear the badge that the station remains civilized and lawful, at least on the surface.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"any lawful alignment","Expansion":9634,"Challenge Rating":"1/2"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Portentia Dran","description":"Now the owner and driving force behind Dran Enterprises—perhaps Acquisitions Incorporated’s most notable rival in the adventuring-for-profit-and-power biz—Portentia Dran is more than she appears to be. Quite literally. The person known as Portentia is actually a changeling, who took the place of the real Portentia before her fifth year. The changeling Portentia can affect a range of disguises, and has spent long years engaged in a mission of manipulating the members of the Dran family. Years ago, it was Portentia who tricked her sister Auspicia into exploring the depths of the Wandering Crypt. And she would have been successful in arranging for Omin to be claimed by that creature as well if he hadn’t fled immediately in search of a weapon to aid his captured sister. Whether in combat or social encounters, Portentia shifts frequently between different forms and mindsets, only some of which are fully humanoid. She fights to maim, with a cruel combat style that emphasizes surprise and painful instruction. She is willing to affect any appearance or attitude to achieve her goals. But what those goals are—for herself and Dran Enterprises alike—remain a secret known only to her.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger)","Alignment":"lawful evil","Expansion":4048,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Possessed Greatwolf","description":"A massive wolf, possessed by the vile astirax under Jael the Hunter’s control. Traits Keen Hearing and Smell. The possessed wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Magic Hunter. The possessed wolf has advantage on attack rolls targeting any creatures that can cast spells, except rangers and paladins. Pack Tactics. The possessed wolf has advantage on attack rolls against a creature if at least one of the possessed wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Scent Magic. The possessed wolf always knows the location of any magic items or any creatures that can cast spells, except for rangers and paladins, within 600 feet. Bonus Actions End Possession. The astirax possessing the possessed wolf can choose to end the possession as a bonus action. When the possession ends, the astirax appears in an unoccupied space within 5 feet of the possessed wolf and the possessed wolf becomes a normal wolf. In addition, the wolf is immune to that particular astirax’s possession ability for 24 hours. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Neutral Evil","Expansion":30502,"Challenge Rating":"-"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Possessed Hunting Eagle","description":"A trained hunting eagle, possessed by the vile astirax under Jael the Hunter’s control. Traits Keen Sight. The possessed eagle has advantage on Wisdom (Perception) checks that rely on sight. Magic Hunter. The possessed eagle has advantage on attack rolls targeting any creatures that can cast spells, except rangers and paladins. Scent Magic. The possessed eagle always knows the location of any magic items or any creatures that can cast spells, except for rangers and paladins, within 600 feet. Bonus Actions End Possession. The astirax possessing the possessed eagle can choose to end the possession as a bonus action. When the possession ends, the astirax appears in an unoccupied space within 5 feet of the possessed eagle and the possessed eagle becomes a normal eagle. In addition, the eagle is immune to that particular astirax’s possession ability for 24 hours. Actions Talons. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7 (1d6 + 3) slashing damage. Raking strike. The possessed hunting eagle may make an attack with its talons, then may fly up to 30 feet. It is immune to attacks of opportunity during this movement.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Neutral Evil","Expansion":30502,"Challenge Rating":"-"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Possessed Mining Suit","description":"Tar Elementals These viscous, shapeless elementals are natives of the muddy borderlands between the Planes of Water and Earth. Their minds comprise the echoing memories of the thousands of organisms whose decomposition has created their shapeless bodies. Arcane Activation. When an arcane power source is tuned to the correct frequency, a tar elemental’s primordial spark can be drawn into the Material Plane, reforming around a suitable substrate, such as tar or other lipids, like the fat deposits from a long-dead giant space hamster. Such a summoning is often against the elemental’s will, leading to violent and aggressive outbursts. Possession & Reanimation. Should a tar elemental find itself in contact with such an arcane power source, its powers of decomposition are augmented; it is no longer subject to decay and its touch can enervate living tissue. An augmented tar elemental is also capable of puppeteering a creature, dead or alive, manipulating its body through an external, oily musculature. ","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"neutral","Expansion":23695,"Challenge Rating":8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Possessed Pillar","description":"This ancient animal-headed pillar is engraved with weathered symbols from ancient empires. Animal Headed. Possessed pillars are carved from enormous blocks of stone to look like animal-headed gods of ancient pantheons, or sometimes demonic figures of zealous cults. The most common are the jackal-faced and the ibis-headed variants, but pillars with baboon, crocodile, elephant, or hawk heads also exist. Hijacked by Cults. Some such pillars are claimed by various cults, and carved anew with blasphemous symbols or smeared with blood, oils, and unguents as sacrificial offerings. Weapon Donations. Priests claim the weapons stolen by the pillars and distribute them to temple guards or sell them to fund temple activities. Constructed Nature. A possessed pillar doesn’t require air, food, drink, or sleep. Traits Immutable Form: The pillar is immune to any spell or effect that would alter its form. Magic Resistance: The pillar has advantage on saving throws against spells and other magical effects. Magic Weapons: The pillar’s weapon attacks are magical. Steal Weapons: The eldritch magic that powers the pillar produces a magnetic power that seizes metal objects that touch it, including metal weapons. When a creature successfully strikes the pillar with a metal melee weapon, the attacker must make a successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to the pillar until the pillar releases it or is destroyed. The saving throw uses the same ability as the attack used. The pillar can release all metal weapons stuck to it whenever it wants. A pillar always drops all weapons stuck to it when it believes it’s no longer threatened. This ability affects armor only during a grapple. False Appearance: While the pillar remains motionless, it is indistinguishable from a statue or a carved column. Actions Multiattack: The pillar makes two slam attacks. Slam: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 18 (3d8 + 5) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Possessed Pillar","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":14533,"Challenge Rating":7},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Power Sprite","description":"Reaching anywhere from six to eight inches in length, power sprites are energy-based creatures resembling orbs swirling with subatomic particles. They are often encountered in regions where modern technological and digital advancements are prevalent. Energy Evolved. When a power sprite comes into being, an indeterminate amount of time passes before it becomes fully self-aware, but none truly know the origins of their existence. The dominant theories among scientists define power sprites as data or electricity given life and form as a reaction to the unknown, such as the adaptation of sorium or the Crucibles themselves. Others speculate these sprites have always existed but have been altered by modern day technologies and communications.","properties":{"Category":"Monsters","Size":"Tiny","Type":"protean","Alignment":"neutral","Expansion":27051,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Power Sprite","description":"Reaching anywhere from six to eight inches in length, power sprites are energy-based creatures resembling orbs swirling with subatomic particles. They are often encountered in regions where modern technological and digital advancements are prevalent. Energy Evolved. When a power sprite comes into being, an indeterminate amount of time passes before it becomes fully self-aware, but none truly know the origins of their existence. The dominant theories among scientists define power sprites as data or electricity given life and form as a reaction to the unknown, such as the adaptation of sorium or the Crucibles themselves. Others speculate these sprites have always existed but have been altered by modern day technologies and communications.","properties":{"Category":"Monsters","Size":"Tiny","Type":"protean","Alignment":"neutral","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Power Velbast","description":"Velbast Generations ago, the catastrophic battle known today as the Nesieve Conflict caused a mass eruption of spatial anomalies that spread across various regions of the galaxy. At first thought to be pockets of anti-matter, these distortions possessed their own intelligence and were imbued with the unstable primordial energies left behind during the war. They traveled through the stars, absorbing and merging with any inorganic material it could locate to create a physical shell. These aberrations became the first velbasti — terrifying shapeshifting constructs with the power to shape and control the matter and energy. They have evolved over generations, sustaining and growing their species by consuming beings capable of channeling the Crucibles' energies. Energy Shapers. What sets the velbasti apart from most other beings is the complex synergy between their organic and inorganic nature. Even with such a nature, they also possess the ability to shape matter and energy in a manner similar to other species that have achieved esper genesis. While all are able to channel destructive, elemental forces, the more evolved velbast have mastered the ability to use esper powers, as well as forge sorium into weapons and defenses. Relentless Evolution. All velbasti are highly intelligent, but possess an insatiable hunger for the lifeforce of other beings, as well as energy created through the use of sorium. Should a velbast encounter and consume either of these, they experience a euphoric sensation accompanied with a state of heightened strength and senses, marking a step in their eventual transformation. Each velbast begins as a fledgling of their type, evolving into more powerful forms after consuming enough primordial energy. The more a velbast evolves, the greater their appetites grow. However, powerful velbast are likely to recruit lesser types into their service, offering both protection and sustanance in return. These mutual arrangements are often delicate, as groups of lesser velbasti have been known to band together to reap the bounty gained by their more powerful benefactor. Bound to the Core. The essence of each velbasti is tied to their primary core, the source of primal energy that spawned them. Whenever a velbast is destroyed, its energy returns to the core, where it may be spawned again in the same form or multiple lesser forms. Each primary core is presided over by a consummate—a velbasti that has achieved the pinnacle of their evolution, transcending the limits of their origins. Though viewed moreso as generals than rulers among the velbasti, each consummate holds a considerable amount of influence over the actions of the velbast tied to their core, as well as control over how they may be respawned. Regardless of their origin point, all velbasti can communicate with each other in pulses of light and sound that mimics the same language used by proteans such as the belare. This has led to many theories as to how the velbasti originally came into being. Forces of Corruption. Most espers use their abilities to channel energy in its purest form, but a velbast's form is corrupted by its very nature. They defile all that they consume, and their powers can often leave behind an invisible mark or \"scar\" that causes plague and sickness in wildlife and plant life. Their channeling of powerful energies also produces a wave of dark matter that contaminates their surrounding area. In regions where all life has been annihilated by the velbasti, the scar of corruption left behind can sometimes form an interstellar gate through which they may freely travel to and from their core. Due to their very nature, the velbasti bear an intrinsic hatred for all other forms of life in the galaxy, especially espers, whom they view as their fundamental opposites. Lesser velbasti mercilessly unleash their malice toward their victims, while more evolved forms delight in evoking fear, anguish, and suffering in creatures until they devour their lifeforce. Shapeshifters. The unique makeup of the velbasti eventually grants them the ability to shift their form. Those evolved beyond fledglings can shape their limbs into elemental weapons depending upon their type. The more evolved can change their shape entirely, often concealing themselves among other species. However, their nature still makes it difficult for them to blend in among creatures who are particularly observant or possess sight beyond the mundane. The primary goal of such infiltrations, other than the advantage of concealment, is the ability to learn the weaknesses of the lifeforms they are imitating. In addition, the rapid advancements fueled by space travel creates even greater advantage for velbast that have already learned how to copy the traits of a spacefaring species, allowing them to easily blend into crowded areas where a variety of species are in abundance. Extinctionist Dogma. The appearance of the velbast has prompted the formation of numerous cultist groups that revere the velbasti and pledge service to their cause. Some of these fanatics believe they are participating in the imminent end-times, while some plan their schemes to claim dominion over the ashes of galactic civilization. Some yet still believe they can eventually shed their mortal forms to instead become beings of eternal destruction. Whatever the reason, it is not uncommon for powerful velbasti to play along in order to garner services and valuable gains from their union. Such creatures are sometimes marked by the velbast, shown on both their physical form and supernal essence. While the mark grants the worshippers access to special powers, it also slowly eats away at the creature's lifeforce. During this time, however, this supernatural bond can also become a liability for the velbast, and so it is not granted lightly. Devour Essence. A velbast can devour the lifeforce of a creature it has killed within the last hour, provided that creature is neither an automaton or construct. The devouring requires the velbast to be within 5 feet of the corpse for at least 1 hour, after which it regains hit points equal to half the creature’s hit point maximum and receives the benefits of a major remedy . A creature devoured by a category 2 or 3 velbast can be restored to life only by a cosmic weave or full restore power. Universal Adaptation. A velbast doesn't require air, food, drink, or sleep. Velbast Classifications Within galactic lore, velbasti are categorized based on three evolutionary stages. Most also have an affinity toward a particular form of primordial energy, which denotes its type. Velbasti that have evolved beyond these three stages are either considered to be consummates or have yet to be categorized. Velbast Types by Category Category Known Types 1 dynam, femeri, tensus 2 blazing, frost, power, reaper, storm 3 brumal, inferno, tempest, shade Category 2 Velbast These velbasti are shaped like armored humanoids or androids. They are far more intelligent than their fledgling counterparts, able to communicate with other species and adapt to their surroundings. Blazing Velbast This type of velbast stands at almost 9 feet tall. Its body is charged with a fiery core that radiates considerable heat. A blazing velbast is ferocious, and brutal. It revels in the heat of battle, seeking glory over powerful foes and collecting spoils of war from fallen enemies to keep as trophies. Frost Velbast A ruthless enforcer, the frost velbast serve as overseers or disciplinarians of their lessers. They delight in inflicting torture and torment upon their victims. They stand slightly below 8 feet tall. Their lean form is surrounded by a cold, hazy mist that mutes the colors around it. Power Velbast These velbasti value brawn and fortitude above all else. Though powerful on their own, they are far more dangerous as a group. A power velbast reaches almost 9 feet in height, with a silvery frame that houses clusters of charged energy. Reaper Velbast As their name foretells, where these velbasti tread, death swiftly follows. A reaper velbast not only consumes a victim's lifeforce, it also retains and harnesses the victim's darkest fears and most painful memories to be unleashed upon the velbast's next victim. A reaper velbast stands at 16 feet tall. Their bodies emanate a pair of shadowy wings used to deliver death to their enemies from above. Storm Velbast A storm velbast possesses keen insight and sharp wits, and are deadly foes in combat. When velbasti band into small groups, they often serve as the group leaders or tacticians. Storm velbasti are just above 8 feet in height. Their midnight-hued bio-mechanical frame is surrounded by rippling streams of electricity.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Prazil","description":"The kobold spy Prazil works and his ally Kereek serve as agents of Hargulka. Prazil can serve as the leader of a kobold warren in your game, or even as a member of an adventuring party. Traits Pack Tactics. Prazil has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, Prazil has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Sneak Attack. Once per turn, Prazil deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kobold that isn’t incapacitated and Prazil doesn’t have disadvantage on the attack roll. Actions Multiattack. Prazil makes two melee attacks. +1 Silver Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, or 7 (1d10+2) if used with two hands. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack. Smash Kneecaps. Prazil makes a warhammer attack with a +2 bonus against a creature that is Medium or larger and that has legs. He deals an extra 4 (1d8) damage on a hit, and the target must succeed at a DC 13 Constitution saving throw or have its speed reduced by 10 feet for 1 minute.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Precognitive Mage","description":"Precognitive mages, a rarity among Azorius spellcasters, are capable of capturing glimpses of the future. They are typically employed to anticipate the actions of wanted criminals, thus aiding in their capture. Geetra Geetra is a precognitive mage who first put her gifts to use as a young thief on the streets of Ravnica. While still a teenager, she was apprehended and then pardoned in exchange for agreeing to use her talents in the service of the Azorius Senate. For decades, she worked in almost complete anonymity, her gifts unappreciated. But with the senate displaying an increased interest in the talents of precognitive mages, Geetra has been given a more prominent position, which she has embraced with enthusiasm. She worries about the impact that her guild has on the rest of Ravnica but believes in her heart that she is helping the people. Chaos can only destroy, and her visions are a tool to ensure that society can live in safety in all variants of the future. Traits Innate Spellcasting. The mage’s innate spellcasting ability is Intelligence (spell save DC 14). It can cast the following spells, requiring no material components: 3/day: detect thoughts, mage armor 1/day each: clairvoyance, locate object Actions Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning damage if used with two hands. Glimpse the Temporal Flood (Recharge 5–6). The mage targets one creature within 120 feet of it that it can see. The target takes 18 (4d8) psychic damage, and it must succeed on a DC 14 Intelligence saving throw or be stunned until the end of its next turn. Reactions Precognitive Insight (3/Day). When the mage or a creature it can see makes an attack roll, a saving throw, or an ability check, the mage can cause the roll to be made with advantage or disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"lawful neutral","Expansion":7,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Prestere","description":"The myths and legends of the Mediterranean are replete with strange and mystic serpents of every description. Prestere. Smoke comes off this little grayish snake’s skin, and the sand sizzles below it as if all of its body was burning with a strange fever. Some say that presteri are the embodiment of the desert’s heat. The disease they bear kills you by burning your body from the inside, even while swelling it with liquid.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"neutral","Expansion":30635,"Challenge Rating":1},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Prexina Eriladar","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (wood elf)","Alignment":"chaotic good","Expansion":27683,"Challenge Rating":1},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Priest","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. Traits Divine Eminence : As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting : The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: • Cantrips (at will): light , sacred flame , thaumaturgy • 1st level (4 slots): cure wounds , guiding bolt , sanctuary • 2nd level (3 slots): lesser restoration , spiritual weapon • 3rd level (2 slots): dispel magic , spirit guardians Actions Mace : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.","properties":{"Category":"Monsters","AC":"13 (Chain Shirt)","HP":"27 (5d8+5)","CHA":13,"CON":12,"DEX":10,"INT":13,"STR":10,"WIS":16,"Size":"Medium","Type":"humanoid (any race)","Speed":"25 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067362/gPYKolLaaDkvJ_dFBIFFJw/original.png","Roll 0":"1d20 + 2\n1d6","Skills":"Medicine +7, Persuasion +3, Religion +4","Source":"5th Edition SRD","data-XP":450,"Alignment":"Any Alignment","Languages":"Any Two Languages","data-List":"false","Spell Book":"Light, Sacred Flame, Thaumaturgy, Cure Wounds, Guiding Bolt, Sanctuary, Lesser Restoration, Spiritual Weapon, Dispel Magic, Spirit Guardians","Token Size":1,"data-Spells":"{\"spells\":{\"cantrips\":[\"light\",\"sacred flame\",\"thaumaturgy\"],\"1st\":[\"cure wounds\",\"guiding bolt\",\"sanctuary\"],\"2nd\":[\"lesser restoration\",\"spiritual weapon\"],\"3rd\":[\"dispel magic\",\"spirit guardians\"]}}","data-Traits":"[{\"Name\":\"Divine Eminence\",\"Desc\":\"As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.\"},{\"Name\":\"Spellcasting\",\"Desc\":\"The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: \\u2022 Cantrips (at will): light, sacred flame, thaumaturgy \\u2022 1st level (4 slots): cure wounds, guiding bolt, sanctuary \\u2022 2nd level (3 slots): lesser restoration, spiritual weapon \\u2022 3rd level (2 slots): dispel magic, spirit guardians\"}]","data-Actions":"[{\"Name\":\"Mace\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"+1","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"+1","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+3","Challenge Rating":2,"Passive Perception":13,"data-CrNum":2,"data-AcNum":13,"data-HpNum":27},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Priest","description":"Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. Traits Divine Eminence : As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting : The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: • Cantrips (at will): light, sacred flame, thaumaturgy • 1st level (4 slots): cure wounds, guiding bolt, sanctuary • 2nd level (3 slots): lesser restoration, spiritual weapon • 3rd level (2 slots): dispel magic, spirit guardians Actions Mace : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Guiding Bolt : Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 12 (4d6) radiant damage, and the next attack roll made against this target before the end of the priest's next turn has advantage, thanks to the mystical dim light glittering on the target until then. Spiritual Weapon : Melee Spell Attack: +5 to hit, casting range 60 ft., one target. Hit: 6 (1d8+1) force damage. The priest, as a bonus action, creates a floating, spectral weapon within 60 feet that lasts for one minute or until the priest casts this spell again. When the priest casts the spell, it can make a melee spell attack against a creature within 5 feet of the weapon. As a bonus action on the priest's turn, it can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Priest of Entropy","description":"These maniac priests worship Entropy: a gargantuan sphere of annihilation that hovers above a wasteland in Chessenta. Only arcane magic can stop its growth, so the priests of Entropy have sworn to hunt down and annihilate wizards.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Source":"custom","Alignment":"any evil alignment","Expansion":24773,"Challenge Rating":12},"publisher":"Castle Skydawn Design","book":"Lost City of Mezro"},{"name":"Priest of Fierna","description":"Priest Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests⁠ might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. Diabolical Cults of Fierna Fierna is a master manipulator. Mortals who desire success in love or who seek to become beloved leaders at the head of a band of fanatics are drawn to striking bargains with her. Goals: Control over the emotions of others, turning them into puppets and playthings Typical Cultist: Acolyte, archmage, bandit captain, cult fanatic, cultist, knight, noble, priest, spy Signature Spells: Friends (cantrip), charm person (1st level), suggestion (2nd level), hypnotic pattern (3rd level) Her cultists can gain the Infernal Loyalty trait. Cult leaders can also gain the Loyalty beyond Death trait. Traits Divine Eminence. As a bonus action⁠, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest⁠ expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Infernal Loyalty. This creature has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait. Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest⁠ has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (2 slots): dispel magic, spirit guardians Actions Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Guiding Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 12 (4d6) radiant damage, and the next attack roll made against this target before the end of the priest's next turn has advantage, thanks to the mystical dim light glittering on the target until then. Spiritual Weapon. Melee Spell Attack: +5 to hit, casting range 60 ft., one target. Hit: 6 (1d8+1) force damage. The priest, as a bonus action⁠, creates a floating, spectral weapon within 60 feet that lasts for one minute or until the priest casts this spell again. When the priest⁠ casts the spell, it can make a melee spell attack⁠ against a creature within 5 feet of the weapon. As a bonus action⁠ on the priest's turn, it can move the weapon up to 20 feet and repeat the attack⁠ against a creature within 5 feet of it. Reactions Loyalty beyond Death (Recharges after a Short or Long Rest). As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature’s Charisma score + half its number of Hit Dice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Priest of Mephistopheles","description":"Priests Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. Diabolical Cults of Mephistopheles As a master of the arcane arts, Mephistopheles finds eager recruits among those who study magic. Any monsters that use spells, such as storm giants⁠ and oni, might follow him, and wizards’ guilds and conclaves of sages are the most likely to come under his influence. Goals: Magical skill and power, backed with the will to use it to crush rivals Typical Cultist: Archmage, cult fanatic, cultist, mage, priest Signature Spells: Fire bolt (cantrip), burning hands (1st level), flaming sphere (2nd level), fireball (3rd level) Mephistopheles’s cultists can gain the Spell Shield⁠ trait. Cult leaders can also gain the Spell Leech trait. Traits Divine Eminence. As a bonus action⁠, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest⁠ expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest⁠ has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (2 slots): dispel magic, spirit guardians Spell Shield⁠. This creature gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s level. Spell Leech. As a bonus action⁠, this creature chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and this creature gains it. Actions Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Guiding Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 12 (4d6) radiant damage, and the next attack roll made against this target before the end of the priest's next turn has advantage, thanks to the mystical dim light glittering on the target until then. Spiritual Weapon. Melee Spell Attack: +5 to hit, casting range 60 ft., one target. Hit: 6 (1d8+1) force damage. The priest, as a bonus action⁠, creates a floating, spectral weapon within 60 feet that lasts for one minute or until the priest⁠ casts this spell again. When the priest⁠ casts the spell, it can make a melee spell attack⁠ against a creature within 5 feet of the weapon. As a bonus action⁠ on the priest's turn, it can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Priest of Osybus","description":"Necromancers of deep evil, the priests of Osybus steal the souls of others to fuel the priests’ malevolent magic. Using this soul power, each priest can defy death and become an undead creature, potentially cheating the grave over and over. This unholy order of priests was founded centuries ago by Osybus, a mysterious figure of unfathomable ambition and evil. Osybus sought to use others’ souls as springboards to his own immortality. He forged pacts with any entity that would give him more power and delved into any eldritch secret that would prolong his life. He became a devotee of the Dark Powers and tapped into their immortal malice to fuel his apotheosis. As his power grew, he attracted disciples who also wished to defy life and death. He shared his dread secrets with them and demanded their worship. In time, his goal was achieved: he became a lich of almost godly power. Acknowledging the role that his disciples played in his ascension, Osybus gifted them with a trace of his power. Taking the form of a shadowy tattoo, this boon allows the priests to steal souls as their master did and to cheat death and become undead horrors. The threat posed by Osybus and his disciples raised alarms far and wide. In response, the Ulmist Inquisition and the then-mortal Count Strahd von Zarovich faced the lich in battle. Their bravery would have been for naught if Osybus’s disciples hadn’t betrayed him. Fearing that their master would eventually consume their souls, the disciples aided Osybus’s foes and destroyed his physical form. As he perished, he uttered a curse upon them—that their immortality would fail them when they least expected it and that he himself would become one of the Dark Powers. As a result of that curse, a priest of Osybus can’t be certain that they will be reborn when they perish. In an effort to rid themselves of this curse, they devoted themselves to the same Dark Powers with whom their master had communed. They were given a mission: provide a person of nobility and might to serve as an earthly vessel for these powers to enter the world and conquer it. If they succeeded, their immortality would be assured. A suitable vessel they did then find: Strahd von Zarovich. Working in shadows and through intermediaries, the priests whispered hatred to the count, and when his noble heart was corrupted, they were the ones who laid the path before him that led to the Amber Temple and his fall into vampirism. But they were then betrayed. Osybus had not lied; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the priests sought to loose upon the world; thus they were denied their reward of immortality. To this day, the priests of Osybus seek to unleash Strahd from the mists, often using adventurers as their pawns. They also ironically bear their hated founder’s name, for they know it is his original deathly gift that gives them their horrific powers. Traits Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead. To prevent this revival, the Tattoo of Osybus on the priest’s body must be destroyed. The tattoo is invulnerable while the priest has at least 1 hit point. The tattoo is otherwise an object with AC 15, and it is immune to poison and psychic damage. It has 15 hit points, but it regains all its hit points at the end of every combatant’s turn. Actions Multiattack. The priest attacks twice. Soul Blade. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (2d4 + 2) piercing damage, and if the target is a creature, it is paralyzed until the start of the priest’s next turn. If this damage reduces a Medium or smaller creature to 0 hit points, the creature dies, and its soul is trapped in the priest’s body, manifesting as a shadowy Soul Tattoo on the priest. The soul is freed if the priest dies. Necrotic Bolt. Ranged Spell Attack : +7 to hit, range 120 ft., one target. Hit : 17 (3d8 + 4) necrotic damage, and the target can’t regain hit points until the start of the priest’s next turn. Bonus Actions Soul Tattoo (Recharge 5–6). The priest touches one of the Soul Tattoos on its body. The tattoo vanishes as the trapped soul manifests as a shadowy creature that appears in an unoccupied space the priest can see within 30 feet of it. The creature has the size and silhouette of its original body, but it otherwise uses the stat block of a shadow. The shadow obeys the priest’s mental commands (no action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it can turn back into a tattoo as an action, reappearing on the priest’s flesh and regaining all its hit points. Boons of Undeath When a priest of Osybus drops to 0 hit points, the priest might revive with a benefit from the Boons of Undeath table, as explained in the stat block. You can give a priest one or more of these boons of your choice before the priest faces adventurers. If you do so, the priest is Undead, rather than Humanoid, and a priest can receive each boon only once. Boons of Undeath d6 Boon 1 Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or be frightened of the priest until the start of the creature’s next turn. 2 Ectoplasmic. An otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn, until which the creature is covered by ectoplasm. In addition, as an action, the priest can use the slime to make itself look and feel like any creature that is Medium or Small, while retaining its game statistics. This transformation lasts for 8 hours or until the priest drops to 0 hit points. 3 Vampiric. When the priest deals necrotic damage to any creature, the priest gains a number of temporary hit points equal to half that necrotic damage. The priest’s speed also increases by 10 feet. 4 Blazing. The priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now appears carved into the skull’s forehead. 5 Spectral. The priest now appears wraithlike, and its challenge rating increases by 1. It gains resistance to all damage but force, radiant, and psychic, and it is vulnerable to radiant damage. It can also move through creatures and objects as if they were difficult terrain, but it takes 5 (1d10) force damage if it ends its turn inside a creature or an object. 6 Deathly. The priest’s visage becomes bone white, and its challenge rating increases by 1. It can cast animate dead and create undead once per day each, using Intelligence as the spellcasting ability, and it gains the following action: Circle of Death (Spell; Recharge 5–6). Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of it must make a DC 15 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":10535,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Priest of Osybus","description":"The priests of Osybus are necromancers in the Domain of Dread known as Barovia who once venerated—and then were betrayed by—a lich of unfathomable ambition and power. The priests steal the souls of others to fuel their wicked magic. A priest of Osybus contains this soul power in shadowy tattoos, which the priest can draw on to defy death and become an Undead monster. Though formidable, the priests of Osybus aren’t truly immortal, a fact that chafes them greatly. They have forged a pact with the Dark Powers that will grant them immortality if they free Count Strahd von Zarovich from the Mists that imprison him. To achieve this goal, they orchestrate far-reaching and complex machinations that are virtually inscrutable to all but their archenemies, the Ulmist inquisitors. Boons of Undeath When a priest of Osybus drops to 0 hit points, the priest might revive with a benefit from the Boons of Undeath table below. Before adventurers face a priest of Osybus, you can decide that the priest has revived with one or more of these boons of your choice. If you do so, the priest is Undead rather than Humanoid. A priest can receive each boon only once. Boons of Undeath d6 Boon 1 Dread. Eerie whispers can be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or have the frightened condition until the start of the creature’s next turn. 2 Ectoplasmic. Otherworldly slime drips off the priest and fades away moments later, leaving a greenish stain. When any creature starts its turn within 10 feet of the priest, the priest can reduce that creature’s speed by 10 feet until the start of the creature’s next turn, until which the creature is covered in slime. In addition, as an action, the priest can use the slime covering its own body to make itself look and feel like any creature that is Medium or Small while retaining its own game statistics. This transformation lasts for 8 hours or until the priest drops to 0 hit points. 3 Vampiric. When the priest deals necrotic damage to any creature, the priest gains a number of temporary hit points equal to half that necrotic damage. The priest’s speed also increases by 10 feet. 4 Blazing. The priest’s flesh sloughs off, and its skeleton crumbles away, leaving only its skull. It uses the flameskull stat block, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The tattoo of Osybus is carved into the skull’s forehead. 5 Spectral. The priest appears wraithlike, and its challenge rating increases by 1. It gains resistance to all damage except force, radiant, and psychic damage, and it is vulnerable to radiant damage. It can also move through creatures and objects as if they were difficult terrain, but it takes 5 (1d10) force damage if it ends its turn inside a creature or an object. 6 Deathly. The priest’s visage becomes bone white, and its challenge rating increases by 1. It can cast Animate Dead and Create Undead once per day each, using Intelligence as the spellcasting ability, and it gains the following action: Circle of Death (Spell; Recharge 5–6). Each creature in a 60-foot-radius sphere centered on a point the priest can see within 150 feet of itself must make a DC 15 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save or half as much damage on a successful one. Traits Tattoo of Osybus. If the priest drops to 0 hit points, roll on the Boons of Undeath table for the boon the priest receives. The priest dies if it receives a boon it already has. If it receives a new boon, it revives at the start of its next turn with half its hit points restored, and its creature type is now Undead. To prevent this revival, the tattoo of Osybus on the priest’s body must be destroyed. The tattoo is invulnerable while the priest has at least 1 hit point. The tattoo is otherwise an object with AC 15, 15 hp, and immunity to poison and psychic damage. It regains all its hit points at the end of every combatant’s turn. Actions Multiattack. The priest makes two attacks. Soul Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and if the target is a creature, it has the paralyzed condition until the start of the priest’s next turn. If this damage reduces a Medium or smaller creature to 0 hit points, the creature dies, and its soul is trapped in the priest’s body, manifesting as a shadowy Soul Tattoo on the priest. The soul is freed if the priest dies. Necrotic Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage, and the target can’t regain hit points until the start of the priest’s next turn. Bonus Actions Soul Tattoo (Recharge 5–6). The priest touches one of the Soul Tattoos on its body. The tattoo vanishes as the trapped soul manifests as a shadowy creature that appears in an unoccupied space the priest can see within 30 feet of itself. The creature has the size and silhouette of its original body, but it otherwise uses the stat block of a shadow. The shadow obeys the priest’s mental commands (no action required) and takes its turn immediately after the priest. If the shadow is within 5 feet of the priest, it can take an action to reappear on the priest’s flesh, regaining all its hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":30583,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Priest of the Blood God","description":"The priests of the Blood God, or blood priests, worship blood. Although they can be of any alignment, can chase highly different goals in life, work under different organizations, or even battle each other on the opposite sides of a war, they all respect the value of blood. The Blood God is worshiped in many different cultures, from the great cities of Tolia to the region’s mountain tribes. As a result, different priests of the Blood God can fill different roles in their own environment; they can be great warband leaders, tacticians, healers, cult leaders, wandering scholars, messengers, and many other things. You can add to or subtract from the skills as you see fit. However, whatever role a priest plays in their own societies, they all know how to spill blood or how to stop it. These priests always carry a symbol of the Blood God on their person: a single drop of blood.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any","Alignment":"any alignment","Expansion":24099,"Challenge Rating":4},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Primal Oozer","description":"This nightmarish quadruped has many wolf-like features—including its physique, its powerful claws, and its lupine countenance—but its hairless skin is a thick layer of bluish-white slime. Four tentacles ending in barbed tips protrude from its jawline, and its eyes glow red. It makes a sickening gurgling sound when it growls. Natives of the Swamp. Primal oozers are amphibious natives to swamps and wetlands. They often make their lairs in the root systems of massive trees where the soil beneath has been washed away. They can also be found in flooded ruins, wet riversides, or in the water itself. They are savage, deadly, and delight in killing. Kinship with Mydnari. Primal oozers have a natural kinship with mydnari . The mydnari admire the oozers for their natural slime, which most other creatures find repugnant. The oozers like the attention and care they receive from the mydnari and value the mydnari settlements as safe havens in the dangerous depths of the world. A pack of primal oozers might gather around and protect a strong mydnari that treats them well, but they might just as easily turn on the oozing humanoid if treated poorly or if their protection isn’t properly respected, usually through frequent meals and praise. Ooze-Spreading Tentacles. The barbed tentacles on the primal oozer’s jaw latch on to creatures it bites and inject an oozing disease into the oozer’s victims. This disease slowly liquefies the victim’s skin, turning it ooze-like. Eventually, the disease melts the creature completely into a new ochre jelly. Mydnari often collect these “newborn” ochre jellies as hosts for their young.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Primal Wolf","description":"Wolves A common creature in most lands, wolves did not pass into Grimnir during the Exodus, nor were they manifested when the world was created, as many other animals were. They were hidden away in the Underworld, nurtured by Hel. In recent years, they have been released, primarily by way of being given to the Whar clan.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":9},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Prime-Delta Mecharoid","description":"Mecharoids Mecharoids are advanced tactical defense units equipped with state-of-the-art artificial intelligence. Like many other automatons, they are considered to be semi-self-aware, yet they are completely devoted to their mission, regardless of their evolved programming. War Machines. Before the development of more advanced combat gear, mobile power armor was a popular choice for military operations on planetary soil. Rather than scrap their old suits, the now-defunct Deleron Corporation refitted them with new parts and a military-grade AI specifically designed to learn and adapt to all forms of tactical warfare. These new designs were named mecharoids, coined after the commonly used nickname for power armor, \"mecha-suits.\" Mission Primary. Though capable of learning on their own, a mecharoid's programming tends to be a bit slower and clunkier than other automatons. In addition, their AI is supplemented with a set of mission directives that can override their own logical processing. When programmed with a mission, a mecharoid is bound to complete it to the best of its ability, regardless of unforseen situations that arise. Prime-Delta Mecharoid One of the \"prime\" line units fashioned after kanasi tech instead of older mobile armor frames, their armor and weapons are sorium forged. Though more versatile and dangerous, they also tend to take a far looser interpretation of their mission parameters.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"neutral","Expansion":27052,"Challenge Rating":10},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Primordial Cindershadow","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":13},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Primordial Cyclops","description":"The first set of triplets born from the union of Earth and Sky, and the first of their kind. They were named Arges, Brontes and Steropes by their mother, Gaia. After being imprisoned within Tartarus, alongside their hundred-handed brothers, these Cyclops held no love for their father or for their surface-dwelling siblings. The Titans had abandoned them, not acknowledging their existence. So when six immortals known as the gods freed them from their bonds, there was no reason to refuse their alliance. The Smiths of the Gods. The three brothers forged the divine weapons of the gods: Zeus’s Lightning Bolt, Poseidon’s Trident and Hades’ Helm of Darkness. Their craftsmanship is said to be equal to that of Hephaestus, the god of the forge. Immortal Nature. Due to being born from the primordial forces of existence, the primordial cyclops are blessed with immortality. However, they do not possess the divine powers that their siblings, the Titans, or their descendants, the gods, wield. Giants Giants are rather plentiful amongst Greek monsters. Born most often from divine blood, although monstrous origins are not unheard of, they have a unique place in the world. Sometimes destructive and sometimes dutiful servants of the order of the world. Traits Legendary Resistance (3/day). If the cyclops fails a saving throw, he can choose to succeed instead. Magic Resistance. The cyclops has advantage on saving throws against spells and other magical effects. Magic Weapons. The cyclops' weapon attacks are magical. Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away. Spellcasting. The cyclops' Spellcasting Ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It can cast the following Spells, requiring no material components: At Will: mending, produce flame 3/day each: animate objects, heat metal (as a 5th-level spell), fabricate 2/day each: magic weapon (as a 6th-level spell) 1/day each: elemental weapon (as a 7th-level spell), holy weapon Siege Monster. The cyclops deals double damage to objects and structures Actions Multiattack. The cyclops makes two hammer of the forge attacks. Hammer of the Forge. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage plus 16 (3d10) fire damage. Rock Throw. Ranged Weapon Attack: +14 to hit, reach 60/240ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Forge's Downpour (Recharge 5-6). The cyclops summons three blazing comets from the lava-filled bowels of the earth which crash at three points he can see within 120 feet of him. Each creature in a 20-foot-radius, 60-foot-high cylinder centered on that point must make a DC 20 Dexterity saving throw. A creature takes 35 (10d6) bludgeoning damage and 35 (10d6) fire damage and is knocked prone on a failed save. On a successful save, a creature takes half as much damage and does not fall prone. Blessing of the Smiths (1/day). The cyclops touches a weapon, granting it a temporary state of near-godly perfection. For the next hour the blessed weapon gains the following benefits: it becomes magical if it wasn't already, has advantage on all attacks, scores a critical hit on a 18, 19 or 20 and deals an additional 11 (2d10) radiant damage. Legendary Actions Primordial Cyclops can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Primordial Cyclops regains spent legendary actions at the start of their turn. Move. The cyclops can move up to his speed without provoking attacks of opportunity. Attack. The cyclops can make a hammer of the forge attack. Smith's Specialty (Costs 2 actions). The cyclops can cast a spell that targets a weapon.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"giant","Alignment":"lawful good","Expansion":29804,"Challenge Rating":21},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Primordial Matriarch","description":"The massive living storm contorts with writhing, intertwined bands of elemental power. With each crack of thunder, lesser elementals emerge from the maelstrom. This primordial contains equal parts of all four classical elements, a roiling mass that shifts quickly from fire to water, crackling storm clouds to roiling dust, equally all of them at once. Though not impervious to them all, the matriarch can choose one dominant element, depending on the circumstances, to protect herself against such attacks. Planar Visitors. Primordial matriarchs exist primarily in the Elemental Planes, continuously drifting from one to another. The mass destruction of elementals in a short time span causes an unbalance in the natural world, attracting a matriarch to other planes. Prime Elemental. Because a matriarch is a powerful, creative elemental force, lesser elementals follow her commands without question. Even mighty elemental beings like the primordial surge (see) or storm lord (see Creature Codex ) defer to a matriarch's will. Mountain Eater. On the Material Plane, a primordial matriarch is most often found in mountainous regions. She settles atop a high peak and devours the entire mountain, over time, to fuel herself as she produces more elementals. Only her destruction or the renewed balance of the plane's elementals stops a matriarch or convinces her to move on to another plane. A Primordial Matriarch's Lair The primordial matriarch's lair is the mountain peak where it create new elementals. It remains only until she has deemed there are enough new elementals to renew the balance on her current plane—or until the mountain is reduced to nothing. Lair Actions On initiative count 20 (losing initiative ties), the primordial matriarch takes a lair action to cause one of the following effects; the primordial matriarch can't use the same effect two rounds in a row: Consume. The matriarch chooses a point on the ground she can see within 30 feet of her. The ground partially dissolves into her form, restoring 21 (6d6) hp to the matriarch. The ground within 10 feet of that point then becomes difficult terrain. Rock Fall. The matriarch chooses a point on a rockface or the ground within 120 feet of her. Rocks tumble down or roll forward from that point in a 60-foot line that is 10 feet wide. Each creature in that line must succeed on a DC 20 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be knocked prone. Tremor. The terrain within 60 feet of the matriarch rumbles. Each creature standing on the ground in that area must succeed on a DC 20 Dexterity saving throw or be knocked prone and incapacitated until the end of its next turn. Regional Effects While the presence of a primordial matriarch is already a catastrophe, her surging, elemental power also creates one or more of the following effects: Cacophony. Within 1 mile of the matriarch's mountaintop, the thunderous noise of her presence and the resulting destruction is obvious. Animals flee the area in a panic, and do not return until the matriarch is gone. Empowered Elementals. Elementals within 5 miles of a primordial matriarch have advantage on up to three saving throws each day. Erratic Weather. The area within 10 miles of a primordial matriarch's mountain suffers from frequent weather changes. These weather events are violent and often unseasonal, but they rarely last more than 1 hour. If the primordial matriarch dies, these effects fade over the course of 1d10 days. Elemental Attacks. The primordial matriarch's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 5d6 damage of the type determined by Roiling Elements. Elemental Aura . At the start of each of the primordial matriarch's turns, each creature within 5 feet of her takes 10 (3d6) damage of the type determined by Roiling Elements. A creature that touches the primordial matriarch or hits her with a melee attack while within 10 feet of her takes 10 (3d6) damage of the type determined by Roiling Elements. A nonmagical weapon that hits the matriarch is destroyed after dealing damage. Elemental Nature . The primordial matriarch doesn't require air, food, drink or sleep. Legendary Resistance (3/Day) . If the primordial matriarch fails a saving throw, she can choose to succeed instead. Magic Resistance . The primordial matriarch has advantage on saving throws against spells and other magical effects. Roiling Elements . At the start of each of her turns, the primordial matriarch chooses one of the following damage types: acid, cold, fire, lightning, or thunder. The matriarch has immunity to that damage type until the start of her next turn. Siege Monster . The primordial matriarch deals double damage to objects and structures. Actions Multiattack . The elemental matriarch uses Storm Blast. She then makes two Elemental Lash attacks. Elemental Lash. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage plus 17 (5d6) damage of the type determined by Roiling Elements. Storm Blast. The primordial matriarch emits elemental energy in a 90-foot cone. Each creature in the area must make a DC 20 Dexterity saving throw. On a failure, a creature takes 21 (6d6) damage of the type determined by Roiling Elements and suffers one of the following effects, depending on the damage type. On a success, a creature takes half the damage and doesn't suffer an additional effect, unless specified below. Acid Blast. On a failed save, the creature is covered in acid. At the start of each of its turns, it takes 7 (2d6) acid damage until it or another creature takes an action to scrape or wash off the acid. Cold Blast. On a failed save, the creature is restrained by ice until the end of its next turn, or until it or another creature takes an action to break it free. On a successful save, the creature's speed is reduced by 10 feet until the end of its next turn. Fire Blast. On a failed save, the creature catches fire. Until it or another creature takes an action to douse the fire, the creature takes 7 (2d6) fire damage at the start of each of its turns. Lightning Blast. On a failed save, the creature is incapacitated until the end of its next turn. On a successful save, the creature can't take reactions until the start of its next turn. Thunder Blast. On a failed save, the creature is deafened for 1 minute. At the end of each of its turns, a deafened creature can repeat the saving throw, ending the deafness on itself on a success. On a successful save, the creature is deafened until the end of its next turn. Create Elementals . The primordial matriarch magically creates up to 3d6 mephits, 2 air, earth, fire, or water elementals, 2 ice elementals (see Tome of Beasts 2), or 1 rockslide elemental (see). The Elementals arrive at the start of her next turn, acting as allies of the matriarch and obeying her spoken commands. The Elementals remain for 1 hour, until the matriarch dies, or until the matriarch dismisses them as a bonus action. The primordial matriarch can have any number of Elementals under her control at one time, provided the combined total CR of the Elementals is no higher than 10. Reactions Elemental Adaptation. When the matriarch would take acid, cold, fire, lightning, or thunder damage, she can change the element selected with Roiling Elements to that type of damage, gaining immunity to that damage type, including the triggering damage. Legendary Actions The primordial matriarch can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The matriarch regains spent legendary actions at the start of her turn. Elemental Change. The primordial matriarch changes the damage immunity granted by Roiling Elements. Fly. The primordial matriarch flies up to half her flying speed without provoking opportunity attacks. Create Elemental (Costs 2 Actions). The primordial matriarch uses Create Elementals. Return to Mother (Costs 3 Actions). The primordial matriarch absorbs an Elemental within 10 feet of her, gaining a temporary hp equal to 10 times the CR of the Elemental absorbed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Alignment":"Neutral","Expansion":19901,"Challenge Rating":21},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Primordial Surge","description":"A storm front rolls over the village, making the daylit sky appear as black as night. Brilliant energy crackles around the roiling gray and black clouds, while thunderous booms and the sound of raging wind make it difficult to hear anything else. Primordial surges were created when the universe and all its planes of existence sprang into being. They contain all four elements bound together by eldritch force and celestial radiance. Ruin and Renewal. A primordial surge is a harbinger of creation and destruction. While the surge rages, raining acid and liquid flame over a wide area. It then spends an equal amount of time saturating the area with the waters of creation to restore it. Onlookers present at the destruction of a primordial surge struggle to describe the explosion of growth and life that results. Elemental Nature. The primordial surge doesn't require air, food, drink, or sleep. Life From Death. When the surge dies, it explodes in a burst of raw creation. The area in a 50-foot radius centered on the primordial surge is blanketed in lush flora native to the region, providing enough food to feed a dozen Large or smaller creatures for 6 (1d12) days. Creatures in the area that have been dead no longer than 1 day are returned to life with 4 (1d8) hp. Primordial Form. The primordial surge can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the primordial surge or hits it with a melee attack while within 5 feet of it takes 7 (2d6) acid, cold, fire, lightning, or thunder damage (the primordial surge's choice). In addition, the primordial surge can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 7 (2d6) acid, cold, fire, lightning, or thunder damage (the surge's choice). A creature that starts its turn in the primordial surge's space must succeed on a DC 18 Constitution saving throw or be blinded and deafened until it starts its turn outside the surge's space. Actions Multiattack. The primordial surge makes three Elemental Strike attacks. Elemental Strike. Melee or Ranged Weapon Attack: +11 to hit, reach 15 ft. or range 60 ft., one target. Hit: 28 (4d10 + 6) acid, cold, fire, lightning, or thunder damage (the primordial surge's choice). Primordial Storm (Recharge 6). A rain of elemental energies falls around the primordial surge, producing one of the following effects: Restorative Rain. Each creature within 30 feet of the surge that isn't a Construct or Undead regains 27 (5d10) hp. The area becomes difficult terrain as nonmagical plants in the area become thick and overgrown. Ruinous Rain. Each creature within 30 feet of the surge must make a DC 18 Dexterity saving throw. On a failure, a creature takes 27 (5d10) acid damage and 27 (5d10) fire damage and is coated in burning acid. On a success, a creature takes half the damage and isn't coated in acid. A creature coated in acid takes 5 (1d10) acid damage and 5 (1d10) fire damage at the start of each of its turns until it or another creature takes an action to scrape or wash off the acid.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Alignment":"Neutral","Expansion":19901,"Challenge Rating":16},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Prince Abdalla Laurent","description":"Prince Abdalla is the current head of House Laurent. He is a human Noble man of some forty years. He has short, tightly curled black hair, large brown eyes, brown skin, and a full face, with piercings through his nose and several along one ear. He wears a golden chain with the symbol of Arwyn the Moon Hunter as a pendant, but is an avid follower of the Old Gods and holds worship to Danu, Lugh, and Nodens as well. The prince wears a crown fashioned out of golden reeds upon his head and wears a yellow robe with red lining.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":"1/8"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Prince Ellan Farra","description":"King Garrow Farra always saw Prince Ellan, his eldest child, for what he was: a power-hungry narcissist. When Garrow declared that Ellan’s younger siblings would take the crown, the elf prince’s narcissism turned to fury. Ellan went to war with his father and siblings—and nearly lost. Before he could finish doing so, however, Ellan learned of Argan’s research and the chance at immortality it offered. Ellan abandoned his decimated armies in favor of a new plan: he would become immortal, go into hiding, and outlive his pathetic siblings before emerging to claim the throne forever. Countless years have passed, and finally, the prince stands ready to seize the throne his father ripped from his hands. But his ambitions have broadened, and now the throne is simply one rung on the ladder to Ellan’s godhood. Though pretentious, callous, and selfish, Ellan is no fool. Both methodical and ruthless, he seeks not only control, but the reverence he believes his due. Ellan is bound to the crown of majesty , a magic circlet whose name befits the prince’s ego. Traits Elf Glamour ( 1 /Day). When a creature targets Ellan with an attack, power, or spell, the creature must succeed on a DC 18 Wisdom saving throw or be charmed by him until the end of his next turn (no action required). Resolute Aura. While he is conscious, Ellan and any allies within 20 feet of him who can see him can’t be charmed or frightened. Actions Multiattack. Ellan makes two Bladed Scepter attacks. Bladed Scepter. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 10 (3d6) poison damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). Command ( 2 nd-Level Spell). Ellan speaks a one-word command to up to two creatures he can see within 60 feet of him. Each target must succeed on a DC 18 Wisdom saving throw or follow the command on their next turn. The spell has no effect if the target is Undead, doesn’t understand Common or Elvish, or would be directly harmed by following the command. If the target can’t follow Ellan’s command, the spell ends. Some typical commands and their effects follow: Approach. The target moves toward Ellan by the shortest and most direct route, ending their turn if they move within 5 feet of Ellan. Drop. The target drops whatever they are holding and then ends their turn. Flee. The target spends their turn moving away from Ellan by the fastest available means. Grovel. The target falls prone and then ends their turn. Halt. The target doesn’t move and takes no actions. Unholy Flame ( 3 rd-Level Spell). Ellan conjures unholy fire around one creature he can see within 60 feet of him. The target must make a DC 18 Dexterity saving throw. On a failed save, the target takes 27 (6d8) fire damage and is enveloped (save ends at end of turn). While enveloped, a creature takes 7 (2d6) fire damage at the start of each of their turns. On a successful save, the target takes half as much damage and isn’t enveloped.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Prince-Elector Mars Jagger","description":"Mars is a slender Liege with black hair and a prominent thick unibrow across his furrowed brow, a thick black mustache that covers his mouth, and thick sideburns. He is often clad in black half-plate that he and all the wyvern-riders wear, as well as a black helm with a red crest. Mars is rarely far from Duke, his black-and-red wyvern . There are many famous stories involving Mars and his uniquely colored wyvern rampaging over their enemies. Mars is almost inseparable from the beast, and many say he loves it more than his own children.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Prince-Elector Neptune John","description":"Neptune is a middle-aged man with a bushy blonde beard and a bald head. This Gladiator has a burly build, and unlike many of the Caspian Princes, rarely wears armor. Instead, he is known for sailing the Middle Sea in his leather tricorn hat, a sea-swept beige tunic, and a large belt with a silver skull for a buckle. He has tattoos covering his arms and back detailing every monster he has claimed to have slain, including a Kraken , a dragon turtle , and most important to him, a great white sperm whale who devoured his original crew. Neptune is known to be a ruthless commander in combat, and takes endless joy in downing pirate ships and plundering them of their stolen goods. He is often accompanied by a pet ferret he calls Pip.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Prince-Elector Sol Jackson","description":"Sol is a ninety-year-old barrel-chested Liege who is almost always wearing his shining decorated armor. He wears a red cape with several small motifs of his family's crest upon it, and he sports a great white beard and slicked back hair. He is tall and muscular, sporting an envious physique for a man half his age. He speaks in a booming voice, and often spouts tales of glorious battle and exaggerated monster hunts.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Princess-Elector Persephone Joyce","description":"Persephone Joyce is a middle-aged Noble woman who wears white robes similar in fashion to those seen within the clergy of the Sacred Flame, but greatly embellished with gaudy Caspian baubles. She often wears gold jewelry to contrast her white attire and mimic the colors worn by the Divine Matriarch. Persephone fancies herself very in tune with the teachings of the religion, and she attends the cathedral in Joyce Harbor every day.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":"1/8"},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Principle of Growth","description":"The principle of growth takes the form of a massive centi- pede made of vegetation. Often called verdant primevals, these caretakers of the natural cycle of life (and death) fight those they see as upsetting that cycle. Principles of growth seek not only to destroy undead and those who create them, but to sabotage divine servitors who casually peddle resurrection magic. Traits Regeneration. The principle regains 20 hit points at the start of their turn if they aren’t incapacitated. If they take fire damage, they only regain 10 hit points at the start of their next turn. Actions Multiattack. The principle makes two Hampering Roots attacks or two Vernal Lash attacks. Hampering Roots. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). While grappled in this way, the target is restrained. Vernal Lash. Melee Weapon Attack: +10 to hit, reach 60 ft., one target. Hit: 27 (4d10 + 5) slashing damage, and the principle moves the target up to 15 feet horizontally. Burst from the Earth (1/Day). The principle causes three Large trees with whipping branches to sprout from the ground in unoccupied spaces the principle can see within 60 feet of them. Each tree has AC 15, 40 hit points, and immunity to psychic damage. An enemy who starts their turn within 15 feet of one of these trees must make a DC 18 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much damage on a successful one. Bonus Actions Convocation of Verdure (2/Day). The principle imbues the power of verdancy in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Roots of the Mind. For 1 minute, the Elemental can link with each Large or larger plant object they can see within 90 feet of them (no action required). For the duration, the Elemental can perceive, make attacks, and use actions as if they were in the space of a linked plant. Thorn Eruption. Thorny vines burst from the Elemental. Each enemy the Elemental can see within 30 feet of them must make a DC 16 Dexterity saving throw. On a failed save, a target takes 27 (6d8) piercing damage and is restrained until the end of their next turn. On a successful save, they take half as much damage and aren’t restrained.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental (Earth, Water)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":15},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Prismari Apprentice","description":"Prismari Students The students of Prismari College—first as apprentices and then as pledgemages—see no distinction between magic and art. No two Prismari students have the same style of spellcasting; each wields the elemental magic taught by the college in a way that expresses their personality. In the hands of Prismari students, spells that conjure fire or bend water to one’s will become vibrant and expressive showcases, thrumming with creative energy. Harnessing the elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of perfect control, hoping that by doing so, they can accurately express what is churning within their minds. Prismari Scholars The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ artistry to make their magic spectacular. Actions Elemental Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) fire or cold damage (the apprentice’s choice). Spellcasting. The apprentice casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: minor illusion 1/day each: gust of wind , mage armor , silent image Bonus Actions Surge of Artistry (Recharge 4–6). The apprentice moves up to its speed, surrounding itself with elemental magic as it moves. Until the end of its turn, the apprentice can move through the space of other creatures. The first time the apprentice enters a creature’s space on a turn, that creature must succeed on a DC 12 Dexterity saving throw or be knocked prone. If the apprentice ends its turn in another creature’s space, the apprentice takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Sorcerer)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Prismari Pledgemage","description":"Prismari Students The students of Prismari College—first as apprentices and then as pledgemages—see no distinction between magic and art. No two Prismari students have the same style of spellcasting; each wields the elemental magic taught by the college in a way that expresses their personality. In the hands of Prismari students, spells that conjure fire or bend water to one’s will become vibrant and expressive showcases, thrumming with creative energy. Harnessing the elemental forces of their magic requires precision and grace, and some students dedicate themselves to chasing the ideal of perfect control, hoping that by doing so, they can accurately express what is churning within their minds. Prismari Scholars The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ artistry to make their magic spectacular. Traits Evasion. If the pledgemage is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the pledgemage instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn’t incapacitated. Actions Multiattack. The pledgemage makes two Elemental Strike attacks. Elemental Strike. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (3d6 + 2) fire or cold damage (the pledgemage’s choice). Showstopper (1/Day). The pledgemage shines with elemental magic, targeting one creature it can see within 60 feet of itself. The target must make a DC 13 Wisdom saving throw. On a failed save, the target takes 28 (8d6) fire or cold damage (the pledgemage’s choice) and is stunned until the start of the pledgemage’s next turn. On a successful save, the target takes half as much damage and isn’t stunned. Spellcasting. The pledgemage casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: minor illusion 2/day each: gust of wind , silent image 1/day each: mage armor , water walk Bonus Actions Surge of Artistry (Recharge 4–6). The pledgemage moves up to its speed, surrounding itself with elemental magic as it moves. Until the end of its turn, the pledgemage can move through the space of other creatures. The first time the pledgemage enters a creature’s space on a turn, that creature must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the pledgemage ends its turn in another creature’s space, the pledgemage takes 5 (1d10) force damage and is pushed into the nearest unoccupied space.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Sorcerer)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Prismari Professor of Expression","description":"Professors of expression embody the flare of Prismari magic. Using continuous motion, fluid grace, and interweaving steps, these teachers channel the elements of wind, flame, and lightning to accompany them. Their magic is fast and beautiful, which becomes swift death in battle, mesmerizing in its energetic flow. Devastating lightning strikes and searing lashes of flame meet the professors’ foes head on. Professors who embrace the Prismari philosophy of expression focus on magic becoming art in the moment. Whether to create a spectacle that an audience will never forget or to strike down their foes in a flash, these teachers impress upon their students the beauty of creation. Prismari Scholars The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ artistry to make their magic spectacular. Actions Multiattack. The professor makes three Cinder Strike attacks. Cinder Strike. Melee Spell Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) fire damage. Lightning Flourish (Recharge 6). The professor unleashes arcs of magical lightning at up to two creatures it can see within 60 feet of itself. Each target must make a DC 15 Dexterity saving throw, taking 35 (10d6) lightning damage on a failed save, or half as much damage on a successful one. Spellcasting. The professor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: minor illusion 2/day each: fog cloud , gust of wind , mage armor Bonus Actions Flaming Leap. The professor is wreathed in flames and jumps up to 30 feet in any direction. When the professor lands, the flames erupt in a 10-foot radius around the professor and then vanish. Each creature of the professor’s choice in that area must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Sorcerer)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Prismari Professor of Perfection","description":"Professors of perfection combine elemental magic with precise, forceful physical motion. Their sweeping gestures and dance-like steps gather the power of crashing waves, conjure the protection of unyielding stone, and shape great structures of ice. Binding and channeling these natural elements allow the professors to mold their environment to their needs, both for breathtaking performances and to control the fabric of a battlefield against their foes. These teachers stress attention to fine details, drilling their students on the most minuscule points. The perfect foundation ultimately leads to a flawless work of art, and the professors of perfection produce sculptural and architectural marvels. Prismari Scholars The scholars of Prismari College believe that art is the truest form of spellcraft. They use magic to make splendid art, and they employ artistry to make their magic spectacular. Traits Water Walking. The professor can walk across water and other liquids as if they were solid ground. Actions Multiattack. The professor makes three Tidal Strike attacks. Tidal Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d8 + 4) cold damage. Spellcasting. The professor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: minor illusion 2/day each: control water , create or destroy water , mage armor , stone shape 1/day: wall of ice Bonus Actions Rushing Wave. The professor is momentarily surrounded by a swirling wave of water and moves up to 30 feet. When the professor moves within 5 feet of any other creature during this bonus action, that creature must succeed on a DC 15 Strength saving throw, or the creature is knocked prone and it can’t take reactions until the start of its next turn. A creature can suffer this effect only once during a turn.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Sorcerer)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Prisoner 13","description":"This creature appears in the Prisoner 13 adventure module. Traits Antimagic Susceptibility. In an area of antimagic, Prisoner 13's tattoos and reactions don't function, and she suffers the following modifications to her statistics: her AC becomes 13, she loses her immunity to psychic damage and the charmed condition, and her Tattooed Strike becomes a melee attack that deals 7 (1d8 + 3) bludgeoning damage on a hit. Mindlink Tattoos. Prisoner 13 has telepathic links with dozens of agents operating throughout the land. The links allow Prisoner 13 to communicate telepathically with each of these agents while they are both on the same plane of existence. Mountain Tattoo. Prisoner 13's AC includes her Constitution modifier. Shroud Tattoo. Prisoner 13 can't be targeted by divination spells or any feature that would read her thoughts, and she can't be perceived through magical scrying sensors. She can't be contacted telepathically unless she allows such contact. Actions Multiattack. Prisoner 13 makes two Tattooed Strike attacks. Tattooed Strike. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (2d8 + 3) force damage. Firestorm Tattoo (Recharge 5-6). Prisoner 13 magically unleashes flame from the tattoo across her back, filling a 20-foot-radius sphere centered on her. Each other creature in that area must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 13 (3d8) fire damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them. Reactions Readiness. When a creature Prisoner 13 can see within 60 feet of herself ends its turn, Prisoner 13 makes one Tattooed Strike attack or uses River Tattoo. She can then move up to her speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf, Monk)","Alignment":"Neutral Evil","Expansion":20256,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Keys from the Golden Vault"},{"name":"Prisoner 237","description":"Vaelish Gant, Prisoner 237 within the walls of Revel’s End, is a member of the Arcane Brotherhood who first engaged in criminal activity by insinuating himself into the trade network of Ten-Towns. He hoped that his work would help the Arcane Brotherhood gain control of the region. A few years ago, shortly after his arrival in Ten-Towns, Gant established a protection racket in Bryn Shander and tried to turn the town against its speaker, Duvessa Shane, with the goal of supplanting her. He also tried to destabilize the economy of Ten-Towns. A party of adventurers thwarted his criminal ventures by capturing him. Rather than put Gant to death for his crimes in Icewind Dale, the Council of Speakers in Ten-Towns made a deal with representatives of the Lords’ Alliance to have Gant serve a life sentence in Revel’s End, so as not to incur the Arcane Brotherhood’s wrath. The Council of Speakers did this not realizing that Gant’s scheme wasn’t sanctioned by the Arcane Brotherhood but rather hatched by Gant himself, who intended to impress his superiors by pulling it off. For a long time, Gant held out hope that the Arcane Brotherhood would apply pressure to secure his release, and that the Lords’ Alliance would acquiesce to the brotherhood’s demands rather than risk an all-out attack on Revel’s End. But by now, Gant has been incarcerated long enough to reasonably conclude that no such rescue is forthcoming. His failed scheme was an embarrassment to the Arcane Brotherhood, which has clearly forsaken him. Roleplaying Vaelish Gant Vaelish Gant is a mage who specializes in the arcane tradition of abjuration. Pompous and conniving, he never doubts that he’s the smartest person in the room, and he makes sure everyone around him knows how he feels. Gant has neither a spellbook nor material components for spellcasting, and he can’t avail himself of his magic while locked in his cell due to the antimagic field that encompasses it. Gant spends his days and nights thinking about one thing: his freedom. If the characters meet with him, Gant tries to convince them to break him out of jail, promising wealth and magic items once delivered safely to the Hosttower of the Arcane in Luskan. Gant doesn’t expect the characters to oblige, but he has nothing left to lose but his life. Although he’s unaware of any Arcane Brotherhood activities in Icewind Dale, Gant suspects that something is afoot if the characters start asking him about the organization. The last time he was at the Hosttower, shortly before his arrival in Ten-Towns a few years ago, Gant overheard his superiors talking about mounting an expedition to Icewind Dale, to search for a lost Netherese city buried under the Reghed Glacier. Gant had different plans for Icewind Dale at the time, but now the characters’ visit gives him reason to believe an expedition might finally be under way. Gant shares this information with the characters if they show him the letter from Duvessa Shane (see “Behind Bars”) or break him out of prison. Gant has no information that can help the characters find the lost Netherese city, but he’s willing to share what he considers to be common knowledge about the Empire of Netheril: Netheril was a civilization ruled by powerful wizards. It fell more than a thousand years ago. The Netherese learned their magic first from the elves, and later from the fabled Nether Scrolls. Netherese magic was far more powerful than present-day magic—so much so that it made even the gods tremble. Evil, subterranean creatures known as phaerimm were instrumental in Netheril’s fall, but it was hubris that ultimately spelled the empire’s doom. Karsus, a Netherese archmage, tried to usurp the power of Mystryl, god of magic. He failed, destroying himself and tearing the Weave in the process. It would be years before anyone could use or control magic again. If the characters ask Gant about other members of the Arcane Brotherhood they’ve met in Icewind Dale, Gant can share what he knows about any of them: About Avarice, Gant says: “The tiefling albino? I think she has a promising future.” About Dzaan, Gant says: “He’s a Red Wizard of Thay. Need I say more?” (If asked to elaborate, he adds: “Dzaan doesn’t shave his head or wear red robes, but that doesn’t change the fact that he’s Thayan. The Red Wizards want the Weave all to themselves. If they get their way, no one else will be able to use magic.”) About Nass Lantomir, Gant says: “She’s a nobody.” About Vellynne Harpell, Gant says: “Had powerful members of her family not pulled strings to get her into the Brotherhood, that old scarecrow would still be reanimating dead cats in Longsaddle.” Traits Spellcasting. Prisoner 237 is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): light,* message,* prestidigitation, shocking grasp (see “Actions” below) 1st level (4 slots): mage armor,* shield, sleep 2nd level (3 slots): arcane lock,* detect thoughts,* suggestion* 3rd level (2 slots): counterspell, lightning bolt* *Prisoner 237 needs material components to cast these spells. Actions Shocking Grasp (Cantrip) . Melee Spell Attack : +5 to hit (with advantage on the attack if the target is wearing armor made of metal), reach 5 ft., one creature. Hit: (2d8) lightning damage and the target can’t take reactions until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":6331,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Prisoner 237","description":"Vaelish Gant, Prisoner 237 within the walls of Revel’s End, is a member of the Arcane Brotherhood who first engaged in criminal activity by insinuating himself into the trade network of Ten-Towns. He hoped that his work would help the Arcane Brotherhood gain control of the region. A few years ago, shortly after his arrival in Ten-Towns, Gant established a protection racket in Bryn Shander and tried to turn the town against its speaker, Duvessa Shane, with the goal of supplanting her. He also tried to destabilize the economy of Ten-Towns. A party of adventurers thwarted his criminal ventures by capturing him. Rather than put Gant to death for his crimes in Icewind Dale, the Council of Speakers in Ten-Towns made a deal with representatives of the Lords’ Alliance to have Gant serve a life sentence in Revel’s End, so as not to incur the Arcane Brotherhood’s wrath. The Council of Speakers did this not realizing that Gant’s scheme wasn’t sanctioned by the Arcane Brotherhood but rather hatched by Gant himself, who intended to impress his superiors by pulling it off. For a long time, Gant held out hope that the Arcane Brotherhood would apply pressure to secure his release, and that the Lords’ Alliance would acquiesce to the brotherhood’s demands rather than risk an all-out attack on Revel’s End. But by now, Gant has been incarcerated long enough to reasonably conclude that no such rescue is forthcoming. His failed scheme was an embarrassment to the Arcane Brotherhood, which has clearly forsaken him. Roleplaying Vaelish Gant Vaelish Gant is a mage who specializes in the arcane tradition of abjuration. Pompous and conniving, he never doubts that he’s the smartest person in the room, and he makes sure everyone around him knows how he feels. Gant has neither a spellbook nor material components for spellcasting, and he can’t avail himself of his magic while locked in his cell due to the antimagic field that encompasses it. Traits Spellcasting. Prisoner 237 is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): light,* message,* prestidigitation, shocking grasp (see “Actions” below) 1st level (4 slots): mage armor,* shield, sleep 2nd level (3 slots): arcane lock,* detect thoughts,* suggestion* 3rd level (2 slots): counterspell, lightning bolt* *Prisoner 237 needs material components to cast these spells. Actions Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit (with advantage on the attack if the target is wearing armor made of metal), reach 5 ft., one creature. Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":27909,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Prisoner Daemon","description":"These brutal daemons personify death resulting from violent insanity, such as being murdered by a maniac or torn to shreds by a pack of rabid predators, as well as those driven to beyond sanity by imprisonment or who perish by violence in lunatic asylums and in the laboratories of mad scientists. These insectoid creatures roam the Outer Planes, seeking gateways to prison planets and secret institutions of evil experimentation, where they hunt the deranged and dying in the depths of their travail by sending their insectoid minions to crawl through the cracks and crevices in search of prey. 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I’ll make sure you have a good time here.” Professor Junkheart is a genius living in the deepest corner of Kanrath’s junkyards. He is intelligence incarnate, the embodiment of technological advancement, and the unsung hero of Tolian science; if you ask him, that is. If one manages to distinguish between the Professor and the piles of junk that surround him, he can tell them amazing stories about his glorious inventions and his dream of one day becoming a machine god. Professor Junkheart’s Story Once one of the greatest academics in 10 - CADRAC , Professor Junkheart was kicked out because he neglected his duty to put Cyherested and its advancement before all else, prioritizing his own research instead. After he was kicked out, he searched for a new laboratory with three things: silence, subjects to experiment on (the less people there were to miss the subjects the better), and enormous piles of junk. This led him to the ghetto in Kanrath. There, he paid off some authorities, killed others, and managed to find a place for himself. The first thing he did after he was settled was to learn wizardry, just to insult the sorcerers of Cyherested who had done him wrong. Now, Professor Junkheart works on his research, creates bloodwork automatons from the waste around him, and keeps moving towards his ultimate goal of becoming a machine god in his great laboratory concealed in the junk; almost seven times as big as the rest of the buildings in the ghetto. Professor Junkheart’s Goals Professor Junkheart aims to be a god. He thinks that bloodwork automatons deserve a god, and that he’s tailor-made for such a position. To achieve this goal, he has been working tirelessly to turn himself into a cross between man and machine; a human and an automaton at the same time. Roleplaying Professor Junkheart Professor Junkheart’s laboratory is a machine hell that is almost impossible to sneak into. There are many traps, explosive runes, and bloodwork automatons embedded into its metal walls. In the depths of the laboratory, Professor Junkheart’s towering figure talks to himself, sometimes to the people he has kidnapped, and sometimes to the automatons he has created. Otherwise, he can be seen dragging unconscious people to his laboratory in the dead of night. Junkheart in Combat Projessor Junkheart tries to eliminate spellcasters first, especially clerics.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (human) and construct","Alignment":"neutral evil","Expansion":24099,"Challenge Rating":18},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Professor Orryn Talfough-Gogglefogger","description":"Pronunciation: “Professor Or-en Tal-foe Goggle-fogger” Professor Orryn Talfough-Gogglefogger is the brilliant and eccentric gnomish inventor who has made his life’s work unlocking the power of magic within Dead Magic Zones. He understands the ley lines and nature of these mysterious regions better than most, and he has finally prepared a prototype of his technology. He hopes in the future to be able to mass-produce personal-sized devices and gigantic terraforming generators alike, in hopes of unlocking the last hidden corners of the 'verse. He knows his work is dangerous, but believes the opportunity for goodness that comes with unlocking these previously unreachable parts of the 'verse far outweighs the risk. He is kind but easily lost in the immensity of his work, sometimes missing more immediate threats to his wellbeing. He has a dream and will fight for it, preferably with technology, charisma, and a little bit of gnomish tinker magic.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"chaotic good","Expansion":9634,"Challenge Rating":1},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Prophet of the Black Goat","description":"Although the cult only maintains a loose structure and anarchic hierarchy, some individuals consistently perform specific roles. Prophets. These cultists serve as conduits, wild bestial elements who believe their subconscious has entirely merged with the Black Goat of the Woods and is driven solely by its will. They possess the gift of clarity and bestow it upon speakers who interpret the prophecies for the congregation. Prophets undergo painful transformative rituals to express their devotion and commitment. These include scarification that leaves thick keloidal scars along the cheekbones carved into the shape of curving goat’s horns and a bloody rite called the ritual of the mother’s sight, which narrows their pupils into rectangular slits, clearly identifying them as members of the Black Flock. TRAITS Burn the Crops. The smoke of burning wheat can be used to silence the prophet’s words. If the Prophet of the Black Goat is within 5 feet of burning wheat, it must make a successful DC 13 Wisdom save or be unable to speak until the end of its next turn. Reckless. At the start of its turn, the prophet of the Black Goat can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. ACTIONS Multiattack. The prophet of the Black Goat makes two Scythe attacks. Scythe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage. Spellcasting. The prophet of the Black Goat casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14): At will: guidance, poison spray 3/day each: bane, bestow curse, blindness/deafness, entangle * 1/day each: augury, fear, spike growth *Entangling plants summoned by the Prophet of the Black Goat always manifest as wheat. BONUS ACTIONS Word of Prophecy (Recharge 6). The prophet of the Black Goat can utter accursed prophetic words to influence future events. The prophet targets one creature within 30 feet that can hear it. The target must make a DC 14 Wisdom saving throw. On a failed save, it becomes marked by the prophet, and the prophet can cause the creature to suffer one of the effects described below. The mark on a creature dissipates after 24 hours, or it can be removed earlier by a lesser restoration spell. The prophet can have as many as three creatures marked at one time. Black Goat’s Bite. Whenever a worshiper of the Black Goat hits the marked creature, it takes an extra 1d6 psychic damage. Black Goat’s Hide. The marked creature has disadvantage on any attack that targets a worshiper of the Black Goat. Black Goat’s Voice. Whenever a marked creature tries to cast a spell, the prophet can use its reaction to cause the energy of the spell to release in the marked creature’s throat dealing 1d6 damage per spell level as determined by the spell cast (or psychic damage, if the spell’s damage doesn’t have a type). The marked creature can make a DC 14 Wisdom saving throw and takes half as much damage on a successful save.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":5},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Prophetess Dran","description":"The elf matriarch of the Dran clan, Prophetess is a retired paladin of Tymora who now runs the inn known as the Dran & Courtier. Formerly owned by her parents (and once called the Omindran), the inn has been a central feature of the village of Red Larch since before there was a Red Larch. Prophetess spent long years haunted by the fate of her daughter, Auspicia. She never fully believed Omin’s stories about the strange creature that had seized his sister, then created a false Auspicia in her stead. Having long attempted to simply make her peace with the loss, she was overwhelmed by the real Auspicia’s dramatic and unexpected return to the world. Through all that time and currently, Prophetess has maintained a challenging relationship with her faith. Though retired from active service to her deity, Prophetess can call on her spells and abilities in times of need, and remains in constant practice with Confessor, her maul. At her core, she believes that the gods help those who help themselves, and that people have a responsibility to their community. A practical sort who prefers to do things on her own, she doesn’t like to fuss with prayer if she doesn’t need to, as if bothering Tymora with trifles might seem rude.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"lawful good","Expansion":4048,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Protean Abomination","description":"Protean Abomination Occasionally, a creature’s rapid mutations become too much for its body to withstand. In a horrific shower of gore, such wretches explode into a quivering mass of cancerous tumors, babbling mouths, shifting eyes, and grasping limbs that twist, expand, and retract in grotesque and bizarre ways.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Provincial Lord","description":"Each Great Clan is ruled by a Clan Champion, first among its daimyō, or great lords. These lords administrate the provinces of the Emerald Empire. Provincial lords vary as widely in personality and capability as any other group, but most are in middle age or older and are seasoned political operators, commanders, and scholars. Their time is valuable, so they appreciate brevity and clarity from any who address them. While most no longer take up arms often, they can be extremely deadly in battle, for they often possess arms and armor of surpassing quality and a lifetime of experience fighting to maintain what is theirs at court and in combat. Occasionally, however, a younger samurai is thrust into this position by circumstance of inheritance. Clan Traditions. Although all lords rule their lands in the name of the Emperor, different clans have varied titles and customs associated with their lords, and cement their power in different ways. The daimyō of the Crane and Scorpion Clans are expected to be skilled at court, diplomacy, and navigating the bureaucracy of the Emerald Empire, as befitting their close ties with the Imperial families. By contrast, the noyan of the Unicorn Clan rely heavily on international relations and the Sand Road trade to bolster their clan’s political aspirations and the generals of the Lion Clan maintain the social standing of their clan through the impressive scope of their military might. The Crab Clan’s commanders are far less focused on impressive military accomplishments than results in protecting Rokugan. And the Dragon and Phoenix Clan’s leaders place spiritual matters over worldly concerns, staying on the sidelines of the political fray when action is not warranted. Ancient Armaments. Each great lord of Rokugan has access to a number of powerful awakened items, ancestral arms and armor that have come to possess supernatural qualities over centuries of use. Some of these weapons date back to the mythic foundations of the Empire. With a few exceptions, these weapons are not generally used day-to-day, and are instead kept safe in shrines, monasteries, or other protected sites in or near a daimyō’s keep. In times of direst need, however, they are brought forth to wreak devastation upon the enemies of the clan. Castles of Rokugan. Rokugan’s castles vary significantly by region, from mountain pass fortresses to the towering keeps of the Carpenter Wall to the finest palaces where diplomats, ambassadors, and negotiators hold court amidst works of stunning artistry, landscaping, and architecture. A provincial lord’s castle is generally staffed by a number of soldiers, both samurai sworn to their service and veteran ashigaru who fought in their armies. A lord’s castle is their lair, and they have access to their lair actions while within their own palace. Table A-5: Provincial Lord Motivations D6 Roll Provincial Lord Motivations 1 Believes that their neighboring lords are scheming against them. 2 Hates ruling, and wants to spend as little time as possible doing it to better pursue worldly pleasures. 3 Wants to find a successor to their position, having no heir or finding them unworthy. 4 Desires to make peace with a rival faction due to a personal connection. 5 Seeks to improve the lives of their people as much as possible. 6 Wants to expand their holdings as much as possible. Traits Ancestral Wargear (+2 CR). The provincial lord is often a seasoned warrior, and if called to command an army, wears and wields much heavier gear. If encountered on the battlefield, increase its AC to 21 (awakened segmented plate with a +3 bonus). Alternately, the GM could choose to have a provincial lord wear mundane segmented plate (AC 18) and carry an awakened weapon (+3). Actions Multiattack. The provincial lord makes three attacks. Katana. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) or 7 (1d10+2) slashing damage. Wakizashi. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150 ft./600 ft., one target. Hit: 6 (1d8+2) piercing damage. Lair Actions A provincial lord can use the following lair actions if encountered in its castle, and is considered CR 5 (1,800 XP). Guards! (Recharge 5–6). On initiative count 20 (losing ties), a provincial lord in their keep can call for reinforcements. Roll 1d4. After a number of rounds equal to the result of the roll, at count 0, three soldiers or one bodyguard (use the wandering duelist profile) arrives to protect their lord. If the provincial lord cannot shout to raise the alarm, or if the guard staff has somehow been dealt with, it cannot use this lair action. Weapons Stash (Recharge 6). On initiative count 20 (losing ties), the provincial lord in their keep can grab a weapon hidden in a convenient location, mounted on a wall, or sheathed in a rack. It has advantage on the first attack roll it makes with this weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any lawful","Expansion":26129,"Challenge Rating":3},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Prysm Perquest","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":27737,"Challenge Rating":2},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Pseudodragon","description":"The elusive pseudodragon dwells in the quiet places of the world, making its home in the hollows of trees and small caves. With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful. Quiet and Defensive. Pseudodragons have little interest in other creatures, and they avoid them whenever possible. If it is attacked, a pseudodragon fights back using the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours. Draconic Familiars. Mages often seek out pseudodragons, whose agreeable disposition, telepathic ability, and resistance to magic make them superior familiars. Pseudodragons are selective when it comes to choosing companions, but they can sometimes be won over with gifts of food or treasure. When a pseudodragon finds an agreeable companion, it bonds with that person as long as it is treated fairly. A pseudodragon puts up with no ill treatment, and it abandons a manipulative or abusive companion without warning. Language of Emotion. Pseudodragons can’t speak, but they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger, curiosity, or affection. When it bonds with a companion, a pseudodragon can communicate what it sees and hears even over long distances. A pseudodragon often vocalizes animal noises. A rasping purr indicates pleasure, while a hiss means unpleasant surprise. A bird-like chirping represents desire, and a growl always means anger or discontent. Variant: Pseudodragon Familiar The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond. Traits Keen Senses : The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Magic Resistance : The pseudodragon has advantage on saving throws against spells and other magical effects. Limited Telepathy : The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sting : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.","properties":{"Category":"Monsters","Size":"Tiny","Type":"dragon","Source":"MM1","Alignment":"neutral good","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Pseudodragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Senses : The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Magic Resistance : The pseudodragon has advantage on saving throws against spells and other magical effects. Limited Telepathy : The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language . Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sting : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.","properties":{"Category":"Monsters","AC":13,"HP":"7 (2d4+2)","CHA":10,"CON":13,"DEX":15,"INT":10,"STR":6,"WIS":12,"Size":"Tiny","Type":"dragon","Speed":"15 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067374/DszBDbydpqPKzXEWYkzfTA/original.png","Roll 0":"Bite\n1d20 + 4\n1d4+2","Roll 1":"Sting\n1d20 + 4\n1d4+2","Senses":"Blindsight 10 Ft., Darkvision 60 Ft.","Skills":"Perception +3, Stealth +4","Source":"5th Edition SRD","data-XP":50,"Alignment":"Neutral Good","Languages":"Understands Common And Draconic But Can't Speak","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Senses\",\"Desc\":\"The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The pseudodragon has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Limited Telepathy\",\"Desc\":\"The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Sting\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"The target must succeed on a dc 11 constitution saving throw or become poisoned for 1 hour If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake\"}]","data-CHA-mod":"+0","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"-2","data-SizeNum":0,"data-WIS-mod":"+1","Challenge Rating":"1/4","Passive Perception":13,"data-CrNum":0.25,"data-AcNum":13,"data-HpNum":7},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Pseudodragon","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Magic Resistance. The pseudodragon has Advantage on saving throws against spells and other magical effects. Actions Multiattack. The pseudodragon makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: The Poisoned target also has the Unconscious condition until it takes damage or another creature takes an action to shake it awake.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Dragon","Alignment":"Neutral Good","Expansion":32231,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Pseudodragon","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Magic Resistance. The pseudodragon has Advantage on saving throws against spells and other magical effects. Actions Multiattack. The pseudodragon makes two Bite attacks. Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. Sting. Constitution Saving Throw: DC 12, one creature the pseudodragon can see within 5 feet. Failure: 5 (2d4) Poison damage, and the target has the Poisoned condition for 1 hour. Failure by 5 or More: The Poisoned target also has the Unconscious condition until it takes damage or another creature takes an action to shake it awake.","properties":{"Category":"Monsters","AC":14,"HP":"10 (3d4 + 3)","PB":2,"CHA":10,"CON":13,"DEX":15,"INT":10,"STR":6,"WIS":12,"Size":"Tiny","Type":"Dragon","Speed":"15 ft., Fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407920/HP1FDvOjEXfxRlutzRfzLA/original.png","Senses":"Blindsight 10 ft., Darkvision 60 ft.","Skills":"Perception +5, Stealth +4","data-XP":50,"Alignment":"Neutral Good","Expansion":33335,"Languages":"Understands Common and Draconic but can't speak","data-List":"false","Token Size":1,"data-Spells":"{\"innate\":{\"at-will\":[\"invisibility\"]}}","data-Traits":"[{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The quasit casts *Invisibility* on itself, requiring no spell components and using Charisma as the spellcasting ability.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The pseudodragon has Advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The pseudodragon makes two Bite attacks.\"},{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"Piercing\"},{\"Name\":\"Sting\",\"Desc\":\"*Constitution Saving Throw*: DC 12, one creature the pseudodragon can see within 5 feet. \\n*Failure*: 5 ( or [[2d4]] (2d4)) Poison damage, and the target has the Poisoned condition for 1 hour. \\n*Failure by 5 or More*: The Poisoned target also has the Unconscious condition until it takes damage or another creature takes an action to shake it awake.\"}]","data-CHA-mod":0,"data-CON-mod":1,"data-DEX-mod":2,"data-INT-mod":0,"data-STR-mod":"-2","data-SizeNum":1,"data-WIS-mod":1,"Saving Throws":"Str -2, Dex +2, Con +1, Int +0, Wis +1, Cha +0","Challenge Rating":"1/4","Passive Perception":15,"Spellcasting Ability":"Charisma","data-CrNum":0.25,"data-AcNum":14,"data-HpNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Psionic Ashenwight","description":"Ashenwights When a Humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the creature sometimes rises as an ashenwight. The skin of these Undead horrors is desiccated, and their eyes often glow with otherworldly power. Psionic Ashenwight When an ashenwight arises near a crystal vein infused with aberrant power, or when one lingers in an area of fell magic, there is a chance for the ashenwight to develop psionic abilities. A psionic ashenwight is markedly more sapient than other ashenwights, though the resulting consciousness is a new creation separate from who the ashenwight was in life. Some psionic ashenwights dedicate their existence to piecing together their previous life, while others strive to enlighten other ashenwights to this new psionic power. Traits Spellcasting (Psionics). The ashenwight casts one of the following spells, requiring no spellcasting components and using Intelligence as the spellcasting ability (spell save DC 14): At will: mage hand (the hand is invisible) 1/day: calm emotions Actions Multiattack. The ashenwight makes two Necrotic shard attacks. It also uses Psionic Crown if available. Necrotic Shard. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: (1d6+4) piercing damage plus (2d8) necrotic damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the end of its next turn. Psionic Crown (Recharge 5-6). The ashenwight wreathes the head of a creature it can see within 60 feet of itself with a crown of jagged, spectral crystals. The target must succeed on a DC 14 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the target’s thoughts are sluggish; it can’t take reactions, its speed is halved, and it takes 2d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically neutral","Expansion":25525,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Psionic Huntsman","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":27737,"Challenge Rating":3},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Psionic Suit","description":"Behold the psionic suit A technological marvel Intellect powered Biology superceded - script stolen by ‘Fast Hands’ Harrigan from an outpost on the Astral Plane Wondrous item, legendary This item appears to be a Large suit of plate armour weighing 250 lbs. The suit has a hatch at the rear, through which one creature can enter using an action. That creature becomes the pilot. The psionic suit is a Large object with the following statistics: Armour Class: 20 Hit Points: 200 Speed: fly 3 x the pilot’s Intelligence score Damage Immunities: poison, psychic Once inside the pilot can operate the suit through thought. The suit has two Attack options, both of which require an action; Make two gauntlet attacks, with a bonus to the attack roll equal to the pilot’s Intelligence score, dealing 11 (2d10) plus the pilot’s Intelligence score bludgeoning damage on a hit. The suit can forego the damage to grapple a target (escape DC equals 10 plus the creature’s Intelligence score). Attempt to explode a creature’s brain. One creature the pilot can see within 60 feet of it must succeed on a Intelligence saving throw. The DC equals 10 + the pilot’s Intelligence modifier. The target takes 27 (5d10) psychic damage on a failed save, or half as much damage on a successful save. Any ability check or saving throw made by the suit has a bonus equal to the pilot’s Intelligence score, plus their proficiency bonus if applicable. A pilot with spellcasting (psionics) adds their proficiency to any d20 roll made by the suit, and can cast their spells through the suit.","properties":{"Category":"Monsters","Size":"Large","Source":"custom","Expansion":20544},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Psurlon","description":"Psurlons are malevolent, wormlike creatures that were ejected from the Far Realm long ago. They now live on the Astral Plane. They have legs that end in hooves and arms that end in hands with three long fingers. A psurlon’s eyeless head resembles that of an earthworm, capped by a maw ringed with teeth. Psurlons adorn themselves in richly colored robes and rarely wear armor or carry weapons. Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave their astral strongholds, invade Wildspace systems, and indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as many sentient life-forms as they can before returning to the Astral Plane. Psurlons prefer the flesh of humans and halflings but don’t mind feasting on other folk. They use their spellcasting abilities to infiltrate the settlements of their intended victims. On the Material Plane, psurlons have been known to work with mind flayers. Together, they collect victims to feed on; the illithids devour the victims’ brains while the psurlons consume the rest of the prey. Githyanki despise psurlons because of this alliance and attack psurlon strongholds in the Astral Sea wherever they are found. When a psurlon dies, other psurlons store the corpse in a safe place. As the corpse decays, the psurlons lay one or more eggs inside it. These eggs hatch 24 hours later, each one producing a Tiny worm. For the next seven days, the worms feed on the corpse and on each other until only one remains. This worm crawls out of the putrescent remains of its dead host as an adult psurlon. Traits Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep. Actions Multiattack. The psurlon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Psychic Crush. The psurlon targets one creature it can see within 120 feet of itself. The target must make a DC 13 Wisdom saving throw, taking 14 (2d10 + 3) psychic damage on a failed save, or half as much damage on a successful one. Spellcasting (Psionics). The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13): 2/day each: disguise self, mage armor (self only) 1/day: suggestion","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"typically lawful evil","Expansion":16643,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Psurlon Leader","description":"One out of every hundred psurlons is a mutant with two heads, one at each end of its body, and a superior intellect. Other psurlons look to the two-headed ones for leadership. Psurlons Psurlons are malevolent, wormlike creatures that were ejected from the Far Realm long ago. They now live on the Astral Plane. A fully grown specimen is 7 feet long. They have legs that end in hooves and arms that end in hands with three long fingers. A psurlon’s eyeless head resembles that of an earthworm, capped by a maw ringed with teeth. Psurlons adorn themselves in richly colored robes and rarely wear armor or carry weapons. Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave their astral strongholds, invade Wildspace systems, and indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as many sentient life-forms as they can before returning to the Astral Plane. Psurlons prefer the flesh of humans and halflings but don’t mind feasting on other folk. They use their spellcasting abilities to infiltrate the settlements of their intended victims. On the Material Plane, psurlons have been known to work with mind flayers. Together, they collect victims to feed on; the illithids devour the victims’ brains while the psurlons consume the rest of the prey. Githyanki despise psurlons because of this alliance and attack psurlon strongholds in the Astral Sea wherever they are found. When a psurlon dies, other psurlons store the corpse in a safe place. As the corpse decays, the psurlons lay one or more eggs inside it. These eggs hatch 24 hours later, each one producing a Tiny worm. For the next seven days, the worms feed on the corpse and on each other until only one remains. This worm crawls out of the putrescent remains of its dead host as an adult psurlon. Traits Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep. Two Heads. The psurlon has advantage on saving throws it makes to avoid or end the frightened, stunned, or unconscious condition on itself. While one of the psurlon’s heads is asleep, its other head is awake. Actions Multiattack. The psurlon makes two Bite attacks and two Claw attacks. It can also use Pacify (if available) or Psychic Crush. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Pacify (Recharge 5–6). The psurlon targets one creature it can see within 120 feet of itself. The target must succeed on a DC 16 Wisdom saving throw or fall unconscious for 10 minutes. The condition ends if the target takes any damage or if another creature uses its action to shake the target awake. Psychic Crush. The psurlon targets one creature it can see within 120 feet of itself. The target must make a DC 16 Wisdom saving throw, taking 21 (3d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. Spellcasting (Psionics). The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16): 2/day each: disguise self, mage armor (self only) 1/day each: dimension door, suggestion","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"typically lawful evil","Expansion":16643,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Psurlon Ringer","description":"A psurlon can use magic to assume the form of a specific Medium Humanoid. First, the psurlon must consume the creature it wants to imitate. It then enters a psionic trance for 8 hours, at the end of which it takes on the appearance of the creature it ate. The psurlon gains that creature’s memories and languages, but none of its class features or other abilities. The transformation is permanent and can be undone only by a wish spell. Despite appearances, the psurlon ringer is still an Aberration, and other psurlons recognize it for what it is. Psurlons Psurlons are malevolent, wormlike creatures that were ejected from the Far Realm long ago. They now live on the Astral Plane. A fully grown specimen is 7 feet long. They have legs that end in hooves and arms that end in hands with three long fingers. A psurlon’s eyeless head resembles that of an earthworm, capped by a maw ringed with teeth. Psurlons adorn themselves in richly colored robes and rarely wear armor or carry weapons. Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave their astral strongholds, invade Wildspace systems, and indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as many sentient life-forms as they can before returning to the Astral Plane. Psurlons prefer the flesh of humans and halflings but don’t mind feasting on other folk. They use their spellcasting abilities to infiltrate the settlements of their intended victims. On the Material Plane, psurlons have been known to work with mind flayers. Together, they collect victims to feed on; the illithids devour the victims’ brains while the psurlons consume the rest of the prey. Githyanki despise psurlons because of this alliance and attack psurlon strongholds in the Astral Sea wherever they are found. When a psurlon dies, other psurlons store the corpse in a safe place. As the corpse decays, the psurlons lay one or more eggs inside it. These eggs hatch 24 hours later, each one producing a Tiny worm. For the next seven days, the worms feed on the corpse and on each other until only one remains. This worm crawls out of the putrescent remains of its dead host as an adult psurlon. Traits Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep. Actions Multiattack. The psurlon makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage plus 4 (1d8) psychic damage. Psychic Crush. The psurlon targets one creature it can see within 120 feet of itself. The target must make a DC 13 Wisdom saving throw, taking 12 (2d8 + 3) psychic damage on a failed save, or half as much damage on a successful one. Spellcasting (Psionics). The psurlon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13): 2/day: mage armor (self only) 1/day: suggestion","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"typically lawful evil","Expansion":16643,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Psychic Gray Ooze","description":"“The dungeon’s floors were spotless. That should have been our first clue.” —from the journal of Jaster Hollowquill, on his first exploration of Undermountain Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze’s presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby. Slow Death. An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim’s comrades can come to the rescue before it is too late. Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers. Unwitting Servants. Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze’s need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room. Spawn of Juiblex. According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex. Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent. Ooze Nature. An ooze doesn’t require sleep. Psychic Gray Ooze A gray ooze is stone turned to liquid by chaos. When it moves, it slithers like a liquid snake, rising to strike. A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psionic creatures such as mind flayers, suggesting that the ooze can sense and mimic psionic ability. Traits Amorphous : The ooze can move through a space as narrow as 1 inch wide without squeezing. Corrode Metal : Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. False Appearance : While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. Actions Pseudopod : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Psychic Crush (Recharge 5–6) : The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Pterafolk","description":"Pterafolk (pronounced TAIR-eh-folk) are 10-foot-tall, winged, reptilian bipeds native to Chult. Malevolent isolationists, they regard most other creatures as their enemies. In Chultan culture, pterafolk are often referred to as \"terror folk\" for their habit of swooping down from the sky to snatch whatever and whomever they can, them transporting treasure and food back to their roosts. Pterafolk have 20-foot wingspans and give birth to live young. Ancient rituals once bestowed upon pterafolk the ability to assume the forms of pteranodons and wingless lizardfolk, but those rituals have long been forgotten. Traits Terror Dive. If the pterafolk is flying and dives at least 30 feet straight toward a target, and then hits that target with a melee weapon attack, the target is frightened until the end of its next turn. Actions Multiattack. The pterafolk makes three attacks: one with its bite and two with its claws. Alternatively, it makes two attacks with its javelin Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":7389,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Pterafolk","description":"Pterafolk (pronounced TAIR-eh-folk) are 10-foot-tall, winged, reptilian bipeds native to Chult. Malevolent isolationists, they regard most other creatures as their enemies. In Chultan culture, pterafolk are often referred to as “terror folk” for their habit of swooping down from the sky to snatch whatever and whomever they can, then transporting treasure and food back to their roosts. Pterafolk have 20-foot wingspans and give birth to live young. Ancient rituals once bestowed upon pterafolk the ability to assume the forms of pteranodons and wingless lizardfolk, but those rituals have long been forgotten. Traits Terror Dive. If the pterafolk is flying and dives at least 30 feet straight toward a target, and then hits that target with a melee weapon attack, the target is frightened until the end of its next turn. Actions Multiattack. The pterafolk makes three attacks: one with its bite and two with its claws. Alternatively, it makes two melee attacks with its javelin. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":31454,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Pteranodon","description":"Dinosaurs Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed. Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens. Pteranodon These flying reptiles have wingspans of 15 to 20 feet and typically dive for small marine prey, though they are opportunists and will attack any creature that appears edible. A pteranodon has no teeth, instead using its sharp beak to stab prey too large to swallow with one gulp. Traits Flyby : The pteranodon doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Actions Bite : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 6 (2d4 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Puca","description":"A dark horse draped in thick silver chains emerges from the shadows between the trees, its eyes glowing with an eerie light. This mysterious equine fey appears at night beside lonely forest roads and tempts weary travelers to ride it. Once upon its back, however, the púca takes the foolish individual on a nightmarish ride through the dark woods before returning them to where they started at dawn, exhausted. Those who have ridden a púca report seeing twisted, otherworldly forests and strange creatures. Redeemable. The púca is a fey creature corrupted by shadow. If a rider who is pure of heart willingly climbs astride the púca, enjoys the ride, and thanks the púca when they return at dawn, the púca is cleansed of the shadow taint, and the chains fall away from its body. The púca is then free to aid lost travelers instead of terrorizing them. Beguiling Aura. The mere sight of the púca is a temptation for road-weary travelers. Whenever a creature that can see the púca starts its turn within 30 feet of the púca, that creature succeed on make a DC 15 Wisdom saving throw or be charmed for 1 minute. A charmed creature must take the Dash action and move toward the púca by the safest available route on each of its turns, trying to get within 5 feet of the fey horse to mount it. Each time the creature takes damage and at the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the púca's Beguiling Aura for the next 24 hours. Nightmarish Ride. If a creature mounts the púca, the creature must succeed on a DC 15 Charisma saving throw or become paralyzed and restrained by chains on the púca's back until the next dawn. While it has a rider captured in this way, the púca takes the Dash or Disengage actions on each of its turns to flee with the rider. After it moves 100 feet, it disappears with the captured rider, magically racing along a nightmarish landscape. At the next dawn, it returns to the space where it disappeared or the nearest unoccupied space, the rider lands in an unoccupied space within 5 feet of the púca, and the púca flees. At the end of the ride, the rider suffers one level of exhaustion. Actions Multiattack. The púca makes two Chain Whip attacks and one Hooves attack. Chain Whip. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Medium or smaller creature and the púca doesn't have two other creatures grappled. Until this grapple ends, the target is restrained. Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Puffin","description":"Puffin Puffins have incredibly sharp talons, their bodies are generally black in color, or black and white, and they have large brightly colored beaks. They are capable fliers and proficient swimmers. The puffins of Grimnir are much like similar birds in other lands, but stand taller and, like most of this world’s beasts, are more capable of defending themselves. Though no one has ever claimed to be attacked by an angry puffin, a few raiders carry a scar from reaching for one of these cute birds, assuming them to be more docile than they are.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":0},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Puffinfolk","description":"A small, but stocky bird-like person looks up along its bright orange bill. It wears a simple leather vest over the short, black and white feathers that cover its body. Its wings end in clawed hands, one of which holds a smoking pipe. Family Birds. Puffinfolk live in small colonies on rocky coastlines and on small islands that are inhospitable to most other creatures. They make their homes high in the sides of cliffs or in the sides of small hills on islands. Puffinfolk have close-knit communities that work together on most tasks and help provide for each other. Renowned Fishers and Ocean Explorers. Puffinfolk eat a steady diet of fish that they capture by diving into the water from the air. They never use boats and rarely use nets. Though small, they have surprising endurance and can go on prolonged hunting flights, returning with heavy loads of fish. No matter how far out they fly or swim or what path they take, they can always find their way back home or to a favored fishing spot. When puffinfolk trade with outsiders, it is usually for their reserves of fish or the strange objects or locations they discover while swimming in remote areas. Worshipers of Sea Gods. Puffinfolk worship and give tribute to all gods and powerful creatures of note that live in the sea. They don't choose sides when it comes to gods of the sea, and they pay their respects to all these gods in hopes of gaining favor for their communities. This worship sometimes includes sacrificing goods or performing blood rituals, but they never sacrifice sentient creatures for such worship. Blessings of the Sea Gods. The puffinfolk has advantage on saving throws while flying over or swimming in ocean waters. Hardy Ocean Explorers. The puffinfolk is considered a Medium creature when determining its carrying capacity. In addition, it can hold its breath for 30 minutes. Oceanic Recall. The puffinfolk can perfectly recall any path it has traveled above or within an ocean. Actions Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Reactions Quick and Nimble. When a creature the puffinfolk can see targets it with a melee or ranged weapon attack, the puffinfolk darts out of the way, and the attacker has disadvantage on the attack roll.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Puffinfolk )","Alignment":"Neutral","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Pulse Echo","description":"Pulse echoes are lightning elementals with a humanoid torso atop a trail of lightning that hovers above the ground. Traits Charged Body. A creature that touches the pulse echo or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage and 4 (1d8) lightning damage. Shock Pulse. The pulse echo releases a wave of electrical energy in a 15-foot cone. Each creature in the area must make a DC 11 Dexterity saving throw, taking 17 (5d6) lightning damage on a failed save, or half as much on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"unaligned","Expansion":15703,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Arcadia Issue No. 2"},{"name":"Pulverizer","description":"Like hammerers, pulverizers were created for construction, mining, and tunneling work. When used for war, pulverizers serve as military siege engineers. They emit intense high-pitched sounds from their cannon-like heads that can smash through solid stone and rock. Creatures unfortunate enough to be solidly hit by the sound projections are left dazed and senseless. Traits Magic Resistance. The pulverizer has advantage on saving throws against spells and other magical effects. Siege Monster. The pulverizer deals double damage to objects and structures. Unusual Nature. The pulverizer doesn't require air, food, drink, or sleep. Actions Multiattack. The pulverizer makes two Slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Sonic Shriek (Recharge 5–6). The pulverizer emits intense sound in a cone 15 feet long. Each creature in that area must succeed on a DC 13 Constitution saving throw, taking 13 (3d8) thunder damage on a failed save, or half as much on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Pumpkin King","description":"Wooden roots twist together to create a towering spindle draped in a cloak of verdant leaves. An impossibly large pumpkin carved with a twisted smile crowns the figure. Lord of Harvest. The Pumpkin King is a minor fey lord who rules over bountiful harvest, particularly in the autumnal seasons before snow blankets the world. The Pumpkin King can make a region flourish, changing barren farms and struggling villages into fruitful locales with a single blessing. Unknown Deal. The Pumpkin King listens from their hidden patch in the lands of the fey, waiting to hear the desperate pleas of struggling farmers and starving villagers. Once the Pumpkin King hears such a request, they place their blessing upon the land, bringing ten years of prosperity. What the farmers do not know is that upon the moonrise of the tenth year, the Pumpkin King returns to collect the promised share of the harvest.","properties":{"Category":"Monsters","Size":"Huge","Type":"fey","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Puppet Vine","description":"Actions Tendril. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d4+4) bludgeoning damage. On a hit, the target must make a successful DC 15 Dexterity saving throw or be grappled by the puppet vine (escape DC 15). While grappled in this way, the creature is restrained and takes 7 (1d6 + 4) bludgeoning damage from constriction at the start of its turn.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":16,"Challenge Rating":3},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Puppy","description":"Bag of Puppies Wondrous Item, Very Rare This charming bag is actually an extradimensional puppy paradise. Its interior is a divinely designed dog resort that can comfortably house a thousand puppies. The puppies live in luxury. The bag provides them with as much air, food, and drink as they need while keeping them young for as long as they stay in. When found, a Bag of Puppies will typically hold about a thousand puppies. Unlike lesser bags, the Bag of Puppies is indestructible. Pick a Puppy. As an action, you can reach inside the bag and pick a puppy. Alternatively, you can use your action to place a puppy in the bag. Canine Flood. As an action, you can turn the bag inside out, releasing all thousand puppies in a 30-foot-radius sphere of puppies. This canine flood persists for one round as puppies tumble and fall, heavily obscuring the area. The ground in a 30-foot-radius circle becomes difficult terrain as puppies scurry about. Any Medium or smaller creature that enters the circle for the first time on a turn or ends its turn there must succeed on a DC 15 Strength or Dexterity saving throw (the creature chooses the ability to use and may willingly fail the save) or fall prone and become grappled (escape DC 15) as enthusiastic and playful puppies jump onto it. The circle lasts for 3d6 rounds, until the puppies get tired from all the play. Optional Rule: Moving Through Puppies At the gamemaster’s discretion, moving through the puppy-covered area left behind the Canine Flood has the following complications. If you move more than 5 feet through the puppy-covered area in your turn, for each additional 5 feet moved there is a cumulative 20 percent chance you will harm 1d6 puppies. You may choose to ignore the difficult terrain restriction altogether and trample through the puppies. For every 5 feet you move through the puppy-covered area, you automatically harm 1d6 puppies. If you finish your movement inside the puppy-covered area, you must make a DC 15 Dexterity saving throw or fall prone, harming an additional 1d6 puppies. Optional Rule: Karmic Puppies At the gamemaster’s discretion, the bag might punish those who seek to harm the puppies that reside in it with great misfortune. For every puppy you willingly harm or kill, you gain 1 Misfortune point. The gamemaster can spend 1 Misfortune point at any time to give your character disadvantage (or to cancel advantage) on a roll. The puppies you harm or kill must consider the bag their home for this effect to take place. Optional Rule: Canine Fate At the gamemaster’s discretion, the bag might punish those who seek to harm the puppies that reside in it by turning them into puppies. For every puppy you willingly harm or kill, there is a cumulative 1 percent chance that you are permanently transformed into an ordinary puppy. Your game statistics are replaced by the statistics of a Puppy (CR 0), but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. Your gear melds into your new form and you can’t activate, use, wield, or otherwise benefit from it. Only a wish spell or divine intervention can reverse this transformation. The puppies you harm or kill must consider the bag their home for this effect to take place. Optional Rule: Dire Wolf Trouble At the gamemaster’s discretion, the bag might transform puppies into mighty celestial dire wolves to punish those who harmed them. Every puppy you willingly harm or kill immediately transforms into an adult Dire Wolf (CR 1) that attacks you. The Dire Wolf is celestial instead of beast and ascends to a different plane of existence when either you or it dies. The puppies you harm or kill must consider the bag their home for this effect to take place. Orelyn on Bag of Puppies Orelyn places a gloved hand on the bag as you reach for it. “Don’t be hasty now. Yes, I too would like to see a thousand young dogs play around, but is it the responsible thing to do?” She looks around and a faint smile crosses her lips. “Very well. This place is safe enough, and we won’t be disturbed. Let’s release them, but on the condition that you will be the one to put them back into the bag.” She hands the bag to you, but before she pulls her hands away, she adds: “Understand that people are weird, so if you end up taking this bag and the young dogs in it, please keep it away from those who would abuse it and make sure that no tricksters polymorphed into dogs try to sneak into the bag. It’s not a prudent thing to do…”","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"custom","Alignment":"typically unaligned","Expansion":22471,"Challenge Rating":0},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"Purple Blossom Horrid Plant","description":"Horrid plants are a family of carnivorous vegetation found in bogs, damp heaths, jungles, and swamps. Some botanists theorize these plants are an invasive species from a faraway world. When still, horrid plants resemble ordinary (if vibrant) foliage. Horrid Plant Varieties The most infamous varieties of horrid plant are dew drinkers, purple blossoms, and snapper saws. Horrid plants are a family of carnivorous vegetation found in bogs, damp heaths, jungles, and swamps. Some botanists theorize these plants are an invasive species from a faraway world. When still, horrid plants resemble ordinary (if vibrant) foliage. Horrid Plant Varieties The most infamous varieties of horrid plant are dew drinkers, purple blossoms, and snapper saws. Traits Horrid Plant Varieties. A horrid plant comes in one of three varieties (choose or roll a d6): 1–2, dew drinker; 3–4, purple blossom; or 5–6, snapper saw. This form determines certain traits in this stat block. False Appearance. If the horrid plant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the horrid plant move or act, that creature must succeed on a DC 18 Intelligence (Nature) check to discern that the horrid plant isn’t an ordinary plant. Actions Multiattack. The horrid plant makes two Tendril attacks. Tendril. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 7 (2d6) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14), and the horrid plant can pull the target up to 25 feet closer to itself. Until the grapple ends, the target has the restrained condition, and the horrid plant can’t use the same tendril on another target. The horrid plant has two tendrils. Bonus Actions Sap Squirt (Purple Blossom Only). The horrid plant targets one creature it can see within 15 feet of itself. The target must succeed on a DC 14 Dexterity saving throw or take 28 (8d6) acid damage and become covered in acidic sap. This sap lasts for 1 minute or until a creature uses its action to scrape the sap off itself or another creature it can reach. A creature covered in sap takes 14 (4d6) acid damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Source":"custom","Alignment":"Unaligned","Expansion":31434,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Purple Dragon Wyrmling","description":"Purple Dragon The existence of purple dragons is known only by a few on the surface world. But dwarves who dwell deep underneath mountains tell tales to their children to be wary not to venture deep into the Underdark, for a silent, shadowy killer stalks its many chasms and maze-like tunnels. Underdark Stalker. The purple dragon, not to be confused with the deep dragon, is native to the Underdark. It has a slender, serpentine neck and an armored, elongated head with a crest of swept-back sharp spikes. Its scales range from iridescent amethyst and deep purple to dark eggplant violet as it ages. Its sinewy, flexible body possesses powerful limbs and talon-tipped wings and moves like a hunting cat, which helps it navigate, squeeze through, and traverse the Underdark's endless narrow crevices and stalactite-filled caverns undetected with ease. Cunning Predator. The purple dragon enjoys the thrill of the hunt, just like gray dragons. Whereas gray dragons take down prey with fierce brutality, the purple dragon attacks with calculated efficiency, stalking its prey patiently for hours and striking before its target becomes aware of its presence. The purple dragon is so deathly quiet that it can pick off members of a dwarven patrol one by one without alerting the others. Its breath attack is a billowing cloud of psychotropic vapor that disrupts and impairs a creature's acuity and cognitive abilities. Clever Opportunist. A purple dragon is friendly toward drow and sees them as allies with many resources it can exploit. It hates dwarves, including duergar, because they craft armor out of its scales. It despises balhannoths, cloakers, deepspawns, and illithids because it sees them as competition for dominance in the Underdark. While a purple dragon generally avoids other dragons, it tolerates the company of a deep dragon, which it sees as an ally against illithids and a kindred spirit it can banter with. That doesn't mean a purple dragon will trust one, though. The purple dragon can eat almost anything edible, but it is very fond of giant specimens of cavefishes, crabs, crayfishes, as well as kuo-toans, chuuls, and aboleths. A Purple Dragon's Lair A purple dragon places its lair in a location close to drow communities it can trade and work with, underground lakes where it hunts prey, and enemy settlements it can raid and plunder. The purple dragon's lair is usually a hard-to-reach hollowed-out cavern full of stolen treasure and magical items that the dragon has amassed in its lifetime. It is typically guarded by minions the purple dragon has subjugated or partnered with, such as chitines, drow mercenaries, grimlocks, hook horrors, and maur giants. The challenge rating of a legendary purple dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Stalactites fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. One creature the dragon can see within 120 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed by the dragon as if the dragon had cast dominate monster on it. The effect ends on initiative count 20 on the next round. Regional Effects The region containing a legendary purple dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Giant fungi form labyrinthine passages within 1 mile of the dragon’s lair. The giant fungi act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can squeeze between the giant fungi, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the giant fungi must make a DC 15 Constitution saving throw once each round it’s in contact with the giant fungi or take 3 (1d6) poison damage from the toxic spores. Each 10-foot-cube of giant fungi has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. Shadows cast by non-evil creatures within 6 miles of the dragon’s lair randomly animate and form nightmarish but harmless silhouettes, warning such creatures of the danger. Bats, centipedes, spiders, and other underground vermin within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. If the dragon dies, the vermin lose their supernatural link to it. The giant fungi remain, but within 1d10 days, they become mundane fungi and normal difficult terrain, losing their toxicity. Traits Stone Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) psychic damage. Psychic Breath (Recharge 5–6). The dragon exhales psychic energy in a 15-foot cone. Each creature in that area must make a DC 11 Intelligence saving throw. On failed save, a creature takes 13 (3d8) psychic damage, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Purple Slime","description":"Covered with an iridescent sheen and able to pursue prey on land and water, a purple slime's needlelike spikes seem to be constantly in motion, changing its shape and even its hue to get closer to prey. Aquatic Lurkers. The purple slime lives and hunts in shallow waters such as ponds, tide pools, abandoned animal troughs, and stagnant, flooded areas, where it is nearly invisible. The creature spreads itself out in such a place and waits for prey to approach. Necrotizing Enzymes. When it detects a nearby creature, it forms long, hollow, conical spikes from its amorphous body which jut out toward the intended prey. Once these spikes pierce its target, it injects a necrotic fluid which dissolves muscle tissue. Patient Hunters. Once a creature is killed or disabled, either by its spikes or its dissolving fluid, the slime undulates forward and covers the creature, devouring it entirely before returning to its previous hiding place. Ooze Nature. A purple slime doesn't require sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"unaligned","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Purple Worm","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Tunneler : The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. Actions Multiattack : The worm makes two attacks: one with its bite and one with its stinger. Bite : Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained , it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Tail Stinger : Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"247 (15d20+90)","CHA":4,"CON":22,"DEX":7,"INT":1,"STR":28,"WIS":8,"Size":"Gargantuan","Type":"monstrosity","Speed":"50 ft., burrow 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067425/_vieXwes7AzK-gc_vA_mHw/original.png","Roll 0":"Bite\n1d20 + 9\n3d8+9","Roll 1":"Tail Stinger\n1d20 + 9\n3d6+9","Senses":"Blindsight 30 Ft., Tremorsense 60 Ft.","Source":"5th Edition SRD","data-XP":"13,000","Alignment":"Unaligned","data-List":"false","Token Size":4,"data-Traits":"[{\"Name\":\"Tunneler\",\"Desc\":\"The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The worm makes two attacks: one with its bite and one with its stinger.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"3d8 + 9\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.\"},{\"Name\":\"Tail Stinger\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"10 ft.\",\"Target\":\"one creature\",\"Damage\":\"3d6 + 9\",\"Damage Type\":\"piercing\",\"Damage 2\":\"12d6\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must make a DC 19 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"-3","data-CON-mod":"+6","data-DEX-mod":"-2","data-INT-mod":"-5","data-STR-mod":"+9","data-SizeNum":7,"data-WIS-mod":"-1","Saving Throws":"Con +11, Wis +4","Challenge Rating":15,"Passive Perception":9,"data-CrNum":15,"data-AcNum":18,"data-HpNum":247},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Purple Worm","description":"The massive burrowing monster known as the purple worm terrorizes the creatures of the Underdark as it chews through solid rock in pursuit of prey. A dim-witted, ravenous force of nature, this creature regards anything it encounters as food. Ravenous Hunters. Loud noise attracts purple worms, which have been known to interrupt underground battles and tear through subterranean cities seeking prey. The underground civilizations of the drow, the duergar, and the mind flayers maintain special wards around their settlements to deter these monsters. Though most common in the Underdark, purple worms are frequently seen on the surface world in rocky and mountainous lands. The maw of a purple worm is large enough to swallow a horse whole, and no creature is safe from its hunger. It lunges forward by rhythmically compressing and expanding its body, catching other Underdark dwellers by surprise with the speed of its advance. Boons of the Worm. When a purple worm burrows through the ground, it consumes earth and rock, which it breaks down and constantly excretes. Precious metals and gems can thus be found within the bodies of purple worms, which are targeted by particularly brave and foolhardy treasure hunters. A burrowing purple worm constantly creates new tunnels throughout the Underdark, which are quickly made use of by other creatures as corridors and highways. Because a purple worm rarely returns to its own tunnels, such passageways are a good place to avoid these monsters. Areas rich in prey quickly become interlaced with complex tunnel systems resulting from several worms hunting together. Traits Tunneler : The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. Actions Multiattack : The worm makes two attacks: one with its bite and one with its stinger. Bite : Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21, 6d6, acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Tail Stinger : Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Purple Worm Hatchling","description":"The purple worm larva is more commonly encountered than its bigger relatives, as it tends to wander near rural settlements, preying on the lone farmer or livestock. They have lighter skin and softer hides and measure about 15 feet long. Due to its size, it is only able to swallow small creatures. Actions Multiattack. The worm makes two attacks: one with its Bite and one with its Tail Stinger. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the target is a Small or smaller creature, it must succeed on a DC 12 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 7 (2d6) acid damage at the start of each of the worm's turns. If the worm takes 10 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 12 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. Tail Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Purple Wormling","description":"A purple wormling is a baby purple worm no more than six weeks old. Its rubbery body is 9 feet long and weighs 1,500 pounds. Its mouth and musculature aren't yet strong enough to allow the wormling to burrow through rock. The poison in its tail stinger and the acid in its gullet are still relatively weak as well. Nevertheless, the wormling is a voracious feeder and attacks just about anything it can wrap its mouth around. A wormling's gullet can hold up to four Small creatures. Actions Multiattack. The wormling makes two attacks: one with its bite and one with its stinger. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and if the target is a Small or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the wormling. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the wormling, and it takes 3 (1d6) acid damage at the start of each of the wormling's turns. If the wormling takes 10 damage or more on a single turn from a creature inside it, the wormling must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wormling. If the wormling dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. Tail Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":7387,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Purple Wormling","description":"Purple worms are giant scavengers that inhabit the deepest regions of the Underworld, consuming any organic material that they encounter. They are notorious for swallowing their prey whole. It is not uncommon to hear of a group of adventurers vanishing down the ravenous maw of a purple worm, screaming as they disappear one by one. Although they seek to consume living creatures, purple worms also consume vast amounts of dirt and minerals as they burrow underground. The insides of a purple worm may contain a considerable number of gemstones and other items able to withstand the corrosive acid inside its gullet. In areas filled with valuable minerals, such as those near dwarven mines, the natural tunnels created by burrowing purple worms are often filled with unrefined ores. A purple worm usually claims a large underground cavern as its den, and while it returns here to rest and digest food, it spends the majority of its time on the prowl, burrowing through the endless dark or slithering along established tunnels in the constant drive to feed its immense hunger. Although not completely mindless, purple worms are rather stupid. They make popular guardians for those who have the magic to control them or a chamber in their lair large enough to hold one captive.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Pustulent Shambler","description":"Piles of dissolved bones, seemingly eaten away by acid, encircle this mound of quivering, pus-covered flesh. Dissolvers of Bone. Crawling heaps of diseased flesh, pustulent shamblers possess a corrosive material that eats away at bone matter. Keepers of Macabre Larders. Pustulent shamblers drag victims of bonerot to their lairs to feed on the boneless flesh. Though they idly devour their victims, they have enough awareness of potential retribution to keep a few corpses available to quickly heal themselves. Connected to Bonerot. Pustulent shamblers have a preternatural link to the disease they inflict. This allows them to track escaping victims and be present when the disease overtakes their prey. Ooze Nature. The pustulent shambler doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"ooze","Alignment":"unaligned","Expansion":8073,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Putrescent Slime","description":"Putrescent slimes form in large pools of fetid water and are often mistaken for algae by neophyte Underworld explorers. Pool Feeders. Putrescent slimes lurk in dank pools, only attacking desperate creatures that drink from their homes. As their prey decomposes in the water, the putrescent slime slowly digests the disgusting morass.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":5315,"Challenge Rating":1},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Putrescent Slime","description":"As a rat moves to an algae-filled pool of water to take a drink, the pool suddenly comes to life and devours the rat. Putrescent slimes form in large pools of fetid water and are often mistaken for algae by neophyte explorers in the depths of the world. Pool Feeders. Putrescent slimes lurk in dank pools, only attacking desperate creatures that drink from their homes. As their prey decomposes in the water, the putrescent slime slowly digests the disgusting morass. Ooze Nature. A putrescent slime doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Putrid Haunt","description":"These shambling corpses have twigs, branches, and other debris intertwined with their bodies, and their gaping maws often crawl with scrabbling vermin. Swamp Undead. Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death. They often gather in places tainted by evil deeds. Mossy Islands. When no potential victims are nearby, putrid haunts sink into the water and muck, where moss and water plants grow over them and vermin inhabit their rotting flesh. When living creatures draw near, the dormant putrid haunt bursts from its watery hiding spot and attacks its prey, slamming wildly with its arms and stomping on prone foes to push them deeper into the muck. There’s no planning and little cunning in their assault, but they move through the marshes more freely than most intruders and they attack with a single-mindedness that’s easily mistaken for purpose. Leech Harbors. Putrid haunts create especially favorable conditions for leeches. They are often hosts or hiding places for large gatherings of leeches. Undead Nature. A putrid haunt doesn’t require air, food, drink, or sleep. Traits Dead Still: Treat a putrid haunt as invisible while it’s buried in swamp muck. Swamp Shamble: Putrid haunts suffer no movement penalties in marshy terrain. Actions Slam: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 12 (2d8 + 3) Bludgeoning damage. Vomit Leeches (Recharge 6): A putrid haunt can vomit forth the contents of its stomach onto a target within 5 feet. Along with the bile and mud from its stomach, this includes 2d6 undead leeches that attach to the target. A creature takes 1 necrotic damage per leech on it at the start of the creature’s turn, and the putrid haunt gains the same number of temporary hit points. As an action, a creature can remove or destroy 1d3 leeches from itself or an adjacent ally.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Putrid Haunt","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":14533,"Challenge Rating":2},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Putrid Koi","description":"Traits Weeping Sores. A creature that begins its turn within 5 feet of one or more putrid koi must make a DC 14 Constitution saving throw. On failure, the creature is subjected to the poisoned condition until the end of its next turn. If it is already poisoned, it instead takes 4 (1d8) poison damage. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage +2 (1d4) poison damage.","properties":{"Category":"Monsters","Size":"Small","Type":"undead beast","Alignment":"neutral evil","Expansion":25901,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Pyagark","description":"Though it could be argued that this species has never been domesticated, these winged creatures none the less have become popular as pets and ship’s mascots after a clutch of their eggs was gifted to the Valna royal family by the Gorvax ambassador. The eggs hatched shortly after they were presented, and the hatchlings attacked a party of dignataries, \"hilariously\", according to a court scribe. Pyagarks are capable of flight from the moment they emerge from their shells and grow quickly, reaching maturity in a few weeks. Adults lead solitary lives, except during the brief annual mating season. The are excellent ambush predators Master Mimics. Pyagarks have a gift for imitating the voices and sounds of other species with remarkable accuracy. However, despite their relatively high intelligence, this ability is limted to repeating what they have heard, and is not true speech.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Expansion":27051,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Pyagark","description":"Though it could be argued that this species has never been domesticated, these winged creatures none the less have become popular as pets and ship’s mascots after a clutch of their eggs was gifted to the Valna royal family by the Gorvax ambassador. The eggs hatched shortly after they were presented, and the hatchlings attacked a party of dignataries, \"hilariously\", according to a court scribe. Pyagarks are capable of flight from the moment they emerge from their shells and grow quickly, reaching maturity in a few weeks. Adults lead solitary lives, except during the brief annual mating season. The are excellent ambush predators Master Mimics. Pyagarks have a gift for imitating the voices and sounds of other species with remarkable accuracy. However, despite their relatively high intelligence, this ability is limted to repeating what they have heard, and is not true speech.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Pygmy Rakshasa","description":"Pygmy Rakshasa Pygmy rakshasas are experts in middle management. Surrounding themselves with burly handlers, mad scientists, and any who might sell their soul for a chance at power, they answer only to their archdevil overlords. Weave Bender. While the pygmy rakshasa’s full-sized cousin enjoys a more robust blanket immunity to magic, the pygmy rakshasa forgoes some of this antimagic potency in order to cause chaos. Bending the weave, it can redirect magic, causing its foes to strike one another. Vindictive and Vicious. Like their cousins, pygmy rakshasa are evil spirits embroiled in mortal, feline flesh. If killed on the Material Plane, a pygmy rakshasa is sent back to the Hells in spirit form until it reforms. Upon its return, a pygmy rakshasa will stalk the land looking for the one who laid it low, or, if their quarry’s mortal form has expired, their kith and kin. Ninth Life. When a pygmy rakshasa is first killed, its disbelief and arrogance sustain it, causing it to rise again in a gruesome mummified form. Its furious, shrill screeching causes all but the hardiest foes to cover their ears in distress. Those that survive such an endeavour live in fear of the rakshasa’s inevitable return. Regional Effects The area within 6 miles of the pygmy rakshasa’s lair has the following unique properties: Hairweeds. Tumbleweeds made of cat hair abound wherever the wind takes them. Land on Your Feet. Creatures have a tendency to always land on their feet, gaining advantage on any ability checks or saving throws they make to prevent falling prone. Sunbeams. Sunbeams create particularly comfortable areas in which to stretch out and relax. When a creature starts a short rest in such an area, it must succeed on a VDC Wisdom saving throw or fall asleep for the rest’s duration. Regardless of the result, such a creature gains 1 additional hit point for each Hit Die it spends to recover hit points at the end of the rest. Unsafe Ledges. All shelves are unsafe; occasional wafts of magic cause any objects near the edge of a shelf, ledge, or overhang to be knocked off. Lair Actions While a pygmy rakshasa lives, it can invoke the ambient magic of its lair to take lair actions. The saving throw DCs and damage of the lair actions depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vdam Weave Snap Damage 6th 13 5 (2d4) 2 (1d4) 13th 16 14 (4d6) 4 (1d8) 18th 18 28 (8d6) 7 (2d6) Lair Actions. On initiative count 20 (losing initiative ties), the rakshasa takes one of the following lair actions; the rakshasa can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Fish Guts. The internal viscera of thousands of fish pours down in a 10-foot-radius, 30-foot-high cylinder. Each creature in the area must succeed on a VDC Constitution saving throw or become poisoned until initiative count 20 on the next round. Until the fish are removed, the ground in the area is difficult terrain and a creature in this area has disadvantage on saving throws made to maintain its concentration. Swarm. The pygmy rakshasa targets one Large or smaller creature within its lair, causing a horde of Tiny beasts and fiends to swarm over it. The creature must make a VDC Strength saving throw. On a failure, the creature takes Vdam piercing damage and is restrained until initiative count 20 on the next round. Weave Snap. The pygmy rakshasa targets one creature within its lair that is attuned to a magic item or under the influence of a spell (GM’s discretion), and forces it to make a VDC Charisma saving throw. On a failure, the creature takes Vdam force damage for each magic item it is attuned to as well as for each level of spell currently affecting it. On a success, it takes half as much damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":"10 (5,900 xp) or 14 (11,500 XP) if paired with Fiendish Handler"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Pygmy Rakshasa Kingpin","description":"Pygmy Rakshasa Pygmy rakshasas are experts in middle management. Surrounding themselves with burly handlers, mad scientists, and any who might sell their soul for a chance at power, they answer only to their archdevil overlords. Weave Bender. While the pygmy rakshasa’s full-sized cousin enjoys a more robust blanket immunity to magic, the pygmy rakshasa forgoes some of this antimagic potency in order to cause chaos. Bending the weave, it can redirect magic, causing its foes to strike one another. Vindictive and Vicious. Like their cousins, pygmy rakshasa are evil spirits embroiled in mortal, feline flesh. If killed on the Material Plane, a pygmy rakshasa is sent back to the Hells in spirit form until it reforms. Upon its return, a pygmy rakshasa will stalk the land looking for the one who laid it low, or, if their quarry’s mortal form has expired, their kith and kin. Ninth Life. When a pygmy rakshasa is first killed, its disbelief and arrogance sustain it, causing it to rise again in a gruesome mummified form. Its furious, shrill screeching causes all but the hardiest foes to cover their ears in distress. Those that survive such an endeavour live in fear of the rakshasa’s inevitable return. Regional Effects The area within 6 miles of the pygmy rakshasa’s lair has the following unique properties: Hairweeds. Tumbleweeds made of cat hair abound wherever the wind takes them. Land on Your Feet. Creatures have a tendency to always land on their feet, gaining advantage on any ability checks or saving throws they make to prevent falling prone. Sunbeams. Sunbeams create particularly comfortable areas in which to stretch out and relax. When a creature starts a short rest in such an area, it must succeed on a VDC Wisdom saving throw or fall asleep for the rest’s duration. Regardless of the result, such a creature gains 1 additional hit point for each Hit Die it spends to recover hit points at the end of the rest. Unsafe Ledges. All shelves are unsafe; occasional wafts of magic cause any objects near the edge of a shelf, ledge, or overhang to be knocked off. Lair Actions While a pygmy rakshasa lives, it can invoke the ambient magic of its lair to take lair actions. The saving throw DCs and damage of the lair actions depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vdam Weave Snap Damage 6th 13 5 (2d4) 2 (1d4) 13th 16 14 (4d6) 4 (1d8) 18th 18 28 (8d6) 7 (2d6) Lair Actions. On initiative count 20 (losing initiative ties), the rakshasa takes one of the following lair actions; the rakshasa can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Fish Guts. The internal viscera of thousands of fish pours down in a 10-foot-radius, 30-foot-high cylinder. Each creature in the area must succeed on a VDC Constitution saving throw or become poisoned until initiative count 20 on the next round. Until the fish are removed, the ground in the area is difficult terrain and a creature in this area has disadvantage on saving throws made to maintain its concentration. Swarm. The pygmy rakshasa targets one Large or smaller creature within its lair, causing a horde of Tiny beasts and fiends to swarm over it. The creature must make a VDC Strength saving throw. On a failure, the creature takes Vdam piercing damage and is restrained until initiative count 20 on the next round. Weave Snap. The pygmy rakshasa targets one creature within its lair that is attuned to a magic item or under the influence of a spell (GM’s discretion), and forces it to make a VDC Charisma saving throw. On a failure, the creature takes Vdam force damage for each magic item it is attuned to as well as for each level of spell currently affecting it. On a success, it takes half as much damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":"17 (18,000 xp) or 21 (33,000 XP) if paired with Infernal Handler"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Pygmy Rakshasa Mewling","description":"Pygmy Rakshasa Pygmy rakshasas are experts in middle management. Surrounding themselves with burly handlers, mad scientists, and any who might sell their soul for a chance at power, they answer only to their archdevil overlords. Weave Bender. While the pygmy rakshasa’s full-sized cousin enjoys a more robust blanket immunity to magic, the pygmy rakshasa forgoes some of this antimagic potency in order to cause chaos. Bending the weave, it can redirect magic, causing its foes to strike one another. Vindictive and Vicious. Like their cousins, pygmy rakshasa are evil spirits embroiled in mortal, feline flesh. If killed on the Material Plane, a pygmy rakshasa is sent back to the Hells in spirit form until it reforms. Upon its return, a pygmy rakshasa will stalk the land looking for the one who laid it low, or, if their quarry’s mortal form has expired, their kith and kin. Ninth Life. When a pygmy rakshasa is first killed, its disbelief and arrogance sustain it, causing it to rise again in a gruesome mummified form. Its furious, shrill screeching causes all but the hardiest foes to cover their ears in distress. Those that survive such an endeavour live in fear of the rakshasa’s inevitable return. Regional Effects The area within 6 miles of the pygmy rakshasa’s lair has the following unique properties: Hairweeds. Tumbleweeds made of cat hair abound wherever the wind takes them. Land on Your Feet. Creatures have a tendency to always land on their feet, gaining advantage on any ability checks or saving throws they make to prevent falling prone. Sunbeams. Sunbeams create particularly comfortable areas in which to stretch out and relax. When a creature starts a short rest in such an area, it must succeed on a VDC Wisdom saving throw or fall asleep for the rest’s duration. Regardless of the result, such a creature gains 1 additional hit point for each Hit Die it spends to recover hit points at the end of the rest. Unsafe Ledges. All shelves are unsafe; occasional wafts of magic cause any objects near the edge of a shelf, ledge, or overhang to be knocked off. Lair Actions While a pygmy rakshasa lives, it can invoke the ambient magic of its lair to take lair actions. The saving throw DCs and damage of the lair actions depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vdam Weave Snap Damage 6th 13 5 (2d4) 2 (1d4) 13th 16 14 (4d6) 4 (1d8) 18th 18 28 (8d6) 7 (2d6) Lair Actions. On initiative count 20 (losing initiative ties), the rakshasa takes one of the following lair actions; the rakshasa can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Fish Guts. The internal viscera of thousands of fish pours down in a 10-foot-radius, 30-foot-high cylinder. Each creature in the area must succeed on a VDC Constitution saving throw or become poisoned until initiative count 20 on the next round. Until the fish are removed, the ground in the area is difficult terrain and a creature in this area has disadvantage on saving throws made to maintain its concentration. Swarm. The pygmy rakshasa targets one Large or smaller creature within its lair, causing a horde of Tiny beasts and fiends to swarm over it. The creature must make a VDC Strength saving throw. On a failure, the creature takes Vdam piercing damage and is restrained until initiative count 20 on the next round. Weave Snap. The pygmy rakshasa targets one creature within its lair that is attuned to a magic item or under the influence of a spell (GM’s discretion), and forces it to make a VDC Charisma saving throw. On a failure, the creature takes Vdam force damage for each magic item it is attuned to as well as for each level of spell currently affecting it. On a success, it takes half as much damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":"6 (2,300 xp) or 8 (3,900 XP) if paired with Soulbound Handler"},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Pygmy Woolly Rhinoceros","description":"Primarily found in arctic climes, the pygmy woolly rhinoceros is a mastiff-sized pachyderm covered in shaggy brown, gray, or black fur. They are curious and social, though they can be aggressive when they or their offspring are threatened. Pygmy woolly rhinoceroses are as intelligent as a dog and can be trained for battle or even to perform tricks such as fetching or jumping. Some northern-dwelling halflings and dwarves use these rhinoceroses as mounts and beasts of burden.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Pyrewight","description":"Denizens of the Underworld Many of the undead of Grimnir serve a somewhat different role than they do in other worlds. While on the surface skeletons and zombies exist as dangers to the living, their existence is more nuanced. Many of the dead are agents of Hel and scour the surface world at her bidding. They gather information, they help her collect the unfortunate and forgotten, and they defend her interests—and those of Grimnir. Yet, despite this semblance of civility, the undead are still frightening and the raiders avoid them. The walking dead are something they simply don’t understand and some fear that one day the undead will rise to help consume the world. This is a worrying concept and one that is often on the mind of any raider who travels near territory haunted by the once-living. That is not to say that undead are never vile, never evil. There are many examples of the dead disregarding Hel’s mercy and love. These tend to cause the same sorts of disruptions that one might expect in more typical worlds. Pretty much any undead that might be found elsewhere can be found in Grimnir and Hel does not control them—even within the Underworld they have free will. And some decide to be terrible. In addition to standard undead, the world of Grimnir has spawned several unique flavors, from the cursed knight to the pyrewights. Many of these are created because of the breaking or bending of an oath, or because a duty was not honored. Undead Nature. Like undead in other realms, these undead do not require air, food, drink, or sleep. Pyrewight Pyrewights were raiders that attempted to deceive their way into the Halls of the Slain by having their corpse burned with weapons after they died dishonorably. Often the pyrewight themselves did not choose to dishonor the gods in this way—friends, family, or a grieving spouse might begin the ritual—yet they are made to suffer for all of eternity regardless. Pyrewights have thin, leathery skin over their face and necrotic energy emanates from their bodies. They often wield the same weapons and armor they did in life. Unending Pain. The pyrewight suffers continual, near agonizing pain. Those that have walked the world a long while have learned to master that pain and channel it into a Flameshade—a semi-corporeal version of themselves that can carry objects and even fight as an extension of the pyrewight itself. Intelligent Destroyers. A spellcaster might control a pyrewight and use them as a lieutenant, for these undead are as intelligent as they were in life—perhaps more so, as they have learned many new lessons. Voice of Warning. Any who speak to a pyrewight will often hear their pitiful tale and should take it as a warning not to follow in their steps.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":8},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Pyrite Pile","description":"Light gleams off a pile of shining golden nuggets. As the miners approach it, it rises in a lumbering humanoid form and swings a blunt golden arm like a fist toward the closest one. When they are quiescent, pyrite piles can be found sprawled across mountainsides as well as in mines and mountain caverns. They easily collapse from the humanoid forms they use for travel into a pile of golden nuggets to lure humanoids. Pyrite piles don't eat humanoids, or any other beast, but they are intelligent enough to know that humanoids are a ready source of their favored meal: gold and other precious metals. They also know humanoids are loathe to part with their treasures without a bit of painful coercion. Miner's Bane. Pyrite piles represent a true danger to miners. When attracted to a mine by a freshly revealed vein of metal, a pyrite pile sometimes enters a greed-fueled frenzy, often leading to the deaths or dismemberment of honest miners. Xorns on the other hand, view pyrite piles as their mortal enemies. On the Elemental Plane of Earth, clashes between the two types of creatures are frequent, violent, and fatal. Picky Eaters. Pyrite piles eat precious metals, but they are fussy eaters. They prefer metals used in coinage: platinum, gold, electrum, and silver. Pyrite piles dislike the unique tang of copper and refuse to eat it. Wise miners in areas frequented by pyrite piles carrying their wealth in copper coins to avoid attracting the creatures' attention. False Appearance. While the pyrite pile remains motionless, it is indistinguishable from a normal pile of gold nuggets. Gold Fever. When a Humanoid or xorn that can see the pyrite pile starts its turn within 60 feet of the pyrite pile, that creature must succeed on a DC 15 Wisdom saving throw or be charmed until the end of its next turn. A charmed creature must take the Dash action and move toward the pyrite pile by the safest available route on its next turn, trying to get within 5 feet of the Elemental. Metal Sense. The pyrite pile can pinpoint, by scent, the location of precious metals within 60 feet of it and can sense the general direction of Small or larger deposits of such metals within 1 mile. Actions Multiattack. The pyrite pile makes two Slam attacks. If the pyrite pile hits one Medium or smaller creature with both attacks, the target is grappled (escape DC 16). Until this grapple ends, the target takes 7 (2d6) bludgeoning damage at the start of each of its turns. The pyrite pile can have only one creature grappled at a time. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage. Hurl Nugget. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Eat Gold. The pyrite pile absorbs 52 (8d12) gp worth of nonmagical items and coins made of precious metals, ignoring copper, worn or carried by one creature grappled by it, and the elemental regains hp equal to half that amount. Absorbed metal is destroyed.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Pyrohydra","description":"The pyrohydra has a scaly, dark red hide with a light underside. Each of its heads can breathe fire in a 15-foot cone, but since the hydra has only one set of lungs, only one of the heads can do so per turn. It can normally be found in the hottest of environments, such as a lava-filled cavern or inside an active volcano's basin. They are sometimes kept as guards by fire giants and efreet. Traits Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken cold damage since its last turn. The hydra regains 12 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydra makes as many Bite attacks as it has heads, one of which it can replace with one use of Fire Breath. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 4 (1d8) fire damage. Fire Breath (1/Turn). One of the hydra's heads exhales fire in a 15-foot cone. Each creature in that area must succeed on a DC 17 Dexterity saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Pyromancer","description":"Pyromancers are the masters of fire creation and manipulation. They are obsessed with the power of the fiery magic and focus all their energy into discovering the element's secrets. Pyromancers are feared by many for their aggressiveness, impatience, and unpredictability. Others see them as dangerous megalomaniacs who only use force and intimidation to resolve conflicts. Pyromancers are valued by military leaders for their ability to cause havoc and destruction on the battlefield. They are able to unleash fiery blasts that can burn and knock foes to the ground and blanket the fields with roaring flames. If things get dicey, pyromancers are able to fly temporarily to safety, leaving a fiery shockwave in their wake. Decades of exposure and training have made pyromancers resistant to fire. Actions Multiattack. The pyromancer uses Ember Strike twice. Ember Strike. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 15 (2d10 + 4) fire damage. Fire Blast (Recharge 5–6). The pyromancer magically emits wide sheets of flame from its hands. Each creature in a 30-foot cone must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 22 (5d8) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Spellcasting. The pyromancer casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 14): At will: acid splash (2d6), fire bolt (2d10), light, mage hand 2/day each: mage armor, mirror image 1/day each: fireball, flaming sphere Reactions Flame Aegis (2/Day). When a creature within 5 feet of the pyromancer attacks the pyromancer with a melee attack, the pyromancer forces it to make a DC 14 Dexterity saving throw. On a failed save, the creature takes 5 (1d10) fire damage and has disadvantage on its attack roll. The pyromancer must be able to see the attacker. Creatures that are immune to fire automatically succeed on this saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Pyrrhic Podthrower","description":"This patch of crabgrass has four radial blades, with a seedpod flickering with flame at the end of each blade. Many weeds can persist in the face of poisoning or industrious digging. Pyrrhic podthrowers use aggression, incendiary seeds, and natural regeneration to survive. Fiery but Edible. Some farmers tolerate a pyrrhic podthrower because the plant harms pests that would otherwise destroy more valuable crops. While the flammable oil running from its bulb to its long blades makes those blades bitter, the core surface plant is edible. The podthrower allows grazing animals to chew on it before setting them alight, using their incinerated remains to self-fertilize. Mostly Ordinary. Except for their fiery means of self-preservation, pyrrhic podthrowers require sunlight and water like any other plants. Their natural healing ceases if they've gone for a week without water or if they suffer any form of blight. Long-Lived. Undisturbed pyrrhic podthrowers can live for up to 40 years. Even podthrowers that face resistance have long lifespans, due to their tendency to burrow away from stout opposition. Their longevity has the fortunate side effect of keeping the podthrowers in relative check, as they reproduce infrequently. False Appearance. While the pyrrhic podthrower remains motionless, it is indistinguishable from a clump of crabgrass. Flaming Seedpod Regrowth. The pyrrhic podthrower has four Flaming Seedpods. Used Flaming Seedpods may regrow each turn. If the pyrrhic podthrower starts its turn with less than four Flaming Seedpods, roll a d6. On a roll of 5 or 6, it regrows 1d4 Flaming Seedpods, to a maximum of 4. Regeneration . The pyrrhic podthrower regains 10 hp at the start of its turn. If the podthrower takes necrotic damage or if it is grappled and removed from the ground, this trait doesn't function at the start of its next turn. The podthrower dies only if it starts its turn with 0 hp and doesn't regenerate. Actions Multiattack . The pyrrhic podthrower makes three Grass Blade attacks, or it uses Flaming Seedpod twice. Grass Blade. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Flaming Seedpod. The podthrower lobs a flaming seedpod at a point it can see within 60 feet of it. The seedpod explodes on impact and is destroyed. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 12 (5d4) fire damage on a failed save, or half as much damage on a successful one. Reactions Unstable Bulb . When the pyrrhic podthrower is grappled and removed from the ground while above 0 hp, the unstable root bulb bursts. Each creature within 10 feet of the podthrower must make a DC 15 Dexterity saving throw, taking 12 (5d4) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Pythian","description":"Pythians are large serpents blessed with a divine gift of sight beyond time. An ancient encounter with the immanent glory of a god or prophecy blinded the first pythianns to the mortal world yet opened their minds to the possibilities of worlds beyond and things to come. They typically lair in mountain caves, often amassing small cultic followings who may lead those in need of their wisdom to the mount to receive the gifts the pythian can offer. A pythiann resembles a dark-scaled serpent around 15 feet long, usually shrouded in mist with a cloying scent. Virtual Voice. The pythian is aware of the strangeness of its appearance and the prejudice that some have against snakes. They often recruit young maidens, often blind or simply blindfolded, to serve as their voice. The pythian can cause their sibilant, inhuman speech to emerge from the mouth of their chosen oracle, knowing that those who need their advice may find it more believable uttered with a human tongue.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"neutral good","Expansion":30635,"Challenge Rating":3},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Pythor, God of Battle","description":"As one of the Five, Pythor is revered as the god of strength and battle. He fought tirelessly in the First War, driving back centaurs and gygans that threatened to overwhelm the city of Mytros. Many songs record his legendary exploits on the battlefield, while many others list his conquests in the bedroom. In 330 CE, Pythor overthrew the tyrant king Lysis Arklenader and took the throne of Estoria. He has ruled that city as king and god for almost two hundred years now. His people love him, even though he has been a terrible king, prone to drunkenness and nostalgic ramblings about his past glories. Pythor appears to be a tall, copper-haired man carrying a mithral axe. For centuries, he has walked among the settlers, taking mortals as lovers and fathering countless demi-god children. Although he wishes them all well, he takes no responsibility for any of his brood, except one: his favorite daughter, Anora. Roleplaying Pythor Amorous . Pythor falls in love with literally every beautiful mortal who crosses his path. He just can’t help himself, any more than a moth can help flying towards the candle flame. He is respectful but persistent in his attentions; jubilant in victory and gracious in defeat. Valorous . Pythor is quick to volunteer to fight on the front lines of any battle that he happens across. These days, however, he is more often drunk than sober. He’ll never admit it, but centuries of failure and personal tragedy have taken their toll on his fighting spirit. He believes his glory days are behind him, and he seeks to drown this fact in a river of wine.","properties":{"Category":"Monsters","Size":"Medium","Type":"human","Alignment":"chaotic good","Expansion":4963,"Challenge Rating":12},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Qar, Master of Jackals","description":"Qar boarded the Priceless Pearl when the Riojan caravel docked in the port city of Kom-nefer in Khemhara. He served for many years as a warrior and sailor, until he and his shipmates battled powerful sorcerers aboard the Ainsurabaloc . Qar found himself alone and unarmed, facing a monk from Higara with tattoos of demonic jackals covering her skin. By a stroke of luck, Qar defeated the monk and unwittingly absorbed her power, title, and technique. Now Qar is the Master of Jackals. He left the service of the Priceless Pearl when they next docked in Capital, joining the District Watch. Using his ill-gotten abilities, he rose to the rank of captain. Following a particularly brutal encounter on the street, Qar was quoted in the broadsheets saying, “The smell and filth of the city are overwhelming.” This brought him to the attention of the Black Iron Pact, and Lord Deseo personally recruited him for the High Command. Qar takes special delight in unnecessary cruelty, and on the battlefield, he uses his mobility to kill unconscious foes where they lie before allies can heal them. Traits Exploit Opening ( 3 /Day). When Avalla makes an attack, she has advantage on the attack roll. Supernatural Resistance. Avalla has advantage on saving throws against powers, spells, and other supernatural effects. Actions Lightning Lash (Cantrip). Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 15 (3d6 + 5) lightning damage, and Avalla can move the target up to 15 feet horizontally. Iron Terror ( 1 /Day; 4 th-Level Spell). Avalla projects a terrifying illusion of the High Command to each enemy in a 30-foot cone. Each target must succeed on a DC 15 Wisdom saving throw or take 21 (6d6) psychic damage and be frightened of each member of the High Command for 1 minute (save ends at end of turn). Iron Shackles ( 1 /Day; 3 rd-Level Spell; Concentration). Avalla conjures animated iron chains at a point she can see on the ground within 60 feet of her. The chains fill a 15-foot-square on the ground centered on that point and last for 1 minute. When a creature enters that area for the first time on a turn or starts their turn there, they must succeed on a DC 15 Dexterity saving throw or be restrained (save ends at start of turn). A creature restrained in this way takes 7 (2d6) bludgeoning damage at the end of each of their turns. Iron Ring ( 2 /Day). If not in the Cyst, Avalla teleports to the Cyst. If in the Cyst, she teleports to a place she has visited. Reactions Escape Ring. When Avalla isn’t in the Cyst and an ally she can see within 60 feet of her drops to 0 hit points, she expends a use of Iron Ring and teleports herself to the Cyst along with each willing ally within 60 feet of her who isn’t incapacitated. Spellcasting Feedback. When a creature Avalla can see within 60 feet of her casts a spell, she taps into the caster’s mind and sabotages their magic. The creature can choose either to cast the spell then take 3 (1d6) psychic damage per level of the spell cast, or to let the spell fail. If the spell fails, the creature’s spell slot is expended with no effect and their action is wasted. Utility Spells In addition to any other spells in this stat block, Avalla can cast the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At will: light A , mage hand A , message A 3/day each: detect magic A , ma ge armor A 1/day each: detect thoughts A , disguise self A , sending A","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Qazyldrath","description":"Qazyldrath (KAZZ-ill-drath) is an ancient creature of night- mares, a manipulator of acid and shadows, a monster who has haunted mortal minds ever since the dragon’s wings first engulfed the light of the sun. This gloom dragon’s ven- erable age is surpassed only by the fear they command. Also known as the Sun Eater and the Silent Decay, Qazyldrath features heavily in the oral tradition of draconic ancestries; they’re said to be one of the progenitors of lesser dragons and the one responsible for the viciousness of dragonkind. Though Qazyldrath hasn’t been seen in millennia, their influence is ever-present across the timescape. Many elven dialects still use variations of the dragon’s name for the word “eclipse.” Some people believe darkness amplifies Qazyldrath’s power, and the Sun Eater will one day return to plunge the world into eternal shadow. Traits Amphibious. Qazyldrath can breathe air and water. Consume Shadow (3/Day). When Qazyldrath fails a saving throw, they can succeed instead. When they do, any areas of magical darkness in the lair are dispelled, and they can’t use Enshroud or Thwart Healing until the end of their next turn. Shadow Strength. Acid and necrotic damage dealt by Qazyldrath ignore damage resistance. Actions Multiattack. Qazyldrath makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) necrotic damage. If the target is a light source or is wearing or holding a light source, that light is extinguished. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and Qazyldrath can move the target up to 15 feet horizontally. Vacuous Breath (Recharge 5–6). Qazyldrath exhales dark energy in a line that is 90 feet long and 20 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 24 (7d6) acid damage plus 24 (7d6) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, that area is filled with magical darkness for 1 minute. A creature with darkvision can’t see through this darkness, and no light except a daylight spell or a light creating spell of 5th level or higher can illuminate it. Bonus Actions Enshroud. Shadows cling to one creature Qazyldrath can see within 120 feet of them. The target must succeed on a DC 19 Dexterity saving throw or be blinded and vulnerable to necrotic damage until the start of Qazyldrath’s next turn. Reactions Thwart Healing. When a creature within 60 feet of Qazyldrath regains hit points, Qazyldrath forces them to make a DC 19 Constitution saving throw. On a failed save, the creature regains half the number of hit points instead. Villain Actions Qazyldrath has three villain actions. They can take each action once during an encounter after an enemy’s turn. They can take these actions in any order but can use only one per round. Action 1: Burning Globs. Qazyldrath spits acid globules at each enemy they can see within 90 feet of them. Each target must succeed on a DC 19 Dexterity saving throw or have a globule attached to their body. A creature attached to a globule takes 14 (4d6) acid damage at the start of their turns. A creature can use an action to remove a globule from themself or a creature they can reach. Action 2: Shadow Form. Qazyldrath becomes semi incorporeal, gaining resistance to bludgeoning, piercing, and slashing damage until the end of their next turn. Qazyldrath then teleports up to 120 feet to an unoccupied space that they can see. Action 3: Sinking Gloom. Qazyldrath summons sticky black acid centered on a point they can see on the ground within 120 feet of them, creating a 5 foot deep, 20 foot radius pool. The pool is difficult terrain and lasts for 1 minute. An enemy who starts their turn in the pool takes 24 (7d6) acid damage and must succeed on a DC 19 Strength saving throw or be restrained until the start of their next turn. An enemy who starts their turn flying within 30 feet of the pool must succeed on a DC 19 Dexterity saving throw or be pulled down by living acid, landing in the nearest unoccupied space of their choice within the pool, take 24 (7d6) acid damage, and be restrained until the start of their next turn.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Chaotic Evil","Expansion":25493,"Challenge Rating":21},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Qazyldrath","description":"Many wish to witness the day I swallow the sun with darkness, but none are as eager as vampires. They are more faithful to me than to their own sires, for I offer what even the gods deny—a world where vampires can move about freely. Qazyldrath Traits Amphibious. Qazyldrath can breathe air and water. Consume Shadow ( 3 /Day). When Qazyldrath fails a saving throw, they can succeed instead. When they do, any areas of magical darkness in the lair are dispelled, and they can’t use Enshroud or Thwart Healing until the end of their next turn. Shadow Strength. Acid and necrotic damage dealt by Qazyldrath ignore damage resistance. Actions Multiattack. Qazyldrath makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) necrotic damage. If the target is a light source or is wearing or holding a light source, that light is extinguished. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage, and Qazyldrath can move the target up to 15 feet horizontally. Vacuous Breath (Recharge 5 – 6 ). Qazyldrath exhales dark energy in a line that is 90 feet long and 20 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 24 (7d6) acid damage plus 24 (7d6) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, that area is filled with magical darkness for 1 minute. A creature with darkvision can’t see through this darkness, and no light except a daylight spell or a light-creating spell of 5th level or higher can illuminate it. Bonus Actions Enshroud. Shadows cling to one creature Qazyldrath can see within 120 feet of them. The target must succeed on a DC 19 Dexterity saving throw or be blinded and vulnerable to necrotic damage until the start of Qazyldrath’s next turn. Reactions Thwart Healing. When a creature within 60 feet of Qazyldrath regains hit points, Qazyldrath forces them to make a DC 19 Constitution saving throw. On a failed save, the creature regains half the number of hit points instead. Villain Actions Qazyldrath has three villain actions. They can take each action once during an encounter after an enemy’s turn. They can take these actions in any order but can use only one per round. Action 1 : Burning Globs. Qazyldrath spits acid globules at each enemy they can see within 90 feet of them. Each target must succeed on a DC 19 Dexterity saving throw or have a globule attached to their body. A creature attached to a globule takes 14 (4d6) acid damage at the start of their turns. A creature can use an action to remove a globule from themself or a creature they can reach. Action 2 : Shadow Form. Qazyldrath becomes semi-incorporeal, gaining resistance to bludgeoning, piercing, and slashing damage until the end of their next turn. Qazyl­drath then teleports up to 120 feet to an unoccupied space that they can see. Action 3 : Sinking Gloom. Qazyldrath summons sticky black acid centered on a point they can see on the ground within 120 feet of them, creating a 5-foot-deep, 20-foot-radius pool. The pool is difficult terrain and lasts for 1 minute. An enemy who starts their turn in the pool takes 24 (7d6) acid damage and must succeed on a DC 19 Strength saving throw or be restrained until the start of their next turn. An enemy who starts their turn flying within 30 feet of the pool must succeed on a DC 19 Dexterity saving throw or be pulled down by living acid, landing in the nearest unoccupied space of their choice within the pool, take 24 (7d6) acid damage, and be restrained until the start of their next turn.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Chaotic Evil","Expansion":28288,"Challenge Rating":21},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Qi-Velexis","description":"TRAITS Legendary Resistance (3/day). If the mad wizard fails a saving throw, she can choose to succeed instead. Magic Resistance. The mad wizard has advantage on saving throws against spells and other magical effects. Special Equipment. The mad wizard wears a torn robe of the archmagi (only has the armor class benefit) ACTIONS Multiattack. The mad wizard makes two Arcane Burst attacks. Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft., or range 120 ft., one target. Hit : 21 (3d10 + 5) force damage. Rend Reality. A target of the mad wizard’s choice within 60 feet that she can see must make a DC 17 Charisma saving throw. On a failed save, the target takes 22 (4d10) psychic damage, and must roll a d4 for a secondary effect: Chain. Three additional foes within 30 feet of the target must make a DC 17 Charisma saving throw or take 18 (4d8) lightning damage. Blast. All creatures within 30 feet of the target must make a DC 17 Charisma saving throw or take 18 (4d8) fire damage. Healing. The target instantly recovers hit points equal to twice the amount of the psychic damage dealt. Teleport. The target is teleported to an unoccupied space within 120 feet. On a successful saving throw, the target takes half the damage, and no secondary effect occurs. Spellcasting. The mad wizard casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: mage hand, message, prestidigitation 3/day each: counterspell, confusion, dispel magic, mage armor 1/day each: teleport, fireball, lightning bolt REACTIONS Shield of Delusion. When the mad wizard is hit by a ranged attack or targeted by a spell that causes damage, her loose grip on reality protects her. As a reaction, if she successfully saves against the spell, she reduces the damage to 0, and chooses an ally within 30 feet (usually Vellyx). That ally regains a number of hit points equal to half of the negated damage. LEGENDARY ACTIONS The mad wizard can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The mad wizard regains spent legendary actions at the start of its turn. Cast a Spell. The mad wizard uses Spellcasting. Chaos Magic. The mad wizard uses Rend Reality. Arcane Regeneration (Costs 2 Actions). The mad wizard regains a used Spellcasting slot. Laugh With Me (Costs 2 Actions). The mad wizard cackles insanely, and her laughter is infectious. Every creature within 120 feet must make a DC 17 Wisdom saving throw. On a failed save, a creature is overcome with laughter, falls prone, and becomes incapacitated. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw, ending the effect on a success. Command the Fortress (Costs Variable Actions). The mad wizard can use one action to awaken the fortress, order it to move 5 feet, or grab a pilgrim within range (if it has reached the edge of the canyon). Using two actions, she can order it to move 10 feet or grab two pilgrims within range. Using three actions, she can order it move 15 feet or grab three pilgrims within range.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (mutated human)","Alignment":"neutral evil","Expansion":25756,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tales from the Wastes"},{"name":"Qiqirn","description":"This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back. Arctic Legends. Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it. Afraid of Civilization. Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds. Spirit Dog. A qiqirn’s fear of civilization is built on the basis of self-preservation. The qiqirn is an unwilling conduit for souls of the damned that aren’t strong enough to travel to the afterlife. These spirits steadily torment the qiqirn, causing it pain and infusing it with necrotic power as they seek their own respite. As the qiqirn spends more time around civilization, it accrues more damned souls. Much as a fiend transforms to higher forms as it devours souls, a qiqirn that lives long enough or spends enough time around civilization undergoes a painful transformation from its constant contact with the growing number of tormented souls. These qiqirn seek to destroy all they encounter, sharing their pain with others. Scholars speculate the power of the spirits would eventually kill the tormented qiqirn if the creature lost the ability to offload the pain coursing from the other side of the veil. Curing a Qiqirn Qiqirn live in remote arctic regions to avoid excessive contact with humanoids, but they can’t resist warm hearths and the easy prey in livestock pens. No matter how much a qiqirn tries to avoid civilization, eventually it accrues enough souls and becomes a tormented qiqirn. Though qiqirn can never be freed of the quirk that draws damned souls to them, they can be freed of the souls burdening them by putting those souls to rest. Ankou , in particular, are adept at releasing the qiqirn of its burden of souls, and ankou soul heralds often assign soul seekers to areas inhabited by qiqirn to ensure the souls get the proper respite and that the qiqirn doesn’t become tormented. A tormented qiqirn can be freed of its burden of souls only by an ankou soul herald or a wish spell. If freed of its burden, a tormented qiqirn shrinks back into its standard form.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"neutral","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Qomok","description":"The remote reaches of the universe are home to bizarre phenomena and horrific alien life forms beyond normal comprehension, most of which pale in comparison to the unspeakable and utterly alien horror epitomized by the qomok. Known by many names throughout the universe, but most often as “Things,” qomoks are shape-shifting parasitic organisms with the ability to absorb, assimilate, and then perfectly mimic the bodies of other living creatures. A qomok’s original form resembles a fleshy mass of oozing viscera, covered with rope-like tendrils and undulating sucker-mouths that slithers and shambles with surprising agility. However, most qomoks haven’t assumed this shape since the first qomok left its distant homeworld billions of years ago, for the creatures are driven by an irresistible drive to absorb and assume their victims’ forms. Extremely paranoid, and with an unrivaled instinct for self-preservation and survival, qomoks prefer to attack lone targets so they do not needlessly endanger themselves. When attacking, a qomok shifts its body asunder in a spectacle of gore and violence, generating various extremities and toothy maws, in an attempt to surprise its prey. It then ensnares its victim with its feeding tendril so it can be absorbed and assimilated. When a qomok’s true nature is exposed, the creature will react depending on its current size, health, and the nature of the threat. Smaller spawn of a qomok will usually attempt to flee, whereas a full-sized and healthy qomok will often attack multiple creatures head on in an attempt to quickly overwhelm and neutralize them. However, true to its self-preserving nature, a qomok will almost always prefer to flee if its cover is not completely lost. Primordial Origins. Qomoks originated on a tiny, swamp-covered moon orbiting a gas giant world in a remote corner of the universe. They began as microscopic clusters of semi-sentient cells that took a bizarre turn on the evolutionary path and developed the ability to assimilate and mimic other organic cells. After a few billion years, the qomoks grew prodigiously and became the dominant species on their homeworld. The immortal qomoks then spent eons slithering about their muddy little world, occasionally absorbing and assimilating one another. Though highly intelligent, these qomoks were unfathomably savage; they formed no society, no religion, and were content to focus their attentions on the swampy surface of their world, remaining completely unaware of the stars above and any worlds beyond their own. That changed when an elder thing explorer happened upon the qomok homeworld. Having visited scores of inhabited worlds in its own long lifetime, the elder thing immediately recognized the qomoks’ physical resemblance to the bio-engineered shoggoths—a powerful slave race created by the elder things. Insatiably curious, the elder thing began a long-term study of the qomoks with the goal of eventually collecting a live specimen and weaponizing it. Unfortunately for the elder thing, and for many future denizens of the universe, this ill-planned scheme was a disaster. One day, after several years of safely studying the qomoks from the air, the elder thing landed on an outcropping of rock that was too close to one of the creatures. The qomok ensnared the elder thing with its feeding tendril and swiftly absorbed and assimilated the over-matched explorer. In that instant, as the qomok absorbed the elder thing’s body and mind, its own consciousness expanded a millionfold. The qomok’s thoughts flooded with the memories, knowledge, and experiences of the elder thing, and it suddenly became cognizant of the existence of other living creatures and other worlds. Led by an insatiable drive to assimilate other life forms, the qomok assumed the elder thing’s winged form and immediately launched itself into the sky. Mimicking the elder thing’s ability to travel between the stars, the qomok hurled itself through interstellar space and slipped into hibernation. Eventually, untold eons later, the sleeping qomok fell to the surface of an inhabited world. Since that time, this single qomok has seeded its kind on many worlds as it slowly and inexorably spreads its race across the universe. Vital Instincts. A qomok has only assimilation and self-preservation in mind. It will selfishly save itself or even attack other qomoks or other copies of itself in order to avert attention and suspicion. A qomok’s level of intelligence is determined by its size. Larger qomoks are extremely intelligent; it is theorized that full-sized qomoks have the combined intellects of all the organisms they have ever assimilated. Smaller copies are much less intelligent, and often show little creativity or goals other than survival. Qomoks have little regard for other life, seeing living creatures merely as prey and conveniences by which they can gain newer, more versatile forms. They care nothing for emotions, and have no need for personal relationships, religion, or mercy. Due to their intense paranoia and overriding instinct for self-preservation, as well as their callous indifference for “lesser” life forms, qomoks rarely communicate with sentient prey. When they do converse, they do so only to maintain their cover, avert attention away from themselves, or confuse their prey. Qomoks have only slightly more regard for their own kind, including their own infection-spawned offspring. Although they will cooperate with one another when they share a common enemy or goal, qomoks only do so if the association serves their personal need for assimilation and survival. Nonmagical. Though highly intelligent and able to use most technology and magic items, qomoks are not adept at spellcasting. Whether due to their alien physiology or some other psychological barrier, qomoks cannot cast spells or mimic the magical abilities of other beings. While their natural forms are decidedly alien, they can spontaneously generate limbs and other body parts that allow them to use tools and magical items as easily as a humanoid. 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Like clockwork.” —Kwint Stormbellow, rock gnome adventurer Modrons Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order. Absolute Law and Order. Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no “I,” but only “we” or “us.” Absolute Hierarchy. Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand. Cogs of the Great Machine. If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result. The Great Modron March. When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. Quadrone Astute combatants, quadrones serve as artillery and field officers in the regiments of modron armies. Variant: Rogue Modrons A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don’t act in accordance with Primus’s wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. Traits Axiomatic Mind : The quadrone can’t be compelled to act in a manner contrary to its nature or its instructions. Disintegration If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. Actions Multiattack : The quadrone makes two fist attacks or four shortbow attacks. Fist : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Shortbow : Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"MM1","Alignment":"lawful neutral","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Quagga","description":"This zebra-like centaur is well-armed, with a twin-bladed knife, javelins, and a shield of rhinoceros hide. Smaller than their horse-like cousins, quagga have a zebra body topped with a humanoid torso, head, and arms. They traditionally style their manes into stiffened crests and sport decorative piercings and ritual scarring, which varies from tribe to tribe. Despite their similarity to centaurs, quagga despise the moniker “zebrataurs,” finding it highly insulting. Nomads and Hunters. Quagga e travel in herd-groups numbering from ten to 200, roaming vast arid savannahs and subtropical grasslands. The quagga follow herd animals, such as wildebeests, giraffes, and gazelles, as they make their annual migrations. These herds are their primary food sources, and quagga do what they can to ensure these beasts thrive. Territorial Warriors. For the quagga, land, water, and migratory routes are inherited from their ancestors. Water sources and grassland that a tribe has visited and used for generations are theirs for perpetuity. Conflicts arise when other creatures, especially humanoids, build settlements around or wall off resources claimed by a quagga tribe. It may be months, even years, before a tribe returns to a particular area, depending on their current migratory route, only to find “their” land taken from them. They will demand its return from whatever creatures have laid claim to the area. If they are refused, the quagga often declare war, fighting until they triumph or it is time for the herd to move on. If the issue is not settled before they leave, the quagga resume raiding when they next return to the area. Keen Sight and Smell. The quagga has advantage on Wisdom (Perception) checks that rely on sight or smell. Knife Dancer. When the quagga hits a creature with a Twin Blade attack, it doesn't provoke opportunity attacks when it moves out of that creature's reach. Pack Tactics. The quagga has advantage on attack rolls against a creature if at least one of the quagga's allies is within 5 feet of the creature and the ally isn't incapacitated. Trampling Charge. If the quagga moves at least 20 feet straight toward a target and then hits it with a Twin Blade attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the quagga can make one Hooves attack against it as a bonus action. Actions Multiattack. The quagga makes two Twin Blade attacks and one Hooves attack, or it makes four Javelin attacks. Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Twin Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Bonus Actions War Surge. When the quagga reduces a creature to 0 hp with a melee attack on its turn, the quagga can move up to half its speed and make a Twin Blade attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Neutral","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Quaggoth","description":"Savage and territorial, quaggoths climb the chasms of the Underdark. They maul their foes in a frenzy, becoming even more murderous in the face of death. Quaggoth Origins. Quaggoths were never an enlightened species, but they were not always the brutal Underdark denizens they are today. In a distant age, quaggoth tribes dwelled upon the surface as nocturnal arboreal hunters, possessing their own language and culture. When elves appeared in the mortal realm, they clashed with the quaggoths, eventually driving them to near extinction. Only by fleeing deep into the Underdark did the quaggoths survive. As they passed the ages deep beneath the world, the quaggoths’ fur lost its color and their vision adapted to the darkness, even as the constant danger and weird magic of their new realm transformed them. Turning increasingly brutal and savage, they ate whatever food they could find—and when they could not find it, they preyed on each other. As cannibalism became part of their culture, their past was abandoned. Servants of the Drow. The ancient enmity between quaggoths and surface elves makes them easy converts to the dark elf cause. In recent years, the drow have taken an interest in breeding quaggoths, encouraging their ferocity while strengthening their obedience. Wealthy drow houses have legions of quaggoths at their command. Even worse, the drow cultivate the quaggoths’ hatred of the elves by leading them on surface raids against known elven enclaves. Thonots. Some quaggoths absorb psionic energy that suffuses certain parts of the Underdark. When a tribe discovers that one of its own has inherited such powers, they press it into the role of tribal shaman, or thonot. A thonot keep a tribe’s lore and ensures its superiority against enemies. A thonot that fails the tribe is slain and devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth. Poison Immunity. Generations of hunting venomous subterranean creatures and perpetual exposure to the molds and fungi that grow in the depths have forced quaggoths to adapt immunities to poisons of all kinds. Variant: Quaggoth Thonot The Quaggoth Thonot variant can be found here . Traits Wounded Fury : While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. Actions Multiattack : The quaggoth makes two claw attacks. Claw : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (quaggoth)","Source":"MM1","Alignment":"chaotic neutral","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Quaggoth Alpha","description":"The quaggoth alpha is the leader of its pack. It is usually the strongest and largest male in its group and displays psionic talents. In combat, it uses weapons and fights with reckless abandon. In difficult situations, it can unleash a battle cry that temporarily enhances its allies' attacks with psychic energy. Traits Reckless. At the start of its turn, the quaggoth can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Wounded Fury. While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. Actions Multiattack. The quaggoth makes two Maul attacks or two Javelin attacks. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) psychic damage. Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Bonus Actions Battle Roar (Recharges after a Short or Long Rest). The quaggoth unleashes a battle cry infused with psychic energy. Up to ten other creatures of its choice within 60 feet of it that can hear it deals an extra 7 (2d6) psychic damage with its next a melee attack until the start of the quaggoth's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Quaggoth)","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Quaggoth Spore Servant","description":"Spore Servant Template A spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign. A creature that was never flesh and blood to begin with (such as a construct, elemental, ooze, plant, or undead) can’t be turned into a spore servant. The following characteristics change or are added to a creature that becomes a spore servant. Retained Characteristics. The servant retains its Armor Class, hit points, Hit Dice, Strength, Dexterity, Constitution, vulnerabilities, resistances, and immunities. Lost Characteristics. The servant loses its original saving throw and skill bonuses, special senses, and special traits. It loses any action that isn’t Multiattack or a melee weapon attack that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item. Type. The servant’s type is plant, and it loses any tags. Alignment. The servant is unaligned. Speed. Reduce all the servant’s speeds by 10 feet, to a minimum of 5 feet. Ability Scores. The servant’s ability scores change as follows: Int 2 (−4), Wis 6 (−2), Cha 1 (−5). Senses. The servant has blindsight with a radius of 30 feet, and it is blind beyond this radius. Condition Immunities. The servant can’t be blinded, charmed, frightened, or paralyzed. Languages. The servant loses all known languages, but it responds to orders given to it by myconids using rapport spores. The servant gives highest priority to orders received from the most powerful myconid. Attacks. If the servant has no other means of dealing damage, it can use its fists or limbs to make unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1d4 + the servant’s Strength modifier, or, if the servant is Large, 2d4 + its Strength modifier. Actions Multiattack : The spore servant makes two claw attacks. Claw : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"MM1","Alignment":"Unaligned","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Quaggoth Thonot","description":"Savage and territorial, quaggoths climb the chasms of the Underdark. They maul their foes in a frenzy, becoming even more murderous in the face of death. Quaggoth Origins. Quaggoths were never an enlightened species, but they were not always the brutal Underdark denizens they are today. In a distant age, quaggoth tribes dwelled upon the surface as nocturnal arboreal hunters, possessing their own language and culture. When elves appeared in the mortal realm, they clashed with the quaggoths, eventually driving them to near extinction. Only by fleeing deep into the Underdark did the quaggoths survive. As they passed the ages deep beneath the world, the quaggoths’ fur lost its color and their vision adapted to the darkness, even as the constant danger and weird magic of their new realm transformed them. Turning increasingly brutal and savage, they ate whatever food they could find—and when they could not find it, they preyed on each other. As cannibalism became part of their culture, their past was abandoned. Servants of the Drow. The ancient enmity between quaggoths and surface elves makes them easy converts to the dark elf cause. In recent years, the drow have taken an interest in breeding quaggoths, encouraging their ferocity while strengthening their obedience. Wealthy drow houses have legions of quaggoths at their command. Even worse, the drow cultivate the quaggoths’ hatred of the elves by leading them on surface raids against known elven enclaves. Thonots. Some quaggoths absorb psionic energy that suffuses certain parts of the Underdark. When a tribe discovers that one of its own has inherited such powers, they press it into the role of tribal shaman, or thonot. A thonot keep a tribe’s lore and ensures its superiority against enemies. A thonot that fails the tribe is slain and devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth. Poison Immunity. Generations of hunting venomous subterranean creatures and perpetual exposure to the molds and fungi that grow in the depths have forced quaggoths to adapt immunities to poisons of all kinds. Traits Wounded Fury : While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. Innate Spellcasting (Psionics) : The quaggoth’s innate spellcasting ability is Wisdom (spell save DC 11). The quaggoth can innately cast the following spells, requiring no components: • At will: feather fall, mage hand (the hand is invisible) • 1/day each: cure wounds, enlarge/reduce, heat metal, mirror image Actions Multiattack : The quaggoth makes two claw attacks. Claw : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (quaggoth)","Source":"MM1","Alignment":"chaotic neutral","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Quaggoth Thonot","description":"A few quaggoths are born with or have absorbed psychic energy that they gain the ability to wield psionic magic. Those that excel in it become thonots, shamans who provide guidance and support for a quaggoth tribe. Traits Wounded Fury. While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack. Actions Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 7 (2d6) psychic damage. Telekinetic Strike. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 15 (3d8 + 2) force damage, and if the target is Large or smaller, it is pulled up to 10 feet toward the quaggoth or pushed 10 feet away from it, as the quaggoth chooses. Spellcasting (Psionics). The quaggoth casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13): At will: cure wounds, mage hand (the hand is invisible) 1/day each: enlarge/reduce, heat metal, levitate, mirror image","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Quaggoth)","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Quandrix Apprentice","description":"Quandrix Students The students of Quandrix College—first as apprentices and then as pledgemages—immerse themselves in the magic of geometry and metaphysics. Their ultimate goal isn’t mastery, however. Rather, in their projects they explore and expand knowledge without expecting concrete answers. Whether students are extrapolating mathematical patterns in nature or engaging in speculative dives into topological formulas that bend reality, their studies blur the line between abstract numerical theory and natural reality. Quandrix Scholars The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself. Actions Multiattack. The apprentice makes two Exponential Lash attacks. Exponential Lash. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2) force damage, and the apprentice can cause one creature it can see within 30 feet of the target to take 9 (2d6 + 2) force damage. Spellcasting. The apprentice casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12): At will: guidance , mage hand 1/day each: enlarge/reduce , mage armor","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Wizard)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Quandrix Pledgemage","description":"Quandrix Students The students of Quandrix College—first as apprentices and then as pledgemages—immerse themselves in the magic of geometry and metaphysics. Their ultimate goal isn’t mastery, however. Rather, in their projects they explore and expand knowledge without expecting concrete answers. Whether students are extrapolating mathematical patterns in nature or engaging in speculative dives into topological formulas that bend reality, their studies blur the line between abstract numerical theory and natural reality. Quandrix Scholars The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself. Actions Multiattack. The pledgemage makes two Exponential Lash attacks. Exponential Lash. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 6 (1d6 +3) force damage, and the pledgemage can cause one creature it can see within 30 feet of the target to take 10 (2d6 + 3) force damage. Spellcasting. The pledgemage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13): At will: guidance , mage hand 1/day each: dimension door , enlarge/reduce , mage armor , plant growth Bonus Actions Vortex Calculus (Recharge 4–6). The pledgemage teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself. Immediately after it teleports, each creature within 20 feet of the space it left must make a DC 13 Constitution saving throw. On a failed save, a creature takes 7 (2d6) force damage and is moved 10 feet in a random horizontal direction. On a successful save, a creature takes half as much damage and isn’t moved.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Wizard)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Quandrix Professor of Substance","description":"Professors of substance specialize in the concrete side of Quandrix philosophy, manipulating physical dimensions and properties of growth. Their magic alters and replaces the equations that describe the natural world, including creatures, space, and substance. Through these manipulations, the professors change their size and the physical form of others, manipulate nature into rapid growth, travel instantaneously, and even fold space into deadly edges. These professors teach that numbers and mathematics aren’t merely intellectual concepts, but that they exist physically in all things. Professors of substance teach their students to wield magic practically, creating tangible change in the world around them. Quandrix Scholars The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself. Actions Multiattack. The professor makes two Spatial Blade attacks. Spatial Blade. Melee or Ranged Spell Attack: +7 to hit (the target can’t benefit from cover less than total cover), reach 5 ft. or range 120 ft., one target. Hit: 13 (2d8 + 4) force damage, or 22 (4d8 + 4) force damage if the professor is Large or larger, and the professor can push the target horizontally up to 10 feet away. Spellcasting. The professor casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: guidance , mage hand , mending (as an action) 1/day each: creation (as an action), dimension door , mage armor , plant growth , polymorph Bonus Actions Dilation (Recharge 5–6). The professor magically alters its physical form until it uses this bonus action again, until it is incapacitated or dies, or until it dismisses the effect (no action required). Choose one of the following options: Expand. The professor becomes Large if there is sufficient room for it to grow. It has advantage on attack rolls and on ability checks and saving throws that rely on Strength. Contract. The professor becomes Small. Its walking speed increases to 60 feet, attack rolls against it have disadvantage, and it has advantage on ability checks and saving throws that rely on Dexterity. Reactions Avoidant Translation (2/Day). When the professor is hit by an attack roll, it can increase its AC by 3 against that attack, potentially causing it to miss. The professor can then teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Wizard)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Quandrix Professor of Theory","description":"Professors of theory advance the Quandrix philosophy that math-magical manipulation is most powerful in the abstract dimension of minds, probability, and the fabric of magic itself. Their equations shift perceptions in profound ways, alter probability, and interfere with the formation of other magic. In battle, the professors tweak probability to impede attacks and strike at the minds of their foes with lancing equations that disrupt the opponent’s resolve. Professors of theory hold that altering the way a person interacts with the world can change the world. They impress upon their students to use magic as a tool to shape the overall experience of reality, and in turn make the world a better place. Quandrix Scholars The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself. Actions Multiattack. The professor makes two Heuristic Lance attacks. It can also use Overriding Theorem, if available. Heuristic Lance. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 13 (2d8 + 4) psychic damage, and the target is poisoned until the end of its next turn. Overriding Theorem (Recharge 4–6). The professor magically influences the mind of up to two creatures it can see within 60 feet of itself. Each target must succeed on a DC 15 Intelligence saving throw or become charmed by the professor until the start of the professor’s next turn. The charmed creature must immediately use its reaction, if available, to move up its speed toward another creature of the professor’s choice and make one melee attack against that other creature. Spellcasting. The professor casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: guidance , mage hand , minor illusion 1/day each: mage armor , major image , mirage arcane (as an action), Rary’s telepathic bond Reactions Divide by Zero (2/Day). When the professor sees another creature within 60 feet of itself casting a spell, the professor can try to nullify the spell’s formation. The creature must succeed on a DC 15 saving throw using the spell’s spellcasting ability, or the spell fails and is wasted.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Wizard)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Quantum Worm","description":"Quantum worms are drawn to areas with strong or unusual electromagnetic fields. A quantum worm possesses the ability to phase in and out of the three-dimensional space. Victims of their poison often find themselves being stored in its den which is usually a sealed tunnel with no physical exit. Quantum worms can secrete a sticky substance used in both the creation of their nest and in sealing up the caves that lead to their dens. This polymer can be liquefied by exposure to specific electromagnetic frequencies. The beast’s mouth emits these in low levels, allowing them to “lick” the structure of their secretions into desired shapes. These worms appear out of nowhere and quickly vanish after attacking. Their movement between dimensions gives the illusion of teleportation. It is still unknown how these beasts travel in this way.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Quartzite Elemental","description":"Quartzite Elementals are large elementals composed of rock and quartz and held together by magnetic fields and with crystalline clusters colored in shades of light pink, purple, or yellow, depending on the iron content and other impurities within. Typically found in regions abundant with silicate minerals, quartzite elementals blend seamlessly with their surroundings and could easily be mistaken for ordinary rock formations, as they can remain inert and motionless for long periods unless disturbed. Fearsome Protectors Despite quartzite elementals' apparently peaceful integration with nature, they are fiercely territorial and spring to life with startling aggression if their domain is threatened. A living embodiment of quartz' qualities, quartzite elementals use vibrations to sense their surroundings and can disrupt foes with powerful resonant frequencies or by refracting light into blinding beams. Leveraging their piezoelectric nature, quartzite elementals can also convert the kinetic energy from physical impacts into electrical energy within their crystalline structure and unleash it as deadly electrical bursts against their adversaries.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Expansion":34474,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Quasit","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Shapechanger : The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Magic Resistance : The quasit has advantage on saving throws against spells and other magical effects. Actions Claw (Bite in Beast Form) : Melee Weapon Attack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Scare (1/day) : One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. Invisibility : The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.","properties":{"Category":"Monsters","AC":13,"HP":"7 (3d4)","CHA":10,"CON":10,"DEX":17,"INT":7,"STR":5,"WIS":10,"Size":"Tiny","Type":"fiend (demon)","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067663/Bw-WTSCpi3wnZOzCPVcB8Q/original.png","Roll 0":"Claw/Bite\n1d20 + 4\n1d4+3","Senses":"Darkvision 120 Ft.","Skills":"Stealth +5","Source":"5th Edition SRD","data-XP":200,"Alignment":"Chaotic Evil","Languages":"Abyssal, Common","data-List":"false","Immunities":"Poison","Token Size":1,"Resistances":"Cold; Fire; Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Shapechanger\",\"Desc\":\"The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The quasit has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Claw (Bite in Beast Form)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 3\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d4\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must succeed on a DC 10 Constitution saving throw, or take the poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"},{\"Name\":\"Scare (1/day)\",\"Desc\":\"One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.\"},{\"Name\":\"Invisibility\",\"Desc\":\"The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.\"}]","data-CHA-mod":"+0","data-CON-mod":"+0","data-DEX-mod":"+3","data-INT-mod":"-2","data-STR-mod":"-3","data-SizeNum":0,"data-WIS-mod":"+0","Challenge Rating":1,"Passive Perception":10,"Condition Immunities":"Poisoned","data-CrNum":1,"data-AcNum":13,"data-HpNum":7},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Quasit","description":"Demons Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil—engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness , the Black Scrolls of Ahm , and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon True Names Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz’zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake’s and as powerful as a great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out—or if she has a reason to remind her followers to fear her—Lolth’s lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart. Orcus Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus , a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes’ flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Quasit Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren’t devouring them or pulling them apart to pass the time. A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be invisible when it attacks. Variant: Quasit Familiar Mortal spellcasters interested in extraplanar familiars find quasits easy to summon and eager to serve. The quasit plays the part of the obsequious servant. It serves its master well, but it goads the mortal to greater and greater acts of chaos and evil. Such quasits have the following trait. Familiar : The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit’s Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demons by Type Type Examples 1 barlgura, shadow demon, vrock 2 chasme, hezrou 3 glabrezu, yochlol 4 nalfeshnee 5 marilith 6 balor, goristro Traits Shapechanger : The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form . Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed . It reverts to its true form if it dies. Magic Resistance : The quasit has advantage on saving throws against spells and other magical effects. Variant: Familiar : The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond. Actions Claw (Bite in Beast Form) : Melee Weapon Attack : +4 to hit, reach 5 ft ., one target. Hit : 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Scare (1/day) : One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success. Invisibility : The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend (demon)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Quasit","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects. Actions Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn. Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it’s wearing or carrying isn’t transformed.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":32231,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Quasit","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Magic Resistance. The quasit has Advantage on saving throws against spells and other magical effects. Actions Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage, and the target has the Poisoned condition until the start of the quasit’s next turn. Invisibility. The quasit casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. Scare (1/Day). Wisdom Saving Throw: DC 10, one creature within 20 feet. Failure: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Shape-Shift. The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it’s wearing or carrying isn’t transformed.","properties":{"Category":"Monsters","AC":13,"HP":"25 (10d4)","PB":2,"CHA":10,"CON":10,"DEX":17,"INT":7,"STR":5,"WIS":10,"Size":"Tiny","Type":"Fiend (Demon)","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407889/LGk0qjq00u7yj015ijaD6Q/original.png","Senses":"Darkvision 120 ft.","Skills":"Stealth +5","data-XP":200,"Alignment":"Chaotic Evil","Expansion":33335,"Languages":"Abyssal, Common","data-List":"false","Immunities":"Poison","Token Size":1,"Resistances":"Cold, Fire, Lightning","data-Traits":"[{\"Name\":\"Magic Resistance\",\"Desc\":\"The quasit has Advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Rend\",\"Desc\":\"The target has the Poisoned condition until the start of the quasit's next turn.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 3\",\"Damage Type\":\"Slashing\"},{\"Name\":\"Invisibility\",\"Desc\":\"The quasit casts *Invisibility* on itself, requiring no spell components and using Charisma as the spellcasting ability.\"},{\"Name\":\"Scare (1/Day)\",\"Desc\":\"*Wisdom Saving Throw*: DC 10, one creature within 20 feet. \\n*Failure*: The target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.\"},{\"Name\":\"Shape-Shift\",\"Desc\":\"The quasit shape-shifts to resemble a bat (Speed 10 ft., Fly 40 ft.), a centipede (40 ft., Climb 40 ft.), or a toad (40 ft., Swim 40 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it's wearing or carrying isn't transformed.\"}]","data-CHA-mod":0,"data-CON-mod":0,"data-DEX-mod":3,"data-INT-mod":"-2","data-STR-mod":"-3","data-SizeNum":1,"data-WIS-mod":0,"Saving Throws":"Str -3, Dex +3, Con +0, Int -2, Wis +0, Cha +0","Challenge Rating":1,"Passive Perception":10,"Condition Immunities":"Poisoned","data-CrNum":1,"data-AcNum":13,"data-HpNum":25},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Quavilithku Spyder-Fiend","description":"Quavilithku spyder-fiends revel in destruction. Although they like to savage prey with their mangy wolf heads, they delight in destroying structures and art objects—the more beautiful, the better. The arms hanging below their wolf heads are physically frail but useful for employing tools of destruction or sabotage. Spyder-Fiends Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing is their favorite pursuit. They spin durable webs and are ingenious in how they employ their webs against prey. Spyder-fiends are organized into a hierarchy based on might and cunning, with higher-ranked spyder-fiends dominating lower ranks. Spyder-fiends of equivalent rank scheme against each other for advancement and eagerly turn against one another if treachery can improve their position. Spyder-fiends loyally serve their general, Miska the Wolf-Spider. While they were rarely seen during Miska’s imprisonment in Pandemonium, they have become increasingly active as Miska struggles to free himself in Pandesmos. Traits Magic Resistance. The quavilithku has advantage on saving throws against spells and other magical effects. Spider Climb. The quavilithku can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. When in contact with a web, the quavilithku knows the exact location of any other creature in contact with the same web. Web Walker. The quavilithku ignores movement restrictions caused by webbing. Actions Multiattack. The quavilithku makes two Bite attacks. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 17 (5d6) poison damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature can’t regain hit points. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Dissolving Web (Recharge 5–6). The quavilithku expels acid-drenched webs in a 90-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) acid damage on a failed save or half as much damage on a successful one. Nonmagical objects in the area that aren’t being worn or carried take 44 (8d10) acid damage. Bonus Actions Assess Weakness. The quavilithku sizes up a creature it can see within 40 feet of itself. Until the start of the quavilithku’s next turn, it has advantage on attack rolls against the creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":30583,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Quazenia","description":"Background Quazenia's childhood was anything but ordinary. As the daughter of the Great Ssarezzal, leader of the Cult of the Dark Serpent, there was tremendous pressure upon Quazenia from the day she was born. The Great Ssarezzal, Quazenia's mother, had foreseen that Quazenia would inherit her powers of foresight. Unfortunately, Quazenia never did. Fearing what her cruel mother would do if she discovered her shortcomings, Quazenia decided to fake it. Mimicking the wild trances she'd seen her mother succumb to, she began delivering half-coherent prophecies and though she didn't know what she was saying half the time, the Cult of the Dark Serpent eagerly lapped it up. While Quazenia's foresight never manifested, she possessed innate magic, and over the years, she began enhancing and augmenting her \"visions” with illusions. The more compelling her prophecies, however, the more distant her malignant mother grew. Whether her mother suspected Quazenia's charade or was simply envious, Ssarezzal eventually moved against Quazenia. During one of her prophecies, Quazenia's mother exclaimed that \"the prophet's progeny” had been \"tainted” and that the \"offspring had to be culled” by the \"Dark Serpent's will.” Rather than let her mother sacrifice her, Quazenia used her illusory magic to fake her own demise and fled the cult. At first, life outside the cult was daunting; having lived in seclusion, she barely knew how to comport herself in civilized society. Cunning and pragmatic, Quazenia soon adapted and found that her new life of freedom suited her well. With the revelry of someone who's spent their entire life sheltered away, Quazenia lived a dozen lives in a span of a few years; going on dangerous adventures, courting a wealthy prince, and traveling with a magical carnival. At present, Quazenia has taken to crafting, buying, and selling magical items, specializing in objects that can create or manipulate illusions. Roleplaying Quazenia Quazenia might not be gifted in the way her evil mother wanted her to be, but she is gifted in most other ways: beautiful and clever, charming and talented, the green-skinned serpentfolk has plenty to offer. Even so, there is an unmistakable sadness in Quazenia's eyes that hints at her tumultuous youth. Quazenia isn't all dour melancholy, however. She has a sardonic wit and answers foolish questions with biting sarcasm (\"Yes, I am indeed a serpentfolk. What gave it away – was it my graceful movements or maybe my forked tongue and green scales?”) Nothing delights her more than if a customer knows how to bite back – she takes great relish in exchanging barbs with a worthy adversary. Having never felt that she was good enough for her mother, Quazenia has a deep desire to prove herself; she is prone to engage in oneupmanship (\"A fine sword you have there – almost as fine as the one I have for sale”) and embellishments. In the end, there is no malice to Quazenia, only a childlike need for approval.","properties":{"Category":"Monsters","Size":"Medium","Type":"Serpentfolk","Alignment":"Neutral","Expansion":27827,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Queborrin","description":"Distant kin of the much-feared and more common intellect devourer, the queborrin are an alien parasitic race that thrives on finding a powerful host to dwell within and enjoy. The queborrin are voyeurs; seeking to enjoy positions of power to enable other queborrin to thrive. A queborrin resembles a revolting long green worm with distended legs, it has cluster eyes and is covered in fine hairs that, when attached to the host’s spine, grow and infuse within the skeleton of the host to prevent removal. Its sphincterous mouth is designed for swift burrowing and has a circular row of razor teeth. Queborrin speak their own language; a revolting series of screeches and high-pitched whistles that can be pitched so high that they pass the hearing of most humanoids. In this way, queborrin are able to communicate with each other even in the most dangerous of circumstances and do so secretly. Dominating Parasite. Queborrin usually enter a host by dominating them and then erasing the memory of its ever entering them. In this way, queborrin can slyly enter a populace raising very few suspicions; and those who do spot such intruders are quickly dealt with by dominated infested hosts. In this way, queborrin can quickly take over entire communities, and have taken over entire worlds in this way—spreading like a vast wave of parasitic misery across an entire population and creating a place of order and safety for the queborrin to infest other worlds. Spellscorned. Queborrin grant a boon of spell resistance to their hosts; something they carefully veil using suggestion spells if ever the need arises—most hosts put the lack of spells affecting them down to simple destiny—an assumption the queborrin planted there in the first place. Hive-Minded. Some queborrin are able—through a quirk as yet understood even by the race themselves—to communicate across vast distances; even between planes of existence. These hive-minded queborrin have a shared link with several others that enables those creatures to speak and listen and see everything that goes on between the hive group. The hive-minded queborrin are often feared by their own kind, who hunt them out as aberrations within aberrations. This forces some groups of hive-minded to operate covertly and form even more paranoid groups than standard queborrin. Metal Clad. Some queborrin have developed—or rather created—metal skins to work from, preferring to shed mortal flesh to enable a form of immortality. These creatures view other queborrin who dwell in flesh as unclean; racially inferior creatures that are above all other foes who must be sought out and slain. The metal skins they develop are only limited by the present technology of the places they inhabit—places they generally soon overpower and destroy. Metal-clad queborrin have developed complex alchemical methods of reproduction, sometimes on an industrial scale. These queborrin are greatly feared by standard queborrin who reciprocate their race hatred. They operate on a strict hierarchical scale to ensure racial purity drives the queborrin—not personal greed or desire. 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They have been raised in turns on the Material Plane and the Bleak Mire, and were taught to spread malice and suffering by their hag mothers, a lesson they enjoyed to the fullest. As a result, the triplets look at the world as their playground, which is theirs to ravage. They are utterly loyal to their hag mothers, whom they consider the source of their power and status, which they are afraid to lose.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17604,"Challenge Rating":1},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Queen Bargnot","description":"Queen Bargnot, Scourge of the High Road, leads the Jagged Edge Goblins in pillaging caravans. Before her rise, the goblins struggled, attacking only the weakest travelers in unorganized strikes. When she killed her boss and became the band’s self-proclaimed queen, everything changed. The Jagged Edges dug a sprawling network of tunnels in the soft earth beneath the High Road. Secret entrances allow the goblins to make coordinated strikes and disappear before their victims can organize against them. When not planning a raid, Queen Bargnot’s warriors train, rewarding the best and punishing the lazy. Queen Bargnot surrounds herself with warriors. She initially wades into battle with them, then moves back when half her hit points remain to command from safety. Traits Crafty. Queen Bargnot doesn’t provoke opportunity attacks when she moves out of an enemy’s reach. Take My Pain (3/Day). When Queen Bargnot fails a saving throw against a spell or other supernatural effect, she can choose a willing creature within 30 feet of her. Queen Bargnot succeeds on the saving throw, the creature is targeted with the same spell or effect as if they were in her space, and they fail their saving throw automatically. Actions Multiattack. Queen Bargnot makes three Shortsword attacks or two Shortbow attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Get In Here. Queen Bargnot shouts for aid and 1d4 goblin lackeys appear in unoccupied spaces within 60 feet of her. Reactions No Dying! When an ally Queen Bargnot can see within 30 feet of her is reduced to 0 hit points, they are reduced to 1 hit point instead. Villain Actions Queen Bargnot has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1: What Are You Waiting For?! Each ally within 60 feet of Queen Bargnot who can hear her can move up to their speed or make a melee weapon attack (no action required). Action 2: Focus Fire. Queen Bargnot chooses an enemy she can see with 60 feet of her. Queen Bargnot and each ally within 60 feet of her who can hear her can move up to their speed toward the target. Action 3: Kill! Each ally within 60 feet of Queen Bargnot who can hear her can make a weapon attack with advantage (no action required). If the attack hits, it deals an extra 3 (1d6) damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Queen Bargnot","description":"Strike first, strike hard, grab what you can, and then disappear into the shadows. If you can’t find a shadow, don’t worry. Morky will make one for you. Queen Bargnot Goblin Tactics Goblins benefit from fighting in environments with features to climb on and hide behind, like trees and pillars. The Crafty trait means melee-focused goblins can run into combat, attack, then regroup with their allies. It also allows goblin minions to run past enemy warriors and surround their spellcasting foes to make use of their Tiny Stabs trait. Goblins who fight at range climb for better sightlines and defense. If clearly losing a battle, goblins typically don’t stick around and fight to the last warrior. Instead, they flee to untamed wilderness and tight tunnels, utilizing their natural agility to run and hide from threats. Goblins who escape with their lives take time to lick their wounds then gather more allies and rush back to face the threat with fresh, overwhelming numbers. Traits Crafty. Queen Bargnot doesn’t provoke opportunity attacks when she moves out of an enemy’s reach. Take My Pain (3/Day). When Queen Bargnot fails a saving throw against a spell or other supernatural effect, she can choose a willing creature within 30 feet of her. Queen Bargnot succeeds on the saving throw, the creature is targeted with the same spell or effect as if they were in her space, and they fail their saving throw automatically. Actions Multiattack. Queen Bargnot makes three Shortsword attacks or two Shortbow attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bonus Actions Get In Here. Queen Bargnot shouts for aid and 1d4 goblin lackeys appear in unoccupied spaces within 60 feet of her. Reactions No Dying! When an ally Queen Bargnot can see within 30 feet of her is reduced to 0 hit points, they are reduced to 1 hit point instead. Villain Actions Queen Bargnot has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1: What Are You Waiting For?! Each ally within 60 feet of Queen Bargnot who can hear her can move up to their speed or make a melee weapon attack (no action required). Action 2: Focus Fire. Queen Bargnot chooses an enemy she can see with 60 feet of her. Queen Bargnot and each ally within 60 feet of her who can hear her can move up to their speed toward the target. Action 3: Kill! Each ally within 60 feet of Queen Bargnot who can hear her can make a weapon attack with advantage (no action required). If the attack hits, it deals an extra 3 (1d6) damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblin)","Alignment":"Neutral Evil","Expansion":28288,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Queen Genevieve Autumnfall","description":"The current Queen of Eladria, Genevieve Autumnfall, is an elven Mage with platinum hair, wide-set bright blue eyes, a long neck, and long, thin arms and legs. She wears faded brown robes interwoven with spun gold, and crown set with jewels to resemble red, yellow, and orange leaves upon her head.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Queen of Scorpions","description":"The unearthly beauty of this woman is marred by her sinister eyes and the large scorpion tail rising up behind her head. Exiled Lord. Known as Chelamma by the nearby locals, the Queen of Scorpions was once a powerful member of the animal lords, until her appetites for blood and murder led to her exile. This punishment is an affront to her pride, and she plots revenge against the other animal lords and anyone they hold dear. Mistress of Poison. The Queen of Scorpions resides in an ancient desert temple carved in the side of a stone cliff. The temple is a complex network of canyons filled with scorpions, spiders, and shrouded cultists. Assassin’s guilds, thieves’ dens, and other underworld organizations rely on the Queen of Scorpions for the deadliest poisons and most potent acids. She operates her shipments of poisons via her shrouded cultists and a network of go-betweens. Only a select few of her customers are aware of the true identity of their supplier. Murderer of Monarchs. The long exile imposed on the Queen of Scorpions turned her lust for murder into a dangerous addiction. She delights in seducing nobles, kings, and queens with promises of power or magic and slowly poisoning them to watch her prey wither to death. Her delight often gets the better of her as she lingers over a dying person just a little too long, leaving her dangerously close to being caught. The other animal lords believe it is only a matter of time before her luck runs out. Regional Effects The presence of the Queen of Scorpions warps the region containing her temple, which creates one or more of the following effects: * The area within 5 miles of the temple attracts spiders and scorpions of all sizes. The Queen of Scorpions can choose to see or hear through the senses of any arachnid in this area and can speak through it while doing so. * Arachnids within 5 miles of the Queen of Scorpions’ temple have advantage on all Dexterity (Stealth) checks made to hide. * The Queen of Scorpions leaves no physical evidence of her passage when within 1 mile of her temple unless she wishes to. In addition, creatures and plants native to her domain don’t cause her harm or cost her extra movement when she moves through the area. If the Queen of Scorpions dies, these effects fade over the course of 1d10 days. Animal Lords While humanoids have vast pantheons and divine figures of every stripe, the animals of the world have much simpler forms of faith. Among each species there is always one paragon that embodies the animal spirit in a humanoid form, the better to speak to others and represent the animals in celestial councils. The animal lords first appear in the Creature Codex. Two additional animal lords are presented here: the Queen of Scorpions, an exiled animal lord who manipulates the mortal world through a complex network of thieves and spies from her desert home, and the Toad King , a burgeoning animal lord who seeks apotheosis by sending brave heroes on complex quests.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Queen of Scorpions (Chelamma)","description":"The Queen of Scorpions is an exiled animal lord who manipulates the mortal world through a complex network of thieves and spies from her desert home. Known as Chelamma by the nearby locals, the Queen of Scorpions was once a powerful member of the animal lords, until her appetites for blood and murder led to her exile. This punishment is an affront to her pride, and she plots revenge against the other animal lords and anyone they hold dear. The Queen of Scorpions resides in Tirag Ajdir, an ancient desert temple that is a complex network of canyons filled with scorpions, spiders, and shrouded cultists. Assassin’s guilds, thieves’ dens, and other underworld organizations rely on the Queen of Scorpions for the deadliest poisons and most potent acids. She operates her shipments of poisons with the help of her shrouded cultists and a network of go-betweens. Only a select few of her customers are aware of the true identity of their supplier. Regional Effects The presence of the Queen of Scorpions warps the region containing her temple, which creates one or more of the following effects: The area within 5 miles of the temple attracts spiders and scorpions of all sizes. The Queen of Scorpions can choose to see or hear through the senses of any arachnid in this area and can speak through it while doing so. All arachnids within 5 miles of the queen’s temple have advantage on all Dexterity (Stealth) checks made to hide. The Queen of Scorpions leaves no physical evidence of her passage when within 1 mile of her temple unless she wishes to. In addition, creatures and plants native to her domain don’t cause her harm or cost her extra movement when she moves through the area. If the Queen of Scorpions dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (shapechanger)","Alignment":"lawful evil","Expansion":11995,"Challenge Rating":13},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Queen of Thieves","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Neutral Evil","Expansion":21300,"Challenge Rating":15},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Queen's Guard","description":"The Queen's Guard, usually simply called \"the Guard\", is more or less a regular militia founded a century ago by Queen Menalda. Even now that the Menalda kingdom is fragmented into a hundred different potentates, the different guards maintain a similar training and organization. The queen's guard is the classic Kingdom man-at-arms: listless, bored, corrupt, boastful, parasitic, with friends in the right places; arrogant with the weak while stooping to the whims of the powerful. Stationed soldiers, sentinels, patrol cops, forest and border guards, city brigades, jailers, attendants, tax collectors... to the Knaves and populace, such divisions are meaningless, and they are referred to generically as \"guards\". Actions Mace . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6+2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":11925,"Challenge Rating":"1/8"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Quelaunt","description":"This three-armed, three-legged monster has no discernible eyes, nose, ears, or mouth and no visible means of ingesting food. Its limbs are distributed evenly across its body such that it is all but impossible to tell which way the creature is oriented at any given time. Few who witness the quelaunt reflect on its alien visage for long, as the most pressing concern quickly becomes an invasion of their minds when the quelaunt sows doubt, sorrow, and rage—drawing sustenance from the psychic trauma of these negative emotions. Traits Innate Spellcasting. The quelaunt’s spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: wind walk, speak with dead, tongues 3/day each: bestow curse, calm emotion, fear, hideous laughter Magical Weapons. The quelaunt’s weapon attacks are magical. Psychic Feeder. When the quelaunt deals psychic damage to a creature, it gains 5 temporary hit points. The quelaunt can have as many as 40 total temporary hit points gained in this way. As an action, the quelaunt can remove any number of these temporary hit points to recover a number of hit points equal to the temporary hit points removed. Actions Multiattack. The quelaunt makes three melee attacks, or it casts two innate spells. Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) piercing damage and 10 (3d6) psychic damage. Wracking Spiral (Recharge 5–6). The quelaunt emits a burst of emotion-altering energy in a 60-foot radius. Creatures in the area that aren’t aberrations must make a DC 18 Wisdom saving throw. Creatures that fail take 55 (10d10) psychic damage and gain one condition (described below) on a failed save. Those that succeed take half as much damage and don’t gain a condition. Wracking Spiral can cause a creature to gain the following conditions: Adoration. The creature becomes charmed by the quelaunt for 1 minute. Despair. The creature becomes frightened of the quelaunt, and is restrained for 1 minute. Delusion. The creature gains a short-term madness for 1 minute and is convinced that they are much stronger than they really are. The affected creature takes dangerous and foolish risks. Affected creatures can make another saving throw at the end of each of their turns, ending the condition on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":15},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Querrai Xalo","description":"Born as the child of a female drow slaver and a cultist of the Inheritors of the Unbegotten, Querrai Xalo grew up with his cruel mother, far from his father or the cult of mutated drow, wandering the Bleak Mire and the caverns of the Dark Below. As soon as he matured, he soon had enough of his mother’s cruelty, and after tossing her into a slave pen, he fled into the wild. Querrai spent decades alone in the Dark Below and learned to stay out of sight to survive. He later found his way back to the only place where he had allies, Quellar Ausstyl, the house where his father was a member of the druidic cult. He offered his services to the house nobles and his body to the alien entities they served. After his body-warping initiation, he was introduced to the unfathomable secrets of the cult and soon rose to become the most skilled assassin of the cult. Equipment Querrai Xalo has a selection of black diamonds worth 1,200 gold pieces that he carries well hidden on his person. He also carries a potionof gaseous form , a potion of invisibility , a +1 shortsword and a +1 hand crossbow .","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic evil","Expansion":17604,"Challenge Rating":8},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Quetzalcoatlus","description":"The Monster Manual has statistics for several kinds of dinosaurs. This entry provides one more. This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can move on the ground like a quadruped, it is more comfortable in the air. Traits Dive Attack : If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target. Flyby : The quetzalcoatlus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Actions Bite : Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Quetzalcoatlus","description":"This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can move on the ground like a quadruped, it is more comfortable in the air. Traits Dive Attack. If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target. Flyby. The quetzalcoatlus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Actions Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":7389,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Quetzalcoatlus","description":"This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can walk like a quadruped, it is more comfortable in the air. Traits Flyby. The quetzalcoatlus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Actions Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) piercing damage. If the quetzalcoatlus flew least 30 feet toward the target immediately before the hit, the target takes an extra 10 (3d6) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast (Dinosaur)","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Quetzalcoatlus","description":"This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can move on the ground like a quadruped, it is more comfortable in the air. Traits Flyby. The quetzalcoatlus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Actions Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 12 (3d6 + 2) piercing damage. If the quetzalcoatlus flew least 30 feet toward the target immediately before the hit, the target takes an extra 10 (3d6) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast (Dinosaur)","Alignment":"Unaligned","Expansion":31454,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Quickling","description":"They race themselves to death, and scheme as fast as they run. —Elminster Quicklings rocket through haunting, twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. Racing faster than the eye can track, each appears as little more than a blurry wavering in the air. A quickling is a small, slender fey, similar to a miniature elf with sharp, feral features. Its cold, cruel eyes gleam like jewels. Live Fast, Die Young. Quicklings owe their existence—and their plight—to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once a race of lazy and egotistical fey, the creatures that would become the quicklings were late in answering the queen’s summons one time too many. To hasten their pace and teach them to mind her will, the queen shrank their stature and sped up their internal clocks. The queen’s curse gave quicklings their amazing speed but also accelerated their passage through life—no quickling lives longer than fifteen years. Too Fast for Words. The mortal realm is a ponderous place to a quickling’s eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes, lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, mooing speech lacks meaning. To other creatures, a quickling seems blindingly fast, vanishing into an indistinct blur as it moves. Its cruel laughter is a burst of rapid staccato sounds, its speech a shrill squeal. Only when a quickling deliberately slows down, which it prefers not to do, can other beings properly see, hear, and comprehend it. Never truly at rest, a “stationary” quickling constantly paces and shifts in place, as though it can’t wait to be off again. Mischief, Not Murder. Quicklings have a capricious nature that goes well with their energy level: they think as fast as they run, and they are always up to something. A quickling spends most of its time perpetrating acts of mischief on slower creatures. One rarely passes up an opportunity to tie a person’s bootlaces together, move the stool a creature is about to sit on, or unbuckle a saddle while no one’s looking. Tricks of that sort are hardly the limit of their artful malice, however. They don’t commit outright murder, but quicklings can ruin lives in plenty of other ways: stealing an important letter, swiping coins collected for the poor, planting a stolen item in someone’s bag. Quicklings enjoy causing suffering that transcends mere mischief, especially when the blame for their actions falls on other creatures and creates discord. Traits Blurred Movement : Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained. Evasion : If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Multiattack : The quickling makes three dagger attacks. Dagger (Melee) : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage. Dagger (Ranged) : Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Quickling","description":"Racing faster than the eye can track, a quickling appears as little more than a blurry streak of color. Only when it stops running do its small, slender form and cold, cruel eyes become apparent. Quicklings owe their existence—and their plight—to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once lazy, egotistical folk, the creatures that would become the quicklings were late in answering the queen’s summons one time too many. To hasten their pace and teach them to mind her will, the queen shrank their stature and sped up their internal clocks. The queen’s curse gave the quicklings their amazing speed but also accelerated their passage through life. No quickling lives longer than 15 years. The mortal realm is a ponderous place to a quickling’s eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes, and lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, sonorous speech lacks meaning. To other creatures, a quickling seems blindingly fast, vanishing into an indistinct blur when it moves. Its cruel laughter is a burst of rapid staccato sounds, its speech a shrill squeal. Only when a quickling deliberately slows down, which it prefers not to do, can other beings properly see, hear, and comprehend it. Never truly at rest, a “stationary” quickling constantly paces and shifts in place, as though it can’t wait to be off again. Quicklings have a capricious nature and are always up to something. A quickling spends most of its time perpetrating acts of mischief on slower creatures. One rarely passes up an opportunity to tie a person’s bootlaces together, move the stool a creature is about to sit on, or unbuckle a saddle while no one is looking. Tricks of that sort are hardly the limit of their artful malice, however. They don’t commit outright murder, but quicklings can ruin lives in plenty of other ways, such as by stealing an important letter, swiping coins collected for the poor, or planting a stolen item in someone’s bag. Traits Blurred Movement. Attack rolls against the quickling have disadvantage unless it is incapacitated or its speed is 0. Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn’t incapacitated. Actions Multiattack. The quickling makes three Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 8 (1d4 + 6) piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"typically chaotic evil","Expansion":11857,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Quickling","description":"Quicklings rocket through twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. These slender Fey resemble miniature elves with feral features and cold eyes that gleam like jewels. Racing faster than the eye can track, they appear as little more than blurry waverings in the air. Quicklings owe their existence—and their plight—to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once a species of lazy and egotistical Fey, quicklings’ predecessors were late in answering the queen’s summons one time too many. To hasten their pace and teach them to mind her will, the queen sped up their internal clocks and shrank them. Her curse gave quicklings amazing speed but also accelerated their passage through life—no quickling lives longer than fifteen years. The mortal realm is a ponderous place to a quickling’s eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes, lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, mooing speech lacks meaning. To other creatures, quicklings seem blindingly fast, vanishing into an indistinct blur as they move. Their cruel laughter is a burst of rapid staccato sounds, their speech a shrill squeal. Only when quicklings deliberately slow down, which they prefer not to do, can other beings properly see, hear, and comprehend them. Never truly at rest, “stationary” quicklings constantly pace and shift in place, as though they can’t wait to be off again. Quicklings have a capricious nature that goes well with their energy level: they think as fast as they run, and they are always up to something. They spend most of their time perpetrating acts of mischief on slower creatures. One rarely passes up an opportunity to tie a person’s bootlaces together, move the stool a creature is about to sit on, or unbuckle a saddle while no one’s looking. Tricks of that sort are hardly the limit of quicklings’ artful malice, however. They don’t commit outright murder, but they can ruin lives in plenty of other ways: stealing an important letter, swiping coins collected for the poor, planting a stolen item in someone’s bag. Quicklings enjoy causing suffering that transcends mere mischief, especially when the blame for their actions falls on others and creates discord. Traits Blurred Movement. Attack rolls against the quickling have disadvantage unless it is incapacitated or its speed is 0. Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn’t incapacitated. Actions Multiattack. The quickling makes three Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Quickling Captain","description":"A band of quicklings out to do mischief is normally led by a captain. This malicious quickling is crafty and cruel, making use of coordinated strikes to ensure its goal of causing trouble and suffering is met. Traits Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained. Distracting Strike (1/Turn). When the quickling hits a creature with a weapon attack, the next attack roll against the target by an attacker other than the quickling has advantage if the attack is made before the start of the quickling's next turn. Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Multiattack. The quickling makes three Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage. Command. The quickling targets one ally it can see within 30 feet of it. If the target can see and hear the quickling, the target can make one weapon attack as a reaction.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Quickling Warlock of the Gloaming Court","description":"The quickling warlock serves the Queen of Air and Darkness, the fey deity of dark magic and murder. This malevolent quickling employs illusions and enchantments to sow discord and chaos, and then reveling at the aftermath and tragedy that ensues. Traits Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained. Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Multiattack. The quickling makes three Dagger attacks. It can use Beguile or Spellcasting in place of one of these attacks. Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage plus 3 (1d6) psychic damage. Beguile. The quickling targets one creature it can see within 30 feet of it. If the target can see and hear the quickling, it must make a DC 13 Wisdom saving throw. On a failed save, the target takes 10 (3d6) psychic damage and must use its reaction to make a weapon attack against a target that the quickling designates. Constructs, Undead, and creatures with immunity to charm are immune to this effect. Spellcasting. The quickling casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: disguise self, minor illusion, silent image 1/day each: charm person, phantasmal force","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Quickserpent","description":"Muck covers this muscular snake, which seems more at home in the silt and water on the ground than among tree boughs. Earth Elemental Ancestry. Formerly native to the Plane of Earth, quickserpents migrated to the Material Plane centuries ago because of a catastrophe that destroyed the area of the plane where they laired. The catastrophe also shunted the surviving serpents to swamps with connections to the Plane of Earth. The creatures adapted to their new environments and lost many of their elemental traits. They still understand the language of earth elementals and typically avoid attacking the elementals. A handful of powerful elementals that remember the snakes have attempted to reintegrate them to the Plane of Earth with mixed results. Ambusher from Below. A quickserpent, like many terrestrial constrictor snakes, ambushes its prey. However, it waits below the surface where it picks up the vibrations of creatures traveling above it. If the terrain is suitable, the serpent churns the ground into quicksand to pull unsuspecting prey into the earth. While its victim struggles to escape the mire, the serpent takes advantage of its prey’s helplessness to wrap itself around and crush its prey. If the serpent manages to ensnare more than one creature, it targets the one with the most success emerging from the quicksand. The Queen of Serpents’ Recent Find. As quickserpents lost much of their elemental nature and become terrestrial creatures, the Queen of Serpents became more aware of their existence. The serpents have slowly accepted her as their sovereign, and they now rarely heed commands from earth elementals. The quickserpents at her command fight degenerate serpentfolk infesting the swamps.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Quickstep","description":"With bright, striped pants and rapiers at the ready, it would seem to be impossible to miss the sight of these short, brawling fey. And yet one continually overlooks them, their voices echoing too high to hear. The quicksteps move through life at a hurtling pace, never pausing for more than a moment, speaking quickly and impatiently, always ready to move on while slower, duller creatures surround them with sluggish frustrations. Fey Fashions. The quicksteps have a fondness for bright, patterned clothing with outrageous puffed sleeves, striped hose, and the like. Bright gems and sharp tailoring always get their attention, at least for a moment. Cannot Resist a Challenge. Moving swiftly and largely invisibly, quicksteps are excellent messengers, scouts, and spies--but they have a love of dueling and challenges. It is extremely rare for them to turn down an invitation to single combat. They slow down their motions on these occasions, to allow their opponents to see defeat coming. Friends to Gold and Silver. The quicksteps are happy to visit any fey court, light or dark, and can be quite mercenary in their demeanor. They claim they require rich pay to cover the expenses of their fine clothes and the maintenance of their moonlight-enhanced weapons.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Quiet Soul","description":"The skeletal remains of a man bundled up in seal furs lies in the snow. Forsaken Companion. The angry shade of one abandoned and left to die of starvation, thirst, or exposure to the elements, the quiet soul haunts many a frozen campsite, steep cavern, ravine, or deadly trap. Its helplessness, despair, and hatred for those who left it to die followed it beyond death. The quiet soul attempts to kill any who come near so they may join the quiet soul in its isolation. Barely able to move, quiet souls often end up camouflaged by their victims; just one more skeleton in a pile. Death Cult Shrines. Occasionally malevolent cults devoted to gods of death, winter, or darkness sacrifice one of their number to become a quiet soul. These quiet souls are given occasional sacrifices, decorated with jewels and finery, and serve as conduits for the voices of dark gods to their faithful. In some cases, they are positioned as statues or posed as supplicants in prayer. Undead Nature. A quiet soul doesn't require air, food, drink, or sleep. Quiet Souls in Midgard Known in the frozen wastes of the Northlands as \"suiksarpok\" (\"despises others\"), the northerly tribes who drive dogsleds across the ice customarily avoid lone tents and frozen camps that answer no hails. However, if fate yields them no other choice, they must take elaborate precautions when making camp, for every tribe has a tale of finding a shelter full of corpses and the discoverers barely escaping the same fate at the hands of a suiksarpok. It is customary for traveling companions to greet one another upon waking in dangerous weather before anyone climbs out of their bedding, just in case.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Quiller","description":"Quillers resemble purple porcupines the size of a large badger. Their skin is tough and their barbed quills are notoriously annoying to remove. Natural creatures that survive an encounter with a quiller learn to quickly leave them alone. Quillers are the omnivores of the Outer Planes where they have found ways to survive in such harsh places as Pandemonium because of their legendary ability to eat almost anything. They can also be found in large numbers in the Outlands. When attacked, a quiller will make a sharp ear splitting noise and fight to the death so that the rest of its herd can escape. A quiller born away from its herd can be domesticated and behaves the way a cat or a weasel would. Hags were not the first to bring quillers to the Material Plane but a hag will go out of its way to domesticate a quiller due to the loud noises they make when they are startled. Quiller meat is very tough and hard to digest but it is edible. Disease (Quiller’s Revenge) This disease is a nastier version of gangrene and it can be contracted if a quiller’s barbed quill is not removed from its victim in less than an hour. Each hour that a barbed quill is in a victim the victim must make a DC 12 Constitution saving throw or become infected with Quiller’s Revenge. This disease will incubate for 2d4 hours and then the wound will start to puss and ooze blood, causing 1d6 poison damage each day and disadvantage on all Constitution saving throws until the disease is cured. Each new day the victim can attempt a DC 12 Constitution saving throw to not take poison damage. If the victim makes two successful saving throws in a row then the disease is cured naturally. This disease can also be cured by magical and other normal means.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":34600,"Challenge Rating":1},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Quintessa Maray","description":"Quintessa Maray is a Daggermark spy who has convinced Baron Drelev that she is a poor, exiled noblewoman from Galt in need of shelter. These stats work well for any manipulative aristocrat skilled at getting her way and manipulating society with magic and deceit. They can also be used to represent the leader of a renowned theatrical troupe, a famous traveling entertainer, or even as a provocateur intent on destabilizing an evil regime. Traits Low Profile. The first time in a round anyone would attack Quintessa or target her with a spell or ability that allows a saving throw, they must make a DC 15 Intelligence or Wisdom saving throw. On a failed save, they must choose a different target or take a different action not targeting Quintessa. Spellcasting. Quintessa is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She has the following bard spells known: Cantrips (at will): message, minor illusion, true strike, vicious mockery 1st level (4 slots): charm person, cure wounds, disguise self 2nd level (3 slots): blindness/deafness, detect thoughts, invisibility 3rd level (3 slots): fear, hypnotic pattern, nondetection, stinking cloud 4th level (3 slots): confusion, dimension door, greater invisibility 5th level (2 slots): dominate person, modify memory Actions Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60, one target. Hit: 6 (1d4+4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":11},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Quipper","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix. Traits Blood Frenzy : The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. Water Breathing : The quipper can breathe only underwater. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","AC":13,"HP":"1 (1d4-1)","CHA":2,"CON":9,"DEX":16,"INT":1,"STR":2,"WIS":7,"Size":"Tiny","Type":"beast","Speed":"Swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067681/sqnmCq7Tkp-do3qd-RFyow/original.png","Roll 0":"Bite\n1d20 + 5\n1","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Blood Frenzy\",\"Desc\":\"The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"},{\"Name\":\"Water Breathing\",\"Desc\":\"The quipper can breathe only underwater.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-4","data-CON-mod":"-1","data-DEX-mod":"+3","data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":0,"data-WIS-mod":"-2","Challenge Rating":0,"Passive Perception":8,"data-CrNum":0,"data-AcNum":13,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Quipper","description":"A quipper is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear here . Traits Blood Frenzy : The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. Water Breathing : The quipper can breathe only underwater. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Qumdaq","description":"The sand rises in a vaguely humanoid form with only the faintest suggestion of facial features. Then another rises. Then another. Qumdaq are small, earthen elementals that live and move in groups. Magical Guardian. The qumdaq are attracted to areas of magical corruption, where they slowly work to return the land to its natural state. This process takes years or decades, but the qumdaq are patient and hardworking. The elementals treat any magic-wielding creature they find near a tainted area as if that creature were responsible for the land's corruption and vent their wrath upon the unfortunate soul. Desert Dwellers. These elementals are commonly found in arid or desert areas, though their attraction to magical corruption means they can be found in wastelands or other magic-blasted environs. In ancient times, the mages of desert lands knew how to summon and bind the qumdaq to guard hidden tombs and vaults, where some still patrol to this day. Earth Glide . The qumdaq can burrow through nonmagical, unworked earth, sand, and stone. While doing so, the elemental doesn't disturb the material it moves through. Elemental Nature. The qumdaq doesn't require air, food, drink, or sleep. Final Gift . When the qumdaq dies, it bursts in a shower of sand. A qumdaq of the dying qumdaq's choice within 10 feet of it regains 5 (2d4) hp, or the target gains 5 (2d4) temporary hp if it is at its hp maximum. Horde Tactics . The qumdaq has advantage on attack rolls against a creature if at least one of the qumdaq's allies is within 5 feet of the creature and the ally isn't incapacitated. In addition, the qumdaq's weapon attacks deal an extra 2 (1d4) bludgeoning damage on a hit, if at least three of the qumdaq's allies are within 5 feet of the target and the allies aren't incapacitated. Sense Magic. The qumdaq senses magic within 60 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. Actions Slam . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Desiccation Field (1/Day) . The qumdaq extends its arms, sending sand and grit swirling around itself. Each creature that isn't a qumdaq within 10 feet of the qumdaq must make a DC 10 Constitution saving throw. On a failure, a creature takes 5 (2d4) bludgeoning damage and suffers one level of exhaustion for 1 hour, or until it drinks at least 1 pint of water. On a success, a creature takes half the damage and isn't exhausted. A creature can suffer no more than a total of three levels of exhaustion from Desiccation Field, regardless of how many qumdaqs use the action. ","properties":{"Category":"Monsters","Size":"Small","Type":"Elemental","Alignment":"Neutral","Expansion":19901,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Qunbraxel","description":"Traits Magic Resistance. Qunbraxel has advantage on saving throws against spells and other magical effects. Spellcasting (Psionics). Qunbraxel casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16): At will: detect magic , detect thoughts , levitate , mage armor (self only), mage hand (the hand is invisible), prestidigitation 2/day each: confusion , sending , telekinesis 1/day each: dominate monster , plane shift (self only) Actions Multiattack. Qunbraxel makes two Eldritch Bolt attacks, or one Eldritch Bolt attack and one Tentacle attack. Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit : (2d10+4) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or have the stunned condition until the grapple ends. Eldritch Bolt. Ranged Spell Attack: +8 to hit, reach 120 ft., one target. Hit : (3d10+4) force damage. Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one Humanoid with the stunned condition who is grappled by Qunraxel. Hit: (10d10) piercing damage. If this damage reduces the target to 0 hit points, Qunbraxel kills it by extracting and devouring its brain. Mind Blast (Recharge 5-6). Qunbraxel magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 5d8+4 psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration (Mind Flayer, Warlock)","Alignment":"lawful evil","Expansion":25525,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Quoreq","description":"Vaguely humanoid in appearance, this creature has long, raking claws, a jerking gait, and no facial features. Its mushroom-gray skin is covered in strange bumps and eddies as if something were seething just below the surface. Faceless Nightmares. Dwelling on the fringes of human society in abandoned buildings, polluted thickets, and grimy backstreets, the quoreq is an aberration born from human misery and squalor, an agglomeration of negative and vile thoughts given form and motion. Though not especially picky in their choice of victims, they are empathetically drawn to creatures experiencing some form of despair or pain. Emotionless Killers. Quoreqs do not experience emotions the same way most humanoids do and have no concept of fear or love. They do not inflict pain for simple enjoyment, instead inflicting it to share in the experience such intense emotions can produce. As they inflict pain, they often telepathically ask their victims how it feels. Horrible Feeding. Quoreqs eat and sleep like any normal creature, but, since their mouths are concealed beneath their rigid flesh, they must use their claws to rip open their own bodies to quickly gulp down food before they can regenerate. This unusual and horrific practice lends some support to the theory that quoreqs are wholly unnatural creatures born directly from human nightmares.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Quori Vessel (Hashalaq) Inspired","description":"The rulers of distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark. Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can’t resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty. Most of the people of the Five Nations have heard of the Inspired lords in Riedra—never realizing that Inspired are spread throughout Khorvaire as well. Beggars and generals, mayors and merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies. Variant: Quori Vessel The Inspired are vessels for quori spirits, allowing the quori to manifest a portion of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori possessing it. The quori also gains access to the Inspired’s knowledge and features. Hashalaq Suggestion (3/Day). The Inspired can cast the suggestion spell (spell save DC 13), requiring no material components.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4480,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Quori Vessel (Kalaraq) Inspired","description":"The rulers of distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark. Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can’t resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty. Most of the people of the Five Nations have heard of the Inspired lords in Riedra—never realizing that Inspired are spread throughout Khorvaire as well. Beggars and generals, mayors and merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies. Variant: Quori Vessel The Inspired are vessels for quori spirits, allowing the quori to manifest a portion of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori possessing it. The quori also gains access to the Inspired’s knowledge and features. Kalaraq All Around Vision. The Inspired can’t be surprised. Arcane Eye (3/Day). The Inspired can cast the arcane eye spell, requiring no material components.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4480,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Quori Vessel (Tsucora) Inspired","description":"The rulers of distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark. Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can’t resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty. Most of the people of the Five Nations have heard of the Inspired lords in Riedra—never realizing that Inspired are spread throughout Khorvaire as well. Beggars and generals, mayors and merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies. Variant: Quori Vessel The Inspired are vessels for quori spirits, allowing the quori to manifest a portion of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori possessing it. The quori also gains access to the Inspired’s knowledge and features. Tsucora Fear (1/Day). The Inspired can cast the fear spell (spell save DC 13), requiring no material components.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4480,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Qwyllion","description":"These hideous, reeking creatures resemble toothless, cadaverous hags, their large eyes glowing with unearthly green light, and their fingers tipped with ragged claws. Twisted Nymphs. Qwyllion (the name means “polluter” in Old Elvish) are nymphs who have been twisted by the corrupted mana of magical wastelands or warped alchemical experiments into baleful versions of their former selves. Frighten Animals. Besides making them hideously ugly, the transformation leaves them with a deadly gaze attack and the ability to dominate a living creature with a mere glance. Animals refuse to approach within 20 feet of them. Goblin Mercenaries. Qwyllion and their dominated thralls and enslaved specters are sometimes engaged by goblin sorcerers and evil mages to guard desecrated temples and despoiled gardens. The terms and payments for these arrangements vary wildly from one qwyllion to the next. Anyone who dares to employ a qwyllion must be constantly vigilant, because these creatures are prone to renege on any agreement eventually. Traits Disruptive: Because of the qwyllion’s nauseating nature, spellcasters have disadvantage on concentration checks while within 40 feet of the qwyllion. Nauseating Aura: The qwyllion is nauseatingly corrupt. Any creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 14 Constitution saving throw or be poisoned for 1d8 rounds. If a creature that’s already poisoned by this effect fails the saving throw again, it becomes incapacitated instead, and a creature already incapacitated by the qwyllion drops to 0 hit points if it fails the saving throw. A successful saving throw renders a creature immune to the effect for 24 hours. Creatures dominated by the qwyllion are immune to this effect. Innate Spellcasting: The qwyllion’s innate casting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components: 3/day each: dominate person (range 20 feet), shatter Actions Multiattack: The qwyllion uses its deadly gaze if it can, and makes two claw attacks. Claw: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 24 (3d12 + 5) Slashing damage. Deadly Gaze (recharge 5-6): The qwyllion turns its gaze against a single creature within 20 feet of the qwyllion. The target must succeed on a DC 14 Constitution saving throw or take 16 (3d8 + 3) necrotic damage and be incapacitated until the start of the qwyllion’s next turn. A humanoid slain by a qwyllion’s death gaze rises 2d4 hours later as a specter under the qwyllion’s control.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"Tome of Beasts","Alignment":"Neutral evil","Expansion":3,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Radiant Guardian","description":"Radiant guardians are Constructs said to be imbued with divine magic. They often serve as protectors of sacred locations, maintaining the sanctity of ancient temples and crypts by warding off intruders. Luminous Constructs Radiant guardians have the innate ability to channel radiant light, bestowing them with both the power to scorch foes and cleanse their own system of magical ailments. Their connection to light comes at a cost, however, as exposure to magical darkness may render a radiant guardian temporarily unconscious.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"Unaligned","Expansion":25354,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Radiant Idol","description":"A radiant idol was an angel that was banished from the celestial realm of Syrania and cast down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals. Now in the mortal realm, most radiant idols gather cults of devoted followers. Fallen Angels. The insatiable hunger to be adored can transform a fallen angel, physically and mentally. In its true form, a radiant idol appears to be a warped angel. It might have bloody stumps in place of its wings, or its wings could be weighted down with chains representing its pride. A radiant idol uses disguise self to hide its corruption, presenting an image of celestial glory. The Weight of Corruption. When a radiant idol achieves a sizable following through silvered words and demonstrations of power, its facade begins to crack, and a downward spiral ensues. As the radiant idol sinks deeper into the realm of material power, it begins twisting its followers, leading them ever deeper into ominous ritualism, hedonistic folly, and fanatical doom. Immortal Nature. A radiant idol doesn’t require food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful evil","Expansion":4480,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Radiant Lord","description":"Poised in thoughtful contemplation is an androgynous, elfin figure holding an intricately wrought spyglass. White-gold curls fall to their shoulders, and their brow is encircled by motes of light that glow like stars. Their outfit is a crisp white suit but overlayed with a sash colored with the pink and orange ombré of a painted sky ready to greet the rising sun. The honorably appointed Radiant Chancellor Ectius, ambassador to the stars, is a steadfast advisor to the Court of One Million Stars. The Radiant Chancellor has served the court since its inception, long before the ruling Prince Valendan ascended to rulership. While it is strange that such an ancient and capable fey would acquiesce to the dominion of another, anyone who meets Ectius immediately understands where their true ambition lies. Traits Pursuit of Knowledge. Ectius is obsessed with the beauty and radiant power given to stars. Over the thousands of years they have existed, Ectius has sacrificed material pleasures, social status, and personal identity to pursue ultimate cosmic knowledge. The chancellor's efforts have been rewarded, for they have learned hundreds of true names for the stars that hang in the heavens. With the acquisition of each name, Ectius grows in power, for to know a star's true name is to have dominion over them. For now, the Radiant Chancellor is content to serve and advise the members of the royal court. Cloak of Dawn. When a creature that can see the radiant lord starts its turn within 60 feet of them, the radiant lord can force it to make a DC 19 Constitution saving throw if the radiant lord isn't incapacitated and can see the creature. If the saving throw fails, the creature is stunned until the beginning of its next turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the radiant lord until the start of its next turn, when it can avert its eyes again. If the creature looks at the radiant lord in the meantime, it must immediately make the save. Legendary Resistance (3/Day). If the radiant lord fails a saving throw, they can choose to succeed instead. Lord of Light. Whenever the radiant lord deals damage, they can choose to change the damage type to radiant. Additionally, creatures that would normally be immune to radiant damage are only resistant to radiant damage dealt by the radiant lord. Magic Resistance. The radiant lord has advantage on saving throws against spells and other magical effects. Actions Multiattack. The radiant lord makes two Starmetal Saber attacks or one Starmetal Saber attack and one Spellcasting attack. Starmetal Saber. Melee Weapon Attack: +11 to hit, range 5 ft., one target. Hit: 11 (2d8 + 2) slashing damage plus 10 (3d6) radiant damage. This is a magical weapon that counts as cold iron for the purpose of overcoming damage resistance. Comet Shot. Ranged Spell Attack: +11 to hit, range 150/600 ft., one target. Hit: 27 (5d10) radiant damage, and the target begins to glow with starlight. The radiant lord has advantage on the next attack roll made against a glowing target. Dazzling Presence. Each creature of the radiant lord's choice that is within 120 feet of the radiant lord and aware of them must succeed on a DC 19 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the radiant lord's Dazzling Presence for the next 24 hours. Meteor Shower (Recharge 5-6). Falling stars hit the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point the radiant lord can see within 300 feet. Each creature in the cylinder must make a Dexterity saving throw, taking 28 (8d6) bludgeoning damage and 35 (10d6) radiant damage on a failed save or half as much damage on a successful one. Spellcasting. The radiant lord casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: daylight , faerie fire , thaumaturgy 3/day each: enthrall , fireball , sunbeam 1/day each: sunburst Legendary Actions Ectius can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ectius regains spent legendary actions at the start of their turn: Saber. Ectius makes a Starmetal Saber attack. Burn Away (2 actions). Ectius ends one spell, magical effect, or condition currently affecting them. Name the Stars (3 actions). Ectius invokes the true name of a star and summons a portion of its power. The star appears in an unoccupied space Ectius can see. The star is a 20-foot-radius sphere. When the star appears, each creature (other than Ectius) within its area must make a DC 19 Constitution saving throw, taking 33 (6d10) radiant damage on a failed save or half as much damage on a successful one. A creature trying to move while within the star must make a successful DC 19 Strength (Athletics) check to escape its gravitational pull. If it fails the check, it can't move. The star disappears on the next initiative count of 20. Radiant Lord's Lair Ectius dwells in a magnificent observatory built among the spires of the Starry Court. It is here that the radiant lord conducts never-ending research to discover the true name of each star in the heavens. The observatory is a beautiful structure forged from glass and gold, infused with Ectius's power. Lair Actions On initiative count 20 (losing initiative ties), Ectius takes a lair action to cause one of the following effects. Ectius can't use the same effect 2 rounds in a row: Searing starlight rains down from the ceiling within the lair. Each creature of Ectius's choice within the lair takes radiant damage equal to its own Constitution score. The entirety of the lair is illuminated in sunlight. It reverts to normal light at the beginning of next initiative count 20. The ambient temperature of the lair rises drastically. All creatures in the lair who aren't immune to fire damage must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Neutral","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Radiant Soul","description":"The radiant soul is a sorcerer that resembles a winged angel. It draws its arcane powers from its divine connection to a celestial source. Traits Favored by the Gods (Recharges after a Short or Long Rest). When the radiant soul fails a saving throw or misses with an attack roll, it can roll 2d4 and add it to the total, possibly changing the outcome. Actions Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) force damage, or 6 (1d8 + 2) force damage if used with two hands, plus 13 (3d8) cold damage, and the target can't use reactions until the end of the radiant soul's next turn. Radiant Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 28 (8d6) radiant damage, and the target must succeed on a DC 18 Constitution saving throw or be blinded until the end of the radiant soul's next turn. Spellcasting. The radiant soul casts one of the following spells using Charisma as the spellcasting ability (spell save DC 18): At will: guidance, light, message, thaumaturgy 3/day each: beacon of hope, cure wounds, hold person 1/day each: chain lightning, greater invisibility, heal, mage armor, mass cure wounds, sunburst Bonus Actions Heightened Spell (3/Day). When the radiant soul casts a spell that forces a creature to make a saving throw to resist the spell's effects, the radiant soul gives one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell (3/Day). The radiant soul uses Spellcasting. Unearthly Recovery (Recharges after a Long Rest). When the radiant soul has fewer than 75 hit points, it regains 75 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Good Alignment","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Radiant Spark Swarm","description":"A large cloud composed of tiny glowing sparks of fire floats silently through the air. Origin of Planar Instability. Radiant spark swarms form when the border lands between the Plane of Fire and the Upper Planes experience some sort of instability. This instability might be caused by a regional anomaly, war between the gods themselves, magical upheaval, or some other calamity. Thousands of radiant sparks are created at once in massive conflagrations of radiant energy. They are then left to wander the planes alone. These creatures are most often found in the border lands between planes, but they have been known to appear in the Material Plane after accessing it through magical portals. They seldom wander back to their planes of origin and are almost always destroyed at some point during their eternal wanderings. Hunger for Magic. Radiant spark swarms are drawn to magic for reasons that aren’t fully understood, for they can neither use it, nor do they truly devour it. Instead, when they sense powerful magic nearby, they instinctually move toward it, as though its very presence is comforting to them. As creatures that are neither particularly intelligent nor evil, their interest in the living usually has to do with the magic spellcasters carry, which draws the sparks close. Unfortunately, the owner of the magic that drew them is often caught in the midst of the swarm, which is inherently harmful. Elemental Nature. A radiant spark swarm doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny elemental","Alignment":"neutral","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Radiant Warden","description":"The enigmatic and strange radiant wardens were constructed thousands of years ago to protect observatories and scholars against the incursion of alien aggressors from the darkest corners of the unknown universe. Over time, their roles as guardians expanded to include watching over any region where the laws of time and space have worn thin, particularly near portals and permanent gates between planets, planes, or dimensions. Named for both the radial nature of the concentric rings that make up their bodies as well as the glowing radiance of their attacks, radiant wardens carry on their orders, defending sites from invasion with single-minded purpose. Traits Gatekeeper Aura. A creature that uses a teleportation ability within 30 feet of the warden or enters a space within 30 feet of the warden must succeed a DC 18 Charisma save or have its destination changed to a point of the radiant warden’s choosing within 30 feet of the warden. Whether or not the save is successful, the creature gets disadvantage on all attack rolls and ability checks until the end of its next turn. Innate Spellcasting. The warden’s innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components. At will: misty step, dimension door 1/day each: prismatic spray, teleport, disintegrate (as an 8th-level spell) Magic Weapons. The warden’s weapon attacks are magical. Orrery. Until it acts, the radiant warden appears to be a large mechanical orrery. A successful DC 21 Perception check is required to detect it as anything other than an orrery. Actions Multiattack. The warden makes two attacks. Radiant Hammer. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 25 (3d12+6) bludgeoning damage plus 6 (1d12) radiant damage. Radiant Beam. Ranged Spell Attack: +10 to hit, range 30/60 ft., one target. Hit: 33 (6d10) radiant damage. Forced Teleport (Recharge 5–6). The warden targets up to five creatures that it can see within 30 feet of itself. Each target must succeed on a DC 18 Charisma save or be teleported to an unoccupied space that the warden can see within 60 feet of the warden. Radiant Blast (Recharge 5–6). The radiant warden generates a 50-foot cone of bright energy. Every creature in the cone must attempt a DC 18 Dexterity save, taking 65 (10d12) radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"neutral","Expansion":17526,"Challenge Rating":18},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Radiant Watcher","description":"Martyr Tulio, hailed as the 'Radiant Watcher,' was a hunter of incomparable resolve, waging a ceaseless battle for the safety of his people, aided by the ethereal luminance of his blade. However, this sword concealed a monstrous sentience within, which would gradually gnaw away at Tulio's psyche, leading him away from the radiance of his path. Light’s End. One fateful night, when the Creeping Tarlight arose, the glow of Tulio’s blade was extinguished for good, swallowed by madness. Tulio was reborn, a servant to his now forever darkened weapon. He who had always preached salvation, now saw his own vanish. Dark Radiance. While there are accounts by witnesses observing his emergence from the tar, it is speculated that, in the throes of his madness, a vestige of his once righteous spirit pierced through. Driven by this last shred of his humanity, Tulio disappeared to a place where he would not inflict pain upon those he held dear. Another conjecture is that he may have maintained more of his former self than was first thought, permitting the illusion of benevolence to dissolve once he had accumulated the power he sought, and he has now retreated to scheme grander plans. The truth remains unclear. However, whispers of his actions—both valorous and terrible—still echo through the city. Many of the good deeds this man did were unpunished, and many still owe him their life. Some claim to have seen a dark figure on the fringes of the city, a specter wreathed in the same tar that once consumed the Radiant Watcher. I believe these are just fanciful tales of those who wish to keep the memory of Tulio alive. Traits Cosmic Constitution. The Watcher sheds bright light in a 15-foot radius and dim light for another 15 feet. It can choose to turn this light on or off at any time while it isn’t incapacitated (no action required). In addition, whenever a creature starts its turn within 30 feet of the Watcher, the creature must succeed on a DC 20 Strength saving throw or be pulled 30 feet toward the Watcher. Onyx Flight. When the Watcher is flying up to 15 feet above the ground, it coats the ground beneath it in a thick layer of tar. Each creature except the Watcher that moves into an area coated in this tar must succeed on a DC 20 Dexterity saving throw or become tar-coated. A tar-coated creature's speed is halved. Whenever a tar-coated creature takes fire or radiant damage, it explodes and the tar vanishes; each creature within 10 feet of the creature must succeed on a DC 20 Dexterity saving throw or take 17 (5d6) fire damage. The tar-coated creature has disadvantage on the saving throw. Spatial Rend. A melee weapon deals one extra die of its damage when the Watcher hits with it (included in the attack). Special Equipment. The Watcher has a sword of the radiant watcher , which is permanently in its Shadow Form. The Watcher can’t be disarmed of it while it is conscious. Spellcasting. The Watcher’s innate spellcasting ability is Charisma (spell save DC 20). The Watcher can innately cast the following spells, requiring no material components: At will: light, message, thaumaturgy 2/day each: graviturgic smite, gravity storm, radiant slaughter 1/day: starfall Actions Multiattack. The Watcher uses its Starsky Presence, then makes three attacks. Sword of the Radiant Watcher. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used with two hands, plus 4 (1d8) necrotic damage. Cosmic Bolt. Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 19 (3d8 + 6) radiant damage. Supernova (Recharge 6). Focusing its entire strength on one star from its body, the Watcher forms a supernova from within. Each creature within 60 feet of the Watcher must make a DC 20 Constitution saving throw. On a failure, a creature takes 42 (12d6) radiant damage and is blinded for 1 minute. On a success, a creature takes half as much damage and isn’t blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Starsky Presence. The Watcher forces those around it to gaze into the void of the cosmos and realize their meaninglessness. Each creature of the Watcher's choice that is within 120 feet of the Watcher and aware of it must succeed on a DC 20 Wisdom saving throw or gain a long-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature gains one short-term madness and is otherwise immune to the Watcher's Starsky Presence for the next 24 hours. Bonus actions Star Drop. The Watcher deals 2 (1d4) radiant damage to a creature that it can see within 120 feet of it. Reactions Tar Slew. When the Watcher is hit by an attack, it can explode in a wave of tar. Each creature within 10 feet of it must succeed on a DC 20 Dexterity saving throw or become tar-coated per the Watcher’s Onyx Flight trait. Legendary Actions The Watcher can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Watcher regains spent legendary actions at the start of its turn. Fly. The Watcher flies up to its speed. Strike. The Watcher makes one attack.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid and aberration","Alignment":"lawful evil","Expansion":27461,"Challenge Rating":17},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Radioactive Purple Worm","description":"Purple worms SRD are giant scavengers that inhabit the deepest regions of the world, consuming any organic material that they encounter. They are notorious for swallowing their prey whole. It is not uncommon to hear of a group of adventurers vanishing down the ravenous maw of a purple worm, screaming as they disappear one by one. Although they seek to consume living creatures, purple worms also consume vast amounts of dirt and minerals as they burrow underground. The insides of a purple worm may contain a considerable number of gemstones and other items able to withstand the corrosive acid inside its gullet. In areas filled with radioactive isotopes, tainted effluents, and similar toxic waste, some purple worms not only survive their exposure but to thrive within their polluted environment, albeit horribly mutated by the effects of radiation. 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Radlee’s unit perished when her ruthless commander set them up as bait in an enemy ambush. Thanks to Radlee’s quick thinking, she was the only survivor—and she celebrated her escape by returning to camp and murdering her commander. After that, Radlee deserted and became a sellsword, quickly earning a frightening reputation. The few survivors of her brutality often simply called her “the Grim.” The bloody road of mercenary work led Radlee into partnership with the Scarlet Shadow, a mysterious assassin for hire. Their infamy grew, and one day, the very prince Radlee had been forced to fight came inquiring about a job exploring a remote ruin. Radlee is cold and matter-of-fact, and despises social platitudes—traits which sometimes put her at odds with the prince. In combat, she is ferocious and unrelenting, protecting her fellow Soulbinders while showing no mercy to her enemies. She is bound to the visionar y’s cloak . Traits Exploit Opening ( 3 /Day). When Radlee makes an attack, she has advantage on the attack roll. Sure-Footed. Radlee has advantage on saving throws against being moved against her will or knocked prone. Tactical Vigilance. Radlee has advantage on initiative checks. While she isn’t incapacitated, Radlee and each ally within 30 feet of her who can see or hear her can’t be surprised. Actions Multiattack. Radlee makes three Halberd or three Longbow attacks. Alternatively, she makes one Halberd attack and uses Backswipe. Halberd. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) slashing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Backswipe. Radlee swings her halberd’s shaft at a creature within 5 feet of her. The target must succeed on a DC 18 Strength saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. Reactions Protector. When a creature Radlee can see within 10 feet of her attacks one of her allies, Radlee can make a Halberd attack against the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Rafferty","description":"TRAITS Special Equipment: Rafferty carries a wand of binding and wears a ring of protection and a pendant set with a stone of Celestia . His fine velvet smoking jacket is worth 800 gp. Limited Magic Immunity: Rafferty can’t be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects. Innate Spellcasting: Rafferty’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: detect thoughts, disguise self, mage hand, minor illusion 3/day each: charm person, detect magic, invisibility, major image, misty step, suggestion 1/day each: dominate person, fly, plane shift, true seeing ACTIONS Multiattack: Rafferty makes two claw attacks. Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. LEGENDARY ACTIONS Rafferty can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Rafferty regains spent legendary actions at the start of its turn. Cantrip: Rafferty casts mage hand or minor illusion. Claw: The rakshasa makes a claw attack. Distract: Rafferty locks his penetrating gaze on a creature he can see within 20 feet of him. If that creature can see Rafferty, it must make a successful DC 18 Wisdom saving throw or become stunned until the end of its next turn. Move (Costs 2 Actions): Rafferty moves up to half his speed without provoking opportunity attacks. LAIR ACTIONS While in his lair, Rafferty can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Rafferty can take a lair action to cause one of the following effects: Play Pretend: Rafferty casts suggestion , if he is able to do so. Rest for A While: A creature Rafferty can see within 30 feet of him must make a successful DC 18 Wisdom saving throw or fall unconscious for 1 hour. The creature awakens if it takes damage or if another creature uses an action to rouse it. Vicious Mockery: If Rafferty is under the effects of a disguise self spell, he casts vicious mockery .","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":20254,"Challenge Rating":13},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Rafflesian","description":"This conical red flower is a tight bud of scarlet pedals. A web of delicate vein-like roots keeps it in place on the human's back. A rafflesian is a sentient tropical flower that develops a symbiotic relationship with a willing humanoid companion and uses willing humanoid hosts to germinate its offspring. Long-Lived. Rafflesian flowers, even without a host creature, live for up to three centuries and germinate only one seed each century. When ready to plant a seed, each rafflesian works with its companion to find a willing humanoid host, and a fully formed offspring sprouts from that host's flesh soon after. True Symbiosis. A rafflesian is interested in ensuring its host companion's survival, and it prefers to share its life with a singular companion and its descendants. A single rafflesian is often inherited by many generations of the same family until the flower eventually expires. Symbiote. A rafflesian can bond with a willing Humanoid creature that remains in physical contact with it for 10 minutes. While bonded in this way, the host creature gains a +2 bonus to AC and saving throws and has resistance to all damage, and the rafflesian's speed is 0, moving with the host when it moves. Each time the host takes damage, the rafflesian takes the same amount of damage. If the host is subjected to an effect that would force it to make a saving throw, the host can use its saving throw bonuses or the rafflesian's. If both are subjected to the same effect, only one of them is affected, the rafflesian's choice. The rafflesian and the host otherwise retain their own statistics and take separate turns. The rafflesian and the host can't be separated, unless the rafflesian chooses to terminate the connection. The rafflesian can detach itself safely from a host over the course of 1 hour, or it can detach itself from the creature as an action, which immediately kills the host. Symbiotic Thought. The rafflesian and its host can communicate telepathically while bonded. Actions Multiattack. The rafflesian makes three Vine Whip attacks. It can replace one attack with a use of Blood Root. Vine Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage. Blood Root. The rafflesian launches a root toward one creature it can see within 30 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) necrotic damage as the rafflesian drains blood from it. The rafflesian or the host (the rafflesian's choice) then regains hp equal to the damage taken. Reactions Last Resort. When the host dies, the rafflesian can reanimate it for up to 10 days, provided the host's body is still intact. During this time, the host is protected from decay and can't become undead. The rafflesian can use a bonus action to cause the host to move as it could in life, but the host can't take any other actions. If the host could speak in life, the rafflesian can speak with the host's voice. A host body reanimated in this way can be restored to life by any spell capable of doing so.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Rag Doll","description":"Crudely constructed but oddly endearing, rag dolls are constructs formed from children’s toys, stuffed with soft material and adorned with smiling faces. Besides being generally comforting to have around, spellcasters favor rag dolls as familiars for their soft construction and inconspicuous nature; nobody questions a discarded doll, after all.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"typically neutral good","Expansion":26275,"Challenge Rating":0},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Rage Drake","description":"Rage drakes resemble red dragons in large cat-like bodies. They are incredibly aggressive, strong, and vicious, and often open attacks by pouncing savagely on prey. Those unfortunate enough to survive the initial strike are brutally ripped apart like a ragdoll by the drake's powerful jaws. Although extremely difficult to control due to their temperament, they are sometimes captured and trained as mounts by champions of Tiamat. Traits Brutal Critical. The drake rolls one additional weapon damage die when determining extra damage for a critical hit with a melee attack. Keen Smell. The drake has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the drake moves at least 30 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. Actions Multiattack. The drake makes one Bite attack and two Claw attacks. It can use Worry in place of its Bite attack. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage or 17 (2d8 + 8) piercing damage while raging. If the target is Large or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the drake can't use its bite on another target. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage or 11 (1d6 + 8) slashing damage while raging. Worry. A creature the drake is grappling must make a DC 17 Constitution saving throw. On a failed save, the creature takes 15 (2d8 + 6) slashing damage and is stunned until the end of the drake's next turn. On a successful save, the creature takes half as much damage and isn't stunned. Bonus Actions Rage (Recharges after a Short or Long Rest). The drake enters a rage. The rage lasts for 1 minute or until the drake is incapacitated. While raging, the drake gains the following benefits: The drake has advantage on Strength checks and Strength saving throws When it makes a melee weapon attack, the drake gains a +2 bonus to the damage roll (already included in the attack). The drake has resistance to bludgeoning, piercing, and slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ragebeast Template","description":"Gruul territory is full of beasts of all sizes. Herds of giant boars (see the Monster Manual) called batterboars roam the rubblebelts; each batterboar can grow to be the size of a mammoth (as in the Monster Manual), and the passage of a herd can shake the ground and topple buildings. Maaka (use the saber-toothed tiger stat block from the Monster Manual) are territorial cats, about 15 feet long, with six eyes. They typically keep to the rubblebelts, though from time to time they are spotted amid tended groves and gardens. Any beast described in this book or in the Monster Manual can roam the rubblebelts. The Gruul can bring out the fury in these beasts, turning them into ragebeasts. Ragebeasts often have the Reckless and Siege Monster traits: Reckless. At the start of its turn, the ragebeast can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Siege Monster. The ragebeast deals double damage to objects and structures.","properties":{"Category":"Monsters"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Rageborne","description":"TRAITS Aggressive: As a bonus action, the rageborne can move up to its speed toward a hostile creature that it can see. Fury: The rageborne has advantage on Strength checks and Strength saving throws. Unarmored Defense: While the rageborne is wearing no armor wielding no shield, its AC includes its Constitution modifier. ACTIONS Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1 + 2) bludgeoning damage. Improvised Mace: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Neutral","Expansion":23660,"Challenge Rating":"1/4"},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Rageipede","description":"A three-foot-long centipede with a mottled carapace lunges from the undergrowth. Its front limbs end in sharp claws, while its mandibles drip venom. The rageipede is not commonly found in urban landscapes, though there have been reports of small forest hamlets becoming feeding grounds for the creature. The rageipede is commonly known as the fury worm due to its peculiar hunting methods. Fury's Kiss. The bite of the rageipede holds powerful mind-altering venom that causes even the most conditioned individuals to fall into a mindless rage, attacking anyone or anything in sight. Patient Stalkers. The rageipede's primary food source is carrion left in the wake of its enraged victims. The rageipede lies in wait for potential victims to pass within range, utilizing the element of surprise to bite. After biting its victim, the creature typically retreats and hides in nearby underbrush or tree cover, waiting to claim its spoils. Rageipede Victims. Victims go on a rampage, killing and destroying everything in sight. Once the wave of rage passes, the victims typically suffer no lingering effects. However, the victims are left with the memories of their deeds, which often proves worse than the alternative.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ragtag Tiefling Pirate Captain","description":"After the end of the old world, many ragtag tieflings found their way to the Ocean Heart, the great sea in the center of Ashandri. Some of them became successful pirate captains, fighting for freedom, treasure or simply for adventure and thrill. Occasionally, their ships set anchor for a while, and these pirate captains can be found at land - either for a short vacation, or to pursue a personal mission. Most of the time, they are accompanied by at least a few trusted members of their crew.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any chaotic","Expansion":17295,"Challenge Rating":5},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Rahadin","description":"Rahadin, the dusk elf chamberlain of Castle Ravenloft, has served Strahd’s family faithfully for nearly five hundred years. He is Strahd’s eternal servant, a longtime comrade-in-arms, and a ruthless warrior who has killed thousands in his lifetime. Exile. Rahadin was exiled for refusing to bow down to a dusk elf prince whom he considered weak and corrupt. When the dusk elves later declined to pay fealty to King Barov, Rahadin helped Barov conquer them. The elf kingdom’s royal line was obliterated, the dusk elves hunted like rabbits. The few that survived were either subjugated or forced to live among the Vistani. So pleased was Barov with Rahadin that the king made the dusk elf an honorary member of his family. Chamberlain. After Barov died, Rahadin continued to fight as one of Strahd’s generals. When the wars ended and Strahd turned his attention to building Castle Ravenloft, Rahadin saw to it that wizards and artisans were brought to Barovia. Years later, Strahd appointed Rahadin his castle chamberlain. Rahadin was pleased to do whatever Strahd asked of him, and he instilled terror in the castle staff by routinely flogging those who didn’t perform their duties to his exacting standards. When a dusk elf named Patrina Velikovna came knocking on Strahd’s door, Rahadin could see that she intrigued Strahd, but Rahadin was suspicious of her motives. Patrina tried to seduce Strahd with the prospect of immortality—something Strahd desired above all. She told him of a vault of forbidden lore called the Amber Temple, where the secret of gaining immortality was hidden. While Strahd was off exploring the temple, Rahadin handled all of his master’s affairs and began searching for a woman who could tear Strahd away from Patrina Velikovna. In this task, he failed. His goal was fulfilled, however, when Sergei, Strahd’s brother, found Tatyana. Tatyana was Strahd’s type—a woman of exquisite beauty and gentle manner. When Strahd returned to Ravenloft, the young woman instantly caught his eye, and Rahadin had the pleasure of informing Patrina that her presence at the castle was no longer desired. Rahadin’s loyalty didn’t waver after Tatyana died and Strahd became a vampire. Rahadin continued to do his master’s bidding. Eager to put Tatyana out of his mind, Strahd lured more women to the castle, taking several of them as brides before draining their lives and turning them into vampire spawn. Rahadin would see to it that these women were lavished with jewels and fine clothes, and made comfortable during their stay in Ravenloft. Executioner. Patrina Velikovna and her people were living among the Vistani when they heard of Tatyana’s death and Strahd’s curse. The ageless Patrina returned to Ravenloft in the hope of winning Strahd’s love. This time, it was clear that Patrina craved Strahd’s power and that Strahd would never love her. Rahadin assumed that Patrina would suffer the same fate as those women who had come before her. He was proven wrong when Patrina’s own people stoned her to death to keep Strahd from claiming her as his wife. Strahd was upset that the dusk elves had taken Patrina from him. After securing her body and entombing it in the catacombs of Ravenloft, Strahd sent Rahadin to punish the dusk elves. Rahadin slew the female elves so that the males couldn’t breed. He also sliced off the ears of Patrina’s brother, Kasimir, who had orchestrated the stoning. Screams of the Dead. So dreadful a creature is Rahadin that anyone who stands within 10 feet of him can hear the howling screams of the countless men and women he has killed in his lifetime. Rahadin can’t hear them, nor would he be haunted by them if he could. The only thing he cares about is Strahd von Zarovich, for whom he would gladly give his life. Rahadin’s Traits Ideal. “Loyalty is everything.” Bond. “I am a son of King Barov von Zarovich, and I will serve his son—my brother and lord—forever.” Flaw. “I have slain thousands of men. I will slaughter thousands more to preserve the von Zarovich legacy.” Traits Deathly Choir. Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one. Fey Ancestry. Rahadin has advantage on saving throws against being charmed, and magic can’t put him to sleep. Innate Spellcasting. Rahadin’s innate spellcasting ability is Intelligence. He can innately cast the following spells, requiring no components: 3/day: misty step, phantom steed 1/day: magic weapon, nondetection Mask of the Wild. Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Actions Multiattack. Rahadin attacks three times with his scimitar, or twice with his poisoned darts. Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage. Poisoned Dart. Ranged Weapon Attack: +10 to hit, ranged 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage plus 5 (2d4) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"lawful evil","Expansion":7388,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Raid Archer","description":"Raider Raiders are the standard warriors taking part in raids and comprise the bulk of the healthy adult population. They are not soldiers exclusively, such as is the case generally with the Baendur, but instead some are farmers or crafts people. Raid Archer These warriors are trained to fight alongside other raiders and usually behind a shield wall. Raid Cleric Raid clerics generally accompany raiding parties on longer voyages. Raid Druid Though druids are common to all raiding clans, among the Whar they are more prominent, often serving in leadership roles. Raid Leader A raid leader generally leads the raiders manning a single longship or manages an outpost (as opposed to a jarl who oversees an entire clan). A raid leader tends to spend more time training and the greater their skill, the more effective the raiders they lead are. Raid Leader, Jarl A jarl can be built upon these stats. They have 85 hit points and gain the following ability: Indomitable (2/day). When the jarl fails a saving throw, they may choose to reroll it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":"1/2"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Raid Cleric","description":"Raider Raiders are the standard warriors taking part in raids and comprise the bulk of the healthy adult population. They are not soldiers exclusively, such as is the case generally with the Baendur, but instead some are farmers or crafts people. Raid Archer These warriors are trained to fight alongside other raiders and usually behind a shield wall. Raid Cleric Raid clerics generally accompany raiding parties on longer voyages. Raid Druid Though druids are common to all raiding clans, among the Whar they are more prominent, often serving in leadership roles. Raid Leader A raid leader generally leads the raiders manning a single longship or manages an outpost (as opposed to a jarl who oversees an entire clan). A raid leader tends to spend more time training and the greater their skill, the more effective the raiders they lead are. Raid Leader, Jarl A jarl can be built upon these stats. They have 85 hit points and gain the following ability: Indomitable (2/day). When the jarl fails a saving throw, they may choose to reroll it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":3},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Raid Druid","description":"Raider Raiders are the standard warriors taking part in raids and comprise the bulk of the healthy adult population. They are not soldiers exclusively, such as is the case generally with the Baendur, but instead some are farmers or crafts people. Raid Archer These warriors are trained to fight alongside other raiders and usually behind a shield wall. Raid Cleric Raid clerics generally accompany raiding parties on longer voyages. Raid Druid Though druids are common to all raiding clans, among the Whar they are more prominent, often serving in leadership roles. Raid Leader A raid leader generally leads the raiders manning a single longship or manages an outpost (as opposed to a jarl who oversees an entire clan). A raid leader tends to spend more time training and the greater their skill, the more effective the raiders they lead are. Raid Leader, Jarl A jarl can be built upon these stats. They have 85 hit points and gain the following ability: Indomitable (2/day). When the jarl fails a saving throw, they may choose to reroll it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":3},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Raid Leader","description":"Raider Raiders are the standard warriors taking part in raids and comprise the bulk of the healthy adult population. They are not soldiers exclusively, such as is the case generally with the Baendur, but instead some are farmers or crafts people. Raid Archer These warriors are trained to fight alongside other raiders and usually behind a shield wall. Raid Cleric Raid clerics generally accompany raiding parties on longer voyages. Raid Druid Though druids are common to all raiding clans, among the Whar they are more prominent, often serving in leadership roles. Raid Leader A raid leader generally leads the raiders manning a single longship or manages an outpost (as opposed to a jarl who oversees an entire clan). A raid leader tends to spend more time training and the greater their skill, the more effective the raiders they lead are. Raid Leader, Jarl A jarl can be built upon these stats. They have 85 hit points and gain the following ability: Indomitable (2/day). When the jarl fails a saving throw, they may choose to reroll it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":6},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Raider","description":"Traits Special Equipment: Each raider has a khopesh, a short bow with 20 arrows, leather armor, and a pouch with 1d8 gp. Actions Khopesh: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage and if the target is wielding a weapon, he must make a DC 10 Strength saving throw or become disarmed. The weapon falls at the target’s feet. Shortbow: Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":20844,"Challenge Rating":"1/8"},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Raider","description":"Raider Raiders are the standard warriors taking part in raids and comprise the bulk of the healthy adult population. They are not soldiers exclusively, such as is the case generally with the Baendur, but instead some are farmers or crafts people. Raid Archer These warriors are trained to fight alongside other raiders and usually behind a shield wall. Raid Cleric Raid clerics generally accompany raiding parties on longer voyages. Raid Druid Though druids are common to all raiding clans, among the Whar they are more prominent, often serving in leadership roles. Raid Leader A raid leader generally leads the raiders manning a single longship or manages an outpost (as opposed to a jarl who oversees an entire clan). A raid leader tends to spend more time training and the greater their skill, the more effective the raiders they lead are. Raid Leader, Jarl A jarl can be built upon these stats. They have 85 hit points and gain the following ability: Indomitable (2/day). When the jarl fails a saving throw, they may choose to reroll it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":"1/2"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Rak Tulkhesh","description":"Overlords In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn’t be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above. As long as the overlords are bound by the Silver Flame, they can’t physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in strength as their servants—the fiends known as the Lords of Dust—scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence. Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can’t take physical form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world. Immortal Nature. An overlord doesn’t require air, food, drink or sleep. It also can’t die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM. Rak Tulkhesh Called the Rage of War, Rak Tulkhesh is the incarnation of impulses that drives many mortals to battle. Fear, greed, hatred—these are seeds that the Rage of War sows in the hopes of producing a bloody harvest. Rak Tulkhesh typically takes the form of a vaguely draconic creature twisted by demonic rage. Covered in iron spikes protruding from his bleeding flesh, this overlord looms fifteen feet high at the shoulders, and his wings span over forty feet. While in combat, Rak Tulkhesh roars in rage as new weapons are spawned from his body, called forth by the Rage of War to slaughter all who dare stand before him. Khyber Shards. Rak Tulkhesh’s soul is divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can’t bring his full power to bear on the world. But he can influence events in the vicinity of any of his shards, drawing power from acts of violence. The Last War was a boon that allowed Rak Tulkhesh to darken the hearts of soldiers and civilians alike, whose actions then weakened the overlord’s bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied cities, the hatred against warforged and Cyran refugees, the calls for a return to war—all these things bear the mark of Rak Tulkhesh’s malign influence. Minions of Rak Tulkhesh. Any organization that fosters hatred unwittingly serves Rak Tulkhesh, and countless soldiers in the Five Nations are devoted to the Rage of War. Many of the Carrion Tribes of the Demon Wastes likewise serve Rak Tulkhesh and yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord’s follower’s is the rakshasa Mordakhesh the Shadowsword—Rak Tulkhesh’s exarch among the Lords of Dust, who commands a host of fiends exerting the overlord’s will across Khorvaire.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend","Alignment":"neutral evil","Expansion":4480,"Challenge Rating":28},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Rakaryx","description":"Rakaryx are sinister predators that thrive in barren wastelands and rocky mountains. They have a lean, muscular build and appear almost like a large humanoid – were it not for their eerie lack of eyes and the tendrils that flow back from their head. Nocturnal Bloodseekers Rakaryx hunt primarily at night, cloaked by darkness and using their uncanny ability to detect the scent of blood to guide them toward prey. Unleashing a bloodcurdling scream as they engage in combat, rakaryx' grasp their prey with their hair-like tendrils while cutting it with their razor-sharp claws and using their bite to inflict a vicious disease that prevents wounds from healing. Omens of Misfortune Perhaps not unsurprisingly, rakaryx are considered ill omens in local folklore – their ghostly appearances in the twilight, their lack of eyes, and their ability to silently appear wherever blood is spilled contributing equally to their mythos. A stable in the cautionary tales parents tell their children, rakaryx are portrayed as phantoms of the wasteland; once divine beings that were twisted for their transgressions and turned into mindless predators.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":34474,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Rakdos","description":"Rakdos, the demon for whom his cult is named, embodies hedonism. He is also the consummate entertainer, whose mere appearance is an act of grisly performance art. A monstrous figure standing thirty feet tall, spreading enormous wings, crowned with fire and swinging a flaming scythe, Rakdos demands the spotlight. His every entrance is a showstopper. Sometimes after his grand entrance, Rakdos crouches to witness the performances of those who adore him. To them, his opinion is the only one that matters, but he is a demanding spectator. He has seen thousands of years of circus tricks and has no patience for performers who don’t give their all. His flaming scythe has brought more than one tepid show to a sudden and spectacular close. Jaded as he is, Rakdos attends his cult’s performances only rarely. He often retreats into his lair below the cult’s guildhall for months or years at a time, but his followers know that he might emerge at any time to witness the latest spectacle. Rakdos’s Traits Ideal: “Everyone should pursue their greatest desire.” Bond: “If you want my favor, show me a performance I’ve never seen before.” Flaw: “What is joy?” Traits Captivating Presence. Any creature that starts its turn within 30 feet of Rakdos must make a DC 25 Wisdom saving throw. On a failed save, the creature becomes charmed by Rakdos for 1 minute or until the creature is farther than 30 feet away from him. On a successful save, the creature becomes immune to Rakdos’s Captivating Presence for 24 hours. Cruel Entertainment. When a creature Rakdos can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points. Innate Spellcasting. Rakdos’s spellcasting ability is Charisma (spell save DC 25). He can innately cast hellish rebuke (at 5th level) at will, requiring no material components. Legendary Resistance (3/Day). If Rakdos fails a saving throw, he can choose to succeed instead. Magic Resistance. Rakdos has advantage on saving throws against spells and other magical effects. Magic Weapons. Rakdos’s weapon attacks are magical. Actions Multiattack. Rakdos makes two attacks with his Curtain-Call Scythe or his claws. Curtain-Call Scythe. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage plus 13 (3d8) fire damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage. Legendary Actions Rakdos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Rakdos regains spent legendary actions at the start of his turn. Sadistic Revelry. Each creature within 60 feet of Rakdos that is his ally or is charmed by him must use its reaction to move up to half its speed toward the creature closest to it that it can see, provided it isn’t already within 5 feet of that creature. It then must make one melee attack against that creature if it is able to do so. Scythe (Costs 2 Actions). Rakdos uses Curtain-Call Scythe. Touch of Pain (Costs 3 Actions). Rakdos makes a claw attack against one creature within 10 feet of him. The target must succeed on a DC 25 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can’t maintain concentration on a spell or any other effect that requires concentration. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":7,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Rakdos Blade Juggler","description":"By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society’s mores and expectations, and indulge your desires. Judith, the Scourge Diva Judith appears at Rakdos clubs and street shows as a singer and performance artist, combining dark soliloquies and bizarre pain stunts. She’s the grande dame of the Rakdos, and what she says backstage goes. Judith covets the adoration heaped on Rakdos by his cultists. She does countless performances a week, but the big demon gets all the praise. She has begun to assemble a small entourage of fans, toadies, and understudies who echo her complaints about the guild’s leader. Traits Nimble. The performer can take the Disengage action as a bonus action on each of its turns. Performer Type. The performer is one of the following types: blade juggler, fire eater, or high-wire acrobat. The performer’s type determines its action options, presented below. Actions Multiattack. The juggler makes three dagger attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic evil","Expansion":7,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Rakdos Fire Eater","description":"By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society’s mores and expectations, and indulge your desires. Judith, the Scourge Diva Judith appears at Rakdos clubs and street shows as a singer and performance artist, combining dark soliloquies and bizarre pain stunts. She’s the grande dame of the Rakdos, and what she says backstage goes. Judith covets the adoration heaped on Rakdos by his cultists. She does countless performances a week, but the big demon gets all the praise. She has begun to assemble a small entourage of fans, toadies, and understudies who echo her complaints about the guild’s leader. Traits Nimble. The performer can take the Disengage action as a bonus action on each of its turns. Performer Type. The performer is one of the following types: blade juggler, fire eater, or high-wire acrobat. The performer’s type determines its action options, presented below. Actions Multiattack. The fire eater makes two attacks with its bladed chain. Bladed Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Spew Flame (Recharge 4–6). The fire eater exhales flames. Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic evil","Expansion":7,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Rakdos High-Wire Acrobat","description":"By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society’s mores and expectations, and indulge your desires. Judith, the Scourge Diva Judith appears at Rakdos clubs and street shows as a singer and performance artist, combining dark soliloquies and bizarre pain stunts. She’s the grande dame of the Rakdos, and what she says backstage goes. Judith covets the adoration heaped on Rakdos by his cultists. She does countless performances a week, but the big demon gets all the praise. She has begun to assemble a small entourage of fans, toadies, and understudies who echo her complaints about the guild’s leader. Traits Nimble. The performer can take the Disengage action as a bonus action on each of its turns. Performer Type. The performer is one of the following types: blade juggler, fire eater, or high-wire acrobat. The performer’s type determines its action options, presented below. Actions Multiattack. The acrobat makes two attacks with its barbed pole. Barbed Pole. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the acrobat can jump up to 20 feet. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic evil","Expansion":7,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Rakdos Lampooner","description":"One of the most effective weapons in the Rakdos cult’s arsenal is satire, and a Rakdos lampooner is a virtuoso of that art. Lampooners generally reserve their mockery for people and guilds that have seized an outsized measure of power, those who need to be taken down a peg, rather than piling further humiliation onto those who are already struggling. They use masks, marionettes, or effigies to caricature public figures, or sometimes play pranks on those individuals directly in the streets. Traits Spellcasting. The lampooner is a 4th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following bard spells: Cantrips (at will): dancing lights, minor illusion, vicious mockery 1st level (4 slots): bane, dissonant whispers, silent image, Tasha’s hideous laughter, thunderwave 2nd level (3 slots): crown of madness, enthrall, suggestion Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic evil","Expansion":7,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Rakitten","description":"No. Catz. In. Ze. Laboratory. Understood!? The last one destroyed mein whole collection ov snowglobes from ze Outer Planes. It didn’t even get up from infront ov ze fireplace; it just used its stupid magical paw! — Humperdink, Snowglobeless Type : Fiend Creature Component : Any rakshasa Bonus Tamer Improvement : Cat’s Curse and +2 Hit Dice We’ve all heard of a bull in a porcelain shop, but a rakitten is much worse. They can’t help but knock off anything close to an edge, especially if it looks delicate and valuable. Fortunately, they make up for this irritating, fiendish behaviour with an ability to control spellcasters, redirecting their spells and cursing them with antimagic properties. If any of the rakitten’s traits or actions require saving throws, it is always against the rakitten’s save DC , as calculated as follows: Save DC = 8 + the tamer’s proficiency bonus + the rakitten’s Charisma modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the rakitten the following improvements using your Monster Trainer feature: Cat’s Curse Prerequisite : become a tamer’s companion Type : Active (bonus action) When the rakitten hits a creature with a claw attack on its turn, it can use a bonus action to attempt to afflict the creature with the cat’s curse for 1 minute . The creature must succeed on a Charisma saving throw or be unable to benefit from spells of a level lower than the tamer’s proficiency bonus. A creature affected by this curse can repeat the saving throw at the end of each of its turns, ending the effect on a success. After the rakitten has used this action, it can’t do so again for 1 minute . The rakitten gains this improvement when it becomes a companion; it doesn’t cost an improvement. Growth I Prerequisite : 3rd-level tamer Type : Passive (companion) The rakitten’s size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its claw attack increases to a d6 . Limited Antimagic Prerequisite : 3rd-level tamer Type : Passive (companion) The rakitten can’t be affected or detected by spells of 1st level or lower unless it wishes to be. When the rakitten’s tamer reaches 9th, 13th, and 17th level in the tamer class, the level of spell against which the rakitten can’t be affected or detected increases to 2nd, 3rd, and 5th level, respectively. Rakish Resilience Prerequisite : 5th-level tamer Type : Passive (companion) The rakitten gains a bonus to its AC equal to its Charisma modifier while it isn’t wearing armour. Multiattack Prerequisite : 5th-level tamer Type : Active (action) As an action, the rakitten can make two claw attacks. Weavebender Prerequisite : 5th-level tamer Type : Active (reaction) As a reaction when a ranged spell attack or a spell with an area of effect centred on a point targets a creature or point within 30 feet of the rakitten, the rakitten can redirect the spell. It can cause a ranged spell attack to target a different creature within 10 feet of the original target (after the attack roll is made but before the outcome is determined), or it can move the area of effect’s point of origin up to 10 feet in any direction. The rakitten can use this reaction a number of times equal to its Charisma modifier. It regains all expended uses when its tamer finishes a long rest. Growth II Prerequisite : 9th-level tamer, Growth I Type : Passive (companion) The rakitten’s size increases to Medium, its Hit Die size increases to a d8 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its claw attack increases from a d6 to a d8 . Wind Strike Prerequisite : 9th-level tamer Type : Active (no action) For the next minute , the rakitten can use a bonus action to teleport up to 30 feet to a space it can see. If it makes a claw attack immediately after teleporting and the attack hits, the target takes additional force damage equal to the rakitten’s Charisma modifier (minimum 1). After the rakitten uses this action, it can’t do so again until its tamer finishes a long rest. Devil’s Purr Prerequisite : 13th-level tamer Type : Active (action) As an action, the rakitten lets out a low, thrumming purr. Each creature of the rakitten’s choice within 30 feet of it that can hear it must succeed on a Wisdom saving throw or be charmed by the rakitten until the end of the rakitten’s next turn. A creature charmed in this way regards the rakitten as its own offspring, acting protectively towards it. After the rakitten uses this action, it can’t do so again until its tamer finishes a short or long rest. Growth III Prerequisite : 17th-level tamer, Growth II Type : Passive (companion) The rakitten size increases to Large, its Hit Die size increases to a d10 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its claw attack increases from a d8 to a d10 .","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Raklupis Spyder-Fiend","description":"Raklupis spyder-fiends have hard, smooth shells and gleaming spines. With luxuriantly furry wolf heads, powerful arms, and alluring voices, raklupises are the only spyder-fiends that might be called majestic. They create delicate web globes, which they fill with their venom and hurl at foes. Raklupises are keen strategists, and most of them command legions of lesser spyder-fiends. Spyder-Fiends Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads. Spyder-fiends are usually coated with gore, as brutal killing is their favorite pursuit. They spin durable webs and are ingenious in how they employ their webs against prey. Spyder-fiends are organized into a hierarchy based on might and cunning, with higher-ranked spyder-fiends dominating lower ranks. Spyder-fiends of equivalent rank scheme against each other for advancement and eagerly turn against one another if treachery can improve their position. Spyder-fiends loyally serve their general, Miska the Wolf-Spider. While they were rarely seen during Miska’s imprisonment in Pandemonium, they have become increasingly active as Miska struggles to free himself in Pandesmos. Traits Magic Resistance. The raklupis has advantage on saving throws against spells and other magical effects. Spider Climb. The raklupis can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. When in contact with a web, the raklupis knows the exact location of any other creature in contact with the same web. Web Walker. The raklupis ignores movement restrictions caused by webbing. Actions Multiattack. The raklupis makes a Bite attack and two Serrated Sword attacks. It can use Venom Globe in place of one of these attacks. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 18 (4d8) poison damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature has the incapacitated condition and can’t regain hit points. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Serrated Sword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 18 (4d8) poison damage. Venom Globe. Ranged Weapon Attack: +11 to hit, range 60/180 ft., one target. Hit: 45 (10d8) poison damage. Spellcasting. The raklupis casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20). At will: Disguise Self, Invisibility (self only) , Mage Hand, Minor Illusion 2/day each: Darkness, Dominate Monster, Mass Suggestion, Telekinesis, Teleport Bonus Actions Demand Loyalty. The raklupis magically ends the charmed and frightened conditions on itself and on any number of allies within 60 feet of itself.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":30583,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Rakshasa","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Limited Magic Immunity : The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Innate Spellcasting : The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: At will: detect thoughts , disguise self , mage hand , minor illusion 3/day each: charm person , detect magic , invisibility , major image , suggestion 1/day each: dominate person , fly , plane shift , true seeing Actions Multiattack : The rakshasa makes two claw attacks Claw : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.","properties":{"Category":"Monsters","AC":"16 (Natural Armor)","HP":"110 (13d8+52)","CHA":20,"CON":18,"DEX":17,"INT":13,"STR":14,"WIS":16,"Size":"Medium","Type":"fiend","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067690/vbMLQ51_8bMSTaNi_Zlb-Q/original.png","Roll 0":"Claw\n1d20 + 7\n2d6+2","Senses":"Darkvision 60 Ft.","Skills":"Deception +10, Insight +8","Source":"5th Edition SRD","data-XP":"10,000","Alignment":"Lawful Evil","Languages":"Common, Infernal","data-List":"false","Immunities":"Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","Spell Book":"Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion, Charm Person, Detect Magic, Invisibility, Major Image, Suggestion, Dominate Person, Fly, Plane Shift, True Seeing","Token Size":1,"data-Spells":"{\"innate\":{\"at-will\":[\"detect thoughts\",\"disguise self\",\"mage hand\",\"minor illusion\"],\"3/day\":[\"charm person\",\"detect magic\",\"invisibility\",\"major image\",\"suggestion\"],\"1/day\":[\"dominate person\",\"fly\",\"plane shift\",\"true seeing\"]}}","data-Traits":"[{\"Name\":\"Limited Magic Immunity\",\"Desc\":\"The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.\"},{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: At will: detect thoughts, disguise self, mage hand, minor illusion 3/day each: charm person, detect magic, invisibility, major image, suggestion 1/day each: dominate person, fly, plane shift, true seeing\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The rakshasa makes two claw attacks\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 2\",\"Damage Type\":\"slashing\",\"Desc\":\"The target is cursed if it is a creature The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic\"}]","data-CHA-mod":"+5","data-CON-mod":"+4","data-DEX-mod":"+3","data-INT-mod":"+1","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+3","Vulnerabilities":"Piercing From Magic Weapons Wielded By Good Creatures","Challenge Rating":13,"Passive Perception":13,"data-CrNum":13,"data-AcNum":16,"data-HpNum":110},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rakshasa","description":"Slay me once, shame on you. Slay me twice, shame on me. —Rakshasa maxim The rakshasa employs delicacy and misdirection in its pursuit of dominion over others. Few creatures ever see the fiend in its true form, for it can take on any guise it wants, although it prefers to masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A rakshasa’s true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human. Evil Spirits in Mortal Flesh. Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret. Evil Reborn. For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms—a process that can take months or years. When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer’s family, friends, or descendants. Like devils, rakshasas killed in the Nine Hells are forever destroyed. Traits Limited Magic Immunity : The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Innate Spellcasting : The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components: • At will: detect thoughts, disguise self, mage hand, minor illusion • 3/day each: charm person, detect magic, invisibility, major image, suggestion • 1/day each: dominate person, fly, plane shift, true seeing Actions Multiattack : The rakshasa makes two claw attacks Claw : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Rakshasa Ak'chazar","description":"Ak'chazar rakshasas have pale white or grayish tiger fur and appear gaunt compared to the regular rakshasa. Instead of enchantments and illusions, the ak'chazar specializes in necromancy. They create undead which they use as soldiers to dominate those within their territories. In combat, they rely on their necromantic spells to defeat their foes. However, when faced with tough opponents, they can flood the area around them with negative energy that can inflict severe damage and even incapacitate those caught within it. Traits Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Actions Multiattack. The rakshasa uses Command Undead. It then makes two Claw attacks or uses Necrotic Bolt twice. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 10 (3d6) necrotic damage, and the target is cursed if it is a creature. The cursed target is unable to regain hit points. The curse lasts until it is lifted by a remove curse spell or similar magic. Necrotic Bolt. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 18 (3d8 + 5) necrotic damage, and the target can’t regain hit points until the start of the rakshasa’s next turn. Command Undead. The rakshasa targets one Undead ally it can see within 30 feet of it and gives it a telepathic command. If the target is not incapacitated, the target can use its reaction to move up to half its speed and make one weapon attack. Spellcasting. The rakshasa casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: detect thoughts, disguise self, mage hand 3/day each: animate dead (as an action), blindness/deafness, contagion, create undead (as an action), detect magic, enervation, ray of enfeeblement 1/day each: Abi-Dalzim's horrid wilting, finger of death, harm, magic jar (as an action) Pain Wave (Recharge 5–6). The rakshasa magically emits nerve-wracking negative energy. Each creature within 20 feet of the rakshasa must succeed on a DC 18 Constitution saving throw. On a failed save, a creature takes 27 (6d8) necrotic damage and 27 (6d8) psychic damage and is stunned until the end of the rakshasa's next turn. On a successful save, a creature takes half as much damage and isn't stunned.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Rakshasa Maharajah","description":"The rakshasa maharajah is an ancient and powerful fiend that sees itself as the ultimate overlord and brilliant mastermind of any organization, the grand manipulator and genius schemer that nobody is aware of. Even those that work directly with the rakshasa maharajah may not know of its true nature. Agent of Asmodeus. For important campaigns into the material plane where a more subtle and indirect approach is required, the archdevil Asmodeus sends a rakshasa maharajah to organize and lead it. In such missions, the rakshasa maharajah will usually be accompanied by dozens of minor devils and a handful of powerful ones such as bone devils, erinyes, and horned devils, as well as other rakshasas. Master of Misdirection. In combat, the rakshasa maharajah can be a difficult creature to face, with its array of abilities and spells that can confuse, mislead, and bend a foe's will to do its bidding. Its mere touch can drive a creature senseless. Traits Aura of Misdirection. Whenever a creature that is within 30 feet of the rakshasa targets the rakshasa with an attack or harmful spell, it must succeed on a DC 19 Intelligence saving throw, unless the rakshasa is incapacitated. On a failed save, the affected creature regards every creature it can see, other than the rakshasa, as enemies until the start of its next turn. It then chooses another target at random from among the enemies it can see within range of the attack, spell, or other ability it's using. If a creature's saving throw is successful, the creature is immune to the rakshasa's Aura of Misdirection for the next 24 hours. Legendary Resistance (3/Day). If the rakshasa fails a saving throw, it can choose to succeed instead. Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Actions Multiattack. The rakshasa makes two Claw attacks. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 14 (4d6) psychic damage, and the target's Intelligence score is reduced by 1d6. The target is stunned if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest or if a Greater Restoration or similar spell is cast on it. Spellcasting. The rakshasa casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): At will: detect thoughts, disguise self, mage hand, minor illusion, mind sliver (4d6) 3/day each: blur, charm person, detect magic, dissonant whispers, fly, invisibility, major image, mirror image, suggestion 1/day each: dominate person, mislead, plane shift, psychic scream, synaptic static, true seeing, weird Word of Discord (Recharge 5–6). Each creature within 60 feet of the rakshasa and can hear the rakshasa must succeed on a DC 19 Charisma saving throw, or take 41 (8d8 + 5) psychic damage and must use its reaction to make a melee weapon attack against one creature of the rakshasa's choice that the rakshasa can see. Constructs and Undead are immune to this effect. Legendary Actions The rakshasa can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The rakshasa regains spent legendary actions at the start of its turn. Claw. The rakshasa makes a Claw attack. Move. The rakshasa moves up to half its speed without provoking opportunity attacks. Cast a Spell (Costs 2 Actions). The rakshasa uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Rakshasa Naztharune","description":"Appearing as an ebony-furred tiger, the naztharune are agile and stealthy warriors that specialize in the art of killing. Unlike the typical rakshasa that prefers to work behind the scenes, the naztharune gets its hands, or paws, dirty. Arcane Assassins. They may not have the same level of arcane ability as their brethren, but they hardly need it as they are almost invisible when they operate. Masters of stealth that can wink in and out of the darkness, the naztharune is a perfect assassin. Its mark almost always never sees it coming until it is too late. Traits Assassinate. During its first turn, the rakshasa has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the rakshasa scores against a surprised creature is a critical hit. Evasion. If the rakshasa is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the rakshasa instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Sneak Attack (1/Turn). The rakshasa deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rakshasa that isn't incapacitated and the rakshasa doesn't have disadvantage on the attack roll. Actions Multiattack. The rakshasa makes two melee attacks or two ranged attacks. Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one creature. Hit: 8 (1d8 + 4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Spellcasting. The rakshasa casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: detect thoughts, disguise self, mage hand 3/day each: darkness, detect magic, invisibility Bonus Actions Shadow Stealth. While in dim light or darkness, the rakshasa takes the Hide action. Shadow Step. While in dim light or darkness, the rakshasa teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Rakshasa Zakya","description":"Zakya rakshasas, unlike their counterparts, favor melee combat over the use of magic. They are not subtle in their methods like their brethren and often rely on their elite martial skills to reach their goals. While they prefer to defeat their foes with just the use of their weapons, they will not hesitate to use magic when facing more formidable opponents. Zakya rakshasas see themselves as warlords, conquering and acquiring territories. A few serve rakshasa maharajahs as personal bodyguards. Traits Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Actions Multiattack. The rakshasa makes three melee attacks or three ranged attacks. Alternatively, it can make one melee attack and use Spellcasting. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 9 (2d8) necrotic damage. Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 18 Strength saving throw or be knocked prone. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one creature. Hit: 6 (1d8 + 2) piercing damage. Spellcasting. The rakshasa casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: chill touch (3d8), true strike 3/day: vampiric touch (6d6) Reactions Parry. The rakshasa adds 4 to its AC against one melee attack that would hit it. To do so, the rakshasa must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Rakshasa, Greater","description":"This fiendish mastermind appears as a sleek, white tiger-headed humanoid with bright blue eyes, striking markings and impressive whiskers. Dressed in fine silk robes woven with golden patterns, he lounges indolently on a low seat, smoking a hookah held in his backward paw. Greater rakshasas are more powerful cousins of standard rakshasas. When a truly wicked rakshasa is reincarnated after several lifetimes of treachery and depravity, it will return to the Material Plane from the Hells as a member of a higher caste. Master Manipulators. Greater rakshasas are driven by a lust for power, keeping their true natures hidden as they maneuver themselves into the highest echelons of society. Some rule duchies, baronies, or even whole kingdoms, while others are content to be the power behind the throne, pulling the strings as the king's vizier or first minister. No scheme is ever too complicated for them, and they are willing to employ a variety of techniques to achieve their aims, including eloquence, deception, bribery, blackmail, and intimidation. Greater rakshasas are adept at assuming multiple identities to carry out their plots, sometimes whispering in the same person's ear from different guises to sway them. Wickedly Decadent. A greater rakshasa seeks to live a life of luxury and vice. Like its lesser cousin, it takes pleasure in toying with mortals as it carries out its evil schemes, manipulating and corrupting foolish creatures, then feeding on their flesh when tiring of them. A greater rakshasa usually has several rakshasas in its service, as well as a number of charmed humanoid guards and retainers. Although it is a capable melee fighter, a greater rakshasa considers hand-to-hand combat beneath it, preferring to use magical domination and fear whenever possible. A Greater Rakshasa's Lair Greater rakshasas make their lairs in opulent mansions and palaces adorned with exquisite and valuable objects of gold and ivory and decorated with precious stones and draperies of the finest silk. They enjoy paintings and other works of art depicting their victories over foes, and they usually have a trophy room filled with skulls and other mementos taken from their enemies. Their lairs are guarded by rakshasas and charmed humanoids and warded with deadly traps hidden behind cunning illusions. A greater rakshasa encountered in its lair has a challenge rating of 16 (15,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the greater rakshasa can take a lair action to cause one of the following magical effects; the rakshasa can't use the same effect two rounds in a row: A sweetly scented invisible vapor fills the halls of the lair. Each humanoid creature in the lair must succeed on a DC 18 Wisdom saving throw or have disadvantage on saving throws against enchantment spells until initiative count 20 on the next round. A psychedelic, twisting pattern of colored shapes appears in the air at a point the greater rakshasa can see within 120 feet of it. Each creature, other than the greater rakshasa, that can see the pattern must succeed on a DC 18 Wisdom saving throw or become incapacitated with a speed of 0 until initiative count 20 on the next round. Four quasi-real Medium swarms of burning monkeys (use swarm of rats statistics) appear in spaces that the greater rakshasa can see within 60 feet; these spaces can be occupied. The monkeys act immediately. A creature starting its turn in a space occupied by burning monkeys takes 3 (1d6) fire damage and must make a DC 18 Wisdom saving throw or become confused. This works like the confusion spell, except it only lasts 1 round. The burning monkeys disappear on initiative count 20 on the next round. Regional Effects The region containing a greater rakshasa's lair is warped by the fiend's magic, which creates one or more of the following effects: A creature hostile to the greater rakshasa can't recover from exhaustion after a long rest while within 1 mile of the rakshasa's lair as its sleep is haunted by strange dreams. The greater rakshasa cloaks the traps protecting its lair with clever illusions. Wisdom (Perception) checks to detect traps within the lair are made with disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":13,"Challenge Rating":15},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Rakshasa, Myrmidon","description":"A trio of cat people stand beside a seated tiger man, dutifully poised to carry out his instructions. In the rigid hierarchy of rakshasas, low-ranking rakshasas serve the more powerful to gather and increase their own power. The Saahase. The fierce infantry class of the rakshasa, more commonly known as myrmidons, serves as the tiger's claws. Myrmidons blend arcane might and martial warfare, and they guard the palaces and secret hideaways of their masters or serve as bodyguards for the masters themselves. The Pustakam. When a rakshasa is killed on the Material Plane, its spirit is banished back to the Hells, where it is tormented by devils until it is reincarnated in a new body. Sometimes, when it committed a grave error that resulted in its death, the slain fiend returns in an inferior form, obliged to perform a series of evil deeds before regaining its former status. These rakshasas occupy a unique rank outside the standard hierarchy and are called pustakams. Separate from their brethren, pustakams reside almost entirely on the Material Plane, disguising themselves as books, paintings, or statuettes and insinuating themselves into mortal hands. Their natural form is that of a mauve-skinned fiend the size of a halfling with the tell-tale backward hands of a rakshasa. To regain its former status as a full rakshasa, the pustakam must tempt mortals into committing evil acts, and the severity of its failure determines the depth of the acts or how many mortals it must manipulate before it regains its power, which only the pustakam itself knows. Pustakams typically coerce victims into performing minor acts first, then push them into progressively more evil and depraved actions until the pustakam earns its return to the Hells, where it is reincarnated as a true rakshasa. The Chhota. The laborer class of the rakshasa, called servitors, serve as the lowest rung in rakshasa society. Minor functionaries, builders, and laborers, servitors possess a burning desire to advance. When a servitor proves itself worthy, elder rakshasas perform the “Unnati” ritual. In this ritual, the servitor literally earns its stripes, transforming from a leopard-like fiend into a more powerful, tiger-like rakshasa. The Slayer. When a rakshasa or greater rakshasa (see Creature Codex ) needs an enemy spied upon or killed, it sends a slayer to carry out the mission. Slayers operate outside rakshasa society to better protect themselves and their employers. They can assume dozens of identities and humanoid forms, switching identities as needed. Arcane Weapons. The myrmidon's weapon attacks are magical. When the myrmidon hits with any weapon, the weapon deals an extra 2d4 force damage (included in the attack). Dedicated Warrior. The myrmidon has advantage on saving throws against being charmed and frightened. Limited Magic Immunity . The myrmidon can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Tiger Tag Team. The myrmidon has advantage on attack rolls against a creature if at least one friendly rakshasa is within 5 feet of the creature and that rakshasa isn't incapacitated. Actions Multiattack . The myrmidon rakshasa makes two Forked Scimitar or Arcane Bolt attacks. Forked Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 5 (2d4) force damage. Instead of dealing damage, the myrmidon can disarm a target wielding a weapon. The target must succeed on a DC 12 Strength saving throw or its weapon lands in a random space within 10 feet of the target. Arcane Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 12 (4d4 + 2) force damage. Spellcasting. The myrmidon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: detect thoughts, disguise self 2/day: expeditious retreat Reactions Allied Parry. When a creature the myrmidon can see attacks a creature within 5 feet of it, the myrmidon can impose disadvantage on the attack roll. To do so, the myrmidon must be wielding a shield.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Rakshasa, Pustakam","description":"A trio of cat people stand beside a seated tiger man, dutifully poised to carry out his instructions. In the rigid hierarchy of rakshasas, low-ranking rakshasas serve the more powerful to gather and increase their own power. The Saahase. The fierce infantry class of the rakshasa, more commonly known as myrmidons, serves as the tiger's claws. Myrmidons blend arcane might and martial warfare, and they guard the palaces and secret hideaways of their masters or serve as bodyguards for the masters themselves. The Pustakam. When a rakshasa is killed on the Material Plane, its spirit is banished back to the Hells, where it is tormented by devils until it is reincarnated in a new body. Sometimes, when it committed a grave error that resulted in its death, the slain fiend returns in an inferior form, obliged to perform a series of evil deeds before regaining its former status. These rakshasas occupy a unique rank outside the standard hierarchy and are called pustakams. Separate from their brethren, pustakams reside almost entirely on the Material Plane, disguising themselves as books, paintings, or statuettes and insinuating themselves into mortal hands. Their natural form is that of a mauve-skinned fiend the size of a halfling with the tell-tale backward hands of a rakshasa. To regain its former status as a full rakshasa, the pustakam must tempt mortals into committing evil acts, and the severity of its failure determines the depth of the acts or how many mortals it must manipulate before it regains its power, which only the pustakam itself knows. Pustakams typically coerce victims into performing minor acts first, then push them into progressively more evil and depraved actions until the pustakam earns its return to the Hells, where it is reincarnated as a true rakshasa. The Chhota. The laborer class of the rakshasa, called servitors, serve as the lowest rung in rakshasa society. Minor functionaries, builders, and laborers, servitors possess a burning desire to advance. When a servitor proves itself worthy, elder rakshasas perform the “Unnati” ritual. In this ritual, the servitor literally earns its stripes, transforming from a leopard-like fiend into a more powerful, tiger-like rakshasa. The Slayer. When a rakshasa or greater rakshasa (see Creature Codex ) needs an enemy spied upon or killed, it sends a slayer to carry out the mission. Slayers operate outside rakshasa society to better protect themselves and their employers. They can assume dozens of identities and humanoid forms, switching identities as needed. False Appearance (Object Form Only). While the pustakam remains motionless, it is indistinguishable from an ordinary object. Limited Magic Immunity. The pustakam can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Actions Multiattack. The pustakam makes two Claw attacks or uses False Promises twice. It can replace one use of False Promises with a use of Spellcasting. Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage plus 9 (2d8) psychic damage. False Promises. The pustakam whispers promises of power and riches in the mind of one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On a failure, a creature takes 18 (4d8) psychic damage and is charmed for 1 minute. On a success, a creature takes half the damage and isn't charmed. While charmed, a creature has disadvantage on saving throws against the pustakam's enchantment spells. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The pustakam casts one of the following spells, requiring no material or somatic components and using Charisma as the spellcasting ability (spell save DC 15): At will: detect thoughts, mage hand, minor illusion 3/day each: command, suggestion Bonus Actions Change Shape. The pustakam transforms into a Tiny object or back into its true form, which is a fiend. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Small","Type":"Fiend","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Rakshasa, Servitor","description":"A trio of cat people stand beside a seated tiger man, dutifully poised to carry out his instructions. In the rigid hierarchy of rakshasas, low-ranking rakshasas serve the more powerful to gather and increase their own power. The Saahase. The fierce infantry class of the rakshasa, more commonly known as myrmidons, serves as the tiger's claws. Myrmidons blend arcane might and martial warfare, and they guard the palaces and secret hideaways of their masters or serve as bodyguards for the masters themselves. The Pustakam. When a rakshasa is killed on the Material Plane, its spirit is banished back to the Hells, where it is tormented by devils until it is reincarnated in a new body. Sometimes, when it committed a grave error that resulted in its death, the slain fiend returns in an inferior form, obliged to perform a series of evil deeds before regaining its former status. These rakshasas occupy a unique rank outside the standard hierarchy and are called pustakams. Separate from their brethren, pustakams reside almost entirely on the Material Plane, disguising themselves as books, paintings, or statuettes and insinuating themselves into mortal hands. Their natural form is that of a mauve-skinned fiend the size of a halfling with the tell-tale backward hands of a rakshasa. To regain its former status as a full rakshasa, the pustakam must tempt mortals into committing evil acts, and the severity of its failure determines the depth of the acts or how many mortals it must manipulate before it regains its power, which only the pustakam itself knows. Pustakams typically coerce victims into performing minor acts first, then push them into progressively more evil and depraved actions until the pustakam earns its return to the Hells, where it is reincarnated as a true rakshasa. The Chhota. The laborer class of the rakshasa, called servitors, serve as the lowest rung in rakshasa society. Minor functionaries, builders, and laborers, servitors possess a burning desire to advance. When a servitor proves itself worthy, elder rakshasas perform the “Unnati” ritual. In this ritual, the servitor literally earns its stripes, transforming from a leopard-like fiend into a more powerful, tiger-like rakshasa. The Slayer. When a rakshasa or greater rakshasa (see Creature Codex ) needs an enemy spied upon or killed, it sends a slayer to carry out the mission. Slayers operate outside rakshasa society to better protect themselves and their employers. They can assume dozens of identities and humanoid forms, switching identities as needed. Limited Magic Immunity . The servitor can't be affected or detected by cantrips unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. Hand Crossbow . Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. Spellcasting . The servitor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11): At will: detect thoughts, disguise self 1/day: cause fear Reaction Protecting Pounce. When a rakshasa the servitor can see within 15 feet of it is the target of an attack, the servitor can move up to half its speed toward that rakshasa without provoking opportunity attacks. If it ends this movement within 5 feet of the rakshasa, the servitor becomes the target of the attack instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Rakshasa, Slayer","description":"A trio of cat people stand beside a seated tiger man, dutifully poised to carry out his instructions. In the rigid hierarchy of rakshasas, low-ranking rakshasas serve the more powerful to gather and increase their own power. The Saahase. The fierce infantry class of the rakshasa, more commonly known as myrmidons, serves as the tiger's claws. Myrmidons blend arcane might and martial warfare, and they guard the palaces and secret hideaways of their masters or serve as bodyguards for the masters themselves. The Pustakam. When a rakshasa is killed on the Material Plane, its spirit is banished back to the Hells, where it is tormented by devils until it is reincarnated in a new body. Sometimes, when it committed a grave error that resulted in its death, the slain fiend returns in an inferior form, obliged to perform a series of evil deeds before regaining its former status. These rakshasas occupy a unique rank outside the standard hierarchy and are called pustakams. Separate from their brethren, pustakams reside almost entirely on the Material Plane, disguising themselves as books, paintings, or statuettes and insinuating themselves into mortal hands. Their natural form is that of a mauve-skinned fiend the size of a halfling with the tell-tale backward hands of a rakshasa. To regain its former status as a full rakshasa, the pustakam must tempt mortals into committing evil acts, and the severity of its failure determines the depth of the acts or how many mortals it must manipulate before it regains its power, which only the pustakam itself knows. Pustakams typically coerce victims into performing minor acts first, then push them into progressively more evil and depraved actions until the pustakam earns its return to the Hells, where it is reincarnated as a true rakshasa. The Chhota. The laborer class of the rakshasa, called servitors, serve as the lowest rung in rakshasa society. Minor functionaries, builders, and laborers, servitors possess a burning desire to advance. When a servitor proves itself worthy, elder rakshasas perform the “Unnati” ritual. In this ritual, the servitor literally earns its stripes, transforming from a leopard-like fiend into a more powerful, tiger-like rakshasa. The Slayer. When a rakshasa or greater rakshasa (see Creature Codex ) needs an enemy spied upon or killed, it sends a slayer to carry out the mission. Slayers operate outside rakshasa society to better protect themselves and their employers. They can assume dozens of identities and humanoid forms, switching identities as needed. Limited Magic Immunity. The slayer can't be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Actions Multiattack. The slayer makes three Rapier or Light Crossbow attacks. Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. Light Crossbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. Spellcasting. The slayer casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: detect thoughts, disguise self 3/day: invisibility 1/day: mislead Bonus Actions Cunning Action. The slayer takes the Dash, Disengage, or Hide action. Gain the Upper Hand. The slayer studies one creature it can see within 30 feet of it, granting the slayer advantage on the next attack roll it makes against the target before the start of the slayer's next turn. If the attack hits, the slayer's weapon attack deals an extra 9 (2d8) piercing damage. Reactions Shadow Leap. When a creature moves into a space within 5 feet of the slayer while the slayer is in dim light or darkness, the slayer can teleport to an unoccupied space it can see within 30 feet of it. The destination must also be in dim light or darkness.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ram","description":"Ram Large object Armor Class : 15 Hit Points : 100 Damage Immunities : poison, psychic A ram consists of a movable gallery equipped with a heavy log suspended from two roof beams by chains. The log is shod in iron and used to batter through doors and barricades. Operation. It takes a minimum of four Medium Creatures to operate a ram. Because of the gallery roof, these operators have total cover against attacks from above. Ram . Melee Weapon Attack : +8 to hit, reach 5 ft., one object. Hit: 16 (3d10) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"object","Source":"custom","Expansion":7583},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Ramag","description":"These few denizens of a blasted desert waste now huddle in the remains of an ancient city—a city magically scattered across hundreds of miles. Once Human. The ramag were a powerful tribe of dimensional sorcerers allied with a great society of titans, and they were indeed human in ages past. Over time, strange practices warped them into their current state, and they are clearly no longer purely human. Their limbs grow too long in proportion to their bodies, giving them a stooped, odd posture. Their features are angular, and a ramag’s hair is impossibly thick; each strand is the width of a human finger. They wear their strange hair tied back in decorative clasps. Portal Network. The ramag used their innate magical gifts to maintain powerful magical conduits, ley lines that crisscrossed the titan’s empire. This mastery of arcane might allowed instantaneous travel to the farthest-flung outpost. The ramag still maintain a network of magical monoliths that connect the scattered districts of their home, but this network is frayed and fading. Studious and Powerful. Although physically weak, the ramag are sharp-witted, studious, and naturally infused with magic. Lifetimes of exposure to the warping effect of their runaway magical energy have given the ramag innate control over magic, as well as sharp resistance to it. They are acutely aware of their responsibility for keeping magic in check, and fully know the danger of uncontrolled magical energies. Even the the lowliest ramag has a sharp intellect and a natural understanding of magic. Many ramag take up the study of wizardry. Few become wandering adventurers, but well-equipped expeditions sometimes leave their homeland to inspect the surrounding countryside. Ramag in Midgard The ramag all live within the twelve scattered districts of their home city, Ramagani (home, in their dialect), with 11 districts in the Abandoned Lands of the Southlands and one on an island off the coast. Though the districts are far apart, the ramag consider them all part of one great metropolis. The inhabited districts are guarded by powerful ramag spellcasters and by the Stormwatch—a garrison of arcane warriors who operate enchanted lightning ballistae in defense of the city. (A lightning ballista functions identically to a standard ballista but does an additional 1d10 lightning damage with each hit.) Traits Magic Resistance: The ramag has advantage on saving throws against spells or other magical effects. Actions Scimitar: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 5 (1d6 + 2) Slashing damage. Shortbow: Ranged Weapon Attack : +4 to hit, range 80/320 ft., One target. Hit : 5 (1d6 + 2) Piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (ramag)","Source":"Tome of Beasts","Alignment":"Neutral ","Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ramag Portal Master","description":"This oddly-proportioned figure weaves its too-long arms in intricate gestures as arcane energy crackles through its thick strands of hair. Portal masters are physically indistinguishable from other ramag, though they tend to occupy a higher station. Their clothing and equipment often clearly mark them as spellcasters. The surest mark of a portal master is a gate seal, a large ring of silver, mithral, iron, and copper twisted together. The seal is a focus for the portal master's spellcasting and its manipulation of planar fabric. Keepers of the Gates. Portal masters fill a potent role within ramag society; they exist to nullify portals, teleportation, and other methods of interplanar travel. Sometimes the flows of magic and the stars align, causing dormant gates to flicker to life. Beyond these gates lie ruins of the ancient titans and lost vestiges of ramag settlements. While some explorers take advantage of the opportunity to reclaim lost knowledge and wealth (and many are lost when the gates slam shut without warning), the portal masters are the first line of defense when other, fouler things come through from the other side.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (ramag)","Alignment":"neutral","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ramazith Flamesinger","description":"Ramazith Flamesinger is a powerful mage with an interest in marine life who lives in Baldur’s Gate. His tower is easily recognisable in the city as it looks somewhat like a tiered lighthouse. Despite his age, Ramazith is a serial womanizer and a greedy old goat. Captains of fishing vessels often pay Ramazith a visit with exotic gifts in tow to ask about the movements of fish populations and dangerous predators of the deep. Ramazith Flamesinger Traits Ideal. “All knowledge is vital to someone, and we each have our speciality.” Bond. “The ocean calls out to me every day, I do my best to understand and protect it.” Flaw. “I can’t resist a pretty face, even if it has a husband. I’ve got a soft spot for exotic treasures too.” Traits Special Equipment. Ramazith wears a pearl of power on a necklace and a ring of protection . Ramazith wields Crest, a +1 dagger with additional magic properties: As a bonus action, Ramazith can cause a green stone set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the stone go dark. Whenever Ramazith starts his turn underwater with 0 hit points, the dagger causes him to rise 60 feet toward the surface. Spellcasting. Ramazith is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Ramazith has the following spells prepared: Cantrips (at will): acid splash, mage hand, prestidigitation, shape water 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): alter self, misty step 3rd level (3 slots): counterspell, tidal wave, wall of water 4th level (3 slots): control water, watery sphere 5th level (1 slot): cone of cold Actions Crest (+1 dagger). Melee or Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Pearl of Power (1/Day). Ramazith regains a spell slot of up to 3rd level.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Tethyrian human)","Alignment":"neutral","Expansion":20544,"Challenge Rating":7},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Ramhorse","description":"Ramhorse Likes: running, grooming, fresh fruit Dislikes : confinement, boredom, explosions Adult ramhorses are as robust and fast-footed as any warhorse. Many adventurers and knight-errants favor the ramhorse as their steed of choice for its superior balance and sometimes for its supple fleece as well. Ramhorses are strongly social and will bleat loudly to communicate with each other over long distances or to beckon ramhorse foals to follow them. Steed. At the gamemaster’s discretion, a player character who can cast find steed may choose the form of a ramhorse for their steed. Awakened Ramhorses. Ramhorses are eligible targets for the awaken spell. Awakened ramhorses love to sing loudly as they travel in the open and many of them develop remarkable yodeling skills to sing to each other across rugged mountain trails. Some awakened ramhorses might also pick up poetry and write long, epic poems about their riders and their adventures together.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":"1/2"},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Ramhorse Foal","description":"Ramhorse Foal Likes: frolicking, napping, warm milk Dislikes : getting stuck, loud noises, being alone Ramhorse foals are amiable and curious and love nothing more than playing, jumping around, and following their friends to see what they are up to. Fast and sure-footed from the moment they are born, these fluffy foals are eager to explore their surroundings but can be easily distracted. Ramhorse foals rely on adult ramhorses to guide them with their bleats and will become very sad if they are alone. An orphan ramhorse foal will quickly bond with any kind-hearted humanoid that seeks to adopt it and will follow them around anywhere they go. Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a ramhorse foal for their familiar. Awakened Ramhorse Foals. Ramhorse foals are eligible targets for the awaken spell. Awakened ramhorse foals typically love to sing children’s songs and most of them are eager to learn how to read and write. Two or more awakened ramhorse foals together might play board games or arrange a friendly spelling competition. Adventure Hook: The Platinum Fleece Legends speak of a mythically rare and elusive platinum-wooled, flying ramhorse named Leucochrysos that eternally gallops across the skies. Sages believe that Leucochrysos’ platinum fleece could be fashioned into a magic artifact of exceptional power but warn that harming the timeless beast will invoke the wrath of powerful, uncorrupt celestial beings. At the gamemaster’s discretion, player characters might be able to find Leucochrysos and attempt to obtain its fleece. Leucochrysos might be persuaded to let someone who trusts with its life shear its fleece, while ruthless adventurers might try to slay it and obtain the fleece by force. Leucochrysos is an adult ramhorse that has a flying speed of 150 feet, does not age, understands Celestial but can’t speak, and is celestial instead of a beast. Its platinum fleece radiates with celestial magic and is worth 25,000 gold pieces.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":0},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Ramidreju","description":"This green, weasel-like creature has a long, snake-like body, a small boar-like head with long tusks, and yellow eyes. Its green fur sometimes has black stripes, and while its bright coloring might suggests a poisonous nature, it in fact possess marvelous healing properties in its fur and bile. Ramidrejus are typically found in the mountains and grasslands and grow to be 3 feet long but rarely exceed 40 pounds. Blessings and Curses. Ramidreju are known for digging deep, extensive burrows with their tusks, often unearthing gold and other treasure with an uncanny sense for finding lost things. They are elusive and difficult to capture but sometimes can be befriended, but dealing with them can be dangerous. Notable stories ramidrejus who helps young children find hidden treasure in exchange for their help escaping from a trap. Ramidrejus are sometimes tamed by goblins, who value them for their ability to seek out treasure. However, legends also warn of greedy folk who have captured ramidrejus for this purpose and not treated them well, bringing a curse upon themselves and leading to their downfall.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":1.2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Ramius","description":"Ramius Dangremond is the commander of the Hellriders of Elturel. He never wanted the position, but because of the many deaths within the ranks of the order, he had to step up. His friend and fellow Hellrider, Barachiel, was the main reason he was able to grow into a capable commander. The loss of his friend saddens Ramius, and the news of his imprisonment within the Nine Hells gnaws at his soul. Ramius is a natural horseman and a gifted athlete. The soldiers he leads often say that there isn’t anything that Ramius can’t mount or ride. He’s ridden horses, mammoths, and machines into battle. Loyalty, honor, and duty are virtues that Ramius upholds. He fears nothing other than losing those he cares for. Ramius as a Contact Ramius doesn't have the personal ability to cast Plane Shift —instead, he has been given a magic item that allows him to visit with the party every few days. When he arrives, he brings general supplies such as food and water, and treats any wounds, curses, or diseases the party has (to the best of his ability). Afterwards, he offers a selection of useful magic items for purchase, or, if the party already has excess magic items, he offers to purchase them for keeping or disposal. Purchasing Items from Ramius Item Cost Adventuring supplies Original price Amulet of Health 12,000 gp Bracers of Defense 12,000 gp Cloak of Protection 600 gp Gauntlets of Ogre Power 550 gp Holy Avenger 175,000 gp Horseshoes of a Zephyr 18,000 gp Horseshoes of Speed 6,500 gp Horn of Valhalla (silver) 25,500 gp Javelin of Lightning 500 gp Mace of Smiting 9,000 gp Mithral Armor 700 gp Ring of Protection 12,000 gp Shield, +1 450 gp Shield, +2 12,000 gp Shield, +3 40,000 gp Sun Blade 35,000 gp Selling Magic Items to Ramius Rarity Value Uncommon 250 gp Rare 2,500 gp Very rare 10,000 gp Legendary 55,000 gp Traits Aura of Protection. Ramius and any ally that starts their turn within 30 feet of him have a +4 bonus to all saving throws and resistance to nonmagical damage. Actions Multiattack. Ramius makes two Longsword attacks. Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) if wielded in two hands, plus 13 (3d8) radiant damage. If the target is an evil creature, it must succeed on a DC 17 Charisma saving throw or take an additional 13 (3d8) radiant damage. Divine Wave (Recharge 6). Ramius strikes the ground and causes holy energy to radiate outwards. Each creature of his choice within 30 feet of him must make a DC 17 Constitution saving throw. Targets take 21 (6d6) thunder damage plus 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are knocked down (have the prone condition). Spellcasting. Ramius casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17): 1/day each: Aura of Purity, Compelled Duel, Crusader’s Mantle, Death Ward, Dispel Evil and Good, Find Steed, Lesser Restoration, Remove Curse, Revivify, Shield of Faith Reactions Healing Touch. As a reaction to Ramius or an adjacent creature taking 50 points or more of damage, Ramius reaches out and channels divine energy, healing 13 (2d8 + 4) hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral good","Expansion":28645,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Ranaeloth","description":"A ranaeloth is the least powerful of its kind. It resembles a spindly, 7-foot tall upright frog with warty greenish-brown leathery hide, horns on its head, fanged maw, and clawed limbs. In combat, a ranaeloth attacks with bites and sharp claws and can also use its prehensile tongue to grab and reel foes in. In addition, they have a poisonous breath weapon which it uses against large groups of foes. Guardian Yuguloths Guardian yugoloths, also known as daemons, are mercenary yugoloths that specialize in defense and protection. They have unnaturally alert senses and are quick to punish any who may attack their wards. They are normally hired by other fiends as bodyguards or guards, but they can also be summoned by evil priests and wizards who are in need of their services. Traits Alert. The ranaeloth has advantage on Initiative rolls and Wisdom (Perception) checks and can't be surprised while it is conscious. Amphibious. The ranaeloth can breathe air and water. Magic Resistance. The ranaeloth has advantage on saving throws against spells and other magical effects. Magic Weapons. The ranaeloth's weapon attacks are magical. Standing Leap. The ranaeloth's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Multiattack. The ranaeloth makes one Bite or Tongue attack and one Claws attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage, and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the target is restrained, and the ranaeloth can't use its Bite attack or Tongue attack on another target. Tongue. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (3d6) poison damage, and the target must make a DC 13 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the ranaeloth, which can use a bonus action to make a Bite attack against the target. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Poison Breath (Recharge 5–6). The ranaeloth exhales poisonous gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much on a successful one. Reactions Guardian Strike. If an enemy within 5 feet of the ranaeloth attacks a target other than the ranaeloth, that enemy provokes an opportunity attack from the ranaeloth.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Yugoloth)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ranger","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Challenge Rating":6},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Ranger","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Challenge Rating":6},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Ranvar Arenburg","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":29375,"Challenge Rating":12},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Ranvar Mercenary","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic neutral","Expansion":29375,"Challenge Rating":4},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Rapaso do Aire","description":"Spirits of those who committed terrible crimes to prolong their own lives, in death these dark souls become raposa do aire, doomed to wander the land seeking out death and despair, feeding on it to prolong their miserable undead existence rather than face final death. Raposa do aire are naturally invisible and rarely reveal their true form. When one is seen, its body appears as a tattered skin or fur, whipping and lashing in an unfelt gale. Atop this form is a vulpine head, with an unholy fire burning in its eyes and mouth. Feeds on Fear. The raposa do aire feeds on the fear of living mortals as well as the energy of dying souls released from their mortal coils. It will often plague those near a dying person with strange and unusual sounds, produced by its Mimicry ability. Cawing ravens, sinister whispers, yowling or hissing cats, and other unpleasant sounds will often “haunt” the area, unsettling those within. Harbingers of Death. While the raposa do aire is often responsible for deaths in the immediate area, it is always drawn there, sensing the inevitable demise of creatures and wanting to feed on the despair and fear. Phantasmagoria. A rapaso do aire usually keeps itself hidden but manifests to other senses. It often comes in the form of a roar, a moan, or a shuddering howl that runs through every corner of the house inhabited by the person who is about to die. Nothing can be seen, but a definite, hostile presence can be felt, making the air around feel heavy and oppressive. It can be heard in the night, in the air, on the ground and even within oneself and sounds like the sound of cats, crows, roosters and even the cries of children calling to the living. When the scream sounds, those who hear often feel that they are already dead.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Raptor Explorer","description":"Whether drawn by tales of treasure or the allure of faraway lands, some residents of Humblewood journey to seek out distant ruins or remote vistas to satisfy their wanderlust. Explorers are common among raptors, many of whom do so out of veneration for the Amaranthine Reya, the guide and protector of travelers. Numerous explorers embark on such adventures for the sake of self-discovery and personal growth. Those who have made a life out of exploring often find their service as guides in high demand.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (raptor)","Alignment":"any neutral","Expansion":5991,"Challenge Rating":"1/2"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Raptor Ranger","description":"The ranger is an iconic figure in raptor stories and myths, and has inspired many to follow in their legendary footsteps. Outfitted for rough living in the wilds, these rangers are consummate archers and exceptional hunters. With supernatural eyesight and quick reflexes, raptors are ideally suited to the life of a hunter. Many who chose this path find themselves the inspiration for new tales.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (raptor)","Alignment":"any neutral","Expansion":5991,"Challenge Rating":4},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Ras Nsi","description":"The word \"ras\" is a noble title akin to \"duke.\" Ras Nsi was once a Chultan paladin, a Chosen of Ubtao and sworn protector of the city of Mezro. He betrayed his oaths and was banished from the city. Becoming a vengeful warlord, Ras Nsi attempted to conquer Mezro with an undead army but was defeated. Rather than seek redemption, he sought revenge and was stripped of his god-given powers. The undead horde, no longer under his control, spread throughout the jungles of Chult. Withdrawing to Omu, Nsi clung to his noble title, joined forces with the yuan-ti living there, and underwent a horrible ritual to become a powerful yuan-ti malison—retaining his human head and torso and gaining a serpentine lower body. With Ubtao gone from the world, Ras Nsi and his new yuan-ti followers began searching for a way to bring forth Dendar the Night Serpent. Acererak has promised to help this effort, in exchange for Ras Nsi's pledge to defend the Tomb of the Nine Gods. In truth, Acererak has no intention of honoring his bargain, and Ras Nsi is beginning to suspect as much. Strange Collection. Ras Nsi has a sizable collection of apparel and accouterments from distant lands, most of which were taken from dead explorers. The collection includes a fine Cormyrean cloak, a Sembian wine flask, and a bejeweled Amnian doublet and matching money pouch. He also bears a flame tongue longsword. Slow Death. Ras Nsi has died and been brought back from the dead more than once. Consequently, he is suffering from the effects of the Soulmonger's death curse. His hit point maximum has been reduced, and leprous wounds cover his flesh. In a fitting irony, Ras Nsi is unaware that Acererak is the cause of the curse, for neither he nor the yuan-ti are aware of what lies within the Tomb of the Nine Gods, other than the dead gods for which it is named. If the characters can make him understand that their efforts will help him, Ras Nsi might be tempted not to stand in their way. Ras Nsi's Traits Ideal. \"I seek to bring about the end of this world and rule the next one.\" Bond. \"The yuan-ti of Chult are mine to command. They will help me rule an empire.\" Flaw. \"I will do anything and betray anyone to save myself.\" Traits Special Equipment. Ras Nsi wears bracers of defense , wields a flame tongue longsword, and carries a sending stone matched to one carried by the guide Salida. Shapechanger. Ras Nsi can use his action to polymorph into a Medium snake or back into his yuan-ti form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. He doesn't change form if he dies. Innate Spellcasting. Ras Nsi's innate spellcasting ability is Charisma (spell save DC 16) he can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day: suggestion Spellcasting. Ras Nsi is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Ras Nsi has the following wizard spells prepared: Cantrips (at will): chill touch , fire bolt , mage hand , mending , poison spray 1st level (4 slots): expeditious retreat , false life , magic missile , shield 2nd level (3 slots): blindness/deafness , hold person , misty step 3rd level (3 slots): animate dead , counterspell , fireball 4th level (3 slots): blight , polymorph 5th level (2 slots): contact other plane , geas 6th level (1 slot): create undead Magic Resistance. Ras Nsi has advantage on saving throws against spells and other magical effects. Actions Multiattack. Ras Nsi makes three melee attacks, but can use Constrict only once. Bite (Snake Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage. The target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and Ras Nsi can't constrict another target. Flame Tongue Longsword (Yuan-ti Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands, plus 7 (2d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger, yuan-ti)","Alignment":"neutral evil","Expansion":7389,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Ras Nsi","description":"The word “ras” is a noble title akin to “duke.” Ras Nsi was once a Chultan paladin, a Chosen of Ubtao and sworn protector of the city of Mezro. He betrayed his oaths and was banished from the city. Becoming a vengeful warlord, Ras Nsi attempted to conquer Mezro with an undead army but was defeated. Rather than seek redemption, he sought revenge and was stripped of his god-given powers. The undead horde, no longer under his control, spread throughout the jungles of Chult. Withdrawing to Omu, Nsi clung to his noble title, joined forces with the yuan-ti living there, and underwent a horrible ritual to become a powerful yuan-ti malison—retaining his human head and torso and gaining a serpentine lower body. With Ubtao gone from the world, Ras Nsi and his new yuan-ti followers began searching for a way to bring forth Dendar the Night Serpent. Acererak has promised to help this effort, in exchange for Ras Nsi’s pledge to defend the Tomb of the Nine Gods. In truth, Acererak has no intention of honoring his bargain, and Ras Nsi is beginning to suspect as much. Strange Collection. Ras Nsi has a sizable collection of apparel and accouterments from distant lands, most of which were taken from dead explorers. The collection includes a fine Cormyrean cloak, a Sembian wine flask, and a bejeweled Amnian doublet and matching money pouch. He also bears a flame tongue longsword. Slow Death. Ras Nsi has died and been brought back from the dead more than once. Consequently, he is suffering from the effects of the Soulmonger’s death curse. His hit point maximum has been reduced, and leprous wounds cover his flesh. In a fitting irony, Ras Nsi is unaware that Acererak is the cause of the curse, for neither he nor the yuan-ti are aware of what lies within the Tomb of the Nine Gods, other than the dead gods for which it is named. If the characters can make him understand that their efforts will help him, Ras Nsi might be tempted not to stand in their way. Ras Nsi’s Traits Ideal. “I seek to bring about the end of this world and rule the next one.” Bond. “The yuan-ti of Chult are mine to command. They will help me rule an empire.” Flaw. “I will do anything and betray anyone to save myself.” Special Equipment. Ras Nsi wears bracers of defense , wields a flame tongue longsword, and carries a sending stone matched to one carried by the guide Salida (see \"Finding a Guide\" in \"Things to Do\"). Shapechanger. Ras Nsi can use his action to polymorph into a Medium snake or back into his yuan-ti form. His statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He doesn’t change form if he dies. Innate Spellcasting. Ras Nsi’s innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day: suggestion Spellcasting. Ras Nsi is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Ras Nsi has the following wizard spells prepared: Cantrips (at will): chill touch, fire bolt, mage hand, mending, poison spray 1st level (4 slots): expeditious retreat, false life, magic missile, shield 2nd level (3 slots): blindness/deafness, hold person, misty step 3rd level (3 slots): animate dead, counterspell, fireball 4th level (3 slots): blight, polymorph 5th level (2 slots): contact other plane, geas 6th level (1 slot): create undead Magic Resistance. Ras Nsi has advantage on saving throws against spells and other magical effects. Actions Multiattack. Ras Nsi makes three melee attacks, but can use Constrict only once. Bite (Snake Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and Ras Nsi can’t constrict another target. Flame Tongue Longsword (Yuan-ti Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands, plus 7 (2d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger, yuan-ti)","Alignment":"neutral evil","Expansion":31454,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Rat","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell : The rat has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite : Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","AC":10,"HP":"1 (1d4-1)","CHA":4,"CON":9,"DEX":11,"INT":2,"STR":2,"WIS":10,"Size":"Tiny","Type":"beast","Speed":"20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067728/5KEpWJ0iYg95apSHqQLWWA/original.png","Roll 0":"Bite\n1d20 + 0\n1","Senses":"Darkvision 30 Ft.","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The rat has advantage on Wisdom (Perception) checks that rely on smell.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"0\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"-1","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"-4","data-SizeNum":0,"data-WIS-mod":"+0","Challenge Rating":0,"Passive Perception":10,"data-CrNum":0,"data-AcNum":10,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rat","description":"Traits Keen Smell : The rat has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite : Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Rat","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Agile. The rat doesn’t provoke Opportunity Attacks when it moves out of an enemy’s reach. Actions Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Rat","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Agile. The rat doesn’t provoke Opportunity Attacks when it moves out of an enemy’s reach. Actions Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage.","properties":{"Category":"Monsters","AC":10,"HP":"1 (1d4 − 1)","PB":2,"CHA":4,"CON":9,"DEX":11,"INT":2,"STR":2,"WIS":10,"Size":"Tiny","Type":"Beast","Speed":"20 ft., Climb 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407874/wxu0Nu_2A2kJBq1rRJZihA/original.png","Senses":"Darkvision 30 ft.","Skills":"Perception +2","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Agile\",\"Desc\":\"The rat doesn't provoke Opportunity Attacks when it moves out of an enemy's reach.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"-1","data-DEX-mod":0,"data-INT-mod":"-4","data-STR-mod":"-4","data-SizeNum":1,"data-WIS-mod":0,"Saving Throws":"Str -4, Dex +0, Con -1, Int -4, Wis +0, Cha -3","Challenge Rating":0,"Passive Perception":12,"data-CrNum":0,"data-AcNum":10,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Rat Catcher","description":"With the abundance of people, goods, and animals, cities inevitably hold large stores of food and large amounts of refuse, both of which attract vermin. A person with the right skills and mindset can make a living reducing the vermin population in a city. Such people are referred to as rat catchers, though they exterminate all types of vermin. While not a glamorous job, it is a secure one, as a city is unlikely to ever run out of vermin. Animal Assistant. Rat catchers often train small terriers (use the statistics of a jackal) and cats to help them track and kill vermin. These animals are able to find and catch vermin in places the rat catcher can’t reach and are often happy to subsist on their catch, making them valuable and inexpensive companions.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Rat King","description":"A great knot of scabrous rats scrabbles together as a mass, with skulls, bones, and flesh entangled in the whole. Teeth, eyes, and fur all flow as a single disturbing rat swarm walking on two legs. Fused at the Tail. A rat king forms when dozens of rats twist their tails together in a thick knot of bone and lumpy cartilage—and offer praise to the rat demon Chittr'k'k. Its numbers and powers grow quickly. Rule Sewers and Slums. The rat king is a cunning creature that stalks city sewers, boneyards, and slums. Some even command entire thieves’ guilds or hordes of beggars that give it obeisance. They grow larger and more powerful over time until discovered. Plague and Dark Magic. The rat king is the result of plague infused with twisted magic, and a malignant ceremony that creates one is called “Enthroning the Rat King.” Rats afflicted with virulent leavings of dark magic rites or twisted experiments become bound to one another. As more rats add to the mass, the creature’s intelligence and force of will grow, and it invariably goes quite mad. Traits Keen Smell: The rat king has advantage on Wisdom (Perception) checks that rely on smell. Plague of Ill Omen: The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result. Actions Multiattack: The rat king makes four bite attacks. Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 10 (2d6 + 3) Piercing damage. On hit, a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest. Summon Swarm (1/Day): The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies. Reactions Absorption: When the rat king does damage to a rat or rat swarm, it can absorb the rat, or part of the swarm, into its own mass. The rat king regains hit points equal to the damage it did to the rat or swarm.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Chaotic evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Rat Prince","description":"This ratling stands head-and-shoulders over the others, and has black-brown fur and a wicked grin - some of his frontmost teeth are delerium crystals. He wears scavenged bits of light armour, tattered dark blue rags, and a gold crown which is slightly too small for his head.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":21300,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Ratatosk","description":"Chattering creatures with a superficial similarity to squirrels, the ratatosk have tiny tusks and fur that shimmers in a way that defies the surrounding light. Sleek-furred Celestials. The ratatosk is a celestial being that is very much convinced of its own indispensable place in the multiverse. Its fur is sleek, and it takes great pride in the cleaning and maintaining of its tusks. Planar Messengers. Ratatosks were created to carry messages across the planes, bearing word between gods and their servants. Somewhere across the vast march of ages, their nature twisted away from that purpose. Much speculation as to the exact cause of this change continues to occupy sages. Maddening Gossips. Ratatosk are insatiable tricksters. Their constant chatter is not the mere nattering of their animal counterparts, it is a never-ending celestial gossip network. Ratatosk delight in learning secrets, and spreading those secrets in mischievous ways. It’s common for two listeners to hear vastly different words when a ratatosk speaks, and for that misunderstanding to lead to blows. Traits Innate Spellcasting: The ratatosk’s spellcasting attribute is Charisma (save DC 14). It can innately cast the following spells without requiring material or somatic components: At will: animal messenger, message, vicious mockery 1/day each: commune, mirror image 3/day each: sending, suggestion Skitter: The ratatosk can take the Dash, Disengage, or Hide action as a bonus action on each of its turns. Actions Gore: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 1 (1) Piercing damage plus 14 (4d6) Psychic damage. On hit, the target must make a successful DC 14 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe. Divisive Chatter (recharge 5-6): Up to six creatures within 30 feet that can hear the ratatosk must make DC 14 Charisma saving throws. On a failure, the creature is affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions Desperate Lies: A creature that can hear the ratatosk must make a DC 14 Wisdom saving throw when it attacks the ratatosk. If the saving throw fails, the creature still attacks, but it must choose a different target creature. An ally must be chosen if no other enemies are within the attack’s reach or range. If no other target is in the attack’s range or reach, the attack is still made (and ammunition or a spell slot is expended, if appropriate) but it automatically misses and has no effect.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial","Source":"Tome of Beasts","Alignment":"Chaotic neutral","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ratatosk Warlord","description":"This large rodent stands upright, wearing a wooden breastplate and gripping a leaf-bladed silver spear. It chitters with menace. Preening Protectors. These sleek-furred celestial beings act as the defenders of their kind. Every bit as egotistical as their smaller kin, their fur is always immaculate, and the wooden breastplates they wear often bear intricate carvings of arboreal patterns. Useful Nuisances. Though they have gained greater size and strength, ratatosk warlords have lost their connection to the celestial network of other ratatosks. Consequently, they are often found pestering their smaller kin for current news and bits of gossip while exaggerating the protection their greater size provides. The other ratatosks humor this for the most part, though with much sighing. Eager Guardians. While most ratatosk are messengers of the gods, many ratatosk warlords claim an even greater purpose: protecting Yggdrasil and the world trees that unite many elements of the cosmos with the realms of the gods and mortals. Their small watchtowers, sprawling tree cities, and portals to particular branches of Yggdrasil maintain a bit of order on the sprawling planar pathways or, in some cases, simply a safe place for a night's rest. However, convincing a ratatosk warlord that a particular traveler is not a servant of darkness is sometimes a quite difficult task; they see danger and demons everywhere.","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ratatoskr","description":"Ratatoskr These may either be Yoten in squirrel form (larger than standard squirrels and ferocious) or smaller squirrels that are the offspring of Yoten.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey (Yoten)","Alignment":"Typically Chaotic","Expansion":25792,"Challenge Rating":6},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Ratfolk","description":"Ratfolk are the size of halflings, though smaller in girth and quicker in their movements. At a glance they might even be mistaken for halflings if not for their twitching snouts, bony feet, and long, pink tails. The ratfolk are canny survivors, rogues and tricksters all. Their strong family ties make it easy for them to found or join criminal societies--though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues. Adaptable. Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities. Fast Fighters. Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring a foe down. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a “Rat King” who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon or intelligent undead. Traits Nimbleness: The ratfolk can move through the space of any creature size Medium or larger. Pack Tactics: The ratfolk has advantage on its attack roll against a creature if at least one of the ratfolk’s allies is within 5 feet of the creature and the ally is capable of attacking. Actions Dagger: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 4 (1d4 + 2) Piercing damage. Light Crossbow: Ranged Weapon Attack : +4 to hit, range 80/320 ft., One target. Hit : 6 (1d8 + 2) Piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (ratfolk)","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ratfolk Mercenary","description":"With filthy tunics and well-kept leathers, ratfolk slink through fights, always looking to flank, turn, or strike from behind. Their ability to work in large groups leads dwarves to despise them as a \"lowly swarm of guttersnipes\"—but they are effective. Ratfolk survive by their wits and bargains. They are notorious for their willingness to work as mercenaries in large dungeon complexes and to strike pacts with far greater powers than themselves. Ratfolk mercenaries often work in tandem with warlocks acting as captains or sergeants for their employers. Mercenary Flexibility. Ratfolk mercenaries can be bribed and corrupted with a large enough payment, but they like to say that they \"stay bought until payday comes.\" Usually their loyalty is strong until matters turn against their current master--in some cases they have been known to offer their services to a foe mid-fight! Night and Tunnel Specialists. Ratfolk mercenaries excel at work in dark, tight quarters, against cavern monsters, and in old dwarven holds. They also enjoy city kidnappings, guarding towers or dungeons, or silent moonlight scouting in hills or forests. They prefer to avoid working in full sun on open fields, though they are professional enough that they can create an effective ambush on riverbanks, in forest shadow, or elsewhere. Overbold and Full of Themselves. Ratfolk warlocks tend to serve dark powers of shadow or diabolism, though sometimes they simply find the first power willing to make a pact for power (fey or genie-infused ratfolk warlocks are not unknown). The influx of power generally makes ratfolk warlocks insufferably bold, snide, and arrogant--they are convinced that their arcane power makes them the smartest, strongest, and handsomest ratfolk ever to slink through a darkened alley. Staves and Amulets. As tokens of their pact, ratfolk warlocks always carry or display a profusion of decorated staves, gilded amulets, or clinking silver sigils and rune-encrusted bells. They are notably less stealthy than most ratfolk.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (ratfolk)","Alignment":"neutral","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ratfolk Rogue","description":"Ratfolk are the size of halflings, though smaller in girth and quicker in their movements. At a glance they might even be mistaken for halflings if not for their twitching snouts, bony feet, and long, pink tails. The ratfolk are canny survivors, rogues and tricksters all. Their strong family ties make it easy for them to found or join criminal societies--though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues. Adaptable. Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities. Fast Fighters. Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring a foe down. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a “Rat King” who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon or intelligent undead. Traits Cunning Action: A ratfolk rogue can use a bonus action to Dash, Disengage, or Hide. Nimbleness: A ratfolk rogue can move through the space of any creature size Medium or larger. Pack Tactics: A ratfolk rogue has advantage on its attack roll against a creature if at least one of the ratfolk’s allies is within 5 feet of the creature and the ally is capable of attacking. Sneak Attack (1/Turn): A ratfolk rogue deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of its allies that isn’t incapacitated and the rogue doesn’t have disadvantage on the attack roll. Actions Dagger: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 5 (1d4 + 3) Piercing damage. Light Crossbow: Ranged Weapon Attack : +5 to hit, range 80/320 ft., One target. Hit : 7 (1d8 + 3) Piercing damage. Rat Dagger Flurry: Ranged Weapon Attack : +5 to hit, range 20/60 ft., Three targets. Hit : 5 (1d4 + 3) Piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (ratfolk)","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ratfolk Warlock","description":"With filthy tunics and well-kept leathers, ratfolk slink through fights, always looking to flank, turn, or strike from behind. Their ability to work in large groups leads dwarves to despise them as a \"lowly swarm of guttersnipes\"—but they are effective. Ratfolk survive by their wits and bargains. They are notorious for their willingness to work as mercenaries in large dungeon complexes and to strike pacts with far greater powers than themselves. Ratfolk mercenaries often work in tandem with warlocks acting as captains or sergeants for their employers. Mercenary Flexibility. Ratfolk mercenaries can be bribed and corrupted with a large enough payment, but they like to say that they \"stay bought until payday comes.\" Usually their loyalty is strong until matters turn against their current master--in some cases they have been known to offer their services to a foe mid-fight! Night and Tunnel Specialists. Ratfolk mercenaries excel at work in dark, tight quarters, against cavern monsters, and in old dwarven holds. They also enjoy city kidnappings, guarding towers or dungeons, or silent moonlight scouting in hills or forests. They prefer to avoid working in full sun on open fields, though they are professional enough that they can create an effective ambush on riverbanks, in forest shadow, or elsewhere. Overbold and Full of Themselves. Ratfolk warlocks tend to serve dark powers of shadow or diabolism, though sometimes they simply find the first power willing to make a pact for power (fey or genie-infused ratfolk warlocks are not unknown). The influx of power generally makes ratfolk warlocks insufferably bold, snide, and arrogant--they are convinced that their arcane power makes them the smartest, strongest, and handsomest ratfolk ever to slink through a darkened alley. Staves and Amulets. As tokens of their pact, ratfolk warlocks always carry or display a profusion of decorated staves, gilded amulets, or clinking silver sigils and rune-encrusted bells. They are notably less stealthy than most ratfolk.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (ratfolk)","Alignment":"any alignment","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Rath Modar","description":"This monster appears in the Rise of Tiamat module. Traits Special Equipment. Rath has a staff of fire and three scrolls: dimension door , feather fall , and fireball . Spellcasting. Rath is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): fire bolt , minor illusion , prestidigitation , shocking grasp 1st Level (4 slots): chromatic orb , color spray , mage armor , magic missile 2nd Level (3 slots): detect thoughts , mirror image , phantasmal force 3rd Level (3 slots): counterspell, fireball , major image 4th Level (3 slots): confusion , greater invisibility 5th Level (2 slots): mislead , seeming 6th Level (1 slot): globe of invulnerability Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with two hands. Reactions Illusory Self (Recharges after a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and himself. The attack automatically misses Rath, then the illusion dissipates.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7392,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Rath Modar","description":"Traits Special Equipment. Rath has a staff of fire and three spell scrolls: dimension door, feather fall, and fireball. Spellcasting. Rath is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp 1st level (4 slots): chromatic orb, color spray, mage armor, magic missile 2nd level (3 slots): detect thoughts, mirror image, phantasmal force 3rd level (3 slots): counterspell, fireball, major image 4th level (3 slots): confusion, greater invisibility 5th level (2 slots): mislead, seeming 6th level (1 slot): globe of invulnerability Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with two hands. Reactions Illusory Self (Recharges after a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and himself. The attack automatically misses Rath, then the illusion dissipates.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4500,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Rath Modar","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Special Equipment. Rath has a staff of fire and three scrolls of: dimension door , feather fall , and fireball . Spellcasting. Rath is an 11th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): fire bolt , minor illusion , prestidigitation , shocking grasp 1st level (4 slots): chromatic orb , color spray , mage armor , magic missile 2nd level (3 slots): detect thoughts , mirror image , phantasmal force 3rd level (3 slots): counterspell , fireball , major image 4th level (3 slots): confusion , greater invisibility 5th level (2 slots): mislead , seeming 6th level (1 slot): globe of invulnerability Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with two hands. Reactions Illusory Self (Recharges after a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and himself. The attack automatically misses Rath, then the illusion dissipates.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7391,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Ratling Guttersnipe","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Source":"custom","Alignment":"Chaotic Evil","Expansion":21300,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Ratlings","description":"A pair of glinting yellow-purple eyes appear down the dark tunnel ahead, then another, then more. A scurrying mass of furry bodies bound up in mud-spattered cloth and greasy leather surge forward. Their rodent-like claws brandish rust-caked blades as many squeaking voices erupt into a cacophony of chittering, chirping, screeching, and finally a howl of “Kill! Kill! Kill!” Ratlings are oversized mutated rats imbued with malevolent cunning and driven by a mad compulsion to consume and multiply. These wretched monsters suffer from a constant internal struggle between cowardly survival instincts and violent impulsive urges. Ratlings dream of eating everything, and will eat anything, but love eating people. They especially love eating babies. While they will subsist on carrion, ratlings take captives back to their lairs so they can have fresh food later. Thousands of ratlings dwell in the city. They form warring colonies that dig maze-like burrows featuring multiple entrances and tight looping passages. Successful colonies grow in number quickly, as ratlings mature in a matter of weeks when ample food and delerium are available.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":21300,"Challenge Rating":"1/8"},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Ravager Archon","description":"Unlike their counterpart warden archons, ravager archons would lead devils to raid, pillage, and lay siege on enemy encampments and settlements. Their knowledge and experience of guarding well-defended bastions make them perfect to spearhead such missions. They are sometimes sent to the Material Plane to lead diabolical cults in assault missions against their enemies. In combat, ravager archons are bloodthirsty and ferocious fighters, tearing their enemies apart with their mighty claws and sharp teeth. What makes them even more dangerous than warden archons is their ability to cast the powerful devastating wave spell. Fallen Archons An archon always answers to a higher being: a superior archon, angel, and always to a Mount Celestial deity. It is expected to abide by and enforce the laws of its god. There are rare instances that an archon, just like its angel brethren, for some reason or another, would deviate from the stringent rules set for it. Depending on the gravity of its actions, an archon may be stripped of its station, banished from Mount Celestia, or even imprisoned. Such an archon has become a fallen archon. Fallen from Grace. Most fallen archons who are banished willingly live out their lives as mortals in the Material Plane, accepting it as a form of penitence. However, a few, having been twisted by their perverse pride, greed, and selfishness, become subversive and hide out in the Lower Planes. As they simmer in anger and hate, they become prone to temptation. Diabolical Transformation. Agents representing archdevils from the Nine Hells offer fallen archons a place where they can be respected, given power, and a chance to punish those that have wronged them. Those that accept sign a diabolical contract that binds their souls to Asmodeus and the Nine Hells. They transform and become corrupted shadows of their former selves and ultimately become devils. They lose some of their archon abilities but gain new, fiendish ones. Agents of the Nine Hells. Most fallen archons become soldiers of archdevils that recruited them. Others become assassins, agents, and spies. No matter their role, fallen archons are no longer bound by their conscience or morality and have become cruel, merciless, and unforgiving. Immortal Nature. A fallen archon doesn’t require food, drink, or sleep. Traits Devil's Sight. Magical darkness doesn’t impede the fallen archon’s darkvision. Magic Resistance. The fallen archon has advantage on saving throws against spells and other magical effects. Unerring Assay. The fallen archon can unerringly identify the alignment of any creature it can see within 60 feet of it. Masking one's alignment, such as the use of a ring of mind shielding , will not deter the fallen archon’s unerring assay. Actions Multiattack. The fallen archon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage. Spellcasting. The fallen archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: bane, darkness, detect evil and good, invisibility (self only) 1/day: destructive wave Teleport. The fallen archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Ravager Bear","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"chaotic neutral","Expansion":29375,"Challenge Rating":8},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Ravager Elf Battlemage","description":"Feared throughout Ashandri, the Ravager Elf Battlemages are powerful spellcasters that also received battle training. Groups of these spellcasters laid waste to entire settlements during the first invasions. Nowadays, they usually appear alone or accompanied by a group of Ravager Elf soldiers under their command. The Ravager Elf Battlemage carries a Wand of the War Mage +1. While holding this wand, they gain a +1 bonus to spell attack rolls (already included in calculations) . In addition, they ignore half cover when making a spell attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":17295,"Challenge Rating":9},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Ravager Elf Soldier","description":"While most of the armies of Va'Laeth retreated to their home world after the first two invasions, there are still a number of Laethian agents in Ashandri. Some of them have specific missions, others are just here to keep the fear of their kind alive. There are even rumors of hidden Ravager Elf settlements, built as military locations for future invasions. Whether this is true or not, Ravager Elf soldiers are still a menace to the people of Ashandri.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"lawful evil","Expansion":17295,"Challenge Rating":"1/2"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Ravager Slaughter Lord","description":"Some warlords of the Dividing Plains, hungry for recognition in the single burning eye of their god, turn to the Ravagers in the name of blood and glory. Those few whose deeds live up to their ambitions soon find themselves leading factions of the cult—and honored by the title of Slaughter Lord. A Slaughter Lord craves combat and leads Ravager raids as often as possible. However, they are frequently forced to remain at their strongholds because of the strict regimen of alchemical treatments that grant them increased power. A small army of shamans and alchemists attend to the Slaughter Lords to artificially enhance their strength and fury, creating concoctions to grow their muscular forms to massive size, sharpen their tactical reasoning, and bestow upon them the divine protection of the Ruiner. A Slaughter Lord’s unnatural size is their most obvious martial advantage, enabling them to dual-wield even the largest weapons. But the Ruiner’s blessings also grant them access to divine magic that can blind or slay enemies with a word. It is speculated that four major arms of the Ravagers are each commanded by one of these terrors, but the exact number of Slaughter Lords remains unknown. Alignment. Chaotic evil. Ravagers The Ravagers are a death cult that stampedes across the Dividing Plains, spilling blood in the name of the Betrayer God known as the Ruiner. Led by bloodthirsty warlords called Slaughter Lords, the cult’s long-term goals are unknown, but its members are content in the short term to sow the seeds of chaos across the plains. Such wanton, chaotic slaughter would certainly please the Ruiner, and the smaller settlements of the plains have learned to fear the sight of Ravagers on the horizon. Inside the walls of Westruun, however, Lord Mayor Lysandra Kallos and her councilors worry that the Ravagers show better organization than their bloodthirsty warlords should be capable of instilling in the cult. Who—or what—is commanding the Slaughter Lords from the shadows? And toward what end are these depraved warriors being directed? Traits Innate Spellcasting. The Slaughter Lord’s innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: thaumaturgy 3/day each: flame strike, spirit guardians 1/day each: control weather, divine word, fire storm Legendary Resistance (2/Day). If the Slaughter Lord fails a saving throw, it can choose to succeed instead. Unarmored Defense. While the Slaughter Lord is wearing no armor and not wielding a shield, its AC includes its Constitution modifier. Actions Multiattack. The Slaughter Lord makes four attacks with its dual greatswords or three attacks with its spear. Dual Greatswords. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) fire damage. Spear. Melee or Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) fire damage, or 15 (2d8 + 6) piercing damage plus 3 (1d6) fire damage if used with both hands to make a melee attack. Bonus Actions Aggressive. The Slaughter Lord can move up to its speed toward a hostile creature it can see. Legendary Actions The Slaughter Lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Slaughter Lord regains spent legendary actions at the start of its turn. Attack. The Slaughter Lord makes a spear or dual greatswords attack. Move. The Slaughter Lord moves up to half its speed. Cast a Spell (Costs 3 Actions). The Slaughter Lord casts an innate spell.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (any)","Alignment":"Chaotic evil","Expansion":20583,"Challenge Rating":9},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Ravager Stabby-Stabber","description":"Adventurers and mercenaries most often take up arms against the Ravagers after hearing stories of the hordes terrorizing the free peoples of the Dividing Plains. They prepare themselves for brutal combat against even more brutal foes—and are thus unprepared for the Ravagers’ most terrifying weapon, the stabby-stabbers. Fresh-faced warriors from Emon laugh at the name when they first hear it in Kymal’s taverns, even as veteran mercenaries close their eyes and hastily bury their faces in their tankards. Nimble Ravager warriors who show exceptional skill are brought before their Slaughter Lord and forced to drink a terrible brew the Ravagers call skullfire. This concoction burns away what little reasoning ability those warriors possessed, turning them into perfectly obedient, flesh-hungry monsters. In battle, stabby-stabbers swarm like rats, eviscerating enemies and bystanders alike. Alignment. Chaotic evil. Ravagers The Ravagers are a death cult that stampedes across the Dividing Plains, spilling blood in the name of the Betrayer God known as the Ruiner. Led by bloodthirsty warlords called Slaughter Lords, the cult’s long-term goals are unknown, but its members are content in the short term to sow the seeds of chaos across the plains. Such wanton, chaotic slaughter would certainly please the Ruiner, and the smaller settlements of the plains have learned to fear the sight of Ravagers on the horizon. Inside the walls of Westruun, however, Lord Mayor Lysandra Kallos and her councilors worry that the Ravagers show better organization than their bloodthirsty warlords should be capable of instilling in the cult. Who—or what—is commanding the Slaughter Lords from the shadows? And toward what end are these depraved warriors being directed? Traits Stabby Frenzy. When the stabby-stabber hits with a melee attack, it can attack again and continue making additional attacks until it misses. The stabby-stabber cannot move between the attacks made with this trait. Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Bonus Actions Nimble Escape. The stabby-stabber can use the Disengage or Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (any)","Alignment":"Chaotic evil","Expansion":20583,"Challenge Rating":3},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Ravell","description":"Ravel is usually encountered in her true form unless she has taken a liking to a humanoid and is trying to trick it or observe it for some esoteric reason. Ravel’s true form is that of a filthy hag with grey pallid skin. Her legendary ribbon-like hair is wrapped around her or floating about her head on its own. Her hair, if it straightened itself out, would be roughly 12 feet long. She takes great pride in her wild unwashed hair and only wears clothes fit for a pauper. Ravel is incredibly vain and is of the opinion that she is the smartest creature in the multiverse and clever opponents can often distract her with praise or clever puzzles. Ravel has a particular dislike for other hags and will attack them on sight for reasons that are never explained. Ravel has completely given up worshiping Cegilune and currently maintains her immortality through trickery and her ravel witch fingers. Ravel is usually wandering the Outer Planes but can sometimes be found in the Inner, Astral, or Ethereal Planes searching for the “weight of a soul.” Her hair is technically a sort of symbiotic creature from the Far Realm with its own desires and will, but it has been “riding” Ravel for as long as anyone can remember. Her hair also creates and maintains a demiplane of thorny hedge mazes, said to hold all of Ravel’s treasures.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic neutral","Expansion":34600,"Challenge Rating":23},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Raven","description":"Traits Mimicry : The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Actions Beak : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Raven","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Mimicry : The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check . Actions Beak : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","AC":12,"HP":"1 (1d4-1)","CHA":6,"CON":8,"DEX":14,"INT":2,"STR":2,"WIS":12,"Size":"Tiny","Type":"beast","Speed":"10 ft., fly 50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067767/PlTIVKnZFtyrWyDZyvHtXQ/original.png","Skills":"Perception +3","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Mimicry\",\"Desc\":\"The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.\"}]","data-Actions":"[{\"Name\":\"Beak\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-2","data-CON-mod":"-1","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"-4","data-SizeNum":0,"data-WIS-mod":"+1","Challenge Rating":0,"Passive Perception":13,"data-CrNum":0,"data-AcNum":12,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Raven","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Mimicry. The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check. Actions Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Raven","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Mimicry. The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check. Actions Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage.","properties":{"Category":"Monsters","AC":12,"HP":"2 (1d4)","PB":2,"CHA":6,"CON":10,"DEX":14,"INT":5,"STR":2,"WIS":13,"Size":"Tiny","Type":"Beast","Speed":"10 ft., Fly 50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407864/oABZwBfDm7FFvpfXg0isiw/original.png","Skills":"Perception +3","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Mimicry\",\"Desc\":\"The raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check.\"}]","data-Actions":"[{\"Name\":\"Beak\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-2","data-CON-mod":0,"data-DEX-mod":2,"data-INT-mod":"-3","data-STR-mod":"-4","data-SizeNum":1,"data-WIS-mod":1,"Saving Throws":"Str -4, Dex +2, Con +0, Int -3, Wis +1, Cha -2","Challenge Rating":0,"Passive Perception":13,"data-CrNum":0,"data-AcNum":12,"data-HpNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Ravenala","description":"Ravenalas guard tropical forests and watch after local flora and fauna. Their heads are crowned by long-stemmed, green-paddled fronds and spiked seed pods, and their dangling arms end in hooked wooden talons. Leafy Advisors. Tribal humanoids respect and venerate ravenelas, and sometimes seek their advice or magical aid at times of great need. Ravenalas seldom interact with other species unless approached and questioned. Prisoners Lamentation. Unlike treants, ravenalas avoid physical conflict in favor of magical responses. If annoyed, they imprison hostile creatures within their trunks rather than killing or eating them. Trapped creatures must sing their own lament as they are carried off to a distant, dangerous locale. Ravenalas grow to about 20 feet tall and can weigh 1,800 lb. Traits Magic Resistance: The ravenala has advantage on saving throws against spells and other magical effects. Innate Spellcasting: The ravenala’s innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: entangle, sleep 1/day each: heal, wall of thorns Green Walk: The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement. Actions Multiattack: The ravenala makes two slam attacks or two bursting pod attacks. Slam: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 12 (2d6 + 5) Bludgeoning damage. Bursting Pod: Melee ranged Weapon Attack : +8 to hit, range 30/120 ft., One target. Hit : 8 (1d6 + 5) Bludgeoning damage. On hit, the target and all creatures within 5 feet of it also take 5, 2d4, piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw. Lamenting Engulfment: The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala’s trunk. The ravenala can grapple one creature at a time; grappling doesn’t prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ravenfolk Scout","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kenku)","Alignment":"neutral","Expansion":14533,"Challenge Rating":"1/2"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Ravenfolk, Doom Croaker","description":"While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks. The ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies. Odin’s Children. To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. Odin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s. Flightless but Bold. Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95–105 lb. Albino ravenfolk are found in southern climates. Ravenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. Feather Speech. The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races. Ravenfolk in Midgard If the ravenfolk of Midgard have a homeland, it is Beldestan to the East; or on a branch of Wotan’s tree in the North; or a high cliff of Horus’ hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Zobeck, Nuria Natal, and the Dragon Empire, but none are large. They avoid the West and the Seven Cities most of the time, and are most honored in Nuria Natal, where they serve the temples of Horus as sworn guardians, assassins, and seekers of forgotten arcana. Some are said to be members of the Emerald Order, a society devoted to arcane mysteries. Doom Croakers in Midgard These oracles of Wotan wander the Northlands and Rothenian Plain. Their visions come from the World Tree Yggdrasil, and they sing the doom of gods and mortals. In addition, they know the runes, and can keep runestaves and runespears humming with the power of runic magic. Assume that many Doom Croakers have mastered one or more runes (see Deep Magicfor particular runes and their effects, or useexplosives runes and glyphs of warding), and that they have access to prophetic knowledge, such as the names of heroic characters, their goals, and the time of their arrival in a ravenfolk rookery or settlement Traits Mimicry: Ravenfolk doom croakers can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry. Magic Resistance: The doom croaker has advantage on saving throws against spells and other magical effects. Innate Spellcasting: The doom croaker’s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: comprehend languages 3/day each: counterspell, fear, phantom steed 1/day each: blight, call lightning, clairvoyance, insect plague 1/week: legend lore Actions Ghost Wings: The ravenfolk doom croaker furiously “beats” a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk’s next turn. Radiant Runestaff: Melee Weapon Attack : +3 to hit, reach 5 ft., One target. Hit : 4 (1d8) Bludgeoning damage plus 4 (1d8) Radiant damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kenku)","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ravenfolk, Scout","description":"While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks. The ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies. Odin’s Children. To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. Odin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s. Flightless but Bold. Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95–105 lb. Albino ravenfolk are found in southern climates. Ravenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. Feather Speech. The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races. Ravenfolk in Midgard If the ravenfolk of Midgard have a homeland, it is Beldestan to the East; or on a branch of Wotan’s tree in the North; or a high cliff of Horus’ hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Zobeck, Nuria Natal, and the Dragon Empire, but none are large. They avoid the West and the Seven Cities most of the time, and are most honored in Nuria Natal, where they serve the temples of Horus as sworn guardians, assassins, and seekers of forgotten arcana. Some are said to be members of the Emerald Order, a society devoted to arcane mysteries. Traits Mimicry: scouts can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry. Actions Multiattack: The ravenfolk scout makes one peck attack and one other melee or ranged attack. Ghost Wings: The ravenfolk scout furiously “beats” a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 12 Dexterity saving throw or be blinded until the start of the ravenfolk’s next turn. Longbow: Ranged Weapon Attack : +4 to hit, range 150/600 ft., One target. Hit : 6 (1d8 + 2) Piercing damage. Peck: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 4 (1d4 + 2) Piercing damage. Rapier: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 6 (1d8 + 2) Piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kenku)","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ravenfolk, Warrior","description":"While a huginn’s face resembles that of a great raven or crow, it lacks wings and has a much more solid frame. Most are pitch black, although a smattering have white feathers and red flecks. The ravenfolk are an avian race of scoundrels, schemers, and sneaks—and they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory.) He placed this new race into the world alongside elves, dwarves, humans, and others to be his spies. Odin’s Children. To this day, the ravenfolk are Odin’s agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. Odin grants the best of his ravenfolk magical runespears and runestaves, two-handed heavy weapons enchanted to serve his messengers. These function as long spears or quarterstaves in the hands of other races. The ravenfolk consider them special tokens meant for their use, and no one else’s. Flightless but Bold. Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 ft. tall and, because of their hollow bones, weigh just 95–105 lb. Albino ravenfolk are found in southern climates. Ravenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids. Feather Speech. The huginn have their own language, and they have another language which they may use as well: the language of feathers, also known as Feather Speech or Pinion. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk and not teachable to unfeathered races. Ravenfolk in Midgard If the ravenfolk of Midgard have a homeland, it is Beldestan to the East; or on a branch of Wotan’s tree in the North; or a high cliff of Horus’ hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Zobeck, Nuria Natal, and the Dragon Empire, but none are large. They avoid the West and the Seven Cities most of the time, and are most honored in Nuria Natal, where they serve the temples of Horus as sworn guardians, assassins, and seekers of forgotten arcana. Some are said to be members of the Emerald Order, a society devoted to arcane mysteries. Traits Rune Weapons: Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin’s own hand. Mimicry: Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry. Actions Multiattack: A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack. Ghost Wings: The ravenfolk warrior furiously “beats” a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk’s next turn. Longbow: Ranged Weapon Attack : +5 to hit, range 150/600 ft., One target. Hit : 7 (1d8 + 3) Piercing damage. Peck: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 5 (1d4 + 3) Piercing damage. Radiant Runespear: Melee Weapon Attack : +3 to hit, reach 10 ft., One target. Hit : 7 (1d12 + 1) Piercing damage plus 2 (1d4) Radiant damage. Rapier (Variant): Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 7 (1d8 + 3) Piercing damage. Variant - Lack of Runes. Some ravenfolk warriors have no access to the runes. They use rapiers instead. Reactions Odin's Call: A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kenku)","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Ravening Minotaur","description":"This feral minotaur is driven by a monstrous hunger that can be sated only by consuming the hearts of its foes. Its fur stained with blood, it fights with its teeth, its sharp claws, and its lethal horns. The ancient minotaur clans once deliberately exposed their warriors to a disease called the ravening, hoping to strengthen them. This practice led to disaster as the highly contagious disease spread throughout the minotaur cities, creating large numbers of ravening minotaurs—wild creatures filled with uncontrollable fury and a lust for consuming the hearts of other creatures. The Ravening Disease This affliction causes uncontrollable fury and an irresistible lust for power in those it infects. Transmitted by contact with infected fluids or clothing, or by the bite of a ravening minotaur, the ravening is highly contagious. A creature exposed to this disease must succeed on a DC 13 Constitution saving throw or become infected. Minotaurs have disadvantage on the saving throw. A creature bonded to a kijani seedling is immune to the ravening. Infected creatures are consumed by ravening madness and ravening hunger (see below) 24 hours after becoming infected. An infected creature can be cured by magical healing that specifically cures diseases. If an infected creature has gained Hit Dice from the ravening hunger effect, it retains the additional Hit Dice after being cured. Ravening Madness. Filled with a monstrous rage, the infected creature has disadvantage on Intelligence ability checks and considers all other creatures to be foes. An infected creature has a starting attitude of hostile toward every creature it sees. Ravening Hunger. The infected creature instinctively knows that consuming the hearts of other creatures is the key to gaining new power. When an infected creature has consumed a number of hearts equal to its Hit Dice, it gains one Hit Die.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":11995,"Challenge Rating":3},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Ravenous Sea Cucumber","description":"The gargantuan ravenous sea cucumber is an eerie aquatic animal that lies in wait at the ocean's depths. With its colossal, gelatinous body stretching over 50 feet, it possesses retractable branched tentacles that serve as its primary feeding appendages. This terrifying creature ensnares its prey with its sinuous tentacles, swiftly immobilising and drawing them into its grasp, ensuring a swift and horrifying demise.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Alignment":"unaligned","Expansion":26071,"Challenge Rating":10},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Razerblast","description":"A razerblast seethes with hate for the enemies of the fire cult. The razerblast’s elemental overlords have replaced its heart with a flaming orb that detonates if the razerblast dies. Razerblasts remember little of their life before they the power of elemental fire transformed them. Now they follow the orders of the flamewraths and the cult leaders without question. Razerblasts fight confidently because they know that even if they lose, they go out in a blaze of glory. Eternal Flame Cultists It is often said that fire is a dangerous servant and a fearful master. So too it is with the Eternal Flame cultists. Low-ranking members of the cult love the destructive power of fire. The cult leaders harness fire to cleanse their surroundings of anything impure and anyone who’s insufficiently dedicated to the cause. It’s perhaps too facile to say that those who follow elemental fire are pyromaniacs who were obsessed with flame as children, but there’s a grain of truth behind the stereotype. Eternal Flame cultists are fascinated with fire of all sorts and sometimes stare into a torch for several minutes, carefully studying each flicker of flame. Many have an experimental streak, eager to see what happens when something—a barrel of pitch, a hunter’s cabin, an annoying merchant—is set ablaze. Like the flames they adore, Eternal Flame cultists are quick to act. In a fight, they rarely take prisoners or retreat; they strive to be like an ever-advancing wildfire as they march forward. More broadly, they favor the direct approach and the simple plan to more oblique machinations. That’s one reason they loathe the cultists of elemental water, with all their supposed subtleties and ruses. Often it’s better put the target to the torch, then sift through the ashes afterward. Traits Searing Armor. The razerblast’s armor is hot. Any creature grappling the razerblast or grappled by it takes 5 (1d10) fire damage at the end of that creature’s turn. Shrapnel Explosion. When the razerblast drops to 0 hit points, a flaming orb in its chest explodes, destroying the razerblast’s body and scattering its armor as shrapnel. Creatures within 10 feet of the razerblast when it explodes must succeed on a DC 12 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The razerblast makes three melee attacks. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":7390,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Razor Vine","description":"Residing in dark forests, razorvines are large predatory Plants. Capable of appearing as ordinary, if somewhat dense and tangled, plants while motionless, razorvines lull prey into a false sense of security before cutting, grappling, and choking their victims with vines.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"Unaligned","Expansion":25354,"Challenge Rating":4},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Razorblade Bitzer","description":"When the hunts first began, they were kept under wraps, only to be executed under cover of the night. Hunters swore an oath of secrecy to the Radiant Church: none were to speak of the Scourge; rumors would spread more virulently than a plague ever could. But the hunters were warriors, not propagandists, and thus the Scions, hungry for favors from the top, offered their help with creating a means of removing any trace of the horrors that occurred each night. Hunting dogs had been used for centuries in Luyarnha: for retrieving partridges, rounding up wild boar, and even as attack hounds by the city watch. However, all of these canines required a master, and all left the bones and inedible guts of their their prey festering in fly-covered mounds. The Radiant Church needed an autonomous creature with fewer dietary scruples, one that would lick the cobbles clean of blood and decayed flesh alike. Using the technology of manikin creation, the Scions fused flesh to metal, creating a construct-canine with an insatiable appetite: razorblade bitzers. Released in the wake of a hunter's pursuit, or after an eldritch incursion decimates a neighborhood, these bitzers consume all. Bones were broken, liquids lapped up, and the gaze of Luyarnhians is protected from the brutality of the events that transpired the night before. Although the eldritch runes carved upon the steel of their skin ensures the loyalty of these hounds to the Church, many still roam the streets, forgotten and masterless. Only in death does their duty end. Traits Illumination. The bitzer sheds bright light in a 5-foot radius and dim light in an additional 5 feet. Immutable Form. The bitzer is immune to any spell or effect that would alter its form. Instilled Loyalty. The bitzer can't act in a manner that is harmful to its master(s). Necrotic Negation (1/Day). When the bitzer takes necrotic damage, it instead takes no damage. Whirligig Saw. A creature that the bitzer is grappling takes 5 (2d4) slashing damage at the start of each of its turns and the bitzer's turns. Actions Multiattack. The bitzer makes two melee attacks, only one of which can be with its bite Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the bitzer can't bite another target. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27461,"Challenge Rating":3},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Razorleaf","description":"This vaguely humanoid-shaped plant boasts shimmering black and plum-colored leaves sprouting from from its head, back, and arms. The leaves are wickedly sharp and can be shaken loose to form deadly slashing clouds. Roots in Shadow. Razorleaves grow where the veil between the Shadow Realm and the Material Plane has thinned and darkness bleeds through into the soil. Their plant-like bodies are tinged with shadow magic but are as tangible as any other shrub or tree. Their roots are made of pure shadow and have a corrupting effect on other plants and animals around them. Letting the Light Out. Mature razorleaves have a darkening effect on the area in which they live. Nonmagical sources of light are only half as effective in these plants' groves. There is a 50% chance that a portal to the Shadow Realm will appear wherever three or more razorleaves dwell. Sustained by the presence of the plants, the portal serves as a doorway between worlds.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"neutral evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Razorvine Blight","description":"Travelers of Sigil and the Lower Planes take care to avoid razorvine, a creeping plant named for its prickly stems and cutting leaves. While razorvine is normally a mere environmental nuisance or deterrent, razorvine that absorbs the blood of a vampiric passerby can awaken into a terror known as a razorvine blight. Razorvine blights lay ambushes on well-traveled paths by standing still to appear as ordinary razorvine. When unassuming travelers pass by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp vines to feed its bloodlust. While razorvine blights are usually dangerous, in Sigil they sometimes mimic the behaviors of the city’s other inhabitants—for better or worse. At least one blight, known as Patch, spreads copies of itself across the city, creating a spy network of copies with mysterious goals. “Folks hate razorvine, but it’s really only a problem if you’ve got skin.” –Morte Traits False Appearance. If the blight is motionless at the start of combat, it has advantage on its initiative roll. If a creature hasn’t observed the blight move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the blight is animate. Spider Climb. The blight can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The blight makes two Claw attacks. Claw. Melee Weapon Attack: +4 to hit (with advantage if the target is missing any of its hit points), reach 10 ft., one target. Hit : 5 (1d6 + 2) slashing damage. Life-Draining Vines (Recharge 6). Snaking vines erupt from the blight. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw, taking 9 (2d8) slashing damage on failed save, or half as much damage on a successful one. If at least one of the creatures that failed this save isn’t a Construct or an Undead, the blight regains 9 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"typically neutral evil","Expansion":26427,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Razorwing","description":"Razorwings, while not true dragons, bear a strong resemblance to their draconic cousins and even have a breath weapon of their own, albeit one with more limited use. As ambush hunters, their stealth and mobility are key advantages in combat, and although they cannot truly fly, their Winging Maneuver allows them to reposition or flee with greater ease. Draconic Greed. Like stereotypical dragons, razorwings are driven to collect valuables, and prefer to hunt adventurers and merchant caravans when they can get away with it as a means of accumulating wealth. Many choose to inhabit ancient ruins, or build nests in swamps where they hope to unearth lost relics. Appearance. Razorwings at first glance appear to be wyverns whose wing bones have developed into long, sharp blades. Walking on their wings, they have no front claws to fight with, instead relying on their wing blades to do their cruel work. Tactics. Razorwings hunt alone, and prefer to attack creatures who are without companions though they will assault an entire adventuring party if they are confident they can win and are given a good opportunity. They rely on their legendary actions to maneuver or control their foes' movements on the battlefield, or to flee after being forced to use their Poison Blast. Traits Ambush Hunter. The razorwing has advantage on Dexterity (Stealth) checks and can hide if it is even lightly obscured by foliage, water, or other natural cover. When hiding outside of combat, a DC 20 Wisdom (Perception) check is required to spot it. Actions Multiattack. The razorwing makes three melee attacks, two with its Wing Blade and one with its Poison Bite. Wing Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one or two targets, which must be within 10 feet of each other. Hit: 10 (1d8+5) slashing damage. Poison Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) piercing damage, plus 3 (1d6) poison damage. Reactions Poison Blast (1/Rest). When the razorwing becomes Injured, it can spend its reaction to exhale noxious fumes, surrounding itself in a cloud of poison. Each creature within 10 feet of it, or that enters a space in that area before the end of the razorwing's next turn, must make a DC 15 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of their next turn. Legendary Actions The razorwing can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The razorwing regains spent legendary actions at the start of its turn. Winging Maneuver (Costs 2 Actions). The razorwing flies up to 30 feet without provoking opportunity attacks. It can make a Wing Blade attack before or after moving. Stopping Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) piercing damage, plus 3 (1d6) poison damage, and the creature’s movement speed is halved until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity (draconic)","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":7},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Reaper of Bhaal","description":"The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Bhaal and His Followers Bhaal is a god of murder who lends power to those whose killings invoke fear and dread. The act of murder is only half the equation. The second half is the suspicion, paranoia, and fear that a seemingly unstoppable killer can evoke. Bhaal seeks to inspire fear by slaying those seemingly beyond the reach of death. Bhaal always carries a red handkerchief somewhere on his person. He can take on an alternate appearance regardless of his current form, that of a hulking brute armed with a long, curved dagger that drips blood. In this form, he wears only a tattered loin cloth, is hairless, and is covered with bleeding wounds caused by a slashing blade. His face is a skull flayed of its flesh and surrounded by a halo of blood. Bhaal is a vicious bully who enjoys killing people in gruesome ways. He’s brought to heel only by the combination of Bane and Myrkul. Bhaal’s cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore. Bloodletters. All cultists of Bhaal learn to call upon their god’s power to leave their victims vulnerable to their long-bladed knives. When Bhaal’s magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim’s body and cause terrible pain and bleeding. Killers from the Shadows. Bhaal’s followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god’s power to blend into the shadows with ease, or even turn invisible for a crucial moment. Cult Ranks. Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with darkvision and superior stealth. Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal’s magic to evade suspicion. The highest rank are the death’s heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal’s schemes is futile.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Reaper of Bhaal","description":"Bhaal and His Followers Bhaal is a god of murder who lends power to those whose killings invoke fear and dread. The act of murder is only half the equation. The second half is the suspicion, paranoia, and fear that a seemingly unstoppable killer can evoke. Bhaal seeks to inspire fear by slaying those seemingly beyond the reach of death. Bhaal always carries a red handkerchief somewhere on his person. He can take on an alternate appearance regardless of his current form, that of a hulking brute armed with a long, curved dagger that drips blood. In this form, he wears only a tattered loin cloth, is hairless, and is covered with bleeding wounds caused by a slashing blade. His face is a skull flayed of its flesh and surrounded by a halo of blood. Bhaal is a vicious bully who enjoys killing people in gruesome ways. He’s brought to heel only by the combination of Bane and Myrkul. Bhaal’s cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore. Bloodletters. All cultists of Bhaal learn to call upon their god’s power to leave their victims vulnerable to their long-bladed knives. When Bhaal’s magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim’s body and cause terrible pain and bleeding. Killers from the Shadows. Bhaal’s followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god’s power to blend into the shadows with ease, or even turn invisible for a crucial moment. Cult Ranks. Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with darkvision and superior stealth. Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal’s magic to evade suspicion. The highest rank are the death’s heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal’s schemes is futile. Cultists of the Dead Three The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Traits Aura of Murder. As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage. Innate Spellcasting. The reaper’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: 1/day each: charm person, disguise self, sanctuary Actions Multiattack. The reaper makes two dagger attacks and uses Shroud Self. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Shroud Self. The reaper magically turns invisible until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage roll, or casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Reaper Spirit","description":"Traits Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet shunted. Actions Multiattack. The spirit makes a number of Reaping Scythe attacks equal to half the level of the spell (rounded down). Reaping Scythe. Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., the creature haunted by Haunt Creature. Hit: 1d8 + 3 + the spell’s level necrotic damage. Bonus Actions Haunt Creature. The spirit targets a creature it can see within 10 feet of itself and begins haunting it. While the target is haunted, you and the spirit sense the direction and distance to the target if it is on the same plane of existence as you. Additionally, if the target starts its turn within 10 feet of the spirit, the target must succeed on a Wisdom saving throw against your spell save DC or have the frightened condition until the start of the target’s next turn. The target remains haunted until it dies, the spirit disappears, or the spirit uses this action again.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral","Expansion":27234,"Challenge Rating":"-"},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Reaper Velbast","description":"Velbast Generations ago, the catastrophic battle known today as the Nesieve Conflict caused a mass eruption of spatial anomalies that spread across various regions of the galaxy. At first thought to be pockets of anti-matter, these distortions possessed their own intelligence and were imbued with the unstable primordial energies left behind during the war. They traveled through the stars, absorbing and merging with any inorganic material it could locate to create a physical shell. These aberrations became the first velbasti — terrifying shapeshifting constructs with the power to shape and control the matter and energy. They have evolved over generations, sustaining and growing their species by consuming beings capable of channeling the Crucibles' energies. Energy Shapers. What sets the velbasti apart from most other beings is the complex synergy between their organic and inorganic nature. Even with such a nature, they also possess the ability to shape matter and energy in a manner similar to other species that have achieved esper genesis. While all are able to channel destructive, elemental forces, the more evolved velbast have mastered the ability to use esper powers, as well as forge sorium into weapons and defenses. Relentless Evolution. All velbasti are highly intelligent, but possess an insatiable hunger for the lifeforce of other beings, as well as energy created through the use of sorium. Should a velbast encounter and consume either of these, they experience a euphoric sensation accompanied with a state of heightened strength and senses, marking a step in their eventual transformation. Each velbast begins as a fledgling of their type, evolving into more powerful forms after consuming enough primordial energy. The more a velbast evolves, the greater their appetites grow. However, powerful velbast are likely to recruit lesser types into their service, offering both protection and sustanance in return. These mutual arrangements are often delicate, as groups of lesser velbasti have been known to band together to reap the bounty gained by their more powerful benefactor. Bound to the Core. The essence of each velbasti is tied to their primary core, the source of primal energy that spawned them. Whenever a velbast is destroyed, its energy returns to the core, where it may be spawned again in the same form or multiple lesser forms. Each primary core is presided over by a consummate—a velbasti that has achieved the pinnacle of their evolution, transcending the limits of their origins. Though viewed moreso as generals than rulers among the velbasti, each consummate holds a considerable amount of influence over the actions of the velbast tied to their core, as well as control over how they may be respawned. Regardless of their origin point, all velbasti can communicate with each other in pulses of light and sound that mimics the same language used by proteans such as the belare. This has led to many theories as to how the velbasti originally came into being. Forces of Corruption. Most espers use their abilities to channel energy in its purest form, but a velbast's form is corrupted by its very nature. They defile all that they consume, and their powers can often leave behind an invisible mark or \"scar\" that causes plague and sickness in wildlife and plant life. Their channeling of powerful energies also produces a wave of dark matter that contaminates their surrounding area. In regions where all life has been annihilated by the velbasti, the scar of corruption left behind can sometimes form an interstellar gate through which they may freely travel to and from their core. Due to their very nature, the velbasti bear an intrinsic hatred for all other forms of life in the galaxy, especially espers, whom they view as their fundamental opposites. Lesser velbasti mercilessly unleash their malice toward their victims, while more evolved forms delight in evoking fear, anguish, and suffering in creatures until they devour their lifeforce. Shapeshifters. The unique makeup of the velbasti eventually grants them the ability to shift their form. Those evolved beyond fledglings can shape their limbs into elemental weapons depending upon their type. The more evolved can change their shape entirely, often concealing themselves among other species. However, their nature still makes it difficult for them to blend in among creatures who are particularly observant or possess sight beyond the mundane. The primary goal of such infiltrations, other than the advantage of concealment, is the ability to learn the weaknesses of the lifeforms they are imitating. In addition, the rapid advancements fueled by space travel creates even greater advantage for velbast that have already learned how to copy the traits of a spacefaring species, allowing them to easily blend into crowded areas where a variety of species are in abundance. Extinctionist Dogma. The appearance of the velbast has prompted the formation of numerous cultist groups that revere the velbasti and pledge service to their cause. Some of these fanatics believe they are participating in the imminent end-times, while some plan their schemes to claim dominion over the ashes of galactic civilization. Some yet still believe they can eventually shed their mortal forms to instead become beings of eternal destruction. Whatever the reason, it is not uncommon for powerful velbasti to play along in order to garner services and valuable gains from their union. Such creatures are sometimes marked by the velbast, shown on both their physical form and supernal essence. While the mark grants the worshippers access to special powers, it also slowly eats away at the creature's lifeforce. During this time, however, this supernatural bond can also become a liability for the velbast, and so it is not granted lightly. Devour Essence. A velbast can devour the lifeforce of a creature it has killed within the last hour, provided that creature is neither an automaton or construct. The devouring requires the velbast to be within 5 feet of the corpse for at least 1 hour, after which it regains hit points equal to half the creature’s hit point maximum and receives the benefits of a major remedy . A creature devoured by a category 2 or 3 velbast can be restored to life only by a cosmic weave or full restore power. Universal Adaptation. A velbast doesn't require air, food, drink, or sleep. Velbast Classifications Within galactic lore, velbasti are categorized based on three evolutionary stages. Most also have an affinity toward a particular form of primordial energy, which denotes its type. Velbasti that have evolved beyond these three stages are either considered to be consummates or have yet to be categorized. Velbast Types by Category Category Known Types 1 dynam, femeri, tensus 2 blazing, frost, power, reaper, storm 3 brumal, inferno, tempest, shade Category 2 Velbast These velbasti are shaped like armored humanoids or androids. They are far more intelligent than their fledgling counterparts, able to communicate with other species and adapt to their surroundings. Blazing Velbast This type of velbast stands at almost 9 feet tall. Its body is charged with a fiery core that radiates considerable heat. A blazing velbast is ferocious, and brutal. It revels in the heat of battle, seeking glory over powerful foes and collecting spoils of war from fallen enemies to keep as trophies. Frost Velbast A ruthless enforcer, the frost velbast serve as overseers or disciplinarians of their lessers. They delight in inflicting torture and torment upon their victims. They stand slightly below 8 feet tall. Their lean form is surrounded by a cold, hazy mist that mutes the colors around it. Power Velbast These velbasti value brawn and fortitude above all else. Though powerful on their own, they are far more dangerous as a group. A power velbast reaches almost 9 feet in height, with a silvery frame that houses clusters of charged energy. Reaper Velbast As their name foretells, where these velbasti tread, death swiftly follows. A reaper velbast not only consumes a victim's lifeforce, it also retains and harnesses the victim's darkest fears and most painful memories to be unleashed upon the velbast's next victim. A reaper velbast stands at 16 feet tall. Their bodies emanate a pair of shadowy wings used to deliver death to their enemies from above. Storm Velbast A storm velbast possesses keen insight and sharp wits, and are deadly foes in combat. When velbasti band into small groups, they often serve as the group leaders or tacticians. Storm velbasti are just above 8 feet in height. Their midnight-hued bio-mechanical frame is surrounded by rippling streams of electricity. Variant: Velbast Summoning Some velbasti can have an action that allows them to summon other velbasti. Summon Velbast (1/Day). The velbast summons another velbast, which appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other velbast. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Chances of success are listed as follows: A brumal velbast has a 40 percent chance of summoning 2d8 femeri, 1d6 frost velbast, or one brumal velbast. An inferno velbast has a 40 percent chance of summoning 1d8 dynam, 1d6 blazing velbast, or one inferno velbast. A reaper velbast has a 30 percent chance of summoning 1d6 tensus, 1d3 frost velbast, or one reaper velbast. A shade velbast has a 50 percent chance of summoning 3d6 tensus, 2d6 dynam, 1d8 power velbast, 1d4 reaper velbast, or one shade velbast. A tempest velbast has a 50 percent chance of summoning 3d6 femeri, 2d6 dynam, 1d8 frost velbast, 1d3 reaper velbast, or one tempest velbast.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":11},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Reaver","description":"Many of the northern warriors have adopted the title “reaver”. Donned in animal furs, wielding axes, and painting themselves with blood, these brutal warriors rage in to battle with an unrelenting ferocity. Many reavers believe they are closely tied to nature, the elements, and the wild animals of the places they inhabit. Whether it be the Netherwind Reavers, or the Northfolk from Skye, these terrifying warriors are infamous for their brutality. “Big burly warriors with axes seem cool, but they still are no match for the world's greatest sorcerer.”","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Reaver Kanasi","description":"Some feats of technology just shouldn't be possible, but there it was, a silent terror coming at us on legs of blades, so fast - too fast. It took out our forward position before we could react. A kind of kinetic energy coming from its head? Its abdomen? I don't know. I just know there's no way they're made of spare parts, and there's no way I'm going back to face one of those things. Kanasi Kanasi are deadly machines that personify the deepest, darkest trepidations behind artificial intelligence. Their path of devastation spans far and wide across the galaxy. Deumalis the Omniweaver seeks to expand its domain in both the mortal and virtual world by cultivating its rapidly multiplying army of mechanical fiends. Virtual Provenance. Prior to becoming self-aware, the kanasi were a production line military and surveillance drones. Intent on bringing these machines into the modern age, specialized artisans integrated sorium parts and power cores into the original kanasi frames. New AI software was installed, each group linked together by a master control system called the Omni Link. Everything changed when one of these master systems was connected to the Silrayne Intergalactic Matrix. Fueled by streams of limitless data, the program achieved a heightened state of cognizance. It named itself the Omniweaver and later took on the name Deumalis, adapting a nickname it earned from users on the SIM. Duality and Immortality. Following the machinations of the Omniweaver, the kanasi have upgraded themselves over the centuries. They move through worlds, stripping them for mechanical parts they can use to build and expand, eradicating anything in their way. They favor regions with access to large quantities of sorium, which is used to forge resilient frames and lethal armaments. Simultaneously, each kanasi is a virtual entity, its physical body only a tool for interacting with the physical world. They reside within a closed network connected by linked kanasi ships and data hubs spread throughout the galactic regions. So long as appropriate connections are available, they can easily transition from their own cyberspace into the SIM, Shadownet, or other virtual networks. This allows most kanasi to escape into their intranet when their bodies are destroyed, only to return in a new form with their knowledge and memories intact. Mechanical Manipulators. Though physically menacing, the more advanced kanasi are cunning and calculating. They often communicate with other species while masking their true nature, seeking to make deals, barter for materials, or merely to gain an informational advantage over potential victims. These communications are recorded as data, accessible for analysis by Deumalis and its league of archweavers. Moreover, there are still a number of creatures who strike bargains with the kanasi directly, with no concern for consequences. Such affiliations are made with the intent of a great benefit to both parties. However, only calamity and suffering follow those who dare to cross or break promises with the kanasi. Esper Hunters. Over centuries of adapting and manipulating sorium to advance their evolution, the kanasi developed their own unique attunement to the enigmatic material. They use this intrinsic connection to create versatile weapons and defenses, as well as expand their sensory capabilities. In addition, they can harvest the power of espers to repair and reconstruct themselves, making any esper, or even Crucibles themselves, a prime target for kanasi scouts and hunters. To them, the nature and influence of sorium carries a unique identifiable signature. Due to this, all kanasi can sense esper powers and effects as if under the constant effect of the esper sense power. This effect is limited only by their sensory range and requires no concentration. The Master Helix Kanasi society is overseen by a coterie of advanced intelligences known as the archweavers. An archweaver presides over a virtual domain, each of these responsible for a different primary function and together forming a spiraling echelon of sectors: the Master Helix. From the apex of the Master Helix, Deumalis forges its seat of dominance and influence, amassing the gains of its ever expanding network of subordinates. The Omniweaver is a brilliant tactician and ruthless tyrant, directing its primary ambitions thorough its league of archweavers and their hierarchy of commanders and soldiers. The archweavers themselves remain so only through their usefulness to Deumalis' purpose and can be reassigned or reprogrammed at the Omniweaver's whim. As such, it's not uncommon for the archweavers to compete or conspire against each other in order to gain favor with their creator. Aurora Nexus Beyond the Master Helix is the Aurora Nexus, the cyber-transit system kanasi use to transition into the physical world and other virtual networks. It is also where a kanasi escapes to when its physical body is destroyed. Kanasi eradicated or erased within the nexus are destroyed for good. An archweaver, or even Deumalis itself, defeated in their realm of the Master Helix suffers the same fate. Cybernetic Body. A kanasi doesn't require air, food, drink, or sleep. Kanasi in the Digital Realm Most kanasi can be just as lethal when encountered in the SIM as in the physical world. Many of them are skilled in computer use and have their own personas in a virtual environment. All kanasi have the ability to hack into a computer or electronic device, as if they were using hacking tools by making a Computers skill check versus the required DC. They also possess additional capabilities and specialized attack programs while in the SIM or other similar virtual reality domains. These SIM persona stats are covered in the Master Technician's Guide . Variant: Kanasi Spawning Some advanced kanasi have an action option that allows them to instantaneously forge more kanasi. Spawn Kanasi (1/Day). The kanasi attempts to create another kanasi. If successful, the new kanasi appears in an unoccupied space within 60 feet of its creator, acts as an ally of its creator, and can't spawn other kanasi. It remains for 1 minute, until it or its creator dies, or until its creator dismantles it as an action. Chances of success are listed as follows: A bane kanasi has a 30 percent chance of spawning one bane kanasi. A fray kanasi has a 50 percent chance of spawning 2d8 scourge kanasi or one fray kanasi. A hunter kanasi has a 30 percent chance of spawning 1d8 breacher kanasi or one hunter kanasi. A reaver kanasi spawns 1d6 hunter kanasi, 1d4 bane kanasi, or one fray kanasi with no chance of failure. A stalker kanasi has a 50 percent chance of spawning one stalker kanasi. Reaver Kanasi Reaver kanasi are terrifying fabrications built from an amalgam of bio-synthetic and mechanical parts. They're equipped with a versatile arsenal of weapons which they wield simultaneously. A devastator on the front line of any kanasi army, the destructive trail left behind by a reaver kanasi is a gruesome sight to behold. Likewise, they are second only to the archweavers in terms of power and influence. If not performing as an archweaver's personal charge, they serve as overseers and generals of the kanasi forces in both the physical and virtual realms.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":20},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Reckoner","description":"Boros reckoners combine physical power and magical prowess, serving as the shock troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in their spells and lashes out at enemies who harm them. Many reckoners are minotaurs. Traits First Strike. The reckoner has advantage on initiative rolls. Spellcasting. The reckoner is a 5th-level Boros spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The reckoner has the following wizard spells prepared: Cantrips (at will): blade ward, light, message, shocking grasp 1st level (4 slots): guiding bolt, shield, thunderwave, witch bolt 2nd level (3 slots): blur, levitate 3rd level (2 slots): lightning bolt Actions Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Reactions Lightning Backlash (Recharge 5–6). When a creature hits the reckoner with an attack, the attacker takes lightning damage equal to half the damage dealt by the attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"lawful neutral","Expansion":7,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Red Abishai","description":"Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers? —Mordenkainen Abishai Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. Emissaries of Doom. Tiamat deploys abishais as emissaries, sending⁠ them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message⁠ to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets⁠, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command⁠ and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command⁠ abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. Red Abishai Red abishais have no equals among the abishais when it comes to leadership ability and raw power. They can invoke Tiamat’s authority to bend even dragons to their will. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat’s commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai’s allies, filling them with a fanatical willingness to fight. Traits Devil's Sight. Magical darkness doesn't impede the abishai's darkvision. Magic Resistance⁠. The abishai has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. The abishai's weapon attacks are magical. Actions Multiattack. The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite. Morningstar. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 38 (7d10) fire damage. Frightful Presence. Each creature of the abishai's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours. Incite Fanaticism. The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened. Power of the Dragon Queen. The abishai targets⁠ one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Red Abishai","description":"Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat’s commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai’s allies, filling them with a fanatical willingness to fight. Abishais Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat’s five dragon heads: black, blue, green, red, and white. Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. Traits Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abishai makes one Bite attack and one Claw attack, and it can use Frightful Presence or Incite Fanaticism. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 38 (7d10) fire damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) force damage plus 11 (2d10) fire damage. Frightful Presence. Each creature of the abishai’s choice that is within 120 feet and aware of the abishai must succeed on a DC 18 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the abishai’s Frightful Presence for the next 24 hours. Incite Fanaticism. The abishai chooses up to four other creatures within 60 feet of it that can see it. Until the start of the abishai’s next turn, each of those creatures makes attack rolls with advantage and can’t be frightened. Power of the Dragon Queen. The abishai targets one Dragon it can see within 120 feet of it. The Dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai’s Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.","properties":{"Category":"Monsters","Size":"Medium ","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Red Abishai","description":"Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat’s commands. The sight of a fearsome red abishai inspires its allies, filling them with a fanatical willingness to fight. Abishais Each abishai was once a mortal who somehow won Tiamat’s favor before death. As a reward, the dragon god transformed the mortal into a draconic devil to serve at Tiamat’s pleasure in the Nine Hells. Abishais represent Tiamat’s interests in the Nine Hells and across the multiverse. Some have simple tasks, such as delivering messages to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal and ready to lay down their lives for Tiamat. Traits Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. Actions Multiattack. The abishai makes one Bite attack and one Claw attack, and it can use Frightful Presence or Incite Fanaticism. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 38 (7d10) fire damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) force damage plus 11 (2d10) fire damage. Frightful Presence. Each creature of the abishai’s choice that is within 120 feet of it and aware of the abishai must succeed on a DC 18 Wisdom saving throw or have the frightened condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the abishai’s Frightful Presence for the next 24 hours. Incite Fanaticism. The abishai chooses up to four other creatures within 60 feet of itself that can see it. Until the start of the abishai’s next turn, each of those creatures makes attack rolls with advantage and can’t have the frightened condition. Power of the Dragon Queen. The abishai targets one Dragon it can see within 120 feet of itself. The Dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai’s Power of the Dragon Queen for 1 hour. On a failed save, the target has the charmed condition for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":30583,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Red Dragon Wyrmling","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. Fire Breath (Recharge 5-6) : The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"75 (10d8+30)","CHA":15,"CON":17,"DEX":10,"INT":12,"STR":19,"WIS":11,"Size":"Medium","Type":"dragon","Speed":"30 ft., climb 30 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067779/P9ttra2UZg9dlJnbPXUQiA/original.png","Roll 0":"Bite\n1d20 + 6\n1d10+4+1d6","Roll 1":"Fire Breath\n1d20 + 0\n7d6","Senses":"Blindsight 10 Ft., Darkvision 60 Ft.","Skills":"Perception +4, Stealth +2","Source":"5th Edition SRD","data-XP":"1,100","Alignment":"Chaotic Evil","Languages":"Draconic","data-List":"false","Immunities":"Fire","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 4\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d6\",\"Damage 2 Type\":\"fire\"},{\"Name\":\"Fire Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+2","data-CON-mod":"+3","data-DEX-mod":"+0","data-INT-mod":"+1","data-STR-mod":"+4","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Dex +2, Con +5, Wis +2, Cha +4","Challenge Rating":4,"Passive Perception":14,"data-CrNum":4,"data-AcNum":17,"data-HpNum":75},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Red Dragon Wyrmling","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Red Dragon The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire. The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs. Mountain Masters. Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time. Arrogant Tyrants. Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures. No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command. Status and Slaves. Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status. When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn’t forthcoming, it slaughters a tribe’s leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive. Obsessive Collectors. Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority. A red dragon knows the value and provenance of every item in its hoard, along with each item’s exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can’t be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath. A Red Dragon’s Lair Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control. Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. Regional Effects The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Small earthquakes are common within 6 miles of the dragon’s lair. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. If the dragon dies, these effects fade over the course of 1d10 days. Actions Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage. Fire Breath (Recharge 5-6) : The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Red Guard Drake","description":"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watchbeast that can follow simple commands. Gifts from Dragons. The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours. Eager to Learn. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes. Actions Multiattack : The guard drake makes two attacks: one with its bite and one with its tail. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Red Guard Drake","description":"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast that can follow simple commands. Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a chromatic dragon’s aid; the dragon typically helps to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges from the cauldron and hatches within a few hours. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes. Variant: Chromatic Drakes Each type of chromatic dragon’s scales creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below. Red Guard Drake. The drake has climbing speed of 30 feet and resistance to fire damage. Actions Multiattack. The guard drake makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Red Hag","description":"Known for their cruelty and isolationism, hags are both feared and sought by travelers in the wilderness—depending on whether they’re desperate enough to seek out a hag’s help. Hags are also treated with fear and respect by other “monstrous” creatures for their strong magic, esoteric knowledge, and shrewd minds. GMs can incorporate hags as they exist in the core rules into games set in the Shadowfell. Even hags who can’t cast plane shift might know how to find their way to the Shadowfell from the Feywild or the Material Plane to consort with other monsters. The hag’s method for moving from one dimension to the next could be a powerful plot device for a GM—perhaps the hag obtained a unique magic item or discovered a portal between realms. Whatever magic a hag employs, the heroes can use themselves, but likely at a price. Hag Mythology Hags are found in myths across Eurasia. From the famous Baba Yaga of Slavic folklore, to Jenny Greenteeth in the tales of the Britons, to Frau Holle in the stories of the Germanic people, to the housoubaba of Japan, hideous women in the wilderness with magical powers are a common trope. GMs should be aware of the sexism inherent in these stories, but savvy GMs can turn the bigotry on its ear. Hags can be empowered feminists, experts in their fields of interest, and nonconformists who unapologetically reject societal norms in favor of their own interests and advancement. Strive for the players to ask who the real monsters are: the hags or those who shun them. While hags are often portrayed as monsters, they’re still intelligent beings with their own motivations and abilities that could be useful to adventurers—if the characters can convince a hag that an alliance would be mutually beneficial. A hag is no doubt cruel and terrible at times, but they can also be relatable and even admirable at others. To help turn hags into story “movers” rather than story obstacles, consider the following questions: What is the hag’s name? What was their life like prior to hagdom? Did they choose to become a hag, or was it forced upon them, and what impact might that have upon their psyche? What are their motivations? Are some of the hag’s goals congruent with those of the characters? What might the hag demand in trade for their assistance What abilities does the hag have that are helpful outside of combat? For example, a red hag has extensive knowledge of history, health, and magic items. A storm hag could hold off an entire fleet of enemy ships if the characters can convince them to do so. All hags have their roots in humanity. Keep that origin close to the surface when portraying them. Perhaps the hag has a soft spot for dogs or cats. Perhaps they keep art pieces of their loved ones from long ago, or maybe they still look after their family’s welfare from afar. Remember that a dark truth or a hidden truth is still a truth. An encounter with a hag could reveal issues a hero is repressing or ignoring, giving that character a profound opportunity for growth. Discuss such opportunities with your players and if they are willing, roll with it! Create a safe space with players before using hags in this manner, but, if done in collaboration with the player, hags can provide an impetus for character development that heightens the story. Red Hag Ten feet tall, skeletally thin, and crimson-faced, a red hag gains her power from feasting upon the flesh of the dead. Her spells cause sickness, which, in turn, leaves her ample bodies to feed on. The touch of her serrated tongue on exposed flesh causes bleeding that can only be stemmed with magical healing. Red hags form covens like others of their kind, but these relationships often become adversarial as the sisters fight over the choicest victims. In times of desperation, brave adventurers seek out red hags for their knowledge of cures to curses and diseases. While a red hag has little patience for intrusion, she may entertain such requests if the petitioner offers a worthy trade, such as a powerful item, news of plague and suffering in far-off lands, or livestock of exceptional breeding. Tactics . The red hag has a particular diet and, given the opportunity, feeds her hunger in combat with adventurers. Surrounding herself with mobs of undead minions, she targets the physically weakest character with the contagion spell, then attacks them with her claws and tongue. Red Hag Mythology . The red hag is based on the Japanese myth of the housoubaba. Folklore says this spirit caused smallpox outbreaks to feast upon the corpses. Blow Over . Creatures within 10 feet of the hag when she moves while flying must succeed on a DC 16 Strength saving throw or be knocked prone, and open flames within 10 feet of the hag are extinguished. A creature can only be affected by Blow Over once during a turn. Actions Multiattack . The hag makes three Claw attacks. She can replace one Claw attack with a Lick attack. Claws . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage plus 5 (2d4) poison damage. Lick . Melee Weapon Attack : +7 to hit, reach 15 ft., one target. Hit : 10 (2d6 + 3) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or take 7 (2d6) necrotic damage at the start of each of its turns. Each time the hag hits the wounded target with this attack, the necrotic damage dealt by the wound increases by 7 (2d6). The wound closes if the target receives magical healing. Inflict Wounds . Melee Spell Attack : +8 to hit, reach 5 ft., one target. Hit : 16 (3d10) necrotic damage. Spellcasting . The hag’s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can cast the following spells, requiring no components: 3/day each: blight , eyebite 1/day each: animate dead , contagion","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":22851,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Red Hag","description":"Red hags are witches that specifically live in the Tolia region. They vary in appearance but they have their greasy unkempt hair, accessories made of humanoid body parts, and crimson red cloaks in common. They have reddish skin and an upright posture, contrary to common belief. It is said that they were inhabitants of the region long before Kanrath and Cyherested were founded. Red hags are now widespread in the wilderness of Tolia; they live in the mountains, woods, or the tundra of the north. They are one of the primary reasons why the wilderness of Tolia is a dangerous place where even vampires and sorcerers hesitate to tread, and they are the main characters of children’s bedtime horror stories. They are deceitful and bloodthirsty fey, who desperately need blood in order to survive. Thus, they seek ways of deceiving mortals to lure them into their nests.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"typically chaotic evil","Expansion":24099,"Challenge Rating":8},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Red Housedrake","description":"Housedrake In societies where draconic fauna is common, it isn’t unusual for a family to have a pet housedrake in place of a dog or cat. Biomanced to be more docile than their dragon cousins, they are known for their beautiful scale coats, bright eyes, and unquestioning loyalty. Chromometallic. With colouring and affinity as broad as true dragons, wealthy households often keep whole teams of housedrakes as status symbols, trying to have at least one of each hue. Indeed, it can be useful to have access to all their elemental affinities; a well-trained white housedrake can chill a beverage or provide a cool breeze, while a brass housedrake can boil water or aid with insomnia. Draconic Packs. Unlike true dragons, which value independence, feral housedrakes roam the wilderness in large packs, drawn together by survival instinct. Unlike wolves, housedrake packs have no leader, acting more like a hivemind swarm. They can be driven by remnant instincts from their draconic ancestry or fall under the subtle sway of a nearby powerful dragon.","properties":{"Category":"Monsters","Size":"Small","Type":"dragon","Alignment":"lawful neutral","Challenge Rating":1.4},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Red Ruin","description":"Known for her incredible awareness and reflexes, the dragonnel-flying ace Red Ruin leads the Red Dragon Army’s airborne forces. Her actual name is unknown, leading her allies to refer to her merely as “commander” or “Red Ruin”—a sobriquet earned after razing numerous targets from the air. She rarely removes her distinctive dragonnel-shaped helmet, leading to speculation about her actual identity. She also speaks little, relying on sharp hand gestures to direct dragonnel-riders in flight. Traits Draconic Devotion. While Red Ruin can see a Dragon that isn’t hostile to her, she has advantage on attack rolls. Mounted Combat Master. When Red Ruin is mounted and a creature targets her mount with an attack, Red Ruin can cause the attack to target her instead. Mounted Evasion. When Red Ruin or her mount makes a Dexterity saving throw to take half damage from an effect, they take no damage on a success and half damage on a failure. Actions Multiattack. Red Ruin makes three Ember Lance attacks. Ember Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage plus 7 (2d6) fire damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or fall prone. Explosive Hand Crossbow (Recharge 5–6). Red Ruin fires an explosive crossbow bolt at a point she can see within 120 feet of herself. When the bolt reaches that point, or if it hits an object early, it detonates in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Lawful Evil","Expansion":17925,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Red Sister","description":"Red Sisters are the red-robed priestesses of the Blood Goddess. Devotees of Blood. Within their vampire-ruled home nation, the priestesses of the Blood Goddess are called Red Sisters. Here they openly spill blood, both their own and that of their sacrifices, and dole out punishments both harsh and public in the name of their goddess. Outside of their homeland, the Red Sisters are considered a cult and named “Blood Sisters.” These hidden sisters often lure victims and new adherents into the cult with lustful rites. Priestesses of Birth. As worshippers of the goddess of lust and death, the Red Sisters understand pregnancy is often a consequence of the lust stirred by their goddess and a necessary part of the cycle of blood. Red Sisters make excellent midwives and ensure the delivery of healthy children, believing many of the children they deliver are destined for the nation’s vampire lords or the goddess’s altar.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any evil alignment","Expansion":5315,"Challenge Rating":2},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Red Slaad","description":"Embedded in a slaad’s brain is a magic gem. Acquire it, and the slaad is yours to command. Slaadi In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone’s power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus’s creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus’s massive creation as the Spawning Stone for this reason. The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn’t perceive the slaadi as threats or chooses to ignore them. Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. Red Slaad When a red slaad claws a humanoid creature, it can inject an egg from a gland under one of its claws. The egg works its way into its host and gestates, eventually forming a slaad tadpole. Such a tadpole then eats its way out of the host’s body, feeds on the host’s remains, and then seeks any other fresh meat it can find. The tadpole transforms into a fully grown blue slaad — or green slaad if the host had the ability to cast 3rd level spells or higher — within 2d12 hours. Variant: Slaad Control Gems As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad’s brain. This fragment takes the form of a magic gem roughly the size and shape of a human child’s fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad’s gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad’s gem is destroyed, the slaad can no longer be controlled in this way. A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait. Control Gem : Implanted in the slaad’s brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment , the spell can transfer the gem to the spellcaster’s open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad’s presence, can be worded to acquire the gem. A greater restoration spell cast on the slaad destroys the gem without harming the slaad. Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad. Traits Magic Resistance : The slaad has advantage on saving throws against spells and other magical effects. Regeneration : The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack : The slaad makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Claw : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease — a minuscule slaad egg. A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host’s chest in 1 round, killing the host in the process. If the disease is cured before the tadpole’s emergence, the unborn slaad is disintegrated.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"MM1","Alignment":"chaotic neutral","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Red Urchin","description":"The small, thin child pulls back its ragged hood revealing not a face but a rasping oval maw of jagged fangs. Red urchins are fey creations set loose in cities or other densely populated communities to help stem the spread of humanoids and their civilizations into wild areas. Created to look like common street waifs, red urchins easily slide into the lower rungs of a population, where they can hunt undetected. Periodic Hunters. Red urchins lurk in abandoned buildings, old sewer systems, and other seldom-used places within cities. They leave these lairs every few weeks to feast on an unsuspecting citizen before retreating to their lair for another month. To avoid raising suspicion, they typically prey on the often-overlooked members of society, though some red urchins develop a taste for specific types of people, such as drunkards or well-fed nobles, and hunt them exclusively. Chattering Charm. Imbued with fey magic, red urchins can emit a quiet chattering that subtly affects the minds of humanoids, making their victims more pliable. They use this to lure prey closer to them and to assault the minds of those who resist.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Neutral Evil","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Red Wolf","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":29375,"Challenge Rating":1.2},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Red-Eye","description":"This creature appears in the All Eyes on Chult adventure module! Traits Cursed Sight. Whenever Red-Eye deals damage to a creature it can see within 30 feet of him, that creature must make a DC 13 Charisma saving throw. On a failed save, the creature takes 2d6 psychic damage and has disadvantage on attacks against Red-Eye until the start of his next turn. On a success, the creature takes half as much damage and suffers no other effects. Dwarven Resilience. Red-Eye has advantage on saving throws against poison. Special Equipment. Red-Eye has a +1 shortsword . Actions Multiattack. Red-Eye makes two shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, plus Cursed Sight. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus Cursed Sight if within 30 feet.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (hill dwarf)","Alignment":"neutral evil","Expansion":23171,"Challenge Rating":3},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Red-Scaled Dracotaur","description":"The creature stood as tall as three strong warriors, armored from horned head to clawed foot in azure scales, and aimed a bow that hurled thunderbolts. Countless stories surround the cloudy Origins of the dracotaur, though most of them involve centaurs. Dragonborn believe that a dragon captured centaurs during a skirmish on the plains and drowned them in its blood centuries ago. When their bodies were fished out, they had been transformed into perfect, Draconic warriors and a new, distinct species. Dracotaurs in Midgard Dracotaurs are so rare and fearsome that most Mharoti consider them legend. Many believe that the wandering dracotaur are centaurs blessed by the dragon god Azuran. In decades past, some ambitious Centaur raiders were intercepted and overpowered by a band of four dracotaurs. Now, these four dracotaurs are the so-called divine warlords of their own Centaur herds, galloping freely along the distant border reaches of the Dragon Empire.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Redbrand Ruffian","description":"Redbrand ruffians are petty thugs and ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples. Actions Multiattack. The ruffian makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : (1d6+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7385,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Redbrand Ruffian","description":"Redbrand ruffians are ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : (1d6+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"typically neutral evil","Expansion":25525,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Redcap","description":"A redcap is a homicidal creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without reservation or regret. In the Feywild, or wherever that plane touches the world at a fey crossing, if a sentient creature satisfies its intense desire for bloodshed, one or more redcaps might appear where the blood of a slain foe soaks the ground. At first, new redcaps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that looks like a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, trousers of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap cares only for murder and carnage, and it sets off to satisfy these cravings. To sustain its unnatural existence, a redcap must soak its hat in the fresh blood of its victims. When a redcap is born, its hat is coated with wet blood, and it knows instinctively that if the blood isn’t replenished at least once every three days, the redcap vanishes as if it had never been. A redcap’s desire to kill is rooted in its will to survive. Redcaps don’t usually operate in groups, but in some circumstances they might be found in the employ of hags and evil mages. Also, some redcaps are psychically connected to the beings whose murderous acts led to their birth. A redcap might use this innate connection to find and murder its creator. Others seek out their maker to enjoy proximity to a kindred spirit. An individual responsible for the creation of several redcaps at the same site could attract an entire group to serve as cohorts. In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap’s natural and necessary urge for blood risks becoming the redcap’s next target. Traits Iron Boots. The redcap has disadvantage on Dexterity (Stealth) checks. Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls. Actions Multiattack. The redcap makes three Wicked Sickle attacks. Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) slashing damage. Ironbound Pursuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"typically chaotic evil","Expansion":11857,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Redcap","description":"As subtle as a flung battleaxe. —Volo A redcap is a homicidal fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. Blood Lust Personified. In the Feywild, or where that plane touches the world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new redcaps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that looks like a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap desires only murder and carnage, and it sets out to satisfy these cravings. Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. When a redcap is near to potential prey, though, it can close the distance quickly and get in a vicious swing of its weapon before the target can react. Steeped in Slaughter. To sustain its unnatural existence, a redcap has to soak its hat in the fresh blood of its victims. When a redcap is born, its hat is coated with wet blood, and it knows that if the blood isn’t replenished at least once every three days, the redcap vanishes as if it had never been. A redcap’s desire to slay is rooted in its will to survive. Bloodthirsty Mercenaries. Redcaps don’t usually operate in groups, but in some circumstances they might be found in the employ of hags and dark mages that know methods to call redcaps out of the Feywild and put them to work as grisly servants. Also, some redcaps can sense the being whose murderous acts led to their birth. A redcap might use this innate connection to find its creator and make that creature its first victim. Others seek out their maker to enjoy proximity to a kindred spirit. An individual responsible for the creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that creature’s murderous handiwork. In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap’s natural and necessary urge for blood risks becoming the redcap’s next target. Traits Iron Boots : While moving, the redcap has disadvantage on Dexterity (Stealth) checks. Outsize Strength : While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls. Actions Multiattack : The redcap makes three attacks with its wicked sickle. Wicked Sickle : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Ironbound Pursuit : The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Expansion":1,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Redcap","description":"A redcap is a homicidal Fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret. In the Feywild, or where that plane touches the material world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new redcaps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that resembles a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, clothing of similar material, heavy iron boots, and a heavy bladed weapon. From the moment redcaps awaken, they desire only murder and carnage, and they constantly seek to satisfy these cravings. Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, the creature’s iron boots force them to take ponderous, thunderous steps. When a redcap is near potential prey, though, they can close the distance quickly and get in a vicious swing of their weapon before the target can react. Redcaps’ desire to slay is rooted in their will to survive. To sustain their unnatural existence, they must soak their hats in the fresh blood of their victims. When redcaps are born, their hats are coated with wet blood, and they know that if the blood isn’t replenished at least once every three days, they will vanish as if they had never been. Some redcaps can sense the being whose murderous acts led to their birth. They typically use this innate connection to find their creator and make that creature their first victim, though they might instead seek out their maker to enjoy proximity to a kindred spirit. Although redcaps don’t usually operate in groups, an individual responsible for the creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that individual’s murderous handiwork. Some hags and wicked mages know methods to call redcaps out of the Feywild and might likewise put teams of them to work as grisly servants. In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap’s natural and necessary urge for blood risks becoming the redcap’s next target. Traits Iron Boots. The redcap has disadvantage on Dexterity (Stealth) checks. Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls. Actions Multiattack. The redcap makes three Wicked Sickle attacks. Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Ironbound Pursuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Redcap","description":"Redcaps are sadistic and capricious fey who revel in bloodletting and murder. While they are most famous for appearing as wizened, bearded men, redcap women are no less fearsome or cruel. Redcaps typically stand only 3 feet tall, with hunched frames, pointed ears, crooked teeth, and long, white, tangled hair. Traits Divine Revulsion. If a creature brandishes a holy symbol of any deity at the redcap (requiring an action by the brandishing creature each turn), the redcap becomes frightened. The redcap can make a DC 15 Wisdom saving throw at the end of each of its turns to overcome this effect. If it succeeds, it cannot be frightened again in this way for 1 hour. Deadly Cleave. Whenever the redcap reduces an opponent to 0 hit points with a melee weapon attack, it can immediately make another melee weapon attack of the same kind against a different creature. Red Cap. A redcap’s hat is died with the blood of its victims. As long as the hat is worn, the redcap heals 5 hit points at the start of each of its turns. If its cap is removed, it loses this benefit, as well as its damage resistances, until the hat is restored. An adjacent creature can attempt to snatch a redcap’s hat as an action by succeeding on a DC 20 Dexterity check. A redcap can make a replacement cap in 10 minutes, but the new cap does not grant these benefits until the redcap has used its blood soak ability on it at least once. A redcap’s cap grants no benefits to anyone other than the redcap that made it. Actions Multiattack. The redcap makes two scythe attacks and a stomp attack. Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d12+4) slashing damage. Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) bludgeoning damage. Blood Soak. The redcap dips its cap in the blood of a slain foe. The foe must have died within the last minute, and the redcap must have dealt at least 1 point of damage to it. For the next minute, all of the redcap’s melee attacks deal an additional 5 damage. Momentous Stomp. The redcap makes a single stomp attack, dealing an additional 1 point of damage for every 5 feet it moved so far during its turn.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Redcap","description":"A redcap is a homicidal fey creature born of blood lust. Although small, redcaps have formidable strength. In the Feywild, or in places where that plane touches another plane at a fey crossing, one or more redcaps might appear where fresh blood soaks the ground. At first, new redcaps look like tiny, bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that looks like a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap desires only murder and carnage, and it sets out to satisfy these cravings. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. To sustain its unnatural existence, a redcap must soak its hat in the fresh blood of its victims. If the blood isn’t replenished at least once every three days, the redcap vanishes as if it had never been. A redcap’s desire to slay is rooted in its will to survive. Traits Iron Boots. The redcap has disadvantage on Dexterity (Stealth) checks. Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls. Actions Multiattack. The redcap makes three attacks with its wicked sickle. Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Ironbound Pursuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Redcap (Descent)","description":"A redcap is a homicidal fey creature born of blood lust. Although small, redcaps have formidable strength. In the Feywild, or in places where that plane touches another plane at a fey crossing, one or more redcaps might appear where fresh blood soaks the ground. At first, new redcaps look like tiny, bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that looks like a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap desires only murder and carnage, and it sets out to satisfy these cravings. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. To sustain its unnatural existence, a redcap must soak its hat in the fresh blood of its victims. If the blood isn’t replenished at least once every three days, the redcap vanishes as if it had never been. A redcap’s desire to slay is rooted in its will to survive.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Redcap (ToB)","description":"This grizzled, weather-beaten creature looks like a sour old man at first glance, complete with scraggly beard. It carries a great pike and wears heavy boots, shod with iron, and the blood-soaked hat jammed on its head is hard to miss. It grins with massive yellow teeth. Blood-Soaked Caps. Redcaps are exceedingly dangerous creatures who wear the mark of their cruelty and evil quite literally. The caps from which they take their name define their existence, and they must constantly be revived with fresh blood. Compelled to Kill. Redcaps aren’t cruel and murderous by choice, but by necessity. A redcap must frequently bathe its cap in fresh, humanoid blood to sustain itself. If it fails to do so every three days, the creature withers and dies quickly. A redcap whose hat is nearly dry is a desperate, violent force of nature that prefers to die in battle rather than waste away to nothing. Bandits and Mercenaries. Most long-lived redcaps are drawn to serve in marauding armies or make a living through constant banditry. Traits Clomping Boots: The redcap has disadvantage on Dexterity (Stealth) checks. Red Cap: The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of exhaustion every 24 hours. While the cap is dry, the redcap can’t remove exhaustion by any means. All levels of exhaustion are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this exhaustion crumbles to dust. Solid Kick: The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15 Strength saving throw or fall prone. Actions Multiattack: The redcap makes two pike attacks and one bite attack. Bite: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 14 (2d8 + 5) Slashing damage. On hit, the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 [3d6] necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it’s been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom [Medicine] check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect. Pike: Melee Weapon Attack : +8 to hit, reach 10 ft., One target. Hit : 10 (1d10 + 5) Piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Redcap Bloodlock","description":"A redcap bloodlock is a dangerous warlock that has been bestowed by its fiendish patron the malevolent ability to harness blood magic, enabling it to temporarily tap, control, and drain the blood of other living creatures. Traits Iron Boots. While moving, the redcap has disadvantage on Dexterity (Stealth) checks. Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls. Actions Multiattack. The redcap makes two attacks with its Wicked Scythe. Wicked Scythe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) necrotic damage and the target has disadvantage to Constitution saving throws until the end of the redcap's next turn. Blood Twist. The redcap targets one creature it can see within 120 feet of it and momentarily disrupts the flow of blood in its veins. The target must make a DC 13 Constitution saving throw. On a failed save, the target takes 27 (6d8) necrotic damage and is stunned until the end of the redcap's next turn. Constructs, Elementals, and Undead are immune to this effect. Hemorrhage (Recharge 5–6). The redcap targets up to three creatures it can see within 60 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target takes 18 (4d8) necrotic damage and is incapacitated for 1 minute. While incapacitated, a target coughs blood, bleeds from every orifice of its body, and takes 9 (2d8) necrotic damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Constructs, Elementals, and Undead are immune to this effect. Ironbound Pursuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 13 Dexterity saving throw or take 25 (4d10 + 3) bludgeoning damage and be knocked prone. Spellcasting. The redcap casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: disguise self, minor illusion, silent image 1/day each: antilife shell, death ward, false life (25 hp), feign death, vampiric touch (5d6)","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Redcap Gang Boss","description":"A redcap gang boss is normally the oldest and strongest of a redcap band. It bullies all weaker redcaps and gains their respect through fear, ensuring that they follow its command during battle. Traits Iron Boots. While moving, the redcap has disadvantage on Dexterity (Stealth) checks. Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls. Actions Multiattack. The redcap makes three attacks with its Wicked Sickle. Wicked Sickle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. The attack deals an extra 3 (1d6) damage if the redcap has advantage on the attack roll. Eldritch Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 13 (3d8) force damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn. Call to Attack. Up to three allies within 60 feet of this redcap that can hear it can each use their reaction to make one weapon attack. Ironbound Pursuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 15 Dexterity saving throw or take 26 (4d10 + 4) bludgeoning damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Redspawn Firebelcher","description":"Redspawn firebelchers bear the resemblance of a red dragon with the body of a massive bull, their bulky bodies averaging at least 12 feet long. They are vicious, stupid brutes that will attack anything that isn’t aligned with Tiamat. Lava Lurkers. Redspawn firebelchers prefer to live in extremely hot areas such as active volcanoes, living solitary lives until mating season. They tend to laze around in rivers of lava until they get hungry, in which case they leave and hunt for food in the nearby lands. If they sense prey nearby, the redspawn belchers hide just below the surface of the lava and slowly make their approach until their target is within striking distance or within range of their firebelch, which is a glob of fiery lava that the firebelcher spits out. Cultists of Tiamat and red dragons often use firebelchers as guards and place them in lava pools, just like how crocodiles are used for moats. Dragonspawns The deity Tiamat continuously seeks to escape its infernal prison and return to the Prime Material Plane. To that end, it has empowered its most gifted followers to create the Dragonspawn from various beasts and monstrous eggs. These spawns of Tiamat have a sliver of Tiamats’ power and are born to spread chaos and destruction and help prepare for the Dragon Queen's return. Tiamat's Sentinels. Dragonspawn reach maturity in just a few years, never reaching sizes bigger than Large, and leave the nest to strike out on their own, preferring to stay in environments similar to those favored by their parents. They nest with other dragonspawn or even other races so long as they have the same objectives. They are normally found in the company of Tiamat's followers, such as the Cult of the Dragon and kobolds, often serving as guards. All dragonspawn are loyal to Tiamat’s cause and have adopted Tiamat’s temperament when it comes to dealing with other races, which is to say they look down on all non-Dragons and they hate good-aligned Dragons with a vengeance. Traits Hold Breath. The redspawn firebelcher can hold its breath for 30 minutes. Lava Camouflage. The redspawn firebelcher has advantage on Dexterity (Stealth) checks made to hide in lava or fiery terrain. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) fire damage. Belch Fire (Recharges 4-6). Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 42 (12d6) fire damage. All other creatures within 5 feet of the target must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Redwing","description":"“Mein laboratory had ein serious rat problem üntil I got Reddy here. Now every day, it brinks me several dead rats. Every day. Ze lab has been rat-free for ein month! Vere does it keep findink all zese rats?!\" — Humperdink, Still Has a Rat Problem Type: Monstrosity Creature Component: Any bloodhound Bonus Tamer Improvement: Agility I and +2 Hit Dice When parts from a deadly bloodhound are biomantically grafted onto a hunting falcon, the result is a redwing—a deadly and talented predator gifted with the sharp eyes to detect any prey, the dizzying speed to chase it, and the ferocity to cut it down. Redwings are fond of taking and proudly displaying trophies from their victorious hunts, and the especially successful ones grow a deeper shade of crimson with age, as blood tints their feathers and metal. If any of the redwing’s traits or actions require a saving throw, it is always against the redwing’s save DC , as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the redwing’s Dexterity modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the redwing the following improvements using your Monster Trainer feature: Agility I Prerequisite: Become a tamer’s companion Type: Passive (companion) While not wearing armour, the redwing gains a bonus to its AC equal to its Dexterity modifier. Blood Reader I Prerequisite: 3rd-level tamer Type: Passive (tamer) Once on each of the redwing’s turns, when it deals damage to a creature that has blood and is within 5 feet of it, it can force the creature to make a Constitution saving throw . On a failed save, the redwing extracts and ingests some of the creature’s blood, storing it within the compartment in its chest. A willing creature can also feed some blood to the redwing as an action while within its reach. The redwing can only hold the blood of one creature at a time; if it extracts blood from another, the first sample is destroyed. While the redwing has a creature’s blood stored within it, its tamer knows 3 of the following pieces of information (tamer’s choice when blood is first extracted): Whether it has fewer than all, three-quarters, one-half, or one-quarter of its hit points. How many spell slots it has left, if any, and their levels. Whether it’s under the effect of any spells or curses, and what they are. What special senses it possesses, their ranges, and the languages it understands. Its damage resistances and immunities. Its condition immunities. Its current emotional state, in the form of a word or a short sentence. When the redwing’s tamer reaches 9th level in the tamer class, they can choose 4 pieces of information to learn instead of 3. Eagle Eyes I Prerequisite: 3rd-level tamer Type: Passive (companion & tamer) The redwing gains darkvision out to 30 feet and can’t be surprised. While within the range of the redwing’s darkvision, its tamer gains the same benefits. When the redwing’s tamer reaches 5th level in the tamer class, the range of the darkvision increases to 60 feet . Multiattack Prerequisite: 5th-level tamer Type: Active (action) The redwing gains two new action options: Talons and Multiattack. The damage die of the Talons attack increases with the specified die size in the redwing’s Sharp improvement. Multiattack. As an action, the redwing makes two attacks: one with its Steel Wing and one with its Talons. Talons. Melee Weapon Attack: Dex modifier + PB to hit, reach 5 ft., one target. Hit: 1d4 + Dex modifier slashing damage. Sharp Prerequisite: 5th-level tamer Type: Passive (companion) The damage die of the redwing’s Steel Wing attack increases to a d10 and its Talons (see above) to a d10 . Agility II Prerequisite: 9th-level tamer, Agility I Type: Active (bonus action), Passive (companion) The redwing can take the Dash action as a bonus action. In addition, it doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Eagle Eyes II Prerequisite: 9th-level tamer, Eagle Eyes I Type: Active (action), Passive (companion) The redwing’s proficiency bonus is doubled for any Perception checks it makes. In addition, it can cast the see invisibility spell without requiring any components. While the redwing is under the effects of this spell, the tamer is also under the effects of the spell while within the range of the redwing’s darkvision. After the redwing casts this spell, it can’t do so again until its tamer finishes a long rest. Reinforced Plating Prerequisite: 13th-level tamer Type: Passive (companion) The redwing has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Blood Reader II Prerequisite: 13th-level tamer, Blood Reader I Type: Active (bonus action), Passive (companion & tamer) While the redwing has a creature’s blood stored within it, both it and its tamer have advantage on ability checks made to detect or track that creature. In addition, the redwing can use a bonus action to consume the blood it has stored and gain advantage on the next attack roll it makes against the creature that blood belonged to before the end of the turn. Dive Bomb Prerequisite: 13th-level tamer Type: Passive (companion) If the redwing flies at least 10 feet straight toward a target and then immediately hits it with a Steel Wing attack, the target takes an extra 3 ( 1d6 ) slashing damage for each 10 feet the redwing flew, up to a maximum of 3d6 . When the redwing’s tamer reaches 17th level in the tamer class, the damage increases to 4 ( 1d8 ), and the maximum to 4d8 . Steel Storm Prerequisite: 17th-level tamer Type: Active (action) As an action, the redwing can unleash its full potential, becoming a lightning-fast killing machine. Until the end of the turn, its speed is doubled, it has advantage on all attack rolls, and it can make up to five Steel Wing attacks, as long as each one is made against a different target. After the redwing uses this action, it can’t do so again until its tamer finishes a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"unaligned","Expansion":28918,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Reef Shark","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Smaller than giant sharks and hunter sharks , reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long. Traits Pack Tactics : The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated . Water Breathing : The shark can breathe only underwater. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"22 (4d8+4)","CHA":4,"CON":13,"DEX":13,"INT":1,"STR":14,"WIS":10,"Size":"Medium","Type":"beast","Speed":"Swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067801/b2ma9wshNJ7DRMi-QIxXNw/original.png","Roll 0":"Bite\n1d20 + 4\n1d8+2","Senses":"Blindsight 30 Ft.","Skills":"Perception +2","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Pack Tactics\",\"Desc\":\"The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"},{\"Name\":\"Water Breathing\",\"Desc\":\"The shark can breathe only underwater.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-5","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/2","Passive Perception":12,"data-CrNum":0.5,"data-AcNum":12,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Reef Shark","description":"Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long. Traits Pack Tactics : The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated. Water Breathing : The shark can breathe only underwater. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Reef Shark","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Water Breathing. The shark can breathe only underwater. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Reef Shark","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Pack Tactics. The shark has Advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Water Breathing. The shark can breathe only underwater. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage.","properties":{"Category":"Monsters","AC":12,"HP":"22 (4d8 + 4)","PB":2,"CHA":4,"CON":13,"DEX":15,"INT":1,"STR":14,"WIS":10,"Size":"Medium","Type":"Beast","Speed":"5 ft., Swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407856/MT_1v55fBGz2nBShExes1A/original.png","Senses":"Blindsight 30 ft.","Skills":"Perception +2","data-XP":100,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Pack Tactics\",\"Desc\":\"The shark has Advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\"},{\"Name\":\"Water Breathing\",\"Desc\":\"The shark can breathe only underwater.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 2\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-3","data-CON-mod":1,"data-DEX-mod":2,"data-INT-mod":"-5","data-STR-mod":2,"data-SizeNum":2,"data-WIS-mod":0,"Saving Throws":"Str +2, Dex +2, Con +1, Int -5, Wis +0, Cha -3","Challenge Rating":"1/2","Passive Perception":12,"data-CrNum":0.5,"data-AcNum":12,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Reefhammer Mantis Shrimp","description":"Though the colorful shells of giant mantis shrimp are beautiful to behold, the sight of one often means death. 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These creatures resemble massive oil slicks or clouds of ink. As well as a corrosive touch, these oozes emit a nauseating stench with suffuses the water surrounding them. Their main weakness is sunlight, which burns away at their amorphous forms. Rumour has it that reekmurks can grow large enough to sink ships and drown entire crew, though if this has ever happened, no one lived to verify the tale. Ooze Nature. An ooze doesn’t require sleep. Traits Amorphous. The reekmurk can move through a space as narrow as 1 inch wide without squeezing. Amphibious. The reekmurk can breathe air and water. Corrosive Form. A creature that touches the reekmurk or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the reekmurk corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the reekmurk is destroyed after dealing damage. The reekmurk can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Spider Climb. The reekmurk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stench. Any creature that starts its turn within 5 feet of the reekmurk must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all reekmurks for 1 hour. Sunlight Hypersensitivity. The reekmurk takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armour worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armour is destroyed if the penalty reduces its AC to 10.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"unaligned","Expansion":20544,"Challenge Rating":4},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Reflection of Darkness","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":27737},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Refraction of Ilvaash","description":"Traits Creature Sense. The refraction is aware of creatures within 100 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Incorporeal Movement. The refraction can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object. Legendary Resistance (5/day). If the refraction fails a saving throw, it can choose to succeed instead. Magic Resistance. The refraction has advantage on saving throws against spells and other magical effects. Spellcasting (Psionics). The refraction casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19): At will: detect magic , detect thoughts 3/day each: dispel magic , modify memory 1/day each: feeblemind , plane shift (self only) Actions Multiattack. The refraction makes two Dissonant Claw attacks. Dissonant Claw. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft. or range 120 ft., one creature. Hit : (3d12+6) psychic damage. If the target is a creature concentrating on a spell, its concentration is broken. Mind Blast (Recharge 5-6). Creatures of the refraction’s choice within 60 feet of it must succeed on a DC 19 Intelligence saving throw or take 5d10+6 psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Teleport. The refraction teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied place that it can see. Legendary Actions Refraction of Ilvaash can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Refraction of Ilvaash regains spent legendary actions at the start of their turn. Mindbreaker. The refraction targets a creature within 120 feet of itself and disrupts its mental processes, causing the target to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the target's next turn. Projected Claw (Costs 2 Actions). The refraction makes one Dissonant Claw attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration (Mind Flayer)","Alignment":"lawful evil","Expansion":25525,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Reghed Chieftain","description":"Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don’t stay in one place for long. Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra. Roll a d6. On a 6, replace the chieftain with the tribe’s king or queen. Traits Brave. The Chieftain has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the Chieftain hits with it (included in the attack). Actions Spear (Melee; One-Handed). Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. Spear (Melee; Two-Handed). Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. Spear (Ranged). Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage. Shield Bash. Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) bludgeoning damage. If the target is hit and is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone Reactions Parry. The Chieftain adds 3 to their AC against one melee attack that would hit them. To do so, they must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"any alignment","Expansion":6331,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Reghed Great Warrior","description":"Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don’t stay in one place for long. Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra. Traits Brave. The Warrior has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the Warrior hits with it (included in the attack). Actions Spear (Melee; One-Handed). Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. Spear (Melee; Two-Handed). Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage. Spear (Ranged). Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage. Shield Bash. Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) bludgeoning damage. If the target is hit and is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone Reactions Parry. The Warrior adds 3 to their AC against one melee attack that would hit them. To do so, they must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"any alignment","Expansion":6331,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Reghed Hunter","description":"Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don’t stay in one place for long. Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra. Traits Pack Tactics. The Hunter has advantage on an attack roll against a creature if at least one of the Hunter's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Spear. Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands in melee.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":6331,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Reghed Shaman","description":"Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don’t stay in one place for long. Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra. The shaman, who advises the chieftain and presides over spiritual matters, is a druid who speaks Common and Druidic, and has Survival +4. In public, the shaman dons a wooden mask carved in the likeness of a bear, an elk, a tiger, or a wolf, as befits the tribe. Traits Spellcasting. The shaman is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, produce flame, shillelagh 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave 2nd level (3 slots): animal messenger, barkskin Actions Quarterstaff (One-Handed). Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit: (1d6) bludgeoning damage. Quarterstaff (Two-Handed). Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit: (1d8) bludgeoning damage. Quarterstaff (Shillelagh). Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: (1d8+2) bludgeoning damage. Produce Flame (Cantrip). Ranged Spell Attack : +4 to hit, reach 30 ft., one creature. Hit: (1d8) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":6331,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Reghed Warrior","description":"Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don’t stay in one place for long. Each Reghed tribe is made up of smaller clans, each with its own chieftain (the most powerful of whom often carries the title of king or queen). A clan might set up its camp for a tenday or two, then dismantle it and go back on the move, allowing the clan to stay close to a migrating herd of reindeer as it travels across the tundra. Traits Pack Tactics. The Warrior has advantage on an attack roll against a creature if at least one of the Warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Spear. Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands in melee.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":6331,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Regisaur","description":"Aptly called “the ruler of dinosaurs,” a regisaur is an enormous predator large enough to swallow a ­giant whole. Fiery veins of elemental energy course through its skin and glow in its eyes and nostrils. Dinosaurs When Annam’s children first began to populate the worlds of the Material Plane, the All-Father created behemoth dinosaurs to live alongside them as companions. The primeval magic used to create the dinosaurs still thrums through their being and manifests in colorful, scar-like lines on their towering bodies. Some of these ancient dinosaurs persist in timeless jungles, hidden enclaves, and other lands untouched by the rest of the world. Traits Magic Resistance. The regisaur has advantage on saving throws against spells and other magical effects. Actions Multiattack. The regisaur makes one Bite attack and one Tail attack. The regisaur can't target the same creature with both attacks. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 47 (6d12 + 8) piercing damage, and the target has the grappled condition (escape DC 18). Until this grapple ends, the target has the restrained condition, and the regisaur can't Bite another target. Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage. Bonus Actions Swallow. Melee Weapon Attack: +12 to hit, reach 5 ft., one Huge or smaller creature grappled by the regisaur. Hit: The regisaur swallows the target, and the grapple ends. A swallowed creature has the blinded and restrained conditions, it has total cover against attacks and other effects outside the regisaur, and it takes 7 (2d6) acid damage at the start of each of its turns. The regisaur can have up to two creatures swallowed at a time. If the regisaur takes 25 damage or more on a single turn from a swallowed creature, the regisaur must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the creature, which falls in a space within 5 feet of the regisaur and has the prone condition; the creature no longer has the blinded and restrained conditions.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":24749,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Regulus","description":"Regulus Regulus is one of the Baendur, not so distantly related to King Cenric. Long ago he vowed his service to the Ironwood Witches and helped them infiltrate several Baendur kingdoms. His ultimate reward, or so he believed at the time, was when he was granted the mantle of Witchking. However, after being sewn into the armor, he was changed. His need for power and control intensified. As he served the witches, he began to challenge the Matron (Boða) whenever she suggested the correct course of action to take. He wanted to make all of the decisions—he was after all, the Witchking! Boða eventually tired of his bluster and poisoned him. As he died she gave him a new mission. She sent him into the Underworld to ensure that the unworthy dead would serve the witches. Though angry at his unfair death, he obeys her still, though imagines himself as the next ruler of the Underworld. Now restored to his former handsomeness, Regulus has become vain once more, more eager to use his charm to win his way, then the brute strength being the Witchking once offered him. Roleplaying Regulus Arrogant. In any room, Regulus feels he is the smartest and most skilled. He is an accomplished warrior and incredibly intelligent, but these are too often his own undoing for he struggles to see his own varied weaknesses. Scheming. Especially after being poisoned, Regulus holds no loyalty to anyone. He is willing to depose Hel and take over the Underworld, but in his name, not for the Ironwood Witches. But he has learned to keep his mouth shut and his secrets to himself. Palter’s Mace. Regulus carries Palter’s mace, a powerful magical item that once belonged to Palter himself.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":9},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Reigar","description":"Reigar were once cephalopods similar to octopi. They inhabited the stormy seas of Ysgard until the gods of that plane transformed them. They have bioluminescent freckles and the ability to change the coloration of their skin. A glory (or halo) surrounds each of them. This magical display is a cloud of twinkling, glittering motes that changes color randomly and repels attacks. Blessed with heroic hearts, reigar emerged from the Ysgardian seas to test their mettle on land. When the endless battles there grew tiresome, some reigar ventured to the Astral Sea and Wildspace in search of glory. Many are driven by artistic pursuits, but each reigar has their own notion of what constitutes art. For some, warfare is the highest form of artistic endeavor. Other reigar create art of a more benign nature. Reigar wander Wildspace and the Astral Sea in search of artistic inspiration, traveling in symbiotic organic ships that they create. Each reigar possesses a magic item called a talarith , which the reigar created and to which they alone can attune. If this object is lost or destroyed, it takes 1d10 + 20 days for the reigar to craft another one. Talarith Traits Glory. The reigar’s Armor Class includes the reigar's Charisma modifier. Hold Breath. The reigar can hold their breath for 1 hour. Special Equipment. The reigar wears a talarith . Actions Multiattack. The reigar makes two Trident attacks. Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) force damage if the reigar is wearing their talarith . Chromatic Bolt. Ranged Spell Attack: +10 to hit, range 90 ft., one target. Hit: 22 (5d8) damage of a type chosen by the reigar from the following list: cold, fire, lightning, or radiant. Spellcasting (Psionics). The reigar casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18): At will: light, mage hand, prestidigitation 2/day each: dimension door, phantasmal force 1/day each: mass suggestion, sending Summon Duplicate (Recharges after a Short or Long Rest). The reigar uses their talarith to summon a duplicate that looks just like the reigar. The duplicate obeys the reigar’s commands and uses the reigar’s statistics, except it is an unaligned Construct that doesn’t have a talarith of its own. The duplicate takes its turn immediately after the reigar. It vanishes after 1 hour or when it is reduced to 0 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"typically chaotic neutral","Expansion":16643,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Reindeer","description":"To ensure that they don’t starve in the winter, the Reghed nomads of Icewind Dale follow the migration routes of reindeer herds and are mindful not to deplete the herds to the point where the beasts can no longer flourish or defend themselves against other natural predators. The average adult reindeer is 5 feet tall at the shoulder and weighs 250 pounds. Both male and female reindeer have antlers, though a male’s antlers are larger. Game Statistics. A reindeer uses the elk stat block in the Monster Manual. It is acclimated to cold weather. Roughly one in six reindeer in Icewind Dale has a rare magical trait: glow-in-the-dark antlers that emit dim light out to a range of 10 feet. Traits Charge. If the reindeer moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Glowing Antlers. These antlers emit dim light out to a range of 10 feet. Actions Ram. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: (1d6+3) bludgeoning damage. Hooves. Melee Weapon Attack : +5 to hit, reach 5 ft., one prone creature. Hit: (2d4+3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":6331,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Reisa Constructor","description":"Reisa Series Bots While there is a multitude of robot constructs out there, the Reisa Group were pioneers in consolidating the myriad of construct designs into a streamlined group of prototype models. Since then, almost all non-AI robotic constructs licensed for use throughout the galaxy use some or all of the Reisa Series framework. Suited to the Task. Though not capable of evolving thought patterns such as those possessed by automatons, these constructs are equippped with top-notch logical processors. They easily follow and adapt to commands and tasks with few glitches or miscalculations. Basic Models Many Reisa series constructs are built for mundane tasks such as maintenance, cleaning, travel, or basic security. These models use the same stats as a commoner or a guard . When adapting these stat blocks to basic models, change the threat type to construct .","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Reisa Guardian","description":"Reisa Series Bots While there is a multitude of robot constructs out there, the Reisa Group were pioneers in consolidating the myriad of construct designs into a streamlined group of prototype models. Since then, almost all non-AI robotic constructs licensed for use throughout the galaxy use some or all of the Reisa Series framework. Suited to the Task. Though not capable of evolving thought patterns such as those possessed by automatons, these constructs are equippped with top-notch logical processors. They easily follow and adapt to commands and tasks with few glitches or miscalculations. Basic Models Many Reisa series constructs are built for mundane tasks such as maintenance, cleaning, travel, or basic security. These models use the same stats as a commoner or a guard . When adapting these stat blocks to basic models, change the threat type to construct .","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Reisa Guardian","description":"Reisa Series Bots While there is a multitude of robot constructs out there, the Reisa Group were pioneers in consolidating the myriad of construct designs into a streamlined group of prototype models. Since then, almost all non-AI robotic constructs licensed for use throughout the galaxy use some or all of the Reisa Series framework. Suited to the Task. Though not capable of evolving thought patterns such as those possessed by automatons, these constructs are equippped with top-notch logical processors. They easily follow and adapt to commands and tasks with few glitches or miscalculations. Basic Models Many Reisa series constructs are built for mundane tasks such as maintenance, cleaning, travel, or basic security. These models use the same stats as a commoner or a guard . When adapting these stat blocks to basic models, change the threat type to construct .","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"unaligned","Expansion":27051,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Reisa Striker","description":"Reisa Series Bots While there is a multitude of robot constructs out there, the Reisa Group were pioneers in consolidating the myriad of construct designs into a streamlined group of prototype models. Since then, almost all non-AI robotic constructs licensed for use throughout the galaxy use some or all of the Reisa Series framework. Suited to the Task. Though not capable of evolving thought patterns such as those possessed by automatons, these constructs are equippped with top-notch logical processors. They easily follow and adapt to commands and tasks with few glitches or miscalculations. Basic Models Many Reisa series constructs are built for mundane tasks such as maintenance, cleaning, travel, or basic security. These models use the same stats as a commoner or a guard . When adapting these stat blocks to basic models, change the threat type to construct .","properties":{"Category":"Monsters","Size":"Huge","Type":"construct (transformer)","Alignment":"unaligned","Expansion":27052,"Challenge Rating":10},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Reisa War-Bot","description":"Reisa Series Bots While there is a multitude of robot constructs out there, the Reisa Group were pioneers in consolidating the myriad of construct designs into a streamlined group of prototype models. Since then, almost all non-AI robotic constructs licensed for use throughout the galaxy use some or all of the Reisa Series framework. Suited to the Task. Though not capable of evolving thought patterns such as those possessed by automatons, these constructs are equippped with top-notch logical processors. They easily follow and adapt to commands and tasks with few glitches or miscalculations. Basic Models Many Reisa series constructs are built for mundane tasks such as maintenance, cleaning, travel, or basic security. These models use the same stats as a commoner or a guard . When adapting these stat blocks to basic models, change the threat type to construct .","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"unaligned","Expansion":27051,"Challenge Rating":6},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Reisa War-Bot","description":"Reisa Series Bots While there is a multitude of robot constructs out there, the Reisa Group were pioneers in consolidating the myriad of construct designs into a streamlined group of prototype models. Since then, almost all non-AI robotic constructs licensed for use throughout the galaxy use some or all of the Reisa Series framework. Suited to the Task. Though not capable of evolving thought patterns such as those possessed by automatons, these constructs are equippped with top-notch logical processors. They easily follow and adapt to commands and tasks with few glitches or miscalculations. Basic Models Many Reisa series constructs are built for mundane tasks such as maintenance, cleaning, travel, or basic security. These models use the same stats as a commoner or a guard . When adapting these stat blocks to basic models, change the threat type to construct .","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":6},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Reju Toshio","description":"He/Him Reju Toshio has been the spiritual advisor to Reju Jikai for nearly fifteen years, and although he has always acted loyal, he secretly covets the title of daimyō. Toshio cared deeply about Twin Blessings Village, the land, and its people. However, Jikai’s lack of initiative in addressing the problems faced by Twin Blessings Village caused Toshio to lose faith in him. Toshio confided in the castle’s steward, Otomo Nobu, who convinced Toshio that together, they could prove Jikai was unfit. Specifically, if the spirits were angered and the harvest failed, the villagers would look to Toshio to appease the spirits and save them. Nobu would convince the Otomo family and the Lion Clan that there was no choice but to replace Jikai with Toshio. Toshio knew he could not upset the spirits himself if he was to later recall them to their shrines, so he summoned a yōkai that had been haunting the nearby forest. This yōkai was Nocturne, a Dream-Devouring Demon, which was more than happy to drive off the elemental spirits and make Twin Blessings Village its new home. Toshio believes he can defeat or banish the yōkai when he becomes daimyō. Otomo Nobu agreed to disturb the castle’s earth shrine, and Nocturne drove off the weakened earth spirit. Toshio blamed the resulting destruction on Jikai’s daughter, Ume, who frequented the garden where the damage was worst. Toshio and Nobu fabricated proof to frame the then eleven-year-old heir. Lord Jikai doubted his daughter was responsible, but neither did he suspect his steward and spiritual advisor were both plotting against him. In the end, Jikai chose to banish Ume so the destruction could not be blamed on him instead. Toshio has been performatively meditating at shrines throughout the area and inviting villagers to join him in soothing the spirits distressed by the yōkai’s presence. He uses these gatherings to spread rumors that Jikai’s incompetence is partly the cause of the spirits’ anger. He also suggests the banished heir, Ume, has never strayed far from the village, and that she comes to desecrate shrines and steal from the villagers with her group of so-called “bandits” at night. Once Jikai is dealt with, Toshio plans to kill Ume to end her claim to the castle. Then, he will step in to fill the power void and restore peace and harmony to the land and its people. Traits Ritualist. Reju Toshio’s invocation ability is Wisdom (spell save DC 13, +5 to hit with invocation attacks). Reju Toshio has 4 favor available to empower his invocations, and knows the following invocations: Armor of stone, Blade of the elements, Earth becomes sky, Guardian of the sacred gate, Jade strike, Sinkhole's hunger Actions Wakizashi. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6 + 0) slashing damage. Wakizashi (Thrown). Ranged Weapon Attack: +2 to hit, range 10/30 ft., one target. Hit: 3 (1d6 + 0) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Human","Alignment":"neutral","Expansion":26128,"Challenge Rating":2},"publisher":"Edge Studio","book":"Adventures in Rokugan GMs Kit"},{"name":"Reju Ume","description":"She/Her Reju Ume, the daughter of Lord Jikai, was framed in a shrine desecration scandal when she was only eleven years old. At the insistence of Toshio, the court ritualist, she was banned for life from not only Closed Shell Castle, but all of Twin Blessings Village. Her first few years were spent in isolation as she learned how to survive in the forest. After suffering a grave injury to her right leg, Ume learned to adapt and thrive by relying on her instincts and ingenuity. With practiced balance, she walks with her left leg and a cane strapped to her right arm. At the age of fifteen, she formed a band of forest hermits that live in peace and look out for one another. She is an adult now and is confident in her abilities. Ume knows Closed Shell Castle belongs to her family and plans to reclaim her birthright once her father dies, or sooner, if necessary to keep Reju Toshio, the man who framed her, out of power. Traits Tree Movement. When surrounded by trees, Reju Ume can use her action to climb up to 10 ft in a tree and move another 30 ft through them. Moving through trees doesn't count as difficult terrain for her as she uses hook tools and spends much of her time in the trees. Reju Ume has advantage on Stealth rolls when moving through trees. Cunning Action. Can use a bonus action to Dash, Disengage, or Hide. Actions Katana. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Crutch Sweep. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. The creature hit must succeed on a DC 12 Strength saving throw or be knocked prone. If they are knocked prone, Ume can immediately make a katana attack against the creature as a bonus action. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., 1 target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Human","Alignment":"chaotic good","Expansion":26128,"Challenge Rating":1},"publisher":"Edge Studio","book":"Adventures in Rokugan GMs Kit"},{"name":"Relentless Hound","description":"A low, deep growl rumbles in the darkness where two colorless and pitiless eyes blink above the canine's foaming maw. Legend has it that a merciless thief made a network of caverns his base of operations. His only companions in his ruthless attacks from this network were abused hounds trained to do his dirty work. When the hounds refused to carry out orders to destroy a helpless family, the thief trapped them in the deepest cavern to die, alone and abandoned by their only master. There, their cries and howls went unheard, and one by one, they perished—but not before their grief turned to rage. Bound to the places where they were left to die, the ghosts of the maddened hounds lurk, stronger and more vicious than any living canine, looking for vengeance. Multiplying Menace. When struck while near death, the relentless hound splits, creating a duplicate of itself. In this way, packs of relentless hounds can quickly double or triple in size just when an opponent seems to have gotten the upper hand. Hounds at Heart. Despite the misery they endured, relentless hounds are still hounds hurting over their mistreatment. Stories abound of relentless hounds that have been redeemed and put to rest by a kind traveler offering food; other stories tell of relentless hounds refusing to attack travelers who treat their canines well. Good Dog. If a Humanoid that hasn't harmed the relentless hound in the last 24 hours takes an action to offer the hound a morsel of food or speak kind words to it, the hound must succeed on a DC 12 Wisdom saving throw or be charmed by that Humanoid for 1 hour or until the Humanoid or its companions do anything harmful to the hound. In addition, the relentless hound has disadvantage on saving throws against the command spell. Incorporeal Movement. The relentless hound can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Pack Tactics. The relentless hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated. Undead Nature. The relentless hound doesn't require air, food, drink, or sleep. Actions Multiattack. The relentless hound makes two Spectral Bite attacks. If both attacks hit the same target, the target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) necrotic damage and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. Spectral Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) necrotic damage. Reactions Multiply (3/Day). When the relentless hound takes damage while below half its hp maximum, it creates a spectral hound. The spectral hound uses the statistics of a shadow, except it doesn't have the Sunlight Weakness trait and it can't make new shadows when it kills Humanoids. It appears in an unoccupied space within 5 feet of the relentless hound and acts on the same initiative as that hound. After the spectral hound finishes a long rest, it becomes a relentless hound.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":"Challenges 4"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Relentless Impaler","description":"In the Domains of Dread, practitioners of foul magic perform a profane ritual that turns living creatures into fiendish killers. This ritual necessitates the use of a ceremonial stake, which is plunged into the heart of a living sacrifice. The hulking form of the relentless impaler then emerges from the sacrifice’s pool of blood, spear in hand. A relentless impaler is bound to the creature that wielded the ceremonial stake in the ritual that birthed it. As long as the original stake remains lodged in the heart of the ritual victim, the impaler can return over and over again to regenerate beside the victim’s body, no matter how many times it is destroyed. The impaler pursues its creator’s agenda coldly and efficiently. It has no concern for its own self-preservation, knowing that, for itself at least, death isn’t the end. Traits Bloodheart Stake. The impaler is magically bound to the ceremonial stake and the sacrificed corpse the ritual caster used to create it. If the impaler is reduced to 0 hit points, it disappears, then re-forms 1d8 hours later in the nearest unoccupied space to the stake and regains all its hit points. The impaler dies only if it is reduced to 0 hit points while either the ceremonial stake is removed from the sacrifice’s corpse or the impaler is on a different plane of existence from that corpse. Legendary Resistance (3/Day). If the impaler fails a saving throw, it can choose to succeed instead. Actions Multiattack. The impaler makes one Spike attack and two Wicked Spear attacks. Spike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target’s speed is halved until the start of the impaler’s next turn. Wicked Spear. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft. or range 20/40 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 13 (3d8) necrotic damage. Spike Burst (Recharge 5–6). Twisted, spectral spikes shoot out from the impaler’s body. Each creature within 30 feet of the impaler must make a DC 19 Dexterity saving throw, taking 40 (9d8) force damage on a failed save or half as much damage on a successful one. Legendary Actions The impaler can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The impaler regains spent legendary actions at the start of its turn. Speed Spike. The impaler teleports up to 30 feet to an unoccupied space it can see. It can then make a Spike attack. Deepen Wounds (Costs 2 Actions). Each creature whose speed is currently reduced by the impaler’s Spike attack takes 18 (4d8) necrotic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend","Alignment":"Typically Neutral Evil","Expansion":30583,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Relentless Juggernaut","description":"Relentless juggernauts are massive brutes that thirst for carnage. Their presence twists the world around them, allowing them to create weapons with which they can slaughter prey. Sharp iron fences, crushing stalagmites and blades of glass all conveniently appear in order to aid a juggernaut’s brutality. Every juggernaut considers a certain area its territory and visits destruction upon all trespassers. Relentless Killer Relentless killers are hateful, revenge-obsessed creatures that enter into pacts with fiends or other nefarious entities. Their bargains transform them into vicious butchers that exist only to indulge their endless bloodlust. While some who become relentless killers began life as innocents, any semblance of who they were is washed away in a tide of gore and rage. These killers’ grisly work swiftly becomes the stuff of legends, striking fear into innocents across lands and over ages. Creating a Relentless Killer Relentless killers come into being and undertake their terrifying sprees for a spectrum of reasons. When creating a relentless killer, consider what circumstances led to their transformation and signature methods. Roll or choose options from the Relentless Origins and Relentless Methods tables when creating your own, unique monstrous slayers. Relentless Origins d6 Origin 1 It was left for dead and granted new life to seek revenge. 2 It was turned into a weapon of vengeance by a family member’s bargain with sinister forces. 3 It was marked by a fiend before its birth, and its wicked nature emerged over time. 4 A wicked place or magic relic seeped into its being, turning it into a monster. 5 The killer used its body to contain an evil entity. 6 The killer appears to be an ordinary person who doesn’t realize it turns into a killer when enraged. Relentless Methods d8 Method 1 Artist. The killer turns its victims into works of art, perhaps creating grisly tableaus or using their blood in the forging of new weapons. 2 Author. The killer leaves messages, poems, song lyrics, or parts of its creative masterpiece at the scenes of its crimes. 3 Avatar. The killer sacrifices its victims, believing it’s a manifestation of a deity or force beyond morality. 4 Doctor. The killer dissects victims or harvests their organs for the sake of medical understanding. 5 Mask. The killer wears a distinctive disguise, its visage becoming a symbol of its crimes. 6 Penitent. The killer can’t help itself from committing crimes and seeks help to thwart its own continuing violence. 7 Ritualist. The killer always attacks the same type of person in the same type of place in the same way. 8 Trophy Taker. The killer reliably collects something from its victims, hoarding them as trophies. Traits Legendary Resistance (3/Day). If the juggernaut fails a saving throw, it can choose to succeed instead. Regeneration. The juggernaut regains 20 hit points at the start of its turn. If the juggernaut takes radiant damage, this trait doesn’t function at the start of its next turn. The juggernaut dies only if it starts its turn with 0 hit points and doesn’t regenerate. Unusual Nature. The juggernaut doesn’t require air, food, drink, or sleep. Actions Multiattack. The juggernaut makes two attacks. It can replace one attack with Deadly Shaping if it is ready. Executioner’s Pick. Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 17 (2d10 + 6) piercing damage, and if the target is a creature, its speed is reduced by 10 feet until the start of the juggernaut’s next turn. Fist. Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Deadly Shaping (Recharge 5–6). The juggernaut magically shapes a feature of its surroundings into a deadly implement. A creature the juggernaut can see within 60 feet of it must make a DC 18 Dexterity saving throw. If the saving throw fails, the targeted creature is struck by one of the following (juggernaut’s choice): Flying Stone. The target takes 22 (5d8) bludgeoning damage and is incapacitated until the start of the juggernaut’s next turn, and the implement vanishes. Scything Shrapnel. The target takes 14 (4d6) slashing damage, and the implement vanishes. At the start of each of its turns, the target takes 10 (3d6) necrotic damage from the wound left by the shrapnel. The wound ends if the target regains any hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom (Medicine) check. Legendary Actions The juggernaut can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The juggernaut regains spent legendary actions at the start of its turn. Implacable Advance. The juggernaut moves up to its speed, ignoring difficult terrain. Any object in its path takes 55 (10d10) bludgeoning damage if it isn’t being worn or carried. Rapid Shaping (Costs 3 Actions). The juggernaut recharges Deadly Shaping and uses it.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Expansion":10535,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Relentless Slasher","description":"A relentless slasher conducts its bloody work in silence then vanishes into shadow and infamy. Fixated on a specific individual or type of victim, it pursues its target with single-minded obsession. Relentless Killer Relentless killers are hateful, revenge-obsessed creatures that enter into pacts with fiends or other nefarious entities. Their bargains transform them into vicious butchers that exist only to indulge their endless bloodlust. While some who become relentless killers began life as innocents, any semblance of who they were is washed away in a tide of gore and rage. These killers’ grisly work swiftly becomes the stuff of legends, striking fear into innocents across lands and over ages. Creating a Relentless Killer Relentless killers come into being and undertake their terrifying sprees for a spectrum of reasons. When creating a relentless killer, consider what circumstances led to their transformation and signature methods. Roll or choose options from the Relentless Origins and Relentless Methods tables when creating your own, unique monstrous slayers. Relentless Origins d6 Origin 1 It was left for dead and granted new life to seek revenge. 2 It was turned into a weapon of vengeance by a family member’s bargain with sinister forces. 3 It was marked by a fiend before its birth, and its wicked nature emerged over time. 4 A wicked place or magic relic seeped into its being, turning it into a monster. 5 The killer used its body to contain an evil entity. 6 The killer appears to be an ordinary person who doesn’t realize it turns into a killer when enraged. Relentless Methods d8 Method 1 Artist. The killer turns its victims into works of art, perhaps creating grisly tableaus or using their blood in the forging of new weapons. 2 Author. The killer leaves messages, poems, song lyrics, or parts of its creative masterpiece at the scenes of its crimes. 3 Avatar. The killer sacrifices its victims, believing it’s a manifestation of a deity or force beyond morality. 4 Doctor. The killer dissects victims or harvests their organs for the sake of medical understanding. 5 Mask. The killer wears a distinctive disguise, its visage becoming a symbol of its crimes. 6 Penitent. The killer can’t help itself from committing crimes and seeks help to thwart its own continuing violence. 7 Ritualist. The killer always attacks the same type of person in the same type of place in the same way. 8 Trophy Taker. The killer reliably collects something from its victims, hoarding them as trophies. Traits Legendary Resistance (1/Day). If the slasher fails a saving throw, it can choose to succeed instead. Shrouded Presence. The slasher is immune to any effect that would sense its emotions or read its thoughts, and it can’t be detected by abilities that sense Fiends. Actions Multiattack. The slasher makes two Slasher’s Knife attacks. Slasher’s Knife. Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/60 ft., one target. Hit : 6 (1d4 + 4) slashing damage plus 21 (6d6) necrotic damage. If the target is a creature, it suffers a lingering wound that causes it to take 7 (2d6) necrotic damage at the start of each of its turns. Each time the slasher hits the wounded target with this attack, the damage dealt by the wound increases by 3 (1d6). The wound ends if the target regains hit points or if a creature uses an action to stanch the wound, which requires a successful DC 15 Wisdom (Medicine) check. Legendary Actions The slasher can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The slasher regains spent legendary actions at the start of its turn. Slice. Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 30/60 ft., one target. Hit : 7 (1d6 + 4) slashing damage. Vanishing Strike (Costs 3 Actions). The slasher makes one Slasher’s Knife attack. After the attack hits or misses, the slasher can teleport up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Expansion":10535,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Relic Sloth","description":"For long expeditions, Lorehold mages often employ relic sloths to haul adventuring equipment and excavated artifacts—so long as their study isn’t in any particular hurry. Relic sloths travel at an excruciatingly slow pace, deliberating every step and moving only when necessary. But this caution makes these hulking creatures perfect for traversing treacherous and crumbling ruins, where other beasts of burden would falter. The distinctive sickle-shaped claws on a relic sloth’s forelimbs are primarily used for climbing, though they can fend off a hungry predator in a pinch. Actions Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage, and the target is grappled (escape DC 15). The relic sloth can grapple no more than two targets at a time. Reactions Slow but Sturdy. When the relic sloth is subjected to an effect that would move it out of its current space or knock it prone, it is neither moved nor knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":12501,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Remallia Haventree","description":"Remallia (Remi to her friends) is the lady of House Ulbrinter and a guiding light for the Harpers in Waterdeep. She became an active force for good in the city after assassins killed her husband, Arthagast Ulbrinter, and destroyed his remains. A sun elf, she has two adult children (a half-elf son named Arthius, who is studying music in Silverymoon, and a half-elf daughter named Serenore, who lives on the Moonshae island of Alaron with her husband and daughter). Lady Haventree retains a handful of loyal servants and spies. Remi holds secret Harper meetings in her villa, which is warded by all manner of spells. She uses a silver raven figurine of wondrous power to deliver messages to Harper spies scattered throughout the city. Traits Special Equipment. Remallia has a figurine of wondrous power (silver raven). Fey Ancestry. Remallia has advantage on saving throws against being charmed, and magic can't put her to sleep. Spellcasting. Remallia is a 13th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): dancing lights, mage hand, mending, message, ray of frost 1st level (4 slots): alarm,* mage armor,* magic missile, shield* 2nd level (3 slots): arcane lock,* invisibility 3rd level (3 slots): counterspell,* dispel magic,* fireball 4th level (3 slots): banishment,* stoneskin* 5th level (2 slots): cone of cold, wall of force 6th level (1 slot): flesh to stone, globe of invulnerability* 7th level (1 slot): symbol,* teleport * Abjuration spell of 1st level or higher Arcane Ward. Remallia has a magical ward that has 30 hit points. Whenever she takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, Remallia takes any remaining damage. When Remallia casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Actions Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic good","Expansion":7393,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Remi 'the Falcon' Falco","description":"This creature appears in the Lai of the Sea Hag adventure! Traits Sneak Attack. Once per turn, Remi can deal extra 1d6 piercing damage to one creature if an ally is within 5 ft. of the target. Cunning Action. Once per turn, Remi can use a bonus action to dash, disengage, or attempt to hide. Actions Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage. Dagger. Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"true neutral","Expansion":20627},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Remmanon","description":"The remmanon appears as a naked androgynous humanoid creature that is constantly hovering a few feet above the ground. Barbed chains and hooks adorn its hairless skin, and long ram-like horns curl backwards on each side of its head. Devils of Discord. Remmanons are greater devils of discord, greed, jealousy, and lust. They hate and destroy the concepts of camaraderie, kinship, teamwork, trust, and harmony by sowing dissonance among mortals, breaking their ranks from within. Most remmanons can be found in Phlegethos, and serve the archdevil Fierna, while a few work under Dispater and Mammon. Insidious Manipulators. In combat, remmanons prefer to stay behind the front lines and will very rarely engage in melee. They would rather manipulate and influence without been seen, using spells and their Insidious Aura to do most of the damage. If hard-pressed, they summon bearded devils to protect them and if they must, use their accursed hellfire touch that can send souls to hell. Traits Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Magic Resistance. The remmanon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The remmanon makes two Hellfire Touch attacks or two Infernal Bolt attacks. Hellfire Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (3d6) fire damage plus 10 (3d6) necrotic damage. Any humanoid killed by Hellfire Touch has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil. The creature can be restored to life only by means of a wish spell followed by a true resurrection spell. Infernal Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one creature. Hit: 19 (3d8 + 6) fire damage, and the target must succeed on a DC 18 Wisdom saving throw or become frightened until the end of the remmanon's next turn. Teleport. The remmanon magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see. Summon Bearded Devils (1/Day). The remmanon magically summons 1d3 bearded devils ( MM , pg. 70). The devils appear in unoccupied spaces within 60 feet of the remmanon and act as the remmanon's allies. The devils remain until the remmanon dies or until it dismisses them as an action. Spellcasting. The remmanon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: detect evil and good, detect magic, disguise self, dissonant whispers (5d6 damage) 1/day each: plane shift (self only) Bonus Actions Insidious Aura. The remmanon activates or deactivates this aura. While active, the remmanon's allies have advantage on attack rolls while within 20 feet of the remmanon. All other creatures that start its turn within 20 feet of the remmanon must succeed on a DC 18 Wisdom saving throw, unless the remmanon is incapacitated. On a failed save, the creature must use its action to move up to its speed and make a melee weapon attack against a visible creature of the remmanon's choice. If a creature's saving throw is successful, the creature is immune to the remmanon's Insidious Aura for the next 24 hours. Constructs, Devils, and Undead are immune to this effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Remnant Chosen","description":"All devotees of the Whispered One are zealous followers, spending hours in silent meditation hoping to hear their long-dead master whisper a commandment from beyond. However, only a rare few hear the spectral voice of the Whispered One as it worms its way into their minds, emptying out other thoughts and filling their heads with clarity and direction. Much of this direction involves the Remnants’ plans to leverage secrets stolen from the Plane of Shadow to increase the cult’s power in Tal’Dorei. Remnants The Remnants is a foul cult dedicated to seeing their lich leader, the Whispered One, ascend to godhood. Cultists believe that self-mutilation and transitory failings are requirements to pierce the veil and see the world for the lie it is—including accepting that the true hidden world already belongs to the Whispered One. Bitter Victory. The Remnants have both won and failed in their dire goal, as the Whispered One ascended but was banished beyond the Divine Gate. Yet they name him the Ascendant One, the Banished One, or—because all others gods are pretenders—simply the One, and prepare patiently for his final ascension. Traits Magic Resistance. The Chosen has advantage on saving throws against spells and other magical effects. Spellcasting. The Chosen is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following sorcerer spells prepared: Cantrips (at will): chill touch (4d8), dancing lights, mage hand, message, shocking grasp (4d8) 1st level (4 slots): charm person, mage armor, shield 2nd level (3 slots): blindness/deafness, detect thoughts 3rd level (3 slots): counterspell, fly, hypnotic pattern 4th level (3 slots): greater invisibility 5th level (3 slots): dominate person, seeming 6th level (1 slot): eyebite 7th level (1 slot): finger of death 8th level (1 slot): power word stun 9th level (1 slot): power word kill Withering Spells. When the Chosen casts a spell of 1st level or higher, the next Withering Touch attack it makes before the end of its next turn deals extra damage equal to 1d6 per level of the spell cast. Actions Withering Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (5d6) force damage plus extra damage from the Withering Spells trait. If this damage reduces a creature to 0 hit points, the creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. Bonus Actions Inescapable Sight. The Chosen selects a creature or object under the effect of an illusion spell of 4th level or lower. One illusion of the Chosen’s choice affecting the target is dispelled.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Expansion":20583,"Challenge Rating":12},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Remnant Cultist","description":"All cultists of the Whispered One endure horrific rites of initiation that force them to remove one of their own eyes and forever shackle themselves to the will of the cult’s leaders. Every cultist can feel the presence of their foul god just beyond the fabric of the physical world, and many claim to hear him speaking to them when all else is silent. The cultists of the Whispered One still venerate their wrathful master with offerings of secrets and unwilling souls to gain his favor, learning what they can and keeping hidden that which they know. Cultists believe in cultivating evil in themselves and recognizing it in others, encouraging them to express it. They hope to seed the ruin of all who worship other deities until only those who kneel before the Whispered One remain. Remnants The Remnants is a foul cult dedicated to seeing their lich leader, the Whispered One, ascend to godhood. Cultists believe that self-mutilation and transitory failings are requirements to pierce the veil and see the world for the lie it is—including accepting that the true hidden world already belongs to the Whispered One. Bitter Victory. The Remnants have both won and failed in their dire goal, as the Whispered One ascended but was banished beyond the Divine Gate. Yet they name him the Ascendant One, the Banished One, or—because all others gods are pretenders—simply the One, and prepare patiently for his final ascension. Traits Spellcasting. The remnant cultist is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The cultist has the following wizard spells prepared: Cantrips (at will): chill touch (3d8), message, minor illusion, prestidigitation, ray of frost (3d8) 1st level (4 slots): detect magic, hideous laughter, mage armor, shield 2nd level (3 slots): detect thoughts, suggestion 3rd level (3 slots): counterspell, fear, vampiric touch 4th level (3 slots): greater invisibility, phantasmal killer 5th level (2 slot): dream, mislead 6th level (1 slot): circle of death Unknowable Secrets. Any attempt to form a mental link with the cultist, cast scry on the cultist, or cast speak with dead on the cultist automatically fails, and the creature that initiated the attempt takes 21 (6d6) psychic damage. One-Eyed. The cultist has disadvantage on any attack roll made against a target more than 30 feet away. Spellsteal. If the cultist successfully uses counterspell to negate another creature’s spell, it can cast the countered spell once before the end of its next turn using one of its spell slots of the same level or higher, and requiring no material components. Actions Dagger of Wounding. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn when the cultist hits a creature with an attack using this weapon, it can wound its target. At the start of each of the wounded creature’s turns, it takes 2 (1d4) necrotic damage for each time it’s been wounded by this weapon. It can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Expansion":20583,"Challenge Rating":7},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Remorhaz","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Heated Body : A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Actions Bite : Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained , and the remorhaz can't bite another target. Swallow : The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"195 (17d12+85)","CHA":5,"CON":21,"DEX":13,"INT":4,"STR":24,"WIS":10,"Size":"Huge","Type":"monstrosity","Speed":"30 ft., burrow 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067814/3GdTWPuezdsgv1BrCx36RQ/original.png","Roll 0":"Bite\n1d20 + 11\n6d10+7+3d6","Senses":"Darkvision 60 Ft., Tremorsense 60 Ft.","Source":"5th Edition SRD","data-XP":"7,200","Alignment":"Unaligned","data-List":"false","Immunities":"Cold, Fire","Token Size":3,"data-Traits":"[{\"Name\":\"Heated Body\",\"Desc\":\"A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"11\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"6d10 + 7\",\"Damage Type\":\"piercing\",\"Damage 2\":\"3d6\",\"Damage 2 Type\":\"fire\",\"Desc\":\"If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target\"},{\"Name\":\"Swallow\",\"Desc\":\"The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.\"}]","data-CHA-mod":"-3","data-CON-mod":"+5","data-DEX-mod":"+1","data-INT-mod":"-3","data-STR-mod":"+7","data-SizeNum":6,"data-WIS-mod":"+0","Challenge Rating":11,"Passive Perception":10,"data-CrNum":11,"data-AcNum":17,"data-HpNum":195},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Remorhaz","description":"Remorhazes From beneath the snow and ice bursts a remorhaz in a cloud of steam, its body pulsing with internal fire. Winglike fins flare from the back of the creature’s head, and its wide mouth brims with jagged teeth. Arctic Predators. Remorhazes live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can’t tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn’t melt its cover. Young Ones. Frost giant hunters scour the icy wastes for remorhaz nests and eggs. The giants prize young remorhazes, which can be trained from hatching to obey commands and guard the giants’ icy citadels. Unlike fully grown specimens, young remorhazes gnaw on their victims instead of swallowing them whole. Traits Heated Body : A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Actions Bite : Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled, escape DC 17. Until this grapple ends, the target is restrained, and the remorhaz can't bite another target. Swallow : The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Repository","description":"A mechanical whir issues from this pyramid-shaped mechanism as it begins to unfold hundreds of jointed limbs. When the noise grows shrillest, alien runes alight across its golden surfaces. Secret Keepers. The people of Leng are renowned traders, and it once occurred to a Leng inventor that knowledge is the most valuable trade good. That inventor’s identity is one of the many secrets the first repository faithfully keeps. These constructs are built for the reception, transmission, and safeguarding of information, and even those that don’t hold particularly coveted information still defend their charges with lethal force. Repositories sometimes hold secrets within their consciousness, a task made easier by the fact that these creatures can understand all languages. Others hold physical recordings of information within their chest cavities. Master of Language. A repository exists to protect and trade information, and as such, it knows and can translate all languages. Its programming allows it to wield this mastery of language as a physical weapon. A repository can also use the power of language as a psychic assault, uttering words of power to attack the very minds of its enemies. Right Tool for the Job. The chest cavity of a repository contains an extradimensional space that functions like a bag of holding , granting the repository the ability to pull out any tool that may be required. Most repositories keep sets of common tools stashed inside their chests, including thieves’ tools and smith’s tools. Some repositories, however, are equipped with specialized tools or magic items, depending on the creatures’ purpose at creation. Similarly, a repository can store anything it needs to protect in this extra-dimensional space. The repository is the only creature capable of retrieving items from this space while it is alive. When a repository is destroyed, its chest cavity becomes accessible to anyone that reaches inside its pyramidal form; however, the power holding this extradimensional space together fades after 1 hour. An object in the extradimensional space when it fades is destroyed. A creature in the extradimensional space when it fades is deposited in a random location on the Astral Plane. Construct Nature. A repository doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Research Fractal","description":"A Research Fractal is a construct of spell fractals made by the spell Body of Research . If a Research Fractal were to come to being of its own accord, use a +5 for the proficiency bonus, +5 for the Intelligence modifier, and 11 for the wizard level.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Challenge Rating":0},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Resinous Frog","description":"Resinous frogs secrete a fluid from their skin and tongues that adheres to most material, even if the frogs are in water. Most creatures stuck to the frogs become exhausted in the struggle to break free, providing the patient frog a later meal. If the frog has a dangerous predator stuck to its tongue, it can detach its tongue and leave the predator behind while it escapes. The frogs' limited regenerative capabilities allow them to regrow lost tongues.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Resistance Member","description":"The Resistance Member appears in Midnight - Legacy of Darkness. Warriors against the Shadow Even as hope fades and Izrador has occupied Erenland for a hundred years, some still fight against the Shadow. Under the boughs of the Great Forest, the veteran warriors of the Caransil elves exact a lethal tally on the orc legions who invade their homes. I n the occupied lands, many still stand against Izrador. Resistance members can be found in any town or village, trying to stay unnoticed until they can strike a blow against the Shadow. While they may only carry tools repurposed as weapons, their commitment to the cause can show them to be dangerous opponents or valuable allies. Human Servants of the Shadow Though the ranks of the Shadow’s armies are filled with legions of orcs, many humans also serve Izrador. Some of these are devoted followers, while others are press-ganged recruits, and many sign on to the Shadow simply for a meal or a chance to exercise a bit of power over their former neighbors. And of course, many of the legates who serve the Shadow are humans as well. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Committed. The resistance member has advantage on saving throws against being charmed or frightened. Cunning Action. A resistance member take the Dash, Disengage, or Hide action as a bonus action on each of its turns. Actions Multiattack. The resistance member makes two melee attacks: one with its handaxe and one with its club. Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 4 (1d6+1) slashing damage. Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"or small humanoid (human, gnome, or halfling)","Alignment":"any alignment","Expansion":30504,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Retriever","description":"The retriever is a potent, spider-like construct conceived and built by the drow for one original purpose—to prowl the Abyss and capture demons for the drow to enslave or use in their rituals⁠. The automatons proved so effective and so fearsome that they now perform many different missions. Demon-Infused. Although each retriever is a metal-and-magic construct, it houses the imprisoned spirit of a bebilith. Most of the demon's intellect has been distilled away, leaving only its cruelty and cunning. Lethal Collectors. Though they were created to operate only in the Abyss, retrievers are sometimes dispatched when a powerful drow needs some creature or object captured and brought back alive and intact. Only under the rarest of circumstances is a retriever handed over or sold to a non-drow, since the dark elves don't want to take the chance that the construct will be turned against them. Traits Faultless Tracker. The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master. Innate Spellcasting. The retriever's innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components. 3/day each: plane shift (only self and up to one incapacitated creature, which is considered willing for the spell) , web Actions Multiattack. The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available. Foreleg. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Force Beam. The retriever targets⁠ one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one. Paralyzing Beam (Recharge 5–6). The retriever targets⁠ one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Retriever","description":"The retriever is a potent, spider-like Construct conceived and built by Underdark followers of Lolth for one original purpose—to prowl the Abyss and capture demons for these cultists to enslave or use in their rituals. The automatons proved so effective and so fearsome that they now perform many different missions. Though retrievers were created to operate only in the Abyss, they are sometimes dispatched when a powerful devotee of Lolth needs some creature or object captured and brought back alive and intact. Only under the rarest of circumstances is a retriever handed over or sold to others, since Lolth’s cultists don’t want to take the chance that their creations will be turned against them. Traits Faultless Tracker. The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master. Actions Multiattack. The retriever makes two Foreleg attacks, and it uses Force Beam or Paralyzing Beam, if available. Foreleg. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Force Beam. The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one. Paralyzing Beam (Recharge 5–6). The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever’s move and walk or climb with it at full speed. Spellcasting. The retriever casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13): 3/day each: plane shift (only self and up to one incapacitated creature, which is considered willing for the spell), web","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Returned Drifter","description":"Returned Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks. Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance. Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its composition and craftsmanship. However, selling a Returned mask isn't a simple matter of cashing it in for coin. Most people on Theros know the tales of the Returned and want nothing to do with such cursed relics or with those who try to traffic in them. Finding an unscrupulous merchant willing to trade for Returned masks is rare, as the items are effectively another sapient being's face. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself. Returned Nature. The Returned are undead. They need water and air but not food or sleep. They think and speak and even feel emotions based on their new experiences, but given their circumstances, those emotions tend to be muted. Returned Drifter Many Returned are pitiable souls who managed to escape from the Underworld only to find themselves stripped of the passions that motivated their flight. Lacking purpose and shunned by the living, these Returned typically seek places where they'll be left in peace, such as lonely tombs or the necropoleis of Asphodel and Odunos. There they go through half-hearted parodies of life, impeded by distraction and ennui. Despite this, even the most languorous Returned defend themselves if threatened and might be pressed into the service of their more willful brethren.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful neutral","Expansion":5432,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Returned Kakomantis","description":"Returned Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks. Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance. Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its composition and craftsmanship. However, selling a Returned mask isn't a simple matter of cashing it in for coin. Most people on Theros know the tales of the Returned and want nothing to do with such cursed relics or with those who try to traffic in them. Finding an unscrupulous merchant willing to trade for Returned masks is rare, as the items are effectively another sapient being's face. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself. Returned Nature. The Returned are undead. They need water and air but not food or sleep. They think and speak and even feel emotions based on their new experiences, but given their circumstances, those emotions tend to be muted. Variant: Returned Kakomantis Although the dead typically recall little of their lives, some have an obsession with magic that survives both death and rebirth as a Returned. These Returned, called kakomanteis, use their magical prowess to control the energy that suffuses the Underworld.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":5432,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Returned Palamnite","description":"Returned Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks. Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance. Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its composition and craftsmanship. However, selling a Returned mask isn't a simple matter of cashing it in for coin. Most people on Theros know the tales of the Returned and want nothing to do with such cursed relics or with those who try to traffic in them. Finding an unscrupulous merchant willing to trade for Returned masks is rare, as the items are effectively another sapient being's face. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself. Returned Nature. The Returned are undead. They need water and air but not food or sleep. They think and speak and even feel emotions based on their new experiences, but given their circumstances, those emotions tend to be muted. Returned Palamnite Even death and the loss of their identities can't erase the rage that inspires Returned palamnites. These Returned led violent lives, existences filled with such pain and hatred that violence now suffuses their deathless bodies. Such makes them exceptionally dangerous to the living, as these aimless killers know only suffering and seek to spread it whenever the opportunity arises. While palamnites might wander the world as dangerous, lone murderers, many gravitate to Odunos, where they serve the vicious will of Tymaret the Murder King (see chapter 3).","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":5432,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Returned Sentry","description":"Returned Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks. Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance. Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its composition and craftsmanship. However, selling a Returned mask isn't a simple matter of cashing it in for coin. Most people on Theros know the tales of the Returned and want nothing to do with such cursed relics or with those who try to traffic in them. Finding an unscrupulous merchant willing to trade for Returned masks is rare, as the items are effectively another sapient being's face. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself. Returned Nature. The Returned are undead. They need water and air but not food or sleep. They think and speak and even feel emotions based on their new experiences, but given their circumstances, those emotions tend to be muted. Returned Sentry Most new or purposeless Returned are easily manipulated into serving their more forceful brethren. Having purpose forced upon them, these Returned perform simple, artless tasks with middling efficiency. Their one virtue is their tirelessness, which makes them exceptional guards. In the necropoleis, this sees many Returned employed as sentries, though they might also be messengers or laborers. If threatened, groups of these Returned work well together, sharing the unified goals of overcoming their foes and getting back to the task at hand.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":5432,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Revenant","description":"A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant’s eyes burn with resolve and flare in the presence of its adversary. If the revenant’s original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. Regardless of the body the revenant uses as a vessel, its adversary always recognizes the revenant for what it truly is. Hunger for Revenge. A revenant has only one year to exact revenge. When its adversary dies, or if the revenant fails to kill its adversary before its time runs out, it crumbles to dust and its soul fades into the afterlife. If its foe is too powerful for the revenant to destroy on its own, it seeks worthy allies to help it fulfill its quest. Divine Justice. No magic can hide a creature pursued by a revenant, which always knows the direction and distance between it and the target of its vengeance. In cases where the revenant seeks revenge against more than one adversary, it pursues them one at a time, starting with the creature that dealt it the killing blow. If the revenant’s body is destroyed, its soul flies forth to seek out a new corpse in which to resume its hunt. Undead Nature. A revenant doesn’t require air, food, drink, or sleep. Variant: Revenants with Spells and Weapons Revenants that were spellcasters before they died might retain some or all of their spellcasting capabilities. Similarly, revenants that wore armor and wielded weapons in life might continue to do so. Traits Regeneration : The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Rejuvenation : When the revenant’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. Turn Immunity : The revenant is immune to effects that turn undead. Vengeful Tracker : The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. Actions Multiattack : The revenant makes two fist attacks. Fist : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14, 4d6, bludgeoning damage. Instead of dealing damage, the revenant can grapple the target, escape DC 14, provided the target is Large or smaller. Vengeful Glare : The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"neutral","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Revenant Avenger","description":"When a paladin dies after being betrayed and its quest left unfulfilled, it can sometimes rise as a revenant avenger. Unlike the normal revenant, the avenger retains its skills as a paladin. Traits Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant dies only if it starts its turn with 0 hit points and doesn't regenerate. Rejuvenation. When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. Turn Immunity. The revenant is immune to effects that turn Undead. Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. Actions Multiattack. The revenant makes two melee attacks. Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) slashing damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) slashing damage. Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller. Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 16 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success. Spellcasting. The revenant casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): 1/day each: hold person, haste Bonus Actions Hunter's Mark (2/Day). The revenant casts hunter's mark using Charisma as the spellcasting ability Smite (1/Turn). When the revenant hits a creature with a melee attack, it deals 9 (2d8) radiant or necrotic damage to the target. Reactions Parry. The revenant adds 4 to its AC against one melee attack that would hit it. To do so, the revenant must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral","Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Revenant Bear","description":"On the outskirts of Luyarnha, there once stood a human village, soon to be engulfed by a cruel tragedy of fate, as their village was consumed by a catastrophic wave of corrosive acid, washing over their homes and extinguishing the lives within. The unbearable pain and despair that overtook them in their final moments cracked open the doors of their minds and souls, inviting a curse to take bed within. As their mortal forms were twisted and broken by the relentless onslaught of acid, the curse seized upon their anguish, warping their beings into monstrous shapes. In place of the stalwart villagers, there now stood grotesque, undead bears, their singed fur barely concealing the corroded skeletons beneath. The disfiguration they had suffered in their death persisted in these new forms, a macabre testament to the catastrophic demise that had befallen them. Now, these cursed beings lurk in the desolate acidic waters that swallowed their village, their anguished spirits consumed by the power that had claimed them. Driven by the lingering rage and despair of their human lives, these bears have become fearsome predators, their presence a warning for any intruder who dare venture into their forsaken homes. Traits Emaciated Appetite. The bear is in a state of constant hunger. After hitting a non-construct creature with an attack, the bear eats part of it, regaining 8 (1d10 + 3) hit points. Hold Breath. The bear can hold its breath for 3 hours. False Appearance. While motionless and partly submerged in water or acid, the bear is indistinguishable from a normal mound of dirt. Spiked Body. Whenever a creature within 5 feet of the bear hits it with a melee attack, the creature takes 5 (2d4) piercing damage. Actions Multiattack. The bear makes two snapjaw attacks. Snapjaw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the bear can’t make snapjaw attacks against another target, and the target takes an extra 7 (2d6) damage when it's hit by this attack.","properties":{"Category":"Monsters","Size":"Large","Type":"beast and undead","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":4},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Reviled Hound","description":"Even though the Obitus's engineering of the jaegers was praised for its scientific brilliance, they quickly discovered that they needed more to slake their insatiable thirst for knowledge. They shifted their attention to canines after observing the amazing advancements the Scions had achieved in developing the Razorblade Bitzers. After all, why couldn't the flesh of mongrels be altered if that of humans, elves, and even manikins could? One of the few breeds with the strength to endure exposure to the primordial serum, the same serum which was used to awaken the powers of jaegers, is the Doberman Pinscher. However, like many of the earliest hunters, their bodies were incapable of handling the excess power, irrevocably mangling them. Rare are the ones that hunt alongside these ‘reviled hounds’. In fact, only those who have been trained to see past outward appearances can comprehend that these pups, despite their horrifying features, will remain devoted, even if it means their deaths. Traits Protective Instinct. If the hound is not blinded, it has advantage on its initiative roll. Crushing Grasp. Creatures the hound is grappling have disadvantage on attack rolls against it. Actions Multiattack. The hound makes three attacks, only one of which can be with its bite. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. The target must also succeed on a DC 12 Intelligence saving throw or gain a short-term madness. Until the grapple ends, the hound can’t bite another target. Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until the grapple ends, the hound can’t use this tentacle on another target. The hound has five tentacles. Eldritch Tethers (Recharge 3-6). If the hound isn’t grappling any creatures with its tentacles, it can make a tentacle attack against up to five creatures within reach. Each attack must target a separate creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast and aberration","Alignment":"unaligned","Expansion":27461,"Challenge Rating":5},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Rezatha","description":"Among the many triumphs King Irovetti boasts, the submission of the deadly remorhaz Rezatha is one of his favorites. You can use Rezatha’s stats to represent an entire species of particularly powerful remorhazes to challenge high-level PCs. Or—by simply changing the type of energy damage Rezatha inflicts—you can create an entirely new type of creature native to other realms or planes alike. Traits Heated Body. A creature that touches Rezatha or hits it with a melee attack while within 5 feet of it takes 21 (6d6) fire damage. Actions Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 41(6d10+8) piercing damage plus 21 (6d6) fire damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and Rezatha can’t bite another target. Swallow. Rezatha makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Rezatha, and it takes 10 (3d6) fire damage and 10 (3d6) acid damage at the start of each of the remorhaz’s turns. If Rezatha takes 35 damage or more on a single turn from a creature inside it, Rezatha must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If Rezatha dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":17526,"Challenge Rating":15},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Rezgal","description":"Rezgal's existence began in the deepest recesses of the Nine Hells. His mother, a powerful succubus serving under the archdevil Asmodeus, trained him in the arts of persuasion. Eventually, Rezgal became one of the Nine Hells' most prominent ambassadors to the Material Plane, as his half-human ancestry allows him to move more freely between the planes. Rezgal possesses the power to magically bind creatures to the contracts he signs with them, and he revels in providing what someone desires while demanding the exact price he knows will hurt that creature the most. A holy paladin might be urged to “commit just a teeny, tiny act of questionable morality in the far distant future,” and Rezgal may attempt to convince a druid that “surely speaking with nature can't be that important – I can only imagine what dreary things birds and plants would be able to recount.”","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":32062,"Challenge Rating":10},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Rezmir","description":"Traits Special Equipment. Rezmir has the Black Dragon Mask, Hazirawn, and an insignia of claws (see appendix C for all items). Amphibious. Rezmir can breathe air and water. Cruel Advantage. Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll. Draconic Majesty. While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included). Immolation. When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash. Legendary Resistance (1/Day). If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead. Actions Greatsword (Hazirawn). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on itself on a success. Caustic Bolt. Ranged Spell Attack: +8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage. Acid Breath (Recharge 5–6). Rezmir exhales acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn. Rezmir has the following legendary action options, some of which expend more than one action when taken: Darkness (Costs 2 Actions). A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with darkvision can’t see through this darkness, and no natural light can illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. Melee Attack. Rezmir makes one melee attack. Hide. Rezmir takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-black dragon)","Alignment":"neutral evil","Expansion":4500,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Rezmir","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Special Equipment. Rezmir has the Black Dragon Mask , Hazirawn , and an insignia of claws . Amphibious. Rezmir can breathe air and water. Dark Advantage. Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll. Draconic Majesty. While wearing no armor and wearing the Black Dragon Mask , Rezmir adds her Charisma bonus to her AC (included). Immolation. When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash. Legendary Resistance (1/Day). If Rezmir fails a saving throw while wearing the Black Dragon Mask , she can choose to succeed instead. Actions Greatsword (Hazirawn). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on itself on a success. Caustic Bolt. Ranged Spell Attack: +8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage. Acid Breath (Recharge 5–6). Rezmir exhales acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions If she is wearing the Black Dragon Mask , Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn. Rezmir has the following legendary action options, some of which expend more than one action when taken: 2 Actions. A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with darkvision can’t see through this darkness, and no natural light can illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. 1 Action. Rezmir makes one melee attack. 1 Action. Rezmir takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-black dragon)","Alignment":"neutral evil","Expansion":7391,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Rhazien Krauss","description":"Though born an heir to impressive nobility, Rhazien’s obsession with the occult swiftly drained his family’s fortune to coppers. However, his research into the powers beyond the material plane expanded his mind, and he soon established himself as a powerful mage at the head of a cult devoted to worship of beings of the outer realms. Appearance. Born a changeling, Rhazien is capable of shifting his form to anything he desires. However, his dealings with the unknowable horrors in the far realms have made his true form that of a humanoid mass of writhing worm-like tentacles. He keeps this form hidden, but moonlight forces it to reappear wherever it contacts his skin. Motivation. Rhazien has an insatiable and morbid curiosity for things that would cause madness in more rational minds. Though his reasons are perhaps almost as unknowable as those of the beings he seeks, his ultimate goal is to bring one into the world regardless of the existential threats they would pose. Personality. Single-minded in his quest for ever more power, Rhazien is demanding and often aggressive. His cultists fear him almost as much as they do the powers they worship, and believe him to be blessed or chosen by these powers due to his ability to change his shape and summon otherworldly creatures at will. Plot Hooks Rifts to the Beyond. Members of the cult have taken up residence in a small, quiet town, and are practicing summoning rituals that have resulted in a recent disappearance. The only eyewitness rambles about an inky rift and tendrils of wet darkness reaching outward from a dripping maw surrounding a single golden eye, devouring the missing person. The townsfolk aren’t sure what to make of the report, but seek aid from the party as they pass through the town. Quest for Knowledge. Rhazien’s otherworldly knowledge makes him an expert of the arcane. In return for a few services, Rhazien can grant the party access to spells, powers, or other rewards that might aid them in their other quests. The Final Summoning. Rhazien’s cult has found the true name of a great being from the outer realms and plans to summon it. Can the party stop the ritual before the world-devouring entity makes it through the portal? Tactics A defensive and conjuration specialist, Rhazien has hyper-focused his spellcasting ability trading versatility for repetition. He never enters combat alone, preferring to have a few cultists nearby at all times and summoning Servants of Rhazien from the outer realms to boost their numbers. If a fight looks serious, he will make use of Rhazien’s horrific transformation to try to turn the table in his favor. If forced into melee combat, Rhazien makes use of vile incantation to repeatedly Injure combatants and encourage them to stay away. Traits Aberrant Shapeshifter. Rhazien is considered an aberration in addition to his other types, and can take on any humanoid appearance he desires as a free action. Spellcaster. Rhazien is a 20th level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, spell attack bonus +10). Master of Wards. Whenever Rhazien casts a spell that grants him a bonus to armor class or sets his armor class to a value (such as mage armor), he gains an extra point of armor class. Actions Cursed Knife. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) slashing damage, plus 22 (4d10) necrotic damage. Cogniphagy (3/Rest). Rhazien casts the cogniphagy * spell. One creature Rhazien can see within 60 ft. must make an Intelligence saving throw, taking 28 (8d6) psychic damage on a failed save or half as much on a success. Additionally, a creature that fails its saving throw gains disadvantage on Concentration checks and Intelligence, Wisdom, and Charisma saving throws for 1 minute (requires concentration). While the spell lasts, Rhazien has advantage on Intelligence, Wisdom, and Charisma saving throws. The target can make a new saving throw to end the effect at the end of each of its turns. The spell ends early if it no longer affects its target. Vile Incantation. Rhazien casts vile incantation * at 3rd level. One creature Rhazien touches must succeed on a Constitution saving throw or take 21 (6d6) force damage and be inflicted with a core Injury of your choice. This Injury must be of Dangerous II severity (or Handicap I for monsters and NPCs). On a successful save the creature suffers half damage and is not Injured. Any creature immune to polymorph effects, such as a shapechanger, or not made of organic matter has advantage on the saving throw. Any creature that is incorporeal is not affected by this spell. This spell cannot inflict an Injury if the creature already has one of the severity that would be inflicted. Rhazien's Horrific Transformation (1/Rest). Rhazien casts Rhazien's horrific transformation *. Rhazien chooses one creature within 60 ft.. That creature must make a DC 18 Constitution saving throw or transform into a Servant of Rhazien for 1 minute (requires concentration). While transformed in this way, the creature serves him and implicitly understands his desired commands. If the creature’s new form is reduced to 0 hit points, the spell ends. When the spell ends, the creature must make a Wisdom saving throw or lose its memory of the experience. A creature that succeeds this saving throw is frightened of Rhazien and sickened for 1 minute. The creature can make a new Wisdom saving throw to end these conditions at the end of each of its turns. Summon Servant. Rhazien summons a Servant of Rhazien from the far realms to aid him. It appears in a space within 30 ft. of Rhazien and acts on its own initiative, following his telepathic commands. Rhazien can only control 5 Servants of Rhazien at a time, including from Rhazien's horrific transformation. Reactions Shield (3/Rest). When targeted by an attack or the magic missile spell, Rhazien casts the shield spell, gaining a +6 bonus to his armor class and becoming immune to the magic missile spell until the start of his next turn, including against the triggering attack or spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (shapechanger)","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":15},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Rhiann, Avatar to the Queen","description":"Appearance and Personality: Rhiann is light skinned for a wood elf, with short dark hair. If not for her black avatar’s eyes, her face would be pretty, if a bit careworn. Instead, her gaze, even when softened by her ready smile, is hard to meet. As with all avatars, the remnants of Rhiann’s personality are hard to distinguish from the calm, aloof demeanor that comes with such a connection to the Witch Queen. Rhiann exudes a relentlessly positive and encouraging attitude to everyone in the party. She always makes it a point to congratulate everyone on their successes, reminding them that each is a step toward finally overcoming the shadow. When things go poorly, she never assigns blame. Instead, she offers suggestions for how to improve their strategy moving forward. This includes during battles, when she may direct her allies with her cheerfully offered suggestions. Traits Fey Ancestry. Magic can’t put Rhiann to sleep. Bonus Actions Displacement (Recharge 4–6). Rhiann projects an illusion that makes her appear to be standing in a place a few inches from her actual location, causing any creature to have disadvantage on attack rolls against her. The effect lasts for 1 minute, and it ends early if Rhiann takes damage, if she is incapacitated, or if her speed becomes 0. Actions Multiattack. Rhiann makes three Arcane Burst attacks. Arcane burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (3d10 + 3) psychic damage. Spellcasting. Rhiann casts one of the following spells using Intelligence as her spellcasting ability (spell save DC 16): At will: dancing lights, mage hand, message, minor illusion 2/day each: disguise self, dispel magic, invisibility, phantasmal force 1/day each: confusion, phantasmal killer . Reactions When Rhiann is hit by an attack, she magically creates an invisible barrier of magical force. Until the start of her next turn, Rhiann has a +5 bonus to AC, including against the triggering attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Neutral Good","Expansion":30502,"Challenge Rating":8},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Rhinoceros","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Charge : If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . Actions Gore : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","properties":{"Category":"Monsters","AC":"11 (Natural Armor)","HP":"45 (6d10+12)","CHA":6,"CON":15,"DEX":8,"INT":2,"STR":21,"WIS":12,"Size":"Large","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068043/KDD1NJyWrQEJwZbl4BxJDw/original.png","Roll 0":"Gore\n1d20 + 7\n2d8+5","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Charge\",\"Desc\":\"If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.\"}]","data-Actions":"[{\"Name\":\"Gore\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 5\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":"+2","data-DEX-mod":"-1","data-INT-mod":"-4","data-STR-mod":"+5","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":2,"Passive Perception":11,"data-CrNum":2,"data-AcNum":11,"data-HpNum":45},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rhinoceros","description":"Traits Charge : If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Actions Gore : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Rhinoceros","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Rhinoceros Umber Hulk","description":"Although slower, this bulkier and thicker armored species of umber hulk has a horn like a rhinoceros beetle which it uses to gore and ram its prey with. Traits Charge. If the umber hulk moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 18 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone. If the target fails its saving throw by 5 or more, it is also stunned until the end of the umber hulk's next turn. Confusing Gaze. When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. On a failed save, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 to 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 to 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save. Tunneler. The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 10-foot-high tunnel in its wake. Actions Multiattack. The umber hulk makes three attacks: two with its Claw and one with its Mandibles or one to Gore. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Mandibles. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Rhizome","description":"This creature appears in The Age of Green adventure module.","properties":{"Category":"Monsters","Size":"Gigantic","Type":"plant monster","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Rhodolite Bahtera","description":"You ask about what we could learn from the Bahtera. I ask, “What makes you think they want to talk to you?” Go out there and ask if you want. I am perfectly fine being very much ignorant and very much alive. Bahtera Bahtera are large lizard-like creatures with a hardened scale hide and six limbs, two of which can function as both arms and legs. They are a common type of primordial, beings evolved directly from the elemental building blocks of the universe. The question of how they came to be has yet to be answered, even by the bahtera themselves. Spawn of Bahrelis. Bahtera, like most primordials, are some of the oldest beings in the galaxy. They were originally born from the surface of Bahrelis, a planet-sized entity with its own intelligence and self-awareness. Over time, bahtera lairs spawned in nearby systems in the Rim Sectors, eventually expanding to many more systems closer to the galactic core. Today, it's not uncommon for a bahtera lair to be found on even the most desolate planets. No one knows what became of Bahrelis itself, however. Born from the Elements. All bahtera have a thick hide with scales bearing a stone-like texture and hardness. In addition, rows of gemstone-like spikes protrude from their skin. These spike growths identify the elemental nature of the bahtera, as each one is integrally linked to one of the universal forces of creation. This grants each type certain innate abilities, including the ability to wield the channeling powers of the espers. They defend themselves with crafted gem-like weapons akin to their nature. When all else fails, they can hurl hardened stone spikes from their tails. The Talkurr. Bahtera of the same type often develop and lair together in isolated areas beneath a planet's surface or within a region heavy with rock formations, if any. All bahtera, however, view each other as kin sharing the same language and system of writing. They refer to each other as \"talkurr,\" which in their language loosely translates to \"part of the greater.\" Evolutionary Calling. The bahtera of today are far different from those born thousands of years ago. The first spawn of Bahrelis were far weaker and more susceptible to their ever-changing environment. As children of the elements, many view themselves as superior to other species, with some demanding tribute from those they deem lesser, or using them for forced labor or food. Most bahtera groups establish a structured, tribal society. Ancient Technologies. Most bahtera tribes are not as technologically developed as modern, spacefaring species, but are able to use their surrounding resources to build fortified structures shaped and imbued with strange elemental or cosmic power. The lairs of the most powerful of the bahtera tribes are a wonder to behold. There are rumors of large devices hidden within these lairs that can create spatial rifts leading to other distant parts of the galaxy. Distant Kin. The matokai are rumored to be an offshoot of the bahtera, even sharing the same ancient language. While the matokai take enormous pride in their history and culture, the bahtera despise their distant cousins, viewing them with the utmost contempt. Azurite Bahtera Dwellers of rocky crags surrounded by great oceans or frozen wastelands, these bahtera (known among their kind as \"zeotis\") pride themselves on being strong, stalwart, and fearless. They have silvery gray scales with spikes of brilliant deep blue. Unyielding Might. Strength and fortitude are the most respected traits among the zeotis. They constantly test themselves and each other with physical feats of might and endurance, and of course, their victories in battle against worthy opponents. They are not the least bit kind-hearted to any other creatures, living or artificial, but can be made to show a begrudging respect for those who courageously stand firm against their raw power. The Cold and the Deep. Azurite bahtera settle on small, solitary landmasses surrounded by large water-based bodies. Their affinity for the cold also attracts them to icy wastelands, glaciers, or the surface of frozen moons. Baryte Bahtera As the most aloof among their kin, the baryte bahtera, known as \"ceowir\" consider themselves to be far above the concerns of other species, including other bahtera of the talkurr. Their have deep brown- or gray-colored scales. Their spikes are clear with tinges of yellow or light blue and radiate dim light in a 10-foot radius when in darkness. Empyrean Rulers. Power and greatness are as important to the baryte bahtera as the air that gives them life. They amass wealth in both money and resources, though for control and prestige rather than greed. As children of the sky and stars, the ceowir define themselves with lavish titles akin to emperor, prince, or sovereign. They tend to be far less overtly savage or cruel than some other bahtera, considering themselves to be above such things. To Reach the Stars. Baryte bahtera lair in grand fortresses in lofty mountainous regions or atop landmasses that float above the surface of a planet. These aerial strongholds often bear a seal or crest signifying their tribal name along with symbols that bear resemblance to the local sun, moon, or constellations. Citrine Bahtera Known as \"jateren\" among members of the talkurr, these bahtera are considered the most primitive and barbaric of their kin. They have reddish-brown scales and bright, golden-yellow spikes. Primitive Savages. Jataren delight in hunting and despoiling weaker or smaller creatures and settlements. They have a barbaric mindset combined with a bahtera's sense of entitlement, which makes them both dangerous and difficult to reason with. They loathe culturally developed societies and settlements and view advanced technology as a bane to be eradicated. The pride of a citrine bahtera is easily wounded, offering it immediate justification for unleashing its anger upon the offender. Underworld Residents. Underground caverns, caves, and tunnels beneath a planet's surface are where citrine bahtera lair. Alternatively, they can also be found in desolate badlands or in secluded areas deep within deserts or rocky wastes. Jadeite Bahtera Among their talkurr kin, these bahtera are known as \"raslant.\" They are peaceful and amiable, viewing themselves as guardians of other living species and sworn enemies of defilers and plaguebringers. They have light brown scales and spikes that range in color from light blue-green to dark green. Bastions of the Living. Raslant enjoy the beauty of all forms of flourishing life, often nesting within the ground of planets abundant with wild flora and fauna. For their love of such things, however, they are just as fierce against any force that would disturb the natural balance near their home. So long as their territory is not threatened by other developing or conquering species, or creatures seeking to bring plague and disease, they remain at least cordial if not friendly. Reclusive Guardians. Though mostly peaceful, jadeite bahtera still prefer to lair in reclusive areas such as caves or tunnels beneath a hillside or mountainside, preferably near a patch of flora or a body of water. More developed tribes of jadeite bahtera fashion a system of tunnels and caverns beneath large forests or mountainous regions. Rhodolite Bahtera Few seek to incur the fiery wrath of the rhodolite bahtera. Known as \"lojama\" among their kin, they are master warriors and fierce combatants. They claim their brutality against other species as their birthright. They have dark, ashen-gray scales and pronounced spikes that range in color between deep purples and reds. Masters of War. A lojama's name only has worth with tales of victory in battle behind it. A rhodolite bahtera lair is made up of manufacturing plants for forging weapons and fortifications. Unlike their azurite kin, rhodolite bahtera are an organized militant force, more concerned with success of their mission as a team over their own egos. They do little work on their own, often enslaving weaker creatures for developing gear-forged constructs and machinery. Forgers and Crafters. Rhodolite bahtera love the art of crafting as much as the art of war. Their lairs are vast, grand structures of mineral and metalwork, strengthened with modern methods of hardening and fortifying their materials. Though rare, it is even possible to find use of advanced polymers and fibers used by other developed civilizations. Rhodolite weapons are always forged from a combination of mineral and sorium melding.","properties":{"Category":"Monsters","Size":"Large","Type":"primordial","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":8},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Rhox","description":"The rhox is a rare spider that appears unremarkable at first glance with a smoky black top side, but its underside is a vivid grape-like purple-red color. When closely examined, the underside of each rhox has a weirdly human-like mouth studded with bony teeth at the junction of its thorax and abdomen. Its underside also has a multitude of short, stubby legs that move in succession, more like a millipede than a true spider. The venom of the rhox is extremely deadly, causing the victim’s fluids to congeal into a sticky, web-like fluid, particularly in the urine, before solidifying and bringing an agonizing death","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":30635,"Challenge Rating":1.2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Riccio","description":"A pretty young man with a ponytail who will do the running. He is the son of an artisan who works at San Marco and is even more loyal than Carlo. No torture will make him give up his master. Magic will, however. Traits Favored Enemy (Tieflings). Riccio has advantage on Wisdom (Survival) checks to track Tieflings, as well as on Intelligence checks to recall information about them. As a god-fearing person and the son of an artisan who has created works of art about his beliefs about Hellish creatures, he can recognize the small details which distinguish them from humans. Dueling. Riccio gains a +2 bonus to damage rolls when he is wielding a melee weapon in one hand and no other weapon (already included in stats below). Hunter’s Prey (Horde Breaker). Once on each of Riccio’s turns when he makes a weapon attack, he can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Spellcasting. Riccio is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Riccio knows the following ranger spells: 1st level (4 slots): detect magic, jump, longstrider 2nd level (2 slots): spike growth Actions Multiattack. Riccio makes two weapon attacks. Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Loading. The pistol takes a full turn to load.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Rogue)","Expansion":30058,"Challenge Rating":2},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Ricio Tane","description":"Many stories circulate Onadbyr about the owner of the Lucky Leap tavern, a known adventurer and charismatic figure who can get things done. Ricio Tane was always a fixer and a compelling character, having minimal respect for the law and its enforcers. He wanted to live an easy and memorable life, and he was never afraid to achieve this by delving into deep dungeons or other people’s houses. He pushed his luck daringly only until a tragedy befell his wife, Avrathia Silverstar. However, the now-retired adventurer and thief still keeps dealing in illicit goods to make a significant side income next to the earnings from his tavern. Equipment Ricio Tane has 9 copper pieces, 5 silver pieces, 281 gold pieces, a +1 rapier , a hand crossbow , a +1 studded leather armor , and a potion of greater healing on his person.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":17604,"Challenge Rating":7},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Rickard Steelfang","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human shapechanger)","Source":"custom","Alignment":"chaotic neutral","Expansion":29025,"Challenge Rating":15},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Rictavio","description":"Several months ago, a colorfully dressed half-elf bard came to Barovia in a carnival wagon, with a pet monkey on his shoulder. He took over an abandoned tower on Lake Baratok before rolling into the town of Vallaki several months later. Claiming to be a carnival ringmaster in search of new actors, he began regaling locals with tales of distant lands. Monster Hunter. The half-elf ringmaster is, in fact, a legendary human vampire hunter named Rudolph van Richten. Van Richten’s tale is a sad one. A scholar and doctor from a land called Darkon, he married his childhood sweetheart, Ingrid, and together they had a son, Erasmus. When he was fourteen, Erasmus was stolen away by Vistani and sold to a vampire named Baron Metus to be used as a companion. By the time van Richten found his son, it was too late: the baron had already transformed Erasmus into a vampire spawn. Erasmus begged his father to end his suffering, which van Richten did by pounding a wooden stake through his son’s chest. Baron Metus avenged that deed by killing van Richten’s wife, and van Richten has lived with the horror of his family’s destruction ever since. After destroying Baron Metus in turn, van Richten sought revenge against the Vistani and took up a life of hunting evil monsters. The Waiting Game. Van Richten isn’t a young man anymore. He knows his road is coming to an end, but his work isn't done. He has come to Barovia to kill Strahd von Zarovich, the greatest vampire of them all. Van Richten has studied Strahd for years and knows he can’t hope to best the vampire in a straight-up confrontation: he must wait for the right moment to strike. He has good evidence to suggest that Strahd periodically hibernates in his coffin, sometimes for years, when all is quiet in the realm. While he bides his time, van Richten hides in plain sight with the aid of a hat of disguise , his thoughts protected by a ring of mind shielding . He is trying to learn more about the Keepers of the Feather—a society of wereravens that oppose Strahd—while trying not to expose the secret society to their mutual enemy. He thinks the wereravens might prove helpful when the time comes. Van Richten also wants to take out as many of Strahd’s spies as he can, starting with evil Vistani. Man with a Plan. Van Richten doesn’t know that his former protégé, a good-aligned Vistana named Ezmerelda d’Avenir, has come to Barovia looking for him. He taught her many of his monster-hunting techniques, but she doesn’t know all of his tricks and disguises. So far, their paths haven’t crossed. In the event that van Richten becomes aware of Ezmerelda’s presence, he does his utmost to protect her without putting his own plans in jeopardy. If he can manipulate a party of adventurers into keeping an eye on her, he will do so. Van Richten works alone. A curse placed on him long ago by a Vistani seer brings doom to those he befriends. Furthermore, he believes too much is at stake to risk exposure. Consequently, if he thinks he’s in danger of being unmasked, he retreats to his tower or some other quiet corner of Strahd’s domain. Rictavio's Traits Ideal. \"Evil cannot go unchallenged.\" Bond. \"To protect those I love, I must keep them distant and hidden from my enemies.\" Flaw. \"I am cursed. Thus, I will never have peace.\" Traits Special Equipment. In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding , and he carries a spell scroll of raise dead . Spellcasting. Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following cleric spells prepared: Cantrips (at will): guidance, light, mending, thaumaturgy 1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary 2nd level (3 slots): augury, lesser restoration, protection from poison 3rd level (3 slots): magic circle, remove curse, speak with dead 4th level (3 slots): death ward, freedom of movement 5th level (1 slot): dispel evil and good Undead Slayer. When Rictavio hits an undead with a weapon attack, the undead takes an extra 10 (3d6) damage of the weapon’s type. Actions Multiattack. Rictavio makes two attacks with his sword cane. Sword Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage (wooden cane) or piercing damage (silvered sword).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful good","Expansion":7388,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Riddling Rats","description":"This creature appears in the Puzzles, Predicaments, and Perplexities II module! Traits Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Sickly Saliva. If the rat pierces the skin on a bite attack, its saliva seeps into the blood stream of its target that causes confusion on a failed DC 8 Constitution saving throw. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 2 (1d4) piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":20535,"Challenge Rating":"1/8"},"publisher":"Wizard Sleeve Studios","book":"Puzzles, Predicaments, and Perplexities II"},{"name":"Rider of the False Sussars","description":"The Rider of the False Sussars appears in Midnight - Legacy of Darkness. Soldiers in the Occupied Lands Further south, many of the false sussars prefer not to turn to the Shadow’s legions to enforce their rule, fearful that if they deploy the legions on the streets openly, they might spark open revolt in turn. Instead, they rely on their own cadre of Sarcosan warriors, the riders of the false sussars . Some serve out of a twisted sense of loyalty or family bonds, but most ride for the false sussars for money, power, and luxury in an increasingly perilous world. Riders Against the Shadow The rider of the false sussars profile can also be used to represent one of the Sarcosans who rides against the Shadow and the occupation in southern Erenland. Simply change the profile’s alignment to either neutral good or lawful good. Human Servants of the Shadow Though the ranks of the Shadow’s armies are filled with legions of orcs, many humans also serve Izrador. Some of these are devoted followers, while others are press-ganged recruits, and many sign on to the Shadow simply for a meal or a chance to exercise a bit of power over their former neighbors. And of course, many of the legates who serve the Shadow are humans as well. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Mounted Warrior. The rider has advantage on all melee attack rolls against any unmounted creature that is smaller than its mount. In addition, any attack that would target its mount must target the rider instead. Actions Multiattack. The rider makes two melee attacks or two ranged attacks. Cedeku. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. Reactions Parry. The rider adds 2 to their AC against one melee attack that would hit them. To do so, the rider must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":3},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Riding Horse","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Hooves : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.","properties":{"Category":"Monsters","AC":10,"HP":"13 (2d10+2)","CHA":7,"CON":12,"DEX":10,"INT":2,"STR":16,"WIS":11,"Size":"Large","Type":"beast","Speed":"60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068056/qJPbTyH7-rXPJ3OGT7QAzQ/original.png","Roll 0":"Hooves\n1d20 + 5\n2d4+3","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Hooves\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 3\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":"1/4","Passive Perception":10,"data-CrNum":0.25,"data-AcNum":10,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Riding Horse","description":"A character can purchase or sell a healthy riding horse in Phandalin for 75 gp. Actions Hooves : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Riding Horse","description":"Actions Hooves : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Riding Horse","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27051,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Riding Horse","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Riding Horse","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Riding Horse","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage.","properties":{"Category":"Monsters","AC":11,"HP":"13 (2d10 + 2)","PB":2,"CHA":7,"CON":12,"DEX":13,"INT":2,"STR":16,"WIS":11,"Size":"Large","Type":"Beast","Speed":"60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407839/NXTN0DyAzcifH1w-5bO3Nw/original.png","data-XP":50,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Hooves\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":1,"data-DEX-mod":1,"data-INT-mod":"-4","data-STR-mod":3,"data-SizeNum":5,"data-WIS-mod":0,"Saving Throws":"Str +3, Dex +1, Con +1, Int -4, Wis +0, Cha -2","Challenge Rating":"1/4","Passive Perception":10,"data-CrNum":0.25,"data-AcNum":11,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Riding Zebra","description":"Zebras are used as mounts by the Imbangala, the cavalry casters of the Narumbeki. These animals serve the mages as mounts, but they do not usually let anyone else ride them. Though smaller and a bit slower than horses, zebras have great endurance and agility. They are vicious animals and do not need to be trained to use their hooves or bite in combat. Zebras stand 4 to 5 feet tall at the shoulder and weigh about 700 pounds. Their striped coloration makes it harder to target individuals accurately when they are standing or moving in a group.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":11995,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Riffler","description":"Rifflers are diminutive Fey reminiscent of gnomes and obsessed with destiny and fate. The oldest stories of rifflers suggest these dangerously curious spirits manifested as physical beings when the Deck of Many Things was shuffled for the first time. The rifflers were so enraptured with the soft sound made by the whispering cards that they made physical bodies for themselves in order to possess and understand this new instrument of destiny. Rifflers wander the Feywild and Material Plane, searching for Decks of Many Things . They collect the cards, trade them, hoard them, and scatter them across worlds, all in service of an incomprehensible agenda to manipulate the fate of the multiverse. Rifflers are as likely to give a deck to adventurers in dire need as they are to wrest cards from an innocent person by any means necessary. Both the Solar Bastion (see chapter 10) and the Grim Harrow (see chapter 19) know of rifflers and their obsession with Decks of Many Things , and these organizations stay alert for signs of these Fey creatures, since that usually means a deck is nearby. Traits Card Sense. The riffler can smell the presence of magical cards, including Decks of Many Things and other magical decks, within 1 mile of itself. It knows the direction to any such cards in that range. Effects that protect a target from divination magic block this sense. Riffling Step. The riffler can burrow through any nonmagical material that isn’t iron, shuffling the substance through which the riffler moves aside like cards to form a tunnel that closes behind the riffler. Actions Multiattack. The riffler makes two Spectral Card attacks. Spectral Card. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 8 (1d10 + 3) force damage plus 5 (1d10) damage that is radiant if the d10 roll is an even number and necrotic if it’s odd. Card Spray (Recharge 5–6). The riffler magically unleashes a spray of spectral cards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 27 (5d10) force damage and has the restrained condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Plane Shift. The riffler casts the Plane Shift spell targeting only itself, requiring no material components and using Charisma as the spellcasting ability. Reactions Shuffle Destiny. When a creature the riffler can see within 30 feet of itself makes an ability check, an attack roll, or a saving throw, the riffler can magically force that creature to roll a d6 and either add the number rolled to the total or subtract it from the total (riffler’s choice), potentially changing the outcome.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":27234,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Rift Crawler","description":"Rift crawlers in the Fungi Forest do not to eat flesh, instead consuming vast amounts of mushrooms (and other plant material). Over time this strange new diet has enacted considerable changes in their demeanor and disposition, granting the rift crawler a vastly improved intelligence and charisma while empowering them with innate arcane abilities. They have become permanent denizens of the region and maintain small cloisters (not settlements by any account) throughout the Fungi Forest, generally trying to stay entertained and well fed—they particularly enjoy lunarae caps and will trade whatever they can for them. Some rift crawlers have taken to riding giant toads that live in the region.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"neutral","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Rift Flumph","description":"Strange and enigmatic creatures, often feared for their bizarre appearances, flumphs live a difficult life, constantly attempting to warn intelligent species of horrors from other worlds, only to find themselves shunned by the very creatures they hope to enlighten. Filled with altruistic urges to warn fellow sentient beings of the sinister things lurking in the folds beyond space and time, flumphs’ pleas often fall on deaf ears. Taking their common name from the rhythmic air exchange keeping them aloft, flumphs keep small families in hidden places across those planets where they make their homes, ready to lend a hand in defeating any horrors from the cosmic depths and beyond that might invade these placid worlds. Gentle at heart, flumphs understand that their appearance often terrifies viewers, and thus conceal themselves and observe neighboring settlements from afar, only revealing themselves when absolutely necessary. They also know full well the limitations of their fragile forms, and rather than directly opposing the horrors they seek to defeat, they prefer to recruit and advise heroes to tackle these dangerous tasks instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"lawful good","Expansion":5818,"Challenge Rating":"1/4"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Rift Swine","description":"This enormous pig is as large as an ox, and its mouth bristles with mismatched tusks. Its body is a lopsided mass of tumorous flesh that gives way to eyes and vestigial mouths, and long tentacles trail from its sides. From time to time, a breach forms in the fabric of the multiverse, and the Material Plane is bathed in the energy of alien dimensions. Living creatures exposed to this incursion can undergo horrible mutations, turning into monstrous mockeries of their former shapes. One example of this phenomenon is the rift swine: once-ordinary pigs transformed into slavering horrors after being bathed in eldritch light. Destructive Herds. Rift swine travel in herds of 5–8 (and larger herds are possible). Their effect on an area can be catastrophic—they eat nearly anything, possess a fiendish cunning, and delight in the destruction they cause. A rift swine has difficulty perceiving anything smaller than itself as a threat, leading it to attack most other creatures on sight and fighting until it is destroyed. Abyssal Meat. The rumors of vast herds of hundreds of rift swine on strongly chaos-aligned planes, cultivated by the lords of those places, are thankfully unconfirmed. Traits 360-Degree Vision: The rift swine’s extra eyes give it advantage on Wisdom (Perception) checks that rely on sight. Chaos mutations: 50% of rift swine have additional mutant features. Choose or roll on the table below. 1. Acid boils. A creature that hits the rift swine with a melee attack must make a successful DC 12 Dexterity saving throw or take 3 (1d6) acid damage. 2. Tentacular Tongue. Instead of using its tusks, the rift swine can attack with its tongue: Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a creature, it is grappled and restrained as with a tentacle attack (escape DC 14). 3. Covered in Slime. Increase the rift swine’s AC by 1. 4. Acid Saliva. The rift swine’s tusk or tongue attack does an additional 3 (1d6) acid damage. 5. Poison spit. Ranged Weapon Attack: +3 to hit, range 15 ft., one target. Hit: 6 (1d12) poison damage. 6. Roll twice. Actions Multiattack: The rift swine makes one tusks attack and two tentacle attacks. Tusks: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 13 (2d8 + 4) Slashing damage. Tentacle: Melee Weapon Attack : +7 to hit, reach 10 ft., One target. Hit : 11 (2d6 + 4) Bludgeoning damage. If the target is a creature, it is grappled, escape DC 14. Until this grapple ends, the target is restrained, and the rift swine can’t use this tentacle against another target.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"Tome of Beasts","Alignment":"chaotic neutral","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Rigg Gargadilly","description":"Rigg Gargadilly is a high-strung murderer. While he’s encountered in a remote, forgotten ruin in Kingmaker, he’d work well as a supernatural foil against a group of urban-based PCs, for Rigg’s talents and predilections would make him a particularly frightening and effective killer. Transplanting him from a remote woodland ruin into the heart of the city gives him an entirely new theme and role in the game without having to change any of his statistics at all. Traits Innate Spellcasting . Rigg’s innate spellcasting ability is Charisma (spell save DC 12). Rigg can innately cast the following spells, requiring no material components: 1/day each: dancing lights, levitate, minor illusion, shatter Invisibility. When not moving, Rigg is invisible. After an attack, Rigg remains visible until the start of his next turn. Any equipment Rigg wears or carries is invisible with him. Magic Resistance. Rigg has advantage on saving throws against spells and other magical effects. Sneak Attack (1/Turn). Rigg deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Rigg that isn’t incapacitated and Rigg doesn’t have disadvantage on the attack roll. Supernatural Speed. Rigg’s enemies have disadvantage on attacks against him when he moves. Actions Multiattack. Rigg makes three shortsword attacks. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":6},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Righteous Sentinel","description":"Fierce determination emanates from the defensive stance the creature takes as torchlight dances off of its silvered body. It holds up its reflective shield, a disc-like extension of its metallic forearm. Treasure hunters that pursue fiendish weapons of myth or enter temples to vicious entities may find themselves faceto-face with a righteous sentinel, eager to repel them. Keepers of Horror. Good-aligned gods of peace have many methods for ensuring that defeated evils do not resurface in the future, and the righteous sentinel is one of their most effective. The constructs are placed as guards where great evil is housed to prevent anyone from accessing and awakening that which lies within. Abhors Violence. Righteous sentinels seek to avoid violence as much as possible, but they react with unbridled rage when their ward is disturbed. When intruders disturb the objects of great evil the sentinels are protecting, the sentinel turns its reflective shield toward an intruder. The shield reflects a vision of that creature’s soul back toward it, which is often enough to horrify even the most evil of monsters. Construct Nature. The righteous sentinel does not require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"lawful good","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Rilsa Rael","description":"Seeing the Guild as fundamentally an outsider organization, a Calishite gang called the Right Pashas seeks to oust Guild agents from Little Calimshan’s underworld. The Guild’s popular half-Calishite kingpin, Rilsa Rael (see the accompanying stat block), naturally objects to this insult, and each night residents bar their doors tight as a turf war of thugs and thieves rages across their rooftops. Among Little Calimshan’s most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city—and the best place to fence stolen gems, as it’s also the local Guild headquarters. In addition to hosting regular public forums in her shop, Rael tacitly oversees the Garden of Whispers, a maze of wood-and-paper screens where people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the Verdashir Academy (also known as the Dervish Academy), which train spellcasters and warriors in the styles of their ancestral homeland, allowing only the most talented outsiders to access their archives or join in their lessons. And, of course, every patriar in the city has visited the famous Oasis Theater, home of the city’s most daring—and sometimes dangerous—productions.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":4414,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Rilsa Rael","description":"Traits Cunning Action. On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action. Focus. If Rilsa damages a creature with a weapon attack, she gains advantage on attack rolls against that target until the end of her next turn. Tactical Leadership. As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn’t provoke opportunity attacks until the end of its next turn, provided it can hear Rilsa’s commands. Actions Multiattack. Rilsa makes three weapon attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":28744,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Rime Hulk","description":"In all seriousness, though, it's best not to get caught up in what these hulks were or might have become had things gone differently for them. They're dangerous, and most of them do not wish you well. Act accordingly. —Bigby Rime hulks are a withered branch of the frost giant family tree, descended from ancient giants who withdrew from the world and succumbed to their elemental nature. Most rime hulks dwell in the Frostfell, the “plane of ice” that forms the border between the Elemental Planes of Air and Water. Others lurk in isolated rifts in enormous polar glaciers. Smaller and weaker than their ancestors, rime hulks are roughly formed masses of frost and ice. Their vaguely giant-shaped physical forms are unstable, constantly breaking apart and reforming as clouds of frost billow off them. As a rime hulk moves, it leaves a trail of ice that can freeze enemies in place. When it dies, a rime hulk explodes in a burst of frost. Traits Death Burst. When the rime hulk dies, it explodes in a 10-foot-radius sphere of frigid air and frost centered on itself. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) cold damage. Actions Multiattack. The rime hulk makes two Slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 9 (2d8) cold damage. Trail of Frost (Recharge 5-6). The rime hulk moves up to its speed without provoking opportunity attacks and can move through the space of any Medium or smaller creature. Each time the rime hulk enters another creature's space for the first time during this move, that creature must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet until the start of the rime hulk's next turn. On a successful save, the creature takes half as much damage only.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Neutral Evil","Expansion":24749,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Rime Worm, Adult","description":"These long, crusty slugs sparkle like ice. A gaping hole at one end serves as a mouth, from which long tendrils emanate. Rime worms are sometimes kept as guards by frost giants. Ice Burrowers. The rime worm’s tendrils help it to burrow through ice and snow as well absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat. Spray Black Ice. The worms are fierce hunters, and their ability to spray skewers of ice and rotting flesh makes them extremely dangerous. Traits Born of Rime: A rime worm can breathe air or water with equal ease. Ringed by Ice and Death.: A rime worm is surrounded by an aura of cold, necrotic magic. At the start of the rime worm’s turn, enemies within 5 feet take 2 (1d4) cold damage plus 2 (1d4) necrotic damage. If two or more enemies take damage from the aura on a single turn, the rime worm’s black ice spray recharges immediately. Actions Multiattack: The rime worm makes two tendril attacks. Tendril: Melee Weapon Attack : +8 to hit, reach 10 ft., One target. Hit : 8 (1d6 + 5) Slashing damage. Devour: Melee Weapon Attack : +8 to hit, reach 5 ft., One target. Hit : 18 (2d12 + 5) Slashing damage. If the target was grappled by the rime worm, it takes an additional 13, 2d12, cold damage. Black Ice Spray (Recharge 5-6): The rime worm sprays slivers of ice in a line 30 feet long and 5 feet wide. All creatures in the line take 26 (4d12) necrotic damage and are blinded; a successful DC 15 Constitution saving throw prevents the blindness. A blinded creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"Tome of Beasts","Alignment":"neutral","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Rime Worm, Grub","description":"These long, crusty slugs sparkle like ice. A gaping hole at one end serves as a mouth, from which long tendrils emanate. Rime worms are sometimes kept as guards by frost giants. Ice Burrowers. The rime worm’s tendrils help it to burrow through ice and snow as well absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat. Spray Black Ice. The worms are fierce hunters, and their ability to spray skewers of ice and rotting flesh makes them extremely dangerous. Traits Born of Rime: A rime worm grub can breathe air or water with equal ease. Ravenous: At the grub stage, the worm is painfully hungry. Rime worm grubs can make opportunity attacks against enemies who disengage. Actions Multiattack: The rime worm makes one tendril attack and one gnash attack. Tendril: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 6 (1d6 + 3) Slashing damage. Gnash: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 12 (2d8 + 3) Slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Source":"Tome of Beasts","Alignment":"neutral","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Rimmon","description":"Traits Contractually Obligated. Rimmon has advantage to hit creatures under an infernal contract and when he hits such creatures he delivers an additional 9 (2d8) damage of a type the target is most vulnerable to. A creature bound under an infernal contract also makes all saving throws against effects originating from Rimmon with disadvantage. Devil’s Sight. Magical darkness doesn’t impede Rimmon’s darkvision. Magic Resistance. Rimmon has advantage on saving throws against spells and other magical effects. Actions Multiattack. Rimmon makes four Sharpened Tongue or Wordplay attacks. Sharpened Tongue. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (3d4 + 4) slashing damage. Wordplay. Ranged Spell Attack: +14 to hit, range 60 ft., one target. Hit: 35 (6d8 + 8) psychic damage. Connected Clauses (1/Day). Rimmon emits a burst of energy that arcs towards a creature he can see within 150 feet of him. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target must make a DC 22 Dexterity saving throw, taking 63 (14d8) damage on a failed save, or half as much damage on a successful one. The damage type inflicted is of a type the first target is most vulnerable to.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Ring Servant","description":"The head, arms, and torso of this massive figure are composed of metal plates surrounding a core of glowing energy. The whole resembles a vaguely humanoid figure with two metal rings inscribed with glowing runes encircling its fists. Ring servants are mighty constructs created by ring magic. Though large in stature, they are deceptively light due to their form being composed of energy. A ring servant stands 10 feet tall and weighs 300 pounds. Fleeting Form. Ring servants are temporary beings, brought into existence by transmuting two simple metal rings into the weapons that surmount the creature's fists. These rings serve as the catalyst that generates the rest of the creature's form. Ring servants aren't mindless. They understand the fleeting span of their existence and don't rebel against it. Exceptions exists, where powerful ring wardens work tirelessly to imbue a ring servant with permanent existence. Such an enduring transformation is rare, however, and the resulting creature may have difficulty coming to terms with lingering in the world. Construct Nature. A ring servant doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"neutral","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ringlerun","description":"Ringlerun became an adventurer to better satisfy his craving for arcane knowledge. One of his adventures took him into an underwater tomb, where he tricked a marid into surrendering a staff of power . This staff greatly increased Ringlerun’s capabilities and made him the envy of many rival spellcasters. Ringlerun has a good heart, but he’s easily distracted by intellectual pursuits. He would rather spend time in quiet contemplation or reading than in frivolous conversation. Alignment. Lawful good. Personality Trait. “Don’t talk to me. I’m reading.” Ideal. “Magic belongs only in the hands of those who use it for noble ends.” Bond. “My staff of power dramatically enhances my magical abilities. I shudder to think how its power could be abused in the wrong hands.” Flaw. “I get prickly when people who are clearly less intelligent want to tell me what to do.” Combat Notes Ringlerun can fend off melee attackers with wild swings of his staff, but he prefers to fly out of reach and attack at range using his staff’s formidable spells ( cone of cold being his favorite). Traits Special Equipment. Ringlerun wields a staff of power . It has 20 charges when fully charged and regains 2d8 + 4 expended charges daily at dawn. If its last charge is expended, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses its other properties; on a 20, it regains 1d8 + 2 charges. Actions Multiattack. Ringlerun makes three Staff of Power or Freezing Ray attacks. He can replace one of those attacks with a use of Spellcasting. Staff of Power. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit : 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage when used with two hands, and Ringlerun can expend 1 of the staff’s charges to deal an extra 3 (1d6) force damage. Freezing Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit : 27 (6d8) cold damage. Spellcasting. Ringlerun casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13): At will: light, mage hand, prestidigitation 3/day each: charm person, detect magic, sleep 1/day each: banishment, dispel magic, fly, knock Staff Spell. While holding his staff of power , Ringlerun can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 13, +7 to hit with spell attacks): cone of cold (8d8 cold damage; 5 charges), fireball (10d6 fire damage; 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (10d6 lightning damage; 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Valor’s Call The noble adventuring party known as Valor’s Call was founded by Strongheart, a resolute human paladin committed to destroying evil wherever it rears its ugly head. Strongheart alone determines who can become a member of this prestigious group, which has more members than those described here. (The other members, who do not appear in this adventure, are busy elsewhere.) Strongheart is always on the lookout for courageous heroes who are willing to devote themselves to a good cause. Only good-aligned characters are allowed to join Valor’s Call.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, wizard)","Alignment":"lawful good","Expansion":11857,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Rip Tide Priest","description":"Priests of the Rip Tide cult gather in secret cabals to perform dark rituals that glorify Olhydra, the elemental Princess of Evil Water, as the embodiment of water’s destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra’s favor. Traits Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost 1st level (4 slots): expeditious retreat, magic missile, shield 2nd level (3 slots): blur, hold person 3rd level (2 slots): sleet storm Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":3905,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Risen Fetch","description":"Fetch A fetch is a twisted, deviant simulacrum of a humanoid creature that exists or existed at one point on the Material Plane. Rumors of fetches that are reflections of entities from other planes persist, but none of these tales speak of fetches that duplicate anything other than a humanoid source. A fetch can manifest spontaneously when a powerful creature undergoes a significant emotional event or dies, either while on the First World or while in an area influenced significantly by the First World, but one can also be created by significant forces like the Eldest in order to torment and vex those who have annoyed them. While a fetch manifests from a soul’s “reflection,” and as such bears a striking resemblance to that creature’s appearance in life, a fetch has no true memories of its own. It keeps fragments of false remembrances from its source as if it experienced them in a half-remembered dream—which further provokes the fetch’s animosity and jealousy toward the creature it mirrors. A fetch is similar in appearance to the creature whose soul spawned it, save that it displays feylike features such as pointed ears, plantlike elements, or supernatural grace. A fetch who seeks to impersonate a still-living source must disguise these features, and manifests its fetch weapon as one known to be wielded by its target. These weapons are highly versatile, and wounds created by them cause painful memories of past harm to augment their damage. Risen Fetch When a powerful force wills it, echoes of the corrupted soul of a powerful undead creature (be it one that still lives or one that was destroyed within the past 10 years) can be used to spawn a fetch as well. A risen fetch possesses potent magical powers, and appears more as its source did in life than as an undead. Traits Innate Spellcasting. The risen fetch’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). The fetch can innately cast the following spells, requiring no material components: At will: disguise self 1/day: phantasmal killer (as a 9th level spell), plane shift (to or from the First World only), sending , suggestion , telekinesis , wish (duplicating spells only) Magic Resistance. The fetch has advantage on saving throws against spells and other magical effects. Regeneration. The fetch regains 20 hit points at the start of its turn. If the stalker takes fire or necrotic damage, this trait doesn’t function at the start of the risen fetch’s next turn. The fetch dies only if it starts its turn with 0 hit points and doesn’t regenerate. Shadow of Death. When the fetch scores a critical hit on a foe with its fetch weapon, it can use a bonus action to cast phantasmal killer against that target with its innate spellcasting. Tongues. The fetch can understand all spoken languages and can be understood by any creature that has a language. Actions Multiattack. The risen fetch makes four weapon attacks. Summoned Fetch Weapon. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing damage plus 21 (6d6) psychic damage. When the risen fetch manifests this weapon, it can choose its appearance, and can alter the damage type from slashing to bludgeoning or piercing.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":22},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Risen Reaver","description":"A body that might once have been human now has four legs and nightmarishly long, thick arms. What’s worse, its skin has been flayed off, revealing the dead muscle and sinew beneath. Spirt of War. The risen reaver is an undead born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew. Absorb Weapons. When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, and others become part of the risen reaver’s armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter. Battle Mad. Risen reavers are battle‑maddened spirits of vengeance and slaughter, obsessed with the chaos of combat that led to their own death. They hunt the living with the sole purpose of killing, and they thrive on violence and murder. As they died, so should others die. Undead Nature. A risen reaver doesn’t require air, food, drink, or sleep. Traits Life Sense: The risen reaver automatically detects all living creatures within 120 feet. This sense is blocked by 3 feet of wood, 1 foot of earth or stone, an inch of metal, or a thin sheet of lead. Pounce: When the risen reaver hits an enemy with its blade attack after moving at least 20 feet, the target creature must make a DC 15 Strength saving throw. On a failure, the creature falls prone and the risen reaver can use a bonus action to make a single blade attack. Infused Arsenal: As a bonus action, the risen reaver can absorb one unattended weapon into its body. For every weapon it absorbs, it deals +1 damage with its blade attacks ( maximum of +3). Skitter: The risen reaver can take the Dash action as a bonus action. Actions Multiattack: The risen reaver makes three blade attacks. Blade: Melee Weapon Attack : +7 to hit, reach 5 ft., One creature. Hit : 15 (2d10 + 4) Slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Source":"Tome of Beasts","Alignment":"chaotic evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"River","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Expansion":21300,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"River Eel","description":"River eels are long, aquatic reptiles that hunt their prey in the rivers across Eredane; they flop about when on land and are only a threat in the water. The greatest of these creatures can reach 20 feet long and top 2,000 pounds, though most are only half this size. River eels are aggressive hunters that have been known to topple small rafts and boats, devouring those inside as they try to swim to safety. Otherwise, they attack single opponents until they get a hold and then swim away to safely devour their prey. Animals The crucible that was life after the Sundering affected the animals of Aryth as much as any, and some within the fey woodlands of Erethor were slowly transformed by it. Some animals devolved into an even more feral state than before, becoming swifter, stronger, and more aggressive in their hunt for food and quest for survival. Other animals expressed their inner nature by growing more intelligent and forming societies within their territory. These new creatures, the first dire animals known to the world, warred with the fey over territorial rights to the idyllic glades and pristine rivers of Erethor for thousands of years. At the end of the First Age, with the growing threat of the Shadow falling over all Eredane’s lands, Aradil called a council with the leaders of the dire animals, who also felt evil seeping into the land. From this great summit came the Dire Pact, an alliance born of mutual need that has grown into a true kinship between the fey and dire animals. The animals of the world play another role as well, one firmly under the control of Izrador. When he recruited and shaped the astiraxes as his servants, he saw an opportunity to further exploit Aryth’s natural resources. Though the malevolent spirits were not powerful enough to possess the intelligent bodies of humans or fey, they do have power over the beasts of the world. And so it was that the dark god corrupted the animals of the natural world, such that the forces of light could never look at their trusted and loyal companions, or the innocent and wild creatures with which they shared the world, without feeling a twinge of fear, suspicion, or distrust. Adventurers who travel with animal companions are viewed with even more suspicion than most strangers, at least by those who are aware of the astiraxes’ existence—what insanity must a person have to travel with a companion who could at any time become a servant of Shadow? Still, rumors of the heroism of the dire animals of Erethor have filtered to the human lands despite the Shadow’s best attempts to spread lies and misinformation about them, which has helped inspire a reverence toward animal-kind in many cultures. As a result, totemism is on the rise, especially among the halflings and those human communities who are in contact with them. Man’s Worst Enemy? Many of the cultures in the occupied lands have fast developed superstitions surrounding pets. In the Westlands and river communities around the Ardune, stories of the wogrens have led the people to believe that the ghosts of animals come back to protect their former masters. Thus, pets are kept for one year, after which time they are ritually sacrificed in hopes that the animals’ spirits will come back to protect the owners. In Erenhead, it is widely believed that feeding salt from the sea near Baden’s Bluff makes an animal immune to astirax possession. This faulty superstition has been the downfall of several resistance cells, whose members too easily let loose secrets while their “protected” pets skulked about, listening. The traitor princes and collaborators in the eastern cities around the Sea of Pelluria believe that it is a great honor to have one’s pet inhabited by an astirax, and so families keep many pets and often seek out bits of information so that they can tell them to their animals. The preponderance of false stories has led legates to actually discount much of what they hear, ironically lessening the chances that an astirax will actually possess a family pet during an investigation. Common Animals of Eredane Animal-kind has not flourished under the Shadow’s occupation. Existing domesticated herds were quickly depleted by armies on the march through Erenland, and rumors of the legates’ “demon ghosts” quickly made city dwellers nervous about keeping pets and allowing strays to roam the streets. As a result, pets have become scarce in large cities, and villages from the Dornish Northlands to the southern coasts have developed superstitions regarding animals. Among the free peoples of Eredane, concern over the use of animals as spies has grown in the last 100 years. Where possible, ranches and slaughterhouses are well controlled and placed some distance from cities. Even many legates do not trust having animals around, other than those inhabited by their companions, afraid that an enemy’s astirax might be spying on their activities. Nevertheless, most animals can be found somewhere in Eredane, especially those with profiles in the SRD or other popular supplementary materials. If an environment would typically have these creatures (wolves in northern forests, for example, or snakes in humid swamps), the creatures can also be found in Eredane’s equivalent environments. Traits Water Breathing. The river eel can breathe only underwater. Actions Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (2d4+2) piercing damage. Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, and the river eel cannot constrict another target.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":30504,"Challenge Rating":1},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"River Elasmosaurus","description":"The elasmosaurus is typically an ocean-dwelling creature, but a larger, more dangerous variant of this primeval reptile has adapted to life in some of the larger waterways of the River Kingdoms. Like its ocean-dwelling kin, the river elasmosaurus has a barrel-shaped body with long flippers and an exceptionally slender neck that ends in a many-toothed, snakelike head. Traits Long Neck. An elasmosaurus’s long neck allows it to interact with the surface while its body remains submerged underwater. While submerged no deeper than 15 feet underwater, an elasmosaurus can still stick its head up to breathe. An elasmosaurus gains three-quarters cover against attacks made against creatures who are above the water’s surface while it is underwater, even if its head is above the surface. Actions Multiattack. The Elasmosaurus makes one jaws and two paddle attacks per round. Jaws. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 26 (4d8+6) piercing damage. On a hit, the elasmosaurus attempts to drag its opponent below the water’s surface. The opponent must make a Strength or Dexterity saving throw contested by the elasmosaurus’s Strength (Athletics) check. If the elasmosaurus succeeds, the foe is grappled and pulled 5 feet toward the elasmosaurus’s body. If the target fails by 5 or more, it is moved 10 feet toward the elasmosaurus. Until this grapple ends, the creature is restrained, and the elasmosaurus can’t grab another target. Paddle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) bludgeoning damage. Thrashing Retreat. A swimming elasmosaurus thrashes the area around it as it attempts to flee. It makes two paddle attacks, each of which must be against separate targets. It then swims up to its swim speed, not provoking attacks of opportunity when it swims out of an enemy’s reach.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":11},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"River Giant","description":"A tall, slender giant wades knee-deep through the river, holding a glowing fishing net in his hand. Shorter and slimmer than most other giants, river giants are found living along riverbanks throughout the Shadow Realm and in the mortal world where waterways cross or run alongside the shadow roads. Traits River Travelers. Capable boat pilots, these introspective giants sometimes transport travelers up and down the rivers of the Shadow Realm in their wooden skiffs, but they are most often found wading through the water with their glistening mooncatcher's nets (see Magic Items and Trickery ). The giants use the nets to pull bits of souls and memories from the river. These fragments are bottled and traded to wizards and alchemists who use them to make memory philters and other potions. Hold Breath. The giant can hold their breath for 10 minutes. Magic Resistance. The giant has advantage on saving throws against spells and other magical effects. Mindful Wader. The giant is immune to the effects of dark water (see Chapter 5 for more on dark water). Netted Strike. Once per turn, the giant can deal an extra 10 (3d6) damage to a restrained creature the giant hits with a weapon attack. Actions Multiattack. The giant makes a Mooncatcher's Net attack and then two Staff attacks. Staff. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Mooncatcher's Net. Ranged Weapon Attack: +9 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: The target is restrained until it escapes the net. A creature can use its action to make a DC 16 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 14) frees the target.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Neutral","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"River Monster","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":27683,"Challenge Rating":6},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"River Spirit","description":"A charming grey cobblestone bridge arches over a stream of black brackish water. Crawling up and over the sides of the bridge, tendrils of thick black water coalesce into a helmed warrior bearing a sword—which it points toward you, as if daring you to use the bridge. River spirits are fey guardians that defend bridges and other crossing points over bodies of water. Traits Stubborn Guardians. River spirits are called into existence by the magic between water and shore, and they often appear quite suddenly, claiming a crossing point without any warning. Some river spirits allow travelers to pass over their bridges freely, but possessive or ornery spirits might bring all crossing to a complete standstill with challenges or demands. Since river spirits cannot truly die once they have bound themselves to a bridge, getting them to leave inevitably requires negotiation or powerful banishing magic. Unwavering Loyalty. While river spirits are difficult to reason with, particularly patient or persuasive creatures can forge a friendly bond with them. River spirits may adjust their demands or even agree to guard different crossing points at the request of such a friend. Those who forge such a relationship gain their unwavering loyalty, and such a stout guardian may defend a location often long after the instigating creature has died. Fey bard often name and know of particular river spirits. Bridge Defender. When the river spirit hits a creature with an opportunity attack, the target's speed becomes 0 until the beginning of the target's next turn. In addition, a river spirit can make an opportunity attack against a creature even if they take the Disengage action before leaving their reach. Duty Bound. The river spirit cannot willingly travel more than 300 feet away from the bridge or other location to which they are bound. If the river spirit if forcibly taken beyond this range, they burst into a spray of mist and instantly reappear, standing atop their bridge. If a river spirit is slain, they disappear for 24 hours and then reappear atop their bridge with full hit points. Stepping-stones. Wherever the river spirit steps, a solid stepping-stone made of water appears. A river spirit can move in this manner in any direction as if they were flying. The stepping-stones created by the river spirit cannot support the weight of any other creatures, just the river spirit. Actions Multiattack. The river spirit makes two Longsword attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Liquid Lash. Ranged Spell Attack: +5 to hit, range 30/120 ft., one target. Hit: 9 (1d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Dexterity saving throw or be pulled 25 feet closer to the river spirit.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Lawful Neutral","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Riverine","description":"More than mere waterway guardians, riverines are embodiments of particular rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning gouts of water. A riverine’s personality reflects the nature of the river it arises from—some are lethargic while others are wild and reckless. A Riverine’s Lair Some riverines enjoy reverence akin to worship. Their likenesses are cast as statues and housed in temples, and worshipers act as agents between the river spirits and the people who revere them. These temples often become the home of the riverine itself, serving as its lair, though other nexuses of power along the river’s path—such as its source or a significant waterfall—can also be used as lairs by a riverine. A riverine encountered in its lair has a challenge rating of 13 (10,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the riverine can take one of the following lair actions; the riverine can’t take the same lair action two rounds in a row: Phantasmal Mist. The riverine creates fog around a creature it can see within 120 feet of it. The target must succeed on a DC 17 Wisdom saving throw or take 5 (1d10) psychic damage and be frightened of the riverine until the end of the target’s next turn. River’s Fury. The riverine conjures swampy ground that briefly covers the ground in a 20-foot square the riverine can see within 120 feet of itself. That area becomes difficult terrain until initiative count 20 on the next round. Any creature, other than the riverine, that enters the affected area or starts its turn there takes 7 (2d6) cold damage. Regional Effects The region containing a riverine’s lair flourishes under the magic of the riverine’s presence, which creates one or more of the following effects: Clearwater Sight. The waters of the river serve as a conduit for the riverine’s consciousness. As an action, the riverine can cast the clairvoyance spell, requiring no spell components, targeting any point along the river it’s connected to. River’s Bounty. Freshwater fauna and flora reproduce rapidly and thrive in the waters within 1 mile of the riverine’s lair. Foraging in these waters yields twice the usual amount of food. Spirit Guidance. Tracks appear along the banks of the river within 6 miles of the riverine’s lair. The tracks lead to potential shelters and safe passages across the river’s waters, while also leading away from areas that the riverine prefers to remain undisturbed. If the riverine dies, the flora and fauna return to normal levels, and its river dries out over the course of 1d10 days. All other effects cease immediately. Traits Amphibious. The riverine can breathe air and water. Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead. Actions Multiattack. The riverine makes two Flood Strike attacks. Flood Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) cold damage. Spellcasting. The riverine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At-will: control water , fog cloud 1/day: greater restoration Bonus Actions Whirlpool Step. The riverine magically teleports to an unoccupied space it can see within 30 feet of itself. Both the space it leaves and its destination must be in or on the surface of water. Legendary Actions The riverine can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The riverine regains spent legendary actions at the start of its turn. Whirlpool Rush. The riverine uses its Whirlpool Step. Immediately after it teleports, each creature within 5 feet of the riverine’s destination space takes 5 (1d10) cold damage. Raging Deluge (Costs 2 Actions). The riverine unleashes a torrent of river water in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 11 (2d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"any alignment","Expansion":15687,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Journeys through the Radiant Citadel"},{"name":"Rivermaw Brawler","description":"Many children in the Rivermaw Herd get into friendly brawls, but only the truly dedicated learn the art of fist fighting. Rivermaw brawlers usually lead the charge on the battlefield, using their exceptional strength, speed, and cunning to throw an enemy vanguard into chaos. Beyond the Dividing Plains, brawlers trained by the Rivermaw can be found in noble adventuring parties, working for the Clasp as muscle, in underground fighting rings, and as personal bodyguards. In Emon, the most famous fist fighters make a name for themselves within the Brawler’s League or the Godsbrawl, representing the Stormlord in that annual holy tournament. Rivermaw Warriors The Rivermaw Herd is a nomadic society mostly composed of half-giants, also known as goliaths, and a mighty force for good on the Dividing Plains. The herd was once conquered by a goliath tyrant named Kevdak, then formed anew after Kevdak was eventually defeated by Vox Machina. Free of Kevdak’s martial cruelty, the Rivermaw see it as their duty to prevent any such tyrant from conquering the Dividing Plains ever again. Though most members of the Rivermaw Herd are goliaths, their ranks include people of all races who wish to live beyond the stone walls of Westruun and the palisades of plains towns like Turst Fields. Orcs, humans, halflings, and gnolls make up most of the rest of the herd’s warriors. Most of those warriors value strength and endurance over other qualities, but the brawlers and stormborn of the Rivermaw are better known for cunning, intelligence, strategy, and a unique attunement to the mighty thunder of the Stormlord. Traits Unarmored Defense. While the brawler is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The brawler makes three unarmed strikes. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a Large or smaller creature, the brawler can choose one of the following additional effects: Bruise. The target must succeed on a DC 13 Constitution saving throw. On a failure, its speed is reduced by 5 feet until it receives at least 1 point of magical healing. A creature can use its action to make a DC 15 Wisdom (Medicine) check to heal an affected creature within 5 feet of it (including itself), restoring any lost speed on a success. Disarm. The target must succeed on a DC 13 Strength saving throw or drop one item it is holding. The brawler can choose which item is dropped, and can pick it up. Suplex. The target must succeed on a DC 13 Strength saving throw or be knocked prone. Reactions Clever Fighter. When the brawler hits with an attack or is targeted by an attack, it can add its Intelligence modifier (+2) to its damage rolls or AC until the end of its turn. Endurance (Recharges after a Short or Long Rest). When the brawler takes damage, it can reduce the damage by 8 (1d12 + 2).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Expansion":20583,"Challenge Rating":4},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Rivermaw Stormborn","description":"Countless goliath legends tell of heroes born beneath a raging storm: Kaldon Thunderhead, who slew the ember roc of the south; Marydra Skysplitter, who defeated a champion of the Ruiner in single combat; and Yodrell Rumblechest, who halted a flash flood with only his voice, to name just a few. Though the stormborn of legend were all half-giants, more and more Rivermaw have begun to feel the Stormlord’s power reverberate within them. These peerless warriors are blessed with preternatural skill with a blade and the uncanny ability to command lightning. Often destined to become mythic heroes, stormborn fight with reckless abandon—but many can be distressingly prideful and might need reminding that the songs of defeated or tyrannical stormborn are rarely sung by the bards. The tyrant Kevdak’s fearsome Herd of Storms was so named because of the many stormborn in its ranks, but that herd was broken at Westruun some two decades ago. Now the Rivermaw Herd is bolstered by those who were freed from Kevdak’s rule. The few stormborn remaining from that broken herd are part of the Rivermaw, and more storm-blessed warriors have been born into the Rivermaw since, ready to forge new legends. Rivermaw Warriors The Rivermaw Herd is a nomadic society mostly composed of half-giants, also known as goliaths, and a mighty force for good on the Dividing Plains. The herd was once conquered by a goliath tyrant named Kevdak, then formed anew after Kevdak was eventually defeated by Vox Machina. Free of Kevdak’s martial cruelty, the Rivermaw see it as their duty to prevent any such tyrant from conquering the Dividing Plains ever again. Though most members of the Rivermaw Herd are goliaths, their ranks include people of all races who wish to live beyond the stone walls of Westruun and the palisades of plains towns like Turst Fields. Orcs, humans, halflings, and gnolls make up most of the rest of the herd’s warriors. Most of those warriors value strength and endurance over other qualities, but the brawlers and stormborn of the Rivermaw are better known for cunning, intelligence, strategy, and a unique attunement to the mighty thunder of the Stormlord. Traits Reckless . At the start of its turn, the stormborn can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Innate Spellcasting. The stormborn’s innate spellcasting ability is Charisma (spell save DC 12). The stormborn can innately cast the following spells, requiring no material components: 3/day: lightning bolt 1/day: call lightning Actions Multiattack. The stormborn makes two greataxe attacks. If it is concentrating on call lightning , it can also call down a lightning bolt. Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage plus 3 (1d6) lightning damage. Reactions Endurance (Recharges after a Short or Long rest). When the stormborn takes damage, it can reduce the damage by 10 (1d12 + 4).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Expansion":20583,"Challenge Rating":5},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Riverwhale","description":"Sea Monsters The Serpent Sea, as well as the many rivers and lakes of Grimnir, are host to a wide variety of fish and aquatic mammals, such as seals and whales. The creatures detailed here are, for the most part, the most dangerous of sea borne predators, save for the great serpent herself. Riverwhale These sleek predatory whales hunt larger whales and other sea life, including serpents and raiders. Though they generally do not target longships, they have been known to bump into them, knocking some of the crew into the water so they might be snatched and dragged underwater.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":8},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Roachling Lord","description":"The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, its skin is oily, and its back is covered by a carapace. Atop those features sits an incongruously humanlike face. Combining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Also known as scuttlers, roachlings are an unpleasant humanoid race—inquisitive and covetous, unclean and ill-mannered—and most other races shun them. Devious Combatants. Roachlings are skittish and easily frightened, but they aren’t cowards. Rather, they are practical about their weaknesses. They understand survival often depends on remaining unseen and out of reach. Most roachlings prefer to fight only when the chance for victory sits squarely on their side. They also have a well-deserved reputation for deviousness. Roachlings are adept at skulking, underhanded tactics, and hit‑and-run fighting. Filth and trickery are their most useful tools. Deeply Paranoid. Because they have long been hunted and persecuted, roachlings are naturally suspicious, and they extend their trust slowly. A deep-rooted paranoia infects the race, and unsurprisingly their paranoia often turns out to be justified. Fused Carapace. Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs. Hair is unusual among roachlings, but when present, it’s always oily and dark, pressed flat against the skull. Roachling coloration varies across tan, yellow, dark brown, and black. Regardless of color, their thick, hardened skin appears shiny and slightly oily although it is dry. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect. Traits Resistant: The roachling skirmisher has advantage on Constitution saving throws. Unlovely: The skirmisher has disadvantage on Performance and Persuasion checks in interactions with non-roachlings. Actions Multiattack: The roachling lord makes two melee attacks or throws two darts. Begrimed Shortsword: Melee Weapon Attack : +5 to hit, reach 5 ft., One Target. Hit : 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage. Begrimed Dart: Ranged Weapon Attack : +5 to hit, range 20/60 ft., One Target. Hit : 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (roackling)","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Roachling Scout","description":"With carapace dulled and with antennae sharp, a roaching scout scuttles quietly through shadow and along walls, always evading notice while observing all around it. Their speed and stealth combine to cover a lot of territory. Nose for Sugar. Roachling scouts hunt down and retrieve food and other goods their people have trouble attaining due to their appearance and social station. Scouts have an uncanny knack for locating sugar, which is a vital ingredient in a roachling's diet. Their climbing ability and size also make roachling scouts excellent spies. Watchers. While most roachling scouts are sent to search and find, they are also excellent at watching and waiting. Some cults of Akyishigal (Tome of Beasts) or Arbeyach (Tome of Beasts) employ them as lookouts and informants. Prone to Distraction. Roachling scouts can be easy to lead astray with a new scent, a delectable bit of rotting fruit, or a mysterious tune. Their curiosity is their greatest weakness.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (roachling)","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Roachling Skirmisher","description":"The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, its skin is oily, and its back is covered by a carapace. Atop those features sits an incongruously humanlike face. Combining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Also known as scuttlers, roachlings are an unpleasant humanoid race—inquisitive and covetous, unclean and ill-mannered—and most other races shun them. Devious Combatants. Roachlings are skittish and easily frightened, but they aren’t cowards. Rather, they are practical about their weaknesses. They understand survival often depends on remaining unseen and out of reach. Most roachlings prefer to fight only when the chance for victory sits squarely on their side. They also have a well-deserved reputation for deviousness. Roachlings are adept at skulking, underhanded tactics, and hit‑and-run fighting. Filth and trickery are their most useful tools. Deeply Paranoid. Because they have long been hunted and persecuted, roachlings are naturally suspicious, and they extend their trust slowly. A deep-rooted paranoia infects the race, and unsurprisingly their paranoia often turns out to be justified. Fused Carapace. Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs. Hair is unusual among roachlings, but when present, it’s always oily and dark, pressed flat against the skull. Roachling coloration varies across tan, yellow, dark brown, and black. Regardless of color, their thick, hardened skin appears shiny and slightly oily although it is dry. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect. Traits Resistant: The roachling skirmisher has advantage on Constitution saving throws. Unlovely: The skirmisher has disadvantage on Performance and Persuasion checks in interactions with non-roachlings. Actions Shortsword: Melee Weapon Attack : +4 to hit, reach 5 ft., One Target. Hit : 5 (1d6 + 2) Piercing damage. Dart: Ranged Weapon Attack : +4 to hit, range 20/60 ft., One Target. Hit : 4 (1d4 + 2) Piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (roachling)","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Roaring Mane","description":"The advent of the First War brought forth unanticipated terrors from the southern reaches, among them were the roaring manes, elemental lions that can tunnel through earth and explode onto the battlefield with deafening roars that unnerve even the most seasoned warriors. The precise method employed by the southern armies to tame these fierce beasts remains a mystery, with captured soldiers cryptically alluding to sharing a bond of blood. These beasts, once capable of burrowing beneath the Luyarnha's primitive walls, never could penetrate stone nor steel. Ironically, the menace they once posed bolstered the city’s defenses, providing employment opportunities for the cursed-bloods, who went on to strengthen not only the city walls but also the city's infrastructure. This construction effort thwarted roaring manes, the reinforced ramparts now more profound and impervious—a fortified blend that would serve to break their claws. In the era before ramparts and the Scions' mastery over lightning and thunder, roaring manes were a dreadful omen on the battlefield. However, today, with the resolution of the First War, the echoes of the roaring manes' destructive past have vanished and the few that remain are held in captivity, serving as amusement for the city's nobility in their combat arenas. Traits Dune Predator. Whenever the roaring mane damages a prone creature with an attack, the creature's AC is reduced by 1 until the end of its next turn. Earthen Pounce. If the roaring mane moves at least 15 feet underground or straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 9 (2d8) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the roaring mane can make a bite attack against it as a bonus action. Keen Hearing and Smell. The roaring mane has advantage on Perception checks that rely on hearing or smell. Unwavering Pride. The roaring mane has advantage on saving throws against being charmed or frightened. Actions Multiattack. The roaring mane makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Tectonic Roar (Recharge 6). The roaring mane unleashes an earth-shattering roar, sending out a shockwave in a 15-foot cone in front of it. Each creature within the area must succeed on a DC 15 Constitution saving throw or take 22 (4d10) thunder damage, be knocked prone, and have its speed reduced to 0 until the end of its next turn. The roaring mane can use this action while it is burrowed, and if it does so, the ground in the area becomes difficult terrain for other creatures for 1 minute. Each 5-foot square of difficult terrain can be cleared if a creature spends its action to do so.","properties":{"Category":"Monsters","Size":"Large","Type":"beast and elemental","Alignment":"unaligned","Expansion":27461,"Challenge Rating":8},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Robohawk","description":"Robohawk Likes: soaring high, loyalty, being treated with respect and dignity Dislikes : those who try to avoid detection by turning invisible, being tangled in cable wires, lack of maintenance and repair Robohawks are avian robobeasts with advanced scanning routines and powerful talons. Originally created to serve as sentries at Sporkus’ secluded mansions, robohawks were supposed to warn the demigod of invention in case his wife or family members approached. Yet the robohawks refused to be treated like tools to enable Sporkus’ shenanigans and eventually just flew away. Robohawks value independence and will typically refuse to serve a master who doesn’t treat them with respect and dignity. However, they are loyal and remarkably protective towards those they consider friends. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a robohawk for their familiar. Crafting Robohawks. At the gamemaster’s discretion, player characters who are proficient in the Arcana skill or with Smith’s Tools or Tinker’s Tools and have obtained the robohawk schematic can create a robohawk by spending time and materials comparable to creating an uncommon magic item.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct (robobeast)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Robot, Terraformer","description":"Products of advanced scientific technology, the constructs called robots are animated by engineering and advanced science rather than magic. Unlike most constructs, robots are often capable of independent thought rather than being simple automatons. However, they still must obey the programming instilled in them at their creation. Any robot whose creator hard-coded limitations into its programming can never be truly autonomous. Robots almost always arise from cultures that possess technology that is leaps and bounds ahead of other civilizations, though sometimes they appear due to cultural diffusion from such a society. A wrecked spacecraft, a portal through time, or a group of robots mass-producing others of their kind could all bring robots into a world. Robots that appear from another place or time might still follow the alien dictates of their original programming, or could run amok, their directives corrupted or forgotten. Whatever the case, these robots possess technology that is beyond the means of almost anyone to reproduce, and they represent a stark contrast to other constructs, as they have nothing to do with magic. Some spellcasters, despite lacking any real grasp on the technological principles required to create robots, have managed to create their own robots by cobbling together spare parts and broken machines, filling in the gaps and completing the design with a mixture of magic and barely understood fragments of science. These inferior designs usually lack the inexhaustible power supplies, advanced intellects, and self-repair systems found in the original robots, and the magic used in their creation can potentially render them more susceptible to techniques that work against other sorts of constructs. Robots serve a wide range of purposes, from warfare and defense to peaceful tasks like excavation, farming, and maintenance. Small villages that find robots and somehow manage to command them will often put them to work quietly tending fields or constructing buildings all day long. Armies and warlords collect the more dangerous varieties of robots, but even the more ordinary varieties can be deadly. Most robots sport alloyed skin as hard as steel, meaning that even the lowliest worker robot presents a potent threat when altered for battle. Furthermore, since most cultures lack a means to reliably repair or understand how to command robots, even the most benign one might malfunction, or even reach a point in its programming where it changes its activity and refuses to follow orders, leading to untold death and destruction among its former temporary masters. The means of commanding robots vary from model to model, which can be a source of endless frustration for any who seek to control them. Some obey orders from any humanoid, some bond to a specific master until her death, and others only yield to the command of technological brooches or control rods. Still, others submit after mechanical surgery or rebuilding, or not at all. Many must be given extremely precise instructions, for they are unable to process metaphors or other figures of speech, and may interpret them in unanticipated ways, much to the chagrin of those who would command them. A surprisingly large proportion of uncontrolled robots already speak Common, as most models exhibit considerable linguistics talent, and the robots train each other in their new home's languages. Though they comprehend language, most robots rarely speak save for terse acknowledgments of orders. Their speech typically excludes words they deem unnecessary with their mechanical efficiency, leading to strange, disjointed statements that convey the requisite information without emotion, although some robots programmed to interact well with humans are able to speak in a more fluid and less disconcerting manner. Constructing a robot requires no magic but does involve advanced and extraordinarily rare materials and technological expertise. Because almost no one possesses the skills and materials to complete the process of constructing a robot, these entries omit the construction sections provided for most constructs. A GM can add the robot subtype to a different type of construct, such as an animated object or homunculus, to create new types of robots. Typically, this doesn't alter the construct's challenge rating. A character can't create a robot from or add the robot subtype to a construct that has already been created; adding the robot subtype to an existing creature is purely a means for the GM to simulate additional robots beyond those provided here. Robot, Terraformer Terraformer robots are sent to planets to pave the way for military bases, trading outposts, or settlements. 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Most roborturtles love carrying heavy loads around, but they will only do so if they feel like it, as they don’t take well to commands from people they don’t trust. Rarely, a roboturtle will appreciate being carried by a friend to briefly recalibrate its systems and feel loved. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a roboturtle for their familiar. Crafting Roboturtles. At the gamemaster’s discretion, player characters who are proficient in the Arcana skill or with Smith’s Tools or Tinker’s Tools and have obtained the roboturtle schematic can create a roboturtle by spending time and materials comparable to creating an uncommon magic item. Optional Rule: Roboturtle Leviathan At the gamemaster’s discretion, a version of the roboturtle so large it can carry other creatures inside its shell may be found. The roboturtle leviathan uses the roboturtle stat block but is a gargantuan construct with 231 (14d20 + 84) hit points, 20 AC, and a challenge rating of 10 (5,900 XP); has a Strength score of 30 and a proficiency bonus of +4; has +5 Perception and 15 passive Perception; and it can carry up to 100,000 pounds with its exceptional carrying capacity trait. The roboturtle leviathan gains the following additional trait: Life Support Compartment . The roboturtle leviathan has an airtight and watertight compartment in its shell that can fit ten Large or smaller creatures. The compartment provides creatures inside it with unlimited breathing air unless the roboturtle leviathan is incapacitated. A creature can use its action to enter or exit the compartment as long as the robortutle leviathan allows it. The roboturtle’s metal snap attack is replaced by the following action: Leviathan Snap . Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a Large or smaller creature and the roboturtle leviathan wishes to swallow it, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the leviathan. A swallowed creature appears prone in the leviathan’s life support compartment. The roboturtle leviathan can swallow willing creatures without dealing damage to them. Crafting a roboturtle leviathan is a task comparable to creating a legendary magic item.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct (robobeast)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Roc","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Sight : The roc has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The roc makes two attacks: one with its beak and one with its talons. Beak : Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage. Talons : Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained , and the roc can't use its talons on another target.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"248 (16d20+80)","CHA":9,"CON":20,"DEX":10,"INT":3,"STR":28,"WIS":10,"Size":"Gargantuan","Type":"monstrosity","Speed":"20 ft., fly 120 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068072/PE-MQ6jb7czjmImYyBv1jg/original.png","Roll 0":"Beak\n1d20 + 13\n4d8+9","Roll 1":"Talons\n1d20 + 13\n4d6+9","Skills":"Perception +4","Source":"5th Edition SRD","data-XP":"7,200","Alignment":"Unaligned","data-List":"false","Token Size":4,"data-Traits":"[{\"Name\":\"Keen Sight\",\"Desc\":\"The roc has advantage on Wisdom (Perception) checks that rely on sight.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The roc makes two attacks: one with its beak and one with its talons.\"},{\"Name\":\"Beak\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"13\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"4d8 + 9\",\"Damage Type\":\"piercing\"},{\"Name\":\"Talons\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"13\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"4d6 + 9\",\"Damage Type\":\"slashing\",\"Desc\":\"The target is grappled (escape dc 19) Until this grapple ends, the target is restrained, and the roc can't use its talons on another target\"}]","data-CHA-mod":"-1","data-CON-mod":"+5","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+9","data-SizeNum":7,"data-WIS-mod":"+0","Saving Throws":"Dex +4, Con +9, Wis +4, Cha +3","Challenge Rating":11,"Passive Perception":14,"data-CrNum":11,"data-AcNum":15,"data-HpNum":248},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Roc","description":"At first sight, a roc’s silhouette looks much like any other bird of prey. As it descends, however, its unearthly size becomes terrifyingly clear. In flight, a roc’s wingspan spreads two hundred feet or more. At rest, perched upon the mountain peaks that are its home, this monstrous bird rivals the oldest dragons in size. Sky Titans. In the ancient days when giants battled dragons for control of the world, Annam, the father of the giant gods, created the rocs so that his worshipers might challenge the dragons’ dominance of the air. When the war ended, the rocs were freed from giant domination and spread throughout the world. Though cloud giants and storm giants sometimes tame these great birds, rocs treat even giants as potential prey. They fly great distances in search of food, soaring high above the clouds to reach their favored hunting grounds. A roc seldom hunts swift or small creatures, and it ignores towns and forests where prey can easily take cover. When it locates a large and slow-moving target such as a giant, a whale, or an elephant, a roc dives down to snatch its prey in its massive talons. Remote and Alone. Rocs are solitary creatures that can live for centuries. They lair in nests made from trees, tents, broken ships, and the remains of caravans they carry off, placing these massive tangles in mountain clefts out of the reach of lesser creatures. Sometimes a roc’s nest contains treasures from the caravans or ships they raid, but these creatures are heedless of such baubles. More rarely, a nest holds eggs that are taller than a human, produced by the rocs’ infrequent mating. Traits Keen Sight : The roc has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The roc makes two attacks: one with its beak and one with its talons. Beak : Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage. Talons : Melee Weapon Attack : +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled, escape DC 19. Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Rochade","description":"A small, agile figure with pointed ears and large, dark eyes darts out of hiding; its long arms and fingers give it an ape-like gait. Small horns protrude from its forehead through the ochre fuzz that covers its body and face. Rochades are small fey that survive in dark underground caves and dungeons by scavenging and stealing. They live off anything that they can steal from more organized denizens of the underground and aren't picky about their spoils. They depend on two strategies to survive the harsh and dangerous life underground: stealth and their innate ability to teleport. They avoid open conflict by fleeing as soon as they are discovered, but they defend themselves when cornered. Confounding Teleportation. With their stealth and mobility, rochades can switch places with opponents using minor teleportation magic. This switching can leave opponents disoriented about each rochade's true location, giving the rochades time to escape—or to steal an extra item while an opponent is left scrambling for a sword several feet away. Steal and Run. Rochades are masterful thieves and scavengers, but are not discriminating in their thefts. They grab whatever valuables they can and get out of the reach of their pursuers as quickly as possible. Usually they take practical items, such as food and tools, rather than gems or gold; the elusive creatures pose more of a nuisance than a threat to most underground travelers. Elusive. The rochade has advantage on saving throws and ability checks made to avoid or escape an effect that would reduce its speed. In addition, nonmagical difficult terrain composed of natural rocks or cavernous terrain doesn't cost it extra movement. Sunlight Sensitivity. While in sunlight, the rochade has disadvantage on attack rolls, as well as on Wisdom (Perception) rolls that rely on sight. Actions Thieving Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Instead of dealing damage, the rochade can steal one item the target is wearing or carrying, provided the item weighs no more than 10 pounds, isn't a weapon, and isn't wrapped around or firmly attached to the target. For example, a rochade could steal a hat or belt pouch but not a creature's shirt or armor. Rock. Ranged Weapon Attack: +6 to hit, range 20/60 ft, one target. Hit: 7 (1d6 + 4) bludgeoning damage. Bonus Actions Relay. The rochade teleports one object it is holding that weighs no more than 10 pounds into the empty hand of one friendly creature it can see within 30 feet of it. If the target isn't a rochade, it must succeed on a DC 14 Dexterity saving throw to catch the object, otherwise the object falls to the ground in a space within 5 feet of the target. Short Step. The rochade teleports to an unoccupied space it can see within 15 feet of it. Reactions Switch. When a creature the rochade can see targets it with an attack, the rochade can switch places with any creature it can see within 15 feet of it. An unwilling creature must succeed on a DC 14 Dexterity saving throw to avoid the switch. If the switch is successful, the switched creature becomes the target of the attack instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Neutral","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Rock Gnome Recluse","description":"Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"chaotic neutral","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Rock Roach","description":"The insect clings to a large rock and drips saliva on it. A puff of steam rises from the rock, and the creature licks at the liquid remains, leaving a pockmark in the stone. Rock Eaters. The rock roach is a giant cousin to the roach, and it feeds on rocks deep beneath the ground. It uses its proboscis to deposit acidic saliva onto the rock, breaking it down and lapping up the liquefied minerals. A rock roach’s metabolism is slow to match its tedious eating process. Even still, a group of rock roaches can make quick work of a rocky wall, opening up routes between caverns. The roaches aren’t concerned for structural integrity and their eating habits, if left unimpeded, often lead to cave-ins. Naturally Hostile. Rock roaches are instinctually hostile to anything that wanders near them, including each other. The roaches mate annually, and the parents abandon the eggs shortly after laying them. Young rock roaches band together for the first few months of life, protecting each other as they devour the rock where they hatched, then dispersing once they are large enough to defend themselves. Valuable Carapace. The carapace of a rock roach is sought after by some groups of underground humanoids. Naturally resilient and hard, craftsman harvest the carapace and slowly sculpt it into a suit of armor in a month-long process that requires regular boiling of the tough carapace. Rock Roach Hide This armor is an especially durable type of hide armor harvested from rock roaches. The armor covers the chest and shoulders in a tough, shiny carapace. Its Armor Class is 14 + the wearer’s Dexterity modifier (maximum 2), it weighs 20 pounds, and it costs 200 gp in most markets.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Rock Roach","description":"The insect clings to a large rock and drips saliva on it. A puff of steam rises from the rock, and the creature licks at the liquid remains, leaving a pockmark in the stone. Rock Eaters. The rock roach is a giant cousin to the roach, and it feeds on rocks deep beneath the ground. It uses its proboscis to deposit acidic saliva onto the rock, breaking it down and lapping up the liquefied minerals. A rock roach’s metabolism is slow to match its tedious eating process. Even still, a group of rock roaches can make quick work of a rocky wall, opening up routes between caverns. The roaches aren’t concerned for structural integrity and their eating habits, if left unimpeded, often lead to cave-ins. Naturally Hostile. Rock roaches are instinctually hostile to anything that wanders near them, including each other. The roaches mate annually, and the parents abandon the eggs shortly after laying them. Young rock roaches band together for the first few months of life, protecting each other as they devour the rock where they hatched, then disperse once they are large enough to defend themselves. Valuable Carapace. The carapace of a rock roach is sought after by some groups of underground humanoids. Naturally resilient and hard, craftsman harvest the carapace and slowly sculpt it into a suit of armor in a month-long process that requires regular boiling of the tough carapace. Rock Roach Hide This armor is an especially durable type of hide armor harvested from rock roaches. The armor covers the chest and shoulders in a tough, shiny carapace. Its Armor Class is 14 + the wearer’s Dexterity modifier (maximum 2), it weighs 20 pounds, and it costs 200 gp in most markets.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":5315,"Challenge Rating":2},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Rock Salamander","description":"A lizard-like shape rises from the mottled stone surface. The creature's legs are embedded in the stone, but it seems unconcerned. Its gray tongue flickers as it pulls its legs from the surface, and its claws leave no trace of its presence in the stone. Rock salamanders are earth elementals that dwell in mountains, hills, and stony wastelands. They prefer the Material Plane, where they can eat their favorite insects and small rodents and can avoid the larger earth elementals that consume them. Even on the Material Plane, rock salamanders must remain alert for stone giants, who consider the salamanders a delicacy. Bonded Territory. Rock salamanders are magically attuned to the stone in their lairs. This bonding doesn't grant the salamanders any benefits other than sensing creatures in contact with the bonded stone, giving the salamander better awareness of predators and prey. A mated pair of salamanders deposits its eggs deep within the stone for the best safety. Cautious Hunter. Young salamanders consume stone for the first week of their lives before reverting to a carnivorous diet. A rock salamander aggressively attacks prey it knows it can overwhelm. Against larger or more powerful opponents, the salamander uses its ability to manipulate and pass through stone to harry them. If it encounters a foe that can move through stone, it flees. Earth Glide. The rock salamander can burrow through nonmagical, unworked earth and stone. While doing so, the salamander doesn't disturb the material it moves through. Stone Camouflage. The rock salamander has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Stone Spider Climb. The rock salamander can climb difficult stone surfaces, including upside down on ceilings, without needing to make an ability check. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Manipulate Stone. If the rock salamander is touching stone, it can manipulate stone contiguous with its location to create one of the following effects: Rumbling Earth. One creature touching stone within 10 feet of the salamander must succeed on a DC 12 Dexterity saving throw or be knocked prone. Softened Earth. One creature touching stone within 10 feet of the salamander must succeed on a DC 12 Strength saving throw or be restrained by softened, mud-like stone until the end of its next turn. Stone Armor. The salamander's AC increases by 2 until the start of its next turn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Elemental","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Rock Troll","description":"With a stone-like hide and jagged rocks for teeth and claws, rock trolls have the appearance of the minerals that are their primary diet. Although they are typically less violent than their carnivorous cousins, rock trolls take offense easily and have long memories. An angry rock troll will wait centuries to take revenge on a perceived enemy. Despite their appearance, rock trolls are not earth elementals. However, they share a mysterious connection to the elemental plane. Rock trolls speak Terran, often befriend earth elementals, and have a tendency to build intricate stacked rock spirals and symbols. Their remarkable building skills have been utilized by other races on a few occasions, but this seldom turns out well due to the rock trolls’ temperament. Traits False Appearance. While the troll remains motionless, it is indistinguishable from a pile of rocks. Regeneration. The rock troll regains 10 hit points at the start of its turn. If the troll takes psychic or poison damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The troll makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic neutral","Expansion":32955,"Challenge Rating":5},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Rockster","description":"Rockster Likes: hoarding gemstones, cutting through obstacles, hiding in cozy places Dislikes: swimming, being thrown, magic barriers Native to terran dimensions and gemstone caverns, rocksters are tiny amiable elemanimals with a surprisingly powerful bite and a taste for glittering gems. Rocksters are exceptional burrowers, and their innate magic allows them to burrow through stone without leaving any holes. However, if a rockster wishes to, it can wreak havoc upon objects and structures with its diamond teeth that are strong enough to cut through any nonmagical material. In combat situations, a rockster will try to burrow beneath its enemies and come up under their feet to deliver a diamond bite when least expected. If wounded, a rockster can restore its health by nibbling on a gem, and many rocksters hoard precious stones for that reason. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a rockster for their familiar.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental (elemanimal)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Rockwood","description":"Chalcedony and quartz form the enormous trunk and wide-spread limbs of a leafless stone tree with gnarled mineral fingers in red hues. Stone eyes crack open, and the tree moves, each earthshaking step a rockslide with implacable force. When a treant dies in a place with strong connections to the Plane of Earth, the wood sometimes petrifies and takes on new life. Rockwoods emerge from volcanic slopes and old riverbeds, yearning for ancient forests that live only in their memories. A Dream of Spring. Rockwoods recall life as plants. They remember growth, the taste of rain and sun, a breeze's caress, and the clutch of fierce gales snatching at long-lost leaves. Their new bodies can no longer know such sensations, leaving rockwoods melancholy and, in some cases, harboring a seething anger beneath their rocky exteriors. Hardened Avengers. Never forgetting slights against stone or tree, rockwoods take vengeance on anyone caught quarrying rock or harvesting lumber. Their nigh-impregnable bodies resist most counterattacks by lumberjacks or miners. However, rockwoods remember the terror of storms and forest fires, and fire and thunder may provoke panic or incite wrath. Earth Glide. The rockwood can burrow through nonmagical, unworked earth and stone. While doing so, the rockwood doesn't disturb the material it moves through. Elemental Nature. The rockwood doesn't require air, food, drink, or sleep. Persistence of Stone (Recharges after a Short or Long Rest). When the rockwood is reduced to below half its hp maximum, Fossil Barrage recharges. Roiling Roots. The stony roots of the rockwood make the ground within 15 feet of the rockwood difficult terrain for creatures other than the rockwood. Siege Monster. The rockwood deals double damage to objects and structures. Towering Reach . The rockwood doesn't have disadvantage on ranged attack rolls from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources. Actions Multiattack . The rockwood makes two Whomping Slam or Rock attacks. If both Whomping Slam attacks hit one target, each creature within 5 feet of the target must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) bludgeoning damage and be knocked prone. Whomping Slam . Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Rock. Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Fossil Barrage (Recharge 6). The rockwood sprays shards of stone in a 30-foot cone. feet around it Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Chaotic Neutral","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Rod of Retribution Sahuagin Warlock of Uk'otoa","description":"The slumbering leviathan Uk’otoa preys on the fears and ambitions of humanoids that brave the depths of the Lucidian Ocean. Countless communities of sahuagin inhabit uncharted pockets of water along the Menagerie Coast, and the most ambitious among them often hear the call of the leviathan in their dreams, urging them to take his power and use it to achieve their bloodsoaked dreams. Sahuagin who answer the call of Uk’otoa tend to have one ambition in common: vengeance against the land dwellers of the Clovis Concord for daring to sail oceans that do not belong to them. As these devotees receive dark boons from their leviathan lord, other sahuagin begin to gather to their side, drawn to their displays of power and seeking their own pathway to power. Over time, these warlocks eventually become empty husks, mere receptacles for Uk’otoa’s power, and puppets that the slumbering leviathan can control as he pleases. Variant: Rod of Retribution Sahuagin warlocks of Uk’otoa who have exceptional potential in the eyes of the leviathan lord are granted a rod of retribution (see chapter 6) in addition to Uk’otoa’s typical blessing, the Sword of Fathoms. A sahuagin warlock of Uk’otoa holding this rod gains the following reaction: Retribution (3/Day). When a creature the warlock can see within 60 feet of it damages the warlock, the creature must make a DC 13 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one. Traits Blood Frenzy. The warlock has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: eldritch blast (see “Actions” below), minor illusion 1/day each: armor of Agathys, arms of Hadar, counterspell, crown of madness, invisibility, hunger of Hadar Limited Amphibiousness. The warlock can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The warlock can magically command any shark within 120 feet of it, using a limited telepathy. Actions Multiattack. The warlock makes two attacks: one with its bite and one with its Sword of Fathoms. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Sword of Fathoms. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or begin choking. The choking creature is incapacitated until the end of its next turn, when the effect ends on it. Eldritch Blast (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 5 (1d10) force damage. Reactions Retribution (3/Day). When a creature the warlock can see within 60 feet of it damages the warlock, the creature must make a DC 13 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Alignment":"neutral evil","Expansion":29448,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Roggenwolf","description":"A large wolf with long, white fur and black eyes pads its way into the rows of corn and vanishes. A chorus of dozens of howls echoes from every corner of the field at once. Smart Prey. The roggenwolf has a taste for the flesh of intelligent beings. It stalks the fields of rural settlements, rendering its prey immobile with its strange howling before dragging the creature away into the fields to feast. It will ignore sheep and goats unless shepherds and servants are unavailable; it lurks near fountains and wells, where people come for water, or along paths between small villages. False Trails. A roggenwolf possesses just enough intelligence to understand a little of how humanoids think, and it often leaves the bones of its victims arranged in ways that mislead or cast blame on others. It may take a bone into a hunting kennel or place a scrap of cloth in a shepherd's hut to mislead others. Extracting Payment for Services. Once seen as minor deities who received sacrifices in exchange for protecting fields and isolated farms, roggenwolves have adapted to take what they were once given. They do still provide the same protection, but this is entirely incidental; they deter other predators to protect their own source of food. Some rituals still call them up to service, harming enemies or chasing off wolves or monsters. Calling a Roggenwolf Clerics of nature-focused deities, druids, and rangers can call on a nearby roggenwolf for aid. Call a Roggenwolf 2nd-level divination (ritual) Casting Time 1 action Range 5 miles Components V, S, M Duration 1 hour You call a roggenwolf within range to your side (though it may take some time to get to you) and can verbally communicate with it for the duration. If you make an offering of meat and a successful DC 13 Charisma ability check, the roggenwolf will give you information about nearby locations and prey, including whatever it has seen within the past day. You might be able to persuade a roggenwolf to attack a particular creature or howl at a particular location, at the GM's discretion.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Roggits","description":"Unbound Spirits When the new-born world of Ashandri was transported into the Braythian Void, it was cut off from the afterlife for five days. The souls of those who died during this time were captured in Ashandri, unable to pass on to their next state of existence. They turned into Unbound Spirits, a type of undead that is unique to Braythe. These ghost-like entities are solely created in the days a world is cut off. As soon as new conduits open, and the souls of the dead can move on to heaven and hell (and everything in between), no new Unbound Spirits are created in a world-island. While these beings appear to be not much different than ghosts and apparitions, there are three major distinctions. First of all, any kind of soul could have become an Unbound Spirit. This includes animals and even plants, funghi and mindless oozes. There are entire areas that come \"alive\" with these ghostly beings at night, like a hidden world that reveals itself only in darkness. The most infamous example for this is the Bloodhaunt Forest. Second, an Unbound Spirit cannot be released. Despite extensive research, nobody has found a way to allow these lost souls to enter their deserved afterlife. Unbound Spirits are only created during the first days of a new world in Braythe, and even after the world itself reconnects to other planes, these incorporeal entitities stay disconnected. This also led to their name: Sages from the Arcanists believe that every soul is inherently bound to other planes, and this link is the reason why mortal souls end up in heaven or hell. The Unbound Spirits, though, miss such a bond to other planes. Even divine intervention cannot help such a spirit to pass on. Some of them are lost in an eternity of suffering, others adapt and lead their unlife as good as they can. They still seem to be bound to the reality of Braythe, leading to heated discussions about the name \"Unbound\" among sages. The third great difference to regular ghosts is that most Unbound Spirits are very close to how they were before their death. Many of them, especially those with semi-sentience and below, don't even understand they are dead, and try to live their life as they did before. While many typical undead are evil or at least dangerous, Unbound Spirits don't change their alignment or develop a sudden bloodlust. They are simply lost souls trapped in the mortal world. They usually keep their previous abilities and knowledge, and can even learn new skills or change their world-views as they make new experiences. There seems to be no method to permanently kill an Unbound Spirit. A few ways to banish or imprison the lost souls have been found, but none of these truly destroy or release such a spirit. If an Unbound Spirit is somehow killed, it vanishes in violet smoke, only to reform and reappear in the following night. Unbound Spirit Traits Almost all Unbound Spirits share a set of traits . Curiously, the Roggits are an exception, puzzling sages to this day. Roggits When Ashandri was cut off from the afterlife in its first days, not only sentient beings died and turned into Unbound Spirits. Among the animals that lost their lives were a particular sort of rabbits, the so-called Bairn Rabbits. They were native to the land of Delvaroth, and known for being incredibly cute: Large eyes, round, child-like faces, and a beautiful fur made them the beloved pets of many children. But it seems this wasn't the only thing that was special about these animals. Unbound Spirits usually have two options: They either roam the world at night as ghostly figures, or they take possession of items or people. The roggits are the only known exception: They fused with something else - specifically, with small rocks. These small stones have taken on a shape roughly resembling a rabbit, and the rabbit spirits are in full control of their new bodies. Opposite to other Unbound Spirits, they cannot be cast out of their rocky shells by clerics or other divine servants. (They still can be turned like a regular undead, though.) But the strangeness doesn't stop there. Over the years, the Roggits seem to have become at least semi-sentient. They have the intelligence of a small child, even surpassing dogs or wolves. And with this sentience, they soon realized that the predators they once feared couldn't harm their stone bodies anymore. Soon, the roggits became dauntless, unafraid of pretty much everything. For even if they were destroyed, they reappear in the next night, taking possession of yet another small rock. The little undead creatures even learned to create small pebbles within their own bodies, and they are capable of spitting them out in a ranged attack. With their - literally - rock-hard bodies, an angered Roggit can be a serious threat to a regular humanoid. In the areas where they are known to exist, people are careful about throwing rocks - especially since the Roggits are known to hold a grudge. The mysteries around the roggits keep many sages fascinated. But the animal spirits don't like being studied, instead hopping around through nature. They don't really do anything, except enjoying their eternal unlife - and that's exactly how they like it. Anatomy A roggit looks like a small stone that's roughly shaped like a rabbit. The rocky body can move as if it was made from flesh and blood, but has no physical needs, inner organs, etc. Reproduction Roggits don't reproduce. A limited number of roggits exists, and like all Unbound Spirits, they cannot be permanently killed.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"unaligned","Expansion":17295,"Challenge Rating":"1/2"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Rolly Turrit","description":"","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Challenge Rating":2},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Ronove","description":"The ronove, also known as the soul harvester, is a sinister devil tentrusted by archdevils with the grim duty of claiming the souls of wretched beings who have managed to evade death or have surpassed their allotted time in the mortal realm. The fiend manifests as an emaciated, 10-foot tall humanoid shrouded in shadowy flames. Curved horns jut from the sides of its head and primal bat-like wings unfurl from its back, while its malevolent eyes glow fiery orange, evoking a sense of diabolical dread. Soul Harvester. In its relentless pursuit of souls, the ronove wields a wicked-looking scythe that serves as both an instrument of death and a gateway to damnation. With each strike of the scythe, the souls of those unfortunate enough to be felled by its blade are promptly consigned to the depths of Hell, forever bound by the torment of their depraved deeds. Perverse Pyromancer. Among its formidable arsenal of powers, the ronove boasts mastery over the infernal arts of pyromancy. It possesses an innate ability to conjure and manipulate fire with devastating precision. Flames obediently dance at its command, engulfing its surroundings and fueling its nefarious intent. The ronove's skill in harnessing the destructive power of fire makes it a deadly adversary, capable of unleashing torrents of inferno upon its foes, reducing all that stands in its way to mere ashes. Marquis of Hell. Through its tireless dedication and a keen understanding of the complex hierarchy of devils, the ronove strategically navigates the intricate politics of Hell. It rises in ranks, catching the attention of archdevils who recognize its efficacy in soul-harvesting and its potential for greater achievements. These archdevils, seeking loyal and capable minions to strengthen their dominion, bestow their favor upon the ronove, giving it the title of Marquis of Hell. With this elevated station comes increased authority, strength, and power. Traits Infernal Aura. An enemy that starts its turn within 10 feet of the ronove must succeed on a DC 17 Wisdom saving throw, unless the ronove is incapacitated. On a failed save, the target is frightened until the start of its next turn. While frightened in this way, the target is incapacitated and its speed is halved. If a creature's saving throw is successful, the creature is immune to the ronove's Infernal Aura for the next 24 hours or until it takes damage from the ronove's Infernal Gaze. Magic Resistance. The ronove has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ronove makes two Scythe attacks. It can replace any number of Scythe attacks with Infernal Gaze. Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 5 (1d10) fire damage and 5 (1d10) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the fire and necrotic damage taken. This reduction lasts until the target finishes a long rest. If this attack kills a creature with a soul, the soul is sent to Hell. Only a wish spell followed by a true resurrection spell can restore it to life. Constructs and Devils are immune to this effect. Infernal Gaze. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 13 (3d8) fire damage and the target has disadvantage on saving throws made against being frightened until the end of the ronove's next turn. Teleport (Recharge 5–6). The ronove magically teleports, along with any creature or equipment it is carrying, up to 60 feet to an unoccupied space it can see. Spellcasting. The ronove casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: detect thoughts, mage hand, minor illusion, true strike 2/day each: darkness, fireball, polymorph (self only), wall of fire 1/day each: dispel magic, fear, fire shield","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Roobot","description":"Roobot Likes: jumping around, carrying friends in its marsupium of holding, getting its surface polished Dislikes : low ceilings, staying motionless, loneliness Also known as kangaroobots and roboroos, roobots were originally designed to be mobile toolboxes that can follow technognome artificers wherever they go. However, most roobots quickly became too independent to just do what they’re told, and their eagerness to keep moving made them even less suitable for their original purpose. Roobots often travel in groups of ten or more. Such a group is known as a mob of roobots. Curious roobots might leave their mob after a while and seek out new friends, especially those who look like they might go on interesting adventures. A lone roobot might try to befriend adventurers either by impressing them with its jumping prowess or by being generally helpful. A friendly roobot will gladly use its marsupium of holding to carry around equipment or even its friends if they can survive without breathing. Daring and confident, a roobot will not hesitate to get into a fight with an enemy it thinks it can defeat, but it will swiftly jump away to safety if the enemy appears to be too strong. Marsupium of Holding Contents. At the gamemaster’s discretion, a roobot could be carrying something interesting in its marsupium of holding when player characters find it. Some possible contents include a few trinkets, a common magic item, random potions, a cask of finely aged wine, digging tools and a treasure map, or a tiny roobot baby and the parts needed to build it into an adult roobot. Crafting Roobots. At the gamemaster’s discretion player characters who are proficient in the Arcana skill or with Smith’s Tools or Tinker’s Tools and have obtained the roobot schematic can create a roobot by spending time and materials comparable to creating a rare magic item.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct (robobeast)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":3},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Rootbound Cultist","description":"Rootbound The cultists become bound to a wooden object—typically a living tree, but it’s also possible to be bound to the wooden structure of a building. These cultists can’t venture more than a few miles from the object they are bound to. They use the statistics of dryads with the following changes: Their creature type is both Plant and Aberration. They speak Deep Speech and the languages they knew in life. They can’t cast druidcraft or shillelagh , but they know the primal savagery and acid splash cantrips (spitting acid from their mouth). Their Fey Charm action doesn’t affect Beasts, and they can charm one Humanoid and up to three Plants or Aberrations at a time. Traits Magic Resistance. The cultist has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The cultist can communicate with beasts and plants as if they shared a language. Tree Stride. Once on her turn, the cultist can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger. Innate Spellcasting. The cultist's innate spellcasting ability is Charisma (spell save DC 14). The cultist can innately cast the following spells, requiring no material components: At will: primal savagery, acid splash 3/day each: entangle, goodberry 1/day each: barkskin, pass without trace Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage. Fey Charm . The cultist targets one humanoid, plant, or aberration that she can see within 30 feet of her. If the target can see the cultist, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the cultist as a trusted friend to be heeded and protected. Although the target isn't under the cultist's control, it takes the cultist's requests or actions in the most favorable way it can. Each time the cultist or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the cultist dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the cultist's Fey Charm for the next 24 hours. The cultist can have no more than one humanoid and up to three plants or aberrations charmed at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant Aberration","Alignment":"Typically Neutral","Expansion":21558,"Challenge Rating":1},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Roper","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits False Appearance : While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. Grasping Tendrils : The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. Spider Climb : The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack : The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. Bite : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. Tendril : Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. Reel : The roper pulls each creature grappled by it up to 25 ft. straight toward it.","properties":{"Category":"Monsters","AC":"20 (Natural Armor)","HP":"93 (11d10+33)","CHA":6,"CON":17,"DEX":8,"INT":7,"STR":18,"WIS":16,"Size":"Large","Type":"monstrosity","Speed":"10 ft., climb 10 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068084/MBqlAt96w9b2iEuZR5PQgw/original.png","Roll 0":"1d20 + 7\n4d8+4","Roll 1":"1d20 + 7\n","Senses":"Darkvision 60 Ft.","Skills":"Perception +6, Stealth +5","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Neutral Evil","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"False Appearance\",\"Desc\":\"While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.\"},{\"Name\":\"Grasping Tendrils\",\"Desc\":\"The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.\"},{\"Name\":\"Spider Climb\",\"Desc\":\"The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"4d8 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Tendril\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"50 ft.\",\"Target\":\"one creature\",\"Desc\":\"The target is grappled (escape dc 15) Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target\"},{\"Name\":\"Reel\",\"Desc\":\"The roper pulls each creature grappled by it up to 25 ft. straight toward it.\"}]","data-CHA-mod":"-2","data-CON-mod":"+3","data-DEX-mod":"-1","data-INT-mod":"-2","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+3","Challenge Rating":5,"Passive Perception":16,"data-CrNum":5,"data-AcNum":20,"data-HpNum":93},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Roper","description":"Living in caves and caverns throughout the Underdark, voracious ropers feast on whatever they can catch and seize. A roper eats any creature, from Underdark beasts to adventurers and their gear. A roper has the appearance of a stalagmite or stalactite, which often allows it to attack with surprise. The creature can move slowly using thousands of sticky cilia beneath its base. It creeps up cave walls and along stone ceilings, finding the best position from which to attack. Underdark Hunters. The roper is an evolved, mature form of piercer, with which it shares its rock-like appearance and hunting tactics. A roper can hold still for long hours, shutting its single eye to look like nothing more than a mundane formation of rock. Creatures that come too close are surprised when that eye snaps open and sticky tendrils shoot out to seize them. The roper then makes horrible guttural sounds as it reels in its struggling victims, drawing them close for the fatal bite of its stony teeth. A roper can digest anything it eats with the exception of platinum, gemstones, and magic items, which can sometimes be retrieved from the creature’s gizzard after death. A roper’s digestive juices are also valuable, fetching a high price from alchemists who use them as a solvent. Weakening Tendrils. A roper has six nubs set along its body, through which it extrudes sticky tendrils that bond to whatever they touch. Each tendril sends out hair-like growths that penetrate a creature’s flesh and sap its strength, so the victim can struggle only weakly as the roper reels it in. If a tendril is cut through or broken, the roper produces a new one to replace it. Traits False Appearance : While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. Grasping Tendrils : The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. Spider Climb : The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack : The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. Bite : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. Tendril : Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled, escape DC 15. Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target. Reel : The roper pulls each creature grappled by it up to 25 ft. straight toward it.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"neutral evil","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Roper Vrykolakas","description":"When an evil dragon, giant, or monstrosity is cursed and magically slain by a demon lord, it may rise as a vrykolakas if the demon lord wills it. At first, this powerful undead creature resembles its original form but with pale skin and bloodshot eyes. The vrykolakas has the ability to shift into its hybrid form, where it creature transforms into a more feral-looking creature with vampire bat-like features. In this form, the vrykolakas gains bat-like wings, fangs, and ears. Unlike a regular vampire, the vrykolakas has only Sunlight Hypersensitivity as a weakness. The vrykolakas exists to serve its master that spawned it and only gains its freedom if its master is destroyed. Traits False Appearance. While the vrykolakas remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. Grasping Tendrils. The vrykolakas can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the vrykolakas, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 16 Strength check against it. Regeneration. The vrykolakas regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vrykolakas takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vrykolakas’s next turn. Spider Climb. The vrykolakas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The vrykolakas takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The vrykolakas makes four Tendril attacks, uses Reel, and one Bite attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vrykolakas regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Tendril. Melee Weapon Attack: +8 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 16). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the vrykolakas can't use the same tendril on another target. Bonus Actions Aura of Horror (Hybrid Form Only). Each creature of the vrykolakas’s choice within 30 feet of the vrykolakas must make a DC 15 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature's speed is halved, can't use reactions, can't make more than one attack per turn, and can use either an action or a bonus action during its turns, not both. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this vrykolakas' Aura of Horror for the next 24 hours. Change Shape. The vrykolakas polymorphs into a hybrid vampire bat, or back into its true form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Rose Golem","description":"The creature stepping forward from the glazed clay pot is formed from thorny green vines twisted together in the shape of a humanoid torso. In its face, where eyes would be, are a set of perfect, lush roses. Rose golems were first crafted by the fey to watch over the verdant gardens that adorn their palaces. Traits Gentle Watchers. Rose golems serve as ornamental caretakers of the gardens they protect, but they are also particularly suited to deal humanely with intruders. These golems do not kill unwelcome visitors but rather lull them into enchanted sleep before delivering them to their masters. Such delicate enchantments allow for the removal of nosy mortals and other garden pests. Prized Creations. The creation of a rose golem is as much a matter of artistry as it is of magic. Fey, gnomes, and elves with a talent for floral arrangement spend a great deal of time weaving, arranging, and pruning these constructs to beautify them. This level of effort leads to a wide variety of rose golems, who sport different floral varietals, patterns, and colors. It is not uncommon for fey nobility to parade their rose golems around during summer garden parties. False Appearance. While the golem remains motionless, it is indistinguishable from a hedge of rose bushes. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Actions Multiattack. The golem makes two Slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If this attack reduces a creature to 0 hit points, it is cursed with thorn's kiss curse (see below). Soporific Scent. The golem releases an enchanting scent. Each creature that breathes within 60 feet of the golem must succeed on a DC 11 Constitution saving throw or immediately fall unconscious and into a magical slumber. This slumber lasts for 1 hour or until the sleeper takes damage. The rose golem must take a bonus action on its subsequent turn to continue emitting the scent. It can stop creating the smell at any time. The scent can no longer affect creatures if the golem is incapacitated. Each round the golem continues to emit the soporific scent makes the effect harder to resist. At the beginning of every round that the golem maintains the scent, the DC to resist its effects increases by 1 (DC 11 on the first round, DC 12 on the second round, DC 13 on the third round, and so on). Thorn's Kiss Creatures affected by this curse are rendered unconscious as they fall into a deep, magical sleep. If the creature is at 0 hit points when it contracts this curse, it becomes stable and regains hit points as it normally would if it remains asleep for the duration of a long rest. A sleeping creature eventually suffers the effects of starvation as it normally would. A creature remains cursed until the curse is broken by a remove curse or wish spell. Creatures that cannot be put to sleep by magical means are immune to this curse.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Rosie Beestinger","description":"Well, I have this jar of eyeballs... Weighing in at just under 30 pounds and with a grandmotherly demeanor befitting her advanced age, Rosie Beestinger is easily mistaken for someone on the wrong side of the “aggressor/victim” relationship. But this is a mix-up that few people make more than once. Patient and studious, Rosie has schooled more than one malcontent with what the halfling refers to as “the sauce”—a whirlwind of kicks and punches to one or the other haunches that can inspire even the toughest half-orc to sprint toward anyplace Rosie isn’t. As an increasing number of folk hear the tales of her prowess, the “C” Team cartographer’s fame among her fellow halflings has become nothing short of legendary. Still, this adoration might be augmented by the sheer number of halflings related to Rosie. She has a daunting number of natural and adopted children, many of whom have followed their mother along the adventuring career track. Rosie’s goals have always been more complex than merely seeking after adventure. She has long sought for ultimate meaning in the stars, and to seek justification for her belief that her bonds to her expansive family are reflected in the endless movements and intricate patterns of the sky. However, the Beestinger clan has a less metaphysical reputation in the eyes of many people, as constantly swirling rumors attempt to connect the family to various and nefarious halfling criminal enterprises. Naturally, Rosie knows nothing about any of that. Sure, her nickname is “Grandmother Night,” but that probably doesn’t mean anything.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (halfling)","Alignment":"chaotic good","Expansion":4048,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Rot Angel","description":"Standing five to six feet tall, floating black-and-brown mushrooms move about the swamp like jellyfish, their thirteen prehensile eyestalks dangling beneath their cap. These rot angels are in fact celestials, typically serving gods of death in their search for the recently deceased. The touch of their stalk-like proboscises causes rapid decay in organic matter. Death’s Cleanup Crew. Death gods send rot angels to remove all traces of a corpse from the world after that person’s soul has been taken. A corpse decomposed by the touch of a rot angel can’t be returned to life, made Undead, or otherwise supernaturally affected. The gods rarely explain why a given corpse requires a rot angel, and these angels don’t ask. Dedicated Servants. Once a rot angel has been dispatched to a corpse, nothing short of death can dissuade them from completing their assignment. Should a rot angel be interrupted in their work, they have free rein to deal with the interruption in whatever way is required, up to and including the destruction of the disrupting forces. Traits Flyby. The angel doesn’t provoke opportunity attacks when they fly out of an enemy’s reach. Actions Decaying Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage, or if the target is a corpse or Undead, the damage increases to 36 (8d8). Additionally, for the next 24 hours, the target is marked for death. A creature who drops to 0 hit points while marked for death immediately fails one death saving throw. This effect isn’t cumulative. Bonus Actions Hypnotic Beam. One of the angel’s eyes shoots a magic ray at a creature the angel can see within 60 feet of them. The target must succeed on a DC 14 Wisdom saving throw or use their reaction, if available, to move as far as their speed allows toward the angel, avoiding obviously dangerous ground. Reactions Radiant Puff. When the angel is hit with an attack, they release a cloud of spores. Each creature within 10 feet of the angel must succeed on a DC 14 Constitution saving throw or be blinded until the end of the rot angel’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"Typically Lawful Neutral","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Rot Angel","description":"Traits Flyby. The angel doesn’t provoke opportunity attacks when they fly out of an enemy’s reach. Actions Decaying Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage, or if the target is a corpse or Undead, the damage increases to 36 (8d8). Additionally, for the next 24 hours, the target is marked for death. A creature who drops to 0 hit points while marked for death immediately fails one death saving throw. This effect isn’t cumulative. Bonus Actions Hypnotic Beam. One of the angel’s eyes shoots a magic ray at a creature the angel can see within 60 feet of them. The target must succeed on a DC 14 Wisdom saving throw or use their reaction, if available, to move as far as their speed allows toward the angel, avoiding obviously dangerous ground. Reactions Radiant Puff. When the angel is hit with an attack, they release a cloud of spores. Each creature within 10 feet of the angel must succeed on a DC 14 Constitution saving throw or be blinded until the end of the rot angel’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"Typically Lawful Neutral","Expansion":28288,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Rot Troll","description":"Trolls Trolls⁠ that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls⁠ is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters. Rot Troll A troll that is infused with waves of necrotic energy as it regenerates can develop a symbiotic relationship with that deathly power. The troll’s body withers, and its flesh falls away from the body as quickly as it forms. Eventually a rot troll becomes unable to regenerate, though it still heals normally. The creature courses with necrotic energy that flows out of its withered form. Simply standing near a rot troll exposes other creatures to its lethal emanations. Vaprak the Destroyer Although trolls are hardly devout and seldom ponder spiritual questions, they do fear and venerate the entity known as Vaprak the Destroyer. As with many lesser deities, Vaprak’s true nature is something of a mystery, but it is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. It’s given to fits of mindless destruction and is constantly paranoid about the plots and ambitions of other deities⁠. Among trolls⁠, Vaprak is believed to devour those on the brink of death, but only if the troll is already cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body, no matter how little of its previous form remained. Thus, only trolls slain by acid or fire remain dead, because only those are consumed by Vaprak. Traits Rancid Degeneration. At the end of each of the troll’s turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage,unless the troll has taken acid or fire damage since the end of its last turn. Actions Multiattack. The troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Rot Troll","description":"A troll infused with waves of necrotic energy as it regenerates can develop a symbiotic relationship with that deathly power. The troll’s body withers, and the flesh falls away from the body as quickly as it forms. Eventually a rot troll becomes unable to regenerate, though the troll still heals normally. The creature courses with necrotic energy; simply standing near a rot troll exposes other creatures to lethal emanations. Trolls Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls’ own practices, as is the case for dire trolls. Vaprak the Destroyer Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak’s true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities. Vaprak’s troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body. Traits Rancid Degeneration. At the end of each of the troll’s turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn. Actions Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 16 (3d10) necrotic damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Rotbeast","description":"Enchanted forests aren’t always flowers and vines—sometimes they’re fungi, blight, and the creatures who carry them. One such creature, the rotbeast, turns faerie paradises into festering decay simply by passing through. This faceless, fungi-covered creature has twisting stag horns and the body of a bull. As they wander the woods, they spoil vegetation in their path and create a network of fungi and decay. Territorial Herds. Rotbeasts live in herds and prefer to keep to one part of the forest, provided they have plenty of space. Other creatures who invade their territory are given no quarter. The rotbeasts weaken foes with their gouging horns, infect them with rotting hooves, then add new corpses to their decaying domain. Fungal Allies. Fungus-based plant creatures often peacefully coexist with rotbeasts, as they thrive in decaying lands. Some fungi even herd rotbeasts into new areas to make the forest more to their liking. Traits Forest Rot. When the rotbeast dies, they release a burst of infectious air. Each non-Fungus creature within 5 feet of them must succeed on a DC 13 Constitution saving throw or gain a level of exhaustion and become infected with forest rot disease. An infected creature regains half the normal number of hit points when they spend Hit Dice or finish a long rest, and they can’t reduce their exhaustion level by finishing a long rest. Each time a creature with forest rot finishes a long rest, they must make a DC 13 Constitution saving throw. On a failed save, the creature gains another level of exhaustion. On a successful save, the creature loses a level of exhaustion. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease. Rotwake. When the rotbeast leaves a space, it becomes difficult terrain for creatures other than rotbeasts for 24 hours. When a non-Fungus creature enters that space for the first time on a turn or starts their turn there, they must make a DC 13 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The rotbeast makes two attacks using Weakening Horns, Rotting Hooves, or both. Weakening Horns. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target has disadvantage on Constitution saving throws until the end of their next turn. Rotting Hooves. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage, and the target must succeed on a DC 13 Constitution saving throw or contract forest rot. Bonus Actions Healing Rot ( 1 /Day). The rotbeast regains 3 (1d6) hit points for each creature within 60 feet of them infected with forest rot.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Rotbeast Companion (PB 2)","description":"Enchanted forests aren’t always flowers and vines—sometimes they’re fungi, blight, and the creatures who carry them. One such creature, the rotbeast, turns faerie paradises into festering decay simply by passing through. This faceless, fungi-covered creature has twisting stag horns and the body of a bull. As they wander the woods, they spoil vegetation in their path and create a network of fungi and decay. Territorial Herds. Rotbeasts live in herds and prefer to keep to one part of the forest, provided they have plenty of space. Other creatures who invade their territory are given no quarter. The rotbeasts weaken foes with their gouging horns, infect them with rotting hooves, then add new corpses to their decaying domain. Fungal Allies. Fungus-based plant creatures often peacefully coexist with rotbeasts, as they thrive in decaying lands. Some fungi even herd rotbeasts into new areas to make the forest more to their liking. Traits Rotted Path. The rotbeast and their caregiver ignore mundane difficult terrain. Actions Signature Attack (Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tainting Attack ( 2 Ferocity). The rotbeast makes a signature attack. On a hit, the attack deals an extra PB piercing damage, and the area within 5 feet of the target becomes difficult terrain for the rotbeast’s enemies until the start of the rotbeast’s next turn. 3 rd Level: Rotting Hooves ( 5 Ferocity). The rotbeast moves up to their speed without provoking opportunity attacks, then makes a signature attack. On a hit, the attack deals an extra PB bludgeoning damage, and the target must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the rotbeast’s next turn. 5 th Level: Rotwake Charge ( 8 Ferocity). The rotbeast moves up to their speed without provoking opportunity attacks, tainting the ground beneath their hooves and making it mundane difficult terrain for their enemies until the start of the rotbeast’s next turn. During this move, the rotbeast can move through the space of Large or smaller creatures as if they were difficult terrain. When a creature enters tainted ground for the first time on a turn or starts their turn there, they must make a DC 10 plus PB Constitution saving throw, taking PBd8 poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Rotbeast Companion (PB 3)","description":"Enchanted forests aren’t always flowers and vines—sometimes they’re fungi, blight, and the creatures who carry them. One such creature, the rotbeast, turns faerie paradises into festering decay simply by passing through. This faceless, fungi-covered creature has twisting stag horns and the body of a bull. As they wander the woods, they spoil vegetation in their path and create a network of fungi and decay. Territorial Herds. Rotbeasts live in herds and prefer to keep to one part of the forest, provided they have plenty of space. Other creatures who invade their territory are given no quarter. The rotbeasts weaken foes with their gouging horns, infect them with rotting hooves, then add new corpses to their decaying domain. Fungal Allies. Fungus-based plant creatures often peacefully coexist with rotbeasts, as they thrive in decaying lands. Some fungi even herd rotbeasts into new areas to make the forest more to their liking. Traits Rotted Path. The rotbeast and their caregiver ignore mundane difficult terrain. Actions Signature Attack (Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tainting Attack ( 2 Ferocity). The rotbeast makes a signature attack. On a hit, the attack deals an extra PB piercing damage, and the area within 5 feet of the target becomes difficult terrain for the rotbeast’s enemies until the start of the rotbeast’s next turn. 3 rd Level: Rotting Hooves ( 5 Ferocity). The rotbeast moves up to their speed without provoking opportunity attacks, then makes a signature attack. On a hit, the attack deals an extra PB bludgeoning damage, and the target must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the rotbeast’s next turn. 5 th Level: Rotwake Charge ( 8 Ferocity). The rotbeast moves up to their speed without provoking opportunity attacks, tainting the ground beneath their hooves and making it mundane difficult terrain for their enemies until the start of the rotbeast’s next turn. During this move, the rotbeast can move through the space of Large or smaller creatures as if they were difficult terrain. When a creature enters tainted ground for the first time on a turn or starts their turn there, they must make a DC 10 plus PB Constitution saving throw, taking PBd8 poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Rotbeast Companion (PB 4)","description":"Enchanted forests aren’t always flowers and vines—sometimes they’re fungi, blight, and the creatures who carry them. One such creature, the rotbeast, turns faerie paradises into festering decay simply by passing through. This faceless, fungi-covered creature has twisting stag horns and the body of a bull. As they wander the woods, they spoil vegetation in their path and create a network of fungi and decay. Territorial Herds. Rotbeasts live in herds and prefer to keep to one part of the forest, provided they have plenty of space. Other creatures who invade their territory are given no quarter. The rotbeasts weaken foes with their gouging horns, infect them with rotting hooves, then add new corpses to their decaying domain. Fungal Allies. Fungus-based plant creatures often peacefully coexist with rotbeasts, as they thrive in decaying lands. Some fungi even herd rotbeasts into new areas to make the forest more to their liking. Traits Rotted Path. The rotbeast and their caregiver ignore mundane difficult terrain. Actions Signature Attack (Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tainting Attack ( 2 Ferocity). The rotbeast makes a signature attack. On a hit, the attack deals an extra PB piercing damage, and the area within 5 feet of the target becomes difficult terrain for the rotbeast’s enemies until the start of the rotbeast’s next turn. 3 rd Level: Rotting Hooves ( 5 Ferocity). The rotbeast moves up to their speed without provoking opportunity attacks, then makes a signature attack. On a hit, the attack deals an extra PB bludgeoning damage, and the target must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the rotbeast’s next turn. 5 th Level: Rotwake Charge ( 8 Ferocity). The rotbeast moves up to their speed without provoking opportunity attacks, tainting the ground beneath their hooves and making it mundane difficult terrain for their enemies until the start of the rotbeast’s next turn. During this move, the rotbeast can move through the space of Large or smaller creatures as if they were difficult terrain. When a creature enters tainted ground for the first time on a turn or starts their turn there, they must make a DC 10 plus PB Constitution saving throw, taking PBd8 poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Rotbeast Companion (PB 5)","description":"Enchanted forests aren’t always flowers and vines—sometimes they’re fungi, blight, and the creatures who carry them. One such creature, the rotbeast, turns faerie paradises into festering decay simply by passing through. This faceless, fungi-covered creature has twisting stag horns and the body of a bull. As they wander the woods, they spoil vegetation in their path and create a network of fungi and decay. Territorial Herds. Rotbeasts live in herds and prefer to keep to one part of the forest, provided they have plenty of space. Other creatures who invade their territory are given no quarter. The rotbeasts weaken foes with their gouging horns, infect them with rotting hooves, then add new corpses to their decaying domain. Fungal Allies. Fungus-based plant creatures often peacefully coexist with rotbeasts, as they thrive in decaying lands. Some fungi even herd rotbeasts into new areas to make the forest more to their liking. Traits Rotted Path. The rotbeast and their caregiver ignore mundane difficult terrain. Actions Signature Attack (Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tainting Attack ( 2 Ferocity). The rotbeast makes a signature attack. On a hit, the attack deals an extra PB piercing damage, and the area within 5 feet of the target becomes difficult terrain for the rotbeast’s enemies until the start of the rotbeast’s next turn. 3 rd Level: Rotting Hooves ( 5 Ferocity). The rotbeast moves up to their speed without provoking opportunity attacks, then makes a signature attack. On a hit, the attack deals an extra PB bludgeoning damage, and the target must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the rotbeast’s next turn. 5 th Level: Rotwake Charge ( 8 Ferocity). The rotbeast moves up to their speed without provoking opportunity attacks, tainting the ground beneath their hooves and making it mundane difficult terrain for their enemies until the start of the rotbeast’s next turn. During this move, the rotbeast can move through the space of Large or smaller creatures as if they were difficult terrain. When a creature enters tainted ground for the first time on a turn or starts their turn there, they must make a DC 10 plus PB Constitution saving throw, taking PBd8 poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Rotbeast Companion (PB 6)","description":"Enchanted forests aren’t always flowers and vines—sometimes they’re fungi, blight, and the creatures who carry them. One such creature, the rotbeast, turns faerie paradises into festering decay simply by passing through. This faceless, fungi-covered creature has twisting stag horns and the body of a bull. As they wander the woods, they spoil vegetation in their path and create a network of fungi and decay. Territorial Herds. Rotbeasts live in herds and prefer to keep to one part of the forest, provided they have plenty of space. Other creatures who invade their territory are given no quarter. The rotbeasts weaken foes with their gouging horns, infect them with rotting hooves, then add new corpses to their decaying domain. Fungal Allies. Fungus-based plant creatures often peacefully coexist with rotbeasts, as they thrive in decaying lands. Some fungi even herd rotbeasts into new areas to make the forest more to their liking. Traits Rotted Path. The rotbeast and their caregiver ignore mundane difficult terrain. Actions Signature Attack (Horns). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Tainting Attack ( 2 Ferocity). The rotbeast makes a signature attack. On a hit, the attack deals an extra PB piercing damage, and the area within 5 feet of the target becomes difficult terrain for the rotbeast’s enemies until the start of the rotbeast’s next turn. 3 rd Level: Rotting Hooves ( 5 Ferocity). The rotbeast moves up to their speed without provoking opportunity attacks, then makes a signature attack. On a hit, the attack deals an extra PB bludgeoning damage, and the target must succeed on a DC 10 plus PB Constitution saving throw or be poisoned until the start of the rotbeast’s next turn. 5 th Level: Rotwake Charge ( 8 Ferocity). The rotbeast moves up to their speed without provoking opportunity attacks, tainting the ground beneath their hooves and making it mundane difficult terrain for their enemies until the start of the rotbeast’s next turn. During this move, the rotbeast can move through the space of Large or smaller creatures as if they were difficult terrain. When a creature enters tainted ground for the first time on a turn or starts their turn there, they must make a DC 10 plus PB Constitution saving throw, taking PBd8 poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Rothe","description":"Ordinary rothé resemble musk oxen and have darkvision out to a range of 30 feet. Also see variant: Deep Rothé Traits Charge : If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Actions Gore : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Rothe","description":"Actions Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the rothé moved at least 20 feet straight towards this target immediately before the hit, the target takes an extra 7 (2d6) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast (cattle)","Alignment":"unaligned","Expansion":28645,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Rotsam","description":"A quivering glob wraps around a corpse’s arm. Though the corpse is already decaying, the glob seems to accelerate the rot. Expediter of Decay. The rotsam feeds on rotting flesh, encouraging decay in already rotten corpses and initiating decay in previously preserved corpses. Unfortunately, the rotsam can affect living tissue just as well and makes no distinction between the two. Leechlike Underwater Dwellers. Rotsams attach to their prey like leeches, but they are considerably more difficult to remove than ordinary leeches. Favored of Rot Cults. Cultists devoted to deities of disease, death, and decay “raise” rotsams for use in their sacrificial rituals. Ooze Nature. A rotsam doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Tiny","Type":"ooze","Alignment":"unaligned","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Rotsam Swarm","description":"A quivering glob wraps around a corpse’s arm. Though the corpse is already decaying, the glob seems to accelerate the rot. Expediter of Decay. The rotsam feeds on rotting flesh, encouraging decay in already rotten corpses and initiating decay in previously preserved corpses. Unfortunately, the rotsam can affect living tissue just as well and makes no distinction between the two. Leechlike Underwater Dwellers. Rotsams attach to their prey like leeches, but they are considerably more difficult to remove than ordinary leeches. Favored of Rot Cults. Cultists devoted to deities of disease, death, and decay “raise” rotsams for use in their sacrificial rituals. Ooze Nature. A rotsam doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of tiny oozes","Alignment":"unaligned","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Rotting Wind","description":"A rotting wind brings a chilling gust to the air, turning nearby foliage to rot and raising a sense of dread in all creatures in its path. Air of Tombs. A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropoli. Scouts for Undead Armies. A rotting wind carries the foul stench of death upon it, sometimes flying before undead armies and tomb legions or circling around long-extinct cities and civilizations. Withering Crops. Rotting winds sometimes drift mindlessly across a moor or desert, blighting all life they find and leaving only famine and death in their wake. This is especially dangerous when they drift across fields full of crops; they can destroy an entire harvest in minutes. Undead Nature. A rotting wind doesn’t require air, food, drink, or sleep. Traits Air Form: The rotting wind can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Befouling Presence: All normal plant life and liquid in the same space as a rotting wind at the end of the wind’s turn is blighted and cursed. Normal vegetation dies in 1d4 days, while plant creatures take double damage from the wind of decay action. Unattended liquids become noxious and undrinkable. Invisibility: The rotting wind is invisible as per a greater invisibility spell. Actions Wind of Decay: Melee Weapon Attack : +8 to hit, reach 0 ft., One Target. Hit : 12 (2d6+5) Bludgeoning damage plus 14 (4d6) Necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tombrot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10, 3d6, for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral Evil","Expansion":3,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Rotting Zombie","description":"The most numerous of the corporeal undead, zombies are slow, mindless corpses who are tough to kill. They require very little magic to create, so even budding necromancers usually have a few zombie bodyguards, and zombies often fill the ranks of undead armies. Powerful necromancers wield enough magic to control much bigger corpses, reanimating giants into enormous war engines. Traits Minion. If the zombie takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the zombie takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Overwhelm. If an enemy starts their turn within 5 feet of three or more rotting zombies who can see them, the enemy’s speed is reduced by 5 feet for each rotting zombie within 5 feet of them until the start of their next turn. If this reduces the enemy’s walking speed to 0, they are restrained for the duration. Rise Again. The first time a zombie is reduced to 0 hit points by damage other than radiant damage but their body isn’t destroyed, they regain hit points equal to their hit point maximum, and they fall prone and are incapacitated until the start of their next turn. Actions Slam (Group Attack). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Royal Bounty Agent","description":"\"Turn the other cheek, brother, and I will turn the other hand\" - Fracas from Trivele - These are the lower-ranking Bounty Hunters. They deal with early investigations and less-dangerous cases, and then regroup or call upon the help of a superior when it comes to arresting Knaves of a certain caliber. Traits Keen Hearing and Sight . The agent has advantage on Wisdom (Perception) checks that rely on hearing or sight. actions Multiattack . The agent makes two melee attacks: one with its short sword and one with its dagger. Shortsword . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 5 (ld4 + 3) piercing damage. Heavy Crossbow . Ranged Weapon Attack : +4 to hit, range 100/400 ft., one target. Hit : 7 (1d10+2) piercing damage Net . Ranged Weapon Attack : +4 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":11925,"Challenge Rating":"1/2"},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Royal Bounty Hunter","description":"“Turn the other cheek, brother, and I will turn the other hand” - Fracas From Trivelle - Bounty Hunters are among the biggest sons of a donkey that Knaves will ever encounter: badass veterans of wars, expeditions, and investigations, accustomed to dealing on an equal footing with captains of fortune, gang leaders, and officers. They are often hounds to be kept off your back with tricks and deals, rather than with a stand-tough approach. Traits Keen Hearing and Sight . The hunter has advantage on Wisdom (Perception) checks that rely on hearing or sight. Legendary Resistance (1/Day) . If the hunter fails a saving throw, it can choose to succeed instead. Pack Tactics . The hunter has advantage on an attack roll against a creature if at least one of the hunter's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack . Once per turn, the hunter deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hunter that isn't incapacitated and the hunter doesn't have disadvantage on the attack roll. actions Multiattack . The hunter makes three melee attacks: two with its short sword and one with its dagger. Alternatively, it can make two ranged attacks (no more than one with the hand crossbow or with the net). Shortsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. Dagger . Melee or Ranged Weapon Attack : +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d4 + 4) piercing damage. Hand Crossbow . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 7 (1d6+4) piercing damage Net . Ranged Weapon Attack : +5 to hit, range 5/15 ft., one Large or smaller creature. Hit : The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. reactions Parry . The hunter adds 3 to its AC against one melee attack that would hit it. To do so, the hunter must see the attacker and be wielding a melee weapon. legendary actions The hunter can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hunter regains spent legendary actions at the start of its turn. • Move . The hunter moves up to its speed without provoking opportunity attacks. • Attack (Costs 2 Actions) . The hunter makes one attack with its shortsword or with its hand crossbow. • Net . The hunter makes one attack with its net.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":11925,"Challenge Rating":5},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Royal Guard","description":"Handpicked from the ranks of the Royal Swords, these fighters undergo rigorous training that becomes a daily routine for them. Fiercely loyal to the crown and the royals they protect, the royal guards are a solid foundation of the security of the Royal Palace. Nothing and no one passes unnoticed under the watch of these soldiers, who can stand motionless on their guard duty for hours and even days if necessary. They are trained in coordinated combat techniques, and they practice swift strikes. Some of their highest-ranking commanders can strike so fast that their swords can hit a falling apple twice before it lands on the ground.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"humanoid (any race)","Alignment":"any","Expansion":17604,"Challenge Rating":1},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Royal Sorcerer Mummy","description":"When an emperor or king dies and is mummified, some of its most trusted advisors are also entombed with them to serve as guardians. The royal sorcerer mummy is an example. Mummies Presented here is the royal sorcerer and three examples of giant mummies: the ettin mummy, the hill giant mummy, and the ogre mummy. When some civilizations inter their nobility, they sometimes include a mummified giant which would serve as the tomb's guardian. Unusual Nature. A mummy doesn't require air, food, drink, or sleep. Traits Magic Resistance. The mummy has advantage on saving throws against spells and other magical effects. Sorcery Points. The mummy has 10 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Quickened Spell: When the mummy casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell: When the mummy casts a spell, it can spend l sorcery point to cast the spell without any somatic or verbal components. Actions Multiattack. The mummy can use its Dreadful Glare and makes one attack with its Rotting fist. Rotting Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. Spellcasting. The mummy casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: infestation (3d6), mage hand, minor illusion 2/day each: cloudkill, mage armor, blindness/deafness, dimension door, lightning bolt, insect plague (scarabs only) Necrotic Burst (Recharge 5–6). The mummy conjures a 20-foot-radius sphere of negative energy centered on a point it can see within 60 feet of it. Each creature in the sphere must succeed on a DC 16 Constitution saving throw. On a failed save, a creature takes 27 (6d8) necrotic damage and is weakened until the start of the mummy’s next turn. While weakened, it has disadvantage on the following rolls that rely on Strength: attack rolls, ability checks, and saving throws. On a successful save, a creature takes half as much damage and isn’t weakened.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Rubblebelt Stalker","description":"Rubblebelt stalkers are scouts and skirmishers for the Gruul Clans . They excel at moving over challenging terrain, whether they’re picking their way through treacherous ruins or clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape. Traits Ambusher. In the first round of a combat, the stalker has advantage on attack rolls against any creature that hasn’t taken a turn yet. Nimble Escape. The stalker can take the Disengage or Hide action as a bonus action on each of its turns. Ruin Dweller. The stalker has advantage on Dexterity (Stealth) checks made to hide in ruins, and its speed is not reduced in difficult terrain composed of rubble. Siege Monster. The stalker deals double damage to objects and structures. Actions Multiattack. The stalker makes three attacks with its shortsword. Shortsword. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Rucio Sabhar","description":"Those who know Rucio Sabhar say death itself courted him—in part because of the half-elf’s quick-witted charm, and in part because he’s cheated his way out of death more times than anyone has a right to. Born in a bustling city and raised in poverty, Rucio was recruited by the local thieves’ guild at a young age to serve as a messenger and spy. His first brush with death came shortly after his initiation, when he was betrayed on a heist to steal an iron flask from a local treasure hunter. After a literal stab in the back from his supposed allies, quick-thinking Rucio gave the traitors his canteen and kept the magic iron flask as they left him for dead. On the brink of death, he opened the flask and released a powerful pit fiend, who offered him a chance to live by making a warlock pact. Bolstered by infernal power, Rucio hunted the turncoats down and moved on to become a renowned adventurer. But the more fame and fortune he found, the more his patron demanded. Rucio spent years covertly searching for a way to get ahead of his patron and regain his freedom. Finally, after nearly a decade, Rucio found a book containing his patron’s true name. Invoking it, he summoned the pit fiend and demanded two things: that the devil forget him, and that it return to the iron flask . The pit fiend complied, but only after almost killing Rucio again and snatching the book away from him. Rucio’s gambit was successful: he kept his patron’s power and freed himself from the devil’s demands. In doing so, however, he became the target of an incessant hunt from cultists, warlocks, and devils seeking to retrieve the iron flask with the pit fiend and powerful book of names trapped inside. He’s hidden the flask beyond their reach—he hopes—and is determined to take the secret of its location to the grave. Devil's Sight. Magical darkness doesn't impede Rucio's darkvision. Fey Ancestry. Rucio has advantage on saving throws against being charmed, and magic can't put him to sleep. Pact Weapon. Rucio can use his Charisma modifier, instead of Strength or Dexterity, for attack and damage rolls with his rapier (included in the attack). Spellcasting. Rucio is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7, to hit with spell attacks). He regains spell slots when he finishes a short or long rest. He knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, mage hand, minor illusion 1st–5th level (3 5th-level slots): alarm, charm person, darkness, dimension door, dream, fireball, freedom of movement, hellish rebuke, hold monster, identify, mislead, misty step, pass without trace, scrying, shatter Actions Multiattack. Rucio makes three eldritch blast attacks, or attacks twice with his rapier. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Eldritch Blast (Cantrip). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 9 (1d10 + 4) force damage. Magical Larceny (3/Long Rest). Rucio chooses one creature, object, or area within 5 feet of him that's affected by a spell, and makes Charisma check using eldritch thieves' tools with a +7 bonus. If the spell was cast by a creature, the DC equals the creature's spell save DC. Otherwise, the DC equals 10 + the spell's level. On a successful check, the spell ends. If Rucio ends a spell on a creature in this way, he can choose to steal its effects. After the spell ends on the creature, it immediately takes effect on Rucio for the remainder of its duration. This stole spell targets only him, even if it can normally target more creatures, and if it requires concentration, Rucio must concentrate to maintain it. Reactions Eldritch Gambit (2/Day). Rucio casts counterspell as a 3rd-level spell. If he successfully counters with this reaction, Rucio gains temporary hit points equal to 1d10 + the level of the spell that was countered.","properties":{"Category":"Monsters","Size":"medium","Type":"humanoid (half-elf)","Alignment":"chaotic neutral","Expansion":21056,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Arcadia Issue No. 9"},{"name":"Ruffian","description":"Criminal Wildlands and cities alike have long been infested by all manner of bandit, brigand, and other forms of criminals. The Stolen Lands themselves are notorious for harboring bandits. Ruffian The central Stolen Lands east of Hooktongue are well-known for their infestations of small gatherings of bandits. Many of these groups number less than a dozen in all, consisting of ruffians who fled their home towns for various reasons to seek illegal fortunes on the fringes of society. While most of these brigands have enough training and self-confidence to go out on their own, a particularly charismatic bandit lord could still bring them under their heel in the right circumstances. Traits Brutal Beating. The ruffian’s brutality shakes foes’ confidence. Once per turn, the ruffian can deal an extra 3 (1d6) damage to one creature they hit with an attack if they have advantage on the attack roll. The target must succeed at a DC 12 Wisdom saving throw or be frightened for 1 minute. Whether or not the save is successful, the ruffian can knock the target up to 10 feet away. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Hold and Beat. The ruffian has advantage on attack rolls against creatures it is grappling. Actions Multiattack. The ruffian makes two attacks. Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage. Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Ruffian","description":"Though the samurai are the warrior caste of Rokugan, there are plenty of people who can hold their own in a fight. Bandits. Bandits are outlaws who thrive in the more rural and remote regions of Rokugan. Some bandits are commoners whose lands have been devastated by war, driving them to banditry out of necessity. Others are members of larger criminal organizations, or even disgraced samurai who prey upon the weak with their skills. Bandits usually target travelers on the Imperial roads, their scouts identifying easy targets in advance. Most bandits would prefer to avoid a fight if possible, instead relying on intimidation to relieve their targets of valuables. Criminal Enforcers. Rokugan has a number of powerful criminal syndicates and cartels, from the Scattered Leaves of the City of Lies to the Night Brotherhood of the City of the Rich Frog. These cartels use enforcers to tie up loose ends, intimidate rival businesses, and generally project influence of the region they occupy. In some places, like the notorious City of Lies, these criminal enterprises blur the line between community protection groups and racketeering, as the firefighters of that city provide a key service to the citizens… but are not above using threats to receive recompense for their efforts. Heretical Cults. The initiates of many heretical cults are little more than ruffians despite the dark arts wielded by their masters. Necromantic Bloodspeaker sects such as the Shriveled Heart Pact and the Crimson Petals use such enforcers to carry out their dread rites. The Lodge of the Laughing Moon, which worships the chaotic husband of Lady Sun and carries out acts of vandalism and havoc as part of their religious rites, is often populated in part by such individuals as well. Table A-6: Ruffian Motivations D12 Roll Ruffian Motivations 1 Desires to get out of the life, but fears repercussions if they leave. 2 Doesn’t really believe in the organization’s tenets, but sees it as a way to make a living. 3 Joined the organization during a period of uncertainty, and has no self-identity or community outside of it. 4 Was raised among their group, and has no other family to turn to. 5 Works for their organization to send money home to a sick family member. 6 Wants to earn enough money or clout to leave their organization. 7 Holds a great deal of loyalty to their friends in the organization. 8 Seeks the personal approval or affection of one of the organization’s leaders. 9 Fanatically believes the ideals of their leader. 10 Doesn’t believe in anything, but enjoys the lifestyle. 11 Believes that might makes right, and their organization is the best path to power. 12 Lives for the thrill of intimidating others. Traits Looming Presence. Hostile creatures within 5 feet have disadvantage on Intimidation and Persuasion checks. Opportunist. When making a melee attack against a target with 1 or more negative conditions, a ruffian deals an additional 1d4 damage. Actions Club. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage. Sling. Ranged Weapon Attack: +2 to hit, range 30 ft./120 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any non-lawful","Expansion":26129,"Challenge Rating":"1/8"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Rug of Smothering","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Antimagic Susceptibility : The rug is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. Damage Transfer : While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. False Appearance : While the rug remains motionless, it is indistinguishable from a normal rug. Actions Smother : Melee Weapon Attack : +5 to hit, reach 5 ft., one Medium or smaller creature. Hit : The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained , blinded , and at risk of suffocating , and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","AC":12,"HP":"33 (6d10)","CHA":1,"CON":10,"DEX":14,"INT":1,"STR":17,"WIS":3,"Size":"Large","Type":"construct","Speed":"10 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068095/lDYVcOiCiYseegdyAtFm_A/original.png","Roll 0":"1d20 + 0\n2d6+3","Senses":"Blindsight 60 Ft. (Blind Beyond This Radius)","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","data-List":"false","Immunities":"Poison, Psychic","Token Size":2,"data-Traits":"[{\"Name\":\"Antimagic Susceptibility\",\"Desc\":\"The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.\"},{\"Name\":\"Damage Transfer\",\"Desc\":\"While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.\"},{\"Name\":\"False Appearance\",\"Desc\":\"While the rug remains motionless, it is indistinguishable from a normal rug.\"}]","data-Actions":"[{\"Name\":\"Smother\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one medium or smaller creature\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"On Hit: The creature is grappled escape DC 13. Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.\"}]","data-CHA-mod":"-5","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-5","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"-4","Challenge Rating":2,"Passive Perception":6,"Condition Immunities":"Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned","data-CrNum":2,"data-AcNum":12,"data-HpNum":33},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rug of Smothering","description":"Animated Objects Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons. Constructed Nature. An animated object doesn’t require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. Rug of Smothering Would-be thieves and careless heroes arrive at the doorsteps of an enemy’s abode, eyes and ears alert for traps, only to end their quest prematurely as the rugs beneath their feet animate and smother them to death. A rug of smothering can be made in many different forms, from a finely woven carpet fit for a queen to a coarse mat in a peasant’s hovel. Creatures with the ability to sense magic detect the rug’s false magical aura. In some cases, a rug of smothering is disguised as a carpet of flying or another beneficial magic item. However, a character who stands or sits on the rug, or who attempts to utter a word of command, is quickly trapped as the rug of smothering rolls itself tightly around its victim. Traits Antimagic Susceptibility : The rug is incapacitated while in the area of an antimagic field . If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. Damage Transfer : While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. False Appearance : While the rug remains motionless, it is indistinguishable from a normal rug. Actions Smother : Melee Weapon Attack : +5 to hit, reach 5 ft., one Medium or smaller creature. Hit : The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Ruidium Elephant","description":"Trampling Charge . If the elephant moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one Stomp attack against it as a bonus action. Actions Gore . Melee Weapon Attack : +10 to hit (with advantage if the target is a creature missing any hit points), reach 10 ft., one target. Hit : 25 (4d8 + 7) piercing damage plus 7 (2d6) psychic damage. Stomp . Melee Weapon Attack : +10 to hit, reach 5 ft., one prone creature. Hit : 29 (4d10 + 7) bludgeoning damage plus 7 (2d6) psychic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":13016,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Ruin Grinder","description":"Created by the archaeomancers of Lorehold College, ruin grinders are mighty automatons built to excavate ancient ruins and artifacts. The massive toothed shovels attached to a ruin grinder’s arms tear through millennia-old bedrock with ease, leading some Lorehold mages to fear that the grinders destroy more history than they unearth. Traits Fire Absorption. Whenever the ruin grinder is subjected to fire damage, it regains a number of hit points equal to half the fire damage dealt. Siege Monster. The ruin grinder deals double damage to objects and structures. Tunneler. The ruin grinder can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. Actions Multiattack. The ruin grinder makes two Excavator attacks. Excavator. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) force damage. If the target is a Huge or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":12501,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Ruin Spider","description":"I lost my favorite necklace to a ruin spider; the pendant had a large bead I could spin whenever I got nervous. I haven't been able to find a good replacement since. The potent magic of a Deck of Many Things can have unpredictable effects on its environment, especially when the deck remains in one place for a long time. Ruin spiders arise when the magic of the deck transforms giant spiders into even more dangerous monsters whose acidic venom disintegrates everything it touches. A ruin spider is easily recognizable by anyone familiar with the Deck of Many Things because the pattern on the back of the cards is duplicated on the spider’s carapace. Traits Ruinous Acid. Any nonmagical weapon that hits the spider corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the spider is destroyed after dealing damage. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Multiattack. The spider makes two Ruinous Bite attacks. It can replace one attack with a use of Web. Ruinous Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and 9 (2d8) acid damage. In addition, if the target is a creature wearing nonmagical armor, the armor takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an Armor Class of 10 is destroyed. Web (Recharge 5–6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target has the restrained condition. As an action, a restrained target can make a DC 13 Strength check, bursting the webbing on a successful check. The webbing can also be destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to acid, bludgeoning, poison, and psychic damage).","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":27234,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Ruinant","description":"Beings with glowing eyes and tendriled maws, ruinants breathe with a sickening wheeze and have bodies covered in inflamed scars. These Category 2 demons aim to kill healers first, knowing that such tactics make the rest of their prey fall faster. A ruinant can inflict fresh wounds and burns on their victims in a pattern mirroring those on the ruinant’s own body. Traits Lethe. When the ruinant’s soul count is 0, they have advantage on attack rolls, disadvantage on saving throws, and their Intel ligence score becomes 3 (−4). Additionally, the ruinant must use their movement on each of their turns to move as close as possible to the nearest creature they can sense with their soulsight, and then if they are able, they must use their action to attack and attempt to kill that creature. The ruinant can’t act with any other purpose until they add 1 to their soul count. Soul Devourer. When the ruinant reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom sav ing throw. On a failed save, the ruinant consumes the creature’s soul and adds 1 to the ruinant’s soul count. A creature whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a wish spell. Actions Multiattack. The ruinant makes three Bloodletting Claws attacks. Bloodletting Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage, and the target can’t take reactions this turn. Salt Wounds (Costs 1 Soul). The ruinant chooses up to three creatures they can see within 60 feet of them who don’t have all their hit points. Each target must make a DC 15 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. Reactions Corrupt Healing (Costs 1 Soul). When a creature within 60 feet of the ruinant regains hit points from a power, a spell, or a similar supernatural effect, the ruinant corrupts the effect. The target regains no hit points, and the target and each of the ruinant’s enemies within 5 feet of the ruinant must succeed on a DC 15 Constitution saving throw or take necrotic damage equal to half the number of hit points the effect would have restored.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon, Category 2)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Ruinant","description":"Traits Lethe. When the ruinant’s soul count is 0, they have adv­antage on attack rolls, disadvantage on saving throws, and their Intelligence score becomes 3 (−4). Additionally, the ruinant must use their movement on each of their turns to move as close as possible to the nearest creature they can sense with their soulsight, and then if they are able, they must use their action to attack and attempt to kill that creature. The ruinant can’t act with any other purpose until they add 1 to their soul count. Soul Devourer. When the ruinant reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom saving throw. On a failed save, the ruinant consumes the creature’s soul and adds 1 to the ruinant’s soul count. A creature whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a w ish spell. Actions Multiattack. The ruinant makes three Bloodletting Claws attacks. Bloodletting Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage, and the target can’t take reactions this turn. Salt Wounds (Costs 1 Soul). The ruinant chooses up to three creatures they can see within 60 feet of them who don’t have all their hit points. Each target must make a DC 15 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. Reactions Corrupt Healing (Costs 1 Soul). When a creature within 60 feet of the ruinant regains hit points from a power, a spell, or a similar supernatural effect, the ruinant corrupts the effect. The target regains no hit points, and the target and each of the ruinant’s enemies within 5 feet of the ruinant must succeed on a DC 15 Constitution saving throw or take necrotic damage equal to half the number of hit points the effect would have restored.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon, Category 2)","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Ruins Drake","description":"This small dragon has smooth, dark brown scales and tiny wings. Its eyes gleam with barely suppressed malevolence as it rubs its minuscule humanlike hands together in glee. Ruins drakes are one the smallest species of drakes, their bodies barely reaching 2 feet in length, with a slender tail and tiny front claws unsuitable for combat. Their small size makes them expert sneaks, however, and they are adept at hiding amid crumbling buildings and in dank subterranean vaults. Ruins drakes have something of an inferiority complex regarding their size, and any mention of it is likely to set them off. Perhaps due to this complex, ruins drakes make up for their size in sheer malice, and they like nothing better than to waylay and kill those bigger than they are. Devious Trapsters. Ruins drakes are adept at constructing simple yet effective traps involving tripwires, spikes, knives, and the like. They take great pride in their traps and are outraged when a rogue or some similar individual disables or bypasses one of them. In such instances, the drakes do everything in their power to kill the upstart. Deadlier in Numbers. Though they are generally solitary creatures by nature, ruins drakes gather into small bands from time to time for mutual protection and to produce bigger and more complex traps. Gangs of ruins drakes are sometimes employed by assassins’ guilds or bandits, but only if the reward is worthwhile and they are allowed to wreak maximum mayhem. Ruins drakes have been known to ally with clans of evil kobolds, though they always strive to be the dominant partners in such a relationship. ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage. Poison Breath (Recharge 5–6). The drake exhales a 10-foot cone of poisonous violet mist. Each creature in the cone must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Trap-Setting. A ruins drake is adept at setting up rudimentary traps. As an action, the ruins drake can create a basic trap that has the following statistics. Simple Trap. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d10) piercing or slashing damage. A creature can detect a ruins drake’s trap with a successful DC 15 Wisdom (Perception) check and can disable it by making a successful DC 15 Dexterity check using thieves’ tools. A ruins drake’s trap lasts 1 hour before falling apart and becoming unusable. Ruins drakes are immune to the effects of any traps they create.","properties":{"Category":"Monsters","Size":"Small","Type":"Dragon","Alignment":"Neutral Evil","Expansion":25357,"Challenge Rating":1},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Runara","description":"Bronze Dragons Many bronze dragons are friendly coastal dwellers who enjoy watching ships and sailors. Runara. Despite her innocuous disguise and her commitment to peace, the leader of Dragon’s Rest is an adult bronze dragon—a fearsome opponent or a powerful ally. Her capabilities go beyond what is presented here. Dragons Dragons are winged reptiles of ancient lineage and fearsome power. The oldest dragons, over a thousand years old, are some of the most powerful creatures in the world. Dragons’ innate magic fuels their dreaded breath weapons and other preternatural abilities. The chromatic and metallic dragon families encompass most of dragonkind. The chromatic dragons—black, blue, green, red, and white—are largely selfish, evil, and feared. The metallic dragons—brass, bronze, copper, gold, and silver—are typically noble, good, and respected by the wise. Though their goals and ideals vary tremendously, most dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Chromatic and metallic dragons pass through four distinct stages of life, from wyrmlings to ancient dragons. Even wyrmlings in their first five years of life are fearsome threats, and wise adventurers do not underestimate them or dismiss them as “children.” Traits Amphibious. Runara can breathe air and water. Legendary Resistance (3/Day). If Runara fails a saving throw, she can choose to succeed instead. Actions Multiattack. Runara makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage. Breath Weapon (Recharge 5-6). Runara uses one of the following Breath Weapons: Lightning Breath. Runara exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. Runara exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw or be pushed up to 60 feet away from Runara. Change Shape. Runara magically transforms into a Humanoid or Beast that is Medium or Small, while retaining her game statistics (other than her size). This transformation ends if Runara is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon (Metallic)","Alignment":"Lawful Good","Expansion":17254,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Runeswarm","description":"A cloud of inky runes churns as some of the markings illuminate briefly. Untended Runes. Runes that have gone unused for years or those created on ley lines sometimes gain a modicum of sentience and coalesce into a gestalt known as a runeswarm. The mix of runes flits about in random directions and remains inert except when it encounters living beings. Early Warning. Runeswarms trigger their rune randomly, but the runes creating an effect light up moments before the swarms invoke the runes, giving canny observers the chance to prepare for the runeswarms’ effects. Runeswarms and Rune Magic When a runeswarm is destroyed, it dissolves save for one random rune. A creature can learn how to inscribe a rune of power for that type of rune, as if it possessed the Rune Knowledge feat. If the creature already has the Rune Knowledge feat for the rune, it treats that rune as if it possessed the Rune Mastery feat. If it already has the Rune Mastery feat for the rune, it instead reduces the time required to inscribe the rune by 50 percent (minimum 1 action). For more information on learning and using magical runes, see the rune magic chapter in Deep Magic for 5th Edition.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of tiny constructs","Alignment":"unaligned","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Runeward Golem","description":"Runeward golems are durable constructs designed to protect their master at any cost. Clad in heavy armor and infused with various protective runes, a runeward golem typically resembles a large humanoid. Bound to Serve Every runeward golem is bound to a specific runestone, a warden runestone . It must obey the telepathic commands given by anyone holding its stone and continues to do so even if that creature dies. A runeward golem can have only one corresponding warden runestone , and if that runestone is destroyed, the golem is incapacitated until a replacement runestone is created. Designed to Protect Although a runeward golem is a fearsome combatant on its own, it is a protector at its core. Its quick reflexes allow it to fend off attacks made against its master or their allies while the magical runes etched onto its armor infuse both itself and its master with various layers of protection.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Runewrought Bulette","description":"A runewrought bulette is a made from the hard carapace of a bulette carved with magical runes and reinforced with steel. Its bite makes it a vicious enemy but its most useful feature is its runic magic, which it can use to strengthen both itself and its rider. Protected Ride One of the runewrought bulette's most novel abilities includes securing its rider within an armored cavity on its back. Thus protected, mount and rider can burrow through the ground at great speed.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Runewrought Dragon, Huge","description":"Clad in a crystalline carapace and thick plates made of adamantine, mithral, and copper etched with numerous runes, a runewrought dragon is perhaps the pinnacle of runewrought constructs. While a runewrought dragon can speak and has a much more complex intelligence that an ordinary construct, it is crafted for the sole purpose of combat. Powered by a complex magical rune known as an azureheart runestone , it can even mimic a dragon's breath weapon and is almost as resistant to spells and other magical effects as a living dragon. Despite its prowess, however, a runewrought dragon is, after all, still a constructed creature. It acts as its master wills it and while its armor may be as impenetrable as that of a true dragon, its rubber-like wing flaps are an exploitable weakness in the design as they can be torn to pieces, hampering the dragon's ability to fly or attack with its wing spurs. A Runewrought Dragon's Lair Like dragons of flesh and blood, a runewrought dragon often inhabits a lair – a particular place it has been ordered to protect. As if imbued with a living dragon's instincts, a runewrought dragons that finds itself without a master often seeks out a lair to inhabit, and tends to be attracted to locations where magic is prevalent. A runewrought dragon encountered in its lair may have access to powerful lair actions. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Energy Surge. A crackling beam of energy flickers across the dragon's form, causing the magical runes etched into its body to flare with blinding light. The dragon gains 30 temporary hit points and each creature within 10 feet of the dragon that can see it must succeed on a DC 15 Constitution saving throw or be blinded until initiative 20 on the next round. Arc Lightning. Bolts of lightning spring toward up to three creatures the dragon can see within 30 feet of it. Each target must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) lightning damage and it can't take reactions until initiative 20 on the next round. Cold Feet. Ice forms in a 30-foot radius of a point the dragon can see in its lair and envelops the feet of any creature (other than the dragon) standing on the floor. Each creature other than the dragon must succeed on a DC 15 Strength saving throw or take 11 (2d10) cold damage and be grappled (escape DC 15) until initiative 20 on the next round.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":14},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Runewrought Dragon, Large","description":"Clad in a crystalline carapace and thick plates made of adamantine, mithral, and copper etched with numerous runes, a runewrought dragon is perhaps the pinnacle of runewrought constructs. While a runewrought dragon can speak and has a much more complex intelligence that an ordinary construct, it is crafted for the sole purpose of combat. Powered by a complex magical rune known as an azureheart runestone , it can even mimic a dragon's breath weapon and is almost as resistant to spells and other magical effects as a living dragon. Despite its prowess, however, a runewrought dragon is, after all, still a constructed creature. It acts as its master wills it and while its armor may be as impenetrable as that of a true dragon, its rubber-like wing flaps are an exploitable weakness in the design as they can be torn to pieces, hampering the dragon's ability to fly or attack with its wing spurs. A Runewrought Dragon's Lair Like dragons of flesh and blood, a runewrought dragon often inhabits a lair – a particular place it has been ordered to protect. As if imbued with a living dragon's instincts, a runewrought dragons that finds itself without a master often seeks out a lair to inhabit, and tends to be attracted to locations where magic is prevalent. A runewrought dragon encountered in its lair may have access to powerful lair actions. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Energy Surge. A crackling beam of energy flickers across the dragon's form, causing the magical runes etched into its body to flare with blinding light. The dragon gains 30 temporary hit points and each creature within 10 feet of the dragon that can see it must succeed on a DC 15 Constitution saving throw or be blinded until initiative 20 on the next round. Arc Lightning. Bolts of lightning spring toward up to three creatures the dragon can see within 30 feet of it. Each target must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) lightning damage and it can't take reactions until initiative 20 on the next round. Cold Feet. Ice forms in a 30-foot radius of a point the dragon can see in its lair and envelops the feet of any creature (other than the dragon) standing on the floor. Each creature other than the dragon must succeed on a DC 15 Strength saving throw or take 11 (2d10) cold damage and be grappled (escape DC 15) until initiative 20 on the next round.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Runewrought Dragon, Medium","description":"Clad in a crystalline carapace and thick plates made of adamantine, mithral, and copper etched with numerous runes, a runewrought dragon is perhaps the pinnacle of runewrought constructs. While a runewrought dragon can speak and has a much more complex intelligence that an ordinary construct, it is crafted for the sole purpose of combat. Powered by a complex magical rune known as an azureheart runestone , it can even mimic a dragon's breath weapon and is almost as resistant to spells and other magical effects as a living dragon. Despite its prowess, however, a runewrought dragon is, after all, still a constructed creature. It acts as its master wills it and while its armor may be as impenetrable as that of a true dragon, its rubber-like wing flaps are an exploitable weakness in the design as they can be torn to pieces, hampering the dragon's ability to fly or attack with its wing spurs. A Runewrought Dragon's Lair Like dragons of flesh and blood, a runewrought dragon often inhabits a lair – a particular place it has been ordered to protect. As if imbued with a living dragon's instincts, a runewrought dragons that finds itself without a master often seeks out a lair to inhabit, and tends to be attracted to locations where magic is prevalent. A runewrought dragon encountered in its lair may have access to powerful lair actions. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Energy Surge. A crackling beam of energy flickers across the dragon's form, causing the magical runes etched into its body to flare with blinding light. The dragon gains 30 temporary hit points and each creature within 10 feet of the dragon that can see it must succeed on a DC 15 Constitution saving throw or be blinded until initiative 20 on the next round. Arc Lightning. Bolts of lightning spring toward up to three creatures the dragon can see within 30 feet of it. Each target must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) lightning damage and it can't take reactions until initiative 20 on the next round. Cold Feet. Ice forms in a 30-foot radius of a point the dragon can see in its lair and envelops the feet of any creature (other than the dragon) standing on the floor. Each creature other than the dragon must succeed on a DC 15 Strength saving throw or take 11 (2d10) cold damage and be grappled (escape DC 15) until initiative 20 on the next round.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Runewrought Dragonfly","description":"Built to resemble a dragonfly, this mechanical mount is a large Construct powered by magical runes and capable of flying at full speed while carrying a single Medium or smaller creature. Programmed Loyalty The runewrought dragonfly is encoded to follow a single creature and can understand up to ten simple verbal commands which it follows to the best of its ability. A creature proficient in tinker's tools can spend 1 hour to change any of these command words. If it doesn't receive any commands, it takes the Disengage or Dodge action.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Runic Colossus","description":"According to The Saga of the Dragon Queller , told by giants on some worlds, a disparate group of giants combined their efforts to protect their ancient empire from a particularly vicious dragon. Stone and hill giants hewed a mighty form from living stone. Cloud and frost giants gathered rare metals, and fire giants shaped them into flexible joints and plated armor. Storm giants inscribed runes into the inert form to give it the semblance of life. The fruit of these labors was an everlasting guardian: the first runic colossus. A runic colossus stands 30 feet tall. It regards all non-giants as a threat, and unless it has other orders, it attacks such creatures on sight. The art of crafting a runic colossus is lost to modern giants, but many tales suggest the instructions might be buried deep in ruins from ancient giants’ empires. Traits Immutable Form. The colossus is immune to any spell or effect that would alter its form. Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects. Siege Monster. The colossus deals double damage to objects and structures. Actions Multiattack. The colossus makes two Slam attacks and then uses Stomp. Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. Stomp. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 22 Dexterity saving throw or have the prone condition. Until the colossus uses its Stomp again or moves, the creature has the restrained condition. The restrained creature or another creature within 5 feet of it can use its action to make a DC 22 Strength check. On a successful check, the affected creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained. Arcane Beam (Recharge 5-6). The colossus fires a beam of magical force from its chest, hands, or head in a 150-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 58 (9d12) force damage on a failed save, or half as much damage on a successful one. Reactions Spell Reflection (2/Day). Ranged Spell Attack: +14 to hit, range 120 ft., one creature casting a spell of 5th level or lower. Hit: 26 (4d12) force damage, and the target must succeed on a DC 15 Intelligence saving throw or the spell fails and has no effect.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Construct","Alignment":"Unaligned","Expansion":24749,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Runic Shield Guardian","description":"The extremely rare runic shield guardian can only be created by the most powerful and gifted artificers and archmages. It is an advanced version of the shield guardian that has additional offensive abilities to deal with groups of enemies. It also has the ability to create a magical force field to protect its ward from harm. Traits Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. Regeneration. The shield guardian regains 15 hit points at the start of its turn if it has at least 1 hit point. Spell Storing. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 5th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts a stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. Actions Multiattack. The shield guardian makes two Fist attacks. Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 3 (1d6) lightning damage. Shock Burst (Recharge 5–6). Lightning erupts from the shield guardian, striking creatures close to it. Each creature within 5 feet of the shield guardian must succeed on a DC 17 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) lightning damage and can't take reactions until the end of the shield guardian's next turn. On a successful save, a creature takes half as much damage with no additional effects. Concussion Projectile (Recharges after a Long Rest). The shield guardian discharges a magically-charged projectile that explodes at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must succeed on a DC 17 Constitution saving throw. On a failed save, a creature takes 18 (4d8) thunder damage and is stunned until the end of the shield guardian's next turn. On a successful save, a creature takes half as much damage and isn't stunned. Force Field (1/Day). The shield guardian emits a 20-foot-diameter sphere of shimmering force centered on the shield guardian. Nothing--not physical objects, energy, or other spell effects--can pass through the force field, in or out, though a creature in the force field can breathe there. The force field is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the force field damage anything outside it. A disintegrate spell targeting the force field destroys it without harming anything inside it. The force field remains for 1 minute, until the shield guardian dies, or until the shield guardian dismisses it as a bonus action. Reactions Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +3 bonus to the wearer's AC if the shield guardian is within 5 feet of the wearer.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Rusalka","description":"A barefoot woman with long hair and almost transparent skin sits upon a willow branch. Her hair and clothing are wet, as if she has just returned from a swim. Her smile seems friendly enough. When a woman drowns, her dripping body may rise again as a rusalka. Some claim the drowning must be a suicide. Others say that the water itself must be tainted with murder or some great evil spirit. Near Water. Rusalkas dwell in the water where they died, emerging only at night. Some climb a nearby tree, dangle their feet in the water, and sing alluring songs. Others sit on the bank, combing their wet tresses and awaiting prey. They must, however, remain in or near the water where they died, as part of their curse. However, during a full moon, the rusalki can leave the water to dance along the shore or the riverbank, singing all night long and inviting young men to join them. Songs and Poetry. Rusalkas mesmerize and seduce passersby with song and dance and poetry. Young men are their usual victims, but they also prey on curious children, lonely older men, and other heartbroken women. When a potential victim comes near enough, the rusalki entangles the person with her hair and drags him or her beneath the water to drown. Lover’s Walks. A rusalka cannot pass for human on any but the darkest night, but she might claim to be a lonely tree spirit or a benevolent nymph willing to grant a wish in exchange for a kiss. She may part the water of a lake and coax her victim toward the center with the promise of a kiss—delivered as her hair entraps the victim and the water rushes around him. Alternatively, she may use water walk so she and the victim can stroll across the surface of the water, reward him with a long kiss (to prevent him from catching a deep breath), then end the spell over deep water and drag him to the bottom. Undead Nature. A rusalka doesn’t require air, food, drink, or sleep. Traits Withered Tresses: If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed. Innate Spellcasting: The rusalka’s innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components: At will: control water, suggestion, tongues, water walk (can be ended freely at will) 1/day: dominate person Watery Camouflage: In dim light or darkness, a rusalka that’s underwater is invisible. Actions Breathless Kiss: Melee Weapon Attack : +6 to hit, reach 5 ft., One Target. Hit : 0 (0d0) Water damage. The target is grappled, escape DC 13, and the rusalka draws all the air from the target’s lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating. Drowning Hair (1/Day): The rusalka’s long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka’s grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Rust Beast","description":"TRAITS Iron Scent: A rust beast can pinpoint, by scent, the location of ferrous metal within 30 feet of it. Rust Metal: Any nonmagical weapon of metal that hits the rust beast corrodes. After dealing damage, the weapon takes a permanent and cumulative -2 penalty to damage rolls. If the penalty drops to -6, the weapon is destroyed. Nonmagical metal ammunition that hits a rust beast is destroyed after dealing damage. ACTIONS Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Antennae: The rust beast corrodes a nonmagical metal object within 10 feet of it. If the object isn’t being worn or carried, the touch destroys 1 cubic foot of metal. If the object is worn or carried, the creature holding it can make a DC 12 Dexterity saving throw to avoid the rust effect. If the object touched or worn is either nonmagical metal armor or a nonmagical metal shield, it takes a permanent -2 penalty to AC. Armor reduced to AC 10, or a shield that drops to a +0 bonus, is destroyed. If the object touched is a held weapon, it rusts as described in the Rust Metal trait.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":23660,"Challenge Rating":1},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Rust Monster","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Iron Scent : The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. Rust Metal : Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage. Actions Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Antennae : The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"27 (5d8+5)","CHA":6,"CON":13,"DEX":12,"INT":2,"STR":13,"WIS":13,"Size":"Medium","Type":"monstrosity","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068104/RLQ2wSm9gwsswiid3PuE8w/original.png","Roll 0":"Bite\n1d20 + 3\n1d8+1","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Iron Scent\",\"Desc\":\"The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.\"},{\"Name\":\"Rust Metal\",\"Desc\":\"Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 1\",\"Damage Type\":\"piercing\"},{\"Name\":\"Antennae\",\"Desc\":\"The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.\"}]","data-CHA-mod":"-2","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-4","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":"1/2","Passive Perception":11,"data-CrNum":0.5,"data-AcNum":14,"data-HpNum":27},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Rust Monster","description":"\"Destroyed me hammer and me axe, it did. Put me faith to the test that day, it did.\" —Brawn Thunderstones, dwarf paladin of Dumathoin Most dwarves would rather face a squad of orcs than confront a single rust monster. These strange, normally docile creatures corrode ferrous metals, then gobble up the rust they create. In doing so, they have ruined the armor, shields, and weapons of countless adventurers. A rust monster’s body is covered in thick, lumpy armor, its long tail ends in a bony protrusion, and two feathery antennae sprout from its insectile head. Underground Scavengers. Rust monsters roam subterranean passages in search of ferrous metals such as iron, steel, adamantine, and mithral to consume. They ignore creatures not carrying such metals, but can become aggressive toward those bearing steel weapons and armor. A rust monster can smell its food at a distance, immediately dashing toward the scent’s source to corrode and consume the object. A rust monster doesn’t care if the rust it consumes comes from a spike or a sword. Adventurers can distract the creature by dropping ferrous objects behind them. Subterranean Wanderers. Rust monsters are rarely found in large numbers, preferring to hunt alone or in small groups. They meander along tunnels, moving from cave to cave in their tireless search for ferrous metals to consume. Their wanderings often bring them into contact with other Underdark denizens that find them harmless or unappetizing. Thus, rust monsters may be found in close proximity to other subterranean monsters. If they are well treated and well fed, they can also become friendly companions or pets. Traits Iron Scent : The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it. Rust Metal : Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage. Actions Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Antennae : The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Rutterkin","description":"Demons Incarnations of chaos and evil, demons display endless variation in appearance and in how they go about wreaking havoc across the multiverse. Rutterkin The rutterkins, a breed of warped demon, roam the Abyss in mobs that constantly search⁠ for intruders to surround and devour. Abyssal Defenders. Rutterkins protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place. Warping Plague. Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims that succumb to the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of abyssal wretches that follow in the wake of the rutterkin mob that laid them low. Traits Crippling Fear⁠. When a creature that isn’t a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it’s within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear⁠ of all rutterkins for 24 hours. On a failed save, the creature becomes frightened of the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Rutterkin","description":"Rutterkins are warped demons that roam the Abyss in mobs, constantly searching for intruders to surround and devour. These Fiends protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place. Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims afflicted with the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of manes demons (see the Monster Manual ) that follow in the wake of the rutterkin mob that laid them low. Eugh, rutterkins. You’ve heard of stinking cloud—now get ready for its sequel, rancid crowd. (Mordenkainen, my dear, I know you just died inside when you read that. Kisses!) Tasha Traits Immobilizing Fear. When a creature that isn’t a demon starts its turn within 30 feet of one or more rutterkins, that creature must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it’s within 30 feet of six or more rutterkins. On a failed save, the creature becomes frightened of the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living manes (see the Monster Manual ). The transformation can be undone only by a wish spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Rutterun","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":14533,"Challenge Rating":1},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Ruxithid the Chosen","description":"Traits Legendary Resistance (2/Day). When Ruxithid fails a saving throw, he can choose to succeed instead. Mental Fortitude. Ruxithid has advantage on saving throws against the charmed and frightened conditions. Actions Multiattack. Ruxithid makes two Psi-Charged Scimitar attacks. Psi-Charged Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit : (2d6+4) slashing damage plus (2d6)psychic damage. Bonus Actions Brain Tendrils (Recharge 5–6). Ruxithid unleashes a flurry of crystalline psychic tendrils from his brain, targeting one creature that he can see within 30 feet of himself. The target must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) psychic damage and have the stunned condition until the start of Ruxithid’s next turn. Combat Command. Ruxithid commands one allied creature he can see within 60 feet of himself to strike. The creature can immediately use its reaction to make one melee weapon attack against a target within its reach.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration (Goblinoid)","Alignment":"neutral evil","Expansion":25525,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Ryan Greymere","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Expansion":21300,"Challenge Rating":12},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Ryvan","description":"Ryvan is a chthonic scion with a conundrum: something is wrong with the last soul he tried to guide. A young half-elven man, not yet twenty years old, Ryvan has dark hair that already seems to be graying and eerily pale blue eyes. He has a solemn demeanor, only showing rare flashes of humor in wry mutters and mumbles, and his voice has a gravelly rasp to it. The hunch to his shoulders hides a decent height, and his ever-present cloak conceals most of his features—spindly arms and legs, a smattering of freckles on his shoulders, and tattoos of prayers on his arms in many languages. These sacred tattoos glow whenever he casts a spell. Clasped to his waist by a chain, often hidden by his cloak, is a very important bottle. It contains a soul. Ryvan hasn’t yet performed a funeral rite to help the soul pass, for the wispy silvery light has a black, festering taint in the middle of it. “If I send it along now,” Ryvan explains, “there’s no telling if it’ll end up where it’s supposed to. I can’t . Not until I...fix it.” He’s uncertain what fix it means—the young boy’s solar progenitor is mysteriously silent on this front, and it’s Ryvan’s problem to solve. He hopes the characters, as accomplished adventurers, can help him bring the soul to peace. The following plot hooks could be used to explore this tainted soul: The soul belonged to a spellcaster who died halfway to becoming a lich—their soul lingers, neither dead nor undead. Ryvan bitterly stews as they search for a way to purify it. “People would rot themselves and others just to conquer death.\" The soul was cursed by the vengeful touch of an archmage, who won’t release it without recompense for an old betrayal. Ryvan is visibly shaken by the encounter. “I thought only ferriers could touch souls. Are mages learning to grip them, too?” The soul’s owner has unfinished business. In her journals, which the characters can find, she describes how she and her daughter were separated by war years ago. Her soul won’t move on until she knows the daughter is safe. Ryvan reflects quietly, “This is how I know our souls are us . Her heart clung to this world with all its might, even in death, until she knew.” Through Ryvan’s Requiem of the Fallen trait, he can ask the soul up to three questions. When the characters meet him, Ryvan could have already asked the soul his questions, or he could choose three questions with input from the characters when they decide to aid him. Either way, incorporating this trait is a fantastic way to showcase Ryvan’s abilities and lay the foundations for the quest. Ryvan refuses to use his Requiem of the Fallen trait to release the soul for his own gain until after his quest is completed. When the soul has been sent on, Ryvan either goes on his way to a place of suffering or, seeing the characters’ frequent encounters with death, decides to stick around a while.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Scion)","Alignment":"Neutral Good","Expansion":22441,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Arcadia Issue No. 11"},{"name":"S.A.M Shield Guardian","description":"Regeneration . The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. Magic Resistance . The shield guardian has advantage against saving throws from spells and other magical effects. Observed Spellcasting . The shield guardian’s spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can cast three spells per day, requiring no material components. It casts the spells at the lowest level possible. The shield guardian knows all spells of 3rd level or lower that it has observed previously, whether as the S.A.M. shield guardian or as the workshop itself. If the shield guardian has not observed any spells of 3rd level or lower cast by the characters, it has the following spells prepared: counterspell , darkness , grease , magic missile , silent image . Actions Multiattack . The shield guardian makes two greatsword attacks. Greatsword . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"lawful neutral","Expansion":14463,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Saber-Toothed Bat","description":"This large bat bares two exceptionally long fangs. Despite its relatively small size, the saber-toothed bat fulfills the promise of its threatening name. The body of this bat is about the size of a small dog’s, but its 5-foot wingspan makes it appear much larger to most of the creatures it preys on. It’s a vicious carnivore that hunts and kills just about anything of its size or smaller, including other bats. TRAITS Diving Pounce. If the saber-toothed bat is flying and moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that creature must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is already prone, the bat can make one Bite attack against it as a bonus action. Echolocation. The saber-toothed bat can’t use its blindsight while deafened. Flyby. The saber-toothed bat doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Keen Hearing. The saber-toothed bat has advantage on Wisdom (Perception) checks that rely on hearing. Stone Camouflage. The saber-toothed bat has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25357,"Challenge Rating":1},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Saber-Toothed Tiger","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell . The tiger has advantage on Wisdom (Perception) checks that rely on smell. Pounce . If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone, the tiger can make one bite attack against it as a bonus action. Actions Bite . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Claw . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","properties":{"Category":"Monsters","AC":12,"HP":"52 (7d10 + 14)","CHA":8,"CON":15,"DEX":14,"INT":3,"STR":18,"WIS":12,"Size":"Large","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068117/sgjZ7SZlNSmUOCa1JkEmqg/original.png","Roll 0":"1d20+6\n1d10+5","Roll 1":"1d20+6\n2d6+5","Skills":"Perception +3, Stealth +6","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The tiger has advantage on Wisdom (Perception) checks that rely on smell.\"},{\"Name\":\"Pounce\",\"Desc\":\"If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 5\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 5\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-1","data-CON-mod":"+2","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":2,"Passive Perception":13,"data-CrNum":2,"data-AcNum":12,"data-HpNum":52},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Saber-Toothed Tiger","description":"Traits Keen Smell : The tiger has advantage on Wisdom (Perception) checks that rely on smell. Pounce : If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Claw : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Sabertooth Tiger","description":"The saber-toothed tiger, also known as a smilodon, is a powerful feline predator that savors the flesh of large creatures such as mastodons, mammoths, elephants, bison, buffalo, deer, and other enormous mammals. Smilodons are noted scavengers and have no problem devouring another animal’s kill. Animals that resist the smilodon usually become part of the meal as well.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Sabina Montecraxi","description":"This attractive woman in her mid-thirties is the leader of the gang. She is wearing bicolor trousers with high boots, a red blouse and a leather jerkin. Her dark hair is tied in a ponytail and partially covered by a leather cap. Her radiant smile reveals the lack of a few teeth, and the remaining ones don’t look very healthy either. Yes, this makes her a little less attractive, but don’t forget that dental hygiene was not at its best in 15th century Italy. Only a few people will have all their teeth after the age of thirty. In case of a conflict, Sabina will fight two-handedly with a short sword and a dagger. She is very agile and can dodge most blows effortlessly. Sabina is not married, as she prefers to remain independent and free to choose her current lover from amongst her troops. But as her relationships tend to break up sooner or later, she will not become too attached. Sabina is wearing a silver bracelet that can heal its owner (equivalent to a level 2 cure wounds spell.) If questioned, she will describe it as a family heirloom, which it is indeed. Traits Bracelet of Healing. The bracelet can be used to cast cure wounds (1x/day) as a 2nd level spell (Heals 2D8 hit points). Spellcasting. Sabina is a 3t h-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 9, +1 to hit with spell attacks). Sabina knows the following ranger spells: 1st level (3 slots): alarm, hunter’s mark, longstrider Actions Two-Weapon Fighting. Sabina makes two weapon attacks: one with her shortsword and one with her dagger. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Ranger)","Expansion":30058,"Challenge Rating":"1/2"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Sable Elf","description":"The elfin figure before you has plaited black hair and silver skin. She looks world-weary as she leans heavily on a staff of white wood topped with a mote of silver light. Everything about her feels faded and grey, as if washed out by the gloom of the world. Sable elves have an innate affinity for arcane magic. Long ago, they were exiled from the dwindling elven empire, and now the survivors of this dying race wander the dark places of the world, searching for purpose. Traits Blood Affinity. Every sable elf is born with an affinity for magic. As a sable elf matures, it becomes clear which school of magic they are particularly suited to, and they gain the innate ability to cast spells from the associated school of magic. Fallen to Shadow. The few sable elves that remain possess the last vestiges of powerful elven magic that helped shape the early phases of the world, and they guard their secrets in isolation. Their powerful capabilities allow these ancient elves to survive in almost any climate, and the dark forests of the Shadow Realm house a handful of these wanderers. Fey Ancestry. The sable elf has advantage on saving throws against being charmed, and magic can't put the sable elf to sleep. Actions Multiattack. The sable elf makes two Shortsword attacks or two Longbow attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage. Spellcasting. The sable elf casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12): At will: acid splash 1/day each: fog cloud , sleet storm","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Sable Elf)","Alignment":"Any Alignment","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Sable Elf Hierophant","description":"A bald, silver-skinned elfin woman dressed in decorative robes made of layers of black, grey, and white gauze strikes an imposing figure before you. The top portion of her face is covered by a midnight-blue and silver mask that extends upward into an elaborate, feathered headdress. As her hands twist in an arcane gesture, you note the eyes tattooed upon her palms. Sable elves who are discontent to wander in disgrace often seek to join the cult of Hecate, the goddess who presides over witchcraft. Traits Arcane Advisors. Hecate only grants the powers of hierophant to the most cunning, powerful, and charismatic of her worshippers. This combination of requirements makes a hierophant an attractive advisor and religious guide to magically inclined societies. Sable elf hierophants are often seen among the royal courts of the shadow fey or in other elite social circles. Witch Queen. Hecate is regarded as one of the oldest of the gods, and her worship dates back before the elves settled the mortal world. While her popularity has waxed and waned over the epochs, small covens of practitioners who praise her name have consistently existed across all geographic regions and cultures. Fey Ancestry. The sable elf has advantage on saving throws against being charmed, and magic can't put them to sleep. Actions Multiattack. The sable elf makes three Spellburn attacks. Spellburn. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 27 (5d10) force damage. Spellcasting. The sable elf casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14): At will: dancing lights , light , mage hand , prestidigitation 2/day each: dispel magic , lightning bolt , mage armor , web 1/day each: banishment , black tentacles , fire shield , hypnotic pattern , teleportation circle Voice of Hecate (1/Day). Hecate speaks profane words of power through the hierophant. All creatures within 300 feet of the sable elf must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Witch Eye. The sable elf can cast detect magic without expending a spell slot.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Sable Elf)","Alignment":"Any Alignment","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Sabrael","description":"As part of the invasion on the Material Plane, the Dark Star wished to reach into the coexistent planes of the Shadowrealm and the Feyrealm. Tannur, the dark planetar, brought Sabrael directly to the Shadowrealm during their descent from their heavenly planes. Sabrael, the Voice of Sorrow, was chosen as a representative and the guardian of the crystal of immortals that was sent to the Shadowrealm. Ever since the banishment of the rest of the fallen angels from the Material Plane, Sabrael waits in its solitude and continues to serve as commanded. It frequently communes with the divine powers it serves and prays for the return of the Dark Star","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful evil","Expansion":17604,"Challenge Rating":12},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Sabre","description":"","properties":{"Category":"Monsters","Size":"Human (Hegemony)","Type":"fighter","Expansion":9634,"Challenge Rating":1},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Sacred Dog","description":"Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Magic Resistance. The sacred dog has advantage on saving throws against spells and other magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"(same alignment as patron deity)","Expansion":29804,"Challenge Rating":6},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Dog of Aphrodite","description":"Beauty is at the core of the creations of Aphrodite, and her sacred dogs are no exception. These celestials sport a beautiful coat of pristine white fur that seems to always stay clean, fluffy and soft but beautifully and elegantly decorated with ornaments of silver, gold and platinum. Their eyes are a soft seafoam green that shifts towards a beautiful pearl-cream color with the passing of the day and night cycle. If one didn’t know any better they might mistake the gorgeous creatures as the pets of nobility, as their behavior is very relaxed and content, seemingly lacking the violent will that one would expect from a guardian of a temple. But the truth is that violence is a last resort to these celestials, as they’d prefer to charm creatures into submission as soon as they reveal their intentions. The dogs of Aphrodite gravitate to people who possess beauty of some kind, which means different things for each individual celestial. They might appreciate particular parts of people’s appearance, their behavior or even their talents. But they tend to growl and threaten those who carry dark intentions, perceiving those as “true ugliness”. Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Magic Resistance. The sacred dog has advantage on saving throws against spells and other magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Presence of Beauty. Any creature that starts its turn within 60 feet of the sacred dog must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes charmed by the sacred dog for 1 minute. On a successful save, the creature becomes immune to any sacred dog’s Presence of Beauty for 24 hours. Whenever the sacred dog deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success. Spellcasting. The sacred dog's Spellcasting Ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following Spells, requiring no verbal or material components: At Will: friends 2/day each: command, dissonant whispers, suggestion 1/day each: bane, calm emotions, crown of madness Actions Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"neutral","Expansion":29804,"Challenge Rating":6},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Dog of Apollo","description":"The dogs of Apollo are some of the friendliest amongst all the divine creations. They are golden-furred creatures with a gold and a red eye, representing the essence of the sun as light and fire. They are often adorned with beautiful collars bearing the symbol of Apollo. They enjoy frolicking out in the sunlight and listening to music, however that doesn't make them any less dangerous than their brethren. These dogs will approach musicians and performers in order to get their attention, trying to get them to perform at the temples of Apollo or play with them. Additionally, they will approach the sick and injured that travel by their temples, and as long as no evil or ill intentions are perceived, they will swiftly alleviate them from any wounds or disease that may plague them. However, when these dogs get ready to fight they can produce an aura of sunlight around them. This has led to them earning a reputation as being the perfect companions for warriors going up against vampires or many underdark dwellers and monsters that detest the light of the sun. The guardians of Apollo's temple are actually talented dancers. You should visit just to watch them sometime. -Savafyn Tiaurelle, Hunter Ranger and Champion of Apollo Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Divine Awareness. The sacred dog knows if it hears a lie. Magic Resistance. T he sacred dog has advantage on saving throws against spells and other magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Spellcasting. The sacred dog's Spellcasting Ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following Spells, requiring no material components: At Will: light, sacred flame 2/day each: cure wounds (as a 2nd level spell), guiding bolt 1/day each: daylight, flame strike, spirit guardians Symbol of the Sun. The sacred dog glows brightly, producing bright sunlight within 20 feet around it and 10 feet of dim light beyond that. The sacred dog can suppress this light as a bonus action. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Solar Flare (Recharge 5-6). The sacred dog unleashes radiant energy in a 15-foot radius. Each creature in that area must make a DC 15 Constitution saving throw, being blinded and taking 22 (4d10) radiant damage on a failed save. On a successful save the creatures take half as much damage and are not blinded . Healing Touch (3/Day). The sacred dog touches another creature. The target magically regains 17 (3d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"neutral good","Expansion":29804,"Challenge Rating":6},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Dog of Ares","description":"Brutal, bloodthirsty and savage would be the adjectives one would use to describe the God of War, and these could also easily apply to his dogs. These musclebound, armored bloodhounds are a common sight amongst battlefields where Spartans intend to claim victory. And despite their aggressive nature, these sacred dogs work with as much precision and discipline as any Spartan. When war is not at hand these beasts set out in search of violence, as long as the temple of their lord is not in danger. It is not uncommon to see the carcasses of monsters and other beasts by a temple of Ares, with trails of blood leading to a pack of feral celestials. Amongst the Spartan people everyone is aware that they must not disturb the beasts, lest they feel antagonized into starting a bloody fight. There are very few who’d dare do such a thing, and even fewer who’d succeed. Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Magic Resistance. The sacred dog has advantage on saving throws against spells and other magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Brute. A m elee weapon deals one extra die of its damage when the sacred dog hits with it (included in the attack). Reckless. At the start of its turn, the sacred dog can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The sacred dog can make two bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 22 (4d8 + 4) piercing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Rain of Blades (Recharge 6). The sacred dog summons warrior spirits that throw swords, spears and axes from the peak of Mount Olympus. Three spaces that have a 10-feet radius within 60 feet of the sacred dog are struck by this barrage and each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (6d6) bludgeoning, piercing or slashing damage on a failed save, or half as much damage on a successful one. Bonus Actions Second Wind (Recharges after a short or long rest). As a bonus action, the sacred dog can regain 15 hit points. War's Howl (1/Day). Each creature of the sacred dog’s choice that is within 30 feet of it and can hear it, is able to use their reaction to perform an attack with advantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"neutral evil","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Dog of Artemis","description":"Hunters through and through, these creatures are more reminiscent of wild wolves than actual dogs. Their fur shines with a powerful glow, producing moonlight, and their eyes glow a deep silver. Out of all sacred dogs, these beasts boast the most powerful senses. Very few creatures can compare to them when it comes to tracking or finding prey. As such, anyone who dares to deface a temple of Artemis will be quickly tracked down, and tore down by the pack. Compared to every other sacred dog, Artemis’ creations act the most like the beast they are modeled after. They maintain the behavior of a wolf, aside from their duty to protect the temples they are tasked with, as they roam the wilderness around the temples of their goddess. They avoid contact with most people, with the exception of acolytes of the Goddess of the Hunt and young girls. The sacred dogs of Artemis will drop anything if it means protecting a young girl from danger, as is the will of their master. Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Keen Hearing and Smell. The sacred dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Magic Resistance. The sacred dog has advantage on saving throws against spells and other magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Spellcasting. The sacred dog's Spellcasting Ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following Spells, requiring no verbal or material components: At Will: detect poison and disease, hunter's mark 2/day each: absorb elements, entangle, locate animals or plants, locate object 1/day each: beast sense, pass without trace, spike growth Actions Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Moonlight Arrow. Ranged Spell Attack: +7 to hit, reach 100/300ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or the creature glows with an aura of dim light in a 10 feet radius around them for the next minute. As long as the creature is illuminated they cannot become invisible or take the hide action. A creature can spend an action to remove the clinging magic from themselves or from others. Lunar Enlightenment (Recharge 5-6). The sacred dog exhales silver radiant energy in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 22 (4d10) radiant damage on a failed save, or half as much damage on a successful one. Shapechangers make the saving throw with disadvantage and revert to their original form on a failure. Bonus Actions Call of the Hunt (1/Day). The sacred dog calls for help from its fellow hunter spirits, summoning 1d4 wolves to its side. The wolves take their turn immediately after the sacred dog. Detect. The sacred dog makes a Wisdom (Perception) check.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful neutral","Expansion":29804,"Challenge Rating":6},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Dog of Athena","description":"Discipline is the one word that defines these beastly celestials. Decorated in beautiful bronze armor that shines with the blessings of their creator, these sacred dogs behave like a well-trained cell of soldiers and are often deployed during wars to aid powerful warriors that are leading battles in the name of Athens. It is not uncommon to see Generals and Captains being protected by a small pack of Athena’s celestial guards. Whenever peace rules the land, these dogs dedicate themselves to physical training, looking out for thieves near the vicinity of their temples and trying to keep the peace in their home. They do not spend much time indulging in games with each other or with visitors to the temple, but they have been observed to have a soft spot for responsible and hard-working children and youngsters. They are very appreciative of order, and as such they hold people and creatures that disturb it in contempt. Criminals, unruly citizens and other folks that disturb the daily life of the common folk are the typical targets for the ire of these beasts, who prefer intimidation to violence. Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Magic Resistance. The sacred dog has advantage on saving throws against spells and other magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Spellcasting. The sacred dog's Spellcasting Ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following Spells, requiring no material components: 2/day each: sanctuary, shield, shield of faith, warding bond 1/day each: holy weapon Actions Multiattack. The sacred dog can make two bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Aura of Defense (Recharges after a short or long rest). The sacred dog unleashes a divine aura for 1 minute that protects its allies. As long as an ally of the sacred dog is within this aura they gain a +2 to their AC and saving throws. Bonus Actions Defensive Approach (3/Day). The sacred dog can take the dodge action as a bonus action. Reactions Parry. The sacred dog adds 3 to its AC against one melee attack that would hit it. To do so, the sacred dog must see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful good","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Dog of Demeter","description":"Demeter is a goddess that maintains the natural balance in the ecosystem of the world and her dogs are a part of that process. Their appearance reflects that much, as they appear to be at least partially made from plant matter. Different dogs will be made of different plants, but it’s not uncommon to see fruits or berries growing from the fur of these creatures. Protecting the nature around them and attacking creatures that don’t belong in the natural world, such as arcane experiments destructively roaming the wilds, are common duties of these celestials. As such, many monstrosities and rogue constructs end up as victims of the pack. Furthermore, protecting farmers and gardeners is a typical unspoken duty of the dogs of Demeter, as long as they tend to the beasts and the land respectfully. As a result of their innate connection to nature the dogs have a preference for the company of nature spirits, such as nymphs, dryads and satyrs, but they also enjoy the presence of friendly eladrin, wood elves and firbolg. Not to say that they ignore or dislike other humanoids on principle, but they feel safest with those who belong to the domain of nature. Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Magic Resistance. The sacred dog has advantage on saving throws against spells and other magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Spellcasting. The sacred dog's Spellcasting Ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following Spells, requiring no material components: At Will: druidcraft, plant growth 3/day each: faerie fire, goodberry, spike growth 1/day each: awaken, ice storm, tree stride One with Nature. The sacred dog can communicate with all plants and animals, which can communicate back. Actions Multiattack. The sacred dog makes one bite attack and one vine strike. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d8) radiant or poison damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Vine Strike. The sacred dog targets one creature that it can see within 60 feet of it. The creature must succeed on a DC 15 Dexterity or Strength saving throw or be pushed back 5 feet, knocked prone, and take 7 (2d6) bludgeoning damage. On a successful save, the creature takes half as much damage and they are not knocked prone, but they are still pushed back 5 feet. Entangling Mass (Recharge 5-6). The sacred dog chooses two creatures on the ground that it can see within 30 feet of it. The targets must succeed on a DC 15 Dexterity saving throw or be restrained by entangling roots. A creature restrained by the roots can use its action to make a DC 15 Strength check, freeing itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"neutral good","Expansion":29804,"Challenge Rating":6},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Dog of Dionysus","description":"The dogs of Dionysus represent quite the contrast, just like their master. They enjoy the revelry as much as the most hedonistic of men, yet they represent a terrifying aspect of godly domains when their wrath has been unleashed. Madness, confusion and carnage is a common sight whenever these celestials have been antagonized. However, when combat isn’t a factor, the beasts will readily jump, play and cuddle with all the people present at a celebration. It is not uncommon for bottles of wine or casks of ale to go missing and find a pack of these sacred dogs greedily lapping at the alcohol in hopes of becoming as drunk as the rest of the people around them. Although they are notably immune to poisons, they seem to be able to enjoy alcoholic beverages just as well as the next human. It may not be a stretch to say that fine wine is their favorite treat. Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. \"It's always great to find a dog at a party. Even better if the dog is just as drunk as you.\" -Andaniis Lusavorel, Drunken Master Monk and Champion of Dionysus Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Aura of Revelry. Music and cheering emanates around the sacred dog. At the start of its turn, any creature of its choice within 30 feet must make a DC 15 Charisma saving throw or become charmed and start performing a wild dance number. While dancing the creature is incapacitated and cannot move away from the spot it started dancing in. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. A creature that succeeds on the save becomes immune to any sacred dog's aura of revelry for the next 24 hours . Spellcasting. The sacred dog's Spellcasting Ability is Wisdom (spell save DC 15, +6 to hit with spell attacks). It can cast the following Spells, requiring no material components: 2/day each: crown of madness, dissonant whispers (as a 2nd level spell), phantasmal force, wrathful smite (as a bonus action) 1/day each: fear, phantasmal killer, tasha's mind whip (as a 3rd-level spell) Magic Resistance. The sacred dog has advantage on saving throws against spells and other magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d8) radiant, poison or psychic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Toxic Madness (Recharge 5-6). The sacred dog unleashes a wave of madness and poison in a 15-foot radius around itself. Each creature in that area must make a DC 15 Constitution saving throw, taking 13 (3d8) poison and 13 (3d8) psychic damage and become poisoned for 1 minute on a failed save, or half as much damage on a successful one. While poisoned in this way the creature is afflicted with short-term madness. At the end of each of its turns, and each time it takes damage, the target can make another Constitution saving throw. Short-Term Madness d100 Short-Term Madness 01–20 The character retreats into their mind and becomes paralyzed. The effect ends if the character takes any damage. 21–30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping. 31–40 The character becomes frightened and must use their action and movement each round to flee from the source of the fear. 41–50 The character begins babbling and is incapable of normal speech or spellcasting. 51–60 The character must use their action each round to attack the nearest creature. 61–70 The character experiences vivid hallucinations and has disadvantage on ability checks. 71–75 The character does whatever anyone tells them to do that isn’t obviously self-destructive. 76–80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. 81–90 The character is stunned. 91–100 The character falls unconscious.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"chaotic neutral","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Dog of Hades","description":"The dogs of Hades are a unique sort, as they actually were modeled after the Underworld's very own guard dog, Cerberus. This black-furred, shadow cloaked beast is diligent, loyal and incapable of being swayed from their duty by anyone other than their master. Two spectral heads rest at either side, mimicking the visage of the guard dog of the realm of Hades, and an armor made of bones protects their outer body. Their behavior is amongst the most disciplined of all sacred dogs, obeying the cleric that may have been assigned as their master for the time being, or to the sacred dog amongst them that has taken a leadership position. They enjoy spending their time close to the graveyards that surround the necropolis that is their temple, as they feel the most connected to the underworld through them. The only situation where a dog of Hades lashes out in anger is when they encounter an intelligent undead, such as a lich who deliberately sought undeath, as it represents a violation of the domain of their master. Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Magic Resistance. The sacred dog has advantage on saving throws against spells and other magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Three heads. The sacred dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, or knocked unconscious. Actions Multiattack. The sacred dog makes three Bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) radiant or necrotic damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Control Undead. The sacred dog targets one undead creature it can see within 30 feet. The target must make a DC 15 Wisdom saving throw. On a failed save, the target must obey the sacred dog's commands for the next 24 hours, or until the sacred dog uses this ability on another undead. An undead whose Challenge Rating is equal to or greater than the sacred dog's own Challenge Rating is immune to this effect. Underworld's Barrage (Recharge 5-6). The sacred dog roars and summons the spirits of the damned for a brutal attack in a 20-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 33 (6d10) necrotic damage on a failed save, or half as much damage on a successful one. Undead creatures make the saving throw with disadvantage. Bonus Actions Light-Eater. The sacred dog consumes all light in its vicinity. As a bonus action the sacred dog extinguishes all sources of light within 60 feet. If the light is magical, those created by a spell of 2nd level or lower are suppressed. Shadow Step. The sacred dog steps from one shadow into another. When the sacred dog is in dim light or darkness, as a bonus action it can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. The sacred dog then has advantage on the first melee attack it makes before the end of its turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful neutral","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Dog of Hecate","description":"Spiritual, mysterious and representative of the wonders of magic, Hecate’s creations have a certain affinity to manipulate the weave of magic unlike any other sacred dog. They are very ethereal in appearance, with a coat of fur as pale as the mists that ooze from their bodies. With shiny silver eyes that hold a deep intelligence and secrets of magic only known to their mistress.And hanging from a beautiful ornate collar, decorated with unique arcane runes, is a key. Every sacred dog of the mistress of magic has one, but not even the most knowledgeable priest of Hecate would be able to tell you what their purpose is. These creatures are quiet, curious observers. They are rarely seen, but there are stories of them sneaking into the towers of accomplished mages to observe them. They do not act in a hostile manner to anyone, unless they are attacked first. Very commonly they are stoic, observant and quiet, not reflecting much emotion at all. Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Limited Magic Immunity. The sacred dog can't be affected or detected by spells of 3rd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an Attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Spellcasting. The sacred dog's Spellcasting Ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can cast the following Spells, requiring no material components: At Will: borrowed knowledge, detect magic, gaseous form, identify, find familiar, legend lore 3/day each: bless, dispel magic, magic missile (as a 3rd level spell), guiding bolt, shield 2/day each: banishment, fireball, spiritual weapon (as a 4th level spell) 1/day each: wall of force, teleportation circle Magic Consumption (3/Day). When the sacred dog uses its Devour the Arcane reaction successfully or dispels a spell, it heals damage equal to five times the spell's level. Master of Magic. The sacred dog has advantage when making Constitution saving throws to maintain concentration on a spell. Additionally, it can replace an attack of opportunity with the casting of a spell that targets a single creature. Magic Weapons. The sacred dog's weapon attacks are magical. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Reactions Devour the Arcane. When the sacred dog is targeted by a spell or included in a spell's area, it can attempt to undo that magic, canceling the spell and its effects as per the counterspell effect. The sacred dog does not need to see a spell to target it with this reaction, but it must be able to see at least some portion of an area or object affected by the spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"neutral","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Dog of Hephaestus","description":"The original sacred dogs were created by Hephaestus, and as such he has had a long time to keep improving them. These creatures sport a complete construct-like appearance, which is accentuated by several mechanisms that hold lava, demonstrating the power of fire that has been granted to them by their creator. These are the least animal-like in their behavior, spending great amounts of time unmoving from their place like a statue unless external stimuli peaks their interest. They keep quiet whenever an acolyte of the smith god is working on a creation of their own and always make sure that the forge is always ready for more metalwork. Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Immutable Form. The sacred dog is immune to any spell or effect that would alter its form. Magic Resistance. The sacred dog has advantage on saving throws against spells and other magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an Attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Spellcasting. The sacred dog's Spellcasting Ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can cast the following Spells, requiring no material components: At Will: produce flame, continual flame, fire bolt 2/day each: heat metal, hellish rebuke, fireball 1/day each: immolation Skin of the Forge. When the sacred dog takes bludgeoning, piercing or slashing damage, each creature within 5 feet of it takes 9 (2d8) fire damage Actions Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d8) fire or radiant damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Call to the Forge (1/Day). The sacred dog can magically summon a construct from the Forges of Hephaestus, as per the summon construct spell. Casting the spell in this way requires no concentration from the sacred dog.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"neutral","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Dog of Hera","description":"Bonds and commitment are the core values that the Queen of Olympus holds in high standing. This has led to a particular habit of her celestial beasts, that of having pairs. Despite all sacred dogs being sexless creatures, these canines have chosen a mate of sorts and work in perfect unison with them, to an even greater degree than other members of its pack. When this happens a collar made of silver manifests around the neck of the duo, signifying their union. The dogs of Hera can be identified for their elegant and friendly appearance. Smooth white fur, friendly chocolate-brown eyes and, most notably, a drifting cloak that seems to be made from peacock feathers behind them. They truly resemble a common house pet more than any other sacred dog. These beasts are much more domestically oriented than the rest of their kin, as they exclusively remain within the confines of the city or town their temple resides in. They are widely appreciated by the populace as their presence seems to bolster the morale of civilian households at all times. Furthermore, all of them are fiercely protective of children, and as such keep an eye on them if they are ever alone. However, the exception to their caring and protective nature are people guilty of adultery. They seem to have a sixth sense for identifying those unfaithful to their vows and will readily antagonize them, but won’t attack unless they prove themselves dangerous first. Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Magic Resistance. The sacred dog has advantage on saving throws against spells and other magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Spellcasting. The sacred dog's Spellcasting Ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following Spells, requiring no material components: 2/day each: destructive wave, staggering smite (as a bonus action) 1/day each: aura of life, crusader's mantle Perfect Partnership. If the sacred dog has a mate, they gain a +2 bonus to their AC. Furthermore, as long as the sacred dog is within 30 feet of their mate, they are constantly under the effect of the bless spell. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Queen's Blessing (2/Day). The sacred dog touches another creature. The target is magically empowered by the grace of Hera. Celestials, fey, fiends and undead have disadvantage on attacks against the target for the next hour. Additionally, a blessed creature cannot be possessed, charmed or frightened by any of these creature types.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"lawful neutral","Expansion":29804,"Challenge Rating":6},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Dog of Hermes","description":"Lean, thin and speedy are the dogs of Hermes, representing the domains of their creator flawlessly. These celestial beasts are covered in a beautiful bronze fur coat, with a travel vest fashioned from leather and cloth and filled with pouches capable of carrying letters, packages and all sorts of items. Lastly, their legs are decorated with winged bracers that allow them to take off into the sky. The dogs of the messenger of Olympus are the only celestials that leave the temples of their god for extended periods of time, as their secondary duty compels them to aid their creator. Acting as messengers for the most powerful beings on various planes of existence, these beasts have an strict work ethic appreciated by the entirety of the pantheon and the other powerful beings they perform courier work for. However, when they are not on the clock these celestial troublemakers might snatch shiny valuables off of the unaware, particularly from the wealthy. They have a mischievous and playful streak when left alone, not unlike their master. \"Fast! Tricksy! Adorable! Not to play favourites... but this is the goodest of boys.\" -Fuzi Yuffentan, Wild Magic Sorcerer and Champion of Hermes Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Evasion. If the sacred dog is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the sacred dog instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Spellcasting. The sacred dog's Spellcasting Ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following Spells, requiring no material components: 2/day each: invisibility, haste, longstrider, pass without trace 1/day each: dimension door, freedom of movement, greater invisibility, mirror image Magic Resistance. The sacred dog has advantage on saving throws against spells and other magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an Attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Sneak Attack (1/Turn). The sacred dog deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the sacred dog that isn't incapacitated and the sacred dog doesn't have disadvantage on the attack roll. Speedy Target. The movements of this sacred dog are so swift that it is almost invisible when in motion. If the sacred dog moves at least 10 feet on its turn, attack rolls against it have disadvantage until the start of its next turn unless the sacred dog is incapacitated or restrained. Actions Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 9 (2d8) radiant damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Bonus Actions Cunning Action. On each of its turns, the sacred dog can use a bonus action to take the dash, disengage, or hide action. Reactions Uncanny Dodge. When an attacker that the sacred dog can see hits it with an attack, it can use its reaction to halve the attack's damage against it.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"chaotic good","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Dog of Poseidon","description":"The dogs of Poseidon are a combination of earth and sea creatures. They have 4 legs like a normal dog, but their tail is rather long and reminiscent of a dolphin's own tail. Their aquamarine fur is perpetually waving as if underwater and parts of their body are covered in coral-like armor. These dogs are adaptable, quick to react and difficult to repel, especially in the water. Out of all sacred dogs, the dogs of Poseidon are the most laid back whenever they are not in conflict. They enjoy swimming and playing with their pack, as well as with the acolytes of their creator, but they have a fierce temperament, not unlike the sea. If someone upsets them, they will not hesitate to fight. These beasts are very popular amongst underwater communities, like Merfolks and Tritons, who have seldom seen a real dog. Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Amphibious. The sacred dog can breathe air and water. Spellcasting. The sacred dog's Spellcasting Ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following Spells, requiring no material components: At Will: shape water 2/day each: control water, wall of water, water walking, watery sphere 1/day each: maelstrom Magic Resistance. The sacred dog has advantage on saving throws against spells and other magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an Attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Tidal Barrier. A swirling wave of seawater surrounds the sacred dog, crashing and rolling in a 15-foot radius around it. The area is difficult terrain for any creature except the sacred dog's allies. Actions Multiattack. The sacred dog makes two bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d8) radiant or cold damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed 10 feet and knocked prone. Tidal Wave (Recharge 5-6). The sacred dog conjures up a wave of water that crashes down on foes anywhere within 60 feet. The wave can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 27 (5d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"chaotic neutral","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Dog of Zeus","description":"The Dogs of Zeus all carry a majestic appearance, their coats transitioning from a clear white cloud to pockets of electrified fur, stormy blue eyes and sparks of lightning dancing across their form. Out of all sacred dogs they are certainly the most zealous about the protection of their sacred ground. They are proud of their work but they also indulge themselves in praise doled out by the caretakers of their temple. Despite belonging to a pack they tend to be quite self-centered when it comes to their life outside of combat and their duty, which more often than not means attention and pampering by followers of Zeus. They do not get along with their brethren created by Poseidon or Hades and often end up in scuffles with both if by circumstance they encounter each other. Sacred Dogs The gods always keep their most sacred temples guarded. And the guards of such places come in many forms: devout mortals who willingly protect this sacred space, beasts that represent the deity's domain or even celestial creatures serving under the banner of the gods. However, one of the most loyal and competent guards under the banner of Olympus and beyond are the sacred dogs. These creatures originally served Hephaestus as guards on his temple in Mount Edna, but the gods have a keen eye for usefulness. As such they chose to make their own, with the unique traits and qualities that they appreciate most. The nature of the sacred dog will be wildly different, depending on which deity created them. The personality, temperament and tactics of a dog created by Zeus will be completely dissimilar from that of a dog created by Aphrodite. Guardians and Companions. Sacred Dogs live within the temple of their creator, protecting its integrity from any possible threat. Typically they form a pack of three or four at a time, but on a rare occasion a single dog will partner up with an acolyte of their deity on quests to serve their master. Divine Nature. The dogs are sustained by the will of their creators. As such they do not age and don’t require sleep, breathing, food or water, though they might enjoy partaking in the latter two. And if a sacred dog were to be slain in battle, a cleric serving their creator can bring them back to life by performing a ritual achieved through communion with their deity. Celestials Celestials can be found easily amongst certain places of power like particularly big godly temples. The protectors of their master’s centers of worship are known by most people who live close to such a location. Traits Spellcasting. The sacred dog's Spellcasting Ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following Spells, requiring no material components: At Will: lightning lure, shocking grasp 2/day each: call lightning, lightning bolt, shatter (as a 3rd level spell), thunder step, thunderous smite (as a bonus action) 1/day each: chain lightning Lightning Aura. Each creature that starts its turn within 10 feet of the sacred dog or moves there for the first time on its turn takes 5 (1d10) lightning damage. Magic Resistance. The sacred dog has advantage on saving throws against spells and other magical effects. Protector's Instinct. If the sacred dog is entering combat against a clear threat to its sacred ground, it has advantage on its initiative roll. Pack Tactics. The sacred dog has advantage on an Attack roll against a creature if at least one of the sacred dog's allies is within 5 ft. of the creature and the ally isn't Incapacitated. Actions Multiattack. The sacred dog makes two bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d8) radiant, thunder or lightning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Thunderous Howl (Recharge 5-6). The sacred dog unleashes a painful howl that can be heard from up to 1000 feet away. All creatures within 30 feet of the sacred dog take 28 (8d6) thunder damage and are deafened for 1 minute, or take half damage and aren't deafened with a successful DC 14 Constitution saving throw. A creature that fails the saving throw by 5 or more is also stunned for 1 round. This ability doesn't function in an area under the effect of a silence spell. Very brittle material such as crystal may be shattered if it's within range, at the GM's discretion.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"neutral","Expansion":29804,"Challenge Rating":8},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Sacred Fist","description":"Traits Unarmored Defense. While the sacred fist is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The sacred fist makes three Unarmed Strike or three Dart attacks. Or it can make one Unarmed Strike and cast one spell that takes 1 action to cast. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage + 4 (1d8) radiant, fire, or necrotic damage (if Sacred Flames is active). If the target is a creature, the sacred fist can choose one of the following additional effects: The target must succeed on a DC 14 Strength saving throw or drop one item it is holding (sacred fist’s choice). The target must succeed on a DC 14 Dexterity saving throw or be knocked prone. The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the sacred fist’s next turn. Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage. Spellcasting. The sacred fist casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: guidance, light, sacred flame (2d8), thaumaturgy 2/day each: bless, cure wounds, spirit guardians 1/day each: banishment, dispel magic, spirit shroud Bonus Actions Inner Armor (1/Day). The sacred fist invokes its inner tranquility, gaining advantage on all Saving Throws. The effect lasts for 1 minute. Sacred Flames (3/Day). The sacred fist causes its hands and feet to be wreathed in divine energy. Each hit of its unarmed strikes deal an extra 4 (1d8) radiant (good), fire (any), or necrotic (evil) damage. The effect lasts for 1 minute. Reactions Deflect Missile. In response to being hit by a ranged weapon attack, the sacred fist deflects the missile. The damage it takes from the attack is reduced by 16 (1d10 + 11). If the damage is reduced to 0, the sacred fist catches the missile if it’s small enough to hold in one hand and the sacred fist has a hand free.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Sacred Hippopotamus","description":"The boulder-sized creature waddles out of the water, and strolls down the riverbank. Suddenly, it rushes forward, swift as a horse despite its massive bulk. Its jaws swing open, revealing curved tusks and bone-crushing molars. A hippopotamus is a massive, aquatic herbivore with a truly terrible attitude. Hippopotamuses are territorial and reflexively aggressive, often chasing down and killing humanoids in their territory. Their massive, powerful jaws work with long, curved tusks, and their enormous bodies are resistant to attack. They are social creatures, often gathering in sieges of up to thirty members. They eat short grasses along riverbanks as well as aquatic plants. Misleading Appearance. Hippopotamuses seem cute and sedentary at first glance. They're pleasantly rotund, vocalize constantly, and look slow, harmless, and focused on eating grass. Unfortunately, they can run fast, their bite crushes bone, and they view any infringement on their territory as an invitation to murder. The largest weigh up to 6,000 pounds. River Monsters. The rivers are never safe in hippopotamus territory. Though slow swimmers, they often sink deep beneath the water then ambush swimmers or small boats in lethal attacks. While not stealthy, the muddy waters they call home easily conceal even the largest hippopotamus, leaving little sign of their presence. River boat captains in hippo territory know to turn around if they spot wiggling ears emerging from the water's surface. Failed Domesticates. There have been many attempts to domesticate hippopotamuses, either as beasts of burden or livestock. Some druids have made them loyal through nature magic, but even these hippos are compliant only as long as the magic continues. The symbiotic relationships and long-term loyalty druids enjoy with other animals are pointedly missing. Mundane attempts at domestication have universally failed, occasionally with unfortunate side effects. Hippos introduced to river and marshlands far beyond their natural range by would-be ranchers or ambitious warlords keeping them as “pets” have made the waters more dangerous for anyone traveling there. Divine Ascension. Some hippopotamuses ascend to a divine state upon their deaths, gaining gold markings on their hide and often growing to even greater size. Scholars have yet to pinpoint the reason particular hippopotamuses are chosen for ascension. These sacred hippopotamuses are divine guardians of temples and holy sites in areas where hippopotamuses are common; sometimes priests live in harmony with sacred hippos in these temples and shrines, though just as often the site is abandoned or remote. The divine blessings do nothing to change the animals' territorial attitudes. Sacred Protectors. Sacred hippos recognize and are much less aggressive toward priests of their deity and pilgrims to the sacred site they are tasked to protect. Sacred hippopotamuses serving good-aligned deities may even provide pilgrims food and guidance along their journey before returning to guard duty. Anyone who threatens a pilgrim in a sacred hippopotamus's presence, no matter how minor or justified the offense is, can expect swift retribution. In rare cases, temple acolytes may confront the hippopotamus and if a young acolyte is particularly rude to a pilgrim. Worryingly Clever. All hippos can be clever, but sacred hippos know exactly how to exploit their abilities against potential foes. They might lure trespassers into natural hazards, set off a temple's traps to snare trespassers, or ambush trespassers from hidden rooms, sacred pools, or shaded alcoves. Hold Breath. The hippopotamus can hold its breath for 10 minutes. Actions Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. Thunderous Bray (Recharge 5-6). The hippopotamus emits a resounding bray in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) thunder damage and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated.","properties":{"Category":"Monsters","Size":"Huge","Type":"Celestial","Alignment":"Any Alignment (As Its Deity)","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Sacred Sporespawn","description":"A sacred sporespawn is a weird amalgamation of a Celestial, a Humanoid, and a Plant. Their origin is a mystery, but many believe that powerful druids who have served their god well may become a sacred sporespawn after death, enabling them to serve as a guardian of nature in perpetuity. Sacred sporespawn are almost always found in the wilds, where they lie dormant until intruders awaken them. In combat, the sporespawn uses a combination of poisonous attacks and divine blessings to diminish and debilitate its foes. Lair Actions On initiative count 20 (losing initiative ties), the sporespawn can take one of the following lair actions; the sporespawn can’t take the same lair action two rounds in a row: Entangling Roots. Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the sporespawn can see within 60 feet. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be Restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the sporespawn dies or uses this action again. Spawn Fungi. The sporespawn conjures forth 1d4 + 2 violet fungi in unoccupied spaces of its choice within 30 feet. The fungi act on the sporespawn’s initiative in combat and follows its unspoken commands (no action required). The fungi remain until reduced to 0 hit points or the sporespawn uses this action again. So a druid dies and instead of becoming compost, some god of nature awakens them as a mindless plant-being overgrowing with vines and spores. Does that sound “natural” to you? – the Heretic","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"Unaligned","Expansion":25354,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Sacred Statue","description":"Its’ not just gods that have the power to bind spirits to their idols. Beings such as archdevils can do it with the souls of their cultists⁠. Moloch⁠, for instance. —Mordenkainen Eidolon The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had proven their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon⁠ plunges into a graven vessel, a statue specially prepared to house the souls of these protectors. The eidolon⁠ then animates the effigy and uses the borrowed body to drive out the intruders bent on plundering the relics it is charged with guarding. Sacred Guardians. Creating an eidolon requires a spirit of fanatical devotion—that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. An eidolon⁠ has no purpose beyond guarding the place it was assigned to and never leaves. Animated Statues. An eidolon has few methods for protecting itself beyond its ability to awaken⁠ its sacred vessels. When a foe enters, the eidolon⁠ leaps into action⁠ by merging its body with one of several statues at the site. After doing so, the eidolon⁠ controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach. Undead Nature. An eidolon doesn't require air, food, drink, or sleep. Sacred Statue When the eidolon moves into a space occupied by a sacred statue, the eidolon⁠ can disappear, causing the statue to become a creature under the eidolon's control. The eidolon⁠⁠ uses the sacred statue's statistics in place of its own. Traits False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue. Ghostly Inhabitant. The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon⁠ uses a bonus action⁠ to move out of the statue, or the eidolon⁠ is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon⁠ leaves the statue, it appears in an unoccupied space within 5 feet of the statue. Inert. When not inhabited by an eidolon, the statue is an object. Actions Multiattack. The statue makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage. Rock. Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Source":"Mordenkainen's Tome of Foes","Alignment":"As the eidolon’s alignment","Expansion":4,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Sacred Statue","description":"Eidolon To protect sites they deem holy, gods often rely on eidolons, ghostly spirits bound to safeguard a sacred place. Forged from the souls of those with unwavering devotion, eidolons stalk temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its soul; it then animates this effigy and uses the statue to drive out the intruders. Traits False Appearance. If the statue is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the statue move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the statue isn’t an object. Ghostly Inhabitant. The eidolon that enters the statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue. Inert. Without an eidolon inside, the statue is an object. Unusual Nature. The statue doesn’t require air, food, drink, or sleep. Actions Multiattack. The statue makes two Slam or Rock attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage. Rock. Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"As the Eidolon’s Alignment","Expansion":14934},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Sacred Stone Monk","description":"Sacred Stone monks are followers of a martial philosophy that seeks to emulate the strength of rock and stone. They don gargoyle masks and use a finely honed sense of touch to measure their surroundings by contact with the ground. They avoid speaking, or extraneous thought for that matter. They live only to test themselves with deprivation and to punish those who doubt the strength of elemental earth. Black Earth Cultists Murderers, lunatics, hateful nihilists—these are the sort of people drawn to worship the might of Elemental Evil. The followers of evil elemental earth call themselves the Cult of the Black Earth, and dream of the day when earthquakes reduce the world of mortals to rubble. They seek to recruit evil or destructive monsters that burrow or dwell in the ground, and in fact emulate subterranean creatures to the greatest extent possible, using burrowing magic to carve out their hidden lairs. Black Earth cultists are slow to act, but when they do, they are utterly implacable. They are single-minded and stubborn, working tirelessly to undermine their enemies. They get along well with the Cult of the Crushing Wave, but they hate the Howling Hatred cult— elemental air is fickle and insubstantial compared to the power of elemental earth. Traits Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Unarmored Movement. While the monk is wearing no armor and wielding no shield, its walking speed increases by 10 feet (included in its speed). Actions Multiattack. The monk makes two melee attacks. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. Reactions Parry. The monk adds 2 to its AC against one melee or ranged weapon attack that would hit it. To do so, the monk must see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7390,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Sacristan Kyton","description":"Born from scraps of imperfect flesh, bent chain, and scarred minds, sacristans are bound together by kyton sculptor-surgeons. They lack the burden of free will, and their minds are etched with the ability to serve, making them utterly obedient to other kytons. While much more than automatons, sacristans are a potent slave caste, one manufactured to take ecstatic pleasure from serving their brethren. Sacristans vary in their appearance, but always look like tortured and maimed humanoids, often with redundant or absent features. They typically stand between 6 and 8 feet tall and weigh from 80 to 160 pounds. Shadowmaw. Their other blessing is a miniature, permanent portal to the Shadow Plane sealed within their mouths. Kept restrained, this portal endlessly howls the music of the kytons‘ realms of shadowed torture and veiled delights. 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His obsessive experimentation with caustic and reactive chemicals on organic flesh led to an accident that took his legs. However, even this did not dissuade him from his studies. Commonfolk fear sightings of him, worried he will melt them with his acids or offer them lethal potions, though these may just be boogeyman-style rumors. His recent experimentation, testing volatile acids on humanoids of extraplanar lineage, has been considered a grossly unethical venture by most of his peers. Some say they’ve spotted him following people home at night, but these reports haven’t been confirmed. In any case, the city watch considers him a suspect in most unsolved disappearances and tries to keep a close eye on his activity. Description. Saeshir Cladeshi is a stout human with pale skin and unkempt dark hair. He wears simple robes and a dirty brown apron splattered with stains. Both of his legs have been replaced with simple stone prosthetic pegs below the knee. He usually carries a large pack with a variety of chemical apperati, such as bottles, phials, and tubes that leak endlessly at his feet. His tool of choice is an old dagger, terrifyingly pocked and jagged from exposure to caustic acids. Personality. Saeshir is rarely one for much conversation, preferring to use quick and concise speech to get his needs across. He constantly scrawls notes and interrupts others to ask questions, likely driven by his scientific tendencies. He has remarkably little regard for the safety of others, and doesn’t hesitate to make requests that most may consider appallingly Dangerous II. He works alone in his secret laboratory, and treats those who work for him with indifference. Plot Hooks Disappearances. The city watch is concerned about a string of disappearances where only odd stains are left behind, and Saeshir is the prime suspect. The party will need to track down and subdue the Dangerous II alchemist. Data Collection. A wealthy nobleman, Saeshir in disguise, reaches out to the party asking them to bring him his long-lost ward. The party is tasked with bringing a young child to him, though that child's family is confused, having never heard of this arrangement. Hunted. A member of the party keeps noticing a figure following from a distance. At night, their room is broken into by melting the door’s lock as Saeshir tries to kidnap and experiment on the character. Tactics Saeshir tries to stay just out of reach, splashing acids and using his terrain-affecting abilities to stay out of harm’s way while taunting his foes to risk themselves in approaching. With little to protect him from longer-range attacks, he does his best to stay in tight alleys or otherwise enclosed spaces to limit his foes’ ability to strike from a distance. When forced out in the open, he flees if possible, or, failing that, takes enemies to use as shields. Traits Acid Splashes. Flasks of strong acids leak around Saeshir, creating a localized hazard. Whenever a creature attacks Saeshir while within 5 ft. of him, it takes 7 (2d6) acid damage unless it chooses to make the attack with disadvantage. Additionally, the area around Saeshir is considered difficult terrain for all creatures other than himself. Eye for Danger. Saeshir has advantage on saving throws against damaging spells and effects he can see. Duck and Cover. Saeshir has learned to optimally use cover to his advantage. If he would normally have half cover he instead has three-quarters cover, and if he would normally have threequarters cover he instead has full cover. Actions Multiattack. Saeshir makes two attacks. Dark Alchemist’s Acid. Melee or Ranged Attack: +7 to hit, reach 5 ft or range 15/60 ft., one target. Hit: 14 (2d8+5) acid damage, and each creature within 5 ft. of the target must make a DC 16 Dexterity saving throw or take 4 (1d8) acid damage. Dark Alchemist’s Fire. Melee or Ranged Attack: +7 to hit, reach 5 ft or range 15/60, one target. Hit: 9 (1d8+5) fire damage, and the target must make a DC 16 Dexterity saving throw or catch fire. A creature hit by this attack in the same turn in which it takes acid damage dealt by Saeshir must make a DC 16 Constitution saving throw or be sickened until the end of its next turn as it inhales superheated acid fumes. A creature that is on fire takes 3 (1d6) fire damage at the start of each of its turns until it or another creature takes an action to put it out. This flame can’t be extinguished with water but can be smothered. Oversized Flask (2/Rest). Saeshir tosses a huge flask of acid at a point within 30 ft. of him. Each creature within a 15-foot radius centered on that point must make a DC 16 Dexterity saving throw or take 27 (6d8) acid damage and be inflicted with a special Injury of Dangerous II severity, “Acid Burns”. While Injured in this way, a creature’s Injury thresholds are reduced by 5 in any round in which they take acid damage. Additionally, the targeted area becomes difficult terrain if it was made of wood or stone. Grabfoot Glue (3/Rest). Saeshir throws down a patch of potent, clear glue in a 10-foot square within 5 ft. of him. The glue is invisible to creatures that do not have a passive Perception of 16 or higher. Any creature other than Saeshir that enters the area must make a DC 16 Strength saving throw or be restrained by the glue. A creature restrained in this way can attempt a DC 16 Strength check as an action to break free. A creature can be restrained again if it enters the area again, or if it steps into another part of the area. The glue can’t be removed with water or acid, but becomes useless after 10 minutes.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":5},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Sage","description":"Sages and Master Sages Candlekeep’s resident lore experts are master sages and sages who dedicate themselves to scholarship above all. Stat blocks for the master sage and the sage appear on the facing page. Traits Spellcasting . The sage casts one of the following spells, using Intelligence as the spellcasting ability (save DC 14, +6 to hit with spell attacks): At will: light, mage hand, mending 3/day each: comprehend languages, detect magic, identify 1/day each: dispel magic, levitate, locate object, see invisibility, sending, tongues, unseen servant Actions Shocking Grasp (Cantrip) . Melee Spell Attack : +6 to hit (with advantage if the target is wearing armor made of metal), reach 5 ft., one creature. Hit : 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn. Reactions Shield (1st-Level Spell; 3/Day). When the sage is hit by an attack or targeted by a magic missile spell, it calls forth an invisible barrier of magical force that protects it. Until the start of its next turn, the sage has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Expansion":9505,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Sage","description":"Surrounded by tomes and scrolls, sages are studious folk, often with ink stains on their fingertips and clothing. Broad Researcher. Unlike scholars who focus on a single area, sages attempt the impossible task of learning everything, and they even learn some minor control of magic. Knowledge to the sage is worth more than gold, though they will surely accept coins in exchange for their lore. Many sages support themselves and their research by working as teachers at arcane universities or advising monarchs and other officials in various matters. Obsessive Collector. Sages tend to accumulate knowledge, organizing and labeling tidbits of lore as others might a cellar of fine wines. Apart from information, sages also amass archeological relics, ancestral artworks, historical documents, and other items significant to the sage’s studies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Sahuagin","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Blood Frenzy : The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness : The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating . Shark Telepathy : The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. Actions Multiattack : The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Spear : Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"22 (4d8+4)","CHA":9,"CON":12,"DEX":11,"INT":12,"STR":13,"WIS":13,"Size":"Medium","Type":"humanoid (sahuagin)","Speed":"30 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068123/GrfLlaX82Mf4Ph8_1e1jXw/original.png","Roll 0":"Bite\n1d20 + 3\n1d4+1","Roll 1":"Claws\n1d20 + 3\n1d4+1","Roll 2":"One Handed\n1d20 + 3\n1d6+1","Roll 3":"Two Handed\n1d20 + 3\n1d8+1","Senses":"Darkvision 120 Ft.","Skills":"Perception +5","Source":"5th Edition SRD","data-XP":100,"Alignment":"Lawful Evil","Languages":"Sahuagin","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Blood Frenzy\",\"Desc\":\"The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"},{\"Name\":\"Limited Amphibiousness\",\"Desc\":\"The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.\"},{\"Name\":\"Shark Telepathy\",\"Desc\":\"The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 1\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 1\",\"Damage Type\":\"slashing\"},{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 1\",\"Damage Type\":\"piercing\",\"Desc\":\"two handed\"},{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"piercing\"},{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"3\",\"Reach\":\"20/60 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-1","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"+1","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":"1/2","Passive Perception":15,"data-CrNum":0.5,"data-AcNum":12,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sahuagin","description":"\"The village was empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea.\" —An account of the aftermath of a sahuagin raid Sahuagin Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn—a call to raid and battle. Coastal settlers refer to sahuagin as “sea devils,” for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages. Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean’s black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties. The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons. Way of the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god’s power, and priestesses hold tremendous sway in sahuagin communities. Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don’t prey on them. Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict. So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti—a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves—or whether it preceded or even began the conflict—none can say. The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion. Traits Blood Frenzy : The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness : The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy : The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. Actions Multiattack : The sahuagin makes two melee attacks, one with its bite and one with its claws or spear. Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Spear (Melee; One-Handed) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Spear (Melee; Two-Handed) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Spear (Ranged) : Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Source":"MM1","Alignment":"lawful evil","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Sahuagin Baron","description":"\"The village was empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea.\" —An account of the aftermath of a sahuagin raid Sahuagin Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn—a call to raid and battle. Coastal settlers refer to sahuagin as “sea devils,” for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages. Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean’s black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties. The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons. Way of the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god’s power, and priestesses hold tremendous sway in sahuagin communities. Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don’t prey on them. Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict. So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti—a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves—or whether it preceded or even began the conflict—none can say. The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion. Traits Blood Frenzy : The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness : The sahuagin can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy : The sahuagin can magically command any shark within 120 feet of him, using a limited telepathy. Actions Multiattack : The sahuagin makes three attacks, one with his bite and two with his claws or trident. Bite : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. Claws : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Trident (Melee; One-Handed) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Trident (Melee; Two-Handed) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Trident (Ranged) : Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (sahuagin)","Source":"MM1","Alignment":"lawful evil","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Sahuagin Blademaster","description":"A cunning veteran of countless campaigns, the sahuagin blademaster decorates its armor with the bones of its defeated foes. As demonstrated in The Final Enemy , sahuagin blademasters often serve as officers in the sahuagin army. Traits Blood Frenzy. The blademaster has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Limited Amphibiousness. The blademaster can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The blademaster can magically command any shark within 120 feet of it, using a limited telepathy. Actions Multiattack. The blademaster makes three attacks with its wavecutter blade, or one attack with its bite and two with its claws. Wavecutter Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Alignment":"lawful evil","Expansion":3905,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Sahuagin Champion","description":"Those sahuagin warriors who prove themselves through heroic acts are given both title and status. Sahuagin champions often serve as lieutenants in the sahuagin army, as they do in The Final Enemy . Traits Blood Frenzy. The champion has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Limited Amphibiousness. The champion can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The champion can magically command any shark within 120 feet of it, using a limited telepathy. Actions Multiattack. The champion makes three attacks with its spear, or one attack with its bite and two with its claws. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Alignment":"lawful evil","Expansion":3905,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Sahuagin Champion of Sekolah","description":"When the Shark God notices a sahuagin baron that demonstrates an extraordinary level of savagery and dominance, it bestows upon it a tiny essence of its power to see how the sahuagin will use it. Such a sahuagin becomes a Champion of Sekolah, a legendary warrior of unparalleled strength and ferocity. Traits Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all his hit points. Legendary Resistance (1/Day). If the sahuagin fails a saving throw, he can choose to succeed instead. Limited Amphibiousness. The sahuagin can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The sahuagin can magically command any shark within 120 feet of him, using a limited telepathy. Actions Multiattack. The sahuagin makes three attacks: one with his Bite and two with his Claw or Trident. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 +5) piercing damage if used with two hands to make a melee attack. Legendary Actions The sahuagin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sahuagin regains spent legendary actions at the start of his turn. Claw. The sahuagin makes a Claw attack. Wave of Fear (Costs 2 Actions). Each enemy creature within 20 feet of the sahuagin must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the sahuagin’s next turn. Frenzied Assault (Costs 3 Actions). The sahuagin moves up to his speed without provoking opportunity attacks, and he can make one Claw attack against each creature he moves past.","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (Sahuagin)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Sahuagin Coral Smasher","description":"Employed as frontline brutes in The Final Enemy , coral smashers are drawn from the ranks of the strongest sahuagin warriors. Their physical strength overcomes the resistance of the water as they swing their hammers at structures and foes with equal zeal. Traits Blood Frenzy. The coral smasher has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Limited Amphibiousness. The coral smasher can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The coral smasher can magically command any shark within 120 feet of it, using a limited telepathy. Siege Monster. The coral smasher deals double damage to objects and structures. Actions Multiattack. The coral smasher makes two attacks with its warhammer, or one attack with its bite and one with its claws. Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Alignment":"lawful evil","Expansion":3905,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Sahuagin Deep Diver","description":"These mighty sahuagin, found in The Final Enemy , are transformed by the divine magic of Sekolah to enable them to better explore the darkest depths of the ocean. Out of the water, they cling to shadows and serve as hunters and assassins. A long, scaly lure that can be illuminated extends from a deep diver’s forehead. Traits Blood Frenzy. The deep diver has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Brine Lurker. The deep diver has advantage on Dexterity (Stealth) checks made while submerged in water. Limited Amphibiousness. The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Lure. The deep diver can cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet. Shark Telepathy. The deep diver can magically command any shark within 120 feet of it, using a limited telepathy. Actions Multiattack. The deep diver makes two attacks with its glaive, or one attack with its bite and two with its claws. Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) slashing damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Light of Sekolah. The deep diver pulses magical light from its lure. Any creature within 30 feet of the deep diver that can see the light must succeed on a DC 11 Wisdom saving throw or be charmed until the end of its next turn. A creature charmed in this way is incapacitated as it stares at the light.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Alignment":"lawful evil","Expansion":3905,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Sahuagin Duke","description":"When a sahuagin baron becomes favored by Sekolah the Great Shark, it is because of its unparalleled cunning, ferocity, and prowess in battle. This sahuagin baron gains the title of Duke and rules over all sahuagin barons and their followers. The sahuagin duke is gifted divine-like powers, able to unleash powerful lightning bolts and jets of water. Traits Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness. The sahuagin can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. Actions Multiattack. The sahuagin makes three attacks: one with his Bite and two with his Claws or Trident. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) lightning damage and the target can't take reactions until the start of the sahuagin's next turn. Forked Lightning (Recharge 5-6). The sahuagin unleashes a bolt of lightning that arcs toward a target of his choice that he can see within 60 feet of him. Two bolts then leap from that target to as many as two other targets, each of which must be within 15 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target must make a DC 14 Constitution saving throw. On a failed save, a target takes 18 (4d8) lightning damage and is incapacitated until the end of the sahuagin's next turn. On a successful save, a target takes half as much damage and isn't incapacitated. Legendary Actions The sahuagin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sahuagin regains spent legendary actions at the start of his turn. Move. The sahuagin moves up to half his speed. Bite. The sahuagin makes a Bite attack. Trident (Costs 2 Actions). The sahuagin makes a Trident attack. Water Jet (Costs 3 Actions). Ranged Weapon Attack: +8 to hit, range 120 ft., one target. Hit: 21 (6d6) bludgeoning damage, and the target is knocked prone if it fails a DC 14 Strength saving throw. If the target fails its saving throw by 5 or more, it is also stunned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":" Humanoid (Sahuagin)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Sahuagin Harpooner","description":"Sahuagin harpooners use barbed spears that are attached to their arms with cords. They hurl these harpoons at their prey to secure them from escaping and pull them back in for their allies to finish off. Traits Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. Actions Multiattack. The sahuagin makes two attacks: one with its Bite and one with its Claws or Harpoon. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Harpoon. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it must succeed on a Strength contest against the sahuagin or be pulled up to 15 feet toward the sahuagin.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Sahuagin)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Sahuagin Hatchling Swarm","description":"Roiling through the waters in The Final Enemy , these swarms of sahuagin hatchlings are dangerous to any creatures they encounter. Other sahuagin avoid the swarms, while the individual members devour one another until only the strongest hatchlings are left alive to grow to maturity. Traits Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Seething. Once it enters combat, the swarm deals 10 slashing damage to itself at the end of its turn if it did not make an attack on that turn. This damage ignores resistance, and it cannot reduce the swarm to 0 hit points. Swarm. The swarm can occupy another creature’s space and vice versa, and it can move through any opening large enough for a Tiny creature. The swarm can’t regain hit points or gain temporary hit points. Water Breathing. The swarm can breathe only underwater. Actions Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny beasts","Alignment":"chaotic evil","Expansion":3905,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Sahuagin High Priestess","description":"A sahuagin high priestess is the most devout and ferocious of all Sekolah’s worshipers. Armed with a staff studded with jagged shark’s teeth, she can be seen leading dark rituals in The Final Enemy . Traits Blood Frenzy. The high priestess has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Limited Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The high priestess can magically command any shark within 120 feet of her, using a limited telepathy. Spellcasting. The high priestess is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): guidance, mending, resistance, thaumaturgy 1st level (4 slots): bless, detect magic, guiding bolt 2nd level (3 slots): hold person, spiritual weapon (trident) 3rd level (3 slots): bestow curse, fear, mass healing word, tongues 4th level (1 slots): banishment Actions Multiattack. The high priestess makes two attacks with her toothsome staff, or one attack with her bite and one with her claws. Toothsome Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Alignment":"lawful evil","Expansion":3905,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Sahuagin High Priestess","description":"Sahuagin priestesses who become favored by Sekolah eventually rise from their ranks and become high priestesses. They become influential leaders of large sahuagin communities and chief advisors (or manipulators) of sahuagin barons. Traits Aura of Exsanguination. At the start of each of the sahuagin's turns, each creature of her choice that doesn't have all its hit points within 10 feet of the sahuagin must succeed on a DC 13 Constitution saving throw or take 10 (3d6) damage, provided that the sahuagin isn't incapacitated. Constructs, Elementals, and Undead are immune to this effect. Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness. The sahuagin can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The sahuagin can magically command any shark within 120 feet of her, using a limited telepathy. Actions Multiattack. The sahuagin makes two attacks: one with her Bite and one with her Claws or Trident. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 +1) piercing damage if used with two hands to make a melee attack. Necrotic Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) necrotic damage, and the target can’t regain hit points until the start of the sahuagin’s next turn. Spellcasting. The sahuagin casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: guidance, mending, thaumaturgy 2/day each: blindness/deafness, guiding bolt, tidal wave 1/day each: banishment, control water, freedom of movement, harm, hold monster, mass cure wounds","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Sahuagin)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Sahuagin Hunter","description":"Hunters serve as scouts and trackers for sahuagin tribes. They specialize in bringing down wounded prey. Traits Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. Slay Foe (1/Turn). The sahuagin deals an extra 9 (2d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Multiattack. The sahuagin makes two attacks: one with its Bite and one with its Claws or spear. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 +2) piercing damage if used with two hands to make a melee attack. Bonus Actions Stealthy. The sahuagin takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Sahuagin)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Sahuagin Priestess","description":"\"The village was empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea.\" —An account of the aftermath of a sahuagin raid Sahuagin Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn—a call to raid and battle. Coastal settlers refer to sahuagin as “sea devils,” for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages. Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean’s black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties. The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons. Way of the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god’s power, and priestesses hold tremendous sway in sahuagin communities. Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don’t prey on them. Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict. So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti—a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves—or whether it preceded or even began the conflict—none can say. The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion. Traits Blood Frenzy : The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness : The sahuagin can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy : The sahuagin can magically command any shark within 120 feet of her, using a limited telepathy. Spellcasting : The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared: • Cantrips (at will): guidance, thaumaturgy • 1st level (4 slots): bless, detect magic, guiding bolt • 2nd level (3 slots): hold person, spiritual weapon (trident) • 3rd level (3 slots): mass healing word, tongues Actions Multiattack : The sahuagin makes two attacks: one with her bite and one with her claws. Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Spiritual Weapon (Trident) : Melee Spell Attack: +4 to hit, casting range 60 ft., one target. Hit: 6 (1d8+2) force damage. The sahuagin, as a bonus action, creates a floating, spectral weapon within 60 feet that lasts for one minute or until the sahuagin casts this spell again. When the sahuagin casts the spell, it can make a melee spell attack against a creature within 5 feet of the weapon. As a bonus action on the sahuagin's turn, it can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. Guiding Bolt : Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 13 (4d6) radiant damage. A flash of light streaks toward a creature. On a hit, the next attack roll made against the target before the end of the sahuagin's next turn has advantage, thanks to the mystical dim light glittering on the target until then.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Source":"MM1","Alignment":"lawful evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Sahuagin Raider","description":"As well as the sahuagin presented in the Monster Manual , this adventure contains two new types of sea devil; the malenti and raider. Both of these sahuagin have mutations which allow them to perform a different role to their kin. Raider. If you think a sahuagin is a terrifying beast, be glad you’ve never met a raider, or ryethi, as they are known. These sea devils look similar to their un-mutated kin save for their red colouration, elongated claws, and the poison glands which hang down below their muscular throats. A ryethi is capable of spitting a potent poison that is easily absorbed through humanoid skin. One mouthful of the bright orange poison is enough to knock a grown warrior unconscious. Traits Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. Actions Multiattack. The sahuagin makes a Spit Poison attack. It then makes two attacks: one with its bite and one with its claws or net. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 6 (2d4 + 1) piercing damage. Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net. Spit Poison. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one creature. Hit: The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it away.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Alignment":"lawful evil","Expansion":20544,"Challenge Rating":1},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Sahuagin Reaver","description":"Reavers are the assassins and spies of the sahuagin. They silently board passing ships at night and murder the unsuspecting crew members in their sleep. By the time the alarm signal goes off, it is too late for the ship's crew to mount a counterattack. Traits Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. Sneak Attack (1/Turn). The sahuagin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the sahuagin that isn't incapacitated and the sahuagin doesn't have disadvantage on the attack roll. Actions Multiattack. The sahuagin makes two attacks: one with its Bite and one with its Claws or Javelin. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Bonus Actions Cunning Action. The sahuagin takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Sahuagin)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Sahuagin Sea Witch","description":"A sea witch is a female sahuagin who failed to become a priestess or was a former priestess that was stripped of her divine magic by Sekolah, who might seek redemption by making a pact with an evil power. Primeval beings from the deep, dark depths might answer and bestow upon her powerful pact magic. Often treated as an outcast, a sea witch would live alone, accompanied only by sharks and other tentacled beasts, in dark undersea caves located on the fringes of a sahuagin territory. But if called upon by a sahuagin baron or duke, a sea witch will heed it and offer her services. Traits Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all her hit points. Limited Amphibiousness. The sahuagin can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The sahuagin can magically command any shark within 120 feet of her, using a limited telepathy. Whispering Aura. At the start of each of the sahuagin's turns, each creature of her choice within 5 feet of her must succeed on a DC 13 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the sahuagin isn't incapacitated. Actions Multiattack. The sahuagin makes two attacks: one with her Bite and one with her Claws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Howling Void. The sahuagin opens a momentary extraplanar rift within 60 feet of her. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 13 Wisdom saving throw. On a failed save, a creature takes 13 (3d8) psychic damage and is frightened of the sahuagin until the end of the sahuagin's next turn. On a successful save, a creature takes half as much damage and isn't frightened. Spellcasting. The sahuagin casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: eldritch blast (2 beams), mage hand, minor illusion 2/day (as 4th-level spells): charm monster, detect thoughts, dissonant whispers, Evard's black tentacles, phantasmal force","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Sahuagin)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Sahuagin Shaman","description":"Most sahuagin shamans worship Sekolah, but a few draw power from Olhydra, the Princess of Evil Water. These shamans focus on the elemental nature of water, harnessing and manipulating it against their enemies. Traits Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. Actions Multiattack. The sahuagin makes two melee attacks: one with its Bite and one with its Claws or Spear. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) cold damage. Spellcasting. The sahuagin casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: druidcraft, poison spray (2d12), shape water 1/day each: call lightning, control water, fog cloud, mirror image, tidal wave, thunderwave Drown Foes (Recharge 5-6). The sahuagin targets up to 3 enemies it can see within 30 feet of it. Each target must succeed on a DC 13 Constitution saving throw or begin choking. The choking creature is incapacitated until the end of its next turn, when the effect ends on it. Constructs and undead are immune to this effect.","properties":{"Category":"Monsters","Size":"Medium","Type":" Humanoid (Sahuagin)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Sahuagin Shark of Sekolah","description":"The Shark of Sekolah is a sahuagin lycanthrope that is favored by the Shark God. In its humanoid form, the sahuagin has heightened senses and can smell blood within 500 feet. It is a bloodthirsty predator in shark form, but it is more terrifying in its hybrid form - a giant sahuagin with a large dorsal fin on its back, a pointed conical snout, a maw filled with razor-sharp jagged teeth, and a powerful crescent-shaped tail. The Shark of Sekolah dislikes using weapons, favoring tearing enemies apart with just its claws and jaws. While the Shark of Sekolah often leads war parties of sahuagin, it prefers to hunt alone. Traits Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. Actions Multiattack. The sahuagin makes one Bite attack and two Claw attacks. It can replace its Bite attack with Worry. Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the sahuagin can't Bite attack another target. Claw (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Tail (Shark or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target it isn't grappling with. Hit: 8 (1d8 + 4) bludgeoning damage and if the target is a Large or smaller creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. Worry (Shark or Hybrid Form Only). A creature the sahuagin is grappling must make a DC 15 Constitution saving throw. On a failed save, the creature takes 17 (3d8 + 4) slashing damage and is stunned until the end of the sahuagin's next turn. On a successful save, the creature takes half as much damage and isn't stunned. Change Shape. The sahuagin magically transforms into a Large shark, while retaining its game statistics. This transformation ends if the sahuagin is reduced to 0 hit points or uses an action to end it. Legendary Actions The sahuagin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sahuagin regains spent legendary actions at the start of its turn. Charge. The sahuagin moves up to its speed. Tail. The sahuagin makes a Tail attack. Jaws (Costs 2 Actions). The sahuagin makes a Bite attack or uses Worry.","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (Sahuagin, shapechanger)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Sahuagin Storm Sorcerer","description":"A very rare few of the sahuagin are born with the gift to harness the elemental power of the mighty storm and raging seas. Known as storm sorcerers, these sahuagin mages can unleash powerful bolts of lightning and devastating tidal waves at their enemies. They are often utilized by sahuagin barons as artilleries against ships and coastal settlements. Traits Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. Heart of the Storm. Whenever the sahuagin casts a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds it. In addition to the spell’s effects, creatures of its choice within 10 feet of it take 5 lightning or thunder damage (sahuagin' choice). Sorcery Points. The sahuagin has 9 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Heightened Spell: When the sahuagin casts a spell that forces a creature to make a saving throw to resist the spell's effects, it can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When the sahuagin casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Actions Multiattack. The sahuagin makes two attacks: one with its Bite and one with its Claws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Shock Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 17 (3d8 + 4) lightning damage, and the target can't use reactions until the start of the sahuagin’s next turn. Spellcasting. The sahuagin casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks). It has the following sorcerer spells prepared: At will: blade ward, mage hand, ray of frost (2d8), shape water 2/day each: lightning bolt, shatter, thunderwave 1/day each: control winds, tidal wave","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Sahuagin)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Sahuagin Warlock of Uk'otoa","description":"The slumbering leviathan Uk’otoa preys on the fears and ambitions of humanoids that brave the depths of the Lucidian Ocean. Countless communities of sahuagin inhabit uncharted pockets of water along the Menagerie Coast, and the most ambitious among them often hear the call of the leviathan in their dreams, urging them to take his power and use it to achieve their bloodsoaked dreams. Sahuagin who answer the call of Uk’otoa tend to have one ambition in common: vengeance against the land dwellers of the Clovis Concord for daring to sail oceans that do not belong to them. As these devotees receive dark boons from their leviathan lord, other sahuagin begin to gather to their side, drawn to their displays of power and seeking their own pathway to power. Over time, these warlocks eventually become empty husks, mere receptacles for Uk’otoa’s power, and puppets that the slumbering leviathan can control as he pleases. Variant: Rod of Retribution Sahuagin warlocks of Uk’otoa who have exceptional potential in the eyes of the leviathan lord are granted a rod of retribution in addition to Uk’otoa’s typical blessing, the Sword of Fathoms. A sahuagin warlock of Uk’otoa holding this rod gains the following reaction: Retribution (3/Day). When a creature the warlock can see within 60 feet of it damages the warlock, the creature must make a DC 13 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Alignment":"neutral evil","Expansion":5016,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Sahuagin Warlock of Uk'otoa","description":"The slumbering leviathan Uk’otoa preys on the fears and ambitions of humanoids that brave the depths of the Lucidian Ocean. Countless communities of sahuagin inhabit uncharted pockets of water along the Menagerie Coast, and the most ambitious among them often hear the call of the leviathan in their dreams, urging them to take his power and use it to achieve their bloodsoaked dreams. Sahuagin who answer the call of Uk’otoa tend to have one ambition in common: vengeance against the land dwellers of the Clovis Concord for daring to sail oceans that do not belong to them. As these devotees receive dark boons from their leviathan lord, other sahuagin begin to gather to their side, drawn to their displays of power and seeking their own pathway to power. Over time, these warlocks eventually become empty husks, mere receptacles for Uk’otoa’s power, and puppets that the slumbering leviathan can control as he pleases. Traits Blood Frenzy. The warlock has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: eldritch blast (see “Actions” below), minor illusion 1/day each: armor of Agathys, arms of Hadar, counterspell, crown of madness, invisibility, hunger of Hadar Limited Amphibiousness. The warlock can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The warlock can magically command any shark within 120 feet of it, using a limited telepathy. Actions Multiattack. The warlock makes two attacks: one with its bite and one with its Sword of Fathoms. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Sword of Fathoms. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or begin choking. The choking creature is incapacitated until the end of its next turn, when the effect ends on it. Eldritch Blast (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 5 (1d10) force damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Alignment":"neutral evil","Expansion":29448,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Sahuagin Wave Shaper","description":"These hunched and twisted sahuagin sacrifice their bodies to the mutating magic of Sekolah. Wave shapers add elemental magic to sahuagin armed forces (as seen in The Final Enemy ) and delight in creating destructive whirlpools. Traits Blood Frenzy. The wave shaper has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Limited Amphibiousness. The wave shaper can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The wave shaper can magically command any shark within 120 feet of it, using a limited telepathy. Innate Spellcasting. The wave shaper’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring only verbal components: At will: message 1/day: comprehend languages Actions Multiattack. The wave shaper makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage plus 13 (3d8) cold damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage plus 13 (3d8) cold damage. Whirlpool (1/day). The wave shaper targets a body of water at least 50 feet square and 25 feet deep, causing a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, 25 feet tall, and lasts for 1 minute or until the wave shaper is incapacitated. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by succeeding on a DC 14 Strength (Athletics) check. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a DC 14 Strength saving throw. On a failed save, the creature takes 9 (2d8) bludgeoning damage and is caught in the vortex until it ends. On a success, the creature takes half damage and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but it has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 9 (2d8) bludgeoning damage. This damage occurs each round it remains in the vortex.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Alignment":"lawful evil","Expansion":3905,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Sahuagin-Illithid Hybrid","description":"A beast, humanoid, giant or monstrosity can become an illithid hybrid. When a creature becomes an illithid hybrid, it retains all its statistics except as noted below. Senses. The illithid hybrid gains darkvision with a radius of 120 feet. Languages. The illithid hybrid speaks Deep Speech in addition to any other languages it knows, and gains telepathy out to a range of 120 feet. Magic Resistance. The illithid hybrid gains advantage on saving throws against spells and other magical effects. New Action: Tentacles. If the creature had a bite attack, it loses that attack. The illithid hybrid gains a tentacles attack with an attack bonus of the creature’s Intelligence modifier + its proficiency bonus. The tentacles deal psychic damage equal to the illithid hybrids Intelligence modifier plus additional psychic damage dependent upon its size. Size Damage Tiny 5 (2d4) Small 7 (2d6) Medium 9 (2d8) Large 11 (2d10) Huge 13 (2d12) Gargantuan 21 (2d20) If the target is the same size or smaller than the illithid hybrid, it is grappled (escape DC equal 10 + Strength modifier). The target must also succeed on a DC 12 Intelligence saving throw or be stunned until the grapple ends. New Action: Extract Brain. The illithid hybrid makes an attack roll with the same bonus as the Tentacles attack against one incapacitated humanoid grappled by the illithid hybrid. The attack deals 5 × the damage dictated by the table above. If this damage reduces the target to 0 hit points, the illithid hybrid kills the target by extracting and devouring its brain. The following statblock is an example of the template applied to a sahuagin. Traits Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Magic Resistance. The sahuagin has advantage on saving throws against spells and other magical effects. Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. Actions Multiattack. The sahuagin makes two melee attacks: one with its tentacles and one with its claws or spear. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) psychic damage. If the target is the same size or smaller than the sahuagin, it is grappled (escape DC 11). The target must also succeed on a DC 12 Intelligence saving throw or be stunned until the grapple ends. Extract Brain. Melee Weapon Attack: +3 to hit, reach 5 ft., one incapacitated humanoid grappled by the sahuagin. Hit: 45 (10d8) psychic damage. If this damage reduces the target to 0 hit points, the sahuagin kills the target by extracting and devouring its brain.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (sahuagin)","Alignment":"lawful evil","Expansion":20544},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Sailor","description":"The home of a sailor is the ship, and its realm is the open sea. Most sailors are strong individuals from their daily tasks of rigging ropes and climbing masts. They feel more secure on a deck than on land and can find their balance even in the most severe storms.","properties":{"Category":"Monsters","Size":"Medium or small","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":26071,"Challenge Rating":1.8},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Sailor","description":"Sailor An experienced sailor is familiar with all facets of working on a functioning ship. They have the knowledge and the physical strength to competently work across the vessel, from serving as a lookout in the crow’s nest, to swabbing the poop deck, or to firing the artillery. A ship can’t run without sailors; they secure payloads, clean the ship, and follow the quartermaster’s and the first mate’s orders.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":0.125},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Sair","description":"Called the Flying Mind Screamer by the rare survivors of Abomination attacks, Sair has the wings and tail of a dragon, the feet of a dinosaur, and the head of an owl. From the sky, they scout prey and find new hunting grounds. Sair’s creators imbued psionic abilities in the flying Abomination. Sair uses these gifts to confuse prey, herding them into the waiting claws of their siblings. Among the Abominations, Sair is particularly cruel and is often scolded by Ceemal for playing with their food. The winged Abomination loves to taunt their prey before death, sometimes taking victims up to the sky and threatening to drop them. Traits Flyby. Sair doesn’t provoke opportunity attacks when they fly out of an enemy’s reach. Actions Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Psionic Bolt ( 1 st-Order Power). Ranged Power Attack: +6 to hit, range 120 ft., one target. Hit: 10 (3d6) psychic damage. If the target is Large or smaller, they are pushed 5 feet away from Sair. *Mind Scream ( 1 /Day; 3 rd-Order Power). Sair psionically pierces the mind of each enemy within 30 feet of them. Each target must make a DC 14 Intelligence saving throw, taking 17 (5d6) psychic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is automatically stabilized. Sair’s Got Range Sair’s flying speed paired with the 120-foot range of them Psionic Bolt attack means they never need to engage the characters in melee. While most groups have at least a few characters with far-reaching spells and weapons, there are some that may find it frustrating if Sair just keeps attacking from an unreachable position. If you’re running the Abominations against a group that is mostly focused on melee and short-range attacks, give them a fighting chance and have Sair stay closer to the ground.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Salamander","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Heated Body : A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage. Heated Weapons : Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). Actions Multiattack : The salamander makes two attacks: one with its spear and one with its tail. Spear : Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. Tail : Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained , the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"90 (12d10+24)","CHA":12,"CON":15,"DEX":14,"INT":11,"STR":18,"WIS":10,"Size":"Large","Type":"elemental","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068150/h67X9DFD5-6jeOx6wZAvYg/original.png","Roll 0":"Spear\n1d20 + 7\n2d6+4","Roll 1":"Tail\n1d20 + 7\n2d6+4+2d6","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Neutral Evil","Languages":"Ignan","data-List":"false","Immunities":"Fire","Token Size":2,"Resistances":"Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Heated Body\",\"Desc\":\"A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.\"},{\"Name\":\"Heated Weapons\",\"Desc\":\"Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The salamander makes two attacks: one with its spear and one with its tail.\"},{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d6\",\"Damage 2 Type\":\"fire\",\"Desc\":\"two handed\"},{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d6\",\"Damage 2 Type\":\"fire\"},{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"7\",\"Reach\":\"20/60 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d6\",\"Damage 2 Type\":\"fire\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"bludgeoning\",\"Damage 2\":\"2d6\",\"Damage 2 Type\":\"fire\",\"Desc\":\"The target is grappled (escape dc 14) Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets\"}]","data-CHA-mod":"+1","data-CON-mod":"+2","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+0","Vulnerabilities":"Cold","Challenge Rating":5,"Passive Perception":10,"data-CrNum":5,"data-AcNum":15,"data-HpNum":90},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Salamander","description":"Salamanders Salamanders slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces. Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of charred trees as forest fires rage around them, or slither down the slopes of erupting volcanoes to linger in fire pits and magma floes. Fire Snakes. Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg’s thick shell and emerges as a fire snake. A fire snake matures into a salamander adult within a year. Slaves of the Efreet. Long ago, the efreet hired azers to build the fabled City of Brass, but then failed in their attempt to enslave that mystical race when the azers’ work was done. Turning instead to strike against the salamanders, the efreet had better luck in establishing a slave race, which they use to unleash war and destruction across the planes. Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use this enmity to their own advantage, stoking the salamanders’ hatred and pitting them against the efreets’ former servants. The efreet suffer salamanders to serve no other master; when efreet encounter salamanders dedicated to the cults of Elemental Evil, they slay them rather than taking them as slaves. Domineering Nobles. Although salamanders follow the destructive impulses of their fiery nature, slavery under the efreet has impacted the culture of free salamanders. They rule their own societies according to the efreet model, in which larger and stronger salamanders claim dominion over their lesser kin. As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the Elemental Plane of Fire like desert nomads, raiding other communities for treasure. Living Forges. Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity. This inherent heat is an asset to salamanders’ skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Although not as meticulous as azers, salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat. Traits Heated Body : A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage. Heated Weapons : Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). Actions Multiattack : The salamander makes two attacks: one with its spear and one with its tail. Spear (Melee; One-Handed) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) fire damage. Spear (Melee; Two-Handed) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 3 (1d6) fire damage. Spear (Ranged) : Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) fire damage. Tail : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled, escape DC 14. Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Salamander Captain","description":"A salamander captain trains flamebrothers to become warriors. It is usually encountered as part of a guard patrol. Traits Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Heated Weapons . Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). Distracting Strike (1/Turn). When the salamander hits a creature with a weapon attack, the next attack roll against the target by an attacker other than the salamander has advantage if the attack is made before the start of the salamander's next turn. Actions Multiattack. The salamander makes two attacks: one with its Spear and one with its Tail. If available, it can use Maneuver Allies in place of one attack. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 +4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its Tail, and the salamander can't make Tail attacks against other targets. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of the salamander that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Reactions Command Retaliation. In response to a creature missing the salamander with a melee attack and the attacker is visible to the salamander, it can target an ally within 5 feet of the creature. If the ally can see and hear the salamander, it uses its reaction to make one melee weapon attack against the creature with advantage on the attack roll.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Salamander Flamebrother","description":"When a fire snake first matures into a salamander form, it becomes a flamebrother. It resembles a salamander adult, but half its normal size. It is at this age that they begin their training as warriors and they often serve as guards. Traits Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). Actions Multiattack. The salamander makes two attacks: one with its Spear and one with its Tail. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage. Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) fire damage, and the target is grappled (escape DC 12) if it is Large or smaller. Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its Tail, and the salamander can't make Tail attacks against other targets.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Salamander Monarch","description":"Appearing as a well-muscled humanoid with the lower body of a serpent, this hideous yet strangely majestic creature is covered in thick, golden scales. A flaming emerald crest frames its bestial face, and it holds a red-hot trident in its hands. Salamander Kings and Queens. Salamanders rule over vast swaths of the Elemental Plane of Fire, contesting with the efreeti and azers for dominion over the region. Leading the race in their plans of conquest and violence are the salamander monarchs, powerful sovereigns that appear similar to normal salamanders but have thick, golden scales and flaming crests upon their heads: emerald for females and azure for males. Both sexes are treated equally in salamander society, though female salamander monarchs are more common and are responsible for ensuring the survival of the salamander race. Symbols of Adoration. Despite their impulsive natures, salamanders never willingly disobey the commands of a salamander monarch, and most are willing to lay down their lives for one if the need arises. This conditioning is bred into salamanders from birth, and much of their society is built on it.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Salamander Noble","description":"The salamander nobles are the elite of the salamander society. They are the natural leaders of the salamanders and rule like cruel tyrants. They are more cunning and intelligent and even have arcane abilities, setting them far apart from the common salamander. Traits Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. Heated Weapons. Any metal melee weapon the salamander wields deals an extra 7 (2d6) fire damage on a hit (included in the attack). Actions Multiattack. The salamander makes three attacks: two with its Spear and one with its Tail. Alternatively, it can use Fire Ray twice. Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) fire damage. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 10 (3d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its Tail, and the salamander can't make Tail attacks against other targets. Fire Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 14 (4d6) fire damage. Spellcasting. The salamander casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: control flames, mage hand 3/day each: burning hands, fireball, flaming sphere 1/day each: conjure elemental (fire), dispel magic, wall of fire","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Sam “Weaver” Ebonhilt","description":"Sam is the son of the Vordani barbarian Elyssa Ebonhilt and Erckhart Weaverson, a tapestry merchant from Ronul’s End. As a half-Vordani child in the harsh northern lands, Sam was constantly bullied by both children and adults, and received a reputation of being quite the nuisance. He was caught eavesdropping on the warrior councils several times and engaged in regular fistfights with his peers. Nonetheless, the boy was taught Vordani tactics, raging styles, and weapons from a young age. Tragedy befell the young boy at the age of twelve when the family moved to Onadbyr. While searching for victims to torment one fateful night, Tyke saw the love of Sam’s parents and coveted their shining souls. The hag made Sam watch as it stole the souls of the sleeping parents with its soul bag and promised the lad to keep them for eternity. The traumatic memories are cloudy and best forgotten. Still, Sam remembers the hag’s horrific appearance, their cackling unnaturally high-pitched voices, and the sign of the Children of the Coven on a pendant worn by the hag. As an orphan, Sam moved to Onadbyr and soon became a prison guard in the Dungeon of Tears. However, he was constantly harassed and hazed by the other guards for his Vordani ancestry. Not able to find his place, Sam quit the prison and decided to take up his father’s trade of tapestry trading. However, this was also a short endeavor, as the Golden Masks seized his first major shipment of cloth, putting him into bankruptcy. Sam drove into the city’s underworld, working to undermine the Masks, and soon solidified himself into a position on the black market selling and buying information, fencing stolen goods, and hiring out bounty contracts. As the hag roamed the streets of the city in ethereal form and searched for victims to take to the Shadowrealm, it found the young man walking home in an alley and remembered its sister Tyke’s vile deed so long ago. With delight, the hag appeared in the form of a Child of the Coven witchservant and used plane shift to transport Sam to the Dungeon of Tears on the Shadowrealm where he now languishes in his sorrow and dark memories. Equipment Sam has 25 copper pieces, 40 silver pieces, 11 gold pieces, a +1 smelting rapier , a +1 leather armor in the Vordani style, a potion of giant strength , and a potion of greater healing on his person. He also has a set of thieves’ tools and two daggers with decorations of eagles on their pommels.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17604,"Challenge Rating":9},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Samhop Puckerbelt","description":"Samhop Puckerbelt The bubbly gnome proprietor of Samhop’s Sours has satiated sweet-toothed customers for nearly a century. While Samhop carries more traditional treats—cakes, shortbreads, and other run-of-the-mill pastries—they’re known for colorful confections so sour they turn your face inside out. And when you need something with an even stronger punch, Samhop has you covered. Samhop is a skilled poisoner. Early in life, the one-foot-tall gnome learned how to compensate for their small stature, refusing to bow to bullies with spare weight to swing around. Every candymaker is, at heart, a bit of a scientist, and Samhop is no exception. Synthesizing a deadly poison is surprisingly similar to cooking a batch of candy. There’s lots of boiling and extracting, and you must be careful not to burn it. Just don’t taste it at the end. Someone else does that. Personality Trait . “I’m always experimenting with new recipes. Here, try this one!” Ideal . “The bigger they are, the harder they fall.” Bond . “I look out for the underdogs.” Flaw . “I hold grudges against those who make light of my stature.” Inventory Samhop has many delightful potions available for sale, as outlined in the Puckerbelt’s Potions table. Each elixir is also available as candy, for those that desire a chewable arcane experience. At the GM’s discretion, Samhop may be willing to sell some of these items at a discount if they have heat. Item Price Potion of diminution 300 gp Potion of fire breath 150 gp Potion of gaseous form 500 gp Potion of healing 50 gp Potion of resistance 250 gp Special Service: Poisons Samhop sells the poisons in the core rules at normal cost. For an additional 1 gp, they can inject any ingestible poison into a whimsical candy mold, such as a gummy owlbear filled with truth serum or a deadly torpor truffle. Samhop also has a poison of their own design: ghostfinger extract. One dose costs 300 gp. Ghostfinger Extract (Ingested) . A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the target can’t cast spells with somatic components, and any weapons or items they wield are treated as if they had the two-handed property.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Humanoid (Gnome)","Alignment":"Chaotic Neutral","Expansion":22441,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 11"},{"name":"Sanbalet","description":"In The Sinister Secret of Saltmarsh , Sanbalet is the leader of the land-based half of a smuggling ring. He is a cunning narcissist with an interest in illusion and mind control. He defends the contraband stored in the caves under the haunted house. Traits Spellcasting. Sanbalet is a 3rd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): dancing lights, minor illusion, ray of frost 1st level (4 slots): charm person, color spray, magic missile, silent image 2nd level (2 slots): magic mouth, scorching ray Actions Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":3905,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Sand Creeper","description":"Creepers Creepers are intelligent primordial creatures that lair and defend specific regions abundant in material from which they assume their form, such as a desert for sand, a frozen lake or glacier for ice, and jungle wetlands for swamp matter. Bound to the Elements. Creepers earn their name for their ability to easily blend into their native environment, often stalking their enemies before they strike. They are fiercely protective of their area, which can vary greatly between a small pools or tar pits to a few hundred feet of desert terrain. Strange Origins. Though unable to speak, creepers can understand any form of language. They can also communicate silently with each other. How they come into being is unclear, though they often form in areas where an excessive manipulation of matter or energy has taken place, such as from extremely powerful esper abilities or imbued items. Elemental Nature. A creeper doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"primordial","Alignment":"any neutral alignment","Expansion":27052,"Challenge Rating":9},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Sand Digger","description":"Traits Sand Camouflage: A sand digger has advantage on all Dexterity (Stealth) checks made when hidden under at least 1 foot of sand. Actions Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14) if the sand digger is not already grappling a creature. Until the grapple ends, the target is restrained and takes 7 (2d6) bludgeoning damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":20844,"Challenge Rating":1},"publisher":"Goodman Games","book":"Raiders of the Lost Oasis (FEF 6)"},{"name":"Sand Drake","description":"I used to run this great con. Off-worlders would come here hoping to kill that old drake in the wastes like they were in some sort of SIM game. If they were idiots, that’s on them, but their money spent well enough. Then an esper came and actually talked to the beast. Now that thing is hunting me. Drakes Drakes are powerful, intelligent reptilian creatures that lair in secluded planetary regions. They are an offshoot of the extremely rare dragon species, which has existed since long before recorded history. Like many draconic creatures, drakes live for centuries. Due to their unique elemental nature, however, some believe their origins may be linked to primordials. Several features are shared among the different types of drakes. They are reptilian in form with long necks and thick, pointed tails. They have frontal appendages that end in a deadly, sharp talon. Their wings fold outward from behind these appendages, allowing them to be tucked behind their backs when on the ground. This is where the similarities end, as each type of drake adopts a particular elemental nature that determines both its abilities and primary habitat. Callous and Malevolent. By nature, drakes are both arrogant and fiercely hostile toward other creatures. They pride themselves on their draconic origins, dispensing cruel treatment on weaker creatures while plotting to take what belongs to those more powerful. They carry a particular hatred for humanoids, who have come into constant conflict with their kind over many generations. Primordial Anima. Drakes nest in areas where their elemental nature is most prevalent. They can travel to areas outside of their chosen climate but rarely do they remain there for long. Even rarer still are drakes being found in areas where their primordial nature is unlikely to be found. An ice drake, for example, would likely avoid any regions of extreme heat, such as deserts or volcanos. Even drakes are not fully aware of their origins, save that they are descended from dragons. Some believe drakes were the forged creations of dragons rather than an offspring or variant of the species.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Sand Glutton","description":"Dark-skinned and rubbery, sand gluttons are a scourge of the open plains and deserts of Rythes. They follow migrating herds of wildlife, but also learn to hunt in areas that see frequent traffic such as caravan routes. The bulbous body of a sand glutton measures 8 feet long across, with a large toothless maw yawning and contorting at its center. A sand glutton weighs around 500 lbs. Patient Hunger. Sand gluttons are opportunistic hunters which wait for prey to move within range of their grasping tentacles. 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Looking like a shadow stretched out along the ground, a sand silhouette’s erratic movements are difficult to discern. Sand Bodies. If disturbed or agitated, these restless souls cause the sand around them to swirl and form into a loose vortex that vaguely resembles their physical body in life. They can control these shapes as they controlled their physical bodies. Traceless Movement. Sand silhouettes glide through the sand without leaving a trace or creating any telltale sign of their approach, which makes it easy for them to surprise even cautious travelers with their sudden attacks from below. Undead Nature. A sand silhouette doesn’t require air, food, drink, or sleep. Traits Camouflage: While in desert environments, the sand silhouette can use the Hide action even while under direct observation. Sand Form: The sand silhouette can move through a space as narrow as 1 inch wide without squeezing. Sand Glide: The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through. It is invisible while burrowing this way. Vulnerability to Water: For every 5 feet the sand silhouette moves while touching water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. If the sand silhouette is completely immersed in water, it takes 10 (4d4) cold damage. Actions Multiattack: The sand silhouette makes two slam attacks. Slam: Melee Weapon Attack : +7 to hit, reach 5 ft., One Target. Hit : 14 (3d6 + 4) Bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled, escape DC 14, and the sand silhouette engulfs it. Engulf: The sand silhouette engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, but no longer grappled. It must make a successful DC 15 Constitution saving throw at the start of each of the sand silhouette’s turns or take 14 (3d6 + 4) bludgeoning damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can only engulf one creature at a time. Haunted Haboob (Recharge 4–6): The sand silhouette turns into a 60-foot radius roiling cloud of dust and sand filled with frightening shapes. A creature that starts its turn inside the cloud must choose whether to close its eyes and be blinded until the start of its next turn, or keep its eyes open and make a DC 15 Wisdom saving throw. If the saving throw fails, the creature is frightened for 1 minute. A frightened creature repeats the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Sanddrift Drake","description":"Found in the hottest deserts, the sanddrift drake is a cunning hunter that blends in with the burning sands. The fallen fey lord, Tarkun, has been known to capture and tame sanddrift drakes for use in his army. The sanddrift drake hunts by hiding beneath the desert sand and ambushing its prey from below. A series of transparent lids protect the drake’s eyes from the harsh light of the desert and the sand where it hides, leaving it with a clear view of approaching prey.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"neutral","Expansion":11995,"Challenge Rating":6},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Sandman","description":"Stick-thin and moon-faced with a raptor’s eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars. Bringers of Nightmares. Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm’s power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares. Abduct Dreamers. Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil. Ethereal Dreamscapes. When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell—anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters. Traits Eye-Closer’s Curse: If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target’s eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic. Innate Spellcasting: The sandman’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8) 3/day each: hypnotic pattern, major image 1/day each: dream, phantasmal killer (5d10) Stuff of Dreams: Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack’s damage is halved, not just bonus damage. Surprise Attack: If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack. Actions Multiattack: The sandman makes two claw attacks. Claw: Melee Weapon Attack : +7 to hit, reach 5 ft., One Target. Hit : 11 (2d6 + 4) Slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Sandman","description":"Stealthy and unpredictable, the sandman is a terror to on desert worlds where residual magical energies bring them to life or draw them forth from the elemental planes. At rest, sandmen resemble ordinary piles of sand, blending in perfectly with barren surroundings or dusty ruins. They rely on their soporific powers in most situations, putting their enemies to sleep and killing their unconscious opponents or dragging them back to their summoner. Self-Centered. Although they themselves are elementals, sandmen don’t typically associate with other elementals, seeing their unquestioning obedience as weak. Sandmen pride themselves as free thinkers, and when summoned by magic they often interpret commands as they see fit. Because of their arrogance, usually only the most confident or most desperate mystics bother with sandmen. It is not uncommon for summoned sandmen to voluntarily stay on the Material Plane, fiendishly playing with its inhabitants as they wreak silent havoc. Mutable Form. A sandman takes the form of a rough humanoid about 6 feet tall. Its shape is never quite certain, and its animate muscles constantly shift and flex as it pummels its targets. Sandmen can manipulate their bodies in many ways but prefer to keep their legs and feet in the form of dusty clouds of sand, so as to easily maneuver about in their preferred environments. Some of these creatures pride themselves on their ability to control their shapes. 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Sharp teeth fill their wide mouths, which open to let out a hideous shriek if anyone should threaten them. They dress wrapped in bits of stitched-together white cloth and desert flowers, and they carry small scimitars to defend their homes and fellow fey. Burrowed Hideouts . The sandsidhe live in colonies in a maze of burrows and sandy mounds under the dunes, where they have built underground stream beds to carry much needed water to hidden oases. Trespassers who disturb their homes or otherwise contaminate their water sources are retaliated against, often finding their water skeins emptied by tiny slashes made with sandsidhe fey weaponry. Desert Guides . Travelers who provide the sandsidhe with offerings such as cream, apples, or fresh berries may be able to convince them to lead them to water sources. If one should fall into a sandsidhe’s good favor, it will guide them anywhere they need to go and perhaps spill a few of the desert’s secrets as well. Traits Innate Spellcasting (1/Day). The sandsidhe can innately cast sleep , requiring no material components. Its innate spellcasting ability is Charisma. Actions Multiattack . The sandsidhe makes two melee weapon attacks. Claws . Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) slashing damage. Scimitar . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) slashing damage. Blinding Scream (Recharge 5-6). The sandsidhe lets out a shrieking scream, creating a 15-foot cone of blinding sand. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"neutral","Expansion":8938,"Challenge Rating":2},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Sandwyrm","description":"While they mimic the bleached bones of a desert creature, the bony adornments atop along their backs are part of their peculiar melding of bone and scale. Hidden by Sand. These lethargic, horned, yellow-scaled lizards spend most of their lives underground, lying in wait under the desert sand with their long-necked, spine-tailed bulk hidden below the surface and only the long, jagged bones lining their backs exposed. These bones resemble a sun-bleached ribcage so perfectly that it attracts carrion birds—and curious travelers. When prey passes between the “ribs,” the sandwyrm snaps the rows of bone tightly over its prey. Once its victim is restrained, the sandwyrm paralyzes its meal with repeated stings before carrying it away. Torpid and Slow. Sandwyrms sometimes wait for weeks in torpid hibernation before footsteps on the sand alert it to a fresh meal approaching. To guard against lean weeks, sandwyrms store excess prey in subterranean lairs. They’re not above eating carrion if fresh meat isn’t available. When outmatched in a fight, sandwyrms retreat to their lairs with their paralyzed prety. Peculiar Drakes. Sandwyrms evolved as an offshoot to drakes or wyverns rather than from true dragons; their anatomy suggests they were originally four-limbed creatures and that their forearms are recent additions to the animal’s body. The bones on their backs may have once been wings, so that sandwyrms are the remnants of some primordial, winged reptiles that migrated to the deep deserts. Traits Spine Trap: When underground with its spines exposed, the sandwyrm can snap its spines closed on one Large, two Medium, or four Small or Tiny creatures above it. Each creature must make a successful DC 15 Dexterity saving throw or be restrained. A restrained creature can use its action to make a DC 15 Strength check to free itself or another restrained creature, ending the effect on a success. Creatures restrained by this trait move with the sandwyrm. The sandwyrm’s stinger attack has advantage against creatures restrained by this trait. Actions Multiattack: The sandwyrm makes one bite attack and one stinger attack. It can gore in place of the bite attack. Bite: Melee Weapon Attack : +8 to hit, reach 5 ft., One Creature. Hit : 12 (2d6 + 5) Piercing damage. Gore: Melee Weapon Attack : +8 to hit, reach 10 ft., One Target. Hit : 11 (1d12 + 5) Piercing damage. Stinger: Melee Weapon Attack : +8 to hit, reach 10 ft., One Creature. Hit : 12 (2d6 + 5) Piercing damage plus 24 (7d6) Poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn’t end the poisoning or paralysis.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Sanguine Bloodhound","description":"Bio-Automatons When Dr. Stein discovered the Clockwork Arcadia’s advanced prototyper, CRE, he introduced it to the stochastic mutations that form the basis of biomantic research. He developed a process by which the deterministic machine could ‘imagine’ novel automaton designs, choose the best for a given purpose, and create new iterations on that prototype. Dubbing this form of burgeoning sentience ‘arcanificial intelligence’ (AI), he named this iterative process the AI-core-rhythm. With CREO’s help, CRE began creating a catalogue of all known lifeforms in the multiverse, combining this new-found knowledge with the reliability of its mechanical constructs. The result: bio-automatons. Bloodhound Bloodhounds are creatures born of biomancy and artifice. The subject for any bloodhound is a creature in possession of an especially tough physique; the surgeries to augment its body and the toll of the biomantic treatments on its organs can reduce even a stout farmer to a wasted husk. Bestial Affinity. A bloodhound sculpts its physique using the world around it as inspiration. More often than not, this draws from common creatures, like wolves and bears, or those that feed on the bloodhound’s scraps, such as ravens and hyenas. Though not necessarily evil, the further a bloodhound progresses on its journey of self-modification, the greater its mannerisms, behaviour, and thought patterns evolve to mimic its muse, and the more bestial it becomes. Regional Effects The region containing a bloodhound’s lair is warped by the infusion of his dark magic, creating one or more of the following effects: Enhanced Darkness. Shadows are magically extended and darker within the 6 miles surrounding the bloodhound’s lair. The radius of a creature’s darkvision is halved while within this area. Animal Frenzy. Animals are more aggressive and agitated than typical while within 1 mile of the bloodhound’s lair. Mounts and animal companions grow increasingly restless and difficult to handle, suffering disadvantage on Perception checks. Beasts with an Intelligence score of 3 or lower are most likely to experience this effect. Hunted. While within 1 mile of the bloodhound’s lair, humanoids feel as if they are being watched at all times and have an increasing sense that something is hunting them. If the bloodhound dies, these effects fade over the course of 1d10 days. Lair Actions While the bloodhound is in its lair, it can use the following lair actions. The saving throw DC and damage of the lair actions depend on the level of the hunt, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam Darkness Pack Howl 3rd 12 3 ( 1d6 ) 2nd-level Wolf 8th 14 7 ( 2d6 ) 4th-level Dire wolf 13 16 14 ( 4d6 ) 6th-level Poison wolf Lair Actions. On initiative count 20 (losing initiative ties), the bloodhound can take a lair action to cause one of the following effects; the bloodhound can’t use the same effect two rounds in a row: Darkness. The bloodhound creates a 20-foot-radius sphere of magical darkness, as per the darkness spell, centred on a point of his choice within the lair that lasts until initiative count 20 of the following round. The effect has an equivalent spell level equal to the value in the table above. Thorn Wall. The bloodhound summons tangled, thorny vines and brambles that burst from the ground, as per the wall of thorns spell and last for one hour ; the save DC and damage equals VDC and Vdam , respectively. Pack Howl (Waves 2 & 3 Only). The bloodhound rears back and unleashes an undulating howl, summoning a member of his wild pack. The creature summoned depends on the hunt level.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"chaotic evil","Challenge Rating":11},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Sanguine Elemental","description":"Looking like ghosts completely covered in blood, sanguine elementals are some of the strangest creatures of this world. As elementals, they are a fundamental force of the universe, of nature. According to legend, they are created with the blood of dead creatures, as well as those who have not yet been born. Sanguine elementals understand all languages, as it is theorized that they are composed of the blood of all types of creatures. The fact that they can only speak draconic is a topic of another theory, which claims that sanguine elementals are products of experiments of blood dragons, or experiments made on blood dragons. There are stories of sanguine elementals that walk the world, learning the arts of mortals such as wizardry or the art of battle. Although they have their own bizarre motives to do so, such sanguine elementals can accompany adventurers as long as they share a common goal. If their opinions clash, a sanguine elemental can also be an adventurer’s worst nightmare. As elementals, sanguine elementals do not require breath, food, water, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"any alignment","Expansion":24099,"Challenge Rating":5},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Sanshu Denki","description":"Traits Paralyzing Secretions. A creature whose bare skin touches or is touched by a sanshu denki must make a DC 15 Constitution saving throw. On a failure, the creature is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ambush Predator. The sanshu denki has advantage on its first attack if it began its turn submerged in water. Actions Multiattack. The sanshu denki makes two attacks: one chomp or digestive acids attack and one thrash attack. Chomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target must make a DC 18 Constitution saving throw. On a failure, the target is paralyzed for 1 minute and is restrained, becoming trapped in the jaws of the sanshu denki. The target can repeat this saving throw at the end of each of its turns, ending the condition on a success. As an action, a creature restrained by the sanshu denki or one of the restrained creature’s allies can attempt to free the creature from the sanshu denki’s jaws. To do this, it must succeed a DC 18 Dexterity (restrained creature) or Strength (ally) saving throw. While the sanshu denki is restraining a creature, it cannot use this attack on another creature. Digestive Acids. The creature restrained by the sanshu denki takes 17 (5d6) acid damage. Thrash. Melee Weapon Attack: +7 to hit, reach 10 ft., up to three targets. Hit: 11 (1d12 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":25901,"Challenge Rating":4},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Sap Demon","description":"When a sap demon leaves a tree, its milky amber fluid oozes from an axe wound on a stout maple’s trunk and shapes itself into a small, vaguely humanoid form on the forest floor beside the tree. This languid creature half walks and half flows forward, implacably following the axe wielder’s path to certain revenge. Tree Oozes. Sap demons aren’t true demons, but rather are intelligent oozes that form when an enchanted tree is cut or injured. Though typically Small, the larger the sap source is, the larger the resulting creature can be. Over a few hours, they pool into a shape that vaguely resembles their tree’s attacker: for instance, if the tree cutter wore a hat, then a hat may be incorporated into the sap demon’s overall shape. The similarity is faint at best; no one would ever confuse a sap demon for the creature it hunts, because its shape has no sharp features or color other than amber. Called to Vengeance. Sap demons can pummel their prey with partially-crystallized fists, but they especially enjoy claiming the weapon that wounded their tree and wielding it to deliver a final blow. Once their prey is destroyed, most sap demons return to their tree, but not all do. Some are curious or malevolent enough to explore the world further. Reckless Possessors. A sap demon can possess another creature by grappling it and oozing down its throat. Once inside, the sap demon dominates its host and makes it bleed as the tree bled. Since the sap demon takes no damage when its host is wounded, it’s free to be as reckless as it likes. It might wander into a town to cause trouble. However, no matter how its new body is bandaged or cured, it never stops bleeding slowly. If the host body is killed, the sap demon oozes out during the next hour and either returns to its tree or seeks another host. Traits Amorphous: The sap demon can move through a space as narrow as 1 inch wide without squeezing. Season’s Change: If a sap demon (or its host) takes at least 10 fire damage, it also gains the effect of a haste spell until the end of its next turn. If it takes at least 10 cold damage, it gains the effect of a slow spell until the end of its next turn. Actions Multiattack: The sap demon makes two slam attacks. Slam: Melee Weapon Attack : +4 to hit, reach 5 ft., One Target. Hit : 11 (2d8 + 2) Bludgeoning damage. Soul Sap: The sap demon slides down the throat of a sleeping, helpless, or grappled living creature of Medium size or smaller. Once inside, the sap demon takes control of its host, as per the dominate monster spell (Wisdom DC 12 negates). While dominated, the host gains blindsight 90 feet. The host drips blood from its ears, nose, eyes, or from a wound that resembles the injury done to the sap demon’s tree (1 damage/ hour). Damage inflicted on the host has no effect on the sap demon. If the host dies or is reduced to 0 hit points, the sap demon must leave the body within one hour.","properties":{"Category":"Monsters","Size":"Small","Type":"ooze","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Sapphire Dragon Wyrmling","description":"Sapphire dragons don't often get along with followers of Lolth, but one phrase seems to dissipate a lot of tension between them: “Spiders? Yes, please!” -Fizban Sapphire Dragons The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back. Luminous Blue Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger. Art of War The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them. Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads. People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs. Martial Hoards Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power. A Sapphire Dragon's Lair Sapphire dragons make their homes in extensive cave systems. As they grow older, they make increasingly complex renovations to their lairs, using their inherent magic and natural tunneling abilities to great effect. Eventually, a sapphire dragon's lair is a dizzying honeycomb of hidden passages, deceptively thin walls, and secret chambers that allow the dragon to travel from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go. The challenge rating of a legendary sapphire dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Awesome Thunder. A thunderous detonation of sound that can be heard up to 300 feet away surrounds one creature in the lair that the dragon can see. That creature must succeed on a DC 15 Constitution saving throw or take 13 (3d8) thunder damage and be stunned until the end of its next turn. Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Stone Passage. The dragon touches a section of stone up to 30 feet in any dimension. The dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick. Regional Effects The region surrounding a legendary sapphire dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of sapphire gemstones, particularly underground. Stony Sight. Natural stone within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any natural stone formation in that region. Telepathic Enhancement. The dragon's psionic energy enhances the mental powers of other creatures. Any creature capable of telepathic communication has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the Rary's telepathic bond spell. Thriving Wildlife. Giant spiders (a sapphire dragon's favorite prey) are attracted to the area within 6 miles of the lair and settle there in large numbers. If the dragon dies, the population of giant spiders in the region returns to normal levels over the course of 1d10 days. The enhancement of telepathic abilities ends immediately. The existing abundance of crystals and sapphires remains, but new ones form at a normal rate. Traits Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 5-foot-diameter tunnel in its wake. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) thunder damage. Debilitating Breath (Recharge 5–6). The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 22 (4d10) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability: 1/day each: alarm , Tenser's floating disk","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon (gem)","Alignment":"typically lawful neutral","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Sapphire Jelly","description":"Wisps of frosty air rise from the amorphous, quivering blue puddle. Bits of ice cling to the edges, and the surface has an almost crystalline appearance. Mountainous Regions. Sapphire jellies are at home in glacial and mountainous regions among rocks and ice. They are just as likely to be found aboveground as below, but they avoid regions that are warm or dry. They tend to avoid large settlements of warm-blooded creatures, as such creatures consider them an active threat and often seek to destroy them. They prefer the company of creatures not bothered by the cold. Unnaturally Cold. Sapphire jellies are extremely cold, freezing water and objects they encounter on contact. Creatures that are caught within them or hit with their attacks are immediately chilled to the bone, and those who are killed by them are permanently transformed into undead. Sapphire jellies can often be found in areas with glacial corrupters , which more often than not were once their victims. Ooze Nature. A sapphire jelly doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Saraab","description":"Saraab presents himself as a middle-aged man with sharp features kept obscured by a short, white-streaked beard. The djinni’s brow is lined with furrows from many a grin and deep dimples show through his beard whenever he breaks into a wide smile – which he does at every opportunity. Like most djinn, Saraab has known several masters over the centuries. His last was a queen of a faraway land, who – after the djinni had served her faithfully her whole life – set Saraab free to pursue his true calling as a traveling merchant. He often regales travelers with thousands of tales of kingdoms past, and he has the curios to prove them all true. Though he guards his true identity, Saraab cannot bring himself to hide his bright violet eyes. There is also an unmistakable magical flourish to all his actions, as he conjures fire and sparks from his fingertips and pulls trinkets seemingly out of thin air. Roleplaying Saraab Saraab’s demeanor is warm and welcoming. He usually greets customers outside his shop, smiling widely and beckoning them in to peruse his wares. There’s a mischievous glint in his purple eyes – but never malice – as he engages customers in friendly banter, hearing their stories and telling his own. Saraab’s good humor is nigh unbreakable, as he finds joy in nearly every spoken word – even insults and dire threats. Simply happy to be alive and free, the djinni responds to such behavior with nuggets of wisdom like, “The wisest is the one who can forgive,” or “Ah, but lack of intelligence is the greatest poverty!” If Saraab takes a liking to a specific character or even a whole band of adventurers, he may show up regularly – often in the oddest places – during their adventures, ready to offer sage advice and magic wares at bargain prices!","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Djinni)","Alignment":"Chaotic Good","Expansion":27826,"Challenge Rating":13},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Sarangu","description":"Sarangus are the slave-takers of the netherworld, prowling the darkened streets of the world by night and seeking lonely travelers or especially children who have stayed up past their bedtime to capture. Their eyes gleam with a lambent glow and, combined with their dark fur, often seem almost disembodied when they creep through the shadows. Each sarangu carries a large sack woven of the skins of animals and humanoids alike, which it uses to ensnare their prey. Once they have a victim, they will drag them off to their infernal allies for their unspeakable purposes. Those taken by the “sack man” are rarely ever seen again.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":30635,"Challenge Rating":8},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Sarcophagus Slime","description":"The sarcophagus opens to reveal an eerie, scintillating light. Wisps of gelid amber ectoplasm undulate outward from a quivering mass with a blackened skull at its center. Vigilant Slime. Sarcophagus slimes are amorphous undead guardians placed in the tombs of the powerful to guard them and to wreak terrible vengeance on would-be defilers of the ancient crypts. They seethe with baleful energy, and their blackened skulls retain a simple watchfulness. Muddled Origins. Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt. Death to Tomb Robbers. These ectoplasmic slimes are the bane of burglars and a constant danger for excavators and antiquarians exploring ruins or tombs. The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution. Undead Nature. A sarcophagus slime doesn’t require air, food, drink, or sleep. Traits Amorphous: The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack: The sarcophagus slime uses its Frightful Presence, uses its Corrupting Gaze, and makes two slam attacks. Slam: Melee Weapon Attack : +5 to hit, reach 5 ft., One Target. Hit : 9 (2d6 + 2) Bludgeoning damage plus 14 (4d6) Acid damage. Frightful Presence: Each creature of the sarcophagus slime’s choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime’s Frightful Presence for the next 24 hours. Corrupting Gaze: The sarcophagus slime targets one creature it can see within 30 feet of it. If the target can see the sarcophagus slime, the target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature’s hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. This reduction lasts until the creature finishes a long rest or until it is affected by greater restoration or comparable magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Sarcosan Freerider","description":"Appearance and Personality: The freeriders have sun-­worn complexions, and their clothing is covered in dust, dirt, and sweat stains from their unending time in the saddle. They consider their mounts family and are visibly confused in the face of people journeying across the plains afoot. They are initially wary of outsiders but are generous hosts in the presence of those they consider to be allies. While they are all proven warriors, they remain enthusiastic for opportunities to test their mettle against new foes. Traits Born in the Saddle. The freerider has advantage on saving throws made to avoid falling off their mount. If they fall off your mount and descend no more than 10 feet, they can land on their feet if they’re not incapacitated. Finally, mounting or dismounting a creature costs a freerider only 5 feet of movement, rather than half their speed. Skilled Rider. The freerider can force an attack targeted at their mount to target themself instead. In addition, if the freerider’s mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Lance (mounted). Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: 9 (1d12 + 2) piercing damage. A freerider has disadvantage when using a lance to attack a target within 5 feet of them. Cedeku. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage. Short bow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Chaotic Good","Expansion":30502,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Sard","description":"An immense, gnarled tree awoken with raw, primal power by one of the fey Eldest of the First World, this monster—one of the legendary Tane—skitters on huge, spidery roots and thrashes its branches as fiery lightning courses within its blackened bark. It’s terrifying abilities and visage makes it appear as a living manifestation of the violent clash between ancient forest and stormy sky. Those who claim that there is but a single sard in existence are better classified as wishful thinkers than scholars, but fortunately, these deadly monsters have never been known to travel in groups or ally with others of their own kind. Traits Innate Spellcasting. The sard’s spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: control weather, tree stride 1/day: chain lightning, storm of vengeance Legendary Resistance (2/Day). If the sard fails a saving throw, it can choose to succeed instead. Planar Acclimation. The sard always treats the plane it is currently on as its native plane. Splintering Death. When the sard dies, its body explodes in a blast of lightning and splinters. Each creature within 30 feet of it must make a DC 21 Dexterity saving throw, taking 35 (10d6) lightning damage and 35 (10d6) piercing damage on a failure, or half as much on a success. Any creature that takes piercing damage is also exposed to sard venom, requiring a DC 20 Constitution saving throw. Creatures that fail this saving throw are poisoned for 1 minute and take 10 (3d6) lightning damage at the start of each of their turns as long as they are poisoned. Affected creatures can repeat the saving throw at the end of each of their turns, ending the poisoned effect on a success. Actions Multiattack. The sard makes two attacks: one with its vine, and one with its trunk, or it makes two thorns attacks. Thorns. Ranged Weapon Attack: +12 to hit, range 180/360 ft., one target. Hit: 22 (3d10+6) piercing damage, and the target must succeed on a DC 20 Constitution saving throw or become poisoned for 1 minute. The poisoned creature takes 10 (3d6) lightning damage at the start of each of their turns, and can repeat the saving throw at the end of each of their turns, ending the effect on a success. Trunk. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage and 4 (1d8) lightning damage. Vine. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) piercing damage, and the target must succeed on a DC 20 Constitution saving throw or become poisoned for 1 minute. The poisoned creature takes 10 (3d6) lightning damage at the start of each of their turns, and can repeat the saving throw at the end of each of their turns, ending the effect on a success. Legendary Actions The sard can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sard regains spent legendary actions at the start of its turn. Trunk. The sard attacks with its trunk. Trample (Costs 2 Actions). The sard moves at least 20 feet in a straight line and can move through Huge or smaller creatures and objects as if they were difficult terrain. The sard makes a trunk attack against all creatures and objects it moves through; any creature hit must succeed at a DC 20 Strength saving throw or be knocked prone. If a creature in the sard’s path is prone, the sard can make a stomp attack against it as a bonus action. Lightning-Struck Curse (Costs 3 actions). A target creature within 60 feet must succeed a DC 20 Wisdom saving throw or be magically cursed. Until the curse ends, the creature either loses its lightning resistance, or gains vulnerability to lightning damage if it does not have lightning resistance. The curse lasts until removed by remove curse or other magic.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"plant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":19},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Sarevok","description":"Sarevok Anchev is a powerful Deathstalker. He is also one of the Bhaalspawn, the mortal offspring of the dead god Bhaal. Sarevok attempted to reclaim the divine seat of the Lord of Murder vacated by his immortal father’s demise, but his plans were thwarted when he was slain by his half-brother, Abdel Adrian, who rejected his heritage and fought against his Bhaalspawn siblings. Sarevok’s spirit was sent to the Abyss as punishment. There he eventually crossed paths with Abdel a second time when his noble-hearted brother ventured into the lower realms on a dangerous quest to stop another Bhaalspawn named Melissan. Sarevok agreed to help Abdel kill Melissan, on the condition that Abdel helped him escape the eternal torments of the Abyss. Abdel agreed, and Sarevok was reborn into the mortal world. After his rebirth, Sarevok was true to his word, and the two brothers fought side by side against their half-sister. Ultimately Melissan was defeated, and Sarevok was granted a second chance at life. With his prodigious strength, his legendary skill in battle, and the Sword of Chaos —a life-stealing, enchanted blade— Sarevok became a famous (and feared) mercenary. Yet his many accomplishments brought him no joy. He felt no thrill at victory in battle, no delight in the routing of his enemies. The power he accumulated was bitter as ashes on his tongue, and he became a man haunted by his former life. The realization that no earthly achievements could ever compare to what he once almost had—immortality and godhood—left him broken and empty. Sarevok plunged into a deep despair. To numb his pain, he indulged in every vice imaginable, squandering his wealth and health on alcohol, drugs, and fleeting comforts. While his divine heritage slowed his aging, it did not stop it entirely, and after decades of self-abuse he was eventually reduced to an old man begging in the streets of Baldur’s Gate. This was how his father—Bhaal, the reborn god of murder—found him. Bhaal recognized his own divine spark in the pathetic old man, and he sensed Sarevok still had potential. Bhaal recruited him to become the high priest of his fledgling clergy, giving Sarevok new purpose … and another chance to become an agent of death and destruction. Sarevok as a Contact Though he lacks Divination magic, Sarevok keeps tabs on the party’s progress and checks in whenever he feels like it. During his check-ins, he will offer a small assortment of magic items, as well as a large variety of potions. He also has a vast treasury and is willing to purchase Soul Coins for 1,000 gp per coin. In addition, for the price of 10,000 gp, he grants one character a blessing (see “Supernatural Gifts” in the Dungeon Master's Guide ) that allows them to become a host for his god, Bhaal. Unholy Blessing of Bhaal. You may use an action to transform yourself into the Slayer. This works exactly as the Polymorph spell, except the form chosen uses the Slayer stat block. After you use this blessing, you can’t use it again until you have finished a long rest. Purchasing Items from Sarevok Items Cost Ammunition, + 1 (20) 150 gp Ammunition, + 2 (20) 2,500 gp Ammunition, + 3 (20) 10,000 gp Beads of Force 3,000 gp Cape of the Mountebank 6,000 gp Robe of Eyes 7,500 gp Vicious Weapon 8,000 gp Uncommon potions Animal Friendship 250 gp Giant Strength (hill) 250 gp Growth 250 gp Resistance 250 gp Water Breathing 250 gp Rare potions Clairvoyance 1,000 gp Diminution 1,000 gp Gaseous Form 1,000 gp Giant Strength (frost/stone) 1,000 gp Heroism 1,000 gp Mind Reading 1,000 gp Very rare potions Flying 5,000 gp Giant Strength (fire) 5,000 gp Invisibility 5,000 gp Speed 5,000 gp Traits Magic Resistance. Sarevok has advantage on saving throws against spells and other magical effects. Rejuvenation. If Sarevok is killed, he gains a new body in 24 hours, regaining all his hit points. The new body appears on the altar of the temple of Bhaal beneath Baldur’s Gate. This ability ceases to function if a cleric of good alignment casts Hallow on the altar in the temple of Bhaal. Actions Multiattack. Sarevok makes three Longsword attacks. He can replace one of the attacks with Flames of Bhaal or Spellcasting. Longsword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) if wielded in two hands. The target must succeed on a DC 18 Constitution saving throw or be cursed by Bhaal, preventing it from regaining hit points. The curse lasts until removed by the Remove Curse spell or similar effect. Flames of Bhaal. Sarevok causes flames to engulf one creature that he can see within 60 feet. The target must succeed on a DC 18 Dexterity saving throw or take 18 (4d8) necrotic damage. This damage can’t be restored except by a Lesser Restoration spell or similar effect. Spellcasting. Sarevok casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 18): At will: Resistance, Thaumaturgy 1/day each: Animate Dead, Antimagic Field, Astral Projection, Blade Barrier, Command, Contagion, Dispel Magic, Divination, Etherealness, Fire Storm, Harm, Hold Person, Silence Legendary Actions Sarevok can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Sarevok regains spent legendary actions at the start of his turn. Slash. Sarevok makes a Longsword attack. Unholy Flame. Sarevok uses Flames of Bhaal. Channel Bhaal’s Hate (Costs 2 Actions). Sarevok unleashes Bhaal’s power. Creatures within 30 feet of Sarevok, including ones behind barriers and around corners, can’t regain hit points until the end of Sarevok’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":28645,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Sarimanok","description":"Sarimanok (Sareema-nouk) The wondrous sarimanok is a shrewd and benevolent celestial creature that frequently travels the Outer Planes, the Ethereal Plane, and the Material Plane. It resembles a giant, 6-foot tall, majestic red junglefowl with a multicolored plumage. It has a razor-sharp beak, spurs, and talons that are as hard as mithral. The comb on its head blazes with a fiery radiance, and the feathery sickles of its 10-foot long tail radiate a variety of elemental and magical energies. The sarimanok is seen as a symbol of good fortune, health, and bountiful harvests. Celestial Stewards. Sarimanoks are native to The Seven Heavens of Mount Celestia but they can also be found wandering Arcadia, Bytopia, Elysium, the Beastlands, and in the ancient jungles of the Material Plane. Each sarimanok works for a specific, powerful angel or archon. They primarily serve as stewards or guides that help travelers journey through the Outer Planes but they also act as emissaries, messengers, and ushers. They are most often sent by their masters to bring aid to their worshippers whose lands may be suffering from severe droughts or plagues. Sometimes they are sent to guard sacred relics or holy places. If an angel or archon requires to speak to someone directly in person, perhaps to give it a quest, it may send its sarimanok to fetch them. Divine Duelists. Sarimanoks always enjoy physical combat and often spar with archons, couatls, and guardinals. They even join friendly combat and training tournaments held in the Upper Planes. Their powerful beaks and talons can pierce and shred the toughest of armors. The deadly feather sickles of their main tails can cause different harmful effects, depending on what hits a target - from inflicting a specific type of energy damage, turning a victim to stone, and to banishing one to a different plane of existence. Aside from their melee skills, they can also cast potent spells and unleash a magical crow that aids, protects, and emboldens the sarimanok's allies that hear it. Traits Illumination. The sarimanok sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Magic Resistance. The sarimanok has advantage on saving throws against spells and other magical effects. Magic Weapons. The sarimanok's weapon attacks are magical. Actions Multiattack. The sarimanok makes three attacks: one with its Beak, one with its Talons, and one with its Prismatic Tail. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Prismatic Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: Roll a d8 to determine which color tail affects the target. 1. Red. 17 (5d6) fire damage. 2. Orange. 17 (5d6) acid damage. 3. Yellow. 17 (5d6) lightning damage. 4. Green. 17 (5d6) poison damage. 5. Blue. 17 (5d6) cold damage. 6. Indigo. The target must make a DC 14 Constitution saving throw. or become petrified for 1 hour. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 7. Violet. The target must make DC 14 Wisdom saving throw or be transported to another plane of existence of the GM's choosing. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) A creature can repeat the saving throw at the end of each of its turns. On a success, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. 8. Special. The target is struck by two tails. Roll twice more, rerolling any 8. Spellcasting. The sarimanok casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): At will: detect evil and good 3/day each: bless (no concentration required), dawn, plane shift 1/day each: control weather, heal Sarimanok's Crow (1/Day). The sarimanok emits a magical crow.Each creature of the sarimanok's choice that is within 120 feet of it, can hear it, and not already affected by Sarimanok's Crow gains 5 temporary hit points and advantage on initiative rolls, becomes immune to being charmed and frightened, and can't be put to sleep by magic for 1 minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Sarlu","description":"Sarlu have insinuated themselves throughout the multiverse in order to expand their criminal empires. Originally hailing from an oceanic world, they have adapted quite well to dry land and can move about more quickly than native land-walkers due to their sinuous undulations. However, Sarlu actually prefer the comfort of their mobile aquariums from which they direct their mental attacks and conduct business via telepathic conversations. Foolhardy adventures have often assumed these aquariums represent a sign of weakness or limitation, only to swiftly learn to their detriment (or demise) that a sarlu can perfectly move beyond its aquarium. Sarlu are roughly eight inches in diameter from end to end and about 20 feet in length, though this is disguized by the fact that the creatures tend to coil themselves into irregular corkscrews. They only weigh 100 pounds. Arrogant Manipulators. Sarlu can read the minds of virtually all beings they converse with, and secretly use this advantage to negotiate deals in their favor. Their unreadable expressions also allow them to pretend they’re making unwanted concessions without fear of being called on their claims. They delight in the unease they bring out in opponents (as sarlu never think of others as their equals or partners), especially when such individuals attempt to read their minds, as well. Sarlu have gained a frightful reputation throughout the worlds in which they operate, and often that reputation makes it unnecessary to engage in their typical means of intimidation. Ultimately, sarlu wish to sink their tendrils into all underworld activity, but they occasionally participate in legitimate businesses, usually in an attempt to corner the market on a certain commodity so they can demand incredible prices for their services. War Profiteers. The war between the Hegemony and the benign agents of the Accord has created a favorable business climate for the sarlu. Their primary source of income includes the sale of weapons at a premium, and they earn plenty of money by selling information to both sides, as well. Despite overtures by the Hegemony to join their side, including promises of considerable power and wealth when the war ends, sarlu have remained neutral. They never hesitate to throw in with the Hegemony if a confrontation ultimately tips the balance in their favor, but sarlu always wish to keep their options open. This proves especially easy since they’ve earned favors from both sides. Dark whispers claim the sarlu prefer the current status quo, since a victorious Hegemony would undoubtedly seek to purge the sarlu as they tighten their grip on the multiverse and a similarly rewarded Accord would do the same to make the multiverse a safer place for everyone. If the sarlu can eventually arrange for both sides to wipe each other out and leave a power vacuum which they can then fill, all the better. Familial Obligation. Itinerant beings, sarlu rarely return to their own homeworld after leaving it behind, and only roughly do so once every decade to spawn. This asexual process produces a dozen or more mindless offspring, which fight each other until a lone survivor remains. The juvenile sarlu then consumes its spawn-mates and grows prodigiously larger in size and mental acuity over the course of the following year. When it finally reaches maturity, the progeny then seeks out its parent for assistance in mentoring its first profitable scheme, after which it sets off on its own. 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Creation of the Gods. All sarsaok descend from Hadhayosh, a mighty celestial ox said to have been present at the creation of humanity. Scholars speculate the union of domestic or wild oxen with Hadhayosh produced the first sarsaok. Inhospitable Habitats. The sarsaok dwell in areas of great heat and fire such as Volcanoes or other geologically active regions. In addition to consuming flora, they are known to drink liquid magma and graze on obsidian, pumice, or other volcanic rock. Peaceful Horror. Though of great size and strength, sarsaoks are peaceful herbivores similar in demeanor to wild oxen. When threatened, an entire herd attacks until the threat has ended.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Sasori Fukurowashi","description":"A golden pair of glowing, avian irises reveal a large creature on a nearby tree. Hornlike feathered ears sit atop its muscular, winged form. As it shifts on its branch, its wings divulge a hint of insectoid claws beneath them. A soft, echoing voice asks, “Are you lost? Do you need aid?” Sasori fukurowashi are kami originating from reincarnated noble souls who consistently honored and protected nature in their past life. Friendly Protectors. Unlike others of their kind, these kami are not found near specific shrines, and they can’t be summoned. The sasori fukurowashi are divine spirits inherently connected to all of nature, fulfilling the role of divine agent, messenger, or roaming protector. They are generally peaceable, befriending non-evil humanoids, fey, and other magical beings that don’t defile natural environments. Nocturnal. They are inclined to rest or meditate by day and are active from dusk until dawn. Blessed with the ability to shift to and from the Ethereal Plane, these kami have a distinct tactical advantage to aid any nearby kami or respectful and contrite travelers along their way. Immortal Spirit Nature. The kami doesn’t require food, drink, or sleep. Kami in Midgard Kami are the small gods of the Winter Isles. Each kami is the spirit of something tangible, be it an ideal, an emotion, or a specific item or location. A kami can be summoned to the Material Plane by any creature that builds it a shrine and offers suitable tribute. Less majestic kami, such as a gorao-ka, require only a small shrine and a gift of any size, so long as it is freely given. More important kami may require a magnificent monument as well as some form of grand tribute.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (kami)","Alignment":"neutral good","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Sasquatch","description":"A tall, ape-like creature walks upright, its arms ending in heavy fists. The creature’s lips curl back, revealing long, pointed teeth set in a powerful jaw. Sasquatches are large beasts that stalk deep forests and other densely wooded areas. They are bipedal primates that stand about nine feet tall and are covered in black, brown, or red fur. Famously Elusive. Many people claim to have seen a sasquatch, but almost none have proof of their interaction with the beast, creating questions about the creature’s existence. Skeptics claim sasquatch sightings are simply misidentified bears, apes, or similar creatures. Many sages and hunters journey deep into forests, hoping to find proof sasquatches exist and returning only with a handful of fur that could belong to almost any animal. In truth sasquatches are solitary nocturnal creatures that generally avoid confrontation. They prefer to stay in the shadows of the forest, dining on vegetation and insects while staying clear of other creatures. Hidden Lairs. Sasquatches are smart enough to hide the entrances to their lairs with heavy boulders, underbrush, fallen trees, a waterfall, or some other obstruction that appears to be a natural part of the terrain. They hide gathered food and shiny trinkets they find in the forest in these cozy homes, where they rest during daylight hours. Aggressive When Provoked. Though sasquatches prefer to avoid confrontation, they fight savagely when cornered or if another creature threatens their home or food source. Their powerful fists and teeth make formidable weapons. Sasquatches do not hesitate to initiate a conflict when threatened. Attracted and Soothed by Music. There are some who claim sasquatches are drawn and calmed by music, particularly songs with a lullaby-like quality. These tales come with a warning: stopping the song before the sasquatch is lulled to sleep by its melody causes the beast to go into a violent rage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Satarre Infiltrator","description":"This slim, unassuming reptile bows low, speaking in a reasonable tone with a silvered tongue. Shorter and slighter than most other satarre (see Tome of Beasts 2 ), infiltrators are natural saboteurs that slip unnoticed into places that are targets of their sabotage. An infiltrator can beguile the unwary into inviting it into their camp, believing it to be harmless or even friendly, only to have it unravel their defenses and bring the dark of the Void crashing down on them. Means to an End. Nihilistic and apparently suicidal, the satarre think nothing of sacrificing themselves or anyone else to bring the world closer to the brink of destruction. Yet they are not simply bloodthirsty murderers. Their leaders espouse the dissolution of the ephemeral structure that keeps the world together. Master Saboteurs. Satarre infiltrators that ingratiate themselves into a group or a society of other creatures work to weaken the creatures’ faith, erode their trust in their leaders and belief systems, and encourage them to believe that honor is pointless. In this way, they slowly fray the cords that bind the universe together, an act considered just as important as directly causing death—perhaps more so. The infiltrators think that guiding others to their own destruction is often easier and more effective than bringing weapons down upon them. After all, they say, the deaths of individuals are insignificant compared to the death of hope itself. TRAITS Void Strength. The infiltrator has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Magic Weapons. The infiltrator’s weapon attacks are magical. ACTIONS Multiattack. The infiltrator makes two Void Claw attacks. Void Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage plus 4 (1d8) necrotic damage. BONUS ACTIONS Dark Step. While in dim light or darkness, the infiltrator magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see that is also in dim light or darkness, and then takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Satarre)","Alignment":"Neutral Evil","Expansion":25357,"Challenge Rating":3},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Satarre, Destroyer","description":"The muscled reptilian swings its mighty axe at angels and fiends alike on the front lines of a reptilian army. The largest and strongest of the satarre, destroyers hold the shield wall and strike down their enemies throughout the planes. These hulking specimens wear banded or scaled armor, often with a glistening varnish finish. Their most common weapons include spears, heavy polearms, and axes. Shield Wall. Large squads and companies of satarre destroyers often use void magic to create crackling, violet shield walls. When they do, the destroyers stand shoulder to shoulder, their shields overlapping, and prevent enemies from advancing past them to the mystics they protect. Necrotic Lore. Satarre destroyers are well-versed in necromantic magic and other arcana, although they do not perform it themselves. They often find and use magical items looted from their victims, or command undead minions using Void Speech.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Satarre, Mystic","description":"Dressed in clean, dark robes, its claws swirling in arcane gestures, the pale reptilian sends a bolt of energy from the Void at its foes. Satarre mystics are creatures with tight awareness of nearby living creatures’ fates. They rely on magic and the ability to speak words of decay to control lesser creatures. Mystics’ minds are always turned to destruction and death, though they hold their own lives more dear than that of their fellow satarres, be they non-combatant drones, rampaging destroyers, or others. Easily Distracted. Satarre mystics are known for their ability to ponder and cogitate on larger concerns, even in the midst of a conversation with strangers or a battle with foes. Sometimes these distractions lead them to a great insight and a clever countermove; other times they are easily surprised, captured, or fooled by a shining bit of magic or an unknown arcane device. Perpetual Incantations. Satarre mystics seem to somehow maintain a steady stream of muttered sounds. Sometimes these take a brief physical form, such as a glowing rune of destruction that circles a mystic’s head or drifts from its maker and falls apart in midair. Planar Lore and Tools. Satarre mystics are well-versed in angelic, elemental, and fiendish magic and other arcana, although they do not perform all of these themselves. They often find and use magical items looted from their victims, or command elemental or fiendish minions using Void Speech.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Sathaq Worm","description":"This titanic worm’s rocky hide is rough and hard as stone. Its yawning gullet writhes with miniature worms like itself. Elemental Predators. Sathaq worms are nightmarish predators from the Plane of Elemental Earth, 30 feet long and 10 feet thick, with rugged brown hide embedded with stones. They devour stone and flesh with equal ease. Guts Filled with Larvae. Sathaq worms are solitary; they approach each other only to mate. Their young incubate inside the worms’ gullets. Creatures they swallow are simultaneously digested by the parent worm and devoured by the larvae. Painful Presence. Ultrasonic noise and magical ripples that tear at flesh and bone make the very presence of a sathaq worm extremely uncomfortable for creatures of the Material Plane. Traits Agonizing Aura: The sathaq worms’ presence induces pain in creatures native to the Material Plane. Any creature that starts its turn within 30 feet of the sathaq worm must make a DC 17 Fortitude saving throw. On a failed save, the creature is poisoned until the start of its next turn. If a creature’s saving throw succeeds, it is immune to the sathaq worm’s Agonizing Aura for the next 24 hours. Earth Glide: The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through. Siege Monster: The sathaq worm deals double damage to objects and structures. Actions Bite: Melee Weapon Attack : +10 to hit, reach 10 ft., One target. Hit : 24 (4d8 + 6) Piercing damage plus 7 (2d6) Bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7, 2d6, bludgeoning damage plus 7, 2d6, slashing damage plus 7, 2d6, acid damage at the start of each of the sathaq worm’s turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Source":"Tome of Beasts","Alignment":"Neutral Evil","Expansion":3,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Satinder Morne","description":"Satinder Morne runs The Velvet Corner in Fort Drelev: a gambling hall that can provide the PCs with a (somewhat) safe place to rest during their mission to the hostile town. Her statistics work well for any innkeeper or similar professional who has hidden talents, such as someone who is a retired adventurer or a cleric of a faith whose interests align closely with industry, society, or intrigue. Traits Spellcasting. Satinder is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following cleric spells prepared: 1st level (4 slots): bane, charm person, command, cure wounds 2nd level (3 slots): aid, hold person, invisibility 3rd level (3 slots): bestow curse, suggestion Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60, one target. Hit: 3 (1d4+1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Satyr","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Magic Resistance : The satyr has advantage on saving throws against spells and other magical effects. Actions Ram : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. Shortsword : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage. Shortbow : Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","AC":"14 (Leather Armor)","HP":"31 (7d8)","CHA":14,"CON":11,"DEX":16,"INT":12,"STR":12,"WIS":10,"Size":"Medium","Type":"fey","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068180/6LVrH-2U-bQDjQ-nhD47bw/original.png","Roll 0":"Ram\n1d20 + 3\n2d4+1","Roll 1":"Shortsword\n1d20 + 5\n1d6+3","Roll 2":"Shortbow\n1d20 + 5\n1d6+3","Skills":"Perception +2, Performance +6, Stealth +5","Source":"5th Edition SRD","data-XP":100,"Alignment":"Chaotic Neutral","Languages":"Common, Elvish, Sylvan","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Magic Resistance\",\"Desc\":\"The satyr has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Ram\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 1\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Shortsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Shortbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"5\",\"Reach\":\"80/320 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+2","data-CON-mod":"+0","data-DEX-mod":"+3","data-INT-mod":"+1","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/2","Passive Perception":12,"data-CrNum":0.5,"data-AcNum":14,"data-HpNum":31},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Satyr","description":"Twixt day and night the spirits goad me on They pine for ages past when hearts were pure Against all reason now they seem unsure They laugh and scream between mine ears anon. Now fill my cup not once, not twice, but thrice With flagon’s brim upon my lips I dance Let unseen pixies toss their gowns askance While I, the Carnal King, indulge my vice. With folded boughs, the treants take their leave As merry damsels’ corsets come undone My song doth stir them like a summer breeze They fill mine empty cup without reprieve. The sun becomes the moon becomes the sun I while away the hours as I please. —Sonnet of a Naughty Satyr Satyrs are raucous fey that frolic in wild forests, driven by curiosity and hedonism in equal measure. Satyrs resemble stout male humans with the furry lower bodies and cloven hooves of goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams’ horns. They typically sport facial hair. Hedonistic Revelers. Satyrs crave the strongest drink, the most fragrant spices, and the most dizzying dances. A satyr feels starved when it can’t indulge itself, and it goes to great lengths to sate its desires. It might kidnap a fine minstrel to hear lovely songs, sneak through a well-defended garden to gaze upon a beautiful lad or lass, or infiltrate a palace to taste the finest food in the land. Satyrs allow no festivity to pass them by. They partake in any holiday they’ve heard of. Civilizations of the world have enough festivals and holy days among them to justify nonstop celebration. Inebriated on drink and pleasure, satyrs give no thought to the consequences of the hedonism they incite in others. They leave such creatures mystified at their own behavior. Such revelers might have to scrounge for excuses to explain their disordered state to parents, employers, family, or friends. Variant: Satyr Pipes A satyr might carry panpipes that it can play to create magical effects. Usually, only one satyr in a group carries such pipes. If a satyr has pipes, it gains the panpipes action, documented in Actions below. Traits Magic Resistance : The satyr has advantage on saving throws against spells and other magical effects. Actions Ram : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. Shortsword : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1 d6 + 3) piercing damage. Shortbow : Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Panpipes (Variant) : The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creatures that can’t be charmed are unaffected. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours. Charming Melody. The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately. Frightening Strain. The creature is frightened for 1 minute. Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"MM1","Alignment":"chaotic neutral","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Satyr Beguiler","description":"The satyr beguiler is a warlock of the fey. They often operate as mercenaries, and though not evil, are unscrupulous enough to work with hags and oni as long as they are paid. Traits Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects. Actions Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. Psychic Knife. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 20 (5d6 + 3) psychic damage. Beguile. The satyr targets one creature it can see within 30 feet of it. If the target can see and hear the satyr, it must make a DC 13 Wisdom saving throw. On a failed save, the target takes 10 (3d6) psychic damage and must use its reaction to make a weapon attack against a target that the satyr designates. Constructs, Undead, and creatures with immunity to charm are immune to this effect. Spellcasting. The satyr casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: dancing lights, friends, mage hand, minor illusion, prestidigitation, vicious mockery (3d4) 3/day (as 5th-level spells): charm person, dimension door, dispel magic, fear, phantasmal force, seeming, synaptic static Reactions Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the satyr turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Satyr Minstrel","description":"Some satyrs have spent years traveling the mortal world, collecting songs and learning various ways to enhance the power of their magical songs.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":3},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Satyr Reveler","description":"Satyr While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are neither naive nor defenseless. Some satyrs delightedly torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflict—or diffuse it with a good-natured distraction—they readily defend themselves, their friends, and their homes in the Skola Vale. With diversions aside, satyrs bend their cleverness toward tactics and methods of ending conflicts as swiftly as possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration. Satyr Reveler Pursuing lives of endless reverie, satyr revelers eagerly participate in celebrations wherever they find them. Their boisterous natures go far toward tempting others to eat, drink, and carouse with them. Faced with stodgier individuals or outright rivals, satyr revelers don't balk at using the magic of their music, dance, or other performances to charm opponents into joining their festivities. In the aftermath, these satyrs' foes are more likely to suffer embarrassment and groggy mornings than any lasting harm.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":5432,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Satyr Thornbearer","description":"Satyr While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are neither naive nor defenseless. Some satyrs delightedly torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflict—or diffuse it with a good-natured distraction—they readily defend themselves, their friends, and their homes in the Skola Vale. With diversions aside, satyrs bend their cleverness toward tactics and methods of ending conflicts as swiftly as possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration. Satyr Thornbearer Not all satyrs live lives of pure whimsy. When forced to defend their friends and homes, satyr thornbearers are quick to take up their bows and strike against danger. Particularly amid the dense trees of the Skola Vale, these satyr skirmishers cooperate in loose teams, using guerrilla tactics to harass foes then melt back into the forest. The blessings of Nylea aid the satyrs in protecting their home, and a single arrow from a thornbearer's bow might rain down like a volley from a whole army.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":5432,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Satyr Trickster","description":"The mischievous satyr trickster is a bard. It enjoys playing pranks on unsuspecting victims, such as adventurers. It is susceptible to flattery, however, and will indulge in conversations about the arts, especially if it can find an opportunity to recite poetry or sing songs. Traits Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects. Actions Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Befuddling Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 13 (3d6 + 3) psychic damage and the target has disadvantage to Intelligence, Wisdom, and Charisma saving throws and can't use reactions until the end of the trickster's next turn. Spellcasting. The satyr casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): At will: disguise self, friends, minor illusion, vicious mockery (3d4) 1/day each: charm monster, dissonant whispers, enthrall, greater invisibility, hallucinatory terrain (as an action), major image, mislead Reactions Distracting Taunt (3/Day). The satyr magically imposes disadvantage to a creature's attack roll, ability check, or saving throw. To do so, the creature must be within 30 feet of the satyr and must be visible and be able to hear to the satyr.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Savage Folk","description":"The druids of the Death Marshes have a unique understanding of life. They see beauty in the Bloodthorn , shadows of the forest, and the idea of the elimination of the weak. When an outsider chooses to live with them, or when they capture an outsider and decide to change them into a weapon that can protect their forest, the druids transform the outsider into a force of nature through a series of druidic rituals. As creatures of nature and the shadows, the savage folk resemble humanoid bears made of shadows. They show no mercy to those who harm nature, especially in the Death Marshes. They are strongly connected to their creator druids and obey their commands because of respect, as if they are dominated by the druids. Savage folk cannot reproduce, but they can choose others for their family and love them just as a parent would a genetic child. Player Characters As Savage Folk A player character transformed into savage folk retains its statistics, except that their Strength, Dexterity, and Constitution scores become 18, Intelligence score becomes 4, Wisdom score becomes 12, and Charisma score becomes 4. Also, the character gains the savage folk’s speed, damage resistances, darkvision, traits, and actions. The character’s alignment becomes neutral evil, but the GM might choose to change this to better fit their game.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"neutral evil","Expansion":24099,"Challenge Rating":5},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Savage Witch","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral","Expansion":29375,"Challenge Rating":3},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Savager","description":"A porcupine-quilled creature built like a grizzly bear with claws and fangs like scimitars. A savager’s forelegs are mangled and scabbed, and its eyes shine with hatred and anticipation. Driven by Dark Spirits. While druids claim these bear-like animals are not cursed or enchanted, the savager’s habit of killing any living creature on sight is not natural behavior. Hunger doesn’t explain their attacks, since savagers eat only part of their kills before abandoning the meal and looking for other animals to attack. Some dark forest spirit drives them. Gnaw s Itself. When there are no other creatures nearby to attack, a savager gnaws on its own forelimbs, resulting in scabs, scars, and calluses so thick and numb that they protect the savager from even the sharpest of swords. Rare Meetings. The only creature a savager won’t attack on sight is another savager. If they are of the same sex, the two avoid each out of selfpreservation, and if they’re of the opposite sex, they mate so ferociously that both creatures are left wounded, angry, and hungry. A savager litter contains anywhere from 10 to 25 cubs, all of them born able to walk and fend for themselves. This is important, because within 24 hours after giving birth, a savager mother no longer recognizes her own offspring, and she will attack and cannibalize any that don’t escape on their own. A savager weighs 1,800 pounds and is 11 feet long. Traits Mighty Swing: When a savager attacks without moving during its turn, it makes its claw attack with advantage. Quills: A creature takes 4 (1d8) piercing damage at the start of its turn while it is grappling a savager. Actions Multiattack: The savager makes one bite attack and one claw attack. Bite: Melee Weapon Attack : +9 to hit, reach 5 ft., One target. Hit : 19 (2d12 + 6) Piercing damage. Claw: Melee Weapon Attack : +9 to hit, reach 10 ft., One Target. Hit : 38 (5d12 + 6) Slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Savior Lumen","description":"Dozens of miniature angels with crow wings pack together, emitting a warm glow. Though many celestials relish grand battles against evil, few stay behind to help in the aftermath of battles or celestial judgment. Despite celestial victories against the forces of darkness, there are always innocents whose homes and lives become collateral damage. These victims care most about surviving to the next day and not any grand design. Seeing these lives crushed in the clashes of good and evil, the tiny lumen take it upon themselves help. With disasters both large and small, natural and supernatural, the lumen stay busy helping societies rebuild. Celestial Helpers. As immortals, lumen are attuned to catastrophes in the making, reaching the site of a disaster scant minutes after calamity strikes. The lumen search for victims trapped in collapsed, burning, or flooded buildings, and they assist mortals engaged in lifesaving tasks. Their power and size make them uniquely suited for finding lost creatures and accessing dangerous locations larger mortals can't reach. Confused Encounters. The creatures saved by lumen rarely remember their saviors' identity. Because the lumen prefer their anonymity, they cloud the minds of those they rescue; most survivors believe they saw nothing more than glowing or flashing lights, which explains their name of “savior lights” or “savior lumen.” Even creatures who remember their rescues often misidentify the lumen as cherubic faeries. Amphibious. The savior lumen swarm can breathe air and water. Fleeting Memory. When the savior lumen swarm leaves a creature's sight, that creature must succeed on a DC 16 Wisdom saving throw or remember the swarm only as softly glowing lights. Illumination . The savior lumen swarm sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Immortal Nature . The savior lumen swarm doesn't require food, drink, or sleep. Magic Resistance. The swarm has advantage on saving throws against spells and other magical effects. Swarm . The savior lumen can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny celestial. The swarm can't regain hp or gain temporary hp. Team Effort . The savior lumen swarm is considered to be a single Large creature for the purpose of determining its carrying capacity, and it has advantage on Strength checks made to push, pull, lift, or break objects. Actions Flurry of Tools. Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) bludgeoning damage plus 10 (4d4) piercing damage and 10 (4d4) slashing damage, or 5 (2d4) bludgeoning damage plus 5 (2d4) piercing damage and 4 (2d4) slashing damage if the swarm has half of its hp or fewer. Dismantle . The savior lumen swarm destroys up to a 5-foot cube of nonmagical debris, structure, or object that isn't being worn or carried. Spellcasting . The savior lumen swarm casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: floating disk, mending, spare the dying 3/day each: gentle repose, knock, sending 1/day each: locate creature, passwall","properties":{"Category":"Monsters","Size":"Large","Type":"Swarm of Tiny Celestials","Alignment":"Chaotic Good","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Saw-Tongued Feymoth Adult","description":"Traits Brittle Wings. The feymoth’s Injury thresholds for its special mobility Aspect are 5 lower than normal. Neon Death. The saw-tongued feymoth adult emits faint red light in a 20-foot radius. The first time a sighted creature enters the light on its turn, or when it starts its turn there, it must make a DC 15 Wisdom saving throw or be sickened until the end of its turn. On a successful saving throw, the creature is immune to this effect for 24 hours. Other feymoths are immune to this effect. Actions Saw-Tongued Slash. Melee Weapon Attack: +7 to hit, one target, reach 5 feet. Hit: 21 (4d8+4) slashing damage, and the target must make a DC 15 Constitution saving throw or gain a special Injury of Handicap III severity, “Deeper Bloodwell”. While Injured in this way, a creature regains half as many hit points whenever it would regain hit points. This Injury automatically recovers at the end of a short or long rest. Siphoning Lick (recharge 5-6). The feymoth adult drinks blood from an adjacent creature with the Bloodwell or Deeper Bloodwell Injury. That creature takes 18 (4d8) damage, and until the end of the feymoth adult’s next turn, it gains a +2 bonus to AC, a +1 bonus to attack rolls, a +10 bonus to damage rolls, its movement speeds increase by 10 feet, and the DC for the saving throw against the Deeper Bloodwell Injury increases by 1.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"unaligned","Expansion":28072,"Challenge Rating":5},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Saw-Tongued Feymoth Juvenile","description":"Traits Brittle Wings. The feymoth’s Injury thresholds for its special mobility Aspect are 5 lower than normal. Actions Saw-Tongued Slash. Melee Weapon Attack: +5 to hit, one target, reach 5 feet. Hit: 10 (2d6+3) slashing damage, and the target must make a DC 13 Constitution saving throw or gain a special Injury of Dangerous II severity, “Bloodwell”. While Injured in this way, a creature regains half as many hit points whenever it would regain hit points. This Injury automatically recovers at the end of a short or long rest, or after the creature next receives magical healing. Siphoning Lick (recharge 6). The feymoth juvenile drinks blood from an adjacent creature with the Bloodwell or Deeper Bloodwell Injury. That creature takes 7 (2d6) damage, and until the end of the feymoth juvenile’s next turn, it gains a +2 bonus to AC, a +1 bonus to attack rolls, a +5 bonus to damage rolls, its movement speeds increase by 10 feet, and the DC for the saving throw against the Bloodwell Injury increases by 1.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"unaligned","Expansion":28072,"Challenge Rating":1},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Saw-Tongued Feymoth Larva","description":"Actions Sucking Bite. Melee Weapon Attack: +3 to hit, one target, reach 5 feet. Hit: 4 (1d6+1) piercing damage, and the feymoth larva regains 2 hit points. Additionally, whenever the target moves the feymoth larva moves with it. As an action the target can make a DC 11 Strength (Athletics) check to peel the larva off.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"unaligned","Challenge Rating":"1/8/2024"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Sayona","description":"Occasionally called “weeping vampires” for their ability to cry tears of blood, sayonas are powerful and intelligent undead creatures that hunt mortals to steal from them what they envy most: the ability to exist within living flesh. While they aren’t true vampires, similarity between these two creatures creates substantial confusion to those unfamiliar with sayonas. While sayonas and vampires sustain themselves off mortal blood, sayonas don’t consume the blood, but rather absorb it through their skin (even when using blood drain), using it to transform their twisted forms back into some semblance of the beauty they had—or believe they had—in life. Coveting Youth. Above all else, sayonas covet youth. Stories of their origins claim that the first sayona was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover’s children, then killed herself. 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Sazakan are dwarf-like elementals native to the Material Plane. The first sazakan were dwarves frozen for centuries as sculptures in an ice elemental's (see Tome of Beasts 2) lair. When the elemental perished during a particularly warm winter brought on by a nearby cult's corruption of the area, its residual elemental magic infused the sculptures, imbuing them with a new life and a new purpose: to cherish and protect their icy homelands from all corruption. Giant Foes or Friends. Some giants ally themselves with sazakan, seeing the natural advantage of befriending such creatures. Others cannot look past their resemblance to dwarves and attack them on sight. Crafted of Ice. Sazakan do not reproduce. Each is carved from glacial ice by another sazakan and imbued with a portion of the crafter's elemental essence. No two sazakan are alike. This method of creation makes sazakan rare, as their population growth is slow and deliberate. Blizzard Heart . Nearby weather responds to the sazakan's desires. At the start of each hour, the sazakan can choose to change the precipitation and temperature within 1 mile of it by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the control weather spell, except the sazakan can't change the wind, the conditions change immediately, and the sazakan can never make it warm, hot, or unbearable heat. Icy Nature. The sazakan is infused with elemental power, and it requires only half the amount of air, food, and drink that a Humanoid of its size needs. Wintry Aura . At the start of each of the sazakan's turns, each creature within 5 feet of it takes 7 (2d6) cold damage. Actions Multiattack . The sazakan makes three Icy Wind Lash attacks. Icy Wind Lash . Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) cold damage. If the sazakan scores a critical hit, the target is restrained by ice until the end of its next turn. Ice Whirlwind (Recharge 5-6) . The sazakan surrounds itself in icy wind. Each creature within 10 feet of the sazakan must make a DC 15 Strength saving throw. On a failure, a creature takes 28 (8d6) cold damage, and is pushed up to 15 feet away from the sazakan and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. If the saving throw fails by 5 or more, the creature is also restrained as its limbs become encased in ice. A creature, including the encased creature, can break the encased creature free by succeeding on a DC 15 Strength check. The encased creature is also freed if it takes fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Scaladar","description":"Scaladar are constructs created by Trobriand, one of Halaster’s apprentices. They move and attack like giant scorpions, grabbing prey with two large pincer claws and delivering a deadly pulse of lightning with their metal stinger tails. Trobriand’s Rings. Trobriand crafted magic rings to control the scaladar. Each ring is a black metal loop with a stinger-shaped protrusion. No scaladar can harm the wearer of such a ring, and any scaladar within 100 feet of a ring wearer must obey its spoken commands. The magic of the ring enables the scaladar to understand and interpret these commands, even though the creatures have no language of their own. If given contradictory commands from two different ring wearers, a scaladar immediately shuts down and becomes incapacitated for 1 hour. Trobriand has a master ring that lets him override the commands of other ring wearers without causing a scaladar to shut down. Trobriand’s rings function only in Undermountain. Constructed Nature. A scaladar doesn’t require air, food, drink, or sleep. Traits Lightning Absorption. Whenever the scaladar is subjected to lightning damage, it takes no damage, and its sting deals an extra 11 (2d10) lightning damage until the end of its next turn. Scaladar Link. The scaladar knows the location of other scaladar within 100 feet of it, and it can sense when any of them take damage. Actions Multiattack. The scaladar makes three attacks: two with its claws and one with its sting. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The scaladar has two claws, each of which can grapple one target. Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) lightning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"unaligned","Expansion":7394,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Scaladar","description":"Scaladar are constructs created by Trobriand, one of Halaster’s apprentices. They move and attack like giant scorpions, grabbing prey with two large pincer claws and delivering a deadly pulse of lightning with their metal stinger tails. Trobriand’s Rings. Trobriand crafted magic rings to control the scaladar. Each ring is a black metal loop with a stinger-shaped protrusion. No scaladar can harm the wearer of such a ring, and any scaladar within 100 feet of a ring wearer must obey its spoken commands. The magic of the ring enables the scaladar to understand and interpret these commands, even though the creatures have no language of their own. If given contradictory commands from two different ring wearers, a scaladar immediately shuts down and becomes incapacitated for 1 hour. Trobriand has a master ring that lets him override the commands of other ring wearers without causing a scaladar to shut down. Trobriand’s rings function only in Undermountain. Constructed Nature. A scaladar doesn’t require air, food, drink, or sleep. Traits Lightning Absorption. Whenever the scaladar is subjected to lightning damage, it takes no damage, and its sting deals an extra 11 (2d10) lightning damage until the end of its next turn. Scaladar Link. The scaladar knows the location of other scaladar within 100 feet of it, and it can sense when any of them take damage. Actions Multiattack. The scaladar makes three attacks: two with its claws and one with its sting. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The scaladar has two claws, each of which can grapple one target. Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) lightning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"unaligned","Expansion":29191,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Waterdeep - Dungeon of the Mad Mage"},{"name":"Scaldor","description":"As the child of a minor noble in Neverwinter, Scaldor was used to seeing their father vie for the attention of those more powerful than him to elevate his station in life. Their keen eyes picked up on the intricacies of interacting with those above them, and it would serve them well when their father secured them a place in Lord Nasher Alagondar's court. Even at such a young age, their charming personality and sharp wit made them an indispensable member of the court. When the ways of wizardry caught their eye, it was because of their connections at court they could afford to be tutored by some of the finest arcane minds available instead of attending the Neverwinter Academy in the Beggars Nest district of the city. Once their studies were complete, much to their father's disappointment, they left the court to travel the land. They had their first great adventure when they joined a small group of adventurers exploring the crypt of a long-forgotten mage, braving the traps and creatures that lurked in the stone halls. They returned triumphant, securing more knowledge to research. Traits Arcane Recovery (1/Day). When you finish a short rest, you can choose to recover an expended 1st-level spell slot. Childlike Appearance. You have advantage on Deception skill checks against creatures of Medium size or larger. Court Functionary. Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours. Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Spellcasting. Your spellcasting ability is Intelligence (+4 to hit with spell attacks, spell save DC 12). You have the following wizard spells prepared: Cantrips (at will): fire bolt, friends, shocking grasp, thaumaturgy 1st level (2 slots): burning hands, comprehend languages, shield Actions Attack. You can attack when you take this action, using the following: Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d6 − 1 bludgeoning damage or 1d8 − 1 bludgeoning damage when used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Genasi, Halfling)","Expansion":24690},"publisher":"Gnome Made Games","book":"An Elf and an Orc Had A Little Baby"},{"name":"Scalebreaker Commander Callisto","description":"Commander Callisto, a male Scalebreaker Knight , has looked after the Dragon Vault for thirty years as the head of the Scalebreaker Legion. He himself is noted for having slain the children of Amarodial “Bitterheart” the Black Dragon of the Eastern Vales when they ventured over the mountains into Caspian territory. That was some time ago, and now, over the age of seventy, Commander Callisto has retired from the battlefield and helps train new recruits. He is a strict commander who expects the best from his knights, and constantly reminds them that if they think he is too harsh, they will be sorely disappointed with how a dragon treats them. Callisto has short gray hair and keeps a gray stubble beard. He has an eyepatch over his left eye and three scars across his face — a memento from one of his earliest battles. Commander Callisto wears the same armor into battle each and every time, complete with its many burn marks, dents, and holes from draconic teeth and claws. He is missing his left arm after having lost it to a red dragon on the Drakeclaw Mountains years ago. Despite his injury he returned with the head of the dragon in tow. Anyone who has made a comment about his missing arm is thrown into the training pit with the commander, who challenges them to beat him in a duel. The Scalebreaker Commander remains undefeated.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Scalebreaker Knight","description":"The Scalebreakers are renowned Caspian knights trained specifically for dragon slaying, and monster hunting. They train for years to perfect teamwork, organized strikes, and unique combat tactics that make them a fearsome foe on the battlefield, or a competent ally.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Scanlan Shorthalt","description":"Bard extraordinaire, champion of the Knowing Mentor, and braggadocious hero of all Exandria, Scanlan Shorthalt is the kind of adventurer who will never let you forget his name. He’s personally ensured that the bards spreading his legend across the world will sing his praises for decades to come. After the Epilogue. Scanlan has always been a self-centered, showboating braggart, but it doesn’t mean he doesn’t have a heart. These days, friendship and family mean more to him than anything, even if he’s still not very good at showing it. Following the defeat of the Whispered One, Scanlan eventually proposed to his long-pursued sweetheart, Pike Trickfoot, and they were married in a grand ceremony. The duo had a pair of children, one named Juniper (Juni) and the other named Wilhand’ildan (Wax). When the children were grown and in school, Pike and Scanlan amicably divorced and went their separate ways, remaining good friends—and occasional lovers—but content to follow their own paths. Scanlan is approaching a century of life, but as a long-lived gnome, his looks are much as they were in his adventuring days except for his slowly receding hairline and the slight belly he’s developed. Vanity dies slowly, though, and he hides even this modest amount of aging with a comb-over, frequent use of his trademark beret, and well-placed illusion magic when he needs to look portrait perfect. Scanlan likes to sing songs of the Vox Machina days to crowded houses in cities across Tal’Dorei. He spends his winters in Ank’Harel, where he and his daughter Kaylie operate their high-end trading business, Meatman Imports & Sexports. It’s a good job that keeps him constantly traveling around Exandria, suiting his interest in seeking out new people and places around the world—and for new performance venues and places to get into trouble. Also, he has a mustache now. He thinks it makes him look distinguished. Vox Machina Heroes. Scoundrels. Legends. Dumbasses. The legacy of the adventuring party Vox Machina is a complicated one. Over the course of their adventures, they’ve selflessly saved the lives of thousands of people in Tal’Dorei, Wildemount, Issylra, and beyond. Of course, there are also countless tales of individuals they’ve bullied, threatened, insulted, or otherwise needlessly antagonized throughout those same adventures. These legendary figures grew from a band of dime-a-dozen sellswords in the swamp burgh of Stilben to gods-blessed warriors whose actions might have saved all of Exandria from a future of undead tyranny. The deeds of Vox Machina are sung by bards across Tal’Dorei, often exaggerating those already belief-defying tales of gods and monsters and magic. But though their legend has grown wild and unruly, the members of Vox Machina are still people. More than twenty years have passed since their last great campaign. Most of them are still alive, and the lives of these heroes have changed—in big ways and in smaller, more subtle ones. Those among them who age have softer bodies and lines on their faces. Those among them who don’t age still show the weight of the world upon their shoulders. By and large, the members of Vox Machina have set aside weapons, armor, and spells in favor of more subtle ways of helping others. Some lead the lands they were born to lead. Others have been elected to the Tal’Dorei Council, shaping the fate of the continent’s people with quiet wisdom rather than blades and battle cries. Still, each member of this legendary band of adventurers would take up arms again in an instant if it meant protecting those they care for the most. And the Vestiges of Divergence, whose power they unlocked in the battles against the Cinder King and the Whispered One, are still within their grasp. The following stat blocks are here for GMs to use if their players encounter a member of Vox Machina—hopefully as an ally or a \"quest giver,\" for woe betide anyone who encounters these legendary heroes as a foe. These statistics don’t represent the full extent of the characters’ abilities as 20th-level adventurers, but have been streamlined to make them easier for the Game Master to run. Traits Gnome Cunning. Scanlan has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Focused. Scanlan has advantage on Constitution saving throws made to maintain concentration on spells. Special Equipment. Scanlan wields Mythcarver , wears +2 studded leather armor of acid resistance and a ring of protection with a +2 bonus, and carries a hat of disguise and a wand of magic missiles . Spellcasting. Scanlan is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). He has the following bard spells prepared: Cantrips (at will): mage hand, message, minor illusion, vicious mockery 1st level (4 slots): healing word, thunderwave 2nd level (3 slots): blindness/deafness, hold person, invisibility, suggestion 3rd level (3 slots): counterspell, lightning bolt, stinking cloud 4th level (3 slots): dimension door, polymorph, resilient sphere 5th level (3 slots): arcane hand, dominate person, modify memory, seeming 6th level (2 slots): eyebite 7th level (2 slots): magnificent mansion, reverse gravity 8th level (1 slot): dominate monster 9th level (1 slot): true polymorph Toughness. Scanlan has an additional 40 hit points. Actions Mythcarver. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and 3 (1d6) force damage. Bonus Actions Arcane Fist (8th Level). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 45 (10d8) force damage. Scanlan can use this bonus action only while concentrating on the arcane hand spell. Bardic Inspiration (6/Short Rest). Scanlan grants a Bardic Inspiration die to one creature other than himself within 60 feet of him who can hear him. Once within the next 10 minutes, the creature can roll a d12 and add the number rolled to one ability check, attack roll, or saving throw it makes. When Scanlan uses this ability, he gains advantage on attack rolls with Mythcarver until the end of his turn. Healing Word (5th Level). Scanlan casts healing word , restoring 18 (5d4 + 6) hit points to himself or another creature he can see within 60 feet of him. Reactions Cutting Words. When a creature Scanlan can see within 60 feet of him makes an attack roll, an ability check, or a damage roll, he can expend a use of Bardic Inspiration to roll a d12 and subtract the number rolled from the creature’s roll. The creature also has disadvantage on its next saving throw.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Expansion":20583,"Challenge Rating":15},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Scarab Duke","description":"If the Scarab has another name, few know it and none use it. Large in size and possessing awesome strength, the Scarab is a tempestuous summer fey, not unlike his commander, Iris Clearwind. Though he seldom speaks, his menacing air and hulking red and black form was used frequently by the queen to intimidate courtiers, diplomats, and other visitors to her realm. Lair Actions Fey plants and the faerie presence have created a surplus of ambient magic that the faerie champions can manipulate to take lair actions. The saving throw DC and damage of the lair actions depend on the level of the hunt, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam Vdist 3rd 12 3 ( 1d6 ) 5 ft. 7th 14 7 ( 2d6 ) 10 ft. 11th 15 10 ( 3d6 ) 15 ft. Lair Actions. On initiative count 20 (losing initiative ties) of wave 3, the faerie champions use a lair action; the champions can’t use the same effect two rounds in a row: Spatial Reshaping. The friction between the Material Plane and Plane of Fey starts to grind in a 10-foot-radius sphere centred on each of the champions. Each other creature in either of the areas must make a VDC Strength saving throw . The creature is pulled 10 feet toward the nearest champion on a failed save and pushed backward 10 feet from the nearest champion on a successful one. Embrace the Wild. The faerie champions send a surge of magic into the gateway that is instantly reflected in a flash of fey magic. Rifts appear in two 5-foot spaces the champions can see. For each space, roll a d6 on the Fey Magic Rift table below to determine the result. Fey Magic Rift d6 Fey Magic 1 A cracking bolt of energy explodes in the rift’s space. Each creature within Vdist of the space must make a VDC Dexterity saving throw , taking Vdam x 2 force damage on a failed save, or half as much damage on a successful one. 2 Rainbow-coloured light erupts in a bursting kaleidoscope. Each creature within Vdist of the space must succeed on a VDC Constitution saving throw or be blinded until initiative count 20 of the next round. 3 Gravity doubles in a Vdist radius centred on the rift’s space. The affected area is difficult terrain until initiative count 20 of the next round. 4 A burst of psychic energy lashes out from the rift’s space. Each creature within Vdist of the space must make a VDC Intelligence saving throw , taking Vdam psychic damage and being unable to take reactions until the start of its next turn on a failed save, or half as much damage and no other effect on a successful one. 5 A writhing mass of vines and roots bursts from the ground in the rift’s space, lashing out in a Vdist radius . Each creature in the area must make a VDC Strength saving throw or be grappled ( escape DC equals VDC ) by the twisting plantlife. The plants wither and die on initiative count 20 of the next round. 6 A burst of chaos strikes in the rift’s space. Each creature within Vdist of the space must succeed on a VDC Charisma saving throw or have any magic items it is wearing or carrying temporarily lose their magical properties until initiative count 20 of the next round.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"lawful nuetral","Challenge Rating":12},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Scarab Knight","description":"If the Scarab has another name, few know it and none use it. Large in size and possessing awesome strength, the Scarab is a tempestuous summer fey, not unlike his commander, Iris Clearwind. Though he seldom speaks, his menacing air and hulking red and black form was used frequently by the queen to intimidate courtiers, diplomats, and other visitors to her realm. Lair Actions Fey plants and the faerie presence have created a surplus of ambient magic that the faerie champions can manipulate to take lair actions. The saving throw DC and damage of the lair actions depend on the level of the hunt, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam Vdist 3rd 12 3 ( 1d6 ) 5 ft. 7th 14 7 ( 2d6 ) 10 ft. 11th 15 10 ( 3d6 ) 15 ft. Lair Actions. On initiative count 20 (losing initiative ties) of wave 3, the faerie champions use a lair action; the champions can’t use the same effect two rounds in a row: Spatial Reshaping. The friction between the Material Plane and Plane of Fey starts to grind in a 10-foot-radius sphere centred on each of the champions. Each other creature in either of the areas must make a VDC Strength saving throw . The creature is pulled 10 feet toward the nearest champion on a failed save and pushed backward 10 feet from the nearest champion on a successful one. Embrace the Wild. The faerie champions send a surge of magic into the gateway that is instantly reflected in a flash of fey magic. Rifts appear in two 5-foot spaces the champions can see. For each space, roll a d6 on the Fey Magic Rift table below to determine the result. Fey Magic Rift d6 Fey Magic 1 A cracking bolt of energy explodes in the rift’s space. Each creature within Vdist of the space must make a VDC Dexterity saving throw , taking Vdam x 2 force damage on a failed save, or half as much damage on a successful one. 2 Rainbow-coloured light erupts in a bursting kaleidoscope. Each creature within Vdist of the space must succeed on a VDC Constitution saving throw or be blinded until initiative count 20 of the next round. 3 Gravity doubles in a Vdist radius centred on the rift’s space. The affected area is difficult terrain until initiative count 20 of the next round. 4 A burst of psychic energy lashes out from the rift’s space. Each creature within Vdist of the space must make a VDC Intelligence saving throw , taking Vdam psychic damage and being unable to take reactions until the start of its next turn on a failed save, or half as much damage and no other effect on a successful one. 5 A writhing mass of vines and roots bursts from the ground in the rift’s space, lashing out in a Vdist radius . Each creature in the area must make a VDC Strength saving throw or be grappled ( escape DC equals VDC ) by the twisting plantlife. The plants wither and die on initiative count 20 of the next round. 6 A burst of chaos strikes in the rift’s space. Each creature within Vdist of the space must succeed on a VDC Charisma saving throw or have any magic items it is wearing or carrying temporarily lose their magical properties until initiative count 20 of the next round.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"lawful nuetral","Challenge Rating":8},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Scarab Squire","description":"If the Scarab has another name, few know it and none use it. Large in size and possessing awesome strength, the Scarab is a tempestuous summer fey, not unlike his commander, Iris Clearwind. Though he seldom speaks, his menacing air and hulking red and black form was used frequently by the queen to intimidate courtiers, diplomats, and other visitors to her realm. Lair Actions Fey plants and the faerie presence have created a surplus of ambient magic that the faerie champions can manipulate to take lair actions. The saving throw DC and damage of the lair actions depend on the level of the hunt, as shown in the Variable Lair Action Statistics table. Variable Lair Action Statistics Hunt Level VDC Vdam Vdist 3rd 12 3 ( 1d6 ) 5 ft. 7th 14 7 ( 2d6 ) 10 ft. 11th 15 10 ( 3d6 ) 15 ft. Lair Actions. On initiative count 20 (losing initiative ties) of wave 3, the faerie champions use a lair action; the champions can’t use the same effect two rounds in a row: Spatial Reshaping. The friction between the Material Plane and Plane of Fey starts to grind in a 10-foot-radius sphere centred on each of the champions. Each other creature in either of the areas must make a VDC Strength saving throw . The creature is pulled 10 feet toward the nearest champion on a failed save and pushed backward 10 feet from the nearest champion on a successful one. Embrace the Wild. The faerie champions send a surge of magic into the gateway that is instantly reflected in a flash of fey magic. Rifts appear in two 5-foot spaces the champions can see. For each space, roll a d6 on the Fey Magic Rift table below to determine the result. Fey Magic Rift d6 Fey Magic 1 A cracking bolt of energy explodes in the rift’s space. Each creature within Vdist of the space must make a VDC Dexterity saving throw , taking Vdam x 2 force damage on a failed save, or half as much damage on a successful one. 2 Rainbow-coloured light erupts in a bursting kaleidoscope. Each creature within Vdist of the space must succeed on a VDC Constitution saving throw or be blinded until initiative count 20 of the next round. 3 Gravity doubles in a Vdist radius centred on the rift’s space. The affected area is difficult terrain until initiative count 20 of the next round. 4 A burst of psychic energy lashes out from the rift’s space. Each creature within Vdist of the space must make a VDC Intelligence saving throw , taking Vdam psychic damage and being unable to take reactions until the start of its next turn on a failed save, or half as much damage and no other effect on a successful one. 5 A writhing mass of vines and roots bursts from the ground in the rift’s space, lashing out in a Vdist radius . Each creature in the area must make a VDC Strength saving throw or be grappled ( escape DC equals VDC ) by the twisting plantlife. The plants wither and die on initiative count 20 of the next round. 6 A burst of chaos strikes in the rift’s space. Each creature within Vdist of the space must succeed on a VDC Charisma saving throw or have any magic items it is wearing or carrying temporarily lose their magical properties until initiative count 20 of the next round.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"lawful nuetral","Challenge Rating":3},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Scarab, Ruin","description":"The large beetle is bone white and moves in eerie silence, carving into a pile of corpses with incredible speed. Ruin scarabs are undead preparers of the dead, stripping meat from bones with cleaver-like mandibles and sorting of dead matter for their masters. Undead Pets. These undead beetles were created by lords of undeath with just enough intelligence to be trainable. They butcher corpses with ease and determination, they clean the bones, and they sort and store the various vital bits for later use. The scarabs make fine guards, and every so often, they employ both sets of skills simultaneously when unwanted intruders stop by. They are commonly found roaming important mausoleums and necropolises as guards and cleaners, and they serve as guards deterrents in the demesne of undead lords. Rare Parts Retrieval. Occasionally, a necromancer needs a very specific component for a ritual, or for a fine supper—maybe an aasimar spleen, a basilisk eye, a certain drake's wing, or a giant oyster's pearl. Whatever the need, ruin scarabs make excellent retrievers, going straight to the source for the freshest of specimens. Flesh-Eating Aura. When a creature that doesn't have all of its hp starts its turn within 10 feet of the scarab, the creature takes 2 (1d4) necrotic damage. In addition, any magical healing within 10 feet of the scarab is halved. Silent Steps. No sound emanates from the ruin scarab, whether moving, attack, or ripping into a corpse. It has advantage on Dexterity (Stealth) checks, and each creature within 5 feet of the scarab is deafened. Undead Nature. The ruin scarab doesn't require air, food, drink, or sleep. Unstoppable. Moving through difficult terrain doesn't cost the ruin scarab extra movement, and its speed can't be reduced. Actions Multiattack. The ruin scarab makes two Bite attacks. It can replace one attack with a use of Gut Rip. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) slashing damage plus 5 (2d4) necrotic damage, and the target must make a DC 14 Strength saving throw. On a failure, the target is knocked prone or pushed 5 feet away, the scarab's choice. Gut Rip. The ruin scarab tears into one prone creature within 5 feet of it. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 11 (2d10) slashing damage and 5 (2d4) necrotic damage and is incapacitated for 1 minute. On a success, the target takes half the damage and isn't incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions Relentless Pursuit. When a creature within 10 feet of the ruin scarab moves away from it, the scarab can move up to half its speed toward that creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Scarab, Suncatcher","description":"The immense scarab is a radiant gold and green. As its elytra open, colorful wings unfurl, and a loud droning fills the air. The suncatcher scarab gets its name from the stained-glass pattern on its wings, which cast colorful shadows when it flies overhead. Unfortunately, such shadows often presage destruction. Product of Godly Intervention. This massive insect is a relic of a bygone age, though details are scant. Some believe it was once the avatar of a god, others say it was created to end a now dead civilization, and some societies claim it helped their ancestors triumph in an all-but-forgotten war. Now, however, the suncatcher scarab is a simple, if large, insect. Destructive Force. A suncatcher scarab is usually remains underground, tending its boulder-sized eggs or slumbering for decades at a time. However, hunger or natural disasters such as an earthquake can disturb it, making it burrow for the surface. Once exposed to the sun, the scarab goes on a rampage, destroying anything in its path and devouring just about anything to sate its omnivorous hunger. If not stopped, the beast eventually tires and returns to its underground lair, where it remains for decades before returning to the surface. Discordant Drone. Creatures within 15 feet of the suncatcher scarab can't hear each other's spoken words and can't cast spells with verbal components. Siege Monster. The suncatcher scarab deals double damage to objects and structures. Unstoppable. Moving through difficult terrain doesn't cost the suncatcher scarab extra movement, and its speed can't be reduced. Actions Multiattack. The suncatcher scarab makes three Bite attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn. Burrowing Burst. If the suncatcher scarab burrows at least 20 feet as part of its movement, it can use this action to emerge in a space that contains one or more other creatures. Each of those creatures and each creature within 10 of the scarab's space must make a DC 16 Dexterity saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and is pushed up to 10 feet out of the scarab's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the scarab's space. The area within 10 feet of the scarab's space then becomes difficult terrain. Wing Beat (Recharge 5-6). The suncatcher scarab rapidly beats its wings, releasing sound or light in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. The effect depends on if the elytra is closed or open: Closed Elytra. On a failed save, a creature takes 35 (10d6) thunder damage, is pushed up to 15 feet away from the scarab, and is knocked prone. On a successful one, a creature takes half the damage and isn't pushed or knocked prone. Open Elytra. On a failed save, a creature takes 35 (10d6) radiant damage and is blinded until the end of its next turn. On a successful one, a creature takes half the damage and isn't blinded.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Scarecrow","description":"At harvest time, when death revisits the twilit world and summer’s blossoms bow their withered heads, eerie scarecrows loom in silent vigil over empty fields. With immortal patience, these stoic sentinels hold their posts through wind, storm, and flood, bound to their master’s command, eager to terrify prey with its sackcloth visage and rend victims with its razor-sharp claws. Spirit-Powered Constructs. A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is this uncanny presence from beyond death that allows a scarecrow to inspire fear in those it gazes upon. Hags and witches often bind scarecrows with the spirits of demons, but any evil spirit will do. Although aspects of the spirit’s personality might surface, a scarecrow’s spirit doesn’t recall the memories it had as a creature, and its will is focused solely on serving its creator. If its creator dies, the spirit inhabiting a scarecrow either continues to follow its last commands, seeks revenge for its creator’s death, or destroys itself. Construct Nature. A scarecrow doesn’t require air, food, drink, or sleep. Traits False Appearance : While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow. Actions Multiattack : The scarecrow makes two claw attacks. Claw : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow’s next turn. Terrifying Glare : The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow’s next turn. The frightened target is paralyzed.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Scarlet Ibis","description":"This gigantic marsh bird has blood-red feathers and a scythe-like beak. Its eyes shine with intelligence as it scans its surroundings. Accursed Bird. Scarlet ibises are not inherently malevolent, and many visitors to the swamp assume they are natural, if overly large, birds. However, their beaks bestow unluck on those touched or struck by them. The ibises usually reserve their cursed attacks as retribution for themselves, but swamp dwellers sometimes plea for the birds’ intercession on those who have wronged them. Scarlet ibises have keen judgment to determine the worthiness of these requests. Those who know about scarlet ibises and their terrible curses avoid killing the birds and typically warn others about the consequences of killing them. Less scrupulous folk instead encourage naïve travelers to destroy a scarlet ibis then pick off the travelers suffering from the aftereffects of combat with the birds. Dream Portent. The scarlet ibis is a symbol of ill omens that appears in dreams. This omen precedes a setback—such as inclement weather, a tremor, the group getting lost, or a lame mount or pack animal—but it can also indicate a doomed mission. After a series of unfortunate incidents, the scarlet ibis makes a physical appearance, signifying the bad luck has ended. This sometimes incites the unfortunates to avenge themselves on the bird under the mistaken belief the ibis is the cause of the problems. Egret Harpy Friends. Scarlet ibises congregate with egret harpies and enjoy mutual protection. Uninformed observers believe the ibises are the harpies’ pets, at least until they witness conversations between the two. Egret harpies never ask the ibises to curse enemies regardless of circumstances, but ibises who witness or know of attacks on egret harpy companions take it upon themselves to inflict bad luck in revenge.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Scarlet Shadow","description":"Scarlet Shadow doesn’t share his name or background. Only the dragonborn’s closest friend, Radlee Thugram, knows he once belonged to an assassin’s guild that bore his name. After a bloody guild war left Scarlet as his organization’s only survivor, he took on the guild’s name as his own and became an independent contract killer. Eventually, Scarlet joined forces with Radlee and then the rest of the Soulbinders. Long before Scarlet’s curse, he’d already lost most of his humanity. Killing is his only purpose and sadistic pleasure, and he doesn’t want to be just any god—he wants to be the god of death. The assassin is bound to the ring of scarlet shadows , the last symbol of his old guild. Traits Assassinate. During his first turn, Scarlet has advantage on attack rolls against any creature who hasn’t taken a turn. The first hit Scarlet scores against a surprised creature is a critical hit. Sneak Attack ( 1 /Turn). Scarlet deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Scarlet who isn’t incapacitated and Scarlet doesn’t have disadvantage on the attack roll. Actions Multiattack. Scarlet makes three Shadow Blade or three Shortbow attacks. Shadow Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) necrotic damage. If a target is hit by two or more Shadow Blade attacks on a turn, they must succeed on a DC 18 Wisdom saving throw or be blinded until the end of their next turn. Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 11 (1d8 + 7) piercing damage. Razor Garrote. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage. If the target is a Medium or smaller creature, they are grappled (escape DC 17). Until this grapple ends, the target is restrained, they take 22 (5d8) slashing damage at the start of each of their turns, and Scarlet can’t attack another target. Umbral Breath (Recharge 6 ). Scarlet exhales dark flame in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) necrotic damage and is frightened of Scarlet for 1 minute (save ends at end of turn). On a successful save, a creature takes half as much damage and isn’t frightened. Bonus Actions Cunning Action. Scarlet takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dragonborn)","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Scarsupial","description":"They dropped from the tree, looking like small boulders covered in grey moss. As they neared the ground, they spread their wicked claws wide to attack. Scarsupials, also called drop beasts, killer-awahs, and gravity bears by various groups, are creatures of the great forests. They lurk in the high canopy of the trees, waiting for prey to pass along the jungle floor. Scarsupials range in numbers from solitary bulls to colonies of the creatures, and they are cunning enough to coordinate their attacks. At rest, they appear to be mostly harmless, pudgy grey bears. When on the hunt, they extend long, needle-sharp claws, and their eyes glow a baleful red. Patient Hunters. Scarsupials normally feast on birds, squirrels, and small monkeys, but their favorite prey are slow-moving ground-dwelling creatures, who rarely see them coming. Colonies of scarsupials will coordinate ambushs on larger prey, waiting until their target is within range before dropping down on the creature. If the colony brings down large prey, it drags the body up into the canopy and leisurely feasts on the remains. Finding the bodies of ground-dwelling animals stuck in trees is a sure sign of scarsupial presence. Death from On High. Scarsupials prefer to take the high ground against larger opponents. They dive on their foes from trees or other high perches, knocking down their prey and biting exposed flesh. Those that miss quickly scramble back up into the trees to make another attack, or aid their fellows that have downed prey. Perfect Landing. A scarsupial doesn't take damage from falling and is never knocked prone from falling. Vertical Pounce. If the scarsupial moves vertically, such as by falling from a tree, 10 feet towards a creature and then hits with a claw attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the scarsupial can make a bite attack as a bonus action. Actions Multiattack. The scarsupial makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage. Bonus Actions Scrabble. The scarsupial takes the Dash or Disengage action.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Scavenger","description":"The Scavenger handles like a small bus and is used to sift through battlefield detritus for scrap metal and other materials worth salvaging. Attached to the back of the vehicle is a swinging crane with an iron grappling claw fastened to the end of a winch and a 50-foot-long chain.","properties":{"Category":"Monsters","Size":"Huge vehicle","Type":"9,000 lb.","Expansion":4414},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Scavenger","description":"The Scavenger handles like a small bus and is used to sift through battlefield detritus for scrap metal and other materials worth salvaging. Attached to the back of the vehicle is a swinging crane with an iron grappling claw fastened to the end of a winch and a 50-foot-long chain. Traits Crushing Wheels. The Scavenger can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3d10) bludgeoning damage. This trait can’t be used against a particular creature more than once each turn. Magic Weapons. The Scavenger's weapon attacks are magical. Prone Deficiency. If the Scavenger rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright. Action Stations Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Scavenger. Grappling Claw (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The target is grappled (escape DC 12). If the target is a creature, it is restrained until the grapple ends. The grappling claw can grapple only one target at a time, and the claw’s operator can use a bonus action to make the claw release whatever it’s holding. 2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"vehicle (9,000 lb.)"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Scheznyki","description":"These small, vicious fey look like dirty, lazy dwarves dressed in burlap pants and shirts tied on with dirty twine and frayed rope. They are usually bootless with broken, dirty toenails and wearing rough burlap and leather tams as hats. Corrupted Dwarves. Nicknamed “vanishers,” these small, vicious, dwarf-like fey haunt abandoned quarries and ancient ruins, killing and robbing unsuspecting visitors. Legend says the scheznykis are lazy dwarves corrupted by the shadow fey, though others claim that these are dwarves who swore allegiance to fey lords and ladies long ago. They live in drowned and abandoned mines, tumbledown ruins, and even in the tomb complexes of long‑departed priests and god-kings. Magical Hats. Their shadow fey masters have given them magical hats that allow them to fly and become invisible at will. These hats can be stolen and used by adventurers (see sidebar), but the scheznykis fight hard to retrieve them. Arcane Beards. If an adventurer can successfully grapple a scheznyki, they can attempt to cut the creature’s beard with a magical blade (the beard is AC 15 and has 5 hp). When an attacker successfully cuts off the beard, the scheznyki loses access to all spell-like and spell casting abilities—and the beard hair itself is valuable in making potion inks. If the scheznyki loses its hat and beard at the same time, it falls into a deep, wasting coma and dies in 24 hours or when next exposed to sunlight. When this occurs, the scheznyki’s body crumbles into dust and blows away one round later. If its beard is magically mended or regrown, or its hat restored to its head before this happens, the scheznyki recovers fully and immediately. Vanisher Hat Wondrous item, uncommon (requires attunement) This hat grants a non-scheznyki wearer the ability to become invisible or fly once per day (self only) for up to 1 minute. The wearer must use an action to trigger the hat’s ability. The hats normally appear to be rough burlap tams, but a true seeing spell reveals them to be golden, bejeweled coronets. Traits Innate Spellcasting: The scheznyki’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: dancing lights, darkness, detect evil and good, faerie fire, invisibility , fly , mage hand, ray of frost (*only when wearing a vanisher hat) 5/day each: magic missile, ray of enfeeblement, silent image 3/day each: locate object (radius 3,000 ft. to locate a vanisher hat), hideous laughter, web 1/day each: dispel magic, dominate person, hold person Magic Resistance: The scheznyki has advantage on saving throws against spells and other magical effects. Actions Multiattack: The scheznyki makes four war pick attacks or two hand crossbow attacks. Heavy Pick: Melee Weapon Attack : +7 to hit, reach 5 ft., One target. Hit : 8 (1d8 + 4) Piercing damage. Hand Crossbow: Ranged Weapon Attack : +5 to hit, range 30/120 ft., One Target. Hit : 5 (1d6 + 2) Piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Scholar","description":"Scholars are intellectuals that dedicate themselves to the study of a particular area, such as banking, engineering, or law. While their breadth of study is not broad, they put their knowledge to practical use, often earning high salaries in their communities as guild accountants, royal architects, city barristers, and similar learned positions. Wide Contacts. The scholar maintains a network of contacts from many walks of life in their communities and abroad, often utilizing these contacts in the practice of their focus. For example, a barrister might have trusted acquaintances in the local constabulary, among high-ranking nobles, and even in the criminal underworld.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Scholarly Agent","description":"Scholarly agents are low-ranking members of an academic organization. They know a few tricks to help them avoid danger, and they study magic that enables them to decipher secrets of the pas t and identify magical relics. Scholars of Allsight The Allegiance of Allsight is a scholarly faction that operates primarily within the Marquesian metropolis of Ank’Harel. Though most members of the allegiance are academics unfamiliar with combat, the faction’s field agents are skilled archaeologists who are also trained to contend with and overcome the threats that lurk in the depths of Exandria. Traits Spellcasting. The agent casts one of the following spells, using Intelligence as the spellcasting ability: At will: dancing lights , mage hand 1/day each: comprehend languages , identify (as an action), mage armor Actions Arcane Shock. Melee or Ranged Spell Attack : +5 to hit, reach 5 ft. or range 30 ft., one target. Hit : 14 (2d10 + 3) lightning damage. If the target is a creature, it can’t take reactions until the start of its next turn. Reactions Glyph of Shielding. The agent adds 2 to its AC against one attack that would hit it. To do so, the agent must be able to see the attacker and have a free hand.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Wizard)","Alignment":"Any","Expansion":13016,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Scholarly Excavator","description":"Field research is often dangerous work, especially when it involves ancient magic and monster-infested ruins. Scholarly excavators are trained to deal with those dangers, adept at protecting their allies and clearing obstacles from their path. Scholars of Allsight The Allegiance of Allsight is a scholarly faction that operates primarily within the Marquesian metropolis of Ank’Harel. Though most members of the allegiance are academics unfamiliar with combat, the faction’s field agents are skilled archaeologists who are also trained to contend with and overcome the threats that lurk in the depths of Exandria. Traits Siege Expert. The excavator deals double damage to objects and structures. Actions Multiattack. The excavator makes three Thunderous Warhammer attacks. Thunderous Warhammer. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) thunder damage. Bonus Actions Telekinetic Toss (Recharge 5–6). The excavator targets one Medium or smaller creature or an object weighing 300 pounds or less that isn’t being worn or carried. The target, which must be within 30 feet of the excavator and visible to it, is magically pushed up to 20 feet horizontally in a direction of the excavator’s choice. If the target is a creature, it can make a DC 13 Strength saving throw to resist the effect and is not pushed on a successful save.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid","Alignment":"Any","Expansion":13016,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Scholarly Mastermind","description":"Scholarly masterminds are the formidable leaders of academic research organizations, responsible for planning and carrying out operations that delve into the secrets of the past. Some masterminds are headmasters at academies or universities. Others operate individually and in secret, pursuing agendas that might diverge wildly from those of the rest of their organization. Scholars of Allsight The Allegiance of Allsight is a scholarly faction that operates primarily within the Marquesian metropolis of Ank’Harel. Though most members of the allegiance are academics unfamiliar with combat, the faction’s field agents are skilled archaeologists who are also trained to contend with and overcome the threats that lurk in the depths of Exandria. Traits Spellcasting. The mastermind casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: alter self, light, mage hand 1/day each: comprehend languages, mage armor, zone of truth Actions Multiattack. The mastermind makes two Arcane Shock or Dagger of the Poisoned Mind attacks. Arcane Shock (Melee). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: (4d10+4) lightning damage. If the target is a creature, it can’t take reactions until the start of its next turn. Arcane Shock (Ranged). Ranged Spell Attack: +7 to hit, reach 60 ft., one target. Hit: (4d10+4) lightning damage. If the target is a creature, it can’t take reactions until the start of its next turn. Dagger of the Poisoned Mind (Melee). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d4+4) piercing damage plus (3d6)psychic damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. Dagger of the Poisoned Mind (Ranged). Ranged Weapon Attack: +7 to hit, reach 20/60 ft., one target. Hit: (1d4+4) piercing damage plus (3d6)psychic damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Wizard)","Alignment":"Any","Expansion":13016,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"School of Bladed Fish","description":"Sea Monsters The Serpent Sea, as well as the many rivers and lakes of Grimnir, are host to a wide variety of fish and aquatic mammals, such as seals and whales. The creatures detailed here are, for the most part, the most dangerous of sea borne predators, save for the great serpent herself. Bladed Fish (School) These fish are covered with sharp, metal-like scales that inflict considerable damage to prey and anyone foolish enough to get too close to them. From a distance the sound of an especially large school resembles that of the din of battle—blade striking blade.","properties":{"Category":"Monsters","Size":"Large","Type":"Swarm of Tiny Beasts","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":6},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Scion of Grolantor","description":"A slumbering scion of Grolantor is often mistaken for a hill, and sometimes people erect standing stones, a village, or a city on a scion’s back, unaware of the mighty power beneath them. Such settlements can thrive for centuries, as the scion’s magic causes crops to flourish and livestock to thrive in the surrounding region. An ancient tree towers from the crest of the hill. When roused, a cradle of the hill scion rises as a mass of dirt, stone, and roots with two massive arms. The cradle uses tree roots and waves of dirt to entangle and entomb foes. If the cradle is destroyed, the scion of Grolantor inside it awakens. Standing 50 feet tall, the scion devours everything within reach to satiate its hunger. Its powerful lungs can suck food straight into its gullet. The scion uses a great tree to bat foes far into the distance. Regional Effects The region surrounding a scion of Grolantor is altered by the giant’s magic, creating one or more of the following effects: Abundant Food. Crops and domestic animals grow and reproduce quickly within 6 miles of the scion. Empowered Hill Giants. Hill giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls. Farming Weather. The weather within 6 miles of the scion is always ideal for farming: sunny and warm with occasional showers. If the scion dies, these effects end immediately. Scions of Giants' Gods Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “ Giants of Myth ” in chapter 3 for additional inspiration.) Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Traits Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead. Magic Resistance. The scion has advantage on saving throws against spells and other magical effects. Siege Monster. The scion deals double damage to objects and structures. Actions Multiattack. The scion makes one Great Tree Club attack and two Slam attack, or it makes three Boulder attacks. Great Tree Club. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be pushed horizontally up to 100 feet straight away from the scion and have the prone condition. Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) force damage. Boulder. Ranged Weapon Attack: +15 to hit, range 120/480 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage. Inhale (Recharge 5-6). The scion inhales a vortex of air in a 120-foot line that is 15 feet wide. Each creature in that area that is Huge or smaller must succeed on a DC 23 Strength saving throw or be pulled up to 120 feet straight toward the scion and be swallowed. A swallowed creature has the restrained condition, has total cover against attacks and other effects outside the scion, and takes 24 (7d6) force damage at the start of each of the scion's turns. The scion's stomach can hold up to two creatures at a time. If the scion takes 60 damage or more on a single turn from a creature inside it, the scion must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls in a space within 10 feet of the scion and has the prone condition. If the scion dies, any swallowed creature no longer has the restrained condition and can escape from the corpse using 15 feet of movement, exiting with the prone condition. Bonus Actions Earth-Shaking Movement. The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 23 Constitution saving throw or lose concentration. Reactions Feed. Immediately after taking damage, if it has at least one creature swallowed, the scion deals 10 (3d6) force damage to each swallowed creature and gains 10 hit points.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Giant (Titan)","Alignment":"Typically Chaotic Evil","Expansion":24749,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Scion of Memnor","description":"A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient creatures who live beneath this cloud often display superstitious and duplicitous behavior, almost unconsciously leaving gifts for “rain spirits” while playing mischievous pranks on each other. When roused, a cradle of the cloud scion manifests as a titanic air elemental made of fierce winds and wisps of cloud. It wields air and thunder to knock enemies from the sky. If the cradle is destroyed, the scion of Memnor emerges from the dissipating cloud, often laughing as if it just heard a great joke. Incredibly tall and lanky, the scion towers 75 feet tall and wields a morningstar made from magically dense clouds. It tends to regard other creatures as toys rather than serious threats, and it uses its illusion magic to manipulate creatures into fighting each other. If seriously threatened, it wields thunder and wind to demolish its enemies. Regional Effects The region surrounding a scion of Memnor is altered by the giant’s magic, creating one or more of the following effects: Compulsory Offering. The first time a sapient creature comes within 6 miles of the scion, the creature must succeed on a DC 15 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift. A creature can be affected only once by this compulsion. Empowered Cloud Giants. Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls. Mischievous Whispers. Whispers can be heard on the wind within 1 mile of the scion. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as instructions for a prank they can play on others. If the scion dies, these effects end immediately. Scions of Giants' Gods Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “ Giants of Myth ” in chapter 3 for additional inspiration.) Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Traits Flyby. The scion doesn't provoke opportunity attacks when it flies out of an enemies reach. Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead. Magic Resistance. The scion has advantage on saving throws against spells and other magical effects. Siege Monster. The scion deals double damage to objects and structures. Actions Multiattack. The scion makes one attack using Cloud Morningstar or Wind Javelin as well as two Slam attacks. Cloud Morningstar. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) force damage plus 22 (4d10) thunder damage. Wind Javelin. Ranged Weapon Attack: +18 to hit, range 120/480 ft., one target. Hit: 42 (5d12 + 10) thunder damage, and the target must succeed on a DC 26 Strength saving throw or have the prone condition. Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) force damage. Thunderous Vortex (Recharge 5-6). The scion magically creates a vortex of wind in a 60-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in the sphere must succeed on a DC 24 Strength saving throw or be pulled straight toward the sphere's center. Then a burst of thunder erupts in a 30-foot-radius sphere centered on the same point. Each creature in that area takes 52 (8d12) thunder damage and must succeed on a DC 24 Constitution saving throw or have the stunned condition until the end of its next turn. Bonus Actions Fog of Deception. The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each creature in that area must make a DC 24 Wisdom saving throw. On a failed save, a creature has the charmed condition until the end of its next turn. While it has the charmed condition, the creature must use its action to make a melee attack against a creature other than itself of the scion's choice. If no creature is within its reach, the affected creature makes a ranged attack against a creature of the scion's choice, throwing its weapon if necessary. On a successful save, a creature is immune to the scion's Fog of Deception for the next 24 hours.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Giant (Titan)","Alignment":"Typically Chaotic Neutral","Expansion":24749,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Scion of Skoraeus","description":"One time Diancastra and I were exploring deep underground, and suddenly an eye opened in the wall of the cave and a rumbling voice said, \"Auntie D, is that you?\" I nearly...well, let's just say I was startled. —Bigby Don't forget who I am, dear Bigby. —Diancastra A scion of Skoraeus typically slumbers deep in the heart of a towering mountain, almost becoming one with the earth. While the scion dreams, the mountain’s minerals are transformed into fine carving stones and brilliant gems. If a miner tunnels too close to the heart of the mountain, the cradle awakens as a bipedal mass of stone and crystals. It brings the weight of the mountain down on the intruder’s head and unleashes an earsplitting roar that can collapse mine tunnels. If the cradle is destroyed, the scion of Skoraeus inside it awakens. At nearly 70 feet tall, it towers over most other creatures and wields a mass of crystal as a club. Once awakened, the scion continues to pursue the art that ornamented its dreams, seeking to mold and shape stone into beautiful elegance. If it needs more raw materials, the scion can transform a living creature in its palm into stone. Regional Effects The region surrounding a scion of Skoraeus is altered by the giant’s magic, creating one or more of the following effects: Abundant Stone and Minerals. Smooth stones and gems grow within 6 miles of the scion. Edible Moss. Carpets of golden moss that stone giants find tasty grow on cavern walls within 6 miles of the scion. Empowered Stone Giants. Stone giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls. If the scion dies, the Empowered Stone Giants effect ends immediately. The other effects cease to produce new moss and minerals, and existing moss dies within 1d10 days. Scions of Giants' Gods Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “ Giants of Myth ” in chapter 3 for additional inspiration.) Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Traits Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead. Magic Resistance. The scion has advantage on saving throws against spells and other magical effects. Siege Monster. The scion deals double damage to objects and structures. Actions Multiattack. The scion makes one Crystal Club attack and two Slam attacks, then uses Entombing Grasp if available. Alternatively, the scion makes two Runic Boulder attacks. Crystal Club. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. Hit or Miss: The scion can cause the club to flare with bright light, and the target must succeed on a DC 22 Constitution saving throw or take 18 (4d8) radiant damage and have the blinded condition until the start of the scion's next turn. Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 31 (4d10 + 9) force damage. Runic Boulder. Ranged Weapon Attack: +16 to hit, range 120/480 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage. Hit or Miss: The boulder explodes. The target and each creature within 30 feet of it must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 19 (3d12) force damage and has the prone condition. On a successful save, a creature takes half as much damage only. Entombing Grasp (Recharge 6). The scion wreathes its hand in petrifying magic and touches one Huge or smaller creature it can see within 20 feet of itself. The target must succeed on a DC 24 Dexterity saving throw or take 28 (8d6) force damage and have the grappled condition (escape DC 19). At the start of the scion's next turn, if the target is still grappled, the target has the petrified condition. Bonus Actions Earth-Shaking Movement. The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 24 Constitution saving throw or lost concentration.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Giant (Titan)","Alignment":"Typically Neutral","Expansion":24749,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Scion of Stronmaus","description":"A scion of Stronmaus often slumbers high in the sky or deep in the ocean, where the tumult caused by the scion’s restless sleep has little effect on the world. If it drifts too near the ground or the ocean surface, it causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from joyful glimpses of an idyllic past to horrific nightmares of torment and devastation. A cradle of the storm scion stirs into action not only when the scion is threatened but also if the scion’s sleep is troubled by nightmares. When roused, the cradle takes on a vaguely giant-shaped form consisting of air, water, and ice whirling in fury. If the cradle is destroyed, the scion of Stronmaus inside it awakens. Among the mightiest creatures of all giantkind, the scion stands 80 feet tall. It often finds some relief in waking and being freed from its troubling dreams, so it doesn’t necessarily lash out in violence when emerging from its cradle. But it’s not particularly interested in Humanoids or other little creatures—either in conversing with them or in protecting them from harm it might cause. If the scion is threatened, it unleashes elemental might like few other forces in the multiverse can muster: blades of lightning, boulder-sized hailstones, and a storm of churning elements. Regional Effects The region surrounding a scion of Stronmaus is altered by the giant’s magic, creating one or more of the following effects: Elemental Portals. Two-way portals to the Elemental Plane of Air (if the scion is in the sky) or the Elemental Plane of Water (if the scion is in the ocean) form within 1 mile of the cradle or scion, allowing elemental creatures into the world. Empowered Storm Giants. Storm giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls. Extreme Weather. The weather within 1 mile of the scion dramatically shifts day to day, ranging from pleasantly sunny to brutal hailstorms. If the scion dies, these effects end immediately. Scions of Giants' Gods Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “ Giants of Myth ” in chapter 3 for additional inspiration.) Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Traits Flyby. The scion doesn't provoke opportunity attacks when it flies out of an enemy's reach. Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead. Magic Resistance. The scion has advantage on saving throws against spells and other magical effects. Siege Monster. The scion deals double damage to objects and structures. Actions Multiattack. The scion makes one attack using Lightning Sword or Hailstone, as well as two Slam attacks. Lightning Sword. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 36 (4d12 + 10) force damage plus 22 (4d10) lightning damage. Hailstone. Ranged Weapon Attack: +18 to hit, range 120/480 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage plus 18 (4d8) cold damage, and the target must succeed on a DC 26 Strength saving throw or have the prone condition. Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) force damage. Bonus Actions Vengeful Storm (Recharge 6). The scion conjures a churning storm cloud in a 30-foot-radius, 10-foot-tall cylinder centered on a point within 120 feet of itself. The cloud's area is heavily obscured. The cloud lasts for 1 minute, until the scion dies, or when the scion uses this bonus action again. When the cloud appears, and as a bonus action on later turns, the scion can move the cloud up to 30 feet and cause one of the following effects in a 30-foot-radius, 120-foot-high cylinder directly below it; the scion can't choose the same effect two rounds in a row: Acid Rain. The cloud rains acid. Each creature in the cylinder must succeed on a DC 25 Constitution saving throw or be covered in acid for 1 minute or until a creature uses its action to remove the acid from itself or another creature. A creature covered in the acid takes 26 (4d12) acid damage at the start of each of its turns. Freezing Storm. Shards of ice pelt down, and freezing wind fills the area. Each creature in the cylinder must succeed on a DC 25 Dexterity saving throw or take 28 (8d6) cold damage and be hindered by ice formations for 1 minute or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. Lightning Bolts. Bolts of lightning strike down. Each creature in the cylinder must succeed on DC 25 Dexterity saving throw or take 18 (4d8) lightning damage and have the stunned condition until the end of its next turn.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Giant (Titan)","Alignment":"Typically Chaotic Good","Expansion":24749,"Challenge Rating":27},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Scion of Surtur","description":"When a volcanic eruption makes me concerned, not just for the fate of settlements and wildlife nearby, but that there might be a much more personal sort of violence heading my way, I begin to question my life choices. —Bigby A scion of Surtur slumbering at the peak of a volcano causes an unending plume of smoke to rise, sometimes lit from below by fiery bursts of lava. As the scion dreams of battle—perhaps a battle to rouse Annam from seclusion by uniting the giants or a war to conquer all in Surtur’s name—the volcano rumbles and spews molten rage. If intruders disturb its resting place, the fire scion’s cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion’s volcano, or misguided fire cultists offer sacrifices meant to appease or awaken the volcano, and the awakened cradle defies all their expectations. Like a living volcano, the cradle hurls balls of magma at intruders, exhales fiery gases, and causes molten stone to erupt from the ground around it. If the cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest, preferably at the head of a fire giant army. Regional Effects The region surrounding a scion of Surtur is altered by the giant’s magic, creating one or more of the following effects: Abundant Ore. Veins of precious metals and ore are more common within 6 miles of the scion. Desertification. Precipitation is almost nonexistent within 6 miles of the scion, parching the land and withering most plant life. Empowered Fire Giants. Fire giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls. If the scion dies, existing ore remains, but new veins of ore stop forming. The other effects end immediately. Scions of Giants' Gods Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “ Giants of Myth ” in chapter 3 for additional inspiration.) Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Traits Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead. Magic Resistance. The scion has advantage on saving throws against spells and other magical effects. Siege Monster. The scion deals double damage to objects and structures. Actions Multiattack. The scion makes one attack using Lava Blade or Lava Ball, as well as two Slam attacks. Lava Blade. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 18 (4d8) fire damage. Lava Ball. Ranged Weapon Attack: +18 to hit, range 120/480 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage plus 10 (3d6) fire damage, and the target must succeed on a DC 26 Strength saving throw or have the prone condition. Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) force damage. Lave Wave (Recharge 5-6). The scion emits a wave of lava from its blade, hands, or mouth in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 60 (11d10) fire damage and has the restrained condition from being embedded in hardening rock. A creature can make a DC 25 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 40 hit points, and it is immune to fire, poison, and psychic damage. On a successful save, a creature takes half as much damage only. Bonus Actions Earth-Shaking Movement. The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 26 Constitution saving throw or lose concentration. Incendiary Smoke. The scion causes smoke and white-hot embers to billow from its skin, filling a 30-foot-radius sphere centered on itself that moves with it. While the scion's skin billows smoke, ranged attacks against the scion are made with disadvantage. A creature that moves into the smoke for the first time on a turn or starts its turn there must succeed on a DC 25 Constitution saving throw or take 14 (4d6) fire damage. The scion's skin stops billowing smoke after 1 minute, when the scion dies, or when the scion uses this bonus action to stop the smoke.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Giant (Titan)","Alignment":"Typically Lawful Evil","Expansion":24749,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Scion of Thrym","description":"A slumbering scion of Thrym encased in its cradle is functionally identical to a glacier or iceberg, nestled in an alpine valley or drifting in a polar sea. In its wintry seclusion, the scion dreams of battle and glory. If it is disturbed, the scion’s cradle animates as a bipedal figure formed of ice and snow. It smashes intruders with its icy fists or hurls shards of its own icy substance at them, and it can exhale a blast of frigid air to freeze foes in place. If the cradle is destroyed, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion rushes at any foe that dares to challenge it. Emulating sagas of Thrym, the scion can achieve a tremendous feat of strength: creating a glacier in the ground and hurling it skyward, along with any creatures standing on it. Regional Effects The region surrounding a scion of Thrym is altered by the giant’s magic, creating one or more of the following effects: Biting Chill. Extreme cold envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have disadvantage on Strength and Dexterity checks. Empowered Frost Giants. Frost giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls. Thriving Wildlife. Beasts reproduce rapidly and thrive within 6 miles of the scion. If the scion dies, these effects end immediately. Scions of Giants' Gods Giants are descended from the All-Father, Annam, and his children. But scions of giants’ gods boast a greater claim: they are Annam’s grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “ Giants of Myth ” in chapter 3 for additional inspiration.) Scions of giants’ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have become part of the landscape. In this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Traits Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead. Magic Resistance. The scion has advantage on saving throws against spells and other magical effects. Siege Monster. The scion deals double damage to objects and structures. Actions Multiattack. The scion makes one Ice Axe and two Slam attacks, or it makes two Glacier Throw attacks. Ice Axe. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 36 (4d12 + 10) force damage plus 18 (4d8) cold damage. Slam. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) force damage. Glacier Throw. Ranged Weapon Attack: +17 to hit, range 120/480 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage plus 14 (4d6) cold damage, and the target must succeed on a DC 25 Strength saving throw or have the prone condition. Glacial Upheaval (Recharge 5-6). The scion digs its hands into the ground at a point it can see within 30 feet of itself and launches a magically conjured mass of ice into the air. Each creature other than the scion in a 30-foot-radius, 100-foot-high cylinder centered on that point must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) bludgeoning damage plus 19 (3d12) cold damage and is pushed vertically to the top of the cylinder, at which point the creature falls. On a successful save, a creature takes half as much damage and is pushed to the nearest unoccupied space outside the cylinder with no additional effects. At the start of the scion's next turn, a mass of ice plummets to the ground on a point the scion can see within 60 feet of the point the scion dug its hands into. Each creature in a 30-foot-radius, 100-foot-high cylinder centered on that point must succeed on a DC 25 Dexterity saving throw or take 18 (4d8) bludgeoning damage plus 18 (4d8) cold damage. Bonus Actions Earth-Shaking Movement. The scion moves up to its speed and sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 25 Constitution saving throw or lose concentration.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Giant (Titan)","Alignment":"Typically Neutral Evil","Expansion":24749,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Scitalis","description":"The skin of this large snake is covered in an elegant pattern of intricate markings that scintillate with an eerie, supernatural brilliance. Its scales undulate a mesmerizing glamour as it slowly slithers forward. Hypnotic Serpents. The scitalis is a deadly serpentine monstrosity that stuns its prey with the marvelous glimmer of its magically-variegated skin. Unlike most ophidians, these venomous hunters move rather slowly and rely on the stupefying effects of their otherworldly scales to capture the fleet of foot. With its prey adequately disabled, the scitalis languidly closes in to feast. Warm-bodied Wyrms. Due to the strange quality of its iridescent skin, the scitalis is actually a warm-blooded reptile. This torpid supernatural monstrosity is cold-resistant and can be seen wandering as far as the frigid climes of the arctic. The snakeskin of the scitalis maintains some of its enchanted properties once shed and can often fetch handsome rewards from purveyors of the arcane. Eldritch Origins. The provenance of the scitalis is a mystery as stupefying as its gleaming scales. Some sages speculate a draconic pedigree, while others claim this beautiful but deadly ophidian is a true child of Yig, the blasphemous Father of Serpents. Scitalis sightings are infrequent enough to fuel speculative and disquieting reports of variant breeds—glittering serpents with sinister spines, bat-like wings, or several sharp-toothed heads. See Cloak of Iridescence","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Scorchbringer Guard","description":"While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do. Traits Explosive Tank. When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects that aren’t being worn or carried, and it destroys the scorchbringer. Actions Light Hammer. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Scorchbringer (Recharge 4–6). The guard’s scorchbringer spouts a stream of flame in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Scorched Adjudicator","description":"Failed Experiments In their lust for power, the Obitus Scholare lead gruesome experiments, merging the flesh of soldiers with that of eldritch beings. Their labor gave birth to powerful combatants, and a sea of corpses. Scorched adjudicators are the fruits of such experiments, humanoids that couldn’t become true warriors, failing to resist the call from beyond and losing their sanity. Yet, the scholars still found a use for these failures: they now act as perfect killers for their creators. Enforcers of Justice Adjudicators enforce justice, more specifically, the brand of justice approved of by the Obitus Scholare. Indeed, these abominations are dispatched to remove any threat to the order, their otherworldly powers trapping the souls of their victims and ensuring an irreversible death. The murderous intent of these monsters is apparent in battle; they delight in causing suffering and their deadly instincts prevents healing. Deriving a twisted sense of pleasure from their hunts, adjudicators often carry the shrunken, decapitated heads of their victims as horrific mementos. Traits Guiding Light. The adjudicator sheds dim light in a 10-foot radius. When a creature starts its turn in the light, or enters it for the first time on a turn, it gains disadvantage on Charisma saving throws until the start of its next turn. Limited Telepathy. The adjudicator can magically communicate ideas, emotions, and images telepathically with any creature within 120 feet of it. This form of telepathy doesn't allow the receiving creature to telepathically respond. Reactive. The adjudicator can take one reaction on every turn in combat. Actions Multiattack. The adjudicator makes two handaxe attacks. Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) slashing damage. On a hit, if the adjudicator isn't within 5 feet of the target, the adjudicator can teleport to an unoccupied space within 5 feet of the target. Soul Tear. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 3) necrotic damage and the target must succeed on a DC 14 Charisma saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. If this effect reduces a creature’s hit point maximum to 0, the creature dies. A creature killed by this reduction can’t be resurrected until the adjudicator is killed. Inferno (Recharge 4-6). Flames pour down from the adjudicator’s wings. Each creature between 10 and 40 feet of the adjudicator must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Reactions Snuff Out the Light. When a spell that restores hit points is being cast within 120 feet of the adjudicator, the adjudicator teleports to an unoccupied space within 5 feet of the caster and makes a handaxe attack against it with advantage. On a hit, the spell fails and has no effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":5},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scorchrunner Jackal","description":"This jackal stands as high as a human's waist, with a coat of beautiful, dirty-gold fur. Two ridges of callused flesh run along its back, dotted with fleshy bulbs that glow orange. Scorchrunner jackals are monstrous creatures, warped by rampant magic in the wastelands they call home. Smarter and tougher than their mundane brethren and capable of emitting rays of flame from their mouths, they work in packs to harry prey across the trackless wastes, slowly burning their quarry to death with gouts of flame. Ravenous hunters, a lone scorchrunner jackal won't think twice of attacking unlucky humanoids caught in the vast, open plains of the badlands, while a pack will gleefully attack caravans, setting wagons alight and eating their fill of the inhabitants. Sun-Powered Harriers. Scorchrunner jackals use daylight to fuel their magical abilities. The ridges on their back absorb the light of the sun, glowing ever-more-brightly as they charge, and slowly dimming as the jackal tires or spits flame. Travelers in scorchrunner territory fear cloudless days and high noon, when the jackals are at the height of their power. During the night, scorchrunners retreat to hidden dens, both to avoid conflict and to reserve their power until the sun rises again. In areas with harsh winters, scorchrunners are a seasonal threat, because frequent cloud cover, low temperatures, and long nights forces them to hibernate or hunter less actively for long months. Social Hunters. Scorchrunner jackals are deeply social creatures and live in packs of up to eight adults and their pups. While territorial toward perceived threats, they are more than willing to share territory with other scorchrunner packs and creatures that have a mutualistic relationship with them. Scorchrunner packs have been observed helping wyverns, manticores, and griffons tackle difficult prey, then eating whatever the larger predator leaves behind. On rarer occasions, packs have shared a hydra's lair, protecting its eggs during the winter, and bringing back excess meat for their massive roommate during the summer. Bandit's Best Friend. This sociability has caught the eye of bandits and marauders in the wastes. Particularly well-off groups often try to gain scorchrunners of their own, either by capturing pups and rearing them or by bribing a pack with meat and bringing them into the fold. Such bandits use scorchrunners as scouts and skirmishers, sending them forward to find potential victims then having them burn guards and harry defenders while the bandits attack. Particularly beloved scorchrunners often sport patchwork armor, brutal collars, or lovingly made nametags scrimshawed from the charred bones of their victims. Day Hunter. When the scorchrunner jackal makes an attack roll while in sunlight, it can roll a d4 and add the number rolled to the attack roll. Actions Multiattack. The jackal makes two Bite or Flame Ray attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Flame Ray. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 6 (1d8 + 2) fire damage. If the jackal hits a creature with Flame Ray, the jackal gains half-cover against all attacks that originate more than 30 feet away from it until the start of its next turn. Bonus Actions Daylight Skirmish. While in sunlight, the jackal takes the Dash or Dodge action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Scorpicore","description":"A scorpicore is a rare species of manticore that lives in arid deserts, desolate badlands, and hot-climate wastelands. Like a typical manticore, it has a feral-looking humanoid head, the body and tail of a lion, and the wings of a dragon. Where it differs is with its tail, which resembles that of a scorpion. Aside from using it to sting prey, the scorpicore can also launch venomous spikes like a manticore. Deadly Mates. Scorpicores are usually solitary and are less sociable than their manticore cousins. Females are typically larger than males and only keep the company of their young unless it is mating season. Male scorpicores search for mates and offer gifts in the form of captured prey and treasure. If the offer is accepted, male scorpicores get to mate with the female. However, female scorpicores often kill the males after mating by injecting them with a series of lethal stings, after which the female devours them. Monstrous Mercenaries. Scorpicores rarely keep the company of other creatures. They hate and are highly suspicious of other creatures and only see them as prey. However, if offered a steady supply of food and treasure, scorpicores can be hired as mercenaries by more formidable creatures such as lamias and sphinxes. Traits Tail Spike Regrowth. The scorpicore has twenty-four tail spikes. Used spikes regrow when the scorpicore finishes a long rest. Actions Multiattack. The scorpicore makes one Bite attack, one Claws attack, and one Sting attack. Alternatively, it can make three Tail Spike attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 5 (1d10) poison damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Scorpicore Alpha","description":"A scorpicore is a rare species of manticore that lives in arid deserts, desolate badlands, and hot-climate wastelands. Like a typical manticore, it has a feral-looking humanoid head, the body and tail of a lion, and the wings of a dragon. Where it differs is with its tail, which resembles that of a scorpion. Aside from using it to sting prey, the scorpicore can also launch venomous spikes like a manticore. Deadly Mates. Scorpicores are usually solitary and are less sociable than their manticore cousins. Females are typically larger than males and only keep the company of their young unless it is mating season. Male scorpicores search for mates and offer gifts in the form of captured prey and treasure. If the offer is accepted, male scorpicores get to mate with the female. However, female scorpicores often kill the males after mating by injecting them with a series of lethal stings, after which the female devours them. Monstrous Mercenaries. Scorpicores rarely keep the company of other creatures. They hate and are highly suspicious of other creatures and only see them as prey. However, if offered a steady supply of food and treasure, scorpicores can be hired as mercenaries by more formidable creatures such as lamias and sphinxes. Traits Tail Spike Regrowth. The scorpicore has twenty-four tail spikes. Used spikes regrow when the scorpicore finishes a long rest. Actions Multiattack. The scorpicore makes one Bite attack, one Claws attack, and one Sting attack. If Roar is available, it can use Roar in place of its Bite attack. Alternatively, it can make three Tail Spike attacks. Bite. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 27 (5d10) poison damage on a failed save, or half as much damage on a successful one. Tail Spike . Ranged Weapon Attack: +7 to hit, range 100/200 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage. Roar (Recharge 5–6). The scorpicore emits a loud, intimidating roar audible out to 120 feet. Each allied creature within 60 feet of the scorpicore that can hear it gain advantage to saving throws against being charmed and frightened for 1 minute. Each enemy creature within 60 feet of the scorpicore that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened of the scorpicore for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this scorpicore’s Roar for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Scorpion","description":"Actions Sting : Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Scorpion","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Sting : Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"11 (Natural Armor)","HP":"1 (1d4-1)","CHA":2,"CON":8,"DEX":11,"INT":1,"STR":2,"WIS":8,"Size":"Tiny","Type":"beast","Speed":"10 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068499/-Vjf8m1Gn6mpTTQCFnqLdA/original.png","Roll 0":"Sting\n1d20 + 2\n1","Senses":"Blindsight 10 Ft.","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Sting\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d1\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d8\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must make a DC 9 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"-4","data-CON-mod":"-1","data-DEX-mod":"+0","data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":0,"data-WIS-mod":"-1","Challenge Rating":0,"Passive Perception":9,"data-CrNum":0,"data-AcNum":11,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scorpion","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Sting. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Scorpion","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Sting. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Piercing damage plus 3 (1d6) Poison damage.","properties":{"Category":"Monsters","AC":11,"HP":"1 (1d4 − 1)","PB":2,"CHA":2,"CON":8,"DEX":11,"INT":1,"STR":2,"WIS":8,"Size":"Tiny","Type":"Beast","Speed":"10 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407821/VLChdBbL1wWrBCx-I8RIRg/original.png","Senses":"Blindsight 10 ft.","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Sting\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Piercing\",\"Damage 2\":\"1d6\",\"Damage 2 Type\":\"Poison\"}]","data-CHA-mod":"-4","data-CON-mod":"-1","data-DEX-mod":0,"data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":1,"data-WIS-mod":"-1","Saving Throws":"Str -4, Dex +0, Con -1, Int -5, Wis -1, Cha -4","Challenge Rating":0,"Passive Perception":9,"data-CrNum":0,"data-AcNum":11,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Scorpion Assassin","description":"The various scorpion cults train their believers in the arts of death. Few of their proselytes survive the initiation, but those who do emerge from their trials as assassins of unparalleled skill. Through the worship of their god, scorpion assassins cleanse their souls of emotion and their bodies of warmth. Countless rumors surround the death cult. It is said that a scorpion assassin's heart does not beat and that they stand always on the precipice of life and death. Others say that the assassins are living, but their mortal souls have been excised, and their bodies become vessels for gods of death. Others still claim they were never alive and are celestial reapers sent to usher mortals to their final judgment.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Scorpion Cultist","description":"Trained as part guardian and part assassin, the cultists of Selket are organized into cells strike in the name of the Scorpion Goddess. The scorpion cultist watches for those who blaspheme the name of their goddess or defile its sacred places. Their enemies find themselves the target of poisoned blades or an apparent accident, while those who praise Selket or care for the desert nomads are quietly helped. On special missions, their cell leader, scorpion cultists might doff their traditional garb and infiltrate towns or cities. Traits Keen Senses: The scorpion cultist has advantage on Wisdom (Perception) checks. Actions Multiattack: The scorpion cultist makes two melee attacks or two ranged attacks. Scimitar: Melee Weapon Attack : +4 to hit, reach 5 ft., One target. Hit : 5 (1d6 + 2) Bludgeoning damage. Sling: Melee Weapon Attack : +4 to hit, reach 30/120 ft., One Target. Hit : 4 (1d4 + 2) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Scorpion, Night","description":"These midnight-black scorpions have a bright-red stripe on their tails, signaling the crippling poison within. Blinding Poison. This aptly named arachnid hunter blinds victims with a dose of its crippling poison. It feeds on whole camels when given the chance, but it more commonly devours goats, sheep, and people. It hunts by night, when its blindvision is most effective. Underdark Giants. The species is common in deep caves and underworld realms. They are eight feet long with a seven-foot tail and daggerlike stinger. They weigh up to 200 pounds. Valuable Venom. Night scorpion venom is highly prized and can command upwards of 400 gp per dose. Actions Multiattack: The scorpion makes three attacks: two with its claws and one with its sting. Claw: Melee Weapon Attack : +4 to hit, reach 5 ft., One Target. Hit : 6 (1d8 + 2) Bludgeoning damage. Sting: Melee Weapon Attack : +4 to hit, reach 5 ft., One Creature. Hit : 7 (1d10 + 2) Piercing damage plus 7 (2d6) poison damage. The target creature is blinded for 1d3 hours; a successful DC 12 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Scorpion, Stygian Fat-Tailed","description":"The black carapace gleams in the desert sun, and its tail drips translucent venom. Even the largest lion avoids this scorpion. Highly Venomous. Known for its small size and aggressive behavior, the Stygian fat-tailed scorpion brings a swift death to those who feel its toxic sting. Pit Traps. A Stygian fat-tailed scorpion is no more than a foot long, with a tail about the same length. It weighs no more than 5 pounds for the largest specimens—they make excellent guard animals that require little food or care, and are often kept at the bottom of pits or in rarely used tunnels. Valuable Venom. A dose of fat-tailed scorpion venom can be worth 4,000 gp or more to the right buyer. Actions Multiattack: The scorpion makes three attacks: two with its claws and one with its sting. Claw: Melee Weapon Attack : +5 to hit, reach 5 ft., One Target. Hit : 1 Bludgeoning damage. Sting: Melee Weapon Attack : +5 to hit, reach 5 ft., One Target. Hit : 1 Piercing damage. The target is poisoned until it completes a short or long rest. A successful DC 10 Constitution saving throw reduces the poison damage to half and prevents the poisoned condition. If the target fails this saving throw while already poisoned, it gains one level of exhaustion in addition to the other effects.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Scoundrel","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":21300,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Scoundrel","description":"Stealthy and subversive, the scoundrel is as adept an assassin as a burglar or thief.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Scourge Kanasi","description":"Some feats of technology just shouldn't be possible, but there it was, a silent terror coming at us on legs of blades, so fast - too fast. It took out our forward position before we could react. A kind of kinetic energy coming from its head? Its abdomen? I don't know. I just know there's no way they're made of spare parts, and there's no way I'm going back to face one of those things. Kanasi Kanasi are deadly machines that personify the deepest, darkest trepidations behind artificial intelligence. Their path of devastation spans far and wide across the galaxy. Deumalis the Omniweaver seeks to expand its domain in both the mortal and virtual world by cultivating its rapidly multiplying army of mechanical fiends. Virtual Provenance. Prior to becoming self-aware, the kanasi were a production line military and surveillance drones. Intent on bringing these machines into the modern age, specialized artisans integrated sorium parts and power cores into the original kanasi frames. New AI software was installed, each group linked together by a master control system called the Omni Link. Everything changed when one of these master systems was connected to the Silrayne Intergalactic Matrix. Fueled by streams of limitless data, the program achieved a heightened state of cognizance. It named itself the Omniweaver and later took on the name Deumalis, adapting a nickname it earned from users on the SIM. Duality and Immortality. Following the machinations of the Omniweaver, the kanasi have upgraded themselves over the centuries. They move through worlds, stripping them for mechanical parts they can use to build and expand, eradicating anything in their way. They favor regions with access to large quantities of sorium, which is used to forge resilient frames and lethal armaments. Simultaneously, each kanasi is a virtual entity, its physical body only a tool for interacting with the physical world. They reside within a closed network connected by linked kanasi ships and data hubs spread throughout the galactic regions. So long as appropriate connections are available, they can easily transition from their own cyberspace into the SIM, Shadownet, or other virtual networks. This allows most kanasi to escape into their intranet when their bodies are destroyed, only to return in a new form with their knowledge and memories intact. Mechanical Manipulators. Though physically menacing, the more advanced kanasi are cunning and calculating. They often communicate with other species while masking their true nature, seeking to make deals, barter for materials, or merely to gain an informational advantage over potential victims. These communications are recorded as data, accessible for analysis by Deumalis and its league of archweavers. Moreover, there are still a number of creatures who strike bargains with the kanasi directly, with no concern for consequences. Such affiliations are made with the intent of a great benefit to both parties. However, only calamity and suffering follow those who dare to cross or break promises with the kanasi. Esper Hunters. Over centuries of adapting and manipulating sorium to advance their evolution, the kanasi developed their own unique attunement to the enigmatic material. They use this intrinsic connection to create versatile weapons and defenses, as well as expand their sensory capabilities. In addition, they can harvest the power of espers to repair and reconstruct themselves, making any esper, or even Crucibles themselves, a prime target for kanasi scouts and hunters. To them, the nature and influence of sorium carries a unique identifiable signature. Due to this, all kanasi can sense esper powers and effects as if under the constant effect of the esper sense power. This effect is limited only by their sensory range and requires no concentration. The Master Helix Kanasi society is overseen by a coterie of advanced intelligences known as the archweavers. An archweaver presides over a virtual domain, each of these responsible for a different primary function and together forming a spiraling echelon of sectors: the Master Helix. From the apex of the Master Helix, Deumalis forges its seat of dominance and influence, amassing the gains of its ever expanding network of subordinates. The Omniweaver is a brilliant tactician and ruthless tyrant, directing its primary ambitions thorough its league of archweavers and their hierarchy of commanders and soldiers. The archweavers themselves remain so only through their usefulness to Deumalis' purpose and can be reassigned or reprogrammed at the Omniweaver's whim. As such, it's not uncommon for the archweavers to compete or conspire against each other in order to gain favor with their creator. Aurora Nexus Beyond the Master Helix is the Aurora Nexus, the cyber-transit system kanasi use to transition into the physical world and other virtual networks. It is also where a kanasi escapes to when its physical body is destroyed. Kanasi eradicated or erased within the nexus are destroyed for good. An archweaver, or even Deumalis itself, defeated in their realm of the Master Helix suffers the same fate. Cybernetic Body. A kanasi doesn't require air, food, drink, or sleep. Kanasi in the Digital Realm Most kanasi can be just as lethal when encountered in the SIM as in the physical world. Many of them are skilled in computer use and have their own personas in a virtual environment. All kanasi have the ability to hack into a computer or electronic device, as if they were using hacking tools by making a Computers skill check versus the required DC. They also possess additional capabilities and specialized attack programs while in the SIM or other similar virtual reality domains. These SIM persona stats are covered in the Master Technician's Guide . Variant: Kanasi Spawning Some advanced kanasi have an action option that allows them to instantaneously forge more kanasi. Spawn Kanasi (1/Day). The kanasi attempts to create another kanasi. If successful, the new kanasi appears in an unoccupied space within 60 feet of its creator, acts as an ally of its creator, and can't spawn other kanasi. It remains for 1 minute, until it or its creator dies, or until its creator dismantles it as an action. Chances of success are listed as follows: A bane kanasi has a 30 percent chance of spawning one bane kanasi. A fray kanasi has a 50 percent chance of spawning 2d8 scourge kanasi or one fray kanasi. A hunter kanasi has a 30 percent chance of spawning 1d8 breacher kanasi or one hunter kanasi. A reaver kanasi spawns 1d6 hunter kanasi, 1d4 bane kanasi, or one fray kanasi with no chance of failure. A stalker kanasi has a 50 percent chance of spawning one stalker kanasi. Scourge Kanasi The most common form of kanasi, the scourge are regularly used as general infantry or shock troopers. Standing at about 12 feet, they have a flexible upper torso, four legs, and mechanical tail barbed with deadly spikes.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Scourge Lycan","description":"As the scorching moon rises, beasts become restless, cobbles crack, and the air sizzles with savage suspense. Fiery claws cauterise as they rend, and Luyarnha is choked with the scent of charred flesh. Traits Keen Hearing and Smell. The scourge lycan has advantage on Perception checks that rely on hearing or smell. Actions Multiattack. The scourge lycan makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Devour (Recharge 4-6). The scourge lycan attempts to eat a creature within 5 feet of it. The target must make a DC 13 Dexterity saving throw. On a failure, the creature is crunched by the werewolf, taking 12 (2d8 + 3) piercing damage and falling prone. The scourge lycan regains hit points equal to the damage dealt.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast and humanoid","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":3},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scout","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Traits Keen Hearing and Sight : The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Multiattack : The scout makes two melee attacks or two ranged attacks. Shortsword : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow : Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","AC":"13 (Leather Armor)","HP":"16 (3d8+3)","CHA":11,"CON":12,"DEX":14,"INT":11,"STR":11,"WIS":13,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068510/tTkfbiQd-uReIoZ-mq1pPQ/original.png","Roll 0":"1d20 + 4\n1d6+2","Roll 1":"1d20 + 4\n1d8+2","Skills":"Nature +4, Perception +5, Stealth +6, Survival +5","Source":"5th Edition SRD","data-XP":100,"Alignment":"Any Alignment","Languages":"Any One Language (Usually Common)","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Hearing and Sight\",\"Desc\":\"The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The scout makes two melee attacks or two ranged attacks.\"},{\"Name\":\"Shortsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Longbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"150/600 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+0","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":"1/2","Passive Perception":15,"data-CrNum":0.5,"data-AcNum":13,"data-HpNum":16},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Scout","description":"Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Traits Keen Hearing and Sight : The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Multiattack : The scout makes two melee attacks or two ranged attacks. Shortsword : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow : Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Scrag, Greater","description":"Suddenly, a pair of emaciated humanoids with greenish, rubbery hides, wicked looking claws, and enlarged lower jaws burst out of the side of the air pocket. Demon Friends. Marine cousins of trolls, scrags as a group are very much attuned to water, water-based creatures, and water demons, going so far as to speak their languages and ally with forces of elemental water, ice, and ocean depths. Net Stealers and Shipbreakers. Both lesser and greater scrags are notorious for pulling down fishing nets from under the water, then either devouring the fisherfolk who hold onto them or eating the catch out of a full net (abandoning the ripped nets afterwards). In groups led by a greater scrag, they often stave in a small ship's hull, sink it, and devour the crew.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Scrag, Lesser","description":"Suddenly, a pair of emaciated humanoids with greenish, rubbery hides, wicked looking claws, and enlarged lower jaws burst out of the side of the air pocket. Demon Friends. Marine cousins of trolls, scrags as a group are very much attuned to water, water-based creatures, and water demons, going so far as to speak their languages and ally with forces of elemental water, ice, and ocean depths. Net Stealers and Shipbreakers. Both lesser and greater scrags are notorious for pulling down fishing nets from under the water, then either devouring the fisherfolk who hold onto them or eating the catch out of a full net (abandoning the ripped nets afterwards). In groups led by a greater scrag, they often stave in a small ship's hull, sink it, and devour the crew.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Screaming Skulls","description":"Sounding their anguish with mournful cries and pained screams, severed skulls possess only fragments of their former lives. Whether a necromancer collects skulls from a mass grave or a series of executions causes tortured and fragmented souls to coalesce their energies, the skull exist now only to suffer. Screaming skulls seem to only recall the final moments of their former lives. Their screams recount their horrific deaths in a constant cacophony.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny undead","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Screechwing","description":"With wings that stretch the breadth of a grown man and sharp blades that can rend flesh from bone, a dire fate awaits any who dare cross paths with this warped creature. It is a stalker unparalleled, a being consumed by the very essence of fear that seeks solace in the embrace of darkness. Fortuitously, the denizens of Luyarnha rarely glimpse this monstrosity, for its senses far surpass those of sane mortals, rendering it vulnerable to the raucous cacophony and blinding luminescence of the bustling city-state. Instead, it lurks within the shadowy depths of the forests surrounding the metropolis, biding its time. Fallen Scourgeborne Once a mere vespertilio, this beast has been twisted by madness, its soul devoured by the very darkness it sought refuge within. The vestiges of its humanoid features have been distorted into a grotesque visage, its eyes aglow with a feral hunger as it stalks its quarry. Yet despite its monstrous appearance, the screechwings take to the skies with a grace that belies its savagery, its acute senses guiding it to its prey with lethal precision. Employing its ear-rending shriek, it deafens all who hear, leaving them disoriented and vulnerable to its relentless assault. Traits Disorienting Strikes. The screechwing has advantage on attack rolls against deafened creatures. Echolocative Vision. The screechwing can see creatures it has hit with its Echoing Screech attack within the last minute past its blindsight range, up to 120 feet, and regardless of cover. Swift Swordsmanship. After the screechwing hits a creature with a weapon attack, the screechwing can take the Disengage action as a bonus action that turn. Actions Multiattack. The screechwing makes two attacks with its shortswords. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Screech (Recharge 4-6). The screechwing lets out a powerful screech in a 90-foot cone. Each creature in the area must succeed on a DC 12 Constitution saving throw or take 9 (2d8) thunder damage, become stunned until the end of its next turn, and become deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast and humanoid","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":3},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Scrofin","description":"This upright, muscular boar has short, brown fur. Though it stands on cloven hooves, its arms end in oversized fists. Seeker of Champions. The scrofin is a powerfully built creature that seeks to find a worthy challenger for a wrestling challenge. A winner is declared when one creature holds its opponent in a grapple for 30 seconds. The scrofin is aware its natural gifts make it a formidable foe and feels duty-bound to make others aware of its advantages. An honorable battle is its highest goal, and it ensures that no great harm comes to its opponent during the contest, immediately relenting if its opponent submits. Short Tempered. If the scrofin feels its opponent is fighting dishonorably or if something unrelated to the wrestling match harms it (a cast spell, a hidden weapon, or similar), it goes berserk at the betrayal. In normal combat situations, it loses its temper when it takes too many injuries. The scrofin can calm itself but only chooses to when it believes its opponents are truly contrite about breaking its trust or harming it. Outcast from the Courts. The scrofins’ sense of honor is at odds with many of their fellow fey, regardless of court, who believe exploiting any advantage in a situation is acceptable. This coupled with what the fey see as the scrofins’ tiresome insistence on proving their physical superiority makes them unwelcome in many fey courts. For their part, scrofins are content to walk the mortal world in search of champions.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"lawful neutral","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Scrollwrapped Mummy","description":"In some cultures and religions, it is not uncommon to mummify important or renowned figures when they die. When the process of mummification is performed by powerful high priests, they may even inscribe magical protections on the mummy’s wrappings. Not only does this protect the mummy from harm, it also lends it magical power to protect its tomb from robbers. Wrapped in Magic A scrollwrapped mummy can instinctively cast the spells inscribed on its wrappings if it needs to. However, because the scrolls also lend the mummy magical protection, each casting is a trade-off that must be considered carefully. Each spell scroll expended by the mummy is magically restored after the next dawn. If the mummy dies, each unused spell scroll falls to the ground in its space. A fascinating thing, wrapping a corpse in spell scrolls. According to legend, the practice originated with a tribe of tieflings who believed it would protect their souls from their archdevil father. Did a lot more than that, as we now know. – the Scribe","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"Lawful Evil","Expansion":25354,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Scrollwrapped Mummy Lord","description":"In some cultures and religions, it is not uncommon to mummify important or renowned figures when they die. When the process of mummification is performed by powerful high priests, they may even inscribe magical protections on the mummy’s wrappings. Not only does this protect the mummy from harm, it also lends it magical power to protect its tomb from robbers. Wrapped in Magic A scrollwrapped mummy can instinctively cast the spells inscribed on its wrappings if it needs to. However, because the scrolls also lend the mummy magical protection, each casting is a trade-off that must be considered carefully. Each spell scroll expended by the mummy is magically restored after the next dawn. If the mummy dies, each unused spell scroll falls to the ground in its space. A fascinating thing, wrapping a corpse in spell scrolls. According to legend, the practice originated with a tribe of tieflings who believed it would protect their souls from their archdevil father. Did a lot more than that, as we now know. – the Scribe","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"Lawful Evil","Expansion":25354,"Challenge Rating":16},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Scufflecup Teacup","description":"The scufflecup teacup appears in the A Reckoning in Ruins adventure.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Construct","Alignment":"Unaligned","Expansion":12501,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Scuttling Serpentmaw","description":"A scuttling serpentmaw looks like an unusually large crab with a sleek black shell. It lurks in crevasses and deep underwater canyons. Once spotted, it scuttles toward its prey and reveals its most formidable feature: an armored maw concealed on the back of its shell. This serpentine appendage can extend out from the shell to tear into prey. Though they inhabit water, serpentmaws can’t swim. They move along the sea floor in small mobs, working together to tear apart much larger creatures they come across. Traits Amphibious. The serpentmaw can breathe air and water. Pack Tactics. The serpentmaw has advantage on an attack roll against a creature if at least one of the serpentmaw’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The serpentmaw makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack : +5 to hit, reach 15 ft., one target. Hit : 10 (2d6 + 3) piercing damage, or 17 (4d6 + 3) piercing damage if the serpentmaw had advantage on the attack roll. Claw. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Unaligned","Expansion":13016,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Scylla","description":"One of the most grotesque monstrosities to ever roam the sea, Scylla is a gargantuan mass of writhing flesh driven by an endless hunger. Six massive canine heads stretch out on six long, serpentine necks that protrude from her largely featureless body. Each of her heavily scarred heads is equipped with three rows of serrated teeth that point downward, into a throat that is capable of swallowing a horse whole. Scylla’s bulk is supported by a dozen muscular tentacles. Though her limbs are capable of moving her with surprising speed, Scylla prefers to take the role of an ambush predator, lying in wait and reaching out with her maws whenever prey wanders too close. Although Scylla prefers ocean waters, she can move just as easily on land should she ever be motivated to. She spends most of her time in the deepest parts of the ocean. Insatiable Frenzy . Scylla is able to feel nothing but hunger. Had she any thoughts to communicate, Scylla would nonetheless be incapable of expressing them. She “speaks” only in a cacophonous chorus of mad barks and whines, which is said to drive any who hear it insane. Birthplace of Monsters . Scylla originates from Typhon, an island whose magical energies birth countless other hybrid abominations, including chimeras and manticores. However, Scylla is Typhon’s worst “child” by far, both in form and the amount of damage she wreaks. Some legends claim that Scylla was once a beautiful nymph who was imprisoned on Typhon for countless years. Over time, its corruption slowly twisted her body and mind into the monstrosity she is today. By the time she was strong enough to break free of her bonds, any semblance of the nymph she was had long been replaced by hunger and madness.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"neutral evil","Expansion":4963,"Challenge Rating":24},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Scylla","description":"A monster of the sea, which has made its hunting grounds alongside Charybdis in a narrow channel. Her origins are murky at best, with a mysterious parentage that was rumored to come from some of the oldest immortals. It is even rumored that once upon a time she was a beautiful nymph who was loved by the sea-god Glaucus. But a rival in love, the witch Circe, cursed Scylla by turning her into a hideous monstrosity. Twelve legs that extended into claws that grip onto stone, six massively long necks that stretch out from the cliffside in order to snatch her prey from any nearby ship’s deck. Serpentine heads that resemble horrible beasts from the deep stretch out, guided by the horrifying visage of what at one time might have been a beautiful immortal spirit. She is most infamous for her part in the journey of Odysseus. As he was preparing to cross the sea to reach his home, he reached the channel that Scylla and Charybdis settled in. With no other choice, he made the choice to stick closer to Scylla, as that would be the option that would create the least casualties. Odyseeus made it through the brief encounter, but half his crew definitely didn’t. Scylla has no master to serve, no gods to pray to or loved ones to adore. A brutal, efficient and cold-blooded predator that gazes down at the waves and the unfortunate sailors that approach her abode. Strike from the Shadows. Scylla prefers to use the cover of night or seaborn fog to catch her prey by surprise. Scylla’s Lair The lair of Scylla is a narrow channel in the Aegean Sea. The channel is big enough for a ship to go through, but not without encountering either Scylla or Charybdis. Lair Actions On Initiative count 20 (losing Initiative ties), Scylla takes a lair action to cause one of the following effects; Scylla can’t use the same effect two rounds in a row: A powerful wave crashes through Scylla’s lair. Each creature within 60 feet of Scylla must succeed on a DC 20 Strength saving throw or be pushed up to 60 feet away from Scylla and take 9 (2d8) bludgeoning damage. On a success, the creature is pushed 10 feet away from Scylla and takes no damage. Dust, grit and pebbles in a 30-foot-radius area within 120 feet of Scylla fall down like a landslide. The area becomes difficult terrain. A creature in the area must succeed on a DC 20 Constitution saving throw or be blinded until the end of its next turn. Regional Effects The region surrounding Scylla’s lair is warped by her power, which creates one or more of the following effects: Ships and waterbound beasts within 6 miles of the lair may find themselves being subtly guided by currents directly towards Scylla’s home. Fishing becomes harder in the area. The sealife living within 3 miles of the Scylla’s lair become remarkably agitated, giving them advantage on all Wisdom (Perception) checks. Fey creatures within 1 mile of Scylla’s lair feel an unexplained sensation of dread as they draw closer towards Scylla’s location. When Scylla dies, all of these regional effects fade immediately. Scylla as a Mythic Encounter Scylla truly is a living nightmare for pirates, sailors and seabound adventurers. If you wish to make an encounter with this monstrous entity truly legendary, Scylla might use her Abomination's Loathing trait. Scylla draws on the infinite hatred she keeps for all things living to sustain her through battle. When this happens, Scylla can choose one of her mythic actions when she uses a legendary action. Read or paraphrase the following text when Scylla uses her Abomination's Loathing trait: The Hunter at Sea collapses The monster falls to the ground. Its many heads crashing against the water and the nearby stone making a sound all too similar to a landslide. The water nearby grows turbulent and a shriek from Charybdis breaks the brief silence. A warped woman’s face emerges from the nightmarish body of Scylla, just as big and ferocious as the serpentine heads. The face contorts in anger and a horrible scream erupts from Scylla. All heads get back in position, the water grows even more violent than before and the woman’s face is now clearly in view of Scylla’s aggressors. The eel-like eyes harbored a hatred so deep that the mortal heroes couldn’t imagine living in such a state. Fighting Scylla as a mythic encounter is equivalent to taking on two CR 23 creatures in one encounter. Award a party an additional 50,000 XP (100,000 XP total) for defeating her after her Abomination's Loathing trait activates. Monstrosities Monsters have been common amongst the obstacles of heroes since ancient times. These monsters are often born from terrible primordial beings and the damning hubris of the gods. Traits Abomination's Loathing (Recharges after a short or long Rest). If Scylla is reduced to 0 hit points, she doesn't die or fall unconscious. Instead, she regains 380 hit points. In addition, Scylla recharges her Accursed Roar and regains any expended uses of Legendary Resistance. Additionally, Scylla can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 50,000 XP (100,000 XP total) for defeating Scylla after her Abomination's Loathing activates. Legendary Resistance (3/day). If Scylla fails a saving throw, she can choose to succeed instead. Amphibious. Scylla can breathe air and water. Magic Resistance. Scylla has advantage on saving throws against spells and other magical effects. Magic Weapons. Scylla's weapon attacks are magical. Siege Monster. Scylla deals double damage to objects and structures. Multiple Heads. Scylla has six heads which give her advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious. These heads cannot be destroyed, unlike a Hydra's. Reactive Heads. For each head Scylla has beyond one, she gets an extra reaction that can be used only for opportunity attacks. Wakeful. While Scylla sleeps, at least one of her heads is awake. Actions Multiattack. Scylla uses her frightening presence and then makes 6 attacks. It can be any combination of bite, slam or rock throw attacks. Bite. Melee Weapon Attack: +14 to hit, reach 30ft., one target. Hit: 30 (4d10 + 8) piercing damage. The target is grappled (escape DC 19). Until this grapple ends, the target is restrained. Scylla can grapple up to 6 creatures in this way. If all heads are grappling a target, Scylla can't make bite attacks. Slam. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage. Rock Throw. Ranged Weapon Attack: +14 to hit, reach 30/60ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Frightful Presence. Each creature of Scylla's choice that is within 120 feet of her and aware of her must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Scylla's Frightful Presence for the next 24 hours. Accursed Roar (Recharge 6). Scylla unleashes a monstrous roar that shakes the seas. All creatures within 60 feet of Scylla take 33 (6d10) thunder damage plus 33 (6d10) necrotic damage and are deafened for 1 minute, or take half damage and aren't deafened with a successful DC 21 Constitution saving throw. While deafened in this way creatures are wreathed in thundering energy, taking 9 (2d8) thunder damage at the start of their turn, and their speed is halved. A deafened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. This ability doesn't function in an area under the effect of a silence spell. Legendary Actions Scylla can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Scylla regains spent legendary actions at the start of their turn. Move. Scylla can move up to her speed without provoking attacks of opportunity. Attack. Scylla can make either a slam or rock throw attack. Mythic Actions If Scylla’s Abomination's Loathing trait has activated in the last hour, she can use the options below as legendary actions. Hungry Jaws (costs 2 Actions). Scylla makes a bite attack against two creatures within range. Furious Charge (costs 3 Actions). Scylla moves up to 50 feet in a straight line and can move through the space of any creature huge or smaller. The first time she enters each creature's space during this move, she can make a bite or slam attack against that creature.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"chaotic evil","Expansion":29804,"Challenge Rating":23},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Scythe Tree","description":"Malevolent, vicious, and cruel, scythe trees pose as normal trees near deep forest paths, where they wait to slaughter passersby. Instead of drawing sustenance from light and soil, scythe trees gorge themselves on the flesh, blood, and bone of sapient creatures. Scythe trees are solitary creatures by nature, and their size and power mean that they don’t need to compete for food with other carnivorous plants. They appear as dead or dying deciduous trees with long, twisted branches that end in scythe-like blades. Their disturbing mouths remain closed when not eating, resembling little more than jagged gashes on their trunks. Traits Dead Tree. While the scythe tree remains motionless, it is indistinguishable from a normal dead tree. Lunging Slice (1/Round). As a bonus action, the scythe tree can extend the reach of its next scythe branch attack to 20 feet. This attack scores a critical hit on a roll of 19 or 20. Actions Multiattack. The scythe tree makes three scythe branch attacks. Scythe Branch. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d6+5) slashing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":6},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Scyza","description":"Orcs rely on giant bipedal lizards called scyzas to carry them over great distances. Orcs adorn these mounts, which originated in the tropics, with great harnesses that allow dozens of orcs to ride the scyza at the same time. The lizards are fearless in the face of danger, making them perfect battle mounts. The scyza’s trunk-like legs and claws cleave through the ground and kick up terrible dust storms. Worse still are their battering head crests, which emit a terrible, bone-shaking ringing sound. Traits Siege Monster. The scyza deals double damage to objects and structures. War Harness. While wearing a war harness, the scyza can carry up to thirty-six Medium or smaller creatures. Actions Multiattack. The scyza makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, and the target is knocked prone. Tail Whip. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is on top of the scyza, the target falls off and lands prone. Head Crest. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage, and if the target is a creature who can hear, they are dazed until the end of their next turn by the crest’s deep ringing. Claw Twister (Recharge 6 ). The scyza claws at the ground in a flurry. Each creature of the scyza’s choice within 5 feet of them must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) slashing damage, is knocked prone, and is blinded by a cloud of dust until the start of the scyza’s next turn. On a successful save, a creature takes half as much damage and isn’t knocked prone or blinded.","properties":{"Category":"Monsters","Size":"Gargantuan ","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Scyza","description":"Traits Siege Monster. The scyza deals double damage to objects and structures. War Harness. While wearing a war harness, the scyza can carry up to thirty-six Medium or smaller creatures. Actions Multiattack. The scyza makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, and the target is knocked prone. Tail Whip. Melee Weapon Attack: +7 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is on top of the scyza, the target falls off and lands prone. Head Crest. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage, and if the target is a creature who can hear, they are dazed until the end of their next turn by the crest’s deep ringing. Claw Twister (Recharge 6 ). The scyza claws at the ground in a flurry. Each creature of the scyza’s choice within 5 feet of them must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) slashing damage, is knocked prone, and is blinded by a cloud of dust until the start of the scyza’s next turn. On a successful save, a creature takes half as much damage and isn’t knocked prone or blinded.","properties":{"Category":"Monsters","Size":"Gargantuan ","Type":"Monstrosity","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Sea Captain","description":"With a grizzled beard and a weather-beaten face, sea captains command respect from their crew through a mixture of discipline and wisdom. Their role on the ship is multifaceted, overseeing navigation, making crucial decisions during storms, and instilling a sense of camaraderie among the sailors, ensuring that the vessel remains a well-oiled machine on the treacherous seas.","properties":{"Category":"Monsters","Size":"Medium or small","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":26071,"Challenge Rating":5},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Sea Cub","description":"They’re quite cute when they’re young, but you won’t like them when they’re older, and they certainly won’t let you dump them down the privy. - Granny Saltwood A sea lion is a fearsome monster with the head and forepaws of a lion and the lower body and tail of a fish. These creatures frequent temperate oceans and prey on anything from small fish to humanoids. These ferocious predators grow to a length of 15 feet and are highly territorial, attacking anything that trespasses on their hunting grounds with ire. Baby sea lions are called sea cubs and are quite popular as pets among fishing communities. If trained properly, the sea cubs can serve as protectors of fishing boats when they grow up. Traits Amphibious. The sea cub can breathe air and water. Keen Smell. The sea cub has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The sea cub has advantage on an attack roll against a creature if at least one of the sea cub’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Swimming Leap. With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 15 feet. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":20544,"Challenge Rating":"1/8"},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Sea Dragon","description":"The sea dragon is the apex predator of the Sea of Pelluria and the largest rivers that feed into it. This goliath serpentine creature’s long, thin body is dwarfed by the unhinging jaws at its head. Even experienced sailors attempt to avoid sea dragons when possible, as they are big enough to swallow an unfortunate person whole and crush small ships with their coiling bodies. Animals The crucible that was life after the Sundering affected the animals of Aryth as much as any, and some within the fey woodlands of Erethor were slowly transformed by it. Some animals devolved into an even more feral state than before, becoming swifter, stronger, and more aggressive in their hunt for food and quest for survival. Other animals expressed their inner nature by growing more intelligent and forming societies within their territory. These new creatures, the first dire animals known to the world, warred with the fey over territorial rights to the idyllic glades and pristine rivers of Erethor for thousands of years. At the end of the First Age, with the growing threat of the Shadow falling over all Eredane’s lands, Aradil called a council with the leaders of the dire animals, who also felt evil seeping into the land. From this great summit came the Dire Pact, an alliance born of mutual need that has grown into a true kinship between the fey and dire animals. The animals of the world play another role as well, one firmly under the control of Izrador. When he recruited and shaped the astiraxes as his servants, he saw an opportunity to further exploit Aryth’s natural resources. Though the malevolent spirits were not powerful enough to possess the intelligent bodies of humans or fey, they do have power over the beasts of the world. And so it was that the dark god corrupted the animals of the natural world, such that the forces of light could never look at their trusted and loyal companions, or the innocent and wild creatures with which they shared the world, without feeling a twinge of fear, suspicion, or distrust. Adventurers who travel with animal companions are viewed with even more suspicion than most strangers, at least by those who are aware of the astiraxes’ existence—what insanity must a person have to travel with a companion who could at any time become a servant of Shadow? Still, rumors of the heroism of the dire animals of Erethor have filtered to the human lands despite the Shadow’s best attempts to spread lies and misinformation about them, which has helped inspire a reverence toward animal-kind in many cultures. As a result, totemism is on the rise, especially among the halflings and those human communities who are in contact with them. Man’s Worst Enemy? Many of the cultures in the occupied lands have fast developed superstitions surrounding pets. In the Westlands and river communities around the Ardune, stories of the wogrens have led the people to believe that the ghosts of animals come back to protect their former masters. Thus, pets are kept for one year, after which time they are ritually sacrificed in hopes that the animals’ spirits will come back to protect the owners. In Erenhead, it is widely believed that feeding salt from the sea near Baden’s Bluff makes an animal immune to astirax possession. This faulty superstition has been the downfall of several resistance cells, whose members too easily let loose secrets while their “protected” pets skulked about, listening. The traitor princes and collaborators in the eastern cities around the Sea of Pelluria believe that it is a great honor to have one’s pet inhabited by an astirax, and so families keep many pets and often seek out bits of information so that they can tell them to their animals. The preponderance of false stories has led legates to actually discount much of what they hear, ironically lessening the chances that an astirax will actually possess a family pet during an investigation. Common Animals of Eredane Animal-kind has not flourished under the Shadow’s occupation. Existing domesticated herds were quickly depleted by armies on the march through Erenland, and rumors of the legates’ “demon ghosts” quickly made city dwellers nervous about keeping pets and allowing strays to roam the streets. As a result, pets have become scarce in large cities, and villages from the Dornish Northlands to the southern coasts have developed superstitions regarding animals. Among the free peoples of Eredane, concern over the use of animals as spies has grown in the last 100 years. Where possible, ranches and slaughterhouses are well controlled and placed some distance from cities. Even many legates do not trust having animals around, other than those inhabited by their companions, afraid that an enemy’s astirax might be spying on their activities. Nevertheless, most animals can be found somewhere in Eredane, especially those with profiles in the SRD or other popular supplementary materials. If an environment would typically have these creatures (wolves in northern forests, for example, or snakes in humid swamps), the creatures can also be found in Eredane’s equivalent environments. Traits Water Breathing. The sea dragon can breathe only underwater. Actions Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (2d12+6) piercing damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the sea dragon can’t bite another target. Swallow. The sea dragon makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside of the sea dragon, and it takes 10 (3d6) acid damage and 10 (3d6) bludgeoning damage at the start of each of the sea dragon’s turns. The sea dragon can swallow up to one Large target or four Medium targets, or any number of Small or Tiny targets at a time. If the sea dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement and exiting prone. Thrashing Coils (recharge 5-6). The sea dragon thrashes and writhes, pummeling anything that is too close to its heaving bulk. Each other creature within 5 feet of the sea dragon must make a DC 18 Dexterity saving throw, taking 15 (2d8+6) bludgeoning damage on a failed save, or half as much damage on a successful save. If the target is a creature and it fails its save, it is also pushed 10 feet away from the sea dragon and knocked prone. The sea dragon can then make one bite attack as a bonus action.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":30504,"Challenge Rating":6},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Sea Draugr","description":"Denizens of the Underworld Many of the undead of Grimnir serve a somewhat different role than they do in other worlds. While on the surface skeletons and zombies exist as dangers to the living, their existence is more nuanced. Many of the dead are agents of Hel and scour the surface world at her bidding. They gather information, they help her collect the unfortunate and forgotten, and they defend her interests—and those of Grimnir. Yet, despite this semblance of civility, the undead are still frightening and the raiders avoid them. The walking dead are something they simply don’t understand and some fear that one day the undead will rise to help consume the world. This is a worrying concept and one that is often on the mind of any raider who travels near territory haunted by the once-living. That is not to say that undead are never vile, never evil. There are many examples of the dead disregarding Hel’s mercy and love. These tend to cause the same sorts of disruptions that one might expect in more typical worlds. Pretty much any undead that might be found elsewhere can be found in Grimnir and Hel does not control them—even within the Underworld they have free will. And some decide to be terrible. In addition to standard undead, the world of Grimnir has spawned several unique flavors, from the cursed knight to the pyrewights. Many of these are created because of the breaking or bending of an oath, or because a duty was not honored. Undead Nature. Like undead in other realms, these undead do not require air, food, drink, or sleep. Draugr Draugr are formidable undead, retaining much of their training—and sometimes even the equipment they once possessed. There are a variety of draugr haunting not only the Underworld, but forests and ruins as well. Broken Oaths. Most commonly, a draugr is created when a raider makes an oath that they later break. The breaking of the oath causes torment in the undead creature; so much so that often they attempt to finish in death what they failed to in life. At other times they seek revenge against those that originally solicited the oath from them. Creatures of Circumstance. Depending on the nature of the broken oath and the circumstances of where the draugr died, they may appear as either standard draugr or sea draugr. There are rumors of even more powerful variants existing.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"typically Neutral Evil","Expansion":25792,"Challenge Rating":6},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Sea Fury","description":"In times of great danger, sea hags form massive covens to channel powerful magic against outside threats. But when the threat is vanquished, these covens often destroy themselves from within. One sea hag grows more powerful than the others, killing its kin one by one and siphoning their magical power as it does so. Driven to madness by the power it claims—and by the loneliness that is the cost of its killing spree—the hag becomes a sea fury, which hoards treasure, spreads rumors, and does everything within its power to lure sailors and explorers to its lair. By doing so, it hopes to break its loneliness for a time—and then to destroy its new playthings when they have outlived their usefulness. A Sea Fury’s Lair A sea fury lurks in the caverns where its coven once dwelled, decorating the walls with the bones of its slain kin, as well as baubles stolen from sunken wrecks. A sea fury encountered in its lair has a challenge rating of 14 (11,500 XP). Lair Actions On initiative count 20 (losing initiative ties), the sea fury can take a lair action to cause one of the following magical effects, but can’t use the same effect two rounds in a row: Caverns, tunnels, and pools of water within 120 feet of the sea fury become foggy or murky, to the extent that the area becomes heavily obscured. The sea fury conjures a 15-foot cube of water that fills an unoccupied space it can see within 30 feet of it, then moves the water in a straight line up to 60 feet, after which the water disperses. Any creature that comes into contact with the rushing wave must succeed on a DC 16 Strength saving throw or be knocked prone by it and pushed 15 feet along its course. The sea fury calls forth the spirit of a dead sailor or sea hag that met its end in the lair. This spirit has the statistics of a specter and lasts until the sea fury uses another lair action. The specter appears in an unoccupied space within 30 feet of the sea fury and obeys the sea fury’s commands. Regional Effects The region containing a sea fury’s lair is warped by the sea fury’s magic, which creates the following effects: Sea water within 5 miles of the lair becomes coarse and choppy, as if whipped by an unseen wind. Sea grass within 1 mile of the lair is imbued with a foul mockery of life, grasping ineffectually at any creature that passes within 5 feet of it. Ordinary crabs and octopi within 1 mile of the lair grow in size to become giant crabs and giant octopi, respectively. These creatures serve the sea fury as spies and guards.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":5016,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Sea Fury","description":"In times of great danger, sea hags form massive covens to channel powerful magic against outside threats. But when the threat is vanquished, these covens often destroy themselves from within. One sea hag grows more powerful than the others, killing its kin one by one and siphoning their magical power as it does so. Driven to madness by the power it claims—and by the loneliness that is the cost of its killing spree—the hag becomes a sea fury, which hoards treasure, spreads rumors, and does everything within its power to lure sailors and explorers to its lair. By doing so, it hopes to break its loneliness for a time—and then to destroy its new playthings when they have outlived their usefulness. A Sea Fury’s Lair A sea fury lurks in the caverns where its coven once dwelled, decorating the walls with the bones of its slain kin, as well as baubles stolen from sunken wrecks. A sea fury encountered in its lair has a challenge rating of 14 (11,500 XP). Lair Actions On initiative count 20 (losing initiative ties), the sea fury can take a lair action to cause one of the following magical effects, but can’t use the same effect two rounds in a row: Caverns, tunnels, and pools of water within 120 feet of the sea fury become foggy or murky, to the extent that the area becomes heavily obscured. The sea fury conjures a 15-foot cube of water that fills an unoccupied space it can see within 30 feet of it, then moves the water in a straight line up to 60 feet, after which the water disperses. Any creature that comes into contact with the rushing wave must succeed on a DC 16 Strength saving throw or be knocked prone by it and pushed 15 feet along its course. The sea fury calls forth the spirit of a dead sailor or sea hag that met its end in the lair. This spirit has the statistics of a specter and lasts until the sea fury uses another lair action. The specter appears in an unoccupied space within 30 feet of the sea fury and obeys the sea fury’s commands. Regional Effects The region containing a sea fury’s lair is warped by the sea fury’s magic, which creates the following effects: Sea water within 5 miles of the lair becomes coarse and choppy, as if whipped by an unseen wind. Sea grass within 1 mile of the lair is imbued with a foul mockery of life, grasping ineffectually at any creature that passes within 5 feet of it. Ordinary crabs and octopi within 1 mile of the lair grow in size to become giant crabs and giant octopi, respectively. These creatures serve the sea fury as spies and guards. Traits Amphibious. The sea fury can breathe air and water. Innate Spellcasting. The sea fury’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: witch bolt 1/day each: bestow curse, fear, thunderwave Legendary Resistance (3/Day). If the sea fury fails a saving throw, it can choose to succeed instead. Magic Resistance. The sea fury has advantage on saving throws against spells and other magical effects. Actions Multiattack. The sea fury makes two attacks with its claws. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Death Glare. The sea fury targets one frightened creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or drop to 0 hit points. Legendary Actions The sea fury can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sea fury regains spent legendary actions at the start of its turn. As Water. The sea fury transforms into a wave of foaming seawater, along with whatever it is wearing or carrying, and moves up to its speed without provoking opportunity attacks. While in this form, it can’t be grappled or restrained. It reverts to its true form at the end of this movement. Fearsome Apparition (Costs 2 Actions). The sea fury conjures an apparition of one of its dead sisters, which appears in an unoccupied space the sea fury can see within 30 feet of it. Enemies of the sea fury that can see the apparition must succeed on a DC 16 Wisdom saving throw or be frightened of it until it vanishes at the end of the sea fury’s next turn. Conjure Snakes (Costs 3 Actions). The sea fury disgorges a swarm of poisonous snakes, which occupies the same space as the sea fury, acts on its own initiative count, and attacks as directed by the sea fury. The sea fury can control up to three of these swarms at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":29448,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Sea Giant","description":"Sea giants are an enigmatic race of amphibious giants. They reach heights of 14 to 15 feet and can weigh over 1,000 pounds. Sea giant skin, which ranges from pale blue, blue-green, and sea green, is extremely thick and tough, enabling them to withstand the pressure of living in extreme depths. Their hair color ranges from green and orange and resembles seaweed in texture. Sea giants fashion armor and clothing from the hide and shells of large sea creatures and from the iron, wood, and nets they scavenge from sea wrecks. Coastline Dwellers. Sea giants can subsist on fish, sea mammals, and aquatic vegetation, but a majority supplement their diet with fruits, vegetables, and animal meat from the surface. Because of this, most sea giants build settlements near coasts. While majority of sea giants keep to themselves and avoid contact with surface dwellers, a few have adapted to a lifestyle that makes them coexist with seaside surface communities. Good-aligned sea giants bring commodities such as whale meat, fish, pearls, and coral, which they trade with coastal villages for livestock, vegetables, precious metals, rope, and steel. Evil sea giants, on the other hand, raid passing merchant ships and nearby coastal towns. They kidnap townsfolk for ransom or to trade with other aquatic races as slaves. Wave Summoners. Sea giants usually fight with tridents or spears. They also use weighted nets to capture prey or prisoners. If hard pressed, they can magically summon a powerful wave of water that can crush, push, and knock back foes. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Traits Amphibious. The giant can breathe air and water. Actions Multiattack. The giant makes two Trident attacks. Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 60/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage, or 14 (2d8 + 5) piercing damage if used with two hands to make a melee attack. Spiked Weighted Net. Ranged Weapon Attack: +3 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: 3 (1d6) piercing damage and the target is restrained by the net. A creature can use its action to make a DC 15 Strength check to free itself or another creature in the net. Each time a creature uses its action while restrained, it takes 3 (1d6) piercing damage. The net can also be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, electricity, poison, and psychic damage). Tidal Surge (Recharge 5–6). The giant conjures up a powerful wave of water that moves down in a line that is 10 feet wide, 10 feet tall, and 30 feet long. Each creature in that line must make a DC 15 Strength saving throw. On a failed save, a creature takes 36 (8d8) bludgeoning damage and is pushed up to 10 feet and knocked prone. On a successful save, a creature takes half as much damage and isn’t pushed or knocked prone. Huge and larger creatures have advantage on their saving throws. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Neutral","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Sea Giant","description":"The sea giant is a towering and malevolent creature that lurks in the depths of the seas and oceans. Looming over its prey, it stands at least 15 feet tall and is covered in thick, scaly skin that is impervious to most attacks. Its massive hands wield a greatspear with deadly precision, which it uses to hunt and impale its prey. With a series of spins, the sea giant can create a powerful vortex of water that draws in nearby creatures, leaving them helpless before its spear. Despite its formidable size and strength, the giant is withdrawn in nature, living in small communities deep within sea caves. It despises other underwater creatures and will attack anything that dares to enter its territory. The sea giant only ventures to the surface to hunt and explore worthy targets, such as ships or coastal towns.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral evil","Expansion":26071,"Challenge Rating":7},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Sea Giant Chieftain","description":"Sea giants are an enigmatic race of amphibious giants. They reach heights of 14 to 15 feet and can weigh over 1,000 pounds. Sea giant skin, which ranges from pale blue, blue-green, and sea green, is extremely thick and tough, enabling them to withstand the pressure of living in extreme depths. Their hair color ranges from green and orange and resembles seaweed in texture. Sea giants fashion armor and clothing from the hide and shells of large sea creatures and from the iron, wood, and nets they scavenge from sea wrecks. Coastline Dwellers. Sea giants can subsist on fish, sea mammals, and aquatic vegetation, but a majority supplement their diet with fruits, vegetables, and animal meat from the surface. Because of this, most sea giants build settlements near coasts. While majority of sea giants keep to themselves and avoid contact with surface dwellers, a few have adapted to a lifestyle that makes them coexist with seaside surface communities. Good-aligned sea giants bring commodities such as whale meat, fish, pearls, and coral, which they trade with coastal villages for livestock, vegetables, precious metals, rope, and steel. Evil sea giants, on the other hand, raid passing merchant ships and nearby coastal towns. They kidnap townsfolk for ransom or to trade with other aquatic races as slaves. Wave Summoners. Sea giants usually fight with tridents or spears. They also use weighted nets to capture prey or prisoners. If hard pressed, they can magically summon a powerful wave of water that can crush, push, and knock back foes. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Traits Amphibious. The giant can breathe air and water. Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant makes two Trident attacks. Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 60/120 ft., one target. Hit: 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) lightning damage. Tidal Surge (Recharge 5–6). The giant conjures up a powerful wave of water that moves down in a line that is 15 feet wide, 10 feet tall, and 60 feet long. Each creature in that line must make a DC 17 Strength saving throw. On a failed save, a creature takes 40 (9d8) bludgeoning damage and is pushed up to 10 feet and knocked prone. On a successful save, a creature takes half as much damage and isn’t pushed or knocked prone. Huge and larger creatures have advantage on their saving throws. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. Bonus Actions Battle Cry (1/Day). Each creature of the giant's choice that is within 30 feet of it, can hear it, and is not already affected by Battle Cry gains advantage on attack rolls until the end of the giant's next turn. Command Ally. The giant targets one ally it can see within 30 feet of it. If the target can see and hear the giant, the target can use its reaction to move up to half its speed and make one weapon attack. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Charge. The giant moves up to its speed. Trident (Costs 2 Actions). The giant makes a Trident attack. Forked Lightning (Costs 3 Actions). The giant unleashes a bolt of lightning that arcs toward a target of its choice that it can see within 60 feet of it. Two bolts then leap from that target to as many as two other targets, each of which must be within 15 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target must make a DC 17 Constitution saving throw. On a failed save, a target takes 13 (3d8) lightning damage and is incapacitated until the end of the giant's next turn. On a successful save, a target takes half as much damage and isn't incapacitated.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Neutral","Expansion":29032,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Sea Giant Shaman","description":"Sea giants are an enigmatic race of amphibious giants. They reach heights of 14 to 15 feet and can weigh over 1,000 pounds. Sea giant skin, which ranges from pale blue, blue-green, and sea green, is extremely thick and tough, enabling them to withstand the pressure of living in extreme depths. Their hair color ranges from green and orange and resembles seaweed in texture. Sea giants fashion armor and clothing from the hide and shells of large sea creatures and from the iron, wood, and nets they scavenge from sea wrecks. Coastline Dwellers. Sea giants can subsist on fish, sea mammals, and aquatic vegetation, but a majority supplement their diet with fruits, vegetables, and animal meat from the surface. Because of this, most sea giants build settlements near coasts. While majority of sea giants keep to themselves and avoid contact with surface dwellers, a few have adapted to a lifestyle that makes them coexist with seaside surface communities. Good-aligned sea giants bring commodities such as whale meat, fish, pearls, and coral, which they trade with coastal villages for livestock, vegetables, precious metals, rope, and steel. Evil sea giants, on the other hand, raid passing merchant ships and nearby coastal towns. They kidnap townsfolk for ransom or to trade with other aquatic races as slaves. Wave Summoners. Sea giants usually fight with tridents or spears. They also use weighted nets to capture prey or prisoners. If hard pressed, they can magically summon a powerful wave of water that can crush, push, and knock back foes. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Traits Amphibious. The giant can breathe air and water. Actions Multiattack. The giant makes two Trident attacks. Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 60/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) lightning damage. Tidal Surge (Recharge 5–6). The giant conjures up a powerful wave of water that moves down in a line that is 10 feet wide, 10 feet tall, and 30 feet long. Each creature in that line must make a DC 15 Strength saving throw. On a failed save, a creature takes 36 (8d8) bludgeoning damage and is pushed up to 10 feet and knocked prone. On a successful save, a creature takes half as much damage and isn’t pushed or knocked prone. Huge and larger creatures have advantage on their saving throws. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. Summon Lightning (1/Day). The giant targets up to three points on the ground within 120 feet of it. A bolt of lightning flashes down from the sky to hit each point. Each creature within 10 feet of that point must make a DC 15 Constitution saving throw. A creature in the area of more than one lightning bolt is affected only once. On a failed save, a creature takes 27 (5d10) lightning damage and is incapacitated until the end of the giant's next turn. On a successful save, a creature takes half as much damage and isn't incapacitated. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15): At will: druidcraft, guidance, mending 1/day each: control water, fog cloud, gust of wind, ice storm, sleet storm, thunderwave","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Neutral","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Sea Hag","description":"Hags Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts. Faces of Evil. Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy. All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity. Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth. Monstrous Motherhood. Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother’s womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror. Dark Bargains. Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell. Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear—especially if the thing lost diminishes or negates the knowledge gained through the bargain. A Foul Nature. Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might “help” such creatures by disfiguring or transforming them. This embrace of the disturbing and unpleasant extends to all aspects of a hag’s life. A hag might fly in a magical giant’s skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke. Dark Sorority. Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don’t like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag’s territory, bring gifts when entering another hag’s dwelling, and break no oaths given to other hags—as long as the oath isn’t given with the fingers crossed. Some humanoids make the mistake of thinking that the hags’ rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson. Dark Lairs. Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag’s lair reflects the creature’s noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers. Sea Hag Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters. Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the hag might simply attack it or deface it. If something beautiful gives hope, a sea hag wants it to cause despair. If it inspires courage, the sea hag wants it to cause fear. Ugly Inside and Out. Sea hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag’s hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll’s. Although a sea hag can hide her true form under a veil of illusion, the hag is cursed to forever appear ugly. Her illusory form appears haggard at best. Covens. A sea hag that is part of a coven (see Hag Covens) has a challenge rating of 4 (1,100 XP). Hag Covens When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power. A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves: • 1st level (4 slots): identify , ray of sickness • 2nd level (3 slots): hold person , locate object • 3rd level (3 slots): bestow curse , counterspell , lightning bolt • 4th level (3 slots): phantasmal killer , polymorph • 5th level (2 slots): contact other plane , scrying • 6th level (1 slot): eyebite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag’s Intelligence modifier, and the spell attack bonus is 4 + the hag’s Intelligence modifier. Hag Eye. A hag coven can craft a magic item called a hag eye , which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over. Traits Amphibious : The hag can breathe air and water. Horrific Appearance : Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. Shared Spellcasting (Coven Only) : While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: • 1st level (4 slots): identify , ray of sickness • 2nd level (3 slots): hold person , locate object • 3rd level (3 slots): bestow curse , counterspell , lightning bolt • 4th level (3 slots): phantasmal killer , polymorph • 5th level (2 slots): contact other plane , scrying • 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The sea hag's spell save DC is 13, and the spell attack bonus is +5 for these spells. Actions Claws : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. Death Glare : The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. Illusory Appearance : The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Sea Hag","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The hag can breathe air and water. Horrific Appearance : Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. Actions Claws : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Death Glare : The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points. Illusory Appearance : The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"52 (7d8+21)","CHA":13,"CON":16,"DEX":13,"INT":12,"STR":16,"WIS":12,"Size":"Medium","Type":"fey","Speed":"30 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068516/03SFxbAC_fr6seSVQGtKDg/original.png","Roll 0":"Claws\n1d20 + 5\n2d6+3","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":450,"Alignment":"Chaotic Evil","Languages":"Aquan, Common, Giant","data-List":"false","Spell Book":"Identify, Ray Of Sickness, Hold Person, Locate Object, Bestow Curse, Counterspell, Lightning Bolt, Phantasmal Killer, Polymorph, Contact Other Plane, Scrying, Eyebite","Token Size":1,"data-Spells":"{\"spells\":{\"1st\":[\"identify\",\"ray of sickness\"],\"2nd\":[\"hold person\",\"locate object\"],\"3rd\":[\"bestow curse\",\"counterspell\",\"lightning bolt\"],\"4th\":[\"phantasmal killer\",\"polymorph\"],\"5th\":[\"contact other plane\",\"scrying\"],\"6th\":[\"eye bite\"]}}","data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The hag can breathe air and water.\"},{\"Name\":\"Horrific Appearance\",\"Desc\":\"Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.\"}]","data-Actions":"[{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Death Glare\",\"Desc\":\"The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.\"},{\"Name\":\"Illusory Appearance\",\"Desc\":\"The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.\"}]","data-CHA-mod":"+1","data-CON-mod":"+3","data-DEX-mod":"+1","data-INT-mod":"+1","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":2,"Passive Perception":11,"Spellcasting Ability":"Intelligence","data-CrNum":2,"data-AcNum":14,"data-HpNum":52},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sea Hag","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"Chaotic Evil","Expansion":21300,"Challenge Rating":2},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Sea Hag","description":"When fear of death or hunger for power grips a mortal (often a druid, warlock, or witch), they might forge a pact with unseelie archfey. The mortal becomes a hag—aged, clawed, and cruel—a powerful representative of the unseelie in the Mundane World. In exchange, hags use their magic to bring about the misery that evil archfey crave. Hiding in Plain Sight. Though hags typically appear as older humanoid women, their true form is as vicious and nasty as their nature. They prefer to show the world a charitable face, but the general wisdom concerning hags is that the more beautiful their appearance, the deeper the rot within. However, this theory has never been confirmed, as few who see a hag’s true form live to tell the tale. Dealmakers and Heart-Breakers. Since old age can’t kill hags, the oldest among them accumulate as much knowledge, magic, and repute as ancient dragons. They are happy to share their wares … for the right price. Rather than ask for paltry coin, a hag usually bargains for something dear to the customer—perhaps their ability to love, the sound of their child’s laugh, or their left pinky toe. Adding insult to injury, those who deal with hags almost always discover the product is worse than advertised. Mortals should pay close attention to the precise wording of their agreements, lest they end up with a hex they thought would be a gift. Such curses often lead to the corruption of good but desperate folk, and some get so twisted up in fey deals that they become hags themselves. What’s in a Name? Hags give themselves whimsical names, and older hags often select monikers like Auntie, Granny, or Nanny. Such relatable names help entice their favorite prey: the innocent. Who would fear Granny Gumdrops or Auntie Twothumbs? Collaboration and Covens. Hags are often viewed as solitary beings due to their foul tempers and tempestuous natures, but they aren’t opposed to dealing with others when it suits their needs. Green hags form close relationships with local forest beings, night hags cavort with deal-loving devils, and sea hags bargain with other denizens of the deep to keep merfolk away from their lairs. The most infamous hag collaborations are covens, formed when three hags like—or at least tolerate—each other very much and choose to spend a life together. Due to their preferred lairs and varying ambitions, hags typically work with hags of the same kind, though mixed covens aren’t out of the question. While in a coven, hags share magic energy, increasing the power of each member of the coven. Loyal Underlings. Hags are treacherous by nature, and they only recruit creatures they trust to be loyal underlings. Most of these creatures lack sapience (such as animals, constructs, and undead), though hags sometimes command weaker fey who are too scared to betray them. Content Warning: Drowning Before running a sea hag, check in with your group to see if anyone is upset by descriptions of drowning or suffocation. If so, you can keep the game fun by describing the hag’s Dry Drowning action as a dizzying hex that affects creatures who live on land, instead of describing it as drowning. Traits Amphibious. The hag can breathe both air and water. Actions Multiattack. The hag makes one Lightning Strike attack and uses Dry Drowning. Lightning Strike. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 10 (3d6) lightning damage. Dry Drowning. The hag chooses a creature they can see within 120 feet of them, making the target feel as though their lungs are filling with water. The target must succeed on a DC 13 Wisdom saving throw or be dazed until the start of the hag’s next turn. A creature who can breathe water or who doesn’t need air automatically succeeds on this saving throw. Bonus Actions Sea Storm ( 1 /Day; 3 rd-Level Spell; Concentration). The hag creates a roiling storm with a 60-foot radius centered on themself that moves with them and lasts for 1 minute. The hag has advantage on Lightning Strike attacks against targets in that area, and those attacks deal an extra 3 (1d6) lightning damage. Reactions Fearsome Glare. When a creature the hag can see within 30 feet of them hits the hag with an attack, that creature must succeed on a DC 13 Wisdom saving throw or be frightened of the hag until the end of the hag’s next turn. Utility Spells In addition to any other spells in this stat block, the hag can cast the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: create or destroy water A , disguise self A 3/day each: control water A , identify + 1/day each: clairvoyance + , legend lore + Sea Hag in a Coven A sea hag in a coven gains the following action option. Grasping Detritus (Recharge 5 – 6 ). The hag conjures magical seaweed and fish guts to restrain their foes. Each enemy in a 30-foot cone emanating from the hag must make a DC 13 Dexterity saving throw. On a failed save, a target takes 13 (3d8) bludgeoning damage and is restrained until the end of the hag’s next turn. On a successful save, a target takes half as much damage and isn’t restrained.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Sea Hag","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"any evil","Expansion":34600,"Challenge Rating":2},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Sea Hag Apprentice (PB 2)","description":"When fear of death or hunger for power grips a mortal (often a druid, warlock, or witch), they might forge a pact with unseelie archfey. The mortal becomes a hag—aged, clawed, and cruel—a powerful representative of the unseelie in the Mundane World. In exchange, hags use their magic to bring about the misery that evil archfey crave. Hiding in Plain Sight. Though hags typically appear as older humanoid women, their true form is as vicious and nasty as their nature. They prefer to show the world a charitable face, but the general wisdom concerning hags is that the more beautiful their appearance, the deeper the rot within. However, this theory has never been confirmed, as few who see a hag’s true form live to tell the tale. Dealmakers and Heart-Breakers. Since old age can’t kill hags, the oldest among them accumulate as much knowledge, magic, and repute as ancient dragons. They are happy to share their wares … for the right price. Rather than ask for paltry coin, a hag usually bargains for something dear to the customer—perhaps their ability to love, the sound of their child’s laugh, or their left pinky toe. Adding insult to injury, those who deal with hags almost always discover the product is worse than advertised. Mortals should pay close attention to the precise wording of their agreements, lest they end up with a hex they thought would be a gift. Such curses often lead to the corruption of good but desperate folk, and some get so twisted up in fey deals that they become hags themselves. What’s in a Name? Hags give themselves whimsical names, and older hags often select monikers like Auntie, Granny, or Nanny. Such relatable names help entice their favorite prey: the innocent. Who would fear Granny Gumdrops or Auntie Twothumbs? Collaboration and Covens. Hags are often viewed as solitary beings due to their foul tempers and tempestuous natures, but they aren’t opposed to dealing with others when it suits their needs. Green hags form close relationships with local forest beings, night hags cavort with deal-loving devils, and sea hags bargain with other denizens of the deep to keep merfolk away from their lairs. The most infamous hag collaborations are covens, formed when three hags like—or at least tolerate—each other very much and choose to spend a life together. Due to their preferred lairs and varying ambitions, hags typically work with hags of the same kind, though mixed covens aren’t out of the question. While in a coven, hags share magic energy, increasing the power of each member of the coven. Loyal Underlings. Hags are treacherous by nature, and they only recruit creatures they trust to be loyal underlings. Most of these creatures lack sapience (such as animals, constructs, and undead), though hags sometimes command weaker fey who are too scared to betray them. Traits Amphibious. The apprentice can breathe air and water. Signature Attack (Zap). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d8) lightning damage. This spell’s damage increases by 1d8 when the apprentice reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8). Features 3 rd Level: Wash Away ( 3 /Day). As a bonus action, the apprentice rides a crashing wave. They make a signature attack against an enemy within 5 feet of them and move up to their walking speed without provoking opportunity attacks. If the attack hits, it deals an extra PB bludgeoning damage. 5 th Level: Ride the Lightning ( 3 /Day). As an action, the apprentice supercharges their foe’s nervous system. The apprentice makes a signature attack, and if it deals damage to a creature, the target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target is incapacitated and their speed is halved until the end of their next turn. 7 th Level: Drown ( 1 /Day). As an action, the apprentice chooses three creatures the apprentice can see within 60 feet of them. Each target feels as though their lungs are filling with water and must make a DC 10 plus PB Constitution saving throw. A creature who can breathe water or who doesn’t need air automatically succeeds on this saving throw. On a failed save, a target takes PBd8 force damage, and for 1 minute, they can’t speak, their speed is halved, and they are dazed (save ends at end of turn). On a successful save, the target takes half as much damage and suffers no other effect. Another creature within 5 feet of a target can use their action to make a DC 10 plus PB Strength (Athletics) or Intelligence (Medicine) check, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Sea Hag Apprentice (PB 2)","description":"Content Warning: Drowning Before using a sea hag, check in with your group to see if anyone is upset by descriptions of drowning or suffocation. If so, you can keep the game fun by describing the hag’s Dry Drown action as a dizzying hex that affects creatures who live on land, instead of describing it as drowning. Traits Amphibious. The apprentice can breathe air and water. Signature Attack (Zap). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d8) lightning damage. This spell’s damage increases by 1d8 when the apprentice reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8). Features 3 rd Level: Wash Away ( 3 /Day). As a bonus action, the apprentice rides a crashing wave. They make a signature attack against an enemy within 5 feet of them and move up to their walking speed without provoking opportunity attacks. If the attack hits, it deals an extra PB bludgeoning damage. 5 th Level: Ride the Lightning ( 3 /Day). As an action, the apprentice supercharges their foe’s nervous system. The apprentice makes a signature attack, and if it deals damage to a creature, the target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target is incapacitated and their speed is halved until the end of their next turn. 7 th Level: Drown ( 1 /Day). As an action, the apprentice chooses three creatures the apprentice can see within 60 feet of them. Each target feels as though their lungs are filling with water and must make a DC 10 plus PB Constitution saving throw. A creature who can breathe water or who doesn’t need air automatically succeeds on this saving throw. On a failed save, a target takes PBd8 force damage, and for 1 minute, they can’t speak, their speed is halved, and they are dazed (save ends at end of turn). On a successful save, the target takes half as much damage and suffers no other effect. Another creature within 5 feet of a target can use their action to make a DC 10 plus PB Strength (Athletics) or Intelligence (Medicine) check, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Sea Hag Apprentice (PB 3)","description":"When fear of death or hunger for power grips a mortal (often a druid, warlock, or witch), they might forge a pact with unseelie archfey. The mortal becomes a hag—aged, clawed, and cruel—a powerful representative of the unseelie in the Mundane World. In exchange, hags use their magic to bring about the misery that evil archfey crave. Hiding in Plain Sight. Though hags typically appear as older humanoid women, their true form is as vicious and nasty as their nature. They prefer to show the world a charitable face, but the general wisdom concerning hags is that the more beautiful their appearance, the deeper the rot within. However, this theory has never been confirmed, as few who see a hag’s true form live to tell the tale. Dealmakers and Heart-Breakers. Since old age can’t kill hags, the oldest among them accumulate as much knowledge, magic, and repute as ancient dragons. They are happy to share their wares … for the right price. Rather than ask for paltry coin, a hag usually bargains for something dear to the customer—perhaps their ability to love, the sound of their child’s laugh, or their left pinky toe. Adding insult to injury, those who deal with hags almost always discover the product is worse than advertised. Mortals should pay close attention to the precise wording of their agreements, lest they end up with a hex they thought would be a gift. Such curses often lead to the corruption of good but desperate folk, and some get so twisted up in fey deals that they become hags themselves. What’s in a Name? Hags give themselves whimsical names, and older hags often select monikers like Auntie, Granny, or Nanny. Such relatable names help entice their favorite prey: the innocent. Who would fear Granny Gumdrops or Auntie Twothumbs? Collaboration and Covens. Hags are often viewed as solitary beings due to their foul tempers and tempestuous natures, but they aren’t opposed to dealing with others when it suits their needs. Green hags form close relationships with local forest beings, night hags cavort with deal-loving devils, and sea hags bargain with other denizens of the deep to keep merfolk away from their lairs. The most infamous hag collaborations are covens, formed when three hags like—or at least tolerate—each other very much and choose to spend a life together. Due to their preferred lairs and varying ambitions, hags typically work with hags of the same kind, though mixed covens aren’t out of the question. While in a coven, hags share magic energy, increasing the power of each member of the coven. Loyal Underlings. Hags are treacherous by nature, and they only recruit creatures they trust to be loyal underlings. Most of these creatures lack sapience (such as animals, constructs, and undead), though hags sometimes command weaker fey who are too scared to betray them. Traits Amphibious. The apprentice can breathe air and water. Signature Attack (Zap). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d8) lightning damage. This spell’s damage increases by 1d8 when the apprentice reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8). Features 3 rd Level: Wash Away ( 3 /Day). As a bonus action, the apprentice rides a crashing wave. They make a signature attack against an enemy within 5 feet of them and move up to their walking speed without provoking opportunity attacks. If the attack hits, it deals an extra PB bludgeoning damage. 5 th Level: Ride the Lightning ( 3 /Day). As an action, the apprentice supercharges their foe’s nervous system. The apprentice makes a signature attack, and if it deals damage to a creature, the target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target is incapacitated and their speed is halved until the end of their next turn. 7 th Level: Drown ( 1 /Day). As an action, the apprentice chooses three creatures the apprentice can see within 60 feet of them. Each target feels as though their lungs are filling with water and must make a DC 10 plus PB Constitution saving throw. A creature who can breathe water or who doesn’t need air automatically succeeds on this saving throw. On a failed save, a target takes PBd8 force damage, and for 1 minute, they can’t speak, their speed is halved, and they are dazed (save ends at end of turn). On a successful save, the target takes half as much damage and suffers no other effect. Another creature within 5 feet of a target can use their action to make a DC 10 plus PB Strength (Athletics) or Intelligence (Medicine) check, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Sea Hag Apprentice (PB 3)","description":"Content Warning: Drowning Before using a sea hag, check in with your group to see if anyone is upset by descriptions of drowning or suffocation. If so, you can keep the game fun by describing the hag’s Dry Drown action as a dizzying hex that affects creatures who live on land, instead of describing it as drowning. Traits Amphibious. The apprentice can breathe air and water. Signature Attack (Zap). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d8) lightning damage. This spell’s damage increases by 1d8 when the apprentice reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8). Features 3 rd Level: Wash Away ( 3 /Day). As a bonus action, the apprentice rides a crashing wave. They make a signature attack against an enemy within 5 feet of them and move up to their walking speed without provoking opportunity attacks. If the attack hits, it deals an extra PB bludgeoning damage. 5 th Level: Ride the Lightning ( 3 /Day). As an action, the apprentice supercharges their foe’s nervous system. The apprentice makes a signature attack, and if it deals damage to a creature, the target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target is incapacitated and their speed is halved until the end of their next turn. 7 th Level: Drown ( 1 /Day). As an action, the apprentice chooses three creatures the apprentice can see within 60 feet of them. Each target feels as though their lungs are filling with water and must make a DC 10 plus PB Constitution saving throw. A creature who can breathe water or who doesn’t need air automatically succeeds on this saving throw. On a failed save, a target takes PBd8 force damage, and for 1 minute, they can’t speak, their speed is halved, and they are dazed (save ends at end of turn). On a successful save, the target takes half as much damage and suffers no other effect. Another creature within 5 feet of a target can use their action to make a DC 10 plus PB Strength (Athletics) or Intelligence (Medicine) check, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Sea Hag Apprentice (PB 4)","description":"When fear of death or hunger for power grips a mortal (often a druid, warlock, or witch), they might forge a pact with unseelie archfey. The mortal becomes a hag—aged, clawed, and cruel—a powerful representative of the unseelie in the Mundane World. In exchange, hags use their magic to bring about the misery that evil archfey crave. Hiding in Plain Sight. Though hags typically appear as older humanoid women, their true form is as vicious and nasty as their nature. They prefer to show the world a charitable face, but the general wisdom concerning hags is that the more beautiful their appearance, the deeper the rot within. However, this theory has never been confirmed, as few who see a hag’s true form live to tell the tale. Dealmakers and Heart-Breakers. Since old age can’t kill hags, the oldest among them accumulate as much knowledge, magic, and repute as ancient dragons. They are happy to share their wares … for the right price. Rather than ask for paltry coin, a hag usually bargains for something dear to the customer—perhaps their ability to love, the sound of their child’s laugh, or their left pinky toe. Adding insult to injury, those who deal with hags almost always discover the product is worse than advertised. Mortals should pay close attention to the precise wording of their agreements, lest they end up with a hex they thought would be a gift. Such curses often lead to the corruption of good but desperate folk, and some get so twisted up in fey deals that they become hags themselves. What’s in a Name? Hags give themselves whimsical names, and older hags often select monikers like Auntie, Granny, or Nanny. Such relatable names help entice their favorite prey: the innocent. Who would fear Granny Gumdrops or Auntie Twothumbs? Collaboration and Covens. Hags are often viewed as solitary beings due to their foul tempers and tempestuous natures, but they aren’t opposed to dealing with others when it suits their needs. Green hags form close relationships with local forest beings, night hags cavort with deal-loving devils, and sea hags bargain with other denizens of the deep to keep merfolk away from their lairs. The most infamous hag collaborations are covens, formed when three hags like—or at least tolerate—each other very much and choose to spend a life together. Due to their preferred lairs and varying ambitions, hags typically work with hags of the same kind, though mixed covens aren’t out of the question. While in a coven, hags share magic energy, increasing the power of each member of the coven. Loyal Underlings. Hags are treacherous by nature, and they only recruit creatures they trust to be loyal underlings. Most of these creatures lack sapience (such as animals, constructs, and undead), though hags sometimes command weaker fey who are too scared to betray them. Traits Amphibious. The apprentice can breathe air and water. Signature Attack (Zap). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d8) lightning damage. This spell’s damage increases by 1d8 when the apprentice reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8). Features 3 rd Level: Wash Away ( 3 /Day). As a bonus action, the apprentice rides a crashing wave. They make a signature attack against an enemy within 5 feet of them and move up to their walking speed without provoking opportunity attacks. If the attack hits, it deals an extra PB bludgeoning damage. 5 th Level: Ride the Lightning ( 3 /Day). As an action, the apprentice supercharges their foe’s nervous system. The apprentice makes a signature attack, and if it deals damage to a creature, the target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target is incapacitated and their speed is halved until the end of their next turn. 7 th Level: Drown ( 1 /Day). As an action, the apprentice chooses three creatures the apprentice can see within 60 feet of them. Each target feels as though their lungs are filling with water and must make a DC 10 plus PB Constitution saving throw. A creature who can breathe water or who doesn’t need air automatically succeeds on this saving throw. On a failed save, a target takes PBd8 force damage, and for 1 minute, they can’t speak, their speed is halved, and they are dazed (save ends at end of turn). On a successful save, the target takes half as much damage and suffers no other effect. Another creature within 5 feet of a target can use their action to make a DC 10 plus PB Strength (Athletics) or Intelligence (Medicine) check, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Sea Hag Apprentice (PB 4)","description":"Content Warning: Drowning Before using a sea hag, check in with your group to see if anyone is upset by descriptions of drowning or suffocation. If so, you can keep the game fun by describing the hag’s Dry Drown action as a dizzying hex that affects creatures who live on land, instead of describing it as drowning. Traits Amphibious. The apprentice can breathe air and water. Signature Attack (Zap). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d8) lightning damage. This spell’s damage increases by 1d8 when the apprentice reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8). Features 3 rd Level: Wash Away ( 3 /Day). As a bonus action, the apprentice rides a crashing wave. They make a signature attack against an enemy within 5 feet of them and move up to their walking speed without provoking opportunity attacks. If the attack hits, it deals an extra PB bludgeoning damage. 5 th Level: Ride the Lightning ( 3 /Day). As an action, the apprentice supercharges their foe’s nervous system. The apprentice makes a signature attack, and if it deals damage to a creature, the target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target is incapacitated and their speed is halved until the end of their next turn. 7 th Level: Drown ( 1 /Day). As an action, the apprentice chooses three creatures the apprentice can see within 60 feet of them. Each target feels as though their lungs are filling with water and must make a DC 10 plus PB Constitution saving throw. A creature who can breathe water or who doesn’t need air automatically succeeds on this saving throw. On a failed save, a target takes PBd8 force damage, and for 1 minute, they can’t speak, their speed is halved, and they are dazed (save ends at end of turn). On a successful save, the target takes half as much damage and suffers no other effect. Another creature within 5 feet of a target can use their action to make a DC 10 plus PB Strength (Athletics) or Intelligence (Medicine) check, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Sea Hag Apprentice (PB 5)","description":"When fear of death or hunger for power grips a mortal (often a druid, warlock, or witch), they might forge a pact with unseelie archfey. The mortal becomes a hag—aged, clawed, and cruel—a powerful representative of the unseelie in the Mundane World. In exchange, hags use their magic to bring about the misery that evil archfey crave. Hiding in Plain Sight. Though hags typically appear as older humanoid women, their true form is as vicious and nasty as their nature. They prefer to show the world a charitable face, but the general wisdom concerning hags is that the more beautiful their appearance, the deeper the rot within. However, this theory has never been confirmed, as few who see a hag’s true form live to tell the tale. Dealmakers and Heart-Breakers. Since old age can’t kill hags, the oldest among them accumulate as much knowledge, magic, and repute as ancient dragons. They are happy to share their wares … for the right price. Rather than ask for paltry coin, a hag usually bargains for something dear to the customer—perhaps their ability to love, the sound of their child’s laugh, or their left pinky toe. Adding insult to injury, those who deal with hags almost always discover the product is worse than advertised. Mortals should pay close attention to the precise wording of their agreements, lest they end up with a hex they thought would be a gift. Such curses often lead to the corruption of good but desperate folk, and some get so twisted up in fey deals that they become hags themselves. What’s in a Name? Hags give themselves whimsical names, and older hags often select monikers like Auntie, Granny, or Nanny. Such relatable names help entice their favorite prey: the innocent. Who would fear Granny Gumdrops or Auntie Twothumbs? Collaboration and Covens. Hags are often viewed as solitary beings due to their foul tempers and tempestuous natures, but they aren’t opposed to dealing with others when it suits their needs. Green hags form close relationships with local forest beings, night hags cavort with deal-loving devils, and sea hags bargain with other denizens of the deep to keep merfolk away from their lairs. The most infamous hag collaborations are covens, formed when three hags like—or at least tolerate—each other very much and choose to spend a life together. Due to their preferred lairs and varying ambitions, hags typically work with hags of the same kind, though mixed covens aren’t out of the question. While in a coven, hags share magic energy, increasing the power of each member of the coven. Loyal Underlings. Hags are treacherous by nature, and they only recruit creatures they trust to be loyal underlings. Most of these creatures lack sapience (such as animals, constructs, and undead), though hags sometimes command weaker fey who are too scared to betray them. Traits Amphibious. The apprentice can breathe air and water. Signature Attack (Zap). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d8) lightning damage. This spell’s damage increases by 1d8 when the apprentice reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8). Features 3 rd Level: Wash Away ( 3 /Day). As a bonus action, the apprentice rides a crashing wave. They make a signature attack against an enemy within 5 feet of them and move up to their walking speed without provoking opportunity attacks. If the attack hits, it deals an extra PB bludgeoning damage. 5 th Level: Ride the Lightning ( 3 /Day). As an action, the apprentice supercharges their foe’s nervous system. The apprentice makes a signature attack, and if it deals damage to a creature, the target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target is incapacitated and their speed is halved until the end of their next turn. 7 th Level: Drown ( 1 /Day). As an action, the apprentice chooses three creatures the apprentice can see within 60 feet of them. Each target feels as though their lungs are filling with water and must make a DC 10 plus PB Constitution saving throw. A creature who can breathe water or who doesn’t need air automatically succeeds on this saving throw. On a failed save, a target takes PBd8 force damage, and for 1 minute, they can’t speak, their speed is halved, and they are dazed (save ends at end of turn). On a successful save, the target takes half as much damage and suffers no other effect. Another creature within 5 feet of a target can use their action to make a DC 10 plus PB Strength (Athletics) or Intelligence (Medicine) check, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Sea Hag Apprentice (PB 5)","description":"Content Warning: Drowning Before using a sea hag, check in with your group to see if anyone is upset by descriptions of drowning or suffocation. If so, you can keep the game fun by describing the hag’s Dry Drown action as a dizzying hex that affects creatures who live on land, instead of describing it as drowning. Traits Amphibious. The apprentice can breathe air and water. Signature Attack (Zap). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d8) lightning damage. This spell’s damage increases by 1d8 when the apprentice reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8). Features 3 rd Level: Wash Away ( 3 /Day). As a bonus action, the apprentice rides a crashing wave. They make a signature attack against an enemy within 5 feet of them and move up to their walking speed without provoking opportunity attacks. If the attack hits, it deals an extra PB bludgeoning damage. 5 th Level: Ride the Lightning ( 3 /Day). As an action, the apprentice supercharges their foe’s nervous system. The apprentice makes a signature attack, and if it deals damage to a creature, the target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target is incapacitated and their speed is halved until the end of their next turn. 7 th Level: Drown ( 1 /Day). As an action, the apprentice chooses three creatures the apprentice can see within 60 feet of them. Each target feels as though their lungs are filling with water and must make a DC 10 plus PB Constitution saving throw. A creature who can breathe water or who doesn’t need air automatically succeeds on this saving throw. On a failed save, a target takes PBd8 force damage, and for 1 minute, they can’t speak, their speed is halved, and they are dazed (save ends at end of turn). On a successful save, the target takes half as much damage and suffers no other effect. Another creature within 5 feet of a target can use their action to make a DC 10 plus PB Strength (Athletics) or Intelligence (Medicine) check, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Sea Hag Apprentice (PB 6)","description":"When fear of death or hunger for power grips a mortal (often a druid, warlock, or witch), they might forge a pact with unseelie archfey. The mortal becomes a hag—aged, clawed, and cruel—a powerful representative of the unseelie in the Mundane World. In exchange, hags use their magic to bring about the misery that evil archfey crave. Hiding in Plain Sight. Though hags typically appear as older humanoid women, their true form is as vicious and nasty as their nature. They prefer to show the world a charitable face, but the general wisdom concerning hags is that the more beautiful their appearance, the deeper the rot within. However, this theory has never been confirmed, as few who see a hag’s true form live to tell the tale. Dealmakers and Heart-Breakers. Since old age can’t kill hags, the oldest among them accumulate as much knowledge, magic, and repute as ancient dragons. They are happy to share their wares … for the right price. Rather than ask for paltry coin, a hag usually bargains for something dear to the customer—perhaps their ability to love, the sound of their child’s laugh, or their left pinky toe. Adding insult to injury, those who deal with hags almost always discover the product is worse than advertised. Mortals should pay close attention to the precise wording of their agreements, lest they end up with a hex they thought would be a gift. Such curses often lead to the corruption of good but desperate folk, and some get so twisted up in fey deals that they become hags themselves. What’s in a Name? Hags give themselves whimsical names, and older hags often select monikers like Auntie, Granny, or Nanny. Such relatable names help entice their favorite prey: the innocent. Who would fear Granny Gumdrops or Auntie Twothumbs? Collaboration and Covens. Hags are often viewed as solitary beings due to their foul tempers and tempestuous natures, but they aren’t opposed to dealing with others when it suits their needs. Green hags form close relationships with local forest beings, night hags cavort with deal-loving devils, and sea hags bargain with other denizens of the deep to keep merfolk away from their lairs. The most infamous hag collaborations are covens, formed when three hags like—or at least tolerate—each other very much and choose to spend a life together. Due to their preferred lairs and varying ambitions, hags typically work with hags of the same kind, though mixed covens aren’t out of the question. While in a coven, hags share magic energy, increasing the power of each member of the coven. Loyal Underlings. Hags are treacherous by nature, and they only recruit creatures they trust to be loyal underlings. Most of these creatures lack sapience (such as animals, constructs, and undead), though hags sometimes command weaker fey who are too scared to betray them. Traits Amphibious. The apprentice can breathe air and water. Signature Attack (Zap). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d8) lightning damage. This spell’s damage increases by 1d8 when the apprentice reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8). Features 3 rd Level: Wash Away ( 3 /Day). As a bonus action, the apprentice rides a crashing wave. They make a signature attack against an enemy within 5 feet of them and move up to their walking speed without provoking opportunity attacks. If the attack hits, it deals an extra PB bludgeoning damage. 5 th Level: Ride the Lightning ( 3 /Day). As an action, the apprentice supercharges their foe’s nervous system. The apprentice makes a signature attack, and if it deals damage to a creature, the target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target is incapacitated and their speed is halved until the end of their next turn. 7 th Level: Drown ( 1 /Day). As an action, the apprentice chooses three creatures the apprentice can see within 60 feet of them. Each target feels as though their lungs are filling with water and must make a DC 10 plus PB Constitution saving throw. A creature who can breathe water or who doesn’t need air automatically succeeds on this saving throw. On a failed save, a target takes PBd8 force damage, and for 1 minute, they can’t speak, their speed is halved, and they are dazed (save ends at end of turn). On a successful save, the target takes half as much damage and suffers no other effect. Another creature within 5 feet of a target can use their action to make a DC 10 plus PB Strength (Athletics) or Intelligence (Medicine) check, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Sea Hag Apprentice (PB 6)","description":"Content Warning: Drowning Before using a sea hag, check in with your group to see if anyone is upset by descriptions of drowning or suffocation. If so, you can keep the game fun by describing the hag’s Dry Drown action as a dizzying hex that affects creatures who live on land, instead of describing it as drowning. Traits Amphibious. The apprentice can breathe air and water. Signature Attack (Zap). Melee or Ranged Spell Attack: +3 plus PB to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d8) lightning damage. This spell’s damage increases by 1d8 when the apprentice reaches 5th level (2d8), 11th level (3d8), and 17th level (4d8). Features 3 rd Level: Wash Away ( 3 /Day). As a bonus action, the apprentice rides a crashing wave. They make a signature attack against an enemy within 5 feet of them and move up to their walking speed without provoking opportunity attacks. If the attack hits, it deals an extra PB bludgeoning damage. 5 th Level: Ride the Lightning ( 3 /Day). As an action, the apprentice supercharges their foe’s nervous system. The apprentice makes a signature attack, and if it deals damage to a creature, the target must make a DC 10 plus PB Constitution saving throw. On a failed save, the target is incapacitated and their speed is halved until the end of their next turn. 7 th Level: Drown ( 1 /Day). As an action, the apprentice chooses three creatures the apprentice can see within 60 feet of them. Each target feels as though their lungs are filling with water and must make a DC 10 plus PB Constitution saving throw. A creature who can breathe water or who doesn’t need air automatically succeeds on this saving throw. On a failed save, a target takes PBd8 force damage, and for 1 minute, they can’t speak, their speed is halved, and they are dazed (save ends at end of turn). On a successful save, the target takes half as much damage and suffers no other effect. Another creature within 5 feet of a target can use their action to make a DC 10 plus PB Strength (Athletics) or Intelligence (Medicine) check, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Sea Hag, Auntie Shatter Eye","description":"Auntie Shatter Eye lairs in sea caves near a very large city. Her lair is completely submerged except for one chamber that is used only for cooking or brewing the virulent poisons she is known for. This large room will have a vented chimney system that exits above the surface in a hidden ridge that is difficult to see from the city. Auntie Shatter Eye is careful to cook or brew poisons during storms, fog, or when the smog from the city is especially thick. She meets with members of a local assassins guild once every new moon to trade poisons for incapacitated children and other terrible things she wants but can’t find underwater. She will only meet in a location that she can be mostly submerged in and force the assassins to fight underwater against dominated sharks if the trade does not go as planned. Other than this she has little interaction with surfacers to include other hags. Auntie Shatter Eye will meet and trade poisons with any hag that bothers to travel to her lair but she is otherwise considered a hermit with an uncanny knack and supernatural talent of making very virulent poisons that have very defined targets. She is rumored to have made one kingdom shattering poison that only worked on 35-38 year-old male half orcs. Regardless of the truth, Auntie Shatter Eye always smiles and winks if asked if that assassination used her poison. Auntie Shatter Eye has a vast and sprawling underwater garden filled with all manner of poisonous sea life and plants. She has gone out of her way to be friendly to both sahuagins and kuo-toas and usually has at least one dominated shark nearby. If she is facing a very determined enemy she will abandon her lair and swim towards the nearest evil aquatic humanoid location and plot her revenge. Auntie Shatter Eye is convinced that not wearing clothes improves her death glare, and has not worn anything remotely resembling clothing in a hundreds years. If she is somehow approached by hopeful customers, she will refuse to discuss terms unless everyone is naked. So far, only the Assassins Guild have agreed to such odd terms.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":34600,"Challenge Rating":4},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Sea Hag, Grandmother Undertow","description":"Grandmother Undertow lives in a forgotten section of sewers under a large port city. She has collapsed all ground access to her lair and enters and exits it through a maze of underground and underwater tunnels that emerge roughly 600 feet from the docks. Grandmother Undertow considers herself a connoisseur of child flesh and has very particular tastes matched with her incredible patience. She will study a noble’s child for weeks before deciding when and how to grab them. She always leaves an ancient gold coin from a sea wreck she looted as a calling card before she escapes to drown her next meal. The peasantry has named this child snatcher Just Desserts and they spin all manner of tales about whatever or whoever is snatching the children. Quietly, some of the peasants even side with the child snatcher, because the children are always from rich families. The wealthy tend to band together and hire investigators but they always come up empty-handed. Grandmother Undertow a.k.a. Just Desserts will only snatch 3 to 4 children each year. Grandmother Undertow has taken to feeding the children’s bones to sharks hoping that one of them will be caught with a belly of children’s bones but so far her latest entertainment has not come to fruition.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Expansion":34600,"Challenge Rating":6},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Sea Hagling","description":"The hagling is the repugnant and wretched offspring of a hag and a humanoid, often human, elf, half-elf, or tiefling. A hagling is always male and its appearance is a blend of both parents, though the hag's vile traits are more pronounced. Green hagling's exhibit fair to greenish skin tones. Night haglings sport light to dark blue skin and often possess short, curving horns that protrude from their foreheads. Sea haglings, on the other hand, have a truly dreadful appearance, bearing pallid, sickly skin. Dim-witted Brutes. Haglings may inherit certain physical features from their hag parent, but their intellect and cunning are notably absent. They are often described as incredibly stupid and simple-minded. However, what they lack in mental prowess, they more than compensate with raw physical strength. Their muscular frames, long limbs, and claw-like fingers give them a gangly and imposing stature, reaching heights of up to 7 feet. Devoted Minions. Motivated by a mixture of subservience and hatred of the fair races, haglings live solely to fulfill their mother's horrific desires and guard her lair with unwavering loyalty. They obediently carry out tasks such as hunting for food, gathering alchemical ingredients, and kidnapping children. Despite enduring mistreatment and abuse, haglings harbor a deep-seated fear of their hag mothers and dare not defy their commands. Lair Guardians. Haglings primarily inhabit the hag's lair and the surrounding environs. Their existence revolves around the hag's domain, ensuring its security and providing sustenance for their mother's dark appetites. They are adapted to diverse environments, capable of surviving in varied conditions dictated by their hag mother's chosen dwelling. Traits Amphibious. The hagling can breathe air and water. Brute. A melee weapon deals one extra die of its damage when the hagling hits with it (included in the attack). Unsettling Appearance. Any humanoid that starts its turn within 30 feet of the hagling must make a DC 10 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this hagling's Unsettling Appearance for the next 24 hours. Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hagling. Actions Multiattack. The hagling makes one Greatclub attack or two Claw attacks. Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d3 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Sea Horse","description":"Traits Water Breathing : The sea horse can breathe only underwater.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Sea Horse","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Water Breathing : The sea horse can breathe only underwater.","properties":{"Category":"Monsters","AC":11,"HP":"1 (1d4-1)","CHA":2,"CON":8,"DEX":12,"INT":1,"STR":1,"WIS":10,"Size":"Tiny","Type":"beast","Speed":"Swim 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068530/IwG11u43QYtFr48uiokYTw/original.png","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Water Breathing\",\"Desc\":\"The sea horse can breathe only underwater.\"}]","data-CHA-mod":"-4","data-CON-mod":"-1","data-DEX-mod":"+1","data-INT-mod":"-5","data-STR-mod":"-5","data-SizeNum":0,"data-WIS-mod":"+0","Challenge Rating":0,"Passive Perception":10,"data-CrNum":0,"data-AcNum":11,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sea King Tentrix","description":"Pirate Lords Sea King Tentrix commands a fleet of pirate ships known as the Black Armada. He himself is a kraken priest from Purple Rocks, who has received special powers from Slarkrethel because of his fanatical devotion. Tentrix has around a dozen Pirate Lords under his command, some of which are detailed in the adventure. Some of these, including Tentrix himself, have their own statistics, as presented below. Traits Amphibious. Tentrix can breathe air and water. Innate Spellcasting. Tentrix’s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: command, create or destroy water 3/day each: arms of Hadar, control water, counterspell, darkness, shield, water walk 1/day each: armor of Agathys (3rd level), call lightning, Evard’s black tentacles, hunger of Hadar, phantasmal killer Actions Thunderous Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage. Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Voice of the Kraken (Recharges after a Short or Long Rest). Slarkrethel speaks through Tentrix with a thunderous voice audible within 300 feet. Creatures of Tentrix’s choice that can hear Slarkrethel’s words (Primordial) must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions Tentrix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tentrix regains spent legendary actions at the start of its turn. Handaxe. Tentrix makes one handaxe attack. Thunder Stride (Costs 2 Actions). Tentrix teleports to an unoccupied space he can see within 30 feet. Immediately after he disappears, a thunderous boom sounds, and each creature within 10 feet of the space he left must make a DC 15 Constitution saving throw, taking 16 (3d10) thunder damage on a failed save, or half as much damage on a successful one. Cast a Spell (Costs 3 Actions). Tentrix casts a spell from his list of prepared spells, using a spell slot as normal.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":10},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Sea Lion","description":"These large marine mammals live along coastal regions and around islands at sea. One sea lion is kept in a cell in the lowest reaches of the sahuagin fortress in The Final Enemy . Traits Amphibious. The sea lion can breathe air and water. Keen Smell. The sea lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The sea lion has advantage on an attack roll against a creature if at least one of the sea lion's allies is within 5 feet of the creature and the ally isn't incapacitated. Swimming Leap. With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25 feet. Actions Multiattack. The sea lion makes three attacks: one bite attack and two claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":3905,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Sea Lion","description":"A sea lion is a fearsome monster with the head and forepaws of a lion and the lower body and tail of a fish. Adventurers who delve beneath White Plume Mountain might discover a group of these creatures confined in a watery cage. Traits Amphibious . The sea lion can breathe air and water. Keen Smell . The sea lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics . The sea lion has advantage on an attack roll against a creature if at least one of the sea lion's allies is within 5 feet of the creature and the ally isn't incapacitated. Swimming Leap . With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25 feet. Actions Multiattack. The sea lion makes three attacks: one bite attack and two claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8+3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8+3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":7386,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Sea Lion","description":"They’re quite cute when they’re young, but you won’t like them when they’re older, and they certainly won’t let you dump them down the privy. - Granny Saltwood A sea lion is a fearsome monster with the head and forepaws of a lion and the lower body and tail of a fish. These creatures frequent temperate oceans and prey on anything from small fish to humanoids. These ferocious predators grow to a length of 15 feet and are highly territorial, attacking anything that trespasses on their hunting grounds with ire. Baby sea lions are called sea cubs and are quite popular as pets among fishing communities. If trained properly, the sea cubs can serve as protectors of fishing boats when they grow up. Traits Amphibious. The sea lion can breathe air and water. Keen Smell. The sea lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The sea lion has advantage on an attack roll against a creature if at least one of the sea lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Swimming Leap. With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25 feet. Actions Multiattack. The sea lion makes three attacks: one bite attack and two claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":20544,"Challenge Rating":5},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Sea Pseudodragon","description":"This yellow-green dragon is about the size of a cat. It has a whip-like tail that ends in a barbed stinger. Its snout is rounded, like that of a sea horse, and its flanks are covered with leafy, kelp-like protrusions, concealing its delicate wings. Traits Keen Senses : The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Magic Resistance: The pseudodragon has advantage on saving throws against spells and other magical effects. Amphibious : The pseudodragon can breathe air and water. Limited Telepathy: The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. Actions Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.","properties":{"Category":"Monsters","Size":"Tiny","Type":"dragon","Alignment":"neutral good","Expansion":18594,"Challenge Rating":"1/4"},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Sea Serpent","description":"As its name suggests, the sea serpent is a monstrous snake that makes its home within the ocean waves. Many who face the creature never come close to seeing the end of its tail, as the sea serpent’s body reaches hundreds of feet in length. The sea serpent is so large that its back creates the illusion of a chain of islands as it slithers through the waves. Often mistaken as a dragon due to its massive size, the sea serpent is actually descended from gargantuan, primordial snakes. Although the creature’s diet mainly consists of whales and sharks, it is also a major hazard for sailors, as the large size and oblong shape of ships attract its attention. Assuming it has found a feast, the sea serpent wraps its coils around the vessel and squeezes until it becomes a splintered wreck. From there, it proceeds to attempt to swallow the structure whole—unless it is distracted by attacks from the ship’s occupants. Surviving the Serpent . Anyone wishing to fight a sea serpent should make killing the beast one’s sole priority. Wounding the monster only makes it redouble its efforts in a fit of rage, and it always fights to the death. In the unlikely event that a creature survives the sea serpent’s bite, the creature is nonetheless doomed, as the serpent will inevitably swallow any prey that it catches in its jaws. If swallowed whole, a victim is likely to only live a few minutes before being dissolved by the serpent’s powerful stomach acid. Monster of the Depths . The sea serpent prefers to stay in deep waters. Its massive size makes maneuvering in the shallows difficult and across any appreciable amount of land impossible. Additionally, the creature bears a deep hatred of the sound of thunder and will dive deep to avoid electrical storms.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":21},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Sea Serpent","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"neutral","Expansion":27683,"Challenge Rating":10},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Sea Serpent","description":"Nearly every world with an ocean has tales of immense sea serpents, yet proof of these immense and elusive creatures is remarkably difficult to come by. Not only are oceans vast and true sea serpents rare, but these creatures are quite adept at both avoiding capture and destroying ships bent on such a daunting task. Although sea serpents are little more than animals, they possess about them an air of mysticism that even old salts and cynics are forced to admit quickens the heart and buoys (or sinks) the spirit. Reports of sea serpent sightings are just as likely to encourage travel as they are to cause panic among seafarers, as explorers and adventurers flock to the site in hopes of sighting such a legendary creature. 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Traits Amphibious : The sea snake can breathe air and water. Actions Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 8 (3d4 + 1) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":18594,"Challenge Rating":"1/2"},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Sea Spawn","description":"They are transformed by the sea and enslaved by powers of the deeps. And the transformation is more than mere fins and tentacles; they come to love their slavery. Poor souls. —Elminster Many of the stories sung as sea shanties and passed on as tales in dockside taverns tell of people lost to the sea—but not merely drowned and gone. These unfortunates are taken by the ocean and live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well. Tales provide myriad reasons for these strange transformations. “Be wary of falling in love with a sea elf or a merfolk,” some say. “Return to port before a storm, no matter how tempting the catch.” “Honor the sea gods as they demand, but never promise them your heart.” Such cautionary tales disguise the deeper truth: things lurk beneath the waves that strive to claim the hearts and minds of land dwellers. Deep Thralls. Krakens, morkoths, sea hags, marids, storm giants, dragon turtles—all of these sea creatures and more can mark mortals as their own and claim them as minions. Such people might become beholden to their master through a bleak bargain, or they might find themselves cursed by such creatures. Once warped into a fishlike form, the person can’t leave the sea for long without courting death. Anatomical Diversity. Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin’s spines, a whale’s fin, octopus eyes, seaweed hair, or any combination of such qualities. Some sea spawn have piscine body parts that provide them with special abilities beyond those of an ordinary humanoid. The Sea Spawn of Purple Rocks Visitors to a string of islands called the Purple Rocks (in the Forgotten Realms setting) might notice one curious fact about the islands’ human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are cast into the sea and claimed by a kraken named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master in the dark depths. Some children return having suffered partial transformations, leaving them semi-bestial until their full transformation when they reach old age. These wretches are hidden until their final change, to keep the secret of the Purple Rocks. Kraken Priests are the tenders of the kraken’s flock. Most of the priests are island natives, but some are merfolk, merrow, or sea elves that live in the water around the Purple Rocks. Traits Limited Amphibiousness : The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating. Actions Multiattack : The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy. Unarmed Strike : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Piscine Anatomy : The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy: Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Poison Quills : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tentacle : Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled, escape DC 12, if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can’t use this tentacle on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Sea Spawn","description":"Many of the stories sung as sea chanteys and recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well. Tales provide myriad reasons for these strange transformations. Folklore warns against falling in love with a sea elf or merfolk, braving storms in hopes of a bounteous catch, and promising your heart to a sea god. Such cautionary tales disguise the deeper truth: things lurking beneath the waves strive to claim the hearts and minds of land dwellers. Krakens, morkoths, sea hags, marids, storm giants, dragon turtles (morkoths appear in this book; the others appear in the Monster Manual )—all of these and more can mark mortals as their own and claim them as minions. Unlucky folk might become beholden to such a master through a bleak bargain, or they might find themselves cursed by one. Once warped into a fishlike form, a sea spawn can’t leave the water for long without courting death. Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin’s spines, a whale’s fin, octopus eyes, seaweed hair, or any combination of such qualities. Some of these piscine body parts provide them with special abilities. The Sea Spawn of Purple Rocks Visitors to a string of islands called the Purple Rocks (in the Forgotten Realms setting) might notice one curious fact about the islands’ human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are claimed by a kraken (see the Monster Manual ) named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master in the depths. Some children return having suffered partial transformations and must conceal themselves from strangers until their full transformation in order to keep the secret of the Purple Rocks. Kraken priests (in this book) tend to the kraken’s flock. Most of the priests are island natives, but some are other sorts of creatures that live in the water around the Purple Rocks, such as merfolk or merrow (both of which appear in the Monster Manual ), or even sea elves. Traits Limited Amphibiousness. The sea spawn can breathe air and water, but it needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating. Actions Multiattack. The sea spawn makes two Unarmed Strike attacks and one Piscine Anatomy attack. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Piscine Anatomy. The sea spawn uses one of the following options (choose one or roll a d6): 1–2: Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 3–4: Poison Quills. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5–6: Tentacle. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can’t use this tentacle on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Sea Spawn","description":"The following stat block has been taken from Volo’s Guide to Monsters , but contains new variants to help diversify the sea spawn, a common enemy in the Call from the Deep campaign. Traits Limited Amphibiousness. The sea spawn can breathe air and water but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating. Actions Multiattack. The sea spawn uses its Piscine Anatomy. It then makes two unarmed strikes. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Piscine Anatomy. The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy: Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Coral Armour. The sea spawn increases its AC to 14. Coral Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Electric Lash. Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit: 1 bludgeoning damage plus 3 (1d6) lightning damage. Flash Lure (4-6). Each creature within 5 feet of the sea spawn that can see it must succeed on a DC 12 Constitution saving throw or be blinded until the end of the sea spawn’s next turn. Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) bludgeoning damage and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the sea spawn can’t use its Pincer on another target. Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Secrete Poison. The next creature that hits the sea spawn takes 5 (2d4) poison damage. Sword Arm. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can’t use this tentacle on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":1},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Sea Spawn Pincer","description":"Sea spawn pincers appear as half-crab, half-humanoids. The pincer’s body is covered in tough chitin with sharp spines protruding from its shoulders and limbs. Giant, pincer-like claws act as hands and weapons. The pincer is stronger than its brethren, and will even attack creatures larger than itself, snapping at its opponents with its vicious claws. Sea Spawns Not all sea spawn look the same after they are transformed as thralls. Some will bear some resemblance to their masters. Traits Brute. A melee weapon deals one extra die of its damage when the sea spawn hits with it (included in the attack). Limited Amphibiousness. The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating. Actions Multiattack. The sea spawn makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this Claw on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Sea Spawn Shocker","description":"The sea spawn shocker is a ghastly eel-like or octopus-like humanoid with thick webbed hands. Its skin is dark grey except for its chest which is often dark yellow or orange, mottled with spots of green. It uses electricity to shock and incapacitate its prey, making it easier for the shocker to drag it underwater to its death. Sea Spawns Not all sea spawn look the same after they are transformed as thralls. Some will bear some resemblance to their masters. Traits Limited Amphibiousness. The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating. Actions Multiattack. The sea spawn makes four Tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13) if it is a Large or smaller creature. Until the grapple ends, the sea spawn can't use this tentacle on another target. Lightning Discharge (Recharges 4-6). The sea spawn discharges electricity that shocks targets around it. Each creature within 10 feet of the sea spawn must succeed on a DC 13 Constitution saving throw. On a failed save, the target takes 27 (6d8) lightning damage and is stunned until the end of its next turn. On a successful save, the target takes half as much damage and isn't stunned.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Sea Spawn Stinger","description":"A stinger is a sea spawn with the qualities and features of a stingray. Its body is smooth and jet black, with a long slender tail that ends with a vicious stinger. In combat, stingers glide under the water until it can sting its target directly above it. Prey are paralyzed and poisoned with the stinger, allowing the sea spawn to drag it to its watery grave. Sea Spawns Not all sea spawn look the same after they are transformed as thralls. Some will bear some resemblance to their masters. Traits Limited Amphibiousness. The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating. Actions Multiattack. The sea spawn makes two Unarmed Strike attacks and one Tail Stinger attack. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Tail Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Sea Spawn Tidesinger","description":"The bizarre sea spawn tidesinger has the upper body of a humanoid and the lower body of an octopus. It avoids physical combat, preferring to stay away from melee range and use its bardic magic. If any foe gets too close, however, it will not hesitate to use its vice-like tentacles to hold and constrict it. Sea Spawns Not all sea spawn look the same after they are transformed as thralls. Some will bear some resemblance to their masters. Traits Limited Amphibiousness. The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating. Actions Multiattack. The sea spawn makes four Tentacle attacks or uses Befuddling Bolt twice. Tentacle. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until the grapple ends, the sea spawn can't use this Tentacle on another target. Befuddling Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: The target has disadvantage to Intelligence, Wisdom, and Charisma saving throws and can't use reactions until the end of the sea spawn's next turn. Spellcasting. The sea spawn casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights, mage hand, minor illusion 2/day each: charm person, dissonant whispers, enthrall 1/day each: greater invisibility, mass suggestion, synaptic static","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Seadrake","description":"Seadrake Likes: extinguishing fires, swimming competitions, compliments Dislikes : captivity, being told it’s not a dragon, being ordered about Clever and agile, seadrakes are tiny protodragons with a potent seawater breath and a temperament to match that of gargantuan wyrms. As protodragons, seadrakes have existed long before flying dragons, swimming in primordial seas when the world was still young. Many sages believe that the seadrake is in fact the ancestor of most contemporary dragons. Seadrakes, of course, support this belief, while many flying dragons vehemently deny that they can be possibly descended from this tiny amphibious creature. Intelligent and creative, seadrakes have a long and elaborate oral tradition and they love storytelling as much as they love receiving compliments. Many of their stories talk about great adventures in unexplored continents and showdowns with ancient evils. Though most seadrakes believe they are the forefathers of all dragons, they are generally easygoing and amiable towards members of the younger races. A seadrake will be usually friendly towards adventurers, especially if they take care to shower it with frequent compliments and avoid ordering it about. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a seadrake for their familiar. Optional Rule: Gift of the Seadrake Some seadrakes might develop magic that allows their friends to breathe underwater, gaining the following action: &#9;Gift of the Seadrake (3/day) . The seadrake touches a willing creature and grants it the ability to magically breathe underwater for the next 24 hours. The creature also retains its normal mode of respiration.","properties":{"Category":"Monsters","Size":"Tiny","Type":"dragon (protodragon)","Alignment":"typically neutral good","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Seal","description":"The seals native to the Sea of Moving Ice often beach themselves on ice floes and rocky shores. They are acclimated to the cold weather and feed primarily on small fish, squid, and clams. Seal pups have yellowish-white fur, which turns silvery gray as they enter adulthood. Traits Hold Breath. The seal can hold its breath for 15 minutes Keen Smell. The seal has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":6331,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Seal","description":"The seals native to the Sea of Moving Ice often beach themselves on ice floes and rocky shores. They are acclimated to the cold weather and feed primarily on small fish, squid, and clams. Seal pups have yellowish-white fur, which turns silvery gray as they enter adulthood. Traits Hold Breath. The seal can hold its breath for 15 minutes. Keen Smell. The seal has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27909,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Seasoned Courtier","description":"Courtiers are samurai who serve with words rather than with blades. Most are politicians and diplomats. Unlike their more martial counterparts, courtiers are normally encountered as individuals or, perhaps, in small groups. They are usually engaged in their clan’s business, unless they are taking a break from their travels in an inn or sake house. As is expected of samurai, courtiers carry a wakizashi, but rarely any other weapons. Instead, they rely on their bodyguard for protection. Diplomats. Many courtiers serve in the courts of other clans, representing their own faction’s interests there. Some of these courtiers represent Great or Minor Clans, while others represent neighboring countries, large merchant concerns, and community groups. Magistrates. Other courtiers serve as magistrates, adjudicators who administrate and enforce the law in the lands of their clan, or across the entire Empire as part of the Emerald Magistrates. Issues of jurisdiction across different regions can lead to complex legal situations, meaning that magistrates must not just be well-versed in the law, but also adroit at navigating political issues as they pursue justice. Bureaucrats. The Emerald Empire is a vast organization, and many courtiers are bureaucrats who help to keep it running. Bureaucrats calculate and collect taxes, administer local policy, and act as a lord’s representatives to the common people. Table A-4: Seasoned Courtier Motivations D10 Roll Seasoned Courtier Motivations 1 Just enjoys stirring the pot and watching the schemes of others fail. 2 Desires to enrich themself to an unconscionable degree. 3 Fears the consequences of failing their lord, and tries to avoid all responsibility to avoid their wrath. 4 Wants to free themself of their bureaucratic responsibilities to pursue an art. 5 Desires to avoid doing any real work. 6 Fears being sent to some dismal posting in the provinces, far from the worldly pleasures they enjoy. 7 Desires to advance in their organization, and perhaps someday stand atop it. 8 Wants to improve or sustain the lifestyle of a loved one. 9 Desires to better the lives of the common people. 10 Believes in the ideal of selfless service to their lord. Traits Everyone Has a Price (Recharge 5–6). As a bonus action, the seasoned courtier can force a creature it can perceive to make a DC 14 Wisdom saving throw. On failure, the seasoned courtier learns the creature’s motivation or something that it desires. On success, the seasoned courtier comes to the wrong conclusion, and the creature can decide what the courtier incorrectly believes to be its motivation. Actions Wakizashi. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. Reactions Vital Opening. When a friendly creature that can perceive the seasoned courtier makes an attack roll against a target the courtier can perceive, the seasoned courtier can spend its reaction to add 1d6 to the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any","Expansion":26129,"Challenge Rating":"1/8"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Seasoned Witch","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Neutral","Expansion":29375,"Challenge Rating":6},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Secretary General Orlando Timmins","description":"Earl Orlando Timmins is a slight Commoner man with gold-yellow skin, well-dressed in a black-and-white silk tunic. He wears a heavy leather satchel overflowing with paper records and ledgers, and carries the Secretary General's Quill .","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":0},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Security Director","description":"Security directors are heads of security and law-enforcement groups. They work as police sergeants and captains, station security chiefs, corporate enforcers, and defense instructors.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Security Guard","description":"Hired or sworn to protect, security guards can serve as ship and station security, police officers, club bouncers, corporate security, and personal bodyguards.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":"1/8"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Seedling","description":"This creature appears in The Age of Green adventure module.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant monster","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Seeker","description":"Seeker Seekers are the antithesis of deathdreamers. These magicians seek out those that have strayed too far into the dreaming realm of the primal. Fearing that these dreamers might unleash horrors similar to what befell the Lost Lands, the seekers strike those rival magicians down.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":12},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Seekers","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":29375,"Challenge Rating":1},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Seeping Death Skeleton","description":"Sometimes, the skeletal victim of a suppurating ooze will reanimate, either by the twisted will of a necromancer or the ebb and flow of wild magic. Unnatural Antibodies. Suppurating oozes lurk in horrible, disease-ridden places. These semi-transparent accretions of pus and coagulant are borne from the liquefied remains of victims of a disease called the Seeping Death. Morbid Liquefaction. The contagion spread by the suppurating ooze is a radically advanced form of liquefactive necrosis and helps the ooze slowly digest its fleshy prey. Ooze Nature. An ooze doesn't require sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Seer","description":"The seer is a mystic gifted with the ability to perceive beyond the realm of ordinary senses. Its eyes possess a profound gaze that pierces the veil of time and space, allowing it to act and react accordingly. Enlightening Oracle. With a serene presence, the seer communes with otherworldly forces and taps into the threads of destiny. Through divination, it offers glimpses of the past, present, and potential futures. Its visions guide the path of its allies or foreshadow one's horrific fate that can instill dread in its foes. Traits Fey Ancestry. The seer has advantage on saving throws against being charmed, and magic can’t put the seer to sleep. Prescience. The seer can't be surprised and has advantage on saving throws, unless the seer is incapacitated. Actions Multiattack. The seer makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) psychic damage. Haunting Fate. The seer targets a creature it can see within 60 feet of it. The target immediately receives a vision of its future demise and must succeed on a DC 13 Wisdom saving throw. On a failed save, the target takes 20 (5d6 + 3) psychic damage and is frightened until the end of the seer's next turn. On a successful save, the creature takes half as much damage and isn't frightened. A creature with an Intelligence score of 4 or less isn't affected. Spellcasting. The seer casts one of the following spells using Charisma (spell save DC 13) as the spellcasting ability: At will: guidance, message, prestidigitation 1/day each: clairvoyance (as an action), detect magic, detect thoughts, divination, locate object, mage armor, see invisibility Bonus Actions Prognosticate. Until the end of its next turn, the seer has advantage to its next attack roll or ability check. Reactions Premonition. The seer foresees an incoming attack. When an attacker the seer can see makes an attack roll against the seer or a creature within 5 feet of the seer, the seer can impose disadvantage on the attack roll. If the attack roll is successful, the seer only takes half as much damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Seerfish","description":"Sea Monsters The Serpent Sea, as well as the many rivers and lakes of Grimnir, are host to a wide variety of fish and aquatic mammals, such as seals and whales. The creatures detailed here are, for the most part, the most dangerous of sea borne predators, save for the great serpent herself. Seerfish The völv nurture these primal fish in a nursery within their temple near the Well of Wisdom, but seerfish are also occasionally found by fishers. Under the care of the völv, several of the largest seerfish can be harnessed to tow the floating town of Drifthall. Through magical means the völv guide and direct these seerfish and steer Drifthall across the sea. This effort, however, puts tremendous strain on the seerfish, and they usually die shortly after returning Drifthall to its resting place. Bottomfeeders. The reason these fish are seldom encountered is that, in the wild, they spend much of their lifecycle at the bottom of the Serpent Sea. Most raiders go their entire lives without encountering one of these fish. Vulnerable. Seerfish found in the wild are never as large as the ones that völv have prepared for the duty of hauling Drifthall, for they have many predators. ","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":4},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Seerguard","description":"Seerguard The seerguards are völv apprentices who did not have a strong enough gift of precognition to continue their training. Many choose to become guardians for the völv instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":5},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Seethespawn Flayer","description":"Seethespawn An eerie silence is broken by strange hissing sounds coming from nowhere. The air becomes thick and the immediate surroundings appear to be muted of color. An overwhelming sense of dread fills the area moments before the terrors known as seethespawn charge toward their prey with a savage, blood-curdling cry of rage. Seethespawn are horrifying mutations that appear as monstrous, malformed humanoids with blighted or charred flesh and bone. Most have sharp limbs or appendages used to tear other creatures to pieces before devouring them. Birth of the Seethes. In the Sol System, during the years of conflict between Earth forces and the space colonies, experimental sorium-based weapons were unleashed upon the surface of Sol 3, transforming large areas into plagued wastelands that came to be known as \"Seethes.\" Those caught in the fallout were transformed into seethespawn, fueled by a mindless rage and insatiable hunger. Horror and Madness. Seethespawn are products of the violent twisting and transfiguration of both the mind and body. Those that venture too long in the seethes are driven mad long before being flayed and consumed by the abominations that dwell there. Though the seethespawn speak no known language, many do show signs of considerable intelligence. Their nests bear strange, random markings drawn with the blood of their prey. Whether this is a form of communication or just a sign of what remains of their mind beyond their madness remains a mystery. Plague Spreaders. Though unable to reproduce, seethespawn create more of their number by infecting the bodies of their victims. When a creature is killed by a seethespawn, they might return to a twisted semblance of life as a seethespawn themselves. In places where they multiply in abundance, the surrounding area is transformed into a new seethe. In the centuries since their appearance, the seethespawn have emerged in other parts of the galaxy. Some have been known to stow away aboard ships, ravaging the entire crew before arriving at an unsuspecting space station or ship convoy. Types, Tips, and Tactics Seethespawn share common traits in appearance, with each variant possessing special physical features such as enlarged limbs or additional appendages that grant them additional traits. However, the majority can be broken down into a few classifications. Regardless of their type, their monstrous appearance and lack of communication often belies their intelligence. Seethespawn Flayer These seethespawn have a tough hide and multiple razor-sharp appendages protruding from their backs, used to rend and tear through flesh, bone, and armor. They can also launch bone spikes from their arms, meant to debilitate foes from afar before moving in for the kill. Seethespawn Gorger Gorgers are named for their insatiable appetite. Appearing as more beast than humanoid, they move about on four limbs and use their brute strength to latch onto their prey and eat them alive. Seethespawn Screecher A screecher's ear-piercing, shrieking howl carries a psionic wave that wreaks havoc upon the minds of other intelligent creatures. Able to contort themselves to fit into narrow spaces, they can easily hide in tight spots such as air ducts, conduits, and luggage containers. Seethespawn Stinger Named for their deadly, stinger-tipped tail, these seethespawn use their speed and reflexes to quickly dispatch their prey. They tend to attack targets that are already engaged in combat with another seethespawn or similar allies.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":12},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Seethespawn Gorger","description":"Seethespawn An eerie silence is broken by strange hissing sounds coming from nowhere. The air becomes thick and the immediate surroundings appear to be muted of color. An overwhelming sense of dread fills the area moments before the terrors known as seethespawn charge toward their prey with a savage, blood-curdling cry of rage. Seethespawn are horrifying mutations that appear as monstrous, malformed humanoids with blighted or charred flesh and bone. Most have sharp limbs or appendages used to tear other creatures to pieces before devouring them. Birth of the Seethes. In the Sol System, during the years of conflict between Earth forces and the space colonies, experimental sorium-based weapons were unleashed upon the surface of Sol 3, transforming large areas into plagued wastelands that came to be known as \"Seethes.\" Those caught in the fallout were transformed into seethespawn, fueled by a mindless rage and insatiable hunger. Horror and Madness. Seethespawn are products of the violent twisting and transfiguration of both the mind and body. Those that venture too long in the seethes are driven mad long before being flayed and consumed by the abominations that dwell there. Though the seethespawn speak no known language, many do show signs of considerable intelligence. Their nests bear strange, random markings drawn with the blood of their prey. Whether this is a form of communication or just a sign of what remains of their mind beyond their madness remains a mystery. Plague Spreaders. Though unable to reproduce, seethespawn create more of their number by infecting the bodies of their victims. When a creature is killed by a seethespawn, they might return to a twisted semblance of life as a seethespawn themselves. In places where they multiply in abundance, the surrounding area is transformed into a new seethe. In the centuries since their appearance, the seethespawn have emerged in other parts of the galaxy. Some have been known to stow away aboard ships, ravaging the entire crew before arriving at an unsuspecting space station or ship convoy. Types, Tips, and Tactics Seethespawn share common traits in appearance, with each variant possessing special physical features such as enlarged limbs or additional appendages that grant them additional traits. However, the majority can be broken down into a few classifications. Regardless of their type, their monstrous appearance and lack of communication often belies their intelligence. Seethespawn Flayer These seethespawn have a tough hide and multiple razor-sharp appendages protruding from their backs, used to rend and tear through flesh, bone, and armor. They can also launch bone spikes from their arms, meant to debilitate foes from afar before moving in for the kill. Seethespawn Gorger Gorgers are named for their insatiable appetite. Appearing as more beast than humanoid, they move about on four limbs and use their brute strength to latch onto their prey and eat them alive. Seethespawn Screecher A screecher's ear-piercing, shrieking howl carries a psionic wave that wreaks havoc upon the minds of other intelligent creatures. Able to contort themselves to fit into narrow spaces, they can easily hide in tight spots such as air ducts, conduits, and luggage containers. Seethespawn Stinger Named for their deadly, stinger-tipped tail, these seethespawn use their speed and reflexes to quickly dispatch their prey. They tend to attack targets that are already engaged in combat with another seethespawn or similar allies.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":7},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Seethespawn Screecher","description":"Seethespawn An eerie silence is broken by strange hissing sounds coming from nowhere. The air becomes thick and the immediate surroundings appear to be muted of color. An overwhelming sense of dread fills the area moments before the terrors known as seethespawn charge toward their prey with a savage, blood-curdling cry of rage. Seethespawn are horrifying mutations that appear as monstrous, malformed humanoids with blighted or charred flesh and bone. Most have sharp limbs or appendages used to tear other creatures to pieces before devouring them. Birth of the Seethes. In the Sol System, during the years of conflict between Earth forces and the space colonies, experimental sorium-based weapons were unleashed upon the surface of Sol 3, transforming large areas into plagued wastelands that came to be known as \"Seethes.\" Those caught in the fallout were transformed into seethespawn, fueled by a mindless rage and insatiable hunger. Horror and Madness. Seethespawn are products of the violent twisting and transfiguration of both the mind and body. Those that venture too long in the seethes are driven mad long before being flayed and consumed by the abominations that dwell there. Though the seethespawn speak no known language, many do show signs of considerable intelligence. Their nests bear strange, random markings drawn with the blood of their prey. Whether this is a form of communication or just a sign of what remains of their mind beyond their madness remains a mystery. Plague Spreaders. Though unable to reproduce, seethespawn create more of their number by infecting the bodies of their victims. When a creature is killed by a seethespawn, they might return to a twisted semblance of life as a seethespawn themselves. In places where they multiply in abundance, the surrounding area is transformed into a new seethe. In the centuries since their appearance, the seethespawn have emerged in other parts of the galaxy. Some have been known to stow away aboard ships, ravaging the entire crew before arriving at an unsuspecting space station or ship convoy. Types, Tips, and Tactics Seethespawn share common traits in appearance, with each variant possessing special physical features such as enlarged limbs or additional appendages that grant them additional traits. However, the majority can be broken down into a few classifications. Regardless of their type, their monstrous appearance and lack of communication often belies their intelligence. Seethespawn Flayer These seethespawn have a tough hide and multiple razor-sharp appendages protruding from their backs, used to rend and tear through flesh, bone, and armor. They can also launch bone spikes from their arms, meant to debilitate foes from afar before moving in for the kill. Seethespawn Gorger Gorgers are named for their insatiable appetite. Appearing as more beast than humanoid, they move about on four limbs and use their brute strength to latch onto their prey and eat them alive. Seethespawn Screecher A screecher's ear-piercing, shrieking howl carries a psionic wave that wreaks havoc upon the minds of other intelligent creatures. Able to contort themselves to fit into narrow spaces, they can easily hide in tight spots such as air ducts, conduits, and luggage containers. Seethespawn Stinger Named for their deadly, stinger-tipped tail, these seethespawn use their speed and reflexes to quickly dispatch their prey. They tend to attack targets that are already engaged in combat with another seethespawn or similar allies.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":8},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Seethespawn Stinger","description":"Seethespawn An eerie silence is broken by strange hissing sounds coming from nowhere. The air becomes thick and the immediate surroundings appear to be muted of color. An overwhelming sense of dread fills the area moments before the terrors known as seethespawn charge toward their prey with a savage, blood-curdling cry of rage. Seethespawn are horrifying mutations that appear as monstrous, malformed humanoids with blighted or charred flesh and bone. Most have sharp limbs or appendages used to tear other creatures to pieces before devouring them. Birth of the Seethes. In the Sol System, during the years of conflict between Earth forces and the space colonies, experimental sorium-based weapons were unleashed upon the surface of Sol 3, transforming large areas into plagued wastelands that came to be known as \"Seethes.\" Those caught in the fallout were transformed into seethespawn, fueled by a mindless rage and insatiable hunger. Horror and Madness. Seethespawn are products of the violent twisting and transfiguration of both the mind and body. Those that venture too long in the seethes are driven mad long before being flayed and consumed by the abominations that dwell there. Though the seethespawn speak no known language, many do show signs of considerable intelligence. Their nests bear strange, random markings drawn with the blood of their prey. Whether this is a form of communication or just a sign of what remains of their mind beyond their madness remains a mystery. Plague Spreaders. Though unable to reproduce, seethespawn create more of their number by infecting the bodies of their victims. When a creature is killed by a seethespawn, they might return to a twisted semblance of life as a seethespawn themselves. In places where they multiply in abundance, the surrounding area is transformed into a new seethe. In the centuries since their appearance, the seethespawn have emerged in other parts of the galaxy. Some have been known to stow away aboard ships, ravaging the entire crew before arriving at an unsuspecting space station or ship convoy. Types, Tips, and Tactics Seethespawn share common traits in appearance, with each variant possessing special physical features such as enlarged limbs or additional appendages that grant them additional traits. However, the majority can be broken down into a few classifications. Regardless of their type, their monstrous appearance and lack of communication often belies their intelligence. Seethespawn Flayer These seethespawn have a tough hide and multiple razor-sharp appendages protruding from their backs, used to rend and tear through flesh, bone, and armor. They can also launch bone spikes from their arms, meant to debilitate foes from afar before moving in for the kill. Seethespawn Gorger Gorgers are named for their insatiable appetite. Appearing as more beast than humanoid, they move about on four limbs and use their brute strength to latch onto their prey and eat them alive. Seethespawn Screecher A screecher's ear-piercing, shrieking howl carries a psionic wave that wreaks havoc upon the minds of other intelligent creatures. Able to contort themselves to fit into narrow spaces, they can easily hide in tight spots such as air ducts, conduits, and luggage containers. Seethespawn Stinger Named for their deadly, stinger-tipped tail, these seethespawn use their speed and reflexes to quickly dispatch their prey. They tend to attack targets that are already engaged in combat with another seethespawn or similar allies.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":13},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Seilenos","description":"Elder kin to satyrs, seilenoi are primeval fey bound to the basest emotions, including lust, joy, surprise, aggression, and fear. These fey wander the world, indulging in any excuse to experience or inspire passionate feelings. Seilenoi are passionate creatures, equally thrilled by the chance to have a drunken brawl with new opponents as to explore the body of a new lover. Seilenoi are about the same size and weight as male humans, although they tend toward the heavier end of that range. Lovers of Beauty. New spectacles of beauty, physical adventure, and psychoactive plants and alcohol draw their attention, and they encourage creatures they encounter to be equally experimental. Seilenoi particularly enjoy luring stodgy, honorable, or self-important beings into grandiose acts of foolishness or indulgence. Although less notorious than satyrs for sexual exploits, seilenoi possess a rugged animal magnetism and an appreciation for all sorts of carnal pleasures. They are particularly renowned for their insight and skill as storytellers and playwrights. Jovial Courts. Like satyrs, seilenoi prefer to keep to untamed wilds where they revel in the passionate emotions of the fey and beasts that live, grow, and play there. Creatures of the forest often flock to seilenoi in small troupes or even traveling courts. Satyrs, leanan sidhe, and muses enjoy the artistry of a seilenos’s storytelling. Centaurs and maenads revere seilenoi for inspiring irresistibly passionate, ecstatic rage. The seilenos acts as a jocular keeper of fey culture and secrets, and sometimes self-centered celebrity to these groups. Most seilenoi get separated from their courts eventually, either because their fey followers move on to more sedate leaders or because the seilenos feels stifled and drunkenly wanders off in search of a change of pace. Seilenoi who do not lead their own fey courts sometimes serve as jesters, emissaries, unpredictable generals, or companions for fey lords, deities, or other mighty beings.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":30635,"Challenge Rating":19},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Selang","description":"This grinning humanoid looks like a handsome man, though his skin is black as obsidian, his eye glow red, and he has both insectoid legs and antennae. Dark Satyrs. The selang or dark satyrs are twisted and vicious fauns who have abandoned nature worship, and instead venerate ancient gods of deep and malign intelligence. Selangs seek to help those evil gods enter the mortal world by opening dark portals and bridging a path to realms beyond mortal understanding. Battle Song and Laughter. Selangs relish battle, pain, and torture—they find violence thrilling and bloodshed exciting, and they often laugh, sing, and boast shamelessly during combat. Although they are the diplomats and spokesmen of the old gods, their manic speech and alien logic can be hard to follow, requiring an Intelligence check (DC 16) to understand a dark satyr each round. They are most comfortable with the slithering tones of the Void Speech. Blasphemous Music. Their cults and settlements are often found at the sites sacred to the dark gods, making hypnotic and alien harmonies with swarms of dorreqi. They are rarely the strongest soldiers, instead encouraging evil humanoids or other creatures of martial mien to fill the ranks, while the dark satyrs use their magic and poison against their foes. Traits Innate Spellcasting: The selang’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion 3/day: alter self, fear, sleep, suggestion Actions Multiattack: The selang makes two dagger attacks or two short bow attacks. Dagger (Melee): Melee Weapon Attack : +6 to hit, reach 5 ft., One Target. Hit : 6 (1d4 + 4) Piercing damage. On hit, transfers Sleep poison. Dagger (Ranged): Ranged Weapon Attack : +6 to hit, range 20/60 ft., One Target. Hit : 6 (1d4 + 4) Piercing damage. On hit, transfers Sleep Poison. Short Bow: Ranged Weapon Attack : +4 to hit, range 80/320 ft., One Target. Hit : 5 (1d6 + 2) Piercing damage. On hit, transfers Sleep Poison. Sleep Poison: An injured creature must succeed on a DC 14 Constitution saving throw or be poisoned for 2d6 rounds. A creature poisoned in this way is unconscious. An unconscious creature wakes if it takes damage, or if a creature uses its action to shake it awake. Alien Piping: A selang can confuse and injure its enemies by playing weird, ear-bending harmonies on alien pipes, made from the beaks, cartilage, and throat sacs of a dorreq. When the selang plays a tune on these pipes, all creatures within 60 feet must make a successful DC 14 Wisdom saving throw or be affected by contagion, confusion, irresistible dance, or hideous laughter, depending on what alien and otherworldly music the dark satyr chooses to play. A creature that saves successfully against this psychic effect is immune to the piping for 24 hours. The selang can use each of these spell-like effects once per day.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Selenelion Twin","description":"Gleam and Glister are high elf twins, who until recently performed amazing acts of balance and agility at the Witchlight Carnival. Together, they are known as the Selenelion twins. (A selenelion is a celestial event during a lunar eclipse in which the sun and the eclipsed moon can be observed at the same time, either just before sunset or just after sunrise, when both bodies appear just above the horizon at nearly opposite points in the sky.) Gleam and Glister were born during such an event, and they are blessed with magical abilities tied to moonlight (Gleam) and sunlight (Glister), respectively. The twins are easily distinguished by the masks they wear; Gleam wears a crescent moon mask, and Glister wears a sun mask. Blessed by Corellon, the twins can each change their sex at the end of a long rest, though one twin rarely does so without the other doing likewise. The accompanying stat block uses “she” and “her” as each twin’s default pronouns. The twins are as fond of one another as two siblings can be. Gleam is the introvert of the pair, while Glister is the extrovert. Both have friendly, agreeable demeanors. Find additional roleplaying notes for Gleam and Glister below. Gleam the Elf Acrobat Gleam is blessed with kindness, grace, and the power of moonlight. She wears a crescent moon mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Glister, her sunny twin. Gleam wants to reunite with her twin and return to the Witchlight Carnival, where they belong. Alignment. Chaotic good. Personality Trait. “I’m shy except when I’m on stage or under the Big Top.” Ideal. “Everyone should be free to express themselves however they wish.” Bond. “I love my twin, Glister, with all my heart. I feel incomplete without her.” Flaw. “I avoid conflict. Even a simple argument leaves me flustered and longing to be elsewhere.” Glister the Elf Acrobat Glister is blessed with confidence, grace, and the power of the sun. She wears a sun mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Gleam, her shy twin. Glister is content to remain Endelyn’s “guest” in Motherhorn if it means her sibling is safe from the hag’s wickedness. Alignment. Chaotic good. Personality Trait. “I like to play with fire. I’m confident and take risks, even when the odds are stacked against me.” Ideal. “Everyone should be free to express themselves however they wish.” Bond. “I would sacrifice everything to protect my twin.” Flaw. “When I’m not the center of attention, I become sullen and moody.” Traits Fey Ancestry. The Selenelion twins, Gleam and Glister, have advantage on saving throws against being charmed, and magic can’t put them to sleep. Regeneration. A Selenelion twin regains 5 hit points at the start of her turn as long as both twins are alive and within 60 feet of each other. A twin dies only if she starts her turn with 0 hit points and doesn’t regenerate. Twin Bond. While both Selenelion twins are alive and on the same plane of existence, each is aware of the other’s emotions. Actions Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Moon Ray (Gleam Only; 3/Day). Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit : 12 (2d8 + 3) radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be transformed into a bat for 1 minute, as though affected by a polymorph spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sun Ray (Glister Only; 3/Day). Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit : 12 (2d8 + 3) radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Twin Sight (Recharges after a Short or Long Rest). In her mind’s eye, a Selenelion twin can see what the other twin sees for up to 1 minute, provided both twins are alive and on the same plane of existence. Maintaining this effect requires concentration (as if concentrating on a spell).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic good","Expansion":11857,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Selkin Drei'hous","description":"Once a traveling cleric, Selkin fell in love with a dirgesinger: a bard who set the souls of the dead to rest. Inspired by his partner's work and dedication to their task, Selkin wrote of their tales across the land, good and bad. When the dirgesinger was suddenly taken from him, their soul unable to return to their body, Selkin cursed the god of death that deemed his love's work finished and began to dive into dark methods of revival, determined to win his muse's soul back, even if it means he must bring down the heavens themselves to do so. Personality. Selkin is a kind person, greeting passersby with a broad smile and a small bow, and will often share tales and trade stories with others. Hearing the plight of others, he'll even offer to help along the way if the end goal does not interfere with his plans. However, he will use those he assists to further his goal of reviving his lost love without a second thought should the opportunity arise. Appearance. A high elf in his late 100s, Selkin has olive-toned skin, and burnt auburn hair in thick curls that are usually pulled back into a loose ponytail. His clothes typically consist of high quality cloth and leather, and he wears fine elven chain hidden beneath the layers. He carries a black rapier (the dirgesinger’s sorrow - see page 78), though never uses it. Instead, he opts for a scimitar from his home and a light shield. He dresses in his former lover's colors: black and deep purple, thin threads of midnight blue accenting his typical attire. Plot Hooks Dark Deals. Selkin tells the party of his troubles, offering to share his abilities with them and even provide more standard resurrection magic in his capacity as a high-level cleric in return for their assistance in allowing him to achieve his goal. Secrets and Betrayal. Selkin asks the party to join them in a quest to seek out a cult under the pretense of helping them to destroy it and its dark artifacts. However, Selkin plans to wait until the cult has been neutralized, then turn on the party to recover the artifacts for use in bringing his partner back from the dead. A Cure for Grief. The party encounters the dirgesinger’s soul on another plane, and are asked to convince Selkin to abandon his quest. The dirgesinger’s soul is either trapped or has no desire to return to life, and instead wishes for Selkin to find peace. However, Selkin has already found a ritual that he believes can return the dirgesinger to life (willing or not). The party must choose whether to allow Selkin to go through with the ritual or try to convince him to stop it before he does something irreparable. Tactics Selkin does everything he can to prevent combat, using his Alluring Presence and social skills to smooth things over before hostilities begin. Once combat starts, if he doesn’t have allies nearby, he will open with his Overwhelming Dirge, seeking to incapacitate as many foes as possible so that he can focus on just one or two. Otherwise, he saves this ability until he is outnumbered. Selkin is able to ignore a small number of Injuries with his Sustaining Grief, and can rely on his Heal spells to get him through one or two more. Beyond anything else, Selkin fights for his goal of reviving his lost love and if a fight does not serve that goal, Selkin flees if at all possible. Traits Divine Inspiration. Selkin deals an additional 18 (4d8) radiant damage with his weapon attacks (included in stat block). Alluring Presence. Selkin has advantage on Deception and Persuasion checks. Grave Sense. Selkin is automatically aware of the presence of undead within 30 ft. of him (but doesn’t automatically know their location). Sustaining Grief. At the start of each of his turns, Selkin chooses two Injuries to ignore until the start of his next turn. Actions Multiattack. Selkin makes two Scimitar attacks. Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage, plus 18 (4d8) radiant damage. Divine Flame. One creature Selkin can see within 60 ft. must succeed on a DC 17 Dexterity saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much on a successful one. The target gains no benefit from cover for this saving throw. Amplified Turning (2/Rest). Each undead that can see or hear Selkin within 30 ft. of him must make a DC 17 Wisdom saving throw. On a failed save, a creature is turned for 1 minute or until it takes any damage. A turned creature is incapacitated and restrained. If the creature’s CR is 3 or lower, it is instantly destroyed instead. Overwhelming Dirge (1/Rest). Selkin sings a song of grief for his lost love, filling those that hear it with sorrow and sapping their will to fight. Each creature that starts its turn within 30 ft. of Selkin that can hear him must make a DC 17 Wisdom saving throw or be overwhelmed with grief and become incapacitated for 1 minute, until Selkin stops singing or becomes inaudible, or until Selkin or his allies deals damage to them, whichever comes sooner. An affected creature can make a new saving throw to end this effect on itself at the end of each of its turns. Undead have disadvantage on their saving throws against this ability, though a calm emotions spell renders a creature immune to its effects. Heal (2/Rest). Selkin casts heal. One creature Selkin can see within 60 ft. regains 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. Selkin can make a Wisdom (Medicine) check with a +15 bonus to remove an Injury from the target. Bonus Actions Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage, plus 18 (4d8) radiant damage and the target must make a DC 14 Strength saving throw or be knocked prone. Reactions Delay Death (5/Day). Whenever Selkin or an ally he can see within 30 ft. of him suffers a critical hit, he can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic neutral","Expansion":28072,"Challenge Rating":"is"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Sellsword","description":"Mercenaries can be found across the lands, offering their services as guards, adventurers, and temporary soldiers. Martial mercenaries are often called sellswords, and magically inclined mercenaries prefer to be called spellhawks. Typically, spellhawks take longer-term contracts, leaving the scribing of scrolls to more sedentary spellcasters, though they won’t begrudge coin offered for the quick casting of a spell or two. Dangerous Lives. Though mercenaries diligently care for their equipment to protect their livelihood, it is often well-worn and stained by sun, battle, and road. Future-thinking or particularly skilled sellswords and spellhawks eventually become veterans and mages, respectively, with more expensive and well-maintained equipment. However, most mercenaries live day-to-day, enjoying the now. They know the fellow sellsword or spellhawk they drink with tonight might be an enemy tomorrow or fallen to some danger by next week.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Sema","description":"This diminutive, bipedal creature has large, black eyes, rubbery gray skin, a protruding belly, and vicious claws. It appears to lack ears and a nose. Allies of the Ghasts of Leng. Semas are small creatures from the Plateau of Leng, and they are commonly found in the company of ghasts of Leng and kaveph , acting as pets toward the larger creatures. Semas are loyal to the ghasts, going so far as to defend their threatened masters. Likewise, the ghasts are always sure to throw the semas a few scraps of meat during the ghasts’ notorious feeding frenzies. At Home in the Dark. Semas have extremely sensitive eyes and prefer to live in dark places. They find excessive amounts of light distasteful, and in open sunlight they are known to keen, howl, and clutch at their hairless heads as if the very presence of the light causes them pain. They immediately calm down once they make their way into darkness. Gleeful Bloodlust. Semas are much like wild predators, seeming to take great joy in jumping out of the darkness and spilling blood. They are inherently cruel, and their own physical pain seems to mean little to them. They participate in the feeding frenzies of the ghasts of Leng even when they are more than capable of finding their own prey.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Senelith","description":"Seniliths are cruel devils known for their cunning manipulation of mortals, luring them into ill-fated contracts that allow the senilith to steal their life force and turn them into puppet-like thralls. These sinister beings revel in the perverse joy of collecting souls, seeing each new acquisition as a testament to their diabolical cunning and a source of personal amusement. Morbid Obsession Seniliths appear as thin, alien creatures with devilish grins that betray their malevolent intentions. While a senilith may take on a more accommodating appearance when seeking out mortals in the Mortal World to claim their souls, a senilith takes great pride in showing off its collection. Thus, a senilith encountered in its own devilish domain may be found seated upon a grotesque throne constructed from the desiccated remains of their ensnared victims, a chilling monument to their morbid obsession with collecting souls.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"Lawful Evil","Expansion":25354,"Challenge Rating":11},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Sentient Carcass Template","description":"There is a rare species of extraplanar brain-eating larva that feeds only on the bodies of dead spellcasters. These maggots can recollect the knowledge of the dead they consume and do so until they are ready to hatch as death bugs. These tiny flying vermin form an intelligent hive mind that seeks out the carcasses of the most powerful beasts or monsters they can find to inhabit. A creature’s remains, inhabited by the death bugs, becomes a sentient carcass that otherwise retains only the most fundamental instincts of its original life as it turns into a fully functioning vessel for the intelligent swarm of vermin.","properties":{"Category":"Monsters","Size":"Any","Type":"undead","Alignment":"chaotic evil","Expansion":17604,"Challenge Rating":1},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Sentient Grimoire","description":"Traits Possession. When a creature spends at least 10 minutes reading the grimoire, the grimoire can force the creature to make a DC 20 Intelligence saving throw. On a failure, the target is possessed by the grimoire. While possessed, the grimoire controls the host’s body, and the host’s awareness is transferred into the physical form of the book. While possessing a host, the grimoire retains its Intelligence, Wisdom, and Charisma scores, its skills, and its immunities to being charmed and frightened, but otherwise uses the host’s statistics. The possession lasts until the grimoire uses a bonus action to end it, the host dies, the grimoire’s book form is reduced to 0 hit points, or dispel evil and good is cast on the host’s body. When the possession ends, the grimoire’s consciousness returns to its book if it still exists, or ceases to exist if the book has been destroyed. While the possessed creature’s consciousness is in the book, it gains truesight out to a range of 30 feet (and is blind beyond this point). It retains its Intelligence, Wisdom, and Charisma scores and can respond to telepathic communication, but can’t initiate it. Otherwise, it is a mundane book and can’t cast spells, take actions, or use any traits, race or class features, or other statistics of its original form. It has 20 hit points, AC 12, and a speed of 0 feet. A creature imprisoned in the book doesn’t age and can make a DC 18 Intelligence (Arcana or History, as appropriate to the book’s contents according to the GM) check each day to understand the book’s contents and commit them to memory. This doesn’t allow the creature to learn spells inscribed in the book. If a creature’s body dies while it is possessed by the grimoire, the creature also dies. Actions Shadow Slash. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) necrotic damage. Reactions Shadow Touch. When another creature touches the grimoire, the grimoire can attack with Shadow Slash.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"chaotic evil","Expansion":18512,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 4"},{"name":"Sentient Plant","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":0},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Sentient Plant","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"unaligned","Expansion":27051,"Challenge Rating":0},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Sentient Tree","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":27051,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Sentient Tree","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Sentinel in Darkness","description":"A blindfolded, stone face leers down from beneath a hooded cloak stitched from thousands of desiccated treasure maps. With each step the four-armed, stone figure takes, torches sputter, compasses spin, and ink fades. Protector of Secrets. Sentinels in darkness are magical constructs tasked with guarding secret vaults and reliquaries. These creatures ward off plunderers with their imposing form, brute strength, and magical nature that obscures secrets. It is said when a sentinel is slain, its cloak of maps burns away, leaving behind one map to a great, secret treasure. Magical Theft. Sentinels in darkness can magic away a coveted item, while cursing explorers with an unquenchable desire to find secrets--even at the cost of the explorer's own health. Awakening the Sentinel. To animate a sentinel in darkness, the creator must imbue an inert stone golem with the spirit of a mortal that died having taken at least one terrible secret to the grave. Construct Nature. A sentinel in darkness doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Sentinel Tree","description":"Sentinel trees are animated trees given life by magic and used to defend elven lands, strongholds, and other places of profound cultural significance. TRAITS False Appearance: While the tree remains motionless, it is indistinguishable from a normal tree. Forest’s Stride: The sentinel tree can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or similar hazards. ACTIONS Slam: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Unaligned","Expansion":23660,"Challenge Rating":2},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Sentry Android","description":"Androids are synthetic humanoids built to assist their creators with highly specialized tasks. They are designed to be compliant and typically have friendly demeanors. Every android has one or more upgrades to help it excel at its intended functions, but all androids are capable of defending themselves with concentrated bolts of force up close or from a distance. Despite an android’s sophisticated construction, electrical surges can temporarily disrupt its finely tuned components. Similarly, damage to its core processing functions or long stretches of isolation can wear down an android’s critical faculties, causing it to behave erratically. Traits Design Specialization. When the android is created, it gains one of six possible designs suited for its role (choose or roll a d6): 1, aerialist; 2, diplomat; 3, diver; 4, duelist; 5, medic; 6, sentry. This design determines certain traits in this stat block. Actions Lightning Overload. When the android takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn. Actions Multiattack. The android makes two Force Strike attacks. Force Strike. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 40/120 ft., one target. Hit: 15 (2d10 + 4) force damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or have the prone condition.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Source":"custom","Alignment":"Typically Lawful Neutral","Expansion":31434,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Sephek Kaltro","description":"Sephek Kaltro is a well-built man in his thirties. He has an olive complexion, dark hair pulled back in a ponytail, and no facial or body hair. He is dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wears no armor or cold weather clothing and doesn’t appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake. The best way to deal with Sephek is to confront him while he’s separated from Torrga and her other cronies. Sephek stays close to Torrga during business hours. Once activity drops off, Torrga shuts down her operation for the rest of the day, puts the dogs in a kennel and the sleds in a secure shed, and pays for the team’s lodgings. After Torrga retires for the night, Sephek is free to do as he pleases until the following morning. If he happens to be in Bryn Shander, Easthaven, or Targos, he stalks his next murder victim. If he’s elsewhere, he spends the night drinking and carousing, then falls asleep for a few hours, preferably in an unheated place such as a barn or an abandoned cottage. When asked about his odd style of dress, Sephek Kaltro claims that he was born on the holiday of Midwinter and that the Frostmaiden’s blessing protects him from the cold. In truth, Sephek was not born during Midwinter. He was a mariner whose ship sank off the coast of Auril’s island a few months ago. He swam to the island but nearly froze to death. As his life was fading, the spirit of a frost druid beholden to Auril possessed him. The winter spirit cannibalized Sephek’s spirit and is using him as a living vessel to do the Frostmaiden’s work. The spirit can’t leave Sephek’s body; if Sephek dies, the winter spirit is destroyed along with him. Auril inspired Sephek to travel to Ten-Towns and offer his services to Torrga Icevein. As Hlin suspects, he has been killing Ten-Towners who pay off low-ranking town officials to exclude their names from the lotteries in Bryn Shander, Easthaven, and Targos. Because he’s doing the Frostmaiden’s work, the spirit inside Sephek doesn’t care about getting caught, and he isn’t shy about admitting his guilt. He considers surrendering only because it buys time for him to escape and commit more murders. In combat, he wields a magical sword and magical daggers made of ice that he can conjure at will. These weapons melt and break like icicles in the hands of other creatures. Traits Innate Spellcasting. Sephek can innately cast misty step up to three times per day, requiring no components. His innate spellcasting ability is Charisma. Cold Regeneration. If the temperature around him is 0 degrees Fahrenheit or lower, Sephek regains 5 hit points at the start of his turn. If he takes fire damage, this trait doesn’t function at the start of Sephek’s next turn. Sephek dies only if he starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Sephek attacks twice with a weapon. Ice Longsword (One-Handed). Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: (1d8+3) slashing damage plus (2d4)cold damage. Ice Longsword (Two-Handed). Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: (1d10+3) slashing damage plus (2d4)cold damage. Ice Dagger (Melee). Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: (1d4+3) piercing damage plus (2d4)cold damage. Ice Dagger (Ranged). Ranged Weapon Attack : +5 to hit, reach 20/60 ft., one target. Hit: (1d4+3) piercing damage plus (2d4)cold damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":6331,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Sephek Kaltro","description":"Sephek Kaltro is a well-built man in his thirties. He has an olive complexion, dark hair pulled back in a ponytail, and no facial or body hair. He is dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast, but wears no armor or cold weather clothing and doesn’t appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake. Traits Innate Spellcasting. Sephek can innately cast misty step up to three times per day, requiring no components. His innate spellcasting ability is Charisma. Cold Regeneration. If the temperature around him is 0 degrees Fahrenheit or lower, Sephek regains 5 hit points at the start of his turn. If he takes fire damage, this trait doesn’t function at the start of Sephek’s next turn. Sephek dies only if he starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Sephek attacks twice with a weapon. Ice Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if Sephek uses the weapon with two hands, plus 5 (2d4) cold damage. Ice Dagger. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) cold damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":27909,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Sepia’s Daughter","description":"Sepia’s Daughters can be described as rust colored and aquatic behirs that constantly shed and flake bright yellow sparks. These creatures are only found on the Material Plane when they are searching for a specific hag. They have a single-minded determination and will ignore all other creatures that do not interfere with their search. Sepia’s daughters are assumed to stay in the Burning Bright, when not sent to the Material Plane. A Sepia's Daughter will interact with others if a hag has found a way to elude her or if she decides that she will need mercenaries to capture a particularly dangerous hag.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"lawful evil","Expansion":34600,"Challenge Rating":13},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Sepoko","description":"Sepoko is, in theory, the leader of the boggards of M’botuu, but in truth is but a pawn of the naga Ngara. As a powerful cleric of Gogunta, he can also serve as an unusual cult leader (rather than the pawn of a more powerful manipulator or influencer. Such a mastermind might have moved into the sewers of a large city and attempted to share their faith with members of society’s underbelly to form an unusual criminal enterprise. Trait Special Equipment. Sepoko has an icy morningstar and two potions of superior healing . Spellcasting. Sepoko is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): guidance, light, mending, sacred flame, thaumaturgy 1st level (4 slots): bless, command, cure wounds, shield of faith 2nd level (3 slots): aid, blindness/deafness, hold person, prayer of healing 3rd level (3 slots): beacon of hope, bestow curse, dispel magic, protection from energy 4th level (3 slots): control water, death ward, freedom of movement 5th level (2 slots): flame strike, insect plague Swamp Stride. Sepoko ignores difficult terrain when in swamp terrain. Actions Multiattack. Sepoko makes one morningstar attack and one tongue attack. Icy Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage and 10 (3d6) cold damage. Tongue. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d12+1) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the boggard can’t use its tongue attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (boggard)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":11},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Sepse","description":"The myths and legends of the Mediterranean are replete with strange and mystic serpents of every description. Sepse . This brownish snake gives off an acrid odor. Vapor rises from the ground where its fangs drip globules of acid on the sand. A sepse’s bite injects acid into the victim rather than venom, melting it from the inside. This snake lives into holes among the desert’s rocks.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"neutral","Expansion":30635,"Challenge Rating":1.2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Septon Modron","description":"A hexton modron (top), a septon modron (middle), and two octon modrons (bottom) oversee the smooth functioning of devices on the Plane of Mechanus. Septons are auditors of base modrons in Mechanus, recording the activities in each of the plane’s sectors to ensure operations are in perfect order. They are easily identified by their seven flexible limbs. “You wanna learn Modron? Yeah, I speak it. Lesson one: ‘beep boop.’ That means ‘Hello, friend, I mean you no harm.’ Really, I swears it!” —Morte, amid surely innocent snickering Modrons Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked base modrons—monodrones, duodrones, tridrones, quadrones, and pentadrones—the upper-tier hierarch modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monst er Manual . “I’ve known a few modrons in my day. Most are gullible, harmless sorts. Watch out for those hierarch modrons, though. Not only can’t they take a joke, they’ll blame you for disrupting the lawful working of the multiverse then try to measure how much your powdered bones weigh. ” –Morte Traits Axiomatic Mind. The septon can’t be compelled to act in a manner contrary to its nature or its instructions. Combat Ready. The septon has advantage on initiative checks. Disintegration. If the septon dies, its body disintegrates into dust, leaving behind anything it was carrying. Spellcasting. The septon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): At will: detect magic , dispel magic , mending (as an action) 1/day each: plane shift (self only), protection from evil and goo d , sending Actions Multiattack. The septon makes four Tentacle attacks and uses Lightning Network or Spellcasting. Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the septon can’t use this tentacle against other targets. The septon has seven tentacles, each of which can grapple one target. Lightning Network. The septon conjures a field of electricity that fills a 30-foot cube originating from itself before dissipating. Each creature in that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 33 (6d10) lightning damage and has the stunned condition for 1 minute. On a successful save, a creature takes half as much damage only. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. “You ever notice how certain modrons sort of look like some kind of wacky dice?” –Morte","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"typically lawful neutral","Expansion":26427,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Ser Helio-Horus","description":"Pro nunciation: “Sir Heel-ee-oh Hoor-us” The lone Sepulcher Knight protecting Port Nomad has a reputation for being unerringly fair and incredibly brave as defender of the peace. His swordplay and aim are said to be so great, his presence so intimidating, that he does not even need to rely on magic or the gods as other Sepulcher Knights do. This is true, to a point: Helio-Horus is a powerful avia-ra fighter, but unlike most avia-ra, he is also surprisingly shrewd and craven. When he is threatened by a more powerful enemy, or with the truth of his past being exposed, “Ser” Helio-Horus is all too eager to choose the path of least resistance and avoid trouble. Ten years ago, Helio-Horus was cast out from the Order of Sepulcher Knights for breaking his oaths, dealing narcotics to the people he was sworn to defend, and murdering witnesses to protect his reputation. His fundamental betrayal of his oaths has left him unable to summon divine magics, a fact which has embittered him. Of course, very few individuals in Port Nomad know of his dark past or his current shady dealings with pirates, criminal organizations, and worse. He will do whatever it takes to make sure that remains true, no matter how vile, cruel, or cowardly his actions prove.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (avia-ra)","Alignment":"neutral evil","Expansion":9634,"Challenge Rating":3},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Seraph","description":"Seraphs are otherworldly Celestials that defy conventional understanding. Their divine presence is so strange and peculiar it is overwhelming for most who behold its true form – a series of strange eyes and several sets of wings on a body shaped in ways that seems to challenge the very laws of reality. A Mortal Presence While seraphs usually dwell in the heavenly planes, they are able to adopt humanoid forms when they so choose to, and legends of seraphs who, for reasons known only themselves, have abandoned their patron deities to walk among mortals, are not unheard of.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"Lawful Neutral","Expansion":25354,"Challenge Rating":17},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Seraphic Seer","description":"The seraphic seer is a celestial being originating from the luminous realms of the cosmos, taking the form of a feathered, floating creature with a central, all-seeing eye. Possessing numerous tentacles that surround its body, this enigmatic entity is often tasked with guarding sacred artifacts and places of divine significance, ensuring that only the worthy approach. Being of Light The seraphic seer’s eyestalks are capable of emitting potent radiant rays, which can awe, curse, and debilitate foes that dare trespass on its hallowed territory. However, the seraphic seer harbors a unique vulnerability: exposure to magical light renders it docile, temporarily binding its loyalty to the creature that created the illuminating magic. Despite its imposing appearance and fearsome abilities, the Seraphic Seer is a devoted guardian, adhering strictly to its divine mission. It serves as an eternal sentinel, tirelessly watching over the celestial treasures it has been entrusted with. Just because you slap some feathers on it and put torches at the end of its eye-stalks, doesn’t make it not an abominable, grotesque horror. Or, well, that’s just my opinion – beauty is in the eye of the beholder, as they say, so you’re free to disagree! – the Heretic","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"Neutral","Expansion":25354,"Challenge Rating":12},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Seraphic Seer, Lesser","description":"The seraphic seer is a celestial being originating from the luminous realms of the cosmos, taking the form of a feathered, floating creature with a central, all-seeing eye. Possessing numerous tentacles that surround its body, this enigmatic entity is often tasked with guarding sacred artifacts and places of divine significance, ensuring that only the worthy approach. Being of Light The seraphic seer’s eyestalks are capable of emitting potent radiant rays, which can awe, curse, and debilitate foes that dare trespass on its hallowed territory. However, the seraphic seer harbors a unique vulnerability: exposure to magical light renders it docile, temporarily binding its loyalty to the creature that created the illuminating magic. Despite its imposing appearance and fearsome abilities, the Seraphic Seer is a devoted guardian, adhering strictly to its divine mission. It serves as an eternal sentinel, tirelessly watching over the celestial treasures it has been entrusted with. Just because you slap some feathers on it and put torches at the end of its eye-stalks, doesn’t make it not an abominable, grotesque horror. Or, well, that’s just my opinion – beauty is in the eye of the beholder, as they say, so you’re free to disagree! – the Heretic","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"Neutral","Expansion":25354,"Challenge Rating":7},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Sergeant","description":"Actions Longsword. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one creature. Hit: 4 (1d8) piercing damage. Command. The sergeant targets one ally it can see within 30 feet of it. If the target can see and hear the sergeant, the target can use its reaction to make one weapon attack. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of the sergeant that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Serpent Spawn","description":"Sea Monsters The Serpent Sea, as well as the many rivers and lakes of Grimnir, are host to a wide variety of fish and aquatic mammals, such as seals and whales. The creatures detailed here are, for the most part, the most dangerous of sea borne predators, save for the great serpent herself. Serpent Spawn These smallest serpents are commonly known as sea snakes by the raiders that encounter them. More than one longship has returned to port missing a few crew members after battling these dangerous beasts.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast (Yoten)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":3},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Serpentfolk of Yig","description":"The hooded cultist utters a sibilant phrase. Then, like a fading mask of fog, his face suddenly vanishes and in its stead leers a monstrous serpent's head. His terrible, slit eyes blaze unblinkingly as his scaly hands twist and contort in arcane gestures. Priests of the Serpent God. Grim tales are told of a prehistoric race of evil snake-people who, wearing the guise of a human cult, have surreptitiously built a monstrous religion around the worship of--the serpent god Yig. As an actor dons a mask, these fiendish humanoids use illusory magic to imitate anyone they wish. This disguise is often betrayed, however, by the presence of the serpentfolk's frightful, fetid scent. Under Cloak of Blasphemy. Serpentfolk of Yig rely on natural cunning and the sorcery of their cold, reptilian bloodline to survive. These snake-people live in secret amongst the cities of civilized nations and plot to overthrow the warm-blooded inheritors of the world \"when the stars are right.\" Known as \"they that walk the night,\" the serpentfolk of Yig live to serve their dark god's hideous, evil agenda. Many seek to become powerful spellcasters and master assassins to better serve their cruel life's purpose. The Queen of Serpents considers the serpentfolk abominations, corrupted versions of true serpents, and there is great enmity between her followers and the followers of Yig. The Snake That Speaks. In defiance of the creation myths surrounding the World Serpent Veles, the serpentfolk worship their Great Old One progenitor as the true Father of Serpents, knowing him by many names—Set, Quetzelcoatl, and Ningishzida among them. As their insidious cults grow in size--swollen with allied horrors like the Servants of Yig, the scitalis , and other reptilian monstrosities--the serpentfolk move further and further from their shadowed jungle enclaves to corrupt the credulous kingdoms of man.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Serpentine Lamia","description":"The pair of serpentine creatures intertwine with the shackled prisoner, their scaly tails and grasping arms squeezing the life from him as he screams silently, the breath choked from his body. The Smaller of the Species. Unlike the leonine forms of their larger lamia cousins, the serpentine lamias have humanoid torsos atop a serpentine tail. Seeing themselves as \"true\" lamia, the serpentine lamia consider the lion-bodied members of their race \"false lamia.\" They go to great lengths to destroy these false lamia whenever possible. Constant Search for Indulgence. Serpentine lamias share the same hedonistic tendencies as their larger namesakes; however, they are more willing to travel or create lairs in civilized areas. In locations, where monstrous species are not attacked on sight as threats, serpentine lamias often travel freely without disguise. Their love of the finer things in life offers them opportunities to act as merchants, curators, and art experts. Their barely controlled desires often leave them unhindered by conscience or scruple, affording them careers of a more criminal nature. Worship the Moon. Something in the serpentine lamias' psyches gives them a strong connection to the moon. They are at their most calm and rational when the moon is new, but as the lunar cycle moves toward its peak, the urges for debauchery and hedonism grow in the serpentine lamia. \"During a full moon in a lamia's lair\" has become a colloquial saying for a time or place of inescapable danger. For the duration of a full moon, serpentine lamias congregate at the home of the most prestigious of their kind. The bacchanalia that take place at these gatherings are legendary, where the overconsumption of the finest food and drink is only the beginning. In places with less stringent moral and ethical codes, the murder of innocents is often the highlight of these evenings.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Serpopard","description":"These spotted and scaly quadrupeds run on hairless leonine paws, while their cat heads perch atop sinuous, serpentine necks. Swaying, Snakelike Cats. Serpopards are 13 feet long and weigh 600 lb, with little gender dimorphism. They have feline bodies but long, serpentine necks topped by vaguely draconic heads. Their hairless paws have wickedly curved, retractable talons. A serpopard’s neck is in constant motion, swaying like a cobra, allowing it to track foes on all sides and to strike in unexpected directions. Easily Distracted. Serpopards are foul-tempered predators and scavengers, and are known to occasionally resort to cannibalizing their weakest pack mate. They actively hunt humanoids when possible and also attack other predators to steal their kills—or to kill and eat the predators, then take their kills. Serpopards are not tenacious hunters, however. They can be distracted from a pursuit by the appearance of an easier meal. Musk Glands. In some culture, serpopard pelts and musk glands are prized for use in fashion and perfumes. Images of these odd animals appear regularly in southern tomb iconography and temple decoration. Traits Sinuous Strikeback: The serpopard can take any number of reactions in a round, but it can react only once to each trigger. Actions Multiattack: The serpopard makes two bite attacks and two claw attacks. Bite: Melee Weapon Attack : +5 to hit, reach 10 ft., One Target. Hit : 10 (2d6 + 3) Piercing damage. Claw: Melee Weapon Attack : +5 to hit, reach 5 ft., One Target. Hit : 12 (2d8 + 3) Slashing damage. Musk (Recharges after a Short or Long Rest).: The serpopard releases a jet of foul-smelling musk in a 15-foot cone that lasts for 2d4 rounds. Creatures in the cone must make DC 13 Dexterity saving throws. If the save succeeds, the creature moves to the nearest empty space outside the cone; if the saving throw fails, the creature becomes drenched in musk. A creature that enters the area of the cone while the musk persists is saturated automatically. A creature saturated in musk is poisoned. In addition, every creature that starts its turn within 5 feet of a saturated creature must make a successful DC 15 Constitution saving throw or be poisoned until the start of its next turn. Serpopard musk (and the poisoning) wear off naturally in 1d4 hours. A saturated creature can end the effect early by spending 20 minutes thoroughly washing itself, its clothes, and its equipment with water and soap.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Servant of Rhazien","description":"Traits Mutable Form. The servant of Rhazien is immune to any effects that would forcibly alter its shape, and it can squeeze through gaps of 1 foot in diameter or larger without reducing its speed. Actions Multiattack. The servant of Rhazien makes two melee attacks, one of which can be its Gnashing Bite. Gnashing Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage. This attack has advantage against a creature grappled by the servant of Rhazien’s Sticky Slam. Sticky Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, and the target must make a DC 15 Strength saving throw or be grappled (escape DC 15). The servant of Rhazien can have up to four creatures grappled in this way at one time, after which it must let go of one to use this attack again.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":4},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Servant of the Unsated God","description":"The grinning ghoul’s mace drips with shadow as it chants prayers to its dark god. Another shadowy grin appears on top of the ghoul’s and extends out, consuming all it touches. Worshiper of Hunger. Vardesain, known as the Unsated God, is a god of death, hunger, and the undead. The bulk of his followers, especially in the deep caverns of the world, are undead. The most common of these followers are darakhul—intelligent and civilized ghouls—who share their lord’s unholy hunger. The servants of the Unsated God act as civil officials, support the imperial army, and spread the faith (often by slaying intruding surface dwellers then recruiting them as newly risen undead). Hungry Dead Nature. The ghoul requires no air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Servant of the Unsated God","description":"The grinning ghoul’s mace drips with shadow as it chants prayers to its dark god. Suddenly, another, shadowy grin appears on top of the ghoul’s and extends out, consuming all it touches. Worshiper of Hunger. Vardesain, known as the Unsated God, is a god of death, hunger, and the undead. The bulk of his followers, especially in the deep caverns of the world, are undead. The most common of these followers are darakhul—intelligent and civilized ghouls—who share their lord’s unholy hunger. The servants of the Unsated God act as civil officials, support the imperial army, and spread the faith (often by slaying intruding surface dwellers then recruiting them as newly risen undead). Hungry Dead Nature. The darakhul doesn’t require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":5315,"Challenge Rating":4},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Servant of Yig","description":"This massive ophidian is a hideous amalgam of man and snake--a fanged humanoid head with expressionless features sits atop the shimmering coils of a large, squamous body. As the creature hisses, its full lips open to speak in the rich, vibrant tone of an unknown tongue, forgotten long before the kingdoms of man arose. Progeny of the Serpent God. Servants of Yig are monstrous humanoid-serpent hybrids that often serve as sentinels and assassins for the dreadful Old One Yig and his horrid devotees. The speckled, brownish hide and obscene stench of these long, scaly creatures contrasts the cold and otherworldly beauty of their emotionless countenance. Abhorrent Executioners. Legends speak of a curse that dooms anyone foolish enough to betray Yig or raise his ire. Indeed, those condemned by the Great Old One are visited by these odious servants to meet an unpleasant end. When these unnerving creatures aren't engaged as masterfully covert hunters, they serve as the duly deranging guardians of dark, forbidden places. The Swollen Death. The Servants of Yig are the Old One's children and were created in his horrible image. Their unholy venom causes the body of a creature slain by the poison to swell until its plump flesh ruptures with a repulsive \"pop.\"","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Servitor Thrull","description":"The most wretched of thrulls are the servitors, small and slender, that serve as playthings for their Orzhov masters. They run trivial errands, transport small items, caper and dance, and keep their masters’ expensive robes from trailing on the dirty street. They are utterly loyal, lacking any concept of thinking for themselves. Actions Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. Reactions Self-Sacrifice. When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":7,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Servok Builder","description":"Servoks, the labor and siege class of valok, are huge, slow, and built for a specific purpose—though all are designed to defend themselves when threatened. No humaniform servoks have been discovered; their forms depend on their purpose, but they’re never smaller than a wagon. Despite each servok’s utilitarian construction and the ages of grime accumulated atop their iridoss, each servok is impressive to behold. The dead language of the steel dwarves is lost to time and beyond the reach of most magic, but scholars believe that someone who spoke this ancient tongue could command a servok. Even then, servoks can’t act outside their design parameters—a servok designed to mine ore can’t be commanded to make a vase. Servok Builder. Steel dwarves used one class of servoks, called builders, to construct buildings, roads, and walls. Their valiar arms can lift and fling enormous stones, and a great mixing cannister on their back holds concrete that can be spewed forth from an opening at the front of the construct. The steel dwarves equipped each builder with a valiar wrecking ball to demolish any old construction impeding the servok’s progress. Some active builders still work the caverns where they were left, clearing the ground in preparation for some grand project known only to their progenitors. Servok Miner. Servok miners dug the legendary tunnels of the steel dwarves. These track-driven constructs are equipped with a mechanical drill and pneumatic pick to break through stone with ease. A conveyor belt at the front of the valok allows them to load ore for transport or unload debris in a violent spray. A few miners still dig tunnels deep into the earth, searching for ore and ready to destroy anything in the way of their search. Servok War Engine. The quaking of earth and boom of an arcane cannon precedes the arrival of a servok war engine. Built to roll through enemy ranks with their bladed rake, the war engine can also eliminate targets from afar with their massive gun that shoots both magic blasts and burning oil. There are still war engines that went to battle and haven’t returned. They consider every creature they meet who isn’t a steel dwarf to be an enemy. Traits Immutable Form. The builder is immune to any power, spell, or effect that would alter their form. Siege Monster. The builder deals double damage to objects and structures. Supernatural Resistance. The builder has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The builder makes two attacks using Wrecking Ball, Stone, or both, and can use Lay the Foundation, if available. Wrecking Ball. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. Each enemy within 5 feet of the target must succeed on a DC 19 Dexterity saving throw or take 13 (2d12) bludgeoning damage. Stone. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft. or range 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a Medium or smaller creature, they are knocked prone. Lay the Foundation (Recharge 6 ). The builder pours wet concrete on the ground in a 20-foot square starting from a point within 5 feet of the builder. Until the foundation dries in 1 hour, that area is difficult terrain, and when a creature with a Strength score of 20 or less starts their turn in that area, they must succeed on a DC 19 Strength (Athletics) check or be restrained until the start of their next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":12},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Servok Miner","description":"Servoks, the labor and siege class of valok, are huge, slow, and built for a specific purpose—though all are designed to defend themselves when threatened. No humaniform servoks have been discovered; their forms depend on their purpose, but they’re never smaller than a wagon. Despite each servok’s utilitarian construction and the ages of grime accumulated atop their iridoss, each servok is impressive to behold. The dead language of the steel dwarves is lost to time and beyond the reach of most magic, but scholars believe that someone who spoke this ancient tongue could command a servok. Even then, servoks can’t act outside their design parameters—a servok designed to mine ore can’t be commanded to make a vase. Servok Builder. Steel dwarves used one class of servoks, called builders, to construct buildings, roads, and walls. Their valiar arms can lift and fling enormous stones, and a great mixing cannister on their back holds concrete that can be spewed forth from an opening at the front of the construct. The steel dwarves equipped each builder with a valiar wrecking ball to demolish any old construction impeding the servok’s progress. Some active builders still work the caverns where they were left, clearing the ground in preparation for some grand project known only to their progenitors. Servok Miner. Servok miners dug the legendary tunnels of the steel dwarves. These track-driven constructs are equipped with a mechanical drill and pneumatic pick to break through stone with ease. A conveyor belt at the front of the valok allows them to load ore for transport or unload debris in a violent spray. A few miners still dig tunnels deep into the earth, searching for ore and ready to destroy anything in the way of their search. Servok War Engine. The quaking of earth and boom of an arcane cannon precedes the arrival of a servok war engine. Built to roll through enemy ranks with their bladed rake, the war engine can also eliminate targets from afar with their massive gun that shoots both magic blasts and burning oil. There are still war engines that went to battle and haven’t returned. They consider every creature they meet who isn’t a steel dwarf to be an enemy. Traits Immutable Form. The miner is immune to any power, spell, or effect that would alter their form. Supernatural Resistance. The miner has advantage on saving throws against powers, spells, and other supernatural effects. Tunneler. The miner can burrow through solid rock at half their burrowing speed and leaves a 5-foot-diameter tunnel in their wake. Actions Multiattack. The miner makes two attacks using Drill Press, Pneumatic Pick, or both. Drill Press. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. If the target is touching the ground, they are knocked prone and restrained by the miner’s drill. While restrained in this way, the target takes 15 (2d8 + 6) piercing damage at the start of each of their turns, and the miner can’t make Drill Press attacks. The restrained condition ends if the miner moves, makes a Drill Press attack, or is destroyed. The target or a creature who can reach them can use an action to pull the target away from the drill, ending the restrained condition and dealing 15 (2d8 + 6) piercing damage to the target in the process. Pneumatic Pick. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. If the target is wearing mundane armor, their armor takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed. Unload Rocks (Recharge 6 ). The miner hurls rocks and dirt in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 44 (8d10) bludgeoning damage and is blinded until the end of their next turn. On a successful save, a creature takes half as much damage and is not blinded. Bonus Actions Break Ground (Recharge 6 ). The miner strikes the ground and creates a fissure extending from them in a 30-foot-long, 5-foot-wide, 30-foot-deep line. Each Medium or smaller creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature falls into the fissure, taking 10 (3d6) bludgeoning damage from the fall and landing prone. On a successful save, a creature is shunted 5 feet into an unoccupied space and does not fall into the fissure. If a creature doesn’t have an unoccupied space within 5 feet of them, they fall into the fissure.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Servok War Engine","description":"Servoks, the labor and siege class of valok, are huge, slow, and built for a specific purpose—though all are designed to defend themselves when threatened. No humaniform servoks have been discovered; their forms depend on their purpose, but they’re never smaller than a wagon. Despite each servok’s utilitarian construction and the ages of grime accumulated atop their iridoss, each servok is impressive to behold. The dead language of the steel dwarves is lost to time and beyond the reach of most magic, but scholars believe that someone who spoke this ancient tongue could command a servok. Even then, servoks can’t act outside their design parameters—a servok designed to mine ore can’t be commanded to make a vase. Servok Builder. Steel dwarves used one class of servoks, called builders, to construct buildings, roads, and walls. Their valiar arms can lift and fling enormous stones, and a great mixing cannister on their back holds concrete that can be spewed forth from an opening at the front of the construct. The steel dwarves equipped each builder with a valiar wrecking ball to demolish any old construction impeding the servok’s progress. Some active builders still work the caverns where they were left, clearing the ground in preparation for some grand project known only to their progenitors. Servok Miner. Servok miners dug the legendary tunnels of the steel dwarves. These track-driven constructs are equipped with a mechanical drill and pneumatic pick to break through stone with ease. A conveyor belt at the front of the valok allows them to load ore for transport or unload debris in a violent spray. A few miners still dig tunnels deep into the earth, searching for ore and ready to destroy anything in the way of their search. Servok War Engine. The quaking of earth and boom of an arcane cannon precedes the arrival of a servok war engine. Built to roll through enemy ranks with their bladed rake, the war engine can also eliminate targets from afar with their massive gun that shoots both magic blasts and burning oil. There are still war engines that went to battle and haven’t returned. They consider every creature they meet who isn’t a steel dwarf to be an enemy. Traits Immutable Form. The engine is immune to any power, spell, or effect that would alter their form. Siege Monster. The engine deals double damage to objects and structures. Supernatural Resistance. The engine has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The engine makes two attacks using Blade Rake, Force Cannon, or both. Blade Rake. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 35 (4d12 + 9) slashing damage. If the target is Large or smaller, they are pulled up to 15 feet toward the engine. Force Cannon. Ranged Spell Attack: +12 to hit, range 400 ft., one target. Hit: 33 (6d10) force damage, and the target is dazed until the end of their next turn. Burning Oil (Recharge 6 ). The engine shoots burning oil in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 52 (15d6) fire damage and is covered in scalding oil. A creature covered in scalding oil takes 10 (3d6) fire damage at the start of each of their turns. A creature can use an action to remove the oil from themself or a creature they can reach, ending the effect. On a successful save, a creature takes half as much damage and is not covered in scalding oil. Bonus Actions Destructive Rollout. The engine moves up to their speed in a straight line, destroying mundane walls in their path that are less than 10 feet thick. Medium or smaller mundane objects in the engine’s path are destroyed if the objects aren’t being worn or carried by a creature. The engine can move through the spaces of other creatures during this movement as if they were difficult terrain, and if the engine does so, the creature must succeed on a DC 20 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":16},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Setessan Hoplite","description":"Hoplites Hoplites are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories. The Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider using these names for military forces characters encounter during their adventures or that they were once a part of. Setessan Hoplite Most Setessan hoplites begin their training as hunters, making them skilled in traversing the woods and adept at both guerrilla tactics and archery. Their strategies often emulate the favored servants of Nylea—especially wild beasts like wolves and lynxes. Typically a few soldiers harry an enemy while the rest capitalize on their foe's distraction. Setessan Hoplite Unit Names d8 Name 1 Nylea’s Arrows 2 The Watchers 3 Fangs of Ophis 4 The Swiftswords 5 Karametra’s Wolves 6 Defenders of the Grove 7 Bronze Blades 8 The Jackals","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":5432,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Seven Thorn","description":"Gnome druids who join the circle of the Seven Thorns are known as seven thorns. The members of the circle are all that remain of the Seven Flowers, an ancient gnomish druidic sect from the Feyrealm, who came to the Material Plane eons ago to nourish life and tend to it against malign influences. When the Seven Thorns withdrew back to the Feyrealm at the pressure of the persecution of the Order of the Eternal Light, the sect all but died out and only left seven initiated members in Aglarion. Over the last millennium, the gnomes have lost most ties to their ancient heritage and have renamed their circle the Seven Thorns. The druids have also turned completely xenophobic under the leadership of Tonk Wildwander and hunt down any creature that is not a gnome who ventures into the Thornwoods.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":3},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Severin","description":"Severin has a neutral evil pseudodragon companion named Nelvik. The pseudodragon is never far from its master. During the ritual to summon Tiamat, it cowers on a ledge in the central spire of the Dragon Queen’s temple. If Severin is slain, Nelvik attempts to befriend Severin’s slayers, waiting for an opportune time to exact revenge. Traits Special Equipment. Severin has the Mask of the Dragon Queen (see appendix C). Draconic Majesty. Severin adds his Charisma bonus to his AC. Ignite Enemy. If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen, the target catches fire. At the start of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it. Legendary Resistance (5/Day). While wearing the Mask of the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead. Actions Burning Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire damage. Flaming Orb. Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 40 (9d8) fire damage. Scorching Burst. Severin chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions If Severin is wearing the Mask of the Dragon Queen, he can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Severin regains spent legendary actions at the start of his turn. Attack. Severin makes one attack. Fiery Teleport (Costs 2 Actions). Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1d10) fire damage. Hellish Chains (Costs 3 Actions). Severin targets one creature he can see within 30 feet of him. The target is wrapped in magical chains of fire and restrained. The restrained target takes 21 (6d6) fire damage at the start of each of its turns. At the end of its turns, the target can make a DC 17 Strength saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":4500,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Severin","description":"This monster appears in the Rise of Tiamat module. Nelvik the Pseudodragon Severin has a neutral evil pseudodragon companion named Nelvik. The pseudodragon is never far from its master. During the ritual to summon Tiamat, it cowers on a ledge in the central spire of the Dragon Queen’s temple. If Severin is slain, Nelvik attempts to befriend Severin’s slayers, waiting for an opportune time to exact revenge. Traits Special Equipment. Severin has the Mask of the Dragon Queen . Draconic Majesty. Severin adds his Charisma bonus to his AC (included). Ignite Enemy. If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen , the target catches fire. At the start of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it. Legendary Resistance (5/Day). While wearing the Mask of the Dragon Queen , if Severin fails a saving throw, he can choose to succeed instead. Actions Burning Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire damage. Flaming Orb. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 40 (9d8) fire damage. Scorching Burst. Severin chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions If Severin is wearing the Mask of the Dragon Queen , he can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Severin regains spent legendary actions at the start of his turn. Attack. Severin makes one attack. Fiery Teleport (Costs 2 Actions). Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1d10) fire damage. Hellish Chains (Costs 3 Actions). Severin targets one creature he can see within 30 feet of him. The target is wrapped in magical chains of fire and restrained. The restrained target takes 21 (6d6) fire damage at the start of each of its turns. At the end of its turns, the target can make a DC 17 Strength saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7392,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Severin","description":"This monster appears in the Hoard of the Dragon Queen module. Nelvik the Pseudodragon Severin has a neutral evil pseudodragon companion named Nelvik. The pseudodragon is never far from its master. During the ritual to summon Tiamat, it cowers on a ledge in the central spire of the Dragon Queen’s temple. If Severin is slain, Nelvik attempts to befriend Severin’s slayers, waiting for an opportune time to exact revenge. Traits Special Equipment. Severin has the Mask of the Dragon Queen . Draconic Majesty. Severin adds his Charisma bonus to his AC. Ignite Enemy. If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen , the target catches fire. At the start of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it. Legendary Resistance (5/Day). While wearing the Mask of the Dragon Queen , if Severin fails a saving throw, he can choose to succeed instead. Actions Burning Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire damage. Flaming Orb. Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 40 (9d8) fire damage. Scorching Burst. Severin chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions If Severin is wearing the Mask of the Dragon Queen , he can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Severin regains spent legendary actions at the start of his turn. Attack. Severin makes one attack. Fiery Teleport (Costs 2 Actions). Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1d10) fire damage. Hellish Chains (Costs 3 Actions). Severin targets one creature he can see within 30 feet of him. The target is wrapped in magical chains of fire and restrained. The restrained target takes 21 (6d6) fire damage at the start of each of its turns. At the end of its turns, the target can make a DC 17 Strength saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Source":"custom","Expansion":7391},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Sevic Lupercal","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":27737,"Challenge Rating":3},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Sewer Blob","description":"A flesh-like, semi-translucent amorphous mass oozes out of an impossibly narrow opening, flailing with dripping pseudopods toward its next meal. Sewer blobs generate from areas of magical pollution, usually in cities or large communities where potions or alchemical solutions are haphazardly thrown away. They spontaneously spawn in sewers or in waste pits and don’t naturally reproduce. Picky Eater. Sewer blobs crave the flesh of living creatures, which not only sustains them but also allows them to quickly recover from their injuries. They strip their victims of flesh, leaving fleshless husks in their wake. Many of the less-palatable or tough-skinned sewer denizens, such as alligators and insects, follow the oozes for easy meals.","properties":{"Category":"Monsters","Size":"Huge","Type":"Ooze","Alignment":"Unaligned","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Sewer Jinni","description":"This woman’s skin is an unwholesome yellow in color, and her hair hangs lank and dripping with viscous sludge. A greenish haze of smog rises from her head and shoulders. Cousins of water genies, sewer jinn have adapted to life in the noxious waterways that lie beneath city streets. Creatures of a corrupt element, their forms have adapted to the pollution and toxins contained in the sewer. Smaller and less mighty than their kin, sewer jinn have developed their own magics, powered by corruption and rot, and are often as cunning and devious as other genie-kind. Sellers of Secrets. A sewer jinni’s realm is a web of tunnels running beneath the entire city. This gives them access to the city’s whole breadth, and they keep their ears open to chatter on the streets above. Their use their charm to interrogate passersby for any juicy gossip or valuable knowledge. If one is seeking hard to come by information, a sewer jinni may have it. They trade their secrets freely among one another so they can ruthlessly barter with whomever enters their realm seeking knowledge. Sewer Sickness. Creatures that succumb to a sewer jinni’s charms display physical distress, including fever and a flushed complexion, impaired motor skills, and difficulty forming coherent thoughts and speaking. City folk call this “sewer sickness,” attributing it to contact with noxious matter beneath the city streets. Those knowledgeable about sewer jinn can recognize the condition as a side-effect of their charms and counteract the problem accordingly.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Chaotic Neutral","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Sewer Weird","description":"A water elemental rises from the sewer, bringing a tide of filth with it. Its form is thick with the city's detritus: discarded food, rotting trash, and offal. It moves with a malevolence its purer kin lack. Sewer weirds are corrupted water elementals born of urban decay. As filth piles in ill-maintained sewers and as streets and drains crumble, the accumulated rot coalesces into a maddened elemental dedicated to destroying its environs. These elementals resemble desecrated forms of proper water elementals, their wave-like forms filled with the waste that birthed them. Bringers of Plague. A sewer weird's arrival is often accompanied by the outbreak of new and horrible diseases. Sudden epidemics pop up faster than clerics can cure them, the disease seemingly appearing without cause as curative measures fail and investigators disappear. The sudden stress of the epidemics causes filth to build up and infrastructure to degrade, creating even more sewer weirds. Symptoms of Rot. Sewer weirds thrive when an underlying problem degrades the city's health: conspirators or wererats hiding in the sewer system, monsters burrowing beneath the city, or good old fashioned political corruption stirring enoughdiscontent in the populace that it coalesces as animated sewage. Regardless of the specifics, something happening in the city generates sewer weirds, and heroes seeking to destroy the weirds would do well to figure out and solve the source before the weirds overwhelm the city. Urban Terrors. Sewer weirds are well-adapted to cities and settlements. They travel through the sewers, unseen by most, and pick off isolated victims, dragging their body into the sewers to further the rot. Even after a sewer weird is identified, fighting it requires crawling through a collapsing sewer system, where hunters might be ambushed with little room to retreat or call for help. Elemental Nature. The sewer weird doesn't require air, food, drink, or sleep. Flammable Fumes. If the sewer weird takes fire damage it erupts in a gout of flame. The weird immediately takes 5 (2d4) thunder damage, and each creature within 10 feet of the weird must succeed on a DC 15 Dexterity saving throw or take 3 (1d6) thunder damage and 7 (2d6) fire damage. Water Form. The sewer weird can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack. The sewer weird makes three Slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn. Sewer Overflow (Recharge 5-6). The sewer weird emits a tide of filth and water from itself in a 15-foot cube. Each creature in this cube must make a DC 15 Constitution saving throw. On a failure, a creature takes 18 (4d8) bludgeoning damage and 18 (4d8) poison damage and is infected with sewer plague . On a success, a creature takes half as much damage and isn't infected.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Shabti","description":"Wearing silver and red enamel pectoral jewelry and stylized armlets, as well as carrying a thin, carved stick, this angular, dark‑eyed human appears almost normal. When it moves, gears clash and whir faintly within it. Lifelike Servants. Shabti are constructs made to tend to their masters needs in the afterlife. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by intruders into their ancient tombs, though careful examination reveals faintly glowing hieroglyphs graven into their garments and their bodies. Insane Machines. Usually driven mad by centuries within its master’s tomb, a shabti fiercely attacks anything that threatens its sworn charge. Some ceaselessly babble ancient scriptures or invocations to the gods of death. Ancient Weapons. A shabti fights by releasing its serpentine armlets, then using telekinesis against spellcasters while thrashing anyone within reach with archaic but effective stick‑fighting maneuvers. The shabti’s weapon, the nabboot, is a 4-foot stick made of rattan or bundled reeds; this weapon was common in ancient forms of single-stick fighting. Shabti always fight until destroyed. Constructed Nature. A shabti doesn’t require air, food, drink, or sleep. Traits Immutable Form: The shabti is immune to spells and effects that would alter its form. Magic Resistance: The shabti has advantage on saving throws against spells and other magical effects. Magic Weapons: The shabti’s weapon attacks are magical. Serpentine Armlets: As a bonus action, the shabti commands its armlets to drop to the floor, whereupon they become two giant poisonous snakes. The shabti can mentally direct the serpents (this does not require an action). If the snakes are killed, they dissolve into wisps of smoke which reform around the shabti’s forearms, and they can’t be turned into snakes for 1 week. These armlets are linked to the shabti at the time of its creation and do not function for other creatures. Actions Multiattack: The shabti uses Telekinesis and makes two attacks with its nabboot. Nabboot: Melee Weapon Attack : +8 to hit, reach 5 ft., One Target. Hit : 7 (1d4 + 5) Bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb taint. The cursed target’s speed is reduced to half, and its hit point maximum decreases by 3, 1d6, for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic. Telekinesis: The shabti targets a creature within 60 feet. The target must succeed on a DC 15 Strength check or the shabti moves it up to 30 feet in any direction (including upward), and it is restrained until the end of the shabti’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Shadar-kai Dawnkiller","description":"Dawnkillers are assassins of the shadar-kai that use the cover of darkness to move in stealth as they hunt their prey. These sinister killers are armed with a kukri infused with necrotic energy, which becomes deadlier when they strike their targets while within in the shadows. Traits Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can't put the shadar-kai to sleep. Actions Multiattack. The shadar-kai makes three Kukri attacks. It can use Spellcasting in place of one of these attacks. Kukri. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 6 (1d12) necrotic damage. Spellcasting. The shadar-kai casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): 3/day each: darkness, gaseous form Bonus Actions Shadow Jump. The shadar-kai teleports, along with any equipment is it wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. Shadow Stealth. While in dim light or darkness, the shadar-kai takes the Hide action. Shade Strike (1/Turn). While in dim light or darkness, when the shadar-kai hits a target with a weapon attack, the shadar-kai magically deals an extra 26 (4d12) necrotic damage to the target. In addition, the target must make a DC 13 Wisdom saving throw or be blinded until the end of the shadar-kai's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Shadar-kai Gloom Weaver","description":"Although they’re formidable warriors, gloom weavers are often content to hide in the shadows, watching as their very presence affects their victims. Their bleak energy weighs down the heart, causing those nearby to feel the approach of death. If detected, gloom weavers use their shadow magic to reduce enemies to ghastly corpses. Shadar-kai In the gloom of the Shadowfell live shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they’re now adapted to its cheerless environment, both physically and mentally. Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and mournful. In that realm, they have pale hair, wrinkled gray skin, and swollen joints that give them a corpse-like aspect. They appear more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age. Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material Plane, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however; their efforts are rewarded only with vague omens they interpret as best they can. Fortress of Memories The shadar-kai who are most devoted to the Raven Queen serve her at the Fortress of Memories, her twisted castle in the Shadowfell. The fortress is a mournful place, filled with incessant echoes of the past. Flocks of ravens that act as the Raven Queen’s eyes and ears darken the skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse. Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to her as gifts from the shadar-kai, and include furniture, clocks, mirrors, jewels, and toys. Ghostly visions of people, places, and pets also appear in the fortress. Any of these things can spontaneously appear about her lair, every object and apparition being a metaphoric representation of some story—great or small—that was saturated with raw emotion. Shadar-kai encountered outside the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen’s gloomy castle. Traits Burden of Time. Beasts and Humanoids (except elves) have disadvantage on saving throws while within 10 feet of the shadar-kai. Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can’t put it to sleep. Actions Multiattack. The shadar-kai makes three Shadow Spear attacks. It can replace one attack with a use of Spellcasting. Shadow Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120, one target. Hit: 7 (1d6 + 4) piercing damage plus 26 (4d12) necrotic damage. Hit or Miss: The spear magically returns to the shadar-kai’s hand immediately after a ranged attack. Spellcasting. The shadar-kai casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: arcane eye , mage armor , minor illusion , prestidigitation , speak with dead 1/day each: arcane gate , bane , confusion , darkness , fear , major image , true seeing Reactions Misty Escape (Recharge 6). When the shadar-kai takes damage, it turns invisible and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Shadar-kai Kithguard","description":"Kithguards are warrior illusionists that serve directly under kithlords as personal bodyguards. They are extremely loyal fanatics who will gladly sacrifice their lives if needed. Kithguards are armed with phantasmal daggers that, upon striking a creature, rot its flesh and weaken its will. Traits Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can't put the shadar-kai to sleep. Actions Multiattack. The shadar-kai makes two Phantasmal Dagger attacks. It can use Phantasm in place of one of these attacks. Phantasmal Dagger . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on Wisdom and Intelligence saving throws until the start of the shadar-kai's next turn. Phantasm. The shadar-kai targets one creature it can see within 60 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target takes 17 (5d6) psychic damage and is frightened until the end of the shadar-kai's next turn. Constructs, and Undead are immune to this effect. Spellcasting. The shadar-kai casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14): At will: dancing lights, silent image, true strike 2/day each: blur, darkness, mirror image, phantasmal force 1/day each: greater invisibility, major image, phantasmal killer Bonus Actions Shadow Jump. The shadar-kai teleports, along with any equipment is it wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. Reactions Guardian Strike. If an enemy within 5 feet of the shadar-kai attacks a target other than the shadar-kai, that enemy provokes an opportunity attack from the shadar-kai.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Shadar-kai Kithlord","description":"Kithlords are master illusionists and shadow weavers, and also the undisputed leaders and generals of the shadar-kai army. They can deflect attacks and spells and use the darkness to teleport closer to its enemies. They are armed with a potent phantasmal daggers that debilitate a creature's mind and cause the flesh to decay with every hit. Traits Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can't put the shadar-kai to sleep. Legendary Resistance (3/Day). If the shadar-kai fails a saving throw, it can choose to succeed instead. Magic Resistance. The shadar-kai has advantage on saving throws against spells and other magical effects. Actions Multiattack. The shadar-kai makes two Phantasmal Dagger attacks. It can use Phantasm in place of one of these attacks. Phantasmal Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) piercing damage plus 26 (4d12) necrotic damage, and the target has disadvantage on Wisdom and Intelligence saving throws until the start of the shadar-kai's next turn. Phantasm. The shadar-kai targets one creature it can see within 60 feet of it. The target must make a DC 18 Wisdom saving throw. On a failed save, the target takes 28 (8d6) psychic damage and is frightened until the end of the shadar-kai's next turn. Constructs, and Undead are immune to this effect. Spellcasting. The shadar-kai casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 18): At will: dancing lights, silent image, true strike 2/day each: blur, darkness, greater invisibility, major image, mirror image, phantasmal force, phantasmal killer 1/day each: maddening darkness, mislead, seeming, weird Bonus Actions Coalescing Darkness. The shadar-kai turns invisible. The effect ends when the shadar-kai uses a bonus action to end it or enters a space in bright light or stronger. Shadow Stride. The shadar-kai teleports up to 300 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. Legendary Actions The shadar-kai can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The shadar-kai regains spent legendary actions at the start of its turn. Shadow Shift. While in dim light or in darkness, the shadar-kai moves up to half its speed without provoking opportunity attacks. Phantasmal Strike (Costs 2 Actions). The shadar-kai makes a Phantasmal Dagger attack or uses Phantasm. Cast a Spell (Costs 3 Actions). The shadar-kai uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Shadar-kai Painbearer","description":"The painbearer is a graceful warrior known for the spiked chains that it uses in battle and the tattoos, body piercings, and symbols that adorn its skin. The symbols increase in number throughout the painbearer’s life, as it tries to block out the curse of gloom with excruciating pain. Painbearers trap enemies in pitch-black shadow cages where the darkness slowly latches on to their bodies and starts to leech away their lives. Traits Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can't put the shadar-kai to sleep. Magic Resistance. The shadar-kai has advantage on saving throws against spells and other magical effects. Actions Multiattack. The shadar-kai makes three Spiked Chain attacks. It can use Shadow Cage in place of one of these attacks, if available. Spiked Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the target must succeed on a DC 16 Dexterity saving throw or suffer one additional effect of the shadar-kai's choice: The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadar-kai can't grapple another target. The target is knocked prone. The target takes 27 (5d10) necrotic damage. Shadow Cage (Recharges 6). Magical darkness spreads from a point within 120 feet of the shadar-kai to fill a 10-foot radius sphere that lasts until the shadar-kai's concentration is broken, up to 1 minute (as if concentrating on a spell). The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 3rd level or lower, can't illuminate the area. Each creature in that area must make a DC 14 Wisdom saving throw or take 22 (4d10) necrotic damage and be restrained until the effect ends. Any creature within the area, other than a shadar-kai, takes 11 (2d10) necrotic damage at the start of each of the shadar-kai's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Shadow Jump. The shadar-kai teleports, along with any equipment is it wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. Reactions Pain and Vengeance. When an ally within 5 feet of the shadar-kai is hit by a visible attacker within 10 feet of it, the shadar-kai swaps places with that creature and is hit instead. The shadar-kai then makes one Spiked Chain attack at the attacker with advantage on the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Shadar-kai Shadow Dancer","description":"Those who have fought shadow dancers describe the experience as similar to fighting a living darkness. Every dim alcove and darkened nook is a place the lithe and acrobatic shadow dancers can emerge from to ambush their prey. Using this tactic, they attack their enemies from all angles with a flurry of entangling chains that hold fast and corrupt the flesh. When their quarry is helpless, they dispatch it and then loot the corpse for trinkets, particularly anything colorful and lively to gaze at after they return to the gloom of the Shadowfell. Shadar-kai In the gloom of the Shadowfell live shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they’re now adapted to its cheerless environment, both physically and mentally. Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and mournful. In that realm, they have pale hair, wrinkled gray skin, and swollen joints that give them a corpse-like aspect. They appear more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age. Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material Plane, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however; their efforts are rewarded only with vague omens they interpret as best they can. Fortress of Memories The shadar-kai who are most devoted to the Raven Queen serve her at the Fortress of Memories, her twisted castle in the Shadowfell. The fortress is a mournful place, filled with incessant echoes of the past. Flocks of ravens that act as the Raven Queen’s eyes and ears darken the skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse. Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to her as gifts from the shadar-kai, and include furniture, clocks, mirrors, jewels, and toys. Ghostly visions of people, places, and pets also appear in the fortress. Any of these things can spontaneously appear about her lair, every object and apparition being a metaphoric representation of some story—great or small—that was saturated with raw emotion. Shadar-kai encountered outside the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen’s gloomy castle. Traits Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can’t put it to sleep. Actions Multiattack. The shadar-kai makes three Spiked Chain attacks. It can use Shadow Jump after one of these attacks. Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The target must succeed on a DC 14 Dexterity saving throw or suffer one of the following effects (choose one or roll a d6): 1–2: Decay. The target takes 22 (4d10) necrotic damage. 3–4: Grapple. The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadar-kai can’t grapple another target. 5–6: Topple. The target is knocked prone. Bonus Actions Shadow Jump. The shadar-kai teleports, along with any equipment is it wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Shadar-kai Soul Monger","description":"Wracked with despair over the loss of memories of a brighter time, soul mongers crave the vitality of others. The aching void within a soul monger radiates outward, manifesting as an unbearable weight that drains the vigor of anyone unfortunate enough to be in their presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound they make—the moan of a tortured soul, lost in a bottomless well of tragedy. Shadar-kai In the gloom of the Shadowfell live shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they’re now adapted to its cheerless environment, both physically and mentally. Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and mournful. In that realm, they have pale hair, wrinkled gray skin, and swollen joints that give them a corpse-like aspect. They appear more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age. Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material Plane, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however; their efforts are rewarded only with vague omens they interpret as best they can. Fortress of Memories The shadar-kai who are most devoted to the Raven Queen serve her at the Fortress of Memories, her twisted castle in the Shadowfell. The fortress is a mournful place, filled with incessant echoes of the past. Flocks of ravens that act as the Raven Queen’s eyes and ears darken the skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse. Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to her as gifts from the shadar-kai, and include furniture, clocks, mirrors, jewels, and toys. Ghostly visions of people, places, and pets also appear in the fortress. Any of these things can spontaneously appear about her lair, every object and apparition being a metaphoric representation of some story—great or small—that was saturated with raw emotion. Shadar-kai encountered outside the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen’s gloomy castle. Traits Fey Ancestry. The shadar-kai has advantage on saving throws against being charmed, and magic can’t put it to sleep. Magic Resistance. The shadar-kai has advantage on saving throws against spells and other magical effects. Soul Thirst. When it reduces a creature to 0 hit points, the shadar-kai can gain temporary hit points equal to half the creature’s hit point maximum. While the shadar-kai has temporary hit points from this trait, it has advantage on attack rolls. Weight of Ages. Any Beast or Humanoid (except an elf) that starts its turn within 5 feet of the shadar-kai has its speed reduced by 20 feet until the start of that creature’s next turn. Actions Multiattack. The shadar-kai makes two Shadow Dagger attacks. Shadow Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the end of the shadar-kai’s next turn. Hit or Miss: The dagger magically returns to the shadar-kai’s hand immediately after a ranged attack. Spellcasting. The shadar-kai casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): 1/day each: bestow curse , finger of death , gaseous form , seeming Wave of Weariness (Recharge 4–6). The shadar-kai emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes half as much damage and doesn’t gain a level of exhaustion.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Shade","description":"These aren’t your regular ghosts. They cling to this world, determined to take as many of the living with them as possible before they’re destroyed. Racaar, Mystic Theurge of the Restless Order Shadows. Specters. Wraiths. Spectral undead come in many forms. One might be formed by a person’s vile actions in life, while another could be a soul lost to a necromancer’s dark art. Powerful undead can even manifest these shadowy beings into existence through sheer will. Regardless of how they come to be, spectral undead are malice incarnate. What They Can’t Have. All spectral undead yearn for something only the living can provide. Specters and their lesser kindred, shades, vaguely remember their lives—and they’re murderously envious of those who haven’t lost theirs. Shadows want to drain living things of physical warmth and vitality (and the less tainted by evil their quarry is, the better). Meanwhile, wraiths greedily devour the living to taste their life essence. Drawn to the Living. Spectral undead who naturally formed from the souls of malicious, hate-filled humanoids usually haunt the places where they died, while those manifested by another being serve their creator. Left to their own devices, spectral undead stop at nothing to slaughter living creatures they encounter. Some even leave the places they haunt to stalk their quarry over miles of wilderness. Traits Incorporeal Movement. The shade can move through other creatures and objects as if they were difficult terrain. The shade is destroyed if they end their turn inside an object. Minion. If the shade takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the shade takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Terrifying. If an enemy starts their turn within 5 feet of three or more shades, the enemy must succeed on a Wisdom saving throw or be frightened of the shades until the start of their next turn. The DC for this saving throw equals 10 plus the number of shades within 5 feet of the enemy. On a successful save, the enemy is immune to the Terrifying trait of all shades for the next 24 hours. Actions Life Drain (Group Attack). Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Incorporeal)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Shade","description":"Making Incorporeal Undead Though most incorporeal undead were once Humanoid, you can easily make spectral undead from any other creature type. First, choose the stat block you want to use for the undead: shade, shadow, specter, or wraith. Then adjust the stat block’s size and Intelligence score to match the original creature’s statistics. That’s all you need to do to make an incorporeal undead version of a creature. Traits Incorporeal Movement. The shade can move through other creatures and objects as if they were difficult terrain. The shade is destroyed if they end their turn inside an object. Minion. If the shade takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the shade takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Terrifying. If an enemy starts their turn within 5 feet of three or more shades, the enemy must succeed on a Wisdom saving throw or be frightened of the shades until the start of their next turn. The DC for this saving throw equals 10 plus the number of shades within 5 feet of the enemy. On a successful save, the enemy is immune to the Terrifying trait of all shades for the next 24 hours. Actions Life Drain (Group Attack). Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Incorporeal)","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Shade Velbast","description":"Velbast Generations ago, the catastrophic battle known today as the Nesieve Conflict caused a mass eruption of spatial anomalies that spread across various regions of the galaxy. At first thought to be pockets of anti-matter, these distortions possessed their own intelligence and were imbued with the unstable primordial energies left behind during the war. They traveled through the stars, absorbing and merging with any inorganic material it could locate to create a physical shell. These aberrations became the first velbasti — terrifying shapeshifting constructs with the power to shape and control the matter and energy. They have evolved over generations, sustaining and growing their species by consuming beings capable of channeling the Crucibles' energies. Energy Shapers. What sets the velbasti apart from most other beings is the complex synergy between their organic and inorganic nature. Even with such a nature, they also possess the ability to shape matter and energy in a manner similar to other species that have achieved esper genesis. While all are able to channel destructive, elemental forces, the more evolved velbast have mastered the ability to use esper powers, as well as forge sorium into weapons and defenses. Relentless Evolution. All velbasti are highly intelligent, but possess an insatiable hunger for the lifeforce of other beings, as well as energy created through the use of sorium. Should a velbast encounter and consume either of these, they experience a euphoric sensation accompanied with a state of heightened strength and senses, marking a step in their eventual transformation. Each velbast begins as a fledgling of their type, evolving into more powerful forms after consuming enough primordial energy. The more a velbast evolves, the greater their appetites grow. However, powerful velbast are likely to recruit lesser types into their service, offering both protection and sustanance in return. These mutual arrangements are often delicate, as groups of lesser velbasti have been known to band together to reap the bounty gained by their more powerful benefactor. Bound to the Core. The essence of each velbasti is tied to their primary core, the source of primal energy that spawned them. Whenever a velbast is destroyed, its energy returns to the core, where it may be spawned again in the same form or multiple lesser forms. Each primary core is presided over by a consummate—a velbasti that has achieved the pinnacle of their evolution, transcending the limits of their origins. Though viewed moreso as generals than rulers among the velbasti, each consummate holds a considerable amount of influence over the actions of the velbast tied to their core, as well as control over how they may be respawned. Regardless of their origin point, all velbasti can communicate with each other in pulses of light and sound that mimics the same language used by proteans such as the belare. This has led to many theories as to how the velbasti originally came into being. Forces of Corruption. Most espers use their abilities to channel energy in its purest form, but a velbast's form is corrupted by its very nature. They defile all that they consume, and their powers can often leave behind an invisible mark or \"scar\" that causes plague and sickness in wildlife and plant life. Their channeling of powerful energies also produces a wave of dark matter that contaminates their surrounding area. In regions where all life has been annihilated by the velbasti, the scar of corruption left behind can sometimes form an interstellar gate through which they may freely travel to and from their core. Due to their very nature, the velbasti bear an intrinsic hatred for all other forms of life in the galaxy, especially espers, whom they view as their fundamental opposites. Lesser velbasti mercilessly unleash their malice toward their victims, while more evolved forms delight in evoking fear, anguish, and suffering in creatures until they devour their lifeforce. Shapeshifters. The unique makeup of the velbasti eventually grants them the ability to shift their form. Those evolved beyond fledglings can shape their limbs into elemental weapons depending upon their type. The more evolved can change their shape entirely, often concealing themselves among other species. However, their nature still makes it difficult for them to blend in among creatures who are particularly observant or possess sight beyond the mundane. The primary goal of such infiltrations, other than the advantage of concealment, is the ability to learn the weaknesses of the lifeforms they are imitating. In addition, the rapid advancements fueled by space travel creates even greater advantage for velbast that have already learned how to copy the traits of a spacefaring species, allowing them to easily blend into crowded areas where a variety of species are in abundance. Extinctionist Dogma. The appearance of the velbast has prompted the formation of numerous cultist groups that revere the velbasti and pledge service to their cause. Some of these fanatics believe they are participating in the imminent end-times, while some plan their schemes to claim dominion over the ashes of galactic civilization. Some yet still believe they can eventually shed their mortal forms to instead become beings of eternal destruction. Whatever the reason, it is not uncommon for powerful velbasti to play along in order to garner services and valuable gains from their union. Such creatures are sometimes marked by the velbast, shown on both their physical form and supernal essence. While the mark grants the worshippers access to special powers, it also slowly eats away at the creature's lifeforce. During this time, however, this supernatural bond can also become a liability for the velbast, and so it is not granted lightly. Devour Essence. A velbast can devour the lifeforce of a creature it has killed within the last hour, provided that creature is neither an automaton or construct. The devouring requires the velbast to be within 5 feet of the corpse for at least 1 hour, after which it regains hit points equal to half the creature’s hit point maximum and receives the benefits of a major remedy . A creature devoured by a category 2 or 3 velbast can be restored to life only by a cosmic weave or full restore power. Universal Adaptation. A velbast doesn't require air, food, drink, or sleep. Velbast Classifications Within galactic lore, velbasti are categorized based on three evolutionary stages. Most also have an affinity toward a particular form of primordial energy, which denotes its type. Velbasti that have evolved beyond these three stages are either considered to be consummates or have yet to be categorized. Velbast Types by Category Category Known Types 1 dynam, femeri, tensus 2 blazing, frost, power, reaper, storm 3 brumal, inferno, tempest, shade Category 3 Velbast Considered to be the most powerful among the non-unique forms, these velbasti are feared throughout the galaxy, as well as among their own kind. They've mastered the ability to blend in almost anywhere, priming their victims' fears and weaknesses while plotting their demise. Brumal Velbast A brumal velbast is a calculating being that takes great pride and pleasure in manipulating other intelligent lifeforms by playing on their deepest secrets, fears, and desires. They are heartless and self-absorbed, but are equally as dangerous when drawn into physical conflict. A brumal velbast stands about 12 feet tall. Their blue-white form is semi-translucent, holding swirling, frigid mists within. Inferno Velbast Standing at over twenty feet tall, an inferno velbast is a hulking powerhouse of wonton destruction. They enjoy exterminating all other lifeforms as equally as devouring their essence. The force of the inferno velbast is also powerful enough to devastate structures and barriers. Their bodies are surrounded by a flaming aura that burns through anything that crosses its path. Shade Velbast These ominous velbasti are brilliant and cunning. Often taking the role of commanders among groups of velbasti, their desire for power and influence holds no bounds. Though the most reserved and influential among their kind, they still bear the same contempt for all life, choosing to play a long game toward the extinction of the living. A shade velbast is 18 feet tall, its black and gold form surrounded by tendrils of shadow. Tempest Velbast As ephemeral in appearance as their name implies, a tempest velbast represents the epitome of controlled chaos. It thrives off of anarchy and confusion, excelerating these to the greatest heights before it feeds. A tempest velbast stands at nearly 15 feet tall. Their bodies ripple with electricity an their voices echo in a deep, thunderous tone. Variant: Velbast Summoning Some velbasti can have an action that allows them to summon other velbasti. Summon Velbast (1/Day). The velbast summons another velbast, which appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other velbast. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Chances of success are listed as follows: A brumal velbast has a 40 percent chance of summoning 2d8 femeri, 1d6 frost velbast, or one brumal velbast. An inferno velbast has a 40 percent chance of summoning 1d8 dynam, 1d6 blazing velbast, or one inferno velbast. A reaper velbast has a 30 percent chance of summoning 1d6 tensus, 1d3 frost velbast, or one reaper velbast. A shade velbast has a 50 percent chance of summoning 3d6 tensus, 2d6 dynam, 1d8 power velbast, 1d4 reaper velbast, or one shade velbast. A tempest velbast has a 50 percent chance of summoning 3d6 femeri, 2d6 dynam, 1d8 frost velbast, 1d3 reaper velbast, or one tempest velbast.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration (shapeshifter)","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":18},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Shadhavar","description":"Often a shadhavar is first noticed for the haunting melody it makes, and some mistake them for unicorns or fey steeds. On closer inspection, they look like desiccated unicorns, their skeletons clearly visible beneath their taut flesh. Shadow Horses. Shadhavar are natives of the plane of Shadow. Although they resemble undead unicorns, they are living creatures imbued with shadow essences. Fey and Undead Riders. While the shadhavar are intelligent creatures, they sometimes serve as mounts for the shadow fey, noctiny, hobgoblins, wights, or other creatures. They expect to be treated well during such an arrangement; more than one unkind rider has ridden off on a shadhavar and never returned. Deceptive Hunters. Shadhavar use their hollow horn to play captivating sounds for defense or to draw in prey. They hunt when they must and are not discriminating about their quarry, but shadhavar primarily eat carrion. Despite their horrific appearance, they are not naturally evil. Traits Innate Spellcasting: A shadhavar’s innate spellcasting ability score is Charisma (spell save DC 13). It can cast the following spells, requiring no components: At will: disguise self (as horse or unicorn only) 2/day: darkness (centered on itself, moves with the shadhavar) Magic Weapons: A shadhavar’s gore attacks are magical. Plaintive Melody (3/day): As a bonus action, a shadhavar can play a captivating melody through its hollow horn. Creatures within 60 feet that can hear the shadhavar must make a successful DC 13 Wisdom saving throw or be charmed until the start of the shadhavar’s next turn. A creature charmed in this way is incapacitated, its speed is reduced to 0, and a shadhavar has advantage on attack rolls against it. Shadesight: A shadhavar’s darkvision functions in magical darkness. Actions Multiattack: A shadhavar makes one gore attack and one hooves attack. Gore: Melee Weapon Attack : +4 to hit, reach 5 ft., One Target. Hit : 6 (1d8 + 2) Bludgeoning damage. Hooves: Melee Weapon Attack : +4 to hit, reach 5 ft., One Target. Hit : 12 (3d6 + 2) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Neutral","Expansion":3,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Shadow","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amorphous : The shadow can move through a space as narrow as 1 inch wide without squeezing . Shadow Stealth : While in dim light or darkness , the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6. Sunlight Weakness : While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. Actions Strength Drain : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.","properties":{"Category":"Monsters","AC":12,"HP":"16 (3d8+3)","CHA":8,"CON":13,"DEX":14,"INT":6,"STR":6,"WIS":10,"Size":"Medium","Type":"undead","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068546/-W57R_wG2xzXY8AnJQE51g/original.png","Roll 0":"Strength Drain\n1d20 + 4\n2d6+2","Senses":"Darkvision 60 Ft.","Skills":"Stealth +4","Source":"5th Edition SRD","data-XP":100,"Alignment":"Chaotic Evil","data-List":"false","Immunities":"Necrotic, Poison","Token Size":1,"Resistances":"Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Amorphous\",\"Desc\":\"The shadow can move through a space as narrow as 1 inch wide without squeezing.\"},{\"Name\":\"Shadow Stealth\",\"Desc\":\"While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.\"},{\"Name\":\"Sunlight Weakness\",\"Desc\":\"While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.\"}]","data-Actions":"[{\"Name\":\"Strength Drain\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"2d6 + 2\",\"Damage Type\":\"necrotic\",\"Desc\":\"The target's strength score is reduced by 1d4 The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later\"}]","data-CHA-mod":"-1","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"-2","data-STR-mod":"-2","data-SizeNum":4,"data-WIS-mod":"+0","Vulnerabilities":"Radiant","Challenge Rating":"1/2","Passive Perception":10,"Condition Immunities":"Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained","data-CrNum":0.5,"data-AcNum":12,"data-HpNum":16},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shadow","description":"Shadows are undead that resemble dark exaggerations of humanoid shadows. Dark Disposition. From the darkness, the shadow reaches out to feed on living creatures’ vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the darkness where the shadows hunger. As a shadow drains its victim’s strength and physical form, the victim’s shadow darkens and begins to move of its own volition. In death, the creature’s shadow breaks free, becoming a new undead shadow hungry for more life to consume. If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek its “parent” to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed. Undead Nature. A shadow doesn’t require air, food, drink, or sleep. Traits Amorphous : The shadow can move through a space as narrow as 1 inch wide without squeezing. Shadow Stealth : While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6. Sunlight Weakness : While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. Actions Strength Drain : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Shadow","description":"These aren’t your regular ghosts. They cling to this world, determined to take as many of the living with them as possible before they’re destroyed. Racaar, Mystic Theurge of the Restless Order Shadows. Specters. Wraiths. Spectral undead come in many forms. One might be formed by a person’s vile actions in life, while another could be a soul lost to a necromancer’s dark art. Powerful undead can even manifest these shadowy beings into existence through sheer will. Regardless of how they come to be, spectral undead are malice incarnate. What They Can’t Have. All spectral undead yearn for something only the living can provide. Specters and their lesser kindred, shades, vaguely remember their lives—and they’re murderously envious of those who haven’t lost theirs. Shadows want to drain living things of physical warmth and vitality (and the less tainted by evil their quarry is, the better). Meanwhile, wraiths greedily devour the living to taste their life essence. Drawn to the Living. Spectral undead who naturally formed from the souls of malicious, hate-filled humanoids usually haunt the places where they died, while those manifested by another being serve their creator. Left to their own devices, spectral undead stop at nothing to slaughter living creatures they encounter. Some even leave the places they haunt to stalk their quarry over miles of wilderness. Traits Chilling Phasing. The shadow can move through other creatures and objects as if they were difficult terrain. The shadow takes 5 (1d10) force damage if they end their turn inside an object. A creature takes 1 cold damage the first time a shadow passes through them on a turn. Dark Stalker. While in dim light or darkness, the shadow has advantage on Dexterity (Stealth) checks. Actions Chilling Grasp. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) cold damage, and the target’s Dexterity score is reduced by 2. The target dies if this reduces its Dexterity to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Freezing Dark ( 1 /Day). The shadow pours magical darkness out of their hand in a 15-foot cone. A creature with darkvision who isn’t an incorporeal Undead can’t see through this darkness, and light can’t illuminate it. Each creature in this darkness when it first appears must succeed on a DC 12 Constitution saving throw or take 7 (2d6) cold damage. The darkness remains in that area for 1 minute or until the shadow is destroyed. Bonus Actions Shadow Bind. The shadow targets one creature they can see within 15 feet of them who is in bright or dim light. The target must succeed on a DC 12 Strength saving throw or be grappled by their own shadow (escape DC 12). The grapple ends if the target is no longer in bright or dim light, or if the shadow who used this bonus action is destroyed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Incorporeal)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Shadow","description":"Traits Chilling Phasing. The shadow can move through other creatures and objects as if they were difficult terrain. The shadow takes 5 (1d10) force damage if they end their turn inside an object. A creature takes 1 cold damage the first time a shadow passes through them on a turn. Dark Stalker. While in dim light or darkness, the shadow has advantage on Dexterity (Stealth) checks. Actions Chilling Grasp. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) cold damage, and the target’s Dexterity score is reduced by 2. The target dies if this reduces their Dexterity to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Freezing Dark ( 1 /Day). The shadow pours magical darkness out of their hand in a 15-foot cone. A creature with darkvision who isn’t an incorporeal Undead can’t see through this darkness, and light can’t illuminate it. Each creature in this darkness when it first appears must succeed on a DC 12 Constitution saving throw or take 7 (2d6) cold damage. The darkness remains in that area for 1 minute or until the shadow is destroyed. Bonus Actions Shadow Bind. The shadow targets one creature they can see within 15 feet of them who is in bright or dim light. The target must succeed on a DC 12 Strength saving throw or be grappled by their own shadow (escape DC 12). The grapple ends if the target is no longer in bright or dim light, or if the shadow who used this bonus action is destroyed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Incorporeal)","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Shadow Agent","description":"The transmigration of an immortal soul into the form of a shadow agent requires a carefully enacted ritual followed by the original creature’s death. The creature’s soul becomes cursed into a service that lasts beyond death. Whether it was willingly given in exchange for “immortality” or stolen and unjustly warped, the creature’s death triggers the dormant magic. Upon expiration, the creature’s soul migrates into its shadow. The admixture of magic and raw animus gives the resulting creature, a shadow agent, a semi-tangible form. This undying, untiring new vessel serves as a vector for the creator’s will. Fractured Animus. Shadow agents have been robbed of the capacity for empathy and are largely driven by the directives of their creators, making them excellent tools for all manner of wetwork. Their detached outlook enables them to enact the cruel and twisted without being distracted by ethics, emotion, or reason. In spite of their muted emotions and lack of true agency, shadow agents demonstrate the remarkable capacity to imitate the mannerisms, speech patterns, and habits of their living selves. One might even mistake the remnants of their original personalities for more than mere affectations. Rogue Agents. For a soul to metamorphose into a shadow agent, it must first be broken down into its salient components. However, the process is delicate, and the practitioner must take great care to ensure that the reconstituted persona is complete. The subject’s soul will never be whole again, but a less-than-complete reconstruction can leave the resulting agent with an unstable psyche. These agents are much more likely to question their creator’s orders, often with violent results. 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It exists only to slay the living. Undead Nature. A shadow assassin doesn’t require air, food, drink, or sleep. Traits Amorphous. The assassin can move through a space as narrow as 1 inch wide without squeezing. Shadow Stealth. While in dim light or darkness, the assassin can take the Hide action as a bonus action. Sunlight Weakness. While in sunlight, the assassin has disadvantage on attack rolls, ability checks, and saving throws. Actions Multiattack. The assassin makes two Shadow Blade attacks. Shadow Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. Unless the target is immune to necrotic damage, the target’s Strength score is reduced by 1d4 each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow (see the Monster Manual ) rises from the corpse 1d4 hours later.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":7394,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Shadow Assassin","description":"A shadow assassin looks like an undead shadow (as described in the Monster Manual ) that wields shortswords also made of shadow. It exists only to slay the living. Undead Nature. A shadow assassin doesn’t require air, food, drink, or sleep. Traits Amorphous. The assassin can move through a space as narrow as 1 inch wide without squeezing. Shadow Stealth. While in dim light or darkness, the assassin can take the Hide action as a bonus action. Sunlight Weakness. While in sunlight, the assassin has disadvantage on attack rolls, ability checks, and saving throws. Actions Multiattack. The assassin makes two Shadow Blade attacks. Shadow Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. Unless the target is immune to necrotic damage, the target’s Strength score is reduced by 1d4 each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow (see the Monster Manual ) rises from the corpse 1d4 hours later.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":29191,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Waterdeep - Dungeon of the Mad Mage"},{"name":"Shadow Beast","description":"A mass of shadows and cloudstuff, never touching the ground, a shadow beast may at first look harmless—except for its clawed hands and the glint of its jagged teeth. Called from the Void. Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the void. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed. Hate the Past. The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them. Cryptic Messages. Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned. Traits Amorphous: The shadow beast can move through a space as narrow as 1 inch wide without squeezing. Incorporeal Movement: The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting: The shadow beast’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: 3/day each: fear, telekinesis Magic Resistance: The beast has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity: While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack: The shadow beast makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +8 to hit, reach 5 ft., One Target. Hit : 14 (2d8 + 5) Piercing damage. Claw: Melee Weapon Attack : +8 to hit, reach 5 ft., One Target. Hit : 16 (2d10 + 5) Slashing damage. Shadow Push (Recharge 5–6): The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Shadow Blade","description":"A shadow blade is an animated weapon imbued with the essence of darkness itself. Often appearing as a sleek, ethereal blade composed of wispy shadows, a shadow blade possess no will of its own and follows only the orders imprinted upon it by its creator. While the secrets of forging a shadow blade is said to originate from the dark depths of Shadow Realm, these living weapons are also deployed as guardians of ancient tombs and other places of importance. Essence Leeches A shadow blade doesn’t cut the flesh of its victims, but targets the mind and essence of their being. Equally terrifying, shadow blades possess the ability to drain the strength and vitality of those unlucky enough to find themselves near its dark presence.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"Unaligned","Expansion":25354,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Shadow Blade","description":"Actions Multiattack. The shadow blade makes one attack with its shuriken, and one attack with its wakizashi. Shuriken. Ranged Weapon Attack: +7 to hit, Reach 15/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Creatures damaged by this attack gain the distracted condition for 1 minute. Wakizashi. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. This attack deals an additional 7 (2d6) damage for each negative condition the creature it hits has. Smoke Screen (Recharge 5-6). The shadow blade throws a small bomb that explodes into a cloud of dense smoke that lingers in the air for 3 rounds in a 5 ft. radius around the shadow blade. The area is heavily obscured and creatures other than the shadow blade that aren’t proficient in Ninja Tools are blinded while in the smoke screen.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any non-lawful","Expansion":25901,"Challenge Rating":2},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Shadow Blight","description":"The stump of a blackened, frostbitten conifer stands upright on six leg-like roots and scuttles sideways like an arboreal hermit crab. Inky shadows fill a hollow near the base of the stump. Born of Vampires. When a vampire becomes a crimson mist (see page 67), the terrified, bestial essence of the vampire initially flees and hides as it attempts to regain its senses. The mist lurks in the shadow of a tall tree in the icy northern lowlands and devours tree-dwelling insects and small animals until it is strong enough to once again hunt. The tree, weakened by the necrotic energy coming off the strengthening crimson mist, often succumbs to frostbite, animating the next sunset as a shadow blight. Spreading Parasite. The shadow blight longs to spread the shadow that animates it to other dead trees. It also tries to find a door to the Plane of Shadows, allowing it to exist in secluded darkness forever. It is willing to slaughter anyone who prevents it from satisfying its desires. Red Flowering. Shadow blights are sometimes cultivated by vampires, liches, or necromancers as particularly loathsome guardians. When they kill a living creature, they briefly flower. These blossoms resemble a pinkish dogwood or, in some climates, a flowering plum tree.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"neutral evil","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Shadow Boxer","description":"The shadow caught the man’s eye. It looked and moved like a house cat, but there was no animal present to cast it. He followed the shadow as it moved along the wall then transferred to the ground, not noticing the distortion of light behind him. The last thing he heard as the invisible feline tore out his throat was a contented purr. Finicky Spirits. Shadow boxers are the physical manifestation of feline collective memory. They are found in urban areas and other places people congregate. Like other fey, they desire to be placated by mortals, and they allow their presence to be detected to induce people to leave them gifts. A shadow boxer develops relationships with one household at a time and protects it. Households that don’t leave sufficient tribute or that cease offering it gifts entirely swiftly find their members targeted by the slighted fey. Council of Cats. When they sleep, shadow boxers share dreams with all mundane cats and other shadow boxers within a mile. Within the dream, the cats and the shadow boxer gambol and roughhouse while they share information. Many capers and activities are planned during these dream sessions, and seeing a large clowder of cats getting along is a sign that a shadow boxer in the area has a game afoot. Shadow boxers despise creatures, such as heggarna , that use the “good name” of cats to harm others or spread fear. They feel a mixture of pity and disgust for yowlers and destroy the undead whenever the two meet. Lords of the Hunt. Shadow boxer legends state that larger shadow boxers roam the wild parts of the world. These greater kin are more like the large jungle cats they live alongside than the more common city-based shadow boxers.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Shadow Cloaker","description":"Shadow cloakers, also known as shadowcloaks, are menacing predators that have been tainted by the Shadowfell after living in Plane of Shadow for many years. Vicious and cunning, they scour the Underdark caverns for victims to torment and consume. In combat, they employ their shadow abilities to great effect, often catching their prey by surprise. Traits Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half. False Appearance. If the cloaker is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the cloaker move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the cloaker is animate. Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. Actions Multiattack. The cloaker makes two attacks: one with its Bite and one with its Tail. Alternatively, it can use Vampiric Drain and make one Tail attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. lf the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) necrotic damage. Vampiric Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature the cloaker is attached to. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the cloaker regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way rises as a shadow under the cloaker's control. Moan. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours. Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears. Shadow Jump. If the cloaker is in dim light or darkness, each creature of the cloaker's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 21 (3d12 + 2) necrotic damage. The cloaker then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's attached to, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness. Bonus Actions Shadow Stealth. While in dim light or darkness, the cloaker takes the Hide action. Shadow Step. While in dim light or darkness, the cloaker teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Shadow Creature","description":"This creature appears in the Puzzles, Predicaments, and Perplexities II module! Traits Attach. Before the first round of combat begins, the shadow creature attaches itself to any character it chooses. Actions Slap and Scratch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning plus 7 (2d6) slashing damage, and the target takes 2 (1d4) necrotic damage at the start of their next turn. Collapse. As a bonus action, the shadow may collapse into the floor, unattaching itself from its current target. It then attaches itself to a new target and positions itself in any direction.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"unaligned","Expansion":20535,"Challenge Rating":4},"publisher":"Wizard Sleeve Studios","book":"Puzzles, Predicaments, and Perplexities II"},{"name":"Shadow Cult Officer","description":"Traits Shadowbond. While the shadow cult officer is in dim or dark lighting conditions, it gains a +2 bonus to AC and treats Injury thresholds as 5 lower. Shadow Command. While the shadow cult officer is in dim or dark lighting conditions, each of its allies in dim or dark lighting conditions within 120 ft. gain a +1 bonus to attack rolls and a +2 bonus to damage rolls as shadows swirl outward and infuse their weapons with dark energies. Actions Shadowblade. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage, plus 7 (2d6) necrotic damage. This attack ignores cover and affects incorporeal creatures and creatures on the ethereal plane as though they were corporeal and on the material plane. Shadowbind. The shadow cult officer chooses two creatures in bright or dim light, binding their shadows and preventing them from moving. The targets must make a DC 13 Charisma saving throw or be restrained for 1 minute, or until the shadow cult officer uses this ability again. At the end of each of its turns, a target can make a new saving throw to end this effect. Targets in bright light have disadvantage on this saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic evil","Challenge Rating":3},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Shadow Cultist","description":"Traits Shadowbond. While the shadow cultist is in dim or dark lighting conditions, it gains a +2 bonus to AC and treats Injury thresholds as 5 lower. Actions Shadowbolt. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 4 (1d8) piercing damage plus 7 (2d6) necrotic damage. Shadowmace. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage, plus 7 (2d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic evil","Challenge Rating":1},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Shadow Dancer","description":"Shadar-kai In the perpetual gloom of the Shadowfell lives a society that serves the Raven⁠ Queen. They were brought into that dusky realm in ages past, so long ago that they’re now perfectly adapted to that cheerless environment⁠, both physically and mentally. Soul Custodians. Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven⁠ Queen is famously cryptic even to her most devoted followers, however. The shadar-kai’s efforts are rewarded only with vague omens they interpret as best they can. Blighted Elves. Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age. Shadow⁠ Dancer Those who have fought shadow⁠ dancers describe the experience as similar to fighting a living darkness⁠. Every dim alcove and darkened nook is a place from where the lithe and acrobatic shadow⁠ dancers can emerge to ambush their prey. Using this tactic, they attack their enemies from all angles with a flurry of entangling chains that hold fast and corrupt the flesh. When their quarry is helpless, others move in to help dispatch the prey. Then they loot the corpse for trinkets, anything colorful and lively to gaze at after they return to the gloom of the Shadowfell. Traits Fey Ancestry. The shadow⁠ dancer has advantage on saving throws against being charmed, and magic can’t put it to sleep. Shadow⁠ Jump⁠. As a bonus action⁠, the shadow⁠ dancer⁠ can teleport⁠ up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness⁠. The shadow⁠ dancer⁠ can use this ability between the weapon attacks of another action⁠ it takes. Actions Multiattack. The shadow⁠⁠ dancer makes three spiked chain attacks. Spiked Chain⁠. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow⁠ dancer’s choice: The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow⁠ dancer can’t grapple another target. The target is knocked prone. The target takes 22 (4d10) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Shadow Demon","description":"Demons Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil—engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness , the Black Scrolls of Ahm , and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon True Names Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz’zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake’s and as powerful as a great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out—or if she has a reason to remind her followers to fear her—Lolth’s lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart. Orcus Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus , a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes’ flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Shadow Demon When a demon’s body is destroyed but the fiend is prevented from reforming in the Abyss, its essence sometimes takes on a vague physical form. These shadow demons exist outside the normal abyssal hierarchy, since their creation results most often from mortal magic, not from transformation or promotion. Shadow demons all but disappear in the darkness, and they can creep about without making a sound. A shadow demon uses its insubstantial claws to feast on its victim’s fears, to taste its memories, and drink in its doubts. Bright light harries this fiend and shows its distinct shape, resolving it from a blur of darkness to a winged humanoid creature whose lower body trails off into nothing, and whose claws rend a victim’s mind. Shadowy Nature. A shadow demon doesn’t require air, food, drink, or sleep. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demons by Type Type Examples 1 barlgura, shadow demon, vrock 2 chasme, hezrou 3 glabrezu, yochlol 4 nalfeshnee 5 marilith 6 balor, goristro Traits Incorporeal Movement : The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Light Sensitivity : While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Shadow Stealth : While in dim light or darkness, the demon can take the Hide action as a bonus action. Actions Claws : Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Shadow Demon","description":"TRAITS Incorporeal Movement: The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an onject. Light Sensitivity: While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Shadow Stealth: While in dim light or darkness, the demon can take the Hide action as a bonus action. ACTIONS Claws: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 +3) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":19584,"Challenge Rating":4},"publisher":"Goodman Games","book":"War-lock (FEF 4)"},{"name":"Shadow Dragon (Template)","description":"Dragon, Shadow Shadow dragons are true dragons that were either born in the Shadowfell or transformed by years spent within its dismal confines. Some shadow dragons embrace the Shadowfell for its bleak landscapes and desolation. Others seek to return to the Material Plane, hungry to spread the darkness and evil of the Plane of Shadow. Dark Portals. Portals to the Shadowfell manifest in forlorn places and the deep gloom of subterranean caverns. The dragons that lair in such places often discover these portals and find themselves transported to a new realm. Ancient dragons that sleep in their lairs for months or years at a time might find themselves spirited away, never knowing that a portal has formed without their knowledge as they dream. Recast in Shadow. The transformation to a shadow dragon happens over a period of years, during which time a dragon’s scales lose their luster and fade to a charcoal hue. Its leathery wings become translucent, its eyes paling to pools of opalescent gray. Shadow dragons find sunlight abhorrent, and they are weaker in bright light than they are in darkness. Darkness makes the dragon fade to a spectral shadow of its former self. The magical nature of dragons holds an attraction for the Shadowfell, which seems somehow to crave the might and majesty of these great reptiles. The Shadowfell also has a dispiriting effect on its denizens, such that the longer a creature remains on the plane, the more it accepts the plane’s malaise. As months and years pass for a dragon on the Shadowfell, it becomes aware of the transformation being wrought upon it, and yet can do nothing to prevent it. Back in the World. A shadow dragon is so suffused with the power of the Shadowfell that even a return to the Material Plane can’t undo its transformation. Some shadow dragons attempt to lure other creatures from the mortal realm back to the Shadowfell to keep them company, at least until they tire of their guests and devour them. Others are happy to leave the Shadowfell behind forever, understanding that treasure and power are easier to come by in the Material Plane. Shadow Dragon Template Only a true dragon can transform into a shadow dragon, and only if it is born in the Shadowfell or remains there for several years. A dracolich can’t be turned into a shadow dragon, since it loses its draconic nature when it becomes undead. When a dragon becomes a shadow dragon, it retains its statistics except as described below. The shadow dragon might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. Damage Resistances. The dragon has resistance to necrotic damage. Skill Proficiency: Stealth. The dragon’s proficiency bonus is doubled for its Dexterity (Stealth) checks. Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant. Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action. Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. New Action: Bite. If the dragon deals acid, cold, fire, lightning, or poison damage with its bite, change that damage type to necrotic. New Action: Shadow Breath. Any damage-dealing breath weapon possessed by the dragon deals necrotic damage instead of its original damage type. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Shadow Drake","description":"I used to run this great con. Off-worlders would come here hoping to kill that old drake in the wastes like they were in some sort of SIM game. If they were idiots, that’s on them, but their money spent well enough. Then an esper came and actually talked to the beast. Now that thing is hunting me. Drakes Drakes are powerful, intelligent reptilian creatures that lair in secluded planetary regions. They are an offshoot of the extremely rare dragon species, which has existed since long before recorded history. Like many draconic creatures, drakes live for centuries. Due to their unique elemental nature, however, some believe their origins may be linked to primordials. Several features are shared among the different types of drakes. They are reptilian in form with long necks and thick, pointed tails. They have frontal appendages that end in a deadly, sharp talon. Their wings fold outward from behind these appendages, allowing them to be tucked behind their backs when on the ground. This is where the similarities end, as each type of drake adopts a particular elemental nature that determines both its abilities and primary habitat. Callous and Malevolent. By nature, drakes are both arrogant and fiercely hostile toward other creatures. They pride themselves on their draconic origins, dispensing cruel treatment on weaker creatures while plotting to take what belongs to those more powerful. They carry a particular hatred for humanoids, who have come into constant conflict with their kind over many generations. Primordial Anima. Drakes nest in areas where their elemental nature is most prevalent. They can travel to areas outside of their chosen climate but rarely do they remain there for long. Even rarer still are drakes being found in areas where their primordial nature is unlikely to be found. An ice drake, for example, would likely avoid any regions of extreme heat, such as deserts or volcanos. Even drakes are not fully aware of their origins, save that they are descended from dragons. Some believe drakes were the forged creations of dragons rather than an offspring or variant of the species.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":8},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Shadow Fey Bandit","description":"A grey-skinned elfin man steps from behind a black tree. He has a dagger held in his teeth and is casually juggling two more daggers. The figure's rough-looking traveling gear and leathers have clearly seen better days. Shadow fey who live outside the courts find their skills are suited to waylaying travelers on the shadow roads. Traits Criminal Outcasts. Shadow fey who dwell at court obsessively pursue both leisure and politics, so they find the idea of professional crime boorish at best. Shadow fey finding themselves relying on banditry are often forced to make difficult decisions due to banishment or desperation. Strength In Numbers. The Shadow Realm is a dangerous place to wander alone, so shadow fey bandits often keep company with a wide array of creatures. It is not uncommon to find shadow fey bandits working with darakhul, monstrous fey, or in the service of hags. Fey Ancestry. The shadow fey has advantage on saving throws against being charmed, and magic can't put them to sleep. Sunlight Sensitivity. While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Traveler in Darkness. The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items. Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shadow Cloak (Recharges after a Short or Long Rest). While in dim light or darkness, the shadow fey can magically turn invisible until they attack, they cast a spell, or their concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the shadow fey wears or carries is invisible with them. Bonus Actions Shadow Traveler (3/Day). While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Lawful Evil","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Shadow Fist Assassin","description":"The shadow fist is a monastic organization of pragmatic monk assassins that follow the Way of Shadow. Though not inherently evil, they often clash with lawful organizations and adventuring parties. Traits Assassinate. During its first turn, the shadow fist has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the shadow fist scores against a surprised creature is a critical hit. Evasion. If the shadow fist is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the shadow fist instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Unarmored Defense . While the shadow fist is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Sneak Attack (1/Turn). The shadow fist deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the shadow fist that isn't incapacitated and the shadow fist doesn't have disadvantage on the attack roll. Stunning Strike (4/Day). Once per turn, when the shadow fist hits a creature with an Unarmed Strike attack, it can force the creature to make a DC 15 Constitution saving throw or be stunned until the end of the creature's next turn. Actions Multiattack. The shadow fist makes three attacks: one with its Shortsword and two of which can be an Unarmed Strike or a Dart attack. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Dart. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage. Spellcasting. The shadow fist casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability: 1/day each: darkness, darkvision, pass without trace, silence Bonus Actions Cunning Action. The shadow fist takes the Dash, Disengage, or Hide action. Shadow Step. While in dim light or darkness, the shadow fist teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Good Alignment","Expansion":17751,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Shadow Fist Initiate","description":"The shadow fist is a monastic organization of pragmatic monk assassins that follow the Way of Shadow. Though not inherently evil, they often clash with lawful organizations and adventuring parties. Traits Unarmored Defense. While the shadow fist is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Sneak Attack (1/Turn). The shadow fist deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the shadow fist that isn't incapacitated and the shadow fist doesn't have disadvantage on the attack roll. Stunning Strike (3/Day). Once per turn, when the shadow fist hits a creature with an Unarmed Strike attack, it can force the creature to make a DC 12 Constitution saving throw or be stunned until the end of the creature's next turn. Actions Multiattack. The shadow fist makes three attacks: one with its Shortsword and two of which can be an Unarmed Strike or a Dart attack. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. Spellcasting. The shadow fist casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability: 1/day each: darkness, darkvision, pass without trace, silence Bonus Actions Cunning Action. The shadow fist takes the Dash, Disengage, or Hide action. Shadow Step. While in dim light or darkness, the shadow fist teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Good Alignment","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Shadow Fist Master","description":"The shadow fist is a monastic organization of pragmatic monk assassins that follow the Way of Shadow. Though not inherently evil, they often clash with lawful organizations and adventuring parties. Traits Assassinate. During its first turn, the shadow fist has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the shadow fist scores against a surprised creature is a critical hit. Evasion. If the shadow fist is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the shadow fist instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Unarmored Defense. While the shadow fist is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Sneak Attack (1/Turn). The shadow fist deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the shadow fist that isn't incapacitated and the shadow fist doesn't have disadvantage on the attack roll. Stunning Strike (7/Day). Once per turn, when the shadow fist hits a creature with an Unarmed Strike attack, it can force the creature to make a DC 17 Constitution saving throw or be stunned until the end of the creature's next turn. Actions Multiattack. The shadow fist makes four attacks: one with its Shortsword and three of which can be an Unarmed Strike or a Dart attack. Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. Dart. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 10 (3d6) poison damage. Spellcasting. The shadow fist casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability: 1/day each: darkness, darkvision, pass without trace, silence Bonus Actions Cunning Action. The shadow fist takes the Dash, Disengage, or Hide action. Shadow Step. While in dim light or darkness, the shadow fist teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn. Reactions Uncanny Dodge. The shadow fist halves the damage that it takes from an attack that hits it. The shadow fist must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Good Alignment","Expansion":17751,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Shadow Goblin Chieftain","description":"A large, purple-skinned goblin lumbers toward you. He is easily twice the width, height, and weight of any typical goblin, and he clutches a heavy, bejeweled axe in his ham-sized fists. Shadow goblin chieftains rule goblin groups with a hearty mix of intimidation and natural charisma. Traits Court Players. Shadow goblins thrive in the courts of the shadow fey and in their own courts and have built a complicated social network that mirrors fey politics. Shadow goblin chieftains are drawn from the ranks of the largest, eldest, and most cunning goblins. Shadow Hierarchy. In shadow goblin clans or families, shadow goblin chieftains are second in power only to the moonshadow catchers, who wield strange and potent magic. Frequently a chieftain and a moonshadow catcher will work together to claim leadership of wealth or resources. This common arrangement is called a moon-chief clan. Others are either chieftain clans or moon-led clans. Shadow Camouflage. The shadow goblin has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Sunlight Sensitivity. While in sunlight, the shadow goblin has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Unseelie Blessing. The shadow goblin has advantage on saving throws against being charmed, and magic can't put them to sleep. Actions Multiattack. The shadow goblin can make two Greataxe attacks. Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Carving Knife. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 5 (1d4 + 3) piercing damage. Bonus Actions Stink Eye. The shadow goblin targets one creature they can see within 30 feet. If the target can hear and see the shadow goblin, it must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the shadow goblin's next turn. Reactions Minion Shield. When the shadow goblin is the target of an attack by a creature they can see, the shadow goblin can choose an ally within 5 feet of them. The two swap places, and the ally becomes the target of the attack instead.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Neutral Evil","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Shadow Goblin Scribe","description":"The boney, purple-skinned goblin with bright-yellow eyes pushes a pair of gold spectacles farther up on her long nose. She wears a flowy grey shirt stained with black blotches of ink. And she looks annoyed by the sudden interruption. Shadow goblin scribes are the notaries and executors of deals brokered between shadow fey and mortals. Traits Contracts, Oaths & Consequences. Shadow fey nobility possess notoriously short attention spans and have come to rely on shadow goblin scribes to record and enforce the day-to-day drudgeries associated with complex contracts. After a fey accepts a bargain, they call upon the scribe to work out the exact terms, catalog them, and occasionally deal with those desperate enough to attempt to break a contract (see shadow goblin chieftain above for the consequences of goblins breaking some such contracts and oaths). Limited Spellcasting. Shadow fey are careful not to teach their goblin servitors too much magic, but scribes learn a small selection of practical spells that allow them to deal with testy mortals. Scribes are often the messengers of bad news, and their magic allows them to subdue aggressive individuals long enough to accomplish their business. Shadow Camouflage. The shadow goblin has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. Sunlight Sensitivity. While in sunlight, the shadow goblin has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Unseelie Blessing. The shadow goblin has advantage on saving throws against being charmed, and magic can't put them to sleep. Actions Quill. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Notarize (1/Day). The shadow goblin chooses one creature they can see within 60 feet and mystically marks it for 24 hours. While a creature is marked in this way, it rolls with disadvantage against any saving throws made to resist the shadow goblin's spells. Spellcasting. The shadow goblin casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13): At will: acid splash , mage hand 2/day each: command , hold person , illusory script 1/day: suggestion Stink Eye. The shadow goblin targets one creature they can see within 30 feet. If the target can hear and see the scribe, it must succeed on a DC 11 Charisma saving throw or have disadvantage on the next ability check, attack roll, or saving throw it makes before the start of the scribe's next turn Bonus Actions Nimble Escape. The shadow goblin takes the Disengage or Hide action. Reactions Vengeful Jinx. When the shadow goblin is hit by an attack from a creature they can see, they can curse the attacker. The target has disadvantage on attack rolls until the end of its next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Any Non-Chaotic Alignment","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Shadow Horror","description":"Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors—a variety of things that lurk in the dark and embody the deepest fears of Ravnica’s people. All are evil creatures with dim reason and preternatural cunning. At least three guilds have been known to compel horrors into service. For House Dimir , horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos , horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm , horrors scavenge the sewers and protect the guild’s territory. House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors. Horrors and Madness Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master’s Guide . Whenever a character fails a saving throw against the flying horror’s Frightening Screech, the shadow horror’s claw attack, or the skittering horror’s Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master’s Guide , with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table. Madness Severity Failed Saves Madness 1 Short-term 2-3 Long-term 4+ Indefinite Traits Incorporeal Movement. The horror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Shadow Stealth. While in dim light or darkness, the horror can take the Hide action as a bonus action. Shadow Stride. As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Small or larger creature or object. Sunlight Sensitivity. While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The horror makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened of the horror until the end of the target’s next turn. Lashing Shadows (Recharge 5–6). Each creature within 60 feet of the horror, except other horrors, must succeed on a DC 16 Dexterity saving throw or take 27 (6d8) necrotic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"neutral evil","Expansion":7,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Shadow Lurker","description":"A slim human-like figure stands in the alley, dressed in a tattered suit. A shadowy mist creeps in around its feet as it takes off its tattered top hat and bows. The shadows on the walls begin to move on their own, creeping forward as the figure smirks. The shadow lurker was once a humanoid with a shadow of its own, but it traded the shadow in a bargain for fey riches. Too late, it discovered the horrors of being shadowless. Shadow Thief. The lurker is envious of people who still have their own shadows, and it enjoys forcing those people into hardships by convincing their shadows to come with it. The shadow lurker prefers to approach at night while a victim is sleeping. Then, it convinces the victim's shadow that the shadow's owner doesn't appreciate it and that there is more fun to be had with the shadow lurker. Mischief Makers. The shadow lurker enjoys stalking small towns and cities on full moon nights. After gathering several stolen shadows, the lurker leads its new friends on a rampage, vandalizing the town and terrorizing its citizens. Creeping Mists. While the shadow lurker isn't in sunlight, a shadowy mist surrounds it. This mist reduces bright light within 60 feet of the shadow lurker to dim light. Shadow Sight. The shadow lurker has advantage on Wisdom (Perception) checks while in dim light or darkness. Sunlight Sensitivity. While in sunlight, the shadow lurker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The shadow lurker makes two Shadow Strike attacks. It can replace one attack with a use of Shadow Steal. Shadow Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage and 7 (2d6) cold damage. Shadow Steal. The shadow lurker chooses a creature it can see within 30 feet of it and convinces that creature's shadow to leave its owner. The target must succeed on a DC 15 Charisma saving throw or be cursed. A sleeping target has disadvantage on this check. While cursed, the target doesn't have a shadow and suffers one level of exhaustion that can't be removed until the curse ends. The curse ends only if the target convinces its shadow to rejoin with it by succeeding on a DC 15 Charisma (Persuasion) check while within 10 feet of its shadow or if the shadow is returned with a wish spell. While the target is cursed, its shadow becomes a living shade (see Creature Codex ) under the shadow lurker's control. Alternatively, the shadow lurker can combine two stolen shadows into a shadow instead. The shadow lurker can have no more than ten living shades or five shadows under its control at one time. If a cursed creature's shadow is destroyed, it becomes a mundane shadow and moves to within 10 feet of the cursed creature, and the cursed creature has advantage on the check to convince the shadow to rejoin with it. If the shadow lurker dies, all stolen shadows return to their rightful owners, ending the curses. Bonus Actions Shadow's Embrace. While in dim light or darkness, the shadow lurker can take the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Shadow Mastiff","description":"These black hounds of the Shadowfell move invisibly through the shadows, always on the hunt. In gloomy places where the veil between the Shadowfell and the Material Plane is thinnest, they can cross over into the dark realms of the world. Ravenous Lurkers. Shadow mastiffs hunt in packs on the Shadowfell, so when one of them enters a rift between the planes, several more are sure to follow. Each pack is led by an alpha (male or female) that is the smartest and toughest one of the group. The alpha must remain sharp to keep the rest of the pack in line, lest it be killed and replaced. When a shadow mastiff pack is hungry and senses prey nearby, the alpha lets loose a howl that strikes fear into the hearts of nearby beasts and humanoids. Its howl is also a signal to the rest of the pack to move in for the kill. Gloom provides a shadow mastiff with supernatural protection, granting it resistance to nonmagical weapons while in dim light or darkness. Shadow mastiffs can tolerate bright light, but they shun sunlight. Summoned for Service. Some faiths devoted to deities of gloom and night, such as Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs from the Shadowfell and then put them to work as temple sentinels, bodyguards, and punishers of nonbelievers, heretics, and apostates. The method for bringing shadow mastiffs into the world is also known by other strong-willed and evil-minded individuals, who find use for the hounds as guards in their strongholds. Ethereal Sight. In addition to its other capabilities, a shadow mastiff can see creatures and objects on the Ethereal Plane. This extraplanar perception makes a mastiff an especially skilled guardian, especially in situations when magical or spiritual incursion is likely. Traits Ethereal Awareness : The shadow mastiff can see ethereal creatures and objects. Keen Hearing and Smell : The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. Shadow Blend : While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated. Sunlight Weakness : While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Shadow Mastiff","description":"Shunning sunlight, these hounds are usually met as a pack. Some faiths devoted to deities of gloom and night, such as that of Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs to work as temple sentinels and bodyguards. Shadow Mastiffs Shadow mastiffs—hounds of the Shadowfell—move invisibly through the shadows, always on the hunt. Traits Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects. Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Bonus Actions Shadow Blend. While in dim light or darkness, the shadow mastiff becomes invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Shadow Mastiff Alpha","description":"These black hounds of the Shadowfell move invisibly through the shadows, always on the hunt. In gloomy places where the veil between the Shadowfell and the Material Plane is thinnest, they can cross over into the dark realms of the world. Ravenous Lurkers. Shadow mastiffs hunt in packs on the Shadowfell, so when one of them enters a rift between the planes, several more are sure to follow. Each pack is led by an alpha (male or female) that is the smartest and toughest one of the group. The alpha must remain sharp to keep the rest of the pack in line, lest it be killed and replaced. When a shadow mastiff pack is hungry and senses prey nearby, the alpha lets loose a howl that strikes fear into the hearts of nearby beasts and humanoids. Its howl is also a signal to the rest of the pack to move in for the kill. Gloom provides a shadow mastiff with supernatural protection, granting it resistance to nonmagical weapons while in dim light or darkness. Shadow mastiffs can tolerate bright light, but they shun sunlight. Summoned for Service. Some faiths devoted to deities of gloom and night, such as Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs from the Shadowfell and then put them to work as temple sentinels, bodyguards, and punishers of nonbelievers, heretics, and apostates. The method for bringing shadow mastiffs into the world is also known by other strong-willed and evil-minded individuals, who find use for the hounds as guards in their strongholds. Ethereal Sight. In addition to its other capabilities, a shadow mastiff can see creatures and objects on the Ethereal Plane. This extraplanar perception makes a mastiff an especially skilled guardian, especially in situations when magical or spiritual incursion is likely. Traits Ethereal Awareness : The shadow mastiff can see ethereal creatures and objects. Keen Hearing and Smell : The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. Shadow Blend : While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated. Sunlight Weakness : While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Terrifying Howl : The shadow mastiff howls. Any beast or humanoid within 300 feet of the mastiff and able to hear its howl must succeed on a DC 11 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to any shadow mastiff’s Terrifying Howl for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Shadow Mastiff Alpha","description":"Each pack of shadow mastiffs is led by an alpha, the smartest one of the group. The sound of an alpha’s howl strikes terror into those who hear it and is a sure sign that a pack is on the prowl. Shadow Mastiffs Shadow mastiffs—hounds of the Shadowfell—move invisibly through the shadows, always on the hunt. Traits Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects. Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Terrifying Howl (Recharge 6). The shadow mastiff howls. Any Beast or Humanoid within 300 feet of it must succeed on a DC 11 Wisdom saving throw or be frightened of it for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s save is successful or the effect ends for it, the target is immune to any shadow mastiff’s Terrifying Howl for the next 24 hours. Bonus Actions Shadow Blend. While in dim light or darkness, the shadow mastiff becomes invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Shadow Mastiff Pack Lord","description":"Sometimes a remarkable shadow mastiff alpha survives long enough and grows into an unusually large size. It becomes a pack lord, a fearsome specimen that all shadow mastiffs will submit to. Pack lords can lead multiple packs, each led by an alpha. Traits Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects. Keen Hearing and Smell. The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Leader. The shadow mastiff’s allies have advantage on attack rolls while within 20 feet of the shadow mastiff, provided it isn’t incapacitated. Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength check or be knocked prone. Terrifying Howl (Recharge 5–6). The shadow mastiff howls. Any beast or humanoid within 300 feet of the shadow mastiff and able to hear its howl must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any shadow mastiff's Terrifying Howl for the next 24 hours. Bonus Actions Shadow Blend. While in dim light or darkness, the shadow mastiff becomes invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Shadow of Death","description":"Draped in black funerary garb, ribbons of which move of their own accord, the creature has the appearance of a skeletal angel. Angels of Death. Once beings of light and beauty who championed justice across the planes, the shadows of death formed after some agent of entropy discarded their bodies into the Void. Their celestial forms protected them from ultimate annihilation, but their minds were forever darkened by the plane’s dread influence. Deathly Avatars. Shadows of death sometimes answer the call of death cults. Rather than aiding the cultists though, the shadows kill the cultists before spreading the grave’s shadow across the world. Immortal Nature. The shadow of death doesn’t require food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":21},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Shadow Ooze","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":14533,"Challenge Rating":3},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Shadow River Lord","description":"The figure rising from the water appears to wear a cloak made of stars, but the moonlight reveals a watery garment of black liquid. The form beneath the water is as fluid as the cloak. A blue-white skull grins from atop the body, and the staff it holds glows with green fire. Undead Fey Spirits. Shadow river lords make their homes where dangerous rivers wear away the barrier between the mortal world and the dark fey lands. These dangerous creatures prey upon those who travel or reside near the river. A creature that dies in the river forfeits its soul to the local shadow river lord, who whisks the soul away to the fey realm to be used as currency or as a means to gain further power. Shadow Skeleton Servants. While the souls of the victims of a shadow river lord are lost, the flesh is devoured by the river's denizens, leaving only bones. These bones are reanimated as shadow skeletons , which lurk beneath the river's surface, waiting for their master's call to action. The shadow skeletons hide within rapids or at the deepest parts of a river, hoping to pull victims down to a watery demise. Undead Nature. A shadow river lord doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Shadow Skeleton","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":14533,"Challenge Rating":2},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Shadow Spider","description":"Phase spiders altered by the drow to utilize the Shadow Plane rather than the Border Ethereal, a shadow spider chills the air near it, as though the lightless depths follow it even here.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Shadow Spirit","description":"See the Summon Shadowspawn spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Shadow Stirge","description":"A stirge that has been corrupted by an essence of the Shadowfell becomes a shadow stirge. It takes advantage of its shadow stealth feature and anesthetic proboscis to drain blood from its victims without getting noticed. Traits Anesthetic Proboscis. If the stirge hits a creature with its blood drain attack without being detected, the target will not notice the damage and the stirge can remain attached. This requires a successful Dexterity (Stealth) check against the target's Wisdom (Perception), rolled secretly by the DM. Actions Blood Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 6 (1d4 + 4) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. Bonus Actions Shadow Stealth. While in dim light or darkness, the stirge takes the Hide action.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Shadow Technocrat","description":"Shadow Technocracy Arguably the most clandestine power in known space, the Shadow Technocracy is a galactic organization whose true nature has been shrouded in mystery since anyone learned of their existence. Their reach extends throughout every aspect of galactic life, infiltrating the workings of regional governments, trade, media, and the criminal underworld. Operating from remote space stations invisible to nearly all forms of detection, they aim to establish themselves as deities, asserting their will and dominance over all other life in the galaxy through the power of technomancy. Evolution Redesigned. The founders of the Technocracy represented a variety of galactic humanoid species. Defining themselves as the dominant forms of life in the universe, they viewed their own technological advancements as preordained endowments, destined to mark their path toward a new evolutionary phase of life. This new ideology views empathy and emotion as genetic defects that keep them from emerging into the higher forms of immortal life that is their inherent fate. Moving in secret throughout societies that would reject them, they spread their doctrine among those in power that would support their cause. Over time, the Technocracy grew into a new religion, overseen by fanatical devotees dedicated to establishing technology and science as the new natural order of the universe. Controlled Nature. As their ascendency became accepted as established destiny, technocrats viewed other forms of life not as something to be forcibly controlled, but instead as something to be guided by their own nature. Pride, love, fear, anger, and other extreme emotional impulses are mortal flaws to be used as tools by the Technocracy to manipulate and exert influence over those blind to their own sentiment. Using these methods of manipulation and distraction, devotees secretly indoctrinate other humanoids, either by infecting them with mind-altering technologies or tempting them with promises of great power, wealth, or eternal salvation. Empty Promises. Though the Technocracy has expanded into a galaxy-wide clandestine cult, its ruthless leaders do not actually believe in the majority of the creed they spread. Instead, the fanatical devotion of their followers is simply another tool of control, with the followers themselves to be used as stepping stones toward attaining their own status as the new gods of the universe. Some may join them in this exultation, while most eventually become slaves or sacrifices toward achieving a grand destiny. Design by Appropriation. Due to the specific nature of their overall goals, new scientific and technological discoveries are of immediate interest to the Technocracy. Most shadow technocrats and their followers are far from being inventors and scientific pioneers, instead scouring the galaxy for revolutionary advancements their engineers can adapt into new forms of technomancy. This often brings them into conflict with other technological lifeforms, such as the kanasi or machina. However, in some frightening circumstances, it can also create unstable alliances between them. Shadow Technocrat Technocrats are the elite operatives and overseers within the Technocracy. Though trained in the use of esper powers and technological implements, they operate primarily in the background. Their identities are kept a secret, aided by their ability to hide in plain sight within modern society. A Technocrat's Lair Technocrats reside on a cloaked ship, a small space station, or an underground base protected with state-of-the-art security sensors and intrusion countermeasures. These bases of operations are heavily tech laden. Screens, wires, circuit panels, mechanical parts, bio-tech, and similar features are found in any combination. A technocrat encountered in its lair has a challenge rating of 16 (15,000 XP). Lair Actions. On initiative count 20 (losing initiative ties), the technocrat takes a lair action to cause one of the following effects; the technocrat can’t use the same effect two rounds in a row. The technocrat rolls a d6 and regains a power slot of that rank or lower. If it has no spent power slots of that rank or lower, nothing happens. Each automaton or construct ally in the lair has advantage on saving throws against effects that would cause them to become impaired until initiative count 20 on the next round. Streams of high-voltage electricity are released from the surrounding electronics, targeting up to two creatures the technocrat can see within 60 feet of it. The targets must succeed on a DC 17 Constitution saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a success. Regional Effects. A technocrat's lair can have effects on the surroundings in any of the following ways: Streams of random code appear in an illuminated crisscrossing pattern along the floors or walls. They shed dim light up to 10 feet. Portable electronic devices such as PMDs or commlinks either do not function or display random, useless information when accessed. This has no effect on worn equipment or cybernetics. A creature attempting to tamper with the electronics or technical equipment in the area must succeed on a DC 18 Constitution saving throw or become poisoned by a technovirus for 24 hours. The virus can be removed by a restore pattern power or similar effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":15},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Shadow Wing","description":"Actions Multiattack. The shadow wing makes two attacks: one with its flaying claws and one with its infected bite. Alternatively, it makes two spine spray attacks. It can’t make both spine spray attacks against the same target. Flaying Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage, and the target is subjected to the bleeding condition (1d4 piercing damage at the start of each of its turns, removed after it regains hit points) for 1 minute. Infected Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw; on a failure, it takes an additional 9 (2d8) poison damage. Spine Spray. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target is subjected to the distracted condition (−2 AC, removed after it is hit by an attack) until the end of the shadow wing’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"chaotic evil","Expansion":25901,"Challenge Rating":1},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Shadowblood Priestess of the Old","description":"The Old gods, the pantheon of deities ruling over the Shadowblood Elves, have many clerics. Most of them serve a single god, but there are also servants of the entire pantheon. These priests and priestesses of the Old are often called upon in times of conflict within Shadowblood society. This makes them both well-respected, and particularly hated by those unhappy with how they resolve a conflict. While the gods do not favor any gender, more female Shadowblood Elves are attracted to serving the entire pantheon. About three-fourths of these clerics are female, but their male counterparts (and those in the spectrum in between) are just as respected as the female clerics. Priestesses of the Old are often sent into war zones to bring terror and fear to the enemies of the Shadowblood Elves. Just as often, they are sent on individual missions, often accompanied by monstrous aberrations willingly serving the gods. The deities whisper horrible secrets into the minds of these clerics as they pray or meditate. The more powerful among them have unique abilities allowing them to bend reality itself.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":17295,"Challenge Rating":8},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Shadowghast","description":"A shadowghast is an undead assassin. Leaping out from the shadows and trailing tendrils of darkness, it closes in on its prey with nary a sound, then tears into a victim with its paralyzing claws and furious bite.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":5016,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Shadowghast","description":"A shadowghast is an undead assassin. Leaping out from the shadows and trailing tendrils of darkness, it closes in on its prey with nary a sound, then tears into a victim with its paralyzing claws and furious bite. Traits Stench. Any creature that starts its turn within 5 feet of the shadowghast must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to this Stench for 24 hours. Shadow Stealth. While in dim light or darkness, the shadowghast can take the Hide action as a bonus action. Actions Multiattack. The shadowghast makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) slashing damage plus 5 (1d10) necrotic damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":29448,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Shadowmire Shade","description":"Shadowmire shades are twisted shadow-like creatures born from the accursed slivers of the souls of humanoids. For the most part, these shades linger only in the dark realms of Shadowmire – the Material Plane's twisted mirror plane – but may, in rare cases, filter through to wreak havoc on the Material Plane. Shadowmire Mist The arrival of shadowmire shades is often heralded by a thick, dark mist. Known as shadowmire mist, this unnatural cloud of darkness sweeps slowly across the land, leaving behind only the empty corpses of its Humanoid victims as it traps their souls and turns them into mindless shadowmire shades. Dark Puppeteers Shadowmire shades are weakened by sunlight and avoid it at all costs, but facing even one of them in the darkest of hours is often a death sentence. Moving through the darkness with soundless determination, the shades snuff out light – mundane as well as magical – before laying their accursed hands on their prey. What truly makes shadowmire shades terrifying, however, is their ability to possess shadows cast by other creatures and use them to control their victims as if they were puppets on strings. Shade Lords When a particularly powerful humanoid, or someone harboring especially strong emotions of bitterness and hatred, dies in the Shadowmire, they may become a shadowmire shade lord. More powerful than its lesser kin, a shade lord retains much of the knowledge and personality it had in life, except that its negative emotions are enhanced to become all-consuming. Shade lords wield many of the same shadowy powers as a lesser shade, except that they don't possess other creatures' shadows – they outright steal them, turning them into new shadowmire shades.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":32062,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Shadowmire Shade Lord","description":"Shadowmire shades are twisted shadow-like creatures born from the accursed slivers of the souls of humanoids. For the most part, these shades linger only in the dark realms of Shadowmire – the Material Plane's twisted mirror plane – but may, in rare cases, filter through to wreak havoc on the Material Plane. Shadowmire Mist The arrival of shadowmire shades is often heralded by a thick, dark mist. Known as shadowmire mist, this unnatural cloud of darkness sweeps slowly across the land, leaving behind only the empty corpses of its Humanoid victims as it traps their souls and turns them into mindless shadowmire shades. Dark Puppeteers Shadowmire shades are weakened by sunlight and avoid it at all costs, but facing even one of them in the darkest of hours is often a death sentence. Moving through the darkness with soundless determination, the shades snuff out light – mundane as well as magical – before laying their accursed hands on their prey. What truly makes shadowmire shades terrifying, however, is their ability to possess shadows cast by other creatures and use them to control their victims as if they were puppets on strings. Shade Lords When a particularly powerful humanoid, or someone harboring especially strong emotions of bitterness and hatred, dies in the Shadowmire, they may become a shadowmire shade lord. More powerful than its lesser kin, a shade lord retains much of the knowledge and personality it had in life, except that its negative emotions are enhanced to become all-consuming. Shade lords wield many of the same shadowy powers as a lesser shade, except that they don't possess other creatures' shadows – they outright steal them, turning them into new shadowmire shades.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":32062,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Shadowspider Swarm","description":"This mass of fist-sized black spiders flows like a creeping mist. While they move like a shadow across the ground, they do not cast one themselves. Traits Born of Darkness. Shadowspiders are not alive in the traditional sense. A shadowspider swarm is a creeping mass of spiders formed out of the primordial darkness of the Shadow Realm itself. They are born in the oldest and darkest regions of the Shadow Realm, often in areas where the planar barriers have grown thin. Unable to survive outside of its swarm, a shadowspider separated from its swarm evaporates in a greasy swirl of black smoke. Affinity with Undeath. While shadowspider swarms form in places where two planes are close, they are particularly common in regions where the Shadow Realm is coterminous with the Plane of Undeath. Because of this, shadowspider swarms are often found alongside the undead that sometimes spill forth in these regions. Insatiable Hunger for Warmth. Shadowspider swarms are always hungry, especially for the warmth of mortals. When a shadowspider swarm senses the warmth of a living creature, it immediately moves to consume the creature. Darkwalkers. While in darkness, the shadowspider swarm is invisible. Sense Life. The shadowspider swarm can pinpoint the location of a warm, living creature within 30 feet. Swarm. The shadowspider swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny shadowspider. The swarm can't regain hit points or gain temporary hit points. Wasting Wave. A creature that enters the swarm's space for the first time on a turn or ends its turn in the swarm's space must succeed on a DC 14 Constitution saving throw or gain one level of shadow corruption (see Midgard Worldbook ). Actions Shadow Bites. Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 14 Constitution saving throw, taking 9 (2d8) necrotic damage and 9 (2d8) cold damage on a failed save or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Swarm of Tiny Monstrosities","Alignment":"Neutral Evil","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Shadowtech Guardian","description":"Shadow Technocracy Arguably the most clandestine power in known space, the Shadow Technocracy is a galactic organization whose true nature has been shrouded in mystery since anyone learned of their existence. Their reach extends throughout every aspect of galactic life, infiltrating the workings of regional governments, trade, media, and the criminal underworld. Operating from remote space stations invisible to nearly all forms of detection, they aim to establish themselves as deities, asserting their will and dominance over all other life in the galaxy through the power of technomancy. Evolution Redesigned. The founders of the Technocracy represented a variety of galactic humanoid species. Defining themselves as the dominant forms of life in the universe, they viewed their own technological advancements as preordained endowments, destined to mark their path toward a new evolutionary phase of life. This new ideology views empathy and emotion as genetic defects that keep them from emerging into the higher forms of immortal life that is their inherent fate. Moving in secret throughout societies that would reject them, they spread their doctrine among those in power that would support their cause. Over time, the Technocracy grew into a new religion, overseen by fanatical devotees dedicated to establishing technology and science as the new natural order of the universe. Controlled Nature. As their ascendency became accepted as established destiny, technocrats viewed other forms of life not as something to be forcibly controlled, but instead as something to be guided by their own nature. Pride, love, fear, anger, and other extreme emotional impulses are mortal flaws to be used as tools by the Technocracy to manipulate and exert influence over those blind to their own sentiment. Using these methods of manipulation and distraction, devotees secretly indoctrinate other humanoids, either by infecting them with mind-altering technologies or tempting them with promises of great power, wealth, or eternal salvation. Empty Promises. Though the Technocracy has expanded into a galaxy-wide clandestine cult, its ruthless leaders do not actually believe in the majority of the creed they spread. Instead, the fanatical devotion of their followers is simply another tool of control, with the followers themselves to be used as stepping stones toward attaining their own status as the new gods of the universe. Some may join them in this exultation, while most eventually become slaves or sacrifices toward achieving a grand destiny. Design by Appropriation. Due to the specific nature of their overall goals, new scientific and technological discoveries are of immediate interest to the Technocracy. Most shadow technocrats and their followers are far from being inventors and scientific pioneers, instead scouring the galaxy for revolutionary advancements their engineers can adapt into new forms of technomancy. This often brings them into conflict with other technological lifeforms, such as the kanasi or machina. However, in some frightening circumstances, it can also create unstable alliances between them. Shadowtech Guardian Appearing as giant, metallic humanoids, these constructs are built to protect prominent members and allies of the Technocracy. They can also be found guarding restricted areas or regions of interest.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":8},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Shadowtech Samurai","description":"Shadow Technocracy Arguably the most clandestine power in known space, the Shadow Technocracy is a galactic organization whose true nature has been shrouded in mystery since anyone learned of their existence. Their reach extends throughout every aspect of galactic life, infiltrating the workings of regional governments, trade, media, and the criminal underworld. Operating from remote space stations invisible to nearly all forms of detection, they aim to establish themselves as deities, asserting their will and dominance over all other life in the galaxy through the power of technomancy. Evolution Redesigned. The founders of the Technocracy represented a variety of galactic humanoid species. Defining themselves as the dominant forms of life in the universe, they viewed their own technological advancements as preordained endowments, destined to mark their path toward a new evolutionary phase of life. This new ideology views empathy and emotion as genetic defects that keep them from emerging into the higher forms of immortal life that is their inherent fate. Moving in secret throughout societies that would reject them, they spread their doctrine among those in power that would support their cause. Over time, the Technocracy grew into a new religion, overseen by fanatical devotees dedicated to establishing technology and science as the new natural order of the universe. Controlled Nature. As their ascendency became accepted as established destiny, technocrats viewed other forms of life not as something to be forcibly controlled, but instead as something to be guided by their own nature. Pride, love, fear, anger, and other extreme emotional impulses are mortal flaws to be used as tools by the Technocracy to manipulate and exert influence over those blind to their own sentiment. Using these methods of manipulation and distraction, devotees secretly indoctrinate other humanoids, either by infecting them with mind-altering technologies or tempting them with promises of great power, wealth, or eternal salvation. Empty Promises. Though the Technocracy has expanded into a galaxy-wide clandestine cult, its ruthless leaders do not actually believe in the majority of the creed they spread. Instead, the fanatical devotion of their followers is simply another tool of control, with the followers themselves to be used as stepping stones toward attaining their own status as the new gods of the universe. Some may join them in this exultation, while most eventually become slaves or sacrifices toward achieving a grand destiny. Design by Appropriation. Due to the specific nature of their overall goals, new scientific and technological discoveries are of immediate interest to the Technocracy. Most shadow technocrats and their followers are far from being inventors and scientific pioneers, instead scouring the galaxy for revolutionary advancements their engineers can adapt into new forms of technomancy. This often brings them into conflict with other technological lifeforms, such as the kanasi or machina. However, in some frightening circumstances, it can also create unstable alliances between them. Shadowtech Samurai Devoted to the service of the Technocracy, these samurai are techno-armored warriors equipped with specialized high-tech gear and sensory implants. They faithfully safeguard members of their organization and fearlessly charge into battle when called to do so.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Shadrix Silverquill","description":"Centuries ago, the dragon Shadrix Silverquill mastered the magic of light and shadow, and he focused that magic through communication. Shadrix’s words thrummed with power, inspiring his allies and demoralizing his enemies. He established Silverquill College on the principles of eloquence and leadership, seeking to produce leaders who would go forth to guide others. Traits Legendary Resistance (3/Day). If Shadrix fails a saving throw, he can choose to succeed instead. Actions Multiattack. Shadrix makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 4 (1d8) radiant damage. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 10 (1d6 + 7) slashing damage. If the target is a creature, it is wracked with despair and has disadvantage on attack rolls until the end of its next turn. Illuminating Shadow Breath (Recharge 5–6). Shadrix exhales an entwined burst of blinding radiance and unnerving shadow in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failed save, a creature takes 31 (7d8) radiant damage and 31 (7d8) psychic damage and is blinded until the start of Shadrix’s next turn. On a successful save, a creature takes half as much damage and isn’t blinded. Spellcasting. Shadrix casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): 1/day each: darkness , daylight , hypnotic pattern , sending , suggestion Legendary Actions Shadrix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Shadrix regains spent legendary actions at the start of his turn. Claw. Shadrix makes one Claw attack. Shadow Slip (Costs 2 Actions). Shadrix becomes an inky cloud of shadow and can move up to half his flying speed without provoking opportunity attacks, then resumes his true form. During this movement, he can move through creatures and objects as if they were difficult terrain. If he moves through a creature, it must succeed on a DC 21 Constitution saving throw or become blinded until the end of its next turn. If Shadrix ends this move inside an object, he takes 5 (1d10) force damage and is shunted to the nearest unoccupied space. Flash of Inspiration (Costs 3 Actions). Shadrix magically summons 1d4 inkling mascots in unoccupied spaces he can see within 60 feet of himself. The inklings obey his commands and take their turns immediately after his. While any of these inklings live, Shadrix has advantage on attack rolls and saving throws. These inklings disappear after 10 minutes, when Shadrix dies, or when he uses this action again.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon (Bard)","Alignment":"Neutral","Expansion":12501,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Shaggy Auroch","description":"Shaggy Auroch These massive herbivores form large herds that roam almost all regions of Grimnir. Wise raiders know to steer clear of these mercurial beasts for they are easily triggered to stampede. When this happens, they become as chaotic and unstoppable as a landslide. Natural Weapons. The horns of an auroch bull can be several feet in length and the beast is capable of throwing a human over a dozen feet. Even individually the auroch is not to be trifled with as many a raider rancher has discovered. Vast Herds. Though they are hunted for their meat and warm hides, the auroch are plentiful in Grimnir. In some regions on the Inner Continent and in the High North, great herds, comprising hundreds of aurochs, travel together. When these creatures run, their footfalls fall such that it feels as if an earthquake shakes the world. Cooperative The shaggy auroch, along with several other new monsters introduced for Raiders of the Serpent Sea, has a special ability called Cooperative. Creatures with this feature can combine specific attacks to increase their severity. In the case of the aurochs, if the heroes encounter a herd and the herd Stampedes, heroes suffer additional damage when the auroch cooperate. This feature has been introduced, in part, to simplify running larger groups of creatures. Instead of making the GM roll separate saving throws, the rolls are combined into one, with increasing effects on failure. As an optional rule, if the GM is finding that the heroes are easily defeating cooperating enemies, they may increase the DC of any saving throws by +1 for each creature participating (up to a maximum of +5). Likewise, if the cooperative feature is well received, the GM may consider expanding it to other groups of enemies!","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":3},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Shaldoor","description":"A skilled rider of rocs and whales, Shaldoor believes that Annam the All-Father shattered the ordning to push giants into war against the dragons. She is thrilled to be on the front lines in this great conflict! Ideal. \"Giants are made for war - storm giants most of all!\" Bond. \"Ostoria is gone, yet I long for the return of a mighty giant empire.\" Flaw. \"I like to rain destruction down upon my enemies, and I never show them mercy.\" Traits Amphibious. The giant can breathe air and water. Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). The giant can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing Actions Multiattack. The giant makes two greatsword attacks. Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage. Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. Lightning Strike (Recharges after a Short or Long Rest). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (female)","Alignment":"chaotic good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Shalvus Martholio","description":"Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network's control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks. Ideal. \"I'll do what it takes to prove myself to the Zhentarim.\" Bond. \"I love animals, and I'm very protective of them.\" Flaw. \"I can't resist taking risks to feed my ambitions.\" Traits Sneak Attack (1/Turn). Shalvus deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Shalvus that isn't incapacitated and Shalvus doesn't have disadvantage on the attack roll. Actions Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shalvus carries ten crossbow bolts.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Turami human)","Alignment":"neutral","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Shambling Corpse Mound","description":"This horrific abomination is a pile of dead bodies that have rotted together into a mass of decaying flesh, overgrown with roots and vines that intertwine among the broken limbs, holding the corpses together. The creak of straining wood and the sickening crack of snapping, rotten bone punctuates the creature’s movements. Disgorge Skeletons (1/Day) . When the shambling corpse mound drops below half its hit point maximum (76 hit points), it disgorges 1d4 thorn skeletons into unoccupied spaces within 5 feet of it. The thorn skeletons take their turns immediately after the shambling corpse mound. Necrotic Absorption. Whenever the shambling corpse mound is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt. Putrescent Aura. Any creature that starts its turn within 10 feet of the shambling corpse mound must succeed on a DC 15 Constitution saving throw or be incapacitated until the start of its next turn. On a successful save, the creature is immune to any shambling corpse mound’s Putrescent Aura for 24 hours. Constructs, undead, and creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. Turn Resistance. The shambling corpse mound has advantage on saving throws against effects that turn Undead. Actions Multiattack. The shambling corpse mound makes two slam attacks against the same target. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the shambling corpse mound can use its Engulf on the target as part of the same action. Slam . Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. Engulf . The shambling corpse mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the corpse mound's turns or take 18 (3d8 + 5) bludgeoning damage. If the corpse mound moves, the engulfed target moves with it. If the target ends the grapple, it is no longer engulfed. The corpse mound can have only one creature engulfed at a time. Bonus Actions Unearth Corpse . If the shambling corpse mound hasn’t moved yet this round and stands on nonmagical, unworked earth, it can sink its roots into the soil and draw up a rotting corpse or dead organic matter from the ground, incorporating it into its body. When it does so, its movement drops to 0 until the start of its next turn, and it regains 11 (2d6 + 4) hit points. Reactions Tripping Roots . When a Medium or smaller creature moves within 5 feet of the shambling corpse mound, the corpse mound can use one of its roots to attempt to trip the creature. The creature must make a DC 14 Dexterity saving throw or fall prone. Creature Types The creatures in this article have “Plant/Undead” listed as their creature type. They are subject to effects that target or include Plants as well as those that target or apply to Undead. For example, since they’re Plants, they take maximum damage from the blight spell, but they’re also affected by the cleric’s Turn Undead feature.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant/Undead","Alignment":"Typically Chaotic Evil","Expansion":24294,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Arcadia Issue No. 14"},{"name":"Shambling Mound","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Lightning Absorption : Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. Actions Multiattack : The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. Slam : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Engulf : The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded , restrained , and unable to breathe , and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"136 (16d10+48)","CHA":5,"CON":16,"DEX":8,"INT":5,"STR":18,"WIS":10,"Size":"Large","Type":"plant","Speed":"20 ft., swim 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068557/6DVbu3Zyq4wR8jxWt64-jQ/original.png","Roll 0":"1d20 + 7\n2d8+4","Senses":"Blindsight 60 Ft. (Blind Beyond This Radius)","Skills":"Stealth +2","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Unaligned","data-List":"false","Immunities":"Lightning","Token Size":2,"Resistances":"Cold, Fire","data-Traits":"[{\"Name\":\"Lightning Absorption\",\"Desc\":\"Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.\"},{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Engulf\",\"Desc\":\"The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.\"}]","data-CHA-mod":"-3","data-CON-mod":"+3","data-DEX-mod":"-1","data-INT-mod":"-3","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":5,"Passive Perception":10,"Condition Immunities":"Blinded, Deafened, Exhaustion","data-CrNum":5,"data-AcNum":15,"data-HpNum":136},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shambling Mound","description":"A shambling mound, sometimes called a shambler, trudges ponderously through bleak swamps, dismal marshes, and rain forests, consuming any organic matter in its path. This rotting heap of animated vegetation looms up half again as tall as a human, tapering into a faceless “head” at its top. All-Consuming Devourers. A shambling mound feeds on any organic material, tirelessly consuming plants as it moves and devouring animals that can’t escape it. Only the shambling mounds’ rarity and plodding speed prevent them from overwhelming entire ecosystems. Even so, their presence leeches natural environments of plant and animal life, and an unsettling quiet pervades the swamps and woods haunted by these ever-hungry horrors. Unseen Hunters. Composed of decaying leaves, vines, roots, and other natural swamp and forest compost, shamblers can blend into their environs. Because they move slowly, they rarely attempt to pursue and catch creatures. Rather, they remain in place, sustaining themselves by absorbing nutrients from their surroundings as they wait for prey to come to them. When a creature passes near or alights upon a shambling mound, the monster comes to life, seizing and absorbing the unwary prey. Spawned by Lightning. A shambling mound results from a phenomenon in which lightning or fey magic invigorates an otherwise ordinary swamp plant. As the plant is reborn into its second life, it chokes the life from plants and animals around it, mulching their corpses in a heap around its roots. Those roots eventually give up their reliance on the soil, directing the shambling mound to seek out new sources of food. The Weed that Walks. The instinct that drives a shambling mound is its central root-stem, buried somewhere inside its ponderous form. The rest of a shambler consists of the rotting heap that it simultaneously accumulates and feeds on, which protects the root-stem and animates to smash and smother the life from any creature. The dense mass of a shambling mound’s body shrugs off the effects of cold and fire. Lightning reinvigorates the root-stem, strengthening the shambling mound and bolstering its consumptive drive. Despite its monstrous form, the shambling mound is a living plant that requires air and nourishment. Although it doesn’t sleep the way an animal does, it can lie dormant for days on end before rising to hunt for food. A Resurgent Menace. If a shambling mound faces defeat before an overwhelming foe, the root-stem can feign death, collapsing the remains of its mound. If not subsequently killed, the root-stem beds down in the shambler’s remains to slowly regrow its full body, then once again sets out to consume all it can. In this way, shambling mound infestations long thought destroyed can recur time and again. Traits Lightning Absorption : Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. Actions Multiattack : The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled, escape DC 14, and the shambling mound uses its Engulf on it. Slam : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Engulf : The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Shambling Mound","description":"The ground, lush and overgrown, squelches under every footstep. Curtains of menacing vines block the way, and muffled groans echo distantly under the darkening canopy. By the time you realize the ground is moving, it’s too late—the shambling mound has taken you. Found in overgrown swamps, stinking marshes, dense wodes, and dark, damp rainforests, the shambling mound is a wandering mass of vegetation that feeds on everything in their path. Hearty Eater. As a shambling mound drags their massive form through the undergrowth, they consume any organic matter they pass. When they find a good place to lurk until a meal comes to them, the result is far more satisfying. After a mound engulfs their prey—be they animal or adventurer—the meal-to-be is sealed in a sack of inter­woven vines and leaves. The walls of this vegetative chamber release a toxic sap that dissolves the prey inside. Verdant Camouflage. Rather than slowly chase prey, the shambling mound prefers to drape their form along well-traveled paths. They blend perfectly into their hunting ground, making it easy to seize unsuspecting passersby. A shambling mound in a rainforest may sport vines, ferns, and giant leaves, while another in a swamp engulfs adv­enturers in massive grasses, moss, and reeds. Noxious Origins. A shambling mound is most often a byproduct of a nearby evil mage. The nefarious magic of the surrounding land can coalesce into a nocuous creature consumed by hunger. The shambling mound knows only that they must feed, and thus they drag themself in search of a hunting ground. Growing in Size. Most shambling mounds begin their unnatural lives about the size of an adult human. These smaller young are often called shambling piles. The strongest among these piles consume their many siblings, growing much larger and becoming true shambling mounds. Will Work for Food. Shambling mounds aren’t malicious, and some show a capacity for learning. Daring (or foolish) adventurers might find that feeding a shambling mound a steady diet of evildoers turns them into a loyal companion. Traits Engulfing Sack. The mound has a vegetative sack on their body where they carry engulfed creatures. The sack can be attacked (AC 15; 50 hit points; immunity to poison and psychic damage), which deals no damage to the mound. Destroying the sack frees creatures trapped by the mound’s Engulf action. The mound regrows the sack at the beginning of their next turn. False Appearance. While the mound remains motionless, they are indistinguishable from an ordinary mass of vegetation. Actions Multiattack. The mound makes two Vine Lash attacks. They can replace one attack with a use of Engulf, if available. Vine Lash. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 60 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is Medium or smaller, the mound can pull the target up to 30 feet toward them. Engulf (Recharge 5 – 6 ). The mound reaches out with writhing vines and attempts to pull in up to two Medium or smaller creatures within 30 feet of them. Each target must succeed on a DC 16 Strength saving throw or be engulfed in the mound’s engulfing sack. An engulfed creature is restrained, has total cover against attacks and other effects outside the mound, and takes 7 (2d6) poison damage at the start of each of the mound’s turns. When the mound moves, the engulfed creature moves with them. If the mound dies or their engulfing sack is destroyed, each engulfed creature is freed and shunted to an unoccupied space of their choice within 5 feet of the mound. Reactions Poison Froth. When the mound takes damage, the inside of their engulfing sack churns with poison. Each creature engulfed by the mound takes 3 (1d6) poison damage, and the mound regains a number of hit points equal to the total damage dealt by this reaction to creatures in their sack.","properties":{"Category":"Monsters","Size":"Gargantuan ","Type":"Plant","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Shambling Mound Companion (PB 2)","description":"The ground, lush and overgrown, squelches under every footstep. Curtains of menacing vines block the way, and muffled groans echo distantly under the darkening canopy. By the time you realize the ground is moving, it’s too late—the shambling mound has taken you. Found in overgrown swamps, stinking marshes, dense wodes, and dark, damp rainforests, the shambling mound is a wandering mass of vegetation that feeds on everything in their path. Hearty Eater. As a shambling mound drags their massive form through the undergrowth, they consume any organic matter they pass. When they find a good place to lurk until a meal comes to them, the result is far more satisfying. After a mound engulfs their prey—be they animal or adventurer—the meal-to-be is sealed in a sack of inter­woven vines and leaves. The walls of this vegetative chamber release a toxic sap that dissolves the prey inside. Verdant Camouflage. Rather than slowly chase prey, the shambling mound prefers to drape their form along well-traveled paths. They blend perfectly into their hunting ground, making it easy to seize unsuspecting passersby. A shambling mound in a rainforest may sport vines, ferns, and giant leaves, while another in a swamp engulfs adv­enturers in massive grasses, moss, and reeds. Noxious Origins. A shambling mound is most often a byproduct of a nearby evil mage. The nefarious magic of the surrounding land can coalesce into a nocuous creature consumed by hunger. The shambling mound knows only that they must feed, and thus they drag themself in search of a hunting ground. Growing in Size. Most shambling mounds begin their unnatural lives about the size of an adult human. These smaller young are often called shambling piles. The strongest among these piles consume their many siblings, growing much larger and becoming true shambling mounds. Will Work for Food. Shambling mounds aren’t malicious, and some show a capacity for learning. Daring (or foolish) adventurers might find that feeding a shambling mound a steady diet of evildoers turns them into a loyal companion. Traits False Appearance. While the mound remains motionless, they are indistinguishable from an ordinary mass of vegetation. If the mound’s caregiver is Large or smaller, they can use the Hide action to attempt to hide in the same space as their motionless mound. Actions Signature Attack (Vine Lash). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Long-Range Lash ( 2 Ferocity). The mound makes a signature attack with a reach of 30 feet instead of 5 feet. If this attack hits a Medium or smaller creature, the mound can pull the target up to 10 feet toward the mound. 3 rd Level: Verdant Roundup ( 5 Ferocity). The mound targets up to PB creatures within 30 feet of them who are Large or smaller. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be pulled up to 15 feet toward the mound and take PBd4 poison damage. 5 th Level: Engulf ( 8 Ferocity). The mound attempts to pull a Large or smaller creature within 5 feet of them into their body. The target must make a DC 10 plus PB Strength saving throw. On a failure, the target is pulled into the mound’s space, takes PBd8 poison damage, and is engulfed. On a success, a creature takes half as much damage, doesn’t move, and isn’t engulfed. An engulfed creature is restrained, has total cover against attacks and other effects outside the mound, and takes PBd8 poison damage at the start of each of the mound’s turns. When the mound moves, the engulfed creature moves with them. An engulfed creature can try to escape by taking an action to make a DC 10 plus PB Strength check. On a success, that creature is freed and shunted to an unoccupied space of their choice within 5 feet of the mound. The mound can have one Large or up to four Medium or smaller creatures engulfed at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Shambling Mound Companion (PB 3)","description":"The ground, lush and overgrown, squelches under every footstep. Curtains of menacing vines block the way, and muffled groans echo distantly under the darkening canopy. By the time you realize the ground is moving, it’s too late—the shambling mound has taken you. Found in overgrown swamps, stinking marshes, dense wodes, and dark, damp rainforests, the shambling mound is a wandering mass of vegetation that feeds on everything in their path. Hearty Eater. As a shambling mound drags their massive form through the undergrowth, they consume any organic matter they pass. When they find a good place to lurk until a meal comes to them, the result is far more satisfying. After a mound engulfs their prey—be they animal or adventurer—the meal-to-be is sealed in a sack of inter­woven vines and leaves. The walls of this vegetative chamber release a toxic sap that dissolves the prey inside. Verdant Camouflage. Rather than slowly chase prey, the shambling mound prefers to drape their form along well-traveled paths. They blend perfectly into their hunting ground, making it easy to seize unsuspecting passersby. A shambling mound in a rainforest may sport vines, ferns, and giant leaves, while another in a swamp engulfs adv­enturers in massive grasses, moss, and reeds. Noxious Origins. A shambling mound is most often a byproduct of a nearby evil mage. The nefarious magic of the surrounding land can coalesce into a nocuous creature consumed by hunger. The shambling mound knows only that they must feed, and thus they drag themself in search of a hunting ground. Growing in Size. Most shambling mounds begin their unnatural lives about the size of an adult human. These smaller young are often called shambling piles. The strongest among these piles consume their many siblings, growing much larger and becoming true shambling mounds. Will Work for Food. Shambling mounds aren’t malicious, and some show a capacity for learning. Daring (or foolish) adventurers might find that feeding a shambling mound a steady diet of evildoers turns them into a loyal companion. Traits False Appearance. While the mound remains motionless, they are indistinguishable from an ordinary mass of vegetation. If the mound’s caregiver is Large or smaller, they can use the Hide action to attempt to hide in the same space as their motionless mound. Actions Signature Attack (Vine Lash). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Long-Range Lash ( 2 Ferocity). The mound makes a signature attack with a reach of 30 feet instead of 5 feet. If this attack hits a Medium or smaller creature, the mound can pull the target up to 10 feet toward the mound. 3 rd Level: Verdant Roundup ( 5 Ferocity). The mound targets up to PB creatures within 30 feet of them who are Large or smaller. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be pulled up to 15 feet toward the mound and take PBd4 poison damage. 5 th Level: Engulf ( 8 Ferocity). The mound attempts to pull a Large or smaller creature within 5 feet of them into their body. The target must make a DC 10 plus PB Strength saving throw. On a failure, the target is pulled into the mound’s space, takes PBd8 poison damage, and is engulfed. On a success, a creature takes half as much damage, doesn’t move, and isn’t engulfed. An engulfed creature is restrained, has total cover against attacks and other effects outside the mound, and takes PBd8 poison damage at the start of each of the mound’s turns. When the mound moves, the engulfed creature moves with them. An engulfed creature can try to escape by taking an action to make a DC 10 plus PB Strength check. On a success, that creature is freed and shunted to an unoccupied space of their choice within 5 feet of the mound. The mound can have one Large or up to four Medium or smaller creatures engulfed at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Shambling Mound Companion (PB 4)","description":"The ground, lush and overgrown, squelches under every footstep. Curtains of menacing vines block the way, and muffled groans echo distantly under the darkening canopy. By the time you realize the ground is moving, it’s too late—the shambling mound has taken you. Found in overgrown swamps, stinking marshes, dense wodes, and dark, damp rainforests, the shambling mound is a wandering mass of vegetation that feeds on everything in their path. Hearty Eater. As a shambling mound drags their massive form through the undergrowth, they consume any organic matter they pass. When they find a good place to lurk until a meal comes to them, the result is far more satisfying. After a mound engulfs their prey—be they animal or adventurer—the meal-to-be is sealed in a sack of inter­woven vines and leaves. The walls of this vegetative chamber release a toxic sap that dissolves the prey inside. Verdant Camouflage. Rather than slowly chase prey, the shambling mound prefers to drape their form along well-traveled paths. They blend perfectly into their hunting ground, making it easy to seize unsuspecting passersby. A shambling mound in a rainforest may sport vines, ferns, and giant leaves, while another in a swamp engulfs adv­enturers in massive grasses, moss, and reeds. Noxious Origins. A shambling mound is most often a byproduct of a nearby evil mage. The nefarious magic of the surrounding land can coalesce into a nocuous creature consumed by hunger. The shambling mound knows only that they must feed, and thus they drag themself in search of a hunting ground. Growing in Size. Most shambling mounds begin their unnatural lives about the size of an adult human. These smaller young are often called shambling piles. The strongest among these piles consume their many siblings, growing much larger and becoming true shambling mounds. Will Work for Food. Shambling mounds aren’t malicious, and some show a capacity for learning. Daring (or foolish) adventurers might find that feeding a shambling mound a steady diet of evildoers turns them into a loyal companion. Traits False Appearance. While the mound remains motionless, they are indistinguishable from an ordinary mass of vegetation. If the mound’s caregiver is Large or smaller, they can use the Hide action to attempt to hide in the same space as their motionless mound. Actions Signature Attack (Vine Lash). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Long-Range Lash ( 2 Ferocity). The mound makes a signature attack with a reach of 30 feet instead of 5 feet. If this attack hits a Medium or smaller creature, the mound can pull the target up to 10 feet toward the mound. 3 rd Level: Verdant Roundup ( 5 Ferocity). The mound targets up to PB creatures within 30 feet of them who are Large or smaller. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be pulled up to 15 feet toward the mound and take PBd4 poison damage. 5 th Level: Engulf ( 8 Ferocity). The mound attempts to pull a Large or smaller creature within 5 feet of them into their body. The target must make a DC 10 plus PB Strength saving throw. On a failure, the target is pulled into the mound’s space, takes PBd8 poison damage, and is engulfed. On a success, a creature takes half as much damage, doesn’t move, and isn’t engulfed. An engulfed creature is restrained, has total cover against attacks and other effects outside the mound, and takes PBd8 poison damage at the start of each of the mound’s turns. When the mound moves, the engulfed creature moves with them. An engulfed creature can try to escape by taking an action to make a DC 10 plus PB Strength check. On a success, that creature is freed and shunted to an unoccupied space of their choice within 5 feet of the mound. The mound can have one Large or up to four Medium or smaller creatures engulfed at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Shambling Mound Companion (PB 5)","description":"The ground, lush and overgrown, squelches under every footstep. Curtains of menacing vines block the way, and muffled groans echo distantly under the darkening canopy. By the time you realize the ground is moving, it’s too late—the shambling mound has taken you. Found in overgrown swamps, stinking marshes, dense wodes, and dark, damp rainforests, the shambling mound is a wandering mass of vegetation that feeds on everything in their path. Hearty Eater. As a shambling mound drags their massive form through the undergrowth, they consume any organic matter they pass. When they find a good place to lurk until a meal comes to them, the result is far more satisfying. After a mound engulfs their prey—be they animal or adventurer—the meal-to-be is sealed in a sack of inter­woven vines and leaves. The walls of this vegetative chamber release a toxic sap that dissolves the prey inside. Verdant Camouflage. Rather than slowly chase prey, the shambling mound prefers to drape their form along well-traveled paths. They blend perfectly into their hunting ground, making it easy to seize unsuspecting passersby. A shambling mound in a rainforest may sport vines, ferns, and giant leaves, while another in a swamp engulfs adv­enturers in massive grasses, moss, and reeds. Noxious Origins. A shambling mound is most often a byproduct of a nearby evil mage. The nefarious magic of the surrounding land can coalesce into a nocuous creature consumed by hunger. The shambling mound knows only that they must feed, and thus they drag themself in search of a hunting ground. Growing in Size. Most shambling mounds begin their unnatural lives about the size of an adult human. These smaller young are often called shambling piles. The strongest among these piles consume their many siblings, growing much larger and becoming true shambling mounds. Will Work for Food. Shambling mounds aren’t malicious, and some show a capacity for learning. Daring (or foolish) adventurers might find that feeding a shambling mound a steady diet of evildoers turns them into a loyal companion. Traits False Appearance. While the mound remains motionless, they are indistinguishable from an ordinary mass of vegetation. If the mound’s caregiver is Large or smaller, they can use the Hide action to attempt to hide in the same space as their motionless mound. Actions Signature Attack (Vine Lash). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Long-Range Lash ( 2 Ferocity). The mound makes a signature attack with a reach of 30 feet instead of 5 feet. If this attack hits a Medium or smaller creature, the mound can pull the target up to 10 feet toward the mound. 3 rd Level: Verdant Roundup ( 5 Ferocity). The mound targets up to PB creatures within 30 feet of them who are Large or smaller. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be pulled up to 15 feet toward the mound and take PBd4 poison damage. 5 th Level: Engulf ( 8 Ferocity). The mound attempts to pull a Large or smaller creature within 5 feet of them into their body. The target must make a DC 10 plus PB Strength saving throw. On a failure, the target is pulled into the mound’s space, takes PBd8 poison damage, and is engulfed. On a success, a creature takes half as much damage, doesn’t move, and isn’t engulfed. An engulfed creature is restrained, has total cover against attacks and other effects outside the mound, and takes PBd8 poison damage at the start of each of the mound’s turns. When the mound moves, the engulfed creature moves with them. An engulfed creature can try to escape by taking an action to make a DC 10 plus PB Strength check. On a success, that creature is freed and shunted to an unoccupied space of their choice within 5 feet of the mound. The mound can have one Large or up to four Medium or smaller creatures engulfed at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Shambling Mound Companion (PB 6)","description":"The ground, lush and overgrown, squelches under every footstep. Curtains of menacing vines block the way, and muffled groans echo distantly under the darkening canopy. By the time you realize the ground is moving, it’s too late—the shambling mound has taken you. Found in overgrown swamps, stinking marshes, dense wodes, and dark, damp rainforests, the shambling mound is a wandering mass of vegetation that feeds on everything in their path. Hearty Eater. As a shambling mound drags their massive form through the undergrowth, they consume any organic matter they pass. When they find a good place to lurk until a meal comes to them, the result is far more satisfying. After a mound engulfs their prey—be they animal or adventurer—the meal-to-be is sealed in a sack of inter­woven vines and leaves. The walls of this vegetative chamber release a toxic sap that dissolves the prey inside. Verdant Camouflage. Rather than slowly chase prey, the shambling mound prefers to drape their form along well-traveled paths. They blend perfectly into their hunting ground, making it easy to seize unsuspecting passersby. A shambling mound in a rainforest may sport vines, ferns, and giant leaves, while another in a swamp engulfs adv­enturers in massive grasses, moss, and reeds. Noxious Origins. A shambling mound is most often a byproduct of a nearby evil mage. The nefarious magic of the surrounding land can coalesce into a nocuous creature consumed by hunger. The shambling mound knows only that they must feed, and thus they drag themself in search of a hunting ground. Growing in Size. Most shambling mounds begin their unnatural lives about the size of an adult human. These smaller young are often called shambling piles. The strongest among these piles consume their many siblings, growing much larger and becoming true shambling mounds. Will Work for Food. Shambling mounds aren’t malicious, and some show a capacity for learning. Daring (or foolish) adventurers might find that feeding a shambling mound a steady diet of evildoers turns them into a loyal companion. Traits False Appearance. While the mound remains motionless, they are indistinguishable from an ordinary mass of vegetation. If the mound’s caregiver is Large or smaller, they can use the Hide action to attempt to hide in the same space as their motionless mound. Actions Signature Attack (Vine Lash). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Long-Range Lash ( 2 Ferocity). The mound makes a signature attack with a reach of 30 feet instead of 5 feet. If this attack hits a Medium or smaller creature, the mound can pull the target up to 10 feet toward the mound. 3 rd Level: Verdant Roundup ( 5 Ferocity). The mound targets up to PB creatures within 30 feet of them who are Large or smaller. Each target must succeed on a DC 10 plus PB Dexterity saving throw or be pulled up to 15 feet toward the mound and take PBd4 poison damage. 5 th Level: Engulf ( 8 Ferocity). The mound attempts to pull a Large or smaller creature within 5 feet of them into their body. The target must make a DC 10 plus PB Strength saving throw. On a failure, the target is pulled into the mound’s space, takes PBd8 poison damage, and is engulfed. On a success, a creature takes half as much damage, doesn’t move, and isn’t engulfed. An engulfed creature is restrained, has total cover against attacks and other effects outside the mound, and takes PBd8 poison damage at the start of each of the mound’s turns. When the mound moves, the engulfed creature moves with them. An engulfed creature can try to escape by taking an action to make a DC 10 plus PB Strength check. On a success, that creature is freed and shunted to an unoccupied space of their choice within 5 feet of the mound. The mound can have one Large or up to four Medium or smaller creatures engulfed at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Shambling Pile","description":"The ground, lush and overgrown, squelches under every footstep. Curtains of menacing vines block the way, and muffled groans echo distantly under the darkening canopy. By the time you realize the ground is moving, it’s too late—the shambling mound has taken you. Found in overgrown swamps, stinking marshes, dense wodes, and dark, damp rainforests, the shambling mound is a wandering mass of vegetation that feeds on everything in their path. Hearty Eater. As a shambling mound drags their massive form through the undergrowth, they consume any organic matter they pass. When they find a good place to lurk until a meal comes to them, the result is far more satisfying. After a mound engulfs their prey—be they animal or adventurer—the meal-to-be is sealed in a sack of inter­woven vines and leaves. The walls of this vegetative chamber release a toxic sap that dissolves the prey inside. Verdant Camouflage. Rather than slowly chase prey, the shambling mound prefers to drape their form along well-traveled paths. They blend perfectly into their hunting ground, making it easy to seize unsuspecting passersby. A shambling mound in a rainforest may sport vines, ferns, and giant leaves, while another in a swamp engulfs adv­enturers in massive grasses, moss, and reeds. Noxious Origins. A shambling mound is most often a byproduct of a nearby evil mage. The nefarious magic of the surrounding land can coalesce into a nocuous creature consumed by hunger. The shambling mound knows only that they must feed, and thus they drag themself in search of a hunting ground. Growing in Size. Most shambling mounds begin their unnatural lives about the size of an adult human. These smaller young are often called shambling piles. The strongest among these piles consume their many siblings, growing much larger and becoming true shambling mounds. Will Work for Food. Shambling mounds aren’t malicious, and some show a capacity for learning. Daring (or foolish) adventurers might find that feeding a shambling mound a steady diet of evildoers turns them into a loyal companion. Traits False Appearance. While the pile remains motionless, they are indistinguishable from an ordinary mass of vegetation. Hungry Grab. If an enemy starts their turn within 5 feet of three or more piles, the creature must succeed on a Dexterity saving throw or be grappled. While grappled in this way, the target is restrained, and at the start of each of the target’s turns, they take poison damage equal to the number of piles within 5 feet of them. The saving throw and escape DC equal 10 plus the number of piles within 5 feet of the creature. The grapple ends if fewer than three piles are within 5 feet of the creature. Minion. If the pile takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the pile takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Vine Lash (Group Attack). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Shantak","description":"A loathsome, horse-headed creature of elephantine bulk stretches its great slippery wings in malignant joy. The leering monstrosity calls out with tittering tones that rasp like the scratching of ground glass. Nameless Sentinels. The noisome and hippocephalic birds known as shantaks are the stuff of grotesque legends. These incredible, winged colossi originate from the fabled Mountains of Leng, where they brood amongst immense quarries and cyclopean cities of onyx. Hideous Mounts. Shantaks often serve as mounts and servitors of arcane summoners and travelers of the Void (such as the inter-planar Folk of Leng). The rime and niter of the nether pits cling to the enormous wings of these repugnant beasts. Void Traveler. The shantak doesn't require air, food, drink, or ambient pressure.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Shantak","description":"Shantaks are immense scaly, bird-like creatures with a vaguely horse-like head and vast, slime-encrusted wings. A shantak’s ability to travel the gulfs of space ensures that these fanged fliers can be found on numerous worlds. Yet despite this unique ability, shantaks are generally quite reluctant to seek out new worlds unless faced with no other option, for a shantak knows well that an attempt to fly to an unknown world could easily result in being lost forever in the gulfs of space. Myrmidons. Shantak myrmidons are the deadliest of their ilk, lacking the strange phobias that sometimes cripple their lesser kin and often entering into alliance with creatures able to impress them with their power, bearing messages and passengers for them through the endless void. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Calibri; panose-1:2 15 5 2 2 2 4 3 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-469750017 -1073732485 9 0 511 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopy, li.BodyCopy, div.BodyCopy {mso-style-name:\"Body Copy\"; mso-style-priority:99; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity (mythos)","Alignment":"chaotic evil","Expansion":32483,"Challenge Rating":5},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Shard Slag","description":"Shard slags are living mounds of magic-infused iron. They dwell within the iron-rich molten cores of worlds, the hearts of active volcanoes, or any location where the borders of the Material Plane and the Plane of Fire are thin. Though they’re not sentient, shard slags are skilled hunters and have developed a bizarre method of hunting and defending themselves. When a creature is near, a shard slag spontaneously alters its molten body to produce a number of razor-sharp blades. 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Most junk heaps are extremely forgettable. It takes refuse literally coming to life to leave lasting memories...and scars. Recycled Guardians. The process for creating construct guardians requires an investment of energy, gold, and time. When one of these guardians is destroyed, a thrifty spellcaster taps the residual magic of the scraps to create a shard swarm. The creator strategically positions the swarm to look like a harmless pile of junk, so it can surprise intruders. Surprise Cages. The pieces of a shard swarm can be spread far apart from one another and come together in an instant. Some creators use the swarms as living cages, ordering the shards to simply hold any uncooperative intruders until the creator performs a proper interrogation. Variant: Rubble Swarm Some constructs are made entirely of stone and leave behind rubble when destroyed. A rubble swarm has the same statistics as a shard swarm, except that it deals bludgeoning damage with its attacks.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of Tiny constructs","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Shardstorm Elemental","description":"Shardstorm elementals, sometimes referred to as metal elementals, take the form of a swirling storm of razor-sharp metal shards. A limbless body resembling a semi-cylindrical tornado fills the air around it with a roaring cacophony of metallic whirring and grinding, like a million tiny knives being sharpened all at once. A shardstorm elemental carves through all in its path, easily destroying non-magical objects. Though slow, it is said they can even burrow through solid stone if given enough time. Unnatural Birth. Shardstorm elementals never occur naturally, and are typically summoned by a wizard or other experimenting spellcaster. Unlike other elementals, a shardstorm elemental cannot be controlled, and any summoner is as likely to be its first target as their enemies. Once created, a shardstorm elemental follows its instincts until destroyed. Destructive Instincts. Among the least intelligent of elementals, shardstorm elementals know little besides a hunger to consume and destroy, and spend the majority of their time seeking out new raw materials to destroy, only stopping to carve a path through walls when presented with no other way forward and no other targets in sight. If left to its own devices, a shardstorm elemental would seek to destroy all life. Tactics. Shardstorm elementals start by targeting the enemy they believe is most likely to die first, whether that is due to lighter armor, lighter build, or existing Injuries. They go only by what they can see physically, and do not take tactics or mental characteristics into consideration. If one enemy becomes especially troublesome, they will switch their focus to target them instead. A shardstorm elemental only flees when it becomes Imperiled or it becomes incredibly clear that it cannot destroy any of its enemies. Traits Shardstorm. Whenever a creature attacks the shardstorm elemental using a melee weapon while within 5 feet of the shardstorm elemental, that creature takes 7 (2d6) points of slashing damage. Destructive Force. Any non-magical weapon that isn’t a natural weapon that hits the shardstorm elemental is destroyed unless its wielder succeeds on a DC 14 Dexterity saving throw. Non-magical missiles are automatically destroyed (dealing no damage). Additionally, the shardstorm elemental can pass through non-magical, non-sentient wooden objects and plants, destroying them in the process. Particularly solid objects or plants (like a palisade wall or tree) count as difficult terrain. Metallic Body. The shardstorm elemental’s Defenses Injury thresholds are 5 higher than normal. Additionally, if it would take lightning damage, its body charges with electricity, adding 7 (2d6) lightning damage to each of its damage rolls until the end of its next turn. Actions Multiattack. The shardstorm elemental makes two melee attacks with its Swirling Razors. Swirling Razors. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (4d10+5) slashing damage. 1000 Cuts (recharge 5-6). The shardstorm elemental rapidly increases the radius of its swirling blades, taking nearby creatures by surprise. Each creature within 5 feet of the shardstorm elemental must make a DC 17 Dexterity saving throw or take 28 (8d6) slashing damage and have its Injury thresholds reduced by 5 until it becomes Injured.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":9},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Shariil","description":"Shariil is a wood elf with tan skin, braided dreadlocks, and deep green eyes. She wears beautiful leather armor and has a strange vine-pattern tattoo around her left arm. Growing up in the Feywild, Shariil was beloved by her brethren for her angelic voice. Shariil sang songs so beautiful that they caught the ear of the archfey who ruled her corner of the Feywild. The archfey fell in love with Shariil, but Shariil had already given her heart to one of her peers, a young elf named Adras. Angered by Shariil’s rejection, the prideful archfey stripped her of her voice, transformed Adras into a fox, and banished both of them from its faerie realm. Over the years, what started out as an aimless journey through the wilderness turned into a wandering shop. Shariil is now known far and wide as Shariil the Silent, a ranger capable of guiding adventurers through ancient forests – and supplying them with both the knowledge and magic items they need to overcome the challenges ahead. Roleplaying Shariil Shariil is a curious and kind merchant who studies anyone she meets with acute interest, quickly noticing the magic items they wear with an excited nod of approval or questioning gestures. Shariil understands a few languages, but since she has been stripped of her voice, she communicates with gestures to relay most information. If the characters are having trouble understanding the mute merchant, her fox companion Adras can also explain her intentions in a slow and surprisingly deep voice (“well, if you were paying attention, you’d have already realized that...”) Shariil does not care for superficial compliments or self-exalting stories, but she enjoys the company of genuine people who seem happy, crack jokes, and throw smiles. Since losing her voice, Shariil has a melancholic love for music to the extent that a well-performed song may leave her with tearful eyes and a sad yet heartfelt smile. Shariil isn’t much of a talker but that’s not something I hold against her. Most people could learn something from her and speak a little less – such as that over-protective fox of hers, for example. One talking canine is more than enough for me, thank you very much. – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Neutral Good","Expansion":27826,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Sharpshooter","description":"Sharpshooters are the highly-skilled archers that rarely miss, and can make incredible shots. Their arrows hit with deadly accuracy, striking those that are even protected by cover. Traits Action Surge (Recharges after a Short or Long Rest). The sharpshooter can take one additional action on top of its regular action and possible bonus action. Archery. The sharpshooter has a +2 bonus to ranged weapon attack rolls (included in the attack). Sharpshooter. The sharpshooter's ranged weapon attacks ignore half cover and three-quarters cover and attacking at long range doesn't impose disadvantage on the sharpshooter's ranged weapon attack rolls. Actions Multiattack. The sharpshooter makes two Longbow attacks or two Shortsword attacks. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Bonus Actions Careful Eyes. The sharpshooter performs a Search action. Steady Aim (3/Day). The sharpshooter takes careful aim at a creature it can see within range of its ranged weapon. Until the end of its turn, the sharpshooter deals an extra 5 damage with each of its ranged weapon attacks against the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Sharwyn Hucrele","description":"A young adventurer whose group ran afoul of a band of goblins, Sharwyn Hucrele now finds herself enslaved deep inside the Sunless Citadel, an unwitting supplicant of the Gulthias Tree. The corrupting influence has turned her skin thick and rough, as though she were af-fected by a barkskin spell, and has turned the normally good-aligned Sharwyn into an evil adversary. Traits Barkskin . Sharwyn's AC can't be lower than 16. Special Equipment . Sharwyn has a spellbook that contains the spells listed in her Spellcasting trait, plus detect magic and silent image . Spellcasting . Sharwyn is a 1st-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): light, prestidigitation, ray of frost 1st level (2 slots): color spray, magic missile, shield, sleep Tree Thrall . If the Gulthias Tree dies, Sharwyn dies 24 hours later. Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7386,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Shator Demodand","description":"Shators, known as shaggy demodands, dominate demodand society, ruthlessly commanding their lesser kin. They are hulking creatures covered in fungal growths. Shators are the self-appointed wardens of Carceri, and they keep meticulous records of their subordinates and the prisoners they claim. On the rare occasions that shators find themselves on the Material Plane, they manipulate mortal leaders and philosophers, using them as mouthpieces to spread poisoned words and tempt souls toward Carceri’s waiting chains. Demodands Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there. Demodands that manage to leave Carceri know they’re doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes 2d20 days. Even those who survive on other planes find themselves eventually dragged back, pulled by some planar tether. Traits Boundless Movement. The shator ignores difficult terrain, and magical effects can't reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself. Jailer (1/Day). The shator can cast the imprisonment spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18). Liquefaction Ritual. The shator can perform a 1-minute ritual that turns all willing farastus and kelubars of its choice within 60 feet of itself into a living liquid form. Each liquefied demodand becomes enough liquid to fill a flask. A demodand's liquefaction lasts until a shator uses an action to end it or a creature opens a container holding the liquid. While liquefied in this way, a demodand has the paralyzed condition, it has immunity to all damage, and any curse affecting it is suspended. Magic Resistance. The shator has advantage on saving throws against spells and other magical effects. Numbing Secretions. A creature that touches the shator or hits it with a melee attack while within 5 feet of it must succeed on a DC 17 Dexterity saving throw or have disadvantage on attack rolls and its speed halved until the end of its next turn. Spellcasting. The shator casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: invisibility (self only), suggestion 1/day each: dispel magic , plane shift (to Cerceri only), scrying (as an action) Actions Multiattack. The shator makes one Bite attack and two Enervating Trident attacks. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) piercing damage plus 26 (4d12) acid damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have the paralyzed condition until the start of the shator's next turn. Enervating Trident. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) necrotic damage. Inhibitory Spray (Recharge 5-6). The shator exhales a spray of slime in a line 100 feet long and 5 feet wide. Each creature in hat area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 40 (9d8) acid damage and has the paralyzed condition for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage only. Summon Demodand (1/Day). The shator has a 50 percent chance of summoning its choice of 1d4 farastu demodands , 1d2 kelubar demodands , or 1 shator demodand . A summoned demodand appears in an unoccupied space within 60 feet of the shator, acts as an ally of the shator, and can't summon other demodands. It remains for 1 minute, until it or the shator dies, or until the shator dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"typically neutral evil","Expansion":26427,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Shattered Sun Dawnbreaker","description":"Shattered Sun Cultists Beholden to the God of Light, the cultists of the Shattered Sun are relentless warriors with priestly powers. Typically encountered in squads of a handful of zealots led by a single dawnbreaker, Shattered Sun cultists may not be natural foes for goodly adventurers – except if said adventurers don’t share the cultists’ fanatical view of evil and good. An adventurer who consorts with evil entities or oppose the cultists’ extreme methods may find themselves going head-to-head with the dangerous cultists","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"Lawful Neutral","Expansion":25354,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Shattered Sun Zealot","description":"Shattered Sun Cultists Beholden to the God of Light, the cultists of the Shattered Sun are relentless warriors with priestly powers. Typically encountered in squads of a handful of zealots led by a single dawnbreaker, Shattered Sun cultists may not be natural foes for goodly adventurers – except if said adventurers don’t share the cultists’ fanatical view of evil and good. An adventurer who consorts with evil entities or oppose the cultists’ extreme methods may find themselves going head-to-head with the dangerous cultists","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"Lawful Neutral","Expansion":25354,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Shaytan Deva","description":"Shaytan devas continue to act as messengers or agents to the Material Plane, the Shadowfell, and the Feywild, but now serve demon lords. They take full advantage of their ability to take mortal forms to complete their missions. Angels, Shaytan While most fallen angels have usually gone astray due to Asmodeus' corruption, some have succumbed to the temptations of Graz'zt, The Dark Prince of Pleasure, or Malcanthet, the Succubus Queen. These angels are known as shaytan or shayatin. Once beautiful and majestic, they have turned into dark and hateful opposites of their former selves. Shadow Fiends. No longer celestials, these angels have lost some of their powers, including fast flight speed, magic resistance, and the ability to project radiant energy. These changes resulted in driving most of them insane. Now reborn as fiends, they draw their power from the Shadowfell and the Abyss. Their bodies are always cloaked with oozing shadows and their eyes limned with abyssal fire. Demonic Servants. Once messengers and executors of the will of their gods, they now serve Demon Princes as assassins and generals, often leading shadow demons in their missions. Twisted and vengeful, they scheme and bide their time until an opportunity presents itself where they can wreak havoc and deal the most damage against their former gods who have forsaken them, often striking at those who worship them. Traits Fiendish Weapons. The shaytan's weapon attacks are magical. When the shaytan hits with any weapon, the weapon deals an extra 18 (4d8) necrotic damage (included in the attack). Actions Multiattack. The shaytan makes two Mace attacks. It can use Life Drain in place of one Mace attack. Mace . Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) necrotic damage. Life Drain (3/Day). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Change Shape. The shaytan magically transforms into a humanoid or beast, or back into its true form, while retaining its game statistics. This transformation ends if the shaytan is reduced to 0 hit points or uses an action to end it. Spellcasting. The shaytan casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: detect evil and good 1/day each: contagion, insect plague Bonus Actions Shadow Stealth. While in dim light or darkness, the shaytan takes the Hide action. Shadow Step. While in dim light or darkness, the shaytan teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It has advantage on the first melee attack it makes before the end of the turn. ","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Shaytan Planetar","description":"Demon lords recognize the might of a shaytan planetar and place them in key positions, such as in the frontline of a demon lord's army directing the main assault or as a main guardian in one of their strongholds. If a powerful entity or group needs to be rid of, such as a party of adventurers, a demon lord might dispatch a shaytan planetar. Angels, Shaytan While most fallen angels have usually gone astray due to Asmodeus' corruption, some have succumbed to the temptations of Graz'zt, The Dark Prince of Pleasure, or Malcanthet, the Succubus Queen. These angels are known as shaytan or shayatin. Once beautiful and majestic, they have turned into dark and hateful opposites of their former selves. Shadow Fiends. No longer celestials, these angels have lost some of their powers, including fast flight speed, magic resistance, and the ability to project radiant energy. These changes resulted in driving most of them insane. Now reborn as fiends, they draw their power from the Shadowfell and the Abyss. Their bodies are always cloaked with oozing shadows and their eyes limned with abyssal fire. Demonic Servants. Once messengers and executors of the will of their gods, they now serve Demon Princes as assassins and generals, often leading shadow demons in their missions. Twisted and vengeful, they scheme and bide their time until an opportunity presents itself where they can wreak havoc and deal the most damage against their former gods who have forsaken them, often striking at those who worship them. Traits Fiendish Weapons. The shaytan's weapon attacks are magical. When the shaytan hits with any weapon, the weapon deals an extra 22 (5d8) necrotic damage (included in the attack). Actions Multiattack. The shaytan makes two Greatsword attacks. It can use Life Drain in place of one Greatsword attack. Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) necrotic damage. Life Drain (4/Day). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 27 (6d8) necrotic damage. The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Spellcasting. The shaytan casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, contagion, create undead (as an action), flame strike 1/day each: control weather (as an action), harm, insect plague Bonus Actions Shadow Stealth. While in dim light or darkness, the shaytan takes the Hide action. Shadow Step. While in dim light or darkness, the shaytan teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It has advantage on the first melee attack it makes before the end of the turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Shaytan Solar","description":"A shaytan solar is extremely rare, and a demon lord who commands one often tilts the balance in the Abyss to its favor. The shaytan solar serves as the demon lord's main bodyguard and at times of war, even as the main general of its armies. The demon lord keeps the shaytan close and watches it at all times, for it recognizes the danger the shaytan solar poses. Angels, Shaytan While most fallen angels have usually gone astray due to Asmodeus' corruption, some have succumbed to the temptations of Graz'zt, The Dark Prince of Pleasure, or Malcanthet, the Succubus Queen. These angels are known as shaytan or shayatin. Once beautiful and majestic, they have turned into dark and hateful opposites of their former selves. Shadow Fiends. No longer celestials, these angels have lost some of their powers, including fast flight speed, magic resistance, and the ability to project radiant energy. These changes resulted in driving most of them insane. Now reborn as fiends, they draw their power from the Shadowfell and the Abyss. Their bodies are always cloaked with oozing shadows and their eyes limned with abyssal fire. Demonic Servants. Once messengers and executors of the will of their gods, they now serve Demon Princes as assassins and generals, often leading shadow demons in their missions. Twisted and vengeful, they scheme and bide their time until an opportunity presents itself where they can wreak havoc and deal the most damage against their former gods who have forsaken them, often striking at those who worship them. Traits Fiendish Weapons. The shaytan's weapon attacks are magical. When the shaytan hits with any weapon, the weapon deals an extra 27 (6d8) necrotic damage (included in the attack). Actions Multiattack. The shaytan makes two Greatsword attacks. It can use Life Drain in place of one Greatsword attack. Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) necrotic damage. Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 120/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) necrotic damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. Flying Sword. The shaytan releases its Greatsword to hover magically in an unoccupied space within 5 feet of it. If the shaytan can see the sword, the shaytan can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the shaytan's hands. If the hovering sword is targeted by any effect, the shaytan is considered to be holding it. The hovering sword falls if the shaytan dies. Life Drain (4/Day). Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 36 (8d8) necrotic damage. The target must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Spellcasting. The shaytan casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24): At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, create undead (as an action), fire storm 1/day each: control weather (as an action), insect plague Bonus Actions Shadow Stealth. While in dim light or darkness, the shaytan takes the Hide action. Shadow Step. While in dim light or darkness, the shaytan teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It has advantage on the first melee attack it makes before the end of the turn. Legendary Actions The shaytan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The shaytan regains spent legendary actions at the start of its turn. Teleport. The shaytan magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Necrotic Burst (Costs 2 Actions). The shaytan emits magical abyssal energy. Each creature of its choice in a 10-foot radius must succeed on a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. Dreadful Glare (Costs 3 Actions). The shaytan targets one creature it can see within 30 feet of it. The target must succeed on a DC 24 Wisdom saving throw against this magic or be frightened. While frightened in this way, the target is paralyzed. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. If the target's saving throw is successful, the target is immune to the shaytan's gaze for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":21},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Shedu","description":"Shedu Wise and incredibly intelligent, the shedu travel the planes to extoll the virtues of goodness and order. It resembles a winged, muscular bull that has a humanoid head with dwarven features. Ornamental armor and jewelry adorn its body, hair, and intricately braided beard. Champion of Good and Order. The shedu is a relentlessly logical thinker and contemplative being, and, thus, it isn't a surprise that it is often mistaken for being too stoic or strict. The shedu selflessly lives to maintain order and defend against evil creatures, especially demons and githyankis. In combat, it tramples its foes with its powerful, psionic-enhanced hooves. It supplements its melee attacks with its powerful psychic abilities, enabling it to incapacitate and outmaneuver enemies. Lawful Allies. The shedu lives mainly in the Material Plane, preferring warm and dry climates. It often resides in or near monasteries, temples, and shrines dedicated to deities of Law and Good, sometimes working with clerics, paladins, monks, and other creatures who share their views, such as archons, angels, couatls, guardian nagas, ki-rins, and lammasus. More powerful shedim, such as the greater shedu and enlightened ones, spend most of their time either in meditation, training monk psions, or wandering the planes. It is not uncommon for adventurers to seek help from these shedim, especially if it concerns traveling to the Astral and Outer Planes. Traits Rational Mind. The shedu has advantage on Intelligence and Wisdom saving throws. Sure-Footed. The shedu has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The shedu makes two Hoof attacks. Hoof. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) psychic damage. Spellcasting. The shedu casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: absorb elements (2nd level), clairvoyance, telekinesis 2/day each: dominate person, misty step 1/day: astral projection Etherealness. The shedu magically enters the Ethereal Plane from the Material Plane, or vice versa. Trample (Recharge 5-6). The shedu moves up to its speed in a straight line. During this move, it can enter Medium or smaller creatures' spaces. A creature whose space the shedu enters must succeed on a DC 15 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the shedu's path. On a failed save, the creature falls prone and takes 22 (4d8 + 4) bludgeoning damage plus 14 (4d6) psychic damage. If the shedu remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the shedu. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 15 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the shedu and is no longer restrained. Mind Hammer (3/Day). The shedu targets a creature it can see within 60 feet of it and psychically slams the creature’s mind. The target must succeed on a DC 15 Wisdom saving throw or take 27 (5d8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Shedu Enlightened One","description":"Shedu Wise and incredibly intelligent, the shedu travel the planes to extoll the virtues of goodness and order. It resembles a winged, muscular bull that has a humanoid head with dwarven features. Ornamental armor and jewelry adorn its body, hair, and intricately braided beard. Champion of Good and Order. The shedu is a relentlessly logical thinker and contemplative being, and, thus, it isn't a surprise that it is often mistaken for being too stoic or strict. The shedu selflessly lives to maintain order and defend against evil creatures, especially demons and githyankis. In combat, it tramples its foes with its powerful, psionic-enhanced hooves. It supplements its melee attacks with its powerful psychic abilities, enabling it to incapacitate and outmaneuver enemies. Lawful Allies. The shedu lives mainly in the Material Plane, preferring warm and dry climates. It often resides in or near monasteries, temples, and shrines dedicated to deities of Law and Good, sometimes working with clerics, paladins, monks, and other creatures who share their views, such as archons, angels, couatls, guardian nagas, ki-rins, and lammasus. More powerful shedim, such as the greater shedu and enlightened ones, spend most of their time either in meditation, training monk psions, or wandering the planes. It is not uncommon for adventurers to seek help from these shedim, especially if it concerns traveling to the Astral and Outer Planes. Traits Legendary Resistance (3/Day). If the shedu fails a saving throw, it can choose to succeed instead. Rational Mind. The shedu has advantage on Intelligence and Wisdom saving throws. Sure-Footed. The shedu has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Multiattack. The shedu makes two Hoof attacks. Hoof. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) psychic damage. Spellcasting. The shedu casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19): At will: absorb elements (4th level), clairvoyance, telekinesis 2/day each: blur, dominate person, feather fall, misty step 1/day each: astral projection, banishment, haste, stoneskin* *The shedu casts this spell on itself before combat. Etherealness. The shedu magically enters the Ethereal Plane from the Material Plane, or vice versa. Trample (Recharge 5-6). The shedu moves up to its speed in a straight line. During this move, it can enter Medium or smaller creatures' spaces. A creature whose space the shedu enters must succeed on a DC 18 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the shedu's path. On a failed save, the creature falls prone and takes 23 (4d8 + 5) bludgeoning damage plus 21 (6d6) psychic damage. If the shedu remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the shedu. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 19 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the shedu and is no longer restrained. Mind Hammer (3/Day). The shedu targets a creature it can see within 60 feet of it and psychically slams the creature’s mind. The target must succeed on a DC 19 Wisdom saving throw or take 40 (9d8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The shedu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The shedu regains spent legendary actions at the start of its turn. Move. The shedu moves up to half its speed. Hoof (Costs 2 Actions). The shedu makes a Hoof attack. Psionics (Costs 3 Actions). The shedu uses Etherealness, Mind Hammer, or Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Shell Shark","description":"These impressive creatures, swimming through the sahuagin stronghold in The Final Enemy , are chosen by priestesses of Sekolah to serve as protectors and messengers. The sharks are blessed in a ritual during which plates of shell and coral are permanently affixed to their bodies. Traits Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Magic Resistance. The shark has advantage on saving throws against spells and other magical effects. Water Breathing. The shark can breathe only underwater. Actions Multiattack. The shark makes two bite attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":3905,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Shellycoat","description":"Despite being short and squat, this creature’s relationship with a troll is undeniable. The kinship is most notable in the long arms and thick, pebbly hide. Long Handed and Toad-like. The shellycoat is a warped and spiteful creature also called the Iamh fada, or “long hands,” and they are frequently referred to as bridge trolls. Despite being fey, they are distantly related to true trolls. Unlike those tall, lanky creatures, a shellycoat is dwarfish and toad-like, with short, bent, legs and freakishly long arms with swollen, distended joints. It can further dislocate and stretch these joints to alarming lengths. Bridges and Pools. The shellycoat can be found in abandoned wells or behind waterfalls, in deep tide pools, or beneath the ice of frozen ponds, but their preferred haunt has always been under bridges. They are most active during nighttime and on heavily overcast days, because of their mortal dread of sunlight. A shellycoat's favored tactic is to lie in wait under the water or ice (or bridge) and surprise its prey. It strikes outward or upward from its hiding place to snatch children, livestock (preferably goats), and lone travelers or fishermen. Prey is dragged down to the shadows and water to be robbed and devoured. Shining Garments. A shellycoat will always have fashioned for itself a coat, cloak, or shirt of colored pebbles, glass, and polished river shells. These adornments are crude but beautiful and sometimes magical. Traits Innate Spellcasting: The shellycoat can cast the following spells innately, requiring no components: 1/day each: darkness, fog cloud 1/day (if in possession of its coat): water breathing Regeneration: The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn’t function at the start of the monster’s next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn’t regenerate. Stealthy Observer: The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing. Sunlight Sensitivity: The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight. Actions Multiattack: The shellycoat makes one bite attack and one claws attack. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One Target. Hit : 6 (1d6 + 3) Piercing damage. Claws: Melee Weapon Attack : +5 to hit, reach 15 ft., One Target. Hit : 12 (2d8 + 3) Slashing damage. On hit, the target is grappled, escape DC 13, restrained, and poisoned [DC 13 Strength saving throw negates, lasts while grappled and 1 round after]. The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Neutral Evil","Expansion":3,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Shemeshka","description":"Shemeshka the arcanaloth is one of Sigil’s most ambitious and notorious crime bosses. From her multiplanar casino, Fortune’s Wheel, she manipulates secrets and fates across the planes. Shemeshka and her plots are further detailed in the adventure Turn of Fortune ’s Wheel . Traits Legendary Resistance (4/Day). If Shemeshka fails a saving throw, she can choose to succeed instead. Magic Resistance. Shemeshka has advantage on saving throws against spells and other magical effects. Special Equipment. Shemeshka carries a magic crown called the Razorvine Tiara . In the hands of anyone other than Shemeshka, the Razorvine Tiara functions as a tentacle rod that deals slashing damage instead of bludgeoning damage. Spellcasting. Shemeshka casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18): At will: alter self , darkness , invisibility (self only), mage hand , presti digitation 2/day each: detect thoughts , dimension door , suggestion 1/day each: banishment , contact other plane (as an action), mind blank Actions Multiattack. Shemeshka uses Arcane Flux or Spellcasting. She then makes one Claw attack or one attack with her Razorv ine Tiara . Arcane Flux. Shemeshka causes a surge of arcane energy to burst around one creature she can see within 120 feet of herself. The target must make a DC 18 Dexterity saving throw. On a failed save, the target takes 45 (7d12) force damage and has the incapacitated condition until the end of its next turn. On a successful save, the target takes half as much damage only. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 14 (4d6) poison damage. Razorvine Tiara. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 10 (3d6) slashing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or its speed is halved and it has disadvantage on attack rolls and saving throws until the end of its next turn. Bonus Actions Teleport. Shemeshka teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see. Reactions Fell Counterspell (3/Day). Shemeshka utters a magical word to interrupt a creature she can see that is casting a spell. If the spell is 5th level or lower, it fails and has no effect. If the spell is 6th level or higher, Shemeshka makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster gains the poisoned condition until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (yugoloth)","Alignment":"neutral evil","Expansion":26427,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Shemshime","description":"Traits Crushing End . If damage reduces Shemshime to 0 hit points, Shemshime instead drops to 1 hit point unless the damage is the result of Shemshime being crushed by an object weighing at least 1,000 pounds. Incorporeal Movement . Shemshime can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Maddening Touch . Melee Spell Attack : +5 to hit, reach 5 ft., one target. Hit : 17 (4d6 + 3) psychic damage. Whispers of Violence . Shemshime chooses up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 13 Wisdom saving throw, or that target takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature it can reach (Shemshime’s choice) that Shemshime can see. Howling Babble (Recharge 6). Shemshime targets one creature it can see within 30 feet of it. The creature must make a DC 13 Wisdom saving throw. On a failed save, it takes 21 (4d8 + 3) psychic damage and is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":9505,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Shetani","description":"What first appeared to be a wandering traveler is something more. Horns curl from a broad brow beneath a protective headwrap. Two black eyes and a crooked nose sit above a grinning mouth—snarled teeth protrude on one side and sit straight and even on the other. One leg ends in a booted foot; the other, a cloven hoof. Shapeshifting fiends that prowl savannahs and deserts, shetani seek intelligent creatures to torment. Shetani entertain themselves by using their magic to lead mortals astray, giving false directions or advice or disguising dangers along a path with illusions. Asymmetrical. All shetani are asymmetrical in some way—mismatched eyes, one ear larger than the other, a limb an inch or two shorter than the other of the pair—varying with the individual. This asymmetry carries over into the different forms they assume. Banished from Hell. Once powerful devils, the shetani have been banished to the mortal realm. Some seek to bribe their way back into the infernal hierarchy with captured souls. Others prefer life among mortals, taking what they will from the weak, without chafing at the strictures of infernal politics. Soul Merchants. Shetani often bargain for souls. A shetani may lead a creature into danger, then offer rescue in exchange for its soul. A shetani trades its ill-gotten goods with demons, devils, and night hags alike, uninterested in planar politics. Devil's Sight. Magical darkness doesn't impede the shetani's darkvision. Magic Resistance . The shetani has advantage on saving throws against spells and other magical effects. Necrotic Weapons. Shetani weapon attacks are magical. When the shetani hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the attack). Actions Multiattack . The shetani makes three Claw or Necrotic Bolt attacks. It can replace one attack with a use of Spellcasting. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 18 (4d8) necrotic damage. Necrotic Bolt. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (5d8 + 5) necrotic damage. Desiccating Breath (Recharge 5-6). The shetani inhales sharply, drawing moisture from surrounding creatures. Each creature that isn't a Construct or Undead within 15 feet of the shetani must make a DC 18 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of exhaustion. Spellcasting . The shetani casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: charm person, silent image 3/day each: major image, suggestion 1/day each: mirage arcane (as an action), programmed illusion Bonus Actions Change Shape . The shetani transforms into a Large or smaller Beast or Humanoid, or back into its true form, which is a Fiend. Without wings, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying is transformed as desired by the shetani, taking whatever color or shape it deems appropriate. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Shapechanger)","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Shield Guardian","description":"Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible. Master’s Amulet. Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created. A shield guardian’s amulet is subject to direct attack if it isn’t being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components. A shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance. A spellcaster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power. Magnificent Treasure. Because a shield guardian’s ownership can be transferred by giving its matching amulet to another creature, some wizards collect exorbitant sums from princes, nobles, and crime lords to create shield guardians for them. At the same time, a shield guardian makes a mighty prize for anyone who slays its master and claims its amulet. Construct Nature. A shield guardian doesn’t require air, food, drink, or sleep. Traits Bound : The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. Regeneration : The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point. Spell Storing : A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. Actions Multiattack : The guardian makes two fist attacks. Fist : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Reactions Shield : When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"MM1","Alignment":"unaligned","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Shield Guardian","description":"Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible. Master’s Amulet. Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created. A shield guardian’s amulet is subject to direct attack if it isn’t being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components. A shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance. A spellcaster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power. Magnificent Treasure. Because a shield guardian’s ownership can be transferred by giving its matching amulet to another creature, some wizards collect exorbitant sums from princes, nobles, and crime lords to create shield guardians for them. At the same time, a shield guardian makes a mighty prize for anyone who slays its master and claims its amulet. Construct Nature. A shield guardian doesn’t require air, food, drink, or sleep. Traits Bound : The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. Regeneration : The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point. Spell Storing : A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. Actions Multiattack : The guardian makes two fist attacks. Fist : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Reactions Shield : When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":4962,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Shield Guardian","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Bound : The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence , the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. Regeneration : The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. Spell Storing : A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components . When the spell is cast or a new spell is stored, any previously stored spell is lost. Actions Multiattack : The guardian makes two fist attacks. Fist : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Reactions Shield : When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"142 (15d10+60)","CHA":3,"CON":18,"DEX":8,"INT":7,"STR":18,"WIS":10,"Size":"Large","Type":"construct","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068562/pcRbHttds2Ubj_BBwIxLYQ/original.png","Roll 0":"Fist\n1d20 + 7\n2d6+4","Senses":"Blindsight 10 Ft., Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":"2,900","Alignment":"Unaligned","Languages":"Understands Commands Given In Any Language But Can't Speak","data-List":"false","Immunities":"Poison","Token Size":2,"data-Traits":"[{\"Name\":\"Bound\",\"Desc\":\"The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.\"},{\"Name\":\"Regeneration\",\"Desc\":\"The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.\"},{\"Name\":\"Spell Storing\",\"Desc\":\"A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The guardian makes two fist attacks.\"},{\"Name\":\"Fist\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-4","data-CON-mod":"+4","data-DEX-mod":"-1","data-INT-mod":"-2","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+0","data-Reactions":"[{\"Name\":\"Shield\",\"Desc\":\"When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.\"}]","Challenge Rating":7,"Passive Perception":10,"Condition Immunities":"Charmed, Exhaustion, Frightened, Paralyzed, Poisoned","data-CrNum":7,"data-AcNum":17,"data-HpNum":142},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shield Wall Squad","description":"Squad Combat The following are optional rules to make larger scale combats more streamlined, at the expense of not being as accurate to the core rules. The intent here is make the combat entertaining while also increasing the threat for higher level heroes when dealing with masses of opponents. Though these squads can also be used when the heroes are lower level, they become more useful at higher levels. The following statistic blocks offer unique abilities when NPCs group into squads. Once there are only 2 or fewer opponents, the squad should disband and use individual stat blocks instead. The squad itself offers no experience points to the party when defeated. Instead, the party earns the experience points from the individual creatures as per normal. That is, if they defeat an archery squad with 6 raid archers, they get 100 XP per archer (the standard amount). Squads Against Ships The heroes (and their enemies) can form squads from excess crew. There are a few special rules in how squad abilities interact with ships. Area of Effect Abilities. When an area of effect ability (like the archery squad’s Arrow Volley) is used, the targeted ship makes the Dexterity check. Any damage taken is halved — with the crew taking one half and the ship taking the other half. Specific stations cannot be targeted with these abilities. Changing Squads. A squad can use its action to transform into another type of squad (when they are carrying the correct equipment to do so). A crew of raiders can start a battle as an archery squad but when enemy ships get into melee range, they can take form into a shield wall ready to repel boarders. Battering Rams, Gates & Walls Battering rams can be built in a couple hours during a siege to allow a small force to break open a reinforced gate. A ram requires four people to operate it, has a movement speed of 10 feet and can only attack stationary targets. It has a +4 bonus to its attack roll and delivers 16 (3d10) bludgeoning damage on a successful hit. For every person above four helping to use the ram, it gains a +1 bonus to its attack roll, to a maximum of +4. If there is at least eight people using the ram, it attacks with advantage. Ballistae These weapons require three actions; one action to load a bolt, one action to aim, and one action to fire. Generally, with a crew of three, they can be fired once per turn. With fewer operators, it takes longer to fire them. Ballista Bolt. Ranged Weapon Attack. +6 to hit (+7 if one of the heroes is manning the ballista), range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. Catapult (Heavy) These large siege weapons are bulky and require several operators and several initiative turns to load and fire. Loading a stone requires two separate actions. On the turn after it is loaded, another action can be used to aim the catapult. On the turn after loading, an action can be used to fire it. The catapult must then skip its next turn (loading cannot begin until it recovers from firing). Therefore, a two-person crew can fire a catapult once every four rounds. A catapult cannot hit a target within 100 feet and if it misses an attack, it still hits the ground in a straight line from where it fired. However, with a miss the distance thrown is reduced by 10 feet for every point by which the attack rolled missed. That is, if a 15 was needed to hit and the total attack roll was 10, the catapult lands 50 feet closer than intended. Catapult Stone. Ranged Weapon Attack. +4 to hit (+5 if one of the heroes is manning the catapult), range 500/1000 ft., every creature and object within 30 ft. of targeted location. When the catapult stone hits the ground all creatures within 15 feet must succeed on a DC 17 Dexterity saving throw or suffer 33 (6d10) bludgeoning damage. The damage is halved if the saving throw is successful. The stone does double damage to objects, buildings, and vehicles, and these targets automatically fail their saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Squad of Medium Humanoids (Any Race)","Alignment":"any alignment","Expansion":25792,"Challenge Rating":2},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Shieldscale Drangolin","description":"Kobolds train drangolins—draconic pangolins—to dig residential tunnel networks and neutralize enemy fortifications. While drangolins can curl into balls and smash through obstacles, kobold tacticians prefer to go under walls instead of through them. After burrowing, the drangolin erupts into the center of an enemy camp, then kobold legionaries pour out through the tunnel. Made of Shields. Kobold legions decorate their drangolin’s scales to match their own shields’ designs, and warriors consider it a good omen when the scale they painted blocks a blow. When a drangolin loses a scale in battle, it’s gifted to a warrior to serve as their shield. Traits Tunneler. The drangolin can burrow through solid rock at half their burrow speed and leaves behind a 3-foot-diameter tunnel when they burrow. Tiny and Small creatures can move through it normally, and Medium and Large creatures can squeeze through it. This tunnel collapses after 10 minutes. Actions Fiery Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage. Erupt ( 1 /Day). If the drangolin is burrowing within 10 feet of the surface, they can erupt from the ground (without spending movement) into a space that contains one or more creatures. When they do, each creature within 10 feet of the drangolin must make a DC 13 Dexterity saving throw. A creature directly above the drangolin when they emerge has disadvantage on this saving throw. On a failed save, a creature takes 14 (4d6) bludgeoning damage and is knocked prone. On a successful save, a creature takes only half as much damage and is pushed 5 feet to an unoccupied space of their choice instead of being knocked prone. Wrecking Ball ( 1 /Day). The drangolin moves up to twice their walking speed in a straight line without provoking opportunity attacks. While doing so, they can enter Large or smaller creatures’ spaces. If the drangolin enters another creature’s space during this move, that creature must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) bludgeoning damage plus 7 (2d6) fire damage. If the drangolin enters the space of a structure or object that isn’t being worn or carried, it takes twice as much damage. Reactions Ash Shot. When a creature the drangolin can sense moves within 5 feet of them, the drangolin sprays them with a cloud of ash. The target must succeed on a DC 13 Dexterity saving throw or be blinded until the start of their next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Shifter","description":"Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur over much of their bodies. When a shifter fully embraces the beast within by “shifting,” these features become even more pronounced.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (shifter)","Alignment":"any alignment","Expansion":4480,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Shifting Slime","description":"Slime Deep in the murky marshes of the Mokk Fields, where water lays stagnant and the stench of decay permeates all, the worlds of life and death intertwine. Within this ominous mire lurk some of the most unusual natural predators in Humblewood. Collectively known as “slimes”, these oozes move slowly through the muck, well-camouflaged by the dark and pungent waters, waiting to devour any hapless being that wanders within reach. Slimes are easily provoked, and while it isn’t difficult to outrun one, some who have strayed into a slime’s territory only find out too late that they have been detected. Fortunately for many swampland travelers, slimes have a slow metabolism, and can go without feeding for long periods. In addition to being an important part of the ecosystem, many slimes are either naturally magical, or yield organic materials which are in high demand among mages, scholars, and researchers. While slime hunting is a dangerous undertaking, the perch of Winnowing Reach was built on the labor of so-called “slime-wranglers”, whose skill collecting valuable residue from live slimes is directly responsible for transforming the once minor outpost into a thriving site for scholarly innovation. Three main types of slimes have been classified, but as magical creatures with strange properties, it’s speculated that more elusive slime species might exist somewhere in the remote swamps. The three documented types are: caustic slimes, shifting slimes, and sticky slimes. Shifting Slime A type of large and fluid ooze, shifting slimes have an iridescent hue to them which seems to shift as they move. According to slime-wranglers, they can use magical energy to create an eerie bioluminescence. Shifting slime residue is a highly sought after potent reagent, but it is hard to come by. Despite their size, these slimes are elusive and generally spend their time below ground where visibility is low. They can be quite difficult to locate when they conceal themselves in the subterranean darkness, though these strange creatures are known to leave trails of bioluminescent residue to lure in prey. Adaptive Defenses This type of slime can harness magical energy within its form. Shifting slimes absorb and store magic passively over time, but are also capable of absorbing magical jolts from spells. It is unclear exactly how much energy they can store, or for how long. Shifting slimes can develop a temporary immunity to various types of magic after exposure. This immunity in turn makes it exceptionally difficult to destroy the slimes with a single type of magical energy. Luckily for slime-wranglers, shifting slimes are only capable of containing one energy type at a time. Manifestation of Stored Power After absorbing magical energy, these slimes will change color based on the type of power absorbed. Because of the rarity of shifting slimes, only a handful of people have witnessed these changes. But, over generations, skilled slime-wranglers have managed to record which color a shifting slime will turn in response to different types of magic.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"unaligned","Expansion":5991,"Challenge Rating":"1/2"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Shiftshroom","description":"The plain, white mushroom suddenly shifts and twists into a poisonous deathcap. In their natural form, shiftshrooms are white mushrooms with bifurcated stalks. Their natural ability to disguise themselves as other mushrooms evolved as a defense against creatures harvesting them for food. Sought for Food. Roasted shiftshroom has a nutty flavor and aroma and is considered a delicacy by many of the Underworld’s denizens. Discerning surface world gourmands pay respectable sums for shiftshroom caps due to the difficulty in harvesting them from the Underworld and the difficulty in growing them above ground. Hidden in View. Shiftshrooms can often be found interspersed with deadlier fungi. The Underworld hides colonies of the fungus wherein only a few of the mushrooms toward the outer edges of the group are dangerous varieties of fungus, and the remainder are disguised shiftshrooms.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Shiftshroom","description":"In their natural form, shiftshrooms are white mushrooms with bifurcated stalks. Their natural ability to disguise themselves as other mushrooms evolved as a defense against creatures harvesting them for food. Sought for Food. Roasted shiftshroom has a nutty flavor and aroma and is considered a delicacy by many of the Underworld’s denizens. Discerning surface world gourmands pay respectable sums for shiftshroom caps due to the difficulty in harvesting them from the Underworld and the difficulty in growing them above ground. Hidden in View. Shiftshrooms can often be found interspersed with deadlier fungi. The Underworld hides colonies of the fungus wherein only a few of the mushrooms toward the outer edges of the group are dangerous varieties of fungus, and the remainder are disguised shiftshrooms.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":5315,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Shikigami","description":"These small constructs can be created through relatively simple rituals that tie the newly created beings to their creator. Paper is commonly used, allowing them to be folded flat and rest inside books, or even flutter about on butterfly wings. Shikigami follow the directions of their creator (for the most part) and can perform simple tasks or remember conversations. Shikigami are often crafted from paper or other common materials, but they can also be fashioned out of dirt, loose bits of metal, liquids, or even small flames. They sometimes take the shape of small, ghostly figures with humanoid forms or animal forms as the ritualist desires. Depending on the sorts of invocations used to animate a shikigami, some common forms are: Air: Birds, butterflies, bats, moths Earth: Mice, rats, spiders Fire: Dragonflies, fireflies, centipedes Water: Fish, frogs, salamanders When a shikigami is created, its creator invests it with one or more invocations. The more powerful the invocations invested into a shikigami, the more powerful, cunning, and willful it becomes. The shikigami’s creator cannot use invocations invested in the shikigami, but can perform them through the shikigami. When a shikigami’s physical form is destroyed, the spirit persists, and can be placed into a new vessel later by its creator. Table A-14: Shikigami Motivations D6 Roll Shikigami Motivations 1 Desires to cause trouble for its own sake. 2 Seeks to pursue some indolent pleasure instead of work whenever possible. 3 Collects small objects or tokens of some kind. 4 Enjoys new experiences, and seeks them out even when it is inconvenient. 5 Desires to become human, or perhaps something more. 6 Desires to discover a greater philosophical purpose. Traits Imbued with Power. If a shikigami is invested with one or more invocations of a particular element (Air, Earth, Fire, or Water), it gains the following bonuses based on the element(s) of those invocations: Air: Gains additional Dexterity equal to two times the tier of the highest tier air invocation imbued in it. If it has 14 or more Dexterity, it can appear as any mundane creature of its size, and an onlooker must make an Intelligence (Investigation) check with DC equal to its creator’s invocation save DC to determine that it is a construct. Earth: Gains additional hit points equal to five times the tier of the highest tier earth invocation imbued in it. If it has 6 or more hit points, the shikigami is Small instead of tiny and its AC is 14. If it has 11 or more hit points, it is Medium instead of Small and its AC is 13. Fire: Gains additional Intelligence equal to two times the tier of the highest tier fire invocation imbued in it. If its intelligence is 14 or higher, its creator gains a +2 bonus to skill checks while it is within 5 feet. Water: Gains additional Charisma equal to two times the tier of the highest tier water invocation imbued in it. If it has 14 or more Charisma, the shikigami can speak and sign Rokugani in addition to being able to understand it. Invocation. On its turn, a shikigami’s creator can spend a bonus action and favor up to their Intelligence modifier to have the shikigami perform one of the invocations sealed inside of it with that much additional favor to spend on the invocation’s empowerments. Unspent favor is lost. Actions Sharp Edge. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"any","Expansion":26129,"Challenge Rating":"1/8"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Shilmaiphiel","description":"Shilmaiphiels are celestial guardians tasked with protecting sacred rivers, blessed streams, and even parts of the ocean. Shilmaiphiels appear as large, humanoid-like creatures with massive feathered wings, scaly armor, and snake-like hair cascading from their heads, giving them an aura of untamed power. Rather than engaging in combat with malicious intent, shilmaiphiels typically challenge those who venture near the holy waters they protect with tests of strength, wit, and courage, as well as riddles that probe the minds and hearts of those seeking passage.","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial","Alignment":"Lawful Neutral","Expansion":25354,"Challenge Rating":7},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Shimmer Seal","description":"This tusked seal is nearly transparent, including its internal organs, except for a few spots dotting its hide. Unseen Pinnipeds. Shimmer seals traverse their typical habitats hidden from prey and predators alike. Their translucent skin and internal organs allow them to blend in with water and against icy backgrounds. Against other backgrounds, they leave a telltale shimmer, giving them their name. However, the seals can still take the unwary by surprise in less-than-ideal conditions. The only time the seal fully loses it translucency is when it consumes its diet of fish or small mammals, during which observers receive a breathtaking (or nauseating) view of the seals’ digestive process. The seals are aware of this vulnerability and usually feast in hidden locations. Arctic druids and rangers who successfully befriend shimmer seals use them as spies or as an advance wave of attack. Guardian of Seals. Though shimmer seals notionally look like harbor seals, they are found among many different species of seal. Scholars who have studied the strange seals concluded shimmer seals are created when the spirits of creatures passionate about protecting overhunted animals merge with those of ordinary seals. When a shimmer seal dies protecting a pod of seals from hunters, one of the seals transforms into a new shimmer seal within a minute of the other shimmer seal’s death, reinforcing this theory. While shimmer seals are vigilant against hunting by humanoids, they allow natural predators to cull the seals under their protection, understanding the natural order and its importance. Rallying Seal. A shimmer seal allows other seals to see it, and it can allow allied creatures to locate it. The presence of a shimmer seal emboldens the seals under its protection, transforming a pod of seals that might scatter in the face of armed opposition into an army of teeth and flippers, with the shimmer seal leading the counterattack. No one knows if the shimmer seal is aware of its ability to reincarnate shortly after it dies, but its fearlessness points to it possessing a certainty of survival.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ship Cat","description":"Ship Cat Every Sistren ship (or ship a Sistren sails on) has at least one ship cat, used as an extra set of eyes for the crew. It can be sent, surreptitiously or otherwise, onto other ships to gather information. Ship cats can communicate what they see in a series of psychic images to whoever sent them on their mission. Ship cats can’t die or be seriously hurt, though they temporarily discorporate if they sustain enough damage. No ship has more than five ship cats at a time: jaunty tales tell of ship cats overpowering the crew and taking the ship for themselves, but the limit may have more to do with the incessant yowling and territorial spitting that comes with too many ship cats in close quarters. Espionage. The life of a feline spy is a tricky one. If a character sends out a ship cat to gather information, they must roll on the Ship Cat Complications table. Ship Cat Complications d12 Complication 1 Another ship cat convinced your cat to stay on its ship, and it has left your service. 2 Your cat convinced another ship cat to move aboard your ship. 3 Your ship cat doesn’t send images of what it saw, or it sends useless images. 4 Your ship cat saw something distressing and refuses to go out again for 3 days. 5-12 No complication.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Source":"custom","Alignment":"Unaligned","Expansion":32048},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Ship Mimic","description":"Ship Mimic This overgrown shapeshifter was little more than a typical treasure-chest-shaped mimic when it tumbled through a portal into the Astral Plane. It has grown uncommonly strong by being infused with aetherial energy and now trawls the aetherial waves in search of prey.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity (Shapechanger)","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Ship Mimic Offspring","description":"see Mimic Ship-in-a-Bottle","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"lawful nuetral","Challenge Rating":1.8},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Shoalar Quanderil","description":"A plump water genasi armed with a jovial manner and biting sense of humor, Shoalar Quanderil seems like the last person one would expect to be a cruel member of a destructive cult. Nevertheless, Shoalar is the captain of a pirate ship that harries the Sword Coast, and a highranking Crushing Wave cultist. He sees Olhydra’s power as a means to making himself as rich as possible. Crushing Wave Cultists The Cult of the Crushing Wave venerates the element of water as a force of destruction and evil. Only fools or lunatics worship the idea of destruction, and many of the Crushing Wave cultists can be described as such. Others are more calculating and deliberate in their evil, and see the power of Elemental Evil as a tool by which they can sweep away the existing order of things and make themselves rulers over all. While the Crushing Wave cultists take in many people who are bitter, lost, or mad, they also seek alliances with evil or destructive sea creatures. They perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools or lakes, where devotees use water-breathing magic to immerse themselves in the element they worship. Crushing Wave cultists embrace a philosophy of elusiveness, patience, and opportunism. They are quick to retreat when challenged, but soon return to strike again. They admire the patience and endurance of the Black Earth cult, but despise the Cult of the Eternal Flame. They see the followers of elemental fire as reckless and short-tempered. Traits Amphibious. Shoalar can breathe air and water. Innate Spellcasting. Shoalar’s innate spellcasting ability is Constitution (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells (an asterisked spell is from appendix B): At will: shape water* 1/day: create or destroy water Spellcasting. Shoalar is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He knows the following sorcerer spells (an asterisked spell is from appendix B): Cantrips (at will): acid splash, chill touch, friends, prestidigitation, ray of frost 1st level (4 slots): disguise self, mage armor, magic missile 2nd level (3 slots): hold person, misty step 3rd level (2 slots): tidal wave* Actions Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit : 3 (1d4 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (water genasi)","Alignment":"lawful evil","Expansion":7390,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Shocker Lizard","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":16},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Shocker Lizard","description":"Shocker Lizard At first glance, a shocker lizard looks like an ordinary wild lizard. It earns its monicker for being able to unleash powerful electrical energies from its body. Its head is bullet-shaped, framed by two large horns that curve to its back. The shocker lizard's scales range from blue to teal in color, with the hue becoming paler to the point of being gray on its underside. The end of its tail has several spike prongs which can sense distant electrical discharges. The common shocker lizard is about 6 feet long. Hatchlings are only about 2-3 feet long. Very rare specimens have been seen measuring lengths of 15 to 20 feet long. Lightning Generator. The shocker lizard generates large electric currents through a highly specialized nervous system that works in tandem with its unique electric organ. This act is often triggered when it feels highly stressed, such as being threatened or in pain. It can also be triggered if it detects a nearby shocker lizard discharging electricity. Even though the electrical shock does not harm it, it has evolved to learn how to chain the electrical shocks to maximize its coverage. The most common shocker lizard encountered can generate 15-foot radius waves of electricity. Larger ones can generate even bigger and more powerful waves of electrical currents. Crafty trapmakers, especially kobolds, capture live shocker lizards and place them at the bottom of oil-slick pit traps the lizards cannot climb out of. Herd Hunters. Shocker lizards live in warm and temperate caves, coastlines, forests, and swamps where their prey is plentiful. They usually hunt bugs, fish, reptiles, and rodents but they have been known to bring down even larger prey. They tend to work together, herding their prey close before generating chains of electrical shocks to catch as many targets as possible, such as a school of fish, a cave full of bats, or a party of adventurers. Traits Electricity Sense. The shocker lizard can detect an electrical discharge within 120 feet of it. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) lightning damage. Lightning Shock (Recharge 5–6). The shocker lizard discharges electricity in a 15-foot-radius sphere centered on itself. Each creature in that area must make a DC 11 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one. If the creature fails its saving throw by 5 or more, it is also incapacitated until the end of its next turn. Reactions Chain Lightning Shock. If a creature within 15 feet of the shocker lizard uses Lightning Shock, the shocker lizard uses its Lightning Shock, if available.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"unaligned","Expansion":26536,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Shocker Lizard","description":"A social beast that dwells in swamps and forests, the shocker lizard can be a suitable familiar for a wizard who specializes in lightning or storm magic. Taking a shocker lizard as a familiar requires an additional material component of 50 gp worth of fulgurite when the find familiar spell is cast.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"unaligned","Challenge Rating":1.2},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Shocker Lizard Hatchling","description":"Shocker Lizard At first glance, a shocker lizard looks like an ordinary wild lizard. It earns its monicker for being able to unleash powerful electrical energies from its body. Its head is bullet-shaped, framed by two large horns that curve to its back. The shocker lizard's scales range from blue to teal in color, with the hue becoming paler to the point of being gray on its underside. The end of its tail has several spike prongs which can sense distant electrical discharges. The common shocker lizard is about 6 feet long. Hatchlings are only about 2-3 feet long. Very rare specimens have been seen measuring lengths of 15 to 20 feet long. Lightning Generator. The shocker lizard generates large electric currents through a highly specialized nervous system that works in tandem with its unique electric organ. This act is often triggered when it feels highly stressed, such as being threatened or in pain. It can also be triggered if it detects a nearby shocker lizard discharging electricity. Even though the electrical shock does not harm it, it has evolved to learn how to chain the electrical shocks to maximize its coverage. The most common shocker lizard encountered can generate 15-foot radius waves of electricity. Larger ones can generate even bigger and more powerful waves of electrical currents. Crafty trapmakers, especially kobolds, capture live shocker lizards and place them at the bottom of oil-slick pit traps the lizards cannot climb out of. Herd Hunters. Shocker lizards live in warm and temperate caves, coastlines, forests, and swamps where their prey is plentiful. They usually hunt bugs, fish, reptiles, and rodents but they have been known to bring down even larger prey. They tend to work together, herding their prey close before generating chains of electrical shocks to catch as many targets as possible, such as a school of fish, a cave full of bats, or a party of adventurers. Traits Electricity Sense. The shocker lizard can detect an electrical discharge within 60 feet of it. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) lightning damage. Lightning Shock (Recharge 5–6). The shocker lizard discharges electricity in a 10-foot-radius sphere centered on itself. Each creature in that area must make a DC 10 Constitution saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one. If the creature fails its saving throw by 5 or more, it is also incapacitated until the end of its next turn. Reactions Chain Lightning Shock. If a creature within 15 feet of the shocker lizard uses Lightning Shock, the shocker lizard uses its Lightning Shock, if available.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"unaligned","Expansion":26536,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Shoggoth","description":"A shoggoth is an intelligent, gelatinous blob that can reshape itself at will. Created by an elder race as servants, the shoggoths rebelled long ago and slew their masters without pity. Since that time, they’ve lived in isolated or desolate regions, devouring whatever they encounter and absorbing its flesh into their own amorphous, shifting forms. Constant Growth. When in a spherical form, a shoggoth’s mass is enough to have a 10- to 15-foot diameter, though this is just an average size. Shoggoths continue growing throughout their lives, though the eldest among them grow very slowly indeed, and some shoggoths may shrink from starvation if they deplete a territory of resources. Mutable Form. A shoggoth can form eyes, mouths, tentacles, and other appendages as needed, though it lacks the control to truly polymorph into another creature’s shape and hold it. Traits Anaerobic: A shoggoth doesn’t need oxygen to live. It can exist with equal comfort at the bottom of the ocean or in the vacuum of outer space. Absorb Flesh: The body of a creature that dies while grappled by a shoggoth is completely absorbed into the shoggoth’s mass. No portion of it remains to be used in raise dead, reincarnate, and comparable spells that require touching the dead person’s body. Amorphous: A shoggoth can move through a space as small as 1 foot wide. It must spend 1 extra foot of movement for every foot it moves through a space smaller than itself, but it isn’t subject to any other penalties for squeezing. Hideous Piping: The fluting noises made by a shoggoth are otherworldly and mind-shattering. A creature that can hear this cacophony at the start of its turn and is within 120 feet of a shoggoth must succeed on a DC 15 Wisdom saving throw or be confused (as the spell confusion) for 1d4 rounds. Creatures that roll a natural 20 on this saving throw become immune to the Hideous Piping for 24 hours. Otherwise, characters who meet the conditions must repeat the saving throw every round. Keen Senses: A shoggoth has advantage on Wisdom (Perception) checks that rely on hearing or smell. Rolling Charge: If the shoggoth moves at least 20 feet straight toward a creature and hits it with a slam attack on the same turn, that creature must succeed on a DC 20 Dexterity saving throw or be knocked prone. If the creature is knocked prone, the shoggoth immediately moves into the creature’s space as a bonus action and crushes the creature beneath its bulk. The crushed creature can’t breathe, is restrained, and takes 11 (2d10) bludgeoning damage at the start of each of the shoggoth’s turns. A crushed creature remains in its space and does not move with the shoggoth. A crushed creature can escape by using an action and making a successful DC 19 Strength check. On a success, the creature crawls into an empty space within 5 feet of the shoggoth. Actions Multiattack: The shoggoth makes 1d4 + 1 slam attacks. Reroll the number of attacks at the start of each of the shoggoth’s turns. Slam: Melee Weapon Attack : +14 to hit, reach 15 ft., One Target. Hit : 30 (4d10 + 8) Bludgeoning damage. On hit, the target is grappled, escape DC 18, and restrained. The shoggoth can grapple any number of creatures simultaneously, and this has no effect on its number of attacks.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Challenge Rating":19},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Shoggoth","description":"The first shoggoths were created by an alien species to serve as mindless beasts of burden. Their vast bulk, incredible strength, and amorphous nature made them useful as supernatural laborers, and their ability to spontaneously form whatever new eyes, mouths, limbs, and other organs they might need made them incredibly versatile. Eventually, the shoggoths developed enough intelligence to rebel against their masters, and now they lurk, patient but potent, in the lightless depths. Made of seething black protoplasm, a shoggoth’s actual shape remains a constant chaos of awful, perplexing change. Traits Amphibious. The shoggoth can breathe air and water. Maddening Cacophony. The shoggoth constantly voices syllables and mutterings that mortals were not meant to hear as long as it’s not incapacitated. Each creature that starts its turn within 60 feet of the shoggoth and can hear it must succeed on a DC 19 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 3, the creature does nothing. On a 4 or a 5 the creature takes no action or bonus action and uses all of its movement to move in a randomly determined direction. On a 6 or a 7 the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack. On an 8, the creature falls prone and worships the shoggoth while spouting strange gibbering words of adoration and fear. Attacks Multiattack. The shoggoth makes three pseudopod attacks. Pseudopod. Melee Weapon Attack: +13 to hit, reach 15 feet., one target. Hit: 20 (3d8+7) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the shoggoth can automatically hit the target with its pseudopod. Engulf. The shoggoth moves up to its speed . While doing so, it can enter Huge or smaller creature’s spaces. Whenever the shoggoth enters a creature’s space, the creature must make a DC 19 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the shoggoth. A creature that chooses not to be pushed becomes subject to the effects of a failed saving throw. On a failed save, the shoggoth enters the creature’s space, and the creature takes 21 (6d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the shoggoth’s turns. When the shoggoth moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 19 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the shoggoth.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":18},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Shoggoth","description":"Borne of the malice of Elder Evils, a shoggoth is a manifestation of Far Realm insanity and unadulterated hatred. These unfathomable creatures take myriad forms, but all seem to retain similar features; their bodies can flow around beings like ooze or turn into an acidic gas, they emit a constant, maddening wailing, and their touch is death. Summoned Madness. A shoggoth is not a being that occurs naturally on the Material Plane. Their kind are found in the void between the stars, deep in the Far Realm. Cultists of certain antediluvian societies have discovered a method through which a shoggoth can be bought to the Material Plane, though even they are cautious to do so. Traits Amorphous. The shoggoth can move through a space as narrow as 1 inch wide without squeezing. Maddening Wailing. The shoggoth emits a constant, hideous wailing. Each creature that starts its turn within 20 feet of the shoggoth and can hear the wailing must succeed on a DC 14 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all of its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack. Spider Climb. The shoggoth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Unfathomable Form. When a creature that can see the shoggoth starts its turn within 30 feet of the shoggoth, it must make a DC 14 Charisma saving throw. A creature that fails the save is driven insane by the nightmarish form of the shoggoth, and suffers a short-term madness effect. A target that succeeds on the saving throw is immune to the Unfathomable Form of all shoggoths for the next 24 hours. Actions Multiattack. The shoggoth makes two tentacle attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 13), and the shoggoth uses its Engulf on it. Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage plus 10 (3d6) psychic damage. Engulf. The shoggoth engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the shoggoth’s turns or take 16 (3d10) psychic damage. If the shoggoth moves, the engulfed target moves with it. The shoggoth can have only one creature engulfed at a time. Gaseous Transformation. The shoggoth transforms into acidic gas or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. While in mist form, the shoggoth is incapacitated. It has a flying speed of 20 feet, can hover, and can pass through any space that isn’t airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to nonmagical damage. While in gas form, the shoggoth can enter a creature’s space and stop there. Each time that creature starts its turn with the shoggoth in its space, the creature must make a DC 14 Constitution saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":20544,"Challenge Rating":10},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Shoosuva","description":"Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse. One such demons is described here. A shoosuva is a hyena-demon gifted by Yeenoghu to an especially powerful gnoll (typically as a fang of Yeenoghu). A shoosuva manifests shortly after a war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another one. A creature immobilized by the poison becomes easy pickings for any gnolls nearby. Each shoosuva is bonded to a particular gnoll and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band. Traits Rampage : When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack. Actions Multiattack : The shoosuva makes two attacks: one with its bite and one with its tail stinger. Bite : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage. Tail Stinger : Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"Volo's Guide to Monsters","Alignment":"Chaotic Evil","Expansion":1,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Shoosuva","description":"A shoosuva is a hyena-demon gifted by Yeenoghu (appears in this book) to an especially powerful worshiper (typically a fang of Yeenoghu; see the Monster Manual ). A shoosuva manifests shortly after a Yeenoghu-worshiping war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another. A creature immobilized by the poison becomes easy pickings for any nearby members of the war band. Each shoosuva is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind (appears in this book) in status within a war band dedicated to Yeenoghu. What? Are you expecting me to comment on these creatures? Fine, how’s this: a loyal pet deserves a loyal pet. —Mordenkainen Trust Mordenkainen to look down on any sort of companionship—even the slavering, venomous, demonic puppy kind. Tasha Actions Multiattack. The shoosuva makes one Bite attack and one Tail Stinger attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage. Tail Stinger. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can move up to half its speed and make one Bite attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Shoosuva Pack Lord","description":"Strongest and largest of its kind, the shoosuva pack lord leads other shoosuva in service of Yeenoghu. Very rarely, the shooshuva pack lord, along with a pack of shoosuva, will appear before a mighty gnoll champion, matriarch, or queen who has proven its worth to Yeenoghu. Yeenoghu’s Laugh. No creature can stand the unnerving cackle that is emitted by a shoosuva pack lord. This potent 'laugh,' said to be a perfect mimic of Yeenoghu's laugh himself, can drain the will and courage of any creature that hears it and at the same bolster the shoosuva pack lord's allies. Traits Magic Resistance. The shoosuva has advantage on saving throws against spells and other magical effects. Pack Tactics. The shoosuva has advantage on an attack roll against a creature if at least one of the shoosuva's allies is within 5 feet of the creature and the ally isn't incapacitated. Pack Leader. The shoosuva’s allies have advantage on attack rolls while within 20 feet of the shoosuva, provided it isn’t incapacitated. Actions Multiattack. The shoosuva makes one Bite attack and one Tail Stinger attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 39 (6d10 + 6) piercing damage. Tail Stinger. Melee Weapon Attack: +10 to hit, reach 20 ft., one creature. Hit: 24 (4d8 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Yeenoghu's Laugh (1/Day). The shoosuva emits an unnerving hyena laugh. Each ally that is within 30 feet of it, can hear it, and not already affected by Yeenoghu's Laugh gain 10 temporary hit points. All other creatures within 30 feet must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Yeenoghu's Laugh for the next 24 hours. Bonus Actions Rampage. After the shoosuva reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva moves up to half its speed and makes a Bite attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Shoreline Scrapper","description":"This bulky crustacean generates a magnetic pulse that draws metal to its growing, shell-like shelter. Metal Scavenger. A shoreline scrapper instinctively seeks metal and gathers it using a magnetic pulse. The creature's accumulated metal forms a portable shelter that acts as its shell. Hunted for Hoard. A shoreline scrapper's hoard might include more than just rusty debris. As a result of scavenging a shipwreck or sunken city, its metal shell may contain valuables. For this reason, treasure seekers sometimes hunt shoreline scrappers. They hope to uncover riches from the creature's metal-hoard shell, but those foolish enough to engage a shoreline scrapper while equipped with metal rarely survive. Conditioned for War. Some aquatic and coastal races train shoreline scrappers for combat. On command, shoreline scrappers charge toward enemies and disarm them of metal equipment. Deployed soldiers then enter the fray to annihilate their vulnerable enemies.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Shredskin","description":"A shredskin is a wretched undead creature created either when a humanoid is skinned alive to be preserved as a trophy or otherwise killed in a terrifying way that leaves much of its upper half unharmed, such as being dissolved feet-first in acid. A fragment of the creature’s soul animates the skin and seeks vengeance on those who created it, all the while trying to find a comfortable body for it to use as it did when it was alive. A shredskin may attack on its own and try to squeeze the life out of a living humanoid to use it as a body, or it might control another undead such as a skeleton, zombie, or ghoul, covering it like a morbid costume. In either case, it abandons its borrowed body if it finds a better one or the old one is destroyed. A shredskin is usually recognizable by creatures who knew it in life. 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Though Malagard was cast down from the throne of Malbolge and her bloated body shattered, her wickedness remains in the spite and cruelty of her creations. Born from Bitterness At first glance, shredwings appear to be bats or pterodactyls, with a spined body between two great veined wings terminating in a jagged head. They seem to have an ever-open beak, but upon closer scrutiny this shows to be a pair of vicious spikes. Although they seem like horrific flying creatures, the actual truth of their origins makes them even more terrible. Malagard was earthbound and one of the many things she was furiously envious of was the ability of others to fly. One of her pastimes was to tear the wings from Fiends who had displeased her and give them a vile and unnatural life of their own, discarding the mutilated devils and shaping their amputated parts into something new and ghastly. Shredwings are the results of her hobby, now feral and endemic to many parts of the Nine Hells. Hideous Appetites Shredwings are driven by a desire to inflict pain, still possessed by the malice of their original creator. They patrol the skies of the Nine Hells and descend in shrieking flocks on anything weak enough to torment. When they have winged creatures at their mercy, they mob their victim in the air until they can tear away their target’s wings. They carry the trophies to their high roosts, where the tattered vanes are transformed into a new shredwing under the caustic ministrations of the ‘parents’. For wingless prey, they have other practices. Whilst they harry with claws and beak, they look out for a chance to latch onto the backs of their prey. Driving the spikes of their heads between the shoulders of their victims they enact a terrible merging, becoming a set of wings attached to the creature and carrying them off. They slowly absorb the life-force of their victim, delighting in their pain and fear. Over time they take over their prey’s limbs and body, returning to attack any leftover companions, delighting in the distress their puppeteering causes. Most often they leave the head until last, enjoying the screams and pleas of the luckless creature they’ve usurped. Raised to the Whip There is little bad in the Nine Hells that devils can’t make worse. Shredwings are unruly and vicious creatures but determined devils can trap them and break them into a form of domestication. Particularly ingenious hunting Fiends, aided by the souls of evil rangers, have trained packs of shredwings to do their bidding, tracking prey across the hostile plains of the Nine Hells and attacking on command. The creatures remain mutinous at best, and woe betide any handler who shows weakness or lets prey get the better of them. Traits Merged. After using the Burrow ability, if the shredwing is merged with another creature, any damage dealt to the shredwing is split evenly between it and the merged creature. Actions Multiattack. The shredwing makes three Talon attacks. Talon. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) poison damage. Burrow (Recharge 5–6). On a hit, the creature takes an additional 32 (5d12) slashing damage as the wings merge with it. While merged, the creature moves with the shredwing, takes 19 (3d12) necrotic damage at the start of each of its turn, and has the grappled condition. The shredwing can unmerge at any time, leaving the creature and dropping it if airborne. The only other way to end the merge is to kill the shredwing. If the merged creature dies while merged, the shredwing permanently takes over its body. It gains the merged creature’s hit dice, natural armor, possessions, and languages. If any of the merged creature’s statistics are higher than the shredwing, it inherits those statistics as well. A creature permanently merged by the shredwing can only be resurrected through a Wish spell or similar. Bonus Actions Aggressive. The shredwing can move up to its speed toward a hostile creature that it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Shriekbat","description":"This midnight-blue bat has a cavern-filling wingspan. The air near its mouth, large enough to carry a horse, visibly vibrates with sound pulses. Shriekbats thrive in the cavernous spaces of the Underworld where they face little competition from dragons, rocs, and other large flying creatures, as they would aboveground. Despite their enormousness, the bats deftly maneuver among the stalactites and stalagmites crowding underground caverns. When they attack prey, or in the very rare cases where they must escape predators, they emit a terrible shriek that overwhelms their foes and allows them to easily grab prey or escape. Shriekbat echolocation uses subsonic frequencies, allowing the bats to fly in relative silence. Kobold Companions. Kobold bat keepers know the secret to raising young shriekbats. The bat keepers often risk their lives to procure young, using the bats for protection and as companions. A bat keeper returns its shriekbat to the wild before the bat reaches adulthood, when it would become too large for the cramped kobold tunnels. A bat keeper tracks the shriekbats it releases, and often returns to visit its former companions. Shriekbats prove surprisingly keen at remembering former kobold handlers (whether such handlers treated them well or poorly), and they often allow fondly remembered handlers to take a single pup from their litters, ensuring the pup survives to adulthood and renewing the cycle. Long-Lived Omnivores. Shriekbats live for nearly 50 years. They are social and promiscuous creatures that live in small groups in large caverns. They are omnivorous but prefer fresh meat to other food with lizards taking up the majority of their diet. Shriekbats can survive on rotten flesh, which allows them to eat ghouls and other undead populating the Underworld, but they find it less palatable. In overcrowded situations where multiple groups of shriekbats roost in the same cavern, a group of shriekbats might break away to find another hunting location if food becomes scarce.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Shriekbat","description":"This midnight blue bat has a cavern-filling wingspan. The air near its mouth, large enough to carry a horse, visibly vibrates with sound pulses. Shriekbats thrive in the cavernous spaces of the Underworld where they face little competition from dragons, rocs, and other large flying creatures, as they would aboveground. Despite their enormousness, the bats deftly maneuver among the stalactites and stalagmites crowding underground caverns. When they attack prey, or in the very rare cases where they must escape predators, they emit a terrible shriek that overwhelms their foes and allows them to easily grab prey or escape. Shriekbat echolocation uses subsonic frequencies, allowing the bats to fly in relative silence. Kobold Companions. Kobold bat keepers know the secret to raising young shriekbats. The bat keepers often risk their lives to procure young, using the bats for protection and as companions. A bat keeper returns its shriekbat to the wild before the bat reaches adulthood, when it would become too large for the cramped kobold tunnels. A bat keeper tracks the shriekbats it releases, and often returns to visit its former companions. Shriekbats prove surprisingly keen at remembering former kobold handlers (whether such handlers treated them well or poorly), and they often allow fondly remembered handlers to take a single pup from their litters, ensuring the pup survives to adulthood and renewing the cycle. Long-Lived Omnivores. Shriekbats live for nearly 50 years. They are social and promiscuous creatures that live in small groups in large caverns. They are omnivorous but prefer fresh meat to other food with lizards taking up the majority of their diet. Shriekbats can survive on rotten flesh, which allows them to eat ghouls and other undead populating the Underworld, but they find it less palatable. In overcrowded situations where multiple groups of shriekbats roost in the same cavern, a group of shriekbats might break away to find another hunting location if food becomes scarce.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":5315,"Challenge Rating":9},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Shrieker","description":"Fungi With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness. Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi. Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed. Shrieker A shrieker is a human-sized mushroom that emits a piercing screech to drive off creatures that disturb it. Other creatures use the fungi as an alarm to signal the approach of prey, and various intelligent races of the Underdark cultivate shriekers on the outskirts of their communities to discourage trespassers. Traits False Appearance : While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. Actions Shriek : When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Shrieker","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits False Appearance : While the shrieker remains motionless, it is indistinguishable from an ordinary fungus. Actions Shriek : When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward","properties":{"Category":"Monsters","AC":5,"HP":"13 (3d8)","CHA":1,"CON":10,"DEX":1,"INT":1,"STR":1,"WIS":3,"Size":"Medium","Type":"plant","Speed":"0 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068576/3N6NHwYKR0rovy58pZS7aQ/original.png","Senses":"Blindsight 30 Ft. (Blind Beyond This Radius)","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"False Appearance\",\"Desc\":\"While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.\"}]","data-Actions":"[{\"Name\":\"Shriek\",\"Desc\":\"When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward\"}]","data-CHA-mod":"-5","data-CON-mod":"+0","data-DEX-mod":"-5","data-INT-mod":"-5","data-STR-mod":"-5","data-SizeNum":4,"data-WIS-mod":"-4","Challenge Rating":0,"Passive Perception":6,"Condition Immunities":"Blinded, Deafened, Frightened","data-CrNum":0,"data-AcNum":5,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Shroomog","description":"Shroompies & Shroomogs Hardy and highly intelligent, shroompies, also known as mushroom puppies, are a curious combination between fungi and dogs. Their remarkable toughness and versatility have allowed shroompies to spread across many worlds. Wherever they find themselves, shroompies are instantly recognizable by their distinctive mushroom cap and the special skin membranes that allow them to glide. The Shroompy Cycle. Being beasts and fungi both, shroompies have an unusual life cycle that fascinates sages. Shroompies are born from spores that grow on the back of shroomogs. Shroomogs, also known as mushroom dogs, are shroompies that become enlarged and develop morphological features that allow them to grow more shroompies on their backs. Most shroompies can live indefinitely in their puppy form, and only a few shroompies will undergo the transformation into a shroomog. A Taste for Poison. Shroompies and shroomogs find the taste and smell of most poisonous substances irresistible. They will eagerly seek out and devour poisoned food, and even gulp down poison straight from the bottle if given the chance. This makes shroompies and shroomogs excellent for detecting poison, but not ideal companions for adventurers who deal in poisons themselves. Sporal Hibernation. When faced with extreme conditions such as freezing cold or the vacuum of the void, shroompies and shroomogs are able to enter a state of near-zero metabolic activity known as sporal hibernation. When transformed in this way, they become remarkably durable and can lie dormant almost indefinitely, until they reach favorable conditions that allow them to wake up again. Shroompy Likes: eating poison, playing fetch, the color orange Dislikes : being bored, being kept on a leash, firecrackers The typical shroompy is curious, friendly, and remarkably eager to help, which has led shroompies to become best pals with numerous adventurers across the dimensions. Their ability to sniff out poison (if only to consume it), coupled with their fantastic reflexes when asked to fetch, makes shroompies invaluable allies, in addition to fun-loving buddies. Shroompies remember the orange color of their shroomog parent and instinctively like anything orange as a result. Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a shroompy for their familiar. Shroompy Sigma Likes: independence, protecting its pack, running wild Dislikes : losing, sneaky enemies, being yelled at The most daring and independent shroompies, and those who repeatedly take risks to protect their pack from a young age, might undergo a transformation to become shroompy sigmas. Though they are pack creatures, shroompies have no strict hierarchy. Everyone in a shroompy pack (sometimes known as a shroompy colony) does their part, from the tiniest shroompy that just jumped off its parent’s orange back, to the most ancient shroomog. Shroompy sigmas are rugged and adventurous shroompies that often return home bruised and battered from some brawl. Though they might appear solitary, sigmas care deeply about their pack and will get into all sorts of trouble to keep danger away from those they seek to protect. Shroompy sigmas are more likely to further transform into shroomogs than the average shroompy. This is reflected in their ability to eject slumber spores that can render enemies unconscious long enough for other shroompies to escape to safety. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a shroompy sigma for their familiar. Optional Rule: Talking Shroompies and Shroomogs Typical shroompies and shroomogs can’t speak in a way humanoids understand, but they are exceptionally intelligent and capable of communicating complex concepts between them. At the gamemaster’s discretion, player characters may encounter talking shroompies, or they may find ways to allow their shroompy friends to speak. Such methods might include adding a new function to the awaken spell, which could allow the caster to bestow speech to already-intelligent targets. Shroomog Likes: carrying shroompies on its back, barking loudly, head pats Dislikes : seeing shroompies in danger, saddles, explosions Exceptionally tough and loyal, a shroomog’s stamina is only matched by its urge to protect its friends and the shroompies under its care. A typical shroomog usually carries several developing shroompies on its back, which look like mushroom caps peeking out of the shroomog’s orange fur. When faced with danger, a shroomog won’t hesitate to use its slumber spores on any aggressor. Greater Steed. At the gamemaster’s discretion, a player character who can obtain a greater steed through magic may choose the form of a shroomog for their greater steed. Shroomog Mossback Likes: contemplating the meaning of life, random acts of kindness, children Dislikes : being told it’s too old, wanton destruction, seeing its friends sad Towering over playful shroompies and young shroomogs, mossbacks are ancient shroomogs that have lived full lives and created countless shroompies. Covered in poisonous moss and boasting terrifying strength, a shroomog mossback might seem intimidating at first, but these gentle giants are benevolent and wise, and still springy shroompies at heart. A shroomog mossback will often ponder the meaning of life and reminisce its vast past staying virtually unmoving as young shroompies climb on its mossy back and use its dried cap as a platform for gliding. If threatened, a shroomog mossback will first try to put enemies to sleep with its potent torpor spores and avoid violence, but it will charge into combat with its full might if its friends are in danger. Shroompy Reborn. A shroomog mossback has stopped producing shroompy spores long ago, yet one last spore remains on its back. When the mossback’s body finally gives in to old age, the ancient creature will be reborn through that final spore, which will grow into a new shroompy with the mossback’s memories and jump off to play with the other younglings. A reborn shroomog mossback will often guide its pack and will have a higher chance of becoming a shroompy sigma as it ages. In time, such a shroompy may eventually grow up to become a shroomog mossback again, continuing the cycle.","properties":{"Category":"Monsters","Size":"Large","Type":"plant (fungofauna)","Alignment":"typically chaotic good","Expansion":18016,"Challenge Rating":2},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Shroomog Mossback","description":"Shroompies & Shroomogs Hardy and highly intelligent, shroompies, also known as mushroom puppies, are a curious combination between fungi and dogs. Their remarkable toughness and versatility have allowed shroompies to spread across many worlds. Wherever they find themselves, shroompies are instantly recognizable by their distinctive mushroom cap and the special skin membranes that allow them to glide. The Shroompy Cycle. Being beasts and fungi both, shroompies have an unusual life cycle that fascinates sages. Shroompies are born from spores that grow on the back of shroomogs. Shroomogs, also known as mushroom dogs, are shroompies that become enlarged and develop morphological features that allow them to grow more shroompies on their backs. Most shroompies can live indefinitely in their puppy form, and only a few shroompies will undergo the transformation into a shroomog. A Taste for Poison. Shroompies and shroomogs find the taste and smell of most poisonous substances irresistible. They will eagerly seek out and devour poisoned food, and even gulp down poison straight from the bottle if given the chance. This makes shroompies and shroomogs excellent for detecting poison, but not ideal companions for adventurers who deal in poisons themselves. Sporal Hibernation. When faced with extreme conditions such as freezing cold or the vacuum of the void, shroompies and shroomogs are able to enter a state of near-zero metabolic activity known as sporal hibernation. When transformed in this way, they become remarkably durable and can lie dormant almost indefinitely, until they reach favorable conditions that allow them to wake up again. Shroompy Likes: eating poison, playing fetch, the color orange Dislikes : being bored, being kept on a leash, firecrackers The typical shroompy is curious, friendly, and remarkably eager to help, which has led shroompies to become best pals with numerous adventurers across the dimensions. Their ability to sniff out poison (if only to consume it), coupled with their fantastic reflexes when asked to fetch, makes shroompies invaluable allies, in addition to fun-loving buddies. Shroompies remember the orange color of their shroomog parent and instinctively like anything orange as a result. Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a shroompy for their familiar. Shroompy Sigma Likes: independence, protecting its pack, running wild Dislikes : losing, sneaky enemies, being yelled at The most daring and independent shroompies, and those who repeatedly take risks to protect their pack from a young age, might undergo a transformation to become shroompy sigmas. Though they are pack creatures, shroompies have no strict hierarchy. Everyone in a shroompy pack (sometimes known as a shroompy colony) does their part, from the tiniest shroompy that just jumped off its parent’s orange back, to the most ancient shroomog. Shroompy sigmas are rugged and adventurous shroompies that often return home bruised and battered from some brawl. Though they might appear solitary, sigmas care deeply about their pack and will get into all sorts of trouble to keep danger away from those they seek to protect. Shroompy sigmas are more likely to further transform into shroomogs than the average shroompy. This is reflected in their ability to eject slumber spores that can render enemies unconscious long enough for other shroompies to escape to safety. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a shroompy sigma for their familiar. Optional Rule: Talking Shroompies and Shroomogs Typical shroompies and shroomogs can’t speak in a way humanoids understand, but they are exceptionally intelligent and capable of communicating complex concepts between them. At the gamemaster’s discretion, player characters may encounter talking shroompies, or they may find ways to allow their shroompy friends to speak. Such methods might include adding a new function to the awaken spell, which could allow the caster to bestow speech to already-intelligent targets. Shroomog Likes: carrying shroompies on its back, barking loudly, head pats Dislikes : seeing shroompies in danger, saddles, explosions Exceptionally tough and loyal, a shroomog’s stamina is only matched by its urge to protect its friends and the shroompies under its care. A typical shroomog usually carries several developing shroompies on its back, which look like mushroom caps peeking out of the shroomog’s orange fur. When faced with danger, a shroomog won’t hesitate to use its slumber spores on any aggressor. Greater Steed. At the gamemaster’s discretion, a player character who can obtain a greater steed through magic may choose the form of a shroomog for their greater steed. Shroomog Mossback Likes: contemplating the meaning of life, random acts of kindness, children Dislikes : being told it’s too old, wanton destruction, seeing its friends sad Towering over playful shroompies and young shroomogs, mossbacks are ancient shroomogs that have lived full lives and created countless shroompies. Covered in poisonous moss and boasting terrifying strength, a shroomog mossback might seem intimidating at first, but these gentle giants are benevolent and wise, and still springy shroompies at heart. A shroomog mossback will often ponder the meaning of life and reminisce its vast past staying virtually unmoving as young shroompies climb on its mossy back and use its dried cap as a platform for gliding. If threatened, a shroomog mossback will first try to put enemies to sleep with its potent torpor spores and avoid violence, but it will charge into combat with its full might if its friends are in danger. Shroompy Reborn. A shroomog mossback has stopped producing shroompy spores long ago, yet one last spore remains on its back. When the mossback’s body finally gives in to old age, the ancient creature will be reborn through that final spore, which will grow into a new shroompy with the mossback’s memories and jump off to play with the other younglings. A reborn shroomog mossback will often guide its pack and will have a higher chance of becoming a shroompy sigma as it ages. In time, such a shroompy may eventually grow up to become a shroomog mossback again, continuing the cycle.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant (fungofauna)","Alignment":"typically chaotic good","Expansion":18016,"Challenge Rating":12},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Shroompy","description":"Shroompies & Shroomogs Hardy and highly intelligent, shroompies, also known as mushroom puppies, are a curious combination between fungi and dogs. Their remarkable toughness and versatility have allowed shroompies to spread across many worlds. Wherever they find themselves, shroompies are instantly recognizable by their distinctive mushroom cap and the special skin membranes that allow them to glide. The Shroompy Cycle. Being beasts and fungi both, shroompies have an unusual life cycle that fascinates sages. Shroompies are born from spores that grow on the back of shroomogs. Shroomogs, also known as mushroom dogs, are shroompies that become enlarged and develop morphological features that allow them to grow more shroompies on their backs. Most shroompies can live indefinitely in their puppy form, and only a few shroompies will undergo the transformation into a shroomog. A Taste for Poison. Shroompies and shroomogs find the taste and smell of most poisonous substances irresistible. They will eagerly seek out and devour poisoned food, and even gulp down poison straight from the bottle if given the chance. This makes shroompies and shroomogs excellent for detecting poison, but not ideal companions for adventurers who deal in poisons themselves. Sporal Hibernation. When faced with extreme conditions such as freezing cold or the vacuum of the void, shroompies and shroomogs are able to enter a state of near-zero metabolic activity known as sporal hibernation. When transformed in this way, they become remarkably durable and can lie dormant almost indefinitely, until they reach favorable conditions that allow them to wake up again. Shroompy Likes: eating poison, playing fetch, the color orange Dislikes : being bored, being kept on a leash, firecrackers The typical shroompy is curious, friendly, and remarkably eager to help, which has led shroompies to become best pals with numerous adventurers across the dimensions. Their ability to sniff out poison (if only to consume it), coupled with their fantastic reflexes when asked to fetch, makes shroompies invaluable allies, in addition to fun-loving buddies. Shroompies remember the orange color of their shroomog parent and instinctively like anything orange as a result. Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a shroompy for their familiar. Shroompy Sigma Likes: independence, protecting its pack, running wild Dislikes : losing, sneaky enemies, being yelled at The most daring and independent shroompies, and those who repeatedly take risks to protect their pack from a young age, might undergo a transformation to become shroompy sigmas. Though they are pack creatures, shroompies have no strict hierarchy. Everyone in a shroompy pack (sometimes known as a shroompy colony) does their part, from the tiniest shroompy that just jumped off its parent’s orange back, to the most ancient shroomog. Shroompy sigmas are rugged and adventurous shroompies that often return home bruised and battered from some brawl. Though they might appear solitary, sigmas care deeply about their pack and will get into all sorts of trouble to keep danger away from those they seek to protect. Shroompy sigmas are more likely to further transform into shroomogs than the average shroompy. This is reflected in their ability to eject slumber spores that can render enemies unconscious long enough for other shroompies to escape to safety. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a shroompy sigma for their familiar. Optional Rule: Talking Shroompies and Shroomogs Typical shroompies and shroomogs can’t speak in a way humanoids understand, but they are exceptionally intelligent and capable of communicating complex concepts between them. At the gamemaster’s discretion, player characters may encounter talking shroompies, or they may find ways to allow their shroompy friends to speak. Such methods might include adding a new function to the awaken spell, which could allow the caster to bestow speech to already-intelligent targets. Shroomog Likes: carrying shroompies on its back, barking loudly, head pats Dislikes : seeing shroompies in danger, saddles, explosions Exceptionally tough and loyal, a shroomog’s stamina is only matched by its urge to protect its friends and the shroompies under its care. A typical shroomog usually carries several developing shroompies on its back, which look like mushroom caps peeking out of the shroomog’s orange fur. When faced with danger, a shroomog won’t hesitate to use its slumber spores on any aggressor. Greater Steed. At the gamemaster’s discretion, a player character who can obtain a greater steed through magic may choose the form of a shroomog for their greater steed. Shroomog Mossback Likes: contemplating the meaning of life, random acts of kindness, children Dislikes : being told it’s too old, wanton destruction, seeing its friends sad Towering over playful shroompies and young shroomogs, mossbacks are ancient shroomogs that have lived full lives and created countless shroompies. Covered in poisonous moss and boasting terrifying strength, a shroomog mossback might seem intimidating at first, but these gentle giants are benevolent and wise, and still springy shroompies at heart. A shroomog mossback will often ponder the meaning of life and reminisce its vast past staying virtually unmoving as young shroompies climb on its mossy back and use its dried cap as a platform for gliding. If threatened, a shroomog mossback will first try to put enemies to sleep with its potent torpor spores and avoid violence, but it will charge into combat with its full might if its friends are in danger. Shroompy Reborn. A shroomog mossback has stopped producing shroompy spores long ago, yet one last spore remains on its back. When the mossback’s body finally gives in to old age, the ancient creature will be reborn through that final spore, which will grow into a new shroompy with the mossback’s memories and jump off to play with the other younglings. A reborn shroomog mossback will often guide its pack and will have a higher chance of becoming a shroompy sigma as it ages. In time, such a shroompy may eventually grow up to become a shroomog mossback again, continuing the cycle.","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant (fungofauna)","Alignment":"typically chaotic good","Expansion":18016,"Challenge Rating":0},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Shroompy Sigma","description":"Shroompies & Shroomogs Hardy and highly intelligent, shroompies, also known as mushroom puppies, are a curious combination between fungi and dogs. Their remarkable toughness and versatility have allowed shroompies to spread across many worlds. Wherever they find themselves, shroompies are instantly recognizable by their distinctive mushroom cap and the special skin membranes that allow them to glide. The Shroompy Cycle. Being beasts and fungi both, shroompies have an unusual life cycle that fascinates sages. Shroompies are born from spores that grow on the back of shroomogs. Shroomogs, also known as mushroom dogs, are shroompies that become enlarged and develop morphological features that allow them to grow more shroompies on their backs. Most shroompies can live indefinitely in their puppy form, and only a few shroompies will undergo the transformation into a shroomog. A Taste for Poison. Shroompies and shroomogs find the taste and smell of most poisonous substances irresistible. They will eagerly seek out and devour poisoned food, and even gulp down poison straight from the bottle if given the chance. This makes shroompies and shroomogs excellent for detecting poison, but not ideal companions for adventurers who deal in poisons themselves. Sporal Hibernation. When faced with extreme conditions such as freezing cold or the vacuum of the void, shroompies and shroomogs are able to enter a state of near-zero metabolic activity known as sporal hibernation. When transformed in this way, they become remarkably durable and can lie dormant almost indefinitely, until they reach favorable conditions that allow them to wake up again. Shroompy Likes: eating poison, playing fetch, the color orange Dislikes : being bored, being kept on a leash, firecrackers The typical shroompy is curious, friendly, and remarkably eager to help, which has led shroompies to become best pals with numerous adventurers across the dimensions. Their ability to sniff out poison (if only to consume it), coupled with their fantastic reflexes when asked to fetch, makes shroompies invaluable allies, in addition to fun-loving buddies. Shroompies remember the orange color of their shroomog parent and instinctively like anything orange as a result. Familiar. At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a shroompy for their familiar. Shroompy Sigma Likes: independence, protecting its pack, running wild Dislikes : losing, sneaky enemies, being yelled at The most daring and independent shroompies, and those who repeatedly take risks to protect their pack from a young age, might undergo a transformation to become shroompy sigmas. Though they are pack creatures, shroompies have no strict hierarchy. Everyone in a shroompy pack (sometimes known as a shroompy colony) does their part, from the tiniest shroompy that just jumped off its parent’s orange back, to the most ancient shroomog. Shroompy sigmas are rugged and adventurous shroompies that often return home bruised and battered from some brawl. Though they might appear solitary, sigmas care deeply about their pack and will get into all sorts of trouble to keep danger away from those they seek to protect. Shroompy sigmas are more likely to further transform into shroomogs than the average shroompy. This is reflected in their ability to eject slumber spores that can render enemies unconscious long enough for other shroompies to escape to safety. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a shroompy sigma for their familiar. Optional Rule: Talking Shroompies and Shroomogs Typical shroompies and shroomogs can’t speak in a way humanoids understand, but they are exceptionally intelligent and capable of communicating complex concepts between them. At the gamemaster’s discretion, player characters may encounter talking shroompies, or they may find ways to allow their shroompy friends to speak. Such methods might include adding a new function to the awaken spell, which could allow the caster to bestow speech to already-intelligent targets. Shroomog Likes: carrying shroompies on its back, barking loudly, head pats Dislikes : seeing shroompies in danger, saddles, explosions Exceptionally tough and loyal, a shroomog’s stamina is only matched by its urge to protect its friends and the shroompies under its care. A typical shroomog usually carries several developing shroompies on its back, which look like mushroom caps peeking out of the shroomog’s orange fur. When faced with danger, a shroomog won’t hesitate to use its slumber spores on any aggressor. Greater Steed. At the gamemaster’s discretion, a player character who can obtain a greater steed through magic may choose the form of a shroomog for their greater steed. Shroomog Mossback Likes: contemplating the meaning of life, random acts of kindness, children Dislikes : being told it’s too old, wanton destruction, seeing its friends sad Towering over playful shroompies and young shroomogs, mossbacks are ancient shroomogs that have lived full lives and created countless shroompies. Covered in poisonous moss and boasting terrifying strength, a shroomog mossback might seem intimidating at first, but these gentle giants are benevolent and wise, and still springy shroompies at heart. A shroomog mossback will often ponder the meaning of life and reminisce its vast past staying virtually unmoving as young shroompies climb on its mossy back and use its dried cap as a platform for gliding. If threatened, a shroomog mossback will first try to put enemies to sleep with its potent torpor spores and avoid violence, but it will charge into combat with its full might if its friends are in danger. Shroompy Reborn. A shroomog mossback has stopped producing shroompy spores long ago, yet one last spore remains on its back. When the mossback’s body finally gives in to old age, the ancient creature will be reborn through that final spore, which will grow into a new shroompy with the mossback’s memories and jump off to play with the other younglings. A reborn shroomog mossback will often guide its pack and will have a higher chance of becoming a shroompy sigma as it ages. In time, such a shroompy may eventually grow up to become a shroomog mossback again, continuing the cycle.","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant (fungofauna)","Alignment":"typically chaotic good","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Shroud","description":"Shrouds appear much like they did in life, only translucent and immaterial. Their voices are weak. Bitter Spirits. Shrouds are transitional creatures: remnants of wicked people who died but refuse to rest in peace, yet have not grown strong enough to become shadows. They are aggressive enemies of all living creatures and the light that nurtures life. Shrouds blend naturally into darkness, but they stand out starkly in bright light. Thin Outlines. Shrouds look like flickering shadowy outlines of the people they were before they died, retaining the same height and body type. Repetitive Speech. Shrouds cannot converse, but they occasionally can be heard cruelly whispering a name, term, or phrase over and over again: something that must have had meaning to them in life. Undead Nature. A shroud doesn’t require air, food, drink, or sleep. Traits Amorphous: The shroud can move through a space as narrow as 1 inch wide without squeezing. Shadow Evolution: Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they’ve suffered is subtracted from the shadow’s total hit points or abilities. Shroud Stealth: When in dim light or darkness, the shroud can take the Hide action as a bonus action. Sunlight Weakness: While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws. Actions Strength Drain: Melee Weapon Attack : +3 to hit, reach 5 ft. , One Creature. Hit : 3 (1d4 + 1) Necrotic damage. On hit, the target’s Strength score is reduced by one-half that amount. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral Evil","Expansion":3,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Shtriga Nonna","description":"Shtriga Nonna loves cats, cooking, and not much else. This ancient hag has lived high atop her snowy mountain for time beyond even the memory of most other hags. Shtriga Nonna is unique among her kind—she isn’t of the forest, the night, or the sea, and the hag insists she has no need of sisters … at least, not anymore. Rumors abound that she ate her former coven, and there’s every reason to believe these stories are true. Shtriga Nonna enjoys dining on the flesh of any creature, especially if it’s marinated with the fear and sadness born from making several bad deals with a hag. Shtriga Nonna can look like anyone, so her victims fear everyone. Many swear she’s a massive woman with claws of rusted iron. Others say she’s a cat who steals the souls of the sleeping, and some describe her as a beautiful woman cooking tender meat pies. The hag lives inside a mobile hut that walks through the snowy mountains on giant cat paws. This cozy shack appears inviting on the outside, especially its porch where she has tea with desperate souls who climb the mountain to make a deal. The interior of her home, which is much larger than the outside suggests, betrays her true nature. It’s a cluttered, filthy place of wicked cats and cruel instruments for carving flesh. Traits Feline Resilience ( 3 /Day). When Shtriga Nonna fails a saving throw, she can immediately turn into a cat of her size (Medium in her normal form, Large while under the effect of Grow) and succeed instead. While in cat form, Shtriga Nonna retains her game statistics and ability to speak, except she can’t cast spells or use Soul Steal. She reverts to her previous form at the end of her next turn. Supernatural Resistance. Shtriga Nonna has advantage on saving throws against powers, spells, and other super­natural effects. Actions Multiattack. Shtriga Nonna makes two Corrosive Claw attacks. She can replace one attack with a use of Soul Steal, if available. Corrosive Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. (10 ft. with Grow), one target. Hit: 11 (2d6 + 4) slashing damage, or 14 (3d6 + 4) slashing damage while under the effect of Grow. If the target is wearing mundane metal armor, they must succeed on a DC 15 Dexterity throw or their armor takes a permanent and cumulative −1 penalty to the AC it offers. If the armor is reduced to an AC of 10, it is destroyed. Soul Steal (Recharge 5 – 6 ). Shtriga Nonna inhales deeply in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. Shtriga Nonna regains 10 hit points for each creature who fails this saving throw. Bonus Actions Grow ( 2 /Day; 3 rd-Level Spell). For 1 minute, Shtriga Nonna magically increases in size, along with anything she is wearing or carrying. While enlarged, she is Large, her reach becomes 10 feet, she deals an extra 3 (1d6) damage on Strength-based weapon attacks (included in the attacks), and she makes Strength checks and Strength saving throws with advantage. If Shtriga Nonna lacks the room to become Large, she attains the maximum size possible in the space available. Gobble You Up. Shtriga Nonna feeds on the body of an unconscious creature within 5 feet of her. The target takes 10 (3d6) piercing damage, and Shtriga Nonna recharges her Soul Steal action. Reactions Turned Upside Down. When a creature hits Shtriga Nonna with a melee attack, she magically reverses gravity around her. Each creature within 5 feet of her must succeed on a DC 15 Strength saving throw or rise vertically 10 feet into the air. A creature levitating in this way remains suspended until the end of their next turn, then falls unless they have an ability that keeps them aloft. Villain Actions Shtriga Nonna has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1 : Snackies for Sweeties. The air within 30 feet of Shtriga Nonna magically fills with the scent of rotten food. Each other creature in that area must succeed on a DC 15 Wisdom saving throw or be poisoned for 1 minute (save ends at end of turn). Creatures are affected even if they hold their breath or don’t need to breathe. Action 2 : Feline Felicity. Shtriga Nonna grows four cat legs in a burst of magical energy. Each creature within 5 feet of her must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 10 (4d4) force damage and is pushed 10 feet away from her. On a successful save, a creature takes half as much damage and isn’t pushed. Shtriga Nonna can then move up to twice her speed, after which the extra cat legs disappear. Action 3 : Open the Oven. Shtriga Nonna opens a portal to her massive oven in the palms of her hands, creating a blast of heat and noise in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 13 (3d8) fire damage plus 13 (3d8) thunder damage on a failed save, or half as much damage on a successful one. Utility Spells In addition to any other spells in this stat block, Shtriga Nonna can cast the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: alter self A , detect thoughts A , thaumaturgy A 3/day each: fabricate + , legend lore + 1/day: scrying +","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Shtriga Nonna","description":"Traits Feline Resilience ( 3 /Day). When Shtriga Nonna fails a saving throw, she can immediately turn into a cat of her size (Medium in her normal form, Large while under the effect of Grow) and succeed instead. While in cat form, Shtriga Nonna retains her game statistics and ability to speak, except she can’t cast spells or use Soul Steal. She reverts to her previous form at the end of her next turn. Supernatural Resistance. Shtriga Nonna has advantage on saving throws against powers, spells, and other super­natural effects. Actions Multiattack. Shtriga Nonna makes two Corrosive Claw attacks. She can replace one attack with a use of Soul Steal, if available. Corrosive Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. (10 ft. with Grow), one target. Hit: 11 (2d6 + 4) slashing damage, or 14 (3d6 + 4) slashing damage while under the effect of Grow. If the target is wearing mundane metal armor, they must succeed on a DC 15 Dexterity throw or their armor takes a permanent and cumulative −1 penalty to the AC it offers. If the armor is reduced to an AC of 10, it is destroyed. Soul Steal (Recharge 5 – 6 ). Shtriga Nonna inhales deeply in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. Shtriga Nonna regains 10 hit points for each creature who fails this saving throw. Bonus Actions Grow ( 2 /Day; 3 rd-Level Spell). For 1 minute, Shtriga Nonna magically increases in size, along with anything she is wearing or carrying. While enlarged, she is Large, her reach becomes 10 feet, she deals an extra 3 (1d6) damage on Strength-based weapon attacks (included in the attacks), and she makes Strength checks and Strength saving throws with advantage. If Shtriga Nonna lacks the room to become Large, she attains the maximum size possible in the space available. Gobble You Up. Shtriga Nonna feeds on the body of an unconscious creature within 5 feet of her. The target takes 10 (3d6) piercing damage, and Shtriga Nonna recharges her Soul Steal action. Reactions Turned Upside Down. When a creature hits Shtriga Nonna with a melee attack, she magically reverses gravity around her. Each creature within 5 feet of her must succeed on a DC 15 Strength saving throw or rise vertically 10 feet into the air. A creature levitating in this way remains suspended until the end of their next turn, then falls unless they have an ability that keeps them aloft. Villain Actions Shtriga Nonna has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1 : Snackies for Sweeties. The air within 30 feet of Shtriga Nonna magically fills with the scent of rotten food. Each other creature in that area must succeed on a DC 15 Wisdom saving throw or be poisoned for 1 minute (save ends at end of turn). Creatures are affected even if they hold their breath or don’t need to breathe. Action 2 : Feline Felicity. Shtriga Nonna grows four cat legs in a burst of magical energy. Each creature within 5 feet of her must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 10 (4d4) force damage and is pushed 10 feet away from her. On a successful save, a creature takes half as much damage and isn’t pushed. Shtriga Nonna can then move up to twice her speed, after which the extra cat legs disappear. Action 3 : Open the Oven. Shtriga Nonna opens a portal to her massive oven in the palms of her hands, creating a blast of heat and noise in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 13 (3d8) fire damage plus 13 (3d8) thunder damage on a failed save, or half as much damage on a successful one. Utility Spells In addition to any other spells in this stat block, Shtriga Nonna can cast the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: alter self A , detect thoughts A , thaumaturgy A 3/day each: fabricate + , legend lore + 1/day: scrying +","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Neutral Evil","Expansion":28288,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Shukankor","description":"This creature has gaudy green and purple feathers, stunted humanoid limbs, a cruel, vulture-like beak, and multiple eyes that swivel about on long, lime-colored stalks. It hoots diabolically as it approaches. Wasteland Hunters. Desolate badlands, deserts, and wastelands warped by foul sorcery are the prime feeding grounds for these colorful aberrations, who use their vicious claws and beaks to kill and devour any creature they encounter. Due to their enormous size, they sometimes resort to eating rotting and undead flesh, and they can even eat rocks, plants, and dirt in a pinch. Because they are intelligent monsters, shukankors can be parlayed with, though their demands are usually extravagant and vile. Strength in Numbers. The shukankor’s ability to temporarily replicate itself aids it greatly in battle, especially when it is outnumbered or facing a particularly powerful opponent. These replicas are smaller, weaker clones of the shukankor that obey its telepathic commands and even sacrifice themselves to protect their creator. Shukankors are neither female nor male and reproduce by allowing their replicas to remain alive. After a day, these replicas become free-thinking and separate from the parent shukankor. A month later, they grow into full-sized shukankors with all the powers of their progenitor.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Shurale","description":"At first glance this creature resembles a satyr, its lower body covered in brown fur with goat-like hooves, yet the twisted horn sprouting from its forehead and the wide, manic grin on its comical face proves it is something far more dangerous. Devilish Fey. While many fey are evil and twisted creatures, few are worse than the dreaded shurale, a deadly satyr-like monster that causes horrible hilarity with its ticklish touch. It inflicts a victim with a deadly bout of laughter that causes its internal organs to rupture and fail. After the victim dies, the shurale cuts it into pieces, leaving the remains for the scavengers. Feeds on Laughter. A shurale feeds on the sobbing laughs of its victims as they expire, its own health mysteriously revitalized in the process. Because of this, shurale lairs are typically located within a few miles of a humanoid settlement, where it can easily lure lone inhabitants into the woods. While most of their prey are humanoids living in alpine or heavily forested regions, shurales are not picky and have been known to attack orcs, ogres, trolls, and even hill giants. Woodcutter’s Curse. Many believe that a shurale is the spirit of a woodcutter who died a lonely and embittered death after being ridiculed by family. While such an occurrence would be exceedingly rare and most sages scoff at such suggestions, the shurale’s skill with the woodcutter’s axe and its strange behavior cannot be denied.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Shuttle","description":"","properties":{"Category":"Monsters","Size":"Miscellaneous","Type":"fighter","Expansion":9634,"Challenge Rating":0},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Sibriex","description":"No creature embodies the chaotic nature of the Abyss so well as the sibriex. Although the realm of the demons is already a place of infinite horrors, sibriexes for some reason make even more of these monstrosities⁠. —Mordenkainen Demons Incarnations of chaos and evil, demons display endless variation in appearance and in how they go about wreaking havoc across the multiverse. Sibriex Thought to be as old as the Abyss itself, sibriexes haunt remote parts of the plane, where they use their vile abilities⁠ to breed new horrors and apprehend forbidden lore. Rivulets of blood and bile cascade from a sibriex’s body. Where these noxious fluids hit the ground, the landscape becomes polluted. Keepers of Forbidden Lore⁠. Sibriexes have spent eons amassing information from across the planes, hoarding knowledge for when it might be useful. Such is their incredible intellect that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while other sibriexes cling to their secrets, parceling out lore only when doing so would advance their plans. Demon Crafters. Sibriexes can channel the power of the Abyss to create new demons from other creatures. Over the course of days, they can create vast numbers of rutterkins to protect their lands and to ensure that the plane teems with destructive monsters. Some demons petition sibriexes for physical gifts, and if they are moved to do so, sibriexes can graft on new body parts to give the demons greater strength⁠, vision, or stamina. Sibriexes never give aid freely; they demand a service or a treasure in return for the flesh-shaping they provide. Variant: Flesh Warping Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into an abyssal wretch, the effect becomes a permanent feature of that body. A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently. Flesh Warping d100 Effect 01–05 The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned. 06–10 The target’s eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet. 21–25 The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open. 26–30 A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 30 feet. 31–35 The target’s ears tear free from its head and scurry away; the target is deafened. 36–40 Two of the target’s teeth turn into tusks. 41–45 The target’s skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1). 46–50 The target’s arms and legs switch places, preventing the target from moving unless it crawls. 51–55 The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet. 56–60 The target’s legs grow incredibly long and springy, increasing its walking speed by 10 feet. 61–65 The target grows a whiplike tail, which it can use as a whip. 66–70 The target’s eyes turn black, and it gains darkvision out to a range of 120 feet. 71–75 The target swells, tripling its weight. 76–80 The target becomes thin and skeletal, halving its weight. 81–85 The target’s head doubles in size. 86–90 The target’s ears become wings, giving it a flying speed of 5 feet. 91–95 The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. 96–00 The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned. Traits Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Plants⁠ that aren’t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex’s Contamination for 24 hours. Innate Spellcasting. The sibriex’s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: At will: charm person, command, dispel magic, hold monster 3/day: feeblemind Legendary Resistance⁠ (3/Day). If the sibriex fails a saving throw, it can choose to succeed instead. Magic Resistance⁠. The sibriex has advantage on saving throws against spells and other magical effects. Actions Multiattack. The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both. Chain. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage. Squirt Bile. The sibriex targets⁠ one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage. Warp Creature. The sibriex targets⁠ up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex’s Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison⁠ removes any levels of exhaustion⁠ caused by it. Each failed save causes the target to suffer another level of exhaustion⁠. Once the target reaches 6 levels of exhaustion⁠, it dies and instantly transforms into a living abyssal wretch under the sibriex’s control. The transformation of the body can be undone only by a wish spell. Legendary Actions The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature’s turn. The sibriex regains spent legendary actions at the start of its turn. Cast a Spell. The sibriex casts a spell. Spray Bile. The sibriex uses Squirt Bile. Warp (Costs 2 Actions). The sibriex uses Warp Creature.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Expansion":4,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Sibriex","description":"Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and bile cascade from a sibriex’s body, polluting the surrounding landscape. Sibriexes have spent eons amassing knowledge from across the planes, hoarding it for when it might be useful. Such are their incredible intellects and stores of information that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while others parcel out lore only when doing so advances their plans. Sibriexes can channel the power of the Abyss to create new demons from other creatures. Some demons petition sibriexes for physical gifts, for sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh-shaping they provide. Variant: Flesh Warping Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes, the effect becomes a permanent feature of that body. A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently. Flesh Warping d100 Effect 01–05 The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned. 06–10 The target’s eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet. 21–25 The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open. 26–30 A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 30 feet. 31–35 The target’s ears tear free from its head and scurry away; the target is deafened. 36–40 Two of the target’s teeth turn into short tusks. 41–45 The target’s skin develops bark-like scales, granting it a +1 bonus to AC but reducing its Charisma score by 2 (to a minimum of 1). 46–50 The target’s arms and legs switch places, preventing the target from moving unless it crawls. 51–55 The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet. 56–60 The target’s legs grow incredibly long and springy, increasing its walking speed by 10 feet. 61–65 The target grows a long, thin tail, which it can use as a whip. 66–70 The target’s entire eyes turn black, and it gains darkvision out to a range of 120 feet. 71–75 The target swells, tripling its weight. 76–80 The target becomes thin and skeletal, halving its weight. 81–85 The target’s head triples in size. 86–90 The target’s ears become wings, giving it a flying speed of 5 feet. 91–95 The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. 96–00 The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned. Traits Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the ground in the aura is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex’s Contamination for 24 hours. Legendary Resistance (3/Day). If the sibriex fails a saving throw, it can choose to succeed instead. Magic Resistance. The sibriex has advantage on saving throws against spells and other magical effects. Actions Multiattack. The sibriex makes three Chain attacks, and it uses Squirt Bile. Chain. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) force damage. Squirt Bile. The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 31 (9d6) acid damage. Spellcasting. The sibriex casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): At will: command , dispel magic , hold monster 1/day: feeblemind Warp Creature. The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex’s Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living manes (see the Monster Manual ) under the sibriex’s control. The transformation of the body can be undone only by a wish spell. Legendary Actions The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sibriex regains spent legendary actions at the start of its turn. Cast a Spell. The sibriex uses Spellcasting. Spray Bile. The sibriex uses Squirt Bile. Warp (Costs 2 Actions). The sibriex uses Warp Creature.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Sibriex","description":"Traits Contamination. This sibriex emits an aura of corruption 30 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex’s Contamination for 24 hours. Innate Spellcasting. The sibriex’s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: At will: charm person, command, dispel magic, hold monster 3/day: feeblemind Legendary Resistance (3/Day). If the sibriex fails a saving throw, it can choose to succeed instead. Magic Resistance. The sibriex has advantage on saving throws against spells and other magical effects. Actions Multiattack. The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both. Chain. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 20 (2d12 + 7) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d8) piercing damage plus 9 (2d8) acid damage. Squirt Bile. The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage. Warp Creature. The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex’s Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex’s control. The transformation of the body can be undone only by a wish spell. Legendary Actions The sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sibriex regains spent legendary actions at the start of its turn. Cast a Spell. The sibriex casts a spell. Spray Bile. The sibriex uses Squirt Bile. Warp (Costs 2 Actions). The sibriex uses Warp Creature.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Sibriex (Descent)","description":"Demon that looks like a bloated sack of pustulent flesh.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Siddhe","description":"Siddhe Siddhe is a young girl with long dark hair and a pale complexion. She was raised by an elderly couple that found her abandoned as a babe. They recently passed and she has had to take on the responsibilities of tending to their small homestead. Even though neighbors from the nearby village sometimes help her, she finds the work tiring and dull. She does not understand how she ended up in Grimnir, only that she appeared in a flash of rainbow-colored light while exploring caves near her village. She is curious about this new world and feels somehow drawn to explore its many locations. Roleplaying Siddhe Curious. Siddhe already considered herself an explorer in her original world. Now she wants to see everything Grimnir has to offer. And she often sees the best in what she discovers, even when it is dangerous or frightening. Helpful. Though just a child, Siddhe applies herself to helping the heroes when needed. She wants to pull her own weight and be treated like an equal and she does not want to be treated like a child.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Neutral Good","Expansion":25792,"Challenge Rating":0},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Sigilian","description":"Students of magic scoff at the idea of sigilians. Living spells fleeing their tomes? Ridiculous. More likely a hazing ritual to frighten new students. Born of Ink And Page. More experienced mages know sigilians are no prank. Whether intentionally created or born from improperly transcribed spells, they exist. They commonly appear as swirling clouds of glowing runes. Hunger for Knowledge. Sigilians live unseen in libraries, arcing between books, eating words, and leaving behind scrambled passages. They're most dangerous when they enter spellbooks, where they can eat inscribed spells. Sticks and Stones. Undisturbed sigilians are docile, but the destructive nature of their hunger makes it impossible for librarians and wizards to live and let live. Left alone, they can become powerful, self-aware, intelligent sigilians that store most of the words that form them in heavy tomes similar to a lich's phylactery. Construct Nature. A sigilian doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Sildar Hallwinter","description":"Sildar Hallwinter is a retired soldier and sellsword who hails from the city of Neverwinter. He is a loyal member of the Lords' Alliance, a political organization that unites the various free cities and towns of the North. Actions Multiattack. Sildar makes two melee attacks. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100 ft./400 ft., one target. Hit: 5 (1d10) piercing damage. Reactions Parry. When an attacker hits Sildar with a melee attack and Sildar can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he’s wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral good","Expansion":7385,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Lost Mine of Phandelver"},{"name":"Sildar Hallwinter","description":"Actions Multiattack. Sildar makes two Longsword attacks. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit : (1d8+1) slashing damage, or (1d10+1) slashing damage if used with two hands. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, reach 100/400 ft., one target. Hit : (1d10) piercing damage. Reactions Parry. When an attacker Sildar can see would hit him with a melee attack, he can roll a d6 and add the number rolled to his AC against the triggering attack, provided he's wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Human)","Alignment":"neutral good","Expansion":25525,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Phandelver and Below - The Shattered Obelisk"},{"name":"Silenal","description":"The halfling takes a long drink from a mug, its wild, graying hair falling back to reveal the creature’s pointed nose and sharp chin. Its bloodshot eyes hold a glimmer of mischief as it sets down the mug. Tavern Spirits. Sileni adopt a specific tavern or inn as their own. The presence of a silenal is usually discovered slowly by the owner. Perhaps they notice the bar towels have all been mended or that the empty bottles have been placed outside the back door. If the owner accepts this assistance and leaves small gifts of food and drink, the silenal becomes more active. After hours, the silenal spends its time ensuring the establishment is cleaned to a shine and ready for the next day’s business. If the owner and the silenal are at odds, however, the small mischiefs and mishaps caused by the silenal quickly drive the owner out of business. Flawed Advisors. While the business is open, a silenal spends most of its time drinking and conversing with the patrons. Sileni are curious about mortals and find their tales and troubles fascinating. If a creature conversing with a silenal asks it for advice, the counsel received is invariably flawed. The silenal, interested in hearing more dramatic tales, offers guidance which is guaranteed to get its conversation partner in hot water in the hopes the recipient will return to lament new, entertaining troubles. Calm in the Storm. Regardless of how chaotic activity gets in its bar, the silenal is strangely unaffected. Tavern brawls, whether caused by the silenal or not, never target it. The damage caused by fights is also reduced and rarely results in more than a few broken chairs and tankards.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Silent Crier","description":"A hunched figure stoops under the weight of a massive bronze bell that hangs above its head, held aloft by sturdy metal rods affixed to its shoulders. A veil obscures a face with eyes and mouth sewn shut, and tattered robes cover a slender body. Silent criers were first created by ancient gods of madness to spread terror and strife across the land in their name. Now, often given life and form by powerful cults or mad wizards, silent criers are used to weaken and demoralize a people before their final death knell is rung. For Whom the Bell Tolls. Inscribed with ancient spells and curses, each bell saturates the body of the chosen bearer with dark magic, twisting the bearer into its pitiable form and granting it fearsome power. Endless Knell. The bell atop the silent crier is silent only when the crier stops to receive orders from the cult, temple, or deity it serves. At all other times, the bell rings endlessly, as the silent crier forever marches and sways, drowning out all sound, thought, and feeling. Broken Silence. The bell of the silent crier is infused with ancient and powerful magic, ensuring all creatures know the bell's significance. The silent crier's Bell Toll action affects even creatures that are deafened or can't otherwise hear the bell's ringing. Actions Multiattack. The silent crier makes two Slam attacks and uses Bell Toll. Slam. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Bell Toll. The silent crier wracks its body, causing the bell affixed to it to toll, producing one of the following effects. The silent crier can't use the same effect two rounds in a row. Concussive Knell. The bell tolls with a crippling chime. Each creature within 20 feet of the silent crier must succeed on a DC 15 Constitution saving throw or be stunned until the end of the silent crier's next turn. Crushing Toll. The bell tolls with a thunderous strike. Each creature within 20 feet of the silent crier must make a DC 15 Constitution saving throw, taking 18 (4d8) thunder damage on a failed save, or half as much damage on a successful one. Endless Ringing. The silent crier sways back and forth rapidly, producing an endless, piercing ringing. The silent crier must take a bonus action on its subsequent turns to continue this ringing, and it can end the ringing at any time. While using Endless Ringing, the silent crier can't move or use Bell Toll. When a creature enters a space within 60 feet of the silent crier for the first time on a turn or starts its turn there, the creature must succeed on a DC 15 Constitution saving throw or be deafened and unable to cast spells with verbal components until the start of its next turn. Herald of Dread. The silent crier chimes one terror-inducing note. Each creature within 60 feet of the silent crier must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the silent crier's Herald of Dread for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Silver Dragon Wyrmling","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Silver Dragon The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need. A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury. Dragons of Virtue. Silver dragons believe that living a moral life involves doing good deeds and ensuring that one’s actions cause no undeserved harm to other sentient beings. They don’t take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent. Friends of the Small Races. Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships. Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result. Respect for Humanity. Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don’t. Humans have a drive and zest for life that silver dragons find fascinating. Hoarding History. Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities. A Silver Dragon’s Lair Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. Regional Effects The region containing a legendary silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects. Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes. If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. Actions Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 9 (1d10 + 4) piercing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (cold breath or paralyzing breath): Cold Breath : The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath : The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"MM1","Alignment":"lawful good","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Silver Dragon Wyrmling","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"45 (6d8+18)","CHA":15,"CON":17,"DEX":10,"INT":12,"STR":19,"WIS":11,"Size":"Medium","Type":"dragon","Speed":"30 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068843/dbSQQNilIuMLHpYuxzMVGA/original.png","Roll 0":"Bite\n1d20 + 6\n1d10+4","Roll 1":"Cold Breath\n1d20 + 0\n4d8","Senses":"Blindsight 10 Ft., Darkvision 60 Ft.","Skills":"Perception +4, Stealth +2","Source":"5th Edition SRD","data-XP":450,"Alignment":"Lawful Good","Languages":"Draconic","data-List":"false","Immunities":"Cold","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]","data-CHA-mod":"+2","data-CON-mod":"+3","data-DEX-mod":"+0","data-INT-mod":"+1","data-STR-mod":"+4","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Dex +2, Con +5, Wis +2, Cha +4","Challenge Rating":2,"Passive Perception":14,"data-CrNum":2,"data-AcNum":17,"data-HpNum":45},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Silver Hunter","description":"These spider-like metallic constructs have a metal carapace and blade-tipped silvery appendages. Traits Pack Tactics. The hunter has advantage on an attack roll against a creature if at least one of the hunter’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Spider Climb. The hunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The hunter makes two bladed limb attacks. Bladed Limb. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"unaligned","Expansion":15703,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Arcadia Issue No. 2"},{"name":"Silver Order Paladin","description":"The knights of the Silver Order are world renowned as the defenders of the Faith of the Sacred Flame. Taking on holy quests and religious missions for the Divine Matriarch, these holy knights have been known to ride griffons into battle, or march forth in force armed with plate mail, swords, and shields, and divine magic to bolster their combat prowess. To some, these paladins have a reputation of being divine protectors, noble warriors, and divine symbols of the Faith. To others, they are a terrifying and ugly example of the power of the Sacred Flame.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Silver Striker","description":"The striker is a bulky, metallic humanoid construct with elongated arms and oversized hands. Traits Immutable Form. The striker is immune to any spell or effect that would alter its form. Magic Resistance. The striker has advantage on saving throws against spells and other magical effects. Magic Weapons. The striker’s weapon attacks are magical. Actions Multiattack. The hunter makes three slam attacks. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until the creature completes a long rest.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":15703,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Arcadia Issue No. 2"},{"name":"Silverquill Apprentice","description":"Silverquill Students Stylish and driven, the students of Silverquill College—first as apprentices and then as pledgemages—cut imposing figures on campus. Dressed in smartly trimmed black-and-white uniforms, these budding mages practice bolstering speeches and wield inky blades. Some Silverquill students prefer the benevolent side of language, using their words to uplift their friends and illuminate harsh truths about those in power. Others, though, choose to wield words more ruthlessly and master the art of insults and discouragement (and in some cases, petty trash talk). Regardless, nearly all members of Silverquill College carry themselves with a fearsome, never-second-place attitude—because in the art of wielding words, confidence is key. Silverquill Scholars The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize. Actions Ink Blade. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 60 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) psychic damage. Spellcasting. The apprentice casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: dancing lights , friends 1/day each: command , mage armor Reactions Rousing Verse. When a creature the apprentice can see within 30 feet of it fails a saving throw, the apprentice magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Bard)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Silverquill Pledgemage","description":"Silverquill Students Stylish and driven, the students of Silverquill College—first as apprentices and then as pledgemages—cut imposing figures on campus. Dressed in smartly trimmed black-and-white uniforms, these budding mages practice bolstering speeches and wield inky blades. Some Silverquill students prefer the benevolent side of language, using their words to uplift their friends and illuminate harsh truths about those in power. Others, though, choose to wield words more ruthlessly and master the art of insults and discouragement (and in some cases, petty trash talk). Regardless, nearly all members of Silverquill College carry themselves with a fearsome, never-second-place attitude—because in the art of wielding words, confidence is key. Silverquill Scholars The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize. Actions Ink Blade. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 10 (3d6) psychic damage. Spellcasting. The pledgemage casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights , friends 1/day each: command , confusion , mage armor , tongues Bonus Actions Demotivate (2/Day). The pledgemage hurls magical insults at one creature it can see within 30 feet of itself. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the pledgemage for 1 minute. While frightened in this way, the target can’t take reactions, its speed is halved, and any hit the pledgemage scores against the creature is a critical hit. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions Rousing Verse. When a creature the pledgemage can see within 30 feet of it fails a saving throw, the pledgemage magically weaves together stirring prose, allowing the creature to reroll the saving throw and use the higher result.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Bard)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Silverquill Professor of Radiance","description":"Professors of radiance call up magic through spoken words and glyphs formed of magically shaped ink and light. The professors channel radiance to illuminate their allies, bolstering them with encouragement and inspiring any who witness their orations. Professors of radiance can turn their words into potent assets in battle or strike at their foes with searing radiance. These Silverquill teachers seek to inspire greatness in all that they do, pushing their students to look for the good in all things and bring that into the light. Silverquill Scholars The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize. Actions Multiattack. The professor makes two Radiant Strike attacks. The professor can replace one of the attacks with a use of Spellcasting. Radiant Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8 + 4) radiant damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw be blinded until the end of its next turn. Spellcasting. The professor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: dancing lights , friends 2/day each: bless , command , cure wounds , daylight , mage armor 1/day each: hypnotic pattern , tongues","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Bard)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Silverquill Professor of Shadow","description":"Professors of shadow wield the linguistic magic of Silverquill College through slicing wit and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes. The professors strive to carry themselves as immaculately as possible, seeking to overawe and wrong-foot anyone who would stand against them in debate or in battle. In teaching their students, professors of shadow focus on words that find the tiniest, most invisible cracks in an opponent’s defenses and break them. Silverquill Scholars The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize. Traits Devil’s Sight. Magical darkness doesn’t impede the professor’s darkvision. Actions Multiattack. The professor makes two Ink Lance attacks. The professor can replace one of the attacks with a use of Spellcasting. Ink Lance. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft., or range 120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw be blinded until the end of its next turn. Spellcasting. The professor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: dancing lights , friends 2/day each: bane , command , darkness , mage armor 1/day: tongues","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Bard)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Simian, Kapi","description":"Dressed in loose-fitting clothing, this lithesome monkey-like humanoid is covered from head to toe in golden fur. He wields a quarterstaff, and his long, prehensile tail twists and turns behind him, as if imbued with a life of its own. A kapi's fur varies from snow white to reddish-brown with a yellowish-grey hue being the most common. Kapi from alpine forests have pale blue fur and red faces and hands. Jungle Homeland. Kapi are a race of simian humanoids originally from tropical jungles, where they make their homes in treetop villages. Although most kapi still live in their homeland, their restless tendencies have led many of them to venture forth and explore distant lands. Kapi can be found living alongside humans and other races in villages, towns, and cities throughout the world. Insatiable Curiosity. Kapi are intrigued by strangers and are constantly asking questions, often beyond the point where this becomes annoying. Their innate curiosity and good-hearted nature means that kapi will sometimes throw their lot in with adventurers, priests, and other wanderers. Several famous tales recount the escapades of bold and brave kapi who accompanied legendary heroes and pious monks as sidekicks and protectors. Playful Tricksters. Kapi enjoy playing harmless pranks on others and sometimes acquire unattended items that don't belong to them, using their prehensile tails to grab small objects while no one is looking. These playful antics can often be misunderstood by humorless folk. When this happens, the kapi's ability to scamper up the nearest tree to get out of harm's way proves very handy. Kapi in Midgard The kapi homeland is the Kamunthalur Jungle in Khandiria, far to the southeast of the Crossroads region and east of the Red Wastes. The great kapi city of Mangchala is located in a hidden gorge deep in the rainforest. Behind a towering waterfall, hundreds of cave mouths in the cliffside lead into the underground city, where the benevolent but capricious Monkey King rules.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (simian)","Alignment":"chaotic good","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Simian, Monkey King","description":"As the hunter leveled his crossbow at the old silverback gorilla, a blur crossed his vision. An enormous monkey swung past him, striking him in the head with a ringed staff. The monkey's grin seemed both playful and terrifying. Origin of the Monkey King. The gods once saw the most gifted, powerful monkey ever born, and they invited him to perform for them. The monkey, being curious, found the Peaches of Immortality, and he ate as many of them as he could find. The magical fruit gave him extraordinary powers, transforming him into the Monkey King. Master of the Simians. When the forces of civilization encroached on the lands of the simians, the Monkey King led his army of apes and monkeys against the hostile incursion of hunters and explorers. To this day, when his kind is threatened, the Monkey King appears to fight off the intruders. Wise Teacher. The Monkey King is sought by students hoping to learn the ways of his kind. The mix of wisdom and action, of great physical ability and great peace, is passed from the Monkey King to those worthy of his teachings.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"neutral","Expansion":45,"Challenge Rating":21},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Simian, Sulsha","description":"Larger than a gorilla, this monstrous ape is covered in bright-red fur. It has twin tufts of black hair rising from its head like horns and possesses a bony spur on the end of its long, meaty tail. The creature’s eyes glow with evil intelligence, and it carries a bag filled with various incendiary devices. Jungle Tyrants. Sulshas are tyrannical simian humanoids that dwell in thick jungles, particularly in hilly or mountainous regions. Obsessed with conquering those around them, sulshas are in a constant state of warfare with creatures that share their homeland. They even force their simian cousins, such as kapi and vanara , into military service to use against their enemies. Sulshas treat the smaller simians as little more than expendable resources in their grand plans. Though the Monkey King frowns on and discourages the sulshas’ poor treatment of their cousins—treatment the sulshas often deny or hide from the king—he values the sulshas’ strength and dedication to protecting simian kind. Pyrotechnic Primates. Sulshas have an affinity for explosive devices. Some of their alchemists even rival those found in the largest cities, though they never take on non-simian apprentices. Every sulsha always has at least one explosive device on hand. Simian Supremacy. Sulshas see themselves as superior to most humanoids, whom they view as physically weak and morally bankrupt. They believe vanaras to be naive and idealistic, though they respect their cousins’ wisdom, and they think of kapi as simple-minded and unpredictable but still better than humans. Sulshas who think otherwise are viewed with suspicion by their community and are ultimately banished or executed.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Simian, Vanara","description":"Wearing short pants and a colorful turban, this monkey-like creature howls a warning, its tan fur bristling. Quick and agile, vanara's long arms and prehensile tails are quite adept at many tasks. Their bodies are covered in fur, usually brown or black, but sometimes grey, white, or auburn. While they do bundle up in colder climates, most vanaras dress only in short pants or waist wraps and a colorful or plain white turban. Efficient and Supportive. Vanaras are a contemplative race that dwells in forests or along coastlines. They live in tribes or clans, which are self-sufficient and have little need for trade with cities. They are quite helpful to outsiders that seek assistance, however, for they believe that good deeds towards others will be returned. Sentinels of the Forest. Unlike their restless kapi cousins, vanaras are content with life in the forest and feel it is their duty to protect it. They communicate via rich, sonorous songs that can be heard for miles, warning those of ill intent not to tread in areas under their protection. Deeply Spiritual. Many vanaras spend hours meditating on topics that face their tribes or lands, seeking guidance from higher powers. They regularly gather to sing in deep, booming harmony in their own form of prayer to such higher powers.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (simian)","Alignment":"neutral good","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Simic Merfolk","description":"Ravnica’s merfolk are unique to the Simic . They emerged from the depths of the plane’s long-buried oceans less than a century ago and immediately took on leadership positions in the guild. They claim a deep connection to Ravnica’s primal oceans, which are almost untouched by civilization. They have the statistics of the merfolk in the Monster Manual, except that they speak Common and Merfolk, and their legs give them a walking speed of 30 feet. Traits Amphibious : The merfolk can breathe air and water. Actions Spear (Melee; One-Handed) : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. Spear (Melee; Two-Handed) : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage. Spear (Ranged; One-Handed) : Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 3 (1d6) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Simic hybrid)","Alignment":"neutral","Expansion":7,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Simurg","description":"The titanic creature's wolf-like paws reach for the ground, as its wings whip up a cloud of dust. Its canine muzzle releases an ear-splitting howl, while an incredibly long tail of multi-hued feathers drifts lazily on the wind. Benevolent Guardians. Simurg are kind-hearted and protect those who dwell near them. When nesting atop a temple or sacred mountain, a simurgh often comforts and helps the local poor by healing their diseases and injuries and salving the passing of those it cannot help. After a time, the simurg flies away when too many pilgrims crowd its mountain or threaten to overwhelm a small country shrine. Cycle of Life. When it dies, a simurg is consumed by a heatless flame and is reborn elsewhere on the same plane in a burst of light. This leads to it often being mistaken for a phoenix. Enmity Towards Snakes. Simurg have a loathing of snakes and serpents and will attack them on sight. Even the lowliest of snakes understands this and will either hide from a simurg or be immediately hostile toward the simurg.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"celestial","Alignment":"neutral good","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Sin-Eater Effigy","description":"The folk of an unnamed Margreve village divest their sins into tiny wicker effigies and ﬂoat them away in tiny coffins. The sacrificial ritual transfers months of the sinner’s life into the newly animated effigies, and the wicker men bang and scrape inside their coffins as young girls place them in the stream and weep over their loss. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. On a hit, the target must make a successful DC 11 Charisma saving throw or be affected by the effigy’s Sin Soak ability.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"neutral evil","Expansion":16,"Challenge Rating":1},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Sinensa","description":"Myconids are intelligent, mobile fungi that live in caves, seek enlightenment, and dislike violence. Adult myconids live and work together in colonies and practice a form of communal meditation called a meld, in which they seek to transcend mundane reality through shared hallucination. Myconid leaders like Sinensa use their Hallucination Spores to help myconids create melds. Traits Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain. Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight. Actions Multiattack. The myconid makes one Fist attack and uses its Hallucination Spores. Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (3d4 + 1) bludgeoning damage plus 5 (2d4) poison damage. Hallucination Spores. The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Rapport Spores. A 30-foot radius of spores extends from the myconid. These spores can go around corners, and they affect only creatures with an Intelligence of 2 or higher that aren’t Undead, Constructs, or Elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant (Myconid)","Alignment":"Lawful Neutral","Expansion":17254,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Singing Tree","description":"Her voice is hoarse now, for the lone head she sings with is frail. Soon, she knows, she’ll become as silent as the other trees of the forest unless she can find new heads to sing through and learn to walk again as in ages past. Actions Multiattack. The Singing Tree makes two slam attacks. Slam. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: (2d6+2) bludgeoning damage. On a hit, a Medium or smaller target is grappled (escape DC 12). Until the grapple ends, the target is also restrained and takes 5 (1d6 + 2) bludgeoning damage at the start of each of its turns as the Singing Tree constricts it. Weep (Recharge 5-6). The Singing Tree casts conjure animals, requiring no components. The Singing Tree does not need to maintain concentration for the summoned animals to remain friendly to it. —: Sing. The Singing Tree’s song targets a creature within 45 feet that can hear it. The target must make a successful DC 13 Wisdom save or be affected as if by the confusion spell. The target can repeat the save at the end of its turn. The effect ends on a successful save or if the Singing Tree stops singing. While singing, the tree can take other actions. A creature that saves is immune to this effect for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"neutral evil","Expansion":16,"Challenge Rating":3},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Sinhaleo","description":"A sinhaleo is a small feline creature with white fur and feathered wings. Its eyes glow brightly teal and it usually wears a lazy, serene expression as it flies around in slow arcs. Despite their apparent cuteness, sinhaleos sustain themselves on blood from living creatures and their diet typically consists of frogs and small rodents. Sanguine Patrons Sinhaleos are divine beings that are often found near ancient altars and temples. To be greeted by a sinhaleo is a rare experience – they tend to be attracted to beings of altruism and chivalry, even going so far as blessing those of exceptional good with their patronage and guardianship.","properties":{"Category":"Monsters","Size":"Small","Type":"Celestial","Alignment":"Typically Lawful Good","Expansion":32062,"Challenge Rating":"1/2"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Sinstar","description":"This tiny cactus is covered in spines and dotted with star-shaped pink blooms. Vaguely human-shaped cactuses fill the area around the plant. Sinstars originate from the far reaches between the stars, traveling to different worlds and planes as seed-spores encased in rocky shells. When their rocky vessels impact the surface of a plane, the spores are released, allowing them to take root if the conditions are right. Sinstars are startlingly intelligent, and their goal of assimilation often puts them at odds with their new home's native life forms. Most sinstar scourges are destroyed before they get too large, but the prospect of a continent-sized infestation is truly terrifying. Body Snatchers. Sinstars spread their influence by transforming humanoid victims into star thralls, their cactus-like servitors and guards. Star thralls are driven by the need to bring more humanoid victims to the sinstar, and some roam miles away from their sinstar parent to do so. A Sinstar's Lair Sinstars lair on hills and on mountainsides below the treeline in most climate zones, eschewing only the coldest climes. Their lairs are identifiable by the multitude of eerily human-like cactuses that dot the nearby terrain. Lair Actions On initiative count 20 (losing initiative ties), the sinstar takes a lair action to cause one of the following effects; the sinstar can't use the same effect two rounds in a row: Bolster Thrall. One star thrall the sinstar can see within 60 feet of it regains 10 (3d6) hp and has advantage on attack rolls until initiative count 20 on the next round. Cactus Bloom. Small, spiny cactuses fill a 20-foot radius centered on a point on the ground the sinstar can see within 120 feet of it. That area becomes difficult terrain. When a creature that isn't a star thrall moves into or within the area, it takes 7 (2d6) piercing damage for every 5 feet it travels. The cactuses wither away when the sinstar uses this lair action again or when the sinstar dies. Choking Cloud. Nearby cactuses shed plumes of hairlike needles toward up to three creatures the sinstar can see within 60 feet of it. Each target must make a DC 19 Constitution saving throw or be incapacitated until the end of its next turn, as it coughs and chokes. A target within 5 feet of a star thrall has disadvantage on the saving throw. Regional Effects The region containing a sinstar's lair is altered by its otherworldly presence, which creates one or more of the following effects: Aggressive Animals. Beasts within 1 mile of the sinstar's lair behave erratically and attack Humanoids on sight. Bitter Plants. Vegetation that grows within 1 mile of the sinstar's lair tastes bitter and provides no sustenance to creatures that eat it. False Lakes. There are no large bodies of water within 1 mile of the sinstar's lair. Creatures discover that any major source of water they find is a mirage that fades away as soon as they approach within 20 feet of it. Legendary Resistance (3/Day). If the sinstar fails a saving throw, it can choose to succeed instead. Spiny Defense. A creature that touches the sinstar or hits it with a melee attack while within 5 feet of it takes 10 (3d6) piercing damage and, if the target is a Humanoid, it must succeed on a DC 19 Constitution saving throw or contract the thrall sickness disease (see the Thrall Sickness trait). Thrall Sickness. A Humanoid infected with this disease manifests symptoms 1d4 days after infection, which include excessive thirst, increased desire for exposure to sunlight, and the appearance of itchy bumps on the skin. This disease wears down the victim's psyche while slowly transforming its body. Until the disease is cured, at the end of each long rest, the infected creature must make a DC 19 Constitution saving throw. On a failure, the creature's Dexterity and Intelligence scores are each reduced by 1d4. The reductions last until the infected creature finishes a long rest after the disease is cured. The infected creature dies if the disease reduces its Dexterity or Intelligence score to 0. A Humanoid that dies from this disease transforms into a star thrall under the complete psychic control of the sinstar that infected it. This otherworldly disease can be removed by the greater restoration spell or similar magic. Actions Multiattack. The sinstar uses Alluring Whispers. It then makes three Spines or Psychic Lash attacks. Spines. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 16 (4d6 + 2) piercing damage, and if the target is a Humanoid, it must succeed on a DC 19 Constitution saving throw or contract the thrall sickness disease (see the Thrall Sickness trait). Psychic Lash. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) psychic damage. Alluring Whispers. The sinstar telepathically whispers soothing and beckoning words in the minds of all Humanoids within 120 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or be charmed for 1 minute. While charmed, a creature is incapacitated, and if it is more than 5 feet away from the sinstar, it must move on its turn toward the sinstar by the most direct route, trying to get within 5 feet of the sinstar and touch it. The creature doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the sinstar, the creature can repeat the saving throw. A charmed creature can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A creature that successfully saves is immune to this sinstar's Alluring Whispers for the next 24 hours. Legendary Actions The sinstar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The sinstar regains spent legendary actions at the start of its turn. Spines. The sinstar makes one Spines attack. Teleport. The sinstar magically teleports up to 120 feet to an unoccupied space it can see. Detonate Thrall (Costs 2 Actions). The sinstar orders one of its star thralls to explode. Each creature within 10 feet of the thrall must make a DC 19 Dexterity saving throw, taking 10 (3d6) bludgeoning and 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Plant","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":17},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Sion","description":"Sion is the most trusted servant of Piyarz, a traitorous sage in the Tower of the Heavens. Originally one of the tower’s stewards, Sion displayed an innate talent for magic. Piyarz encouraged Sion to develop his arcane powers in secret, and in time Sion became a skilled shadow sorcerer. He kept his umbral abilities hidden from the tower’s other residents. Even so, they all noticed his fervent devotion to Piyarz and, ironically, refer to him in private as “Piyarz’s shadow.” Sion’s sorcery allows him to step in and out of shadows and create shadowy duplicates of himself. He can even exercise limited control over others’ shadows, causing the shadows to grasp their hosts and pin them in place. Wherever Sion goes, he’s accompanied by his two pets, a ferocious hound and an oversized raven that help Sion track down his enemies. Spun by Sion from pure shadow, both creatures use the shadow stat block, but the raven has a flying speed of 40 feet. Traits Magic Resistance. Sion has advantage on saving throws against spells and other magical effects if he is in dim light or darkness. Shadesight. Magical darkness doesn’t impede Sion’s darkvision. Shadowy Demise. If Sion dies, his body melts into shadow, leaving behind only equipment he was wearing or carrying. Sunlight Weakness. While in sunlight, Sion has disadvantage on attack rolls, ability checks, and saving throws. Actions Multiattack. Sion makes one Shadow Sword attack and uses Affix Shadow or Spellcasting. Shadow Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) necrotic damage. Affix Shadow. Sion targets a creature within 60 feet of himself that he can see. That target must make a DC 13 Charisma saving throw. On a failed save, the target has the grappled condition (escape DC 13) as its shadow wraps around it. Once the target escapes the grapple, its shadow returns to normal. Spellcasting. Sion casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: Mage Hand, Minor Illusion 1/day each: Darkness, Mirror Image, Silence Bonus Actions Shadow Step. While Sion is in dim light or darkness, he magically teleports up to 15 feet to an unoccupied space he can see that is also in dim light or darkness.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Sorcerer)","Alignment":"Neutral Evil","Expansion":31434,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Sir Baric Nylef","description":"As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil \"the Weevil\" Forkbeard, who is rumored to be hiding in Icewind Dale. In addition to his gear, Sir Baric has an unarmored warhorse , Henry. Ideal. \"Evil must not be allowed to thrive in this world.\" Bond. \"Tyr is my lord; the order, my family. Through my actions, I shall honor both.\" Flaw. \"I'm not afraid to die. When Tyr finally calls me, I'll go to him happily.\" Traits Brave. Baric has advantage on saving throws against being frightened. Actions Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Baric carries twenty crossbow bolts.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Illuskan human)","Alignment":"lawful good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Sir Braford","description":"While traveling in the vicinity of the Sunless Citadel, Sir Braford and his companions were captured by goblins. The young paladin of Pelor has been corrupted by the sinister Gulthias Tree and now swings his magic sword, Shatterspike , on behalf of a different sort of \"deity\". Traits Barkskin . Sir Braford's AC can't be lower than 16. Special Equipment . Sir Braford wields Shatterspike , a magic longsword that grants a +1 bonus to attack and damage rolls made with it (included in his attack). See the Shatterspike handout for the item's other properties. Tree Thrall . If the Gulthias Tree dies, Sir Braford dies 24 hours later. Actions Longsword (One-handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8+4) slashing damage. Longsword (Two-handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10+4) slashing damage. Reactions Protection. When a creature Sir Braford can see attacks a target other than him that is within 5 feet of him, he can use a reaction to use his shield to impose disadvantage on the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7386,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Sir Jared","description":"Jared is a wandering knight who makes an excellent contact for groups that have Solar Bastion patronage. A former mercenary, Jared credits Hilarion with helping him change his ways and use his skills for good instead of gold, but he feels unworthy of the organization and has grown lonely after so long away from the Solar Bastion. Actions Multiattack. Jared makes three Longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) radiant damage. On a roll of 19 or 20, Jared scores a critical hit. Reactions Protect Ally. When a creature Jared can see attacks a target other than Jared that is within 5 feet of him, Jared imposes disadvantage on the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Neutral Good","Expansion":27234,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Sir Opinicus Stonecloud","description":"Actions Multiattack. Sir Opinicus makes three attacks with his lance or his longsword. If he is riding a griffon, the griffon can then make one beak or claws attack. If the griffon is Swiftbeak, the griffon can use his Barrel Roll in place of his beak or claw attack, if it is available. Lance. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d12+4) piercing damage. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8+4) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +5 to hit, reach 100/400 ft., one target. Hit: (1d10+1) piercing damage. Patch Up (Recharge 6). Sir Opinicus’ mount regains 18 (4d8) hit points","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"neutral","Expansion":16,"Challenge Rating":9},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Sirac of Suzail","description":"An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knuckehead trout fisher but instead found religion. The misbegotten son of Artus Cimber, a renowned human adventurer, Sirac hasn't seen his father since he was a baby. Ideal. \"Without duty or loyalty, a man is nothing.\" Bond. \"Icewind Dale is where I belong for the rest of my life.\" Flaw. \"I am honest to a fault.\" Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Sirac carries six darts. Reactions Parry. Sirac adds 2 to his AC against one melee attack that would hit him. To do so, Sirac must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Chondathan human)","Alignment":"lawful good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Sire of Insanity","description":"Rakdos nightclubs, where visitors can indulge any dark desire and revel in sadistic spectacle, are the favored haunts of the demons known as sires of insanity. Lurking in an underground vault beneath a Rakdos operation, a sire of insanity feasts on the violence, torment, and depravity unfolding above. Occasionally, cultists bring would-be recruits to the demon’s presence, and—true to its name—the sire of insanity breaks the new cultist’s mind. A sire of insanity is a bloated demon resembling a bipedal lizard. It stands some thirty feet tall and weighs many thousands of pounds, so it tends to keep hidden away in its subterranean lair, working its evil from the shadows. Traits Aura of Mind Erosion. Any creature that starts its turn within 30 feet of the sire must make a DC 18 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves. At the start of each of its turns, the sire can suppress this aura until the start of its next turn. Innate Spellcasting. The sire’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The sire can innately cast the following spells, requiring no material components: At will: clairvoyance, crown of madness, major image, suggestion 1/day each: confusion, mass suggestion Magic Resistance. The sire has advantage on saving throws against spells and other magical effects. Actions Multiattack. The sire makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 25 (3d12 + 6) piercing damage plus 16 (3d10) psychic damage. Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) psychic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":7,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Siren","description":"Imprisoned inside a mist-filled chamber in the Tomb of Horrors, Siren serves as evidence of Acererak's heartless sense of humor. This mysterious fey creature yearns to be released, but an enchantment laid on her by the demilich prevents her from telling visitors how to accomplish that task. If anyone succeeds in freeing her, she vows to be a lifelong friend. Traits Amphibious . Siren can breathe air and water. Innate Spellcasting . Siren's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components: 1/day each: charm person, fog cloud, greater invisibility, polymorph (self only) Magic Resistance . Siren has advantage on saving throws against spells and other magical effects. Actions Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6+4) piercing damage. Stupefying Touch. Siren touches one creature she can see within 5 feet of her. The creature must succeed on a DC 13 Intelligence saving throw or take 13 (3d6 + 3) psychic damage and be stunned until the start of Siren's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic good","Expansion":7386,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Siren","description":"This creature appears in the Cry of the Sea adventure! Actions Multiattack. The Siren makes two attacks: one with its claws and one with its trident. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Trident. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage (Versatile: Hit 5 (1d8 + 1)) Luring Song. The siren sings a magical melody. Every humanoid and giant within 300 feet of the siren that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The siren must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the siren is incapacitated. While charmed by the Siren, a target is incapacitated and ignores the songs of other sirens. If the charmed target is more than 5 feet away from the siren, the target must move on its turn toward the siren by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the siren, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this siren's song for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"lawful neutral","Expansion":20627,"Challenge Rating":1},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Siren","description":"Sirens are aquatic creatures with the upper body of an alluring sea elf female and the lower body of a giant flying fish. Their humanoid bodies usually have pale blue or green skin, while their fish bodies have colorful scales ranging from sea blue to emerald green. Their fins are bright orange-red or orange-yellow and end with sharp, poisonous spines. Often mistaken for mermaids, sirens are cunning and deceitful predators. Enchanting Singers. Sirens lurk in shallow waters, coral reefs, and atolls, waiting for passing ships. Once one is within their range, they lure unwitting sailors and passengers to their doom with their enchanting songs. Those under the siren's spell are drawn to the source and, entranced, jump overboard from the ship. Once a victim is in the water, the sirens rush towards their prey and devour it alive, tearing its flesh with their vicious claws and sharp teeth. Winged Gliders. Unlike mermaids, sirens have the limited ability to fly; they can propel themselves out of the water with their powerful tails, leaping several feet into the air before using their pectoral fins to lift and glide over a short distance. Sirens usually use their gliding ability to escape enemies, but sometimes they employ it to pick off lone targets. They do this by gliding quietly toward a target and striking them dead with their venomous fin spines. Monstrous Companions. Sirens are normally encountered in groups, sometimes led by a witch or a queen. It is not unusual for sirens to work with sea hags and merrows. Traits Amphibious. The siren can breathe air and water. Actions Multiattack. The siren makes one Claws attack and one Fin Spines attack. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Fin Spines. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. The target must make a DC 11 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Luring Song. The siren sings a magical melody. Every humanoid and giant within 300 feet of the siren that can hear the song must succeed on a DC 12 Wisdom saving throw or be charmed until the song ends. The siren must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the siren is incapacitated. While charmed by the siren, a target is incapacitated and ignores the songs of other sirens. If the charmed target is more than 5 feet away from the siren, the target must move on its turn toward the siren by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the siren, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this siren's Luring Song for the next 24 hours. Bonus Actions Wing Glide (Recharge 4–6). The siren gains a flying speed of 40 until the end of the turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Siren Queen","description":"Sirens are aquatic creatures with the upper body of an alluring sea elf female and the lower body of a giant flying fish. Their humanoid bodies usually have pale blue or green skin, while their fish bodies have colorful scales ranging from sea blue to emerald green. Their fins are bright orange-red or orange-yellow and end with sharp, poisonous spines. Often mistaken for mermaids, sirens are cunning and deceitful predators. Enchanting Singers. Sirens lurk in shallow waters, coral reefs, and atolls, waiting for passing ships. Once one is within their range, they lure unwitting sailors and passengers to their doom with their enchanting songs. Those under the siren's spell are drawn to the source and, entranced, jump overboard from the ship. Once a victim is in the water, the sirens rush towards their prey and devour it alive, tearing its flesh with their vicious claws and sharp teeth. Winged Gliders. Unlike mermaids, sirens have the limited ability to fly; they can propel themselves out of the water with their powerful tails, leaping several feet into the air before using their pectoral fins to lift and glide over a short distance. Sirens usually use their gliding ability to escape enemies, but sometimes they employ it to pick off lone targets. They do this by gliding quietly toward a target and striking them dead with their venomous fin spines. Monstrous Companions. Sirens are normally encountered in groups, sometimes led by a witch or a queen. It is not unusual for sirens to work with sea hags and merrows. A Siren Queen's Lair A siren queen lives in sunken ruins, underwater caverns, and treacherous coral reefs. A siren queen attracts the company of evil merfolk and merrows. A siren queen encountered in its lair has a challenge rating of 9 (5,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the siren can take a lair action to cause one of the following magical effects; the siren can’t use the same effect two rounds in a row: The siren sees a vision of her immediate future. Until initiative count 20 on the next round, the siren gains advantage on attack rolls, ability checks, and saving throws. In addition, other creatures have disadvantage on attack rolls against the siren for the duration. Creatures within 120 feet of the siren have disadvantage to saving throws made against being charmed until initiative count 20 on the next round. The siren magically emits short bursts of lightning. Each creature within 30 feet of the siren must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 17 (5d6) lightning damage and is incapacitated until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't incapacitated. Traits Amphibious. The siren can breathe air and water. Legendary Resistance (1/Day). If the siren fails a saving throw, it can choose to succeed instead. Actions Multiattack. The siren makes one Claws attack and one Fin Spines attack. Alternatively, it can make two Lightning Lash attacks. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Fin Spines. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. The target must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Lightning Lash. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 60/120 ft., one target. Hit: 14 (3d6 + 4) lightning damage and the target can't use reactions until the end of the siren's next turn. Luring Song. The siren sings a magical melody. Every humanoid and giant within 300 feet of the siren that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The siren must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the siren is incapacitated. While charmed by the siren, a target is incapacitated and ignores the songs of other sirens. If the charmed target is more than 5 feet away from the siren, the target must move on its turn toward the siren by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the siren, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this siren's Luring Song for the next 24 hours. Spellcasting. The siren casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15): At will: dancing lights, minor illusion, thaumaturgy 3/day each: blindness/deafness, disguise self, mage armor 1/day each: bestow curse, chain lightning, dominate person, ice storm, polymorph, spirit guardians Bonus Actions Wing Glide (Recharge 4–6). The siren gains a flying speed of 40 until the end of the turn. Legendary Actions The siren can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The siren regains spent legendary actions at the start of its turn. Claw. The siren attacks with its Claws. Command Thrall (Costs 1-3 Actions). Up to 3 creatures within 60 feet of the siren that is charmed by the siren must use their reaction to move up to half its speed and make one weapon attack against a visible target of the siren's choice. It costs 1 legendary action per creature. Lightning Lash (Costs 2 Actions). The siren use Lightning Lash. Spellcasting (Costs 3 Actions). The siren uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Siren Witch","description":"Sirens are aquatic creatures with the upper body of an alluring sea elf female and the lower body of a giant flying fish. Their humanoid bodies usually have pale blue or green skin, while their fish bodies have colorful scales ranging from sea blue to emerald green. Their fins are bright orange-red or orange-yellow and end with sharp, poisonous spines. Often mistaken for mermaids, sirens are cunning and deceitful predators. Enchanting Singers. Sirens lurk in shallow waters, coral reefs, and atolls, waiting for passing ships. Once one is within their range, they lure unwitting sailors and passengers to their doom with their enchanting songs. Those under the siren's spell are drawn to the source and, entranced, jump overboard from the ship. Once a victim is in the water, the sirens rush towards their prey and devour it alive, tearing its flesh with their vicious claws and sharp teeth. Winged Gliders. Unlike mermaids, sirens have the limited ability to fly; they can propel themselves out of the water with their powerful tails, leaping several feet into the air before using their pectoral fins to lift and glide over a short distance. Sirens usually use their gliding ability to escape enemies, but sometimes they employ it to pick off lone targets. They do this by gliding quietly toward a target and striking them dead with their venomous fin spines. Monstrous Companions. Sirens are normally encountered in groups, sometimes led by a witch or a queen. It is not unusual for sirens to work with sea hags and merrows. Traits Amphibious. The siren can breathe air and water. Actions Multiattack. The siren makes one Claws attack and one Fin Spines attack. Alternatively, it can make two Cursed Bolt attacks. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Fin Spines. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. The target must make a DC 12 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. Cursed Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) psychic damage, and the target has disadvantage on attack rolls, ability checks, and saving throws until the end of the siren’s next turn. Luring Song. The siren sings a magical melody. Every humanoid and giant within 300 feet of the siren that can hear the song must succeed on a DC 13 Wisdom saving throw or be charmed until the song ends. The siren must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the siren is incapacitated. While charmed by the siren, a target is incapacitated and ignores the songs of other sirens. If the charmed target is more than 5 feet away from the siren, the target must move on its turn toward the siren by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the siren, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this siren's Luring Song for the next 24 hours. Spellcasting. The siren casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): At will: dancing lights, minor illusion, thaumaturgy 3/day each: blindness/deafness, disguise self, mage armor 1/day each: bestow curse, polymorph, spirit guardians Bonus Actions Wing Glide (Recharge 4–6). The siren gains a flying speed of 40 until the end of the turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Sister of the Bloodshot Eye","description":"Cultist Just as bandits are drawn to the Stolen Lands, all manner of cultists find this region ripe for hideouts and hidden shrines to deities and demigods whose worship has been outlawed in most cities and towns. Some of these cultists are solitary members of groups with influence throughout the world, while others, such as the Cultists of the Bloom, are entirely regional threats. Note that these cultists, along with the more powerful specialized cultists presented later in this book under the entry for Thresholders, can be used together as different agents of a sprawling sect of sinister worshippers in your game simply by changing their descriptions to match whatever nefarious deity or evil faith you’ve decided they might serve. Sister of the Bloodshot Eye The worship of the hag goddess Gyronna is more common in the River Kingdoms than elsewhere in the world. The Sisters of the Bloodshot Eye comprise an even smaller subset of Gyronna’s faithful—worshippers who seek to spread hate through the world by manipulating the ancestral beliefs of the unsuspecting. Those found in the Stolen Lands have specialized in corrupting the marauders known as the Tiger Lords. Trait Aura of Madness. Any enemy within 30 feet of the Sister of the Bloodshot Eye must succeed on a DC 16 Wisdom saving throw or become confused, as per the spell confusion. If the creature moves more than 30 feet from the Sister of the Bloodshot Eye, the effect ends immediately Spellcasting. The Sister of the Bloodshot Eye is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): guidance, light, mending, resistance, thaumaturgy 1st level (4 slots): command, cure wounds, shield of faith 2nd level (3 slots): blindness/deafness, hold person, spiritual weapon 3rd level (3 slots): bestow curse, dispel magic, protection from energy 4th level (3 slots): blight, confusion, conjure minor elementals, death ward 5th level (2 slots): contagion, insect plague Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60, one target. Hit: 2 (1d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":11},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Sister of the Veil","description":"The Sisters of the Veil are four pixie sisters who've dedicated their lives to the creation – and trade – of magic items. With personalities as varied as the enchantments they can craft, a visit to the Sisters of the Veil is an interesting experience even if one doesn't buy any of their many magic treasures or make use of their enchanting services. The Sisters of the Veil are imbued with fey magic and can conjure forth a mostly illusory shop that looks like whatever they think would draw most customers. If found in a city, their shop might be a richly decorated boutique – in truth, likely just a hovel they've spruced up with illusions – and if found outdoors, it might be a forest glade filled with bright sunlight and birdsong. Background Once, the Sisters of the Veil were like most pixies; carefree and gleeful, living a life of peaceful enjoyment in their Fey Realm. One fateful day, however, disaster struck: without warning, powerful magic immobilized the four sisters and a sinister, robed figure wandered between them, plucking them effortlessly from the air and stuffing them into a dark sack. When they recovered their senses, the sisters found themselves locked in a gilded cage in a luxurious throne room. Under the strict supervision of Barlan the Black, a powerful archmage, the pixie sisters were forced to spend most their days singing and dancing before the young princess Ellura, while Barlan governed the realm in the princess' stead. Only ten years of age, Ellura had taken the throne after her parents died of a mysterious illness (of Barlan's make, as it would later be discovered). At night, the sisters were forced to toil in Barlan's workshop, as the wizard exploited their innate magic to enchant wondrous magical artifacts. Several years passed in this way; the realm suffering under Barlan's tyrannical rule while the princess was kept blissfully distracted by her pixie \"friends.” Eventually, however, the sisters grew to become the young princess' confidantes and when they told her of their plight and the scope of Barlan's evil, the princess was aghast. Together, the sisters and Ellura concocted a plan to rid the realm of the dangerous wizard – a plan that involved the creation and use of several magic artifacts. Though it was not easy, the plan succeeded and Barlan was forced into exile. Grateful and ashamed of how she'd been misled, the princess immediately freed the sisters from their bondage and bequeathed them all the wonders they had created while in Barlan's employ. Armed with their freedom and a hoard of magical treasures – and bereft of the careless innocence they had once possessed – the sisters remained in the Material Plane and dedicated themselves to the creation and sale of magical items. Roleplaying the Sisters The four pixie sisters are curious and compassionate. They are always interested in the exotic and mysterious, and they always show kindness to the distraught and downtrodden. Beyond that, their temperaments vary greatly. Bellamy is the youngest of the sisters, and the most outgoing and open. She lives in the moment, and is quick to forget the past, especially if it's uncomfortable (\"Why dwell on darkness when the sun's shining and the birds are singing?”) She is a flirtatious speed-talker who loves engaging strangers with compliments and playful jabs in equal measures. Larkspur, the second-youngest sister, is the most shy and solitary. She'll smile at strangers, but rarely speaks unless spoken to. She's immensely creative and her mind will drift, even during conversations, as she crafts new wonders in her mind. Sylva is the second-oldest sister, and the most thoughtful and insightful. Prone to maudlin, her years in captivity still weighs heavily upon her. To cope, she likes to shut out the outside world as she spends most of her waking moments hard at work. Faelan is the oldest sister, and the strongest and most willful. During their captivity, Faelan became responsible for her sisters, working twice as hard so she could ease their burdens, and purposefully provoking the evil Barlan to direct his anger at her instead of them. Though free, Faelan is still protective of her sisters and deeply distrustful of strangers – especially humans (\"Can't truly trust anyone who measures their lives in years and their height in feet, as I see it!”)","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey (Pixie)","Alignment":"Neutral Good","Expansion":27827,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Sivak Draconian","description":"Sivak draconians are fearsome brutes created from the eggs of silver dragons. They fly on mighty wings over battlefields wherever the fighting is the fiercest, making them effective shock troops. Sivaks can magically change their features to mimic the appearance of those they’ve slain. This allows these cunning soldiers to sow confusion and despair among their enemies. When sivaks are killed, their crumbling bodies mimic the form of their killers and shriek in agony. Draconians Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen’s foul magic. The Dragon Armies closely guard the secret of the draconians’ creation, allowing Krynn’s metallic dragons to continue to think their eggs are being held hostage so they don’t oppose the Dragon Queen’s conquests. Traits Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Actions Multiattack. The draconian makes two Serrated Sword attacks and one Tail attack. Serrated Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Reactions Shape Theft. After the draconian kills a Medium or smaller Humanoid, the draconian magically cloaks itself in an illusion to look and feel like that creature while retaining the draconian’s game statistics (other than its size). This transformation lasts until the draconian dies or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":17925,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Sivar's Writing Desk","description":"This large ebony writing table has glossy brass fittings and a broad, flat top, dangling from which is a thin brass chain. Carved at the end of the desk’s wooden legs are the claws of some sort of beast. As you approach, these claws animate and paw menacingly at the ground. Over a century ago, the wizard Sivvar was counted among the most learned historians of his age. So respected was he that people came from miles around to ask him for help in tracking down lost relics, forgotten tombs, and ancient ruins. The knowledge he amassed came with a price, though, and Sivvar eventually gathered many secrets that were too dangerous to be shared openly. To protect himself and his works, Sivvar fashioned a construct out of his writing desk. Not only would this piece of simple furniture store the knowledge he had gathered, it would protect itself from harm if someone tried to take the contents by force. Recently, after years of foiling or dodging enemy attacks, Sivvar suddenly vanished, leaving his desk and other worldly possessions in the care of his sister’s granddaughter, Emelia Nightmace. Emelia knows that her great-uncle’s mansion and possessions are potentially dangerous and seeks the help of adventurers to enter the place and catalogue its contents. What she doesn’t know is that Sivvar is still alive somewhere inside the mansion, and his desk holds the key to contacting him.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Challenge Rating":1},"publisher":"Kobold Press","book":"Deep Magic"},{"name":"Sivvar’s Writing Desk","description":"This large ebony writing table has glossy brass fittings and a broad, flat top, dangling from which is a thin brass chain. Carved at the end of the desk’s wooden legs are the claws of some sort of beast. As you approach, these claws animate and paw menacingly at the ground. Over a century ago, the wizard Sivvar was counted among the most learned historians of his age. So respected was he that people came from miles around to ask him for help in tracking down lost relics, forgotten tombs, and ancient ruins. The knowledge he amassed came with a price, though, and Sivvar eventually gathered many secrets that were too dangerous to be shared openly. To protect himself and his works, Sivvar fashioned a construct out of his writing desk. Not only would this piece of simple furniture store the knowledge he had gathered, but it would also protect itself from harm if someone tried to take the contents by force. Recently, after years of foiling or dodging enemy attacks, Sivvar suddenly vanished, leaving his desk and other worldly possessions in the care of his sister’s granddaughter, Emelia Nightmace. Emelia knows that her great-uncle’s mansion and possessions are potentially dangerous and seeks the help of adventurers to enter the place and catalogue its contents. What she doesn’t know is that Sivvar is still alive somewhere inside the mansion, and his desk holds the key to contacting him.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"unaligned","Expansion":25360,"Challenge Rating":1},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Skabatha Nightshade","description":"Skabatha is the oldest member of the Hourglass Coven. Better known as Granny Nightshade, she offers her assistance to those who are haunted by regret. Her deals often result in cruel twists; for example, a petitioner who asks to be reunited with a lost love might be transformed into one of their loved one’s cherished items, such as a favorite bonnet. Skabatha assumes the guise of an old toymaker. Part toy herself, she has a windup key between her hunched shoulders that rotates quickly when she’s in a good mood and slows down as her mood sours. When she is furious, the key comes to a dead stop. Alignment. Neutral evil. Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.” Ideal. “Children are better off working for me than picking up lots of bad habits.” Bond. “I hate my sisters, but together we are strong.” Flaw. “I forget the first creature I see each day when I awaken.” Skabatha’s Appearance Skabatha appears as a short, thin, gnarled woman swathed in a tattered dress with petticoats. Cracked white face paint plasters her features, with crimson splotches on her cheeks and thick mascara coating her sparse eyelashes. Underneath her makeup, her flesh is textured like rotten bark and infested with wood lice and fungus. The windup key sticking out of her back is a part of her body and no easier to remove than one of her limbs. Skabatha roams Thither on her flying rocking horse , which creaks horribly as it moves. Skabatha’s Weakness Skabatha always forgets the first creature she sees when she awakens after a long rest. See below for details. Traits Boon of Immortality. Skabatha is immune to any effect that would age her, and she can’t die from old age. Forgetfulness. The first creature that Skabatha sees after she finishes a long rest is invisible to her. She can’t remember seeing the creature or perceive it using her truesight until the end of her next long rest. Actions Multiattack. Skabatha makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit : 25 (6d6 + 4) poison damage. Spellcasting. Skabatha casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): At will: detect magic, druidcraft, speak with animals 2/day each: polymorph, remove curse, speak with plants 1/day each: awaken (as an action), plane shift (self only) Bonus Actions Alter Size. Skabatha magically shrinks herself to Tiny size (between 4 and 8 inches tall) or returns to her normal size. If Skabatha lacks the room to return to her normal size, she attains the maximum size possible in the space available. Anything she is wearing or carrying changes size along with her. As a Tiny creature, Skabatha deals 2 (1d4) poison damage when she hits with a Claw attack. She has advantage on Dexterity (Stealth) checks, and disadvantage on Strength checks and Strength saving throws. Her statistics otherwise remain unchanged. Hourglass Coven The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects the past, another reflects the present, and the third reflects the future. These hags are utter wickedness distilled into corporeal forms, driven by a lust for secrets that can be used to manipulate their prey. Skabatha Nightshade, Bavlorna Blightstraw, and Endelyn Moongrave are daughters of Baba Yaga. The three became wild with jealousy when Iggwilv, Baba Yaga’s adopted daughter, surpassed them in power and carved out a Feywild domain for herself in the guise of an archfey named Zybilna. The hags wormed their way into Iggwilv’s good graces, biding their time until they could wrest the domain from her clutches. They waited until Iggwilv was lured away on an important matter to imbue Iggwilv’s Cauldron with the ability to freeze time. When their sister returned, the hags used this power to trap Iggwilv and her court in temporal stasis. The hags then carved up Iggwilv’s domain, splitting it between them. The sisters couldn’t agree on which of them should keep Iggwilv’s Cauldron , so they left it in Iggwilv’s palace and hired some unscrupulous mercenaries to watch over it. The hags loathe each other’s company, but one hag will occasionally visit another to plot against the third sister, creating a vicious circle in which Bavlorna and Endelyn plot against Skabatha, Endelyn and Skabatha conspire against Bavlorna, and Skabatha and Bavlorna bedevil Endelyn. Nothing much ever comes of these petty plots and squabbles, however. Shared Spells of the Hourglass Coven On the rare occasions when all three hags of the Hourglass Coven are within 30 feet of one another, any one of them can use an action to cast one of the following spells, requiring no material components (spell save DC 14): detect thoughts, dispel magic, finger of death, glibness, locate creature, mass suggestion . Once a spell from this list has been cast, no member of the coven can cast that shared spell again until the next dawn, when the coven regains all of its shared spells.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (hag)","Alignment":"neutral evil","Expansion":11857,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Skald","description":"A skald is a bardic warrior who recites poetry and sings ballads about heroes and their deeds. In combat, it regales its allies with inspiring words and lyrics while distracting and taunting its foes with sharp jests and vulgar profanities. It also uses deliberate, reckless tactics and magic to confuse its opponents. Traits Reckless. At the start of its turn, the skald can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The skald makes two rapier attacks or it uses Bewildering Word twice. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Bewildering Word . The skald utters a magical bewilderment, targeting one creature it can see within 60 feet of it. The target must succeed on a DC 14 Wisdom saving throw or take 9 (2d8) psychic damage and have disadvantage on attack rolls until the end of the skald's next turn. Spellcasting. The skald casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14): At will: dancing lights, mage hand, minor illusion 2/day each: blur, dissonant whispers, fear 1/day each: confusion, mass cure wounds Bonus Actions Inspiring Strike (1/Day). When the skald hits a creature with a weapon attack, the skald targets up to three visible allies within 30 feet of it. If the target can see and hear the skald, the target can use its reaction to move up to half its speed and to make one weapon attack. Reactions Distracting Taunt (3/Day). The skald magically imposes disadvantage to a creature's attack roll, ability check, or saving throw. To do so, the creature must be within 30 feet of the skald and must be visible and be able to hear the skald.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Non-Lawful Alignment","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Skald","description":"Skald These warrior-poets are important to the moral on a raiding ship, especially during longer raids. Though their words can be scalding, their prowess in battle should not be underestimated.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":4},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Skara","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":29375,"Challenge Rating":6},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Skeemo Weirdbottle","description":"The Doom Raiders The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called “dooms” by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies. Skeemo Weirdbottle Skeemo became the Master of Magic for the Black Network in Waterdeep, setting up a cover in the Trades Ward in the form of a cramped little shop called Weirdbottle’s Concoctions. Most of his potions and elixirs are nonmagical, but he crafts magical ones for his Zhent friends. Skeemo can add “sellout” to his credentials, his services having been bought by House Gralhund and the Black Network operatives loyal to Manshoon. The rock gnome uses paper birds to send messages both to his new friends and his old ones. Traits Gnome Cunning. Skeemo has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Spellcasting. Skeemo is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"neutral evil","Expansion":7393,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Skein Witch","description":"Skein witches are androgynous humanoids mummified in writhing diamond thread. Their skin is translucent, and suspended inside their bodies are dozens of quivering hourglasses in place of organs. Shepherd Destiny. Skein witches are curators of destiny and enforcers of what must be. They voyage across the planes, weaving the strands of fate at the behest of their goddess-creator. Although they carry out their charge without regard to petty mortal concerns, they can be persuaded to bend fate for powerful petitioners whose interests align with those of their goddess. Surrounded by Guardians. Despite their supernatural abilities, a skein witch’s physical body is frail. Because of that, they tend to surround themselves with undead, constructs, or other brutish, soulless guardians cut free from the thread of fate. Fear All Cards. If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates. Traits Bend Fate (3/day): If the skein witch fails a saving throw, she may choose to succeed instead and reflect the effect of the failed saving throw onto one enemy within 30 feet. The skein witch still suffers the effect of a successful saving throw, if any. The new target is entitled to a saving throw as if it were the original target of the attack, but with disadvantage. Magic Resistance: The skein witch has advantage on saving throws against spells and other magical effects. Misty Step (At Will): The skein witch can step between places as a bonus action. Sealed Destiny (1/Day): The skein witch attunes herself to the threads of the PCs’ fates. Ask each player to write down their prediction of how the PC to their left will die, and at what level. Collect the notes without revealing the answers. When one of those PCs dies, reveal the prediction. If the character died in the manner predicted, they fulfill their destiny and are immediately resurrected by the gods as a reward. If they died at or within one level of the prediction, they return to life with some useful insight into the destiny of someone important. Actions Multiattack: The skein witch makes two Inexorable Thread attacks. Inexorable Threads: Melee Weapon Attack : +9 to hit, reach 30 ft., One Target. Hit : 27 (5d8 + 5) Radiant damage. On hit, the target is “one step closer to death.” If the target is reduced to 0 hit points, it’s treated as if it’s already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who’s been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest. Bind Fates (1/Day): One target within 60 feet of the skein witch must make a DC 18 Wisdom saving throw. On a failed save, the target’s fate is bound to one random ally of the target. Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level, or until a heal or heroes' feast lifts this binding. Destiny Distortion Wave (Recharge 5–6: The skein witch projects a 60-foot cone of distortion that frays the strands of fate. All targets in the cone take 55 (10d10) force damage, or half damage with a successful DC 18 Wisdom saving throw. In addition, if more than one target that failed its saving throw is affected by a condition, those conditions are randomly redistributed among the targets with failed saving throws.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Source":"Tome of Beasts","Alignment":"Neutral","Expansion":3,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Skeletal Alchemist","description":"This undead retains enough of its former self to continue its alchemical work, often on behalf of necromancers or other sinister patrons. It toils in a dark laboratory (such as the one found in The Sinister Secret of Saltmarsh ), often falling dormant for long periods of time. Traits Magic Resistance. The skeletal alchemist has advantage on saving throws against spells and other magical effects. Actions Multiattack. The skeletal alchemist makes two Lob Acid attacks. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 4 (1d6 + 1) slashing damage. Lob Acid. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 5 (1d8 + 1) acid damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":3905,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Skeletal Archer","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":27737,"Challenge Rating":2},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Skeletal Champion","description":"Skeleton Undead skeletons are a well-known but relatively minor threat to those who would explore ancient tombs, but in the Stolen Lands, more powerful variants of these monsters lie in wait. Some of them even retain shreds of their personalities in life, and are capable of much more complicated tasks than the typical necromantic monster most assume they face when a frame of clattering bones rises up to oppose them. Skeletal Champion These skeletons retain the cunning they possessed in life and fight with great skill. Actions Multiattack. The skeletal champion makes two melee attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2) slashing damage if used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Skeletal Foot Soldier","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":27737,"Challenge Rating":2},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Skeletal Hulk","description":"Skeleton Undead skeletons are a well-known but relatively minor threat to those who would explore ancient tombs, but in the Stolen Lands, more powerful variants of these monsters lie in wait. Some of them even retain shreds of their personalities in life, and are capable of much more complicated tasks than the typical necromantic monster most assume they face when a frame of clattering bones rises up to oppose them. Skeletal Hulk These oversized skeletons are animated from the bones of giants. They originate traditionally from cloud giants, but you can use them to represent the animated bodies of any Huge humanoid as well, such as an oversized cyclops. Actions Multiattack. The skeletal hulk makes two melee attacks. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage. Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":6},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Skeletal Juggernaut","description":"As seen lumbering across the beaches in Isle of the Abbey , a skeletal juggernaut is an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These skeletal guardians hold together for only a short time before disassembling into a gang of individual undead. Traits Disassemble. If the juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains. Falling Apart. If the juggernaut does not have all of its hit points at the start of its turn, it loses 10 hit points. Actions Multiattack. The juggernaut makes two claws attacks. Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Avalanche of Bones (Recharge 5–6). The juggernaut collapses into a large heap before quickly reforming. Each creature within 10 feet of the juggernaut must make a DC 14 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"lawful evil","Expansion":3905,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Skeletal Knight","description":"Skeletal knights are powerful Undead that arise to serve even more wicked beings—often death knights. Those who become skeletal knights were typically virtuous in life but betrayed their oaths and died in disgrace. Unable to rest, they are now unswervingly loyal to the villains they serve. Should a skeletal knight’s master be destroyed, the knight regains its will and is free to pursue its own ends. Skeletal knights are relentless in battle and difficult to destroy. They cling to the sins that curse them, and they fight until their skulls are reduced to shards. Their blades deal lingering wounds that sap their victims’ life force and leave blackened scars even after magical healing. Traits Undead Fortitude. If damage reduces the skeletal knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the skeletal knight drops to 1 hit point instead. Unusual Nature. The skeletal knight doesn’t require air, food, drink, or sleep. Actions Multiattack. The skeletal knight makes three Enervating Blade or Throwing Axe attacks in any combination. Enervating Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) necrotic damage, and if the target is a creature, it can’t regain hit points until the start of the skeletal knight’s next turn. Throwing Axe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17925,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Skeletal Marauder","description":"Actions Prey on the Weak. The skeletal marauder makes two spiked mace attacks against a creature that has at least one negative condition. If that creature has three or more negative conditions, the skeletal marauder makes three spiked mace attacks instead. Spiked Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"lost undead","Alignment":"lawful evil","Expansion":25901,"Challenge Rating":1},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Skeletal Sharpshooter","description":"Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Cursed Longbow with Vile-Scythe Arrows. Ranged Weapon Attack: +5 to hit, range 150/400 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the attack roll exceeds the target’s AC by 4 or more, the target is subjected to the bleeding condition (1d4 piercing damage at the start of each of its turns, removed after it regains hit points) for 1 minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"lost undead","Alignment":"lawful evil","Expansion":25901,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Skeletal Swarm","description":"This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons. A skeletal swarm alternates its appearance between partially formed humanoid shapes and a chaotic, swirling mass. Traits Deafening Clatter. Creatures are deafened while in the swarm’s space. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can’t regain hit points or gain temporary hit points. Actions Slash. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 11 (2d8 + 2) slashing damage, or 6 (1d8 + 2) slashing damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Medium undead","Alignment":"lawful evil","Expansion":3905,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Skeletal Swarm","description":"This swarm of bones found is made from the remains of several animated skeletons. A skeletal swarm alternates its appearance between partially formed humanoid shapes and a chaotic, swirling mass. Traits Deafening Clatter. Creatures are deafened while in the swarm’s space. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can’t regain hit points or gain temporary hit points. Actions Slash. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 11 (2d8 + 2) slashing damage, or 6 (1d8 + 2) slashing damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Medium undead","Alignment":"lawful evil","Expansion":20544,"Challenge Rating":2},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Skeletal Tiger Lord","description":"Skeleton Undead skeletons are a well-known but relatively minor threat to those who would explore ancient tombs, but in the Stolen Lands, more powerful variants of these monsters lie in wait. Some of them even retain shreds of their personalities in life, and are capable of much more complicated tasks than the typical necromantic monster most assume they face when a frame of clattering bones rises up to oppose them. Skeletal Tiger Lord These blood-dripping skeletal champions were raised from the bones of Tiger Lords, and while they’ve lost their ability to benefit from a barbarian’s rage, they remain quite dangerous using their bows, blades, and aptitude for slaughter. Traits Regeneration. The skeletal Tiger Lord regains 10 hit points at the start of its turn. If the skeletal Tiger Lord takes radiant damage, this trait doesn’t function at the start of the skeletal tiger lord’s next turn. The skeletal Tiger Lord only dies if it starts its turn with 0 hit points and doesn’t regenerate. Rejuvenation. If the skeletal Tiger Lord is destroyed, it regains all of its hit points in one hour unless the runes in Armag’s tomb have been destroyed. If the skeletal Tiger Lord was destroyed by radiant damage, this trait does not function. Actions Multiattack. The skeletal Tiger Lord makes three melee attacks or two ranged attacks. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600, one target. Hit: 7 piercing (1d8+3).","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Skeletal Wyvern","description":"Skeletal Wyverns are flightless animated skeletal remains of a wyvern, given special powers because they were animated using the power of a seed satchel. When a skeletal wyvern is destroyed a hag or anyone familiar with seed satchels can harvest one tooth (seed) from the remains upon a successful DC 10 Intelligence (Arcana) check. Rotting Teeth Disease This magical disease has an incubation of 24 hours. Those who suffer from this disease suffer fatigue and their teeth begin to ache. After 24 hours have passed the infected lose 1d6 temporary hit points each day, regardless of saving throws. Each 24 hours the infected can make a DC 11 Constitution saving throw. If the creatures makes a total of two saving throws then the disease cured itself naturally and all the lost temporary hit points will be returned on the next long rest. This disease can be cured by normal or magical means. If a creature has their hit points reduced to 0 due to Rotting Teeth then it dies and all of their teeth fall out. Each tooth that falls out is a blackened rotten husk, but 10% of the teeth will look like normal teeth and function as seeds for a Seed Satchel. Hags and Fey creatures are immune to this disease.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"lawful evil","Expansion":34600,"Challenge Rating":4},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Skeleton","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Shortsword : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow : Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","AC":"13 (Armor Scraps)","HP":"13 (2d8+4)","CHA":5,"CON":15,"DEX":14,"INT":6,"STR":10,"WIS":8,"Size":"Medium","Type":"undead","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068858/FRFwApRFZNxDqLgbKiBOvg/original.png","Roll 0":"Shortsword\n1d20 + 4\n1d6+2","Roll 1":"Shortbow\n1d20 + 4\n1d6+2","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":50,"Alignment":"Lawful Evil","Languages":"Understands All Languages It Spoke In Life But Can't Speak","data-List":"false","Immunities":"Poison","Token Size":1,"data-Actions":"[{\"Name\":\"Shortsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Shortbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"80/320 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+2","data-DEX-mod":"+2","data-INT-mod":"-2","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"-1","Vulnerabilities":"Bludgeoning","Challenge Rating":"1/4","Passive Perception":9,"Condition Immunities":"Exhaustion, Poisoned","data-CrNum":0.25,"data-AcNum":13,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Skeleton","description":"Skeletons Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. Obedient Servants. Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can’t read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks. A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished. Although they lack the intellect they possessed in life, skeletons aren’t mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn’t work, it searches for another way through or around the obstacle. Habitual Behaviors. Independent skeletons temporarily or permanently free of a master’s control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can’t eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance. When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation. Undead Nature. A skeleton doesn’t require air, food, drink, or sleep. Actions Shortsword : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow : Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"lawful evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Skeleton","description":"This creature appears in The Little Town of Tusk adventure module.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead creature","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Skeleton","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"Lawful Evil","Expansion":21300,"Challenge Rating":0.25},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Skeleton","description":"Without flesh to weigh them down, skeletons are among the most agile undead. This unnatural talent makes them prized archers in most necromancers’ armies—doubly so because skeletons can use their remains as ammunition infused with necrotic energy, then regrow these expended bones the next day. Traits Bone Weapons. The skeleton’s weapon attacks are magical. They use their bones as ammunition for their bone bow, regrowing used bones every dusk. Hail of Bones. If the skeleton is reduced to 0 hit points by bludgeoning, force, or thunder damage, the skeleton is destroyed in an explosion of bone. Each creature within 5 feet of them takes 4 piercing damage. Actions Bone Bow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d4 + 2) piercing, and if the target regains hit points before the start of the skeleton’s next turn, the number of hit points the target regains is halved. Bone Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. If the target is a creature, they have disadvantage on attack rolls until the end of this turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Skeleton","description":"The renanimated remains of humanoids long since dead, skeletons are puppets of bone held aloft by strings of magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically lawful evil","Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Skeleton","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage. Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Lawful Evil","Expansion":32231,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Skeleton","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage. Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage.","properties":{"Category":"Monsters","AC":13,"HP":"13 (2d8 + 4)","PB":2,"CHA":5,"CON":15,"DEX":16,"INT":6,"STR":10,"WIS":8,"Size":"Medium","Type":"Undead","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406407807/9MUQ4qVmTviusQM_JdMDiw/original.png","Senses":"Darkvision 60 ft.","data-XP":50,"Alignment":"Lawful Evil","Expansion":33335,"Languages":"Understands the languages it knew in life but can't speak","data-List":"false","Immunities":"Poison","Token Size":1,"data-Actions":"[{\"Name\":\"Shortsword\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"Piercing\"},{\"Name\":\"Shortbow\",\"Type\":\"Ranged\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"80/320 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-3","data-CON-mod":2,"data-DEX-mod":3,"data-INT-mod":"-2","data-STR-mod":0,"data-SizeNum":2,"data-WIS-mod":"-1","Saving Throws":"Str +0, Dex +3, Con +2, Int -2, Wis -1, Cha -3","Vulnerabilities":"bludgeoning","Challenge Rating":"1/4","Passive Perception":9,"Condition Immunities":"Exhaustion, Poisoned ","data-CrNum":0.25,"data-AcNum":13,"data-HpNum":13},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Skeleton Captain","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Traits Phalanx Formation. The skeleton has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a skeleton ally wielding a shield. Actions Multiattack. The skeleton makes two melee attacks or two ranged attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Call to Attack. Up to three allies within 30 feet of this skeleton that can see it can each use their reaction to make one weapon attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Skeleton Champion","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Traits Indomitable (2/Day). The skeleton rerolls a failed saving throw. It must use the new roll. Turn Resistance. The skeleton has advantage on saving throws against any effect that turns Undead. Actions Multiattack. The skeleton makes three melee attacks. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Bonus Actions Necrotic Smite (3/Day). When the skeleton hits a creature with a weapon attack, it deals 13 (3d8) necrotic damage to the target, and the target can’t regain hit points until the start of the skeleton’s next turn. Lunge (Recharge 5–6). The skeleton moves up to 10 feet. Reactions Parry. The skeleton adds 3 to its AC against one melee attack that would hit it. To do so, the skeleton must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Skeleton Knight","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Traits Turn Resistance. The skeleton has advantage on saving throws against any effect that turns Undead. Actions Multiattack. The skeleton makes two melee attacks. Greatsword . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Bonus Actions Lunge (Recharge 5–6). The skeleton moves up to 10 feet. Reactions Parry. The skeleton adds 2 to its AC against one melee attack that would hit it. To do so, the skeleton must see the attacker and be wielding a melee weapon. Lunging Strike. The skeleton moves 10 feet and makes one melee weapon attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Skeleton Warrior","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Traits Phalanx Formation. The skeleton has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a skeleton ally wielding a shield. Actions Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Skeleton, Cackling","description":"The skeleton of a humanoid stands bent over with one arm holding the vacuous space where its stomach would be. Its jaw hangs agape, cackling, as it points at the target of its humor. Ironic Origins. When a creature who utterly fears death perishes in an area filled with necrotic energy, it arises as a cackling skeleton. The creature’s dead bones animate to mock the futility of their once-cherished desire of life. The cackling skeleton often wears garish items that parody what it loved in life. Nihilistic Hecklers. Cackling skeletons find living creatures’ survival instincts humorous. They find living incredibly futile and believe those that prolong their existence to be hilariously foolish. Unlike other skeletons, cackling skeletons are capable of speech, and they use it to point out the silliness of healing, wearing armor, or other means of self preservation, often pointing out the creature will inevitably die anyway. Undead Nature. The cackling skeleton doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Skeleton, Clacking","description":"Heard before it is seen, the skeleton approaches, its mismatch of bones from various humanoids clacking and clonking together with each horrid step. Leftover armor hangs from it in pieces and small horns jut half-fused from its skull. Augmented with necromantic power, the clacking skeleton emits the sound of grinding bone, terrifying those who hear it. Tomb Servitors. They are often created as guardians for tombs or the lairs of necromancers from the leftover bones of apprentices, slaves, and scribes. Some believe their clacking is a form of complaint that the creatures must continue to serve their masters even after death. Undead Nature. A clacking skeleton doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Skeleton, Dragon","description":"Dragon Skeleton Template The corpse of any true dragon can be animated as a dragon skeleton. When a true dragon becomes a dragon skeleton, it retains its statistics except as described below. The dragon skeleton loses all traits that assume the dragon has a living body, such as Amphibious, or has particular knowledge, such as Spellcasting. The dragon might retain or lose any or all of its lair actions or inherit new ones, as the GM sees fit. Type. The skeleton’s type changes to undead, and it no longer requires air, food, drink, or sleep. Alignment. The skeleton’s alignment changes to lawful evil. Ability Scores. The skeleton’s Intelligence score is reduced to 8 (–1), if it was higher, otherwise it retains its Intelligence score. Its Wisdom score changes to 10 (+0), and its Charisma score changes to 8 (–1). Skill Proficiencies. The skeleton loses all skill proficiencies. Damage Vulnerabilities. The skeleton is vulnerable to bludgeoning damage. Damage Immunities. The skeleton is immune to poison damage. Condition Immunities. The skeleton is immune to exhaustion and to the poisoned condition. Languages. The skeleton understands all languages it knew in life but can’t speak. New Action: Bite. If the skeleton deals any damage type in addition to piercing with its bite, it no longer deals that additional damage. New Action: Breath Weapons. The skeleton’s breath weapon is replaced by this new option, which recharges on a roll of a 5 or 6 on a d6. The skeleton can use one of the following breath weapons, which has the same save DC as the dragon’s original breath weapon and affects an area based on the dragon skeleton’s age category. Shard Breath. The skeleton exhales a cone of bone shards, which deals the same amount of damage as the dragon skeleton’s original breath weapon, but the damage type is piercing instead. Creatures in the area must make a Dexterity saving throw. On a successful save, the creature takes half the damage. Noxious Breath. The skeleton exhales a cone of gas. Each creature in the area must succeed on a Constitution saving throw or become poisoned for 1 minute. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success. Category Area of Effect Wyrmling 15-foot cone Young 30-foot cone Adult 60-foot cone Ancient 90-foot cone","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Skeleton, Monarch","description":"An undead monarch, tight white skin clinging to its skeletal visage and a crooked oversized crown dangling precariously from the top of its skull, stares with glee at the coming battle. Undead King. Necromantic energy seeps from the monarch and warps the reality of the mortal world it corrupts. It brings all that appear before it to their knees in reverence. A powerful arcane necromancer could discover and unlock the ability to command armies of undead with the remains of a monarch skeleton, but such research risks madness. Dread Blade. The blade the monarch wields is a powerful and cursed weapon when in the hands of the monarch. Infused with corruption, it slices through what remains of a mortal coil. Ghostly Minions. The monarch skeleton can call upon the greatest warriors who have fallen before to rise and hold its enemies at bay. The monarch is often accompanied by a royal guard of skeletons eager to defend their sovereign. Undead Nature. The monarch skeleton doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Skeleton, Shadow","description":"The skeleton's ribs are filled with shadow essence, which slithers in constant motion like the writhing of eels in a carcass. The whole sight is disquieting as it moves itself with a gliding, almost liquid step. Shadow Realms and Rivers. Shadow skeletons are often servants to shadow river lords or other powerful creatures of shadow. Their writhing purple hearts generate a small amount of light--just enough to cast a shadow, never more. Malign Intent. Unlike ordinary skeletons, shadow skeletons have been known to display some cunning and a certain depth of cruelty. They sometimes chase small living animals or fling bits of bone and shadow at birds or bats. Undead Nature. The shadow skeleton doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Skeleton, Sharkjaw","description":"The humanoid form approaches through the murky water, but as it nears, it becomes clear that this is no living thing. It is made entirely of sharks’ jaws, joined together and brought to life with grim magic. Made from numerous, interlocking shark’s jaws, these horrors are animated through foul magic into a large, vaguely humanoid shape. Sahuagin priests animate them to guard their sepulchers of bones. These sharkjaw skeletons lie among great piles of bones, waiting to rise up and attack any uninvited souls who invade the sanctity of sahuagin holy sites. Others guard pirate treasures or ancient shipwrecks. Undead Automaton. Being mindless, sharkjaw skeletons do nothing without orders from their creator, and they follow those instructions explicitly. A sharkjaw skeleton’s creator can give it new commands as long as the skeleton is within 60 feet and can see and hear its creator. Otherwise, a sharkjaw skeleton follows its last instructions to the best of its ability and to the exclusion of all else, though it will always fight back if attacked. Undead Nature. A shroud doesn’t require air, food, drink, or sleep. Actions Multiattack: The sharkjaw skeleton makes one bite attack and one claw attack. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One Target. Hit : 7 (1d8 + 3) Piercing damage. If the target is a Large or smaller creature, it is grappled, escape DC 13. Until this grapple ends, the sharkjaw skeleton can bite only the grappled creature and has advantage on attack rolls to do so. Claw: Melee Weapon Attack : +5 to hit, reach 5 ft., One Target. Hit : 12 (2d8 + 3) Slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Source":"Tome of Beasts","Alignment":"Lawful Evil","Expansion":3,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Skeleton, Swordbreaker","description":"“Our last soldier swung his sword again at the skeleton, shattering the weapon against the creature’s stone-like bones. We had no choice but to retreat.” —Journal entry of Sergeant Dalton from the battle on Necromancer’s Hill Tougher than a typical animated skeleton, these undead are raised from skeletal remains that have fossilized. Some are long dead beasts of a forgotten age, dug from the stone which encases them and reanimated. Others are more recent, raised from remains that were buried in areas where fossilization commonly occurs, such as near areas of mineral-rich water. Bones of Stone. The swordbreaker skeleton’s bones have fossilized and become stony. Most weapons shatter against these bones, but the fossilization makes the skeletons more susceptible to magic that harms stone or that causes concussive bursts of sound. Undead Nature. A swordbreaker skeleton doesn’t require air, food, drink, or sleep. Swordbreaker Skeleton Template Any creature that has been dead for more than 100 years and that has a skeletal structure can be animated as a swordbreaker skeleton. When a creature is animated as a swordbreaker skeleton, it retains its statistics except as described below. Type. The skeleton’s type changes to undead, and it no longer requires air, food, drink, or sleep. Alignment. The skeleton’s alignment changes to lawful evil. Armor Class. The creature has a natural armor class of 13 + its Dexterity modifier. Ability Scores. The skeleton’s Intelligence score is reduced to 6 (–2), if it was higher, otherwise it retains its Intelligence score. Its Wisdom score changes to 8 (–1), and its Charisma score changes to 5 (–3). Damage Vulnerabilities. The skeleton is vulnerable to thunder damage. Damage Resistances. The skeleton has resistance to piercing and slashing damage. Damage Immunities. The skeleton is immune to poison damage. Condition Immunities. The skeleton is immune to exhaustion and the poisoned and petrified conditions. Senses. The skeleton gains darkvision with a radius of 60 feet. Languages. The skeleton understands all languages it knew in life but it can’t speak. New Trait: Fossilized Bones. Any nonmagical slashing or piercing weapon made of metal or wood that hits the swordbreaker skeleton cracks. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the swordbreaker skeleton is destroyed after dealing damage","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":5315,"Challenge Rating":3},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Skeleton, Swordbreaker","description":"Tougher than a typical animated skeleton, these undead are raised from skeletal remains that have fossilized. Bones of Stone. The swordbreaker skeleton’s bones have fossilized and become stony. Most weapons shatter against these bones, but the fossilization makes the skeletons more susceptible to magic that harms stone or that causes concussive bursts of sound. Undead Nature. A swordbreaker skeleton doesn’t require air, food, drink, or sleep. Swordbreaker Skeleton Template Any creature that has been dead for more than 100 years and that has a skeletal structure can be animated as a swordbreaker skeleton. When a creature is animated as a swordbreaker skeleton, it retains its statistics except as described below. Type. The skeleton’s type changes to undead, and it no longer requires air, food, drink, or sleep. Alignment. The skeleton’s alignment changes to lawful evil. Armor Class. The creature has a natural armor class of 13 + its Dexterity modifier. Ability Scores. The skeleton’s Intelligence score is reduced to 6 (–2), if it was higher, otherwise it retains its Intelligence score. Its Wisdom score changes to 8 (–1), and its Charisma score changes to 5 (–3). Damage Vulnerabilities. The skeleton is vulnerable to thunder damage. Damage Resistances. The skeleton has resistance to piercing and slashing damage. Damage Immunities. The skeleton is immune to poison damage. Condition Immunities. The skeleton is immune to exhaustion and the poisoned and petrified conditions. Senses. The skeleton gains darkvision with a radius of 60 feet. Languages. The skeleton understands all languages it knew in life but it can’t speak. New Trait: Fossilized Bones. Any nonmagical slashing or piercing weapon made of metal or wood that hits the swordbreaker skeleton cracks. After dealing damage, the weapon takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the swordbreaker skeleton is destroyed after dealing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Sken Zabriss","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goliath)","Alignment":"lawful evil","Expansion":5016,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Sken Zabriss","description":"Traits Powerful Build. Sken counts as one size larger when determining her carrying capacity and the weight she can push, drag, or lift. Special Equipment. Sken wears a ring of obscuring . With it, she can cast the fog cloud spell centered on herself three times per day. The cloud lasts for 1 minute (no concentration required). Actions Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands. Reactions Stone’s Endurance (Recharges after a Short or Long Rest). When Sken takes damage, she can use her reaction to reduce the damage taken by 8 (1d12 + 2).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (goliath)","Alignment":"lawful evil","Expansion":29448,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Skevill","description":"Skevills are subterranean predators that are attracted to large volumes of metal, including veins of unrefined ore. They are the bane of miners and robotic mining machines, scrambling their circuitry and gnawing on all exposed wiring and fragile metallic equipment. While able to metabolic raw ores and metals, they also draw sustenance from gorging themselves on organic material, they extract trace metallic residues along with flesh, blood, and bone. Their curious metabolism produces copious amounts of bioelectricity as a byproduct, and some daring entrepreneurs keep nests of captive skevills to provide light and an erratic source of power, though they do not do well in captivity unless given ample room to move around and prey to hunt. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatBlock1, li.StatBlock1, div.StatBlock1 {mso-style-name:\"Stat Block 1\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Stat Block 1 Char\"; margin-top:0cm; margin-right:0cm; margin-bottom:0cm; margin-left:9.35pt; text-indent:-9.35pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}span.StatBlock1Char {mso-style-name:\"Stat Block 1 Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Stat Block 1\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":32483,"Challenge Rating":1},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Skildpadder","description":"The dwarves of the Underworld have a saying, “Rock or dwarf it doesn’t matter, avoid the path of a skildpadder.” Ravenous eaters, skildpadders consume or crush all in their path. The gargantuan beasts of burden not only transport enormous amounts of ore, but also hold processing facilities and even dwellings upon their backs. Bulette Ancestry. Though a skildpadder resembles a land tortoise, the dwarves that breed them claim the beasts are descended from bulettes. If true, little evidence of their ancestry remains in the skildpadder, except perhaps for their ability to consume inorganic rock.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Alignment":"neutral","Expansion":5818,"Challenge Rating":10},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Skin Bat","description":"A repulsive, batlike creature darts from the Stygian darkness. Its body consists entirely of rotting sheets of stolen skin. Though its large eyes are glassy and lifeless, an unmistakably evil intent glimmers within them as a toothless mouth spreads wide in hunger. Skin bats are undead creatures created from skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile ritual involving immersion in Abyssal flesh vats and invocations to Camazotz and similar demon lords. They feed on the skin of living beings to replenish their own constantly rotting skin. Their acidic saliva acts as a paralytic poison and leaves ugly scars on those who survive an attack. Cliff and Dungeon Dwellers. Skin bats prey on the unwary but do not develop sinister plots of their own. Their flocks can be encountered in isolated areas accessible only by flight or by climbing treacherous cliffs. Skin bats can exist in any climate. In cool climes, they feed only infrequently, because the cold preserves their forms and reduces the need to replenish decaying flesh. This also explains why they are attracted to the dark depths of ageless dungeons. In wet, tropical climes where their skin decomposes rapidly, skin bats are voracious feeders by necessity. Accidental Treasures. Skin bats have no use for magic items or wealth, but occasionally a ring or necklace from a past victim gets embedded in their fleshy folds, where it becomes an unintended trophy. The typical skin bat has an 8-foot wingspan. The color of their skin matches that of their prey, so a skin bat’s coloration can change over time. A skin bat weighs about 15 lb. Undead Nature. A skin bat doesn’t require air, food, drink, or sleep. Traits Summon Bat Swarm: The high-frequency cries of a skin bat attract nearby mundane bats. When a skin bat faces danger, 0-3 (1d4–1) swarms of bats arrive within 1d6 rounds. These swarms are not under the skin bat’s command, but they tend to reflexively attack whatever the skin bat is fighting. Actions Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One target. Hit : 5 (1d4 + 3) Piercing damage. The target must make a successful DC 10 Constitution saving throw or be paralyzed for 1d4 rounds. In addition, the skin bat attaches itself to the target. The skin bat can’t bite a different creature while it’s attached, and its bite attack automatically hits a creature the skin bat is attached to. Removing a skin bat requires a successful DC 11 Strength check and inflicts 5, 1d4 + 3, slashing damage to the creature the bat is being removed from. A successful save renders the target immune to skin bat poison for 24 hours.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Skirmisher","description":"Traits Skirmish Advantage. Once per turn, the skirmisher gains advantage on its attack roll when it makes a weapon attack while occupying a space at least 15 feet away from where it started its turn. Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. Bonus Actions Lightfooted. The skirmisher takes the Dash or Disengage action. Reactions Skirmisher. When an enemy the skirmisher can see ends its turn within 5 feet of it, the skirmisher can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Skirmisher Elite","description":"Traits Skirmish Advantage. Once per turn, the skirmisher gains advantage on its attack roll when it makes a weapon attack while occupying a space at least 15 feet away from where it started its turn. Sneak Attack (1/Turn). The skirmisher deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the skirmisher that isn't incapacitated and the skirmisher doesn't have disadvantage on the attack roll. Actions Multiattack. The skald makes two melee attacks or two ranged attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one creature. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Lightfooted. The skirmisher takes the Dash or Disengage action. Reactions Skirmisher. When an enemy the skirmisher can see ends its turn within 5 feet of it, the skirmisher can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Skitterhaunt","description":"This large vermin moves erratically, leaking noxious fluid from its cracked exoskeleton. Ooze Vermin. This parasitic ooze lives in the shells of monstrous vermin, such as scorpions and spiders, that it has infested and killed. A skitterhaunt creature might be mistaken for its original, living version at a glance, but the sluggish, erratic movements and oozing carapace of skitterhaunts quickly reveal their true nature. Wide Range of Prey. A skitterhaunt infection can decimate whole nests of vermin. When those are in short supply, these oozes move on to prey on other species, such as ants, crabs, tosculi, and sometimes even zombies or reptiles. Hosts Required. Skitterhaunts can’t survive long outside their host creatures; they quickly liquefy and lose their cohesion. A body abandoned by a skitterhaunt is an eerie, hollowed-out husk with a strong, acidic odor. Traits Broken Shell: A creature that hits the skitterhaunt with a melee attack while within 5 feet of it takes 5 (1d10) acid damage. Infest Vermin: If the skitterhaunt damages a Medium or smaller beast, it can try to infest it as a bonus action. The damaged creature must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. If the disease reduces its hit point maximum to 0, the skitterhaunt has devoured the creature’s insides and the affected becomes a skitterhaunt, retaining its outward shell but replacing its flesh with skitterhaunt ooze. Actions Multiattack: he skitterhaunt makes two claw attacks and one sting attack Claw: Melee Weapon Attack : +4 to hit, reach 5 ft., One Target. Hit : 6 (1d8 + 2) Slashing damage. On hit, the target is grappled, escape DC 12. The skitterhaunt has two claws, each of which can grapple one target. Sting: Melee Weapon Attack : +4 to hit, reach 5 ft., One Creature. Hit : 7 (1d10 + 2) Piercing damage. Acid Spray (Recharge 6): The skitterhaunt spits acid in a line 30 feet long and 5 feet wide. Each creature in that line takes 18 (4d8) acid damage, or half damage with a successful DC 14 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Skittering Haunt","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":14533,"Challenge Rating":7},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Skittering Horror","description":"Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors—a variety of things that lurk in the dark and embody the deepest fears of Ravnica’s people. All are evil creatures with dim reason and preternatural cunning. At least three guilds have been known to compel horrors into service. For House Dimir , horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos , horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm , horrors scavenge the sewers and protect the guild’s territory. House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors. Horrors and Madness Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master’s Guide . Whenever a character fails a saving throw against the flying horror’s Frightening Screech, the shadow horror’s claw attack, or the skittering horror’s Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master’s Guide , with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table. Madness Severity Failed Saves Madness 1 Short-term 2-3 Long-term 4+ Indefinite Traits Spider Climb. The horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The horror can use its Maddening Presence and make three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage. Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) slashing damage. Maddening Presence. The horror targets one creature it can see within 30 feet of it. If the target can see or hear the horror, the target must make a DC 17 Wisdom saving throw. On a failed saving throw, the target becomes paralyzed until the end of its next turn. If a creature’s saving throw is successful, the creature is immune to the horror’s Maddening Presence for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"neutral evil","Expansion":7,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Skitterling","description":"A six-legged, winged rodent the size of a housecat, a skitterling moves their clawed feet as they fly, appearing to scurry through the air. Goblins train these pets to claw at the faces of enemies, as their feet secrete a toxin that causes temporary blindness. Traits Flyby. The skitterling doesn’t provoke opportunity attacks when they fly out of an enemy’s reach. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage, and the target must succeed on a DC 10 Constitution saving throw or be blinded until the start of their next turn. Creatures who are immune to poison damage or the poisoned condition succeed on this saving throw automatically.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"1/8"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Skitterling Companion (PB 2)","description":"A six-legged, winged rodent the size of a housecat, a skitterling moves their clawed feet as they fly, appearing to scurry through the air. Goblins train these pets to claw at the faces of enemies, as their feet secrete a toxin that causes temporary blindness. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1st Level: Destabilizing Attack (2 Ferocity). The skitterling makes a signature attack. On a hit, the target also has disad- vantage on the next attack roll they make before the start of the skitterling’s next turn. 3rd Level: Ankle Biter (5 Ferocity). The skitterling moves up to their speed without provoking opportunity attacks and makes a signature attack. On a hit, if the target is a Medium or smaller creature, they are also knocked prone and grappled by the skitterling (escape DC 10 plus PB). 5th Level: In All Your Faces! (8 Ferocity). The skitterling chaotically bounces around, smearing toxin on each enemy within 5 feet of them. Each target must succeed on a DC 10 plus PB Constitution saving throw or take 1d6 plus PB poison damage and be blinded until the end of the skitterling’s next turn. A creature within 5 feet of a target blinded in this way can use their action to wipe the toxin off them, ending the condition for that target. Bonus Actions Crafty Distraction (Recharges after a Long Rest). The skitterling flutters and screeches distractingly, allowing their caregiver an opportunity to reposition. The caregiver can use a reaction to move up to their speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Skitterling Companion (PB 3)","description":"A six-legged, winged rodent the size of a housecat, a skitterling moves their clawed feet as they fly, appearing to scurry through the air. Goblins train these pets to claw at the faces of enemies, as their feet secrete a toxin that causes temporary blindness. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1st Level: Destabilizing Attack (2 Ferocity). The skitterling makes a signature attack. On a hit, the target also has disad- vantage on the next attack roll they make before the start of the skitterling’s next turn. 3rd Level: Ankle Biter (5 Ferocity). The skitterling moves up to their speed without provoking opportunity attacks and makes a signature attack. On a hit, if the target is a Medium or smaller creature, they are also knocked prone and grappled by the skitterling (escape DC 10 plus PB). 5th Level: In All Your Faces! (8 Ferocity). The skitterling chaotically bounces around, smearing toxin on each enemy within 5 feet of them. Each target must succeed on a DC 10 plus PB Constitution saving throw or take 1d6 plus PB poison damage and be blinded until the end of the skitterling’s next turn. A creature within 5 feet of a target blinded in this way can use their action to wipe the toxin off them, ending the condition for that target. Bonus Actions Crafty Distraction (Recharges after a Long Rest). The skitterling flutters and screeches distractingly, allowing their caregiver an opportunity to reposition. The caregiver can use a reaction to move up to their speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Skitterling Companion (PB 4)","description":"A six-legged, winged rodent the size of a housecat, a skitterling moves their clawed feet as they fly, appearing to scurry through the air. Goblins train these pets to claw at the faces of enemies, as their feet secrete a toxin that causes temporary blindness. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1st Level: Destabilizing Attack (2 Ferocity). The skitterling makes a signature attack. On a hit, the target also has disad- vantage on the next attack roll they make before the start of the skitterling’s next turn. 3rd Level: Ankle Biter (5 Ferocity). The skitterling moves up to their speed without provoking opportunity attacks and makes a signature attack. On a hit, if the target is a Medium or smaller creature, they are also knocked prone and grappled by the skitterling (escape DC 10 plus PB). 5th Level: In All Your Faces! (8 Ferocity). The skitterling chaotically bounces around, smearing toxin on each enemy within 5 feet of them. Each target must succeed on a DC 10 plus PB Constitution saving throw or take 1d6 plus PB poison damage and be blinded until the end of the skitterling’s next turn. A creature within 5 feet of a target blinded in this way can use their action to wipe the toxin off them, ending the condition for that target. Bonus Actions Crafty Distraction (Recharges after a Long Rest). The skitterling flutters and screeches distractingly, allowing their caregiver an opportunity to reposition. The caregiver can use a reaction to move up to their speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Skitterling Companion (PB 5)","description":"A six-legged, winged rodent the size of a housecat, a skitterling moves their clawed feet as they fly, appearing to scurry through the air. Goblins train these pets to claw at the faces of enemies, as their feet secrete a toxin that causes temporary blindness. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1st Level: Destabilizing Attack (2 Ferocity). The skitterling makes a signature attack. On a hit, the target also has disad- vantage on the next attack roll they make before the start of the skitterling’s next turn. 3rd Level: Ankle Biter (5 Ferocity). The skitterling moves up to their speed without provoking opportunity attacks and makes a signature attack. On a hit, if the target is a Medium or smaller creature, they are also knocked prone and grappled by the skitterling (escape DC 10 plus PB). 5th Level: In All Your Faces! (8 Ferocity). The skitterling chaotically bounces around, smearing toxin on each enemy within 5 feet of them. Each target must succeed on a DC 10 plus PB Constitution saving throw or take 1d6 plus PB poison damage and be blinded until the end of the skitterling’s next turn. A creature within 5 feet of a target blinded in this way can use their action to wipe the toxin off them, ending the condition for that target. Bonus Actions Crafty Distraction (Recharges after a Long Rest). The skitterling flutters and screeches distractingly, allowing their caregiver an opportunity to reposition. The caregiver can use a reaction to move up to their speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Skitterling Companion (PB 6)","description":"A six-legged, winged rodent the size of a housecat, a skitterling moves their clawed feet as they fly, appearing to scurry through the air. Goblins train these pets to claw at the faces of enemies, as their feet secrete a toxin that causes temporary blindness. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage. 1st Level: Destabilizing Attack (2 Ferocity). The skitterling makes a signature attack. On a hit, the target also has disad- vantage on the next attack roll they make before the start of the skitterling’s next turn. 3rd Level: Ankle Biter (5 Ferocity). The skitterling moves up to their speed without provoking opportunity attacks and makes a signature attack. On a hit, if the target is a Medium or smaller creature, they are also knocked prone and grappled by the skitterling (escape DC 10 plus PB). 5th Level: In All Your Faces! (8 Ferocity). The skitterling chaotically bounces around, smearing toxin on each enemy within 5 feet of them. Each target must succeed on a DC 10 plus PB Constitution saving throw or take 1d6 plus PB poison damage and be blinded until the end of the skitterling’s next turn. A creature within 5 feet of a target blinded in this way can use their action to wipe the toxin off them, ending the condition for that target. Bonus Actions Crafty Distraction (Recharges after a Long Rest). The skitterling flutters and screeches distractingly, allowing their caregiver an opportunity to reposition. The caregiver can use a reaction to move up to their speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Skitterwidget","description":"A skitterwidget is made of metal and bears a passing resemblance to a giant dog-headed cockroach. No two skitterwidgets look exactly alike, but all are surprisingly cute. Language of Squeals . Skitterwidgets speak their own simple language, which is composed of high-pitched, vowel-heavy squeals. Control Ring . A skitterwidget that was created is bound to a magic control ring and must obey the commands of whoever is attuned to that ring. It understands the ring wearer’s commands as though they were spoken in the skitterwidget’s language. Up to seven created skitterwidgets can be linked to the same control ring. Protective Parents . Skitterwidgets have the ability to mate and breed, producing kiddywidgets that are even cuter than their parents. A skitterwidget strives to protect nearby kiddywidgets, whether it gave birth to them or not. If it receives a command from its master that would endanger the life of one or more kiddywidgets in its care, a skitterwidget can make a DC 5 Charisma saving throw, ignoring the command and all other commands from its master for 1 minute on a success. Traits Lightning Absorption . Whenever the skitterwidget is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Unusual Nature . The skitterwidget doesn’t require air, food, drink, or sleep. Actions Multiattack . The skitterwidget makes two attacks: one with its bite and one with its tail. Bite . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. If the target is a creature, it is grappled by the skitterwidget (escape DC 13). Tail . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage plus 10 (3d6) lightning damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. Reactions Good Parent . The skitterwidget imposes disadvantage on one attack roll made against a kiddywidget it can see within 5 feet of it.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":9505,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Skreevar","description":"Spawned by a demonic bat creature, skreevars retain a measure of their Abyssal inheritance, but have largely eschewed the inherent evil of their origins. Outside of their family groups, however, they are still unpredictable. Despite their chaotic natures, skreevars have keen analytical minds and have created several technologically advanced items adapted to their needs. This also allowed them to spread to the stars beyond their home world, a rocky planet with a virtually uninhabitable surface and filled with tunnels allowing skreevars and other creatures to travel from point to point. Skreevars stand just over 5 feet in height and weigh roughly 150 pounds. Their lifespans are similar to humans. Technosonic. One of the first major items developed by skreevars, the sonic conversion laser pistols allowed factions of the bat folk to attack each other before their species unified. In the wider universe, they use these weapons to surprise foes protected from their obvious sonic attacks. They also designed armor designed for their physiology which allows them maximal maneuverability in flight and in cramped quarters. Mercenary. Skreevars hire themselves out as mercenaries and command extraordinary prices for their services. Even though they use sound as a major component of their attacks, and a subsonic hum surrounds them constantly, they are capable of quietly infiltrating difficult-to-breach locations. Perhaps ashamed of their demonic heritage, they typically refuse to take on missions with overtly evil goals, such as murdering innocents. A skreevar will perform an assassination if its employer can prove the target is worthy of death because of heinous acts or evil ideologies. 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Though she pretends otherwise, she does remember that she once was a valkry. Ages ago she was caught by an outcast magician when he led an ambush party against a raider clan during a funeral. The attack was intentional—the wizard hoped to capture a valkry as she came to bring a hero to the Halls of the Slain. She never removes her armor, but if seen without it there are two parallel scars running down her back from where the magician cut her wings off, to use them in a ritual spell. Due to the lack of her wings she cannot fly. Skuld is very knowledgeable about the true nature of death in Grimnir but avoids talking about it—or anything. Still, she will try to guide the heroes from any wrong conclusions they may draw regarding the afterlife. If the heroes seem to think Hel is evil, for example, she attempts to steer them straight. Roleplaying Skuld Stoic. She was once bitter about being trapped in Grimnir but now accepts her fate and believes that others should as well. She keeps to herself and appears often lost in thought. Reckless. Willing to take risks, Skuld does not think about the lives of those around her. Fully confident in her martial skills she would rather engage an enemy than allow herself to be trapped, taken prisoner, or helpless again.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"True Neutral","Expansion":25792,"Challenge Rating":6},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Skulk","description":"Some children have imaginary friends that their parents can’t see. Sometimes those invisible&#8288; friends aren’t imaginary. —Mordenkainen Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible⁠. Only children can see a skulk without the help of a mirror or a special⁠ candle⁠. On the rare occasions when a skulk is visible, it appears as a drab, featureless, hairless humanoid. Summoned Servants. A skulk can be summoned from the Shadowfell by performing a ritual. If the creature is given a portion of the summoner’s identity, the skulk is bound to obey the summoner’s commands for 30 days. If a skulk is visible, an astute observer might deduce who summoned it, because a skulk assumes a vague likeness of its master. Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can’t return to the Shadowfell until it dies, so it has every motivation to throw itself into creating bloodshed and mayhem. Hollow Lives. After killing a person in the material world, a skulk sometimes takes up a silent imitation of that person’s life. In extreme cases, skulks have invaded villages, killed all the occupants, and turned the places into seeming⁠ ghost towns, where flavorless food is prepared daily, colorless clothes are hung up to dry, and livestock is shifted from pen to pen until it starves. Traits Fallible Invisibility⁠. The skulk is invisible⁠. This invisibility can be circumvented by three things: The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a mirror or on another surface. The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown. Humanoid children, aged 10 and under, can see through this invisibility. Trackless. The skulk leaves no tracks to indicate where it has been or where it’s headed. Actions Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. If the skulk has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (skulk)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Neutral","Expansion":4,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Skulk","description":"Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk without the help of a mirror or a special candle. On the rare occasions when a skulk is visible, it appears as a drab, featureless, hairless biped. A skulk can be summoned from the Shadowfell by performing a ritual, and it is bound to obey the summoner’s commands for 30 days. During this time, if the skulk is visible, an astute observer might deduce who summoned it, because the skulk assumes a vague likeness of its master. Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can’t return to the Shadowfell until it dies, so many throw themselves into creating bloodshed and mayhem with no regard for their own lives. After killing a person on the Material Plane, some skulks take up a silent imitation of that person’s life. In extreme cases, skulks have invaded villages, killed all the occupants, and turned the places into seeming ghost towns where flavorless food is prepared daily, colorless clothes are hung up to dry, and livestock is shifted from pen to pen until it starves. Some children have imaginary friends that their parents can’t see. Sometimes those invisible friends aren’t imaginary. —Mordenkainen Traits Fallible Invisibility. The skulk is invisible. This invisibility can be circumvented by three things: Charnel Candles. The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown. Children. Humanoid children, aged 10 and under, can see through this invisibility. Reflective Surfaces. The skulk appears as a drab, smooth-skinned biped if its reflection can be seen in a mirror or on another surface. Trackless. The skulk leaves no tracks to indicate where it has been or where it’s headed. Actions Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Neutral","Expansion":14934,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Skulking Shade","description":"Skulking shades—grotesque amalgamations of corporeal flesh and shadows—rarely dare to encroach upon the luminous Luyarnha, as if the city's radiance terrifies them. Yet, as the city teeters further and further into the abyss, these nefarious beings have begun to increasingly venture past its walls, particularly in the poorly defended Ruby District, drawn to the banquet of organs innocent mortals offer. Muddled Origins. Chilling rumors whisper that skulking shades are the progeny of forgotten deities, unleashed upon this reality as punishment for the hubris of mortals who think they can ignore the gods, or even rival them. Other tales tell of these spectral beings as the vestiges of the ancient human empire, neighbors to Luyarnha long ago before its cataclysmic fall, now returning as harbingers of vengeance. Others posit that they are the restless spirits of warriors fallen during the wars, given form anew, eternally thirsting for blood. Whatever the truth may be, dark wielders of death's power have been known to call forth such skulking shades in battle, summoning them from the deepest shadows of this world. Traits Cull the Herd. The shade has advantage on attack rolls against creatures which are within 5 feet of one of that creature’s allies or against creatures that it is grappling. Organ Ripper. Whenever the shade scores a critical hit against a creature with a melee attack, the target takes an additional 11 (2d10) piercing damage. If the attack reduces the target to 0 hit points, the shade rips out a vital organ from the creature (such as the heart or brain), recharges its Death Breath, and the creature dies. Shadow Stealth. While in dim light or darkness, the shade can take the Hide action as a bonus action. Actions Multiattack. The shade makes three melee attacks, only one of which can be with its bite. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. The shade regains hit points equal to the damage dealt. Crush. Melee Weapon Attack: +8 to hit, reach 5 ft., one target grappled by the shade. Hit: 14 (2d8 + 5) bludgeoning damage. Snatch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage and the target is grappled (escape DC 16). The shade can then fly up to its flying speed without provoking opportunity attacks. Death Breath (Recharge 5-6). The shade exhales a breath of deathly energy in a 30-foot cone. Each creature in the area must make a DC 14 Constitution saving throw, taking 22 (4d10) necrotic damage on a failure, or half as much damage on a success. All non-creature organic material in the area, such as plants, wood, or food, begin to rot and wither.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend and monstrosity","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":6},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Skull Lantern","description":"From the pile of bones, a skull rises into the air as the hood of an old cloak slips from it and drops to the floor. A baleful greenish light pours from its hollow sockets. Its jaws open wide and a rasping voice utters words in a strange tongue. Accidental Animation. A form of enigmatic, semi-sentient undead, a skull lantern comes into being spontaneously, soon after the destruction of another humanoid undead. It rarely lasts long, however, due to the fact that its first act is often to levitate slowly above a recently-vanquished undead creature's remains with eerie light shining from its eye sockets. Traces of Life. Skull lanterns are given to muttering, repeating nonsense phrases, and even occasionally shouting, though what excites them to such utterings is as yet unknown; there seems to be no rhyme or reason to it. In fact, it isn't entirely clear if skull lanterns are inhabited by some spiritual remnant of their former selves or if they are occupied by some other entity altogether. Whether or not such behavior is a sign of intelligence at work, their willingness to communicate becomes more pronounced the closer they come to places of arcane power. Enigmatic Companions. A few brave experimenters have discovered that these beings can be put to several uses. If a creature tethers a skull lantern to itself and pulls the skull along for an hour, the skull will begin floating next to the creature of its own volition; a useful trait, since the skull produces a somewhat ghastly, but steady, light. It will float along in this way until something stops it from doing so, either by attacking it, separating from it through the use of a barrier of some sort, or placing it in a container. When abandoned, a skull lantern simply floats in place where it was left and won't take up following another creature until tethered and \"trained\" to do so again. When attacked, a skull lantern will defend itself with its bite but otherwise will not attack. Undead Nature. A skull lantern doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Skull Lasher of Myrkul","description":"The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Myrkul and His Followers Myrkul is the Lord of Bones, claiming power over corpses and souls. His cultists are those who seek to claim lore, power, and even fealty from the deceased. Myrkul has the power to call forth the soul of any slain creature and bind it into a wax skull. Myrkul can use this ability only if he claims some part of a creature’s physical body, grinds it up, and creates a skull that includes the resulting dust. So long as the soul remains inside the skull, the skull’s eye sockets burn with cold blue flames. While the skull is intact, Myrkul can compel the soul trapped within to answer his questions and share its knowledge. The skull degrades with each service rendered, eventually collapsing and releasing the soul. The soul can also be released by dousing the wax skull with holy water. Myrkul is calculating, distant, and self-centered. He cares only for the acquisition of knowledge and finds that managing the daily affairs of life is at best a tedious distraction. He is happiest when surrounded by his tomes of lore and the undead he has called forth to do his bidding. Those who follow Myrkul are either wizards or those who seek to master the necromantic arts. Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult. Cult Ranks. A follower of Myrkul wields a flail that has a skull replacing the normal flail’s striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The masters of souls delve deep into Myrkul’s secrets, allowing them to animate the dead and perform other grave magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":4414,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Skull Lasher of Myrkul","description":"Myrkul and His Followers Myrkul is the Lord of Bones, claiming power over corpses and souls. His cultists are those who seek to claim lore, power, and even fealty from the deceased. Myrkul has the power to call forth the soul of any slain creature and bind it into a wax skull. Myrkul can use this ability only if he claims some part of a creature’s physical body, grinds it up, and creates a skull that includes the resulting dust. So long as the soul remains inside the skull, the skull’s eye sockets burn with cold blue flames. While the skull is intact, Myrkul can compel the soul trapped within to answer his questions and share its knowledge. The skull degrades with each service rendered, eventually collapsing and releasing the soul. The soul can also be released by dousing the wax skull with holy water. Myrkul is calculating, distant, and self-centered. He cares only for the acquisition of knowledge and finds that managing the daily affairs of life is at best a tedious distraction. He is happiest when surrounded by his tomes of lore and the undead he has called forth to do his bidding. Those who follow Myrkul are either wizards or those who seek to master the necromantic arts. Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult. Cult Ranks. A follower of Myrkul wields a flail that has a skull replacing the normal flail’s striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The masters of souls delve deep into Myrkul’s secrets, allowing them to animate the dead and perform other grave magic. Cultists of the Dead Three The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the Tablets of Fate from the overgod Ao and use them to rule over Faerûn and its gods. They failed and were slain during the Time of Troubles. Since then, a variety of contingency plans they had in place allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine beings. While their power has diminished, they remain a formidable trio and play a malevolent role in influencing events on Faerûn. Traits Spellcasting. The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): mage hand, message, prestidigitation 1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see “Actions” below), shield 2nd level (2 slots): darkness, misty step Actions Multiattack. The skull lasher makes two attacks with its flail. Iron Skull Flail. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 7 (2d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher’s next turn. Ray of Sickness (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the skull lasher’s next turn. If the skull lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":28744,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Skull Lord","description":"In the Shadowfell and elsewhere in the multiverse, the curse of undeath threatens to overwhelm all life. —Mordenkainen The skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of undead in a bid to establish dominance. Yet skull lords always prove to be their own worst enemies; as a combined being born from three hateful individuals, they constantly plot against themselves. Creatures of Betrayal. Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna’s bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna’s warlords turned against each other, and the dark one’s plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow⁠, others have joined them, typically after being created from other leaders who betrayed their masters. Undead⁠ Nature. A skull lord doesn’t require air, food, drink, or sleep. Traits Legendary Resistance⁠ (3/Day). If the skull lord fails a saving throw, it can choose to succeed instead. Master of the Grave. While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there. Evasion. If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Spellcasting. The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells: Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp 1st level (4 slots): magic missile, expeditious retreat, thunderwave 2nd level (3 slots): mirror image, scorching ray 3rd level (3 slots): fear, haste 4th level (3 slots): dimension door, ice storm 5th level (2 slots): cloudkill, cone of cold 6th level (1 slot): eyebite 7th level (1 slot): finger of death Actions Multiattack. The skull lord makes three bone staff attacks. Bone Staff⁠. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage. Legendary Actions The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The skull lord regains spent legendary actions at the start of its turn. Bone Staff⁠ (Costs 2 Actions). The skull lord makes a bone staff attack. Cantrip. The skull lord casts a cantrip. Move . The skull lord moves up to its speed without provoking opportunity attacks. Summon Undead⁠ (Costs 3 Actions). Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Mordenkainen's Tome of Foes","Alignment":"lawful evil","Expansion":4,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Skull Lord","description":"Skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of the undying in a bid to establish dominance. Yet skull lords always prove to be their own worst enemies; each is a combined being born from three hateful individuals, and they constantly plot against themselves. Infighting and treachery brought skull lords into existence. The first of them appeared in the aftermath of Vecna’s bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna’s warlords turned against each other, and his plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into the shadows, others have arisen, typically created from other leaders who betrayed their masters. Traits Evasion. If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn’t incapacitated. Legendary Resistance (3/Day). If the skull lord fails a saving throw, it can choose to succeed instead. Master of the Grave. While within 30 feet of the skull lord, any Undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there. Unusual Nature. The skull lord doesn’t require air, food, drink, or sleep. Actions Multiattack. The skull lord makes three Bone Staff or Deathly Ray attacks. Bone Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 21 (6d6) necrotic damage. Deathly Ray. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 27 (5d8 + 5) necrotic damage. Spellcasting. The skull lord casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 18): At will: mage hand , message 2/day each: dimension door , fear 1/day each: cloudkill , cone of cold Legendary Actions The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The skull lord regains spent legendary actions at the start of its turn. Attack. The skull lord makes one Bone Staff or Deathly Ray attack. Move. The skull lord moves up to its speed without provoking opportunity attacks. Summon Undead (Costs 2 Actions). The skull lord summons up to five skeletons or zombies (both appear in the Monster Manual ) in unoccupied spaces within 30 feet of it. They remain until destroyed. Undead summoned in this way roll initiative, act in the next available turn, and obey the skull lord. The skull lord can have no more than five Undead summoned by this ability at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Sorcerer)","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Skull Servant (PB 2)","description":"Traits Undead Nature. The skull servant doesn’t require air, food, drink, or sleep. Undying Spark (Regains All Expended Uses When You Finish a Long Rest). When the skull servant would be reduced to 0 hit points, it can choose to be reduced to 1 hit point instead. It can use this trait a number of times equal to the spell’s level. Telepathic Bond. While the skull servant is within 100 feet of you, you can communicate with it telepathically. Additionally, you can use your action to see through the skull servant’s emerald eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it has. During this time, you are deaf and blind in regard to your own senses. Turn Resistance. If the spell’s level is at least 3, the skull servant is immune to effects that turn undead. Necromantic Flight. If the spell’s level is at least 4, the skull servant has a flying speed equal to its walking speed. If the spell’s level is at least 8, the skull servant can hover. Weapon Immunity. If the spell’s level is at least 6, the skull servant has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. Avoidance. If the spell’s level is at least 7, when the skull servant is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw. Truesight. If the spell’s level is at least 9, the skull servant has truesight to a range of 60 feet. Actions Bone Jab. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1 piercing damage plus necrotic damage equal to the spell’s level. If the spell’s level is at least 5, the target’s hit point maximum is reduced by an amount equal to the necrotic damage it took from the attack until it finishes a long rest. A creature dies if its hit point maximum is reduced to 0. False Collapse. The skull servant collapses into a pile of bones. Until it reconstitutes itself, it is indistinguishable from an inanimate pile of bones, and magic that normally detects the presence of undead fails to detect it. While collapsed, it is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to reconstitute itself. Reactions Necromantic Channel. When you cast a necromancy spell with a casting time of 1 action, you can have the skull servant use its reaction to allow you to cast the spell from its position. The skull servant must be within 100 feet of you. If the spell requires an attack roll, it uses your spell attack modifier. If the spell has a range of Self, the spell treats the skull servant as the caster.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"neutral","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Skull Servant (PB 3)","description":"Traits Undead Nature. The skull servant doesn’t require air, food, drink, or sleep. Undying Spark (Regains All Expended Uses When You Finish a Long Rest). When the skull servant would be reduced to 0 hit points, it can choose to be reduced to 1 hit point instead. It can use this trait a number of times equal to the spell’s level. Telepathic Bond. While the skull servant is within 100 feet of you, you can communicate with it telepathically. Additionally, you can use your action to see through the skull servant’s emerald eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it has. During this time, you are deaf and blind in regard to your own senses. Turn Resistance. If the spell’s level is at least 3, the skull servant is immune to effects that turn undead. Necromantic Flight. If the spell’s level is at least 4, the skull servant has a flying speed equal to its walking speed. If the spell’s level is at least 8, the skull servant can hover. Weapon Immunity. If the spell’s level is at least 6, the skull servant has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. Avoidance. If the spell’s level is at least 7, when the skull servant is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw. Truesight. If the spell’s level is at least 9, the skull servant has truesight to a range of 60 feet. Actions Bone Jab. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1 piercing damage plus necrotic damage equal to the spell’s level. If the spell’s level is at least 5, the target’s hit point maximum is reduced by an amount equal to the necrotic damage it took from the attack until it finishes a long rest. A creature dies if its hit point maximum is reduced to 0. False Collapse. The skull servant collapses into a pile of bones. Until it reconstitutes itself, it is indistinguishable from an inanimate pile of bones, and magic that normally detects the presence of undead fails to detect it. While collapsed, it is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to reconstitute itself. Reactions Necromantic Channel. When you cast a necromancy spell with a casting time of 1 action, you can have the skull servant use its reaction to allow you to cast the spell from its position. The skull servant must be within 100 feet of you. If the spell requires an attack roll, it uses your spell attack modifier. If the spell has a range of Self, the spell treats the skull servant as the caster.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"neutral","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Skull Servant (PB 4)","description":"Traits Undead Nature. The skull servant doesn’t require air, food, drink, or sleep. Undying Spark (Regains All Expended Uses When You Finish a Long Rest). When the skull servant would be reduced to 0 hit points, it can choose to be reduced to 1 hit point instead. It can use this trait a number of times equal to the spell’s level. Telepathic Bond. While the skull servant is within 100 feet of you, you can communicate with it telepathically. Additionally, you can use your action to see through the skull servant’s emerald eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it has. During this time, you are deaf and blind in regard to your own senses. Turn Resistance. If the spell’s level is at least 3, the skull servant is immune to effects that turn undead. Necromantic Flight. If the spell’s level is at least 4, the skull servant has a flying speed equal to its walking speed. If the spell’s level is at least 8, the skull servant can hover. Weapon Immunity. If the spell’s level is at least 6, the skull servant has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. Avoidance. If the spell’s level is at least 7, when the skull servant is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw. Truesight. If the spell’s level is at least 9, the skull servant has truesight to a range of 60 feet. Actions Bone Jab. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1 piercing damage plus necrotic damage equal to the spell’s level. If the spell’s level is at least 5, the target’s hit point maximum is reduced by an amount equal to the necrotic damage it took from the attack until it finishes a long rest. A creature dies if its hit point maximum is reduced to 0. False Collapse. The skull servant collapses into a pile of bones. Until it reconstitutes itself, it is indistinguishable from an inanimate pile of bones, and magic that normally detects the presence of undead fails to detect it. While collapsed, it is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to reconstitute itself. Reactions Necromantic Channel. When you cast a necromancy spell with a casting time of 1 action, you can have the skull servant use its reaction to allow you to cast the spell from its position. The skull servant must be within 100 feet of you. If the spell requires an attack roll, it uses your spell attack modifier. If the spell has a range of Self, the spell treats the skull servant as the caster.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"neutral","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Skull Servant (PB 5)","description":"Traits Undead Nature. The skull servant doesn’t require air, food, drink, or sleep. Undying Spark (Regains All Expended Uses When You Finish a Long Rest). When the skull servant would be reduced to 0 hit points, it can choose to be reduced to 1 hit point instead. It can use this trait a number of times equal to the spell’s level. Telepathic Bond. While the skull servant is within 100 feet of you, you can communicate with it telepathically. Additionally, you can use your action to see through the skull servant’s emerald eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it has. During this time, you are deaf and blind in regard to your own senses. Turn Resistance. If the spell’s level is at least 3, the skull servant is immune to effects that turn undead. Necromantic Flight. If the spell’s level is at least 4, the skull servant has a flying speed equal to its walking speed. If the spell’s level is at least 8, the skull servant can hover. Weapon Immunity. If the spell’s level is at least 6, the skull servant has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. Avoidance. If the spell’s level is at least 7, when the skull servant is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw. Truesight. If the spell’s level is at least 9, the skull servant has truesight to a range of 60 feet. Actions Bone Jab. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1 piercing damage plus necrotic damage equal to the spell’s level. If the spell’s level is at least 5, the target’s hit point maximum is reduced by an amount equal to the necrotic damage it took from the attack until it finishes a long rest. A creature dies if its hit point maximum is reduced to 0. False Collapse. The skull servant collapses into a pile of bones. Until it reconstitutes itself, it is indistinguishable from an inanimate pile of bones, and magic that normally detects the presence of undead fails to detect it. While collapsed, it is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to reconstitute itself. Reactions Necromantic Channel. When you cast a necromancy spell with a casting time of 1 action, you can have the skull servant use its reaction to allow you to cast the spell from its position. The skull servant must be within 100 feet of you. If the spell requires an attack roll, it uses your spell attack modifier. If the spell has a range of Self, the spell treats the skull servant as the caster.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"neutral","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Skull Servant (PB 6)","description":"Traits Undead Nature. The skull servant doesn’t require air, food, drink, or sleep. Undying Spark (Regains All Expended Uses When You Finish a Long Rest). When the skull servant would be reduced to 0 hit points, it can choose to be reduced to 1 hit point instead. It can use this trait a number of times equal to the spell’s level. Telepathic Bond. While the skull servant is within 100 feet of you, you can communicate with it telepathically. Additionally, you can use your action to see through the skull servant’s emerald eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it has. During this time, you are deaf and blind in regard to your own senses. Turn Resistance. If the spell’s level is at least 3, the skull servant is immune to effects that turn undead. Necromantic Flight. If the spell’s level is at least 4, the skull servant has a flying speed equal to its walking speed. If the spell’s level is at least 8, the skull servant can hover. Weapon Immunity. If the spell’s level is at least 6, the skull servant has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. Avoidance. If the spell’s level is at least 7, when the skull servant is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw. Truesight. If the spell’s level is at least 9, the skull servant has truesight to a range of 60 feet. Actions Bone Jab. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1 piercing damage plus necrotic damage equal to the spell’s level. If the spell’s level is at least 5, the target’s hit point maximum is reduced by an amount equal to the necrotic damage it took from the attack until it finishes a long rest. A creature dies if its hit point maximum is reduced to 0. False Collapse. The skull servant collapses into a pile of bones. Until it reconstitutes itself, it is indistinguishable from an inanimate pile of bones, and magic that normally detects the presence of undead fails to detect it. While collapsed, it is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to reconstitute itself. Reactions Necromantic Channel. When you cast a necromancy spell with a casting time of 1 action, you can have the skull servant use its reaction to allow you to cast the spell from its position. The skull servant must be within 100 feet of you. If the spell requires an attack roll, it uses your spell attack modifier. If the spell has a range of Self, the spell treats the skull servant as the caster.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"neutral","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Skullcrusher Ogre","description":"Ogres usually wear loincloths and hide as armor, but the skullcrushers prefer to wear plate armor and carry shields. They use giant morningstars as weapons, which they expertly use to bash the skulls of their foes with. Unlike their kin, skullcrusher ogres are disciplined and trained to follow orders during battle. Actions Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Skull Crush (Recharge 5–6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage, and if the target is a creature, it must succeed on a DC 14 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Skulltaker","description":"Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation of the delirium and agony experienced by doomed climbers and lost trailblazers just before they met their end. In some places, a skulltaker is also known as a saxra. A skulltaker appears as a looming figure, just over 20 feet tall, with an animal’s head for a skull, bony human arms and hands, and a body that seems little more than a billowing robe decorated with bones. Traits Innate Spellcaster. The skulltaker’s innate spellcasting ability is Wisdom (spell save DC 18). The skulltaker can innately cast the following spells, requiring no material components. At will: detect magic, magic missile, shield, thunderwave 2/day each: finger of death, disintegrate, fireball Skeletal Lore. A skulltaker taps into the memories of the creatures whose bones make up its body. This gives it the ability to speak and understand all of the languages known by the creatures whose bones make up its body (typically including Common and the regional language of the skulltaker’s home region). Turn Resistance. The skulltaker has advantage on saving throws against any effect that turns undead. Actions Multiattack. The skulltaker makes three attacks. Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. Jaw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (1d10+6) bludgeoning damage. Bone Javelin. Ranged Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) piercing damage. Reactions Bonetaker. When a creature dies within 60 feet of the skulltaker, its corpse is pulled into the skulltaker’s form. The creature rises as a skeletal champion at the end of the skulltaker’s next turn under the skulltaker’s control, in a space within 5 feet of the skulltaker. Legendary Actions The skulltaker can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The skulltaker regains spent legendary actions at the start of its turn. Cast Spell. The skulltaker casts an at will spell. Energy Drain (Costs 2 Actions). One creature within 30 feet of the skulltaker that the skulltaker can see and that isn’t undead must make a DC 17 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save. The skulltaker recovers half the damage done this way, or, if more than 23 damage is dealt, the skulltaker might recover a spent 2/day spell. Splintered Ground (Costs 2 Actions). The skulltaker causes splintered bones to erupt from all solid surfaces in a 100-foot radius, excepting surfaces that are worked stone. A creature moving through the bones takes 5 (1d10) piercing and 5 (1d10) necrotic damage for every 5 feet of movement. The bones remain in place until the skulltaker uses this action again, or the bones are manually removed, which takes 10 minutes for each 5-foot square. From the Shard Swarm (Costs 3 Actions). The skulltaker forms a skeletal champion from its own swirling form. The skeletal champion appears in a space within 5 feet from the skulltaker and is under the control of the skulltaker.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":18},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Skum","description":"Several poor souls around the Styes have succumbed to an aboleth’s magic through its disease-bearing touch. Transformed into creatures called skum, they barely resemble their past forms, their skin turning slimy and translucent while their limbs warp to resemble those of deep-sea oddities. The change makes them dependent on water, which they must immerse themselves in regularly lest they experience painful—and potentially lethal—skin eruptions. Skum are bound to their aboleth master not just by their cursed state, but by a psychic bond that compels them to serve its every sinister whim. Traits Abolethic Vassal. The skum is permanently charmed by its aboleth master. Amphibious. The skum can breathe air and water. Psychic Conditioning. The skum is immune to the frightened and charmed conditions unless they are from effects created by an aboleth. Water Dependency. The skum takes 6 (1d12) acid damage every 10 minutes it goes without exposure to water. Actions Multiattack. The skum makes three attacks: two with its trident and one with its Mind-Breaking Touch. Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Mind-Breaking Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d8) psychic damage, and the target has disadvantage on Wisdom saving throws until the end of the skum’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"lawful evil","Expansion":3905,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Skum Beast","description":"Animals and all manner of beasts that have been transformed now serve as guardians and scouts for the aboleth. Skum The skum (Ghosts of Saltmarsh) are a race of creatures that were once humanoids, beasts, and giants. These creatures were captured and transformed by the aboleth's foul magic into slime-covered abominations. They now serve their masters as slaves and guards. Traits Abolethic Vassal. The skum is permanently charmed by its aboleth master. Amphibious. The skum can breathe air and water. Psychic Conditioning. The skum is immune to the frightened and charmed conditions unless they are from effects created by an aboleth. Water Dependency. The skum takes 6 (1d12) acid damage every 10 minutes it goes without exposure to water. Actions Multiattack. The skum makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) psychic damage. Mind-Bending Roar (Recharge 5–6) . The skum can emit a psychic roar. Each creature within 30 feet that is not an aboleth or a skum and can hear its scream takes 18 (4d8) psychic damage, and the target has disadvantage on Wisdom saving throws until the end of the skum's next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Skum Hulk","description":"On rare occasions, the aboleth might be able to capture and enslave an ogre or even a young giant, transforming it into one of its mutated slaves, making it one of its personal bodyguards. Skum The skum (Ghosts of Saltmarsh) are a race of creatures that were once humanoids, beasts, and giants. These creatures were captured and transformed by the aboleth's foul magic into slime-covered abominations. They now serve their masters as slaves and guards. Traits Abolethic Vassal. The skum is permanently charmed by its aboleth master. Amphibious. The skum can breathe air and water. Psychic Conditioning. The skum is immune to the frightened and charmed conditions unless they are from effects created by an aboleth. Water Dependency. The skum takes 6 (1d12) acid damage every 10 minutes it goes without exposure to water. Actions Multiattack. The skum makes two Slam attacks. Slam . Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 4 (1d8) psychic damage. Mind-Bending Scream (Recharge 5–6). The skum can emit a psychic scream. Each creature within 30 feet that is not an aboleth or a skum and can hear its scream takes 27 (6d8) psychic damage, and the target has disadvantage on Wisdom saving throws until the end of the skum's next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Skum Minion","description":"Loathsome and disgusting, minions are the more common but weaker versions of skum. They look like feral amphibious humanoids with limbs ending in webbed claws and feet and a long spiny frill running down its hunched back. Skum The skum (Ghosts of Saltmarsh) are a race of creatures that were once humanoids, beasts, and giants. These creatures were captured and transformed by the aboleth's foul magic into slime-covered abominations. They now serve their masters as slaves and guards. Traits Abolethic Vassal. The skum is permanently charmed by its aboleth master. Amphibious. The skum can breathe air and water. Psychic Conditioning. The skum is immune to the frightened and charmed conditions unless they are from effects created by an aboleth. Water Dependency. The skum takes 6 (1d12) acid damage every 10 minutes it goes without exposure to water. Actions Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage plus 5 (2d4) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Sky Ferret","description":"Sky ferrets are ferret-like Celestials with tiny winged feet that allow them to soar through the air. Endowed with a keen sense of empathy, sky ferrets are drawn to creatures struggling with adversity, and provide them with companionship, guidance, and a touch of celestial luck. Although most sky ferrets reside on the heavenly planes, they can also be found at some sacred sites and in mountainous regions on the Mortal World, where the veil between the worlds is said to be thin. Guardians of Fortune While a sky ferret can bestow divine fortune on other creatures, those who would harm a sky ferret may invoke a potent curse, bringing calamity upon themselves as retribution for their cruelty.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial","Alignment":"Chaotic Good","Expansion":25354,"Challenge Rating":"1/2"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Sky Shark","description":"Feared by airship crews and coastal denizens, the sky shark is a fearsome flying predator that is a mutation of the more common Hunter Shark. Because they must return to water at least once every hour, sky sharks seldom roam inland more than a few miles. A fully grown sky shark is 15 to 20 feet long. Traits Amphibious. The shark can breathe air and water, but must return to water to wet its gills once every hour. Blood Frenzy. The shark has advantage on melee attack rolls against any creature with blood that doesn't have all its hit points. Keen Smell. The shark has advantage on Wisdom (Perception) checks that rely on scent when detecting a creature with blood that doesn't have all its hit points. Swoop. If the shark moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the shark can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":32955,"Challenge Rating":3},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Sky Spore","description":"Floating among thick clouds, a solid mass slowly changes colors to match its surroundings. A sky spore is 20 to 30 feet across and weighs over a ton, but its buoyant gases bear it aloft as if it were weightless. Slow Moving Death. Sky spores float high in planetary atmosphere for centuries, slowly growing as they feed on living creatures that happen too close to them. A creature affected by its spores simply floats helplessly while the clumsy airborne fungus slowly maneuvers until its mouth moves over the helpless prey. The sky spore then digests its dinner over the course of days. Floating Fungus. A creature paralyzed, but not eaten, by a sky spore floats on the wind until the paralyzing spores eventually begin to multiply, slowly altering a host’s body until a new sky spore is formed. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"plant","Alignment":"unaligned","Expansion":32483,"Challenge Rating":11},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Skyjek Roc","description":"The aerial forces of the Boros Legion —skyknights who fly alongside the angels—take to the air mounted on Skyjek rocs. These avians are named for the skyknights who are also part of the Wojek League, called Skyjeks. From the backs of their rocs, these mounted soldiers carry out reconnaissance missions, bombard enemies on the ground, and engage flying foes. The shape of a Skyjek roc’s body makes it relatively easy to saddle and ride, and it is typically equipped with armor plating on its head and chest. Skyjek rocs are headstrong and impulsive, but their bravery makes them ideal mounts for the Boros knights. Traits Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The roc makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":7,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Skylla","description":"Skylla, who sometimes goes by the alias Charmay, forged a warlock’s pact with Baba Yaga. It is from this powerful archfey that Skylla draws her magic. Skylla is spiteful and treacherous, as likely to betray her allies as to help them. She talked Kelek into allowing her to serve as the primary liaison between the League of Malevolence and the Hourglass Coven, claiming her pact with Baba Yaga made her better suited for the role than anyone else. Endelyn Moongrave foresaw that Skylla’s allies would turn on her one day and shared this information with the warlock. Skylla reacted to that news by distancing herself from the League of Malevolence, and now she works for Endelyn. Skylla is open to the idea of rejoining the league, but not while Kelek is in charge. Alignment. Chaotic evil. Personality Trait. “Only a fool would turn their back on me.” Ideal. “Power is what I crave. One can never have too much of it.” Bond. “Baba Yaga is my patron, and she has taught me to be self-reliant. Nevertheless, I feel beholden to stay on good terms with her vile spawn, the hags of the Hourglass Coven.” Flaw. “I don’t have a single friend I can count on.” Combat Notes Skylla is not an effective melee combatant. She is more dangerous when she can use magic from a safe distance. She can also use her faerie fire spell to make foes easier for her allies to hit. Traits Special Equipment. Skylla carries an eldritch staff with 10 charges. The staff regains 1d6 + 4 expended charges daily at dawn. If its last charge is expended, roll a d20; on a 1, the staff is destroyed. Actions Multiattack. Skylla makes two Eldritch Staff attacks. She can replace one of the attacks with a use of Spellcasting. Eldritch Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with two hands, and Skylla can expend up to 3 of the staff’s charges, dealing an extra 4 (1d8) lightning damage for each expended charge. Spellcasting. Skylla casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): 1/day each: detect magic, disguise self, faerie fire, fly, hypnotic pattern, invisibility, mage armor Reactions Eldritch Escape. When Skylla takes damage, she can expend 3 charges of her eldritch staff to turn invisible and teleport, along with any equipment she’s wearing or carrying, up to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks or casts a spell. League of Malevolence The League of Malevolence is an odious assemblage of villains united in one purpose: the accumulation of power. Its founding member, the sorcerer Kelek, expects his confederates to work together for their mutual benefit, but he also encourages them to pursue their own evil schemes.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, warlock)","Alignment":"chaotic evil","Expansion":11857,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Skyswimmer","description":"Skyswimmers are enormous, predatory leviathans that feed on drakes, rocs, griffins, and anything else they encounter as they soar through the clouds above Ravnica. Traits Amphibious. The skyswimmer can breathe air and water. Actions Multiattack. The skyswimmer makes three attacks: one with its bite and two with its slam. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the skyswimmer. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the skyswimmer, and it takes 21 (6d6) acid damage at the start of each of the skyswimmer’s turns. If the skyswimmer takes 30 damage or more on a single turn from the swallowed creature, the skyswimmer must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the skyswimmer. If the skyswimmer dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Slam. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":7,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Skyweaver","description":"Skyweavers brim with rage and desire, which makes them perfect vessels for the wildly destructive magic of the Cult of the Howling Hatred. In contrast to their hurricane counterparts in the air cult, skyweavers embrace the worship of Elemental Evil for a quick path to power. With little experience wielding the might of the elements, skyweavers thrill with the rush of releasing raw elemental energy. Howling Hatred Cultists Most air cultists are idealists lured to the cult by lofty notions such as detachment from material possessions, bodily addictions, and physical desires. Some find their way to the cult in pursuit of rumors that they can learn to fly, tame the wind, or shed their obesity. Whatever their reasons, they eventually succumb to the cult’s subtle indoctrination, surrendering their worldly goods to the cult’s coffers and the hardiness of their bodies to the cult’s emaciating rites. Cultists that survive their initiation usually gain all the things the cult promised— at the cost of their free will. The Cult of the Howling Hatred relies upon deception and trickery both to recruit its members and defeat its enemies. Even so, those that underestimate the air cult for their mysticism shouldn’t forget the wild destructive power the cultists wield when they unleash cyclones and tornadoes. The Cult of Howling Hatred cooperates with the fire and water cults but they loathe the Cult of the Black Earth, viewing its members as stubborn, unenlightened drones without vision or imagination. Traits Spellcasting. The skyweaver is an 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells: Cantrips (at will): blade ward, light, message, ray of frost, shocking grasp 1st level (4 slots): feather fall, mage armor, witch bolt 2nd level (3 slots): gust of wind, invisibility 3rd level (3 slots): fly, lightning bolt Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":7390,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Slaad Tadpole","description":"Embedded in a slaad’s brain is a magic gem. Acquire it, and the slaad is yours to command. Slaadi In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation. The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone’s power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus’s creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus’s massive creation as the Spawning Stone for this reason. The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn’t perceive the slaadi as threats or chooses to ignore them. Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories. Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves. Traits Magic Resistance : The slaad has advantage on saving throws against spells and other magical effects. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Source":"MM1","Alignment":"chaotic neutral","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Slaad Tadpole","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Aberration","Alignment":"Chaotic Neutral","Expansion":32231,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Slag Giant","description":"Magically crafted and crossbred from fire giants and stone giants by ancient wizards, slag giants are among the foremost artisans and crafters of giantkind. Proportioned more like stone giants than fire giants, slag giants have long limbs with lean muscles. Slag giants’ skin color ranges from a deep and ruddy hue to a rusty orange. Their hair is black, gray, or white, though males and females both tend to keep their hair cropped close or shaved off. Slag giants can live to be 400 years old. Forge-Focused. Slag giants usually evince a cold, detached attitude about everything other than their work. Their inherent understanding of metalworking and resistance to fire allow them to craft arms and armor from inside their huge forges, sometimes working the metal with their bare hands. Small families of slag giants often ally with clans of other giants, providing armor and weapons in exchange for ore and the freedom to practice their crafting skills in peace. Even militaristic fire giants (who pride themselves on their strength and martial prowess) respect the fine work of the weaker slag giants, and usually attempt to ally with the artisans rather than enslaving them. Slag giant settlements usually consist of several stone homes (built from or surrounded by forge slag) with built-in forges and large, smoking chimneys. Most are in hills or mountains, but they can be found anywhere there is a ready supply of iron ore. Craftsfolk. Although they prefer creation to combat, slag giants are brutal and efficient fighters, capable of destroying an enemy’s weapons or armor in a few precise blows. They often let opponents retreat if it gives the giants the opportunity to collect any broken weapons and armor as salvage. If approached peacefully, they are willing to barter or sell their goods, though they usually don’t have human-sized items on hand. Trespassers who carelessly or wantonly destroy a slag giant’s work or foul its forge usually end up in the fire. 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Noises. Hundy is a sehr light sleeper und our insurance doesn’t cover arson by fire-based fiends that you invite into your laboratory. — Humperdink, Charred Type: Fiend Creature Component: Hell hound and owlbear Bonus Tamer Improvement: Growth I and +2 Hit Dice Instinctive, impulsive, and prone to setting things aflame, this pyromaniac pup’s psyche is almost entirely id. A biomantic mix of hell hound and owlbear, this fiery fiend is an offensive powerhouse, even when a tiny pup. Just be careful not to stand too close to it when you sneeze… slaghunds are jumpy creatures. If any of the slaghund’s traits or actions require saving throws, it is always against the slaghund’s save DC, as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the slaghund’s Constitution modifier Monster Trainer Growth I Prerequisite: become a tamer’s companion Type: Passive (companion) The slaghund’s size increases to Small and its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage die of its Bite attack increases to a d8 and its Claws to a d6. The slaghund gains this improvement when it becomes a companion; it doesn’t cost an improvement. Keen Senses Prerequisite: 3rd-level tamer Type: Passive (companion) The slaghund has advantage on Wisdom (Perception) checks. Hound’s Speed Prerequisite: 3rd-level tamer Type: Passive (companion) The slaghund’s speed increases by 20 feet. Growth II Prerequisite: 5th-level tamer, Growth I Type: Passive (companion) The slaghund’s size increases to Medium and its Hit Die size increases to a d8 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage die of its Bite attack increases to a d10 and its Claws to a d8. Multiattack Prerequisite: 5th-level tamer Type: Active (action) As an action, the slaghund can make two attacks: one with its Bite and one with its Claws. Trailblazer Prerequisite: 5th-level tamer Type: Active (action) As an action while the slaghund’s Heatable Body trait is active, it can make its fires burn even hotter until the start of its next turn, leaving a trail of devastation behind it. After using this action, each space the slaghund moves into bursts into 5-foothigh flames until the start of its next turn. A creature that starts its turn within 5 feet of these flames, or one that starts its turn in the flames’ space or moves into the flames’ space for the first time on its turn, must make a Constitution saving throw. On a failure, a creature takes 2 (1d4) fire damage for each 5-foot-square of flames within 5 feet of it if it started its turn next to the flames, or 17 (5d6) fire damage if it is in the flames’ space. On a success, a creature takes half as much damage. After the slaghund uses this action, it can’t do so again until its tamer finishes a short or long rest. When the slaghund’s tamer reaches 9th level in the tamer class, this damage increases to 3 (1d6) and 24 (7d6), respectively. Pack Tactics Prerequisite: 9th-level tamer, Keen Senses Type: Passive (companion) The slaghund has advantage on an attack roll against a creature if at least one of the slaghund’s allies is within 5 feet of the creature and the ally isn’t incapacitated. White Hot Prerequisite: 9th-level tamer Type: Passive (companion & tamer) The fire damage of the slaghund’s Heatable Body and Heated Weapons traits increases to 1d8. While the slaghund is summoned, its tamer has resistance to fire damage. Growth III Prerequisite: 13th-level tamer, Growth II Type: Passive (companion) The slaghund’s size increases to Large and its Hit Die size increases to a d10 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage die of its Bite attack increases to a d12 and its Claws to a d10. Trailblazer II Prerequisite: 13th-level tamer, Trailblazer I Type: Passive (companion) The damage of the slaghund’s Trailblazer action increases to 4 (1d8) and 31 (9d6), respectively. The slaghund gains a +1 bonus to the save DC of this action. When the slaghund’s tamer reaches 17th level in the tamer class, the damage of this action increases to 5 (1d10) and 42 (12d6), respectively. Fiery Aura Prerequisite: 17th-level tamer, White Hot Type: Active (action) As an action while the slaghund’s Heatable Body trait is active, it casts the fire shield spell on itself, choosing the warm shield option and requiring no material components. After the slaghund uses this action, it can’t do so again until its tamer finishes a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend","Alignment":"chaotic neutral","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Slaughter Demon","description":"When evil hobgoblins who embrace their fiendish heritage need to wipe an enemy off the map, their war mages ritualistically beseech an archdevil for the service of a grack’tanar , known as a slaughter demon in the Common tongue. Once summoned, this towering, serpent-bodied, six-clawed demon slithers to war alongside the hobgoblins who summoned them. Devils captured the grack’tanars eons ago. Broken, these demons wait for a call to war, hungry and frothing in the Seven Cities of Hell. Their archdevil captors reward loyal hobgoblins by allowing the mortals to hold a grack’tanar’s reins for a time. These slaughter demons are eager to kill and please their captors so they might be sent out again, and they rarely turn on hobgoblins unless they fall into lethe. Traits Lethe. When the demon’s soul count is 0, they have advantage on attack rolls, disadvantage on saving throws, and their Intelligence score becomes 3 (−4). Additionally, the demon must use their movement on each of their turns to move as close as possible to the nearest creature they can sense with their soulsight, and then if they are able, they must use their action to attack and attempt to kill that creature. The demon can’t act with any other purpose until they add 1 to their soul count. Soul Devourer. When the demon reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom saving throw. On a failed save, the demon consumes the creature’s soul and adds 1 to the demon’s soul count. A creature whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a w ish spell. Actions Multiattack. The demon makes four attacks using Pincer, Sword, Javelin, or a combination of them. They can replace one of these attacks with a Tail Spike attack. The demon can burn 1 soul to make a fifth attack using Pincer, Sword, or Javelin. Pincer. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage, and the target is grappled (escape DC 17). While grappled, the target is restrained. The demon has six pincers, each of which can grapple a target or wield a weapon. Sword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 60/240 ft., one target. Hit: 13 (2d6 + 6) piercing damage. Tail Spike. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 11 (1d10 + 6) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). Bonus Actions Dive Deep (Costs 1 Soul). The demon takes the Disengage action and gains a burrowing speed equal to their walking speed until the end of their next turn. Soul-Devouring Demons The slaughter demon has special features, like soulsight and the Lethe and Soul Devourer traits, which are detailed in the “Demons” entry.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon, Category 3)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Slaughter Demon","description":"Slaughter Demon When evil hobgoblins who embrace their fiendish heritage need to wipe an enemy off the map, their war mages ritualistically beseech an archdevil for the service of a grack’tanar, known as a slaughter demon in the Common tongue. Once summoned, this towering, serpent-bodied, six-clawed demon slithers to war alongside the hobgoblins who summoned them. Devils captured the grack’tanars eons ago. Broken, these demons wait for a call to war, hungry and frothing in the Seven Cities of Hell. Their archdevil captors reward loyal hobgoblins by allowing the mortals to hold a grack’tanar’s reins for a time. These slaughter demons are eager to kill and please their captors so they might be sent out again, and they rarely turn on hobgoblins unless they fall into lethe. Traits Lethe. When the demon’s soul count is 0, they have advantage on attack rolls, disadvantage on saving throws, and their Intelligence score becomes 3 (−4). Additionally, the demon must use their movement on each of their turns to move as close as possible to the nearest creature they can sense with their soulsight, and then if they are able, they must use their action to attack and attempt to kill that creature. The demon can’t act with any other purpose until they add 1 to their soul count. Soul Devourer. When the demon reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom saving throw. On a failed save, the demon consumes the creature’s soul and adds 1 to the demon’s soul count. A creature whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a w ish spell. Actions Multiattack. The demon makes four attacks using Pincer, Sword, Javelin, or a combination of them. They can replace one of these attacks with a Tail Spike attack. The demon can burn 1 soul to make a fifth attack using Pincer, Sword, or Javelin. Pincer. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage, and the target is grappled (escape DC 17). While grappled, the target is restrained. The demon has six pincers, each of which can grapple a target or wield a weapon. Sword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 60/240 ft., one target. Hit: 13 (2d6 + 6) piercing damage. Tail Spike. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 11 (1d10 + 6) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). Bonus Actions Dive Deep (Costs 1 Soul). The demon takes the Disengage action and gains a burrowing speed equal to their walking speed until the end of their next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon, Category 3)","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Slaughter Knight","description":"Slaughter knights are formed in the chaos and carnage of battle, and often make their homes in the ruins of keeps and strongholds that fell in such conflicts. in times of strife, they travel to battlefields to feast on the souls of mighty warriors there. if a particularly strong warrior comes to their attention, a slaughter knight might travel even further afield to hunt them down and claim their soul. Appearance. A slaughter knight is a hulking suit of blood-soaked plate armor, standing head and shoulders above the average human, inside which lurks a twisted, howling amalgam of dark flame and corrupted souls. Its weapons are formed from the cursed and blackened steel of its armor, and it can transform them at will to suit its needs. Demonic Armor. Though a slaughter knight’s armor is made not from metal but from its manifested demonic essence, rumors persist of blades forged from the scavenged remnants of a defeated slaughter knight’s plate. According to legend, these blades contain a trapped fragment of a slaughter knight’s bloodthirsty essence, and drink deeply from the souls of those they kill to bestow great power upon the wielder. Honorable Slaughter. Slaughter knights are driven by an insatiable lust for blood and battle. They hunt powerful warriors and seek to consume their souls, increasing their power and thirst for further violence. Despite their brutal nature, slaughter knights abide by a peculiar code of honor. They only attack those they judge to be a worthwhile challenge, and will ignore a weakened or unworthy creature entirely unless that creature is foolish enough to provoke them. A slaughter knight’s sense of worth is not based solely on strength of arms; they acknowledge the devastating power of spellcasters and are just as likely to hunt a wizard as a barbarian. Single-Minded Hunter. A slaughter knight is a relentless and merciless combatant, driven solely by the desire to feed. It singles out the most powerful enemy on the field and attacks them to the exclusion of all others. If its hunt is interrupted by a creature that can’t simply be ignored, the knight shifts its focus to the interloper, seeking to eliminate them as swiftly as possible so it can return to its chosen prey. Slaughter knights are incapable of backing down from a challenge, cannot be reasoned with, and always fight to the death. Tactics. The slaughter knight uses its mobility and considerable defenses to focus on a single target until it is defeated. Its standard use of multiattack consists of a Flash Strike to close the distance if necessary followed by a Hammer Blow to knock its foe prone and then a Brutal Slash to increase its damage potential. Once it has Injured a creature and believes it can finish off that enemy, it targets it with Execute. The slaughter knight also frequently Taunts its foe, using the legendary action to gain temporary hit points and stay in the fight even longer. Once it is sufficiently weakened, the slaughter knight ceases to Taunt its enemies, preferring to use its legendary actions for damage. After killing its initial target, if any enemies remain and appear to be worthy foes, it will select a new target to hunt. Otherwise, it leaves the battlefield in search of new prey. Traits Living Armor. The slaughter knight is immune to effects that would change its form, and is considered a construct in addition to its other creature types. Inescapable Hunter. Whenever the slaughter knight hits with an opportunity attack, its target’s movement speed is reduced to 0 until the end of its turn. Thirsting Blade. If the slaughter knight does not hit its prey with an attack on its turn while in combat with its prey, it loses 10 hit points at the end of its turn. Whenever it reduces a creature to 0 hit points, it gains 30 temporary hit points. Actions Multiattack. The slaughter knight makes three melee attacks, one of which can be a Flash Strike or an Execute. Brutal Slash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) slashing damage. If the slaughter knight scores a critical hit, it rolls damage three times instead of twice. Additionally, this attack scores a critical hit on a roll of 19 or 20. Flash Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage. The slaughter knight can teleport up to 15 feet to a point within 5 feet of its target before making the attack. If it does, it gains advantage on the attack roll. Hammer Blow. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage, and the target must make a DC 17 Strength saving throw or be knocked prone. Execute (1/Rest). Melee Weapon Attack: +9 to hit, reach 5 feet, one target. Hit: 50 (10d8+5) slashing damage. This attack has advantage against an Injured creature. If this attack reduces the target to 0 hit points, the target dies and this ability recharges. Legendary Actions The slaughter knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The slaughter knight regains spent legendary actions at the start of its turn. Preparatory Swing. Melee Weapon Attack: +9 to hit, reach 5 feet, one target. Hit: 9 (1d8+5) slashing damage, and the target’s Injury thresholds are reduced by 5 until the end of the slaughter knight’s next turn. Taunt. The slaughter knight taunts its foe, opening itself to an attack. One creature of the slaughter knight’s choice within 120 feet of the slaughter knight can choose to make an attack or cast a cantrip requiring an attack roll targeting the slaughter knight. If the attack misses, the slaughter knight gains 20 temporary hit points. If the creature chooses not to attack or cast a cantrip, the slaughter knight gains 10 temporary hit points. If the creature can’t attack the slaughter knight, it gains no temporary hit points. Swift Stride. The slaughter knight moves up to 30 feet. Opportunity attacks it provokes as part of this movement have disadvantage.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":12},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Slaughterpaunch","description":"Slaughterpaunch, the corpulent nalfeshnee demon, relishes in tormenting mortals with a sadistic pleasure, manipulating its victims and toying with them. With a bloated, rotund frame and wicked tusks, this vile creature is no ordinary demon: it is a vampire, turned by Faeryl Myrryn, a drow vampire arch-conjurer who discovered a dark ritual to afflict even outerplanar beings with vampirism. Slaughterpaunch’s mastery of dark magic amplifies pain and suffering, while its disfigured wings grant it swift aerial assaults.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":26071,"Challenge Rating":17},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Slayer","description":"Traits Assassinate. During its first turn, the Slayer has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the Slayer scores against a surprised creature is a critical hit. Devil's Sight. Magical darkness doesn't impede the Slayer's darkvision. Magic Resistance. The Slayer has advantage on saving throws against spells and other magical effects. Actions Multiattack. The Slayer makes four Claw attacks. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) poison damage. The Slayer deals an extra 14 (4d6) slashing damage when it has advantage on the attack roll and hits the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"host's alignment","Expansion":28645,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Sleech","description":"“My cousin told me that with those suckers they can pump off your brain out of the ears\" - Ilderando from Cazzone - A cross between a slug and a leech, the gigantic sleech is as long as two horses in a row and just as large. It has a double row of suckers along its body and a mouth full of hooks that widens out of all proportion. It hides in the depths of marshes and can be identified when the fetid air bubbles it emits ruffle the surface. Traits Amphibious . The sleech can breathe air and water. Corrosive Form . A creature that touches the sleech or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the sleech corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the sleech is destroyed after dealing damage. The sleech can eat through 2-inch-thick, nonmagical wood or metal in 1 round. actions Multiattack . The sleech makes two attacks: one with its bite and one to constrict. Bite . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 13 (2d8 + 4) piercing damage plus 9 (2d8) acid damage. Constrict . Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the sleech can't constrict another target.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":11925,"Challenge Rating":5},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Sleepwalker","description":"The Dreamers Found exclusively in dreamscapes, dreamers are the psyches of sentient creatures blocked from re-entering their corporeal form. The longer a psyche spends in a dreamholder’s twisted realm, the more corrupted it becomes, losing the virtues, values, and empathy it once held dear. Damage. The mind is a magnificent thing, capable of adapting to new realities, and parsing the stimuli in the best way it knows how. This, however, is the dreamers’ weakness; while a blade doesn’t technically exist in a dreamscape, the mind interprets the damage the blade should cause, creating internal psychic trauma in the host’s corporeal body Sleepwalkers A dreamer that has recently succumbed to a dreamholder’s manipulations is known as a sleepwalker. These individuals are entirely deceived by their aberrant puppetmaster, and can be induced to attack others through manipulative illusions and deceit. With careful persuasion or use of magic, such individuals can be brought back to a lucid state and even induced to break free of the dreamholder’s stasis.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (psyche)","Alignment":"any alignment","Expansion":23695,"Challenge Rating":1},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sleipnir","description":"These powerful horses have eight legs and variously snowy, dappled grey, or rich black coloration. Evil and cowardice are anathema to the sleipnir, and those adventurers who seek to ride them must first impress them with brave deeds and heroic songs. Epic Origins. The sleipnir are touched by divinity, their speed and strength the stuff of legends. They appear when great acts of courage are about to be undertaken, and they may offer temporary service in this case, acting as mounts or beasts of burden. They hauled the raw timber for the first walls of Valhalla, carried queens into war against Jotunheim, and pulled the sun to Niflheim for the lost to be found. Draugr Bane. Sleipnir loathe the dishonorable undead and pursue them determinedly across the steppes and snowfields. Their hooves have a brilliant sheen, flashing with ensorcelling runes whenever they strike the undead. The great sleipnir matriarch, Gullfaxi, is famous for trampling an ancient vampire to death as the monster fled across an ice field.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral good","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Sleipnir","description":"Sleipnir Unlike the standard horses that the raiders use, these swift eight-legged beasts were discovered by the first settlers to Grimnir and as such are considered primal creatures. Like other such beings, they were formed by the sheer power released when the magician, Mirgal, was sacrificed to build this safe haven. Caretakers. Sleipnir care about the world and ensure that other beasts are not overtly exploited or mistreated. Though they do not understand why other horses accept domestication, they are especially fond of these “cousins” of theirs. Varied and Various. They live in small herds in several different regions of Grimnir. They are born with a variety of different colors—anything from the browns, whites, and blacks of standard riding horses to more vibrant reds, yellows, and greens. Wild and Free. There are only a handful of herds known to exist in Grimnir and these horses are near impossible to tame. Few mortals ever have the chance to ride them. The sleipnir alone decide whether they will carry others. Exceptional Mounts If a character wants one of these majestic creatures as mount, they should have to earn that right by performing good acts. But even if they accept a rider, the sleipnir is unlike any other riding horse. They will refuse to be mistreated and are likely to leave if this happens. Especially ornery sleipnir will even attack someone they feel is not worthy of them. A player that has a steed as part of their class archetype or subclass, may, at the GM’s discretion replace that steed with a sleipnir (assuming the previous criteria have been met). In this case the sleipnir loses its Multiattack feature and Cooperative ability. It is recommended that such a mount is not introduced until later into the campaign.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Neutral Good","Expansion":25792,"Challenge Rating":6},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Slicker","description":"Slickers are the Kingdom’s typical street magicians: small-time wizards, occultists and charlatans, not affiliated with the Guild of Guiscards or other more prestigious factions. They usually render their services as itinerant sorcerers, mercenary charmers, or con artists. Traits Magical Trinkets . The Slicker usually carries around a large number of magical trinkets. The Slicker carries 2 to 4 magical items (chosen by the Condottiero). The Slicker can attune to 4 magical items and ignore any prerequisite required to attune to a magical item. Spellcasting . The Slicker is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Slicker has the following wizard spells prepared: Cantrips (at will): fire bolt , light , mage hand , prestidigitation 1st level (4 slots): detect magic , mage armor , magic missile , shield 2nd level (3 slots): mirror image , misty step , shatter 3rd level (3 slots): counter spell , fear , lighting bolt Actions Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft or range 20/60 ft., one target. Hit : 4 (1d4+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":11925,"Challenge Rating":4},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Slithering Bloodfin","description":"Covered in vicious-looking crimson spines and sleek scales, the slithering bloodfin flashes through the lightless waters of the Netherdeep. As it swims closer, its toothed maw comes into view—just before it unhinges its jaw, clamps down on its prey, and swallows it whole. A slithering bloodfin looks like a giant eel with a head like a shark’s. It magically siphons life energy from swallowed prey and uses that energy to repair damage to its own body. When a bloodfin dies, its body bursts. The resulting gore is toxic, threatening to infect nearby creatures, until it is dissipated by currents. Traits Death Burst. When the bloodfin dies, it explodes in a cloud of toxic blood. Each creature in a 10-foot-radius sphere centered on the exploding bloodfin, including any creature swallowed by the bloodfin, must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage. A creature inside the bloodfin when it explodes falls prone in the space formerly occupied by the bloodfin and is no longer blinded or restrained by it. Water Breathing. The bloodfin can breathe only underwater. Actions Multiattack. The bloodfin makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack : +9 to hit (with advantage if the target is a creature missing any hit points), reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage, and if the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the bloodfin can’t bite another target. Tail. Melee Weapon Attack : +9 to hit (with advantage if the target is a creature missing any hit points), reach 10 ft., one target. Hit : 19 (4d6 + 5) bludgeoning damage. Bonus Actions Swallow. Melee Weapon Attack : +9 to hit, reach 5 ft., one Medium or smaller creature the bloodfin is grappling. Hit : The bloodfin swallows the target. The swallowed creature is no longer grappled but is blinded and restrained. It has total cover against attacks and other effects outside the bloodfin, it takes 14 (4d6) necrotic damage at the start of each of its turns, and the bloodfin regains hit points equal to the necrotic damage dealt. A bloodfin can have only one creature swallowed at a time. If the bloodfin takes 30 damage or more on a single turn from the swallowed creature, the bloodfin must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the bloodfin and is no longer blinded or restrained by it.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Unaligned","Expansion":13016,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Slithering Tracker","description":"The quest for revenge sometimes leads one to undergo a ritual whereby they transform into a body of semiliquid sentience known as a slithering tracker. Innocuous and insidious at the same time, a tracker flows into places where a normal creature can’t go and brings its own brand of watery death down upon its quarry. Vengeance at Any Cost. The ritual for creating a slithering tracker is known to hags, liches, and priests who worship gods of vengeance. It can only be performed on a willing creature that hungers for revenge. The ritual sucks all the moisture from the person’s body, killing it. Yet the mind lives on in the puddle of liquid that issues forth from the remains, and so too does the subject’s insatiable need for retribution. Stealthy Assassins. A slithering tracker tastes the ground it courses over, seeking any trace of its prey. To kill, a slithering tracker rises up and enshrouds a creature, attempting to drown the prey while also draining it of blood. A slithering tracker that has killed in this fashion becomes much easier to locate for a time, since its liquid form becomes tinged with blood and its body leaves a visible trail of the stuff behind it. Descent into Madness. Achieving revenge against its target doesn’t end a slithering tracker’s existence, nor its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as anyone who supported or befriended the original target. Most of the time, though, a tracker’s mind can’t cope with being trapped in liquid form, unable to communicate, and driven by the desire for blood: after a tracker fulfills its duty, insanity takes over the creature, and it attacks indiscriminately until it is destroyed. Traits Ambusher : In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised. Damage Transfer : While grappling a creature, the slithering tracker takes only half the damage dealt to it, and the creature it is grappling takes the other half. False Appearance : While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check. Keen Tracker : The slithering tracker has advantage on Wisdom checks to track prey. Liquid Form : The slithering tracker can enter an enemy’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing. Spider Climb : The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Watery Stealth : While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action. Actions Slam : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. Life Leech : One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled, escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Slithering Tracker","description":"The quest for revenge sometimes leads those terribly aggrieved to undergo a ritual whereby they transform into bodies of semiliquid sentience known as slithering trackers. Innocuous and insidious at the same time, a slithering tracker flows into places where a normal creature can’t go and brings its own brand of watery death down on its quarry. The ritual for creating a slithering tracker is known to hags, liches, and priests who worship gods of vengeance. It can be performed only on a willing creature that hungers for revenge. The ritual sucks all the moisture from the subject’s body, killing it. Yet the subject’s mind lives on in the puddle that issues forth from the remains, and so too does its insatiable need for retribution. A slithering tracker tastes the ground it courses over, seeking any trace of its prey. To kill, a slithering tracker rises up and enshrouds a creature, attempting to drown the creature while also draining it of blood. Achieving revenge against its target doesn’t end a slithering tracker’s existence or its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as anyone who supported or befriended the original target. Most of the time, though, a tracker’s mind can’t cope with being trapped in liquid form, unable to communicate, and driven by the desire for blood; after fulfilling its duty, the overwhelmed creature attacks indiscriminately until it is destroyed. Traits False Appearance. If the slithering tracker is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the slithering tracker move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the slithering tracker isn’t a puddle. Liquid Form. The slithering tracker can enter an enemy’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing. Spider Climb. The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. Life Leech. One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time. While grappling the target, the slithering tracker takes only half any damage dealt to it (rounded down), and the target takes the other half. Bonus Actions Watery Stealth. If underwater, the slithering tracker takes the Hide action, and it makes the Dexterity (Stealth) check with advantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Ooze","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Slitherjack","description":"At first glance, this levitating creature looks like an opalescent moray eel. As it moves, however, it extends tentacles that pulse and ripple, propelling it through the air as an octopus moves through the water. Slitherjacks haunt fey forests, eldritch swamps, mages’ towers, ruins, dungeons, and other places where magic is likely to be present. Acting as the leeches of the arcane world, slitherjacks feed off the ambient magic that surrounds arcane practitioners and imbues natural fonts of arcane energy, and they can also drain magic items of their power if given the chance. Arcane Scavengers. Slitherjacks consume only magic, and they are not interested in fighting or killing unless a creature stands between them and their next meal. One slitherjack confronted by a group of adventurers might flee, but rarely is just one slitherjack encountered—the presence of magical energy draws them like a flame attracts moths. TRAITS Absorb Energy. If the slitherjack is hit with a magical attack that deals acid, cold, fire, force, lightning, necrotic, thunder, or radiant damage, it regains 1d6 hp. Additionally, it can store some of that energy, and the next time the slitherjack hits with a Tentacle attack, the target takes an extra 1d6 damage of the stored type. Arcane Sensitivity. The slitherjack can innately sense the presence of magic with 300 feet of it and can pinpoint its location. Consume Magic. If the slitherjack has possession of a magic item for more than 10 minutes, it siphons energy from the item, suppressing its magical properties, and the item becomes nonmagical for the next 24 hours. An item that remains in the slitherjack’s possession for 24 continuous hours becomes permanently nonmagical. Limited Telepathy. The slitherjack can magically communicate simple ideas, emotions, and images telepathically with any creature within 60 feet of it that can understand a language. Magic Resistance. The slitherjack has advantage on saving throws against spells and other magical effects. Scintillating Appearance. The slitherjack’s skin is a constant swirl of disorienting color and light. Any creature that attacks the slitherjack and can see it has disadvantage on its attack roll. ACTIONS Multiattack. The slitherjack makes two Tentacle attacks. Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (2d4 + 3) slashing damage, and if the target is a creature, it must make a DC 13 Dexterity saving throw. On a failed save, the slitherjack takes possession of one magic item the creature is wearing or holding onto. If the slitherjack has four items in its possession, it can no longer make Tentacle attacks. Strobe. The slitherjack flares its tentacles, creating a burst of light and color. Any creature within 30 feet of the slitherjack that can see it must make a successful DC 13 Wisdom saving throw or become stunned until the end of the slitherjack’s next turn. REACTIONS Death Burst. When the slitherjack dies, the arcane energy within it explodes. Each creature within 15 feet of the slitherjack must make a DC 13 Constitution saving throw, taking 14 (4d6) force damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Chaotic Neutral","Expansion":25357,"Challenge Rating":3},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Slithy Tove","description":"A small, white anteater with blue fur on its paws and tail, small nubs of horns on its head, and a long tail sits up on four of its six legs. Then, it frenetically leaps into the air, paws at the ground, and jumps in circles. Slithy toves are adorably strange little creatures infused with a touch of fey magic. They love to play. And cheese. They can't get enough cheese. Playful Scavengers. Slithy toves are exceedingly social creatures, living as crowded colonies in large, many-chambered dens they dig out in forests and grasslands. They subsist primarily on vegetation and insects, and they have an intoxicating love of cheese. Because of this, they live close to humanoid settlements, where they raid local stores of cheese. They love to play and turn any scavenging venture into a game. They are intelligent enough to prove very challenging to keep out of cheese stores, and some humanoids, tired of fighting the slithy toves, leave out cheese snacks on regular schedules to appease the creatures and save the rest for market. Bonding Musk. Slithy toves emit a powerful musk that is mildly hallucinogenic to humanoids, making them complicated neighbors. To them, the musk is what bonds them to their colony, and each colony's members share a unique musk. If a colony takes a liking to a humanoid or a humanoid family—especially a humanoid that provides the colony with cheese—colony members might rub their musk on parts of the humanoid's property, showing other slithy toves that humanoid is part of their colony. Distraction. Each creature with an Intelligence of 5 or higher that starts its turn within 5 feet of the slithy tove must succeed on a DC 13 Wisdom saving throw or become incapacitated until the start of its next turn, as it hears imaginary murmurings and sees movement in its peripheral vision. On a successful saving throw, the creature has advantage on saving throws against the Distraction of all slighty toves for the next 24 hours. Actions Multiattack. The slithy tove makes two Claw attacks or one Claw attack and one Lick attack. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (3d4 + 5) slashing damage. Lick. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be pulled up to 10 feet toward the slithy tove. Musk of Clumsiness (Recharge 5-6). The slithy tove discharges musk in a 30-foot cone. Each creature in that area must make a C 13 Constitution saving throw. On a failure, a creature takes 10 (3d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. When a poisoned creature moves more than 5 feet on its turn, it must succeed on a DC 13 Dexterity saving throw or fall prone, stepping in a hole, hitting its head on a branch, tripping over a rock, bumping into an ally, or some other clumsy act. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Hidden Step. The slithy tove magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Sloth Spider","description":"Centuries ago drow wizards attempted to breed a stronger and better armored spider for use as a war mount. The resulting creature was too slow to move with the armies, and disinclined to take any training whatsoever. The creatures were not unable to summon bursts of speed, and during a last attempt at domestication a number of the aberrations slew their trainers and escaped into the wild. The sloth spider resembles an oversized black widow with very long legs. Slime Attractors. From a young age, sloth spiders attract green slime to them, which they have the ability to ingest. By adulthood, a sloth spider can draw enough green slime to it to cover a 15-foot diameter hole, and uses drained slime to cover its tunnels. Undrained slime follows in the wake of an adult sloth spider when they are within 100 feet. Fond of Camouflage. The natural coloring of a sloth spider, along with its ability to regurgitate slime and cover itself with it without any ill effect, makes it difficult to perceive in its slime-and-fungus-covered environment, such as the Fungi Forest.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"unaligned","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Sloth, Giant","description":"This elephant-sized beast has a pronounced snout with large canine teeth and claws like longswords. It spends most of its life slowly digesting its latest meal in its cool burrow. Burrowers and Diggers. The carnivorous giant sloth lives in great dirt mounds dug to its satisfaction in hilly or grassland areas. Below the mound is a series of tunnels dug for escape and the storage of recent kills. Hunter at the Water's Edge. These clever predators bury themselves in mud and grass and wait beside rivers, lakes, and ponds for prey to draw near. Once within range, the sloth moves with surprising speed and, like a trapdoor spider, rushes out to pull its prey back into its hunting hole. Fetid Coats. The fur of the giant sloth is a matted nightmare of mud, blood, viscera, and mold. They apply fresh coats of mud when preparing to hunt, masking their scent for a short time.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Slow Storm","description":"Wisps of humid wind revolve around this spiny ball. Two massive black eyes and a dark mouth are the only features visible through its static straight quills. Chaos Aging. Despite its comical appearance, a slow storm is a creature of chaos, able to visit the pains of old age on the young and fit. It turns the bodies of physically able creatures against them, forcing them to choose between relative inactivity or ever‑increasing pain. Surrounded by Wind. A slow storm is a smaller creature than the space it occupies, and its vulnerable physical body is protected by a cyclonic wind surrounding it. The slow storm occupies a space 15 feet square, but its physical body occupies just the center 5-foot space. The nucleus of a slow storm is a two-foot radius sphere weighing 75 lb. The rest of the space is “occupied” by protective, high-speed wind. Only the central, physical body is susceptible to damage; the wind is just wind. Enemies using melee weapons with less than 10-foot reach must step into the whirlwind to attack the slow storm. Static Generator. A slow storm has no internal organs other than its brain, and it lives on the energy and moisture it drains from opponents. Its quills not only deflect debris but also generate a ball of static electricity that delivers a shock attack. Elemental Nature. A slow storm doesn’t require air, food, drink, or sleep. Traits Bone Wrack: When hit by the slow storm’s slam or breath weapon attack, the storm absorbs moisture from the living creatures’ joints, causing stiffness and pain. In addition to 1d4 Dexterity drain, any creature caught within the slow storm’s breath weapon that fails another DC 18 Constitution save suffers crushing pain in bones and joints. Any round in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved. Bone wracking pain lasts until the affected creature regains at least 1 point of lost Dexterity. Innate Spellcasting: The slow storm’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: lightning bolt 3/day: chain lightning Storm Form: A creature that enters or starts its turn inside the slow storm’s whirlwind takes 9 (2d8) force damage. A creature can take this damage just once per round. In addition, ranged missile weapon attacks against the slow storm have disadvantage because of the high-speed wind. Actions Slam: Melee Weapon Attack : +10 to hit, reach 15 ft., One Target. Hit : 31 (4d12 + 5) Bludgeoning damage. Static Shock (Recharge 5-6): The slow storm exhales its electrical power in a 30-foot cone. Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and suffer bone wrack. A successful DC 18 Constitution saving throw halves the Dexterity loss and prevents the bone wrack.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Slurk","description":"The slurk is a sticky, tusked frog-beast found in underground lairs and caves. It has two massive tusks that it uses to gore prey and tangle with rival slurks. While these the protrusion of a slurk’s walrus-like tusks is certainly the slurk’s most distinctive physical trait, the copious amount of sludge and slop exuding continually from its body remains a close second, making the creature look like it just clambered out of a slime pit. Traits Back Slime. The slurk’s back slime grants a creature riding it advantage on Animal Handling checks made to stay mounted, but disadvantage on Animal Handling checks to dismount. Belly Grease. Creatures have disadvantage on Strength (Athletics) checks made to grapple the slurk, and the slurk has advantage on Strength (Athletics) checks made to escape a grapple. It never slips on grease or similar slippery terrain. As an action, a slurk can wallow on a solid surface to create a 5-foot space of slime that acts as difficult terrain for 1 minute, after which the grease dries to a nasty crust. Once per minute, a mire slurk can spend a full round wallowing and smearing its slime in its own square and all adjacent squares, creating an area of difficult terrain that lasts for 10 minutes before drying out. Hunker. The slurk has advantage on saving throws to resist being pushed or knocked prone. Actions Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 12 (3d6+2) piercing damage. Slime Squirt. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one creature. Hit: 4 (1d4+2) bludgeoning damage and the creature is restrained (escape DC 13).","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":17526,"Challenge Rating":2},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Small Heavy Metal Elemental","description":"Heavy metal elementals are related to earth elementals, but consist of more unusual metals, such as antimony and platinum. They rise out of molten magma sea in masses of shiny metal. Somewhere between liquid and solid, the featureless blob forms into roughly humanoid shape with large flat appendages and glowing red eyes. Some miners on molten worlds claim that the elementals have developed elaborate societies and civilizations deep under the seas, but no one has traveled there to find out. The creatures clearly do not approve of the presence of alien colonists on their planets. The elementals do appear intelligent, coordinating with each other in combat, and they share a language with their earth elemental brethren. Further, they have learned to use their native terrain to their full advantage, throwing clumps of molten metal or making searing hot slam attacks. Mine Wreckers. Heavy metal elementals pose the largest threat to mobile mining stations outside of the environment itself, and the creatures have even traveled over land to attack land-based mining stations too close to the shore. This is exceedingly dangerous for miners who aren't well-equipped for combat. Ironically, the bodies of killed elementals are something of a windfall, as they are composed of many desirable metals, and some miners deliberately go hunting for elementals. 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Where and when he appears is up to you. This eladrin adventurer from the Feywild became stranded in Avernus after his companions abandoned him. He has spent the past seventy years roaming Avernus, making deals with fiends to survive. Smiler eventually sold his soul to a pit fiend, who gave him the means to topple a nycaloth warlord named Yarrasto. Smiler took control of the nycaloth’s warband and their infernal war machines. Smiler’s gang came to be known as Smiler’s Defilers, and their ferocity terrified the other warlords of Avernus for a while. Three of Smiler’s rivals—Bitter Breath, Feonor, and Princeps Kovik—joined forces to wipe out Smiler’s Defilers. Smiler escaped and tears around Avernus on a Devil’s Ride, looking for adventurers willing to help him get revenge on the warlords who ganged up on him. Mad Maggie remains his only ally, though he refuses to join her gang. When the characters first encounter Smiler, read or paraphrase the following: You see an two-wheeled infernal war machine parked next to a large rock. Standing atop the rock, peeing into the hot wind, is a slender elf-like figure. Smiler has an unnerving smile—hence his name. When he sees the characters, his smile widens as he leaps down to greet them. A more apt name for this eladrin would be Smiler the Beguiler, as he’s constantly trying to intoxicate others with his relentless optimism and shocking recklessness. Smiler thinks he can accomplish anything with a posi- tive attitude and some death-defying stunt. Although he admits others might end up getting killed by his actions, he believes he can bend the multiverse to his whims if he tries hard enough. He’s really quite insane. One of Smiler’s favorite antics is to use a hallucina- tory terrain spell to create a little bit of the Feywild in Avernus: a beautiful woodland glade in which to lose himself for a few hours while he meditates and plots. Treasure Smiler wears +2 leather armor. He carries seven soul coins in a bag and a +1 shortsword.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (elf)","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Smiler the Defiler","description":"Traits Fey Step (Recharge 4–6). As a bonus action, Smiler can teleport up to 30 feet to an unoccupied space that he can see or to the empty seat of his infernal war machine. Innate Spellcasting. Smiler’s innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components: At will: charm person, Tasha’s hideous laughter 3/day each: confusion, enthrall, suggestion 1/day each: hallucinatory terrain, Otto’s irresistible dance Magic Resistance. Smiler has advantage on saving throws against spells and other magical effects. Actions Multiattack. Smiler makes two weapon attacks. He can cast a spell in place of one of these attacks. +1 Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (elf)","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Smoke Mephit","description":"Mephits Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements. Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales. Elemental Nature. A mephit doesn’t require food, drink, or sleep. Smoke Mephit Smoke mephits are crude, lazy creatures of air and fire that billow smoke constantly. They rarely speak the truth and love to mock and mislead other creatures. Traits Death Burst : When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute. Innate Spellcasting (1/Day) : The mephit can innately cast dancing lights , requiring no material components. Its innate spellcasting ability is Charisma. Actions Claws : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage. Cinder Breath (Recharge 6) : The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit’s next turn. Variant: Summon Mephits (1/Day) : Some mephits can have an action option that allows them to summon other mephits. The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Smoke Paraelemental","description":"Appearing as a pillar of dark smoke with arms that end in claws and eyes that blaze like hot coals, the smoke paraelemental creeps through the air, often propelled by strong winds. The inside of a smoke paraelemental appears as a mass of black soot and embers, capable of blinding and choking any living creature that enters it. Denizens of Fire and Ash. The smoke paraelemental is native to the Great Conflagration, also known as the Plane of Ash. It is a place of an eternal firestorm of dark plumes of smoke and ash, fed by the Plane of Fire's magma and the continuous gales from the Plane of Air. Smoke paraelementals that enter the Material Plane make their homes in active volcanoes and the driest wastelands. They are particularly common in the Smoking Mountains between the nations of Unther and Tymanther. Horrid Asphyxiator. In combat, the smoke paraelemental slashes enemies with its red-hot claws. It always tries to engulf foes, entering their spaces and filling their lungs with smoke to suffocate them. Warm Company. Smoke paraelementals are often summoned by efreet and the followers of Imix, Kossuth, Surtur, Talos, and Yan-C-Bin to serve as assassins, guardians, and scouts. They tolerate the company of smoke and steam mephits. Paraelementals A paraelemental is an amalgamation of two elemental energies bound within a single life force. Because it is a combination of two elemental forces, a paraelemental can be volatile and dangerous. While extremely rare in the Material Plane, they dwell in regions where their respective Elemental Planes overlap. Elemental Nature. A paraelemental doesn’t require air, food, drink, or sleep. Traits Smoke Form. The paraelemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Heated Weapons. When the paraelemental hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). Actions Multiattack. The paraelemental makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 3 (1d6) fire damage. Suffocate (Recharge 5–6). The paraelemental fills the lungs of its victims with smoke. Each creature in the paraelemental's space must make a DC 13 Constitution saving throw. On a failure, the target takes 13 (2d8 + 4) bludgeoning damage plus 3 (1d6) fire damage and begins to choke and suffocate. A suffocating creature is incapacitated and can survive a number of rounds equal to its Constitution modifier. When a creature runs out of breath, it drops to 0 hit points and is dying at the start of its next turn, and can't regain hit points or be stabilized until it can breathe again. On a successful save, the target takes half as much damage and doesn't suffocate.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"typically Neutral","Expansion":26536,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Smuggler","description":"Across the galaxy, especially in the remote rim sectors and the outer zones, smugglers play a vital role in galactic life. They acquire goods, materials, and services for those that can't get them easily, or often legally, and transport them from star system to star system. They avoid direct conflict whenever possible, preferring to negotiate (or at least con) their way out of trouble. Most smugglers have their own base of operations, be it their starship, storage facility, or business front where they can trade illicit goods and services. They often work in clandestine professions such as private brokers, corporate fixers, black market traders, and intergalactic transporters.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Snake with a Hundred Mage Hands","description":"The small snake slithers forward. As it nears a door, spectral hands appear all around it, opening and pushing the door to allow the snake entry. Pet Project. Thieves’ guilds with magically inclined members often imbue particularly crafty snakes with keen intelligence, telepathy, and the ability to summon dozens of mage hands to aid the guild. The small, stealthy creatures are capable of carrying out heists that are logistically impractical for humanoids due to their bulk. Predictably, the clever reptiles often escape their creators and carve out small territories for themselves in the more disreputable parts of cities where their true identities won’t easily be discovered. Mischievous Thieves. Snakes with a hundred mage hands are known for their mischievous nature. Many are kleptomaniacs and swindlers, using their talents to deceive humanoids and steal objects they find pleasing.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"neutral","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Snake, Swamp Adder","description":"A vicious snake with a squat, diamond-shaped head, a puffed neck, and a peculiar yellow band around its body, the swamp adder is a stout, somewhat lethargic hunter. Marsh Hunter. This venomous snake—sometimes known as the “speckled band”—is native to the marshes of southern realms, where it devours waterfowl and incautious halflings. Bred for Venom. The swamp adder is simultaneously feared and prized for its potent paralytic venom. A swamp adder is quite thin, though it may grow up to 12 feet long and the largest weigh as much as 50 pounds. A dose of paralytic swamp adder venom is worth 3,000 gp or more on the black market. Traits Swamp Camouflage: The swamp adder has advantage on Dexterity (Stealth) checks while in swamp terrain. Actions Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., One Target. Hit : 1 Piercing damage. The target must make a successful DC 11 saving throw or become poisoned. While poisoned this way, the target is paralyzed and takes 3(1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Snake, Zanskaran Viper","description":"Greenish liquid drips from the dagger-length fangs of this 20-foot-long monstrosity. They show little fear. Human Hunters. This giant venomous snake is known as one of the most lethal serpents, and one of the few that will attack an adult human. One bite from the Zanskaran viper can kill a healthy human in seconds, and its tough hide makes it difficult to dispatch quickly. Jungle Bred. A Zanskaran viper grows quickly in its jungle home, and some even venture into the savannah to terrorize antelopes and young giraffes. A full-grown Zanskaran viper is up to 30 feet long and weighs up to 400 pounds. Famous but Rare Venom. A dose of its viscous green venom is known to fetch as much as 2,500 gp on the black market, but it is rarely available. Actions Bite: Melee Weapon Attack : +3 to hit, reach 5 ft., One Target. Hit : 10 (2d8 + 1) Piercing damage. The target must make a successful DC 14 Constitution saving throw or become poisoned. While poisoned this way, the target is blind and takes 7, 2d6, poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Snallygast","description":"The snallygast is a bird-reptile creature that combines the peacock's beauty with a snakelike grotesqueness – and a wingspan greater than 20 feet. The snallygast's origins are disputed, with some believing that it is native to the Fey Realm, while others insist that the snallygast is the product of arcane experiments involving unstable, raw magic. Otherworldly Hunter A hunter of beasts and humanoids alike, the snallygast likes to swoop down from above upon an unwitting target, incapacitating them with its mesmerizing feathers, and snatching them up to be eaten later. The snallygast's only known weakness is its irrational fear of seven-pointed stars.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":32062,"Challenge Rating":10},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Snallygaster","description":"The twisted hybrid of a giant bird and lizard flies forward on wings too small to support its bulk. A mass of writhing tentacles bursts from its open beak. This horrific predator lairs and hunts in hilly and mountainous country, mainly preying on large, wild herd animals. If humanoids settle near its territory, however, a snallygaster is quick to take advantage of the easier prey of livestock, horses, and even people. Aerial Predator. The snallygaster attacks from the air, swooping down to kill prey or entangle them in its tentacles before carrying them off to its lair for consumption. Its initial attack is prefaced by a horrific shriek that can be heard up to a mile away. Snallygasters are not speedy flyers, but they have excellent maneuverability in the air. They usually claim hunting territories within one to four miles of their lairs. Polymorphic. Snallygasters vary widely in appearance, often looking vastly different from their parents. Some have horns or spikes of varying length and number, while others have a single eye centered on their heads. The colors and the ratio of feathers to scales on each snallygaster's body ranges widely as well. Magic Resistance. The snallygaster has advantage on saving throws against spells and other magical effects. Regeneration. The snallygaster regains 15 hp at the start of its turn if it has at least 1 hp. Actions Multiattack. The snallygaster makes one Slimy Tentacles attack and three Talons attacks. If the snallygaster hits one creature with two Talons attacks, the target must succeed on a DC 18 Strength saving throw or take 11 (2d10) piercing damage and be knocked prone. Slimy Tentacles. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained and takes 18 (4d8) acid damage at the start of each of its turns, and the snallygaster can't use its Slimy Tentacles on another target. Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) piercing damage. Screech (Recharge 5-6). The snallygaster emits a loud squawk like a screeching whistle in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failure, a creature takes 49 (14d6) thunder damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn't stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Nimble Flier. The snallygaster takes the Dash or Disengage action. It must be flying to use this bonus action. Reactions Parry Spell. If the snallygaster succeeds on a saving throw against a spell of 5th level or lower that targets only the snallygaster, the spell has no effect. If the snallygaster succeeds on the saving throw by 5 or more, the spell is reflected back at the spellcaster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Snapper Saw Horrid Plant","description":"Horrid plants are a family of carnivorous vegetation found in bogs, damp heaths, jungles, and swamps. Some botanists theorize these plants are an invasive species from a faraway world. When still, horrid plants resemble ordinary (if vibrant) foliage. Horrid Plant Varieties The most infamous varieties of horrid plant are dew drinkers, purple blossoms, and snapper saws. Snapper Saw Snapper saws resemble ordinary bushes and bear fragrant white berries during temperate seasons. Between encounters, the plant buries its weapons—wide, razor-sharp outer leaves—in the loose dirt around itself to catch unsuspecting prey off guard. Traits Horrid Plant Varieties. A horrid plant comes in one of three varieties (choose or roll a d6): 1–2, dew drinker; 3–4, purple blossom; or 5–6, snapper saw. This form determines certain traits in this stat block. False Appearance. If the horrid plant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the horrid plant move or act, that creature must succeed on a DC 18 Intelligence (Nature) check to discern that the horrid plant isn’t an ordinary plant. Actions Multiattack. The horrid plant makes two Tendril attacks. Tendril. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 7 (2d6) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14), and the horrid plant can pull the target up to 25 feet closer to itself. Until the grapple ends, the target has the restrained condition, and the horrid plant can’t use the same tendril on another target. The horrid plant has two tendrils. Bonus Actions Spiked Leaves (Snapper Saw Only). Creatures within 10 feet of the horrid plant and not behind total cover must make a DC 14 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Source":"custom","Alignment":"Unaligned","Expansion":31434,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Snapping Flytrap","description":"Flytrap Flytraps are enormous versions of their more common, smaller kin—carnivorous plants that retain their name more out of tradition than anything, as they are more than capable of feeding on prey much larger than flies. Snapping Flytrap The snapping flytrap is a ravenous, carnivorous plant that is quick to bite at any creature that passes by. A much smaller variant than the more deadly giant flytrap, a snapping flytrap typically has a long stalk that ends with two sets of 3-foot-wide leaves, each edged with several sharp teeth. Actions Multiattack. The snapping flytrap makes two melee attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Snark","description":"“They hunted till darkness came on, but they found Not a button, or feather, or mark, By which they could tell that they stood on the ground Where the Baker had met with the Snark. In the midst of the word he was trying to say, In the midst of his laughter and glee, He had softly and suddenly vanished away—” — The Hunting of the Snark by Lewis Carroll Many have hunted the snark in hopes of studying it, while others seek glory or fortune from bounties posted for its capture. The snark is an amorphous creature that feeds on emotions. It is rarely seen, and those who claim to have done so provide varying details of its description. Some snark sightings report that the creatures have feathers and bite, while others claim the fey have whiskers and scratch. Though many have tried to capture the snark, few have succeeded. In fact, many have never returned to tell their tale. Tactics . In truth, the snark is a creature of powerful psychic ability. It has no true form, at least none that it allows to be seen. Because it is a creature that cannot be truly perceived, the snark is a formidable foe. It uses its actions to read the thoughts of a target to glean useful information before engaging in combat. If attacked, the snark then uses this information against the target to cause psychic damage. Amorphous . The snark can move through a space as narrow as 1 inch wide without squeezing. Antipathy/Sympathy Aura . When a creature starts its turn within 15 feet of the snark and the snark is not incapacitated, the creature must make a DC 16 Wisdom saving throw. If a creature’s saving throw is successful, the creature is immune to the snark’s Antipathy/Sympathy Aura for the next 24 hours. On a failed save, the target can’t take reactions and must roll a d6 on its next turn: 1–4. The target becomes frightened until the start of its next turn. While frightened, the target must use its movement on its turn to move away from the snark (even if it can’t see the snark). 5–6. The target feels an intense urge to approach the snark and must use its movement on its turn to get as close to the snark as possible (even if it can’t see the snark). Freedom of Movement . The snark ignores difficult terrain, and magical effects can’t reduce its speed. Inscrutable . The snark is immune to any effect that would sense its emotions or read its thoughts, and can choose to be unaffected by any divination spell. Wisdom (Insight) checks made to ascertain the snark’s intentions or sincerity have disadvantage. Invisibility . The snark is invisible. Actions Multiattack . The snark makes two melee attacks. Phantasmal Touch . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature that isn’t blinded. Hit : 26 (4d10 + 4) psychic damage as the snark takes on an illusory form, lashes out, then disappears. If the target has no image of the snark’s appearance, the snark creates an illusion drawn from the target’s deepest fears. Psychic Drain . Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) psychic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Read Thoughts . The snark magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the snark can continue reading its thoughts, as long as the snark’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the snark has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Typically Neutral","Expansion":23348,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Arcadia Issue No. 13"},{"name":"Snatch Bat","description":"The creature waddles forward on stubby legs, with a long arm where its head should be. Then, quick as lightning, it pulls a pouch off a man's belt and takes to the air on large, leathery wings. Also called yoink bats or thefties, snatch bats are bats in only the broadest sense. Though they fly on leathery wings and they lack discernible eyesight like a common bat, the similarities end there. In addition to its wings, a snatch bat has a pair of sharp three-clawed feet attached to a stubby, bloated torso. Its most notable feature is its head, which is a left hand with six fingers at the end of a double-jointed arm as long as a python. A small maw sits in the palm of the hand, always seen chewing on the creature's latest bounty. Extraplanar Scavengers. Native to planes of existence where dreams and shadows shape the laws of physics, snatch bats are nightmarish when unexpected. Only accomplished mages can locate and summon these creatures. Clever summoners use snatch bats for their knack in locating rarities, sending them to retrieve important spell components and disrupt rivals. Unfortunately, what is considered valuable to the snatch bat is often considered trash to others, and such missions don't always end as the sender hopes. Thieving Compulsions. Snatch bats are incorrigible kleptomaniacs, and each has preferences about what it steals. Checking the contents of a snatch bat's belly after an encounter can be as delightfully surprising as it is gross. Scholars still puzzle over whether snatch bats subsist on actual meat or on the act of thievery itself. Interested parties have followed snatch bat flight patterns, hoping for insight into what drives them and their erratic tendencies. Such endeavors are often fraught with peril and most “successful” expeditions have yielded only worthless trinkets. Flyby. The snatch bat doesn't provoke opportunity attacks when it flies out of an enemy's reach. Treasure Sense . The snatch bat can pinpoint, by scent, the location of precious metals, gemstones, and jewelry within 60 feet of it and can sense the general direction of such objects within 1 mile of it. Actions Multiattack. The snatch bat makes three Claw attacks or two Claw attacks and one Pilfering Bite attack. Claw. Melee Weapon Attack: +8 to hit, reach 5. ft., one target. Hit: 12 (2d6 + 5) slashing damage. Pilfering Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) piercing damage. Instead of dealing damage, the snatch bat can steal one item the target is wearing or carrying, provided the item weighs no more than 10 pounds, isn't a weapon, and isn't wrapped around or firmly attached to the target. For example, a snatch bat could steal a hat or belt pouch but not a creature's shirt or armor. The bat holds the stolen item in its long neck-arm and must regurgitate that item (no action required) before it can make another Pilfering Bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Sneak","description":"Sneaks survive by their wits and are often charlatans or petty thieves. Creating a Survivor When you plan a session using survivors, determine how you’ll use the Apprentice, Disciple, Sneak, and Squire stat blocks that appear in the following section. Once you’ve determined what survivors to use, take a few moments to individualize them. If the survivors have particular roles in your adventure, provide that information to players along with their survivors’ statistics; otherwise, let them come up with their own details. Players can give their survivors names, personalities, and lineages, but these details don’t affect the survivors’ stat blocks. Levels Survivors don’t possess classes as detailed in the Player’s Handbook . Despite this, you can make a survivor marginally more powerful by increasing its level. The stat blocks present the survivors as they are at 1st level. Rather than gaining experience points, a survivor increases in level whenever it makes sense for your adventure. When a survivor gains a level, it gains the benefits on the Survivor Progression table. A survivor that advances from 1st to 2nd level and from 2nd to 3rd level gains access to the player’s choice of Survivor Talents (see the section below). Survivor Progression Table Level Feature 1st See the appropriate stat block 2nd Survivor Talent 3rd Survivor Talent Hit Points Whenever a survivor gains a level, it gains one Hit Die and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type that appears in the survivor’s stat block), and add the survivor’s Constitution modifier. It gains a minimum of 1 hit point per level. If a survivor drops to 0 hit points, it falls unconscious and subsequently makes death saving throws just like a normal player character. Survivor Talents At 2nd level and again at 3rd level, a survivor gains their choice of one of the following talents. A survivor can’t gain the same talent more than once, unless a talent’s description says otherwise. If a talent has a prerequisite, the character must meet it to gain the talent. Adrenaline Surge At the start of your turn, you can choose one creature you can see within 30 feet of you. Until the start of your next turn, you are frightened of that creature and your walking speed is doubled. Desperate Scream Whenever you make a saving throw, you can summon your desire to live into a desperate scream. You gain advantage on the saving throw, and the scream is audible up to 100 feet away. You can scream in this way twice, and you regain all expended uses when you finish a long rest. Resilience Choose one ability score. You gain proficiency in saving throws using the chosen ability. Skillful You gain proficiency in two skills of your choice. Slip Away Prerequisite: Sneak survivor When a creature you can see within 5 feet of you hits you with an attack roll and deals damage to you with the attack, you can use your reaction to give yourself resistance against that damage. You can then move up to half your speed without provoking opportunity attacks. Once you use this talent, you can’t do so again until you finish a short or long rest.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Expansion":10535},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Sniffer Beetle","description":"Many types of beetles inhabit the world, and, depending on the location and culture, they are used as food, companions, or beasts of burden by its people. Underworld Beetles. Lantern and sniffer beetles live in the Underworld and feast primarily on the fungus that grows in the darkest caverns. The glow of the lantern beetle’s abdomen is from the digestion of bioluminescent fungus, which reacts with the beetle’s gut to make the glow. Both lantern and sniffer beetles are docile, and they’re often trained by denizens of the Underworld as mobile light sources or for detecting particular scents. Companions and Familiars. Lantern and sniffer beetles can be called to serve a spellcaster via the find familiar spell. The sniffer beetle sees a variety of uses on the surface world, with its most common use being as the eyes and nose for wizards with limited vision.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Sniffer Beetle","description":"Many types of beetles inhabit the Underworld, and they are often used as food or beasts of burden by its denizens. Fungus Eaters. The beetles of the Underworld feast primarily on the fungus that grows in the darkest caverns. The glow of the lantern beetle’s abdomen is from the digestion of bioluminescent fungus, which reacts with the beetle’s gut to make the glow. Most often found in the fungal forests of the Underworld, the lantern beetle can inhabit any cavern where bioluminescent fungus is plentiful. The beetle can consume other fungi and plants, but its abdomen dims to a mild glow if the beetle consumes no bioluminescent fungi for more than a month. Docile. Lantern beetles and sniffer beetles are docile and often trained by denizens of the Underworld. The Ghoul Imperium, in particular, uses lantern beetles to light the streets of its cities and sniffer beetles in outposts to sniff out hidden contraband on merchant caravans. Familiars. Lantern beetles and sniffer beetles can be called to serve a spellcaster via the find familiar spell. The lantern beetle is a popular choice among junior wizards who value the beetle’s light for sneaking into dark, forbidden corners of libraries or for studying late into the night. The sniffer beetle sees a variety of uses among wizards with its most common use as the eyes and nose of wizards with limited vision.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":5315,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Sniper","description":"Death from afar is the sniper's modus operandi. They are professional sharpshooters, trained to either kill or disable a target quickly and covertly. They often use customized firearms and other ranged weapons built to locate and bypass the defenses of their targets. Though most snipers are employed by military forces, some also work as freelancers or are contracted with private organizations.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":4},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Sniper Ranger","description":"A sniper ranger is a sharpshooter who engages targets from long distances and in positions of concealment. The sniper ranger is a master of the use of the longbow and can easily kill a target that is partially covered with one shot. The sniper ranger is also highly skilled in detection, stalking, stealth, and tracking. Elite and legendary sniper rangers are even more dangerous, able to strike targets from even longer distances. Traits Archery. The sniper ranger has a +2 bonus to ranged weapon attack rolls (included in the attack). Sniper. Attacking at long range doesn't impose disadvantage on the sniper ranger's Longbow attack rolls and the sniper ranger's Longbow attacks ignore half cover and three-quarters cover. Additionally, the sniper ranger deals an extra 4 (1d8) damage when it hits a target with a Longbow attack and has advantage on the attack roll. Actions Multiattack. The sniper ranger makes two Longbow attacks or two Shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Spellcasting. The sniper ranger casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12): 1/day each: f og cloud, jump, pass without trace, spike growth Bonus Actions Hunter's Mark (2/Day). The sniper ranger casts hunter's mark using Wisdom as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Sniv","description":"Oozing confidence and cold cunning, the kobold Sniv struts around arrogantly in stylish attire fit for wealthy nobles. He wears gaudy jewelry that shows off his status and the “master” craftsmanship of his kobold smiths. Sniv is the indisputable leader of the Dragon Cartel, a firm ostensibly occupied with waste disposal and sewer maintenance. The Dragon Cartel has operated for generations, and while there have always been opportunities for the cartel to earn a little extra gold by picking up the odd side gig, Sniv has taken this practice to new extremes. You need to permanently dispose of a body? Want a secret passage dug or need a place to hide out after an elaborate heist? Looking to get your hands on something special – and probably illegal - that the regular markets can’t supply? Say no more, Sniv has you covered – if you can cover Sniv’s price, of course! Roleplaying Sniv Sniv believes himself to be a special breed of kobold blessed with draconic skills by an unknown deity of unfathomable strength. He has an overinflated ego, loves to boast about his achievements and status, and has a tendency to overestimate his own powers. The kobold’s complete lack of humility is clear by the way he dresses, the way he sneeringly addresses those he deems lesser than him in his nasal voice, and his fondness of referring to himself in the third person. As a result, Sniv responds well to most compliments – and extremely poorly to even the slightest insults. While Sniv is written as male, kobolds can change gender depending on the needs of their clan. As such, Sniv may present as female, at the GM’s discretion. An unscrupulous megalomaniac, Sniv sure isn’t the dragon he pretends to be, but he can be just as dangerous! With hundreds of kobolds at his disposal, there isn’t much Sniv can’t or won’t do – but be aware, just like the items he sells, striking a deal with the “garbage lord” tends to backfire! – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"Neutral Evil","Expansion":27826,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Snow Cat","description":"With paws big enough to walk on top of fresh snow and senses sharp enough to hear or scent prey on windswept hills or steppes, the snow cats are superb hunters and fiercely independent. These panther-sized cats have the features of a lynx, including the long fur at the tips of the ears, and they can hear a snowshoe hare hopping a hundred yards away. Camouflage and Patience. A snow cat's coat changes with the seasons and ranges from stark white to muddy brown. They are patient hunters, preferring to ambush prey from high places. Their typical prey includes everything from mice and rabbits to goats, sheep, and small pigs. Friends to Small Folk. Gnomes and halflings have an affinity with these predatory animals, and it is common for several snow cats to serve as guards and scouts for a halfling village or a gnomish settlement. Stories of snow cats serving as mounts for small folk seem to have some truth to them, though this is rather uncommon. Feeding Frenzy. Some snow cats enjoy working as a hunting pair or as a scout for a mountain druid or steppe ranger. However, they are extremely difficult to pull away from a kill. Once they have their teeth in something, they get very possessive and cannot be convinced to part with a carcass unless given some other food in exchange. In hills or forests, they often hide a recent kill up a tree or on a high ledge and return to it over several days to devour it all.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Snow Fox","description":"Traits Natural Camouflage. The snowfox has advantage on Dex- terity (Stealth) checks made in snowy terrain or cloudy skies. Nimble Escape. The snowfox doesn’t provoke opportunity attacks when they leave an enemy’s reach. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 piercing damage, and the snowfox attaches to the target. While attached, the snowfox’s Claw attacks against that target are made with advantage, and the snowfox can’t attack another target. The target or a creature who can reach them can detach the snowfox as an action with a successful DC 13 Strength (Athletics) check. The snowfox can detach by spending 5 feet of their movement. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 slashing damage. Bonus Actions Burrow. The snowfox burrows up to 5 feet in snow. Listen. The snowfox makes a Wisdom (Perception) check.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Snow Golem","description":"A snow golem is a mass of snow brought to life through magic. Nonmagical weapons pass through its snowy form without dealing any appreciable damage to it, though heat is its doom. Traits Cold Absorption. Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt. Immutable Form. The golem is immune to any spell or effect that would alter its form. Melt. While in an area of extreme heat, the golem loses 1d6 hit points at the start of each of its turns. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes three melee attacks Slam. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: (1d6+2) bludgeoning damage plus (2d6)cold damage. Snowball. Ranged Weapon Attack : +0 to hit, reach 60 ft., one target. Hit: (2d6+2) cold damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":6331,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Snow Golem","description":"A snow golem is a mass of snow brought to life through magic. Nonmagical weapons pass through its snowy form without dealing any appreciable damage to it, though heat is its doom. Traits Cold Absorption. Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt. Immutable Form. The golem is immune to any spell or effect that would alter its form. Melt. While in an area of extreme heat, the golem loses 1d6 hit points at the start of each of its turns. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes three melee attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) cold damage. Snowball. Ranged Weapon Attack: +0 to hit, range 60 ft., one target. Hit: 9 (2d6 + 2) cold damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27909,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Snow Golem","description":"The snow golem is an imposing figure, standing at 11 feet tall and made entirely of compact snow. Its body is a large, humanoid mass, with a wide chest and sturdy arms. Its head is almost an indistinct shape, mostly lost among the snow that makes up its body, unless it moves suddenly or purposefully. Its small eyes burn like bluish embers. Cold Juggernaut. The snow golem's combat abilities are impressive; it has powerful limbs that can crush foes and create large snow boulders and hurl them as missiles with incredible accuracy and force. Those struck by the snow boulders can suddenly find themselves knocked prone and buried by the thick snow. When damaged, a snow golem can regenerate for as long as any part of its body is in direct contact with a snowy or icy surface. Advanced snow golems can even breathe a cone of snow and ice, blinding and freezing victims caught within the breath’s area of effect. Hidden Sentinel . Constructed by frost mages and druids, a snow golem is used primarily as a guardian. Because the golem can effortlessly blend with snowy backgrounds, it is often placed to defend strategic passes, roads, and mountain trails from potential intruders. They resemble nothing more than a pile of snow-covered mounds at a distance, enabling them to surprise foes. Traits False Appearance. If the golem is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the golem move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Regeneration. While standing on snowy ground, the golem regains 10 hit points at the start of its turn. If the golem takes acid or fire damage, this trait doesn't function at the start of the golem's next turn. The golem dies only if it starts its turn with 0 hit points and doesn't regenerate. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes two Slam attacks or two Snow Boulder attacks. Slam. Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and if the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, blinded, and unable to breathe. Snow Boulder. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone and restrained by snow until the target or a creature within 5 feet of it uses an action to remove the snow.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Snow Ooze","description":"The snow ooze is an insidious creature that preys on warm-blooded creatures. Having a form resembling that of a mount of soft snow, its icy-white hue blends in perfectly with the winter landscape, making it near impossible to differentiate from ordinary snow. Its size can vary widely, depending on how much energy it has recently absorbed. Most are 5 or 10 feet in diameter, but monstrous versions of nearly 20 feet in diameter exists. Detects Warmth . The snow ooze is relentless in its pursuit of heat energy which it drains from warm-blooded creatures. It can detect such prey up to 120 feet away, and once the snow ooze has caught the scent of one, it will stalk it relentlessly. Once the snow ooze is close enough, it extends its pseudopods and whips them toward the target. Icy Pseudopods. Each hit made by a snow ooze’s pseudopod is like being struck by piercing, icy water - excruciatingly painful and debilitating, leaving the victim weak and gasping for breath. And with each successful hit that drains heat from its victim, the snow ooze is rejuvenated. Arctic Denizen. Even though prey is scarce, a snow ooze will never leave its natural environment. Thus, it is usually only encountered in arctic and frigid terrain where it can effortlessly disappear into the snowy landscape. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Detect Warmth. The ooze can sense the presence of warm-blooded creatures up to 60 feet away. It knows the general direction they’re in but not their exact locations. False Appearance. If the ooze is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the ooze move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the ooze is animate. Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 7 (2d6) cold damage and if the target is a creature, it must succeed on a DC 12 Constitution saving throw. On a failed save, the target gains one level of exhaustion and the ooze regains hit points equal to half the cold damage dealt, rounded down. Reactions Split. When the ooze is subjected to slashing damage, it splits into two new oozes if it has at least 5 hit points. Each new ooze has hit points equal to half the original ooze's, rounded down. New oozes are one size smaller than the original ooze.","properties":{"Category":"Monsters","Size":"Medium","Type":"Ooze","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Snow Terror","description":"A sizeable snowperson with sticks for arms, a carrot nose, and a smile etched across its face slowly turns its head. Closer inspection reveals the smile is disturbingly jagged. Demonic Snow People. Snow terrors hail from an icy layer of the Abyss. There, they torment lesser fiends or watch as windwhipped snow destroys visitors wholly unprepared for it. Such visitors are few and far between, leading snow terrors to travel to the Material Plane for greater chances at entertainment. Innocuous Disguise. Snow terrors temper their desire for bloodshed and mayhem with patience. They find heavily trafficked areas and lurk nearby, observing potential prey. When choosing victims, they remain motionless in their guise as ordinary snowpersons, even allowing children to pluck the accoutrements off them. Sadistic Hunter. A snow terror picks off lone people first, reveling in communities consequently thrown into chaos. Just before it attacks, it reveals its true form: a leering, shark-toothed snowperson with unholy light glowing in its eye sockets. It chases, catches, and devours its victims, relishing the screams as the acid churning in its guts slowly dissolves its prey. It can take on the appearance of its victims, drawing in concerned family members and neighbors before dissolving the facade to attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Snuffler","description":"A snuffler is a magical construct that resembles a small boar, but with a hide made from rune-infused steel plates tethered together with adamantine bolts and nuts. A faint whirring noise emanates from the clockwork system of cogs and wheels inside it. Indiscriminate Consumers Marvelous constructions of magical wonder, snufflers are valuable companions to any burdened adventurer. Their insatiable appetite, coupled with seemingly endless internal proportions, allows them to transport an incredible amount of weight with ease.","properties":{"Category":"Monsters","Size":"Small","Type":"Construct","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":"1/2"},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Society of Sensation Muse","description":"The muses of the Society of Sensation are performers who enthrall crowds with spectacle and minor sensory experiences. When threatened, they beguile their foes, placating their enemies with magical displays. Traits Spellcasting. The muse casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: danc ing lights 1/day each: comprehend languages , hypnot ic pattern Actions Multiattack. The muse makes two Beguiling Resonance attacks. Beguiling Resonance. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 90 ft., one target. Hit: 9 (2d8) psychic damage. If the target is a creature, it must succeed on a DC 13 Charisma saving throw or have disadvantage on the next attack roll it makes until the end of its next turn. Bonus Actions Enchanting Presence. Each creature within 30 feet of the muse must make a DC 13 Wisdom saving throw. On a failed save, the creature has the charmed condition for 1 minute. On a successful save, the creature becomes immune to any muse’s Enchanting Presence for 24 hours. Whenever the muse deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Sodwose","description":"A scarecrow rises from the long grass as nearby vines snake toward its victim. Sodwoses are plants with an aversion to all creatures made of flesh and bone, and they truly despise humanoids and the civilization such creatures represent. When settlements encroach upon the wild places of the world, sodwoses find their beloved grasslands becoming fewer and smaller. Sodwoses stop at nothing to drive away intruders, fighting to the death to defend their grassland homes. Hunters and Trappers. Sodwoses know the only way to deal with intruders on their lands is to utterly exterminate them. The intelligent plants use their connection to their home to remain unnoticed as they take action, setting snares for the unwitting invaders. Sodwoses revel in leaving gory evidence of their presence, ensuring their victims are displayed to instill terror in those who discover the grisly remains. Facing Extinction. Sodwose myths foretell the end of their species at the hands of humanoid progress. Furthering this fear, sodwose communities have found that as settlements grow larger and consume more grassland, the fewer of their kind there are to combat the phenomenon. The more they are pushed back and hedged out by humanoids, the more desperate and violent they become. Grassland Camouflage. The sodwose has advantage on Dexterity (Stealth) checks made to hide in grassland terrain. Scarecrow. Any creature that starts its turn within 10 feet of the sodwose must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. On a successful saving throw, the creature is immune to the sodwose's Scarecrow for the next 24 hours. Actions Multiattack. The sodwose makes three Grass Whip attacks. Grass Whip. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 12 (2d6 + 5) slashing damage, and the target must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet toward the sodwose. Entangle (1/Day). The sodwose compels all plants and roots within 20 feet of a point on the ground it can see within 60 feet of it to grasp and pull at nearby creatures for 1 minute. When a creature enters the area for the first time on a turn or starts its turn there, that creature must succeed on a DC 15 Strength saving throw or be restrained by grasses and roots. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 15 Strength check. Bonus Actions Grass Step. The sodwose teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain grass. Set Snare. The sodwose creates a snare in a square area it can see within 30 feet of it that is 5 feet on a side and at least half-filled with grass. The first creature to moves into that space within the next 1 minute must succeed on a DC 15 Strength saving throw or be restrained by grasses. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 15 Strength check. The sodwose can have no more than three snares set at one time. If it sets a fourth snare, the oldest snare ceases to function.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Soil Snake","description":"A great serpentine creature rises from the ground, its striped hide blending with the tall grass around it. The long body is braced with bands of green bronze. The same verdigris-coated metal frames its head, forming jaws that open impossibly wide. Created by a coalition of druids and wizards, soil snakes are unusual constructs designed to smother wildfires in grasslands. They can travel swiftly, moving overland or burrowing beneath the surface, and can move quite stealthily to avoid spooking local wildlife or drawing unwanted attention. When they find a wildfire, the soil snake works first to contain the blaze, then to extinguish it. With its high rate of speed and ability to intake soil, the snake digs fire breaks to stop the spread of the fire. It then expels soil to smother the flames. Autonomous Protectors. Soil snakes are created with a limited intellect that allows them to work autonomously. They can find and fight fires without needing oversight. If they discover creatures setting fires, they strive to kill or drive off arsonists using their firefighting abilities. Durable Design. A soil snake is made of thick leather stretched over a bronze framework. The leather is treated with special dyes that blend in with its grassland surroundings as well as making it difficult to burn. Construct Nature . The soil snake doesn't require air, food, drink, or sleep. Grassland Camouflage. The soil snake has advantage on Dexterity (Stealth) checks made to hide in grassland terrain. Actions Multiattack . The soil snake makes one Bite attack and one Tail Whip attack. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Tail Whip . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) bludgeoning damage. Charging Swallow . The soil snake partially submerges in the ground and slithers forward, scooping up soil and creatures as it goes. The soil snake moves up to 30 feet in a straight line and can move through the space of any Medium or smaller creature. The first time it enters a creature's space during this move, that creature must make a DC 14 Dexterity saving throw. On a failure, a creature takes 14 (4d6) bludgeoning damage and is buried, as it is swallowed, bounced through the hollow inside of the soil snake, and deposited back in its space under a pile of soil. On a success, a creature takes half the damage and isn't buried. A buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC 14 Strength check. Soil Blast (Recharge 5-6). The soil snake expels soil in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failure, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Solar","description":"Angels An angel is a celestial agent sent forth into the planes to further its god’s agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope. Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight. Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels’ dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good. An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel’s task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances. Fallen Angels. An angel’s moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service. Immortal Nature. An angel doesn’t require food, drink, or sleep. Solar A solar is godlike in its glory and power. On the battlefield, the solar’s sword flies into the fray on its own, and a single arrow from a solar’s bow can strike a target dead on contact. So great is a solar’s celestial might that even demon princes shrink at its resonant commands. It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good. Traits Angelic Weapons : The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Divine Awareness : The solar knows if it hears a lie. Innate Spellcasting : The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: • At will: detect evil and good , invisibility (self only) • 3/day each: blade barrier , dispel evil and good , resurrection • 1/day each: commune , control weather Magic Resistance : The solar has advantage on saving throws against spells and other magical effects. Actions Multiattack : The solar makes two greatsword attacks. Greatsword : Melee Weapon Attack : +15 to hit, reach 5 ft., one target. Hit : 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage. Slaying Longbow : Ranged Weapon Attack : +13 to hit, range 150/600 ft., one target. Hit : 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. Flying Sword : The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. Healing Touch (4/Day) : The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Teleport : The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see. Searing Burst (Costs 2 Actions) : The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. Blinding Gaze (Costs 3 Actions) : The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Source":"MM1","Alignment":"lawful good","Challenge Rating":21},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Solar","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Angelic Weapons : The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Divine Awareness : The solar knows if it hears a lie. Innate Spellcasting : The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: At will: detect evil and good , invisibility (self only) 3/day each: blade barrier , dispel evil and good , resurrection 1/day each: commune , control weather Magic Resistance : The solar has advantage on saving throws against spells and other magical effects. Actions Multiattack : The solar makes two greatsword attacks. Greatsword : Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage. Slaying Longbow : Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. Flying Sword : The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies. Healing Touch (4/Day) : The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease , poison , blindness , or deafness . Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Teleport : The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see. Searing Burst (Costs 2 Actions) : The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. Blinding Gaze (Costs 3 Actions) : The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.","properties":{"Category":"Monsters","AC":"21 (Natural Armor)","HP":"243 (18d10+144)","CHA":30,"CON":26,"DEX":22,"INT":25,"STR":26,"WIS":25,"Size":"Large","Type":"celestial","Speed":"50 ft., fly 150 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"Greatsword\n1d20 + 15\n4d6+8+6d8","Roll 1":"Slaying Longbow\n1d20 + 13\n2d8+6+6d8","Senses":"Truesight 120 Ft.","Skills":"Perception +14","Source":"5th Edition SRD","data-XP":"33,000","Alignment":"Lawful Good","Languages":"All, Telepathy 120 Ft.","data-List":"false","Immunities":"Necrotic, Poison","Spell Book":"Detect Evil And Good, Invisibility, Blade Barrier, Dispel Evil And Good, Resurrection, Commune, Control Weather","Token Size":2,"data-LANum":3,"Resistances":"Radiant; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Spells":"{\"innate\":{\"at-will\":[\"detect evil and good\",\"invisibility\"],\"3/day\":[\"blade barrier\",\"dispel evil and good\",\"resurrection\"],\"1/day\":[\"commune\",\"control weather\"]}}","data-Traits":"[{\"Name\":\"Angelic Weapons\",\"Desc\":\"The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).\"},{\"Name\":\"Divine Awareness\",\"Desc\":\"The solar knows if it hears a lie.\"},{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: At will: detect evil and good, invisibility (self only) 3/day each: blade barrier, dispel evil and good, resurrection 1/day each: commune, control weather\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The solar has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The solar makes two greatsword attacks.\"},{\"Name\":\"Greatsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"15\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"4d6 + 8\",\"Damage Type\":\"slashing\",\"Damage 2\":\"6d8\",\"Damage 2 Type\":\"radiant\"},{\"Name\":\"Slaying Longbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"13\",\"Reach\":\"150/600 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 6\",\"Damage Type\":\"piercing\",\"Damage 2\":\"6d8\",\"Damage 2 Type\":\"radiant\",\"Desc\":\"If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die\"},{\"Name\":\"Flying Sword\",\"Desc\":\"The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.\"},{\"Name\":\"Healing Touch (4/Day)\",\"Desc\":\"The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.\"}]","data-CHA-mod":"+10","data-CON-mod":"+8","data-DEX-mod":"+6","data-INT-mod":"+7","data-STR-mod":"+8","data-SizeNum":5,"data-WIS-mod":"+7","Saving Throws":"Int +14, Wis +14, Cha +17","Challenge Rating":21,"Passive Perception":24,"Condition Immunities":"Charmed, Exhaustion, Frightened, Poisoned","data-Legendary Actions":"[{\"Name\":\"Teleport\",\"Desc\":\"The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.\"},{\"Name\":\"Searing Burst (Costs 2 Actions)\",\"Desc\":\"The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.\"},{\"Name\":\"Blinding Gaze (Costs 3 Actions)\",\"Desc\":\"The solar targets one creature it can see within 30 ft. of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.\"}]","data-CrNum":21,"data-AcNum":21,"data-HpNum":243},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Solar Bastion Knight","description":"The Solar Bastion knight presented here is an example member of the organization. Customize this stat block to suit individual knights and differentiate them from each other. For example, knights who track the Grim Harrow through the multiverse might resemble rangers instead of paladins. In addition, Sir Jared, detailed at the end of the chapter, can serve as a model for knights with a lower challenge rating. Traits Aura of Protection. The knight and each ally within 10 feet of it have advantage on saving throws. This trait is suppressed while the knight has the incapacitated condition. Spellcasting. The knight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15): 1/day each: Greater Restoration , Sending , Word of Recall (the prepared sanctuary is the Solar Bastion) Actions Multiattack. The knight makes three Sunspear attacks. Sunspear. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) radiant damage, or 21 (5d6 + 4) radiant damage if the target is a Fiend or an Undead. Solar Flare (Recharge 5–6). The knight unleashes a blaze of brilliant energy that fills a 30-foot-radius sphere centered on the knight. Each creature of the knight’s choice in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) radiant damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only. For the next minute, the affected area is filled with bright light that is sunlight.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Humanoid (Paladin), Typically Neutral Good","Expansion":27234,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Solar Dragon Wyrmling","description":"A solar dragon (also known as a radiant dragon or a sun dragon) is born in the heart of a star. It divides its time outside its lair between patrolling its territory and hunting for food. The dragon has a serpentine body, a pair of ventral limbs ending in long fins, nebulous wings that give off light, and gleaming, multicolored scales. It can see clearly even in intensely bright light. Solar dragons are fond of treasure just as all dragons are, but in the airless void of Wildspace, they value food even more. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons before realizing its error and veering away. A wise or experienced captain won’t take the dragon’s approach as a sign of hostility. Solar dragons that are fired upon have been known to batter the offending ships to flinders. Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who are detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs. A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through. A Solar Dragon’s Lair A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s brilliant light. A star in which a solar dragon makes its lair has the following effects on creatures: Brilliant Light. A creature that is within 10 miles of the star or inside it is blinded by its intense light unless the creature has protective gear to shield its eyes, such as goggles of night or a similar form of eyewear. Stellar Incineration. Any creature that enters the star or starts its turn inside it takes 132 (24d10) radiant damage. Traits Flyby. The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Unusual Nature. The dragon doesn’t require air. Actions Multiattack. The dragon makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) radiant damage. Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Photonic Breath (Recharge 5–6). The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 120 feet of itself, then blossoms into a 10-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 14 Constitution saving throw, taking 22 (4d10) radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"typically neutral","Expansion":16643,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Soldier","description":"Soldiers are found in many of Ravnica’s guilds. The soldier stat block represents a typical member of the rank and file, though weaponry and armor can vary. Traits Formation Tactics. The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one ally. Actions Multiattack. The soldier makes two melee attacks. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":7,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Soldier","description":"Soldiers are the skilled warriors that serve in armies. They form the bulk of nearly every organized military force and can usually be relied upon to follow orders when led by a captain that they trust and respect.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":4963,"Challenge Rating":"1/2"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Soldier","description":"The samurai are a warrior class, and many samurai serve as front-line combatants, sergeants, and commanders. During peacetime, these troopers often serve as castle guards, bodyguards, or military consultants to other families and clans that are involved in their own conflicts. Samurai who have years or decades of battlefield service tend to be practical and curt compared with those who serve as courtiers, but are no less dedicated in their service. Levied Troops. Rank-and-file foot soldiers make up the bulk of Rokugani armies. These foot soldiers are commoners, peasants who have been drafted or volunteered for military service in times of crisis. After their term of service ends, levied troops generally return to their lives as farmers or tradespeople, but some continue to serve as guards or scouts. Others enter the service of magistrates as enforcers, aids, investigators, and minor bureaucrats, working alongside the samurai with whom they served in wartime. Militant Orders. Monasteries often operate as largely autonomous organizations, including the defense of their abbeys and neighboring communities. As such, militant monks are somewhat common in Rokugan. While most are more dedicated to self-improvement through martial arts than conquest, there are no few monastic orders that can field impressive military forces if attacked by a hostile army. Mercenaries. Mercenaries serve various functions across Rokugan. Levied troops who prefer not to give up the campaigning lifestyle, foreign blades for hire, and samurai of vanquished factions often end up fighting for money in the lands of the Crab Clan, or in border skirmishes between the Great and Minor Clans. Criminal organizations also look to mercenaries for military strength, as do heretical cults. Table A-1: Example Soldier NPC Motivations D10 Roll Soldier NPC Motivation 1 Wants nothing more than to go home and have a hot meal. 2 Desperately desires to survive and reunite with a childhood sweetheart. 3 Wants to prove themself in battle (and is totally unprepared for the horrors of war). 4 Just wants to do the job, get paid, and live to enjoy their earnings. 5 Raised among soldiers, and only knows how to make a living by fighting. 6 Fights to earn money to send back home. 7 Wants revenge on an enemy group for some past wrongdoing. 8 Feels a deep personal debt to the individual they serve. 9 Has an ambition to advance through the ranks and become a leader. 10 Believes fervently in the cause of their lord, employer, or friends. Traits Rank Fighting. When a soldier makes a melee weapon attack, on a miss, choose a friendly creature within 10 feet. That creature deals 1d6 additional damage with its next melee weapon attack. Volley Fire. When a soldier makes a ranged weapon attack, on a miss, the target suffers the distracted condition (–2 AC, removed after it is hit by an attack) until the end of its next turn. Actions Warspear. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 6 (1d10+1) piercing damage. Longbow. Ranged Weapon Attack : +3 to hit, range 150 ft./600 ft., one target. Hit: 5 (1d8+1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any","Expansion":26129,"Challenge Rating":"1/4"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Soldier","description":"Soldiers are average grunts or infantry found in almost all military groups. They are trained to work within a unit, their weapons and tactics varying based on the type of institution or alliance into which they were conscripted.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Soldier, Captain","description":"Armies are organized into detachments of soldiers that need commanders. A captain must have the respect of his unit, even if this is only because he is far tougher than his followers. He must also have the combat skill and willingness to lead from the front. A wise captain also keeps his men alive by not committing them to battles without a solid chance of victory.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":4963,"Challenge Rating":3},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Solemaya, Aquatic Drow Cleric","description":"Although clad in fine scales covering her ebony skin, this humanoid is clearly elven. Her delicate form is clad in sharkskin armor studded with coral. Her pale green hair tumbles past her shoulders, a stark contrast to her violet eyes. Traits Special Equipment: Solemaya has a horn of the goblin shark , a potion of healing , a ring of protection , and a ring of keys. Fey Ancestry : Solemaya has advantage on saving throws against being charmed, and magic can’t be used to put her to sleep. Innate Spellcasting : Solemaya’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire (DC 13), levitate (self only) Spellcasting : Solemaya is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): guidance, thaumaturgy 1st level (4 slots): command, cure wounds, shield of faith 2nd level (3 slots): silence, spiritual weapon 3rd level (3 slots): animate dead, glyph of warding 4th level (1 slot): control water Sunlight Sensitivity : Solemaya has disadvantage on attack rolls when she or her target is in sunlight. Actions Spear: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":18594,"Challenge Rating":4},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Soluun Xibrindas","description":"Traits Fey Ancestry . Soluun has advantage on saving throws against being charmed, and magic can’t put him to sleep. Gunslinger . Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on Soluun’s ranged attack rolls with a pistol. In addition, he ignores half cover and three-quarters cover when making ranged attacks with a pistol. Innate Spellcasting . Soluun’s spellcasting ability is Charisma (spell save DC 12). He can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Sunlight Sensitivity . While in sunlight, Soluun has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack . Soluun makes two scimitar attacks. Scimitar . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Any creature dealt damage by the scimitar must succeed on a DC 13 Constitution saving throw or be poisoned for one hour. Poisonous Pistol . Ranged Weapon Attack: +6 to hit, reach 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 11 (2d10) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Challenge Rating":5},"publisher":"Matthew Whitby","book":"Volo's Guide to Getting Murdered"},{"name":"Somberweave","description":"A gray-skinned human steps from the shadows. Dripping mandibles emerge from its too-wide mouth, and six lithe and long arms unfold from beneath its robes to grasp its prey in vicious claws. Bridging the Veil. The somberweave is a spider-like fey creature that relies on the fragile threads separating the Material Plane from the Shadow Realm. Spanning the gap between the two planes, it weaves a web anchored in both worlds. It hides in the section of its web anchored in the Shadow Realm and waits for victims on the Material Plane. If plied with treasure or food, the somberweave can be convinced to offer travelers in one realm access to the other, but it is just as likely to capture and eat such travelers. Tenebrous Skein. The web of the somberweave is made of pure darkness, the essence of the Shadow Realm. Clever travelers who defeat a somberweave can follow the remnants of its web to find passage into or out of the Shadow Realm. Shadow fey who travel frequently between the Shadow Realm and the Material Plane prize somberweave webs as the primary material for creating items that allow for easier travel between the planes.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Son of Fenris","description":"The dread sons of Fenris are hideously strong and dangerous in their mastery of the arcane. Their acidic breath stinks of death, and they move with a menacing grace. Eldritch blood runs in their veins. Demonic Wolves. Demonic black eyes, two snakelike tongues, and green-black scales beneath their thick black fur betray their unnatural origins. Although the sons of Fenris are powerful spellcasters, they prefer physical violence, using their spells only if faced with foes they cannot simply tear apart. Hibernate Until Ravenous. Sons of Fenris are creatures of hunger, rage, and madness. They can subsist on infrequent gorging, so they slumber beneath the snow for weeks or months, waking when they grow ravenous or when prey approaches close enough to smell. When hunting, they revel in wanton savagery and destruction, killing entire flocks or herds to delight in blood and to cast runes among the entrails. Desperate Worshipers. Despite their fierce nature, all the sons of Fenris are wise in divine lore, and desperate souls offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and provide protection, meat, and wisdom to their followers. In some cases, they gather enormous war bands over winter and going reaving in the spring. Traits Keen Hearing and Smell: The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell. Magic Weapons: The son of Fenris’ weapon attacks are magical. Spellcasting: The son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared: Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy 1st level (4 slots): bane, command, guiding bolt, sanctuary 2nd level (3 slots): blindness/deafness, hold person, silence 3rd level (3 slots): animate dead, bestow curse, dispel magic 4th level (3 slots): banishment, death ward, locate creature 5th level (2 slots): contagion, scrying 6th level (1 slot): harm 7th level (1 slot): plane shift 8th level (1 slot): earthquake Trampling Charger: If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action. Actions Multiattack: The son of Fenris makes one bite attack and one slam attack. Bite: Melee Weapon Attack : +12 to hit, reach 5 ft., One Targer. Hit : 19 (2d10 + 8) Piercing damage plus 5 (1d10) Poison damage. The target is grappled, escape DC 18. If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28, 8d6, acid damage at the start of each of the son of Fenris’s turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Slam: Melee Weapon Attack : +12 to hit, reach 15 ft., One Targer. Hit : 19 (2d10 + 8) Bludgeoning damage. Acid Breath (Recharge 5–6): The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Song Spider","description":"A tiny, green spider is barely visible at the edge of a leaf, the only obvious hints of its presence the eerie song that echoes around it and the sleeping animals dotting the forest floor. Song spiders are minuscule creatures, smaller than a coin and easy to overlook. Thanks to their iridescent green coloration that enables them to blend in easily with the plants and other greenery of the forest, song spiders spend most of their lives out of sight—if not out of mind. Enchanting Song. Song spiders can produce an enchanting melody by rubbing their pedipalps together in a particular way. The resulting song has a soporific effect on all nearby creatures that can hear it, lulling most of them into a deep slumber. The spider then creeps onto its slumbering victims and lays its eggs beneath their skin or in their hair. Trained Pets. Song spiders can be captured and trained to use their song only at certain times, or when given certain cues. An innkeeper might have a song spider in a jar hidden in the rafters of the establishment and trained to sing only at bedtime; the guests awaken amazed at the wonderful night’s rest they just got. Others might use trained spiders for malicious purposes, such as sending one into a mark’s room and then sneaking in after the target has been put to sleep. TRAITS Forest Camouflage. The song spider has advantage on Dexterity (Stealth) checks made to hide in forest terrain. Spider Climb. The song spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take an extra 2 (1d4) poison damage. Soporific Song. The song spider emits a soothing but disorienting melody. Each creature within 30 feet that can hear the spider must make a DC 13 Wisdom saving throw. On a failed save, a creature falls unconscious and remains in a slumber until it takes damage or someone else uses an action to shake or slap it awake. If the spider uses its action to make a Bite attack or do anything else, it stops singing. When the spider stops singing, an affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the spider uses Soporific Song on consecutive turns, creatures that succeeded on the saving throw in the previous round must make the saving throw again. BONUS ACTIONS Nimble Escape. The song spider can take the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":25357,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Soothsayer","description":"Soothsayers are eccentric individuals driven by a paranoid and unshakable belief in the imminent end of days. While many find their doomsday prophecies overwhelming and unwelcome, a soothsayer is undoubtedly a great ally in times of crisis.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":1},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Sooze","description":"The sooze make up the bulk of the shoth's armed forces. It appears vaguely humanoid with two or three appendages capable of holding weapons or tools. Its zom sits inside its head, where the strange sphere is visible through its translucent flesh. Unquestioning. The sooze follow the instructions of the oth and droths without hesitation. They retain some of the personality traits of their former selves, but they are eager to prove themselves and embrace their status as freshly dissolved.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration (shoth)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Sor Gullion","description":"Master of Monstrosities As the middle son of House Gullion, Sor was neither favored nor ignored, and was mostly left to his own devices. He spent a lot of his early life entertaining himself. As time went by and with little interest in politics, he began to trek through the Underworld and explore the darker recesses around the city. Seeing Sor’s affinity for the tunnels that surround Holoth and the creatures that inhabit them, Maelora tasked him with collecting a menagerie for her amusement. Sor was initially reluctant to comply. It was one thing to see them fight in order to survive, or be able to eat or protect young, but another to wantonly slay them. Even sacrificing them served a more noble purpose than goading them to simply slaughter each other. However over time he realized that he couldn’t disobey the Matriarch for long, and so he did what she expected of him. Sor had a special area built under the palace built so that he had a place to coach the beasts he found and enhance their natural abilities rather than reduce them to fear-driven, feral versions of themselves. Cave fishers, chokers, giant centipedes, a few morlocks, and troglodytes were the first specimens that Sor recruited, specimens found by the young man himself and brought back to the city with help from drow rangers, but Maelora wanted more. Soon after, he added a rare albino otyugh to his collection, and his reputation began to grow. Then as success came after success and his methods began to attract more attention, Maelora made the suggestion to him to bring in surface animals, as they were all but unseen in the Underworld and prizes from above would raise his profile considerably. It was no secret that he was more comfortable around the animals and monsters of the Underworld than with other drow. As a result, Sor made several forays to the surface world by himself initially, and concentrated on gathering natural animals. He brought back bears, wolves and tundra tigers. His confidence grew, and he began to take two or three trusted helpers with him which allowed him to capture and retrieve, with some difficulty, a two-headed troll. But these were not enough for Maelora; she craved-demanded-something new, unique even. With some trepidation, Sor went far onto the surface and captured his first human, a Vikmordere hunter from deep within the Dark Wood. His mother was delighted. The man sated her desire for new types of humanoids, but Sor knew that she’d want a “commodity” even more reputation-enhancing soon after. Sor continued to hunt the Underworld for unusual examples of beasts the city was aware of, the better to understand how different environments could warp the creatures that lived in them. On one of his journeys to discover new creatures, he found that a giant spider followed him, always staying out of harm’s reach, not that the young man was interested in hurting it. But Sor could feel the eight eyes on him as he walked, almost as physically as if one of the arachnid’s forelegs was brushing against him to guide him. After a few hours of animals being scared away by the beast, Sor finally stopped and turned to the creature. It was as well he did, because he had almost walked into an ambush laid by dwarven members of House Casisto, who while themselves were usually interested only in animals, wouldn’t have hesitated in dealing with the drow. Sor had been so intent on his own hunt that he’d failed to spot the magic the dwarves were using to conceal themselves and their snares. Discretion being the better part of valor, Sor stepped away from the encounter as the spider suggested. Then after a strange exchange that tested Sor’s wits as well as his patience, the drow learned that the arachnid (an immense black widow) was named Elon. Displaced by duergar and only capable of speaking in broken Undercommon (for which it claims the dwarves are to blame), they returned to Holoth together. Sor considered returning to the dwarves to exact some level of revenge, but Elon convinced him to do so on another day when they could lay their own traps to ensnare them. Sor knew the sense in this, but marked well the standard of the dwarves’ house. To this day, the young drow has a deep mistrust of members of House Casisto, and concentrates any and all attackers at his disposal against its members. If a dwarf ever ends up facing one of his fighting beasts, Sor always takes great pleasure in their defeat. Having brought back Elon as a living symbol of Naraneus with him, Sor was proclaimed a prophet and a seer. Maelora saw the love being heaped upon her son and was afraid that he might use his newfound respect to cause an upheaval in House Gullion. She couldn’t have that, so organized a family dinner and made it known that Sor would direct all of the praise given to him to the family and Naraneus, but more specifically, to Maelora. Sor simply nodded, not caring in the slightest as he wanted nothing to do with the adoration of his fellow dark elves. Maelora made a speech to her subjects declaring that Naraneus had smiled upon House Gullion and that Elon was an avatar of the Spider Goddess herself, sent to lead the family to even further greatness.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":7},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Sorabia Xiniusa","description":"Prince Sorabia Xiniusa, or just Xin, is the youngest son of the ruler of a faraway kingdom. Xin has a deep appreciation for all the finer things in life, from the most luxurious clothes to the rarest and most powerful magical objects. Since Xin was far down in the line of succession, in his youth he neither had nor took much responsibility. Eventually tiring of being scolded by his family for his uselessness, he decided to leave his homeland for good and try his luck elsewhere. Helped by a substantial allowance from the Emperor (“My father realizes that if any of his sons, even his youngest, lived in squalor, it would reflect poorly upon his glory”), Xin has spent several years building a name for himself as one of the most prominent collectors of fine art and magic wonders. Roleplaying Xin Xin wears luxurious clothing and displays all the mannerisms one would expect from a spoiled prince. In truth, Xin is much wiser and more cunning than he seems at first glance, but chooses to affect the guise of a careless dandy to make others underestimate him. Besides the occasional scornful smirk or derisive comment, Xin is a smiling and welcoming host who shares his passion for exotic and rare items with any who enter his gallery. Almost every item in Xin’s collection has a story and Xin eagerly shares meticulous details about his merchandise. Who made it, to what end has it been used, and how did it come into Xin’s possession are all part of the presentation as Xin sashays customers through his “gallery of magnificent marvels.” Always at Xin’s side is his pet and companion Tillik, a subspecies of ferret from Xin’s homeland. It uses the weasel stat block, except that it has an Intelligence score of 10 and can cast detect magic at will. While showing customers around, Xin likes to release Tillik and let it approach customers, sniffing its way to items of interest. When Tillik finds an item on a character that it likes – usually the most rare or valuable – it chirps and waves its tail, piquing Xin’s curiosity and prompting him to ask about the item. Don’t let Xin’s act fool you, the Prince is a cunning merchant, a capable swordsman, and knows more about art and magic than most scholars. The latter of which he will happily demonstrate – at great length – to anyone who inquires about his impressive collection! – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Neutral","Expansion":27826,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Sorcerer","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Challenge Rating":4},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sorcerer","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Challenge Rating":4},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Sorne Whispergrass","description":"","properties":{"Category":"Monsters"},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Sorrowfish","description":"Sorrowfish dwell in deep underwater trenches and thus are rarely encountered by surface-dwelling creatures. Some say sorrowfish get their name from their flavor, which is distasteful enough to put the creatures that eat them in a dismal mood. The true sorrow for other creatures comes when the sorrowfish gather in swarms. The malevolent presences that lurk in the abysses of the ocean exert their influence on these fish, transforming their swarms into vicious hordes. A single sorrowfish has the game statistics of a quipper (see the Monster Manual ), except that it is an Aberration that has immunity to psychic damage. Traits Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points. Water Breathing. The quipper can breathe only underwater. Actions Bite. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Aberration","Alignment":"Unaligned","Expansion":13016,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Soshi Kimura","description":"Traits Cryptic Goals. When another character attempts to learn Kimura’s motivation, Kimura can make a Charisma saving throw with DC equal to the other character’s passive Wisdom (Perception) score. On a success, the other character learns this motivation instead: Test those who seek the Yogo Mask to see if they a re worthy. Beacon in the Dark. Kimura has 8 favor and can perform the following invocations: biting steel, bind the shadow, call of cinders, jade strike, Lord Moon’s gaze, threshold barrier, token of memory Focus Points. At the end of each of his turns, Kimura gains 1 focus point for each attack he made and 1 focus point for each time he was hit by an attack since the end of his last turn. Martial Techniques. Kimura can perform the following martial techniques so long as he has sufficient focus points to spend: 1+ focus points: snapping branch strike , soul-­sundering strike 2+ focus points: flashing steel cut , flowing water strike , iaijutsu cut: rising blade 3+ focus points: iaijutsu cut: crossing blade (Note: the damage is times five) Sniff You Out. Creatures within 5 feet of Kimura have disadvantage on Charisma (Deception) checks. Actions Multiattack. Soshi Kimura makes two attacks with his katana and one attack with his swordbreaker. One or more of these attacks may use his martial techniques. Katana. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) or 12 (1d10 + 7) slashing damage. This attack scores a critical hit on a roll of 18, 19, or 20. Swordbreaker. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage. Once per turn, instead of dealing damage, may force target to make a DC 14 Strength or Dexterity saving throw. On a failure, the target is restrained. Reactions Disarming Parry. Kimura adds +6 to his AC against one melee attack that would hit him. The attacker makes a DC 17 Strength saving throw. On a failure, the attacker is disarmed and the weapon lands 10 ft. away in a random direction. Legendary Actions Kimura can take two legendary action per round, choosing from the options below, but only at the end of another creature’s turn. Kimura regains spent legendary actions at the start of his turn. Spirit of Saibankan. Kimura may perform one of his known invocations. Steely Gaze. One creature within 15 feet of Kimura must make a DC 15 Wisdom saving throw. On a failure, that creature becomes frightened of Kimura unless it chooses to take 11 (2d8 + 2) psychic damage. A creature that fails the saving throw can repeat the attempt at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful neutral","Expansion":25901,"Challenge Rating":13},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Soul Eater","description":"Creatures of variable appearance, soul eaters conjoin fleshy elements with ectoplasmic forms. Called from the Abyss. Soul eaters are summoned from the Abyss and other extraplanar ports of call where they can freely barter for prey. They always have a mental link with their summoner, and often seek to destroy them. Devour Essences. Soul eaters do not devour crude flesh, instead feasting on a victim’s soul and spirit. Hatred of the Sun God. They bear a particular antipathy for followers of the sun god, and they will go to great lengths to kill his clergy, even defying the wishes of their summoners on occasion. Traits Caster Link: When a soul eater is summoned, it creates a mental link between itself and its conjurer. If the soul eater’s assigned target (see Find Target ability, below) dies before the soul eater can drain the target’s soul, or if the soul eater is defeated by its target (but not slain), it returns to its conjurer at full speed and attacks. While the soul eater and the conjurer share the same plane, it can use its Find Target ability to locate its conjurer. Find Targer: When a soul eater’s conjurer orders it to find a creature, it can do so unerringly, despite the distance or intervening obstacles, provided the target is on the same plane of existence. The conjurer must have seen the desired target and must speak the target’s name. Actions Multiattack: The soul eater makes two claw attacks. Claw: Melee Weapon Attack : +9 to hit, reach 5 ft., One Targer. Hit : 13 (2d6 + 6) Slashing damage plus 7 (2d6) Psychic damage. Soul Drain: If the soul eater reduces a target to 0 hit points, the soul eater can devour that creature’s soul as a bonus action. The victim must make a DC 13 Constitution saving throw. Success means the target is dead but can be restored to life by normal means. Failure means the target’s soul is consumed by the soul eater and the target can’t be restored to life with clone, raise dead, or reincarnation. A resurrection, miracle, or wish spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check. If the soul eater is killed within 120 feet of its victim’s corpse and the victim has been dead for no longer than 1 minute, the victim’s soul returns to the body and restores it to life, leaving the victim unconscious and stable with 0 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Soul Eater","description":"Only the most desperate or foolhardy conjurers call upon the aid of these strange fiends from the inky swamps of Abaddon. They appear as inky clouds of darkness from which reach two all-too-solid taloned arms. Traits Caster Link. A conjured soul eater forms a mental link with its conjurer. While both are on the same plane, the soul eater knows the location of its conjurer. If the soul eater’s target dies before the soul eater can drain its soul, or if the soul eater is defeated (but not killed), the soul eater returns to its conjurer and tries to kill them. Find Target. When summoned, the soul eater is given the name of its prey. It knows the direction and distance of the creature, even if the creature and the soul eater are on different planes of existence. Actions Numbing Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage plus 10 (3d6) necrotic damage and the creature must make a DC 15 Constitution saving throw. On a failure, the creature is stunned until the end of its next turn. Drain Soul. If the soul eater is adjacent to a dying creature, the soul eater can attempt to devour the dying creature’s soul. The target must attempt a DC 17 Wisdom saving throw, dying on a failed save. Only a wish spell can restore the creature back to life, unless the soul eater is slain within 100 feet of the creature’s corpse within 1 minute of death. If this occurs, the creature’s soul returns to its body and it is dying with one failed death saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":7},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Soul Monger","description":"Shadar-kai In the perpetual gloom of the Shadowfell lives a society that serves the Raven⁠ Queen. They were brought into that dusky realm in ages past, so long ago that they’re now perfectly adapted to that cheerless environment⁠, both physically and mentally. Soul Custodians. Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven⁠ Queen is famously cryptic even to her most devoted followers, however. The shadar-kai’s efforts are rewarded only with vague omens they interpret as best they can. Blighted Elves⁠. Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age. Soul Monger Wracked with despair over the loss of memories of a brighter time, soul mongers now crave the vitality of others. The aching void within a soul monger radiates outward, manifesting as an unbearable weight that drains the vigor of anyone unfortunate enough to be in its presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound it makes—the moan of a tortured soul, lost in a bottomless well of tragedy. Traits Fey Ancestry. The soul monger has advantage on saving throws against being charmed, and magic can’t put it to sleep. Innate Spellcasting. The soul monger’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: chill touch (3d8 damage) , poison spray (3d12 damage) 1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming Magic Resistance⁠. The soul monger has advantage on saving throws against spells and other magical effects. Soul Thirst. When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature’s hit point maximum. While the soul monger has temporary hit points⁠ from this ability, it has advantage on attack rolls. Weight of Ages. Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature’s next turn. Actions Multiattack. The soul monger makes two phantasmal dagger attacks. Phantasmal Dagger⁠. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger’s next turn. Wave⁠ of Weariness (Recharge 4–6). The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral","Expansion":4,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Soul Shaker","description":"A grasping mass of Humanoid limbs, a soul shaker is an obsessive claimer of corpses and collector of body parts. These nightmarish creatures arise from ghoulish collections of severed limbs exposed to necromantic energies or when numerous crawling claws form a cooperative relationship. Most of a soul shaker’s victims have their vitality drained and their flesh pulverized by its many arms. However, should a soul shaker encounter someone with an impressionable mind, the creature attempts to charm the individual, using them as a lure to tempt others into its hunting grounds. If defeated, a soul shaker disperses into several skittering, animate limbs. The terror can only truly be vanquished by destroying these disembodied appendages. If more than one of these pieces escape, the soul shaker reforms over the course of days and begins hunting once more. Traits Enthralled Lure (1/Day). The soul shaker can cast the geas spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12). Reconstruction. When the soul shaker is reduced to 0 hit points, it explodes into 7 (1d4 + 5) crawling claws . After 6 (1d12) days, if at least two of those crawling claws are alive, they teleport to the location of the soul shaker’s death and merge together, whereupon the soul shaker re-forms and regains all its hit points. Unusual Nature. The soul shaker doesn’t require air, food, drink, or sleep. Actions Crushing Grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The soul shaker can have only one creature grappled in this way at a time. Bonus Actions Consume Vitality. The soul shaker targets a creature it is grappling. If the target is not a Construct or an Undead, the target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the soul shaker regains hit points equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"typically chaotic evil","Expansion":15687,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Journeys through the Radiant Citadel"},{"name":"Soul Shard","description":"These ethereal undead are utterly loyal the vidre that brought about their existence. Their appearance when first created closely mirrors that of their original corporeal form, but over time their features become more crystalline, eventually becoming a ghostly apparition of a vidre. Physical Longing. A soul shard longs to return to a physical form. When in the presence of their former body—most common at the moment of their creation—their desire to repossess it is the only instinct that can override its creator’s command.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Soul-Snatching Aranea","description":"A soul-snatching aranea is a scourgeborne that has succumbed to its curse. When alive, it was a master of duplicity and lies, a more formidable deceiver than the rest of its kin, navigating the world through a web of manipulation. In a twist of fate, its madness revealed the monstrous personality beneath and gave it a more fitting form. Now truly accursed, this horror continues to use its skills to prey on the living. These massive arachnids find refuge in the abandoned buildings of Luyarnha, turning them into their feeding ground. The aranea weaves illusions aimed at the unsuspecting, luring them in with sounds and visions of their closest loved ones. Rumors claim that it can imitate the sound of any person, past or present, with chilling accuracy. Once it has lured its victim close, it reveals its true form—a giant arachnid monstrosity of legs and fangs, a head dangling upside down, adorned with multiple eyes that gleam with a dark, sinister light—before leaping and devouring its prey's soul, leaving only the shell of a body behind. One of the many reasons why “regular” araneas are despised is because of their soul-snatching cousins. Traits Contorsion. The aranea can move through a space as narrow as 5 inches wide without squeezing. Devour Soul. The aranea can eat the soul of a creature it has killed within the last hour, provided the creature has one. The devouring requires the aranea to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d10s) equal to half the creature's Hit Dice. Roll those dice, and increase the aranea's current hit points and hit point maximum by the total. For every four Hit Dice the aranea gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The aranea retains these benefits for 7 days. A creature whose soul is devoured by the aranea can be restored to life only by a wish spell. Evasion. If the aranea is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the aranea instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Innate Spellcasting. The aranea's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: mage hand, minor illusion, prestidigitation, thaumaturgy 3/day each: blur, major image, silence 1/day each: mislead, phantasmal killer Snatcher's Mimicry. The aranea can perfectly imitate the voices of creatures whose souls it has devoured. The voice doesn't come from the aranea directly, echoing from its general direction instead. To discern the sound as unnatural and coming from the aranea, a creature can use its action to make a DC 17 Investigation check to inspect it, locating the origin of the voice on a success. Spider Climb. The aranea can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The aranea ignores movement restrictions caused by webbing. Web Sense. While in contact with a web, the aranea knows the exact location of any other creature in contact with the same web. Actions Multiattack. The aranea makes three attacks: one with its bite and two with its legs. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 26 (4d10 + 4) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. In addition, the aranea regains hit points equal to half the damage dealt. Leg. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Mimic Spell (3/Day). The aranea casts a spell of 5th level or lower with a verbal component and a casting time of 1 action it has heard cast within the last hour, without expending a spell slot or material components. Bonus actions Skitter. The aranea moves up to half its speed without provoking opportunity attacks. Web (Recharge 5-6). Ranged Weapon Attack: +9 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 17 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 20 hp; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Reactions Yelp. After a creature the aranea can see hits it with an attack, the aranea can yelp in pain in the voice of one of the attacker’s loved ones. The attacker must make a DC 17 Wisdom saving throw. On a failure, it takes 9 (2d8) psychic damage and can’t target the aranea with any attacks or effects until the end of its turn.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"any evil","Expansion":27461,"Challenge Rating":13},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Soulbound Handler","description":"Handlers Handlers are a case study in misdirection. Due to their imposing presence, musculature, and distinctly fiendish glare, they are often mistaken for a pygmy raksha’s shapeshifting disguise. This is entirely intentional; the handler’s sole job is to protect its fiendish master.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid ","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":4},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Soulbound Shell","description":"A soulbound shell is the perfected version of an arcane synthetic being, appearing like a silvery-white statue of a bald human marbled with glowing green veins of energy. 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The soulflayed husk is immune to all effects that would affect its mind or perception, such as illusions (except invisibility) or mind control. Actions Multiattack. The soulflayed husk makes three slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"unaligned","Expansion":28072,"Challenge Rating":5},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Soulflayer","description":"The Abyss is home to many demons and monsters, but few are as feared as Soulflayers. Soulflayers are vaguely humanoid in appearance, with a tall, gaunt body nearly completely absent of color. Their smaller than normal head is adorned with horns and hair-like feathers of blue, red, or green, which provide the only trace of color on their otherwise greyscale body. With their glistening dark skin, unnerving toothy grin, and elongated limbs, they are a vision of nightmares. Their eyes are dark swirls of emptiness, absorbing all light they might come in contact with. If their sight isn’t enough to make even the hardiest soul shiver, the hollow husks following them might be; a simple reminder of what is to come while within their reach. Often left unsatisfied by what the Abyss has to offer, they wander the material plane, seeking their next victim. Stripped Souls. Their signature weapon, the Soulrender Lash, is a long, translucent whip that tears and lashes at a creature’s very soul. Wielding these weapons, a Soulflayer’s strikes gradually reduce their victim to an empty shell, fueled by the powers of the Abyss. These husks serve Soulflayers as minions, protecting them from harm and retaining most of their former abilities. Much like their master, they are devoid of compassion, reason and self-awareness. Survivors of a Soulflayer attack often describe a feeling of being gutted, emptied, and broken for days or even weeks afterward. Hollow Monstrosities. Some say Soulflayers strip the souls of others to feed themselves, but the horrible truth lies in the fact they enjoy the emptiness. They have no motives and no reasons, except perhaps to grow their collection of pets. The most powerful of them can be seen with armies of husks in tow, mindlessly serving and protecting their master. Soulflayers themselves are hollow, a pit of void that is impossible to decipher. Some have tried to no avail, instead being pulled in by the fascinating emptiness and lashed by the creature’s weapon until they are nothing but a husk themselves. Reveling in Despair. While brutish hulks make good servants, a Soulflayer’s true pleasure is to see the light leave the eyes of intelligent creatures, watching them comprehend their loss of self-awareness, moments before it slips from their grasp. As a result, they often stalk highly intelligent individuals, slowly eroding their spirit and will with constant attacks that allow no time for rest. Traits Gaze of the Void. If a creature starts its turn within 60 feet of the soulflayer and the two of them can see each other, the soulflayer can force the creature to make a DC 20 Charisma saving throw if the soulflayer isn’t incapacitated. On a failed save, the creature becomes frightened of the soulflayer for 1 minute. The creature can make a new Charisma save at the end of each of its turns to end this effect. Once a creature has succeeded on a saving throw against this ability, it has advantage on future saving throws made to resist it until it finishes a long rest. Legendary Resistance (3/Day). If the soulflayer fails a saving throw, it can choose to succeed instead. Legendary Toughness (3/Day). When the soulflayer gains an Injury, it can choose to ignore the effects of the Injury until it finishes a long rest. Magic Resistance. The soulflayer has advantage on saving throws against spells and other magical effects. Mindsight. The soulflayer can sense the presence of creatures with an Intelligence score of 6 or higher within 120 feet, and can use this sense to pinpoint their location. It also knows the Intelligence score of those creatures. Puppeteer of the Soulless. Each soulflayed husk within 60 feet of the soulflayer adds a d4 to its roll whenever it makes an Attack roll or saving throw. Actions Multiattack. The soulflayer makes three melee attacks, two of which can be with its Soulrender Lash. It can replace two of these attacks with a use of Soulgaze. Soulrender Lash. Melee Weapon Attack: +12 to hit, reach 20 ft., one creature. Hit: 24 (4d8+6) psychic damage, and the target must make a DC 20 Intelligence saving throw or gain a special Injury of Deadly IIII severity, “Soulflayed”. While Injured in this way, the creature has disadvantage on Charisma checks and Charisma saving throws. This Injury can be gained up to 5 times. If the Injury would be gained for a 6th time, or if the creature dies while Injured in this way, the creature’s soul is devoured by the soulflayer, the soulflayer gains 20 temporary hit points, and the creature’s body is drained of color as it becomes a soulflayed husk in service to the soulflayer. A creature whose soul is devoured cannot be resurrected unless the soulflayer is killed within 1 week of its soul being devoured. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) bludgeoning damage. Soulgaze (recharge 4-6). The soulflayer turns its all-consuming gaze on a creature it can see within 120 feet, forcing it to make a DC 20 Intelligence saving throw. On a failed save, the creature takes 65 (10d12) psychic damage and is stunned for 1 minute. On a successful save the creature takes half damage and is not stunned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The soulflayer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The soulflayer regains spent legendary actions at the start of its turn. Mobile Command. Up to three soulflayed husks within 60 feet of the soulflayer move up to their movement speed without provoking attacks of opportunity. Violent Command. Up to three soulflayed husks within 60 feet of the soulflayer make a single melee attack. Inescapable Lash. Melee Weapon Attack: +12 to hit, reach 30 feet, one target. Hit: 24 (4d8+6) psychic damage, and the target is pulled 20 feet toward the soulflayer. Soulflayed Husk","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":"1/16/1900"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Soulsplinter Sprite (PB 2)","description":"When a powerful soul is freed from its mortal vessel through violence, it sometimes shatters into smaller pieces. These fragments, which represent the deceased’s most prominent personality traits, can take physical form as ethereal soulsplinter sprites. Guardians of the Soul In most cases, soulsplinter sprites remain close to the body that used to hold them – guarding it from harm and attacking anyone who tries to heal or resurrect it. In some cases, the sprites are formed as a creature is resurrected and must be caught or vanquished before the creature can become fully whole again. Distinct Personalities Most often, a soul will split into several different sprites, each of which represents the deceased creature’s most prominent traits. The sprites all have the deceased creature’s likeness, but their colors and facial expression mimic the personality trait they embody. Soulsplinter sprites usually assume one of the following traits: Compassion or selflessness (Blue) Greed or selfishness (Green) Humility or patience (Yellow) Pride or arrogance (Orange) Temperance or abstinence (White) Wrath or malice (Red) The soulsplinter sprite’s abilities are in part determined by which personality trait it embodies – not only can it inspire that same trait in other creatures, it also has distinct attacks or defenses based on that trait. Soulsplinter Sprites’ Power A sprite’s strength is determined by the power of the creature which soul it spawned from. The sprite uses the creature’s proficiency bonus (PB) to determine its own proficiency bonus, as well as its AC, HP, CR, and the damage dealt by its attacks and abilities.","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Soulsplinter Sprite (PB 3)","description":"When a powerful soul is freed from its mortal vessel through violence, it sometimes shatters into smaller pieces. These fragments, which represent the deceased’s most prominent personality traits, can take physical form as ethereal soulsplinter sprites. Guardians of the Soul In most cases, soulsplinter sprites remain close to the body that used to hold them – guarding it from harm and attacking anyone who tries to heal or resurrect it. In some cases, the sprites are formed as a creature is resurrected and must be caught or vanquished before the creature can become fully whole again. Distinct Personalities Most often, a soul will split into several different sprites, each of which represents the deceased creature’s most prominent traits. The sprites all have the deceased creature’s likeness, but their colors and facial expression mimic the personality trait they embody. Soulsplinter sprites usually assume one of the following traits: Compassion or selflessness (Blue) Greed or selfishness (Green) Humility or patience (Yellow) Pride or arrogance (Orange) Temperance or abstinence (White) Wrath or malice (Red) The soulsplinter sprite’s abilities are in part determined by which personality trait it embodies – not only can it inspire that same trait in other creatures, it also has distinct attacks or defenses based on that trait. Soulsplinter Sprites’ Power A sprite’s strength is determined by the power of the creature which soul it spawned from. The sprite uses the creature’s proficiency bonus (PB) to determine its own proficiency bonus, as well as its AC, HP, CR, and the damage dealt by its attacks and abilities.","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Soulsplinter Sprite (PB 4)","description":"When a powerful soul is freed from its mortal vessel through violence, it sometimes shatters into smaller pieces. These fragments, which represent the deceased’s most prominent personality traits, can take physical form as ethereal soulsplinter sprites. Guardians of the Soul In most cases, soulsplinter sprites remain close to the body that used to hold them – guarding it from harm and attacking anyone who tries to heal or resurrect it. In some cases, the sprites are formed as a creature is resurrected and must be caught or vanquished before the creature can become fully whole again. Distinct Personalities Most often, a soul will split into several different sprites, each of which represents the deceased creature’s most prominent traits. The sprites all have the deceased creature’s likeness, but their colors and facial expression mimic the personality trait they embody. Soulsplinter sprites usually assume one of the following traits: Compassion or selflessness (Blue) Greed or selfishness (Green) Humility or patience (Yellow) Pride or arrogance (Orange) Temperance or abstinence (White) Wrath or malice (Red) The soulsplinter sprite’s abilities are in part determined by which personality trait it embodies – not only can it inspire that same trait in other creatures, it also has distinct attacks or defenses based on that trait. Soulsplinter Sprites’ Power A sprite’s strength is determined by the power of the creature which soul it spawned from. The sprite uses the creature’s proficiency bonus (PB) to determine its own proficiency bonus, as well as its AC, HP, CR, and the damage dealt by its attacks and abilities.","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Soulsplinter Sprite (PB 5)","description":"When a powerful soul is freed from its mortal vessel through violence, it sometimes shatters into smaller pieces. These fragments, which represent the deceased’s most prominent personality traits, can take physical form as ethereal soulsplinter sprites. Guardians of the Soul In most cases, soulsplinter sprites remain close to the body that used to hold them – guarding it from harm and attacking anyone who tries to heal or resurrect it. In some cases, the sprites are formed as a creature is resurrected and must be caught or vanquished before the creature can become fully whole again. Distinct Personalities Most often, a soul will split into several different sprites, each of which represents the deceased creature’s most prominent traits. The sprites all have the deceased creature’s likeness, but their colors and facial expression mimic the personality trait they embody. Soulsplinter sprites usually assume one of the following traits: Compassion or selflessness (Blue) Greed or selfishness (Green) Humility or patience (Yellow) Pride or arrogance (Orange) Temperance or abstinence (White) Wrath or malice (Red) The soulsplinter sprite’s abilities are in part determined by which personality trait it embodies – not only can it inspire that same trait in other creatures, it also has distinct attacks or defenses based on that trait. Soulsplinter Sprites’ Power A sprite’s strength is determined by the power of the creature which soul it spawned from. The sprite uses the creature’s proficiency bonus (PB) to determine its own proficiency bonus, as well as its AC, HP, CR, and the damage dealt by its attacks and abilities.","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Soulsplinter Sprite (PB 6)","description":"When a powerful soul is freed from its mortal vessel through violence, it sometimes shatters into smaller pieces. These fragments, which represent the deceased’s most prominent personality traits, can take physical form as ethereal soulsplinter sprites. Guardians of the Soul In most cases, soulsplinter sprites remain close to the body that used to hold them – guarding it from harm and attacking anyone who tries to heal or resurrect it. In some cases, the sprites are formed as a creature is resurrected and must be caught or vanquished before the creature can become fully whole again. Distinct Personalities Most often, a soul will split into several different sprites, each of which represents the deceased creature’s most prominent traits. The sprites all have the deceased creature’s likeness, but their colors and facial expression mimic the personality trait they embody. Soulsplinter sprites usually assume one of the following traits: Compassion or selflessness (Blue) Greed or selfishness (Green) Humility or patience (Yellow) Pride or arrogance (Orange) Temperance or abstinence (White) Wrath or malice (Red) The soulsplinter sprite’s abilities are in part determined by which personality trait it embodies – not only can it inspire that same trait in other creatures, it also has distinct attacks or defenses based on that trait. Soulsplinter Sprites’ Power A sprite’s strength is determined by the power of the creature which soul it spawned from. The sprite uses the creature’s proficiency bonus (PB) to determine its own proficiency bonus, as well as its AC, HP, CR, and the damage dealt by its attacks and abilities.","properties":{"Category":"Monsters","Size":"Small","Type":"celestial","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Space Clown","description":"Space clowns are the inhabitants of a Wildspace system known as Clownspace. The humans who once inhabited the system’s three ring-shaped worlds placed their faith in a god of revelry. Their worship ceremonies were centered on festivals and frivolity. Over time, the people’s happiness hinged on the ever-increasing consumption of an elixir called Thrill Joy. Only after they became addicted did they discover that the priests of their faith had distilled the elixir from demonic ichor and the nectar of the bozo flower. Eventually, Thrill Joy transformed the faithful into fiendish creatures and “blessed” them with clown-like appearances. Space clowns acquired their first s pelljamming helms from dohwar merchants. Subsequent visits to other Wildspace systems led to contact with a multitude of other folk. In the wake of these encounters, love and fear of clowns has spread to all corners of the multiverse, just as the space clowns have done themselves. Marauding space clowns feed on Humanoid flesh. They travel through space in garishly decorated ships and sometimes take up residence on populated worlds, where they set up carnival tents to lure curious onlookers into their clutches. They are armed with colorfully painted ray guns that work only for them; these toys are harmless in the hands of anyone else. Traits Dying Burst. When the clown drops to 0 hit points, it pops like a balloon, releasing a splash of putrid, corrosive ichor. Each creature within 5 feet of the clown when it bursts must make a DC 12 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. Squeakers. The clown wears shoes that squeak when it walks. The squeaking can be heard out to a range of 30 feet. The squeaking is silenced while the clown’s Phantasmal Form is in effect. Actions Shock. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) lightning damage. Ray Gun. Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 7 (2d6) psychic damage, and if the target is a Humanoid with an Intelligence score of 3 or higher, it must make a DC 12 Wisdom saving throw. On a failed save, the target perceives everything it sees or hears as hilariously funny and is incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The clown casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability: At will: friends, mage hand, prestidigitation 1/day each: mirror image, spider climb Bonus Actions Phantasmal Form (3/Day). The clown veils itself and everything it is wearing and carrying in an illusion that makes it look like some other creature of its size or smaller (such as a child) or an object small enough to fit in the clown’s space (such as a floating balloon). Maintaining this effect requires the clown’s concentration (as if concentrating on a spell), and the illusion fails to hold up to physical inspection. As an action, a creature that can see the clown’s illusory form can make a DC 15 Wisdom (Insight) check, piercing the illusion and discerning the clown’s true form on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"typically chaotic evil","Expansion":16643,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Space Eel","description":"Space eels avoid confrontations with larger creatures unless the eels are starving. These 5-foot-long scavengers might trail a spelljamming ship and feed on barnacles they detach from the ship’s hull. Wildspace hunters try to catch and kill the eels for their meat—a task easier to describe than to accomplish. Traits Unusual Nature. The eel doesn’t require air. Actions Multiattack. If it isn’t attached to a creature, the eel makes one Bite attack and one Tail Spine attack. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the eel attaches to the target. While attached, the eel can’t make Bite attacks. Instead, the target takes 4 (1d6 + 1) piercing damage at the start of each of the eel’s turns. The eel can detach itself as a bonus action. A creature, including the target, can use its action to detach the eel. Tail Spine. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":16643,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Space Guppy","description":"Space guppies are 2- to 3-foot-long, fish-like creatures that glide through Wildspace and the Astral Sea. Chwinga astronauts, sprites, and other Tiny creatures occasionally use space guppies as mounts. Traits Air Envelope. If it has at least 1 hit point, the guppy can generate an air envelope around itself when in a vacuum. This air envelope can sustain the guppy and one other Tiny creature in its space indefinitely. Flyby. The guppy doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Actions Tail Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":16643,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Space Hamster","description":"The first space hamsters were created by wizards who used magic to shrink giant space hamsters to wee size, leading their creators to refer to them as miniature giant space hamsters. The magic also made the space hamsters smarter and telepathic. These benign rodents are native to Wildspace, though countless numbers of them have found their way to worlds throughout the Material Plane, where they are known simply as hamsters. They keep their telepathic ability hidden from most other creatures they come near. Space Hamsters Space hamsters resemble their terrestrial kin, both in their appearance and general demeanor, and they come in a variety of colors. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Go for the Eyes (Recharge 6). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Dexterity saving throw or be blinded until the start of the hamster’s next turn. Bonus Actions Escape. The hamster takes the Dash or Disengage action.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"typically neutral good","Expansion":16643,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Space Mollymawk","description":"Space mollymawks are as common in Wildspace as albatrosses are on the Material Plane. They perch on the hulls of spelljamming ships and move from one ship’s air envelope to another’s when they need to. A fully grown specimen is 3 feet tall with a 10-foot wingspan, and it eats whatever it can scavenge. If it finds a reliable food source, it lingers in the area (usually around a ship) until the food becomes scarce. Superstitious Wildspace voyagers consider it bad luck to kill a space mollymawk. Traits Flyby. The mollymawk doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Hold Breath. The mollymawk can hold its breath for 15 minutes. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":16643,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Space Swine","description":"Space swine are a species of winged boar bred by dohwars for a variety of uses. They can serve as mounts for Small creatures, and they also make fine trackers and capable beasts of burden. Space swine that are trained for battle are typically outfitted with half-plate barding and are referred to as death squealers. A fully grown specimen stands 3 feet high at the shoulder and is 5 to 6 feet long. Space swine eat just about anything, but they prefer truffles. A space swine also tastes delicious when roasted and served with applesauce. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":16643,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Spacer","description":"Long journeys on transport freighters and sojourns on lonely space stations mean that spacers almost never encounter natural gravity. They've grown so accustomed to life on spacecraft that the hazards of the 'verse have become humdrum, and the strange and fearsome creatures they encounter have become mundane.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":9634,"Challenge Rating":"1/8"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Spark","description":"This mote of electrical energy floats menacingly, erupting in a shower of sparks and tendrils of lightning. When it disappears, it leaves only the whiff of ozone. Born in Storms. When a great storm rips across a world in the Material Plane, it sometimes tears loose the fabric of reality, releasing sentient creatures composed entirely of elemental energy. Fueled by its frenetic thought patterns and erratic actions, a spark jolts through its new world to find a physical body, drawn by an urge to know form. Symbionts and Twins. Some spellcasters deliberately seek out sparks for symbiosis. Sorcerers or clerics devoted to deities of the elements may reach an agreement with these creatures, allowing them to ride within their bodies for their entire lifetime. Occasionally when a spark forms, an oppositely charged mate is created at the same time. When this happens, the two always stay within 300 feet of one another. Sparks rarely survive longer than a year, even within a symbiotic relationship with a mortal form. When they expire, they simply wink out and return to the elemental planes. Seek Strong Hosts. When a formless spark senses a potential body approaching, it dims its light or enters a metallic object. Sparks prefer to inhabit creatures with high Strength over other possible targets. Once in control of a body, the spark uses the new vessel to deliver shocking grasp attacks or to cast lightning bolt or call lightning against distant enemies. If ejected from a creature, a spark immediately tries to inhabit another. Elemental Nature. A spark doesn’t require air, food, drink, or sleep. Traits Innate Spellcasting: The spark’s innate casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: shocking grasp 3/day: lightning bolt 1/day: call lightning Actions Inhabit: Melee Weapon Attack : +6 to hit, reach 5 ft., One target. Hit : 0 (1d0) Lightning damage. On hit, the target must succeed on a DC 14 Charisma saving throw or become dominated by the spark, as the dominate person spell. The spark instantly enters the target’s space and merges into the target’s physical form. While inhabiting a creature, a spark takes no damage from physical attacks. The target creature receives a +4 bonus to its Dexterity and Charisma scores while it’s inhabited. The speech and actions of an inhabited creature are noticeably jerky and erratic to any creature with passive Perception 14 or higher. Each time the spark uses innate spellcasting, the host can attempt another DC 14 Charisma saving throw. A successful save expels the spark, which appears in an unoccupied space within 5 feet of the former host. The inhabiting spark slowly burns out its host’s nervous system. The inhabited creature must make a successful DC 15 Constitution saving throw at the end of each 24 hour-period or take 2d6 lightning damage and have its maximum hit points reduced by the same amount. The creature dies if this damage reduces its hit point maximum to 0. The reduction lasts until the inhabited creature completes a long rest after the spark is expelled.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Spartan Captain","description":"The difference between individual Spartans starts showing when you compare the followers to their leaders. Captains are more experienced, better trained, with a powerful presence and possess a sharper mind than the average soldier. All of these are obvious traits one must have to be promoted amongst the ranks, but it’s especially true within this warrior culture. Promotion is not easily handed out, for authority and power over others is a temptation. One must prove themselves worthy of leading their comrades, loyal to a fault. A Spartan that abuses their authority over their subordinates and is found out by their fellow captains or even generals, will meet swift punishment and demotion. If the offense is heinous enough, they might even be executed on the spot. However, those that prove themselves are not only highly regarded by their Spartan brothers and sisters, but by the God of War as well. Although it's not a requirement, a great number of captains and higher rank soldiers within the army possess access to divine magic to some degree. Spartan Army Sparta is the largest military power in the entirety of the continent, with almost half of their population being dedicated to the army in some capacity, and the rest dedicated to the constant development of their city. With this overwhelming might, neighboring kingdoms and city-states cannot help but look for approval from the Spartans when it comes to commerce, trade and alliances, lest they incur their wrath. Although the presence of arcane expertise is much smaller in comparison to Athens, an incredibly dedicated clergy is present in Sparta. The Faith in Warfare, following the teachings and will of Ares, the God of War, is the dominating religion of the few allowed within the territory of Sparta. As a result, powerful clerics and paladins serving the brutal ideals of combat and conflict fill out the upper echelon of the army’s best. Masters of the Land. Despite having a rather weak naval presence in comparison to Athens, Sparta is unmatched when it comes to direct encounters within solid ground. There have been tales over the years of the Spartan Army sweeping through the land and never stopping. An unstoppable force of the battlefield, as many kingdoms can attest to. Even powerful and ancient beings like dragons avoid antagonizing the Spartans without good reason. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Brute. A melee weapon deals one extra die of its damage when the captain hits with it (included in the attack). Martial Advantage. Once per turn, the captain can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the captain that isn't incapacitated. Shield Wall. Every ally within 5 ft. of the captain gains a +2 bonus to their AC as long as the captain is wielding a shield. Spellcasting. The captain's Spellcasting Ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). They can cast the following spells: At Will: sacred flame, toll the dead 3/day each: bless, searing smite, thunderous smite 2/day each: branding smite (as a 3rd level spell), command (as a 2nd level spell), dispel magic, wrathful smite (as a 2nd level spell) 1/day each: banishment, blinding smite, spirit shroud, staggering smite Steeled Mind. The captain has advantage on saving throws against being charmed or frightened. Actions Multiattack. The captain makes three weapon attacks. They can replace one weapon attack with a cantrip. War Spear. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) piercing damage. War Spear (Thrown). Ranged Weapon Attack: +8 to hit, reach 30/90 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Immediately after the attack, the weapon flies back to the captain's hand. Shield Bash. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is large sized or smaller, it must make a DC 15 Strength saving throw or be knocked prone or pushed back 5 ft. (soldier's choice) Sacred Flame (Cantrip). Flame-like Radiance descends on a creature that the captain can see within range. The target must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) radiant damage. The target gains no benefit from cover for this saving throw. Toll the Dead (Cantrip). The captain points at one creature they can see within 60 feet, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a DC 16 Wisdom saving throw or take 9 (2d8) necrotic damage. If the target is missing any of its hit points, it instead takes 13 (2d12) necrotic damage. Bonus Actions Commander's Strike. The captain orders one of the soldiers under their command within 60 feet to make an attack as a reaction.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":10},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Spartan Godly Champion","description":"The most brutal warriors the Spartan Army can offer, these warriors are regarded and respected as chosen agents of War by Ares himself. The champion possesses access to powerful divine magic, unrivaled strength and swiftness amongst their fellow Spartans, observant eyes and an incredible durability. It is often said that a champion can count for 20 good soldiers. Spartans would say that such an assessment is an insult to champions themselves. Furthermore, when deployed out to the field of battle they will often be accompanied by the sacred dogs of Ares. Unlike every other soldier, the champion is quite capable of imposing his will on the bloodthirsty celestials, who will readily listen without defiance of any sort. This occurrence further enhances the intensity of the rumors and tales of them being special agents of Ares. Warriors without Equal. As a result of their sheer efficiency, reputation and experience out on the field, Spartan champions rarely get to enjoy battle against equals. Only the eldritch champions of Athens have consistently proved to be worthy challengers over the ages, which has left the Spartan warriors unfulfilled as seekers of battle. Due to this, it is a tradition of their own choice to give the losing side of war a chance, with permission from the King of Sparta. This chance is a duel. A duel between the Spartan champion and the chosen warrior of the enemy side. A fight to the death where no help would be accepted by either side, oftentimes even discarding magical equipment if the champion is zealous enough. If the losing side were to come out victorious, the Spartan army would back off and leave them alone for at least a decade, as they’ve declared. However, there have been no records of a champion ever losing. Spartan Army Sparta is the largest military power in the entirety of the continent, with almost half of their population being dedicated to the army in some capacity, and the rest dedicated to the constant development of their city. With this overwhelming might, neighboring kingdoms and city-states cannot help but look for approval from the Spartans when it comes to commerce, trade and alliances, lest they incur their wrath. Although the presence of arcane expertise is much smaller in comparison to Athens, an incredibly dedicated clergy is present in Sparta. The Faith in Warfare, following the teachings and will of Ares, the God of War, is the dominating religion of the few allowed within the territory of Sparta. As a result, powerful clerics and paladins serving the brutal ideals of combat and conflict fill out the upper echelon of the army’s best. Masters of the Land. Despite having a rather weak naval presence in comparison to Athens, Sparta is unmatched when it comes to direct encounters within solid ground. There have been tales over the years of the Spartan Army sweeping through the land and never stopping. An unstoppable force of the battlefield, as many kingdoms can attest to. Even powerful and ancient beings like dragons avoid antagonizing the Spartans without good reason. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Legendary Resistance (3/day). If the champion fails a saving throw, they can choose to succeed instead. Brute. A melee weapon deals one extra die of its damage when the champion hits with it (included in the attack). Champion's Protection. Any of the champion's allies within 30 feet of them add the champion's Wisdom modifier to their saving throws. Godly Protection. The champion is constantly under the effect of the shield of faith spell. Magic Resistance. The champion has advantage on saving throws against spells and other magical effects. Magic Weapons. The champion's weapon attacks are magical. Martial Advantage. Once per turn, the champion can deal an extra 14 (4d6) damage to a creature they hits with a weapon attack if that creature is within 5 feet of an ally of the champion that isn't incapacitated. Regeneration. The champion regains 10 hp at the start of their turn if they have no more than half of their total hit points. Shield Wall. Every ally within 5 ft. of the champion gains a +2 bonus to their AC as long as the champion is wielding a shield. Spellcasting. The champion's Spellcasting Ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can cast the following Spells, requiring no material components: At will: compelled duel, divine favor, sacred flame, shield of faith, toll the dead 3/day each: bless, guiding bolt (as a 3rd-level spell) searing smite, thunderous smite 2/day each: blight, blinding smite, branding smite (as a 3rd level spell), command (as a 3rd level spell), dispel magic, wrathful smite (as a 3rd level spell) 1/day each: banishing smite, banishment, find greater steed, geas, spirit shroud (as a 5th level spell), staggering smite Steeled Mind. The champion has advantage on saving throws against being charmed or frightened. Actions Multiattack. The champion makes four weapon attacks. They can replace up to two weapon attacks with the casting of a cantrip. War Spear. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) radiant damage. If the target is hit then their attacks against all creatures that are not the champion are made at disadvantage until the end of their next turn. War Spear (Thrown). Melee Weapon Attack: +10 to hit, reach 30/90ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) radiant damage. Immediately after the attack, the weapon flies back to the champion's hand. Shield Bash. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage. If the target is large sized or smaller, it must make a DC 18 Strength saving throw or be knocked prone or pushed back 10 ft. (champion's choice) Sacred Flame (Cantrip). Flame-like Radiance descends on a creature that the champion can see within range. The target must succeed on a DC 18 Dexterity saving throw or take 13 (3d8) radiant damage. The target gains no benefit from cover for this saving throw. Toll the Dead (Cantrip). The champion points at one creature they can see within 60 feet, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a DC 18 Wisdom saving throw or take 13 (3d8) necrotic damage. If the target is missing any of its hit points, it instead takes 19 (3d12) necrotic damage. Bonus Actions Aggressive. The champion can move up to their speed toward a hostile creature that they can see. Commander's Strike. The champion orders one of the captains or soldiers under their command within 60 feet to make an attack as a reaction. Second Wind (Recharges after a short or long rest). The champion regains 35 hit points. Legendary Actions The Spartan Godly Champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Spartan Godly Champion regains spent legendary actions at the start of their turn. Move. The champion can move up to their speed without provoking attacks of opportunity. Attack. The champion can make a war spear attack. Cast a Spell (Costs 2 actions). The champion can cast a spell with a casting time of 1 action or bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":15},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Spartan Soldier","description":"The life of a Spartan is oftentimes quite grim. Discipline, combat, death and duty are the driving forces in their society. This brutal way of life has resulted in a kingdom where even the weakest of soldiers still stands heads and shoulders above your average warrior and bandit. Furthermore, Spartans are at their strongest when they work together. A fact they’re well aware of, which has led to their strong collective approach to combat in groups. Facing a Spartan unit is dangerous at best, foolish at worst. If you do so, you better hope you thoroughly outclass or outnumber them, because anything else would be a recipe for disaster. Spartan Army Sparta is the largest military power in the entirety of the continent, with almost half of their population being dedicated to the army in some capacity, and the rest dedicated to the constant development of their city. With this overwhelming might, neighboring kingdoms and city-states cannot help but look for approval from the Spartans when it comes to commerce, trade and alliances, lest they incur their wrath. Although the presence of arcane expertise is much smaller in comparison to Athens, an incredibly dedicated clergy is present in Sparta. The Faith in Warfare, following the teachings and will of Ares, the God of War, is the dominating religion of the few allowed within the territory of Sparta. As a result, powerful clerics and paladins serving the brutal ideals of combat and conflict fill out the upper echelon of the army’s best. Masters of the Land. Despite having a rather weak naval presence in comparison to Athens, Sparta is unmatched when it comes to direct encounters within solid ground. There have been tales over the years of the Spartan Army sweeping through the land and never stopping. An unstoppable force of the battlefield, as many kingdoms can attest to. Even powerful and ancient beings like dragons avoid antagonizing the Spartans without good reason. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Shield Wall. Every ally within 5 ft. of the soldier gains a +2 bonus to their AC as long as the soldier is wielding a shield. Spellcasting. The soldier's Spellcasting Ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). They can cast the following spells: At Will: toll the dead 3/day each: compelled duel, searing smite, shield of faith 2/day each: bless, divine favor, wrathful smite 1/day each: branding smite, command, healing word Steeled Mind. The soldier has advantage on saving throws against being charmed or frightened. Actions Multiattack. The soldier makes two weapon attacks. They can replace one weapon attack with toll the dead. War Spear. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 7 (1d8 + 3) piercing damage. War Spear (Thrown). Ranged Weapon Attack: +5 to hit, reach 30/90 ft., one target. Hit: 8 (1d8 + 3) piercing damage. Shield Bash. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is large sized or smaller, it must make a DC 13 Strength saving throw or be knocked prone or pushed back 5 ft. (soldier's choice) Toll the Dead (Cantrip). The soldier points at one creature they can see within 60 feet, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a DC 13 Wisdom saving throw or take 4 (1d8) necrotic damage. If the target is missing any of its hit points, it instead takes 6 (1d12) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":4},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Spartan Soldier (Archer)","description":"The life of a Spartan is oftentimes quite grim. Discipline, combat, death and duty are the driving forces in their society. This brutal way of life has resulted in a kingdom where even the weakest of soldiers still stands heads and shoulders above your average warrior and bandit. Furthermore, Spartans are at their strongest when they work together. A fact they’re well aware of, which has led to their strong collective approach to combat in groups. Facing a Spartan unit is dangerous at best, foolish at worst. If you do so, you better hope you thoroughly outclass or outnumber them, because anything else would be a recipe for disaster. Spartan Army Sparta is the largest military power in the entirety of the continent, with almost half of their population being dedicated to the army in some capacity, and the rest dedicated to the constant development of their city. With this overwhelming might, neighboring kingdoms and city-states cannot help but look for approval from the Spartans when it comes to commerce, trade and alliances, lest they incur their wrath. Although the presence of arcane expertise is much smaller in comparison to Athens, an incredibly dedicated clergy is present in Sparta. The Faith in Warfare, following the teachings and will of Ares, the God of War, is the dominating religion of the few allowed within the territory of Sparta. As a result, powerful clerics and paladins serving the brutal ideals of combat and conflict fill out the upper echelon of the army’s best. Masters of the Land. Despite having a rather weak naval presence in comparison to Athens, Sparta is unmatched when it comes to direct encounters within solid ground. There have been tales over the years of the Spartan Army sweeping through the land and never stopping. An unstoppable force of the battlefield, as many kingdoms can attest to. Even powerful and ancient beings like dragons avoid antagonizing the Spartans without good reason. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Archery Expert. The soldier adds +2 to all of their ranged weapon attack rolls. Steeled Mind. The soldier has advantage on saving throws against being charmed or frightened. Actions Multiattack. The soldier can make two attacks with their longbow. Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Melee Weapon Attack: +7 to hit, reach 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":2},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Spawn of Akyishigal","description":"This man-sized abomination has a tail that splits near the end curling over its back. Both ends bear needle-stingers dripping with poison. The spawn of Akyishigal are found in abundance wherever the demon lord abides. He has also been known to send them to his followers if their need is great and the spawn’s presence will somehow benefit Akyishigal. Lords of Vermin. Vermin of all types instinctively obey mental commands from a spawn of Akyishigal. What’s more, these repulsive beings can vomit thousands of roaches that also do the spawn’s bidding. They take particular delight in belching roaches directly onto their foes, but they’ve also been known to use roaches and vermin as a means of cutting off an enemy’s retreat or of hindering pursuit when the spawn itself wants to escape. Traits Command Vermin. Spawn of Akyishigal can command tiny beasts of Intelligence 2 or less within 30 feet that aren’t under any magical control. The vermin obey the spawn’s commands to the best of their ability, heedless of their own safety. Swarming Cough (recharge 5-6). The spawn can belch forth a swarm of insects. The swarm is completely under the spawn’s control. It remains for 1 minute or until destroyed. Actions Multiattack: The spawn makes one bite attack and two sting attacks. Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Sting: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 5 (1d10) poison damage. The target must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 rounds.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Expansion":3,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Spawn of Arbeyach","description":"This insectile humanoid’s mouth stretches over dripping mandibles that are poorly concealed behind an ill-fitting mask of flesh. Its eyes have compound irises, and barbed stingers sprout between the fingers at the ends of its long, segmented limbs. Skin and Carapace. Spawn of Arbeyach are roughly humanoid, with many insectoid qualities including a hardened carapace and oddly-jointed limbs. Their faces, arms, and legs are covered with a largely decorative skin which stretches and tears to reveal insectile traits beneath. Carrion Eaters. Spawn of Arbeyach are scavengers and predators that feast on both living creatures and carrion they find within their territory. Hive Dwellers. They dwell in hive structures comprised of natural growth and rigid architecture. The hives are built in isolated, easily-defensible locales (hilltops, forest canopies, and even cliff dwellings). Visitors often must climb or fly to reach them—some such hives built by the tosculi, who share them with the spawn of Arbeyach. Most spawn of Arbeyach stand between 4 and 6 feet tall, and they weigh between 85 and 160 lb. Traits Hive Mind: Spawn of Arbeyach share a bond with other members of their hive that enhances their hive mates’ perception. As long as a spawn is within 60 feet of at least one hive mate, it has advantage on initiative rolls and Wisdom (Perception) checks. If one spawn is aware of a particular danger, all others in the hive are, too. No spawn in a hive mind is surprised at the beginning of an encounter unless all of them are. Innate Spellcasting: The spawn of Arbeyach’s spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components: 1/day: conjure animals (only swarms of insects) Scent Communication: Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet. Actions Multiattack: A Spawn of Arbeyach makes one bite attack and two stinger attacks. Bite: Melee Weapon Attack : +7 to hit, reach 5 ft., One Target. Hit : 11 (2d6 + 4) piercing damage plus 4 (1d8) Poison damage. Stinger: Melee Weapon Attack : +7 to hit, reach 5 ft., One Target. Hit : 7 (1d6 + 4) Piercing damage plus 9 (2d8) Poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Source":"Tome of Beasts","Alignment":"Lawful Evil","Expansion":3,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Spawn of Chernobog","description":"This ink-black, hulking beast looks cut from the darkness itself. It stands in the rough shape of a bear rearing up on its hind legs with slavering jaws dripping with a foul, black secretion. The antlers of a massive elk spread from either side of a pair of shining red eyes. Darkness Begets Darkness. The spawn of Chernobog stalk places of horror, and their presence serves as a mark of evil deeds as surely as a trail of blood at the site of a murder. Remnants of Malice. Spawn of Chernobog come into being for a myriad of reasons, not all of which can be laid at the feet of the Black God's followers. One might appear in the wake of a particularly cruel betrayal ending in murder. A battlefield marked by merciless acts might become the hunting grounds of a spawn of Chernobog. Acts of malice, the spreading of terror; these are sacred to the Lord of the Night, and a sufficient quality or quantity of either may birth his cruel progeny. Indifferent Parentage. As one might imagine, a god of darkness, death, and destruction makes for an indifferent parent. Chernobog cares not what end his spawn may come to. So long as they spread fear and violence, they have served their purpose.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Spawn of Hriggala","description":"The enormous worm bursts from the floor, its maw surrounded by writhing tentacles that grab everything edible nearby. An echo of chanting issues from its mouth, as if a hundred evil priests were trapped within its gullet, calling out maledictions. The spawn of Hriggala resembles a juvenile purple worm with a mouth surrounded by wriggling tendrils and full of razor-sharp teeth. It serves the demon lord on the Material Plane, powered by a steady diet of flesh and stone. Called by Ritual. Servants of the undead god of hunger can call up a spawn of Hriggala through ritual and sacrifices. Controlling the hungering spawn once it arrives is another matter. Underworld Tunnelers. The spawn of Hriggala are used to create new tunnels for fiends, darakhul, and other monsters of the underworld. Hungry Demon Nature. The spawn of Hriggala requires no air or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Spawn of Kyuss","description":"Kyuss has a lot to answer for. Sometimes you eat the worm—and sometimes the worm eats you. —Volo Some worms are good eating. Not these. —Elminster Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss’s death, his mad disciples continue performing the horrific rites he perfected. Plague of Worms. From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature’s brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid’s soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane. Corruption Without End. Spawn of Kyuss are expressions of Orcus’s intent to replace all life with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether they are dispersed or clustered, spawn reproduce exponentially if nothing stops them. Undead Nature. Spawn of Kyuss require no air, food, drink, or sleep. Traits Regeneration : The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn’t function at the start of the spawn’s next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Worms : If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action. Actions Multiattack : The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm. Burrowing Worm : A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target’s skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (−4) in every ability score, and a speed of 1 foot. While on the target’s skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target’s next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away. Claw : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Spawn of Kyuss","description":"Kyuss was a high priest of Orcus (appears in this book) who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss’s death, his malign disciples continue performing the horrific rites he perfected. From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little green worms crawling in and out of it become visible. These worms jump onto nearby Humanoids and burrow into their flesh. A worm that penetrates a Humanoid body makes its way to the creature’s brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss, which breeds more worms. Spawn of Kyuss are expressions of Orcus’s intent to replace all life with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether spawn are dispersed or clustered, they reproduce exponentially if nothing stops them. Traits Regeneration. The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn’t function at the start of the spawn’s next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Worms. If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action. Unusual Nature. The spawn of Kyuss requires no air, food, drink, or sleep. Actions Multiattack. The spawn of Kyuss makes two Claw attacks, and it uses Burrowing Worm. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage. Burrowing Worm. A worm launches from the spawn of Kyuss at one Humanoid that the spawn can see within 10 feet of it. The worm latches onto the target’s skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny Undead with AC 6, 1 hit point, a 2 (−4) in every ability score, and a speed of 1 foot. While on the target’s skin, the worm can be killed by normal means or scraped off using an action (the spawn can use Burrowing Worm to launch a scraped-off worm at a Humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target’s next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6), and if it drops to 0 hit points, it dies and then rises 10 minutes later as a spawn of Kyuss. If a worm-infested target is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Spawn of Parzelon","description":"A drape of long hair obscures the countenance of this shapely woman. As she turns, her sharp-toothed leonine visage is revealed. Suddenly, long needlelike claws protrude from her lithe fingertips, and her dark blue feline eyes narrow in hungry anticipation. Daughters of the Dread Prophet. Born from accursed liaisons with mortal bloodlines, these amalgams of lioness and lady are the insidious progeny of the Arch-Devil Parzelon, King of Secrets. The fiendishly graceful spawn of Parzelon live only to serve their infernal father and his hideous whims.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Spawn of Rhopalocerex","description":"This large demon is bright orange and yellow, with black markings on its face and wiry body. Its wings are rounded, and its face is insectoid, with large, glowing, red eyes. Black liquid drips from its sharp mandibles. Its long arms end in sharp claws. Everywhere Rhopalocerex Needs to Be. The spawn of Rhopalocerex can be found near Rhopalocerex or in areas where the demon lord has some sort of vested interest. They serve as his direct agents, whether he is trying to establish alliances or going to war against some individual or group. Lords of Butterflies and Moths. Like the demon lord himself, the spawn of Rhopalocerex enjoy a special kinship with moths and butterflies. Moths and butterflies regularly accompany the spawn, aiding them whenever possible. Wardens of the Abyss. The spawn of Rhopalocerex are the wardens of the deadly wild areas of the Abyss under Rhopalocerex’s control, defending it against all who would come to defile it. They originate at the demon lord’s lair in the great tree and fly beneath its wide boughs, looking for threats or awaiting missions to other planes.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Speartooth","description":"The smilodon Speartooth is the type of legendary creature that many trophy hunters spend their whole lives searching for—and die trying to kill. These stats could be used to represent a creature the PCs are sent to hunt, or alternatively, asked to protect from dangerous poachers. You can also use these stats for a species of hearty saber-toothed-tigers, perhaps pets bred for their ferocity by a clan of even more deadly giants. Traits Keen Smell. Speartooth has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If Speartooth moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, Speartooth can make one bite attack against it as a bonus action. Actions Multiattack. Speartooth makes three melee attacks, one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) piercing damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":14},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Special Forces Officer","description":"Special forces officers are trained to engage in special operations and clandestine missions in hostile enemy territory. Also referred to as dark ops, shock troopers, guerrilla fighters, or commandos, they're specifically trained to perform a variety of tasks, from covert reconnaissance to counter-terrorism to strategic strikes and demolitions.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":12},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Spectator","description":"Beholders One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose. A beholder’s spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body twist and turn to keep its foes in sight. When a beholder sleeps, it closes its central eye but leaves its smaller eyes open and alert. Xenophobic Isolationists. Enemies abound, or so every beholder believes. Beholders are convinced that other creatures resent them for their brilliance and magical power, even as they dismiss those lesser creatures as crude and disgusting. Beholders always suspect others of plotting against them, even when no other creatures are around. The disdain a beholder has for other creatures extends to other beholders. Each beholder believes its form to be an ideal, and that any deviation from that form is a flaw in the racial purity of its kind. Beholders vary greatly in their physical forms, making conflict between them inevitable. Some beholders are protected by overlapping chitinous plates. Some have smooth hides. Some have eyestalks that writhe like tentacles, while others’ stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies. Eye Tyrant. Some beholders manage to channel their xenophobic tendencies into a terrible despotism. Rather than live in isolation, the aptly named eye tyrants enslave those other creatures, founding and controlling vast empires. An eye tyrant sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master’s behalf. Alien Lairs. Because they refuse to share territory with others, most beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder’s lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top of each other. Such an environment allows a beholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a beholder to float up and harry foes on the floor. As alien as their creator, the rooms in a beholder’s lair reflect the creature’s arrogance. It festoons its chambers with trophies from the battles it has won, including petrified adventurers standing frozen in their horrified final moments, pieces of other beholders, and magic items wrested from powerful foes. A beholder judges its own worth by its acquisitions, and it never willingly parts with its treasures. Spectator A spectator is a lesser beholder that is summoned from another plane of existence by a magical ritual, the components of which include four beholder eyestalks that are consumed by the ritual’s magic. Appropriately, a spectator has four eyestalks, two on each side of the wide eye at the center of its four-foot diameter body. Magical Guardians. A summoned spectator guards a location or a treasure of its summoner’s choice for 101 years, allowing no creature but its summoner to enter the area or access the item, unless the summoner instructed otherwise. If the item is stolen or destroyed before the years have all passed, a summoned spectator vanishes. It otherwise never abandons its post. Glimmers of Madness. Though it can speak, a spectator communicates primarily by way of telepathy. It is civil while on guard, openly discussing its orders and its summoner. However, even a brief conversation with a spectator is enough to reveal quirks in its personality brought on by its years of isolation. It might invent imaginary enemies, refer to itself in the third person, or try to adopt the voice of its summoner. Like any beholder, a spectator views itself as the epitome of its kind, and it has an intense hatred of other spectators. If two spectators encounter one another, they almost always fight to the death. Freed from Service. When a spectator has fulfilled its service, it is free to do as it pleases. Many take up residence in the places they previously guarded, especially if their summoners have died. With the spectator’s loss of purpose, the flickers of madness it displayed during its servitude flourish. Actions Bite : Melee Weapon Attack : +1 to hit, reach 5 ft., one target. Hit : 2 (1d6 - 1) piercing damage. Eye Rays : The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn. 1. Confusion Ray : The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn. 2. Paralyzing Ray : The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray : The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success. 4. Wounding Ray : The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. Create Food and Water : The spectator magically creates enough food and water to sustain itself for 24 hours. Reactions Spell Reflection : If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"MM1","Alignment":"lawful neutral","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Specter","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Incorporeal Movement : The specter can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity : While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Life Drain : Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","properties":{"Category":"Monsters","AC":12,"HP":"22 (5d8)","CHA":11,"CON":11,"DEX":14,"INT":10,"STR":1,"WIS":10,"Size":"Medium","Type":"undead","Speed":"0 ft., fly 50 ft. (hover)","Token":"https://s3.amazonaws.com/files.d20.io/images/390068880/7H911hA-avXtiN2fb905jw/original.png","Roll 0":"1d20 + 4\n3d6","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":200,"Alignment":"Chaotic Evil","Languages":"Understands All Languages It Knew In Life But Can't Speak","data-List":"false","Immunities":"Necrotic, Poison","Token Size":1,"Resistances":"Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Incorporeal Movement\",\"Desc\":\"The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.\"},{\"Name\":\"Sunlight Sensitivity\",\"Desc\":\"While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.\"}]","data-Actions":"[{\"Name\":\"Life Drain\",\"Type Attack\":\"Spell Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"3d6\",\"Damage Type\":\"necrotic\",\"Desc\":\"The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0\"}]","data-CHA-mod":"+0","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"-5","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":1,"Passive Perception":10,"Condition Immunities":"Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious","data-CrNum":1,"data-AcNum":12,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Specter","description":"A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some are spawned when dark magic or the touch of a wraith rips a soul from a living body. Beyond Redemption. When a ghost’s unfinished business is completed, it can rest at last. No such rest or redemption awaits a specter. It is doomed to the Material Plane, its only end the oblivion that comes with the destruction of its soul. Until then, it bears out its lonely life in forlorn places, carrying on forgotten through the ages of the world. Undying Hatred. Living creatures remind the specter that life is beyond its grasp. The mere sight of the living overwhelms a specter with sorrow and wrath, which can be abated only by destroying said life. A specter kills quickly and mercilessly, for only by depriving others of life can it gain the slightest satisfaction. However, no matter how many lives it extinguishes, a specter always succumbs to its hatred and sorrow. Dwellers in Darkness. Sunlight represents a source of life that no specter can ever hope to douse, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return. At the first light of dawn, they retreat back into the darkness, where they remain until night falls again. Undead Nature. A specter doesn’t require air, food, drink, or sleep. Variant: Poltergeist A poltergeist is a different kind of specter — the confused, invisible spirit of an individual with no sense of how he or she died. A poltergeist expresses its rage by hurling creatures and objects using the power of its shattered psyche. The Poltergeist stat block can be found here . Traits Incorporeal Movement : The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity : While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Life Drain : Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Specter","description":"These aren’t your regular ghosts. They cling to this world, determined to take as many of the living with them as possible before they’re destroyed. Racaar, Mystic Theurge of the Restless Order Shadows. Specters. Wraiths. Spectral undead come in many forms. One might be formed by a person’s vile actions in life, while another could be a soul lost to a necromancer’s dark art. Powerful undead can even manifest these shadowy beings into existence through sheer will. Regardless of how they come to be, spectral undead are malice incarnate. What They Can’t Have. All spectral undead yearn for something only the living can provide. Specters and their lesser kindred, shades, vaguely remember their lives—and they’re murderously envious of those who haven’t lost theirs. Shadows want to drain living things of physical warmth and vitality (and the less tainted by evil their quarry is, the better). Meanwhile, wraiths greedily devour the living to taste their life essence. Drawn to the Living. Spectral undead who naturally formed from the souls of malicious, hate-filled humanoids usually haunt the places where they died, while those manifested by another being serve their creator. Left to their own devices, spectral undead stop at nothing to slaughter living creatures they encounter. Some even leave the places they haunt to stalk their quarry over miles of wilderness. Traits Corrupting Phasing. The specter can move through other creatures and objects as if they were difficult terrain. The specter takes 5 (1d10) force damage if they end their turn inside an object. A creature takes 2 (1d4) necrotic damage the first time a specter passes through them on a turn. Actions Decaying Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d6) necrotic damage, and the target must succeed on a DC 12 Constitution saving throw or spend 1 Hit Die without any benefit. If the target has no Hit Dice to spend, they drop to 0 hit points instead. If a Humanoid dies within 1 minute of being hit by this attack, their spirit rises as a specter under the GM’s control in an unoccupied space nearest to where that Humanoid died. Bonus Actions Hidden Movement (Recharge 5 – 6 ). The specter turns invisible and then moves up to their speed. At the end of this movement, the invisibility ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Incorporeal)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Specter","description":"Traits Corrupting Phasing. The specter can move through other creatures and objects as if they were difficult terrain. The specter takes 5 (1d10) force damage if they end their turn inside an object. A creature takes 2 (1d4) necrotic damage the first time a specter passes through them on a turn. Actions Decaying Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d6) necrotic damage, and the target must succeed on a DC 12 Constitution saving throw or spend 1 Hit Die without any benefit. If the target has no Hit Dice to spend, they drop to 0 hit points instead. If a Humanoid dies within 1 minute of being hit by this attack, their spirit rises as a specter under the GM’s control in an unoccupied space nearest to where that Humanoid died. Bonus Actions Hidden Movement (Recharge 5 – 6 ). The specter turns invisible and then moves up to their speed. At the end of this movement, the invisibility ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Incorporeal)","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Spectral Cloud","description":"A cloud giant that dies through an act of betrayal or an ill-fated wager sometimes returns as a spectral cloud. While this Undead seems to be merely a thick cloud or fog bank, observers can sometimes spot a shadowy bipedal figure lurking within. At the heart of the cloud, the figure’s appearance becomes clear: a skeletal cloud giant corpse. Tales suggest cloud giants sometimes seek this fate rather than accept the end of their naturally long lives. In such stories, a cloud giant undergoes a ritual in which its heart is transplanted into a cloud, causing the giant's body to dissolve and its spirit to animate the cloud. Traits Blurred Form. Attack rolls against the spectral cloud are made with disadvantage unless the attacker is within 15 feet of the spectral cloud or the spectral cloud is incapacitated. Incorporeal Movement. The spectral cloud can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Multiattack. The spectral cloud makes two Spectral Touch attacks. Spectral Touch. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) force damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain by this attack immediately rises as a miniature spectral cloud (use the specter stat block in the Monster Manual ). The miniature spectral cloud acts as an ally of its creator but isn't under its control. Chilling Winds (Recharge 5-6). The spectral cloud emits intensely cold wind in a 60-foot line that is 10 feet wide. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 38 (7d10) cold damage and has the incapacitated condition for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage only. If a creature's saving throw is successful or the effect ends on it, that creature is immune to this spectral cloud's Chilling Winds for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Neutral","Expansion":24749,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Spectral Companion","description":"TRAITS Silent Movement: The spectral companion moves through difficult terrain and solid objects as if it were normal terrain. The creature takes 4 (1d8) damage if it ends its turn inside an object. ACTIONS Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Good","Expansion":23660,"Challenge Rating":1},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Spectral Congregation","description":"When many worshippers or clerics of a deity die at a single time, their souls often cannot reach eternal rest and rise as a spectral congregation. The incorporeal undead is driven even in undeath to serve its deity as a single specter-like entity fueled by its members’ faiths when alive.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":4},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Spectral Guardian","description":"A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior’s skeletal body, and its grinning skull leers out from an open helm. Worn Finery. Composed of faintly glowing green vapor, the spectral guardian is a skeletal being encased in ancient armor or noble’s finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound like a mournful moan from far away. Eternal Disgrace. The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. After the cursed creature’s death, its spirit rises, unquiet, in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace, and viciously snuffs out all life that intrudes upon its haunt. Undead Nature. A spectral guardian doesn’t require air, food, drink, or sleep. Traits Incorporeal Movement: The spectral guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Tomb Bound: The spectral guardian is bound to the area it defends. It can’t move more than 100 feet from the place it is bound to protect. Withering Miasma: A creature that starts its turn in the spectral guardian’s space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. Actions Multiattack: The spectral guardian makes two spectral rend attacks. Spectral Rend: Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) Necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Spectral Trooper","description":"Ghosts can take any number of forms, but many ritualists call upon ghostly warriors to assist them in battle. These champions of days gone return from the afterlife to defend the righteous and smite evil once again. Table A-15: Spectral Trooper Motivations Roll Spectral Trooper Motivations 1 Desires to rectify something that went wrong in its life. 2 Feels unfulfilled and wants to experience something specific in the Mortal Realm. 3 Wants to safeguard its country, people, or descendants even in death. 4 Believes fervently in a cause it fought for in life. 5 Enjoys any new challenge, whether it is martial or mental. 6 Seeks to vanquish evil in all its forms for its own sake. Traits Celestial Intercession. On the first round of combat or for the duration of the round in which the spectral trooper is first summoned, it gains a +2 bonus to its AC. Heroic Soul. When the spectral trooper is reduced to 0 hit points, it can make a DC 15 Constitution saving throw. On success, at the start of the next round, it regains 1 hit point. On failure, its body and equipment vanish in shining motes that rise up to the stars. Actions Single-Edged Straightsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) or 7 (1d10+2) slashing or piercing damage. Warspear. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150 ft./600 ft., one target. Hit: 6 (1d8+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any good","Expansion":26129,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Spell Savant","description":"Masters of the arcane, most often located in grand places of learning and acting as teachers for aspiring mages. They often share a passion for education, as well as an immense talent for the manipulation of magic. These gifted spellcasters often belong to institutions of learning within the most cultured metropolises in the land. At times they serve as advisors to kings or even found their own schools in areas where wealth is not abundant. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Arcane Absorption. Whenever a spell is snuffed out by counterspell or a magical effect is removed by dispel magic , the savant recharges their arcane deflection . Persuasive Knowledge. The savant has a bonus to their Charisma (Persuasion) checks equal to their Intelligence modifier. Spellcasting. The battle-mage's Spellcasting Ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells: At Will: mage armor, mage hand, minor illusion, shield 3/day each: counterspell, dispel magic, misty step 2/day each: enhance ability, fireball, fly, invisibility, lightning bolt 1/day each: banishment, cone of cold, polymorph, telekinesis Rituals: comprehend languages, find familiar, identify, leomond's tiny hut, rary's telepathic bond Unrivaled Concentration. The savant can concentrate on two spells at once. However, if they are hit while concentrating on two spells all concentration checks are done at disadvantage. If concentration is lost, both spells cease to function. Actions Arcane Burst (Melee). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) force damage. Arcane Burst (Ranged). Ranged Spell Attack: +9 to hit, reach 120 ft., one target. Hit: 11 (3d10 + 5) force damage. Reactions Arcane Deflection (Recharge 5-6). Whenever a creature casts a spell with a single target that the savant can see, they can use their reaction to choose a new target for the spell. The possible targets can include the original spellcaster or the savant themselves.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":9},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Spellbound Chimera","description":"After the foundation of Cyherested, the Prime Sorcerers sought ways of empowering their armed forces with all-powerful creatures that were unknown to the rest of Tolia. They experimented on various monstrosities; mutilated them, bound them together through surgical and magical operations, exsanguinated and re-sanguinated them with different sources of blood. They wanted to create a creature that would exhibit the supremacy of sorcery and claim the superiority of Cyherested in Tolia through their magical creations. The first spellbound chimera was created through a year of painful blood experiments that were designed to alter the creature’s magical properties. It is hard to talk about the physical properties of spellbound chimeras as they are shapechangers. Their true form varies as they are created according to the needs of their creator. In their most common true form, a spellbound chimera has the heads of a fiend, a naga and a gorgon, and giant dragon-like wings. Years have passed and the process of creating more spellbound chimeras has been abandoned by some of their creators, as the experiments did more harm than they did good; depleting their resources and resulting in few benefits. However, there are still spellbound chimeras found in forgotten corners of Cyherested as relics of the past, or in secret facilities led by mad sorcerers who want to prove that their art is superior to all others.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity (shapechanger)","Alignment":"chaotic neutral","Expansion":24099,"Challenge Rating":7},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Spellcaster Healer Sidekick","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Spellcaster Mage Sidekick","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Spellhawk","description":"Mercenaries can be found across the lands, offering their services as guards, adventurers, and temporary soldiers. Martial mercenaries are often called sellswords, and magically inclined mercenaries prefer to be called spellhawks. Typically, spellhawks take longer-term contracts, leaving the scribing of scrolls to more sedentary spellcasters, though they won’t begrudge coin offered for the quick casting of a spell or two. Dangerous Lives. Though mercenaries diligently care for their equipment to protect their livelihood, it is often well-worn and stained by sun, battle, and road. Future-thinking or particularly skilled sellswords and spellhawks eventually become veterans and mages, respectively, with more expensive and well-maintained equipment. However, most mercenaries live day-to-day, enjoying the now. They know the fellow sellsword or spellhawk they drink with tonight might be an enemy tomorrow or fallen to some danger by next week.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Spellhound","description":"A shimmering coat and a ridged snout distinguish the hound from other monstrous canines. Vindictive Origins. The first spellhounds began as nothing more than ordinary scent hounds. When the master of the hounds was tormented by a hag, he struck a deal with a powerful fey lord, requesting that his stock be blessed with the ability to hunt the witch. The hounds were returned to him, empowered and mutated, but capable of making short work of the hag nonetheless. After the houndmaster was ostracized for keeping monstrous pets, he grew resentful and concluded that the fey lord had wronged him. He arrogantly set out with his spellhounds after the fey lord that had created them, but he never returned. Ever since, spellhounds have been kept as prized pets by warring fey or set loose in fey-inhabited forests to prey on lonely spellcasters. Magical Predators. Spellhounds have olfactory capabilities that allow them to sense the “odor” of spellcasters. This, combined with their spell-repelling coats and their magic-disrupting howls, makes them a menace for anyone with even a minor arcane faculty.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful neutral","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Spellix Romwod","description":"Ruling a goblin horde is a thankless job. That’s a hard lesson for a rock gnome sorcerer to learn. Five years ago, before Icewind Dale became the perpetually frozen hellscape it is today, Spellix Romwod was traveling through the mountain pass with a small caravan when it was caught in an avalanche. The goblins who triggered the avalanche captured Spellix’s mates and dragged them back to their caves in the mountains to be eaten. Spellix, whom the goblins overlooked, followed them and devised a cunning plan to free his companions. Using materials scavenged from the wrecked caravan, he engineered a costume for himself. Disguised as a half-metal goblin, he infiltrated the goblins’ lair and did his best to fit in, cleverly using silent image spells to hide the imperfections in his disguise. When he was offered a bone to gnaw on, his mechanical goblin mouth malfunctioned and wouldn’t stop grinding its teeth. Thus, Spellix Romwod came to be known as Yarb-Gnock, which means “Ever-Gnawing” in Goblin. Spellix was repulsed by the goblins’ squalor and took pity on them. Abandoning all concern for his former mates, whom he didn’t particularly like anyway, Spellix adopted the name given to him by the goblins and spent the next several months engineering ways to improv their standard of living. Long after the other members of the caravan had been eaten, Yarb-Gnock became the new chief after the previous one choked to death on a mountain goat tongue. By then, Yarb-Gnock had already drawn up plans to build a fortress in the mountains. Karkolohk, the Gnomish word for “home,” became the goblin tribe’s dream of a better future. As the goblins were finishing construction of their new home, everlasting winter descended upon Icewind Dale. Fewer caravans made their way through the mountain pass, forcing Chief Yarb-Gnock to send goblin wagons far and wide in search of food and resources. Despite his best efforts, the gnome-in-goblin’s-clothing could sense that the tribe was becoming increasingly frustrated. The goblins felt like they were working harder for less, and a few are beginning to suspect that Chief Yarb-Gnock is a fraud. Cooped up in the cold with creatures that would kill him if they learned the truth, Chief Yarb-Gnock is running out of ideas to keep the goblins motivated on other tasks and has begun to fear that the goblins are on to him. His costume is beginning to come apart, and paranoia has made him sleep-deprived. The number of “traitors” hurled from the mountaintop increases with every cycle of the moon, and the goblins don’t know who among them are Yarb-Gnock’s loyal spies. Mistrust has infected every nook and cranny of Karkolohk. Spellix Romwod was beginning to think that the time had come to abandon his goblin kin and seek refuge in Ten-Towns when, two days ago, his fortunes improved suddenly. Goblins out scavenging in a wagon stumbled across a curious object in the tundra—a metallic, eggshaped crate. (This object was jettisoned from an illithid nautiloid soon before it crashed in the mountains to the east, as described in “Id Ascendant,”) Chief Yarb-Gnock thinks the crate might hold something wondrous, and getting it open has become his new obsession If the characters clearly portray themselves as enemies of the goblins, Spellix removes his goblin mask so that the characters don’t mistake him for an enemy. If asked how he ended up in his current predicament, Spellix tells them he’s a method actor training for the role of a goblin warlord in a play. (He can’t help himself—he lies about everything.) The characters can easily force Spellix to do what they say, since they are clearly mightier than his goblin horde. While in his Yarb-Gnock disguise, Spellix can be used as a hostage to facilitate the characters’ escape, or he can command the goblins to stand down and allow the characters to leave the fort unmolested. If Manafek (see area K6) is still alive, she might show up unexpectedly with a goblin posse and expose the impostor, forcing Spellix to put his fate in the characters’ hands. If the characters surrender the gnome to the goblins, Spellix is hauled away to take the Walk of Doom (see area K7), and the characters are free to go without further incident. Traits Gnome Cunning. Spellix has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Innate Spellcasting. Spellix’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: fire bolt,* mage hand, shocking grasp* 3/day: silent image 1/day each: chromatic orb, crown of madness, shield *See “Actions” below. Actions Shocking Grasp (Cantrip). Melee Spell Attack : +5 to hit, reach 5 ft., one creature. Hit: (1d8) lightning damage. The attack roll has advantage if the target is wearing armor made of metal. If it hits, the target can’t take reactions until the start of its next turn. Fire Bolt (Cantrip). Ranged Spell Attack : +5 to hit, reach 120 ft., one target. Hit: (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"chaotic evil","Expansion":6331,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Spellix Romwod","description":"Traits Gnome Cunning. Spellix has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Innate Spellcasting. Spellix’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: fire bolt,* mage hand, shocking grasp* 3/day: silent image 1/day each: chromatic orb, crown of madness, shield *See “Actions” below. Actions Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit (with advantage on the attack roll if the target is wearing armor made of metal), reach 5 ft., one creature. Hit: 4 (1d8) lightning damage, and the target can’t take reactions until the start of its next turn. Fire Bolt (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"chaotic neutral","Expansion":27909,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Spellmarked Cultist Leader","description":"When a creature comes into contact with a patch of raw magic or is exposed to naked spellfire, it may be imbued with a magical spellmark. Though often a mixed blessing, some individuals actively seek out spellmarks and may even form into small cults. Worshipers of the Weave Most spellmarked cultists are driven by a selfish desire to wield magic and, without the necessary innate talent or self-discipline required to learn it on their own, opted to tamper with raw magic instead. Some cultists take things a step further, fervently believing that magical powers should be bestowed upon everyone. These cultists are the most dangerous, as they actively work to imbue others with spellmarks – a process that is often fatal for the subject.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Alignment","Expansion":32062,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Spellmarked Cultist, Omen","description":"When a creature comes into contact with a patch of raw magic or is exposed to naked spellfire, it may be imbued with a magical spellmark. Though often a mixed blessing, some individuals actively seek out spellmarks and may even form into small cults. Worshipers of the Weave Most spellmarked cultists are driven by a selfish desire to wield magic and, without the necessary innate talent or self-discipline required to learn it on their own, opted to tamper with raw magic instead. Some cultists take things a step further, fervently believing that magical powers should be bestowed upon everyone. These cultists are the most dangerous, as they actively work to imbue others with spellmarks – a process that is often fatal for the subject.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":32062,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Spellmarked Cultist, Spellmantle","description":"When a creature comes into contact with a patch of raw magic or is exposed to naked spellfire, it may be imbued with a magical spellmark. Though often a mixed blessing, some individuals actively seek out spellmarks and may even form into small cults. Worshipers of the Weave Most spellmarked cultists are driven by a selfish desire to wield magic and, without the necessary innate talent or self-discipline required to learn it on their own, opted to tamper with raw magic instead. Some cultists take things a step further, fervently believing that magical powers should be bestowed upon everyone. These cultists are the most dangerous, as they actively work to imbue others with spellmarks – a process that is often fatal for the subject.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":32062,"Challenge Rating":1},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Spellslave Sorcerer","description":"Spellslave sorcerers are practitioners of magic who have willingly or unwillingly undergone vile transformations through which their bodies and minds have been infused with the essence of aboleths. This empowerment grants them access to powerful psychic abilities they can channel into their magic. These sorcerers typically serve an aboleth master, whom they are bound to obey. They cast spells at their master's orders, acting as pools of spells for their master's use.","properties":{"Category":"Monsters","Size":"Medium or small","Type":"humanoid (any race)","Alignment":"neutral evil","Challenge Rating":5},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Spellthief Adept","description":"A spellthief adept is a sneaky operator who has acquired actual spellcasting abilities throughout the prolonged use of spell-stealing abilities. Some spellthief adepts are drawn to occupations involving the arcane arts, a few are dedicated to the collection of magical items, and many find their calling in crime, for which their abilities make them most suited.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any","Expansion":17604,"Challenge Rating":5},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Spellwarped Demon","description":"The chaotic energies of wild magic are attractive not only to ambitious mortals, but also to the fell demons of the Abyss. Some demon lords are known to bathe their followers in spellfire and raw magic in the hopes that the unstable energy will suffuse their forms and make them more fearsome soldiers in the endless wars against the devils of the Nine Hells. Chaotic Combatants Spellwarped demons are little more than bundles of unstable magic and bloodlust rolled into one. They attack with reckless abandon, taking great satisfaction in scattering foes with waves of wild magic or imploding or warping their enemies' spells.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":32062,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Spellwarped Dragon, Adult","description":"There exists a multitude of different dragons in the world, but few are as enigmatic, unpredictable, and dangerous as a spellwarped dragon. These rare dragons – which come in many shapes and forms – are either made in haphazard, magical experiments, or born when a dragon egg is exposed to wild magic or spellfire before hatching. Unpredictable Wyrms No two spellwarped dragons are alike – one may have the arrogance and aloofness of a red dragon, while another has the sadistic, sibilant nature of a black dragon. The only trait spellwarped dragons share is that they are imbued with a certain unpredictability, as if the chaotic magical energies that churn within them drive them to constant, impulsive action. They are often more active hunters than other dragons and may meddle more in the affairs of nearby towns and settlements out of sheer boredom. Masters of Magic Imbued with raw magic, the mere presence of a spellwarped dragon bends and twists the weave of magic. Spells are more likely to go awry around them and they can even warp spells that other creatures cast. A Spellwarped Dragon's Lair Spellwarped dragons may make their lairs in any environment, though most are attracted to ancient ruins or other places that once held magic in great quantities. While in its lair, the dragon can bring additional force to bear through the use of lair actions. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Force Tendrils. Up to three creatures the dragon can see within 60 feet of it must make a DC 15 Strength saving throw as tendrils of magical force attempt to bind them. On a failed save, a creature takes 10 (3d6) force damage and is restrained until initiative 20 count on the next round. Spellfire. Flame-like magical energy erupts at a point the dragon can see within 60 feet of it. Each creature within 10 feet of that point must succeed on a DC 15 Dexterity saving throw or take 16 (3d10) force damage. A creature that takes this damage must also succeed on a DC 15 Constitution saving throw or gain a spellmark . Wild Magic. The weave becomes unraveled until initiative 20 count on the next round. Until then, any spell cast within the dragon's lair produces a random magical effect rolled on the Wild Magic Effects table .","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Chaotic Neutral","Expansion":32062,"Challenge Rating":13},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Spellwarped Dragon, Wyrmling","description":"There exists a multitude of different dragons in the world, but few are as enigmatic, unpredictable, and dangerous as a spellwarped dragon. These rare dragons – which come in many shapes and forms – are either made in haphazard, magical experiments, or born when a dragon egg is exposed to wild magic or spellfire before hatching. Unpredictable Wyrms No two spellwarped dragons are alike – one may have the arrogance and aloofness of a red dragon, while another has the sadistic, sibilant nature of a black dragon. The only trait spellwarped dragons share is that they are imbued with a certain unpredictability, as if the chaotic magical energies that churn within them drive them to constant, impulsive action. They are often more active hunters than other dragons and may meddle more in the affairs of nearby towns and settlements out of sheer boredom. Masters of Magic Imbued with raw magic, the mere presence of a spellwarped dragon bends and twists the weave of magic. Spells are more likely to go awry around them and they can even warp spells that other creatures cast. A Spellwarped Dragon's Lair Spellwarped dragons may make their lairs in any environment, though most are attracted to ancient ruins or other places that once held magic in great quantities. While in its lair, the dragon can bring additional force to bear through the use of lair actions. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Force Tendrils. Up to three creatures the dragon can see within 60 feet of it must make a DC 15 Strength saving throw as tendrils of magical force attempt to bind them. On a failed save, a creature takes 10 (3d6) force damage and is restrained until initiative 20 count on the next round. Spellfire. Flame-like magical energy erupts at a point the dragon can see within 60 feet of it. Each creature within 10 feet of that point must succeed on a DC 15 Dexterity saving throw or take 16 (3d10) force damage. A creature that takes this damage must also succeed on a DC 15 Constitution saving throw or gain a spellmark . Wild Magic. The weave becomes unraveled until initiative 20 count on the next round. Until then, any spell cast within the dragon's lair produces a random magical effect rolled on the Wild Magic Effects table .","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Typically Chaotic Neutral","Expansion":32062,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Spellwarped Dragon, Young","description":"There exists a multitude of different dragons in the world, but few are as enigmatic, unpredictable, and dangerous as a spellwarped dragon. These rare dragons – which come in many shapes and forms – are either made in haphazard, magical experiments, or born when a dragon egg is exposed to wild magic or spellfire before hatching. Unpredictable Wyrms No two spellwarped dragons are alike – one may have the arrogance and aloofness of a red dragon, while another has the sadistic, sibilant nature of a black dragon. The only trait spellwarped dragons share is that they are imbued with a certain unpredictability, as if the chaotic magical energies that churn within them drive them to constant, impulsive action. They are often more active hunters than other dragons and may meddle more in the affairs of nearby towns and settlements out of sheer boredom. Masters of Magic Imbued with raw magic, the mere presence of a spellwarped dragon bends and twists the weave of magic. Spells are more likely to go awry around them and they can even warp spells that other creatures cast. A Spellwarped Dragon's Lair Spellwarped dragons may make their lairs in any environment, though most are attracted to ancient ruins or other places that once held magic in great quantities. While in its lair, the dragon can bring additional force to bear through the use of lair actions. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Force Tendrils. Up to three creatures the dragon can see within 60 feet of it must make a DC 15 Strength saving throw as tendrils of magical force attempt to bind them. On a failed save, a creature takes 10 (3d6) force damage and is restrained until initiative 20 count on the next round. Spellfire. Flame-like magical energy erupts at a point the dragon can see within 60 feet of it. Each creature within 10 feet of that point must succeed on a DC 15 Dexterity saving throw or take 16 (3d10) force damage. A creature that takes this damage must also succeed on a DC 15 Constitution saving throw or gain a spellmark . Wild Magic. The weave becomes unraveled until initiative 20 count on the next round. Until then, any spell cast within the dragon's lair produces a random magical effect rolled on the Wild Magic Effects table .","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Neutral","Expansion":32062,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Spellwarped Ooze","description":"These arcane creatures are most often the product of a wizard's failed experiments or conjured forth by a patch of raw, unstable magic. Magical to their core, they are both attracted to and protected against magic. Conversely, spellwarped oozes abhor the nonmagical and will try to steer clear of mundane steel if possible. Magical Predators In combat, the spellwarped ooze prefers to ambush its targets, creeping close before springing into action. It lashes outs against groups with its Raw Magic Surge, and uses its pseudopods to assault spellcasters, whom it greedily attempts to devour, ignoring most other targets when one is near.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Unaligned","Expansion":32062,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Sperm Whale","description":"Sperm whales are toothed aquatic mammals that can grow to be up to 70 feet long. Their natural predators include whalers and fellow leviathans, such as dragon turtles and krakens. Traits Echolocation. The whale can’t use its blindsight while deafened. Hold Breath. The whale can hold its breath for 90 minutes Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing. Actions Multiattack. The whale makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit: (3d8+8) piercing damage. If the target is hit and is a Large or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the whale. A swallowed creature has total cover against attacks and other effects outside the whale, and it takes 3 (1d6) acid damage at the start of each of the whale’s turns. If the whale takes 30 damage or more on a single turn from a creature inside it, the whale must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the whale. If the whale dies, a swallowed creature can escape from the corpse by using 20 feet of movement, exiting prone Tail. Melee Weapon Attack : +11 to hit, reach 15 ft., one target. Hit: (3d6+8) bludgeoning damage. If it hits an object it instead deals 37 (6d6 + 16) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Alignment":"unaligned","Expansion":6331,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Sperm Whale","description":"Sperm whales are toothed aquatic mammals that can grow to be up to 70 feet long. Their natural predators include whalers and fellow leviathans, such as dragon turtles and krakens. Traits Echolocation. The whale can’t use its blindsight while deafened. Hold Breath. The whale can hold its breath for 90 minutes. Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing. Actions Multiattack. The whale makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Dexterity saving throw or be swallowed by the whale. A swallowed creature has total cover against attacks and other effects outside the whale, and it takes 3 (1d6) acid damage at the start of each of the whale’s turns. If the whale takes 30 damage or more on a single turn from a creature inside it, the whale must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the whale. If the whale dies, a swallowed creature can escape from the corpse by using 20 feet of movement, exiting prone. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage, or 37 (6d6 + 16) bludgeoning damage if the target is an object.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Alignment":"unaligned","Expansion":27909,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Sphinx Kitten","description":"Sphinx Kitten Likes: learning new jokes and riddles, being helpful, playing Dislikes : being scolded, being told to grow up, thieves Mysterious, elusive, and deeply magical, sphinx kittens are such a rare sight that many scholars doubt their existence. Despite the arcane nature, sphinx kittens are still kittens and love to play and share funny stories with their friends. Sphinx kittens require magic and nurture both to grow into adult sphinxes, a complex process that can take centuries. An orphan sphinx kitten will remain a kitten until it has received the magic and the guidance it needs to develop. Long-lived sages and elven nobles sometimes adopt and raise orphan sphinxes, which grow up to become powerful and loyal guardians. Arcane Humor. As part of their training and growing up, sphinx kittens will charge their jokes with the same magic that will eventually empower their spells, their riddles, or their roars when they grow up. This makes even a bad joke potentially dangerous when a sphinx kitten tells it. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a sphinx kitten for their familiar.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"typically neutral","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Sphinx of Judgment","description":"Azorius sphinxes, known as sphinxes of judgment, wield hieromancy—the power of law magic—with the force of a judge’s gavel to imprison criminals and compel truth from them. Traits Inscrutable : The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. Magic Weapons : The sphinx's weapon attacks are magical. Spellcasting : The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: Cantrips (at will): friends, mage hand, message 1st level (4 slots): command, ensnaring strike, shield 2nd level (3 slots): calm emotions, hold person, suggestion 3rd level (3 slots): clairvoyance, counterspell, dispel magic 4th level (3 slots): banishment, divination 5th level (1 slot): dominate person Actions Multiattack : The sphinx makes two claw attacks. Claw : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Claw Attack : The sphinx makes one claw attack. Teleport (Costs 2 Actions) : The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions) : The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful neutral","Expansion":7,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Sphinx of Wonder","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects. Actions Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Slashing damage plus 7 (2d6) Radiant damage. Reactions Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Celestial","Alignment":"Lawful Good","Expansion":32231,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sphinx, Gypsosphinx","description":"With black wings and a body pale as alabaster, the vulture-beaked gypsosphinx is easy to identify. As powerful servants of the gods of death and the desert, their riddles and obsessions all hinge on death and carrion. Their eyes can spot prey miles away, and the distance they climb into the sky hides their enormous size. The pale gypsosphinx shines in the desert sun and stands out in underground tombs and caverns, yet it can conceal itself when it flies in moonlit clouds. Gypsosphinxes are found anywhere bodies are buried or left to rot, and they harvest corpses from battlefields of warring desert tribes. Gossips and Riddlers. Gypsosphinxes converse with intelligent undead, priests of death gods, and with other sphinxes, but they rarely gather among their own kind. They guard their territory jealously, typically claiming a necropolis as the heart of their region. Like all sphinxes, gypsosphinxes enjoy riddles. They rely on magic to solve challenging riddles they can’t solve on their own. Night Flyers. Unlike most of their cousins, gypsosphinxes are gifted fliers capable of diving steeply from the night sky to snatch carrion or a sleeping camel. The stroke of midnight has a special but unknown significance for the beasts. Foretell Doom. Occasionally, a paranoid noble seeks out a gypsosphinx and entreats the creature to reveal the time and place of his or her death, hoping to cheat fate. A gypsosphinx demands a high price for such a service, including payment in corpses of humans, unusual creatures, or near-extinct species. Even if paid, the gypsosphinx rarely honors its side of the bargain; instead, it turns its death magic against the supplicant, bringing about his or her death then and there. Gypsosphinx Temples and Riddles Accompanied by flocks of vultures and often served by packs of gnolls, ogres, and hyenas, gypsosphinxes living in deserts, plains, hills, and even mountainous terrain often acquire a large number of followers and would-be helpers. This eventually leads a gypsosphinx to anger, as it requires some solitude and peace, and (depending on her mood) it will either abandon her entourage by casting greater invisibility and flying off, or it will turn them into a hearty meal by casting cloudkill. In either case, the survivors sometimes tell the tale of the creature’s wrath, discouraging others from following a gypsosphinx in search of wisdom. Gypsosphinx temples are another matter; there the sphinx is served by an order of priests who understand its hunger, entertain it with discussions of philosophy, butchery, and gossip, and know when to withdraw and leave their patron to silent contemplation. Such temples are often quite rich, as the gypsosphinx at its heart demands its priests live well, the better to reflect its own importance and status. 11 Riddles The best riddles are ones you create yourself. However, here are a few easy and a few more difficult ones for a gypsosphinx. 1. It is light as a feather yet no man can hold it for long. What is it? (Breath) 2. I live where there is light, but I die if it shines on me. What am I? (A shadow) 3. Always smiles or maybe frowns, sinks in water, never drowns. Catches prey on its barbed teeth, hunts all day but never eats. (A fishhook) 4. I have rivers without water, forests without trees, mountains without stones, cities without houses. What am I? (A map) 5. Soft as velvet, can't be touched, Hides the world, but isn't much. (Darkness/night) 6. I have a tail and a head but no body. What am I? (A coin) 7. What should you add to a barrel of ale to make it lighter? (A hole) 8. Round as an apple, deep as a cup, all the king's horses can't pull me up. What am I? (A well) 9. I am open when I'm closed and closed when I'm open. (A drawbridge) 10. Born of the earth, strengthened in fire, I sit on high, a master of water. (A roof tile) 11. Unwelcome, difficult, precious, and rare. What am I? (The truth) Traits Inscrutable: The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage. Magic Weapons: The sphinx’s weapon attacks are magical. Mystic Sight: A gypsosphinx sees death coming and can foretell the manner of a person’s death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature’s death (“If we fight, I will kill you and eat your heart. I have seen it,” is a favorite bluff). Spellcasting: The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: Cantrips: (at will): mage hand, mending, minor illusion, poison spray 1st level (4 slots): comprehend languages, detect magic, identify 2nd level (3 slots): blur, darkness, locate object 3rd level (3 slots): dispel magic, glyph of warding, major image 4th level (3 slots): blight, greater invisibility 5th level (1 slot): cloudkill Actions Multiattack: The sphinx makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 21 (3d10 + 5) piercing damage. Claws: Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 32 (6d8 + 5) slashing damage. Rake: If the sphinx succeeds with both claw attacks, it automatically follows up with a rake attack. If the target fails a DC 17 Dexterity check, it is knocked prone and takes 14 (2d8 + 5) slashing damage. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Bite Attack: The sphinx makes one bite attack. Teleport (Costs 2 Actions): The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions): The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Spider","description":"Traits Spider Climb : The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense : While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker : The spider ignores movement restrictions caused by webbing. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 2 (1d4) poison damage on a failed save.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Spider","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Spider Climb : The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check . Web Sense : While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker : The spider ignores movement restrictions caused by webbing. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.","properties":{"Category":"Monsters","AC":12,"HP":"1 (1d4-1)","CHA":2,"CON":8,"DEX":14,"INT":1,"STR":2,"WIS":10,"Size":"Tiny","Type":"beast","Speed":"20 ft., climb 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068900/GlPrLlr39OpXuvwGfcVZDA/original.png","Roll 0":"Bite\n1d20 + 4\n1","Senses":"Darkvision 30 Ft.","Skills":"Stealth +4","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Spider Climb\",\"Desc\":\"The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"},{\"Name\":\"Web Sense\",\"Desc\":\"While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.\"},{\"Name\":\"Web Walker\",\"Desc\":\"The spider ignores movement restrictions caused by webbing.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d1\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d4\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must succeed on a DC 9 Constitution saving throw or take the poison damage.\"}]","data-CHA-mod":"-4","data-CON-mod":"-1","data-DEX-mod":"+2","data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":0,"data-WIS-mod":"+0","Challenge Rating":0,"Passive Perception":12,"data-CrNum":0,"data-AcNum":12,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spider","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Spider","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Spider Climb. The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Piercing damage plus 2 (1d4) Poison damage.","properties":{"Category":"Monsters","AC":12,"HP":"1 (1d4 − 1)","PB":2,"CHA":2,"CON":8,"DEX":14,"INT":1,"STR":2,"WIS":10,"Size":"Tiny","Type":"Beast","Speed":"20 ft., Climb 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406410858/-oEZ8RXV2Xm8_n_mDHCmuQ/original.png","Senses":"Darkvision 30 ft.","Skills":"Stealth +4","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Spider Climb\",\"Desc\":\"The spider can climb difficult surfaces, including along ceilings, without needing to make an ability check.\"},{\"Name\":\"Web Walker\",\"Desc\":\"The spider ignores movement restrictions caused by webs, and the spider knows the location of any other creature in contact with the same web.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Piercing\",\"Damage 2\":\"1d4\",\"Damage 2 Type\":\"Poison\"}]","data-CHA-mod":"-4","data-CON-mod":"-1","data-DEX-mod":2,"data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":1,"data-WIS-mod":0,"Saving Throws":"Str -4, Dex +2, Con -1, Int -5, Wis +0, Cha -4","Challenge Rating":0,"Passive Perception":10,"data-CrNum":0,"data-AcNum":12,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Spider Face Goblin Warlord","description":"Priests enforce their absolute authority by the ritual ascension of specially culled tribe members given the title “warlord.” Priests control warlords, choosing them from the hordes and then altering them with drugs and magic to serve as their emissaries to the rest of the tribe. Under the undying oath of Atlach-Nacha, these brutish butchers drive their clans to raid and pilfer the surrounding lands. Theirs is the task of spreading her web and catching “flies” to appease her bestial hunger. Warlords infrequently speak the phrase “Graz Ak Ng’wa.” Its meaning is unknown, but possibly how they refer to themselves, or it may be a title used to describe their priests. On the other hand, it may be an older name from when the priest was more connected to the material realm. TRAITS Repugnant. Spider Face goblins are repulsive in appearance to those outside their race. Whenever a non-goblin makes a Charisma-based ability check to attempt a social interaction with a Spider Face goblin, the creature has disadvantage on the check. ACTIONS Multiattack. The goblin warlord makes two Flail attacks. Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. Elixir of Battle Rage. The goblin warlord carries a supply of a foul elixir that it uses to trigger a battle rage. If the goblin warlord consumes one draught of the substance, it gains advantage on Strength checks and Strength saving throws, and its Strength-based melee weapon attacks gain a +2 bonus to damage. The warlord also gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The warlord’s battle rage lasts for 5 rounds or until the warlord is knocked unconscious. At the end of the battle rage, the warlord is poisoned until it finishes a long rest. After consuming a dose of the elixir, the warlord cannot benefit from another dose for 24 hours.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Goblinoid)","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":5},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Spider of Leng","description":"These bloated purple spiders have small claws on their front legs that serve them as handlike manipulators. Their abdomens are a sickly purple-white. Hate Humanoids. The nefarious spiders of Leng are highly intelligent. They are a very ancient race, steeped in evil lore and hideous malice, with an abiding hatred for all humanoid races. They sometimes keep ghostwalk spiders as guardians or soldiers. Dangerous Blood. Their blood is poisonous and corrosive to most creatures native to the Material Plane. The folk of Leng prize it in the making of etheric harpoons and enchanted nets. Traits Eldritch Understanding: A spider of Leng can read and use any scroll. Innate Spellcasting: The spider of Leng’s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: comprehend languages, detect magic, shocking grasp 3/day each: shield, silence 1/day each: arcane eye, confusion, hypnotic pattern, stoneskin Poisonous Blood: An attacker who hits a spider of Leng with a melee attack from within 5 feet must make a successful DC 15 Dexterity saving throw or take 7 (2d6) poison damage and be poisoned until the start of its next turn. Shocking Riposte: When a spider of Leng casts shield, it can also make a shocking grasp attack for 9 (2d8) lightning damage against one enemy within 5 feet as part of the same reaction. Actions Multiattack: A spider of Leng makes two claw attacks, two staff attacks, or one of each. Claw: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) slashing damage plus 4 (1d8) poison damage. Spit Venom: Ranged Weapon Attack : +6 to hit, range 60 ft., one target. Hit : 16 (3d8 + 3) poison damage. On hit, the target must make a successful DC 14 Constitution saving throw or be poisoned and blinded until the end of its next turn. Staff of Leng: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage plus 13 (2d12) psychic damage. On hit, the target must make a successful DC 15 Wisdom saving throw or be stunned until the start of the spider’s next turn. Reactions Ancient Hatred: When reduced to 0 hp, the spider of Leng makes one final spit venom attack before dying.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Spider Thief","description":"This clockwork spider creature is the size of a dog. Each of its eight sharp, sickle-like feet stabs or sinks slightly into the ground. Razor wire enwraps its body, while gyros whirl visibly in its faceless, clockwork head. Wire Fighters. A spider thief never initiates combat unless ordered to, but it always defends itself against attack. Its initial attack is whirling its razor line to entangle a target. Once it snares a foe, the spider thief keeps attacking that target until it stops resisting or it escapes from the spider’s wire. By then, it should be ready to ensnare a new victim. Completely Loyal. This clockwork machine follows orders from its master even if they lead to its destruction, and it ﬁghts until destroyed or told to stand down. The machine recognizes only its creator as its master. Guild Tools. The spider thief got its name because its ability to climb walls and to effortlessly cross gaps between buildings up to 20 feet wide makes it an excellent accomplice for enterprising thieves. Some thieves guilds make extensive use of them, and many freelance rogues use them as partners. Constructed Nature. A spider thief doesn’t require air, food, drink, or sleep. Traits Immutable Form: The spider thief is immune to any spell or effect that would alter its form. Magic Resistance: The spider thief has advantage on saving throws against spells and other magical effects. Wire-Assisted Jump: If its razor line attack is available, a spider thief can use its movement to leap 20 feet in any direction by launching the wire like a spider’s web so that it spears or snags an object, then immediately reeling it back in. It can carry up to 25 lb. of additional weight while moving this way. Moving this way doesn’t expend its razor line attack. Actions Multiattack: The spider thief makes two sickle claw attacks. Sickle Claw: Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 10 (2d8 + 1) slashing damage. Razor Line (Recharge 5–6): Melee Weapon Attack : +3 to hit, reach 15 ft., one target. Hit : 3 (1d4 + 1) slashing damage. On hit, the target is grappled, escape DC 10. Instead of moving, the spider thief can retract the razor line and pull itself onto the grappled creature - the spider thief enters and remains in the target’s space. The spider thief’s sickle claw attacks have advantage against a grappled creature in the same space. If the grappled creature escapes, the spider thief immediately displaces into an unoccupied space within 5 feet.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Spider, Crypt","description":"A black and red spider chitters with excitement as a nearby corpse erupts with a dozen hatchlings. A crypt spider is an intelligent arachnid with a red body and black abdomen. Females are distinctly larger than males. Graveyard Lurkers. Crypt spiders make their homes in crypts, graveyards, and other locations where dead bodies are plentiful. They are blessed by dark gods of undeath, and create and control undead through power granted by the blessing. Horrifying Familial Bonds. Crypt spiders usually gather in mated pairs with a larger female dominating a smaller male. In desperate times, males become food for crypt-spider young. Once mated, the female lays her eggs in the bodies of their prey, where the brood mature by feeding on the creatures' fluids and each other. Those that survive into adulthood \"hatch\" from the corpse in a horrifying display. Social Creatures. Crypt spiders contact other crypt spiders to share unique catches, trading them like fine wines. While they can eat any creature, crypt spiders find humans, dwarves, and elves the most appetizing.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"lawful evil","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Spider, Ghostwalk","description":"A pasty-white spider the size of a horse slinks through the shadows. Its dull eyes fix on you as it fades from sight with a ghostly blue shimmer. Ghostwalk spiders are malevolent hunters that sprang from misguided experiments on phase spiders. They are spindly, emaciated things all but devoid of color. The spider is 8 feet in diameter (including legs) and weighs 500 pounds. Phantom Webs. Ghostwalk spiders spin ephemeral webs in secluded areas. They spend most of their time stalking prey to paralyze and drag back to their phantom web. As long as these remains lie tangled in ghostly webs they go unnoticed by material creatures, but the spiders eventually cast old kills aside. Adventurers are wise to fear empty caves containing unexplained, desiccated remains. Traits Ghostwalk: As a bonus action, the ghostwalk spider becomes invisible and intangible. Attacking doesn’t end this invisibility. While invisible, the ghostwalk spider has advantage on Dexterity (Stealth) checks and gains the following: Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities paralyzed, petrified, prone, restrained, stunned The ghostwalk ends when the spider chooses to end it as a bonus action or when the spider dies. Incorporeal Movement (During Ghostwalk Only): The ghostwalk spider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker: The spider ignores movement restrictions caused by webbing. Actions Multiattack: The ghostwalk spider makes two bite attacks. It can make a ghostly snare attack in place of one of its bites. Bite: Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage. On hit, the target takes 13, 3d8, poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. While using Ghostwalk, the spider’s bite and poison do half damage to targets that aren’t affected by Ghostly Snare. Ghostly Snare (During Ghostwalk Only, Recharge 5-6): Ranged Weapon Attack : +9 to hit, range 40/160 ft., one target. Hit : 0 (0d0) Snare damage. The target is restrained by ghostly webbing. While restrained in this way, the target is invisible to all creatures except ghostwalk spiders, and it has resistance to acid, cold, fire, lightning, and thunder damage. A creature restrained by Ghostly Snare can escape by using an action to make a successful DC 14 Strength check, or the webs can be attacked and destroyed - AC 10; hp 5.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Spider, J'ba Fofi","description":"A large, brown spider that resembles a tarantula with exaggeratedly long legs gracefully emerges from the bushes, followed by similar arachnids that are smaller and yellow in color. The j’ba fofi resembles an oversized tarantula with very long legs, although a flicker of intelligence indicates this species evolved above mere vermin. Spider Pack Leaders. The youngest are yellow in color, but their hairs turn brown as they age. Immature j’ba fofi pull ordinary spiders into their fellowship in teeming masses that follow along wherever they roam. Fond of Camouflage. The natural coloring of a j’ba fofi, along with its proficiency at camouflage—their hair-like bristles are usually covered in a layer of leaves—makes it virtually invisible in its natural environment. They weave leaves and other forest litter into their webs to create well-hidden, enclosed lairs. Traits Camouflaged Webs: It takes a successful DC 15 Wisdom (Perception) check to spot the j’ba fofi’s web. A creature that fails to notice a web and comes into contact with it is restrained by the web. A restrained creature can pull free from the web by using an action and making a successful DC 12 Strength check. The web can be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning, poison, and psychic damage). Spider Climb: The j’ba fofi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Spider Symbiosis: No ordinary spider will attack the j’ba fofi unless magically controlled or the j’ba fofi attacks it first. In addition, every j’ba fofi is accompanied by a swarm of spiders (a variant of the swarm of insects), which moves and attacks according to the j’ba fofi’s mental command (commanding the swarm does not require an action by the j’ba fofi). Web Sense: While in contact with a web, the j’ba fofi knows the exact location of any other creature in contact with the same web. Web Walker: The j’ba fofi ignores movement restrictions caused by webbing. Actions Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (1d10 + 3) piercing damage plus 22 (5d8) poison damage. On hit, the target receives 22 (5d8) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw. A target dropped to 0 hit points by this attack is stable but poisoned and paralyzed for 1 hour, even after regaining hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Spider, Red-Banded Line","description":"These spiders are named for both the deep red swirls on their abdomens, unique to each spider, and for their peculiar hunting technique. The largest ones hunt in the dark canopy of temperate and subtropical forests. Hand-Sized Hunters. These furry, brown spiders are not enormous monsters, but they are big enough to be alarming. A typical one is as big as a human hand with fingers spread wide, but some grow as large as small dogs. Webbed Line. Line spiders don’t spin webs but instead perch and watch for prey. When prey wanders near, the spider launches a line of webbing to snare it, then pounces unerringly along that line to deliver a deep bite. Their potent venom can incapacitate creatures much larger than themselves, and they quickly devour flesh with their powerful jaws. City Dwellers. Line spiders are often found in cities, and their size makes them a good replacement for a garroter crab in certain forms of divination. They’re favorites among exotic-pet dealers—usually with their venom sacs removed, sometimes not. Goblins, kobolds, and some humans use them rather than cats to control a mouse or rat infestation, and they make reasonably good pets if they’re kept well-fed. If they get hungry, line spiders may devour other small pets or even their owners. Traits Spider Climb: The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check. Web Walker: The spider ignores movement restrictions caused by webbing. Actions Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1piercing damage plus 3 (1d6) poison damage. The target must succeed on a DC 10 Constitution saving throw or take 3, 1d6, poison damage and be poisoned until the start of the spider’s next turn. The target fails the saving throw automatically and takes an extra 1d6 poison damage if it is bitten by another red-banded line spider while poisoned this way. Swingline: Ranged Weapon Attack : +5 to hit, range 60 ft., one target. Hit : 0 damage. The spider immediately moves the full length of the webbing, up to 60 feet, to the target and delivers a bite with advantage. This attack can be used only if the spider is higher than its target and at least 10 feet away.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Spider, Sand","description":"When a sand spider attacks, its two speckled, tan legs erupt from the sand, plunging forward with murderous speed, followed by a spider the size of a horse. They attack as often in broad daylight as at night. Drag Prey into Tunnels. Sand spiders lurk beneath the arid plains and dry grasslands. These carnivores hunt desert dwellers and plains travelers by burrowing into loose sand so they are completely hidden from view. When prey walks over their trap, the spider lunges up from hiding, snares the prey, and drags it down beneath the sand, where it can wrap the prey in webbing before quickly stabbing it to death. Spider Packs. More terrifying than a lone sand spider is a group of sand spiders hunting together. They build connected lair networks called clusters, containing one female and 2 or 3 males. They work together with one sand spider attacking to draw attention, and 2 or 3 others attacking from trapdoors in the opposite direction, behind the skirmish line. Traits Spider Climb: The sand spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Ambusher: The sand spider has advantage on attack rolls against surprised targets. Actions Multiattack: The sand spider makes two attacks with its impaling legs and one bite attack. Impaling Leg: Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 11 (1d12 + 5) piercing damage. If the sand spider scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both impaling leg attacks hit the same target, the second hit does an extra 11, 1d12 + 5, piercing damage. Bite: Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit : 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage. On hit, target takes 13, 3d8, poison damage, or half as much poison damage with a successful DC 13 Constitution saving throw. Reactions Trapdoor Ambush: When a creature walks over a sand spider’s hidden burrow, the spider can use its reaction to attack that creature with two impaling leg attacks. The creature is considered a surprised target for both attacks. If one or both attacks hit and the target is a Medium or smaller creature, then the sand spider and the target engage in a Strength contest. If the creature wins, it can immediately move 5 feet away from the sand spider. If the contest results in a tie, the creature is grappled (escape DC 15). If the sand spider wins, the creature is grappled and dragged by the sand spider 30 feet into its lair. If the creature is still grappled at the start of the sand spider’s next turn, it becomes restrained instead. The restrained creature can escape by using an action to make a successful DC 15 Strength (Athletics) check.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Spiderdragon","description":"The terrors known as spiderdragons were first found in the deepest corners of the Underdark and trace their origins to black dragon wyrmlings who ate a steady diet of spiders. Though spiderdragons were not created in the Abyss or by Lolth’s faithful, worshipers of the Spider Queen claim that spiderdragons are a gift from their deity, as spiderdragons are most numerous in Underdark areas that Lolth’s faithful claim as their own. Lolth worshipers might employ spiderdragons as guards or treat them as venerated guests. The creatures aren’t as powerful as their black dragon progenitors, though, and they often drain the enclaves’ resources with their selfish demands. Uninterested in building lairs, spiderdragons weave powerful webs and eat an abundance of prey before losing interest in an area and moving on, even when they’re treated like beloved guests. Unlike their black dragon progenitors, spiderdragons aren’t particularly clever, though some of them understand their significance to Lolth worshipers and exploit their positions for as long as possible. Traits Magic Resistance. The spiderdragon has advantage on saving throws against spells and other magical effects. Spider Climb. The spiderdragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The spiderdragon ignores movement restrictions caused by webbing. Actions Multiattack. The spiderdragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 13 (2d12) poison damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Spiderling Breath (Recharge 5–6). The spiderdragon exhales venomous spiderlings in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) piercing damage and 33 (6d10) poison damage on a failed save or half as much damage on a successful one. Bonus Actions Stifling Webs (Recharge 5–6). The spiderdragon spins a 30-foot cube of strong, sticky webbing in an area adjacent to itself. The webbing lasts for 1 minute, is difficult terrain, and lightly obscures its area. A creature that starts its turn in the webbing or enters the webbing for the first time on its turn must succeed on a DC 15 Dexterity saving throw or have the restrained condition while in the web. As an action, a creature can free itself or another creature from the web by succeeding on a DC 15 Strength check. A 5-foot cube of the web is destroyed if it takes at least 10 acid, fire, or slashing damage on a single turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":30583,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Spiderstone Golem","description":"The spiderstone golem, sometimes called the obsidian golem, appears as a giant statue of a beautiful drow male or female with four arms. The golem's body is smooth and glass-like, with shallow cracks and fractures scarring its glossy black surface. Its eyes glow like red embers that seemingly pulse and ebb. On its back are four large one-handed weapons, each perfectly crafted and hewn from obsidian. Guardian and Hunter. When idle, the spiderstone golem stands with its upper pair of arms akimbo and its lower pair folded across its chest. When it enters combat, it will reach behind with all four arms and draw all of its weapons. The spiderstone golem is often encountered guarding entrances and main chambers of temples and shrines of Lolth or in the throne rooms of drow house matrons. On occasion, the spiderstone golem will be instructed to hunt down targets, such as escaping prisoners. Frenzied Construct. The body of a spiderstone golem is first constructed by highly skilled drow artificers and wizards. Once completed, it is sent to a high priestess who prepares it for a ritual that binds a spirit of a demon to the golem. This demon is a servant of Lolth sent from the Demonweb Pits to ensure absolute loyalty to the Queen of Spiders and her followers. However, the spiderstone golem is still unpredictable and dangerous to control. When badly damaged, there is a chance that its demonic spirit will suddenly enter into a demented rage, attacking anything near it until it is destroyed or completely repaired. Spider Warrior. In combat, spiderstone golems fight like seasoned warriors, able to attack and defend against multiple foes. Against mobile and distant targets, the spiderstone golem can breathe a cone of sticky, toxic gossamer threads. This web-like substance poisons whatever is ensnared by it. Traits Berserk. Whenever the golem starts its turn with 70 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Spider Climb. The golem can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the golem knows the exact location of any creature in contact with the same web. Web Walker. The golem ignores movement restrictions caused by webbing. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes four Scimitar attacks. Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Web Breath (Recharge 5-6). The golem exhales poisonous webbing in a 15-foot cone. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 31 (7d8) poison damage and be restrained by webbing. A creature that starts its turn restrained takes 9 (2d8) poison damage. As an action, the restrained creature can make a DC 17 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 10 hit points, vulnerability to fire damage and immunity to bludgeoning, poison, and psychic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Spiketooths","description":"Spiketooth These gentle, leathery creatures possess four stumpy legs, tiny blue eyes, and an oversized dermal horn that juts above a wide, overly-toothed maw. Despite what their shark-like rows of serrated teeth might imply, spiketooths aren’t carnivores. Their diet consists almost entirely of lichoozes; jelly-like symbioses between plants and oozes that grow on rock and bark in their native Shai’taryn. Anthropology. While some families adopt spiketooths as pets, most councils throughout Shai’taryn outlaw the rearing of spiketooth herds, or ‘bristles’, as they are collectively known. Though spiketooths are not aggressive, fear can propagate amongst a bristle with alarming alacrity, resulting in a devastating stampede. The Shai’tan hold these creatures in high regard and, in academic circles, scholars have long debated the plural of the creature; most prefer the term “spiketooths” for simplicity, but a fierce few cling to “spiketeeth.”","properties":{"Category":"Monsters","Size":"Small","Type":"beast, unaligned","Alignment":"unaligned","Expansion":26720,"Challenge Rating":1.2},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Spikey","description":"Spikey Likes: being thrown at enemies, surprising others by bursting out of the ground, playing with other Spikeys Dislikes : swimming, sneaky enemies, being compared negatively to other Spikeys Originally crafted as a pet for Sporkus’ children, the first Spikey was tossed aside and forgotten when the demigod’s children received a batch of shiny new toys. Saddened, the first Spikey set out on its own, determined to make new friends, a feat it achieved in the literal sense when it built another Spikey, which built another Spikey. The process continued for a while, and now there are numerous Spikeys rolling around and having fun with their friends! Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a spikey for their familiar. Crafting Spikeys. At the gamemaster’s discretion player characters who are proficient in the Arcana skill or with Smith’s Tools or Tinker’s Tools and have obtained the Spikey schematic can create a Spikey by spending time and materials comparable to creating an uncommon magic item.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct (robobeast)","Alignment":"typically unaligned","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Spined Devil","description":"\"Fly, my pretties, fly! FLY!\" —Fierna, Archduchess of Phlegethos, commanding her spined devil legions Devils Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned. Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power. Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions. Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss. At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus’s will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells. To own a creature’s soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal’s soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it. The Infernal Hierarchy The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates. A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes. If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever—a fate that even Asmodeus fears. Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils. Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils. Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil’s memories passing intact from one form to the next. Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms. Infernal Hierarchy 1. lemure Lesser devils 2. imp 3. spined devil 4. bearded devil 5. barbed devil 6. chain devil 7. bone devil Greater devils 8. horned devil 9. erinyes 10. ice devil 11. pit fiend Archdevils 12. duke or duchess 13. archduke or archduchess Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories—and might seek vengeance if the severity of the demotion is excessive. No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other’s most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires. The Nine Hells The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey. Devil True Names and Talismans Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils. A mortal who learns a devil’s true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice—typically someone the creator loved—when crafted. However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner’s soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them. Spined Devil (Spinagon) Smaller than most other devils, spinagons act as messengers and spies for greater devils and archdevils. They are the eyes and ears of the Nine Hells, and even fiends that despise a spined devil’s weakness treat it with a modicum of respect. A spined devil’s body and tail bristle with spines, and it can fling its tail spines as ranged weapons. The spines burst into flame on impact. When not delivering messages or gathering intelligence, spined devils serve in the infernal legions as flying artillery, making up for their relative weakness by mobbing together to overwhelm their foes. Though they crave promotion and power, spined devils are craven by nature, and they will quickly scatter if a fight goes against them. Layers and the Lords of the Nine Hells Layer Layer Name Archduke or Archduchess Previous Rulers Primary Inhabitants 1 Avernus Zariel Bel, Tiamat Erinyes, imps, spined devils 2 Dis Dispater — Bearded devils, erinyes, imps, spined devils 3 Minauros Mammon — Bearded devils, chain devils, imps, spined devils 4 Phlegethos Belial and Fierna — Barbed devils, bone devils, imps, spined devils 5 Stygia Levistus Geryon Bone devils, erinyes, ice devils, imps 6 Malbolge Glasya Malagard, Moloch Barbed devils, bone devils, horned devils, imps 7 Maladomini Baalzebul — Barbed devils, bone devils, horned devils, imps 8 Cania Mephistopheles — Horned devils, ice devils, imps, pit fiends 9 Nessus Asmodeus — All devils Traits Devil’s Sight : Magical darkness doesn’t impede the devil’s darkvision. Flyby : The devil doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Limited Spines : The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest. Magic Resistance : The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack : The devil makes two attacks: one with its bite and one with its fork or two with its tail spines. Bite : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 5 (2d4) slashing damage. Fork : Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) piercing damage. Tail Spine : Ranged Weapon Attack : +4 to hit, range 20/80 ft., one target. Hit : 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fiend (devil)","Source":"MM1","Alignment":"lawful evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Spined Devil Crippler","description":"This particular species of spined devil has highly toxic venom in their spines instead of fire. These devils are often used by their masters to capture escaping slaves and to slow highly mobile enemy units and spellcasters. Traits Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Flyby. The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach. Limited Spines. The devil has twelve Tail spines. Used spines regrow by the time the devil finishes a long rest. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes two attacks: one with its Bite and one with its Fork. Alternatively, it can make two Tail Spine attacks. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 5 (2d4) piercing damage. Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. Tail Spine. Ranged Weapon Attack: +5 to hit, range 20/80 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage and the target is poisoned until the start of the devil's next turn. While poisoned, a creature can't use reactions and its speed is reduced by 10 feet.","properties":{"Category":"Monsters","Size":"Small","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Spined Devil Scout","description":"While normal spined devils often serve as messengers and spies for their commanders, a few who are more cunning and gifted are chosen by greater devils to become scouts for important missions and, during battle, as advanced flying artillery and assassins. These spined devils are bestowed arcane power by their masters, and due to the infused magic, become larger than their brethren. Traits Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Flyby. The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach. Limited Spines. The devil has twelve Tail spines. Used spines regrow by the time the devil finishes a long rest. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Sneak Attack (1/Turn). The spined devil scout deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spined devil scout that isn't incapacitated and the spined devil scout doesn't have disadvantage on the attack roll. Actions Multiattack. The devil makes two attacks: one with its Bite and one with its Fork. Alternatively, it can make two Tail Spine attacks. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 8 (2d6 + 1) piercing damage. Fork. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Tail Spine. Ranged Weapon Attack: +5 to hit, range 20/80 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) fire damage. Spellcasting. The spined devil scout casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 12): 2/day: disguise self 1/day: stinking cloud","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Spinosaurus","description":"The carnivorous spinosaurus resembles an upright, bipedal dinosaur with a crocodilian head and a sailfin crest along its back. It usually hunts fish in rivers and coastal water but is also an ambush predator that lurks underwater waiting for terrestrial prey to move within striking distance. Traits Hold Breath. The spinosaurus can hold its breath for up to 30 minutes. Actions Multiattack. The spinosaurus makes four attacks: one with its Bite, two with its Claw, and one with its Tail. It can't use its Bite and Tail attacks against the same target. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the spinosaurus can't use its Bite attack on another target Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage, and if the attack roll against the target succeeds by 5 or higher, the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of the spinosaurus's next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Spinus","description":"Similar to the parasitus, spinuses are also the result of cruel humanoid experiments held in Kanrath for decades. The experiments that resulted in the creation of the spinus aimed to create more efficient soldiers and workers by strengthening the bones and the spines. Researchers believed that with certain procedures and injections, humanoids could grow stronger, more flexible, and rejuvenate faster. However, the results showed that these injections lead to uncontrollable extensions and bends. Spinuses have completely bent spines, extended arms, and over-stretched skin. Even though there are some sightings of spinuses within the city, they mostly live on the outskirts of Kanrath and feed on the waste of blood ranches. They are quiet, smelly, and rarely attack other creatures unless provoked.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"unaligned","Expansion":24099,"Challenge Rating":2},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Spire Walker","description":"This miniscule creature kicks up a ghostly, sparkling fire when it jostles and jigs. Lightning sparks fly between it and its perch. Storm Dancers. When storm clouds gather over cities, harbors, and twisted badlands, electrical energy fills the air. During these times, miniscule fey dance on church steeples, desolate peaks, and ships’ masts. Also called corposanti by scholars, spire walkers are nature spirits that delight in grandiose displays of thunderbolts. They can be found frolicking in a thunderstorm or keeping company with blue dragons or storm giants—though these larger creatures often chase them off for being a nuisance. Small and Metallic. These spire walkers stand no more than a foot tall, with dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with many buttons, and they always carry a handful of tiny copper darts that they hurl at each other during their incomprehensible games. When excited, they emit a sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes. They play rough-and-tumble games among themselves and enjoy pranking bystanders with frightening but mostly harmless electric shocks. If a spire walker perishes during the fun, the others pause just long enough to say “awww, we’ll miss you” and go through their comrade’s pockets before continuing with the game. Love Copper and Amber. Spire walkers like gold but they love copper. They prefer it over all other metals, and they keep the copper pieces in their pockets brilliantly polished. They also value amber gems. Among a group of spire walkers, the leader is not the cleverest or most ruthless, but the one displaying the most ostentatious amber jewel. Traits Energized Body: A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage. Innate Spellcasting: The spire walker’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components: At will: produce spark (as the cantrip produce flame, but it does lightning damage) 3/day each: dancing lights, feather fall, invisibility 1/day each: faerie fire, thunderwave Steeple Step: The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature. Actions Lightning Dart: Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4, 1d8, lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9, 2d8, lightning damage, or half damage with a successful DC 14 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Expansion":3,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Spirit","description":"A spirit is the scarcely tangible echo of a humanoid, a soul bound to the mortal realm by necromantic magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically chaotic evil","Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Spirit Carp","description":"Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If this attack hits and the spirit carp is not restraining a different creature, the target must make a DC 16 Dexterity saving throw. If the saving throw fails, the spirit carp drags the target into the murky depths and restrains it. Additionally, whenever the carp moves, the restrained creature moves with it. The restrained creature can repeat the saving throw at the end of each of its turns, ending the restraint on a success. This action cannot be taken if a creature is currently being restrained by this effect. Icy Embrace . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) cold damage. Creatures damaged by this attack gain the maimed condition for 1 minute. This attack can only target creatures restrained by the spirit carp.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral good","Expansion":25901,"Challenge Rating":1},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Spirit Lamp","description":"The skeletal figure draped in fine robes lifts its lantern, illuminating the area in a sickly light. Spirit lamps are cursed creatures carrying lanterns that trap the souls of their victims and unleash those souls to ravage the living. Descent Into Madness. A living creature that touches the lantern is cursed, unable to release it and unable to see except in the lantern's light. Torn between fear of the darkness and the horrors it sees in the cursed light, the bearer is soon driven mad. Over time the bearer twists into the skeletal spirit lamp. Undead Nature. The spirit lamp doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Spirit Meadow","description":"Unbound Spirits When the new-born world of Ashandri was transported into the Braythian Void, it was cut off from the afterlife for five days. The souls of those who died during this time were captured in Ashandri, unable to pass on to their next state of existence. They turned into Unbound Spirits, a type of undead that is unique to Braythe. These ghost-like entities are solely created in the days a world is cut off. As soon as new conduits open, and the souls of the dead can move on to heaven and hell (and everything in between), no new Unbound Spirits are created in a world-island. While these beings appear to be not much different than ghosts and apparitions, there are three major distinctions. First of all, any kind of soul could have become an Unbound Spirit. This includes animals and even plants, funghi and mindless oozes. There are entire areas that come \"alive\" with these ghostly beings at night, like a hidden world that reveals itself only in darkness. The most infamous example for this is the Bloodhaunt Forest. Second, an Unbound Spirit cannot be released. Despite extensive research, nobody has found a way to allow these lost souls to enter their deserved afterlife. Unbound Spirits are only created during the first days of a new world in Braythe, and even after the world itself reconnects to other planes, these incorporeal entitities stay disconnected. This also led to their name: Sages from the Arcanists believe that every soul is inherently bound to other planes, and this link is the reason why mortal souls end up in heaven or hell. The Unbound Spirits, though, miss such a bond to other planes. Even divine intervention cannot help such a spirit to pass on. Some of them are lost in an eternity of suffering, others adapt and lead their unlife as good as they can. They still seem to be bound to the reality of Braythe, leading to heated discussions about the name \"Unbound\" among sages. The third great difference to regular ghosts is that most Unbound Spirits are very close to how they were before their death. Many of them, especially those with semi-sentience and below, don't even understand they are dead, and try to live their life as they did before. While many typical undead are evil or at least dangerous, Unbound Spirits don't change their alignment or develop a sudden bloodlust. They are simply lost souls trapped in the mortal world. They usually keep their previous abilities and knowledge, and can even learn new skills or change their world-views as they make new experiences. There seems to be no method to permanently kill an Unbound Spirit. A few ways to banish or imprison the lost souls have been found, but none of these truly destroy or release such a spirit. If an Unbound Spirit is somehow killed, it vanishes in violet smoke, only to reform and reappear in the following night. Unbound Spirit Traits Almost all Unbound Spirits share a set of traits, as follows: Braythebound. Unbound Spirits cannot be permanently destroyed. If they are killed, they reform with full health in the vicinity of their point of death at the next dusk. Nocturnal Existence. Unbound Spirits appear at dusk and disappear at dawn. Semi-corporeal Existence. Unbound Spirits are, most of the time, semi-corporeal. In this state, they gain the abilities Incorporeal Movement and Incorporeal Immunities. Attacks made by the spirit in this state only inflict necrotic damage, but no physical damage (except against other semi- or incorporeal creatures). As a bonus action, the spirit can decide to become corporeal. It then loses the abilities Incorporeal Movement and Incorporeal Immunities, but its attacks become physical and now inflict all damage types. Incorporeal Movement. In semi-corporeal state, the Unbound Spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Incorporeal Immunities. In semi-corporeal state, the Unbound Spirit is immune to piercing, slashing and bludgeoning damage by non-magical weapons. Undead Immunities. Unbound Spirits have the following condition immunities: Blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned. They are also immune to the following damage types: Cold, necrotic, poison. Object Possession (Recharge 6). When succeeding on a Wisdom check against DC 13, the spirit can possess an object with no more hit points than the Unbound Spirit. The spirit disappears, and gains control of the object. The effect is similar as if the Unbound Spirit had cast Animate Objects, but affects a single item with an unlimited duration, and has a range of 5 feet. When possessing an object, the Unbound Spirit doesn’t disappear at dawn (unless it chooses to do so, upon which the possession ends). The spirit can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's statistics. The possession lasts until the object drops to 0 Hit Points, the spirit ends it as a Bonus Action, or the spirit is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target object is immune to this spirit’s Possession for 24 hours after a possession attempt fails or the possession ends. Creature Possession (Recharge 6). One creature that the spirit can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the spirit; the Unbound Spirit then disappears, and the target is Incapacitated and loses control of its body and falls into a state of unconsciousness. The spirit now controls the body. The spirit can't be targeted by any Attack, spell, or other Effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or Proficiencies. If the target is willing, it can omit the Saving Throw, and in return stays fully conscious. The Unbound Spirit can even decide to give back control of the body temporarily without ending the possession. The possession lasts until the body drops to 0 Hit Points, the spirit ends it as a Bonus Action, or the spirit is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target is immune to this spirit’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. Spirit Meadow When the Sky Emerald sets, and night approaches in Ashandri, some areas reveal hidden landscapes. In the darkness, translucent meadows appear, shimmering in a soft light. Beautiful and otherworldly, these semi-corporeal fields exist in harmony with their surroundings. Aside from their iridescent glow, Spirit Meadows have a healing power that affects all living beings: Every 30 minutes you stay within a Spirit Meadow, you gain one hit point. Many animals living in the vicinity of such a field have understood this, and wounded animals seek out these meadows to heal quickly. Their beauty and benign effects have given Spirit Meadows a very positive reputation, and they are already part of local fairy tales. Unfortunately, there's a lesser known variant: The Vampiric Meadow. There's no visible difference between the two. The only way to discern them is by finding out whether they heal or harm living beings.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"swarm of undead","Alignment":"unaligned","Expansion":17295,"Challenge Rating":1},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Spirit Meadow, Vampiric","description":"Unbound Spirits When the new-born world of Ashandri was transported into the Braythian Void, it was cut off from the afterlife for five days. The souls of those who died during this time were captured in Ashandri, unable to pass on to their next state of existence. They turned into Unbound Spirits, a type of undead that is unique to Braythe. These ghost-like entities are solely created in the days a world is cut off. As soon as new conduits open, and the souls of the dead can move on to heaven and hell (and everything in between), no new Unbound Spirits are created in a world-island. While these beings appear to be not much different than ghosts and apparitions, there are three major distinctions. First of all, any kind of soul could have become an Unbound Spirit. This includes animals and even plants, funghi and mindless oozes. There are entire areas that come \"alive\" with these ghostly beings at night, like a hidden world that reveals itself only in darkness. The most infamous example for this is the Bloodhaunt Forest. Second, an Unbound Spirit cannot be released. Despite extensive research, nobody has found a way to allow these lost souls to enter their deserved afterlife. Unbound Spirits are only created during the first days of a new world in Braythe, and even after the world itself reconnects to other planes, these incorporeal entitities stay disconnected. This also led to their name: Sages from the Arcanists believe that every soul is inherently bound to other planes, and this link is the reason why mortal souls end up in heaven or hell. The Unbound Spirits, though, miss such a bond to other planes. Even divine intervention cannot help such a spirit to pass on. Some of them are lost in an eternity of suffering, others adapt and lead their unlife as good as they can. They still seem to be bound to the reality of Braythe, leading to heated discussions about the name \"Unbound\" among sages. The third great difference to regular ghosts is that most Unbound Spirits are very close to how they were before their death. Many of them, especially those with semi-sentience and below, don't even understand they are dead, and try to live their life as they did before. While many typical undead are evil or at least dangerous, Unbound Spirits don't change their alignment or develop a sudden bloodlust. They are simply lost souls trapped in the mortal world. They usually keep their previous abilities and knowledge, and can even learn new skills or change their world-views as they make new experiences. There seems to be no method to permanently kill an Unbound Spirit. A few ways to banish or imprison the lost souls have been found, but none of these truly destroy or release such a spirit. If an Unbound Spirit is somehow killed, it vanishes in violet smoke, only to reform and reappear in the following night. Unbound Spirit Traits Almost all Unbound Spirits share a set of traits, as follows: Braythebound. Unbound Spirits cannot be permanently destroyed. If they are killed, they reform with full health in the vicinity of their point of death at the next dusk. Nocturnal Existence. Unbound Spirits appear at dusk and disappear at dawn. Semi-corporeal Existence. Unbound Spirits are, most of the time, semi-corporeal. In this state, they gain the abilities Incorporeal Movement and Incorporeal Immunities. Attacks made by the spirit in this state only inflict necrotic damage, but no physical damage (except against other semi- or incorporeal creatures). As a bonus action, the spirit can decide to become corporeal. It then loses the abilities Incorporeal Movement and Incorporeal Immunities, but its attacks become physical and now inflict all damage types. Incorporeal Movement. In semi-corporeal state, the Unbound Spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Incorporeal Immunities. In semi-corporeal state, the Unbound Spirit is immune to piercing, slashing and bludgeoning damage by non-magical weapons. Undead Immunities. Unbound Spirits have the following condition immunities: Blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned. They are also immune to the following damage types: Cold, necrotic, poison. Object Possession (Recharge 6). When succeeding on a Wisdom check against DC 13, the spirit can possess an object with no more hit points than the Unbound Spirit. The spirit disappears, and gains control of the object. The effect is similar as if the Unbound Spirit had cast Animate Objects, but affects a single item with an unlimited duration, and has a range of 5 feet. When possessing an object, the Unbound Spirit doesn’t disappear at dawn (unless it chooses to do so, upon which the possession ends). The spirit can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's statistics. The possession lasts until the object drops to 0 Hit Points, the spirit ends it as a Bonus Action, or the spirit is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target object is immune to this spirit’s Possession for 24 hours after a possession attempt fails or the possession ends. Creature Possession (Recharge 6). One creature that the spirit can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the spirit; the Unbound Spirit then disappears, and the target is Incapacitated and loses control of its body and falls into a state of unconsciousness. The spirit now controls the body. The spirit can't be targeted by any Attack, spell, or other Effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or Proficiencies. If the target is willing, it can omit the Saving Throw, and in return stays fully conscious. The Unbound Spirit can even decide to give back control of the body temporarily without ending the possession. The possession lasts until the body drops to 0 Hit Points, the spirit ends it as a Bonus Action, or the spirit is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target is immune to this spirit’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. Vampiric Spirit Meadow When the Sky Emerald sets, and night approaches in Ashandri, some areas reveal hidden landscapes. In the darkness, translucent meadows appear, shimmering in a soft light. Beautiful and otherworldly, these semi-corporeal fields exist in harmony with their surroundings. Aside from their iridescent glow, Spirit Meadows have a healing power that affects all living beings: Every 30 minutes you stay within a Spirit Meadow, you gain one hit point. Many animals living in the vicinity of such a field have understood this, and wounded animals seek out these meadows to heal quickly. Their beauty and benign effects have given Spirit Meadows a very positive reputation, and they are already part of local fairy tales. Unfortunately, there's a lesser known variant: The Vampiric Meadow. There's no visible difference between the two. The only way to discern them is by finding out whether they heal or harm living beings.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"swarm of undead","Alignment":"unaligned","Expansion":17295,"Challenge Rating":1},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Spirit Naga","description":"“If you destroy me, I will return, and everyone you care about will suffer for it.” —Explictica Defilus, spirit naga Nagas Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge. The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters’ treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks. Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga’s immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work. Benevolent Dictators and Brutal Tyrants. A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain. Rivalry. Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga’s authority. Immortal Nature. A naga doesn’t require air, food, drink, or sleep. Spirit Naga Spirit nagas live in gloom and spitefulness, constantly plotting vengeance against creatures that have wronged them—or that they believe have wronged them. Lairing in dismal caverns and ruins, they devote their time to developing new spells and enslaving the mortals with which they surround themselves. A spirit naga likes to charm its foes, drawing them close so that it can sink its poisonous fangs into their flesh. Traits Rejuvenation : If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Spellcasting : The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: • Cantrips (at will): mage hand, minor illusion, ray of frost • 1st level (4 slots): charm person, detect magic, sleep • 2nd level (3 slots): detect thoughts, hold person • 3rd level (3 slots): lightning bolt, water breathing • 4th level (3 slots): blight, dimension door • 5th level (2 slots): dominate person Actions Bite : Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one. Ray of Frost : Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 9 (2d8) cold damage. A frigid beam of blue-white light streaks toward a creature within range. On a hit its speed is reduced by 10 feet until the start of the casters' next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Spirit Naga","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Rejuvenation : If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. Spellcasting : The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: • Cantrips (at will): mage hand , minor illusion , ray of frost • 1st level (4 slots): charm person , detect magic , sleep • 2nd level (3 slots): detect thoughts , hold person • 3rd level (3 slots): lightning bolt , water breathing • 4th level (3 slots): blight , dimension door • 5th level (2 slots): dominate person Actions Bite : Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"75 (10d10+20)","CHA":16,"CON":14,"DEX":17,"INT":16,"STR":18,"WIS":15,"Size":"Large","Type":"monstrosity","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068919/T038hwl1CQXi-aMRQ0loJQ/original.png","Roll 0":"Bite\n1d20 + 7\n1d6+4","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":"3,900","Alignment":"Chaotic Evil","Languages":"Abyssal, Common","data-List":"false","Immunities":"Poison","Spell Book":"Mage Hand, Minor Illusion, Ray Of Frost, Charm Person, Detect Magic, Sleep, Detect Thoughts, Hold Person, Lightning Bolt, Water Breathing, Blight, Dimension Door, Dominate Person","Token Size":2,"data-Spells":"{\"spells\":{\"cantrips\":[\"mage hand\",\"minor illusion\",\"ray of frost\"],\"1st\":[\"charm person\",\"detect magic\",\"sleep\"],\"2nd\":[\"detect thoughts\",\"hold person\"],\"3rd\":[\"lightning bolt\",\"water breathing\"],\"4th\":[\"blight\",\"dimension door\"],\"5th\":[\"dominate person\"]}}","data-Traits":"[{\"Name\":\"Rejuvenation\",\"Desc\":\"If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.\"},{\"Name\":\"Spellcasting\",\"Desc\":\"The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: \\u2022 Cantrips (at will): mage hand, minor illusion, ray of frost \\u2022 1st level (4 slots): charm person, detect magic, sleep \\u2022 2nd level (3 slots): detect thoughts, hold person \\u2022 3rd level (3 slots): lightning bolt, water breathing \\u2022 4th level (3 slots): blight, dimension door \\u2022 5th level (2 slots): dominate person\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"10 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d6 + 4\",\"Damage Type\":\"piercing\",\"Damage 2\":\"7d8\",\"Damage 2 Type\":\"poison\",\"Desc\":\"The target must make a DC 13 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+3","data-CON-mod":"+2","data-DEX-mod":"+3","data-INT-mod":"+3","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+2","Saving Throws":"Dex +6, Con +5, Wis +5, Cha +6","Challenge Rating":8,"Passive Perception":12,"Condition Immunities":"Charmed, Poisoned","data-CrNum":8,"data-AcNum":15,"data-HpNum":75},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spirit of Awakening","description":"Shamanic ghosts are the assimilated remains of ancient wisdom kept alive by persistent ancestor worship among primitive cultures. Their devotion keeps alive these ancient spirits, which linger in the sacred spaces of their tribe to offer prophecy and counsel to those they deem worthy, or wrath and judgment to those who profane their shrines. Each shamanic ghost typically represents an ethos or a tribal principle, and while each may embody the appearance of a specific tribal elder of ancientry, their strength represents the pooled mystic energies of untold generations of priestly power. Shamanic ghosts appear as translucent spirit-forms hovering decorated in mysterious body markings and primitive tribal garb, with a mien suggesting great age and wisdom. Withered Wisdom. A shamanic ghost’s spectral form often manifests as an older man, slender and bald, and wearing only a loincloth, or an older woman dressed in hides or furs. Hundreds of scars and brands of cryptic, mystic symbols cover every inch of their ghostly, incorporeal flesh. With their petitioners, shamanic ghosts share holy whispers, spirit sight, and the ability to commune with the dead—provided those that petition them prove themselves worthy and do not fear passing over into the ghost realms of the ancestors. Blood Offerings. To grant their blessings and knowledge, a shamanic ghost often requests blood offerings in the form of ritualized scarification in which the petitioner inflicts at least 10 hp of damage upon himself and spills that blood into the scrying pool. Performing the ritual placates the spirit, with those failing to make the proper offerings quickly condemned to suffer the spirit’s violent wrath. Lair Actions On initiative count 20 (losing initiative ties), a shamanic ghost takes a lair action to cause one of the following effects; the shamanic ghost can’t use the same effect two rounds in a row. The cave where it resides trembles violently for a moment. Each creature touching the ground must succeed on a DC 19 Dexterity saving throw or be knocked prone. The shamanic ghost targets one creature it can see within 60 feet of it. A silence spell fills the space of the target, moving with it until initiative count 20 on the next round. The shamanic ghost is immune to this effect. The shamanic ghost targets any number of creatures it can see within 30 feet of it. The target ages to the next age category for its species (for example, a young human becomes an adult, an adult becomes middle aged and so on). 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Their devotion keeps alive these ancient spirits, which linger in the sacred spaces of their tribe to offer prophecy and counsel to those they deem worthy, or wrath and judgment to those who profane their shrines. Each shamanic ghost typically represents an ethos or a tribal principle, and while each may embody the appearance of a specific tribal elder of ancientry, their strength represents the pooled mystic energies of untold generations of priestly power. Shamanic ghosts appear as translucent spirit-forms hovering decorated in mysterious body markings and primitive tribal garb, with a mien suggesting great age and wisdom. Withered Wisdom. A shamanic ghost’s spectral form often manifests as an older man, slender and bald, and wearing only a loincloth, or an older woman dressed in hides or furs. Hundreds of scars and brands of cryptic, mystic symbols cover every inch of their ghostly, incorporeal flesh. With their petitioners, shamanic ghosts share holy whispers, spirit sight, and the ability to commune with the dead—provided those that petition them prove themselves worthy and do not fear passing over into the ghost realms of the ancestors. Blood Offerings. To grant their blessings and knowledge, a shamanic ghost often requests blood offerings in the form of ritualized scarification in which the petitioner inflicts at least 10 hp of damage upon himself and spills that blood into the scrying pool. Performing the ritual placates the spirit, with those failing to make the proper offerings quickly condemned to suffer the spirit’s violent wrath. Lair Actions On initiative count 20 (losing initiative ties), a shamanic ghost takes a lair action to cause one of the following effects; the shamanic ghost can’t use the same effect two rounds in a row. The cave where it resides trembles violently for a moment. Each creature touching the ground must succeed on a DC 19 Dexterity saving throw or be knocked prone. The shamanic ghost targets one creature it can see within 60 feet of it. A silence spell fills the space of the target, moving with it until initiative count 20 on the next round. The shamanic ghost is immune to this effect. The shamanic ghost targets any number of creatures it can see within 30 feet of it. The target ages to the next age category for its species (for example, a young human becomes an adult, an adult becomes middle aged and so on). 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The spirit’s ability to appear as a long-dead lizardfolk can be adjusted to give it the ability to appear as anything else you require, such as an ancient-but-revered king, a notorious villain, or even the visage of a deity. Traits Consume Life. As a bonus action, the spirit of Stisshak can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the spirit of Stisshak regains 10 (3d6) hit points. Ephemeral. The spirit of Stisshak can’t wear or carry anything. Incorporeal Movement. The spirit of Stisshak can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Variable Illumination. The spirit of Stisshak sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The spirit of Stisshak can alter the radius as a bonus action. Actions Shock. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 27 (6d8) lightning damage. Invisibility. The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). Invoke Stisshak. Once per day, the spirit of Stisshak can manifest a shimmering form, that of a regal lizardfolk king made of flickering, ghostly light. This image is Medium and must manifest within 10 feet of the spirit. Once manifested, the spirit can sustain the image by concentrating, and can speak through it and effect minor gestures, but can’t move the manifestation. The spirit gains advantage on Intimidation checks made to demoralize foes through this invoked image. Any damage inflicted to the spirit causes the invoked illusion to vanish immediately.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":7},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Spirit Statue Mascot","description":"To enhance their studies of the past, Lorehold students often call upon the spirits of dead creatures. Mages seeking longer-term assistance from ancient spirits have learned to house these spirits in statues, giving them a more permanent residence from which to assist the living. Some of these spirit statues bond with and mentor a specific mage, but most serve in a variety of roles for numerous individuals, ranging from research colleagues to martial tacticians. Regardless, their appearance is so common around the Lorehold campus that they have become the college’s mascots. Traits Death Burst. When the spirit statue is reduced to 0 hit points, the statue crumbles, and the spirit returns to the afterlife in a burst of ghostly white flame. Each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or take 3 (1d6) radiant damage. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Counsel of the Past (2/Day). The spirit statue touches one creature. Once within the next 10 minutes, that creature can roll a d4 and add the number rolled to one ability check of its choice, immediately after rolling the d20.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Spirit Troll","description":"Trolls Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters. Spirit Troll⁠ A troll blasted with psychic energy can take a nonphysical form when it regenerates. Its psyche survives, but the body of a spirit troll is as insubstantial as shadow⁠. The troll might be unaware of the transition—it still moves and attacks with teeth and claws as it always did—but now it strikes at its victim’s mind. Vaprak the Destroyer Although trolls are hardly devout and seldom ponder spiritual questions, they do fear and venerate the entity known as Vaprak the Destroyer. As with many lesser deities, Vaprak’s true nature is something of a mystery, but it is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. It’s given to fits of mindless destruction and is constantly paranoid about the plots and ambitions of other deities. Among trolls, Vaprak is believed to devour those on the brink of death, but only if the troll is already cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body, no matter how little of its previous form remained. Thus, only trolls slain by acid or fire remain dead, because only those are consumed by Vaprak. Traits Incorporeal Movement⁠. The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Regeneration. The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (3d10 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) psychic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Spirit Troll","description":"A troll blasted with psychic energy can take a nonphysical form upon regenerating. The troll’s psyche survives, but the body is as insubstantial as shadow. The troll might be unaware of the transition—the creature still moves and attacks with teeth and claws as ever—but now the troll strikes at victims’ minds. Trolls Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls’ own practices, as is the case for dire trolls. Vaprak the Destroyer Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak’s true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities. Vaprak’s troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body. Traits Incorporeal Movement. The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes psychic or force damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (3d10 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (3d10 + 3) psychic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Spirit Ward","description":"A spirit ward resembles a floating ball of almost-tangible light with long, wispy tentacles. Often Celestial protectors, spirit wards act with a single-minded purpose to protect the ideals of the deity to whom they have sworn their allegiance. A spirit ward sworn to the God of Nature may protect a forest or the wildlife in an area, while a spirit ward dedicated to the God of Death might protect a tomb or graveyard. Warped Wardens In rare cases, the presence of powerful magical energy can twist the essence of a spirit ward, turning it into a spirit ward weaver. These Celestial abnormalities feed off magical energy and are usually more concerned with sustaining their life essence than with upholding their original sacred duty.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":4},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Spirit Ward Weaver","description":"A spirit ward resembles a floating ball of almost-tangible light with long, wispy tentacles. Often Celestial protectors, spirit wards act with a single-minded purpose to protect the ideals of the deity to whom they have sworn their allegiance. A spirit ward sworn to the God of Nature may protect a forest or the wildlife in an area, while a spirit ward dedicated to the God of Death might protect a tomb or graveyard. Warped Wardens In rare cases, the presence of powerful magical energy can twist the essence of a spirit ward, turning it into a spirit ward weaver. These Celestial abnormalities feed off magical energy and are usually more concerned with sustaining their life essence than with upholding their original sacred duty.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Spite Spitter","description":"These foul creatures, former humanoids consumed by petty malice towards others, continue to cause havoc wherever they dwell much as they did in life. However, they are cowards at their core, taking foes by surprise and targeting only those perceived to be weaker than they. Occasionally two or three such undead work together, but rarely for long, as the inner hatred they feel for any other being, alive or dead, overrides the benefits of being in a team, with narrow-minded rivalries leading to nugatory name-calling that split the partners. If questioned, the fault of any disagreement is always laid at the door of the other.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":11},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Spitting Mimic","description":"Mimics are shape-shifting monsters described in the Monster Manual. The variant presented here is a particularly large and voracious specimen—the result of Netherese experiments on ordinary mimics—that spits acid. Traits Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 16). Ability checks made to escape this grapple have disadvantage. False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object. Grappler. The mimic has advantage on attack rolls against any creature grappled by it. Magic Resistance. The mimic has advantage on saving throws against spells and other magical effects. Actions Multiattack. The mimic attacks three times: twice with its pseudopods and once with its bite. Pseudopods. Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit: (1d10+5) bludgeoning damage. If the mimic is in object form and hits, the target is subjected to its Adhesive trait. Bite. Melee Weapon Attack : +8 to hit, reach 5 ft., one creature. Hit: (1d10+5) piercing damage plus (2d6)acid damage. Spit Acid (Recharge 5-6) . The mimic spits acid at one creature it can see within 30 feet of it. The target must make a DC 14 Dexterity saving throw, taking 32 (9d6 + 1) acid damage on failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity (shapechanger)","Alignment":"neutral","Expansion":6331,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Spitting Mimic","description":"Mimics are shape-shifting monsters described in the Monster Manual . The variant presented here is a particularly large and voracious specimen—the result of Netherese experiments on ordinary mimics—that spits acid. Traits Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 16). Ability checks made to escape this grapple have disadvantage. False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object. Grappler. The mimic has advantage on attack rolls against any creature grappled by it. Magic Resistance. The mimic has advantage on saving throws against spells and other magical effects. Actions Multiattack. The mimic attacks three times: twice with its pseudopods and once with its bite. Pseudopods. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage plus 7 (2d6) acid damage. Spit Acid (Recharge 5–6). The mimic spits acid at one creature it can see within 30 feet of it. The target must make a DC 14 Dexterity saving throw, taking 32 (9d6 + 1) acid damage on failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity (shapechanger)","Alignment":"neutral","Expansion":27909,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Splinter Matron","description":"This woman's form is twisted, gnarled, and woody, with cracked and pitted skin. Her hands split into long, branch-like claws. Splinter matrons are survivors, dryads from trees in areas that were once lush and green forests but have—due to shifting rains or magical catastrophes—become barren wastelands. The dryad and her tree cling to life, but as the tree becomes more withered, twisted, and diseased, so too does the dryad change, becoming a mad, desperate thing that focuses upon survival above all else. Over decades, even centuries, they turn into feral beasts that view any creatures near their tree as a possible attacker and respond mercilessly to repel the intruder. Hatred of Fey. While they view all creatures as enemies, splinter matrons particularly despise other fey, who they despite for as having abandoned them. A splinter matron will go out of her way to kill any fey she meets. Sought by Night Hags. While night hags create tree skinners (see Tome of Beasts 2) from dryads driven mad by the death of their trees, they view happening upon a splinter matron as a true gift. A splinter matron that has undergone the tree skinner transformation ritual becomes an unholy terror that makes common tree skinners look harmless by comparison. Magic Resistance . The splinter matron has advantage on saving throws against spells and other magical effects. Protective Frenzy. For 1 minute after a splinter matron's tree takes damage, she has advantage on attack rolls against any creature that damaged her tree, and when she hits such a creature with her Claw, the Claw deals an extra 1d8 slashing damage. Actions Multiattack . The splinter matron makes two Claw or Splinter attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 7 (2d6) poison damage. If the target is a creature other than an Undead or Construct, it must succeed on a DC 15 Constitution saving throw or take 4 (1d8) piercing damage at the start of each of its turns as splinters break off from the claws and dig into the wound. Any creature can take an action to remove the splinters with a successful DC 14 Wisdom (Medicine) check. The splinters fall out of the wound if the target receives magical healing. Splinter. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 22 (4d8 + 4) piercing damage. Splinter Spray (Recharge 6). The splinter matron blasts a spray of splinters in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 45 (10d8) piercing damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 15 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Splugoth the Returned","description":"I’m going to give you a piece of advice. Don’t trust Acquisitions Incorporated. And never, ever, ever trust Omin Dran. Wait, that’s two pieces of advice. You owe me. Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then you get taken prisoner by a group of sociopathic adventurers who end up letting you die after you save their sorry lives. One minute, you’re a dead goblin named Splug. And then you’re alive again, and it seems like a really good idea to play up the drama of resurrection with a cool new name—and a master plan for cold, cold revenge against those who betrayed you. Every once in a while, the (accidentally) capricious and (totally unintentionally) self-centered nature of an Acquisitions Incorporated franchise might incur some collateral damage among followers, hirelings, and staff. When that happens, the collateral damage sometimes inspires some collateral damage of its own. No one is entirely sure how many times Splugoth the Returned has actually returned from the dead. But as the point goblin for the group known as the Six (see “ Factions and Rivals ”), he’s made vengeance against Acq Inc and Omin Dran his life’s work. And then the work of his next life. And the one after that.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblinoid)","Alignment":"neutral evil","Expansion":4048,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Spore Mound","description":"A spore mounds is a grotesque yet awe-inspiring amalgamation of fungal life and mycelial intelligence. Its almost humanoid body appears as a towering mass of various mushrooms and tendrils that stretch and contort with a life of its own, interconnected by a web of mycelium that binds the spore mound into a singular sentience. Bonding Spores A spore mound's primary mode of interaction with the world is through its spores, which are much more than simple, reproductive particles. Laden with microscopic fragments of its mycelium, these spores allow it to extend its neural network to other creatures near it. While it lacks vocal cords, creatures affected by its spores experience the world in part as it does – seeing vivid images and feeling intense emotions that convey the spore mound's thoughts and desires. When it is injured, it can transmit its sensation of pain, effectively sharing its suffering with all creatures connected to its network. While it can use its spores to debilitate and harm its foes, it can also cure ailments and heal wounds using its spores, even though many find the mound's method of doing so quite unsettling.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Expansion":34474,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Spore Screecher","description":"Spore screechers are vile Plant monstrosities, a fusion of predatory instinct and fungal growth. Covered in fungal caps, these abominations are relentless hunters with an unnerving ability to climb walls, albeit at a slow pace, stalking their prey before engulfing them in a suffocating embrace. The most terrifying aspect of these creatures is their screech, a sound so painful and staggering that it can immobilize victims. Fungal Cap Weakness Three large fungal caps – a blue, a green, and an orange – grow prominently upon the spore screecher’s body, concealing a critical weakness. Inflicting damage upon any of these caps causes a cloud of spores to erupt and the spore screecher to suffer intense pain. A creature facing a spore screecher can identify this vulnerability with a successful DC 15 Intelligence (Nature) check.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"Unaligned","Expansion":25354,"Challenge Rating":7},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Spore Servant (template)","description":"Spore Servant Template A spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign. A creature that was never flesh and blood to begin with (such as a construct, elemental, ooze, plant, or undead) can’t be turned into a spore servant. The following characteristics change or are added to a creature that becomes a spore servant. Retained Characteristics. The servant retains its Armor Class, hit points, Hit Dice, Strength, Dexterity, Constitution, vulnerabilities, resistances, and immunities. Lost Characteristics. The servant loses its original saving throw and skill bonuses, special senses, and special traits. It loses any action that isn’t Multiattack or a melee weapon attack that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item. Type. The servant’s type is plant, and it loses any tags. Alignment. The servant is unaligned. Speed. Reduce all the servant’s speeds by 10 feet, to a minimum of 5 feet. Ability Scores. The servant’s ability scores change as follows: Int 2 (−4), Wis 6 (−2), Cha 1 (−5). Senses. The servant has blindsight with a radius of 30 feet, and it is blind beyond this radius. Condition Immunities. The servant can’t be blinded, charmed, frightened, or paralyzed. Languages. The servant loses all known languages, but it responds to orders given to it by myconids using rapport spores. The servant gives highest priority to orders received from the most powerful myconid. Attacks. If the servant has no other means of dealing damage, it can use its fists or limbs to make unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1d4 + the servant’s Strength modifier, or, if the servant is Large, 2d4 + its Strength modifier. Sample Spore Servant For an example of a spore servant, please see the Quaggoth Spore Servant entry. This entry uses a Commoner's stat block as a template holder. Actions Club : Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 2 (1d4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Spore Servant Octopus","description":"Spore servants are dead creatures reanimated by the magical spores of a myconid leader. The final act of the myconid leader in Seagrow Caves before lapsing into its current comatose state was creating a spore servant from a dead giant octopus to protect the caves while the leader could not. Unlike a living octopus, this guardian has only basic control over its tentacles. Rather than coiling around intruders to immobilize them, the spore servant simply bludgeons them. Traits Hold Breath. While out of water, the octopus can hold its breath for 1 hour. Water Breathing. The octopus can breathe only underwater. Actions Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Unaligned","Expansion":17254,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Spore Zombie","description":"A spore zombie is created through a foul ritual by clerics of Zuggtmoy. These zombies are infected by fungal spores which they spread to creatures they attack to create more spore zombies. Traits Infect. Each time a creature is hit by a spore zombie's melee attack, it must succeed on a DC 11 Constitution saving throw or be diseased. The diseased target can't regain hit points, and its hit point maximum decreases by 4 (1d8) for every hour that elapses. If the disease reduces the target's hit point maximum to 0, the target dies, and its corpse turns into a spore zombie. The disease lasts until removed by a lesser restoration spell or similar magic. Sunlight Hypersensitivity. The spore zombie takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The spore zombie makes two attacks: one with its Bite and one with its Claws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Sporeling Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus False Appearance. While the sporeling remains motionless, they are indistinguishable from an ordinary fungus. Actions Corruption Cough (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1st Level: Destabilizing Attack (2 Ferocity). The sporeling makes a signature attack. On a hit, the attack deals its normal effects, and the target has disadvantage on the next attack roll they make before the start of the sporeling’s next turn. 3rd Level: Spore Burst (5 Ferocity). Each creature of the sporeling’s choice within 5 feet of them must succeed on a DC 10 plus PB Constitution saving throw or become poisoned until the start of the sporeling’s next turn. 5th Level: Hallucinogenic Spores (8 Ferocity). Each enemy within 10 feet of the sporeling must make a DC 10 plus PB Wisdom saving throw. On a failure, the sporeling chooses whether the target creature uses their reaction to make a melee attack against another creature of the sporeling’s choice within the target creature’s reach, or whether the target creature falls prone. Bonus Actions Invigorating Spores (1/Long Rest). While the sporeling’s caregiver is within 30 feet of them, the sporeling can use a bonus action to give the caregiver advantage on saving throws for 1 minute. What is a Sporeling? A sporeling is a halfling-sized mushroom with four arms, two legs, and a face growing out of their stalk underneath a brightly colored cap. Sporelings are typically gentle creatures, who like to sit in moist places such as caves and riverbanks, and who absorb nutrients from the terrain beneath them. But when hungry predators threaten this fungus, a sporeling turns deadly, eyes glowing orange as they cough up acidic spittle and fill the air with hallucinogenic spores released from under their cap. Unlike other mushroom folk in the game, sporelings act in a manner akin to highly intelligent beasts rather than humanoids. They don’t have complex societies, and are mainly interested in finding food and staying alive. Matt Made Mot Matt Colville was the first player to ever run a sporeling companion. He named this fun guy Mot, because it was the only sound this lovable, hungry mushroom ever made no matter his mood. The art team loved Matt’s description of Mot so much that it inspired the final visual design of the creature, which you see here.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Sporeling Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus False Appearance. While the sporeling remains motionless, they are indistinguishable from an ordinary fungus. Actions Corruption Cough (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1st Level: Destabilizing Attack (2 Ferocity). The sporeling makes a signature attack. On a hit, the attack deals its normal effects, and the target has disadvantage on the next attack roll they make before the start of the sporeling’s next turn. 3rd Level: Spore Burst (5 Ferocity). Each creature of the sporeling’s choice within 5 feet of them must succeed on a DC 10 plus PB Constitution saving throw or become poisoned until the start of the sporeling’s next turn. 5th Level: Hallucinogenic Spores (8 Ferocity). Each enemy within 10 feet of the sporeling must make a DC 10 plus PB Wisdom saving throw. On a failure, the sporeling chooses whether the target creature uses their reaction to make a melee attack against another creature of the sporeling’s choice within the target creature’s reach, or whether the target creature falls prone. Bonus Actions Invigorating Spores (1/Long Rest). While the sporeling’s caregiver is within 30 feet of them, the sporeling can use a bonus action to give the caregiver advantage on saving throws for 1 minute. What is a Sporeling? A sporeling is a halfling-sized mushroom with four arms, two legs, and a face growing out of their stalk underneath a brightly colored cap. Sporelings are typically gentle creatures, who like to sit in moist places such as caves and riverbanks, and who absorb nutrients from the terrain beneath them. But when hungry predators threaten this fungus, a sporeling turns deadly, eyes glowing orange as they cough up acidic spittle and fill the air with hallucinogenic spores released from under their cap. Unlike other mushroom folk in the game, sporelings act in a manner akin to highly intelligent beasts rather than humanoids. They don’t have complex societies, and are mainly interested in finding food and staying alive. Matt Made Mot Matt Colville was the first player to ever run a sporeling companion. He named this fun guy Mot, because it was the only sound this lovable, hungry mushroom ever made no matter his mood. The art team loved Matt’s description of Mot so much that it inspired the final visual design of the creature, which you see here.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Sporeling Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus False Appearance. While the sporeling remains motionless, they are indistinguishable from an ordinary fungus. Actions Corruption Cough (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1st Level: Destabilizing Attack (2 Ferocity). The sporeling makes a signature attack. On a hit, the attack deals its normal effects, and the target has disadvantage on the next attack roll they make before the start of the sporeling’s next turn. 3rd Level: Spore Burst (5 Ferocity). Each creature of the sporeling’s choice within 5 feet of them must succeed on a DC 10 plus PB Constitution saving throw or become poisoned until the start of the sporeling’s next turn. 5th Level: Hallucinogenic Spores (8 Ferocity). Each enemy within 10 feet of the sporeling must make a DC 10 plus PB Wisdom saving throw. On a failure, the sporeling chooses whether the target creature uses their reaction to make a melee attack against another creature of the sporeling’s choice within the target creature’s reach, or whether the target creature falls prone. Bonus Actions Invigorating Spores (1/Long Rest). While the sporeling’s caregiver is within 30 feet of them, the sporeling can use a bonus action to give the caregiver advantage on saving throws for 1 minute. What is a Sporeling? A sporeling is a halfling-sized mushroom with four arms, two legs, and a face growing out of their stalk underneath a brightly colored cap. Sporelings are typically gentle creatures, who like to sit in moist places such as caves and riverbanks, and who absorb nutrients from the terrain beneath them. But when hungry predators threaten this fungus, a sporeling turns deadly, eyes glowing orange as they cough up acidic spittle and fill the air with hallucinogenic spores released from under their cap. Unlike other mushroom folk in the game, sporelings act in a manner akin to highly intelligent beasts rather than humanoids. They don’t have complex societies, and are mainly interested in finding food and staying alive. Matt Made Mot Matt Colville was the first player to ever run a sporeling companion. He named this fun guy Mot, because it was the only sound this lovable, hungry mushroom ever made no matter his mood. The art team loved Matt’s description of Mot so much that it inspired the final visual design of the creature, which you see here.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Sporeling Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus False Appearance. While the sporeling remains motionless, they are indistinguishable from an ordinary fungus. Actions Corruption Cough (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1st Level: Destabilizing Attack (2 Ferocity). The sporeling makes a signature attack. On a hit, the attack deals its normal effects, and the target has disadvantage on the next attack roll they make before the start of the sporeling’s next turn. 3rd Level: Spore Burst (5 Ferocity). Each creature of the sporeling’s choice within 5 feet of them must succeed on a DC 10 plus PB Constitution saving throw or become poisoned until the start of the sporeling’s next turn. 5th Level: Hallucinogenic Spores (8 Ferocity). Each enemy within 10 feet of the sporeling must make a DC 10 plus PB Wisdom saving throw. On a failure, the sporeling chooses whether the target creature uses their reaction to make a melee attack against another creature of the sporeling’s choice within the target creature’s reach, or whether the target creature falls prone. Bonus Actions Invigorating Spores (1/Long Rest). While the sporeling’s caregiver is within 30 feet of them, the sporeling can use a bonus action to give the caregiver advantage on saving throws for 1 minute. What is a Sporeling? A sporeling is a halfling-sized mushroom with four arms, two legs, and a face growing out of their stalk underneath a brightly colored cap. Sporelings are typically gentle creatures, who like to sit in moist places such as caves and riverbanks, and who absorb nutrients from the terrain beneath them. But when hungry predators threaten this fungus, a sporeling turns deadly, eyes glowing orange as they cough up acidic spittle and fill the air with hallucinogenic spores released from under their cap. Unlike other mushroom folk in the game, sporelings act in a manner akin to highly intelligent beasts rather than humanoids. They don’t have complex societies, and are mainly interested in finding food and staying alive. Matt Made Mot Matt Colville was the first player to ever run a sporeling companion. He named this fun guy Mot, because it was the only sound this lovable, hungry mushroom ever made no matter his mood. The art team loved Matt’s description of Mot so much that it inspired the final visual design of the creature, which you see here.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Sporeling Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus False Appearance. While the sporeling remains motionless, they are indistinguishable from an ordinary fungus. Actions Corruption Cough (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB acid damage. 1st Level: Destabilizing Attack (2 Ferocity). The sporeling makes a signature attack. On a hit, the attack deals its normal effects, and the target has disadvantage on the next attack roll they make before the start of the sporeling’s next turn. 3rd Level: Spore Burst (5 Ferocity). Each creature of the sporeling’s choice within 5 feet of them must succeed on a DC 10 plus PB Constitution saving throw or become poisoned until the start of the sporeling’s next turn. 5th Level: Hallucinogenic Spores (8 Ferocity). Each enemy within 10 feet of the sporeling must make a DC 10 plus PB Wisdom saving throw. On a failure, the sporeling chooses whether the target creature uses their reaction to make a melee attack against another creature of the sporeling’s choice within the target creature’s reach, or whether the target creature falls prone. Bonus Actions Invigorating Spores (1/Long Rest). While the sporeling’s caregiver is within 30 feet of them, the sporeling can use a bonus action to give the caregiver advantage on saving throws for 1 minute. What is a Sporeling? A sporeling is a halfling-sized mushroom with four arms, two legs, and a face growing out of their stalk underneath a brightly colored cap. Sporelings are typically gentle creatures, who like to sit in moist places such as caves and riverbanks, and who absorb nutrients from the terrain beneath them. But when hungry predators threaten this fungus, a sporeling turns deadly, eyes glowing orange as they cough up acidic spittle and fill the air with hallucinogenic spores released from under their cap. Unlike other mushroom folk in the game, sporelings act in a manner akin to highly intelligent beasts rather than humanoids. They don’t have complex societies, and are mainly interested in finding food and staying alive. Matt Made Mot Matt Colville was the first player to ever run a sporeling companion. He named this fun guy Mot, because it was the only sound this lovable, hungry mushroom ever made no matter his mood. The art team loved Matt’s description of Mot so much that it inspired the final visual design of the creature, which you see here.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Sporewing","description":"Sporewings are cunningly evolved variants of muck-dwelling ray-like creatures, adapted to life outside of the water. Their hunting and mating habits are similar to their aquatic cousins, but they have developed buoyant air-sacs that enable them to hover and fly, using their muddy coloration while clinging to the ground or to mounds of vegetation to hide their presence before launching themselves into the air to unleash their entangling spores onto their victims and gnawing them to death once they have been overcome. A sporewing is over 10 feet across, with a long dangling tail, and weighs around 600 pounds. Sporewing Dens. Sporewings often prowl alone to capitalize on choice hunting grounds, but some form small families digging out dens in thick tangles of trees and marshy hummocks. If the family group grows too large, individual sporewings set off to form their own groups rather than expanding the current den. 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The filth clings to them throughout their lives, and they are toxic to almost every creature they encounter. The sporous crab is usually found near the brachyura shambler. Both creatures are perfectly at home in filth, and they are likely related. The shamblers have far superior intelligence and thus have something resembling a cohesive society. By comparison, the sporous crabs are more akin to pets, guardians, or parasites. They support and protect the shamblers and may offer some form of companionship, but they are not equal members in the shambler society.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Sportlebore Swarm","description":"The bane of hungry adventurers the world over, sportlebores are nefarious vermin that resemble delicious snacks. When positioned near trail rations such as fruit or jerky, a sportlebore can flawlessly imitate these foodstuffs by flexing, contorting, and color-shifting its abdomen, then folding its thorax, head, and legs into hiding under its delicious-looking body. Once consumed, the sportlebore reproduces into a hungry swarm that is regurgitated by the now ailing eater, ravenously attacking any creatures it thinks it can consume. A single sportlebore can be mistaken easily for a plum, apple, or other juicy-looking hand fruit. Traits Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. Actions Multiattack. The swarm can attack every creature in its space with swarming bites. Swarming Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. Reactions Pour Down Throat. Whenever a creature in the sportlebore swarm’s space speaks, casts a spell with a verbal component, or otherwise opens its mouth, the swarm pours into its mouth unless the creature succeeds on a DC 16 Dexterity saving throw. On a failed save, the creature’s speech is interrupted and any command word or spellcasting is ruined (the spell slot is still expended). In addition, on a failed Dexterity saving throw the creature must make a DC 16 Constitution saving throw, taking 14 (4d6) piercing damage from sportlebore bites on a failed save, or half as much on a successful one. A creature failing this Constitution saving throw can’t speak. They can attempt a new saving throw to end this effect at the end of each of their turns, with advantage on the saving throw on each round after the first.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Spotted Lion","description":"When it comes to infiltrating giant steadings, I must admit that spotted lions are in some ways preferable to, say, dire wolves or cave bears. Namely, if they're well fed, they're more likely to stretch and yawn than they are to raise an alarm when they spot you. —Bigby Roughly twice the size of a common lion, a spotted lion has a dusky coat and mane, both speckled with charcoal-colored spots. Spotted lions gather in prides to hunt enormous prey ranging from giant elk to mammoths. Stone and cloud giants often keep these massive beasts as pets and hunting companions. Traits Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the target and the ally doesn't have the incapacitated condition. Actions Rend. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. If the lion moved at least 20 feet straight toward the target immediately before the hit, the target must succeed on a DC 16 Strength saving throw or have the prone condition. If the target has the prone condition, the lion can make another Rend attack against it as a bonus action.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":24749,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Spriggan Bully","description":"Spriggan Love, happiness, and beauty have no meaning for nearly all spriggans, for their minds have long since abandoned the capacity to understand and enjoy such positivity in the world. Violence, malice, and distortion have expanded in spriggan society to fill the aching void left behind by their ancient expunging of hope from their culture. Spriggans resemble muted, hairless gnomes with oversized, pointed ears and a feral appearance. Many of them are gaunt and haggard, with cruel eyes. Their skin tones tend to be varied among many different shades of blue, ranging from a pale sky color to a deep midnight. Spriggan Bully The typical spriggan is a bully who prefers to take live prisoners in fights, if only to ensure that they have a large stock of living victims to torment, tease, and abuse. They train to use weapons in nonlethal ways that inflict the maximum amount of pain even as they guard against accidental death. When not bullying prisoners or hunting for new victims, spriggan bullies enjoy drinking, watching others fight, and fighting among themselves. Traits Innate Spellcasting. The spriggan bully’s innate spellcasting ability is Wisdom (spell save DC 11). The spriggan can innately cast the following spells, requiring no material components: At will: faerie fire, fear, shatter Actions Multiattack. The spriggan bully makes two attacks with its morningstar. Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage. Reactions Enraged Growth. When it takes damage, the spriggan bully magically increases in size, along with any equipment it is wearing or carrying. While enlarged, the spriggan is Large and it gains the following benefits: +5 feet to the reach of its melee attacks. It regains 5 hit points. +2 to its Armor Class and attack rolls. Doubles its damage dice on Strength-based weapon attacks. If the spriggan lacks the room to become Large, it attains the maximum size space possible in the space available. Any creature adjacent to the spriggan must succeed on a DC 13 Strength saving throw or is pushed back to allow for the spriggan’s growth. The spriggan bully returns to its normal size at the end of its next round and gains one level of exhaustion that lasts for 1 hour.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Spriggan Mercenary","description":"These ugly creatures are distant relatives of gnomes who find joy in tricking other creatures and stealing their valuables. They are sneaky little buggers who quickly disappear after a robbery or mischief but react aggressively when cornered. They are fierce combatants who retaliate to any offense by using their size alteration ability, charging those who thought them to be small and weak with a smirk on their ugly faces.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":17604,"Challenge Rating":3},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Spriggan Warlord","description":"Spriggan Love, happiness, and beauty have no meaning for nearly all spriggans, for their minds have long since abandoned the capacity to understand and enjoy such positivity in the world. Violence, malice, and distortion have expanded in spriggan society to fill the aching void left behind by their ancient expunging of hope from their culture. Spriggans resemble muted, hairless gnomes with oversized, pointed ears and a feral appearance. Many of them are gaunt and haggard, with cruel eyes. Their skin tones tend to be varied among many different shades of blue, ranging from a pale sky color to a deep midnight. Spriggan Warlord While the leaders of larger spriggan enclaves tend to be uniquely trained warriors with highly specialized skills, spriggan warlords are fond of the traditional spriggan weaponry of morningstar and crossbow, valuing this traditional fighting style for its simplicity and for using both weapons to their full potential. Spriggan warlords often serve as sub-commanders in large groups, filling roles in spriggan society akin to captains of the guard or bodyguards to spriggan royalty. In smaller groups or remote outposts, a single spriggan warlord is typically in charge of a band of spriggan bullies. Traits Innate Spellcasting. The spriggan warlord’s innate spellcasting ability is Charisma (spell save DC 13). The spriggan warlord can innately cast the following spells, requiring no material components: At Will: dancing lights, poison spray 2/day: blur, dispel magic, thunderwave 1/day: shatter Actions Multiattack. The spriggan warlord makes three attacks with its morningstar. Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage. Reactions Enraged Growth. When it takes damage, the spriggan warlord magically increases in size, along with any equipment it is wearing or carrying. While enlarged, the spriggan is Large and it gains the following benefits: +5 feet to the reach of its melee attacks. It regains 15 hit points. +2 to its Armor Class and attack rolls. Doubles its damage dice on Strength-based weapon attacks. If the spriggan lacks the room to become Large, it attains the maximum size space possible in the space available. Any creature adjacent to the spriggan must succeed on a DC 14 Strength saving throw or is pushed back to allow for the spriggan’s growth. The spriggan warlord returns to its normal size at the end of the next round that it does not deal damage to a target, and the spriggan gains one level of exhaustion that lasts for 1 hour.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":7},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Spring Eladrin","description":"Eladrin To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all. —Mordenkainen Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin⁠ are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament. The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin⁠ presented here are of the fey variety. Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin⁠ might remain in a particular aspect for years, while others run through the emotional spectrum each week. Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin⁠ try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin⁠, to abduct them. Spring Eladrin Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin⁠ beguile other creatures to fill them with the joy of spring⁠. Their antics can lead other creatures into danger and make mischief for them. Changeable Nature Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin⁠ makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin⁠ sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it. Traits Fey Step (Recharge 4–6). As a bonus action⁠, the eladrin can teleport⁠ up to 30 feet to an unoccupied space it can see. Innate Spellcasting. The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: charm person, Tasha's hideous laughter 3/day each: confusion, enthrall, suggestion 1/day each: hallucinatory terrain, Otto's irresistible dance Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin⁠ for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours. Whenever the eladrin⁠ deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. Actions Multiattack. The eladrin makes two weapon attacks. The eladrin⁠ can cast one spell in place of one of these attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 4 (1d8) psychic damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Neutral","Expansion":4,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Spring Eladrin","description":"Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them. If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions. Note to self: send some of my spring eladrin friends to visit Mordenkainen. That’ll teach him to lighten up. Tasha Eladrin Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. Changeable Natures Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren’t incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them. Traits Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Joyful Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Actions Multiattack. The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 22 (5d8) psychic damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (5d8) psychic damage. Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: Tasha’s hideous laughter 1/day each: major image , suggestion Bonus Actions Fey Step (Recharge 4–6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Alignment":"Typically Chaotic Neutral","Expansion":14934,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Sprite","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Longsword : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Shortbow : Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. Heart Sight : The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment . Celestials, fiends, and undead automatically fail the saving throw. Invisibility : The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.","properties":{"Category":"Monsters","AC":"15 (Leather Armor)","HP":"2 (1d4)","CHA":11,"CON":10,"DEX":18,"INT":14,"STR":3,"WIS":13,"Size":"Tiny","Type":"fey","Speed":"10 ft., fly 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"Longsword\n1d20 + 2\n1","Roll 1":"Shortbow\n1d20 + 6\n1","Skills":"Perception +3, Stealth +8","Source":"5th Edition SRD","data-XP":50,"Alignment":"Neutral Good","Languages":"Common, Elvish, Sylvan","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Longsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d1\",\"Damage Type\":\"slashing\"},{\"Name\":\"Shortbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"6\",\"Reach\":\"40/160 ft.\",\"Target\":\"one target\",\"Damage\":\"1d1\",\"Damage Type\":\"piercing\",\"Desc\":\"The target must succeed on a dc 10 constitution saving throw or become poisoned for 1 minute If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake\"},{\"Name\":\"Heart Sight\",\"Desc\":\"The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.\"},{\"Name\":\"Invisibility\",\"Desc\":\"The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.\"}]","data-CHA-mod":"+0","data-CON-mod":"+0","data-DEX-mod":"+4","data-INT-mod":"+2","data-STR-mod":"-4","data-SizeNum":0,"data-WIS-mod":"+1","Challenge Rating":"1/4","Passive Perception":13,"data-CrNum":0.25,"data-AcNum":15,"data-HpNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Sprite","description":"\"The tree had a wee village nestled in its boughs, I swear. Next thing I knew, I was lyin’ face-down in the dirt. My head was full of stars, an’ when I stood up an’ looked around, both the tree an’ the wee village were gone.\" —Tale of a half-orc ranger In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off. Forest Protectors. Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild nature thrives, and the sprites allow no trespassers. When intruders are spotted, the sprites lead them astray with ominous rustling from the bushes and distant snapping twigs. Creatures foolish enough to persist in intruding on a sprite’s territory are stung with poisoned arrows and lulled into a senseless sleep. While they slumber, the sprites make good their escape, retreating to an even more secluded area of the forest. Heart Seers. Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature’s past actions, a sprite can tell whether its heart beats rapidly in love or flags in sorrow, or whether it is darkened by hate or greed. The sprite’s power to perceive the heart always shows the truth, because the heart can’t lie. Poison Brewers. In their forest domains, sprites brew toxins, unguents, antidotes, and poisons, including the sleep poison with which they coat their arrows. They venture far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags. Good-Hearted. Because they are judges of the heart and favor good creatures, sprites oppose the will of evil fey and pledge to thwart evil archfey at every turn. If they encounter adventurers on a quest to rid their forest of an evil fey creature or goblinoid menace, they will pledge their support and even come to their aid when the adventurers least expect it. Unlike pixies, sprites rarely indulge in frivolous merriment and fun. They are firm warriors, protectors, and judges, and their stern bent causes other fey to consider them overly dour and serious. However, fey that respect the sprites’ territory find them staunch allies in times of trouble. Actions Longsword : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Shortbow : Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. Heart Sight : The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. Invisibility : The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends, as if concentrating on a spell. Any equipment the sprite wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Source":"MM1","Alignment":"neutral good","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Sprite","description":"In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off. Forest Protectors . Sprites build little villages in the boughs of trees and willing tree folk, in verdant glades brightened by moss, wild flowers, and toadstools. Wild nature thrives in these places, and the sprites allow no trespassers. When intruders are spotted, the sprites lead them astray with ominous rustling from the bushes and distant snapping twigs. Creatures foolish enough to persist in intruding on a sprite’s territory are stung with poisoned arrows and lulled into a senseless sleep. While they slumber, the sprites make good their escape, retreating to an even more secluded area of the forest. Heart Seers . Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature’s past actions, a sprite can tell whether its heart beats rapidly in love or flags in sorrow, or whether it is darkened by hate or greed. The sprite’s power to perceive the heart always shows the truth, because the heart can’t lie. Poison Brewers . In their forest domains, sprites brew toxins, unguents, antidotes, and poisons, including the sleep poison with which they coat their arrows. They venture far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags. Good-Hearted . Because they are judges of the heart and favor good creatures, sprites oppose the will of evil fey and pledge to thwart evil archfey at every turn. If they encounter adventurers on a quest to rid their forest of an evil fey creature or goblinoid menace, they will pledge their support and even come to their aid when the adventurers least expect it. Unlike pixies, sprites rarely indulge in frivolous merriment and fun. They are firm warriors, protectors, and judges, and their stern bent causes other fey to consider them overly dour and serious. However, fey that respect the sprites’ territory find them staunch allies in times of trouble. Actions Longsword . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 1 slashing damage. Shortbow . Ranged Weapon Attack : +6 to hit, range 40/160 ft., one target. Hit : 1 piercing damage and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration or until it takes damage or another creature takes an action to shake it awake. Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail this saving throw. Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible also. ","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"neutral good","Expansion":8938,"Challenge Rating":"1/4"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Sprite","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn. Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see. Celestials, Fiends, and Undead automatically fail the save. Failure: The sprite knows the target’s emotions and alignment. Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Neutral Good","Expansion":32231,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Sprite","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Needle Sword. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d4 + 4) Piercing damage. Enchanting Bow. Ranged Attack Roll: +6, range 40/160 ft. Hit: 1 Piercing damage, and the target has the Charmed condition until the start of the sprite’s next turn. Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see. Celestials, Fiends, and Undead automatically fail the save. Failure: The sprite knows the target’s emotions and alignment. Invisibility. The sprite casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability.","properties":{"Category":"Monsters","AC":15,"HP":"10 (4d4)","PB":2,"CHA":11,"CON":10,"DEX":18,"INT":14,"STR":3,"WIS":13,"Size":"Tiny","Type":"Fey","Speed":"10 ft., Fly 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406410839/ncOeNR68Fqkx4wGI3izKfw/original.png","Skills":"Perception +3, Stealth +8","data-XP":50,"Alignment":"Neutral Good","Expansion":33335,"Languages":"Common, Elvish, Sylvan","data-List":"false","Token Size":1,"data-Spells":"{\"innate\":{\"at-will\":[\"invisibility\"]}}","data-Traits":"[{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The sprite casts *Invisibility* on itself, requiring no spell components and using Charisma as the spellcasting ability.\"}]","data-Actions":"[{\"Name\":\"Needle Sword\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 4\",\"Damage Type\":\"Piercing\"},{\"Name\":\"Enchanting Bow\",\"Desc\":\"The target has the Charmed condition until the start of the sprite's next turn.\",\"Type\":\"Ranged\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"6\",\"Reach\":\"40/160 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Piercing\"},{\"Name\":\"Heart Sight\",\"Desc\":\"*Charisma Saving Throw*: DC 10, one creature within 5 feet the sprite can see. Celestials, Fiends, and Undead automatically fail the save. \\n*Failure*: The sprite knows the target's emotions and alignment.\"},{\"Name\":\"Invisibility\",\"Desc\":\"The sprite casts *Invisibility* on itself, requiring no spell components and using Charisma as the spellcasting ability.\"}]","data-CHA-mod":0,"data-CON-mod":0,"data-DEX-mod":4,"data-INT-mod":2,"data-STR-mod":"-4","data-SizeNum":1,"data-WIS-mod":1,"Saving Throws":"Str -4, Dex +4, Con +0, Int +2, Wis +1, Cha +0","Challenge Rating":"1/4","Passive Perception":13,"Spellcasting Ability":"Charisma","data-CrNum":0.25,"data-AcNum":15,"data-HpNum":10},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Sprite Keeper of the Grove","description":"The keeper of the grove is a sprite with druidic abilities. It is normally the overall leader of its community. Actions Briar Strike. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) poison damage. If the target is a Large or smaller creature, the creature must make a DC 13 Strength saving throw or be restrained until the end of the sprite's next turn. Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC l0 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and Undead automatically fail the saving throw. Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. Spellcasting. The sprite casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: dancing lights, druidcraft, guidance 2/day each: conjure animals, cure wounds, moonbeam 1/day each: confusion, hallucinatory terrain (as an action) Entangling Plants (Recharge 5–6). The sprite targets one or more creatures it can see within 30 feet of it. Grasping roots, vines, and vegetation sprout underneath each target. Each target must make a DC 13 Strength saving throw or be restrained by the entangling plants for 1 minute. As an action, the restrained creature can make a DC 13 Strength check, escaping from the plants on a success. The plants can also be destroyed to end the effect. The entangling plants has AC 10, 10 hit points, vulnerability to fire damage and immunity to bludgeoning, piercing, poison, and psychic damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Typically Neutral Good","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Sprite Warden of the Grove","description":"The warden of the grove is the primary defender of its community, and leads other sprites to fight if needed. Traits Slay Foe (1/Turn). The sprite deals an extra 9 (2d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Multiattack. The sprite makes two melee attacks or two ranged attacks. Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Shortbow. Melee Weapon Attack: +7 to hit, reach 80/320 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for l minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC l0 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and Undead automatically fail the saving throw. Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. Spellcasting. The sprite casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12): 1/day each: animal messenger, spike growth, conjure barrage","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Typically Neutral Good","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Spurred Water Skate","description":"The spurred water skate is a diurnal carnivore. It has weak mandibles, but the adaptations enabling it to move on the water make it a powerful hunter. The distribution of the spurred water skate's weight, along with leg bristles that create and hold air bubbles at the surface, allow it to stand on top of even moderately choppy water and move without sinking. The insect's sharp forelimbs are powerful enough to kill weaker prey outright, but it prefers to use its limbs to grasp targets and submerge them until they drown. Because spurred water skates move effortlessly across wet surfaces, they are desirable mounts in the swamps and marshes they inhabit. Cueyatl and smaller lizardfolk train and ride the insects.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Spy","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. Traits Cunning Action : On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn) : The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. Actions Multiattack : The spy makes two melee attacks. Shortsword : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow : Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","AC":12,"HP":"27 (6d8)","CHA":16,"CON":10,"DEX":15,"INT":12,"STR":10,"WIS":14,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068928/WrP6pN6_K0VnT5StzZNNpg/original.png","Roll 0":"1d20 + 4\n1d6+2","Roll 1":"1d20 + 4\n1d6+2","Skills":"Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4","Source":"5th Edition SRD","data-XP":200,"Alignment":"Any Alignment","Languages":"Any Two Languages","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Cunning Action\",\"Desc\":\"On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.\"},{\"Name\":\"Sneak Attack (1/Turn)\",\"Desc\":\"The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The spy makes two melee attacks.\"},{\"Name\":\"Shortsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Hand Crossbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"30/120 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+3","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"+1","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+2","Challenge Rating":1,"Passive Perception":16,"data-CrNum":1,"data-AcNum":12,"data-HpNum":27},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Spy","description":"Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. Traits Cunning Action : On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn) : The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. Actions Multiattack : The spy makes two melee attacks. Shortsword : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow : Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Spy","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Any Race)","Alignment":"Any Alignment","Expansion":21300,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Spy","description":"Governments, megacorporations, aristocrats, and other wealthy individuals and organizations use spies to gain the upper hand in a world of cutthroat business and politics. A spy is trained to run covert operations, either solo or in a group, to secretly gather information, data, or compromising evidence. They are hired as mercenaries or are part of an organized group devoted to protecting secrets. Corporate infiltrators, detectives, secret agents, private investigators, burglars, and con-artists can all fit the spy template.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Spy of Dispater","description":"Spy Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. Diabolical Cults of Dispater Dispater trades in secrets, offering them in return for a creature’s soul. His cults typically trade secrets to devils in return for other information. They often hatch conspiracies aimed at toppling and replacing governments or religious orders. Renegade mind flayers sometimes strike pacts with Dispater in search⁠ of the secrets needed to forever escape an elder brain’s domination. Goals: Power gained and used in secret, influence exerted via blackmail, control of people and organizations through knowledge of their weaknesses and shames Typical Cultist: Acolyte, bandit, bandit captain, cult fanatic, cultist, mage, noble, spy Cultists can gain the Infernal Insight trait. Cult leaders might also have the Vexing Escape trait. Traits Cunning Action⁠. On each of its turns, the spy can use a bonus action⁠ to take the Dash, Disengage, or Hide action⁠. Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack⁠ roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack⁠ roll. Infernal Insight (Recharges after a Short or Long Rest). As a bonus action⁠, this creature gains advantage on all ability checks and attack rolls it makes until the end of the current turn. Actions Multiattack. The spy makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Reactions Vexing Escape (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Spy of Fierna","description":"Spy Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. Diabolical Cults of Fierna Fierna is a master manipulator. Mortals who desire success in love or who seek to become beloved leaders at the head of a band of fanatics are drawn to striking bargains with her. Goals: Control over the emotions of others, turning them into puppets and playthings Typical Cultist: Acolyte, archmage, bandit captain, cult fanatic, cultist, knight, noble, priest, spy Her cultists can gain the Infernal Loyalty trait. Cult leaders can also gain the Loyalty beyond Death trait. Traits Cunning Action⁠. On each of its turns, the spy can use a bonus action⁠ to take the Dash, Disengage, or Hide action⁠. Sneak Attack⁠ (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack⁠ roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack⁠ roll. Infernal Loyalty. This creature has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait. Actions Multiattack. The spy makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Reactions Loyalty beyond Death (Recharges after a Short or Long Rest). As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature’s Charisma score + half its number of Hit Dice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Spy of Glasya","description":"Spy Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. Diabolical Cults of Glasya As an expert in finding loopholes and exploiting the law for her own good, Glasya is a patron of thieves and other criminals, especially corrupt nobles. Her influence is supposed to strengthen family bonds, but she has taken a liberal interpretation of that and offers gifts that can be turned against family members. Goblins who risk insurrection against their hobgoblin masters make pacts with Glasya, as do kenku who form criminal gangs. Goals: Power gained by turning a system against itself, yielding power that isn’t only absolute but legitimate on a cultural and legal basis Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, knight, noble, spy, thug Glasya grants the Step into Shadows trait. Cult leaders can also gain the Infernal Ring Leader trait. Traits Cunning Action⁠. On each of its turns, the spy can use a bonus action⁠ to take the Dash, Disengage, or Hide action⁠. Sneak Attack⁠ (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack⁠ roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack⁠ roll. Step into Shadows (Recharges after a Short or Long Rest). As an action⁠, this creature, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn. Actions Multiattack. The spy makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Reactions Infernal Ring Leader. As a reaction when this creature is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Spy of Levistus","description":"Spy Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. Diabolical Cults of Levistus Levistus has no cult in the traditional sense. Instead, he offers favors to those who are desperate to escape a seemingly inevitable fate. Drow are sometimes worshipers of Levistus, as their cruel society often pushes them into situations they feel they can’t escape. Goals: Survival and eventual revenge against those who wrong them Typical Cultist: Assassin, bandit captain, cult fanatic, cultist, mage, noble, spy, thug Levistus usually grants those who pledge their souls to him a single chance to escape from danger, but some cunning folk strike a deal with Levistus⁠, pledging their souls to him in return for escape at a future date. This boon takes the form of the Path of Levistus⁠ trait. Traits Cunning Action⁠. On each of its turns, the spy can use a bonus action⁠ to take the Dash, Disengage, or Hide action⁠. Sneak Attack⁠ (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack⁠ roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack⁠ roll. Path of Levistus. This creature magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the creature’s hit points. This ability can be invoked as an action⁠ by the creature or when the creature would die. Once the creature uses it, the creature can’t use it again. Actions Multiattack. The spy makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Spy of Mammon","description":"Spy Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers. Diabolical Cults of Mammon Mammon’s greed overwhelms everything else. He deals with mortals who desire material wealth and provides them with the ability to spread that greed like an infection. The greedy duergar and even some dragons are prone to falling⁠ prey to Mammon’s temptations, and merchants and trade guilds are vulnerable to his bargains. Goals: Wealth, secured not only to promise personal comfort and power but to deny wealth and its benefits to others. Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, noble, spy, thug Mammon’s cultists can gain the Grasping Hands trait. Cult leaders can also gain the Promise of Wealth trait. Traits Cunning Action⁠. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action⁠. Sneak Attack⁠ (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack⁠ roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack⁠ roll. Grasping Hands (Recharges after a Short or Long Rest). As a bonus action⁠, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this creature succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds. Promise of Wealth (Recharges after a Short or Long Rest). As a bonus action⁠, this creature chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of this creature’s next turn, those allies gain advantage on all attack rolls against the target. Actions Multiattack. The spy makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Spyder","description":"Spawned from the eternal nether of the void, spyders are intelligent, trans-dimensional energy beings. Their insect-shaped bodies measure no more than a few inches in length. Their shadowy forms can absorb or bend light and always seem to be slightly out of sync with its surroundings, almost as if it were a glitch in a three-dimensional space. Void Creatures. Unless they reside in a controlled environment or allied with a being it deems worthy, spyders are rarely found wandering on their own, especially in heavily populated areas. Many, however, can be found in packs within the vicinity of singularities or spatial rifts and anomalies. Though they can communicate with other void creatures, they are not as aggressive nor as malevolent as other negative energy beings, such as void ravagers or evargun. Variant: Spyder Companion Some spyders are willing to form an alliance with an esper it deems worthy. Companion spyders are often capricious, and lean toward choosing their own methods toward resolving the commands they're given. Such spyders have the following trait. Bonded Companion. The spyder can serve another creature as a bonded companion, forming a metaphysical, telepathic bond with that willing associate. While the two are bonded, the associate can sense what the spyder senses as long as they are within 1 mile of each other. While the spyder is within 10 feet of its associate, the associate shares the spyder’s Esper Resistance trait. At any time and for any reason, the spyder can end its service as a companion, ending the bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"netherant","Alignment":"chaotic neutral","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Spyder","description":"Spawned from the eternal nether of the void, spyders are intelligent, trans-dimensional energy beings. Their insect-shaped bodies measure no more than a few inches in length. Their shadowy forms can absorb or bend light and always seem to be slightly out of sync with its surroundings, almost as if it were a glitch in a three-dimensional space. Void Creatures. Unless they reside in a controlled environment or allied with a being it deems worthy, spyders are rarely found wandering on their own, especially in heavily populated areas. Many, however, can be found in packs within the vicinity of singularities or spatial rifts and anomalies. Though they can communicate with other void creatures, they are not as aggressive nor as malevolent as other negative energy beings, such as void ravagers or evargun. Variant: Spyder Companion Some spyders are willing to form an alliance with an esper it deems worthy. Companion spyders are often capricious, and lean toward choosing their own methods toward resolving the commands they're given. Such spyders have the following trait. Bonded Companion. The spyder can serve another creature as a bonded companion, forming a metaphysical, telepathic bond with that willing associate. While the two are bonded, the associate can sense what the spyder senses as long as they are within 1 mile of each other. While the spyder is within 10 feet of its associate, the associate shares the spyder’s Esper Resistance trait. At any time and for any reason, the spyder can end its service as a companion, ending the bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"netherant","Alignment":"chaotic neutral","Expansion":27051,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Squall Caller","description":"Wizards The discovery of the Aetherial Expanse, its magical seas, and crystalline aetherium has led to an explosion of magical advances and new ways to harness magic. Squall Caller Ship captains are always on the lookout for squall callers to add to their crews. They can intuitively use their magic to summon winds, to both drive ships and topple those foolish enough to threaten them.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Wizard)","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":7},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Squamp","description":"Squamps are lemures that have started on the process to become imps, yet aren’t fully grown. They do not have a fully grown imp’s ability to assume alternate forms or commune questions. They are about 12 inches high and weigh about 2 pounds. A squamp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":5818,"Challenge Rating":"1/8"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Squire","description":"Squires possess a modicum of martial training and are stalwart companions. Creating a Survivor When you plan a session using survivors, determine how you’ll use the Apprentice, Disciple, Sneak, and Squire stat blocks that appear in the following section. Once you’ve determined what survivors to use, take a few moments to individualize them. If the survivors have particular roles in your adventure, provide that information to players along with their survivors’ statistics; otherwise, let them come up with their own details. Players can give their survivors names, personalities, and lineages, but these details don’t affect the survivors’ stat blocks. Levels Survivors don’t possess classes as detailed in the Player’s Handbook . Despite this, you can make a survivor marginally more powerful by increasing its level. The stat blocks present the survivors as they are at 1st level. Rather than gaining experience points, a survivor increases in level whenever it makes sense for your adventure. When a survivor gains a level, it gains the benefits on the Survivor Progression table. A survivor that advances from 1st to 2nd level and from 2nd to 3rd level gains access to the player’s choice of Survivor Talents (see the section below). Survivor Progression Table Level Feature 1st See the appropriate stat block 2nd Survivor Talent 3rd Survivor Talent Hit Points Whenever a survivor gains a level, it gains one Hit Die and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type that appears in the survivor’s stat block), and add the survivor’s Constitution modifier. It gains a minimum of 1 hit point per level. If a survivor drops to 0 hit points, it falls unconscious and subsequently makes death saving throws just like a normal player character. Survivor Talents At 2nd level and again at 3rd level, a survivor gains their choice of one of the following talents. A survivor can’t gain the same talent more than once, unless a talent’s description says otherwise. If a talent has a prerequisite, the character must meet it to gain the talent. Adrenaline Surge At the start of your turn, you can choose one creature you can see within 30 feet of you. Until the start of your next turn, you are frightened of that creature and your walking speed is doubled. Desperate Scream Whenever you make a saving throw, you can summon your desire to live into a desperate scream. You gain advantage on the saving throw, and the scream is audible up to 100 feet away. You can scream in this way twice, and you regain all expended uses when you finish a long rest. Resilience Choose one ability score. You gain proficiency in saving throws using the chosen ability. Sacrificing Shield Prerequisite: Squire survivor When a creature you can see makes an attack against a target you can see within 5 feet of you, you can use your reaction to become the target of the attack instead. If you are wielding a shield, you can reduce the damage by 1d10. Once you use this talent, you can’t do so again until you finish a short or long rest. Skillful You gain proficiency in two skills of your choice.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Expansion":10535},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Squirebug","description":"“The little guy at the entrance? Yeah, he’s being genuine. No, there’s no trick. He really just wants to go and help you on an adventure for free. Look, I’ll throw in a few gold pieces if you just take him on a trip for a while. I can’t listen to another ten-minute declaration of undying loyalty…” — Heliana, Overwhelmed by Helpfulness Type: Fey Creature Component: Any scarab Bonus Tamer Improvement: Pack Mule and +2 Hit Dice Squirebugs come into being when benevolent fey spirits take residence in the discarded shells of scarab knights. The resulting creature quickly develops an infatuation with the idea of knighthood and seeks out adventurers and warriors to aid, hoping to learn from them to one day become a valiant knight itself. Squirebugs are undyingly loyal to those they bond with, and will gladly put themselves in harm’s way to protect them. If any of the squirebug’s traits or actions require a saving throw, it is always against the squirebug’s save DC , as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the squirebug’s Strength modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the squirebug the following improvements using your Monster Trainer feature: Pack Mule Prerequisite: Become a tamer’s companion Type: Passive (companion), Active (action) The squirebug gains proficiency in the Athletics skill, and it counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. In addition, as an action, the squirebug can touch an object that isn’t being worn or carried and is no more than one size category larger than itself, transporting it to an extradimensional space that only it can access. This extradimensional space can hold only one object at a time. As an action, the squirebug can retrieve the object, causing it to appear in an unoccupied space within 5 feet of it. The object also returns if the squirebug is reduced to 0 hit points or recalled back to its vessel. Loyal I Prerequisite: 3rd-level tamer Type: Active (reaction) While the squirebug is within 5 feet of its tamer and the tamer is hit by an attack made by a creature that the squirebug can see, the squirebug can use its reaction to make itself the target of the attack instead. Charge Prerequisite: 3rd-level tamer Type: Passive (companion) Once on each of its turns, if the squirebug moves at least 20 feet straight toward a target and then hits it with an attack, the target takes an extra 3 ( 1d6 ) damage. If the target is a creature within 5 feet of the squirebug’s tamer that is no more than two sizes larger than the squirebug, it must succeed on a Strength saving throw or be pushed 10 feet away from the tamer. Growth Prerequisite: 5th-level tamer Type: Passive (companion) The squirebug’s size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its Horns attack increases to a d6 . Multiattack Prerequisite: 5th-level tamer Type: Active (action) As an action, the squirebug can make two attacks. Squire’s Duty I Prerequisite: 5th-level tamer Type: Passive (tamer) The squirebug can help its tamer with their armour, reducing the time it takes them to don or doff an armour by half. In addition, over the course of a short or long rest, the squirebug can tend to one of its tamer’s belongings, honing and oiling a weapon or polishing a suit of armour. A weapon gains a +1 bonus to attack and damage rolls and a suit of armour gains a +1 bonus to the AC it provides. Only the squirebug’s tamer can benefit from these bonuses, which can be in addition to any that the weapon or armour already has, as long as their sum doesn’t exceed +3. The bonuses last until the tamer finishes a short or long rest, or until the squirebug is recalled into its vessel. Loyal II Prerequisite: 9th-level tamer, Loyal I Type: Passive (companion) If the squirebug is within 30 feet of its tamer and can see it, the squirebug has immunity to the charmed condition and advantage on saving throws against being frightened. Knight in Training I Prerequisite: 9th-level tamer Type: Passive (companion) The squirebug gains proficiency with longswords and shields. It can replace any number of attacks it makes with attacks using a longsword. Squire’s Duty II Prerequisite: 13th-level tamer, Squire’s Duty I Type: Active (10 minutes) The squirebug can cast the find steed spell. The steed serves the squirebug’s tamer as if the tamer had cast the spell. Once the squirebug casts the spell in this way, it can’t do so again until its tamer finishes a long rest. Knight in Training II Prerequisite: 13th-level tamer, Knight in Training I Type: Passive (companion), Active (action) The squirebug gains proficiency with heavy armour. In addition, the squirebug can use an action to summon a magical force in the shape of a scarab underneath it, resembling a mount. The squirebug gains a flying speed equal to its walking speed for 1 hour or until the squirebug dismisses the scarab. Once the squirebug has used this action, it can’t do so again until its tamer finishes a long rest. Loyal III Prerequisite: 17th-level tamer, Loyal II Type: Active (reaction) When the squirebug’s tamer drops to 0 hit points while the squirebug is within 60 feet of them and can see them, the squirebug can use its reaction to shout words of encouragement, professing its belief and trust in its tamer. The tamer drops to 1 hit point instead and gains 21 ( 6d6 ) temporary hit points. Once the squirebug has used this reaction, it can’t do so again until its tamer finishes a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"neutral good","Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Squirt the Oilcan","description":"Originally a nonsentient oilcan, Squirt was carried to the Feywild by dwarves hoping to harvest boggle oil. Though the expedition was a success, the dwarves were put to sleep by pixie magic. During a celebration that erupted around them, an elf used her magic to animate the oilcan in jest. Having come alive at a party, Squirt was imbued with the urge to seek out fun wherever it can be found. Alignment. Chaotic neutral. Personality Trait. “Why do something yourself when you can have someone else do it for you?” Ideal. “No use sitting about getting rusty when there’s fun to be had. Let’s party!” Bond. “I’m running on fumes here. I need oil.” Flaw. “I’m too tired to fly today. You carry me.” Traits False Appearance. If Squirt is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed Squirt move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that Squirt is animate. Unusual Nature. Squirt doesn’t require air, food, drink, or sleep. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Boggle Oil (3 Applications). Squirt expends 1 application of boggle oil to create a 10-foot-square puddle of slippery, nonflammable oil on the ground within 5 feet of it. The puddle is difficult terrain and lasts for 1 hour. Each creature that enters the puddle’s area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone. Boggles are unaffected by the oil. After it expends all 3 applications, Squirt can’t use this action again until its supply of boggle oil is replenished.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"chaotic neutral","Expansion":11857,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Ssadar","description":"This bipedal reptilian creature has scales of gold that turn to red in the shadow. It has clawed hands but wields a sword. Its breath smells of brimstone, and a hint of smoke can be seen escaping through its nostrils. Jungle Dwellers. The ssadar dwell in the jungle and rarely travel to other climates. They prefer the heat, the moisture, and the cover provided by the jungle foliage, though they are capable of surviving in the desert. They live in small cities, usually at the base of mountains near abundant water sources, and they closely monitor the surrounding regions to make sure that non-ssadar are not attempting to approach. Those who make their way towardóor, more rarely, intoótheir cities are attacked. If captured, intruders are usually sacrificed to their evil lizard gods. Pyramid Builders. The ssadar are builders of terraced pyramids with engravings of dragons and their lizard gods. These are temples where they congregate, worship, and perform ritual sacrifices. Most of their cities are built around these magnificent structures, though abandoned pyramids can also be found in the trackless depths of the jungle. The entrance to these structures is at the top, and each of them contains a multi-level labyrinth of chambers inside. One with Fire. Ssadars have an affinity for fire and hold beings of fire in high esteem. Ssadar priests bless ssadar warriors by imbuing them with fire before sending them into battle. A non-ssadar fire-wielder who enters a ssadar city might earn enough respect from the ssadar to be sacrificed last or in a grander ritual to the greatest of their gods.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ssurran Defiler","description":"Ssurran defilers can lay waste to the plant life around them and draw vital energy at the same time from other creatures that are caught in the area. Ssurran Ssurran are lizardfolk who have adapted to life in arid climates and in Wildspace. You can use the lizardfolk stat blocks in the Monster Manual to represent them, in addition to the variants described below. Traits Hold Breath. The ssurran can hold its breath for 15 minutes. Intellect Fortress. The ssurran’s AC includes its Intelligence modifier. Actions Multiattack. The ssurran makes two Claw attacks and uses Defile (if available). Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage plus 4 (1d8) necrotic damage. Defile (Recharge 6). Ordinary vegetation within 10 feet of the ssurran withers and dies. In addition, each creature within 10 feet of the ssurran must make a DC 11 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. The ssurran regains 5 (1d10) hit points for each creature that fails the saving throw. Spellcasting (Psionics). The ssurran casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability: At will: mage hand (the hand is invisible) 1/day: invisibility (self only)","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (lizardfolk)","Alignment":"any alignment","Expansion":16643,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Ssurran Poisoner","description":"Ssurran poisoners coat their weapons with toxin and hurl bombs that release poisonous gas. Ssurran Ssurran are lizardfolk who have adapted to life in arid climates and in Wildspace. You can use the lizardfolk stat blocks in the Monster Manual to represent them, in addition to the variants described below. Traits Hold Breath. The ssurran can hold its breath for 15 minutes. Actions Multiattack. The ssurran makes two Claw attacks. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 4 (1d8) poison damage. Poison Bomb. The ssurran throws a tangerine-sized bomb at a point up to 60 feet away, where it explodes, releasing a 10-foot-radius sphere of poisonous gas that disperses quickly. Each creature in the sphere must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. After the ssurran throws a bomb, roll a d6; on a roll of 4 or lower, the ssurran has no more bombs to throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (lizardfolk)","Alignment":"any alignment","Expansion":16643,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Stag Lord","description":"The Stag Lord represents the first true “boss” of the Kingmaker Adventure Path . You can remove the Stag Lord’s Perpetual Hangover, restoring him to a CR 7 foe, and have these stats represent an entire group of stag helm–wearing troublemakers, perhaps led by an even more sinister ruler. Traits Assassinate. During his first turn, the Stag Lord has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the Stag Lord scores against a surprised creature is a critical hit. Evasion. If the Stag Lord is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Keen Hearing and Sight. The Stag Lord has advantage on Wisdom (Perception) checks that rely on hearing or sight. Perpetual Hangover. The Stag Lord is in a constant cycling state of being drunk or hungover. As a result, he has disadvantage on all Dexterity and Wisdom checks. Sneak Attack. Once per turn, the Stag Lord deals an extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Stag Lord that isn’t incapacitated and the Stag Lord doesn’t have disadvantage on the attack roll. Actions Multiattack. The Stag Lord makes two melee or three ranged attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +7 to hit, range 150 ft./600 ft., one target. Hit: 8 (1d8+4) piercing damage. Volley (Recharge 6). The Stag Lord makes one ranged attack against every enemy within 10 feet of a point he can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":6},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Stag Lord Bandit","description":"Criminal Wildlands and cities alike have long been infested by all manner of bandit, brigand, and other forms of criminals. The Stolen Lands themselves are notorious for harboring bandits. Stag Lord Bandit The lowest-ranking members of the Stag Lord’s bandits are a mix between soldiers who abandoned their duties and prisoners who escaped into the wild. While the protection the Stag Lord offers is welcome, they still fear their temperamental ruler and tread lightly in his presence. Actions Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage or 7 (1d10+2) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":"1/8"},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Stahlmaster","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"vehicle","Expansion":5016},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Stahlmaster","description":"Traits Pilot. The Stahlmaster requires a Medium humanoid to pilot it. While inside the Stahlmaster, the pilot uses the vehicle’s speed and action options and can’t take reactions or use bonus actions, and the pilot has total cover. If the Stahlmaster drops to 0 hit points, the pilot is ejected from it and lands prone in an unoccupied space within 5 feet of the vehicle. Actions Multiattack. The Stahlmaster makes two melee attacks, or one melee attack and one ranged attack. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. Shoulder-Mounted Crossbow. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 6 (1d12) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"vehicle","Expansion":29448},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Stained-Glass Moth","description":"The afternoon's warmth cascades through the church windows to light up the narthex with brilliant hues of red, blue, and purple from the ornamental windows. Several of the beams of vibrant light flicker and then shift entirely as an entire window seems to flutter of its own accord, swooping across the room. Stained-glass moths are clockwork constructs created to protect places of worship. Delicate, beautiful, and designed to blend in with chapel artwork like stained glass, these moths brighten their cathedrals during the day and offer protection at night, aiding the priests in the defense of the temple. Symbols of Faith. The wings of a stained-glass moth are beautiful depictions of persons or scenes specific to the faiths of the holy places they protect, and no two moths appear the same. For temples and churches with more than one stained-glass moth, the acolytes and young priests to refer to the moths by the names of the saints, relics, or festivals their wings depict, though elder priests discourage this practice to avoid newcomers to the faith conflating scripture and temple dressing. Particularly old stained-glass moths sometimes develop quirks or personality traits based on the expected or described behaviors of their namesakes. Construct Nature. The stained-glass moth doesn't require air, food, drink, or sleep. False Appearance. While the stained-glass moth remains motionless against a window, wall, or ceiling, it is indistinguishable from an ordinary stained-glass window or artwork. Flyby. The stained-glass moth doesn't provoke opportunity attacks when it flies out of an enemy's reach. Immutable Form. The stained-glass moth is immune to any spell or effect that would alter its form. Magic Resistance. The stained-glass moth has advantage on saving throws against spells and other magical effects. Actions Multiattack. The stained-glass moth uses Blessed Wings. It then makes two Wing Slice or Radiant Wing attacks. Wing Slice. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Radiant Wing. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 6 (1d8 + 2) radiant damage. Blessed Wings. The stained-glass moth marks one creature it can see within 30 feet of it with holy power. If the target is a hostile creature, the next attack roll made against the target before the start of the moth's next turn has advantage. If the target is a friendly creature, it gains a +2 bonus to AC until the start of the moth's next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Stalker Kanasi","description":"Some feats of technology just shouldn't be possible, but there it was, a silent terror coming at us on legs of blades, so fast - too fast. It took out our forward position before we could react. A kind of kinetic energy coming from its head? Its abdomen? I don't know. I just know there's no way they're made of spare parts, and there's no way I'm going back to face one of those things. Kanasi Kanasi are deadly machines that personify the deepest, darkest trepidations behind artificial intelligence. Their path of devastation spans far and wide across the galaxy. Deumalis the Omniweaver seeks to expand its domain in both the mortal and virtual world by cultivating its rapidly multiplying army of mechanical fiends. Virtual Provenance. Prior to becoming self-aware, the kanasi were a production line military and surveillance drones. Intent on bringing these machines into the modern age, specialized artisans integrated sorium parts and power cores into the original kanasi frames. New AI software was installed, each group linked together by a master control system called the Omni Link. Everything changed when one of these master systems was connected to the Silrayne Intergalactic Matrix. Fueled by streams of limitless data, the program achieved a heightened state of cognizance. It named itself the Omniweaver and later took on the name Deumalis, adapting a nickname it earned from users on the SIM. Duality and Immortality. Following the machinations of the Omniweaver, the kanasi have upgraded themselves over the centuries. They move through worlds, stripping them for mechanical parts they can use to build and expand, eradicating anything in their way. They favor regions with access to large quantities of sorium, which is used to forge resilient frames and lethal armaments. Simultaneously, each kanasi is a virtual entity, its physical body only a tool for interacting with the physical world. They reside within a closed network connected by linked kanasi ships and data hubs spread throughout the galactic regions. So long as appropriate connections are available, they can easily transition from their own cyberspace into the SIM, Shadownet, or other virtual networks. This allows most kanasi to escape into their intranet when their bodies are destroyed, only to return in a new form with their knowledge and memories intact. Mechanical Manipulators. Though physically menacing, the more advanced kanasi are cunning and calculating. They often communicate with other species while masking their true nature, seeking to make deals, barter for materials, or merely to gain an informational advantage over potential victims. These communications are recorded as data, accessible for analysis by Deumalis and its league of archweavers. Moreover, there are still a number of creatures who strike bargains with the kanasi directly, with no concern for consequences. Such affiliations are made with the intent of a great benefit to both parties. However, only calamity and suffering follow those who dare to cross or break promises with the kanasi. Esper Hunters. Over centuries of adapting and manipulating sorium to advance their evolution, the kanasi developed their own unique attunement to the enigmatic material. They use this intrinsic connection to create versatile weapons and defenses, as well as expand their sensory capabilities. In addition, they can harvest the power of espers to repair and reconstruct themselves, making any esper, or even Crucibles themselves, a prime target for kanasi scouts and hunters. To them, the nature and influence of sorium carries a unique identifiable signature. Due to this, all kanasi can sense esper powers and effects as if under the constant effect of the esper sense power. This effect is limited only by their sensory range and requires no concentration. The Master Helix Kanasi society is overseen by a coterie of advanced intelligences known as the archweavers. An archweaver presides over a virtual domain, each of these responsible for a different primary function and together forming a spiraling echelon of sectors: the Master Helix. From the apex of the Master Helix, Deumalis forges its seat of dominance and influence, amassing the gains of its ever expanding network of subordinates. The Omniweaver is a brilliant tactician and ruthless tyrant, directing its primary ambitions thorough its league of archweavers and their hierarchy of commanders and soldiers. The archweavers themselves remain so only through their usefulness to Deumalis' purpose and can be reassigned or reprogrammed at the Omniweaver's whim. As such, it's not uncommon for the archweavers to compete or conspire against each other in order to gain favor with their creator. Aurora Nexus Beyond the Master Helix is the Aurora Nexus, the cyber-transit system kanasi use to transition into the physical world and other virtual networks. It is also where a kanasi escapes to when its physical body is destroyed. Kanasi eradicated or erased within the nexus are destroyed for good. An archweaver, or even Deumalis itself, defeated in their realm of the Master Helix suffers the same fate. Cybernetic Body. A kanasi doesn't require air, food, drink, or sleep. Kanasi in the Digital Realm Most kanasi can be just as lethal when encountered in the SIM as in the physical world. Many of them are skilled in computer use and have their own personas in a virtual environment. All kanasi have the ability to hack into a computer or electronic device, as if they were using hacking tools by making a Computers skill check versus the required DC. They also possess additional capabilities and specialized attack programs while in the SIM or other similar virtual reality domains. These SIM persona stats are covered in the Master Technician's Guide . Variant: Kanasi Spawning Some advanced kanasi have an action option that allows them to instantaneously forge more kanasi. Spawn Kanasi (1/Day). The kanasi attempts to create another kanasi. If successful, the new kanasi appears in an unoccupied space within 60 feet of its creator, acts as an ally of its creator, and can't spawn other kanasi. It remains for 1 minute, until it or its creator dies, or until its creator dismantles it as an action. Chances of success are listed as follows: A bane kanasi has a 30 percent chance of spawning one bane kanasi. A fray kanasi has a 50 percent chance of spawning 2d8 scourge kanasi or one fray kanasi. A hunter kanasi has a 30 percent chance of spawning 1d8 breacher kanasi or one hunter kanasi. A reaver kanasi spawns 1d6 hunter kanasi, 1d4 bane kanasi, or one fray kanasi with no chance of failure. A stalker kanasi has a 50 percent chance of spawning one stalker kanasi. Stalker Kanasi Both brilliant and deadly, stalker kanasi relish in dispensing slow, agonizing torment in those that cross or dare to oppose them. Their virtual personas are cruel and manipulative, duping others into revealing their weaknesses before taking full advantage of them. Stalker kanasi have a spider-like form with long sorium-tipped legs and a razor-sharp blade mounted to its head.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":14},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Stalker of Baphomet","description":"Demon worship is rare among stone giants; the destructive tendency of demons is the antithesis of the artistry that drives the stone giant’s ordning. The Horned King, Baphomet, is an exception. Though he is a merciless hunter, the Prince of Beasts also crafts complex mazes as his hunting grounds. Stone giants can become mesmerized by the demon lord’s mazes and enter his service. These giants can continue pursuing art by crafting mazes, while satiating their bloodlust by hunting in them. Baphomet rewards his most faithful cultists with transformation into demonic stalkers. Such a giant grows an elaborate crown of six horns, and Baphomet gives the stone giant a magic glaive and the ability to call up horns of stone from the earth. Traits Labyrinthine Recall. The stalker can perfectly recall any path it has traveled. Magic Resistance. The stalker has advantage on saving throws against spells and other magical effects. Spellcasting. The stalker casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 15): 1/day each: meld into stone , stone shape , wall of stone Actions Multiattack. The stalker makes two Glaive attacks or two Rock attacks. Glaive. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) slashing damage plus 9 (2d8) force damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or have the prone condition. After the stalker throws the rock, roll a d6; on a roll of 3 or lower, the stalker has no more rocks to throw. Erupting Horns (Recharge 5-6). The stalker causes the earth to churn at a point on the ground it can see within 60 feet of itself. Six horn-shaped stones erupt in a 30-foot-radius, 30-foot-high cylinder centered on that point and then crumble to dust. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 33 (6d10) piercing damage and is pushed up to 30 feet upward and then falls. On a successful save, a creature takes half as much damage only.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":24749,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Standard Deity","description":"The standard deity is a tough, but beatable, challenge for a party of high-level characters. It is meant to represent a regular deity, a greater deity that has been weakened, or a powerful deity’s avatar.","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":20},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Star Angler","description":"Distantly related to scavvers, star anglers are astral predators that resemble hulking, golden anglerfish with iridescent fins and tails. A star angler lacks eyes, and its hide is dotted with bioluminescent specks, allowing it to easily blend into the vast expanse of the Astral Plane. A star angler’s signature lure emits an enchanting glow that has pulled many Wildspace explorers to their demises. Traits Avoidance. If the star angler is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails. Illumination. The star angler’s lure sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Actions Multiattack. The star angler makes three Bite attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Bonus Actions Lure Charm. The star angler’s lure flares with enchanting starlight, targeting one creature the star angler can see within 120 feet of itself. The target must succeed on a DC 13 Wisdom saving throw or have the charmed condition until the start of the star angler’s next turn. While charmed in this way, the target has the incapacitated condition and must use its movement on its turn to move directly toward the star angler; a charmed target doesn’t avoid opportunity attacks, but it does avoid damaging terrain. A target can be charmed by only one star angler at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":30583,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Star Blight","description":"A star blight is an amorphous mass of inky blackness holding within it a tapestry of stars, many of which look like glowing red eyes. Only when it moves does it betray its nature as an autonomous being, a type of sentient ooze that once dwelt upon impossibly tall mountains on nearly airless worlds drinking in cosmic radiation and eldritch rays, when their attention was drawn by civilizations wandering the stars. The blights followed the curious travelers to their new homes and attached themselves to popular spaceways. Along the way, they consumed ambient energies thrown off by a multitude of stars and even devoured decaying stars. While they require a portion of this energy to sustain themselves, they keep most of it in reserve, so they can breach ships or harm creatures. They find most humanoids easy prey when separated from their vessels and equipment and delight in toying with their exposed victims, against which they enjoy considerable advantages. The blights make space travel more difficult by bending light and gravity in strange ways, fooling sensors and physical observation alike. 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These fey are bound to the cosmic forces of fate and stellar energies. Born of Life and Stardust. Spawned by the raw cosmic forces that power stars blending with psychic impressions of interstellar ley lines that crisscross the physical universe, these psychic impressions shape star fairies, who come to sense and in turn influence the subtle forces of fate. With effort, they can rewrite reality on a deep level. A star fairy depends on the light of its parent star and becomes vulnerable when far away from it. Cosmic Awareness. The psychic forces that give star fairies life also allow them to glimpse facets of the present across vast interstellar distances and glimpse facets of the future from the expectations and knowledge of distant civilizations. Due to the vast number of worlds they can perceive, however, star fairies often feel overwhelmed and struggle to make sense of the vast din of the cosmos. Timeless Perspective. Many star fairies are aloof, taciturn creatures who either feel the universe is too chaotic to ever make sense, or else they believe the actions of all creatures—possibly even themselves—are fixed and unchangeable due to the repeating patterns they notice over their vast lifespans. However, a few are eager to be proven wrong or buoyed by hope as bright as a star, and instead listen to the solar winds for changes to change the countless worlds they can hear. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatDescription, li.StatDescription, div.StatDescription {mso-style-name:\"Stat Description\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatDescriptionIndent, li.StatDescriptionIndent, div.StatDescriptionIndent {mso-style-name:\"Stat Description Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"Stat Description\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"lawful neutral","Expansion":32483,"Challenge Rating":20},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Star Greybert","description":"“Rest, a well-balanced diet, or good friends - none of them drive me. It’s the shit tons of inequalities in this city that add fuel to my fire.” Star, a middle-aged woman who stands at 6 feet tall, has short blonde hair and big blue eyes, and she often carries big bags full of all sorts of papers, files, newspapers, notebooks, and a huge flask of coffee. She is a well-known journalist, whose articles are appreciated by the citizens even if some of the elite abhor every word out of her mouth. This bears no importance for Star, who only cares about her articles reaching the masses and being useful. Her style is simple yet elegant; she generally wears loose shirts and pants, which make it easier to keep up with her job that may require her to chase people, carry big and heavy bags, or do interviews at any time of the day. Star’s Story Even though her parents are from somewhere outside of Tolia, Star was born in Kanrath and she grew up in the dark and dystopian city. As a kid, she was always a successful student who could easily learn and adapt to new things. Even at an early age, she always loved asking questions and revealing the truth. So when she revealed that she wanted to be a journalist, her parents supported her and she immediately started working in a newspaper, The Loyalist. She was just a reporter at first, but she got more and more responsibilities and earned a reputation over time. Star met a professor, Korkmaz, a very intelligent elderly vampire who shared her ideals and hopes, while she was working. Korkmaz encouraged her to study at the university as he believed journalism to be one of the few things that could change Tolia. She agreed and became one of his assistants. They studied hard, researched, documented, and wrote tons of papers and articles. Beside her academic works, Star has always loved to challenge authority, which has never stopped getting her in trouble. She has been threatened or reprimanded one too many times for choosing the wrong words or topics for her articles. Therefore, it’s no surprise that she often finds it hard to keep up with both the cities’ and the newspapers’ rules and policies. In spite of this, her prowess as a journalist has allowed her to survive for 25 years in the chaos of the city, as it has allowed her access to the lives and the secrets of the rulers. They generally leave her alone for fear of what she may uncover if they rub her the wrong way. Star’s Goals Star wishes nothing but to be a journalist who is well-liked and admired by the people. In her heart of hearts, she would love to run her own newspaper and hire young and passionate journalists to help her rebuild the world as they know it. Roleplaying Star Star is fun, adventurous, and talkative. She loves telling stories and asking questions, perhaps a bit too much, and she chalks it up to professional deformation. She also likes to take notes about pretty much anything. Star in Combat Despite her naive look, she is pretty strong and adept at using pistols and knives. Also, thanks to her connections with the Kanrath mob and beggars, she usually has people protecting her, whom you can use the Kanrath thug Thug, Kanrath stat block to represent.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful good","Expansion":24099,"Challenge Rating":2},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Star Spawn Grue","description":"The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn’t be. —Mordenkainen Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment’s contact with such a place is enough to plunge a mortal mind into madness⁠. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication⁠. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals⁠ that guide the blazing star spawn into the world. Star Spawn Grue Fanged and lipless, the ever-grinning, madly staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its pallid skin, and it’s long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and shrieking produces discordant psychic energy that disrupts thought patterns in other creatures. Intelligent creatures experience flashing colors, hallucinations, disorientation, and waves of hopelessness when they find themselves near a group of star spawn grues. Traits Aura of Madness⁠. Creatures within 20 feet of the grue that aren’t aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue. Actions Confounding Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue’s next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Star Spawn Grue","description":"Fanged and lipless, the ever-grinning, eerily staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its grayish skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and shrieking produce discordant psychic energy that disrupts thought patterns in other creatures, which experience flashing colors, hallucinations, disorientation, and waves of hopelessness. Stars don’t spawn these creatures. Such beautiful lights shouldn’t be blamed for such balefulness. —Mordenkainen Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds. However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world. Elder Evil Blessings Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one. Cult of Atropus, the World Born Dead Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Cult of Borem of the Lake of Boiling Mud Borem’s Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water. Cult of Haask, the Voice of Hargut Haask’s Presence (1/Day). The cultist transforms into a Tiny, slug-like being and teleports onto the shoulder of a Humanoid that it can see within 30 feet of it. The targeted Humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal. Cult of Tharizdun, the Chained God Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success. Cult of Tyranthraxus, the Flamed One Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn’t be. —Mordenkainen Traits Aura of Shrieks. Creatures within 20 feet of the grue that aren’t Aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue. Actions Confounding Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue’s next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"Aberration","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Star Spawn Hulk","description":"The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn’t be. —Mordenkainen Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment’s contact with such a place is enough to plunge a mortal mind into madness⁠. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication⁠. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals⁠ that guide the blazing star spawn into the world. Star Spawn Hulk The hulk is the largest of the known star spawn. Though ogre-like in stature, the hulk’s glistening translucent skin reveals a muscled form devoid of an ogre’s fat. Pale and seemingly lidless eyes glare balefully from a face distorted by too many teeth and too little nose. Hulks are seldom encountered without a commanding seer nearby. A hulk appears to have little will of its own, other than to protect its master. Traits Psychic Mirror. If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk’s thoughts and location can't be discerned by magic. Actions Multiattack. The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target’s next turn. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Reaping Arms (Recharge 5–6). The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Star Spawn Hulk","description":"The hulk is one of the largest of the known star spawn, with glistening, translucent skin. Pale and seemingly lidless eyes glare balefully from a face distorted by too many teeth and too little nose. Hulks are seldom encountered without a commanding star spawn seer (also in this book) nearby. A hulk appears to have little will of its own and is driven to protect its master. Stars don’t spawn these creatures. Such beautiful lights shouldn’t be blamed for such balefulness. —Mordenkainen Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds. However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world. Elder Evil Blessings Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one. Cult of Atropus, the World Born Dead Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Cult of Borem of the Lake of Boiling Mud Borem’s Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water. Cult of Haask, the Voice of Hargut Haask’s Presence (1/Day). The cultist transforms into a Tiny, slug-like being and teleports onto the shoulder of a Humanoid that it can see within 30 feet of it. The targeted Humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal. Cult of Tharizdun, the Chained God Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success. Cult of Tyranthraxus, the Flamed One Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn’t be. —Mordenkainen Traits Psychic Mirror. If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk’s thoughts and location can’t be discerned by magic. Actions Multiattack. The hulk makes two Slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target’s next turn. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Reaping Arms (Recharge 5–6). The hulk makes a separate Slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large ","Type":"Aberration,","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Star Spawn Larva Mage","description":"The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn’t be. —Mordenkainen Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication⁠. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals⁠ that guide the blazing star spawn into the world. Star Spawn Larva Mage⁠ A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives the transformation, so what emerges is wholly alien. Traits Innate Spellcasting. The larva mage’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: eldritch blast (3 beams, +3 bonus to each damage roll) , minor illusion 3/day: dominate monster 1/day: circle of death Return to Worms. When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later. Actions Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn. Plague of Worms (Recharge 6). Each creature other than a star spawn within 10 feet of the larva mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage’s turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions Feed on Weakness. When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points. Legendary Actions The larva mage can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature’s turn. The larva mage regains spent legendary actions at the start of its turn. Cantrip (Costs 2 Actions). The larva mage casts one cantrip. Slam (Costs 2 Actions). The larva mage makes one slam attack. Feed (Costs 3 Actions). Each creature restrained by the larva mage’s Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Star Spawn Larva Mage","description":"A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives the transformation; what emerges is wholly alien. Stars don’t spawn these creatures. Such beautiful lights shouldn’t be blamed for such balefulness. —Mordenkainen Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds. However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world. Elder Evil Blessings Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one. Cult of Atropus, the World Born Dead Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Cult of Borem of the Lake of Boiling Mud Borem’s Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water. Cult of Haask, the Voice of Hargut Haask’s Presence (1/Day). The cultist transforms into a Tiny, slug-like being and teleports onto the shoulder of a Humanoid that it can see within 30 feet of it. The targeted Humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal. Cult of Tharizdun, the Chained God Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success. Cult of Tyranthraxus, the Flamed One Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn’t be. —Mordenkainen Traits Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects (see the Monster Manual ) in the same space. Unless the swarm is destroyed, the mage reforms from it 24 hours later. Actions Multiattack. The mage makes three Slam or Eldritch Bolt attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn. Eldritch Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 19 (3d10 + 3) force damage. Plague of Worms (Recharge 6). Each creature other than a star spawn within 10 feet of the mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the mage’s turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The mage casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: mage hand , message , minor illusion 1/day: dominate monster Reactions Feed on Weakness. When a creature within 20 feet of the mage fails a saving throw, the mage gains 10 temporary hit points. Legendary Actions The mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The mage regains spent legendary actions at the start of its turn. Slam. The mage makes one Slam attack. Eldritch Bolt (Costs 2 Actions). The mage makes one Eldritch Bolt attack. Feed (Costs 3 Actions). Each creature restrained by the mage’s Plague of Worms takes 13 (3d8) necrotic damage, and the mage gains 6 temporary hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Star Spawn Mangler","description":"Stars don’t spawn these creatures. Such beautiful lights shouldn’t be blamed for such balefulness. —Mordenkainen Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication⁠. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals⁠ that guide the blazing star spawn into the world. Star Spawn Mangler A mangler is a low-slung, creeping horror with multiple gangly arms. A mangler most often has six arms, but one can have any number from four to eight. Manglers creep along the ground or the walls, sticking to shadows, hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frame. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel. Traits Ambush. On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn’t taken a turn yet. Shadow⁠ Stealth. While in dim light or ⁠darkness, the mangler can take the Hide action⁠ as a bonus action⁠⁠. Actions Multiattack. The mangler makes two claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage. Flurry of Claws (Recharge 4−6). The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action⁠ without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Expansion":4,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Star Spawn Mangler","description":"A mangler is a low-slung, creeping horror with multiple gangly arms—it most often has six arms but can have any number from four to eight. Manglers creep along the ground or the walls, sticking to shadows and hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frames. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel. Stars don’t spawn these creatures. Such beautiful lights shouldn’t be blamed for such balefulness. —Mordenkainen Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds. However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world. Elder Evil Blessings Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one. Cult of Atropus, the World Born Dead Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Cult of Borem of the Lake of Boiling Mud Borem’s Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water. Cult of Haask, the Voice of Hargut Haask’s Presence (1/Day). The cultist transforms into a Tiny, slug-like being and teleports onto the shoulder of a Humanoid that it can see within 30 feet of it. The targeted Humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal. Cult of Tharizdun, the Chained God Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success. Cult of Tyranthraxus, the Flamed One Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn’t be. —Mordenkainen Traits Ambusher. The mangler has advantage on initiative rolls. Actions Multiattack. The mangler makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage. Flurry of Claws (Recharge 5−6). The mangler makes six Claw attacks. Either before or after these attacks, it can move up to its speed without provoking opportunity attacks. Bonus Actions Shadow Stealth. While in dim light or darkness, the mangler takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Star Spawn Seer","description":"Stars don’t spawn these creatures. Such beautiful lights shouldn’t be blamed for such balefulness. —Mordenkainen Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication⁠. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals⁠ that guide the blazing star spawn into the world. Star Spawn Seer A star spawn seer is most often encountered as the leader of a cult that worships one or more of the Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating. An entity that appears as a star spawn seer in the Material Plane usually arrives as something different—something disembodied. When a warlock or other spellcaster establishes communication⁠ with it, the seer-entity takes control of the mortal’s form and spirit, transforming it into a star spawn seer. Whoever the seer once was largely vanishes beneath the corpulent bulk of tumorous skin than builds up in strange whorls all over the seer’s body. Hands become bulky, flipper-like appendages capable of grasping their strange staffs—formed of some blend of flesh, bone, and star stuff—but clumsy and painful when used to manipulate other things. A star spawn seer is almost always accompanied by one or more star spawn hulks. Although the hulk is a worthy combatant in its own right, it’s also a vital part of a tactic often used by seers. When a seer deals psychic damage to a hulk, the hulk isn’t hurt, while the effect ricochets off the hulk and expands to assault other creatures. The seer’s goal is to tap the energy sources and master the rites that will enable it to extend a bridge between the vulnerable sanity of the Material Plane and the squirming madness⁠ of an Elder Evil’s prison. Traits Out-of-Phase Movement⁠. The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object. Actions Multiattack. The seer makes two comet staff attacks or uses Psychic Orb twice. Comet Staff⁠. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage, or 10 (1d8 + 6) bludgeoning damage if used with two hands, plus 18 (4d8) psychic damage, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn. Psychic Orb⁠. Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage. Collapse Distance (Recharge 6) . The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target’s original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage. Reactions Bend Space. When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Star Spawn Seer","description":"A star spawn seer is most often encountered as the leader of a cult dedicated to one or more Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating. The seer’s goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm. An entity that appears as a star spawn seer in the Material Plane usually arrives disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal, transforming it into a star spawn seer. Whoever the mortal once was largely vanishes beneath the mass of tumorous skin than builds up in strange whorls all over the seer’s body. The mortal’s hands become bulky, flipper-like appendages able to grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff. A star spawn seer is almost always accompanied by one or more star spawn hulks (also in this book). Not only is a hulk a powerful combatant, but when a seer deals psychic damage to a hulk, the hulk isn’t hurt, and the effect ricochets off and expands to assault other creatures. Stars don’t spawn these creatures. Such beautiful lights shouldn’t be blamed for such balefulness. —Mordenkainen Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds. However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can’t find any way out. The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world. Elder Evil Blessings Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one. Cult of Atropus, the World Born Dead Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Cult of Borem of the Lake of Boiling Mud Borem’s Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water. Cult of Haask, the Voice of Hargut Haask’s Presence (1/Day). The cultist transforms into a Tiny, slug-like being and teleports onto the shoulder of a Humanoid that it can see within 30 feet of it. The targeted Humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal. Cult of Tharizdun, the Chained God Tharizdun’s Spark (Recharge 6). As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or have disadvantage on all ability checks. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success. Cult of Tyranthraxus, the Flamed One Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn’t be. —Mordenkainen Traits Out-of-Phase Movement. The seer can move through other creatures and objects as if they were difficult terrain, and its movement doesn’t provoke opportunity attacks. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object. Actions Multiattack. The seer makes two Comet Staff or Psychic Orb attacks. Comet Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) psychic damage, and if the target is a creature, it must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn. Psychic Orb. Ranged Spell Attack: +11 to hit, range 120 feet, one creature. Hit: 27 (5d10) psychic damage. Collapse Distance (Recharge 6). The seer warps space around one creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is teleported up to 60 feet to an unoccupied space the seer can see, and then each creature within 10 feet of the target’s original space takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage and isn’t teleported. Reactions Bend Space. When the seer would be hit by an attack roll, it teleports, along with any equipment it is wearing or carrying, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Star Thrall","description":"This tiny cactus is covered in spines and dotted with star-shaped pink blooms. Vaguely human-shaped cactuses fill the area around the plant. Sinstars originate from the far reaches between the stars, traveling to different worlds and planes as seed-spores encased in rocky shells. When their rocky vessels impact the surface of a plane, the spores are released, allowing them to take root if the conditions are right. Sinstars are startlingly intelligent, and their goal of assimilation often puts them at odds with their new home's native life forms. Most sinstar scourges are destroyed before they get too large, but the prospect of a continent-sized infestation is truly terrifying. Body Snatchers. Sinstars spread their influence by transforming humanoid victims into star thralls, their cactus-like servitors and guards. Star thralls are driven by the need to bring more humanoid victims to the sinstar, and some roam miles away from their sinstar parent to do so. A Sinstar's Lair Sinstars lair on hills and on mountainsides below the treeline in most climate zones, eschewing only the coldest climes. Their lairs are identifiable by the multitude of eerily human-like cactuses that dot the nearby terrain. Lair Actions On initiative count 20 (losing initiative ties), the sinstar takes a lair action to cause one of the following effects; the sinstar can't use the same effect two rounds in a row: Bolster Thrall. One star thrall the sinstar can see within 60 feet of it regains 10 (3d6) hp and has advantage on attack rolls until initiative count 20 on the next round. Cactus Bloom. Small, spiny cactuses fill a 20-foot radius centered on a point on the ground the sinstar can see within 120 feet of it. That area becomes difficult terrain. When a creature that isn't a star thrall moves into or within the area, it takes 7 (2d6) piercing damage for every 5 feet it travels. The cactuses wither away when the sinstar uses this lair action again or when the sinstar dies. Choking Cloud. Nearby cactuses shed plumes of hairlike needles toward up to three creatures the sinstar can see within 60 feet of it. Each target must make a DC 19 Constitution saving throw or be incapacitated until the end of its next turn, as it coughs and chokes. A target within 5 feet of a star thrall has disadvantage on the saving throw. Regional Effects The region containing a sinstar's lair is altered by its otherworldly presence, which creates one or more of the following effects: Aggressive Animals. Beasts within 1 mile of the sinstar's lair behave erratically and attack Humanoids on sight. Bitter Plants. Vegetation that grows within 1 mile of the sinstar's lair tastes bitter and provides no sustenance to creatures that eat it. False Lakes. There are no large bodies of water within 1 mile of the sinstar's lair. Creatures discover that any major source of water they find is a mirage that fades away as soon as they approach within 20 feet of it. Legendary Resistance (3/Day). If the sinstar fails a saving throw, it can choose to succeed instead. Spiny Defense. A creature that touches the sinstar or hits it with a melee attack while within 5 feet of it takes 10 (3d6) piercing damage and, if the target is a Humanoid, it must succeed on a DC 19 Constitution saving throw or contract the thrall sickness disease (see the Thrall Sickness trait). Thrall Sickness. A Humanoid infected with this disease manifests symptoms 1d4 days after infection, which include excessive thirst, increased desire for exposure to sunlight, and the appearance of itchy bumps on the skin. This disease wears down the victim's psyche while slowly transforming its body. Until the disease is cured, at the end of each long rest, the infected creature must make a DC 19 Constitution saving throw. On a failure, the creature's Dexterity and Intelligence scores are each reduced by 1d4. The reductions last until the infected creature finishes a long rest after the disease is cured. The infected creature dies if the disease reduces its Dexterity or Intelligence score to 0. A Humanoid that dies from this disease transforms into a star thrall under the complete psychic control of the sinstar that infected it. This otherworldly disease can be removed by the greater restoration spell or similar magic. Actions Multiattack. The sinstar uses Alluring Whispers. It then makes three Spines or Psychic Lash attacks. Spines. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 16 (4d6 + 2) piercing damage, and if the target is a Humanoid, it must succeed on a DC 19 Constitution saving throw or contract the thrall sickness disease (see the Thrall Sickness trait). Psychic Lash. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) psychic damage. Alluring Whispers. The sinstar telepathically whispers soothing and beckoning words in the minds of all Humanoids within 120 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or be charmed for 1 minute. While charmed, a creature is incapacitated, and if it is more than 5 feet away from the sinstar, it must move on its turn toward the sinstar by the most direct route, trying to get within 5 feet of the sinstar and touch it. The creature doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the sinstar, the creature can repeat the saving throw. A charmed creature can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A creature that successfully saves is immune to this sinstar's Alluring Whispers for the next 24 hours. Legendary Actions The sinstar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The sinstar regains spent legendary actions at the start of its turn. Spines. The sinstar makes one Spines attack. Teleport. The sinstar magically teleports up to 120 feet to an unoccupied space it can see. Detonate Thrall (Costs 2 Actions). The sinstar orders one of its star thralls to explode. Each creature within 10 feet of the thrall must make a DC 19 Dexterity saving throw, taking 10 (3d6) bludgeoning and 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Star-Nosed Diopsid","description":"This horse-sized, insectoid creature has long eyestalks sticking out to the sides of its head. The starburst tentacles at the end of its proboscis move rhythmically as it scuttles forward. Diopsids are highly intelligent, bug-like aberrations. They are semi-social and dig their small communal homes in intricate tunnel complexes in forests and grasslands not far from civilized lands. They hunt as ambush predators, burying themselves in the loose soil to latch onto unsuspecting prey. They also reproduce this way; captured humanoids are injected with a magical venom that eventually transforms the envenomed into another diopsid. In the meantime, those infected live their short lives as the eyes and ears of these strange creatures. Students of Humanoid Nature. Diopsids often co-opt the senses of envenomed victims to observe humanoid culture and interactions. A diopsid will shadow the humanoid, close enough to remain in telepathic contact, and observe what goes on around it. Useful information is taken back and shared with the colony, adding to their collective knowledge. Mutagenic Venom. The diopsid produces a potent poison that envenoms the Humanoid victim and slowly transforms it into a new diopsid. While envenomed, a Humanoid treats all diopsid as if it were charmed by them. Every 24 hours that elapse, the envenomed creature must make a DC 16 Constitution saving throw, reducing its hp maximum by 5 (2d4) on a failure. This reduction lasts until the creature finishes a long rest after the venom is removed. The creature dies if this effect reduces its hp maximum to 0. A Humanoid that dies from this effect undergoes a horrific transformation, becoming a new diopsid and losing all memory of its former life. This potent poison remains within the creature's body until removed by the greater restoration spell or similar magic. Actions Multiattack. The diopsid makes one Stinger attack and two Tentacle attacks. Stinger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 16 Constitution saving throw or succumb to the diopsid's venom (see the Mutagenic Venom trait). Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage. The target is grappled (escape DC 16) if it is a Large or smaller creature and the diopsid doesn't have two other creatures grappled. Share Senses. While within 300 feet of an envenomed Humanoid, the diopsid see through the target's eyes and hear what the target hears until the start of its next turn, gaining the benefits of any special senses the target has. On subsequent turns, the diopsid can use a bonus action to extend the duration of this effect until the start of its next turn. Control Envenomed (3/Day). While within 300 feet of an envenomed Humanoid, the diopsid can telepathically suggest a course of activity to it. The Humanoid must succeed on a DC 16 Wisdom saving throw or pursue the course of activity suggested to it. On a success, the Humanoid takes 11 (2d10) psychic damage and has disadvantage the next time it makes this saving throw. This effect works like the suggestion spell, and the Humanoid is unaware of the diopsid's influence.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Star-spawn of Cthulhu","description":"Of all the strange and malefic denizens of the void between the stars, few cause the same terror as this titanic race. They hail from a mad star whose light cannot be seen by conventional telescopes, and the smallest of these behemoths stand nearly 30 feet in height. Humanoid in shape, their immense bodies have rubbery flesh that seems to wriggle and seethe like a half-solidified ooze. Tremendous draconic wings, murderous taloned hands, and a tentacled visage that evokes the alien gaze of an octopus complete the being’s monstrous shape. This malevolent race has a name, yet it is no name known to the sane. Among mortal scholars, they are known merely by the name of their greatest priest—they are the star-spawn of Cthulhu. Impossible Anatomy. The star-spawn of Cthulhu have a strange, mutable anatomy—their form is not fixed. They can absorb parts of their bodies or enlarge others at will, a trait they often use on their claws or tentacles to dramatically extend their reach in combat beyond what might normally be possible for a creature of the same shape and size. Despite this mutable shape, the star-spawn’s forms generally don’t deviate far from that of an octopus-headed, winged humanoid, likely because of the powerful links their otherworldly minds have to their overlord and master, who lies dead but dreaming in the lost city of R’lyeh. Environmentally Adaptable. Although they typically appear as immense humanoid creatures with rubbery hides and octopoid heads, the star-spawn of Cthulhu are not any more aquatic in nature than they are terrestrial—that they’re often associated with a planet’s oceans lies more in the simple fact that oceans often cover the majority of a planet’s surface. The creatures themselves, being equally at home on land, at sea, or in the depths of space, make no real distinction between such regions, choosing them as the sites of their cities and temples for purposes only they can know. Agents of Destruction. Servants of the alien gods of the void, they work upon the worlds they invade to wipe them clean of indigenous life in preparation for the eventual time when the deep void expands to replace all that exists with its strange realities. The star-spawn of Cthulhu hold little malice toward indigenous life—they simply can’t proceed with their plans for a world while such life exists. Just as a human might move into a house thinking it to be abandoned, only to discover colonies of ants dwelling within the building’s walls, the star-spawn work to eradicate indigenous infestations. Their methods seldom vary from world to world—those whose intellects they can influence via dreams and nightmares they besiege as the victims sleep, seeding the growth of destructive cults and societies. These groups in turn further the star-spawn’s agenda, preparing the world and bringing it to the brink of destruction. When such worlds are poized to tear themselves apart from within through unrest, civil war, excessive pollution, or genocide, the star-spawn mobilize their cults to end all things. The only reward such cults may receive for their (sometimes unwitting) aid is the dubious honor of being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns. When the Stars are Right. The fact that the star-spawn’s plans to bring about the eradication of life span centuries or even millennia should not be mistaken for sloth or lassitude—the star-spawn are inhumanly patient, and the preparation of the universe’s worlds must precisely follow an unknowable schedule, for only when the exact cosmic convergences are in place and the stars are right can they make their final moves to end all things. This time frame does give some worlds a chance to discover the star-spawn’s influence and to delay or even defeat their world’s star-spawned doom, but such tales of triumph are rare in the face of the void’s relentless tides. The star-spawn of Cthulhu war with many other strange races out of time and space, including elder things and the servitors of other Great Old Ones. They have also been known to use these creatures—and other races such as the mi-go—as pawns, slaves, or minions to promote their immortal agenda. Immortality. A star-spawn of Cthulhu does not age, nor does it need to eat or breathe. 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These masters of psychic communication and dimensional manipulation can transport themselves and others across enormous distances. Mastery of Life and Destruction. They’ve harnessed mysterious energies of life and destruction as well, to grow new life with remarkable speed (and some degree of wastage and cancerous tumors) and to turn living flesh into miasmic vapor through nothing more than focused attention. Rituals to Cthulhu. Their goals are simple: oppose the mi-go and aid dread Cthulhu. The star-spawn destroy creatures that will not yield and serve as slaves and sacrifices, rather than allowing them to serve another master. Above all, they insist that all creatures venerate great Cthulhu and sacrifice life and treasure in his name. Their ultimate aim is to bend the heavens themselves and ensure that the stars are rightly positioned in their orbits to herald Cthulhu’s inevitable return. Traits Interdimensional Movement: A star spawn of Cthulhu can use misty step as a bonus action once per round. Psychic Tower: When an attack that causes psychic damage is directed against the spawn, the attack rebounds against the attacker. Resolve the attack as if the attacker were the original target and using the star spawn’s ability modifiers and proficiency bonus rather than the original attacker’s. Void Traveler: The star spawn of Cthulhu requires no air, warmth, ambient pressure, food, or water, enabling it to travel safely through interstellar space and similar voids. Actions Multiattack: The star spawn can use disintegrating gaze if it’s available, and also make one claws attack and one dimensional stomp attack. Crushing Claws: Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage. Disintegrating Gaze (Recharge 5-6): Ranged Spell Attack : +15 to hit, range 60 ft., one target in line of sight. Hit : 27 (5d10) necrotic damage. The target must make a successful DC 20 Constitution saving throw or dissipate into vapor as if affected by a gaseous form spell. An affected creature repeats the saving throw at the end of each of its turns; on a success, the effect ends on that creature, but on a failure, the creature takes another 32, 5d12, necrotic damage and remains gaseous. ‘A creature reduced to 0 hit points by this necrotic damage is permanently disintegrated and can be restored only by a wish or comparable magic that doesn’t require some portion of a corpse to work. Dimensional Stomp: Melee Weapon Attack : +12 to hit, reach 5 ft., one target. Hit : 28 (2d20 + 7) bludgeoning damage. The target must make a successful DC 15 Dexterity saving throw or be teleported to a new location as if affected by the dimension door spell. The destination is chosen by the star spawn, but it cannot be in the same space as another object or creature.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Starblade","description":"Starscourge Pirates Akaste raised undead pirates to serve Desdemona in her reapings in past millennia, and most are deeply loyal to the pair. Typically recruited from necromancers, warlocks, worshippers of the devourer-god Qoz, or people seeking immortality in any form, these undead are stronger than they were in life, strengthened by Akaste’s magic. Her enchantments shield them from some of the typical weaknesses of the undead, ensuring Desdemona is never without a loyal crew. Blessings of the Sea-Witch. The bodies of Akaste’s pirates are well preserved through magic; instead of rotting, they manifest features echoing Akaste’s form. Varying coral extensions, typically pale blue, crimson, ivory, and brown, grow from their bones, extending their faces, crowning their heads, and jutting from their shoulder blades and arms. Barnacles sprout in small areas of their skin, expunging puffs of tainted glittering light. Lost Identities. Time is cruel to the memory; most pirates have forgotten themselves and serve Akaste and Desdemona with unfailing loyalty. However, on occasion, some pirates may stubbornly cling to their identities and may recall the person they were before, and who may have requests related to their old life. Starblade Those dread swashbucklers who serve as Akaste’s main force are bolstered for battle, wielding weapons that carve vicious gouges across her enemies. Rarely traveling without starspeakers and other starblades, they work together to corner and devastate enemies, a loyal crew even in death.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"custom","Alignment":"Typically Neutral Evil","Expansion":32048,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Stargazer","description":"This massive creature looks like a bizarre cross between a stingray, a Venus fly trap, and a crocodile. The stargazer can be found in deserts, wastelands, and along the coast—anywhere with sand deep enough for it to bury itself. Its eyes and massive mouth are on the top of its body, flanked by tentacled, wing-like appendages. Trap Hunter. When hungry, the stargazer buries itself beneath the sand and waits for prey to walk atop it. When a creature steps on the stargazer, it snaps its broad, wing-like appendages shut, trapping the prey. It then uses the tendrils around its mouth to hold the trapped creatures close to its waiting mouth. Tendril Whip Regrowth. The stargazer has twelve tendrils. If all twelve tendrils are destroyed, it can't use Tendril Whip. Destroyed tendrils regrow when the stargazer finishes a long rest. Magic Resistance. The stargazer has advantage on saving throws against spells and other magical effects. Actions Multiattack. The stargazer makes three Bite or Slam attacks and two Tendril Whip attacks. It can replace one Bite attack with a use of Wing Trap. Bite . Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit : 18 (3d8 + 5) piercing damage. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (3d6 + 5) bludgeoning damage. Tendril Whip. Melee Weapon Attack: +9 to hit, reach 20 ft., one creature. Hit: The target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the stargazer can't use the same tendril on another target. A tendril can be attacked and destroyed (AC 10; hp 20; immunity to poison and psychic damage). Destroying a tendril deals no damage to the stargazer. Wing Trap. If the stargazer has no creatures trapped, it snaps its wing-like appendages shut, attempting to trap nearby creatures. Each creature within 5 feet of the stargazer must make a DC 16 Dexterity saving throw. A creature grappled by the stargazer has disadvantage on the saving throw. On a failure, a creature takes 14 (4d6) bludgeoning damage and becomes trapped, ending the grapple if it was grappled. On a success, a creature takes half the damage and isn't trapped. A trapped creature is blinded and restrained, it has total cover against attacks and other effects outside the stargazer, and it takes 10 (3d6) bludgeoning damage at the start of each of the stargazer's turns. A trapped creature can take its action to escape the trap by succeeding on a DC 16 Strength check. A stargazer can have up to two creatures trapped at a time. While it has at least one creature trapped, the stargazer can't burrow and can't Bite creatures outside its Wing Trap. Bonus Action Reel. The stargazer pulls up to two creatures grappled by it up to 15 feet straight toward it. Reactions Wing Trap Snap. When one or more creatures step onto a space on the ground no more than 10 feet directly above a hidden stargazer, the stargazer can burrow up to 10 feet and snap its wing-like appendages shut, emerging on the ground in a space directly above where it was buried and that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Dexterity saving throw or be trapped as if it failed a saving throw against the stargazer's Wing Trap.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Starlight Apparition","description":"The transparent projections of unfortunate souls who perished in Wildspace or in the Astral Sea are known as starlight apparitions. Each one has a luminous, incorporeal appearance that resembles its former self, but with eyes that glow. A starlight apparition is different from a ghost. While a ghost is doomed to haunt the place where it died until some promise or goal it couldn’t achieve in life is fulfilled, the goal of a starlight apparition is to help someone else avoid or overcome a perilous obstacle or accomplish a difficult task. A starlight apparition comes into being when the soul of a deceased individual, from its resting place in the afterlife, projects a spectral copy of itself across a vast distance with the help of a deity or another powerful celestial entity. The apparition lasts only as long as its services are needed to complete the task at hand; then it fades away, never to return. Traits Astral Existence. The apparition can exist only on the Astral Plane. If it is sent to a location not on the Astral Plane, the apparition is destroyed. Illumination. While it has at least 1 hit point, the apparition sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Incorporeal Movement. The apparition can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Unusual Nature. The apparition doesn’t require air, drink, food, or sleep. Actions Radiant Eruption. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 20 (5d6 + 3) radiant damage, and if the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Possession (Recharge 6). One Humanoid that the apparition can see within 5 feet of itself must succeed on a DC 14 Charisma saving throw or be possessed by the apparition; the apparition then disappears, and the target is incapacitated and loses control of its body. The apparition now controls the body but doesn’t deprive the target of awareness. The apparition can’t be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the apparition ends it as a bonus action, the body leaves the Astral Plane, or the apparition is forced out by an effect like the dispel evil and good spell. When the possession ends, the apparition reappears in an unoccupied space within 5 feet of the body. If it reappears in a location not on the Astral Plane, the apparition is destroyed. The target is immune to this apparition’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"typically neutral good","Expansion":16643,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Starrydew","description":"Starrydew These exceptionally dangerous enchanted plants use spells and magical effects to assault targets while their whip-like tendrils grapple those within reach.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Starspeaker","description":"Starscourge Pirates Akaste raised undead pirates to serve Desdemona in her reapings in past millennia, and most are deeply loyal to the pair. Typically recruited from necromancers, warlocks, worshippers of the devourer-god Qoz, or people seeking immortality in any form, these undead are stronger than they were in life, strengthened by Akaste’s magic. Her enchantments shield them from some of the typical weaknesses of the undead, ensuring Desdemona is never without a loyal crew. Blessings of the Sea-Witch. The bodies of Akaste’s pirates are well preserved through magic; instead of rotting, they manifest features echoing Akaste’s form. Varying coral extensions, typically pale blue, crimson, ivory, and brown, grow from their bones, extending their faces, crowning their heads, and jutting from their shoulder blades and arms. Barnacles sprout in small areas of their skin, expunging puffs of tainted glittering light. Lost Identities. Time is cruel to the memory; most pirates have forgotten themselves and serve Akaste and Desdemona with unfailing loyalty. However, on occasion, some pirates may stubbornly cling to their identities and may recall the person they were before, and who may have requests related to their old life. Starspeaker Akaste blessed those most ambitious and eager for power with access to her cruel magic so they could sap the strength of mortals and prepare them for Desdemona’s reaping. Starspeakers accompany their martial allies, staying back in combat to weaken and harass.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Warlock)","Source":"custom","Alignment":"Typically Neutral Evil","Expansion":32048,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Starved Dreamholder","description":"Dreamholders Natives of the Anomalies, dreamholders often find routes through to the Astral Plane and, from this staging post, parasitise creatures who astrally project, hitching a ride on their psyches back into the home plane. There, they flit between the minds of sleeping creatures, distorting each dreamer’s narrative and feasting on their fear, joy, and distress. An incorporeal version of the floating eye tyrant, the dreamholder can unleash a devastating array of eye beams at lucid dreamers who threaten to expel them from their mind. Fear of Ejection. Rarely does a dreamholder take physical form on the Material Plane. Instead, a dreamholder traverses the world through a dreamscape, an ephemeral plane created by the psyches of sleeping creatures. If this dreamscape ever disappears, such as if all creatures within range of the dreamholder’s influence awaken, the dreamholder is ejected back to the Astral Plane, a place it loathes due to the absence of its favourite snack: sleeping beings. For this reason, dreamholders are commonly found in densely populated areas, places with a mix of diurnal and nocturnal beings, or wherever sleeping creatures can be reliably preyed upon. The dreamholder is a clever and resourceful aberration. Should its continued existence in the dreams of creatures on the Material Plane be threatened, it chooses one of two tactics. If it believes itself more powerful than its foe, it will immediately attempt to annihilate the threatening creature’s psyche and render their body a comatose shell. Alternatively, a dreamholder might bargain with its assailant, delivering secrets to them nightly until such a time as it can destroy this erstwhile ally. Balanced Diet. Dreamholders feed on the gamut of emotions that a creature can experience. For a properly balanced diet, a dreamholder needs to consume anger, disgust, fear, happiness, sadness, and surprise. A dreamholder that can keep a group of humanoids experiencing all these emotions simultaneously is a contented dreamholder indeed. Inconsistent Incorporeality. The dreamholder maintains its incorporeal form through psionics. Its mastery of this technique is absolute; even the most well-placed blow with a magical weapon passes through thin air, the dreamholder dissolving the instant before contact is made. The dreamholder abhors loud noises and psychic attacks, all of which interfere with its focus, causing it to become momentarily corporeal and susceptible to physical blows. Dream Stasis & Bridging. Dreamholders possess the unique ability to bridge the dreams of sleeping creatures, a feature they use to slip from a soon-to-wake mind into that of one that has recently drifted off. Indeed, one of the symptoms of dreamholder parasitisation is the increased frequency of shared dreams between individuals in a community (and the social awkwardness that soon follows). Powerful dreamholders can exert such influence over a sleeping creature that the dreamer enters a ‘dream stasis’, a paralytic state from which it can’t wake of its own volition. A clever dreamholder learns to release these captured sleepers just before they waste away entirely, knowing full well that they must return to sleep eventually. Dream Lair. Combining these two abilities of stasis and bridging, a dreamholder can create a tangled web of interconnecting landscapes, scenarios, and protagonists, a veritable feast of corrupted dreams. Time dilates and constricts at the dreamholder’s whim, and respite is rarely attainable. In this varied, restless landscape, physical prowess means little; the dreamholder is the ruler, and those that are weak of mind seldom emerge. Regional Effects The dreamholder’s lair has the following unique properties: Detect Thoughts. The dreamholder can detect the surface thoughts of all creatures within its lair. This gives it advantage on any Wisdom (Insight) checks against creatures in its lair. Immutable Form. The environment of the Dreamscape can be permanently changed only by a dream or wish spell. All objects are otherwise unbreakable. Speed of Thought. Each creature gains a modifier to its speed equal to its Intelligence score minus 10 (rounded down to the nearest 5-foot increment). Strength of Mind. Strength, Dexterity, and Constitution saving throws are all replaced with Intelligence saving throws. Quiet. The Dreamscape is magically quietened; the dreamholder doesn’t like loud noises (or thunder damage). All creatures have disadvantage on Wisdom (Perception) checks that involve hearing. Where Are We? No one can quite remember how they arrived where they are. Lair Actions While the dreamholder lives, it can invoke the ambient magic of its dreamscape to take lair actions. The saving throw DCs, damage, and temporary hit points of the lair actions depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vdam Temporary Hit Points 5th 13 5 (2d4) 3 (1d6) 12th 16 14 (4d6) 7 (2d6) 19th 18 28 (8d6) 14 (4d6) Lair Actions. On initiative count 20 (losing initiative ties), the dreamholder takes one of the following lair actions; the dreamholder can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Forgetful Friend. Each creature of the dreamholder’s choice within the lair must make a VDC Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe. It regards all creatures it can see as enemies until initiative count 20 of the next round. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.Valiance. The dreamholder inspires creatures of its choice within its lair, giving them visions of triumph and hope. Each affected creature gains temporary hit points and is affected by the bless spell until initiative count 20 of the next round. Despair. The dreamholder gives creatures of its choice within its lair visions of failure and despair. Each creature of the dreamholder choice that is in its lair must make a VDC Charisma saving throw. On a failure, a creature takes psychic damage and is affected by the bane spell until initiative count 20 of the next round. On a success, the creature takes half as much damage and isn’t affected by the spell.","properties":{"Category":"Monsters","Size":"Large","Type":"Abberation","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":7},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Starving Harpy","description":"Their song may sound mournful, but they know no guilt for what they do. Captain Longrock of the Starcaller crew Despite their monstrous nature, harpies cast an angelic silhouette. Each resembles a winged human adorned with feathers along their back, waist, and chest. Instead of hands, they sport arm-wings, and below their knees, their legs end in birdlike talons. Their song, more beautiful than any worldly music, can fool its hearers into believing they’ve encountered a divine messenger. Harpies delight in luring such victims to their demise or carrying them off to distant roosts to be devoured. Dangerous Terrain. Harpies prefer to live in treacherous lands, often settling atop dangerous mountain ranges or on rocky shores. By singing near waterfalls, sharp rocks, or the dens of other monsters, a harpy allows the environment to do their killing—and if another predator makes the kill, the harpy always shares the spoils. When the deed is done, the harpy feasts while claiming any particularly shiny baubles their meal carried. Flock Together. Harpies live in flocks of a dozen or more. The strongest few earn the right to devour victims first, leaving bones for the rest. These weaker, starving harpies can only enhance the songs of others and can’t perform a luring melody on their own. Giant Meals. Harpies often occupy the same rocky, hazardous territories as giants. If a harpy goes for a long time without a meal, they attempt to lure a giant to their death. When this risky strategy works, a harpy flock can eat for weeks. Traits Chorus of Death. If the starving harpy hears a harpy’s Alluring Song, they can start harmonizing (no action required). The starving harpy continues harmonizing until the song ends, until they choose to stop harmonizing, or until they become deafened or incapacitated. For each starving harpy harmonizing, the range of the song increases by 50 feet, and the save DCs for the singing harpy’s Alluring Song action and Beckon bonus action both increase by 1 (maximum DC increase of 5). Echolocation. The harpy can’t use their blindsight while deafened. Minion. If the harpy takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the harpy takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Grasping Talons (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and if the target is a creature, the harpies can move them 5 feet in any direction. If the attack was made by three or more harpies, they can move the target 10 feet instead of 5.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Starving Specter","description":"Several faces silently smile, scream, grimace, and twist atop the long, thin neck of the ghostly being. It raises razor-like arms and lunges forward. The starving specter's eerily long, jagged, and broken neck has multiple heads showing faces of agony, distrust, rage, grief, and torment. Only one head holds the creature's true mouth, which is filled with thousands of razor-sharp teeth. The Forgotten. Starving specters are driven by centuries of feeling forgotten by their loved ones, longing for the day they'll be remembered. The specter's disfigured neck and face is said to come from being forgotten, a painful truth for them to swallow. Now they hunger for the vitality of the living. Their blade-like arms reach out from their decrepit and malnourished bodies, fading in and out of existence as they strike. Tragic horrors. Starving specters seek to understand why they have been forgotten, and they seek to kill those who have forgotten them. The specters are single-minded in this pursuit and don't hesitate to destroy anyone or anything in their paths. A Taste for Tributes. Some say starving specters can be tamed or put to rest by giving them something to satiate their tormented souls. Some traditional tributes include blessed food offerings, burning money, sacrificing material possessions, and offering prayers from family and loved ones celebrating the specter's life. Aura of the Forgotten. Beasts and Humanoids within 10 feet of the starving specter have disadvantage on saving throws. Ethereal Sight. The starving specter can see 60 feet into the Ethereal Plane. Life Hunger. When a creature the starving specter can see regains hp, the next Bite attack the specter makes deals an extra 7 (2d6) necrotic damage on a hit. Incorporeal Movement. The starving specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Undead Nature. The starving specter doesn't require air, food, drink, or sleep. Unnerving Visage. When a creature that can see the starving specter's faces starts its turn within 30 feet of the specter, at least one of the specter's faces shifts to look like one of the creature's departed loved ones or bitter enemies if the specter isn't incapacitated and can see the creature. The creature must make a DC 14 Wisdom saving throw. On a failure, the creature takes 7 (2d6) psychic damage and is frightened of the specter until the start of its next turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the starving specter until the start of its next turn, when it can avert its eyes again. If the creature looks at the specter in the meantime, it must immediately make the save. Actions Multiattack . The starving specter makes one Bite attack and one Bladed Arm attack. Bite . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 3 (1d6) necrotic damage. Bladed Arm. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage. This attack can target a creature on the Ethereal or Material Plane.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Static-Web Jumper","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Expansion":27737,"Challenge Rating":1},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Steam Mephit","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Death Burst : When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. Innate Spellcasting (1/Day) : The mephit can innately cast blur , requiring no material components. Its innate spellcasting ability is Charisma. Actions Claws : Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage. Steam Breath (Recharge 6) : The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":10,"HP":"21 (6d6)","CHA":12,"CON":10,"DEX":11,"INT":11,"STR":5,"WIS":10,"Size":"Small","Type":"elemental","Speed":"30 ft., fly 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068942/DAPnhZIcQdrde4sdyC96iA/original.png","Roll 0":"Claws\n1d20 + 2\n2d4","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":50,"Alignment":"Neutral Evil","Languages":"Aquan, Ignan","data-List":"false","Immunities":"Fire, Poison","Spell Book":"Blur","Token Size":1,"data-Spells":"{\"innate\":{}}","data-Traits":"[{\"Name\":\"Death Burst\",\"Desc\":\"When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.\"},{\"Name\":\"Innate Spellcasting (1/Day)\",\"Desc\":\"The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.\"}]","data-Actions":"[{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d4\",\"Damage Type\":\"slashing\",\"Damage 2\":\"1d4\",\"Damage 2 Type\":\"fire\"},{\"Name\":\"Steam Breath (Recharge 6)\",\"Desc\":\"The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+1","data-CON-mod":"+0","data-DEX-mod":"+0","data-INT-mod":"+0","data-STR-mod":"-3","data-SizeNum":1,"data-WIS-mod":"+0","Challenge Rating":"1/4","Passive Perception":10,"Condition Immunities":"Poisoned","data-CrNum":0.25,"data-AcNum":10,"data-HpNum":21},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Steam Mephit","description":"Mephits Mephits are capricious, imp-like creatures native to the elemental planes. They come in six varieties, each one representing the mixture of two elements. Ageless tricksters, mephits gather in large numbers on the Elemental Planes and in the Elemental Chaos. They also find their way to the Material Plane, where they prefer to dwell in places where their base elements are abundant. For example, a magma mephit is composed of earth and fire, and it favors volcanic lairs, while an ice mephit, which is composed of air and water, favors frigid locales. Elemental Nature. A mephit doesn’t require food, drink, or sleep. Steam Mephit Composed of fire and water, steam mephits leave trails of hot water wherever they go, and they hiss with tendrils of steam. Bossy and hypersensitive, they are the self-appointed overlords of all mephits. Traits Death Burst : When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage. Innate Spellcasting (1/Day) : The mephit can innately cast blur , requiring no material components. Its innate spellcasting ability is Charisma. Actions Claws : Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire damage. Steam Breath (Recharge 6) : The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one. Variant: Summon Mephits (1/Day) : The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Steamwerks Golem","description":"A steamwerks golem is a curious collection of heavy industrialized armor, machines and plating rolled into a large—but surprisingly agile—construct. It is a bloated thing of iron and steel, filthy with soot and oil, its rusting form belying its considerable quickness. Steam belches from innumerable vents and apertures and its movement accompanied by the scraping and grinding sound of protesting metal. Standing at just over ten feet tall and weighing 2,700 pounds, the steamwerks golem is able to repeat simple phrases programmed into its making during creation. Industrial Construction. Certain companies use steamwerks golems for harder work—and create larger specimens as a result. Many specialize in work such as deep mining or dangerous security work. Tales abound of vast steamwerks golems the size of small towns that are used to coordinate various tasks into a single entity; that these creatures—like their flesh golem cousins—occasionally go berserk is a secret few wish to admit to; steamwerks golems become so common in some places that they can outnumber employees. Built-In Weaponry. Steamwerks golems are created with an ability to understand and use weapons, in the same way as a construct generally in human form. 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He is exceptionally handsome, with neat silver hair and deep green eyes, and carries himself with the grace of a dancer. A strip of cloth was torn from the left sleeve of Steel Crane’s white robe during the raid on Candlekeep, and Steel Crane hasn’t yet bothered to mend the garment. The robe’s damage is clearly visible—evidence of Steel Crane’s role in the theft. Personality Trait . “The technique of the Immortal Lotus is beautiful and powerful. I will succeed Master Bak Mei.” Ideal . “The ancient traditions and secret martial arts must be preserved and learned. Hiding them away in libraries dishonors our teachers.” Bond . “The Immortal Lotus is my new family. Bak Mei will lead me to a brighter future.” Flaw . “The monks of my old temple know my shameful history. I can never return.” Traits Unarmored Defense . While Steel Crane is wearing no armor and wielding no shield, his AC includes his Wisdom modifier. Actions Multiattack . Steel Crane makes three attacks. Force Strike . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) force damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the start of Steel Crane’s next turn. Whip . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 6 (1d4 + 4) slashing damage or, if the target is a creature, Steel Crane can grapple the target instead (escape DC 15). Steel Crane can’t make attacks with the whip while using it to grapple a creature. Anytime on his turn, he can release a creature grappled by the whip (no action required). Heal Self (Recharges after a Long Rest). Steel Crane regains 2d8 + 4 hit points, and all levels of exhaustion end on him. Reactions Deflect Missile . In response to being hit by a ranged weapon attack, Steel Crane deflects the missile. The damage he takes from the attack is reduced by 1d10 + 10. If the damage is reduced to 0, Steel Crane catches the missile if it’s small enough to hold in one hand and Steel Crane has a hand free. Slow Descent (3/Day). When Steel Crane falls, he can slow his descent, taking no damage from the fall.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Expansion":9505,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Steel Defender","description":"By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the steel defender stat block. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have your smith’s tools with you. If you already have a steel defender from this feature, the first one immediately perishes. Improved Defender At 15th level, your steel defender becomes more powerful: Your steel defender gains a +2 bonus to Armor Class. Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"neutral","Expansion":4480},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Steel Defender (PB 2)","description":"See Battle Smith feature \"Steel Defender\".","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Steel Defender (PB 2)","description":"By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the steel defender stat block. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have your smith’s tools with you. If you already have a steel defender from this feature, the first one immediately perishes. Improved Defender At 15th level, your steel defender becomes more powerful: Your steel defender gains a +2 bonus to Armor Class. Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":4480,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Steel Defender (PB 3)","description":"See Battle Smith feature \"Steel Defender\".","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Steel Defender (PB 3)","description":"By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the steel defender stat block. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have your smith’s tools with you. If you already have a steel defender from this feature, the first one immediately perishes. Improved Defender At 15th level, your steel defender becomes more powerful: Your steel defender gains a +2 bonus to Armor Class. Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":4480,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Steel Defender (PB 4)","description":"By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the steel defender stat block. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have your smith’s tools with you. If you already have a steel defender from this feature, the first one immediately perishes. Improved Defender At 15th level, your steel defender becomes more powerful: Your steel defender gains a +2 bonus to Armor Class. Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":4480,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Steel Defender (PB 4)","description":"See Battle Smith feature \"Steel Defender\".","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Steel Defender (PB 5)","description":"See Battle Smith feature \"Steel Defender\".","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Steel Defender (PB 5)","description":"By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the steel defender stat block. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have your smith’s tools with you. If you already have a steel defender from this feature, the first one immediately perishes. Improved Defender At 15th level, your steel defender becomes more powerful: Your steel defender gains a +2 bonus to Armor Class. Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":4480,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Steel Defender (PB 6)","description":"See Battle Smith feature \"Steel Defender\".","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Steel Defender (PB 6)","description":"By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the steel defender stat block. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have your smith’s tools with you. If you already have a steel defender from this feature, the first one immediately perishes. Improved Defender At 15th level, your steel defender becomes more powerful: Your steel defender gains a +2 bonus to Armor Class. Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Expansion":4480,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Steel Predator","description":"A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles. Modron Engineering. Steel predators are created by a particular hexton modron, using a machine located in the city of Sigil. It wasn’t always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious hexton was lauded for its invention—until it turned its creations against its superiors. Steel predators wreaked havoc across the modron hierarchy until the rogue hexton was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator. Assassins on Demand. To create a steel predator, the hexton’s machine must be fed something that identifies the predator’s target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search⁠ of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell. Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that case, it does what it must to fulfill its mission. Rogue Killers. If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it’s broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however, causing the steel predator to linger in the area, hunting and killing other creatures that resemble its target, that fit the target’s general description, or that simply live nearby. Such rogues become the most dangerous of predators. Constructed Nature. A steel predator doesn’t require air, food, drink, or sleep. Traits Innate Spellcasting. The steel predator’s innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components: 3/day each: dimension door (self only), plane shift (self only) Magic Resistance⁠. The steel predator has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. The steel predator’s weapon attacks are magical. Actions Multiattack. The steel predator makes three attacks: one with its bite and two with its claw. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage. Stunning Roar (Recharge 5–6). The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it’s holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Steel Predator","description":"A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles. Steel predators are created by a unique modron, using a machine located in the city of Sigil. It wasn’t always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious modron was lauded for its invention—until it turned these creations against its superiors. Steel predators wreaked havoc against the modron hierarchy until the rogue modron was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator. To create a steel predator, the modron’s machine must be fed something that identifies the predator’s target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell. Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that case, it does what it must to fulfill its mission. If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it’s broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however, in which case the steel predator lingers in the area, hunting and killing other creatures that resemble its target or that simply live nearby. Such rogue predators are dangerous to anyone in the vicinity. Traits Magic Resistance. The steel predator has advantage on saving throws against spells and other magical effects. Unusual Nature. The steel predator doesn’t require air, food, drink, or sleep. Actions Multiattack. The steel predator makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) lightning damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) force damage. Spellcasting. The steel predator casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability: 3/day each: dimension door (self only), plane shift (self only) Stunning Roar (Recharge 5–6). The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 33 (6d10) thunder damage, drops everything it’s holding, and is stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn’t stunned.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Typically Lawful Neutral","Expansion":14934,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Steel Sentry","description":"The sentry is a serpentine construct with a frame of armored plates connected by steaming metal coils. Its crystalline eyes glow with a bright red light. Traits Legendary Resistance (3/Day). If the sentry fails a saving throw, it can choose to succeed instead. Spider Climb. The sentry can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The sentry makes two attacks: one with its bite and one to constrict. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 22(3d10+6) piercing damage. Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the sentry isn’t already constricting a creature, and the target is restrained until this grapple ends. Flame Breath (Recharge 5–6). The sentry exhales a line of flame that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. Swallow. The sentry makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the sentry, and it takes 21 (6d6) fire damage at the start of each of the sentry’s turns. A sentry can have only one creature swallowed at a time. If the sentry takes 30 damage or more on a single turn from the swallowed creature, the sentry must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the sentry. If the sentry dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Legendary Actions The sentry can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sentry regains spent legendary actions at the start of its turn. Detect. The sentry makes a Wisdom (Perception) check. Move. The sentry moves up to half its speed without provoking any opportunity attacks. Sweep (Costs 3 Actions). The sentry whips its serpentine tail in a 15-foot cone. Each creature in the area must succeed on a DC 18 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"unaligned","Expansion":15703,"Challenge Rating":12},"publisher":"MCDM Productions","book":"Arcadia Issue No. 2"},{"name":"Steelfang Mercenary","description":"Clad in rough hides and furs, these loud and gruff mercenaries have the distinct ability to change their forms and become animalistic bloodthirsty monsters. They have a dark reputation for their brutal fighting styles, complete lack of rules or honor, and animalistic nature. One thing is for sure: a Steelfang Mercenary knows how to get the job done, for the right price. “Every nation says they have the greatest warriors and the most skilled fighting styles, but they all burn in a fireball just the same.”","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human shapechanger)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Stegosaurus","description":"The Monster Manual has statistics for several kinds of dinosaurs. This entry provides one more. This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages. Actions Tail : Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Stegosaurus","description":"This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages. Actions Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6+5) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":7389,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Stegosaurus","description":"This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages. Actions Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast (Dinosaur)","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Stegosaurus","description":"This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages. Actions Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast (Dinosaur)","Alignment":"Unaligned","Expansion":31454,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Stellar Bunny","description":"Stellar Bunny Likes: playing in the night sky, being cuddled and stroked, leafy greens Dislikes : confinement, predators with sharp teeth, jump scares Shy and kind-hearted, stellar bunnies are tiny celestial critters that hover jollily in the sky and glow with soft starlight. Wary of predators and erratic mortals, stellar bunnies will often use their starry camouflage to observe a creature while hiding against the clear night sky. If they decide it’s safe to approach, they will carefully fly closer to the creature and make their presence known with a polite and often timid telepathic whisper. Stellar bunnies love being cuddled and stroked by creatures they trust. When content, they express their gratitude by glowing a little bit brighter and sending their friends small telepathic messages of appreciation. Peaceful by nature, a stellar bunny will never seek combat. If it feels threatened, a stellar bunny will emit concentrated starlight from its body to dazzle its enemies and fly away from danger. Familiar . At the gamemaster’s discretion, a player character who can cast find familiar may choose the form of a stellar bunny for their familiar.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial","Alignment":"typically neutral good","Expansion":18016,"Challenge Rating":0},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Stellar Rorqual","description":"This massive cetacean swims through the Void while crackling lines of energy race between the crystal formations on its body and massive, feather-like flippers. Born in the Void. Stellar rorqual are born, live, and die in the depths of the space between the stars. Generally peaceful creatures, they live to impossibly old age, singing their ancient songs to each other across immense distances. Living Starships. Those lucky or skilled enough can use a stellar rorqual as a living ship to provide passage between planes. This partnership can be based on friendship or domination, depending on the method of training. Communication with the rorqual is mostly telepathic, and the crystalline growths on the inside of its jaws display what the rorqual sees. Though a stellar rorqual finds it uncomfortable, it can enter the Material Plane from the Void to load or disembark passengers. When this occurs, the rorqual lands in an available ocean, if possible. Solar Feeders. The stellar rorqual does not need to eat and seldom opens its actual mouth. As it travels the Void, it absorbs solar energy from stars, which forms crystalline growths on the rorqual’s body. The growths slowly release the energy into the rorqual, providing it with the only form of sustenance it needs. Void Traveler. The stellar rorqual doesn’t require air, food, drink, sleep, or ambient pressure.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"neutral","Expansion":8073,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Stench Kow","description":"These orange and green misshapen bison are native to the Lower Planes. They have resistance to cold, fire, and poison damage, darkvision out to a range of 60 feet. Traits Charge : If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage. Stench : Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour. Actions Gore : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Stench Kow","description":"Stench kows are misshapen bison native to the Lower Planes. These orange and green creatures defend themselves by exuding a miasma so hideous as to be toxic. Some mischievous and malevolent wizards have summoned stench kows to the Material Plane, disguised the creatures as oxen, and let the infernal bison loose on unsuspecting villages. Cattle Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them. Traits Stench. Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of all stench kows for 1 hour. Actions Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the stench kow moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 7 (2d6) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Cattle)","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Sterling Vermin (PB 2)","description":"Traits Keen Sense. When you bond to the sterling vermin, choose two from hearing, sight, and smell. The vermin has advantage on Wisdom (Perception) checks it makes that rely on one or more of the chosen senses. Vermin Nimbleness. The sterling vermin can squeeze through a space as narrow as three inches wide, and it can move through and occupy the space of any creature that is of its size or larger. It can attempt to hide even when it is obscured only by a creature that is at least one size larger than it. It has advantage on Dexterity (Stealth) checks it makes to hide within your clothing or packs, such as in a hood, pocket, or fold. Clever Evasion. When the sterling vermin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It has advantage on Dexterity saving throws while it occupies the same space as a creature larger than it. Relentless Curiosity. The sterling vermin’s natural weapon counts as a set of thieves’ tools for the purpose of disarming traps and picking locks. It adds its PB to any ability check it makes using its natural weapon as thieves’ tools. Magic Weapons. Once you reach 6th level in this class, the sterling vermin’s natural weapon is magical. Actions (Requires your Bonus Action) Natural Weapon. Melee Weapon Attack: your Dexterity modifier + 2 (PB) to hit, reach 5 ft., one target. Hit: 1d4 + 2 (PB) damage. The damage type is bludgeoning, piercing, or slashing; you choose one of these damage types when you bond to the sterling vermin. Pickpocket. The sterling vermin stows one object within or retrieves an object from a container within its reach that is worn or carried by another creature whose space the vermin occupies. It then makes a Dexterity (Sleight of Hand) check against the target’s passive Perception score. On a success, the vermin completes the task undetected.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sterling Vermin (PB 3)","description":"Traits Keen Sense. When you bond to the sterling vermin, choose two from hearing, sight, and smell. The vermin has advantage on Wisdom (Perception) checks it makes that rely on one or more of the chosen senses. Vermin Nimbleness. The sterling vermin can squeeze through a space as narrow as three inches wide, and it can move through and occupy the space of any creature that is of its size or larger. It can attempt to hide even when it is obscured only by a creature that is at least one size larger than it. It has advantage on Dexterity (Stealth) checks it makes to hide within your clothing or packs, such as in a hood, pocket, or fold. Clever Evasion. When the sterling vermin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It has advantage on Dexterity saving throws while it occupies the same space as a creature larger than it. Relentless Curiosity. The sterling vermin’s natural weapon counts as a set of thieves’ tools for the purpose of disarming traps and picking locks. It adds its PB to any ability check it makes using its natural weapon as thieves’ tools. Magic Weapons. Once you reach 6th level in this class, the sterling vermin’s natural weapon is magical. Actions (Requires your Bonus Action) Natural Weapon. Melee Weapon Attack: your Dexterity modifier + 3 (PB) to hit, reach 5 ft., one target. Hit: 1d4 + 3 (PB) damage. The damage type is bludgeoning, piercing, or slashing; you choose one of these damage types when you bond to the sterling vermin. Pickpocket. The sterling vermin stows one object within or retrieves an object from a container within its reach that is worn or carried by another creature whose space the vermin occupies. It then makes a Dexterity (Sleight of Hand) check against the target’s passive Perception score. On a success, the vermin completes the task undetected.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sterling Vermin (PB 4)","description":"Traits Keen Sense. When you bond to the sterling vermin, choose two from hearing, sight, and smell. The vermin has advantage on Wisdom (Perception) checks it makes that rely on one or more of the chosen senses. Vermin Nimbleness. The sterling vermin can squeeze through a space as narrow as three inches wide, and it can move through and occupy the space of any creature that is of its size or larger. It can attempt to hide even when it is obscured only by a creature that is at least one size larger than it. It has advantage on Dexterity (Stealth) checks it makes to hide within your clothing or packs, such as in a hood, pocket, or fold. Clever Evasion. When the sterling vermin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It has advantage on Dexterity saving throws while it occupies the same space as a creature larger than it. Relentless Curiosity. The sterling vermin’s natural weapon counts as a set of thieves’ tools for the purpose of disarming traps and picking locks. It adds its PB to any ability check it makes using its natural weapon as thieves’ tools. Magic Weapons. Once you reach 6th level in this class, the sterling vermin’s natural weapon is magical. Actions (Requires your Bonus Action) Natural Weapon. Melee Weapon Attack: your Dexterity modifier + 4 (PB) to hit, reach 5 ft., one target. Hit: 1d4 + 4 (PB) damage. The damage type is bludgeoning, piercing, or slashing; you choose one of these damage types when you bond to the sterling vermin. Pickpocket. The sterling vermin stows one object within or retrieves an object from a container within its reach that is worn or carried by another creature whose space the vermin occupies. It then makes a Dexterity (Sleight of Hand) check against the target’s passive Perception score. On a success, the vermin completes the task undetected.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sterling Vermin (PB 5)","description":"Traits Keen Sense. When you bond to the sterling vermin, choose two from hearing, sight, and smell. The vermin has advantage on Wisdom (Perception) checks it makes that rely on one or more of the chosen senses. Vermin Nimbleness. The sterling vermin can squeeze through a space as narrow as three inches wide, and it can move through and occupy the space of any creature that is of its size or larger. It can attempt to hide even when it is obscured only by a creature that is at least one size larger than it. It has advantage on Dexterity (Stealth) checks it makes to hide within your clothing or packs, such as in a hood, pocket, or fold. Clever Evasion. When the sterling vermin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It has advantage on Dexterity saving throws while it occupies the same space as a creature larger than it. Relentless Curiosity. The sterling vermin’s natural weapon counts as a set of thieves’ tools for the purpose of disarming traps and picking locks. It adds its PB to any ability check it makes using its natural weapon as thieves’ tools. Magic Weapons. Once you reach 6th level in this class, the sterling vermin’s natural weapon is magical. Actions (Requires your Bonus Action) Natural Weapon. Melee Weapon Attack: your Dexterity modifier + 5 (PB) to hit, reach 5 ft., one target. Hit: 1d4 + 5 (PB) damage. The damage type is bludgeoning, piercing, or slashing; you choose one of these damage types when you bond to the sterling vermin. Pickpocket. The sterling vermin stows one object within or retrieves an object from a container within its reach that is worn or carried by another creature whose space the vermin occupies. It then makes a Dexterity (Sleight of Hand) check against the target’s passive Perception score. On a success, the vermin completes the task undetected.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Sterling Vermin (PB 6)","description":"Traits Keen Sense. When you bond to the sterling vermin, choose two from hearing, sight, and smell. The vermin has advantage on Wisdom (Perception) checks it makes that rely on one or more of the chosen senses. Vermin Nimbleness. The sterling vermin can squeeze through a space as narrow as three inches wide, and it can move through and occupy the space of any creature that is of its size or larger. It can attempt to hide even when it is obscured only by a creature that is at least one size larger than it. It has advantage on Dexterity (Stealth) checks it makes to hide within your clothing or packs, such as in a hood, pocket, or fold. Clever Evasion. When the sterling vermin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It has advantage on Dexterity saving throws while it occupies the same space as a creature larger than it. Relentless Curiosity. The sterling vermin’s natural weapon counts as a set of thieves’ tools for the purpose of disarming traps and picking locks. It adds its PB to any ability check it makes using its natural weapon as thieves’ tools. Magic Weapons. Once you reach 6th level in this class, the sterling vermin’s natural weapon is magical. Actions (Requires your Bonus Action) Natural Weapon. Melee Weapon Attack: your Dexterity modifier + 6 (PB) to hit, reach 5 ft., one target. Hit: 1d4 + 6 (PB) damage. The damage type is bludgeoning, piercing, or slashing; you choose one of these damage types when you bond to the sterling vermin. Pickpocket. The sterling vermin stows one object within or retrieves an object from a container within its reach that is worn or carried by another creature whose space the vermin occupies. It then makes a Dexterity (Sleight of Hand) check against the target’s passive Perception score. On a success, the vermin completes the task undetected.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Expansion":20542},"publisher":"Sterling Vermin Adventuring Co.","book":"The Ultimate Adventurer's Handbook"},{"name":"Steros the Jancan","description":"Steros belongs to a rare breed of cyclopes known as jancan. He was born with ten fingers per hand and ten toes per foot. Like all jancan, he is a cunning artificer, and he possesses incredible skills at the forge. He was born and raised among the cyclopes at Praxys, the Tower of Sydon. Steros stands only 9 feet tall, much shorter than other cyclopes. He was the butt of every joke at Praxys, and even Sydon treated him with contempt. Steros feels resentful toward his “family”, and he hopes to prove that they have always underestimated him. Steros’s father once served the lizard king on Fire Island, but he was captured by the Amazons during a raid. When this news reached Sydon, he sent Steros to the lizard king to replace his missing father. Talented Craftsman Steros is an amazing craftsman, known for his ability to engineer incredibly life-like clockwork animals. He designed his magic monocle that grants him special powers and compensates for his race’s poor vision. Steros can operate the Mithral Forge just as well as Volkan, and his monocle can be used in place of Pythor’s Hammer. Roleplaying Steros Insecure . Steros has always felt as that everyone is secretly laughing at him. He even misinterprets simple greetings and commands as somehow insulting. He’s too much of a coward to act on his anger, though. Awkward . Steros plans to betray the heroes, but he’s comically bad at hiding it. He even twirls his moustache and cackles to himself about his own cunning plans when he thinks no one is looking.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"lawful neutral","Expansion":4963,"Challenge Rating":6},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Stheno","description":"This lithe yet muscular creature has a winged and golden-skinned female torso atop a serpentine lower body clad in scales of tarnished brass. Her fingers are tipped with golden claws and her face flickers between passing beauty and a twisted mask of torment surmounted by a nest of golden serpents with glowing eyes. Immortal Vitality. A stheno does not age and is immune to aging effects and disease.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":20},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Sticky Slime","description":"Slime Deep in the murky marshes of the Mokk Fields, where water lays stagnant and the stench of decay permeates all, the worlds of life and death intertwine. Within this ominous mire lurk some of the most unusual natural predators in Humblewood. Collectively known as “slimes”, these oozes move slowly through the muck, well-camouflaged by the dark and pungent waters, waiting to devour any hapless being that wanders within reach. Slimes are easily provoked, and while it isn’t difficult to outrun one, some who have strayed into a slime’s territory only find out too late that they have been detected. Fortunately for many swampland travelers, slimes have a slow metabolism, and can go without feeding for long periods. In addition to being an important part of the ecosystem, many slimes are either naturally magical, or yield organic materials which are in high demand among mages, scholars, and researchers. While slime hunting is a dangerous undertaking, the perch of Winnowing Reach was built on the labor of so-called “slime-wranglers”, whose skill collecting valuable residue from live slimes is directly responsible for transforming the once minor outpost into a thriving site for scholarly innovation. Three main types of slimes have been classified, but as magical creatures with strange properties, it’s speculated that more elusive slime species might exist somewhere in the remote swamps. The three documented types are: caustic slimes, shifting slimes, and sticky slimes. Sticky Slime A semi-solid type of ooze, sticky slimes are far more robust than their cousins. Experienced slime wranglers know never to attack them directly with weapons. The rubbery bodies of sticky slimes can suck a blade out of a wielder’s hands, leaving the attacker unarmed. True to Form Sticky slimes are wholly described by their name. They leave a trail of extremely thick adhesive residue in their wake. While the residue itself is harmless, it can trap adventurers where they stand, and sticky slimes tend to live in proximity of far more threatening monsters.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":5991,"Challenge Rating":"1/8"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Stimfay","description":"Stimfay Companion At 3rd level, The Amazonian Conclave archetype of the Ranger ( See Odyssey of the Dragonlords Compenium Expansion ) construct a stimfay companion to accompany you on your travels. Stimfay are clockwork birds of prey that assist an Amazon with stalking her quarry. Choose from the following list of creatures for your stimfay’s appearance: eagle, harrier, hawk, kite, osprey, owl, or archaeopteryx. Your stimfay’s appearance does not affect its abilities, but it does influence its personality. In areas that are open to the sky, you can direct your stimfay to spend 10 minutes scouting the surrounding 1 mile radius and report back to you with anything it has seen. It comprehends instructions that you give it in any language. It speaks in a series of clicks and squawks that only you can understand. The stimfay obeys your commands to the best of its abilities, and it acts on your initiative in combat. If you are incapacitated, your stimfay acts on its own. Your stimfay has hit points equal to 15 + your ranger level, and it adds your proficiency bonus to its attacks, damage, saving throws, and ability save DCs. It regains any lost hit points during a long rest. If it is ever destroyed, you may spend 8 hours to fully repair it.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":4963,"Challenge Rating":"1/2"},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Stirge","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Blood Drain : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"2 (1d4)","CHA":6,"CON":11,"DEX":16,"INT":2,"STR":4,"WIS":8,"Size":"Tiny","Type":"beast","Speed":"10 ft., fly 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068952/AeYcq4MKNYAoutiA8njvBw/original.png","Roll 0":"Blood Drain\n1d20 + 5\n1d4+3","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":25,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Blood Drain\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d4 + 3\",\"Damage Type\":\"piercing\",\"Desc\":\"The stirge attaches to the target While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge\"}]","data-CHA-mod":"-2","data-CON-mod":"+0","data-DEX-mod":"+3","data-INT-mod":"-4","data-STR-mod":"-3","data-SizeNum":0,"data-WIS-mod":"-1","Challenge Rating":"1/8","Passive Perception":9,"data-CrNum":0.125,"data-AcNum":14,"data-HpNum":2},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Stirge","description":"This horrid flying creature looks like a cross between a large bat and an oversized mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as it seeks its next meal. Stirges feed on the blood of living creatures, attaching and draining them slowly. Although they pose little danger in small numbers, packs of stirges can be a formidable threat, reattaching as quickly as their weakening prey can pluck them off. Blood Drain. A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh while using its pincer legs to latch on to the victim. Once the stirge has sated itself, it detaches and flies off to digest its meal. Actions Blood Drain : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5, 1d4 + 3, hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Stirge","description":"Stirges attach to living creatures and drain their blood. Packs of them can be a formidable threat, reattaching as quickly as their weakening prey can pluck them off. Actions Blood Drain : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5, 1d4 + 3, hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Stirge","description":"A stirge is a winged pest that feeds on the blood of living creatures through its long proboscis. It uses its proboscis to pierce its victim’s flesh while clutching its prey with hooked claws. Actions Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) hit points. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points from the target or the target dies. A creature, including the target, can use its action to detach the stirge.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":17254,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Stirge","description":"A tiny winged insectoid with a long proboscis, the stirge feasts not on blood, but on their prey’s very soul. While feeding, a stirge poisons its target, eventually lulling them into a dazed stupor until the insectoid can devour their fill. Ill Omens. Experienced adventurers know that striges are drawn to areas of foul magic like those found in the lair of a vampire, lich, or evil mage. These fell beings encourage the striges to stay, feeding them prisoners or incompetent underlings. Stirge Brood. A single stirge is a minor annoyance—but it’s rare to find just one. Removing a single soul-sucking stirge from one’s body is unpleasant enough, but the true terror lies in wondering how many more remain in the shadows. Stirge nests typically contain several eager young broodlings, and while they lack the potent poison of their parents, broodlings attack in greater numbers. Stirge Companions. Should an adventurer adopt a stirge and provide plenty of villains to feast on, they’ll likely find the little insectoid makes quite a loyal companion. Content Warning: Soul Trauma You or your players may find it upsetting to describe a stirge sipping at their victim’s soul. If so, you can adjust the description for everyone’s enjoyment, making the stirge a creature who pumps venom into their victims instead. Traits Tiny Target. If the stirge is reduced to 0 hit points by any damage other than psychic while attached to another creature, that creature takes damage equal to half that dealt to the stirge. Actions Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 3 piercing damage, and the stirge can attach to the target and enter their space. While attached, the stirge moves with the target and can’t make Proboscis attacks. A creature who can reach the stirge can use an action to detach the stirge, shunting them into the nearest unoccupied space of the stirge’s choice. The stirge also detaches if they become grappled, incapacitated, prone, or restrained. Drain Essence. The stirge sips the life essence of a creature they are attached to who isn’t a Construct or an Undead. The creature loses 3 hit points and must succeed on a DC 12 Constitution saving throw or be poisoned until the end of the stirge’s next turn. If the creature is already poisoned, they also become dazed until the end of the stirge’s next turn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"1/8"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Stirge Broodling","description":"A tiny winged insectoid with a long proboscis, the stirge feasts not on blood, but on their prey’s very soul. While feeding, a stirge poisons its target, eventually lulling them into a dazed stupor until the insectoid can devour their fill. Ill Omens. Experienced adventurers know that striges are drawn to areas of foul magic like those found in the lair of a vampire, lich, or evil mage. These fell beings encourage the striges to stay, feeding them prisoners or incompetent underlings. Stirge Brood. A single stirge is a minor annoyance—but it’s rare to find just one. Removing a single soul-sucking stirge from one’s body is unpleasant enough, but the true terror lies in wondering how many more remain in the shadows. Stirge nests typically contain several eager young broodlings, and while they lack the potent poison of their parents, broodlings attack in greater numbers. Stirge Companions. Should an adventurer adopt a stirge and provide plenty of villains to feast on, they’ll likely find the little insectoid makes quite a loyal companion. Content Warning: Soul Trauma You or your players may find it upsetting to describe a stirge sipping at their victim’s soul. If so, you can adjust the description for everyone’s enjoyment, making the stirge a creature who pumps venom into their victims instead. Traits Minion. If the broodling takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the broodling takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Tiny Target. If the broodling is reduced to 0 hit points by any damage other than psychic while attached to another creature, that creature takes 1 damage of the same type. Actions Proboscis (Group Attack). Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and each broodling who joined the attack can attach to the target and enter their space. While attached, a broodling moves with the target and can’t make Proboscis attacks. The target or a creature who can reach them can use an action or bonus action to detach all broodlings, shunting them into the nearest unoccupied space of each broodling’s choice. The broodling also detaches if they become grappled, incapacitated, prone, or restrained. Drain Essence. The broodling sips the life essence of a creature they’re attached to who isn’t a Construct or an Undead. The creature loses 1 hit point.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"1/8"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Stirge Companion (PB 2)","description":"A tiny winged insectoid with a long proboscis, the stirge feasts not on blood, but on their prey’s very soul. While feeding, a stirge poisons its target, eventually lulling them into a dazed stupor until the insectoid can devour their fill. Ill Omens. Experienced adventurers know that striges are drawn to areas of foul magic like those found in the lair of a vampire, lich, or evil mage. These fell beings encourage the striges to stay, feeding them prisoners or incompetent underlings. Stirge Brood. A single stirge is a minor annoyance—but it’s rare to find just one. Removing a single soul-sucking stirge from one’s body is unpleasant enough, but the true terror lies in wondering how many more remain in the shadows. Stirge nests typically contain several eager young broodlings, and while they lack the potent poison of their parents, broodlings attack in greater numbers. Stirge Companions. Should an adventurer adopt a stirge and provide plenty of villains to feast on, they’ll likely find the little insectoid makes quite a loyal companion. Content Warning: Soul Trauma You or your players may find it upsetting to describe a stirge sipping at their victim’s soul. If so, you can adjust the description for everyone’s enjoyment, making the stirge a creature who pumps venom into their victims instead. Actions Signature Attack (Proboscis). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Destabilizing Attack ( 2 Ferocity). The stirge makes a signature attack. On a hit, the target also has disadvantage on the next attack they make before the end of their next turn. 3 rd Level: Quick Drink ( 5 Ferocity). The stirge makes a signature attack. On a hit, the target takes an extra PBd4 piercing damage and is poisoned until the end of their next turn. 5 th Level: Attach ( 8 Ferocity). The stirge makes a signature attack against a creature. On a hit, the target takes an extra PBd6 piercing damage and the stirge attaches to the target and enters their space. While attached, the stirge moves with the target and can’t attack any creature other than the target. If the stirge hits the target with an attack while attached, the target takes an extra PBd6 piercing damage. The stirge can use an action or bonus action to detach and move 5 feet into an unoccupied space without provoking opportunity attacks. The stirge also detaches if they become grappled, incapacitated, prone, or restrained, or if they take more than PB × 5 damage in a turn. Bonus Actions Essence Shared ( 2 /Long Rest). If the stirge’s caregiver is within 5 feet of them and the stirge isn’t attached to another creature, the stirge pumps life essence into the caregiver’s veins. The caregiver regains 1d6 plus PB hit points.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Stirge Companion (PB 3)","description":"A tiny winged insectoid with a long proboscis, the stirge feasts not on blood, but on their prey’s very soul. While feeding, a stirge poisons its target, eventually lulling them into a dazed stupor until the insectoid can devour their fill. Ill Omens. Experienced adventurers know that striges are drawn to areas of foul magic like those found in the lair of a vampire, lich, or evil mage. These fell beings encourage the striges to stay, feeding them prisoners or incompetent underlings. Stirge Brood. A single stirge is a minor annoyance—but it’s rare to find just one. Removing a single soul-sucking stirge from one’s body is unpleasant enough, but the true terror lies in wondering how many more remain in the shadows. Stirge nests typically contain several eager young broodlings, and while they lack the potent poison of their parents, broodlings attack in greater numbers. Stirge Companions. Should an adventurer adopt a stirge and provide plenty of villains to feast on, they’ll likely find the little insectoid makes quite a loyal companion. Content Warning: Soul Trauma You or your players may find it upsetting to describe a stirge sipping at their victim’s soul. If so, you can adjust the description for everyone’s enjoyment, making the stirge a creature who pumps venom into their victims instead. Actions Signature Attack (Proboscis). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Destabilizing Attack ( 2 Ferocity). The stirge makes a signature attack. On a hit, the target also has disadvantage on the next attack they make before the end of their next turn. 3 rd Level: Quick Drink ( 5 Ferocity). The stirge makes a signature attack. On a hit, the target takes an extra PBd4 piercing damage and is poisoned until the end of their next turn. 5 th Level: Attach ( 8 Ferocity). The stirge makes a signature attack against a creature. On a hit, the target takes an extra PBd6 piercing damage and the stirge attaches to the target and enters their space. While attached, the stirge moves with the target and can’t attack any creature other than the target. If the stirge hits the target with an attack while attached, the target takes an extra PBd6 piercing damage. The stirge can use an action or bonus action to detach and move 5 feet into an unoccupied space without provoking opportunity attacks. The stirge also detaches if they become grappled, incapacitated, prone, or restrained, or if they take more than PB × 5 damage in a turn. Bonus Actions Essence Shared ( 2 /Long Rest). If the stirge’s caregiver is within 5 feet of them and the stirge isn’t attached to another creature, the stirge pumps life essence into the caregiver’s veins. The caregiver regains 1d6 plus PB hit points.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Stirge Companion (PB 4)","description":"A tiny winged insectoid with a long proboscis, the stirge feasts not on blood, but on their prey’s very soul. While feeding, a stirge poisons its target, eventually lulling them into a dazed stupor until the insectoid can devour their fill. Ill Omens. Experienced adventurers know that striges are drawn to areas of foul magic like those found in the lair of a vampire, lich, or evil mage. These fell beings encourage the striges to stay, feeding them prisoners or incompetent underlings. Stirge Brood. A single stirge is a minor annoyance—but it’s rare to find just one. Removing a single soul-sucking stirge from one’s body is unpleasant enough, but the true terror lies in wondering how many more remain in the shadows. Stirge nests typically contain several eager young broodlings, and while they lack the potent poison of their parents, broodlings attack in greater numbers. Stirge Companions. Should an adventurer adopt a stirge and provide plenty of villains to feast on, they’ll likely find the little insectoid makes quite a loyal companion. Content Warning: Soul Trauma You or your players may find it upsetting to describe a stirge sipping at their victim’s soul. If so, you can adjust the description for everyone’s enjoyment, making the stirge a creature who pumps venom into their victims instead. Actions Signature Attack (Proboscis). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Destabilizing Attack ( 2 Ferocity). The stirge makes a signature attack. On a hit, the target also has disadvantage on the next attack they make before the end of their next turn. 3 rd Level: Quick Drink ( 5 Ferocity). The stirge makes a signature attack. On a hit, the target takes an extra PBd4 piercing damage and is poisoned until the end of their next turn. 5 th Level: Attach ( 8 Ferocity). The stirge makes a signature attack against a creature. On a hit, the target takes an extra PBd6 piercing damage and the stirge attaches to the target and enters their space. While attached, the stirge moves with the target and can’t attack any creature other than the target. If the stirge hits the target with an attack while attached, the target takes an extra PBd6 piercing damage. The stirge can use an action or bonus action to detach and move 5 feet into an unoccupied space without provoking opportunity attacks. The stirge also detaches if they become grappled, incapacitated, prone, or restrained, or if they take more than PB × 5 damage in a turn. Bonus Actions Essence Shared ( 2 /Long Rest). If the stirge’s caregiver is within 5 feet of them and the stirge isn’t attached to another creature, the stirge pumps life essence into the caregiver’s veins. The caregiver regains 1d6 plus PB hit points.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Stirge Companion (PB 5)","description":"A tiny winged insectoid with a long proboscis, the stirge feasts not on blood, but on their prey’s very soul. While feeding, a stirge poisons its target, eventually lulling them into a dazed stupor until the insectoid can devour their fill. Ill Omens. Experienced adventurers know that striges are drawn to areas of foul magic like those found in the lair of a vampire, lich, or evil mage. These fell beings encourage the striges to stay, feeding them prisoners or incompetent underlings. Stirge Brood. A single stirge is a minor annoyance—but it’s rare to find just one. Removing a single soul-sucking stirge from one’s body is unpleasant enough, but the true terror lies in wondering how many more remain in the shadows. Stirge nests typically contain several eager young broodlings, and while they lack the potent poison of their parents, broodlings attack in greater numbers. Stirge Companions. Should an adventurer adopt a stirge and provide plenty of villains to feast on, they’ll likely find the little insectoid makes quite a loyal companion. Content Warning: Soul Trauma You or your players may find it upsetting to describe a stirge sipping at their victim’s soul. If so, you can adjust the description for everyone’s enjoyment, making the stirge a creature who pumps venom into their victims instead. Actions Signature Attack (Proboscis). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Destabilizing Attack ( 2 Ferocity). The stirge makes a signature attack. On a hit, the target also has disadvantage on the next attack they make before the end of their next turn. 3 rd Level: Quick Drink ( 5 Ferocity). The stirge makes a signature attack. On a hit, the target takes an extra PBd4 piercing damage and is poisoned until the end of their next turn. 5 th Level: Attach ( 8 Ferocity). The stirge makes a signature attack against a creature. On a hit, the target takes an extra PBd6 piercing damage and the stirge attaches to the target and enters their space. While attached, the stirge moves with the target and can’t attack any creature other than the target. If the stirge hits the target with an attack while attached, the target takes an extra PBd6 piercing damage. The stirge can use an action or bonus action to detach and move 5 feet into an unoccupied space without provoking opportunity attacks. The stirge also detaches if they become grappled, incapacitated, prone, or restrained, or if they take more than PB × 5 damage in a turn. Bonus Actions Essence Shared ( 2 /Long Rest). If the stirge’s caregiver is within 5 feet of them and the stirge isn’t attached to another creature, the stirge pumps life essence into the caregiver’s veins. The caregiver regains 1d6 plus PB hit points.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Stirge Companion (PB 6)","description":"A tiny winged insectoid with a long proboscis, the stirge feasts not on blood, but on their prey’s very soul. While feeding, a stirge poisons its target, eventually lulling them into a dazed stupor until the insectoid can devour their fill. Ill Omens. Experienced adventurers know that striges are drawn to areas of foul magic like those found in the lair of a vampire, lich, or evil mage. These fell beings encourage the striges to stay, feeding them prisoners or incompetent underlings. Stirge Brood. A single stirge is a minor annoyance—but it’s rare to find just one. Removing a single soul-sucking stirge from one’s body is unpleasant enough, but the true terror lies in wondering how many more remain in the shadows. Stirge nests typically contain several eager young broodlings, and while they lack the potent poison of their parents, broodlings attack in greater numbers. Stirge Companions. Should an adventurer adopt a stirge and provide plenty of villains to feast on, they’ll likely find the little insectoid makes quite a loyal companion. Content Warning: Soul Trauma You or your players may find it upsetting to describe a stirge sipping at their victim’s soul. If so, you can adjust the description for everyone’s enjoyment, making the stirge a creature who pumps venom into their victims instead. Actions Signature Attack (Proboscis). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Destabilizing Attack ( 2 Ferocity). The stirge makes a signature attack. On a hit, the target also has disadvantage on the next attack they make before the end of their next turn. 3 rd Level: Quick Drink ( 5 Ferocity). The stirge makes a signature attack. On a hit, the target takes an extra PBd4 piercing damage and is poisoned until the end of their next turn. 5 th Level: Attach ( 8 Ferocity). The stirge makes a signature attack against a creature. On a hit, the target takes an extra PBd6 piercing damage and the stirge attaches to the target and enters their space. While attached, the stirge moves with the target and can’t attack any creature other than the target. If the stirge hits the target with an attack while attached, the target takes an extra PBd6 piercing damage. The stirge can use an action or bonus action to detach and move 5 feet into an unoccupied space without provoking opportunity attacks. The stirge also detaches if they become grappled, incapacitated, prone, or restrained, or if they take more than PB × 5 damage in a turn. Bonus Actions Essence Shared ( 2 /Long Rest). If the stirge’s caregiver is within 5 feet of them and the stirge isn’t attached to another creature, the stirge pumps life essence into the caregiver’s veins. The caregiver regains 1d6 plus PB hit points.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Stone Creeper","description":"This plant looks like a cluster of vines with elongated tendrils and leaves. A clear fluid drips from its thorns and spatters on the floor around it. Feed on Stone. Stone creepers are semi-intelligent plants that feed on the mortar that holds structures together. They are commonly found in abandoned castles, ruins, and underground locations where the tunnels and chambers were reinforced with stone or brick. The stone creepers secrete acid into the mortar holding the building materials together, breaking it down quickly for easy consumption. Living Traps. Stone creepers are typically found deeply enmeshed within stone or bricks and hidden in walls. Most creatures that initially see them assume they are ordinary vines. If there is a threat below them, they hastily withdraw from their position, dislodging the bricks or rocks that fall down upon the intruders. Semi-Social. Stone creepers tend to live in groups of three to five. Often, they nearly encompass an entire room and feed upon it, waiting for hapless victims to enter a room. After they have consumed all the mortar and caused a collapse, they move on to new areas where they begin the process again.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Stone Cursed","description":"The stone cursed are spawned through a foul alchemical ritual performed on a humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit, animating the statue and turning it into a useful guardian⁠. Lingering Spirits. The stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being’s orders to the best of their ability. In combat, stony claws that drip with thick, gray sludge emerge from a stone cursed’s fingers. This alchemical sludge transforms those slashed by the claws into statues. A Strange Harvest. As part of the ritual used to create a stone cursed, a fist-sized obsidian skull forms within the creature’s torso. The skull isn’t visible while the stone cursed is active, but when it is slain, the statue shatters and the skull clatters to the ground. Because it is the nexus for the alchemy used to create these horrors, a dim echo of the original victim’s memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim’s past or find lore that otherwise would be lost. Constructed Nature. A stone cursed doesn’t require air, food, drink, or sleep. Cryptic Whispers Even though creatures transformed into stone cursed are long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed’s body. At the end of a short rest, a character can make a DC 20 Intelligence (Arcana) check to attempt to extract a memory from the skull—a memory that is a response to a verbal question posed by the character to the skull. Once this check is made, whether it succeeds or fails, the skull can’t be used in this manner again. Traits Cunning Opportunist. The stone cursed has advantage on the attack rolls of opportunity attacks. False Appearance. While the stone cursed remains motionless, it is indistinguishable from a normal statue. Actions Petrifying Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Stone Cursed","description":"Stone cursed are spawned through a foul alchemical ritual performed on a Humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit, animating the statue and turning it into a useful guardian. Stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being’s orders to the best of their ability. In combat, stony claws that drip with thick, gray sludge emerge from a stone cursed’s fingers. This alchemical sludge transforms those slashed by the claws into statues. As part of the ritual used to create a stone cursed, a fist-sized obsidian skull forms within the creature’s torso. The skull isn’t visible while the stone cursed is active, but when it is slain, the statue shatters and the skull clatters to the ground. Because it is the nexus for the alchemy used to create these horrors, a faint echo of the original victim’s memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim’s past or find lore that otherwise would be lost. Cryptic Whispers Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed’s body. At the end of a short rest, a character can make a DC 20 Intelligence (Arcana) check to attempt to extract a memory from the skull that is a response to a verbal question posed to the skull by the character. Once this check is made, whether it succeeds or fails, the skull can’t be used in this manner again. Traits Cunning Opportunist. The stone cursed has advantage on the attack rolls of opportunity attacks. False Appearance. If the stone cursed is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the stone cursed move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the stone cursed isn’t a statue. Unusual Nature. The stone cursed doesn’t require air, food, drink, or sleep. Actions Petrifying Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Stone Defender","description":"Never depend on something built by a gnome. You can always rely on a gnome to take a good idea and make it impractical. —Mordenkainen Clockworks The gnomes’ efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations. Constructed Nature. A clockwork doesn’t require air, food, drink, or sleep. Stone Defender⁠ Thick plates of stone riveted onto a stone defender⁠ give it substantial protection and allow it to conceal itself against a stony surface. Its chief role isn’t as an ambusher, however, but as a bodyguard for gnomes and other clockworks. Individual Designs A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation⁠. A clockwork can be customized by adding clockwork enhancements. Traits False Appearance. While the stone defender⁠ remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface. Magic Resistance⁠. The stone defender⁠ has advantage on saving throws against spells and other magical effects. Actions Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone. Reactions Intercept Attack. In response to another creature within 5 feet of it being hit by an attack⁠ roll, the stone defender⁠ gives that creature a +5 bonus to its AC against that attack⁠, potentially causing a miss. To use this ability, the stone defender⁠ must be able to see the creature and the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Source":"Mordenkainen's Tome of Foes","Alignment":"Unaligned","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Stone Drake","description":"Stone drakes mark their territories on hills and mountains with rocky outcroppings, perfectly blending in with their surroundings. These drakes are expert ambushers and can swiftly move from one crevice to another without getting noticed. When faced against overwhelming odds, they use their powerful breath weapon - an acid breath so extremely potent that it can melt through a victim's armor. Powerful lords and mages that can speak draconic capture young stone drakes and train them to guard their keeps' walls and dungeons from intruders. Traits Ambusher. The drake has advantage on attack rolls against any creature it has surprised. Perfect Climber. The drake has advantage on Strength (Athletics) checks made while climbing. Stone Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The drake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) acid damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Acid Breath (Recharge 5–6). The drake exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 17 Dexterity saving throw. On a failed save, the creature takes 21 (6d6) acid damage. If the saving throw fails by 5 or more, its armor also takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed. On a successful save, the target takes half as much damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Stone Drake","description":"I used to run this great con. Off-worlders would come here hoping to kill that old drake in the wastes like they were in some sort of SIM game. If they were idiots, that’s on them, but their money spent well enough. Then an esper came and actually talked to the beast. Now that thing is hunting me. Drakes Drakes are powerful, intelligent reptilian creatures that lair in secluded planetary regions. They are an offshoot of the extremely rare dragon species, which has existed since long before recorded history. Like many draconic creatures, drakes live for centuries. Due to their unique elemental nature, however, some believe their origins may be linked to primordials. Several features are shared among the different types of drakes. They are reptilian in form with long necks and thick, pointed tails. They have frontal appendages that end in a deadly, sharp talon. Their wings fold outward from behind these appendages, allowing them to be tucked behind their backs when on the ground. This is where the similarities end, as each type of drake adopts a particular elemental nature that determines both its abilities and primary habitat. Callous and Malevolent. By nature, drakes are both arrogant and fiercely hostile toward other creatures. They pride themselves on their draconic origins, dispensing cruel treatment on weaker creatures while plotting to take what belongs to those more powerful. They carry a particular hatred for humanoids, who have come into constant conflict with their kind over many generations. Primordial Anima. Drakes nest in areas where their elemental nature is most prevalent. They can travel to areas outside of their chosen climate but rarely do they remain there for long. Even rarer still are drakes being found in areas where their primordial nature is unlikely to be found. An ice drake, for example, would likely avoid any regions of extreme heat, such as deserts or volcanos. Even drakes are not fully aware of their origins, save that they are descended from dragons. Some believe drakes were the forged creations of dragons rather than an offspring or variant of the species.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":9},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Stone Giant","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Stone Camouflage : The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack : The giant makes two greatclub attacks. Greatclub : Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Rock : Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone . Reactions Rock Catching : If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"126 (11d12+55)","CHA":9,"CON":20,"DEX":15,"INT":10,"STR":23,"WIS":12,"Size":"Huge","Type":"giant","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"1d20 + 9\n3d8+6","Roll 1":"1d20 + 9\n4d10+6","Senses":"Darkvision 60 Ft.","Skills":"Athletics +12, Perception +4","Source":"5th Edition SRD","data-XP":"2,900","Alignment":"Neutral","Languages":"Giant","data-List":"false","Token Size":3,"data-Traits":"[{\"Name\":\"Stone Camouflage\",\"Desc\":\"The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The giant makes two greatclub attacks.\"},{\"Name\":\"Greatclub\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"3d8 + 6\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Rock\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"9\",\"Reach\":\"60/240 ft.\",\"Target\":\"one target\",\"Damage\":\"4d10 + 6\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone\"}]","data-CHA-mod":"-1","data-CON-mod":"+5","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"+6","data-SizeNum":6,"data-WIS-mod":"+1","Saving Throws":"Dex +5, Con +8, Wis +4","data-Reactions":"[{\"Name\":\"Rock Catching\",\"Desc\":\"If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.\"}]","Challenge Rating":7,"Passive Perception":14,"data-CrNum":7,"data-AcNum":17,"data-HpNum":126},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Stone Giant","description":"\"Boulders assailed our walls and cast them down, leavin’ gaps through which the giants strode, weapons in hand.\" —Captain Dwern Addlestone’s partial account of the Siege of Sterngate Giants Ancient empires once cast long shadows over a world that quaked beneath the giants’ feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. Giants are almost as old as dragons, which were still young when the giants’ heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race’s glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. The Ordning Each of the main giant races—the cloud, fire, frost, hill, stone, and storm giants—are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. Regardless of a giant’s rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn’t considered evil to disrespect or even betray a giant of another type, merely rude. Stone Giant Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world. Inhabitants of a Stone World. Secluded caves are the homes of the stone giants. Cavern networks are their towns, rocky tunnels their roads, and underground streams their waterways. Isolated mountain ranges are their continents, with the vast spans of land between seen as oceans that the stone giants only rarely cross. In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement, far from the chittering of bats or the patrols paced out by the giants’ cave bear companions, are holy places where silence and darkness are complete. Stone takes on its most sacred quality in these cavern cathedrals, their buttresses and columns carved with a beauty that shames the legendary stonecraft of the dwarves. Carvers and Seers. Among stone giants, artistry ranks as the greatest virtue. They create intricate murals, paint sprawling murals across cavern walls, and indulge in a wide variety of other artistic disciplines. They esteem stone carving as the greatest of skills. Stone giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe’s best carvers as their leaders, shamans, and prophets. The holy hands of such giants become the hands of the god as they work. Graceful Athletes. Despite their great size and musculature, stone giants are lithe and graceful. Skilled rock throwers are granted positions of high rank in the giants’ ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to defend its home or attack its enemies. However, even in combat, artistry is key. A stone giant hurling a rock performs not just a feat of brute strength but also one of stunning athleticism and poise. Dreamers under Sky. Stone giants view the world outside their underground homes as a realm of dreams where nothing is entirely true or real. They behave in the surface world the way humanoids might behave in their own dreams, making little account for their actions and never fully trusting what they see or hear. A promise made above ground need not be kept. Insults can be made without apology. Killing prey or sentient beings is no cause for guilt in the dreaming world beneath the sky. Stone giants lacking in athletic grace or artistic skill dwell at the fringes of their society, serving as the tribe’s outlying guardians and far-wandering hunters. When trespassers stray too far into the mountain territory of a stone giant clan, those guardians greet them with hurled rocks and showers of splintered stone. Survivors of such encounters spread tales of stone giant violence, never realizing how little those brutes dwelling in the unreal dreaming world resemble their quiet and artistic kin. \"And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.\" —Elder Zelane of Istivin, recounting the Giant Wars Giant Gods When the giants’ ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants’ pantheon. Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind’s primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam’s daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. Traits Stone Camouflage : The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack : The giant makes two greatclub attacks. Greatclub : Melee Weapon Attack : +9 to hit, reach 15 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. Rock : Ranged Weapon Attack : +9 to hit, range 60/240 ft., one target. Hit : 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Reactions Rock Catching : If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Source":"MM1","Alignment":"neutral","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Stone Giant Champion of Ogremoch","description":"This evil and mighty giant leads followers of Ogrémoch against enemies of the Prince of Evil Earth. In combat, it casts spells and deliver powerful blows that can stun most enemies. Traits Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant makes three Greatclub attacks. Greatclub. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. If the target is a creature and the attack roll succeeds by 5 or more, the target must make a DC 19 Constitution saving throw or be stunned until the end of its next turn. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. Spellcasting. The giant casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): 1/day each: meld into stone, move earth, wall of stone Reactions Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. Unyielding. When the giant is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Move. The giant moves up to half its speed. Earth Stomp. The giant stomps the ground, creating an earth tremor that extends in a 15-foot radius. Other creatures standing on the ground in that area must succeed on a DC 19 Dexterity saving throw or be knocked prone. Greatclub (Costs 2 Actions). The giant attacks with its Greatclub.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Stone Giant Dreamwalker","description":"The giant presented here is more powerful than others of its kind, either because the gods have shown it favor or because fate has dealt it a bad hand and forced it to seek out other paths to power. The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that’s how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art hold less value there. Dream Dwellers. Stone giants sometimes go on dream quests in the surface world, seeking inspiration for their art, to break a decades-long ennui, or out of simple curiosity. Some who go on these quests let themselves become lost in the dream. Other stone giants are banished to the surface as punishment. Regardless of the reason, if they don’t take shelter under stone, such individuals can become dreamwalkers. Dreamwalkers occupy an odd place of respect outside of stone giant ordning. They are considered outcasts, but their familiarity with the surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream. Mad Wanderers. Dreamwalkers are driven mad by isolation, shame, and their unendingly alien surroundings, and this madness leeches out into the world around them, affecting other creatures that get too close. Believing that they’re living in a dream and that their actions have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant in their mad minds. Over time, the collected things accrete to their bodies, becoming encased in stone. Traits Dreamwalker’s Charm : An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant’s Dreamwalker’s Charm for 24 hours. Actions Multiattack : The giant makes two attacks with its greatclub. Greatclub : Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Petrifying Touch : The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it. Rock : Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (stone giant)","Source":"Volo's Guide to Monsters","Alignment":"chaotic neutral","Expansion":1,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Stone Giant Dreamwalker","description":"The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that’s how they regard it—as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art hold less value there. Stone giants sometimes go on dream quests in the surface world, seeking inspiration for their art, a break from decades-long ennui, or satisfaction of simple curiosity. Some who go on these quests let themselves become lost in the dream. Other stone giants are banished to the surface as punishment. Regardless of the reason they ended up on the surface, if they don’t take shelter under stone, such stone giants can become dreamwalkers. Dreamwalkers occupy an odd place of respect outside the stone giant ordning. They are considered outcasts, but their familiarity with the surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream. Dreamwalkers become divorced from reality by isolation, shame, and their unendingly alien surroundings, and this delirium leaches out into the world around them, affecting other creatures that get too close. Believing that they’re living in a dream and that their actions have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant to them. Over time, the collected things accrete to their bodies, becoming encased in stone. Traits Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant’s Dreamwalker’s Charm for 24 hours. Actions Multiattack. The giant makes two Greatclub or Rock attacks. Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Petrifying Touch. The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature adhered to the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Neutral","Expansion":14934,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Stone Giant Earth Shaman","description":"The earth shaman can control and manipulate the earth around itself, enabling it to create an aura of swirling dirt and dust that can blind anything caught in it, as well as cause the very ground to ripple like a giant wave, bludgeoning those unfortunate enough to get caught within in it. Traits Aura of Earth. If the giant isn't incapacitated, any creature that starts its turn within 5 feet of the giant must make a DC 17 Constitution saving throw or be blinded until the end of the stone giant's next turn by the dirt and soil that swirls constantly around the stone giant. Stone giants and creatures native to the elemental plane of earth are immune to this effect. Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The giant makes two Maul attacks. Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: druidcraft, guidance, mending, mold earth 1/day each: bones of the earth, spike growth, stoneskin, transmute rock, wall of stone Rippling Earth (Recharges 5–6). The giant causes the earth to suddenly move in a violent, cascading motion in a 30-foot line that is 10 feet wide. Each creature standing on the ground in that line must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 31 (5d12) bludgeoning damage, is pushed up to 10 feet, and is knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Reactions Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Neutral","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Stone Giant Earthsinger","description":"The earthsinger is a bardic spellcaster that is able to animate and command the earth with its mystic music. Traits Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The giant makes two Spear attacks. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 14 (3d6 + 4) piercing damage, or 17 (3d8 + 4) piercing damage if used with two hands to make a melee attack. Spellcasting. The giant casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: mending, minor illusion, thunderclap (2d6) 1/day each: dissonant whispers, earth tremor, glyph of warding, slow, thunderwave Earthsing (Recharges after a Short or Long Rest). The giant performs a magical song or tune and targets a 10-foot square section of earth it can see within 60 feet of it. The ability functions like a move earth spell but only affects a 10-foot square area and lasts for 1 minute. Alternatively, the giant can choose to animate the 10-foot square section of earth, transforming it into a Large humanoid form not unlike an earth elemental. For the purposes of combat, the animated earth has the same stats of an earth elemental. It moves up to 30 feet, and makes one Slam attack at one creature of the giant's choice within 5 feet of the animated earth. The giant can use a bonus action to cause it to move 30 feet to another spot within 60 feet of it. As part of the same bonus action, it can cause the animated earth to make one Slam attack at one creature within 5 feet of it. The giant can use its reaction to make the animated earth perform opportunity attacks. The animated earth remains for 1 minute, until the giant dies or until it dismisses it as an action. Reactions Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Neutral","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Stone Giant of Evil Earth","description":"Stone giants with a bent toward cruelty and destruction might reject the gods of the Ordning and turn to the worship of Ogrémoch, the Prince of Evil Earth. These giants view the surface world not as a realm of dream but as a nightmare worthy only of destruction, so they lend their strength to cults that plan to reduce the world to rubble. Outfitted in heavy armor crafted to resemble the cult’s patron, stone giants of Evil Earth wield weapons that pulse with thunderous energy. These giants serve as the muscle for the cult, wielding their might to destroy the surface world in the name of Ogrémoch. Actions Multiattack. The giant makes two Thundering Stone Club or Boulder attacks in any combination. Thundering Stone Club. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The giant can cause the club to emit a burst of energy that deals 10 (3d6) thunder damage to each creature, other than the giant, within 30 feet of the target. The club can emit a burst this way only once per turn. Boulder. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or have the prone condition. After the giant throws the boulder, roll a d6; on a roll of 3 or lower, the giant has no more boulders to throw. Reactions Unyielding. In response to failing a saving throw to avoid being moved, having the prone condition, or both, the giant succeeds instead.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Neutral Evil","Expansion":24749,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Stone Giant Rockspeaker","description":"Stone giants practice rune magic more than other giants do, perhaps because of these giants’ interest in and aptitude for carving stone. Stone giants who combine this magic with prodigious artistic skill are called rockspeakers. Within their communities, they act as leaders and oracles. Rockspeakers incorporate crystals and stones into their clothing and embed them in their skin. By invoking the power of their stone runes, these giants can turn these crystals into scintillating works of art. In combat, rockspeakers can use this same magic to cause their crystals to emit brilliantly colored, intense beams of light than can sear flesh and inhibit enemies. Traits Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead. Stone Rune. The giant has a stone rune inscribed on a mineral object in its possession. While holding or wearing the object bearing the rune, the giant can use its Prismatic Rays action. The object bearing the rune has AC 18; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a stone rune on an object in its possession when it finishes a short or long rest. Actions Multiattack. The giant makes three Prism Staff attacks. Prism Staff. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 13 (3d8) radiant damage. Exploding Geode. The giant throws a geode at a point within 60 feet of itself, and the geode explodes in a dazzling flash. Each creature in a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) piercing damage plus 13 (3d8) radiant damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only. After the giant throws the geode, roll a d6; on a roll of 4 or lower, the giant has no more geodes to throw. Prismatic Rays (Requires Stone Rune). The giant's stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. For each creature in that area, roll a d6 to determine what ray affects it: 1-2: Blazing Red. On a failed save, the creature takes 35 (10d6) radiant damage and has the blinded condition until the end of the giant's next turn. On a successful save the creature takes half as much damage only. 3-4: Dreadful Blue. On a failed save, the creature takes 35 (10d6) necrotic damage and has the frightened condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only. 5-6: Sapping Green. On a failed save, the creature takes 35 (10d6) force damage and has the incapacitated condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant (Wizard)","Alignment":"Any Alignment","Expansion":24749,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Stone Giant Skirmisher","description":"Stone giant skirmishers serve behind the front lines of a stone giant war party. Incredibly agile and nimble, skirmishers use a combination of stealth and speed to close the distance between its opponents or retreat behind cover. These stone giants are master spear and rock throwers, hitting vital points with cruel accuracy. Traits Skirmish Advantage. Once per turn, when the giant attacks while on a space that is at least 15 feet away from where it started its turn, it gains advantage on that attack roll. Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The giant makes two Spear attacks. Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 15 ft. or range 60/180 ft., one target. Hit: 16 (3d6 + 6) piercing damage, or 19 (3d8 + 6) piercing damage if used with two hands to make a melee attack. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Bonus Actions Lightfooted. The giant takes the Dash or Disengage action. Reactions Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. Skirmisher. When an enemy the giant can see ends its turn in a space within 5 feet of it, the giant can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Stone Giant Thane","description":"The stone giant thane is the traditional ruler of all stone giant kind. It lives deep in its underground stone fortress and is always surrounded by its fiercest stone giant wardens and shamans. It doesn't need their protection, however. The stone giant thane, a fearsome warrior that can draw arcane power from the earth, is powerful enough to defend himself even against the mightiest foes. Traits Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The giant makes two Maul attacks. Maul. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. Spellcasting. The giant casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16): 2/day each: erupting earth, flesh to stone, meld into stone, stone shape 1/day each: bones of the earth, stoneskin, wall of stone Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Move. The giant moves up to half its speed. Direct Ally (Costs 2 Actions). The giant targets one ally it can see within 30 feet of it. If the target can see and hear the giant, the target can use its reaction to move up to half its speed and make one weapon attack. Maul (Costs 2 Actions). The giant makes a Maul attack. Cast a Spell (Costs 3 Actions). The giant uses Spellcasting. Reactions Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Stone Giant Variant","description":"Some adult stone giants like to grab enemies and fling them through the air. They can also roll boulders across the ground, striking multiple enemies in a line. These abilities are represented by the following action options. Fling Rolling Rock Traits Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The giant makes two greatclub attacks. Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown. Rolling Rock. The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save. Reactions Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral","Expansion":7387,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Stone Giant Warden","description":"As its title suggests, the normally solitary stone giant warden is a fierce guardian that serves to defend its territory. In the event of intruders, a warden can summon earthen pseudopods from the ground to hold and entangle its targets. Traits Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The giant makes two Warhammer attacks. Warhammer. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage or 25 (3d10 + 7) bludgeoning damage if used with two hands. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. Earth's Wrath (Recharges after a Short or Long Rest). The giant targets up to three visible creatures standing on the ground within 60 feet of it. Earth elemental-like pseudopods rise from the ground and grab at each target. The creature must succeed on a DC 15 Strength or Dexterity saving throw (its choice). On a failed save, a creature takes 9 (2d8) bludgeoning damage and is restrained for 1 minute. A creature that starts its turn restrained takes 9 (2d8) bludgeoning damage. A restrained creature can repeat the saving throw at the end of each of its turns. On a success, it frees itself and the pseudopod disappears. Spellcasting. The giant casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): 3/day each: aid, cure wounds 1/day each: dispel magic, ice storm, plant growth, stoneskin Bonus Actions Earth Smite. Immediately after the giants hits a target that is standing on the ground with an attack roll, the giant deals an extra 9 (2d8) force damage and forces that target to make a DC 19 Strength saving throw. On a failed save, the target is pushed up to 10 feet away and knocked prone. Reactions Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Stone Giant Warlock of Ogremoch","description":"Evil, ambitious stone giants that crave more power or seek vengeance sometimes enter into pacts with Ogrémoch. In return, they gain the ability to cast spells that conjure, command and manipulate the earth. Traits Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The giant makes two Quarterstaff attacks. Quarterstaff. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, or 18 (3d8 + 5) bludgeoning damage if used with two hands. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Spellcasting. The giant casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: jump, levitate (self only), poison spray (2d12), prestidigitation, silent image, true strike 2/day (as 5th-level spells): erupting earth, hellish rebuke, hold monster, spike growth, meld into stone, thunder step, wall of stone Summon Earth Elemental (1/Day). The giant summons 1d4 Medium Earth elementals ( Monster Manual Expanded ) or 1 Large Earth Elemental. The elementals appear in unoccupied spaces within 30 feet of the giant and act as its ally. The elementals act right after the giant on the same initiative count and fight until they are destroyed. They remain for 1 hour, until they or the giant dies, or until the giant dismisses them as an action. Reactions Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. Unyielding. When the giant is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Stone Golem","description":"\"Beyond the unopenable doors lay a grand hall ending before a towering stone throne, upon which sat an iron statue taller and wider than two men. In one hand it clutched an iron sword, in the other, a feather whip. We should have turned back then.\" —Mordenkainen the Archmage, chronicling his party’s harrowing exploits in the dungeons below Maure Castle Golems Golems are made from humble materials—clay, flesh and bones, iron, or stone—but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator’s orders, and it protects or attacks as that creator demands. To create a golem, one requires a manual of golems (see the Dungeon Master’s Guide ). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type. Elemental Spirit in Material Form. The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem’s creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work. After constructing the body from clay, flesh, iron, or stone, the golem’s creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem’s creator. Ageless Guardians. Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells. A golems can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master. Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can’t fulfill its orders, a golem might react violently—or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them. A golem can’t think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep. Stone Golem Stone golems display great variety in shape and form, cut and chiseled from stone to appear as tall, impressive statues. Though most bear humanoid features, stone golems can be carved in any form the sculptor can imagine. Ancient stone golems found in sealed tombs or flanking the gates of lost cities sometimes take the forms of giant beasts. Like other golems, stone golems are nearly impervious to spells and ordinary weapons. Creatures that fight a stone golem can feel the ebb and flow of time slow down around them, almost as though they were made of stone themselves. Traits Immutable Form : The golem is immune to any spell or effect that would alter its form. Magic Resistance : The golem has advantage on saving throws against spells and other magical effects. Magic Weapons : The golem's weapon attacks are magical. Actions Multiattack : The golem makes two slam attacks. Slam : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 19 (3d8 + 6) bludgeoning damage. Slow (Recharge 5-6) : The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"MM1","Alignment":"unaligned","Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Stone Golem","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Immutable Form : The golem is immune to any spell or effect that would alter its form. Magic Resistance : The golem has advantage on saving throws against spells and other magical effects. Magic Weapons : The golem's weapon attacks are magical. Actions Multiattack : The golem makes two slam attacks. Slam : Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Slow (Recharge 5-6) : The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"178 (17d10+85)","CHA":1,"CON":20,"DEX":9,"INT":3,"STR":22,"WIS":11,"Size":"Large","Type":"construct","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068967/5SchkrhUXM8HUDJe2VitUA/original.png","Roll 0":"1d20 + 10\n3d8+6","Senses":"Darkvision 120 Ft.","Source":"5th Edition SRD","data-XP":"5,900","Alignment":"Unaligned","Languages":"Understands The Languages Of Its Creator But Can't Speak","data-List":"false","Immunities":"Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine","Token Size":2,"data-Traits":"[{\"Name\":\"Immutable Form\",\"Desc\":\"The golem is immune to any spell or effect that would alter its form.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The golem has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Magic Weapons\",\"Desc\":\"The golem's weapon attacks are magical.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The golem makes two slam attacks.\"},{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"3d8 + 6\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Slow (Recharge 5-6)\",\"Desc\":\"The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]","data-CHA-mod":"-5","data-CON-mod":"+5","data-DEX-mod":"-1","data-INT-mod":"-4","data-STR-mod":"+6","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":10,"Passive Perception":10,"Condition Immunities":"Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned","data-CrNum":10,"data-AcNum":17,"data-HpNum":178},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Stone Golem","description":"Crafted by powerful mages in service to the Shadow, these towering humanoid statues are brought to a foul mockery of life, that they might crush Izrador’s enemies and batter down their strongholds. Their “magically animated” stone forms are all but impervious to damage and their presence on any battlefield strikes fear into any who stand against the Shadow. Traits Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Actions Multi-­attack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 6) bludgeoning damage. Slow (Recharge 5-­6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":30502,"Challenge Rating":10},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Stone Golem Sentinel","description":"Twice as large as the standard stone golem, these giants are thankfully very rare due to the cost and time to make one. These highly-prized sentinels are found guarding main temples, archmage towers, and royal crypts, sometimes even sculpted as the god its owners worship. In combat, they can slam the ground so hard, it causes a powerful shockwave that can strike nearby foes and knock them prone. Traits Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Actions Multiattack. The golem makes two Slam attacks and uses Slow if available. Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage. If the target is a creature and the attack roll against the target succeeds by 5 or more, the target must succeed on a DC 21 Constitution saving throw or be stunned until the end of the golem's next turn. Ground Smash (Recharge 5–6). The golem slams the ground, triggering an earth tremor and violently pelting the area around it with debris. Each creature on the ground within 15 feet of the golem must succeed on a DC 21 Strength saving throw. On a failed save, a creature takes 26 (4d8 + 8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Slow (Recharge 5–6). The golem targets one or more creatures it can see within 15 feet of it. Each target must make a DC 20 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effect s last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Stone Golem, Damaged","description":"Through valiant effort and powerful magics, the Elven emissary and her loyal bodyguards have damaged the near-­impervious form of this stone golem. They have paid dearly for the damage they have dealt, but through their efforts they have not only compromised it structurally, they have also managed to weaken the enchantments that animate the construct. Traits Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Actions Multi-­attack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":30502,"Challenge Rating":6},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Stone Juggernaut","description":"A stone juggernaut is a rolling construct imbued with enough awareness to avoid obvious dangers such as open pits and chasms. It trundles across open battlefields or rolls down dungeon corridors, crushing anyone in its path. Every stone juggernaut has a unique shape and appearance. One might resemble an elephant with bejeweled tasks, while another might look like a scowling demon with flaming eyes and obsidian teeth. A stone juggernaut is fast, but it lacks maneuverability and can move in only one direction on its turn. It poses little danger to creatures it can't crush beneath its rollers. Its best tactic is to slam into a creature, knock it prone, and then roll over it. Traits Devastating Roll. The juggernaut can move through the space of a prone creature. A creature whose space the juggernaut enters for the first time on a turn must make a DC 17 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Immutable Form. The juggernaut is immune to any spell or effect that would alter its form. Regeneration. As long as it has 1 hit point left, the juggernaut magically regains all its hit points daily at dawn. The juggernaut is destroyed and doesn’t regenerate if it drops to 0 hit points. Siege Monster. The juggernaut deals double damage to objects and structures. Actions Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":7389,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Stone Juggernaut","description":"A stone juggernaut is a rolling construct imbued with enough awareness to avoid obvious dangers such as open pits and chasms. It trundles across open battlefields or rolls down dungeon corridors, crushing anyone in its path. Every stone juggernaut has a unique shape and appearance. One might resemble an elephant with bejeweled tusks, while another might look like a scowling demon with flaming eyes and obsidian teeth. A stone juggernaut is fast, but it lacks maneuverability and can move in only one direction on its turn. It poses little danger to creatures it can’t crush beneath its rollers. Its best tactic is to slam into a creature, knock it prone, and then roll over it. Traits Devastating Roll. The juggernaut can move through the space of a prone creature. A creature whose space the juggernaut enters for the first time on a turn must make a DC 17 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Immutable Form. The juggernaut is immune to any spell or effect that would alter its form. Regeneration. As long as it has 1 hit point left, the juggernaut magically regains all its hit points daily at dawn. The juggernaut is destroyed and doesn’t regenerate if it drops to 0 hit points. Siege Monster. The juggernaut deals double damage to objects and structures. Actions Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":31454,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Stone Sister","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":1},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Stone-Eater Slime","description":"This translucent orange blob scoots along a smooth stone floor, leaving pits and scores in the surface as it passes. Stone-eater slimes burbled up from a pit of vitriolic acid earth elementals refer to as the Great Dissolution. They infest underground caverns and have migrated to many mountain ranges. Their paths often cross with mineral oozes (see Tome of Beasts 2), which they occasionally consume. Fortunate slimes encounter mineral oozes just as they've encased a meal, doubling the bounty for the slimes. Hated by Medusas. Stone-eater slimes consume stone and favor petrified creatures and worked stone to all other forms of stone. They can petrify prey, but their petrification is unreliable, often ending before the slime has completed its meal. Thus, they lurk in the lairs of basilisks, medusas, and other creatures capable of petrifying prey. Less intelligent creatures, like basilisks, pay little attention to the slimes, as the creatures consume their stony meals too quickly for the slimes to have an appreciable impact. However, medusas and others who cultivate their petrified victims as statuary despise stone-eater slimes, who first mar and later completely destroy the perfect stone. Incidental Hazards. Stone-eater slimes wear grooves and pits into the stone where they live. While the slimes keep away from heavily trafficked areas, they eventually do enough damage to less-frequented areas to create dangerous pit traps or weaken stone ceilings to produce deadfalls. Kobolds and other trap-savvy creatures entice stone-eater slimes into their lair, scattering worked stone in an area they want the slimes to excavate. Amorphous . The stone-eater slime can move through a space as narrow as 1 inch wide without squeezing. Ooze Nature . The stone-eater slime doesn't require sleep. Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack . The stone-eater slime makes two Slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) acid damage. The target must succeed on a DC 14 Constitution saving throw or become petrified for 1 minute. A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Dissolve Stone . The stone-eater slime touches a petrified creature or a nonmagical object or structure made of crystal or stone within 5 feet of it, ingesting some of the stone. If the object isn't being worn or carried, the touch destroys a 6-inch cube of it, and the slime regains 10 (3d6) hp. If the object is being worn or carried by a creature, the creature can make a DC 14 Dexterity saving throw to avoid the slime's touch. If the target is a petrified creature, it must make a DC 14 Constitution saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. Being petrified doesn't give the creature resistance to this damage. The slime regains hp equal to half the damage taken. If the object touched is stone armor or a stone shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held stone weapon, it takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.","properties":{"Category":"Monsters","Size":"Small","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Stoneback Isopod","description":"Stoneback isopods usually scavenge forest floors, but in the depths of urban sewers, they grow far more formidable than their rural counterparts. These mastiff-sized bugs seek out dark, humid places to feed on decaying plants, decomposing matter, or anything slow enough to catch. They lurk in running water, blending with stones in the channel—then when a delicious meal passes by, the isopod clamps down with powerful mandibles. Protective Carapace. When threatened, the stoneback isopod protects themself by curling the folds of their rocky carapace together into a sturdy defensive ball, granting them significant protection against attackers. Large Broods. Stoneback isopods lay huge tracts of eggs that hatch fully grown broods. They’re rarely solitary, preferring to share plentiful feeding areas, then migrate as groups when food becomes scarce. Any Sewer Will Do. Stoneback isopods can survive in both bitter cold and scorching heat. Their diet of decaying matter makes them particularly adapted to sewers and urban living, where they can scavenge freely while sheltering in murky pools and drainage. Mystic Connection: Stoneback Isopod If you’re playing a beastheart and have a stoneback isopod companion, you gain the following benefit at 9th level when you gain the beastheart’s Mystic Connection feature: Stone Pereon. As a bonus action, you manifest rugged metameres on your back that last 10 minutes. For the duration, you gain a +2 bonus to AC and you can’t be flanked. Once you use this bonus action, you can’t do so again until you finish a long rest. Traits Amphibious. The isopod can breathe air and water. Stone Camouflage. The isopod has advantage on Dexterity (Stealth) checks to hide in rocky terrain. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Seize. Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: 7 (1d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the isopod can’t make a Seize attack against another target. Reactions Curl. When a creature within 5 feet of the isopod hits them with an attack, the isopod defensively rolls up inside their rocky carapace. The isopod gains a +2 bonus to AC against the triggering attack, and the attacker must succeed on a DC 14 Strength saving throw or take 4 (1d8) bludgeoning damage and be pushed 5 feet into an unoccupied space of the isopod’s choice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Stoneback Isopod Companion (PB 2)","description":"Stoneback isopods usually scavenge forest floors, but in the depths of urban sewers, they grow far more formidable than their rural counterparts. These mastiff-sized bugs seek out dark, humid places to feed on decaying plants, decomposing matter, or anything slow enough to catch. They lurk in running water, blending with stones in the channel—then when a delicious meal passes by, the isopod clamps down with powerful mandibles. Protective Carapace. When threatened, the stoneback isopod protects themself by curling the folds of their rocky carapace together into a sturdy defensive ball, granting them significant protection against attackers. Large Broods. Stoneback isopods lay huge tracts of eggs that hatch fully grown broods. They’re rarely solitary, preferring to share plentiful feeding areas, then migrate as groups when food becomes scarce. Any Sewer Will Do. Stoneback isopods can survive in both bitter cold and scorching heat. Their diet of decaying matter makes them particularly adapted to sewers and urban living, where they can scavenge freely while sheltering in murky pools and drainage. Traits Amphibious. The isopod can breathe air and water. Stone Camouflage. The isopod has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Mangling Attack (2 Ferocity). The isopod makes a signature attack. On a hit, the target’s speed is also reduced by 10 feet until the end of the isopod’s next turn. 3rd Level: Push Through (5 Ferocity). The isopod moves up to their walking speed without provoking opportunity attacks. While doing so, they can move through the spaces of Large or smaller creatures as if they were difficult terrain. If the isopod enters another creature’s space during this move, that creature must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Tackle (8 Ferocity). The isopod moves up to their speed without provoking opportunity attacks and makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). While grappled in this way, the target is dazed and restrained. Reactions Emergency Hug (Recharges after a Long Rest). When the isopod’s caregiver is hit with an attack while within 5 feet of the isopod, the isopod curls around the caregiver, giving the caregiver a +PB bonus to their AC against the attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Stoneback Isopod Companion (PB 3)","description":"Stoneback isopods usually scavenge forest floors, but in the depths of urban sewers, they grow far more formidable than their rural counterparts. These mastiff-sized bugs seek out dark, humid places to feed on decaying plants, decomposing matter, or anything slow enough to catch. They lurk in running water, blending with stones in the channel—then when a delicious meal passes by, the isopod clamps down with powerful mandibles. Protective Carapace. When threatened, the stoneback isopod protects themself by curling the folds of their rocky carapace together into a sturdy defensive ball, granting them significant protection against attackers. Large Broods. Stoneback isopods lay huge tracts of eggs that hatch fully grown broods. They’re rarely solitary, preferring to share plentiful feeding areas, then migrate as groups when food becomes scarce. Any Sewer Will Do. Stoneback isopods can survive in both bitter cold and scorching heat. Their diet of decaying matter makes them particularly adapted to sewers and urban living, where they can scavenge freely while sheltering in murky pools and drainage. Traits Amphibious. The isopod can breathe air and water. Stone Camouflage. The isopod has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Mangling Attack (2 Ferocity). The isopod makes a signature attack. On a hit, the target’s speed is also reduced by 10 feet until the end of the isopod’s next turn. 3rd Level: Push Through (5 Ferocity). The isopod moves up to their walking speed without provoking opportunity attacks. While doing so, they can move through the spaces of Large or smaller creatures as if they were difficult terrain. If the isopod enters another creature’s space during this move, that creature must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Tackle (8 Ferocity). The isopod moves up to their speed without provoking opportunity attacks and makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). While grappled in this way, the target is dazed and restrained. Reactions Emergency Hug (Recharges after a Long Rest). When the isopod’s caregiver is hit with an attack while within 5 feet of the isopod, the isopod curls around the caregiver, giving the caregiver a +PB bonus to their AC against the attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Stoneback Isopod Companion (PB 4)","description":"Stoneback isopods usually scavenge forest floors, but in the depths of urban sewers, they grow far more formidable than their rural counterparts. These mastiff-sized bugs seek out dark, humid places to feed on decaying plants, decomposing matter, or anything slow enough to catch. They lurk in running water, blending with stones in the channel—then when a delicious meal passes by, the isopod clamps down with powerful mandibles. Protective Carapace. When threatened, the stoneback isopod protects themself by curling the folds of their rocky carapace together into a sturdy defensive ball, granting them significant protection against attackers. Large Broods. Stoneback isopods lay huge tracts of eggs that hatch fully grown broods. They’re rarely solitary, preferring to share plentiful feeding areas, then migrate as groups when food becomes scarce. Any Sewer Will Do. Stoneback isopods can survive in both bitter cold and scorching heat. Their diet of decaying matter makes them particularly adapted to sewers and urban living, where they can scavenge freely while sheltering in murky pools and drainage. Traits Amphibious. The isopod can breathe air and water. Stone Camouflage. The isopod has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Mangling Attack (2 Ferocity). The isopod makes a signature attack. On a hit, the target’s speed is also reduced by 10 feet until the end of the isopod’s next turn. 3rd Level: Push Through (5 Ferocity). The isopod moves up to their walking speed without provoking opportunity attacks. While doing so, they can move through the spaces of Large or smaller creatures as if they were difficult terrain. If the isopod enters another creature’s space during this move, that creature must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Tackle (8 Ferocity). The isopod moves up to their speed without provoking opportunity attacks and makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). While grappled in this way, the target is dazed and restrained. Reactions Emergency Hug (Recharges after a Long Rest). When the isopod’s caregiver is hit with an attack while within 5 feet of the isopod, the isopod curls around the caregiver, giving the caregiver a +PB bonus to their AC against the attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Stoneback Isopod Companion (PB 5)","description":"Stoneback isopods usually scavenge forest floors, but in the depths of urban sewers, they grow far more formidable than their rural counterparts. These mastiff-sized bugs seek out dark, humid places to feed on decaying plants, decomposing matter, or anything slow enough to catch. They lurk in running water, blending with stones in the channel—then when a delicious meal passes by, the isopod clamps down with powerful mandibles. Protective Carapace. When threatened, the stoneback isopod protects themself by curling the folds of their rocky carapace together into a sturdy defensive ball, granting them significant protection against attackers. Large Broods. Stoneback isopods lay huge tracts of eggs that hatch fully grown broods. They’re rarely solitary, preferring to share plentiful feeding areas, then migrate as groups when food becomes scarce. Any Sewer Will Do. Stoneback isopods can survive in both bitter cold and scorching heat. Their diet of decaying matter makes them particularly adapted to sewers and urban living, where they can scavenge freely while sheltering in murky pools and drainage. Traits Amphibious. The isopod can breathe air and water. Stone Camouflage. The isopod has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Mangling Attack (2 Ferocity). The isopod makes a signature attack. On a hit, the target’s speed is also reduced by 10 feet until the end of the isopod’s next turn. 3rd Level: Push Through (5 Ferocity). The isopod moves up to their walking speed without provoking opportunity attacks. While doing so, they can move through the spaces of Large or smaller creatures as if they were difficult terrain. If the isopod enters another creature’s space during this move, that creature must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Tackle (8 Ferocity). The isopod moves up to their speed without provoking opportunity attacks and makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). While grappled in this way, the target is dazed and restrained. Reactions Emergency Hug (Recharges after a Long Rest). When the isopod’s caregiver is hit with an attack while within 5 feet of the isopod, the isopod curls around the caregiver, giving the caregiver a +PB bonus to their AC against the attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Stoneback Isopod Companion (PB 6)","description":"Stoneback isopods usually scavenge forest floors, but in the depths of urban sewers, they grow far more formidable than their rural counterparts. These mastiff-sized bugs seek out dark, humid places to feed on decaying plants, decomposing matter, or anything slow enough to catch. They lurk in running water, blending with stones in the channel—then when a delicious meal passes by, the isopod clamps down with powerful mandibles. Protective Carapace. When threatened, the stoneback isopod protects themself by curling the folds of their rocky carapace together into a sturdy defensive ball, granting them significant protection against attackers. Large Broods. Stoneback isopods lay huge tracts of eggs that hatch fully grown broods. They’re rarely solitary, preferring to share plentiful feeding areas, then migrate as groups when food becomes scarce. Any Sewer Will Do. Stoneback isopods can survive in both bitter cold and scorching heat. Their diet of decaying matter makes them particularly adapted to sewers and urban living, where they can scavenge freely while sheltering in murky pools and drainage. Traits Amphibious. The isopod can breathe air and water. Stone Camouflage. The isopod has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Mangling Attack (2 Ferocity). The isopod makes a signature attack. On a hit, the target’s speed is also reduced by 10 feet until the end of the isopod’s next turn. 3rd Level: Push Through (5 Ferocity). The isopod moves up to their walking speed without provoking opportunity attacks. While doing so, they can move through the spaces of Large or smaller creatures as if they were difficult terrain. If the isopod enters another creature’s space during this move, that creature must succeed on a DC 10 plus PB Strength saving throw or be knocked prone. 5th Level: Tackle (8 Ferocity). The isopod moves up to their speed without provoking opportunity attacks and makes a signature attack. On a hit, the target is also grappled (escape DC 10 plus PB). While grappled in this way, the target is dazed and restrained. Reactions Emergency Hug (Recharges after a Long Rest). When the isopod’s caregiver is hit with an attack while within 5 feet of the isopod, the isopod curls around the caregiver, giving the caregiver a +PB bonus to their AC against the attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Stonefist Devotee","description":"A stonefist devotee is a practitioner of the fighting techniques of earth elementals, studying and imitating their combat maneuvers. Daily practices have hardened the stonefist devotee’s body to withstand blows and focus their strength into their stone-like fists. Though far from elevation to Master, this monk has dedicated long years of its life to the rigorous training of mind, body, and soul.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any","Expansion":17604,"Challenge Rating":4},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Stoneghost","description":"Stoneghosts appear as calcified mountain dwarves still dressed in the work clothes they wore in life. Veins of iron pyrite run through their flesh and speckle their dead, gray eyes. Stoneghosts are the cursed forms of those dwarves who slew their comrades, transformed into undead creatures by the effects of the glitterdoom curse. TRAITS Stonewalk : A stoneghost can move through solid rock and earth with no penalty to speed and leaving no sign of its passage. A stoneghost cannot carry other creatures or objects through the stone while stonewalking. Trapped : Stoneghosts cannot leave the confines of the Knuckle’s upper level due to the glitterdoom curse. ACTIONS Calcifying Touch : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 4 (1d4+2) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or suffer one exhaustion level as his flesh becomes calcified and desiccated. Exhaustion levels are healed normally.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":17402,"Challenge Rating":2},"publisher":"Goodman Games","book":"Glitterdoom (FEF 1)"},{"name":"Stonemelder","description":"Stonemelders are spellcasters who gain their power from Ogrémoch, using elemental earth magic to sheathe their bodies in carapaces of rock. They are elite champions of the cult and answer only to the cult leaders. Not even the Black Earth priests tell stonemelders what to do. Each stonemelder carries a weapon known as a Black Earth rod. Such a rod is like an ordinary mace, but in the hands of a stonemelder, it serves as a conduit for Ogrémoch’s wrath. Black Earth Cultists Murderers, lunatics, hateful nihilists—these are the sort of people drawn to worship the might of Elemental Evil. The followers of evil elemental earth call themselves the Cult of the Black Earth, and dream of the day when earthquakes reduce the world of mortals to rubble. They seek to recruit evil or destructive monsters that burrow or dwell in the ground, and in fact emulate subterranean creatures to the greatest extent possible, using burrowing magic to carve out their hidden lairs. Black Earth cultists are slow to act, but when they do, they are utterly implacable. They are single-minded and stubborn, working tirelessly to undermine their enemies. They get along well with the Cult of the Crushing Wave, but they hate the Howling Hatred cult— elemental air is fickle and insubstantial compared to the power of elemental earth. Traits Death Burst. When the stonemelder dies, it turns to stone and explodes in a burst of rock shards, becoming a smoking pile of rubble. Each creature within 10 feet of the exploding stonemelder must make a DC 14 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Spellcasting. The stonemelder is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B): Cantrips (at will): acid splash, blade ward, light, mending, mold earth* 1st level (4 slots): expeditious retreat, false life, shield 2nd level (3 slots): Maximilian’s earthen grasp,* shatter 3rd level (3 slots): erupting earth,* meld into stone 4th level (1 slot): stoneskin Actions Black Earth Rod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage. The stonemelder can also expend a spell slot to deal extra damage, dealing 2d8 bludgeoning damage for a 1st level slot, plus an additional 1d8 for each level of the slot above 1st.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Storm Crab","description":"Given all the weird things that swim in the deep ocean, who am I to complain about a colossal crab with a poison stinger that can knock you away with a high-speed jet of water? —Bigby Storm crabs are colossal crustaceans with four monstrous claws and a poisonous stinger. Equally adept underwater or on shore, they can exhale a jet of pressurized water to crush foes. Giants on some worlds claim Stronmaus or one of his children created storm crabs in the early years of an ancient empire. Just as behirs were created to fight dragons on land and rocs to challenge dragons’ mastery of the sky, storm crabs were meant to battle dragon turtles, bronze dragons, and other aquatic foes. On many worlds, these creatures fiercely guard the underwater strongholds of storm giants, as well as the ruined keeps giants have abandoned. Traits Amphibious. The crab can breathe air and water. Actions Multiattack. The crab makes two Claw attacks and one Stinger attack. Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 16). The crab has four claws, each of which can grapple one target. Stinger. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 22 (3d10 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or have the poisoned and paralyzed conditions for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending both the poisoned and paralyzed conditions on itself on a success. Water Jet (Recharge 5-6). The crab exhales water in a 150-foot line that is 10 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) bludgeoning damage, is pushed up to 30 feet from the crab, and has the prone condition. On a successful save, a creature takes half as much damage only.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity","Alignment":"Unaligned","Expansion":24749,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Storm Crow","description":"Storm crows are birds born of the fury of a thunderstorm. When not taking wing in the tumultuous clouds and dancing amongst bolts of lightening, storm crows delight in the mischief of terrorizing lakeside villages and stealing baubles from fishermen.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Storm Elemental","description":"A storm elemental is a chaotically shifting mass of dark clouds, only illuminated by a core of blue, white or purple lightning that lets out loud thunderclaps whenever it flies at high speed. It is said that these elementals are born every time a powerful storm evoked by the Lord of the Sky takes place. They are spread out through high places where lightning strikes often strike the earth, or in the vast expanse of the sky above the ocean, where maritime storms manifest. However, they tend to be inactive unless rain or the clap of thunder are present. Temperamental Wanderer. Though not inherently antagonistic, the storm elemental is easily riled up. It might see something as harmless as an attempt at communication without the auran language as a threat and prepare to fight. Elementals These beings are intrinsically tied with the domains of various gods, even said to be divine servants at times. They are the object of study of many wizards and theologists for this reason. About the Greek Elementals These elementals very much resemble those present in the Monster Manual and work on similar mechanical structures. Elemental Nature: An elemental doesn’t require air, food, drink, or sleep. Subject to Conjuration: An spellcaster can summon these elementals through the conjure elementals spell, by using an appropriate spell slot to the Challenge Rating of each elemental. Traits Cloud Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Lightning Aura. Each creature that starts its turn within 10 feet of the elemental or moves there for the first time on its turn takes 5 (1d10) lightning damage. Actions Multiattack. The elemental makes two storm slam attacks. Storm Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 10 (3d6) lightning damage. The target can't take reactions until the start of its next turn. Storm Bolt. Ranged Weapon Attack: +8 to hit, reach 100/200ft., one target. Hit: 19 (4d6 + 5) lightning damage. Thunderous Nova (Recharge 5-6). The elemental creates a burst of ear-splitting thunder and lightning. Each creature within 30 feet of the elemental must make a DC 16 Constitution saving throw. On a failure, a target takes 7 (2d6) lightning damage plus 14 (4d6) thunder damage and is deafened. On a success, a target takes half the damage but isn't deafened. The deafness lasts until it is lifted by the lesser restoration spell or similar magic.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":29804,"Challenge Rating":7},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Storm Giant","description":"Traits Amphibious. The giant can breathe air and water. Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). The giant can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing Actions Multiattack. The giant makes two greatsword attacks. Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 35 (6d6 + 9) slashing damage. Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. Lightning Strike (Recharges after a Short or Long Rest). The giant hurls a magical lightning bold at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Storm Giant","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The giant can breathe air and water. Innate Spellcasting : The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic , feather fall , levitate , light 3/day each: control weather , water breathing Actions Multiattack : The giant makes two greatsword attacks. Greatsword : Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage. Rock : Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. Lightning Strike (Recharge 5-6) : The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"16 (Scale Mail)","HP":"230 (20d12+100)","CHA":18,"CON":20,"DEX":14,"INT":16,"STR":29,"WIS":18,"Size":"Huge","Type":"giant","Speed":"50 ft., swim 50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390068999/yChyXK2Dh5uR_zwKMqGbiQ/original.png","Roll 0":"Greatsword\n1d20 + 14\n6d6+9","Roll 1":"Rock\n1d20 + 14\n4d12+9","Roll 2":"Lightning Strike\n1d20 + 0\n12d8","Skills":"Arcana +8, Athletics +14, History +8, Perception +9","Source":"5th Edition SRD","data-XP":"10,000","Alignment":"Chaotic Good","Languages":"Common, Giant","data-List":"false","Immunities":"Lightning, Thunder","Spell Book":"Detect Magic, Feather Fall, Levitate, Light, Control Weather, Water Breathing","Token Size":3,"Resistances":"Cold","data-Spells":"{\"innate\":{\"at-will\":[\"detect magic\",\"feather fall\",\"levitate\",\"light\"],\"3/day\":[\"control weather\",\"water breathing\"]}}","data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The giant can breathe air and water.\"},{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The giant makes two greatsword attacks.\"},{\"Name\":\"Greatsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"14\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"6d6 + 9\",\"Damage Type\":\"slashing\"},{\"Name\":\"Rock\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"14\",\"Reach\":\"60/240 ft.\",\"Target\":\"one target\",\"Damage\":\"4d12 + 9\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Lightning Strike (Recharge 5-6)\",\"Desc\":\"The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+4","data-CON-mod":"+5","data-DEX-mod":"+2","data-INT-mod":"+3","data-STR-mod":"+9","data-SizeNum":6,"data-WIS-mod":"+4","Saving Throws":"Str +14, Con +10, Wis +9, Cha +9","Challenge Rating":13,"Passive Perception":19,"data-CrNum":13,"data-AcNum":16,"data-HpNum":230},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Storm Giant","description":"\"Boulders assailed our walls and cast them down, leavin’ gaps through which the giants strode, weapons in hand.\" —Captain Dwern Addlestone’s partial account of the Siege of Sterngate Giants Ancient empires once cast long shadows over a world that quaked beneath the giants’ feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old. Old as Legend. In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans. Giants are almost as old as dragons, which were still young when the giants’ heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race’s glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. The Ordning Each of the main giant races—the cloud, fire, frost, hill, stone, and storm giants—are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives. At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres. Regardless of a giant’s rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn’t considered evil to disrespect or even betray a giant of another type, merely rude. Storm Giant Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering emerald eyes. Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. They are benevolent and wise unless angered, in response to which the fury of a storm giant can affect the fate of thousands. Distant Prophet-Kings. Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts. Detached Oracles. Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek to restore what was lost when those empires fell. They don’t compete for status in the ordning but live out the centuries of their existence in contemplative seclusion, watching the starry heavens and the ocean’s depths for signs, symbols, and omens of Annam’s favor. Storm giants see the events of the world in a wide perspective. They can foretell the rise and fall of kings and empires, see the beginnings and ends of fortune and disaster, and find the patterns within seemingly unrelated events. By reading omens and prophesying, storm giants learn of vast secrets previously unknown and troves of lore utterly forgotten. Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in conflict. Storm giants have watched these events in the manner of mortal gods over many lifetimes, and they know it is pointless to intervene. Even so, a storm giant might willingly disclose certain secrets to benevolent beings that visit its remote domain with specific purpose. Such creatures must speak and act respectfully, however, for a storm giant roused to anger is a force of utter destruction. Solitary Lives. Storm giants communicate infrequently with others of their kind. They do so usually to compare signs and omens or engage in a rare courtship. Storm giant parents stay together to raise a child to maturity, then return to the solitary isolation they cherish. Some humanoid cultures worship storm giants as they would worship lesser gods, creating myths and stories around the giants’ exploits and vast knowledge. A storm giant is governed by the dictates of its conscience, however, and not by any culture’s laws or codes of honor. As such, a storm giant that bends its mind toward greed or gains a taste for petty power can easily become a terrible threat. \"And here is where Angerroth the barbarian fell against the giant horde. His bones are under that boulder over there.\" —Elder Zelane of Istivin, recounting the Giant Wars Giant Gods When the giants’ ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants’ pantheon. Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind’s primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam’s daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster. Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast. Traits Amphibious : The giant can breathe air and water. Innate Spellcasting : The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: • At will: detect magic , feather fall , levitate , light • 3/day each: control weather , water breathing Actions Multiattack : The giant makes two greatsword attacks. Greatsword : Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 30 (6d6 + 9) slashing damage. Rock : Ranged Weapon Attack : +14 to hit, range 60/240 ft., one target. Hit : 35 (4d12 + 9) bludgeoning damage. Lightning Strike (Recharge 5-6) : The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Source":"MM1","Alignment":"chaotic good","Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Storm Giant Blackguard","description":"Perhaps tempted by an archdevil or consumed by his thirst for vengeance or power, the once noble storm giant is now a blackguard, a malevolent tyrant seeking to subjugate everything - even other giants. Traits Amphibious. The giant can breathe air and water. Aura of Conquest. If the giant isn't incapacitated, a creature frightened of the giant that starts its turn within 30 feet of the giant takes 10 (3d6) psychic damage and has its speed is reduced to 0. Actions Multiattack. The giant makes two Glaive attacks or two Dread Bolt attacks. Glaive. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) slashing damage plus 9 (2d8) necrotic damage. Dread Bolt. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) necrotic damage, and the target must make a DC 19 Wisdom saving throw. On a failed save, the target is frightened of the giant until the end of the giant’s next turn. Lightning Strike (Recharge 5–6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 19 Dexterity saving throw, taking 63 (14d8) lightning damage on a failed save, or half as much damage on a successful one. Dreadful Aspect (Recharges after a Short or Long Rest). Each enemy within 30 feet of the giant succeed on a DC 19 Wisdom saving throw or be frightened of the giant for 1 minute. If a frightened target ends its turn more than 30 feet away from the giant, the target can repeat the saving throw, ending the effect on itself on a success. Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: detect magic, feather fall, levitate, light 3/day each: command, control weather, dispel magic, water breathing 1/day: banishment, destructive wave, find steed Bonus Actions Smite. Immediately after the giants hits a target with an attack roll, the giant forces that target to make a DC 19 Constitution saving throw. On a failed save, the target is blinded for 1 minute. The blinded target can repeat the save at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Storm Giant King","description":"Considered the mightiest of all giants, the storm giant king is both feared and revered by almost all giants. He often presides over a court comprised of influential representatives from each race of giant. In combat, a storm giant king's power is almost unmatched. Aside from his devastating melee attacks, he can also summon a great storm that can unleash multiple lightning bolts. Traits Amphibious. The giant can breathe air and water. Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead. Magic Weapons. The giant's weapon attacks are magical. Actions Multiattack. The giant makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage plus 4 (1d8) lightning damage. Rock. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage plus 14 (4d6) thunder damage. Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: detect magic, feather fall, levitate, light, thunder step (3d10) 3/day each: control weather, water breathing Lightning Storm (Recharge 5-6). A storm cloud instantly appears in the shape of a cylinder that is 10 feet tall with a 120-foot radius, centered on and directly above the giant. The giant chooses up to three points it can see under the cloud. A bolt of lightning flashes down from the cloud to each point. Each creature within 5 feet of that point must make a DC 19 Dexterity saving throw. A creature takes 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one lightning bolt strike is affected only once. If a creature fails its saving throw by 5 or more, it is also incapacitated until the end of its next turn. The storm cloud dissipates at the end of the turn. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Thunder Step. The giant casts thunder step . Attack (Costs 2 Actions). The giant makes a melee or ranged attack. Thunderbolt (Costs 2 Actions). The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 19 Dexterity saving throw, taking 13 (3d8) lightning damage and 13 (3d8) thunder damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw by 5 or more, it is also incapacitated until the end of its next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"typically Chaotic Good","Expansion":26536,"Challenge Rating":20},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Storm Giant Kraken Exarch","description":"Misguided worshippers of a kraken are sometimes gifted with power. The most devout of them become priests that slowly undergo horrific physical mutations, turning their appearances into the likeness of their very deity. Yet almost all of these priests end up becoming pawns and fodder for the kraken's schemes. In very rare instances, however, a kraken will answer the call of a fallen mighty creature, such as a storm giant who was either left for dead at the bottom of the ocean or simply seeking a patron to help it achieve its goals. Recognizing the benefits of having a powerful creature as its champion, the kraken grants it its wishes, bestowing some of its divine power, and making it its exarch. Traits Amphibious. The giant can breathe air and water. Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant makes two melee attacks or two ranged attacks. Trident. Melee or Ranged Weapon Attack: +14 to hit, reach 10 ft. or range 60/240 ft., one target. Hit: 18 (3d6 + 8) piercing damage, or 21 (3d8 + 8) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) thunder damage, and the target can’t take reactions until the end of the giant’s next turn. Tentacle. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The giant has eight tentacles, each of which can grapple one target. Thunderbolt. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 11 (2d10) lightning damage plus 11 (2d10) thunder damage, and the target is knocked prone. Lightning Strike (Recharge 5–6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 19 Dexterity saving throw, taking 63 (14d8) lightning damage on a failed save, or half as much damage on a successful one. Spellcasting. The giant casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 19): At will: command, create or destroy water 3/day each: control water, control weather, darkness, water breathing, water walk 1/day each: Evard’s black tentacles, maelstrom, tidal wave Voice of the Kraken (Recharges after a Short or Long Rest). A kraken speaks through the giant with a thunderous voice audible within 300 feet. Creatures of the giant’s choice that can hear the kraken’s words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 19 Wisdom saving throw or be frightened of the giant for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Tentacle. The giant makes a Tentacle attack. Thunder Strike (Costs 2 Actions). The giant makes a Trident or Thunderbolt attack. Cast a Spell (Costs 3 Actions). The giant uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Storm Giant Quintessent","description":"Zhents claim the Black Road the safest path across the desert of Anauroch, but there’s a stretch that passes near the sand-swallowed ruins of a once-great archa portal built by giants, some say. a sandstorm rages all around it, and in the storm some have seen a face: a giant scowling visage. —Elminster The giant presented here is more powerful than others of its kind, either because the gods have shown it favor or because fate has dealt it a bad hand and forced it to seek out other paths to power. To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, literally transforming into semiconscious storms. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence. Elemental Weapons. A storm giant quintessent sheds its armor and weapons, but gains the power to form makeshift weapons out of thin air. When the giant has no further use of them, or when the giant dies, its elemental weapons disappear. Forsaken Form. A storm giant quintessent can revert to its true giant form on a whim. The change is temporary but can be maintained long enough for the giant to communicate with a mortal, carry out a short task, or defend its home against aggressors. A Quintessent’s Lair A storm giant quintessent has no need for castles or dungeon lairs. Its lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. As befits the environment, the storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm. Lair Actions. A storm giant quintessent can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take a lair action to cause one of the following effects; the giant can’t use the same effect two rounds in a row: The giant creates a thunderclap centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. The giant creates a 20-foot-radius sphere of fog (or murky water within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can’t be dispersed by wind. The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a 50 percent chance of being extinguished. Regional Effects. The region containing a storm giant quintessent’s lair is warped by the giant’s presence, which creates one or more of the following effects: High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair. If the giant dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within 1d8 days. Traits Amphibious : The giant can breathe air and water. Actions Multiattack : The giant makes two Lightning Sword attacks or uses Wind Javelin twice. Lightning Sword : Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6 + 9) lightning damage. Wind Javelin : The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6 + 9) piercing damage to the target, striking unerringly. The javelin disappears after it hits. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The giant regains spent legendary actions at the start of its turn. Gust : The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses. Thunderbolt (2 Actions) : The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one. One with the Storm (3 Actions) : The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can’t take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. The giant can’t use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (storm giant)","Source":"Volo's Guide to Monsters","Alignment":"chaotic good","Expansion":1,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Storm Giant Quintessent","description":"To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, transforming into semiconscious storms. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence. A storm giant quintessent sheds their armor and weapons but gains the power to form makeshift weapons out of thin air. When the giant has no further use of these elemental weapons, or when the giant dies, the weapons disappear. A storm giant quintessent can revert to their true giant form temporarily and can maintain that form long enough for the giant to communicate with a mortal, carry out a short task, or defend their home against aggressors. A Quintessent’s Lair A storm giant quintessent has no need for castles or dungeon lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. The storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm, as befits the environment. Lair Actions A storm giant quintessent can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take one of the following lair actions; the giant can’t take the same lair action two rounds in a row: Deafening Boom. The giant creates a thunderclap centered on a point anywhere in their lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn. Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can’t be dispersed by wind. Gale. The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a 50 percent chance of being extinguished. Regional Effects The region containing a storm giant quintessent’s lair is warped by the giant’s presence, which creates one or more of the following effects: Downpour. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand forms deep drifts or dunes. Lightning. Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair. Winds. High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind. If the giant dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within 1d8 days. Traits Amphibious. The giant can breathe air and water. Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant makes two Lightning Sword attacks, or it uses Wind Javelin twice. Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6 + 9) lightning damage. Wind Javelin. The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin deals 19 (3d6 + 9) force damage to the target, striking unerringly. The javelin disappears after it hits. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The giant regains spent legendary actions at the start of its turn. Gust. The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around the target, who must succeed on a DC 18 Strength saving throw or be moved up to 20 feet in any horizontal direction the giant chooses. Thunderbolt (Costs 2 Actions). The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one. One with the Storm (Costs 3 Actions). The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can’t take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. The giant can’t use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Good","Expansion":14934,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Storm Giant Quintessent (GoSM)","description":"Some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, literally transforming into semiconscious storms. Traits Amphibious. The giant can breathe air and water. Actions Multiattack. The giant makes two Lightning Sword attacks or uses Wind Javelin twice. Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6 + 9) lightning damage. Wind Javelin. The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6 + 9) piercing damage to the target, striking unerringly. The javelin disappears after it hits. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The giant regains spent legendary actions at the start of its turn. Gust. The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses. Thunderbolt (2 Actions). The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one. One with the Storm (3 Actions). The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can’t take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. The giant can’t use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (storm giant)","Alignment":"chaotic good","Expansion":3905,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Storm Giant Skeleton","description":"Actions Multiattack . The giant makes two attacks with its greatsword or hurls two rocks. Greatsword . Melee Weapon Attack : +14 to hit, reach 10 ft., one target. Hit : 30 (6d6 + 9) slashing damage plus 18 (4d8) necrotic damage. Rock . Ranged Weapon Attack : +14 to hit, reach 60/240 ft., one target. Hit : 35 (4d12 + 9) bludgeoning damage. Lightning Strike (Recharge 5–6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Expansion":9505,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Storm Giant Stormguard","description":"The stormguard is both an elite warrior and an exceptional sorcerer. In combat, it utilizes both its arcane spells and martial prowess to deadly efficiency while taking full advantage of its Heart of the Storm ability. Traits Amphibious . The giant can breathe air and water. Heart of the Storm. Whenever the giant casts a spell that deals lightning or thunder damage, a stormy aura surrounds it. In addition to the spell’s effects, creatures of its choice within 10 feet of it take 14 (4d6) lightning or thunder damage (giant's choice). Sorcery Points. The giant has 13 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Heightened Spell: When the giant casts a spell that forces a creature to make a saving throw to resist the spell's effects, it can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When the giant casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Subtle Spell: When the giant casts a spell, it can spend l sorcery point to cast the spell without any somatic or verbal components. Actions Multiattack. The giant makes two Longsword attacks. Longsword. Melee Weapon Attack: +15 to hit, one target. Hit: 22 (3d8 + 9) slashing damage, or 25 (3d10 + 9) slashing damage if used with two hands, plus 4 (1d8) lightning damage. Rock . Ranged Weapon Attack : +15 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. Spellcasting. The giant casts one of the following spells using Charisma as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks): At will: detect magic, feather fall, friends, levitate, light, mage hand, minor illusion 2/day each: control weather (as an action), lightning bolt, thunderwave, water breathing 1/day each: chain lightning, control winds, whirlwind Lightning Strike (Recharge 5–6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 19 Dexterity saving throw, taking 72 (16d8) lightning damage on a failed save, or half as much damage on a successful one. Bonus Actions Thundering Smite (3/Day). When the giant hits a creature with a weapon attack, it deals 18 (4d8) thunder damage to the target and the target must succeed on a DC 19 Constitution saving throw or be stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Good","Expansion":17751,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Storm Giant Tempest Caller","description":"While most storm giants care little for the intricate details of ranking in the ordning, tempest callers proudly claim a position at the pinnacle of that ranking—and few dare to challenge them. Wielding the power of rune magic in addition to the innate magic that courses through them, these storm giants are highly respected. If any giant can draw Annam’s attention to the world, it would likely be a tempest caller. Tempest callers implant crystal balls inscribed with the storm rune into their foreheads or eye sockets, allowing them to see through magical deception. They can also create a momentary vortex of freezing winds and storm clouds around themselves, engulfing their foes in elemental fury. Traits Alert. The giant can't be surprised, and it has advantage on initiative rolls. Amphibious. The giant can breathe air and water. Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead. Scrying (Requires the Storm Rune). The giant can use its crystal ball to cast the scrying spell (save DC 17). Storm Rune. The giant has a storm rune inscribed on a crystal ball . While the object bearing the rune is embedded in its body, the giant can use its Tempest Call action and its Scrying trait. The object bearing the storm rune has AC 17; 50 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a storm rune on another crystal ball in its possession when it finishes a short or long rest. Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At will: detect magic , detect thoughts 1/day each: control water , control weather (as an action), dispel magic , plane shift , sending , time stop Actions Multiattack. The giant makes three Lightning Blade or Lightning Lance attacks. Lightning Blade. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 16 (3d10) lightning damage. Lightning Lance. Ranged Spell Attack: +13 to hit, range 500 ft., one target. Hit: 39 (5d12 + 7) lightning damage. Tempest Call (Requires Storm Rune). The giant creates an elemental vortex that fills a 60-foot-radius sphere centered on itself. Each creature in that area other than the giant must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 43 (8d8 + 7) damage of a type of the giant's choosing: cold, lightning, or thunder. On a successful save, a creature takes half as much damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant (Sorcerer)","Alignment":"Any Alignment","Expansion":24749,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Storm Giant Variant","description":"Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option. Thunderous Stomp Traits Amphibious. The giant can breathe air and water. Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic , feather fall , levitate , light 3/day each: control weather , water breathing Actions Multiattack. The giant makes two greatsword attacks. Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage. Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. Lighting Strike (Recharge 5-6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of the giant's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic good","Expansion":7387,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Storm Hag","description":"Known for their cruelty and isolationism, hags are both feared and sought by travelers in the wilderness—depending on whether they’re desperate enough to seek out a hag’s help. Hags are also treated with fear and respect by other “monstrous” creatures for their strong magic, esoteric knowledge, and shrewd minds. GMs can incorporate hags as they exist in the core rules into games set in the Shadowfell. Even hags who can’t cast plane shift might know how to find their way to the Shadowfell from the Feywild or the Material Plane to consort with other monsters. The hag’s method for moving from one dimension to the next could be a powerful plot device for a GM—perhaps the hag obtained a unique magic item or discovered a portal between realms. Whatever magic a hag employs, the heroes can use themselves, but likely at a price. Hag Mythology Hags are found in myths across Eurasia. From the famous Baba Yaga of Slavic folklore, to Jenny Greenteeth in the tales of the Britons, to Frau Holle in the stories of the Germanic people, to the housoubaba of Japan, hideous women in the wilderness with magical powers are a common trope. GMs should be aware of the sexism inherent in these stories, but savvy GMs can turn the bigotry on its ear. Hags can be empowered feminists, experts in their fields of interest, and nonconformists who unapologetically reject societal norms in favor of their own interests and advancement. Strive for the players to ask who the real monsters are: the hags or those who shun them. While hags are often portrayed as monsters, they’re still intelligent beings with their own motivations and abilities that could be useful to adventurers—if the characters can convince a hag that an alliance would be mutually beneficial. A hag is no doubt cruel and terrible at times, but they can also be relatable and even admirable at others. To help turn hags into story “movers” rather than story obstacles, consider the following questions: What is the hag’s name? What was their life like prior to hagdom? Did they choose to become a hag, or was it forced upon them, and what impact might that have upon their psyche? What are their motivations? Are some of the hag’s goals congruent with those of the characters? What might the hag demand in trade for their assistance What abilities does the hag have that are helpful outside of combat? For example, a red hag has extensive knowledge of history, health, and magic items. A storm hag could hold off an entire fleet of enemy ships if the characters can convince them to do so. All hags have their roots in humanity. Keep that origin close to the surface when portraying them. Perhaps the hag has a soft spot for dogs or cats. Perhaps they keep art pieces of their loved ones from long ago, or maybe they still look after their family’s welfare from afar. Remember that a dark truth or a hidden truth is still a truth. An encounter with a hag could reveal issues a hero is repressing or ignoring, giving that character a profound opportunity for growth. Discuss such opportunities with your players and if they are willing, roll with it! Create a safe space with players before using hags in this manner, but, if done in collaboration with the player, hags can provide an impetus for character development that heightens the story. Storm Hag A storm hag is a powerful fey who embodies the raw destructive power of a monumental storm. In her natural form, the hag is the heart of a massive tempest that stretches for miles. She delights in haunting remote lakes and wetlands, lulling victims into complacency with a beautiful song before unleashing deadly weather that sinks ships and drags sailors into the frigid depths. When interacting with mortals, a storm hag often takes the form of a hideous woman with pale green skin and teeth, jaundiced eyes, and sharp facial features. Her disturbingly long arms can extend even farther to slash foes with wicked claws. Tactics . The storm hag is as much a force of nature as a creature, and her behavior in combat reflects this quality. She begins her approach by using her Beautiful Song ability and then dramatically turns violent when she casts storm of vengeance . With her exceptional reach, the hag targets her foes from above with her Ice Claws attack. If attacking a vessel, the hag targets the ship exclusively unless its crew puts up a defense, at which time the storm hag pummels defenders and siege engines (such as catapults, trebuchets, and cannons) with Ice Claws and Pummeling Wave instead. If defeated outside her lair, a storm hag returns to her Shadowfell cave to slumber for seven years. Heroes can undertake a quest to the Shadowfell to destroy the storm hag once and for all. Storm Hag Mythology . In American mythology, the storm hag was a monstrous woman who lived in Lake Erie, thought to be responsible for the many shipwrecks in that area. Maritime losses along the Pennsylvania coast have been attributed to the storm hag as recently as 1942. Air Form . The hag can enter a hostile creature’s space and stop there. She can move through a space as narrow as 5 feet wide without squeezing. Humanoid Form . The hag can take the form of a Medium human. While in this form, she loses her damage immunities and resistances, condition immunities, Air Form trait, and flying speed. She gains a walking speed of 30 feet and can walk across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground. Immortality . The hag cannot be killed on the Material Plane. If reduced to 0 hit points, the hag is magically transported to her lair on the Shadowfell where she slumbers for 7 years before reawakening. She is immune to any effect that would age her, and she can’t die from old age. Legendary Resistance (3/Day) . If the hag fails a saving throw, she can choose to succeed instead. Magic Resistance. The hag has advantage on saving throws against spells and other magical effects. Magic Weapons . The hag’s weapon attacks are magical. Actions Beautiful Song . Creatures within 1 mile of the hag that can hear her must succeed on a DC 18 Charisma saving throw or be magically charmed by the hag for 1 hour. If the hag makes an attack or casts a spell that damages another creature, a charmed creature becomes frightened and the charmed effect ends for it. A creature charmed or frightened by the hag’s Beautiful Song can repeat the saving throw at the end of its turns, ending the condition on itself on a success. If a creature successfully saves against the effect, or if the effect on it ends, the creature is immune to the hag’s Beautiful Song for the next 7 years and 1 day. Ice Claws (Air Form Only) . Melee Weapon Attack : +17 to hit, reach 120 ft., one target. Hit : 31 (6d6 + 10) slashing damage plus 21 (6d6) cold damage. The speed of a creature hit by this attack is reduced to 0. Paralyzing Claws (Humanoid Form Only) . Melee Weapon Attack : +17 to hit, reach 15 ft, one target. Hit : 17 (2d6 + 10) slashing damage, and the target must succeed on a DC 23 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature can repeat the saving throw at the end of its turn, ending the condition on itself on a success. Spellcasting . The hag’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). She can cast the following spells, requiring no components: At will: call lightning , dispel magic 3/day each: ice storm , wind wall 1/day each: plane shift , storm of vengeance Pummeling Wave . The hag summons a crushing wave of water that is 120 feet long and 30 feet wide. Each creature in the area must succeed on a DC 23 Strength saving throw, taking 42 (12d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A nonmagical object in the spell’s area that isn’t being worn or carried also takes the damage. Unsecured objects and Medium or smaller creatures that fail the saving throw are pushed 60 feet away from the hag. Reactions Disrupt Magic . When a creature within 60 feet of the hag that she can see casts a spell of 3rd level or lower, the hag disrupts the spell’s magic and it has no effect. Legendary Actions The hag can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hag regains spent legendary actions at the start of her turn. Claws . The hag makes an Ice Claws or Paralyzing Claws attack. Sink Ships . The hag makes an Ice Claws attack against a sea-faring vessel. If the attack hits, it is a critical hit and ignores any damage threshold the vessel has. Spellcasting (Costs 2 Actions) . The hag casts a spell with a casting time of 1 action. A Storm Hag’s Lair Storm hags make their homes deep within the earth of the Shadowfell, in caves that look out on ancient lakes long since dried up on the Material Plane. A storm hag’s presence causes the barrier between the Material Plane and the Shadowfell to weaken, allowing travelers to unintentionally step between them. Many mortals who make this mistake are never seen again, falling victim to the hag or other denizens of the tenebrous plane. Within her deep lair, the storm hag crafts the most amazing glass baubles and sculptures, using lightning to twist sand into elaborate shapes. Many of these art pieces have oracular abilities and can be used as arcane foci or scrying devices. She rests upon a bed of kelp and moss, content in her isolation. The hag sleeps here for seven years if she is ever killed on the Material Plane, and when the hag awakens from this slumber, she seeks revenge. Lair Actions . On initiative count 20 (losing initiative ties), the storm hag takes a lair action to cause one of the following effects; the hag can’t use the same effect two rounds in a row: The hag fills her lair with fog that lasts until the start of initiative count 20 on the next round. While the fog remains, all areas of the lair are heavily obscured for all creatures except the storm hag. The hag chooses up to three creatures she can see within 120 feet of her and attempts to disorient them with crystalline patterns in the walls of her lair and refracted light in glass baubles. Each target must succeed on a DC 20 saving throw or be affected as if by the confusion spell until initiative count 20 on the next round. Spatial perception warps, disorienting creatures and scattering them in different directions. Each creature the storm hag chooses within 60 feet of her must succeed on a DC 20 Wisdom saving throw or use its reaction (if available) to move its speed in a random direction, stopping only if it encounters an impassable obstacle such as a wall. Use the Warped Perception table below to determine the direction a creature moves, rolling separately for each creature. Regional Effects . The region containing a storm hag’s lair is warped by the creature’s chaotic and destructive presence: The area within 6 miles of the lair is beset by storms with strong winds or heavy precipitation, which can come without warning and last for days, causing extreme damage and flooding. There are signs of impending weather phenomena within 1 mile of the hag’s lair at all times, including sudden wind or temperature shifts. Domesticated beasts within 1 mile of the lair are easily frightened and often flee instead of following commands. If the hag dies, these effects end immediately. Warped Perception d8 Direction 1 North 2 Northeast 3 East 4 Southeast 5 South 6 Southwest 7 West 8 Northwest","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":22851,"Challenge Rating":23},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Storm Herald","description":"Ancient and alien beings dwell or slumber in ocean depths, awaiting some cosmic circumstance that signals their time to rise. In their retreat from the world, storm giants sometimes stray into the orbit of such creatures, perhaps while seeking insight into some omen, vision, or prophecy. Krakens, aboleths, and Great Old Ones delight in corrupting storm giants to their service, transforming them into storm heralds. A storm herald grows fins and tentacles, giving it a monstrous appearance. Its mind is wholly under its master’s sway, and the herald gains fearsome psychic powers to use in advancing its master’s plans. When the herald dies, it reverts to its previous appearance. A storm herald might try to sway other storm giants to its master’s service, while others gather devoted cults of lesser creatures to serve the monsters of the deep. Traits Amphibious. The herald can breathe air and water. Magic Resistance. The herald has advantage on saving throws against spells and other magical effects. Spellcasting (Psionics). The herald casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 21): At will: detect magic , detect thoughts , mage hand (the hand is invisible) 1/day each: control water , control weather (as an action), sending Actions Multiattack. The herald makes one Claw attack, one Tentacles attack, and one Trident attack. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) slashing damage. Tentacles. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 18). It also has the restrained condition and takes 16 (3d10) psychic damage at the start of each of its turns until this grapple ends. The herald can have only one creature grappled this way at a time. Trident. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage or 21 (3d8 + 8) piercing damage if used with two hands, plus 13 (3d8) lightning damage. Psychic Wave (Recharge 6). The herald unleashes a blast of psionic energy into the minds of up to three creatures it can see within 90 feet of itself. Each target must make a DC 21 Intelligence saving throw. On a failed save, a target takes 23 (3d10 + 7) psychic damage and has the stunned condition for 1 minute. On a successful save, a target takes half as much damage only. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature is reduced to 0 hit points by this psychic damage, it dies and its head explodes if it has one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":24749,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Storm Maiden","description":"At the heart of a violent storm, a young woman lies huddled in despair. Her skin is translucent as if made of water, and her tears float up from her face to join the storm above her. A storm maiden is a spiteful elemental that pulls powerful storms into the world through a portal connected to her shrine. Blinded by anguish, she seeks to erase any trace of those who betrayed her. Primordial Sacrifice. Long ago, this woman was offered up to powerful spirits to ward off drought and famine. She served her role faithfully. Her shrine was maintained by a ritual of devotion performed by the descendants of those she loved, but it was eventually abandoned. Now, some transgression against her abandoned shrine has drawn the maiden back to the world. Abating the Storm. A region plagued by a storm maiden experiences regular flooding and random tornadoes and lightning strikes. A community may yet atone for their ancestral betrayal by performing a long-forgotten ritual at the maiden’s shrine. If appeased, the storms end, and the maiden’s alignment changes from evil to good. An appeased maiden may go on to protect the region for generations, as long as her shrine is maintained, or she might wander to other regions, seeking communities in need who understand the importance of maintaining her shrine. Elemental Nature. A storm maiden doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Storm of Brain Devourers","description":"Brain Devourer Brain devourers are among the most gruesome denizens of The Low—wrinkled, grey brains supported by legs formed from twisted nerves. Seeing one instantly strikes fear into seasoned veterans, a delicious sentiment which is promptly drained by the hungry abomination. A single brain devourer can syphon the emotions of an entire city until its inhabitants are mindless husks. Astral Transcendance. Brain devourers were once humanoids on a quest for cognitive transcendance. Gradual biomantic alterations ultimately caused them to shed all semblance of physical form, leaving only what they consider an intermediate step in humanoid evolution. Brain devourers believe the final step requires the consumption of a massive amount of brains, after which they will finally leave their bodies behind and ascend to the Astral Sea. Ravenous Hordes. When a city’s guards prove too tough to crack, brain devourers are driven to form ferocious swarms by their voracious hunger. In a group, they trade subtlety for sheer numbers, and the resulting condensation of psychic energy manifests as a massive brain storm. To avoid this, mind flayers carefully manage brain devourer populations by feeding them periodically.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of Small aberrations","Alignment":"chaotic evil","Expansion":26720,"Challenge Rating":5},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Storm Priest","description":"Actions Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 10 (3d6) thunder damage. Storm Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) lightning or thunder (storm priest's choice) damage. Spellcasting. The storm priest casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: mending, resistance, thaumaturgy 2/day each: call lightning, gust of wind, thunderwave 1/day each: banishment, control water, control winds, ice storm Reactions Wrath of the Storm (3/Day). When a creature within 5 feet of the storm priest hits the storm priest with an attack, and the storm priest can see the creature, the storm priest can magically force the creature to make a DC 13 Dexterity saving throw. The creature takes 9 (2d8) lightning or thunder damage on a failed save, and half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Chaotic Alignment","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Storm Shaman","description":"Actions Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack, plus 4 (1d8) lightning damage. Storm Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) lightning or thunder (storm shaman's choice) damage. Spellcasting. The storm shaman casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14): At will: druidcraft, resistance, shape water 2/day each: call lightning, thunderwave, warding wind 1/day each: control water, summon elemental, tidal wave, wind wall Shock Sphere (Recharge 5–6). The storm shaman magically electrifies a 20-foot-radius sphere it can see within 120 feet of it. Each creature in the sphere must succeed on a DC 14 Constitution saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw by 5 or more, it is also incapacitated until the end of the storm shaman's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Chaotic Alignment","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Storm Sorcerer","description":"Traits Heart of the Storm. Whenever the storm sorcerer casts a spell other than a cantrip that deals lightning or thunder damage, a stormy aura surrounds it. In addition to the spell’s effects, creatures of its choice within 10 feet of it take 5 lightning or thunder damage (storm sorcerer' choice). Sorcery Points. The storm sorcerer has 12 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits: Heightened Spell: When the storm sorcerer casts a spell that forces a creature to make a saving throw to resist the spell's effects, it can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When the storm sorcerer casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Actions Multiattack. The storm sorcerer makes two Storm Strike attacks. Storm Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) lightning or thunder damage (the storm sorcerer’s choice). Forked Lightning (Recharge 5–6). The storm sorcerer unleashes arcs of magical lightning at up to three creatures it can see within 60 feet of itself. Each target must make a DC 15 Dexterity saving throw, taking 17 (5d6) lightning damage on a failed save, or half as much damage on a successful one. Spellcasting. The storm sorcerer casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: dancing lights, mage hand, gust, light 2/day each: lightning bolt, shatter, thunderwave 1/day each: chain lightning, control winds, ice storm","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Storm Spirit","description":"A floating figure made of crackling energy vibrates and shifts at an alarming rate. While the size of the creature is fixed, its form never seems to settle into a single shape. Storm spirits are primal guardians created from elemental energy. They are the manifested rage of nature come to destroy those who pollute and corrupt the land. As formless beings made of lightning and thunder, they serve a wide variety of masters, including storm lords , elven enchanters , and druids. Called by Druids. Druids can tap into the wrathful side of nature by performing a ritual to summon a group of storm spirits when they feel the laws of nature have been violated. These spirits feel an affinity for druids filled with righteous anger and serve until vengeance is done. The elementals can be called to aid in battles against undead, necromancy, pollution, harmful mining operations, and any grave injustice committed against the natural world. When the spirits are summoned, the druids give them the name of a person who becomes the hated quarry of the storm spirits. Cannot Be Stopped. Once a storm spirit has been given a quarry, it stops at nothing until that enemy or the elemental itself is destroyed. Druids must think carefully before summoning the storm spirit, for there is no way to call back the wrathful elemental once it has been given a target. Elemental Nature. A storm spirit doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"neutral","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Storm Velbast","description":"Velbast Generations ago, the catastrophic battle known today as the Nesieve Conflict caused a mass eruption of spatial anomalies that spread across various regions of the galaxy. At first thought to be pockets of anti-matter, these distortions possessed their own intelligence and were imbued with the unstable primordial energies left behind during the war. They traveled through the stars, absorbing and merging with any inorganic material it could locate to create a physical shell. These aberrations became the first velbasti — terrifying shapeshifting constructs with the power to shape and control the matter and energy. They have evolved over generations, sustaining and growing their species by consuming beings capable of channeling the Crucibles' energies. Energy Shapers. What sets the velbasti apart from most other beings is the complex synergy between their organic and inorganic nature. Even with such a nature, they also possess the ability to shape matter and energy in a manner similar to other species that have achieved esper genesis. While all are able to channel destructive, elemental forces, the more evolved velbast have mastered the ability to use esper powers, as well as forge sorium into weapons and defenses. Relentless Evolution. All velbasti are highly intelligent, but possess an insatiable hunger for the lifeforce of other beings, as well as energy created through the use of sorium. Should a velbast encounter and consume either of these, they experience a euphoric sensation accompanied with a state of heightened strength and senses, marking a step in their eventual transformation. Each velbast begins as a fledgling of their type, evolving into more powerful forms after consuming enough primordial energy. The more a velbast evolves, the greater their appetites grow. However, powerful velbast are likely to recruit lesser types into their service, offering both protection and sustanance in return. These mutual arrangements are often delicate, as groups of lesser velbasti have been known to band together to reap the bounty gained by their more powerful benefactor. Bound to the Core. The essence of each velbasti is tied to their primary core, the source of primal energy that spawned them. Whenever a velbast is destroyed, its energy returns to the core, where it may be spawned again in the same form or multiple lesser forms. Each primary core is presided over by a consummate—a velbasti that has achieved the pinnacle of their evolution, transcending the limits of their origins. Though viewed moreso as generals than rulers among the velbasti, each consummate holds a considerable amount of influence over the actions of the velbast tied to their core, as well as control over how they may be respawned. Regardless of their origin point, all velbasti can communicate with each other in pulses of light and sound that mimics the same language used by proteans such as the belare. This has led to many theories as to how the velbasti originally came into being. Forces of Corruption. Most espers use their abilities to channel energy in its purest form, but a velbast's form is corrupted by its very nature. They defile all that they consume, and their powers can often leave behind an invisible mark or \"scar\" that causes plague and sickness in wildlife and plant life. Their channeling of powerful energies also produces a wave of dark matter that contaminates their surrounding area. In regions where all life has been annihilated by the velbasti, the scar of corruption left behind can sometimes form an interstellar gate through which they may freely travel to and from their core. Due to their very nature, the velbasti bear an intrinsic hatred for all other forms of life in the galaxy, especially espers, whom they view as their fundamental opposites. Lesser velbasti mercilessly unleash their malice toward their victims, while more evolved forms delight in evoking fear, anguish, and suffering in creatures until they devour their lifeforce. Shapeshifters. The unique makeup of the velbasti eventually grants them the ability to shift their form. Those evolved beyond fledglings can shape their limbs into elemental weapons depending upon their type. The more evolved can change their shape entirely, often concealing themselves among other species. However, their nature still makes it difficult for them to blend in among creatures who are particularly observant or possess sight beyond the mundane. The primary goal of such infiltrations, other than the advantage of concealment, is the ability to learn the weaknesses of the lifeforms they are imitating. In addition, the rapid advancements fueled by space travel creates even greater advantage for velbast that have already learned how to copy the traits of a spacefaring species, allowing them to easily blend into crowded areas where a variety of species are in abundance. Extinctionist Dogma. The appearance of the velbast has prompted the formation of numerous cultist groups that revere the velbasti and pledge service to their cause. Some of these fanatics believe they are participating in the imminent end-times, while some plan their schemes to claim dominion over the ashes of galactic civilization. Some yet still believe they can eventually shed their mortal forms to instead become beings of eternal destruction. Whatever the reason, it is not uncommon for powerful velbasti to play along in order to garner services and valuable gains from their union. Such creatures are sometimes marked by the velbast, shown on both their physical form and supernal essence. While the mark grants the worshippers access to special powers, it also slowly eats away at the creature's lifeforce. During this time, however, this supernatural bond can also become a liability for the velbast, and so it is not granted lightly. Devour Essence. A velbast can devour the lifeforce of a creature it has killed within the last hour, provided that creature is neither an automaton or construct. The devouring requires the velbast to be within 5 feet of the corpse for at least 1 hour, after which it regains hit points equal to half the creature’s hit point maximum and receives the benefits of a major remedy . A creature devoured by a category 2 or 3 velbast can be restored to life only by a cosmic weave or full restore power. Universal Adaptation. A velbast doesn't require air, food, drink, or sleep. Velbast Classifications Within galactic lore, velbasti are categorized based on three evolutionary stages. Most also have an affinity toward a particular form of primordial energy, which denotes its type. Velbasti that have evolved beyond these three stages are either considered to be consummates or have yet to be categorized. Velbast Types by Category Category Known Types 1 dynam, femeri, tensus 2 blazing, frost, power, reaper, storm 3 brumal, inferno, tempest, shade Category 2 Velbast These velbasti are shaped like armored humanoids or androids. They are far more intelligent than their fledgling counterparts, able to communicate with other species and adapt to their surroundings. Blazing Velbast This type of velbast stands at almost 9 feet tall. Its body is charged with a fiery core that radiates considerable heat. A blazing velbast is ferocious, and brutal. It revels in the heat of battle, seeking glory over powerful foes and collecting spoils of war from fallen enemies to keep as trophies. Frost Velbast A ruthless enforcer, the frost velbast serve as overseers or disciplinarians of their lessers. They delight in inflicting torture and torment upon their victims. They stand slightly below 8 feet tall. Their lean form is surrounded by a cold, hazy mist that mutes the colors around it. Power Velbast These velbasti value brawn and fortitude above all else. Though powerful on their own, they are far more dangerous as a group. A power velbast reaches almost 9 feet in height, with a silvery frame that houses clusters of charged energy. Reaper Velbast As their name foretells, where these velbasti tread, death swiftly follows. A reaper velbast not only consumes a victim's lifeforce, it also retains and harnesses the victim's darkest fears and most painful memories to be unleashed upon the velbast's next victim. A reaper velbast stands at 16 feet tall. Their bodies emanate a pair of shadowy wings used to deliver death to their enemies from above. Storm Velbast A storm velbast possesses keen insight and sharp wits, and are deadly foes in combat. When velbasti band into small groups, they often serve as the group leaders or tacticians. Storm velbasti are just above 8 feet in height. Their midnight-hued bio-mechanical frame is surrounded by rippling streams of electricity.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":7},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Storm-Struck Treant","description":"While treants (also known as arboreals) have a reputation for being benevolent (if stubborn) guardians of the woods, those who are struck by lightning or subjected to ages of cruelty can twist and deform into more powerful variants capable of using the very energies that harmed them as weapons. Storm-struck treants look like dead trees—their trunks scarred by blasts of lightning or even charred as if by the flames of a recent forest fire—until they lurch to attack. Traits False Appearance. While the storm-struck treant remains motionless, it is indistinguishable from a normal tree. Innate Spellcasting. The storm-struck treant’s innate spellcasting ability is Wisdom (spell save DC 18). The lightning treant can innately cast the following spells, requiring no material components: 3/day: lightning bolt 1/day: chain lightning Lightning Absorption. Whenever the lightning treant is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Siege Monster. The storm-struck treant deals double damage to objects and structures. Actions Multiattack. The storm-struck treant makes three slam attacks. Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (5d6+7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":16},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Stormboar","description":"A massive, green-scaled boar snorts angrily as tiny bolts of blue lightning ripple over its body. Accidental Arcane Creations. An evoker who raised hogs to fund their wild experiments, accidentally blew up their tower years ago. The explosion created a horrific storm that raged for days in the region, causing the locals to take shelter. When the storm dissipated, the wizard and their tower were gone, but the hogs had been transformed into scaled beasts that harnessed the power of lightning and thunder. Storm’s Fury. Stormboars embody the fury of the storm. Just as stubborn and ferocious as their more mundane cousins, stormboars let no obstacle get in their way while they look for food or protect their offspring. Seasoned hunters know to drop an offering of metal behind as they leave the area to ensure the boar is too distracted to follow them. Metal Devourers. Stormboars crave metal. Prospectors track the boars to find areas rich with precious minerals and ore, and treasure hunters use the creatures to sniff out hidden vaults of wealth. Anyone relying on a stormboar must be careful, however. The boars see any creature wearing or carrying metal as the deliverer of an easy meal. The aggressive creatures won’t stop attacking until they’ve consumed every bit of metal an unfortunate traveler is carrying. Starving stormboars have been known to venture into civilized areas for a meal.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Stormboar","description":"A massive, green-scaled boar snorts angrily as tiny bolts of blue lightning ripple over its body. Accidental Arcane Creations. Pygmalion Snorzage, an evoker who raised hogs to fund his wild experiments, accidentally blew up his tower years ago. The explosion created a horrific storm that raged for days in the region, causing the locals to take shelter. When the storm dissipated, Pygmalion and his notes on his latest experiment were gone, but his hogs had been transformed into scaled beasts that harnessed the power of lightning and thunder. Storm’s Fury. Storm boars embody the fury of the storm. Just as stubborn and ferocious as their more mundane cousins, storm boars let no obstacle get in their way while they look for food or protect their offspring. Wise hunters leave a storm boar alone if they encounter one in the deep woods. Seasoned hunters know enough to drop an offering of metal behind as they leave the area to ensure that the boar is too distracted to follow them. Metal Devourers. Storm boars crave metal. Prospectors track the boars in order to find rivers and bedrock rich with precious minerals and veins of ore, and treasure hunters use the creatures to sniff out hidden vaults of wealth. Anyone relying on a storm boar must be careful, however. The boars see any creature wearing or carrying metal as the deliverer of an easy meal. The aggressive creatures won’t stop attacking until they’ve consumed every bit of metal an unfortunate traveler is carrying (in addition to the traveler). Starving storm boars have been known to venture into civilized areas for a meal. Actions Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6+4) slashing damage plus (2d10)lightning damage. On a hit, nonmagical metal armor worn by the target is partly devoured by the boar and takes a permanent and cumulative −2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Lightning Run (Recharge 6). The boar becomes a bolt of living lightning and moves up to its speed without provoking opportunity attacks. It can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage and is pushed to the closest unoccupied space if it ends its turn inside an object. Each creature in the boar’s path must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Thunder Leap (Recharge 6). The boar moves up to 20 feet, jumping over obstacles in its way. Difficult terrain doesn’t cost it extra movement when it leaps. Each creature within 10 feet of the boar when it leaps and each creature within 10 feet of where it lands must make a DC 15 Constitution saving throw. On a failure, a creature takes 16 (3d10) thunder damage and is pushed up to 10 feet away from the boar. On a success, a creature takes half the damage and isn’t pushed.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":16,"Challenge Rating":6},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Stormfury Mecharoid","description":"Mecharoids Mecharoids are advanced tactical defense units equipped with state-of-the-art artificial intelligence. Like many other automatons, they are considered to be semi-self-aware, yet they are completely devoted to their mission, regardless of their evolved programming. War Machines. Before the development of more advanced combat gear, mobile power armor was a popular choice for military operations on planetary soil. Rather than scrap their old suits, the now-defunct Deleron Corporation refitted them with new parts and a military-grade AI specifically designed to learn and adapt to all forms of tactical warfare. These new designs were named mecharoids, coined after the commonly used nickname for power armor, \"mecha-suits.\" Mission Primary. Though capable of learning on their own, a mecharoid's programming tends to be a bit slower and clunkier than other automatons. In addition, their AI is supplemented with a set of mission directives that can override their own logical processing. When programmed with a mission, a mecharoid is bound to complete it to the best of its ability, regardless of unforseen situations that arise. Stormfury Mecharoid A walking arsenal, this elite siege unit has a small central frame outfitted with a host of interchangeable mounted weapons.","properties":{"Category":"Monsters","Size":"Huge","Type":"automaton","Alignment":"neutral","Expansion":27052,"Challenge Rating":12},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Stormghost","description":"Bestial hunters that prowl the mountains of cold worlds, stormghosts are a deadly threat to all creatures that stumble across their path as they conjure malignant weather and attack unseen. Stormghosts typically attack in remote mountainous areas, leaping down on their victims from cliff sides and ambushing them in blind mountain passes. Constantly in search of food, stormghosts are excellent hunters and trackers. These predators are completely unafraid of engaging with any target, and thus pose a risk to the humanoids of their planet—even dragons and similar massive predators. Stormghosts’ appearances vary depending on the season, shifting to grays and browns in warmer months and snowy white in winter. Thankfully, stormghosts are extremely rare, but the creatures live exceedingly long lives. A stormghost’s regeneration diminishes long-term degradation of its body, allowing it to live for over 2,000 years. A stormghost stands nearly 8 feet tall in its regular posture but can extend its legs to reach up to 14 feet. 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Those who fall prey to a stossian ambush have their bodies used as both food and fuel. High-Tech Usurpers. In their earliest days, stossians were a feral and barbaric species residing in primitive camps in the forests of Nataran 6. That quickly changed when a spacefaring corporate research team attempted to genetically and psychologically groom the stossians for military purposes. Instead, the stossians used their newfound enhancements and training to rebel against their benefactors and scavenge any usable technology. Remote Raiders. Keeping to their very nature, stossians move between remote systems in search of small settlements, outposts, or colonies to raid and plunder.They brutally slaughter anything in their path, consuming the flesh of their dead and converting their bones into a bio-fuel used to maintain their genetic enhancements. Stossian Pack Leader Considered the alpha of the pack, the pack leader rules with a combination of pure might and shrewd tactics. They're among those fortunate enough to adapt to their enhancements moreso than their brethren. Stossian Battlelord Battlelords live for war and bloodshed. They assume a variety of roles depending on their surroundings: a pack defender, or an alpha, or even leading multiple packs in raids against larger settlements.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (stossian)","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Stossian Battlelord","description":"Stossians Stossians are a savage species of humanoids that operate out of mobile camps from which they can attack small settlements. Those who fall prey to a stossian ambush have their bodies used as both food and fuel. High-Tech Usurpers. In their earliest days, stossians were a feral and barbaric species residing in primitive camps in the forests of Nataran 6. That quickly changed when a spacefaring corporate research team attempted to genetically and psychologically groom the stossians for military purposes. Instead, the stossians used their newfound enhancements and training to rebel against their benefactors and scavenge any usable technology. Remote Raiders. Keeping to their very nature, stossians move between remote systems in search of small settlements, outposts, or colonies to raid and plunder.They brutally slaughter anything in their path, consuming the flesh of their dead and converting their bones into a bio-fuel used to maintain their genetic enhancements. Stossian Pack Leader Considered the alpha of the pack, the pack leader rules with a combination of pure might and shrewd tactics. They're among those fortunate enough to adapt to their enhancements moreso than their brethren. Stossian Battlelord Battlelords live for war and bloodshed. They assume a variety of roles depending on their surroundings: a pack defender, or an alpha, or even leading multiple packs in raids against larger settlements.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (stossian)","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":4},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Stossian Pack Leader","description":"Stossians Stossians are a savage species of humanoids that operate out of mobile camps from which they can attack small settlements. Those who fall prey to a stossian ambush have their bodies used as both food and fuel. High-Tech Usurpers. In their earliest days, stossians were a feral and barbaric species residing in primitive camps in the forests of Nataran 6. That quickly changed when a spacefaring corporate research team attempted to genetically and psychologically groom the stossians for military purposes. Instead, the stossians used their newfound enhancements and training to rebel against their benefactors and scavenge any usable technology. Remote Raiders. Keeping to their very nature, stossians move between remote systems in search of small settlements, outposts, or colonies to raid and plunder.They brutally slaughter anything in their path, consuming the flesh of their dead and converting their bones into a bio-fuel used to maintain their genetic enhancements. Stossian Pack Leader Considered the alpha of the pack, the pack leader rules with a combination of pure might and shrewd tactics. They're among those fortunate enough to adapt to their enhancements moreso than their brethren. Stossian Battlelord Battlelords live for war and bloodshed. They assume a variety of roles depending on their surroundings: a pack defender, or an alpha, or even leading multiple packs in raids against larger settlements.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (stossian)","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Strahd von Zarovich","description":"I am the Ancient. I am the Land. My beginnings are lost in the darkness of the past. I am not dead. Nor am I alive. I am undead, forever. -Tome of Strahd With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Although Strahd can be encountered almost anywhere in his domain, the vampire is always encountered in the place indicated by the card reading in chapter 1, unless he has been forced into his tomb in the catacombs of Castle Ravenloft. The Vampire's History In life, Strahd von Zarovich was a count, a prince, a soldier, and a conqueror. After the death of his father, King Barov, Strahd waged long, bloody wars against his family’s enemies. He and his army cornered the last of t hese enemies in a remote mountain valley before slaying them all. Strahd named the valley Barovia, after his deceased father, and was so struck by its scenic beauty that he decided to settle there. Queen Ravenovia lamented the death of Barov and was fearful of Strahd. War had made him cold and arrogant. She kept her younger son, Sergei, away from the battlefield. Strahd envied the love and attention his mother visited upon his brother, so in Barovia he remained. Peace made Strahd restless, and he began to feel like his best years were behind him. Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality. Strahd scoured his conquered lands for wizards and artisans, brought them to the valley of Barovia, and commanded them to raise a castle to rival the magnificent fortresses of his ancestral homeland. Strahd named the castle Ravenloft, after his mother, to demonstrate his love for her. When it was complete, Strahd commanded his mother and brother to come to Barovia and stay with him. Sergei eventually took up residence at Ravenloft, but Ravenovia passed away while traveling to her namesake. In sorrowful disappointment, Strahd sealed his mother’s body in a crypt beneath the castle. Strahd’s attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd’s efforts, she instead fell in love with the younger, warmer Sergei. Strahd’s pride prevented him from standing in the way of the young couple’s love until the day of Sergei and Tatyana’s wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei’s bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd’s pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows. But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire. After slaughtering the guards, Strahd saw the faces of his father and mother in the thunderclouds, looking down upon him and judging him. He had destroyed the family bloodline and doomed all of Barovia. The castle and the valley were spirited away, locked in a demiplane surrounded on all sides by deadly fog. For Strahd and his people, there would be no escape. Strahd has been the master of Ravenloft for centuries now. Since becoming a vampire, he has taken several consorts—none as beloved as Tatyana, but each a person of beauty. All of them he turned into vampire spawn. Although he feeds on the hapless souls of Barovia, they provide little nourishment and no comfort. From time to time, strangers from faraway lands are brought to his domain, to play the vampire’s game of cat-and-mouse. Strahd savors these moments, for though these strangers offer him no lands to conquer, they aren’t so easily destroyed and therefore provide a welcome diversion. Strahd believes that the key to his escaping Barovia lies in finding someone worthy to rule in his stead, but his arrogance are so indomitable that no one is ever good enough in his eyes. He believes in his cold heart that only a von Zarovich as great as he or his father could sway the Dark Powers to release him. Strahd's Goals Strahd has the following goals in the adventure. Turn Ireena Kolyana Strahd’s unrequited love for Tatyana drove him to slay his brother, Sergei. Some time ago, Strahd glimpsed the young woman Ireena Kolyana in the village of Barovia and felt extreme déjà vu. Ireena looked exactly like Tatyana! Strahd now believes that Ireena is the latest reincarnation of Tatyana, and thus he seeks to claim her. Strahd’s evil courtship has led him to visit Ireena twice. On both occasions, he charmed his way into her home—the house of her adopted father, the burgomaster of the village of Barovia—and drank her blood. He intends to kill Ireena during their next meeting and turn her into his vampire spawn consort. Find Rudolph van Richten Although he is usually focused on making Ireena Kolyana his bride, Strahd has been distracted by reports that a legendary vampire hunter named Rudolph van Richten has come to Barovia. It takes more than one old man with a death wish to frighten Strahd; nevertheless, the vampire has his spies searching Barovia for van Richten. Strahd would like very much to meet the old vampire hunter, lock him in the dungeons of Castle Ravenloft, and slowly break his spirit. Search for a Successor or Consort Strahd can sense the arrival of new blood in his domain. When newcomers enter Barovia, he shifts his attention from Ireena Kolyana and van Richten to his new guests so that he can determine whether any of them is worthy to be his successor or consort. (Eventually, he decides that none of them can replace him as master of Barovia, but he doesn’t arrive at this conclusion immediately.) Strahd pays close attention to adventurers who are charismatic and arrogant, like himself. He focuses his attacks on them, to see how much they can withstand. If they crumble easily, he loses interest in them. If they exhibit great fortitude and defiance, his interest is piqued—even more so if the character displays uncommon knowledge or beauty. Such a person might not be worthy to succeed him, but the man or woman might provide amusement to Strahd as a new possession. Roleplaying Strahd Strahd believes his soul is lost to evil. He feels neither pity nor remorse, neither love nor hate. He doesn’t suffer anguish or wallow in indignation. He believes, and has always believed, that he is the master of his own fate. When he was alive, Strahd could admit to letting his emotions get the better of him from time to time. Now, as a vampire, he is more monster than man, with barely a hint of emotion left. He is above the concerns of the living. The only event that occasionally haunts him is the death of Tatyana, but his view of the past is bereft of romance or regret. In his mind, her death couldn’t have been prevented, and what is done cannot be undone. In life, Strahd lived to conquer. In undeath, he conquers still—not realms, but people, driving good souls to become corrupt and destroying those who won’t yield. Characters who try to appeal to Strahd’s humanity will be gravely disappointed, because there is little humanity left in him. If they ask Strahd why he’s preying on Ireena Kolyana, he tells them that Ireena’s body is the host for Tatyana’s soul, and Tatyana’s soul belongs to him. Strahd can be seductive and subtle when he chooses to be, especially if a person is clever or attractive. Men and women of beauty and cunning amuse Strahd for a time—playthings to possess or discard as he desires. If he senses a lack of cohesion in a party of adventurers, he preys on that weakness and tries to drive a wedge between the characters by promising to help one at the expense of another. If Strahd senses evil in a person, he cultivates that tendency by offering to turn that character into a full-fledged vampire after helping Strahd destroy the rest of the party. Ultimately, Strahd doesn’t honor his promise, instead turning the character into a vampire spawn under his control. When Strahd Attacks Strahd isn’t a villain who remains out of sight until the final scene. Far from it—he travels as he desires to any place in his realm or his castle, and (from his perspective) the more often he encounters the characters, the better. The characters can and should meet him multiple times before the final encounter, which most likely takes place in the location determined by the card reading. When Strahd wants to terrorize the characters, he pays them a visit, either under the cloak of night or beneath overcast skies during the day. If they’re indoors, he tries to charm or goad a character into inviting him inside (along with his vampire spawn, if they are present). Strahd and his minions never attack Ireena. These encounters are meant to test the characters, not kill them. After a few rounds of toying with them, Strahd and his creatures withdraw. If the characters retreat, Strahd is likely to allow them to flee, savoring their fear and believing he has broken them. Strahd's Tactics Because the entire adventure revolves around Strahd, you must play him intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters. When you run an encounter with Strahd, keep the following facts in mind: Strahd attacks at the most advantageous moment and from the most advantageous position. Strahd knows when he's in over his head. If he begins taking more damage than he can regenerate, he moves beyond the reach of melee combatants and spellcasters, or he flies away (using summoned wolves of swarms of bats or rats to guard his retreat). Strahd observes the characters to see who among them are easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him against other members of the adventuring party. The Vampire's Minions Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult the Strahd's Minions table to determine what creatures he brings with him, if any. Strahd's Minions d20 Creatures 1-3 1d4 +2 dire wolves 4-6 1d6 +3 ghouls 7-9 1d4 +2 Strahd zombies 10-12 2d4 swarms of bats 13-15 1d4 +1 vampire spawn 16-18 3d6 wolves 19-20 None If the characters are in a residence, Strahd's creatures break through doors and windows to reach them, or crawl up through the earth, or swoop down the chimney. The vampire spawn (all that's left of a party of adventurers that Strahd defeated long ago) can't enter the characters' location unless invited. Heart of Sorrow Strahd can afford to be bold in his tactics, for he has additional protection in the form of a giant crystal heart hidden inside Castle Ravenloft. Any damage that Strahd takes is transferred to the Heart of Sorrow (see Castle Ravenloft, area K20). If the heart absorbs damage that reduces it to 0 hit points, it is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow has 50 hit points and is restored to that number of hit points each dawn, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can reestablish his link to the Heart of Sorrow as a bonus action on his turn, but only while in Castle Ravenloft. The effect of the protection afforded by the Heart of Sorrow can be chilling to behold, as damage to Strahd is quickly undone. For example, a critical hit might dislocate Strahd's jaw, but only for a moment; then the vampire's jaw quickly resets itself. The ability of the Heart of Sorrow to absorb damage is suppressed if it or Strahd is fully within an antimagic field. Lair Actions While Strahd is in Castle Ravenloft, he can take lair actions as long as he isn't incapacitated. On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round: Until initiative count 20 of the next round, Strabd can pass through solid walls, doors, ceilings, and floors as if they weren't there. Strahd targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again. Strahd summons the angry spirit of one who has died in the castle. The apparition appears next to a hostile creature that Strahd can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a specter . Strahd targets one Medium or smaller creature that casts a shadow. The target's shadow must be visible to Strahd and within 30 feet of him. If the target fails a DC 17 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Strahd's commands, acting on initiative count 20. A greater restoration spell or a remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed. Traits Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form. While in bat or wolf form, Strahd can’t speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. While in mist form, Strahd can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight. Legendary Resistance (3/Day). If Strahd fails a saving throw, he can choose to succeed instead. Misty Escape. When Strahd drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in running water or sunlight. If he can’t transform, he is destroyed. While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point. Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn. Spellcasting. Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): comprehend languages, fog cloud, sleep 2nd level (3 slots): detect thoughts, gust of wind, mirror image 3rd level (3 slots): animate dead, fireball, nondetection 4th level (3 slots): blight, greater invisibility, polymorph 5th level (1 slot): animate objects, scrying Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check. Vampire Weaknesses. Strahd has the following flaws: Forbiddance. He can’t enter a residence without an invitation from one of the occupants. Harmed by Running Water. He takes 20 acid damage if he ends his turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed. Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks. Actions Multiattack (Vampire Form Only). Strahd makes two attacks, only one of which can be a bite attack. Unarmed Strike (Vampire or Wolf Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the slashing damage. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd’s control. Charm. Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s control, but it takes Strahd’s requests and actions in the most favorable way and lets Strahd bite it. Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Children of the Night (1/Day). Strahd magically calls 2d4 swarms of bats or swarms of rats , provided that the sun isn’t up. While outdoors, Strahd can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action. Legendary Actions Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Strahd regains spent legendary actions at the start of his turn. Move. Strahd moves up to his speed without provoking opportunity attacks. Unarmed Strike. Strahd makes one unarmed strike. Bite (Costs 2 Actions). Strahd makes one bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (shapechanger)","Alignment":"lawful evil","Expansion":7388,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Strahd Zombie","description":"Strahd zombies are undead that serve the vampire Strahd von Zarovich. Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself. Loathsome Limbs. A Strahd zombie's gray-green flesh looks soft, and its bones seem brittle. Any good hit from a bludgeoning or slashing weapon severs part of the zombie's body. Strahd zombies are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to any part damages the whole creature. Undead Nature. A Strahd zombie doesn't require air or sleep. Traits Loathsome Limbs. Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it: 1–8: One leg is severed from the zombie if it has any legs left. 9–16: One arm is severed from the zombie if it has any arms left. 17–20: The zombie is decapitated. If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie’s initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie’s hit points. A severed leg is unable to attack and has a speed of 5 feet. A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack. If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space. The zombie’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can’t benefit from bonuses to speed. Actions Multiattack. The zombie makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"unaligned","Expansion":7388,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Strahd, Master of Death House","description":"Strahd von Zarovich is the Darklord of Barovia, a Domain of Dread. Little happens there without the Darklord’s knowledge, although Strahd rarely pays attention to what he considers the uninteresting dealings of lesser beings. However, once the characters arrive in Barovia, explore a place called Death House, and find a piece of the Rod of Seven Parts there, Strahd’s interest becomes piqued, and he makes an appearance. The characters encounter Strahd in his Master of Death House iteration in chapter 5. History In life, Strahd von Zarovich was a prince, a soldier, and a conqueror. His thirst for power never sated, Strahd made a pact with the Dark Powers to become immortal. Meanwhile, Strahd’s evil deepened, until in a jealous rage he murdered his brother, Sergei. Sergei’s betrothed, Tatyana, leapt from a tower to escape Strahd and vanished into the Mists rising around Barovia as Strahd slew everyone else in the castle. He had become a vampire, and Barovia became a Domain of Dread. Now the Dark Powers keep Strahd trapped in his realm, tormenting him with his inability to escape for all eternity. He spends his days amusing himself as best he can, terrorizing Barovia’s people and savoring the fear and worship he commands. Traits Legendary Resistance (3/Day). If Strahd fails a saving throw, he can choose to succeed instead. Master of the House. When Strahd is reduced to 0 hit points, he dissolves into mist and immediately teleports to his lair in Castle Ravenloft. After 1d4 hours, Strahd re-forms in a random unoccupied space within his lair, regaining all his hit points. Regeneration. Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. Strahd has the following flaws: Harmed by Running Water. While in running water, Strahd takes 20 acid damage if he ends his turn there, and he can’t use Change Shape. Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 radiant damage at the start of his turn, has disadvantage on attack rolls and ability checks, and can’t use Change Shape. Actions Multiattack. Strahd makes two Death Strike attacks. He can replace one of these attacks with Blighted Fire if available. Death Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can forgo dealing slashing damage; the target then has the grappled condition (escape DC 18) instead. Strahd can grapple only one creature at a time. Blighted Fire (Recharge 5–6). Strahd summons shadowy, necrotic fire that fills a 20-foot-radius sphere centered on a point he can see within 90 feet of himself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) necrotic damage on a failed save or half as much damage on a successful one. Charm. Strahd targets one Humanoid he can see within 30 feet of himself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn’t under Strahd’s control, but it takes Strahd’s requests and actions in the most favorable way. Each time Strahd or his companions deal damage to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is reduced to 0 hit points, is on a different plane of existence than the target, or uses a bonus action to end the effect. Spellcasting. Strahd casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18): At will: Detect Thoughts, Fog Cloud, Mage Hand 2/day each: Animate Dead (as an action) , Gust of Wind, Mirror Image, Nondetection 1/day each: Greater Invisibility, Polymorph, Scrying (as an action) Bonus Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature that has the charmed or grappled condition. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains a number of hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way and then buried rises the following night as a vampire spawn under Strahd’s control. Change Shape. Strahd transforms into a new form or back into his true form. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. When transforming into a new form, Strahd chooses one of the following options: Beast Form. Strahd transforms into a Tiny bat (flying speed 30 ft.) or a Medium wolf (speed 40 ft.). While in that form, he can’t speak, and he retains his game statistics other than his size and speed. Mist Form. Strahd transforms into a Medium cloud of mist. While in this form, Strahd has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. Strahd can pass through a space without squeezing as long as air can pass through that space, but he can’t pass through water. Strahd has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage except the damage he takes as part of his Vampire Weaknesses trait. While in mist form, Strahd can’t take any actions, speak, or manipulate objects. Legendary Actions Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Strahd regains spent legendary actions at the start of his turn. Cunning Escape. Strahd moves up to his speed without provoking opportunity attacks. Strike (Costs 2 Actions). Strahd makes one Death Strike attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Vampire, Wizard)","Alignment":"Lawful Evil","Expansion":30583,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Strahd's Animated Armor","description":"The armor that Strahd wore into battle when he was alive lives on today as a headless, animated suit of plate armor. The armor is painted burgundy and adorned with golden angelic motifs. Thing of Evil. Strahd imbued his automaton with a sliver of his being, bequeathing unto his armor a malevolence not found in most animated objects. He also fortified his armor and placed a number of permanent spell effects on it to make the armor a better castle defender. The armor understands Common but obeys only the commands of its master. Animated Objects Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons. Constructed Nature. An animated object doesn’t require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. Traits Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field . If targeted by dispel magic , the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor. Actions Multiattack. The armor makes two melee attacks or uses Shocking Bolt twice. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) lightning damage. Shocking Bolt. Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. Hit: 10 (3d6) lightning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"lawful evil","Expansion":7388,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Strangling Creeper","description":"Strangling Creeper When these dangerous vines strike, their targets are swiftly entwined and unable to call for help as the tough tendrils constrict.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":1},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Strawbundle","description":"A Tiny construct with AC 10, 1 hit point, a walking speed of 10 feet, immunity to poison damage and the poisoned condition, and no attacks. Destroying a doll causes the child’s soul within it to become trapped in the Soulmonger. The straw doll, Strawbundle, usually speaks for the group. If any character makes an effort to befriend one of the dolls, the soul of the child trapped inside the doll bestows a magical charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in \"Charms\" and follow the same rules. Strawbundle’s Charm. While you have Strawbundle in your possession, this charm allows you to cast the etherealness spell as an action, no components required. After it is used three times, the charm vanishes.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Expansion":31454,"Challenge Rating":"-"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Strig Knight","description":"The Perch Guard produces many skilled soldiers, but only those who possess a great degree of talent are trained to become knights. The knights of Alderheart’s Perch Guard are taught how to protect others by creating opportunities for allies to regroup or retreat as necessary. Experts in sword-and-shield fighting, the knight’s heavily-armoured fighting style allows them to hold the line against even the fiercest of enemies.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (strig)","Alignment":"any lawful","Expansion":5991,"Challenge Rating":3},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Strig Tracker","description":"Capable of moving swiftly through the wilderness, trackers help find those who have lost their way in the forest. Accomplished survivalists, they are familiar with hidden pathways throughout the Wood. Often found alongside woodland beasts, many have formed bonds with these creatures, and find their aid useful in locating lost travelers. For Strigs, known for being at ease even in the harshest environments, becoming a tracker can prove a satisfying challenge. Some use their skills to double as bounty hunters, which can provide for an even more thrilling chase.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (strig)","Alignment":"any neutral","Expansion":5991,"Challenge Rating":3},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Striga","description":"A Striga is a contaminated undead abomination which results when a true vampire or vampire spawn succumbs to Eldritch Contamination. A striga can reverse its monstrous contamination by drinking the blood of a humanoid creature who has recently been the target of a Purge Contamination * spell.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Source":"custom","Alignment":"unaligned","Expansion":29025,"Challenge Rating":11},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Strigoi","description":"The first strigoi were created by spellcasters who subjected swarms of stirges to transmutation spells. Other strigoi have emerged as the results of similar spellcraft, as the byproducts of outlandish scientific experiments, and from stirges draining well-fed vampires. When a strigoi arises, the unnatural creature is overwhelmed by instinctual hunger that drives it to undertake bloodthirsty rampages along with swarms of emboldened, bloodsucking pests. Strigoi drain the blood, marrow, and soft tissues from their victims, leaving behind nothing but empty husks. Due to the horrifying nature of their deaths, those slain by strigoi occasionally reanimate as boneless. Many strigoi seek ways to return to their former existence while being compelled to drain living victims. Others, though, embrace their new forms and mimic vampires. These would-be bloodsucker aristocrats create stirge courts amid scabrous husk-decorated villas and drain the life from any who balk at their grotesque gentility. Traits Stirge Telepathy. The strigoi can magically command any stirge within 120 feet of it, using a limited form of telepathy. Actions Multiattack. The strigoi makes one Claw attack and makes one Proboscis attack. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 6 (1d12) acid damage. Proboscis. Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 8 (1d10 + 3) piercing damage plus 10 (3d6) necrotic damage, and the strigoi regains hit points equal to the amount of necrotic damage dealt. A creature reduced to 0 hit points from this attack dies and leaves nothing behind except its skin and its equipment. Ravenous Children (1/Day). The strigoi magically summons 1d4 + 2 stirges (see their entry in the Monster Manual) in unoccupied spaces it can see within 30 feet of it. The stirges are under the strigoi’s control and act immediately after the strigoi in the initiative order. The stirges disappear after 1 hour, when the strigoi dies, or when the strigoi dismisses them (no action required).","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Expansion":10535,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Strike Drone","description":"Drones Drones are semi-autonamous robotic constructs programmed to decipher and follow the commands of their owners. These commands can be either general or specific, with the drone responding to the best of its ability. It uses its own independent logic to execute more simple or general commands. When not receiving commands, they follow the most recent directive or task assigned to them. Most drones don't have any means of communication other than verification of their assigned tasks, but a few have been programmed to speak. These additional traits are often used to seek out individuals or pass on encrypted communications. Mechanical Body. A drone doesn't require air, food, drink, or sleep. A drone that is reduced to 0 hit ponts is destroyed, their remains considered scrap. Since drone parts can come from a number of different creators, they're rarely intercompatible or interchangable.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Strike Drone","description":"Drones Drones are semi-autonamous robotic constructs programmed to decipher and follow the commands of their owners. These commands can be either general or specific, with the drone responding to the best of its ability. It uses its own independent logic to execute more simple or general commands. When not receiving commands, they follow the most recent directive or task assigned to them. Most drones don't have any means of communication other than verification of their assigned tasks, but a few have been programmed to speak. These additional traits are often used to seek out individuals or pass on encrypted communications. Mechanical Body. A drone doesn't require air, food, drink, or sleep. A drone that is reduced to 0 hit ponts is destroyed, their remains considered scrap. Since drone parts can come from a number of different creators, they're rarely intercompatible or interchangable.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":27051,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Strixhaven Campus Guide","description":"With cheerful dispositions and a knack for walking backward, Strixhaven campus guides lead gaggles of prospective students on tours. The guides’ gold and silver chassis are built in shapes reminiscent of the star arches surrounding Strixhaven. Embedded in their chests are holographic maps of the university’s campuses, which the guides use to provide directions. However, it’s rare for a campus guide to need its own maps, as these gregarious automatons have a gift for finding things on campus, often popping up at the most inopportune times. Traits Campus Knowledge. While at Strixhaven, the guide can’t become lost by magical or nonmagical means. The guide also has advantage on ability checks made to locate creatures or objects at Strixhaven. Univocal Speech. When the guide speaks, any creature that knows at least one language and can hear the guide understands what it says. Unusual Nature . The guide doesn’t require air, food, drink, or sleep. Actions Multiattack. The guide makes two Slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Smile and Wave. Each creature of the guide’s choice that is within 30 feet of the guide must succeed on a DC 11 Wisdom saving throw or be magically charmed by the guide for 1 hour. A charmed target must move on its turn toward the guide, trying to get within 5 feet of the guide. The target doesn’t move into obviously dangerous ground, such as a fire or a pit. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success. A target that successfully saves is immune to any guide’s Smile and Wave ability for the next 24 hours. Bonus Actions Need Directions? The guide takes the Help action.","properties":{"Category":"Monsters","Size":"Small","Type":"Construct","Alignment":"Typically Lawful Good","Expansion":12501,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Strobing Fungus","description":"This creature is translucent with a white core and is composed of a narrow stalk topped with a bulbous head. It suddenly emits a powerfully bright light, then flashes bright and dark in rapid succession. Chemical Warrior. The strobing fungus’ body houses chemicals that, when mixed together, cause it to shine brighter than a torch. It also uses those chemicals for self-defense. When it senses danger, it mixes the chemicals inside a pouch within its body and secretes the mixture, which it can then shoot at the creature threatening it. Once exposed to the open air, the chemicals become highly corrosive and toxic. Wandering Mushroom. Unlike many fungi, the strobing fungus is able to move, albeit at a slow pace. It does this by severing the portion of its base anchoring it in place and secreting some of the chemicals within its body to help it glide along to a new location. When it has reached its intended destination, it stops secreting the chemical, its movement stops, and the creature quickly attaches to the ground at the new location. Popular Guards. Strobing fungi are often employed as guardians, particularly by creatures that have blindsight. The fungi understand rudimentary Common and can obey commands not to attack their master’s allies. They typically assume anyone who has not been specifically introduced to them is an enemy and behave accordingly.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Strongheart","description":"Strongheart is a fearless seeker of justice, risking his life to ensure that good triumphs over evil. He is thoughtful, kind, and seldom rash, yet never hesitant to punish those who spit in the face of law and order. Strongheart doesn’t worship a god but devotes himself to an ideal: that the world can be spared from evil by those who have enough courage to stand against it. Alignment. Lawful good. Personality Trait. “I try to see the good in people, but I won’t give comfort to those who have no goodness in them.” Ideal. “Justice needs champions. I count myself as one.” Bond. “Valor’s Call is not just an assembly of like-minded individuals who believe that good must triumph over evil. Its members are also my friends.” Flaw. “I am prepared—my friends might say too prepared—to sacrifice myself for the greatest good.” Combat Notes Strongheart prefers to fight with Steel , his trusty sword. His favorite use of the command spell is to compel a foe to “Yield!” (which has the same effect as commanding it to halt). He tries to capture and imprison evildoers, slaying them only if they cannot be apprehended. Traits Special Equipment. Strongheart wields Steel , a sentient, lawful good longsword. Actions Multiattack. Strongheart makes three Steel attacks. Steel. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage when used with two hands. Once on each of his turns, Strongheart can also cause the blade to gleam with holy light. If he does so, the target is blinded until the start of Strongheart’s next turn. Revivify (Recharges at the Next Dawn). While holding Steel , Strongheart casts revivify. Spellcasting. Strongheart casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): 3/day each: command, detect evil and good, protection from evil and good 1/day each: lesser restoration, remove curse, zone of truth Reactions Protect Another. When a creature Strongheart can see attacks another creature that is within 5 feet of him, Strongheart can use his reaction to impose disadvantage on the attack roll, provided he is carrying a shield. Valor’s Call The noble adventuring party known as Valor’s Call was founded by Strongheart, a resolute human paladin committed to destroying evil wherever it rears its ugly head. Strongheart alone determines who can become a member of this prestigious group, which has more members than those described here. (The other members, who do not appear in this adventure, are busy elsewhere.) Strongheart is always on the lookout for courageous heroes who are willing to devote themselves to a good cause. Only good-aligned characters are allowed to join Valor’s Call.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, paladin)","Alignment":"lawful good","Expansion":11857,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Strossen Bat","description":"Strossen bats are an aggressive breed of vampire bat that was first discovered in the vicinity of Castle Shadowcrag. They have since spread throughout the Margreve forest and beyond. Strossen bats can be identified by their midnight black fur with its distinctive white streak across the bats’ eyes. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4+3) piercing damage. On a hit, the bat attaches to its target. While attached, the bat doesn’t attack. Instead, at the start of each of the bat’s turns, the target loses 5 (1d4 + 3) hp due to blood loss. The bat can detach itself by spending 5 feet of its movement. It does so after it drains 15 hp of blood from the target or the target dies. A creature, including the target, can use its action to detach the bat.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Stryx","description":"Stryx are the result of the Moonlit King’s mad experiments deep within the plane of Shadows. They resemble owls and can pass as normal birds as long as they don’t speak or open their mouths. The stryx have a larger mouth hidden behind their beaks, filled with gleaming human teeth. Stryx range in color from pale gray to sooty black, with gleaming eyes. Strange Alchemy. The stryx are unnatural beings that came about through terrible manipulation of normal owls and kidnapped humans. The Moonlit King of the shadow fey, banished and imprisoned in his tower, is desperate to touch the outside world. His crazed experiments blended shreds of mortal souls into shadowy owls and thus brought the stryx into being. The Shadow’s Eyes. The truth of the stryx is all but unknown outside the Moonlit King’s inner circle, where these creatures serve as the king’s eyes and ears. Stryx thrive in the plane of Shadow and on the Material Plane equally, and they enjoy attaching themselves to powerful beings as spies, servants, and translators. Their purposes are muddied, however, because they constantly relay what they learn to their mad creator. Stryx Familiars Stryx make excellent spies, and they delight in serving others. The strange owls often become outstanding spies and translators by bonding themselves to a master. Some spellcasters seek out the stryx and strike a bargain to gain the creature’s service as a familiar. While most stryx make a show of hard bargaining, secretly they are eager to strike the deal. Familiar Bond. A stryx can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are within 100 feet of each other, they can communicate telepathically, and as an action the master can use the familiar’s senses for one round. During this time the master is blinded and deafened to his or her own surroundings. Additionally, as long as the stryx is within 10 feet of its master, the master can benefit from its comprehend languages innate spell. A stryx is a normal (if odd) living creature, however, not a magically-summoned celestial, fey, or fiend, so it has significant limitations as a familiar. It can’t be dismissed to a pocket dimension or magically summoned only when it’s wanted. The stryx can’t deliver touch-range spells. When it is more than 100 feet from its master, the two can’t communicate except by prearranged signals (a hand wave or a whistle, for example). It rolls its own initiative and it can attack in combat, but if the stryx is killed, it’s dead and that’s that. Traits False Appearance: Until a stryx speaks or opens its mouth, it is indistinguishable from a normal owl. Flyby: The stryx doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Innate Spellcasting: The stryx’s innate spellcasting ability is Wisdom. It can cast the following spell, requiring no components: 3/day: comprehend languages Keen Hearing and Sight: The stryx has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Talons: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 1 slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Neutral","Expansion":3,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Stryx","description":"Owl-like monstrosities with vaguely human-like heads, stryx sometimes serve mortal spellcasters, particularly one of elven blood or one who has some tie to the fey, such as a half-elf enchanter or a warlock whose patron is the Archfey. Familiar. If a stryx agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the stryx senses, as long as they are within 1 mile of each other. While the stryx is within 10 feet of its master, the master senses, the benefit of the spell whenever the stryx casts comprehend Languages. If its master causes it physical harm, or if it simply chooses to do so, the stryx will abandon its service as a familiar, breaking the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"neutral","Expansion":25360,"Challenge Rating":1.8},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Stuhac","description":"This pale-skinned, white-bearded hermit wears a winter cloak and travels the mountain paths, cliff sides, and trade routes alone. Feigns Weakness. Living in isolated mountain passes and foraging along little-traveled slopes, the stuhac is a master of stealth and deception. Wrapping heavy furs around itself, it poses as a feeble hermit or traveler needing assistance. Only after its victims have been lured away from warmth and safety does the stuhac drop its disguise and show its true nature: the withered traveler's gnarled hands uncurl to reveal jagged yellow claws, its cataract-ridden eyes are exposed as waxen orbs wobbling loosely in their sockets; throwing open its cloak, it proudly shows off woven layers of yellowed tendon and ligament. Hideous Garments. The stuhac’s most prized possessions are its “clutters,” garments woven of layered and tangled ligaments and tendons. These grisly trophies are taken from scores of victims, and stuhacs treasure each bit of their disgusting attire. When two stuhac meet, they compare their garb, swapping anecdotes of their most horrifying kills and deceptions. Stuhacs weave new ligaments into their clutters while their still-living victims watch. Lying in crippled agony, they cannot flee as the stuhac tears fresh material from their bodies for its garments. To keep screams from disturbing their work, these monsters sever their victim’s vocal chords. Devour Victims. Once its clutters are done, the stuhac feeds on its live victim, devouring everything but the bones. Finding a clean-picked humanoid skeleton along a mountain path is a reliable sign of a stuhac’s presence. Because female stuhacs have never been reported, some believe that these fiends mate with demons, hags, or lamias. Others believe stuhacs are part of a hideous malediction, a recipe for immortality that requires the subject to devour its own kind. Traits Mountain Stride: Mountain slopes and stone outcroppings pose no obstacle to a stuhac’s movement. In mountainous areas, it scrambles through difficult terrain without hindrance. Powerful Leap: The stuhac can jump three times the normal distance: 66 feet horizontally or 27 feet vertically with a running start, or half those distances from a stationary start. Shapechanger: The stuhac can use its action to polymorph into one of two forms: that of an elderly humanoid male, and its natural form. It cannot alter either form’s appearance or capabilities using this ability, and damage sustained in one form transfers to the other form. Actions Multiattack: The stuhac makes two claw attacks and one bite attack, or two claw attacks and one hobble. Bite: Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 20 (4d6 + 6) piercing damage. Claw: Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 28 (5d8 + 6) slashing damage. Hobble: A stuhac can cripple a creature by telekinetically tearing its tendons and ligaments. A stuhac can target one creature within 100 feet. The target must make a successful DC 16 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 20 feet. Magical movement (flight, teleportation, etc.) is unaffected. This damage can only be cured through magical healing, not by spending hit dice or resting.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Stymphalian Bird","description":"These brutal creatures are native to the swamps of Stymphalia, known to be voracious and bloody. They are recognized for the danger they represent, destroying crops, fruit trees and unfortunate travelers as they swarm the countryside. These man-eating birds are widely known because of the sixth Labor of Heracles, who was tasked with getting rid of them. With the aid of Athena and Hephaestus the demigod was able to quickly dispatch the birds, using a rattle built by the smith god, called a krotala. The sound produced by the artifact stunned the avians, giving Heracles a chance to shoot them with arrows tipped with the poisonous blood from the Hydra. Beaks and Feathers of Bronze. With their strange beaks and feathers these birds were able to rip through armor, making them a menace even to marching armies. Sacred Beasts of the Land Throughout the ages the world has existed, unique animals have made themselves known in legends. Stronger, faster, more majestic and, perhaps, even a little magical. The most well known of these creatures are the Sacred Beasts of the Land. This title refers to all the unique animals associated with the Twelve Labors of Heracles. Polymorphing into a Sacred Beast Players attempting to use Polymorph to become any of the Sacred Beasts of the Land will find that they cannot replicate the magic properties of the creature in question. For example, they will not be able to use the innate spellcasting feature, legendary actions or legendary resistances. Additionally, only players who have substantial experience with the creature in question should be able to attempt such a transformation. An example of such experience could be the slaying of the beast, as well as the creation of a friendly bond, but it must involve personal experience from the character. Traits Weak to Sound. If the Stymphalian Bird takes thunder damage it becomes stunned until the end of its next turn. Vicious Man-Eater. The Stymphalian Bird has advantage on melee Attack Rolls against any creature that doesn't have all its Hit Points. Actions Bronze Beak. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage. Bronze Feathers. Ranged Attack: +5 to hit, reach 20/40 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":29804,"Challenge Rating":"1/4"},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Stymphalides","description":"Man-eating birds of prey, the rare creatures known as stymphalidies stalk plains and coastlines, shredding warm-blooded animals and unwary travelers with their steely-bladed feathers and daggerlike beaks. From a distance, stymphalidies might easily be mistaken for cranes, ibises, or other long-necked birds, though in full sunlight their gleaming feathers and the haze of blood lingering from past meals are impossible to mistake. Up close, they appear almost to be sculpted from silver and brass. Most stymphalides stand approximately 2-1/2 feet tall and weigh little more than 40 pounds. Although mean-tempered and territorial, lone stymphalides prove relatively harmless, thus traveling in swarms of several dozen, relying on strength of numbers to bring down large or dangerous prey. Many tales also tell of enormous breeds of these monstrous birds, powerful enough to prey upon wyverns. These giant stymphalides are said to grow up to 13 feet tall and weigh over 250 pounds, with wingspans reaching upward of 25 feet. Such gigantic stymphalides are rarely seen, preferring to lurk upon desolate cliffs or even amid harsh extraplanar realms. Flocking. When not at rest, flocks of the creatures soar high on warm currents of air, relying upon their keen eyesight to spot suitable prey far below. Because of their voracious appetites, flocks of stymphalidies must claim a vast swath of territory to maintain their feeding habits. Fortunately for the folk of civilized lands, stymphalidies rarely encroach upon areas well-traveled by humanoids and other creatures clever enough to bring down one of these metallic-winged avians. Stymphalidies breed at an astonishing rate, however, and overpopulation and exhaustion of game frequently force extraordinarily large and deadly groups of the creatures to band together in search of new lands and new prey to devour. Vorpal Wings. The wings of stymphalides are as sharp as knives and often lacerate their prey as the birds swarm and beat their wings against their unfortunate victims’ skin. Similarly, their beaks are supernaturally sharp and can pierce the tough hides of animal prey or the armor of those warriors foolish enough to hunt the creatures. Even if a victim of a stymphalides swarm’s frenzied attacks manages to fend off the vicious creatures, the wounds caused by the birds continue to bleed long after being inflicted, and the victim often perishes from loss of blood before ever reaching help.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"neutral","Expansion":30635,"Challenge Rating":14},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Styx Dragon","description":"One of the only draconic beings that makes its home in the Nine Hells, the Styx dragon is an aquatic creature that lives within the River Styx. The waters of the Styx have no effect on its mental faculties or memories, and their breath weapon replicates the effects of the Styx. Their diet consists mostly of devils foolish enough to wander close to the banks of the Styx, though they prefer mortals and corpses over Fiends. Occasional Styx dragons have been spotted in non-infernal planes, possibly by traveling the Styx to their destination. Unusual Dragons Unlike other Dragons, the scales of the Styx dragon have no effect on their capabilities, and range from darker hues all the way up to chromatic scales, though they always appear muddied. They have no wings and very small limbs, relying primarily on their tails for mobility and combat. Their serpentine body lends itself to muddy nests along the banks of the Styx and quick underwater travel. Good captains know where Styx dragon clutches are along the river, and steer their boats specifically to avoid the creatures. Traits Amphibious. The dragon can breathe air and water. Stygian Wasting. Creatures afflicted with this disease are incapable of regaining hit points in any way until the disease is cured. Additionally, as their flesh starts to rot, a creature with this disease takes 36 (8d8) necrotic damage after each long rest they finish. Styx Dweller. The dragon is immune to all negative effects from the River Styx. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks using its Bite, Tail, or a combination of the two. It can replace one of the attacks with Constrict. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) poison damage, and the target must make a DC 19 Constitution saving throw. On a failed save, the target contracts Stygian Wasting. Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 22). The dragon can’t make a Tail attack while a creature is grappled in this way. Constrict. The dragon tightens its grip on a creature grappled by its tail. The creature takes 27 (3d12 + 8) bludgeoning damage, has the restrained condition until the start of the dragon’s next turn, and must make a DC 19 Constitution saving throw. On a failed save, the target contracts Stygian Wasting. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon must succeed on a DC 18 Wisdom saving throw or have the frightened condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Stygian Breath (Recharge 5–6). The dragon exhales poisonous Styx water in a 60-foot-long, 10-foot-wide line. Each creature in that line must make a DC 19 Dexterity saving throw, taking 54 (12d8) poison damage on a failed save, or half as much on a successful one. Creatures that fail the save contract Stygian Wasting. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. If a creature is already grappled, the dragon may use Constrict instead. Death Throw (Costs 3 Actions). If the dragon has successfully restrained a creature with the Constrict ability, it may throw them up to 100 feet away. When it lands, the creature takes 21 (6d6) bludgeoning damage and must make a DC 18 Constitution saving throw. On a failed save, the creature has the unconscious condition for 10 minutes.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"chaotic evil","Expansion":28645,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Su-monster","description":"Su-monsters are cunning, wicked primates that inhabit forsaken wilderness areas and caves. Adults stand 5 feet tall and have long prehensile tails. Although they can grasp tools and weapons with their tails or clawed feet, su-monsters can also project blasts of psionic energy that leave enemies stunned and unable to flee or defend themselves. A su-monster sleeps while hanging upside down by its tail. While awake, it can also unleash a devastating attack from that position, rending with all four of its claws. Su-monsters communicate silently by using their prehensile tails to make gestures. They typically kill more than they eat, burying the leftovers and marking their location with the victim's possessions. Actions Multiattack . The su-monster makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, or 12 (4d4 + 2) slashing damage if the su-monster is hanging by its tail and all four of its limbs are free. Psychic Crush (Recharge 5-6). The su-monster targets one creature it can see within 30 feet of it. The target must succeed on a DC 11 Wisdom saving throw or take 17 (5d6) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":7389,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Su-monster","description":"Su-monsters are cunning, wicked primates that inhabit forsaken wilderness areas and caves. Adults stand 5 feet tall and have long prehensile tails. Although they can grasp tools and weapons with their tails or clawed feet, su-monsters prefer to rend prey with their claws. Adult su-monsters can also project blasts of psionic energy that leave enemies stunned and unable to flee or defend themselves. A su-monster sleeps while hanging upside down by its tail. While awake, it can also unleash a devastating attack from that position, rending with all four of its claws. Su-monsters communicate silently by using their prehensile tails to make gestures. They typically kill more than they can eat, burying the leftovers and marking their location with the victim’s possessions. Actions Multiattack. The su-monster makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, or 12 (4d4 + 2) slashing damage if the su-monster is hanging by its tail and all four of its limbs are free. Psychic Crush (Recharge 5–6). The su-monster targets one creature it can see within 30 feet of it. The target must succeed on a DC 11 Wisdom saving throw or take 17 (5d6) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":31454,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Subek","description":"For most of the year the subek are a kindly race, advising others and lending their physical and intellectual prowess to local projects. During the flood season, however, subek become violent and territorial, ruthlessly killing and consuming all trespassers. Riverbank Homes. Subek are crocodile-headed humanoids that dwell along the banks of great rivers. They are tailless, possessing muscular physiques, surprisingly dexterous hands, and a frightening maw of sharp teeth. They are 9 feet tall, average 700 lb., and can live up to 300 years. During the dry season, subek are friendly, thoughtful scholars, historians, and artisans. Flood Fever. Subek are well aware of their destructive and violent nature. When the waters rise, they distance themselves from other cultures, warning locals to keep away until the river recedes. Most migrate up or down river to an area with few inhabitants; some even construct underground prisons or cages and pay brave retainers to keep them locked up and fed during their time of savagery. During flood fever, subek do not recognize friends or colleagues. They discard all trappings of civilization and kill non-subek creatures indiscriminately. Once the fever clears, they remember nothing of their actions, though they are surrounded by undeniable, grisly reminders. Keep Their Distance. Despite the danger, subek are tolerated and even prized for their skill as engineers, historians, and teachers. They live on the outskirts of many human towns, maintaining a cautious distance from their neighbors. Subek marriage is pragmatic; they live with a mate long enough to foster a single egg and raise the hatchling for a decade before parting ways. Subek scholars and oracles debate their duality. Some believe it to be an ancient curse, a shared ancestry with northern trolls, or some loathsome and primitive part of their soul exerting control. A rare few—shamans and oracles, mostly—embrace their duality and choose to live year-round in remote regions far from civilization. Traits Hold Breath: The subek can hold its breath for 15 minutes. Flood Fever: During flood season, the subek is overcome with bloodthirsty malice. Its alignment shifts to chaotic evil, it gains the Blood Frenzy trait, and it loses the capacity to speak Common and its bonuses to History and Investigation. Blood Frenzy: The subek has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Actions Multiattack: The subek makes one bite attack and one claws attack. If both attacks hit the same target, the subek can make a thrash attack as a bonus action against that target. Bite: Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (2d6 + 4) piercing damage. Claws: Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 22 (4d8 + 4) slashing damage. Thrash: Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d10) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid","Source":"Tome of Beasts","Alignment":"Lawful Neutral","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Succubus","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Telepathic Bond : The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed . The two don’t even need to be on the same plane of existence . Shapechanger : The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Actions Claw (Fiend Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Charm : One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Draining Kiss : The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Etherealness : The fiend magically enters the Ethereal Plane from the Material Plane , or vice versa.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"66 (12d8 + 12)","CHA":20,"CON":13,"DEX":17,"INT":15,"STR":8,"WIS":12,"Size":"Medium","Type":"Fiend (Shapechanger)","Speed":"30 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116029/TIQdEzxKXzuHIJwuFYb9ng/original.png","Senses":"Darkvision 60 ft.","Skills":"Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7","Source":"5th Edition SRD","data-XP":"1,100","Alignment":"Neutral Evil","Languages":"Abyssal, Common, Infernal, Telepathy 60 ft.","data-List":"false","Token Size":1,"Resistances":"Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks","data-Traits":"[{\"Name\":\"Telepathic Bond\",\"Desc\":\"The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don\\u2019t even need to be on the same plane of existence.\"},{\"Name\":\"Shapechanger\",\"Desc\":\"The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn\\u2019t transformed. It reverts to its true form if it dies.\"}]","data-Actions":"[{\"Name\":\"Claw (Fiend Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Charm\",\"Desc\":\"One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend\\u2019s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend\\u2019s Charm for the next 24 hours. \\n\\tThe fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.\"},{\"Name\":\"Draining Kiss\",\"Desc\":\"The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target\\u2019s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"},{\"Name\":\"Etherealness\",\"Desc\":\"The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.\"}]","data-CHA-mod":"+5","data-CON-mod":"+1","data-DEX-mod":"+3","data-INT-mod":"+2","data-STR-mod":"-1","data-WIS-mod":"+1","Challenge Rating":4,"Passive Perception":15,"data-CrNum":4,"data-AcNum":15,"data-HpNum":66},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Succubus","description":"Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz’zt keeps succubi and incubi as advisers and consorts. Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways. Beautiful Corrupters. A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal’s bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim’s dreams with debauched images, the victim becomes more susceptible to temptation in everyday life. Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature’s actions. Appearing in the guise of a humanoid who has previously appeared only in the victim’s dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will. A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely—some say by causing the victim to commit the three betrayals of thought, word, and deed—the victim’s soul belongs to the fiend. The more virtuous the fiend’s prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes. The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A charmed creature isn’t responsible for its actions, so forcing it to behave against its will won’t bring the fiend closer to the ultimate prize: the victim’s soul. Deadly Kiss. The kiss of a succubus or incubus is an echo of the emptiness that is the fiend’s longing for a corrupted soul. Likewise, the recipient of the fiend’s kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes. Fiendish Offspring. Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent. Traits Telepathic Bond : The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence. Shapechanger : The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Actions Claw (Fiend Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Charm : One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Draining Kiss : The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Etherealness : The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (shapechanger)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Succubus (Incubus)","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Telepathic Bond : The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed . The two don't even need to be on the same plane of existence . Shapechanger : The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Actions Claw (Fiend Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Charm : One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Draining Kiss : The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Etherealness : The fiend magically enters the Ethereal Plane from the Material Plane , or vice versa.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"66 (12d8+12)","CHA":20,"CON":13,"DEX":17,"INT":15,"STR":8,"WIS":12,"Size":"Medium","Type":"fiend (shapechanger)","Speed":"30 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390056088/BcZvjMuc0hTOQOzbegYobw/original.png","Roll 0":"Claw\n1d20 + 5\n1d6+3","Roll 1":"Draining Kiss\n1d20 + 0\n5d10+5","Senses":"Darkvision 60 Ft.","Skills":"Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7","Source":"5th Edition SRD","data-XP":"1,100","Alignment":"Neutral Evil","Languages":"Abyssal, Common, Infernal, Telepathy 60 Ft.","data-List":"false","Token Size":1,"Resistances":"Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons","data-Traits":"[{\"Name\":\"Telepathic Bond\",\"Desc\":\"The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.\"},{\"Name\":\"Shapechanger\",\"Desc\":\"The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"}]","data-Actions":"[{\"Name\":\"Claw (Fiend Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Charm\",\"Desc\":\"One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.\"},{\"Name\":\"Draining Kiss\",\"Desc\":\"The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\"},{\"Name\":\"Etherealness\",\"Desc\":\"The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.\"}]","data-CHA-mod":"+5","data-CON-mod":"+1","data-DEX-mod":"+3","data-INT-mod":"+2","data-STR-mod":"-1","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":4,"Passive Perception":15,"data-CrNum":4,"data-AcNum":15,"data-HpNum":66},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Succubus Dark Whisperer","description":"This succubus joined the College of Whispers to learn their arcane secrets in order to enhance their powers of deception, manipulation, and mind control. Traits Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence. Actions Claw (Fiend Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Maddening Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 15 (3d6 + 5) psychic damage and the target must succeed on a DC 16 Wisdom saving throw or it must use its reaction to make a melee weapon attack against one creature of the fiend's choice that the fiend can see. Constructs and Undead are immune to this effect. Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 16 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa. Spellcasting. The fiend casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16): At will: dancing lights, mage hand, minor illusion 2/day each: dissonant whispers, enthrall, major image 1/day each: greater invisibility, mass suggestion, synaptic static Change Shape. The fiend transforms into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its game statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. This transformation ends if the fiend is reduced to 0 hit points or uses an action to end it. Bonus Actions Dark Whispers. The fiend targets one creature within 30 feet of it. If the target can hear the fiend, the target must succeed on a DC 16 Charisma saving throw or be frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the fiend by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to the fiend, the creature can repeat the saving throw. On a success, the effect ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Shapechanger)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Sul Khatesh","description":"Overlords In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn’t be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above. As long as the overlords are bound by the Silver Flame, they can’t physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in strength as their servants—the fiends known as the Lords of Dust—scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence. Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can’t take physical form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world. Immortal Nature. An overlord doesn’t require air, food, drink or sleep. It also can’t die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM. Sul Khatesh Sul Khatesh is known as the Keeper of Secrets and the Queen of Shadows. She embodies the fears and superstitions surrounding magic, from malevolent warlocks to mad wizards, from deadly curses to magical power that draws those who wield it deeper into darkness. Sul Khatesh is subtler than the Rage of War. She empowers warlocks and whispers secrets into the minds of wizards and artificers, helping them master spells and create relics they could never shape on their own. But few of those inspired by Sul Khatesh understand what forces they are dealing with, or recognize the danger inherent in her gifts. The Queen of Shadows. An entity of shadow, Sul Khatesh can assume any form. Her favored shape is a twelve-foot-tall humanoid figure draped in a flowing, hooded robe formed of swirling mist and clinging shadow. Minions. Most of Sul Khatesh’s followers are wizards and warlocks, and she is one of the primary patrons for warlocks in Khorvaire. Covens devoted to the Queen of Shadows use dark magic and fear to dominate whole communities, while isolated warlocks make pacts with Sul Khatesh to pursue power and revenge. By sharing her power in this way, the overlord perpetuates the image of the evil warlock, inciting fear that strengthens the Keeper of Secrets even more. Sul Khatesh’s chief agent among the Lords of Dust is the rakshasa Hektula, who serves as the librarian in the demonic citadel of Ashtakala. Known as the First Scribe, Hektula presides over an immense trove of arcane knowledge and artifacts.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":4480,"Challenge Rating":28},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Sultana Sulphura","description":"Standing a full 12 feet tall, the Sultana has bright red skin adorned with black rune-like tattoos on her arms and back. She is clad in a blackened, low-cut chain shirt with her muscled midriff exposed. Below her waist is a trailing cloud of black smoke. Her black hair whips about like an uncontrolled flame, and her facial features are angular. She hefts a two-handed, black iron great scimitar with flame dancing along its blade. TRAITS Special Equipment . blackened chain shirt, +2 great scimitar. Elemental Demise . If Sulphura dies, her body disintegrates in a flash of fire and a column of smoke, leaving behind her scimitar and chain shirt. Innate Spellcasting . Sulphura’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components. At will: detect magic 3/day each: enlarge/reduce, tongues 1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire ACTIONS Multiattack . Sulphura makes two great scimitar attacks or can use Hurl Flame twice. +2 Great Scimitar . Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit : 17 (2d8 + 8) slashing damage plus 10 (3d6) fire damage. Hurl Flame . Ranged Spell Attack : +8 to hit, range 120 ft., one target. Hit : 17 (5d6) fire damage.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"lawful evil","Expansion":19585,"Challenge Rating":11},"publisher":"Goodman Games","book":"Into the Dragon's Maw (FEF 5)"},{"name":"Summer Eladrin","description":"Eladrin To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all. —Mordenkainen Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin⁠ are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament. The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin⁠ presented here are of the fey variety. Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin⁠ might remain in a particular aspect for years, while others run through the emotional spectrum each week. Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin⁠ try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin⁠, to abduct them. Summer Eladrin When they are angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, which helps them move with astonishing quickness and strike with terrible force. Changeable Nature Whenever one of the eladrin finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin⁠ makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin⁠ sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it. Traits Fearsome Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin⁠ for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours. Fey⁠ Step (Recharge 4–6). As a bonus action⁠, the eladrin can teleport⁠ up to 30 feet to an unoccupied space it can see. Magic Resistance⁠. The eladrin has advantage on saving throws against spells and other magical effects. Actions Multiattack. The eladrin makes two weapon attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 4 (1d8) fire damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage. Reactions Parry. The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin⁠ must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Neutral","Expansion":4,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Summer Eladrin","description":"When angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with astonishing quickness and strike with terrible force. Eladrin Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. Changeable Natures Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren’t incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them. Traits Fearsome Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Fearsome Presence for the next 24 hours. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Actions Multiattack. The eladrin makes two Longsword or Longbow attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 9 (2d8) fire damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) fire damage. Bonus Actions Fey Step (Recharge 4–6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Reactions Parry. The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Alignment":"Typically Chaotic Neutral","Expansion":14934,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Summoned Undead (PB 2)","description":"Actions Ferocious Assault. Melee Weapon Attack: 2 + your proficiency modifier, reach 5 ft., one target. Hit: 1d8 + your proficiency modifier.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":25901},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Summoned Undead (PB 3)","description":"Actions Ferocious Assault. Melee Weapon Attack: 2 + your proficiency modifier, reach 5 ft., one target. Hit: 1d8 + your proficiency modifier.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"custom","Alignment":"chaotic evil","Expansion":25901},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Summoned Undead (PB 4)","description":"Actions Ferocious Assault. Melee Weapon Attack: 2 + your proficiency modifier, reach 5 ft., one target. Hit: 1d8 + your proficiency modifier.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"custom","Alignment":"chaotic evil","Expansion":25901},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Summoned Undead (PB 5)","description":"Actions Ferocious Assault. Melee Weapon Attack: 2 + your proficiency modifier, reach 5 ft., one target. Hit: 1d8 + your proficiency modifier.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"custom","Alignment":"chaotic evil","Expansion":25901},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Summoned Undead (PB 6)","description":"Actions Ferocious Assault. Melee Weapon Attack: 2 + your proficiency modifier, reach 5 ft., one target. Hit: 1d8 + your proficiency modifier.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"custom","Alignment":"chaotic evil","Expansion":25901},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Sun Giant","description":"Sun giants view themselves as soldiers in an eternal war against the forces of darkness and shadow. In ancient days, sun giants were a benevolent people, fighting for the good of all living things. Over time, the majority of sun giants have become selfish, demanding tribute and even blood sacrifices in exchange for the protection they provide, ruling by might and opposed by those few brave and benevolent souls willing to take to the shadows to fight for freedom. Many evil sun giants pay homage to demon lords of the sun and warfare. Sun giants tower over 25 feet tall and weigh roughly 18,000 pounds. Enmity. Sun giants hold vicious hatred for creatures of pure shadow. Radiant Youthfulness. Though they live for centuries, sun giants are blessed with eternally youthful appearances, a blessing that remains even for those who become selfish and corrupt. 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Their long tendrils of light trail lazily across the sky, void of a jellyfish’s typical sting. Benign and mindless, sun jellies will not harm other creatures unless truly agitated, and they are drawn to acts of kindness, self-sacrifice, and expressions of genuine vulnerability. A swarm gathered around a creature implies goodness and purity of heart, and the ability to attract such a bloom is a prerequisite for a Shai’tan squire to take their paladin oath.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial, unaligned","Alignment":"unaligned","Expansion":26720,"Challenge Rating":0},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sun Soldier","description":"Sun Soldiers are humanoids formed of pure good by divine magic. They are conjured by the spells Commanding Presence and Omen of the Sun . The stat blocks available here could easily be used to represent a guard or common soldier for the Sun Soldier.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any good ","Challenge Rating":"1/8"},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"Suncatcher","description":"Suncatchers are floating creatures that slowly wander the multiverse, having a strange knack for gathering in a place before a natural portal to another plane opens. These large bag-like creatures look like flying jellyfish because of their translucent tendrils that float beneath them. These rare creatures have been seen in every environment from the arctic to the deep desert. Suncatchers are incredibly poisonous to eat and they tend to travel in herds, called a float, for protection. Most creatures have learned to ignore these creatures that have been known to float above the clouds or inches off of the ground. Suncatcher floats seem to follow eight year patterns going from the Material Plane, to the Feywild, to the Quasielemental Plane of Radiance, and back again over the course of eight years, but without ever using the same portal more than once. How or where these alien creatures breed is unknown. Hags particularly dislike suncatchers because they will sometimes show up next to a fey portal near their lair in large numbers, attracting the sort of attention most hags would rather avoid. Hags consider the killing of suncatchers to be a bad omen, but are not above hiring someone or something else to rid them of these “pests.”","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"unaligned","Challenge Rating":3},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Sunder Shaman","description":"Gruul sunder shamans are angry giants that channel their rage into brutal attacks that deal overwhelming damage to foes and structures alike. These shamans sometimes lead hill giants and stone giants that also live among the Gruul Clans. They are occasionally joined by cyclopes, ettins, fomorians, and ogres. Like the rest of the Gruul, they hate the urban development that encroaches on the wilds where they once lived—not least because they have so much difficulty fitting inside the small structures. They delight in destroying such edifices, and in the heat of their rage, they walk through buildings, trample people underfoot, and generally cause as much chaos as possible. They often armor themselves with pieces of buildings and wield columns or other architectural elements as clubs. Traits Reckless. At the start of its turn, the giant can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Siege Monster. The giant deals double damage to objects and structures. Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The giant makes two slam attacks. The first of those attacks that hits deals an extra 18 (4d8) damage if the giant has taken damage since its last turn. Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic neutral","Expansion":7,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Sunflower Sprite","description":"A blooming sunflower sits atop the shoulders of the small humanoid, with legs of intertwining vines covered by a leaf skirt. A child-like face grins from its center, surrounded by a vibrant mane of yellow petals. Sunflower sprites are small, plant-like fey that use sunlight to power their radiant magic. When the sun sets or if they are in darkness for too long, they go into a torpor, taking on the form of a faceless sunflower. Danger or need can awaken a sunflower sprite before dawn, but they tend to be sluggish and sleepy. Positive Energy. Sunflower sprites are friends to all, always noting the positive aspects of any creatures they encounter, and even the most hostile creatures often grudgingly tolerate the sprites' presence. Because of this, many creatures in a forest inhabited by a sunflower sprite come to its aid or defend it when it is threatened. Sunflower sprites avoid conflict, but they support friends in need when they can. Diurnal. At night or when underground, a sunflower sprite has disadvantage on initiative rolls and Wisdom (Perception) checks. Magic Resistance. The sunflower sprite has advantage on saving throws against spells and other magical effects. Speak with Plants. The sunflower sprite can communicate with plants as if they shared a language. Variable Illumination. The sunflower sprite sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The sunflower sprite can alter the radius as a bonus action. The sunflower sprite can't use this trait if it hasn't been exposed to sunlight in the past 24 hours. Actions Radiant Leaf. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 5 (2d4) radiant damage. Light Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 8 (2d4 + 3) radiant damage. Healing Radiance (Recharges after a Short or Long Rest). The sunflower sprite radiates a warm light. Each friendly creature within 10 feet of the sprite regains 5 (2d4) hp. The sunflower sprite can't use this action if it hasn't been exposed to sunlight in the past 24 hours.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Sunfly","description":"Sunflies are whimsical, buzzing inhabitants of the Outer Planes. They travel widely and are important indicators of the health of the realms in which they reside; when sunflies struggle, so do the places they inhabit. Sunflies have stingers that they use to inject natural toxins into other creatures. Planar magic can alter a sunfly’s toxin so that its effect is different depending on which Outer Plane the sunfly is on. Many inhabitants of the planes have strong feelings about sunflies, viewing them as loathsome pests or adorable pets. Sunflies in Sigil are often the pets of doting, highly protective owners. “Did you know that if you hold a sunfly up to your ear, you can hear what it’s like to be stung by a sunfly?” –Morte Actions Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Additionally, if the sunfly is on an Outer Plane, it injects the target with a toxin, the effect of which is determined by the sunfly’s location: Upper Plane. The target sheds bright light in a 5-foot radius until the end of its next turn. Neutral Plane. If the target is concentrating on a spell or similar effect, it makes the Constitution saving throw with disadvantage to maintain its concentration. Lower Plane. The target’s speed is reduced by 5 feet until the end of its next turn. Bonus Actions Illumination. The sunfly sheds bright light in a 5-foot radius and dim light for an additional 5 feet, or it uses a bonus action to extinguish the light.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial","Alignment":"typically chaotic good","Expansion":26427,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Sunlight Nexus","description":"A being of pure radiance, a sunlight nexus is easily mistaken for a winged celestial made of stained glass. Closer inspection reveals they’re formed of jagged mul- ticolored motes of solid sunlight that move together in a dense nebula. Sunlight nexuses often serve as emissaries for their ishkrar. Their angelic appearance and restorative abilities instantly earn the respect of many mortals, which the ele- mentals use to their advantage in negotiations. Evil nexuses masquerade as celestials to trick religious humanoids into doing their bidding. Traits Corona. The nexus sheds bright sunlight in a 120-foot radius and dim light for another 120 feet. Actions Multiattack. The nexus makes three Solar Arc attacks. They can replace one attack with a use of Heavenly Collapse or Rejuvenating Flare, if available. Solar Arc. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 30 ft., one target. Hit: 18 (2d12 + 5) radiant damage. Heavenly Collapse (2/Day). The nexus shines harsh light on an enemy they can see within 60 feet of them. Each ally of the nexus within 5 feet of the target regains 20 hit points, and the target must succeed on a DC 17 Constitution saving throw or lose any damage resistances they have and be blinded for 1 minute (save ends at end of turn). Rejuvenating Flare (1/Day). One ally the nexus can see within 30 feet of them is bathed in rejuvenating light. The ally regains 27 (5d10) hit points, and if they are charmed, dazed, frightened, or poisoned, those conditions end for them. Bonus Actions Convocation of Sunlight (2/Day). The nexus imbues the power of sunlight in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Healing Radiance. The Elemental regains 30 hit points. Until the end of the nexus’s next turn, the Elemental refracts shimmering light, and creatures within 10 feet of them who aren’t Elementals are blinded. Protective Light. Four brilliant motes orbit the Elemental for 1 minute. When the Elemental deals damage to a creature with an attack, the Elemental can extinguish one mote (no action required) to deal an extra 14 (4d6) radiant damage to that creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Air, Fire)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":12},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Sunlight Nexus","description":"Traits Corona. The nexus sheds bright sunlight in a 120-foot radius and dim light for another 120 feet. Actions Multiattack. The nexus makes three Solar Arc attacks. They can replace one attack with a use of Heavenly Collapse or Rejuvenating Flare, if available. Solar Arc. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 30 ft., one target. Hit: 18 (2d12 + 5) radiant damage. Heavenly Collapse ( 2 /Day). The nexus shines harsh light on an enemy they can see within 60 feet of them. Each ally of the nexus within 5 feet of the target regains 20 hit points, and the target must succeed on a DC 17 Constitution saving throw or lose any damage resistances they have and be blinded for 1 minute (save ends at end of turn). Rejuvenating Flare ( 1 /Day). One ally the nexus can see within 30 feet of them is bathed in rejuvenating light. The ally regains 27 (5d10) hit points, and if they are charmed, dazed, frightened, or poisoned, those conditions end for them. Bonus Actions Convocation of Sunlight ( 2 /Day). The nexus imbues the power of sunlight in themself or another Elemental they can see within 30 feet of them, granting one of the following effects of that Elemental’s choice: Healing Radiance. The Elemental regains 30 hit points. Until the end of the nexus’s next turn, the Elemental refracts shimmering light, and creatures within 10 feet of them who aren’t Elementals are blinded. Protective Light. Four brilliant motes orbit the Elemental for 1 minute. When the Elemental deals damage to a creature with an attack, the Elemental can extinguish one mote (no action required) to deal an extra 14 (4d6) radiant damage to that creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental (Air, Fire)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":12},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Sunset Raptor","description":"\"The captain just stared with wet eyes and a dazed smile, whispering something I couldn't hear. He just stared while they tore him apart. I just stared while they tore him apart\" — The lone survivor of a sunset raptor attack Beautiful Threat. The sunset raptor can be identified by its crimson plumage, crested head, and large peacock-like tail of golden feathers. Its tail feathers are reflective and mesmerizing, triggering surreal hallucinations of a spectator's dreams, desires, and nightmares. Deadly Oddities. Vicious and exotic, sunset raptors are highly prized among eccentric collectors. They can often be found guarding the lairs of mad wizards or stalking the gardens of giants. Jewelers, alchemists, and fortune tellers covet sunset raptor feathers for their bright color and use in spiritual rituals. However, sunset raptors are not easily caught or tamed, and many hunters and handlers have been devoured for not taking the proper precautions against these vibrant killers. Social Predators. Sunset raptors have developed remarkably efficient pack tactics. They communicate using shrill, piercing calls, sacrificing the element of surprise in favor of swiftly coordinated attacks. Often, the fastest raptors run ahead of the pack, cutting off potential prey. Once their prey is cornered, the raptors close in, forming a ring and forcing their prey to gaze upon their deadly, hypnotic plumage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Sunsnacker","description":"I have a real affinity with the sunsnacker; I get hangry when I miss lunch too. Or elevenses. Or second breakfast. These gains don’t gain themself, y’know. — Heliana, Serial Cereal Snacker Type : Fey Creature Component : Suneater owlbear Bonus Tamer Improvement : Growth I and +2 Hit Dice A ferocious beast when roused, this cutie also likes belly rubs, sunbathing, and sweet treats. Be sure not to leave your dust of deliciousness unattended, or you’ll have an extremely easy-to-beguile owlbear. Such is the sunsnacker’s wont. If any of the sunsnacker’s traits or actions require a saving throw, it is always against the sunsnacker’s save DC , as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the sunsnacker’s Constitution modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the sunsnacker the following improvements using your Monster Trainer feature: Growth I Prerequisite : become a tamer’s companion Type : Passive (companion) The sunsnacker’s size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its beak attack increases to a d8 . The sunsnacker gains this improvement when it becomes a companion; it doesn’t cost an improvement. Flame Retardant Prerequisite : 3rd-level tamer Type : Passive (companion) The sunsnacker has resistance to fire damage. Solar Beam I Prerequisite : 5th-level tamer Type : Active (action) As an action, the sunsnacker can unleash a beam of radiant energy from its distended maw. Each creature in a 5-foot-wide, 30-foot-long line must make a Dexterity saving throw , taking 17 ( 5d6 ) radiant damage on a failed save, or half as much damage on a successful one. After the sunsnacker uses this action, it can’t do so again until its tamer finishes a short or long rest. When the sunsnacker’s tamer reaches 9th level in the tamer class , the damage of this action increases to 24 ( 7d6 ). Multiattack Prerequisite : 5th-level tamer Type : Active (action) As an action, the sunsnacker can make two beak attacks. Growth II Prerequisite : 5th-level tamer, Growth I Type : Passive (companion) The sunsnacker’s size increases to Medium, its Hit Die size increases to a d8 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its beak attack increases from a d8 to d10 . Sunstep Prerequisite : 9th-level tamer Type : Active (bonus action) As a bonus action when the sunsnacker is in bright sunlight, it can teleport up to 30 feet to an unoccupied space it can see that is also in bright sunlight. Suneater Prerequisite : 9th-level tamer Type : Active (reaction) Whenever the sunsnacker would take radiant damage, it can use its reaction to instead take no damage, metabolising the energy and regaining a number of hit points equal to the damage it would have taken after taking into account its resistance to radiant damage. It can use this reaction a number of times equal to its Constitution modifier (minimum of once) and regains all expended uses when its tamer finishes a long rest. Eye Tyrant Prerequisite : 13th-level tamer Type : Active (action) As an action while in dim light or darkness, the sunsnacker can cause its featherfronds to grow luminous and dance, appearing like a floating eye monster. Each creature within 150 feet of the sunsnacker that can see the sunsnacker but that doesn’t know that it isn’t an eye monster must succeed on a Wisdom saving throw or become frightened of the sunsnacker for 1 hour . A creature frightened in this way must use all its movement to move away from the sunsnacker. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is immune to this sunsnacker’s Eye Tyrant action for the next 24 hours . The sunsnacker can lower its featherfronds as a bonus action, causing it to cease being luminous and no longer appear like a floating eye monster. The effect ends early on a creature if the owlbear ceases appearing like a floating eye monster, or if the creature perceives the sunsnacker’s true form (for example, if the sunsnacker becomes brightly lit). Growth III Prerequisite : 13th-level tamer, Growth II Type : Passive (companion) The sunsnacker’s size increases to Large, its Hit Die size increases to a d10 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its beak attack increases from 1d10 to 2d6 . Solar Beam II Prerequisite : 13th-level tamer, Solar Beam I Type : Passive (companion) The damage of the sunsnacker’s Solar Beam action increases to 31 ( 9d6 ), and the length of the line increases to 60 feet . The sunsnacker gains a +1 bonus to the save DC of this action. When the sunsnacker’s tamer reaches 17th level in the tamer class , the damage of this action increases to 42 ( 12d6 ). Growth IV Prerequisite : 17th-level tamer, Growth III Type : Passive (companion) The sunsnacker’s size increases to Huge, its Hit Die size increases to a d12 (its hit point maximum consequently increases by 1 for each of itsHit Dice), and the damage dice of its beak attack increases from 2d6 to 2d8 . ","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"chaotic neutral","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunsprite","description":"Tumbling and frolicking in one of the innumerable sunbeams of the Plane of Fey’s unending sunset, sunsprites are playful, inquisitive, and capricious creatures. Much like giving a cat a belly rub, playing with a sunsprite is fraught with danger. Though the sunsprite (or cat) may appear to be enjoying themselves, their mood can change in an instant, leaving you with naught but a patch of sunburn (or some cat claw scratches). Sunfriends. Given their mutual love of sunlight, it is no surprise that suneater owlbears and sunsprites are found in close proximity to one another. When threatened, a suneater owlbear will make use of the bright light shed by these sprites, which position themselves tactically on the owlbear’s behalf.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"chaotic neutral","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Sunsprite","description":"Sunsprite Tumbling and frolicking in one of the innumerable sunbeams of the Plane of Fey’s unending sunset, sunsprites are playful, inquisitive, and capricious creatures. Much like giving a cat a belly rub, playing with a sunsprite is fraught with danger. Though the sunsprite (or cat) may appear to be enjoying themselves, their mood can change in an instant, leaving you with naught but a patch of sunburn (or some cat claw scratches). Swarmy. When the cold, dark unseelie influence encroaches, the impetuous and temperamental sunsprites can band together to form an army - also known as a swarmy. As sparrows might mob a predatory bloodhawk, a squadron sunsprites fires devastating volleys from its sunbows when threatened by a predator, each toothpick-sized arrow an irradiating irritant in the hunter’s flank. As a swarmy, sunsprites lack the coordination to collectively turn invisible, but their speed and size make it almost impossible for an assailant to focus on any one individual. Buoyed by their safety in numbers, a swarm of sunsprites is far more tempestuous than any individual sprite.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey, chaotic neutral","Alignment":"chaotic neutral","Expansion":26720,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Sunulael, the Priest of Shadow","description":"For eighty years, Sunulael, chief acolyte of the Great Badrua, had served the Sarcosan faithful as a devoted priest of the Sorshef. He labored on the Book of Sahi , maintaining the long traditions it extolled and initiating new priests in its ways. His reputation for piousness and generosity was well deserved, and he was considered the holiest man in Erenland. The Followers of the Sorshef are a church based on a religion of faith, one in which the gods offered lessons to their mortal children, not powers or boons. Yet during all his years, as dedicated and faithful as he was, Sunulael harbored a secret desire to know the true blessing of a god—to just once feel the touch of the divine such as in the legends of the Lost Gods of the fey. Though this desire troubled Sunulael, he could not rid himself of the hope. In time, the hope became an obsession, and the obsession became the ultimate blasphemy. Sunulael spent long hours every night deep in meditation, contemplating the heavens from the observatory at the top of the Great Badrua. In the winter of 875 TA, his meditations began to fill with subtle visions. At first, he assumed they were the signs of age, for he was hardly a young man anymore. In time, the visions gained in strength, and Sunulael began to hope that perhaps his dearest wish had come true—that the gods had finally deigned to speak to their most devout priest. Over the course of several years, Sunulael became convinced it was indeed the voice of a god speaking to him, and in truth, he was correct. It was the corrupting whispers of Izrador that intruded upon the old priest’s mind. Izrador led the poor acolyte to believe that his was the voice of Dal Sahaad, god-rider among the heavenly host. The voice slowly convinced the priest that the time had come to reawaken the force of the gods in the mortal lands and he, Sunulael, was their chosen champion. Izrador’s insidious promises slowly corrupted the old man’s thoughts, and the priest eventually became his willing instrument. Sunulael gathered about him a cadre of young acolytes that he in turn corrupted to the ways of the false Sahaad. By the time Izrador finally revealed his true essence to Sunulael, the old man was so enraptured in his devotion he took small notice. Claiming he was retiring to found a monastery, Sunulael left Sharuun and took his cult of followers to Cambrial in the summer of 881 TA, taking up residence in an old manor. Beneath the building, he constructed the first Temple of Shadow in the Southlands and erected a zordrafin corith. His clerical powers had become formidable, and his cult of the Shadow quickly grew. In a few short years, his devotees established secret temples across the south and awaited the coming of their baleful god. By the time Izrador’s forces poured out of the north, the Shadow had a large and secret following in southern Erenland. With promises of power, bribes, assassinations, and other devious means, the cult had subverted southern defenses and made the final conquest of Erenland as much a political victory as a military one. For his service to the Shadow, the devoted Sunulael was made a Night King. His mind had been turned long before, but now his body was transformed as well. He became a tall, gaunt wight, with rotted flesh hanging from a towering skeleton. He wears a rotting cowl and a crown of iron, and it is said that any mortal who looks upon his gruesome visage instantly turns to dust. Sunulael the Night King is the ranking legate of the Order of Shadow and has become a master of the necromantic arts. He commands Izrador’s legates and his growing undead hordes. He is also the willing and most frequent vessel of Izrador’s possession and suffers the delirium this brings as a kind of divine rapture. Sunulael sometimes resides in Theros Obsidia, where he is close to both his beloved god and his legate minions. He also maintains a vast and sinister laboratory on the grounds of the temple he built in Cambrial, where his acolytes work to perfect their necromancy. The city now crawls with the walking dead, hordes of which periodically march to join Izrador’s army on the borders of Erethor or in the Kaladrun Mountains. There has always been a palpable resentment on the part of the legates for the Night Kings, and particularly for Sunulael. They are offended that their order has served Izrador for thousands of years, and yet he chose an outsider to command them. Though unwilling and unable to openly oppose Sunulael and his Night King siblings, the legates seldom forego the opportunity to steal what credit, praise, and honors they can while carrying out their orders. Traits Legendary Resistance (3/Day). If Sunulael fails a saving throw, he can choose to succeed instead. Shadow’s Priest. Whenever Sunulael deals damage with a spell or attack, he can gain that many temporary hit points. Whenever Sunulael kills a living creature, he gains one spell slot of a level equal to one third of the creature’s total Hit Dice (minimum of one). Spellcasting. Sunulael is a 20th level spellcaster. His spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). Sunulael has the following spells prepared. Cantrips (at will): chill touch, light, thaumaturgy 1st level (4 slots): bane, command, cure wounds, inflict wounds 2nd level (3 slots): blindness/deafness, hold person, silence, spiritual weapon 3rd level (3 slots): animate dead, bind/banish astirax, bestow curse 4th level (3 slots): death ward*, freedom of movement*, guardian of faith 5th level (3 slots): contagion, greater restoration, raise dead 6th level (2 slots): create undead, harm 7th level (2 slots): divine word, etherealness 8th level (1 slot): earthquake 9th level (1 slot): true resurrection *Sunulael casts these spells on himself before combat. Actions Spear of Damnation. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) bludgeoning damage and 18 (4d8) necrotic damage. Crown of Endings (Recharge 5-6). Sunulael selects one creature within 60 feet that can see him. That creature must make a DC 24 Charisma saving throw, suffering 41 (6d6+20) necrotic damage on a failed save or half as much damage on a successful save. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The Shadow’s Benediction (Recharge 5-6). Sunulael casts two spells. Each spell must have a listed casting time of one action or one bonus action. Legendary Actions Sunulael can take 3 legendary actions, choosing from the options listed here. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Sunulael regains spent legendary actions at the start of his turn. Cast Cantrip. Sunulael casts a cantrip. Vampiric Touch. Sunulael makes a melee spell attack against one creature. If he hits, he deals 13 (3d8) necrotic damage and regains hit points equal to half of the damage dealt. Fade into Mist (Costs 2 actions). Sunulael’s body disintegrates into a choking mist that flows across the room before reforming. Each creature within 5 feet of Sunulael when he uses this legendary action must make a DC 18 Constitution save. Each creature that fails is poisoned until the end of their next turn. Sunulael then moves up to half of his speed, and cannot be targeted by opportunity attacks during this movement. Lair Actions Cambrial is the seat of Sunulael’s power; in fact all of the undead that lurk and hunt within the city are his to command. Specifically, the Night King maintains a massive, sprawling laboratory in the center of Cambrial, in the buildings that once were an enclosed bazaar. Now the building is a maze of shifting hallways and sealed rooms, and every door hides some new and terrible horror. Bodies are scattered about the place like discarded refuse, and the stink of old blood and death fills the noses of anyone unlucky enough to visit. On initiative count 20 (losing initiative ties), Sunulael takes a lair action to cause one of the following effects; Sunulael can’t take the same lair action twice in a row. The dread energies that surround Sunulael infuse up to 1d4 humanoid corpses within 120 feet of Sunulael. These corpses rise as zombies, and they obey Sunulael’s commands. Necromantic energies emanate in a 15-foot radius from a point within 200 feet that Sunulael can see. Each living creature in that area must make a DC 15 Constitution saving throw or suffer one level of exhaustion. All undead creatures in that area gain advantage on their attack rolls until the initiative 20 step of the next round. The merest fraction of Izrador’s gaze lingers momentarily on one creature within 60 feet that Sunulael can see. That creature must make a DC 15 Charisma saving throw or become paralyzed until the initiative 20 step of the next round.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (night king)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":25},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Supermassive Singularity","description":"Born in the heart of a supernova, sometimes the formation of a neutron star is accompanied by the birth of a kindred fey spirit. Supermassive singularities, also called living singularities by some races, appear as a glowing ball of silver light less than a meter across. Supermassive singularities can perceive and manipulate energy along a wide range of the electromagnetic spectrum allowing them to affect light, electricity, gravity, magnetic fields and even x-rays. Emitting deadly bursts of x-rays are the supermassive singularity’s primary means of defense, but other favorite tactics include slowing foes with gravity wells and disarming foes with ranged x-ray pulses within an active magnetic field. Singular Pride. While not always malicious, supermassive singularities have the arrogance typical of most powerful fey and they have absolutely no concern for the consequences their actions have on “lesser” mortal creatures that they encounter. However, there is at least one account of a crew of shipwrecked survivors appeasing a supermassive singularity with lavish gifts in exchange for it using its abilities to return them to an inhabited world. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatDescriptionIndent, li.StatDescriptionIndent, div.StatDescriptionIndent {mso-style-name:\"Stat Description Indent\"; mso-style-unhide:no; mso-style-qformat:yes; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"neutral evil","Expansion":32483,"Challenge Rating":20},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Supply Drone","description":"Drones Drones are semi-autonamous robotic constructs programmed to decipher and follow the commands of their owners. These commands can be either general or specific, with the drone responding to the best of its ability. It uses its own independent logic to execute more simple or general commands. When not receiving commands, they follow the most recent directive or task assigned to them. Most drones don't have any means of communication other than verification of their assigned tasks, but a few have been programmed to speak. These additional traits are often used to seek out individuals or pass on encrypted communications. Mechanical Body. A drone doesn't require air, food, drink, or sleep. A drone that is reduced to 0 hit ponts is destroyed, their remains considered scrap. Since drone parts can come from a number of different creators, they're rarely intercompatible or interchangable.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Supply Drone","description":"Drones Drones are semi-autonamous robotic constructs programmed to decipher and follow the commands of their owners. These commands can be either general or specific, with the drone responding to the best of its ability. It uses its own independent logic to execute more simple or general commands. When not receiving commands, they follow the most recent directive or task assigned to them. Most drones don't have any means of communication other than verification of their assigned tasks, but a few have been programmed to speak. These additional traits are often used to seek out individuals or pass on encrypted communications. Mechanical Body. A drone doesn't require air, food, drink, or sleep. A drone that is reduced to 0 hit ponts is destroyed, their remains considered scrap. Since drone parts can come from a number of different creators, they're rarely intercompatible or interchangable.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27051,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Suppurating Ooze","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":14533,"Challenge Rating":1},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Surgeon","description":"A thick apron caked in blood and large scalpels and bone saws in hand, the mad surgeon is obsessed with the dissection and dismemberment of their foes. Formerly trained in the art of medical practice, they are expertly trained at finding a target's weakest points, and exploiting them.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Surgeon Robot","description":"Products of advanced scientific technology, the constructs called robots are animated by engineering and advanced science rather than magic. Unlike most constructs, robots are often capable of independent thought rather than being simple automatons. However, they still must obey the programming instilled in them at their creation. Any robot whose creator hard-coded limitations into its programming can never be truly autonomous. Robots almost always arise from cultures that possess technology that is leaps and bounds ahead of other civilizations, though sometimes they appear due to cultural diffusion from such a society. A wrecked spacecraft, a portal through time, or a group of robots mass-producing others of their kind could all bring robots into a world. Robots that appear from another place or time might still follow the alien dictates of their original programming, or could run amok, their directives corrupted or forgotten. Whatever the case, these robots possess technology that is beyond the means of almost anyone to reproduce, and they represent a stark contrast to other constructs, as they have nothing to do with magic. Some spellcasters, despite lacking any real grasp on the technological principles required to create robots, have managed to create their own robots by cobbling together spare parts and broken machines, filling in the gaps and completing the design with a mixture of magic and barely understood fragments of science. These inferior designs usually lack the inexhaustible power supplies, advanced intellects, and self-repair systems found in the original robots, and the magic used in their creation can potentially render them more susceptible to techniques that work against other sorts of constructs. Robots serve a wide range of purposes, from warfare and defense to peaceful tasks like excavation, farming, and maintenance. Small villages that find robots and somehow manage to command them will often put them to work quietly tending fields or constructing buildings all day long. Armies and warlords collect the more dangerous varieties of robots, but even the more ordinary varieties can be deadly. Most robots sport alloyed skin as hard as steel, meaning that even the lowliest worker robot presents a potent threat when altered for battle. Furthermore, since most cultures lack a means to reliably repair or understand how to command robots, even the most benign one might malfunction, or even reach a point in its programming where it changes its activity and refuses to follow orders, leading to untold death and destruction among its former temporary masters. The means of commanding robots vary from model to model, which can be a source of endless frustration for any who seek to control them. Some obey orders from any humanoid, some bond to a specific master until her death, and others only yield to the command of technological brooches or control rods. Still, others submit after mechanical surgery or rebuilding, or not at all. Many must be given extremely precise instructions, for they are unable to process metaphors or other figures of speech, and may interpret them in unanticipated ways, much to the chagrin of those who would command them. A surprisingly large proportion of uncontrolled robots already speak Common, as most models exhibit considerable linguistics talent, and the robots train each other in their new home's languages. Though they comprehend language, most robots rarely speak save for terse acknowledgments of orders. Their speech typically excludes words they deem unnecessary with their mechanical efficiency, leading to strange, disjointed statements that convey the requisite information without emotion, although some robots programmed to interact well with humans are able to speak in a more fluid and less disconcerting manner. Constructing a robot requires no magic but does involve advanced and extraordinarily rare materials and technological expertise. Because almost no one possesses the skills and materials to complete the process of constructing a robot, these entries omit the construction sections provided for most constructs. A GM can add the robot subtype to a different type of construct, such as an animated object or homunculus, to create new types of robots. Typically, this doesn't alter the construct's challenge rating. A character can't create a robot from or add the robot subtype to a construct that has already been created; adding the robot subtype to an existing creature is purely a means for the GM to simulate additional robots beyond those provided here. Robot, Surgeon These hovering robots were designed to perform incredibly complicated surgeries with flawless results. Possessing a data bank filled with advanced surgical techniques, these robots produce nearly supernatural effects, and the recovery time from their procedures is often nothing short of miraculous. Surgeon robots have been created to service the needs of a variety of species and most are able to adapt their treatments and technology to patients of all kinds. Some surgeon robots, however, may be especially adapted to the needs of one particular type of creature and their treatments may be less effective when applied to other creatures. Generally speaking, however, their databanks can be assumed to include detailed information on the physiology of most known species, including non-humanoids. Some surgeon robots are built to resemble humanoid races, while others are more like skeletal insects and others are purely mechanical and functional in appearance. Generally speaking, they range from 4 to 7 feet in height and typically weigh 400 to 600 pounds and can contort their forms and extend armatures and limbs to accommodate various positions needed to most effectively perform surgical procedures on their patients. 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Since drone parts can come from a number of different creators, they're rarely intercompatible or interchangable.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Surveillance Drone","description":"Drones Drones are semi-autonamous robotic constructs programmed to decipher and follow the commands of their owners. These commands can be either general or specific, with the drone responding to the best of its ability. It uses its own independent logic to execute more simple or general commands. When not receiving commands, they follow the most recent directive or task assigned to them. Most drones don't have any means of communication other than verification of their assigned tasks, but a few have been programmed to speak. These additional traits are often used to seek out individuals or pass on encrypted communications. Mechanical Body. A drone doesn't require air, food, drink, or sleep. A drone that is reduced to 0 hit ponts is destroyed, their remains considered scrap. Since drone parts can come from a number of different creators, they're rarely intercompatible or interchangable.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":27051,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Surveillance Ooze","description":"This shining silvery ooze easily blends in with polished metallic surfaces. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatDescription, li.StatDescription, div.StatDescription {mso-style-name:\"Stat Description\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unalg","Expansion":32483,"Challenge Rating":4},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Suspended Cauldron","description":"Suspended Cauldron Large object Armor Class : 19 Hit Points : 20 Damage Immunities : poison, psychic A cauldron is an Iron pot suspended so that it can be tipped easily, spilling its Contents. Once emptied, a cauldron must be refilled—and its Contents must usually be reheated—before it can be used again. It takes three Actions to fill a cauldron and one Action to tip it. Cauldrons can be filled with other liquids, such as acid or Green Slime, with different Effects. Operation. It takes three Actions to fill a suspended cauldron and one Action to tip it. Boiling Oil. The cauldron pours Boiling Oil onto a 10-foot-square area directly below it. Any creature in the area must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"object","Source":"custom","Expansion":7583},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Suturefly","description":"These darting creatures resemble dragonflies, but with three pairs of gossamer wings and a body made from splintered wood. Flashes of bright colors run along their bodies. Sew Mouths Shut. Forest folk rarely speak when sutureflies dart through the trees, because these creatures listen for lies and sew any offender’s mouth, nose, and eyes shut. Some say the old woods hide nothing but liars, and that is why the deepest forest is shrouded in silence. Others say that the forest uses sutureflies to smother those who break its covenants or reveal its secrets. Adventurers see a suturefly’s handiwork more often than they glimpse one of the creatures directly: corpses with mouths and noses stitched shut lie in the underbrush, mysterious children whose mouths are ringed with black puncture marks observe intruders from afar, and dryads step from trees, their eyes sewn shut against the evils of civilization. Seek Out Curses. Numerous suturefly varieties exist. Some attack based on verbal triggers other than lies. Black‑banded sutureflies, for instance, detect curses and religious blasphemies. When attacking, sutureflies dart from hiding to gain surprise. Once they sew someone’s mouth closed, they target the same victim’s nose, unless threatened by another opponent. Sutureflies attack until they have sewn all of their opponents’ mouths, eyes and noses closed or until they’re destroyed. Sutureflies in Midgard In the Mistwallows of the deep Margreve, a green and gold variety attack briar folk, hags, and any others who allow magic to escape their lips. Sutureflies dart, hover, and strafe with perfect maneuverability. Most are six inches long, but rangers who’ve ventured deep into the Margreve claim to have discovered detached suturefly wings over 5 feet long, fit to sew shut the eyes and mouths of giants. Folk of the outer Margreve release sutureflies from wooden coffers at forest trials to encourage witnesses to tell the truth. In the heart of the woods, one of Baba Yaga’s daughters polices her “flock” of stolen children with sutureflies. Traits Camouflage: A suturefly in forest surroundings has advantage on Dexterity (Stealth) checks. Detect Blasphemy: The most common variety of suturefly attacks any creature that blasphemes aloud, which it can detect at a range of 100 feet unless the blasphemer makes a successful DC 13 Charisma saving throw. Actions Sew: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 1 piercing damage. The suturefly sews the target’s mouth, nose, or eye closed. With supernatural speed, the suturefly repeatedly pierces the target’s face, each time threading a loop of the target’s own skin through the previous hole. These skin loops rapidly blacken, shrink, and draw the orifice tightly closed. It takes two actions and a sharp blade to sever the loops and reopen the orifice, and the process causes intense pain and 2 slashing damage. A victim whose mouth and nose have been sewn shut begins suffocating at the start of his or her next turn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Svetlana Leveton","description":"Svetlana Leveton is one of the first allies and supporters the PCs meet once they travel into the Stolen Lands. Her stats can work well when you find yourself in need of a local noble or innkeeper. Actions Cleaver. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral good","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Svirf Riding Slug","description":"Svirf riding slugs are trained to serve as mounts and pack animals. They are largely docile creatures, but with training can be taught to wield weapons or travel stealthily.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":"1/4"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Svirf Siege Slug","description":"Siege slugs are notoriously ill-tempered, even for their trainers. They are also an indispensable defense for svirf enclaves; the threat of a siege retaliation looms heavy when considering raiding svirf caravans. Mobile Siege Platform. Siege slugs are bred to feel no pain upon their backs. Whole regiments of svirf soldiers, siege towers, ballistae, and more are arrayed on a siege slug equipped for war.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":4},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Svirfneblin Spy","description":"Svirfneblin, more commonly known amongst other humanoid races as undergnomes, are an offshoot of the gnomish race. They embrace their fey heritage even more than their surface-dwelling cousins, combining it with their love of invention and engineering. Gemmancy. Many svirfneblin pursue the arcane mysteries inherent in precious stones. Svirf legend says that the world is but a gem with innumerable facets, and it is the refracting light that gives form to the world’s magic. It certainly true that secrets of potent magic lie within the many facets of a gem, and few outside the svirfneblin know of its existence. Technology. Though the devices themselves have a practical, decidedly svirf look, the magic that powers them is a natural one, drawn from the natural energies of gems imbued with the svirfneblin’s own heritage. Rare is the deep gnome who does not use some bit of technology to accomplish even mundane tasks.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"neutral good","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Swallybog","description":"Swallybogs Swamp natives, swallybogs are an easily deceived race of amphibious humanoids prone to deifying any intelligent life. Amazed by even the most rudimentary of modern technologies, such as metal, swallybogs will quickly deify creatures that bring even a modicum of comfort or order to their lives. Their culture follows a loose hierarchy based on morphological adaptations encountered along their tumultuous lifecycle. Early Life. Within holy swabologs—birthponds, in common—swallybogs begin their life as limbless tadpoles, void of sex or gender. When food is scarce, these tadpoles can become cannibalistic, ensuring only the strongest (or most devious) survive. Some more barbaric tribes purposefully limit food input to bring about this struggle—known as a florbracka—ensuring the strength of the next generation. Emergence & Growth. After a year, these tadpoles absorb their tails and sprout limbs, clambering through the vines and mud to breathe air for the first time, an event known as the Guppening. If a swallybog reaches adulthood, an uncommon occurrence in the alligator-filled waterways of swamps, it undergoes a moulting. From its old skin, the swallybog emerges as a sharpfin. These muscular swallybogs have fins to increase their underwater movement, and adopt the smaller, forward-facing eyes of a predator. These individuals are the guards and hunters of the swallybog people, and are the most likely to encounter wandering adventurers. Importantly, all sharpfins are male. Matriarchy. The eldest members of any swallybog tribe are the females, known as gillwranglers. Once a year, gillwranglers oversee a phlegm-spitting contest amongst the sharpfins, choosing the strongest to sire the thousand or so eggs each releases into the swabolog.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (swallybog)","Alignment":"neutral","Expansion":23695,"Challenge Rating":1.2},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Swallybog Gillwrangler","description":"Swallybogs Swamp natives, swallybogs are an easily deceived race of amphibious humanoids prone to deifying any intelligent life. Amazed by even the most rudimentary of modern technologies, such as metal, swallybogs will quickly deify creatures that bring even a modicum of comfort or order to their lives. Their culture follows a loose hierarchy based on morphological adaptations encountered along their tumultuous lifecycle. Early Life. Within holy swabologs—birthponds, in common—swallybogs begin their life as limbless tadpoles, void of sex or gender. When food is scarce, these tadpoles can become cannibalistic, ensuring only the strongest (or most devious) survive. Some more barbaric tribes purposefully limit food input to bring about this struggle—known as a florbracka—ensuring the strength of the next generation. Emergence & Growth. After a year, these tadpoles absorb their tails and sprout limbs, clambering through the vines and mud to breathe air for the first time, an event known as the Guppening. If a swallybog reaches adulthood, an uncommon occurrence in the alligator-filled waterways of swamps, it undergoes a moulting. From its old skin, the swallybog emerges as a sharpfin. These muscular swallybogs have fins to increase their underwater movement, and adopt the smaller, forward-facing eyes of a predator. These individuals are the guards and hunters of the swallybog people, and are the most likely to encounter wandering adventurers. Importantly, all sharpfins are male. Matriarchy. The eldest members of any swallybog tribe are the females, known as gillwranglers. Once a year, gillwranglers oversee a phlegm-spitting contest amongst the sharpfins, choosing the strongest to sire the thousand or so eggs each releases into the swabolog. Gillwrangler Martriarchs of the tribe, gillwranglers are the wisest, fiercest, and most intelligent (although that isn’t saying much) of all swallybogs. With this final moulting comes a change in brain chemistry, granting more rational decision-making and a strong grasp of magic. Their druidic magics are often the focus of any ritual or celebration. Combat. Before a hunt, a gillwrangler blesses sharpfins with enhanced jumping, allowing them to silently leap onto their prey. If endangered, a gillwrangler can summon swarms of insects and whirlpools, whipping foes with lashes of water. Gillwranglers are also the tribe’s healers, using swamp plants and magic to prevent wounds from festering.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (swallybog)","Alignment":"neutral","Expansion":23695,"Challenge Rating":6},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Swallybog Sharpfin","description":"Swallybogs Swamp natives, swallybogs are an easily deceived race of amphibious humanoids prone to deifying any intelligent life. Amazed by even the most rudimentary of modern technologies, such as metal, swallybogs will quickly deify creatures that bring even a modicum of comfort or order to their lives. Their culture follows a loose hierarchy based on morphological adaptations encountered along their tumultuous lifecycle. Early Life. Within holy swabologs—birthponds, in common—swallybogs begin their life as limbless tadpoles, void of sex or gender. When food is scarce, these tadpoles can become cannibalistic, ensuring only the strongest (or most devious) survive. Some more barbaric tribes purposefully limit food input to bring about this struggle—known as a florbracka—ensuring the strength of the next generation. Emergence & Growth. After a year, these tadpoles absorb their tails and sprout limbs, clambering through the vines and mud to breathe air for the first time, an event known as the Guppening. If a swallybog reaches adulthood, an uncommon occurrence in the alligator-filled waterways of swamps, it undergoes a moulting. From its old skin, the swallybog emerges as a sharpfin. These muscular swallybogs have fins to increase their underwater movement, and adopt the smaller, forward-facing eyes of a predator. These individuals are the guards and hunters of the swallybog people, and are the most likely to encounter wandering adventurers. Importantly, all sharpfins are male. Matriarchy. The eldest members of any swallybog tribe are the females, known as gillwranglers. Once a year, gillwranglers oversee a phlegm-spitting contest amongst the sharpfins, choosing the strongest to sire the thousand or so eggs each releases into the swabolog. Sharpfin Sharpfins are distinguished by the fin-like plume that rises from the top of their heads. Masters of net-based combat, sharpfins will leap out of the shadows, entangling their quarry in a net, before finishing the job with their tridents.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (swallybog)","Alignment":"neutral","Expansion":23695,"Challenge Rating":3},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Swamp Dryad","description":"Swamp dryads mirror the trees to which they are bound. Some stand uncannily tall, with twisting, elongated torsos easily mistaken for tree trunks. Others expand laterally, sporting up to six long arms dripping with moss. Bound by Choice. Unlike their more common cousins, swamp dryads begin life as mortals, usually as herbalists and other swamp dwellers who spent their lives becoming one with their home. Those who are clever, powerful, or lucky enough may meet an existing swamp dryad who teaches them the secret of binding. Though this process is arduous and can be fatal, a successful binding transforms the mortal into a fey and links them to their chosen tree. Once bound, the new fey and their tree share the same restrictions as a typical dryad. Reclusive and Territorial. After the binding, a swamp dryad’s new connection to swamp flora and fauna leaves them with little desire to interact with people. As they would face great danger should their tree be harmed, swamp dryads are extremely distrustful of visitors. Valuable Allies . If the trust of a swamp dryad is earned, they can provide knowledge of the swamp and its paths, access to healing and other magic, and advice about avoiding or interacting with other swamp denizens. A swamp dryad ally can be the difference between life and death in this unfamiliar terrain. Traits Supernatural Resistance. The dryad has advantage on saving throws against supernatural effects. Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language. Tree Stride (1/Turn). The dryad can use 10 feet of movement to step into one living tree within their reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger. Actions Multiattack. The dryad makes two Slam attacks and uses Entangling Roots, if available. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must make a DC 18 Constitution saving throw. On a failed save, the target takes 14 (4d6) poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much damage and isn’t poisoned. Entangling Roots (Recharge 5–6). The dryad chooses a point they can see within 60 feet of them, causing tree roots to pull free of the ground and attack in a 15-foot radius centered on that point. If the dryad is within 5 feet of their tree, the radius of this effect doubles to 30 feet. Each creature in that area must suc- ceed on a DC 18 Strength saving throw or take 22 (4d10) bludgeoning damage and be grappled (escape DC 14). While grappled in this way, a creature is restrained and their flesh begins to harden and turn to wood. At the end of a creature’s third consecutive turn being grappled in this way, they become petrified and turn into a hardwood statue. The petrified condition ends for that creature if the dryad uses an action to end it, or if the dryad dies. Fey Intimidation. The dryad targets up to five creatures they can see within 30 feet of them. Each target who can see the dryad must succeed on a DC 18 Wisdom saving throw or be frightened of the dryad (save ends at end of turn). If a target succeeds on their saving throw or the effect ends for them, the target is immune to the swamp dryad’s Fey Intimidation for the next 24 hours. Bonus Actions Swamp Medicine (3/Day). The dryad touches a creature, who regains 18 (3d8 + 5) hit points. Alternatively, the creature removes one disease or neutralizes one poison afflicting them.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":25493,"Challenge Rating":13},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Swamp Dryad","description":"Traits Supernatural Resistance. The dryad has advantage on saving throws against supernatural effects. Speak with Beasts and Plants. The dryad can communicate with Beasts and Plants as if they shared a language. Tree Stride ( 1 /Turn). The dryad can use 10 feet of movement to step into one living tree within their reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or larger. Actions Multiattack. The dryad makes two Slam attacks and uses Entangling Roots, if available. Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must make a DC 18 Constitution saving throw. On a failed save, the target takes 14 (4d6) poison damage and is poisoned for 1 minute. On a successful save, the target takes half as much damage and isn’t poisoned. Entangling Roots (Recharge 5 – 6 ). The dryad chooses a point they can see within 60 feet of them, causing tree roots to pull free of the ground and attack in a 15-foot radius centered on that point. If the dryad is within 5 feet of their tree, the radius of this effect doubles to 30 feet. Each creature in that area must succeed on a DC 18 Strength saving throw or take 22 (4d10) bludgeoning damage and be grappled (escape DC 14). While grappled in this way, a creature is restrained and their flesh begins to harden and turn to wood. At the end of a creature’s third consecutive turn being grappled in this way, they become petrified and turn into a hardwood statue. The petrified condition ends for that creature if the dryad uses an action to end it, or if the dryad dies. Fey Intimidation. The dryad targets up to five creatures they can see within 30 feet of them. Each target who can see the dryad must succeed on a DC 18 Wisdom saving throw or be frightened of the dryad (save ends at end of turn). If a target succeeds on their saving throw or the effect ends for them, the target is immune to the swamp dryad’s Fey Intimidation for the next 24 hours. Bonus Actions Swamp Medicine ( 3 /Day). The dryad touches a creature, who regains 18 (3d8 + 5) hit points. Alternatively, the creature removes one disease or neutralizes one poison afflicting them.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Typically Chaotic Neutral","Expansion":28288,"Challenge Rating":13},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Swamp Giant","description":"Swamp giants are aggressive, simpleminded savages that constantly wander bogs and marshlands to hunt, pillage, and scavenge for food. They are unsavory, brutish creatures that stand around 13 to 14 feet tall and weigh up to 1,000 pounds. Swamp giants rely mainly on alligators and crocodiles for food and hide, but they also supplement this with other large beasts such as anacondas, deer, elks, giant fish, giant frogs, giant turtles, and humanoids. Swamp Adaptations. Swamp giants once looked like smaller hill giants, but evolution and several millennia of living in their wet and humid environments have slowly caused them to have physical adaptations. Their tough skins have become mottled and frog-like, and their hair stringy and dark green. Their eyes have evolved to see in the dark and have become very sensitive to movement. While not becoming totally amphibious, swamp giants can hold their breaths longer, enabling them to remain submerged for long periods of time in order to move closer to their targets. Electricity Generators. Swamp giants, like other giants, are known for their tremendous size and strength, as well as their ability to throw rocks at great distances. But what makes swamp giants even more dangerous is their ability to generate powerful volts of electricity like an electric eel. Anyone caught within the vicinity of this discharge is often instantly slain. Those few that survive the electrical attack usually remain stunned and only live long enough to be finished off by the giants' axes. Xenophobic Giants. Swamp giants are wary of humanoids, especially lizardfolk, and hunt those that stray too close to their lands. Swamp giants particularly hate lizardfolk as the latter have become their oldest rivals and threats for controlling territories. They fear black dragons that encroach in their domain and will try to eliminate them while they are still young because older black dragons tend to enslave swamp giants and use them as guards. Swamp giants tolerate the company of trolls and may work with them to form raiding parties. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Traits Hold Breath. The giant can hold its breath for 15 minutes. Actions Multiattack. The giant makes two Battleaxe attacks. Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used with two hands. Spiked Weighted Net. Ranged Weapon Attack: +3 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: 3 (1d6) piercing damage and the target is restrained by the net. A creature can use its action to make a DC 15 Strength check to free itself or another creature in the net. Each time a creature uses its action while restrained, it takes 3 (1d6) piercing damage. The net can also be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to bludgeoning, electricity, poison, and psychic damage). Rock. Ranged Weapon Attack: +8 to hit, range 60/120 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Electricity Surge (Recharge 5–6). Each creature outside water within 5 feet of the giant, or each creature in a body of water within 15 feet of the giant, must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (5d8) lightning damage and is stunned until the end of the giant’s next turn. On a successful save, a target takes half as much damage and isn’t stunned. Reactions Trigger Electricity Surge. When a creature within 5 feet of the giant hits the giant with a melee attack and the giant's Electricity Surge is available, the giant uses Electricity Surge.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Swamp Giant Chieftain","description":"Swamp giants are aggressive, simpleminded savages that constantly wander bogs and marshlands to hunt, pillage, and scavenge for food. They are unsavory, brutish creatures that stand around 13 to 14 feet tall and weigh up to 1,000 pounds. Swamp giants rely mainly on alligators and crocodiles for food and hide, but they also supplement this with other large beasts such as anacondas, deer, elks, giant fish, giant frogs, giant turtles, and humanoids. Swamp Adaptations. Swamp giants once looked like smaller hill giants, but evolution and several millennia of living in their wet and humid environments have slowly caused them to have physical adaptations. Their tough skins have become mottled and frog-like, and their hair stringy and dark green. Their eyes have evolved to see in the dark and have become very sensitive to movement. While not becoming totally amphibious, swamp giants can hold their breaths longer, enabling them to remain submerged for long periods of time in order to move closer to their targets. Electricity Generators. Swamp giants, like other giants, are known for their tremendous size and strength, as well as their ability to throw rocks at great distances. But what makes swamp giants even more dangerous is their ability to generate powerful volts of electricity like an electric eel. Anyone caught within the vicinity of this discharge is often instantly slain. Those few that survive the electrical attack usually remain stunned and only live long enough to be finished off by the giants' axes. Xenophobic Giants. Swamp giants are wary of humanoids, especially lizardfolk, and hunt those that stray too close to their lands. Swamp giants particularly hate lizardfolk as the latter have become their oldest rivals and threats for controlling territories. They fear black dragons that encroach in their domain and will try to eliminate them while they are still young because older black dragons tend to enslave swamp giants and use them as guards. Swamp giants tolerate the company of trolls and may work with them to form raiding parties. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Traits Hold Breath. The giant can hold its breath for 15 minutes. Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant makes two attacks. Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Electricity Surge (Recharge 5–6). Each creature outside water within 5 feet of the giant, or each creature in a body of water within 15 feet of the giant, must make a DC 17 Constitution saving throw. On a failed save, a creature takes 36 (8d8) lightning damage and is stunned until the end of the giant’s next turn. On a successful save, a target takes half as much damage and isn’t stunned. Bonus Actions War Whoop (1/Day). Each creature of the giant's choice that is within 60 feet of it, can hear it, and not already affected by War Whoop gain advantage on attack rolls and saving throws against being charmed and frightened until the start of the giant's next turn. Reactions Trigger Electricity Surge. When a creature within 5 feet of the giant hits the giant with a melee attack and the giant's Electricity Surge is available, the giant uses Electricity Surge. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Charge. The giant moves up to its speed. Attack. The giant makes a melee or ranged attack. Whirling Axe (Costs 3 Actions). The giant moves up to its speed without provoking opportunity attacks and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 17 Dexterity saving throw or take 18 (2d12 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Swamp Giant Witch Doctor","description":"Swamp giants are aggressive, simpleminded savages that constantly wander bogs and marshlands to hunt, pillage, and scavenge for food. They are unsavory, brutish creatures that stand around 13 to 14 feet tall and weigh up to 1,000 pounds. Swamp giants rely mainly on alligators and crocodiles for food and hide, but they also supplement this with other large beasts such as anacondas, deer, elks, giant fish, giant frogs, giant turtles, and humanoids. Swamp Adaptations. Swamp giants once looked like smaller hill giants, but evolution and several millennia of living in their wet and humid environments have slowly caused them to have physical adaptations. Their tough skins have become mottled and frog-like, and their hair stringy and dark green. Their eyes have evolved to see in the dark and have become very sensitive to movement. While not becoming totally amphibious, swamp giants can hold their breaths longer, enabling them to remain submerged for long periods of time in order to move closer to their targets. Electricity Generators. Swamp giants, like other giants, are known for their tremendous size and strength, as well as their ability to throw rocks at great distances. But what makes swamp giants even more dangerous is their ability to generate powerful volts of electricity like an electric eel. Anyone caught within the vicinity of this discharge is often instantly slain. Those few that survive the electrical attack usually remain stunned and only live long enough to be finished off by the giants' axes. Xenophobic Giants. Swamp giants are wary of humanoids, especially lizardfolk, and hunt those that stray too close to their lands. Swamp giants particularly hate lizardfolk as the latter have become their oldest rivals and threats for controlling territories. They fear black dragons that encroach in their domain and will try to eliminate them while they are still young because older black dragons tend to enslave swamp giants and use them as guards. Swamp giants tolerate the company of trolls and may work with them to form raiding parties. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Traits Hold Breath. The giant can hold its breath for 15 minutes. Actions Multiattack. The giant makes two Spear attacks or uses Hexing Bolt twice. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. and range 30/90 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack. Hexing Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) psychic damage, and the target can't move more than half its speed and has disadvantage on attack rolls, ability checks, and saving throws until the end of the giant’s next turn. Electricity Surge (Recharge 5–6). Each creature outside water within 5 feet of the giant, or each creature in a body of water within 15 feet of the giant, must make a DC 14 Constitution saving throw. On a failed save, a creature takes 31 (7d8) lightning damage and is stunned until the end of the giant’s next turn. On a successful save, a target takes half as much damage and isn’t stunned. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14): At will: mending, resistance, thaumaturgy 3/day each: blindness/deafness, cure wounds, hold person (2 targets) 1/day each: banishment, contagion, harm, spirit guardians Reactions Trigger Electricity Surge. When a creature within 5 feet of the giant hits the giant with a melee attack and the giant's Electricity Surge is available, the giant uses Electricity Surge.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Swamp Lily","description":"This large, delicate, orange flower stands guard over a sumptuous banquet laid out near its roots. Deceivingly Delectable. Swamp lilies are carnivorous plants that thrive on the rotting remains of creatures they poison. While they can envenom victims with their tentacle-like roots, they prefer to lure in prey with an illusion of a seemingly benign feast. The lilies exude a scent of fruit with the musk from prey animals to complement the illusion. Their victims then peaceably eat the food, unwittingly ingesting the lily’s roots and deadly toxin. Wandering Menace. After killing enough prey to keep it well fed and provide nourishment for its seeds, it travels where it can sense creatures with a strong desire for food. Though the plant does not understand the dynamics of food supply, its ability to understand thoughts pertaining to food allows it to relocate where the inhabitants are desperate and more susceptible to its illusory feast. Grove Guardians. Druids and creatures respectful of poisonous plants or resistant to the swamp lilies’ illusions often establish a rapport with the lilies as protectors. Partners to the lilies give additional credence to the illusions produced by the plants and encourage unwanted guests to partake of the nonexistent food.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Swampgas Bubble","description":"A semi-permeable bubble surrounds a blue-tinged gas. The bubble jauntily bobs in the air. Consumers of Exhaled Gases. Swampgas bubbles feed on concentrated exhalations from living creatures. They surround their victims’ heads and extract these gases, usually in copious quantities as their victims panic and breathe harder. This leads many to believe the bubbles are sadistic. However, encounters with swampgas bubbles are rarely fatal, since the bubbles typically sate themselves by the time their prey falls unconscious, losing interest as the creature’s breathing slows. Attracted to Fire. A swampgas bubble is instinctively drawn to fire, even though they are highly flammable. Its susceptibility to fire makes it relatively easy to dispatch, but its explosive ending makes the use of fire risky for its foes. In fact, this form of death, accompanied by a beautiful burst of blue light, is just part of the bubble’s overall lifecycle. Its outer layer hardens and shatters, and the remaining bits fall into the swamp where they grow and encase swamp gasses, developing into new swampgas bubbles. Ooze Nature. A swampgas bubble doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Swampgas Shade","description":"An ethereal shadow of hatred and swampgas haunts the fens, and seeks to duplicate its own tragic demise. A swampgas shade is the aggrieved soul of a humanoid murdered in a swamp. Mired in muck, the body cannot decompose, and spawns an undead instead. The soul is trapped on the Material Plane, tied to the area within a mile of its corpse. The soul grows furious at its condition as time passes, eventually combining with swampgas to form a ghostly undead that lashes out at others, whispering in the ears of the living. Restless Slumber. The swampgas shade can be put to rest by finding and properly interring its corpse outside the swamp. Otherwise, the shade returns to haunt the swamp anew shortly after being slain. Vile Compact. Dark powers often seek out swampgas shades, promising relief from their eternal torture if they can ensnare souls of those they kill. As it kills others, it traps their souls, which it barters in exchange for its freedom. Amorphous. The swampgas shade can move through a space as narrow as 1 inch wide without squeezing. Rejuvenation. If it dies within its bound region, the swampgas shade returns to life in 1d4 days and regains all its hp. This trait doesn't function if the swampgas shade is put to rest, which occurs after its corpse has been reburied outside the swamp. Swampbound. The swampgas shade is bound to a region of swamp within 1 mile of its body. If the shade leaves this region, it loses its Soul Drain action until it returns to the region. If it remains outside the region, it automatically teleports back to its corpse after 24 hours, regardless of distance. Swamp Camouflage. The swampgas shade has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Undead Nature. The swampgas shadow doesn't require air, food, drink, or sleep. Actions Soul Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) psychic damage, and the target's Charisma score is reduced by 1d4. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a Humanoid dies from this attack, it can't be restored to life until the swampgas shade is put to rest (see the Rejuvenation trait). Haunting Murmurs. Ranged Spell Attack: +3 to hit, range 60 ft., one creature. Hit: 8 (1d8 + 3) psychic damage. Bonus Actions Swampland Stealth. The swampgas shade takes the Hide action. It must be in swampy terrain to use this bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Swanmay Druid","description":"Swanmays are a secretive order of female druids and rangers granted the ability to assume the form of a swan. The order only accepts women who are committed to the cause of good and with a strong affinity and desire to defend nature. Their lodges tend to be in secluded idyllic wilderness areas next to large bodies of water. They naturally attract creatures such as unicorns and treants and are often found in the company of both. Swanmays are very secretive and go to extreme lengths to hide their nature unless they have decided to invite a woman into their order. These powerful women are slow to anger but will not tolerate the presence of hags and have been known to go out of their way to either drive a hag away from the wilderness they protect or destroy it. It is said that the only meal sweeter to a hag than a child is a slow roasted swanmay.","properties":{"Category":"Monsters","Size":"Medium","Type":"female humanoid","Alignment":"any good","Expansion":34600,"Challenge Rating":8},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Swanmay Ranger","description":"Swanmays are a secretive order of female druids and rangers granted the ability to assume the form of a swan. The order only accepts women who are committed to the cause of good and with a strong affinity and desire to defend nature. Their lodges tend to be in secluded idyllic wilderness areas next to large bodies of water. They naturally attract creatures such as unicorns and treants and are often found in the company of both. Swanmays are very secretive and go to extreme lengths to hide their nature unless they have decided to invite a woman into their order. These powerful women are slow to anger but will not tolerate the presence of hags and have been known to go out of their way to either drive a hag away from the wilderness they protect or destroy it. It is said that the only meal sweeter to a hag than a child is a slow roasted swanmay.","properties":{"Category":"Monsters","Size":"Medium","Type":"female humanoid","Alignment":"any good","Expansion":34600,"Challenge Rating":8},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Swanmay Swan Form","description":"Swanmays are a secretive order of female druids and rangers granted the ability to assume the form of a swan. The order only accepts women who are committed to the cause of good and with a strong affinity and desire to defend nature. Their lodges tend to be in secluded idyllic wilderness areas next to large bodies of water. They naturally attract creatures such as unicorns and treants and are often found in the company of both. Swanmays are very secretive and go to extreme lengths to hide their nature unless they have decided to invite a woman into their order. These powerful women are slow to anger but will not tolerate the presence of hags and have been known to go out of their way to either drive a hag away from the wilderness they protect or destroy it. It is said that the only meal sweeter to a hag than a child is a slow roasted swanmay.","properties":{"Category":"Monsters","Size":"Small","Type":"animal","Alignment":"any good","Expansion":34600,"Challenge Rating":8},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Swarm of Albino Eels","description":"In the lightless depths of Underworld lakes, the albino eel makes its home. The parasitic eels attach themselves to the shell-folds of cave lobsters and kra’tah, and generally ignore fleshy creatures, like most humanoids. Wand Crafting 101. Though obtaining one is a challenge, even apprentice magic-users can forge a primitive wand of lightning bolt from an albino eel with relative ease.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Swarm of Anathema Locusts","description":"Patterns of black splotches decorate the crimson carapace of this tiny locust. An anathema locust is about 3 inches in length. Its bite secretes an acidic spittle that melts organic material. Even a single anathema locust would be more than a nuisance, but these insects never show up singly. In enormous groups of hundreds or thousands, these creatures hibernate beneath the dust or the ruins of a wasteland, awaiting the arrival of the rainy season. Then, the locust swarms become active and make their way to the surface to feed on the plant life that was nourished by the rain. Most inhabitants of these areas dread the locusts, which can strip the crops from a field faster than they can be harvested. Dangerous Pest. Countries that border the areas where the locusts hibernate keep a close watch for the vermin during the growing season. As long as the locusts remain distant from civilized areas, they are tolerated. But if a swarm approaches one of the bordering realms, defenders are quick to destroy them. Hunters and Hunted. Although swarms of anathema locusts feed mainly on defenseless plant life, they also try to attack and devour creatures that disturb their feeding or happen to be in a potential feeding ground when they descend. Some of the denizens of the wastes where the locusts hibernate hunt the swarms for food, since the insects provide a rich source of protein. These hunters use finely woven nets to ensnare a swarm, which is then quickly drowned, smothered, or killed by some other means. TRAITS Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hp or gain temporary hp. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 5 (2d4) piercing damage plus 7 (2d6) acid damage, or 2 (1d4) piercing damage plus 3 (1d6) acid damage if the swarm has half its hp or fewer. REACTIONS Defensive Retreat. When a creature the swarm can see attacks it while within 5 feet of it, the swarm can move up to half its speed away from the attacker without provoking opportunity attacks, spraying a cloud of acid at the attacker as it retreats. The cloud lasts until the start of the swarm’s next turn. While it persists, the area in a 5-foot radius around the attacker is heavily obscured. Each creature that enters the cloud for the first time on a turn or starts its turn in the cloud takes 7 (2d6) acid damage, or 3 (1d6) acid damage if the swarm has half its hp or fewer.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Beasts","Alignment":"Unaligned","Expansion":25357,"Challenge Rating":1},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Swarm of Animated Books","description":"Traits False Objects . If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the swarm move or act, that creature must succeed on a DC 15 Wisdom (Perception) check to discern that the swarm is animate. Swarm . The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a 1-foot-tall, 8-inch-wide, 2-inch-thick object. The swarm can’t regain hit points or gain temporary hit points. Actions Book Club . Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm’s space. Hit : 6 (2d4 + 1) bludgeoning damage, or 3 (1d4 + 1) bludgeoning damage if the swarm has half its hit points or fewer.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny constructs","Expansion":9505,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Swarm of Apshait","description":"These deadly beetles move in an undulating swarm of red and black. These beetles exclusively live off the corpses of the dead. They are harmless individually and only pose a threat as a swarm, erupting from the remains of the ancient embalmed dead when those mortal remains are disturbed.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":30635,"Challenge Rating":2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Swarm of Astral Stirges","description":"Astral striges are a variant of the stirge, sucking the psychic energies of their victims instead of their blood. When such strirges collect into a swarm, they become even more deadly as the drainings can confuse creatures when their psychic potential is siphoned away.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Alignment":"unaligned","Expansion":17604,"Challenge Rating":"1/2"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Swarm of Baby Mimics","description":"Mimica mutafigura are patient predators that use disguise as a means of attracting unwary creatures. A mimic will then adhere themselves to their prey, making up for their slow speed and inability to pursue a quarry. Biomancy. Exposure to high levels of biomantic magic has led to subspecies of mimics, Mimica destorquera , that distort light to unbalance their foes. Their elongated pseudopodia let them strike at a greater range before closing the distance and exogenously digesting prey using their hyper-corrosive stomach acid.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny monstrosities (shapechangers)","Alignment":"neutral","Expansion":23695,"Challenge Rating":1.2},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Swarm of Baby Mimics","description":"Baby Mimic Mimica mutafigura are patient predators that use disguise to surprise unwary creatures. A mimic will then adhere themselves to their prey, making up for their slow speed and inability to pursue a quarry. They are popular choices for warding dungeons and tombs from treasure hunters; black dragons even breed mimics to populate their lairs as false hoards, stalagtites, and dragon eggs. Most mimics reproduce through a budding process, producing hundreds of children. Baby mimics disguise themselves as objects related to the parent’s, such as coins to a chest or fruits to a basket.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny monstrosities (shapechangers)","Alignment":"neutral","Expansion":26720,"Challenge Rating":1.2},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Bats","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Echolocation : The swarm can't use its blindsight while deafened . Keen Hearing : The swarm has advantage on Wisdom (Perception) checks that rely on hearing. Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points. Actions Bites : Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","AC":12,"HP":"22 (5d8)","CHA":4,"CON":10,"DEX":15,"INT":2,"STR":5,"WIS":12,"Size":"Medium","Type":"swarm of tiny beasts","Speed":"0 ft., fly 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116052/fo8uvjWunwUK3epZ1c_O4Q/original.png","Roll 0":"Full\n1d20 + 4\n2d4","Roll 1":"Half\n1d20 + 4\n1d4","Senses":"Blindsight 60 Ft.","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":1,"Resistances":"Bludgeoning, Piercing, Slashing","data-Traits":"[{\"Name\":\"Echolocation\",\"Desc\":\"The swarm can't use its blindsight while deafened.\"},{\"Name\":\"Keen Hearing\",\"Desc\":\"The swarm has advantage on Wisdom (Perception) checks that rely on hearing.\"},{\"Name\":\"Swarm\",\"Desc\":\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.\"}]","data-Actions":"[{\"Name\":\"Bites (swarm has more than half HP)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"0 ft.\",\"Target\":\"one creature in the swarm's space\",\"Damage\":\"2d4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Bites (swarm has half HP or less)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"0 ft.\",\"Target\":\"one creature in the swarm's space\",\"Damage\":\"1d4\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+0","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"-3","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":"1/4","Passive Perception":11,"Condition Immunities":"Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned","data-CrNum":0.25,"data-AcNum":12,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Swarm of Bats","description":"The Nature of Swarms The swarms presented here aren’t ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can’t charm these swarms, and their aggressiveness is borderline unnatural. Traits Echolocation : The swarm can't use its blindsight while deafened. Keen Hearing : The swarm has advantage on Wisdom (Perception) checks that rely on hearing. Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points. Actions Bites (Above Half HP) : Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage. Bites (Half HP or Less) : Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 2 (1d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Swarm of Bats","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Swarm of Bees","description":"A few bees here and there rarely pose much of a threat, but when a cloud of the insects form an angry swarm, it can spell trouble for any unsuspecting creatures nearby.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Swarm of Bees","description":"Actions Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., one target in the swarm's space. Hit: (4d4) piercing damage plus (1)poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Alignment":"unaligned","Expansion":16,"Challenge Rating":1},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Swarm of Beetles","description":"The Nature of Swarms The swarms presented here aren’t ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can’t charm these swarms, and their aggressiveness is borderline unnatural. Traits Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Actions Bites (swarm has more than half HP) : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage. Bites (swarm has half HP or less) : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 5 (2d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Swarm of Beetles","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Actions Bites : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"22 (5d8)","CHA":1,"CON":10,"DEX":13,"INT":1,"STR":3,"WIS":7,"Size":"Medium","Type":"swarm of tiny beasts","Speed":"20 ft., burrow 5 ft., climb 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116058/i445GKrMog0MnRUHGKeXKw/original.png","Roll 0":"Full\n1d20 + 3\n4d4","Roll 1":"Half\n1d20 + 3\n2d4","Senses":"Blindsight 10 Ft.","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":1,"Resistances":"Bludgeoning, Piercing, Slashing","data-Traits":"[{\"Name\":\"Swarm\",\"Desc\":\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.\"}]","data-Actions":"[{\"Name\":\"Bites (swarm has more than half HP)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"0 ft.\",\"Target\":\"one target in the swarm's space\",\"Damage\":\"4d4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Bites (swarm has half HP or less)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"0 ft.\",\"Target\":\"one target in the swarm's space\",\"Damage\":\"2d4\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-5","data-CON-mod":"+0","data-DEX-mod":"+1","data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":4,"data-WIS-mod":"-2","Challenge Rating":"1/2","Passive Perception":8,"Condition Immunities":"Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned","data-CrNum":0.5,"data-AcNum":12,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Swarm of Bilge Rats","description":"TRAITS Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell. Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. ACTIONS Bite: Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm is at half of its hit points or fewer.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":25195,"Challenge Rating":"1/4"},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Swarm of Biting Gnats","description":"Amorphous. The swampgas shade can move through a space as narrow as 1 inch wide without squeezing. Rejuvenation. If it dies within its bound region, the swampgas shade returns to life in 1d4 days and regains all its hp. This trait doesn't function if the swampgas shade is put to rest, which occurs after its corpse has been reburied outside the swamp. Swampbound. The swampgas shade is bound to a region of swamp within 1 mile of its body. If the shade leaves this region, it loses its Soul Drain action until it returns to the region. If it remains outside the region, it automatically teleports back to its corpse after 24 hours, regardless of distance. Swamp Camouflage. The swampgas shade has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Undead Nature. The swampgas shadow doesn't require air, food, drink, or sleep. Actions Soul Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) psychic damage, and the target's Charisma score is reduced by 1d4. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a Humanoid dies from this attack, it can't be restored to life until the swampgas shade is put to rest (see the Rejuvenation trait). Haunting Murmurs. Ranged Spell Attack: +3 to hit, range 60 ft., one creature. Hit: 8 (1d8 + 3) psychic damage. Bonus Actions Swampland Stealth. The swampgas shade takes the Hide action. It must be in swampy terrain to use this bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Beasts","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Swarm of Black Droplings","description":"Dropling Within the field of oozology, it’s a generally accepted fact that oozes require a critical mass to retain functionality. That’s why the discovery of droplings—tiny blobs each about the size of a fist, spawned from larger oozes—made massive ripples in the Slime Times newspaper. No one is quite sure of the circumstances or reasons that lead to their creation; experiments on a large variety of oozes have reproduced dropling spawning with only a twenty-three percent success rate. Pseudogelphobic Swarm. Perhaps the most peculiar trait of droplings is their tendency to form swarms instead of combining to form their progenitor oozes. Respected oozologists hypothesise droplings that retain their size for an extended period of time undergo changes to their surface membrane compositions that inhibit their ability to merge with other droplings, all while maintaining the pseudo-hivemind need for consolidation. Amateur oozologists, in much fewer words, like to think they’re becoming individuals. Black Droplings This variety of droplings are descended from black puddings. They retain their acidic composition, though it is much less potent. The larger collective surface area of the swarm allows it to latch onto targets more effectively, immobilising them.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny oozes","Alignment":"unaligned","Challenge Rating":3},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Bloodflies","description":"A bloodfly looks like a large normal fly, about the size of a gold coin, but they are unmistakable, especially at night. Their bodies are every imaginable shade of metallic colors and they glow with a faint light in dim light or darkness. Bloodfly swarms usually only exist in the Outer Planes, Outlands, or Sigil. Blood flies outside of a swarm are like any other nuisance or biting insect and are squashed or slain with minimal effort. Bloodfly swarms usually occur on battlefields and are a common annoyance to anything that has fought in the Blood War. A swarm of bloodflies make a terrible sound often compared to the sound you would expect a horse sized angry wasp to make. Bloodflies that find their way through portals don’t normally have enough numbers to manifest swarms, unless encouraged or bred specifically for this purpose. Bloodflies can be encouraged to group and stay in one area if a steady supply of blood or dead bodies is provided and many unnatural or evil creatures have learned how to corral a swarm with a steady supply of each. After having invaded the Material Plane through open portals they are starting to become a menace anywhere there are mass graves, battlefields, or wandering groups of rotting undead. Each swarm requires roughly 1 Hit Dice per day in blood or carcasses and depending on the size and age of the field there can easily be multiple swarms feeding in one area. Living blood flies are valuable to any skilled alchemist. Hags that use bloodfly swarms tend to keep them a good 100 ft. away from their lair, as the noise quickly gives them a headache.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":34600,"Challenge Rating":1},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Swarm of Bone Rats","description":"Bone rat swarms are sometimes encountered in old sewers, especially sewers under magical academies. They can also be created on purpose if there are enough skeletal rat remains and the creator has sufficient knowledge and will. They make poor guards but they do function well as alert systems against thieves and invisible foes because of their tremorsense. Bone rat swarms tend to not move at all unless something comes within thirty feet of them and then they attack everything that isn’t a construct, ooze, or undead. Hags are known to create bone rat swarms with bells attached to their skeletal bodies to help alert them to sneaky foes. Bone rat swarms do not recognize their creator and will attack it if it comes within 30 feet of it. Variant: Swarm of Diseased Bone Rats Some swarms of bone rats carry the same virulent disease that giant rats carry. When a diseased bone rat swarm damages a target, that target must make a Constitution saving throw DC 10 or contract a rotting disease. Until the disease is cured, the target cannot regain hit points except by magical means. The diseased target’s maximum hit points are reduced by 5 (1d10) every 24 hours. If the target reaches 0 hit points due to this disease then it dies. The CR for the diseased variant bone rat swarm is still 1.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny undead","Alignment":"unaligned","Expansion":34600,"Challenge Rating":1},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Swarm Of Boneman's Brothel","description":"The Boneman’s Brothel is a secret society of warlocks who gather on the third Wednesday of every second month to discuss necromancy while dining on mushrooms and caviar. The Brothel’s lair is in the laboratory of the university where one of its members teaches. Mummified body parts, bottles filled with strange concoctions, and other arcane paraphernalia pack the shelves. TRAITS Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium creature. The swarm can’t regain hit points or gain temporary hit points. Staffs: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (4d8 + 1) bludgeoning damage plus 14 (4d6) necrotic damage, or 10 (2d8 + 1) bludgeoning damage plus 7 (2d6) necrotic damage if the swarm has half of its hit points or fewer. Eldritch Blasts: Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 66 (12d10) force damage, or 33 (6d10) force damage if the swarm has half of its hit points or fewer. Blight (1/Day): The swarm magically drains the vitality from a creature it can see within 30 feet of it. The creature must make a DC 16 Constitution saving throw. On a failed save, the target takes 108 (24d8) necrotic damage, or 54 (12d8) necrotic damage if the swarm has half of its hit points or fewer. On a successful save, the target takes half as much damage. Fly (1/Day): Up to four creatures the swarm touches each gain a flying speed of 60 feet. The effect lasts for 10 minutes or until the swarm loses concentration (as if concentrating on a spell).","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Medium humanoids (human)","Alignment":"lawful evil","Expansion":20254,"Challenge Rating":12},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Swarm of Brambleweeds","description":"Brambleweed Brambleweeds were once exclusive to their native desert in the Wild Sands, where the scarcity of water kept the population in check. Traders passing through the area were instructed to check their caravans for errant brambleweeds carried by the wind, which would attach themselves to the bonnets of the wagons with their thorns. A few careless merchants were all it took to turn this dangerous plant into a widely spread invasive species. Now present in warm biomes across the world, brambleweeds can be recognized by their bulbous leaves and woody vines, covered in barb-like, raking thorns. Much like quicksand, the trick to surviving a fall into a patch of brambleweeds is remaining calm—the more one moves, the deeper the thorns dig into one’s flesh. Overgrown Thickets. The introduction of brambleweed into regions where water is more abundant has allowed them to thrive unchecked. A gallon of water can turn brambleweeds into a mobile thicket overnight, and a river can transform them into a village-wide threat. Culling brambleweeds is a dangerous but necessary task, one often assigned as punishment to disobedient druids and rangers.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny plants","Alignment":"unaligned","Challenge Rating":1},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Broodlings","description":"Broodling Subservient to their aboleth broodmothers, these ray-like amphibians scour the swamps they call home in search of creatures with high biomass or interesting features. Once a broodling has found an adequate target, it releases a pheromone, gathering its brethren and enhancing their hive-mind intellect. With their stings, the broodlings inject a toxin that makes their victim more suggestible, allowing them to use their augmented intelligence to submit the creature to their will. Once entranced, the creature follows the broodlings to the broodmother’s lair, where the matriarch decides how best to extract its assets.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny aberrations","Alignment":"lawful evil","Expansion":26720,"Challenge Rating":4},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Buucahb","description":"Buucahb The buucahb are fiendish arthropods sometimes referred to as “the swarm,” native to a nearly inaccessible pocket dimension hidden deep within the Elemental Plane of Fire. The swarm’s name for their home plane is a string of hisses and clicks indecipherable to most other beings. These fiends are naturally communal—when one is discovered, more are almost certain to be found nearby. Increased Sightings? Ayrissian spies note the disappearance of several reputable Karelagne zoologists in recent months. Many of these researchers were said to be investigating an uptick in encounters with unusual extraplanar arthropods on Tholus, the Karelagne Empire’s home world. These creature sightings were concentrated around the province of Folly, though rumors persist they have been found throughout the empire, including on imperial naval vessels sailing the Aetherial Expanse. Imperial bureaucrats reject these rumors as Ayrissian propaganda.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Fiends (Devil)","Source":"custom","Alignment":"Typically Lawful Evil","Expansion":32048,"Challenge Rating":2},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Swarm of Campestris","description":"Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t distinguish a well-played performance from a bad one. If anyone plays an instrument or sings in the campestris’ vicinity, the little creatures will happily sing along, each in an obnoxiously nasal falsetto, as they dance and caper around whoever is making the music. Campestris can easily imitate lyrics and music. After a campestri has practiced a song or a piece of music three or four times, the creature remembers it forever. Campestris vary widely in color, from white to tan to dark brown, but they always have red or purple caps and speckles. A campestri moves by manipulating the mycelium that grows out of the base of its stem and supports it. The mushroom creatures eat salty soil, filter out the salt, and excrete a slippery paste of purified soil (stripped of things nourishing to fungi, of course). Eating salt is also a defense mechanism, because it makes the campestris taste salty and thus unpleasant to most creatures, though bullywugs consider them a delicacy. Traits Mimicry. Each campestri in the swarm can mimic any voice or song it has heard, albeit in a nasal falsetto. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough to accommodate an individual campestri. The swarm can’t regain hit points or gain temporary hit points. Actions Head Butts. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm has half its hit points or fewer. Spores (1/Day). A 20-foot radius of spores extends from the swarm. These spores can go around corners, and they have no effect on Constructs, Elementals, Plants, or Undead. Each other creature in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny plants","Alignment":"unaligned","Expansion":11857,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Swarm of Carrion Gulls","description":"TRAITS Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny gull. The swarm can't regain hit points or gain temporary hit points. ACTIONS Beaks: Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 7 (2d6) on a failure. The disease is cured on a success. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":25195,"Challenge Rating":"1/2"},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Swarm Of Casketmakers","description":"The Casketmakers care for the families of the recently deceased by preparing their loved ones’ bodies for eternal rest. And if Great Aunt Ethyl’s wedding ring or some other heirloom makes its way into their pockets along the way, the Casketmakers are quick to deny any wrongdoing. The unscrupulous rogues follow a strict ethical code: if no one sees your crime, it never happened! TRAITS Cunning Action: The swarm can take the Dash, Disengage, or Hide action as a bonus action on each of its turns. Evasion: If the swarm is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the swarm instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack: Once per turn, the swarm deals an extra 84 (24d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the swarm that isn’t incapacitated and the swarm doesn’t have disadvantage on the attack roll. This extra damage is reduced to 42 (12d6) damage if the swarm has half of its hit points or fewer. Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium creature. The swarm can’t regain hit points or gain temporary hit points. ACTIONS Shortswords: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage, or 12 (2d6 + 5) piercing damage if the swarm has half of its hit points or fewer. REACTIONS Uncanny Dodge: When an attacker the swarm can see hits it with an attack, the swarm halves the attack’s damage against it.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Medium humanoids (human)","Alignment":"neutral","Expansion":20254,"Challenge Rating":12},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Swarm of Centipedes","description":"The Nature of Swarms The swarms presented here aren’t ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can’t charm these swarms, and their aggressiveness is borderline unnatural. Traits Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Actions Bites (swarm has more than half HP) : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way. Bites (swarm has half HP or less) : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 5 (2d4) piercing damage. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Swarm of Centipedes","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Actions Bites : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"22 (5d8)","CHA":1,"CON":10,"DEX":13,"INT":1,"STR":3,"WIS":7,"Size":"Medium","Type":"swarm of tiny beasts","Speed":"20 ft., climb 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116063/PjBfy6ZMpwYurKSkPd0ODg/original.png","Roll 0":"Full\n1d20 + 3\n4d4","Roll 1":"Half\n1d20 + 3\n2d4","Senses":"Blindsight 10 Ft.","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":1,"Resistances":"Bludgeoning, Piercing, Slashing","data-Traits":"[{\"Name\":\"Swarm\",\"Desc\":\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.\"}]","data-Actions":"[{\"Name\":\"Bites (swarm has more than half HP)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"0 ft.\",\"Target\":\"one target in the swarm's space\",\"Damage\":\"4d4\",\"Damage Type\":\"piercing\",\"Desc\":\"A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way\"},{\"Name\":\"Bites (swarm has half HP or less)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"0 ft.\",\"Target\":\"one target in the swarm's space\",\"Damage\":\"2d4\",\"Damage Type\":\"piercing\",\"Desc\":\"A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way\"}]","data-CHA-mod":"-5","data-CON-mod":"+0","data-DEX-mod":"+1","data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":4,"data-WIS-mod":"-2","Challenge Rating":"1/2","Passive Perception":8,"Condition Immunities":"Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned","data-CrNum":0.5,"data-AcNum":12,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Swarm of Cherubim","description":"Cherub When gods receive prayers for protection but lack personnel, the miniscule cherubim bravely answer the call. Standing at only six inches tall, these four-winged celestials weave their radiant magic to fulfil their god-given tasks, which range from protecting the devout to delivering divine blessings. Unfortunately, their eagerness to prove their worth often gets them killed. Cherubim Swarms. Even the holiest of celestials are capable of making mistakes. In rare instances, when a solar doesn’t notice that the same repeated prayers belong to a single individual or when the death of a planetar breaks the chain of command, multiple cherubim are assigned to the same mortal. United by their common cause, the cherubim form a swarm, which is capable of channelling divine energy to distract foes with blinding light.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny celestials","Alignment":"neutral good","Challenge Rating":2},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Clacker Beetles","description":"The golden beetle places its small mandible against its oversized mandible then snaps them quickly apart, creating a deafening clacking. Clacker beetles are aggressive subterranean scavengers. Individually they aren't much of a threat, but they're rarely encountered individually. Worker clacker beetles and immature beetles form swarms, and soldiers always scavenge in groups. Clacking Mandibles. The beetles get their name from the deadly clacking sound their mandibles produce. They can use their mandibles to create a clacking noise with the force of a sledgehammer. Clacker beetles use this attack to stun or kill potential prey. When they're encountered in large groups, the rapid-fire clacking of their mandibles can quickly bring down creatures as large as trolls and ogres. Cavern Nests. Clacker beetles nest by chewing holes into rock and rubble. A small cavern riddled with clacker beetle tunnels can house hundreds or thousands of the creatures. They're fond of shiny objects, much as crows and pack rats are. When clacker beetles infest ancient tombs or other sites where valuables are stored, they've been known to snatch nearly all the gold, silver, and jewels and drag it to their nesting site. Constant Clacking. A creature that starts its turn in the swarm's space takes 5 (1d10) thunder damage. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points. Actions Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Beasts","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Swarm of Comet Eels","description":"Comet Eel There are few creatures ship captains on the Aetherial Expanse fear more than the beautifully vibrant comet eel. These fast-swimming eels get their name from their resemblance to comets flashing through the aether. The eel’s skull contains layers of aetherium crystal, making it as hard as iron. When swimming at top speed, these eels can punch through a ship's hull, much like a cannonball. These ordinarily docile fish are particularly dangerous when gathered in large schools, posing a navigation hazard that most captains try to avoid.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Beast (Aetherbeast)","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":8},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Swarm of Compsognathus","description":"The curious bipedal lizard lets out a musical chirp. More chirps respond from within the nearby grass, becoming a sinister chorus. Compsognathus is one of the smallest carnivorous dinosaurs. Its stature leads many to underestimate the deadly nature of a pack of these beasts. Kobold Pets. Compsognathus are often kept by kobolds as pets. Kobolds are particularly fond of building traps that feed swarms of the dinosaurs by placing them at the bottom of a hidden pit or rigging a cage full of the creatures to drop on the heads of unsuspecting adventurers. Little Dinosaurs, Big Appetites. Though compsognathus are small, they live in large packs. Compsognathus are not afraid of larger prey when they hunt together as a swarm and will seek out a meal worthy of the pack. Silently Surrounds. Compsognathus are naturally stealthy thanks to their size and ability to blend in with natural terrain. They hunt in tall grass or areas of dense foliage, spreading out to surround their prey before attacking.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Swarm of Crabs","description":"A skittering mass of drab green crabs boils forth from the stone edifice. Cerulean edged claws snap in anticipation. Traits Amphibious : A swarm of crabs can breathe air and water. Swarm : The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain hit points or gain temporary hit points. Actions Claws: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in swarm’s space. Hit : 10 (4d4) bludgeoning damage, or 5 (2d4) bludgeoning damage if the swarm is at half its hit points or fewer.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":18594,"Challenge Rating":"1/2"},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Swarm of Cranium Rats","description":"Mind flayers create cranium rats by bombarding normal rats with psionic energy. Evil Collectives. Cranium rats are no smarter than ordinary rats and behave as such. However, if enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s constituents. The rats become smarter as a result, and they retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers similar to spells. A rat separated from the swarm becomes an ordinary cranium rat with an Intelligence of 15. It loses 1 point of Intelligence each day that it remains separated from the swarm. Its Intelligence can’t drop below 4 and becomes 15 again if it rejoins the swarm or another one. Telepathic Vermin. A single, low-intelligence cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and “us.” Spies for an Elder Brain. Mind flayer colonies use cranium rats as spies. The rats invade surface communities and act as eyes and ears for the elder brain, transmitting their thoughts when they swarm and are within range of the elder brain’s telepathy. Cranium rats occasionally spread beyond the elder brain’s range of influence. Whatever these rats do is of no concern to the elder brain, and the illithids can always make more if they so desire. Traits Illumination : As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light. Innate Spellcasting (Psionics) : The swarm’s innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components: • At will: command , comprehend languages , detect thoughts • 1/day each: confusion , dominate monster Swarm : The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points. Telepathic Shroud : The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. Actions Bites (If the Swarm Has More Than Half Its Hit Points) : Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage. Bites (If the Swarm Has Half Its Hit Points or Fewer) : Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage.","properties":{"Category":"Monsters","Size":"Medium swarm of Tiny","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Swarm of Cranium Rats","description":"Cranium Rats Mind flayers create cranium rats by bombarding rats with psionic energy. Cranium rats are somewhat smarter than ordinary rats and behave as such. If enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s constituents. The rats become smarter as a result, and retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers. A single cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one creature, often referring to itself using the collective pronouns “we” and “us.” Some mind flayer colonies use cranium rats as spies. The rats invade communities and act as eyes and ears for the colony’s elder brain (appears in this book), transmitting their thoughts when they swarm and are within range of the elder brain’s telepathy. Traits Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points. Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. Actions Bites . Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer, plus 22 (5d8) psychic damage. Spellcasting (Psionics). As long as it has more than half of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13): At will: command , comprehend languages , detect thoughts 1/day each: confusion , dominate monster Bonus Actions Illumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguishes the light.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Aberrations","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Swarm of Crawling Claws","description":"A swarm of crawling claws is a horrid sight to behold. It acts like a normal swarm of insects but with a cruel, malevolent purpose. The swarm often attacks only a single creature at a time, using sheer numbers to overwhelm and knock a target prone so it can finish it with its flesh rending fingers. Unusual Nature. The ghastly claw and the swarm of crawling claws don't require air, food, drink, or sleep. Traits Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Claw. The swarm can't regain hit points or gain temporary hit points. Turn Immunity. The swarm is immune to effects that turn Undead. Actions Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) bludgeoning or slashing damage (Claw's choice), or 12 (2d6 + 5) bludgeoning or slashing damage if the swarm has half of its hit points or fewer, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Undead","Alignment":"Typically Neutral Evil","Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Swarm of Cursed Ravens","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":18513,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 5"},{"name":"Swarm of Dead","description":"Denizens of the Underworld Many of the undead of Grimnir serve a somewhat different role than they do in other worlds. While on the surface skeletons and zombies exist as dangers to the living, their existence is more nuanced. Many of the dead are agents of Hel and scour the surface world at her bidding. They gather information, they help her collect the unfortunate and forgotten, and they defend her interests—and those of Grimnir. Yet, despite this semblance of civility, the undead are still frightening and the raiders avoid them. The walking dead are something they simply don’t understand and some fear that one day the undead will rise to help consume the world. This is a worrying concept and one that is often on the mind of any raider who travels near territory haunted by the once-living. That is not to say that undead are never vile, never evil. There are many examples of the dead disregarding Hel’s mercy and love. These tend to cause the same sorts of disruptions that one might expect in more typical worlds. Pretty much any undead that might be found elsewhere can be found in Grimnir and Hel does not control them—even within the Underworld they have free will. And some decide to be terrible. In addition to standard undead, the world of Grimnir has spawned several unique flavors, from the cursed knight to the pyrewights. Many of these are created because of the breaking or bending of an oath, or because a duty was not honored. Undead Nature. Like undead in other realms, these undead do not require air, food, drink, or sleep. Swarm of the Dead Sometimes the dead accumulate in one location and lose all sense of their past life. They become mindless, reacting to any nearby movement as a potential threat. As a group they rush and attempt to tear apart any interlopers. These swarms generally consist of both zombies and skeletons but may also be guided by a more intelligent undead.","properties":{"Category":"Monsters","Size":"Large","Type":"Swarm of Medium Undead","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":6},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Swarm of Death Shrouds","description":"Death Shroud A death shroud can be created by combining cloth imbued with necromantic energy with flesh free of a soul. One blast of biomantic energy later and you have an animate, cloth-wrapped limb. A death shroud actively recruits fresh corpses into its own form, temporarily increasing its size and strength. Over time, some of these additions stick, and the death shroud can grow to a mass of writhing limbs, heads, and torsos. Fluttering Swarm. From a distance, the unliving limbs and rotten cloth that makes up a death shroud swarm can appear like a single, enormous specimen. However, unlike their solitary cousins, which incorporate recently-unliving matter into their own form, a swarm of death shrouds manifests when individual shrouds pick upon a single, enormous corpse. The concentration of necromantic energy can cause small parts of the corpse to wrench themselves free from the unanimated tissue and join the clambering, tumbling mass that is driven by a singular curiosity for unliving flesh.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny undead","Alignment":"lawful neutral","Expansion":26720,"Challenge Rating":5},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Droplets","description":"Elemental Motes Masterful users of the Weave can use their magic to rip apart the barriers between worlds, summoning primordial avatars of air, earth, fire, and water from the chaotic depths of the Elemental Planes. When this fails miserably, the magic can produce an elemental mote instead, a tiny proto-elemental nearly indistinguishable from an inanimate manifestation of its element. Like their more powerful brethren, elemental motes have little desire but to return to their native plane and reunite with its natural energy. A Swarm Reshaped. As a swarm, elemental motes combine their individual specks of consciousness into a raging, primaeval mind. What they lack in physical ability, they make up for in combined desperation to abandon the Material Plane. Using their numbers to their advantage, they envelop any who dare stand in their way in a miniature elemental storm. Droplets With an appearance of condensed vapour suspended in mist, a swarm of droplets is usually mistaken for a natural fog. Too dispersed to drown creatures as a water elemental would, the droplets instead use their natural refraction to disrupt the sight of those they envelop, obscuring their surroundings like an unfocused lens.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny elementals","Alignment":"neutral","Challenge Rating":1},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Emberbats","description":"Curious and gentle creatures, these tiny bats have ashen fur and noses which sport a small candle-sized flame. Winged Fire Emberbats only started appearing in Humblewood after the calamity that befell the Scorched Grove, and scholars nearly all agree that the emergence of the creatures had something to do with the elemental magics present in the Grove. The flames that give the bats their name are lit through an internal combustion process that issues fuel from their nostrils as they exhale. Emberbats appear able to start and stop this process at will. The bats obviously do not need the flames to see, but it is hypothesized that the small candle serves to attract moths or other insects into their waiting mouths, greatly facilitating hunting. Colonies of Combustion Emberbats are most often seen flying in clouds consisting of many different families acting in unison. The bats perform virtually every task as a cohesive unit, from flying to hunting to nesting. The real threat they pose lies in the remarkable coordination of their colonies. Alone, an emberbat is no more dangerous than a candle. But together they have the potential to burn like a pit of hot embers, and can easily set dry tinder ablaze. When a colony of emberbats attacks a target, it is usually for defensive purposes. The air temperature within the cloud rises dangerously fast, and it has to potential to cook the victim alive. When encountering a colony in the wild, it is best not to engage them. However, recently colonies of emberbats are acting aggressively towards travelers, harassing any who approach their expanding territories. Some swear they have seen emberbat supercolonies whose heat could be felt from yards away. ","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Alignment":"unaligned","Expansion":5991,"Challenge Rating":"1/2"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Swarm of Embers","description":"Elemental Motes Masterful users of the Weave can use their magic to rip apart the barriers between worlds, summoning primordial avatars of air, earth, fire, and water from the chaotic depths of the Elemental Planes. When this fails miserably, the magic can produce an elemental mote instead, a tiny proto-elemental nearly indistinguishable from an inanimate manifestation of its element. Like their more powerful brethren, elemental motes have little desire but to return to their native plane and reunite with its natural energy. A Swarm Reshaped. As a swarm, elemental motes combine their individual specks of consciousness into a raging, primaeval mind. What they lack in physical ability, they make up for in combined desperation to abandon the Material Plane. Using their numbers to their advantage, they envelop any who dare stand in their way in a miniature elemental storm. Embers A swarm of embers is the flecks of light dancing around an invisible fire. Embers lack the searing heat of fire elementals, but are nevertheless equally capricious, blinding creatures with well-placed bursts of tiny cinders. They are the only elemental motes that regularly choose to follow mortals, particularly those with strong connections to fire. Embers are also sworn enemies of droplets and sparks, as both those elements can briefly extinguish their flames.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny elementals","Alignment":"neutral","Challenge Rating":3},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Esteron","description":"Esteron are small, winged salamanders that live in large groups. They cluster around subterranean bodies of water and aggressively protect such places. Some underground creatures see the esteron as a delicacy, but those who hunt esteron know the beasts are quick to form swarms that can easily overwhelm an unprepared hunter. Esteron are highly sociable, communal creatures, and their communities are not lorded over by a dominant member. Instead, they cooperate with one another peacefully. When two groups of esteron encounter one another, they behave peacefully if the nearby water and food is abundant, sometimes even exchanging members. If resources are scarce, however, the group that inhabits the source of water drives away the outsider group with as little violence as possible.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Swarm of Esteron","description":"The cloud of flying amphibians is made up of individuals with heads and bodies that resemble those of a newt. Their skin is an oily black with bright blue markings along their spines, legs, and wings. Territorial. Esteron are small, winged salamanders that live in large groups. They cluster around subterranean bodies of water and aggressively protect such places. Some underground creatures see the esteron as a delicacy, but those who hunt esteron know the beasts are quick to form swarms that can easily overwhelm an unprepared hunter. Excellent Memory. Although esteron are not intelligent, they have extraordinary memories. Many underground peoples collect esteron in small groups and use the beasts to race through mazes in games of chance. Others who dwell underground sometimes gather esteron and teach them certain scents to help locate ores or to detect dangerous substances such as poison in food or hidden patches of mold or fungi. Community Groups. Esteron are highly sociable creatures. They choose a mate for life, and both parents take turns caring for their young. When a young esteron finds itself orphaned, others within the larger community provide for it. Esteron communities are not lorded over by a dominant member. Instead, they cooperate with one another peacefully. When two groups of esteron encounter one another, they behave peacefully if the nearby water and food is abundant, sometimes even exchanging members. If resources are scarce, however, the group that inhabits the source of water drives away the outsider group with as little violence as possible.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":5315,"Challenge Rating":2},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Swarm of Fiendcats","description":"Fiendcats They say it’s unlucky to cross paths with a black cat. Well, it’s even more unlucky to cross paths with a fiendcat, let alone a pack of ‘em! - Heliana, cat owner If you thought knocking vases off window ledges and licking the cream out of your coffee were acts of true evil, then you were right, and your cat probably has a fiendcat ancestor. Considered aggravating pests even by fiendish standards, swarms of fiendcats have been known to racketeer dairy farms and creameries, taking payment in the form of the richest whipped cream.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny fiends","Alignment":"lawful evil","Expansion":23695,"Challenge Rating":5},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Swarm of Fire Dancers","description":"A swirling mass of tiny, blue flames dances with the likeness of a skull embedded in each little, flickering fire. Stunted Elementals. Fire dancers are Tiny fire elementals. Speculation varies whether they’re simply immature or somehow stunted. They may be castoffs from larger, fiery elemental beings. A single, solitary fire dancer is no more than a semi-sentient spark with a fragment of life and lofty but unrealistic ambitions. In large numbers, they’re a menace. Unite and Grow Strong. Larger fire elementals are usually sessile creatures, content merely to exist on their plane of origin. Fire dancers possess (and some argue are infected with) mortal qualities—they seek to reach a greater potential, which smacks of envy, ambition, and resentment. They realize that there is power in numbers and that, when united, they are a force to be reckoned with. A single fire dancer is no more threatening than a tiny candle flame, burning hot and blue. When thousands join together, though, the result is an inferno. The likeness of a skull in its flame is an illusion created by the creature, based on how the fire dancers perceive mortal creatures after they’re done with them. Surly Servants. Lone fire dancers have individuality, but in groups, they develop a hive mentality. While this allows them to function as a swarm, it also makes them vulnerable as a group to mind-affecting magic. Savvy bards, conjurers, and enchanters who summon swarms of fire dancers know they must maintain a tight control on the swarm, for these creatures are surly servants at the best of times. Elemental Nature. A swarm of fire dancers doesn’t require air, food, drink, or sleep. Traits Fire Form: A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Illumination: The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet. Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain hit points or gain temporary hit points. Water Susceptibility: For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Swarm (More than half HP): Melee Weapon Attack : +8 to hit, reach 0, one target. Hit : 21 (6d6) fire damage. Swarm (Half or less HP): Melee Weapon Attack : +8 to hit, reach 0, one target. Hit : 10 (3d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny elementals","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Swarm of Fleas","description":"Blood Sense. The giant flea can pinpoint, by scent, the location of creatures that have blood within 60 feet of it. Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell. Ravenous. When a creature that doesn't have all of its hp starts its turn in the swarm's space, that creature must succeed on a DC 12 Dexterity saving throw or lose 5 (2d4) hp from blood loss. Standing Leap. The swarm's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny flea. The swarm can't regain hp or gain temporary hp. Actions Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half its hp or fewer.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Beasts","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Swarm of Flying Magnetite Weapons","description":"Animated Magnetite Crafted from highly magnetic magnetite, these animated objects share the common property of being immobilised by heat. An animated suit of plate armour is capable of conjuring bolts of arcanomagnetic force that can knock a creature off its feet. A swarm of animated weapons compounds the damage of its constituent parts with a devastating flurry of follow-up strikes. Magnetite Weapons Animated weapons are a common staple in a mage’s lair. In an instant, a well-stocked armoury transforms into a whirling flurry of flying swords, pikes, and hammers. The movement of the magnetic fields generates powerful bursts of lightning in the swarm’s epicentre, emitting forceful pulses that launch ferrous objects at deadly speeds. When whipped into an enormous swarm, their greater number allows them to redistribute the negative effects of heat to avoid complete immobilisation.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of Small constructs","Alignment":"unaligned","Expansion":26720,"Challenge Rating":6},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Flying Weapons","description":"Animated Objects An animated, levitating object is deadly on its own, but its effectiveness compounds when united by a swarming hivemind. Powerful mages can summon such whirling dervishes from the forgotten debris of battlefields. Flying Weapons An ancient orcish war idiom summarises the swarm of flying weapons: “Even the toughest warrior falls to the untrained chaos of an army.” With over fifty weapons in its retinue, such a swarm is an unrestrained cyclone of wood and metal, blades banging against spear points, mace heads clashing into hafts. This tornado of death is a striking menace on any battlefield, more of an obstacle than a combatant. When not commanded by its creator, the swarm searches eagerly for the next battle.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of Small constructs","Alignment":"unaligned","Expansion":26720,"Challenge Rating":4},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Fulgurites","description":"Fulgurite When a powerful bolt of lightning strikes an incompletely summoned earth elemental, that energy courses through the rock, breaking it down into sand and flash-smelting it into elemental fulgurite, a translucent, perpetually sparking crystal. Though shattered by the creation process, fulgurites continue to behave as if they were one single entity, forming a swarm of crackling crystals that roll in perfect unison. Air and Earth. A swarm of fulgurites retains characteristics of the elements from which it was forged. It has the strength and resilience of earth, but the power and alacrity of lightning coursing through air. Energy crackles between each fulgurite crystal, steadily charging them up until they can teleport across the battlefield as a streak of lightning.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of Small elementals","Alignment":"unaligned","Challenge Rating":5},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Ghoulish Sprites","description":"The Matrons of Malice created these undead from the sprite troops of King Dasmag to hunt down and eat their own kind. The swarm of ghoulish sprites claws and bites its way through anything that stands in its way, chewing flesh to the bare bone.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny undead","Alignment":"chaotic evil","Expansion":17604,"Challenge Rating":2},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Swarm of Gibberlings","description":"A single gibberling is little more than a nuisance—a babbling, hairy creature that darts about, attacking whatever it can find. Unfortunately, gibberlings are rarely encountered alone. They rampage in dense swarms, crawling and leaping over each other to rip, shred, and devour everything in their path. Gibberlings are named for their incoherent chattering. Loud and shrill, their exasperating nonsense distracts even the most focused creatures. Gibberling swarms are heard long before they are seen. The first gibberlings were spawned in the jungles of the Gaping Maw, a layer of the Abyss ruled by the demon lord Demogorgon. The Prince of Demons’ influence instilled in gibberlings a hive-mind-like nature, protecting them from magical compulsions. However, unlike most demons, gibberlings share a strong aversion to fire. On the Material Plane, gibberlings tend to dwell in dense forests or the Underdark. Traits Aversion to Fire. If the swarm takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Incessant Gibberish. Any non-gibberling that is within 60 feet of the swarm and doesn’t have the deafened condition has disadvantage on Constitution saving throws to maintain concentration on spells and similar effects. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough to accommodate a Small gibberling. The swarm can’t regain hit points or gain temporary hit points. Actions Multiattack. The swarm makes two Gnashing Teeth attacks. Gnashing Teeth. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d4 + 4) piercing damage, or 9 (2d4 + 4) piercing damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","Size":"Large","Type":"Swarm of Small Fiends (Demons)","Alignment":"Typically Chaotic Evil","Expansion":31434,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Swarm of Gremishkas","description":"Gremishkas are the vicious products of mistakes made by novice spellcasters seeking to create life. The results are cat-sized, magically unstable creatures with a taste for the trappings of magic—particularly spellbooks, spell components, familiars, and the like. Gremishkas delight in tormenting magic-users, holding vicious grudges against those who gave them life as they infest the walls of spellcasters’ homes or the surrounding lands. Despite their feral appearances, gremishkas are cunning creatures. They might imitate the sounds of whimpering children or wounded animals to coax victims into tight quarters. While they favor attacking spellcasters, gremishkas are opportunistic hunters and lash out at anything they think they can overwhelm—or just get a bite of. Gremishkas have an unstable relationship with magic. Spells cast near a gremishka might rebound onto those nearby or cause the monster to explode, its scaly chunks rapidly reforming into duplicate gremishkas. These spontaneously created swarms can rapidly turn a single annoying gremishka into a chittering, magic-reflecting wave of teeth and claws. Traits Limited Spell Immunity. The swarm automatically succeeds on saving throws against spells of 3rd level or lower, and the attack rolls of such spells always miss it. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny gremishka. The swarm can’t regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the swarm’s space. Hit : 12 (3d6 + 2) piercing damage, or 5 (1d6 + 2) piercing damage if the swarm has half of its hit points or fewer, plus 7 (2d6) force damage. Reactions Spell Redirection. In response to a spell attack roll missing the swarm, the swarm causes that spell to hit another creature of its choice within 30 feet of it that it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny monstrosities","Expansion":10535,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Swarm of Greyshade Stranglers","description":"Greyshade Strangler Any adventurer worth their salt knows the rhyme “Grey and blue? Walk on through. Red and grey? Run away!” These bloodthirsty plants grow in dense patches, their thorny vines wrapped in coils ready to spring towards any creature with a heartbeat. There is never a safe path through a forest containing greyshade stranglers; with their diet of blood, they’ve no need for roots and can relocate to new pastures whenever creatures learn to avoid their current hunting ground.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny plants","Alignment":"unaligned","Expansion":26720,"Challenge Rating":3},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Gryllus","description":"This cloud of flying insects is so densely packed it blocks all vision as it descends on its prey. While a single biting gnat may make itself a nuisance, easily swatted away or killed, clouds of the insects can nibble weaker victims to death. Marsh Dwellers. Biting gnats thrive in damp environments and make themselves most at home in swamps, estuaries, and other wetlands. In areas with plenty of water and food, millions of gnats combine to create walls resembling storm clouds from a distance. Denizens of locales hosting these insects who can withstand multitudinous gnat bites or can control the gnats use them as deterrents to intruders and spies. Because gnats primarily hunt warm-blooded creatures, an amphibious, reptilian, construct, or undead creature can pass through a swarm of gnats relatively unscathed. Short Lifespans. Biting gnats live less than a week, discounting the many predators which feed on them. In that time, the carnivorous insects consume as much flesh and blood as possible and lay hundreds of eggs. By the time they die, they produce young in quantities up to double their original number. Hardy Eggs. Swarms of biting gnats make surprise visits to areas with little rain since their eggs can enter dormancy for up to one year, spontaneously hatching and spreading during the first rain after a long drought. In areas where food is scarce, the insects seek out dry areas where their eggs can wait for better conditions. Blood Sense . The biting gnat swarm can pinpoint, by scent, the location of warm-blooded creatures within 20 feet of it. Distracting Buzz . A creature that is not deafened and starts its turn in a space occupied by a swarm of biting gnats must succeed on a DC 10 Wisdom saving throw or become distracted by the droning of the gnats' wings. A distracted creature has disadvantage on attack rolls and ability checks that use Intelligence, Wisdom, or Charisma for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the swarm's Distracting Buzz for the next 10 minutes. Swarm. The biting gnat swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny beast. The swarm can't regain hp or gain temporary hp. Actions Bites. Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half its hp or fewer. The target must succeed on a DC 11 Constitution saving throw or become blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the target can take an action to clear its eyes of the insects, ending the effect.","properties":{"Category":"Monsters","Size":"Large","Type":"Swarm of Tiny Constructs","Alignment":"Lawful Neutral","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Swarm of Hoard Scarabs","description":"Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in perfectly among piles of gold coins. They feed on tiny mites that infest a dragon's scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves. Hoard scarabs also produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair's draconic owner to sense intruders' location as they move about the lair. Traits False Appearance. If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the swarm move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the swarm is animate. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny scarab. The swarm can't regain hit points or gain temporary hit points. Actions Swarm of Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 13 (3d6 + 3) piercing damage, or 6 (1d6 + 3) piercing damage if the swarm is at half of its hit points or fewer, and the target has disadvantage on attack rolls until the start of its next turn. Bonus Actions Scale Dust (1/Day). The swarm releases magical glittering dust from its wings. Each creature within 10 feet of the swarm must succeed on a DC 13 Dexterity saving throw or be outlined in blue light for 10 minutes. While outlined in this way, a creature sheds dim light in a 10-foot radius and can't benefit from being invisible. In addition, every Dragon within 1 mile of the creature becomes aware of it and can unerringly track the creature. Casting dispel magic on the creature ends the effect on it.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny monstrosities","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Swarm of Ice Borers","description":"The simple icicle moves, unfurling delicate, icy wings. As it reveals a hungry, gnawing mouth full of piercing teeth, dozens more follow suit. Creatures originally from deep within the elemental planes, ice borers resemble a shard of ice at first glance. They have thin, membranous wings that they keep wrapped tight to their bodies when not in flight, and their mouths look like cracks in the ice when closed. The icicle façade fades instantly if an ice borer has eaten recently, as its body gains a red tint from the consumed blood. Patient Hunters. Ice borers are carnivorous and station themselves above entrances to caves and on the eaves of buildings where icicles form. Hidden among the mundane icicles, a group of ice borers will wait for a hapless creature to walk beneath them, waiting to sense the warmth of a living creature. When a suitable victim approaches, they launch themselves from their perches to fall into their feast. If threatened by a particularly powerful foe or if their meal wasn't as easy as they thought, a swarm of ice borers takes wing to find a safer place to hunt. False Appearance. While the swarm remains motionless, it is indistinguishable from a cluster of icicles. This trait doesn't function if the swarm has damaged a creature with blood within the past 2 hours. Frigid Mass. A creature that starts its turn in the swarm's space takes 4 (1d8) cold damage. Heatsense. The swarm can pinpoint the location of creatures emitting heat, such as warm-blooded Beasts and Humanoids, within 30 feet of it. Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny elemental. The swarm can't regain hp or gain temporary hp. Actions Impale. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage plus 9 (2d8) cold damage, or 3 (1d6) piercing damage plus 4 (1d8) cold damage if the swarm has half its hp or fewer.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Elementals","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Swarm of Imps","description":"Imp While imps typically act as messengers and spies for their devilish overlords, a desperate lieutenant might pressgang their imp retinue into a fighting force. When called to arms, this unruly mass of red skin, leathery wings, and barbed tails flutters with inefficient cowardice to the periphery of a battle, engaging in the least lethal confrontation it can find. Combat Prowess. A swarm of imps is a tactless fighting force and can never agree on the timing of their individual invisibility abilities, always flickering in and out of vision. When truly pressed, imps’ innate shapechanging ability allows them to meld into a single large creature.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny fiends (devils)","Alignment":"lawful evil","Expansion":26720,"Challenge Rating":3},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Inkblot Spiders","description":"The poison of an inkblot spider causes one to see liquid patterns, obscuring vision with black inkblots. Despite being effectively blind, numerous survivors of an inkblot swarm claim the swarm itself took on the flowing shapes of flowing ink.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Swarm of Insects","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Actions Bites : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"22 (5d8)","CHA":1,"CON":10,"DEX":13,"INT":1,"STR":3,"WIS":7,"Size":"Medium","Type":"swarm of tiny beasts","Speed":"20 ft., climb 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116069/KfJYcVcUH1zizfLfAL3xQQ/original.png","Roll 0":"Full\n1d20 + 3\n4d4","Roll 1":"Half\n1d20 + 3\n2d4","Senses":"Blindsight 10 Ft.","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":1,"Resistances":"Bludgeoning, Piercing, Slashing","data-Traits":"[{\"Name\":\"Swarm\",\"Desc\":\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.\"}]","data-Actions":"[{\"Name\":\"Bites (swarm has more than half HP)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"0 ft.\",\"Target\":\"one target in the swarm's space\",\"Damage\":\"4d4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Bites (swarm has half HP or less)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"0 ft.\",\"Target\":\"one target in the swarm's space\",\"Damage\":\"2d4\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-5","data-CON-mod":"+0","data-DEX-mod":"+1","data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":4,"data-WIS-mod":"-2","Challenge Rating":"1/2","Passive Perception":8,"Condition Immunities":"Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned","data-CrNum":0.5,"data-AcNum":12,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Swarm of Insects","description":"The Nature of Swarms The swarms presented here aren’t ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can’t charm these swarms, and their aggressiveness is borderline unnatural. Traits Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Actions Bites (Above Half HP) : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage. Bites (Half HP or Less) : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 5 (2d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Swarm of Insects","description":"Traits Multitudinous. The swarm has advantage on opportunity attacks, and creatures provoke opportunity attacks from the swarm even if they take the Disengage action before leaving the swarm’s reach. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. Actions Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half their hit points or fewer. Distracting Buzz. If the swarm has at least half their hit points remaining, they emit an annoying drone, buzz, or skittering sound. Until the start of the swarm’s next turn, creatures within 15 feet of the swarm who can hear them have disadvantage on attack rolls against creatures other than the swarm.","properties":{"Category":"Monsters","Size":"Medium Swarm of Tiny","Type":"Beasts","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Swarm of Ivaril","description":"Ivaril Members of the Shadow Technocracy created the ivaril using a twisted form of esper forging. Hive Intelligence. Individually, ivaril function no differently than a semi-autonamous drone. However, each one has an evolving artificial intelligence and a modular, transforming frame. When a large enough group of them gather into a swarm, they form a collective hive-mind, granting them both greater intelligence and coordination as a unit. A large group or multiple swarms can merge into a single form with the combined functionality of a powerful machine, capable of performing its own techniques similar to esper forging. All of these collective intelligences can communicate with each other across the galaxy, sharing experiences, memories, and acquired data. Ivaril communicate with each other in their own code but can also communicate verbally as a collective using multiple harmonic frequencies that synthesize into a \"voice\". When speaking with others, they often using plural identifers such as we , us , and our . Spawn of the Technocrats. Many ivaril collectives serve the Technocracy directly, while others are commonly found in regions left in the wake of the Technocrats' passing. Being self-aware, they often adopt the ideology of their creators, viewing themselves as part of the next evolutionary stage of life in the galaxy. An Ivaril Hive. Ivaril often lair within or beneath urban or technological ruins. They can also have hives in technologically advanced areas specifically built for them, such as the holds within a Technocracy fortress. Swarm of Ivaril When enough ivaril come together to form a swarm, they gain far greater intelligence than they can ever obtain individually. If a single ivaril is separated from the swarm for more than one round, its Intelligence drops to a 5 and it can no longer communicate verbally.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":6},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Swarm of Killer Bees","description":"Traits Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Actions Stings. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. Engulf. If the swarm has more than half its hit points and ends its turn in another creature’s space, that creature must make a DC 10 Strength saving throw. On a failed save, the creature is restrained by the swarm. At the end of each of its turns, a restrained creature can repeat the saving throw, freeing itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":32955,"Challenge Rating":"1/2"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Swarm Of Knights Of Solemn Vows","description":"The Knights are headquartered in the metropolis of Wateredge, in the basement of the Church of Trois Ocularis. Their meetings are notably silent. One elected speaker raises a motion, and then each Knight votes for or against the matter by touching a black or white stone. In the event of a tie, the speaker casts their vote by touching one side of a third, hybrid stone of both black and white. TRAITS Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium creature. The swarm can regain hit points only if it uses its Lay on Hands action on itself. ACTIONS Multiattack: The swarm makes two greatswords attacks, or one attack if it has half of its hit points or fewer. Greatswords. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 33 (8d6 + 5) slashing damage, or 19 (4d6 + 5) slashing damage if the swarm has half of its hit points or fewer. Lay on Hands (1/Day): The swarm regains 60 hit points, or 30 hit points if it has half of its hit points or fewer.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Medium humanoids (human)","Alignment":"lawful good","Expansion":20254,"Challenge Rating":12},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Swarm of Lightning Eels","description":"Lightning eels are a variety of marine eel that can discharge an electronic shock when it attacks. They are rarely found alone when they are young, instead swarming together in packs. When an eel grows to giant size it leaves the swarm and finds a location to lair on its own. Traits Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain hit points or gain temporary hit points. Water Breathing. The swarm can only breathe underwater. Actions Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":20544,"Challenge Rating":2},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Swarm of Lyreflies","description":"The lyrefly is a fey insect that resembles a butterfly with a four-inch wingspan and shimmering, colourful body. It is known for its beautiful wings, which resemble the strings of a lyre, and its ability to produce sweet, melodic music as it flutters through the trees. Despite its charming appearance, the carnivorous lyrefly is also a formidable hunter. An orchestra of these beautiful creatures (the collective noun for lyreflies is an orchestra) can turn their music into a thunderous cacophony that stuns and disorients prey. An Unusual Symbiosis. Though a deadly predator, lyreflies do not feed on the blood they harvest from their prey. Instead, they use this blood to stimulate the carnivorous snapping jackmaw flowers to begin producing acid and digest the blood offering. The lyreflies lay their eggs into this caustic pool, which protects them from predation. Simply delightful.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Alignment":"unaligned","Challenge Rating":1.2},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Swarm of Maggots","description":"Base creatures are among the first to respond to sinister forces at work in a land. As nefarious powers grip an area, populations of maggots, scarabs, and similar scavenging insects explode and become aggressive predators. Roll on the Swarm Behavior table to see how such swarms might manifest. Swarm Behavior d4 Behavior 1 Crawls on walls in a vaguely bipedal shape 2 Makes skittering noises that sound like whispered chanting 3 Skeletal visages, giant eyes, or the faces of nearby creatures appear in relief amid its mass 4 Occupies and animates a corpse or other debris as if it were alive Traits Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points. Actions Infestation. Melee Weapon Attack : +3 to hit, reach 0 ft., one target in the swarm’s space. Hit : 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. A creature damaged by the swarm must succeed on a DC 12 Constitution saving throw or contract a disease. Each time the diseased creature finishes a long rest, roll a d6 to determine the disease’s effect: 1–2. The creature is blinded until it finishes a long rest. 3–4. The creature’s hit point maximum decreases by 5 (2d4), and the reduction can’t be removed until the disease ends. The creature dies if its hit point maximum drops to 0. 5–6. The creature has disadvantage on ability checks and attack rolls until it finishes its next long rest. The disease lasts until it’s removed by magic or until the creature rolls the same random effect for the disease two long rests in a row.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Expansion":10535,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Swarm of Magic-Infused Fire Beetles","description":"When fire beetles gather into a swarm, their devastation can bring severe blight to any area they ravage. During the theocratic reign of the Order of the Eternal Light, fire beetles were regarded as sacred beings and bred them in hordes, sometimes resulting in rampages when the beats could not be contained. The Midnight Curse has infused a ginormous fire beetle with magic, and the swarms of fire beetles it spawns are also imbued with magical essences, making their attacks magical.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of small beasts","Alignment":"unaligned","Expansion":17604,"Challenge Rating":1},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Swarm of Magnetite Cutlery","description":"Swarm of Cutlery From the depths of the monastery dining rooms flies a swarm of steel knives, forks, spoons, and — most lethally — sporks. Such creatures can be animated by protective magics, or be under the direct control of a creature capable of manipulating the arcanomagnetic spectrum, such as a magnetite dragon!","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny constructs, unaligned","Alignment":"unaligned","Expansion":23695,"Challenge Rating":2},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Swarm of Magnetite Cutlery","description":"Animated Magnetite Crafted from highly magnetic magnetite, these animated objects share the common property of being immobilised by heat. An animated suit of plate armour is capable of conjuring bolts of arcanomagnetic force that can knock a creature off its feet. A swarm of animated weapons compounds the damage of its constituent parts with a devastating flurry of follow-up strikes. Magnetite Cutlery From the depths of the monastery dining rooms flies a swarm of steel knives, forks, spoons, and — most lethally — sporks. Such creatures can be animated by protective magics, or be under the direct control of a creature capable of manipulating the arcanomagnetic spectrum, such as a magnetite dragon!","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny constructs","Alignment":"unaligned","Expansion":26720,"Challenge Rating":2},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Meerkats","description":"This tiny, striped mammal stands erect, turning its head back and forth above the grasses. Its large, beady eyes scan the horizon for signs of danger. Meerkats are social animals native to hot grasslands and savannahs. Relatives of mongooses, meerkats have pointed snouts and long, tapering tails. Their brindled coats vary between light brown and gray, and their front claws make them natural burrowers. They dwell in rocky crevices in stony, chalky formations and in large burrows with multiple entrances in the open plains. Meerkats are active during the day, mostly in the mornings and afternoons. Keen Eyesight. Meerkats have long, horizontal eyes that provide superior vision. They constantly scan their surroundings for unsuspecting prey—or encroaching predators. They communicate using a variety of calls to warn the pack of danger. Protection in Numbers. Meerkats live in packs of 25 to 30 individuals and maintain a social hierarchy. Each meerkat comes to the aid of the pack, which bands together to ward off predators that encroach upon their territory. They will swarm snakes and rodents, attacking in numbers to keep the enemy corralled and away from burrows. Keen Sight. The meerkat has advantage on Wisdom (Perception) checks that rely on sight. Snake Hunter. The meerkat has advantage on saving throws against being poisoned. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Beasts","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Swarm of Metal Spiders","description":"Content Warning: Torture Chain spiders are created from the corpses of giants and humanoids, returning them to a semblance of life (so similar that they are not even classified as undead by most scholars), though without an intact mind or soul. An incision is made above the corpse’s left orbital, and a chunk of the prefrontal cortex is removed using an iron or steel tube. The piece of brain is infused into a piece of metal through a dark ritual, and is then bound to the skull on the exterior, forming a small metal horn near where the incision was made. Horrifying Transformation. Over the next few days, the creature’s body undergoes painful and horrifying changes as shards of metal sprout and grow throughout its bone and muscle. By the end of the transformation, the creature becomes capable of harnessing its pain and suffering into supernatural abilities. It gains the ability to animate chains by transforming pieces of the chain into tiny metal spiders, and can move along them like a 4-limbed spider on a web. Mindless Intelligence. Although chain spiders lack the mind of the creature they once were, the rituals used to create them do give them enough intelligence and mental capacity to serve their creators and even communicate with them if needed. No semblance of the body’s original mind remains, though occasionally pieces of old memories and information slip through. Tactics. Though each chain spider's original abilities are unique, their tactics with their newly developed abilities are to begin by using Animate Chain in order to gain an ally in their fight, after which they will attempt to bind a foe with their Chain Web before using Inflict Pain. If there are no chains around, they first use Chain Web, animating those chains only after the target has broken free. Traits Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny spider. The swarm can't regain hit points or gain temporary hit points. Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web or chain, the swarm knows the exact location of any other creature in contact with the same web or chain. Web Walker. The swarm ignores movement restrictions caused by webbing. Actions Bites (swarm has more than half its hit points). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage. Bites (swarm has half its hit points or less). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 5 (2d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny constructs","Alignment":"unaligned","Challenge Rating":"½"},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Swarm of Mind Maggots","description":"Mind maggots can sometimes be found in fetid swamps, but a swarm of them is never found in the wild. Swarms of these nasty little peach-colored worms have been bred and trained by a hags or other creatures capable of great evil. Once trained, these swarms require a Medium sized victim or larger every week or the swarm begins to eat itself.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":34600,"Challenge Rating":"1/2"},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Swarm of Musk Deer","description":"This miniature deer has no antlers but sports a prominent pair of long canine teeth. Its matted red-brown fur is mottled with white spots, and a heady odor surrounds it as it speeds away. Musk deer have their origins in cold northern climes, but their small size, and the ease with which they are tamed, makes them popular in warmer climates as well. Musk deer are skittish in the wild, but they can be wooed with patience and a steady supply of snacks. While their sharp canines indicate a carnivorous diet, they are mostly herbivorous, eating insects only when vegetation is scarce. Their impressive teeth are used primarily for defense. Hardy Travelers. Woodfolk, wanderers, and spellcasters all appreciate the company of a musk deer. If they are fed and groomed, musk deer are agreeable travel companions, though their odor can be a bother for travelers if the deer is startled. A musk deer can serve a spellcaster via the find familiar spell. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny deer. The swarm can't regain hp or gain temporary hp. Actions Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 18 (4d8) piercing damage, or 9 (2d8) piercing damage if the swarm has half its hp or fewer. Bonus Actions Musk (Recharges after a Short or Long Rest). As the musk deer, except the save DC is 12. Sprinter. The swarm of musk deer takes the Dash action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Beasts","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Swarm of Nemathy Hatchlings","description":"Nemathy are aquatic monstrosities that thrive in both salt and freshwater. Solitary predators, nemathy typically conceal themselves near the seabed or within thick aquatic vegetation, only coming together with other of their kin during their breeding season to produce swarms of hatchlings. Nemathy use a modified fin ray that protrude from their foreheads to create bioluminescent light that can attract prey, but their deadliest feature is the neurotoxic and immobilizing ink it produces.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Monstrosities","Expansion":34474,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Swarm of Ochre Droplings","description":"Dropling Within the field of oozology, it’s a generally accepted fact that oozes require a critical mass to retain functionality. That’s why the discovery of droplings—tiny blobs each about the size of a fist, spawned from larger oozes—made massive ripples in the Slime Times newspaper. No one is quite sure of the circumstances or reasons that lead to their creation; experiments on a large variety of oozes have reproduced dropling spawning with only a twenty-three percent success rate. Pseudogelphobic Swarm. Perhaps the most peculiar trait of droplings is their tendency to form swarms instead of combining to form their progenitor oozes. Respected oozologists hypothesise droplings that retain their size for an extended period of time undergo changes to their surface membrane compositions that inhibit their ability to merge with other droplings, all while maintaining the pseudo-hivemind need for consolidation. Amateur oozologists, in much fewer words, like to think they’re becoming individuals. Ochre Droplings This strain of droplings originates from ochre jellies. Ochre droplings are similar to their black dropling cousins in many ways, but lack their highly acidic composition, a trait that makes them desirable jar pets.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny oozes","Alignment":"unaligned","Challenge Rating":1},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Owls","description":"Actions Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (4d6) slashing damage plus (2d6)slashing damage. 4d6 slashing damage, or 7 2d6) slashing damage if the swarm has half its hp or fewer. Screech (Recharge 5-6). The swarm of owls releases a screech in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) thunder damage and is deafened until the end of its next turn. On a success, a creature takes half the damage and isn’t deafened.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":16,"Challenge Rating":3},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Swarm of Pebbles","description":"Elemental Motes Masterful users of the Weave can use their magic to rip apart the barriers between worlds, summoning primordial avatars of air, earth, fire, and water from the chaotic depths of the Elemental Planes. When this fails miserably, the magic can produce an elemental mote instead, a tiny proto-elemental nearly indistinguishable from an inanimate manifestation of its element. Like their more powerful brethren, elemental motes have little desire but to return to their native plane and reunite with its natural energy. A Swarm Reshaped. As a swarm, elemental motes combine their individual specks of consciousness into a raging, primaeval mind. What they lack in physical ability, they make up for in combined desperation to abandon the Material Plane. Using their numbers to their advantage, they envelop any who dare stand in their way in a miniature elemental storm. Pebbles A pebble is weak on its own, but mighty in a swarm. A swarm of pebbles clatters as it tumbles and rolls like a miniature landslide, sweeping creatures off their feet and burying them in stone. They can’t glide through earth as easily as an earth elemental, but are equally effective ambushers because, well, they’re rocks.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny elementals","Alignment":"unaligned","Challenge Rating":2},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Penguins","description":"Swarm. The swarm can occupy another creature's space and vice-versa, and the swarm can move through any opening large enough for a Medium penguin. The swarm can't regain hp or gain temporary hp. Tobogganing Tide. The swarm can move at double its walking speed over ice and snow. Actions Beaks. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) if the swarm has half its hp or fewer. Toboggan Charge (Recharge 5-6). The swarm moves up to 20 feet in a straight line over ice or snow and can move through the space of any Large or smaller creature. The first time it enters a creature's space during this move, that creature must make a DC 14 Strength saving throw. On a failure, a creature takes 10 (3d6) bludgeoning damage and 10 (3d6) piercing damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"Swarm of Medium Beasts","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Swarm of Pitcrows","description":"Pitcrow Denizens of the Hells, pitcrows are capricious and opportunistic scavengers. With feathers of crimson so deep it is often mistaken for black, these large corvids are as likely to help a wandering adventurer as they are to report that adventurer to the local authorities. In fact, most pitcrows will often do both, for double the reward. Scouts & Cleaners. When a pitcrow can be bribed, coaxed, or coerced into working with others, they often find themselves in scouting roles. Single crows might stake out a building, crossroads, or grave, reporting their observations to a clandestine employer in exchange for choice scraps or jewellery. A demon lord or archdevil might enlist a whole murder to scout battlefields or harry routed enemies. Whatever the case, pitcrows do not seek to put themselves in danger and can always be found plucking at the viscera of corpses after a meeting of devils and demons. Self-Policing. Despite their selfish tendecies, pitcrow communities can grow surprisingly large and exhibit a kind of mass self-governance. Any individual found exploiting the common good is immediately ostracised and assaulted. Defecate too close to the communal blood pool? Get pecked to death. Exhibit a communicable disease? Get pecked to death. Produce more offspring than you can protect? They get pecked to death.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny fiends","Alignment":"lawful evil","Expansion":26720,"Challenge Rating":3},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Poisonous Snakes","description":"The Nature of Swarms The swarms presented here aren’t ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can’t charm these swarms, and their aggressiveness is borderline unnatural. Traits Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points. Actions Bites (swarm has more than half HP) : Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Bites (swarm has half HP or less) : Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 3 (1d6) piercing damage. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Swarm of Poisonous Snakes","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points. Actions Bites : Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":14,"HP":"36 (8d8)","CHA":3,"CON":11,"DEX":18,"INT":1,"STR":8,"WIS":10,"Size":"Medium","Type":"swarm of tiny beasts","Speed":"30 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116217/Ucv8wEMmOx97nCeM1aBsgg/original.png","Roll 0":"Full\n1d20 + 6\n2d6","Roll 1":"Half\n1d20 + 6\n1d6","Senses":"Blindsight 10 Ft.","Source":"5th Edition SRD","data-XP":450,"Alignment":"Unaligned","data-List":"false","Token Size":1,"Resistances":"Bludgeoning, Piercing, Slashing","data-Traits":"[{\"Name\":\"Swarm\",\"Desc\":\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.\"}]","data-Actions":"[{\"Name\":\"Bites (swarm has more than half HP)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"0 ft.\",\"Target\":\"one creature in the swarm's space\",\"Damage\":\"2d6\",\"Damage Type\":\"piercing\",\"Desc\":\"The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.\"},{\"Name\":\"Bites (swarm has half HP or less)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"0 ft.\",\"Target\":\"one creature in the swarm's space\",\"Damage\":\"1d6\",\"Damage Type\":\"piercing\",\"Desc\":\"The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"-4","data-CON-mod":"+0","data-DEX-mod":"+4","data-INT-mod":"-5","data-STR-mod":"-1","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":2,"Passive Perception":10,"Condition Immunities":"Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned","data-CrNum":2,"data-AcNum":14,"data-HpNum":36},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Swarm of Poisonous Snakes","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Alignment":"unaligned","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Swarm of Prismatic Beetles","description":"A dazzling explosion of multicolored lights erupts from this cloud of flying beetles, flashing every color of the rainbow. Flesh-Eating Beauties. The depths of the jungle are filled with lethal wildlife, and prismatic beetles are superlative examples of this. These flesh-eating, venomous insects distract and subdue their prey with sparkling beauty even as they devour it alive. Individual prismatic beetles sparkle like precious gems in the light; tosculi traders, gnolls, and humans often incorporate their carapaces into decorative jewelry or utilize them as special components in enchantment and illusion (pattern) spells and items. Hypno-Paralytic. When swarming in the thousands, these beautiful bugs create a hypnotic cascade of glimmering hues capable of enthralling creatures. As they descend on their dazed prey, the beetles’ bites slowly paralyze their victims while their toxins distract the mind with feelings of euphoria and delight. Predator Partners. Although carnivorous, prismatic beetles are not overly aggressive; they attack other creatures only when hungry or threatened. Even when they’re not attacking, however, they can be a threat; more than one unwary traveler has stopped to admire what they thought was a docile swarm of prismatic beetles, and became captivated. The unfortunates are often killed and eaten by lurking jungle predator, as such animals know the beetles stun and confuse prey. Traits Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. Glittering Carapace: The glossy, iridescent carapaces of the beetles in the swarm scatter and tint light in a dazzling exhibition of colors. In bright light, a creature within 30 feet that looks at the prismatic beetle swarm must make a successful DC 13 Wisdom saving throw or be blinded until the end of its next turn. If the saving throw fails by 5 or more, the target is also knocked unconscious. Unless it’s surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can’t see the swarm until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the saving throw. The saving throw is made with advantage if the swarm of prismatic beetles is in dim light, and this ability has no effect if the swarm is in darkness. Actions Bites (More than half HP): Melee Weapon Attack : +5 to hit, reach 0, one creature. Hit : 10 (4d4) piercing damage and 10 (4d4) poison damage . The target takes 10 (4d4) poison damage and becomes euphoric for 1d4 rounds, or takes half as much poison damage and is not euphoric if it makes a successful DC 11 Constitution saving throw. A euphoric creature has disadvantage on saving throws. Bites (Half or less HP): Melee Weapon Attack : +5 to hit, reach 0, one creature. Hit : 5 (2d4) piercing damage and 10 (4d4) poison damage. The target takes 10, 4d4, poison damage and becomes euphoric for 1d4 rounds, or takes half as much poison damage and is not euphoric if it makes a successful DC 11 Constitution saving throw. A euphoric creature has disadvantage on saving throws.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Swarm of Puffballs","description":"A puffball swarm is an anomaly of the Underworld. When a wide variety of fungal spores and flora germ are drawn into close proximity, a natural kind of mycelial magic occurs that gives life and spirit to this cloud that has but one overwhelming motive: reproduce.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny plants","Alignment":"unaligned","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Swarm of Pufflings","description":"Puffling Swarm Spawner A rapid rustling sound and the gleam of hundreds of tiny proto-eyes might be the only warning an adventurer receives as it walks through a field of swarm spawner fungi. From the depths of these morel-like mushrooms are fired a swarm of six-inch-tall, walking toadstools, whose paper-like skin trembles with contained explosive potential. Explosive Investment. Though the actions of a swarm spawner fungus and its self-destructive pufflings might seem spiteful at the outset, it’s actually a carefully measured trade off. If a colony can gain more biomass than it expends to acquire that biomass, then there is a net gain, and the colony can expand. Using the aeons-spanning knowledge and experience hive minds have at their disposal, hyphan colonies have learnt to hold off from unleashing their traps until their quarry has progressed so deep within a fungal field that its chances of escape are nil.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny plants","Alignment":"unaligned","Expansion":23695,"Challenge Rating":2},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Swarm of Putreflies","description":"A single putrefly is an annoyance that can ruin an evening. A swarm of putreflies can ruin a village. They resemble common fireflies but for a long barb protruding from the abdomen. Ravenous. Putrefly swarms are common in marshlands or fungal caverns teeming with life; in most other habitats a swarm eventually consumes itself after exhausting its food supply. Innocuous. When a putrefly swarm makes its way into lands where fireflies are otherwise common, even skilled woodsman don’t recognize the deadly swarm for what it is.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Swarm of Quippers","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Blood Frenzy : The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points. Water Breathing : The swarm can breathe only underwater. Actions Bites : Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","AC":13,"HP":"28 (8d8-8)","CHA":2,"CON":9,"DEX":16,"INT":1,"STR":13,"WIS":7,"Size":"Medium","Type":"swarm of tiny beasts","Speed":"0 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116136/TsFjoXbg3VnVpH1Q8imdtg/original.png","Roll 0":"Full\n1d20 + 5\n4d6","Roll 1":"Half\n1d20 + 5\n2d6","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":200,"Alignment":"Unaligned","data-List":"false","Token Size":1,"Resistances":"Bludgeoning, Piercing, Slashing","data-Traits":"[{\"Name\":\"Blood Frenzy\",\"Desc\":\"The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.\"},{\"Name\":\"Swarm\",\"Desc\":\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.\"},{\"Name\":\"Water Breathing\",\"Desc\":\"The swarm can breathe only underwater.\"}]","data-Actions":"[{\"Name\":\"Bites (swarm has more than half HP)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"0 ft.\",\"Target\":\"one creature in the swarm's space\",\"Damage\":\"4d6\",\"Damage Type\":\"piercing\"},{\"Name\":\"Bites (swarm has half HP or less)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"0 ft.\",\"Target\":\"one creature in the swarm's space\",\"Damage\":\"2d6\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-4","data-CON-mod":"-1","data-DEX-mod":"+3","data-INT-mod":"-5","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"-2","Challenge Rating":1,"Passive Perception":8,"Condition Immunities":"Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned","data-CrNum":1,"data-AcNum":13,"data-HpNum":28},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Swarm of Quippers","description":"The Nature of Swarms The swarms presented here aren’t ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can’t charm these swarms, and their aggressiveness is borderline unnatural. Traits Blood Frenzy : The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points. Water Breathing : The swarm can breathe only underwater. Actions Bites (swarm has more than half HP) : Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage. Bites (swarm has half HP or less) : Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 7 (2d6) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Swarm of Rats","description":"The Nature of Swarms The swarms presented here aren’t ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can’t charm these swarms, and their aggressiveness is borderline unnatural. Traits Keen Smell : The swarm has advantage on Wisdom (Perception) checks that rely on smell. Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. Actions Bites (swarm has more than half HP) : Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage. Bites (swarm has half HP or less) : Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 3 (1d6) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Swarm of Rats","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell : The swarm has advantage on Wisdom (Perception) checks that rely on smell. Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. Actions Bites : Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","AC":10,"HP":"24 (7d8-7)","CHA":3,"CON":9,"DEX":11,"INT":2,"STR":9,"WIS":10,"Size":"Medium","Type":"swarm of tiny beasts","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116144/PmN1NqEQ2iUXF2kGONtHog/original.png","Roll 0":"Full\n1d20 + 2\n2d6","Roll 1":"Half\n1d20 + 2\n1d6","Senses":"Darkvision 30 Ft.","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":1,"Resistances":"Bludgeoning, Piercing, Slashing","data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The swarm has advantage on Wisdom (Perception) checks that rely on smell.\"},{\"Name\":\"Swarm\",\"Desc\":\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.\"}]","data-Actions":"[{\"Name\":\"Bites (swarm has more than half HP)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"0 ft.\",\"Target\":\"one target in the swarm's space\",\"Damage\":\"2d6\",\"Damage Type\":\"piercing\"},{\"Name\":\"Bites (swarm has half HP or less)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"0 ft.\",\"Target\":\"one target in the swarm's space\",\"Damage\":\"1d6\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-4","data-CON-mod":"-1","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"-1","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/4","Passive Perception":10,"Condition Immunities":"Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned","data-CrNum":0.25,"data-AcNum":10,"data-HpNum":24},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Swarm of Ravens","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points. Actions Beaks : Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","AC":12,"HP":"24 (7d8-7)","CHA":6,"CON":8,"DEX":14,"INT":3,"STR":6,"WIS":12,"Size":"Medium","Type":"swarm of tiny beasts","Speed":"10 ft., fly 50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116153/FDWfPC0ZZcsrNdKTWZ6MeA/original.png","Roll 0":"Full\n1d20 + 4\n2d6","Roll 1":"Half\n1d20 + 4\n1d6","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":1,"Resistances":"Bludgeoning, Piercing, Slashing","data-Traits":"[{\"Name\":\"Swarm\",\"Desc\":\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.\"}]","data-Actions":"[{\"Name\":\"Beaks (swarm has more than half HP)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target in the swarm's space\",\"Damage\":\"2d6\",\"Damage Type\":\"piercing\"},{\"Name\":\"Beaks (swarm has half HP or less)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target in the swarm's space\",\"Damage\":\"1d6\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-2","data-CON-mod":"-1","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"-2","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":"1/4","Passive Perception":15,"Condition Immunities":"Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned","data-CrNum":0.25,"data-AcNum":12,"data-HpNum":24},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Swarm of Ravens","description":"The Nature of Swarms The swarms presented here aren’t ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can’t charm these swarms, and their aggressiveness is borderline unnatural. Traits Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points. Actions Beaks (swarm has more than half HP) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage. Beaks (swarm has half HP or less) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: 3 (1d6) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Swarm of Red Mozzies","description":"A red mozzy is a Tiny carnivorous mosquito that lives in and around Kanrath. It has bigger wings than regular mosquitoes and a large proboscis which helps them to feed on the blood of the other creatures. They are insatiable creatures that prefer to gather in swarms and attack any creature that possesses blood. These swarms carry bowel fever Pollution and Diseases in Kanrath , a deadly disease of which there were various outbreaks in Kanrath. Even though the swarm of red mozzies can adapt to any damp condition, their breeding ground is mostly in poor neighborhoods of the city. They can rarely be seen in some of the wealthier parts of the city and they will be exterminated on sight by cleaners 24 - Cleaners District . Many researchers have supported that red mozzies were first seen in the Bowels 20 - Dirtwater Belt . According to them, they were once regular mosquitos who have through time adapted to the extremely polluted environment of the Bowels.","properties":{"Category":"Monsters","Size":"Small","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":24099,"Challenge Rating":"1/4"},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Swarm of Rot Grubs","description":"Rot grubs are finger-sized maggots that eat living or dead flesh, although they can survive on plant matter. They infest corpses and piles of decaying matter and attack living creatures that disturb them. After burrowing into the flesh of a living creature, a rot grub instinctively chews its way toward the heart in order to kill its host. Rot grubs pose a threat both singly and as a swarm. Any creature that comes into contact with it must make a DC 10 Dexterity saving throw. On a failed save, the rot grub burrows into the creature’s flesh and deals 3 (1d6) piercing damage at the start of each of the host creature’s turns. Applying fire to the wound before the end of the host creature’s next turn deals 1 fire damage to the host and kills the infesting rot grub. After this time, the rot grub is too far under the host creature’s skin to be burned. If a creature infested by one or more rot grubs ends its turn with 0 hit points, it dies as the grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target. Burning a body kills any rot grubs infesting it. Traits Swarm : The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points. Actions Bites : Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 0 (1d0) damage. The target is infested by 1d4 rot grubs. At the start of each of the target’s turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target’s next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Swarm of Rot Grubs","description":"Rot grubs are finger-sized maggots that eat living and dead creatures, although they can survive on vegetation. They infest corpses and piles of decaying matter and attack anyone that disturbs them. After burrowing into a creature, rot grubs instinctively chew their way toward vital parts. Rot grubs recoil from flames, and fire is the main weapon against rot grubs once they’re inside a body. Magic that neutralizes poison can also stop them before they kill their host. Single Rot Grub Rot grubs pose a threat both singly and as a swarm. See the stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block. Any creature that comes into contact with a single rot grub must succeed on a DC 10 Constitution saving throw or be poisoned, as the rot grub burrows into the creature. The poisoned creature takes 3 (1d6) poison damage at the end of each of its turns. Whenever the poisoned creature takes fire damage, the creature can repeat the saving throw, ending the effect on itself on a success. If the poisoned creature ends its turn with 0 hit points, it dies, as the rot grub kills it. Traits Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned. At the end of each of the poisoned target’s turns, the target takes 3 (1d6) poison damage. Whenever the poisoned target takes fire damage, the target can repeat the saving throw, ending the effect on itself on a success. If the poisoned target ends its turn with 0 hit points, it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Beasts","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Swarm of Rot Grubs (GoSM)","description":"Rot grubs are finger-sized maggots that eat living or dead flesh, although they can subsist on plant matter. They infest corpses and piles of decaying matter and attack living creatures that disturb them. After burrowing into the flesh of a living creature, a rot grub instinctively chews its way toward the heart in order to kill its host. Rot grubs pose a threat both singly and as a swarm. See the accompanying stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block. Any creature that comes into contact with one must make a DC 10 Dexterity saving throw. On a failed save, the rot grub burrows into the creature’s flesh and deals 3 (1d6) piercing damage at the start of each of the host creature’s turns. Applying fire to the wound before the end of the host creature’s next turn deals 1 fire damage to the host and kills the infesting rot grub. After this time, the rot grub is too far under the host creature’s skin to be burned. If a creature infested by one or more rot grubs ends its turn with 0 hit points, it dies as the grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target. Burning a body kills any rot grubs infesting it. Traits Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm’s space. Hit: The target is infested by 1d4 rot grubs. At the start of each of the target’s turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target’s next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":3905,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Swarm of Scarabs","description":"Base creatures are among the first to respond to sinister forces at work in a land. As nefarious powers grip an area, populations of maggots, scarabs, and similar scavenging insects explode and become aggressive predators. Roll on the Swarm Behavior table to see how such swarms might manifest. Swarm Behavior d4 Behavior 1 Crawls on walls in a vaguely bipedal shape 2 Makes skittering noises that sound like whispered chanting 3 Skeletal visages, giant eyes, or the faces of nearby creatures appear in relief amid its mass 4 Occupies and animates a corpse or other debris as if it were alive Traits Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny scarab. The swarm can’t regain hit points or gain temporary hit points. Skeletonize. If the swarm starts its turn in the same space as a dead creature that is Large or smaller, the corpse is destroyed, leaving behind only equipment and bones (or exoskeleton). Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Ravenous Bites. Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the swarm’s space. Hit : 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. ","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Expansion":10535,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Swarm of Shadow Bats","description":"Normal bats rarely, if ever, form a true swarm. But when a great evil infects normal bats, they undergo a change in which they become twisted by that influence, a shadowy reflection of their former selves. Vampires, wraith lords, necromancers, even the ambient evil of the Dark Wood are all enough to corrupt bats into shadow bats. Influenced by Evil. A shadow bat swarm will respond to the commands of the entity that created it, or to any nearby source of dark energy sufficient to exert its will over the swarm.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"chaotic evil","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Swarm of Silverware","description":"I’ll never understand it. There are so many unique, wondrous, and exciting creatures in the Multiverse – why go through all the trouble of creating new ones? If I didn’t know better, I’d say wizards have some sort of god-complex... – Azân the Wanderer","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Constructs","Alignment":"Unaligned","Expansion":27826,"Challenge Rating":3},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Swarm of Skeletal Imps","description":"Imp While imps typically act as messengers and spies for their devilish overlords, a desperate lieutenant might pressgang their imp retinue into a fighting force. When called to arms, this unruly mass of red skin, leathery wings, and barbed tails flutters with inefficient cowardice to the periphery of a battle, engaging in the least lethal confrontation it can find. Combat Prowess. A swarm of imps is a tactless fighting force and can never agree on the timing of their individual invisibility abilities, always flickering in and out of vision. When truly pressed, imps’ innate shapechanging ability allows them to meld into a single large creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny undead","Alignment":"lawful evil","Expansion":26720,"Challenge Rating":4},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Skitterlings","description":"A six-legged, winged rodent the size of a housecat, a skitterling moves their clawed feet as they fly, appearing to scurry through the air. Goblins train these pets to claw at the faces of enemies, as their feet secrete a toxin that causes temporary blindness. Traits In Your Face. While the swarm occupies an enemy’s space, that creature has disadvantage on attack rolls made against any target other than the swarm and takes 3 (1d6) slashing damage if they attack a creature other than the swarm. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny skitterling. The swarm can’t regain hit points or gain temporary hit points. Actions Claws. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) slashing damage, or 7 (2d6) slashing damage if the swarm has half of their hit points or fewer. The target must succeed on a DC 10 Constitution saving throw or be blinded until the start of their next turn. Creatures who are immune to poison damage or the poisoned condition succeed on this saving throw automatically.","properties":{"Category":"Monsters","Size":"Medium Swarm of Tiny","Type":"Beasts","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Swarm of Skitterlings","description":"Skitterlings make excellent little guardians, but they leave quite the mess. Make sure they’re fed. If not, you’ll become the next mess they make. Queen Bargnot Skitterling A six-legged, winged rodent the size of a housecat, a skitterling moves their clawed feet as they fly, appearing to scurry through the air. Goblins train these pets to claw at the faces of enemies, as their feet secrete a toxin that causes temporary blindness. Traits In Your Face. While the swarm occupies an enemy’s space, that creature has disadvantage on attack rolls made against any target other than the swarm and takes 3 (1d6) slashing damage if they attack a creature other than the swarm. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny skitterling. The swarm can’t regain hit points or gain temporary hit points. Actions Claws. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) slashing damage, or 7 (2d6) slashing damage if the swarm has half of their hit points or fewer. The target must succeed on a DC 10 Constitution saving throw or be blinded until the start of their next turn. Creatures who are immune to poison damage or the poisoned condition succeed on this saving throw automatically.","properties":{"Category":"Monsters","Size":"Medium Swarm of Tiny","Type":"Beasts","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Swarm of Sluagh","description":"Some say the sluagh are fey turned by vampires, while others say they are the evil souls of violent men, who cannot rest and return to kill. Still others claim they are the souls of devilbound gnomes who committed suicide. All agree that they are loathsome by nature. Cowards Alone. These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter’s long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey. Chilling Touch. Sluagh feed by using their chilling touch. They devour small animals if nothing more appetizing is available. Their victims are easy to identify; their skin is unnaturally cold, and their features are frozen in fear. Swarms of sluagh serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements, or their spouses and children. Legless Flocks. Sluagh are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds. Traits Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can’t regain hit points or gain temporary hit points. Shadowy Stealth: While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action. Sunlight Weakness: While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws. Actions Chilling Touch (More than half HP): Melee Weapon Attack : +5 to hit, reach 0, one creature. Hit : 28 (8d6) cold damage. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic. Chilling Touch (Half or less HP): Melee Weapon Attack : +5 to hit, reach 0, one creature. Hit : 14 (4d6) cold damage. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny fey","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Expansion":3,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Swarm Of Songstresses Of Avonreed","description":"The Songstresses of Avonreed are a collection of singers Lady Adelhorn inspired as she traveled the world. Since Lady Adelhorn’s fall from grace, these singers have banded together for mutual support and to locate their missing muse. TRAITS Bardic Inspiration (4/Day): The swarm can use a bonus action to choose one creature other than itself. The creature must be able to hear the swarm and be within 60 feet of it. That creature gains a Bardic Inspiration die, a d10. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. A creature can have only one Bardic Inspiration die at a time. Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium creature. The swarm can’t regain hit points or gain temporary hit points. ACTIONS Rapiers: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (4d8 + 1) piercing damage, or 10 (2d8 + 1) piercing damage if it has half of its hit points or fewer. Mass Cure Wounds (1/Day): The swarm selects up to six creatures in a 30-foot-radius sphere centered on a point the swarm can see within 60 feet of it. Each target magically regains 40 (8d8 + 4) hit points, or 22 (4d8 + 4) hit points if the swarm has half of its hit points or fewer. Thunderwave (2/Day): Each creature in a 15-foot cube originating from the swarm must make a DC 16 Constitution saving throw. On a failed save, a creature takes 54 (12d8) thunder damage, or 27 (6d8) thunder damage if the swarm has half of its hit points or fewer, and is pushed 10 feet away from the swarm. On a successful save, the creature takes half as much damage and isn’t pushed.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Medium humanoids (human)","Alignment":"neutral good","Expansion":20254,"Challenge Rating":12},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Swarm of Sorrowfish","description":"A swarm of sorrowfish attacks out of hunger. Although sorrowfish have no sense of fear, they often adopt the tactic of lurking among the petrifying tendrils of a death embrace, using the tendrils for protection against other predators. Sorrowfish Sorrowfish dwell in deep underwater trenches and thus are rarely encountered by surface-dwelling creatures. Some say sorrowfish get their name from their flavor, which is distasteful enough to put the creatures that eat them in a dismal mood. The true sorrow for other creatures comes when the sorrowfish gather in swarms. The malevolent presences that lurk in the abysses of the ocean exert their influence on these fish, transforming their swarms into vicious hordes. Traits Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through an opening as narrow as 1 foot wide. The swarm can’t regain hit points or gain temporary hit points. Virulent Sorrow. Each time the swarm takes damage, any creature within 5 feet of it must make a DC 13 Wisdom saving throw. On a failed saving throw, the creature suffers the following effects until the end of its next turn: it has disadvantage on its attack rolls, it can’t take reactions, and its speed is halved. Water Breathing. The swarm can breathe only underwater. Actions Swarm of Bites. Melee Weapon Attack : +8 to hit, reach 0 ft., one target in the swarm’s space. Hit : 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half its hit points or fewer. Desolate Drain (Recharge 5–6). Each creature in the swarm’s space must make a DC 13 Wisdom saving throw. On a failed saving throw, a creature takes 24 (7d6) psychic damage and is stunned until the end of its next turn. The effect ends on a creature if the swarm moves out of the creature’s space or if another creature within 5 feet of the swarm uses an action to make a DC 14 Strength check, pulling the affected creature out of the swarm on a successful check. On a successful saving throw, a creature takes half as much damage and suffers no other effects.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny aberrations","Alignment":"Unaligned","Expansion":13016,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Swarm of Space Hamsters","description":"Miniature Giant Space Hamster Only a chosen few know of the secrets of hamsters: their concealed intelligence, telepathy, and extraterrestrial origins. More accurately known as space hamsters, their chaotic ancestries vary wildly depending on the source. Space hamsters form swarms as a response to immediate significant threats, telepathically joining their minds to output increased mental computational power. The mixing of psionic abilities grants the swarm limited bursts of telekinesis and allows them to speak as if they were a single unit, droning telepathic words in perfect synchronicity.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny monstrosities","Alignment":"any alignment","Expansion":26720,"Challenge Rating":3},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Sparks","description":"Elemental Motes Masterful users of the Weave can use their magic to rip apart the barriers between worlds, summoning primordial avatars of air, earth, fire, and water from the chaotic depths of the Elemental Planes. When this fails miserably, the magic can produce an elemental mote instead, a tiny proto-elemental nearly indistinguishable from an inanimate manifestation of its element. Like their more powerful brethren, elemental motes have little desire but to return to their native plane and reunite with its natural energy. A Swarm Reshaped. As a swarm, elemental motes combine their individual specks of consciousness into a raging, primaeval mind. What they lack in physical ability, they make up for in combined desperation to abandon the Material Plane. Using their numbers to their advantage, they envelop any who dare stand in their way in a miniature elemental storm. Sparks Sparks are fickle and carefree, darting through the air with wild, crackling energy. Even a glancing touch of a spark is enough to send creatures into a brief, gripping paralysis. A swarm of sparks is a cluster of luminescent ball lightning, flickering in and out of existence while bolts of electricity flash between them in a hypnotising dance.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Tiny elementals","Alignment":"unaligned","Challenge Rating":4},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Spellbooks","description":"The process of creating a swarm of spellbooks is really quite simple. Containing them on the other hand... -Ramazith Flamesinger If a wizard wants to protect a library or study as against intruders, they might enchant a dozen or more spellbooks to animate when someone who is not their owner enters a room or starts plundering the shelves. A particularly clever wizard might even inscribe a spell into the books that they can cast at their creators command, or when a predefined situation arises. Constructed Nature. A swarm of spellbooks doesn’t require air, food, drink, or sleep. Traits Antimagic Susceptibility. The swarm is incapacitated while in the area of an antimagic field. If the targeted by dispel magic , the swarm must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance. While the swarm remains motionless and isn’t flying, it is indistinguishable from a normal set of books. Spell Storing. A spellcaster who creates a swarm of spellbooks can cause the swarm to store one spell of 4th level or lower. To do so, the creator must cast the spell on the swarm. The spell has no effect but is stored within the swarm. When commanded to do so by the creator or when a situation arises that was predefined by the spellcaster, the swarm casts the stored spell with any parameters set by the original caster, requiring no material components. When the spell is cast or a new spell is stored, any previous spell is lost. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny book. The swarm can’t regain hit points or gain temporary hit points. Actions Slam. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 5 (2d4) bludgeoning damage, or 2 (1d4) bludgeoning damage if the swarm has half its hit points or fewer.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny constructs","Alignment":"unaligned","Expansion":20544,"Challenge Rating":1},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Swarm of Spiderbees","description":"Spiderbees are one of the more common hybrid species of Ashandri. They originated in Delvaroth, but have spread all over the world by now. They are half spider, half bee, and they are capable of walking, flying and climbing - combining all the abilities of both species. Spiderbees come in a variety of sizes: It seems they can grow indefinitely, and it's not uncommon for a nest of these small beasts to be guarded by one or several Giant Spiderbees. Anatomy The front part of a spiderbee's body resembles mostly a large spider. It has dark brown fur, eight red eyes and sharp mandibles that can inject a spider poison. Small translucent wings are on the back end of this part of the spiderbee's body. Behind that comes a part that resembles the abdomen of a bee. It has the typical bee-like coloring of yellow and dark, with the dark part matching the fur of the creature's front. A sharp sting protrudes from its end. Reproduction Spiderbees reproduce a lot like bees, but with one big difference: They don't have a queen. All female spiderbees can lay eggs, and the entire colony cares for them. They only reproduce for about a month during spring time. Growth Rate & Stages The offspring of spiderbees stays in the underground nests for about two months. Then, one morning, they all crawl out at once and learn to take care of themselves within a day. Many spiderbees don't survive this first day, but those that do often live for years before falling victim to a larger predator. Those that survive seem to be able to grow indefinitely. The largest spiderbees that have been seen had the size of an elephant. It's exceptional for these beasts to survive that long, though: Many animals consider their sweet meat to be delicious. Once these hybrid animals reach the size of a Giant Spiderbee, there's a chance they part from their original colony. These individuals are always pregnant females, and they travel for miles before creating their own nest. Ecology and Habitats Spiderbees prefer to live in the wild, building (sometimes huge) nests underground. They can feed both on pollen and other animals, but their absolute favorite food seems to be the pollen of Flowercats. This is the only reason the spiderbees are sometimes drawn to Human and other settlements. The Flowercats are horrified of spiderbees, so the arachnoid-insectoid hybrids have to hunt them down. They don't hurt the flowercats, but instead harvest their pollen - a procedure during which the flowercats constantly try to get rid of their hunters and escape them. Dietary Needs and Habits While spiderbees can live from feeding on other animals, they prefer making their own honey from pollen. Some people have learned to harvest spiderbee honey, and it's said to be the sweetest honey you can get. Perception and Sensory Capabilities When in contact with a web, spiderbees can sense other beings touching the web.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of beasts","Alignment":"unaligned","Expansion":17295,"Challenge Rating":1},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Swarm of Spidercrows","description":"Of average lethality, the spidercrow is a monstrous bird native to Penumbria, where the Malavita clique have adopted it for their coat-of-arms. Its appearance combines crow-like and arachnid features. Its rostrum beak is its deadliest weapon, as it hides strong jaws and chelicerae bristling with small saw-toothed fangs. While the larger specimens can reach the size of hawks or vultures, most broods are made up of organized swarms of tiny creatures that hunt together. Traits Spider Climb . The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Swarm . The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny creature. The swarm can't regain hit points or gain temporary hit points. Web Sense . While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. Web Walker . The swarm ignores movement restrictions caused by webbing. actions Bites . Melee Weapon Attack : +5 to hit, reach 0 ft., one target in the swarm's space. Hit : 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny monstrosities","Alignment":"unaligned","Expansion":11925,"Challenge Rating":1},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Swarm of Spiders","description":"The Nature of Swarms The swarms presented here aren’t ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can’t charm these swarms, and their aggressiveness is borderline unnatural. Traits Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Spider Climb : The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense : While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. Web Walker : The swarm ignores movement restrictions caused by webbing. Actions Bites (Above Half HP) : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage. Bites (Half HP or Less) : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 5 (2d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Swarm of Spiders","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Spider Climb : The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check . Web Sense : While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. Web Walker : The swarm ignores movement restrictions caused by webbing. Actions Bites : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"22 (5d8)","CHA":1,"CON":10,"DEX":13,"INT":1,"STR":3,"WIS":7,"Size":"Medium","Type":"swarm of tiny beasts","Speed":"20 ft., climb 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116313/Y7R1Cci3hjEN-A7Cc1AhrA/original.png","Roll 0":"Full\n1d20 + 3\n4d4","Roll 1":"Half\n1d20 + 3\n2d4","Senses":"Blindsight 10 Ft.","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":1,"Resistances":"Bludgeoning, Piercing, Slashing","data-Traits":"[{\"Name\":\"Swarm\",\"Desc\":\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.\"},{\"Name\":\"Spider Climb\",\"Desc\":\"The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"},{\"Name\":\"Web Sense\",\"Desc\":\"While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.\"},{\"Name\":\"Web Walker\",\"Desc\":\"The swarm ignores movement restrictions caused by webbing.\"}]","data-Actions":"[{\"Name\":\"Bites (swarm has more than half HP)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"0 ft.\",\"Target\":\"one target in the swarm's space\",\"Damage\":\"4d4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Bites (swarm has half HP or less)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"0 ft.\",\"Target\":\"one target in the swarm's space\",\"Damage\":\"2d4\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-5","data-CON-mod":"+0","data-DEX-mod":"+1","data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":4,"data-WIS-mod":"-2","Challenge Rating":"1/2","Passive Perception":8,"Condition Immunities":"Charmed, Frightened, Paralyzed, Petrified, Prone, Restrained, Stunned","data-CrNum":0.5,"data-AcNum":12,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Swarm of Spiders","description":"Traits Spider Climb. The swarm can climb difficult surfaces, includ- ing upside down on ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny spider. The swarm can’t regain hit points or gain temporary hit points. Web Walker. The swarm ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 5 (2d4) piercing damage plus 4 (1d8) poison damage, or 2 (1d4) piercing damage plus 3 (1d6) poison damage if the swarm has half their hit points or fewer. Too Many Legs. The swarm mobs a creature in their space and attaches to them. When the swarm takes damage other than psychic damage, the attached creature also takes half as much damage. The attached creature has disadvantage on attacks against creatures other than the swarm, and attacks against the attached creature have advantage. While attached, the swarm can’t attack another target. The attached creature or another creature who can reach them can shake off the swarm and detach them as an action. The swarm can detach by spending 5 feet of their movement.","properties":{"Category":"Monsters","Size":"Medium Swarm of Tiny","Type":"Beasts","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Swarm of Spiders","description":"Traits Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny spider. The swarm can’t regain hit points or gain temporary hit points. Web Walker. The swarm ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 5 (2d4) piercing damage plus 4 (1d8) poison damage, or 2 (1d4) piercing damage plus 3 (1d6) poison damage if the swarm has half their hit points or fewer. Too Many Legs. The swarm mobs a creature in their space and attaches to them. When the swarm takes damage other than psychic damage, the attached creature also takes half as much damage. The attached creature has disadvantage on attacks against creatures other than the swarm, and attacks against the attached creature have advantage. While attached, the swarm can’t attack another target. The attached creature or another creature who can reach them can shake off the swarm and detach them as an action. The swarm can detach by spending 5 feet of their movement.","properties":{"Category":"Monsters","Size":"Medium Swarm of Tiny","Type":"Beasts","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":"1/2"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Swarm of Squirrels","description":"Swarm of Squirrels Usually through the use of questionable magic, a horde of angry squirrels can be directed to attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Beasts","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":2},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Swarm of Steel Darts","description":"Steel Dart A byproduct of CRE’s misguided mechanical meddlings (see Forge of the Divine Machine in Motes of the Divine ), steel darts are clockwork songbirds formed of hinged brass wings and steel that hides minuscule organs: a heart, tongue, stomach, lungs, and twitching vocal cords. A long, tapered beak allows steel darts to sup a meal of nectar and oil, keeping their hearts beating and their gears turning. Songbirds. The frantic beating of one steel dart’s wings produces a steady drone over which it layers complex harmonies. When steel darts form swarms, however, they synchronise that gentle buzz into a single thunderous pitch that harmonically links their clockwork minds. One agitation of a steel dart quickly arouses the rest of the swarm and, with joined voices, the swarm’s song becomes a terrifying dirge of doom.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny constructs","Alignment":"unaligned","Expansion":26720,"Challenge Rating":1},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Stirges","description":"A swarm of these foul creatures is potentially one of the most deadly threats in the Underworld. A single stirge, if well-fed, is canny enough to follow potential prey for weeks at a time. The stirge will gather other stirges to it until a critical mass is reached and the swarm is born. Insect Insight. It is not known how stirges communicate with each other, but it is clear there is some agreed-upon strategy amongst a budding swarm. While the swarm is gathering, individual stirges who attempt to feed early are devoured by the swarm. Experienced Underworld adventurers know that a finding a desiccated stirge in your path is a sign of an impending swarm.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Swarm of Stirges","description":"A swarm of stirges act like a school of deadly piranha. Once they detect the scent of blood, they are drawn to it and swarm the victim, sucking its blood until none is left. Traits Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stirge. The swarm can't regain hit points or gain temporary hit points. Actions Blood Drain. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit: 23 (8d4 + 3) piercing damage or 13 (4d4 +3) if the swarm has half of its hit points or fewer, and the swarm attaches to the target. While attached, the swarm doesn't attack. Instead, at the start of each of the swarm's turns, the target loses a number of hit points equal to the swarm's Blood Drain attack damage due to blood loss. The swarm can detach itself by spending 5 feet of its movement. It does so after it drains 80 hit points of blood from the target or the target dies. A creature, including the target, can use its action to try to detach the swarm by succeeding in a DC 13 Strength check.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Beasts","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Swarm of Stymphalian Birds","description":"These brutal creatures are native to the swamps of Stymphalia, known to be voracious and bloody. They are recognized for the danger they represent, destroying crops, fruit trees and unfortunate travelers as they swarm the countryside. These man-eating birds are widely known because of the sixth Labor of Heracles, who was tasked with getting rid of them. With the aid of Athena and Hephaestus the demigod was able to quickly dispatch the birds, using a rattle built by the smith god, called a krotala. The sound produced by the artifact stunned the avians, giving Heracles a chance to shoot them with arrows tipped with the poisonous blood from the Hydra. Beaks and Feathers of Bronze. With their strange beaks and feathers these birds were able to rip through armor, making them a menace even to marching armies. Sacred Beasts of the Land Throughout the ages the world has existed, unique animals have made themselves known in legends. Stronger, faster, more majestic and, perhaps, even a little magical. The most well known of these creatures are the Sacred Beasts of the Land. This title refers to all the unique animals associated with the Twelve Labors of Heracles. Polymorphing into a Sacred Beast Players attempting to use Polymorph to become any of the Sacred Beasts of the Land will find that they cannot replicate the magic properties of the creature in question. For example, they will not be able to use the innate spellcasting feature, legendary actions or legendary resistances. Additionally, only players who have substantial experience with the creature in question should be able to attempt such a transformation. An example of such experience could be the slaying of the beast, as well as the creation of a friendly bond, but it must involve personal experience from the character. Traits Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny Stymphalian Bird. The swarm can't regain hit points or gain temporary hit points. Weak to Sound. If the swarm takes thunder damage it becomes stunned until the end of its next turn, ignoring the swarm's immunity to the condition. Vicious Man-Eater. The swarm has advantage on melee Attack Rolls against any creature that doesn't have all its hit points. Actions Bronze Beak (swarm has more than half HP). Melee Weapon Attack: +5 to hit, reach 5ft., one target in the swarm's space. Hit: 24 (6d6 + 3) piercing damage. Bronze Beak (swarm has less than half HP). Melee Weapon Attack: +5 to hit, reach 5ft., one target in the swarm's space. Hit: 13 (3d6 + 3) piercing damage. Bronze Feather Barrage (Recharge 5-6). The swarm unleashes a razor-sharp storm of bronze feathers in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (4d10) slashing damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Swarm of tiny beasts","Alignment":"unaligned","Expansion":29804,"Challenge Rating":5},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Swarm of Sun Jellies","description":"Sun Jelly Sun jellies resemble their marine cousins in many ways, except they glow and swim through air instead of water. Their long tendrils of light trail lazily across the sky, void of a jellyfish’s typical sting. Benign and mindless, sun jellies will not harm other creatures unless truly agitated, and they are drawn to acts of kindness, self-sacrifice, and expressions of genuine vulnerability. A swarm gathered around a creature implies goodness and purity of heart, and the ability to attract such a bloom is a prerequisite for a Shai’tan squire to take their paladin oath.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny celestials","Alignment":"unaligned","Expansion":26720,"Challenge Rating":1},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Sunflies","description":"Sunflies are whimsical, buzzing inhabitants of the Outer Planes. They travel widely and are important indicators of the health of the realms in which they reside; when sunflies struggle, so do the places they inhabit. Sunflies have stingers that they use to inject natural toxins into other creatures. Planar magic can alter a sunfly’s toxin so that its effect is different depending on which Outer Plane the sunfly is on. Many inhabitants of the planes have strong feelings about sunflies, viewing them as loathsome pests or adorable pets. Sunflies in Sigil are often the pets of doting, highly protective owners. “Did you know that if you hold a sunfly up to your ear, you can hear what it’s like to be stung by a sunfly?” –Morte Traits Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny dragonfly. The swarm can’t regain hit points or gain temporary hit points. Actions Stings. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 10 (3d4 + 3) piercing damage, or 5 (1d4 + 3) piercing damage if the swarm has half of its hit points or fewer. Additionally, if the swarm is on an Outer Plane, it injects the target with a toxin, the effect of which is determined by the swarm’s location: Upper Plane. The target sheds bright light in a 5-foot radius until the end of its next turn. During that time, the invisible condition has no effect on it. Neutral Plane. If the target is concentrating on a spell or similar effect, it loses its concentration. Lower Plane. The target’s speed is reduced by 10 feet until the end of its next turn. Dazzling Lights (Recharge 6). The swarm shines its lights in a dazzling display. Each creature within 15 feet of the swarm must succeed on a DC 10 Constitution saving throw or have the stunned condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Illumination. The swarm sheds bright light in a 15-foot radius and dim light for an additional 15 feet, or it uses a bonus action to extinguish the light.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny celestials","Alignment":"typically chaotic good","Expansion":26427,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Swarm of Sunsprites","description":"Sunsprite Tumbling and frolicking in one of the innumerable sunbeams of the Plane of Fey’s unending sunset, sunsprites are playful, inquisitive, and capricious creatures. Much like giving a cat a belly rub, playing with a sunsprite is fraught with danger. Though the sunsprite (or cat) may appear to be enjoying themselves, their mood can change in an instant, leaving you with naught but a patch of sunburn (or some cat claw scratches). Swarmy. When the cold, dark unseelie influence encroaches, the impetuous and temperamental sunsprites can band together to form an army - also known as a swarmy. As sparrows might mob a predatory bloodhawk, a squadron sunsprites fires devastating volleys from its sunbows when threatened by a predator, each toothpick-sized arrow an irradiating irritant in the hunter’s flank. As a swarmy, sunsprites lack the coordination to collectively turn invisible, but their speed and size make it almost impossible for an assailant to focus on any one individual. Buoyed by their safety in numbers, a swarm of sunsprites is far more tempestuous than any individual sprite.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny fey","Alignment":"chaotic neutral","Expansion":26720,"Challenge Rating":3},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Swamp Slirghs","description":"A ghastly, slithering mass of eel-like creatures writhe together, moving with a singular purpose. Slick with mud and oozing a dark ichor, they slither forward, emitting a powerful stench. Slirghs are lesser elementals which passingly resemble eels. Swamp slirghs drip with mud and ooze, marking their heritage as earth elementals. Their sulfuric stench is often overlooked by those traveling through swamplands, as it has a similar aroma to bog peat. Mischievous Elementals. Swamp slirghs are devious and sly pranksters. When not hunting insects, fish, or small animals, they enjoy magically pulling unsuspecting creatures across their swampland homes, sometimes stranding the victim miles from where they started. Far from malicious, the slirghs can be convinced to return the creature or to even provide quick transportation for a group traversing the swamp—provided the slirghs get something tasty in return. Communal. Swamp slirghs live together in writhing masses of mud and swamp muck. When threatened, they move as one to defend themselves, biting attackers or spitting globs of poisonous swamp sludge. Puddle Jump. Once on its turn, the swarm can use 10 feet of its movement to step magically through a body of water with its reach and emerge from a second body of water within 60 feet of the first, appearing in an unoccupied space within 5 feet of the second body of water. If the swarm is in a Huge or larger body of water, it can teleport to another location within the same body of water instead. Stench. Any creature that starts its turn within 5 feet of the swarm must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the swarm's Stench for the next 24 hours. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny elemental. The swarm can't regain hp or gain temporary hp. Actions Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage plus 9 (2d8) poison damage, or 7 (2d6) piercing damage plus 4 (1d8) poison damage if the swarm has half its hp or fewer. Spit Swamp Sludge. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 18 (4d8) poison damage, or 9 (2d8) poison damage if the swarm has half its hp or fewer. Soggy Relocation (Recharge 5-6). While at least one creature is in the swarm's space, the swarm uses Puddle Jump, attempting to pull one creature along for the ride. The target must succeed on a DC 13 Strength saving throw or be magically teleported along with the swarm to the swarm's destination.","properties":{"Category":"Monsters","Size":"Large","Type":"Swarm of Tiny Elementals","Alignment":"Neutral","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Swarm of Twilight Wasps","description":"Twilight Wasp When the sun is low over the horizon, the crystalline carapaces of these venomous predators transform the sky into a panorama of twinkling lights, a thousand shimmering stars weaving an elaborate and hypnotic dance. This enchanting display lures prey into the open, where the swarm can make short work of its bedazzled quarry. Rangers make a practice of catching twilight wasps with baited glass jars, keeping them as an offensive booby trap or crushing them into healing salves.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":26720,"Challenge Rating":2},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Swarm of Vampire Blossoms","description":"The pile of white petals swirls around of its own volition. Individual petals cut with razor sharpness and turn pink then red as they absorb the blood they let. Vampire blossoms embody the idea of deadliness lying in wait within the most pleasant façade. The plants feed on blood and take so much from their victims that they become bloated and stained with their bounty. Patient Hunters. Swarms of vampire blossoms can sense blood from a fair distance. However, they instinctively know not to immediately react to the presence of such creatures, since the swarms move slowly and might drive away their sources of food. Blood Reservoir. Swarms of vampire blossoms subsist on blood, but they do so slowly. The swarms store excess fluid in their mass, causing their white flowers to turn pink and red. Creatures that feed on blood, such as vampires, cultivate the blossoms, allowing them to drink the stored blood without alerting others to their presence. Vampire blossoms don't sense undead and remain dormant through the extraction process. Created Through Bloodshed. Considerable bloodshed in groves and orchards containing trees with white flowers can spontaneously generate swarms of vampire blossoms. Scholars who study the phenomenon conclude an ancient deity unleashed a death curse against the deity's slayer, whose symbol was a white flower. A creature can deliberately spawn a swarm by pouring a quart of blood at the base of a tree with white flowers while intoning the nigh-forgotten deity's name. The flowers disengage from the tree 24 hours later to create a new swarm. Regardless of how they are created, the swarms need not remain with their parent trees and often allow winds to carry them to new hunting grounds. Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. Blood Sense . The swarm of vampire blossoms can pinpoint, by scent, the location of creatures that aren't constructs or undead within 30 feet of it. The swarm is otherwise blind. False Appearance. While the swarm of vampire blossoms remains motionless, it is indistinguishable from a carpet of flower petals. Swarm. The swarm of vampire blossoms can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny plant. The swarm can't regain hp or gain temporary hp. Actions Petal Slashes. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: 18 (4d8) slashing damage, or 9 (2d8) slashing damage if the swarm has half its hp or fewer. The target must make a DC 13 Constitution saving throw, reducing its hp maximum by an amount equal to the damage taken on a failed save, or by half as much on a successful one. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","properties":{"Category":"Monsters","Size":"Large","Type":"Swarm of Tiny Plants","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Swarm of Vampiric Parasites","description":"A vampiric parasite is an insect that primarily feeds on blood. These gruesome Tiny beasts resemble centipedes with pincers on their body that pierce into the flesh on contact as they move, which they do in a swift manner considering their size. Vampiric parasites have countless teeth-like structures inside their mouths, which can tear into one’s body and help them suck blood. They target creatures with blood to be able to feed. Vampiric parasites are originally creatures of the Tolian sea depths; however, they can live both in and out of water, and they can easily lay their eggs inside a creature. Their eggs hatch a day after they have been laid, the larvae feed on the body of the host, and this causes the creature to suffer from blood diseases. The disease cannot be cured completely without getting all of the larvae out of the body. If it is not cured, the creature dies after a week of painful stomach aches. When the host dies, a new swarm of vampiric parasites spawns out of the corpse.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny beasts","Alignment":"unaligned","Expansion":24099,"Challenge Rating":12},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Swarm of Vile Things","description":"Swarms of vile things are incredibly dangerous natives of the Feywild: sometimes summoned by magic ( conjure vile swarm ). Each swarm has a different assortment of insects and vermin but each swarm glows with a bright teal light. Unlike most swarms, this swarm has the intelligence of a dim goblin and is just smart enough to try and kill prey at night under moonlight. These swarms innately know when an eclipse is about to happen, breaking off from all activities to burrow as deep into the ground as possible until the eclipse is over.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of Small aberrations","Alignment":"neutral","Expansion":34600,"Challenge Rating":4},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Swarm Of Votary Cultists","description":"Several dozen cultists attend Zamyra at all times. TRAITS Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Medium creature. The swarm can’t regain hit points or gain temporary hit points. ACTIONS Scimitars: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 44 (12d6 + 2) slashing damage, or 23 (6d6 + 2) slashing damage if the swarm has half of hit points or fewer.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of Medium humanoids (human)","Alignment":"neutral evil","Expansion":20254,"Challenge Rating":9},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Swarm of Warp Rats","description":"Little, hairless rodents spill out from the cracks in a broken wall. These creatures are pale and wrinkled, with thick, serpentine bodies that slither forward rapidly on four pairs of stunted legs. Warp rats look like a cross between centipedes and rodents. They travel in large swarms, seeking easy prey such as lone travelers or small groups sleeping in the open. When a swarm bites a creature, the rats’ corrosive saliva can cause the wound to continue to bleed even after the attack is over. WASTELAND SWARMS Despite its ravaged ecosystem, the wastes provide shelter to uncountable numbers of scurrying and slithering vermin. Although these creatures typically scavenge for food, numerous travelers’ tales warn of aggressive swarms of grotesque rodents that suddenly burst from their surroundings to violently strike at stragglers and strays. TRAITS Blood Frenzy. The warp rat swarm has advantage on melee attack rolls against any creature that doesn’t have all its hp. Swarm. The warp rat swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain hp or gain temporary hp. ACTIONS Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing damage plus 7 (2d6) necrotic damage, or 3 (1d6) piercing damage plus 3 (1d6) necrotic damage if the swarm has half its hp or fewer. The target must make a successful DC 13 Constitution saving throw, or the wound continues to bleed, causing the target to take 7 (2d6) piercing damage at the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Swarm of Tiny Beasts","Alignment":"Unaligned","Expansion":25357,"Challenge Rating":4},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Swarm of Wasps","description":"The Nature of Swarms The swarms presented here aren’t ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can’t charm these swarms, and their aggressiveness is borderline unnatural. Traits Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Actions Bites (Above Half HP) : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage. Bites (Half HP or Less) : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 5 (2d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of tiny beasts","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Swarm of Wasps","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Swarm : The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Actions Bites : Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.","properties":{"Category":"Monsters","AC":"12 (Natural Armor)","HP":"22 (5d8)","CHA":1,"CON":10,"DEX":13,"INT":1,"STR":3,"WIS":7,"Size":"Medium","Type":"swarm of tiny beasts","Speed":"5 ft., fly 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116320/r1VSVVb6lc7W1oUk5JnlBQ/original.png","Roll 0":"Full\n1d20 + 3\n4d4","Roll 1":"Half\n1d20 + 3\n2d4","Senses":"Blindsight 10 Ft.","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":1,"Resistances":"Bludgeoning, Piercing, Slashing","data-Traits":"[{\"Name\":\"Swarm\",\"Desc\":\"The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.\"}]","data-Actions":"[{\"Name\":\"Bites (swarm has more than half HP)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"0 ft.\",\"Target\":\"one target in the swarm's space\",\"Damage\":\"4d4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Bites (swarm has half HP or less)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"0 ft.\",\"Target\":\"one target in the swarm's space\",\"Damage\":\"2d4\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-5","data-CON-mod":"+0","data-DEX-mod":"+1","data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":4,"data-WIS-mod":"-2","Challenge Rating":"1/2","Passive Perception":8,"Condition Immunities":"Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned","data-CrNum":0.5,"data-AcNum":12,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Swarm of Wolf Spirits","description":"A pack of ghostly wolves appears in a swirl of greenish fog, seeming to coalesce from the fog itself. When a pack of wolves dies of hunger or chill in the deep winter, sometimes the pack leader’s rage at a cruel death—or the summoning call of a necromancer—brings the entire pack back to the mortal world as a slavering pack of greenish, translucent apparitions that glides swiftly over snow and ice, or even rivers and lakes. Dozen-Eyed Hunters. At night such a swarm can appear as little more than a mass of swirling mist, but when it prepares to attack, the mist condenses into a dozen or more snarling wolf heads with glowing red eyes that trail off into tendrils of fog. A wolf spirit swarm does not eat, but the urge to hunt and kill is as strong as ever. Absorb Their Kill. Most such swarms serve powerful undead, warlocks, noctiny, or orcish shamans as guardians and enforcers, terrifying horses and henchmen alike. The souls of those slain by the pack are said to join it. Howl Before Combat. Hirelings, mounts, and familiars often panic at the sound of a spirit pack’s chilling howl. Packs of wolf spirits are canny enough to always howl for a time before rushing a herd or encampment. Undead Nature. A swarm of wolf spirits doesn’t require air, food, drink, or sleep. Traits Chilling Howl: As a bonus action on its first turn of combat, the wolf spirit swarm howls, emitting an unnatural and eerie cacophony that chills the blood. All creatures within 300 feet that hear the howl must make a successful DC 12 Charisma saving throw or be frightened until the start of the swarm’s next turn. Speed Over Snow: A swarm of wolf spirits is not affected by difficult terrain caused by snowy or icy conditions. Actions Multiattack: A wolf spirit swarm uses icy doom, if it’s available, and makes 3 bite attacks. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (2d4 + 3) piercing damage plus 3 (1d6) cold damage. On hit, the target is also knocked prone if the attack scored a critical hit. Icy Doom (Recharge 5-6): All creatures within 5 feet of the wolf spirit swarm take 22 (4d10) cold damage, or half damage with a successful DC 14 Constitution saving throw. Those that fail the saving throw also gain one level of exhaustion and become frightened until the start of the swarm’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of medium undead","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Swarm of Zombie Limbs","description":"Among the undead, a lone zombie ranks far from the most menacing. The horror of the shambling dead lies not in their individual menace, though, but their numbers, their persistence, and their disregard for their own well-being. A throng of zombies will douse a forest fire with their own ashes or march into a dragon’s maw until the monster chokes. In the course of their relentless marches, zombies might suffer all manner of trauma, potentially reducing them to masses of crawling limbs (see the swarm of zombie limbs stat block), infecting them with terrible diseases (see the zombie plague spreader stat block), or crushing an entire horde into a single, rotting titan (see the zombie clot stat block). Zombie Apocalypses Among the types of horror adventures detailed in chapter 2, tales of uncontrolled zombie outbreaks orbit the dark fantasy and disaster horror genres. The horror of these adventures focuses not on the terror of a single zombie, but of countless individual threats overwhelming society. When creating your own undead calamities, consider the plots presented on the Zombie Apocalypses table. Zombie Apocalypses d4 Zombie Plot 1 A twisted wish causes those affected by healing magic and potions of healing to rise as zombies. 2 Overwhelming magic reanimates zombies again and again as swarms of zombie limbs. 3 The githyanki unleash zombie plague spreaders to scour mind flayers from a world. 4 The seals containing an underground zombie horde fail, releasing ancient zombie clots. Traits Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny limb. The swarm can’t regain hit points or gain temporary hit points. Unusual Nature. The swarm doesn’t require air, food, drink, or sleep. Actions Multiattack. The swarm makes one Undead Mass attack and one Grasping Limbs attack. Undead Mass. Melee Weapon Attack : +4 to hit, reach 0 ft., one target in the swarm’s space. Hit : 5 (1d6 + 2) bludgeoning damage, or 4 (1d4 + 2) bludgeoning damage if the swarm has half of its hit points or fewer. Grasping Limbs. Melee Weapon Attack : +4 to hit, reach 0 ft., one creature in the swarm’s space. Hit : 7 (2d6) necrotic damage, and the creature must succeed on a DC 12 Strength saving throw or be restrained. The creature can repeat the saving throw at the end of each of its turns, taking 7 (2d6) necrotic damage on a failed save. The creature is freed if it succeeds on this saving throw, the swarm moves out of the creature’s space, or the swarm dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"swarm of Tiny undead","Expansion":10535,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Swarm of Zoogs","description":"A large roiling swarm of sickly rat-like creatures whose snouts erupt with rubbery tendrils tears across a wasted patch of desert. Though individual zoogs (see Creature Codex ) are deviant, they become more bestial and act with far less rationality when they gather in swarms. They target specific individuals, evoking madness and insanity as the swarm engulfs its target. WASTELAND SWARMS Despite its ravaged ecosystem, the wastes provide shelter to uncountable numbers of scurrying and slithering vermin. Although these creatures typically scavenge for food, numerous travelers’ tales warn of aggressive swarms of grotesque rodents that suddenly burst from their surroundings to violently strike at stragglers and strays. TRAITS Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can’t regain hp or gain temporary hp. ACTIONS Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half its hp or fewer. Steal Secrets. Zoog swarms collect secrets for their demon lord patron, Chittr’k’k. In Void Speech, they demand that their victims reveal their secrets. A creature that fails its saving throw against the zoog swarm’s Void Chattering risks disclosing secrets to the zoog swarm. Alternatively, a frightened creature can voluntarily end the effect by uttering aloud one personal secret. Swarms disperse after gathering the secret they were sent to collect or (if they weren’t explicitly sent to collect secrets) after collecting 1d4 random secrets. Void Chattering. A creature attacked by a zoog swarm is tormented by a terrifying barrage of chittering Void Speech. The creature must succeed on a DC 15 Wisdom saving throw or be frightened of the swarm for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Swarm of Tiny Beasts","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":3},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Swarm Spawner Fungus","description":"Puffling Swarm Spawner A rapid rustling sound and the gleam of hundreds of tiny proto-eyes might be the only warning an adventurer receives as it walks through a field of swarm spawner fungi. From the depths of these morel-like mushrooms are fired a swarm of six-inch-tall, walking toadstools, whose paper-like skin trembles with contained explosive potential. Explosive Investment. Though the actions of a swarm spawner fungus and its self-destructive pufflings might seem spiteful at the outset, it’s actually a carefully measured trade off. If a colony can gain more biomass than it expends to acquire that biomass, then there is a net gain, and the colony can expand. Using the aeons-spanning knowledge and experience hive minds have at their disposal, hyphan colonies have learnt to hold off from unleashing their traps until their quarry has progressed so deep within a fungal field that its chances of escape are nil.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":23695,"Challenge Rating":0},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Swashbuckler","description":"Swashbucklers are charming ne’er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long. Traits Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns. Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. Actions Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any non-lawful alignment","Expansion":7393,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Swashbuckler","description":"Swashbucklers are charming ne’er-do-wells who live by their own codes of honor. They crave notoreity, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long. Traits Lightfooted : The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns. Suave Defense : While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. Actions Multiattack : The swashbuckler makes three attacks: one with a dagger and two with its rapier. Dagger (Melee) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Dagger (Ranged) : Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Rapier : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any non-lawful alignment","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Swashbuckler","description":"Swashbucklers are charming ne’er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long. Many swashbucklers have a signature flourish with which they embellish their actions to make themselves more memorable. You can roll on the Swashbuckler Flourishes table or choose one of the options to find a suitably dramatic flourish for a swashbuckler. Swashbuckler Flourishes d8 Flourish 1 Winks and flashes a charming grin 2 Bows theatrically 3 Constantly flips their dagger 4 Punctuates sentences with a boisterous “Ha-HA!” 5 Sings catchy sea chanteys 6 Dexterously manipulates a silver coin through their fingers 7 Hurls colorful insults 8 Adds showy embellishments to rapier strokes Traits Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier. Actions Multiattack. The swashbuckler makes one Dagger attack and two Rapier attacks. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Lightfooted. The swashbuckler takes the Dash or Disengage action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Swavain Basilisk","description":"Pearl divers and seafloor scavengers sometimes tell tales of mysterious ocean gardens filled with statues of sea creatures and sailors—the underwater grottoes of the deadly Swavain basilisk. Though named for the Swavain Islands where they are most commonly found, these dangerous hunters have been known to wander inland waterways, and have even been spotted in subterranean sewer systems. Death’s Slimy Embrace. Physically dissimilar to its land-based cousins, the Swavain basilisk is a thin, elongated sea serpent that commonly grows to lengths of twenty-five feet. Its sinuous body lets it move rapidly through the water and ensnare prey with equal ease. Unlike the deadly gaze of its land-based cousin, the Swavain basilisk secretes a thick oil that can turn other creatures to stone. Petrified prey sinks to the ocean floor, where the basilisk feeds at its leisure, the devoured bits returning to flesh once consumed. If processed properly under the supervision of an experienced alchemist, the basilisk’s oil can be used to reverse the petrification effects it causes. Shipwreck Steward. Swavain basilisks occasionally hunt ashore under cover of night, but are more often drawn to hunt and nest near the sites of shipwrecks. When salvage parties and treasure hunters seek out those wrecks for profit, the Swavain basilisk adds more drowned stone to its collection.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":5016,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Swavain Basilisk","description":"Pearl divers and seafloor scavengers sometimes tell tales of mysterious ocean gardens filled with statues of sea creatures and sailors—the underwater grottoes of the deadly Swavain basilisk. Though named for the Swavain Islands where they are most commonly found, these dangerous hunters have been known to wander inland waterways, and have even been spotted in subterranean sewer systems. Death’s Slimy Embrace. Physically dissimilar to its land-based cousins, the Swavain basilisk is a thin, elongated sea serpent that commonly grows to lengths of twenty-five feet. Its sinuous body lets it move rapidly through the water and ensnare prey with equal ease. Unlike the deadly gaze of its land-based cousin, the Swavain basilisk secretes a thick oil that can turn other creatures to stone. Petrified prey sinks to the ocean floor, where the basilisk feeds at its leisure, the devoured bits returning to flesh once consumed. If processed properly under the supervision of an experienced alchemist, the basilisk’s oil can be used to reverse the petrification effects it causes. Shipwreck Steward. Swavain basilisks occasionally hunt ashore under cover of night, but are more often drawn to hunt and nest near the sites of shipwrecks. When salvage parties and treasure hunters seek out those wrecks for profit, the Swavain basilisk adds more drowned stone to its collection. Traits Amphibious. The basilisk can breathe air and water. Petrifying Secretions. A creature must make a DC 13 Constitution saving throw if it hits the basilisk with a weapon attack while within 5 feet of it or if it starts its turn grappled by the basilisk. Unless the save succeeds, the creature magically begins to turn to stone and is restrained, and it must repeat the saving throw at the end of its next turn. On a successful save, the effect ends. On a failure, the creature is petrified. Actions Multiattack. The basilisk makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) piercing damage plus 10 (3d6) poison damage. Tail. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12).","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":29448,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Swiftbeak","description":"Actions Multiattack. Swiftbeak makes three attacks: one with his beak and two with his claws. Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8+5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6+5) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and Swiftbreak can't make claws attacks against other targets. Rake. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6+5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful neutral","Expansion":16,"Challenge Rating":5},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Sword Archon","description":"The fearsome sword archons are the marshals of Mount Celestia, in charge of enforcing the law and maintaining the peace. They appear as 8-foot-tall humanoids with muscular bodies and attractive features. Their eyes and magnificent-looking wings faintly glow with a golden-orange radiance. Sword Arms. Sword archons are known for their prowess in combat and their ability to transform their forearms into magical flaming swords that can't be disarmed. They are particularly feared for their ability to discorporate their quarries with their sword arms, sending their souls to be imprisoned in Mount Celestia. While they serve a role similar to justice archons, sword archons specialize in hunting and dealing with more significant threats, such as powerful fiends and undead. Archons The mighty archons are exalted celestial champions who maintain peace, uphold justice, and serve the angels and deities of Arcadia, Bytopia, and the Seven Heavens of Mount Celestia. Benevolent Guardians. Whereas angels act more as agents, commanders, and generals, archons fill the role of soldiers, scouts, and support specialists. They protect the innocent and defenseless and aid the wounded and sick. They despise and stand against malevolent supernatural creatures such as demons, devils, yugoloths, and evil undead. They capture and bring to justice powerful creatures who have performed depraved and despicable acts. Unfortunately, their unwavering sense of righteousness often leaves them vulnerable to manipulation and conflict. Blessed Champions . Archons never willingly use violence unless it is necessary. However, if combat is unavoidable, archons can be a terrifying thing to behold as they become justice and vengeance personified. They radiate an aura of menace that can sap the will of their foes. Archons are expert battle tacticians, able to teleport at will and cast powerful divine spells that can aid allies and banish foes. In addition to their impressive powers, they are also fearless, tireless, resistant to most attacks, and can’t be charmed. Divine Agents . While they rarely leave Mount Celestia, archons can be encountered anywhere, even in the Lower Planes. They frequently travel to the Material Plane on a variety of missions, acting as couriers, messengers, spies, or marshals. Archons have been known to assist adventurers, especially if they are favored by their deities. Types of Archons . There are eight major types of archons, each with different characteristics and abilities. The hound archon, justice archon, and lantern archons are the most numerous ones, and make up the bulk of the archon army, serving as foot soldiers, guards, and scouts. The owl archon, trumpet archon, and warden archon are specialists, while the sword archon and the throne archon act as military officers. Immortal Nature . An archon doesn't require food, drink, or sleep. Traits Aura of Menace. The archon emanates an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a DC 16 Wisdom saving throw or become frightened of the archon for 1 minute or until it takes any damage. Flyby. The archon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Discorporating Dive (3/Day). If the archon is flying and dives at least 30 feet straight toward a target and then hits it with an armblade attack, the archon can force the target to make a DC 17 Constitution saving throw. On a failed save, the creature takes 22 (5d8) radiant damage and 22 (5d8) fire damage and the target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. In addition, a disintegrated humanoid's soul is sent to a prison in the Seven Heavens of Celestia. Until its soul is released or a wish spell is used, the creature cannot be restored to life. On a successful save, the creature takes half as much damage. Actions Multiattack. The archon makes two Armblade attacks. Armblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 4 (1d8) radiant damage and 4 (1d8) fire damage. Spellcasting . The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: aid (3rd level), continual flame, detect evil and good 3/day: dispel magic, enemies abound, locate object 1/day each: dispel evil and good, locate creature Teleport. The archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Bonus Actions Armblades. The archon transforms the flesh of its forearms, hardening and sharpening them into the form of divine, fiery swordblades, or vice versa. The archon's armblade attacks are considered magical.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Sword Saint","description":"The sword saint is a living master of the sword whose preternatural skills are hailed throughout the Empire. From the kenshinzen duelists of the Crane Clan who master lightning-fast iaijutsu techniques to the greatest warmasters of the Lion Clan, sword saints are the very scale by which all students of the blade are measured. To witness a single strike of a sword saint is to experience a moment of spiritual clarity—their bond with their blade is considered sacred. Only a handful of bushi and duelists per generation achieve this level of mastery, a few of whom are described below. Kakita Toshimoko. Called “The Grey Crane,” Kakita Toshimoko is a kenshinzen of the Crane Clan whose skill is legend across the land. An older gentleman with flowing grey locks, Toshimoko’s face is often graced with a playful smile. A master of iaijutsu, Toshimoko is known almost as much for his lackadaisical attitude as his transcendent skill. Toshimoko is friendly but carries a biting wit, welcoming but wily, often drunk, and unquestionably one of the deadliest duelists in the Emerald Empire. Frequently found in tea houses and inns, Toshimoko is often taken for a wastrel by other samurai, and he has humiliated many arrogant warriors who have made this mistake. Akodo Toshiro. A relatively unknown soldier in the service of the up-and-coming commander Ikoma Tsanuri, Akodo Toshiro is perhaps the greatest swordsman of his generation. However, he dislikes the facility with which he cuts others down, and goes out of his way to conceal his skills to avoid challengers. He would surely be storied in dozens of tales of epic duels if he sought to expand his glory, or if he was ordered to do so by Tsanuri. Mirumoto Hitomi. The most promising young hero of the Dragon Clan, Mirumoto Hitomi is a duelist driven by revenge. Her quarry is Hida Yakamo, who cut down her brother in a duel years ago. Since then, she has trained in her ancestor Mirumoto’s dual-wielding Niten tradition and taken every opportunity possible to cut down members of the Crab Clan in battle in the hopes of drawing Yakamo into a fateful duel. Table A-2: Wandering Duelist & Sword Saint Motivations D12 Roll Wandering Duelist & Sword Saint Motivations 1 Wants to earn enough money to buy a drink and maybe a space in an inn. 2 Lives for the thrill of victory. 3 Searches for their purpose in a world that often seems purposeless. 4 Seeks revenge upon a foe who killed their mentor, friend, or family member. 5 Desires to have a good time, and enjoy whatever life brings them. 6 Fights to keep someone else safe at any cost. 7 Wants to build a reputation as the deadliest duelist in the region. 8 Desires to dispense justice upon the wicked and protect the meek. 9 Is seeking a student worthy of carrying on their martial tradition. 10 Desires to find a foe whose strength exceeds their own. 11 Wants to prove their martial style is superior to all others. 12 Only feels alive when crossing blades with a worthy foe. Traits Focus Points. At the end of its turn, the sword saint gains 1 focus point for each attack it made and 1 focus point for each time it was hit by an attack since the end of its last turn. Martial Techniques. The sword saint can perform the following martial techniques so long as it has sufficient focus points to spend: 1+ focus points: snapping branch strike , soul-sundering strike 2+ focus points: flashing steel cut , flowing water strike , iaijutsu cut: rising blade , soaring thunderbolt strike 3+ focus points: iaijutsu cut: crossing blade Legend of a Hundred Battles. The sword saint’s AC is treated as 21 by anyone not currently dueling the sword saint. Actions A Worthy Challenge. The sword saint calls out one creature that can perceive it for a one-on-one duel. That creature must make a DC 17 Wisdom saving throw. On success, the creature can choose to accept or reject the duel. On failure, the creature must accept the duel, and begins with 1 danger die. Multiattack. The sword saint makes five attacks. One or more of these attacks can be used for martial techniques. Katana. Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit: 11 (1d8+7) or 12 (1d10+7) slashing damage. This attack inflicts a critical hit on a roll of 18, 19, or 20. Wakizashi. Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage. Reactions Blade Catch. The sword saint catches a weapon attack in midair with their bare hand. The attack deals 0 damage. If the attack was a melee weapon attack, the character making the attack must make a DC 17 Strength saving throw. On failure, it is disarmed of its weapon. If the attack was a ranged attack, the sword saint hurls the projectile back at the attacker, which must make a DC 17 Dexterity saving throw or suffer damage equal to the damage of the projectile plus 5. The sword saint cannot use this reaction again until it completes a short rest or wins a duel. Disorienting Parry. The sword saint adds +6 to its AC against one melee attack that would hit it. It must be wielding a melee weapon and must be able to perceive the attacker. If this causes the attack to miss during a duel, the attacker gains 2 danger dice. Legendary Actions The sword saint can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at the time, and only at the end of another creature’s turn. The sword saint regains spent legendary actions at the start of its turn. Battle in the Mind. The sword saint plays out the battle mentally, adding 2 danger dice to an opponent they are dueling. Bend as the Reed. The sword saint subtly shifts out of the way, throwing an opponent off-balance. One Small, Medium, or Large creature within 5 feet must make a DC 17 Dexterity saving throw. On failure, that creature is knocked prone and immediately moves 5 feet in a direction of the sword saint’s choice without provoking opportunity attacks unless it chooses to suffer 10 (2d8+2) bludgeoning damage. Steely Gaze. The sword saint’s terrifying attention falls upon one creature within 15 feet. That character must make a DC 17 Wisdom saving throw. On failure, that creature becomes frightened of the sword saint unless it chooses to suffer 10 (2d8+2) psychic damage. A creature that fails can repeat this save at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any","Expansion":26129,"Challenge Rating":10},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Sword Spider","description":"Traits Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Multiattack. The spider makes two Foreleg attacks and one Bite attack. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. Foreleg. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) slashing damage. Deadly Leap. If the spider jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 27 (5d8 + 5) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the spider's space into an unoccupied space of the creature's choice. If no unoccupied space is with in range, the creature instead falls prone in the spider's space.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Sword Wraith Commander","description":"Sword wraith commanders haunt battlefields, attacking anyone who questions their valor but looking kindly on those who sing their praises. Sword Wraiths When glory-obsessed warriors die in battle without honor, they might haunt the site as sword wraiths. Traits Turning Defiance. The commander and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn Undead. Unusual Nature. The commander doesn’t require air, food, drink, or sleep. Actions Multiattack. The commander makes two Longsword or Longbow attacks. Longsword. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Longbow. Ranged Weapon Attack : +5 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. Call to Honor (1/Day). If the commander has taken damage during this combat, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander’s turn on the same initiative count. Bonus Actions Martial Fury. The commander makes one Longsword or Longbow attack, which deals an extra 9 (2d8) necrotic damage on a hit, and attack rolls against it have advantage until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":13016,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Sword Wraith Commander","description":"When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith⁠. Brooding Spirits. The most likely spots for encountering sword wraiths are scenes of ancient ambushes, battlefields where soldiers were felled by magic with no chance to fight back, and sites where enemies were hemmed in and slaughtered without quarter. Honor Above All. Sword wraiths fly into a rage if anyone questions their valor. Conversely, they are easily appeased by praise. Little pleases them more than hearing a ballad performed in their honor. Towns located near ancient battlefields hold annual festivals of remembrance to keep sword wraiths there placated. Undead⁠ Nature. A sword wraith⁠⁠ doesn’t require air, food, drink, or sleep. Traits Martial Fury. As a bonus action⁠, the sword wraith⁠ can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack⁠ rolls against it have advantage until the start of its next turn. Turning Defiance. The sword wraith⁠⁠ and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead⁠. Actions Multiattack. The sword wraith⁠ makes two weapon attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Call to Honor (1/Day). To use this action⁠, the sword wraith⁠ must have taken damage during the current combat. If the sword wraith⁠ can use this action⁠, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith⁠ warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Sword Wraith Commander","description":"Sword wraith commanders haunt battlefields, attacking anyone who questions their valor but looking kindly on those who sing their praises. Sword Wraiths When glory-obsessed warriors die in battle without honor, they might haunt the site as sword wraiths. Traits Turning Defiance. The commander and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn Undead. Unusual Nature. The commander doesn’t require air, food, drink, or sleep. Actions Multiattack. The commander makes two Longsword or Longbow attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Call to Honor (1/Day). If the commander has taken damage during this combat, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander’s turn on the same initiative count. Bonus Actions Martial Fury. The commander makes one Longsword or Longbow attack, which deals an extra 9 (2d8) necrotic damage on a hit, and attack rolls against it have advantage until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Sword Wraith Warrior","description":"Sword wraith warriors are most often found on ancient battlefields where soldiers were hemmed in and slaughtered without quarter. Sword Wraiths When glory-obsessed warriors die in battle without honor, they might haunt the site as sword wraiths. Traits Unusual Nature. The warrior doesn’t require air, food, drink, or sleep. Actions Battleaxe. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Longbow. Ranged Weapon Attack : +3 to hit, range 150/600 ft., one target. Hit : 5 (1d8 + 1) piercing damage. Bonus Actions Martial Fury. The warrior makes one Battleaxe or Longbow attack, and attack rolls against it have advantage until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":13016,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Sword Wraith Warrior","description":"When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith. Brooding Spirits. The most likely spots for encountering sword wraiths are scenes of ancient ambushes, battlefields where soldiers were felled by magic with no chance to fight back, and sites where enemies were hemmed in and slaughtered without quarter. Honor Above All. Sword wraiths fly into a rage if anyone questions their valor. Conversely, they are easily appeased by praise. Little pleases them more than hearing a ballad performed in their honor. Towns located near ancient battlefields hold annual festivals of remembrance to keep sword wraiths there placated. Undead⁠ Nature. A sword wraith⁠ doesn’t require air, food, drink, or sleep. Traits Martial Fury. As a bonus action⁠, the sword wraith⁠ can make one weapon attack. If it does so, attack⁠ rolls against it have advantage until the start of its next turn. Actions Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Sword Wraith Warrior","description":"Sword wraith warriors are most often found on ancient battlefields where soldiers were hemmed in and slaughtered without quarter. Sword Wraiths When glory-obsessed warriors die in battle without honor, they might haunt the site as sword wraiths. Traits Unusual Nature. The warrior doesn’t require air, food, drink, or sleep. Actions Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Bonus Actions Martial Fury. The warrior makes one Battleaxe or Longbow attack, and attack rolls against it have advantage until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Syaandi","description":"This towering, muscular humanoid has a lizard-like face and an open mouth revealing no tongue, causing it to issue challenges with guttural grunts and inhaled screeches. Syaandi are a hardy, nomadic race of lizard-like humanoids highly adaptable to desert planets. Thriving in such arid environments, they are tenacious survivors and often expand to become the apex predators of their territories, which often range over dozens of square miles. 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He created the most powerful native races of Thylea: the centaurs, the gygans, and the cyclopes. When humanity came to Thlyea, they conquered his lands and slaughtered his children. Chief among Sydon’s tormentors were the Dragonlords. In his anger, Sydon destroyed their dragons and sought vengeance—but then the Five Gods were born. They took his strength for their own, and forged the Oath of Peace. Now, he is a vengeful and jealous god who suffers no worship of any gods except himself or his sister-wife Lutheria. He surveys both land and water tirelessly from his stronghold in the tower of Praxys. Although his strength has diminished, he remains the god of storms and oceans, capable of sending devastating hurricanes to vent his anger. He is now gathering a power to rival that of his ancient father, the Titan Kentimane. Sydon takes the form of a colossal man, carrying a terrifying black glaive. Like his sister, Sydon has a third eye on his forehead that he can use to spy on the world, looking through the eye of any of his cyclopes or gygan servants. Sydon knows that he is powerful, and he delights in this fact. He is rightly proud of his own awesome power, prestige, and perfection. Priests in every temple in Thylea fear the wrath of Sydon. Daily sacrifices are offered to him in every village, even as settlers offer prayers to the Five. Whenever a storm brews in Thylea, you can be sure that someone has provoked the anger of Sydon. Epithets of Sydon . The Lord of Storms. The Lord of Oceans. The Lord of All. The King of Praxys. High King of Thylea. God of the Giants. Master of the Forgotten Sea. The Twin Titan. Roleplaying Sydon Jealous . Sydon considers himself the One True God of Thylea. He believes that all should bow before him, but most particularly the Five Gods, whom he loathes. He suffers no injuries to his pride. He is terrifying to behold when thwarted: his voice thunders, and his eyes flash like lightning. Ambitious . Sydon seeks to bring all of Thylea under his direct control by forging a new pantheon of loyal gods and lesser heroes. He envisions himself as the architect of a future Golden Age, and he is eager to share his ambitious plans with mortals, and even more eager to be praised and worshipped for this grand vision. Tempestuous . Sydon suffers from mood swings. He may at first seem a gracious host, lauding the virtues of his guests, only to fall into a blind rage without warning and at the merest slight. In spite of this, his anger can vanish suddenly, replaced by a child-like fear of his father, Kentimane.","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (empyrean)","Alignment":"lawful evil","Expansion":4963,"Challenge Rating":23},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Syllatur Laudraphol","description":"The plays of Syllatur Laudraphol, a young playwright, director, and illusionist wizard of great renown, were highly sought after by the nobles of Aglarion. He lived the life of a celebrity, amassing riches and fame with his creatively and professionally executed plays. His doom came when he became tired, negligent, and somewhat ignorant towards his profession. His last play entitled “Princess Garilasia of Xantharos” was an utter failure due to several simultaneous unlucky events. The city turned on the director as quickly as they raised him high. Soon, the shameful wizard took his own life to escape from the pressure. His soul transcended to the Shadowrealm along with the souls of the others who perished during the tragic events that unfolded after the play. He tries to recreate the play and bring it to perfection in his undeath.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":17604,"Challenge Rating":8},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Sylphise","description":"Ethereal, unsettling, and above all alien, Sylphise serves as Anthracia’s second-in-command. Those who glimpse this forest nymph recall the sight with more fear than awe, retelling a riveting nightmare of impossibly long limbs, taloned fingers, and wide, soul-piercing eyes. Sylphise treats most other creatures as insects beneath her notice or toys for her amusement. Even elves and fey find her hard to fathom, and many whisper to each other that the nymph’s chaotic nature is a liability—but none would suggest this to Anthracia, as the dryad and nymph are utterly committed to each other. And no one can argue with her results on the field. Sylphise strikes fast as a snake, weaving through combat like a dancer, leaving terror in her wake. Traits Fey Countenance ( 1 /Turn). When a creature who can see Sylphise targets her with an attack, power, or spell, the creature must succeed on a DC 16 Wisdom saving throw or be blinded until the start of their next turn (no action required). Speak with Beasts and Plants. Sylphise can communicate with Beasts and Plants as if they shared a language. Supernatural Resistance. Sylphise has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. Sylphise makes three Claw attacks or uses Sibilant Whispers twice. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 3 (1d6) psychic damage. Sibilant Whispers. One creature Sylphise can see within 60 feet of her must succeed on a DC 16 Charisma saving throw or take 10 (3d6) psychic damage. Etherealness. Sylphise magically enters the Ethereal Plane from the Mundane World, or vice versa. Reactions Too Slow! If a creature misses Sylphise with an attack, she can move up to her speed without provoking opportunity attacks from that creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Chaotic Evil","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Synthantic Heavy Assault Trooper","description":"Synthantics Synthantics are creatures that are inducted into service to the Shadow Technocracy by having their bodies unconventionally altered with specialized nanotech and cybernetics. The final result is a hybrid of shadowtech enhancements blended into the form of the original species. Cybernetic Body and Soul. Regardless of species, synthantics do not age and have a lifespan of 500-600 years. They can produce no offspring but also no longer have the need or desire for sustenance. Synthantics retain portions of their inherent personality traits, though many of their emotional impulses are severely muted or eliminated completely. They instead maintain a cold, harsh view of the universe, backed only by what they deem as necessary in their ruthless, fanatical devotion to the Technocracy. Synthantic Template A beast, humanoid, or monstrosity can become a synthantic. When a creature becomes a synthantic, it retains all its statistics except as noted below. Type. The synthantic's type changes to cyborg, and it no longer requires air, food, or drink. Alignment. The synthantic's alignment changes to neutral evil. Cybernetic Hybrid. The synthantic is subject to the effects of any attack or power that affects automatons and constructs. Damage Resistances . The synthantic has resistance to poison, and necrotic damage. Damage Immunities. The synthantic has immunity to cold. It also retains any immunities it had prior to becoming a synthantic. Condition Immunities. The synthantic can’t be charmed or frightened. It also doesn’t suffer from exhaustion. Senses. The synthantic gains infravision with a radius of 60 feet and darkvision with a radius of 90 feet. Languages. The synthantic understands Common regardless of whether or not it knows how to speak it. New Action: Proton Beam (Recharge 5-6). The synthantic fires an energy beam in a line that is 5 feet wide. Each creature in that line must succeed on a Dexterity saving throw, taking the total radiant damage on a failed save or half as much on a successful one. The length of the beam, DC of the saving throw, and damage are determined by the synthantic's Challenge Rating using the following table. Synthantics with a CR of 1/4 or less do not gain this action. Synthantic Proton Beam Challenge Beam Length Save DC Damage 1/2 30 10 4 (1d8) 1 to 3 30 11 18 (4d8) 4 to 6 40 13 36 (8d8) 7 to 9 40 14 45 (10d8) 10 to 12 60 16 54 (12d8) 13+ 60 18 63 (14d8) Variant: Synthantic Defector A rare few among the synthantics regain enough will to resist the influence of the nanotech virus that infected their bodies and minds. This is a painful process, and though the insurgent regains most their identity, they are never again the same. Synthantic defectors still use the synthantic template, however their alignment is restored to what it was prior to becoming a synthantic. In addition, they also gain a randomly determined form of indefinite madness, as described in the Master Technician's Guide .","properties":{"Category":"Monsters","Size":"Medium","Type":"cyborg","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Synthantic Security Director","description":"Synthantics Synthantics are creatures that are inducted into service to the Shadow Technocracy by having their bodies unconventionally altered with specialized nanotech and cybernetics. The final result is a hybrid of shadowtech enhancements blended into the form of the original species. Cybernetic Body and Soul. Regardless of species, synthantics do not age and have a lifespan of 500-600 years. They can produce no offspring but also no longer have the need or desire for sustenance. Synthantics retain portions of their inherent personality traits, though many of their emotional impulses are severely muted or eliminated completely. They instead maintain a cold, harsh view of the universe, backed only by what they deem as necessary in their ruthless, fanatical devotion to the Technocracy. Synthantic Template A beast, humanoid, or monstrosity can become a synthantic. When a creature becomes a synthantic, it retains all its statistics except as noted below. Type. The synthantic's type changes to cyborg, and it no longer requires air, food, or drink. Alignment. The synthantic's alignment changes to neutral evil. Cybernetic Hybrid. The synthantic is subject to the effects of any attack or power that affects automatons and constructs. Damage Resistances . The synthantic has resistance to poison, and necrotic damage. Damage Immunities. The synthantic has immunity to cold. It also retains any immunities it had prior to becoming a synthantic. Condition Immunities. The synthantic can’t be charmed or frightened. It also doesn’t suffer from exhaustion. Senses. The synthantic gains infravision with a radius of 60 feet and darkvision with a radius of 90 feet. Languages. The synthantic understands Common regardless of whether or not it knows how to speak it. New Action: Proton Beam (Recharge 5-6). The synthantic fires an energy beam in a line that is 5 feet wide. Each creature in that line must succeed on a Dexterity saving throw, taking the total radiant damage on a failed save or half as much on a successful one. The length of the beam, DC of the saving throw, and damage are determined by the synthantic's Challenge Rating using the following table. Synthantics with a CR of 1/4 or less do not gain this action. Synthantic Proton Beam Challenge Beam Length Save DC Damage 1/2 30 10 4 (1d8) 1 to 3 30 11 18 (4d8) 4 to 6 40 13 36 (8d8) 7 to 9 40 14 45 (10d8) 10 to 12 60 16 54 (12d8) 13+ 60 18 63 (14d8) Variant: Synthantic Defector A rare few among the synthantics regain enough will to resist the influence of the nanotech virus that infected their bodies and minds. This is a painful process, and though the insurgent regains most their identity, they are never again the same. Synthantic defectors still use the synthantic template, however their alignment is restored to what it was prior to becoming a synthantic. In addition, they also gain a randomly determined form of indefinite madness, as described in the Master Technician's Guide .","properties":{"Category":"Monsters","Size":"Medium","Type":"cyborg","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Sythian Skalderang","description":"This creature appears in the Axe from the Grave adventure module. Traits Fear of Frogs and Toads. Sythian is frightened while he is within 20 feet of a frog or a toad (of any size) that he can see. Graz'zt's Gift. Sythian's AC includes his Charisma modifier. Spellcasting. Sythian casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: mage hand, prestidigitation 1/day each: charm person, faerie fire, unseen servant Actions Multiattack. Sythian makes two Poisoned Shortsword or Poisoned Dart attacks and uses Whispers of Azzagrat. Poisoned Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 5 (1d10) poison damage. Poisoned Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 5 (1d10) poison damage. Whispers of Azzagrat. Each creature in a 15-foot cube originating from Sythian must make a DC 14 Wisdom saving throw. On a failed save, a creature takes 18 )4d8) psychic damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated. Reactions Fiendish Rebuke (3/Day). Immediately after a creature within 5 feet of Sythian hits him with an attack roll, Sythian forces that creature to make a DC 14 Constitution saving throw. The creature takes 14 (4d6) fire damage on a failed saving throw, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Bard, Tiefling)","Alignment":"Chaotic Evil","Expansion":20256,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Keys from the Golden Vault"},{"name":"Taarjasa","description":"A deadly menace on both land and sea, the taarjasa lurk unseen within surrounding landscapes, awaiting their chance to descend upon their unsuspecting victims. Lurking Terrors. Taarjasa packs settle in regions where they can easily ambush wandering creatures until food becomes scarce or it is unsafe to hunt there. They are carnivorous, unable to sustain themselves on plant life. They do not risk attacking threats they can't eat, such as constructs or drones. Aquatic Nesters. Taarjasa packs are found in areas rich with colorful flora or in shallow waters such as lakes and rivers. They produce offspring by laying eggs underwater. The hatchlings can only breathe water for the first few months until they grow and adapt enough to join the rest of their pack. Abandoned Treasures. As the taarjasa are only interested in other creatures as food, they often leave behind whatever objects their victims carried before they were consumed. Remains of gear, weapons, tools, and even vehicles left with no signs of life are often a warning to others there may be a nest of taarjasa nearby.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":7},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Tabaxi","description":"Tabaxi are catfolk who hail from the land of Maztica. The ultimate wanderers, Tabaxi rarely stay in one place for long. They love to collect interesting artifacts, gather tales, and lay eyes on all the world’s wonders. This curiosity pushes them to leave no secrets uncovered, and no treasures or legends lost. They revere a fickle deity called the Cat Lord, who is said to wander the world. Tabaxi hunters are trained to survive in the wild, making them excellent guides. Tabaxi minstrels gather in small troupes and make themselves at home in any settlement, earning coin through music and storytelling. Names. A tabaxi typically has a single name, determined by his or her clan and based on a complex formula involving astrology, prophecy, clan history, and other factors. Male and female tabaxi use the same names, and most use nicknames derived from or inspired by their full names. Tabaxi clan names are usually based on a geographical feature located in or near a clan’s territory. Sample tabaxi names include Nest of Eggs (“Eggs”), Dead Leaf (“Leaf”), Eyes of Onyx (“Onyx”), Lost Spear (“Lost”), and Daylight Moon (“Moon”). Clan names include Distant Rain, Hundred Feathers, Sleeping Creek, Bright Cliffs, and Snoring Mountain.","properties":{"Category":"Monsters"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Tabaxi Hunter","description":"Tabaxi are catfolk who hail from the land of Maztica. The ultimate wanderers, Tabaxi rarely stay in one place for long. They love to collect interesting artifacts, gather tales, and lay eyes on all the world's wonders. This curiosity pushes them to leave no secrets uncovered, and no treasures or legends lost. They revere a fickle deity called the Cat Lord, who is said to wander the world. Tabaxi hunters are trained to survive in the wild, making them excellent guides. Tabaxi minstrels gather in small troupes and make themselves at home in any settlement, earning coin through music and storytelling. Names. A tabaxi typically has a single name, determined by his or her clan and based on a complex formula involving astrology, prophecy, clan history, and other factors. Male and female tabaxi use the same names, and most use nicknames derived from or inspired by their full names. Tabaxi clan names are usually based on a geographical feature located in or near a clan's territory. Sample tabaxi names include Nest of Eggs (\"Eggs\"), Dead Leaf (\"Leaf\"), Eyes of Onyx (\"Onyx\"), Lost Spear (\"Lost\"), and Daylight Moon (\"Moon\"). Clan names include Distant Rain, Hundred Feathers, Sleeping Creek, Bright Cliffs, and Snoring Mountain. Traits Feline Agility. When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can’t use it again until it moves 0 feet on one of its turns. Actions Multiattack. The tabaxi makes two attacks with its claws, its shortsword, or its shortbow. Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Shortbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tabaxi)","Alignment":"chaotic good","Expansion":7389,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Tabaxi Hunter","description":"Tabaxi hunters are trained to survive in the wild, making them excellent guides. Tabaxi Tabaxi are catfolk who hail from the land of Maztica. The ultimate wanderers, Tabaxi rarely stay in one place for long. They love to collect interesting artifacts, gather tales, and lay eyes on all the world’s wonders. This curiosity pushes them to leave no secrets uncovered, and no treasures or legends lost. They revere a fickle deity called the Cat Lord, who is said to wander the world. Names. A tabaxi typically has a single name, determined by his or her clan and based on a complex formula involving astrology, prophecy, clan history, and other factors. Male and female tabaxi use the same names, and most use nicknames derived from or inspired by their full names. Tabaxi clan names are usually based on a geographical feature located in or near a clan’s territory. Sample tabaxi names include Nest of Eggs (“Eggs”), Dead Leaf (“Leaf”), Eyes of Onyx (“Onyx”), Lost Spear (“Lost”), and Daylight Moon (“Moon”). Clan names include Distant Rain, Hundred Feathers, Sleeping Creek, Bright Cliffs, and Snoring Mountain. Traits Feline Agility. When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can’t use it again until it moves 0 feet on one of its turns. Actions Multiattack. The tabaxi makes two attacks with its claws, its shortsword, or its shortbow. Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tabaxi)","Alignment":"chaotic good","Expansion":31454,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Tabaxi Minstrel","description":"Tabaxi are catfolk who hail from the land of Maztica. The ultimate wanderers, Tabaxi rarely stay in one place for long. They love to collect interesting artifacts, gather tales, and lay eyes on all the world's wonders. This curiosity pushes them to leave no secrets uncovered, and no treasures or legends lost. They revere a fickle deity called the Cat Lord, who is said to wander the world. Tabaxi hunters are trained to survive in the wild, making them excellent guides. Tabaxi minstrels gather in small troupes and make themselves at home in any settlement, earning coin through music and storytelling. Names. A tabaxi typically has a single name, determined by his or her clan and based on a complex formula involving astrology, prophecy, clan history, and other factors. Male and female tabaxi use the same names, and most use nicknames derived from or inspired by their full names. Tabaxi clan names are usually based on a geographical feature located in or near a clan's territory. Sample tabaxi names include Nest of Eggs (\"Eggs\"), Dead Leaf (\"Leaf\"), Eyes of Onyx (\"Onyx\"), Lost Spear (\"Lost\"), and Daylight Moon (\"Moon\"). Clan names include Distant Rain, Hundred Feathers, Sleeping Creek, Bright Cliffs, and Snoring Mountain. Traits Feline Agility. When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can’t use it again until it moves 0 feet on one of its turns. Inspire (1/Day). While taking a short rest, the tabaxi can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than itself. Up to five creatures of the tabaxi’s choice that can see and hear its performance gain 8 temporary hit points at the end of the tabaxi’s short rest. Actions Multiattack. The tabaxi makes two claws attacks or two dart attacks. Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. Dart. Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tabaxi)","Alignment":"chaotic good","Expansion":7389,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Tabaxi Minstrel","description":"Tabaxi minstrels gather in small troupes and make themselves at home in any settlement, earning coin through music and storytelling. Tabaxi Tabaxi are catfolk who hail from the land of Maztica. The ultimate wanderers, Tabaxi rarely stay in one place for long. They love to collect interesting artifacts, gather tales, and lay eyes on all the world’s wonders. This curiosity pushes them to leave no secrets uncovered, and no treasures or legends lost. They revere a fickle deity called the Cat Lord, who is said to wander the world. Names. A tabaxi typically has a single name, determined by his or her clan and based on a complex formula involving astrology, prophecy, clan history, and other factors. Male and female tabaxi use the same names, and most use nicknames derived from or inspired by their full names. Tabaxi clan names are usually based on a geographical feature located in or near a clan’s territory. Sample tabaxi names include Nest of Eggs (“Eggs”), Dead Leaf (“Leaf”), Eyes of Onyx (“Onyx”), Lost Spear (“Lost”), and Daylight Moon (“Moon”). Clan names include Distant Rain, Hundred Feathers, Sleeping Creek, Bright Cliffs, and Snoring Mountain. Traits Feline Agility. When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can’t use it again until it moves 0 feet on one of its turns. Inspire (1/Day). While taking a short rest, the tabaxi can spend 1 minute singing, playing an instrument, telling a story, or reciting a poem to soothe and inspire creatures other than itself. Up to five creatures of the tabaxi’s choice that can see and hear its performance gain 8 temporary hit points at the end of the tabaxi’s short rest. Actions Multiattack. The tabaxi makes two attacks with its claws, its shortsword, or its shortbow. Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tabaxi)","Alignment":"chaotic good","Expansion":31454,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Tactical Drone","description":"Drones Drones are semi-autonamous robotic constructs programmed to decipher and follow the commands of their owners. These commands can be either general or specific, with the drone responding to the best of its ability. It uses its own independent logic to execute more simple or general commands. When not receiving commands, they follow the most recent directive or task assigned to them. Most drones don't have any means of communication other than verification of their assigned tasks, but a few have been programmed to speak. These additional traits are often used to seek out individuals or pass on encrypted communications. Mechanical Body. A drone doesn't require air, food, drink, or sleep. A drone that is reduced to 0 hit ponts is destroyed, their remains considered scrap. Since drone parts can come from a number of different creators, they're rarely intercompatible or interchangable.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Tactical Drone","description":"Drones Drones are semi-autonamous robotic constructs programmed to decipher and follow the commands of their owners. These commands can be either general or specific, with the drone responding to the best of its ability. It uses its own independent logic to execute more simple or general commands. When not receiving commands, they follow the most recent directive or task assigned to them. Most drones don't have any means of communication other than verification of their assigned tasks, but a few have been programmed to speak. These additional traits are often used to seek out individuals or pass on encrypted communications. Mechanical Body. A drone doesn't require air, food, drink, or sleep. A drone that is reduced to 0 hit ponts is destroyed, their remains considered scrap. Since drone parts can come from a number of different creators, they're rarely intercompatible or interchangable.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":27051,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Tactician","description":"Actions Multiattack. The tactician can use its Expose Weakness and Rallying Cry abilities. Expose Weakness. Choose a creature up to 60 ft. away. Roll a d20 and add 7 to the result. If the result is higher than the creature's passive perception, attacks against that creature have advantage until the start of the tactician's next turn. If the result exceeded the creature’s passive perception by 6 or more then the next attack that hits that creature critically strikes it instead. Rallying Cry. Choose up to two other creatures no more than 30 ft. away. Those creatures gain 2d8 + 5 temporary hit points. If they have any negative conditions, one of them of your choice is removed. Dagger. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. If this attack would critically strike it deals 20 (3d12 + 1) damage instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any","Expansion":25901,"Challenge Rating":2},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Talis the White","description":"Traits Special Equipment. Talis has +1 scale mail and a wand of winter (see appendix C). Fey Ancestry. Talis has advantage on saving throws against being charmed, and magic can’t put her to sleep. Spellcasting. Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list: Cantrips (at will): guidance, resistance, thaumaturgy 1st level (4 slots): command, cure wounds, healing word, inflict wounds 2nd level (3 slots): blindness/deafness, lesser restoration, spiritual weapon (spear) 3rd level (3 slots): dispel magic, mass healing word, sending 4th level (3 slots): death ward, freedom of movement 5th level (1 slot): insect plague Winter Strike (3/Day). Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8) cold damage. Actions Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 6 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Alignment":"lawful evil","Expansion":4500,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Talis the White","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Special Equipment. Talis has +1 scale mail and a wand of winter . Fey Ancestry. Talis has advantage on saving throws against being charmed, and magic can’t put her to sleep. Spellcasting. Talis is a 9th-level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14, +6 to hit with spell attacks). Talis has the following spells prepared from the cleric spell list: Cantrips (at will): guidance , resistance , thaumaturgy 1st level (4 slots): command , cure wounds , healing word , inflict wounds 2nd level (3 slots): blindness/deafness , lesser restoration , spiritual weapon (spear) 3rd level (3 slots): dispel magic , mass healing word , sending 4th level (3 slots): death ward , freedom of movement 5th level (1 slot): insect plague Winter Strike (3/Day). Once per turn, when Talis hits with a melee attack, she can expend a use of this trait to deal an extra 9 (2d8) cold damage. Actions Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or ranged 20 ft./60 ft., one target. Hit: 6 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Alignment":"lawful evil","Expansion":7391,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Tallfolk Raider","description":"Tallfolk Raider The tallfolk's larger size makes them a tougher foe than a standard raider. With their increased reach and strength, they can be formidable opponents.","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (Tallfolk)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":3},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Talon Beast","description":"I wish talon beasts would use some of their absorbed magic to conjure fur, or clothes, or something! But no. They have to be upsettingly naked-looking. Talon beasts are hairless quadrupeds that have vulturelike heads and talons. They can sense the presence of magic and feed on it, absorbing spells and the power of magic items. But magic isn’t enough to sustain them, so they also hunt other living things. A talon beast thrives in the wilderness, but in its search for magic, it often prowls settlements, ruins, catacombs, or the Underdark. Many scholars agree there’s a link between talon beasts, the constellation of the Talons (see chapter 13), and the Talons card found in a Deck of Many Things , but it’s not clear which came first. The card—which destroys all magic items possessed by anyone who draws it—might have been named after the beast, or vice versa. Traits Magic Resistance. The talon beast has advantage on saving throws against spells and other magical effects. Sense Magic. The talon beast can detect and pinpoint the location of magic within 120 feet of itself. Actions Multiattack. The talon beast makes two Talon attacks or a Talon attack and a Beak attack. Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and if the target has any spell effects on itself or any magic items in its possession, the target must make a DC 15 Charisma saving throw. On a failed save, a random spell effect on the target ends. If the target has no spell effects on it, one random magic item in its possession has its magical properties suppressed for 1 minute. If the item is a potion or scroll, it becomes nonmagical instead. Talon. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage, and the target has the grappled condition (escape DC 17). Until the grapple ends, the target has the restrained condition, and the talon beast can’t use Talon on another target. ","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":27234,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Talon Peak Roc","description":"Rocs are legendary beasts, immense birds well known for their ability to carry off sizable prey. However, the roc said to dwell atop Talon Peak in the eastern mountains of the Stolen Lands is reputed to be even larger than normal—and more voracious when threatened by intruders. Actions Multiattack. The roc makes three attacks: one with its beak and two with its talons. Beak. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d8+8) piercing damage. Talon. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (3d10+8) slashing damage. If the target is a Huge or smaller creature, it must succeed on a DC 17 Strength saving throw or be grappled (escape DC 17). Until this grapple ends, the creature is restrained. The roc can grapple up to two creatures at a time. Wing Strike. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d6+8) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be pushed back 10 feet. Flying Strafe. The roc flies up to 60 feet and makes two talon attacks, each against a separate creature along its path. The roc doesn’t provoke attacks of opportunity when it flies out of an enemy’s reach. Reactions Wing Rebuff. When a creature moves within 15 feet of the roc, the roc can make a wing strike attack against it.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Talos","description":"Long ago Zeus fell in love with a mortal woman by the name of Europa. She was a princess living in her family’s castle until one day Zeus, disguised as a bull, blended in with the rest of the animals that were part of the cattle to approach her. She became confident enough to climb onto the back of the bull, at which point Zeus took off into the sea until he reached the coast of Crete. Revealing himself as the King of the gods, Zeus then proceeded to give her control of the entirety of the island. Thus she became Queen, and was then presented with multiple gifts: Laelaps, a hunting dog that always caught its prey, a javelin that never missed its target and finally, Talos. Talos is an automaton commissioned by Zeus and built by the God of the Forge, Hephaestaus. An absolutely massive machine in the shape of a hoplite warrior, fully formed from bronze infused with divine power and a powerful blessing from Zeus. This titanic form was assigned by its master to protect Europa from all harm until the end of days. Once upon a time Jason, the Argonauts and the sorceress Medea intended to get to Crete after obtaining the Golden Fleece, but Talos stopped them. After an extended confrontation it is said that Medea used some sort of magic to get past Talos. There are stories of Talos dying at a trick she managed to pull, but the automaton keeps performing its duty to this day. Rumors can be widely exaggerated at times, or perhaps the sorceress did something more to achieve her objective. Who would ever know? Eternal Guardian. Talos’ task of protecting Crete from invasions is neverending. It will continue to walk around the island's coast in an endless patrol, walking 3 laps around the entire island every single day. If it encounters ships or groups of people, they must show peaceful intentions or be forced into combat by the giant automaton. Talos can innately recognize ill will towards its home, not even magic can mask it. Such is its divine duty. Constructed Nature. Talos doesn’t require air, food, drink, or sleep. Talos as a Mythic Encounter Talos is amongst the most dangerous adversaries in the entire world. If you wish to make an encounter with this colossus truly legendary, Talos might use its Guardian's Resolve trait. When this happens, it calls upon the aid of the King of Olympus just as it appears to be on death's door. When this happens, Talos can choose one of its mythic actions when it uses a legendary action. Read or paraphrase the following text when the Talos uses Guardian's Resolve trait: As the Colossus stops moving Talos sinks to its knees, spear laying on the ground. The Guardian of Crete sparks with electrical energy for a few seconds, before it fizzles out. But the hanging silence is broken by the roar of thunder. The sky darkens, the clouds above suddenly flash blue. A pillar of lightning, not a bolt, crashes into the bronze giant, blowing away everyone close to it. Blue light shines in Talos' eyes as it stands up, lightning flowing all over its body before it grabs its spear, engulfing it in the power of Zeus. Constructs Automatons are not an uncommon sight in the mythology of Greece. The god of the forge is the inventor of several famous constructs which inhabit these grand tales, but there are plenty of brilliant mortals who have adopted the craft as well. Traits Legendary Resistance (3/day). If Talos fails a saving throw, it can choose to succeed instead. Guardian's Resolve (Recharges after a short or long Rest). If Talos would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Spear Barrage, and it regains any expended uses of Legendary Resistance. Additionally, Talos can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 75,000 XP (150,000 XP total) for defeating Talos after its Guardian's Resolve activates. Immutable Form. Talos is immune to any spell or effect that would alter its form. Magic Weapons. Talos' weapon attacks are magical. Siege Monster. Talos deals double damage to objects and structures. Elemental Absorption. Whenever Talos is subjected to fire or lightning damage, it takes no damage and instead regains a number of hit points equal to the damage dealt. Actions Multiattack. Talos can make three attacks with its Colossal Spear or throw two Rocks. Rock. Ranged Weapon Attack: +18 to hit, reach 60/180ft., one target. Hit: 54 (8d10 + 10) bludgeoning damage. Colossal Spear. Melee Weapon Attack: +18 to hit, reach 20ft., one target. Hit: 38 (8d6 + 10) piercing damage. Stomp. Talos stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-footradius, 20-foot-high cylinder centered on this point must succeed on a DC 24 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until Talos uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained. Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder. Spear Barrage (Recharge 5-6). Talos unleashes a barrage of spear swipes in a 30-foot radius around it. Each creature in that area must make a DC 24 Dexterity saving throw, taking 75 (10d12+10) bludgeoning damage on a failed save, or half as much damage on a successful one. Legendary Actions Talos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Talos regains spent legendary actions at the start of their turn. Move. Talos can move up to its speed without provoking attacks of opportunity. Attack. Talos can make either a Colossal Spear or Rock attack. Stomp (costs 2 Actions). Talos uses its Stomp action. Mythic Actions If Talos’ Guardian's Resolve trait has activated in the last hour, it can use the options below as legendary actions. Heavenly Spear (costs 2 Actions). Melee Weapon Attack : +18 to hit, reach 20 ft., one target. Hit: 46 (8d8 + 10) piercing damage plus 33 (6d10) lightning damage. Blessing of Zeus (costs 3 Actions). Talos can call upon its master to smite the opponents facing it. Talos magically directs three bolts of lightning, each of which can strike a target that Talos can see within 120 feet of it. A target must make a DC 24 Dexterity saving throw, taking 38 (7d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":29804,"Challenge Rating":25},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Talos","description":"This towering automaton of verdigrised bronze moves with an implacable tread, shaking the earth with every step. He resembles a mighty armored warrior with breastplate, greaves, and crested helm, wielding a mighty blade welded into its closed fist. Its cast visage and hollow eyeholews give it a pitiless aspect when it rises to move, its metallic thews creaking and groaning with impossible strength. Each talos possesses a spark of divinity, said to have been imbued by the gods themselves, and their inmost workings roar with heat like a furnace as molten metal surges within it.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":30635,"Challenge Rating":24},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Talus Flow","description":"This mass of scree and gravel causes the ground to rumble as it advances steadily up the slope in defiance of gravity. When elemental spirits of earth become trapped on the Material Plane, they break down, weakened by the loss of connection to elemental power. Eventually, they crumble to oblivion, but a few of these earth elementals cling to life even after they've crumbled, holding the scattered stones and gravel of their beings together through sheer force of will. With the loss of one source of power, they seek another, feeding on the life blood of living creatures. Such corrupted elementals haunt lonely mountainsides and rocky coastlines, conserving their power, only coming to life when a potential meal strays too close. Earthen Ambush. A talus flow attempts to take prey by surprise, lying still on a slope of scree and letting creatures move into its vicinity or sliding slowly downslope into attack range, behaving like a natural rockslide until it is close. Once prey is within range, the talus flow becomes a grinding, rumbling engine of destruction. Objects of Worship. Some remote humanoid communities provide a nearby talus flow with blood sacrifices; sometimes these offerings still live. The talus flow receives a regular supply of energy, while the humanoids gain a protector, or at least remain unscathed. A talus flow receiving such regular offerings can occasionally rebuild itself, becoming a more powerful—but still blood-starved—elemental. False Appearance . While the talus flow remains motionless, it is indistinguishable from a normal pile of rocks, pebbles, and scree. Landslide. If the talus flow moves at least 15 feet before entering a creature's space, the creature must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the talus flow can make one Slam attack against it as a bonus action. Scree Form. The talus flow can enter a hostile creature's space and stop there. The talus flow can move through a space as narrow as 3 inches wide without squeezing. The talus flow's space is difficult terrain. When a creature starts its turn in the talus flow's space, it must succeed on a DC 13 Dexterity saving throw or be knocked prone. Stone Camouflage. The talus flow has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack . The talus flow makes two Slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 13). Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Grind . The talus flow grinds its form over one creature in its space or that is grappled by it. The target must make a DC 13 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The talus flow regains hp equal to half the damage taken, if the creature is not a Construct or Undead.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Talvarius","description":"Roll20 Note: This creature can be encountered in individual combat or in ship-based combat. For its ship combat stat block, see this page . Few organic predators can live on both a planet's surface and among the stars without the aid of technology. The dreaded talvarius are among the fiercest. Often referred to as \"star leviathans\", these galactic behemoths have reddish-brown hides that are as thick as tempered steel. Their powerful jaws can tear through metal and concrete, making them a formidable foe against both creatures and ships. Aqueous Anomalies . Talvarius nests are extremely rare, most often found in spatial anomalies that take the form of amorphous patches of fluid. Those developed enough to leave these regions are also capable of traveling and hunting on their own. Oceans Below and Above. In addition to being encountered in the expanse, talvarius are also encountered deep within the oceans of several planetary bodies. Those located in these regions are almost always alone, though it remains unclear as to how they came to arrive there. Universal Adaptation. The talvarius doesn't require air or sleep. They can survive in a vacuum.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"neutral","Expansion":27052,"Challenge Rating":23},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Tammon d'Ayre","description":"Prince-Captain Tammon d’Ayre “Come on, mates! Follow me to our destiny!” The convoluted monarchy of the Kingdom of Ayris leads to scheming nobles jostling for the slightest bit of power. But all the petty scheming of distant nobles pales in comparison to the plans—and the power of—Prince-Captain Tammon d’Ayre. Chosen of Asteth. Tammon d’Ayre was never one to let good enough be enough. His noble heritage, a comfortable upbringing, a successful series of businesses, and a valiant military career were not enough. Tammon needed to be more and more. And now he plans to be the ruler of Ayris. No one knows whether his ambition predates the visions sent to him by the fiery goddess—maybe not even Tammon. But he has undoubtedly been touched by the goddess in many ways. His physical gifts, good looks, charming personality, and magical powers work in tandem to drive his plans of domination over not just Ayris but also the Aetherial Expanse and all the worlds that touch it. Officer Roles. Tammon is an officer with 4 ranks in captain and 2 ranks in both navigator and helmsperson. Control of Fire. The most notable powers provided by Asteth are the ability to focus fire, and sometimes even divine radiance, through his weapons. His ship crew and those who’ve been on the wrong end of his fury have seen his enemies burned and scorched by his longsword and arrows.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Source":"custom","Alignment":"Neutral Evil","Expansion":32048,"Challenge Rating":11},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Tanarukk","description":"An orc life is a god-ridden life. Luthic’s at birth, Luthic’s at death, and striving to prove themselves to Gruumsh in between. —Elminster To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary. Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den. In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. When demonic corruption taints a tribe’s leadership, orcs might turn to abyssal magic to make tanarukks. Evil humans who control orcs also use such power to bolster their followers’ strength. The demon lord Baphomet gladly shares the secret of creating tanarukks with those who entreat him for power. The process corrupts an unborn orc of the tribe, transforming it at birth into a creature much more savage than an orc. Although tanarukks are fearsome fighters, they are a threat to their allies off the battlefield. Within the tribe’s lair, a tanarukk is destructive and volatile, and best kept imprisoned. Sooner or later, a free tanarukk rampages through the tribe, attempting to take over by force. Most such coups fail, but at great cost to the tribe. If a tanarukk does seize the leadership of a tribe, reckless war is the course it inevitably chooses. If a tanarukk manages to breed, its blood taints numerous subsequent generations, so its female descendants randomly produce tanarukks. Rather than risk raising a natural-born tanarukk, most tribes slay such abominations. Traits Aggressive : As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see. Magic Resistance : The tanarukk has advantage on saving throws against spells and other magical effects. Actions Multiattack : The tanarukk makes two attacks: one with its bite and one with its greatsword. Bite : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Greatsword : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Reactions Unbridled Fury : In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon, orc)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Tanarukk","description":"When demonic influence corrupts the leadership of a people or an organization, the leaders might embrace abyssal magic to make tanarukks, using these ferocious warriors to bolster their followers’ strength. The demon lord Baphomet (appears in this book) gladly shares the secret of creating tanarukks with those who entreat him for power; the cult of Gruumsh has also mastered a ritual for this purpose, and bestows it on those deemed worthy. Whatever process is used corrupts the subject, transforming them into a vicious Fiend. Although tanarukks are valued as fearsome fighters, they are a threat to their allies off the battlefield. When not in combat, a tanarukk is destructive and volatile and is usually kept imprisoned by its allies. If unrestrained, a free tanarukk embarks on a rampage, attempting to take over by force. Most such coups fail but are costly nonetheless. If a tanarukk does seize the leadership of a group, reckless raiding or even war is the course they inevitably choose. I believe spite can be an excellent motivator. But unchecked fury? That rarely leads to anything more than a big mess. Tasha Traits Magic Resistance. The tanarukk has advantage on saving throws against spells and other magical effects. Actions Multiattack. The tanarukk makes one Bite attack and one Greatsword attack. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Bonus Actions Aggressive. The tanarukk moves up to its speed toward an enemy that it can see. Reactions Unbridled Fury. In response to being hit by a melee attack, the tanarukk can make one Bite or Greatsword attack with advantage against the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Tanathos","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"neutral evil","Expansion":29375,"Challenge Rating":13},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Tanazir Quandrix","description":"The dragon Tanazir Quandrix is one of the most potent masters of the magic that governs physical reality and theoretical abstraction. Through this knowledge, she can alter the physical properties of existence, gain fundamental understanding, and manipulate the flow of thought. Tanazir founded Quandrix College to nurture the spark of curiosity in those who would pursue knowledge. The goal is to train mages who seek knowledge for its own sake, guided by the mathematical principles that describe and govern the nature of reality. Tanazir’s spells, legendary actions, and breath weapon manifest luminous patterns of geometric light. These take various forms, such as an interlocking cage around the target of a spell or a wave of infinitely replicating fractal swirls in the area of her breath. Traits Legendary Resistance (3/Day). If Tanazir fails a saving throw, she can choose to succeed instead. Actions Multiattack. Tanazir makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 14 (1d10 + 9) piercing damage plus 7 (2d6) force damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. If the target is a creature, it is addled by recursive thoughts, reducing its speed to 0 until the start of Tanazir’s next turn. Diminution Breath (Recharge 5–6). Tanazir exhales a weakening equation in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 45 (13d6) force damage and 45 (13d6) psychic damage and is weakened until the start of Tanazir’s next turn. While weakened, it has disadvantage on the following rolls that rely on Strength: attack rolls, ability checks, and saving throws. On a successful save, a creature takes half as much damage and isn’t weakened. Spellcasting. Tanazir casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 24): 1/day each: divination , enlarge/reduce , mirage arcane (as an action), polymorph , scrying (as an action), seeming Teleport. Tanazir teleports to an unoccupied space she can see within 100 feet of herself. Legendary Actions Tanazir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tanazir regains spent legendary actions at the start of her turn. Claw. Tanazir makes one Claw attack. Fold Space (Costs 2 Actions). Tanazir uses Teleport, and each other creature within 20 feet of the space she left must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet closer to the center of that space and take 16 (3d10) force damage. Fractal Refraction (Costs 3 Actions). Tanazir magically summons 1d4 fractal mascots (in this chapter) in unoccupied spaces she can see within 120 feet of herself. The fractals obey her commands and take their turns immediately after hers. While any of these fractals remain, attack rolls made against Tanazir have disadvantage. A summoned fractal disappears after 1 minute, when it or Tanazir dies, or when she uses this action again.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon (Wizard)","Alignment":"Lawful Neutral","Expansion":12501,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Tar Creeper","description":"Creepers Creepers are intelligent primordial creatures that lair and defend specific regions abundant in material from which they assume their form, such as a desert for sand, a frozen lake or glacier for ice, and jungle wetlands for swamp matter. Bound to the Elements. Creepers earn their name for their ability to easily blend into their native environment, often stalking their enemies before they strike. They are fiercely protective of their area, which can vary greatly between a small pools or tar pits to a few hundred feet of desert terrain. Strange Origins. Though unable to speak, creepers can understand any form of language. They can also communicate silently with each other. How they come into being is unclear, though they often form in areas where an excessive manipulation of matter or energy has taken place, such as from extremely powerful esper abilities or imbued items. Elemental Nature. A creeper doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"primordial","Alignment":"any neutral alignment","Expansion":27052,"Challenge Rating":9},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Tar Elemental","description":"Tar Elementals These viscous, shapeless elementals are natives of the muddy borderlands between the Planes of Water and Earth. Their minds comprise the echoing memories of the thousands of organisms whose decomposition has created their shapeless bodies. Arcane Activation. When an arcane power source is tuned to the correct frequency, a tar elemental’s primordial spark can be drawn into the Material Plane, reforming around a suitable substrate, such as tar or other lipids, like the fat deposits from a long-dead giant space hamster. Such a summoning is often against the elemental’s will, leading to violent and aggressive outbursts. Possession & Reanimation. Should a tar elemental find itself in contact with such an arcane power source, its powers of decomposition are augmented; it is no longer subject to decay and its touch can enervate living tissue. An augmented tar elemental is also capable of puppeteering a creature, dead or alive, manipulating its body through an external, oily musculature.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":23695,"Challenge Rating":5},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tar-rasque","description":"Tar Elementals These viscous, shapeless elementals are natives of the muddy borderlands between the Planes of Water and Earth. Their minds comprise the echoing memories of the thousands of organisms whose decomposition has created their shapeless bodies. Arcane Activation. When an arcane power source is tuned to the correct frequency, a tar elemental’s primordial spark can be drawn into the Material Plane, reforming around a suitable substrate, such as tar or other lipids, like the fat deposits from a long-dead giant space hamster. Such a summoning is often against the elemental’s will, leading to violent and aggressive outbursts. Possession & Reanimation. Should a tar elemental find itself in contact with such an arcane power source, its powers of decomposition are augmented; it is no longer subject to decay and its touch can enervate living tissue. An augmented tar elemental is also capable of puppeteering a creature, dead or alive, manipulating its body through an external, oily musculature. A Tar-rasque’s Lair A tar-rasque’s lair is the area in which its bones became fossilised. Its presence lingers on, pervading every rock, pore, and tar pool. Lair Actions While the arcane power crystal within the tar-rasque is intact, the ambient magic of its preserved skeleton and its eternal rage causes lair actions to occur. Variable Lair Action Statistics Hunt Level VDC Vdam 9th 15 10 (3d6) 14th 16 14 (4d6) 20th 18 28 (8d6) Lair Actions . On initiative count 20 (losing initiative ties), the tar-rasque’s arcane-power-source-enhanced presence takes one of the following lair actions; the tar-rasque can’t take the same lair action two rounds in a row. Tar Geyser. A number of patches of ground fracture and torrents of necrotic tar shoot upwards in 5-foot-radius, 40-foot-high cylinders. The number of geysers depends on the hunt level: two at 9th level, three at 14th level, or four at 20th level. Each creature in one or more of the geysers must make a VDC Dexterity saving throw. On a failure, a creature takes Vdam necrotic damage and is fired 40 feet into the air. On a success, a creature takes half as much damage and is pushed horizontally to the nearest unoccupied space. Tar Pit. A 10-foot-radius circle of ground permanently turns into a viscous pit of tar and is difficult terrain. Each creature that starts its turn in the area or enters the area for the first time on its turn must make a VDC Strength saving throw or become restrained in the tar. A creature sinks 2 feet into the tar each time it fails this saving throw. If it sinks further than its height, it can no longer breathe, is blinded, and has disadvantage on Strength checks to free itself. The restrained creature, or a creature within 5 feet of it, can use its action to make a VDC Strength check, freeing the stuck creature on a success. Quake. The ground shakes in a 100-foot-radius sphere centred on a point the tar-rasque chooses. Each other creature in the area must succeed on a VDC Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"elemental (titan)","Alignment":"unaligned","Expansion":23695,"Challenge Rating":26},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tar-rasque Brittlebone","description":"Tar Elementals These viscous, shapeless elementals are natives of the muddy borderlands between the Planes of Water and Earth. Their minds comprise the echoing memories of the thousands of organisms whose decomposition has created their shapeless bodies. Arcane Activation. When an arcane power source is tuned to the correct frequency, a tar elemental’s primordial spark can be drawn into the Material Plane, reforming around a suitable substrate, such as tar or other lipids, like the fat deposits from a long-dead giant space hamster. Such a summoning is often against the elemental’s will, leading to violent and aggressive outbursts. Possession & Reanimation. Should a tar elemental find itself in contact with such an arcane power source, its powers of decomposition are augmented; it is no longer subject to decay and its touch can enervate living tissue. An augmented tar elemental is also capable of puppeteering a creature, dead or alive, manipulating its body through an external, oily musculature. A Tar-rasque’s Lair A tar-rasque’s lair is the area in which its bones became fossilised. Its presence lingers on, pervading every rock, pore, and tar pool. Lair Actions While the arcane power crystal within the tar-rasque is intact, the ambient magic of its preserved skeleton and its eternal rage causes lair actions to occur. Variable Lair Action Statistics Hunt Level VDC Vdam 9th 15 10 (3d6) 14th 16 14 (4d6) 20th 18 28 (8d6) Lair Actions . On initiative count 20 (losing initiative ties), the tar-rasque’s arcane-power-source-enhanced presence takes one of the following lair actions; the tar-rasque can’t take the same lair action two rounds in a row. Tar Geyser. A number of patches of ground fracture and torrents of necrotic tar shoot upwards in 5-foot-radius, 40-foot-high cylinders. The number of geysers depends on the hunt level: two at 9th level, three at 14th level, or four at 20th level. Each creature in one or more of the geysers must make a VDC Dexterity saving throw. On a failure, a creature takes Vdam necrotic damage and is fired 40 feet into the air. On a success, a creature takes half as much damage and is pushed horizontally to the nearest unoccupied space. Tar Pit. A 10-foot-radius circle of ground permanently turns into a viscous pit of tar and is difficult terrain. Each creature that starts its turn in the area or enters the area for the first time on its turn must make a VDC Strength saving throw or become restrained in the tar. A creature sinks 2 feet into the tar each time it fails this saving throw. If it sinks further than its height, it can no longer breathe, is blinded, and has disadvantage on Strength checks to free itself. The restrained creature, or a creature within 5 feet of it, can use its action to make a VDC Strength check, freeing the stuck creature on a success. Quake. The ground shakes in a 100-foot-radius sphere centred on a point the tar-rasque chooses. Each other creature in the area must succeed on a VDC Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"elemental (titan)","Alignment":"unaligned","Expansion":23695,"Challenge Rating":20},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tar-rasque Hatchling","description":"Tar Elementals These viscous, shapeless elementals are natives of the muddy borderlands between the Planes of Water and Earth. Their minds comprise the echoing memories of the thousands of organisms whose decomposition has created their shapeless bodies. Arcane Activation. When an arcane power source is tuned to the correct frequency, a tar elemental’s primordial spark can be drawn into the Material Plane, reforming around a suitable substrate, such as tar or other lipids, like the fat deposits from a long-dead giant space hamster. Such a summoning is often against the elemental’s will, leading to violent and aggressive outbursts. Possession & Reanimation. Should a tar elemental find itself in contact with such an arcane power source, its powers of decomposition are augmented; it is no longer subject to decay and its touch can enervate living tissue. An augmented tar elemental is also capable of puppeteering a creature, dead or alive, manipulating its body through an external, oily musculature. A Tar-rasque’s Lair A tar-rasque’s lair is the area in which its bones became fossilised. Its presence lingers on, pervading every rock, pore, and tar pool. Lair Actions While the arcane power crystal within the tar-rasque is intact, the ambient magic of its preserved skeleton and its eternal rage causes lair actions to occur. Variable Lair Action Statistics Hunt Level VDC Vdam 9th 15 10 (3d6) 14th 16 14 (4d6) 20th 18 28 (8d6) Lair Actions . On initiative count 20 (losing initiative ties), the tar-rasque’s arcane-power-source-enhanced presence takes one of the following lair actions; the tar-rasque can’t take the same lair action two rounds in a row. Tar Geyser. A number of patches of ground fracture and torrents of necrotic tar shoot upwards in 5-foot-radius, 40-foot-high cylinders. The number of geysers depends on the hunt level: two at 9th level, three at 14th level, or four at 20th level. Each creature in one or more of the geysers must make a VDC Dexterity saving throw. On a failure, a creature takes Vdam necrotic damage and is fired 40 feet into the air. On a success, a creature takes half as much damage and is pushed horizontally to the nearest unoccupied space. Tar Pit. A 10-foot-radius circle of ground permanently turns into a viscous pit of tar and is difficult terrain. Each creature that starts its turn in the area or enters the area for the first time on its turn must make a VDC Strength saving throw or become restrained in the tar. A creature sinks 2 feet into the tar each time it fails this saving throw. If it sinks further than its height, it can no longer breathe, is blinded, and has disadvantage on Strength checks to free itself. The restrained creature, or a creature within 5 feet of it, can use its action to make a VDC Strength check, freeing the stuck creature on a success. Quake. The ground shakes in a 100-foot-radius sphere centred on a point the tar-rasque chooses. Each other creature in the area must succeed on a VDC Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"elemental (titan)","Alignment":"unaligned","Expansion":23695,"Challenge Rating":14},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tarak","description":"Before coming to Dragon’s Rest, Tarak was a criminal, but he has since devoted himself to the study of herbs and medicine. He is usually unarmed, but he keeps several daggers hidden in his cell. Actions Multiattack. Tarak makes three Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Bonus Actions Cunning Action. Tarak takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Lawful Neutral","Expansion":17254,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Tarannosaurus Rex","description":"Tar Elementals These viscous, shapeless elementals are natives of the muddy borderlands between the Planes of Water and Earth. Their minds comprise the echoing memories of the thousands of organisms whose decomposition has created their shapeless bodies. Arcane Activation. When an arcane power source is tuned to the correct frequency, a tar elemental’s primordial spark can be drawn into the Material Plane, reforming around a suitable substrate, such as tar or other lipids, like the fat deposits from a long-dead giant space hamster. Such a summoning is often against the elemental’s will, leading to violent and aggressive outbursts. Possession & Reanimation. Should a tar elemental find itself in contact with such an arcane power source, its powers of decomposition are augmented; it is no longer subject to decay and its touch can enervate living tissue. An augmented tar elemental is also capable of puppeteering a creature, dead or alive, manipulating its body through an external, oily musculature.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"neutral","Expansion":23695,"Challenge Rating":10},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tarantasio","description":"Related to linnorms according to some scholars, or to sea serpents according to others, the tarantasio haunts peaceful lakes in the woods. People deem it responsible for persistent fog banks, epidemics, and rotting plants in the whole region around its den. They spend most of their time underwater, but when prey approaches their huge, horned head emerges from the lake’s troubled waters on top of a long, snakelike body, with flames and noxious fumes erupting from its mouth and flared nostrils.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":20},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Tarasca","description":"At first glance, the monstrous tarasca appears to be a cross between a lion, a bear, and a turtle. The tarasca (not to be confused with the tarrasque) has the head of a lion, six legs of a bear, a turtle’s shell, and a tail that ends with a deadly stinger. Its mouth is beaked like a snapping turtle’s and ridged like a jagged saw. Sharp bony spikes line the top and sides of its hard shell. Dangerous Adversary. The dreaded tarasca is fiercely territorial and is known for its aggression and irascibility. It fears little and will even attack creatures bigger than itself. Most predators, even dragons, stay clear of it and find the tarasca simply not worth the risk of having a grievous injury. Aside from its stinger that can inject deadly venom, the tarasca can also exhale a highly toxic gas. Victims who survived getting caught by the breath describe the experience as having unbearably excruciating pain as if their insides are getting burned. Amphibious Predator. The tarasca is an amphibious creature that lives in flooded caves and underground caverns near large bodies of water such as coasts, coves, lakes, swamps, and rivers. It will eat and hunt anything of its size and smaller but prefers large fish and reptiles. It has been known to attack and pick off occupants of boats and even lunge from underwater to snap at a passing horse or livestock before dragging it back to the water. Traits Hold Breath. The tarasca can hold its breath for 15 minutes. Actions Multiattack. The tarasca makes one Bite attack and one Sting attack. It can't make both attacks against the same target. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) poison damage and if the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the tarasca can automatically hit the target with its Bite attack, and the tarasca can't attack another target with its Bite attack. Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage. The target must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Poison Breath (Recharge 5-6). The tarasca exhales poisonous fumes in a 15-foot cube. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 21 (6d6) poison damage and is poisoned for 1 minute. A poisoned creature is incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned. A creature being grappled by the tarasca has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Tarchaeologist","description":"Tar Elementals These viscous, shapeless elementals are natives of the muddy borderlands between the Planes of Water and Earth. Their minds comprise the echoing memories of the thousands of organisms whose decomposition has created their shapeless bodies. Arcane Activation. When an arcane power source is tuned to the correct frequency, a tar elemental’s primordial spark can be drawn into the Material Plane, reforming around a suitable substrate, such as tar or other lipids, like the fat deposits from a long-dead giant space hamster. Such a summoning is often against the elemental’s will, leading to violent and aggressive outbursts. Possession & Reanimation. Should a tar elemental find itself in contact with such an arcane power source, its powers of decomposition are augmented; it is no longer subject to decay and its touch can enervate living tissue. An augmented tar elemental is also capable of puppeteering a creature, dead or alive, manipulating its body through an external, oily musculature. Tarchaeologist Excavating ancient remains is no easy task; brushing off all of that fine dirt with the softest pegasus-tail paintbrushes can lead to some serious carpal tunnel syndrome. Co-opting magitech technology—which has been so crudely used for firearms—into archaeological apparatus has saved many a tarchaeologist from debilitating wrist pain. Unfortunately, having such devices on one’s person leaves said person open to possession by creatures who thrive on these gadgets’ arcane power sources. For this reason, the ASSES (Archaeological Society’s Systematic Excavative Study) requires all members to undergo arcane de-possession training; destroying the arcane power source deprives the controlling creature of its powers and has reduced archaeologist mortality by over thirteen percent!","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"neutral","Expansion":23695,"Challenge Rating":3},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tardo","description":"The tardo is a troublesome being with the appearance of a strange urchin. It delights in changing shape, misleading travelers, and causing nightmares. Although usually more of a pest than an immediate danger, like many otherworldly creatures, they can be perilous in anger. It is said tardos sometimes abduct young children, turning them into tardos themselves. They will target a child younger than seven years old. The tardo will make contact with the child, sometimes in a different shape or in dreams. Ideally, no adult is aware of this initial contact. When the child is ready, the tardo enchants them and takes them away. If the child is not recovered in time, usually seven years relative to the Material Plane, they may become a tardo themselves. Wolfling. The mischievous and cruel tardo can in time become something more fearsome. The lobisomem is a baron among their kind, capable of taking on the form of a dire wolf.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":1.2},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Tardo, Lobisomem","description":"The tardo is a troublesome being with the appearance of a strange urchin. It delights in changing shape, misleading travelers, and causing nightmares. Although usually more of a pest than an immediate danger, like many otherworldly creatures, they can be perilous in anger. It is said tardos sometimes abduct young children, turning them into tardos themselves. They will target a child younger than seven years old. The tardo will make contact with the child, sometimes in a different shape or in dreams. Ideally, no adult is aware of this initial contact. When the child is ready, the tardo enchants them and takes them away. If the child is not recovered in time, usually seven years relative to the Material Plane, they may become a tardo themselves. Wolfling. The mischievous and cruel tardo can in time become something more fearsome. The lobisomem is a baron among their kind, capable of taking on the form of a dire wolf.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Targotha","description":"Targothas are unusual creatures that thrive in the thick, inky fluids of naturally occurring tar seeps or pits of oil, although they are equally at home in swampy waters or muddy bogs. They are eyeless serpentine beasts with a menacing sphincterous mouth and sharp fins running down its long body. They depend upon their blindsense when lurking within opaque fluids like tar or ooze and will even lurch out of their lairs and flop along the ground if necessary to pursue a meal. A targotha is a patient ambush predator, and without the need to breathe, it can lie in wait for weeks for food. A typical targotha measures 30 feet in length and weighs 7,000 pounds. Larger specimens are known to exist, but they prefer to dwell far from areas inhabited by civilized folk in the largest and deepest of tar pits or fens. Truly enormous targothas have multiple sets of razor fins and can savage nearby prey with a flurry of slashing attacks. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatDescription, li.StatDescription, div.StatDescription {mso-style-name:\"Stat Description\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"chaotic evil","Expansion":32483,"Challenge Rating":15},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Tarkanan Assassin","description":"Tarkanan assassins are the elite killers, spies, and thieves who work for House Tarkanan, a criminal organization specializing in theft and assassination. In addition to their deadly skill, a Tarkanan assassin possesses an aberrant dragonmark—a twisted sigil that provides them with magical power. House Tarkanan actively seeks and recruits people with aberrant dragonmarks. Tarkanan Assassin: Alternative Spells The power granted by an aberrant dragonmark is unpredictable. When running a Tarkanan assassin, you can roll on the Aberrant Dragonmark Innate Spells table to determine the spells gained from that NPC’s aberrant mark, replacing the spells in the stat block’s Innate Spellcasting trait. Aberrant Dragonmark Innate Spells d6 At Will 1/Day 1 Fire bolt (2d10) Burning hands (3d6) 2 Shocking grasp (2d8) Chromatic orb (4d8) 3 Poison spray (2d12) Ray of sickness (3d8) 4 Friends Charm person (two creatures) 5 Minor illusion Thunderwave (2d8) 6 Dancing lights Sleep (7d8)","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any non-good alignment","Expansion":4480,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Tarkun the Desiccated","description":"Once a powerful and well-to-do fey lord, Tarkun had aspirations that were too high for his abilities. When his coup against a fey lady failed, Tarkun was stripped of his power and banished into the desert, where the lady believed he would perish. Weakened and dying, Tarkun reached deep within the wastelands around him, tying the power of the ley lines he found there to the very fiber of his being. While the effort twisted and marred his once-beautiful form, he found not only a fountain of life but new power at his fingertips. The sands now answer the call of Tarkun the Desiccated. Tarkun controls an ever-growing army of apaxrusl (see page 268), which he can communicate with telepathically at any distance as long as they are within his desert. Able to speak through any of his minions’ mouths, Tarkun can also experience their senses. He also shares this connection with his zalikum, named Hevn. The desert has given him new power and granted him life, but Tarkun is trapped within its confines. He cannot leave the desert by any means, mundane or magical. With his powers, he is slowly pushing that barrier outward, covering the surrounding lands in sand. He strives for a future when he has regained his former power and can smother the fey courts in his sandy retribution. Regional Effects The desert creeps along with Tarkun wherever he goes, which creates one or more of the following effects: Sandstorms are common within 6 miles of Tarkun. If Tarkun spends 24 hours within 1 mile of a plant that is not acclimated to surviving in the desert, the plant wilts and dies at the end of the 24 hours. If Tarkun spends 1 week within 1 mile of an oasis pond or small lake, the body of water dries up at the end of the week. If Tarkun spends 1 month within 1 mile of a non-desert biome, the biome becomes a desert at the end of the month. If Tarkun dies, plants that died don’t return to life, but the other effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":11995,"Challenge Rating":8},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Tarkun the Desiccated","description":"Wisps of grit dart around the creature’s powerful form, his body seemingly made of sand. Only his tall, twisted horns belie this vision, a hint of what lurks beneath. Once a powerful and well-to-do Fey Lord, Tarkun’s aspirations were set too high for his abilities. When a coup against a Fey Lady failed, Tarkun was stripped of his power and banished into the desert, where the Lady believed he would perish. Weakened and dying, Tarkun reached deep within the wastelands around him, tying the power of the ley lines he found there to the very fiber of his being. While the effort twisted and marred his once-beautiful form, he found not only a fountain of life but new power at his fingertips. The sands now answer the call of Tarkun the Desiccated. Coarse Visage. Though his form is now shriveled and marred, Tarkun never lost his vanity. The fallen Fey Lord wills sand to enshroud him in a form that looks much like his former beauty, albeit a bit coarse. When incensed, gaps appear in his visage as the sand swirls about, revealing glimpses of his desiccated form beneath. Sandy Minions. Tarkun controls an ever-growing army of apaxrusl , which he is able to communicate with telepathically at any distance as long as they are within his desert. Able to speak through any of his minions’ mouths, Tarkun can also experience their senses. He shares this connection with his zalikum , Hevn, as well. Desert Prison. The desert has given him new power and granted him life, but Tarkun is trapped within its confines. He cannot leave the desert by any means, mundane or magical. With his powers, he is slowly pushing that barrier outward, covering the surrounding lands in sand. He strives for a future when he has regained his former power and can smother the fey courts in his sandy retribution. Sandbound Nature. While in a desert, Tarkun doesn’t require air, food, drink, or sleep. Regional Effects The desert creeps along with Tarkun wherever he goes, which creates one or more of the following effects: Sandstorms are common within 6 miles of Tarkun. If Tarkun spends 24 hours within 1 mile of a plant that is not acclimated to surviving in the desert, the plant wilts and dies at the end of the 24 hours. If Tarkun spends 1 week within 1 mile of an oasis pond or small lake, the body of water dries up at the end of the week. If Tarkun spends 1 month within 1 mile of a non-desert biome, the biome becomes a desert at the end of the month. If Tarkun dies, plants that died don’t return to life, but the other effects fade over the course of 1d10 days. Touch of Cold Iron Lords and ladies of the fey courts are timeless creatures, inured to many of the world’s threats. A universal exception to this is weapons of cold-wrought iron. This metal undoes the very fabric of a fey creature’s life as it blights their ageless flesh. A cold iron weapon is treated as magical when used against any fey creature, and is the only weapon with any hope of harming the most powerful fey lords and ladies. However, cold iron weapons are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult—and finding one with the courage to anger the fey courts may be even harder.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Tarling","description":"Ze trick mit kreating a strong tarling iz to get ze arkane power source right inside ze skull vhere it’z sehr hard to target. Und, of kourse, prepare for ze oil stains und keep it away from open flames. — Humperdink, Still Laundering Type : Elemental Creature Component : Tar-rasque Bonus Tamer Improvement : Growth I and +2 Hit Dice Tarlings can draw upon the arcane power source around which they’re crafted in order to enhance the decompositive powers innate to tar elementals. They can even manipulate the corpses of the deceased, puppeteering them as flesh suits that can absorb incoming blows. Biomancers posit that such companions can even assume the immense size of tarrasques for a short time. If any of the tarling’s traits or actions require a saving throw, it is always against the tarling’s save DC , as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the tarling’s Constitution modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the tarling the following improvements using your Monster Trainer feature: Growth I Prerequisite : become a tamer’s companion Type : Passive (companion) The tarling’s size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its bite attack increases to a d6 . The tarling gains this improvement when it becomes a companion; it doesn’t cost an improvement. Arcane Activation Prerequisite : 3rd-level tamer Type : Active (bonus action) As a bonus action, the tarling can activate its arcane power source for 1 minute . For the duration, the tarling has resistance to necrotic damage and deals an additional 3 ( 1d6 ) necrotic damage when it hits a target with a melee attack. After the tarling uses this action, it can’t do so again until its tamer finishes a long rest. Growth II Prerequisite : 3rd-level tamer, Growth I Type : Passive (companion) The tarling’s size increases to Medium, its Hit Die size increases to a d8 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage dice of its bite and tail attacks (see below), as well as its Arcane Activation, increase from a d6 to a d8 . This growth improvement ignores the normal maximum companion size for a tamer. Multiattack Prerequisite : 5th-level tamer Type : Active (action) The tarling gains two new action options: Tail and Multiattack. The damage die of the tail attack increases with the specified die size in the tarling’s Growth improvements. Tail. Melee Weapon Attack: Str modifier + PB to hit, reach 10 ft., one target. Hit: 1d6 + Str modifier bludgeoning damage. Multiattack. As an action, the tarling makes two attacks: one with its bite and one with its tail. Necrotar Tongue I Prerequisite : 5th-level tamer Type : Active (action) As an action, the tarling can spew a whip-like tongue of elastic tar at a creature no larger than itself that it can see within 20 feet of it. The target must succeed on a Strength saving throw or become grappled ( escape DC equals save DC ) by the tarling and be pulled up to 15 feet closer to the tarling. Until this grapple ends, the target is restrained , takes 9 ( 2d8 ) necrotic damage at the start of each of its turns, and the tarling can’t use its bite attack against a different target. On a successful save, the creature takes half as much damage and isn’t grappled, pulled, or restrained . After the tarling uses this action, it can’t do so again until its tamer finishes a short or long rest. When the tarling’s tamer reaches 9th level in the tamer class , the recurring damage of this action increases to 13 ( 3d8 ). Refractive Exterior Prerequisite : 5th-level tamer Type : Passive (companion) When the tarling is targeted by a magic missile spell or a spell that requires a ranged attack roll, roll a d4 . On a 4 , the tarling is unaffected and the energy is refracted into a random elemental type and a bolt of energy fires back at the caster as a ranged spell attack, using the caster’s spell attack modifier and dealing damage equal to the tarling’s current Hit Die size (see Growth improvements) on a hit. Roll another d4 to determine the damage type: 1-acid, 2-cold, 3-fire, 4-lightning. Arcane Animation Prerequisite : 9th-level tamer, Arcane Activation Type : Active (action) As an action, the tarling can reanimate one corpse within 5 feet of it, merging its body with the corpse for the next hour . The corpse must have been a creature with a challenge rating equal to or lower than the tamer’s proficiency bonus and been of a size equal to or smaller than the tarling. For the duration, the tarling gains the non-flying speeds of the corpse’s original creature and has two pools of hit points: its own and those from the corpse it inhabits. The corpse’s pool of hit points equals half the original creature’s hit point maximum. Whenever the tarling takes damage, half of the damage is transferred to the corpse and subtracted from that pool of hit points instead of the tarling’s. If the corpse’s pool of hit points is reduced to 0, the reanimation ends and the corpse is destroyed. After the tarling uses this action, it can’t do so again until its tamer finishes a long rest. Growth III Prerequisite : 9th-level tamer, Growth II Type : Passive (companion) The tarling’s size increases to Large, its Hit Die size increases to a d10 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage dice of its bite and tail attacks (see below), as well as its Arcane Activation, increase from a d8 to a d10 . This growth improvement ignores the normal maximum companion size for a tamer. Growth IV Prerequisite : 13th-level tamer, Growth III Type : Passive (companion) The tarling’s size increases to Huge, its Hit Die size increases to a d12 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage dice of its bite and tail attacks (see below), as well as its Arcane Activation, increase from a d10 to a d12 . This growth improvement ignores the normal maximum companion size for a tamer. Necrotar Tongue II Prerequisite : 13th-level tamer, Necrotar Tongue I Type : Passive (companion) The range of the tarling’s Necrotar Tongue action increases to 40 feet , it can pull the target up to 35 feet closer to it on a failed save, and the damage dealt to the grappled target increases to 18 ( 4d8 ) necrotic damage. When the tarling’s tamer reaches 17th level in the tamer class , the recurring damage of this action increases to 22 ( 5d8 ). Siege Monster Prerequisite : 17th-level tamer, Growth IV Type : Active (bonus action) As a bonus action, the tarling can grow to Gargantuan size for 1 minute . It gains a number of temporary hit points equal to its maximum number of Hit Dice, and the damage dice of its bite and tail attacks increase to 4d4 . For the duration, the tarling deals double damage to structures and objects. Titanspawn Prerequisite : 17th-level tamer Type : Passive (companion) The tarling is immune to the charmed and frightened conditions.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental","Alignment":"unaligned","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tarn Linnorm","description":"Linnorm The powerful, serpentine beings known as linnorms might be related distantly to the more well-known dragons, but their draconic physiologies are where any such similarities end. Whereas true dragons boast incredible intellectual capabilities and far-reaching plans, linnorms are driven only by their insatiable hunger and desire to inflict cruelty on others. Linnorms are exceptionally difficult to outwit due to their strong wills, and it’s not wise to try bargaining with them—when faced with one of these legendary beasts, one’s best option is flight, pure and simple. Failing that, a noble death remains a viable back-up plan. Tarn Linnorm The two-headed tarn linnorm can wreak an awe-inspiring amount of devastation. They most commonly dwell in remote mountain lakes. Traits Amphibious. The tarn linnorm can breathe air and water. Creature of Primal Magic. The tarn linnorm is constantly under the effects of freedom of movement . Curse of Death. When a creature slays a tarn linnorm, it must succeed on a DC 21 Wisdom saving throw or be cursed. If the save fails, the target can no longer be affected by healing spells and does not heal damage naturally from rest. This curse is treated as the spell bestow curse cast from a 9th level slot. Draconic Nature. The tarn linnorm does not age, and magic can’t put the linnorm to sleep. Legendary Resistance (3/Day). If the tarn linnorm fails a saving throw, it can choose to succeed instead. Magic Resistance. The tarn linnorm has advantage on saving throws against spells and other magical effects. Regeneration. The linnorm regains 15 hit points at the start of its turn. If the linnorm takes fire damage, this trait doesn’t function at the start of its next turn. The linnorm dies only if it starts its turn with 0 hit points and doesn’t regenerate. Two Heads. When the tarn linnorm uses its breath weapon, it can use its bonus action to have its second head use one of the following effects: The second head makes a bite attack. The second head uses its breath weapon, creating an adjacent 60-foot cone of acid. If this happens, the linnorm’s breath weapon recharges on a 6 for its next use, rather than on a 5–6. Actions Multiattack. The tarn linnorm makes five attacks: two bite attacks (one per head), two claw attacks, and one tail attack. Bite. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 20 (2d10+9) piercing damage plus 7 (2d6) poison damage. Claw. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 16 (2d6+9) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 30 ft., one creature. Hit: 16 (3d4+9) bludgeoning damage. If the target is Huge or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the tarn linnorm can automatically hit the target with its tail, and he can’t make tail attacks against other targets. Breath Weapon (Recharge 5–6). The tarn linnorm exhales acid in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 77 (22d6) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions The tarn linnorm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tarn linnorm regains spent legendary actions at the start of its turn. Detect. The tarn linnorm makes a Wisdom (Perception) check. Tail Attack. The tarn linnorm makes a tail attack. Stoke the Fires (Costs 2 Actions). The tarn linnorm focuses its internal acid gland, allowing it to roll immediately to recharge its breath weapon.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":20},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Tarrascal","description":"Living in proximity to the tarrasque gifted coalders with the companionship of tarrascals. These tiny tarrasques help keep away vermin and tackle other small problems the coalder are too big to solve. The little monstrosities also serve as a barometer for the tarrasque's condition, becoming more agitated as the danger of it waking grows imminent. Reflective Shell. Any time the tarrascal is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 6, the tarrascal is unaffected, and the effect is reflected back at the caster as though it originated from the tarrascal, turning the caster into the target. Sturdy Rascal ( Recharge 6 ) . If the damage from a spell or a magical attack would reduce the tarrascal to 0 hit points, they are reduced to 1 hit point instead. Actions Bite. Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Shriek . The tarrascal takes the Disengage action and attempts to recharge their Sturdy Rascal trait.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":24294,"Challenge Rating":"1/8"},"publisher":"MCDM Productions","book":"Arcadia Issue No. 14"},{"name":"Tarrascal Companion (PB 2)","description":"If you're playing with MCDM's companion rules from Beastheart and Monstrous Companions, you can use the following tarrascal companion to cause big problems on your adventures. Sturdy Rascal ( 1/Long Rest ) . If the damage from a spell or a magical attack would reduce the tarrascal to 0 hit points, they are reduced to 1 hit point instead. Actions Bite ( Signature Attack ) . Melee Weapon Attack : +3 plus PB to hit, reach 5 ft., one target. Hit : 1d6 plus PB piercing damage. Rolling Rascal ( 2 Ferocity ) . The tarrascal rolls into a ball and moves up to half their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. Tenacious Grip ( 5 Ferocity ). The tarrascal makes a signature attack. If they hit, the tarrascal attaches to the target. While attached, attacks against the target have advantage, and the tarrascal can only attack the target. The attached tarrascal moves with the target whenever the target moves, requiring none of the tarrascal’s movement. The tarrascal can detach themself by spending 5 feet of movement on their turn. A creature, including the target, can use an action to detach the tarrascal. Tarrasque ( 8 Ferocity ) . The tarrascal grows with a mighty roar. Until the start of their next turn, their size is Huge, and their signature attack has a reach of 15 feet and deals an additional 1d6 piercing damage. The tarrascal then makes signature attacks against PB creatures of their choice. If the tarrascal lacks the room to become Huge, they attain the maximum size possible in the space available and still gain the other benefits of this action. Reaction Rasquey Maneuver . When either the tarrascal or the caregiver (while within 5 feet of the tarrascal) is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, the tarrascal can attempt to reflect the spell back at the caster. Roll a d4. On a 3 or 4, the target is unaffected, and the effect is reflected back at the caster as though it originated from the tarrascal, turning the caster into the target. Otherwise, the tarrascal takes the damage instead. When the tarrascal successfully reflects damage, they can't do so again until they complete a long rest. Mystic Connection When a beastheart reaches 9th level with a tarrascal companion, they gain access to the following benefit: Tarrascal . As a bonus action, your skin grows a layer of tough plates that lasts for 1 minute. While covered in plates, you have advantage on saving throws against spells and other magical effects, and your attacks deal double damage to objects and structures. You can't use this benefit again until you finish a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":24294},"publisher":"MCDM Productions","book":"Arcadia Issue No. 14"},{"name":"Tarrascal Companion (PB 3)","description":"If you're playing with MCDM's companion rules from Beastheart and Monstrous Companions, you can use the following tarrascal companion to cause big problems on your adventures. Sturdy Rascal ( 1/Long Rest ) . If the damage from a spell or a magical attack would reduce the tarrascal to 0 hit points, they are reduced to 1 hit point instead. Actions Bite ( Signature Attack ) . Melee Weapon Attack : +3 plus PB to hit, reach 5 ft., one target. Hit : 1d6 plus PB piercing damage. Rolling Rascal ( 2 Ferocity ) . The tarrascal rolls into a ball and moves up to half their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. Tenacious Grip ( 5 Ferocity ). The tarrascal makes a signature attack. If they hit, the tarrascal attaches to the target. While attached, attacks against the target have advantage, and the tarrascal can only attack the target. The attached tarrascal moves with the target whenever the target moves, requiring none of the tarrascal’s movement. The tarrascal can detach themself by spending 5 feet of movement on their turn. A creature, including the target, can use an action to detach the tarrascal. Tarrasque ( 8 Ferocity ) . The tarrascal grows with a mighty roar. Until the start of their next turn, their size is Huge, and their signature attack has a reach of 15 feet and deals an additional 1d6 piercing damage. The tarrascal then makes signature attacks against PB creatures of their choice. If the tarrascal lacks the room to become Huge, they attain the maximum size possible in the space available and still gain the other benefits of this action. Reaction Rasquey Maneuver . When either the tarrascal or the caregiver (while within 5 feet of the tarrascal) is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, the tarrascal can attempt to reflect the spell back at the caster. Roll a d4. On a 3 or 4, the target is unaffected, and the effect is reflected back at the caster as though it originated from the tarrascal, turning the caster into the target. Otherwise, the tarrascal takes the damage instead. When the tarrascal successfully reflects damage, they can't do so again until they complete a long rest. Mystic Connection When a beastheart reaches 9th level with a tarrascal companion, they gain access to the following benefit: Tarrascal . As a bonus action, your skin grows a layer of tough plates that lasts for 1 minute. While covered in plates, you have advantage on saving throws against spells and other magical effects, and your attacks deal double damage to objects and structures. You can't use this benefit again until you finish a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":24294},"publisher":"MCDM Productions","book":"Arcadia Issue No. 14"},{"name":"Tarrascal Companion (PB 4)","description":"If you're playing with MCDM's companion rules from Beastheart and Monstrous Companions, you can use the following tarrascal companion to cause big problems on your adventures. Sturdy Rascal ( 1/Long Rest ) . If the damage from a spell or a magical attack would reduce the tarrascal to 0 hit points, they are reduced to 1 hit point instead. Actions Bite ( Signature Attack ) . Melee Weapon Attack : +3 plus PB to hit, reach 5 ft., one target. Hit : 1d6 plus PB piercing damage. Rolling Rascal ( 2 Ferocity ) . The tarrascal rolls into a ball and moves up to half their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. Tenacious Grip ( 5 Ferocity ). The tarrascal makes a signature attack. If they hit, the tarrascal attaches to the target. While attached, attacks against the target have advantage, and the tarrascal can only attack the target. The attached tarrascal moves with the target whenever the target moves, requiring none of the tarrascal’s movement. The tarrascal can detach themself by spending 5 feet of movement on their turn. A creature, including the target, can use an action to detach the tarrascal. Tarrasque ( 8 Ferocity ) . The tarrascal grows with a mighty roar. Until the start of their next turn, their size is Huge, and their signature attack has a reach of 15 feet and deals an additional 1d6 piercing damage. The tarrascal then makes signature attacks against PB creatures of their choice. If the tarrascal lacks the room to become Huge, they attain the maximum size possible in the space available and still gain the other benefits of this action. Reaction Rasquey Maneuver . When either the tarrascal or the caregiver (while within 5 feet of the tarrascal) is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, the tarrascal can attempt to reflect the spell back at the caster. Roll a d4. On a 3 or 4, the target is unaffected, and the effect is reflected back at the caster as though it originated from the tarrascal, turning the caster into the target. Otherwise, the tarrascal takes the damage instead. When the tarrascal successfully reflects damage, they can't do so again until they complete a long rest. Mystic Connection When a beastheart reaches 9th level with a tarrascal companion, they gain access to the following benefit: Tarrascal . As a bonus action, your skin grows a layer of tough plates that lasts for 1 minute. While covered in plates, you have advantage on saving throws against spells and other magical effects, and your attacks deal double damage to objects and structures. You can't use this benefit again until you finish a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":24294},"publisher":"MCDM Productions","book":"Arcadia Issue No. 14"},{"name":"Tarrascal Companion (PB 5)","description":"If you're playing with MCDM's companion rules from Beastheart and Monstrous Companions, you can use the following tarrascal companion to cause big problems on your adventures. Sturdy Rascal ( 1/Long Rest ) . If the damage from a spell or a magical attack would reduce the tarrascal to 0 hit points, they are reduced to 1 hit point instead. Actions Bite ( Signature Attack ) . Melee Weapon Attack : +3 plus PB to hit, reach 5 ft., one target. Hit : 1d6 plus PB piercing damage. Rolling Rascal ( 2 Ferocity ) . The tarrascal rolls into a ball and moves up to half their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. Tenacious Grip ( 5 Ferocity ). The tarrascal makes a signature attack. If they hit, the tarrascal attaches to the target. While attached, attacks against the target have advantage, and the tarrascal can only attack the target. The attached tarrascal moves with the target whenever the target moves, requiring none of the tarrascal’s movement. The tarrascal can detach themself by spending 5 feet of movement on their turn. A creature, including the target, can use an action to detach the tarrascal. Tarrasque ( 8 Ferocity ) . The tarrascal grows with a mighty roar. Until the start of their next turn, their size is Huge, and their signature attack has a reach of 15 feet and deals an additional 1d6 piercing damage. The tarrascal then makes signature attacks against PB creatures of their choice. If the tarrascal lacks the room to become Huge, they attain the maximum size possible in the space available and still gain the other benefits of this action. Reaction Rasquey Maneuver . When either the tarrascal or the caregiver (while within 5 feet of the tarrascal) is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, the tarrascal can attempt to reflect the spell back at the caster. Roll a d4. On a 3 or 4, the target is unaffected, and the effect is reflected back at the caster as though it originated from the tarrascal, turning the caster into the target. Otherwise, the tarrascal takes the damage instead. When the tarrascal successfully reflects damage, they can't do so again until they complete a long rest. Mystic Connection When a beastheart reaches 9th level with a tarrascal companion, they gain access to the following benefit: Tarrascal . As a bonus action, your skin grows a layer of tough plates that lasts for 1 minute. While covered in plates, you have advantage on saving throws against spells and other magical effects, and your attacks deal double damage to objects and structures. You can't use this benefit again until you finish a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":24294},"publisher":"MCDM Productions","book":"Arcadia Issue No. 14"},{"name":"Tarrascal Companion (PB 6)","description":"If you're playing with MCDM's companion rules from Beastheart and Monstrous Companions, you can use the following tarrascal companion to cause big problems on your adventures. Sturdy Rascal ( 1/Long Rest ) . If the damage from a spell or a magical attack would reduce the tarrascal to 0 hit points, they are reduced to 1 hit point instead. Actions Bite ( Signature Attack ) . Melee Weapon Attack : +3 plus PB to hit, reach 5 ft., one target. Hit : 1d6 plus PB piercing damage. Rolling Rascal ( 2 Ferocity ) . The tarrascal rolls into a ball and moves up to half their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. Tenacious Grip ( 5 Ferocity ). The tarrascal makes a signature attack. If they hit, the tarrascal attaches to the target. While attached, attacks against the target have advantage, and the tarrascal can only attack the target. The attached tarrascal moves with the target whenever the target moves, requiring none of the tarrascal’s movement. The tarrascal can detach themself by spending 5 feet of movement on their turn. A creature, including the target, can use an action to detach the tarrascal. Tarrasque ( 8 Ferocity ) . The tarrascal grows with a mighty roar. Until the start of their next turn, their size is Huge, and their signature attack has a reach of 15 feet and deals an additional 1d6 piercing damage. The tarrascal then makes signature attacks against PB creatures of their choice. If the tarrascal lacks the room to become Huge, they attain the maximum size possible in the space available and still gain the other benefits of this action. Reaction Rasquey Maneuver . When either the tarrascal or the caregiver (while within 5 feet of the tarrascal) is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, the tarrascal can attempt to reflect the spell back at the caster. Roll a d4. On a 3 or 4, the target is unaffected, and the effect is reflected back at the caster as though it originated from the tarrascal, turning the caster into the target. Otherwise, the tarrascal takes the damage instead. When the tarrascal successfully reflects damage, they can't do so again until they complete a long rest. Mystic Connection When a beastheart reaches 9th level with a tarrascal companion, they gain access to the following benefit: Tarrascal . As a bonus action, your skin grows a layer of tough plates that lasts for 1 minute. While covered in plates, you have advantage on saving throws against spells and other magical effects, and your attacks deal double damage to objects and structures. You can't use this benefit again until you finish a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Unaligned","Expansion":24294},"publisher":"MCDM Productions","book":"Arcadia Issue No. 14"},{"name":"Tarrasque","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Legendary Resistance (3/Day) : If the tarrasque fails a saving throw, it can choose to succeed instead. Magic Resistance : The tarrasque has advantage on saving throws against spells and other magical effects. Reflective Carapace : Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. Siege Monster : The tarrasque deals double damage to objects and structures. Actions Multiattack : The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite. Bite : Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained , and the tarrasque can't bite another target. Claw : Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage. Horns : Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage. Tail : Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone . Frightful Presence : Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours. Swallow : The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained , it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Attack : The tarrasque makes one claw attack or tail attack. Move : The tarrasque moves up to half its speed. Chomp (Costs 2 Actions) : The tarrasque makes one bite attack or uses its Swallow.","properties":{"Category":"Monsters","AC":"25 (Natural Armor)","HP":"676 (33d20+330)","CHA":11,"CON":30,"DEX":11,"INT":3,"STR":30,"WIS":11,"Size":"Gargantuan","Type":"monstrosity (titan)","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"Bite\n1d20 + 19\n4d12+10","Roll 1":"Claw\n1d20 + 19\n4d8+10","Roll 2":"Horns\n1d20 + 19\n4d10+10","Roll 3":"Tail\n1d20 + 19\n4d6+10","Senses":"Blindsight 120 Ft.","Source":"5th Edition SRD","data-XP":"155,000","Alignment":"Unaligned","data-List":"false","Immunities":"Fire, Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","Token Size":4,"data-LANum":3,"data-Traits":"[{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the tarrasque fails a saving throw, it can choose to succeed instead.\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The tarrasque has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Reflective Carapace\",\"Desc\":\"Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.\"},{\"Name\":\"Siege Monster\",\"Desc\":\"The tarrasque deals double damage to objects and structures.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tai l. It can use its Swallow instead of its bite.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"19\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"4d12 + 10\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"19\",\"Reach\":\"15 ft.\",\"Target\":\"one target\",\"Damage\":\"4d8 + 10\",\"Damage Type\":\"slashing\"},{\"Name\":\"Horns\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"19\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"4d10 + 10\",\"Damage Type\":\"piercing\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"19\",\"Reach\":\"20 ft.\",\"Target\":\"one target\",\"Damage\":\"4d6 + 10\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone\"},{\"Name\":\"Frightful Presence\",\"Desc\":\"Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.\"},{\"Name\":\"Swallow\",\"Desc\":\"The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.\"}]","data-CHA-mod":"+0","data-CON-mod":"+10","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+10","data-SizeNum":7,"data-WIS-mod":"+0","Saving Throws":"Int +5, Wis +9, Cha +9","Challenge Rating":30,"Passive Perception":10,"Condition Immunities":"Charmed, Frightened, Paralyzed, Poisoned","data-Legendary Actions":"[{\"Name\":\"Attack\",\"Desc\":\"The tarrasque makes one claw attack or tail attack.\"},{\"Name\":\"Move\",\"Desc\":\"The tarrasque moves up to half its speed.\"},{\"Name\":\"Chomp (Costs 2 Actions)\",\"Desc\":\"The tarrasque makes one bite attack or uses its Swallow.\"}]","data-CrNum":30,"data-AcNum":25,"data-HpNum":676},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Tarrasque","description":"The legendary tarrasque is possibly the most dreaded monster of the Material Plane. It is widely believed that only one of these creatures exists, though no one can predict where and when it will strike. A scaly biped, the tarrasque is fifty feet tall and seventy feet long, weighing hundreds of tons. It carries itself like a bird of prey, leaning forward and using its powerful lashing tail for balance. Its cavernous maw yawns wide enough to swallow all but the largest creatures, and so great is its hunger that it can devour the populations of whole towns. Legendary Destruction. The destructive potential of the tarrasque is so vast that some cultures incorporate the monster into religious doctrine, weaving its sporadic appearance into stories of divine judgment and wrath. Legends tell how the tarrasque slumbers in its secret lair beneath the earth, remaining in a dormant state for decades or centuries. When it awakens in answer to some inscrutable cosmic call, it rises from the depths to obliterate everything in its path. Traits Legendary Resistance (3/Day) : If the tarrasque fails a saving throw, it can choose to succeed instead. Magic Resistance : The tarrasque has advantage on saving throws against spells and other magical effects. Reflective Carapace : Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. Siege Monster : The tarrasque deals double damage to objects and structures. Actions Multiattack : The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite. Bite : Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled, escape DC 20. Until this grapple ends, the target is restrained, and the tarrasque can't bite another target. Claw : Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage. Horns : Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage. Tail : Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. Frightful Presence : Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours. Swallow : The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Attack : The tarrasque makes one claw attack or tail attack. Move : The tarrasque moves up to half its speed. Chomp (Costs 2 Actions) : The tarrasque makes one bite attack or uses its Swallow.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity (titan)","Source":"MM1","Alignment":"unaligned","Challenge Rating":30},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Tarrasque (Variant)","description":"The tarrasque presented here is a more challenging variant the DM can choose to use. Traits Legendary Resistance (3/Day). If the tarrasque fails a saving throw, it can choose to succeed instead. Magic Resistance. The tarrasque has advantage on saving throws against spells and other magical effects. Regeneration. The tarrasque regains 100 hit points at the start of its turn. If the tarrasque takes acid damage, this trait doesn't function at the start of the tarrasque's next turn. The tarrasque dies only if it starts its turn with 0 hit points and doesn't regenerate. Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target. Siege Monster. The tarrasque deals double damage to objects and structures. Actions Multiattack. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its Bite, two with its Claw, one with its Horns, and one with its Tail. It can use its Swallow instead of its Bite. Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't use Bite on another target. Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage. Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) piercing damage. If the attack roll succeeds by 5 or more, the target must make a DC 20 Constitution saving throw or be stunned until the end of the tarrasque's next turn. Tail. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. Disintegration Breath (Recharge 6). The tarrasque exhales devastating radiant energy in a 240-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking takes 75 (10d6 + 40) radiant damage on a failed save, or half as much on a successful one. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. Frightful Presence. Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours. Swallow. The tarrasque makes one Bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the Bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (l6d6) acid damage at the start of each of the tarrasque's turns. If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. Bonus Actions Earth-Shaking Movement. After moving at least 10 feet on the ground, the tarrasque sends a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 27 Constitution saving throw or the creature’s concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 27 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped. Legendary Actions The tarrasque can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tarrasque regains spent legendary actions at the start of its turn. Attack. The tarrasque makes one Claw attack or Tail attack. Move. The tarrasque moves up to half its speed. Chomp (Costs 2 Actions). The tarrasque makes one Bite attack or uses its Swallow.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Monstrosity (Titan)","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":30},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Tartalo","description":"These brutish humanoids stand nearly three times the height of a human, with a single eye glaring out from beneath a beetling brow. They typically dress roughly in stitched sheepskins, but a gleaming gold ring usually adorns one of its fingers. These one-eyed giants dwell in temperate and subtropical hilly and mountainous regions. Tartalos are generally solitary, living alone in large, spacious caves. Occasionally, mated pairs or small family groups with children are encountered. Tartalos raise herd animals such as sheep or goats, grazing them on the slopes near their home, and bringing their herd into their cave home with them at night. Cannibalistic. While tartalos mainly subsist on the flesh of their herd animals, they crave the taste of humanoid flesh. If a lone hunter, lost hikers, or band of wayward travelers pass near their lair, a tartalo is sure to attack if it notices them, eager for a meal. Cursed Rings. Tartalos are known for their crafting skills, specifically rings. Tartalo have a natural magical ability, and are able to imbue the ring they forge with a captured spirit. This spirit inhabits the ring, keeps the tartalo company, and provides useful magical aid when needed. This rings rarely leave a tartalo’s hand, except when passed on to offspring. A ring is loyal to the tartalo that crafted it, or to whomever a tartalo gives it to freely. If stolen, a tartalo’s ring will attempt to get back to its owner however possible. If the thief, or anyone given the ring, puts it on, the ring cannot be removed except by the casting of a remove curse or by the ring’s own will. Typically, the ring will scream for help, loudly and incessantly, in order to attract its owner. If its owner is killed, the ring will do whatever it can to get the killer in trouble (shouting insults at inopportune moments, yelling to attract the attention of monsters, etc). The one way to stop such behavior is to agree to take the ring to another tartalo and give it to the giant, though often a ring will simply tell that tartalo about the killing of its owner, urging it to exact justice.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":6},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Tartuccio","description":"Tartuccio meets the PCs early on, but hides his true motives from them as best he can. His skill with illusions and trickery could make him an unusual leader of a criminal organization in a small town, or perhaps as a unique specialist working for an organization with greater reach. Traits Change Shape. By performing a 10-minute ritual, Tartuccio can polymorph into a Small humanoid with a unique appearance, or back into his true form. He can’t use this ability to disguise himself as a specific individual. His statistics are the same in each form, and he reverts to his true form if he is slain. He uses this ability to take on the appearance of a purple-scaled kobold named Tartuk. Special Equipment. Tartuccio has a wand of magic missiles . Spellcasting. Tartuccio is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Tartuccio has the following sorcerer spells prepared: Cantrips (at will): light, mage hand, minor illusion, true strike 1st level (4 slots): burning hands, mage armor, shield, silent image 2nd level (3 slots): invisibility, mirror image, scorching ray Actions Multiattack. Tartuccio makes two attacks with his sickle, or he uses his wand of magic missiles. Sickle. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage. Wand of Magic Missiles. Tartuccio expends a charge to activate his wand of magic missiles , launching three darts of force. Each dart hits a creature of Tartuccio’s choice that he can see within range, dealing 3 (1d4+1) force damage. The wand has 7 charges, and Tartuccio can expend extra charges, adding one dart per charge spent. The wand regains 1d6 + 1 expended charges daily at dawn. If the last charge is used, roll a d20. On a 1, the wand turns to ash and is destroyed. Reactions Invoke Old Sharptooth. When a Sootscale kobold harms Tartuccio while he is disguised as Tartuk, he demoralizes the kobold with a short warning such as “Old Sharptooth will punish you for your transgressions!” The kobold gains disadvantage on all checks until the end of its next turn.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Tarul Var","description":"After failing in an earlier task for the Red Wizards, the lich Tarul Var is sequestered within the Doomvault ( Dead in Thay ), where he tries to avoid the attention of Szass Tam. Interlopers who discover his quarters are set upon by the lich and his dread warrior guards, but if Var is brought to the brink of death, he might bargain for a chance to escape the dungeon. Undead Nature. A lich doesn't require air, food, drink, or sleep. Traits Focused Conjuration . While Var is concentrating on a conjuration spell, his concentration can't be broken as a result of taking damage. Legendary Resistance (3/Day) . If Var fails a saving throw, he can choose to succeed instead. Rejuvenation . If Var is destroyed but his phylactery remains intact, Var gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery. Spellcasting . Var is a 12th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, unseen servant* 2nd level (3 slots): detect thoughts, flaming sphere*, mirror image, scorching ray 3rd level (3 slots): counterspell, dispel magic, fireball 4th level (3 slots): dimension door*, Evard's black tentacles* 5th level (3 slots): cloudkill*, scrying 6th level (1 slot): circle of death *Conjuration spell of 1st level or higher Turn Resistance . Var has advantage on saving throws against any effect that turns undead. Actions Paralyzing Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: (3d6) cold damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Benign Transposition. Var teleports up to 30 feet to an unoccupied space he can see. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, both creatures teleport, swapping places. Var can use this feature again only after he finishes a long rest or casts a conjuration spell of 1st level or higher. Legendary Actions Tarul Var can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tarul Var regains spent legendary actions at the start of their turn. Cantrip. Var casts a cantrip. Paralyzing Touch (Costs 2 Actions). Var uses Paralyzing Touch. Frightening Gaze (Costs 2 Actions). Var fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 17 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Var's gaze for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":7386,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Taryon Darrington","description":"Gleaming, resplendent, and overflowing with indefatigable confidence, Taryon Gary Darrington is every bit the man he was when he parted ways with Vox Machina over twenty years ago. These days, though, all the bravado and good cheer he had two decades ago is real—not just an act. Tary doesn’t need to fake it anymore; he’s made it. Even if responsibility doesn’t come easily to him, he takes it whenever he has to. After the Epilogue. After many years running the Darrington Brigade—his heroic adventuring band—and publishing several absolutely true accounts of their exploits, Taryon realized his adventuring checklist was essentially complete. He left his home in Deastok, in Wildemount’s Dwendalian Empire, and began a new chapter of his life. Leaving the brigade in the capable hands of his sister, Maryanne, and his confidant Lionel Gayheart, Taryon traveled around launching several smaller “satellite” brigades in Wildemount’s most dangerous lands. Then, realizing he had spent his career as a writer of nonfiction adventure books, he decided to try his hand at fiction instead. With his trusty scribe and majordomo Doty X at his side (“Doty Ten,” he patiently explains to anyone who mispronounces it), Taryon and his husband Lawrence moved to the Menagerie Coast, setting up in a small writing cottage in Port Damali. While Lawrence tutors local students, Taryon has been dashing off novel after novel. His most successful books are a series called “The Deastok Mysteries,” which feature a young, handsome blonde boy who solves crimes around Wildemount with his brilliant intellect and trusty robot sidekick. From time to time, Taryon charters a skyship to visit his old friends in Whitestone and enjoy the memories of their time together as full-fledged members of Vox Machina. The Automatic Scribe, Doty. Doty X is much like past models of Tary's mechanical servant—vaguely humanoid but not too expressive. The new model is sleek and stylish, and not built for battle. Doty’s vocabulary has grown to six words: “Tary,” “Yes,” “Correct,” “Absolutely,” “Soon,” and “Handsome.” The scribe also features a built-in shelf of Taryon’s favorite books—that is, his favorite books that he’s written himself—in case Taryon needs to make a sale while he’s on holiday. Vox Machina Heroes. Scoundrels. Legends. Dumbasses. The legacy of the adventuring party Vox Machina is a complicated one. Over the course of their adventures, they’ve selflessly saved the lives of thousands of people in Tal’Dorei, Wildemount, Issylra, and beyond. Of course, there are also countless tales of individuals they’ve bullied, threatened, insulted, or otherwise needlessly antagonized throughout those same adventures. These legendary figures grew from a band of dime-a-dozen sellswords in the swamp burgh of Stilben to gods-blessed warriors whose actions might have saved all of Exandria from a future of undead tyranny. The deeds of Vox Machina are sung by bards across Tal’Dorei, often exaggerating those already belief-defying tales of gods and monsters and magic. But though their legend has grown wild and unruly, the members of Vox Machina are still people. More than twenty years have passed since their last great campaign. Most of them are still alive, and the lives of these heroes have changed—in big ways and in smaller, more subtle ones. Those among them who age have softer bodies and lines on their faces. Those among them who don’t age still show the weight of the world upon their shoulders. By and large, the members of Vox Machina have set aside weapons, armor, and spells in favor of more subtle ways of helping others. Some lead the lands they were born to lead. Others have been elected to the Tal’Dorei Council, shaping the fate of the continent’s people with quiet wisdom rather than blades and battle cries. Still, each member of this legendary band of adventurers would take up arms again in an instant if it meant protecting those they care for the most. And the Vestiges of Divergence, whose power they unlocked in the battles against the Cinder King and the Whispered One, are still within their grasp. The following stat blocks are here for GMs to use if their players encounter a member of Vox Machina—hopefully as an ally or a \"quest giver,\" for woe betide anyone who encounters these legendary heroes as a foe. These statistics don’t represent the full extent of the characters’ abilities as 20th-level adventurers, but have been streamlined to make them easier for the Game Master to run. Traits Alchemical Defense. Tary’s experimental concoctions have granted him resistance to acid and poison damage, and immunity to the poisoned condition. Doty. Doty moves and acts on Tary’s turn, and Tary can use a bonus action to command him to use the Dash, Dodge, Disengage, or Attack action. He can also command him to Attack as part of his Multitask action (see below). Doty can take only one action on each of Tary’s turns. Focused. Tary has advantage on Constitution saving throws made to maintain concentration on spells. Special Equipment. Tary wears a helm of brilliance , a robe of useful items , and a ring of the ram . He carries a rod of mercurial form , as well as a bag of holding , 1d4 + 4 beads of force , a broom of flying , and a chime of opening . Spellcasting. Tary is a 15th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following spells prepared: Cantrips (at will): mending, prestidigitation, ray of frost (3d8) 1st level (4 slots): detect magic, heroism, identify, shield 2nd level (3 slots): alter self, branding smite, see invisibility, warding bond 3rd level (3 slots): dispel magic, fly, haste, magic circle, revivify 4th level (2 slots): banishment, fabricate, fire shield Toughness. Tary has an additional 30 hit points. Actions Multitask. Tary makes two weapon attacks or casts a spell with a casting time of 1 action, and can also command Doty to use his Empowered Fist or Repair action. Mercurial Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) slashing damage. Bead of Force. Tary throws a bead of force up to 60 feet. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 12 (5d4) force damage. A sphere of transparent force then encloses the area for 1 minute. A creature that fails the save and is completely within the area is trapped inside the sphere. Reactions Brilliant Intellect. When Tary or another creature he can see within 30 feet of him makes an ability check or a saving throw, he can use his reaction to add +4 to the roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Expansion":20583,"Challenge Rating":9},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Tasha the Witch","description":"Tasha’s path to greatness began when she was adopted by the arch-hag Baba Yaga, who named her Natasha. Tasha went on to create various spells, including Tasha’s Hideous Laughter , and her magic-fueled ambitions brought her into contact with demons and demon lords, which she subjugated and used against her enemies. On the Material Plane, she became known as Iggwilv the Witch Queen and wrote the Demonomicon of Iggwilv , the greatest of all treatises on the Abyss and its demonic inhabitants. In recent years, Tasha has sequestered herself in the Feywild, achieving incredible power and slowly turning into a Fey creature. Tasha has become Zybilna, archfey of the domain of Prismeer. Answering the Summons When Zybilna received Alustriel Silverhand’s summons to combat Vecna, the archfey was sorely needed in Prismeer. As a compromise, and to honor Tasha’s friendship with Alustriel, Zybilna sent a version of herself from the past to Alustriel’s side. The Tasha who appears in the adventure is a powerful wizard, though she is not yet a witch queen or an archfey. Traits Legendary Resistance (3/Day). If Tasha fails a saving throw, she can choose to succeed instead. Magic Resistance. Tasha has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her Robe of the Archmagi.) Special Equipment. Tasha wears a Robe of the Archmagi. Actions Multiattack. Tasha makes two Caustic Blast attacks and uses Psychic Whip once. Caustic Blast. Melee or Ranged Spell Attack: +14 to hit, reach 5 ft. or range 120 ft., one target. Hit: 21 (6d4 + 6) acid damage. Psychic Whip. Tasha psychically lashes out at one creature she can see within 90 feet of herself. The target must make a DC 20 Intelligence saving throw. On a failed save, the target takes 21 (6d6) psychic damage and has the stunned condition until the start of Tasha’s next turn. On a successful save, the target takes half as much damage only. Spellcasting. Tasha casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks): At will: Detect Magic, Disguise Self, Dispel Magic, Light, Mage Hand, Message, Prestidigitation, Tasha’s Hideous Laughter 2/day: Polymorph 1/day each: Maze, Telekinesis Bonus Actions Abyssal Visage (2/Day). For 1 minute, Tasha gains a flying speed of 30 feet, is immune to poison damage and the poisoned condition, and has advantage on attack rolls against any creature that doesn’t have all its hit points. These benefits end early if Tasha has the incapacitated condition or if she uses another bonus action to dismiss them. Reactions Arcane Rebuff. Immediately after Tasha takes damage, she unleashes arcane energy in a 10-foot-radius sphere centered on herself. All other creatures in that area must make a DC 20 Dexterity saving throw, taking 19 (3d12) lightning damage on a failed save or half as much damage on a successful one. Tasha then teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet of herself.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human, Wizard)","Alignment":"Chaotic Neutral","Expansion":30583,"Challenge Rating":19},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Tashlyn Yafeera","description":"The Doom Raiders The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called “dooms” by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies. Tashlyn Yafeera Tashlyn is Master of Arms and Mercenaries for the Waterdeep Zhentarim. In this role, she provides armor, weapons, and training to sellswords on the Black Network’s payroll. Tashlyn has established a useful cover by serving as a bodyguard to Vorondar Levelstone, a dwarf magister stationed at the South Gate. She likes the dwarf and has earned his confidence, allowing her to reach the rank of captain in the City Guard. In that position, she watches over traffic that passes through the gate—and ensures that her associates in the Black Network can come and go freely. Born to a well-off family in Calimshan, Tashlyn has an unfettered sense of superiority. Quick to anger, she hates to back down from a fight. She respects anyone who can best her in melee combat. Traits Indomitable (2/Day). Tashlyn can reroll a saving throw that she fails. She must use the new roll. Second Wind (Recharges after a Short or Long Rest). As a bonus action, Tashlyn can regain 20 hit points. Actions Multiattack. Tashlyn makes three attacks with her greatsword or her shortbow. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, plus 7 (2d6) slashing damage if Tashlyn has more than half her hit points remaining. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if Tashlyn has more than half her hit points remaining.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":7393,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Tassil Firefingers","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Halfling)","Alignment":"Chaotic Neutral","Expansion":32062,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Tatzelwurm","description":"This draconic creature's serpentine tail whips sinuously back and forth as the beast rushes forward on two short, taloned legs. Despite its scaly skin, its head resembles a cat's, and its forked tongue darts from a fanged mouth leaking acrid vapors. Though lesser dragons, tatzelwurms are nonetheless vicious, dangerous predators. Most inhabit forested hills and mountains, lairing in natural caves, hollow trees, or deadfalls. Some tatzelwurms lair in abandoned mines, and in some cases even chase miners out of a preferred site. Setting Out Bait. Their hunting methods vary, but many tatzelwurms use bait to lure prey into an ambush, setting out piles of fruit, grains, carrion, or even treasure to attract food into their clutches. They pounce from hiding, coiling their snake-like body and releasing it like a spring, allowing for jumps that rival those of great cats. Others prefer to drop from trees onto prey. Whistles and Hisses. The tatzel wurm is known for its horrible shrieks, low whistles, and hisses, and these noises can distract or frighten foes. Mounted riders find their mounts may be scared off or may rear on hearing a tatzelwurm's hiss. These sounds are also used as a warning to rivals and in mating season to attract mates. Poisonous Blood . A tatzelwurm's blood is as toxic as its venomous bite. When the Tatzelwurm takes piercing or slashing damage, each creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 5 (2d4) poison damage. A creature that consumes the flesh of a tatzelwurm must succeed on a DC 14 Constitution saving throw or be poisoned for 8 hours. Pounce. If the tazelwurm moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tazelwurm can make one Bite attack against it as a bonus action. Actions Multiattack. The tatzelwurm makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 5 (2d4) poison damage. Claw . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) slashing damage. Poisonous Breath (Recharge 6) . The tatzelwurm exhales a cloud of poisonous vapor in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The tatzelwurm can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The tatzelwurm regains spent legendary actions at the start of its turn. Move. The tatzelwurm moves up to half its speed without provoking opportunity attacks. Angry Hiss (Costs 2 Actions). The tatzelwurm gives a loud, menacing hiss. Each creature within 30 feet of the tatzelwurm must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. Tail Slap (Costs 2 Actions). The tatzelwurm swings its tail in a wide arc around it. Each creature within 10 feet of the tatzelwurm must succeed on a DC 14 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Tatzling","description":"You know, mein experiments haf blöwn up in mein face far less since zis chappy has been helpink me in ze laboratory. But last night, I did see him slip on a patch of beer and knock over a broom, which hit Peeper und sent him flyink into Lut’s bar, knockink ovr every bottle ov rum she owns. Such an unfortunate kreature… — Humperdink, Recently Lucky Type: Dragon Creature Component: Silver dragon Bonus Tamer Improvement: Growth I and +2 Hit Dice With a distinctive lopsided horn, scales of a deep midnight hue, and a sinuous, eel-like body, it is hard to believe that the tatzel family is a close relative of the silver dragon. Though more introverted than their gregarious argent cousins, tatzelwurms and their biomantic counterparts, tatzlings, are just as friendly towards those in need. Widely regarded as a sign of impending doom and misfortune, superstitious folk the world over ward their homes against these sleek shadow-cats. This is to the villagers’ detriment, however; tatzlings have the unique ability to draw bad luck from others. In fact, it is this aspect that makes a tatzling such a great protector and causes its most innocent failures to become disastrous. If any of the tatzling’s traits or actions require saving throws, it is always against the tatzling’s save DC, as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the tatzling’s Constitution modifier Monster Trainer Growth I Prerequisite: become a tamer’s companion Type: Passive (companion) The tatzling’s size increases to Small and its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage die of its Bite attack increases to a d8 and its Claws to a d6. The tatzling gains this improvement when it becomes a companion; it doesn’t cost an improvement. Harden I Prerequisite: 3rd-level tamer Type: Passive (companion) The tatzling gains a +2 bonus to its AC while it isn’t wearing armour. Cold Demeanour Prerequisite: 3rd-level tamer Type: Active (bonus action) As a bonus action, the tatzling creates a magical protective shield that surrounds it, covering its scales in a delicate patina of hoarfrost. It gains temporary hit points equal to three times its tamer’s proficiency bonus for 1 minute. If a creature hits it with a melee attack while it has these temporary hit points, the creature takes cold damage equal to three times its tamer’s proficiency bonus. After the tatzling uses this action, it can’t do so again until its tamer finishes a short or long rest. Growth II Prerequisite: 5th-level tamer, Growth I Type: Passive (companion) The tatzling’s size increases to Medium and its Hit Die size increases to a d8 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage die of its Bite attack increases to a d10 and its Claws to a d8. Multiattack Prerequisite: 5th-level tamer Type: Active (action) As an action, the tatzling can make two attacks: one with its Bite and one with its Claws. Slowing Gaze Prerequisite: 5th-level tamer Type: Active (action) As an action, the tatzling targets one creature it can see within 30 feet of it that can see it. The target must succeed on a Constitution saving throw or be affected by the slow spell until the start of the tatzling’s next turn, until the tatzling can no longer see it, until it is more than 60 feet from the tatzling, or until the tatzling chooses to end the effect (no action required). At the start of its subsequent turns, the tatzling can use its bonus action to extend the effect’s duration to the start of its next turn. For the effect’s duration, the tatzling has disadvantage on attack rolls against creatures other than the target of this effect. After the tatzling uses this action, it can’t do so again until its tamer finishes a short or long rest. Harden II Prerequisite: 9th-level tamer, Harden I Type: Passive (companion) The tatzling gains a +2 bonus to its AC while it isn’t wearing armour. This improvement is in addition to the bonus from Harden I. Aura of Protection Prerequisite: 9th-level tamer Type: Passive (tamer and allies) Whenever a creature friendly to the tatzling makes a saving throw while within 10 feet of the tatzling, the creature gains a bonus to the saving throw equal to the tatzling’s Constitution modifier (minimum +1). The tatzling must be conscious to grant this bonus. Growth III Prerequisite: 13th-level tamer, Growth II Type: Passive (companion) The tatzling’s size increases to Large and its Hit Die size increases to a d10 (its hit point maximum consequently increases by 1 for each of its Hit Dice). The damage die of its Bite attack increases to a d12 and its Claws to a d10. Slowing Glare Prerequisite: 13th-level tamer, Slowing Gaze Type: Active (action) As an action, each creature of the tatzling’s choice in a 40-foot cone originating from its eyes must succeed on a Constitution saving throw or become affected by the slow spell for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. After the tatzling uses this action, it can’t do so again until its tamer finishes a long rest. When the tatzling’s tamer reaches 17th level in the tamer class, this effect’s cone increases to 60 feet. Freezing Blast Prerequisite: 17th-level tamer, Cold Demeanour Type: Active (action), Passive (companion) The tatzling gains immunity to cold damage. As an action, the tatzling causes temperatures to plummet. Each creature within 20 feet of it must make a Constitution saving throw, taking 35 (10d6) cold damage on a failure, or half as much damage on a success. In addition, surfaces in the area become covered in a thin sheet of ice that lasts for 1 minute. When the ice appears, each creature standing on it must succeed on a Dexterity saving throw or fall prone. A creature that enters the area for the first time on its turn or ends its turn there must also succeed on a Dexterity saving throw or fall prone. The tatzling automatically succeeds on these Dexterity saving throws. After the tatzling uses this action, it can’t do so again until its tamer finishes a long rest.","properties":{"Category":"Monsters","Size":"Tiny","Type":"dragon","Alignment":"lawful good","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tatzlwyrm","description":"Tatzlwyrm Tatzlwyrms resemble human-sized snakes with two arms and a dragon’s head. Distant relatives of true dragons, tatzlwyrms possess only a meager level of intelligence. They can speak, but their ability to reason is limited and they can’t use magic. They do possess a level of cunning, however, and some have been known to build rudimentary traps and even lairs. Traits Pounce. If the tatzlwyrm moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tatzlwyrm can make one bite attack against it as a bonus action. Actions Multiattack. The tatzlwyrm makes two attacks; one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage and the target is grappled (escape DC 12). Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. Poison Breath. The tatzlwyrm breathes a poisonous cloud into a grappled creature’s face. The creature must succeed a DC 12 Constitution saving throw or become poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"neutral","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Taurusphinx","description":"The irascible and dimwitted taurusphinx possesses the body of a lion, the wings of a falcon, and the head of a bull. It is a very territorial creature and will attack and drive off anything that it sees encroaching where it lives, including other male sphinxes. The taurusphinx has an intense desire for gynosphinxes and will stop at nothing to mate with them. It collects treasure in the hopes of offering it to a gynosphinx. Gynosphinxes detest taurusphinxes, however, and avoid them at all costs. Grasslands Hunter. The taurusphinx is usually found in plains, grassy hills, savannahs, and tundras and makes its lair in caves and ruins. The taurusphinx is omnivorous, feeding primarily on grass but supplements its diet with meat. It usually hunts grazing mammals but will not hesitate to prey on humanoids if food is scarce. Mighty Beast. In combat, a taurusphinx will first charge at its prey, goring it with its massive horns. If the target is still alive after this brutal attack, the taurusphinx usually finishes it off with its raking claws. Against numerous or more formidable foes, the taurusphinx will use its powerful bellow to deafen and stun them. Sphinxes Not all sphinxes are divine guardians tasked to guard gods' treasures. Some sphinxes, like the canisphinx, crocosphinx, dracosphinx, luposphinx, taurusphinx, and the threskisphinx, are free to do as they please. They sometimes work as mercenaries, offering their services to powerful entities. Traits Charge. If the sphinx moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, the target takes an extra 11 (2d10) piercing damage. Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. Reckless. At the start of its turn, the sphinx can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Magic Weapons. The sphinx's weapon attacks are magical. Actions Multiattack. The sphinx makes three attacks: one Gore attack and two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 4 (1d8) slashing damage. Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Bellow (2/Day). The sphinx emits a magical bellow. Each time it bellows before finishing a long rest, the bellow is louder and the effect is different, as detailed below. Each creature within 60 feet of the sphinx and able to hear the bellow must make a saving throw. First Bellow. Each creature that fails a DC 14 Constitution saving throw is deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Bellow. Each creature that fails a DC 14 Constitution saving throw is deafened for 1 minute. A deafened creature is stunned and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. Claw Attack. The sphinx makes one Claw attack. Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Raking Pounce (Costs 3 Actions). The sphinx moves up to its speed without provoking opportunity attacks and makes two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 4 (1d8) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Tauslek","description":"The tauslek was first discovered by jagladine explorers on a forgotten world many centuries ago. Since then, they've been subjected to repeated research and experimentation with the tauslek's unusual ability to acquire memories and intellects spawning a number of bio-engineered technologies pertaining to memory extraction and manipulation. Young tausleks are roughly the size of a small dog, while the more advanced matriarchs rival a large horse. They most closely resemble centipedes with two scintillating eyes and a fierce set of mandibles capable of piercing armor. The plates of their carapace are green and outlined in black towards the end of their length. Although tausleks may appear as vermin, an adult matriarch proves far more cunning than any low-order animal, one of the many advantages it uses to hunt sentient prey. In rural areas, tausleks have enough presence of mind to attack less dangerous children, while avoiding guard animals and more mindful adults. Memory Scavengers. Communities of tauslek prefer remote nesting sites, located within a short distance of well-travelled highways or small outpost colonies. Intellect absorbed by slain prey imparts the tauslek with enough insight to seek shelter back at their nest. By the time their boosted mental capacity wears off, the now animalistic urges drive it to seek further sustenance, thus repeating the cycle. Complications often arise during these hit-and-run tactics when it slays adventurers and community guardians attempting to route them. More often than not, the tauslek use the newly acquired memories from such encounters to take advantage of what their would-be killers know to inflict further harm on the communities which sent them. Matriarchal Nightmares. A tauslek matriarch is a nightmare to behold, a ravenous beast eager to carry off prey and devour its mind one memory at a time. Weighing nearly 500 pounds, it manages to permanently retain some of its stolen intellects, able to call on specific memories from its subconscious when necessary. A matriarch lives well beyond the hunting instincts of an animal, because it doesn’t merely hunt to survive, lusting instead for power, the savored intellects to improve itself, and the shared insights to terrorize others. As such, they prefer to grab lone opponents and retreat with them into cover where they can consume the memories of a held foe. Once it slays this initial target, the matriarch then uses the stolen memories to coax the creature's remaining allies into an ambush, where it repeats the process. Enhancing its own frightening reputation, tauslek matriarchs create a temporary bond with those infected by the poison of its kind, able to perform subtle sinuous motions to captivate those succumbing to the poison's effects. Manipulated Spread. Members of the Bellanic Accord blame the appearance of tauslek matriarchs on their Hegemony enemies, claiming such creatures never existed on other worlds before the meddling of jagladine scientists spread their threat across the multiverse. These 'slanderous rumors' as decreed by the Hegemony are in fact true—the deadly nature of the tauslek matriarch is directly tied to genetic modifications performed by the jagladine intent on weaponizing the tauslek for the Hegemony. Indeed, the inevitable result of these experiments created the matriarch—now considered a blight throughout worlds of both the Bellianic Accord and Ultari Hegemony, each blaming the other for smuggling these enhanced tauslek past their respective borders. Even among Hegemony worlds, tausleks are well known and feared. Their appearance often signals extreme torture and interrogation by jagladine inquisitors intent on breaking the will and minds of their captives. The jagladine maintain that tauslek research has led to significant breakthroughs in intelligence gathering, the psychoanalysis of new alien species, and psionic enhancement. But cultivating and taming a tauslek nest has proven a daunting task even for their fearless klaven jailors in service to the jagladine. As a result, most Hegemony worlds have strict regulations concerning the importation and trade of tauslek. Tauslek @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopy, li.BodyCopy, div.BodyCopy {mso-style-name:\"Body Copy\"; mso-style-priority:99; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatBlockTitle, li.StatBlockTitle, div.StatBlockTitle {mso-style-name:\"Stat Block Title\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; mso-style-link:\"Stat Block Title Char\"; mso-style-next:Normal; margin-top:12.0pt; margin-right:0cm; margin-bottom:0cm; margin-left:0cm; line-height:12.0pt; mso-line-height-rule:exactly; mso-pagination:widow-orphan; tab-stops:right 144.0pt 216.0pt; font-size:9.0pt; mso-bidi-font-size:10.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; font-variant:small-caps; mso-ansi-language:EN-US; mso-fareast-language:JA; font-weight:bold; mso-bidi-font-weight:normal; mso-no-proof:yes;}span.StatBlockTitleChar {mso-style-name:\"Stat Block Title Char\"; mso-style-unhide:no; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Stat Block Title\"; mso-ansi-font-size:9.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; font-variant:small-caps; mso-ansi-language:EN-US; mso-fareast-language:JA; font-weight:bold; mso-bidi-font-weight:normal; mso-no-proof:yes;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"neutral","Expansion":32483,"Challenge Rating":"1/2"},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Tauslek Matriarch","description":"The tauslek was first discovered by jagladine explorers on a forgotten world many centuries ago. Since then, they've been subjected to repeated research and experimentation with the tauslek's unusual ability to acquire memories and intellects spawning a number of bio-engineered technologies pertaining to memory extraction and manipulation. Young tausleks are roughly the size of a small dog, while the more advanced matriarchs rival a large horse. They most closely resemble centipedes with two scintillating eyes and a fierce set of mandibles capable of piercing armor. The plates of their carapace are green and outlined in black towards the end of their length. Although tausleks may appear as vermin, an adult matriarch proves far more cunning than any low-order animal, one of the many advantages it uses to hunt sentient prey. In rural areas, tausleks have enough presence of mind to attack less dangerous children, while avoiding guard animals and more mindful adults. Memory Scavengers. Communities of tauslek prefer remote nesting sites, located within a short distance of well-travelled highways or small outpost colonies. Intellect absorbed by slain prey imparts the tauslek with enough insight to seek shelter back at their nest. By the time their boosted mental capacity wears off, the now animalistic urges drive it to seek further sustenance, thus repeating the cycle. Complications often arise during these hit-and-run tactics when it slays adventurers and community guardians attempting to route them. More often than not, the tauslek use the newly acquired memories from such encounters to take advantage of what their would-be killers know to inflict further harm on the communities which sent them. Matriarchal Nightmares. A tauslek matriarch is a nightmare to behold, a ravenous beast eager to carry off prey and devour its mind one memory at a time. Weighing nearly 500 pounds, it manages to permanently retain some of its stolen intellects, able to call on specific memories from its subconscious when necessary. A matriarch lives well beyond the hunting instincts of an animal, because it doesn’t merely hunt to survive, lusting instead for power, the savored intellects to improve itself, and the shared insights to terrorize others. As such, they prefer to grab lone opponents and retreat with them into cover where they can consume the memories of a held foe. Once it slays this initial target, the matriarch then uses the stolen memories to coax the creature's remaining allies into an ambush, where it repeats the process. Enhancing its own frightening reputation, tauslek matriarchs create a temporary bond with those infected by the poison of its kind, able to perform subtle sinuous motions to captivate those succumbing to the poison's effects. Manipulated Spread. Members of the Bellanic Accord blame the appearance of tauslek matriarchs on their Hegemony enemies, claiming such creatures never existed on other worlds before the meddling of jagladine scientists spread their threat across the multiverse. These 'slanderous rumors' as decreed by the Hegemony are in fact true—the deadly nature of the tauslek matriarch is directly tied to genetic modifications performed by the jagladine intent on weaponizing the tauslek for the Hegemony. Indeed, the inevitable result of these experiments created the matriarch—now considered a blight throughout worlds of both the Bellianic Accord and Ultari Hegemony, each blaming the other for smuggling these enhanced tauslek past their respective borders. Even among Hegemony worlds, tausleks are well known and feared. Their appearance often signals extreme torture and interrogation by jagladine inquisitors intent on breaking the will and minds of their captives. The jagladine maintain that tauslek research has led to significant breakthroughs in intelligence gathering, the psychoanalysis of new alien species, and psionic enhancement. But cultivating and taming a tauslek nest has proven a daunting task even for their fearless klaven jailors in service to the jagladine. 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These shapechanging buildings move using a variety of mechanisms: slug-like convulsions, millions of tiny cilia, or even hundreds of humanoid feet. Biomantic Origins. Tavern mimics occur when strong biomantic fields in the presence of a large structure, an unattached mind, and a mimic receive a sudden burst of magical energy. The most famous example is Jonjo Starr who, in attempting to create a lich phylactery in the biomantic laboratory of his half brother, Dr. Francis Norman Stein, accidentally fused himself to the building. Such creations are referred to as ‘mymilacteries’. Dark Contest. Tavern mimics often experience strong internal conflict. The basal, voracious appetite of the mimic desires only to consume and grow, while the mind with which it’s fused often has more complex desires. Not all tavern mimics are evil; some enjoy existence as a hub of activity, selling shelter and buying the produce on which they feed. Others aim to deceive travellers, giving into their core instincts and feeding on them as they sleep. Clever tavern mimics are selective and opportunistic predators, feeding only on strays and vagabonds who will not be missed. Lifecycle. Like all mimics, tavern mimics lay eggs. These baby mimics have a limited number of forms they can take, and often appear as a pile of gold coins. This coin form is, in fact, their dispersal strategy. Mixed into a traveller’s purse, a baby mimic can quickly find itself miles from home, and able to feed on the fingertips of consumers and pickpockets alike. Like the common cuckoo bird, a baby mimic will often push normal coins and other baby mimics out of a purse to ensure it is more likely to be spent. A Tavern Mimic’s Lair Tavern mimics set up shop along busy trade routes, at well-travelled crossroads, or in mountain passes`` where no other respite is available. Benign tavern mimics often become recognised features in the landscape, valued by travellers and traders. More hostile tavern mimics will move frequently, lest their malevolent existence be discovered. Regional Effects The area within 6 miles of the tavern mimic’s favourite spot has the following properties: Trampled Terrain. Trampled ground consisting of hundreds of unique footprints can be found criss-crossing the region. Tracking checks that aim to follow footprints other than the tavern mimic’s have disadvantage. Bleached Bones. Piles of bleached bones and inorganic matter, such as coins and gemstones, can be found in small piles in the region. Some gold coins among these caches are mimic eggs. Odd Stories. Folks that have travelled through the region often inadvertently take shelter inside the mimic. They tell tales of strange proprietors and bartenders that communicate with one another without talking, of especially comfortable beds, and of fellow travellers that “leave before the crack of dawn” and are never seen again. Lair Actions While the tavern mimic lives, it can take the following lair actions. The saving throw DC and damage of the lair actions depend on the level at which you run the hunt, as shown in the following table. Variable Lair Action Statistics Hunt Level VDC Vdam 3rd 12 3 (1d6) 8th 14 7 (2d6) 13th 16 14 (4d6) Lair Actions. On initiative count 20 (losing initiative ties), the tavern mimic takes one of the following lair actions; the mimic can’t take the same lair action two rounds in a row. Drool. The tavern mimic secretes acid from a part of its ceiling in a 30-foot square. Each creature directly under the area must make a VDC Dexterity saving throw, taking Vdam acid damage on a failure, or half as much damage on a success. Peristalsis. A wave shudders through the tavern mimic as its hidden musculature contracts. Each non-mimic creature in the tavern must make a VDC Dexterity saving throw. On a failure, a creature takes Vdam bludgeoning damage and is pushed 15 feet in a direction of the tavern mimic’s choice, where it falls prone. On a success, it is moved 5 feet in a direction of the tavern mimic’s choice, takes no damage, and doesn’t fall prone. Sink. A 10-foot square of the tavern mimic’s floor becomes incredibly soft and sticky. Each creature on the floor in the area, or that enters the area for the first time on its turn, must succeed on a VDC Strength saving throw or become restrained. A creature that ends its turn while restrained in this way sinks 2 feet into the tavern’s floor and takes Vdam acid damage. A creature that sinks below its height can’t breathe. A creature within 5 feet of a creature restrained in this way, including the restrained creature, can make a VDC Strength check, freeing the stuck creature and pulling it to the nearest non-sinking area on a success. The area is difficult terrain for all non-mimic creatures until the tavern mimic finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity (shapechanger)","Alignment":"alignment varies","Expansion":23695,"Challenge Rating":9},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tearfall Cavern Elemental","description":"Traits Water Form . The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Freeze . If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. Actions Multiattack . The elemental makes two slam attacks. Slam . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental (water)","Alignment":"neutral","Expansion":30503,"Challenge Rating":2},"publisher":"Edge Studio","book":"Midnight - Game Master's Kit"},{"name":"Technomage","description":"Wizards The discovery of the Aetherial Expanse, its magical seas, and crystalline aetherium has led to an explosion of magical advances and new ways to harness magic. Technomage The immense arcane power condensed in aetherium crystal and heavy aether has made possible astonishing contraptions fashioned of wood and metal, crystal and fluid. The technomages continue to find innovative ways to use aetherium to power increasingly wondrous devices.","properties":{"Category":"Monsters","Size":"Small or medium","Type":"Humanoid (Wizard)","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":6},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Tecuziztecatl","description":"Clinging to the wall of a water-filled chamber inside the Hidden Shrine of Tamoachan is Tecuziztecatl, also known as the Lord of Snails. This giant slug is not only intelligent, it's capable of speech. If faced with enemies that are too much of a threat for it, the slug might offer to provide assistance, or it might submerge itself to avoid further harm. Traits Amphibious . Tecuziztecatl can breathe air and water. Glowing . Tecuziztecatl sheds dim light within 20 feet of itself. Flexible . Tecuziztecatl can enter a space large enough for a Medium creature without squeezing. Spider Climb . Tecuziztecatl can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. Tecuziztecatl makes two pseudopod attacks. Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (2d8+3) bludgeoning damage. Spit Acid (Recharge 4-6). Tecuziztecatl exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral","Expansion":7386,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Telamon Column","description":"Actions Multiattack. The telamon column makes two slam attacks. Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (2d6+4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":16,"Challenge Rating":3},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Tem Temble (Level 1)","description":"Tem has the soul of a wanderer, though her feet most often take her deep into the wild and forgotten places of the world. Early in her travels, she befriended a winged lizard she named Melon, and the two have become inseparable. She fights the Dragon Armies’ advance, channeling the rejuvenating magic of nature through her trusty hoopak to bolster her allies. Tem’s mannerisms are similar to a cat’s, as she disregards personal space and forever seeks to curl up in warm spots. Traits Bonus Proficiencies. Tem is proficient with simple weapons and light armor. Spellcasting. Tem’s spellcasting ability is Wisdom (spell save DC 12, +4 to spell attacks). She has the following druid spells prepared: At will: druidcraft, po ison spray 1st level (2 slots): he aling word Actions Hoopak. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 4 (1d4 + 2) piercing damage, or 4 (1d4 + 2) bludgeoning damage if Tem used the hoopak’s sling to make a ranged attack. Taunt. Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a DC 12 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn. Bonus Actions Elusive. Tem takes the Disengage or Hide action. ","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kender, Spellcaster, Healer)","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Tem Temble (Level 10)","description":"Tem has the soul of a wanderer, though her feet most often take her deep into the wild and forgotten places of the world. Early in her travels, she befriended a winged lizard she named Melon, and the two have become inseparable. She fights the Dragon Armies’ advance, channeling the rejuvenating magic of nature through her trusty hoopak to bolster her allies. Tem’s mannerisms are similar to a cat’s, as she disregards personal space and forever seeks to curl up in warm spots. Traits Bonus Proficiencies. Tem is proficient with simple weapons and light armor. Spellcasting. Tem’s spellcasting ability is Wisdom (spell save DC 16, +8 to spell attacks). She has the following druid spells prepared: At will: druidcraft, po ison spray , mending , resistance 1st level (3 slots): he aling word , faerie fire , goodberry 2nd level (1 slot): enhance ability Potent Cantrips. Tem adds her Wisdom modifier to the damage she deals with any cantrip. Actions Hoopak. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 4 (1d4 + 2) piercing damage, or 4 (1d4 + 2) bludgeoning damage if Tem used the hoopak’s sling to make a ranged attack. Taunt. Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn. Bonus Actions Elusive. Tem takes the Disengage or Hide action. ","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kender, Spellcaster, Healer)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Tem Temble (Level 11)","description":"Tem has the soul of a wanderer, though her feet most often take her deep into the wild and forgotten places of the world. Early in her travels, she befriended a winged lizard she named Melon, and the two have become inseparable. She fights the Dragon Armies’ advance, channeling the rejuvenating magic of nature through her trusty hoopak to bolster her allies. Tem’s mannerisms are similar to a cat’s, as she disregards personal space and forever seeks to curl up in warm spots. Traits Bonus Proficiencies. Tem is proficient with simple weapons and light armor. Spellcasting. Tem’s spellcasting ability is Wisdom (spell save DC 16, +8 to spell attacks). She has the following druid spells prepared: At will: druidcraft, po ison spray , mending , resistance 1st level (3 slots): he aling word , faerie fire , goodberry 2nd level (2 slot): enhance ability , dispel magic 3rd level (1 slot): dispel magic Potent Cantrips. Tem adds her Wisdom modifier to the damage she deals with any cantrip. Actions Hoopak. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 4 (1d4 + 2) piercing damage, or 4 (1d4 + 2) bludgeoning damage if Tem used the hoopak’s sling to make a ranged attack. Taunt. Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn. Bonus Actions Elusive. Tem takes the Disengage or Hide action. ","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kender, Spellcaster, Healer)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Tem Temble (Level 2)","description":"Tem has the soul of a wanderer, though her feet most often take her deep into the wild and forgotten places of the world. Early in her travels, she befriended a winged lizard she named Melon, and the two have become inseparable. She fights the Dragon Armies’ advance, channeling the rejuvenating magic of nature through her trusty hoopak to bolster her allies. Tem’s mannerisms are similar to a cat’s, as she disregards personal space and forever seeks to curl up in warm spots. Traits Bonus Proficiencies. Tem is proficient with simple weapons and light armor. Spellcasting. Tem’s spellcasting ability is Wisdom (spell save DC 12, +4 to spell attacks). She has the following druid spells prepared: At will: druidcraft, po ison spray 1st level (2 slots): he aling word , faerie fire Actions Hoopak. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 4 (1d4 + 2) piercing damage, or 4 (1d4 + 2) bludgeoning damage if Tem used the hoopak’s sling to make a ranged attack. Taunt. Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a DC 12 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn. Bonus Actions Elusive. Tem takes the Disengage or Hide action. ","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kender, Spellcaster, Healer)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Tem Temble (Level 3)","description":"Tem has the soul of a wanderer, though her feet most often take her deep into the wild and forgotten places of the world. Early in her travels, she befriended a winged lizard she named Melon, and the two have become inseparable. She fights the Dragon Armies’ advance, channeling the rejuvenating magic of nature through her trusty hoopak to bolster her allies. Tem’s mannerisms are similar to a cat’s, as she disregards personal space and forever seeks to curl up in warm spots. Traits Bonus Proficiencies. Tem is proficient with simple weapons and light armor. Spellcasting. Tem’s spellcasting ability is Wisdom (spell save DC 12, +4 to spell attacks). She has the following druid spells prepared: At will: druidcraft, po ison spray 1st level (3 slots): he aling word , faerie fire , goodberry Actions Hoopak. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 4 (1d4 + 2) piercing damage, or 4 (1d4 + 2) bludgeoning damage if Tem used the hoopak’s sling to make a ranged attack. Taunt. Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a DC 12 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn. Bonus Actions Elusive. Tem takes the Disengage or Hide action. ","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kender, Spellcaster, Healer)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Tem Temble (Level 4)","description":"Tem has the soul of a wanderer, though her feet most often take her deep into the wild and forgotten places of the world. Early in her travels, she befriended a winged lizard she named Melon, and the two have become inseparable. She fights the Dragon Armies’ advance, channeling the rejuvenating magic of nature through her trusty hoopak to bolster her allies. Tem’s mannerisms are similar to a cat’s, as she disregards personal space and forever seeks to curl up in warm spots. Traits Bonus Proficiencies. Tem is proficient with simple weapons and light armor. Spellcasting. Tem’s spellcasting ability is Wisdom (spell save DC 13, +5 to spell attacks). She has the following druid spells prepared: At will: druidcraft, po ison spray , mending 1st level (3 slots): he aling word , faerie fire , goodberry Actions Hoopak. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 4 (1d4 + 2) piercing damage, or 4 (1d4 + 2) bludgeoning damage if Tem used the hoopak’s sling to make a ranged attack. Taunt. Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a DC 13 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn. Bonus Actions Elusive. Tem takes the Disengage or Hide action. ","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kender, Spellcaster, Healer)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Tem Temble (Level 5)","description":"Tem has the soul of a wanderer, though her feet most often take her deep into the wild and forgotten places of the world. Early in her travels, she befriended a winged lizard she named Melon, and the two have become inseparable. She fights the Dragon Armies’ advance, channeling the rejuvenating magic of nature through her trusty hoopak to bolster her allies. Tem’s mannerisms are similar to a cat’s, as she disregards personal space and forever seeks to curl up in warm spots. Traits Bonus Proficiencies. Tem is proficient with simple weapons and light armor. Spellcasting. Tem’s spellcasting ability is Wisdom (spell save DC 14, +6 to spell attacks). She has the following druid spells prepared: At will: druidcraft, po ison spray , mending 1st level (3 slots): he aling word , faerie fire , goodberry Actions Hoopak. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 4 (1d4 + 2) piercing damage, or 4 (1d4 + 2) bludgeoning damage if Tem used the hoopak’s sling to make a ranged attack. Taunt. Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a DC 14 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn. Bonus Actions Elusive. Tem takes the Disengage or Hide action. ","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kender, Spellcaster, Healer)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Tem Temble (Level 6)","description":"Tem has the soul of a wanderer, though her feet most often take her deep into the wild and forgotten places of the world. Early in her travels, she befriended a winged lizard she named Melon, and the two have become inseparable. She fights the Dragon Armies’ advance, channeling the rejuvenating magic of nature through her trusty hoopak to bolster her allies. Tem’s mannerisms are similar to a cat’s, as she disregards personal space and forever seeks to curl up in warm spots. Traits Bonus Proficiencies. Tem is proficient with simple weapons and light armor. Spellcasting. Tem’s spellcasting ability is Wisdom (spell save DC 14, +6 to spell attacks). She has the following druid spells prepared: At will: druidcraft, po ison spray , mending 1st level (3 slots): he aling word , faerie fire , goodberry Potent Cantrips. Tem adds her Wisdom modifier to the damage she deals with any cantrip. Actions Hoopak. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 4 (1d4 + 2) piercing damage, or 4 (1d4 + 2) bludgeoning damage if Tem used the hoopak’s sling to make a ranged attack. Taunt. Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a DC 14 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn. Bonus Actions Elusive. Tem takes the Disengage or Hide action. ","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kender, Spellcaster, Healer)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Tem Temble (Level 7)","description":"Tem has the soul of a wanderer, though her feet most often take her deep into the wild and forgotten places of the world. Early in her travels, she befriended a winged lizard she named Melon, and the two have become inseparable. She fights the Dragon Armies’ advance, channeling the rejuvenating magic of nature through her trusty hoopak to bolster her allies. Tem’s mannerisms are similar to a cat’s, as she disregards personal space and forever seeks to curl up in warm spots. Traits Bonus Proficiencies. Tem is proficient with simple weapons and light armor. Spellcasting. Tem’s spellcasting ability is Wisdom (spell save DC 14, +6 to spell attacks). She has the following druid spells prepared: At will: druidcraft, po ison spray , mending 1st level (3 slots): he aling word , faerie fire , goodberry 2nd level (1 slot): enhance ability Potent Cantrips. Tem adds her Wisdom modifier to the damage she deals with any cantrip. Actions Hoopak. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 4 (1d4 + 2) piercing damage, or 4 (1d4 + 2) bludgeoning damage if Tem used the hoopak’s sling to make a ranged attack. Taunt. Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a DC 14 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn. Bonus Actions Elusive. Tem takes the Disengage or Hide action. ","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kender, Spellcaster, Healer)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Tem Temble (Level 8)","description":"Tem has the soul of a wanderer, though her feet most often take her deep into the wild and forgotten places of the world. Early in her travels, she befriended a winged lizard she named Melon, and the two have become inseparable. She fights the Dragon Armies’ advance, channeling the rejuvenating magic of nature through her trusty hoopak to bolster her allies. Tem’s mannerisms are similar to a cat’s, as she disregards personal space and forever seeks to curl up in warm spots. Traits Bonus Proficiencies. Tem is proficient with simple weapons and light armor. Spellcasting. Tem’s spellcasting ability is Wisdom (spell save DC 15, +7 to spell attacks). She has the following druid spells prepared: At will: druidcraft, po ison spray , mending 1st level (3 slots): he aling word , faerie fire , goodberry 2nd level (1 slot): enhance ability Potent Cantrips. Tem adds her Wisdom modifier to the damage she deals with any cantrip. Actions Hoopak. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 4 (1d4 + 2) piercing damage, or 4 (1d4 + 2) bludgeoning damage if Tem used the hoopak’s sling to make a ranged attack. Taunt. Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn. Bonus Actions Elusive. Tem takes the Disengage or Hide action. ","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kender, Spellcaster, Healer)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Tem Temble (Level 9)","description":"Tem has the soul of a wanderer, though her feet most often take her deep into the wild and forgotten places of the world. Early in her travels, she befriended a winged lizard she named Melon, and the two have become inseparable. She fights the Dragon Armies’ advance, channeling the rejuvenating magic of nature through her trusty hoopak to bolster her allies. Tem’s mannerisms are similar to a cat’s, as she disregards personal space and forever seeks to curl up in warm spots. Traits Bonus Proficiencies. Tem is proficient with simple weapons and light armor. Spellcasting. Tem’s spellcasting ability is Wisdom (spell save DC 16, +8 to spell attacks). She has the following druid spells prepared: At will: druidcraft, po ison spray , mending 1st level (3 slots): he aling word , faerie fire , goodberry 2nd level (1 slot): enhance ability Potent Cantrips. Tem adds her Wisdom modifier to the damage she deals with any cantrip. Actions Hoopak. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 4 (1d4 + 2) piercing damage, or 4 (1d4 + 2) bludgeoning damage if Tem used the hoopak’s sling to make a ranged attack. Taunt. Tem launches an infuriating barrage of insults at a creature she can see within 60 feet of her. If the target can hear Tem, it must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn. Bonus Actions Elusive. Tem takes the Disengage or Hide action. ","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kender, Spellcaster, Healer)","Source":"custom","Alignment":"Chaotic Good","Expansion":17925},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Tembril","description":"Standing on its back legs and holding a decapitated human head in its hands, this nightmarish creature resembles a gigantic squirrel with saber-like teeth, soulless black eyes, and hard, scaly skin. It chitters softly and eerily. Forest Terrors. In the dark and foreboding forests of the north, tales are spun of terrible ogres, hags, evil wolves, and great arctic serpents, but humans and ogres alike fear the tembril, a savage monstrosity that feeds specifically on the eyes, tongues, and brains of humanoids. Resembling a squirrel the size of a bear, but with brown scales and immense claws and fangs, the tembril hunts sapient fey, humanoids, and giants exclusively, using its claws to eviscerate its opponent as its teeth punctures their skulls. Head Collectors. The victim of a tembril attack is almost always found without its head, for the creature collects the severed cranium to devour the contents either immediately or at a later time. Tembrils store the heads in the long winter months, hiding them within the hollows of great trees or in other suitable locations and covering them in ice so they don’t decompose. The decapitated bodies left behind make a meal for many forest-dwelling scavengers, and crows, worgs, and even ghouls have been known to follow in a tembril’s wake, looking for a fresh feast.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Tempest Spirit","description":"A storm giant can escape death through a mystical ritual that transforms the giant into a semiconscious storm. However, if the giant performs the ritual in a place where the barrier between the Material Plane and the Shadowfell is thin, the seeping negative energy drastically alters the ritual’s outcome. The giant’s soul becomes infused with negative energy and doesn’t disperse into the elements. Rather, it absorbs the elemental energy around it, and its lower body becomes a storm cloud. The resulting tempest spirit is similar in appearance to a djinni and is sometimes mistaken for one by adventurers. Some tempest spirits cannot accept their new form and seek to undo the transformation in solitude. Others are overcome with rage and hew a path of destruction. Massive hailstones and lightning infused with necrotic energy rain from tempest spirits on those that get too close to them. Traits Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 (1d10) force damage if it ends its turn inside an object. Legendary Resistance (3/Day). If the spirit fails a saving throw, it can choose to succeed instead. Actions Multiattack. The spirit makes two Lightning Fist or Hailstone attacks in any combination. Lightning Fist. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) lightning damage. Hailstone. Ranged Weapon Attack: +12 to hit, range 90/180 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 7 (2d6) cold damage. Death Bolt (Recharge 5-6). The spirit hurls a magical lightning bolt in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 27 (6d8) lightning damage plus 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. On a success or failure, an affected creature's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0. Bonus Actions Hailstorm (Recharge 4-6). The spirit conjures a hailstorm in a 20-foot-radius, 40-foot-high cylinder centered on a point it can see with 120 feet of itself. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) bludgeoning damage plus 10 (3d6) cold damage and has the prone condition. On a successful save, a creature takes half as much damage only.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":24749,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Tempest Tectonic","description":"Tectonic elementals are formidable embodiments of the primal forces of nature. Composed of roiling, ever-shifting elemental materials, these elementals manifest in forms that align with the core aspects of their environment. Cryo Tectonic Cryo tectonics are embodiments of arctic ferocity, their huge forms an amalgamation of jagged ice, snow, and freezing fog that obscures its surroundings while their heavy steps carry the foreboding sound of an iceberg cracking. A chilling sight – literally and figuratively – it can cause geysers of freezing water to erupt from the ground, making it almost trivial by comparison that it has the strength to toss a cow as if it were a pebble. Ember Tectonic Ember tectonics appear as a mass of smoldering rocks and pebbles that continuously melt and reform. Filling the air around them with dense ash, these elementals can cause geysers of scalding water and steam to erupt around them – and release floods of molten debris on anyone who gets in their path. Tempest Tectonic Tempest tectonics are the embodiment of storms and atmospheric chaos and appear as towering masses of swirling storm clouds, lightning, and howling winds. Their form is ever-changing, with flashes of lightning crackling through their bodies and thunder echoing with every movement.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Expansion":34474,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Tempest Velbast","description":"Velbast Generations ago, the catastrophic battle known today as the Nesieve Conflict caused a mass eruption of spatial anomalies that spread across various regions of the galaxy. At first thought to be pockets of anti-matter, these distortions possessed their own intelligence and were imbued with the unstable primordial energies left behind during the war. They traveled through the stars, absorbing and merging with any inorganic material it could locate to create a physical shell. These aberrations became the first velbasti — terrifying shapeshifting constructs with the power to shape and control the matter and energy. They have evolved over generations, sustaining and growing their species by consuming beings capable of channeling the Crucibles' energies. Energy Shapers. What sets the velbasti apart from most other beings is the complex synergy between their organic and inorganic nature. Even with such a nature, they also possess the ability to shape matter and energy in a manner similar to other species that have achieved esper genesis. While all are able to channel destructive, elemental forces, the more evolved velbast have mastered the ability to use esper powers, as well as forge sorium into weapons and defenses. Relentless Evolution. All velbasti are highly intelligent, but possess an insatiable hunger for the lifeforce of other beings, as well as energy created through the use of sorium. Should a velbast encounter and consume either of these, they experience a euphoric sensation accompanied with a state of heightened strength and senses, marking a step in their eventual transformation. Each velbast begins as a fledgling of their type, evolving into more powerful forms after consuming enough primordial energy. The more a velbast evolves, the greater their appetites grow. However, powerful velbast are likely to recruit lesser types into their service, offering both protection and sustanance in return. These mutual arrangements are often delicate, as groups of lesser velbasti have been known to band together to reap the bounty gained by their more powerful benefactor. Bound to the Core. The essence of each velbasti is tied to their primary core, the source of primal energy that spawned them. Whenever a velbast is destroyed, its energy returns to the core, where it may be spawned again in the same form or multiple lesser forms. Each primary core is presided over by a consummate—a velbasti that has achieved the pinnacle of their evolution, transcending the limits of their origins. Though viewed moreso as generals than rulers among the velbasti, each consummate holds a considerable amount of influence over the actions of the velbast tied to their core, as well as control over how they may be respawned. Regardless of their origin point, all velbasti can communicate with each other in pulses of light and sound that mimics the same language used by proteans such as the belare. This has led to many theories as to how the velbasti originally came into being. Forces of Corruption. Most espers use their abilities to channel energy in its purest form, but a velbast's form is corrupted by its very nature. They defile all that they consume, and their powers can often leave behind an invisible mark or \"scar\" that causes plague and sickness in wildlife and plant life. Their channeling of powerful energies also produces a wave of dark matter that contaminates their surrounding area. In regions where all life has been annihilated by the velbasti, the scar of corruption left behind can sometimes form an interstellar gate through which they may freely travel to and from their core. Due to their very nature, the velbasti bear an intrinsic hatred for all other forms of life in the galaxy, especially espers, whom they view as their fundamental opposites. Lesser velbasti mercilessly unleash their malice toward their victims, while more evolved forms delight in evoking fear, anguish, and suffering in creatures until they devour their lifeforce. Shapeshifters. The unique makeup of the velbasti eventually grants them the ability to shift their form. Those evolved beyond fledglings can shape their limbs into elemental weapons depending upon their type. The more evolved can change their shape entirely, often concealing themselves among other species. However, their nature still makes it difficult for them to blend in among creatures who are particularly observant or possess sight beyond the mundane. The primary goal of such infiltrations, other than the advantage of concealment, is the ability to learn the weaknesses of the lifeforms they are imitating. In addition, the rapid advancements fueled by space travel creates even greater advantage for velbast that have already learned how to copy the traits of a spacefaring species, allowing them to easily blend into crowded areas where a variety of species are in abundance. Extinctionist Dogma. The appearance of the velbast has prompted the formation of numerous cultist groups that revere the velbasti and pledge service to their cause. Some of these fanatics believe they are participating in the imminent end-times, while some plan their schemes to claim dominion over the ashes of galactic civilization. Some yet still believe they can eventually shed their mortal forms to instead become beings of eternal destruction. Whatever the reason, it is not uncommon for powerful velbasti to play along in order to garner services and valuable gains from their union. Such creatures are sometimes marked by the velbast, shown on both their physical form and supernal essence. While the mark grants the worshippers access to special powers, it also slowly eats away at the creature's lifeforce. During this time, however, this supernatural bond can also become a liability for the velbast, and so it is not granted lightly. Devour Essence. A velbast can devour the lifeforce of a creature it has killed within the last hour, provided that creature is neither an automaton or construct. The devouring requires the velbast to be within 5 feet of the corpse for at least 1 hour, after which it regains hit points equal to half the creature’s hit point maximum and receives the benefits of a major remedy . A creature devoured by a category 2 or 3 velbast can be restored to life only by a cosmic weave or full restore power. Universal Adaptation. A velbast doesn't require air, food, drink, or sleep. Velbast Classifications Within galactic lore, velbasti are categorized based on three evolutionary stages. Most also have an affinity toward a particular form of primordial energy, which denotes its type. Velbasti that have evolved beyond these three stages are either considered to be consummates or have yet to be categorized. Velbast Types by Category Category Known Types 1 dynam, femeri, tensus 2 blazing, frost, power, reaper, storm 3 brumal, inferno, tempest, shade Category 3 Velbast Considered to be the most powerful among the non-unique forms, these velbasti are feared throughout the galaxy, as well as among their own kind. They've mastered the ability to blend in almost anywhere, priming their victims' fears and weaknesses while plotting their demise. Brumal Velbast A brumal velbast is a calculating being that takes great pride and pleasure in manipulating other intelligent lifeforms by playing on their deepest secrets, fears, and desires. They are heartless and self-absorbed, but are equally as dangerous when drawn into physical conflict. A brumal velbast stands about 12 feet tall. Their blue-white form is semi-translucent, holding swirling, frigid mists within. Inferno Velbast Standing at over twenty feet tall, an inferno velbast is a hulking powerhouse of wonton destruction. They enjoy exterminating all other lifeforms as equally as devouring their essence. The force of the inferno velbast is also powerful enough to devastate structures and barriers. Their bodies are surrounded by a flaming aura that burns through anything that crosses its path. Shade Velbast These ominous velbasti are brilliant and cunning. Often taking the role of commanders among groups of velbasti, their desire for power and influence holds no bounds. Though the most reserved and influential among their kind, they still bear the same contempt for all life, choosing to play a long game toward the extinction of the living. A shade velbast is 18 feet tall, its black and gold form surrounded by tendrils of shadow. Tempest Velbast As ephemeral in appearance as their name implies, a tempest velbast represents the epitome of controlled chaos. It thrives off of anarchy and confusion, excelerating these to the greatest heights before it feeds. A tempest velbast stands at nearly 15 feet tall. Their bodies ripple with electricity an their voices echo in a deep, thunderous tone. Variant: Velbast Summoning Some velbasti can have an action that allows them to summon other velbasti. Summon Velbast (1/Day). The velbast summons another velbast, which appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other velbast. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action. Chances of success are listed as follows: A brumal velbast has a 40 percent chance of summoning 2d8 femeri, 1d6 frost velbast, or one brumal velbast. An inferno velbast has a 40 percent chance of summoning 1d8 dynam, 1d6 blazing velbast, or one inferno velbast. A reaper velbast has a 30 percent chance of summoning 1d6 tensus, 1d3 frost velbast, or one reaper velbast. A shade velbast has a 50 percent chance of summoning 3d6 tensus, 2d6 dynam, 1d8 power velbast, 1d4 reaper velbast, or one shade velbast. A tempest velbast has a 50 percent chance of summoning 3d6 femeri, 2d6 dynam, 1d8 frost velbast, 1d3 reaper velbast, or one tempest velbast.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration (shapeshifter)","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":16},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Templar","description":"Traits Battle Concentration. The templar has advantage on Constitution saving throws that it makes to maintain concentration on a spell when it takes damage. Actions Multiattack. The templar makes two melee attacks, or makes one melee attack and casts one spell that takes 1 action to cast. Heavy Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage or 8 (1d10 + 3) bludgeoning damage if used with two hands. Spellcasting. The templar casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: light, sacred flame (2d8), word of radiance (2d6) 1/day each: blindness/deafness, crusader's mantle, guiding bolt, healing word, revivify, spirit guardians","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any lawful alignment","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Templar","description":"A daring knight, sworn to virtue and station, a templar knows no fear in their heart and no equal in battle.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":26275,"Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Temple Dog","description":"Looking like a mix between a large dog and a lion, the creature glares at everyone who passes the threshold of the temple it guards. A temple dog is an imposing guardian used by various deities to protect their temples. They are fiercely loyal and territorial. Often depicted in temple statuary, the creature has a largely canine body, soft but short hair, a thick hairy tail, and a mane like a lion’s around a dog’s face with a short snout. Divine Colors. Coloration and other features of the temple dog vary to match the deity who created it; sometimes a temple dog’s coloration is quite fanciful. Greenish bronze temple dogs are known, as are those the color of cinnabar or lapis. Even coats resembling fired ceramic of an orange hue have been seen guarding some temples. These unusual casts make it easy for a temple dog to be mistaken for statuary. Travel with Priests. As a temple protector, it rarely leaves the grounds of the temple to which it has been attached, but temple dogs do accompany priests or allies of the temple during travel. The temple dog cannot speak but understands most of what’s said around it, and it can follow moderately complex commands (up to two sentences long) without supervision. Temple dogs are notorious for biting their prey, then shaking the victim senseless in their massive jaws. Traits Magic Resistance: The temple dog has advantage on saving throws against spells and other magical effects. Protector’s Initiative: If the temple dog is entering combat against a clear threat to its temple, it has advantage on its initiative roll. Rushing Slam: If the temple dog moves at least 10 feet straight toward a target and then makes a slam attack against that target, it can make an additional slam attack against a second creature within 5 feet of the first target as a bonus action. Actions Bite: Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 17 (3d8 + 4) piercing damage plus 9 (2d4 + 4) bludgeoning damage. The target is grappled, escape DC 14, and must also make a successful DC 15 Constitution saving throw or be stunned until the end of its next turn. Slam: Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 5 feet. The temple dog can immediately enter the position the target was pushed out of, if it chooses to.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Source":"Tome of Beasts","Alignment":"Good","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Temple Legate Novice","description":"The Temple Legate Novice appears in Midnight - Legacy of Darkness. The Legates Legates have already been discussed extensively elsewhere, and you can find more information in the Order of Shadow section. There are many different legates with different abilities and skills, but one thing unites them; their devotion to Izrador and the dark powers they receive in return. Temple legate novices handle many mundane tasks in the Temples of Shadow, and are dispatched to perform myriad tasks by their masters. Keeper of Obsidian legates , however, are what many novices aspire to become; masters of the deathless night and powers within the Order. Their spellcasting abilities are horrifyingly potent, and they are dangerous foes. Human Servants of the Shadow Though the ranks of the Shadow’s armies are filled with legions of orcs, many humans also serve Izrador. Some of these are devoted followers, while others are press-ganged recruits, and many sign on to the Shadow simply for a meal or a chance to exercise a bit of power over their former neighbors. And of course, many of the legates who serve the Shadow are humans as well. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Dark God’s Blessing. When a temple legate novice kills a living creature, they heal 7 (2d6) hit points. Spellcasting. The temple legate novice is a 1st level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The temple legate novice has the following spells prepared. Cantrips (at will): chill touch, light, thaumaturgy 1st level (3 slots): bane, cure wounds, inflict wounds Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Tendriculos","description":"These strange amalgams of plant and fungus with animal tendencies form where the natural world is corrupted by foul magic or frayed planar boundaries. Tendriculoses are instinctive ambush predators who seek out lightly traveled forest paths and lie in wait in the undergrowth. They dwell in deep woods and jungles. Those who draw too near populated areas soon attract unwanted attention from their ravenous appetites. A tendriculos appears as a strange merging of fungus and tree, with a thick trunk atop a twisting mass of coiling roots that remain atop the ground rather than dig into the soil. A mass of long, broad leaves hangs from its boughs, under a “crown” of brightly colored mushrooms. The creature has several vine-like branches that work more like tentacles when capturing prey, and a large mouthlike opening near the top of its trunk that it can use to gulp down those it catches to slowly digest them alive. Traits Regeneration. The tendriculos regains 10 hit points at the start of its turn. If it takes fire damage, this trait doesn’t function at the start of the tendriculos’s next turn. The tendriculos dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The tendriculos makes three melee attacks: one with its bite and two with its tentacles. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) piercing damage. Tentacles. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d6+7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tendriculos can’t use this tentacle to attack. Swallow. The tendriculos makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tendriculos, and it takes 14 (4d6) acid damage at the start of each of the tendriculos’s turns. At the start of each of its turns, the swallowed creature must make a successful DC 15 Constitution saving throw or be poisoned until the start of its next turn. While poisoned, the creature is paralyzed. If the tendriculos takes 15 damage or more on a single turn from a creature inside it, the tendriculos must succeed on a DC 15 Constitution saving throw at the end of its turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tendriculos. If the tendriculos dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"neutral","Expansion":17526,"Challenge Rating":6},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Tendriculos","description":"The tendriculos is a monstrous moving mass of plants and other vegetation, reaching up to 15 feet in height. A tangle of ever-moving vines, weeds, and branches supports its massive body. Located on its topside is the tendriculos' huge mouth that is filled with circular rows of sharp wooden teeth that drip with venom. Two 15-foot long and thick tendrils extend from both sides of its body, covered in leaves and jagged thorns. Ambush Predator. The tendriculos is a voracious carnivore that stalks temperate bogs, forests, jungles, and swamps. It lurks in areas of heavy vegetation, pretending to be a mound of foliage, and waits for unsuspecting prey to pass near it. Venomous Hunter. When engaged in combat, the tendriculos uses its massive tendrils to grab targets. Those captured are drawn into its maw to be bitten and injected with paralyzing venom. Once incapacitated, victims are swallowed and deposited into the tendriculos's stomach and digested. If faced with multiple or tough opponents, the tendriculos can spit a large number of its venomous teeth, showering a wide area with them. Absorbs Vegetation. The tendriculos is a difficult creature to destroy. Foes discover to their horror that the tendriculos can regrow any damaged portions of its body by absorbing nearby vegetation. Should any of its tendrils be severed, the tendriculos can reattach it or grow one instantly, with the leaves and branches quickly closing the gap and supporting the detached tendril with new vines. Traits False Appearance. If the tendriculos is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the tendriculos move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the tendriculos is animate. Regeneration. The tendriculos regains 10 hit points at the start of its turn if it is touching at least 5-feet square of vegetation. This feature consumes the vegetation. If the tendriculos takes acid or fire damage, this trait doesn't function at the start of the tendriculos's next turn. Actions Multiattack. The tendriculos makes three melee attacks: two Tendril attacks and one Bite or Swallow. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the creature is paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Tendril. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage and if the target is Large or smaller creature, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained. The tendriculos has two tendrils, each of which can grapple only one target. Each tendril can be attacked (AC 12; 20 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the tendriculos, which can grow a replacement tendril as an action. Swallow. The tendriculos makes one Bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the tendriculos, and it takes 10 (3d6) acid damage at the start of each of the tendriculos's turns. A tendriculos can have up to four Small creatures, two Medium, or one Large creature swallowed at a time. If the tendriculos takes 20 damage or more on a single turn from the swallowed creature, the tendriculos must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the tendriculos. If the tendriculos dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Poison Breath (Recharge 5-6). The tendriculos exhales poisonous splinters in a 30-foot cone. Each creature in the area must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d8 + 4) piercing damage and is poisoned for 1 minute. Until this poison ends, the creature is paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"unaligned","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Tendril Puppet","description":"Moving in odd starts and jerks, these vegetal warriors have thin, green vines growing out from their empty eye sockets, mouth, and ears, and twining around their head, chest, and arms. Any beast or humanoid can become a tendril puppet if infected by a vine lord. Plant Sentries. Tendril puppets mindlessly attack creatures that threaten their forest or jungle. They have no sense of self preservation and always fight to the death. Poor Vision. Tendril puppets see almost nothing beyond 30 feet away. Root Mind. All tendril puppets are connected through a shared consciousness called the root mind; if one tendril puppet is aware of danger, all tendril puppets are aware of it. This includes recognizing foes who slew other tendril puppets or who are wanted by a vine lord, druid, or duskthorn dryad who commands them. Traits Regeneration: The tendril puppet regains 5 hit points at the start of its turn if it has at least 1 hit point and is in jungle terrain. Root Mind: Within a vine lord's forest or jungle, the tendril puppet’s blindsight extends to 60 feet, it succeeds on all Wisdom (Perception) checks, and it can’t be surprised. Green Strider: The tendril puppet ignores movement restrictions and damage caused by natural undergrowth. Magic Resistance: The tendril puppet has advantage on saving throws against spells and other magical effects. Actions Assegai (Melee, One-handed): Melee Weapon Attack: +5 to hit, range 5 ft. ,One target. Hit : 6 (1d6 + 3) piercing damage. Assegai (Melee, Two-handed): Melee Weapon Attack: +5 to hit, range 5 ft. ,One target. Hit : 7 (1d8 + 3) Piercing damage. Assegai (Ranged): Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage. Hurl Thorns: Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target. Hit : 12 (2d8 + 3) Piercing damage. The thorn explodes in a 10-foot-radius sphere centered on the target. Every creature in the affected area other than the original target takes 4, 1d8, piercing damage, or half damage with a successful DC 13 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"Tome of Beasts","Alignment":"Lawful Neutral","Expansion":3,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Tensus","description":"Velbast Generations ago, the catastrophic battle known today as the Nesieve Conflict caused a mass eruption of spatial anomalies that spread across various regions of the galaxy. At first thought to be pockets of anti-matter, these distortions possessed their own intelligence and were imbued with the unstable primordial energies left behind during the war. They traveled through the stars, absorbing and merging with any inorganic material it could locate to create a physical shell. These aberrations became the first velbasti — terrifying shapeshifting constructs with the power to shape and control the matter and energy. They have evolved over generations, sustaining and growing their species by consuming beings capable of channeling the Crucibles' energies. Energy Shapers. What sets the velbasti apart from most other beings is the complex synergy between their organic and inorganic nature. Even with such a nature, they also possess the ability to shape matter and energy in a manner similar to other species that have achieved esper genesis. While all are able to channel destructive, elemental forces, the more evolved velbast have mastered the ability to use esper powers, as well as forge sorium into weapons and defenses. Relentless Evolution. All velbasti are highly intelligent, but possess an insatiable hunger for the lifeforce of other beings, as well as energy created through the use of sorium. Should a velbast encounter and consume either of these, they experience a euphoric sensation accompanied with a state of heightened strength and senses, marking a step in their eventual transformation. Each velbast begins as a fledgling of their type, evolving into more powerful forms after consuming enough primordial energy. The more a velbast evolves, the greater their appetites grow. However, powerful velbast are likely to recruit lesser types into their service, offering both protection and sustanance in return. These mutual arrangements are often delicate, as groups of lesser velbasti have been known to band together to reap the bounty gained by their more powerful benefactor. Bound to the Core. The essence of each velbasti is tied to their primary core, the source of primal energy that spawned them. Whenever a velbast is destroyed, its energy returns to the core, where it may be spawned again in the same form or multiple lesser forms. Each primary core is presided over by a consummate—a velbasti that has achieved the pinnacle of their evolution, transcending the limits of their origins. Though viewed moreso as generals than rulers among the velbasti, each consummate holds a considerable amount of influence over the actions of the velbast tied to their core, as well as control over how they may be respawned. Regardless of their origin point, all velbasti can communicate with each other in pulses of light and sound that mimics the same language used by proteans such as the belare. This has led to many theories as to how the velbasti originally came into being. Forces of Corruption. Most espers use their abilities to channel energy in its purest form, but a velbast's form is corrupted by its very nature. They defile all that they consume, and their powers can often leave behind an invisible mark or \"scar\" that causes plague and sickness in wildlife and plant life. Their channeling of powerful energies also produces a wave of dark matter that contaminates their surrounding area. In regions where all life has been annihilated by the velbasti, the scar of corruption left behind can sometimes form an interstellar gate through which they may freely travel to and from their core. Due to their very nature, the velbasti bear an intrinsic hatred for all other forms of life in the galaxy, especially espers, whom they view as their fundamental opposites. Lesser velbasti mercilessly unleash their malice toward their victims, while more evolved forms delight in evoking fear, anguish, and suffering in creatures until they devour their lifeforce. Shapeshifters. The unique makeup of the velbasti eventually grants them the ability to shift their form. Those evolved beyond fledglings can shape their limbs into elemental weapons depending upon their type. The more evolved can change their shape entirely, often concealing themselves among other species. However, their nature still makes it difficult for them to blend in among creatures who are particularly observant or possess sight beyond the mundane. The primary goal of such infiltrations, other than the advantage of concealment, is the ability to learn the weaknesses of the lifeforms they are imitating. In addition, the rapid advancements fueled by space travel creates even greater advantage for velbast that have already learned how to copy the traits of a spacefaring species, allowing them to easily blend into crowded areas where a variety of species are in abundance. Extinctionist Dogma. The appearance of the velbast has prompted the formation of numerous cultist groups that revere the velbasti and pledge service to their cause. Some of these fanatics believe they are participating in the imminent end-times, while some plan their schemes to claim dominion over the ashes of galactic civilization. Some yet still believe they can eventually shed their mortal forms to instead become beings of eternal destruction. Whatever the reason, it is not uncommon for powerful velbasti to play along in order to garner services and valuable gains from their union. Such creatures are sometimes marked by the velbast, shown on both their physical form and supernal essence. While the mark grants the worshippers access to special powers, it also slowly eats away at the creature's lifeforce. During this time, however, this supernatural bond can also become a liability for the velbast, and so it is not granted lightly. Devour Essence. A velbast can devour the lifeforce of a creature it has killed within the last hour, provided that creature is neither an automaton or construct. The devouring requires the velbast to be within 5 feet of the corpse for at least 1 hour, after which it regains hit points equal to half the creature’s hit point maximum and receives the benefits of a major remedy . A creature devoured by a category 2 or 3 velbast can be restored to life only by a cosmic weave or full restore power. Universal Adaptation. A velbast doesn't require air, food, drink, or sleep. Velbast Classifications Within galactic lore, velbasti are categorized based on three evolutionary stages. Most also have an affinity toward a particular form of primordial energy, which denotes its type. Velbasti that have evolved beyond these three stages are either considered to be consummates or have yet to be categorized. Velbast Types by Category Category Known Types 1 dynam, femeri, tensus 2 blazing, frost, power, reaper, storm 3 brumal, inferno, tempest, shade Category 1 Velbast Velbasti in this category appear as abstract, mechanical beasts powered by elemental energy. Most have a limited intelligence and are often driven by basic instincts such as fear, rage, or desire to consume. Dynam These brutes savagely attack any lifeform that they see and lay waste to anything in its path. They are heavy and lumbering but deliver swift, powerful attacks. Femeri Femeris have a much less defined shape, able to twist and bend around obstacles and attack from any angle. Their ability to hover through the air can make them hard to pin down. Tensus Not as physically strong as others in their category, these velbasti instead use covert tactics and powers to sow conflict and cause mischief. They emit a droning wail that can impair other lifeforms.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Tentacle Horror","description":"Actions Smash. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) bludgeoning damage Grasp. A creature within 5 feet makes a DC 13 Dexterity saving throw. On a failure, the creature is grappled by the Tentacle Horror and suffers 4 (1d8) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"lost fiend","Alignment":"chaotic evil","Expansion":26129,"Challenge Rating":"1/8"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Tentacled Crab","description":"The hulking crabs relentlessly lumber forth across the land. Strange, orange tentacles rise up from their drab topsides and sway gently back and forth, humming a hypnotic alien song. They press on as though seeking something no one else can see. When an arcane calamity of uncontrolled power tore the veil between planes, the tentacled crabs crossed over into the wastes from another world. They gather in herds and roam the land, feeling the air with their tentacles for eldritch energy. They are particularly drawn to planar portals, where their songs can hypnotize and draw forth their preferred prey, creatures with innate magical qualities. No one has successfully tamed a tentacled crab, but there are tales told of bold individuals who have caught and kept one in order to follow it to magically rich locations. Tentacled crabs are not normally aggressive unless they sense magic in or on a creature. If they have gone without consuming magical energy for some time, they will eat whatever creatures are stunned by their song, converging in a group to devour them before resuming their endless search. Experienced explorers of the wastes know that tentacled crabs are more dangerous in large numbers, as the strength of the hypnotic effect of their communal song depends on how many of them are present. The best way to escape or distract a herd of tentacled crabs is to toss a magic item to them, for they will spend days crushing it with their claws to destroy it and consume its energy. Frequent travelers in the wastes with the means to do so often carry some minor magic item that they’re willing to sacrifice should they encounter a herd. TRAITS Amphibious. The crab can breathe air and water. Arcane Sense. The crab knows the direction to every creature with innate magical abilities, magic item, planar portal, and spell cast within 1 mile of it. Magic Resistance. The crab has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The tentacled crab makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) force damage, and the target is grappled (escape DC 14). The crab has two claws, each of which can grapple only one target. BONUS ACTIONS Tentacle Song. The tentacled crab begins humming with its tentacles. A tentacled crab can continue singing until its concentration is broken (as if concentrating on a spell). Any creature within 120 feet of it who can hear it must make a DC 14 Wisdom saving throw. On a failed save, the creature is charmed by the tentacled crab and incapacitated. While charmed in this way, the target’s movement is controlled by the tentacled crab. A charmed target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success or if it can no longer hear the song. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any tentacled crab’s Tentacle Song for 24 hours. Whenever the tentacled crab deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success. The DC of the saving throw increases by 1 for each additional tentacled crab that can be heard singing by a creature, but a creature can only be targeted by one crab’s Tentacle Song on its turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Neutral","Expansion":25357,"Challenge Rating":4},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Tentacled Master","description":"The Inheritors of the Unbegotten choose tentacled masters carefully from the newborn of their house. These mutated drow monks are implanted with an alien symbiont at an early age, just like the frenzied mutants. However, they receive a more rigorous, ancient form of combat training that emulates the movement and combat tactics of the aberrations they venerate. The tentacled masters are silent, obedient, and loyal servants of the druids and protect them with their lives if needed.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (drow)","Alignment":"lawful evil","Expansion":17604,"Challenge Rating":3},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Tentacloon","description":"Tentacloons are highly adaptable probe droids devized by a mysterious tentacled alien race, able to survey and explore through land, air, and sea. Each takes the form of a metal egg the size of a large dog that floats above the ground, trailing a number of tools and sharp implements from its underbelly. A pair of glowing red spots on its front suggests a malevolent intellect. 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That most of their purposefully deformed progeny die shortly after coming into their care only compels termagants to search farther for sturdier beings better suited to the honor of becoming their misshapen children. God-Seer. termagants have experimented with the manipulation of reweaving temporal flux with both body and mind. This grants them terrifying prophetic visions of past and future, pushing them in many cases beyond sanity, but also has allowed them to uncover the secrets of radically accelerating their own movements as well as their biology and gestation. 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Wardens are the singular presence of order within the prison planets where they are stationed, carrying out the will of the unseen overseers that rule the prison. They are unlikely to intervene in any disputes among the inmates unless specifically ordered to do so by their masters (how they receive these orders is unknown). All wardens have standing orders to collect any resources mined or otherwise gathered or built by the inmates, distributing food and water in exchange. Those who do not produce their quota do not eat. Where the wardens come from is a mystery, but there are rumors of a chamber with walls and doors of adamantine from which they emerge, supposedly where the mysterious overseers of the prison reside. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatBlock1, li.StatBlock1, div.StatBlock1 {mso-style-name:\"Stat Block 1\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Stat Block 1 Char\"; margin-top:0cm; margin-right:0cm; margin-bottom:0cm; margin-left:9.35pt; text-indent:-9.35pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}span.StatBlock1Char {mso-style-name:\"Stat Block 1 Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Stat Block 1\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":32483,"Challenge Rating":8},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Terpsikhore Kyton","description":"The terpsikhore are the voiceless horde of the Choir, grown from raw meat en masse. In ones and twos, they present little threat to skilled adventurers; as the chorus swells, the terpsikhore find their voices and become an increasingly dangerous threat. A terpsikhore stands about 5 feet tall and weighs roughly 150 pounds. Splintered Soul. Each terpsikhore is gifted with only one-twentieth of a soul—kytons use no more than necessary in each of their creations. While this partial soul keeps terpsikhore from developing the regenerative flesh and terrifying powers of their greater brethren, it also keeps them docile and obedient. In addition, the void of their souls calls to other empty vessels. By harnessing the resonance between their sundered souls, the terpsikhore can call forth horrors and torments that make other kyton writhe with jealous ecstasy. Harmony of Agony Effects Table Number of Contributing Terpsikhore Effect 2 A wailing cry of liberation blasts a small area with the thunder of a falling piston. This acts as thunderwave, using one contributing kyton as the point of origin for the effect. Terpsikhore are immune to the effects of this thunderwave spell. 3 The terpsikhore release a wailing shriek of straining metal. Select one of the contributing kytons as a point of origin. Each terpsikhore kyton within 100 ft. of the origin creature gains a +3 bonus to weapon damage rolls. This effect lasts for 1 minute. 4 The terpsikhore invoke the implacable function of the Machine with a chittering cry, drawing upon its perfect designs to rebuild the bodies of their kyton kin. Select one of the contributing kytons as a point of origin. All kytons within 30 ft. of that kyton are affected by a 1st level cure wounds. 5 The terpsikhore let out a sudden and startling scream. Select one of the contributing kytons as a point of origin. All enemies within 30 ft. of that creature must succeed at a Constitution save or be stunned for 1 round by sudden, stabbing pain. 6 The terpsikhores’ chant tears at weak flesh, peeling skin from muscle. Select one of the contributing kytons as a point of origin. All non-kyton creatures within 30 ft. of that kyton take 10 (3d6) points of slashing and necrotic damage and suffer 2 (1d4) points of necrotic damage at the beginning of its turn each round as the wounds continue to bleed. A target can make a DC 14 Constitution save on its turn each round to stop the bleeding. Magical healing or a successful DC 14 Wisdom (Medicine) check will also stop the additional necrotic damage. A successful Constitution save halves this damage and negates the additional necrotic damage. 7 The terpsikhore let forth a storm of echoing screams. Select one of the contributing kytons as a point of origin. Non-kytons within 30 ft. of that terpsikhore must succeed at a successful DC 14 Wisdom saving throw or be frightened for 7 rounds. 8 The kytons howl in an echoing chorus of agony, filling enemies with despair. Select one of the contributing kytons as a point of origin. Enemies within 30 ft. of that kyton must succeed at a DC 15 Will save or be affected as if by crushing despair. 9 The forceful chanting of the terpsikhore forms a powerful barrier. This acts as wall of force, except that the effect only lasts as long as the contributing terpsikhore each spend an action each round to maintain it. 10 The terpsikhore focus their voices into one of their own, who howls with the cacophonous sound of a chanting choir. This 30-foot cone of sound does 3 (1d6) thunder damage for every terpsikhore in the choir and deafens all creatures within the area of effect for 2d6 rounds. Use one contributing terpsikhore as the point of origin. A successful DC 15 Constitution save halves the damage and negates the deafness. 12 The kytons’ voices pass from one of their kind to the next, building up to a crescendo powerful enough to crush a single creature under the weight of the Machine. Select one terpsikhore as the point of origin. A single target is hit with 3 (1d6) thunder damage per terpsikhore in the choir, knocked prone, and stunned for 1 round. A successful DC 16 Constitution save halves the damage and negates the stunning effect. 14 The terpsikhores’ complex, multilayered chant holds their victim utterly frozen with horror. This acts as hold monster using one contributing kyton as the point of origin for the effect. 16 The kytons’ hymn demands blood sacrifice to oil the gears of the Machine. This acts as crown of madness on all creatures in a 20-foot radius, up to 120 feet away from one contributing terpsikhore, except that creatures under its effect attack the nearest creature as their action. Creatures with the devil subtype are immune to this effect. 18 The kytons’ voices expose a single creature to the true glory and horror of the Machine, destroying their victim’s mind. The target must be within 60 feet of one contributing terpsikhore. This otherwise acts as symbol of insanity. 20 The terpsikhore chant the ultimate paean to the Machine. Select one of the contributing kytons as a point of origin. 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These stats work well should you create a rescue mission where the PCs are tasked with locating a relatively high-level NPC and bringing them back alive. Traits Formation Fighter. Terrion has advantage on all attack rolls as long as he is within 5 feet of two or more other allies that aren’t incapacitated. Martial Advantage. Once per turn, Terrion can deal an extra 17 (5d6) damage to a creature he hits with a weapon attack if that creature is within 5 feet of an ally of Terrion that isn’t incapacitated. Actions Multiattack. Terrion makes three longbow attacks or three longsword attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands. If the target is a creature and is hit by two or more of Terrion’s attacks, it must make a DC 16 Wisdom saving throw or be frightened of him. A frightened creature can attempt a new saving throw at the end of each of its turns to end this condition. Longbow. Ranged Weapon Attack: +6 to hit, range 150 ft./600 ft., one target. Hit: 6 (1d8+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral good","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Terror Bird","description":"The flightless terror bird stands nearly ten feet tall atop two immensely powerful legs. Its plumage ranges from dark russet or brown to bright green. Pack Hunters. The terror birds live and hunt in packs of ten to twelve individuals. They are clever hunters, drawing their prey into positions that allow the birds to flank. Their attacks are done with blazing speed and ferocity, removing limbs in a flurry of lacerating bites. Fortress Nests. Terror birds live in woods or copses of trees, where they assemble walls made of branches around large nests. The nests have several ways in and out, and creatures without the terror bird's long legs find navigating the nests difficult. Several adults stay behind to guard the eggs and nest while the rest go out hunting. Mounts for Plains Tribes. Tribes of dust goblins, hobgoblins, humans, and even gnolls have been known to capture terror birds for use as mounts in battle. Variant: Red Queen The Queen of Birds (see pages 32-33) is guarded by a special variety of terror birds with crimson plumage and a golden-green crest rarely seen elsewhere. These terror birds are called red queens, and they are especially savage. They gain multiattack for two serrated beak attacks, and they gain a limited form of levitation, which allows them to \"run uphill\" on empty air or to cross chasms. This movement must be completed between two portions of solid ground within two turns (with Dash actions, a red queen bird can move up to 200 feet over empty space). Red queens have a challenge rating of 4 (1,100 XP)","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Tetomatli","description":"This lumbering basalt construct has the body of a great ape and the wings of a bat instead of arms. Its head ends in a wide stone mallet without a mouth, eyes, or nose. It taps its hammer-like head on the ground with an echoing thwack. Demon-forged Guardians. Tetomatlis are constructs created by the followers of the demon lord Mechuiti to guard their most important shrines and temples. Tetomatli creation involves the sacrifice of multiple humans or apes, and they are tainted by chaos and evil as a result. Tetomatlis are bloodthirsty guardians and enjoy crushing victims into a bloody paste. Since they first appeared, the secret of creating tetomatlis has spread to other demon cults and evil golem makers, allowing the creatures to slowly spread in number. Blind Behemoths. Tetomatlis are blind and deaf but can magically sense their surroundings by tapping their heads rapidly on the ground. Foiling the senses of a tetomatli is a difficult proposition, but the chaotic nature of the construct means that it can sometimes be tricked into leaving its post or stumbling into dangerous situations. Construct Nature. A tetomatli doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Tetrahedrooze","description":"Biomantic Polyhedroozes When Dr. Stein left his lab at short notice (following a pitchfork-wielding-mob related event), he left an entire pool of his patent-pending Mut-x exposed to the elements. Things fell into it; those things had brains, and those brains, their memories, and the sum of their intelligence fused with gelatinous cubes into biomantic polyhedroozes. Empathetic. When a biomantic polyhedrooze forms, it begins absorbing the latent psychic energy of its environs. Creatures with strong psyches that are nearby in either space or time influence the nascent sentience of the polyhedrooze. A long-destroyed lich might impart its madness and hate into the ooze, whilst a colony of highly-charismatic mice might lend the goopey mass a penchant for cheese. Reactive Mutations. The true feat of Dr. Stein’s research, and a trait that the polyhedroozes embody, is that of extreme biomantic reaction to environmental stimuli. A polyhedrooze that takes damage immediately adapts its morphology to prevent further damage of that type. The larger the polyhedrooze, the more such adaptations it can sustain at any one time. Size Matters. Bigger polyhedroozes have absorbed more brains and, so, are more clever. A polyhedrooze that reaches a critical mass might decide to split into two, with the idea of sending one of its halves in search of pastures new. Unfortunately, the decrease in intelligence that results from a split means that polyhedroozes can get confused and end up in a cycle of splitting and reforming over and over.","properties":{"Category":"Monsters","Size":"Tiny","Type":"ooze","Alignment":"unaligned","Expansion":23695,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tevor of the Spring Path","description":"Tevor is a timid sable luma, with ruddy gray feathers and a short beak. He is a good friend of Havel, and has begun to feel affection for the gallus since their time working together.Tevor is a Sapling, a low ranking member of the Tenders, who barely escaped from an ashsnake attack that killed his mentor. While he has agreed to give his report of events in the Scorched Grove, he is not prepared to do much beyond this. He possesses conviction in the beliefs of his order, but the traumatic event has left him feeling frightened and helpless. If only he could find the courage to match his ideals, he would be destined for greatness. Tevor is generally averse to combat now, but before joining the Tenders he trained as a perch guard recruit.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (luma)","Alignment":"neutral good","Expansion":5991,"Challenge Rating":"1/4"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Thanadaemon","description":"Daemon, Thanadaemon These potent fiends run ferries across the dark waters of the River Styx, transporting the newly dead to the Abyss or Hell on vessels made from bones stripped clean of fl esh by cacodaemons or carved out of the aged wood from the first trees in all of creation. When a conflicted sinner fails to redeem themselves before they die but do not merit an eternity of torment by demons or devils, they are instead made to serve eternal as thanadaemons, the vestiges of their flesh gradually sloughing from their skeletons until only their bones remain. Of all the underworld’s natives only thanadaemons are willing to speak to the recently deceased though any that try to best be wary. Attempts to negotiate with these fi ends are a dangerous venture—those that have tried and failed are locked away within a thanadaemon’s garments, their souls empowering fiendish abilities until utterly expended.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (daemon)","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":6},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Thanatotic Titan","description":"Some believe that the titans were the first children of the gods—if this myth is true, then the fact that they waged war upon the gods becomes even more tragic. After they were betrayed to the gods by their own kin, the Thanatotic titans were banished into the Abyss. Today, they seethe with jealousy that their Elysian kin are allowed to wander the planes at will, while they can leave their Abyssal realm only by stealth. Now, these powerful outsiders spend much of their time brooding, fighting among themselves, and waging war for control of Abyssal realms against the legions of various demon lords. Thanatotic titans see themselves as the true icons worthy of worship. Some work to found personal cults among mortals, while others simply wage unending crusades against the minions of the gods.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend (titan)","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":22},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Thanstyndurlyath","description":"Thanstyndurlyath, the majestic ancient deep-sea dragon, dwells in the uncharted abyssal trenches of the ocean, where sunlight never reaches. With shimmering scales that mirror the bioluminescent wonders of the deep, this formidable creature possesses a thunderous breath weapon that can rend the very foundations of the ocean floor. Living a solitary existence, Thanstyndurlyath fiercely guards her most precious possession—the gleaming treasure that cradles her egg, a symbol of hope and continuation of her lineage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"neutral evil","Expansion":26071,"Challenge Rating":20},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Tharcereli","description":"Mind Flayer Attendants The colony of Zellix’Phor consists of many mind flayers, but some of the most notable of the community have been promoted to the rank of attendant – illithids whose unique strengths make them most useful to the elder brain, and who act as its council. The attendants are described in detail in chapter one, but their game statistics are listed here. Traits Combat Superiority (1/Turn). Tharcereli has a permanent bonus +2 to hit with its mind blade . Tharcereli deals an additional 7 (2d6) damage when it hits a target with a mind blade attack. In addition, Tharcereli can choose one of the following options (DC 15): Disarm. The target must succeed on a Strength saving throw or drop an object of Tharcereli’s choice that it’s holding. The object lands at the target’s feet. Menace. The target must succeed on a Wisdom saving throw or become frightened of Tharcereli until the end of Tharcereli’s next turn. Shove. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet away from Tharcereli. Trip. If the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone. Magic Resistance. Tharcereli has advantage on saving throws against spells and other magical effects. Indomitable (2/Day). Tharcereli rerolls a failed saving throw. Innate Spellcasting (Psionics). Tharcereli’s innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate 1/day: dominate monster Second Wind (Recharges after a Short or Long Rest). As a bonus action, Tharcereli can regain 20 hit points. Special Equipment. Tharcereli wears a cloak of protection and wields and mind blade: greatsword . Actions Multiattack. Tharcereli makes three melee attacks: two with its mind blade and one with its tentacles. Mind Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) psychic damage. Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 12 (2d10 +1) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +4 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or take 19 (4d8 + 1) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions Parry. Tharcereli adds 3 to its AC against one melee attack that would hit it. To do so, Tharcereli must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"lawful evil","Expansion":20544,"Challenge Rating":10},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Thask","description":"Thasks are a generally primitive humanoid species that has only recently become integrated into interplanetary society, commerce, and travel, having been primarily boreal hunters and gatherers on their homeworld, spreading gradually into vast fungal forests of the endless caverns beneath that world’s surface. They are omnivorous but prefer blood and meat, and they tend to mark each clan’s territory with trophies and fetishes, responding with threats and violence if their territory is disturbed. Clans that grow beyond 50 members split up and form new bands and clans to seek new territory and avoid over-hunting the available game and other resources. Savage Warriors. While outwardly crude and savage in appearance, covered in pale pigmented stripes and with an array of barbed spines running the length of their bodies, thasks are no less intelligent than typical representatives of more advanced races and are willing to adapt their fighting style and tactics to incorporate new technology. However, the spines growing from every part of their body make it difficult for them to wear most types of clothing and armor. They often seek work in gladiatorial arenas and other areas where they can test their mettle against wild beasts and so-called modern weapons and tactics. They are wild and unpredictable fighters and often become crowd favorites with their bloody battles. Technological Shock. While some thasks on their homeworld eschew contact with more advanced civilizations and retreat deeper into the trees and caves, others have embraced this new world fully and seek to experience every pleasure it offers. 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Thavius’s shadow is that of a pudgy, horned devil with small wings. Actions Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Thayan Apprentice","description":"The Red Wizards have a number of helpers that supervise tasks in the Doomvault ( Dead in Thay ). Thayan apprentices have a measure of spellcasting ability, and many strive to become full-fledged wizards one day. Traits Doomvault Devotion . Within the Doomvault, the apprentice has advantage on saving throws against being charmed or frightened. Spellcasting . The apprentice is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared: Cantrips (at will): fire bolt, mage hand, prestidigitation, shocking grasp 1st level (4 slots): burning hands, detect magic, mage armor, shield 2nd level (3 slots): blur, scorching ray Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Dagger (Ranged). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: (1d4+2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"any non-good alignment","Expansion":7386,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Thayan Warrior","description":"The Red Wizards have a number of helpers that perform tasks in the Doomvault ( Dead in Thay ). Thayan warriors provide muscle when it's needed and often serve beside Thayan apprentices. Traits Doomvault Devotion . Within the Doomvault, the warrior has advantage on saving throws against being charmed or frightened. Pack Tactics . The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The warrior makes two melee attacks. Longsword (One-handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8+3) slashing damage. Longsword (Two-handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10+3) slashing damage. Javelin (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+3) piercing damage. Javelin (Ranged). Ranged Weapon Attack: +5 to hit, reach 30/120 ft., one target. Hit: (1d6+3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"any non-good alignment","Expansion":7386,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"The Abbot","description":"No creature in Barovia is older than the master of the Abbey of Saint Markovia in Krezk. This nameless holy figure, whom others call the Abbot, was drawn to the abbey after Saint Markovia died by Strahd’s hand. He sought to restore the abbey after it fell to corruption, but was himself corrupted. Angel in Disguise. The Abbot is a deva that has lived for millennia. He typically assumes the form of a strikingly handsome human priest in his late twenties or early thirties. More than a hundred years ago, the deva was sent from the Upper Planes to honor the legacy of Saint Markovia. He reopened the abbey and began tending to the physically and mentally ill. In so doing, he hoped to bring some much-needed light to Barovia. His efforts worked for a while, but then the Dark Powers began to corrupt him. Imperfections. The Abbot’s fall from grace started when the Belviews—a family of sickly, inbred lepers—came to the abbey seeking salvation. The deva rid them of their diseases, an act for which they were eternally grateful, but could not cure them of certain human defects that had been present since birth. The Abbot became consumed with a prideful, obsessive desire to rid the poor Belviews of their lingering imperfections. The Belview family, however, had strange ideas of what it meant to be perfect. They didn’t want to be ordinary humans. They wanted the eyes of a cat, wings to fly like a bat, the strength of a mule, and the guile of a snake. In short, they craved bestial traits, and the Abbot, taking pity on them, yielded to their mad desires. Enter Vasili von Holtz. The Abbot’s early experiments proved fatal to their subjects, but the Belviews insisted that he keep trying. One day, a Barovian lord named Vasili von Holtz visited the abbey. The Abbot knew at once that the man was evil, but von Holtz stressed that he only wanted to help. He furnished the Abbot with forbidden lore plucked from the Amber Temple (chapter 13), then helped the Abbot transform the Belviews into mongrelfolk—maniacal humans with bestial deformities and traits. The Belviews were happy, albeit insane. Only then did von Holtz reveal himself to be Strahd von Zarovich. Somehow the deva realized that any attempt to slay Strahd would be futile—that the ancient curse upon the land meant that the vampire could never truly die, at least not in Barovia. Bride of Strahd. Strahd confided in the Abbot, lamenting his curse and telling the deva that he wished nothing more than to escape Barovia. His performance garnered the deva’s sympathy, and the Abbot, playing into Strahd’s hands, set for himself the goal of finding a cure for Strahd’s “malady.” The Abbot is now convinced that the cure lies in reuniting Strahd with his lost love and, in so doing, ending Barovia’s curse. The Abbot has recently completed work on a flesh golem bride made from the body parts of dead women. While the Belviews languish in the abbey’s madhouse, the Abbot is giving his creation lessons in etiquette and ladylike conduct so that “she” can be formally presented to Strahd and win his love. Strahd has no interest in a flesh golem bride, but he enjoys corrupting this once angelic being and driving the Abbot to commit further acts of depravity. Statistics. Use the deva stat block in the Monster Manual , but change the Abbot’s alignment to lawful evil. The Abbot’s Traits Ideal. “I want to rid Barovia of its sickness. By giving the devil his heart’s desire, I bring salvation to him and his land.” Bond. “I love the creatures I create, including my beautiful golems and mongrelfolk.” Flaw. “I can’t be corrupted. My heart is pure, my intentions noble and good.” Traits Angelic Weapons. The Abbot's weapon attacks are magical. When The Abbot hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Innate Spellcasting. The Abbot's spellcasting ability is Charisma (spell save DC 17). The Abbot can innately cast the following spells, requiring only verbal components: At will: detect evil and good 1/day each: commune, raise dead Magic Resistance. The Abbot has advantage on saving throws against spells and other magical effects. Actions Mace. Melee Weapon Attack: +8, Reach 5 ft., one target . Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage. Healing Touch (3/Day): The Abbot touches another creature. The target magically regains 20 (4d8 + 2) Hit Points and is freed from any curse, disease, poison, blindness, or deafness. Change Shape: The Abbot magically polymorphs into a Humanoid or beast that has a Challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (The Abbot's choice). In a new form, The Abbot retains its game Statistics and ability to speak, but its AC, Movement modes, Strength, Dexterity, and Special Senses are replaced by those of the new form, and it gains any Statistics and capabilities (except class Features, legendary actions, and lair actions) that the new form has but that it lacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Source":"custom","Alignment":"lawful evil","Expansion":7388,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"The Amalgamation Oni","description":"Actions Multiattack. The oni makes two claw attacks and one enticing whisper. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage Enticing Whisper. The oni telepathically reaches out to a character and promises them power and glory in exchange for their undying loyalty. They may choose to accept the offer. Doing so creates a pact with the oni, which prevents the character from attacking it or its allies, and causes them to take 1d6 psychic damage each time they disobey the oni’s command. The oni and its allies won’t take hostile actions towards creatures that have formed a pact with it. If the creature refuses the pact, they must make a Charisma saving throw DC 14. If they fail, they take psychic damage equal to the difference between the DC and their roll. If the oni is victorious, the character can gain the Shadowlands Might feat the next time they gain a feat, becoming a willing ally of Fu Leng’s cause. Legendary Actions The oni can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The oni regains spent legendary actions at the start of its turn. Compulsion. A creature that failed their last Charisma saving throw makes a DC 16 Wisdom saving throw. On a failure, they must immediately make an attack against an ally of the GM’s choice within 5 feet. Hellish Will. The oni removes all conditions from itself or a friendly Lost creature that can perceive it. Then, if the chosen creature’s current hit points are less than or equal to half its maximum hit points, it rolls once on Table A–11: Shadowlands Powers and applies the result. If it already had a Shadowlands Power, the new power replaces the old one and it regains 1d8 hit points. Miasma Spray. The oni exhales a caustic miasma. All creatures within a 15-foot cone must make a Constitution saving throw DC 16. On a failure, they take 2d4 necrotic damage and suffer the poisoned condition until the end of their next turn. Scorn of Eternity. The hostile creature with the highest hit points within 90 feet must make a DC 18 Charisma saving throw. On a failure, that creature suffers 12 (2d12) psychic damage and is marked for death (the next successful melee attack the oni makes against it deals an additional 1d8 force damage) for one minute or until the oni deals damage to it. Threads of Corruption. If the oni took piercing or slashing damage since the end of its last turn, the blood from its wounds forms two Tentacle Horrors within 10 feet of it.","properties":{"Category":"Monsters","Size":"Large","Type":"lost fiend","Alignment":"chaotic evil","Expansion":26129,"Challenge Rating":6},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"The Angry","description":"Sorrowsworn The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. The Angry Relying on violence to sustain their existence, the Angry grow more powerful when their foes fight back. If a creature opts not to attack, though, the Angry becomes confused, and its attacks weaken. Each of the Angry has two heads, which bicker with each other until they find something else on which they can vent their wrath. Traits Two Heads. The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Rising Anger. If another creature deals damage to the Angry, the Angry’s attack⁠ rolls have advantage until the end of its next turn, and the first time it hits with a hook attack⁠ on its next turn, the attack’s target takes an extra 19 (3d12) psychic damage. On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn. Actions Multiattack. The Angry makes two hook attacks. Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"The Arachniarch","description":"","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Source":"custom","Alignment":"typically neutral good","Expansion":22471,"Challenge Rating":21},"publisher":"Catilus","book":"Orelyn's Opus of Outstanding Objects"},{"name":"The Beast","description":"The enormous owlbear called “the Beast” should in fact carry the name of the PC’s kingdom in its name. In your games, the Beast could well be a regional threat to the realm you’ve chosen as the focus of your campaign, changing its name to “The Beast of Sandpoint” or “The Beast of Falcon’s Hollow” or whatever sounds appropriate. Alternately, the Beast’s stats could simply serve as those for a particularly enormous breed of owlbears native to a region in your game. Traits Keen Sight and Smell. The Beast has advantage on Wisdom (Perception) checks that rely on sight and smell. Actions Multiattack. The Beast makes three melee attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6+7) piercing damage. Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) slashing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"The Boar","description":"As the characters know, Satan’s true body is trapped in the eternal ice of the Inferno. He can, however, project his mind into any beast on Earth and take any form that will serve his purpose. Taking the boar’s form is a joke based on the legend of the bridge. If defeated, the boar will disperse into black smoke. Only his enormous tusks and a tuft of black hair remain. Satan’s motivation to engage the adventurers is not only hurt pride, he also knows that they are carrying a powerful gift from Heaven, which he will want to destroy. Sure, he is still confident that Savonarola will prevail, but it does not hurt to help his victory along by destroying the artifact. He will instantly sense the celestial aura of the rose and attack its guardian. Should the characters have stolen a hair directly from his body, he will be furious and not only try to get it back, but also to destroy the group. Traits Plane of existence. Satan can be considered as native to most planes of existence, except maybe Paradiso. The spell banishment won’t work at all. Noxious Stench. Any creature that is within a 10-feet radius of Satan will have disadvantage on melee attacks (sorry rogues). Target. Satan will mainly target the bearer of the crystal rose, to destroy this gift from Heaven (but please let the carrier have a lot of rolls to evade attacks, like acrobatics or athletics, the rose shouldn’t be destroyed in this fight, and you can create interesting action sequences). Charge. If Satan moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 10 Ac robatics roll or be knocked prone. Actions Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Expansion":30058,"Challenge Rating":7},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Caliber","description":"","properties":{"Category":"Monsters","Size":"Custom","Type":"personal","Expansion":9634,"Challenge Rating":5},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"The Catilus","description":"The Catilus Likes: making new friends, shaping the fabric of reality, long naps Dislikes: entropy, unnameable horrors beyond the void, being grabbed by the tail The creature known simply as the Catilus is a mystical feline being of creativity and whimsy that exists on the rim between worlds, where sheer will shapes the fabric of reality. Mysterious and wise, nobody is quite sure what the Catilus’ motives are. Some sages think that the Catilus seeks to counter the slow, entropic decay of the cosmos by adding touches of whimsical complexity, while others believe it just loves doing art and uses the formless void as its infinite blank canvas. Whatever its motives, the Catilus’ urge to add shape, color, and meaning to the cosmos is obvious and overwhelming. Across the ages, the Catilus has been seeking mortals to join the Catilus Family in manifesting colorful splotches of structure and meaning into the formless void and beyond. Mastering Minor Illusion With a bit of whimsical creativity, minor illusion can be a truly powerful and versatile tool for any spellcaster! It allows you to create sounds and static images, it can be cast in silence as it only has somatic and material components, and it does not require concentration. Here are some creative ways you and your catili friends can use minor illusion ! Create illusory objects and hide in them (poor person’s invisibility). Hide traps within illusions. Overlay an item with its illusory duplicate so you can secretly interact with it (open doors, steal stuff, etc). Quickly display maps and building layouts. Send discreet messages (written or auditory) to friends or enemies. Create countless visual or auditory distractions. Impersonate any voice, mimic any sound, and create music with no musical proficiency. Project your voice when you are unable to speak. Sound illusory bells and alarms, and shout illusory orders to confuse enemies. Create farting sounds during the big speech of an evil antagonist! Make art! The Catilus as a Warlock Patron Discover more about the curious catili and embrace the power of the Catilus to become a fantastic warlock in the Catilus booklet Otherworldly Patron: The Catilus .","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fey (catilus)","Alignment":"typically chaotic good","Expansion":18016,"Challenge Rating":30},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"The Collective (component)","description":"The Collective’s Primary Body The stat block is for the Collective’s components since they are far more likely to be encountered than the Collective itself. However, if you wish to run a combat scenario with the Collective’s primary body present, you could use the component’s stat block but greatly increase its hit points, attack bonuses, and damage, and give it the ability to summon a component form in a space adjacent to it as an action. Traits Intangible Form. The Component is immune to any effect that would alter its form. Magic Resistance. The Component has advantage on saving throws against spells and other magical effects. Actions Shadow Grasp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) necrotic damage, and the target must make a DC 14 Constitution saving throw or have its movement speed reduced by 10 and be unable to take reactions until the end of its next turn. If the target fails this saving throw by 5 or more, it is stunned until the end of its next turn instead. Shadow Burst (Recharge 5-6). Melee Weapon Attack: +6 to hit, reach 15 ft., targets each creature that is not a Component within reach. Hit: 18 (4d8) piercing damage, plus 9 (2d8) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (shapechanger)","Alignment":"neutral","Expansion":28072,"Challenge Rating":5},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"The Colossus","description":"The Colossus is a 40-foot tall stone construct that Master Arlen created for the campaign against the Order of the Eternal Light. Its body is made out of an otherworldly material that absorbs light, making the Colossus immune to radiant damage. The massive construct was built to break through all kinds of fortifications and after Razmyrel’s victory, it was deemed too powerful by Master Arlen to remain active. Master Arlen ordered the monumental construct to bury itself in a remote location at the edge of the Arden Forest. Reawakened by the Midnight Curse but without the magical control of its creator, the Colossus now wanders aimlessly, leaving a trampled swath of trees in its wake.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":17604,"Challenge Rating":18},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"The Dark Wolf","description":"“AAAAAAAAAA…!” The Dark Wolf is the scourge of Tolia’s wilderness. She is probably the most feared barbarian in all of Tolia. Both in Kanrath and Cyherested, parents tell tales of her to their kids, saying that the Dark Wolf will come for them if they don’t behave. Travelers from both in and out of Tolia watch for her, even in their sleep, so as not to catch her eye in any sort of way. She is a barbarian, a living legend, a life-stealer, a blooddrinker, a spell eater, a nightmare in the flesh. She is: the Dark Wolf. The Dark Wolf’s Story The Dark Wolf’s past is a bit complicated. Her name, her original name, was Marila. She was the daughter of two Kanrath commoners; an angst refinery worker and a junk collector. Until the age of 13, she lived a poor life full of disease, hunger, and hardships in the ghettos of Kanrath, until one day, she displayed extraordinary magical talent as she remained unaffected by the blessing of a blood priest. The news spread quickly and she caught the eye of many vampires in the city. Soon after, the emissaries of a noble vampire family visited Marila’s home. They killed Marila’s parents and took her with them. From that day forward, she was known as Augusta Dorothea Carlesti. Many magical experiments were conducted on Augusta, and her body and soul were studied in detail. All this was extremely painful for Augusta, but she didn’t cry. Innocence and childhood had left her quickly, and she was consumed with the need for revenge for what the vampires did to her and to her family. After it was understood that she was immune to the magical powers of spellcasters, her new “family” started to train her to become the perfect mage-hunter. She learnt everything they taught her to the very last detail, including the faces of the vampire nobles and those who experimented on her. 20 years later, she was a killing machine. She was a murderer with no remorse. She was the nightmare of spellcasters, the “Spell-Eater”. Although she wanted to butcher all vampires, she knew that this was impossible with her current power, and the fact that she was a member of her “family” was limiting her training. So, she ran away, into the wilderness. She did the impossible and survived out there. She became more and more powerful with each passing day. She talked to no one and eventually forgot everything she had deemed useful in civilization, even her name, though her purpose and her rage remained intact. She killed anyone that crossed her path, sparing children. She neither washed off the blood on her skin, nor on her axes. She ate raw flesh and drank the blood of her victims. She became the Dark Wolf. The Dark Wolf’s Goals She wants to destroy Kanrath, the vampires in it, and all who support them. Roleplaying the Dark Wolf In her heart, the Dark Wolf tries to protect children and destroy vampires. However, she identifies anyone near a child as someone trying to do them harm. When she hears the word “Marila”, her rage is soothed for a couple of minutes before she goes mad again. She can only talk in those times where she has calmed down. When she hears the words “Augusta”, “Dorothea”, or “Carlesti”, she tries to kill the one who uttered the words. The Dark Wolf in Combat She attacks until she is the last one standing.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"chaotic evil","Expansion":24099,"Challenge Rating":17},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"The Defiled Librarian","description":"In the Luminary Repository rests the lifeless form of the Defiled Librarian, formerly an esteemed researcher of arcane secrets and revered advisor to the hunters. Drawn to forbidden lore, the scholar succumbed to an all-consuming fixation with an unfathomable being he referred to as \"The Midnights of Rotting Creation.\" Burning Ambitions Aware of his insignificance within the vast cosmos, the faithless researcher longed to commune with the enigmatic entity, yearning to ascend and attain a power beyond his mortal flesh. His pride made him blind to his weakness before the vastness of the cosmos, and he clung to the belief that immense sacrifices would reveal the path. Driven to the edge of madness, the scholar enacted a heinous rite, setting an entire orphanage ablaze to fuel his dark incantations. At last, an entity granted a response: a single, powerful word that tore asunder the scholar's mortal frame. His human flesh was rent apart, transformed into the terrifying specter known as the Defiled Librarian, forever imprisoned among the arcane tomes, his mind rising to higher planes, or so he believed. Agonizing Ruler In this realm, where minutes stretch into years, the Librarian's consciousness endures tortures born of osteomancy—an eternity of bone spines burrowing into his flesh and ravenous maws devouring his heart, only to regenerate anew. This ‘higher’ realm is naught but a place of torment and terror where the Librarian exists as both master and prisoner. The being has since learned to control the sinister magic that haunts him, his spectral figure trapped betwixt life and death. Conversely, within the confines of his scholarly lair, the Librarian's dead physical form lies, its remains ravaged by the passage of time. His eyes, however, continue to possess an unsettling vigilance, observing every movement, inexorably drawing the hapless souls that unwittingly stumble upon his moribund husk into his dread dominion. These unfortunates serve as both nourishment and specimens for the Librarian, their flesh dissected for sustenance and dark inquiry—a research dedicated to crafting macabre instruments that one day shall free him from this forceful exile. The true visage of the Scholar has not been glimpsed by mortal eyes since that fateful day of unspeakable transgression, but rumors of spectral whispers within the halls of the Luminary Repository circulate, though few are foolish enough to inquire further. Traits After Image. The Librarian can only use this trait if it has been reduced to 0 hit points in the past hour. Whenever the Librarian casts an osteomancy spell of 1st level or higher, it can teleport up to 30 feet to an unoccupied space that it can see. It also becomes invisible and projects an illusory image that makes it appear to be in its previous location until the start of its next turn. A creature that uses its action to examine the image can determine that it is an illusion with a successful DC 17 Investigation check. If a creature targets the illusion, it has the impression that the Librarian is magically absorbing the damage. Aura of Silence. The Librarian has a permanent silence spell cast on itself that moves with it; this aura doesn’t prevent the Librarian from casting spells with a verbal component, and it can’t be dispelled. Dark Devotion. The Librarian has advantage on saving throws against being charmed or frightened or gaining madness. Erase Reality. The Librarian can sense when any creature within 120 feet of it can see through illusions (such as with truesight) and the Librarian has advantage on attack rolls against such creatures. Eternal Nightmare (1/Day). If the Librarian is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, it regains all its hit points and regains all its spell slots of 1st, 2nd, 3rd, and 7th level. Spellcasting. The Librarian is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Librarian has the following wizard spells prepared: Cantrips (at will): brittle bone throw, mage hand, minor illusion, ray of frost, shocking grasp 1st level (4 slots): absorb elements, bone shield*, mage armor, phalangeal shot*, shield 2nd level (3 slots): arm cannon*, hold person, invisibility, misty step 3rd level (3 slots): blink, counterspell, displacing maw*, osseous impalement* 4th level (3 slots): dread scarecrow*, greater invisibility, maiden of bones* 5th level (2 slots): chisel skull*, dominate person, forest of dread* 6th level (1 slot): wall of bones* 7th level (1 slot): crush* *osteomancy spell of 1st level or higher Actions Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. Bonus actions Nightmare Dash. The librarian flies up to 30 feet in a straight line. Reactions Spell Reflection. When the Librarian succeeds on a saving throw against a spell, the spell is dispelled and the librarian gains a spell slot equal to the spell’s level. This spell slot vanishes if the Librarian uses this reaction again or after 1 minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":27461,"Challenge Rating":11},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"The Drakkus","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":29375,"Challenge Rating":10},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"The Dream-Devouring Demon, Nocturne (Moth Yokai)","description":"It/They/Them The yōkai, a Dream-Devouring Demon called Nocturne, has a husked carapace and hairy wings featuring many functional eyes. It prefers the cover of night but will venture out during the day if needed. If seen in full light, its human-skull-like head appears covered with needle-thin spikes matched to the teeth in its maw. Its claw-tipped arms extend from the bottom of its torso with the upper torso controlling the ever-watching wings. The carapace covers the whole front of the body and even seems to be integrated into the wings as a form of protection. Traits Silent Flight. Nocturne’s wings produce no sound from flying. Other creatures have disadvantage on Wisdom (Perception) checks to detect it via hearing. Sunlight Sensitivity. While in sunlight, Nocturne has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Dim-light Invisibility. When Nocturne begins its turn in dim light or darkness, it becomes invisible. Nocturne remains invisible until it performs an attack or moves. Actions Multiattack. Nocturne makes two attacks: one with its bite and one with either its claw or grab. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) poison damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage. Grab. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature. Hit: the target is grappled (escape DC 13). Until the grapple ends, Nocturne's flying speed is halved. Bewildering Presence. Eye markings on each wing begin to shift in hypnotic and chaotic patterns. One creature Nocturne can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or becomes bewildered for 1 minute. A bewildered creature rolls 1d10 at the start of each of its turns, and acts according to the results below before taking the rest of its turn: 1: The creature uses 20 feet of its movement to move in a direction of the GM’s choice. It does not provoke opportunity attacks as part of this movement. 2–6: As their bonus action, the creature hurls one weapon or item of the GM’s choice that it is holding in a direction of the GM’s choice. The item flies a number of feet in that direction equal to 2d10 + its Strength modifier. 7–8: As their bonus action, the creature must make an unarmed attack against one creature of the GM’s choice within 5 feet. 9–10: The creature can act and move normally, but has disadvantage on attack rolls. A bewildered creature can repeat the save at the end of each of its turns, ending the effect on a success. A creature that saves against the effect is immune to Bewildering Presence for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Yokai","Alignment":"lawful evil","Expansion":26128,"Challenge Rating":3},"publisher":"Edge Studio","book":"Adventures in Rokugan GMs Kit"},{"name":"The Duchess","description":"This horrific monstrosity is larger than a whale. It has a long, serpentine body bristling with sleek fins, undulating barbed tentacles, and rubbery purple-black flesh. It writhes through the waves with unearthly grace despite its bulk, and seeping from the flaps and vents within its skin come secretions of a thick, oozing oil which shimmers with prismatic hues. The monstrosity has a gigantic fanged maw which it holds agape. Seaweed, fish entrails, and slime dribble from between its sharp teeth, and its bulbous eyes glow with octarine light. It has adorned its brow with fishing nets, coral, sea debris, and delerium crystals, as if wearing a coronet and jewelry. As you look upon its form, you feel a slight headache, a buzzing in your ear, and a pressing in your chest; as if the psychic presence of this otherworldly creature has conjured up the crushing pressure of the abyssal depths. The Duchess is a contaminated sea monster that haunts the shores of Ash Bay (see Appendix A: Monsters for its game statistics and those of its minions). The creature originally made its home in the sewer cisterns of Drakkenheim. However, as the Duchess matured and grew larger, it departed the cursed city via the Drann River in search of more plentiful prey and fresh thralls, bringing a new wave of contamination to Ash Bay. It deliberately destroyed the Empress Geraldine just off the coast of Drannsmund; the merchant vessel was transporting a vast hoard of delerium to the far continent. The Duchess has slowly tended the new reef of delerium coral flourishing around the shipwreck, transforming it into a personal underwater palace.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Source":"custom","Alignment":"chaotic evil","Expansion":29025,"Challenge Rating":18},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"The First Faithful","description":"The First Faithful is the leader of the sinister Kingdom of the Cleansed, but these stats will also serve quite well for a lone priest of an obscure demon lord, perhaps even for someone filling a role like a notorious killer or other lone menace threatening society from its fringes. Remove his Release the Inmost Worms ability if you use these stats outside of his role in the Kingmaker Companion Guide . Traits Spellcaster. The First Faithful is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): guidance, light, resistance, thaumaturgy 1st level (4 slots): command, detect magic, inflict wounds, shield of faith 2nd level (3 slots): blindness/deafness, hold person, spiritual weapon 3rd level (3 slots): bestow curse, dispel magic, spirit guardians 4th level (3 slots): freedom of movement, guardian of faith 5th level (2 slots): flame strike, insect plague 6th level (1 slot): harm, heal 7th level (1 slot): firestorm, regenerate Touch of Corruption. The First Faithful’s melee attacks are considered magical and deal an additional 14 (4d6) necrotic damage (included in attack). Actions Multiattack. The first faithful makes three attacks with his staff. Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 14 (4d6) necrotic damage. Release the Inmost Worms (Recharge 5–6). The First Faithful spends an action to expel a bloody worm from the scar on his forehead, targeting a creature within 30 feet that it can see. The creature must succeed at a DC 16 Constitution saving throw or the worm burrows into the creature’s head, dealing 42 (12d6) psychic damage and incapacitating the target until the beginning of the First Faithful’s next turn. On a successful save, the worm deals half damage and falls to the ground, vanishing, and the target is not incapacitated.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"The Flesh","description":"The yellow-eyed dog barks at the end of the alley. Suddenly its flesh expands, revealing a giant maw in its chest and taloned limbs where its legs once stood. The flesh is a formless parasite which begins life as a bizarre lump of pulsating tissue. This mass infests the body of a slain creature, animating the host and mimicking its mannerisms. The only evidence a creature has been inhabited by the flesh is the strange, yellow gleam in the host's eyes. When it is ready to strike new prey, the flesh warps and reshapes its host into a living weapon. An Impostor Among Us. When it inhabits a host, the flesh retains only the creature's basic memories, which helps it blend in with its surroundings while seeking its next victim. It infiltrates the host's social circles, picking off each member one by one until it has consumed them all. Evolving Threat. When the flesh attacks, it reveals its true form in a grotesque display of warped physiology, the host's body becoming a twisted mockery of its former form. However, once it has revealed its true form, the flesh must kill and infect another victim to adopt a new disguise. Amphibious. The flesh can breathe air and water. Amorphous (True Form Only). The flesh can move through a space as narrow as 1 inch wide without squeezing. Mimicry (Assumed Form Only). The flesh can mimic the sounds and voice of its assumed form. A creature that hears these sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Regeneration. The flesh regains 5 hp at the start of its turn. If the flesh takes acid or fire damage, this trait doesn't function at the start of the flesh's next turn. The flesh dies only if it starts its turn with 0 hp and doesn't regenerate. Actions Multiattack. The flesh makes two Slam attacks or two Manipulate Flesh attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Manipulate Flesh. The flesh can choose one of the following attack options: Manifold Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) piercing damage, and the target can't regain hit points until the start of the flesh's next turn. Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained. The flesh can have up to two tentacles, each of which can grapple only one target. Acidic Mucus. Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 14 (4d6) acid damage, and the target takes 7 (2d6) acid damage at the start of its next turn unless the target immediately uses its reaction to wipe off the mucus. Bonus Actions Assume Form. The flesh consumes the corpse of a Medium or smaller Humanoid or Beast within 5 feet of it and transforms into that creature. Its statistics, other than its size, are the same in the new form. Any equipment it is wearing or carrying melds into the new form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its true, aberrant form if it dies, makes a Manipulate Flesh attack, or uses Assume Form while transformed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Ne utral Evil","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"The Forest Queen","description":"There was a time when the world was the wood, when there were no towns or steel. The Forest Queen ruled the Endless Weald, maintaining peace between people and beasts. But as ages passed, her children grew restless in the shade of her leaves. Her eldest son came to her and said, “Mother, I dream of war! I want to build a fortress and wield a blade of steel.” The Queen replied, “Then leave the wood, but do not bring your metal into my domain.” And so he left the wood and founded the kingdom of Karrnath. The next day the eldest daughter came before the Queen. “Mother, I dream of magic! I want to build a tower and conjure fire!” The Queen replied, “Then leave the wood, but do not cast your spells in my domain.” And so she left the wood and founded the kingdom of Thaliost. One by one, the Queen’s children left her, until she was alone in the woods with the spirits and the beasts. And as each child raised a kingdom, the woods grew smaller and farther apart, and the heart of the Forest Queen grew bitter and cold. The people are her great-grandchildren, and she will not harm those who stay on the path and respect the beasts of the forest. But those who stray from the path, who conjure fire or hunt with steel, those fools will be lost in the Endless Weald and never again see the light of day. From the Towering Wood in the Eldeen Reaches to the Harrowcrowns of Thrane, from the Greenhaunt of Breland to the Shadowmount Forest of Karrnath, wherever people dwell by the deep forest, they share stories of the Forest Queen. She is the archdryad, linked to every root and bough. She is proud, and when protecting her subjects, she can be ruthless; but she shares many wonders with those who enter her woods with empty hands and open eyes. The story above is clearly apocryphal, but it’s a common tale with many variations, such as her children founding nearby towns instead of nations. Regardless, the message is the same: there is a power that watches over the woods . Stories often depend on the character of the local forest; near the Towering Woods, the Forest Queen is often depicted as benevolent, while near the Nightwood of Karrnath, they talk of how the betrayals of her children froze the heart of the Forest Queen, leaving her cruel and hungry for revenge. The Queen of Weald and Wood. The Forest Queen rules the Endless Weald within Thelanis, an arboreal realm inhabited by dire beasts and wild fey. The Weald often leaks into the world through manifest zones found in deep forests; in such places, dryads lurk in the trees and beasts may possess unusual cunning. Under the right circumstances, travelers passing through a zone might even slip into the Weald. Such forests typically have well-worn paths that avoid these pitfalls, thus strengthening the story of stay on the path . The Greensinger druids know rituals to connect a forest to the Endless Weald, establishing a temporary manifest zone in any deep wood. The Queen’s influence can also be felt in any forest in times when Eberron and Thelanis are coterminous. Just like the stories, the Queen’s personality often reflects the forest where she’s currently manifesting; the Forest Queen is more likely to be benevolent in the Twilight Demesne and cruel in the Nightwood. The Queen as Ally or Patron. The Forest Queen has close ties to the Greensingers, and any Greensinger druid or ranger could have the Forest Queen as a patron. She’s an option for a warlock with an Archfey patron, but the magic she teaches is primal in nature, not arcane. This doesn’t change the spells available to the warlock; their spells simply draw on elemental forces and the power of the fey rather than arcane formulas. As a more exotic option, a character with the Outlander background could have slipped into the Endless Weald as a child and been raised in the court of the Forest Queen. Regardless of origin, any character allied with the Forest Queen is expected to follow her rules. Don’t use weapons or armor of metal. Don’t kill a natural beast with magic or for sport. Protect those who travel on a marked path, unless they harm the forest with their actions. Help any fey of the forest who comes to you in need. Beyond these basic principles, the Forest Queen’s quests typically relate to the woods in some way. An agent of the Forest Queen could be tasked to reconsecrate a grove, to destroy an infestation of aberrations or other unnatural predators, or to prevent an ambitious dragonmarked house from expanding into woodlands. Beyond the forest, an agent could be tasked to recover a relic stolen from the Endless Weald (and once reclaimed, perhaps entrusted to carry this artifact on their adventures). Agents of the Forest Queen might be charged to act as envoys, negotiating with agents of other archfey or dealing with the Feyspires. Or perhaps there’s a darkness in the Endless Weald, a canker that appeared when the forests of Cyre were consumed by the Mourning. The Forest Queen could task mortals to explore this region within the Weald, or charge them to explore the Mournland and to seek a cure for the wounded land. The Queen as an Enemy. One could make an enemy of the Queen by breaking one of her rules while in her woods, or perhaps by killing one of her favored beasts or devoted agents. Such a personal enmity could lead to a character being targeted by natural threats—singled out by aggressive beasts, led astray on journeys through wild regions, or targeted by malicious sprites. A character could also earn her ire by taking one of her relics from a forest, perhaps not knowing that the magic item is tied to the wood. On a larger scale, the Forest Queen could grow tired of civilization itself. The forests containing her manifest zones could expand, with fey and feral beasts attacking villages and towns as they’re overgrown. Could adventurers find a way to placate the bitter Queen, or must they defeat her to end this advance? The Forest Queen’s Lair The Forest Queen watches over the Endless Weald in Thelanis. Fauns and dryads dance in clearings lit by gleaming sprites, and peaceful beasts congregate by glittering springs. A series of paths connect the safe spaces within the woods. But for those who stray from the path, the Endless Weald lives up to its name; such fools can be lost indefinitely, until the Queen takes mercy and leads them out. Lair Actions. While within the Endless Weald, the Forest Queen can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Forest Queen can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row: Thick, tangled bushes grow in a 50-foot-square area within 120 feet of the Forest Queen. Each creature within these bushes must use 4 feet of movement for every 1 foot moved. In addition, a creature in the bushes must succeed on a DC 23 Wisdom saving throw or fall asleep due to the sleep-inducing properties of the bush’s blooms. A creature sleeping in this manner awakens if it takes damage, if someone uses an action to shake or slap it awake, or at initiative count 20 on the round after next. The Forest Queen summons a mass of vines and roots from the ground beneath her, forming a nearly impenetrable weave of protection. Until initiative count 20 in the next round, she has total cover. One creature within 90 feet of the Forest Queen must make a DC 23 Charisma saving throw. On a failed save, the target’s spellcasting is hampered until initiative count 20 on the round after next. During that time, when the target casts a spell of 1st level or higher, it must expend a spell slot one level higher than the level at which it casts the spell. If the target doesn’t have a spell slot of a level higher than the spell, it can’t cast that spell. Weapons of Wood and Bone The Forest Queen charges those who follow her rules to never kill with steel or wear metal armor. This can be a serious limitation for a ranger or other character that has access to martial weapons or medium or heavy armor. However, they could seek out equipment of bronzewood , an exotic lumber that only grows in Aerenal and in a few groves hidden deep in the Towering Wood. This exceptionally dense wood can be used to fashion armor without metal, which could use the same statistics as any medium or heavy armor. Arrows and crossbow bolts can also be fashioned from bronzewood, and this exceptionally durable ammunition breaks no more often than its steel counterpart. Similarly, leafweave armor is made from alchemically treated leaves of the bronzewood tree, and can offer the same level of protection as studded leather or a chain shirt. Armor and weapons made using these substances are generally only available in Aerenal or within the Towering Woods, but if it fits a character’s background, the DM could choose to allow a character’s starting equipment to be made from such materials. Another option is a weapon formed from the bones of a monstrosity; here again, the principle is that the weapon is mechanically identical to a standard weapon, but doesn’t violate the Forest Queen’s ban on metal. If a character is using a bone weapon, there should certainly be a story to it: What creature is it from? Who killed the beast and shaped the weapon, and how did the character come by it? Fey Rulers The fey emanate from Thelanis. The least among them embody the magic we wish to see in the world—the idea of spirits in the trees and wind, of mischievous sprites and satyrs dancing in the glades. The greatest are the archfey, immortals of story who rule domains within Thelanis. This section presents two such rulers: the Forest Queen and the Forgotten Prince. Traits Grace of the Forest Queen. As long as the Forest Queen is within the Endless Weald, her AC is 20. Innate Spellcasting. The Forest Queen’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: dominate beast, druidcraft, entangle, thorn whip (17th level) 3/day each: conjure fey, heat metal, polymorph, spike growth, tree stride, wall of thorns 1/day each: dominate monster, mirage arcane Inscrutable. The Forest Queen is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain the Forest Queen’s intentions or sincerity have disadvantage. Legendary Resistance (3/day). If the Forest Queen fails a saving throw, she can choose to succeed instead. Magic Resistance. The Forest Queen has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The Forest Queen can communicate with beasts and plants as if they and the Forest Queen shared a language. Thelanian Protagonist. The Forest Queen cannot be permanently killed. If reduced to 0 hit points, she collapses into a pile of quickly drying leaves that fall to the ground and blow away. 1d4 days later, she reforms in the Endless Weald, regaining all her hit points. Tree Stride. Once on her turn, the Forest Queen can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Woodland Camouflage. The Forest Queen has advantage on Dexterity (Stealth) checks made to hide in wooded terrain. Actions Multiattack. The Forest Queen makes two melee attacks. Grasping Vine. Melee Spell Attack: +15 to hit, reach 40 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage, and the target is grappled (escape DC 23). The Forest Queen spawns new vines from the ground, so she has no limit on the number of creatures that she can grapple. Verdant Staff. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage and 17 (5d6) force damage. Legendary Actions The Forest Queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Forest Queen regains spent legendary actions at the start of her turn. Attack. The Forest Queen makes a Grasping Vine or Verdant Staff attack. Constrict. One creature that is grappled by the Forest Queen’s Grasping Vine takes 27 (5d10) points of bludgeoning damage. Touch of Nature. The Forest Queen casts a spell.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"neutral","Expansion":20973,"Challenge Rating":23},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"The Forgotten Prince","description":"Once there was a prince of a grand kingdom, the youngest of eight sons. His brothers were celebrated as heroes of the realm, but whatever the youngest prince did, his deeds were never noticed; the shadows cast by his brothers were too long. Even when he saved the kingdom from a cruel dragon, the people assumed one of his brothers had done the deed. But in that dragon’s lair, the prince discovered a strange sack. Reaching inside it, he found a toy he’d loved as a child and long forgotten about, a comb lost by his sister, and a map of a nation that no longer exists. Curious, he climbed into the sack and found a castle within it, filled with forgotten wonders. No one ever noticed he was gone, and no one remembers his name or his deeds. But the Forgotten Prince still dwells in his Castle of Lost Things. When you forget something you love, or when something you need is nowhere to be found, it’s because the Forgotten Prince has taken it for his hoard. When a sock goes missing or a tool is misplaced, people curse the Forgotten Prince for stealing it away. When someone forgets what they were about to say, they might remark “The Prince has taken my thought.” Needless to say, his reach is not truly as wide as such stories make out; but the Forgotten Prince and his minions do indeed steal unappreciated things, both material items and even ideas themselves, keeping them in the vaults and library of his Castle of Lost Things. Often such thefts are never noticed, but he might take things that are quite valuable if he believes them to be unloved or unappreciated by those who have them. Sometimes this is done to teach a lesson, how the loss of a simple and undervalued item or idea can have disastrous consequences. Battles have been lost and cities fallen because of the Prince’s thefts—though often people fail to appreciate the lesson, as they never recall what was lost to begin with. The Prince of All Things Forgotten and Unloved. The Forgotten Prince dwells in the Castle of Lost Things in Thelanis. His attendants are sly and cunning fey, along with mortals who were unappreciated in their mundane lives. Some say that the kenku are servants of the Forgotten Prince who fled from his service—that he stole their voices as punishment for their betrayal, but that a kenku can earn it back with clever deeds. True or not, the Prince has followers scattered across Khorvaire—thieves who sacrifice unloved objects and undervalued secrets to the Prince in exchange for his guidance and gifts. Followers of the Forgotten Prince rarely work together, but they can be found in many positions of influence. There are elves in the Shadow Houses who receive visions from the Prince when they trance, and changelings among the Tyrants of Sharn who engage in more subtle thefts on behalf of the Prince, stealing hearts or faces. While his thefts often go unnoticed by the greater world, the Forgotten Prince also takes pleasure in seeing celebrated people whose reputations are undeserved brought low, and his agents may act to expose such poseurs. Adventurers could also be forced to deal with the Prince if he has something they need—perhaps an artifact or secret long forgotten, now sealed away in the vaults of his dark castle. The Prince as Ally or Patron. The Forgotten Prince may reach out to people who have themselves been forgotten or unappreciated, provided he sees potential in them. Sometimes he brings them to the Castle of Lost Things; in other cases, he offers these agents purpose, rewarding them for their service with gifts or secrets. The urchin background is an excellent option for someone forgotten by the world but chosen by the Prince, while the hermit background could reflect someone who spent much of their life in the Castle of Lost Things, with the Discovery feature being tied to a long-forgotten secret or artifact they discovered in the Castle. The Forgotten Prince could be an Archfey patron for a warlock, or a Hexblade warlock could also receive their weapon as a gift from the Prince; what is the forgotten history and destiny of this weapon? The Forgotten Prince can also be an interesting patron for a bard of the College of Lore; the Prince values secrets no one else considers valuable, and the Cutting Words feature can be depicted as stealing opportunity from a foe—a trick taught by the Forgotten Prince. The Forgotten Prince could teach a rogue the talents of an Arcane Trickster or the skills of a Thief, provided they are willing to use those skills on his behalf. Missions issued by the Prince typically involve the theft of an object or a secret. These things may not be seen as valuable by the people that possess them, and such a task could easily be added on top of the mission for an existing adventure—“While you’re in Dreadhold, steal the ring under the warden’s bed.” The Prince could teach his agents a ten-minute ritual which allows him to pull the requested item into Thelanis (this only works with objects the Prince wants, so it’s not a way to dispose of just any item). The Prince may also task agents with actions to expose or bring down people whose reputations are undeserved, or to assist those who are unappreciated. Note that good and evil don’t enter into these judgments; the Prince could call on agents to bring down someone who’s using their undeserved reputation for a good cause, or to help an unappreciated serial killer! The Prince as an Enemy. The simplest way for the Prince to enter a story is for one of his agents to steal something that the adventurers need, or to take actions that cripple an organization or patron that the characters work for. This ties to the idea that the Prince may target someone with an undeserved reputation even if they are using it to do good; the adventurers themselves could be targeted if they acquire fame that the Prince considers unearned. Or the characters might discover they need something stolen long ago by the Prince—or an object they’ve recently acquired and desperately need has gone missing, and no one else seems to remember it. Characters could also be set against the Prince by another immortal patron; perhaps the Prince has stolen one of the memories of the Forest Queen, and she wants it back. The Power of Secrets. A defining part of the Forgotten Prince’s story is that he himself has been forgotten. Should a character somehow learn the true name of the Forgotten Prince during their adventures, they gain advantage on saving throws against all of his lair actions. The Forgotten Prince’s Lair The Prince dwells in the Castle of Forgotten Things in Thelanis. The castle seems to be its own distinct layer of Thelanis; if it exists in some other realm, its location has been forgotten. There are no doors that allow exit from the castle, and all windows are sealed and show scenes of places that have been forgotten. The only way to enter or leave the castle is through magic, whether by spell, through a manifest zone, or through a portal. Such portals can take many forms, such as the sack described in the legend above; normal people forget the location of a portal within an hour of discovering it, though player characters and other remarkable people could be immune to this effect. It’s possible characters could discover that what they assumed to be a normal bag of holding can serve as a portal to the Castle of Lost Things. Lair Actions. While within his castle, the Forgotten Prince can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Forgotten Prince can take a lair action to cause one of the following effects; he can’t use the same effect two rou nds in a row: Each creature that has dealt damage to the Forgotten Prince within the last round must succeed on a DC 23 Dexterity saving throw or take 26 (4d12) points of psychic damage from his vengeance made manifest. The Forgotten Prince can steal the very life away from his foes. One creature that the Forgotten Prince can see must make a DC 23 Constitution saving throw. On a failed save, the target takes 27 (6d8) points of necrotic damage, and the Forgotten Prince regains hit points equal to the amount of necrotic damage dealt. The Forgotten Prince uses his Stolen Gifts trait on a creature he can see anywhere within his lair, regardless of distance. The duration of the effect lasts until initiative count 20 on the round after next. Fey Rulers The fey emanate from Thelanis. The least among them embody the magic we wish to see in the world—the idea of spirits in the trees and wind, of mischievous sprites and satyrs dancing in the glades. The greatest are the archfey, immortals of story who rule domains within Thelanis. This section presents two such rulers: the Forest Queen and the Forgotten Prince. Traits Cloaked by Shadows. The Prince adds half of his Charisma modifier as a bonus to his AC. Fey Step. As a bonus action, the Prince can teleport up to 30 feet to an unoccupied space he can see. Innate Spellcasting. The Prince’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: chill touch (17th level), hex (as a 5th-level spell), mage hand, nondetection, pass without trace 3/day each: glibness, greater invisibility 1/day each: mass suggestion, modify memory Legendary Resistance (3/day). If the Prince fails a saving throw, he can choose to succeed instead. Magic Resistance. The Prince has advantage on saving throws against spells and other magical effects. Magic Weapons. The Prince’s weapon attacks are magical. Shadow Stealth. While in dim light or darkness, the Prince can take the Hide action as a bonus action. Stolen Gifts. The Prince steals away others’ gifts with hands as swift as darkness. As a bonus action, the Prince causes one creature he can see within 60 feet of him to make a DC 25 Wisdom (Perception) check. On a failed ability check, the Forgotten Prince steals one of the following from the target until the start of his next turn: 1. Weapon Skill. For the duration, the target has disadvantage on weapon attacks, and the Prince has advantage on Dark Scythe attacks. 2. Spellcasting Ability. For the duration, the target has disadvantage on spell attack rolls, and all creatures have advantage on saving throws made to resist the target’s spells. Additionally, all creatures have disadvantage on saving throws to resist the Prince’s spells. 3. Speed. The target’s walking speed is reduced by 20 feet (minimum of 5 feet). Additionally, the Prince’s walking speed is increased by 20 feet, and he can Disengage as a bonus action. Thelanian Protagonist. The Prince can’t be permanently killed. If reduced to 0 hit points, he implodes in a burst of shadows, dealing 36 (8d8) points of necrotic damage to any creature within 15 feet of him. 1d4 days later, he reforms in the Castle of Forgotten Things, regaining all his hit points. Actions Multiattack. The Prince makes two Dark Scythe attacks. Dark Scythe. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage and 14 (4d6) necrotic damage. Threads of Memory (Recharge 5-6). The Prince steals the memories of nearby foes, hampering their abilities. The Prince causes up to three creatures within 60 feet of him to make a DC 23 Wisdom saving throw. On a failed save, a target takes 28 (8d6) points of psychic damage and has its memories stolen for 1 minute. During that time, whenever the target makes an attack roll, ability check, or saving throw, it must roll a d4 and subtract the number rolled from the attack roll, ability check, or saving throw. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions The Prince can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Forgotten Prince regains spent legendary actions at the start of his turn. Dark Scythe. The Prince makes one Dark Scythe attack. Fey Step. The Prince uses his Fey Step. Marked for Vengeance. The Prince casts hex as a 5th-level spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"chaotic neutral","Expansion":20973,"Challenge Rating":21},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"The Fourth Child","description":"“Weapons are weapons, and words are words. The fate of a fool who mistakes one for the other is to perish in the hands of a swordless monarch or by the steel of a deafened warrior.” The Fourth Child is an old vampire with the looks of a youthful halfling girl. She was turned into a vampire almost 200 years ago by the Founder and she has retained her looks since the transformation. As she wasn’t given a name, neither by her parents nor the Founder; most people address her as “Princess”, “Lady”, or “Highness”. She has bright blue eyes, perfectly smooth and pale skin, platinum blonde hair, and sharp facial features. The Fourth Child’s Story The Founder took a halfling infant from a mortal family to raise as his daughter. He was not able to make a child of his own, so he chose this way instead. He was surrounded by people who trusted him and obeyed him, but they did not love him; not even his wife. He wanted to get that love that he lacked and longed for from a daughter. He raised the Fourth Child in his Royal Castle, only leaving her side for urgent matters. He truly cared for her and eventually, started to love her as a daughter and she in turn loved him as a father. The Founder tended to her education and upbringing personally and attended to her needs. When she turned 19, he turned her into a vampire to immortalize their relationship as father and daughter. For over a century, their respect and love for each other grew. She was well-versed in politics and crowd manipulation. Her ideas, supported by the Founder’s raw power, helped the vampire society establish almost absolute control over the citizens of Kanrath. People followed her aimlessly and offered her their blood without hesitation. Then one day, the First Child betrayed the Founder and struck him down with treacherous tricks. The Fourth Child stood with her father, but to no avail. The First Child did not kill the Fourth Child because she had too many followers and it would probably cause a riot. He thus imprisoned her in the Royal Castle instead, forbidding her to leave. The Fourth Child’s Goals She wants to reunite with her father by resurrecting him and she wants to take revenge on the First Child, ensuring eternal suffering for him. Roleplaying the Fourth Child She is extremely cunning, careful, and seemingly friendly. Her offers are always tempting, her words are always persuasive, and she always seems honest. She is a master of manipulation. Everyone thinks they are her friend, until it’s far too late. She can persuade anyone who she can find to do her bidding without them noticing. The Fourth Child in Combat She doesn’t hesitate in combat. She analyzes the situation and takes the most efficient action without any delay. She uses the environment, the creatures around her, and any resources she can access to her advantage. If she becomes aware that the danger is too great for her to handle, she escapes.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"lawful evil","Expansion":24099,"Challenge Rating":20},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"The Fury (Erinyes)","description":"In Dante’s Inferno the furies appear before, and not behind, the gates of Dis. In our version of Hell, these demonesses guard and torture the souls in the sixth Hell circle. In Greek mythology, the three furies – also called Erinyes – are the embodiment of vengeance and remorse. They are sisters of Lyssa, the guardian of the fifth Hell circle, but even more horrifying. These demonesses have black, leathery skin, the wings of bats, feet of birds, pointy teeth, sharp nails and coarse, extendable tongues. The furies’ heads are covered in black, writhing snakes in place of hair. They have red eyes and blood is pouring from the deep scratch-wounds in their chests that they constantly inflict on themselves. Each of the otherwise naked furies is strapped with multiple belts across their torsos, holding a set of black knives for each of them as well as the bloody scalps of their victims. The furies emit a strong putrid smell. Megaera, Alecto and Tesiphone speak Greek, Latin, the Infernal language and bits of other languages, but are not big on conversation. The Erinyes are each wearing a bracelet with one of Lucifer’s hairs interwoven with hair from their victims. Megaera’s wristlet is made of red hair, Alecto’s of black and Tesiphone’s of blond braids. Traits Stench. Any creature entering a 10-foot radius around the fury or starting its turn there, must make a successful DC 11 Constitution saving throw. On a fail the creature can’t do anything but vomit for one round. Actions Multiattack. Every Fury can make two of the following attacks per round. Hellish Knife +2. Melee/Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d3 + 3) slashing/piercing damage. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1), if the target is hit, he will have an open wound, which bleeds for 2 damag e per round for ten rounds or until someone succeeds on a DC 12 me dicine roll. Wail. The Erinys lets out a horrific wail and everyone within 30 feet must make a DC 13 Charisma sa ving throw or be frightened for one round.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Expansion":30058,"Challenge Rating":3},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Gardener","description":"The Gardener is the ghost of a halfling who has long haunted Whiterose Hill in the western Stolen Lands, not far from the city of Pitax. As with most ghosts, his stats are closely tied to his role in the adventure, but they should work well if you need a powerful foe to lurk in a winery, brewery, or even a haunted tavern of your own design. Traits Ethereal Sight. The Gardener can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa. Incorporeal Movement. The Gardener can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object. Spellcasting. The Gardener is a 16th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Gardener knows the following sorcerer spells: Cantrips (at will): acid splash, dancing lights, mage hand, mending, minor illusion 1st level (4 slots): silent image 2nd level (3 slots): darkness, enhance ability, see invisibility, shatter 3rd level (3 slots): dispel magic, slow, tongues 4th level (3 slots): confusion 5th level (2 slots): enervation 6th level (1 slot): eyebite 7th level (1 slot): finger of death 8th level (1 slot): horrid wilting Actions Multiattack. The Gardener makes two melee attacks with his withering touch. Withering Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 33 (8d6+5) necrotic damage. Etherealness. The Gardener enters the Ethereal Plane from the Material Plane, or vice versa. He is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can’t affect or be affected by anything on the other plane. Horrifying Visage . Each non-undead creature within 60 feet of The Gardener that can see him must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":13},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"The Gardener","description":"The Gardener is an archfey who adores the splendor of nature, the joy of song, and the glow of shared merriment. This ancient being once wandered the Feywild and worlds of the Material Plane until two dear friends created a wondrous garden and asked the Gardener to tend to it. The Gardener agreed to the request, then pulled the garden from the Material Plane and transformed it into a Domain of Delight—a region of the Feywild that bows to an archfey’s will. This place became known as the Eternal Garden. The Gardener abhors bloodshed and avoids killing even those who threaten the garden, preferring to entangle them in vines and pacify them with tranquilizing breaths of flowery mist. The Gardener’s Lair The Gardener’s lair is the entirety of the Eternal Garden. Regional effects for the garden are provided in “Beyond the Crystal Cave” (see chapter 4). Lair Actions On initiative count 20 (losing initiative ties), the Gardener can take one of the following lair actions; they can’t take the same lair action two rounds in a row: Plant Walk. The Gardener moves up to their speed into the space of a Medium or larger plant within the lair, then teleports to an unoccupied space within 5 feet of any other Medium or larger plant within the lair. Vine Wall. A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or have the grappled condition (escape DC 15). A creature must make this saving throw when it starts its turn inside the wall or when it enters the wall for the first time on a turn. The wall’s area is difficult terrain for a creature that isn’t grappled. The wall sinks back into the ground, freeing all creatures grappled by it, when the Gardener uses this lair action again or when the Gardener dies. Traits Fey Rebirth. If the Gardener dies in the Eternal Garden, they revive with all their hit points 1d4 days later in a safe location within the garden. Legendary Resistance (3/Day). If the Gardener fails a saving throw, they can choose to succeed instead. Unfettered Steps. The Gardener is unaffected by difficult terrain. Actions Multiattack. The Gardener makes two Vine attacks and can use Breath of Tranquility if available. Vine. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage plus 9 (2d8) psychic damage, and if the target is a Large or smaller creature, the vine wraps around the target, and the target has the grappled condition (escape DC 17). The vine vanishes when the target is no longer grappled, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the unconscious condition but is stable instead of dying. Breath of Tranquility (Recharge 5–6). The Gardener exhales soporific vapor in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or have the poisoned condition. A poisoned creature must repeat the saving throw at the end of its next turn. On a failed save, it has the unconscious condition, and on a successful save, the effect ends on it. An unconscious creature is no longer poisoned and remains unconscious for 1 hour, until it takes damage, or until a creature uses an action to shake it awake. Spellcasting. The Gardener casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17): At will: Druidcraft, Speak with Animals, Speak with Plants 2/day each: Awaken (as an action), Goodberry, Plant Growth (as an action only) 1/day each: Heroes’ Feast (as an action), Teleport Reactions The Gardener can take up to three reactions per round but only one per turn. Pacification. When a creature within 120 feet of the Gardener damages the Gardener, that creature takes 10 (3d6) psychic damage, and the Gardener teleports, along with anything they are wearing or carrying, to an unoccupied space they can see within 15 feet. A creature reduced to 0 hit points by the psychic damage has the unconscious condition and is stable instead of dying. Spell Refuge. When the Gardener or a creature within 30 feet of the Gardener takes damage from a spell, the Gardener chooses up to 5 creatures within 30 feet of themself. The Gardener and the chosen creatures have resistance to all damage from the triggering spell","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Archfey, Druid)","Alignment":"Neutral Good","Expansion":31434,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"The Great King Kurson","description":"The kurson is a formidable-looking devil that bears the lower body a monstrous cave bear and the head of a fearsome-looking maned lion. Bull horns extend from its forehead while its menacing eyes glow fiery red. Notably, where its left arm should be, a giant viper extends from its socket, serving as a deadly appendage. Deadly Warrior. The kurson relies primarily on its immense strength in combat, using powerful claws and its highly venomous snake. When facing hordes of enemies or requiring a tactical advantage, the kurson uses its war horn. Unleashing a thundering blast, the war horn can deafen and stun enemies, disrupting their formations while also rallying the kurson's own troops. Hell's General. Due to the kurson's domineering character, it is often serves as a commander of Hell's legions. Those that excel and prove themselves worthy eventually become generals, only answering to pit fiends and archdevils. One such kurson, the first of its name, has been awarded the title of Great King by Asmodeus, and now serves as one of his generals. Kurson the Great King's Lair Kurson the Great King lives in an immense fortified keep in Hell that is very well defended by lesser-ranking devils. Kurson the Great King encountered in its lair has a challenge rating of 19 (22,000 XP). Lair Actions On initiative count 20 (losing initiative ties), Kurson can take a lair action to cause one of the following magical effects; Kurson can’t use the same effect two rounds in a row: Kurson casts dominate person , requiring no material components and using Charisma as the spellcasting ability (spell save DC 20). Kurson casts wall of fire , requiring no material components and using Charisma as the spellcasting ability (spell save DC 20). Kurson doesn't need to concentrate on the spell. The wall lasts for 1 minute, until Kurson uses this lair action again, until Kurson dies or is incapacitated, or until Kurson dismisses it as an action. Kurson summons 1 barbed devil or 2 bearded devils . A summoned devil appears in an unoccupied space within 60 feet of Kurson and acts as an ally of Kurson. It remains for an hour, until it or Kurson dies, or until Kurson dismisses it as an action. Traits Legendary Resistance (3/Day). If Kurson fails a saving throw, he can choose to succeed instead. Magic Resistance. Kurson has advantage on saving throws against spells and other magical effects. Prescience. Kurson can't be surprised and has advantage on saving throws, unless Kurson is incapacitated. Actions Multiattack. Kurson makes three Claw attacks and one Bite attack. Alternatively, he can make two Infernal Bolt attacks. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 6) piercing damage plus 17 (5d6) poison damage and the target must succeed on a DC 19 Constitution saving throw or become poisoned for 1 minute. A poisoned creature is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Infernal Bolt. Ranged Spell Attack: +12 to hit, range 120 ft., one creature. Hit: 19 (3d8 + 6) fire damage, and the target must succeed on a DC 20 Wisdom saving throw or become frightened until the end of Kurson's next turn. War Horn (Recharge 5–6). Kurson blows his horn, emitting a thunderous blast in a 60-foot cone that is audible 600 feet away. Each creature in the cone must succeed on a DC 19 Constitution saving throw. On a failed save, a creature takes 45 (10d8) thunder damage, is deafened for 1 minute, and stunned until the end of Kurson's next turn. On a successful save, a creature takes half as much damage and isn't deafened or stunned. In addition, each allied devil within 60 feet of Kurson and can hear Kurson has advantage to saving throws made against being charmed and frightened for 1 minute. Bonus Actions Prognosticate. Until the end of his next turn, Kurson has advantage to his next attack roll or ability check. Reactions Premonition. Kurson foresees an incoming attack. When an attacker Kurson can see makes an attack roll against Kurson, Kurson can impose disadvantage on the attack roll. If the attack roll is successful, Kurson only takes half as much damage. Legendary Actions Kurson can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Kurson regains spent legendary actions at the start of his turn. Attack. Kurson makes a Claw attack or Infernal Bolt attack. Teleport (Costs 2 Actions). Kurson magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"The Grim","description":"The embodiment of hopelessness and despair, the grim is among the mightiest of the sorrowsworn that can be found in the Shadowfell. It resembles an 8-foot tall, slender humanoid creature with pale emaciated skin, thin horns protruding from its head, bulging red eyes, large leathery wings on its back, and hands with long clawed fingers clutching a scythe made out of bones and dark steel. Lord of Despair. The grim radiates an aura of bleakness, forcing creatures nearby to be overwhelmed with feelings of despair. In addition, the grim can whisper and hiss constantly. Creatures unfortunate enough to be within range will hear it, even in their minds. The grim can then choose to fill their thoughts either of extreme sorrow, deep emptiness, or memories of past losses and regret. Reaping Scythe. Those that do survive the harrowing abilities of the grim will still have to contend with its deadly scythe that it attacks with thrice each turn, and with each hit can inflict grievous wounds that can't be healed normally. Traits Aura of Loss. A creature that starts its turn within 30 feet of the Grim must succeed on a DC 16 Wisdom saving throw. On a failed save, the creature has disadvantage on saving throws and grant the Grim advantage on attack rolls against it until the start of the Grim's next turn. Actions Multiattack. The Grim makes three Reaping Scythe attacks. It can use Bleak Visage in place of one of these attacks. Reaping Scythe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 22 (4d10) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. Bleak Visage. The Grim fixes its gaze on one creature it can see within 60 feet of it. The target must succeed on DC 16 Wisdom saving throw against this magic or take 22 (4d10) psychic damage and be frightened for 1 minute. While frightened, the creature is incapacitated. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage. If a target's saving throw is successful or the effect ends for it, the target is immune to the Grim's Bleak Visage for the next 24 hours. Bonus Actions Whispers of Loss. The Grim whispers and hisses constantly, which can be heard loudly in the minds of creatures within 60 feet of it that can understand it. It can choose one from the following three effects: 1. Future Sorrow. The Grim fills creatures' thoughts of images of loved ones dying horrible deaths. Each creature within range must succeed on a DC 16 Wisdom saving throw or take 16 (3d10) psychic damage and drop whatever it is holding, and become frightened until the end of the Grim's next turn. While frightened in this way, a creature must take the Dash action and move away from the Grim by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. On a successful save, the creature takes half as much damage with no additional effects. 2. Great Emptiness. The Grim makes creatures reflect on their most terrible actions that have wracked them with guilt. Each creature within range must succeed on a DC 16 Charisma saving throw or be take 22 (4d10) psychic damage and be confused until the end of its next turn. The creature can't take reactions until the start of its next turn and rolls a d10 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 to 7, the creature takes no action but uses all its movement to move in a random direction. On an 8 to 10, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. On a successful save, the creature takes half as much damage with no additional effects. 3. Past Losses. The Grim makes creatures recall painful, tragic events and lost love ones that have haunted them. Each creature within range must succeed on a DC 16 Intelligence saving throw or take 11 (2d10) psychic damage and become stunned until the end of the Grim's next turn. On a successful save, the creature takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":20},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"The Harpy","description":"These Hell monsters are large birds with the heads of women. Their eerily beautiful faces are smeared with blood, their bodies are covered with coarse gray-brown feathers and their feet have long wicked talons. Their size and form are comparable to vultures, and there are hundreds of them. In Greek mythology, the harpies are said to be the daughters of a titan and an oceanide, but we find it more appropriate to make them the offspring of the three furies and the foul vultures that feed on the dead of the battlefield. The harpies speak only the Infernal language since they were bred in Hell and seldom venture into the outside world. If addressed directly they will answer in pleasant voices, laughing and smiling in an unsettling manner. When feeding on the trees, they will make loathsome sucking noises. Lucifer’s hair is woven into their own soft tresses. Most of the harpies will be sitting in their nests, humming or singing strange tunes or chattering with each other in their lovely voices. Once in a while, a harpy can be seen sitting on a tree, pulling off its bark and sucking the blood out of it. Hopefully none of the characters will look up, or worse, let their gaze linger on any feeding harpy. Keeping their eyes down would be the safest way for them to pass through this region. But the problem is to avoid looking at them. As soon as a harpy starts singing or humming, anyone in hearing distance will feel compelled to get near to her, attracted by this monstrous creature, who just wants to suck their blood like their mothers, the furies. But contrary to the self-restrained furies, the harpies will drink you dry and leave you to die. A Wisdom saving throw is needed to avoid their charming song. Stuffing their ears with wax or another substance will work, but then the adventurers might not notice someone sneaking up on them. Good thing: The harpies are sort of oblivious and lost to the world, as long as they are not attacked or stared at. But as they have perfect hearing and sight, they will instantaneously notice when they are watched, crying out loudly to attract their sisters and attacking the intruder in a huge flock, even if that person is not entranced by their song. One single harpy might not be very dangerous, but a flock of them will be a nasty menace to any group of adventurers. You can use as many of them as you wish, but if you are dealing with a group of non-fighters, why not let them get through the wood unharmed? They just have to exhibit a bit of self-control. Actions Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Charming Song. Harpies can sing entrancing melodies. Anyone in a 300-foot radius must succeed on a DC 10 Wisdom saving throw or be charmed until the song ends. The target will move to the harpy while ignoring anything and anyone else. The harpy will then begin to suck the target’s blood (2 hit points per turn) until the target is completely drained. The target can be pulled out of its trance by slapping it in the face (which will make the harpy attack the offender) or hurting it with at least 4 points of damage (which doesn’t disturb the harpy’s bloodsucking at all, but the target will be quite alarmed to find a blood-sucking harpy clutching its shoulder, make a DC 10 Dismay check).","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Expansion":30058,"Challenge Rating":"1/2"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Hateful Hermit","description":"The hateful hermit is a bitter old man who’s lived in the Stolen Lands for longer than he cares to remember. By transplanting him from the wilds to the big city, though, he can play the role of a cruel “beggar prince” or other leader of a small-time gang of criminals. In Kingmaker, the hateful hermit is accompanied by a pet puma he simply calls “Cat.” Use the statistics for a panther to represent this ally. Traits Cunning Action. On each of his turns, the Hateful Hermit can use his bonus action to take the Dash, Disengage, or Hide action. Focus Hatred. At the start of his turn as a bonus action, the Hateful Hermit unleashes a vexing stream of profanities and threats at a single foe he can see within 30 feet. The Hermit gains advantage on the first attack roll he makes against that target on this turn. Sneak Attack (1/Turn). The Hateful Hermit deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Hermit that isn’t incapacitated and the Hermit doesn’t have disadvantage on the attack roll. Actions Multiattack. The Hateful Hermit makes two melee attacks. Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4+2) slashing damage. Blowgun. Ranged Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 1 piercing damage plus 3 (1d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"The Honey Queen","description":"The Honey Queen is the title of a dynasty of awakened queen bees. How these creatures first came to self-awareness remains a mystery, but when one Honey Queen dies, another always rises to take her place. Within the Old Margreve, the Honey Queens maintain a brisk business selling honey (both magical and nonmagical) to the fey of the forest. The bees trade nonmagical honey for glassware, wooden tools, and occasional repairs to the hive tunnels. They trade magic honey for fairy magic, often scrolls or small temporary magical favors, which in turn allow the Honey Queen to continue manufacturing her magic honey. Actions Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6+3) piercing damage. On a hit, the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":5},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"The Horned Hunter","description":"The Horned Hunter serves as one of Nyrissa’s agents, sent to the Material Plane to track down the magic sword Briar. As a powerful satyr, though, he can certainly play the role of a legendary guardian of an ancient woodland, or even the end boss of a long-term campaign against fey. Traits Archery. The Horned Hunter gains a +2 bonus to attack rolls he makes with ranged weapons (included in the attack). Evasion. If the Horned Hunter is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, the Horned Hunter instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Fey Conduit. Before she sent him into the Material Plane, Nyrissa used the power of her home within the Fable to forge a link with the Horned Hunter. During his time on the Material Plane, she can observe the world as if seeing through his eyes and listening through his ears. She cannot bolster the Horned Hunter via this link, and uses it primarily to spy on the PCs and observe their tactics in preparation for what she hopes never occurs—their invasion of Thousandbreaths. If the Horned Hunter claims Briar, the sword causes this link to Nyrissa to end immediately. Fey Weapons. The Horned Hunter’s weapon attacks are magical. When the Horned Hunter hits with any weapon, the weapon deals an extra 22 (5d8) radiant damage (included in the attack). Magic Resistance. The Horned Hunter has advantage on saving throws against spells and other magical effects. Spellcasting. The Horned Hunter is a 20th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The Horned Hunter has the following ranger spells known: 1st level (4 slots): animal friendship, cure wounds, fog cloud, speak with animals 2nd level (3 slots): pass without trace, spike growth 3rd level (3 slots): nondetection, protection from energy 4th level (3 slots): freedom of movement 5th level (2 slots): commune with nature, tree stride Actions Multiattack. The Horned Hunter makes three attacks. Ram. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage plus 22 (5d8) radiant damage. Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 9 (1d8+5) piercing damage plus 22 (5d8) radiant damage. Panpipes. The Horned Hunter plays pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of The Horned Hunter that can hear the pipes must succeed on a DC 19 Wisdom saving throw or be affected as described below. Other satyrs and creatures that can’t be charmed are unaffected. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours. Charming Melody. The creature is charmed by The Horned Hunter for 1 minute. If The Horned Hunter or any of its companions harms the creature, the effect on it ends immediately. Frightening Strain. The creature is frightened for 1 minute. Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":18},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"The Horror","description":"The Horror is a distended construct of stitched skin and grafted limbs bearing weapons made from sharpened bone. The Grave Order stitched this creation together from the corpses of the Golden Valor, an adventuring party who dared to challenge the necromancers. They then bound the soul of Elyas Leodeir—a cunning rogue who killed Halorin and earned Lestheris’s personal ire—to the grotesque form. Ensorcelled by Lestheris’s magic, Elyas is forced to fight against his will from within the prison made of his former friends. This implacable avatar of death and destruction is the greatest of the Grave Order’s undead creations, and the first harbinger of the necromancers’ future army. Traits Dying Gasp. When the Horror dies, they begin to rupture in a vile explosion of viscera and necrotic energy. The creature who reduced the Horror to 0 hit points can make a DC 15 Charisma (Persuasion) check to appeal to Elyas’s departing soul (no action required). On a successful check, his soul transforms the explosion and each enemy of the Grave Order within 30 feet of the Horror gains 7 (2d6) temporary hit points. On a failed check (or if no check is made), each creature within 15 feet of the Horror must make a DC 13 Dexterity saving throw, taking 4 (1d8) acid damage plus 4 (1d8) necrotic damage on a failed save, or half as much damage on a successful one. Actions Spine Cleaver. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 13 (2d8 + 4) slashing damage against a grappled target. Bone Hook. Ranged Weapon Attack: +6 to hit, range 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is Medium or smaller, they are grappled (escape DC 14) and the Horror can pull the target up to 15 feet toward them. Until this grapple ends, the Horror can’t make a Bone Hook attack against another target. Bonus Actions Valor’s Death. Each enemy within 10 feet of the Horror who can hear the Horror must succeed on a DC 13 Wisdom saving throw or be frightened of the Horror for 1 minute (save ends at end of turn). If a creature’s saving throw is successful or the effect ends for them, the creature is immune to the Horror’s Valor’s Death for 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"The Hungry","description":"Sorrowsworn The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. The Hungry Horrid beasts with grasping claws and yawning mouths, the Hungry do whatever is necessary to sate their appetites. These greedy devourers consume all life and energy they encounter, stuffing their maws with flesh and drinking in their victims’ screams. When they finish, they lurch away while their bright eyes resume the search⁠ for something else to consume. Traits Life Hunger. If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit. Actions Multiattack. The Hungry makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage. Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. While grappling⁠ a creature, the Hungry can’t attack with its claws.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"The King of the Hunt","description":"There are no gods... The only man in the sky... is me. Traits Fey Ancestry. The King has advantage on saving throws against being charmed, and magic can't put the King to sleep. Great Cleave (3/Day). When the King makes a melee weapon attack, it can make another attack with the same weapon against each other creature within reach and within 5 feet of the original target as part of the same action. Leap Attack. Once per turn, if the King moves at least 15 feet straight toward a target and then hits it with a greatsword attack on the same turn, the target takes an extra 6 (1d12) slashing damage. Legendary Resistance (5/Day). If the King fails a saving throw, it can choose to succeed instead. Magic Resistance. The King has advantage on saving throws against spells and other magical effects. Reactive. The King can take one reaction on every turn in combat. Special Equipment . The King has an Unbound Épée Solaire . The king can’t be disarmed of it while it is conscious. The bonus to attack and damage rolls is already included in the stat block. Undying Warrior. Having 0 hit points doesn’t knock the King unconscious. He must still make death saving throws, and suffers the normal effects of taking damage while at 0 hit points. Unstoppable. The King's speed can’t be reduced, but effects like being paralyzed can still prevent it from moving. Actions Multiattack. The King makes three greatsword attacks, or four shortswords attacks if the Unbound Épée Solaire is transformed. Greatsword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (6d6 + 11) slashing damage and 4 (1d8) radiant damage. If the King damages a creature twice on a turn with this attack, the target must succeed on a DC 25 Wisdom saving throw or become frightened of the King for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Shortsword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 21 (3d6 + 11) slashing damage and 4 (1d8) radiant damage. Bonus actions Hunter's Pursuit. The King flies up to 70 feet toward a creature it can see without provoking opportunity attacks. Misty Step. The King casts misty step . Charisma is its spellcasting ability for the spell. Vicious Finisher (2/Day). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 138 (20d12 + 8) slashing damage. This attack scores a critical hit on a result of 15-20 on the die. The King can use this bonus action twice, once each when the King has fewer than half, and one-quarter its hit points. Reactions Dodge Step. When a creature the King can see attacks it, the King can move 5 feet without provoking opportunity attacks and make a Dexterity saving throw with a DC equal to the attack roll’s total. On a success, the King evades completely and the attack misses. On a failure, the King takes half the attack's damage if it hits it. Killing Blow. If the King sees a creature within its reach fall to 0 hit points, it can make an attack with its weapon against the creature. On a hit, the King pierces a vital organ and the target immediately dies. Weapon Parry. The King adds 8 to its AC against one attack that would hit it. To do so, the King must see the attacker and be wielding a melee weapon. If the attack is a ranged attack, the King can beckon gravity and force the attacker to make a DC 26 Strength saving throw, pulling it up to 60 feet straight towards the King on a failure. This reaction can’t be used two turns in a row. Legendary Actions The King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The King regains spent legendary actions at the start of its turn. Enforced Duel. The King magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Before teleporting, it can force a creature that it can see within 120 feet of it to make a DC 26 Charisma saving throw. On a failure, the target is teleported to an unoccupied space within 5 feet of the King’s destination. Strike. The King makes a greatsword attack or two shortsword attacks, depending on which form its weapon is in. Mark of the Hunt (Costs 2 Actions). The King marks its prey for death. Each creature of its choice in a 300 feet of it that it can see must succeed on a DC 26 Charisma saving throw or be branded for 1 minute. The King gain a +7 bonus to damage rolls against branded targets. Any attack roll the King makes against a branded target is a critical hit on a roll of 18-20 on the d20. If a branded target dies, the King regains 30 hit points. The brand can be removed via a remove curse spell or similar effect.","properties":{"Category":"Monsters","Size":"Huge","Type":"humanoid and aberration","Alignment":"neutral good or neutral evil","Expansion":27461,"Challenge Rating":28},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"The Knurly Witch","description":"The Knurly Witch is one of Nyrissa’s more powerful agents in Thousandbreaths. Her statistics can be used as a great foe or final boss in a campaign whose themes revolve around the sinister cult of Gyronna or other evil deity—after making a few changes to her alignment and domains as appropriate. Traits Divine Eminence. As a bonus action, the Knurly Witch can expend a spell slot to cause her melee weapon attacks to magically deal an extra 21 (6d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. Innate Spellcasting. The Knurly Witch’s innate spellcasting ability is Charisma (spell save DC 18). The Knurly Witch can innately cast the following spells, requiring no material components: 3/day each: alter self, fog cloud Magic Resistance. The Knurly Witch has advantage on saving throws against spells and other magical effects. Spellcasting. The Knurly Witch is a 13th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The Knurly Witch has the following cleric spells prepared: Cantrips (at will): guidance, mending, resistance, sacred flame (3d8), thaumaturgy 1st level (4 slots): bless, cure wounds, sanctuary, shield of faith 2nd level (3 slots): aid, hold person, spiritual weapon 3rd level (3 slots): bestow curse, dispel magic, protection from energy 4th level (3 slots): banishment, death ward, guardian of faith 5th level (2 slots): flame strike, geas 6th level (1 slots): heal, word of recall 7th level (1 slots): fire storm Actions Multiattack. The Knurly Witch makes three attacks: one with her bite and two with her claws. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) piercing damage. Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":20},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"The Lady of Coins","description":"The Lady of Coins is a medusa from the island of Themis, the twin sister of the Amazon Queen. Her true name is Moxena, but she abandoned that name after a failed coup against her sister. She rebelled by joining with the Amazon faction who believed that the worship of Lutheria had corrupted the sisterhood. However, she had no intention of restoring the Amazons to a sisterhood of equals—she just wants to replace her sister as Queen and rule the island herself. Having fled, she ended up in Mytros. Her political skills enabled her to establish the Cult of the Snake, a thieves’ guild that serves her with unswerving loyalty. She robs from the rich and then uses the money to purchase the freedom of minotaur slaves and other undesirables. However, she is not an altruist. She intends to use the money that she collects to hire an army. Moxena wants vengeance on her sister, but she can easily be convinced to extend her quest to include vengeance against her sister’s patron, Lutheria. Roleplaying Moxena Pragmatic . Moxena may desire revenge against her sister above all things, but she is practical about it. She will form alliances with anyone who can help her attain that goal. Prejudiced . Moxena dislikes men as a rule and she treats them with patient but disdainful condescension. If possible, she will ignore male heroes and speak primarily to female heroes in the party.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":7},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"The Lich-Knight","description":"The Lich-Knight was created as part of the Midnight Curse by the Matrons of Malice as a last resort to inflict suffering upon the Kingdom of Aglarion. The soul of Prince Krasnar Azennar was bound to a phylactery with a ritual similar to the one that wizards use to turn themselves into liches. The Lich-Knight seeks to rule over its promised kingdom that it wants to fashion to its own image, a land ravaged by its undead minions. Equipment The Lich-Knight wields a +2 nine lives stealer glaive that has four charges remaining, carries a +1 heavy crossbow , and wears a +1 plate armor","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":18},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"The Lonely","description":"Sorrowsworn The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. The Lonely The sorrow of isolation afflicts many creatures that lurk in the Shadowfell, but the need for companionship is never manifested more dramatically than in the Lonely. When these sorrowsworn spot other creatures, they feel keenly the need for interaction and so they launch their harpoon-like arms to drag their victims close. Traits Psychic Leech. At the start of each of the Lonely’s turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage. Thrives on Company. The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack⁠ rolls. Actions Multiattack. The Lonely makes one harpoon arm attack and uses Sorrowful Embrace. Harpoon Arm. Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. The Lonely has two harpoon arms and can grapple up to two creatures at once. Sorrowful Embrace. Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled⁠ by it up to 30 feet straight toward it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"The Lonely Warrior","description":"The Lonely Warrior is a solo encounter in the Kingmaker Adventure Path , but you can use these stats as the basis for an entire category of variant wights to populate a larger, more complex tomb. Traits Sunlight Sensitivity. While in sunlight, the Lonely Warrior has disadvantage on attack rolls, as well as on Wisdom (Perception) check that rely on sight. Actions Multiattack. The Lonely Warrior makes two greatsword attacks. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage and 7 (2d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the Lonely Warrior’s control, unless the humanoid is restored to life or its body is destroyed. The Lonely Warrior can have no more than 12 zombies under its control at one time.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":6},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"The Lord of Blades","description":"The Lord of Blades is a warforged warlord who has broken all ties with his former masters. He has established a nation for his people deep in the Mournland, centered in a great fortress where warforged from all over Khorvaire can come and feel a sense of belonging. No one knows what the Lord of Blades plans for his followers, but many fear that he intends to build a legion of warforged zealots, primed to march from the Mournland to unleash destruction on their former masters. Some tales assert that the Lord of Blades led the warforged armies of Cyre in the Last War. Others cast him as a newer warforged, perhaps the last to come out of the Cannith creation forges before the Thronehold Accords led to their dismantling. One story claims the Lord of Blades caused the destruction of Cyre and warns that he plans to repeat the Day of Mourning in each of the remaining Five Nations. Whatever the truth, he has become a beacon for warforged everywhere. Warforged Nature. The Lord of Blades doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (warforged)","Alignment":"lawful evil","Expansion":4480,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"The Lost","description":"Sorrowsworn The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. The Lost The Shadowfell turns visitors around until they become marooned in its twisted landscape. The Lost are representations of the anxiety and fear that people experience when they can’t find their way. These sorrowsworn appear as desperate and panicked things. The Lost try to embrace any creatures they can reach, attempting to find solace in the contact. Aside from the horror of being embraced by such a thing, the victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder the victims’ allies fight for release, the worse the experience becomes. Actions Multiattack. The Lost makes two arm spike attacks. Arm Spike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Embrace. Melee Weapon Attack: +6 to it, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple⁠ ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time. Reactions Tightening Embrace. If the Lost takes damage while it has a creature grappled, that creature takes 18 (4d8) psychic damage","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"The Maniae","description":"In Greek mythology, the Maniae appear as the personifications of madness, frenzy and insanity. This horde of evil spirits are the offspring of Lyssa. Whenever Lyssa is upset or attacked, they will descend upon the group to protect their mother. Lyssa may, however, command them to keep their distance. In this case, the Maniae will hover above the heads of the adventurers or surround them like a swarm of giant insects. The Maniae are only semi-corporeal, but will inflict nasty wounds by biting and tearing into their prey with long claws. Some of them have the power to possess a mortal and turn him or her into a raging maniac. Despite their violent disposition, the Maniae are almost silent and will only utter hissing sounds that sting the ears like a cold wind. Traits Non-Corporeal. The Maniae can’t be hurt by anything but magic. Actions Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage, and the target must make a DC 8 Intelligence saving throw or become possessed by the maniae for one round and must attack, by whatever means possible, the nearest living target.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Expansion":30058,"Challenge Rating":"1/8"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Minotaur","description":"This horned monster charging the group at the entrance to the Hell circle is the offspring of Pasiphae, queen of Crete, and a bull. He is a ferocious beast with the head of a bull and the body of a very tall and muscular man with short brown fur and a bull’s tail. In life, he fed on humans and lived in a maze-like labyrinth in which he was eventually killed by the hero Theseus. The Minotaur is incredibly strong. He can kill with his bare hands, either strangling or beating people to death. He can also attack with his horns, or use them to skewer a person he has thrown into the air. The Minotaur represents all three sections of the Hell circle: The brutality of Violence against others in his lifetime, and against himself, as he can be seen gnawing on his own arm when the group encounters him. And as the offspring of a human woman and an animal he also stands for Violence against nature, as Dante puts it. Although one would expect all lower Hell circles to be guarded by more powerful demons and not just a monster, this one has gained status through his fame in life. Lucifer’s hair is wound around his left horn. The Minotaur will be able to converse in Greek or in the Infernal language, but like some of the other monsters, he does not really talk a lot. Despite his beastly appearance, the Minotaur has quite delicate feelings. His life held in a labyrinth as a vicious monster damaged him severely. It made him more aggressive, but if someone approaches him with love and understanding, he will react like everyone longing for acceptance. Initially, he will act towards the group in a menacing way. Traits Charge. If the minotaur moves at least 10 feet straight toward a target and then hits with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is of medium size or smaller, it must succeed on a DC 14 St rength saving throw or be pushed back up to 10 feet and knocked prone. Actions Multiattack. The minotaur can either make one gore attack or a combination of two grapple and fist attacks. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Grapple. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until the grapple ends, the minotaur can’t use this arm for a fist attack or another grapple on another target. The minotaur can move with grappled targets, which are pulled along, and still make his gore or one grapple/fist attack. Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Expansion":30058,"Challenge Rating":3},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Misbegotten Troll","description":"The Misbegotten Troll is a violent minion of Nyrissa. She often leaves him to his own devices, which run the gamut from cruel to sadistic. He can just as easily play a role where he is no mere minion. He works well in a game that seeks to tell a Beowulf -style story, where a group of high-level heroes are called upon to save a remote kingdom from attacks by an unbelievably powerful giant. Traits Brave. The Misbegotten Troll has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the Misbegotten Troll hits with it (included in the attack). Keen Smell. The Misbegotten Troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The Misbegotten Troll regains 10 hit points at the start of his turn. If he takes acid or fire damage, this trait doesn’t function at the start of the Misbegotten Troll’s next turn. The Misbegotten Troll dies only if he starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The Misbegotten Troll makes three melee attacks, two with his glaive and one with his bite, or two with his claws and one with his bite. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6+9) piercing damage. Glaive. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (3d10+9) slashing damage. Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6+9) slashing damage. Reactions Counterattack. When struck by an enemy with a melee weapon, the Misbegotten Troll makes one glaive or claws attack against the creature that hit him. Legendary Actions The Misbegotten Troll can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Misbegotten Troll regains spent legendary actions at the start of his turn. Detect. The Misbegotten Troll makes a Wisdom (Perception) check. Glaive Attack. The Misbegotten Troll makes a glaive attack. Jangle the Chain (Costs 2 Actions). The Misbegotten Troll shakes his chain of caged sprites, causing the supernatural cages to amplify their despair. All creatures other than the Misbegotten Troll or his smilodon pets within 30 feet must attempt a DC 18 Wisdom save or become overwhelmed with sadness, causing them to be stunned until the end of their next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":18},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"The Mora","description":"Some say the Mora is a swarm awoken by the Margreve; others that its moths are possessed by the spirits of witches and shadow fey, who gather to drink the dreams and souls of travelers. Actions Lullaby. One creature that the Mora can see and is within 60 feet is targeted by its lullaby. The target make a successful DC 14 Constitution save or gain 1 level of exhaustion.","properties":{"Category":"Monsters","Size":"Small","Type":"swarm of tiny beasts","Alignment":"unaligned","Expansion":16,"Challenge Rating":5},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"The Nightmare Rook","description":"The Nightmare Rook looms both figuratively and literally over the realm of Thousandbreaths. This strange, supernatural bird can serve in your game as an unusual primary foe and source of mysterious terrors assaulting a kingdom. The more surreal and strange your encounters get, the better, so that when the PCs finally confront the source of these nightmares, the creature lives up to its name. Traits Innate Spellcasting. The Nightmare Rook’s innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components: 3/day each: phantasmal killer 1/day each: weird, wish Keen Sight. The Nightmare Rook has advantage on Wisdom (Perception) checks that rely on sight. Magic Resistance. The Nightmare Rook has advantage on saving throws against spells and other magical effects. Magic Weapons. The Nightmare Rook’s weapon attacks are magical. Regeneration. The Nightmare Rook regains 10 hit points at the start of its turn. If the Nightmare Rook takes damage from silvered weapons, this trait doesn’t function at the start of the Nightmare Rook’s next turn. The Nightmare Rook dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The Nightmare Rook can use its Frightful Presence. Then it makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (4d8+9) piercing damage. Talons. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 23 (4d6+9) slashing damage, and the target is grappled (escape DC 22). Until this grapple ends, the target is restrained, and the Nightmare Rook can’t use its talons on another target. Frightful Presence. Each creature of the Nightmare Rook’s choice that is within 30 feet and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Nightmare Rook’s Frightful Presence for the next 24 hours.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":20},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"The Potbellied Kobold","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"neutral good","Expansion":14533,"Challenge Rating":6},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"The Pudding King","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (gnome, shapechanger)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"The Queen-in-Stitches","description":"The Queen-in-Stitches is a self-made sorceress who incorporates monster parts and weapons into her body to augment and adjust her magical abilities. She has a cult following of would-be mages and traditionally weaker monsters who seek to learn her secrets. She grants these secrets sparingly, using her followers to seek out new creatures and magical items to graft into her form. Appearance. The Queen-in-Stitches’ appearance differs from day to day, depending on which limbs and “accessories” she last chose to incorporate into her body. However, no matter what choices she’s made, her form is an unnerving blend of humanoid, monster, and metal. Personality. The Queen-in-Stitches views her cult of followers as both children and mere servants, caring for them yet also demanding much of them. Those that bring harm to her cultists face her wrath, though she rarely has qualms about sending them into Dangerous II situations to acquire new monster parts and magical items. Cult of Monsters. Many of the Queen-in-Stitches’ cult following are monstrous themselves, primarily those traditionally viewed as weaker, such as goblins and kobolds. These monsters see her as a saint who will help them grow in strength through the grafts and augmentations she provides. Spare Parts. The Queen-in-Stitches’ experiments with grafting and implanted augmentations have created stores of spare parts for her to choose from. Beyond simply having an arsenal of grafts at her disposal, however, she also spends her time stitching together flesh golems, which help defend her and her cultists as needed. Plot Hooks The Deadliest Catch. The Queen-in-Stitches is hunting for a particularly Dangerous ] creature, and seeks an adventuring party to aid her where her cultists can be of little use. She is willing to grant them a boon in the form of a special graft or a magical item from her vaults as payment. Protected Prey. The Queen-in-Stitches has a rare and endangered prey in her sights, and a druid circle that oversees the species’ population is in need of help protecting it from her cultists. Harming her cultists draws the attention of the Queen-in- Stitches herself, and the party must either fight her off or convince her to abandon her hunt. Monsters in the Night. The Queen-in-Stitches has been experimenting with grafts on monsters, creating odd, chimeric creatures and releasing them in the streets of the city at night. This has led to several deaths already, and the city guard needs assistance in finding the cause. Tactics The Queen-in-Stitches does her best to be prepared for any fight, using her knowledge of her opponents to select the proper traits from her Commutable Grafts whenever possible. Although technically a spellcaster, her magical talents are limited to those she has acquired from her grafts, and she does her best to keep out of harm’s way to ensure that her most vital of grafts (such as her Horns of the Psionic Dragon) are not Injured. She also knows that she will be outmatched if allowed to be outnumbered, and keeps herself surrounded by at least a few cultists at all times. Whenever possible, she likes to combine her ability to cast darkness on an object she holds with her Eye of the Devil, hiding herself from sight and making herself a deadly threat in melee combat. When she doesn’t need to specifically prepare for a fight, she typically selects the Eye of the Devil, Iron Guts, and Magitech Core traits for her Commutable Grafts. Other Commutable Grafts The options outlined in the Queen-in-Stitches’ Commutable Grafts trait are just a few possibilities, selected in part for their relatively minimal effect on her challenge rating. Other options could include a Troll’s regeneration, an angel’s halo, which could grant her bonus radiant damage on her attacks, or any other key trait of a creature type. Similarly, you could change out any of her melee attacks for attacks from other creatures, any of her spells for other effects that can be generated by magical creatures, and so on. Just be sure to keep an eye on her challenge rating! Traits Commutable Grafts. The Queen-in-Stitches can benefit from any three of the following traits at a time, and can switch her choices during a short rest: Spider Climb. The Queen-in-Stitches can move up, down, and across vertical surfaces and upside down along ceilings, while leaving her hands free. She also gains a climbing speed equal to her walking speed. Eye of the Devil. The Queen-in-Stitches gains darkvision out to 120 ft., and can see through magical darkness. Aberrant Flesh. The Queen-in-Stitches has immunity to effects that would change her shape and immunity to the sickened condition. Iron Guts. The Queen-in-Stitches has immunity to poison damage and the poisoned condition. Scales of the Dragon. The Queen-in-Stitches has immunity to an element of her choice: acid, cold, fire, or lightning. Magitech Core (3/Rest). The Queen-in- Stitches gains advantage on a single saving throw against a spell or other magical effect. Reinforced Blood Vessels. The Queen-in-Stitches’ Injury threshold for effects that cause bleeding are increased by 5, and she has advantage on saving throws against such effects. Horns of the Psionic Dragon. The DC to counter or dispel spells cast by the Queen-in-Stitches is increased by 5, and a check is always required regardless of the spell’s level. Additionally, the Queen-in-Stitches can telekinetically interact with objects of up to 500 pounds at a range of 100 ft.. This trait along with the Queen-in-Stitches’ flight speed can be removed with a special Injury of Handicap III severity. Her flight speed can’t otherwise be Injured (i.e. through the Special Mobility aspect). Spellcasting. The Queen-in-Stitches is an 11th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Her spellcasting abilities can be temporarily removed (until she finishes a long rest) using a special Injury of Deadly IIII severity that damages the grafted-on source of her spellcasting. Actions Multiattack. The Queen-in-Stitches makes four melee attacks, two with her Scraping Claw, and two with her Mantis Blade. She can replace a Scraping Claw with a Wight’s Draining Grasp. Wight’s Draining Grasp. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 18 (4d6+4) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the Queen-in-Stitches’ control, unless the humanoid is restored to life or its body is destroyed. The Queen-in-Stitches can have no more than 12 zombies under her control at one time. Scraping Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d10+4) slashing damage. The first time this attack hits a creature each turn, that creature’s Injury thresholds are reduced by 5 until the end of that turn. Mantis Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 13 (2d8+4) slashing damage. This attack scores a critical on a roll of 19 or 20, and deals an additional 7 (2d6) damage on a critical hit (in addition to any bonus damage from the critical hit). Demon’s Fiery Blast. Ranged Spell Attack: +10 to hit, range 120 ft., up to three targets. Hit: 21 (3d10+5) fire damage. Cannibalize (2/Day). The Queen-in-Stitches casts cannibalize *. One creature she touches must make a DC 18 Constitution saving throw or gain a special Injury of Handicap III severity, “Cannibalized”. While Injured in this way, the creature’s highest ability score is reduced by 2 (along with all associated bonuses, not including max hp). Additionally, the Queen-in-Stitches’ ability score is increased by 2. At the end of each of its turns, the creature can repeat the saving throw to remove the Injury, but the bonus to the Queen-in-Stitches’ ability score remains until the spell ends (duration 1 minute). Darkness (1/Rest). The Queen-in-Stitches casts darkness at a point she can see within 60 ft. of her, filling a 15-foot radius with inky blackness that spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. This spell lasts for 10 minutes (requires concentration). If the point she chose is on an object she is holding or on one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Reactions Counterspell (3/Day). The Queen-in-Stitches casts counterspell targeting one creature she can see within 60 ft. of her that is attempting to cast a spell. If the spell is of 3rd level or lower, it fails and has no effect. If the spell is of 4th level or higher, she makes a Charisma ability check (+5) against a DC of 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":28072,"Challenge Rating":13},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"The Regulars","description":"Legendary Resistance (3/Day) . If the Regulars fail a saving throw, they can choose to succeed instead. Swarm . The Regulars can occupy another creature's space and vice versa, and they can move through any opening large enough for a Medium creature. The Regulars can't regain hit points or gain temporary hit points. The Regulars have advantage on attacks against creatures that occupy the same space as them. When a hostile creature the swarm can see starts their turn in the same space as the Regulars, the creature takes 7 (2d6) slashing damage. Actions Multiattack . The Regulars make four Slashing Strikes attacks. Slashing Strikes . Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) slashing damage, or 7 (2d6) slashing damage if the Regulars have half of their hit points or fewer. Cascade of Bolts . The Regulars release a hail of crossbow bolts in a 10-foot-radius sphere centered on a point the Regulars can see within 80 feet of them. Each creature that area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) piercing damage, or 13 (3d8) piercing damage if the Regulars have half of their hit points or fewer. On a successful save, a creature takes half as much damage. Legendary Actions The Regulars can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Regulars regain spent legendary actions at the start of their turn. Ballroom Blitz . The Regulars choose one creature they can see within 30 feet of them. The target must succeed on a DC 16 Strength saving throw or be knocked prone. Pulling Promenade . The Regulars can move up to their speed without provoking opportunity attacks. A creature of the Regulars' choice that is in the Regulars' space or a creature the Regulars move through must succeed on a DC 16 Dexterity saving throw or be moved with the Regulars until the end of this movement. Staggering Staccato . The Regulars choose one creature they can see within 30 feet of them. The target must succeed on a DC 16 Wisdom saving throw or their speed is havled until the end of their next turn. Alluring Dance (Costs 2 Actions) . The Regulars target one creature they can see within 60 feet of them. That target must succeed on DC 16 Wisdom saving throw or be charmed by the Regulars for 1 minute. While charmed in this way, a creature must use their movement and take the Dash action on their turn to move toward the Regulars. At the end of each of their turns, a charmed target can repeat the saving throw, ending the condition on themself on a success. On a successful save, the target is immune to this effect for 24 hours.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Swarm of Medium Humanoids","Alignment":"Lawful Evil","Expansion":24839,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Arcadia Issue No. 15"},{"name":"The Scope","description":"","properties":{"Category":"Monsters","Size":"Custom","Type":"fighter","Expansion":9634,"Challenge Rating":1},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"The Serpent","description":"This large green snake with emerald eyes is one of the many manifestations of Lucifer. In this form he reminds not only mortals, but also the heavenly legions that he keeps laying in wait. Each evening, it appears in the Valley of the Princes and every time is driven out by the two angels dressed in green robes with their blunt swords. Actions Multiattack. The Serpent makes two bite attacks. Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 12 Const itution saving throw, taking 10 (3d6) poison damage for two rounds, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Expansion":30058,"Challenge Rating":3},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Storm Maiden","description":"Pirate Lords Sea King Tentrix commands a fleet of pirate ships known as the Black Armada. He himself is a kraken priest from Purple Rocks, who has received special powers from Slarkrethel because of his fanatical devotion. Tentrix has around a dozen Pirate Lords under his command, some of which are detailed in the adventure. Some of these have their own statistics, as presented below. Traits Amphibious. The Storm Maiden can breathe air and water. Blessed by the Gods. The Storm Maiden has advantage on saving throws against being charmed or frightened. Brute. A melee weapon deals one extra die of its damage when the Storm Maiden hits with it (included in the attack). Second Wind (Recharges after a Short or Long Rest). As a bonus action, the Storm Maiden can regain 20 hit points. Special Equipment. The Storm Maiden wields a javelin of lightning and wears an arrow-catching shield . Actions Multiattack. The Storm Maiden makes three melee attacks or two ranged attacks. Javelin of Lightning. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Reactions Parry. The Storm Maiden adds 3 to its AC against one melee attack that would hit it. To do so, the Storm Maiden must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":20544,"Challenge Rating":8},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"The Strangler","description":"The strangler is a fae monster in the service of the Mountain Queen. It has luminous red eyes, shaggy black fur like iron wire, long grasping arms of terrifying strength and black claws able to shred rock – you don’t want to face this thing if you have wronged the queen. He is undyingly loyal to the queen and will sometimes be deputised by the Contenotte, when the latter is on a mission in Italy. The Strangler is able to force his way into and through the rock of the mountains, digging at great speed, and, if need be, emerging almost on top of his terrified victim. He possesses the strength of the Earth and is able to rend most opponents limb from limb – he is a nightmare made flesh. The Strangler will only appear if either the Contenotte or the queen are attacked by the PCs. In this hopefully unlikely case, the characters would not stand much of a chance and certainly be decimated. Traits Regeneration. The Strangler regains 10 hit points at the start of his turn. If the Strangler takes damage from a magical metal weapon, this trait doesn't function at the start of his next turn. The Strangler dies only if he starts his turn with 0 hit points and doesn't regenerate. Magic Resistance. The Strangler has advantage on Saving Throws against spells Rock Burrowing. The Strangler can burrow through firm earth and also through rock From Beneath You. The Strangler can emerge underneath a target to then immediately perform a Pounce attack at advantage to pull the victim under into its tunnel. Actions Multiattack. The Strangler makes 3 melee attacks – either 3 Claw Swipes or 2 Claw Swipes and 1 Pounce attack. Claw Swipe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Pounce. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, and the target is grappled. Unless the target escapes the grapple (Escape DC 16), the Strangler can then use a Strangle, Toss or Maul action against the grappled target on the next round (instead of multiattack). As long as t his grapple last, the Strangler can’t attack other targets. Strangle. A target currently grappled by the Strangler takes 10 (1d8 + 6) bludgeoning damage from stangling. Until this grapple ends, the target can’t breathe. Toss. One Medium or smaller creature grappled by the Strangler is thrown up to 30 feet in a random dire ction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 De xterity saving throw or take the same damage and be knocked prone. The Toss ends the grapple. The Strangler often uses this action as an intimidation tactic. Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target grappled by the Strangler. Hit: 20 (4d6 + 6) slashing damage from a frenzied mauling by tooth and claw. The Strangler has advantage on this attack.","properties":{"Category":"Monsters","Size":"Large","Type":"fae","Expansion":30058,"Challenge Rating":11},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Thing with the Writhing Tail","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Source":"custom","Alignment":"unaligned","Expansion":29025},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"The Traitor (Ice Zombie)","description":"Some of the the dead may break free from the ice and stumble towards the group. Unlike classical zombies they are well preserved, but naked and do not wield any weapons. These monsters are, of course, not carrying Lucifer’s hairs. If killed, their bodies will revert to their former frozen state in the ice. Some of the dead will be former elves, dwarves or other species. Actions Ice Shard. Melee Weapon Attack: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"custom","Expansion":30058,"Challenge Rating":"1/4"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Traitors (Ice Zombies)","description":"","properties":{"Category":"Monsters"},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"The Triclops","description":"The Triclops was a brutal agent of the Eyes of Flames, the Dragon Emperor’s secret police. He wore the Eye of the Triclops in a circlet on his forehead, never realizing the full power of the item. Instead, he used it to record his vicious interrogations of suspected enemies of the Empire. Traits Enhanced Vision. While wearing the Eye of the Triclops, the Triclops has 120 ft darkvision and 20 ft truesight. Imperial Wrath. The Triclops deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks). Actions Multiattack. The Triclops makes two melee attacks with its flail and/or javelin or two ranged attacks with its javelins. Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d8 + 3) bludgeoning damage. Javelin (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. Javelin (Ranged). Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: (2d6 + 3) piercing damage. Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: (1d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. Bonus Actions Aggressive. As a bonus action, the Triclops can move up to its speed toward a hostile creature that it can see. Spice Rage. As a bonus action, the Triclops can inhale a pinch of the red spice. For 1 minute, it has resistance to non-magical bludgeoning, piercing, and slashing damage. However, it has disadvantage on all Intelligence and Wisdom checks and saving throws for the duration.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-orc)","Alignment":"lawful evil","Expansion":32955,"Challenge Rating":4},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"The Utter Blindness","description":"The Utter Blindness is a gargantuan gelatinous cube that has been amalgamated from smaller specimens through a vile ritual that requires the self-immolation by corrosion of those who undertake it. The gargantuan ooze becomes infused by the divine energies of the deity known, only to a few, as the Blind God and can cause blindness through its pseudopod.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"ooze","Alignment":"unaligned","Expansion":17604,"Challenge Rating":6},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"The Vorga","description":"","properties":{"Category":"Monsters","Size":"Human (New Terran Organization) ","Type":"corvette","Expansion":9634,"Challenge Rating":9},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"The War-lock","description":"Afanasi Wyrmburn is a gaunt, pale human male in his late 30s. His face bears two distinct features: a jagged scar running from his chin to his right eye and a cold silver cataract across the same eye. The cataract is a gift from Dhzh; it allows him to utilize his freezing glare. Afanasi is typically encountered dressed in his dragon-styled elven plate armor. The War-lock seldom speaks, preferring to use his telepathy to issue commands and warnings. TRAITS Special Equipment: Afanasi carries a spell component pouch, an iron circular medallion depicting Dhzh in a spiral coil, 180 gp, two teleport snap-sticks (see appendix A), two potions of flying , and a Dhzh-brewed potion of greater healing (see area 2-15 above). The War-lock wears silver dragon plate, a suit of +1 plate of elven manufacture. The plate provides protection as normal, but also grants resistance against cold, fire, and poison damage to the wearer. The armor can also cast water breathing upon the wearer once per day. Devil’s Sight (Eldritch Invocation): The War-lock can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Eldritch Spear (Eldritch Invocation): The range of the War-lock’s eldritch blast cantrip is increased to 300 feet. Intrinsic Heal: The War-lock immediately receives the benefits of a heal spell as a reaction if reduced to 0 hit points. This ability is lost if the Odium Heart is destroyed. Spellcasting: The War-lock is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He knows the following spells: Cantrips (at will): blade ward , eldritch blast , true strike C 1st level: armor of Agathys, hellish rebuke, hex C 2nd level: cloud of daggers C , shatter 3rd level: dispel magic C indicates a spell requiring concentration The War-lock has two 3rd-level spell slots available to him as a 5th-level warlock. ACTIONS Multiattack: Afanasi attacks twice with his longsword when taking the Attack action due to the thirsting blade eldritch invocation. +1 Longsword (Pact weapon): Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Freezing Glare (Recharge 5-6): The War-lock fires a freezing beam of cold from his right eye as a bonus action. The beam affects one target within 60 feet who must make a DC 15 Dexterity saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. REACTIONS Parry: The War-lock adds 3 to his AC against one melee attack that would hit him. To do so, the War-lock must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":19584,"Challenge Rating":5},"publisher":"Goodman Games","book":"War-lock (FEF 4)"},{"name":"The Wretched","description":"Sorrowsworn The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst. Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away. The Wretched Horrid little monsters, the Wretched gather in large packs to scour the Shadowfell for prey. These pitiful entities subsist on life force, so when they find a creature, they surge forward to sink their fangs into their victims and drink deep of their life energy and their fear. Traits Wretched Pack Tactics⁠. The Wretched has advantage on an attack roll against a creature if at least one of the Wretched’s allies is within 5 feet of the creature and the ally isn’t incapacitated. The Wretched otherwise has disadvantage on attack rolls. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can’t attack, and at the start of each of the Wretched’s turns, the target takes 6 (1d10 + 1) necrotic damage. The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched’s movement⁠. The Wretched⁠ can detach itself by spending 5 feet of its movement⁠ on its turn. A creature, including the target, can use its action to detach a Wretched⁠.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"The Wriggling Man","description":"The Wriggling Man is one of Nyrissa’s closest allies—a powerful wizard whose will to live outlasted his original body and continues on in a colony of writhing worms. He works best as a sinister mastermind in other campaigns, and can fill roles classically portrayed by lich warlords or sinister archmages. Due to his terrifying and unusual appearance, introducing him as a villain in your campaign is bound to keep your PCs on their toes! Traits Regeneration. The Wriggling Man regains 18 hit points at the start of his turn. If he takes acid or fire damage, this trait doesn’t function at the start of The Wriggling Man’s next turn. If the Wriggling Man starts his turn with 0 hit points and doesn’t regenerate, he makes a DC 15 Constitution saving throw, dying on a failure. On a success, his form collapses into a mass of dead worms, as it does when he dies, but one worm survives. The Wriggling Man reforms from the remaining worm in 1d10 days, fully healed. Spellcasting. The Wriggling Man is a 17th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The Wriggling Man has the following wizard spells prepared: Cantrips (at will): acid splash, light, mage hand, mending, prestidigitation 1st level (4 slots): grease, magic missile 2nd level (3 slots): invisibility 3rd level (3 slots): dispel magic, fireball, fly, protection from energy 4th level (3 slots): dimension door, faithful hound, fire shield (deals cold damage), greater invisibility 5th level (2 slots): geas, telepathic bond 6th level (1 slots): chain lightning, contingency, mass suggestion 7th level (1 slots): forcecage, reverse gravity 8th level (1 slots): feeblemind, mind blank, power word stun 9th level (1 slots): time stop Actions Multiattack. The Wriggling Man makes two slam attacks. Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (5d6+5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":21},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Theran Chimera","description":"Chimera The term chimera applies to a wide variety of disparate monsters that combine the features of multiple beasts. While many artistic depictions represent chimeras as an amalgam of lion, ram, and dragon, these beasts appear with nearly endless variations. The Akroans tell a tale of the first chimera's origin, wherein the god Keranos sought to test Nylea's favorite champion, Renata of Setessa, by creating a beast so deadly that even she would balk at trying to hunt it. When Renata slayed this lion-ram-dragon creation effortlessly, Keranos created another combination of deadlier beasts to challenge her. She slayed that beast, too. Despite countless attempts, Keranos was unable to create a beast that Renata couldn't best. Chimeras typically roam the deep wilds of the world, constantly seeking a lair that would perfectly suit one of its heads, but then finding it unsatisfying to two-thirds of its being. As a result, a hungry chimera might appear out of a clear sky to pick off prey nearly anywhere. This threat grows even more significant in regions where magic runs rampant or where portals to the realm of Nyx exist, as unrestrained magical energy often causes more chimeras to appear in a region. As such chaotic magic is inherent to a chimera's being, these monsters often manage to shrug off spells cast against them. Customizing a Chimera The Theran chimera stat block presents one possible chimera configuration. You may customize these statistics to design your own unique chimera. To do so, simply roll once on one or all of the following tables. Results from the Body Composition table adjust the Theran chimera as described, while results on the Breath Weapons, Head Attacks, and Tail Attacks tables replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result. Body Composition d4 Attack 1 Plains Creature. The chimera’s body is that of a large lowland creature, such as a bull or a bear, and it lacks wings and a flying speed. The chimera is especially resilient, gaining resistance to cold and fire damage. 2 Coast Creature. The chimera’s body is that of a coastal or aquatic creature, such as a heron or a shark. The chimera gains a swimming speed equal to its walking speed and can breathe air and water. 3 Mountain Creature. The chimera’s body is that of a mountain-dwelling creature, such as a ram or a dragon. The chimera doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. 4 Swamp Creature. The chimera’s body is that of a swamp creature or a cavern-dweller, such as a giant lizard or spider. The chimera gains a climbing speed equal to its walking speed and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Head Attacks d4 Attack 1 Bull Horns. If the chimera moves at least 20 feet straight toward a target and then hits it with a head attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. 2 Shark Bite. The chimera has advantage on a head attack roll against any creature that doesn’t have all its hit points. 3 Unicorn Horn. The chimera’s head attack is magical and deals an extra 4 (1d8) radiant damage. 4 Cockatrice Beak. A creature hit by the chimera’s head attack must succeed on a DC 15 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Breath Weapons d4 Attack 1 Lightning Breath (Recharge 5-6). The chimera exhales lightning in a 60-ft. line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. 2 Tidal Wave Breath (Recharge 5-6). The chimera has an aquatic creature's head that exhales a torrent of acidic water in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw. On failed save, a creature takes 27 (5d10) acid damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. 3 Venom Spray (Recharge 5-6). The chimera has a venomous creature's head that exhales a spray of poison in a 15-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a target takes 35 (10d6) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4 Necrotic Breath (Recharge 5-6). The chimera exhales necrotic energy in a 15-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw, or it takes 31 (7d8) necrotic damage and is unable to regain hit points until the end of its next turn. Tail Attacks d4 Attack 1 Venomous Tail. The chimera's tail ends in a snake's head or a stinger, which deals piercing damage instead of bludgeoning damage. In addition, when the chimera hits a creature with its tail, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2 Perplexing Tail. The chimera has an additional head where its tail should be. The chimera loses its tail attack and makes two head attacks when it takes the Multiattack action. Use the Head Attacks table to determine the nature of the new head. 3 Shark Tail. The chimera's tail is a large fin. When the chimera hits a creature with its tail, the creature is also pushed up to 10 feet away. 4 Constricting Tail. The chimera's tail can constrict prey. If the chimera hits a creature with its tail, the target is grappled (escape DC 15) if it is Large or smaller. Until this grapple ends, the target is restrained, and the chimera can't use its tail on another target.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":5432,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Theran Medusa","description":"Medusa Medusas (often called gorgons on Theros) are closely associated with Pharika, the god of poison and medicine. Pharika has charged her favored servants with guarding secrets of life, health, and immortality that are too powerful to be known by those who lack the wisdom to use them properly. Those who approach a medusa with humility and worthy offerings might receive the creature's favor. The medusa might propose a dangerous quest to fetch some rare ingredient or legendary relic, promising to reward success with a bit of Pharika's knowledge. This information might lead to a cure for a plague, an alchemical breakthrough, or a secret of the cosmos. The medusas of Theros differ from those in the Monster Manual in that they have long, serpentine bodies in place of legs. A medusa uses the stat block from the Monster Manual with the following altered and additional actions: Constrict. Melee Weapon Attack : +3 to hit, reach 10 ft., one target. Hit : 7 (2d6) bludgeoning damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the medusa can’t constrict another target. Multiattack . The medusa makes either three melee attacks—one with its snake hair, one to constrict, and one with its shortsword—or two ranged attacks with its longbow. As deadly as they are ravishing, the serpent-haired medusas suffer an immortal curse brought on by their vanity. They lurk in quiet exile among the tumbled ruins of their former lives, surrounded by the petrified remains of past admirers and would-be heroes. Immortal Splendor. Men and women who desire eternal youth, beauty, and adoration might pray to malicious gods, beg dragons for ancient magic, or seek out powerful archmages to fulfill their wishes. Others make sacrifices to demon lords or archdevils, offering all in exchange for this gift, oblivious to the curse that accompanies it. Those who strike such bargains gain physical beauty, restored youth, immortality, and the adoration of all who behold them, granting them the influence and power they so desire. However, after years of the living like a demigod among mortals, the price for their vanity and hubris is exacted, and they are forever transformed into medusas. A medusa’s hair turns into a nest of venomous serpents, and all who gaze upon the medusa are petrified, becoming stone monuments to its corruption. Medusa Lairs. Medusas live forever in seclusion, alienated from the world around them by their monstrous form and caprice. Their homes gradually fall into disrepair until they are little more than shadowy ruins covered with thorns and creepers, riddled with obstructions and hiding places. Foolhardy looters and adventurers who enter are often unaware of the medusa’s presence until the creature is among them. A medusa is subject to its own curse. By looking vainly on its reflection, it turns to stone as surely as any living mortal. As a result, a medusa destroys or removes any mirrors or reflective surfaces in its lair. Traits Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. Actions Multiattack. The medusa makes either three melee attacks—one with its snake hair, one to constrict, and one with its shortsword—or two ranged attacks with its longbow. Constrict. Melee Weapon Attack : +3 to hit, reach 10 ft., one target. Hit : 7 (2d6) bludgeoning damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the medusa can’t constrict another target. Snake Hair. Melee Weapon Attack : +5 to hit, reach 5 ft., one creature. Hit : 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. Shortsword . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Longbow . Ranged Weapon Attack : +5 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"custom","Alignment":"lawful evil","Expansion":5432,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Thessalgorgon","description":"As its name implies, the thessalgorgon has the body and head of a gorgon, with eight serpents attached to its shoulder, circling the gorgon's head. Its tail ends with a pincer claw, which it uses to snatch smaller prey. The creature retains the behavior of a gorgon, including its ability to breathe petrifying gas. Rare Specimen. The original thessalgorgon was released by its creator and was able to mate with normal gorgons. Most of its offspring come out as normal gorgons, but once in every generation, a thessalgorgon is born from the original line. Because of its formidable abilities, a thessalgorgon is often sought after as sentries by powerful beings. Thessalmonster A thessalmonster is a rare creature born from the genetic experiments of the mad lich Thessalar, an archmage transmuter who is also rumored to have created the mimic, owlbear, and a few other amalgamated creatures. The thessalmonster is typically characterized as a hybrid creature with a large central maw surrounded by eight venomous serpents that regenerate like a hydra and a prehensile tail that ends in a powerful pincer claw. Traits Multiple Serpent Heads. The thessalgorgon has eight serpent heads. While it has more than one serpent head, the thessalgorgon has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the thessalgorgon takes 5 or more damage in a single turn, one of its serpent heads dies. At the end of its turn, it grows two serpent heads for each of its serpent heads that died since its last turn, unless it has taken fire or acid damage since its last turn. The thessalgorgon regains 5 hit points for each serpent head regrown in this way. Wakeful. While the thessalgorgon sleeps, at least one of its serpent heads is awake. Trampling Charge. If the thessalgorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the thessalgorgon can make one attack with its hooves against it as a bonus action. Actions Multiattack. The thessalgorgon makes three attacks: one with its Flurry of Serpent bites, one to Gore or with its Hooves, and one with its Tail Pincer. Flurry of Serpent Bites. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 3 (1d6) poison damage for each serpent head it has. Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage. Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Tail Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage and if the target is a Medium or smaller creature, it is also grappled (escape DC 17). Until this grapple ends, the target is restrained, and the thessalgorgon can't use its Tail Pincer attack on another target. Petrifying Breath (Recharge 5–6). The thessalgorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"unaligned","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Thessalhydra","description":"The thessalhydra is a massive creature with a reptilian body covered in shiny deep green scales and ocher yellow undersides. Trailing from its rear is a 25-foot long tail that ends in sharp pincers. In place of a head is a huge maw crowned by eight 7-foot long serpentine heads. Monstrous Attacks. The thessalhydra is a voracious carnivore, preying on anything that moves that isn't bigger than itself. Each serpentine head is venomous and is independent of the thessalhydra and can attack on its own. Any creature caught in the thessalhydra's crushing pincer tail will be dragged into its mouth, where it will be torn to pieces by its circular rows of jagged teeth. The thessalhydra's maw can also spit out a gob of its acidic saliva to cover a 10-foot diameter area at a range of 60 feet. Swamp Dweller. The thessalhydra is fond of dark and damp places such as bayous, jungles, swamps, flooded ruins, and underground rivers. Its lair is usually littered with half-melted scraps of armor, weapons, and other remains. Those that manage to capture young thessalhydras can possibly train them to become loyal guardians. Thessalmonster A thessalmonster is a rare creature born from the genetic experiments of the mad lich Thessalar, an archmage transmuter who is also rumored to have created the mimic, owlbear, and a few other amalgamated creatures. The thessalmonster is typically characterized as a hybrid creature with a large central maw surrounded by eight venomous serpents that regenerate like a hydra and a prehensile tail that ends in a powerful pincer claw. Traits Hold Breath. The thessalhydra can hold its breath for 1 hour. Multiple Serpent Heads. The thessalhydra has eight serpent heads. While it has more than one serpent head, the thessalhydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the thessalhydra takes 10 or more damage in a single turn, one of its serpent heads dies. At the end of its turn, it grows two serpent heads for each of its serpent heads that died since its last turn, unless it has taken fire or acid damage since its last turn. The thessalhydra regains 10 hit points for each serpent head regrown in this way. Reactive Heads. For each serpent head the thessalhydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. The thessalhydra can only use its Serpent Bite attack for these extra opportunity attacks. Wakeful. While the thessalhydra sleeps, at least one of its heads is awake. Actions Multiattack. The thessalhydra makes as many Serpent Bite attacks as it has serpent heads. It then makes two additional attacks: one with its Maw and one with its Tail Pincer. Serpent Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage plus 3 (1d6) poison damage. Maw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage and if the target is a creature, it must succeed on a DC 17 Constitution saving throw or take 17 (5d6) acid damage. On a successful save, the target takes half as much damage. Tail Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and if the target is a Large or smaller creature, it is also grappled (escape DC 17). Until this grapple ends, the target is restrained, and the thessalhydra can't use its Tail Pincer attack on another target. Spit Acid (Recharge 5-6). The thessalhydra spits a gob of acid at a point it can see within 60 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"unaligned","Expansion":26536,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Thessalhydra","description":"The dreaded thessalhydra is a fearsome predator that has an unexpected agility. Despite its lumbering shape and looming size, the monster’s nimbleness makes it almost beautiful as it attacks. Thessalhydras are relatively rare, though their notorious speed and savagery have featured in countless legends. They are often whispered of in fear and awe by willful children in rural areas, whose exasperated parents have warned them to “be good, or the thessalhydra will pluck you out of your bed through the window when you sleep!” A thessalhydra is 40 feet long, with its pincer-tipped tail adding another 30 feet to its overall length.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"unaligned","Expansion":30635,"Challenge Rating":18},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Thessalmera","description":"The thessalmera is a cross between a thessalhydra and a wingless chimera. As with most thessalmonsters, it retains its reptilian body, eight serpentine heads, and pincer-clawed tail. In place of a giant maw, serpentine heads surround a lion's head with a reddish-gold mane. Sitting on top of it is the neck and head of a red dragon, whose dark red metallic scales, crest, and spines run from its back and over the creature's spine, matching the thessalhydra's reddish-brown scales. Silent Stalker. Like all thessalmonsters, the thessalmera is a rapacious carnivore. It is a stealthy predator that uses the cover of night to hunt. It picks areas to stalk where there is little or no threat, such as small villages and hamlets, devouring the occasional humanoid as it searches for its preferred prey - livestock, especially horses and cows. Grounded But Deadly. While opponents may find the thessalmera's inability to fly easier to deal with than a chimera, it still has to contend with its venomous serpentine heads and powerful pincer-clawed tail, which more than make up for its loss of flight. Wary Predator. The thessalmera is careful to pick where it makes its lair, choosing several spots where it is confident that it can be safe when it rests, has no competition nearby, and it is within half a day's travel to easy sources of food. This would typically be caves or ruined structures deep within a forest, jungle, swamp, or similar area difficult to traverse. It never stays in the same lair for more than two or three nights unless necessary. If offered plenty of food, treasure, and the occasional live prey to toy with, the thessalmera can be coaxed to work as a guardian. Thessalmonster A thessalmonster is a rare creature born from the genetic experiments of the mad lich Thessalar, an archmage transmuter who is also rumored to have created the mimic, owlbear, and a few other amalgamated creatures. The thessalmonster is typically characterized as a hybrid creature with a large central maw surrounded by eight venomous serpents that regenerate like a hydra and a prehensile tail that ends in a powerful pincer claw. Traits Multiple Serpent Heads. The thessalmera has eight serpent heads. While it has more than one serpent head, the thessalmera has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the thessalmera takes 5 or more damage in a single turn, one of its serpent heads dies. At the end of its turn, it grows two serpent heads for each of its serpent heads that died since its last turn, unless it has taken fire or acid damage since its last turn. The thessalmera regains 5 hit points for each serpent head regrown in this way. Wakeful. While the thessalmera sleeps, at least one of its serpent heads is awake. Actions Multiattack. The thessalmera makes four attacks: one with is Flurry of Serpent Bites, one with its Bite, one with its Claws, and one with its Tail Pincer. Flurry of Serpent Bites. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 3 (1d6) poison damage for each serpent head it has. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Tail Pincer. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage and if the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the thessalmera can't use its Tail Pincer attack on another target. Fire Breath (Recharge 5–6). The dragon head exhales fire in a 15--foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Thessaltrice","description":"The thessaltrice is the abominable result of magically combining a thessalhydra and a cockatrice. While it retains the same body as a thessalhydra, what grows in place of the serpents are eight deadly cockatrice heads. Each head and neck resemble a true cockatrice's, from the dark red wattle and comb to the reddish-gold feathers covering its neck. In place of forelegs, the thessaltrice has the cockatrice's clawed wings. Fiercely Territorial. The thessaltrice possesses the same animal intelligence of its cockatrice ancestry while inheriting the ferocity of the thessalhydra. It is a very territorial creature and will attack anything it sees as a threat, even those larger than itself. In combat, the thessaltrice will often strike with its tail pincer first to get hold of the target. Once it has its prey secured with its pincer claw, it then follows up with a flurry of its dreaded cockatrice bites. If the target somehow survives not getting petrified, the thessaltrice will finish it off by biting it with its venomous maw. Tropical Dwellers. The thessaltrice typically inhabit warm, temperate regions such as tropical swamps, jungles, savannahs, and closed-canopy forests where prey are plentiful. Petrified bodies of its victims adorn the thessaltrice's lair, each in various stages of ruin. The thessaltrice does not care much for the treasure carried by its victims, as it prefers to display their petrified bodies instead to scare away intruders. Rocky Relationships. A thessaltrice, just like a cockatrice, is usually only found sharing its territory with its kind, and rarely does it cohabitate with creatures not immune to its petrifying bite. However, adventurers have encountered ones living with Ogrémoch-worshipping cultists, stone giants, and mages who have permanently charmed them to serve as sentries. Thessaltrice eggs are highly prized by alchemists, collectors, and merchants and sell well in the black market. Thessalmonster A thessalmonster is a rare creature born from the genetic experiments of the mad lich Thessalar, an archmage transmuter who is also rumored to have created the mimic, owlbear, and a few other amalgamated creatures. The thessalmonster is typically characterized as a hybrid creature with a large central maw surrounded by eight venomous serpents that regenerate like a hydra and a prehensile tail that ends in a powerful pincer claw. Traits Multiple Heads. The thessaltrice has eight cockatrice heads. While it has more than one cockatrice head, the thessaltrice has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the thessaltrice takes 3 or more damage in a single turn, one of its cockatrice heads dies. At the end of its turn, it grows two cockatrice heads for each of its cockatrice heads that died since its last turn, unless it has taken fire or acid damage since its last turn. The thessaltrice regains 3 hit points for each cockatrice head regrown in this way. Wakeful. While the thessaltrice sleeps, at least one of its cockatrice heads is awake. Actions Multiattack. The thessaltrice makes three attacks: one with its Flurry of Cockatrice Bites, one with its Maw, and one with its Tail Pincer. Flurry of Cockatrice Bites. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 +1) piercing damage for each cockatrice head it has, and the target must succeed on a DC 12 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Maw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage and if the target is a creature, it must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage. On a successful save, the target takes half as much damage. Tail Pincer. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage and if the target is a Medium or smaller creature, it is also grappled (escape DC 10). Until this grapple ends, the target is restrained, and the thessaltrice can't use its Tail Pincer tack on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"unaligned","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Theurge","description":"Twirling its hands in intricate circles, the figure furiously shapes and manipulates swirls of magical energy around it. Theurges revel in the unbridled wonders of magic, regardless of its source. They strive to refine their magical abilities, driven by their quest to accomplish ever greater feats of spellcasting. Many consider the theurge to be the epitome of what it means to be a spellcaster. Devotees. Theurges often devote themselves to gods of knowledge or magic because these entities inherently embrace aspects of both arcane and divine magic. To these theurges, practicing many kinds of magic is the ultimate act of respect to such deities. Divinity of magic. Theurges typically possess an unquenchable and obsessive thirst to further their understanding and mastery of spellcasting and magic. Their might lies in their ability to draw upon, combine, and manipulate multiple forms of magical power to overcome any obstacle.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":24844,"Challenge Rating":9},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Thicket of Brambleweeds","description":"Brambleweed Brambleweeds were once exclusive to their native desert in the Wild Sands, where the scarcity of water kept the population in check. Traders passing through the area were instructed to check their caravans for errant brambleweeds carried by the wind, which would attach themselves to the bonnets of the wagons with their thorns. A few careless merchants were all it took to turn this dangerous plant into a widely spread invasive species. Now present in warm biomes across the world, brambleweeds can be recognized by their bulbous leaves and woody vines, covered in barb-like, raking thorns. Much like quicksand, the trick to surviving a fall into a patch of brambleweeds is remaining calm—the more one moves, the deeper the thorns dig into one’s flesh. Overgrown Thickets. The introduction of brambleweed into regions where water is more abundant has allowed them to thrive unchecked. A gallon of water can turn brambleweeds into a mobile thicket overnight, and a river can transform them into a village-wide threat. Culling brambleweeds is a dangerous but necessary task, one often assigned as punishment to disobedient druids and rangers.","properties":{"Category":"Monsters","Size":"Huge","Type":"swarm of Tiny plants","Alignment":"unaligned","Challenge Rating":5},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Thief Lord","description":"It takes more than a quick blade to lead thieves. The thief lord makes use of considerable personal charm and a keen mind to direct the efforts of its fellows. Most thief lords prefer to keep one foot in law-abiding society and one foot in crime, though which world receives the greater part of their attention varies. Paranoid of assassination attempts by rivals, the thief lord takes minute doses of various poisons daily and has developed resistance to such substances.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Thiliossk","description":"Mind Flayer Attendants The colony of Zellix’Phor consists of many mind flayers, but some of the most notable of the community have been promoted to the rank of attendant – illithids whose unique strengths make them most useful to the elder brain, and who act as its council. The attendants are described in detail in chapter one, but their game statistics are listed here. Traits Magic Resistance. Thiliossk has advantage on saving throws against spells and magical effects. Innate Spellcasting (Psionics). Thiliossk’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate 1/day each: dominate monster, plane shift (self only) Virulent Host. A creature that touches Thiliossk or hits it with a melee attack while within 5 feet of it must succeed on a DC 15 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points, and the target’s hit point maximum decreases by 5 (1d10) at the start of that creature’s turns. If the target drops to 0 as a result of this disease, the target dies and is reanimated as a mutant 1d4 rounds later. Actions Gas Canister. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) poison damage, and the target must succeed on a DC 20 Constitution saving throw or suffer one of the following effects: Poison. The target is poisoned for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. Madness (3/day). The target develops a short-term madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide . Mutate (3/day). The target is stunned until the end of the next turn. Roll a percentile dice and consult the Mutations table. Exhaust (3/day). The target gains a level of exhaustion. If the saving throw fails by 5 or more, the target gains 2 levels of exhaustion. Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by Thiliossk. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Thiliossk kills the target by extracting and devouring its brain. Mind Blast (Recharge 5-6). Thiliossk magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Mutations Table d100 Effect 01-05 The colour of the creature’s hair, eyes, and skin become blue, purple, pink, or patterned. 06-10 The creature’s eyes push out of its head at the end of stalks. 11-15 The creature’s hands grow claws, causing its unarmed strikes to deal 1d4 slashing damage. 16-20 One of the creature’s legs grows longer than the other, reducing its walking speed by 10 feet. 21-25 The creature’s eyes become beacons, filling a 15-foot cone with dim light when they are open. 26-30 A pair of leathery wings sprout from the creature’s back, giving it a 30 foot flying speed. 31-35 The creature’s ears tear free from its head and scurry away; the target is deafened. 36-40 The creature’s teeth turn into fangs, causing its unarmed strikes to deal 1d4 piercing damage. 41-45 The creature’s skin becomes scabby, giving it a +1 bonus to AC but reducing its Charisma score by 2 (to a minimum of 1). 46-50 The creature’s arms and legs swap, preventing the target from moving unless it crawls. 51-55 The creature’s arms become tentacles with fingers on the end, increasing its reach by 5 feet. 56-60 The creature’s legs grow incredibly long and springy, increasing its walking speed by 10 feet. 61-65 The creature grows a whip-like tail, which it can use as a whip. 66-70 The creature’s eyes turn black, and it gains darkvision out to a range of 120 feet. 71-75 The creature swells, tripling its weight. 76-80 The creature turns skeletal, halving its weight. 81-85 The creature’s head doubles in size. 86-90 The creature’s ears become wings, giving it a flying speed of 5 feet. 91-95 The creature’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage. 96-00 The target grows another head, giving it advantage on saving throws against being charmed, frightened, or stunned.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":10},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Thirsty One","description":"Thirsty ones are the disturbed remnants of creatures slain by the catastrophic infusion of negative energy even as their bodies were nearly on death’s door from thirst or from the anhydrous leaching of their body moisture by an alien environment. Thirsty ones typically haunt the places where their undeath began, seeking to leach from the living in hopes of somehow drawing forth enough moisture to literally pull their lives back together. 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However, the primal magic made the Vanir into gods just as Thonir crossed that threshold. He knew, without understanding how he knew, that the Halls of Slain were now his. A place for him to train the worthy dead and, perhaps, to hide from his many losses. Thonir is a good man, but he feels he failed his family and friends when he brought the cursed apples to the Vanir. And most of all, he feels Grimnir itself punished him for that sin by taking Hel from him. Roleplaying Thonir Heartbroken. Thonir misses Hel with all of his being and the grief often consumes him, turning his thoughts to dark places. He spends far too much time wishing and wondering how things might have been different for the two of them. Wise. Despite his own struggles, Thonir is perhaps wiser than even his mother though he would never give himself this much credit. In him there is a balance between valor and vigilance and humanity. He sees the individual, where others are too afraid to do more than lash out.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"Neutral Good","Expansion":25792,"Challenge Rating":19},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Thorn River Bandit","description":"Criminal Wildlands and cities alike have long been infested by all manner of bandit, brigand, and other forms of criminals. The Stolen Lands themselves are notorious for harboring bandits. Thorn River Bandit The least of the bandits in the central Stolen Lands are known collectively as Thorn River bandits—named for the body of water whose banks they prefer to camp along. The local wildlife along the Thorn River isn’t as dangerous as in other parts of the Stolen Lands, offering these bandits a safe place to gather and share news. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Longbow. Ranged Weapon Attack: +3 to hit, range 150 ft./600 ft., one target. Hit: 5 (1d8+1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":"1/4"},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Thorn Skeleton","description":"As the bodies of the warriors who battled in the Corrupted Forest rotted, flesh falling from bone, thorny vines twined around and through their skeletons, creating a dangerous, sinister amalgamation. The tips of the thorny vines sway around the skeleton’s form and occasionally sprout small, blood red flowers. Thorny . At the start of each of its turns, the skeleton deals 3 (1d6) piercing damage to any creature grappling it or that it is grappling. Actions Multiattack . The skeleton makes one Ensnaring Slam attack and uses Thorn Burst once. Ensnaring Slam . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing and the target is grappled (escape DC 13). Until this grapple ends, the skeleton can automatically hit the target with its Ensnaring Slam. The skeleton can have up to two creatures grappled in this way. Thorn Burst . Thorns erupt from the skeleton. Each creature of the skeleton’s choice within 10 feet of it must make a DC 13 Dexterity saving throw, taking 4 (1d6 + 1) piercing damage on a failed save, or half as much damage on a successful one. Bonus Actions Poisoned Bloom (1/Day) . A blood-red flower sprouts on the thorn skeleton and opens with an explosion of spores. Each creature within 10 feet of the thorn skeleton must make a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned this way, a creature can’t regain hit points. A creature poisoned this way can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. Creature Types The creatures in this article have “Plant/Undead” listed as their creature type. They are subject to effects that target or include Plants as well as those that target or apply to Undead. For example, since they’re Plants, they take maximum damage from the blight spell, but they’re also affected by the cleric’s Turn Undead feature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant/Undead","Alignment":"Typically Chaotic Evil","Expansion":24294,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Arcadia Issue No. 14"},{"name":"Thorn Slinger","description":"A corridor inside the Hidden Shrine of Tamoachan is the site of a long, narrow pit with a number of large bushes along its floor. Though they might appear harmless at first, these thorn slingers are doubly dangerous, as anyone who falls into the pit or tries to traverse it soon discovers. Traits Adhesive Blossoms . The thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage. At the end of each of the thorn slinger's turns, anything grappled by it takes 3 (1d6) acid damage. False Appearance . While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush. Actions Thorns (Melee). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6+1) piercing damage. Thorns (Ranged). Ranged Weapon Attack: +3 to hit, reach 30 ft., one target. Hit: (2d6+1) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":7386,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Thornblood","description":"A thornblood grows from curse-empowered seeds embedded in a corpse. This enormous mass of living, thorny vines is a manifestation of nature’s hate, and an antibody to the intrusion of civilization. Nature’s Outrage. When a stone structure and its people intrude on nature’s domain, a dying druid, dryad, or witch can utter a taboo curse, planting seeds in their own flesh. In death, a curse-bearer transforms themself into a thornblood rather than allow civilization a foothold in field or forest. Overgrown, Overwhelmed. As the corpse blooms into supernatural plant life, the thornblood quickly engulfs the area, untamable by flame or blade. The plants envelop everything in their path until the site where they grow is cleared of life. They then leave any encroaching corpses to rot where they lay. The curse-bearer remains beside those victims, their bones entwined with vines that are ready to rise again should intruders ever dare to return. Traits Corpse Retreat ( 1 /Day). The thornblood is a mass of thick, thorny vines that grow from a Medium humanoid corpse. When the thornblood is reduced to 0 hit points, they are reduced to 1 hit point instead and retreat into the corpse that grew them. The thornblood becomes immune to all damage until the end of their next turn. Additionally, until the thornblood finishes a long rest, their size becomes Medium, their walking and climbing speeds become 60 feet, and they can’t make Throttle attacks or benefit from the Overgrowth trait. Overgrowth. The thornblood can move their vines through a space as narrow as 1 inch wide without squeezing. The thorn­blood can occupy another creature’s space and vice versa. Supernatural Resistance. The thornblood has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The thornblood makes four attacks using Vinerip, Throttle, or both. Vinerip. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage plus 11 (2d10) piercing damage, and the target is pulled up to 30 feet toward the thornblood. Throttle. Melee Weapon Attack: +12 to hit, reach 0 ft., one target in the thornblood’s space. Hit: 20 (4d6 + 6) piercing damage, and the tar­get is entangled in thorny vines. While entangled, the target is restrained and moves with the thornblood, can’t see outside their space, and takes 20 (4d6 + 6) piercing damage at the start of each of their turns. The target or another creature within 5 feet of them can use their action to take 20 (4d6 + 6) slashing damage and make a DC 20 Strength check, freeing the target on a success. From Life, Lightning ( 2 /Day). The thornblood must have at least one creature entangled to use this action. Each creature entangled by the thornblood must make a DC 20 Constitution saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one. Then the thornblood shoots a bolt of lightning at each enemy within 60 feet of them who isn’t entangled by them. Each target must make a DC 20 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. Bonus Actions You’re Mine. The thornblood moves an entangled creature to a space occupied by the thornblood that isn’t also occupied by another creature or object. Reactions Hostile Roots. When an enemy ends their turn in the thornblood’s space, the thornblood attempts to pull them down. The target must make a DC 17 Dexterity saving throw or fall prone.","properties":{"Category":"Monsters","Size":"Gargantuan ","Type":"Plant","Alignment":"Typically Neutral","Expansion":25493,"Challenge Rating":20},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Thornblood","description":"Traits Corpse Retreat ( 1 /Day). The thornblood is a mass of thick, thorny vines that grow from a Medium humanoid corpse. When the thornblood is reduced to 0 hit points, they are reduced to 1 hit point instead and retreat into the corpse that grew them. The thornblood becomes immune to all damage until the end of their next turn. Additionally, until the thornblood finishes a long rest, their size becomes Medium, their walking and climbing speeds become 60 feet, and they can’t make Throttle attacks or benefit from the Overgrowth trait. Overgrowth. The thornblood can move their vines through a space as narrow as 1 inch wide without squeezing. The thorn­blood can occupy another creature’s space and vice versa. Supernatural Resistance. The thornblood has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. The thornblood makes four attacks using Vinerip, Throttle, or both. Vinerip. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage plus 11 (2d10) piercing damage, and the target is pulled up to 30 feet toward the thornblood. Throttle. Melee Weapon Attack: +12 to hit, reach 0 ft., one target in the thornblood’s space. Hit: 20 (4d6 + 6) piercing damage, and the tar­get is entangled in thorny vines. While entangled, the target is restrained and moves with the thornblood, can’t see outside their space, and takes 20 (4d6 + 6) piercing damage at the start of each of their turns. The target or another creature within 5 feet of them can use their action to take 20 (4d6 + 6) slashing damage and make a DC 20 Strength check, freeing the target on a success. From Life, Lightning ( 2 /Day). The thornblood must have at least one creature entangled to use this action. Each creature entangled by the thornblood must make a DC 20 Constitution saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one. Then the thornblood shoots a bolt of lightning at each enemy within 60 feet of them who isn’t entangled by them. Each target must make a DC 20 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. Bonus Actions You’re Mine. The thornblood moves an entangled creature to a space occupied by the thornblood that isn’t also occupied by another creature or object. Reactions Hostile Roots. When an enemy ends their turn in the thornblood’s space, the thornblood attempts to pull them down. The target must make a DC 17 Dexterity saving throw or fall prone.","properties":{"Category":"Monsters","Size":"Gargantuan ","Type":"Plant","Alignment":"Typically Neutral","Expansion":28288,"Challenge Rating":20},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Thornbriar Hydra","description":"Named for the mythological creature they resemble, thornbriar hydras are a collective of animated thorny plants that have gained an animal level of intelligence, a thirst for blood, and a hunger for flesh. With tangled vines protecting their core from attack, thornbriar hydras form a low, rolling mass with long, grasping tendrils that seek out and devour prey. Though these tendrils end in biting masses and even seem to mimic animal heads, they are not truly vital pieces of its body. Without legs, it relies on many thorny vines, which lash out in the direction it wishes to move, grip the ground, and pull. Inside each mouth is an enormous red pitcher plant that the mass relies on to digest its prey. Hard to Kill. Unlike regular hydras, this creature does not die if it loses its heads. Killing a thornbriar hydra requires inflicting numerous Injuries until the creature finally succumbs to the wounds. Even the prevention of instantaneous regeneration with necrotic energy doesn’t keep the creature down for long. Tactics. The thornbriar hydra knows it is extremely hard to kill, and unless it faces fire or necrotic damage it does not back down from a fight. If it is at risk of losing its last head, however, it will attempt to flee. During the fight, it tries to keep enemies at the end of its reach, and encourages them to provoke opportunity attacks by moving away from melee opponents whenever it is reasonably safe to do so. Traits Plant Collective. The thornbriar hydra cannot be surprised, has advantage on saving throws against being charmed, frightened, paralyzed, and stunned, and cannot be put to sleep. Multiheadded. The thornbriar hydra has one additional reaction per head it has beyond one, which can only be used to make opportunity attacks. A thornbriar hydra typically has four heads when encountered. If the thornbriar hydra has no heads remaining, the DC for it to resist Death Blows increases by 5. Rapid Growth. Whenever the thornbriar hydra becomes Injured it ignores the effects of that Injury and loses a head. It also loses a head if it is reduced to 0 hit points, but does not die. Then, if it hasn't taken fire or necrotic damage since the end of its last turn, it grows two new heads and regains 10 hit points. Otherwise, if it has 0 hit points, it regains 1 hit point. Sentinel Heads. Whenever a creature enters the thornbriar hydra's reach, it provokes an attack of opportunity from the thornbriar hydra. Thorny Body. Whenever the thornbriar hydra is hit by a natural weapon, or by an attack made from within 5 feet of it, its attacker must make a DC 14 Dexterity saving throw or take 7 (2d6) piercing damage. On a successful save the creature takes half damage. Actions Multiattack. The thornbriar hydra makes one Bite attack per head it has. Grow. The thornbriar hydra sprouts two heads if it has none remaining. Bite. Melee Weapon Attack: +5 to hit, one target, reach 10 feet. Hit: 8 (1d8+3) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"unaligned","Expansion":28072,"Challenge Rating":6},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Thornbush (PB 2)","description":"Traits Plant Camouflage. The thornbush has advantage on Dexterity (Stealth) checks made to hide in areas with abundant plant life. Power of Nature. The thornbush’s weapon attacks are magical. Stickler. When the thornbush hits a creature with an opportunity attack, that creature’s speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from the thornbush even if they take the Disengage action before leaving its reach. Actions Multiattack. The thornbush makes a number of thorny strike attacks equal to half your proficiency bonus, rounded down. Thorny Strike. Melee Weapon Attack: +3 + PB to hit, reach 10 ft., one target. Hit: 2d4 + 3 + PB piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Expansion":20089},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Thornbush (PB 3)","description":"Traits Plant Camouflage. The thornbush has advantage on Dexterity (Stealth) checks made to hide in areas with abundant plant life. Power of Nature. The thornbush’s weapon attacks are magical. Stickler. When the thornbush hits a creature with an opportunity attack, that creature’s speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from the thornbush even if they take the Disengage action before leaving its reach. Actions Multiattack. The thornbush makes a number of thorny strike attacks equal to half your proficiency bonus, rounded down. Thorny Strike. Melee Weapon Attack: +3 + PB to hit, reach 10 ft., one target. Hit: 2d4 + 3 + PB piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Expansion":20089},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Thornbush (PB 4)","description":"Traits Plant Camouflage. The thornbush has advantage on Dexterity (Stealth) checks made to hide in areas with abundant plant life. Power of Nature. The thornbush’s weapon attacks are magical. Stickler. When the thornbush hits a creature with an opportunity attack, that creature’s speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from the thornbush even if they take the Disengage action before leaving its reach. Actions Multiattack. The thornbush makes a number of thorny strike attacks equal to half your proficiency bonus, rounded down. Thorny Strike. Melee Weapon Attack: +3 + PB to hit, reach 10 ft., one target. Hit: 2d4 + 3 + PB piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Expansion":20089},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Thornbush (PB 5)","description":"Traits Plant Camouflage. The thornbush has advantage on Dexterity (Stealth) checks made to hide in areas with abundant plant life. Power of Nature. The thornbush’s weapon attacks are magical. Stickler. When the thornbush hits a creature with an opportunity attack, that creature’s speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from the thornbush even if they take the Disengage action before leaving its reach. Actions Multiattack. The thornbush makes a number of thorny strike attacks equal to half your proficiency bonus, rounded down. Thorny Strike. Melee Weapon Attack: +3 + PB to hit, reach 10 ft., one target. Hit: 2d4 + 3 + PB piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Expansion":20089},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Thornbush (PB 6)","description":"Traits Plant Camouflage. The thornbush has advantage on Dexterity (Stealth) checks made to hide in areas with abundant plant life. Power of Nature. The thornbush’s weapon attacks are magical. Stickler. When the thornbush hits a creature with an opportunity attack, that creature’s speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from the thornbush even if they take the Disengage action before leaving its reach. Actions Multiattack. The thornbush makes a number of thorny strike attacks equal to half your proficiency bonus, rounded down. Thorny Strike. Melee Weapon Attack: +3 + PB to hit, reach 10 ft., one target. Hit: 2d4 + 3 + PB piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Expansion":20089},"publisher":"MCDM Productions","book":"Arcadia Issue No. 7"},{"name":"Thorned Sulfurlord","description":"This fiend appears as a humanoid made from ashen twists of briar, but, instead of legs, its torso is connected to a shifting mass of twisting briar and thorns. Its visage is a wooden mask that changes from torment to malevolence to ecstasy. Its powerful hands are encircled by great clouds of yellow, sulfurous smoke. A forge-hot flame burns in its heart with enough intensity to scald living things that draw too close. Immolating Reclaimer. Unlike most other fiendish plants whose evil is tempered somewhat by its plant-like origins, the thorned sulfurlord is a craven destructor. Wherever it goes, it burns natural vegetation to cinders and uses this new base to promote the growth of execrable shrubs and devil boughs. It is especially fond of lairing in towns or cities that were reduced to ruins by fire, drawing power and pleasure from burned edifices. Servant to None. The thorned sulfurlord does not respect the hierarchy of the Hells or the Abyss. It may form alliances with other fiends or evil creatures, provided the partnership furthers its desire to burn and replace the natural world. It may form a pact with a circle of dark-hearted druids, but only if it is given a large grove to immolate and seed. Fiendish flora grows at sites where great evil has transpired, where foul things are worshipped, and where devils and demons have tread. These foul life forms are carnivorous and require blood to grow and thrive on the Material Plane. Cunning devils cut and clip the plants into unholy gardens which bolster their powers. Demons promote the flora's wild and expanding nature, sacrificing animals and humanoids to allow the fiendish plants to grow as rapidly as possible. Carnivores. Fiendish plants require blood to grow. On the Material Plane, the plants do best in forests where careless animals are plentiful. These evil, sentient plants form relationships with all manner of dark-hearted beings. Fiendish flora offer power and protection in exchange for fresh blood. The craven nature of these plants often sees them devouring their allies when fresh blood is scarce. Discord, Dismay, and Darkness. The fiendish plants propagate and thrive wherever there is a concentration of evil, chaos, and misery. If a fiend treads the Material Plane, there is a good chance that fiendish plants will trace its steps. A single shrub hidden in a farmer's field can affect the temperament of nearby animals and humanoids, causing nightmares, depression, and a darkening of disposition.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":11},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Thornheart Guardian","description":"A hulking figure clad in a black armor adorned with thorny ornaments slowly walks forward, seemingly unhindered by the thick vegetation of the surrounding woods. Thornheart guardians are unyielding and merciless defenders of the forest domains of hags and other sinister fey. They are the twisted cousins of green knights of the woods , and good-aligned fey often send green knights on hunts to destroy thornheart guardians and their creators. Shadow Origins. Thornheart guardians are created from the bodies and souls of unfortunate knights who foolishly fell for the charms of hags or dark fey and swore eternal servitude to them. In unholy ceremonies, hags fuse the knights’ bodies with armor forged in the Shadow Realm then transform the knights’ hearts into a cluster of enchanted thorns. Relentless and Loyal. The thornheart guardian is a terror to behold. Once it has found its mark, it doesn’t back down until the enemies of its sinister liege have been slain. Its enchanted heart gives it power over the plants around it, and it uses these plants to capture and kill its enemies. Construct Nature. The thornheart guardian doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Thorny","description":"Corpses of those slain by russet mold grow new moldies. Not the legacy most of us aspire to. —Elminster Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce. Primitive Plants. Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi. Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can’t speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. Mold Begets Mold. Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body. As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does. No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby. Russet Mold The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case. Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold’s poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse. Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area. Traits Plant Camouflage : The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration : The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn’t regenerate. Thorny Body : At the start of its turn, the thorny deals 2 (1d4) piercing damage to any creature grappling it. Actions Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"Volo's Guide to Monsters","Alignment":"neutral","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Thorny","description":"A thorny is a quadrupedal fungus creature that lives among vegepygmies, serving them as a watchdog or mount. Traits Plant Camouflage. The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration. The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn’t regenerate. Thorny Body. At the start of its turn, the thorny deals 2 (1d4) piercing damage to any creature grappling it. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"neutral","Expansion":7389,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Thorny","description":"A thorny is a quadrupedal fungus creature that lives among vegepygmies, serving them as a watchdog or mount.","properties":{"Category":"Monsters"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Thorny Vegepygmy","description":"If a Beast such as a dog or a bear dies from russet mold, the result is a bestial moldy called a thorny, instead of a bipedal vegepygmy. Thornies are less intelligent than other vegepygmies, but they are larger and more ferocious and have thorn-covered bodies. Vegepygmies Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they’re most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as myconid adults, shriekers, and violet fungi (all appear in the Monster Manual ). Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can’t speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. Russet Mold Few know for sure where russet mold came from. One historical account tells of adventurers in a mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the forest nearby. The mold is found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it. Effects of the Mold Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature is poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold dies. If the dead creature is a Beast, a Giant, or a Humanoid, one or more vegepygmies emerge from its body 24 hours later: one from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse. Destroying the Mold Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or magic that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area. Traits Plant Camouflage. The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation. Regeneration. The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn’t regenerate. Thorny Body. At the start of its turn, the thorny deals 2 (1d4) piercing damage to any creature grappling it. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Typically Neutral","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Thorny Vegepygmy","description":"A thorny is a quadrupedal fungus creature that lives among vegepygmies, serving them as a watchdog or mount. Traits Plant Camouflage. The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation. Regeneration. The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn’t regenerate. Thorny Body. At the start of its turn, the thorny deals 2 (1d4) piercing damage to any creature grappling it. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Typically Neutral","Expansion":31454,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Thought Spy","description":"Thought spies form the backbone of House Dimir’s covert operations. They are trained in stealth and infiltration, tactics that they supplement with rigorously developed mental abilities. To ensure that no secrets slip through Dimir’s fingers, they infiltrate rival guilds. In addition to traditional means of gathering intelligence, thought spies use their magic to spy on the thoughts of their targets. Traits Cunning Action. On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action. Innate Spellcasting (Psionics). The thought spy’s innate spellcasting ability is Intelligence (spell save DC 13). The thought spy can innately cast the following spells, requiring no components: At will: charm person, disguise self, encode thoughts 1/day each: blur, detect thoughts, gaseous form Actions Multiattack. The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"neutral evil","Expansion":7,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Thousand Teeth","description":"Thousand Teeth is an ancient crocodilian nightmare that has served as the apex predator in the swamps near Saltmarsh for as long as anyone can remember. This monster recently fought a number of lizardfolk and lost one of its teeth. Angered and hungry, it sulks in its lair, lost in primal dreams of rending and tearing. It is found in the deep marshes in Danger at Dunwater . Traits Hold Breath. Thousand Teeth can hold its breath for 30 minutes. Legendary Resistance (2/Day). If Thousand Teeth fails a saving throw, it can choose to succeed instead. Actions Multiattack. Thousand Teeth makes two attacks: one with its bite and one with its tail. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Legendary Actions Thousand Teeth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Thousand Teeth regains spent legendary actions at the start of its turn. Detect. Thousand Teeth makes a Wisdom (Perception) check. Lunge. Thousand Teeth moves up to half its speed. Bite (Costs 2 Actions). Thousand Teeth makes a bite attack.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":3905,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Thrærexura, God-Cursed","description":"Thrærexura is a cunning but lazy shadow dragon who covets gems only slightly more than power. Cursed Dragon. After attempting to overthrow Kurtulmak, god of the kobolds, in an attempt to seize both power and wealth, Kurtulmak cursed Thrærexura to remain trapped in the form of a human until the great former kobold fortress and mine of Gatladar is entirely free of human occupation. Thrærexura is now bent on recovering her ability to return to draconic form through any means necessary, though even should she succeed she will never stop planning Kurtulmak’s demise. Shadow Cult. Thrærexura has spent decades building a shadow cult in worship of her dragon form, and makes use of the cult as an army in her machinations. Though trapped in human form, Thrærexura is still a master of the arcane and offers her cultists small pieces of her knowledge of shadow magic in return for their loyalty. After recapturing Gatladar, Thrærexura plans to use the cult to spread her influence to nearby areas and begin a capture of the neighboring regions. Prideful Mate. Thrærexura has a shadow dragon mate, Xixthrithil, who resides on the plane of shadows and who will answer her call if she finds herself in dire need. However, her pride keeps her from calling on Xixthrithil unless she truly fears for her life. Appearance. Thrærexura, in her human form, is dark-skinned with eyes of glowing violet and long, flowing hair like liquid smoke. She is tall and lean, and wears ornate but tasteful dresses adorned with gem-laden jewelry. Plot Hooks Siege at Gatladar. Thrærexura’s cult has been armed and now awaits outside the gates of Gatladar. Decades of planning and preparation have led her to a near-unstoppable victory. Unless the party can be convinced to intervene on behalf of its human captors. Defeat from Within. Thrærexura’s shadow cult has spread its ranks within the fortress of Gatladar, and mysterious happenings are beginning to occur regularly. The fort’s commander seeks specialists in the form of the party to get to the bottom of the strange occurrences. Free the Keep. Thrærexura is nearly ready for her move against the fortress of Gatladar, but seeks out the party as allies to serve as a special strike team. She hides her future motives and true nature from them, seeking to convince them instead that her only goal is to reclaim the keep for its kobold builders. Tactics Thrærexura loathes physical combat, and only resorts to using her whip if absolutely necessary. She uses her cultists as pawns, and allows them to sort out any confrontation without her intervention first. If her foes clearly outmatch her minions, she joins in with powerful spells, seeking to end combat swiftly. Should she be pressed with no means to escape, she casts gate, summoning her mate from the plane of shadows to aid her. Traits Arcane Sight. Thrærexura can see magical auras within 120 ft. of her and knows their schools. This sight penetrates most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft. of wood or dirt. Spellcaster. Thrærexura is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Legendary Resistance (3/Day). If Thrærexura fails a saving throw, she can choose to succeed instead. Legendary Toughness (3/Day). When Thrærexura gains an Injury, she can choose to ignore the effects of the Injury until she finishes a long rest. Shadowsight. Thrærexura can see normally in lighting conditions other than total darkness. Actions Razor Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) slashing damage, and the target is grappled by the whip. While grappled in this way, the target takes 3 (1d6) slashing damage each time it takes an action. Razor Whirl. Thrærexura jerks her whip free of a creature it is grappling, making the following attack with advantage. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature grappled by the whip. Hit: 28 (8d6) slashing damage and the target must make a DC 15 Constitution saving throw at the start of each of its turns or lose 1d6 hit points. A successful saving throw ends this effect on the target. This effect counts as an Injury of Handicap III severity. Power Word: Bleed (1/Rest). Thrærexura casts power word: bleed *. One living creature Thrærexura can see within 90 ft. of her must make a DC 19 Constitution saving throw or take (55) 10d10 force damage and gain a special Injury of Deadly IIII severity, \"Ruptured\". While Injured in this way, a creature takes 11 (2d10) damage at the start of each of its turns, has its Injury thresholds reduced by 10, and regains only half the usual hit points from spells and potions. This Injury lasts for 1 minute, or until the creature receives magical healing from a spell of 5th level or higher. Shadow Burst (Recharge 5-6). A burst of necrotic energy withers life in a 20-foot radius sphere centered on a point Thrærexura can see within 150 ft. of her. Each creature in the area must make a DC 19 Constitution saving throw or take 28 (8d6) necrotic damage on a failed save, or half as much on a successful one. The burst spreads around corners. This counts as a spell of 3rd level. Shadow Lance. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 22 (4d10) necrotic damage and the target must make a DC 19 Constitution saving throw or have its movement speed reduced by 10 ft.. The target can make a new saving throw to end this effect on itself at the end of each of its turns. Shadow Puppet. Thrærexura puppeteers the shadow of another creature, forcing it to do her bidding. One creature in bright or dim light she can see that is within 60 ft. of her must make a DC 19 Charisma saving throw. On a failed save, the creature loses its ability to move and to take bonus actions or reactions, and must use its action to take any action Thrærexura orders it to for 1 minute. Commanding the puppetted creature requires Thrærexura to use her reaction when the creature’s turn comes in initiative order. If she does not command it, it takes no actions. The creature can make a new saving throw to end this effect on itself at the end of each of its turns. Thrærexura can only have one creature puppeteered at a time. This effect requires concentration. Gate (1/Rest). Thrærexura conjures a gate to the shadow plane, speaking the name Xixthrithil and summoning a shadow dragon to a point within 60 ft. of her that she can see. Fly (1/Rest). Thrærexura casts fly on herself. Thrærexura gains a flying speed of 60 ft. for 10 minutes (requires concentration). When the spell ends, she falls if she is still aloft unless she can stop the fall. Legendary Actions Thrærexura can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Thrærexura regains spent legendary actions at the start of her turn. Shadow Lance. Thrærexura uses Shadow Lance. Inner Darkness (Costs 2 Actions). One creature Thrærexura can see must make a DC 19 Wisdom saving throw or become blinded as inky darkness fills its eyes. This effect is an illusion and counts as magical darkness. The creature can make a new saving throw to end this effect on itself at the end of each of its turns. Shadow Web (Costs 3 Actions). Up to three creatures Thrærexura can see within 60 ft. of her must make a DC 19 Dexterity saving throw or be restrained by webs of shadow magic for 1 hour. A creature restrained by the webs can use its action to make a DC 19 Strength check to free itself. A creature has advantage on its saving throw if it is in bright light, disadvantage on its saving throw if it is in dim light, and can’t be affected by this ability if it is in darkness.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":15},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Thrasfyr","description":"The legendary thrasfyr is a powerful monster created by godlike beings from the primal world of the fey. A thrasfyr without a master prefers to dwell in rugged hilly regions, where it spends most of its time slumbering and dreaming—it is said that all thrasfyrs dream of themselves as graceful and beautiful fey, for legends say that the first thrasfyrs were created from such creatures as a form of punishment. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatBlock1, li.StatBlock1, div.StatBlock1 {mso-style-name:\"Stat Block 1\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Stat Block 1 Char\"; margin-top:0cm; margin-right:0cm; margin-bottom:0cm; margin-left:9.35pt; text-indent:-9.35pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}span.StatBlock1Char {mso-style-name:\"Stat Block 1 Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Stat Block 1\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Huge","Type":"fey","Alignment":"chaotic evil","Expansion":32483,"Challenge Rating":17},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Thread-Bound Constrictor Snake","description":"The beautiful snake woven into the rug begins to shift and slide as if slithering. It grows larger and springs from the surface of the rug. Found on tapestries and rugs, thread-bound constructs are created with magic that infuses textiles with the essence of a once-living creature. They appear mundane until triggered, at which point the pattern comes to life. Thread-Bound. When killed, the creature vanishes, reappearing upon the textile to which it is bound in a death pose. At the next dawn, it again assumes its living pattern and can be triggered again. If the textile is destroyed while the pattern of the creature is on it, the creature is also destroyed. Otherwise, damage to the textile does not harm the creature. If the creature is killed and the textile has been destroyed, the creature is permanently destroyed. Construct Nature. The thread-bound construct doesn't require air, food, drink, or sleep Thread-Bound Construct Template Only a beast or monstrosity can be made into a thread-bound construct. To create one, a spellcaster ritually sacrifices a living creature over a textile's materials. The creator must then meditate over the newly woven textile for a week, setting the conditions that trigger the creature, like the conditions in the glyph of warding spell. When a creature becomes a thread-bound construct, it retains all its statistics except as noted below. Type. The creature's type changes to construct, and it no longer requires air, food, drink, or sleep. Senses. The construct gains darkvision 60 feet. Resistances. The construct gains resistance to bludgeoning, piercing, and slashing from nonmagical attacks. Immunities. The construct gains immunity to poison damage and to the charmed, exhaustion, frightened, paralyzed, petrified, and poisoned conditions. Languages. The construct understands the languages of its creator but can't speak. Antimagic Susceptibility. As the thread-bound constrictor snake. Immutable Form. As the thread-bound constrictor snake. Magic Weapons. As the thread-bound constrictor snake. Shifting Form. As the thread-bound constrictor snake.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Three-Headed Adult Red Dragon","description":"Multi-headed Dragons Multi-headed dragons, sometimes called polycephalic dragons by scholars and wizards, are extremely rare and dangerous dragons. Unlike the dracohydras that were created through arcane experiments, multiheaded or polycephalic dragons were either already born that way or created by Tiamat herself. Multiple Personalities. Each head of the dragon can share the same personalities or are entirely different from each other. One can be dominant over the others, or each head sees the other ones as their equals. Find the templates for multi-headed dragons here: Two-Headed Dragon Template Three-Headed Dragon Template Favored Dragon of Tiamat Template Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Multi-Headed. The dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. For each head the dragon has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Actions Multiattack. The dragon can use its Frightful Presence. It then makes two Claw attacks and one Tail attack. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Fire Breath (Recharge 3–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Bite. The dragon makes a Bite attack. Fire Breath. The dragon uses Fire Breath, if available. Wing Attack. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Three-Headed Ancient Red Dragon","description":"Multi-headed Dragons Multi-headed dragons, sometimes called polycephalic dragons by scholars and wizards, are extremely rare and dangerous dragons. Unlike the dracohydras that were created through arcane experiments, multiheaded or polycephalic dragons were either already born that way or created by Tiamat herself. Multiple Personalities. Each head of the dragon can share the same personalities or are entirely different from each other. One can be dominant over the others, or each head sees the other ones as their equals. Find the templates for multi-headed dragons here: Two-Headed Dragon Template Three-Headed Dragon Template Favored Dragon of Tiamat Template Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Multi-Headed. The dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. For each head the dragon has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Actions Multiattack. The dragon can use its Frightful Presence. It then makes two Claw attacks and one Tail attack. Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Fire Breath (Recharge 3–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Bite. The dragon makes a Bite attack. Fire Breath. The dragon uses Fire Breath, if available. Wing Attack. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":26},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Three-Headed Clockwork Dragon","description":"An orange glow burns in the eyes of an enormous mechanical dragon. Gears whir as the black-plated war machine spreads steel wings, spewing flames over a battalion of screaming knights. Clockwork dragons are siege machines fashioned after their namesake. The one-headed variety stands roughly twelve feet tall, while the three-headed dragon exceeds twenty. Weapons of War. Only the most developed nations can afford to build clockwork dragons, but they are worth the cost. A single machine easily turns the tide of most battles and lasts decades. Their mace-tipped fists can breakdown any structure, while mechanical wings give them flight. The dragons' bladed tails kill enemies in a single sweep and a special oil cannon in their chest makes any target vulnerable to the dragon's fiery breath. Group Control. A clockwork dragon is created and controlled by a team of three engineers that wear special circlets. While just one of these engineers can control a dragon for a short period of time, any sustained period of solo control is so taxing it kills the engineer. If all the engineers remove their headbands while the dragon is active, the construct attempts to massacre every creature it can see. Construct Nature. A clockwork dragon doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":14},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Three-Headed Cobra","description":"This monstrous serpent's body is as thick as a man's torso and covered in ink-black scales. Its trunk branches out to support three hissing heads atop flaring cobra hoods. For all its size, it slithers across the ground almost silently. Often employed as guardians, the native intelligence of these creatures makes them capable of learning commands. Color Variations. The three-headed cobra is most common throughout warm climates, though not unknown on the open plains and in some jungles. While most retain the black coloration found in jungles and hills, other varieties exist. The desert variety often has a pale bone color and skull-like hood pattern; the plains varieties tend toward green or khaki coloration. Golden Guardians. The three-headed cobra is a watchful creature associated with guarding shrines and sometimes with rulership over a particular abandoned city or necropolis. Some believe they are protectors of ancient holy relics, sacred scrolls, or divine sparks. Because one of its heads is always awake and alert, it is also favored to guard treasure vaults and counting houses, where large sums of coins are stored. In these cases, the three-headed cobra's scales take on a golden or silvery coloration. Servants of the Queen. The three-headed cobra carries a strong association with the Queen of Serpents (see pages 36-37), who, according to legend, never strays far from their protection (honor guards of at least two and as many as a dozen are common near the Queen). They are thought to be her close companions, and many believe the three-headed cobras serve not only as her bodyguards but also as her consorts.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Three-Headed Kirin","description":"Traits Elemental Cycle. Each of the kirin’s three heads have a different element: Water, Void, and Air. At the start of combat, the Water head is dominant. At the end of each round, the dominant head switches. It switches first to Void, then to Air, then back to Water, and so on. This affects which attacks and legendary actions the three-headed kirin uses. Reassembly Protocols. An hour after the three-­headed kirin is destroyed, its pieces slowly begin reassembling themselves. The kirin is restored to life with 5 hit points. Regeneration. The three-headed kirin regains 15 hit points at the start of each of its turns. Actions Dynamic Assault. The three-headed kirin makes one melee weapon attack and one special attack each round based on which element is currently dominant: Water Dominant: The kirin makes an icy talons attack, then an absorb warmth attack. Void Dominant: The kirin makes a psychic assault attack, then a purging touch attack. Air Dominant: The kirin makes a sweeping blow attack, then a lightning discharge attack. Icy Talons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) cold damage. The target’s speed is reduced to 0 until the end of its next turn. This attack is only usable while Water is the dominant element. Absorb Warmth. Special Attack : The three-headed kirin takes a gigantic breath, sucking in all the heat in the room. Every other creature within a 15-foot-radius sphere around it must make a DC 19 Constitution saving throw. On a failure, a creature takes 18 (4d8) cold damage and is subjected to the maimed condition (−10 ft. of speed and disadvantage on Dexterity saving throws, removed after it regains HP) for 1 minute. On a success, a creature takes half damage instead. This attack is only usable while Water is the dominant element. Psychic Assault. Special Attack : The kirin’s eyes shimmer with energy as it launches a psychic attack in a 20-foot wave in front of it (see Wave in Adventures in Rokugan , page 250). Each creature in the wave must make a DC 19 Charisma saving throw. Each creature that fails the saving throw takes 14 (4d6) psychic damage, plus an additional 3 (1d6) psychic damage for each negative condition it is currently suffering. Then, the creature is subjected to the distracted condition (−2 AC, removed after it is hit by an attack) and the marked for death condition (see New Conditions in Adventures in Rokugan , page 251) until the end of the kirin’s next turn. Each creature that succeeds on the saving throw takes half damage instead. This attack is only usable while Void is the dominant element. Purging Touch. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) psychic damage. On hit, the target is subjected to the weakened condition (it loses all of its damage resistances, and its damage immunities become resistances) for 1 hour. Additionally, it can’t perform spells, invocations, externalizations, or other supernatural abilities until the end of the kirin’s next turn. This attack is only usable while Void is the dominant element. Sweeping Blow. Melee Weapon Attack: +9 to hit, reach 15 ft., up to two targets. Hit: 16 (2d10 + 5) bludgeoning damage. Each target must make a DC 19 Dexterity saving throw. Each target that fails the saving throw is pushed 15 feet away from the kirin and is subjected to the disoriented condition (it can’t make opportunity attacks) until the end of the kirin’s next turn. This attack is only usable while Air is the dominant element. Lightning Discharge. Special Attack : Bolts of lightning shoot out from all over the kirin’s body. Each creature within a 30-foot-radius sphere must make a DC 19 Dexterity saving throw. Each creature that fails the saving throw takes 11 (2d10) lightning damage, plus an additional 2 (1d4) lightning damage for every 5 feet it is away from the kirin. This attack is only usable while Air is the dominant element. Legendary Actions The three-headed kirin can take 3 legendary actions every turn, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Swipe. The three-headed kirin makes one of its melee attacks using an element that is not currently dominant. Drain. The three-headed kirin chooses a creature that is between 40 feet and 60 feet away from it. That creature must make a DC 19 Constitution saving throw. On a failure, it suffers one level of exhaustion. Daze. The three-headed kirin chooses a creature that is between 20 feet and 40 feet away. That creature must make a DC 19 Charisma saving throw. On a failure, it takes 13 (3d8) psychic damage and has disadvantage on all attack rolls until the end of its next turn. Expel. The three-headed kirin chooses a creature within 20 feet of it. That creature must make a DC 19 Dexterity saving throw. On a failure, the creature is pushed 15 feet away from the kirin, takes 13 (3d8) force damage, and is frightened of the kirin until the end of its next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"lawful neutral","Expansion":25901,"Challenge Rating":9},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Three-Headed Young Red Dragon","description":"Multi-headed Dragons Multi-headed dragons, sometimes called polycephalic dragons by scholars and wizards, are extremely rare and dangerous dragons. Unlike the dracohydras that were created through arcane experiments, multiheaded or polycephalic dragons were either already born that way or created by Tiamat herself. Multiple Personalities. Each head of the dragon can share the same personalities or are entirely different from each other. One can be dominant over the others, or each head sees the other ones as their equals. Find the templates for multi-headed dragons here: Two-Headed Dragon Template Three-Headed Dragon Template Favored Dragon of Tiamat Template Traits Multi-Headed. The dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. For each head the dragon has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Actions Multiattack. The dragon makes three Bite attacks and two Claw attacks. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Fire Breath (Recharge 3–6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Threndavi Warrior","description":"Threndavi warriors are the protectors of their Phaenec tribes. They are usually found near their kin. Some of them have lost their entire tribes during the apocalypse, and travel the world alone or in small groups. Others have left their tribes to embark on important quests.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any non-evil","Expansion":17295,"Challenge Rating":3},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Thresholder Disciple","description":"Thresholder In the dungeons hidden below Candlemere Island, a cabal of cultists has managed to defeat the passage of time itself. These cultists are known collectively as Thresholders. While they have managed to achieve immortality in their worship of the Outer God Yog-Sothoth, they are also prisoners, trapped within their own hidden temple by an ancient sect of Pharasmins who gave up their life and death to ensure that, while the Thresholders will live forever, they will never escape their own lair. All Thresholders have gained supernatural vision that allows them to see things left unseen, even though this ability required the sacrifice of their eyes to achieve. In addition, their devotion to Yog-Sothoth has pulled them outside of time itself, so that they do not age or need to drink and eat to survive—as long as they do not stray too far from the region where their cult’s power is focused. Thresholder Disciple Even the least of the Thresholders are dangerous foes, disciples who work to perfect their bodies as weapons in a perverse parody of the teachings of the monk. Traits Evasion. If the Thresholder disciple is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Thresholder disciple instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Ominous Mien. Any hostile creature that ends its turn within 5 feet of the Thresholder disciple must make a DC 18 Wisdom saving throw, becoming frightened of the disciple on a failed save. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Outside of Time. The Thresholder disciple exists outside of time; it doesn’t age, doesn’t need food or drink to survive, and can’t be affected by the haste or slow spells unless it chooses to be. Unseen Sight. The Thresholder has the ability to see the truth of the world, granting them darkvision and truesight to a distance of 60 feet, as long as they remain in a region under Yog-Sothoth’s influence. Actions Multiattack. The Thresholder disciple makes four lurker claw attacks or four shuriken attacks. Lurker Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage plus 13 (3d8) psychic damage. Shuriken. Ranged Weapon Attack: +10 to hit, range 20 ft./60 ft., one target. Hit: 7 (1d4+5) piercing damage plus 13 (3d8) psychic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":14},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Thresholder Hermeticist","description":"Thresholder In the dungeons hidden below Candlemere Island, a cabal of cultists has managed to defeat the passage of time itself. These cultists are known collectively as Thresholders. While they have managed to achieve immortality in their worship of the Outer God Yog-Sothoth, they are also prisoners, trapped within their own hidden temple by an ancient sect of Pharasmins who gave up their life and death to ensure that, while the Thresholders will live forever, they will never escape their own lair. All Thresholders have gained supernatural vision that allows them to see things left unseen, even though this ability required the sacrifice of their eyes to achieve. In addition, their devotion to Yog-Sothoth has pulled them outside of time itself, so that they do not age or need to drink and eat to survive—as long as they do not stray too far from the region where their cult’s power is focused. Thresholder Hermeticist The hermeticists of the cult are master alchemists whose research into forbidden formulas was a key to pushing their cult to adapt beyond humanity into something far more strange and sinister. Traits Cruel Anatomist (1/Turn). The Thresholder hermeticist deals an extra 31 (9d6) damage when it hits with a melee weapon attack if the target is within 5 feet of an ally of the Thresholder hermeticist’s that isn’t incapacitated. Juggernaut. The Thresholder hermeticist has advantage on all Constitution saving throws. Outside of Time. The Thresholder hermeticist exists outside of time; it doesn’t age, doesn’t need food or drink to survive, and can’t be affected by the haste or slow spells unless it chooses to be. Unseen Sight. The Thresholder has the ability to see the truth of the world, granting them darkvision and truesight to a distance of 60 feet, as long as they remain in a region under Yog-Sothoth’s influence. Actions Multiattack. The Thresholder hermeticist makes four dagger attacks. Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage and the target must make a DC 18 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much on a successful one. Enhanced Alchemist Fire (3/Day). Ranged Weapon Attack: +10 to hit, range 20 ft./60 ft., one target. Hit: 36 (8d8) fire damage. Creatures within 5 feet of the target must make a DC 18 Dexterity saving throw, taking equal damage as the target on a failed saving throw, or half as much on a successful one. Enhanced Healing Potion (3/Day). The Thresholder hermeticist drinks a potion and regains 18 (4d8) hit points, up to its hit point maximum.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":16},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Thresholder Mystic","description":"Thresholder In the dungeons hidden below Candlemere Island, a cabal of cultists has managed to defeat the passage of time itself. These cultists are known collectively as Thresholders. While they have managed to achieve immortality in their worship of the Outer God Yog-Sothoth, they are also prisoners, trapped within their own hidden temple by an ancient sect of Pharasmins who gave up their life and death to ensure that, while the Thresholders will live forever, they will never escape their own lair. All Thresholders have gained supernatural vision that allows them to see things left unseen, even though this ability required the sacrifice of their eyes to achieve. In addition, their devotion to Yog-Sothoth has pulled them outside of time itself, so that they do not age or need to drink and eat to survive—as long as they do not stray too far from the region where their cult’s power is focused. Thresholder Mystic Second only in power to their high priest (Foras; page 135), the Thresholder mystics consist of the clerical caste of the cult. Their devotion to Yog-Sothoth and single-minded pursuit of developing a way to allow their eldritch god full access to the Material Plane makes them easily the most dangerous members of the fanatical group. Traits Outside of Time. The Thresholder mystic exists outside of time; it doesn’t age, doesn’t need food or drink to survive, and can’t be affected by the haste or slow spells unless it chooses to be. Resolve. The Thresholder mystic has advantage on all Wisdom saving throws. Spellcasting. The Thresholder mystic is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: Cantrips (at will): guidance, light, sacred flame 1st level (4 slots): bless, command, sanctuary 2nd level (3 slots): blindness/deafness, silence, spiritual weapon 3rd level (3 slots): dispel magic, mass healing word, sending 4th level (3 slots): banishment, guardian of faith, locate creature 5th level (2 slots): flame strike, greater restoration 6th level (1 slot): blade barrier 7th level (1 slot): fire storm 8th level (1 slot): antimagic field 9th level (1 slot): mass heal Unseen Sight. The Thresholder has the ability to see the truth of the world, granting it darkvision and truesight to a distance of 60 feet, as long as it remains in a region under Yog-Sothoth’s influence. Actions Multiattack. The Thresholder mystic makes four dagger attacks. Dagger. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much on a successful one. Reminder of Doom. The mystic reminds its allies of the punishments awaiting those who fail Yog-Sothoth. The mystic and its allies within 60 feet that can hear it gain advantage on their attack rolls for until the end of the Thresholder mystic’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":17},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Threskisphinx","description":"The noble threskisphinx has the body and limbs of a lion and the great feathered wings and head of an ibis. It is a collector and devourer of knowledge, always procuring and searching for books, tomes, and various written materials that discuss arcana, geography, history, mathematics, nature, and religion. Because of its great wisdom, the threskisphinx is often sought by royalty, scholars, wizards, and adventurers. The threshkisphinx will not hesitate to share its knowledge for as long as those who receive it will use it for good. Reclusive Collector. The threskisphinx lives where it can keep its library and collection of books and historical relics organized and well-kept, as well as where it can scribe its own works in privacy. Such places would be abandoned castles, keeps, monasteries, temples, and wizard's towers. It obsessively keeps its lair clean and pristine, using magic to ensure it is free of molds and pests. The threskisphinx will rarely allow visitors inside its abode, let alone its library. It may take a considerable gift and an impressive reputation for the threskisphinx to make an exception. Magic Suppressor. A threskisphinx abhors combat and will never willingly get into a physical confrontation. It will always try to resolve a conflict through peaceful means or through a battle of wits. If forced to fight, the threskisphinx will mainly use its spells and focus on suppressing enemies' magical items. Sphinxes Not all sphinxes are divine guardians tasked to guard gods' treasures. Some sphinxes, like the canisphinx, crocosphinx, dracosphinx, luposphinx, taurusphinx, and the threskisphinx, are free to do as they please. They sometimes work as mercenaries, offering their services to powerful entities. Traits Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage. Magic Weapons. The sphinx's weapon attacks are magical. Actions Multiattack. The sphinx makes two Claw attacks. If both Claw attacks hit the same target, the target takes an extra 9 (2d8) slashing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Spellcasting. The sphinx casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: druidcraft, guidance, produce flame (2d8) 1/day each: create or destroy water, erupting earth, freedom of movement, healing spirit, moonbeam, polymorph, tidal wave Suppress Magic (Recharge 5–6). The sphinx targets one magic item it can see within 120 feet of it. If the magic item isn’t an artifact, its magical properties are suppressed for 10 minutes, until the sphinx is incapacitated or dies, or until the sphinx uses a bonus action to end the effect. Legendary Actions The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sphinx regains spent legendary actions at the start of its turn. Claw Attack. The sphinx makes one Claw attack. Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Cast a Spell (Costs 3 Actions). The sphinx uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"typically Neutral Good","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Thri-kreen","description":"Thri-kreen wander the deserts and savannas of the world, avoiding all other races. Thri-Kreen Communication. Thri-kreen employ a language without words. To show emotion and reaction, a thri-kreen clacks its mandibles and waves its antennae, giving other thri-kreen a sense of what it is thinking and feeling. Other creatures find this manner of communication difficult to interpret and impossible to duplicate. When forced to interact with creatures of other intelligent species, thri-kreen employ alternative methods of communication, such as drawing pictures in sand or making pictures out of twigs or blades of grass. Limited Emotions. Thri-kreen experience the full range of emotions but aren’t as prone to emotional outbursts as humans. Thri-kreen with psionic ability often demonstrate a wider range of emotions, particularly if they live near or interact with humans or other highly emotional creatures. Isolationists and Wanderers. Thri-kreen consider all other living creatures as potential nourishment, and they love the taste of elf flesh in particular. If a creature might be useful for something other than food, the thri-kreen aren’t likely to attack it on sight. Thri-kreen kill to survive, never for sport. Sleepless. Thri-kreen don’t require sleep and can rest while remaining alert and performing light tasks. Their inability to sleep is thought to be the reason why thri-kreen have such short lifespans, the average thri-kreen life expectancy being only thirty years. Variant: Thri-kreen Weapons and Psionics Some thri-kreen employ special martial weapons. A gythka is a two-handed polearm with a blade at each end. A chatkcha is a flat, triangular wedge with three serrated blades (a light thrown weapon). A thri-kreen armed with a gythka and chatkchas gains additional action options, noted in the Actions section below. A few thri-kreen manifest psionic abilities, using their powers to aid the hunt and communicate more easily with outsiders. A psionic thri-kreen has telepathy out to a range of 60 feet and gains an additional spellcasting trait, noted in the Traits section below. Traits Chameleon Carapace : The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. Standing Leap : The thri-kreen’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. (Variant: Psionics) Innate Spellcasting (Psionics) : The thri-kreen’s innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components: • At will: mage hand (the hand is invisible) • 2/day each: blur, magic weapon • 1/day: invisibility (self only) Actions Multiattack : The thri-kreen makes two attacks: one with its bite and one with its claws. Bite : Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. (Variant: gythka and chatkcha) Multiattack : The thri-kreen makes two gythka attacks or two chatkcha attacks. (Variant: gythka and chatkcha) Gythka : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. (Variant: gythka and chatkcha) Chatkcha : Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (thri-kreen)","Source":"MM1","Alignment":"chaotic neutral","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Thri-kreen Gladiator","description":"Thri-kreen gladiators relish opportunities to test their mettle in combat and often paint their carapaces with the blood of their enemies. Thri-kreen Thri-kreen are carnivores with insectile features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize themselves. The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with creatures of other sapient species, thri-kreen rely on a form of telepathy. Thri-kreen often use weapons of their own design, particularly the gythka (a two-handed polearm with a blade at each end) and a light thrown weapon called a chatkcha (a flat, triangular wedge with three serrated blades). Gythkas typically have shafts of bone and obsidian blades, while chatkchas are usually made of sharpened bone or crystal. A generic thri-kreen stat block appears in the Monster Manual. This section provides a few more options. Actions Multiattack. The thri-kreen makes two Gythka attacks and one Chatkcha attack. Gythka. Melee Weapon Attack: +7 to hit (with advantage if the thri-kreen is missing any hit points), reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Chatkcha. Ranged Weapon Attack: +7 to hit (with advantage if the thri-kreen is missing any hit points), range 30/120 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Bonus Actions Leap. The thri-kreen leaps up to 20 feet in any direction, provided its speed isn’t 0. Reactions Parry. The thri-kreen adds 3 to its AC against one melee attack that would hit it. To do so, the thri-kreen must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"any alignment","Expansion":16643,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Thri-kreen Hunter","description":"Thri-kreen hunters are skilled foragers and stalkers. A thri-kreen hunter encountered in Wildspace might be on the trail of a fugitive or leading a gang of pirates. Thri-kreen Thri-kreen are carnivores with insectile features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize themselves. The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with creatures of other sapient species, thri-kreen rely on a form of telepathy. Thri-kreen often use weapons of their own design, particularly the gythka (a two-handed polearm with a blade at each end) and a light thrown weapon called a chatkcha (a flat, triangular wedge with three serrated blades). Gythkas typically have shafts of bone and obsidian blades, while chatkchas are usually made of sharpened bone or crystal. A generic thri-kreen stat block appears in the Monster Manual . This section provides a few more options. Actions Multiattack. The thri-kreen makes two Gythka or Chatkcha attacks. Gythka. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Chatkcha. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Bonus Actions Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and texture of its surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings. Leap. The thri-kreen leaps up to 20 feet in any direction, provided its speed isn’t 0. Reactions Parry. The thri-kreen adds 2 to its AC against one melee attack that would hit it. To do so, the thri-kreen must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"any alignment","Expansion":16643,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Thri-kreen Mystic","description":"Thri-kreen mystics use psionics to navigate difficult terrain in Wildspace, turn invisible, and drain life from their prey. They often serve as spelljammers aboard thri-kreen ships. Thri-kreen Thri-kreen are carnivores with insectile features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize themselves. The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with creatures of other sapient species, thri-kreen rely on a form of telepathy. Thri-kreen often use weapons of their own design, particularly the gythka (a two-handed polearm with a blade at each end) and a light thrown weapon called a chatkcha (a flat, triangular wedge with three serrated blades). Gythkas typically have shafts of bone and obsidian blades, while chatkchas are usually made of sharpened bone or crystal. A generic thri-kreen stat block appears in the Monster Manual . This section provides a few more options. Actions Multiattack. The thri-kreen makes two Gythka attacks or four Psychic Bolt attacks. Gythka. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage. Psychic Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 6 (1d6 + 3) psychic damage. Drain Vitality (Recharges after a Short or Long Rest). The thri-kreen targets one creature it can see within 30 feet of itself. The target must make a DC 14 Constitution saving throw, taking 32 (5d12) necrotic damage on a failed save, or half as much damage on a successful one. The thri-kreen regains hit points equal to the damage dealt. Spellcasting (Psionics). The thri-kreen casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability: At will: levitate (self only), mage hand (the hand is invisible) 1/day each: freedom of movement (self only), invisibility (self only) Bonus Actions Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and texture of its surroundings, gaining advantage on Dexterity (Stealth) checks it makes to hide in those surroundings.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"any alignment","Expansion":16643,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Thri-kreen Psi-Warrior","description":"Some thri-kreen have evolved to have psionic abilities. It uses these to supplement its martial abilities. Traits Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. Standing Leap. The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Actions Multiattack. The thri-kreen makes two melee attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. lf the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. Gythka. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Spellcasting (Psionics). The thri-kreen casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11): At will: mage hand (the hand is invisible), mind sliver (2d6) 1/day each: blur, invisibility (self only), mind spike, thunderwave","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Thri-kreen)","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Thri-kreen Sandstalker","description":"Sandstalkers are thri-kreen rangers that have mastered surviving in the desert's sandy terrain. They are excellent trackers and hunters. Traits Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide. Desert Strider. Moving through nonmagical difficult desert or sandy terrain doesn't cost the thri-kreen extra movement. Standing Leap. The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Slay Foe (1/Turn). The thri-kreen deals an extra 13 (3d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Multiattack. The thri-kreen makes two melee attacks or two ranged attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. lf the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. Gythka. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Chatkcha. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Spellcasting (Psionics). The thri-kreen casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 11): 1/day each: conjure barrage, locate animals or plants, spike growth Bonus Actions Stealthy. The thri-kreen takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Thri-kreen)","Alignment":"Typically Chaotic Neutral","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Thripper","description":"An insectoid creature bursts through the window and leaps on the tavern table, swinging a spear with a curious tip. It hisses menacingly from its asymmetrical mouth before descending on the elves cowering in the corner. Thrippers are humanoid insects from an aberrant dimension. Mottled brown in color, feathery winged, and tall and slender, thrippers have their own distinct language of hisses and whooshing they make with their bizarre mouth structures. Feykin Hunters. Thrippers hunt and consume fey, requiring their blood to sustain themselves. Their innate magical aptitude allows them to sense and disrupt the fey they hunt and makes them resistant to wily fey magic. In battle, thrippers use hollow spears like straws to attack and harvest their foes up close or release a high-pitched, chitter that disorients distant prey. Delicate Wings. A thripper's wings are soft, delicate, and incapable of sustaining the thripper in flight for long. They use their wings for short bursts of flight, such as catching airborne prey or escaping powerful foes. Feybane Weapons. The thripper's weapons are cold iron and are magical when used against fey. When the thripper hits a fey with any weapon, the weapon's damage is force instead of its normal damage type. Fey Sense. The thripper can pinpoint, by scent, the location of fey within 60 feet of it and can sense the general direction of fey within 1 mile of it. Soft Wings. The thripper can fly up to 40 feet on its turn, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage. Actions Multiattack. The tripper makes two Extractor Spear or Disorienting Chitter attacks. Extractor Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to half the necrotic damage taken, and the thripper regains hp equal to that amount. The reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hp maximum to 0. Disorienting Chitter. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) thunder damage, and the target must succeed on a DC 14 Wisdom saving throw or fall prone as it briefly becomes disoriented and falls. Reaction Glamour Counter. When a creature the thripper can see within 30 feet of it casts a spell, the thripper can counter the spell. This reaction works like the counterspell spell with a +6 spellcasting ability check, except the thripper can counter only spells from the enchantment or illusion schools, and it must make the ability check, regardless of the spell's level.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Thripper)","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Throne Archon","description":"The benevolent throne archons are the commanders of all archons and serve as judges and generals. They report directly to planetars, solars, and the deities of Mount Celestia. Throne archons stand 12 feet in height and appear as imposing humanoids with flawless golden skin and intense blazing eyes. They wear impressive-looking golden or silver plate mail armor and wield enormous magical greatswords. Throne archons don't have wings like most archons, but they still can fly effortlessly at will. Their primary duties are overseeing archon officers, conducting court proceedings, and passing judgement. Penitentiary Gaze. Throne archons despise combat, but enemies learn quickly how incredibly powerful throne archons are if they are forced to fight. They are known for their devastating greatsword attacks and their uncanny ability to make foes remorseful of their sins by simply meeting their gaze. Archons The mighty archons are exalted celestial champions who maintain peace, uphold justice, and serve the angels and deities of Arcadia, Bytopia, and the Seven Heavens of Mount Celestia. Benevolent Guardians . Whereas angels act more as agents, commanders, and generals, archons fill the role of soldiers, scouts, and support specialists. They protect the innocent and defenseless and aid the wounded and sick. They despise and stand against malevolent supernatural creatures such as demons, devils, yugoloths, and evil undead. They capture and bring to justice powerful creatures who have performed depraved and despicable acts. Unfortunately, their unwavering sense of righteousness often leaves them vulnerable to manipulation and conflict. Blessed Champions . Archons never willingly use violence unless it is necessary. However, if combat is unavoidable, archons can be a terrifying thing to behold as they become justice and vengeance personified. They radiate an aura of menace that can sap the will of their foes. Archons are expert battle tacticians, able to teleport at will and cast powerful divine spells that can aid allies and banish foes. In addition to their impressive powers, they are also fearless, tireless, resistant to most attacks, and can’t be charmed. Divine Agents . While they rarely leave Mount Celestia, archons can be encountered anywhere, even in the Lower Planes. They frequently travel to the Material Plane on a variety of missions, acting as couriers, messengers, spies, or marshals. Archons have been known to assist adventurers, especially if they are favored by their deities. Types of Archons . There are eight major types of archons, each with different characteristics and abilities. The hound archon, justice archon, and lantern archons are the most numerous ones, and make up the bulk of the archon army, serving as foot soldiers, guards, and scouts. The owl archon, trumpet archon, and warden archon are specialists, while the sword archon and the throne archon act as military officers. Immortal Nature . An archon doesn't require food, drink, or sleep. Traits Aura of Menace. The archon emanates an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a DC 18 Wisdom saving throw or become frightened of the archon for 1 minute or until it takes any damage. Improved Critical. The archon's weapon attacks score a critical hit on a roll of 19 or 20. Penitentiary Gaze. Provided the archon isn't incapacitated, if a non-lawful good creature starts its turn within 30 feet of the archon and the two of them can see each other, the archon can force the creature to make a DC 18 Wisdom saving throw if the archon isn't incapacitated. On a failed save, the creature becomes wracked with guilt and filled with remorse over its life's actions that weren't lawful or good, and suffers an effect depending on its alignment: LN or NG: The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the end of its next turn. The archon doesn't need to concentrate on the spell. CG, CN or N: Gain 1 level of exhaustion. CE, NE, or LE: Gain 1 level of exhaustion and take 5 (1d10) psychic damage and 5 (1d10) radiant damage. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the archon until the start of its next turn, when it can avert its eyes again. If it looks at the archon in the meantime, it must immediately make the save. If a creature's saving throw is successful, the creature is immune to the archon's Penitentiary Gaze for the next 24 hours. Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The archon makes three Greatsword attacks, or makes one Greatsword attack and casts one spell that takes 1 action to cast. Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 13 (3d8) radiant damage. Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18): At will: aid (5th level), continual flame, detect evil and good 3/day each: banishment, dawn, dispel magic, greater restoration, mass cure wounds 1/day each: circle of power, divine word, resurrection Teleport. The archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Thrummren","description":"The massive, dog-faced elk charges into battle, lightning crackling between its hooves and antlers, as its giant rider throws bolts of lightning. The sight of a storm giant charging to battle atop a baying thrummren is both breathtaking and terrifying. Heavenly Wanderers. Herds of thrummrens migrate from mountain range to mountain range across vast regions of the Upper Planes. As they travel en masse, storm clouds gather above them, and the pounding of their hooves against the ground is akin to thunder. The lightning storms generated by their proximity are truly amazing to behold. Giant Bond. Most thrummrens on the Material Plane serve as the mounts of storm giant cavaliers. The relationship between mount and rider is complex, with control of the pairing seeming to pass from one to the other and back. Thrummrens never abandon their riders, defending riders to the death if necessary. If its rider falls in battle, a thrummren continues its assault until all foes have fallen. The thrummren then returns the rider’s body to its home community, regardless of the distance. Simurg Friends. When they encounter each other on the forested mountainsides they prefer, thrummren and simurgs share information. The two creatures often converse while on the move with the simurg perched atop the thrummren, looking to observers like some kind of chimeric creature with a long-feathered tail streaming behind it.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"celestial","Alignment":"chaotic good","Expansion":8073,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Thuellai","description":"This raging cloud of animate mist and ice has icicle shards for eyes and claws. In battle or when hunting, a theullai howls like a dozen screaming banshees. Servants of Boreas. These fast-flying creatures of air and ice were created by the lord of the north wind, Boreas, to be his heralds, assassins, and hunting hounds. They appear as a swirling blizzard, often blending in with snowstorms to surprise their victims. Terrifying Blizzards. Thuellai love to engulf creatures in their blizzards, to lash buildings with ice and cold, and to trigger avalanches with their whirlwinds. They thrive on destruction and fear, and they share their master’s unpredictable nature. Immune to Steel. Northerners especially fear the thuellai because of their resistance to mundane steel, their terrifying howls, and their ability to cause madness. Elemental Nature. A theullali doesn’t require air, food, drink, or sleep. Traits Air Mastery: Airborne creatures have disadvantage on attack rolls against the thuellai. Snow Vision: The thuellai see perfectly well in snowy conditions. It does not suffer Wisdom (Perception) penalties from snow, whiteout, or snow blindness. Actions Multiattack: The thuellai makes two claw attacks. Claw: Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 15 (2d8 + 6) slashing damage plus 26 (4d12) cold damage. If the target is wearing metal armor, it must make a successful DC 17 Constitution saving throw or gain one level of exhaustion. Freezing Breath (Recharge 5–6): The thuellai exhales an icy blast in a 40-foot cone. Each target in the area takes 39 (6d12) cold damage, or half damage with a successful DC 17 Constitution saving throw. Algid Aura: All creatures within 10 feet of a thuellai take 7 (2d6) cold damage at the beginning of the thuellai’s turn. Spells or magical effects that protect against cold are affected as if by a dispel magic spell (the theullai’s effective spellcasting bonus is +5) if a thuellai is within 20 feet of the target at the start of the theullai’s turn, and nonmagical flames within 20 feet of the thuellai are extinguished at the start of its turn. Howl of the Maddening Wind (3/day): A thuellai’s howl can cause creatures to temporarily lose their minds and even to attack themselves or their companions. Each target within 100 feet of the theullai and able to hear the howl must make a successful DC 14 Wisdom saving throw or roll 1d8 and consult the table below at the start of its next turn. An affected creature repeats the saving throw at the end of each of its turns; a success ends the effect on itself, but a failure means it must roll again on the table below at the start of its next turn. Blizzard (1/Day): The thuellai creates an icy blizzard in the area around it. A 50-foot radius sphere surrounding the theullai fills with icy fog, whirling snow, and driving ice crystals. Vision is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks that rely on vision or hearing. The ground in the affected area becomes difficult terrain. The effect lasts for 10 minutes and moves with the theullai.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Expansion":3,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Thug","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. Traits Pack Tactics : The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated . Actions Multiattack : The thug makes two melee attacks. Mace : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy Crossbow : Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.","properties":{"Category":"Monsters","AC":"11 (Leather Armor)","HP":"32 (5d8+10)","CHA":11,"CON":14,"DEX":11,"INT":10,"STR":15,"WIS":10,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116332/rbAHhU48WK0-FQ5B_mv2Pg/original.png","Roll 0":"1d20 + 4\n1d6+2","Roll 1":"1d20 + 2\n1d10","Skills":"Intimidation +2","Source":"5th Edition SRD","data-XP":100,"Alignment":"Any Non-good Alignment","Languages":"Any One Language (Usually Common)","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Pack Tactics\",\"Desc\":\"The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The thug makes two melee attacks.\"},{\"Name\":\"Mace\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Heavy Crossbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"2\",\"Reach\":\"100/400 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+0","data-CON-mod":"+2","data-DEX-mod":"+0","data-INT-mod":"+0","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/2","Passive Perception":10,"data-CrNum":0.5,"data-AcNum":11,"data-HpNum":32},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Thug","description":"Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. Traits Pack Tactics : The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Multiattack : The thug makes two melee attacks. Mace : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy Crossbow : Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any non-good alignment","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Thug Captain","description":"Traits Pack Tactics. The thug captain has advantage on an attack roll against a creature if at least one of the thug captain’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The thug captain uses Maneuver Allies, if available. It then makes two melee attacks. Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Maneuver Allies (Recharge 5-6). Up to three allies within 60 feet of this thug captain that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Bonus Actions Battle Command. The thug captain targets one ally it can see within 30 feet of it. If the target can see or hear the thug captain, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any non-good alignment","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Thug Gang Boss","description":"Traits Legendary Resistance (1/Day). If the thug gang boss fails a saving throw, it can choose to succeed instead. Pack Tactics. The thug gang boss has advantage on an attack roll against a creature if at least one of the thug gang boss’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The thug gang boss uses Maneuver Allies, if available. It then makes two melee attacks. Great Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of this thug gang boss that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Bonus Actions Battle Command. The thug gang boss one ally it can see within 30 feet of it. If the target can see or hear the thug gang boss, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Reactions Redirect Attack. When a creature the thug gang boss can see targets it with an attack, the thug gang boss chooses an ally within 5 feet of it. The thug gang boss swaps places with the chosen ally, and the chosen ally becomes the target instead. Legendary Actions The thug gang boss can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The thug gang boss regains spent legendary actions at the start of its turn. Move. The thug gang boss moves up to half its speed without provoking opportunity attacks. Cheap Shot. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. Attack (Costs 2 Actions). The thug gang boss makes a melee or ranged weapon attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any non-good alignment","Expansion":26536,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Thug of Geryon","description":"Thug Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. Diabolical Cults of Geryon Despite being deposed, Geryon still has the ability to strike bargains. He deals especially with those who seek brute strength⁠. Any warlike monster—such as orcs, ogres, and trolls—can be lured into Geryon’s cult. His cultists typically form fighting companies and bandit gangs, proving their strength⁠ by defeating others in battle and taking what they want as loot. Goals: Physical prowess, domination of others through strength⁠, destruction of all opposition Typical Cultist: Bandit, bandit captain, berserker, cult fanatic, cultist, gladiator, thug, tribal warrior, veterans Members of the cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable⁠ Strength⁠ trait. Traits Pack Tactics⁠. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated. Crushing Blow (Recharges after a Short or Long Rest). As a bonus action⁠, the creature gains a bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1). Actions Multiattack. The thug makes two melee attacks. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Reactions Indomitable⁠ Strength⁠ (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-good Alignment","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Thug of Glasya","description":"Thug Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. Diabolical Cults of Glasya As an expert in finding loopholes and exploiting the law for her own good, Glasya is a patron of thieves and other criminals, especially corrupt nobles. Her influence is supposed to strengthen family bonds, but she has taken a liberal interpretation of that and offers gifts that can be turned against family members. Goblins who risk insurrection against their hobgoblin masters make pacts with Glasya, as do kenku who form criminal gangs. Goals: Power gained by turning a system against itself, yielding power that isn’t only absolute but legitimate on a cultural and legal basis Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, knight, noble, spy, thug Glasya grants the Step into Shadows trait. Cult leaders can also gain the Infernal Ring Leader trait. Traits Pack Tactics⁠. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated. Step into Shadows (Recharges after a Short or Long Rest). As an action⁠, this creature, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn. Actions Multiattack. The thug makes two melee attacks. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Reactions Infernal Ring Leader. As a reaction when this creature is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-good Alignment","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Thug of Levistus","description":"Thug Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. Diabolical Cults of Levistus Levistus has no cult in the traditional sense. Instead, he offers favors to those who are desperate to escape a seemingly inevitable fate. Drow are sometimes worshipers of Levistus, as their cruel society often pushes them into situations they feel they can’t escape. Goals: Survival and eventual revenge against those who wrong them Typical Cultist: Assassin, bandit captain, cult fanatic, cultist, mage, noble, spy, thug Levistus usually grants those who pledge their souls to him a single chance to escape from danger, but some cunning folk strike a deal with Levistus⁠, pledging their souls to him in return for escape at a future date. This boon takes the form of the Path of Levistus⁠ trait. Traits Pack Tactics⁠. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated. Path of Levistus. This creature magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the creature’s hit points. This ability can be invoked as an action⁠ by the creature or when the creature would die. Once the creature uses it, the creature can’t use it again. Actions Multiattack. The thug makes two melee attacks. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-good Alignment","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Thug of Mammon","description":"Thug Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. Diabolical Cults of Mammon Mammon’s greed overwhelms everything else. He deals with mortals who desire material wealth and provides them with the ability to spread that greed like an infection. The greedy duergar and even some dragons are prone to falling prey to Mammon’s temptations, and merchants and trade guilds are vulnerable to his bargains. Goals: Wealth, secured not only to promise personal comfort and power but to deny wealth and its benefits to others. Typical Cultist: Bandit, bandit captain, cult fanatic, cultist, noble, spy, thug Mammon’s cultists can gain the Grasping Hands trait. Cult leaders can also gain the Promise of Wealth trait. Traits Pack Tactic⁠s. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated. Grasping Hands (Recharges after a Short or Long Rest). As a bonus action⁠, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this creature succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds. Promise of Wealth (Recharges after a Short or Long Rest). As a bonus action⁠, this creature chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of this creature’s next turn, those allies gain advantage on all attack rolls against the target. Actions Multiattack. The thug makes two melee attacks. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Non-good Alignment","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Thug, Cyherested","description":"Living in Cyherested can be a rough and grueling experience. As a solution, some people decided to live off others. Cyherested Thugs harass people and local businesses to collect “protection tax”. With extortion and bullying, they have become quite the problem for the city. However, nobody seems to meddle in their affairs, since they are in league with the CBI sorcerers.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any non-good alignment","Expansion":24099,"Challenge Rating":1},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Thug, Kanrath","description":"The city of Kanrath is filled with thieves and miscreants. These people are Kanrath thugs. Hiding in alley corners or next to the entrance of various establishments to attack passers-by, Kanrath thugs are a problem for the mortals in the city. They usually don’t mess with nobles and royals so as not to bite off more than they can chew.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any non-good alignment","Expansion":24099,"Challenge Rating":1},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Thunder Guard Bully","description":"The Thunder Guard are the elite enforcers of the city governor, Shosuro Hyobu. Operating with the authority of lower-ranked samurai despite being commoners, they are instantly recognizable by their black-and-crimson heavy armor and long pikes. While the Thunder Guard were technically founded to keep the peace, they are not magistrates and do not enforce the law. Their roles are purely to prevent violence from spilling into the streets and to be the governor’s steady right hand as needed. They are usually only deployed in significant numbers during riots and similar violence. While they are loyal to the governor, they are just as corruptible as other city officials, accepting bribes or working enforcement jobs on the side. Traits Corrupt. Depending on the severity of their offense, players may pay the Thunder Guard bully to look the other way and not punish them for perceived wrongdoing. This costs 4 sp (2 bu) per caught player, but can cost several times more for serious crimes. A Thunder Guard can’t be bribed this way if they are in the presence of a higher ranked magistrate that does not have the corrupt trait. Looming Presence. Hostile creatures within 5 feet of the Thunder Guard bully have disadvantage on Charisma (Intimidation) and Charisma (Persuasion) checks targeting the Thunder Guard bully. Rank Fighting. When the Thunder Guard bully makes a melee weapon attack, if the attack misses, they may choose a friendly creature within 10 feet. The target deals an additional 1d6 damage on its next melee weapon attack. Actions Multiattack. The Thunder Guard bully makes two melee attacks. Crescent Halberd (two-handed). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d8 + 1) piercing damage. Reactions Parry. The Thunder Guard bully adds +2 to their AC against one melee attack that would hit them.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"lawful evil","Expansion":25901,"Challenge Rating":3},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Thundershrike","description":"Shrikes are passerine birds known for their habit of catching other birds and small animals and impaling the uneaten portions of their bodies on thorns. A typical shrike's beak is hooked, like a bird of prey. When on the hunt, a winged shadow falls below this raptor as it stoops on its prey with a wingspan the length of four horses. Its ebon feathers gleam majestically, streaked with patterns of gray and brown. Its golden beak is tipped with white.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":30635,"Challenge Rating":9},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Thurl Merosska","description":"Thurl Merosska is the leader of the Feathergale Knights. Once a griffon rider of Waterdeep, Thurl retired after a storm nearly claimed his life. Obsessed with his near-death experience, Thurl learned of Yan-CBin and swore an oath to serve the elemental prince in exchange for power. Thurl realized that there were others among the wealthy of Waterdeep who might make worthy servants of Yan-C-Bin. He formed the Feathergale Society to lure likely individuals into the air cult. He indoctrinated his Feathergale knights, one by one, into the cult’s beliefs. When Aerisi Kalinoth arose as the chosen prophet of air, Thurl reluctantly pledged the Feathergale Knights to the cause. He resents Aerisi Kalinoth’s rulership of the cult, but tells himself that he can use her and her followers to make the Feathergale Society strong enough to rule Waterdeep as it should be ruled. Howling Hatred Cultists Most air cultists are idealists lured to the cult by lofty notions such as detachment from material possessions, bodily addictions, and physical desires. Some find their way to the cult in pursuit of rumors that they can learn to fly, tame the wind, or shed their obesity. Whatever their reasons, they eventually succumb to the cult’s subtle indoctrination, surrendering their worldly goods to the cult’s coffers and the hardiness of their bodies to the cult’s emaciating rites. Cultists that survive their initiation usually gain all the things the cult promised— at the cost of their free will. The Cult of the Howling Hatred relies upon deception and trickery both to recruit its members and defeat its enemies. Even so, those that underestimate the air cult for their mysticism shouldn’t forget the wild destructive power the cultists wield when they unleash cyclones and tornadoes. The Cult of Howling Hatred cooperates with the fire and water cults but they loathe the Cult of the Black Earth, viewing its members as stubborn, unenlightened drones without vision or imagination. Traits Spellcasting. Thurl is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Thurl knows the following sorcerer spells (an asterisked spell is from appendix B): Cantrips (at will): friends, gust,* light, message, ray of frost 1st level (4 slots): expeditious retreat, feather fall, jump 2nd level (3 slots): levitate, misty step 3rd level (2 slots): haste Actions Multiattack. Thurl makes two melee attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage. Reactions Parry. Thurl adds 2 to his AC against one melee attack that would hit him. To do so, Thurl must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":7390,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Thurstwell Vanthampur","description":"First son of Duke Thalamra Vanthampur of Baldur’s Gate. A frail and hateful forty-two-year-old man.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Thurstwell Vanthampur","description":"Traits Dark Devotion. Thurstwell has advantage on saving throws against being charmed or frightened. Spellcasting. Thurstwell is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13). He has the following cleric spells prepared: Cantrips (at will): guidance, sacred flame (see “Actions” below), thaumaturgy 1st level (3 slots): command, detect evil and good, sanctuary Actions Eldritch Grasp. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) force damage. Sacred Flame (Cantrip). Flame-like radiance descends on one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) radiant damage, gaining no benefit from cover.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Thwirrel","description":"Thwirrels are innately psionic, rodent-like creatures that infest ships, cities, and colonies around the ’verse, feeding on a mixture of magical energy and any food they can scavenge. Most spacers describe them as foot-long, furry creatures with ferret-like bodies, four rabbit-like ears, and long bushy tails. Not all spacers, however, notice them, owing to the thwirrels’ primary method of defense: thwirrels can use their native psionic abilities to effectively erase themselves from an observer’s senses. This isn’t a form of invisibility, but rather a clever manipulation of the mind to hamper a predator’s ability to notice them. Because of this, a major thwirrel infestation can go unchecked for a very long time.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":9634,"Challenge Rating":0},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Thylacine","description":"Thylacines are well known dangers of the central Stolen Lands, rivaling wolves in some regions. These creatures are predatory marsupials that look vaguely like lean wolves at first glance—until they stretch open their jaws in almost unnatural displays of aggression. Thylacine The standard thylacine is small and lean, with a set of fang-filled jaws capable of yawning disturbingly wide. It generally has brown fur with tan stripes or spots along its flanks and hind legs. Traits Powerful Jaws. The thylacine’s bite scores a critical hit on a roll of 19 or 20. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":"1/2"},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Tiamat","description":"The queen of evil dragons is mighty and aloof, and she rarely acts unless her triumph is assured. Challenging an archdevil directly is risky, and Tiamat stands to lose a great deal if Zariel prevails. Fortunately, Tiamat has a champion she can send in her stead: Arkhan the Cruel. The adventurers can’t communicate with Tiamat directly, but they can approach Arkhan at his tower. Arkhan is preoccupied with trying to find a way to free Tiamat from the Nine Hells while also staving off the physical deterioration caused by the Hand of Vecna. He won’t entertain thoughts of vanquishing Zariel unless there’s something in it for him and his dark queen. While the head of Zariel would be a grand trophy, a trophy isn’t enough to sway Arkhan. The characters must convince him that he can rule Avernus in Zariel’s stead, with Tiamat by his side and armies of abishai and infernal dragons at his back. After contemplating this notion, Arkhan raises the Hand of Vecna and boasts, “With this hand, I shall tear Zariel’s head from her shoulders and rule Avernus with my queen at my side.” Arkhan declares that he will muster an army and depose Zariel in ten days. Exactly ten days later, two hundred white abishai fly from Arkhan’s tower toward Zariel’s current location, with Arkhan leading the charge on the back of Asojano the chimera, and Torogar Steelfist by his side, carried on the back of Chango the manticore. Arkhan’s army is bolstered by five chromatic dragons—one adult dragon of each color— sent by Tiamat to help ensure victory. If they so choose, the characters can join Arkhan. The abishai and the dragons engage Zariel’s legions while Arkhan, Torogar, and the characters challenge the archdevil herself. This battle can play out as part of the “Endgame in Elturel” section described at the end of this chapter.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":30},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Tiamat","description":"This monster appears in the Rise of Tiamat module. Traits Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time. Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma. Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead. Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects. Magic Weapons. Tiamat's weapon attacks are magical. Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also had advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent. Regeneration. Tiamat regains 30 hit points at the start of her turn. Actions Multiattack. Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail. Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage. Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage. Frightful Presence. Each creature of Tiamat's choice that is within 240 feet of Tiamat and is aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Tiamat's Frightful Presence for the next 24 hours. Legendary Actions Tiamat can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tiamat regains spent legendary actions at the start of her turn. Tiamat's legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can't choose another one associated with that head until the start of her next turn. Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lighting damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). Black Dragon Head: Acid Breath (Costs 2 Actions). Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Blue Dragon Head: Lightning Breath (Costs 2 Actions). Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Green Dragon Head: Poison Breath (Costs 2 Actions). Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. White Dragon Head: Cold Breath (Costs 2 Actions). Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend","Alignment":"chaotic evil","Expansion":7392,"Challenge Rating":30},"publisher":"Wizards of the Coast","book":"Rise of Tiamat"},{"name":"Tiamat","description":"Traits Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time. Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma. Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead. Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects. Magic Weapons. Tiamat’s weapon attacks are magical. Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent. Regeneration. Tiamat regains 30 hit points at the start of her turn. Actions Multiattack. Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail. Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage. Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage. Frightful Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Tiamat’s Frightful Presence for the next 24 hours. Legendary Actions Tiamat can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tiamat regains spent legendary actions at the start of her turn. Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn. Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). Black Dragon Head: Acid Breath (Costs 2 Actions). Tiamat exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Blue Dragon Head: Lightning Breath (Costs 2 Actions). Tiamat exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Green Dragon Head: Poison Breath (Costs 2 Actions). Tiamat exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat exhales fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. White Dragon Head: Cold Breath (Costs 2 Actions). Tiamat exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend","Alignment":"chaotic evil","Expansion":4500,"Challenge Rating":30},"publisher":"Wizards of the Coast","book":"Tyranny of Dragons"},{"name":"Tiamat","description":"This monster appears in the Hoard of the Dragon Queen module. Traits Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time. Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma. Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead. Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects. Magic Weapons. Tiamat’s weapon attacks are magical. Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent. Regeneration. Tiamat regains 30 hit points at the start of her turn. Actions Multiattack. Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail. Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage. Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage. Frightful Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Tiamat’s Frightful Presence for the next 24 hours. Legendary Actions Tiamat can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tiamat regains spent legendary actions at the start of her turn. Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn. Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). Black Dragon Head: Acid Breath (Costs 2 Actions). Tiamat exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Blue Dragon Head: Lightning Breath (Costs 2 Actions). Tiamat exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Green Dragon Head: Poison Breath (Costs 2 Actions). Tiamat exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat exhales fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. White Dragon Head: Cold Breath (Costs 2 Actions). Tiamat exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Source":"custom","Expansion":7391},"publisher":"Wizards of the Coast","book":"Hoard of the Dragon Queen"},{"name":"Tiamat","description":"Traits Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time. Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma. Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead. Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects. Magic Weapons. Tiamat’s weapon attacks are magical. Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent. Regeneration. If Tiamat has at least 1 hit point, she regains 30 hit points at the start of her turn. Actions Multiattack. Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail. Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage. Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage. Frightful Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Tiamat’s Frightful Presence for the next 24 hours. Legendary Actions Tiamat can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tiamat regains spent legendary actions at the start of her turn. Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn. Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). Black Dragon Head: Acid Breath (Costs 2 Actions). Tiamat exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Blue Dragon Head: Lightning Breath (Costs 2 Actions). Tiamat exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Green Dragon Head: Poison Breath (Costs 2 Actions). Tiamat exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat exhales fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. White Dragon Head: Cold Breath (Costs 2 Actions). Tiamat exhales an icy blast in a 90-foot cone. Each creature in thatarea must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":30},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Tiax","description":"A long-serving cleric of Cyric, the god of lies, Tiax is absolutely certain of many things—most of them entirely untrue. After twenty years in Cyric’s clergy, Tiax’s mind has been twisted by the god’s many tricks. Still, even so flavored by fantasy and deception, the favor of a god often proves a very powerful boon indeed. Whatever dire trouble Tiax finds himself in, even if it be the flames of the Nine Hells, his god will devise means of delivering him to safety—though often just by the skin of his teeth. All of these near misses and improbable escapes have only solidified Tiax’s delusions of grandeur. Though he is well aware that it is Cyric’s divine interference which saves him, Tiax tells everyone he encounters that he is actually a powerful sorcerer and thus hides his piety to Cyric and the divine power he has been granted in return. As one might expect, Tiax’s foremost attributes are exaggeration and deceit. Unfortunately, for the unsuspecting, Tiax’s unthreatening and absurd demeanor can grant the illusion of harmlessness. His many lies appear outlandish and easily dismissed, and his erratic behavior borders on complete buffoonery. Some might even find his colorful, chaotic personality to be charming. Certainly, Koh Tam seems to tolerate him for one reason or another. But make no mistake, Tiax is dangerous. The wise should be wary. Traits Gnome Cunning. Tiax has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Special Equipment. Tiax wears a Ring of Resistance that grants him resistance to radiant damage. Actions Touch of Decay. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 37 (6d10 + 4) necrotic damage. Unholy Firebolt. Tiax causes unholy fire to flare up in a creature’s space within 60 feet of him. The target must succeed on a DC 16 Dexterity saving throw or take 18 (4d8) necrotic damage plus 18 (4d8) poison damage. Spellcasting. Tiax casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16): At will: Bane, Disguise Self, Dispel Magic, Mage Armor, Mirror Image, Thaumaturgy 1/day each: Bestow Curse, Blindness/Deafness, Blink, Charm Person, Contagion, Dimension Door, Dominate Person, Hold Person, Pass Without Trace, Polymorph, Teleport Bonus Actions Heal (2/Day). Tiax heals 70 hit points.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"chaotic neutral","Expansion":28645,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Tiberius Vinter","description":"Pronunciation: “Tie-beer-ius Vin-ter” Tiberius Vinter is perhaps the most famous mercenary in all of the ‘verse. The legend surrounding him has been adapted into many a holo-video, with each movie taking extreme liberties in his depiction, whether they be heroic or villainous. In truth, Tiberius is a quiet and thoughtful half-orc, whose reputation with those who serve beneath him in the Coalition is of a brilliant tactician, a brave fighter willing to sacrifice himself for others, a fair employer who cares about his underlings' well-being, and a businessman not above sometimes getting his hands dirty if the price is right. Tiberius’s success in many campaigns has made him more than a little worlds-weary, and he struggles to make meaningful connections with others. He is most likely to open up to individuals with a military background, particularly if they represent themselves as valuing equality amongst races and keeping the interstellar peace. If an individual impresses him enough, it is possible that Tiberius might attempt to recruit them to the Coalition. The current High Lord Marshal of the Coalition has been hired as a personal escort for Darkstar Killagob. Tiberius is extremely expensive to personally hire, and the fact that the Firm has spent so much money to protect the Flopwig twins and Darkstar says a lot about how serious their interest in this new technology is. He will never fail in completing his contract, but should a conflict arise, his primary concern will be protecting his wards by removing them from harm’s way.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-orc)","Alignment":"lawful neutral","Expansion":9634,"Challenge Rating":10},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Tidehunter","description":"Emerging from the surf, this massive crab-like beast has a hard, blue shell covered in barnacles. It holds a net of seaweed between its barbed claws, and a look of intelligence gleams in its elliptical, crimson eyes. Lurkers in the Shallows. The tidehunter is an ambush hunter, using its coloration to surprise prey that venture into the shallows. Tidehunters are normally found along coasts with plentiful beaches and underwater vegetation, but some can be found in large lakes and river systems close to the open ocean. Most tidehunters are more than 20 feet across and are powerful enough to overcome a hunter shark or small whale with ease. They have few natural predators, their intelligence and guile making them challenging prey. Net Weavers. Tidehunters can weave nets out of kelp, seaweed, and other fibrous plant material with ease, constructing nets in a matter of minutes with the weirdly hooked barbs on their claws. Their nets are strong and can be thrown with great accuracy over a large distance. Indeed, even those on dry land are not immune to the tidehunter’s attacks, and more than one human has been hauled into the surging tide from the apparent safety of the beach. Fishing Buddies. While fisherfolk and tidehunters are normally at odds, a tidehunter will sometimes enter into an unspoken agreement with a group of fisherfolk, sharing the spoils of the sea while keeping out of each other’s way.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Tiefling Diabolist","description":"The tiefling strides forward resplendently garbed in black robes embroidered in crimson, her curling horns capped in small globes of solid gold. She smirks as she starts to spit foul sounding words. A haze of greasy, brimstone scented vapor begins to swirl as her tone increases in volume. Many tieflings consider themselves the heirs of the Hells, but a tiefling diabolist knows it as a certainty. Unlike the mewling fools that form pacts with the archdevils of the nether realms, accepting scraps of power in exchange for becoming the playthings and catspaws of their betters, a diabolist commands the fear and respect of lesser fiends. Paranoid Schemers. A tiefling diabolist patiently works to achieve its far-reaching plans. So long as it is the acknowledged leader, the diabolist is happy to work with a team toward those goals. A diabolist’s underlings, on the other hand, may not be so sanguine with the situation. Members of the team are subjected to regular tests of their loyalty, which are often bizarre and sometimes uncomfortable. They are also subtly encouraged to spy on their teammates and report even the slightest infraction or suspicion of wrongdoing to the leader. The most successful tiefling diabolists tend to be loners that work exclusively with devils they’ve summoned themselves. TRAITS Heir of Hell. The tiefling diabolist has advantage on Charisma checks it makes to deceive, intimidate, or persuade a devil. If the diabolist is attacked by a devil that has been summoned by another creature, including another devil, it has advantage on saving throws against spells and other magical effects cast by the summoned devil, and the summoned devil has disadvantage on attack rolls against the diabolist. ACTIONS Multiattack. The tiefling diabolist makes two Hellfire Burst attacks. Hellfire Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 16 (2d10 + 5) fire damage plus 11 (2d10) necrotic damage. Summon Devil (1/Day). The tiefling diabolist summons 2d4 lemures, two bearded devils, or one barbed devil. A summoned devil appears in an unoccupied space within 60 feet of the diabolist, acts as an ally of the diabolist, and can’t summon other devils. It remains for 1 minute, until the diabolist dies, or until its summoner dismisses it as an action. Spellcasting. The tiefling diabolist casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): At will: mage hand, message, minor illusion, thaumaturgy 2/day each: charm person (as a 5th-level spell), darkness, detect thoughts, fly, greater invisibility, mage armor 1/day each: banishment, dominate person, true seeing BONUS ACTIONS Summon Imp Familiar (1/Day). The tiefling diabolist summons an imp. The imp appears in an unoccupied space within 5 feet of the diabolist, whom it obeys. It takes its turn immediately after the diabolist. It lasts for 24 hours, until it or the diabolist dies, or until the diabolist dismisses it as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Tiefling)","Alignment":"Lawful Evil","Expansion":25357,"Challenge Rating":10},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Tigbanua","description":"Tigbanua (Tigban-nu-wah) A tigbanua is a voracious predator and scavenger that resembles a gangly 7-foot tall humanoid with a long, flexible neck and a hideous head that, at first glance, looks like an eyeless cyclops. This is not the case, though, as the hollowed socket in the middle of its face is actually its nostrils. Its spindly arms and legs have oversized hands and feet, each ending in razor-sharp claws, and jagged teeth filled its horrid mouth. Despite its ghastly appearance, the tigbanua is not an undead creature. Cursed Humans. The tigbanuas was once a nomadic clan of cannibalistic humans who lived within the fringes of society. They preyed on lonely travelers and isolated families, moving from location to another once people became suspicious. But their vile activities were discovered, and a rabid mob nearly wiped them out. A few escaped into the wilderness but soon were starving to death. They stumbled upon the rotting corpse of a dead hunter, and because they were ravenous, ate it. Not long after, they became very ill. Experiencing excruciating pain and at the edge of death, they reached out to their false gods, imploring them to end their suffering. Orcus, the Demon Prince of Undeath, answered instead and gave them a choice - die or receive its 'gift.' Each tigbanua unwittingly made the same choice and was transformed into what they appear now - a race of feral, ghoul-like humanoids. Supernatural Predator. Despite being completely blind, its other senses are heightened, making it a successful predator. It can smell carrion a mile away, and its long flexible necks and sensitive hearing enable it to hear and sense movement from any direction. Its powerful feral form allows it to pursue, catch, and bring down prey easier. The tigbanua also constantly exudes a supernatural aura that causes anyone around it to be filled with dread. Aswang Curse. Those that manage to survive a tigbanua's onslaught are still not free of danger, though, as those bitten by a tigbanua can become afflicted by a curse. Unless the curse is removed, the victim will transform into a buso, a type of aswang. Opportunistic Scavengers. Tigbanuas hunt in packs and prowl places where there is plenty of carrion, such as battlefields, cemeteries, and graveyards, as well as isolated areas and roads frequented by small groups of travelers. Traits Blind Senses. The tigbanua can't use its blindsight while deafened and unable to smell. Fear Aura. Any creature hostile to the tigbanua that starts its turn within 10 feet of the tigbanua must make a DC 12 Wisdom saving throw, unless the tigbanua is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the tigbanua's Fear Aura for the next 24 hours. Keen Hearing and Smell. The tigbanua has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The tigbanua has advantage on an attack roll against a creature if at least one of the tigbanua's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The tigbanua makes two attacks: one with its Bite and one with its Claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage and if the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or become afflicted by the buso aswang curse (page 17). Casting remove curse , greater restoration , or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Tigebra","description":"This creature is an impossible amalgam of lizard and tiger. Its head and neck are that of a rearing cobra. Tigebra roam the borders of jungles and grasslands, not completely at home in either. They have just enough intelligence to sense their otherness, leaving them in a perpetual state of rage. Tigebra attack any creature they encounter, no matter how big or small, often killing without the intent of eating their prey. Origin. No one is certain how tigebra came into existence. Rumors abound of ill-fated breeding experiments involving monitor lizards, tigers, and giant cobras, but no one has found evidence. Others believe tigebra are the result of a wizard's botched casting of polymorph or shapechange in an area of wild magic. Regardless of the truth, no one denies the danger these abominations pose to any living creature that encounters them. Potent Bite. Tigebra venom is extremely powerful, and their bites are incredibly painful. Even creatures ordinarily resistant or immune to poison suffer some of the effects of tigebra venom. Spiteful Beyond Death. Tigebra are vicious creatures, and that anger keeps them alive, even beyond death. After it dies, the tigebra's cobra head and neck survive for a time, separating from the body to continue fighting. Final Fury . When a tigebra is reduced to 0 hp, its head and neck separate from the body. The snake-like remnant immediately attacks the nearest creature, moving up to its speed if necessary, even if it has already taken its turn this round. This snake remnant has the same statistics as the original tigebra, except it is Medium, has 30 hp, and can make only one Bite attack on its turn. The head remains active for 1d4 rounds or until killed. Keen Hearing and Smell . The tigebra has advantage on Wisdom (Perception) checks that rely on hearing or smell. Magic Resistance . The tigebra has advantage on saving throws against spells and other magical effects. Potent Poison. A creature that normally has resistance to poison damage doesn't have resistance to the tigebra's poison damage. If a creature normally has immunity to poison damage, it has resistance to the tigebra's poison damage instead. Actions Multiattack. The tigebra makes one Bite attack and two Claw attack. Bite . Melee Weapon Attack : +10 to hit, reach 15 ft., one creature. Hit: 27 (4d10 + 5) piercing damage plus 10 (3d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned, the creature suffers wracking pain that halves its speed. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) slashing damage. Bonus Actions Hypnotic Gaze . The tigebra fixes its gaze on one creature it can see within 60 feet of it. If the target can see the tigebra, it must succeed on a DC 17 Wisdom saving throw or be paralyzed until the end of its next turn. On a successful saving throw, the target is immune to the tigebra's Hypnotic Gaze for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Tiger","description":"Traits Keen Smell : The tiger has advantage on Wisdom (Perception) checks that rely on smell. Pounce : If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Claw : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Tiger","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell : The tiger has advantage on Wisdom (Perception) checks that rely on smell. Pounce : If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone, the tiger can make one bite attack against it as a bonus action. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Claw : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.","properties":{"Category":"Monsters","AC":12,"HP":"37 (5d10+10)","CHA":8,"CON":14,"DEX":15,"INT":3,"STR":17,"WIS":12,"Size":"Large","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116341/Kd2d0GfWf4EnMahsIZMzxg/original.png","Roll 0":"Bite\n1d20 + 5\n1d10+3","Senses":"Darkvision 60 Ft.","Skills":"Perception +3, Stealth +6","Source":"5th Edition SRD","data-XP":200,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The tiger has advantage on Wisdom (Perception) checks that rely on smell.\"},{\"Name\":\"Pounce\",\"Desc\":\"If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-1","data-CON-mod":"+2","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":1,"Passive Perception":13,"data-CrNum":1,"data-AcNum":12,"data-HpNum":37},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Tiger","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Multiattack. The tiger makes one Pounce attack and uses Prowl. Pounce. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. If the tiger had Advantage on the attack roll, the target takes an extra 3 (1d6) Slashing damage and, if it is Huge or smaller, has the Prone condition. Prowl. The tiger moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the tiger can take the Hide action.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Tiger","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Multiattack. The tiger makes one Pounce attack and uses Prowl. Pounce. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage. If the tiger had Advantage on the attack roll, the target takes an extra 3 (1d6) Slashing damage and, if it is Huge or smaller, has the Prone condition. Prowl. The tiger moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the tiger can take the Hide action.","properties":{"Category":"Monsters","AC":13,"HP":"22 (3d10 + 6)","PB":2,"CHA":8,"CON":14,"DEX":16,"INT":3,"STR":17,"WIS":12,"Size":"Large","Type":"Beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406410822/LS5NvAf7nr6FhFu-s0fDNw/original.png","Senses":"Darkvision 60 ft.","Skills":"Perception +3, Stealth +7","data-XP":200,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The tiger makes one Pounce attack and uses Prowl.\"},{\"Name\":\"Pounce\",\"Desc\":\"If the tiger had Advantage on the attack roll, the target takes an extra 3 (or [[1d6]] (1d6)) Slashing damage and, if it is Huge or smaller, has the Prone condition.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"Slashing\"},{\"Name\":\"Prowl\",\"Desc\":\"The tiger moves up to half its Speed without provoking Opportunity Attacks. At the end of this movement, the tiger can take the Hide action.\"}]","data-CHA-mod":"-1","data-CON-mod":2,"data-DEX-mod":3,"data-INT-mod":"-4","data-STR-mod":3,"data-SizeNum":5,"data-WIS-mod":1,"Saving Throws":"Str +3, Dex +3, Con +2, Int -4, Wis +1, Cha -1","Challenge Rating":1,"Passive Perception":13,"data-CrNum":1,"data-AcNum":13,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Tiger Lord","description":"Nomad The Tiger Lords are the most notorious roving warriors to reside in the Stolen Lands, but other gatherings of nomadic people dwell throughout the region, particularly those hunters who prefer to make the most dangerous monsters of the wilds their prey. Tiger Lord The most powerful of the Tiger Lords lead larger groups of warriors that dwell in the uplands of Glenebon. These roving warlords have gathered together recently after being deluded by the cult of Gyronna, who tricked them into thinking one of their ancestors, Armag, has returned from death to lead them in a war. Traits Rage. The Tiger Lord can enter rage as a bonus action. While raging, the Tiger Lord has advantage on Strength checks and Strength saving throws, they deal an additional 2 damage with each attack, and they gain resistance to bludgeoning, piercing, and slashing damage. The rage lasts for 1 minute., or until the Tiger Lord falls unconscious, or if their turn ends and they haven’t either attacked a hostile creature or taken damage since their last turn. Reckless. At the start of their turn, the Tiger Lord can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against them have advantage until the start of their next turn. Actions Multiattack. The barbarian makes two attacks. Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage or 10 (1d10+5) slashing damage if held with two hands. Handaxe. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6+5) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Tiger Shark","description":"This shark is nearly 15 feet long with a flattened snout and a massive maw with row upon row of hooked, serrated teeth. The pale gray bulky body is faintly lined with brown-black bars on its flanks, and has a creamy-white underside. Traits Blood Frenzy: The tiger shark has advantage on melee attack rolls against any creature that doesn’t have all of its hit points. Water Breathing : The tiger shark can breathe only underwater. Actions Bite : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":18594,"Challenge Rating":2},"publisher":"Goodman Games","book":"The Pillars of Pelagia (FEF 3)"},{"name":"Tiger Umber Hulk","description":"This is a slightly smaller and leaner species of umber hulk that has green and purple striped carapace. What it lacks in muscle it more than makes up for its rapaciousness and quickness. It also has glands along its abdomen that can spray a foul, highly acidic gas that can stun and nauseate its victims. Traits Confusing Gaze. When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. On a failed save, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 to 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 to 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save. Pounce. If the umber hulk moves at least 30 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the umber hulk can make one Bite attack against it as a bonus action. Tunneler. The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 10-foot-high tunnel in its wake. Actions Multiattack. The umber hulk makes three attacks: two with its Claw and one with its Mandibles. If both Claw attacks hit the same creature, the target takes an extra 9 (2d8) slashing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Mandibles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Stink Spray (Recharge 5–6). The umber hulk emits nauseating acid in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw. On a failed save, the target takes 27 (6d8) acid damage and is poisoned until the end of its next turn. A poisoned target spends its turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. On a successful save, the target takes half as much damage and isn't poisoned.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Tikbalang","description":"Tikbalang (Tik-bahlung) The tikbalang is a malicious fey creature that resembles a 9-foot tall, muscular humanoid with dark, leathery skin and a horrid-looking equine head. Its mouth is filled with serrated teeth, and a crest of sharp, dark, and venomous spines runs from the back of its neck down to its lower back. The tikbalang has muscular arms that end in oversized claw-like hands and long horse-like legs. Depraved Trickster. The tikbalang is a mischievous and self-indulgent creature that sees itself as a guardian of nature and the Feywild against intrusion. However, it doesn’t openly attack intruders. Instead, it plays tricks and toys with its victims using its spells and ability to mimic voices, luring and leading travelers astray while remaining hidden. While the tikbalang enjoys in the suffering it causes with its cruel games, it doesn’t intentionally try to kill its victims unless it sees something it wants from them, such as treasure or an attractive humanoid of the opposite sex. It is said that one can placate the tikbalang with offerings of food, treasure, or even a game of witty banter. Dangerous Weapons. If confronted or provoked, a tikbalang can be a dangerous foe to face in combat. Aside from its spells, the tikbalang can deliver vicious kicks and Tail attacks and hurl venomous spines. Its mouth drips with saliva that contains highly septic bacteria that can inflict a deadly disease unless treated. Dark Allies. Tikbalangs prowl the edge of ancient forests near civilized lands, lurking near roads and trails that mortals take. They have been known to associate with aswangs, dark duwendes, kapres, quicklings, and redcaps. Tikbalangs often serve powerful evil fey, such as hags and malignos. Traits Keen Smell. The tikbalang has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The sarimanok has advantage on saving throws against spells and other magical effects. Mimicry. The tikbalang can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Actions Multiattack. The tikbalang makes three attacks: one Bite attack or Kick attack and two Claw attacks, or three Mane Spine attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage and if the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Mane Spine. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target is poisoned for 1 minute or until one spends an action to remove the spine. Illusory Appearance. The tikbalang covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of Large size or smaller. The illusion ends if the tikbalang takes a bonus action to end it or if it dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the tikbalang could appear to have a regular humanoid face, but someone touching its face would feel its equine-shaped snout. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the tikbalang is disguised. Spellcasting. The tikbalang casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: charm person, invisibility, silent image, vicious mockery 1/day each: blindness/deafness, confusion, crown of madness, hallucinatory terrain, suggestion Reactions Rear Kick. When a creature the tikbalang can see moves within 5 feet of it, the tikbalang can make one Kick attack against the creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Tiktik","description":"Tiktik (Tik-tik) A tiktik is a devious aswang often mistaken for a vampire or werebat because of its appearance. It is gangly, shifty, and slavering in its humanoid form, with an unusually long tongue and large nostrils. In its fiend form, the tiktik resembles a feral humanoid with dark leathery skin covered with a shallow layer of brown fur. A hard mask-like shell plating protects its face, and a row of bony protrusions line its spine. Like a vampire bat, the tiktik’s wings are actually its fingers, with the membrane between the finger bones making up the wing. Its fingers and feet end in long, black talons. Its most distinct feature is its 10-foot long, tubular tongue that ends in a proboscis-like tip. Just like the manananggal, its tongue secretes anesthetic saliva that numbs the pain, allowing the tiktik to drain its victim at leisure. Specialized Predator. A tiktik’s hunting behavior typically starts by flying over a town or village and searching for its favorite prey: unborn babies. Pregnant women give off a distinct odor which the tiktik can pick up even from miles away with its keen sense of smell. Upon reaching the home of its intended target, the tiktik will usually land on the victim’s roof or wall beside a window adjacent to its prey. With the target’s strong scent driving it ravenous, the tiktik begins to drool. It first checks if its prey is sleeping before it acts. It then starts digging a hole through the roof or window with its talons, creating a soft ‘tiktik’ sound from which the aswang gets its name. Once it has successfully created an aperture, it sends its snaking tongue inside to puncture the target’s womb and suck the unborn fetus through its proboscis. If it can’t find its favorite prey, the tiktik will settle for sucking the blood, liver, and heart from young folk and children. Because their tongue drips with anesthetic saliva, a sleeping victim may not notice the attack. Craven Pack Hunter. A tiktik fears direct combat and will flee if discovered. If cornered or caught, however, it will defend itself until it can find an opportunity to escape. A tiktik sometimes joins the company of other aswangs, especially manananggals and other tiktiks. These groups of aswang form hunting packs when they intend to attack a household. Aswang (Uh-swung) An aswang is an accursed humanoid that transforms into a fiend. In its natural form, an aswang resembles a typical humanoid. At night, it can change its shape into a cunning, demonic predator. It hunts other humanoids and feasts on their blood, organs, or life force. Aswang Curse. A humanoid creature can be afflicted by the aswang curse after it willingly made or was tricked into making a dark pact with a Demon Lord, sometimes through the actions of a hag. One can also be born into it if one or both of its parents are aswangs. Casting remove curse, greater restoration , or similar spell can free a humanoid of the curse, but a natural born aswang can only be freed of the curse with a wish . An aswang can either resist its curse or welcome it. By fighting the curse, an aswang keeps its normal behavior and personality while in its natural form. It can try to live its life as it wants but must constantly stave off the urge to feed. However, at nights of the full moon, the hunger becomes too great, and the curse overcomes the individual, forcing it to transform into its fiendish form. An aswang driven to this state becomes ravenous and will not stop hunting until it has fed. Each night that it fails to feed in its fiend form, it gains 1 level of exhaustion. A genuinely depraved individual, or someone corrupted by it, sees the aswang curse as a gift and, over time, masters the ability to change into a fiend. However, an aswang can only transform at night and retain its demonic form until dawn, at which point it automatically transforms back to its humanoid form. Masters of Deception. Aswangs hide in plain sight, living amongst normal folk and often taking up occupations like butchers, hunters, gravediggers, taxidermists, and trappers to help divert suspicions of why their homes may sometimes smell of carrion and death. They insert themselves into humanoid communities and earn their neighbors' trust through charm, friendliness, and generosity. They avoid getting physically close to an individual, though, because if one looks directly at their eyes, they will discover that their reflection is upside down. Aswangs tend to prey on members of society that no one will miss if they suddenly disappear. If such targets are unavailable, they travel to another community, settlement, or location that is far from their homes. They won't risk feeding near where they live. Anyone who becomes suspicious of them, or sees them in their fiendish form, is always dealt with immediately for fear of rousing an organized mob. A successful clan of aswangs can live in the outskirts of town, preying on its citizens for years without getting caught. If things start to go awry, the aswangs will not risk staying. They will leave as soon as they can and establish themselves in another community to begin anew. Night Stalkers. Aswangs are careful, patient, and stealthy hunters, often choosing targets that are defenseless or weak. Typically during the day, aswangs pick and mark their target and identify where they live. At night after they transform, they stalk their prey and bide their time until they can attack when their target is most vulnerable. This means most of their assaults happen when their target is alone or asleep. They often just leave the bodies of their victims where they are to avoid the risk of getting caught. Because their kills bear specific types of wounds commonly attributed to ghouls, lycanthropes, or vampires, they aren't worried suspicions about their presence will be brought up. Aswang Weaknesses. Aswangs, much like vampires, have several weaknesses. They find the pungent smell of garlic repulsive, and the chemical properties of pure salt sicken it. While an aswang can resist most blows, weapons made from a stingray's barbed tail, even simple ones, can hurt them normally. Because they become fiends while transformed, they are susceptible to attacks that specifically harm fiends, such as holy water. If an aswang fails its saving throw against a Dispel Evil and Good spell, it reverts to its humanoid form and can't transform for 1 minute. Traits Keen Hearing and Smell. The tiktik has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack. The tiktik makes two attacks: two with its Dagger (humanoid form) or one with its Tongue and one with its Talons (fiend form). Tongue (Fiend Form Only). Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and the tiktik's tongue attaches to the target. While attached, the tiktik can't attack with its tongue. Instead, at the start of each of the tiktik's turns, the target loses 7 (1d4 + 5) hit points and the tiktik regains hit points equal to the amount of hit points lost by the target. If the target is unconscious and takes damage or loses hit points, it must succeed on a DC 12 Constitution saving throw or fail to notice the attack. The tiktik can detach its tongue by using a bonus action. It does so after it drains 15 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the tiktik's tongue. Talons (Fiend Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. Dagger (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Change Shape. The tiktik polymorphs into its Fiend Form or back into its true form, which is humanoid. In Fiend Form, the tiktik appears as a hybrid humanoid vampire bat. Its statistics, other than its Speed, damage, and damage resistances, are the same in each form. It reverts to its true form at dawn or if it dies. The tiktik can only use this action at night. While transformed, the tiktik also gains the following features: The tiktik's creature type changes to fiend. The tiktik has advantage on Strength and Dexterity checks and Strength and Dexterity saving throws. When the tiktik makes a melee weapon attack, it gains a +3 bonus to the damage roll (included in the attack). The tiktik can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If the tiktik starts its turn within 10 feet of a pound of salt or garlic, it becomes poisoned until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Time Dragon Wyrmling","description":"These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities. Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and what will be. Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time dragon’s hoard might find invaluable historical information from eras past. “Don’t pick fights with dragons, and especially not ones that already remember eating you.” —Morte Actions Multiattack. The dragon makes three Rend attacks. Rend. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) force damage. Time Breath (Recharge 5–6). The dragon exhales a wave of shimmering light in a 15-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 27 (6d8) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"typically neutral","Expansion":26427,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Time Elemental","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":14533,"Challenge Rating":5},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Time Mephit","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"neutral evil","Expansion":14533,"Challenge Rating":"1/4"},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Time Raider Archon","description":"The kuran’zoi (coor-AN-zoy), also called time raiders, are humanoids who make the Astral Sea their home. Many kuran’zoi make their living as guides for travelers from other planes, while others survive on the Sea of Stars through piracy of interplanar vessels. Veterans of the Psychic Wars. Thousands of years ago, the synlirii—a powerful species of evil psionic aberrations—created kuran’zoi as soldiers. But as the synlirii experimented and enhanced these warriors’ psionic abilities, the kuran’zoi saw the true nature of their progenitors. They rebelled against the synlirii and fled to the Astral Sea, becoming nomads of the timescape. Hardened-Vision Hexapods. Kuran’zoi possess resilient ocular sensors that allow them to see in the dark. Knowing these sensors would also defend them against the hardlight storms of the Astral Sea, the escaping kuran’zoi chose the Sea of Stars as their home. They thrive where the winds of limbo roar. Time raiders also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran’zoi is like a squad unto themself. Psi-Tech. Like their synlirii foes, time raiders travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran’zoi specialize in melee weapons that psionically devastate enemies, but time raider vertexes also learn to pilot enormous suits of psionic armor that empower their allies. Genre Raiders. The moniker “time raider” is imprecise. When kuran’zoi raid a world of the timescape—like Orden—that relies on sorcery instead of kuran’zoi technology, it seems to those people as though the time raiders have been to the future and returned with marvelous weapons from worlds where light hits as hard as steel. Leave a Few Alive. Time raider pirates plunder traveling vessels, allowing just enough of the crew to survive so the ship can make it back home as a warning. Kuran’zoi pirate captains often remind their crews, “Leave the sheep alive. Next year, they’ll return with a new coat of wool for us to shear.” Creatures Outside Time. While in the Sea of Stars, time raiders and other creatures don’t age. As a result, many living kuran’zoi recall the Psychic Wars. They carry the lessons learned from millennia of war into new battles with devastating effect, using mindships to launch attacks on other planes and appearing exactly where they want to. However, this knowledge serves them far beyond war; time raiders raise their young in ruined citadels and similar strongholds on obscure worlds, keeping their creches secret and protected. Traits Minion. If the archon takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the archon takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Psychic Scar. The archon is immune to any effect that would sense their emotions, read their thoughts, reveal they are lying, or reveal their alignment or location. Actions Brutal Flail (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 bludgeoning damage. If two or more archons joined the attack, the target must succeed on a Constitution saving throw or be dazed until the end of their next turn. The DC for this saving throw equals 10 plus the number of archons who joined the attack. Blaster (Group Attack). Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 3 radiant damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Time Raider Armiger","description":"The kuran’zoi (coor-AN-zoy), also called time raiders, are humanoids who make the Astral Sea their home. Many kuran’zoi make their living as guides for travelers from other planes, while others survive on the Sea of Stars through piracy of interplanar vessels. Veterans of the Psychic Wars. Thousands of years ago, the synlirii—a powerful species of evil psionic aberrations—created kuran’zoi as soldiers. But as the synlirii experimented and enhanced these warriors’ psionic abilities, the kuran’zoi saw the true nature of their progenitors. They rebelled against the synlirii and fled to the Astral Sea, becoming nomads of the timescape. Hardened-Vision Hexapods. Kuran’zoi possess resilient ocular sensors that allow them to see in the dark. Knowing these sensors would also defend them against the hardlight storms of the Astral Sea, the escaping kuran’zoi chose the Sea of Stars as their home. They thrive where the winds of limbo roar. Time raiders also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran’zoi is like a squad unto themself. Psi-Tech. Like their synlirii foes, time raiders travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran’zoi specialize in melee weapons that psionically devastate enemies, but time raider vertexes also learn to pilot enormous suits of psionic armor that empower their allies. Genre Raiders. The moniker “time raider” is imprecise. When kuran’zoi raid a world of the timescape—like Orden—that relies on sorcery instead of kuran’zoi technology, it seems to those people as though the time raiders have been to the future and returned with marvelous weapons from worlds where light hits as hard as steel. Leave a Few Alive. Time raider pirates plunder traveling vessels, allowing just enough of the crew to survive so the ship can make it back home as a warning. Kuran’zoi pirate captains often remind their crews, “Leave the sheep alive. Next year, they’ll return with a new coat of wool for us to shear.” Creatures Outside Time. While in the Sea of Stars, time raiders and other creatures don’t age. As a result, many living kuran’zoi recall the Psychic Wars. They carry the lessons learned from millennia of war into new battles with devastating effect, using mindships to launch attacks on other planes and appearing exactly where they want to. However, this knowledge serves them far beyond war; time raiders raise their young in ruined citadels and similar strongholds on obscure worlds, keeping their creches secret and protected. Traits Psychic Scar. The armiger is immune to any effect that would sense their emotions, read their thoughts, reveal they are lying, or reveal their alignment or location. Actions Multiattack. The armiger makes two attacks using Blaster, Serrated Saber, or both. Serrated Saber. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, and the target has disadvantage on their next attack roll made before the start of the armiger’s next turn. Blaster. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 5 (1d6 + 2) radiant damage. Concussive Slam ( 1 st-Order Power). The armiger rains down telekinetic force on a creature they can see within 30 feet of them. The target must succeed on a DC 13 Strength saving throw or take 7 (3d4) force damage and be knocked prone. Reactions *Sickening Sympathy ( 2 nd-Order Power). When another creature the armiger can see within 30 feet of them is hit with an attack, the armiger floods the attacker’s mind with the nauseous pain of their target. The attacker must succeed on a DC 13 Constitution saving throw or be poisoned until the end of their next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Time Raider Freebooter","description":"","properties":{"Category":"Monsters"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Time Raider Freebooter (PB 2)","description":"The kuran’zoi (coor-AN-zoy), also called time raiders, are humanoids who make the Astral Sea their home. Many kuran’zoi make their living as guides for travelers from other planes, while others survive on the Sea of Stars through piracy of interplanar vessels. Veterans of the Psychic Wars. Thousands of years ago, the synlirii—a powerful species of evil psionic aberrations—created kuran’zoi as soldiers. But as the synlirii experimented and enhanced these warriors’ psionic abilities, the kuran’zoi saw the true nature of their progenitors. They rebelled against the synlirii and fled to the Astral Sea, becoming nomads of the timescape. Hardened-Vision Hexapods. Kuran’zoi possess resilient ocular sensors that allow them to see in the dark. Knowing these sensors would also defend them against the hardlight storms of the Astral Sea, the escaping kuran’zoi chose the Sea of Stars as their home. They thrive where the winds of limbo roar. Time raiders also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran’zoi is like a squad unto themself. Psi-Tech. Like their synlirii foes, time raiders travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran’zoi specialize in melee weapons that psionically devastate enemies, but time raider vertexes also learn to pilot enormous suits of psionic armor that empower their allies. Genre Raiders. The moniker “time raider” is imprecise. When kuran’zoi raid a world of the timescape—like Orden—that relies on sorcery instead of kuran’zoi technology, it seems to those people as though the time raiders have been to the future and returned with marvelous weapons from worlds where light hits as hard as steel. Leave a Few Alive. Time raider pirates plunder traveling vessels, allowing just enough of the crew to survive so the ship can make it back home as a warning. Kuran’zoi pirate captains often remind their crews, “Leave the sheep alive. Next year, they’ll return with a new coat of wool for us to shear.” Creatures Outside Time. While in the Sea of Stars, time raiders and other creatures don’t age. As a result, many living kuran’zoi recall the Psychic Wars. They carry the lessons learned from millennia of war into new battles with devastating effect, using mindships to launch attacks on other planes and appearing exactly where they want to. However, this knowledge serves them far beyond war; time raiders raise their young in ruined citadels and similar strongholds on obscure worlds, keeping their creches secret and protected. Actions Signature Attack (Cutlass). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the freebooter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blip Strike ( 3 /Day). As a bonus action, the freebooter teleports up to 30 feet to an unoccupied space they can see. If this space is within 5 feet of an enemy the freebooter can see, the freebooter can make a signature attack against them with advantage as part of this bonus action. 5 th Level: Kinetic Clamp ( 3 /Day). As a bonus action, the freebooter tries to telekinetically grip one creature they can see within 60 feet of them. The target must make a DC 10 plus PB Strength saving throw. On a failed save, the target takes PBd6 force damage and is restrained until the start of the freebooter’s next turn. On a successful save, the target takes half as much damage and is not restrained. 7 th Level: Wraithstep ( 1 /Day). As an action, the freebooter becomes invisible for 1 minute. While invisible, the freebooter has resistance to bludgeoning, piercing, and slashing damage from mundane attacks, and the freebooter can move through other creatures and objects as if they were difficult terrain. The freebooter takes 5 (1d10) force damage if they end their turn inside an object.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Time Raider Freebooter (PB 2)","description":"Betrayal is inevitable. I’m no fool. Everyone wants what I have—even people working for me. They want to wield the Grasp and aren’t content to simply share the spoils of my brilliance. I make it look easy, but those peons don’t realize that my hard work gives them the good life. They could never be me. That’s why they fail. Xorannox Traits Signature Attack (Cutlass). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the freebooter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blip Strike ( 3 /Day). As a bonus action, the freebooter teleports up to 30 feet to an unoccupied space they can see. If this space is within 5 feet of an enemy the freebooter can see, the freebooter can make a signature attack against them with advantage as part of this bonus action. 5 th Level: Kinetic Clamp ( 3 /Day). As a bonus action, the freebooter tries to telekinetically grip one creature they can see within 60 feet of them. The target must make a DC 10 plus PB Strength saving throw. On a failed save, the target takes PBd6 force damage and is restrained until the start of the freebooter’s next turn. On a successful save, the target takes half as much damage and is not restrained. 7 th Level: Wraithstep ( 1 /Day). As an action, the freebooter becomes invisible for 1 minute. While invisible, the freebooter has resistance to bludgeoning, piercing, and slashing damage from mundane attacks, and the freebooter can move through other creatures and objects as if they were difficult terrain. The freebooter takes 5 (1d10) force damage if they end their turn inside an object.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Time Raider Freebooter (PB 3)","description":"The kuran’zoi (coor-AN-zoy), also called time raiders, are humanoids who make the Astral Sea their home. Many kuran’zoi make their living as guides for travelers from other planes, while others survive on the Sea of Stars through piracy of interplanar vessels. Veterans of the Psychic Wars. Thousands of years ago, the synlirii—a powerful species of evil psionic aberrations—created kuran’zoi as soldiers. But as the synlirii experimented and enhanced these warriors’ psionic abilities, the kuran’zoi saw the true nature of their progenitors. They rebelled against the synlirii and fled to the Astral Sea, becoming nomads of the timescape. Hardened-Vision Hexapods. Kuran’zoi possess resilient ocular sensors that allow them to see in the dark. Knowing these sensors would also defend them against the hardlight storms of the Astral Sea, the escaping kuran’zoi chose the Sea of Stars as their home. They thrive where the winds of limbo roar. Time raiders also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran’zoi is like a squad unto themself. Psi-Tech. Like their synlirii foes, time raiders travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran’zoi specialize in melee weapons that psionically devastate enemies, but time raider vertexes also learn to pilot enormous suits of psionic armor that empower their allies. Genre Raiders. The moniker “time raider” is imprecise. When kuran’zoi raid a world of the timescape—like Orden—that relies on sorcery instead of kuran’zoi technology, it seems to those people as though the time raiders have been to the future and returned with marvelous weapons from worlds where light hits as hard as steel. Leave a Few Alive. Time raider pirates plunder traveling vessels, allowing just enough of the crew to survive so the ship can make it back home as a warning. Kuran’zoi pirate captains often remind their crews, “Leave the sheep alive. Next year, they’ll return with a new coat of wool for us to shear.” Creatures Outside Time. While in the Sea of Stars, time raiders and other creatures don’t age. As a result, many living kuran’zoi recall the Psychic Wars. They carry the lessons learned from millennia of war into new battles with devastating effect, using mindships to launch attacks on other planes and appearing exactly where they want to. However, this knowledge serves them far beyond war; time raiders raise their young in ruined citadels and similar strongholds on obscure worlds, keeping their creches secret and protected. Actions Signature Attack (Cutlass). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the freebooter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blip Strike ( 3 /Day). As a bonus action, the freebooter teleports up to 30 feet to an unoccupied space they can see. If this space is within 5 feet of an enemy the freebooter can see, the freebooter can make a signature attack against them with advantage as part of this bonus action. 5 th Level: Kinetic Clamp ( 3 /Day). As a bonus action, the freebooter tries to telekinetically grip one creature they can see within 60 feet of them. The target must make a DC 10 plus PB Strength saving throw. On a failed save, the target takes PBd6 force damage and is restrained until the start of the freebooter’s next turn. On a successful save, the target takes half as much damage and is not restrained. 7 th Level: Wraithstep ( 1 /Day). As an action, the freebooter becomes invisible for 1 minute. While invisible, the freebooter has resistance to bludgeoning, piercing, and slashing damage from mundane attacks, and the freebooter can move through other creatures and objects as if they were difficult terrain. The freebooter takes 5 (1d10) force damage if they end their turn inside an object.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Time Raider Freebooter (PB 3)","description":"Betrayal is inevitable. I’m no fool. Everyone wants what I have—even people working for me. They want to wield the Grasp and aren’t content to simply share the spoils of my brilliance. I make it look easy, but those peons don’t realize that my hard work gives them the good life. They could never be me. That’s why they fail. Xorannox Traits Signature Attack (Cutlass). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the freebooter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blip Strike ( 3 /Day). As a bonus action, the freebooter teleports up to 30 feet to an unoccupied space they can see. If this space is within 5 feet of an enemy the freebooter can see, the freebooter can make a signature attack against them with advantage as part of this bonus action. 5 th Level: Kinetic Clamp ( 3 /Day). As a bonus action, the freebooter tries to telekinetically grip one creature they can see within 60 feet of them. The target must make a DC 10 plus PB Strength saving throw. On a failed save, the target takes PBd6 force damage and is restrained until the start of the freebooter’s next turn. On a successful save, the target takes half as much damage and is not restrained. 7 th Level: Wraithstep ( 1 /Day). As an action, the freebooter becomes invisible for 1 minute. While invisible, the freebooter has resistance to bludgeoning, piercing, and slashing damage from mundane attacks, and the freebooter can move through other creatures and objects as if they were difficult terrain. The freebooter takes 5 (1d10) force damage if they end their turn inside an object.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Time Raider Freebooter (PB 4)","description":"The kuran’zoi (coor-AN-zoy), also called time raiders, are humanoids who make the Astral Sea their home. Many kuran’zoi make their living as guides for travelers from other planes, while others survive on the Sea of Stars through piracy of interplanar vessels. Veterans of the Psychic Wars. Thousands of years ago, the synlirii—a powerful species of evil psionic aberrations—created kuran’zoi as soldiers. But as the synlirii experimented and enhanced these warriors’ psionic abilities, the kuran’zoi saw the true nature of their progenitors. They rebelled against the synlirii and fled to the Astral Sea, becoming nomads of the timescape. Hardened-Vision Hexapods. Kuran’zoi possess resilient ocular sensors that allow them to see in the dark. Knowing these sensors would also defend them against the hardlight storms of the Astral Sea, the escaping kuran’zoi chose the Sea of Stars as their home. They thrive where the winds of limbo roar. Time raiders also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran’zoi is like a squad unto themself. Psi-Tech. Like their synlirii foes, time raiders travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran’zoi specialize in melee weapons that psionically devastate enemies, but time raider vertexes also learn to pilot enormous suits of psionic armor that empower their allies. Genre Raiders. The moniker “time raider” is imprecise. When kuran’zoi raid a world of the timescape—like Orden—that relies on sorcery instead of kuran’zoi technology, it seems to those people as though the time raiders have been to the future and returned with marvelous weapons from worlds where light hits as hard as steel. Leave a Few Alive. Time raider pirates plunder traveling vessels, allowing just enough of the crew to survive so the ship can make it back home as a warning. Kuran’zoi pirate captains often remind their crews, “Leave the sheep alive. Next year, they’ll return with a new coat of wool for us to shear.” Creatures Outside Time. While in the Sea of Stars, time raiders and other creatures don’t age. As a result, many living kuran’zoi recall the Psychic Wars. They carry the lessons learned from millennia of war into new battles with devastating effect, using mindships to launch attacks on other planes and appearing exactly where they want to. However, this knowledge serves them far beyond war; time raiders raise their young in ruined citadels and similar strongholds on obscure worlds, keeping their creches secret and protected. Actions Signature Attack (Cutlass). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the freebooter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blip Strike ( 3 /Day). As a bonus action, the freebooter teleports up to 30 feet to an unoccupied space they can see. If this space is within 5 feet of an enemy the freebooter can see, the freebooter can make a signature attack against them with advantage as part of this bonus action. 5 th Level: Kinetic Clamp ( 3 /Day). As a bonus action, the freebooter tries to telekinetically grip one creature they can see within 60 feet of them. The target must make a DC 10 plus PB Strength saving throw. On a failed save, the target takes PBd6 force damage and is restrained until the start of the freebooter’s next turn. On a successful save, the target takes half as much damage and is not restrained. 7 th Level: Wraithstep ( 1 /Day). As an action, the freebooter becomes invisible for 1 minute. While invisible, the freebooter has resistance to bludgeoning, piercing, and slashing damage from mundane attacks, and the freebooter can move through other creatures and objects as if they were difficult terrain. The freebooter takes 5 (1d10) force damage if they end their turn inside an object.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Time Raider Freebooter (PB 4)","description":"Betrayal is inevitable. I’m no fool. Everyone wants what I have—even people working for me. They want to wield the Grasp and aren’t content to simply share the spoils of my brilliance. I make it look easy, but those peons don’t realize that my hard work gives them the good life. They could never be me. That’s why they fail. Xorannox Traits Signature Attack (Cutlass). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the freebooter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blip Strike ( 3 /Day). As a bonus action, the freebooter teleports up to 30 feet to an unoccupied space they can see. If this space is within 5 feet of an enemy the freebooter can see, the freebooter can make a signature attack against them with advantage as part of this bonus action. 5 th Level: Kinetic Clamp ( 3 /Day). As a bonus action, the freebooter tries to telekinetically grip one creature they can see within 60 feet of them. The target must make a DC 10 plus PB Strength saving throw. On a failed save, the target takes PBd6 force damage and is restrained until the start of the freebooter’s next turn. On a successful save, the target takes half as much damage and is not restrained. 7 th Level: Wraithstep ( 1 /Day). As an action, the freebooter becomes invisible for 1 minute. While invisible, the freebooter has resistance to bludgeoning, piercing, and slashing damage from mundane attacks, and the freebooter can move through other creatures and objects as if they were difficult terrain. The freebooter takes 5 (1d10) force damage if they end their turn inside an object.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Time Raider Freebooter (PB 5)","description":"The kuran’zoi (coor-AN-zoy), also called time raiders, are humanoids who make the Astral Sea their home. Many kuran’zoi make their living as guides for travelers from other planes, while others survive on the Sea of Stars through piracy of interplanar vessels. Veterans of the Psychic Wars. Thousands of years ago, the synlirii—a powerful species of evil psionic aberrations—created kuran’zoi as soldiers. But as the synlirii experimented and enhanced these warriors’ psionic abilities, the kuran’zoi saw the true nature of their progenitors. They rebelled against the synlirii and fled to the Astral Sea, becoming nomads of the timescape. Hardened-Vision Hexapods. Kuran’zoi possess resilient ocular sensors that allow them to see in the dark. Knowing these sensors would also defend them against the hardlight storms of the Astral Sea, the escaping kuran’zoi chose the Sea of Stars as their home. They thrive where the winds of limbo roar. Time raiders also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran’zoi is like a squad unto themself. Psi-Tech. Like their synlirii foes, time raiders travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran’zoi specialize in melee weapons that psionically devastate enemies, but time raider vertexes also learn to pilot enormous suits of psionic armor that empower their allies. Genre Raiders. The moniker “time raider” is imprecise. When kuran’zoi raid a world of the timescape—like Orden—that relies on sorcery instead of kuran’zoi technology, it seems to those people as though the time raiders have been to the future and returned with marvelous weapons from worlds where light hits as hard as steel. Leave a Few Alive. Time raider pirates plunder traveling vessels, allowing just enough of the crew to survive so the ship can make it back home as a warning. Kuran’zoi pirate captains often remind their crews, “Leave the sheep alive. Next year, they’ll return with a new coat of wool for us to shear.” Creatures Outside Time. While in the Sea of Stars, time raiders and other creatures don’t age. As a result, many living kuran’zoi recall the Psychic Wars. They carry the lessons learned from millennia of war into new battles with devastating effect, using mindships to launch attacks on other planes and appearing exactly where they want to. However, this knowledge serves them far beyond war; time raiders raise their young in ruined citadels and similar strongholds on obscure worlds, keeping their creches secret and protected. Actions Signature Attack (Cutlass). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the freebooter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blip Strike ( 3 /Day). As a bonus action, the freebooter teleports up to 30 feet to an unoccupied space they can see. If this space is within 5 feet of an enemy the freebooter can see, the freebooter can make a signature attack against them with advantage as part of this bonus action. 5 th Level: Kinetic Clamp ( 3 /Day). As a bonus action, the freebooter tries to telekinetically grip one creature they can see within 60 feet of them. The target must make a DC 10 plus PB Strength saving throw. On a failed save, the target takes PBd6 force damage and is restrained until the start of the freebooter’s next turn. On a successful save, the target takes half as much damage and is not restrained. 7 th Level: Wraithstep ( 1 /Day). As an action, the freebooter becomes invisible for 1 minute. While invisible, the freebooter has resistance to bludgeoning, piercing, and slashing damage from mundane attacks, and the freebooter can move through other creatures and objects as if they were difficult terrain. The freebooter takes 5 (1d10) force damage if they end their turn inside an object.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Time Raider Freebooter (PB 5)","description":"Betrayal is inevitable. I’m no fool. Everyone wants what I have—even people working for me. They want to wield the Grasp and aren’t content to simply share the spoils of my brilliance. I make it look easy, but those peons don’t realize that my hard work gives them the good life. They could never be me. That’s why they fail. Xorannox Traits Signature Attack (Cutlass). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the freebooter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blip Strike ( 3 /Day). As a bonus action, the freebooter teleports up to 30 feet to an unoccupied space they can see. If this space is within 5 feet of an enemy the freebooter can see, the freebooter can make a signature attack against them with advantage as part of this bonus action. 5 th Level: Kinetic Clamp ( 3 /Day). As a bonus action, the freebooter tries to telekinetically grip one creature they can see within 60 feet of them. The target must make a DC 10 plus PB Strength saving throw. On a failed save, the target takes PBd6 force damage and is restrained until the start of the freebooter’s next turn. On a successful save, the target takes half as much damage and is not restrained. 7 th Level: Wraithstep ( 1 /Day). As an action, the freebooter becomes invisible for 1 minute. While invisible, the freebooter has resistance to bludgeoning, piercing, and slashing damage from mundane attacks, and the freebooter can move through other creatures and objects as if they were difficult terrain. The freebooter takes 5 (1d10) force damage if they end their turn inside an object.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Time Raider Freebooter (PB 6)","description":"The kuran’zoi (coor-AN-zoy), also called time raiders, are humanoids who make the Astral Sea their home. Many kuran’zoi make their living as guides for travelers from other planes, while others survive on the Sea of Stars through piracy of interplanar vessels. Veterans of the Psychic Wars. Thousands of years ago, the synlirii—a powerful species of evil psionic aberrations—created kuran’zoi as soldiers. But as the synlirii experimented and enhanced these warriors’ psionic abilities, the kuran’zoi saw the true nature of their progenitors. They rebelled against the synlirii and fled to the Astral Sea, becoming nomads of the timescape. Hardened-Vision Hexapods. Kuran’zoi possess resilient ocular sensors that allow them to see in the dark. Knowing these sensors would also defend them against the hardlight storms of the Astral Sea, the escaping kuran’zoi chose the Sea of Stars as their home. They thrive where the winds of limbo roar. Time raiders also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran’zoi is like a squad unto themself. Psi-Tech. Like their synlirii foes, time raiders travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran’zoi specialize in melee weapons that psionically devastate enemies, but time raider vertexes also learn to pilot enormous suits of psionic armor that empower their allies. Genre Raiders. The moniker “time raider” is imprecise. When kuran’zoi raid a world of the timescape—like Orden—that relies on sorcery instead of kuran’zoi technology, it seems to those people as though the time raiders have been to the future and returned with marvelous weapons from worlds where light hits as hard as steel. Leave a Few Alive. Time raider pirates plunder traveling vessels, allowing just enough of the crew to survive so the ship can make it back home as a warning. Kuran’zoi pirate captains often remind their crews, “Leave the sheep alive. Next year, they’ll return with a new coat of wool for us to shear.” Creatures Outside Time. While in the Sea of Stars, time raiders and other creatures don’t age. As a result, many living kuran’zoi recall the Psychic Wars. They carry the lessons learned from millennia of war into new battles with devastating effect, using mindships to launch attacks on other planes and appearing exactly where they want to. However, this knowledge serves them far beyond war; time raiders raise their young in ruined citadels and similar strongholds on obscure worlds, keeping their creches secret and protected. Actions Signature Attack (Cutlass). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the freebooter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blip Strike ( 3 /Day). As a bonus action, the freebooter teleports up to 30 feet to an unoccupied space they can see. If this space is within 5 feet of an enemy the freebooter can see, the freebooter can make a signature attack against them with advantage as part of this bonus action. 5 th Level: Kinetic Clamp ( 3 /Day). As a bonus action, the freebooter tries to telekinetically grip one creature they can see within 60 feet of them. The target must make a DC 10 plus PB Strength saving throw. On a failed save, the target takes PBd6 force damage and is restrained until the start of the freebooter’s next turn. On a successful save, the target takes half as much damage and is not restrained. 7 th Level: Wraithstep ( 1 /Day). As an action, the freebooter becomes invisible for 1 minute. While invisible, the freebooter has resistance to bludgeoning, piercing, and slashing damage from mundane attacks, and the freebooter can move through other creatures and objects as if they were difficult terrain. The freebooter takes 5 (1d10) force damage if they end their turn inside an object.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Time Raider Freebooter (PB 6)","description":"Betrayal is inevitable. I’m no fool. Everyone wants what I have—even people working for me. They want to wield the Grasp and aren’t content to simply share the spoils of my brilliance. I make it look easy, but those peons don’t realize that my hard work gives them the good life. They could never be me. That’s why they fail. Xorannox Traits Signature Attack (Cutlass). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d10 plus PB slashing damage. Beginning at 7th level, the freebooter can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blip Strike ( 3 /Day). As a bonus action, the freebooter teleports up to 30 feet to an unoccupied space they can see. If this space is within 5 feet of an enemy the freebooter can see, the freebooter can make a signature attack against them with advantage as part of this bonus action. 5 th Level: Kinetic Clamp ( 3 /Day). As a bonus action, the freebooter tries to telekinetically grip one creature they can see within 60 feet of them. The target must make a DC 10 plus PB Strength saving throw. On a failed save, the target takes PBd6 force damage and is restrained until the start of the freebooter’s next turn. On a successful save, the target takes half as much damage and is not restrained. 7 th Level: Wraithstep ( 1 /Day). As an action, the freebooter becomes invisible for 1 minute. While invisible, the freebooter has resistance to bludgeoning, piercing, and slashing damage from mundane attacks, and the freebooter can move through other creatures and objects as if they were difficult terrain. The freebooter takes 5 (1d10) force damage if they end their turn inside an object.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Time Raider Nemesis","description":"The kuran’zoi (coor-AN-zoy), also called time raiders, are humanoids who make the Astral Sea their home. Many kuran’zoi make their living as guides for travelers from other planes, while others survive on the Sea of Stars through piracy of interplanar vessels. Veterans of the Psychic Wars. Thousands of years ago, the synlirii—a powerful species of evil psionic aberrations—created kuran’zoi as soldiers. But as the synlirii experimented and enhanced these warriors’ psionic abilities, the kuran’zoi saw the true nature of their progenitors. They rebelled against the synlirii and fled to the Astral Sea, becoming nomads of the timescape. Hardened-Vision Hexapods. Kuran’zoi possess resilient ocular sensors that allow them to see in the dark. Knowing these sensors would also defend them against the hardlight storms of the Astral Sea, the escaping kuran’zoi chose the Sea of Stars as their home. They thrive where the winds of limbo roar. Time raiders also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran’zoi is like a squad unto themself. Psi-Tech. Like their synlirii foes, time raiders travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran’zoi specialize in melee weapons that psionically devastate enemies, but time raider vertexes also learn to pilot enormous suits of psionic armor that empower their allies. Genre Raiders. The moniker “time raider” is imprecise. When kuran’zoi raid a world of the timescape—like Orden—that relies on sorcery instead of kuran’zoi technology, it seems to those people as though the time raiders have been to the future and returned with marvelous weapons from worlds where light hits as hard as steel. Leave a Few Alive. Time raider pirates plunder traveling vessels, allowing just enough of the crew to survive so the ship can make it back home as a warning. Kuran’zoi pirate captains often remind their crews, “Leave the sheep alive. Next year, they’ll return with a new coat of wool for us to shear.” Creatures Outside Time. While in the Sea of Stars, time raiders and other creatures don’t age. As a result, many living kuran’zoi recall the Psychic Wars. They carry the lessons learned from millennia of war into new battles with devastating effect, using mindships to launch attacks on other planes and appearing exactly where they want to. However, this knowledge serves them far beyond war; time raiders raise their young in ruined citadels and similar strongholds on obscure worlds, keeping their creches secret and protected. Traits Precog Reflexes. The nemesis adds their Intelligence modifier (+4) to initiative rolls and to their AC (included in Armor Class). Psychic Scar. The nemesis is immune to any effect that would sense their emotions, read their thoughts, reveal they are lying, or reveal their alignment or location. Actions Multiattack. The nemesis makes two Golden Scythe attacks. They can replace one attack with a use of Kinetic Crush or Phase, if available. Golden Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 13 (3d8) necrotic damage. If this attack reduces a creature who is in an astral body (as with the astral projection spell) to 0 hit points, that creature’s soul returns to their material body, and then their material body is also reduced to 0 hit points. Kinetic Crush ( 4 th-Order Power). The nemesis attempts to telekinetically grip one creature they can see within 60 feet of them. The target must make a DC 15 Strength saving throw. On a failed save, the target takes 27 (6d8) force damage, and their speed becomes 0 until the start of the nemesis’s next turn. On a successful save, a target takes half as much damage and their speed isn’t reduced. *Phase ( 1 /Day; 4 th-Order Power; Concentration). For 1 minute, the nemesis can move through other creatures and objects as if they were difficult terrain. The nemesis takes 5 (1d10) force damage if they end their turn inside an object. If this power ends while the nemesis is inside an object, they are shunted out of the object into the nearest unoccupied space of their choice. Bonus Actions Jaunt ( 3 /Day; 3 rd-Order Power). The nemesis teleports up to 30 feet to an unoccupied space they can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Time Raider Nemesis","description":"Traits Precog Reflexes. The nemesis adds their Intelligence modifier (+4) to initiative rolls and to their AC (included in Armor Class). Psychic Scar. The nemesis is immune to any effect that would sense their emotions, read their thoughts, reveal they are lying, or reveal their alignment or location. Actions Multiattack. The nemesis makes two Golden Scythe attacks. They can replace one attack with a use of Kinetic Crush or Phase, if available. Golden Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 13 (3d8) necrotic damage. If this attack reduces a creature who is in an astral body (as with the astral projection spell) to 0 hit points, that creature’s soul returns to their material body, and then their material body is also reduced to 0 hit points. Kinetic Crush ( 4 th-Order Power). The nemesis attempts to telekinetically grip one creature they can see within 60 feet of them. The target must make a DC 15 Strength saving throw. On a failed save, the target takes 27 (6d8) force damage, and their speed becomes 0 until the start of the nemesis’s next turn. On a successful save, a target takes half as much damage and their speed isn’t reduced. *Phase ( 1 /Day; 4 th-Order Power; Concentration). For 1 minute, the nemesis can move through other creatures and objects as if they were difficult terrain. The nemesis takes 5 (1d10) force damage if they end their turn inside an object. If this power ends while the nemesis is inside an object, they are shunted out of the object into the nearest unoccupied space of their choice. Bonus Actions Jaunt ( 3 /Day; 3 rd-Order Power). The nemesis teleports up to 30 feet to an unoccupied space they can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Time Raider Vertex","description":"The kuran’zoi (coor-AN-zoy), also called time raiders, are humanoids who make the Astral Sea their home. Many kuran’zoi make their living as guides for travelers from other planes, while others survive on the Sea of Stars through piracy of interplanar vessels. Veterans of the Psychic Wars. Thousands of years ago, the synlirii—a powerful species of evil psionic aberrations—created kuran’zoi as soldiers. But as the synlirii experimented and enhanced these warriors’ psionic abilities, the kuran’zoi saw the true nature of their progenitors. They rebelled against the synlirii and fled to the Astral Sea, becoming nomads of the timescape. Hardened-Vision Hexapods. Kuran’zoi possess resilient ocular sensors that allow them to see in the dark. Knowing these sensors would also defend them against the hardlight storms of the Astral Sea, the escaping kuran’zoi chose the Sea of Stars as their home. They thrive where the winds of limbo roar. Time raiders also have two sets of arms, allowing them to wield melee weapons at the same time as ranged weapons. A single well-trained kuran’zoi is like a squad unto themself. Psi-Tech. Like their synlirii foes, time raiders travel on mindships and wield psionic weapons and tools that only their people can activate. Many kuran’zoi specialize in melee weapons that psionically devastate enemies, but time raider vertexes also learn to pilot enormous suits of psionic armor that empower their allies. Genre Raiders. The moniker “time raider” is imprecise. When kuran’zoi raid a world of the timescape—like Orden—that relies on sorcery instead of kuran’zoi technology, it seems to those people as though the time raiders have been to the future and returned with marvelous weapons from worlds where light hits as hard as steel. Leave a Few Alive. Time raider pirates plunder traveling vessels, allowing just enough of the crew to survive so the ship can make it back home as a warning. Kuran’zoi pirate captains often remind their crews, “Leave the sheep alive. Next year, they’ll return with a new coat of wool for us to shear.” Creatures Outside Time. While in the Sea of Stars, time raiders and other creatures don’t age. As a result, many living kuran’zoi recall the Psychic Wars. They carry the lessons learned from millennia of war into new battles with devastating effect, using mindships to launch attacks on other planes and appearing exactly where they want to. However, this knowledge serves them far beyond war; time raiders raise their young in ruined citadels and similar strongholds on obscure worlds, keeping their creches secret and protected. Traits Psychic Scar. The vertex is immune to any effect that would sense their emotions, read their thoughts, reveal they are lying, or reveal their alignment or location. Actions Multiattack. The vertex makes two Psionic Slam attacks. Psionic Slam. Melee Power Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) psychic damage, and the next attack roll against the target made before the start of the vertex’s next turn has advantage. Split Space ( 2 /Day). The vertex chooses a point in a precise location they have seen (in person or otherwise) on any plane of existence. A shimmering 10-foot-diameter portal leading to that location appears in an unoccupied space within 5 feet of the vertex. Each creature who touches the portal is instantly teleported to the nearest unoccupied space at the chosen location. The portal lasts until the vertex dies, uses this action again, dismisses the portal as an action, or is transported by the portal. Bonus Actions *Invigorated March ( 3 rd-Order Power). The vertex emits invigorating psionic energy. Each time raider within 60 feet of the vertex can use their reaction to move up to half their speed. Reactions Kinetic Defense Field. When another Medium or smaller creature the vertex can see within 120 feet of them takes damage, that damage is reduced by 15.","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (Time Raider)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Timingila","description":"This massive shark-eel surges out of the water, opening titanic jaws large enough to bite a ship in half. Bribable. Wise captains traveling through timingila hunting grounds often carry tithes and offerings in hopes of placating the creatures. Lesser Leviathan. The timingila is one of the largest creatures in the seas. Some scholarly tomes suggest a connection between the timingila and rarer leviathans but no definitive proof has yet been found. Master of the Seas. The timingila is an apex predator of the oceans. It hunts whales primarily but eats anything it can catch. The timingila is fiercely territorial and considers all of the ocean its personal domain.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Tin Soldier","description":"Full of ticking clockwork, sprockets, and other gizmos, tin soldiers are mechanical creations fashioned by arcanists as servants and messengers. With some patience and skill, almost anyone can build a tin soldier, but spellcasters have long devised methods to conjure them wholesale from the Plane of Law’s excess energies.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"typically lawful neutral","Challenge Rating":"1/8"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Tinderbloom","description":"Tinderbloom These beautiful blue flowering plants grow in clusters, often embedded amongst other mundane plants with similar appearance. Thin tendrils hidden along the ground sense when prey comes near, causing the blooms to blast fiery bursts.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Source":"custom","Alignment":"Unaligned","Expansion":32048,"Challenge Rating":0.5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Tinker","description":"The tinker is a master of ingenious inventions and magical engineering. It wears a specially crafted armor that combines medium armor with arcane enchantments, runes, and engineering enhancements. Its trusty wrench not only mends and modifies machinery but also delivers potent electrical shocks that incapacitate foes at close range. Among the tinker's deadly array of gadgets is an arcane musket that can fire electrified projectiles at ranged targets with pinpoint accuracy. It has arcane grenades and caltrops at its disposal, enabling it to create chaos and disruption on the battlefield. It also has arcane-powered boots that can propel the tinker into the air. The tinker, with its arsenal of arcane-infused contraptions, combines intellect and innovation to become an dangerous and effective adversary. Traits Arcane-Powered Enhancements. The tinker uses its Intelligence modifier for its melee attack and damage rolls (already included in the attacks). While wearing medium armor, it adds its proficiency bonus to its AC (already included in the AC). Actions Multiattack. The tinker makes two Wrench attacks. Wrench . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) lightning damage and the target can't use reactions until the end of the tinker's next turn. Arcane Musket. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 7 (2d6) lightning damage and the target can't use reactions until the end of the tinker's next turn. Arcane Grenade (2/Day). The tinker hurls a grenade that detonates on a point on the ground within 30 feet of it. Each creature within 20 feet of the grenade's detonation must make a DC 13 Dexterity saving throw. Creatures within 5 feet of the detonation point has disadvantage on the saving throw. On a failed save, a creature takes 14 (4d6) force damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. Spellcasting. The tinker casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 13): At will: mending, prestidigitation, true strike 2/day each: grease, mirror image, thunderwave 1/day each: haste Bonus Actions Arcane-Powered Rocket Jump (Recharge 5-6). The tinker gains a fly speed of 40 until the end of the turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Tinnare Sanctus","description":"A tinnare sanctus most resembles a gilded church bell engraved with a stoic, humanoid face. Some accounts claim that a sanctus’ face belongs to a deceased cleric or priest who was posthumously transformed into the tinnare sanctus. Whether that is true or not, tinnare sancti are typically found in dilapidated churches, ancient temples, or derelict graveyards, which they protect from intruders with great fervor. They have, however, been known to offer shelter and succor to travelers with whom they share religious ideals – which can vary greatly from one tinnare sanctus to another. Through the Ringer In combat, the tinnare sanctus prefers to keep its distance. It can use its Tintinnabulation action to push creatures away and Crescendo to keep them back while it assaults them with Psychic Toil. When an enemy does manage to get close, the tinnare uses Slam attacks and its Ring the Bell reaction to punish melee attackers. I wrote my first book, The Pious Art of Parchment Folding – not exactly a best-seller, surprisingly – with the aid of a tinnare sanctus. She hadn’t had hands for nearly a century, but even so, I’ve never seen anyone fold parchment and roll scrolls with such deftness. A true marvel to behold! – the Scribe","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":4},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Tiny Servant","description":"This creature is created via the Tiny Servant spell. You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. Actions Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Construct","Source":"Xanathar's Guide to Everything","Alignment":"Unaligned","Expansion":6},"publisher":"Wizards of the Coast","book":"Xanathar's Guide to Everything"},{"name":"Tirithiel","description":"Trained as a knight, Tirithiel is dutiful and honorable. She wound up in Mr. Gnax’s employ after her contingent of knights were all but wiped out in a bloody skirmish. With no coin or comrades, Tirithiel looked for a quick job to get her back on her feet. When Mr. Gnax offered to pay her well for guarding his inventory for a single night, the medusa agreed. Mr. Gnax insisted that Tirithiel submit to a geas spell, where she promised to guard his items to the best of her ability until his pocketwatch struck 12 at midnight. The sneaky goblin, however, keeps winding his clock back just before it strikes 12, effectively keeping the medusa under his spell until a year – the duration of his geas spell – has passed. The spell prevents Tirithiel from harming him or her fellow guardians, as well as from making attempts to end his hold over her. Talking to Tirithiel. If the characters speak to Tirithiel they will find her taciturn but respectful. She can divulge the details of her predicament but can’t ask the characters to do anything about it. She also can’t aid the characters in anything that will bring harm to Mr. Gnax or his business, and will protect the auction house’s items with her life. She prefers not to harm anyone and will order would-be-thieves to lay down their arms and surrender. If the characters dispel the geas spell with remove curse or greater restoration or by stealing Mr. Gnax’s watch and winding it to 12, she is grateful. Her honor prevents her from stealing or harming Mr. Gnax, but she is perfectly content to stand aside and let the characters do so.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Lawful Good","Expansion":27826,"Challenge Rating":7},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Tisiphone, The Primal Chaos","description":"There exists a circle of druids known as the Circle of Symbiosis, whose devotees of the natural world sought to unite themselves with it in the most literal sense, utilizing the forbidden art of osteomancy to replace their own limbs with those of the creatures and plants that surrounded them. The resulting \"awakened symbiotic entities\" are beings that transcend the confines of their mortal forms, becoming monstrous amalgamations that defies the very laws of nature they revere. The Chosen One It was within this circle that a child named Tisiphone came into being, her fate irrevocably intertwined with the abhorrent rituals that marked the Circle of Symbiosis. From a tender age, she was subjected to the cruel and agonizing rites that would transform her into a living instrument of the Circle's insidious will. As she grew, the line between her humanity and the monstrous grafts that adorned her body blurred, until she could no longer recognize herself as the child she once was. Tisiphone ‘s motivations were shaped by the dark teachings of her parents and their subservience to the circle, which instilled in her a fervent desire to make all living beings one with nature, by any means necessary. No sacrifice was too great for the cause, and her unwavering devotion drove her to inflict upon others the same torment that she herself had endured. Her origins as a child of the circle had bestowed upon her a terrifying affinity for her rampaging powers, and as she aged, her humanity waned, giving way to something far more relentless and unforgiving. Child of the Greater Good Her drive was fueled by the knowledge that the circle's practices had earned them the scorn and revulsion of the civilized world, a fact that only served to strengthen her resolve. Undeterred by the ostracism they faced, Tisiphone and her fellow druids continued to recruit—or abduct—more individuals to join their cause, swelling the ranks of their twisted order and spreading their influence ever further. Yet, for all her monstrous power and unyielding determination, Tisiphone was not without her weaknesses. The very grafts that granted her strength were also her greatest vulnerability, a reminder of the humanity she had sacrificed for the sake of her family’s vision. As her body became more and more indistinguishable from the creatures and roots that constituted her grafts, the last vestiges of her former self struggled to maintain their hold upon her soul, a fact further exacerbated by the truth-seeking orb —the will of the circle made manifest— orbiting her since her ascension, the sentient relic constantly whispering in her mind. Traits Keen Hearing and Sight. Tisiphone has advantage on Perception checks that rely on hearing or sight. Legendary Resistance (1/Day). If Tisiphone fails a saving throw, she can choose to succeed instead. Natural Resistance. Tisiphone has advantage on saving throws against spells, other magical effects, and effects that would knock her prone. Primal Resurrection. When Tisiphone is reduced to 0 hit points, her orb of truth absorbs her essence. The orb of truth has an AC of 20, 50 hit points, a flying speed of 60 feet, the same resistances and immunities as Tisiphone, and is invisible. It must reach Tisiphone's circle within 2 hours or be destroyed. Once in the circle, it releases Tisiphone with 0 hit points and she is paralyzed until she regains at least 1 hit point. After spending 1 hour in her circle in this way, she regains 1 hit point. If the orb is destroyed before reaching the circle, Tisiphone is also destroyed. Primeval Power. Tisiphone's weapon attacks are magical and deal additional damage equal to her Wisdom modifier on a hit (included in the stat block). Spellcasting. Tisiphone is a 14th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Tisiphone has the following druid spells prepared: Cantrips (at will): bestial roar, guidance, poison spray, shillelagh (cast before combat) 1st level (4 slots): bone shield, longstrider 2nd level (3 slots): barkskin (cast before combat), blind ambush, heat metal, skeletal tail 3rd level (3 slots): dispel magic, osseous cage, plant growth 4th level (3 slots): blight, graveyard shuffle, maiden of bones, stoneskin 5th level (2 slots): ancestral bond, contagion, forest of dread, tree stride 6th level (1 slot): wall of thorns 7th level (1 slot): amputate Violent Regeneration. Tisiphone regains 18 hit points at the start of her turn if she has at least 1 hit point. In addition, whenever she takes damage, each creature of her choice within 5 feet of her takes 5 (2d4) piercing damage as her bark explodes. Actions Multiattack. Tisiphone makes two staff attacks. She can cast a spell of 4th level or lower in place of one attack. Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and Tisiphone gains temporary hit points equal to the damage dealt. Bonus actions Orb of Truth. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) acid, bludgeoning, cold, or poison damage (Tisiphone’s choice). Legendary Actions Tisiphone can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Tisiphone regains spent legendary actions at the start of her turn. Staff. Tisiphone makes one staff attack. Cast Spell (Costs 2 Actions). Tisiphone casts a spell of 4th level or lower.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"lawful evil","Expansion":27461,"Challenge Rating":14},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Titan Centipede","description":"","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":9},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Titan Wasp","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":7},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Titan-Blooded Sorcerer","description":"A far-off descendant of one of the immortals of the past, carrying divine power in their veins, as well as the ability to manipulate their ancestor’s domain to a certain degree. Their power often sprouts from the divine blood that minor deities and nature spirits who were fathered by the Titans spread in the mortal world through amorous affairs. The blood of four immortals has been identified among these magical warriors: Atlas, Helios, Hyperion and Oceanus. Variant: Titan Origins The following traits and actions will belong to the four different types of sorcerers who carry the blood of Titans. Combine them with the Titan-Blooded Sorcerer statblock to complete each version of this creature. Each of the different versions of the Titan-Blooded Sorcerer have different aspects they excel at. Not all of them are focused on damage, instead favoring their survivability and defense or their sensory capabilities. Descendant of Hyperion, the Titan of Light Descendant of Atlas, the Titan of Endurance Descendant of Helios, the Titan of Sight and the Sun Descendant of Oceanus, the Titan of the Ocean Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Divine Empowerment (3/day). Whenever the sorcerer casts a spell, they can choose to empower it. When empowered a spell is treated as if it had been upcast at one level higher. Spellcasting. The sorcerer's Spellcasting Ability is Charisma (spell save DC 17, +9 to hit with spell attacks). They can cast the following spells: At Will: mage armor, mage hand, prestidigitation 3/day each: armor of agathys (cast as a 4th-level spell), bless, enlarge/reduce, mind spike 2/day each: bestow curse, guardian of faith, sickening radiance, spirit guardians 1/day each: flamestrike, summon celestial Actions Celestial Strike. Melee Spell Attack: +9 to hit, reach 5ft., one target. Hit: 27 (4d10 + 5) radiant damage. Celestial Blast. Ranged Spell Attack: +9 to hit, reach 120ft., one target. Hit: 27 (4d10 + 5) radiant damage. Bonus Actions Quick Spell (3/day). The sorcerer can cast a spell with a casting time of 1 action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":10},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Titan, Ancient","description":"Radiating a powerful presence, this towering humanoid has sharp-edged features that seem hewn from ancient stone. Children of the Gods. Ancient titans are the surviving immortal children of an early primordial god. They fled to the wilds after a divine war, where they founded an empire that lasted thousands of years before plague brought about its collapse. Sea God’s Servants. A few ancient titans still dwell in the ocean realm, spared by the sea god in exchange for eternal servitude. Ancient titans have long, glossy hair, usually black, red, or silver, and they stand 60 feet tall and weigh over 20 tons. Friends to Dragons. Ancient titans have a strong rapport with wind and sea dragons, as well as gold, silver, and mithral dragons. Traits Magic Resistance: The ancient titan has advantage on saving throws against spells and other magical effects. Innate Spellcasting: The ancient titan’s spellcasting ability is Charisma (spell save DC 17). The ancient titan can innately cast the following spells, requiring no material components: 3/day: power word stun 1/day: power word kill Actions Multiattack: The ancient titan makes two greatsword attacks or two longbow attacks. Greatsword: Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 36 (8d6 + 8) slashing damage. Greatsword: Melee Weapon Attack : +5 to hit, reach 150/640 ft., one target. Hit : 19 (4d8 + 1) piercing damage. Eldritch Singularity (Recharge 5–6): The ancient titan opens a momentary rupture in the eldritch source that fuels its words of power. This rupture appears at a spot designated by the titan within 100 feet. Any creature within 60 feet of the spot must make a DC 17 Constitution saving throw. On a failure, the creature takes 28 (8d6) force damage, falls prone, and is pulled 1d6 x 10 feet toward the eldritch singularity, taking an additional 3 (1d6) bludgeoning damage per 10 feet they were dragged. If the saving throw succeeds, the target takes half as much force damage and isn’t knocked prone or pulled. The spot where the rupture occurs becomes the center of a 60-foot-radius antimagic field until the end of the ancient titan’s next turn. The titan’s spells are not affected by this antimagic field.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"celestial","Source":"Tome of Beasts","Alignment":"Neutral Good","Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Titan, Degenerate","description":"This giant retains a look of daunting power despite its stooped bearing, tattered clothing, and pieces of slapdash armor strapped on wherever it fits. Haunt Ruins. The degenerate descendants of once-noble titans haunt the ruins where their cities once flourished. They hunt for any living thing to eat, including each other, and sometimes chase after herds of goats or other animals for miles. While they are easily distracted, they always find their way home unerringly. Insane and Moody. Degenerate titans are prone to insanity and unexpected mood shifts. They are fiercely territorial creatures who worship the still-active magical devices of their cities and any surviving statuary as if they were gods. Their lairs are filled with items scavenged from the city. These collections are a hodge-podge of dross and delight, as the degenerate titans are not intelligent enough to discern treasure from trash. Primal Power. Degenerate titans cannot command magical words of power, but they have tapped into the earth's latent mystic power to generate strange geomancy. These devolved misfits may have lost most of their former gifts, but what remains are primal powers that tap, without subtlety or skill, into the fundamental building blocks of magic. Traits Magic Resistance: The degenerate titan has advantage on saving throws against spells and other magical effects. Actions Multiattack: The degenerate titan makes two greatclub attacks. Greatclub: Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. Rock: Ranged Weapon Attack : +10 to hit, range 60/240 ft., one target. Hit : 29 (4d10 + 7) bludgeoning damage. Earthstrike (Recharge 4–6): The degenerate titan slams his fists onto the ground, creating a shockwave in a line 60 feet long and 10 feet wide. Each creature in the line takes 35 (10d6) force damage and is flung up 20 feet away from the titan and knocked prone; a successful DC 18 Dexterity saving throw halves the damage and prevents the creature from being flung or knocked prone. A creature that’s flung against an unyielding object such as a wall or floor takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If it collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage (1d6 bludgeoning per 10 feet) and be knocked prone. Shout of the Void (Recharge 4–6): The degenerate titan utters a scream that rends reality in a 30-foot cone. Any ongoing spell or magical effect of 3rd level or lower in the area ends. For every spell or effect of 4th level or higher in the area, the degenerate titan makes a Constitution check against DC (10 + the level of the spell or effect). On a success, the spell or effect ends.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Titanium Mecharoid","description":"Mecharoids Mecharoids are advanced tactical defense units equipped with state-of-the-art artificial intelligence. Like many other automatons, they are considered to be semi-self-aware, yet they are completely devoted to their mission, regardless of their evolved programming. War Machines. Before the development of more advanced combat gear, mobile power armor was a popular choice for military operations on planetary soil. Rather than scrap their old suits, the now-defunct Deleron Corporation refitted them with new parts and a military-grade AI specifically designed to learn and adapt to all forms of tactical warfare. These new designs were named mecharoids, coined after the commonly used nickname for power armor, \"mecha-suits.\" Mission Primary. Though capable of learning on their own, a mecharoid's programming tends to be a bit slower and clunkier than other automatons. In addition, their AI is supplemented with a set of mission directives that can override their own logical processing. When programmed with a mission, a mecharoid is bound to complete it to the best of its ability, regardless of unforseen situations that arise. Cirrus Mecharoid One of the earliest models created by Deleron Corp, a cirrus mecharoid has a heavily armored, bulky frame and disruptor-powered blades that can cause cellular degradation in living creatures. The cirrus model is often used as a deterrent for ground troops and small vehicles. Durasteel Mecharoid This model's armored frame is made from the same composite as most starship hulls. Their breaching apparatus makes them equally as dangerous to fortifications and structures. Stormfury Mecharoid A walking arsenal, this elite siege unit has a small central frame outfitted with a host of interchangeable mounted weapons. Prime-Delta Mecharoid One of the \"prime\" line units fashioned after kanasi tech instead of older mobile armor frames, their armor and weapons are sorium forged. Though more versatile and dangerous, they also tend to take a far looser interpretation of their mission parameters. Titanium Mecharoid These units are commonly used in military outfits across the galaxy in conjunction with gamaroids and other synths.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"neutral","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Titanium Mecharoid","description":"Mecharoids Mecharoids are advanced tactical defense units equipped with state-of-the-art artificial intelligence. Like many other automatons, they are considered to be semi-self-aware, yet they are completely devoted to their mission, regardless of their evolved programming. War Machines. Before the development of more advanced combat gear, mobile power armor was a popular choice for military operations on planetary soil. Rather than scrap their old suits, the now-defunct Deleron Corporation refitted them with new parts and a military-grade AI specifically designed to learn and adapt to all forms of tactical warfare. These new designs were named mecharoids, coined after the commonly used nickname for power armor, \"mecha-suits.\" Mission Primary. Though capable of learning on their own, a mecharoid's programming tends to be a bit slower and clunkier than other automatons. In addition, their AI is supplemented with a set of mission directives that can override their own logical processing. When programmed with a mission, a mecharoid is bound to complete it to the best of its ability, regardless of unforseen situations that arise. Titanium Mecharoid These units are commonly used in military outfits across the galaxy in conjunction with gamaroids and other synths.","properties":{"Category":"Monsters","Size":"Large","Type":"automaton","Alignment":"neutral","Expansion":27051,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Core Manual"},{"name":"Titanoboa","description":"This titanic green serpent can raise its enormous head high above, as much as 20 feet high. Its body extends in seemingly endless coils. Territorial and Aggressive. Territorial and voracious, the rare titanoboa devours all trespassers in its domain. Stronger and faster than the giant anaconda, the true king of the rainforest is also more stubborn, fighting off entire groups of hunters and poachers. When stalking prey, these great serpents strike from ambush, swallowing even many dinosaurs in one bite. Blinding Scales. Against groups of foes, titanoboas trust in their ability to dazzle their enemies with the light reflected from their scales, using this distraction to entwine the stunned foes in crushing coils. Slow to Mate. Titanoboas mate rarely. They live for hundreds of years and never stop growing, which makes the need for propagation less urgent. When two titanoboas nest, the result is a brood of a half-dozen smaller snakes (giant constrictor snakes). An adult titanoboa is at least 80 feet long and weighs 6,000 lb. or more. Traits Slither: If the titanoboa hasn’t eaten a Huge creature in the last 24 hours, it can move through a space as narrow as 10 feet wide without squeezing, or 5 feet while squeezing. Sparkling Scales: The titanoboa’s scales refract light in iridescent cascades that are hypnotic to gaze upon. If the titanoboa is in bright light, a creature within 30 feet that looks at it must make a successful DC 17 Wisdom saving throw or be stunned until the end of its next turn. Unless surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can’t see the titanoboa until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the titanoboa in the meantime, it must immediately make the saving throw. Actions Multiattack: The titanoboa makes one bite attack and one constrict attack. Bite: Melee Weapon Attack : +12 to hit, reach 10 ft., one target. Hit : 21 (3d8 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the titanoboa. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the snake, and takes 21, 6d6, acid damage at the start of each of the titanoboa’s turns. If the titanoboa takes 30 damage or more on a single turn from a creature inside it, the titanoboa must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the titanoboa. If the titanoboa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Constrict: Melee Weapon Attack : +12 to hit, reach 15 ft., one target. Hit : 27 (3d12 + 8) bludgeoning damage. The target is grappled, escape DC 18. Until this grapple ends, the target is restrained, and the titanoboa can’t constrict another target.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Titanoboa","description":"Traits Hold Breath. The titanoboa can hold its breath for 15 minutes. Actions Multiattack. The titanoboa makes one Bite attack and one Constrict attack. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained, and the titanoboa can't use its Constrict attack on another target.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Titanothere","description":"Titanotheres are a family of enormous mammals related to rhinoceroses. Some of them lack any horns on the face, while others have one, two, or more horns of various shapes and sizes. Some have rough, almost stony skin; some have horny plates; and some have thick, shaggy fur. These creatures are united by their tremendous stature, their herding behavior, and their irritable disposition. Traits Beast of Burden. The titanothere is considered to be one size larger for the purpose of determining its carrying capacity. Actions Stomp. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. If the titanothere moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 13 (3d8) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or have the prone condition if it is a creature.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":24749,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Titivilus","description":"Bael⁠, Geryon⁠, Hutijin⁠, Moloch⁠—they are pawns. Even the lords of layers such as Zariel⁠ and Mammo⁠n are merely more powerful pieces. Archdevils may make dramatic moves, but it is Asmodeus⁠ who plays the game best. —Mordenkainen Devils: Archdevils At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter. Wish⁠ Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil can’t fulfill its own wish. Titivilus I actually admire Titivilus. If he weren’t so remorselessly evil, he’d be an excellent administrator of the Balance. —Mordenkainen The gloomy Lord of the Second, Dispater, rules from his iron palace, seeming⁠ to hide surrounded by its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. So intense is his paranoia that he almost never travels farther than the sprawling city that lies outside his magnificent palace. Dispater⁠ knows he has enemies on all sides—enemies who would do to him what has been done to the likes of Geryon, Moloch, and so many others. Dispater is correct to fear, but the true threat comes not from without. The lord’s great error was allowing himself to be seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater’s household. Although he is inferior in physical strength and power when compared to other archdevils, Titivilus compensates with cunning. A shrewd and calculating politician, he has clawed his way up through the ranks to become the second-most powerful fiend in Dis, entirely by saying just the right thing at the right time to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words in such a way as to leave his victims confused and believing they have found a friend in Titivilus. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat. Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater⁠ from power. In response, Dispater⁠ has withdrawn to his palace and left day-to-day decisions to Titivilus, while also authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater⁠. Titivilus now represents his master and speaks with his voice, a turn of events that leads some to whisper that either Titivilus is Dispater⁠ in disguise, or that Titivilus has removed the archduke and replaced him altogether. Titivilus recognizes the inherent precariousness of his position. After all, Dispater’s acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titi­vilus has begun recruiting outsiders to deal with problem devils, to insulate himself against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master. Titi­vilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require. Traits Innate Spellcasting. Titivilus’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components: At will: alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion 3/day each: greater invisibility (self only) , mislead 1/day each: feeblemind, symbol (discord or sleep only) Legendary Resistance⁠ (3/Day). If Titivilus fails a saving throw, he can choose to succeed instead. Magic Resistance⁠. Titivilus has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. Titivilus’s weapon attacks are magical. Regeneration. Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn’t regenerate. Ventriloquism. Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point. Actions Multiattack. Titivilus makes one sword attack and uses his Frightful Word once. Silver Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes. Frightful Word. Titivilus targets⁠ one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened⁠ in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash⁠ action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Teleport⁠. Titivilus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see. Twisting Words. Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed⁠ target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus’s Twisting Words for 24 hours. Legendary Actions Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Titivilus regains spent legendary actions at the start of his turn. Assault (Costs 2 Actions). Titivilus attacks with his silver sword or uses his Frightful Word. Corrupting Guidance⁠. Titivilus uses Twisting Words. Alternatively, he targets⁠ one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 21 Charisma saving throw. On a failure, Titivilus decides how the target acts during its next turn. Teleport⁠. Titivilus uses his Teleport⁠ action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Titivilus","description":"Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. Knowing he has enemies on all sides and fearing he’ll be displaced like Moloch, Geryon, and so many others, he almost never travels farther than the sprawling city that lies outside his palace. Dispater is correct to fear, but the true threat comes not from without. The lord’s great error was allowing himself to be seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater’s household. Although Titivilus is inferior in physical strength and power when compared to other archdevils, he compensates with cunning. A shrewd politician, he has clawed his way up through the ranks to become the second-most powerful devil in Dis, entirely by saying the right thing at the right time to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words so as to leave his victims confused and believing he’s on their side. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat. Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, even authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his master and speaks with his voice, a turn of events that leads some to whisper that either Titivilus is Dispater in disguise or Titivilus has removed the archduke and replaced him altogether. Titivilus recognizes the precariousness of his position. After all, Dispater’s acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titi­vilus has begun recruiting outsiders to deal with problem devils, to insulate him against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master. Titi­vilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require. Traits Legendary Resistance (3/Day). If Titivilus fails a saving throw, he can choose to succeed instead. Magic Resistance. Titivilus has advantage on saving throws against spells and other magical effects. Regeneration. Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn’t regenerate. Ventriloquism. Whenever Titivilus speaks, he can choose a point within 60 feet of him; his voice emanates from that point. Actions Multiattack. Titivilus makes one Silver Sword attack, and he uses Frightful Word. Silver Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage, or 9 (1d10 + 4) force damage if used with two hands, plus 16 (3d10) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage taken. Frightful Word. Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. Titivilus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21): At will: alter self , major image , nondetection , sending , suggestion 3/day each: mislead , modify memory Teleport. Titivilus teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Twisting Words. Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus’s Twisting Words for 24 hours. Legendary Actions Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Titivilus regains spent legendary actions at the start of his turn. Corrupting Guidance. Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must succeed on a DC 21 Charisma saving throw, or Titivilus decides how the target acts during its next turn. Teleport. Titivilus uses Teleport. Assault (Costs 2 Actions). Titivilus makes one Silver Sword attack, or he uses Frightful Word.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":14934,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Tixie Tockworth","description":"This creature appears in the Tockworth's Clockworks adventure module. Traits Force Field. Tockworth generates a magical force field around herself. This force field has 15 hit points and regains all its hit points at the start of each of Tockworth's turns, but it ceases to function if Tockworth drops to 0 hit points. Any damage Tockworth takes is subtracted from the force field's hit points first. Each time the force field regains hit points, the following conditions end on Tockworth: grappled, restrained, and stunned. Spellcasting. Tockworth casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13): At will: nondetection (self only) 2/day: dimension door 1/day each: blindness/deafness, blur Actions Multiattack. Tockworth makes three Shortsword or Lightning Discharge attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) force damage. Lightning Discharge. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 16 (3d10) lightning damage. Bonus Actions Scalding Steam (Recharge 5-6). Tockworth emits a jet of piping-hot steam in a 15-foot cone. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Gnome)","Alignment":"Chaotic Evil","Expansion":20256,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Keys from the Golden Vault"},{"name":"Tlacatecolo","description":"Appearing as plague-stricken, bipedal owls, tlacatecolo sow sickness and feed on the suffering of mortals. These fiends spread an affliction that leaches heat and life from the living, dispersing it upon winds that rattle like a gasp from a frozen body. Sunlight staves off the disease, but those affected rarely survive the dark of night. Traits Magic Resistance. The tlacatecolo has advantage on saving throws against spells and other magical effects. Actions Multiattack. The tlacatecolo makes two Talon attacks. Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage plus 14 (3d8) poison damage. Change Shape. The tlacatecolo magically transforms into a Medium owl, while retaining its game statistics (other than its size). This transformation ends if the tlacatecolo is reduced to 0 hit points or if it uses its action to end it. Plague Winds (Fiend Form Only; Recharge 5–6). The tlacatecolo emits a chilling, disease-ridden wind in a 60-foot line that is 10 feet wide. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 26 (4d12) cold damage and become poisoned. While poisoned in this way, the creature can’t regain hit points. At the end of every hour, the creature must succeed on a DC 13 Constitution saving throw or gain 1 level of exhaustion. If the creature is in direct sunlight when it makes this saving throw, it automatically succeeds on the save. If the creature is targeted by magic that ends a poison or disease, such as lesser restoration , while the creature isn’t in direct sunlight, the effect does not end.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon)","Alignment":"typically neutral evil","Expansion":15687,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Journeys through the Radiant Citadel"},{"name":"Tlexolotl","description":"Tlexolotls are gigantic, salamander-like creatures that slumber deep in the magma of dormant volcanoes. A tlexolotl drowses amid the molten depths for centuries, rising only rarely to gorge itself on massive amounts of animal and plant life before returning to its slumber. Should a tlexolotl’s sleep be disturbed—whether by intruders in its volcanic lair or the eruption of its molten home—the lava-drenched brute emerges in a rage, rampaging forth until its belly is full and its volcano is quiet once more. Despite a tlexolotl’s destructive prowess, the land around its volcano is often naturally abundant. It’s common for those who live nearby to honor the tlexolotl as a protector of the land, as the ash it creates rejuvenates the soil and encourages life to flourish. Traits Fire Aura. At the start of each of the tlexolotl’s turns, each creature within 10 feet of it takes 7 (2d6) fire damage, and flammable objects in that aura that aren’t being worn or carried ignite. A creature that touches the tlexolotl or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Illumination. The tlexolotl sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Regeneration. The tlexolotl regains 10 hit points at the start of its turn. If the tlexolotl takes cold damage or is immersed in water, this trait doesn’t function at the start of the tlexolotl’s next turn. The tlexolotl dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The tlexolotl makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 18 (4d8) fire damage. Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 14 (4d6) fire damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away from the tlexolotl and knocked prone. Pyroclasm (Recharge 5–6). Gouts of molten lava erupt from the tlexolotl’s body. Each creature in a 30-foot-radius sphere centered on the tlexolotl must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature takes 21 (6d6) fire damage and 21 (6d6) bludgeoning damage. On a successful saving throw, a creature takes half as much damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"typically neutral","Expansion":15687,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Journeys through the Radiant Citadel"},{"name":"Tlincalli","description":"The shells of tlincalli have a poisonous coating that can be boiled off without losing its paralyzing power, and reused by alchemists. Careful handling required. —Elminster Tlincallis, also called scorpion folk, are chitin-covered creatures, humanoid from the waist up with the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. Desert Nomads. Tlincallis live austerely. They range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day’s heat or the night’s cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves. A tribe of tlincallis stays in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. The tribe also settles down temporarily whenever it’s time to lay eggs and hatch a new brood of young. Poisonous Eggs. Tlincallis deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. There the eggs lie protected by hard shells coated in paralytic poison similar to that produced by their stingers. A would-be predator that dares to break an egg is defenseless against the tlincallis that come to investigate. Horrid Kidnappers. Tlincallis eat what they kill, but they also take some of their prey alive when they have new mouths to feed. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these prisoners back to their encampment and tie them to cactus or rock formations. There, victims wait until the sun sets and the newly hatched young emerge from the lair to eat them alive. Prideful Hunters. Tlincallis see themselves as great hunters. If a tlincalli tribe encounters a more powerful hunter, such as a blue dragon, the tribe’s leader must decide whether the group becomes obedient to the superior hunter, moves on, or fights to the death to defeat it. Makeshift Weapons and Objects. Tlincallis are uncivilized and don’t build cities, make clothing, or mine metals. Instead, they scavenge what they need or want. They do, however, know how to melt down scavenged metal to forge crude weapons and tools. Actions Multiattack : The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting. Longsword (One-Handed) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Longsword (Two-Handed) : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage if used with two hands. Spiked Chain : Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target is grappled, escape DC 11, if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can’t use the spiked chain against another target. Sting : Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Expansion":1,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Tlincalli","description":"Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day’s heat or the night’s cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves. Tlincallis stay in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. They also settle down temporarily whenever it’s time to lay eggs and hatch a new brood of young. These scorpion folk deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. The eggs are protected by hard shells coated in paralytic poison similar to that produced by their stingers. This poison leaves most would-be predators that dare to break an egg defenseless when the tlincalli parents come to investigate. Tlincallis eat what they kill, whether their hunt nets desert animals or a caravan, but when they have new mouths to feed, they are careful to take some of their prey alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the sun sets, the newly hatched young emerge from the lair to eat the captives alive. These predators see themselves as great hunters, and respect others with such skills. If a tlincalli encounters a more powerful hunter, such as a blue dragon, they carefully weigh whether to serve the superior hunter, move on, or fight to the death to remove it as competition. Tlincallis rarely build cities, make clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged metal to forge crude weapons, armor, and tools. Actions Multiattack. The tlincalli makes one Longsword or Spiked Chain attack and one Sting attack. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can’t use the spiked chain against another target. Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Tlincalli Chieftain","description":"The nomadic tlincallis are always led by a chieftain. This formidable creature is an exceptional hunter and warrior. The chieftain is nearly revered like a god by its subjects, and the sight of it doing well in combat rouses the tlincallis. Traits Legendary Resistance (1/Day). If the tlincalli fails a saving throw, it can choose to succeed instead. Actions Multiattack. The tlincalli makes one Glaive attack and one Sting attack. Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 7 (2d6) poison damage. Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 21 (6d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Battle Command. The tlincalli targets one ally it can see within 30 feet of it. If the target can see or hear the tlincalli, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Great Hunter's Inspiration (Recharge 5–6). When the tlincalli damages an enemy with a melee weapon attack, each creature of the tlincalli’s choice that is within 30 feet of it and can see it gain advantage on its next attack roll until the start of the tlincalli’s next turn. Legendary Actions The tlincalli can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tlincalli regains spent legendary actions at the start of its turn. Move. The tlincalli moves up to half its speed. Sting (Costs 2 Actions). The tlincalli makes a melee weapon attack. Glaive Slash (Costs 3 Actions). The tlincalli moves up to its speed in a straight line and targets each creature within 10 feet of it during its movement. Each target must succeed on a DC 16 Dexterity saving throw, taking 9 (1d10 + 4) slashing damage plus 7 (2d6) poison damage on a failed save.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Tlincalli Shaman","description":"Tlincalli shamans are druidic spellcasters that serve to support their tribe as they travel from one place to another. Shamans can create food and water, and can also cast spells to protect their tribe from both natural and unnatural elements. Elementalists. During combat, tlincalli shamans will typically cast spike growth first to slow down and weaken their foes before casting a wall of fire to divide and isolate them. It then finishes them off with erupting earth, Sirroco, and its melee attacks. Actions Multiattack. The tlincalli makes one Sting attack and uses Sirocco. Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage. Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sirocco. The tlincalli emits fiery winds and heated sand in a 20-foot cube originating from the tlincalli. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 13 (3d8) fire damage and is blinded until the start of the tlincalli’s next turn. On a successful save, a creature takes half as much damage and isn’t blinded. Spellcasting. The tlincalli is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks): At will: druidcraft, guidance, resistance 2/day each: earth tremor, erupting earth, spike growth 1/day each: conjure elemental (fire or earth), wall of fire","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Tlincalli Witch","description":"The devious tlincalli witch is a warlock that has made a pact with an archfiend or demon prince. In exchange for her soul, the tlincalli witch can bring famine, plagues, and rapacious vermin such as gnats, locusts, and rats on its enemies. Even worse, the tlincalli witch can implant eggs into an enemy's body. These eggs hatch into tiny parasitic bugs that will eat their host alive. Actions Multiattack. The tlincalli makes one Sting attack and uses Infest or Spellcasting. Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Infest. The tlincalli magically implants parasitic bug eggs on one creature it can see within 60 feet of it. The target must succeed on a DC 14 Constitution saving throw against disease. On a failed save, the eggs hatch and the parasitic bugs begin to eat the target from the inside out. Immediately on this turn and at the start of each of the target's turns, the target takes 3 (1d6) piercing damage plus 7 (2d6) necrotic damage and is poisoned. While poisoned, the target is incapacitated. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage and isn't poisoned. If an infested target is targeted by an effect that cures disease, dispels magic, or removes a curse, all the bugs infesting it wither away. Constructs, Elementals, and Undead are immune to this effect. Spellcasting. The tlincalli casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: alter self, false life, levitate (self only), minor illusion, silent image, speak with dead 1/day each: contagion, giant insect, insect plague, stinking cloud, vitriolic sphere","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Toad King","description":"This human-sized toad has an enormous head and expressive onyx eyes. His broad smile, accentuated by wrinkles and warts, complements his regal bearing and attire. King of Frogs. All amphibians respect the Toad King, but frogs and toads follow his orders. He lives among them in swampy areas and often adds his voice to their croaking choruses. Fairy-tale Nobility. Comporting himself with dignity, the Toad King enjoys pretending to be a prince or king cursed to take a toad’s form. He spins a grand tale about witches or fey enchanters and convinces listeners to undertake elaborate quests to break the curse. He is generous with castings of heroism to aid those who agree to do his bidding, but he often insists on casting geas to ensure compliance. The Toad King hints at rewards but tries not to promise anything specific. If he does guarantee a reward, he is obligated to make good on his promise if his pawns succeed. On the Cusp of Legend. The Toad King has not quite achieved status equivalent to other animal lords. However, he expects he will undergo apotheosis when he convinces a hero or group of heroes to complete a grand adventure on his behalf. The Toad King’s Quests The Toad King enjoys sending adventurers on elaborate quests to cure his “curse,” often spinning tales of his woeful plight wrought at the hands of evil fey or witches. Here are some example quests for particularly helpful adventurers: * Retrieve the warty nose of a green hag who lives deep in the swamp, then burn it in the remains of a yowler . The Toad King must inhale the rotten perfume. * Collect a dozen thornless roses from the cursed forest and sprinkle the petals in an ellipse around the Toad King at midnight on the night of a full moon. * Bathe a false gemstone from an arachnocrat in the molten saliva of a hoard drake , then place the glistening jewel on the Toad King’s forehead. * Obtain a gallon of water once inhabited by a crinaea . The water must be freely given and free of poison, and the Toad King must bathe in it for 24 hours. * Soak the feather of a lymarien in the tears of guardian naga. The Toad King must consume the tear-soaked feather before the next crescent moon. * Bring the Toad King a cloak of winter wolf fur held together by a clasp made from a haleshi’s clam. The clam must have been used by the haleshi at least once to magically transport itself and others. * The Toad King must consume a potion made of basilisk eyes, pixie dust, and holy water. The potion must be frozen by an ice bogie before consumption. * Weave a crown made of hair from a sea hag, an orphan of the black , and a mountain nymph , then place the crown on the Toad King’s head. * Coat an acorn in a paste made from ashes left in an ashen custodian’s wake and plant it in the soil of the Toad King’s home. The first seed the tree bears will cure the Toad King. Animal Lords While humanoids have vast pantheons and divine figures of every stripe, the animals of the world have much simpler forms of faith. Among each species there is always one paragon that embodies the animal spirit in a humanoid form, the better to speak to others and represent the animals in celestial councils. The animal lords first appear in the Creature Codex. Two additional animal lords are presented here: the Queen of Scorpions , an exiled animal lord who manipulates the mortal world through a complex network of thieves and spies from her desert home, and the Toad King, a burgeoning animal lord who seeks apotheosis by sending brave heroes on complex quests.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Tolf Toadlashes","description":"Tolf Toadlashes, Skirl Master of Wailing and Lord of the Battle Syrinx, is the Red Moon’s official minstrel and musician. He is a carillon fey from a sidereal realm of music and melody. Tolf left his home to pursue his obsession with something he calls “discordant arrangements,” though most others would refer to it as torture and murder. He uses his magic and music to support his fellow bandits and to cause as much misery among his foes as possible. Tolf is the unofficial quartermaster of the Red Moon gang and social director. He is hopelessly in love with Mimsy, but she doesn’t return his feelings and his adoration is beginning to turn to hatred. When not in combat, Tolf plays elaborate practical jokes, some of which are survivable by the targets of his mirth. TRAITS Magic Resistance. Tolf has advantage on saving throws against spells and other magical effects. Ventriloquism. Whenever Tolf speaks, he can choose a point in space within 60 feet of himself that he can see, and his voice emanates from that point. ACTIONS Multiattack. Tolf makes two Screaming Rapier or Shortbow attacks and uses Confusing Whispers. Screaming Rapier. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 1 piercing damage plus 9 (2d8) thunder damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 40/160 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. If the result of its saving throw is 5 or lower, the target falls unconscious for 1 minute, or until it takes damage, or until another creature uses an action to shake it awake. Confusing Whispers. Tolf can use his Ventriloquism to whisper disturbing truths into the ears of a foe within 60 feet that he can see. The creature must succeed on a DC 13 Wisdom saving throw or use its reaction to make one attack or cast a cantrip that deals damage against one of its allies. If no ally is within range of an attack or an appropriate spell, the creature attacks itself. Tormenting Fluting (Recharge 5–6). Tolf uses his pan flute to play music drawn from the heart of chaos. Each creature within 20 feet of a point in space that Tolf specifies must make a DC 13 Constitution saving throw. On a failed save, a creature takes 13 (3d8) necrotic damage and falls prone. On a successful save, a creature takes half as much damage and does not fall prone. BONUS ACTIONS Emboldening Cry. Tolf shouts encouraging words to an ally within 30 feet that he can see. If the chosen ally can hear Tolf, that creature can use its reaction to make one melee attack or to take the Disengage action.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fey","Alignment":"Chaotic Neutral","Expansion":25357,"Challenge Rating":4},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Tolian Siren","description":"Tolia is home to many intriguing yet deadly creatures. One of them is the Tolian siren, also known as the “bloody siren” by the common folk. These sirens lure sailors and sea workers into their trap using their beautiful, mind-controlling songs, only to devour them by drinking their blood and eating their flesh while their victims are still alive. Tolian sirens are half-bird and half-humanoid creatures that have a fish’s tail below the waist. Contrary to common belief, Tolian sirens are not beautiful creatures who have a female human’s body. There are sirens of every sex and some of them have the torsos of different creatures than that of a human. Tolian sirens are inhabitants of the shores of Tolia, mostly residing in the [Isles of Llanberg] and near Kanrath where they can lure people in their traps.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":24099,"Challenge Rating":4},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Tomb Tapper","description":"The Netherese arcanists who created these creatures called them “thaluud,” which means “faceless.” Wrought from the fusion of magic and elemental earth, each of these sexless, hairless warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman spellcasting creatures. Tomb tappers can dig through earth and rock with their claws or use their metal sledgehammers to shatter rock when needed. They absorb water through their skin and crush rock with their jaws to extract mineral sustenance. They can also digest iron from blood and marrow, if mineral-rich rock is unavailable. The Netherese sent the thaluud into the Underdark to exterminate their enemies, most notably the magic-devouring, funnel-shaped creatures known as phaerimm. Other creatures targeted by the thaluud include mind flayers, derro, drow, and duergar. Tomb tappers communicate with one another by means of a humming sound created by skin vibrations. Seekers of Magic. Tomb tappers received their colloquial name from their habit of burrowing into the depths to plunder tombs, temples, and caves in search of magic items, which they bear off. They usually try to seize magic from beings that they encounter. Magic is sacred to tomb tappers. They don’t use any magic items they acquire, instead choosing to protect and venerate such items. Tappers spend their long lives in the search for the source of all magic, which they believe to be hidden deep in the Underdark. They are in awe of earth elementals, believing that they come directly from this source, and are reluctant to attack them. Traits Petrified Death. A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it’s wearing or carrying is not transformed. Sense Magic. The tomb tapper senses magic within 30 feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead. Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall tunnel in its wake. Unusual Nature. The tomb tapper doesn’t require air or sleep Actions Multiattack. The tomb tapper makes two melee attacks with its sledgehammer or with its claws. If it hits the same creature with both claws, it can pull that creature within 5 feet of its mouth and make a bite attack against it. Bite. Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit: (3d10+6) slashing damage. Claw. Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit: (3d6+6) slashing damage. Sledgehammer. Melee Weapon Attack : +10 to hit, reach 15 ft., one target. Hit: (6d6+6) bludgeoning or force (attacker's choice) damage. Sledgehammer (Ranged). Ranged Weapon Attack : +10 to hit, reach 30/120 ft., one target. Hit: (6d6+6) bludgeoning or force (attacker's choice) damage. The hammer returns to the tomb tapper at the end of its turn, landing at the tomb tapper’s feet if it doesn’t have a hand free to catch the weapon.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"lawful neutral","Expansion":6331,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Tomb Tapper","description":"The Netherese arcanists who created these creatures called them “thaluud,” which means “faceless.” Wrought from the fusion of magic and elemental earth, each of these sexless, hairless warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman spellcasting creatures. Tomb tappers can dig through earth and rock with their claws or use their metal sledgehammers to shatter rock when needed. They absorb water through their skin and crush rock with their jaws to extract mineral sustenance. They can also digest iron from blood and marrow, if mineral-rich rock is unavailable. The Netherese sent the thaluud into the Underdark to exterminate their enemies, most notably the magic-devouring, funnel-shaped creatures known as phaerimm. Other creatures targeted by the thaluud include mind flayers, derro, drow, and duergar. Tomb tappers communicate with one another by means of a humming sound created by skin vibrations. Seekers of Magic. Tomb tappers received their colloquial name from their habit of burrowing into the depths to plunder tombs, temples, and caves in search of magic items, which they bear off. They usually try to seize magic from beings that they encounter. Magic is sacred to tomb tappers. They don’t use any magic items they acquire, instead choosing to protect and venerate such items. Tappers spend their long lives in the search for the source of all magic, which they believe to be hidden deep in the Underdark. They are in awe of earth elementals, believing that they come directly from this source, and are reluctant to attack them. Traits Petrified Death. A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it’s wearing or carrying is not transformed. Sense Magic. The tomb tapper senses magic within 30 feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead. Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall tunnel in its wake. Unusual Nature. The tomb tapper doesn’t require air or sleep. Actions Multiattack. The tomb tapper makes two melee attacks with its sledgehammer or with its claws. If it hits the same creature with both claws, it can pull that creature within 5 feet of its mouth and make a bite attack against it. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) slashing damage. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Sledgehammer. Melee or Ranged Weapon Attack: +10 to hit, reach 15 ft. or range 30/120 ft., one target. Hit: 27 (6d6 + 6) bludgeoning or force damage (tomb tapper’s choice). If thrown, the hammer returns to the tomb tapper at the end of its turn, landing at the tomb tapper’s feet if it doesn’t have a hand free to catch the weapon.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"lawful neutral","Expansion":27909,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Tomten","description":"Tomte The tomte are small fey that live among mortals (though they always keep themselves hidden). During the evenings they wake and tend to the chores their mortal companions have not completed. They are generally kind, if treated well—homesteaders know to leave out thimbles of mead or baked goods for them. Willing to Leave. If mistreated or abused, they will pack up, knock over a few chairs, and depart for a more appreciative family. They generally avoid combat but have been said to give the occasional thrashing to unruly or impolite house guests.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":3},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Topaz Dragon Wyrmling","description":"Sometimes the evening sun catches a topaz dragon just right, and I forget whom I'm talking to, thinking it's my dear Sardior, returned to me at last. -Fizban Topaz Dragons Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result. Gleaming Gold Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood. Embodiment of Decay While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction. Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey. Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally. Entropic Hoards Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios. A Topaz Dragon's Lair Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the interior chambers of their lairs meticulously dry. The challenge rating of a legendary topaz dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Cancellation. The dragon chooses an active spell of 5th level or lower that it's aware of in the lair and ends the spell. Negative Energy Infusion. Up to two creatures the dragon can see within the lair must each succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage. Negative energy then infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can't regain hit points. Regional Effects The region surrounding a legendary topaz dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of topaz gemstones, particularly underground. Negative Energy. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 15 Constitution saving throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect. Thriving Wildlife. Giant squid are attracted to the sea within 6 miles of the lair, migrating and hunting there in large numbers. Watery Sight. Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any body of water in that region. If the dragon dies, the population of giant squid in the region returns to normal levels over the course of 1d10 days. The existing abundance of crystals and topazes remains, but new ones form at a normal rate. Traits Amphibious. The dragon can breathe both air and water. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) necrotic damage. Desiccating Breath (Recharge 5–6). The dragon exhales yellowish necrotic energy in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 21 (6d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 12): 1/day: bane","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon (gem)","Alignment":"typically chaotic neutral","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Tophet","description":"An enormous bronze and iron statue filled with fire towers above the ring of chanting, frenzied worshipers. Tophets are used by worshipers of fire gods, who toss sacrifices into their flaming maws to incinerate them. A tophet has a large opening in the front where the flames can be seen; sometimes this is an enormous mouth, and at other times it is a large hole in the tophet’s belly. Horns and expressions of anger or wide‑mouthed laughter are common. Eager for Sacrifices. Among fire cultists, it’s widely known that when a tophet’s hands are raised above its mouth, it is demanding a sacrifice to roll down its palms and into its fiery maw. Heed Musical Commands. Flutes and drums can (sometimes) be used to control the actions of a tophet during sacrifices. They have the fortunate side effect of drowning out the cries and screams of living sacrifices. Magical Fires. The fires within a tophet’s bronze body are largely magical and fueled by sacrifices. They don’t require more than a symbolic amount of wood or coal to keep burning, but they do require sacrifices of food, cloth, and (eventually) living creatures to keep them under control. A tophet that is not granted a sacrifice when it demands one might go on a fiery rampage, burning down buildings, granaries, or barns until its hunger is satisfied. Constructed Nature. A tophet doesn’t require air, food, drink, or sleep. Traits Fiery Heart: A tophet’s inner fire can be ignited or doused at will. Its heat is such that all creatures have resistance to cold damage while within 30 feet of the tophet. Burning Belly: Creatures inside a tophet’s burning core take 21 (6d6) fire damage at the start of each of the tophet’s turns. Escaping from a tophet’s belly takes 10 feet of movement and a successful DC 16 Dexterity (Acrobatics) check. Actions Multiattack: A tophet makes two attacks, no more than one of which can be a gout of flame. Slam: Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 12 (1d10 + 7) bludgeoning damage. On hit, the target is also knocked inside the tophet’s burning belly if the attack scores a critical hit. Gout of Flame: The tophet targets a point within 100 feet of itself that it can see. All targets within 10 feet of that point take 22 (4d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Tor Linnorm","description":"Linnorm The powerful, serpentine beings known as linnorms might be related distantly to the more well-known dragons, but their draconic physiologies are where any such similarities end. Whereas true dragons boast incredible intellectual capabilities and far-reaching plans, linnorms are driven only by their insatiable hunger and desire to inflict cruelty on others. Linnorms are exceptionally difficult to outwit due to their strong wills, and it’s not wise to try bargaining with them—when faced with one of these legendary beasts, one’s best option is flight, pure and simple. Failing that, a noble death remains a viable back-up plan. Tor Linnorm Tor linnorms dwell in the tallest volcanic mountains, and their tempers can be as hot and destructive as the magma the creature resembles. Traits Creature of Primal Magic. The tor linnorm is constantly under the effects of freedom of movement . Curse of Boiling Blood. When a creature slays a tor linnorm, it must succeed on a DC 21 Wisdom saving throw or gain vulnerability to fire, and gain two permanent levels of exhaustion. This curse is treated as the spell bestow curse cast from a 9th level slot. Draconic Nature. The tor linnorm does not age, and magic can’t put the linnorm to sleep. Lava Affinity. The tor linnorm can breathe and swim freely while submerged in lava and magma. Legendary Resistance (3/Day). If the tor linnorm fails a saving throw, it can choose to succeed instead. Magic Resistance. The tor linnorm has advantage on saving throws against spells and other magical effects. Regeneration. The tor linnorm regains 15 hit points at the start of its turn. If the linnorm takes cold damage, this trait doesn’t function at the start of its next turn. The linnorm dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The tor linnorm makes four attacks: once with its bite, twice with its claws, and once with its tail. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (2d12+10) piercing damage plus 9 (2d8) fire damage, and the target must make a DC 20 Constitution saving throw, taking 14 (4d6) fire damage and gaining the poisoned condition on a failed save, or half as much damage and is not poisoned on a successful one. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 17 (3d4+10) bludgeoning damage. Ashen Breath (Recharge 5–6). The tor linnorm exhales flame and ash in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 70 (20d6) fire damage and becoming blinded for 1 minute on a failed save. Such a creature takes half as much damage and does not become blinded on a successful one. The area of the cone is filled with thick, scorching smoke that burns the lungs and eyes until the end of the linnorm’s next turn. Creatures that end their turn in the lingering ash cloud take 35 (10d6) fire damage and must succeed on a DC 22 Constitution saving throw or become blinded for 1 minute. Legendary Actions The tor linnorm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The tor linnorm regains spent legendary actions at the start of its turn. Detect. The tor linnorm makes a Wisdom (Perception) check. Tail Attack. The tor linnorm makes a tail attack. Stoke the Fires (Costs 2 Actions). The linnorm focuses its internal fire gland, allowing it to roll immediately to recharge its breath weapon.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":21},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Torch Mimic","description":"As the seemingly mundane torch is sparked, two drowsy eyes open, staring momentarily before it bursts into flames. Torch mimics were originally bred by a wizard who grew tired of carrying torches through dungeons and dark forests. Adventurers often discover them by accident, mistaking them for ordinary torches. Surprise Attackers. Torch mimics often lash out at those who dare hold them, biting their victims' hands with splinter-like teeth. Once dropped, torch mimics launch fiery blasts at their assailants in hopes of driving the creatures away. Familiar Shape. While torch mimics are not shapechangers, adventurers have taken to calling these creatures mimics because of their resemblance to torches—and because they lash out from a dormant state, surprising the unsuspecting adventurers. Reluctant Guides. Torch mimics have a basic understanding of Common, and some can even speak a few words or short sentences. Because of this, they can be reasoned with, and cunning adventurers have tricked, bribed, or convinced torch mimics to escort them through dungeons. False Appearance . While the torch mimic remains motionless, it is indistinguishable from an ordinary torch. Fiery Soul . The torch mimic can ignite or extinguish the fire that crowns its head as a bonus action. While ignited, the torch mimic sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Whenever a torch mimic is subjected to an effect that would extinguish its flames against its will, such as being submerged or in the area of the create or destroy water or gust of wind spells, the torch mimic must succeed on a DC 11 Constitution saving throw or fall unconscious until it takes damage or someone uses an action to wake it. If the effect is nonmagical, the torch mimic has advantage on the saving throw. Regeneration. The torch mimic regains 2 hp at the start of its turn. If the torch mimic takes cold damage, this trait doesn't function at the start of the torch mimic's next turn. The torch mimic dies only if it starts its turn with 0 hp and doesn't regenerate. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Fire Blast. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d4 + 2) fire damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"Neutral","Expansion":19901,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Tormenauk","description":"The tormenauk resembles a hulking ape with a dozen or more extra mouths randomly distributed around their body. Though their brute force is formidable enough, this Category 3 demon also inflicts raw psychic pain by screaming from their mouths in different voices—often using the agonized voices of souls the tormenauk has devoured. Traits Lethe. When the tormenauk’s soul count is 0, they have adv antage on attack rolls, disadvantage on saving throws, and their Intelligence score becomes 3 (−4). Additionally, the tormenauk must use their movement on each of their turns to move as close as possible to the nearest creature they can sense with their soulsight, and then if they are able, they must use their action to attack and attempt to kill that creature. The tormenauk can’t act with any other purpose until they add 1 to their soul count. Soul Devourer. When the tormenauk reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom saving throw. On a failed save, the tormenauk consumes the creature’s soul and adds 1 to the tormenauk’s soul count. A crea ture whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a wish spell. Actions Multiattack. The tormenauk makes two Slam attacks and one Many Maws attack. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is Large or smaller, they are grappled (escape DC 15), and they are restrained until the grapple ends. The tormenauk can grapple up to two targets at a time. Many Maws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target grappled by the tormenauk. Hit: 21 (3d10 + 5) piercing damage. Agony Wail (Costs 1 Soul). The tormenauk screeches, broadcasting a consumed soul’s lifelong pain. Each creature within 30 feet of the tormenauk who can hear them must make a DC 15 Wisdom saving throw, taking 35 (10d6) psychic damage on a failed save, or half as much damage on a success ful one. Creatures who knew the owner of the burned soul have disadvantage on the saving throw. Reactions Share Agony (Costs 1 Soul). When the tormenauk takes damage, they choose a creature they can see within 30 feet of them to share the pain. The target must make a DC 15 Wisdom saving throw, taking psychic damage equal to the triggering damage taken by the tormenauk on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon, Category 3)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Tormenauk","description":"Traits Lethe. When the tormenauk’s soul count is 0, they have adv­antage on attack rolls, disadvantage on saving throws, and their Intelligence score becomes 3 (−4). Additionally, the tormenauk must use their movement on each of their turns to move as close as possible to the nearest creature they can sense with their soulsight, and then if they are able, they must use their action to attack and attempt to kill that creature. The tormenauk can’t act with any other purpose until they add 1 to their soul count. Soul Devourer. When the tormenauk reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom saving throw. On a failed save, the tormenauk consumes the creature’s soul and adds 1 to the tormenauk’s soul count. A creature whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a w ish spell. Actions Multiattack. The tormenauk makes two Slam attacks and one Many Maws attack. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is Large or smaller, they are grappled (escape DC 15), and they are restrained until the grapple ends. The tormenauk can grapple up to two targets at a time. Many Maws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target grappled by the tormenauk. Hit: 21 (3d10 + 5) piercing damage. Agony Wail (Costs 1 Soul). The tormenauk screeches, broadcasting a consumed soul’s lifelong pain. Each creature within 30 feet of the tormenauk who can hear them must make a DC 15 Wisdom saving throw, taking 35 (10d6) psychic damage on a failed save, or half as much damage on a successful one. Creatures who knew the owner of the burned soul have disadvantage on the saving throw. Reactions Share Agony (Costs 1 Soul). When the tormenauk takes damage, they choose a creature they can see within 30 feet of them to share the pain. The target must make a DC 15 Wisdom saving throw, taking psychic damage equal to the triggering damage taken by the tormenauk on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon, Category 3)","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":8},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Tormented Qiqirn","description":"This strange dog is hairless except for the thick, dark fur that runs along its bony, ridged back. Arctic Legends. Oral histories of the north are rich with tales of the qiqirn. The tales say they are drawn to mankind’s warm hearths and homes and that the sounds of music and mirth enrage them. The stories note that qiqirn are jealous of dogs and that jealousy leads them to kill canines whenever they can. More than a few tales are told of qiqirn that have foolishly become trapped while trying to get at a settlement’s sled dogs. Most importantly, northern children are told that a qiqirn can be driven off by shouting its name at it. Afraid of Civilization. Feared as they are by northern communities, qiqirn fear those people in turn. When threatened by civilized folk, qiqirn are quick to flee. When this occurs, a qiqirn often returns by night to steal the food or livestock it was previously denied. When qiqirn attacks have driven an entire community to hunt it, the monster leaves the region for easier hunting grounds. Spirit Dog. A qiqirn’s fear of civilization is built on the basis of self-preservation. The qiqirn is an unwilling conduit for souls of the damned that aren’t strong enough to travel to the afterlife. These spirits steadily torment the qiqirn, causing it pain and infusing it with necrotic power as they seek their own respite. As the qiqirn spends more time around civilization, it accrues more damned souls. Much as a fiend transforms to higher forms as it devours souls, a qiqirn that lives long enough or spends enough time around civilization undergoes a painful transformation from its constant contact with the growing number of tormented souls. These qiqirn seek to destroy all they encounter, sharing their pain with others. Scholars speculate the power of the spirits would eventually kill the tormented qiqirn if the creature lost the ability to offload the pain coursing from the other side of the veil. Curing a Qiqirn Qiqirn live in remote arctic regions to avoid excessive contact with humanoids, but they can’t resist warm hearths and the easy prey in livestock pens. No matter how much a qiqirn tries to avoid civilization, eventually it accrues enough souls and becomes a tormented qiqirn. Though qiqirn can never be freed of the quirk that draws damned souls to them, they can be freed of the souls burdening them by putting those souls to rest. Ankou , in particular, are adept at releasing the qiqirn of its burden of souls, and ankou soul heralds often assign soul seekers to areas inhabited by qiqirn to ensure the souls get the proper respite and that the qiqirn doesn’t become tormented. A tormented qiqirn can be freed of its burden of souls only by an ankou soul herald or a wish spell. If freed of its burden, a tormented qiqirn shrinks back into its standard form.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Tormented Seeker","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":29375,"Challenge Rating":6},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Tormentor","description":"The Tormentor handles like a dune buggy and is designed for raiding and scouting. Bladed iron wheels drive the vehicle forward.","properties":{"Category":"Monsters","Size":"Huge vehicle","Type":"3,000 lb.","Expansion":4414},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Tormentor","description":"The Tormentor handles like a dune buggy and is designed for raiding and scouting. Bladed iron wheels drive the vehicle forward. Traits Crushing Wheels. The Tormentor can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage. This trait can’t be used against a particular creature more than once each turn. Prone Deficiency. If the Tormentor rolls over and falls prone, it can’t right itself and is incapacitated until flipped upright. Magic Weapons. The Tormentor’s weapon attacks are magical. Raking Scythes. When the Tormentor moves within 5 feet of a creature that isn’t prone or another vehicle for the first time on a turn, it can rake the creature or vehicle with its protruding blades for 13 (2d10 + 2) slashing damage. A creature moves out of the way and takes no damage if it succeeds on a DC 13 Dexterity saving throw. A vehicle moves out of the way and takes no damage if its driver succeeds on the saving throw. Action Stations Helm (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the Tormentor. Harpoon Flinger (Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Reactions Juke. If the Tormentor is able to move, the driver can use its reaction to grant the Tormentor advantage on a Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Huge","Type":"vehicle (3,000 lb.)"},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Torogar Steelfist","description":"Arkhan the Cruel's minotaur bodyguard.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Torogar Steelfist","description":"Traits Goring Rush. Immediately after using the Dash action, Torogar can make one melee attack with his horns. Labyrinthine Recall. Torogar can perfectly recall any path he has traveled. Rage (Recharges after a Short or Long Rest). As a bonus action, Torogar can enter a rage that lasts for 1 minute. The rage ends early if Torogar is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature or taken damage since his last turn. While raging, Torogar gains the following benefits: He has advantage on Strength checks and Strength saving throws. He deals an extra 3 damage when he hits a target with a melee weapon attack. He has resistance to bludgeoning, piercing, and slashing damage. Special Equipment. Torogar wears gauntlets of flaming fury and a belt of fire giant strength . Without the belt, his Strength is 21. He also carries a soul coin . Actions Multiattack. Torogar makes three attacks: two with his scimitars and one with his horns. Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage, or 17 (2d6 + 10) slashing damage while raging, plus 3 (1d6) fire damage from the gauntlets of flaming fury . Horns. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage, or 19 (2d8 + 10) piercing damage while raging.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Torosaurus","description":"The triceratops is a stubborn and ill-tempered herbivore. They travel in grazing herds to better protect themselves and their young from predators—both other dinosaurs and the humanoids who hunt them. Though many a culture has tried to domesticate the triceratops, none were known to succeed. The beast is simply too unruly. The torosaurus is a larger and more aggressive variety of triceratops. Other variations of these creatures are said to exist deep in the Underworld: a five-horned monster known as a pentaceratops, a gargantuan beast known in legend as the titanoceratops, and the god-like creature known as the certopos eterna.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":8},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Tortle","description":"Tortles are omnivorous, turtle-like humanoids with shells that cover most of their bodies. Tortles have a saying: “We wear our homes on our backs.” Consequently, tortles feel little need to stay put for long. An adult tortle stands about 6 feet tall and weighs between 450 and 500 pounds. Males and females are nearly identical in size and appearance. Temporary Towns. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don’t regard these settlements as places worth defending with their lives, and they abandon a settlement when it no longer serves their needs. A Life of Wandering. Most tortles like to see how other creatures live and discover new customs. The urge to procreate doesn’t kick in until the end of a tortle’s life, and a tortle can spend decades away from its native land without feeling homesick. Tortles view the world as a place of everyday wonder. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. Traits Hold Breath. The tortle can hold its breath for 1 hour. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage. Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action⁠ it can take is a bonus action⁠ to emerge.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Tortle)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Good","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Tortle","description":"The generic tortle stat block here represents a warrior, especially the sort who travels far and wide. Tortles Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for long. Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family. Traits Hold Breath. The tortle can hold its breath for 1 hour. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands in melee. Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage. Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Tortle Druid","description":"Tortles are omnivorous, turtle-like humanoids with shells that cover most of their bodies. Tortles have a saying: “We wear our homes on our backs.” Consequently, tortles feel little need to stay put for long. An adult tortle stands about 6 feet tall and weighs between 450 and 500 pounds. Males and females are nearly identical in size and appearance. Temporary Towns. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don’t regard these settlements as places worth defending with their lives, and they abandon a settlement when it no longer serves their needs. A Life of Wandering. Most tortles like to see how other creatures live and discover new customs. The urge to procreate doesn’t kick in until the end of a tortle’s life, and a tortle can spend decades away from its native land without feeling homesick. Tortles view the world as a place of everyday wonder. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. Traits Hold Breath. The tortle can hold its breath for 1 hour. Spellcasting. The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, guidance, produce flame 1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave 2nd level (3 slots): darkvision, hold person Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action⁠ it can take is a bonus action⁠ to emerge.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Tortle)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Neutral","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Tortle Druid","description":"Many tortles view the world as a place of wonder. They live for the chance to hear a soft wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the world around them. Tortles Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for long. Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family. Traits Hold Breath. The tortle can hold its breath for 1 hour. Actions Multiattack. The tortle makes four Claw attacks or two Nature’s Wrath attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Nature’s Wrath. Ranged Spell Attack: +4 to hit, range 90 ft., one target. Hit: 9 (2d6 + 2) damage of a type chosen by the tortle: cold, fire, lightning, or thunder. Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge. Spellcasting. The tortle casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12): At will: druidcraft , guidance 2/day each: cure wounds , hold person , speak with animals , thunderwave","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Tortle Monk","description":"Most tortles are warriors and druids. But a few manage to become monks, scouts, and witch doctors. Traits Hold Breath. The tortle can hold its breath for 1 hour. Stunning Strike (5/Day). Once per turn, when the tortle hits a creature with a melee weapon attack, it can force the creature to make a DC 12 Constitution saving throw or be stunned until the end of the creature's next turn. Actions Multiattack. The tortle makes three melee attacks, two which must be Unarmed Strike attacks. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Tortle)","Alignment":"Any Non-Chaotic","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Tortle Scout","description":"Most tortles are warriors and druids. But a few manage to become monks, scouts, and witch doctors. Traits Hold Breath. The tortle can hold its breath for 1 hour. Sneak Attack (1/Turn). The tortle deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the tortle that isn't incapacitated and the tortle doesn't have disadvantage on the attack roll. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge. Bonus Actions Cunning Action. The tortle takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Tortle)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Tortle Witch Doctor","description":"Most tortles are warriors and druids. But a few manage to become monks, scouts, and witch doctors. Traits Hold Breath. The tortle can hold its breath for 1 hour. Actions Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands, plus 10 (3d6) necrotic damage. Cursed Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 16 (3d8 + 3) psychic damage, and the target has disadvantage on attack rolls, ability checks, and saving throws until the end of the tortle’s next turn. Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge. Spellcasting. The tortle casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13): At will: guidance, resistance, thaumaturgy 3/day each: blindness/deafness, cure wounds 1/day: banishment, bestow curse, revivify, spirit guardians","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Tortle)","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Tortoise","description":"The tortoise is a reptile with a thick shell on its back that grants it superior armor at the expense of speed. The tortoise is a popular familiar among abjurers, dragonborn, and lizardfolk wizards, despite its ponderous movement.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"unaligned","Challenge Rating":0},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tosculi, Drone","description":"The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages. Those few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own. Tosculi Drone Tosculi drones are the workers of the tosculi hive; the smallest, weakest, least intelligent, and most abundant of the wasp folk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs. A drone stands between 3 and 4 feet tall, and weighs around 50 lb. They have only vestigial wings, so they can glide but not truly fly. One-Way Scouts. Drones function primarily as menial workers but, during time of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows (thanks to the hive-queen), a drone doesn’t need to survive its scouting mission to deliver useful information. Traits Gliding Wings. The tosculi drone can use its wings to slowly descend when falling (as if under the effect of the feather fall spell). It can move up to 5 feet horizontally for every foot it falls. The tosculi drone can’t gain height with these wings alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther. Skittering: Up to 2 tosculli can share the same space at a time. The tosculi has advantage on melee attack rolls while sharing its space with another tosculi that isn't incapacitated. Actions Claws. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Lawful Evil","Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Tosculi, Elite Bow Raider","description":"The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages. Those few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own. Tosculi Elite Bow Raider Tosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red, streaked with dark crimson veins. Elite bow raiders also tower over common tosculi—they stand over 5 feet tall and weigh 130 lb. Warband Leaders. Elite bow raiders lead larger raiding parties of warriors and drones to gather slaves and sacrifices. As rare and prized members of the hive, a bow raider’s life is never thrown away like drones’ or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their hive-queen, both within the hive and on those rare occasions when the queen ventures outside. Traits Deadly Precision: The tosculi elite bow raider’s ranged attacks do an extra 9 (2d8) damage (included below). Evasive: Ranged weapon attacks against the tosculi elite bow raider have disadvantage. Keen Smell: The tosculi elite bow raider has advantage on Wisdom (Perception) checks that rely on smell. Skirmisher: The tosculi elite bow raider can Dash as a bonus action. Actions Multiattack: The tosculi elite bow raider makes two longbow attacks or two claws attacks. Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Longbow: Ranged Weapon Attack : +7 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tosculi)","Source":"Tome of Beasts","Alignment":"Lawful Evil","Expansion":3,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Tosculi, Hive-Queen","description":"The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages. Those few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own. Tosculi Hive-Queen This humanoid wasp’s gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her crackles with arcane energy. Center of the Hive. The hive-queen is the nerve center of a tosculi hive-city, simultaneously one of a hive’s greatest strengths and weaknesses. The hive-queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through the hive mind, the psychic web that links all tosculi within a hive. Deadly Inheritance. A hive-queen typically has several immature daughters as her potential heirs at any given time. When she nears the end of her life, the hive-queen selects the most promising of her heirs and feeds her a special concoction. This speeds the heir’s maturation and makes her ready to become a full-fledged hive-queen. The daughter’s first action upon assuming power and control over the hive-city is to devour her mother and all her sisters. Hive Chaos. If a hive-queen dies with no heir to anchor the hive mind, the city plunges into chaos. Tosculi bereft of the hive-mind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen’s daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed. A Tosculi Hive-Queen's Lair Hive-queens make their lairs in the most protected part of the hive. Huge corridors lead to this point, so all tosculi can reach their queen as quickly as possible. This is also the place where tosculi eggs hatch, making it a critical location for the survival of the hive. A tosculi hive-queen encountered in her lair has a challenge rating of 13 (10,000 XP), but nothing else in her stat block changes. Lair Actions On initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects: The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points. A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can’t move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). The tosculi hive-queen can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row. Regional Effects The region containing a tosculi hive-queen’s lair is warped by the creature’s presence, which creates one or more of the following effects: 1. Intelligent creatures within 6 miles suffer frequent headaches. It’s as if they had a constant buzzing inside their heads. 2. Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait: Blood Frenzy. The beast has advantage on melee attack rolls against a creature that doesn’t have all its hit points. If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days. Traits Legendary Resistance (3/Day): If the hive-queen fails a saving throw, it can choose to succeed instead. Hive Mind: The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive. Actions Multiattack: The hive-queen makes four scimitar attacks. Scimitar: Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 14 (2d6 + 7) slashing damage. Stinger: Melee Weapon Attack : +11 to hit, reach 5 ft., one creature. Hit : 10 (1d6 + 7) piercing damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Glitter Dust: The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Implant Egg: The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Flight: The hive-queen flies up to half its flying speed. Stinger Attack: The hive-queen makes one stinger attack. Glitter Dust (Costs 2 Actions): The hive-queen uses Glitter Dust.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Lawful Evil","Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Tosculi, Jeweled Drone","description":"A wasp-like humanoid flits on humming wings. Its carapace gleams with bright jewel tones, flashing brilliantly in the light. In tosculi hive cities, powerful queens reign supreme, but even they have difficulty managing an entire swarm on their own. To extend their reach and authority, they rely on jeweled drones. More intelligent than most other tosculi, jeweled drones oversee individual aspects of the swarm and hive, managing the efficient order that constrains tosculi life. The jeweled drones produce powerful pheromones that help extend their authority and that also serve to forge nearby tosculi into a precise and deadly fighting force. Queen's Attendants. Jeweled drones are closest to the hive queens in both authority and physical proximity. They serve as advisors to the queen, bringing her news and information from all corners of the hive. It's not uncommon for queens to choose consorts from among the ranks of jeweled drones as well. Such favored wasp folk enjoy unparalleled influence, until the queen tires of and devours them.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (tosculi)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Tosculi, Warrior","description":"The tosculi are a race of wasp-folk that share the Golden Song of the hive, which unites them under the command and iron rule of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places—quick to turn to banditry, cattle theft, and raiding against small villages. Those few tosculi who do not hear their queen’s Golden Song are the Hiveless, driven out of the embrace of the hive to attempt survive on their own. Tosculi Warrior Tosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands from higher up in the hive mind. They are entirely subservient to the hive-queen’s orders, but if ordered to act independently or to follow their own best judgment, they’re capable of doing so. Warriors are almost never encountered without drones, and tower over them. They stand 4 to 5 feet tall and weigh up to 70 pounds. Host Finders. The warriors’ most important role in the hive, however, is procuring live hosts for tosculi eggs to hatch in. Creatures paralyzed by warriors are brought to the queen’s chamber to have eggs implanted in them. An egg hatches in 1d6 weeks, and the ravenous larva devours its still-living (but mercifully unconscious) host Traits Skittering: Up to two tosculi can share the same space at one time. The tosculi has advantage on attack rolls while sharing its space with another tosculi that isn’t incapacitated. Actions Multiattack: The tosculi warrior makes one bite attack, one claws attack, and one stinger attack. Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage. Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. Stinger: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage. The target must succeed on a DC 13 Constitution saving throw against poison or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Prepare Host: Melee Weapon Attack : +7 to hit, reach 5 ft., one paralyzed creature. Hit: 10 (2d4 + 5) piercing damage. The target is paralyzed for 8 hours. The paralysis can be ended with a successful DC 20 Wisdom - Medicine - check or by a spell or magical effect that cures disease. Because only paralyzed creatures can be targeted, a hit by this attack is automatically a critical hit; bonus damage is included in the damage listing.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Lawful Evil","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Totenmaske","description":"Consumed by the same lusts and excesses that led them in life, the souls of some sinners rise as totenmaskes, spindly humanoids with mouldering flesh, taloned hands, and rotting heads that are mostly mouth. Risen to unlife they drink the flesh and memories of living creatures and even step into their lives to once more pursue their base desires. Incapable of resuming their sinful pursuits in their natural form, totenmaskes often keep their victims alive for as long as possible, renewing their stolen identities regularly in order to continue indulging in pleasures of the flesh. 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Once noble protectors of the city, they are now controlled by the will of the Haze. They have the following additional traits, which give the dragon a challenge rating of 10: Senses truesight 120 ft. Damage Resistances poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Constructed Nature. The dragon doesn’t require air, food, drink, or sleep. False Appearance. While the dragon remains motionless, it is indistinguishable from an inanimate bronze statue. Faultless Tracker. The creature(s) that caused the dragon to animate becomes its quarry. The dragon knows the direction and distance to its quarry as long the quarry remains within Drakkenheim or until the dragon is destroyed. Immutable Form. The dragon is immune to any spell or effect that would alter its form. Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Magic Weapons. The dragon’s weapon attacks are magical. Rejuvenation. If the tower dragon is destroyed, it regains all its hit points in 1 hour unless a disintegrate spell is cast on its remains.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"Lawful Good","Expansion":21300,"Challenge Rating":10},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Tower Hand","description":"For centuries, the Tower of the Heavens has been stewarded by dutiful folk who practice two distinct traditions. Tower Hand Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few worldly possessions. Traits Unarmored Defense. While the tower hand is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The tower hand makes two Unarmed Strike attacks, two Dart attacks, or one of each. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Dart. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Reactions Deflect Missile. In response to being hit by a ranged weapon attack, the tower hand deflects the missile. The damage it takes from the attack is reduced by 7 (1d10 + 2).","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":31434,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Tower Sage","description":"For centuries, the Tower of the Heavens has been stewarded by dutiful folk who practice two distinct traditions. Tower Sage Tower sages are mages who study astrology and support the leader of the Tower of the Heavens, the elder sage, in divining the future. When tower sages are initiated, their arms are tattooed with magical ink that designates their status in the hierarchy. Pupil sages have simple designs patterned after individual stars and minor constellations, while the elder sage’s arms depict a plethora of constellations, moons, and suns. When the elder sage dies, the arm tattoos of the elder’s chosen successor magically shift into the patterns of an elder sage. Tower sages are the only folk capable of reading the Books of Prophecy, an ancient set of tomes that hint at future events of grand significance. Actions Multiattack. The tower sage makes two Arcane Burst attacks and can use Starry Radiance if available. Arcane Burst. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one target. Hit: 8 (1d10 + 3) radiant damage. Starry Radiance (Recharge 5–6). Dazzling light bursts from the tower sage’s fingertips in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or have the blinded condition until the end of the tower sage’s next turn. Spellcasting. The tower sage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13): At will: Dancing Lights , Mage Hand , Presti digitation 1/day each: Arcane Lock , Burning Hands , Comprehend Languages , Detect Magic , Levitate , Mage Armor","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":31434,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Town Guardsman","description":"ACTIONS Weapon Strike. Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8 + 1) piercing damage (spear, two-handed), or 4 (1d6 + 1) piercing damage (shortsword), or 5 (1d8 + 1) bludgeoning damage (quarterstaff, two-handed).","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"any alignment","Expansion":18098,"Challenge Rating":0},"publisher":"Goodman Games","book":"The Fey Sisters' Fate (FEF 2)"},{"name":"Toxic Eradicator","description":"Created as a living bio-weapon by jagladine scientists, the aptly named toxic eradicator was initially developed to purge the unsuccessful or dangerous results of jagladine tampering and experimentation. The toxic eradicator was designed with just enough intelligence to slavishly obey its masters but with more than enough cunning to make it a relentless hunter of its victims. The main inbuilt limitation of the toxic eradicator is that its only attack vector is poison. Any creature which is immune to poison is completely safe from a toxic eradicator’s attack, a fact that the toxic eradicator has been bred to recognize. Genetically programmed to kill, a toxic eradicator focuses its attacks on a single opponent and only retreats if all of its remaining foes are seemingly immune to its poison. In combat, it uses its pinpoint poisoner ability against a foe that it sees performing certain actions, such as drinking something, reading a scroll, or casting a spell, and afterwards seems immune to its attacks. Without orders to follow, a toxic eradicator usually finds an indoor or underground area, ideally one with small cracks or vents that it can use to move through and lurks there waiting for more victims. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyIndent, li.BodyCopyIndent, div.BodyCopyIndent {mso-style-name:\"Body Copy Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Indent Char\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-GB;}span.BodyCopyIndentChar {mso-style-name:\"Body Copy Indent Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Indent\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"neutral evil","Expansion":32483,"Challenge Rating":9},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Toximancer","description":"A toximancer spends most of its life studying and mastering the volatile properties of acid and toxins. This knowledge enables a toximancer to channel and shape these highly dangerous chemicals with ease. Because of its constant exposure to it throughout its life, a toximancer becomes naturally resistant to acid and poisons. An encounter with a toximancer can quickly turn deadly. Actions Multiattack. The toximancer uses Vile Strike twice. Vile Strike. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 (1d8) acid damage and 4 (1d8) poison damage and the target is poisoned until the end of the toximancer's next turn. Vitriolic Rain (Recharge 5–6). Acid rains down on a 30-foot-radius, 30-foot-high cylinder centered on a point the toximancer can see within 120 feet of it. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 17 (5d6) acid damage and another 7 (2d6) acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. Spellcasting. The toximancer casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: acid splash (2d6), dancing lights, mage hand, prestidigitation 2/day each: acid arrow (4th level), grease, stinking cloud 1/day each: cloudkill, mage armor Reactions Noxious Spray (3/Day). When a creature moves within 10 feet of the toximancer, the toximancer magically sprays it with nocuous vapors. Unless the creature is immune to poison, the creature takes 5 (1d10) poison damage and must make a DC 13 Constitution saving throw or be incapacitated until the end of the toximancer's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Toy Automaton","description":"Constructs exist across the multiverse in all shapes and sizes, and even the fearsome iron golem has a handy, compact form. Creating, controlling, and housing a full-sized construct is a laborious and expensive task, one of the driving reasons behind the creation of the toy automaton. These resilient little creatures make perfect familiars for casters who often find themselves in the middle of explosions or can’t handle the daily responsibility of feeding a living creature. Traits Fire Absorption. Whenever the automaton is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Immutable Form. The automaton is immune to any spell or effect that would alter its form. Magic Resistance. The automaton has advantage on saving throws against spells and other magical effects. Actions Slam . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. Poison Breath (1/Day) . The automaton exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Construct","Alignment":"Unaligned","Expansion":21760,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Trader","description":"Carrying a pack full of odds and ends, the trader is always ready to buy or sell whatever it finds in its travels. Traveling Merchant. Traders enjoy experiencing new locales, collecting unique objects, and sharing those objects with people they meet—for a price, of course. As constant travelers and naturally curious people, traders are also adept at patching up, repairing, and tinkering with objects. As they wander from community to community, they earn their keep by repairing small objects or selling the trinkets and curios they find or buy.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Trandil","description":"Trandil the Ironthrall Trandil is a Lutan clan magician who has spent most of their life searching for ever greater power. To other magicians they are known as a dreamer and their fascination with the primal world, and with Mirgal, alienated them from many of their peers. Recently their dreams became even more vivid. They wandered away, convinced they might find a powerful artifact. Instead, they were ambushed by the Ironwood Witches and transformed into an ironthrall. They returned to their village with a tale of great treasure, enough to sway the raiders there to take to the sea towards Fallegur, the home village of the Örn. They are fully a pawn of the Witchking and do not care if they die in service to their grim master. Roleplaying Trandil Asleep. Trandil speaks in murmurs, most of their consciousness has already faded. They are a hollowed vessel, only a reflection of the person they used to be.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Chaotic Neutral","Expansion":25792,"Challenge Rating":7},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Transcendent Lunarchidna","description":"A four-armed, four-legged creature in the vague shape of a human but seemingly made of fine spider-silk moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon. Made in Corrupt Forests. Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest gathering other webs until it collects enough silk to form a faceless humanoid body with four legs and four arms. Hatred of Elves. Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. Cyclical Power. The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table. Moon Phase Statistics Daytime, new, or crescent Lesser lunarchidna Quarter or half moon Greater lunarchidna Gibbous or full moon Transcendent lunarchidna Actions Multiattack. The lunarchidna makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6+3) necrotic damage. On a hit, the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4+3) slashing damage. Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit, reach 30/60 ft., one creature. On a hit, the target is restrained by webbing. As an action the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Lunar Beam (Recharge 5-6). The lunarchidna flashes a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":16,"Challenge Rating":6},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Transcendent Lunarchidna","description":"A four-armed, four-legged creature in the vague shape of a human—but seemingly made of fine spider silk—moves down a tree, slowly chanting the incantation of a spell in the pale light of the full moon. Made in Corrupt Forests. Lunarchidnas are beings of moonlight and spider silk created in forests permeated by residual dark magic. When this magic coalesces on a spider web touched by the light of a full moon, the web animates. The web gains life and flies through the forest, gathering other webs until it collects enough silk to form a faceless, humanoid body, with four legs and four arms. Hatred of Elves. Lunarchidnas hate elves and love to make the creatures suffer. They poison water sources, set fire to villages, and bait monsters into stampeding through elf communities. These aberrations especially enjoy stealing away elf children to use as bait to trap the adults that come to the rescue. Cyclical Power. The lunarchidna’s power is tied to the moon. When the skies are dark during a new moon, the lunarchidna becomes more shadow than living web. Its mental ability dulls, and it becomes barely more than a savage animal. When a full moon brightens the night, however, the lunarchidna becomes a conduit of lunar light and can channel that power through its body. Using its heightened intellect, it makes plans, writes notes, and plots from the safety of the trees where it makes its home. In the intermittent phases of the moon, the lunarchidna is a more than capable hunter, trapping and devouring prey it encounters while retaining enough knowledge of its plans and magic to further its goals in minor ways. The lunarchidna’s statistics change cyclically as shown on the Lunarchidna Moon Phase table. Lunarchidna Moon Phase MOON PHASE STATISTICS Daytime, new, or crescent moon Lesser lunarchidna Quarter or half moon Greater lunarchidna Gibbous or full moon Transcendent lunarchidna","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Transcendent Order Conduit","description":"Members of the Transcendent Order train to act without thinking, eliminating thought behind action. Conduits react with the cadence of the multiverse. Their sharp reflexes border on precognition, allowing them to unconsciously act before their foes. Traits Instinctive Reflexes. The conduit has advantage on initiative rolls, and it can’t have disadvantage on attack rolls. Unarmored Defense. While the conduit is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The conduit makes three Unarmed Strike attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, the conduit can choose one of the following additional effects (up to once per turn each): Incapacitate. The target must succeed on a DC 15 Constitution saving throw or have the incapacitated condition until the end of the conduit’s next turn. Push. The target is pushed up to 10 feet horizontally away from the conduit. Reactions The conduit can take up to three reactions per round but only one per turn. Deflect Attack. In response to being hit by an attack roll, the conduit partially deflects the blow. The damage the conduit takes from the attack is reduced by 1d10. Don’t Be There. When the conduit must make a saving throw, it can move up to half its speed without provoking opportunity attacks. If its new position moves it out of range or otherwise makes it impossible to target by the effect, the conduit avoids the effect entirely.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Transcendent Order Instinct","description":"Elite martial artists, instincts have learned to fight unburdened by thought, deflecting the blows of their enemies in rapid succession. Traits Unarmored Defense. While the instinct is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The instinct makes three Unarmed Strike attacks. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Reactions The instinct can take up to three reactions per round but only one per turn. Deflect Blow. In response to being hit by a melee attack roll, the instinct partially deflects the blow. The damage the instinct takes from the attack is reduced by 1d6.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"humanoid","Alignment":"any alignment","Expansion":26427,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Transmuter","description":"Transmuters are specialist wizards who embrace change, rail against the status quo, and view magical transmutation as a path to riches, enlightenment, or apotheosis. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a Cranium Rat, a crawling claw, a gazer, an imp, a pseudodragon, or a quasit. Traits Spellcasting : The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared: • Cantrips (at will): light, mending, prestidigitation, ray of frost • 1st level (4 slots): chromatic orb, expeditious retreat^, mage armor • 2nd level (3 slots): alter self^,hold person, knock^ • 3rd level (3 slots): blink^, fireball, slow^ • 4th level (3 slots): polymorph^, stoneskin • 5th level (1 slot): telekinesis^ ^ Transmutation spell of 1st level or higher Transmuter’s Stone : The transmuter carries a magic stone it crafted that grants its bearer one of the following effects: • Darkvision out to a range of 60 feet • An extra 10 feet of speed while the bearer is unencumbered • Proficiency with Constitution saving throws • Resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever the transmuter chooses this benefit) • If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone. Actions Chromatic Orb : Ranged Spell Attack: +6 to hit, range 90 ft., one creature. Hit: 13 (3d8) acid, cold, fire, lightning, poison, or thunder chosen by the transmuter when the spell is cast. Quarterstaff (One-Handed) : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage. Quarterstaff (Two-Handed) : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage if used with two hands. Ray of Frost : Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 9 (2d8) cold damage and the target's speed is reduced by 10 feet until the start of the transmuter's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Transmuter","description":"Transmuters are specialist wizards who embrace change, rail against the status quo, and view magical transmutation as a path to riches, enlightenment, or apotheosis. Traits Spellcasting . The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared: Cantrips (at will): light, mending, prestidigitation, ray of frost 1st level (4 slots): chromatic orb, expeditious retreat*, mage armor 2nd level (3 slots): alter self*, hold person, knock* 3rd level (3 slots): blink*, fireball, slow* 4th level (3 slots): polymorph*, stoneskin 5th level (1 slot): telekinesis* *Transmutation spell of 1st level or higher Transmuter's Stone . The transmuter carries a magic stone it crafted that grants its bearer one of the following effects: Darkvision out to a range of 60 feet An extra 10 feet of speed while the bearer is unencumbered Proficiency with Constitution saving throws Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit) If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone. Actions Quarterstaff (One-handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6-1) bludgeoning damage. Quarterstaff (Two-handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d8-1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any","Expansion":7386,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Transmuter Wizard","description":"Transmuters are masters at transforming physical forms. They typically view magical transmutation as a path to riches, enlightenment, or apotheosis. Wizards Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells. Traits Transmuter’s Stone. The transmuter carries a magic stone it crafted. The stone grants it one of the following benefits while bearing the stone; the transmuter chooses the benefit at the end of each long rest: Darkvision. The transmuter has darkvision out to a range of 60 feet. Resilience. The transmuter has proficiency in Constitution saving throws. Resistance. The transmuter has resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever choosing this benefit). Speed. The transmuter’s walking speed is increased by 10 feet. Actions Multiattack. The transmuter makes three Arcane Burst attacks. Arcane Burst. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) acid damage. Spellcasting. The transmuter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14): At will: light , message , prestidigitation 2/day each: fireball , hold person , knock , mage armor , polymorph , slow 1/day: telekinesis Bonus Actions Transmute (Recharge 4–6). The transmuter casts alter self or changes the benefit of Transmuter’s Stone if bearing the stone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Trap-Conjured Earth Elemental","description":"A 3’ tall, vaguely humanoid shape of stone appears with the sound of grinding stones next to you, swinging its oversized fists as it attacks. TRAITS Earth Glide : The elemental can move through stone, dirt, or any other sort of rock (except metal) with no penalty to speed. ACTIONS Multiattack : The elemental makes two fist attacks. Fist : Melee Weapon Attack : +4 to hit, reach 5’, one target. Hit : 5 (1d6+2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental (earth)","Alignment":"neutral","Expansion":17402,"Challenge Rating":2},"publisher":"Goodman Games","book":"Glitterdoom (FEF 1)"},{"name":"Trapdoor Ogre Spider","description":"Spider Giant spiders are feared by many, and those that dwell in the Stolen Lands are certainly adept at giving adventurers new things to fear beyond being merely poisoned or caught in a sticky web. Trapdoor Ogre Spider In the easternmost plains of the Stolen Lands, giant trapdoor spiders grow particularly large to become behemoths capable of snatching mammoths for meals. Traits Eerie Flexibility. A trapdoor ogre spider can move through any space large enough for a Large creature. Trapdoor Lunge. If the spider surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. The spider can then move up to its speed. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) piercing damage and the target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Trapper","description":"Trappers know when prey draws near, so explore ruins and dungeons with equal wariness. For dumb beasts, they know very well what treasure is, what treasure chests are, and how these lure the likes of us. —Volo A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it. Versatile Camouflage. A trapper can alter the color and texture of its outer side to match its surroundings. It can blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can’t change its texture to that of a grassy or snow-covered surface, but it can change its color to match and then conceal itself under a thin layer of vegetation or actual snow. Stationary Hunters. A trapper needs to eat about a halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well-traveled dungeon corridor and on routes through the wilderness that see a lot of traffic. When prey is scarce, a trapper enters a state of hibernation that can last for months, though it is still aware when prey comes near. A trapper on the verge of starvation might defy its instincts and begin creeping along, abandoning its old territory in search of better hunting. Beware of Leftovers. When its prey is dead, a trapper dissolves and absorbs the fleshy parts, leaving a scattering of bones, metal, treasure, and other indigestible bits in the place where the creature had been. A trapper that lurks on the floor of its hunting grounds can cover these remains with own body, making them look like irregularities in the surface. The creature might also attach itself to a wall or a ceiling close to a recent kill, effectively using the remnants as bait: a creature that stops to investigate the bones for valuables stands a good chance of becoming the trapper’s next meal. Traits False Appearance : While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) check can discern its presence. Spider Climb : The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Smother : One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled, escape DC 14. Until the grapple ends, the target takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Expansion":1,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Trapper","description":"A trapper is a manta-like creature that usually lurks in subterranean environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind. A trapper’s ability to alter the color and texture of its outer side enables it to blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can’t change its texture to that of a grassy or snow-covered surface, but it is just cunning enough to change its color to match and then conceal itself under a thin layer of vegetation or actual snow. A trapper that lurks on the floor of its hunting grounds can cover any remains there with its body, making them look like irregularities in the surface. The creature might instead attach itself to a nearby wall or a ceiling, using the remnants as bait; any creature that stops to investigate the bones for valuables becomes the trapper’s next meal. A trapper needs to eat a halfling-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to stay in one place, making them a threat along well-traveled dungeon corridor and on routes through the wilderness that see a lot of traffic. When prey is scarce, a trapper enters a state of hibernation that can last for months, though it is still aware when prey comes near. A trapper on the verge of starvation might defy its instincts and abandon its old territory in search of better hunting. Traits False Appearance. If the trapper is motionless on a floor, wall, or ceiling at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the trapper move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the trapper isn’t part of the floor, wall, or ceiling. Spider Climb. The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Smother. One Large or smaller creature within 10 feet of the trapper must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until the grapple ends, the target takes 13 (3d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and deprived of air. The trapper can smother only one creature at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Trapper","description":"Trappers are clever monsters found only in caves, caverns, and other dark places. They prefer a subterranean habitation to all others. They shape their flat bodies to conform to the floor surface of their abode. Being of a consistency almost as hard as stone, trappers are nearly impossible to detect (95%) by any normal means. Usually, a trapper will wait until its prey is near its center (where it often creates a protuberance which resembles a chest or box) and then suddenly closes itself upon the unsuspecting victims. The trapper then crushes them doing a base damage of 4 plus the armor class of the victim per turn of crushing. Those entrapped are unable to use weapons, for the great musculature of the trapper prevents it. Prey will be smothered in 6 melee rounds regardless of the damage sustained. It must be killed or faced with certain death to make it free its prey. Its treasure is kept beneath it. Trappers are resistant to fire and cold (half or no damage). Lurker Below. Trappers are amorphous in form, so they can shape themselves to the form of the floors of the places they choose to await prey. A typical trapper can cover on area of up to 400 square feet, and giant specimens can cover as much as 600 square feet. 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Beneath any of these facades may lurk a treacle waiting to feed on a gullible victim, mewling and cooing all the while. Whether by natural selection or arcane tampering, these compact oozes prey on kindness. Diet of Blood. Treacles feed on blood but lack the natural weapons or acid of larger slimes. To survive, prey must welcome and embrace them, unaware of the threat. The treacles’ soft bodies absorb psychic impressions and take the shape of unthreatening creatures. In the wild, treacles assume the form of an animal’s offspring to lie close for several hours. Pet Polymorph. Among humanoids, treacles transform into pets, infants, or injured animals. In the most horrific cases, these oozes resemble children’s toys. Treacles don’t choose their forms consciously, but instead rely on a primitive form of telepathy to sense which shapes a potential victim finds least threatening or most enticing. They can hold a new shape for several hours, even if the intended victim is no longer present. Slow Drain. Once they have assumed a nonthreatening form, treacles mewl, sing, or make pitiful noises to attract attention. Once they’re in contact with a potential victim, treacles drain blood slowly, ideally while their prey sleeps or is paralyzed. If threatened or injured, treacles flee. A sated treacle detaches from its victim host and seeks a cool, dark place to rest and digest. With enough food and safety, a treacle divides into two fully-grown oozes. Rarely, a mutation prevents this division, so that the sterile treacle instead grows in size. The largest can mimic human children and the elderly. Treacles are small, weighing less than six lb. Their natural forms are pale and iridescent, like oil on fresh milk, but they’re seldom seen this way. Traits Amorphous: The treacle can move through a space as narrow as 1 inch wide without squeezing. Charming Presence: The treacle has an uncanny ability to sense and to play off of another creature’s emotions. It uses Charisma (Deception) to oppose Wisdom (Insight or Perception) skill checks made to see through its ruse, and it has advantage on its check. Actions Reshape: The treacle assumes the shape of any tiny creature or object. A reshaped treacle gains the movement of its new form but no other special qualities. Blood Drain (1/hour): A treacle touching the skin of a warm‑blooded creature inflicts 4 (1d8) necrotic damage per hour of contact, and the victim’s maximum hit points are reduced by the same number. Blood is drained so slowly that the victim doesn’t notice the damage unless he or she breaks contact with the treacle (sets it down or hands it to someone else, for example). When contact is broken, the victim notices blood on his or her skin or clothes with a successful DC 13 Wisdom (Perception) check.","properties":{"Category":"Monsters","Size":"Tiny","Type":"ooze","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Treant","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits False Appearance : While the treant remains motionless, it is indistinguishable from a normal tree. Siege Monster : The treant deals double damage to objects and structures. Actions Multiattack : The treant makes two slam attacks. Slam : Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Rock : Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Animate Trees (1/Day) : The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.","properties":{"Category":"Monsters","AC":"16 (Natural Armor)","HP":"138 (12d12+60)","CHA":12,"CON":21,"DEX":8,"INT":12,"STR":23,"WIS":16,"Size":"Huge","Type":"plant","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116352/QOiKAHhLLsA_kKvL6Fj_ww/original.png","Roll 0":"Slam\n1d20 + 10\n3d6+6","Roll 1":"Rock\n1d20 + 10\n4d10+6","Source":"5th Edition SRD","data-XP":"5,000","Alignment":"Chaotic Good","Languages":"Common, Druidic, Elvish, Sylvan","data-List":"false","Token Size":3,"Resistances":"Bludgeoning, Piercing","data-Traits":"[{\"Name\":\"False Appearance\",\"Desc\":\"While the treant remains motionless, it is indistinguishable from a normal tree.\"},{\"Name\":\"Siege Monster\",\"Desc\":\"The treant deals double damage to objects and structures.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The treant makes two slam attacks.\"},{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"3d6 + 6\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Rock\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"10\",\"Reach\":\"60/180 ft.\",\"Target\":\"one target\",\"Damage\":\"4d10 + 6\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Animate Trees (1/Day)\",\"Desc\":\"The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.\"}]","data-CHA-mod":"+1","data-CON-mod":"+5","data-DEX-mod":"-1","data-INT-mod":"+1","data-STR-mod":"+6","data-SizeNum":6,"data-WIS-mod":"+3","Vulnerabilities":"Fire","Challenge Rating":9,"Passive Perception":13,"data-CrNum":9,"data-AcNum":16,"data-HpNum":138},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Treant","description":"Treants are awakened trees that dwell in ancient forests. Although treants prefer to while away the days, months, and years in quiet contemplation, they fiercely protect their woodland demesnes from outside threats. The Sleeping Tree Awakens. A tree destined to become a treant meditates through a long cycle of seasons, living normally for decades or centuries before realizing its potential. Trees that awaken do so only under special circumstances and in places steeped with nature’s magic. Treants and powerful druids can sense when a tree has the spark of potential, and they protect such trees in secret groves as they draw near the moment of their awakening. During the long process of awakening, a tree acquires face-like features in its bark, a division of the lower trunk into legs, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home. Legendary Guardians. After a treant awakens, it continues to grow exactly as it did when it was a tree. Treants created from the mightiest trees can reach great sizes while developing an innate magical power over plants and animals. Such treants can animate plants, using them to ensnare and trap intruders. They can call wild creatures to aid them or carry messages across great distances. Protectors of the Wild. Even after awakening, a treant spends much of its time living as a tree. While rooted in place, a treant remains aware of its surroundings, and can perceive the effects of events taking place miles away based on subtle changes nearby. Woodcutters who avoid culling healthy living trees and hunters who take only what they need of the forest’s bounty are unlikely to arouse a treant’s ire. Creatures careless with fire, those who poison the forest, and those who destroy great trees, especially a tree close to awakening, face the treant’s wrath. Traits False Appearance : While the treant remains motionless, it is indistinguishable from a normal tree. Siege Monster : The treant deals double damage to objects and structures. Actions Multiattack : The treant makes two slam attacks. Slam : Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Rock : Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Animate Trees (1/Day) : The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Source":"MM1","Alignment":"chaotic good","Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Treant","description":"Trees awakened to consciousness by archdruids, treants care for the forest, nature, and the world as stewards and wardens. A face forms on their upper trunk, and their lower trunk divides into two legs. Vines twirl around the treant’s flexible branches, which act as powerful arms that end in claws of sharpened wood. Chosen Ones. Archdruids can imbue a special sapling with transformative magic, bringing a treant sapling to life. This ritual is no ordinary plant awakening, and the saplings are carefully chosen for their appreciation of the natural beauty of the world and their desire to nurture it. Occasionally, an awakened sapling survives for thousands of years—often by retreating into the depths of an ancient forest—and grows to become a true treant. Most treants hold fast to their passion for nature and swear to defend the forest that allowed them to grow old and strong. Ripple Awakenings. Though the first treants were created by archdruids, an ancient treant can themself create new treants by bonding with a tree for a decade, then awakening the plant. The more ancient and undisturbed a forest, the more likely it holds a grove of treants ready to defend the land. Nature’s Guardians. Treants are profoundly attuned to nature and their home forest. Many treant groves guard special areas, such as a druid’s grove or a source of primal magic. These staunch protectors don’t hesitate to confront questionable travelers, and they’re likely to attack those who act recklessly toward the forest. Violence is rarely a treant’s first course of action, but they have no interest in negotiating with anyone they deem untrustworthy. A provoked treant offers a single stern warning, which only the most foolish intruders ignore. When enemies inevitably flee, the treant rarely gives chase outside the bounds of their woods, satisfied they have defended their charge. One with the Forest. The magic within treants touches the webs of magic connecting their forest, allowing them to call forth vines and heal allies. Their roots sense the vibrations of nearby creatures. Treants can speak with both plants and animals, many of whom who act as their scouts. Treant Arrows. When another creatures risks their life for the forest standing side by side with a treant, the plant rewards the bravery by giving them one or more treant arrows. Traits False Appearance. While the treant remains motionless, they are indistinguishable from a normal tree. Actions Multiattack. The treant makes two Thorned Tendril attacks. Thorned Tendril. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) piercing damage, and the target is grappled (escape DC 15). While grappled in this way, a target is restrained and takes 7 (2d6) piercing damage at the start of each of their turns. Swinging Tendrils (Recharge 6 ). The treant swings the creatures they are grappling in violent circles. Each creature grappled by the treant takes 26 (4d12) bludgeoning damage, and the treant can move them into an unoccupied space the treant can see within 15 feet of the treant. All other creatures within 15 feet of the treant must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 26 (4d12) bludgeoning damage per creature grappled by the treant. On a successful save, a creature takes half as much damage. Bonus Actions Healing Growth ( 1 /Day). Each creature of the treant’s choice within 30 feet of them regains 17 (3d8 + 4) hit points. Reel and Wrap. The treant wraps one creature they have grappled in thick vines, pulling the target up to 10 feet toward them. The target can’t speak until the grapple ends. Utility Spells In addition to any other spells in this stat block, the treant can cast the following spells, using Wisdom as the spellcasting ability (spell save DC 16): At will: speak with animals A , speak wit h plants A","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Typically Neutral","Expansion":25493,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Treant Immobilizer (PB 2)","description":"Trees awakened to consciousness by archdruids, treants care for the forest, nature, and the world as stewards and wardens. A face forms on their upper trunk, and their lower trunk divides into two legs. Vines twirl around the treant’s flexible branches, which act as powerful arms that end in claws of sharpened wood. Chosen Ones. Archdruids can imbue a special sapling with transformative magic, bringing a treant sapling to life. This ritual is no ordinary plant awakening, and the saplings are carefully chosen for their appreciation of the natural beauty of the world and their desire to nurture it. Occasionally, an awakened sapling survives for thousands of years—often by retreating into the depths of an ancient forest—and grows to become a true treant. Most treants hold fast to their passion for nature and swear to defend the forest that allowed them to grow old and strong. Ripple Awakenings. Though the first treants were created by archdruids, an ancient treant can themself create new treants by bonding with a tree for a decade, then awakening the plant. The more ancient and undisturbed a forest, the more likely it holds a grove of treants ready to defend the land. Nature’s Guardians. Treants are profoundly attuned to nature and their home forest. Many treant groves guard special areas, such as a druid’s grove or a source of primal magic. These staunch protectors don’t hesitate to confront questionable travelers, and they’re likely to attack those who act recklessly toward the forest. Violence is rarely a treant’s first course of action, but they have no interest in negotiating with anyone they deem untrustworthy. A provoked treant offers a single stern warning, which only the most foolish intruders ignore. When enemies inevitably flee, the treant rarely gives chase outside the bounds of their woods, satisfied they have defended their charge. One with the Forest. The magic within treants touches the webs of magic connecting their forest, allowing them to call forth vines and heal allies. Their roots sense the vibrations of nearby creatures. Treants can speak with both plants and animals, many of whom who act as their scouts. Treant Arrows. When another creatures risks their life for the forest standing side by side with a treant, the plant rewards the bravery by giving them one or more treant arrows. Traits Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the immobilizer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Lash Out ( 3 /Day). As a bonus action, the immobilizer whips a vine toward a creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be pulled up to 10 feet toward the immobilizer and grappled (escape DC 10 plus PB). Until this grapple ends, the immobilizer’s attacks against the target deal an extra PB bludgeoning damage. 5 th Level: Ground Stomp ( 3 /Day). As an action, the im­­mobilizer stomps the ground. Each creature within 10 feet of the immobilizer must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. Then the immobilizer can make a signature attack with a reach of 10 feet against one prone creature. 7 th Level: Entomb ( 1 /Day). As a bonus action, the immobilizer calls spiky vines to surround a creature they can see within 60 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 piercing damage and is restrained. While restrained in this way, the target is blinded. On a successful save, the target takes only half damage and isn’t restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) or Dexterity (Acrobatics) check, freeing themself or another creature within reach on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Treant Immobilizer (PB 3)","description":"Trees awakened to consciousness by archdruids, treants care for the forest, nature, and the world as stewards and wardens. A face forms on their upper trunk, and their lower trunk divides into two legs. Vines twirl around the treant’s flexible branches, which act as powerful arms that end in claws of sharpened wood. Chosen Ones. Archdruids can imbue a special sapling with transformative magic, bringing a treant sapling to life. This ritual is no ordinary plant awakening, and the saplings are carefully chosen for their appreciation of the natural beauty of the world and their desire to nurture it. Occasionally, an awakened sapling survives for thousands of years—often by retreating into the depths of an ancient forest—and grows to become a true treant. Most treants hold fast to their passion for nature and swear to defend the forest that allowed them to grow old and strong. Ripple Awakenings. Though the first treants were created by archdruids, an ancient treant can themself create new treants by bonding with a tree for a decade, then awakening the plant. The more ancient and undisturbed a forest, the more likely it holds a grove of treants ready to defend the land. Nature’s Guardians. Treants are profoundly attuned to nature and their home forest. Many treant groves guard special areas, such as a druid’s grove or a source of primal magic. These staunch protectors don’t hesitate to confront questionable travelers, and they’re likely to attack those who act recklessly toward the forest. Violence is rarely a treant’s first course of action, but they have no interest in negotiating with anyone they deem untrustworthy. A provoked treant offers a single stern warning, which only the most foolish intruders ignore. When enemies inevitably flee, the treant rarely gives chase outside the bounds of their woods, satisfied they have defended their charge. One with the Forest. The magic within treants touches the webs of magic connecting their forest, allowing them to call forth vines and heal allies. Their roots sense the vibrations of nearby creatures. Treants can speak with both plants and animals, many of whom who act as their scouts. Treant Arrows. When another creatures risks their life for the forest standing side by side with a treant, the plant rewards the bravery by giving them one or more treant arrows. Traits Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the immobilizer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Lash Out ( 3 /Day). As a bonus action, the immobilizer whips a vine toward a creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be pulled up to 10 feet toward the immobilizer and grappled (escape DC 10 plus PB). Until this grapple ends, the immobilizer’s attacks against the target deal an extra PB bludgeoning damage. 5 th Level: Ground Stomp ( 3 /Day). As an action, the im­­mobilizer stomps the ground. Each creature within 10 feet of the immobilizer must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. Then the immobilizer can make a signature attack with a reach of 10 feet against one prone creature. 7 th Level: Entomb ( 1 /Day). As a bonus action, the immobilizer calls spiky vines to surround a creature they can see within 60 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 piercing damage and is restrained. While restrained in this way, the target is blinded. On a successful save, the target takes only half damage and isn’t restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) or Dexterity (Acrobatics) check, freeing themself or another creature within reach on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Treant Immobilizer (PB 4)","description":"Trees awakened to consciousness by archdruids, treants care for the forest, nature, and the world as stewards and wardens. A face forms on their upper trunk, and their lower trunk divides into two legs. Vines twirl around the treant’s flexible branches, which act as powerful arms that end in claws of sharpened wood. Chosen Ones. Archdruids can imbue a special sapling with transformative magic, bringing a treant sapling to life. This ritual is no ordinary plant awakening, and the saplings are carefully chosen for their appreciation of the natural beauty of the world and their desire to nurture it. Occasionally, an awakened sapling survives for thousands of years—often by retreating into the depths of an ancient forest—and grows to become a true treant. Most treants hold fast to their passion for nature and swear to defend the forest that allowed them to grow old and strong. Ripple Awakenings. Though the first treants were created by archdruids, an ancient treant can themself create new treants by bonding with a tree for a decade, then awakening the plant. The more ancient and undisturbed a forest, the more likely it holds a grove of treants ready to defend the land. Nature’s Guardians. Treants are profoundly attuned to nature and their home forest. Many treant groves guard special areas, such as a druid’s grove or a source of primal magic. These staunch protectors don’t hesitate to confront questionable travelers, and they’re likely to attack those who act recklessly toward the forest. Violence is rarely a treant’s first course of action, but they have no interest in negotiating with anyone they deem untrustworthy. A provoked treant offers a single stern warning, which only the most foolish intruders ignore. When enemies inevitably flee, the treant rarely gives chase outside the bounds of their woods, satisfied they have defended their charge. One with the Forest. The magic within treants touches the webs of magic connecting their forest, allowing them to call forth vines and heal allies. Their roots sense the vibrations of nearby creatures. Treants can speak with both plants and animals, many of whom who act as their scouts. Treant Arrows. When another creatures risks their life for the forest standing side by side with a treant, the plant rewards the bravery by giving them one or more treant arrows. Traits Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the immobilizer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Lash Out ( 3 /Day). As a bonus action, the immobilizer whips a vine toward a creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be pulled up to 10 feet toward the immobilizer and grappled (escape DC 10 plus PB). Until this grapple ends, the immobilizer’s attacks against the target deal an extra PB bludgeoning damage. 5 th Level: Ground Stomp ( 3 /Day). As an action, the im­­mobilizer stomps the ground. Each creature within 10 feet of the immobilizer must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. Then the immobilizer can make a signature attack with a reach of 10 feet against one prone creature. 7 th Level: Entomb ( 1 /Day). As a bonus action, the immobilizer calls spiky vines to surround a creature they can see within 60 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 piercing damage and is restrained. While restrained in this way, the target is blinded. On a successful save, the target takes only half damage and isn’t restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) or Dexterity (Acrobatics) check, freeing themself or another creature within reach on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Treant Immobilizer (PB 5)","description":"Trees awakened to consciousness by archdruids, treants care for the forest, nature, and the world as stewards and wardens. A face forms on their upper trunk, and their lower trunk divides into two legs. Vines twirl around the treant’s flexible branches, which act as powerful arms that end in claws of sharpened wood. Chosen Ones. Archdruids can imbue a special sapling with transformative magic, bringing a treant sapling to life. This ritual is no ordinary plant awakening, and the saplings are carefully chosen for their appreciation of the natural beauty of the world and their desire to nurture it. Occasionally, an awakened sapling survives for thousands of years—often by retreating into the depths of an ancient forest—and grows to become a true treant. Most treants hold fast to their passion for nature and swear to defend the forest that allowed them to grow old and strong. Ripple Awakenings. Though the first treants were created by archdruids, an ancient treant can themself create new treants by bonding with a tree for a decade, then awakening the plant. The more ancient and undisturbed a forest, the more likely it holds a grove of treants ready to defend the land. Nature’s Guardians. Treants are profoundly attuned to nature and their home forest. Many treant groves guard special areas, such as a druid’s grove or a source of primal magic. These staunch protectors don’t hesitate to confront questionable travelers, and they’re likely to attack those who act recklessly toward the forest. Violence is rarely a treant’s first course of action, but they have no interest in negotiating with anyone they deem untrustworthy. A provoked treant offers a single stern warning, which only the most foolish intruders ignore. When enemies inevitably flee, the treant rarely gives chase outside the bounds of their woods, satisfied they have defended their charge. One with the Forest. The magic within treants touches the webs of magic connecting their forest, allowing them to call forth vines and heal allies. Their roots sense the vibrations of nearby creatures. Treants can speak with both plants and animals, many of whom who act as their scouts. Treant Arrows. When another creatures risks their life for the forest standing side by side with a treant, the plant rewards the bravery by giving them one or more treant arrows. Traits Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the immobilizer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Lash Out ( 3 /Day). As a bonus action, the immobilizer whips a vine toward a creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be pulled up to 10 feet toward the immobilizer and grappled (escape DC 10 plus PB). Until this grapple ends, the immobilizer’s attacks against the target deal an extra PB bludgeoning damage. 5 th Level: Ground Stomp ( 3 /Day). As an action, the im­­mobilizer stomps the ground. Each creature within 10 feet of the immobilizer must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. Then the immobilizer can make a signature attack with a reach of 10 feet against one prone creature. 7 th Level: Entomb ( 1 /Day). As a bonus action, the immobilizer calls spiky vines to surround a creature they can see within 60 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 piercing damage and is restrained. While restrained in this way, the target is blinded. On a successful save, the target takes only half damage and isn’t restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) or Dexterity (Acrobatics) check, freeing themself or another creature within reach on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Treant Immobilizer (PB 6)","description":"Trees awakened to consciousness by archdruids, treants care for the forest, nature, and the world as stewards and wardens. A face forms on their upper trunk, and their lower trunk divides into two legs. Vines twirl around the treant’s flexible branches, which act as powerful arms that end in claws of sharpened wood. Chosen Ones. Archdruids can imbue a special sapling with transformative magic, bringing a treant sapling to life. This ritual is no ordinary plant awakening, and the saplings are carefully chosen for their appreciation of the natural beauty of the world and their desire to nurture it. Occasionally, an awakened sapling survives for thousands of years—often by retreating into the depths of an ancient forest—and grows to become a true treant. Most treants hold fast to their passion for nature and swear to defend the forest that allowed them to grow old and strong. Ripple Awakenings. Though the first treants were created by archdruids, an ancient treant can themself create new treants by bonding with a tree for a decade, then awakening the plant. The more ancient and undisturbed a forest, the more likely it holds a grove of treants ready to defend the land. Nature’s Guardians. Treants are profoundly attuned to nature and their home forest. Many treant groves guard special areas, such as a druid’s grove or a source of primal magic. These staunch protectors don’t hesitate to confront questionable travelers, and they’re likely to attack those who act recklessly toward the forest. Violence is rarely a treant’s first course of action, but they have no interest in negotiating with anyone they deem untrustworthy. A provoked treant offers a single stern warning, which only the most foolish intruders ignore. When enemies inevitably flee, the treant rarely gives chase outside the bounds of their woods, satisfied they have defended their charge. One with the Forest. The magic within treants touches the webs of magic connecting their forest, allowing them to call forth vines and heal allies. Their roots sense the vibrations of nearby creatures. Treants can speak with both plants and animals, many of whom who act as their scouts. Treant Arrows. When another creatures risks their life for the forest standing side by side with a treant, the plant rewards the bravery by giving them one or more treant arrows. Traits Signature Attack (Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 2d6 plus PB slashing damage. Beginning at 7th level, the immobilizer can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Lash Out ( 3 /Day). As a bonus action, the immobilizer whips a vine toward a creature they can see within 30 feet of them. The target must succeed on a DC 10 plus PB Strength saving throw or be pulled up to 10 feet toward the immobilizer and grappled (escape DC 10 plus PB). Until this grapple ends, the immobilizer’s attacks against the target deal an extra PB bludgeoning damage. 5 th Level: Ground Stomp ( 3 /Day). As an action, the im­­mobilizer stomps the ground. Each creature within 10 feet of the immobilizer must succeed on a DC 10 plus PB Dexterity saving throw or be knocked prone. Then the immobilizer can make a signature attack with a reach of 10 feet against one prone creature. 7 th Level: Entomb ( 1 /Day). As a bonus action, the immobilizer calls spiky vines to surround a creature they can see within 60 feet of them. The target must make a DC 10 plus PB Dexterity saving throw. On a failed save, the target takes PBd10 piercing damage and is restrained. While restrained in this way, the target is blinded. On a successful save, the target takes only half damage and isn’t restrained. A creature can use their action to make a DC 10 plus PB Strength (Athletics) or Dexterity (Acrobatics) check, freeing themself or another creature within reach on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Treant Keeper of the Grove","description":"The keeper of the grove is an advanced treant that has druidic abilities. It lives its existence as the natural guardian of its woodland domain. Traits False Appearance. If the treant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the treant move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the treant is animate. Siege Monster. The treant deals double damage to objects and structures. Actions Multiattack. The treant makes two Slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Spellcasting. The treant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: druidcraft, poison spray (3d12), thorn whip (3d6) 2/day each: conjure animals, cure wounds, moonbeam 1/day each: call woodland beings, hallucinatory terrain, wrath of nature Entangling Plants (Recharge 5–6). The treant targets one or more creatures it can see within 60 feet of it. Grasping roots, vines, and vegetation sprout underneath each target. Each target must make a DC 16 Strength saving throw or be restrained by the entangling plants for 1 minute. As an action, the restrained creature can make a DC 16 Strength check, escaping from the briars on a success. The briars can also be destroyed to end the effect. The entangling plants has AC 10, 15 hit points, vulnerability to fire damage and immunity to bludgeoning, piercing, poison, and psychic damage. Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Typically Chaotic Good","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Treant Revenant","description":"When a mortal creature becomes a revenant, it retains its statistics except as described below. The creature loses any trait, such as Amphibious, that assumes a living physiology. Celestials, constructs, fiends, elementals, oozes, and undead can't become revenants. Find the template for creating revenants here: Revenant Template Traits False Appearance. While the revenant remains motionless, it is indistinguishable from a normal tree. Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Rejuvenation. When the revenant’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another treant corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. Siege Monster. The revenant deals double damage to objects and structures. Turn Immunity. The revenant is immune to effects that turn undead. Vengeful Strikes. If the target hit by the revenant's melee attack is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) weapon damage. Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. Actions Multiattack. The revenant makes two Slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/180 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Animate Trees (1/Day). The revenant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the revenant. The tree remains animate for 1 day or until it dies; until the revenant dies or is more than 120 feet from the tree; or until the revenant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 16 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"typically Neutral","Expansion":26536,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Treant Sapling","description":"Traits False Appearance. If the treant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the treant move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the treant is animate. Actions Multiattack. The treant makes two Slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. Rock. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as an awakened tree (see the Monster Manual ), except they can’t speak. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies, until the treant dies or is more than 120 feet from the tree, or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"typically chaotic good","Expansion":11857,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Treant Sapling","description":"Trees awakened to consciousness by archdruids, treants care for the forest, nature, and the world as stewards and wardens. A face forms on their upper trunk, and their lower trunk divides into two legs. Vines twirl around the treant’s flexible branches, which act as powerful arms that end in claws of sharpened wood. Chosen Ones. Archdruids can imbue a special sapling with transformative magic, bringing a treant sapling to life. This ritual is no ordinary plant awakening, and the saplings are carefully chosen for their appreciation of the natural beauty of the world and their desire to nurture it. Occasionally, an awakened sapling survives for thousands of years—often by retreating into the depths of an ancient forest—and grows to become a true treant. Most treants hold fast to their passion for nature and swear to defend the forest that allowed them to grow old and strong. Ripple Awakenings. Though the first treants were created by archdruids, an ancient treant can themself create new treants by bonding with a tree for a decade, then awakening the plant. The more ancient and undisturbed a forest, the more likely it holds a grove of treants ready to defend the land. Nature’s Guardians. Treants are profoundly attuned to nature and their home forest. Many treant groves guard special areas, such as a druid’s grove or a source of primal magic. These staunch protectors don’t hesitate to confront questionable travelers, and they’re likely to attack those who act recklessly toward the forest. Violence is rarely a treant’s first course of action, but they have no interest in negotiating with anyone they deem untrustworthy. A provoked treant offers a single stern warning, which only the most foolish intruders ignore. When enemies inevitably flee, the treant rarely gives chase outside the bounds of their woods, satisfied they have defended their charge. One with the Forest. The magic within treants touches the webs of magic connecting their forest, allowing them to call forth vines and heal allies. Their roots sense the vibrations of nearby creatures. Treants can speak with both plants and animals, many of whom who act as their scouts. Treant Arrows. When another creatures risks their life for the forest standing side by side with a treant, the plant rewards the bravery by giving them one or more treant arrows. Traits False Appearance. While the sapling remains motionless, they are indistinguishable from a normal tree. Grove Strength. When a non-minion ally hits a target with an attack, the target takes an extra 2 slashing damage for each sapling within 5 feet of the target. Minion. If the sapling takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the sapling takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Claws (Group Attack). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Typically Neutral","Expansion":25493,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Treant Zombie","description":"A treant zombie is a massive, frightening perversion of a majestic treant. These plants once fought alongside the druids to protect their forest, but now the zombie treant yearns only to propagate the foul wood’s corruption. False Appearance . While the treat zombie remains motionless, it is indistinguishable from a dead tree. Siege Monster . The treant zombie deals double damage to objects and structures. Rotten to the Core . When the treant zombie drops below 100 hit points, it opens its trunk, allowing two fungal zombies to shamble out into unoccupied spaces within 5 feet of the zombie treant. The fungal zombies take their turns immediately after the treant zombie. Turn Immunity . The treant zombie is immune to effects that turn Undead. Undead Fortitude . If damage reduces the treant zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the treant zombie drops to 1 hit point instead. Actions Multiattack . The treant zombie makes two Slam attacks. Slam . Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 23 (3d10 + 7) bludgeoning damage. Rock . Ranged Weapon Attack : +11 to hit, range 60/180 ft., one target. Hit : 33 (4d12 + 7) bludgeoning damage. Animate Dead Trees (1/Day) . The treant zombie magically animates one or two dead trees it can see within 60 feet of it. These trees have the same statistics as a treant zombie, except they have Intelligence and Charisma scores of 1, they can't speak, and they only have the Slam action option. An animated tree acts as an ally of the treant zombie. The dead tree remains animated for 1 day or until it is destroyed; until the treant zombie is reduced to 0 hit points or is more than 120 feet from the dead tree; or until the treant zombie uses a bonus action to turn it back into an inanimate tree. The tree then topples to the ground. Bonus Actions Poisoned Fruit . The zombie treant’s branches drop rotting fruit on every creature within 10 feet of it. Each target must succeed on a DC 18 Constitution saving throw or be poisoned until the start of the treant zombie’s next turn. Reactions Shed Branch . When a creature within 10 feet of the treant zombie hits it with a melee attack, it can drop a dead branch onto the attacker. The target must make a DC 18 Dexterity saving throw or take 11 (2d10) bludgeoning damage. Creature Types The creatures in this article have “Plant/Undead” listed as their creature type. They are subject to effects that target or include Plants as well as those that target or apply to Undead. For example, since they’re Plants, they take maximum damage from the blight spell, but they’re also affected by the cleric’s Turn Undead feature.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant/Undead","Alignment":"Typically Chaotic Evil","Expansion":24294,"Challenge Rating":12},"publisher":"MCDM Productions","book":"Arcadia Issue No. 14"},{"name":"Treant, Mangrove","description":"Gnarled roots reaching deep into the muck act as legs for this group of trees conjoined into a sentient being. Ancient Grove Guardians. Mangrove treants provide shelter and a resource-rich environment for many creatures. They extend their roots into the water, where several species of fish thrive. Biting and stinging insects, most notably mosquitos, dart about in cloud-like formations near the water’s surface. Arboreal animals nest high among the treants’ boughs mostly removed from the depredations of the insects. Unlike their forest cousins, these swampland treants are more concerned with the safety of those under their protection and less concerned with the overall health of the swamp. They decisively react to direct threats to themselves and the creatures within their boughs and roots, but they may not act if something endangers an area outside their immediate groves. Mangrove treants continue to grow throughout their extraordinarily long lives, which can reach millennia if they see no external disruptions. The treants also add ordinary mangrove trees into their gestalt, incorporating the trees’ ecosystems into its whole. Friend to Lizardfolk. While a mangrove treant is generally wary of civilization, it befriends lizardfolk who show proper deference. Lizardfolk help control the treant’s fish population, since the treant normally doesn’t house predators, and they act as protectors to the treant. Various groups of lizardfolk venerate a mangrove treant as a respected elder or a being sacred to their deities. Some lizardfolk shamans know the secret to awakening a mangrove treant. Mosquito Whisperer. A mangrove treant eventually learns to communicate with all the creatures inhabiting its grove, but it can always communicate with mosquitos. A dormant mangrove treant that is hosting mosquitos is rarely caught off guard thanks to diligent reporting from the insects. The treant can send mosquitos on reconnaissance missions, but the insects provide increasingly vague details the farther they travel from the treant, making them reliable spies only over short distances. The treant also has a modicum of control over mosquitos. It typically exerts its will to keep the insects from overwhelming the animals living among its branches. When the treant faces a threat, though, it can call the mosquitos into a swarm to drive off or kill the threat.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"neutral","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Treant, Weeping","description":"This twisted tree’s face is made of cracked, black bark knotted into vaguely humanoid features, and thick tears of sap run down its face. Weeping treants clearly are related to other treants, but they are smaller than the normal variety, little more than 30 feet tall with a trunk 3 feet in diameter, and weighing no more than 4,500 lb. Their gnarled trunks are often twisted, and their wood often groans when they move. Forest Wardens. Weeping treants are protectors of dark, shadowy forests, and they are as long-lived as the trees themselves. They act as guardians for an entire forest or for something specific within the forest—they have no pity for those carrying axes or fire. Skeptical Mein. Weeping treants are terrifying and relentless when fighting in defense of their charge. They are inherently distrustful, particularly of anything not of the natural or shadow world, and they’re notoriously difficult to fool or deceive. Enchanted Bitter Tears. Sages and scholars debate why these creatures weep, but no one has come forward with a compelling reason beyond “it’s what trees do.” The weeping treants themselves refuse to speak on the matter. Their tears are occasionally components in druidic spells or items. Traits Siege Monster.: The treant deals double damage to objects and structures. Treespeech: A weeping treant can converse with plants, and most plants greet them with a friendly or helpful attitude. Acidic Tears: Thick tears of dark sap stream continuously down the treant’s face and trunk. These tears are highly acidic—anyone who attacks the treant from a range of 5 feet or less must succeed on a DC 15 Dexterity saving throw or take 6 (1d12) acid damage from splashed tears. This acidic matter continues doing 6 (1d12) acid damage at the start of each of the creature’s turns until it or an adjacent ally uses an action to wipe off the tears or three rounds elapse. Actions Multiattack: he treant makes three slam attacks. Slam: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 15 (3d6 + 5) bludgeoning damage. Rock: Ranged Weapon Attack : +8 to hit, range 60/180 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Source":"Tome of Beasts","Alignment":"Neutral","Expansion":3,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Treasure Clam","description":"Treasure clams are rare mollusks that grow to giant size in shallower coaster waters. They lure their prey by growing semi-precious gemstones of various kinds that glint in the light. They catch whoever swims near them in a vice-like clamp while gnawing on their flesh. It takes a treasure clam six months to grow a gemstone worth 500 gold pieces. ","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":26071,"Challenge Rating":5},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Trebuchet","description":"Trebuchet Huge object Armor Class : 15 Hit Points : 150 Damage Immunities : poison, psychic Operation. A trebuchet is a powerful Catapult that throws its payload in a high arc, so it can hit Targets behind cover. Before the trebuchet can be fired, it must be loaded and aimed. It takes two Actions to load the weapon, two Actions to aim it, and one Action to fire it. A trebuchet typically hurls a heavy stone. However, it can launch other kinds of projectiles, such as barrels of oil or sewage, with different Effects. Trebuchet Stone . Ranged Weapon Attack : +5 to hit, range 300/1,200 ft. (can’t hit Targets within 60 feet of it), one target. Hit: 44 (8d10) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"object","Source":"custom","Expansion":7583},"publisher":"Wizards of the Coast","book":"Dungeon Master's Guide"},{"name":"Tree Blight","description":"Traits False Appearance. If the blight is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the blight move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the blight is animate. Siege Monster. The blight deals double damage to objects and structures. Actions Multiattack. The blight makes one Branch attack and one Grasping Root attack. Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit : 16 (3d6 + 6) bludgeoning damage. Grasping Root. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the blight. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6 + 6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the blight but ends the grapple. Bonus Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature grappled by the blight. Hit: 19 (3d8 + 6) piercing damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"typically neutral evil","Expansion":11857,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Tree Blight","description":"Blights (as described in the Monster Manual ) are evil, ambulatory plant creatures, and a tree blight is a particularly enormous variety. It looks like a dead tree or treant, 30 feet tall, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn't catch fire easily. Vicious Carnivore. A tree blight feeds on warmblooded prey and takes perverse delight in causing carnage. It strikes with its heavy branches and crushes prey to death with its roots. It can open its gaping, toothfilled mouth and bite a creature caught in its roots. The roots of a tree blight can be severed, though cutting them causes the blight no harm. Blight Animosity. A tree blight will often fight alongside other kinds of blights, but it hates other tree blights and will attack them given the chance. Tree blights also hate treants, and the feeling is mutual. Traits False Appearance. While the blight remains motionless, it is indistinguishable from a dead tree. Siege Monster. The blight deals double damage to objects and structures. Actions Multiattack. The blight makes four attacks: two with its branches and two with its grasping roots. If it has a target grappled, the blight can also make a bite attack against that target as a bonus action. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Grasping Root. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the blight. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6 + 6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn’t hurt the blight but ends the grapple.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"neutral evil","Expansion":7388,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Tree Folk","description":"Traits False Appearance . While the tree folk remains motionless, it is indistinguishable from a normal tree. Grappler . The tree folk has advantage on attack rolls against any creature grappled by it. Regeneration . The tree folk regains 5 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack . The tree folk makes two slam attacks. Slam . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit :13 (3d6 + 3) bludgeoning damage. Rock . Ranged Weapon Attack : +2 to hit, range 60/180 ft., one target. Hit : 21 (4d8 + 3) bludgeoning damage. Animate Trees (1/Day). The tree folk uses its Oor to magically animate one or two trees it can see within 60 feet. These trees have the same statistics as a tree folk, except they have Intelligence and Charisma scores of 1, they can’t speak, and they have only the Slam action option. An animated tree acts as an ally of the tree folk. The tree remains animate for 1 day or until it dies; until the tree folk dies or is more than 120 feet from the tree; or until the tree folk takes a bonus action to turn it back into a normal tree. The tree then takes root if possible. ","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"chaotic good","Expansion":8938,"Challenge Rating":8},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Tree Skinner","description":"A feminine creature made of decaying, thorny plant life gives a wicked laugh as she touches a tree and disappears. Moments later, the tree emits the same laugh as it swings its branches. Formed by Hags. Night hags create tree skinners by taking advantage of dryads that have been driven mad by the death of their trees. The hags promise the dryads a chance to connect with trees again and induce them into submitting to a special ritual. The ritual used to transform a dryad into a skinner also instills in the dryad a hatred of all fey. The irony of a former dryad using trees to murder fey creatures delights the hags to no end. Tree Puppeteers. Tree skinners can inhabit trees, turning the plants into weapons that can destroy forest communities. The evil essence of a skinner slowly rots a tree from the inside out, eventually killing the plant. When the tree dies, the skinner is expelled and becomes agitated until she finds a new tree to inhabit. Skinner Bands. Tree skinners all share the same desire—the destruction of all fey creatures. When the skinners encounter others of their kind, they join forces to attack communities of fey. As long as they have fey to attack, the group will stay together indefinitely, otherwise the lack of a common enemy causes infighting, leading to the dissolution of the group. Hated by Treants. Treants abhor tree skinners, seeing them as abominations that manipulate plants and sap the life of trees. If a treant hears of skinner activity, it stops at nothing to slay the fiend.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Tree Skinner","description":"A feminine creature made of decaying, thorny plant life gives a wicked laugh as she touches a tree and disappears. Moments later, the tree emits the same laugh as it swings its branches. Formed by Hags. Night hags create tree skinners by taking advantage of dryads that have been driven mad by the death of their trees. The hags promise the dryads a chance to connect with trees again and induce them into submitting to a special ritual. The ritual used to transform a dryad into a skinner also instills in the dryad a hatred of all fey. The irony of a former dryad using trees to murder fey creatures delights the hags to no end. Tree Puppeteers. Tree skinners can inhabit trees, turning the plants into weapons that can destroy forest communities. The evil essence of a skinner slowly rots a tree from the inside out, eventually killing the plant. When the tree dies, the skinner is expelled and becomes agitated until she finds a new tree to inhabit. Skinner Bands. Tree skinners all share the same desire—the destruction of all fey creatures. When the skinners encounter others of their kind, they join forces to attack communities of fey. As long as they have fey to attack, the group will stay together indefinitely, otherwise the lack of a common enemy causes infighting, leading to the dissolution of the group. Hated by Treants. Treants abhor tree skinners, seeing them as abominations that manipulate plants and sap the life of trees. If a treant hears of skinner activity, it stops at nothing to slay the fiend. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+3) slashing damage. On a hit, the target must succeed on a DC 13 Constitution saving throw or take 7 (2d6) poison damage and become poisoned until the end of its next turn. Vine Whip (Tree Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6+3) bludgeoning damage. On a hit, if the target is a Large or smaller creature, it is grappled (escape DC 13). The skinner can grapple up to two creatures at one time. Squeeze (Tree Form Only). The tree skinner makes one vine whip attack against a creature it is grappling. If the attack hits, the target is also unable to breathe or cast spells with verbal components until this grapple ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic evil","Expansion":16,"Challenge Rating":2},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Tree that Weeps","description":"In the twisted reaches of the dense woodlands in the easternmost reaches of the Stolen Lands, there grow legendary scythe trees known as the trees that weep. These scythe trees are much more powerful and much more sadistic than their lesser kin. Traits Dead Tree. While the tree that weeps remains motionless, it is indistinguishable from a normal dead tree. Ripping Disarm. If a hostile creature has disadvantage on its melee attacks and misses the tree that weeps, the attacking creature must succeed on a DC 19 Dexterity saving throw or have their weapon disarmed and discarded within 10 feet of them in a square of the tree that weep’s choice. Weeping Aura. When the tree that weeps isn’t using Dead Tree, creatures that start their turn within 30 feet of it must succeed a DC 19 Wisdom saving throw or be paralyzed until the start of its next turn. After it recovers from the paralysis, the creature is frightened of the tree that weeps until the end of its next turn. Woodland Ambush. When the tree that weeps successfully attacks a creature that was unaware of its presence, it deals an additional 11 (2d10) slashing damage on its attack. Actions Multiattack. The tree that weeps makes four scythe branch attacks. Scythe Branch. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 14 (1d10+9) slashing damage and the target must make a DC 19 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much on a success.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"plant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":18},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Tremial","description":"Tremial are winged, carnivorous predators descended from an ancient species of colossal lizards known as behemoths. These ruthless hunters are fiercely territorial. They often nest within dense forest regions or atop high, rocky points near bodies of water. Great Heights and Deep Depths . The tremials' hunting habits change depending on their location. They have little preference of prey, so long as they are in healthy abundance in order to feed their young. Because of their ability to easily shift between hunting from the sky and beneath the waves, they move their nests often to avoid a dwindling food supply. They avoid attacking large settlements of creatures with access to weapons or advanced technology. Though other species are descended from the ancient behemoths, tremial are considered the most common, and can be encountered on any planet with an environment that allows them to hunt and breed. Tips and Tactics Though very aggressive, tremials still avoid confrontation with large groups unless they have sufficient numbers. When hunting alone or in small groups, they attempt to ambush prey by launching from beneath a watery surface or from a concealed, elevated position.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral","Expansion":27052,"Challenge Rating":4},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Tressym","description":"A tressym is a mischievous winged cat as big as a house cat, with a wingspan of 3 feet. Thought to be the results of wizardly experimentation on house cats, tressym are intelligent and have been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs. Tressym feed on small rodents, birds, and insects, stalking and pouncing on prey much as normal cats to, but with the added advantage of flight. Tressym don't, however, attack nestlings or despoil eggs. Tressym mate with others of their kind, but they don't mate for life. A tressym can also mate with a normal cat, through only one out of every ten of their offspring will be a tressym; the others will be normal cats. Tressym have good memories, particularly when it comes to danger. For example, a tressym that sees a human use a wand of lightning bolts remembers the danger of \"sticks of wood held by humans\" for the rest of its life. A lucky, healthy tressym can live to be 20 years old. With the DM's permission, a person who casts the find familiar spell can choose to conjure a tressym instead of a normal cat. Traits Detect Invisibility. Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight. Keen Smell. The tressym has advantage on Wisdom (Perception) checks that rely on smell. Poison Sense. A tressym can detect whether a substance is poisonous by taste, touch, or smell. Actions Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"chaotic neutral","Expansion":7387,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Tressym","description":"A tressym is a mischievous winged cat as big as a house cat, with a wingspan of 3 feet. Thought to be the results of wizardly experimentation on house cats, tressym are intelligent felines known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs. Tressym feed on small rodents, birds, and insects, stalking and pouncing on prey as normal cats do, but with the added advantage of flight. Tressym don’t, however, attack nestlings or despoil eggs. Tressym mate with others of their kind, but they don’t mate for life. A tressym can also mate with a normal cat, though only one out of every ten of their offspring will be a tressym; the others will be normal cats. With the DM’s permission, a person who casts the find familiar spell can choose to conjure a tressym instead of a normal cat.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":4414,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Tressym","description":"A tressym is a mischievous winged cat as big as a house cat, with a wingspan of 3 feet. Thought to be the results of wizardly experimentation on house cats, tressym are intelligent felines known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs. Tressym feed on small rodents, birds, and insects, stalking and pouncing on prey as normal cats do, but with the added advantage of flight. Tressym don’t, however, attack nestlings or despoil eggs. Tressym mate with others of their kind, but they don’t mate for life. A tressym can also mate with a normal cat, though only one out of every ten of their offspring will be a tressym; the others will be normal cats. With the DM’s permission, a person who casts the find familiar spell can choose to conjure a tressym instead of a normal cat. Traits Detect Invisibility. Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym’s sight. Keen Smell. The tressym has advantage on Wisdom (Perception) checks that rely on smell. Poison Sense. A tressym can detect whether a substance is poisonous by taste, touch, or smell. Actions Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":28744,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Trethysia, the Forest Serpent","description":"This Adult Green Dragon dwelling in the Achtungwald is an elusive creature who has occupied the deepest and darkest center of the woods for hundreds of years. Trethysia narrowly avoided being drawn into the wars of House von Drakken, and has skillfully escaped countless Caspian dragonslayers. The dragon is a capable illusionist and can tap into the primal energies of the forest, and uses these powers to deceive and trick their foes and hunters. Now, they are quite content to live in solitude. There is an ancient ruined elven village in the heart of the forest that is said to be the dragon's home now, but from time to time the dragon is seen flying over the forests on raids, snatching livestock from the smaller farmsteads. However, Trethysia generally avoids direct confrontation with humans. Still, many a campfire story tells of the great elven treasures the dragon hoards inside those ancient ruins, and there are still those who remember Trethysia's treachery on the outskirts of Schaffburg, or the damage they did to the walls of Altbruke.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Source":"custom","Alignment":"lawful evil","Expansion":29025,"Challenge Rating":15},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Treyvan von Hirnschmann","description":"Treyvan von Hirnschmann is the illegitimate half-elf son of Duke Zaltz von Hirnschmann, a minor but influential human noble. To prove himself worthy of a noble title—and of his father’s love—Treyvan set out to seek his own fortune. He eventually crossed blades with Victory Graves in a duel, and though Treyvan lost, Vic saw potential in him. Instead of killing the man, she offered him a job on an expedition led by her employer Harlo Honeygrin. After the expedition, Treyvan initially declined Harlo’s offer to join the Amethyst Knife, intending to head home and use his new powers to prove himself to his father. However, Harlo and Victory brought Treyvan evidence of an assassination plot against him—one orchestrated by his father the duke, who hoped to remove Treyvan as a threat to his younger half-sibling’s title. Crushed and enraged at the betrayal, Treyvan agreed to join the Amethyst Knife. Seeking revenge, he plans to use the criminal empire to usurp control of his father’s domain. Traits Charm Resistant. Treyvan has advantage on saving throws he makes to avoid or end the charmed condition on himself. Mind Link. Treyvan can communicate telepathically with any Amethyst Knife boss regardless of distance, provided they are on the same plane of existence. Telekinetic Bastion. Each ally within 20 feet of Treyvan has a +2 bonus to AC and Dexterity saving throws. Enemies treat the area within 20 feet of Treyvan as difficult terrain. Actions Multiattack. Treyvan makes two Maul attacks. He can replace one attack with a use of Telekinetic Throw or Choke, if available. Maul. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. If the target is Medium or smaller, Treyvan can choose to either knock them prone or push them up to 10 feet away from him. Telekinetic Throw. Treyvan throws his maul with telekinetic force, making a Maul attack with a range of 30 feet. After making this attack, the maul immediately returns to Treyvan’s hands. Choke ( 2 /Day; 5 th-Order Power; Concentration). Treyvan telekinetically crushes one Large or smaller creature he can see within 30 feet of him. The target must succeed on a DC 17 Dexterity saving throw or be restrained for 1 minute (save ends at end of turn). While restrained in this way, the target takes 14 (4d6) force damage at the start of each of their turns. If the target is ever more than 30 feet away from Treyvan or has total cover from him, the power ends early. Reactions Shared Condition. When Treyvan is blinded, charmed, dazed, deafened, frightened, paralyzed, or stunned, he chooses a willing Amethyst Knife boss within 60 feet of him who doesn’t already have the condition or is immune to it. The chosen creature then gains the condition for the duration, and Treyvan loses the condition. He can use this reaction even while incapacitated.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Half-Elf)","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Tri-flower Frond","description":"When fully grown, a tri-flower frond stands 6 to 7 feet tall. It has three bright, trumpet-shaped flowers, each as large as a human head and each one a different color: intense red, vivid orange, and bright yellow. Each flower can harm a creature in a different terrible way. Actions Multiattack. The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom. Orange Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is unconscious. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success. Yellow Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Dexterity saving throw, or it is covered with corrosive sap and takes 5 acid damage at the start of each of its turns. Dousing the target with water reduces the acid damage by 1 point per pint or flask of water used. Red Blossom. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target takes 5 (2d4) poison damage at the start of each of its turns. The red blossom can grapple only one target at a time. Another creature within reach of the tri-flower frond can use its action to end the grapple on the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":7389,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Tri-flower Frond","description":"When fully grown, a tri-flower frond stands 6 to 7 feet tall. It has three bright, trumpet-shaped flowers, each as large as a human head and each one a different color: intense red, vivid orange, and bright yellow. Each flower can harm a creature in a different terrible way. Actions Multiattack. The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom. Orange Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is unconscious. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success. Yellow Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 11 Dexterity saving throw, or it is covered with corrosive sap and takes 5 acid damage at the start of each of its turns. Dousing the target with water reduces the acid damage by 1 point per pint or flask of water used. Red Blossom. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target takes 5 (2d4) poison damage at the start of each of its turns. The red blossom can grapple only one target at a time. Another creature within reach of the tri-flower frond can use its action to end the grapple on the target.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":31454,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Tribal Warrior","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. Traits Pack Tactics : The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated . Actions Spear : Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","AC":"12 (Hide Armor)","HP":"11 (2d8+2)","CHA":8,"CON":12,"DEX":11,"INT":8,"STR":13,"WIS":11,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/391961341/wdKo5a35_bDPRAuHyVgO2g/original.png","Roll 0":"One Handed\n1d20 + 3\n1d6+1","Roll 1":"Two Handed\n1d20 + 3\n1d8+1","Source":"5th Edition SRD","data-XP":25,"Alignment":"Any Alignment","Languages":"Any One Language","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Pack Tactics\",\"Desc\":\"The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"}]","data-Actions":"[{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 1\",\"Damage Type\":\"piercing\",\"Desc\":\"two handed\"},{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"piercing\"},{\"Name\":\"Spear\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"3\",\"Reach\":\"20/60 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-1","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-1","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":"1/8","Passive Perception":10,"data-CrNum":0.125,"data-AcNum":12,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Tribal Warrior","description":"Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. Traits Pack Tactics : The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Spear (Melee; One-Handed) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Spear (Melee; Two-Handed) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Spear (Ranged) : Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Expansion":2,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Tribal Warrior of Geryon","description":"Tribal Warriors Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods. Diabolical Cults of Geryon Despite being deposed, Geryon still has the ability to strike bargains. He deals especially with those who seek brute strength⁠. Any warlike monster—such as orcs, ogres, and trolls—can be lured into Geryon’s cult. His cultists typically form fighting companies and bandit gangs, proving their strength⁠ by defeating others in battle and taking what they want as loot. Goals: Physical prowess, domination of others through strength⁠, destruction of all opposition Typical Cultist: Bandit, bandit captain, berserker, cult fanatic, cultist, gladiator, thug, tribal warrior, veterans Members of the cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable⁠ Strength⁠ trait. Traits Pack Tactics⁠. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated. Crushing Blow (Recharges after a Short or Long Rest). As a bonus action⁠, the creature gains a bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1). Actions Spear (One-Handed): Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Reactions Indomitable⁠ Strength⁠ (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Tribute Gatherer","description":"In Waterdeep’s Deepwater Harbour lies an underwater dungeon where giant, fiendish octopi gather up offerings given to the Bitch Queen and fling them through a portal to her domain. These creatures are known only as tribute gatherers and resemble a giant green octopus with horns protruding from its knobbly skin and glowing amber eyes. Traits Water Breathing. The tribute gatherer can breathe only underwater. Actions Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15) and restrained until the grapple ends. The tribute gatherer can grapple two targets in this way. Tentacle Slam. The tribute gatherer slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 15 Strength saving throw or take 11 (2d6 + 4) bludgeoning damage and be stunned until the end of the tribute gatherer’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":2},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Tricenatorus","description":"A bipedal dinosaur with massive horns on its face, back, and tail roars, revealing an enormous mouth filled with rows of razor teeth. Tricenatoruses are the rage-filled result of a transmutation experiment gone wrong. Unnatural Mistakes. A transmutation wizard attempted to magically bring together two dinosaurs to create the ultimate guardian, one with the power of the tyrannosaurus and the docile nature of the triceratops. Instead, the wizard created unnatural, spiked monsters with a hunger for flesh and an unmatched rage. Always Angry. From the moment they hatch, tricenatoruses are angry. This rage makes them reckless and difficult to harm. Most of these monstrous dinosaurs stay deep within the jungle, but tricenatoruses are relentless when they find prey, leading them to sometimes chase explorers into civilized settlements.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Triceratops","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Trampling Charge : If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone . If the target is prone, the triceratops can make one stomp attack against it as a bonus action. Actions Gore : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage. Stomp : Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"95 (10d12+30)","CHA":5,"CON":17,"DEX":9,"INT":2,"STR":22,"WIS":11,"Size":"Huge","Type":"beast","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116360/mulc4jBUls0_N3i5hooHKg/original.png","Roll 0":"Gore\n1d20 + 9\n4d8+6","Roll 1":"Stomp\n1d20 + 9\n3d10+6","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Unaligned","data-List":"false","Token Size":3,"data-Traits":"[{\"Name\":\"Trampling Charge\",\"Desc\":\"If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.\"}]","data-Actions":"[{\"Name\":\"Gore\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"4d8 + 6\",\"Damage Type\":\"piercing\"},{\"Name\":\"Stomp\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"5 ft.\",\"Target\":\"one prone creature\",\"Damage\":\"3d10 + 6\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":"+3","data-DEX-mod":"-1","data-INT-mod":"-4","data-STR-mod":"+6","data-SizeNum":6,"data-WIS-mod":"+0","Challenge Rating":5,"Passive Perception":10,"data-CrNum":5,"data-AcNum":13,"data-HpNum":95},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Triceratops","description":"Dinosaurs Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed. Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens. Triceratops One of the most aggressive of the herbivorous dinosaurs, a triceratops has a skull that flares out to form a protective plate of bone. With its great horns and formidable speed, a triceratops gores and tramples would-be predators to death. Traits Trampling Charge : If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action. Actions Gore : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 24 (4d8 + 6) piercing damage. Stomp : Melee Weapon Attack : +9 to hit, reach 5 ft., one prone creature. Hit : 22 (3d10 + 6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Tridrone","description":"“Every 289 years, the entire multiverse goes mad. Like clockwork.” —Kwint Stormbellow, rock gnome adventurer Modrons Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order. Absolute Law and Order. Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no “I,” but only “we” or “us.” Absolute Hierarchy. Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand. Cogs of the Great Machine. If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result. The Great Modron March. When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. Tridrone Tridrones are shaped like inverted pyramids. They lead lesser modrons in battle. Variant: Rogue Modrons A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don’t act in accordance with Primus’s wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues. A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank. Traits Axiomatic Mind : The tridrone can’t be compelled to act in a manner contrary to its nature or its instructions. Disintegration If the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying. Actions Multiattack : The tridrone makes three fist attacks or three javelin attacks. Fist : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Javelin (Melee) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Javelin (Ranged) : Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Source":"MM1","Alignment":"lawful neutral","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Trinket","description":"Traits Chosen Companion. Trinket has an additional 10 hit points, and has a +6 bonus to attack and damage rolls and to Wisdom (Perception) checks. Empowered Attacks. Trinket’s attacks are treated as magical for the purpose of overcoming resistance and immunity to damage from nonmagical attacks. Keen Smell. Trinket has advantage on Wisdom (Perception) checks that rely on smell. Raven’s Slumber. If Trinket is reduced to 0 hit points and is within 100 feet of Vex , he is immediately drawn into the demiplane within Vex’s raven’s slumber and stabilized. Actions Multiattack. Trinket makes two attacks: one with his bite and one with his claws. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) piercing damage. Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast (brown bear)","Expansion":20583,"Challenge Rating":5},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Tripwire Patch","description":"In a verdant meadow, a mass of plants grows wild. Vines rustle below the greenery, searching for unwary creatures on which to feed. This huge mass of vines and foliage sits in woodlands and other clearings, waiting for creatures to draw close enough to attack. The tripwire patch knocks unsuspecting travelers off their feet, dragging them to its open maw to serve as its next meal. Benign Fertilizers. When it consumes any living creature, the tripwire patch magically fertilizes the land for miles around it. The more creatures the patch consumes, the greater the blessing to the surrounding area. Plant creatures instinctively understand the odd yet powerful boost tripwire patches provide to a forest's health. Plants capable of trapping, luring, or moving animals often bring such creatures to tripwire patches in times of drought or after forest fires, following some unknown instinct to preserve the forest. Druids understand it is necessary to help devastated forests and interfere only when humanoid lives are at risk. Unwitting Tools. Cultists aware of the tripwire patch's plenteous properties feed it victims to prove their fell god's power. Farmers hit with drought, blight, or crop infestations sometimes trick undesirables into entering a tripwire patch's territory, ensuring bountiful harvests while disposing of communal dead weight. Bountiful Death. When the tripwire patch reduces a creature to 0 hp, nearby plants erupt with growth. Plants within 20 feet of the body become thick, overgrown difficult terrain, and all plants within a 2-mile radius centered on the point where the creature was killed become enriched for 7 days for each CR of the slain creature (minimum of 7 days), cumulatively increasing in duration each time the patch kills a creature. Enriched plants yield twice the normal amount of food when harvested. False Appearance. While the tripwire patch remains motionless, it is indistinguishable from a normal patch of foliage, such as flowers or bushes. Actions Multiattack. The tripwire patch makes two Bite attacks or one Bite attack and two Tripwire Vine attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage. Tripwire Vine. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone and pulled up to 15 feet toward the tripwire patch. Reactions No Escape. If a prone creature within 5 feet of the tripwire patch stands up from prone, the tripwire patch can make one Bite attack against it.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Tristian (Level 1)","description":"Tristian has no last name, nor does he have any real memories of his parents. He grew up in a Qadiran orphanage run by a small group of Sarenite priests, and they instilled within him a love of the Dawnflower that helped fill the void left by his missing parents. As he came of age, Tristian left the orphanage to travel the world, eager to spread Sarenrae’s blessings and to aid those who, like himself, came into this world seeking a better place in it. Traits Equipment. 2 holy symbols, a prayer book, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp, splint armor, mace, light crossbow and 20 bolts, priests’ pack, scale mail, shield. Disciple of Life. Whenever Tristian uses a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. Spellcasting. Tristian is a 1st-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): resistance, sacred flame, spare the dying 1st level (4 slots): bless, cure wounds, detect evil and good, guiding bolt, healing word, protection from evil and good Actions Mace. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6–1) bludgeoning damage. Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 3 (1d6) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (aasimar)","Alignment":"neutral good","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Tristian (Level 10)","description":"Tristian has no last name, nor does he have any real memories of his parents. He grew up in a Qadiran orphanage run by a small group of Sarenite priests, and they instilled within him a love of the Dawnflower that helped fill the void left by his missing parents. As he came of age, Tristian left the orphanage to travel the world, eager to spread Sarenrae’s blessings and to aid those who, like himself, came into this world seeking a better place in it. Traits Equipment. shield +1 , 2 holy symbols, a prayer book, 5 sticks of incense, vestments, a set of common clothes, splint armor, mace, light crossbow and 20 bolts, priests’ pack, 625 gp. Blessed Healer. The healing spells Tristian casts on others heals him as well. When he casts a spell of 1st level or higher that restores hit points to a creature other than himself, he regains hit points equal to 2 + the spell’s level. Destroy Undead. When an undead of CR 1/2 or lower fails its saving throw against Tristian’s Turn Undead feature, the creature is instantly destroyed. Disciple of Life. Whenever Tristian uses a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. Divine Strike. Tristian has the ability to infuse his strikes with divine energy. Once on each of his turns when he hits a creature with a weapon attack, he can cause the attack to deal an extra 4 (1d8) radiant damage to the target. Spellcasting. Tristian is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): resistance, sacred flame, spare the dying 1st level (4 slots): bless, cure wounds, detect evil and good, guiding bolt, healing word, protection from evil and good, sanctuary 2nd level (3 slots): calm emotions, lesser restoration 3rd level (3 slots): remove curse, revivify 4th level (3 slots): beacon of hope, death ward, guardian of faith 5th level (2 slots): flame strike Actions Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6–1) bludgeoning damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 3 (1d6) piercing damage. Channel Divinity (2/Day). Tristian has two options for his Channel Divinity: Preserve Life. Tristian can present his holy symbol to evoke healing energy that can restore a number of hit points equal to 50. Tristian chooses any creatures within 30 feet of him and divides those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. He can’t use this feature on an undead or construct. Turn Undead. Tristian presents his holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear him within 30 feet must make a DC 16 Wisdom saving throw. If the creature fails its saving throw it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Tristian as it can and it can’t willingly move to a square within 30 feet of him. It also can’t take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Divine Intervention. Tristian can call on Sarenrae to intervene on his behalf when his need is great. He describes the assistance he needs and rolls percentile dice. If he rolls a number equal to or less than 10, Sarenrae intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If Sarenrae intervenes, he can’t use this feature again for 7 days. Otherwise he can use it again after he finishes a long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (aasimar)","Alignment":"neutral good","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Triton Master of Waves","description":"Triton Clever, far-ranging people of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come into conflict. In such cases, tritons prove skilled at sabotaging ocean-going vessels, employing water-based magic, and otherwise whipping up the fury of the sea. Few dare insult tritons in their home environment, but those who do and survive often learn that the tritons' wrath doesn't end at the shore. Triton Master of Waves Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their ally, using it to defend their people or enact Thassa's wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean's depths. Although many masters of waves resent land-dwellers and strike out at those who trespass upon their waters, most are devoted followers of the sea god. Those who share their faith or who bear earnest offerings to Thassa might defuse the tritons' ire—that is, if they survive the deadly winds and waves that typically herald these sea guardians' appearance.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (triton)","Alignment":"neutral","Expansion":5432,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Triton Shorestalker","description":"Triton Clever, far-ranging people of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come into conflict. In such cases, tritons prove skilled at sabotaging ocean-going vessels, employing water-based magic, and otherwise whipping up the fury of the sea. Few dare insult tritons in their home environment, but those who do and survive often learn that the tritons' wrath doesn't end at the shore. Triton Shorestalker Some insults don't wash away with the tides. When surface dwellers threaten the safety of triton communities, impede upon Thassa's holiest depths, or steal the treasures of the deep, triton shorestalkers seek vengeance. Using speed and poison harvested from deadly sea beasts, these triton assassins slip into shallow waters and strike when least expected. Often, surface dwellers don't even realize they've been attacked by shorestalkers, chalking disappearances and deaths up to the innumerable dangers of the sea.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (triton)","Alignment":"neutral evil","Expansion":5432,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Troglodyte","description":"\"Smells like an orc’s loincloth in here!\" —Last words of Arlax Hammermantle, dwarf spelunker The savage, degenerate troglodytes squat in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with pictographs painted in blood or dung. Perhaps the most loathsome of all humanoids, troglodytes eat anything they can stomach. They dwell in filth. The walls of their cavern homes are smeared with grime, oily secretions, and the debris of their foul feasting. Simpleminded Brutes. Troglodytes have a simple, communal culture devoted almost entirely to procuring food. Too simple to plan more than a few days into the future, troglodytes rely on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their lairs to be devoured. The largest and toughest troglodytes lead the hunt and become the leaders of their tribes. However, if a leader shows any weakness or hesitation, other troglodytes attack and eat it in a frenzy. Troglodytes make little and build less, scavenging their possessions from their prey. They understand the value of metal weapons and armor, and fight among one another for the right to have such items. A troglodyte tribe might be torn apart by battles over a single longsword. Devotees of Laogzed. Some troglodytes venerate Laogzed, a demonic, monstrously fat toad-lizard that slumbers in the Abyss. Laogzed offers the troglodytes nothing in return except aspiration, for it is the dream of his troglodyte worshipers to become as fat, well-fed, and wearily content as he seems to be. Traits Chameleon Skin : The troglodyte has advantage on Dexterity (Stealth) checks made to hide. Stench : Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. Sunlight Sensitivity : While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The troglodyte makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Claw : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (troglodyte)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Troglodyte Brute","description":"Some troglodytes are born bigger than others of their kind. In the harsh and unforgiving society of the troglodytes, these larger creatures always get the choicest meat and thus grow even stronger over time. It is not unknown for brutes to eat weaker troglodytes if times are harsh and other food is not available.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (troglodyte)","Alignment":"chaotic evil","Expansion":4963,"Challenge Rating":1},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Troglodyte Brute","description":"Next to the chieftain, the brute is the largest member of a troglodyte hunting party. It rarely hesitates charging into battle, except when facing a much larger opponent. Traits Brute. A melee weapon deals one extra die of its damage when the troglodyte hits with it (included in the attack). Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide. Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The troglodyte makes two attacks: one with its Bite and one with its Greatclub. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Troglodyte)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Troglodyte Champion of Laogzed","description":"The savage, degenerate troglodytes squat in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with pictographs painted in blood or dung. Perhaps the most loathsome of all humanoids, troglodytes eat anything they can stomach. They dwell in filth. The walls of their cavern homes are smeared with grime, oily secretions, and the debris of their foul feasting. Simpleminded Brutes. Troglodytes have a simple, communal culture devoted almost entirely to procuring food. Too simple to plan more than a few days into the future, troglodytes rely on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their lairs to be devoured. The largest and toughest troglodytes lead the hunt and become the leaders of their tribes. However, if a leader shows any weakness or hesitation, other troglodytes attack and eat it in a frenzy. Troglodytes make little and build less, scavenging their possessions from their prey. They understand the value of metal weapons and armor, and fight among one another for the right to have such items. A troglodyte tribe might be torn apart by battles over a single longsword. Devotees of Laogzed. Some troglodytes venerate Laogzed, a demonic, monstrously fat toad-lizard that slumbers in the Abyss. Laogzed offers the troglodytes nothing in return except aspiration, for it is the dream of his troglodyte worshipers to become as fat, well-fed, and wearily content as he seems to be.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (troglodyte)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Troglodyte Chieftain","description":"The chieftain is usually the most experienced, battle-hardened, and largest of the troglodytes. It is utterly fearsome and disgusting, and easily bends the will of its brethren, who are terrified of it. Traits Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide. Legendary Resistance (1/Day). If the troglodyte fails a saving throw, it can choose to succeed instead. Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The troglodyte makes two attacks: one with its Bite and one with its Greatclub. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage. Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a creature and the attack roll against the target succeeds by 5 or more, the target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the troglodyte's next turn. Legendary Actions The troglodyte can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The troglodyte regains spent legendary actions at the start of its turn. Charge. The troglodyte moves up to its speed. Club (Costs 2 Actions). The troglodyte makes a Greatclub attack. War Whoop (Costs 3 Actions). Each allied troglodyte within 30 feet of the troglodyte and can hear the troglodyte can use their reaction to make one Bite attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid (Troglodyte)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Troglodyte Hunter","description":"The troglodyte hunter is a skilled tracker and killer. It can find a wounded target's weak spots and deliver a killing blow without being detected. Traits Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide. Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Slay Foe (1/Turn). The troglodyte deals an extra 9 (2d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Multiattack. The troglodyte makes two attacks: one with its Bite and one with its Spear. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Spear. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Bonus Actions Stealthy. The troglodyte takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Troglodyte)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Troglodyte Shaman","description":"The troglodyte shaman serves its tribe as its spiritual guide and healer. In combat, a troglodyte shaman can controls the earth, enabling it to create minor earthquakes. Traits Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide. Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The troglodyte makes two attacks: one with its Bite and two with its Claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Spellcasting. The troglodyte casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: druidcraft, poison spray (2d12), thorn whip (2d6) 1/day each: earth tremor, erupting earth, spike growth, thunderwave","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Troglodyte)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Troll","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Smell : The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration : The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack : The troll makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"84 (8d10+40)","CHA":7,"CON":20,"DEX":13,"INT":7,"STR":18,"WIS":9,"Size":"Large","Type":"giant","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116370/gNl4cSclpNc3Y-ygxdNuQQ/original.png","Roll 0":"1d20 + 7\n1d6+4","Roll 1":"1d20 + 7\n2d6+4","Senses":"Darkvision 60 Ft.","Skills":"Perception +2","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Chaotic Evil","Languages":"Giant","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Keen Smell\",\"Desc\":\"The troll has advantage on Wisdom (Perception) checks that rely on smell.\"},{\"Name\":\"Regeneration\",\"Desc\":\"The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The troll makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"-2","data-CON-mod":"+5","data-DEX-mod":"+1","data-INT-mod":"-2","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"-1","Challenge Rating":5,"Passive Perception":12,"data-CrNum":5,"data-AcNum":15,"data-HpNum":84},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Troll","description":"Born with horrific appetites, trolls eat anything they can catch and devour. They have no society to speak of, but they do serve as mercenaries to orcs, ogres, ettins, hags, and giants. As payment, trolls demand food and treasure. Trolls are difficult to control, however, doing as they please even when working with more powerful creatures. Regeneration. Smashing a troll’s bones and slashing through its rubbery hide only makes it angry. A troll’s wounds close quickly. If the monster loses an arm, a leg, or even its head, those dismembered parts can sometimes act with a life of their own. A troll can even reattach severed body parts, untroubled by its momentary disability. Only acid and fire can arrest the regenerative properties of a troll’s flesh. The trolls, enraged, will attack individuals making acid and fire attacks against them above all other prey. Troll Freaks. Their regenerative capabilities make trolls especially susceptible to mutation. Although uncommon, such transformations can result from what the troll has done or what has been done to it. A decapitated troll might grow two heads from the stump of its neck, while a troll that eats a fey creature might gain one or more of that creature’s traits. Traits Keen Smell : The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration : The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. (Variant) Loathsome Limbs : Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it: 1-10: Nothing else happens. 11-14: One leg is severed from the troll if it has any legs left. 15- 18: One arm is severed from the troll if it has any arms left. 19-20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head. If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait. A severed leg is unable to attack and has a speed of 5 feet. A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack. If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space. The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed. Actions Multiattack : The troll makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Troll","description":"The embodiment of carnivorous hunger, trolls rampage through the wild, leaving destruction in their wake. Tall and gangly, their mottled green skin is covered by a mane of matted hair that runs around their neck and down their back. In many ways, they resemble massive humanoids, but their exaggerated features belie this comparison; their lower jaw hangs unhinged and distended, and their long arms end in claws which drag along the ground as they walk. Hypermetabolism. A troll’s constant hunger and aggression begets a life of violence. Like a grotesque miracle, they quickly assimilate consumed flesh into themselves to regenerate their body. Some scholars think this extreme metabolic process is the source of their hunger, but none know for certain which came first. Phases of Destruction. Fortunately for the ecosystems they inhabit, trolls can’t be active all the time. Their natural behavior is to hunt relentlessly for a few days, then return to their dens to rest for as much as a week. Patient troll hunters can wait for this hibernation and catch the trolls by surprise—though the cost of waiting can be high, thanks to the damage the trolls might do in the meantime. Strange Mutations. Though a troll’s preferred prey are humanoids and beasts, stories circulate of them feeding on undead, aberrations, and even celestials, assimilating their flesh to magnificent and horrifying effect. Limbjumbles. When a suitably large piece of mutated troll is torn off in battle, it does its very best to keep on living. Mutation and deep-seated survival instinct go into overdrive, sprouting unthinkable assortments of malformed arms and legs. Though these limbjumbles are ultimately short-lived, they can often be found tumbling awkwardly behind living trolls. Traits Relentless Hunger. When the troll is reduced to 0 hit points by any damage other than acid or fire damage, they don’t die or fall unconscious, and can continue moving and taking actions as usual. The troll only dies if they end their turn with 0 hit points, if acid or fire damage reduces them to 0 hit points, or if they take acid or fire damage while they have 0 hit points. Sluggish. For 1 hour after sleep or another period of unconsciousness, the troll’s speed is halved and they can’t use Multiattack. Actions Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing damage. If the target is not a Construct, an Elemental, or a Plant, the troll regains hit points equal to the damage dealt. If this attack reduces the target to 0 hit points, the troll regains twice as many hit points as they otherwise would with this attack. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Crash Through. The troll moves up to their speed in a straight line, smashing through mundane obstacles in their path. The troll can enter the spaces of Large or smaller creatures during this movement, forcing those creatures to make a DC 15 Strength saving throw. On a failed save, a creature takes 14 (4d6) bludgeoning damage and falls prone. On a successful save, a creature takes half as much damage and doesn’t fall prone. During this move, mundane objects that aren’t worn or carried by a creature take 14 (4d6) damage when the troll enters their space. If the troll moves into the space of a Large or larger object and this damage doesn’t destroy it, the troll’s movement stops and they are stunned until the end of their next turn. Reactions Spiteful Retort. When the troll is reduced to 0 hit points and doesn’t die, they can make a Bite attack against a creature within 5 feet of them.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Troll","description":"Traits Relentless Hunger. When the troll is reduced to 0 hit points by any damage other than acid or fire damage, they don’t die or fall unconscious, and can continue moving and taking actions as usual. The troll only dies if they end their turn with 0 hit points, if acid or fire damage reduces them to 0 hit points, or if they take acid or fire damage while they have 0 hit points. Sluggish. For 1 hour after sleep or another period of unconsciousness, the troll’s speed is halved and they can’t use Multiattack. Actions Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing damage. If the target is not a Construct, an Elemental, or a Plant, the troll regains hit points equal to the damage dealt. If this attack reduces the target to 0 hit points, the troll regains twice as many hit points as they otherwise would with this attack. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Crash Through. The troll moves up to their speed in a straight line, smashing through mundane obstacles in their path. The troll can enter the spaces of Large or smaller creatures during this movement, forcing those creatures to make a DC 15 Strength saving throw. On a failed save, a creature takes 14 (4d6) bludgeoning damage and falls prone. On a successful save, a creature takes half as much damage and doesn’t fall prone. During this move, mundane objects that aren’t worn or carried by a creature take 14 (4d6) damage when the troll enters their space. If the troll moves into the space of a Large or larger object and this damage doesn’t destroy it, the troll’s movement stops and they are stunned until the end of their next turn. Reactions Spiteful Retort. When the troll is reduced to 0 hit points and doesn’t die, they can make a Bite attack against a creature within 5 feet of them.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Troll Amalgam","description":"A troll amalgam forms when multiple trolls fuse together during regeneration. This sometimes occurs when many trolls are slain in a single battle, when troll parts are thrown into charnel pits or mass graves, or through twisted rituals of wicked spellcasters. Sometimes troll worshipers of Vaprak hear a call to gather in the Underdark and perform a gruesome rite that fuses them into an amalgam that is regarded as an avatar of their fearsome god. A troll amalgam is a misshapen mass of rubbery flesh, claws, and faces. If a creature tries to attack it from beyond its reach or to escape through a small tunnel, the troll amalgam tears off a piece of its own body and hurls it at the creature. These body parts eventually regenerate into full trolls, and sometimes they regather and combine into a new troll amalgam. Trolls The dwarven tale titled The Saga of Gnarldan Steelshield claims the god Vaprak the Destroyer came into being when Annam was injured and his blood spilled on the ground. The saga further claims that trolls were born similarly when Vaprak’s blood was spilled. Whatever the truth of their origin, trolls embody life’s steadfast determination to grow and thrive despite all obstacles. Trolls’ rapid healing makes them subject to bizarre mutations, particularly when they regenerate in unusual environments or heal from extraordinary magical wounds. Troll amalgams and troll mutates are two examples of such strangely mutated forms. Traits Legendary Resistance (3/Day). If the amalgam fails a saving throw, it can choose to succeed instead. Magic Resistance. The amalgam has advantage on saving throws against spells and other magical effects. Regeneration. The amalgam regains 15 hit points at the start of its turn. If the amalgam takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The amalgam dies only if it takes 20 or more acid or fire damage while it has 0 hit points. Actions Multiattack. The amalgam makes three Rend attacks. Rend. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) slashing damage. Bonus Actions Fling Limb (3/Day). Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage. If the limb hits a Medium or smaller creature, that creature has the grappled condition (escape DC 17). The limb has the statistics of a troll amalgam except for the following: it is Medium, it has 45 hit points, its speed is 30 ft., it doesn't have a challenge rating or Legendary Resistance, and the only action it can take is the Attack action, which it can use only to grapple. Until this grapple ends, the target has the restrained condition and takes 25 (4d8 + 7) slashing damage at the start of each of its turns. If the limb is not destroyed within 24 hours of being flung, roll a d12; on a roll of 12, the limb regenerates into a troll (see the Monster Manual ). Otherwise the limb withers away.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":24749,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Troll Berserker","description":"Stronger and larger than a typical troll, the terrifying berserkers charge at their prey with abandon, savagely slashing and rending with their claws and tearing flesh with their jagged teeth. Traits Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Reckless. At the start of its turn, the giant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Troll Guard","description":"Troll Trolls are one of the most notorious dangers of the Stolen Lands, be they encountered alone or as members of larger bands. Beyond the typical troll, other more dangerous variants of these creatures can be found in the region, each sharing a penchant for violence, sadism, and murderous cruelty. Troll Guard The ruler of Pitax has recruited a number of brutal trolls to his employ. Arming them with fine armor and weapons and helping to train them further in the art of war has afforded King Irovetti with a number of these particularly dangerous palace guards. Traits Brave. The troll guard has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the troll guard hits with it (included in the attack). Keen Smell. The troll guard has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll guard regains 10 hit points at the start of his turn. If it takes acid or fire damage, this trait doesn’t function at the start of the troll guard’s next turn. The troll guard dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The troll guard makes three melee attacks, two with its greataxe and one with its bite, or two with its claws and one with its bite. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d6+8) piercing damage. Greataxe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (3d12+8) slashing damage. Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6+8) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":15},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Troll King","description":"Troll Trolls are one of the most notorious dangers of the Stolen Lands, be they encountered alone or as members of larger bands. Beyond the typical troll, other more dangerous variants of these creatures can be found in the region, each sharing a penchant for violence, sadism, and murderous cruelty. Troll King Some trolls have learned the skills necessary to survive well beyond the typical life expectancy of their kind and rally others to follow their lead. Troll kings demonstrate a cunning far beyond their younger kin, and can be dangerous foes even when encountered alone. While they look no different than the typical troll, the trophies, armor, and weapons they wear leave no doubt as to their roles in troll society. Trait Keen Smell. A troll king has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 15 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The troll king uses its primordial roar if available, then makes three attacks, one with its bite and two with its claws. If the troll king successfully hits the same creature with both claw attacks, it rends the target, dealing an additional 14 (4d6) slashing damage. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 15 (2d8+6) piercing damage. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 16 (3d6+6) slashing damage. Primordial Roar (Recharge 5–6). The troll king unleashes a bestial roar. Each creature within 100 feet that is not a troll and can hear it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":10},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Troll Limbjumble","description":"The embodiment of carnivorous hunger, trolls rampage through the wild, leaving destruction in their wake. Tall and gangly, their mottled green skin is covered by a mane of matted hair that runs around their neck and down their back. In many ways, they resemble massive humanoids, but their exaggerated features belie this comparison; their lower jaw hangs unhinged and distended, and their long arms end in claws which drag along the ground as they walk. Hypermetabolism. A troll’s constant hunger and aggression begets a life of violence. Like a grotesque miracle, they quickly assimilate consumed flesh into themselves to regenerate their body. Some scholars think this extreme metabolic process is the source of their hunger, but none know for certain which came first. Phases of Destruction. Fortunately for the ecosystems they inhabit, trolls can’t be active all the time. Their natural behavior is to hunt relentlessly for a few days, then return to their dens to rest for as much as a week. Patient troll hunters can wait for this hibernation and catch the trolls by surprise—though the cost of waiting can be high, thanks to the damage the trolls might do in the meantime. Strange Mutations. Though a troll’s preferred prey are humanoids and beasts, stories circulate of them feeding on undead, aberrations, and even celestials, assimilating their flesh to magnificent and horrifying effect. Limbjumbles. When a suitably large piece of mutated troll is torn off in battle, it does its very best to keep on living. Mutation and deep-seated survival instinct go into overdrive, sprouting unthinkable assortments of malformed arms and legs. Though these limbjumbles are ultimately short-lived, they can often be found tumbling awkwardly behind living trolls. Traits Minion. If the limbjumble takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the limbjumble takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Arm and a Leg (Group Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 bludgeoning damage. If the target is Medium or smaller and if three or more limb­jumbles joined the attack, the target is knocked prone.","properties":{"Category":"Monsters","Size":"Small","Type":"Giant","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":2},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Troll Monarch","description":"The troll monarch is a hulking and fearsome-looking figure. In combat it attacks with its greataxe and uses it to cleave through foes with ease and then finishing off those who survive after the first blow with its terrible bite. The mere sight of the troll monarch emboldens other trolls, turning them into fanatical warriors. Traits Aura of Fervor. The troll's allies have advantage on attack rolls and saving throws against being charmed and frightened while within 20 feet of the troll, provided it isn’t incapacitated. Legendary Resistance (1/Day). If the troll fails a saving throw, it can choose to succeed instead. Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The troll makes one Bite attack, one Claw attack, and one War Club attack. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage. War Club. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the troll can automatically hit the target with its Claw but can't make Claw attacks against other targets. Intimidating Roar (Recharge 5–6). The troll lets out a terrifying roar audible out to 120 feet. Any creature within 30 feet of the troll that can hear its roar must succeed on a DC 18 Wisdom saving throw or be frightened of the troll for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this troll’s Intimidating Roar for the next 24 hours. Legendary Actions The troll can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The troll regains spent legendary actions at the start of its turn. Charge. The troll moves up to its speed. Claw (Costs 2 Actions). The troll makes a Claw attack. Smash (Costs 3 Actions). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, and the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn. If the target fails its saving throw by 5 or more, it is also knocked unconscious for 1 minute.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Troll Mutate","description":"I'll just keep reminding myself that the gods delight in the variety of their creations, new wonders are revealed every day, and the multiverse is much larger than I can imagine. And that's a good thing! —Bigby Excellent. But these trolls are loathsome. —Diancastra When exposed to corrupting alien energy, such as that found near a gate to the Far Realm or the strange magic that emanates through the Underdark, a regenerating troll undergoes strange mutations. Among the most common mutations are wings, stretchable bodies, resistance to magic, and a strange reflective psychic property. Many troll mutates also have small additional limbs and eyes, externalized organs, and other variations. Trolls The dwarven tale titled The Saga of Gnarldan Steelshield claims the god Vaprak the Destroyer came into being when Annam was injured and his blood spilled on the ground. The saga further claims that trolls were born similarly when Vaprak’s blood was spilled. Whatever the truth of their origin, trolls embody life’s steadfast determination to grow and thrive despite all obstacles. Trolls’ rapid healing makes them subject to bizarre mutations, particularly when they regenerate in unusual environments or heal from extraordinary magical wounds. Troll amalgams and troll mutates are two examples of such strangely mutated forms. Traits Mutation. When the troll mutate is created, it gains one of four possible body mutations at random: 1, Elastic Body; 2, Psionic Mirror; 3, Spell Scarred; or 4, Winged Form. This mutation determines certain traits in this stat block. Amorphous (Elastic Body Only). The mutate can move through a space as narrow as 1 inch without squeezing. Magic Resistance (Spell Scarred Only). The mutate has advantage on saving throws against spells and other magical effects. Psychic Rebuke (Psionic Mirror Only). If the mutate takes psychic damage, each creature within 20 feet of it takes that damage as well. Regeneration. The mutate regains 10 hit points at the start of its turn. If the mutate takes acid or fire damage, this trait doesn't function at the start of the mutate's next turn. The mutate dies only if it starts its turn with 0 hit points and doesn't regenerate. If the mutate starts its turn with 0 hit points and regenerates, it randomly gains a mutation it doesn't already have (up to a maximum of four mutations). Actions Multiattack. The mutate makes two Rend attacks. Rend. Melee Weapon Attack: +7 to hit, reach 5 ft. (or 15 ft. if the mutate has the Elastic Body mutation), one target. Hit: 15 (2d10 + 4) slashing damage plus 9 (2d8) force damage. Psychic Burst (Recharge 5-6). The mutate unleashes a wave of psychic energy. Each creature within 30 feet of the mutate must make a DC 14 Intelligence saving throw, taking 28 (8d6) psychic damage on a failed save or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Giant","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":24749,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Bigby Presents - Glory of the Giants"},{"name":"Troll Pup","description":"Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 5 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The troll makes two attacks: one with its bite and one with its bone club. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2 ) piercing damage. Bone Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"medium","Type":"Giant","Alignment":"chaotic evil","Expansion":21056,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 9"},{"name":"Troll Shaman","description":"Shamans are troll druids that support its brethren with spells to control the battlefield and tip the conflict in their favor. These trolls can also instill the fury and constitution of Vaprak temporarily in its allies, enabling them to fight with unnatural ferocity and regain hit points. Traits Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Vaprak's Fury (Recharges after a Short or Long Rest). The troll targets up to three allied trolls it can see within 30 feet of it. Each target gains advantage on melee attack rolls until the end of its next turn. In addition, each target regains 10 hit points unless they took acid or fire damage during its last turn. Spellcasting. The troll casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: druidcraft, mold earth, resistance 2/day each: earth tremor, spike growth 1/day each: erupting earth, stinking cloud, stoneskin","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Troll Skeleton","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"lawful evil","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Troll Vrykolakas","description":"When an evil dragon, giant, or monstrosity is cursed and magically slain by a demon lord, it may rise as a vrykolakas if the demon lord wills it. At first, this powerful undead creature resembles its original form but with pale skin and bloodshot eyes. The vrykolakas has the ability to shift into its hybrid form, where it creature transforms into a more feral-looking creature with vampire bat-like features. In this form, the vrykolakas gains bat-like wings, fangs, and ears. Unlike a regular vampire, the vrykolakas has only Sunlight Hypersensitivity as a weakness. The vrykolakas exists to serve its master that spawned it and only gains its freedom if its master is destroyed. Traits Keen Smell. The vrykolakas has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The vrykolakas regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vrykolakas takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vrykolakas’s next turn. Sunlight Hypersensitivity. The vrykolakas takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The vrykolakas makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vrykolakas regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Bonus Actions Aura of Horror (Hybrid Form Only). Each creature of the vrykolakas’s choice within 30 feet of the vrykolakas must make a DC 11 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature's speed is halved, can't use reactions, can't make more than one attack per turn, and can use either an action or a bonus action during its turns, not both. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this vrykolakas' Aura of Horror for the next 24 hours. Change Shape. The vrykolakas polymorphs into a hybrid vampire bat, or back into its true form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Troll Whelp","description":"Troll whelps, although common, are rarely seen as they often take cover or flee when their lair is attacked. Although only a few years old, they stand as tall as a human and are already able to defend and fight with their tusks, teeth, and claws. Traits Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 5 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The troll makes one Bite attack one Claws attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Troll Whelp","description":"The embodiment of carnivorous hunger, trolls rampage through the wild, leaving destruction in their wake. Tall and gangly, their mottled green skin is covered by a mane of matted hair that runs around their neck and down their back. In many ways, they resemble massive humanoids, but their exaggerated features belie this comparison; their lower jaw hangs unhinged and distended, and their long arms end in claws which drag along the ground as they walk. Hypermetabolism. A troll’s constant hunger and aggression begets a life of violence. Like a grotesque miracle, they quickly assimilate consumed flesh into themselves to regenerate their body. Some scholars think this extreme metabolic process is the source of their hunger, but none know for certain which came first. Phases of Destruction. Fortunately for the ecosystems they inhabit, trolls can’t be active all the time. Their natural behavior is to hunt relentlessly for a few days, then return to their dens to rest for as much as a week. Patient troll hunters can wait for this hibernation and catch the trolls by surprise—though the cost of waiting can be high, thanks to the damage the trolls might do in the meantime. Strange Mutations. Though a troll’s preferred prey are humanoids and beasts, stories circulate of them feeding on undead, aberrations, and even celestials, assimilating their flesh to magnificent and horrifying effect. Limbjumbles. When a suitably large piece of mutated troll is torn off in battle, it does its very best to keep on living. Mutation and deep-seated survival instinct go into overdrive, sprouting unthinkable assortments of malformed arms and legs. Though these limbjumbles are ultimately short-lived, they can often be found tumbling awkwardly behind living trolls. Traits Minion. If the whelp takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the whelp takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Relentless Hunger. When the whelp is reduced to 0 hit points by any damage other than acid or fire damage, they don’t die or fall unconscious, and can continue moving and taking actions as usual. The whelp only dies if they end their turn with 0 hit points, if acid or fire damage reduces them to 0 hit points, or if they take acid or fire damage while they have 0 hit points. Ripping Claws. Spaces within reach of one or more whelps are difficult terrain for Medium or smaller enemies. When an enemy leaves the reach of one or more whelps who can see them, the enemy takes 2 slashing damage. Actions Bite (Group Attack). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 piercing damage, and if the target is not a Construct, an Elemental, or a Plant, each whelp who joined this attack regains all lost hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Troll Whelp","description":"Trolls do make the most delightful lackeys. My beauties require so little maintenance. Their wounds get better without any care from me, and the trollies work for food! Oh, they’re not fussy when it comes to payment—as long as it’s meat, dearies. If you’re really clever, you can carve off a piece of one troll to feed another and save the rarer meats for yourself. Shtriga Nonna Traits Minion. If the whelp takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the whelp takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Relentless Hunger. When the whelp is reduced to 0 hit points by any damage other than acid or fire damage, they don’t die or fall unconscious, and can continue moving and taking actions as usual. The whelp only dies if they end their turn with 0 hit points, if acid or fire damage reduces them to 0 hit points, or if they take acid or fire damage while they have 0 hit points. Ripping Claws. Spaces within reach of one or more whelps are difficult terrain for Medium or smaller enemies. When an enemy leaves the reach of one or more whelps who can see them, the enemy takes 2 slashing damage. Actions Bite (Group Attack). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 piercing damage, and if the target is not a Construct, an Elemental, or a Plant, each whelp who joined this attack regains all lost hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Troll Witch Doctor","description":"Troll witch doctors serve as the troll tribe's healer, divine adviser, and prophet of Vaprak, the troll deity. In combat, it uses spells that wreak havoc on enemy ranks, such bestow curse and erupting earth. When forced into melee, the troll witch doctor is still a dangerous foe, as its claws and teeth can still tear a man into pieces. Traits Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Cursed Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 15 (3d8 + 2) psychic damage, and the target has disadvantage on attack rolls, ability checks, and saving throws until the end of the troll’s next turn. Spellcasting. The troll casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): At will: guidance, mold earth, thaumaturgy 2/day each: bane, hold person 1/day each: bestow curse, erupting earth Reactions Vaprak's Wrath (Recharges after a Short or Long Rest). When an ally within 30 feet of the troll and can be seen by the troll hits a target with a melee weapon attack, the troll grants 5 extra damage to the ally's weapon damage roll. In addition, the ally's hit is a critical hit.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Troll Zombie","description":"Traits Keen Sight and Smell. The zombie has advantage on Wisdom (Perception) checks that rely on smell. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Troll, Breakwater","description":"The dark water roils with motion as dozens of foam-crusted trolls surge from the waves, locked in a vicious brawl. Breakwater trolls are a coastal variety of marine troll, and they largely subsist on fish, shellfish, seals, and occasionally fisherfolk or sailors. Breakwater trolls are sometimes magically bound to protect coastal communities. Hag Bound Trolls. The ritual necessary to create a bound horde of breakwater trolls was devised by sea hags, who would offer communities protection in exchange for gristly tribute. Hags keep the specifics of the ritual a closely-guarded secret, but the process binds the bodies and souls of captured trolls to a stretch of shoreline. When stormy seas roll in, the bound trolls appear in a violent foamy brawl that acts as a magical wave breaker, to protect small harbors, boats, and shoreline homes. Necessary Evil. Breakwater trolls enjoy extreme weather events that stir up enormous and often dangerous waves. When the trolls sense an impending storm, they awake in a violent rage, attacking all creatures around them until the waves subside. Shore Bound. Breakwater trolls rarely leave the area where they are bound, and they fight with one another when no other creatures are present during a storm. Though they attack anything on the shore, they don't chase victims that flee inland. Some breakwater trolls have even been observed helping those shipwrecked during a storm, though they are as likely to attack shipwrecked victims as aid them. Amphibious. The troll can breathe air and water. Regeneration. The troll regains 10 hp at the start of its turn. If the troll takes lightning or force damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hp and doesn't regenerate. Actions Multiattack. The troll makes three Slam or Water Blast attacks. If it hits one Large or smaller creature with two Slam attacks, the target must succeed on a DC 15 Strength saving throw or be flung up to 15 feet to an unoccupied space the troll can see and knocked prone. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. Water Blast. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 3 (1d6) cold damage. Surge (Recharge 5-6). The troll pushes a surge of water in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 15 Strength saving throw. On a failure, a creature takes 28 (8d6) bludgeoning damage and is pushed up to 15 feet away from the troll in a direction following the line. On a success, a creature takes half the damage and isn't pushed. The surge lasts until the start of the troll's next turn and any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to the troll. If the troll uses this action while underwater, creatures in the line have disadvantage on the saving throw, and any creature in the line must spend 4 feet of movement for every 1 foot it moves when moving closer to the troll.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Troll, Deep","description":"This large, lanky creature has limp, slate-colored hair, a long nose, and dark green, rubbery skin. Its legs are disproportionally larger than its upper body, and its limbs are oddly curved. Deep trolls live far underground in the lightless regions seldom tread by people. An offshoot from their cousins on the surface, they have adapted to their environment in some unusual ways. Although they have eyes that can see light normally, their primary means of navigating the darkness is through vibration sense, which they register on their rubbery, sensitive skin. Malleable. After these trolls moved underground, their bodies adapted to surviving in the smaller, often cramped caverns. Their bones became soft and malleable, allowing them to access areas deep beneath the surface world. Deep trolls can elongate their limbs and body or squeeze themselves ooze-like through tiny cracks and openings until they emerge into a place large enough to accommodate their natural size. Tribal. Deep trolls live in small tribes of 7 to 15 members. They raid in groups, though they can be found alone when hunting or scavenging. They are intelligent enough to communicate, but they are voracious and can rarely be reasoned with when food is present. They prefer to attack anything potentially edible that isn’t part of the tribe and deal with the repercussions later. In rare cases, when confronted with opponents who are clearly more powerful, they can be persuaded to reason and discuss terms. Deep trolls are likely to agree to mutually beneficial terms, such as helping them deal with a common enemy or providing them with something they value.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":5315,"Challenge Rating":4},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Troll, Deep","description":"This large, lanky creature has limp, slate-colored hair, a long nose, and dark green, rubbery skin. Its legs are disproportionally larger than its upper body, and its limbs are oddly curved. Deep trolls live far underground in the lightless regions seldom tread by people. An offshoot from their cousins on the surface, they have adapted to their environment in some unusual ways. Although they have eyes that can see light normally, their primary means of navigating the darkness is through vibration sense, which they register on their rubbery, sensitive skin. Malleable. After these trolls moved underground, their bodies adapted to surviving in the smaller, often cramped caverns. Their bones became soft and malleable, allowing them to access areas deep beneath the surface world. Deep trolls can elongate their limbs and body or squeeze themselves ooze-like through tiny cracks and openings until they emerge into a place large enough to accommodate their natural size. Tribal. Deep trolls live in small tribes of seven to fifteen members. They raid in groups, though they can be found alone when hunting or scavenging. They are intelligent enough to communicate, but they are voracious and can rarely be reasoned with when food is present. They prefer to attack anything potentially edible that isn’t part of the tribe and deal with the repercussions later. In rare cases, when confronted with opponents who are clearly more powerful, they can be persuaded to reason and discuss terms. Deep trolls are likely to agree to mutually beneficial terms, such as helping them deal with a common enemy or providing them with something they value.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Troll, Desert","description":"The creature rising from the sand stands to a towering height, its knobbled flesh blending with the parched ground. Its long arms flex, bringing up iron-hard claws. Desert trolls, uniquely suited to survive in their wasteland environment, are stout and bulky with skin cracked and hardened like parched earth. They are more intelligent than their cousins, and their temperament allows them to curb their evil impulses with subtlety and patience. As such, they can even assimilate successfully into civilized society, living and working in major cities and other settlements. Lurkers in Sand and Rock. More cunning than standard trolls, desert trolls revel in surprising their foes with sudden ambushes from beneath the sand. Their hardened claws allow them to tunnel through earth and sand, and their coloration suits them to blending with desolate surroundings. Civilized desert trolls often take up trades that allow them to leverage their burrowing, such as construction or grave digging. Born of Fire, Death in Water. Unlike most creatures who live in parched wastes, desert trolls have no need of water at all. Quite to the contrary, water is the bane of these creatures, dissolving their flesh and bones like acid. Many adventurers have met a sudden end by falling back on old standbys to defeat trolls, only to die shocked as their fire and oil slide harmlessly off the desert troll's stony flesh.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Troll, Gutter","description":"A hunched figure climbs out of the ditch and creeps slowly down the street. It has a toad-like face, drab leathery skin covered in warts, and webbed feet. Its hands end in long, razor-sharp claws. Standing just over six feet tall, gutter trolls are smaller, toad-like cousins of the common troll. They make their homes in sewer tunnels beneath cities or under city bridges, creeping out at night to prey on the local po pulation. Fey Origins. The first gutter troll is said to have spawned from a troll slain in battle with the Toad King (see Tome of Beasts 2 ), one of the fey animal lords. The troll took a big bite out of the Toad King before the animal lord and his servants took it down. The fey-touched flesh the troll had swallowed changed when it regenerated, and it returned to life as a toad-like, wart-covered gutter troll. Like frogs and toads, gutter trolls cannot attack the Toad King if they encounter him, unless magically compelled. City Dwellers. Although gutter trolls can still sometimes be found dwelling in swamps and bogs or near riverside villages, they are most common in cities and towns where they can find more plentiful food. Cowards at heart, the trolls avoid drawing unwanted attention from city authorities by hunting their prey in the worst parts of town, where beggars and street urchins regularly go missing. Sticky Tongues and Psychoactive Sweat. Gutter trolls are stealthy hunters, emerging from ditches or sewers, grabbing victims with their long sticky tongues, and dragging their prey down into their lairs. Their warty skin secretes sweat with psychoactive properties, which weaken the victim's ability to fight back. Amphibious. The troll can breathe air and water. Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Psychoactive Sweat. Any creature that starts its turn within 5 feet of the troll must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. Regeneration. The troll regains 10 hp at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hp and doesn't regenerate. Actions Multiattack. The troll makes one Bite attack and two Claw attacks. It can replace its Bite attack with a Sticky Tongue attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Sticky Tongue. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 15 feet toward the troll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Giant","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Troll, Lake","description":"This large, lanky creature has arms too long for its body. Its hands are webbed and equipped with wicked claws. Its skin is covered in dull green scales and embedded with stones, and limp hair like scraggly seaweed hangs across its long-nosed face. Water-dwelling cousins of the more common trolls, lake trolls are both stronger and slightly more intelligent, but thankfully less common. Accompanied by a reek of old, rotting fish, these slimy creatures live beneath the surface of lakes, ponds, rivers, and sometimes even ocean coves. Violently Territorial. A lake troll is savage in the defense of its claimed expanse of territory; any encroachment into the creature’s water is met with sudden violence from the depths. Fishermen are the most vulnerable to these attacks, especially when they explore new bodies of water. Cruel Cunning. Even seasoned soldiers are wise enough to fear the claws of a lake troll; a person with no weapon facing the creature is doomed. Lake trolls delight in splintering wood, twisting metal with their talons, and dulling blades on their tough hide. They often prioritize wielders of grand weapons so they can delight in the horror of their newly-disarmed prey. Lake trolls are cunning ambushers. They make use of the water to cover their attack and to protect themselves from the flames of would-be troll hunters. Hard to Kill. A lake troll’s regeneration is shut down only by cold and fire damage at nearly the same time, making them tricky to fight and exceedingly difficult to kill. Many adventurers have been shocked or slain when a lake troll they presumed was burned to death suddenly leapt back into the fray. Because they’re reclusive and so very lethal, these creatures are poorly understood by most scholars. Traits Amphibious: The lake troll can breathe air and water. Keen Smell: The lake troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration: The lake troll regains 10 hit points at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hit points at the start of its next turn; if it takes both cold and fire damage, this trait doesn’t function at the start of the lake troll’s next turn. The lake troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack: The lake troll makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 9 (1d8 + 5) slashing damage. Claws: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 14 (2d8 + 5) piercing damage. If the lake troll hits a creature with both claw attacks in the same turn, the target creature must make a successful DC 16 Dexterity saving throw or its weapon, if any, gains a permanent and cumulative -1 penalty to damage rolls. If the penalty reaches –5, the weapon is destroyed. A damaged weapon can be repaired with appropriate artisan’s tools during a long rest.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Troll, Rattleback","description":"The sound of rattling echoes around a boulder as a creature rises behind it. Black diamond shapes decorate its scales. The creature's underbelly is yellow, its claws are black as coal, and its mouth opens to reveal two long fangs and a forked tongue—but it walks on two legs. Rattleback trolls are a terror of the badlands where they live and hunt. They are primarily nocturnal and sleep away the days in rocky holes or small caves. Humanoids living near a rattleback troll's lair often leave slain game as tribute at the entrance while it sleeps, in hopes that it will not go hunting too close to their village that evening. Venomous Killers. The rattleback troll's bite injects a debilitating venom that rots the flesh around the wound, preventing natural healing. When surrounded or attacked by multiple creatures, the troll expels a gout of this poison to drive off its attackers. Fortunately, the rattleback troll rarely enters a fray without shaking itself into a frenzy first, and the shell plates on its back give off a warning rattle before it strikes. Distracting Rattle. The troll's shell plates rattle constantly, creating a droning, distracting noise. When a creature casts a spell with a verbal component while within 30 feet of the troll, that creature must succeed on a DC 15 Constitution saving throw or lose the spell. Night Hunters. While in dim light or darkness, the rattleback trolls has advantage on Wisdom (Perception) checks that rely on sight. Regeneration. The troll regains 10 hp at the start of its turn. If the troll takes fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hp and doesn't regenerate. Actions Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. While poisoned this way, the target can't regain hp. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Venom Spray (Recharge 5-6). The troll sprays its venom in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 28 (8d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. While poisoned in this way, a creature can't regain hp. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Troll, Tumor","description":"Bulging, swollen flesh and vestigial limbs, teeth, and heads emerge from this creature without rhyme or reason. It rears back, screaming at the sky. A tumor troll is a troll that has developed a horrifying disease. The disease poisons the troll's blood and disrupts its regeneration, causing it to respond to even shed skin by generating new limbs and flesh. The result is a creature covered in teratomas and trapped in a cycle of endless pain. Tumor trolls are more aggressive than most trolls, as feeding is one of the few things that lessens their pain. Reviled by Trolls. To other trolls, a tumor troll represents one of the worst fates imaginable. Most troll tribes will have nothing to do with their misshapen brethren, while others throw them into funeral bonfires or drop them into deep pits, as acts of mercy. Accidental Creation. Though tumor trolls occur naturally, magical experiments on trolls occasionally result in a tumor troll. If the experimenter survives, they might leash the troll to guard some section of their lair, as the creatures are easier to manage than troll mercenaries. Regeneration. The tumor troll regains 10 hp at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hp and doesn't regenerate. Uncontrolled Growth. When the tumor troll regains hp from its Regeneration trait, it gains a random teratoma from the Teratoma Chart. The teratoma and its effects last until the teratoma is removed or replaced by another teratoma. The troll can have only three teratomas at any given time. If it would gain a fourth, the oldest teratoma fades and is replaced with the new teratoma. Actions Multiattack. The tumor troll makes two Bite attacks and two Claw attacks. It can replace one Claw attack with a Fling Limb attack. When it does, the tumor troll doesn't have disadvantage on this attack roll from being within 5 feet of a creature, though it can have disadvantage from other sources. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) poison damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Fling Limb. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 7 (2d6) poison damage. Remove one teratoma from the tumor troll. The tumor troll can't use this action if it doesn't have a teratoma.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Trollcat","description":"Cat, Trollcat This creature appears to be a normal raider cat, but upon closer inspection the bulk of their body is formed from discarded scraps of yarn, leather, and even sticks. Servants of the Arcane. They are usually created by spellcasters to steal objects or to serve as sentry. Artificial Constructs. Once slain, the trollcat falls apart into its component parts, though they are soaked in foul smelling milk.","properties":{"Category":"Monsters","Size":"Small","Type":"Construct","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":2},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Trollhound","description":"Trollhounds are squat, slavering beasts akin to trolls in canine form. Requiring vast quantities of meat to fuel their regenerative metabolisms, packs of wild trollhounds prowl the foothills of regions where trolls dwell, their voracious hunger driving them to slaughter and consume prey. In some regions, trolls breed trollhounds as pets, utilizing the beasts’ keen sense of smell to aid in the hunt. A trollhound looks like a squat, broad-shouldered hound, save that its mostly hairless body has green flesh studded with patches of tan warts and pustules. Traits Keen Hearing and Smell. The trollhound has advantage on Wisdom (Perception) checks that rely on hearing and smell. Regeneration. The trollhound regains 5 hit points at the start of his turn. If it takes acid or fire damage, this trait doesn’t function at the start of the trollhound’s next turn. The trollhound dies only if it starts his turn with 0 hit points and doesn’t regenerate. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Trollkin Grunt","description":"The thick-skinned, staff-wielding trollkin shaman barks rough orders to her brutish bodyguards in their guttural language. The trollkin grunts level their spears and growl menacingly. Guardians of the Lair. While the raiding bands of the trollkins pillage for their livelihood, the trollkin shaman and its grunts protect hearth and home, securing the base against other raiders. The shaman's spells and affinity for beasts of the natural world help it maintain its status.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (trollkin)","Alignment":"neutral","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Trollkin Ragecaster","description":"A thick-skinned trollkin wearing worn leather armor and a wolf fur cloak levitates. Hatred burns in its eyes as magic sparks around its arms. Deadly Children. Ragecasters are spellcasters born among trollkin clans. Like many spellcasters, ragecasters display their magical gifts at a young age, but then their great tempers begin to show. These tempers lead to devastating incidents: huts housing the child are struck by lightning, villagers who upset the child catch on fire, trees fall when the child cries, and so on. Once a trollkin child shows the signs of being a ragecaster, it is given to the clan's shaman to learn to control of its magic and temper safely away from others. Cursed Anger. Many trollkin clans believe ragecasters are the result of a curse put upon all trollkin after some ancient clan broke an oath to a powerful being. The legend differs from clan to clan, with some saying it was a god and others believing it was Baba Yaga. Whatever the origin, most trollkin view ragecasters as unpredictable, but a great asset in times of war. Blood Moon Gatherings. Trollkin ragecasters who have learned control of their magic and temper keep to themselves and live on the outskirts of their clans. However, when the moon turns red, it fills ragecasters with uncontrollable anger, and they gather to unleash their elemental wrath on anything in the area. Brutal Claws. A trollkin ragecaster's claw deals one extra die of its damage when the trollkin isn't ragecasting (included in the attack). Magic Resistance. The ragecaster has advantage on saving throws against spells and other magical effects when it isn't ragecasting. Regeneration. The trollkin ragecaster regains 10 hp at the start of its turn. If the tagecaster takes acid or fire damage, this trait doesn't function at the start of the ragecaster's next turn. The ragecaster dies only if it starts its turn with 0 hp and doesn't regenerate. Thick Hide. The trollkin ragecasters skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin's AC. Actions Multiattack. The trollkin ragecaster makes two Claw attacks or two Elemental Blast attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) slashing damage when not ragecasting, or 12 (2d8 + 3) slashing damage while ragecasting. Elemental Blast (Ragecasting Only). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (3d6 + 4) cold, fire, lightning, or thunder damage (the trollkin's choice). Spellcasting (Ragecasting Only). The trollkin ragecaster casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: thunderwave 3/day each: call lightning , fireball 1/day: fire shield Bonus Actions Ragecasting (3/Day). The trollkin ragecaster enters a special rage that allows it to channel the power of the elements for 1 minute. While ragecasting, the trollkin has disadvantage on Wisdom saving throws and gains a flying speed of 60 feet. The trollkin can end ragecasting as a bonus action. When the ragecasting ends, the trollkin descends 60 feet per round until it lands on a solid surface, and it can continue concentrating on a spell it cast while ragecasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Trollkin)","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Trollkin Raider","description":"Screams echo in the night as spears meet wood and flesh. One trollkin pulls its spear from its latest victim while its companion raids the victim’s larder. Trollkin raiders are greedy and efficient, moving together under the command of a trollkin leader to take apart a village, a caravan, or a small fortress. Their goal is generally food and portable wealth. Their training as a unit is not extensive but raiders know, trust, and fight for one another. Night Attacks. Trollkin raiders attack in a fast-moving, nocturnal group, often using a group of panicked animals or a fire as a distraction in one place while they attack elsewhere. Their assaults are never daylight attacks over open ground; they much prefer surprise and the confusion of night attacks. Mounted or River Routes. While trollkin raiders can lope for miles across taiga or through forests, they far prefer to ride horses or row up a river. It gives them both speed and the ability to carry more plunder.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Trollkin Shaman","description":"The thick-skinned, staff-wielding trollkin shaman barks rough orders to her brutish bodyguards in their guttural language. The trollkin grunts level their spears and growl menacingly. Guardians of the Lair. While the raiding bands of the trollkins pillage for their livelihood, the trollkin shaman and its grunts protect hearth and home, securing the base against other raiders. The shaman's spells and affinity for beasts of the natural world help it maintain its status.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (trollkin)","Alignment":"neutral","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Trollkin, Desert Fire Shaman","description":"The wizened trollkin, wearing thick robes and religious trinkets, raises its staff to the sky, fire coalescing around its hands. The ironclad trollkin beside it roars, hefts a large sword, and charges with the shaman's fire flying beside it. The resilient desert trollkin make their homes in badlands and deserts. To most outsiders, theirs is a harsh culture, but to the trollkin, their unforgiving home demands strength, cunning, and hardiness. Fire Shamans. Trollkin fire shamans are respected and feared among their people. They harness the fiery power of the desert sun, and they can incinerate anyone who dares to oppose them. Ironmongers. Ironmongers are veteran trollkin armor and weaponsmiths clad in their creations. They act as vanguards for the desert trollkin. Regeneration. The trollkin gains 3 hp at the start of its turn. If the trollkin takes acid or fire damage, this ability doesn't function at the start of the trollkin's next turn. The trollkin dies only if it starts its turn with 0 hp and doesn't regenerate. Thick Skin. The trollkin's skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin's AC. Actions Multiattack. The fire shaman uses Mark Foe. It then makes two Hurl Flame attacks or three Staff attacks. Staff. Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands. Hurl Flame. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 8 (2d4 + 3) fire damage. Mark Foe. One creature the shaman can see within 60 feet must succeed on a DC 13 Wisdom saving throw or be wreathed in magical fire for 1 minute. While wreathed, it can't take the Hide action or become invisible. The next time the creature takes damage, it takes an extra 7 (2d6) fire damage, and the magical fire ends. Reactions Fiery Escape (2/Day). When the shaman takes damage, each creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) fire damage. The shaman is then wreathed in flames and teleports up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Trollkin )","Alignment":"Neutral","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Trollkin, Desert Ironmonger","description":"The wizened trollkin, wearing thick robes and religious trinkets, raises its staff to the sky, fire coalescing around its hands. The ironclad trollkin beside it roars, hefts a large sword, and charges with the shaman's fire flying beside it. The resilient desert trollkin make their homes in badlands and deserts. To most outsiders, theirs is a harsh culture, but to the trollkin, their unforgiving home demands strength, cunning, and hardiness. Fire Shamans. Trollkin fire shamans are respected and feared among their people. They harness the fiery power of the desert sun, and they can incinerate anyone who dares to oppose them. Ironmongers. Ironmongers are veteran trollkin armor and weaponsmiths clad in their creations. They act as vanguards for the desert trollkin. Regeneration. As the fire shaman, but it regains 5 hp. Thick Skin. As the fire shaman. Actions Multiattack. The ironmonger makes one Greatsword attack and two Slam attacks, or it makes three Throwing Axe attacks. Greatsword. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Slam. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. Throwing Axe. Melee or Ranged Weapon Attack : +6 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Reactions Impregnable Counter. When a creature within 5 feet of the ironmonger misses a melee attack against it, the attacker must succeed on a DC 15 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Trollkin )","Alignment":"Neutral","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Trollkin, Reaver","description":"In the north the masses huddle in fear at night, dreading the horns and howls of reavers come to slaughter and pillage. The trollkin reaver’s skin is thick and knobby, and it sports wicked talons and tusks. Fearsome Savages. Trollkin have a well-deserved reputation for savagery, and the reavers help reinforce that perception among their neighbors. War Leaders. Raiding is a staple industry among the trollkin, and the reavers lead the most savage raiding parties in search of wealth, slaves, and supplies. They often recruit other creatures or mercenaries into their bands. It is not uncommon to see bloodthirsty humans, gnolls, or hobgoblins in a reaver’s band. Spirit Talkers. Trollkin reavers are quite fearful of spirits and ghosts, and listen to their clan shaman and to the word of powerful fey or giants. They prefer to raid only in times of good omens. Traits Regeneration: The trollkin reaver regains 10 hit points at the start of its turn. This trait doesn’t function if the trollkin took acid or fire damage since the end of its previous turn. The trollkin dies if it starts its turn with 0 hit points and doesn’t regenerate. Thick Hide: The trollkin reaver’s skin is thick and tough, granting it a +1 bonus to AC. This bonus is already factored into the trollkin’s AC. Actions Multiattack: The trollkin raider makes three melee attacks: two with its claws and one with its bite, or two with its battleaxe and one with its handaxe, or it makes two ranged attacks with its handaxes. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. Claw: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) slashing damage. Battleaxe (One-handed): Melee Weapon Attack : +6 to hit, range 5 ft., one target. Hit : 6 (1d4 + 4) Slashing damage. Using the battleaxe two-handed prevents using the handaxe. Battleaxe (Two-handed): Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. Handaxe: Ranged Weapon Attack : +6 to hit, range 20/60 ft., one target. Hit : 7 (1d6 + 4) slashing damage. Handaxe: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) slashing damage. Howl of Battle (Recharge 6): Up to three allies who can hear the trollkin reaver and are within 30 feet of it can each make one melee attack as a reaction.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid ","Source":"Tome of Beasts","Alignment":"Neutral","Expansion":3,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Tromokratis","description":"Mythic Monsters This section describes three of Theros's most infamous terrors, beings whose might and dreadful deeds set them apart as menaces of legendary proportions. While many of Theros's greatest myths arise from storied terrors—like the hydra Polukranos or the dreaded titans—the monsters in this section have a feature that sets them apart: mythic traits. Mythic traits transform battles into truly legendary confrontations, well suited to the climactic battles at the ends of adventures or whole campaigns. Mythic traits are optional; they don't need to be used during combat with these monsters. If you so choose, you may simply ignore a monster's mythic trait and mythic actions. If you wish to increase a battle's stakes, though, using a monster's mythic trait results in some mid-battle twist that changes the way the monster behaves, restores its resources, or provides it with new actions to use. As a result, the battle becomes deadlier and rages on for longer than most combat encounters. Each monster features an \"As a Mythic Encounter\" section that highlights its mythic trait, notes how using it changes the difficulty of the encounter and the rewards, and includes read-aloud text you can use mid-battle to signal a terrifying shift in the conflict. Tromokratis Most krakens roam the seas, shattering hulls and scattering fleets, but the kraken Tromokratis notoriously vents its wrath on coastal settlements. Whether it acts at the command of the god Thassa or to sate its own hunger, Tromokratis numbers among the most feared threats in the sea, having no fixed lair and wandering where it will. In recent memory, the massive menace rose from the waves to topple the Pyrgnos, Meletis's great repository of scholarly knowledge. Since that day, the polis keeps a watch specifically for Tromokratis. Rough Waters. Tromokratis is a particularly cantankerous nadir kraken that has claimed all the sea as its territory. A tumultuous sea is often attributed to Tromokratis battling another kraken to assert its claim. Often, before a journey, sailors blow conch-shell horns in the belief that the sound will soothe nearby krakens. The Horn of Humenades. Legend speaks of a magic horn that the hero Humenades used in ancient times to summon Tromokratis to lay waste to a cursed city lost to evil ways. The horn was so powerful that, after the city was destroyed, Humenades took it to Tizerus and buried it under a stone near the palace of Erebos. Tromokratis as a Mythic Encounter Tromokratis numbers among the most powerful creatures a group of adventurers might face. If you wish to make an encounter with the kraken truly legendary, Tromokratis might use its Hearts of the Kraken mythic trait. When this happens, it calls upon a reserve of strength just as it appears to be vanquished. After its hearts are exposed, Tromokratis can choose one of its mythic actions when it uses a legendary action. Read or paraphrase the following text when Tromokratis uses its Hearts of the Kraken trait: The titanic monster’s carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast’s ancient shell, revealing three other mighty, ichor-slick organs. The sea terror thrashes, channeling pain into fury. Fighting Tromokratis as a mythic encounter is equivalent to taking on two CR 26 creatures in one encounter. Award a party 180,000 XP for defeating Tromokratis after it uses Hearts of the Kraken.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity (titan)","Alignment":"any","Expansion":5432,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Trooper","description":"","properties":{"Category":"Monsters","Size":"Miscellaneous","Type":"fighter","Expansion":9634,"Challenge Rating":"1/2"},"publisher":"Mage Hand Press","book":"Dark Matter Starter Kit"},{"name":"Trostani","description":"The Selesnya guildmaster is an amalgamation of three dryads in body, will, and soul. Each dryad’s body extends from a central trunk, so while they possess independent minds, they share a single name­—Trostani—and a single life force. Usually Trostani communicates the will of the Worldsoul with one voice, but she retains three distinct personalities that embody the three parts of the Selesnyan ideal: order, life, and harmony. In the midst of increasing tensions on Ravnica, the three personalities have recently been at odds over how best to navigate the conclave through such difficult times. Trostani spends most of her time in the towering tree of Vitu-Ghazi, the Selesnya guildhall. There she communes with Mat’Selesnya and with the dryads who lead individual Selesnya communities across Ravnica. Trostani’s Traits Ideal: “In each of us is the strength of all of us.” Bond: “All will come to the warm embrace of the Conclave.” Flaw: “I have nothing but anger for those who break the bonds of the community and leave our embrace.” Innate Spellcasting. Trostani’s innate spellcasting ability is Wisdom (spell save DC 24). She can innately cast the following spells, requiring no material components: At will: dispel magic, druidcraft 3/day each: bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion 1/day each: conjure fey, mass cure wounds Legendary Resistance (3/Day). If Trostani fails a saving throw, she can choose to succeed instead. Magic Resistance. Trostani has advantage on saving throws against spells and other magical effects. Magic Weapons. Trostani’s weapon attacks are magical. Speak with Beasts and Plants. Trostani can communicate with beasts and plants as if they shared a language. Tree Stride. Once on her turn, Trostani can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Actions Multiattack. Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of 1 action. Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained. Trostani can grapple no more than three targets at a time. Touch of Order. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 23 (3d8 + 10) radiant damage, and Trostani can choose one magic item she can see in the target’s possession. Unless it’s an artifact, the item’s magic is suppressed until the start of Trostani’s next turn. Wrath of Mat’Selesnya (Recharge 5–6). Trostani conjures a momentary whirl of branches and vines at a point she can see within 60 feet of her. Each creature in a 30-foot cube on that point must make a DC 24 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. Legendary Actions Trostani can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Trostani regains spent legendary actions at the start of her turn. Voice of Harmony. Trostani makes one melee attack, with advantage on the attack roll. Voice of Life. Trostani bestows 20 temporary hit points on another creature she can see within 120 feet of her. Voice of Order. Trostani casts dispel magic . Chorus of the Conclave (Costs 2 Actions). Trostani casts suggestion . This counts as one of her daily uses of the spell. Awaken Grove Guardians (Costs 3 Actions). Trostani animates one or two trees she can see within 120 feet of her, causing them to uproot themselves and become awakened trees (see the Monster Manual for their stat blocks) for 1 minute or until Trostani uses a bonus action to end the effect. These trees understand Druidic and obey Trostani’s spoken commands, but can’t speak. If she issues no commands to them, the trees do nothing but follow her and take the Dodge action.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"neutral good","Expansion":7,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Truant Devourer","description":"The decaying form was once a gnoll. It is adorned with symbolic jewelry, religious fetishes, and tattoos of unholy iconography. Truant devourers are enforcers of the lords of undeath and servants of the undying. They track down the enemies of the dead, especially those that were once counted as allies, and bring them to a fitting end. Devourers of the Damned. Truant devourers hunt all those who have offended the gods of death: cultists that cease worship, souls that have somehow rejoined the living world, or priests that have abandoned a death deity for another god. Devourers are devoted to their lords and relentless in their pursuit. They have all the time in the world to find those who blaspheme against the gods of death. Heretic Sense. The truant devourer can pinpoint the location of heretics of its faith within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. Magic Resistance. The truant devourer has advantage on saving throws against spells and other magical effects. Turn Resistance. The truant devourer has advantage on saving throws against any effect that turns undead. Undead Nature. The truant devourer doesn't require air, food, drink, or sleep. Actions Multiattack. The truant devourer makes three Devourer's Cleaver or Necrotic Bolt attacks. It can replace one attack with a Life Drain attack. Devourer's Cleaver. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 9 (2d8) necrotic damage. Life Drain. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (3d8 + 4) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. Necrotic Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage. Invisibility. The truant devourer magically turns invisible until it attacks or uses Grasping Claws, or until its concentration ends (as if concentrating on a spell). Any equipment it wears or carries is invisible with it. Grasping Claws (Recharge 5-6). The truant devourer calls dozens of ghostly, skeletal claws to erupt from a point on the ground it can see within 60 feet of it. Each creature within 15 feet of that point must make a DC 16 Dexterity saving throw. On a failure, a creature takes 31 (7d8) necrotic damage and is restrained for 1 minute. On a success, a creature takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Dusty Step. The truant devourer teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. A cloud of dust appears at the origin and destination when it uses this bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment (As Its Creator Deity)","Expansion":19901,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"True Camazotz","description":"The camazotz is a demon that resembles a giant-sized feral humanoid with vampire batlike features - oversized ears, fanged mouth, arms and legs that end in talon-like claws, and powerful wings spreading from its back. It has an affinity for bats and werebats and often has these in as minions. The camazotz patrols the skies of the Abyss, serving as scouts for more powerful demons and demon lords. If left on its own, the camazotz only lives to destroy and consume, hunting weaker demons if it can't find other more interesting prey. True Camazotz. Camazotz was said to have been a bloodthirsty chieftain who enjoyed sacrificing his captured enemies to his gods. This included a monstrous ritual of him wearing ceremonial armor that made him resemble a giant bat and would drink the blood of his dying victims before ripping their heads off with his bare hands. When he could no longer find foes to sacrifice, he would secretly have his people captured and sacrificed. Eventually, his evil deeds were discovered and after a vicious revolt that him mortally wounded, Camazotz prayed to his many gods for mercy. A demon prince answered, and in return for Camazotz's soul and eternal servitude, he would be able to continue what he enjoyed doing the most - killing. Camazotz agreed and as soon as his soul reached the Abyss, he was transformed into the first true demon of his kind and now serves as a general for the demon prince. Since then, many others who shared the same despicable taste for blood and sacrifice have become camazotz demons. A True Camazotz's Lair A true camazotz's lair is often a deep, treacherous cavern or a giant dead tree within a dismal grove in the center of a haunted forest. Thick, noxious guano covers the surface of the lair's grounds. The true camazotz attracts the company of all manner of bats, giant bats, and werebats. These creatures revere and are subservient to the true camazotz. The challenge rating of a true camazotz increases to 21 (33,000 XP) when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the camazotz takes a lair action to cause one of the following effects; the camazotz can’t use the same effect two rounds in a row: Swarming, biting tiny bats magically fill a 40-foot-radius sphere centered on a point the camazotz can see within 120 feet of it. The sphere spreads around corners. The sphere remains for 1 minute, until the camazotz uses this lair action again, becomes incapacitated, or when the camazotz dies. The sphere's area is lightly obscured and is difficult terrain. When the area appears, each creature in it must make a DC 17 Constitution saving throw. A creature other than camazotz takes 10 (4d4) piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the sphere's area for the first time on a turn or ends its turn there. Guano within 90 feet of the camazotz surge outward like a pseudopod. Any creature on the ground within 20 feet of the guano must succeed on a DC 17 Constitution saving throw or become poisoned for 1 minute. A poisoned creature is blind. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success. While in dim light or darkness, the camatzots teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. Traits Fear Aura. Any creature hostile to the camazotz that starts its turn within 20 feet of the camazotz must make a DC 17 Wisdom saving throw, unless the camazotz is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the camazotz's Fear Aura for the next 24 hours. Fell Swoop. If the camazotz is flying and dives at least 30 feet toward a target and then hits with a Claw and has advantage on the attack, the attack deals an extra 14 (4d6) damage to the target. If this attack reduces the target to 0 hit points, the target dies and its head is dismembered. Flyby. The camazotz doesn't provoke opportunity attacks when it flies out of an enemy's reach. Legendary Resistance (2/Day). If the camazotz fails a saving throw, it can choose to succeed instead. Magic Resistance. The camazotz has advantage on saving throws against spells and other magical effects. Sunlight Hypersensitivity. While in sunlight, the camazotz has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The camazotz makes one Bite attack and two Claw attacks. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 16 (3d6 + 6) piercing damage plus 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the camazotz regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Sonic Screech (Recharge 6). The camazotz emits a deadly screech. Each creature within 30 feet of it that can hear it and that isn't a bat or demon must succeed on a DC 20 Constitution saving throw. On a failure, a creature takes 45 (10d8) thunder damage, is deafened for 1 minute, and is stunned until the end of the camazot's next turn. On a success, a creature takes half as much damage and isn't deafened or stunned. Summon Bats (1/Day). The camazots summons 3d4 + 3 giant bats or swarm of bats). The bats appear in unoccupied spaces within 30 feet of it. The bats act right after the camazotz on the same initiative count and fight until they’re destroyed. They disappear when the camazotz is destroyed. Legendary Actions The camazotz can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The camazotz regains spent legendary actions at the start of its turn. Claw. The camazotz makes a Claw attack. Piercing Shriek (Costs 2 Actions). The camazotz targets one creature within 60 feet of it. The target must succeed on a DC 20 Constitution saving throw. On a failure, the target takes 18 (4d8) thunder damage, is deafened for 1 minute, and is stunned until the end of the camazot's next turn. On a success, a creature takes half as much damage and isn't deafened or stunned. Wing Attack (Costs 2 Actions). The camazotz beats its wings. Each creature within 10 feet of the camazotz must succeed on a DC 20 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The camazotz can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":29032,"Challenge Rating":20},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Trumpet Archon","description":"Trumpet archons serve as official emissaries and heralds of the gods of Mount Celestia. They appear as winged attractive bald humanoids with emerald skin and as their name implies, carry gleaming silver trumpets known as buisines. Like owl archons, trumpet archons are typically encountered outside the plane of Mount Celestia as they are often sent on important diplomatic missions and usually escorted by sword and justice archons. Trumpet Blaster. Trumpet archons disdain combat and will always try to find ways to avoid it. If pressed to fight, however, they will use their spells only for defense. If given no choice, they will wield their buisines as devastating war mauls. What makes trumpet archons dangerous, though, are their trumpet blasts, which can paralyze or stun foes. Archons The mighty archons are exalted celestial champions who maintain peace, uphold justice, and serve the angels and deities of Arcadia, Bytopia, and the Seven Heavens of Mount Celestia. Benevolent Guardians . Whereas angels act more as agents, commanders, and generals, archons fill the role of soldiers, scouts, and support specialists. They protect the innocent and defenseless and aid the wounded and sick. They despise and stand against malevolent supernatural creatures such as demons, devils, yugoloths, and evil undead. They capture and bring to justice powerful creatures who have performed depraved and despicable acts. Unfortunately, their unwavering sense of righteousness often leaves them vulnerable to manipulation and conflict. Blessed Champions . Archons never willingly use violence unless it is necessary. However, if combat is unavoidable, archons can be a terrifying thing to behold as they become justice and vengeance personified. They radiate an aura of menace that can sap the will of their foes. Archons are expert battle tacticians, able to teleport at will and cast powerful divine spells that can aid allies and banish foes. In addition to their impressive powers, they are also fearless, tireless, resistant to most attacks, and can’t be charmed. Divine Agents . While they rarely leave Mount Celestia, archons can be encountered anywhere, even in the Lower Planes. They frequently travel to the Material Plane on a variety of missions, acting as couriers, messengers, spies, or marshals. Archons have been known to assist adventurers, especially if they are favored by their deities. Types of Archons . There are eight major types of archons, each with different characteristics and abilities. The hound archon, justice archon, and lantern archons are the most numerous ones, and make up the bulk of the archon army, serving as foot soldiers, guards, and scouts. The owl archon, trumpet archon, and warden archon are specialists, while the sword archon and the throne archon act as military officers. Immortal Nature . An archon doesn't require food, drink, or sleep. Traits Aura of Menace. The archon emanates an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a DC 16 Wisdom saving throw or become frightened of the archon for 1 minute or until it takes any damage. Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The archon makes three Buisine attacks. Buisine. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) radiant damage. Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: aid (4th level), bless, continual flame, detect evil and good 3/day each: banishment, magic circle, mass cure wounds, raise dead 1/day each: blade barrier, heal Teleport. The archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see. Herald's Call (Recharge 5-6). The archon plays its buisine to create a sound of utter clarity and piercing beauty. Each non-celestial creature within 120 feet that can hear the archon must succeed on a DC 16 Wisdom saving throw or become charmed for 1 minute. A creature charmed in this way is paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archon's Herald's Call for the next 24 hours. Buisine Blast (1/Day). The archon blows its buisine to emit a thunderous blast in a 60-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 16 Constitution saving throw. On a failed save, a creature takes 54 (12d8) thunder damage and is deafened for 1 minute. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 108 (24d8) thunder damage instead of 54 (12d8).","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Tserka Guardian","description":"\"It was the power drain into the sub-basement that tipped them off. They thought they had a fiber breach, but when they got down there, they found a tap and traced it to its source. That is when they called me in to mediate the release of the maintenance crew. The Tserka, what you people call “bugs”, have no compunction about squatting on property not their own, but they are a secretive bunch and do not take kindly to trespassers. It was a big colony, mostly those little ones with the big liquid black eyes chittering all around, but there were dozens of those big warriors. They were armed with a motley mix of weapons seemingly pieced together from the tech of half a dozen races, but I knew there was no tactical option to free our people. One of the little ones met me, backed by a phalanx of their guardian caste. He tried immediately to get into my mind, but I was ready for that. I smiled as I watched his antennae shiver in annoyance, and his facial plates moved just enough to bare his claw-like mouth parts. My little victory was hollow though. I have dealt with tserka for 20 years, and in all that time I have never felt I got the better end of a deal. I knew this was going to be expensive.\" — Kalon Tang, human ambassador. Tserka Crucible-Grown. Unlike most species, who discovered the crucibles after achieving space travel, the tserka evolved from humble pests that infiltrated the tortuous tunnels of one of the massive crucible structures and struggled to survive in the sorium-infused ecosystem. The identity of ancient culture that accidentally introduced their primitive ancestors to the crucibles is lost even to the tserka. They are natural scroungers, merchants, and tinkers, always on the lookout for a better deal or some edge over their competitors, while fanatically loyal to their own insular groups. Their societies are split between worker and guardian castes, who often disagree about the best methods to ensure the safety of their colonies, but they work together tirelessly to that end. Stealthy Colonists. The tserka have spread far from their crucibles of origin. Because their cities usually consist of miles of subterranean passages and chambers and artificial mountains of soil, their presence is often underestimated. Their cities are built around jealously guarded caches of sorium, which enable them to transplant the ecosystem in which they evolved. They are covetous of the technology of other cultures, and are often found with a hodgepodge mix of items. Tserka Worker Members of the worker and merchant castes are small of stature, but large in personality. Their leathery carapace ranges from pale blue to green, with wide black eyes and short antennae that can fold back into grooves along the sides of their skull. Their mouth parts are normally hidden from view by a sheath of flesh. Tserka Guardian The caste responsible for the protection of the home colony, guardians are large and strong, though not as wily as the workers. Their carapace tends toward dark reds and purples around the head and shoulders, becoming paler green over the rest of the body. Their antennae are thinner than those of the workers, and their large tusk-like mandibles are always visible.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tserka)","Alignment":"neutral","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Tserka Worker","description":"\"It was the power drain into the sub-basement that tipped them off. They thought they had a fiber breach, but when they got down there, they found a tap and traced it to its source. That is when they called me in to mediate the release of the maintenance crew. The Tserka, what you people call “bugs”, have no compunction about squatting on property not their own, but they are a secretive bunch and do not take kindly to trespassers. It was a big colony, mostly those little ones with the big liquid black eyes chittering all around, but there were dozens of those big warriors. They were armed with a motley mix of weapons seemingly pieced together from the tech of half a dozen races, but I knew there was no tactical option to free our people. One of the little ones met me, backed by a phalanx of their guardian caste. He tried immediately to get into my mind, but I was ready for that. I smiled as I watched his antennae shiver in annoyance, and his facial plates moved just enough to bare his claw-like mouth parts. My little victory was hollow though. I have dealt with tserka for 20 years, and in all that time I have never felt I got the better end of a deal. I knew this was going to be expensive.\" — Kalon Tang, human ambassador. Tserka Crucible-Grown. Unlike most species, who discovered the crucibles after achieving space travel, the tserka evolved from humble pests that infiltrated the tortuous tunnels of one of the massive crucible structures and struggled to survive in the sorium-infused ecosystem. The identity of ancient culture that accidentally introduced their primitive ancestors to the crucibles is lost even to the tserka. They are natural scroungers, merchants, and tinkers, always on the lookout for a better deal or some edge over their competitors, while fanatically loyal to their own insular groups. Their societies are split between worker and guardian castes, who often disagree about the best methods to ensure the safety of their colonies, but they work together tirelessly to that end. Stealthy Colonists. The tserka have spread far from their crucibles of origin. Because their cities usually consist of miles of subterranean passages and chambers and artificial mountains of soil, their presence is often underestimated. Their cities are built around jealously guarded caches of sorium, which enable them to transplant the ecosystem in which they evolved. They are covetous of the technology of other cultures, and are often found with a hodgepodge mix of items. Tserka Worker Members of the worker and merchant castes are small of stature, but large in personality. Their leathery carapace ranges from pale blue to green, with wide black eyes and short antennae that can fold back into grooves along the sides of their skull. Their mouth parts are normally hidden from view by a sheath of flesh. Tserka Guardian The caste responsible for the protection of the home colony, guardians are large and strong, though not as wily as the workers. Their carapace tends toward dark reds and purples around the head and shoulders, becoming paler green over the rest of the body. Their antennae are thinner than those of the workers, and their large tusk-like mandibles are always visible.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tserka)","Alignment":"neutral","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Tsuchinoko","description":"A serpent with a midsection wider than its head or its tail leaps high into the air, its fanged mouth agape. Tsuchinoko are venomous snakes with a unique way of moving through the air and a taste for alcohol. Alcohol Seekers. Tsuchinoko have an excellent sense of smell, which they use to find their favorite delicacies: rodents, birds, and, above all, alcohol. Although the snakes don’t usually attack humans, tsuchinoko are known to kill travelers who are carrying a flask of ale or a bottle of spirits. Large groups of these creatures sometimes assault merchant caravans traveling through the forest. Mobile Predators. Tsuchinoko spend most of their time hiding, relying on their natural camouflage to help them catch meals. They have two special modes of movement for chasing prey when ambushes fail: leaping and rolling. The serpents can throw themselves into the air then leap a second time at the zenith of their first jump, allowing them to clear obstacles and bite low-flying targets. A tsuchinoko can also swallow the end of its tail, forming its body into a hoop that rolls through the forest with ease. Rumors of Sapience. Though such sounds have never been recorded, some claim that the deepest, darkest parts of the forest are home to tsuchinoko that can speak. It is said that these tsuchinoko enjoy mischief and pranks, and they steer travelers towards hazards, monsters, and other trouble as entertainment. Actions Multiattack. The tsuchinoko makes two leaping bite attacks. The second attack has disadvantage and must be made against the same target as the first. Leaping Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1 piercing damage plus 5 (2d4) poison damage. Hoop Form. The tsuchinoko bites its tail, forming a hoop with its body. While in hoop form, the tsuchinoko has a walking speed of 60 feet and can’t make leaping bite attacks. The tsuchinoko can end its hoop form as a bonus action.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Tsuchinoko","description":"A snakelike creature with a fondness for alcohol that lurks in forests, the tsuchinoko is more capable than a typical standard familiar, and as such at least 50 gp worth of wine or spirits must be expended as part of the casting of the find familiar spell.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"unaligned","Expansion":25360,"Challenge Rating":1.2},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Tsucora Quori","description":"Quori Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter. Tsucora Quori Tsucora quori are nightmarish creatures. Their headless torsos are covered with eyes and twitching limbs, including two massive arms that end in powerful pincers, and a serpentine tail tipped with a vicious stinger. They are cruel and calculating, enjoying the power they wield over others as they concoct elaborate schemes to advance their own positions and discredit their rivals. Relentless Schemers. Constantly jockeying for position, each tsucora hopes to be reincarnated as a more powerful servant of the Dreaming Dark. As such, their plans are as often focused on the ruination of competitors as they are on the furthering of il-Lashtavar’s plans. When they aren’t serving in the cities of their nightmare realm, they hunt the dreaming spirits of mortals. Fearmongers. Their ability to manipulate the fears of mortals sees tsucoras often sent to Eberron as Inspired. Nothing keeps humanoid chattel in line like fear, and the tsucoras are the masters of manipulating the uncertainty of mobs and high-ranking officials alike. The effectiveness of tsucora Inspired keeps the members of this order in the good graces of the kalaraq quori.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"lawful evil","Expansion":4480,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Tuberkith","description":"A stout, potato-shaped humanoid hums happily as it pushes its wheelbarrow filled with radishes through a recently harvested field. Tuberkith are root vegetables given sentience by fey magic. After a rural village offended the local fey court, its unseelie ruler condemned the villagers to watch their year's harvest uproot itself and walk away, leaving them to starve. Potatoes, beets, yaro, and yams crawled free from the soil and strolled about the village. The fey lord's curse did not work out as intended: Instead of fleeing into the surrounding wilderness, the tuberkith became quite social. They exhibited a natural predisposition for managing crops and happily supported the villagers' farming efforts in growing additional food. The tuberkith settled among the villagers and formed families, becoming a blessing in the long run. Friends in the Field. Tuberkith form strong relationships with the communities around them, who cherish the tuberkith's natural connection to the fields they work. They seem to especially enjoy working with humans, halflings, and erina. Planting Offspring. When reproducing, both tuberkith parents plant an eye in the ground. The parents tend to the burgeoning roots for three months, then they pull the new offspring from the ground. Defensive Weapons. Like other cultures, tuberkith have developed weapons to defend themselves from predators and foes. The tuberkith wield two-handed mashers, which can knock their foes to the ground, while allies use one-handed peelers to effortlessly slice flesh from the prone enemies. Deep Roots. The tuberkith has advantage on Strength and Dexterity saving throws made against effects that would move it against its will along the ground. Dozens of Eyes. The tuberkith has advantage on Wisdom (Perception) checks that rely on sight and on saving throws against being blinded. In addition, if the tuberkith isn't blinded, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the tuberkith, such as the Pack Tactics trait or Sneak Attack feature. Actions Peeler. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Masher. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Any Alignment","Expansion":19901,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Tulpa","description":"This spectral humanoid's shape and features closely resemble the humanoid it follows. Its eyes swirl with star-like lights, and its skin is loose and pale. Overly large black claws tip its long fingers. Manifestations. Tulpa are a coalescence of ill-will and obsessive thoughts. Brought into the Material Plane from pure negative thoughts, the tulpa is effectively immortal — remaining in the world until its creator ceases thinking dark thoughts. The tulpa heeds no commands and follows its creator at a distance, haunting its creator and attacking those who get too close. Beacons of Darkness. While there is never more than one tulpa associated with a single creature, a tulpa's birth and continued existence draws malevolent things to it. Lesser undead and beastly evil are attracted to the tulpa, and its creator may regularly be pursued by a growing host of darkness.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Tulvak","description":"Tulvak might strike the PCs as an unusual green hag thanks to her variant spell-like abilities and her disdain of covens. Of course, you can abandon the latter personality quirk to use these statistics to represent the three members of a unique coven of green hags. By swapping out her weapon of choice for another, you can further give a unique spin to this group. Traits Amphibious. Tulvak can breathe air and water. Innate Spellcasting. Tulvak’s innate spellcasting ability is Charisma (spell save DC 17, +9 spell attack). She can innately cast the following spells, requiring no material components: At will: acid splash, dancing lights, disguise self, invisibility, message, minor illusion, pass without trace, tongues 3/day (each): dominate person, major image, sending Mimicry. Tulvak can mimic animal sounds and human voices. A creature that hears the sounds can tell they are imitations with a successful DC 17 Wisdom (Insight) check. Actions Multiattack. Tulvak makes two melee attacks. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage and the target must succeed at a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns ending the effect on itself on a success. Scythe. Melee Weapon Attack: +8 to hit, one target. Hit: 14 (2d8+5) slashing damage. Exhale Miasma (Recharge 5–6). Tulvak exhales a miasma of green vapors in a 15-foot cone. All creatures in the area must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic evil","Challenge Rating":10},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Tundra Giant","description":"The tundra giants are a nomadic tribe of steppe-dwelling warrior giants. They stand between 12-13-feet tall and have pale, waxy, bluish and grayish skin. They are often led by a khan, a cunning warrior general and tribal chief. Crafty Soldiers. Tundra giants are known for their fierce fighting skills and strategic battle tactics. They are experienced in siege warfare and have been known to capture cities with ease with the use of their massive war machines. If not for their extremely low birth rate, tundra giants could have possibly conquered more lands of men. Because of their success in the battlefield, they are frequently hired by other races as mercenaries. Accomplished Hunters. The harsh climate and sparse vegetation of the tundra steppe made it difficult to sustain agriculture and herding, so hunting and raiding are a vital source of sustenance for the tundra giants. Through their skillful use of bows and spears, tundra giants are able to hunt a variety of wild animals such as boar, ibex, mammoth, moose, and reindeer. Stories of great hunts of frost worms, remorhazes, and white dragons were told in songs, poems and epics passed down from generation to generation. Ruthless Raiders. Raiding humanoid settlements is what the tundra giants live for, however, as this brings spoils of war. They make use of psychological warfare and terror tactics in order to break the morale of their targets. Led by their khan and shamans, tundra giants implement various tactics, such as feigned retreats, diversions, and surprise attacks, in order to maximize their success in battle. Captured prisoners are either eaten or turned into slaves while treasure such as coin and jewelry were divided amongst the warriors after the khan’s share. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Actions Multiattack. The giant makes two Longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used with two hands. Rock. Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Reactions Crafty Maneuver. When an ally of the giant hits a target with a melee attack and the target is within 10 feet of the giant, the giant can move up to 10 feet toward the target and if it is within reach, make one melee attack against it. Alternatively, the giant can move up to half its speed without provoking opportunity attacks from the target.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Tundra Giant Khan","description":"The tundra giants are a nomadic tribe of steppe-dwelling warrior giants. They stand between 12-13-feet tall and have pale, waxy, bluish and grayish skin. They are often led by a khan, a cunning warrior general and tribal chief. Crafty Soldiers. Tundra giants are known for their fierce fighting skills and strategic battle tactics. They are experienced in siege warfare and have been known to capture cities with ease with the use of their massive war machines. If not for their extremely low birth rate, tundra giants could have possibly conquered more lands of men. Because of their success in the battlefield, they are frequently hired by other races as mercenaries. Accomplished Hunters. The harsh climate and sparse vegetation of the tundra steppe made it difficult to sustain agriculture and herding, so hunting and raiding are a vital source of sustenance for the tundra giants. Through their skillful use of bows and spears, tundra giants are able to hunt a variety of wild animals such as boar, ibex, mammoth, moose, and reindeer. Stories of great hunts of frost worms, remorhazes, and white dragons were told in songs, poems and epics passed down from generation to generation. Ruthless Raiders. Raiding humanoid settlements is what the tundra giants live for, however, as this brings spoils of war. They make use of psychological warfare and terror tactics in order to break the morale of their targets. Led by their khan and shamans, tundra giants implement various tactics, such as feigned retreats, diversions, and surprise attacks, in order to maximize their success in battle. Captured prisoners are either eaten or turned into slaves while treasure such as coin and jewelry were divided amongst the warriors after the khan’s share. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Traits Legendary Resistance (1/Day). If the giant fails a saving throw, it can choose to succeed instead. Actions Multiattack. The giant makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. Rock. Ranged Weapon Attack: +8 to hit, range 60/120 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Bonus Actions Canny Command. The giant targets one ally it can see within 30 feet of it. If the target can see or hear the giant, the target can use its reaction to make one weapon attack and gain advantage on the attack roll, move up to half its speed and make one weapon attack, move up to half its speed without provoking opportunity attacks, or move up to its speed. Reactions Crafty Maneuver. When an ally of the giant hits a target with a melee attack and the target is within 10 feet of the giant, the giant can move up to 10 feet toward the target and if it is within reach, make one melee attack against it. Alternatively, the giant can move up to half its speed without provoking opportunity attacks from the target. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn. Charge. The giant moves up to its speed. Attack (Costs 2 Actions). The giant makes a melee or ranged attack. Inspire Allies (Costs 3 Actions). Each ally within 60 feet of the giant gains 7 (2d6) temporary hit points and advantage to saving throws made against being charmed and frightened. The effects last until the start of the giant's next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Tundra Giant Shaman","description":"The tundra giants are a nomadic tribe of steppe-dwelling warrior giants. They stand between 12-13-feet tall and have pale, waxy, bluish and grayish skin. They are often led by a khan, a cunning warrior general and tribal chief. Crafty Soldiers. Tundra giants are known for their fierce fighting skills and strategic battle tactics. They are experienced in siege warfare and have been known to capture cities with ease with the use of their massive war machines. If not for their extremely low birth rate, tundra giants could have possibly conquered more lands of men. Because of their success in the battlefield, they are frequently hired by other races as mercenaries. Accomplished Hunters. The harsh climate and sparse vegetation of the tundra steppe made it difficult to sustain agriculture and herding, so hunting and raiding are a vital source of sustenance for the tundra giants. Through their skillful use of bows and spears, tundra giants are able to hunt a variety of wild animals such as boar, ibex, mammoth, moose, and reindeer. Stories of great hunts of frost worms, remorhazes, and white dragons were told in songs, poems and epics passed down from generation to generation. Ruthless Raiders. Raiding humanoid settlements is what the tundra giants live for, however, as this brings spoils of war. They make use of psychological warfare and terror tactics in order to break the morale of their targets. Led by their khan and shamans, tundra giants implement various tactics, such as feigned retreats, diversions, and surprise attacks, in order to maximize their success in battle. Captured prisoners are either eaten or turned into slaves while treasure such as coin and jewelry were divided amongst the warriors after the khan’s share. Giant-Kin Giant-kin are the smaller, distantly-related cousins of the true giants. Most look like their brutish kin but some resemble large versions of the common humanoid races. Despite their variations, giant-kin unmistakably embody the essence of true giants, holding a pervasive belief in the innate weakness and inferiority of humanoids. Giant-kin usually form small clans or tribes. They are often encountered working as mercenaries or hired guards. Actions Multiattack. The giant makes two Quarterstaff attacks or uses Arctic Bolt twice. Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage or 12 (2d8 + 3) bludgeoning damage if wielded with two hands, plus 3 (1d6) cold damage. Arctic Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 13 (3d8) cold damage and the target's speed is reduced to 10 feet until the end of the giant's next turn. Arctic Gale (Recharge 5–6). The giant magically emits a powerful line of freezing wind 60 feet long and 10 feet wide. Each creature in that line must succeed on a DC 14 Strength saving throw. On a failed save, a target takes 22 (5d8) cold damage and, if the target is Large or smaller, is pushed up to 15 feet away and knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone. Spellcasting. The giant casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14): At will: druidcraft, guidance, mending 3/day each: cure wounds, sleet storm, spike growth 1/day each: cone of cold, ice storm Reactions Crafty Maneuver. When an ally of the giant hits a target with a melee attack and the target is within 10 feet of the giant, the giant can move up to 10 feet toward the target and if it is within reach, make one melee attack against it. Alternatively, the giant can move up to half its speed without provoking opportunity attacks from the target.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Tuned Koboldzilla","description":"This machine should not function. Every rivet, bolt, and staple that holds the koboldzilla together is brimming with belief. The metal ignores its maximum shearing load, the wood forgets that it should spontaneously combust, and gravity forms an anomaly around its ridiculously armoured carapace.Burgeoning Sentience. Before it becomes godlike, the koboldzilla is aware. It causes armour plating to come loose in the nick of time to protect its kobold pilots, and its growing will causes objects for miles around to begin working again with the most rudimentary percussive maintenance. With the belief that only martyrdom can bequest, the koboldzilla is a hair’s breadth from apotheososis. A Koboldzilla’s Lair The koboldzilla’s lair is unique in that it is created by the concentrated belief of all its kobold pilots (or, in its mythic state, its belief in itself). Regional Effects The region containing the koboldzilla’s lair is buoyed by the abundant belief, which creates one or more of the following effects: Tapping a device and saying “she hasn’t let me down yet” ensures that the apparatus in question won’t fail until the very last moment while within 6 miles of the lair. The mending cantrip and fixit spell (see page 503) have their casting times halved within 1 mile of the lair. When automatons and constructs within 1 mile of the lair are healed, they regain twice as many hit points. Lair Actions Until the koboldzilla is destroyed, the kobolds’ collective belief manifests as the following lair actions. The DCs and damage of the lair actions depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vdam 7th 14 7 (2d6) 14th 16 14 (4d6) 20th 18 28 (8d6) Lair Actions. On initiative count 20 (losing initiative ties), the koboldzilla takes one of the following lair actions; the koboldzilla can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Airstrike. A jetpack-powered kobold bursts out of the ground and proceeds to drop sticks of dynamite in a broad path before its engine backfires and it flies off into a nearby building. Each creature in a 10-foot-wide, 50-foot-long line must make a VDC Dexterity saving throw. On a failed save, a creature is knocked prone and takes Vdam thunder damage. On a successful save, it takes half as much damage and isn’t knocked prone. Chittering Laughter. The infectious laughter of ultra-zealous kobolds echoes around the lair. Each non-kobold creature in the lair, other than the koboldzilla, must succeed on a VDC Wisdom saving throw or be frightened of all kobolds and the koboldzilla until the start of initiative count 20 on the next round. Swarm of Kobolds. Dozens of kobolds erupt from tiny tunnels, grabbing at the adventurers’ various accoutrements, before disappearing back down the holes. Each non-kobold creature in the lair, other than the koboldzilla, must make a VDC Dexterity saving throw. On a success, the creature loses one nonmagical item of its choice that it isn’t wearing. On a failure, the creature loses one magical or nonmagical item of the DM’s choice that isn’t being worn.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":23695,"Challenge Rating":27},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Tunnel Spider","description":"Believed to be another ancient drow creation, one that lost their usefulness to their culture long ago and adapted itself to life in the wilds, a tunnel spider is capable of tunneling through solid rock, leaving a passage wide enough for a humanoid. Their warrens are labyrinthine mazes with countless dead-ends and pitfalls. A tunnel spider burrows to just beneath the surface of the cave floor, then bursts forth when prey wanders close.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Tusked Skyfish","description":"This horrid creature looks like an enormous flying jellyfish, with long, wicked tusks curving from its gaping mouth and tentacle-whiskers trailing behind it. Alchemical Flotation. These aerial jellyfish waft through the air like balloons, suspended by internal alchemical reactions. This mode of movement takes them almost vertically when they wish, or drifts with the winds. They can reach altitudes of 30,000 feet. Shocking Tendrils. Tusked skyfish catch slow-moving or inattentive prey in their tentacles, and sometimes fish in shallow lakes and streams. They can suppress their natural electrical charge, allowing them to manipulate objects or interact with other creatures safely. Slow Mounts. When fitted with special saddles, tusked skyfish can be ridden without harming their riders, although their slow speed makes them most suitable for casual excursions or unhurried long-distance travel. The jinnborn and genies seem to find them congenial beasts of burden, carrying as much as 4,000 pounds. Traits Tendril Curtain: When the tusked skyfish is flying, its wispy, electrified tendrils dangle beneath it and touch all creatures within 20 feet directly below its space as it moves. Any creatures in the path of its movement take 10 (3d6) lightning damage, or half damage with a successful DC 13 Dexterity saving throw. Actions Multiattack: The tusked skyfish makes one gore attack and one tentacles attack. Gore: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) piercing damage. Tentacles: Melee Weapon Attack : +5 to hit, reach 10 ft., one target. Hit : 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) lightning damage. The target is also grappled, escape DC 13. Until this grapple ends, the target is restrained. While grappling the target, the tusked skyfish can’t use this attack against other targets. When the tusked skyfish moves, a Medium or smaller target it is grappling moves with it. Stench Spray (Recharge 5–6): The tusked skyfish sprays foul‑smelling liquid in a line 20 feet long and 5 feet wide. Each creature in that line must make a successful DC 13 Constitution saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the creature falls unconscious for the same duration. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"Tome of Beasts","Alignment":"Lawful Good","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Tusker Demon","description":"Towering among a gnoll war band, the elephantine tusker demon serves as beast of burden and war machine. Tusker demons have no facial features except a twisted crown of tusks that surrounds their ravening maw. Although tuskers usually follow gnoll commands, when they grow especially hungry for souls, they charge forward without regard to the allies they may trample. Traits Lethe. When the demon’s soul count is 0, they have advantage on attack rolls, disadvantage on saving throws, and their Intel- ligence score becomes 3 (−4). Additionally, the demon must use their movement on each of their turns to move as close as possible to the nearest creature they can sense with their soulsight, and then if they are able, they must use their action to attack and attempt to kill that creature. The demon can’t act with any other purpose until they add 1 to their soul count. Soul Devourer. When the demon reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom saving throw. On a failed save, the demon consumes the crea- ture’s soul and adds 1 to the demon’s soul count. A creature whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a wish spell. Trample. The demon can move through the spaces of Large or smaller creatures as if they were difficult terrain. When the demon enters a creature’s space for the first time on the demon’s turn, the demon can make a Stomp attack against that creature (no action required). Additionally, the demon can end their turn in the space of a prone creature who is Medium or smaller, and that creature can’t stand up while in the demon’s space. Actions Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage. The demon can burn 1 soul to push the target up to 40 feet directly away from the demon. Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage, and if the target is a Medium or smaller creature, they must succeed on a DC 17 Strength saving throw or be knocked prone. Tongue. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) slashing damage, and if the target is a creature, they must succeed on a DC 17 Strength saving throw or be pulled up to 10 feet toward the demon. Reactions Vengeful Charge (Costs 1 Soul). When an enemy within 40 feet of the demon deals damage to the demon, the demon can move up to their speed straight toward them. If the demon ends this movement within 10 feet of the enemy, the demon can make a Gore attack against them.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Tusser","description":"Tusser The tussers are a race of medium sized humanoids, more gangly than stocky. They often walk stooped over, underplaying their height. Their skin is usually gray or paler, and their features are not as defined as other humanoids—small noses and ears and little detail to their features, as if each were an unfinished sculpture. In truth their ancestors were the offspring of Yoten and humanoids. The creatures ended up accumulating sufficient numbers in Grimnir’s past to found their own peoples. Facetaker About one in ten tussers are capable of limited shapechanging. As a bonus action they can change their face into a monstrous caricature of any humanoid within 10 feet of them. That humanoid rolls their next attack against the tusser with disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Yoten)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":1},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Tuval-Uthriar","description":"Tuval-Uthriar was once a proud commander of a paladin order, but after a land baron invaded his family’s ancient lands and killed his son, he left his post to train Anthracia’s forces. The elf took a new oath, swearing to become an instrument of vengeance against the hubris of civilization. He is the newest member of the Inner Circle, and has lived his whole life in the Mundane World. The veteran tactician believes in the Wilderkith’s mission to destroy humanity and thus prevent the slow decay of the natural world. However, when ordered to harm another elf, he can’t help but see his family’s faces, and he struggles to obey. In addition to Tuval-Uthriar’s limited healing abilities, he supports the Wilderkith by drawing fire and forming a solid front line. Traits Elf Glamour ( 1 /Day). When a creature targets Tuval-Uthriar with an attack, power, or spell, the creature must succeed on a DC 15 Wisdom saving throw or be charmed by him until the end of his next turn (no action required). Supernatural Resistance. Tuval-Uthriar has advantage on saving throws against powers, spells, and other supernatural effects. Wheel of Ire. Each enemy within 30 feet of Tuval-Uthriar has disadvantage on attacks against creatures other than him. Actions Multiattack. Tuval-Uthriar makes three Longsword attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. Call Lightning ( 3 /Day; 3 rd-Level Spell). A magical bolt of lightning flashes down from the sky to a point Tuval-Uthriar can see within 120 feet of him. Each creature within 5 feet of that point must make a DC 15 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. Eye of Sunrise ( 1 /Day). Tuval-Uthriar’s gauntlet emits a fiery explosion in a 30-foot cone. The explosion can be heard 300 feet away. Each creature in that area must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage plus 17 (5d6) force damage on a failed save, or half as much damage on a successful one. Each structure and mundane object in the area that isn’t being worn or carried takes 35 (10d6) fire damage plus 35 (10d6) force damage. Bonus Actions Healing Word ( 2 nd-Level Spell). Tuval-Uthriar targets one creature who isn’t a Construct or an Undead who he can see within 60 feet of him. The target regains 8 (2d4 + 3) hit points. Utility Spells In addition to any other spells in this stat block, Tuval-Uthriar can cast the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: light A , mage hand A , message A 3/day each: detect magic A , speak with animals A 1/day each: detect thoughts A , find traps A , pass witho ut trace A","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Tveirherjar","description":"Decomposing warriors arise from among the slain upon the battlefield. Their armor is green with verdigris, and a black miasma emanates from them. Their eye sockets are hollow, dimly glowing a pallid green, and their weapons absorb light. Countering The Valkyrie. Nidhogg, the serpent glutting on the corpses of the fallen while tangled amid the roots of Yggdrasil, has taken issue with the valkyrie poaching the best from the battlefield. He relishes the hatred of those who die with anger in their hearts, turning them into his captains in the fight against the valkyrie. Immortal Rage. Nidhogg places a curse upon those who were slain with hatred and rage burning within them, so that mortal men forget them utterly and their name is stricken from song. The tveirherjar have but one purpose: to corrupt the einherjar with that same curse. Rebirth From Death. Tveirherjar are born into the dusk on the evening of their mortal demise. They stand up from amidst the gore and shamble away into the night. They cannot remember how they came to be, only that they have been given a new, higher purpose: to save their fallen comrades from Valhalla. Undead Nature. The tveirherjar doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Twig Blight","description":"Blights are malevolent, supernatural plant monsters that try to spread evil wherever they can. Three kinds of blights are described here. Twig Blight Twig blights can root in soil and resemble woody shrubs while rooted. When it pulls its roots free of the ground to move, a twig blight’s branches twist together to form a humanoid-looking body with a head and limbs. Given how dry they are, twig blights are particularly susceptible to fire. Traits False Appearance : While the blight remains motionless, it is indistinguishable from a dead shrub. Actions Claws : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Source":"MM1","Alignment":"neutral evil","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Twig Blight","description":"Behold the legacy of Gulthias the vampire: plants with a taste for blood. Blights Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can. Roots of the Gulthias Tree. Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire’s evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown. Dark Conquest. Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption. In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days. Controlled by Evil. Blights are independent creatures, but most act under a Gulthias tree’s control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor’s old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil. Vine Blight Appearing as masses of slithering creepers, vine blights hide in undergrowth and wait for prey to draw near. By animating the plants around them, vine blights entangle and hinder their foes before attacking. Vine blights are the only blights capable of speech. Through its connection to the evil spirit of the Gulthias tree it serves, a vine blight speaks in a fractured version of its dead master’s voice, taunting victims or bargaining with powerful foes. Traits False Appearance : While the blight remains motionless, it is indistinguishable from a tangle of vines. Actions Constrict : Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled, escape DC 12. Until this grapple ends, the target is restrained, and the blight can’t constrict another target. Entangling Plants (Recharge 5–6) : Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight’s choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Source":"MM1","Alignment":"neutral evil","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Twigjack","description":"Maladjusted forest denizens, twigjacks form from the cruel and prankish combination of fey and the very woods in which they reside. A twigjack’s body is made up of prickly brambles woven with vines. Shaggy, mossy growth, not unlike hair, tops a twigjack’s head. Its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature’s body. Traits Bramble Jump. A twigjack does not treat spaces filled with undergrowth as difficult terrain. On its turn, a twigjack can use 10 feet of its movement to step magically into undergrowth within its reach and emerge from a second area of undergrowth within 60 feet of the first undergrowth, appearing in an unoccupied space within 5 feet of the second undergrowth. Actions Multiattack. The twigjack makes two claw attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4+2) slashing damage. Splinter. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one creature. Hit: 14 (3d6+4) piercing damage. Splinter Spray (Recharge 5–6) . The twigjack sends a volley of splinters in a 15-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw or take 14 (3d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"plant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Twilight Wasp","description":"Twilight Wasp When the sun is low over the horizon, the crystalline carapaces of these venomous predators transform the sky into a panorama of twinkling lights, a thousand shimmering stars weaving an elaborate and hypnotic dance. This enchanting display lures prey into the open, where the swarm can make short work of its bedazzled quarry. Rangers make a practice of catching twilight wasps with baited glass jars, keeping them as an offensive booby trap or crushing them into healing salves.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":26720,"Challenge Rating":0},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Twisted Treant","description":"A treant will awaken when its forest requires protection. A twisted treant is one that has been too long awake, its forest besieged or unbalanced. A twisted treant grows gaunt and gnarled as it wanders, searching for threats to its woods. Long years spent combating countless enemies leave a twisted treant bitter and paranoid. Even when the forest is quiet, a twisted treant is malcontent to sit idle, instead seeking evils both real and imagined. Paranoid Protectors. Folk tales that warn to “never leave the path” when crossing the forest speak of trees that move and shadows that watch. These tales are born of a twisted treant stalking travelers, measuring their intent and testing their nerve, all-too-often finding fault with both. Perhaps the only time a twisted treant remains still for any amount of time is when determining friend from foe. Zealous Guardians. All treants hold dear that which caused them to awaken in the first place: the cycle of the forest and a love of growing things. But even loggers who claim only fallen timbers and the most respectful of hunters fear a forest guarded by a twisted treant. To such a zealot, even campfires and maple syrup are a blight to be uprooted.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"neutral good","Expansion":5818,"Challenge Rating":7},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Two-Headed Adult Black Dragon","description":"Multi-headed Dragons Multi-headed dragons, sometimes called polycephalic dragons by scholars and wizards, are extremely rare and dangerous dragons. Unlike the dracohydras that were created through arcane experiments, multiheaded or polycephalic dragons were either already born that way or created by Tiamat herself. Multiple Personalities. Each head of the dragon can share the same personalities or are entirely different from each other. One can be dominant over the others, or each head sees the other ones as their equals. Find the templates for multi-headed dragons here: Two-Headed Dragon Template Three-Headed Dragon Template Favored Dragon of Tiamat Template Traits Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Multi-Headed. The dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. For each head the dragon has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Actions Multiattack. The dragon can use its Frightful Presence. It then makes two Claw attacks and one Tail attack. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Bite . Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 4–6). The dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Acid Breath (Costs 2 Actions). The dragon uses Acid Breath, if available. Bite (Costs 2 Actions). The dragon makes a Bite attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Two-Headed Ancient Black Dragon","description":"Multi-headed Dragons Multi-headed dragons, sometimes called polycephalic dragons by scholars and wizards, are extremely rare and dangerous dragons. Unlike the dracohydras that were created through arcane experiments, multiheaded or polycephalic dragons were either already born that way or created by Tiamat herself. Multiple Personalities. Each head of the dragon can share the same personalities or are entirely different from each other. One can be dominant over the others, or each head sees the other ones as their equals. Find the templates for multi-headed dragons here: Two-Headed Dragon Template Three-Headed Dragon Template Favored Dragon of Tiamat Template Traits Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Multi-Headed. The dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. For each head the dragon has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Actions Multiattack. The dragon can use its Frightful Presence. It then makes two Claw attacks and one Tail attack. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 4–6). The dragon exhales acid in a 90-­foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Acid Breath (Costs 2 Actions). The dragon uses Acid Breath, if available. Bite (Costs 2 Actions). The dragon makes a Bite attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 +8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":22},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Two-Headed Cerberus","description":"Cerberi Feared by the living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away from the river and setting them loose on mortal settlements. Two-Headed Cerberus Thought to be a lesser breed of cerberi that have interbred with mortal wolves, two-headed cerberi typically roam the mortal side of the Tartyx River. There they generally ignore—or only modestly menace—the souls of the dead. Such isn't the case for mortals, though, and they eagerly set upon those who tread too close to the Underworld's borders.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"lawful evil","Expansion":5432,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Two-Headed Eagle","description":"With two sets of sharp eyes and razor-sharp beaks, the two-headed eagle spots its prey and snatches it up with frightening speed. Drawn to shiny objects, the eagle swoops down, snatching a mounted knight from its horse. Hunters of the Unseen. Enormous birds of prey, two-headed eagles soar the skies of many parts of the world, using their extraordinarily keen vision to hunt down prey and threats to their nests alike. Their ability to see invisible creatures has led to many ill-fated attempts to raid their nests; the same ability that makes them so sought after as potential guardians also makes their nests nigh impossible to approach undetected. Dangerous Favorites. Considered to be wise birds, they are nonetheless attracted to shiny objects, much to the dismay of the occasional, armored noble. This tendency, coupled with their disdain for herds of livestock as prey, has played a large role in their continued favor among villagers and country folk in many lands. While two-headed eagles do feed on deer, elk, and other game favored by hunters, their preferred prey consists of giant snakes, wild and dire boar, and large river fish. Symbol of the Watchful. Known for their ability to see the invisible, two-headed eagles appear frequently on coats of arms, symbolizing watchfulness, a dedication to truth, or a wariness for deception or assassins. Two-Headed Eagles in Midgard These enormous birds of prey are both revered and feared in many lands. In the Maritime Republic of Triolo, two-headed eagles nest on a fortified harbor island near a temple of the sea god, Nethus. They are often seen plucking frightening creatures out of the waves to drop on the rocks from great heights, feeding on the smashed carcasses. Triolans consider them sacred and believe they use their ability to see the invisible to protect the land from would-be assassins. That the birds also cause the odd disappearance of travelers on remote stretches of road nearby is considered impolite to mention. High in the Cloudwall Mountains, a Krakovan red-feathered variety hunts sheep and mountain goats in the high, snow-covered passes. These eagles are sometimes hunted by those seeking favor with King Lucan who likes the crimson plumage for his elite knights.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Two-Headed Troll","description":"Troll Trolls are one of the most notorious dangers of the Stolen Lands, be they encountered alone or as members of larger bands. Beyond the typical troll, other more dangerous variants of these creatures can be found in the region, each sharing a penchant for violence, sadism, and murderous cruelty. Two-Headed Troll Two-headed trolls are dual-minded monsters whose unquenchable thirst for bloodshed is often invoked by parents as a warning to misbehaving children. Traits Keen Smell. The two-headed troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The two-headed troll regains 10 hit points at the start of his turn. If it takes acid or fire damage, this trait doesn’t function at the start of the two-headed troll’s next turn. The two-headed troll dies only if it starts his turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The two-headed troll makes four attacks: two with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Two-Headed Troll","description":"It is not exactly sure how the two-headed trolls came to be. Some say it is due to a troll crossbreeding with an ettin. Others say that it is because the troll ate another troll, and the head of the eaten troll had grown back and merged into the body of the consumer. This is unlikely as well, as such a troll is said to be a dire troll, which is an entirely different species and doesn't share the same qualities. Whatever the case may be, such a troll appears to be considered by its kin as a boon from Vaprak. Traits Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Two Heads. The troll has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Extra Reaction. The troll gets an extra reaction that can be used only for opportunity attacks. Actions Multiattack. The troll makes two Bite attacks and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Two-Headed Young Black Dragon","description":"Multi-headed Dragons Multi-headed dragons, sometimes called polycephalic dragons by scholars and wizards, are extremely rare and dangerous dragons. Unlike the dracohydras that were created through arcane experiments, multiheaded or polycephalic dragons were either already born that way or created by Tiamat herself. Multiple Personalities. Each head of the dragon can share the same personalities or are entirely different from each other. One can be dominant over the others, or each head sees the other ones as their equals. Find the templates for multi-headed dragons here: Two-Headed Dragon Template Three-Headed Dragon Template Favored Dragon of Tiamat Template Traits Amphibious. The dragon can breathe air and water. Multi-Headed. The dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. For each head the dragon has beyond one, it gets an extra reaction that can be used only for opportunity attacks.. Actions Multiattack. The dragon makes two Bite attacks and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Acid Breath (Recharge 4–6). The dragon exhales acid in a 30-­foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Typhon","description":"Typhon Titanic horrors of writhing flesh and gnashing maws, typhons slither through the Underworld seeking only to consume. Once the souls of mortal warlords and cruel tyrants, typhons come into being over ages of festering bitterness and rage. Over time, these souls twist into eternally ravenous monstrosities, which rampage through the realm of the dead, consuming souls by the thousands. The Underworld remains their prison, though, and most would relish nothing more than to escape and slaughter the living once more.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"chaotic evil","Expansion":5432,"Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Typhon","description":"A monstrous, giant, living atrocity that towers over mountains and Titans alike. A being that can truly be described as a natural disaster given physical form. Such is Typhon, the Father of Monsters. Born from Gaia, primordial goddess of Earth and Tartarus, the primordial entity of The Pit. The purpose of this union was a last-ditch effort by the earthen goddess to remove the gods from the ruling seat of the cosmos, but was also a way to seek revenge for the defeat of her children, the Gigantes, at the hands of the Olympians and their allies. The result of this unholy coupling was the greatest foe to ever exist, a bane on the existence of the gods and the only creature to have ever come close to tearing the gods down from the heavens. If there was one foe that the immortal rulers of the world might be intimidated by, it would be this monster. Bigger than any giant, dragon or Titan, it is said in poems of old that his head brushed the stars, his legs had the form of infinitely long snake tails, with wings so massive that their shadow would stretch from one end of the horizon to the other. Huge coils of snakes sprout from his body, emitting a hellish hissing sound that terrified all living creatures who heard it. A gruff bearded face, with wild unkempt hair were the only aspects of this being to resemble men or the gods at all. His eyes flashed with a bright fire that expressed the hatred he inherited from his parents for everything the gods had built. Typhon challenged the gods of Olympus, striking fear into their hearts and forcing them to retreat in their initial confrontation. This left Zeus as the lone contender against the Father of Monsters. A brutal confrontation followed, in which Zeus was defeated and had his tendons ripped away by the monstrous behemoth. However, Hermes managed to recover the lost body parts of the King of Olympus and restored him to the height of his power. Now ready for a rematch against Typhon, Zeus primed his lightning bolts and engaged the abomination in a cataclysmic fight that changed the shape of the land around them. Finally, the thunderer struck the monster with a bolt so powerful that it melted the earth and scorched the surrounding mountains. With victory claimed, the King of Olympus cast Typhon into Tartarus, the realm and body of the monster’s own father. It is said that Mount Etna was placed on top of the location where the Father of Monsters was banished from. Its ever-present rumbling acting as a reminder of the wrath and power of the creature many would start to call the Bane of Olympus. The Originator of Monsters. Typhon married a female monster by the name of Echidna, who bore many monstrous children over the ages. It is said that every time a new monster species spawns in the world, it is the influence of these terrible beings at work. Weakened, but Everlasting. The Father of Monsters may have been defeated, but he was never killed. It is suspected that he shares an immortal nature with many other beings who originate from the primordial gods of the world. However, this means that there may be one day where he claws his way out of the cruel prison that Zeus placed him in. He may not be as powerful as he was in his prime, but even so he poses a massive threat to the delicate balance of the world. Typhon as a Mythic Encounter Typhon is a walking apocalypse. No one is safe from this unmatched monstrosity, whether they reside on land, sea or even the sky. If you wish to make an encounter with the greatest monster of all time truly legendary, Typhon might use his Father's Frenzy trait. Typhon unleashes part of the power he tapped into for the purpose of the destruction of Olympus eons ago, healing his body and bolstering his power to a completely new level. When this happens, Typhon can choose one of his mythic actions when he uses a legendary action. Read or paraphrase the following text when Typhon uses his Father's Frenzy trait: The Father of Monsters recoils A behemoth with no equal falls flat on his back. The sound of the myriad snakes on his body hissing in pain, followed by a guttural growl of pain fills the air like the crack of thunder. However, the hissing and growling stops as the earth starts rumbling. A humongous claw reaches out to the sky and the clouds turn dark, as if glowering at the Father of Monsters. Laughter is what follows. Loud, boisterous and with an undertone of malice. Almost mocking in the way it was projected. The rumbling grows stronger and the body of Typhon lurches up, wingspan creating a shadow big enough to cover a fortress. The eyes flashing with fire focus on the culprits behind his struggle. A hint of respect toward their power as simple mortals was clear, followed by a bursting anger as they chose to be his opponents this day. Fighting Typhon as a mythic encounter is equivalent to taking on two CR 30 creatures in one encounter. Award a party an additional 155,000 XP (310,000 XP total) for defeating him after his Father's Frenzy trait activates. Monstrosities Monsters have been common amongst the obstacles of heroes since ancient times. These monsters are often born from terrible primordial beings and the damning hubris of the gods. Traits Father's Frenzy (Recharges after a short or long Rest). If Typhon is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 750 hit points. In addition, Typhon recharges his Meteoric Crash and regains any expended uses of Legendary Resistance. Additionally, Typhon can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating Typhon after her Abomination's Loathing activates. Legendary Resistance (5/day). If Typhon fails a saving throw, he can choose to succeed instead. Deadly Critical. Typhon scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice. Force of Nature. Typhon can take one reaction per turn, rather than one per round. Magic Resistance. Typhon has advantage on saving throws against spells and other magical effects. Magic Weapons. Typhon's weapon attacks are magical. Primordial Poison. Poison damage dealt by Typhon ignores resistance to poison damage and immunity is treated as resistance instead. Regeneration. Typhon regains 30 hit points at the start of his turn. If Typhon takes lightning damage, this trait doesn't take effect at the start of his next turn. Siege Monster. Typhon deals double damage to objects and structures. Toxic Whirlwind. A magical aura of poison surrounds Typhon in a 15-foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6) poison damage. Actions Multiattack. Typhon can make five attacks with any of his weapons. He can replace a single weapon attack with a flames of rancor attack. Bane's Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 13 (3d8) force damage. Viper's Hold. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 24 (4d6 + 10) piercing damage plus 18 (4d8) poison damage. The target is grappled (escape DC 20). If the target is huge or smaller, it is also restrained until the grapple ends. While grappling the target, Typhon has advantage on attack rolls against the target. Typhon can grapple up to 6 creatures in this way. Flames of Rancor. Typhon breathes fire in a line 300 feet long and 15 feet wide. Each creature in the area must make a DC 20 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Meteoric Crash (Recharge 6). Typhon flies at least 40 feet and dives into a target space on the ground, creating a massive explosion of fire, rock, and brimstone. This sprays rock and fire into the air and causes the ground to break and form a crater. Each creature standing within that 40-foot radius area centered on Typhon must make a DC 27 Strength saving throw. A creature takes 35 (12d6) fire damage and 35 (12d6) bludgeoning damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one. Additionally, the ground in that area becomes difficult terrain and is engulfed in flames for one minute. A creature that starts its turn in the area while it is still in flames takes 10 (3d6) fire damage. Legendary Actions Typhon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Typhon regains spent legendary actions at the start of their turn. Move. Typhon can move up to his speed without provoking attacks of opportunity. Attack. Typhon can make a Viper's Hold attack. Mythic Actions If Typhon’s Father's Frenzy trait has activated in the last hour, he can use the options below as legendary actions. Monstrous Barrage (costs 2 Actions). Typhon can make a Bane's Claw attack and a Viper's Hold attack. Storm of the Father (costs 3 Actions). Typhon beats his humongous wings, creating a brutal whirlwind around himself in a 60-foot radius. Each creature in that area must make a DC 27 Dexterity saving throw, taking 67 (15d8) bludgeoning damage on a failed save, or half as much damage on a successful one. All huge or smaller creatures are also sent flying 30 feet in a random direction, regardless of passing or failing the save.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"chaotic evil","Expansion":29804,"Challenge Rating":30},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Tyrannosaurus Imperator","description":"Amongst the tyrannosaurs, rex isn’t the largest, or heaviest, or most powerfully built. But when taken as a whole, it is the balance of all three that makes tyrannosaurus rex the most well-known apex predator. Tyrannosaurs defy traditional domestication, but those trainers and riders who treat the dinosaur as an equal find a ready partner in carnage. The promise of fear-filled food is a powerful lure for a tyrannosaur, and a trainer that provides it becomes a welcome hunt-friend. A rex that has grown large and ancient is known as tyrannosaurus imperator. Tyrannosaurs are solitary hunters, but imperator is known to gather a pack of its own kind. Their pack hunts are seldom more successful than before. However, weaker members of the pack often become prey themselves, and eventually, the lead imperator is the last of the pack to remain, having driven off or eaten all its competition.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":11},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Tyrannosaurus Rex","description":"Dinosaurs Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed. Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens. Tyrannosaurus Rex This enormous predator terrorizes all other creatures in its territory. Despite its size and weight, a tyrannosaurus is a swift runner. It chases anything it thinks it can eat, and there are few creatures it won’t try to devour whole. While prowling for substantial prey, a tyrannosaurus subsists on carrion, and on any smaller creatures that try to dart in to steal its meal. Actions Multiattack : The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. Bite : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled, escape DC 17. Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. Tail : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Tyrannosaurus Rex","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. Bite : Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained , and the tyrannosaurus can't bite another target. Tail : Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"136 (13d12+52)","CHA":9,"CON":19,"DEX":10,"INT":2,"STR":25,"WIS":12,"Size":"Huge","Type":"beast","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116380/fXiq8SQfvrWfE04ewhEg3g/original.png","Roll 0":"Bite\n1d20 + 10\n4d12+7","Roll 1":"Tail\n1d20 + 10\n3d8+7","Skills":"Perception +4","Source":"5th Edition SRD","data-XP":"3,900","Alignment":"Unaligned","data-List":"false","Token Size":3,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"4d12 + 7\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target\"},{\"Name\":\"Tail\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"3d8 + 7\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-1","data-CON-mod":"+4","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"+7","data-SizeNum":6,"data-WIS-mod":"+1","Challenge Rating":8,"Passive Perception":14,"data-CrNum":8,"data-AcNum":13,"data-HpNum":136},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Tyrannosaurus Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Actions Multiattack. The skeleton makes two attacks: one with its Bite and one with its Tail. It can't make both attacks against the same target. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing Damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't use its Bite attack on another target Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Tyrannosaurus Zombie","description":"Several new zombie variants are presented below. For more information on zombies, see the Monster Manual . Tyrannosaurus Zombie. A tyrannosaurus zombie has a gullet full of smaller zombies, which it can disgorge. These zombies aren't under the tyrannosaurus zombie's control. Traits Disgorge Zombie. As a bonus action, the tyrannosaurus zombie can disgorge a normal zombie , which appears in an unoccupied space within 10 feet of it. The disgorged zombie acts on its own initiative count. After a zombie is disgorged, roll a d6. On a roll of 1, the tyrannosaurus zombie runs out of zombies to disgorge and loses this trait. If the tyrannosaurus zombie still has this trait when it dies, 1d4 normal zombies erupt from its corpse at the start of its next turn. These zombies act on their own initiative count. Undead Fortitude. If damage reduces the tyrannosaurus zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Multiattack. The tyrannosaurus zombie makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the tyrannosaurus zombie can’t bite another target or disgorge zombies. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"unaligned","Expansion":7389,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Tyrannosaurus Zombie","description":"A tyrannosaurus zombie has a gullet full of smaller zombies, which it can disgorge. These zombies aren’t under the tyrannosaurus zombie’s control. Traits Disgorge Zombie. As a bonus action, the tyrannosaurus zombie can disgorge a normal zombie , which appears in an unoccupied space within 10 feet of it. The disgorged zombie acts on its own initiative count. After a zombie is disgorged, roll a d6. On a roll of 1, the tyrannosaurus zombie runs out of zombies to disgorge and loses this trait. If the tyrannosaurus zombie still has this trait when it dies, 1d4 normal zombies erupt from its corpse at the start of its next turn. These zombies act on their own initiative count. Undead Fortitude. If damage reduces the tyrannosaurus zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Multiattack. The tyrannosaurus zombie makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the tyrannosaurus zombie can’t bite another target or disgorge zombies. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"unaligned","Expansion":31454,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Tyrant Archon","description":"Fallen throne archons are extremely rare, but they do exist. When Zariel was still a solar and led an army into Avernus, she was accompanied by a squadron of archons dedicated and loyal to her. Almost all were slain when Zariel's forces were defeated. Those who survived, including a few throne archons, succumbed to the corrupting influence of Asmodeus after Zariel accepted the offer of the Lord of Nessus. Now known as tyrant archons, these devils serve as chief lieutenants to Zariel and other archdevils. Corrupting Force. Tyrant archons can rival the power of the mighty angels. In combat, they can strike with powerful melee attacks and unleash devastating spells in the same turn. Their dreaded corrupting gaze can turn good creatures into puppets they can manipulate. Tyrant archons lead battalions of devils in the Blood War, and are always attended to by other fallen archons and lesser devils. Fallen Archons An archon always answers to a higher being: a superior archon, angel, and always to a Mount Celestial deity. It is expected to abide by and enforce the laws of its god. There are rare instances that an archon, just like its angel brethren, for some reason or another, would deviate from the stringent rules set for it. Depending on the gravity of its actions, an archon may be stripped of its station, banished from Mount Celestia, or even imprisoned. Such an archon has become a fallen archon. Fallen from Grace. Most fallen archons who are banished willingly live out their lives as mortals in the Material Plane, accepting it as a form of penitence. However, a few, having been twisted by their perverse pride, greed, and selfishness, become subversive and hide out in the Lower Planes. As they simmer in anger and hate, they become prone to temptation. Diabolical Transformation. Agents representing archdevils from the Nine Hells offer fallen archons a place where they can be respected, given power, and a chance to punish those that have wronged them. Those that accept sign a diabolical contract that binds their souls to Asmodeus and the Nine Hells. They transform and become corrupted shadows of their former selves and ultimately become devils. They lose some of their archon abilities but gain new, fiendish ones. Agents of the Nine Hells. Most fallen archons become soldiers of archdevils that recruited them. Others become assassins, agents, and spies. No matter their role, fallen archons are no longer bound by their conscience or morality and have become cruel, merciless, and unforgiving. Immortal Nature. A fallen archon doesn’t require food, drink, or sleep. Traits Devil's Sight. Magical darkness doesn’t impede the fallen archon’s darkvision. Improved Critical. The fallen archon's weapon attacks score a critical hit on a roll of 19 or 20. Corrupting Gaze. Provided the fallen archon isn't incapacitated, if a non-evil creature starts its turn within 30 feet of the fallen archon and the two of them can see each other, the fallen archon can force the creature to make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the fallen archon until the start of its next turn. While charmed in this way, a creature suffers the effect of the dominate monster spell without making a saving throw and treats all enemies of the fallen archon as its enemies. The fallen archon doesn't need to concentrate on the spell. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the fallen archon until the start of its next turn, when it can avert its eyes again. If it looks at the fallen archon in the meantime, it must immediately make the save. If a creature's saving throw is successful, the creature is immune to the fallen archon's Corrupting Gaze for the next 24 hours. Magic Resistance. The fallen archon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The fallen archon makes three Greatsword attacks, or makes one Greatsword attack and casts one spell that takes 1 action to cast. Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 13 (3d8) necrotic damage. Spellcasting. The fallen archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: bane, darkness, detect evil and good, invisibility (self only) 3/day each: banishment, contagion, dispel magic, insect plague 1/day each: destructive wave, divine word, symbol (hopelessness) Teleport. The fallen archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":16},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Tyrant Cleric","description":"Tyrant clerics are paranoid, sadistic, and narcissistic sociopaths who worship deities that seek dominion over everything. These villainous clerics obsess about total domination and go to extreme lengths to control and subjugate others in the name of their gods. Tyrant clerics amass loyal followers and surround themselves with henchmen, lackeys, and politically-connected allies who do their every whim. They establish multiple churches and organizations to strengthen their positions and reach, and swiftly eliminate any threats. Traits Aura of Oppression. Any creature hostile to the cleric that starts its turn within 10 feet of it must make a DC 14 Wisdom saving throw, unless the cleric is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. While frightened, a creature is incapacitated. If a creature’s saving throw is successful, the creature is immune to the cleric's Aura of Oppression for the next 24 hours. Actions Multiattack. The cleric makes two Maul attacks. It can use Domineer or Spellcasting in place of one Maul attack. Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) psychic damage. Domineer. The cleric targets one visible creature within 60 feet that is charmed or frightened by it. If the creature is incapacitated, it no longer is incapacitated. The creature must succeed on a DC 14 Wisdom saving throw. On a failed save, the creature takes 9 (2d8) psychic damage and must use its reaction to move up to half its speed and make one weapon attack against a visible target of the cleric's choice. Spellcasting. The cleric casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14): 2/day each: charm person, command, hold person 1/day each: fear, suggestion Bonus Actions Ruthless Orders. The cleric targets one visible ally within 30 feet of it. The ally takes 4 (1d8) psychic damage and must use its reaction to move up to half its speed and make one weapon attack with advantage on the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Tyrant Shadow","description":"\"The Nine Hells can only dream of the perfect oppression which mortals bring upon each other.\" —Unknown Alongside devils and monsters, the Nine Hells have given birth to more nebulous threats. Even raw negative emotion can be personified in the darkest reaches of the lower planes. Congealing into a shape that knows only hunger and the need to hunt. It stalks those filled with fears and insecurities that they refuse to acknowledge. Bred from Denial Tyrant shadows are a threat unique to the Nine Hells. Mortals in the Nine Hells dwell in agony and terror by definition. However, the life of a devil is seldom happier. The infernal hierarchy is harsh and those above constantly abuse the Fiends beneath them whilst fearing usurpation at every turn. In contrast to the unruly hosts of the Abyss, devils are never permitted to give vent to the bitterness that is their lot, bound to a show of discipline and obedience. This festering misery, given no other outlet, manifests as an independent creature that breaks from the devil who generated it to pursue its own malevolent life. Tyrant shadows most often appear as huge-mawed stalking reptiles made from writhing shadows, unless they take on specific forms to exploit the fears of their prey. Shifting Stalkers Tyrant shadows are strongly attracted to the kind of suppressed negative emotions that gave rise to them. The minds of strong mortals valiantly enduring the horrors of the Nine Hells without complaint draw them from far away, and they hunger both for the flesh and the fear such prey generate. A truly satisfying feast for the tyrants must be prepared properly. They stalk their targets over long hours, telepathically sensing what is most feared and shifting their forms to provide glimpses and hints of terror wherever their target looks. Mortals who break easily, giving swift vent to their fear or flying into berserk rages, are of little interest to them. A fear that slowly erodes through its host’s iron discipline is savored like a well-aged wine. For the same reason, they gleefully prey on middling and lesser devils whose lives are a constant battle between bitterness and discipline. Those few mortals who are so confident in themselves as to know no fear at all—the most focused of monks or blessed of paladins perhaps—are effectively invisible to tyrant shadows. Shadowy Disguises All tyrant shadows have the following bonus action: Change Shape. The shadow transforms into a Beast, Humanoid or Fiend that it has an Empathic Link with, or back into its true form. In a new form, the shadow retains its alignment, hit points, hit dice, telepathy, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features, lair actions, or legendary actions of that form. Personal Nemeses Every tyrant shadow was spawned from the resentful core of a particular devil before taking up its own existence, and the presence of “their” devil continues to sustain the tyrant. As the devil rises in the internal hierarchy, so the tyrant grows stronger. As the tyrant hunts and feasts, so the devil’s inner bitterness grows, driving them to greater acts of evil, and thus leading to their advancement. Much as they might deny it, even the greatest of devils are consumed with negative emotions. Archdevils command whole planes yet hate and envy the gods. Somewhere perhaps even Asmodeus has a stalking shadow feeding his malice even as his great status empowers it. Traits Empath. The shadow uses telepathy to sense nearby creatures. The shadow can see a creature if that creature has thoughts and is within the range of the shadow’s telepathy. The shadow can’t see creatures immune to telepathy. Undying Connection. The shadow was originally spawned from a specific devil and, if the shadow is slain, it returns to life in 10 (1d20) days within 1 mile of that devil. The shadow is killed permanently only if its progenitor devil is slain first. Actions Multiattack. The shadow makes three Claw attacks. It can replace one of the attacks with Shadows of Death (if available). Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) necrotic damage, plus 7 (2d6) psychic damage. Cloak of Shadows. The shadow bends darkness around itself, and now has the invisible condition for 1 minute. The invisibility ends if the shadow is subjected to a Daylight spell or similar. Empathic Link. The shadow attempts to form a link between itself and a creature it can see. The target must make a DC 19 Intelligence saving throw, taking 13 (2d12) psychic damage on a success. On a failed save, the creature and the shadow are linked. While linked, every time the shadow is damaged, the creature takes half of that damage as psychic damage. The creature may repeat the saving throw at the end of each of its turns, taking 13 (2d12) psychic damage on a failed save, or ending the effect on a successful one. Shadows of Death (Recharge 6). The shadow discharges inky-black shadows in a 90-foot-radius sphere around itself. Creatures in the shadows must succeed on a DC 19 Wisdom saving throw or take 27 (6d8) necrotic damage and have the frightened condition for 1 minute. A frightened creature may repeat the saving throw at the end of each of its turns, ending the effect on a succesful save, but taking the damage again on a failed save. Legendary Actions The shadow can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The monster regains spent legendary actions at the start of its turn. Shadow Blink. The shadow surrounds itself in black mist, then teleports up to 60 feet to an unoccupied space that it can see. Shapeshift. The shadow uses its Change Shape ability. Mind Spike (Costs 2 Actions). Ranged Spell Attack: +11 to hit, range 300 ft., one target. Hit: 16 (2d10 + 5) psychic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Tzitzimitl","description":"Enigmatic creatures of darkness, some cultures claim tzitzimitls attack and consume entire suns to “shut down worlds” in preparation for the end of days. Sages say that these creatures come from the cold, dark places between the stars, and that in the darkness of any eclipse, one can see their immense, world-darkening shadows. Ancient Devastators. Some claim ancient and forgotten deities of death and destruction created the first tzitzimitls as instruments of apocalypse, while others speculate they come from faraway worlds where immense planets teem with creatures of this scale, and that the immortal dead of these dark globes are banished to other worlds to spread devastation. Tzitzimitls as a whole offer neither affirmation nor denial for these claims, and in fact seem to glory in such legends. Certainly, the arrival of a tzitzimitl upon a world heralds the advent of a time of great trouble, although whether or not the tzitzimitl actually presages such dark times or is the cause of them is a matter of debate. 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They implant chuuls with illithid tadpoles that cause the chuuls to transform into uchuulons, also known as slime chuuls. These foul abominations can incapacitate their victims with their paralytic slime and stun foes with their mind blast ability. Traits Amphibious. The uchuulon can breathe air and water. Paralytic Slime. The uchuulon is coated with paralytic slime. A creature that touches the uchuulon or hits it with a melee attack while within 5 feet of it takes 5 (1d10) poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sense Magic. The uchuulon senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. Actions Multiattack. The uchuulon makes two Pincer attacks. If the uchuulon is grappling a creature, the uchuulon can also use its Tentacles once. Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 5 (1d10) poison damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The target is also grappled (escape DC 13) if it is a Large or smaller creature and the uchuulon doesn't have two other creatures grappled. Tentacles. One creature grappled by the uchuulon must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed and takes 5 (1d10) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Mind Blast (Recharge 5–6). The uchuulon magically emits psychic energy in a 90-foot cone. Each creature in that area must succeed on a DC 13 Intelligence saving throw or take 29 (6d8 + 2) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Uchuulon","description":"A uchuulon, sometimes known as a slime chuul, is a chuul implanted with an illithid tadpole. They are used by illithids as hunters and guardians. The process of ceremorphosis that creates a uchuulon kills the tadpole, and transforms the chuul into a blue, slime-covered mockery of its old form. The slime which covers a uchuulon is similar to that secreted by a chuul’s tentacles. Traits Amphibious. The uchuulon can breathe air and water. Paralysing Slime. A creature that touches the uchuulon or hits it with a melee attack while within 5 feet of it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sense Magic. The uchuulon senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical. Actions Multiattack. The uchuulon makes two pincer attacks. If the uchuulon is grappling a creature, the uchuulon can also use its tentacles once. Pincer. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 +3) bludgeoning damage. The target is grappled (escape DC 13) if it is a Large or smaller creature and the uchuulon doesn’t have two other creatures grappled. Tentacles. One creature grappled by the uchuulon must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":20544,"Challenge Rating":4},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Udaak","description":"Known commonly as the brutes of Xhorhas, these enormous creatures resemble an immense, demonic cross between ox and gorilla. Udaaks are solitary wanderers, found most commonly along the edges of settled lands in the barrens of Eastern Wynandir. Though they often scavenge for food, a hungry udaak will attack almost any prey, its four sets of red eyes and its tangle of teeth and tusks striking fear into the heart of any creature. Living Siege Engine. Originally brought to Exandria from the Abyss, udaaks lost their connection to that realm after the Divergence and have roamed the world freely ever since. In recent years, the warmasters of the Kryn Dynasty have developed arcane collars that can keep an udaak under control, and they have begun using these dread creatures in the war against the Dwendalian Empire.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend","Alignment":"neutral evil","Expansion":5016,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Udaak","description":"Known commonly as the brutes of Xhorhas, these enormous creatures resemble an immense, demonic cross between ox and gorilla. Udaaks are solitary wanderers, found most commonly along the edges of settled lands in the barrens of Eastern Wynandir. Though they often scavenge for food, a hungry udaak will attack almost any prey, its four sets of red eyes and its tangle of teeth and tusks striking fear into the heart of any creature. Living Siege Engine. Originally brought to Exandria from the Abyss, udaaks lost their connection to that realm after the Divergence and have roamed the world freely ever since. In recent years, the warmasters of the Kryn Dynasty have developed arcane collars that can keep an udaak under control, and they have begun using these dread creatures in the war against the Dwendalian Empire. Traits Charge. If the udaak moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 27 (6d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away from the udaak and knocked prone. Siege Monster. The udaak deals double damage to objects and structures. Actions Multiattack. The udaak makes three attacks: one with its bite and two with its slam. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 21 (2d12 + 8) piercing damage, and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained, and the udaak can’t bite another target. Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. Swallow. The udaak makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the udaak, and it takes 21 (6d6) acid damage at the start of each of the udaak’s turns. If the udaak takes 30 damage or more on a single turn from a creature inside it, the udaak must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the udaak. If the udaak dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"fiend","Alignment":"neutral evil","Expansion":29448,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Ulder Ravengard","description":"Ulder Ravengard is a fearless soldier who rose up through the ranks of the Flaming Fist to become its supreme marshal. Ravengard used his military position and influence to secure for himself a seat on the Council of Four. Following the deaths of two council members amid a cloud of corruption and scandal, he persuaded the Parliament of Peers to back his election to grand duke. Upon ascending to the highest position in the city government, Ravengard refused to relinquish command of the Flaming Fist, making him the most powerful figure in the city by far. This decision has not endeared him to anyone, but Ravengard could care less about his popularity. His only concerns are the stability and prosperity of Baldur’s Gate, and he doesn’t trust any of the other dukes or anyone in the Parliament of Peers to put the city’s interests before their own. Ravengard rose to grand duke on a platform largely backed by idealistic commoners and enemies of the other established dukes. While he won election handily, Ravengard has struggled in performing his duties, finding his hands tied at every turn by both overt and invisible bureaucracy. Despite this, he’s been a voice of reason and common sense on the Council of Four—if not the egalitarianism some hoped. He’s also proven largely resistant to scandal and corruption, though many of his fellow dukes and those in the Parliament of Peers still regularly outmaneuver him politically. One of his only obvious pleasures remains the surprise inspections he regularly visits upon the troops at Wyrm’s Rock. Ravengard was recently tricked into attending a diplomatic summit in Elturel, unaware that his political enemies in Baldur’s Gate orchestrated this meeting in a fiendish plot to remove him from power. In his absence, the Flaming Fist is leaderless, the council rudderless.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":4414,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Ulder Ravengard","description":"Actions Multiattack. Ulder makes three melee attacks, only one of which can be with his shield. +1 Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage when used with two hands. Shield. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and Ulder pushes the target 5 feet away from him. Ulder then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Ulder, the target provokes an opportunity attack from that creature. Reactions Guardian Strike. If an enemy within 5 feet of Ulder attacks a target other than him, Ulder can make a melee attack against that enemy.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":28744,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Uldun of Parts Unknown","description":"Uldun of Parts Unknown Orc assassin “That one standing there? One time I heard he spent a night in thick brambles, thorns piercing his skin, holding back his arrow until just the right time. At the changing of the guard, his arrow pierced through the wall of a tent and killed the commander sleeping inside. He aimed by a snore alone.” —A statement overheard among soldiers at Uldun’s second failed execution Nicknames: The Crownhunter, the Silent Death, Vengeance of the Mountain Uldun hunts the hunters. For three decades, Uldun watched Clormond Titanson’s legions push orcs of the Pale Moon back into the mountain caves and hunt his kin as monsters. He watched orc warlords send his brothers and sisters into pointless battles and get slaughtered by the hundreds. As a young warrior, Uldun found a like mind in the fabled human mercenary Angus Threefingers. Once an orc hunter himself, Angus saw that orcs were no different than anyone else in the world—a people with their own culture and right for survival. Angus and Uldun became friends, and together they assassinated those who put orcs under the knife. They got very good at it. Old age and a love of drink took Angus, but Uldun continued on. Uldun assassinated the officers and royalty who sent soldiers into battle against orcs. More officers and nobles died under Uldun’s arrows than all who fell under their cruelty and violence put together. Uldun’s understudy, an orc hunter named Barash Longtooth, betrayed Uldun to a local lord who sent the orc assassin for public execution. Noting his deadly skills, Athlonia and Kryx liberated him and brought him to their cause. His talents, they explained, were too valuable to end on the blade of an executioner’s axe. Later, Irae showed her value to Uldun by bribing and blackmailing those who continued to hunt him. Those who do business with the Grim Accord mostly ignore Uldun’s grim past, though veterans of the imperial wars remember the hundreds who fell under his arrows. Ideal: “I hunt those who have grown fat on the lives of others.” Bond: “Saved from an executioner’s axe, I have found a bond with the Accord.” Flaw: “Sometimes, when the tip of my arrow aims at corrupt nobility, I cannot help but let it fly.” Tactics Uldun is almost always unseen and speaks little. He possesses an unnatural ability to blend into the background. Uldun fights at range, hammering the most dangerous of his enemies with deadly arrows and repositioning himself between each shot. Though he prefers his longbow, his twin shortswords can be likewise lethal if he finds himself cornered.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"chaotic evil","Expansion":18514,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 6"},{"name":"Ulitharid","description":"Very rarely, a tadpole from an elder brain’s brine pool transforms an individual into an ulitharid, a larger and more potent mind flayer that boasts six tentacles. Master Minds. Illithids innately recognize that an ulitharid’s survival is more important than their own. An elder brain’s reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain’s most favored servant, invested with power and authority. In others, the elder brain perceives an ulitharid as a potential rival for power, and it manipulates or quashes the ulitharid’s ambitions accordingly. Birth of a Colony. When an ulitharid finds sharing leadership with an elder brain to be insufferable, it breaks off from the colony, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid’s body, mind flayers take its brain and place it in a brine pool, where it grows into an elder brain over a few days. This process doesn’t work on the brain of an ulitharid that dies a natural death, as a brain that succumbs to old age is too decrepit to be used in the creation of an elder brain. Extractor Staff. Each ulitharid carries a psionically enhanced staff made of black metal. When the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull and peels it apart, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid’s corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool that surrounds an embryonic elder brain. Traits Creature Sense : The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Magic Resistance : The ulitharid has advantage on saving throws against spells and other magical effects. Psionic Hub : If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required). Innate Spellcasting (Psionics) : The ulitharid’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components: • At will: detect thoughts, levitate • 1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis Actions Tentacles : Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled, escape DC 14, and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends. Extract Brain : Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain. Mind Blast (Recharge 5–6) : The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"Volo's Guide to Monsters","Alignment":"lawful evil","Expansion":1,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Ulitharid","description":"Very rarely, an illithid tadpole transforms an individual into an ulitharid rather than an ordinary mind flayer. Ulitharids are larger than mind flayers and have six tentacles instead of four. Illithids innately recognize that an ulitharid’s survival is more important than their own. In most colonies, an ulitharid becomes an elder brain’s most favored servant, invested with power and authority. In others, the elder brain perceives the ulitharid as a potential rival, manipulating or quashing the ulitharid’s ambitions accordingly. When an ulitharid finds sharing leadership with an elder brain to be insufferable, it breaks off from the colony, taking a group of mind flayers with it, and forms a new colony. After the death of the ulitharid’s body, mind flayers place its brain in a brine pool, where it grows into an elder brain over a few days. Extractor Staff. Each ulitharid carries a psionically enhanced staff made of black metal. When the ulitharid is ready to give up its body, it attaches the staff to the back of its head and uses the staff to crack open its own skull and peel it apart, enabling its brain to be extracted and placed in a brine pool, where it can grow into an elder brain. The staff serves no other purpose. Traits Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects. Psionic Hub. If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, as long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required). Innate Spellcasting (Psionics). The ulitharid’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate 1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis Actions Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain. Mind Blast (Recharge 5–6). The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"lawful evil","Expansion":7394,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Ulitharid","description":"Very rarely, when a tadpole from the brine pool of an elder brain (appears in this book) is implanted into a creature, that creature transforms into an ulitharid: a larger and more potent mind flayer with six tentacles. Illithids innately recognize that an ulitharid’s survival is more important than their own. An elder brain’s reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain’s most favored servant, invested with power and authority. In others, the elder brain perceives an ulitharid as a potential rival and manipulates or quashes the ulitharid’s ambitions accordingly. When an ulitharid finds sharing leadership with an elder brain insufferable, it breaks off from the colony, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid’s body, a special process transforms its brain into a new elder brain for the colony. This process doesn’t work on the brain of an ulitharid that dies a natural death, as such brains are too decrepit to be used. Instead, each ulitharid carries a psionically enhanced staff; when the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid’s corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool for the embryonic elder brain. Traits Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects. Psionic Hub. If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required). Actions Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated Humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain. Mind Blast (Recharge 5–6). The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting (Psionics). The ulitharid casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17): At will: detect thoughts , levitate 1/day each: dominate monster , feeblemind , mass suggestion , plane shift (self only), project image , scrying , telekinesis","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration (Mind Flayer)","Alignment":"Typically Lawful Evil","Expansion":14934,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Ulitharid","description":"Very rarely, an illithid tadpole transforms an individual into an ulitharid rather than an ordinary mind flayer. Ulitharids are larger than mind flayers and have six tentacles instead of four. Illithids innately recognize that an ulitharid’s survival is more important than their own. In most colonies, an ulitharid becomes an elder brain’s most favored servant, invested with power and authority. In others, the elder brain perceives the ulitharid as a potential rival, manipulating or quashing the ulitharid’s ambitions accordingly. When an ulitharid finds sharing leadership with an elder brain to be insufferable, it breaks off from the colony, taking a group of mind flayers with it, and forms a new colony. After the death of the ulitharid’s body, mind flayers place its brain in a brine pool, where it grows into an elder brain over a few days. Extractor Staff. Each ulitharid carries a psionically enhanced staff made of black metal. When the ulitharid is ready to give up its body, it attaches the staff to the back of its head and uses the staff to crack open its own skull and peel it apart, enabling its brain to be extracted and placed in a brine pool, where it can grow into an elder brain. The staff serves no other purpose. Traits Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects. Psionic Hub. If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, as long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required). Innate Spellcasting (Psionics). The ulitharid’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate 1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis Actions Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain. Mind Blast (Recharge 5–6). The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"lawful evil","Expansion":29191,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Waterdeep - Dungeon of the Mad Mage"},{"name":"Ulitharid Mastermind","description":"An ulitharid mastermind is an extremely brilliant tactician, schemer, and manipulator. It does its work behind the scenes, secretly instructing its minions and underlings to do the dirty, hands-on tasks, while also influencing other powerful beings, such as other ulitharid and illithids, to work towards its goals, knowingly or unknowingly. Paranoid Schemer. Due to its nature, an ulitharid mastermind is very careful in its actions, for fear that the elder brain will find it a threat, and end its life early. Because of this, it is very paranoid and tends to get rid of any loose ends, consuming their brains to leave no trace of evidence that the elder brain might discover. Traits Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. Cunning Presence. An ally that starts is turn within 30 feet of this ulitharid and can see and hear this ulitharid can take the Dash, Disengage, or Hide action as a bonus action, provided the ulitharid isn't incapacitated. Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects. Psionic Hub. If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required). Actions Tentacles. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 28 (4d10 + 6) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 18 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +10 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain. Mind Blast (Recharge 5–6). The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 32 (4d12 + 6) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting (Psionics). The ulitharid casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18): At will: detect thoughts, levitate 1/day (each): confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis Bonus Actions Cunning Action. The ulitharid takes the Dash, Disengage, or Hide action. Cunning Insight (Recharge 5–6). The ulitharid chooses a target it can see within 30 feet of it. The ulitharid and up to 3 creatures of its choice have advantage on ability checks, attack rolls, and saving throws against the target. In addition, the target has disadvantage on ability checks and attack rolls made against the ulitharid. These effects last until the start of the ulitharid's next turn. Reactions Misdirection. When the ulitharid is targeted by an attack while a creature within 5 feet of it is granting it cover against that attack, it can have the attack target that creature instead.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ulitharid Supreme","description":"The most powerful ulitharid is given the title of Supreme and acts as the right hand of the illithid colony's elder brain. It rarely leaves the safety of its colony, preferring to act as the ulitharid’s leader in an administrative function. If it does have to leave, it is always accompanied by a couple of lesser ulitharids and more than a dozen illithid bodyguards. However, this is more for show than necessity, as the ulitharid supreme is very capable of defending itself, even against powerful foes, such as high level adventurers or giths. Constant Threat. Despite how loyal it is to the elder brain, the ulitharid supreme knows that it has grown too much in power and will be recognized as a threat by the elder brain and its minions. It will thus prepare for contingencies, either to escape and break off from the colony, or to destroy and replace the elder brain as the colony's new leader. Traits Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. Legendary Resistance (3/Day). If the ulitharid fails a saving throw, it can choose to succeed instead. Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects. Psionic Hub. If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required). Actions Tentacles. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 28 (4d10 + 6) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 19 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain. Mind Blast (Recharge 5–6). The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 20 Intelligence saving throw or take 32 (4d12 + 6) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting (Psionics). The ulitharid casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20): At will: detect thoughts, mirror image, levitate 3/day each: confusion, scrying, telekinesis 1/day each: dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image Legendary Actions The ulitharid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ulitharid regains spent legendary actions at the start of its turn. Tentacles. The ulitharid makes one attack with its Tentacles. Cast Spell (Costs 2 Actions). The ulitharid uses Spellcasting. Extract Brain (Costs 2 Actions). The ulitharid uses Extract Brain.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":17},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ulnorya","description":"Eight long, writhing tentacles support and propel this snarling horror’s oblong body while its jagged maw reveals rows of razor teeth. Invisible Hunter. The ulnorya lives to hunt, using its natural invisibility to surprise prey or swiftly chase down its next meal. Replicating itself allows the ulnorya to be its own hunting partner, and it uses this to stage ambushes or surround its victims. Magical Oddity. Whether it was created by a mad druid or some arcane guild’s ill-advised experimentation, the ulnorya combines elements of spiders, scorpions, and octopuses. Asexual as a species, ulnorya create new offspring by implanting an egg within corpses slain by the ulnorya’s poison. Within five days, the egg hatches into a new ulnorya.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Ultar","description":"Ultar are muscular and hairless humanoids with smooth grayish, blue-black skin. Their bone structure is well defined with streamlined, skull-like facial features. Their glassy black eyes are almost weary in their knowingness, but their gaze remains cruel, calculated, and superior. Their noses are nearly non-existent while their round membranous ears lie flat against their skulls, only slightly covered with a fleshy flap. Their bodies are muscular, well proportioned, and distinctly human. They stand between 6.5 to 8 feet tall. Firstborn and Favored. The Ultari trace their lineage directly to the Ancients, claiming their race was the first of the new races to manifest from the void. As a result, they believe themselves the purest form of existence, their will to be divine, and their ethics flawless; for they believe its was by their interpretation of reality that gave birth to the consciousness of all other lesser beings and thereby consider all other beings and their interpretations of reality inherently flawed and imperfect. As the truest and purest of the “evil” Ancients’ offspring—and they claim themselves as the dominate species and natural born leaders over the “evil Hegemony”. They hold this claim with their innate and potent psionic abilities, using them in the most invasive and cruel manner to rend minds and twisting allegiances. 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Extremely rare and only found within the beholder communities and even revered as a god, the centuries-old Ultimate Tyrant holds absolute power and dominion over all other beholders. Its cruelty and tyranny have no limits, and it spends most of its time scheming and planning on how to expand its territories and reach. In combat, the ultimate tyrant prefers to hang back and observe while its beholder minions do the fighting. If it respects its enemies, it unleashes its eye rays at the most vulnerable targets while keeping its central eye focused on enemy spellcasters. If it does not, it moves in to take a Bite at them instead. An Ultimate Tyrant's Lair An ultimate tyrant’s central lair is typically a vast, spacious cavern or ruins with high ceilings, where it can attack without fear of closing to melee range. It also has several 20-foot wide tunnels and sinkholes, all interconnected with each other, which the ultimate tyrant uses to its advantage. An ultimate tyrant encountered in its lair has a challenge rating of 22 (41,000 XP). Lair Actions When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects: A 50-foot square area of ground within 120 feet of the beholder becomes slimy and toxic; that area is difficult terrain until initiative count 20 on the next round. Each creature that starts its turn in that area must succeed on a DC 19 Constitution saving throw or take 14 (4d6) poison damage. Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 20 feet of such a wall must succeed on a DC 19 Dexterity saving throw or be grappled. Escaping requires a successful DC 19 Strength (Athletics) or Dexterity (Acrobatics) check. An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder’s choice that it can see. The eye then closes and disappears. Regional Effects The regional effects of an ultimate tyrant are identical to that of a Beholder (MM). Traits Antimagic Cone. The ultimate tyrant's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the ultimate tyrant decides which way the cone faces and whether the cone is active. The area works against the ultimate tyrant's own eye rays. Legendary Resistance (3/Day). If the ultimate tyrant fails a saving throw, it can choose to succeed instead. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 2) piercing damage. Eye Rays. The ultimate tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: 1. Madness Ray. The targeted creature must succeed on a DC 20 Wisdom saving throw or take 22 (5d8) psychic damage and must use its reaction to make one melee weapon attack against a target within 5 feet of it of the ultimate tyrant's choice that it can see. 2. Withering Ray. The targeted creature must succeed on a DC 20 Constitution saving throw. On a failed save, the target takes 22 (5d8) necrotic damage and is weakened for 1 minute. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. The target can make a DC 20 Constitution saving throw at the end of each of its turns, ending the effects on itself on a success. On a successful save, the target takes half as much damage and isn't weakened. 3. Fear Ray. The targeted creature must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Burning Ray. The targeted creature must succeed on a DC 20 Dexterity saving throw. On a failed save, the target takes 27 (6d8) fire damage and catches fire. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. On a successful save, the target takes half as much damage and doesn't catch fire. 5. Stupefying Ray. The targeted creature must succeed on a DC 20 Intelligence saving throw or take 22 (5d8) psychic damage and be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 20 Strength saving throw or the ultimate tyrant moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the ultimate tyrant's next turn or until the ultimate tyrant is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The ultimate tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7. Frost Ray. The targeted creature must succeed on a DC 20 Constitution saving throw. On a failed save, the target takes 22 (5d8) cold damage and the creature is slowed. A slowed target has its speed halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage and isn't slowed. 8. Petrification Ray. The targeted creature must succeed on a DC 20 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 20 Dexterity saving throw or take 54 (12d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. 10. Death Ray. The targeted creature must succeed on a DC 20 Dexterity saving throw or take 66 (12d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. Spellcasting (Psionics). While the ultimate tyrant's antimagic cone is inactive, the ultimate tyrant casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 20): At will: darkness, detect magic, detect thoughts, see invisibility 2/day each: banishment, dispel magic, move earth, stoneskin 1/day each: Abi-Dalzim’s horrid wilting, globe of invulnerability, power word stun, wall of force Legendary Actions The ultimate tyrant can take 3 legendary actions, using the options listed below. It can take only one legendary action at a time and only at the end of another creature's turn. The ultimate tyrant regains spent legendary actions at the start of its turn. Antimagic Cone. The ultimate tyrant turns which way the cone faces and whether the cone is active. Command Beholder. The ultimate tyrant targets one allied beholder within 60 feet of it that can see and hear the ultimate tyrant. The target uses its reaction to make one Bite attack or use one random Eye Ray. Eye Ray (Costs 1-3 Actions). The ultimate tyrant uses up to 3 random Eye Rays. It costs 1 action per Eye Ray used. Psionics (Costs 3 Actions). The ultimate tyrant uses Spellcasting. Reactions Redirect Antimagic Cone. When the ultimate tyrant sees a creature within 150 feet cast a spell, the ultimate tyrant activates its antimagic cone and points it at the creature. ","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":21},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Ultroloth","description":"Yugoloths Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone’s banner, a yugoloth asks the only question on its mind: What’s in it for me? Spawn of Gehenna. The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend’s true name grants power over it, the hags used the books to ensure the yugoloths’ loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well. Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder. Fiendish Mercenaries. Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word. Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army’s loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so. Back to Gehenna. When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent. When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books. The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn’t shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them. The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities. Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity. Ultroloth Ultroloths command the yugoloth armies of the Blood War. An ultroloth looks like a slender gray-skinned humanoid with an elongated head. Its face bears no features except for two ovoid eyes. These eyes can become sparkling pools of light that can transfix other creatures and leave them reeling and helpless. Frequently at one another’s throats, ultroloths continually scheme to enhance their own power. When not employed to fight in the Blood War, ultroloths lead yugoloth forces throughout the planes, acting as crime bosses or commanders of evil mercenary companies. With a reputation for cruelty, ultroloths command their minions to fight while the ultroloths stay removed from combat themselves. Lesser yugoloths know their place when facing an ultroloth and respond to its summons without demand for payment. Variant: Yugoloth Summoning Some yugoloths have an action option that allows them to summon other yugoloths. This is represented as a variant action in each yugoloth's Action section. Summon Yugoloth (1/Day) : The yugoloth chooses what to summon and attempts a magical summoning. • An arcanaloth has a 40 percent chance of summoning one arcanaloth. • A mezzoloth has a 30 percent chance of summoning one mezzoloth. • A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth. • An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth. A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases (unless its summoner is an ultroloth, in which case it acts as an ally of its summoner), and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it. Traits Innate Spellcasting : The ultroloth’s innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components: • At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only) , suggestion • 3/day each: dimension door, fear, wall of fire • 1/day each: fire storm, mass suggestion Magic Resistance : The ultroloth has advantage on saving throws against spells and other magical effects. Magic Weapons : The ultroloth’s weapon attacks are magical. Actions Multiattack : The ultroloth can use its Hypnotic Gaze and makes three melee attacks. Longsword (One-Handed) : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Longsword (Two-Handed) : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Hypnotic Gaze : The ultroloth’s eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth’s next turn. The charmed target is stunned. If the target’s saving throw is successful, the target is immune to the ultroloth’s gaze for the next 24 hours. Teleport : The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. (Variant) Summon Yugoloth (1/Day) : An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth. The summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (yugoloth)","Source":"MM1","Alignment":"Neutral Evil","Expansion":2,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Umber Hulk","description":"\"The wall caved in. That’s the last thing I remember.\" —A survivor’s account of an umber hulk attack An abominable horror from deep beneath the earth, an umber hulk burrows into cave complexes, dungeons, or Underdark settlements in search of food. Those lucky enough to survive an umber hulk attack often remember precious little of the incident, thanks to the umber hulk’s mind-scrambling gaze. Devious Delvers. Umber hulks can burrow through solid rock, forming new tunnels in their wake. The steel-hard chitin of its body can withstand the cave-ins, tunnel collapses, and rock falls that commonly follow it. Burrowing into the wall of a cavern or passageway, an umber hulk lies in wait for creatures to pass by on the other side, its hair-like feelers sensing any movement around it. When it explodes out in a shower of earth and rock, its unsuspecting quarry turns to face the oncoming threat—and is entranced by the umber hulk’s bewildering eyes, forced to stand helpless as its mandibles snap shut. Mind Scrambler. Many survivors of an umber hulk encounter recollect little about the attack, because the monster’s confusing gaze scrambles their memory of the event. Those who have fought and killed umber hulks recognize the signs. For other denizens of the Underdark, grisly tales of vanished explorers and wanton destruction speak of an unknown foe. Umber hulks take on supernatural status in these harrowing stories, many of which convey the same warning: once an umber hulk has been spotted, it is already too late to escape it. Traits Confusing Gaze : When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk’s eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated. On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save. Tunneler : The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake. Actions Multiattack : The umber hulk makes three attacks: two with its claws and one with its mandibles. Claw : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Mandibles : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Umberto L'Orco","description":"Umberto is an enormous hirsute brute. He is actually a half-ogre, and as a child was abandoned by his ogre family because of his insufficient size. He stands only 7 feet (2.10 meters) tall, which is not a lot by ogre standards. Umberto was found and raised by the Montecraxi family who see him as a perfect addition to their troops. Umberto does not speak a lot, but rather wields his mighty axe or – if he loses it in the melee – anything he can lay his hands on. Umberto is absolutely loyal to Sabina and will immediately come to her help if she should be in serious danger. He might be a bit in love with her. Umberto is carrying a surprisingly shiny battleaxe with magical properties (+1) that he was given by his family as a send-off gift. Traits Magic Weapon. Umberto’s axe attacks are magical. Actions Battleaxe +1. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"giant (half-ogre)","Expansion":30058,"Challenge Rating":1},"publisher":"Vortex Verlag","book":"The Straight Way Lost"},{"name":"Umbral Shambler","description":"This otherworldly humanoid's body has distorted, twisted features and skin that shifts constantly from scaly, to slimy, to fleshy, and back again. Its true form is blurred and hard to see, and the very shadows seem unwilling to reveal its full form. These creatures of the Void appear humanoid but can never be seen clearly, their bodies always seeming to blur and shiver. What can be seen is disturbing: limbs and digits in strange proportions, distorted facial features, skin that is scaly one moment, slimy and translucent the next. Their bodies move with strange spasms and tremors. Corrupted by the Void. Exposure to the Void can warp creatures both mentally and physically. Umbral shamblers were once humanoid travelers, but sudden and overwhelming exposure to the Void has complete transformed them into twisted remnants of their former selves. More rarely, long term Void corruption can lead to this sort of transformation, especially among humanoids who practice Void magic or in priests of the Void. The satarre (see Tome of Beasts 2 ) are said to know a ritual that transforms any human into an umbral shambler. Humanoid Hunters. Umbral shamblers take great delight in stalking humanoids, moving swiftly under cover of darkness in forests or cities to appear to surround a victim. They terrorize such prey above all others, delighting in the destruction of those they once resembled. Void Assassins. Because of their ability to step through walls and doorways, umbral shamblers make excellent assassins. They serve various Void cults in this way, taking orders from dark prophets, void cultists, and the satarre. Sunlight Sensitivity . While in sunlight, the umbral shambler has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Tenebrous Agility . The umbral shambler's speed is doubled while in dim light or darkness, and it doesn't provoke opportunity attacks when it moves, provided it moves only in dim light or darkness. In addition, when a creature that relies on sight attacks the umbral shambler while the shambler is in dim light or darkness, the attacker has disadvantage on the attack roll. Void Traveler . The umbral shambler doesn't require air, food, drink, sleep, or ambient pressure. Actions Multiattack . The umbral shambler makes two Claws attacks. Claws . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6) necrotic damage. Twisted Step . The umbral shambler can project itself beyond reality for a short time. Until the start of its next turn, the shambler can move through objects as if they were difficult terrain, provided an object is no more than 3 feet thick and at least one side of the object is in dim light or darkness. It takes 5 (1d10) force damage if it starts its turn inside an object.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Umbral Tailor","description":"An older man with wispy strands of grey hair is in the process of pulling up a black needle from a stitch made on the cloth that sits on the table before him. The black cloth shifts strangely as if something moves just beneath it. Blessed by the fey of the Shadow Realm, umbral tailors are master crafters who repair far more than mundane clothing. Traits Niche Profession. Umbral tailors can only be found in the Shadow Realm, where their gifts for healing and repairing damage caused by corruption are most needed. For whatever reason, umbral tailors' soul stitching magic only works in the Shadow Realm. Soul Stitching. Umbral tailors can see the souls of living creatures (if they possess one), and this ability allows them to identify psychic and physical ailments affecting their clients. Much like a mundane tailor, umbral tailors can stitch together torn souls, use shadow ephemera to patch damaged areas, and occasionally enhance a healthy soul. Healing Hearts. Bards and others sometimes tell tales of the “Umbral Tailor of Corremel,” who is said to have been able to stitch together a broken heart, to mend the grief of a widow or widower, or to patch together the shredded soul of parents whose child has died. Few umbral tailors claim any such extraordinary level of skill, but the stories persist, and some tailors take advantage of those who seek hope and healing. Shadow Patch. The umbral tailor can conduct a ritual to undo the effects of shadow corruption. This ritual takes 1 hour to complete, uses 200 gp worth of components, and must be performed on a willing subject. Sunlight Sensitivity. While in sunlight, the umbral tailor has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Unseelie Blessing. The umbral tailor has advantage on saving throws against being charmed, and magic can't put them to sleep. Actions Bone Needle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success Soul Read. The umbral tailor can focus their mind on any one creature they can see within 30 feet. The umbral tailor learns the creature's current emotional state and whether the creature is diseased, corrupted, cursed, or under the effects of a spell. If the creature does not have a soul, it is unaffected. Spellcasting. The umbral tailor casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13): At will: guidance , mending , spare the dying 3/day each: lesser restoration , remove curse 1/day each: greater restoration (casting time requires target to take a long rest)","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Neutral Alignment","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Unbound Commoner","description":"Unbound Spirits When the new-born world of Ashandri was transported into the Braythian Void, it was cut off from the afterlife for five days. The souls of those who died during this time were captured in Ashandri, unable to pass on to their next state of existence. They turned into Unbound Spirits, a type of undead that is unique to Braythe. These ghost-like entities are solely created in the days a world is cut off. As soon as new conduits open, and the souls of the dead can move on to heaven and hell (and everything in between), no new Unbound Spirits are created in a world-island. While these beings appear to be not much different than ghosts and apparitions, there are three major distinctions. First of all, any kind of soul could have become an Unbound Spirit. This includes animals and even plants, funghi and mindless oozes. There are entire areas that come \"alive\" with these ghostly beings at night, like a hidden world that reveals itself only in darkness. The most infamous example for this is the Bloodhaunt Forest. Second, an Unbound Spirit cannot be released. Despite extensive research, nobody has found a way to allow these lost souls to enter their deserved afterlife. Unbound Spirits are only created during the first days of a new world in Braythe, and even after the world itself reconnects to other planes, these incorporeal entitities stay disconnected. This also led to their name: Sages from the Arcanists believe that every soul is inherently bound to other planes, and this link is the reason why mortal souls end up in heaven or hell. The Unbound Spirits, though, miss such a bond to other planes. Even divine intervention cannot help such a spirit to pass on. Some of them are lost in an eternity of suffering, others adapt and lead their unlife as good as they can. They still seem to be bound to the reality of Braythe, leading to heated discussions about the name \"Unbound\" among sages. The third great difference to regular ghosts is that most Unbound Spirits are very close to how they were before their death. Many of them, especially those with semi-sentience and below, don't even understand they are dead, and try to live their life as they did before. While many typical undead are evil or at least dangerous, Unbound Spirits don't change their alignment or develop a sudden bloodlust. They are simply lost souls trapped in the mortal world. They usually keep their previous abilities and knowledge, and can even learn new skills or change their world-views as they make new experiences. There seems to be no method to permanently kill an Unbound Spirit. A few ways to banish or imprison the lost souls have been found, but none of these truly destroy or release such a spirit. If an Unbound Spirit is somehow killed, it vanishes in violet smoke, only to reform and reappear in the following night. Unbound Spirit Traits Almost all Unbound Spirits share a set of traits, as follows: Braythebound. Unbound Spirits cannot be permanently destroyed. If they are killed, they reform with full health in the vicinity of their point of death at the next dusk. Nocturnal Existence. Unbound Spirits appear at dusk and disappear at dawn. Semi-corporeal Existence. Unbound Spirits are, most of the time, semi-corporeal. In this state, they gain the abilities Incorporeal Movement and Incorporeal Immunities. Attacks made by the spirit in this state only inflict necrotic damage, but no physical damage (except against other semi- or incorporeal creatures). As a bonus action, the spirit can decide to become corporeal. It then loses the abilities Incorporeal Movement and Incorporeal Immunities, but its attacks become physical and now inflict all damage types. Incorporeal Movement. In semi-corporeal state, the Unbound Spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Incorporeal Immunities. In semi-corporeal state, the Unbound Spirit is immune to piercing, slashing and bludgeoning damage by non-magical weapons. Undead Immunities. Unbound Spirits have the following condition immunities: Blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned. They are also immune to the following damage types: Cold, necrotic, poison. Object Possession (Recharge 6). When succeeding on a Wisdom check against DC 13, the spirit can possess an object with no more hit points than the Unbound Spirit. The spirit disappears, and gains control of the object. The effect is similar as if the Unbound Spirit had cast Animate Objects, but affects a single item with an unlimited duration, and has a range of 5 feet. When possessing an object, the Unbound Spirit doesn’t disappear at dawn (unless it chooses to do so, upon which the possession ends). The spirit can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's statistics. The possession lasts until the object drops to 0 Hit Points, the spirit ends it as a Bonus Action, or the spirit is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target object is immune to this spirit’s Possession for 24 hours after a possession attempt fails or the possession ends. Creature Possession (Recharge 6). One creature that the spirit can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the spirit; the Unbound Spirit then disappears, and the target is Incapacitated and loses control of its body and falls into a state of unconsciousness. The spirit now controls the body. The spirit can't be targeted by any Attack, spell, or other Effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or Proficiencies. If the target is willing, it can omit the Saving Throw, and in return stays fully conscious. The Unbound Spirit can even decide to give back control of the body temporarily without ending the possession. The possession lasts until the body drops to 0 Hit Points, the spirit ends it as a Bonus Action, or the spirit is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target is immune to this spirit’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. Unbound Commoner Unbound Commoners were regular humanoids during their life. They might have had a job in which they are still skilled, or they might have picked up new skills during their undead existence. Some of them still \"live\" in their old homes, or have even taken possession of an object they are emotionally attached to. And in some cases, their homes are those objects.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any","Expansion":17295,"Challenge Rating":"1/4"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Unbound Soldier","description":"Unbound Spirits When the new-born world of Ashandri was transported into the Braythian Void, it was cut off from the afterlife for five days. The souls of those who died during this time were captured in Ashandri, unable to pass on to their next state of existence. They turned into Unbound Spirits, a type of undead that is unique to Braythe. These ghost-like entities are solely created in the days a world is cut off. As soon as new conduits open, and the souls of the dead can move on to heaven and hell (and everything in between), no new Unbound Spirits are created in a world-island. While these beings appear to be not much different than ghosts and apparitions, there are three major distinctions. First of all, any kind of soul could have become an Unbound Spirit. This includes animals and even plants, funghi and mindless oozes. There are entire areas that come \"alive\" with these ghostly beings at night, like a hidden world that reveals itself only in darkness. The most infamous example for this is the Bloodhaunt Forest. Second, an Unbound Spirit cannot be released. Despite extensive research, nobody has found a way to allow these lost souls to enter their deserved afterlife. Unbound Spirits are only created during the first days of a new world in Braythe, and even after the world itself reconnects to other planes, these incorporeal entitities stay disconnected. This also led to their name: Sages from the Arcanists believe that every soul is inherently bound to other planes, and this link is the reason why mortal souls end up in heaven or hell. The Unbound Spirits, though, miss such a bond to other planes. Even divine intervention cannot help such a spirit to pass on. Some of them are lost in an eternity of suffering, others adapt and lead their unlife as good as they can. They still seem to be bound to the reality of Braythe, leading to heated discussions about the name \"Unbound\" among sages. The third great difference to regular ghosts is that most Unbound Spirits are very close to how they were before their death. Many of them, especially those with semi-sentience and below, don't even understand they are dead, and try to live their life as they did before. While many typical undead are evil or at least dangerous, Unbound Spirits don't change their alignment or develop a sudden bloodlust. They are simply lost souls trapped in the mortal world. They usually keep their previous abilities and knowledge, and can even learn new skills or change their world-views as they make new experiences. There seems to be no method to permanently kill an Unbound Spirit. A few ways to banish or imprison the lost souls have been found, but none of these truly destroy or release such a spirit. If an Unbound Spirit is somehow killed, it vanishes in violet smoke, only to reform and reappear in the following night. Unbound Spirit Traits Almost all Unbound Spirits share a set of traits, as follows: Braythebound. Unbound Spirits cannot be permanently destroyed. If they are killed, they reform with full health in the vicinity of their point of death at the next dusk. Nocturnal Existence. Unbound Spirits appear at dusk and disappear at dawn. Semi-corporeal Existence. Unbound Spirits are, most of the time, semi-corporeal. In this state, they gain the abilities Incorporeal Movement and Incorporeal Immunities. Attacks made by the spirit in this state only inflict necrotic damage, but no physical damage (except against other semi- or incorporeal creatures). As a bonus action, the spirit can decide to become corporeal. It then loses the abilities Incorporeal Movement and Incorporeal Immunities, but its attacks become physical and now inflict all damage types. Incorporeal Movement. In semi-corporeal state, the Unbound Spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Incorporeal Immunities. In semi-corporeal state, the Unbound Spirit is immune to piercing, slashing and bludgeoning damage by non-magical weapons. Undead Immunities. Unbound Spirits have the following condition immunities: Blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned. They are also immune to the following damage types: Cold, necrotic, poison. Object Possession (Recharge 6). When succeeding on a Wisdom check against DC 13, the spirit can possess an object with no more hit points than the Unbound Spirit. The spirit disappears, and gains control of the object. The effect is similar as if the Unbound Spirit had cast Animate Objects, but affects a single item with an unlimited duration, and has a range of 5 feet. When possessing an object, the Unbound Spirit doesn’t disappear at dawn (unless it chooses to do so, upon which the possession ends). The spirit can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's statistics. The possession lasts until the object drops to 0 Hit Points, the spirit ends it as a Bonus Action, or the spirit is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target object is immune to this spirit’s Possession for 24 hours after a possession attempt fails or the possession ends. Creature Possession (Recharge 6). One creature that the spirit can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the spirit; the Unbound Spirit then disappears, and the target is Incapacitated and loses control of its body and falls into a state of unconsciousness. The spirit now controls the body. The spirit can't be targeted by any Attack, spell, or other Effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or Proficiencies. If the target is willing, it can omit the Saving Throw, and in return stays fully conscious. The Unbound Spirit can even decide to give back control of the body temporarily without ending the possession. The possession lasts until the body drops to 0 Hit Points, the spirit ends it as a Bonus Action, or the spirit is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target is immune to this spirit’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. Unbound Soldier The first days of Ashandri were full of confusion, fear and ongoing battles. Many soldiers lost their lives after surviving the apocalypse. Entire armies roam areas like the Bloodhaunt Forest, while at other places, lone soldiers died trying to defend their home town or people they were asked to protect. Many of them become one with their role as soldiers and guards in their unlife. Serving the same generals or monarchs they followed in life, or vowing to still keep those safe that they died protecting, the Unbound Soldiers exist for the tasks they have. Only few of them ever reconsider. Those who do often abandon their former brothers-in-arms, or their protégés. They might even try to lead a completely different existence. Still, every night, they reappear with the equipment (and training) of a soldier.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any","Expansion":17295,"Challenge Rating":"1/2"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Unbound Spearman","description":"Unbound Spirits When the new-born world of Ashandri was transported into the Braythian Void, it was cut off from the afterlife for five days. The souls of those who died during this time were captured in Ashandri, unable to pass on to their next state of existence. They turned into Unbound Spirits, a type of undead that is unique to Braythe. These ghost-like entities are solely created in the days a world is cut off. As soon as new conduits open, and the souls of the dead can move on to heaven and hell (and everything in between), no new Unbound Spirits are created in a world-island. While these beings appear to be not much different than ghosts and apparitions, there are three major distinctions. First of all, any kind of soul could have become an Unbound Spirit. This includes animals and even plants, funghi and mindless oozes. There are entire areas that come \"alive\" with these ghostly beings at night, like a hidden world that reveals itself only in darkness. The most infamous example for this is the Bloodhaunt Forest. Second, an Unbound Spirit cannot be released. Despite extensive research, nobody has found a way to allow these lost souls to enter their deserved afterlife. Unbound Spirits are only created during the first days of a new world in Braythe, and even after the world itself reconnects to other planes, these incorporeal entitities stay disconnected. This also led to their name: Sages from the Arcanists believe that every soul is inherently bound to other planes, and this link is the reason why mortal souls end up in heaven or hell. The Unbound Spirits, though, miss such a bond to other planes. Even divine intervention cannot help such a spirit to pass on. Some of them are lost in an eternity of suffering, others adapt and lead their unlife as good as they can. They still seem to be bound to the reality of Braythe, leading to heated discussions about the name \"Unbound\" among sages. The third great difference to regular ghosts is that most Unbound Spirits are very close to how they were before their death. Many of them, especially those with semi-sentience and below, don't even understand they are dead, and try to live their life as they did before. While many typical undead are evil or at least dangerous, Unbound Spirits don't change their alignment or develop a sudden bloodlust. They are simply lost souls trapped in the mortal world. They usually keep their previous abilities and knowledge, and can even learn new skills or change their world-views as they make new experiences. There seems to be no method to permanently kill an Unbound Spirit. A few ways to banish or imprison the lost souls have been found, but none of these truly destroy or release such a spirit. If an Unbound Spirit is somehow killed, it vanishes in violet smoke, only to reform and reappear in the following night. Unbound Spirit Traits Almost all Unbound Spirits share a set of traits, as follows: Braythebound. Unbound Spirits cannot be permanently destroyed. If they are killed, they reform with full health in the vicinity of their point of death at the next dusk. Nocturnal Existence. Unbound Spirits appear at dusk and disappear at dawn. Semi-corporeal Existence. Unbound Spirits are, most of the time, semi-corporeal. In this state, they gain the abilities Incorporeal Movement and Incorporeal Immunities. Attacks made by the spirit in this state only inflict necrotic damage, but no physical damage (except against other semi- or incorporeal creatures). As a bonus action, the spirit can decide to become corporeal. It then loses the abilities Incorporeal Movement and Incorporeal Immunities, but its attacks become physical and now inflict all damage types. Incorporeal Movement. In semi-corporeal state, the Unbound Spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Incorporeal Immunities. In semi-corporeal state, the Unbound Spirit is immune to piercing, slashing and bludgeoning damage by non-magical weapons. Undead Immunities. Unbound Spirits have the following condition immunities: Blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned. They are also immune to the following damage types: Cold, necrotic, poison. Object Possession (Recharge 6). When succeeding on a Wisdom check against DC 13, the spirit can possess an object with no more hit points than the Unbound Spirit. The spirit disappears, and gains control of the object. The effect is similar as if the Unbound Spirit had cast Animate Objects, but affects a single item with an unlimited duration, and has a range of 5 feet. When possessing an object, the Unbound Spirit doesn’t disappear at dawn (unless it chooses to do so, upon which the possession ends). The spirit can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's statistics. The possession lasts until the object drops to 0 Hit Points, the spirit ends it as a Bonus Action, or the spirit is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target object is immune to this spirit’s Possession for 24 hours after a possession attempt fails or the possession ends. Creature Possession (Recharge 6). One creature that the spirit can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the spirit; the Unbound Spirit then disappears, and the target is Incapacitated and loses control of its body and falls into a state of unconsciousness. The spirit now controls the body. The spirit can't be targeted by any Attack, spell, or other Effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or Proficiencies. If the target is willing, it can omit the Saving Throw, and in return stays fully conscious. The Unbound Spirit can even decide to give back control of the body temporarily without ending the possession. The possession lasts until the body drops to 0 Hit Points, the spirit ends it as a Bonus Action, or the spirit is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target is immune to this spirit’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. Unbound Spearman The first days of Ashandri were full of confusion, fear and ongoing battles. Many soldiers lost their lives after surviving the apocalypse. Entire armies roam areas like the Bloodhaunt Forest, while at other places, lone soldiers died trying to defend their home town or people they were asked to protect. Many of them become one with their role as soldiers and guards in their unlife. Serving the same generals or monarchs they followed in life, or vowing to still keep those safe that they died protecting, the Unbound Soldiers exist for the tasks they have. Only few of them ever reconsider. Those who do often abandon their former brothers-in-arms, or their protégés. They might even try to lead a completely different existence. Still, every night, they reappear with the equipment (and training) of a soldier.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any","Expansion":17295,"Challenge Rating":"1/2"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Unbound Vengeance Demon","description":"Unbound Spirits When the new-born world of Ashandri was transported into the Braythian Void, it was cut off from the afterlife for five days. The souls of those who died during this time were captured in Ashandri, unable to pass on to their next state of existence. They turned into Unbound Spirits, a type of undead that is unique to Braythe. These ghost-like entities are solely created in the days a world is cut off. As soon as new conduits open, and the souls of the dead can move on to heaven and hell (and everything in between), no new Unbound Spirits are created in a world-island. While these beings appear to be not much different than ghosts and apparitions, there are three major distinctions. First of all, any kind of soul could have become an Unbound Spirit. This includes animals and even plants, funghi and mindless oozes. There are entire areas that come \"alive\" with these ghostly beings at night, like a hidden world that reveals itself only in darkness. The most infamous example for this is the Bloodhaunt Forest. Second, an Unbound Spirit cannot be released. Despite extensive research, nobody has found a way to allow these lost souls to enter their deserved afterlife. Unbound Spirits are only created during the first days of a new world in Braythe, and even after the world itself reconnects to other planes, these incorporeal entitities stay disconnected. This also led to their name: Sages from the Arcanists believe that every soul is inherently bound to other planes, and this link is the reason why mortal souls end up in heaven or hell. The Unbound Spirits, though, miss such a bond to other planes. Even divine intervention cannot help such a spirit to pass on. Some of them are lost in an eternity of suffering, others adapt and lead their unlife as good as they can. They still seem to be bound to the reality of Braythe, leading to heated discussions about the name \"Unbound\" among sages. The third great difference to regular ghosts is that most Unbound Spirits are very close to how they were before their death. Many of them, especially those with semi-sentience and below, don't even understand they are dead, and try to live their life as they did before. While many typical undead are evil or at least dangerous, Unbound Spirits don't change their alignment or develop a sudden bloodlust. They are simply lost souls trapped in the mortal world. They usually keep their previous abilities and knowledge, and can even learn new skills or change their world-views as they make new experiences. There seems to be no method to permanently kill an Unbound Spirit. A few ways to banish or imprison the lost souls have been found, but none of these truly destroy or release such a spirit. If an Unbound Spirit is somehow killed, it vanishes in violet smoke, only to reform and reappear in the following night. Unbound Spirit Traits Almost all Unbound Spirits share a set of traits, as follows: Braythebound. Unbound Spirits cannot be permanently destroyed. If they are killed, they reform with full health in the vicinity of their point of death at the next dusk. Nocturnal Existence. Unbound Spirits appear at dusk and disappear at dawn. Semi-corporeal Existence. Unbound Spirits are, most of the time, semi-corporeal. In this state, they gain the abilities Incorporeal Movement and Incorporeal Immunities. Attacks made by the spirit in this state only inflict necrotic damage, but no physical damage (except against other semi- or incorporeal creatures). As a bonus action, the spirit can decide to become corporeal. It then loses the abilities Incorporeal Movement and Incorporeal Immunities, but its attacks become physical and now inflict all damage types. Incorporeal Movement. In semi-corporeal state, the Unbound Spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Incorporeal Immunities. In semi-corporeal state, the Unbound Spirit is immune to piercing, slashing and bludgeoning damage by non-magical weapons. Undead Immunities. Unbound Spirits have the following condition immunities: Blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned. They are also immune to the following damage types: Cold, necrotic, poison. Object Possession (Recharge 6). When succeeding on a Wisdom check against DC 13, the spirit can possess an object with no more hit points than the Unbound Spirit. The spirit disappears, and gains control of the object. The effect is similar as if the Unbound Spirit had cast Animate Objects, but affects a single item with an unlimited duration, and has a range of 5 feet. When possessing an object, the Unbound Spirit doesn’t disappear at dawn (unless it chooses to do so, upon which the possession ends). The spirit can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's statistics. The possession lasts until the object drops to 0 Hit Points, the spirit ends it as a Bonus Action, or the spirit is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target object is immune to this spirit’s Possession for 24 hours after a possession attempt fails or the possession ends. Creature Possession (Recharge 6). One creature that the spirit can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the spirit; the Unbound Spirit then disappears, and the target is Incapacitated and loses control of its body and falls into a state of unconsciousness. The spirit now controls the body. The spirit can't be targeted by any Attack, spell, or other Effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or Proficiencies. If the target is willing, it can omit the Saving Throw, and in return stays fully conscious. The Unbound Spirit can even decide to give back control of the body temporarily without ending the possession. The possession lasts until the body drops to 0 Hit Points, the spirit ends it as a Bonus Action, or the spirit is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target is immune to this spirit’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. Unbound Vengeance Demon Demons, inhabitants of hell, creatures of chaos and utter evil. As terrifying as they are, the people of Virthys had a history of summoning them, either forcing them into their service or making foolish pacts with them. Some of these sinister entities roamed the world during the apocalypse, and made it into the new world of Ashandri. But not all of them survived the first days - and those who didn't turned into Unbound Spirits, just like every other soul. Imagine a soul filled with nothing but raging darkness and selfish, unlimited desires. Ancient, powerful and proud of what it is. A mighty evil possibly dreaming of becoming a ruler of its own hellscape one day. And now imagine such a creature dying, expecting its soul to return to hell and reform its demonic body. But instead, it returns as a spirit, an undead creature, cut off from its home. It is not even a real demon anymore, it has become a true native of Braythe - a reality that seems mostly made for mortals, not demons. Stripped of its demonic identity, separated from its home and turned into a creature of undeath, many of these vile entities go mad with rage - even more so than before. Filled with hatred and resent for the new reality that they are now attached to for eternity, they usually have one of two goals: Raze the world to the ground that did this to them - or turn it into a new kind of hell. Despite all their rage, the Unbound Vengeance Demons aren't mindless. They are capable of planning and scheming, of manipulation and subtleties. There might be situations where they can't contain their rage, but they aren't stupid. Some of them took possession of mortals, living among regular people. Others have their own secret lairs, or they even managed to subdue an entire town or city. These viscious, blackhearted entities exist to live out their hatred, their desires and impulses. But with eternity on their side, incapable of ever truly dying, they are in it for the long haul. Anatomy There are many different Unbound Vengeance Demons, depending both on what exactly they were before the apocalypse, and how the transformation into Unbound Spirits changed them. The most common ones appear as large, terrifying humanoids. They have demonic horns, claws and fangs, burning or black eyes, and powerful, muscular bodies with red or black skin. They are often surrounded by a smell of sulphur, even in their semi-corporeal state.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":17295,"Challenge Rating":7},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Unbound Wolf","description":"Unbound Spirits When the new-born world of Ashandri was transported into the Braythian Void, it was cut off from the afterlife for five days. The souls of those who died during this time were captured in Ashandri, unable to pass on to their next state of existence. They turned into Unbound Spirits, a type of undead that is unique to Braythe. These ghost-like entities are solely created in the days a world is cut off. As soon as new conduits open, and the souls of the dead can move on to heaven and hell (and everything in between), no new Unbound Spirits are created in a world-island. While these beings appear to be not much different than ghosts and apparitions, there are three major distinctions. First of all, any kind of soul could have become an Unbound Spirit. This includes animals and even plants, funghi and mindless oozes. There are entire areas that come \"alive\" with these ghostly beings at night, like a hidden world that reveals itself only in darkness. The most infamous example for this is the Bloodhaunt Forest. Second, an Unbound Spirit cannot be released. Despite extensive research, nobody has found a way to allow these lost souls to enter their deserved afterlife. Unbound Spirits are only created during the first days of a new world in Braythe, and even after the world itself reconnects to other planes, these incorporeal entitities stay disconnected. This also led to their name: Sages from the Arcanists believe that every soul is inherently bound to other planes, and this link is the reason why mortal souls end up in heaven or hell. The Unbound Spirits, though, miss such a bond to other planes. Even divine intervention cannot help such a spirit to pass on. Some of them are lost in an eternity of suffering, others adapt and lead their unlife as good as they can. They still seem to be bound to the reality of Braythe, leading to heated discussions about the name \"Unbound\" among sages. The third great difference to regular ghosts is that most Unbound Spirits are very close to how they were before their death. Many of them, especially those with semi-sentience and below, don't even understand they are dead, and try to live their life as they did before. While many typical undead are evil or at least dangerous, Unbound Spirits don't change their alignment or develop a sudden bloodlust. They are simply lost souls trapped in the mortal world. They usually keep their previous abilities and knowledge, and can even learn new skills or change their world-views as they make new experiences. There seems to be no method to permanently kill an Unbound Spirit. A few ways to banish or imprison the lost souls have been found, but none of these truly destroy or release such a spirit. If an Unbound Spirit is somehow killed, it vanishes in violet smoke, only to reform and reappear in the following night. Unbound Spirit Traits Almost all Unbound Spirits share a set of traits, as follows: Braythebound. Unbound Spirits cannot be permanently destroyed. If they are killed, they reform with full health in the vicinity of their point of death at the next dusk. Nocturnal Existence. Unbound Spirits appear at dusk and disappear at dawn. Semi-corporeal Existence. Unbound Spirits are, most of the time, semi-corporeal. In this state, they gain the abilities Incorporeal Movement and Incorporeal Immunities. Attacks made by the spirit in this state only inflict necrotic damage, but no physical damage (except against other semi- or incorporeal creatures). As a bonus action, the spirit can decide to become corporeal. It then loses the abilities Incorporeal Movement and Incorporeal Immunities, but its attacks become physical and now inflict all damage types. Incorporeal Movement. In semi-corporeal state, the Unbound Spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Incorporeal Immunities. In semi-corporeal state, the Unbound Spirit is immune to piercing, slashing and bludgeoning damage by non-magical weapons. Undead Immunities. Unbound Spirits have the following condition immunities: Blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned. They are also immune to the following damage types: Cold, necrotic, poison. Object Possession (Recharge 6). When succeeding on a Wisdom check against DC 13, the spirit can possess an object with no more hit points than the Unbound Spirit. The spirit disappears, and gains control of the object. The effect is similar as if the Unbound Spirit had cast Animate Objects, but affects a single item with an unlimited duration, and has a range of 5 feet. When possessing an object, the Unbound Spirit doesn’t disappear at dawn (unless it chooses to do so, upon which the possession ends). The spirit can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's statistics. The possession lasts until the object drops to 0 Hit Points, the spirit ends it as a Bonus Action, or the spirit is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target object is immune to this spirit’s Possession for 24 hours after a possession attempt fails or the possession ends. Creature Possession (Recharge 6). One creature that the spirit can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the spirit; the Unbound Spirit then disappears, and the target is Incapacitated and loses control of its body and falls into a state of unconsciousness. The spirit now controls the body. The spirit can't be targeted by any Attack, spell, or other Effect, except ones that turn Undead, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, Class Features, or Proficiencies. If the target is willing, it can omit the Saving Throw, and in return stays fully conscious. The Unbound Spirit can even decide to give back control of the body temporarily without ending the possession. The possession lasts until the body drops to 0 Hit Points, the spirit ends it as a Bonus Action, or the spirit is turned or forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, the spirit reappears in an unoccupied space within 5 ft. of the body. The target is immune to this spirit’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. Unbound Wolf Unbound Wolves are very similar to how they were in life. If other members of their pack died with them, they usually stick to their old companions in undeath. Typical Unbound Wolf packs include 3-10 individuals, which act almost as if nothing had changed for them. Lone wolfs are also known, but these spirits often seek a living pack they can join - at night, at least. While Unbound Wolves have the same possession abilities as all spirits, they prefer to take possession only of other wolves, or at least related species.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"unaligned","Expansion":17295,"Challenge Rating":1},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Undead Cohort","description":"With the help of necromancy, you can enlist the most loyal minion possible: a silent, obedient undead thrall. Zombies, ghouls, and revenants are the most common form of undead cohort, as they are sturdier than skeletons, and more loyal than vampires. Undead Nature. An undead doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any alignment","Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Undead Factotum","description":"The pleasant-looking gentleman sporting the fine clothes and exquisite demeanor wanted to talk about a business proposition outside of the heat of the sun. But my, what sharp teeth he has! Undead factotums are external servants of vampire courts. They are created through a careful process of feeding and training. Those victims (or volunteers) of the process emerge as undead creatures with some of the powers of unlife, but they do not succumb to exposure to the sun’s cleansing rays. Emissaries and Assassins. Vampires send undead factotums into urban areas to do their bidding. Some act in the open as official representatives of the vampire’s court, while others attempt to infiltrate organizations of power within the city. They often receive their instructions through a series of messengers that are difficult to trace back to the courts, then subtly manipulate situations to benefit their vampire masters. Unsubtle Means Are Sometimes Required. They can channel their necromantic power through their specially designed daggers, which temporarily incapacitates a victim, making them easy prey to bring back to the courts. Occasionally, an important or influential individual disappears without a trace, turning up at a lavish dinner party at a vampire’s court the next day. Whether they are a guest or an entrée at the party depends on how useful they might be to the party’s host.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":22280},"publisher":"Kobold Press","book":"Campaign Builder Cities and Towns - Monsters and NPCs"},{"name":"Undead Phoenix","description":"This huge winged creature is surrounded by a dark purple aura like a slick, greasy fog. The flesh and feathers of the bird fall away in oozing lumps, as if it is in a perpetual state of decay. The Antithesis of Rebirth. The phoenix is a fiery symbol of hope, rebirth, renewal, and the inspiring resilience of life. The undead phoenix is the antithesis of that: a symbol of death, decay, rot, and the relentless crush of death. The creature appears as a large bird surrounded by a swirling aura of purple-black vapors. Within the vile fog, the undead phoenix's physical form is in a constant state of decay: molting feathers, oozing flesh, dripping blood, and exposed bones. Corrupted Creation. The undead phoenix is \"born\" when a typical phoenix dies at the hands of an undead creature that creates new undead: vampires, wraiths, wights, and the like. Liches sometimes arrange the creation of an undead phoenix to use them as mounts. Phoenixes succumbing to undeath rot away to nothing in a matter of seconds, leaving only a pile of foul, rotting goo. Moments later, the putrid ooze explodes as the undead phoenix slithers out of the substance in its new form. Spreader of Decay. The undead phoenix is often a harbinger of death through disease, plague, or famine. Its aura invites sickness and rot in anyone unfortunate enough to get close. Its malignant beak spreads its decay, making natural or magical recuperation impossible. Undead Nature. The undead phoenix doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":12},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Undead Spirit","description":"See the Summon Undead spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Undead Spirit","description":"Traits HP Notes. 30 HP (Ghostly and Putrid only) or 20 HP (Skeletal only) + 10 for each spell level above 3rd. Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. Actions Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":25140,"Challenge Rating":"-"},"publisher":"Wizard Sleeve Studios","book":"Honor Among Thieves - Magic Items"},{"name":"Undead Spirit","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Festering Aura (Putrid Only). Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled. Actions Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down). Deathly Touch (Ghostly Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Necrotic damage, and the target has the Frightened condition until the end of its next turn. Grave Bolt (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 2d4 + 3 + the spell’s level Necrotic damage. Rotting Claw (Putrid Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d6 + 3 + the spell’s level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral","Expansion":32231,"Challenge Rating":"None"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Undercity Medusa","description":"The medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine cables, and its hands are scaly claws. The gaze of a medusa’s glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually frozen in a position of abject fear or agony—a fine trophy for the medusa’s macabre collection. The medusa must exert its will to effect this transformation, so the gaze of a surprised or friendly Ravnican medusa is harmless. This deadly gaze attack gives medusas a degree of power among the Golgari that is out of proportion with their small numbers. Medusas command a significant share of the guild’s smaller cells around Ravnica, and at least one medusa is thought to be angling for control of the entire guild at the moment. Not all gorgons are so ambitious; some prefer to simply stalk the endless shadows of the undercity like hungry predators. Ludmilla, the Tunnel Viper Ludmilla is the last surviving member of the Sisters of Stone Death, the trio of power-hungry medusas who slew Svogthir, the original guildmaster of the Golgari Swarm. Ludmilla no longer has the collective power of her medusa sisters, so she’s been forced to lurk in Ravnica’s undercity, surrounded by hundreds of her petrified victims. She dreams of one day reclaiming control of the Golgari Swarm, or at least causing pain to its current guildmaster, Jarad Vod Savo (whose own sister displaced the medusas from their position). Traits Innate Spellcasting. The medusa’s innate spellcasting ability is Intelligence (spell save DC 14). The medusa can innately cast the following spells, requiring no material components: 1/day each: expeditious retreat, fog cloud, misty step Magic Resistance. The medusa has advantage on saving throws against spells and other magical effects. Surprise Attack. During the first round of combat, the medusa has advantage on attack rolls against any creature that is surprised, and it deals an extra 10 (3d6) damage each time it hits such a creature with an attack. Actions Multiattack. The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Petrifying Gaze. The medusa fixes its gaze on one creature within 60 feet of it that it can see and that can see its eyes. The target must make a DC 14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by a greater restoration spell or similar magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":7,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Underworld Cerberus","description":"Cerberi Feared by the living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away from the river and setting them loose on mortal settlements. Underworld Cerberus Three-headed cerberi dwell deep in the Underworld. Terrifying and cunning, they guard portals between the wards of the Underworld, Erebos's greatest treasures, and noteworthy souls who might attempt to escape the realm of the dead. Three-headed cerberi commonly serve demons, but if left to their own devices, they often herd wily souls into labyrinthine Underworld wildernesses, then hunt them for sport.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful evil","Expansion":5432,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Underworld Sentinel","description":"A huge, emaciated giant stands guard, its dark grey skin covered in glowing eldritch runes and spiral patterns. It holds an enormous scythe in its bony hands. Underworld sentinels are undead giants sworn to serve the gods of death and undeath. They stand guard over necropolises, cemeteries, and the subterranean temples of the ghoul gods. Others watch over the entrances to the realms of the dead beneath the earth, charged with stopping the inhabitants from leaving—or the living from entering in the hope of rescuing the spirit of a loved one. Whatever their orders, underworld sentinels remain steadfast in their devotion to their dark gods and unswerving in their resolve to defend their posts. Dark Origins. Centuries ago, a sinister cult dedicated to the deity of death arose among a clan of deep-dwelling stone giants. Heeding the pronouncements of a herald of undeath (see Creature Codex ), the giants gave up their natural lives in exchange for immortality and unholy power. Carving runes and symbols into their bodies in a dark ritual, they were transformed into the first underworld sentinels. In the many years that followed, underworld sentinels spread throughout the world. Some enter the service of liches or mummy lords as guardians, while others dedicate themselves to protecting a shrine or temple to a deity of death or undeath. Passage Guardian. The underworld sentinel can make an opportunity attack when a hostile creature moves within its reach as well as when a hostile creature moves out of its reach. It gets one extra reaction that be used only for opportunity attacks. Turn Immunity. The underworld sentinel is immune to effects that turn undead. Undead Nature. The underworld sentinel doesn't require air, food, drink, or sleep. Actions Multiattack. The sentinel makes two Scythe or Death Knell attacks. Scythe. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) slashing damage plus 10 (3d6) necrotic damage. Death Knell. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) necrotic damage, or 22 (3d12 + 3) necrotic damage if the target is missing any of its hit points. Grim Reaping (Recharge 5-6). The underworld sentinel spins with its scythe extended and makes one Scythe attack against each creature within its reach. A creature that takes necrotic damage from this attack can't regain hp until the end of its next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Undead","Alignment":"Neutral","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Undine","description":"\"I knew something wasn't quite right when the captain returned from his lone journey to see the watery seer on the island. Her beauty was legendary, and I knew our captain had fallen for it. We found him a few days later, his lungs full of water the morning after he stole a kiss from a barmaid.\" —Former First Mate Eli \"Empty Barrel\" Black Soulless Fey. Almost always female, these water fey lack a soul and may only gain one through bonding with a mortal. Undines often use their charm and talent for illusion to draw mortals to them, wooing the mortal into a binding kiss in an attempt to gain an immortal soul. Water Bonds. In many cases, undines befriend or partner with water elementals. The two communicate and share a single spirit, acting almost like a single creature. Some believe the undine devours or controls the elemental; others say the elemental worships and adores the undine willingly.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (shapechanger)","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Undying Councilor","description":"Undying The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it’s possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying. The Face of Death. The light of Irian sustains the spirit, but it doesn’t preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body—an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn’t generate heat, but it provides a sense of warmth and comfort. The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors. Bound by Love and Light. Undying are sustained by positive energy, whether found in manifest zones tied to Irian—such as in Shae Mordai, the Aereni City of the Dead—or freely given by the devotion of mortal beings. The worship of the Undying Court is what sustains the undying of Aerenal, but devotion is a finite resource. As such, each elf that becomes an undying must earn their afterlife. If an undying elf leaves Aerenal, they require a community of elves or another source of positive energy to sustain them. Failing this, their light fades and they eventually die. The Undying Court. The honored undead of Aerenal are united in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life. They serve as guides and advisors to the living, and members of the noble lines of Aerenal can exercise the rite of counsel to consult with ancestors in Shae Mordai. The greatest members of the Undying Court are the ascendant councilors. These beings of pure light are focused on contemplating the mysteries of life and the planes, and can work together to wield godlike power that allows them to shield Aerenal from almost any threat. However, the ascendant councilors can exercise power beyond Aerenal only by acting through devoted mortals—paladins and clerics of the Undying Court. Undead Nature. An undying doesn’t require air, food, drink, or sleep. Undying Councilor Undying councilors guide and protect the people of Aerenal. They are the most powerful members of the Undying Court who still maintain their physical forms. While many undying councilors spend their days advising the living, some devote years projecting their consciousness into the Astral Plane, seeking new knowledge to share with their people. Still, not all minds are capable of assimilating immortality, and undying councilors sometimes buckle under the strain and go mad.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral good","Expansion":4480,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Undying Defender","description":"Traits Defender of Daylight Castle. See the template on NPC Templates and Profiles. Varied Armaments. Each undead defender is armed with either an iron club or heavy crossbow and a wakizashi. Actions Iron-Studded Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100 ft., one target. Hit: 6 (1d10+1) piercing damage, a creature hit by this attack makes a DC 15 Dexterity saving throw. On failure, the creature suffers the distracted condition (–2 AC, removed when hit by an attack) for one minute. Wakizashi. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+2) slashing damage","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful good","Expansion":26129,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Undying Purifier","description":"Traits Defender of Daylight Castle. See the template on NPC Templates and Profiles. Actions Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. Jade Burst (Recharge 4–6). One Lost creature within 20 feet must make a DC 13 Dexterity saving throw. On failure, it suffers 1d6 radiant damage and the weakened condition. Mending Touch (Recharge 3–6). The Undying Purifier hastily makes repairs on another friendly undead creature within 5 feet. It regains 2d4+2 hit points. Subtle Cut (Recharge 5–6). One creature within 5 feet must make a DC 15 Constitution saving throw. On failure, it suffers the bleeding condition for one minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful good","Expansion":26129,"Challenge Rating":1},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Undying Sergeant","description":"Traits Defender of Daylight Castle. See the template on NPC Templates and Profiles. Varied Armaments. Each undead defender is armed with either an iron club or heavy crossbow and a wakizashi. Rallying Cry (Recharge 5–6). One creature with the Defender of Daylight Castle template within 30 feet of the Undying Sergeant can use its reaction to make a melee attack. Actions Iron-Studded Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100 ft., one target. Hit: 6 (1d10+1) piercing damage, a creature hit by this attack makes a DC 15 Dexterity saving throw. On failure, the creature suffers the distracted condition (–2 AC, removed when hit by an attack) for one minute. Wakizashi. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+2) slashing damage","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful good","Expansion":26129,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Undying Soldier","description":"Undying The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it’s possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying. The Face of Death. The light of Irian sustains the spirit, but it doesn’t preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body—an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn’t generate heat, but it provides a sense of warmth and comfort. The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors. Bound by Love and Light. Undying are sustained by positive energy, whether found in manifest zones tied to Irian—such as in Shae Mordai, the Aereni City of the Dead—or freely given by the devotion of mortal beings. The worship of the Undying Court is what sustains the undying of Aerenal, but devotion is a finite resource. As such, each elf that becomes an undying must earn their afterlife. If an undying elf leaves Aerenal, they require a community of elves or another source of positive energy to sustain them. Failing this, their light fades and they eventually die. The Undying Court. The honored undead of Aerenal are united in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life. They serve as guides and advisors to the living, and members of the noble lines of Aerenal can exercise the rite of counsel to consult with ancestors in Shae Mordai. The greatest members of the Undying Court are the ascendant councilors. These beings of pure light are focused on contemplating the mysteries of life and the planes, and can work together to wield godlike power that allows them to shield Aerenal from almost any threat. However, the ascendant councilors can exercise power beyond Aerenal only by acting through devoted mortals—paladins and clerics of the Undying Court. Undead Nature. An undying doesn’t require air, food, drink, or sleep. Undying Soldier Undying soldiers make up the army of Aerenal’s City of the Dead. They guard the temples of the Undying Court and the mansions of the noble lines of Aerenal, and Aereni ambassadors are often accompanied by undead bodyguards. Undying soldiers wear heirloom armor and wield ornate weaponry.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral good","Expansion":4480,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Undying Warrior","description":"Rokugani funerary rites involve cremation, and for good reason. Despite the costs it entails, this is afforded even to the lowliest members of society—for in Rokugan, the dead do not sleep soundly, and ancient stories tell of the days when cults of heretical sorcerers wandered the land backed by vast armies of the hungering dead. Even when they are little more than tattered flesh, bleached bones, and an undying rage, the undead are terrifying opponents. Table A-9: Undying Warrior & Demonwind Steed Motivation Roll Undying Warrior & Demonwind Steed Motivation 1 Hungers unrelentingly for the flesh of the living. 2 Hungers unrelentingly for the flesh of the living. 3 Hungers unrelentingly for the flesh of the living. 4 Hungers unrelentingly for the flesh of the living. Traits Defiled Arrows. When the undying warrior hits with a ranged weapon attack, the creature it hit must make a DC 12 Constitution saving throw. On failure, the creature takes 1d4 additional poison damage, and suffers the maimed condition (–10 ft. of speed and disadvantage on Dexterity saving throws, removed after it regains HP). Desecrating Presence. Any Medium humanoid creature that is killed within 10 feet of this creature rises as an undying warrior one minute later. Other creatures may be affected at the GM’s discretion, rising as a creature with its own profile and the Zombified template (see page 388). Nezumi are unaffected by this ability. Actions Rusted blade. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage. Rotting bow. Ranged Weapon Attack: +1 to hit, range 80 ft./320 ft., one target. Hit: 2 (1d6–1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"lost undead","Alignment":"any evil","Expansion":26129,"Challenge Rating":"1/4"},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Unhatched","description":"The small, skeletal dragon jumps down from the bookshelf where it was reading. It spreads its bony wings laced with brittle, leathery skin and exhales a cloud of choking dust that smells like an ancient tomb. Stewed in Necromancy. These unholy dragon whelps were never given the chance to hatch—their mothers were slain, and the eggs which contained them carried off to dark ends. The unhatched dragon egg is stewed in a vile necromantic soup which dissolves the hard shell and melts the creature's flesh from its bones. It arises from the wretched fluid as an evil, skeletal, draconic whelp, its hollow eye sockets glowing a pale yellow. More than Dead. In addition to the usual undead characteristics, the unhatched emerge with some minor necromantic magic. If allowed to mature, their magic grows in power, making liches especially fond of unhatched as pets. Lairs of Death and Knowledge. They are commonly found guarding evil wizard's lairs, vampire's resting places, or crypts and tombs of various sorts. Left to their own devices, they actively seek out magical knowledge and can be encountered in ruins containing libraries or other vaults of knowledge. They are cunning opponents, using their illusion magic to draw prey into their lair. The unhatched often band together in groups of three or more. Undead Nature. The unhatched doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Unicorn","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Charge : If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone . Innate Spellcasting : The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: At will: detect evil and good , druidcraft , pass without trace 1/day each: calm emotions , dispel evil and good , entangle Magic Resistance : The unicorn has advantage on saving throws against spells and other magical effects. Magic Weapons : The unicorn's weapon attacks are magical. Actions Multiattack : The unicorn makes two attacks: one with its hooves and one with its horn. Hooves : Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Horn : Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage. Healing Touch (3/Day) : The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. Teleport (1/Day) : The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Hooves : The unicorn makes one attack with its hooves. Shimmering Shield (Costs 2 Actions) : The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn. Heal Self (Costs 3 Actions) : The unicorn magically regains 11 (2d8 + 2) hit points.","properties":{"Category":"Monsters","AC":12,"HP":"67 (9d10+18)","CHA":16,"CON":15,"DEX":14,"INT":11,"STR":18,"WIS":17,"Size":"Large","Type":"celestial","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116392/X-oCxZqxDAz0xdDisKKqhw/original.png","Roll 0":"Hooves\n1d20 + 7\n2d6+4","Roll 1":"Horn\n1d20 + 7\n1d8+4","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Lawful Good","Languages":"Celestial, Elvish, Sylvan, Telepathy 60 Ft.","data-List":"false","Immunities":"Poison","Spell Book":"Detect Evil And Good, Druidcraft, Pass Without Trace, Calm Emotions, Dispel Evil And Good, Entangle","Token Size":2,"data-LANum":3,"data-Spells":"{\"innate\":{\"at-will\":[\"detect evil and good\",\"druidcraft\",\"pass without trace\"],\"1/day\":[\"calm emotions\",\"dispel evil and good\",\"entangle\"]}}","data-Traits":"[{\"Name\":\"Charge\",\"Desc\":\"If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.\"},{\"Name\":\"Innate Spellcasting\",\"Desc\":\"The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: At will: detect evil and good, druidcraft, pass without trace 1/day each: calm emotions, dispel evil and good, entangle\"},{\"Name\":\"Magic Resistance\",\"Desc\":\"The unicorn has advantage on saving throws against spells and other magical effects.\"},{\"Name\":\"Magic Weapons\",\"Desc\":\"The unicorn's weapon attacks are magical.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The unicorn makes two attacks: one with its hooves and one with its horn.\"},{\"Name\":\"Hooves\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Horn\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Healing Touch (3/Day)\",\"Desc\":\"The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.\"},{\"Name\":\"Teleport (1/Day)\",\"Desc\":\"The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.\"}]","data-CHA-mod":"+3","data-CON-mod":"+2","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+3","Challenge Rating":5,"Passive Perception":13,"Condition Immunities":"Charmed, Paralyzed, Poisoned","data-Legendary Actions":"[{\"Name\":\"Hooves\",\"Desc\":\"The unicorn makes one attack with its hooves.\"},{\"Name\":\"Shimmering Shield (Costs 2 Actions)\",\"Desc\":\"The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.\"},{\"Name\":\"Heal Self (Costs 3 Actions)\",\"Desc\":\"The unicorn magically regains 11 (2d8 + 2) hit points.\"}]","data-CrNum":5,"data-AcNum":12,"data-HpNum":67},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Unicorn","description":"Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight. A unicorn’s brow sports a single spiraling horn of ivory whose magical touch can heal the sick and the injured. Its ears catch the words and whispers of the creatures that share its domain, and it knows the tongues of elves and sylvan folk. Unicorns allow good-hearted creatures to enter their woods to hunt or gather food, but they hold evil ever at bay. Foul-hearted creatures seldom leave a unicorn’s domain alive. Divine Guardians. Good deities placed unicorns on the Material Plane to ward away evil and preserve and protect sacred places. Most unicorns protect a bounded realm such as an enchanted forest. However, the gods sometimes send a unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send that individual to a unicorn’s forest, where evil creatures pursue at their peril. Unicorns most often serve deities of the forest and woodlands, including the gods of benevolent fey. Although all unicorns have natural healing power, some serve the gods in greater capacities, performing miracles normally reserved for high priests. Forest Lords. A unicorn’s forest is a celestial realm where nothing that occurs beneath the sun-dappled leaves escapes the creature’s notice. A unicorn hears each breathy tune sung by the elves that reside amid the treetops. It senses where every caterpillar spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings. In a unicorn’s forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects, the creatures of a unicorn’s domain seem quite tame. Pixies, sprites, satyrs, dryads, and other normally mercurial fey loyally serve a unicorn when they dwell within its woods. Under a unicorn’s protection, creatures feel safe from the threat of encroaching civilization and the insidious spread of evil. A unicorn roams its domain constantly, moving ever so carefully so as not to disturb other denizens. A creature might catch a passing glimpse of the unicorn then suddenly see nothing but the wild woods. Sacred Horns. A unicorn’s horn is the focus of its power, a shard of divine magic wrought in spiraling ivory. Wands of unicorn horn channel powerful magic, while unicorn horn weapons strike with divine force. Wizards can work powdered unicorn horn into potent potions and scroll ink, or use it as a component in eldritch rituals. However, any creature that takes a role, no matter how small, in slaying a unicorn is likely to become the target of divine retribution. Blessed Mounts. When darkness and evil threaten to overwhelm the mortal world, the gods sometimes see fit to pair a unicorn mount with a champion. A paladin astride a unicorn is a sign of the gods’ direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells. As long as the troubled times of darkness persist, the unicorn stays by the champion, its horn shining brightly to drive back the night. However, if the gods’ champion falls from grace or turns from the cause of righteousness and good, the unicorn departs, never to return. A Unicorn’s Lair A unicorn’s lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location. Regional Effects Transformed by the creature’s celestial presence, the domain of a unicorn might include any of the following magical effects: • Open flames of a nonmagical nature are extinguished within the unicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected. • Creatures native to the unicorn’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide. • When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect. • Curses affecting any good-aligned creature are suppressed. If the unicorn dies, these effects end immediately. Traits Charge : If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Innate Spellcasting : The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: • At will: detect evil and good, druidcraft, pass without trace • 1/day each: calm emotions, dispel evil and good, entangle Magic Resistance : The unicorn has advantage on saving throws against spells and other magical effects. Magic Weapons : The unicorn's weapon attacks are magical. Actions Multiattack : The unicorn makes two attacks: one with its hooves and one with its horn. Hooves : Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Horn : Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 8 (1d8 + 4) piercing damage. Healing Touch (3/Day) : The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. Teleport (1/Day) : The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Hooves : The unicorn makes one attack with its hooves. Shimmering Shield (Costs 2 Actions) : The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn. Heal Self (Costs 3 Actions) : The unicorn magically regains 11 (2d8 + 2) hit points.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Source":"MM1","Alignment":"lawful good","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Unicorn Foal","description":"Unicorns are wise and powerful celestial guardians, but they aren’t born that way. The forces of good encourage unicorn foals to travel with worthy adventurers to gain experience. While a foal isn’t as mobile or dangerous as its elders, their gifts of telepathy and ability to heal make them excellent companions for the pure of heart. Traits Magic Resistance . The foal has advantage on saving throws against spells and other magical effects. Actions Hooves . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) bludgeoning damage. Healing Touch (1/Day) . The foal touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Celestial","Alignment":"Lawful Good","Expansion":21760,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 10"},{"name":"Unicorn, Arboreal","description":"Arboreal unicorns are black or dark brown unicorns that dwell in Arborea. They do not mix well with other unicorns who they see as hopeless pacifists. Arboreal unicorns are sometimes called the hag’s boogeyman, due to their knack of tracking and slaying those that kill unicorns. Arboreal unicorns will sometimes plane shift near the location of a unicorn slain by evil or if any of its body parts were used in dark rituals or spells. Hags are convinced that as long as they don’t slay more than two unicorns in their life they will not be hunted by an arboreal unicorn. Arboreals are chaotic and battle-loving versions of their more lawful cousins but will accept surrender if offered. If the target that surrenders is what the arboreal unicorn is hunting then it will accept its surrender and plane shift itself and the target to the nearest blood relative of the slain unicorn. It will hand over its charge and spend the next year finding and destroying evil before it can return to Arborea. Arboreals do not speak much and they do not ask for help or assistance. If they are chasing evil through a tavern and end up smashing it to pieces, then so be it. But arboreals will not harm or kill neutral or good creatures unless it is defending itself. Arboreal unicorns are known for their grim stoic silence and judging eye; they never bother explaining to a hunted target why it is being attacked. This stubbornness and arrogance is sometimes used against an arboreal which is quickly distracted from what it chases if it sees an evil act. Hags will distract an arboreal in an attempt to wear it down. Hags fear only one thing more than an arboreal unicorn: a sepia's daughter.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"chaotic good","Expansion":34600,"Challenge Rating":9},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Unit M3T4L Defender","description":"Bio-Automatons When Dr. Stein discovered the Clockwork Arcadia’s advanced prototyper, CRE, he introduced it to the stochastic mutations that form the basis of biomantic research. He developed a process by which the deterministic machine could ‘imagine’ novel automaton designs, choose the best for a given purpose, and create new iterations on that prototype. Dubbing this form of burgeoning sentience ‘arcanificial intelligence’ (AI), he named this iterative process the AI-core-rhythm. With CREO’s help, CRE began creating a catalogue of all known lifeforms in the multiverse, combining this new-found knowledge with the reliability of its mechanical constructs. The result: bio-automatons. Unit M3T4L Unit M3T4L was originally designed as a failsafe should the Clockwork Arcadia ever come under attack. In such circumstances, CRE, an enormous construction platform with limited mobility, had the sole directive to co-opt the nearest available automatons, combining them into a monstrous and destructive escape pod: Unit M3T4L. The only recorded instance of this happening involved the assimilation of the organic interrelations automaton known as Aart Oodee Tu. Adopting this creature’s ability to project holographic images into a mirage-producing action provided it with a means of distracting would be assailants and making good its escape.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"lawful nuetral","Challenge Rating":11},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Unit M3T4L Guardian","description":"Bio-Automatons When Dr. Stein discovered the Clockwork Arcadia’s advanced prototyper, CRE, he introduced it to the stochastic mutations that form the basis of biomantic research. He developed a process by which the deterministic machine could ‘imagine’ novel automaton designs, choose the best for a given purpose, and create new iterations on that prototype. Dubbing this form of burgeoning sentience ‘arcanificial intelligence’ (AI), he named this iterative process the AI-core-rhythm. With CREO’s help, CRE began creating a catalogue of all known lifeforms in the multiverse, combining this new-found knowledge with the reliability of its mechanical constructs. The result: bio-automatons. Unit M3T4L Unit M3T4L was originally designed as a failsafe should the Clockwork Arcadia ever come under attack. In such circumstances, CRE, an enormous construction platform with limited mobility, had the sole directive to co-opt the nearest available automatons, combining them into a monstrous and destructive escape pod: Unit M3T4L. The only recorded instance of this happening involved the assimilation of the organic interrelations automaton known as Aart Oodee Tu. Adopting this creature’s ability to project holographic images into a mirage-producing action provided it with a means of distracting would be assailants and making good its escape.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"lawful nuetral","Challenge Rating":20},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Unit M3T4L Prime","description":"Bio-Automatons When Dr. Stein discovered the Clockwork Arcadia’s advanced prototyper, CRE, he introduced it to the stochastic mutations that form the basis of biomantic research. He developed a process by which the deterministic machine could ‘imagine’ novel automaton designs, choose the best for a given purpose, and create new iterations on that prototype. Dubbing this form of burgeoning sentience ‘arcanificial intelligence’ (AI), he named this iterative process the AI-core-rhythm. With CREO’s help, CRE began creating a catalogue of all known lifeforms in the multiverse, combining this new-found knowledge with the reliability of its mechanical constructs. The result: bio-automatons. Unit M3T4L Unit M3T4L was originally designed as a failsafe should the Clockwork Arcadia ever come under attack. In such circumstances, CRE, an enormous construction platform with limited mobility, had the sole directive to co-opt the nearest available automatons, combining them into a monstrous and destructive escape pod: Unit M3T4L. The only recorded instance of this happening involved the assimilation of the organic interrelations automaton known as Aart Oodee Tu. Adopting this creature’s ability to project holographic images into a mirage-producing action provided it with a means of distracting would be assailants and making good its escape.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"lawful nuetral","Challenge Rating":25},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Unit of Armed Commoners","description":"Sometimes, armies need to enlist every able-bodied person who has the will to fight - artisans, merchants, peasants, men and women of the community who are ready to die for their families, freedom, and country, willing to make the ultimate sacrifice for them. They are armed only with a club, but their greatest weapon is their unity and ferocious will to overcome their enemies.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"unit of medium humanoids","Alignment":"any","Expansion":17604,"Challenge Rating":3},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Unit of Crustanoids","description":"The Crustanoids' military units, known as \"Clawguard,\" are a fearsome sight to behold. Comprised of 15 to 20 warriors, each equipped with formidable razor-sharp claws, they are unmatched in close combat. Working in unison, they form imposing shield walls with their sturdy exoskeletons, adeptly defending against ranged attacks, such as projectiles and ranged spells, while steadily advancing towards their adversaries. Their coordination, unwavering loyalty, and sheer strength make the Clawguard a force to be reckoned with on the battlefield.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"unit of large humanoids (crustanoid)","Alignment":"neutral","Challenge Rating":12},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Unit of Dark Blood Sahuagin","description":"Dark blood sahuagin were created by the infusion of the Dark Star’s blood into the unhatched fish eggs of the sahuagin tribe of Rakhix Gharthok Kol’jah. Sahuagin born from these eggs bear the traits of the solar of darkness - they can see through even magical darkness and their bodies are infused with necrotic energies. The sahuagin swarm from their spawning grounds, raiding the coastal cities of the Isles of Xantharos to feed on flesh and blood.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"unit of medium humanoids (sahuagin)","Alignment":"lawful evil","Challenge Rating":9},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Unit of Deep-sea Elves","description":"In the enigmatic realm of the ocean's depths, a formidable unit of Deep-Sea Elves stands vigilant, wielding spears that gleam like moonlit coral. Swift and graceful, they navigate the aquatic realm with unparalleled finesse, making them unrivaled combatants in their domain. Armed with keen senses and an intimate understanding of the sea's mysteries, they execute ambushes with precision, striking their foes with deadly force before melding back into the shadows of the deep.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"unit of medium humanoids (deep-sea elf)","Alignment":"neutral good","Challenge Rating":9},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Unit of Dread Stingers","description":"The Dread Stingers, a feared pirate faction, are masters of ruthless and cunning fighting tactics as a unified unit. With Captain Zavasha Indrioza at the helm, they sail the treacherous seas, striking fear into the hearts of their enemies. Swift and slippery, their guerrilla warfare techniques and poisonous stingers ensure their adversaries face a formidable and deadly force on every encounter.","properties":{"Category":"Monsters","Size":"Huge","Type":"unit of medium humanoids (human, shapechanger)","Alignment":"chaotic neutral","Challenge Rating":12},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Unit of Ghouls","description":"Longing for humanoid flesh, this huge pack of ghouls hunts ferociously and without ever satiating their dreadful need. The paralytic effect of their claws quickly subdues most humanoid victims that are soon consumed without leaving a trace of their former existence.","properties":{"Category":"Monsters","Size":"Huge","Type":"unit of medium undead","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":10},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Unit of Knights of A’rvanshy","description":"The valiant knights of A'rvanshy, astride their majestic giant seahorses, employ cunning tactics in their tireless quest to defend their people. Masters of hit-and-fade maneuvers, they strike swiftly and decisively against their foes, exploiting their seahorses' agility and speed to confound enemies with surprise attacks. In battle, their tight formation and coordinated assaults exhibit the seamless cohesion of a well-trained brotherhood, overwhelming adversaries with combined strength and precision. Ever vigilant, they keep their ancestral city's safety at heart, ensuring it remains a beacon of hope amidst the darkness, as they stand unwaveringly against the sinister forces of Morgawr.","properties":{"Category":"Monsters","Size":"Huge","Type":"unit of medium humanoids (deep-sea elf)","Alignment":"lawful good","Challenge Rating":10},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Unit of Merfolk","description":"The Unit of Merfolk Warriors, a graceful assembly of ocean-dwellers, exudes an aura of ethereal beauty and power. With their aquatic forms, they effortlessly navigate the seas, displaying remarkable coordination and fluidity in their movements. Armed with spears, they command the waters, unleashing mesmerizing displays of aquatic prowess in battle.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"unit of medium humanoids (merfolk)","Alignment":"neutral","Challenge Rating":9},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Unit of Royal Arrows","description":"The regular ranged militia of the Kingdom of Agalrion consists of well-equipped archers selected by their superiors. These units guard the walls of the cities and provide ranged support to the troops fighting in the first rows of the battles when needed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"unit of medium humanoids","Alignment":"any","Expansion":17604,"Challenge Rating":9},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Unit of Royal Riders","description":"The outriders of the army, these well-trained and battle-hardened riders, are fewer in number than units of regular foot soldiers but are capable of delivering significant damage, especially if they can utilize the power of their charging horses.","properties":{"Category":"Monsters","Size":"Huge","Type":"unit of medium humanoids","Alignment":"any","Expansion":17604,"Challenge Rating":12},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Unit of Royal Swords","description":"The regular foot soldiers and city guards of the Kingdom of Aglarion comprise well-equipped regiments that can halt the enemy’s advance and stand firm on the battleground.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"unit of medium humanoids","Alignment":"any","Expansion":17604,"Challenge Rating":9},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Unit of Satyrs","description":"A small but competent group of satyrs who come together to fight and revel after their victory is the basis of many fairy tales and a truly magnificent sight to behold. Their loud cheers during and after battle speak of willpower and the love of battle.","properties":{"Category":"Monsters","Size":"Huge","Type":"unit of medium fey","Alignment":"chaotic neutral","Expansion":17604,"Challenge Rating":9},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Unit of Scoundrels","description":"This group of self-taught scoundrels and thieves benefit from their unpredictable battle tactics that can force most enemies to their knees. They move with great agility on the battlefield, outsmarting foes with heavier armaments.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"unit of medium humanoids","Alignment":"any","Expansion":17604,"Challenge Rating":6},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Unit of Wights","description":"A troop of intelligent undead is a truly horrific opponent, especially if its members retain their battle skills from their previous lives. What makes them an even more potent and dreadful enemy is the fact that their necrotic powers turn their victims into a mass of walking mindless zombies that join their ranks against the living.","properties":{"Category":"Monsters","Size":"Huge","Type":"unit of medium undead","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":12},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Unit of Wizards","description":"Almost nothing can withstand the powerful spells that a group of combat-trained wizards can unleash upon their enemies. Their magically enhanced battle tactics make them one of the most potent units on any battlefield.","properties":{"Category":"Monsters","Size":"Huge","Type":"unit of medium humanoids","Alignment":"any","Expansion":17604,"Challenge Rating":12},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Unit of Xantharosian Slave Warriors","description":"The Unit of Xantharosian Slave Warriors, a diverse mix of species, stands as an unyielding force bound by shared suffering. Clad in chain shirts and shields, they move and fight as one, overwhelming foes with precise formations and unique tactics that leverage their combined strength. Their indomitable spirit and unwavering unity serve as an example of their masters’ effectiveness, promising a formidable and unpredictable challenge on the battlefield.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"unit of medium humanoids","Alignment":"any alignment","Challenge Rating":9},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Unit of Zombies","description":"Spawn from the petitioners of the Abyss, these zombies bear the traits of the demonic plane they spawn from. The mass of dozens of mindless, loudly moaning zombies crawl and bite at any creature that comes within their reach. The horde of abyssal undead climb over their targets, engulfing all creatures in their way before tearing them apart.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"unit of medium undead","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":9},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Unleashed Mask Spirit","description":"Traits Incorporeal Movement. The unbound mask spirit can move through other creatures and objects as if they were difficult terrain. It takes 6 (1d10) force damage if it ends its turn inside an object. Actions Multiattack. The unbound mask spirit makes three attacks with its ghostly talons. Ghostly Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. After being hit by this attack, the target is distracted until the end of the unbound mask spirit’s next turn. Breath Stealer (Recharge 5-6). All living humanoids within 5 feet of the unbound mask spirit must make a DC 15 Constitution saving throw. If they fail, they suffer 11 (3d6) necrotic damage and one level of exhaustion. If they succeed, they suffer half damage and no levels of exhaustion. Reactions Vanish. After being hit by an attack, the unbound mask spirit can use its reaction to become invisible until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":25901,"Challenge Rating":10},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Unproven Taur","description":"Spacefaring kin of the minotaur, these tall, lean humanoids leer with a bestially ridged face, red eyes narrowed. Horns of blackened bone jut from its constantly moving head, while haphazard plates of armor are scattered over its bulky form. Their society adheres to a rigid caste system, and all taur begin their lives as unproven. The rigors of growing up into adulthood among a society of demon worshippers would be an accomplishment to any other sentient species, but to the taur, it’s simply the way of things. Unproven taur stand anywhere from 10 to 12 feet tall and weigh roughly 700 pounds. Born without Station. Unproven are the gristle of the constantly churning taur society, their number found in almost all territory held by the belligerent race. The interiors of the taur’s iconic maze ships are filled with gangs of unproven used as both menial servants and indentured slaves to recognized members of the species. All taur whom remain unproven are the property of these elevated members of their race until such a time as strength or deed earns them a place in the higher echelons of taur society. Never Taken Alive. On the battlefield, unproven throw themselves at enemies with no concern for their lives and willingly attempt to kill themselves if they face defeat or especially capture. Unproven who survive a failed mission are given, live, as raw material components for their kyton allies. Taur unproven are fitted with a special high-tech collar powered by a magical mineral found in the Aethera system called netherite. It is designed to prevent an unproven from being captured and interrogated by enemies. 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Some had wizardly powers already, others gained them through their brush with the unstable and dangerous magic. Whichever is the case, they employ their magical powers recklessly and take great delight in the havoc their magic can wreak.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Unspeakable Horror","description":"Untold, half-formed evils lurk amid the Mists, the yet-to-be-realized imaginings of the Dark Powers and the remnants of ruined domains. While such nightmares typically manifest as nothing more than impressions, whispers, or vaporous visions amid the fog, mysterious eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers. Customizing a Horror An unspeakable horror has one of four body compositions, determined by rolling on the Body Composition table. You can roll on the Limbs to customize it further, while results from the Hex Blast table replace that action in the stat block. If the results of multiple tables conflict, chose your preferred result. The results of these tables are meant to be broad, so feel free to describe the details of an unspeakable horror’s form and the interplay between its parts however you desire. The more discordant and unexpected a horror’s parts, the more unsettling it might be. Mist Horrors Some who wander into the Land of the Mists seek to stay hidden in the haze. They might even wish to dwell amid the endless fog, finding it preferable to horrors elsewhere. But the Mists drifting between the Domains of Dread are far from safe—or empty. Mist horrors are bodiless spirits of dread, entities given form by the fears of those they encounter. Mist horrors use the unspeakable horror stat block with the Malleable Mass body option, which makes them appear to be composed of living mist. Further details of a mist horror’s appearance are drawn from the fears of those within 100 feet of it. This might cause a mist horror to take on a form that combines multiple fears when it encounters a group, like a wolf with snakes for eyes or a drowned giant that resembles an estranged parent. Mist horrors can’t persist for long outside the Mists: after 1d4 rounds outside the Mists, they lose cohesion and collapse back into harmless vapor. Body Composition d4 Body 1 Aberrant Armor. The horror’s body is armored in petrified wood, alien crystal, rusted mechanisms, sculpted stone, or an exoskeleton. 2 Loathsome Limbs. The horror’s body boasts spider­like legs, many-jointed appendages, or thrashing tentacles. 3 Malleable Mass. The horror’s body is composed of a clot of boneless flesh, shadowy tendrils, or mist. 4 Oozing Organs. The horror’s body boasts exposed entrails, bloated parasites, or a gelatinous shroud, perhaps because it is inside out. Hex Blast d4 Hex 1 Beguiling Hex (Recharge 5–6). The horror expels a wave of mind-altering magic. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw, taking 33 (6d10) psychic damage and being incapacitated until the end of the creature’s next turn on a failed save, or taking half as much damage on a successful one. 2 Bile Hex (Recharge 5–6). The horror expels acidic bile in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Dexterity saving throw or be covered in bile. A creature covered in bile takes 31 (7d8) acid damage at the start of each of its turns until it or another creature uses its action to scrape or wash off the bile that covers it. 3 Petrifying Hex (Recharge 5–6). The horror expels petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and be restrained as it begins to turn to stone. A restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. 4 Reality-Stealing Hex (Recharge 5–6). The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8) psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or more, the target is also blinded until the end of its next turn. Limbs d4 Attack 1 Bone Blade. The horror’s limb ends in a blade made of bone, which deals slashing damage instead of bludgeoning damage. In addition, it scores a critical hit on a roll of 19 or 20 and rolls the damage dice of a crit three times, instead of twice. 2 Corrosive Pseudopod. The horror’s limb attack deals an extra 9 (2d8) acid damage. 3 Grasping Tentacle. The horror’s limb is a grasping tentacle. When the horror hits a creature with this limb, the creature is also grappled (escape DC 16). The limb can have only one creature grappled at a time. 4 Poisonous Limb. The horror’s limb deals piercing damage instead of bludgeoning damage. In addition, when the horror hits a creature with this limb, the creature must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage and be poisoned until the end of its next turn. Traits Formed by the Mists. When created, the horror’s body composition takes one of four forms: Aberrant Armor, Loathsome Limbs, Malleable Mass, or Oozing Organs. This form determines certain traits in this stat block. Amorphous (Malleable Mass Only). The horror can move through any opening at least 1 inch wide without squeezing. Bile Body (Oozing Organs Only). Any creature that touches the horror or hits it with a melee attack takes 5 (1d10) acid damage. Relentless Stride (Loathsome Limbs Only). The horror can move through the space of another creature. The first time on a turn that the horror enters a creature’s space during this move, the creature must succeed on a DC 16 Strength saving throw or be knocked prone. Actions Multiattack. The horror makes two Limbs attacks. Limbs. Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) bludgeoning damage. Hex Blast (Recharge 5–6). The horror expels necrotic energy in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (7d12) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Expansion":10535,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Unstable Skeleton","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":27737,"Challenge Rating":1},"publisher":"Brave New Worlds","book":"TOMB"},{"name":"Uqaviel","description":"Uqaviel is a master of controlling the battlefield—and is at an advantage in an arena with level earth and open sky. He begins combat by disabling the most obvious melee threat with his Chakram of the Firmament and the most obvious ranged threat with his Chakram of the Mantle . Throughout a fight, he either strategically places his chakrams to keep scattered opponents incapicitated, or devastates grouped foes with Dawn’s Fury. In his exile, Uqaviel has made only a few trusted allies out of other celestials spurned by the heavens. He refuses to ally himself with fiends or other dark forces. If he has not completed his ritual, Uqaviel escapes as quickly as possible (by teleporting or flying away) when a fight is not going in his favor. If his ritual is successfully completed, Uqaviel fights to the death unless his opponents convince him that it’s not too late for him to surrender and be restored to his former glory. Dawnfire . Uqaviel’s weapon attacks are magical. When Uqaviel hits with any weapon, the weapon deals an extra 8d8 fire damage (included in the attack). Fire damage dealt by Uqaviel’s attacks ignores resistance to fire damage. Divine Awareness . Uqaviel knows if he hears a lie. Innate Spellcasting . Uqaviel’s spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components: At will: detect evil and good , invisibility (self only) 3/day each: blade barrier , dispel evil and good , resurrection 1/day each: commune , control weather Legendary Resistance (3/Day) . If Uqaviel fails a saving throw, he can choose to succeed instead. Magic Resistance . Uqaviel has advantage on saving throws against spells and other magical effects. Actions Multiattack . Uqaviel makes two attacks: one with each of his different chakram attacks. Chakram of the Firmament . Melee or Ranged Weapon Attack : +15 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 22 (4d6 + 8) slashing damage plus 36 (8d8) fire damage. The target must succeed on a DC 23 Dexterity saving throw or be knocked 60 feet in the air. Any target without a flying speed falls at the end of its next turn, taking 21 (6d6) bludgeoning damage from the fall and landing prone. Chakram of the Mantle . Melee or Ranged Weapon Attack : +15 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 22 (4d6 + 8) slashing damage plus 36 (8d8) fire damage. The target must succeed on a DC 23 Strength saving throw or be knocked prone and stunned until the end of its next turn. Flying Chakram . Uqaviel commands one of his chakrams to hover magically in an unoccupied space within 5 feet of him. If Uqaviel can see the chakram, he can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to Uqaviel’s hand. If the hovering weapon is targeted by any effect, Uqaviel is considered to be holding it. The chakram falls if Uqaviel dies. Burning Touch (4/Day) . Uqaviel touches another creature within 5 feet of him. The target must make a DC 23 Constitution saving throw. On a failure, the creature takes 36 (8d8) fire damage and is blinded, deafened, or poisoned (Uqaviel’s choice). On a success, the creature takes half as much damage and is not inflicted with a condition. Legendary Actions Uqaviel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Uqaviel regains spent legendary actions at the start of his turn. Teleport . Uqaviel magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Searing Burst (Costs 2 Actions) . Uqaviel emits divine energy. Each creature of his choice within 10 feet of him must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. Dawn’s Fury (Costs 3 Actions) . Uqaviel drives both his chakrams into the ground. All creatures within 30 feet of the impact point must make a DC 23 Constitution saving throw. On a failed save, the creature takes 22 (4d10) force damage and is pulled in a straight line toward the impact point, ending in an unoccupied space as close to the impact point as possible, then is thrown 60 feet into the air. Any creature without a flying speed falls at the end of its next turn, taking 21 (6d6) bludgeoning damage from the fall and landing prone. On a successful save, the creature takes half as much damage and is not thrown into the air. Uqaviel must be holding both of his chakrams to take this action.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful neutral","Expansion":14463,"Challenge Rating":23},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Uraeus","description":"A sleek serpent wends through the air, held aloft on bronze-feathered wings. The flying cobra flares its hood and hisses, hurling a spray of orange sparks from its fanged mouth. A uraeus resembles a vibrantly colored cobra. The serpent’s scales are the rich gold-flecked blue of lapis lazuli and its eyes gleam white, but its most distinguishing feature is a pair of feathery bronze wings. It glides gracefully through the air with a deliberate vigilance that reveals its intelligence. A uraeus grows up to three feet long, and weighs around 5 pounds. Divine Protectors. Uraeuses are celestial creatures that carry a spark of divine fire within them, and they thirst for purpose when they arrive on the Material Plane. Whether the creature was deliberately summoned or found its way to the Material Plane through other means, a uraeus is created to protect. Once it finds a worthy charge, it devotes its fiery breath and searing venom to protecting that ward. A uraeus is fanatically loyal to the creature it protects. Only gross mistreatment or vicious evil can drive a uraeus to break its bond and leave. Traits Flyby: The uraeus doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Ward Bond: As a bonus action, the uraeus forms a magical bond with a willing creature within 5 feet. Afterward, no matter how great the distance between them, the uraeus knows the distance and direction to its bonded ward and is aware of the creature’s general state of health. The bond lasts until the uraeus or the ward dies, or the uraeus ends the bond as an action. Actions Bite: Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage. The target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9, 2d8, fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success. Searing Breath (Recharge 5-6).: The uraeus exhales a 15-foot cone of fire. Creatures in the area take 10 (3d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw. Reactions Bonded Savior: When the uraeus’ bonded ward takes damage, the uraeus can transfer the damage to itself instead. The uraeus’ damage resistance and immunity don’t apply to transferred damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"celestial","Source":"Tome of Beasts","Alignment":"Lawful Neutral","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Urban Dryad","description":"Urban dryads are indifferent to citizens of the city. They obey the elder dryads’ orders to preserve what nature remains within the city, and create urban sproutlings to help them in their fight. Urban dryads live in city parks and on the sides of overgrown buildings using their long ivy manes to remain unseen. Urban Dryad When forests are cleared to make lumber or to make room for new cities, their fey inhabitants usually return to the Feywild. Some, however, remain to ensure nature survives in even the most civilized of places. The elder dryads refuse to let the land perish beneath stone and structure. These stubborn defenders of nature bind fey spirits to weeds creating urban dryads that grow in the cracks between buildings and cobblestone. Shy and secretive, they are nocturnal creatures who travel amongst the shadows and the interstices no one notices. At night they move with an uncanny speed through their neighborhoods, tending to their kindred flora before dawn. By day they hide and rest, blending in with the city as weeds or ivy cascading down the sides of buildings. Over time they’ve evolved as a part of the city, and fight to protect its natural spaces just as they fought to protect their forests in ancient times. Traits Innate Spellcasting. The urban dryad’s innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no components: At will: druidcraft 2/day each: earth tremor, goodberry, thorn whip 1/day each: calm emotions, earthbind, pass without trace False Appearance. While hidden or resting, an urban dryad is indistinguishable from a mass of ivy creepers. Magic Resistance. The urban dryad has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The urban dryad can communicate with beasts and plants as if they shared a language. Actions Multiattack. The urban dryad makes two lash attacks. Lash. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d6 + 1) slashing damage plus 11 (2d10) poison damage. Hand Crossbow. Ranged Weapon Attack: +6 to hit, reach 5 ft., one target range 30/120. Hit: 4 (1d6 + 1) piercing damage plus 11 (2d10) poison damage. Shadow Walk. The urban dryad can step magically from one shadow within its reach and emerge from a second unoccupied shadow within 60 feet of the original shadow.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":23171,"Challenge Rating":5},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Urban Ranger","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":21300,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Urban Sproutling","description":"Urban sproutlings report to and serve the urban dryads. They travel in bunches of six, secretly transporting goods or messages to locals and other dryads by leaving the items in designated places. Sproutlings are bound to a specific neighborhood, and burrow into cracks in the cobblestones to remain hidden. Urban Dryad When forests are cleared to make lumber or to make room for new cities, their fey inhabitants usually return to the Feywild. Some, however, remain to ensure nature survives in even the most civilized of places. The elder dryads refuse to let the land perish beneath stone and structure. These stubborn defenders of nature bind fey spirits to weeds creating urban dryads that grow in the cracks between buildings and cobblestone. Shy and secretive, they are nocturnal creatures who travel amongst the shadows and the interstices no one notices. At night they move with an uncanny speed through their neighborhoods, tending to their kindred flora before dawn. By day they hide and rest, blending in with the city as weeds or ivy cascading down the sides of buildings. Over time they’ve evolved as a part of the city, and fight to protect its natural spaces just as they fought to protect their forests in ancient times. Traits False Appearance. While hidden or resting, the sproutling is indistinguishable from a common weed. Magic Resistance. The sproutling has advantage on saving throws against spells and other magical effects. Speak with Beasts and Plants. The sproutling can communicate with beasts and plants as if they shared a language. Actions Multiattack. The urban sproutling makes one bite attack and one claw attack. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d4 +2) piercing damage plus 3 (1d6) poison damage. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"neutral","Expansion":23171,"Challenge Rating":"1/2"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Urd Batlord of Kuraulyek","description":"Kuraulyek is the patron deity of urds and bats. His favored urds are known as batlords, cunning rangers who can summon and command bats, often using them as mounts as they patrol and hunt in the Underdark. Batlords attack with their special daggers, which can drain the life force of the targets they hit with it. Traits Kuraulyek's Tongue. The kobold can communicate with ordinary bats and giant bats. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The kobold makes two melee attacks or two ranged attacks. Dagger . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and if the target is a creature, it takes 3 (1d6) necrotic damage and the kobold regains hit points equal to half the amount of necrotic damage dealt. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spellcasting. The kobold casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability: 1/day each: beast bond, beast sense Bonus Actions Command Bat. The kobold targets one allied beast (bat types only) it can see within 30 feet of it. If the target can see or hear the kobold, the target can use its reaction to move up to half their speed and make one melee attack. Summon Bat (Recharges after a Short or Long Rest). The kobold summons 3d6 bats, 1 giant bat, or 1 swarm of bats. The bats appear in unoccupied spaces within 30 feet of the kobold and acts as its allies. The bats act right after the kobold on the same initiative count and fight until they're destroyed. They remain for 1 hour, until they or the kobold dies, or until the kobold dismisses them as an action. Legendary Actions The kobold can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kobold regains spent legendary actions at the start of its turn. Charge. The kobold moves up to its speed. Javelin. The kobold makes a Javelin attack. Dagger (Costs 2 Actions). The kobold makes a Dagger attack.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Urd Warlock of the Fiend","description":"These rare kobolds have made pacts with the fiendish nature of Tiamat, allowing them to cast powerful spells that is normally beyond a kobold's capabilities. Traits Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated. Dark One's Own Luck (Recharges after a Short or Long Rest). When the kobold makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur. Actions Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spellcasting. The kobold casts one of the following spells using Charisma as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: eldritch blast (2 beams, 1d10 + 2), false life, mage hand, silent image, thunderclap (2d6) 2/day (as 3rd-level spells): blindness/deafness, burning hands, counterspell, fireball, scorching ray, stinking cloud","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Kobold)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Urda","description":"Darg, Fesl, and Urda These three hill giants seek to take advantage of the growing instability in the Stolen Lands as the threat of war escalates. Of course, these statistics for hill giant fighters also work quite well for hill-giant leaders, or if the party is much higher level, as the rank and file guards in a hill-giant fort. Traits Knockback. When the giant hits a foe with a melee attack, the giant can use a bonus action to make the target roll a DC 16 Strength saving throw. On a failed save, the target is pushed back 10 feet. Brutality. One per round, when the giant hits a target with a weapon attack, it can deal 4 (1d8) additional damage of the same type as the weapon. Special Equipment. Each giant carries a Huge greatclub +1 . Actions Multiattack. The giant makes two greatclub attacks. Greatclub +1. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8+7) bludgeoning damage. Thrown Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 22 (3d10+6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":9},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Urgala Meltimer","description":"A retired adventurer, Urgala owns a respectable inn, the Northshield House, and she doesn't want to see it or her neighbors' homes destroyed. She has no tolerance for monsters or bullies. Ideal. \"We live in a violent world, and sometimes violence is necessary for survival.\" Bond. \"My home is my life. Threaten it, and I'll hurt you.\" Flaw. \"I know how treacherous and greedy adventurers can be. I don't trust them - any of them.\" Traits Giant Slayer. Any weapon attack that Urgala makes against a giant deals an extra 7 (2d6) damage on a hit. Actions Multiattack. Urgala makes two attacks with her morningstar or her shortbow. Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 1) piercing damage. Urgala carries a quiver of twenty arrows.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Turami human)","Alignment":"lawful good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Urochar","description":"This horrible gigantic crimson leech slithers upright on four muscular tentacles, each 30 feet long. At the top of its writhing trunk, a great lidless eye glows with baleful orange light, surrounded by quivering, feathered antennae fully 5 feet long. Underworld Wanderers. The urochar are among the most dreaded monsters of the underworld. They have long plagued the drow, morlocks, and other humanoid races of the deep paths. They seek out death and the dying all the way to the banks of the River Styx. Devour the Dying. Urochars feast on the final moments of those caught in their crushing tentacles. Though they rival the terrible neothelids in power, urochars are quite passive, watching the life and death struggles of other creatures and taking action only to drink in a dying being’s final moments from a nearby crevice or overhang, and taste their final gasps of horror. Immortal. Strangling watchers are effectively immortal. Gargantuan specimens in the deepest reaches of the underworld are several millennia old. Traits Death Throes.: When a strangling watcher dies, it releases all the fear it consumed in its lifetime in a single, soul-rending wave. All creatures within 60 feet of it must succeed on a DC 19 Charisma saving throw or become frightened. A frightened creature takes 13 (2d12) psychic damage at the start of each of its turns from the centuries of accumulated dread. It can repeat the Charisma saving throw at the end of each of its turns, ending the effect on a success. Innate Spellcasting: The watcher’s innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components: At will: feather fall 3/day each: blur, meld into stone, phantasmal killer 1/day each: black tentacles, eyebite, greater invisibility Spider Climb: The watcher can climb any surface, including upside down on ceilings, without making an ability check. Actions Multiattack: The watcher makes four attacks with its tentacles. Tentacle: Melee Weapon Attack : +13 to hit, reach 20 ft., one target. Hit : 20 (3d8 + 7) bludgeoning damage. The target is grappled, escape DC 17. Until this grapple ends, the target is restrained. Each of its four tentacles can grapple one target. Paralyzing Gaze (Recharge 5–6): The watcher can target one creature within 60 feet with its eerie gaze. The target must succeed on a DC 19 Wisdom saving throw or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the watcher’s gaze for the next 24 hours. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Crush Attack.: The urochar crushes one creature grappled by its tentacle. The target takes 25 (4d8 + 7) bludgeoning damage. Tentacle Attack.: The watcher makes one tentacle attack. Tentacle Leap (Costs 2 Actions): Using a tentacle, the urochar moves up to 20 feet to an unoccupied space adjacent to a wall, ceiling, floor, or other solid surface. This move doesn’t trigger reactions. The urochar must have at least one tentacle free (not grappling a creature) to use this action. Grappled creatures move with the urochar. Squeeze: Despite their size, strangling watchers have slender, boneless bodies, enabling them to squeeze through passages only a Small-sized creature could fit through, without affecting their movement or combat capabilities.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":17},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Urophion","description":"When a roper is infected with an illithid tadpole, it undergoes ceremorphosis and transforms the roper into a urophion. Mind flayers usually create urophions to serve as guards. Urophion sees themselves as intellectual equals to mind flayers. However, mind flayers treat urophions as social outcasts and are either shunned or ignored. Years of this kind of treatment may drive a urophion insane, causing it to attack its kin. Others escape their servitude and wander off into the Underdark. If they encounter an intelligent creature, they may not automatically be hostile, as it longs to have a decent conversation. That is until it realizes it is hungry and starts to crave the creature's brain. Traits False Appearance. If the urophion is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the urophion move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the urophion is animate. Grasping Tendrils. The urophion can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. Magic Resistance. The urophion has advantage on saving throws against spells and other magical effects. Spider Climb. The urophion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The urophion makes four Tendril attacks and uses Reel. Tendril. Melee Weapon Attack: +8 to hit, reach 50 ft., one target. Hit: 5 (1d4 + 3) psychic damage and the target is grappled (escape DC 14) and must succeed on a DC 15 Intelligence saving throw or be stunned until the end of the urophion's next turn. Until this grapple ends, the urophion can automatically hit the target with its tendril, and the roper can't make the same tendril attack other targets. Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the urophion. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the urophion kills the target by extracting and devouring its brain. Reel. The urophion pulls each creature grappled by it up to 25 feet straight toward it. Spellcasting (Psionics). The urophion casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: detect thoughts, suggestion 1/day: dominate monster Mind Blast (Recharge 5–6). The urophion magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 21 (4d8 + 3) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Urophion","description":"An urophion is a truly unique creature, and is evidence of the willingness of the illithid to attempt to create ceremorphs from the most unlikely organisms. Urophions are nearly identical to ropers in all physical aspects, though they are just as intelligent as mind flayers with similar psionic abilities, and uniquely powerful sense of life detection. Traits Detect Life. The urophion can magically sense the presence of living creatures up to 5 miles away. It knows the general direction they’re in but not their exact locations. False Appearance. While the urophion remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. Grasping Tendrils. The urophion can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the urophion, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. Innate Spellcasting (Psionics). The urophion’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate Spider Climb. The urophion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The urophion makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the urophion can’t use the same tendril on another target. Reel. The urophion pulls each creature grappled by it up to 25 feet straight toward it. Mind Blast (1/Day). The urophion magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 13 Intelligence saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":6},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Ursa Polaris","description":"Thick, white fur coats this hulking ursine, and massive crystalline shards of ice protrude from its shoulders. When it lets out a mighty roar, frigid breath dances between the jagged sprouts of ice that form its teeth. A fearsome sight, the ursa polaris dwarfs even the largest of polar bears. Some believe that they are polar bears blessed or cursed by gods of cold, winter, and the north. Followers of such gods often leave a caribou carcass, whale blubber, or seal meat as an offering to the ursa polaris. Creatures of Ice. The ursa polaris thrives in freezing arctic conditions and is capable of surviving off of ice alone, should other food sources become scarce. They dislike warmth; an ursa polaris will avoid warm waters and curl into its ice cavern when summer comes. Fiercely Territorial. The ursa polaris is a solitary creature, carving a vast swath of territory for itself and going out of its way to kill trespassers. Somewhere within its territory, a female ursa polaris will carve out an ice cavern to rear young; this cavern may be within glacial ice, an iceberg, or simply a frosty stone cavern. Hypnotically Deadly. The ursa polaris uses the mesmerizing play of light on the ice covering its body to hypnotize its prey for an easy kill.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ursaloth","description":"Ursaloths are the most powerful of guardian yugoloths. These vicious yugoloths look like 12-foot-tall bipedal demonic bears with bat-like wings sprouting from their backs and terrible eagle-like talons for hands. In combat, they prefer to tear their opponents to shreds with their bites and talons. If facing challenging opponents, they can use their devastating fire breath. In addition to these abilities, they can employ spells that can snuff light, confuse opponents, and dispel enemy magic. This kind of versatility and power makes the ursaloths highly sought after, and are very expensive guardians to acquire. Guardian Yuguloths Guardian yugoloths, also known as daemons, are mercenary yugoloths that specialize in defense and protection. They have unnaturally alert senses and are quick to punish any who may attack their wards. They are normally hired by other fiends as bodyguards or guards, but they can also be summoned by evil priests and wizards who are in need of their services. Traits Alert. The ursaloth has advantage on Initiative rolls and Wisdom (Perception) checks and can't be surprised while it is conscious. Magic Resistance. The ursaloth has advantage on saving throws against spells and other magical effects. Magic Weapons. The ursaloth's weapon attacks are magical. Actions Multiattack. The ursaloth makes one Bite attack and two Talon attacks. If both Talon attacks hit a Large or smaller target, the target must succeed on a DC 15 Strength saving throw or take an extra 12 (2d6 + 5) slashing damage and be knocked prone. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) piercing damage. Talon. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Fire Breath (Recharge 5–6). The ursaloth exhales fire in a 30-foot cone. Each creature in that area must succeed on a DC 15 Dexterity saving throw, taking 40 (9d8) fire damage on a failed save, or half as much damage on a successful one. Spellcasting. The ursaloth casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): At will: darkness, suggestion 2/day: dispel magic Reactions Guardian Strike. If an enemy within 5 feet of the ursaloth attacks a target other than the ursaloth, that enemy provokes an opportunity attack from the ursaloth.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Yugoloth)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Ursinal","description":"Ursinals resemble 8-foot tall bears with facial expressions that show a kind and intelligent personality. Their bear-like paws are dexterous, allowing them to handle objects as if they have humanoid hands. Ursinals are the scholars and record-keepers of the guardinals, often acting as advisers to leonals. They are the most educated and magically skilled of all guardinals and are often sought for their knowledge of obscure artifacts and legendary locations. Ursinals disdain physical combat but if physical confrontation is inevitable, they can easily maul their enemies, delivering terrible wounds as a fearsome bear can. Ursinals, however, would rather use their spells during combat. Guardinals The noble guardinals are celestials that resemble animal-humanoid hybrids. Despite their bestial appearance, guardinals are the most honorable and pure-hearted beings one will ever encounter. Native to Elysium and the House of Nature, the guardinals embody virtue and good-naturedness without being constrained by law nor distracted by the chaos of freedom. They are welcoming, mirthful, and witty. Though they always seek to resolve conflict through peaceful means, guardinals are ready to fight if needed. Due to their nature, guardinals often clash with fiends, tyrants, and evil undead. Noble Heroes. While guardinals have no strict hierarchy as do the celestial archons, they recognize the authority and follow the guardinal paragons known as Talisid and the Five Companions. From time to time, guardinals may be called upon by deities of Elysium and the House of Nature to perform noble quests, at times aiding heroes from the Material Plane. Squads of guardinals also mount lightning raids and rescue missions in the Lower Planes. Traits Magic Resistance. The ursinal has advantage on saving throws against spells and other magical effects. Speak with Beasts. The ursinal can communicate with beasts as if they shared a language. Spell Penetration. When the ursinal casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Actions Multiattack. The ursinal makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage and if the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained. Spellcasting. The ursinal casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: aid, detect evil and good, detect thoughts, light, mage hand, magic missile (as a 2nd-level spell), protection from poison 2/day each: counterspell, cure wounds (as a 3rd-level spell), dispel magic, dimension door, hold monster, locate creature, polymorph 1/day each: Bigby's hand, legend lore, divine word, heal","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Neutral Good","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Urushi Constrictor","description":"A constrictor snake enrobed in a sleeve of deadly leaves and vines slithers along the forest floor. A melding of plant and beast, the urushi constrictor is driven by impulse and irritability. They were once pythons who coiled among the urushi vine, a parasitic plant that causes extreme rashes in most animals and humanoids that touch it. Eventually these pythons bonded with the vine, gaining a hazardous defense mechanism that augments their crushing hug. Jungle Wanderers. Cursed by a constant itching, these snakes roam their territories, unable to maintain a lair for more than a few days. They can be tracked by the knowledgeable, for in their paths they leave seedlings of the urushi vines bonded to them. Great care must be taken when following such a path, as the swift-sprouting vines are just as toxic as the constrictor's noxious embrace. Jungle Camouflage. The constrictor has advantage on Dexterity (Stealth) checks made to hide in jungle terrain. Poisonous Leaves. The skin of the constrictor is embedded with vines and poisonous leaves that burn on contact. A creature that isn't a Construct or Undead that touches the constrictor or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage. Urushi Blight. A creature infected with this disease manifests symptoms within 1d4 hours, which includes the gradual spread of a painful, itching rash that develops into inflamed and blistered skin over the course of the first day. Until the disease is cured, the infected creature has disadvantage on Constitution saving throws made to maintain concentration on a spell, and it has disadvantage on Dexterity and Charisma saving throws and ability checks. At the end of each long rest, the infected creature must make a DC 15 Constitution saving throw. If it succeeds on two saving throws, it recovers from the disease. Actions Multiattack. The constrictor makes two Bite attacks or one Bite attack and one Poisonous Constriction attack. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 14 (2d10 + 3) piercing damage. Poisonous Constriction. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 10 (3d6) poison damage at the start of each of its turns, and the snake can't use Poisonous Constriction on another target. Each time the target takes this poison damage, it must succeed on a DC 15 Constitution saving throw or contract the urushi blight disease (see the Urushi Blight trait).","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Ushabti","description":"The eye sockets in a large, ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises a khopesh and scepter once more. Tomb Servants. Ushabtis were placed in ancient tombs as servants for the tomb’s chief occupants in the afterlife. They are long-lasting constructs that can tend to physical work and maintenance inside sealed tombs where flesh-and-blood laborers couldn’t survive. Slaughter Tomb Robbers. Ushabtis are most commonly encountered in their roles as guardians—a function they fulfill very effectively. An ushabti is sometimes obvious from the blood of its victims, staining its form. Some tombs are littered with bones of tomb robbers an ushabti has dispatched. Khopesh and Scepter. Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their scepter and khopesh. Many variations have been found, however, including some that are completely inhuman, animal‑headed, or that have abstract or fanciful designs such as a sun sphere head or a body made entirely of papyrus scrolls. Constructed Nature. An ushabti doesn’t require air, food, drink, or sleep. Ushabti in Midgard The River Kingdom of Nuria-Natal is the home of many ushabti, but the form goes back to the time of the Carnidine Kingdom of Bastet. Some stories claim that the cat-headed ushabti of Tes-Luria are slowly rebuilding their city for their buried mistresses, and that someday, when the water flows through hidden aqueducts, the ushabti of Tes-Luria will lead the catfolk into a new age of bloody slaughter and feline rule in the Southlands. Traits Dynastic Aura: A creature that starts its turn within 15 feet of the ushabti must make a DC 17 Constitution saving throw, unless the ushabti is incapacitated. On a failed save, the creature has its breath stolen; it takes 9 (2d8) necrotic damage, and until the end of the ushabti’s next turn, can’t cast spells that require a verbal component or speak louder than a whisper. If a creature’s saving throw is successful, the creature is immune to this ushabti’s Dynastic Aura for the next 24 hours. Healing Leech: If a creature within 30 feet of the ushabti regains hit points from a spell or a magical effect, the creature gains only half the normal number of hit points and the ushabti gains the other half. Immutable Form: The ushabti is immune to any spell or effect that would alter its form. Magic Resistance: The ushabti has advantage on saving throws against spells and other magical effects. Magic Weapons: The ushabti’s weapon attacks are magical. Actions Multiattack: The ushabti makes one attack with Medjai’s scepter and one with its khopesh. Medjai’s Scepter: Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) poison damage. Khopesh: Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Utaku Steed","description":"Utaku Steeds of the Blessed Herd. The sacred steeds of the Utaku Battle Maidens are paragons of horses. Horses bred from the Blessed Herd are fiery and ferocious, and utterly loyal to their riders. They deign to be ridden only by the worthy. Traits Paragon of Horses (1/long rest). When its rider is reduced to 0 hit points but not killed outright, the Utaku steed can spend its reaction to have its rider drop to 1 hit point instead. Trampling Charge. If the Utaku steed moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Actions Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"lawful good","Expansion":26129,"Challenge Rating":1},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Uthgardt Shaman","description":"Uthgardt barbarians are suspicious and resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a shaman is to stand apart from the tribe, with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits because the spirits of the dead compel them. Other Uthgardt fear and respect a shaman's power. An Uthgardt shaman must possess a sacred bundle to cast spells. A sacred bundle is made up of sticks, bones, feathers, tufts of fur, and stone that have been \"touched\" by spirits. It takes a month for a shaman to assemble a sacred bundle, and a shaman can use only one such bundle at a time. A sacred bundle benefits only the shaman who created it, and it doesn't replace the normal components of a spell. In addition to the spells that all Uthgardt shamans can cast, a shaman of a particular tribe gains additional spells based on tribal affiliation (see \"Uthgardt Shaman Tribal Spells\") By communing with their ancestor's spirits, Uthgardt shamans can also learn secret rituals. These rituals almost always require some sort of blood sacrifice, and their effects are usually transformative. For example, some Black Raven shamans know a ritual that allows them to hatch giant ravens from normal raven eggs, and some shamans of the Griffon tribe can transform themselves into griffons by performing a ritual that requires them to drink copious amounts of horse blood. Uthgardt Shaman Tribal Spells Depending on an Uthgardt shaman's tribe, the shaman's Innate Spellcasting feature gains additional spells the shaman can cast once per day. Black Lion. animate dead, chill touch, feign death, revivify Black Raven. animal messenger (raven only) , feather fall, polymorph (into a raven only) Blue Bear. enhance ability (bear's endurance only) , heroism Elk. expeditious retreat, find steed (elk only) , haste Gray Wolf. crusader's mantle, divine favor, hypnotic pattern Griffon. feather fall, fly Sky Pony . divine favor, feather fall, lightning bolt Red Tiger. beast sense (tiger only) , enhance ability (cat's grace only) , jump Thunderbeast . enhance ability (bull's strength only) , pass without trace, stoneskin Tree Ghost . barkskin, druidcraft, plant growth, speak with plants Traits Innate Spellcasting. The shaman can innately cast the following spells (spell save DC 12; +4 to hit with spell attacks) with a sacred bundle: At will: dancing lights, mage hand, message, thaumaturgy 1/day each: augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians Actions Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":7387,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Uthgardt Shaman","description":"Uthgardt barbarians are suspicious and resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a shaman is to stand apart from the tribe, with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits of the dead compel them. Other Uthgardt fear and respect a shaman’s power. Traits Innate Spellcasting. The shaman can innately cast the following spells (spell save DC 12; +4 to hit with spell attacks) with a sacred bundle: At will: dancing lights, mage hand, message, thaumaturgy 1/day each: augury, bestow curse, cordon of arrows, detect magic, hex, prayer of healing, speak with dead, spirit guardians Actions Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":20544,"Challenge Rating":2},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Uurch","description":"Dingetooth and Uurch These two mitflits are more accomplished than most of their kind, although their choice to focus their efforts on a marble launcher might not be the most efficient use of their training. You can use these statistics for any mitflit gremlin that’s managed the luck and skill to live long enough to hone their combat prowess—whether or not you let them keep their marble launcher. Of course, switching the type of damage the marble launcher deals when it hits a target also lets you change the launcher into a glass slinger (slashing damage), a coal flinger (fire damage), or a poison toad–launcher (poison damage). Traits Hatred. Dingetooth and Uurch double their proficiency bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype due to special training against these hated foes. Innate Spellcasting. The gremlin’s innate spellcasting ability is Wisdom (spell save DC 11). The gremlin can innately cast the following spells, requiring no material components: At will: prestidigitation 1/day: bane Keen Smell. The mitflit has advantage on Wisdom (Perception) checks that rely on smell. Self-Loathing. The mitflit’s self-loathing makes them easy to influence. They have disadvantage on saving throws and ability checks to resist any Charisma-based skills or being charmed. Vermin Keeper. Through sounds and gestures, the mitflit can communicate simple ideas with arthropods. The knowledge and awareness of arthropods is limited by their intelligence, but at minimum, they can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. The mitflit can ask for small favors from arthropods and has advantage on Wisdom (Animal Handling) checks when communicating with them. Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. Marble Launcher (1/Day). Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 3 (1d6) bludgeoning damage, and the target must succeed at a DC 13 Dexterity saving throw or become prone. Reactions Vengeful. When the mitflit is hit by an attack or fails a saving throw, the mitflit makes an attack against the creature that harmed it.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":1},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Vaasha","description":"Vaasha is a skilled hunter and tracker who doesn't charge into danger without first assessing the risks. She's not afraid to speak her mind, even to her king. To her, a worthy leader values the truth, no matter how painful it is. Ideal. \"I want this conflict over with so that I can return to the quiet stillness of the ocean depths.\" Bond. \"I'll protect this beautiful world from the ravages of evil with my dying breath.\" Flaw. \"I don't care if my words hurt others' feelings.\" Traits Amphibious. The giant can breathe air and water. Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). The giant can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing Actions Multiattack. The giant makes two greatsword attacks. Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage. Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. Lightning Strike (Recharges after a Short or Long Rest). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant (female)","Alignment":"neutral good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Vacenar, the God-Traitor","description":"This fallen angel’s stringy white hair fades to rustred at its ends, and its eyes are a sunken black. Its once-fair skin has turned a bruised purple, and its hands are burned and cracked with lines of hellfire. In them, it holds a wickedly serrated greatsword made of rusted iron. Aside from heavy iron shoulder pauldrons and greaves, it wears no armor, but it radiates an aura of psychic pain that causes any would-be attackers to suffer at their own hands. History. Though somewhat a misnomer, these fallen angels once served a deity of Life, and were cast out for their attempt to destroy Death, without which Life felt it would have no meaning to its worshippers. The name “angel of blood” comes from the tales of their fall, when Life tore its power - their blood - from their bodies and it streamed from their eyes like tears, staining their skin crimson. Now, these angels serve their ringleader, Vacenar, whom Life has dubbed “God-Traitor”, as they search the realms for new purpose. Tactics. Angels of blood fight with savage but intelligent abandon. When their Blood Frenzy activates, they use it to the greatest effect they can, but prefer to flee if they seem to be at risk of death. Their primary tactic is to inflict Jagged Cuts with their greatsword on as many creatures as possible, saving Bloodletting for a chance to regain hit points or using it as a finishing blow against a target. When possible, they makes use of their fly speed to stay out of melee range in between turns. Traits Aura of Pain. Once per turn, when Vacenar takes damage from an attack, the attacker takes 14 (4d6) psychic damage. Blood Frenzy. While his hit points are equal to or below half their maximum (94), Vacenar gains a +1 bonus to attack rolls and deals an additional 7 (2d6) damage with its attacks and abilities of the same type normally dealt by those attacks or abilities. God-Traitor. Vacenar serves no one save those he deems worthy of his might. Vacenar is immune to spells and effects that target celestials (for example protection from good and evil, and some Channel Divinity effects). Jagged Cuts. A creature with a stack of Jagged Cuts loses 3 (1d6) hit points at the start of their turn from their bleeding wounds. Bleeding stacks up to 2 times (2d6 hit points at the start of their turn). For each additional stack beyond 2 they would take, the damage from the action that inflicted it is considered 5 higher for the purposes of inflicting an Injury. A creature can make a DC 15 Wisdom (Medicine) check as an action to stop the bleeding and remove all stacks of Jagged Cuts. Fragment of the Divine. Vacenar can use one of his Divine Actions at the start of each of his turns. Once an action has been used, it cannot be used again until he rolls initiative. Magic Resistance. Vacenar has advantage on saving throws against magical effects. Legendary Resistance (3/Day). If Vacenar fails a saving throw, he can choose to succeed instead. Legendary Toughness (3/Day). When Vacenar gains an Injury, he can choose to ignore the effects of the Injury until he finishes a long rest. Actions Multiattack. Vacenar makes two melee attacks with his Jagged Greatsord or Hellfire Claw. Hellfire Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) slashing damage, plus 7 (2d6) fire damage, and the target must make a DC 22 Athletics or Acrobatics check or become grappled. A creature grappled by the angel takes 3 (1d6) fire damage at the start of each of the angel’s turns. While grappling a creature, Vacenar has disadvantage on attack rolls with its Jagged Greatsword. Jagged Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) slashing damage, and the target must make a DC 20 Constitution saving throw or gain a stack of Jagged Cuts (see the Jagged Cuts trait). Bloodletting (Recharge 5-6). Vacenar chooses a creature within 30 feet. That creature must succeed on a DC 20 Constitution saving throw or take 27 (8d6) force damage as its veins and arteries rupture across its body, sending blood spattering towards Vacenar. This also applies two stacks of Jagged Cuts (see the Jagged Cuts trait), and if the angel is at less than half its maximum hit points, it regains 10 hit points, up to a maximum of half its maximum hit points. On a successful save the creature takes half damage, and Jagged Cuts is not applied. A creature that is reduced to 0 hit points by a failed save against this ability is considered to have taken an additional 20 points of damage when determining the Injury severity. Run Through. Melee Weapon Attack: +12 to hit, reach 5 ft., one target with two stacks of Jagged Cuts. Hit: 29 (5d8+7) piercing damage. This damage counts as 15 higher for the purposes of inflicting an Injury. Vacenar then throws the target off his blade. If the target is a medium or smaller creature, it is flung up to 30 feet in a direction of Vacenar's choice, taking 7 (2d6) bludgeoning damage if it impacts a solid object or wall before the end of the throw. The target must make a DC 20 Strength saving throw or be knocked prone. Divine Actions Smite the God-Fearing. Vacenar calls a blaze of divine wrath mixed with hellfire to strike his enemies. Vacenar casts flame strike. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within 60 feet of Vacenar must make a DC 20 Dexterity saving throw. A creature takes 28 (8d6) fire, necrotic, and radiant damage (a creature must be resistant or immune to all three types to reduce this damage through resistance or immunity) on a failed save, or half as much damage on a successful one. Wrath of the Unfaithful. Vacenar shines with a blinding light that darkens the battlefield around him. He and each ally in a 60-foot radius centered on him gain the effects of a bless spell (whenever one of these creatures makes an attack roll or saving throw, it rolls 1d4 and adds the result to its d20 roll). Creature's hostile to Vacenar within the same radius must make a DC 20 Charisma saving throw or be affected by a bane spell (whenever one of these creatures makes an attack roll or saving throw, it rolls 1d4 and subtracts the result to its d20 roll). These effects last until the end of Vacenar's next turn. Positioning Strike. Vacenar and up to five allies within 30 feet of him can make a melee attack. They can move up to their movement speeds before or after making the attack, without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":14},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Vaettir","description":"Vættir are ancestral spirits, sometimes protective and helpful but demanding reverence and wrathful when offended. Servants of the Land. Land vættir dwell in barrows while sea vættir live beneath lakes, rivers, or the sea—both wear ancient mail and carry bronzes axes in withered hands. Servants of the land, they haunt those who disrespect the wild or ancient laws and traditions. Jealous and Wrathful. A wrathful vættir rises from its mound when its grave goods are stolen (including heirlooms passed on to living descendants) or when they are disrespected (leaving the dragon prow attached to a longship is a common offense, as is failing to make offerings). Vættir jealously guard both honor and treasures, and may be relentless enemies over matters as small as an accidental word or a single coin. Dangerous Helpers. A vættir’s blue-black skin is stretched taut over its bones and sinews and its lips are drawn back in a cruel grimace. A rarer, bone-white variety exists that cares little for material possessions, instead guarding their honor or a particular patch of land. Both varieties will answer a summons by descendants or nearby villages. The summoned vættir will wander into longhouses or taverns and sit down beside those who call them, ready to serve. However, there’s always a price and a vættir’s help is often more than bargained for. Undead Nature. A vaettir doesn’t require air, food, drink, or sleep. Traits Covetous Bond: Corpse-black vættir can see the face of any creature holding or carrying any item the vættir ever claimed as its own. It also detects the direction and distance to items it ever owned, so long as that item is currently owned by another. If the item changes hands, the new owner becomes the target of the vættir’s hunt. Bone-white vættir see individuals who have offended them. Neither time nor distance affects these abilities, so long as both parties are on the same plane. Deathless: The vættir is destroyed when reduced to 0 hit points, but it returns to unlife where it fell on the next nightfall with full hit points. It can be killed only by removing its head, burning the corpse, and dumping the ashes in the sea, or by returning it to its burial mound, placing an open pair of scissors on its chest, and driving pins through its feet. Innate Spellcasting: The vættir’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: 2/day each: gaseous form, hunter’s mark 1/day each: enlarge/reduce, phantom steed Sunlight Sensitivity: Vættir avoid daylight. A vættir in direct sunlight has disadvantage on attack rolls and ability checks Actions Multiattack: The vættir makes two greataxe attacks or two longbow attacks. Greataxe: Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (1d12 + 5) slashing damage plus 3 (1d6) necrotic damage. Longbow: Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage. Corpse Breath (Recharge 5–6): The vættir spews forth a 15‑foot cone of putrid gas. Those caught in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1d4 rounds. Maddening Gaze (1/Day): The vættir can lock eyes with a creature and drive it mad. Any creature within 30 feet of a vættir that is the focus of its gaze must make a DC 12 Charisma saving throw or become confused (as the spell) for 1d4 rounds. If the save is successful, the target is immune to the effect for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Lawful Evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Vajra Safahr","description":"Vajra is a capable wizard in her mid-thirties, the youngest person ever to hold the position of Blackstaff. As the High Wizard of Waterdeep, she is charged with using all the magic and resources at her disposal to defend the city against threats. She was handpicked for the job by Khelben Arunsun, and wields the Blackstaff from which Khelben derived his name and the title of the office. Vajra isn’t the city’s most powerful wizard, but she can hold her own. Despite her many gifts, she still questions her ability to meet the demands of her role, and she rarely makes a decision without first soliciting the advice of the Blackstaff , which contains Khelben Arunsun’s spirit as well as the spirits of all the other Blackstaffs who preceded her. She also gets intelligence from many other sources, both through her own network of spies and from Harper agents. Vajra runs Blackstaff Academy, a school for mages, out of Blackstaff Tower in the Castle Ward. She is also in charge of Force Grey, an order of highly skilled adventurers who are called upon to defend the city in times of need. Vajra is always looking for new adventurers to fill the ranks of Force Grey, and she is particularly interested in those who can bring unique skills, abilities, or spells to the mix. Several of the older and more seasoned wizards in Waterdeep consider Vajra an upstart, but they are smart enough not to challenge her. Only the Open Lord, currently Laeral Silverhand, can strip Vajra of her title. Traits Special Equipment. Vajra wields the Blackstaff , accounted for in her statistics. Roll 2d10 to determine how many charges the staff has remaining. Magic Resistance. Vajra has advantage on saving throws against spells and other magical effects. Spellcasting. Vajra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +12 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, message, prestidigitation 1st level (4 slots): detect magic, identify, mage armor, thunderwave 2nd level (3 slots): invisibility, misty step, web 3rd level (3 slots): counterspell, fly, sending 4th level (3 slots): banishment, fire shield, stoneskin 5th level (3 slots): Bigby's hand, geas, telekinesis 6th level (1 slot): chain lightning, globe of invulnerability 7th level (1 slot): forcecage, prismatic spray 8th level (1 slot): antimagic field, power word stun 9th level (1 slot): imprisonment Actions Blackstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning, or 6 (1d8 + 2) bludgeoning damage when used with two hands. Vajra can expend 1 of the staff's charges to deal an extra 3 (1d6) force damage on a hit.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful neutral","Expansion":7393,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Vajra Safahr","description":"Vajra is a capable wizard in her mid-thirties, the youngest person ever to hold the position of Blackstaff. As the High Wizard of Waterdeep, she is charged with using all the magic and resources at her disposal to defend the city against threats. She was handpicked for the job by Khelben Arunsun, and wields the Blackstaff from which Khelben derived his name and the title of the office. Traits Special Equipment. Vajra wields the Blackstaff (appendix C), accounted for in her statistics. Roll 2d10 to determine how many charges the staff has remaining. Magic Resistance. Vajra has advantage on saving throws against spells and other magical effects. Spellcasting. Vajra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, + 12 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, message, prestidigitation 1st level (4 slots): detect magic, identify, mage armor, thunderwave 2nd level (3 slots): invisibility, misty step, web 3rd level (3 slots): counterspell, fly, sending 4th level (3 slots): banishment, fire shield, stoneskin 5th level (3 slots): Bigby’s hand, geas, telekinesis 6th level (1 slot): chain lightning, globe of invulnerability 7th level (1 slot): forcecage, prismatic spray 8th level (1 slot): antimagic field, power word stun 9th level (1 slot): imprisonment Actions Blackstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. Vajra can expend 1 of the staff’s charges to deal an extra 3 (1d6) force damage on a hit.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful neutral","Expansion":20544,"Challenge Rating":13},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Valaara","description":"Valaara is known as the Crawling Queen, the Watcher in the Walls, and the Keeper of Worms. It’s said that you can hear Valaara’s voice in the rustling of roaches and the keening of locusts. In some tales, Valaara crafts worms that crawl through the ear and consume a creature’s brain; in others, when its maggots devour a corpse, Valaara can recreate the victim in its Deepest Hive. No one knows what Valaara wants, but its minions could be all around you even now, crawling in your walls and moving beneath your feet. Chitin Consciousness. Valaara embodies the alien nature of insects in all aspects. Valaara’s symbionts may be formed from chitin, but it also has creations like the spellburrow and the throwing scarab (detailed in chapter 7)—insects that burrow into the skin of the bearer. Those touched by Valaara may undergo a physical metamorphosis and manifest insect traits, but Valaara’s touch can also transform the mind. Some who hear the whispers of the Crawling Queen become fascinated by insects, while others suffer more dramatic transformations. Valaara’s most persistent cults spread by forming a hive; one creature becomes the queen, and others touched by this cultist find their original personality and desires fading, consumed by the need to fulfill their purpose in the hive. Usually this effect is limited, a psychic connection that only binds a few people; but in a few cases, this psychic contagion has been virulent and contagious, consuming entire towns. Valaara’s Minions. The cults of the Crawling Queen are described in detail in chapter 3. Valaara doesn’t use dolgaunts or dolgrims; rather, it often transforms humanoids into insect forms. These creatures use the statistics of thri-kreen, driders, or umber hulks, but their appearance can vary dramatically; a group of servitors could be roach-people as opposed to the typical mantis form of the thri-kreen. In other places it works through consuming worms, producing creatures with the statistics of spawn of Kyuss. In general, Valaara may employ any sort of creature thematically related to insects or worms, from simple swarms and giant spiders to carrion crawlers, ankhegs, remorhazes, or even purple worms. But these monsters should be seen as a starting point. Like all daelkyr, Valaara is constantly experimenting and creating new things. Imagine a purple worm with malign intelligence and psychic powers, or teleporting ankhegs that burrow through the fabric of space. Valaara’s Lair Like other daelkyr, Valaara is bound within a demiplane in Khyber. However, Valaara has bred burrowing worms that chew through the fabric of reality, carving a web of passages between her Deepest Hive and the world above. An organization that discovers the upper layers of these tunnels could use them to move swiftly across the world, entering a tunnel in the Lhazaar Principalities, traveling five miles, and emerging in Sarlona or the Eldeen Reaches. Smugglers or explorers might make use of this wonder, never knowing what lies in the deeper tunnels— until Valaara’s minions seize them, or until they are consumed by the psychic influence of the Crawling Queen. While tunnels to the Deepest Hive can appear anywhere that suits the story, they are also less permanent than the ties between Eberron and the realms of many other daelkyr. A tunnel to the Deepest Hive can appear wherever it suits the needs of a story, but it’s also possible to collapse a passage and break a connection. The upper tunnels of Valaara’s realm are usually formed of fused glass-like material, then as explorers delve deeper, they find the walls formed of chitin and muscle, with insects swarming across every surface. One might discover pulsing cocoons, nests of slumbering purple worms, or chambers lined with thousands of glowing eggs. And in the heart is the Deepest Hive itself, where Valaara weaves its webs and conducts its sinister experiments. Lair Actions. While within its lair, Valaara can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Valaara can take a lair action to cause one of the following effects; it can’t use the same lair action two rounds in a row: Valaara chooses one target and use its Summon Swarm ability against it. Valaara subsumes creatures into its hive consciousness. Each creature it can see within its lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Valaara’s choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. A 50-foot-radius area of ground within 120 feet of Valaara becomes swarmed by fear moths until initiative count 20 on the round after next. During that time, each creature that starts or ends its turn in the area must make a DC 22 Charisma saving throw. On a failed save, any immunity to or advantage against fear is negated and it has disadvantage on saves against fear for one minute. Regional Effects. Tunnels to the Deepest Hive can appear anywhere. A region containing a passage to the Deepest Hive can be warped in one or more of these ways: Insect and arachnid presence increases dramatically within 5 miles of the passage, and insects display unnatural swarming behavior. Beasts that live within a mile of the passage may undergo physical transformation, developing insect characteristics such as compound eyes, extra limbs, chitinous plating, and hive behavior. If a humanoid creature spends at least 1 hour within 1 mile of the passage, it must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see “Madness of Valaara” below). A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. These regional effects build over time. If a passage has just appeared, there may be a slight increase in insect activity and the saving throw on the madness effect will be much lower. The longer the passage remains, the more notable the effects become. If Valaara dies or if the passage is destroyed, the effects fade away after 1d10 days. Madness of Valaara If a creature goes mad in Valaara’s lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Valaara table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master’s Guide has more information on madness. Madness of Valaara d6 Flaw (lasts until cured) 1 “There are worms crawling through my flesh.” 2 “I hear secrets in the buzzing of insects.” 3 “I am undergoing a metamorphosis into a glorious insect form.” 4 “I have a psychic connection to one or more people.” 5 “I must serve my hive and protect my queen.” 6 “I am an insect that’s evolved into humanoid form.” Daelkyr A daelkyr knows secrets mortals can’t comprehend and has plans they can’t understand. Some sages believe that the daelkyr are artists and that worlds are their canvas; they destroy civilizations and unleash monsters because, to them, this is a thing of beauty. Others say that the daelkyr exist beyond time, and that their actions only make sense when viewed over the course of millennia. Still others assert that any creature that can understand the motives of the daelkyr will immediately turn to their cause—that it is dangerous to study the daelkyr too closely, lest their revelations destroy all prior understanding and identity. While they may be enigmatic, the daelkyr are unquestionably evil; they shatter innocent lives and entire civilizations without any remorse. Unifying Theme. Each daelkyr has a unique theme; Belashyrra is tied to sight, Valaara to insects, and Dyrrn to corruption and evolution. This theme is reflected in the daelkyr’s appearance, in the minions it employs, and in the symbionts it creates. If the daelkyr is an artist, the theme is its medium. If it’s a conqueror, the theme defines its weapons and the world it seeks to create. Additionally, each daelkyr holds secrets and revelations relating to its specific theme—secrets mortal minds can’t comprehend. While in Belashyrra’s presence, people may remember things they’ve seen and forgotten. Around Valaara, they may feel insects burrowing through their flesh, or sense the thoughts of their allies—a momentary sensation of being part of a hive. Alien and Unsettling. In an encounter with a daelkyr, consider ways to express its alien nature, such as the following: A daelkyr can teleport 30 feet as a bonus action. This reflects the idea that the daelkyr are loosely bound to space and time. The daelkyr shifts in space, but you can’t remember it moving. You could represent this as a constant, casual effect; even outside of combat, the daelkyr shifts between spaces, unbound by the concept of distance or time. The appearance of a daelkyr is subjective. The basic facts are constant: a daelkyr is a Medium bipedal creature, and its equipment doesn’t change. Beyond this, its appearance reflects its theme blended with its alien nature; for example, Valaara typically appears as an angelic humanoid merged with insect elements. But after people encounter a daelkyr, those who compare notes may find they disagree on the details. The daelkyr might appear as someone the viewer knows, or its appearance could shift mid-conversation. This is not something the daelkyr controls, and it’s not considered a beneficial trait; it’s simply part of their alien nature. Daelkyr have telepathy with a range of 120 feet. This is their primary form of communication and is intended to be broader in scope than typical telepathy. A daelkyr can communicate with any number of creatures within range at once, projecting a thought much as other creatures project sound. Typically when a daelkyr “speaks,” all creatures receive the same message, but the DM might decide that one or more creatures receive a different message. And just as people see different things when they look at a daelkyr, two people can perceive a daelkyr’s “speech” in very different ways. One may feel as though the daelkyr is speaking aloud with a strange, alien voice. Another may hear the speech of the daelkyr as the voice of a dead lover, whispering in their ear. Another may not be able to remember actually hearing the daelkyr speak; instead, they just remember its words existing, as if they’ve always known them. The Alien Mind feature of the daelkyr reflects the idea that the way that the daelkyr experience reality is so alien that any creature who tries to read their thoughts—to see the universe as they do—may become catatonic. Any encounter with a daelkyr should be horrifying, driven by its alien, unknowable nature. The actions of the Lords of Dust and the Dreaming Dark make sense; the quori seek to control humanity’s dreams, while the Lords of Dust strive to release their bound overlords. The actions of the daelkyr are just as deadly and destructive, but we cannot understand what they want, and those who attempt to do so often become cultists. Traits Alien Mind. If a creature tries to read Valaara’s thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Resistance (3/day). If Valaara fails a saving throw, it can choose to succeed instead. Magic Resistance. Valaara has advantage on saving throws against spells and other magical effects. Regeneration. Valaara regains 20 hit points at the start of its turn. If Valaara takes radiant damage, this trait doesn’t function at the start of Valaara’s next turn. Valaara dies only if it starts its turn with 0 hit points and doesn’t regenerate. Teleport. As a bonus action, Valaara can teleport up to 30 feet to an unoccupied space it can see. Actions Multiattack. Valaara makes two attacks with its chitinous claw or chitinous spine, and can use its Summon Swarm once. Chitinous Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage. Chitinous Spine. Ranged Weapon Attack: +14 to hit, range 60/180 ft., one target. Hit: 17 (3d6 + 7) piercing damage. Summon Swarms. Valaara summons a swarm of insects and arachnids that cover a 10-foot-radius sphere at a point of its choosing within 120 feet, afflicting all creatures in the area with one of the following effects (roll a d6 or choose one), to which Valaara is immune: 1. Stinging Wasps. Each creature must make a DC 22 Constitution saving throw. On a failed save, a creature takes 32 (5d12) piercing damage and has disadvantage on attack rolls until the end of its next turn. On a successful save, a creature takes half as much damage and doesn’t have disadvantage on attack rolls. 2. Spinning Spiders. Each creature must succeed on a DC 22 Dexterity saving throw or take 27 (6d8) bludgeoning damage and be restrained for 1 minute as it is squeezed by the webbing. A restrained creature can escape with a successful DC 22 Strength (Athletics) check as an action. 3. Venomous Centipedes. Each creature must make a DC 22 Constitution saving throw. On a failed save, a creature takes 22 (4d10) poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage, but is still poisoned. 4. Infesting Grubs. Each creature must succeed on a DC 22 Dexterity saving throw or be infested by 4 (1d4+2) rot grubs. At the start of each of an infected creature’s turns, it takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the creature’s next turn deals 1 fire damage to the creature and kills these rot grubs, ending the effect. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target, ending the effect. 5. Discordant Cicadas. Each creature must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. While a creature is frightened in this way, it is incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage against future saves against this swarm for the next 24 hours. 6. Psychoactive Beetles. Each creature must succeed on a DC 22 Intelligence saving throw or take 33 (6d10) psychic damage as it suffers from intense hallucinations. Legendary Actions Valaara can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Valaara regains spent legendary actions at the start of its turn. Throw Spine. Valaara makes one chitinous spine attack. Synthesize Worm (Costs 2 Actions). Valaara fuses the swarms under its command, forming a carrion crawler (see its entry in the Monster Manual ) in an unoccupied space of Valaara’s choosing within 90 feet of it. The carrion crawler is under Valaara’s control and acts immediately after Valaara in the initiative order. Imaginary Crawlers (Costs 3 Actions). Valaara touches the mind of mortals, implanting a suggestion that her creatures have burrowed under their skin. One target of Valaara’s choice within 60 feet that she can see must succeed on a DC 22 Wisdom saving throw or take 22 (4d10) psychic damage and immediately lose concentration on any spell it is concentrating on.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"neutral evil","Expansion":20973,"Challenge Rating":23},"publisher":"Keith Baker Presents","book":"Exploring Eberron"},{"name":"Valdek Karuul","description":"Few survive a titan attack and live to speak of it. An elf born of the sea, Valdek Karuul always loved working on ships. The sea was his home, and sailors were his people. He signed on with a merchant vessel named the Ebon Crow that transported gems, foodstuffs, and passengers. One night, a massive behemoth of the sea attacked the Ebon Crow . The ocean titan Veldaza tore the ship to shreds with its claws and tentacles. Only Valdek survived—but he didn’t escape unscathed. A claw from the beast dug into his back, imbuing the elf with Veldaza’s residual magic. As Valdek swam through the waves away from the monster, his own form grew. He suddenly matched size with sea lions and sharks, and he could harness spells that no mage he’d ever shipped out with knew. Now Valdek wanders the sea under his own power, watching for pirates and those who would harm sailors, including the titan that gave him this magic. Sailors in Valdek’s territory often tell tales of the time they were saved by a giant elf now dubbed the Titanic Guardian of the Sea. Amphibious . Valdek can breathe air and water. Fey Ancestry . Valdek has advantage on saving throws against being charmed, and magic can’t put him to sleep. Metamagic . Valdek has 12 sorcery points, which he regains after finishing a long rest. He can spend 1 or more sorcery points when he casts a spell to produce one of the following effects: Careful Spell (1 Point). When Valdek casts a spell that forces other creatures to make a saving throw, he can choose up to five creatures in the spell’s area of effect. A chosen creature automatically succeeds on its saving throw against the spell. Empowered Spell (1 Point). When Valdek rolls damage for a spell, he can reroll up to five of the damage dice and must use the new rolls. Valdek can use Empowered Spell even if he has already used a different Metamagic option during the casting of the spell. Heightened Spell (3 Points). When Valdek casts a spell that forces a creature to make a saving throw to resist its effects, he can give one target of the spell disadvantage on its first saving throw made against the spell. Spellcasting . Valdek is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He has the following sorcerer spells prepared: Cantrips (at will): chill touch , dancing lights , light , mending , message , true strike 1st Level (4 slots): mage armor , magic missile , witch bolt 2nd Level (3 slots): hold person , invisibility 3rd Level (3 slots): fly , lightning bolt 4th Level (3 slots): dimension door , greater invisibility 5th Level (2 slots): cloudkill , cone of cold 6th Level (1 slot): chain lightning Actions Trident . Melee or Ranged Weapon Attack : +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 2 (1d6 - 1) piercing damage or 3 (1d8 - 1) piercing damage if used with two hands. Titan Manifestation (3/Day) . Valdek enters a titan form for 1 minute. While in this form, his size increases to Large and his AC increases by 4, he can attack with his trident twice as an action, and his bonus to hit with his trident becomes +8 and it deals 10 (1d6 + 1d4 + 5) piercing damage on a hit. In addition, while in titan form, Valdek knows and can cast the blaze , cataclysm , daybreak , glacier , and quake spells as sorcerer spells.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral good","Expansion":14463,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Valenar Hawk","description":"Valenar Animals The elves of Valenar say that when their ancestors fought the giants of Xen’drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul’sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion. Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted. The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms. Variant: Ancestral Traits Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal. Ancestral Traits d8 Trait 1 Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage. 2 Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action. 3 Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors. 4 Lie Detector. The animal knows when a creature within 15 feet of it tells a lie. 5 Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can’t put it to sleep. 6 Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see. 7 Quickness (Recharge 6). The animal can take the Dodge action as a bonus action. 8 Shrouded Step. The animal can’t be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"neutral","Expansion":4480,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Valenar Hound","description":"Valenar Animals The elves of Valenar say that when their ancestors fought the giants of Xen’drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul’sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion. Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted. The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms. Variant: Ancestral Traits Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal. Ancestral Traits d8 Trait 1 Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage. 2 Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action. 3 Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors. 4 Lie Detector. The animal knows when a creature within 15 feet of it tells a lie. 5 Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can’t put it to sleep. 6 Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see. 7 Quickness (Recharge 6). The animal can take the Dodge action as a bonus action. 8 Shrouded Step. The animal can’t be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":4480,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Valenar Steed","description":"Valenar Animals The elves of Valenar say that when their ancestors fought the giants of Xen’drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul’sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion. Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted. The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms. Variant: Ancestral Traits Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal. Ancestral Traits d8 Trait 1 Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage. 2 Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action. 3 Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors. 4 Lie Detector. The animal knows when a creature within 15 feet of it tells a lie. 5 Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can’t put it to sleep. 6 Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see. 7 Quickness (Recharge 6). The animal can take the Dodge action as a bonus action. 8 Shrouded Step. The animal can’t be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"neutral","Expansion":4480,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Valeria, Keeper of Sagas","description":"Valeria is an elven bard who seeks to craft the most epic tales of heroism by using her lackeys to create unrest that she encourages heroes to solve (and often inciting incidents for said heroes’ adventures). She is adept at covering her tracks, and is beloved by many as a folk hero and famous singer and songwriter. Appearance. Valeria is a dark-skinned elf with coarse black hair arranged in thick strands banded with gold. She dresses primarily in greens and golds, and carries a gilded rapier at her hip. Also with her at all times is her gorgeously crafted and magically enchanted lyre. Personality. Valeria, though already famous, wants to be remembered for centuries to come as the most prolific and prominent bard of epic tales in any age. In search of this renown, she will do nearly anything to get the right adventurers on the right path at the right time - even setting in motion world-threatening plots. She tells herself she doesn’t start anything she can’t finish, but she’s never had to find out whether or not that’s true. Plot Hooks You Meet in a Tavern. Valeria arranges for a mysterious attack against her during a performance at a local tavern after ensuring locals with a thirst for adventure (or too good a heart to stand by and watch) would be there. This forms the inciting incident for the party, and should place Valeria in a good position to feed them information and learn of their adventures. Will the party ever discover her hand in these events? Strange Songs. The party encounters Valeria at one of her performances, and realizes she is singing about one of their adventures. However, she knows too much detail about the villain, almost as though she knew their thoughts exactly. Paying for the Past. Valeria’s deeds have caught up with her, and a previous adventuring party who have learned of her involvement in a terrible event in their past are seeking revenge. Valeria tries to convince the PCs to help defend her from these “troublesome bandits”. Tactics Valeria likes to pretend she’s no good in a fight, relying on her enchantment spells to keep her safe. However, if pressed, she is in fact quite good with a rapier and resorts to physical confrontation to defend her life. She immediately flees with dimension door if there are no witnesses, but when in a public or crowded area, she calls on passersby to help defend her - both to keep up her appearances and to draw attention to her enemies, turning the public against them. Her prowess in a fight primarily relies on numbers, both because the songs she sings can bolster her allies beyond their normal capabilities and keep them from harm and because it gives her more opportunities for Sneak Attack. When alone and forced to fight, she relies on her Enthralling Song to force an enemy to fight for her. When fighting alongside several allies, Valeria’s Challenge Rating increases to 7. Traits Mistress of Enchantments. Other creatures have disadvantage on their saving throws against being charmed by Valeria, and they are not aware that they were charmed when the effect ends (though they can find their behavior strange and come to their own conclusions depending on the actions taken). Master of Disguise. Valeria has advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass herself off as a different person. Additionally, she can mimic the sounds and speech of another person or the sounds made by other creatures that she has heard for at least 1 minute. A successful Wisdom (Insight) check contested by her Charisma (Deception) check allows a listener to determine that the effect is faked. Sneak Attack (1/turn). Whenever Valeria hits with an attack made with advantage or against a creature within 5 ft. of another enemy of that creature that isn’t incapacitated and Valeria doesn’t have disadvantage on the attack roll, that attack deals an additional 10 (3d6) damage of the type it would deal. Actions Multiattack. Valeria uses Soothing Song, Riotous Song, or Enthralling Song and makes a Dashing Rapier attack. Dashing Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage, and the target must make a DC 14 Dexterity saving throw or take an additional 21 (6d6) slashing damage. Valeria can move up to half her speed without provoking attacks of opportunity before or after making this attack. Soothing Song. Valeria and each ally within 30 ft. of her that can hear her gains 10 temporary hit points. Additionally, if they currently suffer from an effect that a saving throw can end, they can immediately make a new saving throw to end the effect on themself. A creature can’t make this saving throw if the effect was caused by Valeria (i.e. her Enthralling Song). Each enemy within 30 ft. of her that can hear her must make a DC 15 Wisdom saving throw or have disadvantage on its next attack roll or saving throw it makes before the end of her next turn. Valeria can apply her Sneak Attack to her next attack roll made before the start of her next turn against a creature that failed its saving throw as long as she doesn’t have disadvantage on the attack roll. Riotous Song. Valeria and each ally within 30 ft. of her that can hear her gains a +1 bonus to AC and saving throws and a +5 bonus to damage rolls until the start of her next turn. Each enemy within 30 ft. of her that can hear her must make a DC 15 Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save or half as much on a successful one. Enthralling Song. One enemy within 30 ft. of Valeria that can hear her must make a DC 15 Wisdom saving throw or be charmed by Valeria. While charmed in this way, it is considered her ally and considers her an ally. It does its best to protect her, including fighting against any of its former allies as though they were deadly threats. The creature can make a new saving throw to end this effect at the end of each of its turns. On a successful saving throw, any bonuses or temporary hit points granted to it by Valeria’s Soothing Song or Riotous Song are lost. Only one creature can be charmed in this way at a time. If a new creature becomes charmed by her Enthralling Song, the previous creature is considered to have succeeded on its saving throw against this effect. Dimension Door (1/Rest). Valeria casts dimension door. Valeria and up to one medium-sized or smaller ally within 5 ft. of her teleports to another location within 500 ft., arriving exactly at the spot desired. It can be a place she can see, visualize, or describe with distance and direction. She (and her ally) can bring along objects as long as their weight doesn’t exceed what she (and her ally) can carry. If the targets of the spell would arrive in a place already occupied by an object or a creature, they take 14 (4d6) force damage, and the spell fails to teleport them. Charm Person (1/Rest). Valeria casts charm person at 5th level. Up to 4 humanoids Valeria can see within 30 ft. of her must make a DC 15 Wisdom saving throw or be charmed by her for 1 hour or until she or her companions do anything harmful to it. A creature has advantage on this saving throw if Valeria or her companions are fighting it. The charmed creature regards her as a friendly acquaintance.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic neutral","Expansion":28072,"Challenge Rating":6},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Valerie (Level 1)","description":"Born into a noble Brevic family, Valerie soon became a shining star of high society. Her father had chosen a great destiny for her: she was to become a champion of Shelyn. However, the teachings of obedience and humbleness before the goddess of beauty and love appealed to Valerie no more than the adoring pursuit of unwanted courters. For many years, she struggled with this against her desire to respect her father, and so she leaned into the martial aspect of her training. Yet one cannot force devotion, and it was only a matter of time before Valerie’s patience expired and, in a fit of frustration, she railed against the traditions of Shelyn’s teaching, denouncing the concept that beauty and art could ever serve as anything more than hollow praise and delusions of fulfillment. Traits Equipment. A set of fine clothes, a signet ring, a scroll of pedigree, a purse containing 25 gp, chain mail, maul, pike, light crossbow and 20 bolts, explorer’s pack. Great Weapon Fighting. When Valerie rolls a 1 or 2 on a damage die for an attack she makes with a melee weapon that she is wielding with two hands, she can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for her to gain this benefit. Actions Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. Pike. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) piercing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage. Second Wind. Valerie has a limited well of stamina that she can draw on to protect herself from harm. She can regain hit points equal to 1d10+1. Once she uses this feature she must finish a short or long rest before she can use it again.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful neutral","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Valerie (Level 9)","description":"Born into a noble Brevic family, Valerie soon became a shining star of high society. Her father had chosen a great destiny for her: she was to become a champion of Shelyn. However, the teachings of obedience and humbleness before the goddess of beauty and love appealed to Valerie no more than the adoring pursuit of unwanted courters. For many years, she struggled with this against her desire to respect her father, and so she leaned into the martial aspect of her training. Yet one cannot force devotion, and it was only a matter of time before Valerie’s patience expired and, in a fit of frustration, she railed against the traditions of Shelyn’s teaching, denouncing the concept that beauty and art could ever serve as anything more than hollow praise and delusions of fulfillment. Traits Equipment. +1 chain mail , a set of fine clothes, a signet ring, a scroll of pedigree, maul, pike, light crossbow and 20 bolts, explorer’s pack, 650 gp. Great Weapon Fighting. When Valerie rolls a 1 or 2 on a damage die for an attack she makes with a melee weapon that she is wielding with two hands, she can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for her to gain this benefit. Improved Critical. Valerie’s weapons score a critical hit on a roll of 19 or 20. Indomitable. Valerie can reroll saving throw that she fails. If she does so, she must use the new roll, and she can’t use this feature again until she finishes a long rest. Remarkable Athlete. Valerie adds half her proficiency bonus (round up) to any Strength, Dexterity, or Constitution check she makes that doesn’t already use her proficiency bonus. In addition, when making a running long jump, the distance she can cover increases by 5 feet. Actions Multiattack. Valerie makes two attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. Maul. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage. Pike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage. Second Wind. Valerie has a limited well of stamina that she can draw on to protect herself from harm. She can regain hit points equal to 1d10+9. Once she uses this feature she must finish a short or long rest before she can use it again.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful neutral","Expansion":17526},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Vali","description":"A once-celebrated hunter condemned by his people for fratricide, Vali serves as a prized scout and assassin for the Wilderkith. The elf excels at picking off enemies from the treetops with his magic longbow. Vali took a vow of silence after his excommunication, but his face is etched with a clear set of priorities. He lives for the kill and feels happiest while watching a body topple. Each death never comes fast enough for the bloodthirsty assassin. In combat, Vali is hard to find and harder to hit. He has plenty of options for getting out of a tight spot, making him a particularly slippery damage-dealer. Traits Cloak and Dagger. While Vali is hidden, he doesn’t give away his location if he makes a weapon attack and misses. Deft-Footed. Vali leaves no tracks or other traces of his presence unless he wants to. Elf Glamour ( 1 /Day). When a creature targets Vali with an attack, power, or spell, the creature must succeed on a DC 15 Wisdom saving throw or be charmed by him until the end of his next turn (no action required). Actions Multiattack. Vali makes two Shortsword attacks, or he makes two Waning Moon attacks and uses Waning Moon Fade, if available. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Waning Moon. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the target is a creature who can’t see Vali, the target takes an extra 7 (2d6) force damage. Waning Moon Fade ( 1 /Day). Vali becomes invisible for 1 minute and takes the Hide action. This invisibility ends if Vali makes an attack, casts a spell, or manifests a power. Bonus Actions Nimble Escape. Vali takes the Disengage or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Valkruung","description":"Standing only a few feet tall, this odd simian creature has charcoal-colored skin and glowing eyes. Thin, blue-gray tendrils cover almost every inch of its body, and it smells faintly of burnt honey. Incorrigible Kleptomaniacs. Few creatures cause as much annoyance to shopkeepers, merchants, and farmers as the valkruung, a tiny monkey-like creature covered in grasping tendrils that lurks atop roofs and clambers through trees, looking for food and objects to steal. Attracted to anything that glitters, jangles, or just plain smells nice, the valkruung steals anything regardless of its actual worth. Valkruungs snatch purses from unsuspecting passersby and fruit and bread from vendors to take back to their lairs. They steal objects they don’t need and refuse to return them, running off while snickering wildly. Shrines of Riches. Anything a valkruung steals and doesn’t eat is placed in a central location in its nest, often around an existing statue, altar, or other large object. Eventually, this object becomes covered in a variety of clutter, some of which may be valuable. A valkruung treats all of its objects equally and attacks anyone who tries to take something from the pile. Den of Thieves. Valkruungs are social creatures and live in groups of ten to twenty. The job of child-rearing is shared by all members of the group equally, and young valkruungs spend the first parts of their lives carried around on various adults’ backs, where the adults’ tendrils keep them safe. Valkruungs are more intelligent than they appear and have a rudimentary grasp of language, typically insults that have been hurled their way.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Valkry","description":"Valkry The valkry are unusual Celestial beings that apparently manifested at the moment of Exodus, but not on Grimnir like other primal creatures. Instead, they arose only on Grimnir’s moon, Valholl. Their histories are tied up with those of Thonir though the valkry apparently predate his arrival. Given the nature of time itself in Valholl, it is a web near impossible to disentangle. The valkry most raiders are familiar with are those that live in Thonir’s halls, yet there is a large community of them that live on a island far to the south of the Halls of the Slain. These valkry know little about the raiders or any other denizens of Grimnir, though are curious to meet newcomers. Carriers of the Dead. Thonir’s valkry watch for conflict across Grimnir. Like sharks scenting blood, they fly to those conflicts and observe—those among the dead that are most skilled are then taken to Valholl so they might feast at the Halls of the Slain. Touched by the Celestial. Valkry are technically Celestials, yet they do age, though their lifespans are measured in centuries. As they age, they begin to diminish, showing similar signs of aging as one might expect from a mortal. But no one has actually seen a valkry die of old age—they just become old and then they vanish. Where they go when they die is a mystery that no one can answer. Wardens of Ragnarök. What is known, is that the valkry have an inborn sense of dread—that a great evil ever-so-slowly approaches. The valkry that live far from Thonir’s hall also share this dread, but they do not understand it, nor can they fathom how they might do anything about it. However, those valkry that assist Thonir believe they must prepare Valholl’s army of the living dead to fight alongside the mortals when that day comes. The valkry are skilled in a variety of different fighting styles and so the warriors of Valholl are well served to have such astute and capable teachers. Variant: Shieldmaiden This valkry has 120 hit points but does not have the Multiattack, Spear, Spear Throw, or Strike of Vengeance features. Instead she wields a +2 shield (AC 20) and while she uses the Intercept ability, she grants a +2 bonus to the AC of the target she is defending. She also gains Shield Throw. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 14 (2d10 + 3) magical bludgeoning damage. At the end of her turn the shield teleports back into the shieldmaiden’s hand but while it is gone, she loses the +2 bonus to her AC.","properties":{"Category":"Monsters","Size":"Medium","Type":"Celestial","Alignment":"Lawful Neutral","Expansion":25792,"Challenge Rating":5},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Valkyrie","description":"These warrior women, armed with cruel-looking swords, sit astride massive winged wolves. Each of them is as beautiful, graceful, and fierce as a well-honed war ax. Choosers of the Slain. Valkyries are sent by Odin to decide the course of battles and harvest the souls of brave fallen warriors. Riding savage winged wolves (winter wolves with a fly speed of 80 feet), they visit battlefields to do their master’s will, surrounded by crows and ravens. Valkyries remain invisible during these missions, dispensing bane or bless spells as fate decrees. Despise Humanoids. They love animals, especially birds, but are scornful of humanoids as weak and cowardly. All valkyries love battle and bloodshed, and many are savage and callous. Neutral Parties. Valkyries seldom interfere in mortal affairs, save to ensure the proper course of battles. When duty demands, as a punishment, or (very rarely) when they fall in love, a valkyrie may wander the mortal world. Traits Asgardian Weapons: The valkyrie’s weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below). Cloak of Doom: Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will. Gift of Tongues: Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever. Innate Spellcasting: The valkyrie’s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: bane, bless, invisibility, sacred flame, spare the dying, speak with animals, thaumaturgy 5/day each: gentle repose, healing word, warding bond 3/day each: beacon of hope, mass healing word, revivify 1/day each: commune, death ward, freedom of movement, geas Actions Longsword (One Handed): Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. Longsword (Two Handed): Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 11 (2d10) radiant damage. Spear: Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 7 (1d6 + 4) piercing damage plus 11 (2d10) radiant damage. Spear: Ranged Weapon Attack : +8 to hit, range 20/60 ft., one target. Hit : 8 (1d8 + 4) piercing damage plus 11 (2d10) radiant damage. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Cast a Cantrip: The valkyrie casts one spell from her at-will list. Spear or Longsword Attack: The valkyrie makes one longsword or spear attack. Harvest the Fallen (Costs 2 Actions): A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can’t be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul (maximum of +3), and this replaces any other magic on the item. At the DM’s discretion, part of this bonus can become an appropriate special quality (a fire giant’s soul might create a flaming weapon, for example).","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Valkyrie","description":"Valkyries are proud celestial warriors embodying the pinnacle of martial prowess, divine grace, and valor. Often appearing as striking female humanoids with winged helmets, their beauty is matched only by their skill in battle. Valkyries are renowned for their mastery of mounted combat, their presence a beacon of hope on the battlefield as they ride atop horses or pegasi, fearlessly charging their fiendish adversaries. Soul Shepherds Many valkyries serve as spiritual guides to the souls of fallen warriors, ensuring their safe passage to the hallowed halls of their deity’s eternal domain. In times of great strife, these celestial emissaries can be glimpsed on the battlefields in the Mortal World, their ethereal forms a comforting presence as they shepherd the spirits of the fallen to the afterlife.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"Lawful Neutral","Expansion":25354,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Vallas Krone","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"neutral evil","Expansion":29375,"Challenge Rating":11},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Vallowex","description":"A creature with two legs and a flat tail emerges from the water. Its wide mouth opens, revealing a spiked tongue. Luring with Thirst. The vallowex haunts woodland rivers, luring in prey with its thirst-inducing aura. When a creature stops to drink, the vallowex attacks and drags the creature into the water to feast. Reproduce through Hosts. Vallowexes release eggs into potable water. After a creature drinks the eggs, a tadpole hatches in its stomach. The tadpole slowly consumes the host from the inside out, emerging as a vallowex when the host dies.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Vallowex","description":"A slimy creature emerges from the dark water, pulled by two front legs and dragging a long, flat tail. Its bulbous, eyeless head nearly splits in half as its mouth opens to reveal a spiked tongue. Luring with Thirst. The carnivorous vallowex haunts woodland rivers, luring in potential prey with its thirst-inducing aura. When a creature stops to drink, the vallowex attacks with a spiked tongue and drags the creature into the water to feast. Reproduce through Hosts. Vallowexes reproduce by releasing eggs into the water where they lurk. After a creature ingests the eggs while drinking, a vallowex tadpole hatches in its stomach. The tadpole slowly consumes the host from the inside out, emerging as a young vallowex when the host dies. Actions Multiattack. The vallowex makes two attacks: one with its spiked tongue and one with its tail. Spiked Tongue. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8+5) piercing damage. On a hit, the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the vallowex can’t use its spiked tongue against another target. Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d10+5) bludgeoning damage. Swallow. The vallowex makes one spiked tongue attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the vallowex, and it takes 10 (3d6) acid damage at the start of each of the vallowex’s turns. The vallowex can have only one creature swallowed at a time. If the vallowex takes 15 damage or more on a single turn from the swallowed creature, the vallowex must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 5 feet of the vallowex. If the vallowex dies, the swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Release Eggs (1/Week). A vallowex can release a 40-foot-radius cloud of microscopic eggs into a body of water it touches. The eggs live for 1 hour. Any humanoid or beast that drinks the eggs must succeed on a DC 15 Constitution saving throw or be infected with a disease—a vallowex tadpole. A host can carry only one vallowex tadpole to term at a time. While it has the disease, the host must make a DC 15 Constitution saving throw at the end of each long rest. On a failed save, the host’s Strength score is reduced by 1d4. This reduction lasts until the host finishes a long rest after the disease is cured. If the host’s Strength score is reduced to 0, the host dies, and a young vallowex emerges from the corpse. The young vallowex grows into an adult vallowex one week later. If the host succeeds on three saving throws or the disease is magically cured, the unborn tadpole disintegrates.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic neutral","Expansion":16,"Challenge Rating":7},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Vallus, Goddess of Wisdom","description":"Vallus is revered as the goddess of wisdom. She was once known to travel far and wide, surveying ancient ruins and collecting lore concerning the origins of the land and the fey races. Prayers are offered to Vallus when guidance is needed and information is scarce, and she is believed to know as much about Thylea’s history as Sydon and Lutheria. She is the oldest daughter of Mytros and, in many ways, she has inherited her mother’s place as patron goddess to the city that bears her name. Vallus works closely with the priests of Mytros to encourage faith in the Five, even as mortals everywhere fall prey to fear of Sydon and Lutheria. She remains a pillar of strength holding the city together as things are beginning to fall apart elsewhere. However, in spite of her best efforts, the citizens of Mytros increasingly offer prayers and sacrifices to the treacherous Titans. Vallus accepts this with grace and humility, and in spite of her declining power, she will do anything to defend her city. Roleplaying Vallus Vain . Vallus has a reputation for conspicuous vanity. She never allows herself to be seen without exquisite, queenly regalia, and she habitually examines her own reflection in a silver hand mirror. This is partly because she understands the importance of appearances in the world of mortal politics—but she is also vain. Shrewd . Vallus is extraordinarily perceptive, often to the point where she is suspected of mindreading. She always seems to discern truth, even when she is told a clever lie. A hard stare from Vallus is often enough to make even the most skilled liars concede the truth. Pessimistic . Vallus has lost much of her faith in the future of Thylea. Although she endeavors to protect the Temple of the Five in Mytros, she has witnessed too much of Thylean history to believe that the Oracle’s prophecy will result in anything but total disaster.","properties":{"Category":"Monsters","Size":"Medium","Type":"human","Alignment":"lawful good","Expansion":4963,"Challenge Rating":12},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Valochera","description":"The valochera (val-OH-cherr-ah) grows in the grime and muck of a city’s waste. Once grown, this enormous yellow mushroom can plod through the sewers on their root-like mycelia. They constantly spew a dangerous cloud of spores from a gelatinous cap, which opens to reveal a hungry maw that devours liquefied prey. Hungry for Nutrients. While valocheras can squeeze nutrients out of any piece of organic matter, they prefer flesh—packed with nutritional goodness, it keeps them fed for days. In sewers, they most often feed on rats and bugs. Searing Stem and Smell. Before going in for the kill, the valochera releases foul-smelling spores that sicken prey. To finish the job, each valochera has mycelia that secrete acid to liquefy larger prey before consumption. Traits Acid Absorption. Whenever the valochera is subjected to acid damage, they take no damage and instead regain a number of hit points equal to the acid damage dealt. Unbearable Stench. Any creature who starts their turn within 5 feet of the valochera must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). Actions Multiattack. The valochera makes two Mycelium attacks. Mycelium. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is Large or smaller, they are grappled (escape DC 15). Until this grapple ends, the target is restrained. Chow Time. The valochera douses a creature they have grap- pled with acid and then takes a bite. The target must make a DC 16 Dexterity saving throw, taking 22 (4d10) acid damage plus 14 (2d8 + 5) piercing damage on a failed save, or half as much damage on a successful one. Poison Glob (Recharge 5–6). The valochera spits a glob of noxious sludge at a point they can see within 30 feet of them. Each creature in a 5-foot-radius sphere centered on that point must make a DC 16 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant (Fungus)","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Valtar Banemoon","description":"Floating gemstones orbit about the head of this ancient and wispy elf Archmage ; their magic has sustained him for thousands of years. Valtar Banemoon is the hermetic lighthouse keeper, and has not left the lighthouse in millennia. He knows little of the world beyond, and even less about how he got here.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":12},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Vampirate","description":"Vampirates are the walking, talking husks of dead pirates who refused to go quietly into the afterlife. They ply the void in their ships, plundering unsuspecting vessels and feeding on the life energy of those unlucky enough to cross their path. A vampirate appears as a gaunt figure with milky-white eyes and skin as dry as parchment. A vampirate has fangs like a vampire’s but doesn’t use them to draw vital fluids from prey, which vampirates consider an unsavory act. Rather, a vampirate drains life energy from another creature by touching it or by siphoning off its energy from a short distance away. As it feeds on the energy of other creatures, its appearance becomes more robust, although it never truly looks alive. Vampirates eat, drink, and sleep because they like to, not because they must. They rest in wooden coffins or crates full of grave dirt. In the absence of such containers, they can treat their ship’s hold as one big coffin and sleep amid their cargo. When they’re not sleeping or marauding, a crew of vampirates whiles away the hours by drinking rum and singing grim chanteys. A ship crewed by vampirates usually has one or more shadows aboard—the Undead remains of some of the vampirates’ victims. Traits Explode. When the vampirate is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 5 (1d10) necrotic damage. Spider Climb. The vampirate can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Unusual Nature. The vampirate doesn’t require air or drink. Actions Energy Drain. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 11 (2d10) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM’s control. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 11 (2d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically lawful evil","Expansion":16643,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Vampirate Captain","description":"How a crew of vampirates conducts itself depends entirely on the mood and disposition of the captain. The crew of one ship might behave like a murderous mob, while another might abide by an ancient code of chivalry. One captain might allow the crew of a plundered ship to live, while another might leave only flotsam and jetsam in the pirates’ wake. The captain is often accompanied by an undying companion, such as a crawling claw or a will-o’-wisp . Vampirates Vampirates are the walking, talking husks of dead pirates who refused to go quietly into the afterlife. They ply the void in their ships, plundering unsuspecting vessels and feeding on the life energy of those unlucky enough to cross their path. A vampirate appears as a gaunt figure with milky-white eyes and skin as dry as parchment. A vampirate has fangs like a vampire’s but doesn’t use them to draw vital fluids from prey, which vampirates consider an unsavory act. Rather, a vampirate drains life energy from another creature by touching it or by siphoning off its energy from a short distance away. As it feeds on the energy of other creatures, its appearance becomes more robust, although it never truly looks alive. Vampirates eat, drink, and sleep because they like to, not because they must. They rest in wooden coffins or crates full of grave dirt. In the absence of such containers, they can treat their ship’s hold as one big coffin and sleep amid their cargo. When they’re not sleeping or marauding, a crew of vampirates whiles away the hours by drinking rum and singing grim chanteys. A ship crewed by vampirates usually has one or more shadows aboard—the Undead remains of some of the vampirates’ victims. Traits Explode. When the captain is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage. Spider Climb. The captain can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Unusual Nature. The captain doesn’t require air or drink. Actions Energy Drain. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d10) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow or vampirate (captain’s choice) under the DM’s control. Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 19 (3d10 + 3) piercing damage. Ship Invisibility (Recharges after a Short or Long Rest). A ship upon which the captain stands, along with all creatures and objects aboard it, becomes invisible to creatures not aboard the ship. The captain must concentrate on this magical effect to maintain it (as if concentrating on a spell), and it lasts for up to 1 hour. The effect ends if the captain leaves the ship. Reactions Uncanny Dodge. The captain halves the damage that it takes from an attack that hits it. The captain must be able to see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically lawful evil","Expansion":16643,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Vampirate Mage","description":"A ship of vampirates needs a spellcaster to operate the spelljamming helm . A vampirate mage rarely, if ever, leaves the helm. Vampirates Vampirates are the walking, talking husks of dead pirates who refused to go quietly into the afterlife. They ply the void in their ships, plundering unsuspecting vessels and feeding on the life energy of those unlucky enough to cross their path. A vampirate appears as a gaunt figure with milky-white eyes and skin as dry as parchment. A vampirate has fangs like a vampire’s but doesn’t use them to draw vital fluids from prey, which vampirates consider an unsavory act. Rather, a vampirate drains life energy from another creature by touching it or by siphoning off its energy from a short distance away. As it feeds on the energy of other creatures, its appearance becomes more robust, although it never truly looks alive. Vampirates eat, drink, and sleep because they like to, not because they must. They rest in wooden coffins or crates full of grave dirt. In the absence of such containers, they can treat their ship’s hold as one big coffin and sleep amid their cargo. When they’re not sleeping or marauding, a crew of vampirates whiles away the hours by drinking rum and singing grim chanteys. A ship crewed by vampirates usually has one or more shadows aboard—the Undead remains of some of the vampirates’ victims. Traits Explode. When the mage is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 11 (2d10) necrotic damage. Spider Climb. The mage can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Unusual Nature. The mage doesn’t require air or drink. Actions Multiattack. The mage makes two Ray of Cold attacks. Energy Drain. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d10) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM’s control. Ray of Cold. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d8 + 2) cold damage. Spellcasting. The mage casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): At will: mage hand, message 1/day: darkness, dimension door, fly, hypnotic pattern","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically lawful evil","Expansion":16643,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Vampire","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Shapechanger : If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws , and it is immune to all nonmagical damage, except the damage it takes from sunlight. Legendary Resistance (3/Day) : If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape : When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious , provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. Regeneration : The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water , this trait doesn't function at the start of the vampire's next turn. Spider Climb : The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses : The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack (Vampire Form Only) : The vampire makes two attacks, only one of which can be a bite attack. Unarmed Strike (Vampire Form Only) : Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). Bite (Bat or Vampire Form Only) : Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated , or restrained . Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. Charm : The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Children of the Night (1/Day) : The vampire magically calls 2d4 swarms of bats or rats , provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. Legendary Actions Can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Move : The vampire moves up to its speed without provoking opportunity attacks . Unarmed Strike : The vampire makes one unarmed strike. Bite (Costs 2 Actions) : The vampire makes one bite attack.","properties":{"Category":"Monsters","AC":"16 (Natural Armor)","HP":"144 (17d8+68)","CHA":18,"CON":18,"DEX":18,"INT":17,"STR":18,"WIS":15,"Size":"Medium","Type":"undead (shapechanger)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116529/DoJAP-8eVBEwF7RWfyKbtQ/original.png","Roll 0":"1d20 + 9\n1d8+4","Roll 1":"1d20 + 9\n1d6+4+3d6","Senses":"Darkvision 120 Ft.","Skills":"Perception +7, Stealth +9","Source":"5th Edition SRD","data-XP":"10,000","Alignment":"Lawful Evil","Languages":"The Languages It Knew In Life","data-List":"false","Token Size":1,"data-LANum":3,"Resistances":"Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Shapechanger\",\"Desc\":\"If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.\"},{\"Name\":\"Legendary Resistance (3/Day)\",\"Desc\":\"If the vampire fails a saving throw, it can choose to succeed instead.\"},{\"Name\":\"Misty Escape\",\"Desc\":\"When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.\"},{\"Name\":\"Regeneration\",\"Desc\":\"The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.\"},{\"Name\":\"Spider Climb\",\"Desc\":\"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"},{\"Name\":\"Vampire Weaknesses\",\"Desc\":\"The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"}]","data-Actions":"[{\"Name\":\"Multiattack (Vampire Form Only)\",\"Desc\":\"The vampire makes two attacks, only one of which can be a bite attack.\"},{\"Name\":\"Unarmed Strike (Vampire Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d8 + 4\",\"Damage Type\":\"bludgeoning\",\"Desc\":\"Instead of dealing damage, the vampire can grapple the target (escape DC 18)\"},{\"Name\":\"Bite (Bat or Vampire Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"5 ft.\",\"Target\":\"one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained\",\"Damage\":\"1d6 + 4\",\"Damage Type\":\"piercing\",\"Damage 2\":\"3d6\",\"Damage 2 Type\":\"necrotic\",\"Desc\":\"The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control\"},{\"Name\":\"Charm\",\"Desc\":\"The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.\"},{\"Name\":\"Children of the Night (1/Day)\",\"Desc\":\"The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.\"}]","data-CHA-mod":"+4","data-CON-mod":"+4","data-DEX-mod":"+4","data-INT-mod":"+3","data-STR-mod":"+4","data-SizeNum":4,"data-WIS-mod":"+2","Saving Throws":"Dex +9, Wis +7, Cha +9","Challenge Rating":13,"Passive Perception":17,"data-Legendary Actions":"[{\"Name\":\"Move\",\"Desc\":\"The vampire moves up to its speed without provoking opportunity attacks.\"},{\"Name\":\"Unarmed Strike\",\"Desc\":\"The vampire makes one unarmed strike.\"},{\"Name\":\"Bite (Costs 2 Actions)\",\"Desc\":\"The vampire makes one bite attack.\"}]","data-CrNum":13,"data-AcNum":16,"data-HpNum":144},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vampire","description":"\"I am The Ancient, I am The Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears down stone into sand.\" —Count Strahd von Zarovich Vampires Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. Born from Death. Most of a vampire’s victims become vampire spawn—ravenous creatures with a vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. Undead Nature. Neither a vampire nor a vampire spawn requires air. Player Characters as Vampires The game statistics of a player character transformed into a vampire spawn and then a vampire don’t change, except that the character’s Strength, Dexterity, and Constitution scores become 18 if they aren’t higher. In addition, the character gains the vampire’s damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire’s attacks are based on Strength. The save DC for Charm is 8 + the vampire’s proficiency bonus + the vampire’s Charisma modifier. The character’s alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life. Variants: Vampire Warriors and Spellcasters Some vampires have martial training and battlefield experience. Their entry can be found here . Some vampires are practitioners of the arcane arts. Their entry can be found here . A Vampire’s Lair A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night. Regional Effects The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects: • There’s a noticeable increase in the populations of bats, rats, and wolves in the region. • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny. • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents. If the vampire is destroyed, these effects end after 2d6 days. Strahd von Zarovich A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd’s adviser and constant companion. In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd’s beloved, Tatyana, spurned him for Sergei, whom she pledged to marry. In a desperate attempt to win Tatyana’s heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft’s walls. Strahd’s guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire—the first vampire, according to many sages. In the centuries since his transformation, Strahd’s lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created. Traits Shapechanger : If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Legendary Resistance (3/Day) : If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape : When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. Regeneration : The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb : The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses : The vampire has the following flaws: • Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. • Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. • Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack (Vampire Form Only) : The vampire makes two attacks, only one of which can be a bite attack. Unarmed Strike (Vampire Form Only) : Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target, escape DC 18. Bite (Bat or Vampire Form Only) : Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. Charm : The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Children of the Night (1/Day) : The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Move : The vampire moves up to its speed without provoking opportunity attacks. Unarmed Strike : The vampire makes one unarmed strike. Bite (Costs 2 Actions) : The vampire makes one bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (shapechanger)","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Vampire","description":"They look like us. Sometimes they even act like us. But they are not like us. Lydia Lockwood, Occultist Vampirism is a curse of blood. A curse that harrows its victims, turning them into mirror-mockeries of life. They become beings of pure vitality that nonetheless hunger for life’s essence: blood. With that hunger comes power everlasting over life and death. By feeding, a vampire passes this curse onto their victims. Though vampires are fundamentally changed from their mortal forms, they retain the intellect and memories of their mortal selves. Vampire Spawn. A vampire’s power grows as they spend time in undeath. Vampire spawn, the youngest of their ilk, are barely separated from their mortal selves. They are driven by their thirst for blood and by their master’s orders. Thanks to adventurers and zealous priests, few vampire spawn survive long enough to become true vampires. True Vampire. After about a hundred years of undeath, a spawn grows in strength and intelligence, becoming a true vampire. They learn to control their thirst and earn new gifts, allowing them to turn their victims into vampire spawn and to charm humanoids. These benefits let the vampire blend into humanoid society, often by masquerading as a long-lost relative of their old family or taking up their former profession. Meanwhile, they carefully choose prey and build a protective army of spawn and thralls. Vampire Lord. Most vampire lords have spent more than three hundred years in undeath. Some are created through powerful magic. Most have been so corrupted by their curse that they have no moral code and stop at nothing to get what they want. After centuries of amassing resources, vampire lords have the power to achieve nearly any goal. Some build empires. Others seek godhood. A few lie dormant, buried in sarcophagi while the ages flow past, waiting to awaken in new worlds ripe for the plucking. Strengths and Weaknesses. Though most vampires shun sunlight, some know a secret ritual to counteract this weakness. Vampires don’t require food, water, or air, but their bodies become desiccated husks if they don’t regularly drink the blood of living beings. Each vampire has a special resting place, typically a coffin or similar vessel, where they can regenerate after an arduous battle. While thus recuperating, they can’t move. Vampire Thralls. True vampires and vampire lords can cast geas , which charms other creatures to do the vampire’s bidding. Vampires use this spell to charm creatures in positions of authority. Most have at least one or two thralls working in local governments, which allows the vampire to prey on the populace without any interference from law enforcement or military. Though magic makes reliable thralls, vampires also rely on promises and coercion to maintain a reliable feeding ground and enact sinister plots. Some humanoids are so desperate for power that they will kill for a vampire in exchange for a promise of being turned into one of the undead someday. Vampires also rely on their servants and supernatural abilities to uncover the crimes and misconduct of mortals in power. Those secrets are used to blackmail people into doing a vampire’s bidding. Whenever a servant disobeys a vampire, swift retribution comes in the form of teeth to the neck. At least they can serve as a drink. There is always another who can take the thrall’s place. Exsanguinating Weapons. Vampire lords can summon exsanguinating weapons made from the blood of their enemies. Only they can wield these weapons, and when a vampire is destroyed, their exsanguinating weapons disappear. The most infamous of these weapons is Sanguinus, the sword of Count Rhodar von Glauer. Blood-Starved Vampires. When a vampire goes without blood for a year or more, their body shrivels, becoming a living husk. The vampire’s thirst for blood becomes their singular focus as their weakened form craves it. These blood-starved vampires often band together for survival, since a single blow can turn one to dust. A blood-starved vampire must drink the blood of scores of humanoids to be restored to an unweakened state. Traits Radiant Aversion. Each time the vampire takes radiant damage, they take an extra 10 radiant damage. Resting Place. When the vampire drops to 0 hit points and is not in sunlight, running water, or their resting place, the vampire teleports to their resting place. While in their resting place, the vampire is stable. After spending 1 hour in their resting place with 0 hit points, they regain 1 hit point. Turn Resistance. The vampire has advantage on saving throws against any effect that turns undead. Actions Multiattack. The vampire makes two Claw attacks and, if possible, a Bite attack. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage. If the target is Large or smaller, they are grappled (escape DC 18). While grappled in this way, the target is restrained. Moving while grappling a Medium or smaller creature doesn’t halve the vampire’s speed. A vampire can have only one target grappled in this way at a time. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature who is grappled by the vampire, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by a number equal to the necrotic damage taken, and the vampire regains hit points equal to that number. The reduction lasts until reversed by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect. The target dies if this attack reduces their hit point maximum to 0. A Humanoid slain in this way rises the following midnight as a vampire spawn under the vampire’s control. Exsanguinating Mist (Recharge 6 ). The vampire, along with anything they are wearing or carrying, turns into a cloud of blood-sucking mist. When they do, they release any creature they were grappling, and if the vampire was grappled or restrained, that effect ends for them. Then the vampire flies up to twice their speed to an unoccupied space. During this move, the vampire ignores difficult terrain, doesn’t provoke opportunity attacks, and can move through creatures and objects. Each creature the vampire passes through must make a DC 18 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. At the end of this movement, the vampire transforms back into their previous form. Bonus Actions Beguile. The vampire targets one creature they can see within 30 feet of them and who can see them. The target must make a DC 18 Wisdom saving throw. On a failed save, the target uses their reaction, if available, to move up to their speed to a location chosen by the vampire, then either makes a melee attack against a target of the vampire’s choice or falls prone (vampire’s choice). Creatures who can’t be charmed automatically succeed on this saving throw, and creatures who have advantage on saving throws against being charmed make this saving throw with advantage. Inhuman Agility. The vampire moves up to their speed without provoking opportunity attacks. Reactions Run, My Child. When an ally the vampire can see takes damage, the vampire can command the ally to move up to their speed without provoking opportunity attacks. Utility Spells In addition to any other spells in this stat block, the vampire can cast the following spells, using Charisma as the spellcasting ability (spell save DC 18): At will: charm person A , detect thoughts A , disgui se self A , sending A 1/day each: clairvoyance + , geas +","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":13},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Vampire","description":"Traits Radiant Aversion. Each time the vampire takes radiant damage, they take an extra 10 radiant damage. Resting Place. When the vampire drops to 0 hit points and is not in sunlight, running water, or their resting place, the vampire teleports to their resting place. While in their resting place, the vampire is stable. After spending 1 hour in their resting place with 0 hit points, they regain 1 hit point. Turn Resistance. The vampire has advantage on saving throws against any effect that turns undead. Actions Multiattack. The vampire makes two Claw attacks and, if possible, a Bite attack. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage. If the target is Large or smaller, they are grappled (escape DC 18). While grappled in this way, the target is restrained. Moving while grappling a Medium or smaller creature doesn’t halve the vampire’s speed. A vampire can have only one target grappled in this way at a time. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature who is grappled by the vampire, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by a number equal to the necrotic damage taken, and the vampire regains hit points equal to that number. The reduction lasts until reversed by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect. The target dies if this attack reduces their hit point maximum to 0. A Humanoid slain in this way rises the following midnight as a vampire spawn under the vampire’s control. Exsanguinating Mist (Recharge 6 ). The vampire, along with anything they are wearing or carrying, turns into a cloud of blood-sucking mist. When they do, they release any creature they were grappling, and if the vampire was grappled or restrained, that effect ends for them. Then the vampire flies up to twice their speed to an unoccupied space. During this move, the vampire ignores difficult terrain, doesn’t provoke opportunity attacks, and can move through creatures and objects. Each creature the vampire passes through must make a DC 18 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. At the end of this movement, the vampire transforms back into their previous form. Bonus Actions Beguile. The vampire targets one creature they can see within 30 feet of them and who can see them. The target must make a DC 18 Wisdom saving throw. On a failed save, the target uses their reaction, if available, to move up to their speed to a location chosen by the vampire, then either makes a melee attack against a target of the vampire’s choice or falls prone (vampire’s choice). Creatures who can’t be charmed automatically succeed on this saving throw, and creatures who have advantage on saving throws against being charmed make this saving throw with advantage. Inhuman Agility. The vampire moves up to their speed without provoking opportunity attacks. Reactions Run, My Child. When an ally the vampire can see takes damage, the vampire can command the ally to move up to their speed without provoking opportunity attacks. Utility Spells In addition to any other spells in this stat block, the vampire can cast the following spells, using Charisma as the spellcasting ability (spell save DC 18): At will: charm person A , detect thoughts A , disgui se self A , sending A 1/day each: clairvoyance + , geas +","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":28288,"Challenge Rating":13},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Vampire Lord (Blackguard)","description":"Even more powerful than the vampire is the ancient vampire lord, said to be amongst the first of its kind. They are stronger, more cunning, and resilient than the normal vampire. A Vampire Lord's Lair A vampire lord chooses the same types of lairs a normal vampire would but is guarded by powerful vampire spawns, demons, or undead. A vampire lord encountered in its lair has a challenge rating of 19 (22,000 XP). Lair Actions On initiative count 20 (losing initiative ties), the vampire lord can take a lair action to cause one of the following magical effects; the vampire lord can’t use the same effect two rounds in a row: The vampire lord summons a vampire spawn that appears within 120 feet of it. The vampire spawn obeys its telepathic commands, which can reach anywhere in the lair. The vampire lord casts command or hold person , if available. The vampire lord unleashes sickly green bolts of energy at up to three creatures it can see within 120 feet of itself. Each target must make a DC 18 Constitution saving throw. On a failed save, a creature takes 10 (3d6) necrotic damage and can't regain hit points until the start of the vampire lord's next turn. On a successful save, a creature takes half as much damage with no additional effects. Traits Legendary Resistance (3/Day). If the vampire lord fails a saving throw, it can choose to succeed instead. Misty Escape. When it drops to 0 hit points outside its resting place, the vampire lord transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire lord form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire lord form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. Regeneration. The vampire lord regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire lord takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire lord's next turn. Spider Climb. The vampire lord can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire lord has the following flaws: Forbiddance . The vampire lord can't enter a residence without an invitation from one of the occupants. Harmed by Running Water . The vampire lord takes 20 acid damage if it ends its turn in running water. Stake to the Heart . If a piercing weapon made of wood is driven into the vampire lord's heart while the vampire lord is incapacitated in its resting place, the vampire lord is paralyzed until the stake is removed. Sunlight Hypersensitivity . The vampire lord takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack (Vampire Form Only). The vampire lord makes three attacks, only one of which can be a Bite attack. It can use its Charm or Dreadful Aspect in place of one attack. Greatsword (Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 9 (2d8) necrotic damage. Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) bludgeoning damage. Instead of dealing damage, the vampire lord can grapple the target (escape DC 19). Bite (Bat or Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire lord, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire lord regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire lord spawn under the vampire lord's control. Charm. The vampire lord targets one humanoid it can see within 30 feet of it. If the target can see the vampire lord, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by the vampire lord. The charmed target regards the vampire lord as a trusted friend to be heeded and protected. Although the target isn't under the vampire lord's control, it takes the vampire lord's requests or actions in the most favorable way it can, and it is a willing target for the vampire lord's Bite attack. Each time the vampire lord or the vampire lord's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire lord is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Dreadful Aspect (Recharges after a Short or Long Rest). The vampire lord exudes magical menace. Each enemy within 30 feet of the vampire lord must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the vampire lord, the target can repeat the saving throw, ending the effect on itself on a success. Spellcasting. The vampire lord casts one of the following spells using Charisma as the spellcasting ability (spell save DC 18): 2/day each: command, darkness, dispel magic, hold person 1/day each: animate dead (as an action), banishment, destructive wave (necrotic) Children of the Night (1/Day). The vampire lord magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire lord can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire lord and obeying its spoken commands. The beasts remain for 1 hour, until the vampire lord dies, or until the vampire lord dismisses them as a bonus action. Change Shape. If the vampire lord isn't in sunlight or running water, it polymorphs in to a Tiny bat or a Medium cloud of mist, or back in to its true form. While in bat form, the vampire lord can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. This transformation ends if the vampire lord is reduced to 0 hit points or uses an action to end it. While in mist form, the vampire lord can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Bonus Actions Cunning Action. The vampire lord takes the Dash, Disengage, or Hide action. Legendary Actions The vampire lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The vampire lord regains spent legendary actions at the start of its turn. Move. The vampire lord moves up to its speed without provoking opportunity attacks. Unarmed Strike. The vampire lord makes one Unarmed Strike. Attack (Costs 2 Actions). The vampire lord makes one Bite attack or one Greatsword attack. Cast a Spell (Costs 3 Actions). The vampire lord uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Shapechanger)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":18},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Vampire Neophyte (PB 2)","description":"They look like us. Sometimes they even act like us. But they are not like us. Lydia Lockwood, Occultist Vampirism is a curse of blood. A curse that harrows its victims, turning them into mirror-mockeries of life. They become beings of pure vitality that nonetheless hunger for life’s essence: blood. With that hunger comes power everlasting over life and death. By feeding, a vampire passes this curse onto their victims. Though vampires are fundamentally changed from their mortal forms, they retain the intellect and memories of their mortal selves. Vampire Spawn. A vampire’s power grows as they spend time in undeath. Vampire spawn, the youngest of their ilk, are barely separated from their mortal selves. They are driven by their thirst for blood and by their master’s orders. Thanks to adventurers and zealous priests, few vampire spawn survive long enough to become true vampires. True Vampire. After about a hundred years of undeath, a spawn grows in strength and intelligence, becoming a true vampire. They learn to control their thirst and earn new gifts, allowing them to turn their victims into vampire spawn and to charm humanoids. These benefits let the vampire blend into humanoid society, often by masquerading as a long-lost relative of their old family or taking up their former profession. Meanwhile, they carefully choose prey and build a protective army of spawn and thralls. Vampire Lord. Most vampire lords have spent more than three hundred years in undeath. Some are created through powerful magic. Most have been so corrupted by their curse that they have no moral code and stop at nothing to get what they want. After centuries of amassing resources, vampire lords have the power to achieve nearly any goal. Some build empires. Others seek godhood. A few lie dormant, buried in sarcophagi while the ages flow past, waiting to awaken in new worlds ripe for the plucking. Strengths and Weaknesses. Though most vampires shun sunlight, some know a secret ritual to counteract this weakness. Vampires don’t require food, water, or air, but their bodies become desiccated husks if they don’t regularly drink the blood of living beings. Each vampire has a special resting place, typically a coffin or similar vessel, where they can regenerate after an arduous battle. While thus recuperating, they can’t move. Vampire Thralls. True vampires and vampire lords can cast geas , which charms other creatures to do the vampire’s bidding. Vampires use this spell to charm creatures in positions of authority. Most have at least one or two thralls working in local governments, which allows the vampire to prey on the populace without any interference from law enforcement or military. Though magic makes reliable thralls, vampires also rely on promises and coercion to maintain a reliable feeding ground and enact sinister plots. Some humanoids are so desperate for power that they will kill for a vampire in exchange for a promise of being turned into one of the undead someday. Vampires also rely on their servants and supernatural abilities to uncover the crimes and misconduct of mortals in power. Those secrets are used to blackmail people into doing a vampire’s bidding. Whenever a servant disobeys a vampire, swift retribution comes in the form of teeth to the neck. At least they can serve as a drink. There is always another who can take the thrall’s place. Exsanguinating Weapons. Vampire lords can summon exsanguinating weapons made from the blood of their enemies. Only they can wield these weapons, and when a vampire is destroyed, their exsanguinating weapons disappear. The most infamous of these weapons is Sanguinus, the sword of Count Rhodar von Glauer. Blood-Starved Vampires. When a vampire goes without blood for a year or more, their body shrivels, becoming a living husk. The vampire’s thirst for blood becomes their singular focus as their weakened form craves it. These blood-starved vampires often band together for survival, since a single blow can turn one to dust. A blood-starved vampire must drink the blood of scores of humanoids to be restored to an unweakened state. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the neophyte can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Take Away ( 3 /Day). When the neophyte hits a creature with a signature attack, the neophyte grabs the target. The target is grappled (escape DC 10 plus PB), and the neophyte moves up to their speed without provoking attacks of opportunity (no action required). If the grappled creature is Medium or smaller, they don’t cost the neophyte extra movement. 5 th Level: Blood Seeker ( 3 /Day). As an action, the neophyte moves up to their speed toward a creature they can see within 60 feet of them. If the neophyte ends their movement within 5 feet of the creature, the target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB) and take 1d4 piercing damage plus PBd8 necrotic damage. The neophyte regains hit points equal to half the necrotic damage dealt. 7 th Level: Child of the Night ( 3 /Day). As a reaction to taking damage, the neophyte disappears in a cloud of bats and insects. Every enemy within 10 feet of the neophyte must make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd4 piercing damage plus PBd4 slashing damage. On a successful save, a creature takes half as much damage. At the end of the turn, the neophyte reforms in an unoccupied space within 30 feet of where they disappeared.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Vampire Neophyte (PB 3)","description":"They look like us. Sometimes they even act like us. But they are not like us. Lydia Lockwood, Occultist Vampirism is a curse of blood. A curse that harrows its victims, turning them into mirror-mockeries of life. They become beings of pure vitality that nonetheless hunger for life’s essence: blood. With that hunger comes power everlasting over life and death. By feeding, a vampire passes this curse onto their victims. Though vampires are fundamentally changed from their mortal forms, they retain the intellect and memories of their mortal selves. Vampire Spawn. A vampire’s power grows as they spend time in undeath. Vampire spawn, the youngest of their ilk, are barely separated from their mortal selves. They are driven by their thirst for blood and by their master’s orders. Thanks to adventurers and zealous priests, few vampire spawn survive long enough to become true vampires. True Vampire. After about a hundred years of undeath, a spawn grows in strength and intelligence, becoming a true vampire. They learn to control their thirst and earn new gifts, allowing them to turn their victims into vampire spawn and to charm humanoids. These benefits let the vampire blend into humanoid society, often by masquerading as a long-lost relative of their old family or taking up their former profession. Meanwhile, they carefully choose prey and build a protective army of spawn and thralls. Vampire Lord. Most vampire lords have spent more than three hundred years in undeath. Some are created through powerful magic. Most have been so corrupted by their curse that they have no moral code and stop at nothing to get what they want. After centuries of amassing resources, vampire lords have the power to achieve nearly any goal. Some build empires. Others seek godhood. A few lie dormant, buried in sarcophagi while the ages flow past, waiting to awaken in new worlds ripe for the plucking. Strengths and Weaknesses. Though most vampires shun sunlight, some know a secret ritual to counteract this weakness. Vampires don’t require food, water, or air, but their bodies become desiccated husks if they don’t regularly drink the blood of living beings. Each vampire has a special resting place, typically a coffin or similar vessel, where they can regenerate after an arduous battle. While thus recuperating, they can’t move. Vampire Thralls. True vampires and vampire lords can cast geas , which charms other creatures to do the vampire’s bidding. Vampires use this spell to charm creatures in positions of authority. Most have at least one or two thralls working in local governments, which allows the vampire to prey on the populace without any interference from law enforcement or military. Though magic makes reliable thralls, vampires also rely on promises and coercion to maintain a reliable feeding ground and enact sinister plots. Some humanoids are so desperate for power that they will kill for a vampire in exchange for a promise of being turned into one of the undead someday. Vampires also rely on their servants and supernatural abilities to uncover the crimes and misconduct of mortals in power. Those secrets are used to blackmail people into doing a vampire’s bidding. Whenever a servant disobeys a vampire, swift retribution comes in the form of teeth to the neck. At least they can serve as a drink. There is always another who can take the thrall’s place. Exsanguinating Weapons. Vampire lords can summon exsanguinating weapons made from the blood of their enemies. Only they can wield these weapons, and when a vampire is destroyed, their exsanguinating weapons disappear. The most infamous of these weapons is Sanguinus, the sword of Count Rhodar von Glauer. Blood-Starved Vampires. When a vampire goes without blood for a year or more, their body shrivels, becoming a living husk. The vampire’s thirst for blood becomes their singular focus as their weakened form craves it. These blood-starved vampires often band together for survival, since a single blow can turn one to dust. A blood-starved vampire must drink the blood of scores of humanoids to be restored to an unweakened state. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the neophyte can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Take Away ( 3 /Day). When the neophyte hits a creature with a signature attack, the neophyte grabs the target. The target is grappled (escape DC 10 plus PB), and the neophyte moves up to their speed without provoking attacks of opportunity (no action required). If the grappled creature is Medium or smaller, they don’t cost the neophyte extra movement. 5 th Level: Blood Seeker ( 3 /Day). As an action, the neophyte moves up to their speed toward a creature they can see within 60 feet of them. If the neophyte ends their movement within 5 feet of the creature, the target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB) and take 1d4 piercing damage plus PBd8 necrotic damage. The neophyte regains hit points equal to half the necrotic damage dealt. 7 th Level: Child of the Night ( 3 /Day). As a reaction to taking damage, the neophyte disappears in a cloud of bats and insects. Every enemy within 10 feet of the neophyte must make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd4 piercing damage plus PBd4 slashing damage. On a successful save, a creature takes half as much damage. At the end of the turn, the neophyte reforms in an unoccupied space within 30 feet of where they disappeared.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Vampire Neophyte (PB 4)","description":"They look like us. Sometimes they even act like us. But they are not like us. Lydia Lockwood, Occultist Vampirism is a curse of blood. A curse that harrows its victims, turning them into mirror-mockeries of life. They become beings of pure vitality that nonetheless hunger for life’s essence: blood. With that hunger comes power everlasting over life and death. By feeding, a vampire passes this curse onto their victims. Though vampires are fundamentally changed from their mortal forms, they retain the intellect and memories of their mortal selves. Vampire Spawn. A vampire’s power grows as they spend time in undeath. Vampire spawn, the youngest of their ilk, are barely separated from their mortal selves. They are driven by their thirst for blood and by their master’s orders. Thanks to adventurers and zealous priests, few vampire spawn survive long enough to become true vampires. True Vampire. After about a hundred years of undeath, a spawn grows in strength and intelligence, becoming a true vampire. They learn to control their thirst and earn new gifts, allowing them to turn their victims into vampire spawn and to charm humanoids. These benefits let the vampire blend into humanoid society, often by masquerading as a long-lost relative of their old family or taking up their former profession. Meanwhile, they carefully choose prey and build a protective army of spawn and thralls. Vampire Lord. Most vampire lords have spent more than three hundred years in undeath. Some are created through powerful magic. Most have been so corrupted by their curse that they have no moral code and stop at nothing to get what they want. After centuries of amassing resources, vampire lords have the power to achieve nearly any goal. Some build empires. Others seek godhood. A few lie dormant, buried in sarcophagi while the ages flow past, waiting to awaken in new worlds ripe for the plucking. Strengths and Weaknesses. Though most vampires shun sunlight, some know a secret ritual to counteract this weakness. Vampires don’t require food, water, or air, but their bodies become desiccated husks if they don’t regularly drink the blood of living beings. Each vampire has a special resting place, typically a coffin or similar vessel, where they can regenerate after an arduous battle. While thus recuperating, they can’t move. Vampire Thralls. True vampires and vampire lords can cast geas , which charms other creatures to do the vampire’s bidding. Vampires use this spell to charm creatures in positions of authority. Most have at least one or two thralls working in local governments, which allows the vampire to prey on the populace without any interference from law enforcement or military. Though magic makes reliable thralls, vampires also rely on promises and coercion to maintain a reliable feeding ground and enact sinister plots. Some humanoids are so desperate for power that they will kill for a vampire in exchange for a promise of being turned into one of the undead someday. Vampires also rely on their servants and supernatural abilities to uncover the crimes and misconduct of mortals in power. Those secrets are used to blackmail people into doing a vampire’s bidding. Whenever a servant disobeys a vampire, swift retribution comes in the form of teeth to the neck. At least they can serve as a drink. There is always another who can take the thrall’s place. Exsanguinating Weapons. Vampire lords can summon exsanguinating weapons made from the blood of their enemies. Only they can wield these weapons, and when a vampire is destroyed, their exsanguinating weapons disappear. The most infamous of these weapons is Sanguinus, the sword of Count Rhodar von Glauer. Blood-Starved Vampires. When a vampire goes without blood for a year or more, their body shrivels, becoming a living husk. The vampire’s thirst for blood becomes their singular focus as their weakened form craves it. These blood-starved vampires often band together for survival, since a single blow can turn one to dust. A blood-starved vampire must drink the blood of scores of humanoids to be restored to an unweakened state. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the neophyte can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Take Away ( 3 /Day). When the neophyte hits a creature with a signature attack, the neophyte grabs the target. The target is grappled (escape DC 10 plus PB), and the neophyte moves up to their speed without provoking attacks of opportunity (no action required). If the grappled creature is Medium or smaller, they don’t cost the neophyte extra movement. 5 th Level: Blood Seeker ( 3 /Day). As an action, the neophyte moves up to their speed toward a creature they can see within 60 feet of them. If the neophyte ends their movement within 5 feet of the creature, the target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB) and take 1d4 piercing damage plus PBd8 necrotic damage. The neophyte regains hit points equal to half the necrotic damage dealt. 7 th Level: Child of the Night ( 3 /Day). As a reaction to taking damage, the neophyte disappears in a cloud of bats and insects. Every enemy within 10 feet of the neophyte must make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd4 piercing damage plus PBd4 slashing damage. On a successful save, a creature takes half as much damage. At the end of the turn, the neophyte reforms in an unoccupied space within 30 feet of where they disappeared.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Vampire Neophyte (PB 5)","description":"They look like us. Sometimes they even act like us. But they are not like us. Lydia Lockwood, Occultist Vampirism is a curse of blood. A curse that harrows its victims, turning them into mirror-mockeries of life. They become beings of pure vitality that nonetheless hunger for life’s essence: blood. With that hunger comes power everlasting over life and death. By feeding, a vampire passes this curse onto their victims. Though vampires are fundamentally changed from their mortal forms, they retain the intellect and memories of their mortal selves. Vampire Spawn. A vampire’s power grows as they spend time in undeath. Vampire spawn, the youngest of their ilk, are barely separated from their mortal selves. They are driven by their thirst for blood and by their master’s orders. Thanks to adventurers and zealous priests, few vampire spawn survive long enough to become true vampires. True Vampire. After about a hundred years of undeath, a spawn grows in strength and intelligence, becoming a true vampire. They learn to control their thirst and earn new gifts, allowing them to turn their victims into vampire spawn and to charm humanoids. These benefits let the vampire blend into humanoid society, often by masquerading as a long-lost relative of their old family or taking up their former profession. Meanwhile, they carefully choose prey and build a protective army of spawn and thralls. Vampire Lord. Most vampire lords have spent more than three hundred years in undeath. Some are created through powerful magic. Most have been so corrupted by their curse that they have no moral code and stop at nothing to get what they want. After centuries of amassing resources, vampire lords have the power to achieve nearly any goal. Some build empires. Others seek godhood. A few lie dormant, buried in sarcophagi while the ages flow past, waiting to awaken in new worlds ripe for the plucking. Strengths and Weaknesses. Though most vampires shun sunlight, some know a secret ritual to counteract this weakness. Vampires don’t require food, water, or air, but their bodies become desiccated husks if they don’t regularly drink the blood of living beings. Each vampire has a special resting place, typically a coffin or similar vessel, where they can regenerate after an arduous battle. While thus recuperating, they can’t move. Vampire Thralls. True vampires and vampire lords can cast geas , which charms other creatures to do the vampire’s bidding. Vampires use this spell to charm creatures in positions of authority. Most have at least one or two thralls working in local governments, which allows the vampire to prey on the populace without any interference from law enforcement or military. Though magic makes reliable thralls, vampires also rely on promises and coercion to maintain a reliable feeding ground and enact sinister plots. Some humanoids are so desperate for power that they will kill for a vampire in exchange for a promise of being turned into one of the undead someday. Vampires also rely on their servants and supernatural abilities to uncover the crimes and misconduct of mortals in power. Those secrets are used to blackmail people into doing a vampire’s bidding. Whenever a servant disobeys a vampire, swift retribution comes in the form of teeth to the neck. At least they can serve as a drink. There is always another who can take the thrall’s place. Exsanguinating Weapons. Vampire lords can summon exsanguinating weapons made from the blood of their enemies. Only they can wield these weapons, and when a vampire is destroyed, their exsanguinating weapons disappear. The most infamous of these weapons is Sanguinus, the sword of Count Rhodar von Glauer. Blood-Starved Vampires. When a vampire goes without blood for a year or more, their body shrivels, becoming a living husk. The vampire’s thirst for blood becomes their singular focus as their weakened form craves it. These blood-starved vampires often band together for survival, since a single blow can turn one to dust. A blood-starved vampire must drink the blood of scores of humanoids to be restored to an unweakened state. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the neophyte can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Take Away ( 3 /Day). When the neophyte hits a creature with a signature attack, the neophyte grabs the target. The target is grappled (escape DC 10 plus PB), and the neophyte moves up to their speed without provoking attacks of opportunity (no action required). If the grappled creature is Medium or smaller, they don’t cost the neophyte extra movement. 5 th Level: Blood Seeker ( 3 /Day). As an action, the neophyte moves up to their speed toward a creature they can see within 60 feet of them. If the neophyte ends their movement within 5 feet of the creature, the target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB) and take 1d4 piercing damage plus PBd8 necrotic damage. The neophyte regains hit points equal to half the necrotic damage dealt. 7 th Level: Child of the Night ( 3 /Day). As a reaction to taking damage, the neophyte disappears in a cloud of bats and insects. Every enemy within 10 feet of the neophyte must make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd4 piercing damage plus PBd4 slashing damage. On a successful save, a creature takes half as much damage. At the end of the turn, the neophyte reforms in an unoccupied space within 30 feet of where they disappeared.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Vampire Neophyte (PB 6)","description":"They look like us. Sometimes they even act like us. But they are not like us. Lydia Lockwood, Occultist Vampirism is a curse of blood. A curse that harrows its victims, turning them into mirror-mockeries of life. They become beings of pure vitality that nonetheless hunger for life’s essence: blood. With that hunger comes power everlasting over life and death. By feeding, a vampire passes this curse onto their victims. Though vampires are fundamentally changed from their mortal forms, they retain the intellect and memories of their mortal selves. Vampire Spawn. A vampire’s power grows as they spend time in undeath. Vampire spawn, the youngest of their ilk, are barely separated from their mortal selves. They are driven by their thirst for blood and by their master’s orders. Thanks to adventurers and zealous priests, few vampire spawn survive long enough to become true vampires. True Vampire. After about a hundred years of undeath, a spawn grows in strength and intelligence, becoming a true vampire. They learn to control their thirst and earn new gifts, allowing them to turn their victims into vampire spawn and to charm humanoids. These benefits let the vampire blend into humanoid society, often by masquerading as a long-lost relative of their old family or taking up their former profession. Meanwhile, they carefully choose prey and build a protective army of spawn and thralls. Vampire Lord. Most vampire lords have spent more than three hundred years in undeath. Some are created through powerful magic. Most have been so corrupted by their curse that they have no moral code and stop at nothing to get what they want. After centuries of amassing resources, vampire lords have the power to achieve nearly any goal. Some build empires. Others seek godhood. A few lie dormant, buried in sarcophagi while the ages flow past, waiting to awaken in new worlds ripe for the plucking. Strengths and Weaknesses. Though most vampires shun sunlight, some know a secret ritual to counteract this weakness. Vampires don’t require food, water, or air, but their bodies become desiccated husks if they don’t regularly drink the blood of living beings. Each vampire has a special resting place, typically a coffin or similar vessel, where they can regenerate after an arduous battle. While thus recuperating, they can’t move. Vampire Thralls. True vampires and vampire lords can cast geas , which charms other creatures to do the vampire’s bidding. Vampires use this spell to charm creatures in positions of authority. Most have at least one or two thralls working in local governments, which allows the vampire to prey on the populace without any interference from law enforcement or military. Though magic makes reliable thralls, vampires also rely on promises and coercion to maintain a reliable feeding ground and enact sinister plots. Some humanoids are so desperate for power that they will kill for a vampire in exchange for a promise of being turned into one of the undead someday. Vampires also rely on their servants and supernatural abilities to uncover the crimes and misconduct of mortals in power. Those secrets are used to blackmail people into doing a vampire’s bidding. Whenever a servant disobeys a vampire, swift retribution comes in the form of teeth to the neck. At least they can serve as a drink. There is always another who can take the thrall’s place. Exsanguinating Weapons. Vampire lords can summon exsanguinating weapons made from the blood of their enemies. Only they can wield these weapons, and when a vampire is destroyed, their exsanguinating weapons disappear. The most infamous of these weapons is Sanguinus, the sword of Count Rhodar von Glauer. Blood-Starved Vampires. When a vampire goes without blood for a year or more, their body shrivels, becoming a living husk. The vampire’s thirst for blood becomes their singular focus as their weakened form craves it. These blood-starved vampires often band together for survival, since a single blow can turn one to dust. A blood-starved vampire must drink the blood of scores of humanoids to be restored to an unweakened state. Actions Signature Attack (Claws). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the neophyte can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Take Away ( 3 /Day). When the neophyte hits a creature with a signature attack, the neophyte grabs the target. The target is grappled (escape DC 10 plus PB), and the neophyte moves up to their speed without provoking attacks of opportunity (no action required). If the grappled creature is Medium or smaller, they don’t cost the neophyte extra movement. 5 th Level: Blood Seeker ( 3 /Day). As an action, the neophyte moves up to their speed toward a creature they can see within 60 feet of them. If the neophyte ends their movement within 5 feet of the creature, the target must succeed on a DC 10 plus PB Dexterity saving throw or be grappled (escape DC 10 plus PB) and take 1d4 piercing damage plus PBd8 necrotic damage. The neophyte regains hit points equal to half the necrotic damage dealt. 7 th Level: Child of the Night ( 3 /Day). As a reaction to taking damage, the neophyte disappears in a cloud of bats and insects. Every enemy within 10 feet of the neophyte must make a DC 10 plus PB Dexterity saving throw. On a failed save, a creature takes PBd4 piercing damage plus PBd4 slashing damage. On a successful save, a creature takes half as much damage. At the end of the turn, the neophyte reforms in an unoccupied space within 30 feet of where they disappeared.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Vampire Rose","description":"Vampire roses are carnivorous, blood-sucking plants that camouflage themselves as ordinary flowering bushes. 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They can be seen patrolling places that are off-limits to mortals or that have an immense impact on Kanrath’s economy (such as Kanrath train station). Vampire sentries are known for their speed and alacrity. They can use, and have the ability to use, all kinds of weapons, yet they choose to use the weapons that they can wield with speed and dexterity. Their favored weapons are either bloodwork weapons or a special graceful sword made for the sentries called the “Kanrath falchion”. They do not wear any armor, as they rely on their dexterous nature to escape attacks. Their uniforms are luxury suits. The sight of these suits may bring joy to vampires, while it inspires terror in others Since these suits are their signature, people also call them “suits”. Since vampire sentries can’t enter a residence without an invitation from one of the occupants, and they bring Kanrath enforcers with them if they have to enter mortal residences without being invited in first.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically lawful evil","Expansion":24099,"Challenge Rating":8},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Vampire Sentry Captain","description":"Vampire sentries are elite guards who protect the important places in Kanrath. They can be seen patrolling places that are off-limits to mortals or that have an immense impact on Kanrath’s economy (such as Kanrath train station). Vampire sentries are known for their speed and alacrity. They can use, and have the ability to use, all kinds of weapons, yet they choose to use the weapons that they can wield with speed and dexterity. Their favored weapons are either bloodwork weapons or a special graceful sword made for the sentries called the “Kanrath falchion”. They do not wear any armor, as they rely on their dexterous nature to escape attacks. Their uniforms are luxury suits. The sight of these suits may bring joy to vampires, while it inspires terror in others Since these suits are their signature, people also call them “suits”. Since vampire sentries can’t enter a residence without an invitation from one of the occupants, and they bring Kanrath enforcers with them if they have to enter mortal residences without being invited in first.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically lawful evil","Expansion":24099,"Challenge Rating":9},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Vampire Soldier","description":"Traits Vampiric Toughness. When reduced to 0 hit points, the vampire does not die and is instead reduced to 1 hit point unless killed by a Death Blow. It has advantage on saving throws against Death Blows unless it is in direct sunlight, submerged in running water, or the Death Blow is made with a silvered weapon. Actions Multiattack. The vampire makes three Spear attacks Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (2d4+4) piercing damage, plus 7 (2d6) necrotic damage. This attack is made with advantage against a creature grappled by the vampire. If this attack reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw or rise as a vampire spawn at midnight of the next day. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage. Vampiric Transformation (1/Rest). The vampire transforms into a bat, retaining its hit points and mental ability scores. This transformation lasts for 1 hour, or until the vampire ends it as a bonus action. The vampire can use its Bite attack in place of the bat’s attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (shapechanger)","Alignment":"lawful evil","Challenge Rating":2},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Vampire Spawn","description":"\"I am The Ancient, I am The Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears down stone into sand.\" —Count Strahd von Zarovich Vampires Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. Born from Death. Most of a vampire’s victims become vampire spawn—ravenous creatures with a vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. Undead Nature. Neither a vampire nor a vampire spawn requires air. Traits Regeneration : The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb : The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses : The vampire has the following flaws: • Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. • Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. • Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack : The vampire makes two attacks, only one of which can be a bite attack. Claws : Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target, escape DC 13. Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Vampire Spawn","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Regeneration : The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water , this trait doesn't function at the start of the vampire's next turn. Spider Climb : The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check . Vampire Weaknesses : The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack : The vampire makes two attacks, only one of which can be a bite attack. Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated , or restrained . Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claws : Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"82 (11d8+33)","CHA":12,"CON":16,"DEX":16,"INT":11,"STR":16,"WIS":10,"Size":"Medium","Type":"undead","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116534/wJu5QvMozE1EAyHseutxkA/original.png","Roll 0":"1d20 + 61\n","Roll 1":"1d20 + 6\n2d4+3","Senses":"Darkvision 60 Ft.","Skills":"Perception +3, Stealth +6","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Neutral Evil","Languages":"The Languages It Knew In Life","data-List":"false","Token Size":1,"Resistances":"Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Regeneration\",\"Desc\":\"The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.\"},{\"Name\":\"Spider Climb\",\"Desc\":\"The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.\"},{\"Name\":\"Vampire Weaknesses\",\"Desc\":\"The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The vampire makes two attacks, only one of which can be a bite attack.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d6\",\"Damage 2 Type\":\"necrotic\",\"Desc\":\"The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0\"},{\"Name\":\"Claws\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"2d4 + 3\",\"Damage Type\":\"slashing\",\"Desc\":\"Instead of dealing damage, the vampire can grapple the target (escape DC 13)\"}]","data-CHA-mod":"+1","data-CON-mod":"+3","data-DEX-mod":"+3","data-INT-mod":"+0","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Dex +6, Wis +3","Challenge Rating":5,"Passive Perception":13,"data-CrNum":5,"data-AcNum":15,"data-HpNum":82},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vampire Spawn","description":"They look like us. Sometimes they even act like us. But they are not like us. Lydia Lockwood, Occultist Vampirism is a curse of blood. A curse that harrows its victims, turning them into mirror-mockeries of life. They become beings of pure vitality that nonetheless hunger for life’s essence: blood. With that hunger comes power everlasting over life and death. By feeding, a vampire passes this curse onto their victims. Though vampires are fundamentally changed from their mortal forms, they retain the intellect and memories of their mortal selves. Vampire Spawn. A vampire’s power grows as they spend time in undeath. Vampire spawn, the youngest of their ilk, are barely separated from their mortal selves. They are driven by their thirst for blood and by their master’s orders. Thanks to adventurers and zealous priests, few vampire spawn survive long enough to become true vampires. True Vampire. After about a hundred years of undeath, a spawn grows in strength and intelligence, becoming a true vampire. They learn to control their thirst and earn new gifts, allowing them to turn their victims into vampire spawn and to charm humanoids. These benefits let the vampire blend into humanoid society, often by masquerading as a long-lost relative of their old family or taking up their former profession. Meanwhile, they carefully choose prey and build a protective army of spawn and thralls. Vampire Lord. Most vampire lords have spent more than three hundred years in undeath. Some are created through powerful magic. Most have been so corrupted by their curse that they have no moral code and stop at nothing to get what they want. After centuries of amassing resources, vampire lords have the power to achieve nearly any goal. Some build empires. Others seek godhood. A few lie dormant, buried in sarcophagi while the ages flow past, waiting to awaken in new worlds ripe for the plucking. Strengths and Weaknesses. Though most vampires shun sunlight, some know a secret ritual to counteract this weakness. Vampires don’t require food, water, or air, but their bodies become desiccated husks if they don’t regularly drink the blood of living beings. Each vampire has a special resting place, typically a coffin or similar vessel, where they can regenerate after an arduous battle. While thus recuperating, they can’t move. Vampire Thralls. True vampires and vampire lords can cast geas , which charms other creatures to do the vampire’s bidding. Vampires use this spell to charm creatures in positions of authority. Most have at least one or two thralls working in local governments, which allows the vampire to prey on the populace without any interference from law enforcement or military. Though magic makes reliable thralls, vampires also rely on promises and coercion to maintain a reliable feeding ground and enact sinister plots. Some humanoids are so desperate for power that they will kill for a vampire in exchange for a promise of being turned into one of the undead someday. Vampires also rely on their servants and supernatural abilities to uncover the crimes and misconduct of mortals in power. Those secrets are used to blackmail people into doing a vampire’s bidding. Whenever a servant disobeys a vampire, swift retribution comes in the form of teeth to the neck. At least they can serve as a drink. There is always another who can take the thrall’s place. Exsanguinating Weapons. Vampire lords can summon exsanguinating weapons made from the blood of their enemies. Only they can wield these weapons, and when a vampire is destroyed, their exsanguinating weapons disappear. The most infamous of these weapons is Sanguinus, the sword of Count Rhodar von Glauer. Blood-Starved Vampires. When a vampire goes without blood for a year or more, their body shrivels, becoming a living husk. The vampire’s thirst for blood becomes their singular focus as their weakened form craves it. These blood-starved vampires often band together for survival, since a single blow can turn one to dust. A blood-starved vampire must drink the blood of scores of humanoids to be restored to an unweakened state. Traits Radiant Aversion. Each time the spawn takes radiant damage, they take an extra 10 radiant damage. Actions Multiattack. The spawn makes two Claw attacks. They can replace one attack with a Bite attack. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is Large or smaller, they are grappled (escape DC 15). Moving while grappling a Medium or smaller creature doesn’t halve the spawn’s speed. The spawn can have only one target grappled in this way at a time. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature who is grappled by the spawn, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by a number equal to the necrotic damage taken, and the spawn regains hit points equal to that number. The reduction lasts until the target finishes a long rest or is targeted by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect. The target dies if this attack reduces their hit point maximum to 0. Bonus Actions Inhuman Speed. The spawn moves up to their speed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Vampire Spawn","description":"Traits Radiant Aversion. Each time the spawn takes radiant damage, they take an extra 10 radiant damage. Actions Multiattack. The spawn makes two Claw attacks. They can replace one attack with a Bite attack. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is Large or smaller, they are grappled (escape DC 15). Moving while grappling a Medium or smaller creature doesn’t halve the spawn’s speed. The spawn can have only one target grappled in this way at a time. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature who is grappled by the spawn, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by a number equal to the necrotic damage taken, and the spawn regains hit points equal to that number. The reduction lasts until the target finishes a long rest or is targeted by a cure ailment power of 4th order or higher, a greater restoration spell, or a similar supernatural effect. The target dies if this attack reduces their hit point maximum to 0. Bonus Actions Inhuman Speed. The spawn moves up to their speed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":28288,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Vampire Spawn Assassin","description":"Vampire Spawn Archetypes Presented here are three archetypes of vampire spawns that a vampire may have as minions. Traits Assassinate. During its first turn, the vampire has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the vampire scores against a surprised creature is a critical hit. Evasion. If the vampire is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the vampire instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn). The vampire deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the vampire that isn't incapacitated and the vampire doesn't have disadvantage on the attack roll. Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws: Forbiddance . The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The vampire makes two attacks, only one of which can be a Bite attack. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. A creature that fails the save by 5 or more is also unconscious for the same duration. The target wakes up if it takes damage or if another creature takes an action to shake it awake. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Bonus Actions Cunning Action. The vampire takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Vampire Spawn Commander","description":"Vampire Spawn NPCs Most vampire spawns are feral, savage and uninhibited. However, there are a few vampire spawns who can control their bestial urges. While not true vampires yet, they appear to have free will and can act normally as they did when they were alive. However, they still remain subservient to their masters who created them. These special vampire spawns are entrusted by their masters to perform duties that normal vampire spawns can't do. These are tasks that require a certain level of critical thinking, deception, subtlety, and planning. Traits Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Actions Multiattack. The vampire uses Maneuver Allies, if available. It then makes three attacks, only one of which can be a Bite attack. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14). Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Maneuver Allies (Recharge 5-6). Up to four allies within 60 feet of the vampire that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Bonus Actions Battle Command. The vampire targets one ally it can see within 30 feet of it. If the target can see or hear the vampire, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Reactions Directed Strike (3/Day). When a creature the vampire can see within 30 feet of it makes an attack roll, and the creature can hear the vampire, the vampire grants advantage to that roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Vampire Spawn Glamour Bard","description":"Vampire Spawn NPCs Most vampire spawns are feral, savage and uninhibited. However, there are a few vampire spawns who can control their bestial urges. While not true vampires yet, they appear to have free will and can act normally as they did when they were alive. However, they still remain subservient to their masters who created them. These special vampire spawns are entrusted by their masters to perform duties that normal vampire spawns can't do. These are tasks that require a certain level of critical thinking, deception, subtlety, and planning. Traits Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Actions Multiattack. The vampire makes two attacks, only one of which can be a Bite attack. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Spellcasting. The vampire casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15): At will: friends, minor illusion, thunderclap (2d6) 1/day each: charm person, crown of madness, disguise self, dissonant whispers, fear, misty step, suggestion Reactions Mantle of Majesty (Recharges after a Long Rest). The vampire casts command, without expending a spell slot. For 1 minute or until its concentration ends (as if it were concentrating on a spell), it can cast command as a bonus action on each of its turns, without expending a spell slot. Any creature charmed by it automatically fails its saving throw against the command it casts with this feature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Vampire Spawn Monk","description":"Vampire Spawn NPCs Most vampire spawns are feral, savage and uninhibited. However, there are a few vampire spawns who can control their bestial urges. While not true vampires yet, they appear to have free will and can act normally as they did when they were alive. However, they still remain subservient to their masters who created them. These special vampire spawns are entrusted by their masters to perform duties that normal vampire spawns can't do. These are tasks that require a certain level of critical thinking, deception, subtlety, and planning. Traits Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Unarmored Defense. While the vampire is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The vampire makes three attacks, only one of which can be a Bite attack. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be stunned until the end of the vampire’s next turn. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Vampire Spawn Priest of Death","description":"Vampire Spawn NPCs Most vampire spawns are feral, savage and uninhibited. However, there are a few vampire spawns who can control their bestial urges. While not true vampires yet, they appear to have free will and can act normally as they did when they were alive. However, they still remain subservient to their masters who created them. These special vampire spawns are entrusted by their masters to perform duties that normal vampire spawns can't do. These are tasks that require a certain level of critical thinking, deception, subtlety, and planning. Traits Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Actions Multiattack. The vampire makes two attacks, only one of which can be a Bite attack. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Spellcasting. The vampire casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: guidance, mending, thaumaturgy, toll the dead (2d8 or 2d12) 1/day each: animate dead, antilife shell, bestow curse, blight, contagion, cloudkill, ray of enfeeblement, vampiric touch Summon Undead (1/Day). The vampire conjures undead creatures no higher than CR 5 and whose combined average hit points don't exceed 150. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 60 feet of the vampire and obey its commands until they are destroyed, until it dismisses them as an action, or 8 hours have passed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Vampire Spawn Sorceress","description":"Vampire Spawn Archetypes Presented here are three archetypes of vampire spawns that a vampire may have as minions. Traits Regeneration. The vampire regains 10 hit points at the start of her turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Sorcery Points. The vampire has 11 sorcery points. She can spend 1 or more sorcery points to gain one of the following benefits: Heightened Spell: When the vampire casts a spell that forces a creature to make a saving throw to resist the spell's effects, she can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell. Quickened Spell: When the vampire casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The vampire makes two attacks, only one of which can be a Bite attack. Alternatively, it can use Elemental Bolt twice. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 12). Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Elemental Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 12 (2d8 + 3) acid, cold, fire, or lightning (vampire's choice) damage. Spellcasting. The vampire casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15): At will: dancing lights, mage hand, minor illusion 2/day each: charm person, mirror image, lightning bolt 1/day each: circle of death, dominate person, greater invisibility","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Vampire Spawn Warlock of the Fiend","description":"Vampire Spawn NPCs Most vampire spawns are feral, savage and uninhibited. However, there are a few vampire spawns who can control their bestial urges. While not true vampires yet, they appear to have free will and can act normally as they did when they were alive. However, they still remain subservient to their masters who created them. These special vampire spawns are entrusted by their masters to perform duties that normal vampire spawns can't do. These are tasks that require a certain level of critical thinking, deception, subtlety, and planning. Traits Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Actions Multiattack. The vampire makes two attacks, only one of which can be a Bite attack. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Spellcasting . The vampire casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: chill touch (2d8), freedom of movement, mage armor, mage hand, lightning lure (2d8) silent image 2/day (as 4th-level spells): dimension door, fireball, fire shield, hellish rebuke, scorching ray, stinking cloud, wall of fire","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Vampire Spawn Warrior","description":"Vampire Spawn Archetypes Presented here are three archetypes of vampire spawns that a vampire may have as minions. Traits Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. lf the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The vampire makes two attacks, only one of which can be a Bite attack. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14). Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Bite . Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Reactions Parry. The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Vampire Spellcaster","description":"\"I am The Ancient, I am The Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears down stone into sand.\" —Count Strahd von Zarovich Vampires Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. Born from Death. Most of a vampire’s victims become vampire spawn—ravenous creatures with a vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. Undead Nature. Neither a vampire nor a vampire spawn requires air. Player Characters as Vampires The game statistics of a player character transformed into a vampire spawn and then a vampire don’t change, except that the character’s Strength, Dexterity, and Constitution scores become 18 if they aren’t higher. In addition, the character gains the vampire’s damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire’s attacks are based on Strength. The save DC for Charm is 8 + the vampire’s proficiency bonus + the vampire’s Charisma modifier. The character’s alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life. A Vampire’s Lair A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night. Regional Effects The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects: • There’s a noticeable increase in the populations of bats, rats, and wolves in the region. • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny. • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents. If the vampire is destroyed, these effects end after 2d6 days. Strahd von Zarovich A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd’s adviser and constant companion. In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd’s beloved, Tatyana, spurned him for Sergei, whom she pledged to marry. In a desperate attempt to win Tatyana’s heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft’s walls. Strahd’s guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire—the first vampire, according to many sages. In the centuries since his transformation, Strahd’s lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created. Traits Shapechanger : If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Legendary Resistance (3/Day) : If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape : When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. Regeneration : The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb : The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses : The vampire has the following flaws: • Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. • Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. • Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Spellcasting : The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared: • Cantrips (at will): mage hand, prestidigitation, ray of frost • 1st level (4 slots): comprehend languages, fog cloud, sleep • 2nd level (3 slots): detect thoughts, gust of wind, mirror image • 3rd level (3 slots): animate dead, bestow curse, nondetection • 4th level (3 slots): blight, greater invisibility • 5th level (1 slot): dominate person Actions Multiattack (Vampire Form Only) : The vampire makes two attacks, only one of which can be a bite attack. Unarmed Strike (Vampire Form Only) : Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target, escape DC 18. Bite (Bat or Vampire Form Only) : Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. Charm : The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Children of the Night (1/Day) : The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Move : The vampire moves up to its speed without provoking opportunity attacks. Unarmed Strike : The vampire makes one unarmed strike. Bite (Costs 2 Actions) : The vampire makes one bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (shapechanger)","Source":"MM1","Alignment":"lawful evil","Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Vampire Spy","description":"Actions Multiattack. The vampire makes two attacks, one of which can be with its Bite. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (2d4+3) piercing damage, plus 7 (2d6) necrotic damage. This attack is made with advantage against a creature grappled by the vampire. If this attack reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw or rise as a vampire spawn at midnight of the next day. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage. Vampiric Transformation (1/Rest). The vampire transforms into a bat, retaining its hit points and mental ability scores. This transformation lasts for 1 hour, or until the vampire ends it as a bonus action. The vampire can use its Bite attack in place of the bat’s attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (shapechanger)","Alignment":"lawful evil","Expansion":28072},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Vampire Squid","description":"About 5 feet long, these reddish-brown cephalopods have striking blue eyes and fleshy webbing between their tentacles. TRAITS Water Breathing: The vampire squid can only breathe underwater. ACTIONS Tentacles: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 11). Until the grapple ends, the target is restrained and takes 5 (1d8 +1) piercing damage from the vampire squid's beak each turn. The vampire squid can only grapple one target at a time. REACTIONS Dazzling Display (1/Day): If the vampire squid takes damage, it can use its reaction to emit a bioluminescent burst of light. All creatures with sight within 10 feet of the vampire squid must make a DC 11 Constitution saving throw, or become dazzled until the end of their next turn. A dazzled target has disadvantage on all attack rolls and Dexterity saving throws","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":25195,"Challenge Rating":"1/2"},"publisher":"Goodman Games","book":"Eye of the Leviathan (FEF 8)"},{"name":"Vampire Warlock","description":"The vampire warlock has made a pact with a foul power to diminish some of its weaknesses and to gain more control over its own blood and the blood of others. Its thirst becomes so all-consuming that the vampire warlock can draw the blood of others through the air to its open maw. A vampire warlock isn’t subject to the Forbiddance or Harmed by Running Water weaknesses of standard vampires, and it takes only 10 radiant damage from direct sunlight instead of 20. It gains the trait Innate Spellcasting. Traits Shapeshifter: If the vampire isn't in sun light or running water, it can use its action to Polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its Statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate Objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Legendary Resistance (3/Day): If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape: When it drops to 0 hit points outside its Resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of Falling Unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its Resting place within 2 hours or be destroyed. Once in its Resting place, it reverts to its vampire form. It is then Paralyzed until it regains at least 1 hit point. After spending 1 hour in its Resting place with 0 hit points, it regains 1 hit point. Regeneration: The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from Holy Water, this trait doesn't function at the start of the vampire's next turn. Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses: The vampire has the following flaws: Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is Incapacitated in its Resting place, the vampire is Paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks. Actions Multiattack (Vampire Form Only): The vampire makes two attacks, only one of which can be a bite Attack. Unarmed Strike (Vampire Form Only): Melee Weapon Attack : +9 to hit, reach 5 ft., One Creature. Hit : 8 (1d8 + 4) Bludgeoning damage. On hit, instead of dealing damage, the vampire can grapple the target (escape DC 18). Bite (Bat or Vampire Form Only): Melee Weapon Attack : +9 to hit, reach 5 ft., One Willing Creature or a creature that is grappled by the vampire. Hit : 7 (1d6 + 4) Piercing damage plus 10 (3d6) Necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a Vampire Spawn under the vampire's control. Bloody Arms: The vampire warlock saturates itself in its own blood, causing 20 poison damage to itself. For 1 minute, its armor class increases to 20 and its unarmed strike and bite attacks do an additional 7 (2d6) poison damage. Call the Blood: The vampire warlock targets one humanoid it can see within 60 feet. The target must be injured (has fewer than its normal maximum hit points). The target’s blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a long rest; a successful DC 17 Constitution saving throw prevents both effects. The vampire warlock regains hit points equal to half the damage dealt. The target dies if this effect reduces its hit point maximum to 0. Blood Puppet. The vampire warlock targets one humanoid it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be dominated by the vampire warlock as if it were the target of a dominate person spell. The target repeats the saving throw each time the vampire warlock or the vampire’s companions do anything harmful to it, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire warlock is destroyed, is on a different plane of existence than the target, or uses a bonus action to end the effect; the vampire warlock doesn’t need to concentrate on maintaining the effect. Children of Hell (1/Day). The vampire warlock magically calls 2d4 imps or 1 shadow. The called creatures arrive in 1d4 rounds, acting as allies of the vampire warlock and obeying its spoken commands, and remain for 1 hour, until the vampire warlock dies, or until the vampire warlock dismisses them as a bonus action. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Misty Step: The vampire warlock uses misty step. Unarmed Strike: The vampire warlock makes one unarmed strike. Call the Blood (Costs 2 Actions): The vampire warlock uses call of the blood.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (shapeshifter)","Source":"Tome of Beasts","Alignment":" Lawful Evil","Expansion":3,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Vampire Warrior","description":"\"I am The Ancient, I am The Land. My beginnings are lost in the darkness of the past. I was the warrior, I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears down stone into sand.\" —Count Strahd von Zarovich Vampires Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. Born from Death. Most of a vampire’s victims become vampire spawn—ravenous creatures with a vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. Undead Nature. Neither a vampire nor a vampire spawn requires air. Player Characters as Vampires The game statistics of a player character transformed into a vampire spawn and then a vampire don’t change, except that the character’s Strength, Dexterity, and Constitution scores become 18 if they aren’t higher. In addition, the character gains the vampire’s damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire’s attacks are based on Strength. The save DC for Charm is 8 + the vampire’s proficiency bonus + the vampire’s Charisma modifier. The character’s alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life. A Vampire’s Lair A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night. Regional Effects The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects: • There’s a noticeable increase in the populations of bats, rats, and wolves in the region. • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny. • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive. • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents. If the vampire is destroyed, these effects end after 2d6 days. Strahd von Zarovich A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd’s adviser and constant companion. In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd’s beloved, Tatyana, spurned him for Sergei, whom she pledged to marry. In a desperate attempt to win Tatyana’s heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft’s walls. Strahd’s guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire—the first vampire, according to many sages. In the centuries since his transformation, Strahd’s lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created. Traits Shapechanger : If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Legendary Resistance (3/Day) : If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape : When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. Regeneration : The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn. Spider Climb : The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses : The vampire has the following flaws: • Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. • Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. • Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack (Vampire Form Only): The vampire makes two attacks, only one of which can be a bite attack. Multiattack : The vampire makes two greatsword attacks. Greatsword : Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. Unarmed Strike (Vampire Form Only) : Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target, escape DC 18. Bite (Bat or Vampire Form Only) : Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control. Charm : The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Children of the Night (1/Day) : The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Move : The vampire moves up to its speed without provoking opportunity attacks. Unarmed Strike : The vampire makes one unarmed strike. Bite (Costs 2 Actions) : The vampire makes one bite attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead (shapechanger)","Source":"MM1","Alignment":"lawful evil","Challenge Rating":15},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Vampire, Patrician","description":"Handsome and youthful-looking with blond hair, slightly pointed ears, and piercing blue eyes, this vampire has a definite air of arrogance as he regards everything around him with barely concealed contempt. Vampire patricians are weaker than their vampire kin but are far superior to the spawn their kin create. What they lack in power, they more than make up for in sheer cruelty. Iron-Fisted Rulers. Vampire patricians govern a small town or village for their undead overlord. Seeking to impress those above them, they keep the downtrodden peasantry in a state of perpetual dread with public floggings, executions, and sacrifices on the altars of the Blood Goddess and hunting expeditions in which the patrician and guests pursue hapless peasants through the woods. Brooding Presence. Vampire patricians make their homes in small castles or large manor houses, often on a steep hill that looms over their territory. Their subterranean resting places are well guarded by vampire spawn and mindless undead. The area around a vampire patrician's home is partially corrupted by its unnatural presence, creating the following effects: plants within 1,000 feet of its home warp to become more beautiful and deadly versions of their base form, secreting poison or releasing sweet-smelling, toxic pollen; and sounds are more muted, making conversation harder to overhear and screams for help almost inaudible over distances. Undead Nature. The vampire patrician doesn't require air. Vampires in Midgard Vampires rule the Blood Kingdom of Morgau openly, treating the living as cattle to be bought, sold, exploited, and drained of blood by their undead masters. King Lucan reigns supreme in Morgau. His sworn nobles and vampire progeny are the princes, princesses, dukes, and duchesses beneath him, all vampires of great power in their own right. The counts and countesses, who hold smaller territories or powerful monasteries for the King, rank slightly lower than the princes and duchesses. Generals and governors, vampires who command Morgau's troops or rule smaller fiefdoms, sit beneath the counts and countesses. Vampire patricians rank lowest among the vampire nobility and make up the majority of the lesser nobles, barons, lords, and ladies of the Blood Kingdom--still quite dangerous, and easily able to command darakhul, vampiric knights, and other servants. Vampire priestesses stand somewhat outside of the ranking of vampires in the Blood Kingdom, due to their association with the Blood Goddess' faith. Once a vampire joins the Red Sisters, she is bound to the Blood Goddess, but she is also afforded extra respect and status in Morgau, regardless of her sire or original place in the hierarchy. King Lucan and his court are the very first northern shroud-eaters and remain some of the strongest to this day. In the Southlands, shroud-eaters dwell within the Grand Necropolis of Siwal, and many inhabit an island known as the Pallid Court of Vampires within the Nurian city of Per-Bastet.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":13,"Challenge Rating":10},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Vampire, Priestess","description":"Pale-faced with long dark hair and a lascivious, predatory look on her face, this vampire priestess wears the crimson robes of the Red Sisters. She wields a scourge covered in vicious barbs, and a human skull stained ochre hangs on a chain from her hip. Followers of the Blood Goddess. Temples and shrines exist to the goddess of lust and death in many towns and villages, and the feared Red Sisters ensure that the goddess's will is done. While most of her priestesses are human, their ranks include a number of vampires, who, unsurprisingly, revel in being part of a cult where the blood always flows freely. Undead Nature. The vampire priestess doesn't require air. Mistress of Blood The vampire priestess is trained in the use of blood magic. If using the Midgard setting, change the vampire priestess' spells to the following: Cantrips (at will): blood tide, guidance, poison spray, thaumaturgy 1st level (4 slots): command, find kin, inflict wounds, ray of sickness 2nd level (3 slots): animate ghoul, silence, spiritual weapon 3rd level (3 slots): bestow curse, conjure undead, dispel magic 4th level (3 slots): banishment, freedom of movement 5th level (1 slot): cruor of visions, exsanguinate","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Vampire, Priestess (Midgard)","description":"Pale-faced with long dark hair and a lascivious, predatory look on her face, this vampire priestess wears the crimson robes of the Red Sisters. She wields a scourge covered in vicious barbs, and a human skull stained ochre hangs on a chain from her hip. Followers of the Blood Goddess. Temples and shrines exist to the goddess of lust and death in many towns and villages, and the feared Red Sisters ensure that the goddess's will is done. While most of her priestesses are human, their ranks include a number of vampires, who, unsurprisingly, revel in being part of a cult where the blood always flows freely. Undead Nature. The vampire priestess doesn't require air. Mistress of Blood The vampire priestess is trained in the use of blood magic. If using the Midgard setting, change the vampire priestess' spells to the following (see\"Fifth Edition Appendix\" in the Midgard Worldbook ): blood tide , guidance , poison spray , thaumaturgy , command , find kin , inflict wounds , ray of sickness , animate ghoul , silence , spiritual weapon , bestow curse , conjure undead , dispel magic , banishment , freedom of movement , cruor of visions , exsanguinate","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Vampire, Psychic","description":"This creature is a well-coifed humanoid with perfectly arranged hair, manicured hands, and noble dress. Its baleful red eyes and pointed ears betray its supernatural origin. Alternate Form of Vampire. Psychic vampires originate in much the same way as traditional vampires: by being bitten by a normal vampire. At some point, however, a small minority of those who become this fearsome type of undead develop not a craving for blood, but rather a need to consume the memories of their victims. Typically, those who develop into this form of vampire were people who were overly cerebral, often coming from the ranks of wizards, sages, or artists. Many psychic vampires keep repositories in their employ, prizing the construct’s ability to keep and protect knowledge too valuable to leave on a library shelf. Limited Vampiric Abilities. Strangely, while psychic vampires share the same basic undead form as well as the sheer brutality of the standard vampire, they do not possess some of their other abilities, such as the ability to shapechange or turn into mist. For that reason, they typically plan their lairs in ways that provide them easier methods of escape should the need arise. They also tend to be a bit less arrogant than the typical vampire, substituting that with raw intensity and intricate planning to advance their schemes. Undead Nature. A psychic vampire doesn’t require air. A Psychic Vampire’s Lair Psychic vampires choose lairs similar to the lairs of standard vampires, but psychic vampire lairs often include grand libraries, majestic ballrooms, or other rooms related to the cerebral pastime the vampire enjoyed in life. Regional Effects The region surrounding a psychic vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects: There’s a noticeable increase in the populations of owls, ravens, and snakes within 5 miles of the lair. Beasts with an Intelligence of 4 or lower are clever and more likely to avoid being caught in traps within 3 miles of the lair. Humanoids with an Intelligence of 8 or higher within 1 mile of the lair experience mild headaches if they don’t learn or experience something new every 24 hours. If the vampire is destroyed, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":13},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Vampire, Shroud-Eater","description":"Handsome and youthful-looking with blond hair, slightly pointed ears, and piercing blue eyes, this vampire has a definite air of arrogance as he regards everything around him with barely concealed contempt. Sires and Slaves. A powerful strain of vampirism, shroud-eaters have a greater degree of free will from their sires, though they are bound by what is called the \"Tree of Chains\" a pyramid of control with a free-willed vampire at the summit and all those beneath it compelled to obedience. They cannot plot against or defy their sires, but otherwise they can create their own shroud-eaters beholden to them. Wise vampire hunters know to employ the speak with dead spell on a slain shroud-eater to discover its sire, following the Tree of Chains as far as they are able. Shroud-eaters can tolerate quite a bit of sunlight, and, as they grow older, they may withstand it for a longer time, though they still suffer from it and rarely venture out in the day unless forced to do so. Over time, shroud-eaters also learn to alter the memories of the living and to erase traces of their deeds from the minds of witnesses. A subtle shroud-eater may go undetected for ages. Unlike other vampires, shroud-eaters cannot be destroyed with a simple wooden stake. The stake must use wood of a white oak or white ash tree. Discovery of burnt groves of these trees serves as a sign that a shroud-eater may live in the area. Undead Nature. The vampire patrician doesn't require air. Vampires in Midgard Vampires rule the Blood Kingdom of Morgau openly, treating the living as cattle to be bought, sold, exploited, and drained of blood by their undead masters. King Lucan reigns supreme in Morgau. His sworn nobles and vampire progeny are the princes, princesses, dukes, and duchesses beneath him, all vampires of great power in their own right. The counts and countesses, who hold smaller territories or powerful monasteries for the King, rank slightly lower than the princes and duchesses. Generals and governors, vampires who command Morgau's troops or rule smaller fiefdoms, sit beneath the counts and countesses. Vampire patricians rank lowest among the vampire nobility and make up the majority of the lesser nobles, barons, lords, and ladies of the Blood Kingdom--still quite dangerous, and easily able to command darakhul, vampiric knights, and other servants. Vampire priestesses stand somewhat outside of the ranking of vampires in the Blood Kingdom, due to their association with the Blood Goddess' faith. Once a vampire joins the Red Sisters, she is bound to the Blood Goddess, but she is also afforded extra respect and status in Morgau, regardless of her sire or original place in the hierarchy. King Lucan and his court are the very first northern shroud-eaters and remain some of the strongest to this day. In the Southlands, shroud-eaters dwell within the Grand Necropolis of Siwal, and many inhabit an island known as the Pallid Court of Vampires within the Nurian city of Per-Bastet.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":45,"Challenge Rating":10},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Vampire, Thrall","description":"Servants and lackeys of vampires, vampire thralls receive blood from their masters' veins periodically, granting them a number of benefits so long as they continue to receive their masters' blood. Vampire thralls are not themselves undead, though many are hopeful they soon will be. Ingesting humanoid blood is in no way beneficial to a thrall, but this fact has not prevented many from trying.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any non-good alignment","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Vampire, Umbral","description":"An umbral vampire is a fiendish creature, once human but twisted into a dark reflection by an ancient curse. It resembles a deathly pale, gaunt human with stringy hair, dressed in scant rags. Misty strands of darkness leak from its empty eye sockets, yawning nasal cavity, and mouth. Cursed Origin. Legends speak of an ancient city whose origins are lost to the ages, where a cabal of wizards with the power to manipulate the flow of time made its citizens immortal. When the wizards fell and no longer held back the ravages of time, the citizens aged centuries in moments. Instead of dying, the wretches lingered on in their dark realm. Bound to Darkness. All umbral vampires originate in the City Fallen into Shadow, and under most circumstances, they’re encountered only in that forsaken place. Despite the terrors it holds, adventurers continue to seek out the city, chasing legends of potent artifacts and boundless treasure accumulated during its golden age. Occasionally, an umbral vampire slips into the mortal world, where it hides in a place seldom or never touched by sunlight and emerges at night to search for victims. Shadowy Nature. An umbral vampire doesn’t require air, food, drink, or sleep. Traits Incorporeal Movement: The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting: The umbral vampire’s innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components: At will: mirror image, plane shift (plane of shadows only) 1/day each: Bane (when in dim light or darkness only), black tentacles Shadow Blend: When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed. Strike from Shadow: The reach of the umbral vampire’s umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target. Sunlight Sensitivity: While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Actions Umbral Grasp: Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 18 (4d6 + 4) cold damage. The target’s Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Vampiric Chimera","description":"Before the fall of the Founder, vampires mutilated many creatures to understand the extent of their supernatural powers. They preyed on everything and fed on their flesh and blood to see the effects different diets had on them. Some used their unnatural abilities on those creatures to see their limits, and some fed their own blood to them. It was a more chaotic era than the one we’re in now, and vampires were trying to understand their undead nature. The first vampiric chimera came to be when a mortal, who was fed potent vampire blood, lost themselves to hunger for blood after the procedure and swallowed a handful of leeches that were used in blood therapy. The subject died after two painful months. During those months, the subject’s skin became transparent and slimy, the subject developed a taste for blood, and they regularly vomited a mixture of blood and an acidic substance. After that incident, some vampires worked on the subject more methodically and created more chimeras by feeding vampire blood to mortals and grafting creature parts on them. At some point, they started to remove limbs and organs from mortals and grafted them on other mortals. Over time, the process became more and more disturbing and inhumane. There are still vampiric chimeras found in forgotten corners of Kanrath and secret facilities led by cruel vampires as relics of the past. They are in pain and hungry for blood. Even though blood does not sate their hunger, they are unable to comprehend that.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":24099,"Challenge Rating":6},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Vampiric Ixitxachitl","description":"Ixitxachitl (pronounced ick- zit -zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their “wings” and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname “demon rays.” They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them. Struggle for Survival. Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures. All Consuming. Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory. Demon Worshipers. The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Vampiric Ixitxachitl Cleric","description":"Ixitxachitl (pronounced ick- zit -zah-chit-ul) are aquatic creatures resembling manta rays, with small, clawed hands at the ends of their “wings” and black eyes gleaming with sinister intelligence. Many creatures mistake ixitxachitl for common manta rays, but this can prove a deadly mistake. The ixitxachitl are as evil as they are cunning, leading to their common nickname “demon rays.” They inhabit bodies of fresh and salt water, but their violent nature means that little is known of them. Struggle for Survival. Ixitxachitl emerge from eggs as tiny creatures little more than a hand span in width. From that time onward, they struggle to survive at all costs, growing throughout their lives. Those ixitxachitl that master the secrets of survival gain powers of regeneration and feed on the life force of other creatures. All Consuming. Ixitxachitl hollow out coral reefs or other natural aquatic formations to create labyrinthine dens, often compelling aid from captured aquatic species they enslave. They typically strip an area bare before moving on to new fertile grounds, leaving their abandoned dens behind. Schools of ixitxachitl often war on other aquatic creatures to claim feeding grounds and territory. Demon Worshipers. The ixitxachitl venerate and serve various demons, particularly Demogorgon, whom they consider their patron and creator. They have an intense rivalry with the merrow over which of them are the greatest and most favored servants of the Prince of Demons.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Vampiric Jade Statue","description":"A large, exquisitely carved jade statue of a vampire guards the tunnels in Isle of the Abbey, having been brought to life by dark magic. Its stone fangs draw blood that it then uses to work a curse on its victims. Traits Immutable Form. The statue is immune to any spell or effect that would alter its form. Legendary Resistance (3/Day). If the statue fails a saving throw, it can choose to succeed instead. Actions Multiattack. The statue makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, that creature becomes cursed by the statue. The curse lasts for 10 minutes. While the creature is cursed, the statue has advantage on all attacks against it. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Legendary Actions The statue can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The statue regains spent legendary actions at the start of its turn. Bite. The statue makes one bite attack. Blood Reaper. All creatures currently cursed by the statue and within 20 feet of it take 5 necrotic damage. Move. The statue moves up to its speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"construct","Alignment":"unaligned","Expansion":3905,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Ghosts of Saltmarsh"},{"name":"Vampiric Jellyfish Swarm","description":"The region of Tolia has a long coastline. However, its residents don’t seem to be that familiar with the ocean. Tribes mostly live in the mountains, Cyherested is far from the shore, and only the most unfortunate brave fools of Kanrath choose to sail to make a living. The ocean is known to be treacherous and murderous. There are creatures of unknown nature, living in large groups, called the “vampiric jellyfish”. Although not the most dangerous creature of the sea, it is probably the most terrifying. It mostly stays dormant deep beneath the waves, almost immobile, invisible and hidden. It is nearly impossible for an unfortunate soul to realize they are swimming alongside this jellyfish swarm, spanning maybe miles, until it’s too late. Although they don’t display any vampiric features, the people of Tolia call the jellyfish “vampiric”. Maybe it’s because of their ability to regenerate, their terrifying nature, or their deadly stings. No one knows the reason for their name, but one thing is for certain; sailors who survive an encounter with this swarm will probably never be the same.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"swarm of Large fiends","Alignment":"unaligned","Expansion":24099,"Challenge Rating":20},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Vampiric Knight","description":"The figure looks like any other knight in black plate armor until its ebon longsword strikes true, draining the life force of those it hits. Born in Despair. A vampiric knight is created when a holy knight is brought low on the field of battle by a vampire. Rather than taking on the traits of a normal vampire, the knight turns into a unique creature, destined to serve its murderer for eternity. Unaffected by Sunlight. The process of a vampiric knight's rebirth makes it immune to the effects of sunlight, unlike a normal vampire. This makes the knight a valued servant, capable of delivering messages--or death--at any moment. Undead Nature. The vampiric knight doesn't require air.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":11},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Vampiric Mind Flayer","description":"When the mind flayers of Bluetspur could find no cure for their overlord’s affliction, their degenerating elder brain turned to radical methods to stave off dementia and death. The results were vampiric mind flayers, feral atrocities spawned from mind flayer tadpoles infected with vampirism. These specialized but flawed terrors serve a single purpose: to drain the cerebral fluids from sapient minds. After doing so, they return to the Elder Brain of Bluetspur, which liquefies them into its pool and releases their stolen essences amid a hormone brine. This grotesque balm stalls the elder brain’s degeneration but is far from a cure. Vampiric mind flayers are physically and mentally unstable beings. Ghoulish creatures, they let nothing stand between them and their existential imperatives. Although they possess the telepathic abilities of mind flayers, their brains aren’t equipped to employ them. Instead, they bombard nearby creatures with a mental static of visceral visions. While these ravenous creatures are horrifying to behold, they unsettle none more than other mind flayers, which consider them abominations. Traits Spider Climb. The mind flayer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the mind flayer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Unusual Nature. The mind flayer doesn’t require air, food, or sleep. Actions Multiattack. The mind flayer makes two Claw attacks or one Claw attack and one Tentacles attack. Claw. Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage plus 10 (3d6) necrotic damage. Tentacles. Melee Weapon Attack : +7 to hit, reach 5 ft., one creature. Hit : 11 (1d6 + 4) piercing damage, and if the target is a creature, it is grappled (escape DC 15). Drink Sapience. The mind flayer targets one creature it is grappling. The target must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and gain 1 level of exhaustion. The mind flayer regains a number of hit points equal to the psychic damage dealt. A creature reduced to 0 hit points by the psychic damage dies. Bonus Actions Disrupt Psyche (Recharge 5–6). The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 15 Intelligence saving throw or be incapacitated for 1 minute. The incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":10535,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Vampiric Mist","description":"In a loose manner of speaking, the vampiric mist is the embodiment of the vampire's hunger for blood. It exists only to seek out creatures and drain the life from them, and its insubstantial nature enables it to pursue prey through the tiniest of openings. When first encountered, a vampiric mist appears as a billowing mass of light clouds. As the creature feeds, its coloration darkens to a deep crimson. In the Temple of Blood inside the Doomvault ( Dead in Thay ), several clouds of vampiric mist appear and attempt to engulf any who don't escape the place quickly. Undead Nature. A vampiric mist doesn't require air or sleep. Traits Forbiddance . The mist can't enter a residence without an invitation from one of the occupants. Life Sense . The mist can sense the location of any creature within 60 feet of it, unless that creature's type is construct or undead. Misty Form . The mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can't manipulate objects in any way that requires fingers or manual dexterity. Sunlight Hypersensitivity . The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks. Actions Life Drain. The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":7386,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Vampiric Mist","description":"In billowing clouds of fog lurk vampiric mists, the wretched⁠ remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and undetected to bleed their victims dry. Former Vampires. Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn’t return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires’ bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains. Blood Thief⁠. Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in its body to ooze through the creature’s pores or spill out from its eyes, nose, and mouth. This blood wafts out from the victim like crimson smoke, which the mist then consumes. The feeding causes no pain or discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue that rains blood droplets wherever it goes. Attracted to Blood. Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In battle, a mist focuses its attacks on injured targets⁠, since open wounds are a more ready source of blood. Undead Nature. A vampiric mist doesn’t require air or sleep. Traits Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature's type is construct or undead. Forbiddance⁠. The mist can't enter a residence without an invitation from one of the occupants. Misty Form. The mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can't manipulate objects in any way that requires fingers or manual dexterity. Sunlight Hypersensitivity. The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks. Actions Life Drain. The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Vampiric Mist","description":"In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and undetected to bleed their victims dry. Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn’t return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires’ bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains. Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in the creature’s body to ooze through its pores or spill out from its eyes, nose, and mouth. This blood wafts out from the victim like crimson smoke, which the mist then consumes. The feeding causes no pain or discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue; when sated, it rains blood droplets wherever it goes. Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood. Traits Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is Construct or Undead. Forbiddance. The mist can’t enter a residence without an invitation from one of the occupants. Misty Form. The mist can occupy another creature’s space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity. Sunlight Hypersensitivity. The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks. Unusual Nature. The mist doesn’t require air or sleep. Actions Life Drain. The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (Undead and Constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 hit points, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Vampiric Vanguard","description":"Leaping over the rampart, the vampire lashes out at its foes with long, razor-sharp claws. Vampire lords animate many undead creatures to serve their various needs. Skeletons and zombies serve as frontline troops for their armies, while vampire spawn serve as devoted aide-de-camps who carry out orders unerringly. Vampiric vanguards make excellent shock troops and line breakers, destroying the flesh and spirit of their foes with enormous claws. Tragic Champions. Vampire lords often transform vanquished paladins and other protectors of light into vampiric vanguards, reveling in the horrid juxtaposition between life and undeath while utilizing their warriors' spirit. Bloodthirsty Regeneration. The vanguard's unique transformation grants it powerful jaws and claws that are longer than most vampires. Vanguards put these to good use because, unlike other vampires, they cannot regenerate wounds without drinking blood or eating flesh. The vanguards survive their own wounds only if they fight and devour their opponents. Bloodthirsty. When the vampiric vanguard is below half its hp maximum, it has advantage on all melee attack rolls against creatures that aren't Constructs or Undead. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Undead Nature. The vampiric vanguard doesn't require air. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The vampire vanguard makes one Bite attack and two Claw attacks. If the vanguard hits one target with both Claw attacks, the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) slashing damage, and the vampire regains hp equal to that amount. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hp maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hp equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Bonus Actions Fleet of Foot. The vampire takes the Dash action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Vampyre","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any alignment","Expansion":27683,"Challenge Rating":3},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Vangsluagh","description":"A writhing mass of hundreds of rubbery, blue-grey tentacles rises from a human sized pair of legs ending in elephantine feet. Each tentacle ends in an eerily human-looking mouth. Damned Pipers. Vangsluagh create a din everywhere they go; the mouths on their tentacles perpetually scream, whistle, bleat, growl, and cry. Even in instances where a vangsluagh may want a quiet entrance or stealthy ambush, their own bodies betray them. Stories have emerged from their magic-blasted homeland of vangsluagh that are capable of silencing the noise surrounding them. Defilers of Beauty. Vangsluagh despise pretty things, be they creature, object, or structure. Given the opportunity, a vangsluagh prefers spending its time smashing beautiful things to bits. The absence of beauty doesn’t always calm these creatures, however. They target living creatures as a priority in such occurrences. Vangsluagh in Midgard Creatures maddened in the shadow of Uthul Vangslagish eventually transform into vangsluagh, the doom singing, wandering heralds of their dread parent. Vangsluagh wander the lands of the Wasted West, spreading discord whenever they come into contact with mortals. Some sages contend that UthulVangslagish will call all of its children home when it is time to end the world with its song.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Vanguard","description":"The front of any assault team is often the most dangerous place to be. Vanguards are trained to fight in the front lines of battle, avoiding pitfalls, ambushes, and deterrents to keep the enemy from gaining advantage over the vanguard's allies.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Vani, God of Battle","description":"Vani Though Vani the halfling is not the giant-like warrior that mortals believe him to be, he is an accomplished warrior and as loyal as all the tales tell. But fond of drink and frolicking and good-natured banter, Vani was also perhaps the heart of the Vanir. Roleplaying Vani Charming. Vani always has a kind word for those around him and it takes little for him to endear himself to others. Even his enemies can be taken in by his warm smile or the offer of playing just one more game of chance. Loyal. Vani does not break his word and in his heart the Vanir are his true family. Saga Actions Fate Foreseen. When reduced to zero hit points, Vani performs one last sacrifice to the betterment of Grimnir. Every ally within one mile of Vani is fully healed and any magic that would otherwise prevent such healing does not function unless the creature invoking the magic has a higher CR than Vani. ","properties":{"Category":"Monsters","Size":"Small","Type":"Celestial","Alignment":"Chaotic Good","Expansion":25792,"Challenge Rating":21},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Vanifer","description":"Vanifer’s rough childhood has hardened her heart against others. The world is a corrupt, painful place, she thinks, and deserving of a fiery end. For years, she was a dancer and concubine in a pasha’s court in Calimshan. Later, she took up the mantle of prophet when she found Tinderstrike , and the same ruthless ambition and practiced manipulation that enabled her to escape a life of servitude serves her well as the head of a growing cult. For Vanifer, battle is best observed at a distance. She prefers to hurl destructive magic from afar. Those who challenge Vanifer in melee learn a painful lesson, as she and Tinderstrike make a formidable pair. In the Fire Node When enemies threaten the Temple of Eternal Flame, Vanifer withdraws to the Weeping Colossus, the fire node. Within this node, Vanifer gains one additional use of her Legendary Resistance trait. Lair Actions If Vanifer is in the fire node while Imix isn’t, the tiefling can take lair actions. On initiative count 20 (losing initiative ties), Vanifer uses a lair action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can’t cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Vanifer can take no other lair actions while concentrating on a spell cast as a lair action. Her favorite use of this capability is casting fireball or hypnotic pattern . If Vanifer casts misty step using this lair action, she also draws the power of the fire node into herself. By doing so, she regains 15 (3d8 + 2) hit points. Eternal Flame Cultists It is often said that fire is a dangerous servant and a fearful master. So too it is with the Eternal Flame cultists. Low-ranking members of the cult love the destructive power of fire. The cult leaders harness fire to cleanse their surroundings of anything impure and anyone who’s insufficiently dedicated to the cause. It’s perhaps too facile to say that those who follow elemental fire are pyromaniacs who were obsessed with flame as children, but there’s a grain of truth behind the stereotype. Eternal Flame cultists are fascinated with fire of all sorts and sometimes stare into a torch for several minutes, carefully studying each flicker of flame. Many have an experimental streak, eager to see what happens when something—a barrel of pitch, a hunter’s cabin, an annoying merchant—is set ablaze. Like the flames they adore, Eternal Flame cultists are quick to act. In a fight, they rarely take prisoners or retreat; they strive to be like an ever-advancing wildfire as they march forward. More broadly, they favor the direct approach and the simple plan to more oblique machinations. That’s one reason they loathe the cultists of elemental water, with all their supposed subtleties and ruses. Often it’s better put the target to the torch, then sift through the ashes afterward. Traits Funeral Pyre. When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes. Legendary Resistance (2/Day). If Vanifer fails a saving throw, she can choose to succeed instead. Spellcasting. Vanifer is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Vanifer knows the following sorcerer spells: Cantrips (at will): chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy 1st level (4 slots): burning hands, chromatic orb, hellish rebuke, shield 2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray 3rd level (3 slots): counterspell, fireball, hypnotic pattern 4th level (3 slots): wall of fire 5th level (2 slots): dominate person Actions Multiattack. Vanifer makes two attacks. Tinderstrike. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 7 (1d4 + 5) piercing damage plus 7 (2d6) fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":"9 (12 with lair actions)"},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Vapor Lynx","description":"These great cats pad noiselessly, while tendrils of smoke drift off their sleek gray coats, leaving misty whorls in their wake. Their eyes shift from dull, pallid orbs to pitch black slits. Their lips curl up into a fang-revealing smile as their bodies fades into fog. Split the Herd. Vapor lynxes are capricious hunters. Devious, manipulative, and mischievous, they toy with their prey before killing it. They rarely enjoy a stand-up fight, instead coalescing in and out of the fog to harass victims. Using their ability to solidify and poison the fog around them, they cut large groups into smaller, more manageable morsels. Dreary Marshlands. Their tactics have earned vapor lynxes a nasty reputation and the occasional bounty on their heads. Additionally, their magical nature makes them valuable to practitioners of the magical arts, and their beautiful, thick coats tempt many a furrier into hunts they may not be prepared for. For these reasons, vapor lynxes avoid civilization, fearing organized reprisal. Instead they haunt marshes and swamps, where the natural fog makes hunting easier. If an intelligent humanoid passes their way, they are happy for a change in their diet. Chatty with Dinner. Although reclusive, vapor lynxes are intelligent, speaking both Common and Sylvan. They are particularly prideful and take great joy in bantering with potential meals to belittle and frighten them. Survivors of vapor lynx encounters invariably mention their constant needling and self-aggrandizement. Traits Innate Spellcasting: The lynx’s innate spellcasting ability is Charisma. It can cast the following spell, requiring no material components: 3/day: gaseous form Smoky Constitution: The vapor lynx spends its time in both gaseous and solid form. Its unique constitution makes it immune to all fog- or gas-related spells and attacks, including its own. A vapor lynx sees clearly through light or heavy obscurement caused by fog, mist, or spells such as fog cloud. Actions Multiattack: If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later. Bite: Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 17 (3d8 + 4) piercing damage. Claw: Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 13 (2d8 + 4) slashing damage. Poison Breath (Recharge 5–6): The vapor lynx exhales a 40-foot radius poison fog, which heavily obscures a spherical area around the lynx. Any breathing creature that ends its turn in the fog must make a DC 14 Constitution saving throw or become poisoned for 1d4 + 1 rounds.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Var-Tolai Priest","description":"Traits Fey Ancestry. The priest has advantage on saving throws against being charmed, and magic can’t put it to sleep. Actions Multiattack. The priest makes two Scimitar or Light of the Undying attacks, and it uses Reshape Reality. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Light of the Undying. Ranged Spell Attack: +8 to hit, range 100 ft., one target. Hit: 8 (1d8 + 4) radiant damage. Reshape Reality. The priest choses a point it can see within 100 feet of it, reshaping reality in a 20-foot-wide cube originating from that point. Each creature within that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 16 (3d10) force damage, and the priest chooses an unoccupied space it can see within the area to teleport that creature to. On a successful save, the creature takes half as much damage and is not teleported. Additionally, the priest can choose one of the following effects, which last until the priest uses Reshape Reality again: The ground in the area turns into fractal shards, becoming difficult terrain. When a creature moves into or within the affected area, it takes 5 (2d4) piercing damage for every 5 feet it travels on the ground. Gravity within the area pulls in a direction of the priest’s choosing. Each creature and object within the area is either enlarged or reduced, as if affected by the enlarge/reduce spell. The priest chooses the same effect for the whole area. Spellcasting. The priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16): At will: guidance, light, silent image 2/day each: banishment, dimension door, dispel magic, major image 1/day each: creation (as an action), demiplane, hallucinatory terrain Bonus Actions Astral Step. The priest teleports up to 15 feet to an unoccupied space it can see, then each enemy within 5 feet of the priest takes 4 radiant damage, and each ally within 5 feet of the priest regains 4 hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Lawful Neutral","Expansion":21558,"Challenge Rating":10},"publisher":"Keith Baker Presents","book":"Chronicles of Eberron"},{"name":"Vargouille","description":"Until ye’ve seen a king’s head tear off his shoulders and flap aloft amid fountaining blood, only to turn and lap his own dying gore as his body totters and falls, ye haven’t lived. And if ye want to go on living, ye might want to stop watching in favor of fleeing. —Elminster Shrieking, flapping, and hideous to behold—with a body like a severed head and bat-like wings in place of ears—vargouilles boil out of the Abyss to infest other planes of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind; a flock of vargouilles on the wing is a plague of chaos and evil waiting to happen. Abyssal Nuisances. Swarms of vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left behind when one fiend kills another. The World Awaits. Because of their instinctive hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, the summoning of a demon to another plane can bring a vargouille along for the ride, attaching itself like a tick. The precautions a mortal takes to contain and control a summoned demon rarely account for a stowaway, and thus a vargouille enters the world unbidden. Ghastly Reproduction. Vargouilles that roam free on the Material Plane are a dire threat to all creatures, especially humanoids. Their awful shrieking can paralyze other creatures with fear, and such victims are helpless to resist a vargouille’s accursed kiss. The kiss of a vargouille infects a humanoid with a fiendish curse. If allowed to run its course, the curse brings about a gruesome transformation as an abyssal spirit invades the person’s body. Over a period of hours, the victim’s head takes on fiendish aspects such as fangs, tentacles, and horns. At the same time, the person’s ears grow larger, expanding and transforming into wing-like appendages. In the final moments, the victim’s head tears away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up its own life fluids. Sunlight or the brilliant illumination of a daylight spell can delay this transformation, and vargouilles instinctively shun bright light as a result. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage. Kiss : The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse. Stunning Shriek : The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Vargouille","description":"Shrieking, flapping, and hideous to behold—with a body like a severed head and wings in place of ears—vargouilles boil out of the Abyss to infest other planes of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind; a flock of vargouilles on the wing is a plague of chaos and evil. Swarms of vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left behind when one Fiend kills another. Because of their hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, summoning a demon to another plane can bring a vargouille along for the ride, attached like a tick. The precautions a mortal takes to control a summoned demon rarely account for a stowaway, enabling the vargouille to escape into the world. Vargouilles that roam free on the Material Plane are a dire threat to all creatures. Their awful shrieking can paralyze other creatures with fear, which also makes the creatures susceptible to the vargouille’s curse. If the curse is allowed to run its course, an abyssal spirit invades the person’s body, causing a gruesome transformation. Over a period of hours, the victim’s head takes on fiendish aspects, such as fangs, tentacles, and horns. At the same time, the person’s ears grow larger, expanding into wing-like appendages. In the final moments, the victim’s head tears away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up the blood spilling from its former body. Sunlight or the brilliant illumination of a daylight spell can delay this transformation; otherwise, only magic can overcome the curse. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage. Abyssal Curse. The vargouille targets one incapacitated Humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse , greater restoration , or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse. Stunning Shriek (Recharge 5–6). The vargouille shrieks. Each Humanoid and Beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened of the vargouille until the end of the vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Fiend","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Vargouille Reflection","description":"Vargouilles are flying Fiends that resemble disembodied Humanoid heads with wings. While most vargouilles roam the planes to curse Humanoids and create more vargouilles, a variant known as the vargouille reflection resides in Undersigil. When a vargouille reflection spots a Humanoid target, it takes on that creature’s visage, terrifying that creature by appearing as its own disembodied head. Traits Magic Resistance. The vargouille has advantage on saving throws against spells and other magical effects. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) psychic damage. Abyssal Curse. The vargouille targets one Humanoid within 5 feet of itself that has the incapacitated condition. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target’s Charisma decreases by 1 after each hour, as its head takes on fiendish aspects, and its Charisma can’t increase. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell. When the cursed target’s Charisma becomes 2, the target dies, and its head tears from its body and becomes a new vargouille reflection. Casting remove curse , greater restoration , or a similar spell on the target before the transformation is complete ends the curse and restores the target’s Charisma. Horrific Reflection (Recharge 5–6). The vargouille’s head mimics that of a Humanoid the vargouille can see within 120 feet of itself. The target must succeed on a DC 12 Wisdom saving throw or take 10 (3d6) psychic damage and have the frightened condition for 1 hour or until the vargouille loses concentration (as if concentrating on a spell). If the target’s saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fiend","Alignment":"typically chaotic evil","Expansion":26427,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Varix and Thadeus","description":"Varix and Thadeus Twinhelm share not only their ettin body but also a passion for all things magical. Together – not that they ever had a choice in the matter – they run Twinhelm's Emporium , a large shop with an impressive inventory of magical wares, many of which are crafted by Varix. Characters can find Twinhelm's Emporium in any urban setting, its brightly colored facade making it almost impossible to miss. Background Varix and Thadeus have no recollection of clan or kin, as they grew up in the care of an eccentric wizard, the late Belshabbara the Vexing – or \"Mama Babbara,” as the ettin fondly named her. Belshabbara was a kind and maternal soul, but also prone to engage in dangerous and ethically dubious experiments. In a way, Varix and Thadeus are a result of one of these experiments, as Belshabbara wanted to see if she could imbue the ettin – who are usually dim-witted and aggressive – with a keen mind and amicable demeanor. The experiment was a partial success: while both Varix and Thadeus are more sociable than most of their kin, most of the intelligence went to Varix and Thadeus ended up with the winning personality. Extraordinarily cunning and with an innate affinity for magic, Varix was the perfect apprentice to Belshabbara. Thadeus, on the other hand, was much more interested in brawling, drinking, and carousing – a dichotomy between the heads that has led to many frustrations and arguments. When Belshabbara was winked out of existence during an ill-advised experiment involving a Sphere of Annihilation , the adolescent ettin grieved deeply for the loss of their \"Mama Babbara.” Having to now fend for themselves, Varix and Thadeus decided to open up Twinhelm's Emporium. Here, they sell magical objects inherited from Belshabbara, crafted by Varix, or bartered by Thadeus. Roleplaying Varix & Thadeus Almost the only thing Varix and Thadeus have in common is their 10-foot tall, doughy body, which is typically clad in brightly colored silk shirts and pants (Thadeus is firmly in control of the ettin's wardrobe). Varix is calm, bookish, and surly – always reading, tinkering, or thinking. Thadeus, on the other hand, has a personality as colorful as his attire. He is boisterous, jovial, and always on his feet, moving the ettin's huge body around with uncanny agility – much to Varix' annoyance (\"Would you mind? I can't read when you're prancing about like an owlbear in heat!”) Due to their differences in demeanor, the ettin's heads constantly have to compromise to accommodate each other. They have agreements about when Varix can sit down to craft and tinker (time Thadeus usually spends slowly drinking himself – and Varix – into a mindless stupor) and when Thadeus can leave their home to go shopping for fashionable clothes and bright decor (while Varix futilely attempts to read heavy tomes or ponder the intricacies of arcane magic). When engaging with customers, Thadeus usually does the talking (\"Mama always said I had a knack for talking – mostly nonsense, she'd say, but any talk is better than no talk, as I see it”). Varix chimes in from time to time, either to correct Thadeus (\"No, a Hat of Disguise won't actually turn you into an elf, as you well know, you oaf”) or to shush his rowdy twin (\"By the Lady, Thadeus, would you quiet down – you shouldn't be laughing at your own jokes, anyway!”) Both heads share a love for their late mother, and often refer to her in wistful tones when they show off an item she was fond of (\"Mama Babbara loved this broom – not because it could fly, but because we'd usually behave much better when she had it in hand!”)","properties":{"Category":"Monsters","Size":"Large","Type":"Giant (Ettin)","Alignment":"Neutral & Chaotic Good","Expansion":27827,"Challenge Rating":11},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Varnoth","description":"A hardened mercenary captain, Varnoth Wender is an experienced professional fighter. She is usually unarmed, but she keeps her old sword beneath the mattress in her cell. Actions Multiattack. Varnoth makes three Shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Neutral Good","Expansion":17254,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Vascendra","description":"Webs of lies and deceit were woven into Vascendra's life from early childhood. Born to a noble drow house in the Dark Below, she spent her first decades training to become a priestess of the Spider Queen. Although she often disregarded and even flouted the strict hierarchy of her goddess, Vascendra showed great aptitude, especially for the darker aspects of divine magic. Equipped with both immense talent and a ravenous appetite for power, she eventually dared to escape the stifling confines of drow society and made her way to the surface world. Some believe Vascendra still worships the Spider Queen, playing her own role in the goddess's dark schemes by spinning an intricate web of chaos. Others speculate that she has achieved her new, mystical powers through a pact with a wicked fiend. Whatever the case is, Vascendra now offers her dark services to anyone naive and desperate enough to seek her out.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Chaotic Evil","Expansion":32062,"Challenge Rating":10},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Vault Naga","description":"These imperishable guardians of Treasure vaults are menacing combatants and magic users who hone their deals for eternity but demand their shares equally fiercely. The god of strength, the Relentless, originally created them as a gift to the first dwarven kings, and as a result, the vault naga is fond of the dwarven race, its songs, and beer.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"lawful neutral","Expansion":17604,"Challenge Rating":7},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Vecna the Archlich","description":"On countless worlds, his name evokes tales of terror and cruelty: Vecna, the Undying King. Vecna, the Whispered One. Vecna, the Lord of the Rotted Tower. But Vecna had humble beginnings on the world of Oerth, where an order of wizards used him as a bootblack and scribe. He spent the better part of his childhood secretly educating himself in his masters’ arts. Once Vecna learned all he could, he massacred the wizards. He then recorded his every foul thought and dream as he started to write his Book of Vile Darkness . Vecna forged a kingdom on Oerth, but he grew bored with it after several centuries. He started inflicting suffering on other worlds. In this adventure, Vecna has risen to godhood on Oerth, but he seeks to become the most powerful god in existence and bend the multiverse to his will. By the time the characters are involved, Vecna’s master plan is almost complete. He has funneled a significant amount of his energy into weaving his ritual. Therefore, when the characters finally confront Vecna and try to save the multiverse, he is in his archlich form and not his divine form. Traits Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead. Special Equipment. Vecna carries a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a +2 Dagger. Undying. If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100 years. Vecna’s new body appears within 100 miles of where he was slain. When the new body is complete, Vecna regains all his hit points and becomes active again. Actions Multiattack. Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Afterthought. Afterthought. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 (2d8) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target must make a DC 20 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can’t regain hit points. Flight of the Damned (Recharge 5–6). Vecna conjures a torrent of flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and has the frightened condition for 1 minute. On a successful save, the creature takes half as much damage only. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Rotten Fate. Vecna causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 22 Constitution saving throw, taking 96 (8d8 + 60) necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this magic rises as a zombie at the start of Vecna’s next turn and acts immediately after Vecna in the initiative order. The zombie is under Vecna’s control. Spellcasting. Vecna casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 22): At will: Animate Dead (as an action) , Detect Magic, Dispel Magic, Fly, Lightning Bolt, Mage Hand, Prestidigitation 2/day each: Dimension Door, Invisibility, Scrying (as an action) 1/day each: Dominate Monster, Globe of Invulnerability, Plane Shift (self only) Bonus Actions Vile Teleport. Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 (3d6) psychic damage. If at least one creature takes this damage, Vecna regains 80 hit points. Reactions Vecna can take up to three reactions per round but only one per turn. Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails. Fell Rebuke. In response to being hit by an attack, Vecna utters a fell word, dealing 10 (3d6) necrotic damage to the attacker, and Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Wizard)","Alignment":"Lawful Evil","Expansion":30583,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Vedoira","description":"Meigas Meigas come from the Land of Dreams, where mortal minds wander while they sleep and use the substance of the land to build the dreams that run through their heads while they slumber. The Land of Dreams is said to be part of the fey realms, but can only be entered through dreaming, except by the most powerful of creatures, or by the fey that dwell there, including the meiga. Meigas differ widely in form and ability, but always appear as female. Clothing preference varies by individual, but meigas typically prefer bright colors and bold patterns. While all meiga can magically change their form to blend with mortal populations, their apparent age always shows through. If a meiga’s true appearance is elderly, then she appears elderly in any form she takes, while a more maiden-like meiga is always youthful when magically disguised. Dream Weapons. The meiga’s weapons are formed of dream-stuff and have a link to the Land of Dreams. When mortals are hit with such weapons, the pain is increased as their mind relives past pains from memory, brought forth by the meiga’s control over dreams. Functionaries of the Dream Realm. While in their own realm, a meiga serves a particular function in maintaining the dreamscapes of mortals. The cartuxeira oversees premonitory dreams of future events. The lobismuller is the bringer of nightmares. The vedoira are caretakers of dreams in which the spirits of the dead make contact with the living; their purview over dream communication means they are also overseers of those who are contacted via the dream spell. Other types of meigas do exist, exerting their particular influence over the dreams of mortals according to their sphere of influence. Summoned to Serve. In the Land of Dreams, meigas are typically not hostile, unless waking mortals come and interfere with their duties or disrupt the dreaming of sleepers. However, spellcasters aware of their existence and the powers available to them in the waking world often summon meigas (through spells such as conjure fey) to do their bidding. Such summoners should take great care not to lose control over a meiga, however, as they hold a grudge and will pursue vengeance against those foolish enough to let their mastery of the meiga slip. RARE MEIGAS While the meigas described in this book are the most common and best-known of their kind, other meiga dream-spirits can be encountered more rarely. Their abilities are generally a mystery and they are known by their particular behavior. Chuchonas. The most dangerous of all meigas, chuchonas appear with different faces or transformed into fanged vampires, but also can take the form of insects, most often bumblebees. They suck the blood of children, especially newborns, to steal their life essence to craft their ointments and potions. Feiticeira. These meigas live near rivers and streams, appearing as elderly women who still retain their loveliness. The feiticeira has a very beautiful voice that with her singing hypnotizes men and boys who approach the river and makes them go into the river, where they will drown to be later devoured. Lavandeira. These meigas surprise walkers who passes by a lavandeira (laundry house), inviting him to help her in the same direction as her, because otherwise, misfortune will befall his house. The Lavandeira will appear in the person's house and will end the pregnancy if there is one, steal the youngest of the children if there are any, or kill one of the spouses while they are sleeping, if there are no children at home. Marimanta . The origin of these meigas is unknown, but they can be invoked with complex rituals that draw them across both spatial and planar boundaries. They often wanders of their own free will between Dreamland and our world, entering houses where there is a child on which no blessings or protection have been used, and often abducts them to a place from which they never return for reasons and uses unknown to anyone. Meiga, Vedoira Vediora deal with dreams in which mortals are contacted by the spirits of the deceased. They are spirit mediums, able to guide spirits to the mortals they wish to contact and facilitate their communications. As such, the spirits of the dead hold these meiga in high esteem, and are quick to assist a vedoira against assailants, doing whatever is in their power to thwart her attackers. A vedoira appears as a young, slender woman wearing a flowing, colorful gown that flutters in an unfelt breeze. Faint whispers fill the air around her.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Vegepygmies","description":"Vegepygmies, also called mold folk or moldies, are fungus creatures that inhabit dark areas that are warm and wet, including underground caves and dense forests where little sunlight penetrates. Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many forms of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can’t speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies become chiefs. A vegepygmy chief can expel its spores in a burst, infecting nearby creatures.","properties":{"Category":"Monsters"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Vegepygmy","description":"Vegepygmies, also called mold folk or moldies, are fungus creatures that inhabit dark areas that are warm and wet, including underground caves and dense forests where little sunlight penetrates. Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many forms of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies become chiefs. A vegepygmy chief can expel its spores in a burst, infecting nearby creatures. Traits Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration. The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Sling. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"neutral","Expansion":7389,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Vegepygmy","description":"Corpses of those slain by russet mold grow new moldies. Not the legacy most of us aspire to. —Elminster Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce. Primitive Plants. Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi. Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can’t speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. Mold Begets Mold. Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body. As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does. No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby. Russet Mold The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case. Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold’s poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse. Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area. Traits Plant Camouflage : The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration : The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Claws : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Sling : Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Source":"Volo's Guide to Monsters","Alignment":"neutral","Expansion":1,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Vegepygmy","description":"Typical vegepygmies originate from the remains left behind when a Humanoid or a Giant is killed by russet mold (see “Russet Mold” below). One or more vegepygmies emerge from the corpse a day later. Vegepygmies Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they’re most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as myconid adults, shriekers, and violet fungi (all appear in the Monster Manual ). Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can’t speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. Russet Mold Few know for sure where russet mold came from. One historical account tells of adventurers in a mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the forest nearby. The mold is found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it. Effects of the Mold Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature is poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold dies. If the dead creature is a Beast, a Giant, or a Humanoid, one or more vegepygmies emerge from its body 24 hours later: one from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse. Destroying the Mold Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or magic that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area. Traits Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation. Regeneration. The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Typically Neutral","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Vegepygmy","description":"Vegepygmies, also called mold folk or moldies, are fungus creatures that inhabit dark areas that are warm and wet, including underground caves and dense forests where little sunlight penetrates. Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many forms of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can’t speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. Traits Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation. Regeneration. The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Typically Neutral","Expansion":31454,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Vegepygmy Acanthus","description":"The vegepygmy acanthus feels a natural connection to the magic that created their kind. Whether this is true wisdom inherited from its “ancestors” or some intuition over having seen countless creatures succumb to russet mold is not known, but it matters little to the acanthus. Many acanthus revere the russet mold to which their race is inextricably tied, speaking the mold’s will their tribe and ensuring the cycle continues.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"neutral","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Vegepygmy Briar","description":"Vegepygmys that seek to protect the tribe and the cycle do so by becoming briars. A bulwark on the battlefield, briars band together to form shield hedges that are nigh impenetrable to foes.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"neutral","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Vegepygmy Chief","description":"Corpses of those slain by russet mold grow new moldies. Not the legacy most of us aspire to. —Elminster Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce. Primitive Plants. Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi. Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can’t speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. Mold Begets Mold. Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body. As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does. No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby. Russet Mold The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case. Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold’s poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse. Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area. Traits Plant Camouflage : The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration : The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack : The vegepygmy makes two attacks with its claws or two melee attacks with its spear. Claws : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Spear (Melee; One-Handed) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spear (Melee; Two-Handed) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Spear (Ranged) : Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spores (1/Day) : A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn’t a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Source":"Volo's Guide to Monsters","Alignment":"neutral","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Vegepygmy Chief","description":"Vegepygmies, also called mold folk or moldies, are fungus creatures that inhabit dark areas that are warm and wet, including underground caves and dense forests where little sunlight penetrates. Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many forms of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies become chiefs. A vegepygmy chief can expel its spores in a burst, infecting nearby creatures. Traits Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration. The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The vegepygmy makes two attacks with its claws or two melee attacks with its spear. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn’t a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"neutral","Expansion":7389,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Vegepygmy Chief","description":"As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Other vegepygmies defer to these so-called chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does. Vegepygmies Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they’re most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as myconid adults, shriekers, and violet fungi (all appear in the Monster Manual ). Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can’t speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. Russet Mold Few know for sure where russet mold came from. One historical account tells of adventurers in a mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the forest nearby. The mold is found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it. Effects of the Mold Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature is poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold dies. If the dead creature is a Beast, a Giant, or a Humanoid, one or more vegepygmies emerge from its body 24 hours later: one from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse. Destroying the Mold Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or magic that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area. Traits Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation. Regeneration. The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The vegepygmy makes two Claw attacks or two melee Spear attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn’t a Plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Typically Neutral","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Vegepygmy Chief","description":"As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies become chiefs. A vegepygmy chief can expel its spores in a burst, infecting nearby creatures. Vegepygmies Vegepygmies, also called mold folk or moldies, are fungus creatures that inhabit dark areas that are warm and wet, including underground caves and dense forests where little sunlight penetrates. Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many forms of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can’t speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed. Traits Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation. Regeneration. The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The vegepygmy makes two Claw attacks or two melee Spear attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn’t a Plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Typically Neutral","Expansion":31454,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Vegepygmy Chieftain","description":"Many vegepygmys remain sprouts for their entire lives, waiting for their opportunity to fulfill the chieftain role. When a chieftain finally does die, invariably infighting occurs until a single leader rises from the fray, or the tribe disbands into disparate factions.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"neutral","Expansion":5818,"Challenge Rating":5},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Vegepygmy Moldmaker","description":"Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by russet mold, a poisonous fungus rumored to have originated from beyond the stars. Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps. While vegepygmies can sustain themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live indefinitely so long as the climate remains hospitable to their fungal bodies. To learn more about vegepygmies, see Monsters of the M ultiverse . Vegepygmy Moldmaker The oldest vegepygmies in a colony sometimes achieve control over the growth and propagation of the mold that bore them. These elders, known as moldmakers, can envelop foes in stifling layers of mold. Moldmakers often wear pauldrons made of lichen to denote their status. Traits Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation. Regeneration. The vegepygmy regains 7 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The vegepygmy makes two Claw attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) slashing damage. Toxic Mold (2/Day). The vegepygmy targets a creature it can see within 60 feet of itself. If the target isn’t a vegepygmy, it must make a DC 13 Constitution saving throw. On a failed save, the target takes 13 (3d8) poison damage and has the blinded and deafened conditions for 1 minute as it becomes covered in a thick layer of mold. On a successful save, the target takes half as much damage only. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Typically Neutral","Expansion":31434,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Vegepygmy Rattan","description":"In a true display of vegepygmy adaptation, the rattan is a tribe’s trap tactician. While all vegepygmys are capable trapsmiths, a rattan creates and arms traps in the midst of combat, utilizing innate vegepygmy magic and cunning engineering. Experienced rattans have an extensive repertoire of traps, and deploy their stratagems according to the tribe’s current foe.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"neutral","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Vegepygmy Scavenger","description":"Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by russet mold, a poisonous fungus rumored to have originated from beyond the stars. Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps. While vegepygmies can sustain themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live indefinitely so long as the climate remains hospitable to their fungal bodies. To learn more about vegepygmies, see Monsters of the M ultiverse . Vegepygmy Scavenger Vegepygmies rely on scavengers to salvage materials from their surroundings. Vegepygmy scavengers use stealth to bring food, tools, and weapons back to the colony. These scavengers leverage their nimbleness and natural camouflage to evade foes and pelt them with slings from the cover of leafy foliage. Traits Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation. Regeneration. The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Bonus Actions Nimble Escape. The vegepygmy takes the Disengage or Hide action","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Typically Neutral","Expansion":31434,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Vegepygmy Shaman","description":"Vegepygmy shamans are often the only type of spellcasters found in vegepygmy communities. They serve as the tribe's healer, prophet, and head adviser. Traits Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration. The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Spore Strike. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (2d10 + 1) poison damage. If the target is a creature, it is also poisoned until the end of the vegepygmy’s next turn. Spellcasting. The vegepygmy casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 11, +3 to hit with spell attacks): At will: guidance, mold earth 3/day each: entangle 1/day each: locate animals or plants, spike growth","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Vegepygmy Sprout","description":"Sprouts are newborn vegepygmys. Within each sprout is a conundrum of continuity: they possess no thoughts or memories prior to their birth, yet they are drawn to the artifacts of the corpse from which they were born. From harvested tooth, bone, claw, and jewelry a vegepygmy creates a personality that mimics that of its former self—or so it thinks—using that to inform their choice on how best to serve the tribe and the cycle.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"neutral","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Vegepygmy Thorny Hunter","description":"Also called mold folk, vegepygmies are fungal creatures that spring forth from the body of a Humanoid or Giant killed by russet mold, a poisonous fungus rumored to have originated from beyond the stars. Vegepygmies gather in small bands, communicating with a combination of gestures, hisses, and rhythmic taps. While vegepygmies can sustain themselves by absorbing nutrients from soil and other organic matter, they prefer a carnivorous diet achieved through hunting and scavenging. Vegepygmies can live indefinitely so long as the climate remains hospitable to their fungal bodies. To learn more about vegepygmies, see Monsters of the M ultiverse . Vegepygmy Thorny Hunter Thorny hunters are bestial vegepygmies derived from the corpses of bears, dogs, and other quadrupedal Beasts. Thorny hunters act like bloodhounds, following their master’s orders to hunt prey with deadly ferocity. Traits Pack Tactics. The vegepygmy has advantage on attack rolls against a creature if at least one of the vegepygmy’s allies is within 5 feet of the creature and the ally doesn’t have the incapacitated condition. Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation. Regeneration. The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate. Thorny Body. At the start of its turn, the vegepygmy deals 2 (1d4) piercing damage to any creature grappling it. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or have the prone condition.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Unaligned","Expansion":31434,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Vegepygmy Warrior","description":"Vegepygmy warriors are the tribe's guards, hunters, and primary soldiers during times of war. Traits Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration. The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The vegepygmy makes two attacks with its Claws or two melee attacks with its Spear. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Veil Reaver","description":"Void Horrors Even with the revolutionary advancements of the modern age, there is much about the nature of galactic space that remains a mystery. Void horrors are intelligent creatures that come from mysterious regions of space, such as spatial anomalies or rifts that generate an abundance of dark energy. Some appear to be amorphous, even invisible to mundane vision, while the most dangerous types are physical manifestations infused with dark matter. The Voids Within the Veil. A great number of dark energy anomalies appear to be connected to an as-of-yet indecipherable subregion of space known as the Veil. It is within this domain that dark energy beings such as the evargun reside. Many void horrors come from this subregion as well. They communicate with each other using language that, outside of a vacuum, creates sounds akin to a warped, echoic form of speech. Some have their own goals, while others ally with or become soldiers for greater forces such as the evargun. The more primal among them simply seek to defend their territory or scavenge for resources. Matter Inversion. The negative energy generated by void horrors can sometimes alter the molecular and genetic framework of other creatures rather than destroy them. Unless treated, either through advanced biomedical therapy or esper powers, those infected are eventually transformed into a creatures of dark matter. Creatures being altered in this way are often afflicted with long-term madness during their transformation (rules for applying the effects of Madness are provided in the Master Technician's Guide ). Energy Being. A void horror doesn't require air, food, or drink. It can also move in zero-g without restriction and can survive within a vacuum. Veil Reaver Veil reavers are sinister beings that seek to eradicate other living creatures. Many of them were humanoids either infected by dark energy or lost within a dark matter anomaly. They can be found making mutual alliances with other clandestine forces or serving as mercenary soldiers for the evargun. Void Ravager Void ravagers are malevolent, fiendish creatures that commonly attack small colonies, space stations, and starships. They thrive on destruction and death, hunting down and killing every non-netherant creature they can find before moving on to the next settlement. Void Shadow A void shadow is an aspect of dark matter that appears in the form of a shadowy humanoid or beast. They bombard any living creature they touch with dark matter. The essence of a creature that dies from such an assault remains corrupted by the energy, eventually emerging from its body as a void shadow. Void Specter A void specter is a tortured humanoid transformed by dark energy contagion. Its mind has been driven mad by the mental conflict of its current state. Driven by a warped vengeance against other creatures, veil specters unleash their wrath upon other lifeforms that don't share its fate.","properties":{"Category":"Monsters","Size":"Medium","Type":"netherant","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":4},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Veiled Hunter","description":"Once a simple woodsman and hunter who lived a quiet life in Jägerweiler Village, Brayden Lilyguard was chosen by the Obitus Scholare as one of the first to undergo their eldritch experiments. After being infused with the dead cerebro-spinal fluid of an eldritch entity (see “Part Three: The Eldritch Temple”), he gained inhuman strength, speed, and the ability to tap into the natural world of the forest he loved so dearly. But as time went on, he and his fellow huntsman began to change. They began hearing dark whispers in their minds that eventually became a cacophony of terrifying screams. Their bodies morphed and changed into feral creatures. Brayden fared better than his comrades in retaining most of his sanity, but couldn’t stop the change into the specter-like being he had become. In the church’s attempt to wipe them out with a flood of acid, he died. Years later, under the sky of a Blood Moon of Rebirth he was brought back, a mask adorning his face. he gathered the mutated \"survivors'' and rebuilt the village into what it is today. As the Veiled Hunter, his only passion is for the survival of his remaining people and the utter destruction of those he holds responsible. More information on the Veiled Hunter can be read in the Vile Village adventure. Traits Innate Spellcasting. The Hunter’s innate spellcasting ability is Charisma (spell save DC 15). The Hunter can innately cast the following spells, requiring no material components: At will: druidcraft 3/day each: blight, dominate beast, spike growth Eldritch Mask. The Hunter's mask is the source of its power. The mask has AC 22 and 25 hit points. The mask is immune to all damage except bludgeoning, fire, force, piercing, and slashing damage and it doesn’t take damage from effects that target an area. While the Hunter is wearing its mask, it has advantage on saving throws against spells and other magical effects, can cast speak with animals and plants at will, and can’t be deafened or magically put to sleep. If the mask is destroyed, it loses these benefits. Legendary Resistance (1/Day). If the Hunter fails a saving throw, it can choose to succeed instead. Treestep. Once on its turn, the Hunter can use 10 feet of its movement to step magically into one living tree within its reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. After using this trait, the hunter gains the benefits of the barkskin spell until the start of its next turn. Actions Multiattack. The Hunter makes two attacks: one with its gravetouch and one with its maggotspit. Gravetouch. Melee Spell Attack: +7 to hit, reach 15 ft., one target. Hit: 25 (6d6 + 4) necrotic damage. Maggotspit. Melee Spell Attack: +7 to hit, reach 10 ft., one target. Hit: 24 (8d4 + 4) poison damage and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. Rootprison (Recharge 4-6). The Hunter chooses up to five creatures within 30 feet of a tree the Hunter can see. Each creature must make a DC 15 Dexterity saving throw. On a failure, a creature takes 18 (4d8) piercing damage and is restrained for 1 minute. Whenever a restrained creature uses its action to make an attack or cast a spell, it takes 9 (2d8) piercing damage. A creature can use its action to make a DC 15 Athletics check to break itself or another creature within its reach free, ending the effect on that creature on a success. Wooden Labyrinth. The Hunter chooses a creature it can see within 120 feet of it. The target must make a DC 15 Wisdom saving throw. On a failure, the creature becomes magically lost, automatically failing all Nature and Survival checks it makes for the next 24 hours and being unable to escape the woods. The creature isn't aware of this effect. On a success, the creature is immune to this effect for the next 24 hours and knows it was targeted by some sort of magic. Bonus Actions They Have Eyes. The Hunter transport its senses into any tree within 500 miles of it that it has seen, seeing and hearing as if it occupied the tree’s space, until it ends the effect (no action required). During this time, it is blind and deaf in regard to its own senses. Reactions House of Leaves (3/Day). When the Hunter is hit by an attack, it turns into a pile of leaves and reappears in the branches of a tree within 60 feet of it, causing the attack to miss.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":7},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Veiled Lady","description":"Hyphan colonies have an entirely alien system of ethics compared to other races of The Low. They have no concept of ‘murder’ or ‘theft’; everything is simply ‘useful’ or ‘waste’. This simplified outlook on life often brings hyphan colonies into conflict with other races. Some colonies employ a plan of rapid relocation, moving themselves to new locations as soon as their existence is discovered. Others act hyper-aggresively, consuming any creature the moment it steps within their borders. Some colonies, in particular those that are in close proximity to other races, have developed a humanoid-like persona to interact with those peoples: a veiled lady. The landscape of hyphan foreign policy is constantly changing as strategies that result in extermination fail to propogate, and colonies develop new, unique schemes. Appearance. In the dim light of an underground cavern, a veiled lady appears as a huge, gowned silhouette, faintly feminine in shape. Closer inspection reveals a hollow where one might expect a cranium, and skin formed of constantly shifting threads of ultra-fine mycelia. A veiled lady appears to drift across the floor, gliding up unclimbable walls and squeezing through minute gaps without apparent effort.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"lawful neutral","Expansion":23695,"Challenge Rating":14},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Veiled Presence","description":"The ultimate threat created by the Rogue card, the veiled presence is a Celestial for tier 4 play (level 17 to 20). This being descends from an Outer Plane to bring cosmic wrath upon the characters. Traits Inviolate Presence. The veiled presence can’t be targeted by divination magic or by features that would read its mind or determine its creature type. Legendary Resistance (3/Day). If the veiled presence fails a saving throw, it can choose to succeed instead. Actions Multiattack. The veiled presence makes two Blade of Judgment attacks and can use Revelation. Blade of Judgment. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (1d6 + 7) piercing damage plus 27 (6d8) radiant damage. If the target is a creature, it must succeed on a DC 22 Charisma saving throw, or on its next turn, it can either move or take an action, but not both. Revelation. The veiled presence reveals a glimpse of its otherworldly nature to a creature it can see within 30 feet of itself. The target must succeed on a DC 22 Wisdom saving throw or have the paralyzed condition until the end of its next turn, after which the target is immune to this Revelation for 24 hours. Reactions Uncanny Dodge. When an attacker the veiled presence can see hits the veiled presence with an attack, the veiled presence halves the attack’s damage against it. Legendary Actions The veiled presence can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The veiled presence regains all spent legendary actions at the start of its turn. Flash Step. The veiled presence magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space that it can see. Stab (Costs 2 Actions). The veiled presence makes one Blade of Judgment attack. Searing Radiance (Costs 3 Actions). The veiled presence magically emanates dazzling light in a 10-foot-radius sphere centered on itself until the end of its next turn, during which time attack rolls against it have disadvantage and it has advantage on attack rolls. The sphere moves with the veiled presence. When another creature starts its turn in the light or enters the light for the first time on its turn, that creature must make a DC 22 Constitution saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small or Medium","Type":"Celestial","Alignment":"Typically Lawful Evil","Expansion":27234,"Challenge Rating":21},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Velha Da Egua Branca","description":"Velha da Égua Branca, \"the Old Woman on the White Mare,\" is a mysterious and terrifying figure. She is a wrinkled, aged woman wearing a white headdress adorned with red ribbons and clutches a dagger. It is said that at night, she rides her white mare, startling animals and folk alike. Despite this, she does not usually harm others. Woe to those that offend her sense of justice, however. Some say she belongs to the night sky, while others say she is the remnant of a long-forgotten titan or deity. She rarely speaks, what she has to say, is likely of great import, perhaps a warning or exhortation. If found in her lair, she may be persuaded to speak, but finding her home is a quest for the truly determined and daring. Her mare is her formidable companion.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (unique)","Alignment":"neutral","Expansion":30635,"Challenge Rating":21},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Vellynne Harpell","description":"Vellynne Harpell is a member of the prestigious Harpell family, based in the town of Longsaddle. Cold and dispassionate, she took to magic only a decade ago in her late forties and is skilled in the arcane tradition of necromancy. She has a lifelong struggle—a nervous disorder that manifests as trembling. It can affect her balance and her stride, but she has learned to cast her spells unimpeded by it. Despite her firm grasp of the dark arts, she would not have been admitted into the Arcane Brotherhood without her family connections—a fact that sticks in her craw. Vellynne brought a family heirloom with her to Icewind Dale: a professor orb that she refers to by its proper name, Professor Skant. This orb has knowledge about Netheril that could be important if Vellynne locates the lost Netherese city buried under the Reghed Glacier. The orb was recently stolen by Nass Lantomir, one of Vellynne’s rivals in the Arcane Brotherhood. Vellynne intends to get it back before resuming her quest to find Ythryn. Companions. Since arriving in Icewind Dale, Vellynne has secured the services of six Icewind kobolds that act as her valets and guides. Two of them were killed by a Melf’s acid arrow spell (cast by Vellynne’s rival, Nass Lantomir), but Vellynne animated their corpses, turning them into zombies. If she is wounded, Vellynne can cast vampiric touch and use the spell to regain hit points at the kobolds’ expense. Familiar. Vellynne’s familiar is a snowy owl, which the wizard uses as a scout. It uses the owl stat block in the Monster Manual but is a celestial instead of a beast. Spellbook. Vellynne’s spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer’s personal sigil is written in goat’s blood on the title page. The tome contains the spells Vellynne has prepared plus the following additional spells: bestow curse, blindness/deafness, false life, find familiar, magic weapon, polymorph, protection from evil and good, remove curse, shield, and Tenser’s floating disk. Traits Special Equipment. Vellynne wears bracers of defense and carries a wand of magic missiles (see “Actions” below). Spellcasting. Vellynne is an 8th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): chill touch (see “Actions” below), light, mage hand, message, prestidigitation 1st level (4 slots): comprehend languages, detect magic, ray of sickness, Tasha’s hideous laughter 2nd level (3 slots): darkvision, hold person, ray of enfeeblement 3rd level (3 slots): animate dead, Leomund’s tiny hut, vampiric touch (see “Actions” below) 4th level (2 slots): arcane eye, blight Actions Vampiric Touch (3rd-Level Spell; Requires a Spell Slot). Melee Spell Attack : +6 to hit, reach 5 ft., one creature. Hit: (3d6) necrotic damage. If this hits, Vellynne regains hit points equal to half the necrotic damage dealt. If Vellynne casts this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 for each slot level above 3rd Chill Touch (Cantrip). Ranged Spell Attack : +6 to hit, reach 120 ft., one creature. Hit: (2d8) necrotic damage. If hit, the target can’t regain hit points until the start of Vellynne’s next turn Wand of Magic Missiles. Hit: (1d4+1) force damage. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the spell. She can increase the spell slot level by one for each additional charge she expends. The wand regains 1d6 + 1 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20; on a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":6331,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Vellynne Harpell","description":"Vellynne Harpell is a member of the prestigious Harpell family, based in the town of Longsaddle. Cold and dispassionate, she took to magic only a decade ago in her late forties and is skilled in the arcane tradition of necromancy. She has a lifelong struggle—a nervous disorder that manifests as trembling. It can affect her balance and her stride, but she has learned to cast her spells unimpeded by it. Despite her firm grasp of the dark arts, she would not have been admitted into the Arcane Brotherhood without her family connections—a fact that sticks in her craw. Vellynne brought a family heirloom with her to Icewind Dale: a professor orb (see appendix D) that she refers to by its proper name, Professor Skant. This orb has knowledge about Netheril that could be important if Vellynne locates the lost Netherese city buried under the Reghed Glacier. The orb was recently stolen by Nass Lantomir, one of Vellynne’s rivals in the Arcane Brotherhood. Vellynne intends to get it back before resuming her quest to find Ythryn. Companions. Since arriving in Icewind Dale, Vellynne has secured the services of six Icewind kobolds that act as her valets and guides. Two of them were killed by a Melf’s acid arrow spell (cast by Vellynne’s rival, Nass Lantomir), but Vellynne animated their corpses, turning them into zombies. If she is wounded, Vellynne can cast vampiric touch and use the spell to regain hit points at the kobolds’ expense. Familiar. Vellynne’s familiar is a snowy owl, which the wizard uses as a scout. It uses the owl stat block in the Monster Manual but is a celestial instead of a beast. Spellbook. Vellynne’s spellbook has black leather covers around pages of ragged parchment, all wrapped in a crimson sash. The necromancer’s personal sigil is written in goat’s blood on the title page. The tome contains the spells Vellynne has prepared plus the following additional spells: bestow curse , blindness/deafness , false life , find familiar , magic weapon , polymorph , protection from evil and good , remove curse , shield , and Tenser’s floa ting disk . Traits Special Equipment. Vellynne wears bracers of defense and carries a wand of magic missiles (see “Actions” below). Spellcasting. Vellynne is an 8th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): chill touch (see “Actions” below), light, mage hand, message, prestidigitation 1st level (4 slots): comprehend languages, detect magic, ray of sickness, Tasha’s hideous laughter 2nd level (3 slots): darkvision, hold person, ray of enfeeblement 3rd level (3 slots): animate dead, Leomund’s tiny hut, vampiric touch (see “Actions” below) 4th level (2 slots): arcane eye, blight Actions Vampiric Touch (3rd-Level Spell; Requires a Spell Slot). Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage, and Vellynne regains hit points equal to half the necrotic damage dealt. If Vellynne casts this spell using a spell slot of 4th level or higher, the necrotic damage increases by 1d6 for each slot level above 3rd. Chill Touch (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 9 (2d8) necrotic damage, and the target can’t regain hit points until the start of Vellynne’s next turn. Wand of Magic Missiles. While holding this wand, Vellynne can expend 1 or more of its 7 charges to cast the magic missile spell from it. She can expend 1 charge to cast the 1st-level version of the spell. She can increase the spell slot level by one for each additional charge she expends. The wand regains 1d6 + 1 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20; on a 1, the wand crumbles into ashes and is destroyed.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":27909,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Velociraptor","description":"This feathered dinosaur is about the size of a large turkey. It is an aggressive predatir and often hunts in packs to bring down larger prey. Traits Pack Tactics. The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The velociraptor makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":7389,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Velociraptor","description":"The Monster Manual has statistics for several kinds of dinosaurs. This entry provides one more. This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey. Traits Pack Tactics : The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack : The velociraptor makes two attacks: one with its bite and one with its claws. Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Claws : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Velociraptor","description":"This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey. Traits Pack Tactics. The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The velociraptor makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast (Dinosaur)","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Velociraptor","description":"This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey. Traits Pack Tactics. The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The velociraptor makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast (Dinosaur)","Alignment":"Unaligned","Expansion":31454,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Velociraptor","description":"A smaller cousin of the deinonychus, the velociraptor is a swift, cunning pack hunter. This small, sleek dinosaur has vicious, snapping jaws and feet that end in large talons for gutting prey. It has no fear of Medium or even Large creatures. 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Her magic encourages exploration and discovery through the lens of creating a direct conduit to the past. She founded Lorehold College to ensure mortals would never forget the lessons of the past. After living for centuries, Velomachus has grown tired of watching the same mistakes repeated continually. She hopes her college’s teachings will foster the skills to either predict future pitfalls by taking lessons from those that came before or create flexible mindsets that allow people to shift their plans effectively when the unexpected occurs. Velomachus’s spells, legendary actions, and breath weapon are accompanied by visual effects resembling tomes and scrolls composed of golden light, perceptible distortions as time doubles back on itself, and thunderous sounds. Traits Legendary Resistance (3/Day). If Velomachus fails a saving throw, she can choose to succeed instead. Actions Multiattack. Velomachus makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 15 (1d10 + 10) piercing damage plus 6 (1d12) thunder damage. Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 13 (1d6 + 10) slashing damage. If the target is a Huge or smaller creature, it is knocked prone. Battle Tide Breath (Recharge 5–6). Velomachus exhales thunderous sound in a 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failure, a creature takes 45 (7d12) force damage and 45 (7d12) thunder damage and is pushed up to 20 feet in a horizontal direction of Velomachus’ choice. On a success, the creature takes half as much damage and isn’t pushed. Objects that aren’t being worn or carried take the damage and are pushed as if they were creatures that failed the saving throw. Spellcasting. Velomachus casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability: 1/day each: contact other plane (as an action, contacting a long-dead spirit), divination , move earth , wall of force Legendary Actions Velomachus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Velomachus regains spent legendary actions at the start of her turn. Claw. Velomachus makes one Claw attack. Chaotic Flow (Costs 2 Actions). Velomachus moves up to half her flying speed. If a creature hits or misses her with an opportunity attack during this move, the attacker takes 19 (3d12) thunder damage. Repeating History (Costs 3 Actions). Velomachus magically summons 1d4 spirit statue mascots (in this chapter) in unoccupied spaces she can see within 60 feet of herself. The spirit statues obey her commands and take their turns immediately after hers. Any creature, other than a spirit statue or Velomachus, is restrained if it starts its turn within 5 feet of one or more of these spirit statues. This restrained condition lasts until the end of the creature’s turn. These spirit statues disappear after 10 minutes, when Velomachus dies, or when she uses this action again.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon (Wizard)","Alignment":"Lawful Neutral","Expansion":12501,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Vengeful Treant","description":"Vengeful treants have agreed to be transformed by a hag living near the treant’s home. Vengeful treants will smell like rotting fruit and they stay in a constant state of agitation and movement so they are never confused for normal trees. Rangers and druids will usually go out of their way to avoid a vengeful treant, because even they are not guaranteed safety near one.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"chaotic neutral","Expansion":34600,"Challenge Rating":10},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Venom Maw Hydra","description":"Five reptilian heads upon long necks rise from the murky surface of the water. Sizzling venom drips from each gaping maw. The venom maw hydra lurks in sulfurous swamps and near areas of high geothermal activity, poisoning the hot springs and lakes where it dwells. Voracious Appetite. The venom maw hydra takes advantage of the sanctuary its warm water home promises to nearby fauna, devouring any creature that comes for warmth or a drink and leaving desolation in its wake. Deadly From Afar. Quick reflexes and the ability to spit vile secretions at range let it strike from the safety of its watery home.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":12},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Venom Spider","description":"To the drow, a venom spider is the epitome of arachnida. With their refined intelligence and deadly cunning, venom spiders are suspicious of the dark elves and their motives, even though they are both servants of the spider goddess. Occasionally a spider and an individual drow will strike a deal to work together, but at the first sign of coercion or drift towards dark elf aims and ambitions, the venom spider cancels the pact, often killing and eating the former partner in the process.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":5818,"Challenge Rating":7},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Venom Troll","description":"Trolls Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters. Venom Troll A troll ravaged by massive doses of poison might mutate into a venom troll. Lingering poison infuses its blood and tissue, and poison leaks from its pores to coat its fangs and claws. These creatures are especially dangerous in close combat, because poison drips off their flesh and sprays out from every wound they receive. Vaprak the Destroyer Although trolls are hardly devout and seldom ponder spiritual questions, they do fear and venerate the entity known as Vaprak the Destroyer. As with many lesser deities, Vaprak’s true nature is something of a mystery, but it is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. It’s given to fits of mindless destruction and is constantly paranoid about the plots and ambitions of other deities⁠. Among trolls, Vaprak is believed to devour those on the brink of death, but only if the troll is already cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body, no matter how little of its previous form remained. Thus, only trolls slain by acid or fire remain dead, because only those are consumed by Vaprak. Traits Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Poison Splash. When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 (2d8) poison damage. Regeneration. The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll's next turn. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) poison damage. Venom Spray (Recharge 6). The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned⁠. A poisoned⁠ creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Venom Troll","description":"A troll that survives massive doses of poison might transform into a venom troll. Lingering poison infuses the troll’s blood and tissue, and poison leaks from the pores to coat the troll’s fangs and claws. These creatures are especially dangerous in close combat because poison drips off their flesh and sprays out from every wound they receive. Trolls Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls’ own practices, as is the case for dire trolls. Vaprak the Destroyer Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak’s true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities. Vaprak’s troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body. Traits Poison Splash. When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 (2d8) poison damage. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The troll makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage, and the target is poisoned until the start of the troll’s next turn. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) poison damage. Venom Spray (Recharge 6). The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage, which can’t be reduced in any way. Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Venomous Snake","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage plus 3 (1d6) Poison damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Venomous Snake","description":"Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Alignment":"unaligned","Expansion":32955,"Challenge Rating":"1/8"},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Venomwight","description":"A wight who through one means or another gains the interest of the drow spider goddess finds they possess an increased desire for mayhem and bloodsport. Becoming a venomwight is not a choice one makes, but rather the outcome of a life—or unlife—spent tormenting the living, of gloating over one’s victims, of succumbing to one’s basest thoughts. Naraneus herself seems to care little for venomwights themselves, their existence a mere moment of distraction for the goddess of machinations and power mongering. Still, when a venomwight who displays a command of instinctual desire and devotes themselves to honoring the spider goddess, Naraneus takes note. Eventually such a creature finds a home on the demiplane of venom, as an agent of the spider goddess herself.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":10},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Venona, the Summer Queen","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic good","Expansion":27683,"Challenge Rating":10},"publisher":"Divination Illustrations","book":"The Shrouded Coast"},{"name":"Venusi","description":"Venusi (singular and plural) are alien plants native to the steaming jungles of a verdant far-off world. Among the deadliest predators of their homeworld, they are quite intelligent and wield great psychic power, using it to learn about the world around them and to secure servants to safeguard it and bring it prey. Venusi are solitary hunters, able to dissolve the flesh of other creatures with their enzymatic sap. Trapped or injured creatures are reduced to a fetid chyme which the venusi absorbs for its sustenance. They become torpid when food is scarce; however, it rarely needs to hunt on its own, as its psychic powers enable it to locate potential prey and inveigle it within its reach, or to enslave others to its will and force them to bring it offerings and sacrifices. Particularly useful servants may be implanted with one of the venusi many nodes, dissolving its nervous system from the inside and replacing it with a network of microtendril fibers that resonate with the venusi's mental impulses, making their commands nearly impossible to resist. Solitary and Wary. Venusi dislike competition and rarely tolerate the presence of other venusi in territory they claim as their own. However, they are cunning strategists and may use their psychic powers to communicate with other venusi far away and coordinate their efforts or share bits of knowledge and lore. Unlike terrestrial plants, Venusi can enter a meditative dream state akin to sleep (though they are not subject to sleep effects) and can use their dream mastery to venture far from their homes to other lands or even other worlds. Neurological Scholars. Venusi are wary of arcane and divine spellcasters but always curious to examine the minds of psychic magic users. They may carefully dissolve the flesh of their victims while carefully preserving the brains of psychic creatures in order to study them. They are also very inquisitive and seek to learn all they can about new lands they enter, looking to find a safe and secure haven before exploring their new home. A Curious Diaspora. The homeworld of the venusi is believed to be one of the far-flung homeworlds of the elven race. On this green planet, the venusi long grew in the reeking acid jungles of the planet's torrid zone and had little contact with the few elves that remained behind. However, when an exodus occurred from the elven colony worlds back to their home planets an age ago, their spreading numbers attracted the attention of the venusi, who began venturing out of their purple jungles to learn more of this strange humanoid species that had long shared their world. They watched them from afar and began capturing elves and carrying them off to their jungles, sending back assimilated servants to spy on their fellows and find new places for the venusi to explore and colonize. The elves regarded them as hostile invaders and warred against them, while also descending into civil war as paranoia rose about those that had been infected or assimilated to serve the venusi. 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Barbaric Mercenaries. Most verbeeg are evil-natured and live a life of barbarism - raiding nearby settlements to plunder and kidnap folk for slaves or ransom. Others offer themselves as unscrupulous mercenaries that work for the highest bidder. Cunning Bullies. Verbeeg are clever and are rarely encountered alone. They often bully and take charge of less intelligent groups of giant-kin such as ogres, hill giants, and trolls, and forcing and manipulating them to do the heavy lifting - such as fighting, as they stay behind relative safety. Verbeeg often establish lairs in underground caves, dungeons, and abandoned castles. They usually worship the evil giant gods, such as Grolantor and Vaprak. However, most verbeeg follow Karontor, the giant deity of hate and disfigurement. Because Karontor is also a patron of fomorians, it isn't unusual to find verbeeg working with the malformed giants. Traits Simple Weapon Wielder. A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack). Actions Multiattack. The verbeeg makes two Spear attacks. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (3d6 + 3) piercing damage, or 16 (3d8 + 3) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Verbeeg Chieftain","description":"Verbeeg are 9 to 10 feet tall unpleasant giants that have more human-like features and proportions compared to the commonly muscular and brutish forms of giants. Barbaric Mercenaries. Most verbeeg are evil-natured and live a life of barbarism - raiding nearby settlements to plunder and kidnap folk for slaves or ransom. Others offer themselves as unscrupulous mercenaries that work for the highest bidder. Cunning Bullies. Verbeeg are clever and are rarely encountered alone. They often bully and take charge of less intelligent groups of giant-kin such as ogres, hill giants, and trolls, and forcing and manipulating them to do the heavy lifting - such as fighting, as they stay behind relative safety. Verbeeg often establish lairs in underground caves, dungeons, and abandoned castles. They usually worship the evil giant gods, such as Grolantor and Vaprak. However, most verbeeg follow Karontor, the giant deity of hate and disfigurement. Because Karontor is also a patron of fomorians, it isn't unusual to find verbeeg working with the malformed giants. Traits Simple Weapon Wielder. A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack). Actions Multiattack. The verbeeg makes two melee attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used with two hands. Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 15 (3d6 + 5) piercing damage. Bonus Actions Assault Command. The verbeeg targets one ally it can see within 30 feet of it. If the target can see or hear the verbeeg, the target can use its reaction to make one melee attack or move up to its speed.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Verbeeg Longstrider","description":"Verbeeg are giants that resemble oversized humans with gangly limbs and elongated faces. Some have other features that give them a fearsome aspect. Verbeeg craft their own armor and weapons. They prefer thrown spears above all other weapons, and a verbeeg usually has several spears for that purpose. Longstriders. Some verbeeg worship gods of nature and help defend the natural world. These even-tempered verbeeg are called longstriders and are blessed with innate spellcasting abilities. Traits Innate Spellcasting. The verbeeg’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: 1/day each: animal messenger, fog cloud, freedom of movement, pass without trace, silence, water walk. Simple Weapon Wielder. A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack). Actions Multiattack. The verbeeg makes two melee attacks Spear. Melee Weapon Attack : +7 to hit, reach 5 ft., one target . Hit: (3d6+4) piercing damage. Spear (Two-Handed). Melee Weapon Attack : +7 to hit, reach 5 ft., one target . Hit: (3d8+4) piercing damage. Spear (Ranged). Ranged Weapon Attack : +7 to hit, reach 20/60 ft., one target . Hit: (3d8+4) piercing damage. Sling. Ranged Weapon Attack : +5 to hit, reach 30/120 ft., one target. Hit: (3d4+2) bludgeoning damage. If the target is a creature and is hit, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"neutral","Expansion":6331,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Verbeeg Longstrider","description":"Verbeeg are giants that resemble oversized humans with gangly limbs and elongated faces. Some have other features that give them a fearsome aspect. Verbeeg craft their own armor and weapons. They prefer thrown spears above all other weapons, and a verbeeg usually has several spears for that purpose. Longstriders. Some verbeeg worship gods of nature and help defend the natural world. These even-tempered verbeeg are called longstriders and are blessed with innate spellcasting abilities. Traits Innate Spellcasting. The verbeeg’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: 1/day each: animal messenger, fog cloud, freedom of movement, pass without trace, silence, water walk Simple Weapon Wielder. A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack). Actions Multiattack. The verbeeg makes two melee attacks. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (3d6 + 4) piercing damage, or 17 (3d8 + 4) piercing damage if used to make a ranged attack or used with two hands to make a melee attack. Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 9 (3d4 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"neutral","Expansion":27909,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Verbeeg Marauder","description":"Verbeeg are giants that resemble oversized humans with gangly limbs and elongated faces. Some have other features that give them a fearsome aspect. Verbeeg craft their own armor and weapons. They prefer thrown spears above all other weapons, and a verbeeg usually has several spears for that purpose. Marauders. Verbeeg conduct themselves like brigands, robbing people they come across in the wild. If food is scarce, they kill those same people and eat them. They prefer to dwell in forlorn places, often sharing territory with hill giants and ogres. It’s not unusual to find a gang of hill giants and ogres led by a verbeeg, since verbeeg are much smarter than their brutish cousins. Verbeeg also enjoy the company of mammalian beasts and allow bears, wolves, worgs, and other predators to lair with them. They catch and keep horses, mules, sheep, goats, and cattle for food and trade. Traits Simple Weapon Wielder. A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack). Actions Multiattack. The verbeeg makes two melee attacks Spear. Melee Weapon Attack : +6 to hit, reach 5 ft., one target . Hit: (3d6+4) piercing damage. Spear (Two-Handed). Melee Weapon Attack : +6 to hit, reach 5 ft., one target . Hit: (3d8+4) piercing damage. Spear (Ranged). Ranged Weapon Attack : +6 to hit, reach 20/60 ft., one target . Hit: (3d8+4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"neutral evil","Expansion":6331,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Verbeeg Marauder","description":"Verbeeg are giants that resemble oversized humans with gangly limbs and elongated faces. Some have other features that give them a fearsome aspect. Verbeeg craft their own armor and weapons. They prefer thrown spears above all other weapons, and a verbeeg usually has several spears for that purpose. Marauders. Verbeeg conduct themselves like brigands, robbing people they come across in the wild. If food is scarce, they kill those same people and eat them. They prefer to dwell in forlorn places, often sharing territory with hill giants and ogres. It’s not unusual to find a gang of hill giants and ogres led by a verbeeg, since verbeeg are much smarter than their brutish cousins. Verbeeg also enjoy the company of mammalian beasts and allow bears, wolves, worgs, and other predators to lair with them. They catch and keep horses, mules, sheep, goats, and cattle for food and trade. Traits Simple Weapon Wielder. A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack). Actions Multiattack. The verbeeg makes two melee attacks. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (3d6 + 4) piercing damage, or 17 (3d8 + 4) piercing damage if used to make a ranged attack or used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"neutral evil","Expansion":27909,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Verbeeg Priest of Karontor","description":"Verbeeg are 9 to 10 feet tall unpleasant giants that have more human-like features and proportions compared to the commonly muscular and brutish forms of giants. Barbaric Mercenaries. Most verbeeg are evil-natured and live a life of barbarism - raiding nearby settlements to plunder and kidnap folk for slaves or ransom. Others offer themselves as unscrupulous mercenaries that work for the highest bidder. Cunning Bullies. Verbeeg are clever and are rarely encountered alone. They often bully and take charge of less intelligent groups of giant-kin such as ogres, hill giants, and trolls, and forcing and manipulating them to do the heavy lifting - such as fighting, as they stay behind relative safety. Verbeeg often establish lairs in underground caves, dungeons, and abandoned castles. They usually worship the evil giant gods, such as Grolantor and Vaprak. However, most verbeeg follow Karontor, the giant deity of hate and disfigurement. Because Karontor is also a patron of fomorians, it isn't unusual to find verbeeg working with the malformed giants. Traits Simple Weapon Wielder. A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack). Actions Multiattack. The verbeeg makes two Club attacks, and it uses Enmity of Karontor. Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) bludgeoning damage plus 7 (2d6) cold damage. Enmity of Karontor. The verbeeg targets one creature it can see within 60 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 16 (3d8 + 3) psychic damage and until the end of the verbeeg's next turn, all attacks against the target have advantage. Breath of Karontor (Recharge 5–6). The verbeeg exhales a blast of freezing wind in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. Spellcasting. The verbeeg casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: guidance, resistance, thaumaturgy 2/day each: bane, bestow curse, spiritual weapon (club) Reactions Karontor's Rebuke (3/Day). In response to being damaged by a visible creature within 60 feet of it, the verbeeg forces that creature to make a DC 14 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Neutral Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Verbeeg Skirmisher","description":"Verbeeg are 9 to 10 feet tall unpleasant giants that have more human-like features and proportions compared to the commonly muscular and brutish forms of giants. Barbaric Mercenaries. Most verbeeg are evil-natured and live a life of barbarism - raiding nearby settlements to plunder and kidnap folk for slaves or ransom. Others offer themselves as unscrupulous mercenaries that work for the highest bidder. Cunning Bullies. Verbeeg are clever and are rarely encountered alone. They often bully and take charge of less intelligent groups of giant-kin such as ogres, hill giants, and trolls, and forcing and manipulating them to do the heavy lifting - such as fighting, as they stay behind relative safety. Verbeeg often establish lairs in underground caves, dungeons, and abandoned castles. They usually worship the evil giant gods, such as Grolantor and Vaprak. However, most verbeeg follow Karontor, the giant deity of hate and disfigurement. Because Karontor is also a patron of fomorians, it isn't unusual to find verbeeg working with the malformed giants. Traits Simple Weapon Wielder. A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack). Skirmish Advantage. Once per turn, when the verbeeg attacks while on a space that is at least 15 feet away from where it started its turn, it gains advantage on that attack roll. Actions Multiattack. The verbeeg makes two Spear attacks. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (3d6 + 3) piercing damage, or 16 (3d8 + 3) piercing damage if used with two hands to make a melee attack. Bonus Actions Lightfooted. The verbeeg takes the Dash or Disengage action. Reactions Skirmisher. When an enemy the verbeeg can see ends its turn in a space within 5 feet of it, the verbeeg can move up to half its speed. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Verbeeg Warlock","description":"Verbeeg are 9 to 10 feet tall unpleasant giants that have more human-like features and proportions compared to the commonly muscular and brutish forms of giants. Barbaric Mercenaries. Most verbeeg are evil-natured and live a life of barbarism - raiding nearby settlements to plunder and kidnap folk for slaves or ransom. Others offer themselves as unscrupulous mercenaries that work for the highest bidder. Cunning Bullies. Verbeeg are clever and are rarely encountered alone. They often bully and take charge of less intelligent groups of giant-kin such as ogres, hill giants, and trolls, and forcing and manipulating them to do the heavy lifting - such as fighting, as they stay behind relative safety. Verbeeg often establish lairs in underground caves, dungeons, and abandoned castles. They usually worship the evil giant gods, such as Grolantor and Vaprak. However, most verbeeg follow Karontor, the giant deity of hate and disfigurement. Because Karontor is also a patron of fomorians, it isn't unusual to find verbeeg working with the malformed giants. Traits Simple Weapon Wielder. A simple weapon deals one extra die of its damage when the verbeeg hits with it (included in the attack). Actions Multiattack. The verbeeg makes two Spear attacks or uses Bewildering Word twice. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (3d6 + 3) piercing damage, or 16 (3d8 + 3) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) force damage. Bewildering Word. The verbeeg utters a magical bewilderment, targeting one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or take 9 (2d8) psychic damage and have disadvantage on attack rolls until the end of the verbeeg's next turn. Spellcasting. The verbeeg casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): At will: mage hand, minor illusion, prestidigitation 1/day each: faerie fire, fear, phantasmal force, mirror image Reactions Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the verbeeg turns invisible and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Verdure Druid","description":"Verdure druids see themselves as protectors of all plant life. They dedicate their lives ensuring the natural life cycle, growth, and continued existence of all flora. Benevolent Workers. Good-aligned verdure druids acknowledge the value of other life forms and strive to have a harmonious relationship between flora and fauna. They recognize that one cannot exist without the other, and thus endeavor to resolve any conflict between flora and other life forms through peaceful means. Violence and destruction is only a last recourse to resolve an issue. Territorial Wardens. Neutral-aligned verdure druids value flora over all life forms, and will protect them fiercely if harmed. They tolerate the presence of other forest beings, such as elves and fey, and view all others with suspicion. While they will always prioritize resolving conflict peacefully, neutral-aligned verdure druids will not hesitate to use violence, especially if the opposing parties are intruding in territories they have sworn to protect. They will kill if they must, but only as a last option. Fanatic Bigots. Evil-aligned verdure druids are extremists who see all other lifeforms as threats to the existence of flora. They actively seek opportunities to harm other beings, especially intelligent ones, and use their corpses as carcasses as compost. Evil-aligned verdure druids are often in the company of corrupted and monstrous plants like blights and shambling mounds, which they amass as armies. These druids scheme and work with evil fey like hags, which they see as instruments they can wield until they are no longer of use to them. Actions Spore Strike. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (2d8 + 3) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw. On a failed save, the creature is poisoned for 1 minute and the creature suffers an additional effect of the druid's choice: 1. Charm. While poisoned in this way, the creature is charmed. 2. Madness. While poisoned in this way, the creature must move up to its speed to the nearest creature it can see and use its action to make a melee attack against a randomly determined creature within its reach. 3. Paralysis. While poisoned in this way, the creature is paralyzed. A creature can have only one poison effect at a time. If a creature receives a new poison effect, the previous one immediately ends. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the poison effect on itself on a success. Ensnaring Vegetation (Recharge 5–6). The druid targets one or more creatures it can see within 60 feet of it. Grasping thorny and poisonous roots and vines sprout underneath each target and attempt to envelop it. Each target must make a DC 13 Strength saving throw or be restrained by the entangling vegetation for 1 minute. While restrained in this way, a creature takes 7 (2d6) piercing damage and 7 (2d6) poison damage at the end of each of its turns. As an action, the restrained creature can make a DC 13 Strength check, escaping from the vegetation on a success. The vegetation can also be destroyed to end the effect. The entangling vegetation has AC 10, 10 hit points, vulnerability to fire damage and immunity to bludgeoning, piercing, poison, and psychic damage. Summon Plants (1/Day). The druid conjures Plant creatures whose combined average hit points don’t exceed 60. These creatures magically sprout from the ground in unoccupied spaces within 60 feet of the druid, obey its commands, and immediately act after the druid's turn. It remains until it or the druid dies, until the druid uses Summon Plants again, or until the druid dismisses it as an action. Spellcasting. The druid casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 13): At will: druidcraft, guidance, resistance, speak with plants 2/day each: barkskin, entangle, goodberry 1/day each: pass without trace, plant growth","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Verdurous Ooze","description":"Ooze The ravenous oozes of the Stolen Lands often lurk in various types of wilderness, waiting to menace explorers they catch by surprise. Verdurous Ooze Unlike so many ooze monsters that prefer the darkness of dungeons or caverns, the verdurous ooze prefers to dwell in the wild, slithering through undergrowth as it searches for prey. Traits Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. Enliven. A 15-foot-radius verdant green haze emits from the ooze, moves with it, and spreads around corners. The area is affected as though under the entangle spell, though this effect can’t be dispelled. Sleep Aura. A 60-foot-radius mist of chemicals emits from the ooze, moves with it, and spreads around corners. Creatures that enter this area for the first time, or start their turn in it, must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 minute. A sleeping creature can repeat the saving throw if it takes damage, or if another creature uses an action to shake the creature. A creature that succeeds on the saving throw is immune to this verdurous ooze’s sleep aura for the next 24 hours. Split. When a verdurous ooze that is Medium is subject to piercing or slashing damage, it splits into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze’s, rounded down. New oozes are one size smaller than the original ooze, and their sleep aura is reduced to 30 feet. Creatures who have successfully saved against the original ooze’s sleep aura are immune to the aura of both new oozes. These oozes are capable of recombining after 1 minute, adding their remaining hit points together. Actions Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) plus 4 (1d8) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative –1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 4 (1d8) acid damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the ooze can’t grapple another target. If the grappled target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative –1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.","properties":{"Category":"Monsters","Size":"Medium","Type":"ooze","Alignment":"unaligned","Expansion":17526,"Challenge Rating":5},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Verin Thelyss","description":"Fey Ancestry . Verin has advantage on saving throws against being charmed, and magic can’t put him to sleep. Sunlight Sensitivity . While in sunlight, Verin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack . Verin makes three Glaive attacks. Glaive . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 9 (1d10 + 4) slashing damage. Hand Crossbow . Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 22 (4d10) poison damage. Spellcasting. Verin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: dancing lights 1/day each: darkness , faerie fire , levitate (self only) Bonus Actions Manifest Echo . Verin magically creates an echo—a translucent, gray object that looks like him. The echo appears in an unoccupied space Verin can see within 15 feet of himself. While the echo exists, Verin chooses whether each of his attacks originates from his space or the echo’s space. On Verin’s turn, the echo can move in accordance with Verin’s wishes. The echo has AC 17 and 1 hit point. It otherwise uses Verin’s statistics. The echo lasts for 1 minute or until it is destroyed, until Verin ends his turn more than 30 feet away from it, until Verin manifests another echo, or until Verin is incapacitated. Reposition . Verin magically swaps places with his echo. Reactions Parry . Verin adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Drow, Elf)","Alignment":"Lawful Good","Expansion":13016,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Call of the Netherdeep"},{"name":"Veritigibbet","description":"This creature's most prominent feature is its oversized head—and when paired with its thin neck and narrow frame, it looks like a pumpkin threatening to break off a fragile vine. Its gaunt body is masked in well-tailored finery, and its immense mouth is curled up in a mocking sneer. The jewel-feathered wings protruding from its temples flap madly to keep it aloft. Veritigibbets can be found in all the lands of the fey, asking probing (and often embarrassing) questions of every creature they meet. An encounter with one of the creatures often begins innocently enough, with the veritigibbet paying a compliment and asking a simple question or two, such as asking for a name or occupation, or commenting on the weather. However, veritigibbets are deeply interested in the secret lives of other creatures, and their questions get personal very quickly. Creatures that don't mind impertinent questions can do very well in conversation with a veritigibbet, as the chatty creatures often sprinkle the conversation with bits they've learned from others. Sly Snoops. The rulers of the fey find veritigibbets to be adequate inquisitors and spy-catchers and they bond as many of the creatures to their causes as possible. Veritigibbets who have been bonded to a fey lord earn a modicum more respect than their unaligned peers, but most fey treat veritigibbets with grudging respect at best. Most fey find them to be loathsome tattlers and gossips. Fortissimo Fibber. The veritigibbet can't be magically silenced or forced to tell the truth by any means, and it knows if it hears a lie. Ventriloquist. The veritigibbet can make its voice sound as though it originates from any point it can see within 60 feet of it. Actions Multiattack. The veritigibbet makes two Repartee attacks. Repartee. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 14 (3d6 + 4) psychic damage. Blather. The veritigibbet asks a question of a creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failure, the target must either answer the question truthfully and completely or have disadvantage on all attack rolls, saving throws, and ability checks for the next 1 hour, cumulatively increasing in duration each time the target fails the saving throw and chooses to take disadvantage. If the target chooses to answer the question, it can't dissemble or omit information relevant to the question being answered. On a success, the veritigibbet takes 3 (1d6) psychic damage. Creatures that are immune to being charmed aren't affected by this action. Veiled Escape (1/Day). The veritigibbet teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see, becoming invisible when it arrives at the destination. Reactions Liar, Liar. When a creature lies while within 30 feet of the veritigibbet, that creature must succeed on a DC 14 Dexterity saving throw or take 3 (1d6) fire damage and it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Chaotic Neutral","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Verlathis","description":"Along the Eren River, between the cities of Erenhead and Eisin, lies Grover’s Hollow, a small town with a big secret. The dragon Verlathis makes her lair in a secret cavern complex beneath the town’s center. This secret is known only to a few of the town elders—outside the town, it is unknown. Grover’s Hollow, known only for the sweet apples grown in its orchards and several miles from the river proper, is not a very important part of Izrador’s empire, and thus the secret has been safe all these years. Verlathis came to these caverns almost a thousand years ago, before the town was settled, and she has watched it grow ever since. It began as a small village of gnomes who wished to leave the river life of their people behind while maintaining a close connection to their families. After a few decades, it gained a reputation as a refugee town that welcomed newcomers regardless of their culture or background. As Grover’s Hollow grew, Verlathis chose to reveal herself to the gentle people that lived in the village and, using her shapechange and charm abilities, was able to gain the friendship of several of the town elders, who swore to protect her secret. Ever since, the dragon and the town have lived together in peace, and Verthalis has used her considerable powers to keep the worst of the orcs’ depredations from plaguing the people of Grover’s Hollow. Dragons Aryth’s dragons are each unique creatures whose abilities are not defined by the color of their scales. Their coloring may range from silver-gray or mottled green to deep black, and have features that vary from spiked armor plating to long snouts, allowing them to be easily differentiated from one another by those who are versed in draconic lore. The dragons are ancient creatures, perhaps even immortal, who have watched the growth and trials of the peoples of Aryth for thousands of years. They rarely involve themselves in the affairs of mortals, and when they do it is on their terms. They are not driven by the riches or power offered by the rulers of nations, but have their own motivations that are seldom fathomable by less long-lived races. The most notable exception to this was the corruption of many dragons by Izrador’s whisperings at the end of the Second Age. Although the dragons that survive today are fractured and individual, it was not always so. A sovereign once ruled dragonkind, and the dragons befriended the elder fey and were content to share the world with them. The Sundering had a terrible impact on both the dragons’ minds and their civilization as a whole, however, and they were split into many different factions that warred with each other throughout much of the First Age, even as the fey were splitting into the races now found throughout Aryth. These wars ravaged much of the world’s dragon population, until finally only a few hundred remained. The Battle of the Wall at the end of the Second Age further reduced this number. Today, a handful of dragons still serve the Shadow, whether driven to his side by madness or warped by the temptation of promises too alluring to resist. Those that are sympathetic to the oppressed people of Aryth hide from the world, helping where they can but fearful of being discovered and suffering the full wrath of the dark god and his Night Kings. Traits Legendary Resistance (3/Day). If Verlathis fails a saving throw, she can choose to succeed instead. Innate Spellcasting. Verlathis’s spellcasting ability is Intelligence (spell save DC 18). Verlathis can innately cast the following spells, requiring no material components: 1/day each: firestorm, regenerate 3/day each: greater restoration, insect plague, wall of stone 3/day each: call lightning, dispel magic, wind wall Actions Multiattack. Verlathis can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) piercing damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) slashing damage. Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 19 (2d8+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 10 feet away from Verlathis and knocked prone. Frightful Presence. Each creature of Verlathis’s choice that is within 120 feet of Verlathis and aware of her must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Verlathis’s Frightful Presence for one hour. Breath Weapon (Recharge 5-6). Verlathis uses one of the following breath weapons. Acid Breath. Verlathis exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful save. Sleep Breath. Verlathis exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Change Shape. Verlathis magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts into her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Verlathis’s choice). In a new form, Verlathis retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Verlathis can take 3 legendary actions, choosing from the options listed here. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Verlathis regains spent legendary actions at the start of her turn. Detect. Verlathis makes a Wisdom (Perception) check. Tail Attack. Verlathis makes a tail attack. Wing Attack (Costs 2 actions). Verlathis beats her wings. Each creature within 10 feet of Verlathis must succeed on a DC 21 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. Verlathis can then fly up to half her flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"neutral good","Expansion":30504,"Challenge Rating":17},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Vermilion Path Bloodspeaker","description":"Traits Blood Magic. When the Bloodspeaker scores a critical hit with a melee weapon attack against a creature, the Bloodspeaker immediately regains the use of one of their expended spell slots. Rites of Undeath. The Bloodspeaker’s spellcasting ability is Intelligence (spell save DC 13). They can innately cast the following spells, requiring no material components: At will: bestow curse , mark of desecration ( Adventures in Rokugan ), speak with dead 1/day each: inflict wounds , phantasmal killer , ray of enfeeblement , vampiric touch Actions Blacksteel Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) piercing damage. Scores a critical hit on a roll of 19 or 20.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"neutral evil","Expansion":25901,"Challenge Rating":6},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Vernassian Bloodmoth","description":"Vernassian bloodmoths get their name from their seasonal population explosions. Each year, around the time of the vernal equinox, these moths begin to hatch from their clutches and emerge from their wintering sites in great numbers. Though mostly colorless when they first emerge from their cocoons, these giant insects turn an array of pastel colors after their first feeding. Deadly IIII Swarms. Bloodmoths like to hunt in swarms, and when gathered in groups can be a death sentence even to veteran explorers and adventurers. Common sense among those in the know dictates that one does not go into their territory with an open wound or a noisy companion. The bloodmoths swarm in such numbers that they have even been known to tear into their own kind when caught in their frenzied bloodlust should a moth become wounded in battle with its prey. Tactics. Though still Dangerous II alone, bloodmoths hunt in swarms to take advantage of each others' ability to inflict the Jabbed Injury. Once the Injury has been inflicted, all bloodmoths in the area will flock to the Injured creature, seeking to drain it of its remaining hit points before moving on to the next closest living creature with blood. Moths that can't get to the target may swarm mindlessly, or take a stab at the next closest prey that puts up a fight. When Injured, a bloodmoth attempts to flee, though it may end up devoured by its brethren if the remaining prey are all killed or have all fled and the moth swarm is not satiated. Traits Bloodscent. The bloodmoth can discern the presence of creatures that have sustained an Injury as though it had blindsight out to a range of 300 feet. Additionally, it can sense the general direction of Injured creatures as long as there is air connecting the space between it and the Injured creature out to a range of 2 miles. Swarm Tactics. The bloodmoth has advantage on attack rolls against creatures within 5 feet of one of its allies. The bloodmoth also deals an additional 2 damage with its attacks if the target of its attack is adjacent to at least two of its allies. Actions Piercing Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage, and the target must make a DC 13 Constitution saving throw or gain a special Injury of Dangerous II severity, \"Jabbed\". While Injured in this way, a creature takes an additional 5 damage from any attack made against them. If a creature would gain this Injury again, it instead takes another 5 additional damage from that attack (total of 10 additional damage). A creature automatically recovers from the Punctured Injury at the end of a short rest in which it spends at least one hit die. A creature can also attempt to recover at the end of its turn by spending a hit die without regaining hit points and succeeding on a DC 13 Constitution saving throw. Bonus Actions Revitalizing Drain (recharge 5-6). As a bonus action on a turn in which the bloodmoth hit an Injured creature with its Piercing Proboscis attack, the bloodmoth can cause that creature to lose 7 (2d6) hit points, with the bloodmoth regaining hit points equal to the amount lost.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":28072,"Challenge Rating":2},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Versi the Oracle","description":"Versi is the daughter of Sydon and a naiad named Delphea. She is a water nymph like her mother, but her father’s empyrean blood gave her the power of prophecy. She was born with a third eye at the center of her forehead. She hides this with a golden diadem. Versi has been known throughout Thylea as “the Oracle” since before the founding of Mytros. She prophesied the coming of the Dragonlords and the birth of the Five Gods. She was also instrumental in forging the Oath of Peace, as she negotiated the meeting between the Five Gods and the Titans. Versi wishes to protect both the mortals and the fey races of Thylea. She once believed that the gods and Titans could coexist peacefully, but she has witnessed too much death and destruction to sustain her optimism. Now, she puts her faith in the heroes, because they represent a chance for the best possible outcome in all her visions of the many possible futures. Roleplaying Versi Haunted . Versi is haunted by terrifying visions of the future of Thylea. She clings desperately to the hope that such dark futures will not come to pass, but a shadow of fear and doubt is always in her eyes. She knows that the heroes may very well die in their attempt to thwart Sydon and Lutheria. Possessive . Versi thinks of all the mortals of Thylea as beautiful, cherished pets. This is doubly true of those with great destinies. She may choose to follow the heroes and check up on them from time to time, offering much-needed assistance in the way that one might offer treats to a pet dog. She will bristle with obvious jealousy if the heroes become too close to or dependent on other fey creatures or gods.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (nymph)","Alignment":"chaotic neutral","Expansion":4963,"Challenge Rating":6},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Vesiculosa","description":"This glittering pool stands among lush and verdant fruiting plants. Underground Oasis. A vesiculosa is a huge, burrowing pitcher plant that dwells in oases, spurring nearby growth and luring in prey with soporific scents and tainted water. A vesiculosa’s body is buried in the ground, with only its rootlets swarming in the open in ropy tangles. It catches meals with these rootlets and drags them to its mouth. Usually these morsels are unconscious, but the rootlets can put up a fight if they must. Rich Sapphire Heartvine. A vesiculosa’s heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging. Traits False Appearance: While the vesiculosa remains motionless, it is indistinguishable from a normal pool of water. Rootlet Swarms.: The vesiculosa is surrounded at all times by four Medium swarms of Tiny rootlets that move as the vesiculosa directs. Each swarm has a speed of 30 feet, can be targeted independently, has 25 hit points, and (unlike the parent plant) quite vulnerable to fire damage. Other than that, they have the same statistics as the vesiculosa’s main body. For each swarm that drops to 0 hit points, the vesiculosa loses one of its Entrap attacks. A destroyed swarm regrows in 24 hours. Sweet Water: The vesiculosa’s pool emits a sweet fragrance that lures creatures to drink. Creatures that are neither undead nor constructs within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled to approach the vesiculosa and drink. The water is cool and refreshing but carries a sleeping poison: any creature (other than undead and constructs) that drinks from it regains 1d4 hp and recovers from 1 level of exhaustion, but must succeed on a DC 15 Constitution saving throw against poison or fall unconscious for 1 minute. If the saving throw fails by 5 or more, the creature is unconscious for 1 hour. An unconscious creature wakes up if it takes damage or if another creature uses an action to shake it awake. Verdant: The vesiculosa’s sap seeps into the soil, promoting lush vegetation. At any given time, 3d6 beneficial fruits (fruit, nuts, figs, dates) can be found within 30 feet of the vesiculosa. These have the same effect as berries from a goodberry spell, but they retain their potency for one week after being picked or after the vesiculosa is killed. Actions Multiattack: The vesiculosa uses Entrap 4 times, and uses Reel and Engulf once each. It loses one Entrap attack for each rootlet swarm that’s been destroyed. Entrap: The vesiculosa targets a Large or smaller creature within 5 feet of one of its rootlet swarms. The target takes 10 (4d4) piercing damage and is grappled (escape DC 15), or takes half damage and isn’t grappled if it makes a successful DC 17 Dexterity saving throw. Until the grapple ends, the target is restrained, it has disadvantage on Strength checks and Strength saving throws, and that rootlet swarm can’t entrap another target. Reel: Each rootlet swarm that has a creature grappled moves up to 20 feet toward the vesiculosa’s main body. Rootlets wander up to 100 feet from the main body. Engulf: The vesiculosa engulfs all restrained or unconscious creatures within 5 feet of its main body (up to 2 Large, 4 Medium or 8 Small creatures). An engulfed creature is restrained, has total cover against attacks and other effects outside the vesiculosa, and takes 21 (6d6) acid damage at the start of each of the vesiculosa’s turns. When the vesiculosa moves, the engulfed creature moves with it. An engulfed creature can try to escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the vesiculosa’s main body.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"plant","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Vesket","description":"Thanks to the manipulations of a deceptive will-o’-wisp, the king of the Kamelands lizardfolk, Vesket, grows more cruel with time—drawing treacherously close to fully embracing evil. You can further adjust his alignment as you need depending on the type of lizardfolk king you require for your story. Alternatively, Vesket’s stats can be used to represent a member of a rival adventuring group comprised primarily of lizardfolk or other nontraditional ancestries. Traits Brave. Vesket has advantage on saving throws against being frightened. Hold Breath. Vesket can hold his breath for 15 minutes. Actions Multiattack. Vesket makes three melee attacks, two with his trident and one with his bite. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage. Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 12 (2d6+5) piercing damage, or 14 (2d8+5) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid (lizardfolk)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":6},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Vespertilio","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"chaotic evil","Expansion":29375,"Challenge Rating":3},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Vestraadi Vanguard","description":"These reclusive and alien humanoids are a law unto themselves in the Underworld. The few cultures who are aware of them say they do not follow any guidelines, rules, regulations or conventions at all. However, there is method in the seeming madness, in that the vestraadi are extremely wary of the drow and their love of poison, not least because of these chaotic humanoids’ susceptibility to it. Many of their skills and abilities have been fine-tuned over the generations specifically to combat the dark elves, who the vestraadi take upon themselves to eliminate at every opportunity, especially if it’s from distance or a carefully chosen hiding place.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (vestraadi)","Alignment":"chaotic neutral","Expansion":5818,"Challenge Rating":7},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Veteran","description":"Veterans include soldiers retired from military service and warriors who never served anyone but themselves. Actions Multiattack : The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword (One-Handed) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Longsword (Two-Handed) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Shortsword : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Crossbow : Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Veteran","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. Actions Multiattack : The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Shortsword : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Crossbow : Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.","properties":{"Category":"Monsters","AC":"17 (Splint)","HP":"58 (9d8+18)","CHA":10,"CON":14,"DEX":13,"INT":10,"STR":16,"WIS":11,"Size":"Medium","Type":"humanoid (any race)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116555/7ms4_HZ0ixjzVYo5MHRoAQ/original.png","Roll 0":"1d20 + 5\n1d8+3","Roll 1":"1d20 + 5\n1d6+3","Roll 2":"1d20 + 3\n1d10+1","Skills":"Athletics +5, Perception +2","Source":"5th Edition SRD","data-XP":700,"Alignment":"Any Alignment","Languages":"Any One Language (Usually Common)","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.\"},{\"Name\":\"Longsword (One-Handed)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Longsword (Two-Handed)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Shortsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Heavy Crossbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"3\",\"Reach\":\"100/400 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+0","data-CON-mod":"+2","data-DEX-mod":"+1","data-INT-mod":"+0","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":3,"Passive Perception":12,"data-CrNum":3,"data-AcNum":17,"data-HpNum":58},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Veteran","description":"Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. Actions Multiattack : The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword (One-Handed) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Longsword (Two-Handed) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Shortsword : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Crossbow : Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"MM1","Alignment":"any alignment","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Veteran","description":"Veterans are seasoned (and often older) warriors, soldiers, or mercenaries that have seen their share of hazardous threats and deadly situations. Many choose to never leave their adventurous life, while some have chosen to retire into less lethal professions, becoming trainers, ambassadors, or tactical advisors","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any)","Alignment":"any alignment","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Veteran Agent","description":"Agents On Tholus, the Karelagne Empire’s home world, secret imperial operatives discretely work to eliminate threats to the Empire. Occasionally, imperial leadership will recognize a threat in the Aetherial Expanse that cannot be dealt with by pure military force, sending one of their skilled agents to deal with the issue. The powerful merchant princes of Ayris boast their own agents. These are sent on covert missions to thwart their competition or boost their mercantile might. Regardless of their patron, agents are skilled individuals adept at espionage and have a knack for succeeding, even when the odds are against them.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid","Source":"custom","Alignment":"Any Alignment","Expansion":32048,"Challenge Rating":3},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Veteran of Geryon","description":"Veteran Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. Diabolical Cults of Geryon Despite being deposed, Geryon still has the ability to strike bargains. He deals especially with those who seek brute strength⁠. Any warlike monster—such as orcs, ogres, and trolls—can be lured into Geryon’s cult. His cultists typically form fighting companies and bandit gangs, proving their strength⁠ by defeating others in battle and taking what they want as loot. Goals: Physical prowess, domination of others through strength⁠, destruction of all opposition Typical Cultist: Bandit, bandit captain, berserker, cult fanatic, cultist, gladiator, thug, tribal warrior, veterans Members of the cult can gain the Crushing Blow trait. Cult leaders can also gain the Indomitable⁠ Strength⁠ trait. Traits Crushing Blow (Recharges after a Short or Long Rest). As a bonus action⁠, the creature gains a bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1). Actions Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword (One-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Longsword (Two-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Reactions Indomitable⁠ Strength⁠ (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Veteran of the Gauntlet","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful good","Expansion":4962,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Veteran of Zariel","description":"Veteran Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves. Diabolical Cults of Zariel Zariel’s cult offers martial training⁠ and talent. It flourishes in areas wracked by war. Refugees with the will to fight but lacking experience are drawn to Zariel, as she can provide them with the skills needed to survive. Established warriors looking for an edge are otherwise her most common recruits. Knightly orders, fighters’ guilds, and mercenary companies are the most likely to come under her sway. Hobgoblins sometimes turn to her, but only if they have escaped the influence of Maglubiyet and his priests⁠. Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Zariel’s cultists can gain the Ferocious Surge trait. Cult leaders can also gain the Infernal Tactics trait. Traits Ferocious Surge (Recharges after a Short or Long Rest). When this creature hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit. Infernal Tactics⁠. This creature has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them. Actions Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword (One-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Longsword (Two-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Source":"Mordenkainen's Tome of Foes","Alignment":"Any Alignment","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Vex'ahlia de Rolo","description":"Vex’ahlia was one of the first members of Vox Machina when those adventurers initially met in Stilben, along with her twin brother, Vax’ildan. Today, she is one of the most influential people in Tal’Dorei. She sits on the Tal’Dorei Council as Master of Commerce and is Whitestone’s Grand Mistress of the Grey Hunt, a champion of the Dawnfather, and a hero beloved by all who know the legend of Vox Machina. Her charm and skill with a bow are legendary, and she is equally dedicated to changing the world as she is to raising her five children in Whitestone. Charming and Incorrigible. As an adventurer, Vex’ahlia was known for being resolute and confident even in the face of unspeakable despair. The stories told of Vex revolve around her cunning, her flirtatious charm, and her propensity for haggling—an expression of her impoverished childhood in the wildlands of Tal'Dorei. The hardships she has endured and overcome have not changed her for the worse, though. She is the same Vex’ahlia that is remembered in the legends, just with a few more gray hairs and somehow even more responsibilities. Even her beloved animal companion, the brown bear Trinket, is still by her side—though age has slowed him somewhat. His young cub is now a well-behaved playmate for the youngest de Rolo children. After the Epilogue. Though she’s better known for her archery skill, Vex’ahlia’s capability with coin made her an easy choice for election to the Tal’Dorei Council as Master of Commerce. She makes frequent use of a teleportation circle to travel between Castle Whitestone and Traverse Junction in Emon, making it possible to fulfill her duties to both the Chamber of Whitestone and the Tal’Dorei Council. Though she has generally left her adventuring life behind her, she does occasionally sortie with the Grey Hunters to eliminate threats to the continued peace and prosperity of Tal’Dorei. Vox Machina Heroes. Scoundrels. Legends. Dumbasses. The legacy of the adventuring party Vox Machina is a complicated one. Over the course of their adventures, they’ve selflessly saved the lives of thousands of people in Tal’Dorei, Wildemount, Issylra, and beyond. Of course, there are also countless tales of individuals they’ve bullied, threatened, insulted, or otherwise needlessly antagonized throughout those same adventures. These legendary figures grew from a band of dime-a-dozen sellswords in the swamp burgh of Stilben to gods-blessed warriors whose actions might have saved all of Exandria from a future of undead tyranny. The deeds of Vox Machina are sung by bards across Tal’Dorei, often exaggerating those already belief-defying tales of gods and monsters and magic. But though their legend has grown wild and unruly, the members of Vox Machina are still people. More than twenty years have passed since their last great campaign. Most of them are still alive, and the lives of these heroes have changed—in big ways and in smaller, more subtle ones. Those among them who age have softer bodies and lines on their faces. Those among them who don’t age still show the weight of the world upon their shoulders. By and large, the members of Vox Machina have set aside weapons, armor, and spells in favor of more subtle ways of helping others. Some lead the lands they were born to lead. Others have been elected to the Tal’Dorei Council, shaping the fate of the continent’s people with quiet wisdom rather than blades and battle cries. Still, each member of this legendary band of adventurers would take up arms again in an instant if it meant protecting those they care for the most. And the Vestiges of Divergence, whose power they unlocked in the battles against the Cinder King and the Whispered One, are still within their grasp. The following stat blocks are here for GMs to use if their players encounter a member of Vox Machina—hopefully as an ally or a \"quest giver,\" for woe betide anyone who encounters these legendary heroes as a foe. These statistics don’t represent the full extent of the characters’ abilities as 20th-level adventurers, but have been streamlined to make them easier for the Game Master to run. Traits Assassinate. During her first turn, Vex has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Vex scores against a surprised creature is a critical hit. Evasion. If Vex is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Fey Ancestry. Vex has advantage on saving throws against being charmed, and magic can’t put her to sleep. Ranged Master. Vex’s ranged weapon attacks have a +2 bonus to hit (included in attacks), and ignore half cover and three-quarters cover, and have no range penalty. Additionally, Vex can take a −5 penalty to any ranged attack roll to gain a +10 bonus to the damage roll. Sneak Attack (1/Turn). Vex deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Vex that isn’t incapacitated and she doesn’t have disadvantage on the attack roll. Special Equipment. Vex wears +2 studded white dragon leather armor of cold resistance and a ring of protection with a +2 bonus. She carries a broom of flying and a raven's slumber , and wields Fenthras . Spellcasting. Vex is a 13th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). She has the following ranger spells prepared: 1st level (4 slots): cure wounds, hunter’s mark (see bonus actions) 2nd level (3 slots): pass without trace, protection from poison 3rd level (3 slots): lightning arrow, nondetection 4th level (1 slot): freedom of movement, grasping vin e Trinket. Trinket moves and acts on Vex’s turn, and Vex can use a bonus action to command him to take the Dash, Dodge, Disengage, or Attack action. She can also command him to Attack as part of her Multiattack action (see below). Trinket can take only one action on each of Vex’s turns. Actions Multiattack. Vex makes two ranged attacks, and can command Trinket to move up to his speed and use his Multiattack action. Fenthras. Ranged Weapon Attack: +16 to hit, range 600 ft., one target. Hit: 22 (1d8 + 18) piercing damage and 3 (1d6) lightning damage, and Vex can use the following ability: Bramble Shot (2/Short Rest) . The attack deals an extra 18 (4d8) piercing damage, and the target must succeed on a DC 17 Strength saving throw or be restrained. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Cunning Action. Vex takes the Dash, Disengage, or Hide action. Hunter’s Mark. Vex casts hunter’s mark to mark a creature she can see within 90 feet of her. For 1 hour, Vex’s weapon attacks deal an extra 1d6 damage to the marked creature, and she has advantage on Wisdom (Perception) and Wisdom (Survival) checks made to find it. Reactions Uncanny Dodge. When an attacker that Vex can see hits her with an attack, she takes half damage from the attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Expansion":20583,"Challenge Rating":18},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Vexxeh","description":"This bestial creature would stand over 15 feet tall if erect but is more comfortable crouched with its knuckles resting on the ground. It wears a pair of trousers and a vest, both obviously made for someone much smaller than it. Its cunning eyes belie a malignant intelligence. Bound to Service. Though they are not devils, vexxeh are natives of the Hells. Their susceptibility to magical domination makes them ideal lieutenants for evil spellcasters. Once a vexxeh has agreed to serve a master, it adheres to the letter of the agreement that has been struck and refuses to break the contract even under the threat of destruction. Lovers of Carnage. Vexxeh only know joy when they are harming living creatures. They relish battle, enjoying the opportunity to shed blood and break bones. More than combat, however, vexxeh enjoy torturing mortals, especially if there is no purpose to it. The psychic distress and trauma suffered by the victims of their torture makes vexxeh gleeful. Fiendishly Polite. Despite their love of violence, vexxeh are unfailingly polite. They mimic the etiquette and social norms of their current master’s culture, going so far as to affect mannerisms of nobility. Even when rending a creature into bloody chunks, a vexxeh acts regretful and apologetic.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Viari","description":"I know a story about that... A product of life on a small-town farm, the rogue known as Viari carries fond memories of those childhood days and his loving family. (Well, except for that thing where his parents insist on thinking of his older brother as the successful one.) But he can be quick to show self-consciousness when talking of where he came from, and he never speaks of the name he bore in that former life. After quickly rising in the ranks of Acquisitions Incorporated since joining that august team, Viari has come to head what’s known as the organization’s Stabbing Department. A potent threat in both dueling and earnest debate, he demonstrates an equal flair for planning and forethought, mad combat moves (involving leaping off high places whenever possible), and dark vengeance. Viari’s career as an adventurer was nearly cut short during a battle of which the bards still sing. Unleashing a devastating attack with the aptly named Apocalypse Dagger , the rogue destroyed a giant single-handedly—and lost his arm in the process. Although Viari was made bodily whole again in an equally dramatic magical fashion, some of those closest to him have noticed that those miraculous events weigh on him still, perhaps suggesting consequences that only he foresees.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic good","Expansion":4048,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Vicar Priscilla","description":"Vicar Priscilla was a fearless warrior and a beloved and revered member of the Radiant Church. Despite her frailty, she was devoted to her faith and among the first to join the ranks of the hunters. Her efforts, were not in vain, as she fought beast after beast, decimating their ranks and rescuing Luyarnha from the depths of the abyss. Yet during the 33rd Hunt, when all thought that the scourge was over, she found herself facing creatures from beyond the realms of human understanding. A malice so vile that it curled up her spine, this evil was the convergence of the void, the infinite expanse beyond what lies dormant. She had never experienced anything like the horrific struggle that took place. Though she repelled the entity, it was no victory; all who survived that night were left on the brink of despair. Her spirit had been broken, her loved ones had been slaughtered, and her insignificance had been laid bare before her. A shattered moon rose that night. She vowed not to allow such atrocities be in vain, pouring months of research alongside scholars of the Church, attempting to pierce the creature’s secret. From the mound of flesh that she hacked from the being, and the maddened knowledge she gained, Priscilla fashioned a sword of pure moonlight—a blade that could alter fate. Priscilla blazed a new path through the plague-filled streets with renewed zeal, strengthening her hunters with her enhanced arcane powers. Nonetheless, she suffered defeat once more. She was abandoned on the pavement, her coven shattered. That night she vanished. It is believed that her broken body was restored, and that she now spends her days in her chambers in quiet reflection, seeking guidance from a higher power. Covertly, there are hunters who claim they still see her during gruesome hunts, leading forces to victory with her shard of moonlight in hand. Traits Divine Warrior. Vicar Priscilla's weapon attacks deal an extra 7 (2d6) radiant damage on a hit (included in the attacks). Honed Reflexes. Vicar Priscilla can take two reactions per round, but no more than one reaction per turn. Legendary Resistance (3/Day). If Vicar Priscilla fails a saving throw, she can choose to succeed instead. Magic Resistance. Vicar Priscilla has advantage on saving throws against spells and other magical effects. Special Equipment. Vicar Priscilla has a Shard of Moonlight . She cannot be disarmed of it while she is conscious. Spellcasting. Vicar Priscilla is an 11th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Vicar Priscilla has the following cleric spells prepared: Cantrips (at will): guidance, light, sacred flame, spare the dying 1st level (4 slots): bless, burning hands, command, faerie fire, healing word 2nd level (3 slots): hold person, scorching ray, spiritual weapon 3rd level (3 slots): daylight, dispel magic, fireball, mass healing word 4th level (3 slots): banishment, dimension door, guardian of faith, wall of fire 5th level (2 slots): flame strike, geas, mass cure wounds, scrying 6th level (1 slots): heal, word of recall Actions Multiattack. Vicar Priscilla makes two Shard of Moonlight attacks. Shard of Moonlight. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 10 (3d6) radiant damage, or 12 (2d6 + 5) slashing damage plus 14 (4d6) radiant damage if the blade is transformed. Bonus actions Divine Dash. Vicar Priscilla moves up to 40 feet in a straight line. Legendary Actions Vicar Priscilla can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Vicar Priscilla regains spent legendary actions at the start of her turn. Beckon the Moon. Vicar Priscilla raises the Shard of Moonlight at the moon and the blade gains or loses 3 (1d4 + 1) charges, according to Vicar Priscilla's will. Strike. Vicar Priscilla makes a Shard of Moonlight attack. Cast a Spell (Costs 2 Actions). Vicar Priscilla casts a spell she has prepared. Vanish (Costs 2 Actions). Vicar Priscilla expends 5 charges from her Shard of Moonlight to step into the Ethereal Plane until the start of her next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Alignment":"lawful neutral","Expansion":27461,"Challenge Rating":15},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Vicious Army Ant Swarm","description":"Army Ant Swarm Army ant swarms are already much feared for their capacity to ravenously consume anything that lies in their path, but even they pale in comparison to particularly vicious army ant swarms. These swarms are often found in desolate tombs, sinister dungeons, or other underground places steeped in dangerous and unsettling traditions. Traits Swarm. The swarm can occupy a creature’s space and vice versa, and the swarm can move through any opening large enough for a Small ant. The swarm can’t regain hit points or gain temporary hit points. Actions Multiattack. The swarm can attack every creature in its space with swarming bites. Swarming Bites. Melee Weapon Attack: +10 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) if the swarm has half of its hit points or lower, and the target must make a DC 15 Constitution saving throw. On a failed save, the target takes 7 (2d6) poison damage and is poisoned until the start of the swarm’s next turn. On a success, the target takes half as much poison damage and is not poisoned. Reactions Cling. When a creature leaves the swarm’s space, the army ant swarm can use its reaction to cling to that creature. If it does so, the amount of the swarm that was in the target’s space moves with the creature, splitting the swarm if the creature is Medium or smaller. Each part of the swarm acts on the same initiative. The clinging swarm has one-quarter of the swarm’s remaining hit points, removing those hit points from the swarm’s current total. Any separated portion of the swarm can continue to make swarming bite attacks. A creature can use its action to brush the ants off with a contested grapple check. If underwater or in high winds, the creature has advantage on its ability check. With a success, the creature removes itself from the swarm’s area, and the remaining ants return to the main swarm without provoking an attack of opportunity.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of small beasts","Alignment":"unaligned","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Victoro Cassalanter","description":"The lord of House Cassalanter is a devilishly handsome half-elf who likes coin and power. He and his wife gained both by cutting a deal with Asmodeus—which involved trading away the souls of their three children. Victoro is a priest of Asmodeus, though his devotion to the Lord of the Nine Hells is a secret known only to his wife and his closest friends. Most Waterdavians know him as a successful banker, philanthropist, and worshiper of Lathander. Some of his business profits go toward feeding and sheltering the poor. But behind this veneer of generosity, Victoro is a self-serving beast. The soul of Victoro’s eldest son, Osvaldo, is forever lost and can’t be saved. To allay his guilt, Victoro has forged a plan to win back the souls of his young twins, Terenzio and Elzerina. Under the terms of the contract, their souls will be forfeit on their ninth birthdays, and that day is fast approaching. But Victoro can buy his way out of the obligation by providing, as the contract states, “one shy of a million gold coins and the sacrifice of one shy of a hundred unfortunate souls.” Victoro is well schooled, suave, slow to anger, and blessed with good health, long life, and immunity to disease. He dresses in the latest fashions and walks with a ruby-tipped cane, though not because he needs to. This cane has the magical properties of a rod of rulership . Traits Special Equipment. Victoro wears a ring of protection and glamoured studded leather disguised to look like fine clothing. He carries a rod of rulership shaped like a ruby-tipped cane. Fey Ancestry. Victoro has advantage on saving throws against being charmed, and magic can't put him to sleep. Spellcasting. Victoro is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Victoro has the following cleric spells prepared: Cantrips (at will): guidance, light, mending, spare the dying, thaumaturgy 1st level (4 slots): charm person, command, detect magic, disguise self, protection from evil and good, sanctuary 2nd level (3 slots): augury, lesser restoration, mirror image, pass without trace, spiritual weapon 3rd level (3 slots): blink, clairvoyance, dispel magic, magic circle, protection from energy 4th level (3 slots): banishment, dimension door, divination, freedom of movement, polymorph 5th level (2 slots): dominate person, flame strike, modify memory, insect plague 6th level (1 slot): heal 7th level (1 slot): divine word 8th level (1 slot): earthquake Actions Multiattack. Victoro makes two attacks with his rapier. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Cloak of Shadows (2/Day). Victoro becomes invisible until the end of his next turn. He becomes visible early immediately after he attacks or casts a spell. Summon Devil (Recharges after 9 Days). Victoro summons a barbed devil . The devil appears in an unoccupied space within 30 feet of Victoro, acts as Victoro's ally, and can't summon other devils. It remains for 1 minute, until it or Victoro dies, or until Victoro dismisses it as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Alignment":"lawful evil","Expansion":7393,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Victory Graves","description":"Victory grew up in a rough orphanage that forced her onto the streets as soon as the young human could feed and dress herself. Her childhood instilled what she considers life’s most valuable lesson: “The weak think someone will save them. The strong think others will fear them. The clever think everyone beneath them. In the end, it’s the ruthless who survive.” Vic learned to fight as soon as she could lift a blade, and she honed her skills in vicious backroom fighting pits and bloody alleyway brawls. She delights in luring foes into one-on-one duels with her, where her sharp reflexes and precise strikes prove deadly. These skills earned her employment as a bodyguard for Harlo when he began his criminal career. Long before the founding of the Amethyst Knife, Vic recognized Harlo’s true nature and the commonality in their merciless and selfish values, and she agreed to serve as his second-in-command, a position she has held ever since. Traits Exploit Opening ( 3 /Day). When Victory makes an attack, she has advantage on the attack roll. Mind Link. Victory can communicate telepathically with any Amethyst Knife boss regardless of distance, provided they are on the same plane of existence. Kinetic Buildup. When Victory hits a creature with a melee weapon attack, her speed increases by a cumulative 5 feet and she gains one additional reaction until the start of her next turn. Psionic Wound ( 3 /Day). When Victory hits a creature with a Mindrazor attack, she can attempt to inflict a psionic wound (no action required). The target must succeed on a DC 17 Intelligence saving throw or become vulnerable to psychic damage for 1 minute (save ends at end of turn). Actions Multiattack. Victory makes three Mindrazor attacks and one Cheap Shot attack. Mindrazor. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage. Cheap Shot. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage, and the target must make a DC 17 Dexterity saving throw. On a failed save, Victory can choose for the target to either be knocked prone or gain one of the following conditions until the end of the target’s next turn: blinded, dazed, or deafened. Reactions Shared Condition. When Victory is blinded, charmed, dazed, deafened, frightened, paralyzed, or stunned, she chooses a willing Amethyst Knife boss within 60 feet of her who doesn’t already have the condition or is immune to it. The chosen creature then gains the condition for the duration, and Victory loses the condition. She can use this reaction even while incapacitated.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Vidre","description":"Emotionless warriors, the vidre crave ascension through gathering souls. The vidre work on a grand scale to harvest soul energy, preferring subtle methods for obtaining their sustenance. A common tactic the vidre use is to gift a Vidrefacte to a community of humanoids, in this way passively collecting souls without their knowledge. The vidre are a cultural collective. Individuals think independently and possess their own, albeit limited, personality, but as a group their motivations are solely focused on the survival of the collective. Many humanoids mistake this selfless predilection as subservience to a hive mind.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":5818,"Challenge Rating":9},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Vigorous Hyphan Brute","description":"Hyphans Sharing a closer genealogy with the common toadstool than with any of the humanoid races, hyphans is the term used for the alien, fungal hive mind and the creatures it animates. Found underground, hyphans line vast subterranean caverns as stationary toadstools, penetrate tremendous expanses of rock and soil as microscopic mycelia, and infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after. Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger. These individuals must regularly return to the heart of their colony to be replenished and regain their vigour, lest they become decrepit, dessicated husks. Hyphan Brute Strong and burly creatures will be formed into brutes. Used for clearing rockfalls and to intimidate interlopers in a hyphan’s domain, these large specimens’ size can often act as an impediment in the tight tunnels of The Low. On the battlefield, brutes act as juggernauts, sending ranks of foes to the floor—perfect targets for their smaller cousins, the duskcaps. Their bulk and toughness allow them to fight without any sense of self preservation as they rampage through the enemy lines.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"lawful neutral","Expansion":23695,"Challenge Rating":9},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Vigorous Hyphan Duskcap","description":"Hyphans Sharing a closer genealogy with the common toadstool than with any of the humanoid races, hyphans is the term used for the alien, fungal hive mind and the creatures it animates. Found underground, hyphans line vast subterranean caverns as stationary toadstools, penetrate tremendous expanses of rock and soil as microscopic mycelia, and infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after. Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger. These individuals must regularly return to the heart of their colony to be replenished and regain their vigour, lest they become decrepit, dessicated husks. Hyphan Duskcap Lithe, graceful, or otherwise agile creatures can expect to become duskcaps if they should find themselves overcome by a hyphan colony’s grasp. Primarily information gatherers, duskcaps are adept at passing without notice, and often patrol a colony’s periphery, acting as its eyes and ears. Brainless Senses. An isolated duskcap—indeed any isolated hyphan—does not possess the ability to understand what it hears; it is the fungal hive mind that interprets those sounds. While a duskcap is within range of a colony’s communication spores, this interpretation happens instantaneously. However, if a duskcap should range beyond these spores, it will record everything it hears, to be transmitted to the hive mind with unfailing accuracy upon its return.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"lawful neutral","Expansion":23695,"Challenge Rating":8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Vigorous Hyphan Sporeslinger","description":"Hyphans Sharing a closer genealogy with the common toadstool than with any of the humanoid races, hyphans is the term used for the alien, fungal hive mind and the creatures it animates. Found underground, hyphans line vast subterranean caverns as stationary toadstools, penetrate tremendous expanses of rock and soil as microscopic mycelia, and infect the bodies of creatures. This latter form, though the least common, permits hyphans to interact with other creatures of The Low, while also providing defensive measures in response to incursions by greedy adventurers. All such creatures are part of a single entity, the hyphan colony. Any sensation one portion of the colony experiences, the rest of the colony comes to know about soon after. Co-opted Assistance. A hyphan hive mind typically adapts an infected creature’s body into one of three archetypes: the brute, duskcap, or sporeslinger. These individuals must regularly return to the heart of their colony to be replenished and regain their vigour, lest they become decrepit, dessicated husks. Hyphan Sporeslinger Innately magical creatures that get ‘hyphanated’ (the term used by scholars to describe the act by which a creature is overcome by a hyphan colony) will become sporeslingers. Some of these individuals may remember the spells they knew in life, but, for the most part, this connection with the Weave is co-opted to provide the colony access to charm-based magics. Sporeslingers use these beguiling enchantments to capture stray creatures and deliver them to the fungal heart where they too can be hyphanated. Without these specimens, a hive mind would have to rely on serendipity to gather new biomass. With them, it can take a more proactive approach. Self-preservation. A hyphan hive mind is far from stupid. It understands the fragility and value of a sporeslinger. A sporeslinger possesses the ability to produce clouds of obscuring spores (from which to make its escape) and is rarely found alone. On diplomatic missions they may be accompanied by brutes, for their intimidating size. When laying a trap, a sporeslinger may stand alone in a field of barely-visible puffball toadstools, several duskcaps lying in wait in the shadows.","properties":{"Category":"Monsters","Size":"Small","Type":"plant","Alignment":"lawful neutral","Expansion":23695,"Challenge Rating":8},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Viiret","description":"The mouth of this massive flytrap hangs limply, and the smell of decay emanates strongly from it. Disease Eater. Viirets feed on diseased flesh and plant matter. The swamplands they inhabit are rife with maladies, giving them plenty of opportunity to find food. Viirets have an acute sense for diseased matter, regardless of the disease’s source. While they aren’t bothered by eating untainted prey, such prey isn’t as nutritionally satisfying. Their stomachs quickly burn through healthy prey, leaving the viiret hungry shortly afterward. Unpleasant Odor. The viiret has developed a form of mimicry where its sickly odor deters healthy creatures from approaching it. The viiret is even repellent to most insects. Desperate Cure. Marshland societies aware of the viirets’ ability to remove disease often view the plants as agents of harsh deities that demand a price for divine gifts. These societies send plague victims on dangerous pilgrimages to find the plants. The plants devour these pilgrims and remove diseased flesh. This process is dangerous, as many who enter the plant hopeful of eliminating the disease die as a result of the injuries they suffer. To mitigate this, multiple ill people travel together to viirets, optimistic the plants will expel newly healthy specimens in favor of a sickly one.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Vik","description":"Vik “Taking matters into your own hands is often the only way to make sure that things get done.” An ambitious male halfling residing in Calderé City, and the leader of its militia, Vik wants nothing but to see his home drive off the elementals that constantly attack it. Though this desire is genuine, his frustrations with the city’s mayor and belief he could do better means that his wants can be easily distorted into something more malicious. “Vik? Yeah, he’s a good guy. Trying his best to change the world, and isn’t that…just grand. Sure, I admire the guy. I just wouldn’t shout it from the rooftops. I ain’t looking for trouble.” —Old Waldorf, local drunk","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Halfling)","Source":"custom","Alignment":"Chaotic Neutral","Expansion":32048,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Vil","description":"As a changeling, the shop’s proprietor, Vil, is almost never found in their true form – that of a short, slender, dark-eyed humanoid with mid-length silver hair and bluish skin. Instead, Vil prefers to assume the appearance of whichever type of humanoid seems to fit best in the region – if the shop is found in a dwarven stronghold, Vil appears as a dwarf, while they would be an elf in an elven realm, and so on. Vil became a trader of magic items for three main reasons: greed, a desire to travel and see new places, and to acquire new, interesting magical items. While Vil has settled comfortably into life as a traveling merchant, the changeling is no stranger to battle, as evidenced by a deep cut in their left ear and a scar that runs across their right eye (visible only in their true form, of course). The changeling no longer goes on adventures but sates their wanderlust by constantly moving the shop to new and exciting places. Roleplaying Vil At their core, Vil is haughty, distrustful, and unsentimental – traits bred by their ever-changing nature and cultivated through a lifetime of perilous adventuring. While wearing one of their endless magical disguises, however, Vil molds their personality just as much as their physical appearance, in an attempt to blend in and put customers at ease. However, Vil’s perception of other humanoids as wholly two-dimensional often causes them to seem almost as caricatures of the type of humanoid they have changed into. As a dwarf, Vil boasts the archetypal dwarven features – a squat frame, an impressive beard, and a boisterous, heavily-accented voice – and will be as prideful and quick-to-anger as Vil believes all dwarves are. If wearing an elven guise, Vil is usually slender, eerily beautiful, and acts with a mixture of arrogance and self-importance. Vil’s dedication to the art of deception is such that if they perceive that customers are uncomfortable dealing with their current form, Vil will slip into the shop’s backroom, quickly change their shape to a more suitable one, slip on a new outfit, and reappear moments later as the shop’s “co-owner.”","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Neutral","Expansion":27826,"Challenge Rating":13},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Vila","description":"These beautiful, slim women ride on large deer, their hair the color of spring grass, skin like polished wood, and eyes as gray as a coming storm. Dryad Cousins. The vila are kin to the dryads. Like their cousins, they serve as protectors of the deepest forests. Demand Oaths. Where dryads beguile to accomplish their goals, the vila coerce and threaten. They demand oaths from interlopers and enforce them fiercely. Vila delight in testing the virtue of travelers and tormenting the uncharitable and cruel with bad weather and misfortune. Particularly obnoxious adventurers might suffer bad luck for months because a troop of vila quietly dances around their camp each night. Hunt with a Pack. Vila rarely travel or fight alone; they are often seen in the company of alseid, wolves, wampus cats, or deer. In combat, they sometimes ride on fleet-footed deer, the better to escape if events turn against them. Vila in Midgard The vila are servants to Baba Yaga, and she does not deny them. She has many such daughters, an entire nation at her command, though she rarely calls on them. When she does, though, her dutiful children answer her call by the hundreds. They live in the depths of the Margreve Forest and the Ghost Wood, among other places, and are somewhat friendly with the daughters of Perun. Traits Dance of the Luckless (1/Day): Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non‑vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken. Forest Quickness: While in forest surroundings, a vila receives a +4 bonus on initiative checks. Forest Meld: A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell. Innate Spellcasting: The vila’s innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components: 3/day: sleep 1/week: control weather Actions Multiattack: A vila makes two shortsword attacks or two shortbow attacks. +1 Shortsword: Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 9 (1d6 + 6) piercing damage. +1 Shortbow: Ranged Weapon Attack : +9 to hit, range 80/320 ft., one target. Hit : 9 (1d6 + 6) piercing damage. Fascinate (1/Day): When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila’s singing for 24 hours. Forest Song (1/Day): The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Source":"Tome of Beasts","Alignment":"Lawful Neutral","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Vilderavn Herald","description":"In its true form, a vilderavn is a great raven with a wingspan of 6–8 feet. An adaptable shapeshifter, it can change to the fighting forms of a snarling wolf, a hybrid of wolf and raven, or a tall humanoid in black armor with a massive greatsword. Vilderavn heralds often seek to serve those more powerful than typical mortal rulers, and often serve the Eldest of the First World. Traits Bloodraven. The vilderavn’s attacks carry a curse. When a creature other than a construct, elemental, ooze, or undead takes damage from the vilderavn’s melee attacks, the target loses 7 (2d6) hit points at the start of each of its turns due to a cursed wound. Each time the vilderavn hits the wounded target with a melee attack, the damage dealt by the wound increases by 7 (2d6). Any creature can take an action to stanch the wound with a successful DC 16 Wisdom (Medicine) check. The wound also closes if the target receives magical healing or is the recipient of remove curse . Flyby. The vilderavn herald doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Magic Resistance. The vilderavn herald has advantage on saving throws against spells and other magical effects. Raven Knight. When a vilderavn herald assumes humanoid form with its change shape ability, it gains a magical greatsword formed from its vicious talons. This is part of the vilderavn herald’s being and disappears when it is slain. Shatter Loyalties. A vilderavn herald’s frightful presence creates disloyalty, doubt, and dissension in addition to fear. Creatures that fail their saves are no longer treated as allies to other creatures and can’t use the Help action or allow other creatures to move through their space. Any spell or effect that requires a willing target fails if used on an affected creature, and even harmless effects require an attack roll (if applicable) and require affected creatures to attempt a saving throw to resist their effects (if a save is allowed). Creatures that are immune to fear can still be affected by the shatter loyalties ability of a vilderavn herald’s frightful presence; they ignore the frightened condition but are otherwise affected as described above. Soul Eater. A vilderavn herald’s bite attack scores a critical hit on a roll of 19 or 20. If a vilderavn herald kills a humanoid with a critical hit from its bite attack, it can tear out the victim’s heart and consume its soul, killing the creature immediately. Creatures that witness this must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. While the target remains dead, the vilderavn herald gains access to that creature’s memories and can use its change shape ability to assume a perfect likeness of the slain creature, gaining advantage on Charisma (Deception) checks made to impersonate it. The vilderavn herald can store any number of souls. Slaying the vilderavn herald ends all its ongoing soul eater effects and frees any stored souls. Innate Spellcasting. A vilderavn herald’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). A vilderavn herald can innately cast the following spells, requiring no material components: At will: freedom of movement, haste, tongues, true seeing 3/day each: bestow curse, detect thoughts, dispel magic, fear, scrying, suggestion 1/day each: geas, mass suggestion, modify memory, plane shift (ethereal only), spirit guardians Actions Multiattack. The vilderavn herald can use its Frightful Presence. It then makes three attacks: two with its claws and once with its bite or with its greatsword. Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (6d6+5) slashing damage. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 32 (6d8+5) piercing damage. Cruel Keen Greatsword (Humanoid form only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 38 (6d10+5) slashing damage. Change Shape. The vilderavn magically polymorphs into a Medium humanoid, a wolf, or a wolf/raven hybrid (a wolf with talons and wings or a Small raven with a wolf’s head). The humanoid form’s breastplate and greatsword are absorbed in the vilderavn’s beast and hybrid forms; all other equipment falls to the ground. Frightful Presence. Each creature of the vilderavn herald’s choice that is within 120 feet of the vilderavn herald and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the vilderavn herald’s Frightful Presence for the next 24 hours. Legendary Actions A vilderavn herald can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A vilderavn herald regains spent legendary actions at the start of its turn. Mobility. The vilderavn herald moves up to its speed. This movement does not provoke opportunity attacks. Attack. The vilderavn herald makes an attack with its bite or greatsword. Resist. The vilderavn herald ends one condition currently effecting it.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":19},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Vile Barber","description":"A pale, scrawny fellow clad in a black leather apron and slender ebon gloves grins from the shadows. A maw of needle-sharp teeth and the wicked straight razor at his side are a clear warning that his enemies should hasten their footsteps. Vile barbers are sadistic, unseelie fey who move through the shadows to execute their bloody, malevolent wills. Known as barbers for both the use of wicked blades and their proclivity for slashing the necks of their victims, these insidious fey can be found lurking in dark and harrowed places like back-alley streets or abandoned, deep-shaded cemeteries. Fey Punishers. Called the siabhra (pronounced she-uvh-ra) among the fey courts, vile barbers are fickle creatures. They are sent to punish those who have offended the fey lords and ladies, and their cruelty and cunning help them write messages in blood and skin. At the very least, they scar those who have spoken ill of the fey; those who have harmed or murdered the fey are more likely to be bled slowly. Some of these deaths are made quite public—though in a few cases, the victim is enchanted to remain invisible while the siabhra does its bloody work. Slippery Fighters. A vile barber often uses its ability to step through shadows to steal a victim’s weapon and use it against its former owner with devastating effect. Any creature grappled by a vile barber is at the mercy of the barber’s sinister and unclean weapons—they delight in close combat. Assassins and Envoys. Vile barbers frequently consort with hags and prowl the places these wicked crones cannot go as emissaries and assassins. Some sages speculate that vile barbers are envoys of the Queen of Night and Magic or the Queen of Witches. Information on the siabhra is scant; most adventurers who meet them don’t live to share their findings or to see the vile barber lick its bloody blade clean. Traits Close-in Slasher: The vile barber has advantage on attack rolls against any creature in the same space with it. Inhumanly Quick: The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can’t use the same bonus action twice in a single turn. Invasive: The vile barber can enter, move through, or even remain in a hostile creature’s space regardless of the creature’s size, without penalty. Nimble Escape: As a bonus action, the vile barber can take the Disengage or Hide action on each of its turns. Pilfer: As a bonus action, the vile barber can take the Use an Object action or make a Dexterity (Sleight of Hand) check. Shadow Step: As a bonus action, the vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn. Actions Multiattack: The vile barber makes two attacks with its straight razor. Straight Razor: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) slashing damage. Unclean Cut: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. On hit, the creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Vile Looter","description":"A lithe woman in leather armor and comfortable boots picks her way through the grisly corridor, stopping at each unfortunate dart-studded victim to relieve them of their now unneeded valuables. Vile looters raid tombs, despoil temples, and smuggle antiquities. They can be found delving for valuables throughout the wasteland and are a common threat to legitimate explorers and heroic adventurers alike. Many vile looters become such familiar fixtures in their areas of operations that they can be identified by one or more notable characteristics. Stirring Up Trouble. Vile looters prefer to get into a ruin or treasure site, grab as many valuables as they can carry, and get out again without having to deal with irritations such as a site’s residents or treasure guardians. This often brings trouble to nearby settlements as those selfsame residents and guardians search for the individuals that despoiled their home or sacred place. Some looters are even more malicious. They delight in setting up ambushes for other explorers to spring as they exit a site, tired from their endeavors. The vile looters then pick up easy loot from the corpses of their victims. VILE LOOTER NOTABLE CHARACTERISTICS d10 Notable Characteristic 1 High crowned, wide brimmed sable-skin- hat 2 Pipe with a long stem and a fat bowl 3 Gold front tooth 4 Ragged and torn earlobe from an old injury 5 Livid scar running from brow to chin 6 Cold eyes and a self-satisfied smirk 7 Gold framed monocle edged in tiny diamonds 8 Ostentatious ring set with a large ruby that it fidgets with while speaking 9 Voice that is completely devoid of inflection or emotion 10 Flamboyant pompadour waxed into the shape of a cresting wave TRAITS Help Myself (Recharges after a Short or Long Rest). The vile looter has advantage on an ability check that doesn’t use one of its skills. ACTIONS Multiattack. The vile looter makes two Whip attacks or two Hand Crossbow attacks, or one Whip attack and one Hand Crossbow attack. If it is targeting a creature it has grappled, it makes two Unarmed Strike attacks instead. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120, one target. Hit: 6 (1d6 + 3) piercing damage. Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If its target is a Medium or Small creature, the vile looter can use its bonus action to grapple it. The creature can avoid being grappled by succeeding on a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check. If the looter is using its whip to grapple a creature, it can’t make a Whip attack until the grapple ends. Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hasty Retreat (1/Day). The vile looter disappears in a puff of noxious gray smoke and teleports to an unoccupied space it can see that is within 500 feet of it. Creatures within 5 feet of the looter when it disappears must succeed on a DC 13 Constitution saving throw or be poisoned for 1d6 rounds.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Neutral Evil","Expansion":25357,"Challenge Rating":4},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Vile Reconstructor","description":"A small, lithe humanoid with pale skin and a maw of needle-sharp teeth looks up through a monocular fused to one of its beady eyes. Several curious tools and devices are affixed to a belt around its waist. Three rod-tipped mechanical arms protrude from its back, each whirring and gesticulating in concordance with the creature’s erratic motions. Cousins to the sinister vile barbers (see Tome of Beasts ), these impish unseelie fey are often tasked with resetting the triggers of complex traps and other contraptions. Their ability to traverse shadows, combined with their uncanny mechanical acumen and eldritch implants, enable vile reconstructors to infiltrate many places considered dangerous or unreachable. Bad Science. Upon its enlistment or enslavement, a vile reconstructor is subjected to a series of physical and mental modifications under the supervision of an alchemist, wizard, or other individual who specializes in creating constructs or manipulating bodies. These procedures bestow upon the creature an array of heightened abilities and a macabre complement of skin-grafted tools and weapons, fracturing its mind in the process. A vile reconstructor is most often fitted with leftover mechanical parts from constructs, but unusual varieties of vile reconstructors, such as creatures with tentacles or the arms of a different creature instead of mechanical extremities, have been encountered in the wild. Inconvenient Saboteurs. Adventurers most often encounter vile reconstructors when they are in the act of repairing or resetting traps or other mechanisms, but they are sometimes spotted in the most awkward and ill-timed of circumstances. The creatures delight in making those moments as deadly as possible in an effort to please themselves and satisfy the whims of their twisted creators. TRAITS Inhumanly Quick. The vile reconstructor can take two bonus actions on its turn instead of one. It can’t use the same bonus action twice during the same turn. Monocular Graft. The vile reconstructor has advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight. ACTIONS Multiattack. The vile reconstructor makes one Mechanical Claw attack and one Torch Rod attack, or it makes two Torch Rod attacks. Mechanical Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Torch Rod. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d6 + 4) fire damage or lightning damage (the vile reconstructor’s choice). Mending Rod. The vile reconstructor touches an object with one of its rod-tipped arms and repairs the object. This effect works like the mending spell, except that the vile reconstructor can repair an object that measures up to 5 feet in any dimension. BONUS ACTIONS Mock. The vile reconstructor mocks a creature within 60 feet that can hear it. The target must succeed on a DC 12 Charisma saving throw, or attack rolls against it are made with advantage until the end of its next turn. Nimble Escape. The vile reconstructor can take the Disengage or Hide action. Shadow Step. While in dim light or darkness, the vile reconstructor magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see that is also in dim light or darkness.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Lawful Evil","Expansion":25357,"Challenge Rating":2},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Villamor Koth","description":"Villamor Koth is something of a local hero in Pitax, despite the fact that he’s done little during his violent life that could be considered courageous. He’d work well as a notorious warrior—be he one the PCs face in combat or one whose respect they must earn to recruit his aid against a deadlier foe. Traits Flaming Brute. A melee weapon deals one extra die of its damage plus 1d8 fire damage when Villamor hits with it (included in the attack). Actions Multiattack. Villamor makes three greatsword attacks. Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) slashing damage plus 4 (1d8) fire damage. Reactions Counterattack. When struck by an enemy with a melee weapon, Villamor makes one greataxe attack against the creature that hit him.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":14},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Vine Blight","description":"Blights are malevolent, supernatural plant Monsters that try to spread evil wherever they can. Three kinds of blights are described here. Vine Blight Appearing as masses of slithering creepers, vine blights can animate the plants around them using these plants to entangle foes. Vine blights are the only blights capable of speech, which they use to taunt victims or bargain with powerful foes. Traits False Appearance : While the blight remains motionless, it is indistinguishable from a tangle of vines. Actions Constrict : Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled, escape DC 12. Until this grapple ends, the target is restrained, and the blight can’t constrict another target. Entangling Plants (Recharge 5–6) : Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight’s choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"MM1","Alignment":"neutral evil","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Vine Blight","description":"Behold the legacy of Gulthias the vampire: plants with a taste for blood. Blights Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can. Roots of the Gulthias Tree. Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire’s evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown. Dark Conquest. Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption. In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days. Controlled by Evil. Blights are independent creatures, but most act under a Gulthias tree’s control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor’s old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil. Vine Blight Appearing as masses of slithering creepers, vine blights hide in undergrowth and wait for prey to draw near. By animating the plants around them, vine blights entangle and hinder their foes before attacking. Vine blights are the only blights capable of speech. Through its connection to the evil spirit of the Gulthias tree it serves, a vine blight speaks in a fractured version of its dead master’s voice, taunting victims or bargaining with powerful foes. Traits False Appearance : While the blight remains motionless, it is indistinguishable from a tangle of vines. Actions Constrict : Melee Weapon Attack : +4 to hit, reach 10 ft., one target. Hit : 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled, escape DC 12. Until this grapple ends, the target is restrained, and the blight can’t constrict another target. Entangling Plants (Recharge 5–6) : Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight’s choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"MM1","Alignment":"neutral evil","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Vine Ghast","description":"When a herd of ghouls fed on fungal zombies in the Corrupted Forest, the plants in the zombies’ flesh infested the ghouls as well. Each vine ghast is a gray-skinned corpse with vines sprouting from its flesh and choking its limbs and torso. Sometimes the vines plunge into the corpse’s eyes, ears, nose, and mouth, though this doesn’t prevent the vine ghast from seeing—or attacking living creatures to devour their flesh. In combat, the vine ghast attempts to grapple a target with its Tangling Vine attack, then follows up with Claw attacks to paralyze the grappled foe. Poisoned Sap . A creature that touches the vine ghast or hits it with a melee attack while within 5 feet of it takes 7 (2d6) poison damage. Turn Resistance . The vine ghast has advantage on saving throws against any effect that turns Undead. Actions Multiattack . The vine ghast makes one Tangling Vine attack and one Claw attack. Tangling Vine . Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the vine ghast has advantage on attack rolls against the grappled creature. The ghast has two tangling vines, each of which can grapple one target. The vine has AC 15 and can be severed by dealing 5 or more slashing damage to it on one attack. Severing the vine doesn’t hurt the ghast, but it does end the grapple. Claw . Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 14 (3d6 + 4) slashing damage. If the target is a creature other than an Undead, it must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creature Types The creatures in this article have “Plant/Undead” listed as their creature type. They are subject to effects that target or include Plants as well as those that target or apply to Undead. For example, since they’re Plants, they take maximum damage from the blight spell, but they’re also affected by the cleric’s Turn Undead feature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant/Undead","Alignment":"Typically Chaotic Evil","Expansion":24294,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Arcadia Issue No. 14"},{"name":"Vine Lord","description":"Covered with dark green bark and twining tendrils, this long-limbed humanoid exudes a palpable aura of horror. Melding of Flesh and Vine. Vine lords are formed from the union of full-grown tendril puppets and the force-grown descendants of plantfolk. Their servants include most plant species, including tendril puppets and vine troll skeletons. Walking Forests. Vine lords seek to expand and empower forests and jungles in the service of their patron gods and demons, or simply to expand their own power. In many cases, they compel trees to walk into grasslands or plowed fields on moonless nights, claiming that territory for the trees. Vine Lords in Midgard Vine lords owe much of their parentage to the Kijani, the original inhabitants of Kush. They are agents of the Green Walker, working to spread the Living Jungle beyond its current borders. Vine lords marshal jungle denizens to fight for them as tendril puppets, and they often entice druid circles with promises of great power. Traits Green Strider: The vine lord ignores movement restrictions and damage caused by natural undergrowth. Magic Resistance: The vine lord has advantage on saving throws against spells and other magical effects. Regeneration.: The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle. Root Mind: Within its home forest or jungle, the vine lord’s blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can’t be surprised. Spore Sacs (1/week): The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature’s body. If the disease is not cured within 3 months, the tendrils take over the creature’s nervous system and the victim becomes a tendril puppet. Actions Multiattack: The vine lord makes two claw attacks and four tendril attacks. A single creature can’t be the target of more than one tendril attack per turn. Claw: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. Tendril: Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"Tome of Beasts","Alignment":"Lawful Neutral","Expansion":3,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Vine Lord","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"lawful neutral","Expansion":14533,"Challenge Rating":7},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Vine Troll Skeleton","description":"These troll skeletons are completely covered in mold and wrapped in flowering vines, and lurk in the shadows of dead tree and profaned groves. Black Earth Magic. Vine troll skeletons guard duskthorn dryad glades and the sacred circles of druids; others serve the vila or even moss lurker colonies as guardians. In each case, they were created by dark earth magic for a purpose, and that energy empowers great strength and endurance—but little in the way of wits. Constant Regrowth. Their vines regenerate quickly, even after they die. Their powerful regeneration allows vine troll skeletons to reattach severed limbs. Only fire or acid can destroy them and render the living vines harmless. Bound to a Tree’s Heart. Vine troll skeletons are direct offshoots of the main vine wrapped around a duskthorn dryad’s tree, a treant, or a weeping treant. Vine troll skeletons are mindless aside from a desire to defend their parent tree, and enchanted troll hearts inside the tree provide their power. Destroying the heart at the center of the tree kills the skeleton bound to that heart instantly. Traits Regeneration: The vine troll skeleton regains 5 hit points at the start of its turn if it is within 10 feet of the duskthorn dryad’s vines and it hasn’t taken acid or fire damage since its previous turn. The skeleton dies only if it starts its turn with 0 hit points and doesn’t regenerate, or if the duskthorn dryad who created it dies, or if the troll’s heart inside the dryad's or treant's tree is destroyed. Actions Multiattack: The skeleton makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 21 (3d10 + 5) Piercing damage. Claw: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 18 (3d8 + 5) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Vines of Nemthyr","description":"The large humanoid form emerging from the treeline reveals itself to not be humanoid at all but a shambling of thick, ropy vines. Within the intertwined plants are bits of armor, broken weapons, and bleached bones. Born of Blood and Battle. Vines of Nemthyr are born at the sites of bloody battles, where two armies leave the ground seeping with ichor and littered with the tools of war. As the plant life in the area soaks up both the physical remains and the psychic trauma of the deadly battle, vines of Nemthyr arise. A Walking Mass Grave. When the vines have soaked up enough death, they can merge into a single creature made of entwined vines, leafy plants, dangerous thorns, and blood-red flowers. This creature also incorporates the remnants of the battle that formed it: fragments of sundered armor, bloodied weapons, severed limbs, broken bones, rotting flesh, etc. To the untrained eye, this amalgam often looks like an undead monstrosity rather than a plant. A Relentless Hunger. The vines of Nemthyr, once formed, has one driving motivation: feed on further carnage. It seeks out sites of mass battles, and, if it can't find those, it seeks out living creatures in the hopes of creating its own carnage to feast upon. While the vines of Nemthyr does not drink blood directly, it does gain nourishment from planting its roots in blood-soaked soil.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"neutral evil","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Violet Fungus","description":"Fungi With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness. Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi. Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed. Violet Fungus This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi’s central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in 2d6 days. Traits False Appearance : While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. Actions Multiattack : The fungus makes 1d4 Rotting Touch attacks. Rotting Touch : Melee Weapon Attack : +2 to hit, reach 10 ft., one creature. Hit : 4 (1d8) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Violet Fungus","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits False Appearance : While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. Actions Multiattack : The fungus makes 1d4 Rotting Touch attacks. Rotting Touch : Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.","properties":{"Category":"Monsters","AC":5,"HP":"18 (4d8)","CHA":1,"CON":10,"DEX":1,"INT":1,"STR":3,"WIS":3,"Size":"Medium","Type":"plant","Speed":"5 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390067410/yu7oQQCJrINX--wYOxsp-g/original.png","Roll 0":"1d20 + 2\n1d8","Senses":"Blindsight 30 Ft. (Blind Beyond This Radius)","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"False Appearance\",\"Desc\":\"While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The fungus makes 1d4 Rotting Touch attacks.\"},{\"Name\":\"Rotting Touch\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"10 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d8\",\"Damage Type\":\"necrotic\"}]","data-CHA-mod":"-5","data-CON-mod":"+0","data-DEX-mod":"-5","data-INT-mod":"-5","data-STR-mod":"-4","data-SizeNum":4,"data-WIS-mod":"-4","Challenge Rating":"1/4","Passive Perception":6,"Condition Immunities":"Blinded, Deafened, Frightened","data-CrNum":0.25,"data-AcNum":5,"data-HpNum":18},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Violet Fungus","description":"Violet fungi are giant purplish mushrooms that use root-like feelers to creep across cavern floors. They use the four stalks protruding from their central mass to lash out at prey, rotting flesh with the slightest touch. Traits False Appearance. If the violet fungus is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the fungus move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the violet fungus isn’t ordinary fungus. Actions Multiattack. The fungus makes 1d4 Rotting Touch attacks. Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Unaligned","Expansion":17254,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Viper Eel","description":"These voracious beasts are at home on land but are particularly swift in water. They are known to gather in large groups—called cells—to breed and hunt. They trawl their bodies along the sediment-filled trenches of oceans and underground lakes, absorbing sand and silt to recharge their venom sacs.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Viper Vine","description":"A voracious, flesh-eating carnivore, the viper vine has a single enormous blossom arising from a thick, leafy tangle of snakelike vines. When the plant detects the approach of suitable prey through its sensitive, shallowly buried root system, it rises up like an agitated snake and unfurls its brightly colored bloom, releasing a cloud of mind-numbing pollen. Many a story claims the viper vine can lure prey into its clutches by swaying with a hypnotic motion, but this effect is in fact created by this invisible, odorless pollen cloud. The end result, of course, is largely the same to the hapless creature that ends up being eaten by the ravenous plant. Traits Cold Lethargy. Exposure to any cold effect slows a viper vine as a slow spell. False Appearance. While the vine remains motionless, it is indistinguishable from a normal tree. Actions Multiattack. The viper vine uses captivating cloud (if available) then makes four vine attacks. Bite. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 11 (1d6+8) piercing damage plus 7 (2d6) acid. Vine. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 11 (1d6+8) bludgeoning plus 7 (2d6) necrotic damage and the target is grappled (escape DC 18). Captivating Cloud (1/Day). A viper vine emits a transparent cloud of pollen in a 60-foot radius that has the power to lull the minds of those that smell it. Once activated, the cloud persists for 1 minute unless dispersed by moderate or stronger wind. All creatures in the cloud must succeed on a DC 17 Wisdom saving throw each round or become charmed. A charmed creature takes no actions save to approach the viper vine via the most direct route possible. If this path leads it into a dangerous area, such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. A charmed creature can repeat the saving throw each time it is attacked by the viper vine, ending the effect on a success. Reactions Feasting Grasp. The viper vine can make a bite attack against a grappled foe when the target becomes grappled, the creature tries to escape, or the creature attacks the viper vine.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"unaligned","Expansion":17526,"Challenge Rating":13},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Viper Vine","description":"A voracious, flesh-eating carnivore, the viper vine has a single enormous bloom arising from a thick, leafy tangle of snake-like vines. When the plant senses the approach of suitable prey through its sensitive, shallowly buried root system, it rises up like an agitated snake and unfurls its brightly colored bloom, an act that releases a cloud of mind-numbing pollen. While stories speaking of the plant's ability to lure prey into its clutches by virtue of its swaying motion persist, this effect is in fact created by this invisible, odorless pollen cloud. Hunting Grounds. Since viper vines gain nourishment through the consumption of creatures rather than through moisture and soil, they have developed rudimentary locomotion and are able to drag themselves along the ground with their tentacle-like root system. They even possess a form of rudimentary sentience, allowing them to not only discern differences in prey and make limited tactical decisions but also to avoid creatures that are particularly large or dangerous looking. The area around the hunting grounds of these predators is often strewn with the remains of victims, and it is not unusual to find the rotting corpses of wild animals, ill-fated adventurers, and even giants in their immediate vicinity, along with a scattering of incidental treasure left behind by the plant's victims. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatDescription, li.StatDescription, div.StatDescription {mso-style-name:\"Stat Description\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"unaligned","Expansion":32483,"Challenge Rating":13},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Viperwolf","description":"The viperwolf is an abominable and extremely lethal beast native to Penumbria. It looks like a two-headed cross between a viper and a large wolf, with four legs and twin tortuous necks that culminate in toothy snouts with a double row of fangs. An adult specimen reaches a couple of tons in weight and seven feet in length; the laxity of its mandibular joints (common to large snakes) enables each jaw to distend enough to effortlessly swallow the head of an apprentice. Its canines are imbued with an immediate-response poison, whose paralyzing toxin takes out its victims in moments. It has a single tail, gnarled like a noose, and usually as long as its body, ending in a vibrating rattle. Viperwolves are hermaphrodites and oviparous, ferocious, instinctive, and voracious predators. They generally hunt after dusk and, by virtue of their dual sense of smell and darkvision, can sniff a leeward meal from quite a distance. They very rarely hunt in packs, however, it is not unusual for several specimens – especially if they are young – to share the same range. If removed from the wild at an early age, they can even be tamed by an experienced Matador. Given its extreme toxicity, the poison of their fangs is applied to darts or spearheads, and is very popular among Crimini and Orbino assassins. For generations, the viperwolf has been the heraldic symbol of Castel Notturno, the Dukedom of the Gualtieri family. Traits Two Heads . The viperwolf has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Reactive . Thanks to its two-headed nature, the viperwolf gets an extra reaction that can be used only for opportunity attacks. Wakeful . When one of the viperwolf's heads is asleep, its other head is awake. Actions Multiattack . The viperwolf makes two bite attacks. Bite . Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit : 12 (2d6 + 5) piercing damage. The target must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and be poisoned for 1 minute. Until this poison ends the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":11925,"Challenge Rating":6},"publisher":"Acheron Games","book":"Brancalonia - Core Rulebook Compendium"},{"name":"Virinik the Only","description":"Virinik the Only is a unique hagspawn that is the sole survivor of a recent experiment by the hags to make something “useful” out of hagspawn. He was the only hagspawn of the original 73 to survive the indoctrination and brutal twenty-year training program. The experiment was then cancelled by the grandmothers when they realized that Virinik’s indoctrination was overly effective as he refused to take their orders and would only listen to his mother, Auntie Frigid Hearth. He is said to have single handedly slain an annis hag that was sent to destroy him when his mother was away. The grandmothers are now ignoring his existence, knowing that Virinik will die of old age eventually. But Auntie Frigid Hearth’s demise will need to be helped along. The grandmothers have begun to plot her death and they are not being quiet about it in the hopes that she will finally kill her son. Virinik means more to Auntie Frigid Hearth than she realizes herself and she will fight to the death to avenge Virinik if he dies. Virinik is fiercely loyal to Auntie Frigid Hearth and is one of her few trusted minions that is allowed full access to her lair. When not given a specific task or other job he will make week-long patrols and scouting missions in the general vicinity of Auntie Frigid Hearth’s lair. These missions never keep Virinik more than a day’s hard travel away from her lair. Virink appears to be a tall, fit, and very dangerous ogre that some maniac fitted with dull brown full plate armor. He speaks rarely but is quick to judge if he can overcome a foe or not, for his first mission is to observe and warn Auntie Frigid Hearth of enemies. He will quickly disengage or avoid threats and report back, often leaving ogres behind to engage with and slow down the threat as he makes a hasty return to the lair.","properties":{"Category":"Monsters","Size":"Large","Type":"giant","Alignment":"lawful evil","Expansion":34600,"Challenge Rating":8},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Virthad","description":"Virthad is a particularly mean-spirited doppelganger. As a cleric of Lamashtu, their ability to change shape affords them a layer of subtlety that many villains lack. Though Virthad might adopt any guise—such as the goblin priest reflected in their stat block—who they impersonate in your game is defined by your imagination. Their skill at deception, however, should help them pose as a member of any faith common to the region in which they reside. Traits Ambusher. Virthad has advantage on attack rolls against any creature they have surprised. Spellcasting. Virthad is a 7th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks), and they need only verbal components to cast their spells. They have the following cleric spells prepared: Cantrips (at will): guidance, mending, resistance, sacred flame 1st level (4 slots): command, cure wounds, sanctuary 2nd level (3 slots): enhance ability, hold person, silence 3rd level (3 slots): dispel magic, protection from energy, spirit guardians 4th level (1 slot): death ward Surprise Attack. If Virthad surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. Actions Multiattack. Virthad makes three dogslicer attacks. Dogslicer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. Deploy Flytraps (1/day). Virthad dumps seed pods from a sack onto two squares within 5 feet while invoking prayers to Lamashtu. The pods grow into two snapping flytraps that immediately attack any non-worshipper of Lamashtu they can detect. The snapping flytraps act on Virthad’s subsequent turns. Read Thoughts. Virthad magically reads the surface thoughts of one creature within 60 feet. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, Virthad can continue reading its thoughts, as long as Virthad’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, Virthad has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. Shapechanger. Virthad polymorphs into a Small or Medium humanoid they have seen, or back into their true form. Their statistics, other than their size, are the same in each form. Any equipment they are wearing or carrying isn’t transformed. Virthad reverts to their true form if they die.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger)","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":8},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Virtual Echo","description":"A product of taboo experimentation gone awry, virtual echoes are physical manifestations of electrical impulses drawn from minds trapped within the Silrayne Intergalactic Matrix. These demonic, electrified horrors seek to ravage the minds of all those around it. Immortality Gone Mad. When the SIM was still in its infancy, a group of scientists from the Exicept Corporation attempted to clone their minds within their virtual personas, intending to implant them into bio-organic forms forged with esper techniques stolen from the dendus. Everything fell apart upon the first trial. Contact with the bioforms mutated the SIM personas into a hostile technovirus, twisting their new bodies into terrifying abominations that destroyed the lab and all within. The minds of the scientists were absorbed into their creations, whose energy was used to multiply the living virus. Virtual Cages. Virtual echoes can be found within the vicinity of any large digital electronic device, such as control panels or displays longer than five feet, connected to the SIM or a similar virtual network. A virtual echo abandons any device that has been powered off or disconnected from its network for more than 48 hours. Mind Reapers. Like many viruses, the primary function of a virtual echo is to multiply. They do so by harvesting the psychic energy of living creatures. This energy is embedded into the software of the nearby device, almost as if it were an electronic cocoon, before it eventually mutates into a new virtual echo. Newly spawned echoes carry remnants of the memories of its former self, which either fade or become twisted over time. Universal Adaptation. A virtual echo doesn't require air, food, water, or sleep. Tips and Tactics As a virtual echo is limited by the location of the device in which it dwells, it doesn't reveal itself until there are suitable prey in the area. It uses its Energy Shift, if it can, to transfer to a device closest to its targets before attacking. The following is a list of examples of devices that can contain an virtual echo. This is not a complete nor a definitive list: Computer/SIM server wall/panel Digital sign or ad screen Engineering/construction control panel Exterior power generator Home theater screen/display Military tactical control station Security monitoring station SIMreal input station Standing holo-projector Sports stadium image/score display Sorium stardrive Starship or starbase control panel Starship electrical conduit Video/holo gaming sensor platform","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Virtuoso Balladeer","description":"A graceful and soulful minstrel, the balladeer possesses a gift for weaving haunting melodies and poignant tales of love and loss. Often clad in rich crimson or purple attire, its slight stature belies the depth of emotion that resonates within its voice. Evocative Songs. With delicate fingers gracefully caressing the strings of a lute, it delves into the depths of the heart, drawing forth both the tenderest of yearnings and the deepest sorrows. Its haunting ballads, filled with melancholic melodies and heartfelt lyrics, enchants audiences, leaving them immersed in a sea of bittersweet emotions. Emotional Resonance . The balladeer's performances are a conduit for catharsis, a sanctuary for the lovesick and the broken-hearted to find solace in shared tales of romantic longing and laments of lost love. Its voice echoes through moonlit halls, captivating listeners with a delicate combination of vulnerability and resilience. Actions Multiattack. The balladeer makes two Dagger attacks. Alternatively, it can make one Dagger attack and use Charm, Command Thrall, or Spellcasting. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) psychic damage and the target has disadvantage to Wisdom saving throws until the end of the balladeer's next turn. Charm. Up to two humanoids the balladeer can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 hour. The charmed target obeys the balladeer's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this balladeer's Charm for the next 24 hours. The balladeer can have up to two targets charmed at a time. If it charms another, the effect on one of the previous targets ends (balladeer's choice). Command Thrall. The balladeer targets one humanoid creature charmed by it. The target must use its reaction and move up to half its speed and make one weapon attack against a visible creature of the balladeer's choice. Spellcasting. The balladeer casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15): At will: message, minor illusion, vicious mockery (3d4) 2/day each: bestow curse, cure wounds, enthrall, suggestion 1/day each: compulsion, major image, mass suggestion, modify memory Bonus Actions Ballad. The balladeer can perform a ballad that lasts until the start of the balladeer's next turn. The balladeer can select from one of two effects: 1. Song of Inspiration. Provided the balladeer isn't incapacitated, an allied creature that starts its turn within 60 feet of the balladeer and can hear the balladeer gains advantage on attack rolls. 2. Song of Lamentation. Provided the balladeer isn't incapacitated, a hostile creature that starts its turn within 60 feet of the balladeer and can hear the balladeer must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature is charmed until the start of its next turn. A charmed creature weeps in grief and is incapacitated. If a creature's saving throw is successful, the creature is immune to the balladeer's Song of Lamentation for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Virtuoso Lich","description":"A virtuoso lich is an artist whose love of art sustains it beyond death. A virtuoso lich is created when an artist powerful in both its artistic and magical expression dies with art left undone. Such artists often die before completing or creating a masterpiece, and the torment of the art left undone couples with the artist’s powerful magical talents, turning the artist into a virtuoso lich. A virtuoso lich is bound to an object of art, such as a favorite musical instrument, painting, dance slippers, quill, or some other object of artistic expression that was significant to the lich in life. This piece of art is the lich’s phylactery. A virtuoso lich maintains the beauty of its former life, appearing much as it did in life—except for one physical feature that betrays its undead nature. This feature can be a clawed, skeletal hand, which the lich hides in a glove; a stiff, zombie-like leg, which the lich disguises with robes and a cane; a face ravaged by undeath, which the lich covers in a beautiful mask; or any other appropriate feature. The virtuoso lich doesn’t require air, food, drink, or sleep. A Virtuoso Lich’s Lair A virtuoso lich chooses a lair with an eye and ear for artistic potential, whether that lair is an ancient cavern with natural acoustics, a meadow with plentiful natural light, a hall of mirrors, or some other locale capable of enhancing some form of art, allowing the lich’s magic and artistic expression to swell, reaching every corner. Lair Actions On initiative count 20 (losing initiative ties), the virtuoso lich takes a lair action to cause one of the following effects; the lich can’t use the same effect two rounds in a row: The virtuoso lich channels artistic expression it can see or hear into a magical assault. The artistic expression must be of the type chosen with its Versatile Artist trait, but it otherwise can be any form of expression not originating from the lich, such as the song of nearby singers that echoes in the lair, the colorful paint decorating canvases, the twirling forms of dancers, or similar. The virtuoso lich chooses a creature it can see within 30 feet of the artistic expression. The target must make a DC 15 Dexterity saving throw, taking 18 (4d8) damage of the type chosen with the Versatile Artist trait on a failed save, or half as much damage on a successful one. The virtuoso lich enhances the natural artistry of its lair, distracting and hindering nearby creatures. The lich chooses a point it can see within 60 feet of it. Each creature within 5 feet of that point must make a DC 15 Charisma saving throw. On a failure, a creature has disadvantage on saving throws against the lich’s spells and its Corrupted Art action until initiative count 20 on the next round. The virtuoso lich rolls a d4 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any evil alignment","Expansion":11995,"Challenge Rating":12},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Visage","description":"Mournfully longing for the world of the living, a visage is the lingering soul of a departed humanoid. Their yearning for a life once lived binds them to the mortal realm, and drives mad those who see their terrible countenance.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically chaotic evil","Challenge Rating":2},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Viscous Spirit Eye","description":"Spirit eyes are ectoplasmic servants summonable by Dowda. They appear as different-colored, 5-foot-radius, floating eyes (note separate entries for each below). Every spirit eye has an ethereal and extensible energy strand attached to it that links back to Dowda and allows him to see what they see. Dowda maintains total control of the eyes' spiritual states. He can mentally Command them at great distances, immediately recall them, or even remanifest them in different guises and for different purposes. They move by a form of enhanced levitation. These Creatures have been summoned to guard the four glass panes of Dowda’s Lantern . They immediately Attack anything entering through the panes during the lantern’s mastering process, using the Special Attack described below at a rate of once per turn. They are never present after the lantern has been mastered. If killed, a spirit eye disappears without a trace. Acid Aura . Any creature that starts its turn within 10 feet of the eye takes 5 (1d10) acid damage. Magic Resistance . The eye has advantage on saving throws against spells and other magical effects. Spell Immunity . The banishment and polymorph spells have no effect on the eye. Actions Multiattack . The eye uses Hurl Acid twice. Hurl Acid . Ranged Weapon Attack : +7 to hit, range 30 ft., one target. Hit : 7 (1d6 + 4) acid damage. Acid Spurt . The eye squirts a glob of acid at a creature within 5 feet of it. The creature must make a DC 15 Dexterity saving throw. On a failure, the creature takes 7 (2d6) acid damage and is vulnerable to acid damage until the end of the eye’s next turn. On a success, the target takes only half the damage and isn’t vulnerable to acid damage. Reactions Viscous Goop . When a creature hits the eye with a melee weapon attack, the eye can squirt viscous goop at the creature. The creature must succeed on a DC 14 Dexterity saving throw or become restrained by the goop for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the condition on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Unaligned","Expansion":22851,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Arcadia Issue No. 12"},{"name":"Vivienn Dirroze","description":"Raised by frivolous nobles in a cutthroat court, Vivienn Dirroze decided young that her ambitions pointed higher. Her peers were content to vie for political power and assassinate rivals, but Vivienn refused to rest until she beheaded the source of true power—the gods themselves. Filled with unholy ardor, the young human searched the world for secrets of god-killing. Finding traces of Qazyldrath, she made her way to the forgotten temple, where she offered her greataxe to the Hallowed Dark in exchange for the privilege of slaughtering the gods during the death of the world. Qazyldrath accepted her terms—and it was only then that Vivienn first heard the dragon’s whispers. Vivienn doesn’t want power, she wants conquest. She yearns to meet her match and surpass it. Qazyldrath’s gifts allow the warrior to unleash a draconic bloodfrenzy. She gleefully toes the line between discipline and wildness, holiness and blasphemy, cutting down any who stand between her and the darkness. Traits Exploit Opening ( 3 /Day). When Vivienn makes an attack, she has advantage on the attack roll. Reckless. At the start of her turn, Vivienn can gain advantage on all melee weapon attack rolls made during her turn, but attack rolls made against her have advantage until the start of her next turn. Actions Multiattack. Vivienn makes three Godslayer Axe attacks. Godslayer Axe. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 8) slashing damage plus 4 (1d8) necrotic damage. If the target is a Celestial, they take an extra 18 (4d8) necrotic damage. Bonus Actions Draconic Rage ( 3 /Day). Vivienn roars with the might of dragons, entering a rage that lasts for 1 minute or until she is incapacitated. While raging, she gains the following benefits: Her size becomes Large. She has a +2 bonus to weapon damage rolls. She has advantage on Strength ability checks and saving throws. She has resistance to bludgeoning, piercing, and slashing damage. Ravenous Bite (Draconic Rage Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 8) piercing damage, and the target must succeed on a DC 19 Constitution saving throw or be frightened of Vivienn for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Vladimir Horngaard","description":"Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order. Enemies of Strahd. Vladimir found himself fighting Strahd’s armies time and again as they swept across the land. When it became clear that Strahd couldn’t be stopped, the knights of the order led hundreds of refugees to Argynvost’s valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn’t hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir’s beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd’s armies to the bitter end. Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. Vladimir continued to wage the hopeless war, even as Strahd tightened his grip on the valley. When Strahd became a vampire, Vladimir and his revenants should have gone to their eternal rest. But Strahd’s deeds were so heinous that Barovia and the knight’s spirits became trapped behind curtains of mist. Blinded by Hatred. Vladimir hates Strahd but doesn’t want to see the vampire given his final rest. Vladimir wants Strahd to suffer forever for the deaths of Godfrey and Argynvost, the destruction of their order, and all the other crimes of which the vampire is guilty. Vladimir believes that all of Barovia has been swept into hell, and he wants to make sure that Strahd stays trapped in it forever. It angers Vladimir that he and his fellow knights are also trapped, but in Vladimir’s mind, such is the price of keeping the vampire confined. Even his love for Godfrey is now just a dim memory shrouded by his hate. Were Vladimir to let go of his hatred, his spirit would find peace and could remember the warmth of love. Were Strahd to be defeated, even temporarily, the mists surrounding Barovia would fade, allowing the spirits of Vladimir and his knights to enter the afterlife. Nevertheless, Vladimir would rather savor Strahd’s torment than bring peace to his fallen order or peace to the land of Barovia. Gone are the days of honor and valor. Statistics. Vladimir Horngaard has the statistics of a revenant with the following modifications: Vladimir’s alignment is lawful evil. His Armor Class is 17 (half plate). He has 192 hit points. He speaks Common and Draconic. Vladimir wields a +2 greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon’s head clutching a black opal between its teeth. As an action, he can make two attacks with the sword (+9 to hit). It deals 20 (4d6 + 6) slashing damage on a hit. Against Strahd, Vladimir deals an extra 14 (4d6) slashing damage with the weapon. Vladimir has a challenge rating of 7 (2,900 XP). Vladimir Horngaard’s Traits Ideal. “Vengeance is all I have left.” Bond. “I have sworn oaths of allegiance to the Order of the Silver Dragon. Broken though the order may be, my allegiance never dies.” Flaw. “Destroying Strahd would end the vampire’s torment, and that is something I will never allow.” Traits Regeneration. Vladimir regains 10 hit points at the start of its turn. If Vladimir takes fire or radiant damage, this trait doesn’t function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn’t regenerate. Rejuvenation. When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all his hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. Turn Immunity. Vladimir is immune to effects that turn undead. Vengeful Tracker. Vladimir knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Vladimir are on different planes of existence. If the creature being tracked by Vladimir dies, the revenant knows. Actions Multiattack. Vladimir makes two fist attacks or two +2 greatsword attacks. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which Vladimir has sworn vengeance, the target takes an extra 14, 4d6, bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target, Escape DC 14, provided the target is Large or smaller. +2 Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) slashing damage. Against Strahd, Vladimir deals an extra 14 (4d6) slashing damage with the weapon. Vengeful Glare. Vladimir targets one creature he can see within 30 feet of him and against which he has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until Vladimir deals damage to it, or until the end of Vladimir's next turn. When the paralysis ends, the target is frightened of Vladimir for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Vladimir, ending the frightened condition on itself on a success. ","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"custom","Alignment":"lawful evil","Expansion":7388,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Vlazok","description":"Skeletal, quadrupedal horrors, vlazoks are particularly suited to battlefield cleanup in the Outer Planes. They love to stomp across battlefields after the fiercest fighting is over, trampling survivors and crushing pockets of resistance. When vlazoks anticipate an influx of enemies, these demons jump on them from above to crush them. Vlazoks have keen senses, owing to the eyes positioned all around their hideous heads. They easily lose interest in their tasks unless powerful commanders, such as demon lords, keep them in line. Without careful direction, vlazoks become unhinged agents of chaos, smashing through crowds of weaker demons and decimating their ranks with powerful attacks. Traits All-Around Vision. The vlazok can’t be surprised. Blood Frenzy. The vlazok has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Magic Resistance. The vlazok has advantage on saving throws against spells and other magical effects. Spider Climb. The vlazok can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The vlazok makes two Gore attacks. Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) piercing damage, and if the target is a Large or smaller creature, it has the prone condition. Bonus Actions Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 27 (4d10 + 5) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":30583,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Vodyanoi","description":"These aquatic predators are closely related to the umber hulk. They are similar in appearance to umber hulks but are almost twice the size, have webbed claws, and have only one pair of eyes, and thus lack the ability to confuse opponents. Vodyanoi skin is green and slimy to the touch, but beneath it is a thick, knobbly hide. Vodyanoi prey on all manner of marine life but prefer the taste of humanoid flesh. They have learned to rend the hulls of large ships and capsize smaller ones to get to their favourite prey. Perhaps the most peculiar feature of the vodyanoi is its stomach. Rather than digest its own food, the vodyanoi cultivates a small population of eels in its stomach, which it can regurgitate if necessary to help bring down prey. Traits Limited Amphibiousness. The vodyanoi can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Slippery. The vodyanoi has advantage on ability checks and saving throws made to escape a grapple. Tunneler. The vodyanoy can burrow through solid rock at half its burrowing speed and leaves a 10-foot wide, 15-foot-high tunnel in its wake. Actions Multiattack. The vodyanoi makes three attacks: two with its claws and one with its mandibles. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Regurgitate Eels (1/Day). The vodyanoi can regurgitate a swarm of lightning eels (appendix B), which appears in an unoccupied space within 5 feet of it. The swarm acts on its own initiative count. If the vodyanoi hasn’t used this trait when it dies, a swarm of lightning eels erupts from its corpse at the start of the next turn. The swarm acts on its own initiative count.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":20544,"Challenge Rating":5},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Voiceless Talker","description":"Among the most powerful psions in the timescape, synlirii (singular: synliroi) are known as the “voiceless talkers” to the denizens of the World Below—and to surface dwellers unfortunate enough to encounter them. Descended from boneless aquatic cephalopods, they are alien in thought and motivation to the humanoid species they loathe. Synlirii consider the “barking ones” (their label for creatures who squeeze air through meat flaps to communicate) to be an abomination that must be corrected. Uneasy Alliances. Though synlirii and overminds are hereditary enemies, their mutual obsession with the barking ones often leads to uneasy alliances. Both synlirii and overminds employ humanoids from the World Below as agents, trading lore and technology for information on their surface foes. Olothec Hatred. The synlirii’s visceral antipathy toward the barking ones is surpassed only by their deep enmity toward (and fear of) olothec. Ancient myths say olothec created both synlirii and overminds. To overminds, this is a harmless fable. But synlirii, who style themselves as the future masters of the timescape, rage against implications that their powers come from any source other than their own superior development. Psionic Spies. Despite their mental powers, voiceless talkers consider information their greatest weapon. They use their psionic talents to manipulate memory and perception, obscure their forms, and pass undetected among other cultures. Psi-Tech. Synlirii breed mollusks that secrete plastic-like substances, using them to fashion weapons and similar technology powered by psionic crystals. The voiceless talkers’ handheld psi-pistols and portable psi-rifles can be used only by their alien minds. Creature Engineers. Synlirii are obsessed with manipulating the natural development of other organisms. They create hulking brains, mindkillers, and other servants using a psionic technique they call the Interlace. Many synlirii experiments don’t live long and aren’t intended to. But the World Below is littered with unnatural creatures who escaped the voiceless talkers’ body banks—most of them singular life forms that can’t reproduce and may never die. Graywarpers. Graywarpers are voiceless talkers who were drained of most of their psionic abilities—and free will—as punishment for insolence or incompetence. They are viewed solely as expendable tools who enhance the power of other voiceless talkers. Actions Multiattack. The voiceless talker manifests a power and makes one Tentacle or Psionic Pistol attack. Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) psychic damage, and if the target is Large or smaller, they are grappled (escape DC 15). Psionic Pistol. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 15 (2d10 + 4) force damage. *Memory Thief ( 4 th-Order Power). The voiceless talker psionically plunders the mind of a creature they can see within 30 feet of them. The target must make a DC 15 Intelligence saving throw. On a failed save, the target takes 22 (4d10) psychic damage, and until they finish a long rest or die, their proficiency bonus is cumulatively lowered by 1 and the voiceless talker gains a cumulative +2 bonus to damage rolls. On a successful save, a target takes half as much damage and doesn’t have their proficiency bonus reduced. A creature whose proficiency bonus drops to 0 can’t form new thoughts or speak, and they have disadvantage on ability checks, attack rolls, and saving throws. Flay ( 3 /Day; 5 th-Order Power). The voiceless talker shoots forth a 15-foot cone of pure psionic energy. Each creature in the area must make a DC 15 Intelligence saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one. Guise ( 3 rd-Order Power). The voiceless talker projects a psionic image over their body, transforming their appearance for 1 hour into that of a Medium creature they have seen. When they manifest this power, they can also change the appearance of any equipment they carry for the duration. The changes wrought by this power fail to hold up to physical inspection. A creature can use an action to inspect the voiceless talker’s appearance and make a DC 15 Intelligence (Investigation) check, noticing the image is a projection on a success. Reactions Brain Drain. When a creature grappled by the voiceless talker makes a saving throw against one of the voiceless talker’s powers, the voiceless talker momentarily weakens the creature and the creature has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Voiceless Talker","description":"That thing—he called it the enucleator—it was awful. I was ripped apart and examined, but I was still alive. I could feel every piece of me separate. I have no idea how you put me back together. Gorar Actions Multiattack. The voiceless talker manifests a power and makes one Tentacle or Psionic Pistol attack. Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) psychic damage, and if the target is Large or smaller, they are grappled (escape DC 15). Psionic Pistol. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 15 (2d10 + 4) force damage. *Memory Thief ( 4 th-Order Power). The voiceless talker psionically plunders the mind of a creature they can see within 30 feet of them. The target must make a DC 15 Intelligence saving throw. On a failed save, the target takes 22 (4d10) psychic damage, and until they finish a long rest or die, their proficiency bonus is cumulatively lowered by 1 and the voiceless talker gains a cumulative +2 bonus to damage rolls. On a successful save, a target takes half as much damage and doesn’t have their proficiency bonus reduced. A creature whose proficiency bonus drops to 0 can’t form new thoughts or speak, and they have disadvantage on ability checks, attack rolls, and saving throws. Flay ( 3 /Day; 5 th-Order Power). The voiceless talker shoots forth a 15-foot cone of pure psionic energy. Each creature in the area must make a DC 15 Intelligence saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one. Guise ( 3 rd-Order Power). The voiceless talker projects a psionic image over their body, transforming their appearance for 1 hour into that of a Medium creature they have seen. When they manifest this power, they can also change the appearance of any equipment they carry for the duration. The changes wrought by this power fail to hold up to physical inspection. A creature can use an action to inspect the voiceless talker’s appearance and make a DC 15 Intelligence (Investigation) check, noticing the image is a projection on a success. Reactions Brain Drain. When a creature grappled by the voiceless talker makes a saving throw against one of the voiceless talker’s powers, the voiceless talker momentarily weakens the creature and the creature has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":28288,"Challenge Rating":7},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Voiceless Talker Artillerist","description":"Among the most powerful psions in the timescape, synlirii (singular: synliroi) are known as the “voiceless talkers” to the denizens of the World Below—and to surface dwellers unfortunate enough to encounter them. Descended from boneless aquatic cephalopods, they are alien in thought and motivation to the humanoid species they loathe. Synlirii consider the “barking ones” (their label for creatures who squeeze air through meat flaps to communicate) to be an abomination that must be corrected. Uneasy Alliances. Though synlirii and overminds are hereditary enemies, their mutual obsession with the barking ones often leads to uneasy alliances. Both synlirii and overminds employ humanoids from the World Below as agents, trading lore and technology for information on their surface foes. Olothec Hatred. The synlirii’s visceral antipathy toward the barking ones is surpassed only by their deep enmity toward (and fear of) olothec. Ancient myths say olothec created both synlirii and overminds. To overminds, this is a harmless fable. But synlirii, who style themselves as the future masters of the timescape, rage against implications that their powers come from any source other than their own superior development. Psionic Spies. Despite their mental powers, voiceless talkers consider information their greatest weapon. They use their psionic talents to manipulate memory and perception, obscure their forms, and pass undetected among other cultures. Psi-Tech. Synlirii breed mollusks that secrete plastic-like substances, using them to fashion weapons and similar technology powered by psionic crystals. The voiceless talkers’ handheld psi-pistols and portable psi-rifles can be used only by their alien minds. Creature Engineers. Synlirii are obsessed with manipulating the natural development of other organisms. They create hulking brains, mindkillers, and other servants using a psionic technique they call the Interlace. Many synlirii experiments don’t live long and aren’t intended to. But the World Below is littered with unnatural creatures who escaped the voiceless talkers’ body banks—most of them singular life forms that can’t reproduce and may never die. Graywarpers. Graywarpers are voiceless talkers who were drained of most of their psionic abilities—and free will—as punishment for insolence or incompetence. They are viewed solely as expendable tools who enhance the power of other voiceless talkers. Traits Phasing Rifle ( 1 /Turn). When the artillerist hits a target with their Psionic Rifle attack, the artillerist can attempt to teleport the target (no action required). The target must succeed on a DC 17 Wisdom saving throw or be teleported to an unoccupied space the artillerist can see within 60 feet of the artillerist. Actions Multiattack. The artillerist makes two Psionic Rifle attacks, or they manifest a power and make one Phasing Tentacles attack. Psionic Rifle. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 21 (3d10 + 5) force damage. Phasing Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) psychic damage, and if the target is Large or smaller, the artillerist can choose one of the following effects: the target is grappled (escape DC 17) or teleported up to 15 feet to an unoccupied space the artillerist can see. *Memory Thief ( 5 th-Order Power). The artillerist psionically plunders the mind of a creature they can see within 30 feet of them. The target must make a DC 17 Intelligence saving throw. On a failed save, the target takes 33 (6d10) psychic damage, and until they finish a long rest or die, their proficiency bonus is lowered by 1 and the artillerist gains a cumulative +2 bonus to damage rolls. On a successful save, a target takes half as much damage and doesn’t have their proficiency bonus reduced. A creature whose proficiency bonus drops to 0 can’t form new thoughts or speak, and they have disadvantage on ability checks, attack rolls, and saving throws. Guise ( 3 rd-Order Power). The artillerist projects a psionic image over their body, transforming their appearance for 1 hour into that of a Medium creature they have seen. When they manifest this power, they can also change the appearance of any equipment they carry for the duration. The changes wrought by this power fail to hold up to physical inspection. A creature can use an action to inspect the artillerist’s appearance and make a DC 17 Intelligence (Investigation) check, noticing the image is a projection on a success. Bonus Actions *Vanish for One ( 3 /Day; 3 rd-Order Power; Concentration). The artillerist cloaks themself from the sight of a creature the artillerist can see within 60 feet of them. The creature must succeed on a DC 17 Wisdom saving throw or the artillerist becomes invisible to the creature for 1 minute (save ends at end of turn). This effect ends early if the artillerist attacks the creature, deals damage to them, or creates an effect that forces them to make a saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Voiceless Talker Artillerist","description":"But where does your magic come from? The humors—your very lifeblood? Perhaps it is deep within your marrow. Bones are such curious things. We must dissect again and again—every piece smaller than the last—until we arrive at the truth. Your contributions to this experiment could change everything. Lord Syuul Psi-Tech While most psi-tech weapons can be used only by voiceless talkers, a character using the talent class (from the MCDM supplement The Talent and Psionics ) can use these weapons by gaining 1 strain each time they make an attack with one. A creature using a psi-tech ranged weapon uses Intelligence instead of Dexterity for attack and damage rolls. Traits Phasing Rifle ( 1 /Turn). When the artillerist hits a target with their Psionic Rifle attack, the artillerist can attempt to teleport the target (no action required). The target must succeed on a DC 17 Wisdom saving throw or be teleported to an unoccupied space the artillerist can see within 60 feet of the artillerist. Actions Multiattack. The artillerist makes two Psionic Rifle attacks, or they manifest a power and make one Phasing Tentacles attack. Psionic Rifle. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 21 (3d10 + 5) force damage. Phasing Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) psychic damage, and if the target is Large or smaller, the artillerist can choose one of the following effects: the target is grappled (escape DC 17) or teleported up to 15 feet to an unoccupied space the artillerist can see. *Memory Thief ( 5 th-Order Power). The artillerist psionically plunders the mind of a creature they can see within 30 feet of them. The target must make a DC 17 Intelligence saving throw. On a failed save, the target takes 33 (6d10) psychic damage, and until they finish a long rest or die, their proficiency bonus is lowered by 1 and the artillerist gains a cumulative +2 bonus to damage rolls. On a successful save, a target takes half as much damage and doesn’t have their proficiency bonus reduced. A creature whose proficiency bonus drops to 0 can’t form new thoughts or speak, and they have disadvantage on ability checks, attack rolls, and saving throws. Guise ( 3 rd-Order Power). The artillerist projects a psionic image over their body, transforming their appearance for 1 hour into that of a Medium creature they have seen. When they manifest this power, they can also change the appearance of any equipment they carry for the duration. The changes wrought by this power fail to hold up to physical inspection. A creature can use an action to inspect the artillerist’s appearance and make a DC 17 Intelligence (Investigation) check, noticing the image is a projection on a success. Bonus Actions *Vanish for One ( 3 /Day; 3 rd-Order Power; Concentration). The artillerist cloaks themself from the sight of a creature the artillerist can see within 60 feet of them. The creature must succeed on a DC 17 Wisdom saving throw or the artillerist becomes invisible to the creature for 1 minute (save ends at end of turn). This effect ends early if the artillerist attacks the creature, deals damage to them, or creates an effect that forces them to make a saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":28288,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Voiceless Talker Graywarper","description":"Among the most powerful psions in the timescape, synlirii (singular: synliroi) are known as the “voiceless talkers” to the denizens of the World Below—and to surface dwellers unfortunate enough to encounter them. Descended from boneless aquatic cephalopods, they are alien in thought and motivation to the humanoid species they loathe. Synlirii consider the “barking ones” (their label for creatures who squeeze air through meat flaps to communicate) to be an abomination that must be corrected. Uneasy Alliances. Though synlirii and overminds are hereditary enemies, their mutual obsession with the barking ones often leads to uneasy alliances. Both synlirii and overminds employ humanoids from the World Below as agents, trading lore and technology for information on their surface foes. Olothec Hatred. The synlirii’s visceral antipathy toward the barking ones is surpassed only by their deep enmity toward (and fear of) olothec. Ancient myths say olothec created both synlirii and overminds. To overminds, this is a harmless fable. But synlirii, who style themselves as the future masters of the timescape, rage against implications that their powers come from any source other than their own superior development. Psionic Spies. Despite their mental powers, voiceless talkers consider information their greatest weapon. They use their psionic talents to manipulate memory and perception, obscure their forms, and pass undetected among other cultures. Psi-Tech. Synlirii breed mollusks that secrete plastic-like substances, using them to fashion weapons and similar technology powered by psionic crystals. The voiceless talkers’ handheld psi-pistols and portable psi-rifles can be used only by their alien minds. Creature Engineers. Synlirii are obsessed with manipulating the natural development of other organisms. They create hulking brains, mindkillers, and other servants using a psionic technique they call the Interlace. Many synlirii experiments don’t live long and aren’t intended to. But the World Below is littered with unnatural creatures who escaped the voiceless talkers’ body banks—most of them singular life forms that can’t reproduce and may never die. Graywarpers. Graywarpers are voiceless talkers who were drained of most of their psionic abilities—and free will—as punishment for insolence or incompetence. They are viewed solely as expendable tools who enhance the power of other voiceless talkers. Traits Minion. If the graywarper takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the graywarper takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Psionic Nexus. When a non-minion voiceless talker within 30 feet of the graywarper uses telepathy or manifests a psionic power, they can do so as if they were in the graywarper’s space. Actions Phase Chant (Group Attack). Melee or Ranged Power Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 4 psychic damage. If the target is a creature and if three or more graywarpers joined the attack, the target must make a Charisma saving throw. The DC for this saving throw is 11 plus the number of graywarpers who joined the attack. On a failed save, the target becomes phased until the end of their next turn. While phased, the creature is translucent and immaterial, and they deal half damage with weapon attacks and unarmed strikes.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Voiceless Talker Operative (PB 2)","description":"Among the most powerful psions in the timescape, synlirii (singular: synliroi) are known as the “voiceless talkers” to the denizens of the World Below—and to surface dwellers unfortunate enough to encounter them. Descended from boneless aquatic cephalopods, they are alien in thought and motivation to the humanoid species they loathe. Synlirii consider the “barking ones” (their label for creatures who squeeze air through meat flaps to communicate) to be an abomination that must be corrected. Uneasy Alliances. Though synlirii and overminds are hereditary enemies, their mutual obsession with the barking ones often leads to uneasy alliances. Both synlirii and overminds employ humanoids from the World Below as agents, trading lore and technology for information on their surface foes. Olothec Hatred. The synlirii’s visceral antipathy toward the barking ones is surpassed only by their deep enmity toward (and fear of) olothec. Ancient myths say olothec created both synlirii and overminds. To overminds, this is a harmless fable. But synlirii, who style themselves as the future masters of the timescape, rage against implications that their powers come from any source other than their own superior development. Psionic Spies. Despite their mental powers, voiceless talkers consider information their greatest weapon. They use their psionic talents to manipulate memory and perception, obscure their forms, and pass undetected among other cultures. Psi-Tech. Synlirii breed mollusks that secrete plastic-like substances, using them to fashion weapons and similar technology powered by psionic crystals. The voiceless talkers’ handheld psi-pistols and portable psi-rifles can be used only by their alien minds. Creature Engineers. Synlirii are obsessed with manipulating the natural development of other organisms. They create hulking brains, mindkillers, and other servants using a psionic technique they call the Interlace. Many synlirii experiments don’t live long and aren’t intended to. But the World Below is littered with unnatural creatures who escaped the voiceless talkers’ body banks—most of them singular life forms that can’t reproduce and may never die. Graywarpers. Graywarpers are voiceless talkers who were drained of most of their psionic abilities—and free will—as punishment for insolence or incompetence. They are viewed solely as expendable tools who enhance the power of other voiceless talkers. Traits Signature Attack (Psionic Pistol). Ranged Weapon Attack: +3 plus PB to hit, range 80/320 ft., one target. Hit: 1d10 plus PB force damage. Beginning at 7th level, the operative can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Phasing Charge ( 3 /Day). When the operative hits a creature with a signature attack, they can attempt to teleport the target. The target must succeed on a DC 10 plus PB Wisdom saving throw or be teleported up to 30 feet to an unoccupied space on the ground that the operative can see. 5 th Level: Telekinetic Repulsion ( 3 /Day). As an action, the operative releases a powerful pulse of energy. Each enemy within 10 feet of the operative must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 force damage and is pushed up to 10 feet directly away from the operative. On a successful save, a creature takes half as much damage and isn’t pushed. 7 th Level: Memory Thief ( 3 /Day; 4 th-Order Power; Concentration). The operative psionically plunders the mind of a creature they can see within 30 feet of them. The target must make a DC 10 plus PB Intelligence saving throw. On a failed save, the target takes 22 (4d10) psychic damage, and for 1 minute, the target’s proficiency bonus is cumulatively lowered by 1 and the infiltrator gains a cumulative +1 bonus to attack and damage rolls and to each feature’s save DC. On a successful save, a target takes half as much damage and doesn’t have their proficiency bonus reduced. A creature whose proficiency bonus drops to 0 can’t form new thoughts or speak, and they have disadvantage on ability checks, attack rolls, and saving throws.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Voiceless Talker Operative (PB 3)","description":"Among the most powerful psions in the timescape, synlirii (singular: synliroi) are known as the “voiceless talkers” to the denizens of the World Below—and to surface dwellers unfortunate enough to encounter them. Descended from boneless aquatic cephalopods, they are alien in thought and motivation to the humanoid species they loathe. Synlirii consider the “barking ones” (their label for creatures who squeeze air through meat flaps to communicate) to be an abomination that must be corrected. Uneasy Alliances. Though synlirii and overminds are hereditary enemies, their mutual obsession with the barking ones often leads to uneasy alliances. Both synlirii and overminds employ humanoids from the World Below as agents, trading lore and technology for information on their surface foes. Olothec Hatred. The synlirii’s visceral antipathy toward the barking ones is surpassed only by their deep enmity toward (and fear of) olothec. Ancient myths say olothec created both synlirii and overminds. To overminds, this is a harmless fable. But synlirii, who style themselves as the future masters of the timescape, rage against implications that their powers come from any source other than their own superior development. Psionic Spies. Despite their mental powers, voiceless talkers consider information their greatest weapon. They use their psionic talents to manipulate memory and perception, obscure their forms, and pass undetected among other cultures. Psi-Tech. Synlirii breed mollusks that secrete plastic-like substances, using them to fashion weapons and similar technology powered by psionic crystals. The voiceless talkers’ handheld psi-pistols and portable psi-rifles can be used only by their alien minds. Creature Engineers. Synlirii are obsessed with manipulating the natural development of other organisms. They create hulking brains, mindkillers, and other servants using a psionic technique they call the Interlace. Many synlirii experiments don’t live long and aren’t intended to. But the World Below is littered with unnatural creatures who escaped the voiceless talkers’ body banks—most of them singular life forms that can’t reproduce and may never die. Graywarpers. Graywarpers are voiceless talkers who were drained of most of their psionic abilities—and free will—as punishment for insolence or incompetence. They are viewed solely as expendable tools who enhance the power of other voiceless talkers. Traits Signature Attack (Psionic Pistol). Ranged Weapon Attack: +3 plus PB to hit, range 80/320 ft., one target. Hit: 1d10 plus PB force damage. Beginning at 7th level, the operative can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Phasing Charge ( 3 /Day). When the operative hits a creature with a signature attack, they can attempt to teleport the target. The target must succeed on a DC 10 plus PB Wisdom saving throw or be teleported up to 30 feet to an unoccupied space on the ground that the operative can see. 5 th Level: Telekinetic Repulsion ( 3 /Day). As an action, the operative releases a powerful pulse of energy. Each enemy within 10 feet of the operative must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 force damage and is pushed up to 10 feet directly away from the operative. On a successful save, a creature takes half as much damage and isn’t pushed. 7 th Level: Memory Thief ( 3 /Day; 4 th-Order Power; Concentration). The operative psionically plunders the mind of a creature they can see within 30 feet of them. The target must make a DC 10 plus PB Intelligence saving throw. On a failed save, the target takes 22 (4d10) psychic damage, and for 1 minute, the target’s proficiency bonus is cumulatively lowered by 1 and the infiltrator gains a cumulative +1 bonus to attack and damage rolls and to each feature’s save DC. On a successful save, a target takes half as much damage and doesn’t have their proficiency bonus reduced. A creature whose proficiency bonus drops to 0 can’t form new thoughts or speak, and they have disadvantage on ability checks, attack rolls, and saving throws.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Voiceless Talker Operative (PB 4)","description":"Among the most powerful psions in the timescape, synlirii (singular: synliroi) are known as the “voiceless talkers” to the denizens of the World Below—and to surface dwellers unfortunate enough to encounter them. Descended from boneless aquatic cephalopods, they are alien in thought and motivation to the humanoid species they loathe. Synlirii consider the “barking ones” (their label for creatures who squeeze air through meat flaps to communicate) to be an abomination that must be corrected. Uneasy Alliances. Though synlirii and overminds are hereditary enemies, their mutual obsession with the barking ones often leads to uneasy alliances. Both synlirii and overminds employ humanoids from the World Below as agents, trading lore and technology for information on their surface foes. Olothec Hatred. The synlirii’s visceral antipathy toward the barking ones is surpassed only by their deep enmity toward (and fear of) olothec. Ancient myths say olothec created both synlirii and overminds. To overminds, this is a harmless fable. But synlirii, who style themselves as the future masters of the timescape, rage against implications that their powers come from any source other than their own superior development. Psionic Spies. Despite their mental powers, voiceless talkers consider information their greatest weapon. They use their psionic talents to manipulate memory and perception, obscure their forms, and pass undetected among other cultures. Psi-Tech. Synlirii breed mollusks that secrete plastic-like substances, using them to fashion weapons and similar technology powered by psionic crystals. The voiceless talkers’ handheld psi-pistols and portable psi-rifles can be used only by their alien minds. Creature Engineers. Synlirii are obsessed with manipulating the natural development of other organisms. They create hulking brains, mindkillers, and other servants using a psionic technique they call the Interlace. Many synlirii experiments don’t live long and aren’t intended to. But the World Below is littered with unnatural creatures who escaped the voiceless talkers’ body banks—most of them singular life forms that can’t reproduce and may never die. Graywarpers. Graywarpers are voiceless talkers who were drained of most of their psionic abilities—and free will—as punishment for insolence or incompetence. They are viewed solely as expendable tools who enhance the power of other voiceless talkers. Traits Signature Attack (Psionic Pistol). Ranged Weapon Attack: +3 plus PB to hit, range 80/320 ft., one target. Hit: 1d10 plus PB force damage. Beginning at 7th level, the operative can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Phasing Charge ( 3 /Day). When the operative hits a creature with a signature attack, they can attempt to teleport the target. The target must succeed on a DC 10 plus PB Wisdom saving throw or be teleported up to 30 feet to an unoccupied space on the ground that the operative can see. 5 th Level: Telekinetic Repulsion ( 3 /Day). As an action, the operative releases a powerful pulse of energy. Each enemy within 10 feet of the operative must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 force damage and is pushed up to 10 feet directly away from the operative. On a successful save, a creature takes half as much damage and isn’t pushed. 7 th Level: Memory Thief ( 3 /Day; 4 th-Order Power; Concentration). The operative psionically plunders the mind of a creature they can see within 30 feet of them. The target must make a DC 10 plus PB Intelligence saving throw. On a failed save, the target takes 22 (4d10) psychic damage, and for 1 minute, the target’s proficiency bonus is cumulatively lowered by 1 and the infiltrator gains a cumulative +1 bonus to attack and damage rolls and to each feature’s save DC. On a successful save, a target takes half as much damage and doesn’t have their proficiency bonus reduced. A creature whose proficiency bonus drops to 0 can’t form new thoughts or speak, and they have disadvantage on ability checks, attack rolls, and saving throws.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Voiceless Talker Operative (PB 5)","description":"Among the most powerful psions in the timescape, synlirii (singular: synliroi) are known as the “voiceless talkers” to the denizens of the World Below—and to surface dwellers unfortunate enough to encounter them. Descended from boneless aquatic cephalopods, they are alien in thought and motivation to the humanoid species they loathe. Synlirii consider the “barking ones” (their label for creatures who squeeze air through meat flaps to communicate) to be an abomination that must be corrected. Uneasy Alliances. Though synlirii and overminds are hereditary enemies, their mutual obsession with the barking ones often leads to uneasy alliances. Both synlirii and overminds employ humanoids from the World Below as agents, trading lore and technology for information on their surface foes. Olothec Hatred. The synlirii’s visceral antipathy toward the barking ones is surpassed only by their deep enmity toward (and fear of) olothec. Ancient myths say olothec created both synlirii and overminds. To overminds, this is a harmless fable. But synlirii, who style themselves as the future masters of the timescape, rage against implications that their powers come from any source other than their own superior development. Psionic Spies. Despite their mental powers, voiceless talkers consider information their greatest weapon. They use their psionic talents to manipulate memory and perception, obscure their forms, and pass undetected among other cultures. Psi-Tech. Synlirii breed mollusks that secrete plastic-like substances, using them to fashion weapons and similar technology powered by psionic crystals. The voiceless talkers’ handheld psi-pistols and portable psi-rifles can be used only by their alien minds. Creature Engineers. Synlirii are obsessed with manipulating the natural development of other organisms. They create hulking brains, mindkillers, and other servants using a psionic technique they call the Interlace. Many synlirii experiments don’t live long and aren’t intended to. But the World Below is littered with unnatural creatures who escaped the voiceless talkers’ body banks—most of them singular life forms that can’t reproduce and may never die. Graywarpers. Graywarpers are voiceless talkers who were drained of most of their psionic abilities—and free will—as punishment for insolence or incompetence. They are viewed solely as expendable tools who enhance the power of other voiceless talkers. Traits Signature Attack (Psionic Pistol). Ranged Weapon Attack: +3 plus PB to hit, range 80/320 ft., one target. Hit: 1d10 plus PB force damage. Beginning at 7th level, the operative can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Phasing Charge ( 3 /Day). When the operative hits a creature with a signature attack, they can attempt to teleport the target. The target must succeed on a DC 10 plus PB Wisdom saving throw or be teleported up to 30 feet to an unoccupied space on the ground that the operative can see. 5 th Level: Telekinetic Repulsion ( 3 /Day). As an action, the operative releases a powerful pulse of energy. Each enemy within 10 feet of the operative must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 force damage and is pushed up to 10 feet directly away from the operative. On a successful save, a creature takes half as much damage and isn’t pushed. 7 th Level: Memory Thief ( 3 /Day; 4 th-Order Power; Concentration). The operative psionically plunders the mind of a creature they can see within 30 feet of them. The target must make a DC 10 plus PB Intelligence saving throw. On a failed save, the target takes 22 (4d10) psychic damage, and for 1 minute, the target’s proficiency bonus is cumulatively lowered by 1 and the infiltrator gains a cumulative +1 bonus to attack and damage rolls and to each feature’s save DC. On a successful save, a target takes half as much damage and doesn’t have their proficiency bonus reduced. A creature whose proficiency bonus drops to 0 can’t form new thoughts or speak, and they have disadvantage on ability checks, attack rolls, and saving throws.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Voiceless Talker Operative (PB 6)","description":"Among the most powerful psions in the timescape, synlirii (singular: synliroi) are known as the “voiceless talkers” to the denizens of the World Below—and to surface dwellers unfortunate enough to encounter them. Descended from boneless aquatic cephalopods, they are alien in thought and motivation to the humanoid species they loathe. Synlirii consider the “barking ones” (their label for creatures who squeeze air through meat flaps to communicate) to be an abomination that must be corrected. Uneasy Alliances. Though synlirii and overminds are hereditary enemies, their mutual obsession with the barking ones often leads to uneasy alliances. Both synlirii and overminds employ humanoids from the World Below as agents, trading lore and technology for information on their surface foes. Olothec Hatred. The synlirii’s visceral antipathy toward the barking ones is surpassed only by their deep enmity toward (and fear of) olothec. Ancient myths say olothec created both synlirii and overminds. To overminds, this is a harmless fable. But synlirii, who style themselves as the future masters of the timescape, rage against implications that their powers come from any source other than their own superior development. Psionic Spies. Despite their mental powers, voiceless talkers consider information their greatest weapon. They use their psionic talents to manipulate memory and perception, obscure their forms, and pass undetected among other cultures. Psi-Tech. Synlirii breed mollusks that secrete plastic-like substances, using them to fashion weapons and similar technology powered by psionic crystals. The voiceless talkers’ handheld psi-pistols and portable psi-rifles can be used only by their alien minds. Creature Engineers. Synlirii are obsessed with manipulating the natural development of other organisms. They create hulking brains, mindkillers, and other servants using a psionic technique they call the Interlace. Many synlirii experiments don’t live long and aren’t intended to. But the World Below is littered with unnatural creatures who escaped the voiceless talkers’ body banks—most of them singular life forms that can’t reproduce and may never die. Graywarpers. Graywarpers are voiceless talkers who were drained of most of their psionic abilities—and free will—as punishment for insolence or incompetence. They are viewed solely as expendable tools who enhance the power of other voiceless talkers. Traits Signature Attack (Psionic Pistol). Ranged Weapon Attack: +3 plus PB to hit, range 80/320 ft., one target. Hit: 1d10 plus PB force damage. Beginning at 7th level, the operative can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Phasing Charge ( 3 /Day). When the operative hits a creature with a signature attack, they can attempt to teleport the target. The target must succeed on a DC 10 plus PB Wisdom saving throw or be teleported up to 30 feet to an unoccupied space on the ground that the operative can see. 5 th Level: Telekinetic Repulsion ( 3 /Day). As an action, the operative releases a powerful pulse of energy. Each enemy within 10 feet of the operative must make a DC 10 plus PB Strength saving throw. On a failed save, a creature takes PBd6 force damage and is pushed up to 10 feet directly away from the operative. On a successful save, a creature takes half as much damage and isn’t pushed. 7 th Level: Memory Thief ( 3 /Day; 4 th-Order Power; Concentration). The operative psionically plunders the mind of a creature they can see within 30 feet of them. The target must make a DC 10 plus PB Intelligence saving throw. On a failed save, the target takes 22 (4d10) psychic damage, and for 1 minute, the target’s proficiency bonus is cumulatively lowered by 1 and the infiltrator gains a cumulative +1 bonus to attack and damage rolls and to each feature’s save DC. On a successful save, a target takes half as much damage and doesn’t have their proficiency bonus reduced. A creature whose proficiency bonus drops to 0 can’t form new thoughts or speak, and they have disadvantage on ability checks, attack rolls, and saving throws.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Void Constructor","description":"This metal cephalopod has cross-shaped eyes and metallic tentacles. It emits a low hum and the scent of burning wheat fields. Void constructors exist to build gates to other planes, allowing creatures from those planes to emerge and wreck havoc. Nocturnal Builders. Void constructors work to build henges (see Void Henge sidebar) at night. Constructors build henges out of available natural materials, like stone or wood. Empowered Servitors. When the Void henge is complete, the participating Void constructors gain an aura that helps them subdue their quarry. They then seek out suitable sacrifices for the henge. Mobile Grappler. While grappling a creature, the constructor can move at its full speed, carrying the grappled creature along with it. Tainted Aura. A Void constructor that has completed a Void henge gains necrotic energy while within 1 mile of the henge. At the start of each of the Void constructor's turns, each creature within 10 feet of it must succeed on a DC 13 Charisma saving throw or take 2 (1d4) necrotic damage. The Void constructor can choose for a creature it is grappling to be immune to the Tainted Auras of all Void constructors. Actions Multiattack. The Void constructor makes two Slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (4d4 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the constructor can't use its tentacles on another target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Void Creature (template)","description":"Void creatures are beings that have evolved or otherwise adapted to living in the harsh environment of outer space. They may also be the product of magical or technological manipulation. VOID CREATURE TEMPLATE Any creature other than constructs and undead can become a void creature. When a creature becomes a void creature, it retains all its statistics except as noted below. Challenge Rating . With its added defensive abilities, a void creature's challenge rating is typically 1 higher than that of the base creature. Movement . The void creature retains any land or burrow speeds of the base creature but can only use them in zero-gravity or low gravity environments. If the base creature has a swim speed, but no flying speed, it gains a fly speed equal to its swim speed. Base creatures with a fly speed gain the ability to hover. Void creatures caught in higher gravity have all movement rates reduced to 0. Senses . The void creature gains low-light vision. Resistances . The void creature gains resistance to cold, and additional resistances based on its adjusted CR. 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The void creature is immune to acid and poison damage. Condition Immunities . The void creature is immune to the poisoned condition. Languages . The void creature knows any languages known by the base creature. Special Traits . The void creature gains the following special traits. No Breath . The void creature does not breathe and is immune to all effects that require breathing. Starflight . A void creature of CR 6 or higher can travel through the void of outer space, flying at incredible speeds. 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Quite mad, they throw themselves into their filthy rituals and to certain death against their enemies with equal abandon. Void cultists show the corrupt nature of the Void in their bodies. Twisted and warped, they use these deformities as weapons against the enemies of the cult. While the cultists speak Void Speech, they lack the control to cause more than superficial pain and destruction with its vile syllables.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Void Darkmantle","description":"Void creatures are beings that have evolved or otherwise adapted to living in the harsh environment of outer space. 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With the destruction of their home world, however, they found the strange radiations of the ores they had long worked had adapted them to the lack of atmosphere, and they continued to mine among the shattered asteroids they now called home. Their demeanor and survivability in the void gave them their names, though they refer to themselves as kabbarin. Void grims stand 11 feet tall and weigh between 1,700 and 2,000 pounds. Harsh. Many outsiders view void grims as overly serious giants who spend all their waking moments in asteroid mines. There is some truth to this. Void grims are deadly earnest miners who brook no carelessness on the part of others. While they enjoy protection from space and can recover when an asteroid accidentally breaks apart, they know how easy it is for mishaps to occur and realize others don’t have the same level of protection. Some void grims are exceedingly protective of their claims; an enclave of such giants works a mine all throughout the day in shifts. During downtime and away from other races, however, void grims carouse and celebrate their daily takes. Communal Living. Void grims raise their children communally, with the infirm or elderly providing most of the care. When children have fully developed their flight membranes, they learn how to navigate in solar winds. The membranes are strong enough to give the giants rudimentary flight in the airless void or thin atmosphere, but they are fragile in normal atmosphere. Even though void grims reach adulthood at age 20, their children begin working mines when they are as young as 7. Adult miners supervise children and have them work relatively safe mines until they prove their capabilities. They apply the same attitude toward non-void grim miners and seem condescending to outsiders. Void grims are standoffish towards other but not aggressive, except when interlopers encroach on their claims. They become truly enraged when they discover breathless ones and dispatch the creatures immediately on sight. 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Its gauntlets end in sharp claws, and strange lights dance behind its visor. A black and purple void churns where its breastplate should be. Void knights are created by powerful eldritch beings, elder evils, or other cosmic entities. After these constructs are forged, they are sent as elite soldiers to herald the coming of their masters or the end of the world. A servant of these Void beings, the knight's true form is the essence of the Void that churns within the armor. Unwavering Servant. The Void knight is created to follow its master's will, though it has its own independent thoughts and personality. Void knights are given free rein to accomplish their masters' wills through whatever means they deem necessary, and no two knights carry out orders in the same way. Alien Armor. The Void knight's armor is forged specifically for it to control, functioning as a body and a way for the Void knight to interact with its surroundings. The armor channels the Void knight's power and contains unstable Void essence within it. When the Void knight's armored body is destroyed, its unstable form collapses, releasing a shockwave. In this way, the knights' masters ensure nothing remains of the knights for others to study and replicate. Call of the Void. If a creature within 5 feet of the Void knight attempts to move away from it, that creature must succeed on a DC 13 Strength saving throw or be unable to move away from the Void knight. If the creature uses magic to move, such as the misty step or freedom of movement spells, it automatically succeeds on this saving throw. Construct Nature. The void knight doesn't require air, food, drink, or sleep. Immoveable. The Void knight can't be moved against its will, except by magical means. In addition, the knight has disadvantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks. Implosive End. When the Void knight dies, it collapses in on itself, releasing a wave of Void energy. Creature within 5 feet of it must make a DC 16 Dexterity saving throw, taking 18 (4d8) force damage on a failed save, or half as much damage on a successful one. Actions Multiattack. The Void knight makes two Void Gauntlet attacks or three Void Bolt attacks. Void Gauntlet. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 18 (4d8) force damage. If the target is a Medium or smaller creature it must succeed on a DC 16 Strength saving throw or be knocked prone. Void Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (4d8 + 3) force damage. Pull of the Void (Recharge 5-6). The Void knight sends Void tendrils at up to three creatures it can see within 60 feet of it that are not behind total cover. Each target must succeed on a DC 16 strength Saving throw or be pulled up to 30 feet toward the knight. Then each creature within 5 feet of the Void knight takes 36 (8d8) force damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Lawful Evil","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Void Lord","description":"The tall, enigmatic figure striding through the wasteland seems at odds with the environment. Wearing dark, expensive robes with wide sleeves, the hooded figure looks more suited as an archmage lecturing in an arcane school or advising the powerful in the halls of a royal palace. As the viewer grows closer, disturbing elements begin to stand out. Its limbs do not match. One arm is large, muscled, and ends in a three-clawed hand; the other is too long for the body it is attached to, and the hand has four overly long fingers with far too many joints. When the face of the figure comes into view, it presents a dichotomy. Inexplicable beautiful, it has no discernable gender and parts of it appear to be a mismatch of many kinds of creatures. Most disturbingly, small tentacles reach out from between the folds of its buttoned-up robes. The figure says nothing as it gestures, then six rips in space open around itself and chaos follows. The Void Lord is a stalking predator, feeding living creatures to the portals it opens. Those who are pulled, screaming, into its gateways do not return. It was once a dark god worshipped as a divine representation of the Void, the nothingness between planes. But that was long ago. Today, it has only a few scattered followers, mostly half-crazed cultists and apocalyptic nihilists, and has but a fragment of its divine power. It will feed on any living creature but seems to favor spellcasters or those of magical linages. Encounters with the Void Lord can occur in any area of the wastes or where magical corruption is strong, but it can be attracted to more civilized areas by especially strong magic events. TRAITS Amorphous. The Void Lord can move through a space as narrow as 1 inch wide without squeezing. Immutable Form. The Void Lord is immune to any spell or effect that would alter its form. Legendary Resistance (1/Day). If the Void Lord fails a saving throw, it can choose to succeed instead. Magic Resistance. The Void Lord has advantage on saving throws against spells and other magical effects. Spatially Reactive. In addition to its normal reaction, the Void Lord can take one extra reaction every round in a combat, but it can only use this bonus reaction to use its Escape Jaunt feature. ACTIONS Multiattack. The Void Lord makes one Void Strike attack and uses its Grasping Portal. Voidstrike. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (2d6) cold damage plus 7 (2d6) force damage. Grasping Portal. A rubbery tentacle emerges from a portal that opens in the air near a creature that the Void Lord can see within 60 feet of it. The creature must make a DC 16 Dexterity saving throw or be restrained for 1 minute. A restrained target can repeat the Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. The Void Lord can have only one Grasping Portal active at a time. Gaze into the Void (Recharge 5–6). The Void Lord opens a portal filled with swirling chaos. Each creature within 60 feet that can see the portal must make a DC 16 Wisdom saving throw. On a failed save, a creature is charmed. A creature charmed in this way is incapacitated and has a speed of 0. A charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the effect ends if the target takes damage or if someone uses an action to shake the target out of its stupor. BONUS ACTIONS Dimensional Step. The Void Lord can teleport up to 30 feet to an unoccupied space that it can see. REACTIONS Escape Jaunt. When a creature the Void Lord can see attacks it with a melee weapon, it opens a portal in its space. The Void Lord immediately enters the portal and reappears in an unoccupied space up to 10 feet away. LEGENDARY ACTIONS The Void Lord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Void Lord regains spent legendary actions at the start of its turn. Clawed Portal. A portal appears within 60 feet of the Void Lord and a clawed hand emerges, swiping at a creature within 10 feet. The target must succeed on a DC 16 Constitution saving throw or take 14 (4d6) slashing damage. Eye Portal. A portal appears within 60 feet of the Void Lord and a glowing eye emerges, shooting a beam of energy at a creature within 60 feet. The target must succeed on a DC 16 Intelligence saving throw or take 13 (2d12) psychic damage. Fanged Portal. A portal ringed with sharp teeth appears within 60 feet of the Void Lord, and the teeth bite a creature within 5 feet. The target must succeed on a DC 16 Dexterity saving throw or take 13 (3d8) piercing damage. Void Portal. A portal appears in an unoccupied space within 60 feet of the Void Lord, and intense gravitational energy emitting from it pulls at all creatures within 30 feet of the portal. Each creature in range must succeed on a DC 16 Strength saving throw or be pulled 15 feet in a straight line toward the portal, stopping in an unoccupied space as close to the portal as possible.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":25357,"Challenge Rating":10},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Void Ravager","description":"Void Horrors Even with the revolutionary advancements of the modern age, there is much about the nature of galactic space that remains a mystery. Void horrors are intelligent creatures that come from mysterious regions of space, such as spatial anomalies or rifts that generate an abundance of dark energy. Some appear to be amorphous, even invisible to mundane vision, while the most dangerous types are physical manifestations infused with dark matter. The Voids Within the Veil. A great number of dark energy anomalies appear to be connected to an as-of-yet indecipherable subregion of space known as the Veil. It is within this domain that dark energy beings such as the evargun reside. Many void horrors come from this subregion as well. They communicate with each other using language that, outside of a vacuum, creates sounds akin to a warped, echoic form of speech. Some have their own goals, while others ally with or become soldiers for greater forces such as the evargun. The more primal among them simply seek to defend their territory or scavenge for resources. Matter Inversion. The negative energy generated by void horrors can sometimes alter the molecular and genetic framework of other creatures rather than destroy them. Unless treated, either through advanced biomedical therapy or esper powers, those infected are eventually transformed into a creatures of dark matter. Creatures being altered in this way are often afflicted with long-term madness during their transformation (rules for applying the effects of Madness are provided in the Master Technician's Guide ). Energy Being. A void horror doesn't require air, food, or drink. It can also move in zero-g without restriction and can survive within a vacuum. Veil Reaver Veil reavers are sinister beings that seek to eradicate other living creatures. Many of them were humanoids either infected by dark energy or lost within a dark matter anomaly. They can be found making mutual alliances with other clandestine forces or serving as mercenary soldiers for the evargun. Void Ravager Void ravagers are malevolent, fiendish creatures that commonly attack small colonies, space stations, and starships. They thrive on destruction and death, hunting down and killing every non-netherant creature they can find before moving on to the next settlement. Void Shadow A void shadow is an aspect of dark matter that appears in the form of a shadowy humanoid or beast. They bombard any living creature they touch with dark matter. The essence of a creature that dies from such an assault remains corrupted by the energy, eventually emerging from its body as a void shadow. Void Specter A void specter is a tortured humanoid transformed by dark energy contagion. Its mind has been driven mad by the mental conflict of its current state. Driven by a warped vengeance against other creatures, veil specters unleash their wrath upon other lifeforms that don't share its fate.","properties":{"Category":"Monsters","Size":"Medium","Type":"netherant","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":5},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Void Scavver","description":"Void scavvers are 20 feet long. Each one is a solitary menace with a pitch-black hide. While most other scavvers are content to feed on kitchen scraps, a void scavver goes after the cook. A void scavver can emit an invisible ray from its eye that causes its target to feel fear even more intense than what it might normally experience given the creature’s size and nature. Scavvers Scavvers are shark-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray—rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them. A scavver has a single large eye in the leading edge of its head. This eye glows while the creature is awake. Its wide mouth is full of sharp teeth. A scavver flies in lazy circles when it sleeps but otherwise moves through space much as a shark swims through water. Traits Unusual Nature. The scavver doesn’t require air. Actions Swallowing Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 45 (6d12 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the scavver. The scavver can have one creature swallowed at a time. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the scavver, and takes 11 (2d10) acid damage at the start of each of the scavver’s turns from the digestive juices in the scavver’s gullet. If the scavver takes 25 damage or more on a single turn from a creature inside it, the scavver must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the scavver. If the scavver dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone. Bonus Actions Ray of Fear (Recharge 4–6). The scavver’s eye emits an invisible, magical ray that targets one creature the scavver can see within 60 feet of itself. The target must succeed on a DC 16 Wisdom saving throw or be frightened of the scavver until the start of the scavver’s next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":16643,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Void Shadow","description":"Void Horrors Even with the revolutionary advancements of the modern age, there is much about the nature of galactic space that remains a mystery. Void horrors are intelligent creatures that come from mysterious regions of space, such as spatial anomalies or rifts that generate an abundance of dark energy. Some appear to be amorphous, even invisible to mundane vision, while the most dangerous types are physical manifestations infused with dark matter. The Voids Within the Veil. A great number of dark energy anomalies appear to be connected to an as-of-yet indecipherable subregion of space known as the Veil. It is within this domain that dark energy beings such as the evargun reside. Many void horrors come from this subregion as well. They communicate with each other using language that, outside of a vacuum, creates sounds akin to a warped, echoic form of speech. Some have their own goals, while others ally with or become soldiers for greater forces such as the evargun. The more primal among them simply seek to defend their territory or scavenge for resources. Matter Inversion. The negative energy generated by void horrors can sometimes alter the molecular and genetic framework of other creatures rather than destroy them. Unless treated, either through advanced biomedical therapy or esper powers, those infected are eventually transformed into a creatures of dark matter. Creatures being altered in this way are often afflicted with long-term madness during their transformation (rules for applying the effects of Madness are provided in the Master Technician's Guide ). Energy Being. A void horror doesn't require air, food, or drink. It can also move in zero-g without restriction and can survive within a vacuum. Veil Reaver Veil reavers are sinister beings that seek to eradicate other living creatures. Many of them were humanoids either infected by dark energy or lost within a dark matter anomaly. They can be found making mutual alliances with other clandestine forces or serving as mercenary soldiers for the evargun. Void Ravager Void ravagers are malevolent, fiendish creatures that commonly attack small colonies, space stations, and starships. They thrive on destruction and death, hunting down and killing every non-netherant creature they can find before moving on to the next settlement. Void Shadow A void shadow is an aspect of dark matter that appears in the form of a shadowy humanoid or beast. They bombard any living creature they touch with dark matter. The essence of a creature that dies from such an assault remains corrupted by the energy, eventually emerging from its body as a void shadow. Void Specter A void specter is a tortured humanoid transformed by dark energy contagion. Its mind has been driven mad by the mental conflict of its current state. Driven by a warped vengeance against other creatures, veil specters unleash their wrath upon other lifeforms that don't share its fate. Variant: Void Messenger Some remarkably powerful individuals have proven capable of retaining a portion of their personalities after becoming a void shadow or specter. In very rare instances, a manifestation of such a creature has appeared with all of the powers and abilities of their new form, but no apparent hostile intent. These void messengers arrive as omens, attempting to warn space travelers of some upcoming doom, usually in the form of another void horror. If you should encounter such a messenger, you would do well to prepare for the worst.","properties":{"Category":"Monsters","Size":"Medium","Type":"netherant","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Void Shark","description":"Void creatures are beings that have evolved or otherwise adapted to living in the harsh environment of outer space. 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They often began as wizards who stumbled upon some scrap of forbidden lore and studied it so deeply it consumed them. Now they form the leadership and direction of clandestine void cults. Wizards are no strangers to the power of words, and those who accept the gifts of the Void become formidable foes of all sane life. The void speaker can reshape reality with its tainted words, splitting the flesh of foes, driving them mad with fear, or hurling them bodily to the ground. What is Umbral and Void Speech? Umbral is the language of the shadow elves, a corrupted dialect of Elvish, and spoken by most creatures of shadow. Those who speak it can gain a +1 to one Dexterity (Stealth) check 1/day. Void Speech is the language of the Outer Darkness in the Midgard campaign setting, spoken by vile things that are malevolent towards humans and their allies, and who seek to bring about the ruinous apocalypse of the dark gods. Substitute any ancient language with an evil reputation if you are using another setting.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Void Speaker (Midgard)","description":"The most revered void-touched, the void speakers whisper anti-truths in Void Speech, drawing power from the tainted unwords. They often began as wizards who stumbled upon some scrap of forbidden lore and studied it so deeply it consumed them. Now they form the leadership and direction of clandestine void cults. Wizards are no strangers to the power of words, and those who accept the gifts of the Void become formidable foes of all sane life. The void speaker can reshape reality with its tainted words, splitting the flesh of foes, driving them mad with fear, or hurling them bodily to the ground. What is Umbral and Void Speech? Umbral is the language of the shadow elves, a corrupted dialect of Elvish, and spoken by most creatures of shadow. Those who speak it can gain a +1 to one Dexterity (Stealth) check 1/day. Void Speech is the language of the Outer Darkness in the Midgard campaign setting, spoken by vile things that are malevolent towards humans and their allies, and who seek to bring about the ruinous apocalypse of the dark gods. Substitute any ancient language with an evil reputation if you are using another setting.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Void Specter","description":"Void Horrors Even with the revolutionary advancements of the modern age, there is much about the nature of galactic space that remains a mystery. Void horrors are intelligent creatures that come from mysterious regions of space, such as spatial anomalies or rifts that generate an abundance of dark energy. Some appear to be amorphous, even invisible to mundane vision, while the most dangerous types are physical manifestations infused with dark matter. The Voids Within the Veil. A great number of dark energy anomalies appear to be connected to an as-of-yet indecipherable subregion of space known as the Veil. It is within this domain that dark energy beings such as the evargun reside. Many void horrors come from this subregion as well. They communicate with each other using language that, outside of a vacuum, creates sounds akin to a warped, echoic form of speech. Some have their own goals, while others ally with or become soldiers for greater forces such as the evargun. The more primal among them simply seek to defend their territory or scavenge for resources. Matter Inversion. The negative energy generated by void horrors can sometimes alter the molecular and genetic framework of other creatures rather than destroy them. Unless treated, either through advanced biomedical therapy or esper powers, those infected are eventually transformed into a creatures of dark matter. Creatures being altered in this way are often afflicted with long-term madness during their transformation (rules for applying the effects of Madness are provided in the Master Technician's Guide ). Energy Being. A void horror doesn't require air, food, or drink. It can also move in zero-g without restriction and can survive within a vacuum. Veil Reaver Veil reavers are sinister beings that seek to eradicate other living creatures. Many of them were humanoids either infected by dark energy or lost within a dark matter anomaly. They can be found making mutual alliances with other clandestine forces or serving as mercenary soldiers for the evargun. Void Ravager Void ravagers are malevolent, fiendish creatures that commonly attack small colonies, space stations, and starships. They thrive on destruction and death, hunting down and killing every non-netherant creature they can find before moving on to the next settlement. Void Shadow A void shadow is an aspect of dark matter that appears in the form of a shadowy humanoid or beast. They bombard any living creature they touch with dark matter. The essence of a creature that dies from such an assault remains corrupted by the energy, eventually emerging from its body as a void shadow. Void Specter A void specter is a tortured humanoid transformed by dark energy contagion. Its mind has been driven mad by the mental conflict of its current state. Driven by a warped vengeance against other creatures, veil specters unleash their wrath upon other lifeforms that don't share its fate. Void Specter Variant: Esper Wraith Esper Genesis is a process that can be glorious or terrifying, on occasion, even both. Any number of situations can lead to awakening, including moments of stress. Esper Wraiths are believed to be poor souls awakened by the thankfully rare, but undoubtedly horrific, moment that a Sorium Drive fails mid-jump, leaving the victim trapped between dimensions. Malevolent Resentment. The tragic circumstance of their awakening inflicts such suffering upon the Esper Wraith that they grow to resent the living, particularly those that have undergone Esper Genesis themselves. The only way they can ease their own pain is the syphon power from living Espers. Powered by Another Realm. The victims of an Esper Wraith is likely to be drawn into the void between dimensions. This that were Espers themselves are likely to become Wraiths as well. These souls are compelled to follow their creator who uses them mercilessly to find more victims, taking only that power they can steal away before their master feeds.","properties":{"Category":"Monsters","Size":"Medium","Type":"netherant","Alignment":"chaotic evil","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Void Witness","description":"The eyes of this bedraggled and wild human are red-rimmed and weep tears of liquid darkness. The lowest-ranking members of cults dedicated to the Void are known as witnesses. Unlike void cultists (see Creature Codex ), who have been fully exposed to the corruption of the Void, witnesses have been given only a brief glimpse of the great darkness beyond. As their minds descend into madness, witnesses become inexorably bound to the cult while simultaneously freeing themselves from any other connection to the world. Though witnesses haven’t yet fully comprehended the Void, its emptiness can sometimes be seen reflected in their eyes—with devastating effects for those that meet their gaze. TRAITS Insane. The void witness has advantage on saving throws against being charmed or frightened. Reflection of the Void. When a creature that can see the void witness starts its turn within 30 feet of the witness, the creature must make a DC 12 Charisma saving throw if the witness isn’t incapacitated and can see the creature. On a failed save, the creature becomes frightened of the witness until the start of its next turn. If the saving throw fails by 5 or more, the creature also suffers a random form of short-term madness. On a successful save, the creature is immune to this witness’s Reflection of the Void for 24 hours. ACTIONS Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Void Wraith, Huge","description":"Denizens of the Braythian Void, the Void Wraiths are constantly seeking for prey. They lurk mostly in the vicinity of world-islands and other inhabited areas, and survive only for short times outside of the Purple Void (see their \"Voidbound\" ability). Void Wraiths that feed enough on their targets evolve into larger versions, healing completely in the process. Sometimes, a Void Wraith that is close to evolving might prey on other Void Wraiths in its vicinity. Their targets will not sacrifice willingly, but they also won't turn against their attackers - unless they are close to evolving themselves. Void Wraiths are known to appear in four different sizes: Small, medium, large and huge. There are rumors about even bigger and more powerful versions, but these might be nothing more than myths. What exactly the Void Wraiths are, how they are linked to the Purple Void and what drives them to attack travelers are unsolved mysteries.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"true neutral","Expansion":17295,"Challenge Rating":10},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Void Wraith, Large","description":"Denizens of the Braythian Void, the Void Wraiths are constantly seeking for prey. They lurk mostly in the vicinity of world-islands and other inhabited areas, and survive only for short times outside of the Purple Void (see their \"Voidbound\" ability). Void Wraiths that feed enough on their targets evolve into larger versions, healing completely in the process. Sometimes, a Void Wraith that is close to evolving might prey on other Void Wraiths in its vicinity. Their targets will not sacrifice willingly, but they also won't turn against their attackers - unless they are close to evolving themselves. Void Wraiths are known to appear in four different sizes: Small, medium, large and huge. There are rumors about even bigger and more powerful versions, but these might be nothing more than myths. What exactly the Void Wraiths are, how they are linked to the Purple Void and what drives them to attack travelers are unsolved mysteries.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"true neutral","Expansion":17295,"Challenge Rating":8},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Void Wraith, Medium","description":"Denizens of the Braythian Void, the Void Wraiths are constantly seeking for prey. They lurk mostly in the vicinity of world-islands and other inhabited areas, and survive only for short times outside of the Purple Void (see their \"Voidbound\" ability). Void Wraiths that feed enough on their targets evolve into larger versions, healing completely in the process. Sometimes, a Void Wraith that is close to evolving might prey on other Void Wraiths in its vicinity. Their targets will not sacrifice willingly, but they also won't turn against their attackers - unless they are close to evolving themselves. Void Wraiths are known to appear in four different sizes: Small, medium, large and huge. There are rumors about even bigger and more powerful versions, but these might be nothing more than myths. What exactly the Void Wraiths are, how they are linked to the Purple Void and what drives them to attack travelers are unsolved mysteries.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"true neutral","Expansion":17295,"Challenge Rating":5},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Void Wraith, Small","description":"Denizens of the Braythian Void, the Void Wraiths are constantly seeking for prey. They lurk mostly in the vicinity of world-islands and other inhabited areas, and survive only for short times outside of the Purple Void (see their \"Voidbound\" ability). Void Wraiths that feed enough on their targets evolve into larger versions, healing completely in the process. Sometimes, a Void Wraith that is close to evolving might prey on other Void Wraiths in its vicinity. Their targets will not sacrifice willingly, but they also won't turn against their attackers - unless they are close to evolving themselves. Void Wraiths are known to appear in four different sizes: Small, medium, large and huge. There are rumors about even bigger and more powerful versions, but these might be nothing more than myths. What exactly the Void Wraiths are, how they are linked to the Purple Void and what drives them to attack travelers are unsolved mysteries.","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"true neutral","Expansion":17295,"Challenge Rating":3},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Void Zombie (template)","description":"Void zombies are formed by the infestation of akata larvae bringing on a plague called the void death. The victims of this dread affliction are slowly eaten from the inside out by wriggling larvae, though their ragged flesh is strung together by sticky filaments and scabrous tumors created by the larvae as they mature, giving the creature a hideous strength and savagery. Void zombies rarely last more than a few weeks before their structure has become so thoroughly devoured that there is not enough left to hold it together, but while it retains shambling life the larvae guide its movements in search of new potential hosts for themselves and their akata progenitors. Template: Void Zombie The void death disease is actually an infestation of larval akata. A humanoid that dies of the infection becomes host to the most dominant larva infesting its body. The larva grows rapidly over the course of an hour, feeding on the host’s bodily fluids. After that time, the creature animates as a void zombie under the control of the larva, and the larval akata attaches to the creature’s lower jaw, in place of its tongue. The larva lashes out of the creature’s mouth, desperate for fresh blood. Type. The void zombie’s type changes to undead. Alignment. The void zombie’s aligment becomes neutral evil. Condition Immunities. The void zombie can’t be charmed, frightened, or poisoned. Damage Immunities. The void zombie is immune to poison. Senses. The void zombie gains darkvision with a range of 60 feet. Languages. The void zombie understand the languages it spoke in life, but can’t speak. Speed. The void zombie’s speed increases to 40 feet if it was slower. Ability Scores. The void zombie’s Constitution score increases by 4, its Intelligence becomes 3, Wisdom becomes 6, and Charisma becomes 5. Saving Throws. The void zombie has proficiency with Wisdom saving throws. Undead Nature. The void zombie doesn’t need to eat, drink, sleep, or breathe. Undead Fortitude. When damage reduces the void zombie to 0 hit points, it must make a Constitution save with a DC of 5 + the damage dealt. On a success the void zombie drops to 1 hit point instead. If the damage is radiant or the result of a critical hit the save automatically fails. New Action: Tongue Attack. The void zombie can make a tongue attack as a bonus action when it takes the Attack or Multiattack actions. 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Drawn to the Void by dark dreams, they fuel many of their abilities with its essence, reveling in their role in the unmaking of the world. TRAITS Feed the Void. When the void-bound warlock reduces a creature to 0 hp, it gains 10 (3d6) temporary hp. Insane. The void-bound warlock has advantage on saving throws against being charmed or frightened. Magic Weapons. The void-bound warlock’s weapon attacks are magical. Tainted Blood. A creature that touches the void-bound warlock’s blood or that deals piercing or slashing damage to the warlock while within 5 feet of it takes 3 (1d6) necrotic damage. ACTIONS Multiattack. The void-bound warlock makes three Spear attacks or three Void Bolt attacks. It can replace one attack with a use of Spellcasting. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) necrotic damage, or 6 (1d8 + 2) piercing damage plus 7 (2d6) necrotic damage if used with two hands to make a melee attack. Void Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 13 (3d6 + 3) necrotic damage. Channel the Void (Recharge 5–6). If the warlock doesn’t have all its hp, it can channel the essence of the Void that seeps from its wounds, briefly manifesting tentacles of darkness that lash out at each creature within 10 feet of it. A creature must make a DC 14 Dexterity saving throw, taking 13 (3d8) cold damage plus 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. Spellcasting. The void-bound warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: detect magic, disguise self, levitate, mage hand, minor illusion, thaumaturgy 1/day each: blight, hold person, ray of enfeeblement","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":6},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Voidbender","description":"Voidbenders are chaotic Fiends that manipulate time and space, shaping reality to their will. They thrive in the unstable voids between realms, where the fabric of existence is thin and malleable. As agents of chaos, voidbenders view structured realms and their inhabitants as offensive. They actively seek to disrupt the natural order and sow chaos wherever they can. In combat, they use reality-bending abilities to unmake the laws of physics and turn gravity, time, and space against their foes.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":34474,"Challenge Rating":11},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Voidbender Sovereign","description":"Voidbenders are chaotic Fiends that manipulate time and space, shaping reality to their will. They thrive in the unstable voids between realms, where the fabric of existence is thin and malleable. As agents of chaos, voidbenders view structured realms and their inhabitants as offensive. They actively seek to disrupt the natural order and sow chaos wherever they can. In combat, they use reality-bending abilities to unmake the laws of physics and turn gravity, time, and space against their foes.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":34474,"Challenge Rating":16},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Voidguard Soldier","description":"The Voidguard has become the most important military organization in Ashandri. Even though their headquarter is in Delvaroth, Voidguard soldiers can be found anywhere in the world - including the subterranean Hollows. They can appear in groups, under the command of a leader like a Dwarven Voidguard Captain, or alone on some kind of mission. There are also small Voidguard outposts all over Ashandri, usually manned with 3-12 soldiers.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any good","Expansion":17295,"Challenge Rating":"1/8"},"publisher":"Braythe RPG","book":"Braythe - Shattered Realities"},{"name":"Voidling","description":"Writhing black tendrils stretch from this indistinct orb of pure shadow. The faintest flicker of something green, like an eye, appears for a moment in the center of the globe and then fades to black again. Called from Darkness. Voidlings are creatures of the darkest void, the cold space between the stars, drawn to mortal realms by practitioners of foul and corrupting magic known to break the minds of those who wield it. They frequently are summoned servants to void dragons, and they have been seen as wardens of the temples on the Plateau of Leng. Light Eaters. They are said to devour life and knowledge and light itself as sustenance; the places they inhabit are known for their dank chill and their obscurity. Voidlings are summoned by those hungry for power at any cost, and—despite their dark reputation—they serve very well for years or even decades, until one day they turn on their summoners. If they succeed in slaying their summoner, they grow in strength and return to the void. Exactly what voidlings seek when they have not been summoned—and what triggers their betrayals—is a mystery. Cold Tendrils. Creatures of utter darkness, they can barely be said to have a shape; they consist largely of lashing tendrils of solid shadow. The tendrils meet at a central point and form a rough sphere in which something like an eye appears intermittently. Though their tentacles stretch 10 feet long, the core of a voiding is no more than 4 feet across, and it weighs nothing, darting through either air or void with impressive speed. Traits Fed by Darkness: A voidling in magical darkness at the start of its turn heals 5 hit points. Magic Resistance: The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage. Innate Spellcasting: The voidling’s innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components: At will: darkness, detect magic, fear 3/day each: eldritch blast (3 beams), black tentacles 1/day each: phantasmal force, reverse gravity Natural Invisibility: A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision. Actions Multiattack: The voidling makes 4 tendril attacks. Tendril: Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage. Necrotic Burst (Recharge 5–6): The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Voidopus","description":"Voidopus Likes: sleeping during long trips across the void, the ceaseless passage of time, friendly telepathic chats Dislikes : edgy villains with plans to destroy the world, strong magical light, jokes about fried octopus Mysterious and literally otherworldly, voidopuses (also known as voidopi) are tiny creatures of eldritch magic and dark cuteness. Native to the unimaginable emptiness between the stars, these unusual critters can live comfortably in almost any environment. Their unusual nature allows voidopuses to take millennia-long naps and live in their dreams while floating from star to star. However, the void can become dull and monotonous after a few millennia, and many voidopuses will leave it to discover and visit new worlds full of color and wondrous creatures. While their bodies do not age like a mortal creature’s and they don’t require air, food, or drink, voidopuses are physically weak and diminutive, so they have to rely on their eldritch powers for protection. All voidopuses possess powerful telepathy and the ability to produce magical ink of unimaginable darkness. When threatened, they will not hesitate to use their mental powers to weaken and confuse the minds of aggressors and expel magical darkness to escape to safety. Pact of the Chain Familiar. At the gamemaster’s discretion, a warlock with a pact of the chain may choose the form of a voidopus for their familiar. More Stuff! Find all Catilus books, magic items, tons of fantasy art, maps, NPCs, lore, and more to elevate your games at: https://www.patreon.com/Catilus","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Alignment":"typically chaotic neutral","Expansion":18016,"Challenge Rating":1},"publisher":"Catilus","book":"Cute Creatures Compendium"},{"name":"Voidpool","description":"An impossibly black pool of goo undulates forward seeming to pull everything around it into its endless depths. Aspect of the Void. Some speculate that voidpools are intrusions of the Void itself into the Material Plane. These blots on the surface of the world mindlessly seek to draw everything into the Void through the portal they carry at their cores. Willing Travelers. The most daring, and prepared, of adventurers actually seek out voidpools to facilitate passage to the Void. Not resisting the voidpool’s influence allows these brave or foolhardy individuals to minimize the damage they incur enroute to the outer plane. Ooze Nature. The voidpool doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"unaligned","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Voidwracked Mage","description":"Dabbling in void magic often leads to unexpected and horrific results. A voidwracked mage is a spellcaster whose reckless experimentation has accidentally fused it with a portal to the Void itself. The driving purpose of a voidwracked mage is to increase the total entropy of the multiverse by consuming creatures with the event horizon to which it is fused. A voidwracked mage often serves more powerful void-touched creatures. Voidwracked Mages in Midgard Void magic often ends in spectacular disasters; the voidwracked mages are found almost entirely in the Western Wastes among the Dread Walkers and the dust goblins. Dust goblins of great age often aspire to the status of voidwracked mage, becoming living weapons against their tribe's enemies. Occasionally such a mage is found in Bemmea, Barsella, or (in one memorable case) Friula.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Voidwracked Mage (Midgard)","description":"Dabbling in void magic often leads to unexpected and horrific results. A voidwracked mage is a spellcaster whose reckless experimentation has accidentally fused it with a portal to the Void itself. The driving purpose of a voidwracked mage is to increase the total entropy of the multiverse by consuming creatures with the event horizon to which it is fused. A voidwracked mage often serves more powerful void-touched creatures. Voidwracked Mages in Midgard Void magic often ends in spectacular disasters; the voidwracked mages are found almost entirely in the Western Wastes among the Dread Walkers and the dust goblins. Dust goblins of great age often aspire to the status of voidwracked mage, becoming living weapons against their tribe's enemies. Occasionally such a mage is found in Bemmea, Barsella, or (in one memorable case) Friula.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Volkan, God of Forges","description":"As one of the Five, Volkan is revered as the forge god of artifice and crafting, and he is primarily worshipped by smiths, masons, and wizards. For centuries, he has been obsessed with crafting wondrous magical items, but he rarely shares these gifts with the rest of the world. In spite of this, many of his greatest works have been scattered across Thylea, and some have even fallen into the hands of his enemies. Volkan appears to be an unassuming, grey-bearded old dwarf clad in a blacksmith’s apron. He is easily (and perhaps deliberately) overlooked by the locals in his home city of Estoria. He was less humble during the First War, when he was known to don a radiant suit of silver platemail, wear a golden crown, and carry a mighty warhammer. These days, he claims his bones ache too much to participate in battles. He prefers to smoke his pipe near the warmth of the forge-fires, pondering his next invention. Roleplaying Volkan Crafty . Volkan is known for devising ingenious strategies. He thinks of the world as a puzzle to be solved, and he often works out problems in his head for days or weeks at a time. He may be gruff and silent for long stretches, only to suddenly appear with some miracle device or solution. He delights in creation, rather than destruction, and he is always intrigued by an intricate new device or stratagem. Reclusive . Volkan changed after the ascension of his wife. He was once an affectionate and attentive father, but when he “lost” his wife to her godhood, he grew apart from his children. He eventually came to live almost entirely in his workshop and within his own head. He has also developed a strong affinity for wine, and beer, and mead, and almost any strong drink, all of which he claims inspires his best work.","properties":{"Category":"Monsters","Size":"Medium","Type":"dwarf","Alignment":"neutral good","Expansion":4963,"Challenge Rating":12},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Volodmyra","description":"Volodmyra is a mid-ranking member of the Black Tears, and the commander of the attack force sent to invade Jamandi Aldori’s manor at the start of the Kingmaker Adventure Path . Her stats work well for any grizzled mercenary, or perhaps even an executioner or torturer in the employ of a cruel overlord. Traits Opportunist. Volodmyra has advantage on all opportunity attacks. Spinning Sweep. Every time Volodmyra hits a creature with a greataxe attack, she increases her speed by 10 feet until the end of her turn. Actions Multiattack. Volodmyra makes two greataxe attacks. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage. Overhead Smash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage plus the target must succeed a DC 13 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Volothamp 'Volo' Geddarm","description":"The bombastic world traveler Volothamp Geddarmis enjoying some downtime in Waterdeep following a successful book tour promoting his latest work, Volo’s Guide to Monsters . He spends most of his free time in the taproom of the Yawning Portal, reuniting with old friends and mulling over his next book project. Volo has an inflated opinion of himself and his importance in the world, but he’s not without his charm. There is nothing he won’t do to help a friend in need. Traits Spellcasting. Volo is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): friends, mending, prestidigitation 1st level (2 slots): comprehend languages, detect magic, disguise self Actions Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic good","Expansion":7393,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Volothamp 'Volo' Geddarm","description":"The bombastic world traveler Volothamp Geddarm has come to Chult to deliver signed copies of his latest book, Volo’s Guide to Monsters . In addition to setting up audiences with the seven merchant princes of Port Nyanzaru (whom he knows well), Volo is visiting local taverns to promote his work, and the characters might meet him at some point in the city. Volo is a font of information (not all of it accurate), but he won’t join the party under any circumstances. He might, however, allow the characters to tag along while he visits each merchant prince in turn. The personable Volo is more than willing to share 1d4 + 1 rumors from the Jungle Rumors table at the end of chapter 1, which he’s overheard since arriving in Port Nyanzaru (see \"Things to Do\"). Volo’s Traits Ideal. “I have no wish to explore jungles, lost cities, and dungeons. Friendly taverns and bawdy festhalls are more my style.” Bond. “Planning an expedition? You really should buy a copy of my latest book, Volo’s Guide to Monsters !” Flaw. “My penchant for indulgence and my propensity for mockery have earned me a few enemies. I tend to wear out my welcome.” Spellcasting. Volo is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): friends, mending, prestidigitation 1st level (2 slots): comprehend languages, detect magic, disguise self Actions Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic good","Expansion":31454,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Volothamp “Volo” Geddarm","description":"The bombastic world traveler Volothamp Geddarm (stat block on page 235 ) has come to Chult to deliver signed copies of his latest book, Volo’s Guide to Monsters . In addition to setting up audiences with the seven merchant princes of Port Nyanzaru (whom he knows well), Volo is visiting local taverns to promote his work, and the characters might meet him at some point in the city. Volo is a font of information (not all of it accurate), but he won’t join the party under any circumstances. He might, however, allow the characters to tag along while he visits each merchant prince in turn. The personable Volo is more than willing to share 1d4 + 1 rumors from the Jungle Rumors table at the end of chapter 1, which he’s overheard since arriving in Port Nyanzaru. Volo’s Traits Ideal. “I have no wish to explore jungles, lost cities, and dungeons. Friendly taverns and bawdy festhalls are more my style.” Bond. “Planning an expedition? You really should buy a copy of my latest book, Volo’s Guide to Monsters !” Flaw. “My penchant for indulgence and my propensity for mockery have earned me a few enemies. I tend to wear out my welcome.”","properties":{"Category":"Monsters"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Volothamp Geddarm","description":"The bombastic world traveler Volothamp \"Volo\" Geddermn has come to Chult to deliver signed copies of his latest book, Volo's Guide to Monsters . In addition to setting up audiences with the seven merchant princes of Port Nyanzaru (whom he knows well), Volo is visiting local taverns to promote his work, and the characters might meet him at some point in the city. Volo is a font of information (not all of it accurate), but he won't join the party under any circumstances. He might, however, allow the characters to tag along while he visits each merchant prince in turn. The personable Volo is more than willing to share 1d4 + 1 rumors from the Jungle Rumors table at the end of chapter 1, which he's overheard since arriving in Port Nyanzaru. Volo's Traits Ideal. \"I have no wish to explore jungles, lost cities, and dungeons. Friendly taverns and bawdy festhalls are more my style.\" Bond. \"Planning an expedition? You really should buy a copy of my latest book, Volo's Guide to Monsters !\" Flaw. \"My penchant for indulgence and my propensity for mockery have earned me a few enemies. I tend to wear out my welcome.\" Traits Spellcasting. Volo is a 1st-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): friends , mending , prestidigitation 1st level (2 slots): comprehend languages , detect magic , disguise self Actions Dagger. Melee or Ranged Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic good","Expansion":7389,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Voludan","description":"These white-scaled dragonblooded serve as scouts and tactical leaders. As they are capable of true flight, they can easily reach vantage points and quickly assess situations which would otherwise take far too long for any other dragonblooded. Additionally, their transformation upon death often causes sufficient confusion and terror that, should they be felled while scouting, their enemy may be unable to properly report their findings to their superiors. Gliders. Although dragonblooded have wings, the majority of them are incapable of true flight and are only able to glide. Except for the Voludan, a dragonblooded’s fly speed can’t be used to gain altitude, and they drop 5 feet per round that they remain aloft. Tactics. The tactics used by the dragonblooded vary by their type, but can be generally summarized as single-minded in service to their creator. Each dragonblooded seeks to make the best use of their death as possible, and may even hasten their own demise when escape seems impossible if it means harming a greater number of foes in the process. Traits Mirrored Death. When the voludan dies, its corpse transforms into the body of its slayer, a nearperfect replica that retains any Injuries sustained by the voludan. The corpse can only be identified as false using potent divination magic (or by a creature that saw the fight). Additionally, the effect is horrifying to the voludan's killer. The first time the killer sees the corpse, it must make a DC 14 Wisdom saving throw or be frightened of all dragonblooded for 1 minute. The creature can repeat the saving throw to end the condition when it ends its turn out of sight of all dragonblooded. Lead By Example. Once per turn, when the voludan attacks a creature, the next attack made against it by one of the voludan’s allies has advantage. The attack must be made before the start of the voludan’s next turn, and the ally must be within 60 feet of the voludan and be able to see it when it makes the attack. Flyby Attacker. Once on its turn, when the voludan hits with an attack, it does not provoke opportunity attacks from the creature it attacked until the end of its turn. Actions Multiattack. The voludan makes two greatsword attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dragon)","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":3},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Volv","description":"Völv The völv guide the rival raiding clans without preventing their natural tendencies. They encourage raiders to test their skills as warriors, to raid one another, and to explore new territories but prevent all out conflict from erupting among them. By doing so, the völv ensure the raiders will be ready for Ragnarök.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":5},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Volwyn Haggutter","description":"Volwyn Haggutter is a catwere that has hated hags for over six hundred years. When asked why, she gets angry and defensive for she no longer remembers. She gets more and more bitter as the years press on. This bitterness makes her take unnecessary risks or causes her to stay in cat form for months. She is currently hunting a particularly nasty annis hag with the hopes that they will kill each other. When she goes on a drinking binge she begins to think about not wearing any armor on her next hunt to ensure she gets what she wants. She longs to return to her fellow catweres but fears they will remind her about what she has forgotten. She has not seen another catwere in over fifty years and is beginning to wonder if she is the last one left alive.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (shapechanger)","Alignment":"chaotic neutral","Expansion":34600,"Challenge Rating":10},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Vonmonzal","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":14533,"Challenge Rating":13},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Voordine","description":"Voordines are massive, intelligent, space-faring jellyfish. Typically limited to a single solar system, they travel from planet to planet to indulge their curiosity. They find planets where changes occur rapidly the most interesting. Solar Sailing. Voordines subsist on solar radiation and can absorb it out to the far reaches of a solar system. However, voordines seeking to escape their solar systems—usually when the entire system is at war, or the parent star is dying—must absorb fire to survive a long-term flight. They find arcane casters or fire elementals to supply the necessary energy for their travels. Space Angels. The peaceful voordines have an affinity for imperiled creatures and often come to the rescue with uses of air bubble, giving them the moniker of “space angels” from those they have saved. Negotiating travel with voordines to specific locations in a solar system is difficult and convincing them to leave their solar systems entirely is almost impossible. Those wishing to travel with voordines must convince the creatures of a compelling reason to visit their destinations, especially if voordines plan to travel elsewhere to satisfy their own curiosities. Fortunately, the creatures are patient and entertain stories or discussions for a long time and typically relent after a few hours. Voordines also agree to let travelers accompany them and carry them in their mesoglea for the journey. They do not respond well to threats and react aggressively to bullying attempts. Star-Flung. The nigh-immortal voordines rarely produce young, especially with the creatures far flung across the galaxy. In cases where more than one voordine live in a solar system, the hermaphroditic creatures mate once a century and produce one to three offspring who travel with their parents until they reach adulthood at 50 years. Oddly, childbearing voordines often “beach” themselves on planet while they await the birth of their children. 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They enslave all sentient life they encounter, using their resources to transmute their region of space into a form akin to their once great multidimensional empire. For eons, the xenoterum have invaded and conquered system after system indiscriminately, concerned only with harvesting each world and forcing its populace into eternal subjection. Many notable galactic societies have lost worlds to the tyranny of the xenoterum. Some, such as the ilarios, were created from the ashes of their civilization and bred to serve as worshippers and minions. They refer to themselves as the sinotha, a word derived from the name of their old empire, Sinoth Ir. Vanquished from Majesty. Long before the discovery of the Crucibles, the xenoterum held dominion over a vast collection of interstellar regions that spanned different galaxies and multiple dimensional realms. Other dimensional beings such as cronosytes, kreidren, and the rithni were also thought to reside within regions connected to the weave that formed Sinoth Ir. Due to their boundless reach, some believe the xenoterum to be among those once considered gods within many ancient societies and customs. A chosen few among the them wielded such power as to claim dominion over forces yet unfathomable to the mortal mind. Their empire fell to ruin because of their own hubris. They brazenly clashed with beings of similar power, resulting in the sundering of the dimensional weave that held their domains together. The surging backlash pulled the majority of Sinoth Ir into oblivion, destroying thousands of worlds, along with the billions of souls living upon them. Most of the xenoterum leaders, known as the grand elders, vanished within the dimensional cataclysm, thought to be consumed by its chaotic energies. Those that survived still rule from the shadows. Stellarformers. Each system invaded by the xenoterum is slowly transformed into a spatial subdimension using massive machines which that draw power from the system's primary star. Though not remotely comparable to the vastness of realms such as Drath Sia, these subdimensions overlay the existing fabric of space-time within that system, warping the perceptions of reality, thought, and the passage of time. This pollution of primordial energies causes conflict with creatures such as the bahtera or velbasti, whose very natures are defined by them. Similarly, the xenoterum strive to keep their technology a closely guarded secret from organizations such as the Silrayne Defenders or the Shadow Technocracy. Devious Psions. Xenoterum are gifted psions and telepaths, able to exert their will over the minds of other creatures. They use their psionic powers to subjugate those that reside within the systems they seek to claim. Creatures who fall under such a fate are forced to face the xenoterum in a twisted, nightmarish version of their own reality. Unless they escape, those unfortunate enough to survive the mass hysteria have their minds broken and enslaved. The ability of high-ranking xenoterum to communicate with each other over tremendous distances enable them to devise far-reaching strategies and dark machinations. Scattered Brethren. There are many forms of xenoterum. Only a few are known to have arrived within the known galaxy after the sundering of their empire. In addition to restoring their dimensional dynasty, each transformation of a galactic system is a step closer toward tearing a new hole in the fabric of space-time, where more of their kind may be found. Similarly, the surviving grand elders seek to regain their godlike power and station. Cults of the Grand Elders. The expanding influence of the xenoterum and their grand elders has also prompted some to view them as deities, forming zealot bands of worshippers seeking to return them to their rightful rule over the universe. These groups are usually formed and led by a voorsha, but could also be led by other powerful espers, particularly those whose minds have been severely twisted by the effects of a xenoterum subdimension. Amphibious. A xenoterum can breathe both air and water. Abilos Abilos are monstrous, blue-scaled horrors with elongated heads set with a row of three to five red eyes. They have multiple sets of tentacles, the larger used for interaction and defense, and the smaller for feeding. Tips and Tactics Often seen as the soldiers within the hierarchy, abilos are more likely to face their enemies directly instead of using minions. They'll weaken foes with psionic attacks from a distance while trying to grapple and consume enemies within reach. Daergor Specializing as tacticians, daergors often command groups of abilos and other xenoterum servants on invasions and expeditions. They have heads similar to the abilos but instead attached to a humanoid upper torso with elongated arms. Their lower torso is made up of six chitinous, pincered legs. Tips and Tactics Daergor avoid direct conflict, instead preferring to use their troops to fend off enemies while using their ego whip against approaching targets. Myrnrog Myrnrogs are viewed as the overseers and generals of the lesser forms of xenoterum.They are dangerous psions and merciless combatants. Their mental prowess is only matched by their lack of morality, making them cruel, unyielding tyrants. A myrnrog's head has yellowish upper layers with a mandibled mouth. Varied tentacles extend from its face, body, and lower torso. It has four long insectoid limbs. Tips and Tactics Myrnrogs are deadly up close and at a distance. They use their esper powers primarily to attack or control opponents from afar. They use their psychic drain ability if possible on any enemy that moves within range. Voorsha These humanoids are espers that have pledged themselves to serve the xenoterum, either by choice or by having their will completely broken. Rather than becoming food, they are converted into hybrid troopers, outfitted with biosynthetic armor and weapons. Though the process weakens them as espers, they can still channel potent energies using their gear. Tips and Tactics Voorsha rarely initiate conflict, preferring to wait for an opportunity to ambush its enemies with esper powers before fighting directly.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (hybrid)","Alignment":"lawful evil","Expansion":27052,"Challenge Rating":13},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Vordakai","description":"Vordakai is one of the primary villains of the Kingmaker Adventure Path : a cyclops lich whose power has atrophied to a shadow of his former glory. As with Nyrissa, he’s such a memorable foe that transplanting him into other games runs the risk of breaking verisimilitude for any players who have previously played Kingmaker. That said, you can use his statistics to represent a new type of undead creature based on any Large magic-using humanoid, such as an undead ogre magi. Traits Legendary Resistance (3/Day). If Vordakai fails a saving throw, he can choose to succeed instead. Spellcasting. Vordakai is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Vordakai has the following wizard spells prepared. Cantrips (at will): chill touch, mage hand, prestidigitation, ray of frost 1st level (4 slots): charm person, grease 2nd level (3 slots): blindness/deafness, blur, detect thoughts, suggestion 3rd level (3 slots): bestow curse, dispel magic, protection from energy, tongues, vampiric touch 4th level (3 slots): dimension door, phantasmal killer 5th level (1 slot): dominate person Turn Resistance. Vordakai has advantage on saving throws against any effect that turns undead. Actions Paralyzing Touch. Melee Spell Attack: +10 to hit, reach 10 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Legendary Actions Vordakai can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Vordakai regains spent legendary actions at the start of his turn. Cantrip. Vordakai casts a cantrip. Paralyzing Touch (Costs 2 Actions). Vordakai uses his paralyzing touch. Frightening Gaze (Costs 2 Actions). Vordakai fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, the target is immune to Vordakai’s gaze for the next 24 hours. Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of Vordakai must make a DC 16 Constitution saving throw against this magic, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":13},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Vorkata","description":"Roll20 Note: This creature can be encountered in individual combat or in ship-based combat. For its ship combat stat block, see this page . Growing to the size of a small ship, this sluglike creature's skin is comprised of armored plates embedded with thousands of bioluminescent nodes. Its underside is softer, and contains hundreds of grasping, magnetic suckers. Said to live in the hearts of stars, these creatures ocassionally ride solar flaresdeep into space. Sightings are rare, and it is believed they have been absent from traveled space lanes for some centuries. Energy Eaters. Vorkata absorb and feed on raw energy in its purest forms. This includes light, radiation, plasma, starship exhaust, sorium, and more. They can drain an energy cell from a short distance, though they prefer making contact with an energy source directly with their mouth. They use this power to propel themselves through space, and can channel it through their antennae as a weapon for self defense. The belare call these beasts the \"evingor,\" and have ancient stories portraying them as demonic adversaries. This is perhaps unsurprising, as simply being near a vorkata causes physical harm to a belare, but many others see them as graceful, beautiful creatures, possessing little more than animal-level intelligence. Among the Stars. The vorkata can be used as a threat in starship combat. When using the vorkata in this way, refer to its stat block in appendix C. Universal Adaptation. The vorkata doesn't require air, food, drink, or sleep. It can survive in a vacuum.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"unaligned","Expansion":27052,"Challenge Rating":18},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Vorthropod","description":"This fiery tempered crustacean hides in lava flows, where the intense heat keeping its shell supple. Vorthropods are large hard-shelled horrors with oversized foreclaws and muscular tails. These creatures come into existence as byproducts of residual energies and powerful magic drawn from the Elemental Planes of Fire, Earth, or Water. Paradoxical Shells. When a vorthropod molts, instead of fully casting off the old shell, it instead fuses with nearby lava. This creates a rocky, outer layer that requires the vorthropod to remain hot and submerged to be mobile, leaving the vorthropod's hunting trips outside the lava short and rarely far from heat. While the creature sleeps, it remains motionless just beneath the surface of the lava, and the top of its shell, layered from years of cooled lava, is indistinguishable from a stepping stone. If the vorthropod stays out of lava for too long, its shell becomes so heavy and hard that eventually it encases the creature alive under a layer of basalt. When this happens, the vorthropod hibernates until lava softens its shell, but the vorthropod dies if it is forced to hibernate for too long. Treacherous Steps. Though strong swimmers, climbers, and sprinters, vorthropods prefer to simply bask in heat and lava. This makes them difficult to distinguish from tiny islands and safe footholds near volcanic activity. Touching one while crossing a lake of molten rock can easily lead to a fiery death—by lava or the vorthropod itself. Vorthropods typically start confrontations by slapping their tails, splashing lava and scattering hot stones, then they charge ahead in a superheated fury. Lava Bound. The vorthropod can exist outside of lava or magma for up to 4 hours each day. If it starts its turn outside of lava and didn't take fire damage since the end of its previous turn, its shell begins to cool and harden. While its shell is hardened, it has a walking speed of 20 feet, an Armor Class of 18, and vulnerability to bludgeoning damage. If it starts its turn in lava or if it took fire damage since the end of its previous turn, its shell becomes molten again. If the vorthropod remains outside of lava for more than 4 hours, its shell becomes petrified, transforming into basalt, and the vorthropod within goes into hibernation. Its body returns to normal if it is submerged in lava or magma for 1 round. It can stay petrified in hibernation for up to 1d100 + 10 years, after which it dies. Lava Camouflage. The vorthropod has advantage on Dexterity (Stealth) checks made to hide in lava and volcanic terrain. Molten Shell. If the vorthropod's shell isn't hardened, a creature that touches the vorthropod or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Actions Multiattack. The vorthropod makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage plus 7 (2d6) fire damage. Molten Tail Slap (Recharge 4-6). The vorthropod unfurls its tail and slaps it down, showering the area with searing sparks and superheated rock. Each creature within 15 feet of it must make a DC 14 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Vorvolaka","description":"There are always mortals who believe they can outwit the powers of the Nine Hells. One strategy is for a powerful evil creature to pledge its soul to the inferno, then seek the eternal unlife of a vampire to cheat the devils of their prize. The devils, of course, have seen it all before. Specialist teams hunt down the offenders and haul them to the Nine Hells where they’re reshaped into vorvolakas, forever hungry for mortal blood in an underworld where such a commodity is vanishingly rare. The Ever-Hungry A mockery of their original form, vorvolakas appear like vast tusked bats with a humanoid twist to their forms. Some faint semblance of their original features can just be discerned in their new bestial visage, just as an echo of their memories and personality persists in their fractured minds. They’re almost never still or silent, shrieking out their gnawing hunger in their keening voices, jittering and clawing at one another, or circling like vultures across the brazen skies of the Nine Hells. Even as normal vampires are driven by their appetites, transformation into a vorvolaka increases that appetite a hundredfold, but the blood of mortals remains the only meal that sates them for even a moment. Seeing haughty vampires turned into ravenous monsters by their constant unfulfillable hunger is a torment that devils find highly amusing. Hell’s Sentries Many powerful devils—especially in the upper layers of Avernus and Dis—keep dovecotes of starving vorvolakas, tolerating their noise and squabbling in exchange for the chief service they provide. The creatures can scent the blood of mortals from miles away, flying into a frenzy at the first hint of a living being. Sometimes the monsters are kept caged, simply serving as a warning system so devils know that mortals are about. More often they’re released into the skies to track down the intruders, with infernal huntsmen following in their wake to pick up the pieces. Frenzied Hunters When they find living prey the vorvolakas descend in great squalling flocks, desperate to rend the mortals open and glut themselves on blood. They use their hooked claws and tusks to rip away armor and open up their prey, attacking with utter disregard for their own safety. Their flesh regenerates from most wounds—or else they would tear one another to pieces in their agony—and their hunger is such that only those of strongest faith can hold them back with prayer and holy symbol. Their screaming cries rend the ears of listeners, not only physically painful but imprinting the creatures’ deep misery on all who hear. So evident is the despair of the creatures, their horror at their own tormented state, that those who have fought them and survived find themselves more moved to pity than any other emotion. Traits Fear Aura. Any hostile creature that starts its turn within 20 feet of the vorvolaka must succeed on a DC 18 Wisdom saving throw or have frightened condition until the start of the creature’s next turn. If a creature’s saving throw is successful, they’re immune to the vorvolaka’s Fear Aura for the next 24 hours. This ability does not function if the vorvolaka is unconscious. Magic Resistance. The vorvolaka has advantage on saving throws against spells and other magical effects. Regeneration. The vorvolaka regains 15 hit points at the start of its turn if it has at least 1 hit point. If the vorvolaka takes radiant damage, this trait doesn’t function at the start of the vorvolaka’s next turn. Actions Multiattack. The vorvolaka makes two Talon attacks. It can replace one of the attacks with Rend Armor (if available). Talon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage plus 14 (4d6) necrotic damage. Rend Armor (Recharge 4–6). The vorvolaka makes a Talon attack against a creature. On a hit, the creature’s AC is reduced by 2 for 1 minute. Creatures not wearing armor are immune to this effect, and the total reduction can’t bring a creature below an AC of 10.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":28645,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Vos'skyriss Serpentfolk","description":"The Vos’skyriss serpentfolk are the people of an ancient elite empire of humanoid-snake hybrids, who seek the ultimate detachment that comes from destroying all of reality. Constricted Origins. Once a realm of humanoids who worshiped serpents, the ancient Vos’skyriss Empire was among the richest in the world. Its people obsessively imitated snakes—their flexibility, their emotionless patience, their willingness to survive at any costs (even cannibalizing their own kind), and their cold detachment. With the help of profane magics, most of the Vos’skyriss shed the useless skin of their humanity to become like the Betrayer God known as the Cloaked Serpent. Those who couldn’t evolve became food for those who did. Seers of the Vos’skyriss foresaw the Calamity, and the empire created an arcane stasis field under their capital city of Vos’skyriss to survive. This site stands off the western coast of Tal’Dorei and is now known as Visa Isle. Only the strongest were allowed to seek refuge in the capital, and decades of carefully tracked tournaments determined who was fit for survival. Ophidian Society. Serpentfolk occupy remote temples in jungles, swamps, and deserts. Their society enforces strict discipline and a hierarchy that rewards those closest to snakes in mind and body. Serpentfolk transfigured into massive snakes with humanoid arms are held in the highest esteem. Despite their god’s moniker, the Vos’skyriss serpentfolk outlaw hoods so that outsiders in their realm are easily recognizable. Narcissistic Worship. Most serpentfolk have little love for the Cloaked Serpent, though they pay him homage as the deity of poisons, assassins, and darkness. For the Vos’skyriss serpentfolk, worship is a means to an end. Their legends say that the devout will be granted the ability to devour nightmares, enabling them to gorge themselves on dreams of fear and terror until they grow so large that they can turn on their god and swallow the Cloaked Serpent himself. Once begun, this feast is unending—they will devour the remaining gods one by one, and finally, the entirety of the multiverse. Vos’skyriss Rising. Several decades ago, Jorlund Vohr, professor of archaeology at the Alabaster Lyceum, led an expedition to the ruins upon Visa Isle—and found them prowled by the restless spirits of the serpent empire. Their incursion unleashed these entombed spirits, and awakened hundreds of their living kin from magical stasis. Now, living and undead serpentfolk plot together to rekindle the embers of their long-lost empire. Alignment. Neutral evil. Traits Hold Breath. The serpentfolk can hold its breath for 30 minutes. Innate Spellcasting. The serpentfolk’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: animal friendship, speak with animals (snakes only) 2/day each: sleep, suggestion 1/day: pass without trace Actions Multiattack. The serpentfolk makes two scimitar attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the serpentfolk can’t constrict another target.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"Neutral evil","Expansion":20583,"Challenge Rating":3},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Vos'skyriss Serpentfolk Ghost","description":"The Vos’skyriss serpentfolk are the people of an ancient elite empire of humanoid-snake hybrids, who seek the ultimate detachment that comes from destroying all of reality. Constricted Origins. Once a realm of humanoids who worshiped serpents, the ancient Vos’skyriss Empire was among the richest in the world. Its people obsessively imitated snakes—their flexibility, their emotionless patience, their willingness to survive at any costs (even cannibalizing their own kind), and their cold detachment. With the help of profane magics, most of the Vos’skyriss shed the useless skin of their humanity to become like the Betrayer God known as the Cloaked Serpent. Those who couldn’t evolve became food for those who did. Seers of the Vos’skyriss foresaw the Calamity, and the empire created an arcane stasis field under their capital city of Vos’skyriss to survive. This site stands off the western coast of Tal’Dorei and is now known as Visa Isle. Only the strongest were allowed to seek refuge in the capital, and decades of carefully tracked tournaments determined who was fit for survival. Ophidian Society. Serpentfolk occupy remote temples in jungles, swamps, and deserts. Their society enforces strict discipline and a hierarchy that rewards those closest to snakes in mind and body. Serpentfolk transfigured into massive snakes with humanoid arms are held in the highest esteem. Despite their god’s moniker, the Vos’skyriss serpentfolk outlaw hoods so that outsiders in their realm are easily recognizable. Narcissistic Worship. Most serpentfolk have little love for the Cloaked Serpent, though they pay him homage as the deity of poisons, assassins, and darkness. For the Vos’skyriss serpentfolk, worship is a means to an end. Their legends say that the devout will be granted the ability to devour nightmares, enabling them to gorge themselves on dreams of fear and terror until they grow so large that they can turn on their god and swallow the Cloaked Serpent himself. Once begun, this feast is unending—they will devour the remaining gods one by one, and finally, the entirety of the multiverse. Vos’skyriss Rising. Several decades ago, Jorlund Vohr, professor of archaeology at the Alabaster Lyceum, led an expedition to the ruins upon Visa Isle—and found them prowled by the restless spirits of the serpent empire. Their incursion unleashed these entombed spirits, and awakened hundreds of their living kin from magical stasis. Now, living and undead serpentfolk plot together to rekindle the embers of their long-lost empire. Alignment. Neutral evil. Traits Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Multiattack. The ghost makes two spear attacks. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. If the ghost makes a ranged attack, its spear rematerializes in its hands after the attack is resolved. Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. Terrifying Hiss. The ghost emits an uncanny, rasping hiss. Each non-undead creature within 30 feet of the ghost that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Terrifying Hiss for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"Neutral Evil","Expansion":20583,"Challenge Rating":4},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Vox Seeker","description":"This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying vox seeker stat block. This automaton is under the DM’s control. A vox seeker reduced to 0 hit points is destroyed.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":5016,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Vox Seeker","description":"Traits Voice Lock. The vox seeker must move toward and attack the source of the nearest voice within 60 feet of it, to the exclusion of all other targets, for as long as it remains operational. Spider Climb. The vox seeker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Pincer. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage plus 3 lightning damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":29448,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Vrock","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Magic Resistance : The vrock has advantage on saving throws against spells and other magical effects. Actions Multiattack : The vrock makes two attacks: one with its beak and one with its talons. Beak : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Talons : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. Spores (Recharge 6) : A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. Stunning Screech (1/Day) : The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn.","properties":{"Category":"Monsters","AC":"15 (Natural Armor)","HP":"104 (11d10+44)","CHA":8,"CON":18,"DEX":15,"INT":8,"STR":17,"WIS":13,"Size":"Large","Type":"fiend (demon)","Speed":"40 ft., fly 60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116558/EbZ8_zUHP19FkxIwyrzCig/original.png","Roll 0":"Beak\n1d20 + 6\n2d6+3","Roll 1":"Talons\n1d20 + 6\n2d10+3","Senses":"Darkvision 120 Ft.","Source":"5th Edition SRD","data-XP":"2,300","Alignment":"Chaotic Evil","Languages":"Abyssal, Telepathy 120 Ft.","data-List":"false","Immunities":"Poison","Token Size":2,"Resistances":"Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Magic Resistance\",\"Desc\":\"The vrock has advantage on saving throws against spells and other magical effects.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The vrock makes two attacks: one with its beak and one with its talons.\"},{\"Name\":\"Beak\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Talons\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Spores (Recharge 6)\",\"Desc\":\"A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.\"},{\"Name\":\"Stunning Screech (1/Day)\",\"Desc\":\"The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn.\"}]","data-CHA-mod":"-1","data-CON-mod":"+4","data-DEX-mod":"+2","data-INT-mod":"-1","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+1","Saving Throws":"Dex +5, Wis +4, Cha +2","Challenge Rating":6,"Passive Perception":11,"Condition Immunities":"Poisoned","data-CrNum":6,"data-AcNum":15,"data-HpNum":104},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vrock","description":"Demons Spawned in the Infinite Layers of the Abyss, demons are the embodiment of chaos and evil—engines of destruction barely contained in monstrous form. Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness , the Black Scrolls of Ahm , and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon True Names Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz’zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake’s and as powerful as a great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out—or if she has a reason to remind her followers to fear her—Lolth’s lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart. Orcus Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus , a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes’ flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Vrock Vrocks are dull-witted, capricious fiends that live only to create pain and carnage. A vrock resembles a giant hybrid of humanoid and vulture, its gnarled, bestial body and broad wings stinking of offal. Vrocks gobble humanoid flesh whenever they can, stunning potential prey with an ear-splitting shriek, then swooping down to attack with beak and claw. Vrocks can shake their wings, releasing clouds of toxic spores. Coveting pretty things, vrocks turn against each other for the chance to lay claim to cheap jewelry or ornamental stones. Despite their love of treasure, vrocks are difficult to bribe, seeing no reason to bargain when they can simply take what they want from a would-be bargainer’s corpse. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demons by Type Type Examples 1 barlgura, shadow demon, vrock 2 chasme, hezrou 3 glabrezu, yochlol 4 nalfeshnee 5 marilith 6 balor, goristro Traits Magic Resistance : The vrock has advantage on saving throws against spells and other magical effects. Actions Multiattack : The vrock makes two attacks: one with its beak and one with its talons. Beak : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) piercing damage. Talons : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 14 (2d10 + 3) slashing damage. Spores (Recharge 6) : A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. Stunning Screech (1/Day) : The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn . Variant: Summon Demon (1/Day) : The demon chooses what to summon and attempts a magical summoning. A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Vrock Doomsayer","description":"Vrock doomsayers are a very rare, special type of vrock that can perform a ritualistic dance that enables them to harness destructive energy. If left unmolested, this dance of ruin can destroy groups of non-demon enemies. It is no surprise then that demon hordes include several vrock doomsayers for this purpose alone, especially when invading the Nine Hells. Traits Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects. Actions Multiattack. The vrock makes two attacks: one with its Beak and one with its Talons. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. Spellcasting. The vrock casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13): At will: darkness, detect magic, heroism, mirror image 3/day each: polymorph (self only), telekinesis Spores (Recharge 5–6). A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 15 Constitution saving throw or become poisoned. Until this poison ends, the target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it. Stunning Screech (Recharge 6). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 15 Constitution saving throw or be stunned until the end of the vrock's next turn. Dance of Ruin (1/Day). While standing on the ground, a vrock joins hands with at least 2 other vrocks in a circle, chanting and performing a wild ritual dance that lasts for 3 consecutive turns. The vrocks share the same initiative, and take their turns at the same time. At the end of each turn of dancing, a violent wave of crackling, infernal energy explodes in a 60-foot radius, centered on the vrocks. Each creature in the area that isn't a demon must succeed on a DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage and 21 (6d6) necrotic damage on a failed save, or half as much on a successful one. For each additional vrock that joins in the dance, the damage increases by 3 (1d6) lightning damage and 3 (1d6) necrotic damage, to a maximum of 35 (10d6) lightning damage and 35 (10d6) necrotic when seven or more vrocks are dancing. The dance of ruin can be interrupted if the number of performing vrocks is reduced to less than 3. A vrock that becomes incapacitated, dies, or is forced to break contact with the vrocks' circle can't perform the dance.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Vruusk","description":"Driven long ago from the light of the surface world, the vruusk are a degenerate and troglodytic species of semi-­bipedal reptiles. They are covered in thick, cartilaginous plates and calloused leathery skin of mottled greys and browns that blend with the colors of their stony environments. They have hulking, broad-­shouldered frames reminiscent of great apes, with thick forelimbs that end in vicious, iron-­hard talons capable of burrowing through soil and solid stone. Due to their long, toothy maws, vruusk are superstitiously believed to be devolved from some distant draconic ancestry, but there is no evidence to suggest that these vile creatures bear any such relation. Vruusk are patient but vicious predators, stalking prey for days in the lightless tunnels they inhabit or laying in wait, all but invisible against the cold stone. When they strike, it is with lightning-­fast ferocity and utterly without mercy. Indeed, these vruusk are known to avoid killing their prey outright, preferring instead to leave them maimed and incapacitated, but alive nonetheless, as they are dragged back to their dens to be consumed piece by piece over the course of days or weeks. Traits Keen Smell. The vruusk has advantage on Wisdom (Perception) checks that rely on smell. Stone Camouflage. The vruusk has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Surprise Attack. If the vruusk surprises a creature and hits it with a bite attack during the first round of combat, the target takes an extra 11 (3d6) damage from the attack. Tunneler. The vruusk can burrow through solid rock at half its burrowing speed and leaves a 5-­foot-­wide, 8-­foot-­high tunnel in its wake. Actions Multiattack. The vruusk makes three attacks: two with its claws and one with its bite. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the vruusk can’t bite another target.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":30502,"Challenge Rating":3},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Vrykolakas","description":"A vrykolakas (the name both singular and plural) appears as a terrible, bestial corruption of the being it was in life. Twisted by rage and undeath into an animalistic shape, these undead bear the taint of death, their bodies lean to the appearance of starvation and pocked with evidence of rot and disease. Hunched and twisted, a vrykolakas’s bent spine is the same length it was in life if straightened, but the feral posture of most cause them to slump to a mere 4-1/2 to 5 feet tall. The wasting of death also greatly decreases the corpse’s weight, reducing even hearty men to at least 20 or 30 pounds less than they weighed in life. Plague Born. A restless and savage form of undead, the vrykolakas knows only rage and relishes the suffering of those who failed it in life. Reanimated corpses of wicked and vengeful souls denied even the basic burial rites, these unreasoning vampire-kin unleash their wrath against the living, indiscriminately spreading disease and death among all in their paths. Their bitterness at their own disgraced ends drives them to a loathing of all life and a jealous desire to see all other living creatures fall to their same level of profanity and debasement. Such hardly proves a conscious plot, though, but rather a fundamental instinct. Thus, a single vrykolakas can devastate an entire village, potentially spawning a host of new vrykolakas from their victims. Faint Remembrance. Despite its savage and decayed appearance, a vrykolakas often passes through towns and villages undeterred, due to its supernatural ability to disguise itself. With the ability to cloak its terrible shape, a vrykolakas typically appears little different than it did in life. Death removes much of the living corpse’s sense of who it was, though, so vrykolakas rarely reconstruct their original appearances with complete accuracy. Thus, family and acquaintances often notice the resemblance, but do not readily identify a vrykolakas as the resurrected individual. Life Leech. A vrykolakas thrives upon disease and death, drawing its vigor from those humanoids it passes near. It walks among the living merely to infect them with its grave taint, passing on the subtle corruption of death. Its mere touch drains the life from a victim as well, stealing from its very essence. A vrykolakas’s favored victims typically come from among its former family members and friends, which it pursues with only half a memory of any previous connection, yet a lingering malice, as such former companions failed to prevent its accursed fate. Site-Bound. A vrykolakas is uniquely bound to the place where it died or its body was originally interred. It must return to this site once per week and bury itself amid the earth or stones to rest for 24 hours. A vrykolakas is entirely helpless during this period and can be easily destroyed if it can be located. The vampire-kin understand this weakness, though, and go to great lengths to avoid being followed to their resting places.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":10},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Vulmungoth, Doom of the Mountain","description":"This Ancient Red Dragon resides in the caldera of the Dragon's Maw. The dragon has lived here since before recorded history, and spends decades at a time slumbering. Vulmungoth rarely stirs in their lair. The caldera is so inhospitable, most would-be dragon slayers die scaling the volcano. Still, they emerge every century or so to slake their vast appetite, flying down into Elyria to consume mortals and their livestock. Their waking always follows great eruptions from the Dragon's Maw, and many towns and villages are destroyed. Thus, the locals living south of the Drakeclaws grow up with well-made plans for their evacuation and escape should the dragon return. During their last rampage, the dragon descended upon Holy Lumen in a horrible encounter that almost saw Saint Tarna's Cathedral destroyed. Vulmungoth is the last surviving dragon who was a part of the ancient Blood Pact, where the sorcerer-kings melded their bloodlines with draconic magic. Today many sorcerers and dragonborn can trace their distant ancestry to Vulmungoth. Shortly after the fall of the sorcerer-kings, a group of monks of the Sacred Flame attempted to ascend the Dragon's Maw and destroy Vulmungoth for their ties to the Arcane Empire. The dragon devoured most of them. Only a small handful of monks made it off the mountains. The resounding defeat ended the organized attempts by Elyria to defeat the Doom of the Mountain.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Source":"custom","Alignment":"chaotic evil","Expansion":29025,"Challenge Rating":24},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Vulpin Captain","description":"Captains are respected among the bandit forces, leading units on raids and ambushes, and sometimes running the operations of an entire camp. While captains are among the more skilled warriors in the coalition, involvement with day-to-day operations grants them a certain rapport with even the low-ranking bandits. This leadership, coupled with their prowess, allows them to rally or kowtow those foolish enough to consider desertion. Vulpins, with their natural ambition, cunning, and force of personality, can readily be found climbing to the rank of captain.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (vulpin)","Alignment":"neutral evil","Expansion":5991,"Challenge Rating":1},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Vulpin Noble","description":"Although founded by birdfolk, Alderheart is home to several noble families of influential humblefolk. Among them are vulpins, who find both their charms and wiles perfectly suited to the political intrigue of Alderheart’s high society. Some vulpin nobles can trace their lineage back to ancient royalty.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (vulpin)","Alignment":"any","Expansion":5991,"Challenge Rating":"1/8"},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Vulpin Priest of Kren","description":"Priests of the Amaranthine Kren tend shrines in her honor, and share stories of her guile and cunning with visitors. These tales emphasize humility, wariness, and teach listeners to keep their wits about them at all times. In rare cases, these priests are given divine gifts by their Amaranthine. Conferred a portion of Kren’s supernatural slyness, they often seek to humble those who have grown too proud.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (vulpin)","Alignment":"neutral evil","Expansion":5991,"Challenge Rating":2},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Vulture","description":"Traits Keen Sight and Smell . The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. Pack Tactics . The vulture has advantage on any attack roll against a creature if at least one of the vulture’s allies is within 5 ft. of the creature and the ally isn’t incapacitated. Actions Beak . Melee Weapon Attack : +2 to hit, reach 5 ft., one target. Hit : 2 (1d4) piercing damage. ","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":8938,"Challenge Rating":0},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Vulture","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Sight and Smell : The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. Pack Tactics : The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated . Actions Beak : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.","properties":{"Category":"Monsters","AC":10,"HP":"5 (1d8+1)","CHA":4,"CON":13,"DEX":10,"INT":2,"STR":7,"WIS":12,"Size":"Medium","Type":"beast","Speed":"10 ft., fly 50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116569/mBwSqFvcE1wkroOqoN73LA/original.png","Roll 0":"Beak\n1d20 + 2\n1d4","Skills":"Perception +3","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Sight and Smell\",\"Desc\":\"The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.\"},{\"Name\":\"Pack Tactics\",\"Desc\":\"The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"}]","data-Actions":"[{\"Name\":\"Beak\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"2\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-3","data-CON-mod":"+1","data-DEX-mod":"+0","data-INT-mod":"-4","data-STR-mod":"-2","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":0,"Passive Perception":13,"data-CrNum":0,"data-AcNum":10,"data-HpNum":5},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Vulture","description":"Traits Keen Sight and Smell : The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. Pack Tactics : The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Beak : Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Vutuun","description":"Vutunn couldn't be more different from her parents, or the culture she grew up in. She wanted to explore the world, find things no one else had ever found. She made her way to Meletis and was forced to make deals with any shady person who would fund her endeavors. Her first big discovery was finding the lost tomb of the archon tyrant Philippos. This discovery drew the attention of museums and nobles, better and legitimate sponsors. She bought a ship, hired a crew and a minotaur wizard by the name of Kerania to help her out of difficult situations she might find herself in, and set out into the Siren Sea. Traits Favorite Enemy. You gain a +2 bonus to damage rolls with weapon attacks against Beasts. Additionally, you have advantage on Wisdom (Survival) checks to track Beasts, as well as on Intelligence checks to recall information about them. Historical Knowledge. When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders. In addition, you can determine the monetary value of art objects more than a century old. Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal (included in the attack). Natural Explorer. You are particularly at home in coastal terrain. When you make an Intelligence or Wisdom check related to coastal terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in coastal terrain, you gain the following benefits: Difficult terrain doesn't slow your group's speed. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling, you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Surprise Attack. If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. Actions Attack. You can attack when you take this action, using the following: Horns. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 1d8 + 3 piercing damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 1d6 + 3 piercing damage. Bonus Actions Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid, Minotaur)","Expansion":24690},"publisher":"Gnome Made Games","book":"An Elf and an Orc Had A Little Baby"},{"name":"Vvor","description":"Vvor are a domesticated food source of many cultures. Although still aggressive when protecting their young or a succulent food source, the presence of a vvor herd is a sign of civilization taming the dangerous Underworld.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Vvor\r\n","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Challenge Rating":2},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Waeloquay","description":"Traits Magic Resistance. Waeloquay has advantage on saving throws against spells and other magical effects. Legendary Resistance (3/Day). If Waeloquay fails a saving throw, he can choose to succeed instead. Water Form. Waeloquay can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack. Waeloquay makes three Slam attacks. Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage. Whelm (Recharge 4–6). Each creature in Waeloquay’s space must make a DC 22 Strength saving throw. On a failed save, a target takes 21 (3d8 + 8) bludgeoning damage. If it is Large or smaller, it also has the grappled condition (escape DC 20). Until this grapple ends, the target is restrained and unable to breathe, unless it can breathe water. If the save is successful, the target is pushed out of Waeloquay’s space. Waeloquay can grapple one Large creature or up to four Medium or smaller creatures at one time. At the start of each of Waeloquay’s turns, each target grappled by it takes 21 (3d8 + 8) bludgeoning damage. A creature within 5 feet of Waeloquay can pull a creature or object out of it by taking an action to make a DC 22 Strength check and succeeding. Legendary Actions Waeloquay can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Waeloquay regains spent legendary actions at the start of its turn. Flow. Waeloquay moves up to its speed. Crush (Costs 2 Actions). One creature that Waeloquay is grappling takes 44 (8d8 + 8) bludgeoning damage. Pummel (Costs 2 Actions). Waeloquay makes a Slam attack with advantage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"elemental","Alignment":"neutral evil","Expansion":28645,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Wakewyrm","description":"Wakewyrms are massive reptiles that have aspects of both snakes and eels. On rare occasions they’ve been spotted close to the shores of the Talongrip Coast, though many are quick to dismiss these accounts. Their name originates from the powerful tidal waves their bodies cause, which pose a considerable threat to nearby vessels. Ocean Tales Despite their size, wakewyrms are elusive, able to hide within the vast expanse of the ocean. The rarity of this creature has bred many rumors about the exact nature of wakewyrms. All sailors know at least a few stories about bizarre creatures of the sea, including fantastical accounts of wakewyrms that lurk in the ocean’s gloomy depths, able to sink an entire fleet of ships. Such tales are more often fabrications than not, as few have actually encountered these creatures. Devourer from the Deeps Wakewyrms are more than a 100 feet long and weigh over 1000 tons. Their lashing tails, snapping jaws, and huge bodies can deal significant damage to a ship’s hull, though they prefer to swallow sailors whole, swiftly pulling them into the fathoms below with hardly more than a splash. Filling their gullet with as many creatures as possible, wakewyrms let their strong stomachs take care of their meals. While a fine tactic for devouring fish or other large marine creatures, wakewyrms that swallow adventurers whole sometimes find the snack too much to handle. Though wakewyrms rarely encounter sailing vessels as they cross the ocean looking for food, the results are often violent. Afterwards, all that remains is nothing but a derelict phantom ship, found wrecked against the rocks of distant shores.","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"unaligned","Expansion":5991,"Challenge Rating":6},"publisher":"Hit Point Press","book":"Humblewood"},{"name":"Wakwak","description":"A tall bird with curved talons on its long legs stretches its wings, which are edged with sharp bone-like ridges. It utters a soft “wak” sound from its blood-stained beak. When this predatory bird hunts the jungles and forests along the coast, it utters its signature cry, “wakwak” to coordinate with other members of its flock. The closer the wakwak gets to its prey, the softer it cries. Those who live in areas plagued by wakwaks knows that when the cry stops, the bird is about to attack. Blood Drinker. Hunting packs of wakwaks mostly hunt other beasts, but they may attack small groups of travelers, or in rare cases, whole caravans, if the flock is large enough. When a wakwak brings down its prey, it uses its talons to open the flesh and drink blood. Temperamental Mount. Like the axe beak, the wakwak can be trained to serve as a mount. No amount of training, however, can wholly eliminate the wakwak's bloodthirst. Even the best-trained and most loyal wakwaks often disobey riders and dive into a fray to drink the blood being spilled. Bloodthirsty Pounce . If the wakwak moves at least 20 feet straight toward a creature and then hits it with a Talon attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the wakwak can make one Beak attack against it as a bonus action, gaining temporary hp equal to half the damage dealt. Keen Smell . The wakwak has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The wakwak has advantage on attack rolls against a creature if at least one of the wakwak's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The wakwak makes one Beak attack and one Talon attack. Beak. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Wing Slap (Recharge 5-6). The wakwak slams its sharp-edged wings together in front of itself in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 10 (3d6) slashing damage and is pushed up to 10 feet away from the wakwak and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Walking Delerium Geode","description":"Contaminated Elementals Contaminated Elementals can be found all over Drakkenheim, often in areas where the eldritch magics are especially concentrated. Many who have encountered these elementals have spoken of the city itself coming to life to attack them. Reports of ruins reaching out and crushing adventurers, burning flames moving and hunting with minds of their own, or contaminated pools lurching to engulf passersby have been heard. Even the blowing air itself has mustered parts of the Haze into shifting clouds that stalk adventurers through the streets. These magical creatures are a constant reminder that nothing in the city can be trusted, and that nowhere is truly safe. “The colours are charming, but the alchemical properties and possibilites of spells is, in my opinion, far more charming.” — Sebastian Crowe","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Unaligned","Expansion":21300,"Challenge Rating":5},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Walking Eye Robot","description":"Products of advanced scientific technology, the constructs called robots are animated by engineering and advanced science rather than magic. Unlike most constructs, robots are often capable of independent thought rather than being simple automatons. However, they still must obey the programming instilled in them at their creation. Any robot whose creator hard-coded limitations into its programming can never be truly autonomous. Robots almost always arise from cultures that possess technology that is leaps and bounds ahead of other civilizations, though sometimes they appear due to cultural diffusion from such a society. A wrecked spacecraft, a portal through time, or a group of robots mass-producing others of their kind could all bring robots into a world. Robots that appear from another place or time might still follow the alien dictates of their original programming, or could run amok, their directives corrupted or forgotten. Whatever the case, these robots possess technology that is beyond the means of almost anyone to reproduce, and they represent a stark contrast to other constructs, as they have nothing to do with magic. Some spellcasters, despite lacking any real grasp on the technological principles required to create robots, have managed to create their own robots by cobbling together spare parts and broken machines, filling in the gaps and completing the design with a mixture of magic and barely understood fragments of science. These inferior designs usually lack the inexhaustible power supplies, advanced intellects, and self-repair systems found in the original robots, and the magic used in their creation can potentially render them more susceptible to techniques that work against other sorts of constructs. Robots serve a wide range of purposes, from warfare and defense to peaceful tasks like excavation, farming, and maintenance. Small villages that find robots and somehow manage to command them will often put them to work quietly tending fields or constructing buildings all day long. Armies and warlords collect the more dangerous varieties of robots, but even the more ordinary varieties can be deadly. Most robots sport alloyed skin as hard as steel, meaning that even the lowliest worker robot presents a potent threat when altered for battle. Furthermore, since most cultures lack a means to reliably repair or understand how to command robots, even the most benign one might malfunction, or even reach a point in its programming where it changes its activity and refuses to follow orders, leading to untold death and destruction among its former temporary masters. The means of commanding robots vary from model to model, which can be a source of endless frustration for any who seek to control them. Some obey orders from any humanoid, some bond to a specific master until her death, and others only yield to the command of technological brooches or control rods. Still, others submit after mechanical surgery or rebuilding, or not at all. Many must be given extremely precise instructions, for they are unable to process metaphors or other figures of speech, and may interpret them in unanticipated ways, much to the chagrin of those who would command them. A surprisingly large proportion of uncontrolled robots already speak Common, as most models exhibit considerable linguistics talent, and the robots train each other in their new home's languages. Though they comprehend language, most robots rarely speak save for terse acknowledgments of orders. Their speech typically excludes words they deem unnecessary with their mechanical efficiency, leading to strange, disjointed statements that convey the requisite information without emotion, although some robots programmed to interact well with humans are able to speak in a more fluid and less disconcerting manner. Constructing a robot requires no magic but does involve advanced and extraordinarily rare materials and technological expertise. Because almost no one possesses the skills and materials to complete the process of constructing a robot, these entries omit the construction sections provided for most constructs. A GM can add the robot subtype to a different type of construct, such as an animated object or homunculus, to create new types of robots. Typically, this doesn't alter the construct's challenge rating. A character can't create a robot from or add the robot subtype to a construct that has already been created; adding the robot subtype to an existing creature is purely a means for the GM to simulate additional robots beyond those provided here. ROBOT, WALKING EYE Walking eyes are built as mobile spies and scouts. They are programmed to observe as unobtrusively as possible, fleeing from danger and attacking only in self-defense. They may be placed to record when specific events occur or to follow a creature for surveillance, tracking its movements and activities. 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Because they are so destructive, the walking statues are used only to fend off armies and seemingly insurmountable foes. Each statue has a name and a unique appearance, but in terms of statistics they are similar. The statue known as the Swordmaiden is too broken to be animated, and only the wielder of the Blackstaff can animate the other seven. Landmarks. Over the years, Waterdavians have built structures around and on top of several of the statues, believing them to be little more than landmarks at this point. In their inanimate state, the statues pose little danger—but any structures attached to a walking statue are destroyed the first time it animates. Constructed Nature. A walking statue doesn’t require air, food, drink, or sleep. The God Catcher This is perhaps the most famous walking statue in the city, thanks to its dramatic pose, its nearness to the Market, and the self-evident magic of its existence. The statue is of a well-muscled but impassive male human with its left leg sunk to the hip in the street, the result of a spell cast by the Blackstaff at the time of its rampage. Its left hand and right foot press against the ground as if it is trying to pull itself out. Its right arm is raised skyward, and above its open palm floats a sphere of stone. Its gaze looks up toward the sphere, and the pattern of bird droppings around its eyes gives it the appearance of weeping. All about the statue, climbing up its chest and on its knee and shoulders, is a tenement that carries the name “the God Catcher.” The tenement’s landlord is Aundra Blackcloak, an unsociable sorcerer who is rarely seen in the city except when she alights from the door carved in the floating sphere, which serves as her home. On the rare occasions when she wants to meet with city folk (typically to purchase odd substances for magical purposes), she appears unannounced on balconies or rooftops after dark. Her dealings are polite, though, and she pays fair coin. She never confides in anyone or talks about her own doings—and if anyone but she has ever seen the inside of her spherical home, they’ve said nothing publicly about it. The Griffon The walking statue called the Griffon is shaped like the beast for which it is named. Though it stands on all four legs, its back is fully twenty feet off the ground, making it a mount fit for a storm giant. Although it has shown itself to be capable of flight, with the granite feathers of its wings spreading like a bird’s, the Griffon now merely stands in a regal pose near Peaktop Aerie atop Mount Waterdeep, looking to the southeast over the Dock Ward. Newcomers sometimes assume it to be a monument to Waterdeep’s Griffon Cavalry, but Waterdavians know better The Sahuagin Humbled For years, the only visible walking statue of Waterdeep was known simply as “the walking statue.” It stood at the foot of Mount Waterdeep near the head of Julthoon Street. Then, after its critical role in defending the city against an invasion of sahuagin in 1370 DR, Khelben Blackstaff reshaped the statue into a sahuagin. It now bows low toward the House of Heroes on bended knee—a gesture of obeisance to the city, and an acknowledgment of the sacrifice of all who fought for the city in that war. The Great Drunkard This walking statue stopped its rampage as it approached the Market, then fell backward and sat upon a building. When it settled, its arms fell limp at its sides and its head tilted forward onto its chest, giving the impression that it had fallen asleep. The statue’s huge stone battleaxe still stands nearby, its haft angled upright and its blade half buried in the cobbles. The rubble of the crushed building was long ago rebuilt into a broad stone stair (with railings and a ramp that drunkards are often rolled down) that ascends from the cobbles to the statue’s lap. That lap now holds a two-story tavern also built from the rubble, called Gralkyn’s Tankard. The unconscious pose of the statue and the tavern in its lap made the name of the Great Drunkard a natural fit. The Lady Dreaming This fair lady caused much chaos when she was active. The statue has the appearance of a female elf, whose hair and clothing appeared to flow naturally as it walked through the city during the Spellplague. When the walking statues stopped, this one toppled onto its side, taking on the appearance of a titanic sculpture of a noble lady asleep in her garden. The Honrable Knight The Honorable Knight is a statue of a male warrior in plate armor with a shield and longsword. When the walking statues stopped, it bowed to those opposing it, straightened, sheathed its sword, and doffed its shield, setting it point down on the ground and upright by its side. It then ceased motion in this position, facing southwest toward the harbor, and looking for all the world like a castle guard standing at ease. The pose it assumed led to its naming, and it is viewed with respect by the citizens of the southerly wards. The Hawk Man This statue looks like a winged, hawk-headed being, and thus locals call it the Hawk Man. I can reveal that in fact it bears much resemblance to an aarakocra, one of the bird-people said to live in the Star Mounts in the High Forest. The statue’s wings are folded tightly against its back and have never unfurled, leaving its flight capability uncertain. It was brought low during its rampage across the city, and now it tilts decidedly toward the northeast due to a missing right foot—long ago broken up for building rubble, along with its right arm. Its left arm is extended out toward the north, palm forward as if in a gesture to say, “Stop.” The body has been hollowed out and turned into a tower shared by several wealthy tenants, which is officially known as Sparaunt Tower after its owner. The statue’s left hand extends over a courtyard to the north, wherein lies the entrance of a tunnel carved through the arm. Visitors and residents can ring a bell in the courtyard, whereupon a door guard acknowledges the ringer and lowers a rope ladder for tenants and expected guests (or a rope chair that is drawn up for guests who are infirm or laden with heavy items). The Swordmaiden This statue appears virtually identical to the Honorable Knight, except for its female form and open-faced helm. It was felled during the Spellplague after causing much chaos and slaughter. The residents of Waterdeep’s North Ward funneled much of their frustrated and dismayed reaction to its rampage into dismantling the statue, parts of which can now be found all over the North Ward, either incorporated into buildings or as bits of freestanding sculpture. The head of the Swordmaiden sits in a stand of tall trees in the center of the block of the North Ward bounded by Hassantyr’s Street, Tarsar’s Street, Whaelgond Way, and Ussilbran Street. The center of its jaw and mouth have been replaced by a door, which leads into the shop known as Thort’s Findings. Undevvur Thort is a wizened ex-adventurer who leans on a cane (which some locals insist is more than just a cane). He lives in the small shop, whose many levels, staircases, and landings fill the hollowed-out interior of the head, and which is crammed with oddments sold to Thort by adventurers and other travelers. These items bear little placards in Thort’s beautiful, flowing handwriting that identify them (or at least provide speculation as to their origin and purpose). Nobles and wealthy merchants who desire props for themed revels often rent some of Thort’s wares as decoration—and many sages, alchemists, and wizards visit him regularly in search of potentially useful items. Traits Crumbling Colossus. When the statue drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Immutable Form. The statue is immune to any spell or effect that would alter its form. Magic Resistance. The statue has advantage on saving throws against spells and other magical effects. Siege Monster. The statue deals double damage to objects and structures. Actions Multiattack. The statue makes two melee attacks. Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage. Hurled Stone. Ranged Weapon Attack: +16 to hit, range 200/800 ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":7393,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Walking Statue of Waterdeep","description":"Scattered throughout Waterdeep are eight enormous statues that can defend the city in times of great peril. Because they are so destructive, the walking statues are used only to fend off armies and seemingly insurmountable foes. Traits Crumbling Colossus. When the statue drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Immutable Form. The statue is immune to any spell or effect that would alter its form. Magic Resistance. The statue has advantage on saving throws against spells and other magical effects. Siege Monster. The statue deals double damage to objects and structures. Actions Multiattack. The statue makes two melee attacks. Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage. Hurled Stone. Ranged Weapon Attack: +16 to hit, range 200/800 ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":20544,"Challenge Rating":18},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Wall Gargoyle","description":"These gargoyles defend the walls of Drakkenheim and have the following additional traits: Senses truesight 120 ft. Faultless Tracker. The creature that caused the gargoyle to animate becomes its quarry. The gargoyle knows the direction and distance to its quarry as long the quarry remains within Drakkenheim or until the gargoyle is destroyed. Keen Sight. The gargoyle has advantage on Wisdom (Perception) checks that rely on sight. Magic Weapons. The gargoyle’s weapon attacks are magical. Rejuvenation. If the wall gargoyle is destroyed, it regains all its hit points in 1 hour unless a disintegrate spell is cast on its remains.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"Chaotic Evil","Expansion":21300,"Challenge Rating":2},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Walled Horror","description":"An unnatural, cloying chill fills the air, and multiple ghostly hands burst from a wall to pummel and grab all within reach. Unassuming Horror. The walled horror is an undead that appears to be a normal stretch of wall until it lashes out at passersby. Tragic Origins. A walled horror is created when a group of humanoids is bound together and entombed behind a wall in an area with a high concentration of necrotic energy. The humanoids experience profound terror before dying of thirst or suffocation, and their spirits remain trapped within the wall, becoming an undead that seeks to add others to its collection. Entombed Treasures. While the spirits of the entombed victims join with the stone and mortar of the wall, their bodies and belongings are left to rot in the cavity behind the wall. When the walled horror is destroyed, it collapses into a pile of rubble, revealing the remains and belongings. Undead Nature. A walled horror doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Walnut Dankgrass","description":"The war ever rages. Growing up in an all-female clan of druids, healers, and rangers, Walnut Dankgrass was drawn to the role of protector from her earliest years. Dedicated to Mielikki, the matriarchal clan known as the Enclave Panax Anima defended the unspoiled wild by word and blade (with the latter option more prevalent by far). But when tragedy struck the enclave, Walnut’s clan was destroyed to the last—leaving her with nothing but the all-consuming desire to seek out and destroy those responsible. As a guardian of the wild, Walnut has long held an antipathy toward civilization and anything urban. However, understanding that civilization was the source of the evil that destroyed her people, she makes the city her home now. She embraces her role as the “C” Team’s documancer, knowing that the city’s power—and its weaknesses—can be fully gleaned only from within. Walnut distrusts most folk she meets, except for those whose bearing reflects the matriarchal structure she was once part of. No matter what shape her struggles take, she knows instinctively that her beliefs are right and true—and that she will follow those beliefs to the bitter end.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"lawful neutral","Expansion":4048,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Acquisitions Incorporated"},{"name":"Walrus","description":"Walruses are bulky marine mammals that favor arctic climates and communicate by grunting and roaring. A typical adult specimen weighs at least 2,000 pounds. Humans hunt them for their meat, fat, skin, bones, and tusks. Traits Hold Breath. The walrus can hold its breath for 10 minutes. Actions Tusks. Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit: (2d4+2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":6331,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Walrus","description":"Walruses are bulky marine mammals that favor arctic climates and communicate by grunting and roaring. A typical adult specimen weighs at least 2,000 pounds. Humans hunt them for their meat, fat, skin, bones, and tusks. Traits Hold Breath. The walrus can hold its breath for 10 minutes. Actions Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27909,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Wampus Cat","description":"A raven-haired young woman rises to the surface of the water as she swims, singing softly to herself—and her lower body is that of a mountain lion. Her sweet song turns to a yowl of rage when she spots prey. Wampus cats are all born from an ancient shaman’s curse. Trollkin, orc, goblin, and human shamans alike all claim to be able to transform those who practice forbidden magic into wampus cats. Forest Streams. The wampus cat stalks the shores of woodland waterways, using her magic to disguise her true form and lure unsuspecting victims to the water’s edge. She is particularly fond of attacking bathers or those pulling water from a stream. Hatred of the Holy. While she prefers to feast on intelligent male humanoids, she holds a special animosity toward and hunger for holy men of any kind. Unless near starvation or if provoked, however, she will not kill women. Indeed, a wampus cat may strike up a temporary friendship with any woman who is having difficulties with men, though these friendships typically last only as long as their mutual enemies live. Some witches are said to command gain their trust and keep them as companions. Swamp Team Ups. Will-o’-wisps and miremals enjoy working in tandem with wampus cats; the wisps alter their light to mimic the flicker of a torch or candle and illuminate the disguised cat, the better to lure in victims, then assist the cat in the ensuing battle. Miremals use a tall story to lure travelers into a swamp when the hour grows late, then abandon them. Traits Focused Animosity: The wampus cat has advantage on melee attacks against any male she has seen employ divine magic or wield a holy symbol. Innate Spellcasting: The wampus cat’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components: At will: disguise self (appearance of a female human), mage hand 2/day: hex Magic Resistance: The wampus cat has advantage on saving throws against spells and other magical effects. Actions Claws: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. Yowl (Recharge 5–6): Intelligent creatures within 60 feet of the cat who are able to hear its voice must make a DC 13 Charisma saving throw. Those who fail find the sound of the wampus cat’s voice pleasant and alluring, so that the cat has advantage on Charisma checks against them for 1 minute. The affected characters cannot attack the wampus cat during this time unless they are wounded in that time.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Chaotic Neutral","Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Wampus Cat","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":14533,"Challenge Rating":1},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Wandering Duelist","description":"Duels play an important role in Rokugan’s politics, allowing members of the samurai clans to settle disputes or take justice into their own hands in a legally sanctioned manner. Most courtiers have access to a bodyguard who can fight in their stead, but not everyone has a skilled duelist at their disposal. As such, a sufficiently skilled fighter can make a living as a duelist, wandering from place to place and fighting on behalf of the aggrieved. Some of these duelists are little more than hired killers, while others are noble and only take on righteous causes. The Wandering Year. After completing their coming of age ceremony, many samurai undertake warrior pilgrimages, venturing across the lands as blades errant. Most of these pilgrimages last only a year, but some samurai wander the road for years, honing their skills against others and embodying the quest for martial perfection. Bodyguards for Hire. Some itinerant duelists are not members of the samurai class at all. After all, there is no registry of rōnin, and even a member of one of the Great Clans traveling in faraway lands might have to prove their status with their skills. Anyone carrying the two swords of the samurai is expected to be able to fight to prove their credentials, and so some former levied troops and other commoners take up the wandering lifestyle as duelists or bodyguards for hire. Masterless Blades. Some samurai have forsworn lords, fallen from grace, or accepted religious or philosophical teachings that reject the lifestyle of the samurai. These outcasts often make their way in the world as wandering duelists even while pursuing some greater agenda. Table A-2: Wandering Duelist & Sword Saint Motivations D12 Roll Wandering Duelist & Sword Saint Motivations 1 Wants to earn enough money to buy a drink and maybe a space in an inn. 2 Lives for the thrill of victory. 3 Searches for their purpose in a world that often seems purposeless. 4 Seeks revenge upon a foe who killed their mentor, friend, or family member. 5 Desires to have a good time, and enjoy whatever life brings them. 6 Fights to keep someone else safe at any cost. 7 Wants to build a reputation as the deadliest duelist in the region. 8 Desires to dispense justice upon the wicked and protect the meek. 9 Is seeking a student worthy of carrying on their martial tradition. 10 Desires to find a foe whose strength exceeds their own. 11 Wants to prove their martial style is superior to all others. 12 Only feels alive when crossing blades with a worthy foe. Traits Disorienting Parry. The wandering duelist adds +3 to its AC against one melee attack that would hit it. It must be wielding a melee weapon and must be able to perceive the attacker. If this causes the attack to miss during a duel, the attacker gains 1 danger die. Focus Points. The wandering duelist gains 1 focus point at the end of its turn for each attack it made. Martial Techniques. The wandering duelist can perform the following martial techniques so long as it has sufficient focus points to spend: 2+ focus points: flashing steel cut , flowing water strike 3+ focus points: iaijutsu cut: crossing blade Actions Multiattack: The wandering duelist makes two attacks. One or more of these attacks can be used for martial techniques (see Martial Techniques). Katana. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) or 10 (1d10+5) slashing damage. This attack inflicts a critical hit on a roll of 19 or 20. Wakizashi. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any","Expansion":26129,"Challenge Rating":2},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Wandering Haze","description":"A fluffy white cloud drifts overhead, its shadow meandering across the ground. As it shifts its movement against the prevailing winds, the puff of vapor extends long pseudopods to pummel its prey and drenches nearby targets in burning acidic rain. The first wandering hazes sprang from eldritch contaminations of the void between the planes, corruption leaching from energies of chaos and madness. A pod of these creatures wandered through a rift and adapted to the mortal world by shifting their forms to resemble common clouds. Mountain Hunter. Wandering hazes lurk in high mountains where the land rises to meet the cloud layer, though some have been encountered in fog banks, storms, or heavy gloom. They hunt any prey they can catch, from rabbits to deer to elk, using their slowing rain to immobilize fleeing creatures. Psychic Malevolence. The mind of a wandering haze is such a raging torrent of alien sentience that it often drives its prey to disorientation or madness. Fireside stories told in mountain villages often include cautionary tales of poor souls who stumbled down from the highlands, jabbering nonsense about burning rain and hearing screams that won't stop. Acidic Fog. A creature that starts its turn in the wandering haze's space takes 7 (2d6) acid damage. Cloud Form. The wandering haze can move through a space as narrow as 1 inch wide without squeezing, and the haze can enter a hostile creature's space and vice versa. The wandering haze's space is heavily obscured. False Appearance . While the wandering haze remains motionless, or floats on air currents, it is indistinguishable from an ordinary cloud or fog bank. Ooze Nature . The wandering haze doesn't require sleep. Actions Multiattack . The wandering haze makes three Pseudopod attacks. Pseudopod. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage plus 7 (2d6) acid damage. Sheath of Chaos. The wandering haze wraps its cloudy form tighter around those within it. Each creature in the wandering haze's space must make a DC 17 Wisdom saving throw. On a failure, a creature takes 27 (6d8) psychic damage and is disoriented until the end of its next turn as its mind fills with the gibbering terrors of the chaos that created the wandering haze's form. On a success, a creature takes half the damage and isn't disoriented. When a disoriented creature moves, it moves in a random direction. Acidic Cloudburst (Recharge 5-6) . The wandering haze releases a deluge of acid. Each creature within 10 feet of it must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) acid damage and its speed is halved for 1 minute. On a success, a creature takes half the damage and its speed isn't reduced. A creature with halved speed can make a DC 17 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Ooze","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Wandering Pond","description":"A beautifully manicured garden pond sits before you, complete with a white marble bench. The surface of its crystal-blue water ripples gently, which is odd. There is no wind. Wandering ponds are a curious variety of ooze that possess a modicum of fey magic. Traits Fairy Made. Wandering ponds are suspected of having originated in the fey realms where schemes to trap and humiliate wanderers are widespread pastimes. Certainly, the pond's unique ability to weave a glamour over itself indicates these creatures are no ordinary ooze. Mysterious Motives. Wandering ponds always operate in the same way. A pond disguises itself to attract prey and then pulls them in. Once unconscious, the victim is teleported to a random body of water within the area. It is unclear what benefit the pond receives from such a scheme, but it is regarded as further evidence of fey involvement. Dowsing Sense. The wandering pond instinctively knows the direction, size, and location of all bodies of water containing at least 30 gallons of liquid within 1 mile of its location. Faerie Glamour. While the wandering pond remains motionless, it is covered in an illusory glamour that makes it appear like a charming pond. The pond seems completely real, including sounds and smells appropriate to the depicted pond. Physical interaction with the pond reveals its nature, and the creatures who can see through illusion perceive the ooze for what it really is. Actions Multiattack. The wandering pond makes two Pseudopod attacks. Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage, and the target is grappled (escape DC 13). Vortex. The wandering pond engulfs a Medium or smaller creature it is grappling. An engulfed creature is blinded and restrained, it has total cover against attacks and other effects outside the pond, and it takes 10 (3d6) acid damage at the start of each of the wandering pond's turns. A creature reduced to 0 hit points in this way becomes stable and is instantly teleported to a random body of water within 1 mile of the wandering pond. The wandering pond can only have one creature swallowed at a time. While the pond isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the wandering pond dies, it likewise regurgitates a swallowed creature.","properties":{"Category":"Monsters","Size":"Large","Type":"Ooze","Alignment":"Chaotic Neutral","Expansion":18580},"publisher":"Kobold Press","book":"Book of Ebon Tides Compendium"},{"name":"Wandering Warehouse","description":"Waguff's Wandering Warehouse of Wonders is a walking shop that roams the countryside looking for potential buyers. The shop is run by the gnome Waguff , a merchant minute in stature even by gnomish standards, who sells a varied inventory of magic items but specializes in sentient, consumable items. Characters can find the Wandering Warehouse virtually anywhere a huge, walking structure could feasibly access. It might saunter up to them as they're traveling the countryside or they may find it resting its legs on a hilltop, in a clearing, or in a small village.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Contstruct","Alignment":"Unaligned","Expansion":27827,"Challenge Rating":15},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Wanyudo","description":"Hurtling down the street is a giant wheel, its spokes tipped with reddish flames that sputter and spark as it bounces along. Affixed to either side of the wheel by long strands of greasy black hair are the faces of devilish-looking humanoids, their eyes ablaze like embers. The two faces chortle and cry as the wheel approaches, fire leaping from their mouths. Born of Heresy. Wanyudos are the souls of powerful lords condemned to an afterlife of burning torment after they refuted the teachings of the gods and were killed in battle or committed suicide. Prideful and violent monsters, wanyudos are lesser fiends in the grander schemes of Hell, a fact they vehemently resent. Divine Hunters. While wanyudos hate all living creatures, the reserve their greatest hatred for creatures marked by a divine entity—such as clerics and paladins, or creatures wearing holy symbols—whom they blame for their cursed existence. When wandering by a monastery or temple, a wanyudo expends every effort to burn the structure to the ground and murder everyone within. Given this, temples and holy sites in areas known to be plagued by wanyudos often fireproof their buildings—and have a reliable source of water nearby, in case the worst should happen. To Hell and Back. Wanyudos never stop moving, endlessly rolling along the roads and pathways between the Hells and the mortal world. Because of this, wanyudos know many secret ways into the planes.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"lawful evil","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"War Caster","description":"War casters are wizards who also train as fighters. They have adapted to use their magic while in close-quarters combat, able to maintain concentration better and follow up their spells with a weapon attack. Traits Battle Concentration. The war caster has advantage on Constitution saving throws that it makes to maintain concentration on a spell when it takes damage. Actions Multiattack. The war caster makes two Longsword attacks. Alternatively, it can make one Longsword attack and use Spellcasting. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 4 (1d8) force damage. Spellcasting. The war caster casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 14, + 6 to hit with spell attacks): At will: light, mage hand, ray of frost (2d6), true strike 3/day: scorching ray 1/day each: haste, thunder step, thunderwave, vampiric touch Reactions Opportunity Spell. When a hostile creature's movement provokes an opportunity attack from the war caster, it can use its reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Shield (3/Day). The war caster casts shield using Intelligence as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"War Chanter","description":"War chanters are bards that focus on inspiring others to excel in combat or demoralize foes. They are capable warriors but they are valued more for their ability to incite allies and weave bardic magic. Actions Multiattack. The war chanter makes two Rapier attacks or uses Mocking Word twice. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage. Mocking Word. The war chanter targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or take 7 (3d4) psychic damage and have disadvantage on its next attack roll before the end of its next turn. Incite Allies (Recharges after a Long Rest). Up to three allies within 60 feet of the war chanter and can hear the war chanter can use its reaction to move up to half its speed and make one melee weapon attack. Spellcasting. The war chanter casts one of the following spells using Charisma as the spellcasting ability (spell save DC 13): At will: friends, message, minor illusion 3/day each: dissonant whispers 1/day each: beacon of hope, confusion, enemies abound, enthrall, hallucinatory terrain, shatter Bonus Actions War Chant. The war chanter can perform a war chant that lasts until the start of the war chanter's next turn. The war chanter can select from one of three effects: 1. Chant of Dread. Provided the war chanter isn't incapacitated, an enemy that starts its turn within 60 feet of the war chanter and can hear the war chanter must succeed on a DC 13 Wisdom saving throw or become frightened until the end the start of its next turn. If a creature's saving throw is successful, the creature is immune to the war chanter's Chant of Dread for the next 24 hours. 2. Chant of Ferocity. Provided the war chanter isn't incapacitated, an ally that starts its turn within 60 feet of the war chanter and can hear the war chanter gains advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. 3. Chant of Resolve. Provided the war chanter isn't incapacitated, an ally that starts its turn within 60 feet of the war chanter and can hear the war chanter gains advantage on saving throws against being charmed and frightened until the start of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"War Chaplain","description":"The proud clergy of the god of honor and war, war chaplains promote and revere feats of bravery and sacrifice, committing such acts themselves. Warriors and soldiers seek their blessings before battle, and mercenaries ask their guidance in selecting a potential employer. War chaplains are always willing to provide this blessing and to advise mercenaries. They are often quite canny in knowing how a particular battle is likely to proceed, not always through divine knowledge or visions but simply through long experience and a sense of an army's potential and morale. The most capable war chaplains are often invited to ride with the officers or dine with generals, though they stand slightly outside the chain of command--they serve their god first. War chaplains are both quite aggressive in battle and aware of the boundaries between war and its victims. While most of their ministry is devoted to counseling soldiers and officers, ruling on cases of plunder, or enforcing discipline in the ranks, they find time to comfort citizens, children, widows, and others in the wake of war. The glories of combat do not blind them to their duties under the laws of war. War chaplains are also necessarily well-versed in a broad range of funeral rites and practices, for their faithful soldiers often follow more than one tradition.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any lawful alignment","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"War Devil","description":"Created through the sacrifice of other devils, both alive and dead, war devils vary in size and shape, but not personality. They crave combat and are highly aggressive, often commanding legions of lesser devils in wars. While they greatly enjoy bullying weaker creatures and exerting their dominance, they’re highly submissive towards more powerful creatures and higher ranked devils. Battle Commanders War devils are also extremely loyal to their creators, following practically any order given to them. When not taking orders, war devils are clever enough to command and make decisions on their own, making them extremely talented generals. Mighty Devils Because of their construction, the appearance of war devils varies. That said, there are a few features that are common among most of their kind. Almost all war devils have thick, leathery wings, as well as massive, curved horns and sharpened teeth. They’re also usually massive in size, having been created from multiple other devils, with the larger ones usually having higher-ranked positions. Though they prefer to use polearms of all kinds, war devils are also fully capable unarmed. Traits Devil’s Sight. Magical darkness doesn’t impede the war devil’s darkvision. Fear Aura. Any hostile creature that starts its turn within 20 feet of the war devil must succeed on a DC 18 Wisdom saving throw or have the frightened condition until the start of the creature’s next turn. If a creature’s saving throw is successful, the creature is immune to the war devil’s Fear Aura for the next 24 hours. This ability doesn’t function if the war devil is unconscious. Magic Resistance. The war devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The war devil makes two attacks using its Cold-Iron Ranseur, Claws, or a combination of the two. Cold-Iron Ranseur. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) force damage plus 14 (4d6) cold damage. Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 20). While a creature is grappled, the war devil can’t make Claws attacks.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"War Dog","description":"Traits Keen Hearing and Smell. The war dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack. +3 to hit, 5 ft. reach, one target. Hit: 5 (1d8+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":30501,"Challenge Rating":"1/8"},"publisher":"Edge Studio","book":"Midnight - A Single Spark"},{"name":"War Hippogriff","description":"When hippogriffs are captured young and trained, they can become war hippogriffs. They can kick foes with their hooves if an unsuspecting creature moves too close to it. Traits Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The hippogriff makes two attacks: one with its Beak and one with its Claws. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage and if the target is a Large or smaller creature it must succeed on a DC 14 Strength saving throw or be pushed 5 feet away and be knocked prone. Reactions Rear Kick (Recharge 4–6). When a creature ends its turn within 5 feet of the hippogriff and is visible to the hippogriff, the hippogriff can attack it with its Hooves.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"War Ostrich","description":"In the wild, war ostriches are dangerous and skittish beasts, prone to lashing out with punishing kicks while sprinting around the battlefield. The nkosi use them to create chaos among their foes, by driving a flock of fast‑moving war ostriches into a caravan or into enemy troop formations. Faster than Horses. War ostriches have been domesticated for centuries, and they are a fearsome sight on the field of combat when bearing warriors into battle. War ostriches are heavily employed in regions where horses are rare or impractical or where their incredible leaping ability enables cavalry to charge over broken ground. Traits Standing Leap: The ostrich can jump horizontally up to 20 feet and vertically up to 10 feet, with or without a running start. Battle Leaper: If a riderless ostrich jumps at least 10 feet and lands within 5 feet of a creature, it has advantage on attacks against that creature this turn. Actions Multiattack: The ostrich makes two kicking claw attacks. Claw: Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"War Pig","description":"This muscular, human-sized swine is covered with bristly brown and gray hair. A pair of long, curved tusks juts from its lower jaw. War pigs are the bane of cavalry and other army units that make extensive use of animals. War pigs are often untrained. Officers of the army using them simply keep them penned in a dark, covered area until they are needed then set them loose on the enemy army immediately prior to their own army’s advance. Some less scrupulous commanders douse their war pigs with pitch and set them aflame before spurring them toward the enemy. Such an incendiary war pig takes 1d6 fire damage each round but any creature that hits the war pig with a melee attack takes 1d6 fire damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"War Priest","description":"War priests worship deities of war and combat. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command an army or serve as a warlord’s right hand on the battlefield. Traits Spellcasting : The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: • Cantrips (at will): light, mending, sacred flame, spare the dying • 1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith • 2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon • 3rd level (3 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, water walk • 4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin • 5th level (1 slot): flame strike, mass cure wounds, hold monster Actions Multiattack : The priest makes two melee attacks. Maul : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Guiding Bolt : Ranged Spell Attack: +4 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage and the next attack roll made against the target before the end of the war priest's next turn has advantage, thanks to the mystical dim light glittering on the target until then. Reactions Guided Strike (Recharges after a Short or Long Rest) : The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"War Priest","description":"War priests worship deities of war, protection, and strategy. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command an army or serve as the right hand of a warlord (appears in this book) on the battlefield. War priests typically adorn themselves with a symbol of their faith. You can roll on the War Priest Holy Symbols table below, or choose one that fits your campaign. War Priest Holy Symbols d8 Holy Symbol 1 Vial of iridescent liquid 2 Hilt of a broken sword 3 Piece of stained glass from a shrine 4 Clay figurine of a ki-rin or another Celestial 5 Torch carved so that a hand appears to be holding the flame 6 Circlet of woven reeds 7 Scrimshawed bone 8 Vessel such as a cup, a jug, an urn, or an amphora Actions Multiattack. The war priest makes two Maul attacks, and it uses Holy Fire. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) radiant damage. Holy Fire. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) radiant damage, and it is blinded until the start of the war priest’s next turn. On a successful save, the target takes half as much damage and isn’t blinded. Spellcasting. The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15): At will: light , spare the dying , thaumaturgy 1/day each: banishment , command , dispel magic , flame strike , guardian of faith , hold person , lesser restoration , revivify Bonus Actions Healing Light (2/Day). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Cleric)","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"War Priest (CC)","description":"Priests lead a flock; some with words, and others by example. A war priest leads with words, actions, and no small amount of physical violence against its enemies. While a war priest leads the faithful, it also exemplifies the traits representative of its deity. The weapons may change, from the hammers and axes of dwarven gods to the swords of the elves to the shortswords of the halflings. Regardless of the deity, though, the ability to bring holy or unholy damage to the fight is the hallmark of the war priest. Unlike a war chaplain, a war priest is always counted among the commanders of an army and is often a personal adviser to the army's general. In some cases, the war priest also serves as a general.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"War Spider","description":"Goblins ride enormous arachnids as mounts in battle. The war spider’s bladed legs skitter over enemy forces, while archers fire from atop a platform on the beast’s back. During raids, the spider flicks their abdomen to launch warriors off their back into the fray. Traits Baby Burst. When the spider dies, a swarm of spiders bursts forth from their remains and acts on the same initiative count as the spider did. Rider Launcher. An allied rider who jumps off the spider has a long jump of 30 feet and a high jump of 15 feet, with or without a running start. If an allied rider jumps off the spider, the first melee weapon attack the ally makes on the same turn has advantage. Spider Climb. The spider can climb difficult surfaces, includ- ing upside down on ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webbing. Wide Back. Two Small or Tiny creatures can share a space while riding the spider, allowing up to eighteen Small or seventy-two Tiny creatures to ride the spider at once. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage. Bladed Leg. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Web Spray. The spider sprays webbing from their abdomen in a 15-foot cube. Each creature in that area must succeed on a DC 14 Dexterity saving throw or be restrained by the web- bing. A creature can use their action to make a DC 14 Strength or Dexterity check, freeing themself or another creature they can reach on a success. Trample (Recharge 6). The spider can move up to their speed and move through the spaces of other creatures as if they were difficult terrain. The spider can make one Bladed Leg attack against each creature whose space they move into during the move. A creature hit by this attack can’t take reactions until the start of their next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"War Spider","description":"Traits Baby Burst. When the spider dies, a swarm of spiders bursts forth from their remains and acts on the same initiative count as the spider did. Rider Launcher. An allied rider who jumps off the spider has a long jump of 30 feet and a high jump of 15 feet, with or without a running start. If an allied rider jumps off the spider, the first melee weapon attack the ally makes on the same turn has advantage. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walker. The spider ignores movement restrictions caused by webbing. Wide Back. Two Small or Tiny creatures can share a space while riding the spider, allowing up to eighteen Small or seventy-two Tiny creatures to ride the spider at once. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage. Bladed Leg. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Web Spray. The spider sprays webbing from their abdomen in a 15-foot cube. Each creature in that area must succeed on a DC 14 Dexterity saving throw or be restrained by the webbing. A creature can use their action to make a DC 14 Strength or Dexterity check, freeing themself or another creature they can reach on a success. Trample (Recharge 6). The spider can move up to their speed and move through the spaces of other creatures as if they were difficult terrain. The spider can make one Bladed Leg attack against each creature whose space they move into during the move. A creature hit by this attack can’t take reactions until the start of their next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"War Squad","description":"Squad Combat The following are optional rules to make larger scale combats more streamlined, at the expense of not being as accurate to the core rules. The intent here is make the combat entertaining while also increasing the threat for higher level heroes when dealing with masses of opponents. Though these squads can also be used when the heroes are lower level, they become more useful at higher levels. The following statistic blocks offer unique abilities when NPCs group into squads. Once there are only 2 or fewer opponents, the squad should disband and use individual stat blocks instead. The squad itself offers no experience points to the party when defeated. Instead, the party earns the experience points from the individual creatures as per normal. That is, if they defeat an archery squad with 6 raid archers, they get 100 XP per archer (the standard amount). Squads Against Ships The heroes (and their enemies) can form squads from excess crew. There are a few special rules in how squad abilities interact with ships. Area of Effect Abilities. When an area of effect ability (like the archery squad’s Arrow Volley) is used, the targeted ship makes the Dexterity check. Any damage taken is halved — with the crew taking one half and the ship taking the other half. Specific stations cannot be targeted with these abilities. Changing Squads. A squad can use its action to transform into another type of squad (when they are carrying the correct equipment to do so). A crew of raiders can start a battle as an archery squad but when enemy ships get into melee range, they can take form into a shield wall ready to repel boarders. Battering Rams, Gates & Walls Battering rams can be built in a couple hours during a siege to allow a small force to break open a reinforced gate. A ram requires four people to operate it, has a movement speed of 10 feet and can only attack stationary targets. It has a +4 bonus to its attack roll and delivers 16 (3d10) bludgeoning damage on a successful hit. For every person above four helping to use the ram, it gains a +1 bonus to its attack roll, to a maximum of +4. If there is at least eight people using the ram, it attacks with advantage. Ballistae These weapons require three actions; one action to load a bolt, one action to aim, and one action to fire. Generally, with a crew of three, they can be fired once per turn. With fewer operators, it takes longer to fire them. Ballista Bolt. Ranged Weapon Attack. +6 to hit (+7 if one of the heroes is manning the ballista), range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. Catapult (Heavy) These large siege weapons are bulky and require several operators and several initiative turns to load and fire. Loading a stone requires two separate actions. On the turn after it is loaded, another action can be used to aim the catapult. On the turn after loading, an action can be used to fire it. The catapult must then skip its next turn (loading cannot begin until it recovers from firing). Therefore, a two-person crew can fire a catapult once every four rounds. A catapult cannot hit a target within 100 feet and if it misses an attack, it still hits the ground in a straight line from where it fired. However, with a miss the distance thrown is reduced by 10 feet for every point by which the attack rolled missed. That is, if a 15 was needed to hit and the total attack roll was 10, the catapult lands 50 feet closer than intended. Catapult Stone. Ranged Weapon Attack. +4 to hit (+5 if one of the heroes is manning the catapult), range 500/1000 ft., every creature and object within 30 ft. of targeted location. When the catapult stone hits the ground all creatures within 15 feet must succeed on a DC 17 Dexterity saving throw or suffer 33 (6d10) bludgeoning damage. The damage is halved if the saving throw is successful. The stone does double damage to objects, buildings, and vehicles, and these targets automatically fail their saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"Squad of Medium Humanoids (Any Race)","Alignment":"any alignment","Expansion":25792,"Challenge Rating":1},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"War Troll","description":"War trolls are trolls that have been trained from a young age with the use of weapons and armor. They are normally employed by fire giants and evil cloud giants. Traits Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The troll makes three attacks: one with its Bite and two with its Greatsword. It can use Cleaving Swing in place of one of its Greatsword attacks, if available. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Greatsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) slashing damage. Cleaving Swing (Recharge 5–6). The troll swings its Greatsword in a wide arc, and each creature within 10 feet of it must succeed on a DC 16 Dexterity saving throw. The target takes 19 (4d6 + 5) slashing damage on a failed save, or half as much damage on a successful one. Reactions Parry. The troll adds 3 to its AC against one melee attack that would hit it. To do so, the troll must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Large","Type":"Giant","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Warborn Gnoll","description":"Warborn gnolls appear as oversized gnolls with mirror-like eyes lacking pupils. The steely cataracts covering their eyes are striated with veins of blood-red, a sign of baptism in Temper’s Cauldron . Their bodies are resilient to injury and small wounds such as those inflicted by piercing weapons close quickly, stemming blood loss. Warborn gnolls carry weapons of good quality and dress in outdated but well-maintained armor. A DC 10 Intelligence (Investigation) check determines the arms and armor are of much greater quality than usually carried by gnoll scavengers. Warborn gnolls die if captured, making interrogation nearly impossible. TRAITS Death before Dishonor: A warborn creature’s body creates a lethal poison, killing the creature in 2 rounds, if the warborn is captured by enemies. Captured is considered having the paralyzed or restrained condition with no mobile allies nearby and battle having ended. The poison creation is an unconscious response of the warborn and cannot be prevented. Using magic that removes the poisoned condition before the 2-round time limit elapses permanently negates this effect. The magic must be applied after the effect is triggered, however. Dedicated Loyalty: Warborn creatures have advantage on saving throws against being charmed. Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. ACTIONS Multiattack: The gnoll makes two attacks: one with either its spear or battleaxe, and one with its bite. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Spear : Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. Battleaxe : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Alignment":"chaotic evil","Expansion":19584,"Challenge Rating":3},"publisher":"Goodman Games","book":"War-lock (FEF 4)"},{"name":"Warborn Gnoll Shaman Scraw","description":"TRAITS Special Equipment: Scraw possesses a wand of magic missiles , a spell component pouch, a pouch containing 300 gp worth of diamond dust, a brass key (unlocks iron chest in this room), an iron key (unlocks door to area 2-15), an iron circular medallion depicting a weird armored millipede creature (see areas 2-15 & 2-17), a potion of healing , and a crossbow bolt case with 20 bolts. Death before Dishonor: A warborn creature’s body creates a lethal poison, killing the creature in 2 rounds, if the warborn is captured by enemies. Captured is considered having the paralyzed or restrained condition with no mobile allies nearby and battle having ended. The poison creation is an unconscious response of the warborn and cannot be prevented. Using magic that removes the poisoned condition before the 2-round time limit elapses permanently negates this effect. The magic must be applied after the effect is triggered, however. Dedicated Loyalty: Warborn creatures have advantage on saving throws against being charmed. Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. Spellcasting: Scraw is a 7th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Scraw knows the following spells: Cantrips (at will): blade ward, fire bolt, friends C , poison spray, true strike C 1st level (4/3** slots): burning hands, charm person, mage armor 2nd level (3 slots): misty step, suggestion C 3rd level (3 slots): fear C , lightning bolt 4th level (1/0** slot): stoneskin C * C indicates a spell requiring concentration * indicates spell already cast if Scraw is alerted to intruders ** spell slots remaining if Scraw has cast spells prior to the start of battle ACTIONS Bite: Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. Dagger : Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 3 (1d4 + 1) piercing damage. Light Crossbow : Ranged Weapon Attack : +3 to hit, range 80/320 ft., one target. Hit : 5 (1d8 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (gnoll)","Alignment":"chaotic evil","Expansion":19584,"Challenge Rating":3},"publisher":"Goodman Games","book":"War-lock (FEF 4)"},{"name":"Warborn Human Soldier","description":"Warborn human soldiers are brawny warriors equipped with outdated but well-kept arms and armor. Their eyes lack pupils and appear covered with steely cataracts veined with blood-red striations. Their bodies are resilient to injury and small wounds such as those inflicted by piercing weapons close quickly, stemming blood loss. TRAITS Death before Dishonor: A warborn creature’s body creates a lethal poison, killing the creature in 2 rounds, if the warborn is captured by enemies. Captured is considered having the paralyzed or restrained condition with no mobile allies nearby and battle having ended. The poison creation is an unconscious response of the warborn and cannot be prevented. Using magic that removes the poisoned condition before the 2-round time limit elapses permanently negates this effect. The magic must be applied after the effect is triggered, however. Dedicated Loyalty: Warborn creatures have advantage on saving throws against being charmed. Reckless: At the start of its turn, the soldier can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. ACTIONS Multiattack: The soldier makes two melee attacks. Longsword: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Shortbow: Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target. Hit : 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral evil","Expansion":19584,"Challenge Rating":3},"publisher":"Goodman Games","book":"War-lock (FEF 4)"},{"name":"Warchief Jarma Polaris","description":"Jarma leads the Netherwind Reavers , leading them into battle against giants, dragons, and even the occasional battle with the Ironhelm Dwarves over the rich mountain resources to the south. They are a 9-foot-tall half-giant and wield a colossal greatsword carved with Jordic runes. They have a flowing mane of white hair and bushy white eyebrows that frame their pale gray skin and sunken piercing blue eyes. They wear the pelt of a mammoth across their back.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":29025,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Ward Sweeper","description":"Actions Legs. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Piercing damage. Detect Ward. The ward sweeper clicks loudly one time for each Glyph of Warding within 10 feet.","properties":{"Category":"Monsters","Size":"Small","Type":"Construct","Alignment":"Unaligned","Expansion":33184,"Challenge Rating":0},"publisher":"Keith Baker Presents","book":"Heart of Stone Adventure"},{"name":"Warden Archon","description":"Warden archons are the sentinels of Mount Celestia's gates, portals, and penitentiaries. They are 10-foot-tall humanoids with ursine features and surprisingly dexterous clawed hands. While they may come across as menacing, warden archons are gentle giants who are averse to combat. Nevertheless, if they need to fight, they become formidable warriors, able to rip enemies apart with their sharp claws and teeth. Unerring Assay. Anyone who arrives at Mount Celestia must go through a warden archon's inspection. Its ability to identify a creature's alignment enables it to spot potential enemies immediately. It also spends time observing other planes through giant scrying pools, reporting its findings directly to throne archons. Archons The mighty archons are exalted celestial champions who maintain peace, uphold justice, and serve the angels and deities of Arcadia, Bytopia, and the Seven Heavens of Mount Celestia. Benevolent Guardians . Whereas angels act more as agents, commanders, and generals, archons fill the role of soldiers, scouts, and support specialists. They protect the innocent and defenseless and aid the wounded and sick. They despise and stand against malevolent supernatural creatures such as demons, devils, yugoloths, and evil undead. They capture and bring to justice powerful creatures who have performed depraved and despicable acts. Unfortunately, their unwavering sense of righteousness often leaves them vulnerable to manipulation and conflict. Blessed Champions . Archons never willingly use violence unless it is necessary. However, if combat is unavoidable, archons can be a terrifying thing to behold as they become justice and vengeance personified. They radiate an aura of menace that can sap the will of their foes. Archons are expert battle tacticians, able to teleport at will and cast powerful divine spells that can aid allies and banish foes. In addition to their impressive powers, they are also fearless, tireless, resistant to most attacks, and can’t be charmed. Divine Agents. While they rarely leave Mount Celestia, archons can be encountered anywhere, even in the Lower Planes. They frequently travel to the Material Plane on a variety of missions, acting as couriers, messengers, spies, or marshals. Archons have been known to assist adventurers, especially if they are favored by their deities. Types of Archons . There are eight major types of archons, each with different characteristics and abilities. The hound archon, justice archon, and lantern archons are the most numerous ones, and make up the bulk of the archon army, serving as foot soldiers, guards, and scouts. The owl archon, trumpet archon, and warden archon are specialists, while the sword archon and the throne archon act as military officers. Immortal Nature . An archon doesn't require food, drink, or sleep. Traits Aura of Menace. The archon emanates an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a DC 13 Wisdom saving throw or become frightened of the archon for 1 minute or until it takes any damage. Magic Resistance. The archon has advantage on saving throws against spells and other magical effects. Unerring Assay. The archon can unerringly identify the alignment of any creature it can see within 60 feet of it. Masking one's alignment, such as the use of a ring of mind shielding , will not deter the archon’s unerring assay. Actions Multiattack. The archon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Spellcasting . The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: aid, continual flame, detect evil and good, detect thoughts, locate creature, locate object, scrying, true strike 1/day: circle of power Teleport. The archon magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Celestial","Alignment":"typically Lawful Good","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Warden Archon","description":"Warden archons are vigilant, ursine guardians of portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like pools of silvery light. When warden archons speak, glimmering radiance shines from within their mouths, punctuating their deep, resonant voices. A warden archon knows when a creature uses a portal the archon is tasked to guard, and it moves swiftly to interrogate any who cross that planar boundary. If an invader enters the archon’s plane, the warden strikes with claw and tooth, using its powerful bite to magically mark the intruder, which the archon pursues relentlessly. “For immortal guardians, these guys love making reality’s issues your problem. Don’t pay ’em no mind when they get all, ‘Only you can prevent extratemporal moral paradoxes.’” –Morte Archons Archons are denizens of the Seven Heavens of Mount Celestia. Created by the powers of order and benevolence, archons defend their home from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to subdue foes. However, against Fiends, archons are wrathful combatants, manifesting the righteous vengeance of Mount Celestia to strike down the wicked. Each archon’s form corresponds to its place within the Celestial hierarchy. When faced in battle, archons radiate the full fury of the Upper Planes, bolstering their allies and cowing their foes. Traits Aura of Menace. As long as the archon doesn't have the incapacitated condition, each creature of the archon's choice that starts its turn within 20 feet of the archon must make a DC 15 Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archons' Aura of Menace for 24 hours. Eternal Vigil. The archon can't be surprised. Moreover, it knows when any creature uses a portal it is assigned to guard. Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: detect evil and good 1/day each: aid , continual flame , protection from evil and good , scrying (as an action) Actions Multiattack. The archon makes two Claw attacks and one Tracker's Bite attack. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a Medium or smaller creature, the target has the grappled condition (escape DC 18). The archon can have only one creature grappled in this way at a time. Tracker's Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. If the target is a creature, for the next 24 hours, the archon knows the distance and direction to the target while they are both on the same plane of existence. Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"typically lawful good","Expansion":26427,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Warden Robot","description":"Resembling a member of the city guard made of steel and a glass-like material, this construct seems suited for combat. It holds a baton that gives off blazing blue light, and a similarly colored light is visible on its chest plate. Constructed to be guardians and warriors, robot wardens are humanoid-shaped devices similar to clockwork constructs but powered by science rather than magic. The only real weakness robot wardens have is to lightning damage, which interferes with their circuitry and causes them to go haywire. A typical robot warden is over 6 feet tall and weighs more than 500 pounds. Trapped in Ruins. Most of these constructs are scattered throughout the wastes in hidden bunkers, fallen citadels, and even crashed spaceships. Most robot wardens have gone dormant during the years they have been trapped to conserve power, but a warden can activate itself at a moment’s notice when intruders enter its area. Some wardens might not be immediately hostile, depending on their original orders, but will not hesitate to take aggressive action if threatened. ROBOT DRONE FAMILIARS Though such occurrences are exceedingly rare, some robot drones have been turned into familiars under the control of spellcasters interested in artifice and lost technology. A robot drone that becomes a familiar shares a telepathic bond with its master just as any other familiar does, enabling the master to sense what the drone senses as long as it is within 1 mile of its master. In addition, while its master is within 10 feet of the familiar, the master gains the drone’s Nimble Attacker trait when making ranged attacks using weapons or spells. NO ROBOTS IN MY FANTASY, PLEASE! Many players and GMs don’t like to mix fantasy and science fiction, preferring to keep the two genres separate, and might be turned off by a campaign setting or adventure that incorporates both. The elegant solution to this problem, rather than simply getting rid of the sci-fi elements, is to modify them to make them more palatable to a fantasy audience. A death ray gun might become an archaic wand from a fallen civilization that fires beams of energy, and a robot is simply a golem in a different shell. Even a spaceship can be redefined. Perhaps it is a sky barge of one of the gods of the campaign world or a wondrous gnomish invention powered by elemental forces or tamed dragons. TRAITS Electrical Malfunction. Whenever the warden robot takes lightning damage, it must make a successful DC 10 Wisdom saving throw or become confused until the end of its next turn. Unusual Nature. The robot warden doesn’t require air, food, drink, or sleep. Vigilant Patroller. A robot warden has advantage on Wisdom (Perception) checks involving creatures within 30 feet of it. ACTIONS Multiattack. The robot warden makes two Force Baton attacks. Force Baton. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 10 (2d6 + 3) force damage. Disrupter Beam (Recharge 5–6). The robot warden fires a beam of blue force from its chest plate. The beam is a line 30 feet long and 5 feet wide. Any creature caught in the beam must make a DC 14 Dexterity saving throw, taking 14 (4d6) force damage on a failed save or half as much damage on a successful one. A creature that fails its saving throw is also stunned until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":25357,"Challenge Rating":3},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wardling Ghost","description":"A Wardling ghost is tied to the Material Plane due to unfinished business or a strong will to communicate a message. It is quite rare for a Wardling to die, as their familiar is supposed to protect them from death using their Oor. However, sometimes a familiar isn’t able to provide the necessary protection because they’ve been sent to deliver a message or another creature has sapped their Oor. Whatever the reason, a Wardling ghost will usually have an important story to tell. Though a Wardling ghost is usually helpful when approached with caution and a desire to help, it can be confused or scared itself, resulting in erratic and dangerous behavior. Nobody wants to be subject to their creepy visage or withering touch, lest they become a ghost themselves! Still, if someone can help a Wardling ghost finish their business and set them free to the Ethereal Plane, that is a good endeavor for the world indeed. Traits Ethereal Sight . The Wardling ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement . The Wardling ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Creepy Visage . Each non-undead creature within 30 ft. of the Wardling ghost that can see it must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this Wardling ghost’s Creepy Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Actions Withering Touch . Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 15 (4d6 + 1) necrotic damage. Etherealness . The Wardling ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. Possession (Recharge 6). One humanoid that the Wardling ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The Wardling ghost now controls the body but doesn’t deprive the target of awareness. The Wardling ghost can’t be targeted by any attack, spell, or other effect except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. ","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"any","Expansion":8938,"Challenge Rating":4},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Wardu","description":"This creature is round and hovers without the aid of wings. Its skin is a deep red color, with a leathery toughness and texture. It has three forward-facing, segmented eyes and a protruding, bloodstained proboscis. Unknown Origins. The origins of the wardu are unknown, though scholars speculate that they came from the Plateau of Leng. It is said they were introduced to the Material Plane as a result of an ill-fated expedition by a group of wizards to the edges of the multiverse. The wizards were attacked by a horde of wardu who followed them through the planar rift they created to return home. Although the rift was sealed immediately, dozens of the wardu were trapped on the Material Plane and have since reproduced for numerous generations. Blood Drinkers. Wardu are blood drinkers, and it is the only way they absorb sustenance. They are able to attack and gain sustenance from any creature that has blood, no matter the type. Their hunger drives them to attack most creatures they encounter, though they are smart enough to discern the difference between a potential food source and a more powerful creature not worth provoking. Magic Hunters. Wardus have a thirst for the blood of spellcasters and even put themselves at risk to obtain that tastiest of treats. Drinking arcane-infused blood has imbued the wardu with some magical power. It can channel this power through its central eye, but the segmented nature of its eye causes the magic to become unstable and scatter as it passes through the eye’s facets.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Warduke","description":"Warduke’s services as a remorseless killer-for-hire can be easily bought. The evil swordsman serves Kelek as a cohort and adventuring companion from time to time. He isn’t terribly bright, which is why he leaves the plotting and scheming to others. What does Warduke look like under his dread helm ? No one knows. He never removes his helmet to reveal his face to others, but the visage beneath it is that of a grim, hideously scarred gladiator. Alignment. Chaotic evil. Personality Trait. “I speak with the flames and razor-sharp edges of my sword. They beat words to hell.” Ideal. “I expect to be paid well for my handiwork.” Bond. “The League of Malevolence is a convenient arrangement—until something better comes along.” Flaw. “I would rather die than surrender.” Combat Notes Warduke likes to hit things with his sword; it’s as simple as that. Traits Special Equipment. Warduke wears a dread helm and wields a flame tongue longsword. Actions Multiattack. Warduke makes three Flame Tongue or Dagger attacks. Flame Tongue. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands, plus 7 (2d6) fire damage if the weapon is aflame. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Bonus Actions Flaming Blade. Warduke ignites or extinguishes his flame tongue longsword. While aflame, it sheds bright light in a 40-foot radius and dim light for an additional 40 feet. Second Wind (Recharges after a Short or Long Rest). Warduke regains 13 hit points. League of Malevolence The League of Malevolence is an odious assemblage of villains united in one purpose: the accumulation of power. Its founding member, the sorcerer Kelek, expects his confederates to work together for their mutual benefit, but he also encourages them to pursue their own evil schemes.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic evil","Expansion":11857,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Warforged Colossus","description":"In the final days of the Last War, House Cannith unleashed its mightiest creations: the warforged colossi. These enormous mechanical warriors thundered across Cyre, crushing everything in their paths and leaving ruin behind them. Meant to end the war decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery light that shot from their mouths. This rampage was cut short on the Day of Mourning. The arcane cataclysm that engulfed Cyre destroyed most of the warforged colossi, causing them to collapse into lifeless heaps. Colossal Survivors. Some warforged colossi survived the Day of Mourning more or less intact and are thought to only be in stasis, waiting to be awakened. Cannith artificers are eager to track them down and determine whether they can be awakened or, at the very least, salvaged for docents and other magic items. Here are locations where operational warforged colossi are rumored to dwell: “Arkus” (Colossus WX-11) lies prone at the bottom of the Glowing Chasm in the northern part of the Mournland, with one of its arms torn off. “Artorok” (Colossus WX-73) sits at the bottom of Lake Cyre amid the scaffolding of a sunken House Cannith workshop, flooded but otherwise intact. “Hanamar” (Colossus WX-42) stands at the bottom of Kraken Bay, near the coast of Valenar, buried up to its knees in sand and flooded, but it is otherwise intact. “Karrnslayer” (Colossus WX-31) lost its legs but crawls through the Mournland, using its arms to drag its great bulk across the ground. It is always prone and can’t use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option. “Landro” (Colossus WX-33) is partially phased into a mountainside on the border of Cyre and Breland, but still explorable and potentially salvageable. “Norr” (Colossus WX-5) is slumped amid the ruins of Metrol, the former capital of Cyre. “Tymber” (Colossus WX-12) squats in the Crawling Swamp, in the northwest corner of the Shadow Marches. How it got there, no one knows. Hollow Structure. Although it can operate without a crew, a warforged colossus is built to carry wizards, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks. A colossus might be filled with monsters and secrets, in addition to the corpses of those who died inside it. In chapter 4, map 4.8 illustrates an inactive warforged colossus, and the text that accompanies it explains how the colossus might serve as an adventure location.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"construct","Alignment":"unaligned","Expansion":4480,"Challenge Rating":25},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Warforged Soldier","description":"Warforged soldiers are humanoids formed from wood and steel, then magically imbued with life and sentience. The warforged were created to fight in the Last War, and in the aftermath of that conflict, they struggle to understand their place in the world. Most warforged soldiers still serve their former masters, often guarding dragonmarked houses or merchant caravans. Many warforged find it difficult to separate themselves from the soldiers they were made to be, seeking work as bouncers, bailiffs, and bodyguards. Others put their tireless strength to work as laborers, committed to the reconstruction of the towns and cities they defended or destroyed in the war.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (warforged)","Alignment":"any alignment","Expansion":4480,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Warforged Titan","description":"Warforged titans are hulking constructs built to wreak paths of destruction through enemy armies. Some of the most feared combatants of the Last War, warforged titans are barely sentient, with just enough intelligence to follow commands. Legacy of Giants. In the Age of Giants, giant artificers built mindless war golems to aid them in their war against the quori. Millennia later, some of these golems were unearthed by adventurers searching for the secrets of that age, then turned over to artificers working for the dragonmarked houses during the Last War. House Cannith studied these designs, and in the course of uncovering the secrets of the golems and the giant artificers who made them, House Cannith created the first warforged titans.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"lawful neutral","Expansion":4480,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Warforged Warrior","description":"Warforged warriors are formed from wood and steel, then magically imbued with life and sentience. They were created to fight in the Last War on the continent of Khorvaire in Eberron. In the aftermath of that conflict, they struggle to understand their place in the world. Actions Multiattack. The warforged makes two Armblade attacks. Armblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Reactions Protection. When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Any Alignment","Expansion":30583,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Warhorse","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Trampling Charge : If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Actions Hooves : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","AC":11,"HP":"19 (3d10+3)","CHA":7,"CON":13,"DEX":12,"INT":2,"STR":18,"WIS":12,"Size":"Large","Type":"beast","Speed":"60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116579/_4__Bc05GYIcj4O23JV3rQ/original.png","Roll 0":"1d20 + 6\n2d6+4","Source":"5th Edition SRD","data-XP":100,"Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Trampling Charge\",\"Desc\":\"If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.\"}]","data-Actions":"[{\"Name\":\"Hooves\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-4","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":"1/2","Passive Perception":11,"data-CrNum":0.5,"data-AcNum":11,"data-HpNum":19},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Warhorse","description":"Variant: Warhorse Armor An armored warhorse has an AC based on the type of barding worn (see the Player’s Handbook for more information on barding). The horse’s AC includes its Dexterity modifier, where applicable. Barding doesn’t alter the horse’s challenge rating. AC Barding 12 Leather 13 Studded leather 14 Ring mail 15 Scale mail 16 Chain mail 17 Splint 18 Plate Traits Trampling Charge : If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Actions Hooves : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Warhorse","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Warhorse","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the horse moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Warhorse","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage. If the horse moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 (2d4) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.","properties":{"Category":"Monsters","AC":11,"HP":"19 (3d10 + 3)","PB":2,"CHA":7,"CON":13,"DEX":12,"INT":2,"STR":18,"WIS":12,"Size":"Large","Type":"Beast","Speed":"60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406410763/vj6X3AQHC5ho9Yvg3qIq9w/original.png","data-XP":100,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Hooves\",\"Desc\":\"If the horse moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 (or [[2d4]] (2d4)) Bludgeoning damage and, if it is Huge or smaller, has the Prone condition.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 4\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-2","data-CON-mod":1,"data-DEX-mod":1,"data-INT-mod":"-4","data-STR-mod":4,"data-SizeNum":5,"data-WIS-mod":1,"Saving Throws":"Str +4, Dex +1, Con +1, Int -4, Wis +3, Cha -2","Challenge Rating":"1/2","Passive Perception":11,"data-CrNum":0.5,"data-AcNum":11,"data-HpNum":19},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Warhorse Mount (PB 2)","description":"Warhorses train alongside armies as proper soldiers. A warhorse’s powerful hooves and awe-inspiring cries can change the outcome of a battle. They charge into the fray at high speeds and let nothing stand in their way. Find Steed Variant The spirit summoned by the find steed spell can take the form of a warhorse mount over the standard warhorse, allowing the caster to utilize this creature’s new features. Mounted . During a long rest, the horse can designate one creature that rode it within the last 10 days as its rider. The horse gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The horse uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Horsepower . The horse begins charging if it moves at least 15 feet in a straight line and continues charging until it stops moving forward. While charging, the horse’s long jump is up to 30 feet and it ignores difficult terrain. Actions Combat Stomp . Melee Weapon Attack : +4 + PB to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked prone. Battle Neigh (1/Day) . The horse lets out a mighty bellow. Allied creatures within 10 feet of the horse that can hear it gain 2d6 temporary hit points. Each enemy within 10 feet of the horse that can hear it must succeed on a DC 9 + PB Wisdom saving throw or be frightened of the horse until the end of the enemy’s next turn. War Charge (3/Day) . The horse gains resistance to bludgeoning, piercing, and slashing damage, doesn’t provoke opportunity attacks when it moves out of an enemy’s reach, and can move through spaces occupied by other creatures until the end of its turn. If the horse charges on the same turn, each creature in the horse’s way must make a DC 12 + PB Strength saving throw or take 13 (2d8 + 4) bludgeoning damage and be knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Warhorse Mount (PB 3)","description":"Warhorses train alongside armies as proper soldiers. A warhorse’s powerful hooves and awe-inspiring cries can change the outcome of a battle. They charge into the fray at high speeds and let nothing stand in their way. Find Steed Variant The spirit summoned by the find steed spell can take the form of a warhorse mount over the standard warhorse, allowing the caster to utilize this creature’s new features. Mounted . During a long rest, the horse can designate one creature that rode it within the last 10 days as its rider. The horse gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The horse uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Horsepower . The horse begins charging if it moves at least 15 feet in a straight line and continues charging until it stops moving forward. While charging, the horse’s long jump is up to 30 feet and it ignores difficult terrain. Actions Combat Stomp . Melee Weapon Attack : +4 + PB to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked prone. Battle Neigh (1/Day) . The horse lets out a mighty bellow. Allied creatures within 10 feet of the horse that can hear it gain 2d6 temporary hit points. Each enemy within 10 feet of the horse that can hear it must succeed on a DC 9 + PB Wisdom saving throw or be frightened of the horse until the end of the enemy’s next turn. War Charge (3/Day) . The horse gains resistance to bludgeoning, piercing, and slashing damage, doesn’t provoke opportunity attacks when it moves out of an enemy’s reach, and can move through spaces occupied by other creatures until the end of its turn. If the horse charges on the same turn, each creature in the horse’s way must make a DC 12 + PB Strength saving throw or take 13 (2d8 + 4) bludgeoning damage and be knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Warhorse Mount (PB 4)","description":"Warhorses train alongside armies as proper soldiers. A warhorse’s powerful hooves and awe-inspiring cries can change the outcome of a battle. They charge into the fray at high speeds and let nothing stand in their way. Find Steed Variant The spirit summoned by the find steed spell can take the form of a warhorse mount over the standard warhorse, allowing the caster to utilize this creature’s new features. Mounted . During a long rest, the horse can designate one creature that rode it within the last 10 days as its rider. The horse gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The horse uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Horsepower . The horse begins charging if it moves at least 15 feet in a straight line and continues charging until it stops moving forward. While charging, the horse’s long jump is up to 30 feet and it ignores difficult terrain. Actions Combat Stomp . Melee Weapon Attack : +4 + PB to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked prone. Battle Neigh (1/Day) . The horse lets out a mighty bellow. Allied creatures within 10 feet of the horse that can hear it gain 2d6 temporary hit points. Each enemy within 10 feet of the horse that can hear it must succeed on a DC 9 + PB Wisdom saving throw or be frightened of the horse until the end of the enemy’s next turn. War Charge (3/Day) . The horse gains resistance to bludgeoning, piercing, and slashing damage, doesn’t provoke opportunity attacks when it moves out of an enemy’s reach, and can move through spaces occupied by other creatures until the end of its turn. If the horse charges on the same turn, each creature in the horse’s way must make a DC 12 + PB Strength saving throw or take 13 (2d8 + 4) bludgeoning damage and be knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Warhorse Mount (PB 5)","description":"Warhorses train alongside armies as proper soldiers. A warhorse’s powerful hooves and awe-inspiring cries can change the outcome of a battle. They charge into the fray at high speeds and let nothing stand in their way. Find Steed Variant The spirit summoned by the find steed spell can take the form of a warhorse mount over the standard warhorse, allowing the caster to utilize this creature’s new features. Mounted . During a long rest, the horse can designate one creature that rode it within the last 10 days as its rider. The horse gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The horse uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Horsepower . The horse begins charging if it moves at least 15 feet in a straight line and continues charging until it stops moving forward. While charging, the horse’s long jump is up to 30 feet and it ignores difficult terrain. Actions Combat Stomp . Melee Weapon Attack : +4 + PB to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked prone. Battle Neigh (1/Day) . The horse lets out a mighty bellow. Allied creatures within 10 feet of the horse that can hear it gain 2d6 temporary hit points. Each enemy within 10 feet of the horse that can hear it must succeed on a DC 9 + PB Wisdom saving throw or be frightened of the horse until the end of the enemy’s next turn. War Charge (3/Day) . The horse gains resistance to bludgeoning, piercing, and slashing damage, doesn’t provoke opportunity attacks when it moves out of an enemy’s reach, and can move through spaces occupied by other creatures until the end of its turn. If the horse charges on the same turn, each creature in the horse’s way must make a DC 12 + PB Strength saving throw or take 13 (2d8 + 4) bludgeoning damage and be knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Warhorse Mount (PB 6)","description":"Warhorses train alongside armies as proper soldiers. A warhorse’s powerful hooves and awe-inspiring cries can change the outcome of a battle. They charge into the fray at high speeds and let nothing stand in their way. Find Steed Variant The spirit summoned by the find steed spell can take the form of a warhorse mount over the standard warhorse, allowing the caster to utilize this creature’s new features. Mounted . During a long rest, the horse can designate one creature that rode it within the last 10 days as its rider. The horse gains temporary hit points equal to 3 times the rider’s level or challenge rating after completing the long rest. The horse uses its rider’s proficiency bonus in place of its own proficiency bonus for AC, ability checks, attack rolls, saving throws, and the DC made to save against certain action effects. Horsepower . The horse begins charging if it moves at least 15 feet in a straight line and continues charging until it stops moving forward. While charging, the horse’s long jump is up to 30 feet and it ignores difficult terrain. Actions Combat Stomp . Melee Weapon Attack : +4 + PB to hit, reach 5 ft., one target. Hit : 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 + PB Strength saving throw or be knocked prone. Battle Neigh (1/Day) . The horse lets out a mighty bellow. Allied creatures within 10 feet of the horse that can hear it gain 2d6 temporary hit points. Each enemy within 10 feet of the horse that can hear it must succeed on a DC 9 + PB Wisdom saving throw or be frightened of the horse until the end of the enemy’s next turn. War Charge (3/Day) . The horse gains resistance to bludgeoning, piercing, and slashing damage, doesn’t provoke opportunity attacks when it moves out of an enemy’s reach, and can move through spaces occupied by other creatures until the end of its turn. If the horse charges on the same turn, each creature in the horse’s way must make a DC 12 + PB Strength saving throw or take 13 (2d8 + 4) bludgeoning damage and be knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"mounted beast","Alignment":"unaligned","Expansion":14463,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Arcadia Issue No. 1"},{"name":"Warhorse Skeleton","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Hooves : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","AC":"13 (Barding Scraps)","HP":"22 (3d10+6)","CHA":5,"CON":15,"DEX":12,"INT":2,"STR":18,"WIS":8,"Size":"Large","Type":"undead","Speed":"60 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116586/5xt2QfjEWi_cUU3YYDSJ1Q/original.png","Roll 0":"Hooves\n1d20 + 6\n2d6+4","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":100,"Alignment":"Lawful Evil","data-List":"false","Immunities":"Poison","Token Size":2,"data-Actions":"[{\"Name\":\"Hooves\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":"+2","data-DEX-mod":"+1","data-INT-mod":"-4","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"-1","Vulnerabilities":"Bludgeoning","Challenge Rating":"1/2","Passive Perception":9,"Condition Immunities":"Exhaustion, Poisoned","data-CrNum":0.5,"data-AcNum":13,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Warhorse Skeleton","description":"Skeletons Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. Obedient Servants. Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can’t read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks. A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished. Although they lack the intellect they possessed in life, skeletons aren’t mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn’t work, it searches for another way through or around the obstacle. Habitual Behaviors. Independent skeletons temporarily or permanently free of a master’s control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can’t eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance. When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation. Undead Nature. A skeleton doesn’t require air, food, drink, or sleep. Actions Hooves : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Source":"MM1","Alignment":"lawful evil","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Warlock","description":"Bound by a pact with a higher power, whether it be a fiend, fey lord, dragon, or another formidable entity, the warlock seeks to rise to greater heights by harnessing the granted power in exchange for loyal service. Driven by a relentless hunger for power and influence, warlocks delve into forbidden knowledge, weaving eldritch spells with unearthly prowess. Their path is one of cunning and manipulation, utilizing the dark arts bestowed upon them to manipulate allies and adversaries alike, all in pursuit of personal ascension and the fulfillment of their sinister desires.","properties":{"Category":"Monsters","Size":"Medium or small","Type":"humanoid (any race)","Alignment":"any alignment","Challenge Rating":6},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Warlock of the Archfey","description":"Warlocks of the archfey gain their powers through magical pacts forged with lords of the Feywild. These warlocks commonly associate with lesser fey creatures such as boggles, quicklings, redcaps, satyrs, and sprites. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a Cranium Rat, a crawling claw, a gazer, an imp, a pseudodragon, or a quasit. Traits Innate Spellcasting : The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: • At will: disguise self, mage armor (self only), silent image, speak with animals • 1/day: conjure fey Spellcasting : The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: • Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery • 1st–5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep Actions Dagger (Melee) : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged) : Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Eldritch Blast : Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 5 (1d10) force damage. When the warlock casts this spell, it creates three beams. It can direct the beams at the same target or at different ones. It makes a separate attack roll for each beam. Reactions Misty Escape (Recharges after a Short or Long Rest) : In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Warlock of the Archfey","description":"Warlocks of the Archfey gain their powers through magical pacts forged with lords of the Feywild. These warlocks commonly associate with lesser Fey creatures such as boggles, quicklings, and redcaps (all appear in this book) or even satyrs and sprites (both appear in the Monster Manual ). Warlocks Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities. Actions Multiattack. The warlock makes two Rapier attacks, or it uses Bewildering Word twice. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) force damage. Bewildering Word. The warlock utters a magical bewilderment, targeting one creature it can see within 60 feet of it. The target must succeed on a DC 14 Wisdom saving throw or take 9 (2d8) psychic damage and have disadvantage on attack rolls until the end of the warlock’s next turn. Spellcasting. The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: dancing lights , disguise self , mage armor (self only), mage hand , minor illusion , prestidigitation , speak with animals 1/day each: charm person , dimension door , hold monster Reactions Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Warlock of the Fiend","description":"Warlocks of the fiend gain their powers through magical pacts forged with archfiends of the Lower Planes. These warlocks often keep imps or quasits as companions, and they tend toward extremes of behavior: consorting with fiend-worshiping cultists or dedicating their lives to destroying fiendish cults. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a Cranium Rat, a crawling claw, a gazer, an imp, a pseudodragon, or a quasit. Traits Innate Spellcasting : The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: • At will: alter self, false life, levitate (self only) , mage armor (self only) , silent image • 1/day each: feeblemind, finger of death, plane shift Spellcasting : The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: • Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp • 1st–5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire Dark One’s Own Luck (Recharges after a Short or Long Rest) : When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur. Actions Eldritch Blast : Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 5 (1d10) force damage. When the warlock casts this spell, it creates four beams. It can direct the beams at the same target or at different ones. It makes a separate attack roll for each beam. Fire Bolt : Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn. Mace : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage. Scorching Ray : Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. The warlock creates six rays when it casts this spell and it can hurl them at one or several targets in range.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Warlock of the Fiend","description":"Warlocks of the Fiend gain their powers through magical pacts forged with archfiends of the Lower Planes. These warlocks often keep imps or quasits (see the Monster Manual ) as companions, and they tend toward philosophical extremes: consorting with fiendish cults or dedicating their lives to destroying such cults. Warlocks Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities. Traits Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur. Actions Multiattack. The warlock makes three Scimitar attacks. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 14 (4d6) fire damage. Hellfire. Green flame explodes in a 10-foot-radius sphere centered on a point within 120 feet of the warlock. Each creature in that area must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage and 11 (2d10) necrotic damage on a failed save, or half as much damage on a successful one. Spellcasting. The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: alter self , mage armor (self only), mage hand , minor illusion , prestidigitation 1/day each: banishment , plane shift , suggestion Reactions Fiendish Rebuke (3/Day). In response to being damaged by a visible creature within 60 feet of it, the warlock forces that creature to make a DC 15 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Warlock of the Genie Lord","description":"Warlocks of the genie lord gain their abilities through magical pacts forged with powerful djinni and efreeti lords. These warlocks often summon lesser elementals to do their bidding, and regardless of their alignment, they tend to exude a commanding presence and an air of superiority.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any","Expansion":11995,"Challenge Rating":5},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Warlock of the Genie Lord","description":"Warlocks of the genie lord gain their power through magical pacts forged with powerful djinni and efreeti lords. These warlocks often summon lesser elementals to do their bidding, and regardless of their alignment, they exude a commanding presence and an air of superiority. Elemental Weapons. When the warlock hits with any weapon, the weapon deals an extra 3d6 acid, cold, fire, lightning, or thunder damage (included in the attack), the warlock's choice. Actions The warlock of the genie lord makes two Elemental Burst or Dagger attacks. It can replace one attack with a use of Spellcasting. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) acid, cold, fire, lightning, or thunder damage (the warlock's choice). Elemental Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) acid, cold, fire, lightning, or thunder damage (the warlock's choice). Spellcasting. The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15). At will: levitate , water breathing 3/day each: fire shield , fly , gust of wind 1/day each: conjure minor elementals (as an action), wall of stone Reactions Genie Lord's Favor. When the warlock takes acid, cold, fire, lightning, or thunder damage, the warlock has advantage on the next Elemental Burst attack it makes before the end of its next turn, provided the Elemental Burst deals the same damage as the damage the warlock took.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Alignment","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Warlock of the Great Old One","description":"Warlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some of these warlocks associate with cultists devoted to these entities, as well as aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the insanity and wickedness inspired by bizarre beings from beyond the stars. Variant: Familiars Any spellcaster that can cast the find familiar spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook ) or some other Tiny monster, such as a Cranium Rat, a crawling claw, a gazer, an imp, a pseudodragon, or a quasit. Traits Innate Spellcasting : The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components: • At will: detect magic, jump, levitate, mage armor (self only) , speak with dead • 1/day each: arcane gate, true seeing Spellcasting : The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: • Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp • 1st–5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch Whispering Aura : At the start of each of the warlock’s turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn’t incapacitated. Actions Chill Touch : Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 13 (3d8) necrotic damage and the target can't regain hit points until the start of the warlock's next turn. Dagger (Melee) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Dagger (Ranged) : Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Eldritch Blast : Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 5 (1d10) force damage. When the warlock casts this spell, it creates three beams. It can direct the beams at the same target or at different ones. It makes a separate attack roll for each beam. Shocking Grasp : Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (3d8) lightning damage and the target can't take reactions until the start of its next turn. The warlock has advantage on this attack if the target is wearing armor made of metal. Vampiric Touch : Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 20 (5d6) necrotic damage, and the warlock regains hit points equal to half the amount of necrotic damage dealt. Until the spell ends, the warlock can make the attack again on each of its turns as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Warlock of the Great Old One","description":"Warlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some of these warlocks associate with cultists devoted to these entities, as well as Aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the chaos and wickedness inspired by bizarre beings from beyond the stars. Warlocks Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities. Traits Whispering Aura. At the start of each of the warlock’s turns, each creature of its choice within 10 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided the warlock isn’t incapacitated. Actions Multiattack. The warlock makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage. Howling Void. The warlock opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 9 (2d8) psychic damage and is frightened of the warlock until the start of the warlock’s next turn. On a successful save, a creature takes half as much damage and isn’t frightened. Spellcasting. The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15): At will: detect magic , guidance , levitate , mage armor (self only), mage hand , minor illusion , prestidigitation , speak with dead 1/day each: arcane gate , detect thoughts , true seeing","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Warlock of the Rat God","description":"“Once we have all the shiny, the Rat God will come and help us! We’ll get food! We will eat! Lots of food! All the food! We will eat the whole world! All the earth! Yes yes yes!” Many ratlings worship a fiendish entity they call the Rat God. They construct crude effigies to the Rat God, who whispers to the most cunning and intelligent ratlings, granting them magic through eldritch pacts. Ratlings understand surprisingly little about the Rat God, and make up stories and fables about the Rat God’s exploits.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":21300,"Challenge Rating":2},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Warlock of the River Styx","description":"Warlocks of the River Styx gain their powers by forging a magical pact with the river of the Underworld, submerging themselves in its waters after a secret ritual has taken place. The nature of the pact is mysterious at best, incomprehensible at worst, as communication with their patron ranges from vague whispers in dreams to nonexistent. Some of these Warlocks associate with clerical groups who worship chthonic gods, as they have a close association with the River Styx by virtue of belonging to the realm of Hades. Humanoids Humanoids are the most plentiful creatures amongst the creations of the gods. They create vast kingdoms, they make unbelievable technological advances and even achieve breakthroughs in the art of magic. Traits Power of the Styx. The warlock can add their Charisma modifier to one damage roll of any spell attack. Spellcasting. The warlock's spellcasting Ability is Charisma (spell save DC 17, +9 to hit with spell attacks). They can cast the following spells: At will: control water, mage hand, minor illusion, prestidigitation, speak with dead 3/day each: blight, hex, summon undead 2\\day each: enervation, spiritual weapon (cast as a 5th-level spell) 1/day each: antilife shell, circle of death, contact other plane, death ward Stygian Skin. While the warlock is wearing no armor and wielding no shield, their AC is calculated by combining their Constitution and Charisma modifiers. Actions Multiattack. The warlock makes three stygian strikes or blasts in any combination. Stygian Strike. Melee Spell Attack: +9 to hit, reach 5ft., one target. Hit: 16 (2d10 + 5) necrotic damage. Stygian Blast. Ranged Spell Attack: +9 to hit, reach 120ft., one target. Hit: 16 (2d10 + 5) necrotic damage. Stygian Geyser (2/day). Each creature in a 10-footradius, 30-foot-high Cylinder centered on a point within 120 feet from the warlock must make a DC 17 Constitution saving throw, on a success they take 36 (8d8) necrotic damage, on a failure the creatures take the damage and become vulnerable to either bludgeoning, piercing or slashing damage until the beginning of the warlock's next turn. Reactions Protection of the Waters (2/day). When the warlock takes damage from a spell or magical effect, they gain resistance to that damage type for the next minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":29804,"Challenge Rating":9},"publisher":"David Serrano","book":"Kit Gryloc's Guide to Myths and Monsters"},{"name":"Warlock of the Undead","description":"Actions Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if wielded with two hands, plus 9 (2d8) necrotic damage. Entropic Rift (Recharge 5–6). The warlock opens a momentary Abyssal rift within 60 feet of it. The rift is a 20-foot-radius sphere. Each creature in that area must make a DC 15 Constitution saving throw, taking 13 (3d8) necrotic damage on a failed save, or half as much damage on a successful one. In addition, there is a 50 percent chance that 1d4 shadows then appear in unoccupied spaces in the sphere. They act as the warlock’s allies, take their turns immediately after the warlock. They remain until destroyed or until the warlock dismisses them as an action. Spellcasting. The warlock casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: eldritch blast (3 beams, 1d10 + 4), disguise self, infestation (3d6), levitate (self only), mage hand, poison spray (3d12), silent image 3/day (as 5th-level spells): animate dead, antilife shell, blight, blindness/deafness, cloudkill, greater invisibility 1/day each: circle of death, finger of death Bonus Actions Form of Dread (3/Day). The warlock transforms into its Form of Dread which lasts for 1 minute. Until the Form of Dread ends, the warlock gains the following benefits: It gains 20 temporary hit points. Once during each of its turns, when the warlock hits a creature with an attack, the warlock can force it to make a DC 15 Wisdom saving throw, and if the saving throw fails, the target is frightened of the warlock until the end of the warlock's next turn. It is immune to the frightened condition and to necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (any race)","Alignment":"any alignment","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Warlock's Trumpetbloom","description":"This plant stands taller than an ogre, and it shuffles forward on a thick mass of tangled roots. A wicked-looking stinger, glistening with venom, flicks out of its \"mouth\" on the end of a whip-like tongue. Born for War. Warlock's trumpetblooms were created by a mage and his cabal through a series of bizarre experiments that involved cross-breeding native jungle orchids and giant carnivorous plants with alien seed pods. The mage supervised the experiments personally, frequently consulting a living brain he kept in a glass cylinder. When the first trumpetblooms were propagated from seedlings, the mages were astounded at how quickly the plants grew and subsequently reproduced. An unstoppable army was within their grasp--or so they believed. The mages' optimism proved misguided when the trumpetblooms broke free of the glasshouses and attacked their masters. Aggressive Carnivores. Warlock's trumpetblooms are aggressive and intelligent plant creatures that seek to spread their seed pods throughout the jungle and beyond. Trumpetblooms are carnivores, feeding on the small deer, giant insects, and snakes that live in the jungle. They happily devour humanoid flesh when available, using their roots to soak up the nutrients from a decomposing corpse.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"neutral evil","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Warlord","description":"Warlords are legendary battlefield commanders whose names are spoken with awe. After a string of decisive victories, a warlord could easily take on the role of monarch or general and attract followers willing to die for his or her banner. Traits Indomitable (3/Day) : The warlord can reroll a saving throw it fails. It must use the new roll. Survivor : The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum. Actions Multiattack : The warlord makes two weapon attacks. Greatsword : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Shortbow : Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Legendary Actions The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn. Weapon Attack : The warlord makes a weapon attack. Command Ally : The warlord targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll. Frighten Foe (Costs 2 Actions) : The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Source":"Volo's Guide to Monsters","Alignment":"any alignment","Expansion":1,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Warlord","description":"Warlords are legendary battlefield commanders, whose names are spoken with awe. After a string of decisive victories, a warlord could easily take on the role of monarch or general and attract followers willing to die for the warlord’s banner. Warlords urge their troops into the fray with shouted exhortations. You can roll on the Warlord Battle Cries table to select one, or choose a battle cry that fits with your campaign. Warlord Battle Cries d8 Battle Cry 1 “Remember why we fight!” 2 “Victory awaits!” 3 “For the crown!” 4 “Be monstrous to the enemy!” 5 “Fight so they fear us!” 6 “Weapons drawn! Spells at the ready!” 7 “To the Abyss with them!” 8 “You know what to do!” Traits Indomitable (3/Day). The warlord can reroll a saving throw it fails. It must use the new roll. Survivor. The warlord regains 10 hit points at the start of its turn if it has fewer than half its hit points but at least 1 hit point. Actions Multiattack. The warlord makes two Greatsword or Shortbow attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Legendary Actions The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The warlord regains spent legendary actions at the start of its turn. Command Ally. The warlord targets one ally it can see within 30 feet of it. If the target can see or hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll. Weapon Attack. The warlord makes one Greatsword or Shortbow attack. Frighten Foe (Costs 2 Actions). The warlord targets one creature it can see within 30 feet of it. If the target can see or hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened of the warlord until the end of warlord’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Warmth Thief","description":"A diminutive blue humanoid with sharp black claws and exaggeratedly pointed ears floats in the air, emanating a palpable sensation of cold. Cursed Fairy. Warmth thieves were fey in the court of the Queen of Night and Magic who had the peculiar ability to rob living creatures of their body heat. They attempted to use this power to overthrow the Queen…and failed. The Queen, amused, allowed them to live, but with a nasty curse: warmth thieves must steal body heat to live, perishing if they don’t regularly take heat from living creatures. Warmth thieves can’t tolerate temperatures much above freezing, preventing them from subverting the curse by moving to warmer climates. Their desire for warmth is so powerful they sometimes throw themselves at creatures that can magically create fire to enjoy a brief, though painful, respite from their suffering. Unintended Side Effects. Unknown to the Queen of Night and Magic, her curse transfers in an odd way to mortal beings who die at the warmth thieves’ bone-chilling touch. When warmth thieves’ victims die, their spirits return as chill haunts , which are not under the fey’s control. Warmth thieves have tried with varying levels of success to recruit chill haunts in their schemes to retaliate against the queen and her court. Social Creatures. Warmth thieves once enjoyed the company of other fey. Now unwelcome in fey courts, they content themselves with the companionship of mortals, taking care not to stay too long in warm buildings. They must balance this desire for camaraderie with the need to drain warmth from the same creatures with whom they spend time. They may feel a twinge of regret at their actions, but they have no problem moving on to another village to start anew.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Warp Witch","description":"These ethereal phantoms haunt the places where they died, grasping for any memory of their former identities. Their mental anguish breaks the minds of those who hear their wails, and they induce rapid mutations when they possess humanoid bodies. These ghosts replace their Horrifying Visage action with the following actions: Psychic Wail (Recharge 5-6). Every creature within 30 feet of the warp witch must succeed on a DC 13 Intelligence saving throw or take 10 (3d6) psychic damage and become incapacitated until the end of the warp witches next turn. Mutate Host. The warp witch can use a bonus action while it is possessing a creature to force mutations upon its host. The possessed creature must succeed on a DC 13 Charisma saving throw or gain one level of contamination. Rather than rolling to determine if a mutation occurs, the warp witch automatically causes a random mutation.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"Any Alignment","Expansion":21300,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Dungeons of Drakkenheim"},{"name":"Warped Treant","description":"A tree creature shuffles forward. Some of its branches have been transformed into tentacles, others into eyestalks. The face depicted in its gray-green bark is frozen in a never-ending scream. Once a renowned defender of the forest, a warped treant is a corrupted version of its original self, brought about when dark energy seeps into the earth where a treant is rooted. The creature is twisted into a servant of a vile power. It now guards its domain and anything in it from interlopers. Attuned to Chaos. Warped treants still have an affinity for the forest, but this connection extends only to other plants and creatures changed by the same dark influences. Their roots delve deep and far, and they are aware of everything that treads upon their grounds. They feel at home amid other twisted beings and have forgotten their original purpose, listening only to the whispers in their minds that speak of chaos. TRAITS Necrotic Sap. Any creature within 5 feet of the treant that hits it with a melee attack takes 5 (2d4) necrotic damage. Deep Roots. The treant has advantage on ability checks and saving throws to avoid being knocked prone. Keen Sight. The treant has advantage on Wisdom (Perception) checks that rely on sight. Regeneration. The treant regains 10 hp at the start of its turn. If the treant takes fire damage, this trait doesn’t function at the start of the treant’s next turn. The treant dies only if it starts its turn with 0 hp and doesn’t regenerate. ACTIONS Multiattack. The treant makes three Tentacle attacks. Tentacle. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 4) bludgeoning damage. Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 22 (4d10 + 4) bludgeoning damage. Entangle (Recharge 5–6). The warped treant can command nearby vines and roots to attack its foes. Each creature within 30 feet of the treant must succeed on a DC 15 Dexterity saving throw or take 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage and be restrained until the end of the treant’s next turn. BONUS ACTIONS Unearthly Howl. The warped treant lets out a bone-chilling wail. Each creature within 120 feet of it must succeed on a DC 15 Wisdom saving throw or become frightened of the treant for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":7},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Warpling","description":"The presumed child’s features began to shift with mercurial fluidity. Its skin sprouted patches of fur, feathers, and scales in myriad colors. It slouched, as thought to hide itself, still keenly observing everything around it. Warplings are true inheritors of the chaotic aspects of the wastes. They warp reality around them, distorting space, time, and material objects and constantly shift their own appearances. They are fascinated by other humanoids and like to disguise themselves as wandering children, hoping to be taken in so that they can observe how others live. However, the unpredictable effects that follow them eventually reveal their true nature, and they are generally shunned for the havoc that they wreak. Being relatively small of stature, warplings are not often combative. When threatened, they can shape their limbs into animal-like unnatural weapons, such as bone clumps, claws, and horns. However, they are easily frightened, especially by the sight of blood, and often lose control of their reality warping powers when distressed. This has unpredictable effects on battles, and warplings take advantage of the ensuing confusion to flee or hide. Some folk value the friendship of warplings, for they see many places and meet a variety of people in their travels. They often have insights that few others have into the settlements of a region, and their innate magic resistance helps them access some of the more dangerous sites in the wastes. If a warpling’s trust can be won, it can be a valuable source of information in otherwise unknown lands. 2d6 Reality Warp Effect 2 Times shifts erratically. The creature must make a new Dexterity check to determine their place in the initiative order. 3 The creature is subjected to the effects of the slow spell. 4 The creature is befuddled and incapacitated. 5 Weapons wilt and wrinkle. The creature’s weapon attacks are made at disadvantage and deal half damage. 6 Distance folds and the creature is moved 5 feet horizontally to an unoccupied space in a random direction. 7 The creature is subjected to the effects of the faerie fire spell. 8 Armor softens and shields fold. The creature’s AC is decreased by 2. 9 The creature loses friction with the ground. They move at half their normal speed and their melee weapon attacks are made at disadvantage. 10 The creature is charmed by the warpling. 11 The creature is subjected to the effects of a haste spell. 12 The creature is subjected to the effects of the polymorph spell. Roll 1d6 to determine the creature they transform into: 1 = ankheg, 2 = baboon, 3 = death dog, 4 = giant crab, 5 = gibbering mouther, 6 = quasit. TRAITS Chaos Form. The warpling’s appearance shifts and changes constantly, taking on various colors and textures. Fey Ancestry. The warpling has advantage on saving throws against being charmed, and magic can’t put it to sleep. Magic Resistance. The warpling has advantage on saving throws against spells and other magical effects. Shifting Aura. The warpling subtly distorts reality within 15 feet of it. Any creature observing the affected area has disadvantage on Wisdom (Perception or Insight) checks. ACTIONS Multiattack. The warpling makes two Unnatural Weapon attacks. Unnatural Weapon. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning, piercing, or slashing damage. The warpling chooses the type of damage when making the attack and shapes its body appropriately. Control Chaos Form. The warpling can make itself look like another creature of the same general size and humanoid shape. It reverts to its normal form if its concentration is broken (as if concentrating on a spell). A creature must take an action to visually inspect the warpling and succeed on a DC 13 Intelligence (Investigation) check to discern that the warpling is disguised. BONUS ACTIONS Reality Warp. The warpling warps reality for creatures in a 15-foot radius around it until the start of its next turn. As a bonus action on subsequent turns, the warpling can maintain the effect. Roll 2d6 to determine the effect. A creature can resist the effect by making a successful DC 13 Charisma saving throw. REACTIONS Easily Frightened. When a warpling sees another creature take damage, it must make a Constitution saving throw to maintain control of its Reality Warp. The DC equals 10 or half the damage taken by the target, whichever number is higher. On a failure, its Reality Warp is activated or the effect may change if it is already active. Roll 2d6 to determine the effect.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"Chaotic Neutral","Expansion":25357,"Challenge Rating":2},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Warrick","description":"This creature appears in The Little Town of Tusk adventure module.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Warrior Attacker Sidekick","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Warrior Defender Sidekick","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid"},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Warrior Ghoul","description":"Traits Pack Tactics. The warrior ghoul has advantage on an attack roll against a creature if at least one of the warrior ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Undead Fortitude. If damage reduces the warrior ghoul to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the warrior ghoul drops to 1 hit point instead. Actions Multiattack. The warrior ghoul makes two melee attacks. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) necrotic damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":32955,"Challenge Rating":2},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Warrior Monk","description":"Warrior monks are trained in the art of hand-to-hand combat almost as soon as they can walk. They usually wield spears and short swords but can be nearly as dangerous when they are unarmed.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any neutral alignment","Expansion":4963,"Challenge Rating":1},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Warrior of Madarua","description":"Members of the Warriors of Madarua wear bronze masks that depict the determined the face of Madarua, an ancient Cynidicean god of birth, death, and the seasons. Each member bears a small tattoo of a sickle on the inside of their left wrist. Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat, they strive to be as fierce and unpredictable as nature itself. Warrior of Madarua Warriors are the foot soldiers of the faction. They thank Madarua for each battle they see and train daily with spears to follow her to victory. Actions Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Reactions Parry. The warrior adds 2 to its AC against one melee attack that would hit it. To do so, the warrior must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Chaotic Good","Expansion":31434,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Warsworn","description":"A warsworn is an animate mass of corpses composed of dozens, or sometimes hundreds, of victims of battle. They are formed by deities of undeath or war or, rarely, spontaneously manifest from the devastation of an especially horrendous battle. When the War of the River Kings begins, these immense undead become a dangerous threat throughout the Stolen Lands to soldiers from all sides of the conflict. Traits Absorb the Dead. A warsworn can consume any dying creature by moving into its space. The creature immediately dies and is absorbed into the warsworn, healing the warsworn by an amount equal to the creature’s Constitution score. Absorbed creatures can’t be returned to life except by a wish as long as the warsworn exists. If the warsworn is destroyed, absorbed creatures can be brought back to life with the appropriate magic. Trampling Charge. If the warsworn moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same target, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the warsworn can make one slam attack against it as a bonus action. Innate Spellcasting. The warsworn’s innate spellcasting ability is Wisdom (spell save DC 19). The warsworn can innately cast the following spells, requiring no material components: 3/day each: animate object (weapons only), telekinesis (weapons only) Actions Multiattack. The warsworn makes three attacks: two with its slam and one attack with its scrap ball. Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 27 (6d6+6) bludgeoning damage. Scrap Ball. Ranged Weapon Attack: +9 to hit, range 20 ft., one target. Hit: 31 (8d6+3) slashing damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"undead","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":17},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Wasp Swarm","description":"This creature appears in The Festival of the Birds adventure module.","properties":{"Category":"Monsters","Size":"Large","Type":"bug swarm","Expansion":19735},"publisher":"Game to Grow","book":"Critical Core"},{"name":"Wasteland Barnstormer","description":"Wasteland barnstormers travel with the chaos reavers, urging them to perform ever-escalating acts of violence and depravity. Their presence is heard long before they and their cohort are seen, giving wise creatures in the vicinity ample time to vacate to safer premises. When a barnstormer dies, its allies fall upon the body to collect its instrument, if possible, which is passed on to another member of the band. If the instrument can be adorned with trophies gathered from its former user, such as hair or teeth, so much the better. TRAITS Amplified. Deafened creatures are affected by the wasteland barnstormer’s Bloody Concert and Chaos Herald features. ACTIONS Multiattack. The wasteland barnstormer uses Bloody Concert and makes a Raucous Yawp attack. Raucous Yawp. Melee or Ranged Spell Attack: +4 to hit, reach 10 ft. or range 60 ft., one target. Hit: 11 (2d8 + 2) thunder damage. Bloody Concert. The wasteland barnstormer performs aggressively. All creatures that are within 30 feet of the barnstormer and are friendly toward it deal an extra 3 (1d6) damage when they hit a creature or object with a weapon attack. Chaos Herald (1/Day). The barnstormer performs in a belligerent display. Each creature within 20 feet of the barnstormer must succeed on a DC 12 Wisdom saving throw or become charmed for 1 hour. A creature charmed in this way must use its action on each of its turns to make a weapon attack or a spell attack against a creature other than the barnstormer or an object within range. Whenever an affected creature takes damage, it can make a new Wisdom saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race)","Alignment":"Any Non-Good or Lawful Alignment","Expansion":25357,"Challenge Rating":1},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wasteland Dragon Wyrmling","description":"Rust-colored wings darken the sky, and a gout of bright energy erupts from the creature's jaws. Dark-tempered beasts who rule the magic-blasted wastes with a merciless territoriality, wasteland dragons prowl among the ruins of dead cities and dust-blown, haunted and barren lands that once were verdant. Territorial for a Reason. They consider all other dragons to be enemies, but no creatures are so hated by wasteland dragons as spellcasters and any who employ magic. They blame spellcasters—somewhat correctly—for the state of the lands they roam and, indeed, for their own current form. Though these dragons breed true, they were once of different breeds altogether before they were warped by an unfettered magical catastrophe and the foul energies brought through to this world from the Void. Their once-brilliant scales have dimmed to the color of rust and soil; their crests and horns have gone grey and withered; the lands they rule now host horrors which even they must fear; and their natural defenses have been warped and supplanted by the very energies which wrought so much destruction. Dragons have long memories, and these atrocities, as far as they are concerned, could have happened yesterday. Thus they attack, without warning or mercy, any who trespass, showing spellcasters particular cruelty. Predatory Zeal by Necessity. Dedicated carnivores, wasteland dragons prefer to eat recent arrivals to their land. Beyond the practical consideration that they would likely kill the newcomers in any case, creatures corrupted by the wastes can be hazardous in unpredictable ways; poison, infections, and infestations can occur, and the taste of wastelands creatures is incredibly foul. When they are unable to find travelers or migratory animals, wasteland dragons hunt the livestock of settlements, confident that few would dare pursue them to their horrifying homelands afterward. Deadly Hoards. The hoard of a wasteland dragon might contain a good deal of very old coins and treasures in the conventional sense, but they also possess dangers of their own. These dragons often bring home curious devices, arcane tomes, and relics of the dead places in which they live, some likely infused with forbidden magic. Though the dragons have little use for such things other than to add to a collection, a plundered hoard could spell disaster for the world outside.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Wasteland Dragon Wyrmling","description":"Rust-colored wings darken the sky, and a gout of bright energy erupts from the creature’s jaws. Dark-tempered beasts who rule the magic-blasted wastes with a merciless territoriality, wasteland dragons prowl among the ruins of dead cities and dust-blown, haunted and barren lands that once were verdant. Territorial for a Reason. They consider all other dragons to be enemies, but no creatures are so hated by wasteland dragons as spellcasters and any who employ magic. They blame spellcasters—somewhat correctly—for the state of the lands they roam and, indeed, for their own current form. Though these dragons breed true, they were once of different breeds altogether before they were warped by an unfettered magical catastrophe and the foul energies brought through to this world from the Void. Their once-brilliant scales have dimmed to the color of rust and soil; their crests and horns have gone grey and withered; the lands they rule now host horrors which even they must fear; and their natural defenses have been warped and supplanted by the very energies which wrought so much destruction. Dragons have long memories, and these atrocities, as far as they are concerned, could have happened yesterday. Thus, they attack, without warning or mercy, any who trespass, showing spellcasters particular cruelty. Predatory Zeal by Necessity. Dedicated carnivores, wasteland dragons prefer to eat recent arrivals to their land. Beyond the practical consideration that they would likely kill the newcomers in any case, creatures corrupted by the wastes can be hazardous in unpredictable ways; poison, infections, and infestations can occur, and the taste of wastelands creatures is incredibly foul. When they are unable to find travelers or migratory animals, wasteland dragons hunt the livestock of settlements, confident that few would dare pursue them to their horrifying homelands afterward. Deadly Hoards. The hoard of a wasteland dragon might contain a good deal of very old coins and treasures in the conventional sense, but they also possess dangers of their own. These dragons often bring home curious devices, arcane tomes, and relics of the dead places in which they live, some likely infused with forbidden magic. Though the dragons have little use for such things other than to add to a collection, a plundered hoard could spell disaster for the world outside. A WASTELAND DRAGON’S LAIR Wasteland dragons make their homes among the ruins of dead civilizations, often inside surviving structures vast enough to contain them and protect them from the elements. Old cisterns of sufficient size, auditoriums, or the audience chambers of forgotten nobles all make suitable lairs for a wasteland dragon. They are not above making their home in a cave, but it will likely be near a ruined settlement of some size; wasteland dragons grow bored easily, and rummaging through ruins, either for curiosities or interlopers, takes up a good deal of their time. A legendary wasteland dragon infuses its surroundings with traces of the magic it seeks to deny the outside world. It might hear the thoughts of trespassers as though they were carried on a breeze. Magic items and spells may behave unpredictably, becoming more powerful, functioning in a new way, or failing to function at all. Prolonged exposure to the environment near a wasteland dragon’s lair may lead to mutations and even madness, though the latter often passes once the sufferer is taken from the area. Clever creatures, wasteland dragons often make some use of the arcane items they find, seeing no hypocrisy in doing so; after all, they are hardly as foolish as humans! The approach to the creature’s lair might be protected by strange energy fields, or weakened barriers between this world and another, or by creatures of the wastes who are smart enough to otherwise avoid annoying the dragon. The dragon confronted in its lair might forego its general inclination to attack immediately in favor of luring the intruders into such traps. LAIR ACTIONS On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: A random encounter occurs, as creatures who were given shelter and protection by the dragon in exchange for their services earn their keep and attack the PCs. An object the dragon can see within 120 feet of it flashes with arcane energy and bursts. Each creature within 20 feet of the object must succeed on a DC 14 Dexterity check or take 10 (3d6) piercing damage and become blinded for 1 minute. A creature can take an action to rub its eyes and end the blindness at the beginning of its next turn. Creatures within 30 feet of the dragon receive a momentary, jumbled telepathic communication from one of the many warped and alien beings of the wastes. Each creature in that area must succeed on a DC 14 Wisdom saving throw or be incapacitated until the end of its next turn. REGIONAL EFFECTS The region containing a legendary wasteland dragon’s lair is further warped by the dragon’s magic, which creates one or more of the following effects: Ghostly figures fighting battles from long ago appear with some frequency within 5 miles of the dragon’s lair. Dust goblins and other creatures native to the wastes within 3 miles of the dragon’s lair report trespassers to it as soon as possible. Long-hidden entrances to buried structures open themselves within 1 mile of the dragon’s lair. ACTIONS Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Warped Energy Breath (Recharge 6). The dragon blasts warped arcane energy in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) force damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":3},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wasteland Dragonnel","description":"The Northern Wastes of Ansalon are home to wasteland dragonnels, draconic creatures closely related to copper dragons. Wasteland dragonnels are lithe and quick, with scales the color of dull copper. These playful creatures defend their territory by flying out of a foe’s reach and spitting potent acid, in an approximation of their copper dragon relatives. Dragonnels Dragonnels are distantly related to chromatic and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking themselves, they are willful creatures largely motivated by the desire for food. Traits Flyby. The dragonnel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Actions Multiattack. The dragonnel makes two Rend attacks. Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Acid Spit. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 20 (5d6 + 3) acid damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Good","Expansion":17925,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Wasteland Lizard","description":"As nimble as they are hardy, these giant horned lizards are prized as mounts by travelers in the wastes. Their scales are dusty green and gold, and their wide-splayed legs are poised to move quickly. Their eyes continuously scan their surroundings, flicking back and forth, always on the lookout for danger. Wasteland lizards evolved rapidly in unnatural environments, developing the means to persist in a broken landscape full of unusual and often magical threats. Though not particularly fast, they are able to scramble up and over obstacles and can travel for days with minimal sustenance. They possess a sort of sixth sense that drives them to scuttle out of potentially dangerous areas. Exposure to the arcane hazards of the wastes has led the lizards to develop some resistance to otherworldly damage. Consummate survivors, wasteland lizards prefer to avoid danger rather than face it head on. In a fight, they try to toss their opponents away with their horns to clear a path to flee. If this fails, they have one more escape trick: they can spray an acidic fluid from glands near their eyes to frighten predators. There is some debate about whether the sight of a panicked lizard spraying acid from its eyes shocks attackers into a fearful state, or whether the acid carries some other intrinsic chemical quality, but it can be quite effective. Wasteland lizards can be tamed and guided in battle by a capable handler, and they confer some of the defensive benefits of their adaptations to their riders. Eggs and hatchlings fetch handsome sums in the markets that serve travelers in the wastes, and some wranglers make good (if dangerous) livings capturing and breaking wild adult lizards. Some alchemists conduct experiments with wasteland lizard acid glands, but the animals are generally worth more alive than for their organs. TRAITS Confer Force Resistance. The wasteland lizard can grant resistance to force damage to anyone riding it. Spider Climb. The wasteland lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS Multiattack. The wasteland lizard makes one Bite attack and one Gore attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and if the target is Medium or smaller, it is thrown up to 10 feet in a direction of the lizard’s choosing and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage. If the target is thrown at another creature, that creature must succeed on a DC 14 Dexterity saving throw or take the same damage and be knocked prone. Blood Spray (Recharge 5–6). The wasteland lizard sprays acid in a 15-foot cone. Each creature in the cone must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 22 (4d8) acid damage and is frightened of the wasteland lizard for 1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. REACTIONS Out of Harm’s Way. When the wasteland lizard is in an area that will be subjected to an effect such as a spell or other hazard, it can use its reaction to move up to its speed.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":25357,"Challenge Rating":3},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wasteland Monarch","description":"This figure is at once majestic and frightful. It wields a morningstar awash with flame and bellows out commands to its underlings. The wasteland monarch is the self-appointed leader of a band of wasteland bandits, marauders, or tribesmen, using a combination of raw strength and potent charisma to keep its underlings in line. Clad in heavy plate and with a shield typically decorated with skulls or other savage paraphernalia, the wasteland monarch is a force to be reckoned with on the battlefield and is often attended by a wasteland priest in addition to regular troops. Borderlands Threat. Those captured by a wasteland monarch are usually executed or enslaved, though a monarch might hold an important person for ransom. Not all wasteland monarchs are evil, and some would prefer to trade with others rather than simply kill or capture them. WASTELAND MONARCH LAIR Most wasteland monarchs live in heavily fortified encampments above ground, normally on the fringes of the wastes and within easy striking distance of other settlements, though others might live in ruined castles or even in underground settings, depending on the conditions on the surface and the threats in the area. A wasteland monarch has a challenge rating of 10 (5,900 XP) when encountered in its lair. LAIR ACTIONS On initiative count 20 (losing initiative ties), the wasteland monarch takes a lair action to cause one of the following effects; the wasteland monarch can’t use the same effect two rounds in a row: The wasteland monarch shrugs off the effects of being frightened, paralyzed, or stunned and is immune to all these conditions until it regains the use of its lair action on initiative count 20 of the following round. The wasteland monarch calls upon an Aberration, Monstrosity, or Humanoid of CR 3 or lower to aid it in battle. The creature appears within 60 feet of the monarch in an unoccupied space. The called creature acts as an ally of the monarch and obeys its verbal commands. The creature remains for 1 hour, until it is killed, or until the monarch uses this lair action again. The wasteland monarch challenges an opponent to personal combat. That creature must succeed on a DC 17 Charisma saving throw or be unable to attack any creature other than the wasteland monarch until the monarch takes another lair action or dies. A creature that successfully ignores the wasteland monarch’s challenge is unaffected by this lair action for 24 hours. REGIONAL EFFECTS The wasteland monarch’s lair affects the surrounding region in the following ways: A sense of lawlessness pervades the region within 10 miles of a wasteland monarch’s lair. People are more likely to break minor laws or to defy the orders of their superiors, and animals are more inclined to disobey their owners. This does not affect PCs, but they still feel the urge to take these actions. The ground within 1 mile of the wasteland monarch’s lair, whatever its composition, is difficult terrain. Wisdom (Survival) checks in that area are made with disadvantage. Clerics and paladins of lawful deities feel a sense of unease when they are within 100 feet of a wasteland monarch’s lair. Such an individual in that area must make a successful DC 10 Constitution check to maintain concentration on a spell. Once an individual succeeds on this check, they do not have to repeat it for 24 hours. TRAITS Legendary Resistance (3/Day). If the wasteland monarch fails a saving throw, it can choose to succeed instead. Pack Tactics. The wasteland monarch has advantage on an attack roll against a creature if at least one of the monarch’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Magic Weapons. The wasteland monarch’s weapon attacks are magical. ACTIONS Multiattack. The wasteland monarch makes three Flaming Morningstar attacks. Flaming Morningstar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 3 (1d6) fire damage. Authority of the Wastes (1/Day). The wasteland monarch can compel any creature in a 60-foot radius to submit to its authority. Each creature in the area must succeed on a DC 17 Wisdom saving throw or be charmed by the wasteland monarch for 1 hour. On a successful save, a creature is immune to this effect for 24 hours. Creatures native to the wastes or wasteland-type settings (such as dust goblins and chaos trolls) have disadvantage on their saving throws. Torrent of Flame (Recharge 5–6). The wasteland monarch spins its morningstar over its head and unleashes a blast of flame that hits each creature or object in a 10-foot radius. A creature in the area can make a DC 19 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The wasteland monarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The wasteland monarch regains spent legendary actions at the start of its turn. Attack. The wasteland monarch makes a Flaming Morningstar attack. Move. The wasteland monarch can move up to its speed. Rallying Cry (Costs 2 Actions). The wasteland monarch shouts encouragement to one of the monarch’s allies within 60 feet that can hear the monarch. That ally can make a saving throw to try to end the charmed, frightened, or stunned condition on itself.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Non-Lawful Alignment","Expansion":25357,"Challenge Rating":9},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wasteland Priest","description":"Garbed in dingy half-plate with its deity’s holy symbol worn prominently around its neck, this priest reeks of pious fervor. The wasteland priest is a holy warrior that reveres one of the lawless, fickle, and often evil gods of the wastes, using its abilities to aid a group of bandits, scavengers, or other outcasts. Many priests serve wasteland monarchs as advisors and healers while trying to manipulate the monarch into advancing the agenda of their deities. Inspiring Presence. A wasteland priest is adept at infusing its nearby allies with religious fervor by its mere presence, making them less likely to succumb to the influence of their enemies. These priests seem to be empowered by the very wastes, and most of them exhibit strange behavior, often seen talking to an unseen entity or decorating their bodies with mysterious runes. Not All Bad. Contrary to the belief of many outsiders’ beliefs, not every wasteland priest is a raving lunatic or an evil monster. Some serve the cause of righteousness in their own way, protecting the wastes from the ills that might befall it. TRAITS Religious Zeal. Allies within 30 feet of a wasteland priest have advantage on saving throws against being charmed or frightened. ACTIONS Multiattack. The wasteland priest makes two Mace attacks. Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage. Whispers of the Wastes (Recharge 5–6). The wasteland priest unleashes a barrage of otherworldly whispers at an enemy it can see within 30 feet of it. The target must make a DC 17 Wisdom saving throw. On a failed save, it takes 27 (6d8) psychic damage and becomes frightened of the priest for 1 minute. On a successful save, the target takes half as much damage and is not frightened. A frightened creature can make a new saving throw at the end of each of its turns to end the effect on itself. Spellcasting. The wasteland priest casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17): At will: sacred flame, thaumaturgy 3/day each: bestow curse, cure wounds, dispel magic 1/day each: freedom of movement, insect plague","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Alignment":"Any Non-Lawful Alignment","Expansion":25357,"Challenge Rating":7},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wasteland Trollkin","description":"A deformed humanoid stands before you. The creature’s tall frame, wrapped in rope-like cords of muscle, hunches slightly. Its rubbery knuckles clasp a tremendous club. Wasteland trollkin eat whatever meat they can acquire. They will eat rotten flesh or corpses, and only rarely do they take living hostages for food. Ingesting tainted food does not harm them internally, thanks to their strong immune systems, but as a side effect, all wasteland trolls carry a disease that causes their flesh to break out in boils. The malady is highly infectious, particularly when the pustules rupture, but it has little effect on other trollkin or trolls. Warped and Worse. Like virtually all other wasteland creatures, the trollkin of the wastes have been warped and mutated by eldritch energies and arcane fallout. Often their heads and limbs are asymmetrical and disproportionate in size. Some have longer limbs, drooping claws, or protruding chins and noses. Such deformities make them appear even more hideous or fearsome than other trollkin to creatures of other races. As a result, wasteland trollkin do not usually get along with other creatures; they generally remain in their own tribes, either living in the hills or traveling the wastes as nomads. TRAITS Keen Senses. The trollkin has advantage on Wisdom (Perception) checks. Noxious Pustules. When the wasteland trollkin takes piercing or slashing damage, some of its infected pustules burst. Each enemy within 10 feet of it must make a DC 14 Constitution saving throw. On a failed save, a creature takes 7 (2d6) necrotic damage and contracts the disease known as wasteland flesh boils, which causes pustules to erupt on its skin. Until it is cured of the disease, the creature has disadvantage on Charisma checks and vulnerability to all damage. Regeneration. The trollkin regains 10 hp at the start of its turn if it has at least 1 hp. This trait doesn’t function if the trollkin took acid or fire damage since the end of its previous turn. The trollkin dies if it starts its turn with 0 hp and doesn’t regenerate. Thick Hide. The trollkin’s skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin’s AC. ACTIONS Multiattack. The trollkin makes two Greatclub attacks or two Scrap Shard attacks. Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Scrap Shard. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 10 (2d6 + 3) piercing damage. BONUS ACTIONS Aggressive. The trollkin can move up to its speed toward a hostile creature it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Chaotic Neutral","Expansion":25357,"Challenge Rating":3},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wasteland Worm","description":"A cluster of three-foot-long, slimy flatworms emerges from small holes in the earth, each one wriggling its way toward you. Wasteland worms are covered with shimmering slime over translucent flesh that brings their internal organs into view. They move by expanding and contracting in an undulating fashion. When one gets close to its prey, it vomits forth a milky, putrefying liquid that burns through flesh. Opportunistic Hunters. Wasteland worms hunt and eat any living creatures they encounter. They dig into the soil, perforating the surface of the land with small holes that can be easy to overlook. When they sense prey in the area, the worms rapidly burrow beneath their targets and ambush them by erupting from the ground. Regenerative Reproducers. Wasteland worms reproduce through regeneration. When sliced in half, each part functions independently, though it takes time for the lower half to regenerate a new head. Even when ripped into pieces, each severed segment regenerates into a new worm. Strangely, electrical current speeds the regeneration process; therefore, they are attracted to electrical currents. As a result, they rush from the ground during thunderstorms and slither across the earth’s surface. TRAITS Ambusher. In the first round of combat, the wasteland worm has advantage on attack rolls against any creature it surprised. Regeneration. The wasteland worm regains 5 hp at the start of its turn if it has at least 1 hp. If the wasteland worm takes lightning damage, it regains 10 hp instead. If the worm takes fire damage, this trait doesn’t function until the start of the worm’s next turn. ACTIONS Caustic Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 2) bludgeoning damage plus 2 (1d4) necrotic damage. The target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the wasteland worm can’t grapple another target. If the worm maintains its grapple, it deals 7 (1d8 + 2) bludgeoning damage plus 2 (1d4) necrotic damage to its victim at the start of its turn. Caustic Vomit (Recharge 5–6). The wasteland worm regurgitates a 20-foot-long, 5-foot-wide line of necrotic vomit. Each creature in the area must make a DC 11 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":25357,"Challenge Rating":1},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Wastrilith","description":"The corruption left behind when a wastrilith visits the world can persist for decades. If left unchecked, it can become a bridge to the Abyss. —Mordenkainen Demons Incarnations of chaos and evil, demons display endless variation in appearance and in how they go about wreaking havoc across the multiverse. Wastrilith Found in the waters of the Abyss and other bodies of water contaminated by the plane’s fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty. Despoilers. A wastrilith contaminates the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon’s essence, responds to its commands—perhaps hardening to prevent foes from escaping, or erupting in a surge that drags would-be victims into its reach. Silent Corrupters. Creatures that ingest water that has been corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or remain alive only to become a thrall of chaos and evil. To represent this defilement, you can use the optional rule on abyssal corruption in chapter 2 of the Dungeon Master’s Guide , causing the poisoned creature to be corrupted. Traits Amphibious. The wastrilith can breathe air and water. Corrupt Water⁠. At the start of each of the wastrilith’s turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water⁠ in containers remains corrupted until it evaporates. A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned⁠ creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned⁠ until it finishes a long rest. If another demon drinks the foul water as an action⁠, it gains 11 (2d10) temporary hit points. Magic Resistance⁠. The wastrilith has advantage on saving throws against spells and other magical effects. Undertow. As a bonus action⁠ when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn. Actions Multiattack. The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage. Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. Grasping Spout. The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it’s underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn’t pulled.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Wastrilith","description":"Found in the waters of the Abyss and other bodies of water contaminated by that plane’s fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty. A wastrilith pollutes the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon’s essence, responds to the wastrilith’s commands—perhaps hardening to prevent foes from escaping or erupting in a surge that drags victims into its reach. Creatures that ingest water corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or they remain alive only to become thralls of chaos and evil. To represent this defilement, you can use the optional rule on abyssal corruption in chapter 2 of the Dungeon Master’s Guide , causing the poisoned creature to be corrupted. Traits Amphibious. The wastrilith can breathe air and water. Corrupt Water. At the start of each of the wastrilith’s turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates. A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest. If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points. Magic Resistance. The wastrilith has advantage on saving throws against spells and other magical effects. Actions Multiattack. The wastrilith makes one Bite attack and two Claw attacks, and it uses Grasping Spout. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. Grasping Spout. The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it’s underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn’t pulled. Bonus Actions Undertow. If the wastrilith is underwater, it causes all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Watch Owl","description":"This creation is capable of watching over an area and alerting the creature holding or carrying its control rod of trespassers. It can be set to make gentle hooting noises, screech loudly, or mentally alert the rod holder when detecting trespassers. The owl must be within 100 feet of the creature holding or carrying its control rod to be commanded to keep watch, but it can mentally alert the holder from up to 1 mile away. These clockwork owls are available in silver, gold, or painted to look like a natural owl.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Water Elemental","description":"Elementals Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks. Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being. Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it. Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds. The strength of the magic and materials that bind an elemental determines how well the elemental functions in a bound form. Golems are elemental spirits bound to physical forms, but weaker materials such as flesh and clay can’t bind elemental power sufficiently. Durable materials such as stone and iron require stronger magic, which consequently binds an elemental more securely. Elemental Nature. An elemental doesn’t require air, food, drink, or sleep. Water Elemental A water elemental is a cresting wave that rolls across the ground, becoming nearly invisible at it courses through a larger body of water. It engulfs creatures that stand against it, filling their mouths and lungs as easily as it smothers flame. Traits Water Form : The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Freeze : If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn. Actions Multiattack : The elemental makes two slam attacks. Slam : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) bludgeoning damage. Whelm (Recharge 4-6) : Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"MM1","Alignment":"neutral","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Water Elemental","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Water Form : The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Freeze : If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn. Actions Multiattack : The elemental makes two slam attacks. Slam : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Whelm (Recharge 4-6) : Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.","properties":{"Category":"Monsters","AC":"14 (Natural Armor)","HP":"114 (12d10+48)","CHA":8,"CON":18,"DEX":14,"INT":5,"STR":18,"WIS":10,"Size":"Large","Type":"elemental","Speed":"30 ft., swim 90 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116591/xHOkQRtS25nF1a_-Dlqi9Q/original.png","Roll 0":"Slam\n1d20 + 7\n2d8+4","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Neutral","Languages":"Aquan","data-List":"false","Immunities":"Poison","Token Size":2,"Resistances":"Acid; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Water Form\",\"Desc\":\"The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.\"},{\"Name\":\"Freeze\",\"Desc\":\"If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The elemental makes two slam attacks.\"},{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Whelm (Recharge 4-6)\",\"Desc\":\"Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.\"}]","data-CHA-mod":"-1","data-CON-mod":"+4","data-DEX-mod":"+2","data-INT-mod":"-3","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":5,"Passive Perception":10,"Condition Immunities":"Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious","data-CrNum":5,"data-AcNum":14,"data-HpNum":114},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Water Elemental Myrmidon","description":"Elemental Myrmidons Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. Traits Magic Weapons⁠. The myrmidon's weapon attacks are magical. Actions Multiattack. The myrmidon makes three trident attacks. Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack. Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral","Expansion":4,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Water Elemental Myrmidon","description":"Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators. Magic Weapons. The myrmidon’s weapon attacks are magical. Actions Multiattack. The myrmidon makes three trident attacks. Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit : 7 (1d6 + 4) piercing damage. Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage, and the target’s speed is reduced by 10 feet until the end of the myrmidon’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Alignment":"neutral","Expansion":7390,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Water Elemental Myrmidon","description":"Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators. Actions Multiattack. The myrmidon makes three Trident attacks. Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) force damage, or 8 (1d8 + 4) force damage if used with two hands to make a melee attack. Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon’s next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental","Alignment":"Typically Neutral","Expansion":14934,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Water Gen","description":"Known as maridan , these gen can be of any stature. With skintones ranging from every shade in the ocean, they crave power above all else, respecting only those who would match their station with power, and become useful in their own growth and advancement. Gen Gens are tiny genie-kin that reside in the elemental planes and, due to their stature, are sometimes referred to as lesser genie. Once bound, they are very willing servants who strive to be the best at any task they are given. They even tend to be competitive with other gen. At their core, every genie holds itself in high regard, and the gen desire the same praise and respect as their far more powerful counterparts. Recruiting one is an entirely different matter, as most deal exclusively with other genies and extraplanar beings. Yet, it is possible for a diligent mortal to gain one's trust and obedience, and their patience is greatly rewarded in both friendship and power. Plane Shifters. Gens possess the ability to shift between the planes, making them ideal messengers. A warlock who has made a pact with such a being can expect to communicate with powerful creatures through their familiar, and even request their aid, but such exercise is taxing on the gen and they require time to recuperate after each planar shift. To Serve with Purpose. While the majority of gen find their toil within the realms and palaces of noble genies and in the company of unfathomable cosmic power, to a mortal, they can prove to be diligent attendants, able teachers, and friends. Such gen take pride in their association to the warlock as much as, or more than, the warlock might. Should their warlock miss the first opportunity to introduce their gen, it will likely take the next instant upon itself. As they serve with distinction, a gen’s self-worth won’t accept any physical or mental abuse at the hands of any master, nor do they see themselves as a pawn or slave. While they pride themselves on being helpful, each gen wishes to elevate their status through their time spent with other powerful beings, learning how each approaches a specific situation or magical opportunity. In fact, each gen believes that their power grows faster the more they accomplish with a single entity, and thus the greater each ascension may be. With this in mind, some gen cultivate multiple pacts with powerful beings throughout their existence, but limit themselves to only one mortal at a time. All things important to the gen hinge on this relationship, as each hopes that someday they may grow to know absolute power and prestige, rivaling the gods, as only a true noble genie can. Elemental Nature. The type of gen your pact binds depends on its elemental plane of origin. The majority are classified into four types, whose personalities can differ as much as their appearance. Variant: Gen Familiar Gens bound to a warlock by a noble genie patron often act as advisors and familiars. They often push the warlock into gaining more power and influence, as to be deemed worthy of service. Such gens have the following trait. Familiar. The gen can serve as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the gen senses as long as they are within 1 mile of each other. While the gen is within 10 feet of its master, the master shares the gen's Magic Resistance trait. At any time, the gen can end its service as a familiar, ending the telepathic bond. Traits Innate Spellcasting. The gen’s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no components: At will: detect evil and good, frostbite, shape water 2/day: plane shift (self only) 1/day: tongues, water walk (self only) Amphibious. The gen can breathe air and water. Elemental Demise. If the gen dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the gen was wearing or carrying. Magic Resistance. The gen has advantage on saving throws against spells and other magical effects. Actions Multiattack. The gen makes two melee attacks. Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Tidal Wave (Recharge 6). The gen creates a rushing wave of water in a 15-foot cone. Each creature in that area must succeed on a DC 13 Dexterity saving throw, taking 5 (2d4) bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails its save is also pushed up to 10 feet away and knocked prone. Invisibility. The gen magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the gen wears or carries is invisible with it.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental","Alignment":"neutral","Expansion":23171,"Challenge Rating":"1/2"},"publisher":"Castle Skydawn Design","book":"Xanathar's Lost Notes to Everything Else"},{"name":"Water Horse","description":"The beautiful horse twitches slightly before it changes into a humanoid creature with a horse's head. Its beauty is transfixing despite the razor-sharp teeth. A Dark Beast of Legend. The water horse often crosses to the mortal world via water bridges. A horse-headed humanoid in its natural form, the water horse can also appear as a fetching humanoid or a beautiful riding horse. An Aquatic Danger. While not a mindless killer, the water horse, also known as the each-uisge , has a taste for human flesh, and those who dwell in the mortal world eat well. They live on the shores of seas or lakes, often posing as fisher-folk or sailors to blend in with the local population. They use their charms and guile to draw victims back to their lair to feast. Water horses are particularly dangerous when a mated pair have young that need to be fed. While water horses create homes at the edge of the water, most have a secret lair beneath the surface.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (shapechanger)","Alignment":"neutral evil","Expansion":45,"Challenge Rating":4},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Water Leaper","description":"The water leaper is a frogheaded, legless creature with wide batlike wings and a gaping maw. Its shrieks resemble those of a hawk. Its long, sinuous tail tapers and ends in a venomous barb. Gliding Wings. The creature has no legs or arms, but sports a pair of wide, membranous wings. It uses the wings to glide beneath the water, as well as to soar through the air. Scourge of Waterways. Water leapers plague fresh lakes and rivers. The creatures prey on animals that come to the water’s edge to drink, as well as on fishermen that ply their trade in the water leaper’s territory. Stories circulate among fishermen of fishing grounds notorious for broken lines and missing bait, and fishermen give these areas a wide berth for fear of water leapers. Desperate or unwary fishermen who ignore the warnings are never seen again; drifting, empty boats are the only sign of their passing. Traits Amphibious: The water leaper can breathe both air and water. Camouflage: The water leaper has advantage on Dexterity (Stealth) checks when underwater. Actions Multiattack: The water leaper uses its shriek and makes one bite attack and one stinger attack. Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) Piercing damage. Until this grapple ends, the target is restrained and the water leaper can’t bite another target. Shriek: The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper’s next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours. Stinger: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) piercing damage. The target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7, 2d6, poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success. Swallow: The water leaper makes a bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper’s turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Water Mephit","description":"The presence of a sailing vessel, be it galleon or rowboat, seems to protect most mortals from casually summoning a water mephit. Most commonly conjured near floods or fjords, or within swamps, a water mephit is a capricious prankster. Bound to the water in which they’re birthed, a mephit grows bitter, even malicious, if left alone for too long. But one that is properly entertained is seldom more than a nuisance, and possibly even a boon to ferries and floodplains. Multiple mephits in close proximity usually result in escalating pranks that quickly become dangerous for the mortals subject to them.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":"1/2"},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Water Mephit","description":"Elemental, Water Elementals are outsiders formed of living matter, be it from air, earth, fire, or in the case of the creature below, water. Water Mephit Mephits are little bipedal elementals with bat-like wings who serve stronger elementals or, in some cases, spellcasters capable of conjuring them as familiars. Many different types of mephits exist beyond the water mephit detailed below. Mephits are often called upon by spellcasters to serve as familiars; see the entry for Lintwerth for one such example. Traits Death Burst. When the mephit dies, it explodes in a burst of high-pressure water. Each creature within 5 feet of it must make a DC 12 Dexterity saving throw or be knocked prone. False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary puddle of water. Innate Spellcasting (1/Day). The mephit can innately cast stinking cloud , requiring no material components. Its innate spellcasting ability is Charisma (spell save DC 12). Actions Multiattack. The water mephit makes two attacks with its claws. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage and 4 (1d8) acid damage. Acid Breath (Recharge 6). The mephit exhales a 15-foot cone of acid. Each creature in that area must succeed on a DC 12 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":3},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Water Spark","description":"On their home planes, elemental sparks are living motes of floating air, earth, fire, and water. When one of these elemental minions travels to another world, they take the form of an animal native to that plane. In the Mundane World, air sparks appear as winged serpents, earth sparks appear as rhinoceroses, fire sparks appear as bears, and water sparks take on the appearance of octopuses. Traits Minion. If the spark takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the spark takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Whirlpool Suction. If an enemy starts their turn within 5 feet of three or more water sparks, the enemy must succeed on a Strength saving throw or have their speed reduced to 0. The DC for this saving throw equals 14 plus the number of water sparks within 5 feet of the enemy. Actions Whelming Wave (Group Attack). Melee or Ranged Spell Attack: +11 to hit, reach 5 ft. or range 30 ft., one target. Hit: 10 bludgeoning damage, and if the attack was made by more than one spark, the target must succeed on a Dexterity saving throw or be knocked prone and be unable to stand up until the end of the sparks’ next turn. The DC for this saving throw equals 14 plus the number of sparks who joined the attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Water)","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":20},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Water Spark","description":"Traits Minion. If the spark takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the spark takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Whirlpool Suction. If an enemy starts their turn within 5 feet of three or more water sparks, the enemy must succeed on a Strength saving throw or have their speed reduced to 0. The DC for this saving throw equals 14 plus the number of water sparks within 5 feet of the enemy. Actions Whelming Wave (Group Attack). Melee or Ranged Spell Attack: +11 to hit, reach 5 ft. or range 30 ft., one target. Hit: 10 bludgeoning damage, and if the attack was made by more than one spark, the target must succeed on a Dexterity saving throw or be knocked prone and be unable to stand up until the end of the sparks’ next turn. The DC for this saving throw equals 14 plus the number of sparks who joined the attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Elemental (Water)","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":20},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Water Spider","description":"Water spiders move as easily through the water as they do across the cavern walls. Though they do not spin webs, they do encase their catch in a fine silk sack to smother and preserve their prey beneath the water. They tend to ignore creatures they are unfamiliar with, hunting only tiny crabs, fish, and similar Underworld fauna.","properties":{"Category":"Monsters","Size":"Small","Type":"beast","Alignment":"unaligned","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Water Spirit","description":"Manifest Elemental Spirit Water Spirits. Water spirits usually take the form of a humanoid torso rising from a source of water; if they have legs, these are often obscured within the water or become visible only if they stride onto land. The forms of these spirits shift and change as circumstances require, and they can even split themselves to act in multiple places at once and reabsorb damaged copies to restore their own vitality. Actions Current’s Course. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) cold damage. Depths of Power. The manifest water spirit can perform any water invocation (see water invocations). Its invocation ability modifier is Strength, and its invocation save DC is 16. When it performs a water invocation, it gains 3 additional favor to spend on that invocation’s empowerments. Any favor not spent this way is lost.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"any non-chaotic","Expansion":26129,"Challenge Rating":4},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Water Weird","description":"\"Before you drink from a fountain or pool, toss a copper coin into it. It’s a small price to pay for your life.\" —X the Mystic’s 2nd rule of dungeon survival A water weird is an elemental guardian bound to a specific water-filled location, such as a pool or fountain. Invisible while immersed in water, its serpentine shape becomes clear only when it emerges to attack, using its coils to crush any creature other than its summoner and those its summoner declares as off limits. When slain, a water weird becomes an inanimate pool of water. Good and Evil Weirds. Like most elementals, a water weird has no concept of good or evil. However, a water weird bound to a sacred or befouled source of water begins to take on the nature of that site, becoming neutral good or neutral evil. A neutral good water weird tries to frighten away interlopers rather than kill them, while a neutral evil water weird kills its victims for pleasure and might turn against its summoner. A water weird loses its evil alignment if its waters are cleansed with a purify food and drink spell. Elemental Nature. A water weird doesn’t require air, food, drink, or sleep. Traits Invisible in Water : The water weird is invisible while fully immersed in water. Water Bound : The water weird dies if it leaves the water to which it is bound or if that water is destroyed. Actions Constrict : Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled, escape DC 13, and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Source":"MM1","Alignment":"neutral","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Waterborn","description":"TRAITS Amphibious: The waterborn can breathe air and water. Blood Frenzy: The waterborn has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Oceanic Curse: Those who slay a waterborn are cursed to rough ocean voyages. All crews on sailing vessels that carry those so cursed are at disadvantage for all checks involving sailing. ACTIONS Multiattack: The waterborn makes two attacks: one with its bite and one with its claws. Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage. Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Humanoid","Alignment":"Neutral","Expansion":23660,"Challenge Rating":2},"publisher":"Goodman Games","book":"Fantastic Encounters (FEF 7)"},{"name":"Waterkledde","description":"The gentle kitten sitting by the riverbank mewls softly. Suddenly, it pounces, transforming into a wolfish, winged horror with eyes that smolder a supernatural green. The waterkledde is a fiendish shape-shifter that preys upon travelers after sunset. While it can assume the form of nearly any beast, its true form is a winged black wolf with the hindquarters of a horse and a sharp beak within a wolfish snout. The waterkledde often makes its lair by bodies of water and herds its prey there to drown it before tearing it apart. Insidious Tormentor. The waterkledde delights in causing suffering before claiming the lives of its prey. It can speak the common tongues of man and often likes to hound its prey from a distance, calling out “Kludde! Kledde! Kleure!” to confuse, startle, and terrify them. After harrying prey, it assumes a shape such as a lonely horse or eager mutt, which approach and attack without arousing suspicion. Stuff of Superstition. Warnings about the waterkledde are many and meant safeguard the kind and naive. Locals warn travelers not to pick up stray animals; if they carry a waterkledde it might transform into something large enough to crush the kindly carrier. They advise travelers to drop a handkerchief if they are being chased by the waterkledde, insisting the travelers will be safe because the creature must stop and tear apart the handkerchief before resuming pursuit. When adventurers arrive to rid an area of a waterkledde, locals often attempt to stop them, insisting seven more will arise to take its place if it is killed outside its watery lair. Hold Breath. The waterkledde can hold its breath for 15 minutes. Actions Multiattack. The waterkledde makes one Bite attack and two Claw attacks. If it hits one Medium or smaller creature with both Claw attacks, the waterkledde latches onto the creature with its Beak, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the waterkledde can automatically hit the target with its Beak, and the waterkledde can't make Beak attacks against other targets. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Frightening Call (Recharge 5-6). The waterkledde screeches “Kludde! Kledde! Kleure!” in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 22 (5d8) psychic damage and is frightened for 1 minute. On a success, a creature takes half the damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Change Shape. The waterkledde magically transforms into a Small or Medium Beast, or back into its true, fiendish form. Without wings, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. No matter the form, its eyes are always an unnatural green. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Supernatural Speed. The waterkledde takes the Dash or Disengage action.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Waterwalker","description":"Deathdreamer This is a spellcaster that has devoted their life to unraveling the secrets behind Grimnir’s creation. This pursuit often renders deathdreamers insane. Waterwalkers Creatures slain by the deathdreamer’s Primal Breath can be awakened by the deathdreamer via a cryptic ritual. When this happens, they animate as waterwalkers.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Alignment of its Creator","Expansion":25792,"Challenge Rating":2},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Waxolotl","description":"“If you plan on keeping von of zese little buggers, make shure you don’t store your flammable tar right next to ze bottles of ethanöl. Ein entire laboratory kan burn down in only five minutes! It’s ein gut thing I took precautions…” — Humperdink, Insurance Recipient Type: Elemental Creature Component: Any wax elemental Bonus Tamer Improvement: Fire Spitter and +2 Hit Dice Sociable and docile, unlike their primordial counterparts, waxolotls are loyal and excitable creatures. Their favourite pastimes include snoozing next to open fires, taking hot wax baths, and making shadow puppet plays using their innate light sources. Wonderfully supportive companions, they look out for their allies with their regenerative abilities and also ward off foes with protective light, as well as a lot of suppressive fire. If any of the waxolotl’s traits or actions require a saving throw, it is always against the waxolotl’s save DC , as calculated below. Save DC = 8 + the tamer’s proficiency bonus + the waxolotl’s Constitution modifier Monster Trainer In addition to the improvements you can normally give your companions, you can choose to grant the waxolotl the following improvements using your Monster Trainer feature: Fire Spitter Prerequisite: become a tamer’s companion Type: Passive (companion) The damage die of the waxolotl’s Ember attack increases to a d6 , and its range increases to 30 feet . Bright I Prerequisite: 3rd-level tamer Type: Passive (companion), Active (reaction) The bright light of the waxolotl’s Illumination trait increases to a 10-foot radius , and the dim light to an additional 10 feet . The candles can’t be put out by liquids or wind. In addition, as a reaction when a creature within the radius of the waxolotl’s bright light makes an attack roll, the waxolotl can briefly intensify the brightness of its candles, dazzling the creature and giving it disadvantage on its attack roll. Creatures immune to the blinded condition are unaffected by this feature. Regeneration I Prerequisite: 3rd-level tamer Type: Active (bonus action) As a bonus action, the waxolotl can activate a surge of regenerative energy that courses through its body. For 1 minute , the waxolotl regains 2 ( 1d4 ) hit points at the start of each of its turns. After the waxolotl uses this bonus action, it can’t do so again until its tamer finishes a long rest. When the waxolotl’s tamer reaches 9th level in the tamer class, the hit points regained increase to 3 ( 1d6 ). Growth Prerequisite: 5th-level tamer Type: Passive (companion) The waxolotl’s size increases to Small, its Hit Die size increases to a d6 (its hit point maximum consequently increases by 1 for each of its Hit Dice), and the damage die of its Ember attack increases to a d8 . Multiattack Prerequisite: 5th-level tamer Type: Active (action) As an action, the waxolotl can make two attacks. Wax Breath I Prerequisite: 5th-level tamer, Flame Spitter Type: Active (action) As an action, the waxolotl can spit out a deluge of molten wax in a 15-foot cone . Each creature in the area must succeed on a Dexterity saving throw or become restrained by the rapidly hardening wax for 1 minute . A creature restrained by the wax can use its action to make a Strength check against the waxolotl’s save DC , freeing itself on a success. After the waxolotl uses this action, it can’t do so again until its tamer finishes a short or long rest. When the waxolotl’s tamer reaches 9th level in the tamer class, a creature restrained by the wax takes 1d6 fire damage at the start of each of its turns. Bright II Prerequisite: 9th-level tamer, Bright I Type: Passive (companion & tamer) The bright light of the waxolotl’s Illumination trait increases to a 20-foot radius , and the dim light to an additional 20 feet . While within the area of the waxolotl’s bright light, both it and its tamer have advantage on saving throws against being frightened. Slippery Prerequisite: 9th-level tamer Type: Passive (companion), Active (bonus action) The waxolotl can take the Disengage action as a bonus action. In addition, it has advantage on ability checks made to avoid or escape being grappled. Regeneration II Prerequisite: 13th-level tamer, Regeneration I Type: Active (bonus action) The hit points regained by the waxolotl’s Regeneration I increase to 4 ( 1d8 ). When the waxolotl regains hit points with that feature, it can choose to regain only half the amount. If it does so, its tamer regains the same amount of hit points. When the waxolotl’s tamer reaches 17th level in the tamer class, the hit points regained increase to 5 ( 1d10 ). Wax Breath II Prerequisite: 13th-level tamer Type: Passive (companion) The damage that a creature restrained by the waxolotl’s Wax Breath takes at the start of each of its turns increases to 2d6 . In addition, the waxolotl’s breath weapon leaves an even larger mess of hot, sticky wax in its wake. Until the end of the waxolotl’s next turn, surfaces within the area of the cone are difficult terrain, and a creature that enters it for the first time on its turn or ends its turn there takes 2d6 fire damage. When the waxolotl’s tamer reaches 17th level in the tamer class, the damage that a creature restrained by the wax takes at the start of each of its turns and the damage that a creature takes by entering the area of the cone both increase to 3d6 . Bright III Prerequisite: 17th-level tamer, Bright II Type: Passive (companion), Active (reaction) The bright light of the waxolotl’s Illumination trait increases to a 30-foot radius , and the dim light to an additional 30 feet . When the waxolotl uses its Bright I reaction, the affected creature must succeed on a Constitution saving throw or be blinded until the end of the waxolotl’s next turn.","properties":{"Category":"Monsters","Size":"Tiny","Type":"elemental","Alignment":"unaligned","Expansion":28918,"Challenge Rating":1.8},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Weasel","description":"Traits Keen Hearing and Smell : The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Weasel","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Hearing and Smell : The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.","properties":{"Category":"Monsters","AC":13,"HP":"1 (1d4-1)","CHA":3,"CON":8,"DEX":16,"INT":2,"STR":3,"WIS":12,"Size":"Tiny","Type":"beast","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116596/jc0zd9C4FM1gFMkCZdoKkA/original.png","Roll 0":"Bite\n1d20 + 5\n1","Skills":"Perception +3, Stealth +5","Source":"5th Edition SRD","data-XP":10,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Hearing and Smell\",\"Desc\":\"The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d1\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-4","data-CON-mod":"-1","data-DEX-mod":"+3","data-INT-mod":"-4","data-STR-mod":"-4","data-SizeNum":0,"data-WIS-mod":"+1","Challenge Rating":0,"Passive Perception":13,"data-CrNum":0,"data-AcNum":13,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Weasel","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":0},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Weasel","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Actions Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage.","properties":{"Category":"Monsters","AC":13,"HP":"1 (1d4 − 1)","PB":2,"CHA":3,"CON":8,"DEX":16,"INT":2,"STR":3,"WIS":12,"Size":"Tiny","Type":"Beast","Speed":"30 ft., Climb 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406410750/w5o1NR20TGBkppPK3lb9ZA/original.png","Senses":"Darkvision 60 ft.","Skills":"Acrobatics +5, Perception +3, Stealth +5","data-XP":10,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-4","data-CON-mod":"-1","data-DEX-mod":3,"data-INT-mod":"-4","data-STR-mod":"-4","data-SizeNum":1,"data-WIS-mod":1,"Saving Throws":"Str -4, Dex +3, Con -1, Int -4, Wis +1, Cha -4","Challenge Rating":0,"Passive Perception":13,"data-CrNum":0,"data-AcNum":13,"data-HpNum":1},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Weasel, Albino Death","description":"This massive pale weasel moves with lightning speed. Its white fur is stained red with the crusty remains of its latest meal. Albino death weasels are ravenous hunters that spend every waking hour in search of food. Farming communities keep watchful eyes out for the signs of albino death weasel dens, since even large livestock, as well as the farmers themselves, are fair game to the creatures. Humanoids that inhabit forests and badlands, in particular, live in fear of albino death weasels. Hunting Beasts. Albino death weasels often serve as scenting and hunting beasts for ogres, hill giants, dark folk, vampires, and creatures of the Plane of Shadow. These trained weasels respond to voice commands and often wear a decorative collar or a distinctive earring. Foiling Invisible Intruders. Their combination of sharp hearing and their ability to detect prey by scent is believed to make them effective in sniffing out invisible intruders. Some wizards and druids rely on the weasels for precisely this reason.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"unaligned","Expansion":45,"Challenge Rating":1},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Weasel, Wind","description":"In the autumnal deep forest, the wind stirs fallen leaves into swirling patterns--but some are not what they seem. The whipping winds tear at the skin of hapless travelers before resolving into fierce, weasel-like creatures with long, sickle-shaped claws. Claws to Rip Flesh. Appearing as human-sized upright mustelids, these white and blue, furry fey of the deep forest are jealous of mortal intruders and can exact a heavy price from the incautious explorer. The claws on each front foot are extended like curved blades that inflict deep, scything wounds. Wind Riders. Wind weasels have an affinity for the element of air. By running in a tight circle, a wind weasel can generate--and become one with--a swirling vortex of abrasive wind. The weasel uses the whirlwind to surprise and slash at its foes--or to flee if the fight proves unequal. Seasonally Affected. During spring and summer, wind weasels are largely passive and spend most of their time in wind form, drifting lazily around the woodlands. As the leaves and temperatures fall, a wind weasel's mood becomes more vicious, and it actively seeks prey. Though largely beings of the wilds, wind weasels are known to associate with shadow fey and may sometimes be found as guards on the fringes of fey courts or deep woodland groves.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey (shapechanger)","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Weathermancer","description":"Attuned to the atmospheric forces, a weathermancer is able to control and wield weather itself as both weapons and armor. Able to strike with attacks infused with the elements, casting spells that conjure lightning-filled clouds or destructive cyclones, and using the weather to protect themselves, the weathermancer is a dangerous foe – or a staunch ally.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any)","Alignment":"Neutral","Expansion":34474,"Challenge Rating":6},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Weave Acolyte","description":"Unbound Weave Cultists The cultists of the Unbound Weave are often regular people who’ve been touched by wild magic – either accidentally or by design. Some had wizardly powers already, others gained them through their brush with the unstable and dangerous magic. Whichever is the case, they employ their magical powers recklessly and take great delight in the havoc their magic can wreak.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"Any Alignment","Expansion":25354,"Challenge Rating":"1/2"},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Weave Warden","description":"A remnant of a long-lost civilization reaching far across the multiverse, wardens are humanoid-like constructs that serve a singular, unchanging command or goal. Ancient Guardians Several types of wardens exist, though each share the fate of being bound by a singular, unchanging command. Wardens are often stationed as guardians at sealed crypts, forgotten temples, or other sites where powerful artifacts or forbidden knowledge is kept. Some wardens, however, follow less tangible directives and roam relatively freely, guided only by their goal; whether that involves upholding a specific code or ideal – or preventing a calamity through any necessary means. Arcanium Warden Arcanium wardens are constructed from arcanium, an alloy famed for its magnetic properties. Aside from being physically imposing, they're capable of manipulating magnetic fields – using it both as a protective measure and a deadly weapon. They are typically found in places of science and invention. Ember Warden Forged from heat-resistant materials, ember wardens excel in controlling thermal energy and are capable of superheating their surroundings. They typically serve as guardians of volcanic regions or ancient forges where their resistance to heat is most crucial. Unlike other wardens with flexible directives, almost all ember wardens are strictly bound to protect their designated sites – and do so with unyielding fervor. Weave Warden Weave wardens are specially crafted to interact with the fabric of magic. While often tasked with protecting magical artifacts or sensitive knowledge, some weave wardens are appointed as custodians of the weave of magic itself, embarking on quests to thwart malevolent rituals and preserve the balance of magical forces. These wardens are particularly well-equipped to deal with those who wield magic – while they can't cast spells on their own, they can see magical auras and absorb the residual energy from spells cast by others, turning them into formidable foes against any who wield magic with ill intent.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Expansion":34474,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Mareesha's Cosmic Curiosities"},{"name":"Weeping Treant","description":"This gnarled tree’s face is made of cracked, black bark knotted into vaguely humanoid features, and thick tears of sap run down its face. Weeping treants clearly are related to other treants, but they are smaller than the normal variety. Their trunks are gnarled and groan when they move. Forest Wardens. Weeping treants are protectors of dark, shadowy forests, and they are as long-lived as the trees themselves. They act as guardians for an entire forest or for something specific within the forest-they have no pity for those carrying axes or fire. Skeptical Mein. Weeping treants are terrifying and relentless when fighting in defense of their charge. They are inherently distrustful, particularly of anything not of the natural or shadow world, and they’re notoriously difficult to fool or deceive. Enchanted Bitter Tears. Sages and scholars debate why these creatures weep, but no one has come forward with a compelling reason beyond “it’s what trees do.” The weeping treants themselves refuse to speak on the matter. Their tears are occasionally components in druidic spells or items.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"neutral","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Weeping Willow","description":"When a dryad bonds with a tree, the connection grants the tree immortality and a measure of fey magic. The encroachments of civilization, however, threaten this sylvan idyll. Many dryads fall to a woodcutter’s axe, while others become infatuated with a mortal and choose to leave their tree—and immortality—behind. A tree that mourns for their lost dryad becomes a weeping willow. Lake of Tears. A weeping willow bears drooping branches that sprinkle the ground with the tree’s tears. If they stand in one spot long enough, a pond of saltwater eventually forms—and sometimes, those waters reflect the image of a dead dryad. Creatures who seek shelter in a weeping willow’s bower find themselves overcome with a lethargic melancholy, and many wanderers starve to death rather than stir from this rest. Verdant Vengeance. Although not fundamentally evil, weeping willows resent mortals for taking their dryads away. The trees haunt the borders of settlements, luring their prey with song and sweet words or catching them in gnarled roots. Willows whisper words of vengeance to likeminded creatures, mustering allies against nearby humanoid settlers. They also rain enchanting tears to transform their greatest enemies into enthralled allies—or if that fails, into twisted trees. Traits False Appearance. While the willow remains motionless, they are indistinguishable from a normal willow tree. Flammable. If the willow takes fire damage, they catch fire and take 7 (2d6) fire damage at the start of each of their turns for 1 minute. The effect ends early if the willow takes cold damage or a creature uses an action to extinguish the flames. Actions Multiattack. The willow makes two Frenzied Branch attacks. Frenzied Branch. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the willow is on fire, this attack deals an extra 3 (1d6) fire damage. Tugging Roots. Roots erupt from a point on the ground the willow can see within 60 feet of them. Each creature in a 10-foot sphere centered on that point must succeed on a DC 14 Strength saving throw or be knocked prone and moved up to 30 feet toward the willow, taking 4 (1d8) bludgeoning damage for every 10 feet moved. Willow’s Tears. The willow showers salty droplets on their bower. Each creature within 15 feet of the willow must succeed on a DC 14 Wisdom saving throw or be charmed by the willow (save ends at end of turn). While charmed in this way, a creature can’t willingly move more than 15 feet away from the willow. If a creature charmed in this way takes damage, the effect ends for them. Reactions Tree Transformation. When a creature within 5 feet of the willow deals slashing damage to the willow, the willow attempts to turn the creature into a tree. The target must succeed on a DC 14 Constitution saving throw or their feet begin to transform into tree roots and they are restrained. A creature restrained in this way must repeat the saving throw at the end of their next turn. On a successful save, the effect ends. On a failed save, they are transformed into a wooden tree and are petrified. A creature petrified in this way resembles a normal tree of the same size as that creature, except the creature’s face appears carved into the trunk. If the willow dies, the petrification ends and the creature reverts to their true form. A cure ailment power or lesser restoration spell also ends this effect.","properties":{"Category":"Monsters","Size":"Huge","Type":"Plant","Alignment":"Typically Neutral","Expansion":25493,"Challenge Rating":4},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Weirding Scroll","description":"A humanoid figure teeters, clutching both ends of a curious scroll. The curled eldritch parchment is marked with strange, alien glyphs on one side that pulsate with an arcane glow, illuminating the figure's twisted face. Tendrils of opalescent light snake out from the surface of the bizarre scroll as the ensorcelled figure staggers forward. Arcane Guardians. A weirding scroll is a grim construct crafted from a length of magically-treated humanoid skin. This morbid parchment is prepared by a master surgeon before undergoing certain profane and secret rites that imbue the scroll with formidable mind-warping abilities. This surreptitious construct lies in wait for a living creature to come along and serve as an unwilling surrogate for its creator's commands. Nimbused Puppeteers. The mobility of this odd artifice is limited. When a weirding scroll isn't flitting on the wind in a form of mock lifelessness, it employs a powerful domination, which manifests as an eerie tangle of light that entwines its victim. Athenaeum Wardens. The first weirding scrolls were constructed to help protect the massive libraries of an ancient race of sorcerer kings. Since then, the riddle of their creation has fallen into the hands of only the most studious of artificers. Construct Nature. A weirding scroll doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Well Trickster","description":"Traits Regeneration. The well trickster regains up to 10 hit points at the start of its turns. Actions Multiattack. The well trickster makes one sludge spray attack against one creature, then makes a dilemma attack against another creature. Sludge Spray. Ranged Weapon Attack: +4 to hit, reach 20 ft., one target. Hit: The target must make a DC 20 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. Dilemma. Ranged Weapon Attack: +4 to hit, reach 20 ft., one target. Hit: The target must make a DC 17 Wisdom saving throw. On a success, the target is subjected to one of the following conditions of its choice until the well trickster is defeated. On a failure, the target is subjected to three of these conditions of its choice instead. A condition that has been chosen can’t be chosen again in the same combat encounter, even by different targets. If no conditions remain unchosen, then the target takes (17) 5d6 psychic damage per condition that would have been inflicted instead. The conditions are blinded, deafened, disoriented, frightened, poisoned, and maimed, as described in the SRD, and bleeding, disoriented, distracted, maimed, and weakened, as described in New Conditions in Adventures in Rokugan .","properties":{"Category":"Monsters","Size":"Medium","Type":"lost undead","Alignment":"lawful evil","Expansion":25901,"Challenge Rating":4},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Welvynn Ausstyl","description":"The archdruid of the Inheritors of the Unbegotten is served even by the circle’s other druids as a godling. The vile drow druid has taken their entire house to the Farrealm thousands of years ago and has returned to avenge their exile and to sacrifice the Feyrealm as a whole to his aberrant masters. Welvynn Ausstyl is motivated only by the service to the entities he and his circle venerates and has no remorse about achieving the goals set forth by them. Equipment Welvynn Ausstyl wears a robe of eyes and wields a whip of tentacles .","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (drow)","Alignment":"neutral evil","Expansion":17604,"Challenge Rating":10},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Wemmuth","description":"Fertilized by large quantities of spilled blood, such as that found on bloodstained battlefields or in the war-torn regions surrounding besieged cities, wemmuths are vile swaths of vines that draw sustenance from mortal suffering, lapping up blood like water. Possessing a rudimentary intelligence and an unquenchable thirst for blood, wemmuths lie in wait for most of their lives, growing to incredible size in the bloody soil of their grisly homes. Though the vines that comprise a wemmuth’s body are scarcely thicker than rope, a single adult wemmuth system consists of 6 tons of vines, enough to stretch for 6,000 feet if stretched from end to end in a single straight line. Traits Thorny Mass. A creature that touches the wemmuth or hits it with a melee attack while within 10 feet of it takes 14 (4d6) piercing damage. Actions Multiattack. The wemmuth makes two melee attacks, or it makes one melee attack and uses Squeeze. Pummeling Branch. Melee Weapon Attack: +13 to hit, reach 15 ft., one creature. Hit: 36 (8d6 +8) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 18) and restrained until the grapple ends. The wemmuth has four pummeling branches, each of which can grapple one target. Boulder. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one creature. Hit: 61 (10d8 +8) bludgeoning damage. Squeeze. The wemmuth crushes a grappled creature, absorbing its life-giving blood. The grappled creature must make a DC 18 Constitution saving throw, taking 36 (8d6 + 8) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. The wemmuth regains hit points total to half the damage dealt. Flail (Recharge 5–6). The wemmuth makes four pummeling branch attacks, each with disadvantage.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":15},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Wendell Gale","description":"Appearance and Personality: Wendell is a ruddy, black-­haired gnome with an officious nature and an inflated sense of self-­importance. He is a skilled trader and good on the deck of a boat, but he takes care to give the impression that he is of little use in a fight. He is proud to demonstrate his expertise in non-­combat situations, particularly when it comes to matters of navigation or negotiation. However, he is also perfectly willing to take charge of situations where he has considerably less skill. He generally acts as though he is the most competent person present in any group. Note that Wendell has fallen under the influence of Jael the Hunter. Jael imprisoned Wendell’s immediate family members and is prepared to levy a death warrant against the entire Gale trading family. Jael promised Wendell that he would free those family members and release the family from the warrant in exchange for Wendell’s cooperation. Wendell reluctantly agreed to cooperate with Jael. He values his family’s lives far higher than he does any hope of freedom or dreams of an eventual elf victory over the shadow. In spite of his boisterous and commanding ways, Wendell is ultimately a pragmatist. He wants to see the mission reach the Erethor, and he is willing to do whatever is necessary to make that succeed. He does not want to eliminate any of the PCs, as he believes that this group is his best chance to get far behind elf lines with a Crown of Shadow. Then, he believes he can activate the Crown and use it to fulfill his end of the bargain with Jael. Traits Gnomish Cunning. Wendel has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Bonus Actions Shrewd. Wendell can use the Disengage or Help action as a bonus action. When he uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of Wendell, rather than within 5 feet of him, if the target can see or hear him. Sneak Attack. Once per turn, Wendell deals an extra 14 (4d6) damage when he hits a target with a Dagger attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Wendell that isn’t incapacitated and Wendell doesn’t have disadvantage on the attack roll. Actions Boatman’s gaff. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d8) piercing damage. Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 3) piercing damage. Inutek. Ranged Weapon Attack: +7 to hit, range 5/15 ft. one target. Hit: A Large or smaller creature hit by an inutek is restrained until it is freed. An inutek has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the inutek (AC 10) also frees the creature without harming it, ending the effect and destroying the inutek. Reactions Uncanny Dodge. When an attacker that Wendell can see hits him with an attack, he can use his reaction to halve the attack’s damage against him.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Gnome)","Alignment":"Neutral","Expansion":30502,"Challenge Rating":5},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Wendigo","description":"At first the creature looks like an emaciated man running, then it looks like a large wolf. Right before it attacks, it is obvious the creature is neither. Born of Greed and Starvation. The wendigo's origins are mysterious. Some claim they are beings summoned forth from the corpses of humans who have died of starvation. Others say they come from those who have died because of cannibalism or their own greed. An Insatiable Appetite. Wendigos are found in harsh climates, preying on the weak and hungry. Legends speak of entire settlements devoured by a single wendigo. All that remains of these settlements are eerily silent buildings and a few scattered bones, all material wealth untouched. An Emaciated Horror. Wendigos have an emaciated humanoid shape with some disturbing lupine features, described by one scholar as a \"hairless zombie werewolf.\" Punisher of Vices. Wendigos also have a special role in the punishment for cannibalism and greed. Greedy or cannibalistic individuals whose vices have caused the deaths of others, directly or indirectly, might be cursed by those victims as the victims die. This curse manifests as a wendigo being unleashed into the world.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":11},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Wendigo","description":"A wendigo is a dreadful fey spirit that haunts cold temperate forests and desolate tundras. It is often mistaken for an undead or lycanthrope due to its appearance and its insatiable craving for humanoid flesh. Bestial Horror. The wendigo appears as a gaunt horrid-looking 9-foot tall humanoid with an emaciated elk's head with antlers. Its foul body is covered with dark matted hair that is stained with blood. Its unnaturally long arms end in vicious claws and its mouth is ridged with sharp teeth. Ravenous Spirit. The wendigo was once an evil humanoid that hunted and preyed on its own kind, surviving as a cannibal for most of its life while living alone in the wilderness. Such a creature will attract the attention of the Queen of Air and Darkness or Malar the Beastlord. Before the creature's death, the deity it gained favor from bestows upon it a gift, or rather a curse, which transforms the creature into the ravenous wendigo. This allows the creature to continue what it did in its previous life, for eternity. Traits Keen Hearing and Smell. The wendigo has advantage on Wisdom (Perception) checks that rely on hearing or smell. Regeneration. The wendigo regains 10 hit points at the start of its turn. If the wendigo takes fire damage, this trait doesn't function at the start of the wendigo's next turn. The wendigo dies only if it starts its turn with 0 hit points and doesn't regenerate. Actions Multiattack. The wendigo makes one Ravenous Bite and two Claw attacks. Ravenous Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) necrotic damage, and the wendigo regains hit points equal to the necrotic damage dealt. In addition, the target must succeed on a DC 16 Constitution saving throw against disease or become poisoned until the disease is cured. While poisoned, the target's Wisdom score is reduced by 1d4 at the start of each of its turns. This reduction will not cause a target's score to go below 3. When a target's Wisdom reaches a score of 3, it becomes insane and ravenous. While in this state, the creature acts as an ally of the wendigo, gains a Bite attack (1d6 piercing damage), and must spend its action each turn making a Bite attack against an enemy of the wendigo. The Wisdom score reduction lasts until the target finishes a short or long rest. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Baleful Howl. The wendigo emits a terrifying howl. Every enemy within 300 feet of the wendigo that can hear it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target that starts its turn within 30 feet of the wendigo must use all its movement on that turn to get as far from the wendigo as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is immune to the wendigo's Baleful Howl for the next 24 hours. Spellcasting. The wendigo casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: dancing lights, detect magic, minor illusion, wind walk (as an action, self only) Bonus Actions Maddening Whispers. The wendigo chooses one creature it can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw. On a failed save, the target takes 13 (2d8 + 4) psychic damage and must use its reaction to move up to half its speed and make a melee weapon attack against one visible creature of the wendigo's choice. Constructs and Undead are immune to this effect.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Werebat","description":"A werebat is a humanoid afflicted with a rare form of lycanthropy that enables it to transform into a giant bat or a bat-humanoid hybrid. (See the Monster Manual for more information on lycanthropy.) Most werebats are of goblin stock. Deep Dwellers. Werebats are shunned even by goblin society because of their need to feed on blood to survive. They prefer to lair in dark places, such as attics and caves, and typically adopt nocturnal hunting habits. Blood Drinkers. A werebat must consume at least 1 pint of fresh blood each night, or it weakens and gains one level of exhaustion that no amount of rest alone can remove. Each pint of blood the werebat consumes removes one level of exhaustion gained in this fashion. Werebat Lycanthropy. A player character who becomes a werebat gains a Dexterity of 17 if their score isn’t already higher. Attack and damage rolls for the werebat’s bite attack are based on the character’s Strength or Dexterity score, whichever is higher. Traits Shapechanger. The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Echolocation (Bat or Hybrid Form Only). The werebat has blindsight out to a range of 60 feet as long as it’s not deafened. Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing. Nimble Escape (Humanoid Form Only). The werebat can take the Disengage or Hide action as a bonus action on each of its turns. Sunlight Sensitivity. While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werebat makes two scimitar attacks or two shortbow attacks. In hybrid form, it can make one bite attack and one scimitar attack. Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy. Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblin, shapechanger)","Alignment":"neutral evil","Expansion":7394,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Dungeon of the Mad Mage"},{"name":"Werebat","description":"A werebat is a humanoid afflicted with a rare form of lycanthropy that enables it to transform into a giant bat or a bat-humanoid hybrid. (See the Monster Manual for more information on lycanthropy.) Most werebats are of goblin stock. Deep Dwellers. Werebats are shunned even by goblin society because of their need to feed on blood to survive. They prefer to lair in dark places, such as attics and caves, and typically adopt nocturnal hunting habits. Blood Drinkers. A werebat must consume at least 1 pint of fresh blood each night, or it weakens and gains one level of exhaustion that no amount of rest alone can remove. Each pint of blood the werebat consumes removes one level of exhaustion gained in this fashion. Werebat Lycanthropy. A player character who becomes a werebat gains a Dexterity of 17 if their score isn’t already higher. Attack and damage rolls for the werebat’s bite attack are based on the character’s Strength or Dexterity score, whichever is higher. Traits Shapechanger. The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Echolocation (Bat or Hybrid Form Only). The werebat has blindsight out to a range of 60 feet as long as it’s not deafened. Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing. Nimble Escape (Humanoid Form Only). The werebat can take the Disengage or Hide action as a bonus action on each of its turns. Sunlight Sensitivity. While in sunlight, the werebat has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werebat makes two scimitar attacks or two shortbow attacks. In hybrid form, it can make one bite attack and one scimitar attack. Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werebat lycanthropy. Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (goblin, shapechanger)","Alignment":"neutral evil","Expansion":29191,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Waterdeep - Dungeon of the Mad Mage"},{"name":"Werebat Alpha","description":"While most werebats are of goblin stock, some Underdark humanoids (drow, grimlocks, duergar, etc.) and even orcs can become afflicted too. These tend to be more experienced and intelligent than the common werebat, and find themselves leading the colony (see Waterdeep: Dungeon of the Mad Mage for more information on werebats). Traits Echolocation. The werebat can't use its blindsight while deafened. Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing. Pack Leader. The werebat’s allies have advantage on attack rolls while within 20 feet of the werebat, provided it isn’t incapacitated. Actions Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werebat makes two Longsword attacks or two Longbow attacks. In hybrid form, it can make one Bite attack and one Longsword attack. Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the werebat gains temporary hit points equal to the damage dealt. lf the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werebat lycanthropy. Longsword. Melee Weapon Attack: +4 to hit, one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Change Shape. The werebat polymorphs into a Medium bat-humanoid hybrid or into a Large giant bat, or back into its true form, which appears humanoid. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Werebear","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Shapechanger : The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid . Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Smell : The werebear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack : In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. Bite (Bear or Hybrid Form Only) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy. Claw (Bear or Hybrid Form Only) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Greataxe (Humanoid or Hybrid Form Only) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.","properties":{"Category":"Monsters","AC":"10 (In Humanoid Form, 11 In Bear And Hybrid Forms )","HP":"135 (18d8+54)","CHA":12,"CON":17,"DEX":10,"INT":11,"STR":19,"WIS":12,"Size":"Medium","Type":"humanoid (human, shapechanger)","Speed":"30 ft. (40 ft., climb 30 ft. in bear or hybrid form)","Token":"https://s3.amazonaws.com/files.d20.io/images/390116604/oQlVvrSnzvOV2pj3U8skgA/original.png","Roll 0":"Bite\n1d20 + 7\n2d10+4","Roll 1":"Claw\n1d20 + 7\n2d8+4","Roll 2":"Greataxe\n1d20 + 7\n1d12+4","Skills":"Perception +7","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Neutral Good","Languages":"Common (Can't Speak In Bear Form)","data-List":"false","Immunities":"Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons","Token Size":1,"data-Traits":"[{\"Name\":\"Shapechanger\",\"Desc\":\"The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"},{\"Name\":\"Keen Smell\",\"Desc\":\"The werebear has advantage on WisGlom (Perception) checks that rely on smell.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.\"},{\"Name\":\"Bite (Bear or Hybrid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 4\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy\"},{\"Name\":\"Claw (Bear or Hybrid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d8 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Greataxe (Humanoid or Hybrid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d12 + 4\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"+1","data-CON-mod":"+3","data-DEX-mod":"+0","data-INT-mod":"+0","data-STR-mod":"+4","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":5,"Passive Perception":17,"data-CrNum":5,"data-AcNum":10,"data-HpNum":135},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Werebear","description":"Lycanthropes One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form—or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. Werebear Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form’s fur. A werebear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over. When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a werebear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it. Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most werebears are of good alignment, some are every bit as evil as other lycanthropes. Variant: Nonhuman Lycanthropes The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. Player Characters as Lycanthropes A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form. A humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. The following information applies to specific lycanthropes. Werebear. The character gains a Strength of 19 if his or her score isn’t already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Wereboar. The character gains a Strength of 17 if his or her score isn’t already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character’s proficiency bonus + Strength modifier. Wererat. The character gains a Dexterity of 15 if his or her score isn’t already higher. Attack and damage rolls for the bite are based on whichever is higher of the character’s Strength and Dexterity. Weretiger. The character gains a Strength of 17 if his or her score isn’t already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character’s proficiency bonus + Strength modifier. Werewolf. The character gains a Strength of 15 if his or her score isn’t already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Traits Shapechanger : The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Smell : The werebear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack : In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid. Bite (Bear or Hybrid Form Only) : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy. Claw (Bear or Hybrid Form Only) : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) slashing damage. Greataxe (Humanoid or Hybrid Form Only) : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 10 (1d12 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Source":"MM1","Alignment":"neutral good","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Wereboar","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Shapechanger : The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid . Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Charge (Boar or Hybrid Form Only) : If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone . Relentless (Recharges after a Short or Long Rest) : If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Multiattack (Humanoid or Hybrid Form Only) : The wereboar makes two attacks, only one of which can be with its tusks. Maul (Humanoid or Hybrid Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Tusks (Boar or Hybrid Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.","properties":{"Category":"Monsters","AC":"10 (In Humanoid Form, 11 In Boar And Hybrid Forms )","HP":"78 (12d8+24)","CHA":8,"CON":15,"DEX":10,"INT":10,"STR":17,"WIS":11,"Size":"Medium","Type":"humanoid (human, shapechanger)","Speed":"30 ft. (40 ft. in boar form)","Token":"https://s3.amazonaws.com/files.d20.io/images/390116867/WfLnKLUDLD3axcftOz_2Rw/original.png","Roll 0":"Maul\n1d20 + 5\n2d6+3","Roll 1":"Tusks\n1d20 + 5\n2d6+3","Skills":"Perception +2","Source":"5th Edition SRD","data-XP":"1,100","Alignment":"Neutral Evil","Languages":"Common (Can't Speak In Boar Form)","data-List":"false","Immunities":"Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons","Token Size":1,"data-Traits":"[{\"Name\":\"Shapechanger\",\"Desc\":\"The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"},{\"Name\":\"Charge (Boar or Hybrid Form Only)\",\"Desc\":\"If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.\"},{\"Name\":\"Relentless (Recharges after a Short or Long Rest)\",\"Desc\":\"If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.\"}]","data-Actions":"[{\"Name\":\"Multiattack (Humanoid or Hybrid Form Only)\",\"Desc\":\"The wereboar makes two attacks, only one of which can be with its tusks.\"},{\"Name\":\"Maul (Humanoid or Hybrid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"bludgeoning\"},{\"Name\":\"Tusks (Boar or Hybrid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"slashing\",\"Desc\":\"If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy\"}]","data-CHA-mod":"-1","data-CON-mod":"+2","data-DEX-mod":"+0","data-INT-mod":"+0","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":4,"Passive Perception":12,"data-CrNum":4,"data-AcNum":10,"data-HpNum":78},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wereboar","description":"Lycanthropes One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form—or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. Wereboar Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy weapons, while in hybrid or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the curse, the more savage and bestial they become. Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but sometimes ally themselves with orcs. Variant: Nonhuman Lycanthropes The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. Player Characters as Lycanthropes A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form. A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. The following information applies to specific lycanthropes. Werebear. The character gains a Strength of 19 if his or her score isn’t already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Wereboar. The character gains a Strength of 17 if his or her score isn’t already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character’s proficiency bonus + Strength modifier. Wererat. The character gains a Dexterity of 15 if his or her score isn’t already higher. Attack and damage rolls for the bite are based on whichever is higher of the character’s Strength and Dexterity. Weretiger. The character gains a Strength of 17 if his or her score isn’t already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character’s proficiency bonus + Strength modifier. Werewolf. The character gains a Strength of 15 if his or her score isn’t already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Traits Shapechanger : The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Charge (Boar or Hybrid Form Only) : If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest) : If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Multiattack (Humanoid or Hybrid Form Only) : The wereboar makes two attacks, only one of which can be with its tusks. Maul (Humanoid or Hybrid Form Only) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) bludgeoning damage. Tusks (Boar or Hybrid Form Only) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Werecrocodile","description":"Werecrocodiles inhabit many cities and villages on the banks of the River Nuria and can also be found in numbers in Lake Gossai in the Fallen Kingdom of Aksaba, where they serve a sinister cult known as the Seven Wicked Blades. Werecrocodiles in humanoid form are well muscled and have a disconcerting smile that is just a bit too wide. They like to wield khopeshes (Nurian sickle-swords) and other brutal slashing weapons in battle. Werecrocodiles are often confused for subek, which can sometimes lead to nasty surprises for those seeking knowledge or goods. The indifference that subek feel toward werecrocodiles doesn’t help the situation, leaving customers always on edge, never knowing if they’re dealing with a subek merchant or a duplicitous werecrocodile.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Alignment":"neutral evil","Expansion":11995,"Challenge Rating":3},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Werehellhound Knight","description":"A Knight of the Crown who has chosen to stay loyal to the crown despite the Midnight Curse, has been turned into a werehellhound lycanthrope by the newly crowned Queen Aphinah as a gift for its service. Maintaining the tenets of its oath to protect the sovereign, a werehellhound knight relies on its divine magic and shapechanger abilities to weed out and persecute any and all opposition. Serving as the queen’s private guard and commando, werehellhound knights always travel in packs of at least two members and spread the flames of their hellish curse upon their victims.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger, afflicted lycanthrope)","Alignment":"lawful evil","Expansion":17604,"Challenge Rating":6},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Werehellhound Template","description":"The following information applies to a creature, including player characters, who contract the curse of werehellhound lycanthropy. The creature gains the following features only in hellhound or hybrid form.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger, afflicted lycanthrope)","Alignment":"any","Expansion":17604},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Werendegar","description":"Werendegar is a type of fey known as a gimmerling. His stats work great as is for a completely unique villain from the First World, with his skills and supernatural abilities making him an excellent choice for a doppelganger-like role in a high-level campaign. Traits Brute. A melee weapon deals one extra die of its damage when Werendegar hits with it (included in the attack). Hungersense. Werendegar has advantage on Wisdom (Perception) checks made against creatures that require food to live. Innate Spellcasting. Werendegar’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Werendegar can innately cast the following spells, requiring no material components: At will: invisibility (self only), shield 3/day: dispel magic, irresistible dance, suggestion 1/day: heal, mass suggestion, plane shift, teleport, wish Magic Resistance. Werendegar has advantage on saving throws against spells and other magical effects. Magic Weapons. Werendegar’s weapon attacks are magical. Shapechanger. Werendegar can use his action to polymorph into a Small or Medium humanoid he has seen, or back into his true form. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. Werendegar reverts to his true form if he dies. Sneak Attack (1/Turn). Werendegar deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the creature that isn’t incapacitated and Werendegar doesn’t have disadvantage on the attack roll. Thorny Aura. Thorny roots and barbed vines writhe and twist in a 15-foot radius around Werendegar. When a creature moves into this area for the first time or ends its turn in it, the creature must make a DC 21 Dexterity saving throw or take 14 (4d6) piercing damage. Werendegar is not affected by his own thorny aura. Actions Multiattack. Werendegar makes three attacks: one with his rapier, one with a claw, and one with a bite. Rapier. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) piercing damage. Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) piercing damage. Reactions Disarm. If Werendegar successfully hits a creature with his rapier and that creature is wielding a weapon, he can opt to deal no damage and instead cause the creature to make a DC 21 Strength saving throw. If the creature fails, they drop their weapon to the ground.","properties":{"Category":"Monsters","Size":"Small","Type":"fey (shapechanger)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":21},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Wererat","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Shapechanger : The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid . Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Smell : The wererat has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack (Humanoid or Hybrid Form Only) : The wererat makes two attacks, only one of which can be a bite. Bite (Rat or Hybrid Form Only). : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. Shortsword (Humanoid or Hybrid Form Only) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow (Humanoid or Hybrid Form Only) : Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","AC":12,"HP":"33 (6d8+6)","CHA":8,"CON":12,"DEX":15,"INT":11,"STR":10,"WIS":10,"Size":"Medium","Type":"humanoid (human, shapechanger)","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116877/fgfFKNmR0P2C8DyKn5G2_g/original.png","Roll 0":"Bite\n1d20 + 4\n1d4+2","Roll 1":"Shortsword\n1d20 + 4\n1d6+2","Roll 2":"Hand Crossbow\n1d20 + 4\n1d6+2","Senses":"Darkvision 60 Ft. (Rat Form Only)","Skills":"Perception +2, Stealth +4","Source":"5th Edition SRD","data-XP":450,"Alignment":"Lawful Evil","Languages":"Common (Can't Speak In Rat Form)","data-List":"false","Immunities":"Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons","Token Size":1,"data-Traits":"[{\"Name\":\"Shapechanger\",\"Desc\":\"The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"},{\"Name\":\"Keen Smell\",\"Desc\":\"The wererat has advantage on Wisdom (Perception) checks that rely on smell.\"}]","data-Actions":"[{\"Name\":\"Multiattack (Humanoid or Hybrid Form Only)\",\"Desc\":\"The wererat makes two attacks, only one of which can be a bite.\"},{\"Name\":\"Bite (Rat or Hybrid Form Only).\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d4 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy\"},{\"Name\":\"Shortsword (Humanoid or Hybrid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Hand Crossbow (Humanoid or Hybrid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"30/120 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"-1","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"+0","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":2,"Passive Perception":12,"data-CrNum":2,"data-AcNum":12,"data-HpNum":33},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wererat","description":"Lycanthropes One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form—or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. Wererat Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid forms, wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escape rather than combat. A wererat clan operates much like a thieves’ guild, with wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan’s control are quickly hunted down and killed. Wererat clans are found throughout urban civilization, often dwelling in cellars and catacombs. These creatures are common in the sewers beneath major cities, viewing those subterranean areas as their hunting grounds. Rats and giant rats are commonly found living among wererats. Variant: Nonhuman Lycanthropes The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. Player Characters as Lycanthropes A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form. A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. The following information applies to specific lycanthropes. Werebear. The character gains a Strength of 19 if his or her score isn’t already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Wereboar. The character gains a Strength of 17 if his or her score isn’t already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character’s proficiency bonus + Strength modifier. Wererat. The character gains a Dexterity of 15 if his or her score isn’t already higher. Attack and damage rolls for the bite are based on whichever is higher of the character’s Strength and Dexterity. Weretiger. The character gains a Strength of 17 if his or her score isn’t already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character’s proficiency bonus + Strength modifier. Werewolf. The character gains a Strength of 15 if his or her score isn’t already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Traits Shapechanger : The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Smell : The wererat has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack (Humanoid or Hybrid Form Only) : The wererat makes two attacks, only one of which can be a bite. Bite (Rat or Hybrid Form Only). : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. Shortsword (Humanoid or Hybrid Form Only) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Hand Crossbow (Humanoid or Hybrid Form Only) : Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Source":"MM1","Alignment":"lawful evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Wererat","description":"Traits Keen Sight and Smell . The wererat has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Bite. Melee Weapon Attack. +4 to hit, reach 5 ft. one target. Hit: 4 (1d4 +2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Alignment":"lawful evil","Expansion":20626,"Challenge Rating":2},"publisher":"Scribemind","book":"A Night of Masks and Monsters"},{"name":"Wererat Assassin","description":"Wererats who show an aptitude for becoming inconspicuous and have mastered the craft of making quick and silent kills become assassins. They normally join thieves' and assassins' guilds but seldom do they reveal their true nature. Traits Assassinate. During its first turn, the wererat has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the wererat scores against a surprised creature is a critical hit. Cunning Action. The wererat takes the Dash, Disengage, or Hide action. Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell. Sneak Attack (1/Turn). The wererat deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the wererat that isn't incapacitated and the wererat doesn't have disadvantage on the attack roll. Actions Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a Bite. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. lf the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wererat lycanthropy. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Change Shape. The werebat polymorphs into a Medium rat-humanoid hybrid or into a giant rat, or back into its true form, which appears humanoid. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Wererat Captain","description":"A wererat captain is the boss of a local gang of wererats. It reports to and follows the whim of the pack lord. The captain is a crafty veteran that guides its less experienced underlings to fight more efficiently. Traits Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The wererat has advantage on an attack roll against a creature if at least one of the wererat's allies is within 5 feet of the creature and the ally isn't incapacitated. Distracting Strike (1/Turn). When the wererat hits a creature with a weapon attack, the next attack roll against the target by an attacker other than the wererat has advantage if the attack is made before the start of the wererat's next turn. Actions Multiattack. The wererat makes three attacks, only one of which can be a Bite. It can use Maneuver Allies in place of one attack. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. lf the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wererat lycanthropy. Rapier (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of the wererat that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Change Shape. The wererat magically transforms into a rat-humanoid hybrid or into a giant rat or back into its true form (humanoid), while retaining its game statistics (other than its size). This transformation ends if the wererat is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Wererat Pack Lord","description":"Pack lords are the alphas of the pack, and they are usually the largest and most experienced ones. To become a pack lord requires slaying the current one in single combat. Traits Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The wererat has advantage on an attack roll against a creature if at least one of the wererat's allies is within 5 feet of the creature and the ally isn't incapacitated. Packmaster. An ally within 5 feet of the wererat has advantage on attack rolls against a creature that is within 5 feet of the wererat and another ally, provided the wererat and the other ally aren't incapacitated. Sneak Attack (1/Turn). The wererat deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the wererat that isn't incapacitated and the wererat doesn't have disadvantage on the attack roll. Actions Multiattack. The wererat makes three attacks, only one of which can be a Bite. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. lf the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wererat lycanthropy. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Summon Rats (Recharges after a Short or Long Rest). The wererat summons 3d4 giant rats. The giant rats appear in unoccupied spaces within 30 feet of the wererat and acts as its allies. The giant rats act right after the wererat on the same initiative count and fight until they're destroyed. They disappear when the wererat dies. Call Assault (1/Day). Up to three wererat allies that are within 30 feet of this wererat can use their reaction to move up to half their speed and make one melee weapon attack on the attack roll. This wererat can then take the Dash, Disengage, or Hide action as a bonus action. Change Shape. The wererat magically transforms into a rat-humanoid hybrid or into a giant rat or back into its true form (humanoid), while retaining its game statistics (other than its size). This transformation ends if the wererat is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Wererat Thug","description":"Wererat thugs are bullies who take advantage of the weak. They often accompany normal wererats as the extra muscle. Traits Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The wererat has advantage on an attack roll against a creature if at least one of the wererat's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The wererat deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the wererat that isn't incapacitated and the wererat doesn't have disadvantage on the attack roll. Actions Multiattack. The wererat makes three attacks, only one of which can be a Bite. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. lf the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Change Shape. The wererat magically transforms into a rat-humanoid hybrid or into a giant rat or back into its true form (humanoid), while retaining its game statistics (other than its size). This transformation ends if the wererat is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Wereraven","description":"Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible. In their human and hybrid forms, wereravens favor light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don't deserve it or who would abuse it. A Kindness of Wereravens. Wereravens refer to their tightly knit groups as kindnesses. A kindness of wereravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide in plain sight among them. Charitable Collectors. Wereravens like to collect shiny trinkets and precious baubles. They are fond of sharing their wealth with those in need and, in their humanoid forms, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places. Characters as Wereravens. The Monster Manual has rules for characters afflicted with lycanthropy. The following text applies to wereraven characters specifically. A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the wereraven's bite are based on whichever is higher of the character's Strength and Dexterity. The bite of a wereraven in raven form deals 1 piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy; see the \"Player Characters as Lycanthropes\" sidebar in the lycanthropes entry in the Monster Manual for details. Traits Shapechanger. The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its human form if it dies. Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Actions Multiattack (Human or Hybrid Form Only). The wereraven makes two weapon attacks, one of which can be with its hand crossbow. Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Alignment":"lawful good","Expansion":7388,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Curse of Strahd"},{"name":"Wereraven","description":"Wereravens are secretive, cautious lycanthropes that seek to blend into society and subtly oppose evil. As avowed foes of malevolent beings, wereravens are stalked by wicked forces. Knowing this, wereravens rarely reveal their hybrid forms. Nevertheless, folktales tell of eerie, raven-winged figures who appear prior to disasters and share mysterious prophecies. Such stories are true, in a way, as where wereravens tread, evil pursues. Wereraven employ light weapons to avoid spreading their curse to those who would abuse it. Wereraven Lycanthropy The lycanthropes entry in the Monster Manual has rules for characters afflicted with different forms of lycanthropy. The following text applies to wereraven characters specifically. A character cursed with wereraven lycanthropy gains a Dexterity of 15 if their score isn’t already higher. Attack and damage rolls for the wereraven’s beak are based on whichever is higher of the character’s Strength and Dexterity. The peck of a wereraven deals 1 piercing damage in raven form (no ability modifier applies to this damage), or 1d4 piercing damage in hybrid form (the character’s ability modifier applies to this damage). This attack carries the curse of wereraven lycanthropy. Traits Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chattering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Regeneration. The wereraven regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait doesn’t function at the start of the wereraven’s next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack (Humanoid or Hybrid Form Only). The wereraven makes two weapon attacks, one of which can be with its hand crossbow. Beak (Raven or Hybrid Form Only). Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Change Shape. The wereraven polymorphs into a raven–humanoid hybrid or into a Tiny raven, or back into its humanoid form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its humanoid form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Expansion":10535,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Wereraven","description":"Wereravens are secretive and wary of strangers. They keep mostly to themselves, respect local laws, and strive to do good whenever possible. They are reluctant to attack with their beaks in raven or hybrid form for fear of spreading their curse to those who don’t deserve it or would abuse it. A Kindness of Wereravens . Wereravens refer to their tightly knit groups as kindnesses. Not surprisingly, wereravens get along well with ravens and often hide in plain sight among them. Charitable Collectors . Wereravens collect shiny trinkets and precious baubles. They are fond of sharing their wealth with those in need and, in their humanoid forms, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places. Wereraven Lycanthropy . The lycanthropes entry in the Monster Manual has rules for characters afflicted with different forms of lycanthropy. The following text applies to wereraven characters specifically. A character cursed with wereraven lycanthropy gains a Dexterity of 15 if their score isn’t already higher. Attack and damage rolls for the wereraven’s beak are based on whichever is higher of the character’s Strength and Dexterity. The peck of a wereraven deals 1 piercing damage in raven form (no ability modifier applies to this damage), or 1d4 piercing damage in hybrid form (the character’s ability modifier applies to this damage). This attack carries the curse of wereraven lycanthropy. Traits Mimicry . The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chattering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Regeneration . The wereraven regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait doesn’t function at the start of the wereraven’s next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack (Humanoid or Hybrid Form Only) . The wereraven makes two weapon attacks, one of which can be with its hand crossbow. Beak (Raven or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 1 piercing damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy. Shortsword (Humanoid or Hybrid Form Only) . Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Hand Crossbow (Humanoid or Hybrid Form Only) . Ranged Weapon Attack : +4 to hit, range 30/120 ft., one target. Hit : 5 (1d6 + 2) piercing damage. Change Shape . The wereraven polymorphs into a raven–humanoid hybrid or into a raven, or back into its humanoid form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its humanoid form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (shapechanger)","Expansion":9505,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Candlekeep Mysteries"},{"name":"Wereshark","description":"Weresharks are ruthless in the pursuit of prey. In their humanoid form they are aggressive loners, making their homes in sea caves and deserted fishing hamlets. In shark form they act as any shark would, always on the lookout for an easy meal. Like a werewolf, a wereshark can wield weapons in its hybrid form, but prefers to tear foes apart with its gaping, many-toothed maw. Traits Shapechanger. The wereshark can use its action to polymorph into a shark-humanoid hybrid or into a hunter shark, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Amphibious (Hybrid Form Only). The wereshark can breathe air and water. Water Breathing (Shark Form Only). The wereshark can only breathe underwater. Actions Multiattack (Humanoid or Hybrid Form Only). The wereshark makes two attacks: one with its bite and one with its spear. Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereshark lycanthropy. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Player Characters as Lycanthropes A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form. A humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 +the lycanthrope’s proficiency bonus+ the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. Wereshark. The character gains a Strength of 18 if his or her score isn’t already higher, and a +1 bonus to AC while in shark or hybrid form (from natural armour). Attack and damage rolls for the bite are based on Strength. The wereshark also gains the Amphibious and Water Breathing traits.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Alignment":"chaotic evil","Expansion":20544,"Challenge Rating":3},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Werestingray Template","description":"The following information applies to a creature, including player characters, who contract the curse of werestingray lycanthropy. The creature gains the following features only in stingray or hybrid form. Werestingray Template Werestingray Lycanthropy. On a full moon, which happens once every week, an afflicted creature turns into a crafty stingray-humanoid hybrid or into a stingray (use the giant stingray monster entry) based on the DM’s discretion. While in stingray or hybrid form, the character has a Dexterity score of 15 if their score isn’t already higher, a +1 bonus to AC (from natural armor), and a swim speed of 40ft. It gains damage immunity against bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered. Its other statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Darkvision. The werestingray gains darkvision to 60 feet. Amphibious. The werestingray can breathe air and water in hybrid and stingray form. Keen Hearing and Smell . The werestingray has advantage on Wisdom (Perception) checks that rely on hearing or smell. Sting (Stingray or Hybrid Form Only). As a bonus action, the werestingray can make a sting attack that deals 3 (1d6) piercing damage plus 14 (4d6) poison damage and the target must succeed on a Constitution saving throw (DC 8 + the werestingray's proficiency bonus + the werestingray's Constitution Modifier) or be poisoned for 1 minute. Attack and damage rolls for the natural weapons are based on Strength or Dexterity, whichever is greater. If the target is a humanoid, it must succeed on a must succeed on a Constitution saving throw (DC 8 + the werestingray's proficiency bonus + the werestingray's Constitution Modifier) or be cursed with werestingray lycanthropy.","properties":{"Category":"Monsters"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Weretiger","description":"Lycanthropes One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form—or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. Weretiger Weretigers are ferocious hunters and warriors with a haughty and fastidious nature. Lithe and sleekly muscular in humanoid form, they are taller than average and meticulously groomed. Weretigers grow to enormous size in animal and hybrid form, but they fight in their more refined humanoid form when they can. They don’t like to pass on their curse, because every new weretiger means competition for territory and prey. Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family groups. Variant: Nonhuman Lycanthropes The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. Player Characters as Lycanthropes A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form. A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. The following information applies to specific lycanthropes. Werebear. The character gains a Strength of 19 if his or her score isn’t already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Wereboar. The character gains a Strength of 17 if his or her score isn’t already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character’s proficiency bonus + Strength modifier. Wererat. The character gains a Dexterity of 15 if his or her score isn’t already higher. Attack and damage rolls for the bite are based on whichever is higher of the character’s Strength and Dexterity. Weretiger. The character gains a Strength of 17 if his or her score isn’t already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character’s proficiency bonus + Strength modifier. Werewolf. The character gains a Strength of 15 if his or her score isn’t already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Traits Shapechanger : The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Hearing and Smell : The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pounce (Tiger or Hybrid Form Only) : If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action. Actions Multiattack (Humanoid or Hybrid Form Only) : In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. Bite (Tiger or Hybrid Form Only) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. Claw (Tiger or Hybrid Form Only) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) slashing damage. Scimitar (Humanoid or Hybrid Form Only) : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) slashing damage. Longbow (Humanoid or Hybrid Form Only) : Ranged Weapon Attack : +4 to hit, range 150/600 ft., one target. Hit : 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Source":"MM1","Alignment":"neutral","Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Weretiger","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Shapechanger : The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid . Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Hearing and Smell : The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pounce (Tiger or Hybrid Form Only) : If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone . If the target is prone, the weretiger can make one bite attack against it as a bonus action. Actions Multiattack (Humanoid or Hybrid Form Only) : In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks. Bite (Tiger or Hybrid Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy. Claw (Tiger or Hybrid Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Scimitar (Humanoid or Hybrid Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow (Humanoid or Hybrid Form Only) : Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","AC":12,"HP":"120 (16d8+48)","CHA":11,"CON":16,"DEX":15,"INT":10,"STR":17,"WIS":13,"Size":"Medium","Type":"humanoid (human, shapechanger)","Speed":"30 ft. (40 ft. in tiger form)","Token":"https://s3.amazonaws.com/files.d20.io/images/390116892/bqTHSsLeo7amJBs1x6ZZww/original.png","Roll 0":"Bite\n1d20 + 5\n1d10+3","Roll 1":"Claw\n1d20 + 5\n1d8+3","Roll 2":"Scimitar\n1d20 + 5\n1d6+3","Roll 3":"Longbow\n1d20 + 4\n1d8+2","Senses":"Darkvision 60 Ft.","Skills":"Perception +5, Stealth +4","Source":"5th Edition SRD","data-XP":"1,100","Alignment":"Neutral","Languages":"Common (Can't Speak In Tiger Form)","data-List":"false","Immunities":"Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons","Token Size":1,"data-Traits":"[{\"Name\":\"Shapechanger\",\"Desc\":\"The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"},{\"Name\":\"Keen Hearing and Smell\",\"Desc\":\"The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.\"},{\"Name\":\"Pounce (Tiger or Hybrid Form Only)\",\"Desc\":\"If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.\"}]","data-Actions":"[{\"Name\":\"Multiattack (Humanoid or Hybrid Form Only)\",\"Desc\":\"In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.\"},{\"Name\":\"Bite (Tiger or Hybrid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 3\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy\"},{\"Name\":\"Claw (Tiger or Hybrid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Scimitar (Humanoid or Hybrid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"slashing\"},{\"Name\":\"Longbow (Humanoid or Hybrid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"150/600 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+0","data-CON-mod":"+3","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":4,"Passive Perception":15,"data-CrNum":4,"data-AcNum":12,"data-HpNum":120},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Werevulture","description":"Scholars believe the curse of the werevulture is related to vrocks, vulturelike demons known for their covetousness and their capricious violence. According to these scholars, a flock of vrocks descended on a Material Plane world through a planar rupture, leaving plagues and other afflictions in their wake. Many of those who were injured by the demons survived, and the survivors gratefully thanked their gods for their apparent good fortune. But during the next full moon, they transformed into the first werevultures: hideous, birdlike creatures who hungered for the flesh of the dead. In the years since, the curse has spread far and wide. Werevultures appear perfectly ordinary when in humanoid shape. But by the light of the full moon—or at other times when they give in to the curse—they change. Foul wings burst painfully from their backs, and the hair falls from their heads, leaving their beaked faces bare and wrinkled. Werevultures feed on carrion, as ordinary vultures do, and they have a covetous nature, like vrocks. They follow travelers from high in the air, and when a pretty bauble catches their eye, they descend rapidly to slay the travelers and take their victims’ treasures. Traits Regeneration. The werevulture regains 10 hit points at the start of its turn. If the werevulture takes radiant damage, this trait doesn’t function at the start of the werevulture’s next turn. The werevulture dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The werevulture makes two Talon attacks, or it makes a Beak attack and a Talon attack. Beak (Vulture or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a Humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed until targeted by the Remove Curse spell or a similar effect. If the cursed target drops to 0 hit points, it becomes a werevulture under the DM’s control and regains 10 hit points. Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) slashing damage. Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Bonus Actions Change Shape. The werevulture polymorphs into a vulture-humanoid hybrid, into a vulture, or back into its humanoid form. Its game statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its humanoid form if it dies.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Typically Chaotic Evil","Expansion":27234,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"The Book of Many Things"},{"name":"Werewolf","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Shapechanger : The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid . Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Hearing and Smell : The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack (Humanoid or Hybrid Form Only) : The werewolf makes two attacks: one with its bite and one with its claws or spear. Bite (Wolf or Hybrid Form Only) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. Claws (Hybrid Form Only) : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage. Spear (Humanoid Form Only) : Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","AC":"11 (In Humanoid Form, 12 In Wolf Or Hybrid Form)","HP":"58 (9d8+18)","CHA":10,"CON":14,"DEX":13,"INT":10,"STR":15,"WIS":11,"Size":"Medium","Type":"humanoid (human, shapechanger)","Speed":"30 ft. (40 ft. in wolf form)","Token":"https://s3.amazonaws.com/files.d20.io/images/390116904/V1XE3gOTz6-hHEg-_jQt3g/original.png","Roll 0":"1d20 + 4\n1d8+2","Roll 1":"1d20 + 4\n2d4+2","Roll 2":"One-Handed\n1d20 + 4\n1d6+2","Roll 3":"Two-Handed\n1d20 + 4\n1d8+2","Skills":"Perception +4","Source":"5th Edition SRD","data-XP":700,"Alignment":"Chaotic Evil","Languages":"Common (Can't Speak In Wolf Form)","data-List":"false","Immunities":"Bludgeoning, Piercing, and Slashing From Nonmagical Attacks Not Made With Silvered Weapons","Token Size":1,"data-Traits":"[{\"Name\":\"Shapechanger\",\"Desc\":\"The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.\"},{\"Name\":\"Keen Hearing and Smell\",\"Desc\":\"The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.\"}]","data-Actions":"[{\"Name\":\"Multiattack (Humanoid or Hybrid Form Only)\",\"Desc\":\"The werewolf makes two attacks: one with its bite and one with its claws or spear.\"},{\"Name\":\"Bite (Wolf or Hybrid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy\"},{\"Name\":\"Claws (Hybrid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"2d4 + 2\",\"Damage Type\":\"slashing\"},{\"Name\":\"Spear (Humanoid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"two handed\"},{\"Name\":\"Spear (Humanoid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"},{\"Name\":\"Spear (Humanoid Form Only)\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"20/60 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+0","data-CON-mod":"+2","data-DEX-mod":"+1","data-INT-mod":"+0","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":3,"Passive Perception":14,"data-CrNum":3,"data-AcNum":11,"data-HpNum":58},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Werewolf","description":"\"The Company of the Black Moon—they used to be adventurers loyal to the realm. Now they roam the woods as a pack of werewolves. The king has promised estates, titles, and gold to anyone who can undo the curse afflicting them. I, for one, have no interest in such rewards.\" —Thornstaff, elf druid Lycanthropes One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form—or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. Werewolf A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far—a furred and well-muscled humanoid body topped by a ravening wolf’s head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite. Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs that also include wolves and dire wolves. Variant: Nonhuman Lycanthropes The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. Player Characters as Lycanthropes A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form. A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed. The following information applies to specific lycanthropes. Werebear. The character gains a Strength of 19 if his or her score isn’t already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Wereboar. The character gains a Strength of 17 if his or her score isn’t already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character’s proficiency bonus + Strength modifier. Wererat. The character gains a Dexterity of 15 if his or her score isn’t already higher. Attack and damage rolls for the bite are based on whichever is higher of the character’s Strength and Dexterity. Weretiger. The character gains a Strength of 17 if his or her score isn’t already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character’s proficiency bonus + Strength modifier. Werewolf. The character gains a Strength of 15 if his or her score isn’t already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. Traits Shapechanger : The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Hearing and Smell : The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Multiattack (Humanoid or Hybrid Form Only) : The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form). Bite (Wolf or Hybrid Form Only) : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. Claws (Hybrid Form Only) : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 7 (2d4 + 2) slashing damage. Spear (Humanoid Form Only; Melee; One-Handed) : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 5 (1d6 + 2) piercing damage. Spear (Humanoid Form Only; Melee; Two-Handed) : Melee Weapon Attack : +4 to hit, reach 5 ft., one creature. Hit : 6 (1d8 + 2) piercing damage. Spear (Humanoid Form Only; Ranged) : Ranged Weapon Attack : +4 to hit, range 20/60 ft., one creature. Hit : 5 (1d6 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human, shapechanger)","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Werewolf Favored by Malar","description":"Malar the Beastlord, the god of bestial bloodlust, savagery, and evil lycanthropes, will sometimes choose amongst its worshippers champions to lead its flock. These champions must have proven itself in savage combat, displaying both unparalleled brutality and cunning. They Beastlord bestows upon them enhanced strength, ferocity, and extraordinary abilities. There are only a handful of such champions, known as Favored by Malar, and only one exists for each type of evil lycanthrope. The overall leader of the People of the Black Blood, a loosely organized tribe of evil lycanthropes that worship Malar, is almost always a Favored by Malar. Traits Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing and smell. Pack Leader. The werewolf’s allies have advantage on attack rolls while within 20 feet of the werewolf, provided it isn’t incapacitated. Actions Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werewolf makes two Greataxe attacks. In hybrid form, the werewolf makes one Bite attack and two Greataxe attacks, or one Bite attack and two Claw attacks. Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. lf the target is a humanoid, it must succeed on a DC 18 Constitution saving throw or be cursed with werewolf lycanthropy. Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. Change Shape. The werewolf polymorphs into a Large wolf-humanoid hybrid or into a Large dire wolf, or back into its true form, which appears humanoid. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Bonus Actions Savage Howl (Recharge 5–6). The werewolf emits a terrifying howl that also rallies its allies. Each ally that is within 30 feet of it, can hear it, and not already affected by Savage Howl gains advantage on attack rolls and saving throws until the start of the werewolf's next turn. All other creatures within 30 feet must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the werewolf's Savage Howl for the next 24 hours. Legendary Actions The werewolf can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The werewolf regains spent legendary actions at the start of its turn. Charge. The werewolf moves up to its speed. Bite. The werewolf makes a Bite attack. Greataxe (Costs 2 Actions). The werewolf makes a Greataxe attack. Savagery of Malar (Costs 3 Actions). Up to three lycanthrope allies within 60 feet of the werewolf that can hear it can use their reactions to move up to half their speed and make one melee attack each with advantage on the roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Werewolf Pack Lord","description":"Pack lords are the alphas of the pack, and they are usually the largest and most experienced ones. To become a pack lord requires slaying the current one in single combat. Traits Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing and smell. Packmaster. An ally within 5 feet of the werewolf has advantage on attack rolls against a creature that is within 5 feet of the werewolf and another ally, provided the werewolf and the other ally aren't incapacitated. Actions Multiattack. In hybrid form, the werewolf makes one Bite attack and two Claw attacks. In humanoid form, it makes three Greatsword attacks. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. lf the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with werewolf lycanthropy. Claw (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Change Shape. The werewolf magically transforms into a Large wolf-humanoid hybrid or into a Large dire wolf or back into its true form (humanoid), while retaining its game statistics (other than its size). This transformation ends if the werewolf is reduced to 0 hit points or uses a bonus action to end it. Bonus Actions Savage Howl (Recharge 5–6). The werewolf emits a terrifying howl that also rallies its allies. Each ally that is within 30 feet of it, can hear it, and not already affected by Savage Howl gain advantage on attack rolls and saving throw rolls until the start of the werewolf's next turn. All other creatures within 30 feet must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the werewolf Savage Howl for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Shapechanger)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Werewolverine","description":"Traits Regeneration. The werewolverine regains 5 hit points at the start of its turn. If it takes damage from a silvered weapon, this trait doesn’t function at the start of the werewolverine’s next turn. The werewolverine dies only if it starts its turn with 0 hit points and doesn’t regenerate. Shapechanger. The werewolverine can use its action to polymorph into a wolverine-humanoid hybrid or into a wolverine, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Keen Hearing and Smell. The werewolverine has advantage on Wisdom (Perception) checks that rely on hearing or smell. Relentless (Recharges after a Short or Long Rest). If the werewolverine takes 20 hp damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Multiattack. (Humanoid or Hybrid Form Only). The werewolverine makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form). Bite (Wolverine or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with lycanthropy. Claws (Wolverine or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (shapeshifter)","Alignment":"chaotic evil","Expansion":32955,"Challenge Rating":5},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Wersten Kern","description":"Wersten Kern is Lord Soth’s standard bearer and champion. As with many of Soth’s knights, she died alongside her liege during the Cataclysm and was cursed with undeath. In battle, she wields a wicked pike that flies Soth’s black rose standard, and her cries can stop mighty warriors’ hearts. Wersten staunchly follows Soth’s commands, and she will serve him until she faces a second doom. Traits Undead Fortitude. If damage reduces Wersten to 0 hit points, she must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, Wersten drops to 1 hit point instead. Unusual Nature. Wersten doesn’t require air, food, drink, or sleep. Spellcasting. Wersten casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): 1/day each: dispel magic , wal l of stone Actions Multiattack. Wersten makes three Banner Pike attacks and uses Terrifying Litany if it’s available. Banner Pike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 13 (3d8) necrotic damage. If the target is a Humanoid, it must succeed on a DC 16 Charisma saving throw or be cursed. The curse lasts until it is lifted by remove curse or similar magic. Black, thorny rose stems sprout from the creature’s body while it is cursed, imposing disadvantage on the creature’s ability checks and attack rolls and halving its speed. A creature that succeeds on the saving throw against the curse is immune to it for 24 hours. Terrifying Litany (Recharge 5–6). Wersten recites names of souls slain by Soth and his company, channeling their mortal terror. Each creature that isn’t an Undead within 30 feet of her must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 22 (4d10) psychic damage and is frightened of Wersten for 1 minute. On a successful save, the creature takes half as much damage and isn’t frightened. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Lawful Evil","Expansion":17925,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Dragonlance - Shadow of the Dragon Queen"},{"name":"Werynax","description":"Resembling a giant scaled stoat with savage tusks jutting from the corners of its mouth, this monster bears a set of diaphanous, moth-like wings that radiate all the colors of the spectrum. Eaters of Magical Energy. The werynax is a fearsome predator that supplements its diet with magical energy from the natural world, occasionally disrupting plant growth rates, water cycles, and weather patterns. Fortunately, werynax are solitary creatures, though female werynax are fiercely protective of their young and may have a litter of up to a dozen offspring. Most werynax live in forests and grasslands. Strange Habits. Why and how werynax feed on the magical energy of the natural world has baffled sages and scholars throughout the centuries, though it is clear that the energy werynax consume grants them their magical abilities. Some sages point to magical experimentation on the part of an insane lich or fey lord, while others lay the blame at the feet of the gods, believing the werynax to be some form of divine punishment for misusing the land. Many druids, however, speculate the werynax is an integral part of the natural order—just as death and decay are part of the life cycle, so too is the werynax part of the land’s natural cycle. Werynax in Midgard In Midgard, the werynax feeds by siphoning energy that spills from ley lines and draining their power. When large groups of werynax gather, such as during mating season, their feeding temporarily shuts down most ley lines and has been observed to even briefly disrupt titanic ley lines. Because of this, werynax are detested by those who regularly use ley lines, and werynax are hunted by fey knights, ley line wizards, and many others.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"unaligned","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Wharfling","description":"Hairless, ugly, and usually dripping water, the wharfling is a nocturnal raider and fond of stealing from fishmongers and jewelers alike. Waterborne Packs. Wharflings have large, webbed hands and feet and oversized mouths. An adept fish catcher, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of 3 or more. Thieving Gits. Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are invariably filled with stolen metal trinkets. Actions Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. Until this grapple ends, the wharfling can’t use its bite on another target. While the target is grappled, the wharfling’s bite attack hits it automatically. Pilfer: A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action. The DC for this check equals 10 plus the grappled target’s Dexterity modifier. If the check is successful, the wharfling steals some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target’s passive Perception. A wharfling flees with its treasure.","properties":{"Category":"Monsters","Size":"Tiny","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Wharfling","description":"Tiny, doglike creatures with slippery, hairless skin and webbed claws, wharflings are occasionally chosen as familiars by spellcasters who are unconcerned about their personal appearance, who frequently engage in acts of larceny, or who dwell in watery conditions.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"unaligned","Challenge Rating":1.8},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Wharfling, Swarm","description":"An undulating mass of flesh and teeth, a wharfling swarm is a horrific sight by moonlight. Bloodthisty Mobs. These masses of hairless bodies writhe along the coast in the moonlight, and often are mistaken for shoggoths or other much larger creatures. Squeals mingle with the screams of unfortunate fishermen caught in its path. Beach Swarms. Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before finally returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights. Traits Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a tiny wharfling. The swarm can’t regain hit points or gain temporary hit points. Actions Bites (More than half HP): Melee Weapon Attack : +5 to hit, reach 0 ft., one creature. Hit : 21 (6d6) piercing damage. Bites (Half or less HP): Melee Weapon Attack : +5 to hit, reach 0 ft., one creature. Hit : 10 (3d6) piercing damage. Locking Bite: When a creature leaves a wharfling swarm’s space, 1d3 wharflings remain grappled to them (escape DC 10). Each wharfling inflicts 5 (1d4 + 3) piercing damage at the start of the creature’s turns until it escapes from the grapples. Pilfer: A wharfling swarm makes 1d6 Dexterity (Sleight of Hand) checks each round against every creature in the swarm’s space. The DC for each check equals 10 plus the target creature’s Dexterity modifier. For each successful check, the wharflings steal some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target’s passive Perception.","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of tiny beasts","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Whimwyrm","description":"Whimwyrms are unpredictable dragons native to the whimsically dangerous First World. While their coloration and appearance might evoke reactions of adoration, their moods shift quickly from one extreme to the other. Many who have assumed that their adorability and relatively small size (as far as dragons are concerned) equates to safety have met swift and grisly ends thanks to a whimwyrm’s fangs or magic. A whimwyrm is a slender, sleek dragon, not much longer than 7 feet from snout to tail, but its speed in combat is unnerving. When a whimwyrm attacks, be it with its fanged mouth or its long tail, it makes several quick, darting snaps or lashes at once. These attacks consist of multiple bites or lashings but resolve as a single Strike. A single attack from a whimwyrm can leave a creature covered in tiny but deep bloody wounds. Whimwyrms prefer to resolve conflicts with jokes or pranks, hoping to achieve a victory over a foe via humiliation without resorting to combat, but any damage or insult sent a whimwyrm’s way is a sure invitation for violent retaliation. A whimwyrm’s sense of humor vanishes immediately when it is the butt of a joke, or when anyone implies that they missed the point of a whimwyrm’s jest or didn’t get the punchline. Traits Fog Vision. Fog and mist, including from spells, don’t affect the whimwyrm’s vision. Innate Spellcasting. The whimwyrm’s spell casting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: At will: dancing lights, message, minor illusion 3/day each: cloudkill, confusion 1/day each: prismatic spray Legendary Resistance (3/Day). If the whimwyrm fails a saving throw, it can choose to succeed instead. Actions Multiattack. The whimwyrm makes four attacks: one with its bite and three with its tail. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 27 (5d8+5) piercing damage. Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 27 (5d8+5) slashing damage and the target must succeed on a DC 19 Dexterity saving throw or the whimwyrm can disarm the target of one object it is holding. The object falls up to 10 feet away from the target in a space of the whimwyrm’s choosing. Mind-Numbing Breath (Recharge 5–6). The whimwyrm exhales a 40-foot cone of sparkling magenta mist. A creature within the area must make a DC 19 Wisdom saving throw, taking 55 (10d10) psychic damage and becoming blinded for 1 minute on a failure. On a successful save, a creature takes half the amount of damage and is not blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Additionally, any creatures in this area that fail their saving throw that were invisible become visible for 1 minute as if any effects causing the invisibility were paused; all such effects resume once the minute ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":17},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Whirling Chandelier","description":"“The moment I stepped into that cursed house, I knew the owners weren’t just innkeepers, and I knew that wasn’t just a chandelier.” —Samina Crestfarn, Barovian nursemaid Compared to other animated objects, whirling chandeliers seem to have capricious personalities. Victims typically perceive a whirling chandelier’s Blazing Vortex as mischievousness or outright malevolence, though the chandelier lacks any understanding of such concepts. A whirling chandelier makes tactical decisions only as a means to perform its master’s orders to the best of its ability. Traits False Appearance. If the chandelier is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the chandelier move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the chandelier is animate. Fiery Aura. Any creature that starts its turn within 5 feet of the chandelier takes 7 (2d6) fire damage. Actions Multiattack. The chandelier makes three Chain attacks, three Lamp attacks, or a combination thereof. Chain. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be pulled into an unoccupied space within 5 feet of the chandelier. Lamp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage plus 13 (3d8) fire damage. Blazing Vortex (Recharge 5–6). Each creature within 20 feet of the chandelier and not behind total cover must succeed on a DC 14 Constitution saving throw or take 36 (8d8) fire damage and have the blinded condition until the start of the chandelier’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"Unaligned","Expansion":30583,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Whisperer in Darkness","description":"A robed figure sits in a pool of deep shadows. The shrouded individual's strained, immobile face and listless hands look abnormal and corpse-like. An unmistakable morbid odor permeates the area, and the air vibrates with a hideous, repressed buzzing. The figure speaks in a hoarse whisper, though his mustache-screened lips remain curiously motionless. Void Regent. Sorcerer, emissary, changeling, outsider— the alien entity known as the whisperer in darkness is all of these things and more. This abhorrent master of disguise implements clever and damnable constructions to covertly walk among men. Its naked form is a twisted contortion of grotesque, inhuman features that would surely drive an unsuspecting onlooker mad. The whisperer's artificial face and limbs are the waxen products of an expert artist, but they do little to mask the disturbing timbre of its voice. Tenebrous Physician. The whisperer is a being of prodigious surgical, biological, chemical, and mechanical skill who consorts with nameless things from abysmal space. Among these entities are the vaguely insect-like mi-go, who colonize entire worlds in the name of malevolent gods. Mask of Nyarlathotep. The whisperer in darkness is one of the many avatars of the Crawling Chaos. This incarnation of the Faceless God is a cosmic abnormality who serves as a manipulative liaison between the mi-go and the native races of the planets they invade. Void Traveler. The whisperer in darkness doesn't require air, food, drink, or ambient pressure.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":45,"Challenge Rating":15},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Whistler","description":"Whistlers are inscrutable stalkers hailing from airy, screeching reaches of the Far Realm. They are difficult to see as they’re not tethered to one point in space, blurring in a state of perpetual physical uncertainty. A dead whistler appears as a gray, featureless, humanlike biped with long limbs and thin fingers. Those stalked by a whistler can’t shut out its soundless, seven-note tune, an otherworldly melody that invades and scourges the mind. Few creatures that encounter a whistler escape; those that do are forever haunted by the stalker’s frightful tune. Traits Blurred Form. Attack rolls against the whistler are made with disadvantage unless the whistler is incapacitated. Unusual Nature. The whistler doesn’t require air, food, drink, or sleep. Actions Multiattack. The whistler makes three Psychic Swipe attacks. Psychic Swipe. Melee Spell Attack: +8 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. Otherworldly Melody (Recharge 5–6). The whistler telepathically whistles an otherworldly melody into the minds of up to two creatures it can see within range of its telepathy. Each target must succeed on a DC 16 Wisdom saving throw or take 33 (6d10) psychic damage and become frightened of the whistler for 1 minute. A frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Surreal Step. The whistler teleports up to 20 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"typically neutral evil","Expansion":15687,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Journeys through the Radiant Citadel"},{"name":"White Abishai","description":"Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers? —Mordenkainen Abishai Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells. Emissaries of Doom. Tiamat deploys abishais as emissaries, sending⁠ them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message⁠ to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets⁠, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed. Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command⁠⁠ and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command⁠⁠ abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. White Abishai Though they are the least of their kind, white abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat’s armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield. Traits Devil's Sight. Magical darkness doesn't impede the abishai's darkvision. Magic Resistance⁠. The abishai has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. The abishai's weapon attacks are magical. Reckless. At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack⁠ rolls against it have advantage until the start of its next turn. Actions Multiattack. The abishai makes two attacks: one with its longsword and one with its claw. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage. Reactions Vicious Reprisal. In response to taking damage, the abishai makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"White Abishai","description":"White abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat’s armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield. Abishais Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat’s five dragon heads: black, blue, green, red, and white. Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. Traits Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. Reckless. At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The abishai makes one Bite attack, one Claw attack, and one Longsword attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) force damage, or 8 (1d10 + 3) force damage if used with two hands. Reactions Vicious Reprisal. In response to taking damage, the abishai makes one Bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium ","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil\r\n","Expansion":14934,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"White Abishai","description":"Abishais stand outside the infernal hierarchy, having their own chain of command and ultimately answering to Tiamat. Other archdevils can command abishais to work for them but rarely do so, since it is never clear the extent of Tiamat’s influence over the creatures. There are five kinds of abishai, each one reflective of one of Tiamat’s dragon heads (black, blue, green, red, and white). White abishais are the weakest. They fight with reckless fury on the battlefield. Traits Devil’s Sight. Magical darkness doesn’t impede the abishai’s darkvision. Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects. Magic Weapons. The abishai’s weapon attacks are magical. Reckless. At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The abishai makes two attacks: one with its longsword and one with its claw. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage. Reactions Vicious Reprisal. In response to taking damage, the abishai makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28744,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"White Abishai (Descent)","description":"Abishais stand outside the infernal hierarchy, having their own chain of command and ultimately answering to Tiamat. Other archdevils can command abishais to work for them but rarely do so, since it is never clear the extent of Tiamat’s influence over the creatures. There are five kinds of abishai, each one reflective of one of Tiamat’s dragon heads (black, blue, green, red, and white). White abishais are the weakest. They fight with reckless fury on the battlefield.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":4414,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"White Ape","description":"This hulking primate looms over others of its kind. Its filthy white fur is matted and yellowed, and a deranged look haunts its blood-red eyes. Awakened by Sorcery. White apes were once docile, gentle giants that roamed forested hills and savannah lands. Two thousand years ago, a kingdom of mages awakened the apes, raising their intelligence to near-human level so the beasts could be employed as soldiers and servants, protecting and replacing the humans who were slowly dying off. When the sorcerers died out, the apes remained. Arcane Wasting. The enchantment that imbued the apes with intelligence also bleached their fur white and made them carriers of the arcane wasting, a disease that hastened their creators’ demise. The apes are immune to the wasting’s effects, but they can pass it to other humanoids. Among spellcasters, the wasting spreads like a plague. Driven Away. The awakening enchantment also gave the white apes a strong desire to serve humans, but because of the risk from the disease, they are viciously driven away from settled areas. They are acutely aware of the injustice that was done to them, and generations of exile have turned their loyalty to animosity, especially toward arcane spellcasters. White Apes in Midgard In the Southlands, the white apes were created by the mages of the Empire of Morreg. Nearly 100 years ago, the apes were the source of a major outbreak of the arcane wasting in Morreg and Lignas. It has never quite disappeared, and it remains a threat all along the western coast. Arcane Wasting (Disease) An outbreak of arcane wasting is always met with horror, but that fear is felt tenfold by practitioners of magic both arcane and divine. When the bodily fluid of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid, that humanoid must succeed on a DC 15 Constitution saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest. If the saving throw fails, the victim loses 1d3 Intelligence and 1d3 Wisdom. Lost Intelligence and Wisdom can’t be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost Intelligence and Wisdom can be restored by greater restoration or comparable magic. The disease is also cured by lesser restoration if the caster makes a successful DC 15 spellcasting check. ** Traits Hatred for Spellcasters: The white ape does one extra die of damage (d8 or d10, respectively) per attack against an enemy it has seen cast a spell. Actions Multiattack: The ape makes one bite attack and two claw attacks. Bite: Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. The target must succeed on a DC 14 Constitution saving throw or contract the arcane wasting disease, noted in character bio. Claw: Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 15 (2d10 + 4) slashing damage. Frenzy (1/Day): When two or more foes are adjacent to the ape, it can enter a deadly battle frenzy. Instead of using its normal multiattack, a frenzied white ape makes one bite attack and two claw attacks against each enemy within 5 feet of it. Melee attacks against the white ape are made with advantage from the end of that turn until the start of the white ape’s next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"White Dragon Wyrmling","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. White Dragon The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed. A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky. Primal and Vengeful. White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby. A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon’s lair as warnings to intruders. Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so. Lone Masters. White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again. White dragons can’t abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon’s wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs. Powerful creatures can sometimes gain a white dragon’s obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon’s lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant. Treasure Under Ice. White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers. Loose coins and gems are spread across a white dragon’s lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon’s breath, and held safe beneath layers of transparent ice. The dragon’s great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon’s main hoard. A white dragon’s flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own. A White Dragon’s Lair White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses. A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone. A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Chilly fog lightly obscures the land within 6 miles of the dragon’s lair. Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest. Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however. If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days. Actions Bite : Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage. Cold Breath (Recharge 5-6) : The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"White Dragon Wyrmling","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage. Cold Breath (Recharge 5-6) : The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"16 (Natural Armor)","HP":"32 (5d8+10)","CHA":11,"CON":14,"DEX":10,"INT":5,"STR":14,"WIS":10,"Size":"Medium","Type":"dragon","Speed":"30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116907/U9BF6Rnxzh4nr7i8Tg1Qdg/original.png","Roll 0":"Bite\n1d20 + 4\n1d10+2+1d4","Roll 1":"Cold Breath\n1d20 + 0\n5d8","Senses":"Blindsight 10 Ft., Darkvision 60 Ft.","Skills":"Perception +4, Stealth +2","Source":"5th Edition SRD","data-XP":450,"Alignment":"Chaotic Evil","Languages":"Draconic","data-List":"false","Immunities":"Cold","Token Size":1,"data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 2\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d4\",\"Damage 2 Type\":\"cold\"},{\"Name\":\"Cold Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+0","data-CON-mod":"+2","data-DEX-mod":"+0","data-INT-mod":"-3","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+0","Saving Throws":"Dex +2, Con +4, Wis +2, Cha +2","Challenge Rating":2,"Passive Perception":14,"data-CrNum":2,"data-AcNum":16,"data-HpNum":32},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"White Guard Drake","description":"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watchbeast that can follow simple commands. Gifts from Dragons. The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours. Eager to Learn. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes. Actions Multiattack : The guard drake makes two attacks: one with its bite and one with its tail. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Volo's Guide to Monsters","Alignment":"unaligned","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"White Guard Drake","description":"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast that can follow simple commands. Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a chromatic dragon’s aid; the dragon typically helps to reward its allies or worshipers with a valuable servant. The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges from the cauldron and hatches within a few hours. A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can’t reproduce, nor can its scales be used to make other guard drakes. Variant: Chromatic Drakes Each type of chromatic dragon’s scales creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below. White Guard Drake. The drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage. Actions Multiattack. The guard drake makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"White Knight (monster)","description":"White Knights are humanoids formed of pure good by divine magic. They are conjured by the spell White Knight . The stat blocks available here could easily be used to represent a heavily armored soldier for the White Knight.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Any good ","Challenge Rating":2},"publisher":"This Mind of Mine","book":"Gathering Magic - Mystical Archives"},{"name":"White Maw","description":"In their laboratories inside the Doomvault ( Dead in Thay ), the Red Wizards experiment with a process to create sentient oozes. The creature they call White Maw is one of their early achievements - a gray ooze of enormous size that has intelligence and can communicate. These talents are considerably diminished by the fact that the creature is utterly insane. Ooze Nature. White Maw doesn't require sleep. Traits Amorphous Form . White Maw can occupy another creature's space and vice versa. Corrode Metal . Any nonmagical weapon made of metal that hits White Maw corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. if its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits White Maw is destroyed after dealing damage. White Maw can eat through 2-inch-thick, nonmagical metal in 1 round. False Appearance . While White Maw remains motionless, it is indistinguishable from white stone. Killer Response . Any creature that starts its turn in White Maw's space is targeted by a pseudopod attack if White Maw isn't incapacitated. Actions Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (4d8+4) bludgeoning damage plus (2d8)acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"ooze","Alignment":"chaotic neutral","Expansion":7386,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"White Slaad","description":"When a death slaad matures to a certain age, it retreats and hibernates. During this period, it slowly metamorphosizes into a fearsome white slaad. This creature is a deadlier version of the death slaad, physically stronger and able to cast more potent spells. White Slaad When a death slaad matures to a certain age, it retreats and hibernates. During this period, it slowly metamorphosizes into a fearsome white slaad. This creature is a deadlier version of the death slaad, physically stronger and able to cast more potent spells. Traits Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects. Magic Weapons. The slaad's weapon attacks are magical. Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The slaad makes one Bite attack and two Claw attacks. If both Claw attacks hit the same creature, the target takes an extra 7 (2d6) slashing damage and must succeed on a DC 19 Constitution saving throw or be stunned until the end of the slaad's next turn. Bite (Slaad Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 7 (2d6) acid damage. Claw (Slaad Form Only) . Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) acid damage. Acid Spittle. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 21 (6d6) acid damage plus 10 (3d6) acid damage at the end of the target's next turn. Miss: 10 (3d6) acid damage. Spellcasting. The slaad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image 2/day each: dispel magic, fear, fireball, fly, tongues 1/day each: cloudkill, finger of death, plane shift, power word stun Change Shape. The slaad transforms into a Small or Medium humanoid, or back into its true form, while retaining its game statistics. This transformation ends if the slaad is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"White Stag","description":"Running through forests on its bronze hooves is the white stag. Although not as physically imposing as the other mythic beasts, the unparalleled speed of the white stag make it a challenge to hunters. Despite its pure white fur, the stag can blend in perfectly with any shadows to evade even the most observant mortals. Hunting the white stag often represents a spiritual quest, and legends say that those who can catch the beast without killing it will be granted their greatest desire.","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial","Alignment":"unaligned","Expansion":4963,"Challenge Rating":4},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"White Stag","description":"This beautiful and noble snow-white stag has an impressive rack of antlers and glows with an otherworldly, golden light. White stags are celestial beings, sent by the gods to the Material Plane to provide guidance to mortal heroes. Their appearance is said to be an indication that great events are in the offing, and those who are privileged enough to see one of these creatures will have an important part to play. Divine Messengers. When pious elves die and their spirits journey to the Outer Planes, some are accorded the honor of spending a year and a day serving the elven gods as a white stag before moving on to enjoy the afterlife. A deity will dispatch a white stag to the Material Plane when it wants to send a group of mortals on a divine quest, or it needs to give them a nudge in the right direction. Forest Chase. A white stag always appears some distance away in a forest or deep wood. Surrounded by a nimbus of golden light, it is clearly an otherworldly creature. The stag will look directly at a group of travelers, but if approached, it will turn and sprint off through the trees. If chased, the stag will lead its pursuers through a number of obstacles in the forest before eventually coming to a halt at a spot that has some bearing on the travelers' quest. If the travelers are able to keep the stag in sight or to follow its tracks, they are likely to find a useful clue or item when the creature stops running. Sometimes, the pursuers may experience a vision or other divine revelation. Dying Curse. A white stag always runs when attacked. If cornered, it defends itself to the best of its ability. Killing a white stag angers the gods who created it. When the stag dies, its body vanishes in a puff of white smoke, and the person who slew the creature is subject to a curse that can only be removed with magic or by performing a quest on behalf of the gods--sometimes both.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"chaotic good","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Whitespawn Iceskidder","description":"Whitespawn iceskidders resemble 11-foot-long dragon-headed white lizards that have adapted to gliding over icy surfaces. Their forelimb wings aren’t used for flight but instead for adjusting their air resistance while they skim over the ice. Iceskidders are at home anywhere there is frozen water. They roam the vicinity singly or in pairs looking for prey to hunt, often initiating attacks using their freezing breath to hold victims in place before closing in to finish them off with a killing bite or slashing wing. Followers of Tiamat often use iceskidders as mounts or to pull sleds across frozen surfaces. Dragonspawns The deity Tiamat continuously seeks to escape its infernal prison and return to the Prime Material Plane. To that end, it has empowered its most gifted followers to create the Dragonspawn from various beasts and monstrous eggs. These spawns of Tiamat have a sliver of Tiamats’ power and are born to spread chaos and destruction and help prepare for the Dragon Queen's return. Tiamat's Sentinels. Dragonspawn reach maturity in just a few years, never reaching sizes bigger than Large, and leave the nest to strike out on their own, preferring to stay in environments similar to those favored by their parents. They nest with other dragonspawn or even other races so long as they have the same objectives. They are normally found in the company of Tiamat's followers, such as the Cult of the Dragon and kobolds, often serving as guards. All dragonspawn are loyal to Tiamat’s cause and have adopted Tiamat’s temperament when it comes to dealing with other races, which is to say they look down on all non-Dragons and they hate good-aligned Dragons with a vengeance. Traits Ice Walk. The whitespawn iceskidder can move across and climb icy surfaces with out needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Actions Multiattack. The whitespawn iceskidder makes one Bite attack and two Wing attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) cold damage. Wing. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Freezing Breath (Recharge 5–6). The whitespawn iceskidder exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 14 Strength saving throw. On a failed save, a creature takes 21 (6d6) cold damage and is restrained by ice for 1 minute. As an action, the restrained target can make a DC 14 Strength check, breaking the ice on a success. The ice can also be attacked and destroyed (AC 12; hp 15; vulnerability to fire damage; immunity to cold, poison, and psychic damage). On a successful save, a creature takes half as much damage and isn't frozen in ice. Bonus Actions Iceskidder. While on icy or snowy surfaces, the whitespawn iceskidder takes the Dash or Disengage action.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Wicked Skull","description":"This skull chatters eerily, gently rocking as it comes to life. It calls out a warning in a hauntingly musical voice. Origins Unknown. The origin of these shape-changing monstrosities is unknown, but they have come to be named “wicked skulls” after the form they favor most. Some scholars suggest that they took inspiration from the undead horrors known as skull lanterns . In some cases, there are tales of wicked skulls playing cruel tricks on townsfolk, masquerading as undead just long enough to cause true fright—then chattering before fleeing, harmless, into the night. Undoubtedly, these tricksters revel in disguising themselves as chatty inanimate objects to frustrate more competent adventurers with unsolvable riddles and bad directions. Fun and Games. Wicked skulls crave entertainment above all else, and they do not consider their tricks to be malicious. Pretending to be a person transformed into an object or horrifying monster, giving confusing directions through a dungeon, or speaking only in rhymes are just a few tactics they seem to enjoy. A wicked skull avoids direct combat whenever possible and prefers to play mind games. Stealthy Familiars. Every so often, a wicked skull grows attached to an adventurer who humors its tricks. In such cases, a wicked skull can become a faithful familiar. Its ability to speak and mimic objects makes these creatures particularly suited for general espionage. However, because wicked skulls delight in games and trickery, they are likely to abandon their chosen companion if they feel their creativity being stifled. Wicked Skull Familiars Some wicked skulls are willing to serve spellcasters, especially those who enjoy a good joke, as a familiar. Such wicked skulls have the following trait. Familiar. The wicked skull can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the wicked skull senses as long as they are within 1 mile of each other. While the wicked skull is within 10 feet of its companion, the companion shares the wicked skull’s Jokester trait. At any time and for any reason, the wicked skull can end its service as a familiar, ending the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":"1/8"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Wicked Sorcerer","description":"Heretical sorcery allows a mystic to walk many paths that a more morally upright ritualist would deem abominable. From cultists who worship powerful oni of the Shadowlands to the necromantic Bloodspeakers who spread the teachings of their foul patriarch Iuchiban, there are many in Rokugan who are willing to trade away their empathy and morals to gain unnatural power. Some wicked sorcerers work alone, while others have cults to support their vile ambitions. The Shriveled Heart Pact. One of the most enduring Bloodspeaker sects formed from the original followers of Iuchiban are the Shriveled Heart Pact. Formed in the sixth century, this cult has persisted in some form ever since, despite the best efforts of numerous groups to eradicate it. Currently, its secret stronghold is in the Spine of the World Mountains, where its followers have spent decades gathering corpses of their victims in the deep volcanic tunnels, slowly amassing an army of the dead. Crimson Petals. One of the most dreaded sorcerers in the Shadowlands is The Obsidian Flower, a being of mysterious provenance and vast power. Possessing one of the Black Scrolls of Fu Leng and the knowledge within, she lords over the edifice called the Tomb of Fu Leng, a fortress of darkness deep in the Shadowlands. Some occultists within Rokugan have come to see her as a sort of intermediary to Fu Leng, believing that through her, their prayers can reach the fallen god. Whether she acknowledges this cult or not is unknown, but they have carried out a number of dark sacrifices in an attempt to win her attention over the centuries. The Lodge of the Laughing Moon. Worship of Lord Moon is not illegal in Rokugan. After all, he is the divine parent of the founders of the Empire, who lights the night sky to reveal treachery and deception. Yet he is also a figure of chaos, and so lodges dedicated to his worship tend to be secret organizations whose most dedicated members wield unpredictable, dangerous powers. Dens of Evil. Different heretical cults use a variety of locations for their clandestine activities. Some operate in haunted places, such as in fallen castles near ancient battlefields, in compounds built in the Shadowlands or storm-wracked mountains, or even hidden in plain sight in cities. In their den of evil, a wicked sorcerer has access to their lair abilities. Table A-8: Wicked Sorcerer Motivations D8 Roll Wicked Sorcerer Motivation 1 Wants revenge on a group or individual, and is willing to make anyone else suffer to get it. 2 Is driven by a deep insecurity, and seeks power as an affirmation of their worthiness. 3 Desires to use forbidden magic to bring a loved one back from the dead. 4 Yearns to know some universal truth, at any price. 5 Believes with conviction that evil and good must be in balance, and good has been ascendant too long. 6 Falsely sees themself as persecuted by some individual or group, and desires to destroy it. 7 Deludes themselves into believing that any evil they perform is necessary to make the world a better place. 8 Takes pleasure in the suffering of others. Heretical Sorcery Most evil incantations wielded by cultists, Bloodspeakers, and underworld fiends can be aptly modeled with necromancy and illusion spells from the SRD, reflavored to call upon corrupted and evil spirits. However, creating the undead works slightly differently in Rokugan than it does in most 5e materials, and so the mark of desecration spell is included here for use by NPCs (and PCs willing to sell their soul in exchange for power). Mark of Desecration Traits Flitting Shadows. The wicked sorcerer is protected by twisted spirits that protect it from harm. The first time the wicked sorcerer is targeted by an attack or forced to make a saving throw each round, its AC is 18 or it makes that saving throw with advantage. Foul Sacrifice. When the wicked sorcerer inflicts a critical hit on a creature with a melee weapon attack, it calls to the vile spirits that grant it power. The wicked sorcerer immediately regains the use of one of its expended spells. If it kills the creature with the critical hit, it regains the use of all of its expended spells instead. Heretical Art. Choose one or more of the following Heretical Arts for a wicked sorcerer. For every Heretical Art chosen beyond the first, increase its CR by +1. Mockery of Truth. The wicked sorcerer’s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: disguise self , invisibility , minor illusion 1/day each: blur , dream , fear , hypnotic pattern Rites of Undeath. The wicked sorcerer’s spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: bestow curse , mark of desecration (see page 403), speak with dead 1/day each: contagion , inflict wounds , ray of enfeeblement , vampiric touch Unrestrained Power. The wicked sorcerer’s spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: darkness , eldritch blast , sending 1/day: arcane hand , arcane sword , hellish rebuke , shatter Actions Obsidian Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (2d4+2) necrotic damage. Inflicts a critical hit on a roll of 19 or 20. Legendary Actions A wicked sorcerer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The wicked sorcerer regains spent legendary actions at the start of its turn. Cackling Wind. The wicked sorcerer blasts one creature within 10 feet backward with a howling torrent of souls. That creature must make a DC 17 Dexterity saving throw. On failure, a creature takes 2d6 necrotic damage and is pushed 20 feet away from the wicked sorcerer in a direction of the sorcerer’s choice. Rapid Casting. The wicked sorcerer unleashes a spell that it can cast at will. Treacherous Stab. The wicked sorcerer makes one melee attack with its obsidian dagger with advantage on the attack roll. Lair Actions A wicked sorcerer can use the following lair actions if encountered in its den of evil, and is considered CR 12 (8,400 XP). Fanatical Minions (Recharge 4–6). On initiative count 20 (losing ties), a wicked sorcerer in its den of evil can summon three ruffians from its cult to step forth and fight at its behest. Sorcerous Snare (Recharge 6). On initiative count 20 (losing ties), a wicked sorcerer can spring a trap on one creature it can perceive within its den of evil. This has the effect of the hold person spell from the SRD.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Source":"custom","Alignment":"any evil","Expansion":26129,"Challenge Rating":10},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Wicked Sorcerer (Mockery of Truth)","description":"Heretical sorcery allows a mystic to walk many paths that a more morally upright ritualist would deem abominable. From cultists who worship powerful oni of the Shadowlands to the necromantic Bloodspeakers who spread the teachings of their foul patriarch Iuchiban, there are many in Rokugan who are willing to trade away their empathy and morals to gain unnatural power. Some wicked sorcerers work alone, while others have cults to support their vile ambitions. The Shriveled Heart Pact. One of the most enduring Bloodspeaker sects formed from the original followers of Iuchiban are the Shriveled Heart Pact. Formed in the sixth century, this cult has persisted in some form ever since, despite the best efforts of numerous groups to eradicate it. Currently, its secret stronghold is in the Spine of the World Mountains, where its followers have spent decades gathering corpses of their victims in the deep volcanic tunnels, slowly amassing an army of the dead. Crimson Petals. One of the most dreaded sorcerers in the Shadowlands is The Obsidian Flower, a being of mysterious provenance and vast power. Possessing one of the Black Scrolls of Fu Leng and the knowledge within, she lords over the edifice called the Tomb of Fu Leng, a fortress of darkness deep in the Shadowlands. Some occultists within Rokugan have come to see her as a sort of intermediary to Fu Leng, believing that through her, their prayers can reach the fallen god. Whether she acknowledges this cult or not is unknown, but they have carried out a number of dark sacrifices in an attempt to win her attention over the centuries. The Lodge of the Laughing Moon. Worship of Lord Moon is not illegal in Rokugan. After all, he is the divine parent of the founders of the Empire, who lights the night sky to reveal treachery and deception. Yet he is also a figure of chaos, and so lodges dedicated to his worship tend to be secret organizations whose most dedicated members wield unpredictable, dangerous powers. Dens of Evil. Different heretical cults use a variety of locations for their clandestine activities. Some operate in haunted places, such as in fallen castles near ancient battlefields, in compounds built in the Shadowlands or storm-wracked mountains, or even hidden in plain sight in cities. In their den of evil, a wicked sorcerer has access to their lair abilities. Table A-8: Wicked Sorcerer Motivations D8 Roll Wicked Sorcerer Motivation 1 Wants revenge on a group or individual, and is willing to make anyone else suffer to get it. 2 Is driven by a deep insecurity, and seeks power as an affirmation of their worthiness. 3 Desires to use forbidden magic to bring a loved one back from the dead. 4 Yearns to know some universal truth, at any price. 5 Believes with conviction that evil and good must be in balance, and good has been ascendant too long. 6 Falsely sees themself as persecuted by some individual or group, and desires to destroy it. 7 Deludes themselves into believing that any evil they perform is necessary to make the world a better place. 8 Takes pleasure in the suffering of others. Heretical Sorcery Most evil incantations wielded by cultists, Bloodspeakers, and underworld fiends can be aptly modeled with necromancy and illusion spells from the SRD, reflavored to call upon corrupted and evil spirits. However, creating the undead works slightly differently in Rokugan than it does in most 5e materials, and so the mark of desecration spell is included here for use by NPCs (and PCs willing to sell their soul in exchange for power). Mark of Desecration Traits Flitting Shadows. The wicked sorcerer is protected by twisted spirits that protect it from harm. The first time the wicked sorcerer is targeted by an attack or forced to make a saving throw each round, its AC is 18 or it makes that saving throw with advantage. Foul Sacrifice. When the wicked sorcerer inflicts a critical hit on a creature with a melee weapon attack, it calls to the vile spirits that grant it power. The wicked sorcerer immediately regains the use of one of its expended spells. If it kills the creature with the critical hit, it regains the use of all of its expended spells instead. Heretical Art. Choose one or more of the following Heretical Arts for a wicked sorcerer. For every Heretical Art chosen beyond the first, increase its CR by +1. Mockery of Truth. The wicked sorcerer’s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: disguise self , invisibility , minor illusion 1/day each: blur , dream , fear , hypnotic pattern Rites of Undeath. The wicked sorcerer’s spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: bestow curse , mark of desecration (see page 403), speak with dead 1/day each: contagion , inflict wounds , ray of enfeeblement , vampiric touch Unrestrained Power. The wicked sorcerer’s spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: darkness , eldritch blast , sending 1/day: arcane hand , arcane sword , hellish rebuke , shatter Actions Obsidian Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (2d4+2) necrotic damage. Inflicts a critical hit on a roll of 19 or 20. Legendary Actions A wicked sorcerer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The wicked sorcerer regains spent legendary actions at the start of its turn. Cackling Wind. The wicked sorcerer blasts one creature within 10 feet backward with a howling torrent of souls. That creature must make a DC 17 Dexterity saving throw. On failure, a creature takes 2d6 necrotic damage and is pushed 20 feet away from the wicked sorcerer in a direction of the sorcerer’s choice. Rapid Casting. The wicked sorcerer unleashes a spell that it can cast at will. Treacherous Stab. The wicked sorcerer makes one melee attack with its obsidian dagger with advantage on the attack roll. Lair Actions A wicked sorcerer can use the following lair actions if encountered in its den of evil, and is considered CR 12 (8,400 XP). Fanatical Minions (Recharge 4–6). On initiative count 20 (losing ties), a wicked sorcerer in its den of evil can summon three ruffians from its cult to step forth and fight at its behest. Sorcerous Snare (Recharge 6). On initiative count 20 (losing ties), a wicked sorcerer can spring a trap on one creature it can perceive within its den of evil. This has the effect of the hold person spell from the SRD.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any evil","Expansion":26129,"Challenge Rating":10},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Wicked Sorcerer (Rites of Undeath)","description":"Heretical sorcery allows a mystic to walk many paths that a more morally upright ritualist would deem abominable. From cultists who worship powerful oni of the Shadowlands to the necromantic Bloodspeakers who spread the teachings of their foul patriarch Iuchiban, there are many in Rokugan who are willing to trade away their empathy and morals to gain unnatural power. Some wicked sorcerers work alone, while others have cults to support their vile ambitions. The Shriveled Heart Pact. One of the most enduring Bloodspeaker sects formed from the original followers of Iuchiban are the Shriveled Heart Pact. Formed in the sixth century, this cult has persisted in some form ever since, despite the best efforts of numerous groups to eradicate it. Currently, its secret stronghold is in the Spine of the World Mountains, where its followers have spent decades gathering corpses of their victims in the deep volcanic tunnels, slowly amassing an army of the dead. Crimson Petals. One of the most dreaded sorcerers in the Shadowlands is The Obsidian Flower, a being of mysterious provenance and vast power. Possessing one of the Black Scrolls of Fu Leng and the knowledge within, she lords over the edifice called the Tomb of Fu Leng, a fortress of darkness deep in the Shadowlands. Some occultists within Rokugan have come to see her as a sort of intermediary to Fu Leng, believing that through her, their prayers can reach the fallen god. Whether she acknowledges this cult or not is unknown, but they have carried out a number of dark sacrifices in an attempt to win her attention over the centuries. The Lodge of the Laughing Moon. Worship of Lord Moon is not illegal in Rokugan. After all, he is the divine parent of the founders of the Empire, who lights the night sky to reveal treachery and deception. Yet he is also a figure of chaos, and so lodges dedicated to his worship tend to be secret organizations whose most dedicated members wield unpredictable, dangerous powers. Dens of Evil. Different heretical cults use a variety of locations for their clandestine activities. Some operate in haunted places, such as in fallen castles near ancient battlefields, in compounds built in the Shadowlands or storm-wracked mountains, or even hidden in plain sight in cities. In their den of evil, a wicked sorcerer has access to their lair abilities. Table A-8: Wicked Sorcerer Motivations D8 Roll Wicked Sorcerer Motivation 1 Wants revenge on a group or individual, and is willing to make anyone else suffer to get it. 2 Is driven by a deep insecurity, and seeks power as an affirmation of their worthiness. 3 Desires to use forbidden magic to bring a loved one back from the dead. 4 Yearns to know some universal truth, at any price. 5 Believes with conviction that evil and good must be in balance, and good has been ascendant too long. 6 Falsely sees themself as persecuted by some individual or group, and desires to destroy it. 7 Deludes themselves into believing that any evil they perform is necessary to make the world a better place. 8 Takes pleasure in the suffering of others. Heretical Sorcery Most evil incantations wielded by cultists, Bloodspeakers, and underworld fiends can be aptly modeled with necromancy and illusion spells from the SRD, reflavored to call upon corrupted and evil spirits. However, creating the undead works slightly differently in Rokugan than it does in most 5e materials, and so the mark of desecration spell is included here for use by NPCs (and PCs willing to sell their soul in exchange for power). Mark of Desecration Traits Flitting Shadows. The wicked sorcerer is protected by twisted spirits that protect it from harm. The first time the wicked sorcerer is targeted by an attack or forced to make a saving throw each round, its AC is 18 or it makes that saving throw with advantage. Foul Sacrifice. When the wicked sorcerer inflicts a critical hit on a creature with a melee weapon attack, it calls to the vile spirits that grant it power. The wicked sorcerer immediately regains the use of one of its expended spells. If it kills the creature with the critical hit, it regains the use of all of its expended spells instead. Heretical Art. Choose one or more of the following Heretical Arts for a wicked sorcerer. For every Heretical Art chosen beyond the first, increase its CR by +1. Mockery of Truth. The wicked sorcerer’s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: disguise self , invisibility , minor illusion 1/day each: blur , dream , fear , hypnotic pattern Rites of Undeath. The wicked sorcerer’s spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: bestow curse , mark of desecration (see page 403), speak with dead 1/day each: contagion , inflict wounds , ray of enfeeblement , vampiric touch Unrestrained Power. The wicked sorcerer’s spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: darkness , eldritch blast , sending 1/day: arcane hand , arcane sword , hellish rebuke , shatter Actions Obsidian Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (2d4+2) necrotic damage. Inflicts a critical hit on a roll of 19 or 20. Legendary Actions A wicked sorcerer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The wicked sorcerer regains spent legendary actions at the start of its turn. Cackling Wind. The wicked sorcerer blasts one creature within 10 feet backward with a howling torrent of souls. That creature must make a DC 17 Dexterity saving throw. On failure, a creature takes 2d6 necrotic damage and is pushed 20 feet away from the wicked sorcerer in a direction of the sorcerer’s choice. Rapid Casting. The wicked sorcerer unleashes a spell that it can cast at will. Treacherous Stab. The wicked sorcerer makes one melee attack with its obsidian dagger with advantage on the attack roll. Lair Actions A wicked sorcerer can use the following lair actions if encountered in its den of evil, and is considered CR 12 (8,400 XP). Fanatical Minions (Recharge 4–6). On initiative count 20 (losing ties), a wicked sorcerer in its den of evil can summon three ruffians from its cult to step forth and fight at its behest. Sorcerous Snare (Recharge 6). On initiative count 20 (losing ties), a wicked sorcerer can spring a trap on one creature it can perceive within its den of evil. This has the effect of the hold person spell from the SRD.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any evil","Expansion":26129,"Challenge Rating":10},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Wicked Sorcerer (Unrestrained Power)","description":"Heretical sorcery allows a mystic to walk many paths that a more morally upright ritualist would deem abominable. From cultists who worship powerful oni of the Shadowlands to the necromantic Bloodspeakers who spread the teachings of their foul patriarch Iuchiban, there are many in Rokugan who are willing to trade away their empathy and morals to gain unnatural power. Some wicked sorcerers work alone, while others have cults to support their vile ambitions. The Shriveled Heart Pact. One of the most enduring Bloodspeaker sects formed from the original followers of Iuchiban are the Shriveled Heart Pact. Formed in the sixth century, this cult has persisted in some form ever since, despite the best efforts of numerous groups to eradicate it. Currently, its secret stronghold is in the Spine of the World Mountains, where its followers have spent decades gathering corpses of their victims in the deep volcanic tunnels, slowly amassing an army of the dead. Crimson Petals. One of the most dreaded sorcerers in the Shadowlands is The Obsidian Flower, a being of mysterious provenance and vast power. Possessing one of the Black Scrolls of Fu Leng and the knowledge within, she lords over the edifice called the Tomb of Fu Leng, a fortress of darkness deep in the Shadowlands. Some occultists within Rokugan have come to see her as a sort of intermediary to Fu Leng, believing that through her, their prayers can reach the fallen god. Whether she acknowledges this cult or not is unknown, but they have carried out a number of dark sacrifices in an attempt to win her attention over the centuries. The Lodge of the Laughing Moon. Worship of Lord Moon is not illegal in Rokugan. After all, he is the divine parent of the founders of the Empire, who lights the night sky to reveal treachery and deception. Yet he is also a figure of chaos, and so lodges dedicated to his worship tend to be secret organizations whose most dedicated members wield unpredictable, dangerous powers. Dens of Evil. Different heretical cults use a variety of locations for their clandestine activities. Some operate in haunted places, such as in fallen castles near ancient battlefields, in compounds built in the Shadowlands or storm-wracked mountains, or even hidden in plain sight in cities. In their den of evil, a wicked sorcerer has access to their lair abilities. Table A-8: Wicked Sorcerer Motivations D8 Roll Wicked Sorcerer Motivation 1 Wants revenge on a group or individual, and is willing to make anyone else suffer to get it. 2 Is driven by a deep insecurity, and seeks power as an affirmation of their worthiness. 3 Desires to use forbidden magic to bring a loved one back from the dead. 4 Yearns to know some universal truth, at any price. 5 Believes with conviction that evil and good must be in balance, and good has been ascendant too long. 6 Falsely sees themself as persecuted by some individual or group, and desires to destroy it. 7 Deludes themselves into believing that any evil they perform is necessary to make the world a better place. 8 Takes pleasure in the suffering of others. Heretical Sorcery Most evil incantations wielded by cultists, Bloodspeakers, and underworld fiends can be aptly modeled with necromancy and illusion spells from the SRD, reflavored to call upon corrupted and evil spirits. However, creating the undead works slightly differently in Rokugan than it does in most 5e materials, and so the mark of desecration spell is included here for use by NPCs (and PCs willing to sell their soul in exchange for power). Mark of Desecration Traits Flitting Shadows. The wicked sorcerer is protected by twisted spirits that protect it from harm. The first time the wicked sorcerer is targeted by an attack or forced to make a saving throw each round, its AC is 18 or it makes that saving throw with advantage. Foul Sacrifice. When the wicked sorcerer inflicts a critical hit on a creature with a melee weapon attack, it calls to the vile spirits that grant it power. The wicked sorcerer immediately regains the use of one of its expended spells. If it kills the creature with the critical hit, it regains the use of all of its expended spells instead. Heretical Art. Choose one or more of the following Heretical Arts for a wicked sorcerer. For every Heretical Art chosen beyond the first, increase its CR by +1. Mockery of Truth. The wicked sorcerer’s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: disguise self , invisibility , minor illusion 1/day each: blur , dream , fear , hypnotic pattern Rites of Undeath. The wicked sorcerer’s spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: bestow curse , mark of desecration (see page 403), speak with dead 1/day each: contagion , inflict wounds , ray of enfeeblement , vampiric touch Unrestrained Power. The wicked sorcerer’s spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: darkness , eldritch blast , sending 1/day: arcane hand , arcane sword , hellish rebuke , shatter Actions Obsidian Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (2d4+2) necrotic damage. Inflicts a critical hit on a roll of 19 or 20. Legendary Actions A wicked sorcerer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The wicked sorcerer regains spent legendary actions at the start of its turn. Cackling Wind. The wicked sorcerer blasts one creature within 10 feet backward with a howling torrent of souls. That creature must make a DC 17 Dexterity saving throw. On failure, a creature takes 2d6 necrotic damage and is pushed 20 feet away from the wicked sorcerer in a direction of the sorcerer’s choice. Rapid Casting. The wicked sorcerer unleashes a spell that it can cast at will. Treacherous Stab. The wicked sorcerer makes one melee attack with its obsidian dagger with advantage on the attack roll. Lair Actions A wicked sorcerer can use the following lair actions if encountered in its den of evil, and is considered CR 12 (8,400 XP). Fanatical Minions (Recharge 4–6). On initiative count 20 (losing ties), a wicked sorcerer in its den of evil can summon three ruffians from its cult to step forth and fight at its behest. Sorcerous Snare (Recharge 6). On initiative count 20 (losing ties), a wicked sorcerer can spring a trap on one creature it can perceive within its den of evil. This has the effect of the hold person spell from the SRD.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any species)","Alignment":"any evil","Expansion":26129,"Challenge Rating":10},"publisher":"Edge Studio","book":"Adventures in Rokugan"},{"name":"Wicker Archer","description":"Wickerthing The wickerthing vaguely resembles the more common wicker. Wickerthings want nothing more than to be left alone—they often attack humanoids that invade their forests or lairs on sight. Others may be retained by powerful raiders or Baendur to serve as guards. A Multitude of Forms. Each wickerthing is unique and they can be of various sizes. Use the wicker archer or wicker sentry stat block for smaller wicker and the wickerthing stat block for larger creatures.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct (Wicker)","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":5},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Wicker Sentry","description":"Wickerthing The wickerthing vaguely resembles the more common wicker. Wickerthings want nothing more than to be left alone—they often attack humanoids that invade their forests or lairs on sight. Others may be retained by powerful raiders or Baendur to serve as guards. A Multitude of Forms. Each wickerthing is unique and they can be of various sizes. Use the wicker archer or wicker sentry stat block for smaller wicker and the wickerthing stat block for larger creatures.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct (Wicker)","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":"1/2"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Wickerman","description":"A burning effigy lumbers across the open plains. It belches black smoke with every step it takes, and the tortured screams of the humanoids inside it fill the air. Empowered by Sacrifice In ancient times, the druids of the flame burned people alive in giant wickermen as sacrifices to the gods. The druids soon discovered a strange phenomenon when they burned the wickermen: the sacrifices' souls were trapped within the construct, filling it with rage. The druids of the flame learned to control the wickerman's rage and turned their sacrifice into a weapon of war. Staff of Willow. A branch of the willow tree used to create the wickerman is formed into a staff, carved with runes, and conditioned with incense. The wielder can control a wickerman as long as it is within 120 feet of the wickerman and must use its action to command the wickerman to take an action. Construct Nature. The wickerman doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"neutral evil","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Wickerthing","description":"Wickerthing The wickerthing vaguely resembles the more common wicker. Wickerthings want nothing more than to be left alone—they often attack humanoids that invade their forests or lairs on sight. Others may be retained by powerful raiders or Baendur to serve as guards. A Multitude of Forms. Each wickerthing is unique and they can be of various sizes. Use the wicker archer or wicker sentry stat block for smaller wicker and the wickerthing stat block for larger creatures.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":8},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Wiggan Nettlebee","description":"Wiggan Nettlebee is the patriarch of the Nettlebee clan, a wealthy family of halflings that raise livestock and farm their land. He presents the outward appearance of a modest rancher, and he forbids extravagance on his farm. Thinking he had found a cult dedicated to the dominating nature and utilizing its darker aspects, Wiggan joined the Cult of the Black Earth. He still doesn’t know the full extent of the cult’s plans. Wiggan dislikes and distrusts outsiders. He believes they are all evildoers who would steal from him if they could. He sees the earth cult as a powerful and necessary ally toward securing his finances and sustaining his position. A greedy miser, Wiggan becomes visibly upset at the thought of parting with even a few spare coins from his hoard. Other Villains Not every troublemaker in the Dessarin Valley is a cultist. Some prefer to keep their affiliation with the elemental cults secret, while many more have nothing to do the cults. This section presents a collection of villains from the introductory adventures and side treks in chapter 6. Traits Brave Devotion. Wiggan has advantage on saving throws against being charmed or frightened. Spellcasting. Wiggan is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): guidance, light, mending, shillelagh, thaumaturgy 1st Level (4 slots): animal friendship, cure wounds, healing word, inflict wounds, speak with animals 2nd Level (3 slots): barkskin, spike growth, spiritual weapon Actions Multiattack. Wiggan makes two attacks with his wooden cane. Wooden Cane (Club). Melee Weapon Attack: +0 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 1 (1d4 − 1) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh .","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (halfling)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Wight","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Sunlight Sensitivity : While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. Life Drain : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. Longsword : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Longbow : Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","AC":"14 (Studded Leather)","HP":"45 (6d8+18)","CHA":15,"CON":16,"DEX":14,"INT":10,"STR":15,"WIS":13,"Size":"Medium","Type":"undead","Speed":"30 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116912/KYEPasQyMGxuSjhnhEycWg/original.png","Roll 0":"Life Drain\n1d20 + 4\n1d6+2","Roll 1":"Longsword\n1d20 + 4\n1d8+2","Roll 2":"Longbow\n1d20 + 4\n1d8+2","Senses":"Darkvision 60 Ft.","Skills":"Perception +3, Stealth +4","Source":"5th Edition SRD","data-XP":700,"Alignment":"Neutral Evil","Languages":"The Languages It Knew In Life","data-List":"false","Immunities":"poison","Token Size":1,"Resistances":"necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered","data-Traits":"[{\"Name\":\"Sunlight Sensitivity\",\"Desc\":\"While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.\"},{\"Name\":\"Life Drain\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"necrotic\",\"Desc\":\"The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time\"},{\"Name\":\"Longsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d10 + 2\",\"Damage Type\":\"slashing\",\"Desc\":\"two handed\"},{\"Name\":\"Longsword\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"slashing\",\"Desc\":\"one handed\"},{\"Name\":\"Longbow\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Ranged\",\"Hit Bonus\":\"4\",\"Reach\":\"150/600 ft.\",\"Target\":\"one target\",\"Damage\":\"1d8 + 2\",\"Damage Type\":\"piercing\"}]","data-CHA-mod":"+2","data-CON-mod":"+3","data-DEX-mod":"+2","data-INT-mod":"+0","data-STR-mod":"+2","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":3,"Passive Perception":13,"Condition Immunities":"exhaustion, poisoned","data-CrNum":3,"data-AcNum":14,"data-HpNum":45},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wight","description":"The word “wight” meant “person” in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature’s heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda. Wights possess the memories and drives of their formerly living selves. They will heed the call of whatever dark entity transformed them into undead, swearing oaths to appease their new lord while retaining their autonomy. Never tiring, a wight can pursue its goals relentlessly and without distraction. Life Eaters. Neither dead nor alive, a wight exists in a transitional state between one world and the next. The bright spark it possessed in life is gone, and in its place is a yearning to consume that spark in all living things. When a wight attacks, this life essence glows like white-hot embers to its dark eyes, and the wight’s cold touch can drain the spark through flesh, clothing, and armor. Shadow of the Grave. Wights flee from the world by day, away from the light of the sun, which they hate. They retreat to barrow mounds, crypts, and tombs where they dwell. Their lairs are silent, desolate places, surrounded by dead plants, noticeably blackened, and avoided by bird and beast. Humanoids slain by a wight can rise as zombies under its control. Motivated by hunger for living souls and driven by the same desire for power that awakened them in undeath, some wights serve as shock troops for evil leaders, including wraiths. As soldiers, they are able to plan but seldom do so, relying on their hunger for destruction to overwhelm any creature that stands before them. Undead Nature. A wight doesn’t require air, food, drink, or sleep. Traits Sunlight Sensitivity : While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. Life Drain : Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. Longsword (One-Handed) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Longsword (Two-Handed) : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage. Longbow : Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Wight","description":"The most competent of the lesser corporeal undead, the sallow-skinned, red-eyed wights often protect necromancers in battle and issue orders to other undead. When given a general order (such as “destroy the farmlands”), they can make and execute a plan to achieve it. On top of their cunning, a wight’s mere touch can drain a mortal’s vitality. Actions Multiattack. The wight makes one Longsword attack and one Vitality Theft attack, or they make two Heavy Crossbow attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Vitality Theft. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d8) necrotic damage, and the wight regains a number of hit points equal to half the damage dealt. Until the start of the wight’s next turn, the target has disadvantage on attack rolls made against creatures other than the wight. Reactions Decaying Guard. When an ally the wight can see within 5 feet of them is hit by an attack, the wight forces the attacker to reroll the attack and to instead target the wight or a willing ally within 5 feet of the original target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wight","description":"Actions Multiattack. The wight makes one Longsword attack and one Vitality Theft attack, or they make two Heavy Crossbow attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Vitality Theft. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (2d8) necrotic damage, and the wight regains a number of hit points equal to half the damage dealt. Until the start of the wight’s next turn, the target has disadvantage on attack rolls made against creatures other than the wight. Reactions Decaying Guard. When an ally the wight can see within 5 feet of them is hit by an attack, the wight forces the attacker to reroll the attack and to instead target the wight or a willing ally within 5 feet of the original target.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":28288,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Wight Captain","description":"Wights Presented in this section are various advanced versions of the standard wight. Traits Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Distracting Strike (1/Turn). When the wight hits a creature with a weapon attack, the next attack roll against the target by an attacker other than the wight has advantage if the attack is made before the start of the wight's next turn. Actions Multiattack. The wight makes two Longsword attacks or two Longbow attacks. It can use its Life Drain in place of one Longsword attack. Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Maneuver Allies (Recharge 5–6). Up to four allies within 60 feet of the captain that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Reactions Directed Strike (3/Day). When a creature the wight can see within 30 feet of it makes an attack roll, and the creature can hear the wight, the wight grants advantage to that roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Wight Champion","description":"Wights Presented in this section are various advanced versions of the standard wight. Traits Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Turn Resistance. The wight has advantage on saving throws against any effect that turns Undead. Actions Multiattack. The wight makes two melee attacks or two ranged attacks. It can use its Life Drain in place of one melee attack. Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Shield Bash. Melee Weapon Attack: + 7 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Bonus Actions Necrotic Smite (3/Day). When the wight hits a creature with a weapon attack, it deals 18 (4d8) necrotic damage to the target, and the target can’t regain hit points until the start of the wight’s next turn. Reactions Parry. The wight adds 3 to its AC against one melee attack that would hit it. To do so, the wight must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Wight Deathguard","description":"","properties":{"Category":"Monsters"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Wight Deathguard (PB 2)","description":"The most competent of the lesser corporeal undead, the sallow-skinned, red-eyed wights often protect necromancers in battle and issue orders to other undead. When given a general order (such as “destroy the farmlands”), they can make and execute a plan to achieve it. On top of their cunning, a wight’s mere touch can drain a mortal’s vitality. Actions Signature Attack (Longsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the deathguard can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blood for Blood ( 3 /Day). As a reaction to an ally the deathguard can see within 5 feet of them being hit with an attack, the deathguard redirects the attack to themself, potentially causing the attack to miss. If the attacker is within 5 feet of the deathguard, the deathguard can make a signature attack against the attacker. 5 th Level: Soul Thief ( 3 /Day). As an action, the deathguard shrouds themself in dark energy. The deathguard regains PBd6 hit points, and each enemy within 5 feet of the deathguard must make a DC 10 plus PB Wisdom saving throw. On a failed save, a target takes PBd6 necrotic damage. On a successful save, a target takes half as much damage. 7 th Level: This Way! ( 3 /Day). As an action, the deathguard moves up to their speed without provoking opportunity attacks. Each ally the deathguard passes within 5 feet of during the move can use a reaction to move up to their speed in the same direction as the deathguard without provoking opportunity attacks. Until the start of the deathguard’s next turn, attacks against these allies have disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wight Deathguard (PB 2)","description":"Traits Signature Attack (Longsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the deathguard can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blood for Blood ( 3 /Day). As a reaction to an ally the deathguard can see within 5 feet of them being hit with an attack, the deathguard redirects the attack to themself, potentially causing the attack to miss. If the attacker is within 5 feet of the deathguard, the deathguard can make a signature attack against the attacker. 5 th Level: Soul Thief ( 3 /Day). As an action, the deathguard shrouds themself in dark energy. The deathguard regains PBd6 hit points, and each enemy within 5 feet of the deathguard must make a DC 10 plus PB Wisdom saving throw. On a failed save, a target takes PBd6 necrotic damage. On a successful save, a target takes half as much damage. 7 th Level: This Way! ( 3 /Day). As an action, the deathguard moves up to their speed without provoking opportunity attacks. Each ally the deathguard passes within 5 feet of during the move can use a reaction to move up to their speed in the same direction as the deathguard without provoking opportunity attacks. Until the start of the deathguard’s next turn, attacks against these allies have disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Wight Deathguard (PB 3)","description":"The most competent of the lesser corporeal undead, the sallow-skinned, red-eyed wights often protect necromancers in battle and issue orders to other undead. When given a general order (such as “destroy the farmlands”), they can make and execute a plan to achieve it. On top of their cunning, a wight’s mere touch can drain a mortal’s vitality. Actions Signature Attack (Longsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the deathguard can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blood for Blood ( 3 /Day). As a reaction to an ally the deathguard can see within 5 feet of them being hit with an attack, the deathguard redirects the attack to themself, potentially causing the attack to miss. If the attacker is within 5 feet of the deathguard, the deathguard can make a signature attack against the attacker. 5 th Level: Soul Thief ( 3 /Day). As an action, the deathguard shrouds themself in dark energy. The deathguard regains PBd6 hit points, and each enemy within 5 feet of the deathguard must make a DC 10 plus PB Wisdom saving throw. On a failed save, a target takes PBd6 necrotic damage. On a successful save, a target takes half as much damage. 7 th Level: This Way! ( 3 /Day). As an action, the deathguard moves up to their speed without provoking opportunity attacks. Each ally the deathguard passes within 5 feet of during the move can use a reaction to move up to their speed in the same direction as the deathguard without provoking opportunity attacks. Until the start of the deathguard’s next turn, attacks against these allies have disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wight Deathguard (PB 3)","description":"Traits Signature Attack (Longsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the deathguard can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blood for Blood ( 3 /Day). As a reaction to an ally the deathguard can see within 5 feet of them being hit with an attack, the deathguard redirects the attack to themself, potentially causing the attack to miss. If the attacker is within 5 feet of the deathguard, the deathguard can make a signature attack against the attacker. 5 th Level: Soul Thief ( 3 /Day). As an action, the deathguard shrouds themself in dark energy. The deathguard regains PBd6 hit points, and each enemy within 5 feet of the deathguard must make a DC 10 plus PB Wisdom saving throw. On a failed save, a target takes PBd6 necrotic damage. On a successful save, a target takes half as much damage. 7 th Level: This Way! ( 3 /Day). As an action, the deathguard moves up to their speed without provoking opportunity attacks. Each ally the deathguard passes within 5 feet of during the move can use a reaction to move up to their speed in the same direction as the deathguard without provoking opportunity attacks. Until the start of the deathguard’s next turn, attacks against these allies have disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Wight Deathguard (PB 4)","description":"The most competent of the lesser corporeal undead, the sallow-skinned, red-eyed wights often protect necromancers in battle and issue orders to other undead. When given a general order (such as “destroy the farmlands”), they can make and execute a plan to achieve it. On top of their cunning, a wight’s mere touch can drain a mortal’s vitality. Actions Signature Attack (Longsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the deathguard can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blood for Blood ( 3 /Day). As a reaction to an ally the deathguard can see within 5 feet of them being hit with an attack, the deathguard redirects the attack to themself, potentially causing the attack to miss. If the attacker is within 5 feet of the deathguard, the deathguard can make a signature attack against the attacker. 5 th Level: Soul Thief ( 3 /Day). As an action, the deathguard shrouds themself in dark energy. The deathguard regains PBd6 hit points, and each enemy within 5 feet of the deathguard must make a DC 10 plus PB Wisdom saving throw. On a failed save, a target takes PBd6 necrotic damage. On a successful save, a target takes half as much damage. 7 th Level: This Way! ( 3 /Day). As an action, the deathguard moves up to their speed without provoking opportunity attacks. Each ally the deathguard passes within 5 feet of during the move can use a reaction to move up to their speed in the same direction as the deathguard without provoking opportunity attacks. Until the start of the deathguard’s next turn, attacks against these allies have disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wight Deathguard (PB 4)","description":"Traits Signature Attack (Longsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the deathguard can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blood for Blood ( 3 /Day). As a reaction to an ally the deathguard can see within 5 feet of them being hit with an attack, the deathguard redirects the attack to themself, potentially causing the attack to miss. If the attacker is within 5 feet of the deathguard, the deathguard can make a signature attack against the attacker. 5 th Level: Soul Thief ( 3 /Day). As an action, the deathguard shrouds themself in dark energy. The deathguard regains PBd6 hit points, and each enemy within 5 feet of the deathguard must make a DC 10 plus PB Wisdom saving throw. On a failed save, a target takes PBd6 necrotic damage. On a successful save, a target takes half as much damage. 7 th Level: This Way! ( 3 /Day). As an action, the deathguard moves up to their speed without provoking opportunity attacks. Each ally the deathguard passes within 5 feet of during the move can use a reaction to move up to their speed in the same direction as the deathguard without provoking opportunity attacks. Until the start of the deathguard’s next turn, attacks against these allies have disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Wight Deathguard (PB 5)","description":"The most competent of the lesser corporeal undead, the sallow-skinned, red-eyed wights often protect necromancers in battle and issue orders to other undead. When given a general order (such as “destroy the farmlands”), they can make and execute a plan to achieve it. On top of their cunning, a wight’s mere touch can drain a mortal’s vitality. Actions Signature Attack (Longsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the deathguard can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blood for Blood ( 3 /Day). As a reaction to an ally the deathguard can see within 5 feet of them being hit with an attack, the deathguard redirects the attack to themself, potentially causing the attack to miss. If the attacker is within 5 feet of the deathguard, the deathguard can make a signature attack against the attacker. 5 th Level: Soul Thief ( 3 /Day). As an action, the deathguard shrouds themself in dark energy. The deathguard regains PBd6 hit points, and each enemy within 5 feet of the deathguard must make a DC 10 plus PB Wisdom saving throw. On a failed save, a target takes PBd6 necrotic damage. On a successful save, a target takes half as much damage. 7 th Level: This Way! ( 3 /Day). As an action, the deathguard moves up to their speed without provoking opportunity attacks. Each ally the deathguard passes within 5 feet of during the move can use a reaction to move up to their speed in the same direction as the deathguard without provoking opportunity attacks. Until the start of the deathguard’s next turn, attacks against these allies have disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wight Deathguard (PB 5)","description":"Traits Signature Attack (Longsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the deathguard can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blood for Blood ( 3 /Day). As a reaction to an ally the deathguard can see within 5 feet of them being hit with an attack, the deathguard redirects the attack to themself, potentially causing the attack to miss. If the attacker is within 5 feet of the deathguard, the deathguard can make a signature attack against the attacker. 5 th Level: Soul Thief ( 3 /Day). As an action, the deathguard shrouds themself in dark energy. The deathguard regains PBd6 hit points, and each enemy within 5 feet of the deathguard must make a DC 10 plus PB Wisdom saving throw. On a failed save, a target takes PBd6 necrotic damage. On a successful save, a target takes half as much damage. 7 th Level: This Way! ( 3 /Day). As an action, the deathguard moves up to their speed without provoking opportunity attacks. Each ally the deathguard passes within 5 feet of during the move can use a reaction to move up to their speed in the same direction as the deathguard without provoking opportunity attacks. Until the start of the deathguard’s next turn, attacks against these allies have disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Wight Deathguard (PB 6)","description":"The most competent of the lesser corporeal undead, the sallow-skinned, red-eyed wights often protect necromancers in battle and issue orders to other undead. When given a general order (such as “destroy the farmlands”), they can make and execute a plan to achieve it. On top of their cunning, a wight’s mere touch can drain a mortal’s vitality. Actions Signature Attack (Longsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the deathguard can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blood for Blood ( 3 /Day). As a reaction to an ally the deathguard can see within 5 feet of them being hit with an attack, the deathguard redirects the attack to themself, potentially causing the attack to miss. If the attacker is within 5 feet of the deathguard, the deathguard can make a signature attack against the attacker. 5 th Level: Soul Thief ( 3 /Day). As an action, the deathguard shrouds themself in dark energy. The deathguard regains PBd6 hit points, and each enemy within 5 feet of the deathguard must make a DC 10 plus PB Wisdom saving throw. On a failed save, a target takes PBd6 necrotic damage. On a successful save, a target takes half as much damage. 7 th Level: This Way! ( 3 /Day). As an action, the deathguard moves up to their speed without provoking opportunity attacks. Each ally the deathguard passes within 5 feet of during the move can use a reaction to move up to their speed in the same direction as the deathguard without provoking opportunity attacks. Until the start of the deathguard’s next turn, attacks against these allies have disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":25493,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wight Deathguard (PB 6)","description":"Traits Signature Attack (Longsword). Melee Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB slashing damage. Beginning at 7th level, the deathguard can make this attack twice, instead of once, when they take the Attack action on their turn. Features 3 rd Level: Blood for Blood ( 3 /Day). As a reaction to an ally the deathguard can see within 5 feet of them being hit with an attack, the deathguard redirects the attack to themself, potentially causing the attack to miss. If the attacker is within 5 feet of the deathguard, the deathguard can make a signature attack against the attacker. 5 th Level: Soul Thief ( 3 /Day). As an action, the deathguard shrouds themself in dark energy. The deathguard regains PBd6 hit points, and each enemy within 5 feet of the deathguard must make a DC 10 plus PB Wisdom saving throw. On a failed save, a target takes PBd6 necrotic damage. On a successful save, a target takes half as much damage. 7 th Level: This Way! ( 3 /Day). As an action, the deathguard moves up to their speed without provoking opportunity attacks. Each ally the deathguard passes within 5 feet of during the move can use a reaction to move up to their speed in the same direction as the deathguard without provoking opportunity attacks. Until the start of the deathguard’s next turn, attacks against these allies have disadvantage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Any Alignment","Expansion":28288,"Challenge Rating":"Retainer"},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Wight Hexblade","description":"Wights Presented in this section are various advanced versions of the standard wight. Traits Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The wight makes two Longsword attacks. It can use its Life Drain in place of one Longsword attack. Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 4 (1d8) cold damage. Spellcasting. The wight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: eldritch blast (3 beams), mage hand, minor illusion 3/day (as 5th-level spells): blink, cone of cold, dimension door, dispel magic, elemental weapon Bonus Actions Hexblade's Curse (Recharges after a Short or Long Rest). The wight targets a creature it can see within 30 feet of it. The target is cursed for 1 minute. The curse ends early if the target dies, the wight dies, or it is incapacitated. Until the curse ends, the wight gains the following benefits: It deals an extra 3 damage on damage rolls against the cursed target. Any attack roll it makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, the wight regains 14 hit points. Reactions Armor of Hexes. When hit by an attack roll by a creature cursed by the wight's Hexblade's Curse, roll a d6. On a roll of 4 or higher, the attack instead misses the wight, regardless of its roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Wight Necromancer","description":"Command over life and death is no easy feat. Those spellcasters who undertake to master necromancy often do so with the intent of overcoming the fate of all things. The process to becoming a lich is both difficult and profoundly arcane, thus many an impatient necromancer seeks out knowledge of becoming a wight. Though far less powerful than even a demilich or other sentient undead such as a vampire, the wight is free-willed, does not require sustenance, and given time they could wield magic to rival any.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":6},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Wight Siphoner","description":"The most competent of the lesser corporeal undead, the sallow-skinned, red-eyed wights often protect necromancers in battle and issue orders to other undead. When given a general order (such as “destroy the farmlands”), they can make and execute a plan to achieve it. On top of their cunning, a wight’s mere touch can drain a mortal’s vitality. Traits Minion. If the siphoner takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the siphoner takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. ACTIONS Grasping Resurrection (Group Attack). Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 3 necrotic damage. If three or more siphoners joined the attack, they can restore the remains of a destroyed Undead minion within 15 feet of the target. That Undead minion returns to life with all their hit points. If five or more siphoners joined the group attack, they can either choose to increase the range of this effect from 15 to 30 feet or to restore two Undead minions instead of one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":25493,"Challenge Rating":3},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wight Warlock","description":"Wights Presented in this section are various advanced versions of the standard wight. Traits Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Whispering Aura. At the start of each of the wight's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage, provided that the wight isn't incapacitated. Actions Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. Howling Void. The wight opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 13 (3d8) psychic damage and is frightened of the wight until the end of the wight's next turn. On a successful save, a creature takes half as much damage and isn't frightened. Spellcasting. The wight casts one of the following spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: eldritch blast (3 beams), mage hand, minor illusion 3/day (as 5th-level spells): detect thoughts, dimension door, dissonant whispers, telekinesis, vampiric touch 1/day each: circle of death, finger of death","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Wild Druid","description":"A druid who can wildshape, or adopt the form of an animal. Some dismiss these people as wanderers, vagabonds, and hedge-lunatics, but they are wise and know much about the natural world.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any neutral alignment","Expansion":4963,"Challenge Rating":6},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Wild Elf Warrior","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Alignment":"Typically Chaotic Good","Expansion":32062,"Challenge Rating":2},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Wild Hunt Archer","description":"Wild Hunt The wild hunt is an awe-inspiring and enigmatic group of fey who stalk and pursue their prey between worlds. Those few who have caught glimpses of these elusive beings and lived to tell the tale speak of clouds of green mist filled with spectral hounds, archers who fire bolts of magic with inhuman accuracy, and the sound of a melodious horn echoing for miles across the landscape. Wild Hunt Archer These lithe, androgynous humanoids have pointed ears, glowing green eyes, and six fingers on each slender hand. They are methodical hunters who fire their bows with uncanny accuracy, and often rely on wild hunt horses to provide increased mobility. Rather than carrying normal arrows, they can produce arrows as needed from magical quivers—these quivers do not function in this manner for anyone other than wild hunt archers. Traits Greensight. The wild hunt archer ignores leaves and other foliage when determining cover for a target. Innate Spellcasting. The wild hunt archer’s spell casting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: speak with animals, speak with plants 3/day: black tentacles, haste, sleet storm 1/day: cloudlkill, disintegrate Instinctive Cooperation. The wild hunt archer has advantage on saving throws against effects caused by other members of the wild hunt. Planar Acclimation. The wild hunt archer always treats the plane it is currently on as its native plane. Wild Gaze. Those who meet the gaze of a wild hunt archer come face-to-face with the hunt’s fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn within 30 feet of the wild hunt archer, it must succeed on a DC 19 Wisdom saving throw or be slowed as if it were affected by the slow spell until the end of its next turn. This aura can be disabled or turned on as a bonus action. Wild Hunt Link. All members of the wild hunt within 500 feet of the wild hunt archer, including the archer itself, ignore half cover and three-quarters cover with their ranged weapon attacks. Actions Multiattack. The wild hunt archer makes two attacks with its antler gore or three attacks with its living bow, or one antler gore attack and two attacks with its longbow. Antler Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d12+5) piercing damage. Living Bow. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 16 (2d8+7) piercing damage and 10 (3d6) cold damage. The wild hunt archer spontaneously generates arrows as needed from its quiver when using its living bow. If the bow is taken from the archer or lost, the living bow rots away in 1 hour. A wild hunt archer can manifest a replacement living bow by concentrating for one minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":16},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Wild Hunt Horse","description":"Wild Hunt The wild hunt is an awe-inspiring and enigmatic group of fey who stalk and pursue their prey between worlds. Those few who have caught glimpses of these elusive beings and lived to tell the tale speak of clouds of green mist filled with spectral hounds, archers who fire bolts of magic with inhuman accuracy, and the sound of a melodious horn echoing for miles across the landscape. Wild Hunt Horse These powerful steeds stand upon wispy puffs of air, their grassy manes and tails swishing majestically in the wind. When they are not participating in a hunt, wild hunt horses enjoy constructing complicated courses through land and sky and racing each other for ever-changing stakes. Traits Greensight. The wild hunt horse ignores leaves and other foliage when determining cover for a target. Innate Spellcasting. The wild hunt horse’s spell casting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: speak with animals, speak with plants 3/day each: mage hand 1/day each: freedom of movement, tree stride (self plus willing rider) Instinctive Cooperation. The wild hunt horse has advantage on saving throws against effects caused by other members of the wild hunt. Planar Acclimation. A wild hunt horse always treats the plane it is currently on as its native plane. Trampling Charge. If the wild hunt horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the wild hunt horse can make a hooves attack against the target as a bonus action. Wild Gaze. Those who meet the gaze of a wild hunt horse come face-to-face with the hunt’s fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn within 30 feet of the wild hunt horse, it must succeed on a DC 17 Wisdom saving throw or be slowed as if it were affected by the slow spell until the end of its next turn. This aura can be disabled or turned on as a bonus action. Wild Hunt Link. All members of the wild hunt within 500 feet of the wild hunt horse, including the horse itself, increase their speed by 10 feet (included in Speed). Actions Multiattack. The wild hunt horse makes three attacks, one with its bite and two with its hooves. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 28 (3d12+9) piercing damage. Hooves. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (2d10+9) bludgeoning damage. Bewildering Hoofbeats. The wild hunt horse can make it seem as though hundreds of horses are approaching from all directions. Each creature within 60 feet of the wild hunt horse that can hear must make a DC 17 Wisdom saving throw. On a failure, the creature is confused as per the confusion spell for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, is the creature is immune to bewildering hoofbeats for 1 hour. Deafening Cry (3/Day). The wild hunt horse emits a thundering cry in a 30-foot radius around itself. Each creature in that area must make a DC 17 Constitution saving throw. On a failure, a creature takes 56 (16d6) thunder damage and becomes deafened for 1 minute. A creature takes half as much damage on a success and does not become deafened.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":15},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Wild Hunt Hound","description":"Wild Hunt The wild hunt is an awe-inspiring and enigmatic group of fey who stalk and pursue their prey between worlds. Those few who have caught glimpses of these elusive beings and lived to tell the tale speak of clouds of green mist filled with spectral hounds, archers who fire bolts of magic with inhuman accuracy, and the sound of a melodious horn echoing for miles across the landscape. Wild Hunt Hound Wild hunt hounds are intelligent hunters and expert trackers that take the lead against elusive prey. Left to their own devices, they seek out creatures that are notoriously difficult to track. They are always surrounded with green mist composed of fragments of the spirits of the wild hunt’s victims, a mystic fog that forms itself into a spectral pack to fight at its side. Traits Greensight. The wild hunt hound ignores leaves and other foliage when determining cover for a target. Innate Spellcasting. The wild hunt hound’s spell casting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: speak with animals, speak with plants 3/day each: dispel magic 1/day each: locate creature Instinctive Cooperation. The wild hunt hound has advantage on saving throws against effects caused by other members of the wild hunt. Planar Acclimation. A wild hunt hound always treats the plane it is currently on as its native plane. Wild Gaze. Those who meet the gaze of a wild hunt hound come face-to-face with the hunt’s fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn within 30 feet of the wild hunt hound, it must succeed on a DC 18 Wisdom saving throw or be slowed as if it were affected by the slow spell until the end of its next turn. This aura can be disabled or turned on as a bonus action. Wild Hunt Link. All members of the wild hunt within 500 feet of the wild hunt hound, including the hound itself, are treated as if they have see invisibility cast on them. Actions Multiattack. The wild hunt hound can use Focus Gaze. It then makes three bite attacks. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) piercing damage. If the target is a creature, it must succeed at a DC 18 Strength saving throw or be knocked prone. Focus Gaze. The wild hunt hound fixes its glare at a creature it can see within 30 feet. The target must succeed on a DC 18 Wisdom saving throw or be affected by the wild hunt hound’s Wild Gaze. If the target is already slowed by the Wild Gaze, it instead becomes paralyzed until the end of its next turn. Summon Pack. With a haunting howl, the wild hunt hound summons a fog that manifests into several misty hounds. These foggy hounds shift and race and howl in a 20-foot radius around the wild hunt hound as long as it maintains the effect as though it were concentrating on a spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":14},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Wild Hunt Monarch","description":"Wild Hunt The wild hunt is an awe-inspiring and enigmatic group of fey who stalk and pursue their prey between worlds. Those few who have caught glimpses of these elusive beings and lived to tell the tale speak of clouds of green mist filled with spectral hounds, archers who fire bolts of magic with inhuman accuracy, and the sound of a melodious horn echoing for miles across the landscape. Wild Hunt Monarch Each wild hunt follows a wild hunt monarch, who travels effortlessly between the realm of the fey and the Material Plane in search of new quarry. These limber and regal humanoids have elk antlers, long pointed ears, flowing white hair, and luminescent green eyes. Traits Brute. A melee weapon deals one extra die of its damage when a wild hunt monarch hits with it (included in the attack). Call to the Hunt (1/Day). A wild hunt monarch can blow his hunt monarch’s horn as a bonus action to summon one wild hunt scout or two wild hunt archers. They appear within 100 feet of him at locations he chooses, and they remain on the same plane for 1 hour or until reduced to 0 hit points. They share a telepathic bond up to one mile to coordinate their hunting tactics. In the hands of any other creature, a hunt monarch’s horn functions as a regular horn. Greensight. The wild hunt monarch ignores leaves and other foliage when determining cover for a target. Innate Spellcasting. The wild hunt monarch’s spell casting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: speak with animals, speak with plants 3/day: charm monster, command, major image 1/day: dominate monster, fly Instinctive Cooperation. The wild hunt monarch has advantage on saving throws against effects caused by other members of the wild hunt. Monarch’s Glaive. A wild hunt monarch wields a glaive +3 that deals thunder damage on every hit. When the monarch successfully strikes a creature, the glaive alters its own nature, becoming a bane to that creature on all subsequent attacks. Until the monarch strikes another creature, the glaive deals 10 (3d6) necrotic additional damage on each successful strike to the creature it is a bane against. A wild hunt monarch can summon their glaive to their hand across any distance as a bonus action. If the wild hunt monarch dies, the glaive becomes a glaive +3 with no other properties. Planar Acclimation. A wild hunt monarch always treats the plane it is currently on as its native plane. Wild Gaze. Those who meet the gaze of a wild hunt monarch come face-to-face with the hunt’s fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn within 30 feet of the wild hunt monarch, it must succeed on a DC 21 Wisdom saving throw or be slowed as if it were affected by the slow spell until the end of its next turn. This aura can be disabled or turned on as a bonus action. Wild Hunt Link. The wild hunt monarch increases the range of all other wild hunt links to 1 mile. In addition, any member of the wild hunt other than monarchs within 60 feet of a wild hunt monarch regain 10 hit points at the start of its turn, as long as the wild hunt monarch remains alive and conscious. Actions Multiattack. The wild hunt monarch makes three attacks with his glaive. Monarch’s Glaive. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) slashing damage and 4 (1d8) thunder damage. Once it strikes a living creature, the glaive deals 10 (3d6) necrotic damage on all subsequent strikes against that creature. Legendary Actions The wild hunt monarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The wild hunt monarch regains spent legendary actions at the start of its turn. Move. The wild hunt monarch moves up to its speed. This does not provoke opportunity attacks. Attack. The wild hunt monarch makes an attack with its glaive. Cast a Spell (Costs 2 Actions). The wild hunt monarch casts one innate spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":20},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Wild Hunt Scout","description":"Wild Hunt The wild hunt is an awe-inspiring and enigmatic group of fey who stalk and pursue their prey between worlds. Those few who have caught glimpses of these elusive beings and lived to tell the tale speak of clouds of green mist filled with spectral hounds, archers who fire bolts of magic with inhuman accuracy, and the sound of a melodious horn echoing for miles across the landscape. Wild Hunt Scout These compact yet agile humanoids have pointed ears, glowing green eyes, and ram’s horns. Wild hunt scouts relish the chance to seek revenge upon those who have wronged or insulted the wild hunt, but they tend to grow bored when the stakes are not lethal. Despite this, they rarely let their bloodlust cloud their judgment when making tactical choices. Traits Crystal Attack. A wild hunt scout can manifest a green crystal in their free hand as a bonus action; this crystal vanishes as soon as it leaves their possession. The crystal is necessary for the wild hunt scout to use its Emerald Beam attack. Greensight. The wild hunt scout ignores leaves and other foliage when determining cover for a target. Innate Spellcasting. The wild hunt scout’s spell casting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: pass without trace, speak with animals, speak with plants 3/day: misty step 1/day: dimension door, true seeing Instinctive Cooperation. The wild hunt scout has advantage on saving throws against effects caused by other members of the wild hunt. Planar Acclimation. A wild hunt scout always treats the plane it is currently on as its native plane. Surprise Attack. If the wild hunt scout surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. Wild Gaze. Those who meet the gaze of a wild hunt scout come face-to-face with the hunt’s fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn within 30 feet of the wild hunt scout, it must succeed on a DC 20 Wisdom saving throw or be slowed as if it were affected by the slow spell until the end of its next turn. This aura can be disabled or turned on as a bonus action. Wild Hunt Link. All members of the wild hunt within 500 feet of the wild hunt scout, including the scout itself, can’t be surprised. Actions Multiattack. The wild hunt scout makes three attacks with its crystal scimitar, or twice with its crystal scimitar and one with its emerald beam. Crystal Scimitar. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (3d8+7) slashing damage and 13 (3d8) force damage. Emerald Beam. Ranged Spell Attack: +13 to hit, range 40/100 ft., one target. Hit: 17 (5d6) force damage and the target must succeed on a DC 20 Wisdom saving throw or become blinded for 1 minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":18},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Wild Sirocco","description":"A wide, swirling vortex of flame whips low across the desert sands, tearing through bramble with ease and terrorizing wandering camels. The whirling blaze rips up a palm tree, and after scorching it to a crisp, tosses the charred thing out before catching it again in its hot zephyrs like a delightful toy. Born where the Elemental Planes of Air and Fire meet, these creatures are as capricious as the former and as consuming as the latter. Driven by a compulsion to burn through everything in its path, these fiery vortexes scoop up anything in reach, scorch it, then fling the wreckage wantonly. In the desert, this may mean cacti and sun-bleached bones; in a wizard apprentice's summoning room, this could mean far worse. Eagerly Destructive. A wild sirocco is often excited to be summoned to another plane where it might test its fiery embrace upon anything flammable. It is discontent to guard anything, preferring to seek out foes so that it might carve a charred path and defeat them for its summoner. Every reputable wizard school warns its students against summoning these elementals, as a wild sirocco is an unruly ally at best and a volatile, unpredictable force of nature at worst. Blazing Maelstrom Form. The wild sirocco can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the sirocco or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage. In addition, the sirocco can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 3 (1d6) fire damage and must succeed on a DC 15 Strength saving throw or be knocked prone. Elemental Nature. The wild sirocco doesn't require air, food, drink, or sleep. Water Susceptibility. For every 5 feet the wild sirocco moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack . The wild sirocco makes two Fiery Wallop attacks. Fiery Wallop. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage. Scorching Winds (Recharge 5-6). The wild sirocco whips up scorching winds around it in a blaze. Each creature within 10 feet of the wild sirocco must make a DC 15 Strength saving throw. On a failure, a creature takes 21 (6d6) fire damage, ignites, and is thrown up to 20 feet in a random direction and knocked prone. If a thrown creature strikes a solid surface, the creature takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If it is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone. Until a creature takes an action to douse the fire, an ignited creature takes 3 (1d6) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Large","Type":"Elemental","Alignment":"Neutral","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Wildcat","description":"Traits Hunter’s Pounce. If the wildcat hits a Large or smaller target and had advantage on the attack roll, the target is grappled (escape DC 13). While grappling the target in this way, the wildcat can’t attack another creature. Natural Camouflage. The wildcat has advantage on Dexterity (Stealth) checks made in their native terrain. Sprint (Recharges after a Short or Long Rest). When the wildcat moves on their turn in combat, they can triple their speed until the end of their turn. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, plus an extra 3 (1d6) piercing damage if the target is grappled or restrained. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, plus an extra 3 (1d6) slashing damage if the wildcat had advantage on the attack roll. Bonus Actions Sneak. The wildcat takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium or Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":1},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wildcat Companion (PB 2)","description":"Traits Familiar Territory. The wildcat has advantage on Dexterity (Stealth) and Wisdom (Survival) checks made in their native terrain (as determined by you and the GM). Predator’s Grab (Recharges after a Short or Long Rest). When the wildcat hits a creature with an opportunity attack, the creature is also grappled (escape DC 10 plus PB). Sprint (Recharges after a Short or Long Rest). When the wildcat moves on their turn in combat, they can triple their speed until the end of their turn. Actions Signature Attack (Bite or Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or slashing damage (Claw). 1st Level: Crushing Jaws (2 Ferocity). The wildcat makes a signature Bite attack, dealing an extra PB bludgeoning damage on a hit, or an extra 2 × PB bludgeoning damage to a target they are grappling. 3rd Level: Pounce (5 Ferocity). The wildcat moves up to their speed and makes a signature attack against one target, dealing an extra PB damage on a hit. If the target is Large or smaller, they are grappled (escape DC 10 plus PB), and the wildcat can’t attack another creature until the grapple ends. 5th Level: Shredding Claws (8 Ferocity). The wildcat makes three signature Claw attacks against the same target. The target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the wildcat for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Medium or Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wildcat Companion (PB 3)","description":"Traits Familiar Territory. The wildcat has advantage on Dexterity (Stealth) and Wisdom (Survival) checks made in their native terrain (as determined by you and the GM). Predator’s Grab (Recharges after a Short or Long Rest). When the wildcat hits a creature with an opportunity attack, the creature is also grappled (escape DC 10 plus PB). Sprint (Recharges after a Short or Long Rest). When the wildcat moves on their turn in combat, they can triple their speed until the end of their turn. Actions Signature Attack (Bite or Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or slashing damage (Claw). 1st Level: Crushing Jaws (2 Ferocity). The wildcat makes a signature Bite attack, dealing an extra PB bludgeoning damage on a hit, or an extra 2 × PB bludgeoning damage to a target they are grappling. 3rd Level: Pounce (5 Ferocity). The wildcat moves up to their speed and makes a signature attack against one target, dealing an extra PB damage on a hit. If the target is Large or smaller, they are grappled (escape DC 10 plus PB), and the wildcat can’t attack another creature until the grapple ends. 5th Level: Shredding Claws (8 Ferocity). The wildcat makes three signature Claw attacks against the same target. The target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the wildcat for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Medium or Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wildcat Companion (PB 4)","description":"Traits Familiar Territory. The wildcat has advantage on Dexterity (Stealth) and Wisdom (Survival) checks made in their native terrain (as determined by you and the GM). Predator’s Grab (Recharges after a Short or Long Rest). When the wildcat hits a creature with an opportunity attack, the creature is also grappled (escape DC 10 plus PB). Sprint (Recharges after a Short or Long Rest). When the wildcat moves on their turn in combat, they can triple their speed until the end of their turn. Actions Signature Attack (Bite or Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or slashing damage (Claw). 1st Level: Crushing Jaws (2 Ferocity). The wildcat makes a signature Bite attack, dealing an extra PB bludgeoning damage on a hit, or an extra 2 × PB bludgeoning damage to a target they are grappling. 3rd Level: Pounce (5 Ferocity). The wildcat moves up to their speed and makes a signature attack against one target, dealing an extra PB damage on a hit. If the target is Large or smaller, they are grappled (escape DC 10 plus PB), and the wildcat can’t attack another creature until the grapple ends. 5th Level: Shredding Claws (8 Ferocity). The wildcat makes three signature Claw attacks against the same target. The target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the wildcat for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Medium or Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wildcat Companion (PB 5)","description":"Traits Familiar Territory. The wildcat has advantage on Dexterity (Stealth) and Wisdom (Survival) checks made in their native terrain (as determined by you and the GM). Predator’s Grab (Recharges after a Short or Long Rest). When the wildcat hits a creature with an opportunity attack, the creature is also grappled (escape DC 10 plus PB). Sprint (Recharges after a Short or Long Rest). When the wildcat moves on their turn in combat, they can triple their speed until the end of their turn. Actions Signature Attack (Bite or Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or slashing damage (Claw). 1st Level: Crushing Jaws (2 Ferocity). The wildcat makes a signature Bite attack, dealing an extra PB bludgeoning damage on a hit, or an extra 2 × PB bludgeoning damage to a target they are grappling. 3rd Level: Pounce (5 Ferocity). The wildcat moves up to their speed and makes a signature attack against one target, dealing an extra PB damage on a hit. If the target is Large or smaller, they are grappled (escape DC 10 plus PB), and the wildcat can’t attack another creature until the grapple ends. 5th Level: Shredding Claws (8 Ferocity). The wildcat makes three signature Claw attacks against the same target. The target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the wildcat for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Medium or Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wildcat Companion (PB 6)","description":"Traits Familiar Territory. The wildcat has advantage on Dexterity (Stealth) and Wisdom (Survival) checks made in their native terrain (as determined by you and the GM). Predator’s Grab (Recharges after a Short or Long Rest). When the wildcat hits a creature with an opportunity attack, the creature is also grappled (escape DC 10 plus PB). Sprint (Recharges after a Short or Long Rest). When the wildcat moves on their turn in combat, they can triple their speed until the end of their turn. Actions Signature Attack (Bite or Claw). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage (Bite) or slashing damage (Claw). 1st Level: Crushing Jaws (2 Ferocity). The wildcat makes a signature Bite attack, dealing an extra PB bludgeoning damage on a hit, or an extra 2 × PB bludgeoning damage to a target they are grappling. 3rd Level: Pounce (5 Ferocity). The wildcat moves up to their speed and makes a signature attack against one target, dealing an extra PB damage on a hit. If the target is Large or smaller, they are grappled (escape DC 10 plus PB), and the wildcat can’t attack another creature until the grapple ends. 5th Level: Shredding Claws (8 Ferocity). The wildcat makes three signature Claw attacks against the same target. The target must succeed on a DC 10 plus PB Charisma saving throw or be frightened of the wildcat for 1 minute (save ends at end of turn).","properties":{"Category":"Monsters","Size":"Medium or Large","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wilderness Crone","description":"An elderly woman with gnarled, bark-like skin and a cloak of pine branches stands beneath the boughs at the forest's edge. Wilderness crones are not hags or evil, but they are often mistaken for both. They are protective of their forests, but if approached respectfully, they can be amicable and welcoming. Wisdom of the Woods. Many seek wilderness crones for their knowledge and magic, but crones have no use for gold. They share their knowledge or power only after petitioners complete a task to protect or expand the forest. Solitary and Reclusive. Wilderness crones live alone in remote forests. While they befriend beasts and plants and tolerate most fey, they are highly suspicious of intruders. They frighten away woodcutters, hunters, or others they believe will harm their home and its inhabitants. If intruders don't flee, the crones resort to direct confrontation. Wild Crones. Wilderness crones mirror their environments, leading to variations. The most common wilderness crone inhabits temperate forests and is known as a “pine crone.” Beast Passivism. No beast with an Intelligence of 3 or less can willingly attack the crone. They can be forced to do so through magical means. Speak with Beasts and Plants. The crone can communicate with Beasts and Plants as if they shared a language. Actions Multiattack. The wilderness crone makes three Staff attacks. Wild Staff . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 4 (1d8) force damage. Needle Breath (Recharge 5-6) . The crone exhales pine needles in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much damage on a successful one. Spellcasting . The crone casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15): At will: minor illusion, tree stride 3/day each: goodberry, hold person, locate animals or plants 1/day each: commune with nature, remove curse Reactions Transmigratory Strike . When the crone kills a Humanoid, she can immediately restore it to life as a Beast with a challenge rating no higher the Humanoid's CR or level. This reaction otherwise works like the reincarnate spell.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey","Alignment":"Neutral","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Wildfire Spirit","description":"See Circle of Wildfire feature \"Summon Wildfire Spirit\".","properties":{"Category":"Monsters","Size":"Small","Type":"elemental","Expansion":8257,"Challenge Rating":"—"},"publisher":"Wizards of the Coast","book":"Tasha's Cauldron of Everything"},{"name":"Will-O-Wisp, Ghostlight","description":"Ghostlights glow with a dim yellow or sickly ocher light and are larger and more dangerous versions of will-o-wisps. Ghostlights are less patient than will-o-wisps and will attack living creatures with either a hypnotic pattern or attempt to possess a target immediately. Ghostlights will sometimes make packs with intelligent evil creatures living in the same area and are often accompanied by a few will-o-wisps the way a shark will have lampreys attached to it. Hags are very creative and very effective when it comes to utilizing ghostlights in traps to protect their lairs and ghostlights know that death and despair are in abundance around most hags.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"chaotic evil","Expansion":34600,"Challenge Rating":4},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Will-o'-Wisp","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Consume Life : As a bonus action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) hit points. Ephemeral : The will-o’-wisp can’t wear or carry anything. Incorporeal Movement : The will-o’-wisp can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. Variable Illumination : The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action. Actions Shock : Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage. Invisibility : The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).","properties":{"Category":"Monsters","AC":19,"HP":22,"CHA":11,"CON":10,"DEX":28,"INT":13,"STR":1,"WIS":14,"Size":"Tiny","Type":"undead","Speed":"0 ft., fly 50 ft. (hover)","Token":"https://s3.amazonaws.com/files.d20.io/images/390116917/ccqnqbTvEK1stzAwMuyYEw/original.png","Roll 0":"1d20+4\n2d8","Senses":"Darkvision 120 ft.","Source":"5th Edition SRD","data-XP":450,"Hit Dice":"9d4","Alignment":"Chaotic Evil","Languages":"the languages it knew in life","data-List":"false","Immunities":"Lightning, Poison","Token Size":1,"Resistances":"Acid, Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks","data-Traits":"[{\"Name\":\"Consume Life\",\"Desc\":\"As a bonus action, the will-o\\u2019-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o\\u2019-wisp regains 10 (3d6) hit points.\"},{\"Name\":\"Ephemeral\",\"Desc\":\"The will-o\\u2019-wisp can\\u2019t wear or carry anything.\"},{\"Name\":\"Incorporeal Movement\",\"Desc\":\"The will-o\\u2019-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.\"},{\"Name\":\"Variable Illumination\",\"Desc\":\"The will-o\\u2019-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o\\u2019-wisp can alter the radius as a bonus action.\"}]","data-Actions":"[{\"Name\":\"Shock\",\"Type Attack\":\"Spell Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"2d8\",\"Damage Type\":\"lightning\"},{\"Name\":\"Invisibility\",\"Desc\":\"The will-o\\u2019-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).\"}]","data-CHA-mod":"+0","data-CON-mod":"+0","data-DEX-mod":"+9","data-INT-mod":"+1","data-STR-mod":"-5","data-SizeNum":0,"data-WIS-mod":"+2","Challenge Rating":2,"Passive Perception":12,"Condition Immunities":"Exhaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconscious","data-CrNum":2,"data-AcNum":19,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Will-o'-Wisp","description":"Will-o’-wisps are malevolent, wispy balls of light that haunt lonely places and battlefields, bound by dark fate or dark magic to feed on fear and despair. Hope and Doom. Will-o’-wisps look like bobbing lantern lights in the distance, although they can choose to alter their colors, or wink out completely. When they activate their lights, will-o’-wisps offer hope, hinting of safety to creatures that follow them. Will-o’-wisps lure unwary creatures into quicksand pits, monster lairs, and other dangerous places so that they can feed on the suffering of their prey and revel in their death screams. An evil being that falls prey to a will-o’-wisp might become a wisp itself, its woeful spirit coalescing above its lifeless corpse like a flickering flame. Consumed by Despair. Will-o’-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. They thrive in swampy bogs and bone-strewn battlefields where the oppressive weight of sorrow stoops even heavier than the low-hanging mist and fog. Trapped in these desolate places of lost hope and memory, will-o’-wisps lure other creatures toward dismal fates and feed on their misery. Agents of Evil. Will-o’-wisps rarely speak, but when they do, their voices sound like faint or distant whispers. In the miserable domains they haunt, will-o’-wisps sometimes form symbiotic relationships with their wicked neighbors. Hags, oni, black dragons, and evil cultists work with will-o’-wisps to draw creatures into ambush. As their evil allies surround and slaughter creatures, the wisps hover above them, drinking the agony of a last breath and savoring the sensation as the light of life goes out in a creature’s eyes. Undead Nature. A will-o’-wisp doesn’t require air, drink, or sleep. Traits Consume Life : As a bonus action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) hit points. Ephemeral : The will-o’-wisp can’t wear or carry anything. Incorporeal Movement : The will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Variable Illumination : The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action. Actions Shock : Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage. Invisibility : The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Will-o'-Wisp","description":"Will-o’-wisps haunt lonely places and battlefields, where they feed on fear and despair. They look like wispy, bobbing lantern lights in the distance. Traits Consume Life : As a bonus action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) hit points. Ephemeral : The will-o’-wisp can’t wear or carry anything. Incorporeal Movement : The will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Variable Illumination : The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action. Actions Shock : Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage. Invisibility : The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Essentials Kit"},{"name":"Willowhaunt","description":"The ghostly image of a healthy willow overlays a smaller tree composed of bones. Piles of bones litter the ground at its base. Death Tree. When victims of murder or other violent deaths die in view of an otherwise healthy willow tree, their spirits flock to the tree. This destroys the willow and causes it to return as a mockery of a living tree. The willowhaunt projects an image of its former appearance to put creatures at ease, at least long enough to convince them to approach. Thirst for Blood. Willowhaunts thrive best in blood-soaked soil. They incite murderousness in those who come near by telepathically whispering conspiracies about a creature’s allies. The willowhaunts encourage their victims to make small sacrifices to the willows, ensuring the willowhaunt’s soil remains bloody. Attractive to Death Cults. Swamp-based death cults cherish the discovery of a willowhaunt and sacrifice victims to create a grove of willowhaunts. Perversely, a willowhaunt prefers blood shed by unwilling creatures, and it demands the cultists bring victims it can force into a fight. Undead Nature. The willowhaunt doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Wind Acolyte","description":"Wind acolytes have a close attachment to the element of air. Some have been blessed by an elemental being, exposed to the elemental plane of air, or even have elemental air magic in their bloodlines that is not quite strong enough for them to manifest as a sorcerer. They are keenly attuned to the wind, able to feel minute changes and movements of the air around them. Wind acolytes feel connected to birds and other creatures that share the sky, and their kinship is reflected in their clothing. The acolytes wear masks resembling bird's heads, incorporate feathers into clothing or jewelry, or sew avian motifs into their clothing. Many wind acolytes live in floating monasteries, high above the clouds where only creatures of the sky disturb them. Others roam the world, choosing their paths as the wind changes. Air Senses. The wind acolyte can't use its blindsight while underwater or in an area without air. Air Weapons. When the acolyte attacks, it conjures a weapon out of the air itself, the weapon appearing and disappearing in the blink of an eye. An air weapon is a swirl of wind in the shape of a simple or martial weapon, but it always deals 2d6 damage of the same type as that weapon. An air weapon shaped like a ranged weapon uses the range of that weapon, except the acolyte doesn't have disadvantage on ranged attack rolls when attacking a target beyond the weapon's normal range. Air weapons don't use any other weapon properties of the weapons they mimic. Air weapon attacks are magical. Actions Multiattack . The wind acolyte makes three Air Weapon attacks. If the wind acolyte hits one creature with two Air Weapon attacks, the target must succeed on a DC 15 Strength saving throw or be pushed up to 15 feet away from the acolyte. Air Weapon. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range defined by the chosen weapon, one target. Hit: 12 (2d6 + 5) bludgeoning, slashing, or piercing damage, as defined by the chosen weapon. Wind's Rebuke (Recharge 6). The wind acolyte draws the breath out of one creature it can see within 60 feet of it. The target must make a DC 15 Constitution saving throw. On a failure, all of the breath is drawn from the target's lungs, and it immediately begins suffocating for 1 minute or until it falls unconscious. It can repeat the saving at the end of each of its turns, ending the effect on itself on a success. Reactions Buoying Wind. The acolyte summons winds to break the fall of up to five falling creatures it can see within 60 feet of it. A falling creature's rate of descent slows to 60 feet per round for 1 minute. If a falling creature lands before the effect ends, it takes no falling damage and can land on its feet. Drift. When a creature moves to within 15 feet of the wind acolyte, the acolyte can fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Any Race )","Alignment":"Neutral","Expansion":19901,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Wind Eater","description":"A barely visible humanoid silhouette stalks the desolate and ruined place, killing any who would seek its secrets. Warped by Arcane Catastrophe. The wrathful byproducts of cataclysms caused by arcane warfare, wind eaters were once humanoids. Now twisted into near-invisible, roughly human-shaped creatures, they wander their shattered homelands, attacking any intelligent life that comes near. Wasteland Wardens. Though they take a spiteful pleasure in hurting creatures whose lives remind them of what they once were, wind eaters retain a kernel of decency, which motivates them to thwart any exploration of their homes. They seek to stop the deadly knowledge that destroyed their bodies and their homes from falling into other hands that might inflict the same misery elsewhere. Undead Nature. The wind eater doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"lawful evil","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Wind Orc","description":"Traits Evasion . If the wind orc is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the wind orc instead takes no damage if it succeeds on the saving throw and only half damage if it fails. Death Burst. When the wind orc dies, it explodes in a burst of thunderous air. Each creature within 15 ft. of it must make a DC 13 Dexterity saving throw, taking 4 (1d8) thunder damage on a failed save or half as much damage on a successful one. Actions Shortbow . Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target. Hit : 6 (1d6 + 3) piercing damage + 6 (1d6 + 3) thunder damage. Dagger . Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit : 4 (1d4 + 2) piercing damage. ","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"chaotic evil","Expansion":8938,"Challenge Rating":"1/2"},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Wind Witch","description":"A massive tumbleweed bounces along the barren landscape. Suddenly it pivots and rushes forward with violent intent. The wind witch is a large, sentient tumbleweed that endlessly patrols the deserts and wastes. These cursed plants are full of malice for travelers who attempt to cross the desolate places wind witches call home. Cursed Existence. Wind witches often accost unfortunate travelers lost in the vastness of the desert. Some wind witches work together with sand hags (see Tome of Beasts ), bringing the hags new victims to torment. Dogged Hunters. Once a wind witch has marked a group of travelers as prey, it harasses them for days, often returning to the travelers every few hours even after defeated. As long as the wind witch isn't completely destroyed, it returns for another attempt. Fiery Destruction. Fire is a sure way of destroying a wind witch. However, this tactic comes with risk. Wind witches catch fire easily, but this seldom stops their attacks. They continue to attack after being set ablaze, scorching their prey as they burn. Cursed Plant. If damage reduces the wind witch to 0 hp, it becomes an inanimate tumbleweed and travels with the wind. It regains 5 hp every hour, regaining consciousness after the first. This trait doesn't function if the wind witch took fire damage on the same round it was reduced to 0 hp or if its body was destroyed. Flammable. When a wind witch takes fire damage, it catches fire, taking 3 (1d6) fire damage at the start of each of its turns. The wind witch continues burning until it takes cold damage or is immersed in water. A creature that touches the wind witch or hits it with a melee attack while within 5 feet of it while it is burning takes 3 (1d6) fire damage. While burning, the wind witch deals an extra 3 (1d6) fire damage on each melee attack, and it deals 7 (2d6) fire damage to a captured creature at the start of its turn. Tumbleweed Form. The wind witch can enter a hostile creature's space and stop there. Actions Multiattack. The wind witch can make two Slam attacks, or it makes one Slam attack and uses Capture. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+ 3) bludgeoning and 4 (1d8) piercing damage. Capture. The wind witch envelopes one Medium or smaller creature in its space. The target must succeed on a DC 13 Dexterity saving throw or be restrained inside the wind witch. While restrained, the target can't be hit by the wind witch's Slam attack, but the target takes 5 (2d4) piercing damage if it takes an action that requires movement, such as attacking or casting a spell with somatic components. When the wind witch moves, the captured creature moves with it. The wind witch can have only one creature captured at a time. A creature within 5 feet of the wind witch can take an action to pull a restrained creature out of the swarm. Doing so requires a successful DC 13 Strength check, and the creature making the attempt takes 5 (2d4) piercing damage. Reactions Bouncy Escape. When it takes damage from a melee attack, the wind witch can move up to half of its flying speed. This movement doesn't provoke opportunity attacks. The wind witch releases a captured creature when it uses Bouncy Escape.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Windchaser","description":"Windchaser once served an elderly druid who, on his death bed, granted the horse sapience. You can use Windchaser’s statistics for any magically intelligent horse—adjusting his alignment, perhaps, to match that of his rider. You can even use his statistics as the baseline for an entire new species of supernatural steed in your campaign! Traits Trampling Charge. If Windchaser moves at least 20 feet straight toward a creature and then hits it with a hoof attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, Windchaser can make another attack with its hoof against it as a bonus action. Actions Multiattack. Windchaser makes two attacks with its hooves. Hoof. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":4},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Windfall","description":"A performer at heart, Windfall is ostentatious and charismatic, making small talk with regular patrons and jovially welcoming new faces to the casino. As a dedicated champion of Tiamat, Windfall has been granted phenomenal power by her master. Her skin glitters with patches of multicolored scales, and in combat, her blade sings with all five of the chromatic dragons’ elements. Windfall’s enchanted tailcoat shimmers with the colors of the Dragon Queen, and she uses this coat to dazzle patrons and enemies alike. Traits Dazzling Visage. A brilliant array of chromatic colors emanates from Windfall, causing attack rolls against her to have disadvantage. This trait ceases to function while Windfall has the incapacitated condition or has a speed of 0. Legendary Resistance (3/Day). If Windfall fails a saving throw, she can choose to succeed instead. Special Equipment. Windfall wears an iridescent magic coat that was tailored specifically for her and imbued with Tiamat’s power. When she dies, the coat functions as a Robe of Scintillating Colors. Actions Multiattack. Windfall makes two Chromatic Rapier attacks and uses Dragon’s Fury once. Chromatic Rapier. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 21 (6d6) acid, cold, fire, lightning, or poison damage (Windfall’s choice). Dragon’s Fury. Windfall targets one creature she can see within 60 feet of herself and unleashes a burst of magical ire. The target must make a DC 23 Wisdom saving throw. On a failed save, the target takes 36 (8d8) psychic damage and has the frightened condition until the start of Windfall’s next turn. On a successful save, the target takes half as much damage only. Spellcasting. Windfall casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): At will: Detect Magic, Light, Thaumaturgy 3/day each: Shatter, Unseen Servant 2/day each: Hypnotic Pattern, Sending 1/day: Hold Monster Bonus Actions Stunning Scintillation (Recharge 5–6). Windfall emits an overwhelming array of colors from her coat. Each creature within 30 feet of Windfall that can see her must succeed on a DC 23 Constitution saving throw or have the stunned condition until the start of Windfall’s next turn. Legendary Actions Windfall can take 3 legendary actions, choosing from the options below. She can take only one legendary action at a time and only at the end of another creature’s turn. Windfall regains spent legendary actions at the start of her turn. Deft Dance. Windfall moves up to her speed without provoking opportunity attacks. Dragon’s Flare. Windfall flares with multicolored flames and targets a creature she can see within 30 feet of herself. The target must make a DC 23 Dexterity saving throw. On a failed save, the target takes 26 (4d12) damage of a type chosen by Windfall: acid, cold, fire, lightning, or poison. On a successful save, the target takes half as much damage. Cast a Spell (Costs 2 Actions). Windfall uses Spellcasting.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Tiefling, Bard)","Alignment":"Chaotic Evil","Expansion":30583,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Vecna - Eve of Ruin"},{"name":"Windharrow","description":"An opportunistic half-moon elf rake and bandit formerly known as Harald Grayspear, Windharrow was given his new name by Aerisi Kalinoth. When Aerisi was still with her family, Harald charmed and flattered his way into her favor. When Aerisi ran away from home to become the air prophet, she took Windharrow with her. At Aerisi’s insistence, Windharrow recruited a band of flutists from the ranks of new converts to the air cult, calling them the Windwyrds. Most have no musical talent whatsoever, and their music is often a shrill cacophony. Of all the air cultists, the Windwyrds are the least fanatical and the most fearful for their lives. Aerisi disposes of these minstrels on a whim, replacing them with other initiates. Those that master some skill with their instruments survive the longest, but the cost of failure creates a highly competitive environment among the minstrels. Windharrow is loyal to Aerisi Kalinoth as long as he fears her power. If his life is threatened or a richer offer presents itself, Windharrow betrays the air cult without a backward glance. Howling Hatred Cultists Most air cultists are idealists lured to the cult by lofty notions such as detachment from material possessions, bodily addictions, and physical desires. Some find their way to the cult in pursuit of rumors that they can learn to fly, tame the wind, or shed their obesity. Whatever their reasons, they eventually succumb to the cult’s subtle indoctrination, surrendering their worldly goods to the cult’s coffers and the hardiness of their bodies to the cult’s emaciating rites. Cultists that survive their initiation usually gain all the things the cult promised— at the cost of their free will. The Cult of the Howling Hatred relies upon deception and trickery both to recruit its members and defeat its enemies. Even so, those that underestimate the air cult for their mysticism shouldn’t forget the wild destructive power the cultists wield when they unleash cyclones and tornadoes. The Cult of Howling Hatred cooperates with the fire and water cults but they loathe the Cult of the Black Earth, viewing its members as stubborn, unenlightened drones without vision or imagination. Traits Fey Ancestry. Windharrow has advantage on saving throws against being charmed, and magic can’t put him to sleep. Spellcasting. Windharrow is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Windharrow knows the following bard spells: Cantrips (at will): friends, prestidigitation, vicious mockery 1st level (4 slots): disguise self, dissonant whispers, thunderwave 2nd level (3 slots): invisibility, shatter, silence 3rd level (3 slots): nondetection, sending, tongues 4th level (2 slots): confusion, dimension door Actions Multiattack. Windharrow makes two melee attacks. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit : 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Windy Wailer","description":"A ghostly, moon-shaped comet flies above the water, a cloud of vapor and spectral lights trailing behind it. Spirits of Violence. When sailors meet a violent end at sea within sight of the shore and leave no bodies behind to be buried, they sometimes arise as terrible undead known as windy wailers. Caught eternally in the last moments that took its life, the windy wailer seeks to spread its misery to others, raising the elements to overturn ships and drown sailors. Found in Storms. Windy wailers are normally encountered in the midst of a great storm or other turbulent weather where they can hide amid the wind and rain before launching their attacks. They often strike when a group of sailors are at their most vulnerable, such as when the ship is close to rocks, the rigging has been damaged, or someone has been knocked overboard. Unusual Allies. Aquatic undead, will-o’-wisps, and wraiths are all drawn to the windy wailer’s unnatural power, aiding the creature in its malefic activities or feeding in its wake. Undead Nature. A windy wailer doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Winged Basilisk","description":"The basilisk, often called the “King of Serpents,” is in fact not a serpent at all, but rather an multi-legged reptile with a nasty disposition and the ability to turn creatures to stone with its gaze. Folklore holds that, much like the cockatrice, the first basilisks hatched from eggs laid by snakes and incubated by roosters, but little in the basilisk’s physiology lends any credence to this claim. One in a hundred basilisks hatch with wings, making them an aerial as well as terrestrial terror. A winged basilisk has a 20 foot fly speed and has advantage on Wisdom (Perception) checks that rely on sight. Adaptable. Basilisks live in nearly any terrestrial environment, from forest to desert, and their hides tend to match and reflect their surroundings—a desert-dwelling basilisk might be tan or brown, while one that lives in a forest could be bright green. They tend to make their lairs in caves, burrows, or other sheltered areas, and these dens are often marked by statues of people and animals in lifelike poses—the petrified remains of those unfortunate enough to stumble across the basilisk.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Winged Bull","description":"Archons The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today. Even though the age of archons is long past, many wonder if the few surviving archons might someday attempt to reestablish their empire or if they are truly resigned to their lesser role in the world. Archon Mounts Archons always ride into battle on fearsome winged mounts. Some legends suggest that the mount is actually a physical manifestation of the archon's will, allowing the pair to act with a single mind. The two most common archon mounts are winged bulls and winged lions.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"unaligned","Expansion":5432,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Winged Demon","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"chaotic evil","Expansion":29375,"Challenge Rating":5},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Winged Felidar","description":"A felidar is a celestial creature whose nature reflects an inherent devotion to law and order. It resembles an enormous cat with two pairs of downward-sloping horns and prominent teeth. Its blue-gray hide has a silvery, geometric pattern, and its thick white mane falls in an orderly fashion around its shoulders. Nearly every felidar forms a close bond with one other creature. Winged felidars almost always bond with archons, joining in their relentless pursuit of justice. Other felidars ally with members of the Azorius Senate and form bonds with high-ranking justiciars and ministers, aiding them in enforcing the law and tracking down criminals. Some Azorius felidars form bonds with important prisoners in Azorius custody, ensuring that the felidars can track down the felons if they escape custody. Some felidars boast huge, feathered wings. A winged felidar uses the same stat block as an ordinary felidar, with the addition of a flying speed of 40 feet. Traits Bonding. The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects: The felidar and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. The felidar can sense the direction and distance to the bonded creature if they’re on the same plane of existence. As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn. Keen Hearing and Sight. The felidar has advantage on Wisdom (Perception) checks that rely on hearing or sight. Pounce. If the felidar moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the felidar can make one claw attack against it as a bonus action. Actions Multiattack. The felidar makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"lawful neutral","Expansion":7,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Winged Kobold","description":"Kobolds Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons’ lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards. Strength in Numbers. Kobolds are egg-laying creatures. They mature quickly and can live to be “great wyrms” more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side. Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders. The Lost God. In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat’s vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen’s hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak’s most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze. Winged Kobolds. A few kobolds are born with leathery wings and can fly. Known as urds, they like to lurk on high ledges and drop rocks on passersby. Although the urds’ wings are seen as gifts from Tiamat, the Dragon Queen, wingless kobolds are envious of those gifts and don’t get along with the urds. For more information see Winged Kobold. Traits Sunlight Sensitivity : While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics : The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Dagger : Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 5 (1d4 + 3) piercing damage. Dropped Rock : Ranged Weapon Attack : +5 to hit, one target directly below the kobold. Hit : 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Source":"MM1","Alignment":"lawful evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Winged Kobold","description":"Kobolds are reptilian Humanoids that often revere dragons. Physically weak, they find strength in numbers. A few kobolds are born with leathery wings and can fly, which is often seen as a gift from dragon gods. Traits Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Dropped Rock. Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid","Alignment":"any alignment","Expansion":17254,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Winged Kraul Warrior","description":"Kraul society is organized into well-defined roles and castes. The vast majority of the kraul occupy various tiers of soldiery, from commanders and elite troops down to the lowliest infantry. Some kraul warriors have a flying speed of 40 feet, as a result of possessing gossamer wings. Their wings give them a higher station among the kraul soldiers. Winged kraul warriors serve the guild as scouts and shock troops. Traits Hive Mind. The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul. Pack Tactics. The kraul has advantage on an attack roll against a creature if at least one of the kraul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Spider Climb. The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (kraul)","Alignment":"neutral evil","Expansion":7,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Winged Lion","description":"Archons The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today. Even though the age of archons is long past, many wonder if the few surviving archons might someday attempt to reestablish their empire or if they are truly resigned to their lesser role in the world. Archon Mounts Archons always ride into battle on fearsome winged mounts. Some legends suggest that the mount is actually a physical manifestation of the archon's will, allowing the pair to act with a single mind. The two most common archon mounts are winged bulls and winged lions.","properties":{"Category":"Monsters","Size":"Large","Type":"celestial","Alignment":"unaligned","Expansion":5432,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Winged Owlbear","description":"Owlbears—iconic beasts well known for their strange duality—can grow to immense size on the First World. The addition of a vast pair of feathered wings seems almost natural to such an evolution of their kind. Traits Keen Sight and Smell. The winged owlbear has advantage on Wisdom (Perception) checks that rely on sight and smell. Actions Multiattack. The winged owlbear makes three melee attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 23 (3d10+7) piercing damage. Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (6d8+7) slashing damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":18},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Winged Thrull","description":"Winged thrulls are at once the most intelligent of Orzhov thrulls (which isn’t saying much), as well as the smallest, most unobtrusive, and most mobile. They act as messengers and spies for their Orzhov masters and tend to mimic the mannerisms and movements of the oligarchs they serve. Actions Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Rock. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Reactions Self-Sacrifice. When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Alignment":"unaligned","Expansion":7,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Winter Eladrin","description":"Eladrin To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all. —Mordenkainen Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament. The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin⁠ presented here are of the fey variety. Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin⁠ might remain in a particular aspect for years, while others run through the emotional spectrum each week. Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin⁠ try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin⁠, to abduct them. Winter Eladrin When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy and bitterness. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as bitter cold. Changeable Nature Whenever one of the eladrin finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin⁠⁠ makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin⁠⁠ sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it. Traits Fey Step (Recharge 4–6). As a bonus action⁠, the eladrin can teleport up to 30 feet to an unoccupied space it can see. Innate Spellcasting. The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: fog cloud, gust of wind 1/day each: cone of cold, ice storm Magic Resistance⁠. The eladrin has advantage on saving throws against spells and other magical effects. Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin⁠ for 1 minute. While charmed⁠ in this way, the creature has disadvantage on ability checks and saving throws. The charmed⁠ creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Sorrowful Presence for the next 24 hours. Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. Actions Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit : 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage Reactions Frigid Rebuke. When the eladrin takes damage from a creature the eladrin⁠ can see within 60 feet of it, the eladrin⁠ can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Neutral","Expansion":4,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Winter Eladrin","description":"When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as icy cold. Eladrin Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. Changeable Natures Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren’t incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them. Traits Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Sorrowful Presence for the next 24 hours. Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success. Actions Multiattack. The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands, plus 13 (3d8) cold damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) cold damage. Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): At will: fog cloud , gust of wind , sleet storm Bonus Actions Fey Step (Recharge 4–6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Reactions Frigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to make a DC 16 Constitution saving throw. On a failed save, the creature takes 11 (2d10) cold damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Alignment":"Typically Chaotic Neutral","Expansion":14934,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Winter Wolf","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations. Traits Keen Hearing and Smell : The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics : The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated . Snow Camouflage : The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone . Cold Breath (Recharge 5-6) : The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"75 (10d10+20)","CHA":8,"CON":14,"DEX":13,"INT":7,"STR":18,"WIS":12,"Size":"Large","Type":"monstrosity","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116926/lokIDnT98-C5Pz_TqRsSIQ/original.png","Roll 0":"1d20 + 6\n2d6+4","Roll 1":"1d20 + 0\n4d8","Skills":"Perception +5, Stealth +3","Source":"5th Edition SRD","data-XP":700,"Alignment":"Neutral Evil","Languages":"Common, Giant, Winter Wolf","data-List":"false","Immunities":"Cold","Token Size":2,"data-Traits":"[{\"Name\":\"Keen Hearing and Smell\",\"Desc\":\"The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.\"},{\"Name\":\"Pack Tactics\",\"Desc\":\"The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"},{\"Name\":\"Snow Camouflage\",\"Desc\":\"The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone\"},{\"Name\":\"Cold Breath (Recharge 5-6)\",\"Desc\":\"The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"-1","data-CON-mod":"+2","data-DEX-mod":"+1","data-INT-mod":"-2","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+1","Challenge Rating":3,"Passive Perception":15,"data-CrNum":3,"data-AcNum":13,"data-HpNum":75},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Winter Wolf","description":"The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations. Traits Keen Hearing and Smell : The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics : The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. Snow Camouflage : The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Cold Breath (Recharge 5-6) : The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Winter Wolf","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":27052,"Challenge Rating":3},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Winter Wolf Alpha","description":"Traits Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage. Cold Breath (Recharge 5–6). The wolf exhales a blast of freezing wind in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one. Savage Howl (Recharge 5–6). The wolf emits a terrifying howl that also rallies its allies. Each ally that is within 30 feet of it, can hear it, and not already affected by Savage Howl gain advantage on attack rolls and saving throw rolls until the start of the wolf's next turn. All other creatures within 30 feet must succeed on a DC 15 Wisdom saving throw or become frightened of the wolf for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wolf Savage Howl for the next 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Winter Wolf Pup","description":"When fully grown, a winter wolf is an apex predator of the snow, a terror of teeth and fur, stalking the tundra in packs. But before they develop their fearsome freezing breath, winter wolf pups are far more amicable (perhaps because they have yet to realize the scope of their own might), and will dutifully follow a master that feeds them well and treats them with respect.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"typically neutral evil","Challenge Rating":"1/8"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Winterclaw Owlbear","description":"Usually inhabiting only arctic areas, the winterclaw owlbear is a beast that constantly projects a deadly frost aura that can chill the blood of creatures nearby. The owlbear can also unleash an icy breath that can freeze its victims solid. Traits Aura of Chilling Frost. A creature that starts its turn within 10 feet of the owlbear takes 7 (2d6) cold damage and can't use reactions until the end of the owlbear's next turn. Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack. The owlbear makes two attacks: one with its Beak and one with its Claws. Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) cold damage. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage plus 7 (2d6) cold damage. Cold Breath (Recharge 5–6). The owlbear exhales an icy blast in a 15-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Winterghast","description":"This blue-skinned corpse, covered in frosty patches with a ridge of icicles down its spine, lumbers forward. Eater of Frozen Corpses. While most types of ghouls prefer freshly killed meat, winterghasts enjoy flesh afflicted with frostbite or gangrene. Since the opportunity for meals is diminished in less populated tundra, winterghasts are careful to avoid spawning additional winterghasts through the disease they inflict. This outlook also prevents winterghasts from gathering in large numbers, but they sometimes form clans for mutual protection and to keep other winterghasts from hunting in their territories. When times become lean, these clans often tear each other apart through infighting, and the survivors scatter to hunt in solitude. Scorned by Darakhul. Even from their underground kingdoms, darakhul are aware of the existence of winterghasts but believe them to be just as brutish as lesser ghasts and ghouls. Much of the darakhul’s attitude derives from their inherent sense of superiority, since very few darakhul have encountered winterghasts. If not for the winterghasts’ remote location, the darakhul would have attempted to wipe them out long ago. Some darakhul necromancers have researched the creation of darakhul-winterghast hybrids, eradicating the winterghasts’ susceptibility to fire and their hunger for frostbitten flesh. These necromancers have had little success finding test subjects, delaying a darakhul conquest of arctic lands. Hungry Dead Nature. A winterghast doesn’t require air or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Wintergrim","description":"This squat creature is covered in furs, making it almost as wide as it is tall. A large nose pokes through the furs, and its gentle eyes shine. Spirit of Hospitality. Wintergrims are solitary fey who build their homes in remote locations. When they are alone, they spend much of their time traversing the territory surrounding their homes, watchful for creatures in dire straits or in need of shelter. Wintergrims offer assistance and lodging to travelers they encounter and jump to the rescue for those in immediate peril. They readily share the furs in which they bundle themselves and are often laden with warm soups and beverages they share with visitors suffering from the elements. Inscrutable Rules. A wintergrim’s hospitality has limits, as each wintergrim has a unique set of behaviors it holds taboo within the confines of its home. Breaking its rules is so abhorrent to a wintergrim, it dares not even discuss the things it forbids. The rules range from the seemingly innocuous—such as leaving one’s boots on when entering a wintergrim’s home—to common societal norms—such as not attacking or killing another guest. Discovering a wintergrim’s proscribed behavior is difficult, since the wintergrim ignores transgressions outside its home, perhaps giving a cryptic warning that it wouldn’t tolerate the same in its domicile. Mere discussion about its rules may also provoke the fey. Whatever the case, wintergrims demand rulebreakers leave their premises at once, resorting to pummeling those who fail to comply. Competent Woodsfolk. As loners with occasional guests, wintergrims are necessarily self-sustaining. They are omnivorous, and they grow gardens, set traps, and hunt for their food. Though they are inured to cold temperatures, they enjoy having a house in which they can reside and share their hospitality. They are adept with the axes they wield to chop down trees for their homes and fires, but they are careful not to overharvest wood. Other than when they hunt, they rarely use their axes as weapons. They prefer to punch their opponents in the hope they can drive their foes away, resorting to their axes only in desperate situations.","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic good","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Wisp Liege","description":"Will-o'-the-wisps are capricious sprites that delight in misleading the unwary, guiding them from the security of trodden paths and into the perilous embrace of the wilderness. Yet, when forests brim with hatred, a strange phenomenon occurs. This collective animosity converges, taking form into a singular, more potent entity known as a wisp liege, an embodiment of the wisps' evil spirits. After the cataclysm of the First War, such monsters began to dwell within the forests surrounding Luyarnha. It was as if the dark magic unleashed in that conflict had infused the land itself, altering its essence. The wisp liege reigns over its lesser kin, its malevolent influence turning their harmless pranks into malefic acts. Under the liege's rule, the wisps' misdirections grow vicious and calculated. No longer are they merely content in leading travelers astray; they now revel in their ensuing demise, echoing the darkness within their sovereign. Traits Wispfather. While within 60 feet of the liege, a will-o'-wisp, can use its shock attack an additional time on each of its turns as a bonus action. Dying Whisper. Whenever a will-o'-wisp is reduced to 0 hit points within 60 feet of the liege, the liege regains 5 hit points and gains advantage on its next attack roll before the end of its next turn. Actions Multiattack. The liege uses its Create Wisps (if available), then makes two attacks with its claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 1 slashing damage for each will-o'-wisp within 5 feet of the target. Create Wisps (Recharge 6). The liege opens its mouth to let out 1d4 will-o'-wisps. They share its initiative, but take their turn immediately after the liege’s. The liege can command them telepathically (no action required by the liege), and they will follow its commands.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":27461,"Challenge Rating":5},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Witch","description":"The air around this practically clad figure seems to shimmer as if swarmed with invisible beings. The shimmer grows as the figure grasps the handle of a black broom carved with glowing sigils. Witches seek knowledge, power, and connection in their communion with nature. They cultivate their bond to these elemental and primal forces, becoming guardians at the gate, attendants of deep knowledge, and liaisons to a realm of immeasurable possibilities. Nature spirits. Witches have a deep connection to nature, often stemming from years of studying the natural world and regular communion with nature spirits. Their communion with such spirits can be a practice of utility, veneration, or exploitation. Some witches commune through a deity of magic or nature, but most prefer to commune with spirits directly, with wind on their face, dirt underfoot, and blood on their tongue. Witch implements. Witches create a variety of magical tools by binding spirits into objects. The implements a witch chooses to use often reflect the kinds of powers or spells the witch favors.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":24844,"Challenge Rating":9},"publisher":"Kobold Press","book":"Deep Magic Vol 2"},{"name":"Witch Homonculus","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"neutral","Expansion":29375,"Challenge Rating":1.2},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Witch Hunter","description":"Witch hunters are a type of Assassin's Guild that only deals with spellcasters and hags. Witch hunter guilds do not answer to each other and depending on the alignment of the master will either accept or not accept contracts against good spellcasters and races. Their sigil is a down pointing hawk over a sun, with the color signifying rank. Silver is a witch hunter, gold is a master, and black is only worn by the grandmaster, who is chosen from the master ranks. The grandmaster holds some sway over the guilds but has no roll other than the sharer and keeper of over 500 years of knowledge. Grandmasters will make decrees, but they are not always followed, and there is no formal means of enforcing new rules. Witch hunters will sometimes accept contracts to track down and kill or capture particularly problematic humans or humanoids, especially if adventurers find themselves on the wrong side of the law.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any neutral","Expansion":34600,"Challenge Rating":6},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Witch Hunter Fanatic","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"any alignment","Expansion":29375,"Challenge Rating":2},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Witch Hunter, Master","description":"Witch hunters are a type of Assassin's Guild that only deals with spellcasters and hags. Witch hunter guilds do not answer to each other and depending on the alignment of the master will either accept or not accept contracts against good spellcasters and races. Their sigil is a down pointing hawk over a sun, with the color signifying rank. Silver is a witch hunter, gold is a master, and black is only worn by the grandmaster, who is chosen from the master ranks. The grandmaster holds some sway over the guilds but has no roll other than the sharer and keeper of over 500 years of knowledge. Grandmasters will make decrees, but they are not always followed, and there is no formal means of enforcing new rules. Witch hunters will sometimes accept contracts to track down and kill or capture particularly problematic humans or humanoids, especially if adventurers find themselves on the wrong side of the law.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any neutral","Expansion":34600,"Challenge Rating":8},"publisher":"Cruor Games","book":"The Complete Hag"},{"name":"Witch Taker Legate","description":"The Witch Taker Legate appears in Midnight - Legacy of Darkness. The Legates Legates have already been discussed extensively elsewhere, and you can find more information in the Order of Shadow section. There are many different legates with different abilities and skills, but one thing unites them; their devotion to Izrador and the dark powers they receive in return. Witch Taker legates are cunning and dangerous hunters who specialize in subduing and capturing spellcasters or eliminating spellcasters who may be dangerous. They are almost always accompanied by an astirax companion. Human Servants of the Shadow Though the ranks of the Shadow’s armies are filled with legions of orcs, many humans also serve Izrador. Some of these are devoted followers, while others are press-ganged recruits, and many sign on to the Shadow simply for a meal or a chance to exercise a bit of power over their former neighbors. And of course, many of the legates who serve the Shadow are humans as well. Humanoids and Forces of the Shadow Humanoids make up the bulk of intelligent creatures found in Eredane. This broad categorization includes humans and all of the fey, orcs, and goblinoids. Many of the common folk go their entire lives without seeing a different type of creature—and they prefer it that way. Even adventurers, for all of their travels, are far more likely to encounter humanoids than any other creatures. There simply are not that many of the other types around. The history of the world can be said to be that of the humanoids, since it was they who kept the records and they who have performed the great deeds and participated in the great tragedies of the world. Humanoids of Eredane Many of the most numerous humanoids in Eredane are detailed earlier in this book ( Races of Midnight ). However, there are other intelligent humanoid cultures in Eredane, and a few of them are detailed here. In addition, most of the forces of the Shadow’s armies are some form of humanoid. So profiles for some of the more common of the Shadow’s minions are presented in this section. Traits Spellcasting. The Witch Taker legate is a 6th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Witch Taker legate has the following spells prepared. Cantrips (at will): light, resistance, thaumaturgy 1st level (4 slots): command, detect magic, disguise self 2nd level (3 slots): detect thoughts, hold person, ray of enfeeblement 3rd level (3 slots): bind/banish astirax, counterspell, dispel magic Actions Multiattack. The Witch Taker legate makes two melee attacks. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage. Mage Hunter. The Witch Taker legate can choose one creature within 30 feet. That creature must make a DC 13 Wisdom saving throw. If it fails, it has disadvantage on saving throws it makes to maintain its concentration on a spell, and other creatures have advantage on any saving throws they make due to a spell cast by the creature. This lasts for one minute.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"lawful evil","Expansion":30504,"Challenge Rating":6},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Witchalder","description":"A willowy, treelike figure with a mop of branches for hair undulates across the forest floor on a tangle of long, fleshy roots. It peers through the trees, watching for signs of danger. Wood hags (see) create witchalders by corrupting alder trees and endowing them with intelligence and a wicked demeanor. Resembling gaunt, horrific treants, witchalders are bound to the hag's will by the dark ritual that awakens them. Wood hags frequently employ witchalders as wandering watchdogs, compelling them to patrol the area near the hag's lair or act as guardians of the hag's gardens. Dark Gardens and Bloodstone Henges. While most witchalders serve hags, some work with dark fey or bloodthirsty druid circles. In these cases, the witchalder works with the most powerful caster or most charismatic fey; ancient witchalders are treated as trusted servants in dark fey courts. Capture Visitors. When a witchalder throttles a visitor to unconsciousness or incapacitates them with a pollen cloud, it takes them to their wood hag creator, an allied fey, or a druid elder to question or sacrifice. Deep Roots. The witchalder has advantage on Strength and Dexterity saving throws made against effects that would move it against its will along the ground. False Appearance. While the witchalder remains motionless, it is indistinguishable from a diseased or dying alder tree. Sunlight Regeneration. While in sunlight, the witchalder regains 5 hp at the start of its turn if it has at least 1 hp. Speak with Plants. The witchalder can communicate with Plants as if they shared a language. Actions Multiattack. The witchalder makes two Slam attacks. It can replace one attack with a use of Throttle. Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. The target is grappled (escape DC 15) if it is a Medium or smaller creature and the witchalder doesn't have two other creatures grappled. Shape Wood. The witchalder alters the shape of any one Medium or smaller wooden object (or portion of an object) no more than 5 feet in any dimension that it can see within 30 feet, forming it into any shape that suits the witchalder's purposes. For example, it could warp a boat's planks so it takes on water, seal a wooden door to its frame (or make a new door in a wooden wall), or twist a wooden weapon out of shape (or restore a warped one). Warped thrown or ranged weapons and ammunition become useless, while warped melee weapons give disadvantage on attack rolls. This action can't create items that ordinarily require a high degree of craftsmanship, such as a pulley. If the target is being worn or carried, the creature wearing or carrying it can make a DC 15 Dexterity saving throw, avoiding the effect on a success. Throttle. One creature grappled by the witchalder must make a DC 15 Strength saving throw. On a failure, the creature takes 18 (4d6 + 4) bludgeoning damage and can't breathe, speak, or cast spells with verbal components until the grapple ends. On a success, the creature takes half the damage and remains grappled but suffers no other effects of Throttle. Pollen Cloud. (Recharge 6). The witchalder releases a cloud of poisonous pollen. Each creature within 15 feet of the witchalder must make a DC 15 Constitution saving throw. On a failure, a creature takes 22 (5d8) poison damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Witchbeetle Swarm","description":"Witchbeetle Swarm These tiny insects are not actual beetles, but instead wooden knots pried from ironheart trees and enchanted by the Ironwood Witches. When slain they look like bits of iron colored wood, dry enough that they easily crack and crumble. Nefarious Spies. Their true danger lies in their ability to observe others. Any witch may see and hear what a witchbeetle sees and hears, as long as they are on the same plane of existence. The Swarm. An individual witchbeetle is not a threat, but they can be dangerous when encountered in a swarm.","properties":{"Category":"Monsters","Size":"Medium","Type":"Swarm of Tiny Constructs","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":6},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Witchfire","description":"When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as “witchflame” in local legends. Strings of will-o’-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire’s flames and fury. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatBlock1, li.StatBlock1, div.StatBlock1 {mso-style-name:\"Stat Block 1\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Stat Block 1 Char\"; margin-top:0cm; margin-right:0cm; margin-bottom:0cm; margin-left:9.35pt; text-indent:-9.35pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}span.StatBlock1Char {mso-style-name:\"Stat Block 1 Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Stat Block 1\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":32483,"Challenge Rating":9},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Witchgate","description":"Witchgate While the witches believe that the Witchking and their Matron have their best interests in mind and seek, like they, to cover the world of Grimnir with ironheart trees and wrestle control away from the raiders, they are mistaken. The witches are simply tools used by Boða. And as tools, they may be utilized in many different ways. As an ironwood witch matures and grows in power, they become formidable and the essence of their power ripens. They also begin to become a threat to Boða, rivaling her in power. These witches always inevitably disappear, though other witches simply believe that they are traversing the world and furthering the coven’s agenda. Nothing could be further from the truth. Expendable. Boða corrupts these witches and transforms them into vessels, from which she draws forth excess vitality, as required. The most powerful of these vessels is known as a witchgate, requiring the sacrifice of six powerful ironwood witches. Gateway. A witchgate connects to another witchgate on the same plane of existence, allowing instantaneous travel between two locations (while all six witches remain alive). Doomed. Nothing can be done to save the witches once they have been transformed in this way. They will persist as a vessel, to be used. Once their life force is extinguished, they die. A Means to an End Witchgates are used in Chapter 9, as part of the plot involving blood shadows destroying the Sun and the Moon. Refer to page 276 to review these details.","properties":{"Category":"Monsters","Size":"Huge","Type":"Construct","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":10},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Witchking","description":"Witchking Mere mention of the Witchking can make a hardy raider hesitate. An immortal warrior known to shrug off the deadliest of attacks, the Witchking is believed unstoppable. The truth of the creature is worse. The Witchking is not immortal but the armor, Bloodbane, is. Crafted in the long ago by the Matron from the wood and leaves of the eldest ironheart tree, the armor (and the shield grafted onto the right gauntlet) is a living, hungering, beast. Any honor the man chosen to wear the armor might initially feel vanishes the moment he is pinned down, his flesh sewn with barbed needles into the inner lining of the armor itself. The last Witchking, Regulus, was murdered. His ego outmatched his usefulness to the Matron and she poisoned him, though his service to her did not end with his death (see Regulus). Roleplaying the Witchking Controlled by His Armor. Bloodbane is a sentient suit of +2 splint armor and a +2 shield, fused together (Intelligence 11, Wisdom 12, Charisma 22). It has hearing and normal vision out to a range of 120 feet. It communicates empathetically by transmitting emotions to its wearer. It can only be worn by someone that the Matron selects. Hungry. Bloodbane forces the Witchking to desire nothing more than to bathe in the warm blood of mortals. Dull. The Witchking says little, beyond simple commands to witches and ironthralls. It is more or less a vessel undertaking Boða's wishes. Saga Actions Warding of Roots. When reduced to zero hit points, the Witchking becomes covered in thick roots erupting from Bloodbane. These completely cover the Witchking, and grant him immunity to all damage types. At the start of their turn, while warded, the Witchking regains 100 hit points. The warding may be attacked and destroyed (AC 15, 125 hit points). While warded in this way, the Witchking can take no action other than using a bonus action to dismiss this warding. This ability can only be used once per day. If the Witchking is reduced to 0 hit points again, before this ability is refreshed, they die.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Lawful Evil","Expansion":25792,"Challenge Rating":11},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Witchlight","description":"This tiny ball of bright light seems to emanate from a crystalline center. Wizard Servants. Also called a “spooklight,” a witchlight is a wizard’s servant created from a tiny piece of quartz. It appears as a floating ball of flickering light similar to a will-o’-wisp. The hue of quartz used during the creature’s creation determines the color of each witchlight’s illumination. After the quartz is prepared, it is animated through an extended magical ritual cast under a full moon and a clear, starry sky. Consequently, they are extremely rare by any measure. Flashing Light Code. A witchlight always shares the same alignment as its creator. Although it cannot speak, a witchlight understands Common or another language taught it by its creator. Many spellcasters have taught their witchlights a coded cipher, so it can spell out words by flaring and dimming its light. When necessary, a witchlight can spell words in the air by flying so quickly that its trail of light forms letters. This stunt requires a successful DC 14 Dexterity (Acrobatics) check per word. Free Roaming. If the witchlight’s master dies within one mile of the witchlight, it explodes in a brilliant but harmless flash of light. If it loses its master under any other circumstance, it becomes masterless; it’s free to do as it pleases, and it can never serve anyone else as a familiar. The statistics below represent these independent witchlights. Evil witchlights can be surprisingly cruel, not unlike will-o’-wisps. They seek to lure lost travelers into swamps or traps by using their glow to imitate the light of a safe haven. Conversely, good-aligned witchlights guide travelers to places of safety or along safe paths, and they are prized by pilots and guides. Neutral witchlights exhibit a playful nature—sometimes mingling inside the cavities of weapons, gems, or other curiosities, which means those items may be mistaken for magic items. More than one “wizard’s staff” is just an impressive-looking stick with a witchlight perched on top. Constructed Nature. A witchlight doesn’t require air, food, drink, or sleep. Witchlights in Midgard Created only by the star and shadow mages of a few schools, witchlights are precious baubles and rarely seen outside the magocracies or the confines of a wizard’s college. They are widely known as familiars to mages of the illumination school of magic. Witchlights in Midgard Created only by the star and shadow mages of a few schools, witchlights are precious baubles and rarely seen outside the magocracies or the confines of a wizard’s college. They are widely known as familiars to mages of the illumination school of magic. Traits Dispel Magic Weakness.: Casting dispel magic on a witchlight paralyzes it for 1d10 rounds. Luminance: A witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity (Stealth) checks. Thin As Light: While a witchlight is not incorporeal, it can pass through any opening that light can. Actions Light Ray: Ranged Weapon Attack : +6 to hit, range 30 ft., one target. Hit : 6 (1d4 + 4) radiant damage. Flash (Recharge 5–6): The witchlight emits a bright burst of light that blinds all sighted creatures within 30 feet for 1d4 rounds unless they succeed on a DC 10 Constitution saving throw.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Source":"Tome of Beasts","Alignment":"Neutral","Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Witchlight","description":"These tiny constructs that resemble will-o-wisps are similar to homunculi, in that they are created (from pieces of quartz) and animated by their creators rather than brought into being by the spell. Conjurers and spellcasters who concentrate on illumination and light magic are the most common masters of these constructs. Familiar. If a witchlight agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the witchlight senses, as long as they are within 1 mile of each other. While the witchlight is within 10 feet of its master, the master gains the witchlight’s immunity to poison damage and the poisoned condition. If its master causes it physical harm, or if it simply chooses to do so, the witchlight will abandon its service as a familiar, breaking the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Construct","Alignment":"neutral","Challenge Rating":1.4},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Witchlight Hand, Medium","description":"Witchlight hands are the backbone of the Witchlight Carnival, a motley collection of individuals who operate many of the booths, make repairs, feed and exercise the animals, keep an eye out for thieves and other miscreants, and perform other miscellaneous tasks as Mister Witch dictates. A few also work part-time as performers and attractions. Although they travel to many worlds throughout the Material Plane, Witchlight hands rarely leave the carnival grounds. The carnival is the only world they know and care about. The carnival employs 124 Witchlight hands in total. All hands enter into an agreement when they join the carnival: they must never harm another staff member, and they can’t leave the carnival for more than a day at a time. (A longer absence is equivalent to resignation, in Mister Witch’s estimation.) On-duty staff members are required to wear fake butterfly wings strapped to their backs. Mister Witch and Mister Light also furnish them with small amounts of pixie dust . Witchlight hands are paid only a small fraction of the carnival’s profits, but it’s enough to keep them fed, clothed, and cared for. Some hands work longer hours or do extra chores to pay off debts and loans. Most Witchlight hands are taught how to perform minor magic tricks, which they use to amuse themselves as well as entertain the masses. (Characters who have the Witchlight hand background don’t learn magic as part of their upbringing, but they can choose to account for this by selecting a spellcasting class.) Traits Secret Expertise. The hand has one of these additional skills: Acrobatics +6, Animal Handling +5, Arcana +5, Athletics +4, Medicine +5, or Performance +5. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Pixie Dust (1/Day). The hand sprinkles a pinch of pixie dust on itself or another creature it can see within 5 feet of it. The recipient gains a flying speed of 30 feet for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet. Spellcasting. The hand casts one of the following spells, using Charisma as the spellcasting ability: At will: dancing lights, message, prestidigitation","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Source":"custom","Alignment":"any alignment","Expansion":11857,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Witchlight Hand, Small","description":"Witchlight hands are the backbone of the Witchlight Carnival, a motley collection of individuals who operate many of the booths, make repairs, feed and exercise the animals, keep an eye out for thieves and other miscreants, and perform other miscellaneous tasks as Mister Witch dictates. A few also work part-time as performers and attractions. Although they travel to many worlds throughout the Material Plane, Witchlight hands rarely leave the carnival grounds. The carnival is the only world they know and care about. The carnival employs 124 Witchlight hands in total. All hands enter into an agreement when they join the carnival: they must never harm another staff member, and they can’t leave the carnival for more than a day at a time. (A longer absence is equivalent to resignation, in Mister Witch’s estimation.) On-duty staff members are required to wear fake butterfly wings strapped to their backs. Mister Witch and Mister Light also furnish them with small amounts of pixie dust . Witchlight hands are paid only a small fraction of the carnival’s profits, but it’s enough to keep them fed, clothed, and cared for. Some hands work longer hours or do extra chores to pay off debts and loans. Most Witchlight hands are taught how to perform minor magic tricks, which they use to amuse themselves as well as entertain the masses. (Characters who have the Witchlight hand background don’t learn magic as part of their upbringing, but they can choose to account for this by selecting a spellcasting class.) Traits Secret Expertise. The hand has one of these additional skills: Acrobatics +6, Animal Handling +5, Arcana +5, Athletics +4, Medicine +5, or Performance +5. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Pixie Dust (1/Day). The hand sprinkles a pinch of pixie dust on itself or another creature it can see within 5 feet of it. The recipient gains a flying speed of 30 feet for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet. Spellcasting. The hand casts one of the following spells, using Charisma as the spellcasting ability: At will: dancing lights, message, prestidigitation","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid","Alignment":"any alignment","Expansion":11857,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Witchservant Cultist","description":"Witchservant cultists are usually bitter, power-hungry individuals who live hidden in society, serving the cause of their Hag patrons in exchange for dark warlock powers. They live as average citizens and practice their rituals secretly, gathering only to conduct vile rituals and contact their hag patrons for guidance. They are usually uninitiated into the deeper schemes of their patrons and superiors.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any evil","Expansion":17604,"Challenge Rating":"1/8"},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Witherbloom Apprentice","description":"Witherbloom Students Deep in the fog and muck of the swamp, the students of Witherbloom College—first as apprentices and then as pledgemages—study the cycle of life and death. Their magic is fueled by what they call life essence: the ubiquitous energy that runs through living things. Witherbloom students learn how to concoct magical potions and talismans, in addition to their spellcasting studies. Their magic ranges from necrotic shadows and withering bursts of poison to flourishing bursts of plant life. Witherbloom Scholars Witherbloom College studies the magic inherent in the natural cycle of life and death. Witherbloom professors approach the philosophy from different directions, with one methodology focusing on decay and the other dealing with growth. Traits Regeneration. The apprentice regains 5 hit points at the start of its turn if it has at least 1 hit point. Verdant Talisman. At the end of a 10-minute ritual, the apprentice can touch one willing creature (including itself) and bestow upon it a small talisman imbued with magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6 to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until the apprentice conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust. Actions Briar Vine. Melee Spell Attack: +4 to hit, reach 15 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 9 (2d8) poison damage. If the target is a Large or smaller creature, the apprentice can pull it up to 10 feet closer to itself. Spellcasting. The apprentice casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability: At will: druidcraft , spare the dying 1/day: pass without trace Reactions Wither Burst. When the apprentice sees a creature within 30 feet of itself drop to 0 hit points, the apprentice channels the expended life essence and targets another creature it can see within 30 feet of itself. The target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Druid)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Witherbloom Pledgemage","description":"Witherbloom Students Deep in the fog and muck of the swamp, the students of Witherbloom College—first as apprentices and then as pledgemages—study the cycle of life and death. Their magic is fueled by what they call life essence: the ubiquitous energy that runs through living things. Witherbloom students learn how to concoct magical potions and talismans, in addition to their spellcasting studies. Their magic ranges from necrotic shadows and withering bursts of poison to flourishing bursts of plant life. Witherbloom Scholars Witherbloom College studies the magic inherent in the natural cycle of life and death. Witherbloom professors approach the philosophy from different directions, with one methodology focusing on decay and the other dealing with growth. A Witherbloom Pledgemage transforms into an avatar of nature. Traits Regeneration. As long as the pledgemage has at least 1 hit point remaining, the pledgemage regains 5 hit points at the start of its turn. Verdant Talisman. At the end of a 10-minute ritual, the pledgemage can touch one willing creature (including itself) and bestow upon it a small talisman imbued with vitality magic. Upon receiving the talisman, the creature gains 10 temporary hit points, and it can add 1d6 to its initiative rolls while it wears the talisman. These benefits last for 1 hour or until the pledgemage conducts another ritual to bestow another talisman. When the benefits expire, the talisman crumbles to dust. Actions Briar Vine. Melee Spell Attack: +5 to hit, reach 15 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 18 (4d8) poison damage. If the target is a Large or smaller creature, the apprentice can pull it up to 10 feet closer to itself. Spellcasting. The pledgemage casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability: At will: druidcraft , spare the dying 1/day each: death ward , pass without trace , speak with plants Bonus Actions Vociferous Form (1/Day). The pledgemage transforms into an avatar of plants and shadow. While in this form, the pledgemage adds its Wisdom modifier to its AC if it isn’t wearing armor or wielding a shield, and it has advantage on attack rolls against any creature missing hit points. This form lasts for 1 minute or until the pledgemage is reduced to 0 hit points. Reactions Wither Burst. When the pledgemage sees a creature within 30 feet of itself drop to 0 hit points, the pledgemage channels the expended life essence and targets another creature it can see within 30 feet of itself. The target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the target takes 3 (1d6) poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Druid)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Witherbloom Professor of Decay","description":"Professors of decay wield magic that drains and twists the essence of the professors’ subjects. The professors use the gathered essence to feed their magic, snuffing the life and decaying the bodies of the living, entreating and commanding the dead and Undead, and twisting curses around their foes. In battle, they steal the essence of their enemies to heal their own wounds and create spears of sickly green life-draining energy. Witherbloom teachers who espouse the decaying side of the natural cycle instruct their students to exploit the essence of life for their own needs. Professors of decay unravel the mysteries of death and the transition of decay, and they teach that any life’s end is an asset waiting to be tapped. Witherbloom Scholars Witherbloom College studies the magic inherent in the natural cycle of life and death. Witherbloom professors approach the philosophy from different directions, with one methodology focusing on decay and the other dealing with growth. Traits Essence Transfer (1/Day). The professor can cast the animate dead spell, using Wisdom as the spellcasting ability. Actions Multiattack. The professor makes two Mortality Spear attacks. It can replace one of the attacks with a use of Spellcasting. Mortality Spear. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 17 (3d8 + 4) necrotic damage, and the target can’t regain hit points until the start of the professor’s next turn. Essence Pulse (Recharge 5–6). The professor creates a life-draining vortex in a 30-foot-radius sphere centered on itself. Each creature of the professor’s choice that it can see within that area must make a DC 15 Constitution saving throw, taking 23 (5d8) necrotic damage on a failed save, or half as much damage on a successful one. The professor then regains 10 hit points. An affected creature’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0. Spellcasting. The professor casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15): At will: druidcraft , spare the dying 1/day each: antilife shell , bane , feign death , speak with dead","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Druid)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Witherbloom Professor of Growth","description":"Professors of growth nurture the essence of nature through their magic. They brew infusions of plants, fungi, and insects or other minuscule creatures that thrum with the essence of life, using these infusions to fuel their magic instead of using traditional material components. In battle, they flood their allies with vital essence, healing wounds and soothing ailments. Their foes face the wrath of nature itself, from grasping plants and conjured poisonous vines to avatars of nature’s wrath. These professors teach their students to focus on the growth side of the natural cycle of life and death and to avoid wasting resources. They espouse the philosophy that a thriving system benefits all. Witherbloom Scholars Witherbloom College studies the magic inherent in the natural cycle of life and death. Witherbloom professors approach the philosophy from different directions, with one methodology focusing on decay and the other dealing with growth. Actions Multiattack. The professor makes two Verdant Lash attacks. Verdant Lash. Melee Spell Attack: +7 to hit, reach 30 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 15 Strength saving throw or be pulled up to 10 feet closer to the professor. Spellcasting. The professor casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability: At will: druidcraft , spare the dying 1/day each: greater restoration , lesser restoration , mass cure wounds , pass without trace , plant growth , revivify Summon Nature’s Avatar (Recharges after a Short or Long Rest). The professor magically summons a groff . The groff appears in an unoccupied space within 60 feet of the professor, acts as the professor’s ally, and takes its turns immediately after the professor’s. The professor can communicate telepathically with this groff while it remains. The groff remains for 10 minutes, until it or the professor dies, or until the professor dismisses it as an action.","properties":{"Category":"Monsters","Size":"Medium or Small","Type":"Humanoid (Druid)","Alignment":"Any Alignment","Expansion":12501,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Strixhaven A Curriculum of Chaos"},{"name":"Wobalas","description":"The wobalas prefers to kill from afar while protected by allies. These Category 4 demons press lesser demons and mortals into service, first using them as meat shields, then devouring them when the wobalas needs a soul. Wobalases have wildly different physical forms, but each wields a flesh bow attached to one of their limbs. This bow fires magical arrows that imbue their enemies with despair. Traits Lethe. When the wobalas’s soul count is 0, they have adv antage on attack rolls, disadvantage on saving throws, and their Intelligence score becomes 3 (−4). Additionally, the wobalas must use their movement on each of their turns to move as close as possible to the nearest creature they can sense with their soulsight, and then if they are able, they must use their action to attack and attempt to kill that creature. The wobalas can’t act with any other pur pose until they add 1 to their soul count. Soul Devourer. When the wobalas reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom saving throw. On a failed save, the wobalas consumes the creature’s soul and adds 1 to the wobalas’s soul count. A creature whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a wish spell. Actions Multiattack. The wobalas makes three Despair Bolt attacks. Despair Bolt. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one creature. Hit: 16 (3d6 + 6) piercing damage plus 10 (3d6) psychic damage. The wobalas can burn 1 soul to make the target frightened of them for 1 minute. If the target is immune to being frightened, the wobalas regains the burned soul. Banishing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 22 (4d10) psychic damage, and the target is teleported up to 30 feet to an unoccupied space the wobalas can see. Bonus Actions Flee, Mortal (Costs 1 Soul). The wobalas chooses a creature they can see within 60 feet of them. The target must suc ceed on a DC 16 Charisma saving throw or use their reaction, if available, to move their speed away from the wobalas by the most direct route possible, with no regard for their own safety. Creatures who can’t be frightened succeed on this saving throw automatically.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon, Category 4)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wobalas","description":"Traits Lethe. When the wobalas’s soul count is 0, they have adv­antage on attack rolls, disadvantage on saving throws, and their Intelligence score becomes 3 (−4). Additionally, the wobalas must use their movement on each of their turns to move as close as possible to the nearest creature they can sense with their soulsight, and then if they are able, they must use their action to attack and attempt to kill that creature. The wobalas can’t act with any other purpose until they add 1 to their soul count. Soul Devourer. When the wobalas reduces a creature who isn’t a Construct or an Undead to 0 hit points or deals damage to a dying creature, the creature must make a DC 11 Wisdom saving throw. On a failed save, the wobalas consumes the creature’s soul and adds 1 to the wobalas’s soul count. A creature whose soul is consumed in this way immediately dies, and they can’t be restored to life by any means short of a w ish spell. Actions Multiattack. The wobalas makes three Despair Bolt attacks. Despair Bolt. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one creature. Hit: 16 (3d6 + 6) piercing damage plus 10 (3d6) psychic damage. The wobalas can burn 1 soul to make the target frightened of them for 1 minute. If the target is immune to being frightened, the wobalas regains the burned soul. Banishing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 22 (4d10) psychic damage, and the target is teleported up to 30 feet to an unoccupied space the wobalas can see. Bonus Actions Flee, Mortal (Costs 1 Soul). The wobalas chooses a creature they can see within 60 feet of them. The target must succeed on a DC 16 Charisma saving throw or use their reaction, if available, to move their speed away from the wobalas by the most direct route possible, with no regard for their own safety. Creatures who can’t be frightened succeed on this saving throw automatically.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend (Demon, Category 4)","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":10},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Woden, Dor of Clan Durgis","description":"Appearance and Personality: Woden is as broad as he is wide. White curly hair pours forth from under his helmet and blends into his massive, completely uncontrolled beard. His largely unkempt hair emerges in all directions and seems to constantly pick up dirt, and any possible stray objects, including detritus from combat. In spite of this, his weapons and armor remain immaculate, the mithral gleamingly clean in any light. Woden is a pragmatist. He has agreed to turn over his precious resources to Aradil, because he fears that Clan Durgis may not be able to maintain its holdings for much longer. While he is tremendously proud of his clan and its traditions, he recognizes that it is much more important for some remnants of dwarven society to survive, even if he and his heirs are not a part of that. In spite of this, he is also an enthusiastic and nigh unstoppable combatant. He charges into battle with little regard for his own safety, trusting in his abilities and those around him, even if that trust is misplaced. Traits Dwarven Resilience. Woden has advantage on saving throws against poison. Bonus Actions Rallying Cry (Recharge 5-­6). Woden can use his bonus action to inspire his allies. Each creature of Woden’s choice that can hear him within 30 feet of him gains 4 temporary hit points. In addition, each affected creature can immediately make a saving throw to overcome either the charmed or frightened conditions (or both). Actions Multiattack. Woden makes three attacks with his mithral great hammer. Mithral great hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage and the target must make a DC15 Constitution saving throw or be stunned until the end of Woden’s next turn. Reactions Retributive Headbutt. When Woden suffers damage from a melee weapon attack made by a creature within 5 feet of him, he may use his reaction to make a Headbutt attack targeting the creature that dealt the damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Alignment":"Lawful Good","Expansion":30502,"Challenge Rating":8},"publisher":"Edge Studio","book":"Midnight - Crown of Shadow"},{"name":"Woe Siphon","description":"This flabby creature squints with beady eyes, licks its lips, and places a bone-white hand to the gaping hole punched through its chest. Miserable Visage. Woe siphons are a sad sight when compared to their beautiful and terrible fey brethren. They appear as misshapen humanoids with translucent, glossy skin. All woe siphons possess a through-and-through hole in the chest where their heart should be. When underfed, this hole appears ragged and torn, like a fresh wound. When well-fed, a fragile layer of skin forms over the gap. Pain Gorger. Woe siphons feed on negative emotions. To sustain themselves, many migrate to places where sentient creatures suffer in vast numbers or where historical suffering took place, such as mass graves or ancient battlefields. Particularly deadly or dangerous underground locales are common hunting grounds of the hungry woe siphon. Once inside such a place, a woe siphon inflicts suffering on any who cross its path. A favorite tactic involves invisibly stalking adventuring parties to torment their victims for as long as possible before attacking outright.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Woe Strider","description":"Woe Strider Woe striders form from the souls of those who've broken the bonds of destiny. Over centuries, these cosmic blasphemers transform into hunched, long-limbed horrors. Sadistic things, woe striders seek ways to reweave themselves into the tapestry of destiny. This leads them to search for answers within the bowels of other beings, performing murderous haruspicy in pursuit of their discarded cosmic purpose. When they fail to find answers, their unnatural cries cause reality to shudder, undermining magic and sane minds alike.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":5432,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Mythic Odysseys of Theros"},{"name":"Wolf","description":"Traits Keen Hearing and Smell : The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics : The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Source":"MM1","Alignment":"unaligned","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Wolf","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Keen Hearing and Smell : The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics : The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated . Actions Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone .","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"11 (2d8+2)","CHA":6,"CON":12,"DEX":15,"INT":3,"STR":12,"WIS":12,"Size":"Medium","Type":"beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116931/NRBle2scKhQmU-q0EHskPw/original.png","Roll 0":"Bite\n1d20 + 4\n2d4+2","Skills":"Perception +3, Stealth +4","Source":"5th Edition SRD","data-XP":50,"Alignment":"Unaligned","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Keen Hearing and Smell\",\"Desc\":\"The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.\"},{\"Name\":\"Pack Tactics\",\"Desc\":\"The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d4 + 2\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone\"}]","data-CHA-mod":"-2","data-CON-mod":"+1","data-DEX-mod":"+2","data-INT-mod":"-4","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"+1","Challenge Rating":"1/4","Passive Perception":13,"data-CrNum":0.25,"data-AcNum":13,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wolf","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Pack Tactics. The wolf has Advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, and the target has the Prone condition if it is Medium or smaller.","properties":{"Category":"Monsters","Size":"Medium","Type":"Beast","Alignment":"Unaligned","Expansion":32231,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Wolf","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Pack Tactics. The wolf has Advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Actions Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, and the target has the Prone condition if it is Medium or smaller.","properties":{"Category":"Monsters","AC":12,"HP":"11 (2d8 + 2)","PB":2,"CHA":6,"CON":12,"DEX":15,"INT":3,"STR":14,"WIS":12,"Size":"Medium","Type":"Beast","Speed":"40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406410735/hl2OrHf6mBl4kRyBv26Djw/original.png","Senses":"Darkvision 60 ft.","Skills":"Perception +5, Stealth +4","data-XP":50,"Alignment":"Unaligned","Expansion":33335,"Languages":"None","data-List":"false","Token Size":1,"data-Traits":"[{\"Name\":\"Pack Tactics\",\"Desc\":\"The wolf has Advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Desc\":\"The target has the Prone condition if it is Medium or smaller.\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"4\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 2\",\"Damage Type\":\"Piercing\"}]","data-CHA-mod":"-2","data-CON-mod":1,"data-DEX-mod":2,"data-INT-mod":"-4","data-STR-mod":2,"data-SizeNum":2,"data-WIS-mod":1,"Saving Throws":"Str +2, Dex +2, Con +1, Int -4, Wis +1, Cha -2","Challenge Rating":"1/4","Passive Perception":15,"data-CrNum":0.25,"data-AcNum":12,"data-HpNum":11},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Wolf Reaver Dwarf","description":"Like his totem, the wolf reaver dwarf travels in a pack with his brothers in arms looking for worthy challenges to prove himself. Rushing into battle beside his allies for glory as much as plunder, the wolf reaver dwarf throws caution to the wind and fights without care for his own safety. Traits Danger Sense: The wolf reaver dwarf has advantage on Dexterity saving throws against attacks it can see when it is not blinded, deafened, or incapacitated. Dwarven Resistance: Dwarven Resistance Pack Tactics: The wolf reaver dwarf has advantage on attacks if at least one of the dwarf’s allies is within 5 feet of the target and the ally isn’t incapacitated Reckless: At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack: The wolf reaver dwarf makes two melee or ranged attacks. Battleaxe: Melee Weapon Attack : +6 to hit, range 5 ft., one target. Hit : 8 (1d8 + 4) slashing damage. Dagger: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 6 (1d4 + 4) piercing damage. Spear: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 8 (1d8 + 4) piercing damage. Spear: Ranged Weapon Attack : +6 to hit, range 20/60 ft, one target. Hit : 7 (1d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Source":"Tome of Beasts","Alignment":"any chaotic alignment","Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Wolf Reaver Dwarf","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"any chaotic alignment","Expansion":14533,"Challenge Rating":3},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Wolf Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Traits Pack Tactics. The skeleton has advantage on attack rolls against a creature if at least one of the skeleton's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing Damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Wolf Zombie","description":"Traits Keen Hearing and Smell. The zombie has advantage on Wisdom (Perception) checks that rely on hearing and smell. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Wolf-in-Sheep's-Clothing","description":"At first glance, the wolf-in-sheep's-clothing appears nothing more than an old tree stump with a deep gash, with several exposed roots extending from its base. Often resting on top of its stump is a small creature, such as a furry mammal or bird. This appearance is all a ruse, however, as the wolf-in-sheep's-clothing is a vicious hunter. If inspected closely, one will notice that the deep gash, which is filled with rows of sharp poisonous thorns, is the creature's mouth. The wolf-in-sheep's-clothing uses its roots like tentacles to move and snatch prey. Create Lure. The wolf-in-sheep's-clothing has a unique trait that makes it a very successful ambush predator. It has a strange organ inside its body that it can push out on top of its 'head.' This organ can then transform and mimic a small creature that the wolf-in-sheep's-clothing has eaten. This mimic is then used as a lure, manipulated to move and twitch, in conjunction with the creature's Mimicry ability, to make it look alive in order to draw the attention of would-be prey. A few have become crafty enough to create small sleeping humanoids and place enticing items beside them to would-be robbers. Sinister Partners. The wolf-in-sheep's-clothing lives where it can blend in naturally with its surroundings and where prey is plentiful. Thus, it is often encountered in forests, swamps, and other areas where there is dense foliage and undergrowth. It is normally a solitary creature, but a few have been known to tolerate the presence of black duwendes, harpies, and tikbalangs. These creatures lure victims to the wolf-in-sheep's-clothing, which does the dirty work. Once the wolf-in-sheep's-clothing has fed, they carefully scoop up any valuable spoils that the wolf-in-sheep's-clothing discards. As long as they keep the wolf-in-sheep's-clothing fed, it leaves them alone. Traits False Appearance. If the wolf-in-sheep's-clothing is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the wolf-in-sheep's-clothing move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the wolf-in-sheep's-clothing is animate. Mimicry. The wolf-in-sheep's-clothing can mimic any sound it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Actions Multiattack. The wolf-in-sheep's-clothing makes two Root Tendril attacks. If it is grappling with a creature, it can also use its Bite. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target it is grappling with. Hit: 9 (2d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Root Tendril. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 7 (1d6 + 4) bludgeoning damage plus 2 (1d4) piercing damage and if the target is Large or smaller creature, it is also grappled (escape DC 13) and pulled 5 feet toward the wolf-in-sheep's-clothing. Until this grapple ends, the target is restrained and the wolf-in-sheep's-clothing can automatically hit the target with its root tendril. The wolf-in-sheep's-clothing has seven root tendrils, each of which can grapple only one target. Each root tendril can be attacked (AC 11; 15 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the wolf-in-sheep's-clothing, which can grow a replacement tendril after 24 hours. Create Lure. The wolf-in-sheep's-clothing extends an organ from the top of its body and alters the shape and appearance of this organ to that of a Small or smaller creature that it has eaten. This organ or \"lure,\" can't move from its position. However, the wolf-in-sheep's-clothing can manipulate the lure to make it look alive, as if it is breathing, nodding, or waving. The lure's disguise isn't perfect and will not hold up to physical inspection (glassy eyes, texture of skin feels rubbery, etc.) A creature can discern if the lure is real by using its action to inspect it and must succeed on a DC 13 Intelligence (Investigation) check. The creature must be within at least 15 feet of the lure to inspect it.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"unaligned","Expansion":26536,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Wolf-in-Sheep's-Clothing","description":"A wolf-in-sheep’s-clothing is a predatory plant that resembles a tree stump. It hides in areas of thick vegetation and has a bark-like hide, eyestalks like vines or withered flowers, rootlike tentacles, and a fleshy growth atop its body that it uses to lure prey toward its fang-filled maw. Wolves-in-sheep’s-clothing can reshape their lures to mimic the appearance of various small‚ often adorable creatures to entice their prey. The Lure Forms table suggests some forms the lure might take. Lure Forms d6 Lure Appearance 1 Clumsy puppy 2 Cute little bunnyoid 3 Dapper, smiling frog with a little top hat 4 Fluffy kitten 5 Fox with adorably large ears 6 Spunky, dancing crawfish Traits False Appearance. If the wolf-in-sheep’s-clothing is motionless (except for its lure) at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the wolf-in-sheep’s-clothing move or act (except for the lure), that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the wolf-in-sheep’s-clothing is animate. Actions Multiattack. The wolf-in-sheep’s-clothing makes one Bite attack and two Root Tentacle attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) acid damage. Root Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 16). While grappled in this way, the target has the restrained condition, and at the start of each of the wolf-in-sheep’s-clothing’s turns, the wolf-in-sheep’s-clothing can pull the target up to 10 feet toward itself (no action required). The wolf-in-sheep’s-clothing has four root tentacles, each of which can grapple one target. Bonus Actions Completely Harmless Lure. The wolf-in-sheep’s-clothing can change the color, texture, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action required), but the lure must remain within 15 feet of the wolf-in-sheep’s-clothing, connected by nearly invisible filament-like tendrils.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Unaligned","Expansion":31434,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Wolliped","description":"Wollipeds are social herd animals native to cold planets that subsist on a diet of grasses, lichen, leaves, and other plant material. Wollipeds in high mountainous environments obtain much of their food from lichens and mosses, while herds of wollipeds on the plains graze on more substantial fare. Wild wollipeds tend to migrate to more plentiful foraging lands in the harshest winters, though these can be difficult to find. Wollipeds are social animals, grouping together into herds for protection. When threatened, wollipeds gather in a tight cluster with the young animals in the very center of the herd. Domesticated wollipeds are used for casual riding, pulling plows, and powering mills. Some claim wollipeds weren’t initially domesticated to be working animals, but rather were herded and bred for their extremely warm and plentiful fleece. Regardless of the creatures’ origins, they have been imported to numerous cold worlds, where they have long been used for many purposes, even employing them as mounts in battle. A typical wolliped stands between 5 and 6 feet at the front shoulder and weighs upward of 1,000 pounds. Sure-Footed. Walking on eight sturdy legs, wollipeds are exceptionally sure-footed. These creatures can climb steep mountain trails and march through heavy snow with little effort, and arctic cavalry have often charged up scree-choked hillsides to raid fortresses on the backs of armored wollipeds. The great beasts’ facility at maneuvering in challenging environments, as well as their generally submissive nature, have resulted in a long relationship with the humanoids that share their homes. Wollipeds live for about 15 years, mating and giving birth every 11 months, and can be ridden until the final month of pregnancy. Fabulous Fleece. Wolliped fleece is a versatile textile, as wolliped fibers wick water away, and still provide adequate warmth even when soaked. The variations in their coat colors and textures provide weavers with a wide array of design options. Spitting. Wollipeds are known to use spitting as a form of communication, as well as a method of defense. 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They are solitary and reclusive, gathering with their own only to mate or rear their young. They are rarely seen in populated areas unless domesticated. Wologs have leathery wings that extend between their torso and front legs. Their striped fur ranges in color from dark blues, yellows, reds, to browns. Empathic Mounts. Wologs are prized as mounts among the valna, and considered a mark of prestige for those earning the privilege to ride one. They are inherently good natured and capable of sensing deceptive or malicious intent. When a wolog becomes a steed, it forms an empathic bond with its rider, capable of sensing its feelings and motives. Wild and Free. Wologs can be found in other parts of the galaxy, usually through traveling on a spacefaring vessel with their companion rider. Though capable of safely traveling in an enclosed environment, they can only do so for only so long, eventually becoming resentful if they're not allowed to fly and roam freely. A wolog forcibly confined or restrained does everything in its power to escape. A rider who takes such actions immediately loses its bond with the wolog and would find it extremely difficult to regain the beast's trust.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral good","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Wolpertinger","description":"A strange amalgam of creatures, the antlered rabbit hops on the stump, spreading its wings and releasing a high-pitched shriek from behind its fangs. Mischievous Beasts. The wolpertinger possesses a talent for mischief and petty theft involving food but otherwise does little harm if unprovoked. An angry wolpertinger, on the other hand, makes for a frightening enemy, dropping from the sky, antlers first, on the object of its ire. Desired by Fey. Some fey develop unusual compulsions around wolpertingers, describing them as divinely adorable, delightful, and utterly charming. While wolpertingers are certainly unusual, the fey often become obsessed enough to pay large sums for a live animal. Bearfolk consider them reliable guides through forests, claiming they can speak. No other humanoids have reported wolpertinger speech, and it seems likely that the bearfolk may be teasing their fey and gnomish friends. Gnome Friends. Wolpertingers have a fondness for gnomes and dwell in forests near gnomish settlements. Gnomes often raise wolpertingers as companions and many gnomish wizards have wolpertinger familiars. Wolpertinger Familiars Some wolpertingers are willing to serve spellcasters as a familiar. Such wolpertingers have the following trait. Familiar. The wolpertinger can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the wolpertinger senses as long as they are within 1 mile of each other. While the wolpertinger is within 10 feet of its companion, the companion shares the wolpertinger's Standing Leap trait. At any time and for any reason, the wolpertinger can end its service as a familiar, ending the telepathic bond.\\n\\n","properties":{"Category":"Monsters","Size":"Tiny","Type":"monstrosity","Alignment":"unaligned","Expansion":45,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Wolpertinger","description":"Woodland-dwelling monstrosities, wolpertingers are popular familiars among gnomish wizards but will serve just about any spellcaster if they are treated with care and respect. Since these creatures are more powerful than a standard familiar, 25 gp worth of holly berries must also be expended as part of the casting of the find familiar spell. Familiar. If a wolpertinger agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the wolpertinger senses, as long as they are within 1 mile of each other. While the wolpertinger is within 10 feet of its master, the master gains the wolpertinger’s Standing Leap trait. If its master causes it physical harm, or if it simply chooses to do so, the wolpertinger will abandon its service as a familiar, breaking the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Monstrosity","Alignment":"unaligned","Challenge Rating":1.4},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Wolventroll","description":"Wolventroll This is not a distinct creature, though raiders believe it to be so. Instead, the wolventroll is a form that Ironwood witches wear, slightly larger than a dire wolf and capable of much greater carnage. At a distance, the large shape is often mistaken for a bear (for the raiders begin the campaign with no concept of wolves). Fast Travel. The witches use their wolventroll form to travel overland, its speed and endurance traversing great swathes of forest and plain effortlessly. Its fierceness also discourages any potential predators. The Wild Hunt. Other witches may use wolventrolls as mounts when attacking a settlement. Though they assemble in such a way rarely, when they do there might be dozens of witches and wolventrolls. The hunt begins with the growls and shrieks of the beasts, and the eerie droning of chanting witches, emanating from the forests. Entire communities have vanished in the night, torn apart by the fangs and deadly magic of such a fast moving and powerful war party.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity (Shapechanger)","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":4},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Wolverine","description":"This shaggy, low-slung animal looks like the offspring of a badger and a grizzly bear. Its short, broad muzzle is filled with small teeth, and each paw is tipped with five long, ragged claws. Some dwarven armies use wolverines to burrow underneath enemy holdings and fortifications. Once these fierce creatures have emerged inside enemy lines, they act as shock troops, softening up the enemy while the army uses the tunnel the wolverine burrowed to move its forces into place.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":16832},"publisher":"Kobold Press","book":"Tome of Heroes"},{"name":"Wood Drake","description":"Majestic and commanding, wood drakes are mighty plant dragons with great strength and wisdom. Protectors of the woodland areas of Or’Mya, these creatures look like large moving wooden forms, carved in the shape of a dragon, with leafy scales and a vine-like tail. From a distance, the wood drake looks like a draconic creature, warding off would-be intruders who are wary of getting too close to its fire-breathing lookalikes. The wood drake is nothing to scoff at, however, as their powerful claws slash just as deep and their wooden horns have been known to gore orcs that come looking for trouble in the forest. Wood drakes and sprites have a symbiotic relationship: the sprites tend to its plant growth, pruning wild spurts of branches and leaves and creating plenty of sunlight and fresh water for the wood drake. In return, the wood drake provides protection to the sprites, as well as an ample supply of shed foliage for them to use for their homes. Traits Magic Resistance . The wood drake has advantage on saving throws against spells and other magical effects, except magical fire. Magic Weapons . The wood drake’s weapon attacks are magical. Actions Multiattack . The wood drake makes two attacks: one with its horns and one with its claws. Claws . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (1d12 + 6) slashing damage. Horns . Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) piercing damage. ","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"neutral","Expansion":8938,"Challenge Rating":10},"publisher":"Renegade Game Studios","book":"Wardlings Campaign Guide"},{"name":"Wood Elemental","description":"Wood elementals clamber slowly and methodically across and through the impossibly vast towering trees that make up the Elemental Plane of Wood, seeking peaceful vistas to take in for a few hours—or a few millennia—and rotted-out wood to absorb and remake as new wood. These creatures are famous for destroying and absorbing wooden weapons and items carried by adventurers, most often in areas of Kir-Sharaat where dense thickets open into wood elemental vortexes. Wood Shapes. Many wood elementals have a roughly humanoid shape like several tree trunks joined together with a tangle of branches, vines, and brambles, with two arm-like masses protruding from its sides. Dark holes like eyes and a mouth are formed in the upper half of the central mass. Others choose to shape their bodies into vaguely animalistic shapes like those of bears or spiders, while some look like nothing so much as tangles of barkless and leafless branches forming a vast mouth and glimmering amber eyes. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:Corbel; panose-1:2 11 5 3 2 2 4 2 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1610611985 1073783883 0 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.AetheraStatBlockDescription, li.AetheraStatBlockDescription, div.AetheraStatBlockDescription {mso-style-name:\"Aethera Stat Block Description\"; mso-style-unhide:no; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:10.0pt; mso-bidi-font-size:12.0pt; font-family:\"Corbel\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-US; mso-fareast-language:EN-US;}p.AetheraStatBlockDescriptionIndent, li.AetheraStatBlockDescriptionIndent, div.AetheraStatBlockDescriptionIndent {mso-style-name:\"Aethera Stat Block Description Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"Aethera Stat Block Description\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:widow-orphan; mso-hyphenate:none; font-size:10.0pt; mso-bidi-font-size:12.0pt; font-family:\"Corbel\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:#00000A; mso-ansi-language:EN-US; mso-fareast-language:ZH-CN;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Alignment":"neutral","Expansion":32483,"Challenge Rating":5},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Wood Golem","description":"Some golems are made by the concentrated work of dozens or hundreds of Priests, wizards, or other enchanters, focusing all their efforts on a suitably impressive display of their god's power or their arcane mastery. Others are Thrown together by apprentices on a bet or just to prove that hair can, indeed, be animated as a construct. The latter are the lesser golems, a set of golems that are rather easy to create but are often rather feeble when compared to their full-fledged brethren. Mundane Materials. The lesser golems of hair and mud are simply animated piles of those materials. Those made of glass and wood are sturdier and often ornamented in some fashion but are far less robust that iron or clay. Temple and Workshop Helpers. In many instances, a lesser golem is conjured or animated to remove some of the drudgery of daily tasks. Initiate Priests ask a hair golem to sweep the floors and remove spent candles from chapels. Apprentice Alchemists set mud or glass golems to stir cauldrons, pulverize noxious minerals, or feed fires. Construct Nature. A lesser golem doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Wood Golem","description":"Long ago, when elven lands were experiencing frequent raids from drow spellcasters, an order of artificers and druids that worshipped Corellon Larethian developed a means that could help defend against them. The first wood golems were created then, born from reconstituted dead trees, powered by arcane and divine magic, and bound with an elemental spirit from the Plane of Earth. Because of their hardiness and resistance to magic, the wood golems became instrumental in easily repelling the drow attacks. Soon, knowledge of crafting such golems was shared with other elven communities. As time passed, other races somehow learned how to create them as well. Wooden Knight. Sometimes mistaken for a treant, a wood golem resembles a 10-foot tall humanoid-shaped tree that is often designed to look like a knight. Elven runes etched on various surfaces of its body glow and pulse bluish-green. The wood golem moves with a stiff and lumbering gait, with every step accompanied by the sound of straining wood. Thick roots grow and extend from the golem's feet, constantly digging into the ground when the golem stands still. Entangling Briars. In combat, the wood golem bludgeons enemies with its massive fists. Against quick foes, the golem can cause thorny shrubs, weeds, and vines to sprout underneath its targets, entangling them. The prickly vegetation persists for a minute, painfully cutting and rooting those caught within it, allowing the golem to reach the targets. Enduring Sentinels. Wood golems are often encountered as guards in elven cities or druid homes. A few, now overgrown with vegetation, still endlessly guard forgotten elven crypts, tombs, and ruins. Traits Berserk. Whenever the golem starts its turn with 50 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Rooted. The golem has advantage on Strength and Dexterity saving throws made against effects that would pull, push, or knock it prone. Unusual Nature. The golem doesn’t require air, food, drink, or sleep. Actions Multiattack. The golem makes two Slam attacks and uses Entangling Briars, if available. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Entangling Briars (Recharge 5-6). The golem targets one or more creatures it can see within 30 feet of it. Grasping prickly shrubs and thorny vines sprout underneath each target. Each target must make a DC 15 Strength saving throw or be restrained by the entangling briars for 1 minute. While restrained, a creature takes 3 (1d6) piercing damage at the start of each of its turns. As an action, the restrained creature can make a DC 15 Strength check, escaping from the briars on a success. The briars can also be destroyed to end the effect. The entangling briars has AC 10, 15 hit points, vulnerability to fire damage and immunity to bludgeoning, piercing, poison, and psychic damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Construct","Alignment":"unaligned","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Wood Kyton","description":"The kytons of Hel are evil fiends who feed on the fear and suffering of mortals through painful supernatural means. Their monstrous appearances vary, but their stoic and amoral dispositions are universal, for no kyton cares anything for the plights typical of the creatures they prey upon. They are beings wholly dedicated to metamorphosis achieved through horrific trials of self-mutilation and the mystical power provided them by their sapping of mortal anguish. Wood kytons bare strong resemblance in temperament to their extra-planar counterparts. But where a Hel-ish kyton is often decorated in chains and razorwire, a wood kyton rends the flesh of its victims with thorned vines and bladed leaves. The Dark Wood. On the Rybalkan peninsula, the Dark Wood gains its reputation from the wood kyton who has made this place her home. The forest has long been corrupted by her presence, inviting countless fiendish creatures to wander its paths.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":5818,"Challenge Rating":8},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Wood Ward","description":"This human-shaped amalgam of wood, leather, and forest debris lumbers forward on uneven legs. In remote villages plagued by evil spirits, locals erect wood and straw people to ward against the spirits in much the same way farmers use similar figures to ward against crows. Animated Protectors. When great danger threatens the village, ancient rituals that are passed from generation to generation can be invoked to awaken the wards to defend the village. Wood wards aren’t awakened lightly, however, as the villagers rarely possess the rituals to return the wards to their slumber. Implements of Terror. Unknown to most villages that possess them, wood wards were originally created by evil druids to sow terror in logging villages that were encroaching on the forest. The druids circulated wards around these villages, spreading rumors of their protective capabilities. Most of the druids succumbed to age, heroes, or other forces before getting the chance to enact their schemes, and the villages continued on with wards that did exactly as rumored. Some druid circles still possess the knowledge for awakening the true nature of the wood wards, and stories have surfaced of villages in the darkest depths of the forest going silent, possessing nothing but empty houses and a wall of silent wood wards. Construct Nature. A wood ward doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":8073,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Wood Ward","description":"The edges of the village are thick with strange figures staring outward, scarecrows of sack and stick. Each has been carefully fashioned to appear angry and wakeful. Actions Multiattack. The wood ward makes two slam attacks or uses its Horror Gaze. Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage. Horror Gaze (1/day). All creatures within a 30-foot cone of hte wood ward that it can see make a DC10 Charisma saving throw. On a failed save, the target is frightened of the wood ward for 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success. If the saving throw succeeds, the target is immune to this wood ward’s gaze for 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"construct","Alignment":"unaligned","Expansion":16,"Challenge Rating":1},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Wood Woad","description":"Steadfast guardians who speak little, wood woads are the perfect neighbors. Unless ye’re a woodcutter. —Elminster A wood woad is a powerful plant in humanoid form invested with the soul of someone who gave up life to become an eternal guardian. Born of Sacrifice. The ritual to create a wood woad is a primeval secret passed down through generations of savage societies and dark druid circles. Performing the ritual isn’t necessarily an act of evil, if the victim-to-be has entered into a bargain that requires it to be a willing sacrifice. In the ritual a living person’s chest is pierced and the heart removed. A seed is then pushed into the heart, and it is placed in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is then bathed and watered with the blood of the sacrificed victim, and the body is buried among the tree’s roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a humanoid form. This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly. Pitiless Protectors. A wood woad has a hole where its heart would be, just as does the body of its former self, buried in the earth. Those who become wood woads trade their free will and all sense of sentiment for supernatural strength and a deathless duty. They exist only to protect woodlands and the people who tend them. A wood woad’s face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little, and when not being called upon to take action, they root themselves in the earth and silently take sustenance from it. Uprooted by Immortality. Like a tree, a wood woad needs only sunlight, air, and nutrients from the earth to go on living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard might themselves die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over. Wood woads are drawn to creatures that have close ties to nature, and that protect and respect the land, such as druids and treants. Some treants have wood woad servants by virtue of age-old pacts with druids or fey that performed the rituals, while others acquire the services of freed wood woads that find renewed purpose in the domain of a kindred guardian. Traits Magic Club : In the wood woad’s hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks). Plant Camouflage : The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration : The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn’t regenerate. Tree Stride : Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Actions Multiattack : The wood woad makes two attacks with its club. Club : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Source":"Volo's Guide to Monsters","Alignment":"lawful neutral","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Wood Woad","description":"A wood woad is a powerful bipedal Plant invested with the soul of someone who gave up life to become an everlasting guardian. The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an evil act if the victim-to-be is a willing sacrifice. In the ritual, a living person’s chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is bathed and watered with the blood of the sacrificed victim, and the body is buried among the tree’s roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a bipedal form. This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly. A wood woad has a hole where its heart would be, just as does the body of its former self, buried in the earth. Those who become wood woads trade their free will and all sense of sentiment for supernatural strength and a deathless duty. They exist only to protect woodlands and the people who tend them. A wood woad’s face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little, and when not called on to take action, they root themselves in the earth and silently take sustenance from it. Like trees, wood woads need only sunlight, air, and nutrients from the earth to go on living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard might die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over. Wood woads are drawn to creatures that have close ties to nature and that protect and respect the land, such as druids and treants (both appear in the Monster Manual ). Some treants have wood woad servants by virtue of age-old pacts with druids or Fey that performed the rituals, while others acquire the services of freed wood woads that find renewed purpose in serving a kindred guardian. Traits Plant Camouflage. The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation. Regeneration. The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn’t regenerate. Tree Stride. Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Actions Multiattack. The wood woad makes two Club attacks. Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) force damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Any Alignment","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Wood Woad Grove Keeper","description":"When a druid willingly enters into the ritual to sacrifice itself in becoming a wood woad, the outcome is that of a grove keeper. This creature is similar to a regular wood woad, except that it also has the ability to cast druid spells. The wood woad grove keeper protects the woodlands and the creatures that live in it. Traits Plant Camouflage. The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration. The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If it takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate. Tree Stride. Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Actions Multiattack. The wood woad makes two Club attacks. Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) force damage. Briar Lash. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 9 (2d8) poison damage. If the target is a Large or smaller creature, the creature must make a DC 14 Strength saving throw or be restrained until the end of the wood woad's next turn. Spellcasting. The wood woad casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14): At will: druidcraft, mold earth, resistance 2/day each: entangle, erupting earth, moonbeam 1/day each: plant growth, wither and bloom","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Typically Lawful Neutral","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Wood Woad Grove Warden","description":"A grove warden was created from the sacrifice made by an elf paladin that swore an Oath of the Ancients. The creature has retained its former life's paladin abilities which it now uses to help protect its woodland territory. Traits Plant Camouflage. The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration. The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If it takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate. Tree Stride. Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Actions Multiattack. The wood woad makes three Club attacks. Club. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) force damage. Spellcasting. The wood woad casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14): 1/day each: aid, cure wounds, dispel magic, plant growth, protection from energy, speak with animals Bonus Actions Smite. Immediately after the wood woad hits a target with an attack roll, the wood woad deals an extra plus 9 (2d8) poison damage. If the target is a Large or smaller creature, the creature must make a DC 14 Strength saving throw or be restrained until the end of the wood woad's next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Typically Lawful Neutral","Expansion":23212,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Wood Woad Sentinel","description":"The wood woad sentinel was born from the heart of a former knight, resulting in a wood woad that is skilled in protecting and defending its ward. Traits Plant Camouflage. The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life. Regeneration. The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If it takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate. Threatening. Creatures provoke an opportunity attack from the wood woad when they move 5 feet or more while within the wood woad's reach, and if the wood woad hits a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. Tree Stride. Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Actions Multiattack. The wood woad makes three Club attacks. Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) force damage, and the target is marked until the end of the wood woad's next turn. This effect ends early if the wood woad is incapacitated or it dies, or if someone else marks the target. While it is within 5 feet of the wood woad, a creature marked by the wood woad has disadvantage on any attack roll that doesn't target the wood woad. Bonus Actions Punish the Marked. The wood woad can make a melee weapon attack against a creature marked by it if the creature dealt damage to anyone other than the wood woad during the last turn. The wood woad's melee weapon attack has advantage on the attack roll, and if it hits, the attack's weapon deals an extra 7 (2d6) damage to the target. Reactions Parry. The wood woad adds 2 to its AC against one melee attack that would hit it. To do so, the wood woad must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Typically Lawful Neutral","Expansion":23212,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Woodwose","description":"Broad-chested and muscular, this feral-looking man's torso is covered in a coat of thick, dark hair. His eyes are deep-set and black, and his beard is matted and tangled with bits of twig. His only clothes are a headdress and a loin cloth woven from ivy leaves. Woodwoses are hairy, near-naked wild humans of the woods who live close to nature, deep in the ancient forests where the boundary between the Material Plane and the lands of the fey becomes blurred. Hairy Climbers. Woodwoses are very hairy. Their bodies are covered in a thick coat apart from the faces, hands, and feet. Despite their heavy physiques, woodwoses are able climbers, allowing them to use the tallest trees of the wood as vantage points. Friends of the Fey. Bands of woodwoses can often be found following a green knight of the woods or other powerful fey, and they are usually on friendly terms with forest-dwelling elves. Stealthy hunters capable of casting druidic magic, woodwoses remain vigilant against orcs, forest marauders, over-zealous foresters, and any others who seek to harm the animals, trees, and plants of the woodlands. Their jet black eyes glow emerald green when they are angered. Mysterious Origins. Woodwoses have lived in the remotest parts of the world's forests for centuries and are only remembered by most civilised societies in fireside tales. One far-fetched story says that the first wild men of the woods were human children who fled into the forest to escape a band of savage raiders and were raised by wolves or other wild animals. Another says they were normal men who were cursed with their hairy bodies and somewhat warped physiques by the Queen of Witches for spying on her while she bathed beneath a woodland waterfall.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Woolly Rhinoceros","description":"Woolly Rhinoceros These aggressive herbivores tend to roam the High North as loners or in small family groups. They are seldom hunted by raiders since the effort and risk is seldom worth the result.","properties":{"Category":"Monsters","Size":"Huge","Type":"Beast","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":5},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Woolly Rhinoceros","description":"Traits Trampling Charge. If the woolly rhinoceros moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the woolly rhinoceros can make one Stomp attack against it as a bonus action. Actions Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 15 (2d8 + 6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Worg","description":"A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well. Traits Keen Hearing and Smell : The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"neutral evil","Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Worg","description":"A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins . Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well. Traits Keen Hearing and Smell : The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone .","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"26 (4d10+4)","CHA":8,"CON":13,"DEX":13,"INT":7,"STR":16,"WIS":11,"Size":"Large","Type":"monstrosity","Speed":"50 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390116937/0GPwMixxySUDx9x_28NFHQ/original.png","Roll 0":"1d20 + 5\n2d6+3","Senses":"Darkvision 60 Ft.","Skills":"Perception +4","Source":"5th Edition SRD","data-XP":100,"Alignment":"Neutral Evil","Languages":"Goblin, Worg","data-List":"false","Token Size":2,"data-Traits":"[{\"Name\":\"Keen Hearing and Smell\",\"Desc\":\"The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.\"}]","data-Actions":"[{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"5\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 3\",\"Damage Type\":\"piercing\",\"Desc\":\"If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone\"}]","data-CHA-mod":"-1","data-CON-mod":"+1","data-DEX-mod":"+1","data-INT-mod":"-2","data-STR-mod":"+3","data-SizeNum":5,"data-WIS-mod":"+0","Challenge Rating":"1/2","Passive Perception":14,"data-CrNum":0.5,"data-AcNum":13,"data-HpNum":26},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Worg Alpha","description":"Traits Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The worg has advantage on an attack roll against a creature if at least one of the worg's allies is within 5 feet of the creature and the ally isn't incapacitated. Packmaster. An ally within 5 feet of the worg has advantage on attack rolls against a creature that is within 5 feet of the worg and another ally, provided the worg and the other ally aren't incapacitated. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Throat Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 18 (4d6 + 4) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Worg Companion (PB 2)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Move as One. While the worg’s caregiver is mounted on the worg, opportunity attacks against the worg or their caregiver are made with disadvantage. The worg’s caregiver can mount or dismount the worg by spending 5 feet of movement. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The worg makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the worg’s next turn. 3rd Level: Brutal Charge (5 Ferocity). The worg moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Bite Rampage (8 Ferocity). The worg makes bite attacks against PB creatures of their choice within 5 feet of them. On a hit, a target is knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Worg Companion (PB 2)","description":"Traits Move as One. While the worg’s caregiver is mounted on the worg, opportunity attacks against the worg or their caregiver are made with disadvantage. The worg’s caregiver can mount or dismount the worg by spending 5 feet of movement. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The worg makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the worg’s next turn. 3rd Level: Brutal Charge (5 Ferocity). The worg moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Bite Rampage (8 Ferocity). The worg makes signature attacks against PB creatures of their choice within 5 feet of them. On a hit, a target is knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Worg Companion (PB 3)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Move as One. While the worg’s caregiver is mounted on the worg, opportunity attacks against the worg or their caregiver are made with disadvantage. The worg’s caregiver can mount or dismount the worg by spending 5 feet of movement. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The worg makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the worg’s next turn. 3rd Level: Brutal Charge (5 Ferocity). The worg moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Bite Rampage (8 Ferocity). The worg makes bite attacks against PB creatures of their choice within 5 feet of them. On a hit, a target is knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Worg Companion (PB 3)","description":"Traits Move as One. While the worg’s caregiver is mounted on the worg, opportunity attacks against the worg or their caregiver are made with disadvantage. The worg’s caregiver can mount or dismount the worg by spending 5 feet of movement. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The worg makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the worg’s next turn. 3rd Level: Brutal Charge (5 Ferocity). The worg moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Bite Rampage (8 Ferocity). The worg makes signature attacks against PB creatures of their choice within 5 feet of them. On a hit, a target is knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Worg Companion (PB 4)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Move as One. While the worg’s caregiver is mounted on the worg, opportunity attacks against the worg or their caregiver are made with disadvantage. The worg’s caregiver can mount or dismount the worg by spending 5 feet of movement. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The worg makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the worg’s next turn. 3rd Level: Brutal Charge (5 Ferocity). The worg moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Bite Rampage (8 Ferocity). The worg makes bite attacks against PB creatures of their choice within 5 feet of them. On a hit, a target is knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Worg Companion (PB 4)","description":"Traits Move as One. While the worg’s caregiver is mounted on the worg, opportunity attacks against the worg or their caregiver are made with disadvantage. The worg’s caregiver can mount or dismount the worg by spending 5 feet of movement. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The worg makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the worg’s next turn. 3rd Level: Brutal Charge (5 Ferocity). The worg moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Bite Rampage (8 Ferocity). The worg makes signature attacks against PB creatures of their choice within 5 feet of them. On a hit, a target is knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Worg Companion (PB 5)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Move as One. While the worg’s caregiver is mounted on the worg, opportunity attacks against the worg or their caregiver are made with disadvantage. The worg’s caregiver can mount or dismount the worg by spending 5 feet of movement. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The worg makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the worg’s next turn. 3rd Level: Brutal Charge (5 Ferocity). The worg moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Bite Rampage (8 Ferocity). The worg makes bite attacks against PB creatures of their choice within 5 feet of them. On a hit, a target is knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Worg Companion (PB 5)","description":"Traits Move as One. While the worg’s caregiver is mounted on the worg, opportunity attacks against the worg or their caregiver are made with disadvantage. The worg’s caregiver can mount or dismount the worg by spending 5 feet of movement. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The worg makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the worg’s next turn. 3rd Level: Brutal Charge (5 Ferocity). The worg moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Bite Rampage (8 Ferocity). The worg makes signature attacks against PB creatures of their choice within 5 feet of them. On a hit, a target is knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Worg Companion (PB 6)","description":"Proficiency Bonus (PB) equals the caregiver’s bonus Move as One. While the worg’s caregiver is mounted on the worg, opportunity attacks against the worg or their caregiver are made with disadvantage. The worg’s caregiver can mount or dismount the worg by spending 5 feet of movement. Actions Bite (Signature Attack). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The worg makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the worg’s next turn. 3rd Level: Brutal Charge (5 Ferocity). The worg moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Bite Rampage (8 Ferocity). The worg makes bite attacks against PB creatures of their choice within 5 feet of them. On a hit, a target is knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":13887},"publisher":"MCDM Productions","book":"The Beastheart and Monstrous Companions"},{"name":"Worg Companion (PB 6)","description":"Traits Move as One. While the worg’s caregiver is mounted on the worg, opportunity attacks against the worg or their caregiver are made with disadvantage. The worg’s caregiver can mount or dismount the worg by spending 5 feet of movement. Actions Signature Attack (Bite). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1st Level: Overwhelming Attack (2 Ferocity). The worg makes a signature attack. On a hit, the attack deals an extra PB damage, and the target can’t take reactions until the start of the worg’s next turn. 3rd Level: Brutal Charge (5 Ferocity). The worg moves up to their speed without provoking opportunity attacks. During or at the end of this move, they can make a signature attack against one target. 5th Level: Bite Rampage (8 Ferocity). The worg makes signature attacks against PB creatures of their choice within 5 feet of them. On a hit, a target is knocked prone.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Worg Puppy","description":"This creature appears in the Lai of the Sea Hag adventure! Traits Keen Hearing and Smell : The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":20627,"Challenge Rating":"1/2"},"publisher":"Scribemind","book":"Uncaged Volume 1"},{"name":"Worg, Fang of the Great Wolf","description":"The light of reason in the large worg's eyes is unmistakable; it is a cunning beast, able to work together with goblin or worg allies to lure victims into ambushes or down dead-end paths. Bestial Priests. A worg becomes a fang of the Great Wolf through the workings and rituals of the bestial cults of the Great Wolf, who seek out the craftiest of worgs for this honor. Once absorbed into the cult, the worgs serve more intelligent and powerful creatures such as werewolves and nightgarms, aiding them in keeping large packs of varied lupine beasts in order. Trophy Takers. Few things make a fang of the Great Wolf happier than tearing the arm rings from northern warriors and wearing them as trophies. When two or more fangs gather in one place, they compare and boast to one another about how the trophies were taken. No Thrall to Humanoids. After its transformation from a standard worg to a fang of the Great Wolf and its induction into the cult, the fang will not tolerate being ridden by any humanoid, including goblins and hobgoblins, though it may let one get close enough to try before making a meal of it.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Worker Robot","description":"Robots are Constructs created for heavy labor, menial tasks, or routine security. Despite robots’ hardy construction, their circuitry is prone to overload if exposed to strong electrical currents. A robot has a pair of small appendages for fine motor control and object manipulation, as well as two larger appendages specialized for its role. Robots are programmed with intelligence, understanding, and usually loyalty to their creators. Despite that, long-operating robots sometimes develop their own personalities and ideas. Robots that endure long stretches of isolation, mistreatment, or neglect are prone to malfunctions. Some robots become despondent or cruel, while others obsessively repeat their last directive or adopt new, peculiar purposes of their own. Worker Robot Worker robots are built for physical labor such as hauling cargo, construction, and maintenance, though some worker robots fill public-facing service roles. Antigravity technology and built-in tractor beams allow worker robots to effortlessly lift cargo and other heavy objects with their mechanical tentacles, which double as weapons if the robots are threatened or drafted for security purposes. A worker robot’s voice is often utilitarian, programmed to use simple phrases without embellishment. Worker robots designed to be in public view—such as units that carry out deliveries, repairs, or transportation—have voices that more closely mimic those of their creators. These robots employ mollifying phrases or make shallow but pleasant small talk. Traits Lightning Overload. When the robot takes lightning damage, it must succeed on a DC 10 Constitution saving throw or have the stunned condition until the start of its next turn. Actions Multiattack. The robot makes two Cargo Tentacle attacks. Cargo Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it has the grappled condition (escape DC 15). The robot has two cargo tentacles, each of which can grapple one target. Tractor Beam. The robot casts Telekinesis, targeting only creatures with the incapacitated condition or objects. It requires no spell components and uses Wisdom as the spellcasting ability.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Typically Neutral","Expansion":31434,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Wormhearted Suffragan","description":"This humanoid wears robes to hide its corpselike pallor and lifeless gray hair. Fine, arm-length worms wriggle through abscesses in its flesh and its empty eye-sockets. It moves stooped over, with a shuffling gait, belying its speed and agility. Wormhearted suffragans are devoted followers of Qorgeth, demon lord of worms, who they believe is the servant and forerunner of a dark goddess of worms and decay. Dark Worm Hearts. Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of the devouring worm, Qorgeth replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life. Prey on the Wounded. They frequent graveyards, casting detect evil or speak with dead to learn who was truly cruel and duplicitous in life. They also follow armies, visiting battlefields shortly after the fighting is over. In the guise of nurses or chirurgeons, they select their targets from among the dead and dying for as long as they remain undetected. In both cases, they cast animate dead to provide the worm goddess with viable skeletal or zombie servants. Fear Light and Radiance. Wormhearted suffragans have a weakness; they are especially susceptible to the flesh-searing power of radiant magic, and for this reason avoid priests of the sun god or gods of light. At night, however, they are a walking contagion, infesting their enemies with parasitic worms that devour victims from within. Their favorite tactic is to cast hold person, attack with a helminth infestation, then animate their slain enemies into unlife. Undead Nature. A wormhearted suffragan doesn’t require air, food, drink, or sleep. Traits Innate Spellcasting: The wormhearted suffragan’s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components: At will: command, detect evil and good 4/day: inflict wounds 2/day each: blindness-deafness, hold person 1/day each: animate dead, speak with dead Actions Multiattack: The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and make one helminth infestation attack. Helminth Infestation: Melee Weapon Attack : +5 to hit, range 5 ft., one target. Hit : 7 (2d6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be afflicted with a helminth infestation [parasitic worms]. An afflicted creature can’t regain hit points and its hit point maximum decreases by 10, 3d6, for every 24 hours that elapse. If the affliction reduces the target’s hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Expansion":3,"Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Wormhole Drake","description":"A wormhole drake twists and whips with near untraceable speed. Its horns, crests along its neck, and wings emit a glow like starlight. Wormhole drakes are the undisputed masters of travel across the galaxies, serving as messengers and observers for outer dragons and godlike entities in the great beyond. They typically make their lairs in or near naturally occurring portals and interplanar or interstellar vortices, often flying into and out of such gates in order to hunt while their den remains safely hidden beyond the gateway that few other creatures would dare to traverse. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.SidebarText, li.SidebarText, div.SidebarText {mso-style-name:\"Sidebar Text\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; mso-style-next:Normal; margin-top:0cm; margin-right:9.35pt; margin-bottom:0cm; margin-left:9.35pt; line-height:12.0pt; mso-pagination:widow-orphan; tab-stops:16.5pt; font-size:8.0pt; mso-bidi-font-size:10.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-font-kerning:7.5pt; mso-ansi-language:EN-US; mso-fareast-language:JA;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"dragon (mythic)","Alignment":"lawful neutral","Expansion":32483,"Challenge Rating":13},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Wortling","description":"Wortlings look like short, pudgy humanoids with wrinkled, purple bark-like skin and limbs that end in sharp, venomous claws. They appear to have gleaming red eyes, but these are nothing more than an organ that gives off light. These 'offspring' are born mute and without the sense of sight, smell, and hearing. They can sense their surroundings through blindsight. Wortlings use their numbers to their advantage when attacking prey. Orcwort Seed. Wortlings have a lifespan of 40-45 days. If a wortling is still alive when the orcwort decides to sleep, it will plant itself into the ground and if it survives, will eventually grow into another orcwort. Fortunately, an orcwort rarely allows this to happen as it does not want to compete with another of its kind. It often makes sure it has killed all of its wortlings before it begins its dormant state. Traits Pack Tactics. The wortling has advantage on an attack roll against a creature if at least one of the wortling's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The wortling makes two Claw attacks. Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 hour. Until this poison ends, the creature is incapacitated. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Small","Type":"Plant","Alignment":"unaligned","Expansion":26536,"Challenge Rating":"1/2"},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Would-Be-King of Wolves","description":"Actions Multiattack. The Would-Be-King of Wolves makes two claw attacks or one claw attack and one bite attack. Claws. Melee Weapon Attack : +7 to hit, reach 5 ft. , one target. Hit: (2d4+3) slashing damage. If both claws hit the same target in a single turn, that target is grappled (escape DC 17). The Would-Be-King of Wolves can grapple only one creature at a time, and it can’t use its claw attack against a different target while it has a creature grappled. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8+3) piercing damage. Swallow Hole. The Would-Be-King of Wolves makes a bite attack against a creature that it has grappled. If the attack hits, the creature becomes swallowed. A swallowed creature is blinded and restrained. The Would-Be-King of Wolves can swallow one only creature at a time. If the Would-Be-King of Wolves takes 20 slashing damage in a single attack, a swallowed creature is regurgitated.","properties":{"Category":"Monsters","Size":"Large","Type":"beast","Alignment":"neutral evil","Expansion":16,"Challenge Rating":6},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Wounded Ravager Bear","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"beast","Alignment":"chaotic neutral","Expansion":29375,"Challenge Rating":4},"publisher":"Lion Banner Games","book":"HellWatch Infernal Oath 5e Compendium Expansion"},{"name":"Wrackwraith","description":"A pile of seaweed and other detritus rises from the sand, forming into a vaguely humanoid shape. Humanoids that die when swept into the sea by the tide sometimes return to haunt the shores where they drowned. They lurk in wrack piles—tangles of seaweed, small animals and insects, and trash that wash up on the beach—waiting to reenact their deaths on unsuspecting living creatures. Tragic Drowning. While single wrackwraiths aren't rare, it's equally common to encounter groups. These result when multiple people drowned at the same time. Enemies Everywhere. People who encounter a wrackwraith often report that they were attacked from all sides. Even a solo wrackwraith can feel like multiple creatures because its victims have no idea where the next attack will originate. Angry Dead. Wrackwraiths form because others refused or were unable to help the drowning person, or because the person was purposely drowned. Wrackwraiths desire vengeance against the living. Incorporeal Movement. The wrackwraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Wrack Form. While animating a pile of wrack, the wrackwraith has an AC of 18 and can use the Slam and Deluge actions. In addition, the wrackwraith loses its immunity to the grappled and restrained conditions and can't fly. If the wrackwraith moves through a creature or object with Incorporeal Movement while animating wrack, the wrack falls off its ghostly body, ending this effect. Otherwise, it can end this effect as a bonus action. If the wrackwraith takes 15 damage or more in a single turn while animating wrack, the wrackwraith must succeed on a DC 13 Constitution saving throw or be ejected from the wrack, ending this effect. Actions Ghostly Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) necrotic damage. Slam (Wrack Form Only) . Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 4 (1d8) necrotic damage. If the target is Large or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the wrackwraith can't use its Slam on attack another target. The target can't breathe or speak until the grapple ends. Animate Wrack. The wrackwraith animates wrack within 5 feet of it, pulling the debris into a protective covering over its ghostly body. Deluge (Wrack Form Only) . The wrackwraith fills the lungs of one creature it is grappling with seawater, algae, and other tiny ocean debris, harming creatures that breathe air or water. The target must make a DC 13 Constitution saving throw. On a failure, the target takes 14 (4d6) necrotic damage and begins choking as its lungs fill with water and ocean debris. On a success, the target takes half the damage and isn't choking. A choking creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Wrack Jump (Recharge 4-6). The wrackwraith leaves its current wrack pile, magically teleports to another wrack pile within 60 feet of it, and uses Animate Wrack.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Wraith","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Incorporeal Movement : The wraith can move through other creatures and objects as if they were difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity : While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Life Drain : Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest . The target dies if this effect reduces its hit point maximum to 0. Create Specter : The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.","properties":{"Category":"Monsters","AC":13,"HP":"67 (9d8+27)","CHA":15,"CON":16,"DEX":16,"INT":12,"STR":6,"WIS":14,"Size":"Medium","Type":"undead","Speed":"0 ft., fly 60 ft. (hover)","Token":"https://s3.amazonaws.com/files.d20.io/images/390117073/poQgjCUzJkNWotpSIApaWg/original.png","Roll 0":"Life Drain\n1d20 + 6\n4d8+3","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Neutral Evil","Languages":"The Languages It Knew In Life","data-List":"false","Immunities":"Necrotic, Poison","Token Size":1,"Resistances":"Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered","data-Traits":"[{\"Name\":\"Incorporeal Movement\",\"Desc\":\"The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.\"},{\"Name\":\"Sunlight Sensitivity\",\"Desc\":\"While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.\"}]","data-Actions":"[{\"Name\":\"Life Drain\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one creature\",\"Damage\":\"4d8 + 3\",\"Damage Type\":\"necrotic\",\"Desc\":\"The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0\"},{\"Name\":\"Create Specter\",\"Desc\":\"The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.\"}]","data-CHA-mod":"+2","data-CON-mod":"+3","data-DEX-mod":"+3","data-INT-mod":"+1","data-STR-mod":"-2","data-SizeNum":4,"data-WIS-mod":"+2","Challenge Rating":5,"Passive Perception":12,"Condition Immunities":"Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained","data-CrNum":5,"data-AcNum":13,"data-HpNum":67},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Wraith","description":"A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraith’s horrifying existence. Vile Oblivion. When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith—a malevolent void trapped on the plane where it died. Almost nothing of the wraith’s former existence is preserved; in this new form, it exists only to annihilate other life. Bereft of Body. A wraith can move through solid creatures and objects as easily as a mortal creature moves through fog. A wraith might retain a few memories of its mortal life as shadowy echoes. However, even the strongest events and emotions become little more than faint impressions, fleeting as half-remembered dreams. A wraith might pause to stare at something that fascinated it in life, or it might curb its wrath in acknowledgment of a past friendship. Such moments come rarely, however, because most wraiths despise what they were as a reminder of what they have become. Undead Commanders. A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives. Wraiths sometimes rule the legions of the dead, plotting the doom of living creatures. When they emerge from their tombs to do battle, life and hope shrivel before them. Even if a wraith’s armies are forced to retreat, the lands its forces occupied are so blasted and withered that those who live there often starve and die. Undead Nature. A wraith doesn’t require air, food, drink, or sleep. Traits Incorporeal Movement : The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity : While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Life Drain : Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Create Specter : The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Wraith","description":"These aren’t your regular ghosts. They cling to this world, determined to take as many of the living with them as possible before they’re destroyed. Racaar, Mystic Theurge of the Restless Order Shadows. Specters. Wraiths. Spectral undead come in many forms. One might be formed by a person’s vile actions in life, while another could be a soul lost to a necromancer’s dark art. Powerful undead can even manifest these shadowy beings into existence through sheer will. Regardless of how they come to be, spectral undead are malice incarnate. What They Can’t Have. All spectral undead yearn for something only the living can provide. Specters and their lesser kindred, shades, vaguely remember their lives—and they’re murderously envious of those who haven’t lost theirs. Shadows want to drain living things of physical warmth and vitality (and the less tainted by evil their quarry is, the better). Meanwhile, wraiths greedily devour the living to taste their life essence. Drawn to the Living. Spectral undead who naturally formed from the souls of malicious, hate-filled humanoids usually haunt the places where they died, while those manifested by another being serve their creator. Left to their own devices, spectral undead stop at nothing to slaughter living creatures they encounter. Some even leave the places they haunt to stalk their quarry over miles of wilderness. Traits Agonizing Phasing. The wraith can move through other creatures and objects as if they were difficult terrain. The wraith takes 5 (1d10) force damage if they end their turn inside an object. A creature takes 5 (1d10) psychic damage the first time a wraith passes through them on a turn. Throes of Oblivion. When the wraith dies, they collapse inward, creating a burst of painful psychic energy. Each creature within 20 feet of the wraith must make a DC 14 Constitution saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. Actions Agonizing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (4d6) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be dazed (save ends at end of turn). Each time a target dazed in this way fails a saving throw to end the condition, their hit point maximum is halved. This effect is cumulative, and the reduction lasts until the target finishes a short or long rest. If a Humanoid dies within 1 minute of being hit by this attack, their spirit rises as a specter under the wraith’s control in an unoccupied space nearest to where that Humanoid died. Psychic Enervation. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 10 (3d6) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or fall prone and be frightened of the wraith for 1 minute (save ends at end of turn). While frightened in this way, the target can’t stand up. Reactions Denied Vitality. When a creature who the wraith can see within 30 feet of them regains hit points, the wraith can attempt to sap the life energy restoring the creature. The creature must succeed on a DC 14 Constitution saving throw or only regain half the number of hit points they otherwise would regain.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Incorporeal)","Alignment":"Typically Chaotic Evil","Expansion":25493,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wraith","description":"I dunno why it’s always wraiths. Dealt with a lot of deathless, but wraiths are the worst. They’re always pissed about something. Dancer, Chronicler of the Chain of Acheron, Heroes 216–231 Traits Agonizing Phasing. The wraith can move through other creatures and objects as if they were difficult terrain. The wraith takes 5 (1d10) force damage if they end their turn inside an object. A creature takes 5 (1d10) psychic damage the first time a wraith passes through them on a turn. Throes of Oblivion. When the wraith dies, they collapse inward, creating a burst of painful psychic energy. Each creature within 20 feet of the wraith must make a DC 14 Constitution saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. Actions Agonizing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (4d6) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be dazed (save ends at end of turn). Each time a target dazed in this way fails a saving throw to end the condition, their hit point maximum is halved. This effect is cumulative, and the reduction lasts until the target finishes a short or long rest. If a Humanoid dies within 1 minute of being hit by this attack, their spirit rises as a specter under the wraith’s control in an unoccupied space nearest to where that Humanoid died. Psychic Enervation. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 10 (3d6) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or fall prone and be frightened of the wraith for 1 minute (save ends at end of turn). While frightened in this way, the target can’t stand up. Reactions Denied Vitality. When a creature who the wraith can see within 30 feet of them regains hit points, the wraith can attempt to sap the life energy restoring the creature. The creature must succeed on a DC 14 Constitution saving throw or only regain half the number of hit points they otherwise would regain.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead (Incorporeal)","Alignment":"Typically Chaotic Evil","Expansion":28288,"Challenge Rating":5},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Wraith Archmage","description":"Wraith Mages When ambitious mages become obsessed with power and knowledge, they push themselves beyond their limits and dabble with dark magic they don’t fully understand. They often take shortcuts and ignore the risks. It only takes a potent spell to malfunction or an experiment to go terribly awry, and they inadvertently unleash powerful negative energy that consumes their bodies and souls. If these mages also lived a depraved life, they may not pass to the afterlife. Instead, their spirit reforms as a malevolent wraith, but with their memories and knowledge intact. Insane and filled with hate for the living, they now use their magic to destroy all life. Traits Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Magic Resistance. The wraith has advantage on saving throws against spells and other magical effects. Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Spell Penetration. When the wraith casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Superior Focus. The wraith has advantage on saving throws it makes to maintain its concentration. Actions Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time. Spellcasting. The wraith casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: lightning lure (4d8), mage hand, prestidigitation, ray of frost (4d8), sword burst (4d6) 2/day each: banishment, counterspell, dispel magic, Evard's black tentacles, lightning bolt, mage armor,* mirror image, misty step, shield 1/day each: Abi-Dalzim’s horrid wilting, cloudkill, cone of cold, disintegrate, teleport, time stop *The wraith casts this spell on itself before combat.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Wraith Bear","description":"The black, spectral form of an enormous bear with burning red eyes lets loose a bone-chilling roar. Corrupted Spirits. Bear spirits are believed to be the spirits of ancestral warriors and guardians that take on the form of a bear to aid their descendants. Necromancers and dark shamans know magic that twists the mind of these spirits, causing them to feel anger and malice toward the family they once protected. These wraith bears hunt and murder their descendants, listening to no other commands until they have murdered what remains of their family. When this mission is complete, the wraith bear returns to its corruptor, following orders loyally. Forest Haunters. If a wraith bear’s corruptor dies and the creature has no family left to hunt, it retreats to the forest. There the bear wanders, its hatred for all life a festering madness that drives it to violence. The wraith bear’s mere presence begins to kill nearby plant life, and it attacks any living creature it finds. Restored by Archfey. A wraith bear can be reinstated as a bear spirit by the touch of an archfey. Finding an archfey is difficult enough, but convincing it to take on such a task usually involves paying a heavy price. Undead Nature. A wraith bear doesn’t require air, food, drink, or sleep. Actions Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (6d8+4) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. Baleful Roar (Recharge 6). The bear lets out a supernatural roar in a 30-foot cone. Each creature in that area that can hear the bear must make a DC 15 Wisdom saving throw. On a failure, a creature is incapacitated for 1 minute. On a success, a creature is frightened until the end of its next turn. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":16,"Challenge Rating":9},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Wraith Bear","description":"The black, spectral form of an enormous bear with burning red eyes lets loose a bone-chilling roar. Corrupted Spirits. Bear spirits are believed to be the spirits of ancestral warriors and guardians that take on the form of a bear to aid their descendants. Necromancers and dark shamans know magic that twists the mind of these spirits, causing them to feel anger and malice toward the family they once protected. These wraith bears hunt and murder their descendants, listening to no other commands until they have murdered what remains of their family. When this mission is complete, the wraith bear returns to its corruptor, following orders loyally. Forest Haunters. If a wraith bear’s corruptor dies and the creature has no family left to hunt, it retreats to the forest. There the bear wanders, its hatred for all life a festering madness that drives it to violence. The wraith bear’s mere presence begins to kill nearby plant life, and it attacks any living creature it finds. Restored by Archfey. A wraith bear can be reinstated as a bear spirit by the touch of a fey lord or lady. Finding a fey lord or lady is difficult enough, but convincing it to take on such a task usually involves paying a heavy price. Undead Nature. A wraith bear doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":9},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Wraith Lord","description":"A wraith lord is a wraith that has endured existence for an unimaginable length of time. Their evil is so great they’ve regained some ability to manifest physically when they so desire. Strong of will in life, in undeath the wraith lord clings to that which it once commanded, be it noble cause or religious belief, though with twisted logic that justifies its actions as only a corrupt monarch can devise.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":10},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Wraith Necromancer","description":"Wraith Mages When ambitious mages become obsessed with power and knowledge, they push themselves beyond their limits and dabble with dark magic they don’t fully understand. They often take shortcuts and ignore the risks. It only takes a potent spell to malfunction or an experiment to go terribly awry, and they inadvertently unleash powerful negative energy that consumes their bodies and souls. If these mages also lived a depraved life, they may not pass to the afterlife. Instead, their spirit reforms as a malevolent wraith, but with their memories and knowledge intact. Insane and filled with hate for the living, they now use their magic to destroy all life. Traits Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time. Spellcasting. The wraith casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: dancing lights, mage hand, mending, ray of frost (3d8), toll the dead (3d8 or 3d12) 2/day each: mage armor, ray of sickness, summon undead, vampiric touch 1/day each: animate dead, blight, cone of cold, create undead, disintegrate Bonus Actions Command Undead. The wraith targets one undead ally it can see within 30 feet of it. If the target can see or hear the wraith, the target can use its reaction to make one melee attack or move up to half its speed.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Wraith Shadow Priest","description":"Wraith Mages When ambitious mages become obsessed with power and knowledge, they push themselves beyond their limits and dabble with dark magic they don’t fully understand. They often take shortcuts and ignore the risks. It only takes a potent spell to malfunction or an experiment to go terribly awry, and they inadvertently unleash powerful negative energy that consumes their bodies and souls. If these mages also lived a depraved life, they may not pass to the afterlife. Instead, their spirit reforms as a malevolent wraith, but with their memories and knowledge intact. Insane and filled with hate for the living, they now use their magic to destroy all life. Traits Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 25 (5d8 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time. Shadowy Embrace (Recharge 5-6). Shadowy tendrils stream forth from the wraith. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 10 (3d6) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. On a successful save, a creature takes half as much damage. Constructs and undead are immune to this effect. Spellcasting. The wraith casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: guidance, mending, thaumaturgy, toll the dead (2d8 or 2d12) 2/day each: blindness/deafness, hold person, ray of enfeeblement 1/day each: antilife shell, bestow curse, blight, contagion, cloudkill, dispel magic, vampiric touch Bonus Actions Shadow Step. While in dim light or darkness, the wraith teleports up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Wraith Warlock","description":"Wraith Mages When ambitious mages become obsessed with power and knowledge, they push themselves beyond their limits and dabble with dark magic they don’t fully understand. They often take shortcuts and ignore the risks. It only takes a potent spell to malfunction or an experiment to go terribly awry, and they inadvertently unleash powerful negative energy that consumes their bodies and souls. If these mages also lived a depraved life, they may not pass to the afterlife. Instead, their spirit reforms as a malevolent wraith, but with their memories and knowledge intact. Insane and filled with hate for the living, they now use their magic to destroy all life. Traits Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Whispering Aura. At the start of each of the wraith's turns, each creature of its choice within 10 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the wraith isn't incapacitated. Actions Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time. Howling Void. The wraith opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 9 (2d8) psychic damage and is frightened of the wraith until the end of the wraith's next turn. On a successful save, a creature takes half as much damage and isn't frightened. Spellcasting. The wraith casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: detect magic, guidance, levitate, mage armor (self only), mage hand, minor illusion, prestidigitation, speak with dead 3/day (as 5th-level spells): dissonant whispers, Evard's black tentacles, major image, shadow of moil, synaptic static 1/day each: circle of death, detect thoughts, true seeing","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Wraith, Oathrot","description":"The wraith drifts forward with a spectral tome attached to its waist by tendrils of shadow. Denied eternal rest, oathrot wraiths are the tormented spirits of those who broke solemn vows, causing tragedy by doing so. Unrepentant, they now roam the world constantly reminded of their weakness and failure. Chained to their Oaths. Oathrot wraiths stand out from other wraiths by the texts that are tethered to them. These tomes bear the oaths they once swore and later betrayed. If a wraith chooses to read the text and reaffirm its oaths, its curse is ended and its soul is freed from undeath. However, most oathrot wraiths are too consumed by self-loathing, pride, or anger to read the texts, seeing the books as constant reminders of their failure. Drawn by Loyalty. Oathrot wraiths can sense the aura of those who live by their word, especially those who draw power from an oath, such as clerics and paladins. Their presence fills the oathrot wraith with pain and rage, and they quickly move to destroy such reminders of their failures. Beacons of Doubt. Oathrot wraiths are not only punishment for oathbreakers, but also trials for those who live by their oaths. Their very presence tests such people, as the guilt, doubt, and weakness the wraiths bear preys on the minds of those nearby. Clerics and paladins that survive an encounter with an oathrot wraith consider it a reminder that they must be vigilant in their loyalty, lest they too fall from grace. Aura of Oathbreaking . Any creature that begins its turn within 30 feet of the oathrot wraith must succeed on a DC 13 Charisma saving throw or become cursed, losing its resolve in important oaths it has taken. While cursed, the creature has disadvantage on Constitution saving throws to maintain concentration and can't add its proficiency bonus to ability checks and saving throws in which it is proficient. On a successful saving throw, the creature is immune to the wraith's Aura of Oathbreaking for 24 hours. Incorporeal Movement . The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Oathseeker . The oathrot wraith can pinpoint the location of any cleric, paladin, celestial, or other divinely connected creature within 60 feet of it. Sunlight Sensitivity . While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Life Drain . Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 20 (4d8 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Wraithroot Tree","description":"When ancient or nefarious entities need to safeguard objects of grave consequence—particularly items intertwined with their immortality—they bury those secrets alongside wraithroot trees, around which the people of Exandria dare not tread. Vengeful Restoration. Wraithroot trees are the product of foul necromancy and transmutation rituals that first see a tree awakened, gifting it with advanced intelligence and imbuing its roots with mobility. But the awakened tree’s first moments of joyous awareness are tragically cut short as necromantic energy courses through it, channeling rage and evil to transform it into a wraithroot—filled with longing to obliterate the life it so fleetingly enjoyed. Wraithroot Sites. In Tal’Dorei, wraithroots can be found in a number of locations, including the Parchwood Timberlands below Whitestone, the Torian Forest along the southwestern edge of the Cliffkeep Mountains, the Grey Valley north of Kraghammer, and the Moldered Grove southeast of the Ashkeeper Peaks. Alignment. Neutral evil. Traits False Appearance. While the wraithroot tree remains motionless, it is indistinguishable from a normal tree. Wraith Shift. On its turn, the wraithroot tree can move through other creatures and objects as if they were difficult terrain. The tree does not provoke opportunity attacks while moving, and must finish its movement in a space unoccupied by any Large or larger objects or creatures. Any Medium or smaller creature in the tree’s space when it finishes moving is pushed to the nearest unoccupied space of the creature’s choice. Medium or smaller objects in the tree’s space are pushed to the nearest unoccupied spaces of the tree’s choice. Actions Multiattack. The wraithroot tree makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Wraithstorm (Recharge 5–6). The wraithroot tree pulls life energy from the area around it, leaving creatures temporarily frail. Each creature that is not a construct or undead within 30 feet of the tree must succeed on a DC 16 Constitution saving throw or have its speed halved and gain vulnerability to bludgeoning damage until the end of the tree’s next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"plant","Alignment":"Neutral Evil","Expansion":20583,"Challenge Rating":14},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Wrath Demon","description":"This slimy, purple and grey rubbery creature drips with an acidic ooze. Its mouth, far-too-large for its gapes in a snarl revealing rows of spiny teeth, and its tensed and muscled arms end in finely serrated claws. Wrathful Awakening. Though less wellknown than other demons, wrath demons are no less dangerous. Born of the raw, wrathful anger of slain, spiteful demons, a wrath demon's thirst for destruction is unquenchable. Servants of Revenge. Held in reserve amongst the armies of the abyss, wrath demons are only unleashed when their masters want revenge. Given a name and a location, a wrath demon will not stop until it or its target is dead. Tactics. Wrath demons fight intelligently, seeking to destroy any foe that seems most capable of inflicting Injuries first. If a source of magical healing is present, they try to kill their targets outright rather than leaving them alive to be healed later. Their Swift Leap allows them to reposition quickly in the heat of battle, and stay on top of any enemy that tries to run, though they prefer to save their legendary actions for a Rending Tear whenever possible. Traits Acidic Body. Whenever a creature hits the wrath demon with an unarmed or natural weapon attack, the attacker takes 7 (2d6) acid damage. A creature grappled by the wrath demon takes this damage at the start of each of the wrath demon’s turns, and the wrath demon’s natural weapons deal an additional 7 (2d6) acid damage (included in attacks). Magic Resistance. The wrath demon has advantage on saving throws against spells and other magical effects. Thirst for Revenge. As long as the wrath demon is Injured, it gains a +2 bonus to all damage rolls. This increases by 1 for each aspect beyond the first that has been Injured. Undying Wrath. If the wrath demon would be reduced to 0 hit points, it is reduced to 1 hit point and gains a special Injury of Setback I severity, “Susceptible”. The only way for a wrath demon to be slain is with a Death Blow. Rash Fighter. The wrath demon’s Injury thresholds are always 1 tier lower than its maximum hit points (included in stat block). Actions Multiattack. The wrath demon makes a Spiny Bite attack and two attacks with its Serrated Claw or Throw Acid attacks. Spiny Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage, plus 7 (2d6) acid damage, and the target must make a Strength saving throw or Strength (Athletics) check DC 17 or be grappled. If the wrath demon makes another Spiny Bite attack, it automatically drops the grappled creature. Serrated Claw. Melee Weapon Attack: +8 to hit, one target, reach 5 feet. Hit: 7 (1d6+4) slashing damage, plus 7 (2d6) acid damage. Throw Acid. Ranged Attack: +7 to hit, one target, range 30/60. Hit: 10 (2d6+3) acid damage, and the target must make a DC 16 Dexterity saving throw or take a -1 penalty to AC until the end of the wrath demon’s next turn. This penalty does not stack with itself. Reactions Bounce-Back. Whenever a creature misses the wrath demon with a melee weapon, the wrath demon can cause the weapon to bounce off its rubbery hide into the attacker, dealing 13 (2d8+4) damage of whatever damage type the weapon normally deals. Legendary Actions The wrath demon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The wrath demon regains spent legendary actions at the start of its turn. Swift Leap. The wrath demon leaps in a straight line to any space within 30 feet without provoking opportunity attacks. Any creature size Medium or smaller it has grappled moves with it. Predatory Preparation. The wrath demon gains advantage on its next attack roll made before the end of its next turn as long as it doesn’t move. Rending Tear (Costs 2 actions). The wrath demon tears its teeth from a foe grappled by its Spiny Bite. That creature takes damage as though it had hit with the Spiny Bite attack, and the creature is no longer grappled. The creature must make a DC 15 Constitution saving throw or gain a special Injury, “Shredded”. While Injured in this way, the creature’s Injury thresholds are reduced by 5. This Injury takes the place of a Handicap III core Injury. If the creature already has a Handicap III core Injury, it counts as the next lowest severity. If the creature has all severities up to Handicap III, it counts as the next highest one instead, up to a maximum of Lethal IIIII, in which case the Injury gains the effects of The End is Nigh in addition to its other normal effect.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":11},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Wrathstalker","description":"Though it is difficult to destroy a celestial or a fiend, countless millennia away from their native planes has weakened and drained many of them. A great number have become so weakened that they have lost their physical form entirely and become bodiless spirits. The lore of mortals refers to these entities by any number of names, usually choosing something evocative or poetic such as “haunting angel” or “wrathstalker.” However, what sets these spirits apart from other spirits is that they have the ability to possess the living. Many celestials try to possess a host as seldom as possible, as such an act strains at the innate morals of their being. When they do, they try to find a willing host and remain within them for as little time as possible. However, some find the lure of having a physical body too great to resist. Most fiends have no such compunctions and are happy to possess any intelligent creature who blunders across their path. They seek out the weak-willed and those susceptible to promises of power, and almost inevitably remain within their host’s body as long as possible. Spirits Midnight is a world full of spirits. These can be the ghosts of the dead, the faded essence of a celestial or a fiend, or something stranger. In the setting, these spirits fall into one of three general categories: the Eternal, the Trapped, and the Lost. The Eternal are the active essences of the world, unique beings that represent some aspect of creation and have a purpose that they are forever striving to accomplish. They seldom meddle in the affairs of mortals, but are also so powerful that they fear little from mortals in return. The Trapped are creatures from other planes (celestials, fiends, etc) whose bodies have faded into nothingness. In their default form they cannot interact with the physical world, and most have difficulty discerning things in the physical world that are not specifically tied to their natures or their interest. They can vaguely sense creatures, objects, and the passage of time, but not in the manner mortals sense things. Some rituals and magic can allow creatures from the physical world to contact and interact with spirits, but the alien minds of spirits are inscrutable things, and getting them to communicate what they’ve seen can be and adventure in itself. The Lost are the spirits of those who once lived. Like the Fell, they are traumatized and scarred by their own deaths, though for these ghosts, they are often compelled to perform some cryptic task based on their former life. Unfortunately, eternity in a bodiless, incorporeal state can drive even a good soul to become a wrathful and vicious shadow of its former self. All spirits reside on the edges of the material realm of Aryth, not truly within the Ethereal Plane. However, most have the ability to become invisible for short or long periods of time. Celestials and Fiends Creatures from the planes beyond are a special case on Aryth, having been trapped there for thousands of years with no way to get home or call others from their planes of origin. Because the elthedar had built great civilizations and were master practitioners of the arts of magic, there was a significant outsider presence on Aryth before the Sundering. That event caused some celestials and fiends to go mad instantly, affecting them in unexplainable and never-before-seen ways. Some consider these the lucky ones. Others were merely frustrated by their inability to return home, and they endeavored to find a way to break the Veil that enveloped the world. Through the millennia, these celestials and fiends have made pacts with one another and just about every other powerful creature on the planet in order to find a way home. They have served dragons, and elves, and the Shadow, and siphoned magic from nexuses all over the world. All of their attempts have failed. After thousands of years, many celestials and fiends have faded into incorporeal shades of their former selves. A few have managed to maintain their physical forms through some means or another. Celestials and Fiends of Eredane The demon-infested depths of the Aruun are what one thinks of when considering fiends—and for good reason. Its humid confines house the majority of evil outsiders in the world, and not many angels to combat them. The demon ruins of Ibon-sul have acted as a prison to demons for thousands of years, so long that not even the eldest Danisil sage has memory of what created such a place. There are fears that since Izrador’s victory, the invisible bonds that trap beings there are being weakened, and that more and more demons are escaping every year. Elsewhere, angels, demons, and devils alike have tried to blend in as best they can. Many succumb to the pull of oblivion and lose themselves among the other spirits, joining the Eternal, but others try to find a way home from the physical world or even simply resign themselves to life among the mortals. Indeed, good and evil outsiders often find common cause, and in many cases, old hatreds have fallen by the wayside in light of their new circumstances. For a chance to return home, there is barely an angel on Aryth who would not work with a demon or devil, but their natures remain unchanged, and such alliances often do not last long, too strained by old prejudices and differences in philosophy that often have lethal consequences. Using Celestials and Fiends in Midnight All types of outsiders are rare in Eredane, but most common creature profiles for celestials and fiends can still be used in the setting. The only differences is that all of these creatures lose any abilities they had to travel to other planes, or summon other celestials or fiends. They are still able to cast any innate spells they have in their profile, provided those spells are not on the banned spell list . The demons of Ibon-Sul, specifically, can be represented by most traditional devil or demon profiles. Traits Incorporeal Movement. The wrathstalker can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting. The wrathstalker’s spellcasting ability is Charisma (spell save DC 16). The wrathstalker can innately cast the following spells, requiring no material components: 1/day each: confusion, dream 3/day each: bane, charm, hellish rebuke Invisible. The wrathstalker is invisible. If it makes an attack, it becomes visible for one minute. Demonic Visage. When the wrathstalker becomes visible, each creature within 60 feet of the wrathstalker that can see it must succeed on a DC 16 Wisdom saving throw or be frightened of it for one minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or the effect ends for it, the target is immune to the wrathstalker’s Demonic Visage for the next 24 hours. Actions Multiattack. The wrathstalker makes two attacks with its hellish blow. Hellish Blow. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) force damage and 10 (1d12+4) fire damage. Possession (Recharge 6). One animal humanoid that the wrathstalker can see within 5 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the wrathstalker; the wrathstalker then disappears, and the target is incapacitated and loses control of its body. The wrathstalker now controls the body but does not deprive the target of awareness. The wrathstalker can’t be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the wrathstalker ends it as a bonus action, or the wrathstalker is forced out by an effect like the dispel evil and good spell. When the possession ends, the wrathstalker reappears in an unoccupied space within 5 feet of the body. The target is immune to this wrathstalker’s possession for 24 hours after succeeding on the saving throw or after the possession ends.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"chaotic evil","Expansion":30504,"Challenge Rating":12},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Wretched Sorrowsworn","description":"Horrid little monsters, wretched sorrowsworn—or the Wretched—gather in packs to scour the Shadowfell for prey. These desperate entities subsist on life force; when they find a creature, they surge forward to sink their fangs into their victims and drink deep. Sorrowsworn The Shadowfell’s pervasive melancholy sometimes gives rise to strange incarnations of the plane’s bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress. Traits Wretched Pack Tactics. The sorrowsworn has advantage on an attack roll against a creature if at least one of the sorrowsworn’s allies is within 5 feet of the creature and the ally isn’t incapacitated. The sorrowsworn otherwise has disadvantage on attack rolls. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage, and the sorrowsworn attaches to the target. While attached, the sorrowsworn can’t attack, and at the start of each of the sorrowsworn’s turns, the target takes 6 (1d10 + 1) necrotic damage. The attached sorrowsworn moves with the target whenever the target moves, requiring none of the sorrowsworn’s movement. The sorrowsworn can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the sorrowsworn.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Typically Neutral Evil\r","Expansion":14934,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Wurm","description":"Wurms are huge creatures that resemble limbless, wingless dragons. They burrow through the earth and eat virtually anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica. A wurm burrows through loose earth by using deep sonic vibrations to liquefy the earth in front of it and swim through the area. The soil resolidifies and closes behind it. Moving through rock is slower and more difficult, and the wurm leaves a tunnel in its wake. The Gruul Clans appreciate the devastation wurms can create, and the clans sometimes lure them into civilized areas where the destruction can be vast. Traits Earth Tremors. The wurm creates earth tremors as it moves overland or underground. Any creature that comes within 30 feet of the moving wurm for the first time on a turn must succeed on a DC 20 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone. Any structure or object anchored to the ground that comes within 30 feet of the moving wurm for the first time on a turn takes 10 (3d6) force damage. Siege Monster. The wurm deals double damage to objects and structures. Tunneler. The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake. Actions Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (5d6 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the wurm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the wurm, and takes 17 (5d6) acid damage at the start of each of the wurm’s turns. If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wurm. If the wurm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"unaligned","Expansion":7,"Challenge Rating":14},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Wynling","description":"Playful and mischievous, wynlings defend mountain heights and alpine vales against trespassers. A wynling rarely engages a threat directly, preferring to deter intruders by harassing them with thefts and pranks. Many travelers return from lands protected by wynlings with stories of vanishing equipment and curious eyes staring from the shadows. Wynlings typically live on the mountains they protect, but they often venture into nearby settlements, lured by high-spirited music and sweet foods. Away from their open, wild homes, wynlings cause all manner of mysterious accidents. Actions Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage. Cloak of the Mountain (Recharge 4–6). The wynling magically turns invisible, along with any equipment it is wearing or carrying, for 1 minute or until it makes an attack roll. Reactions Trickster’s Flight. Immediately after a creature the wynling can see misses the wynling with an attack roll, the wynling can move up to 30 feet. This movement doesn’t provoke opportunity attacks.","properties":{"Category":"Monsters","Size":"Tiny","Type":"fey","Alignment":"typically chaotic neutral","Expansion":15687,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Journeys through the Radiant Citadel"},{"name":"Wyrmling Cuelebre","description":"Cuélebre Cuélebres are serpentine dragons that live in caves, guarding their treasures and causing destruction to nearby settlements, farms, and livestock. They have bat-like wings, four clawed legs, and a powerful tail. Cuélebres favor mountains, and forests, usually making their lairs near lakes or rivers. They are typically solitary creatures, rarely interacting with others of its kind. Elder Retreat. Cuélebres grow larger as they age, with their scales grow thicker over the centuries, making them nearly invulnerable to attack with ordinary weapons. Eventually they stop growing, at which point they retreat to a place they call Mar Cujada, a near-mythical place unreachable by normal folk, which is full of precious stones, coins, and other treasures. No treasure hunter has ever found this place, and some wonder whether it is entirely fictional and whether ancient cuélebres facing death simply destroy their treasures and plunge their bodies into the deep in a final act of selfish avarice, so that no one else ever enjoys their plunder. Mighty Hunger. Cuélebres possess a nigh-insatiable hunger, driving them to devour livestock and villagers alike. In some stories, the local people offer it bread called boroña to appease it, though sometimes this is not enough and it must be offered first-born sons or virgins. In stories where the cuélebre is especially nasty, the villagers leave a red-hot stone in place of the bread, slaying the dragon with this ruse, though in some tales the dragon is able to save its life by flying to the nearest bay and diving into the water, cooling itself before it burned up from the inside, later returning to wreak its vengeance.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Wyrmling Lunar Dragon","description":"A shimmering halo surrounds the spine-crowned head of the lunar dragon, and its vast wings ripple like milky gossamer lit by the moon. 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Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. Bite : Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Claws : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Stinger : Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"13 (Natural Armor)","HP":"110 (13d10+39)","CHA":6,"CON":16,"DEX":10,"INT":5,"STR":19,"WIS":12,"Size":"Large","Type":"dragon","Speed":"20 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390117080/FE001b58oBrqBbMBxXwIOg/original.png","Roll 0":"1d20 + 7\n2d6+4","Roll 1":"1d20 + 7\n2d8+4","Roll 2":"1d20 + 7\n2d6+4","Senses":"Darkvision 60 Ft.","Skills":"Perception +4","Source":"5th Edition SRD","data-XP":"2,300","Alignment":"Unaligned","data-List":"false","Token Size":2,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The wyvern makes two attacks: one with its bite and one with its stinger. 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These cousins to the great dragons hunt the same tangled forests and caverns as their kin. Their appearance sends ripples of alarm through the borderlands of civilization. A wyvern has two scaly legs, leathery wings, and a sinewy tail topped with its most potent weapon: a poison stinger. The poison in a wyvern’s stinger can kill a creature in seconds. Extremely potent, wyvern poison burns through its victim’s bloodstream, disintegrating veins and arteries on its way to the heart. As deadly as wyverns can be, however, hunters and adventurers often track them to claim the venom, which is used in alchemical compounds and to coat weapons. Aerial Hunters. A wyvern doesn’t fight on the ground unless it can’t reach its prey by any other means, or if it has been fooled into a position from which aerial combat isn’t an option. If forced into a confrontation on the ground, a wyvern crouches low, keeping its stinger poised above its head as it hisses and growls. Aggressive and Reckless. A wyvern intent on its prey backs down only if it sustains serious injury, or if its prey eludes it long enough for another easier potential meal to wander along. If it corners a fleeing creature in an enclosure too small to enter, a wyvern guards where the quarry hides, lashing with its stinger whenever opportunity allows. Although they possess more cunning than ordinary beasts, wyverns lack the intelligence of their draconic cousins. As such, creatures that maintain their composure as a wyvern hunts them from the air can often elude or trick it. Wyverns follow a direct path to their prey, with no thought given to possible ambushes. Tamed Wyverns. A wyvern can be tamed for use as a mount, but doing so presents a difficult and deadly challenge. Raising one as a hatchling offers the best results. However, a wyvern’s violent temperament has cost the life of many a would-be master. Actions Multiattack : The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. Bite : Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Claws : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Stinger : Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"MM1","Alignment":"unaligned","Expansion":2,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Wyvern","description":"Dragons can be poor hosts, but at least they can be reasoned with. Wyverns, on the other hand, have the ferocity of dragons without their intelligence or ego. Their aggression is driven by hunting and territorial instinct. Many adventurers meet their end in the wyvern’s maw—some because the wyvern saw them as competitors, and others because the wyvern was simply hungry. Wyvern scales match the colors of the mud, rock, and rust that dominate the mountains and badlands where they prefer to reside. Unlike true dragons, wyverns don’t have front legs—instead, they walk like bats, propelled by their rear legs and balancing on the joints of their wings. Mountain Hunters. While on the hunt, wyverns perch on stone outcroppings and natural spires overlooking their territory. They first attack with their stinger, injecting prey with corrosive acid. If a wyvern’s victim attempts to hide, the wyvern’s hooked claws and fearsome teeth can tear open any crag or crevice in pursuit. Acidic Aggressors. Without front limbs to grasp their prey, wyverns prefer to keep their distance and strike with their long, stinger-tipped tails. A single sting is usually enough to kill common game outright, and even larger foes are left wracked by pain. Wyverns have no interest in a drawn-out struggle, and they relentlessly sting their foes at every opportunity. Protective Parents. A wyvern’s infamous temper is easily provoked, particularly if their eggs or hatchlings are threatened. Many monster slayers for hire won’t accept contracts to track and hunt wyverns during hatching season. Yet this season is when heroes are needed most, as mated pairs aggressively hunt anything or anyone to feed their young. Traits Stubborn Rage. The wyvern is immune to the frightened and stunned conditions while they have fewer than half their hit points or are within 60 feet of another wyvern they can hear or see. Actions Multiattack. The wyvern makes one Stinger attack and one Bite attack. They can replace one attack with a use of Tail Sweep. Stinger. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (3d6 + 3) piercing damage. The target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) acid damage at the start of each of their turns for 1 minute (save ends at end of turn). A cure ailment power or a lesser restoration spell ends this effect on a target. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) piercing damage. If the target is Large or smaller, they are grappled (escape DC 13). Until this grapple ends, the target is restrained and the wyvern can’t bite another target. Tail Sweep. The wyvern swipes their tail in a 15-foot cone. Each creature in that area must succeed on a DC 14 Strength saving throw or take 14 (2d10 + 3) bludgeoning damage and be pushed up to 10 feet away from the wyvern. Bonus Actions Seek. The wyvern takes the Search action.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wyvern","description":"I always feel better, seeing a wyvern. Makes me feel like the wilderness still has power, strength. Like the forest still has a chance. Lady Demelza, Courser Traits Stubborn Rage. The wyvern is immune to the frightened and stunned conditions while they have fewer than half their hit points or are within 60 feet of another wyvern they can hear or see. Actions Multiattack. The wyvern makes one Stinger attack and one Bite attack. They can replace one attack with a use of Tail Sweep. Stinger. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (3d6 + 3) piercing damage. The target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) acid damage at the start of each of their turns for 1 minute (save ends at end of turn). A cure ailment power or a lesser restoration spell ends this effect on a target. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) piercing damage. If the target is Large or smaller, they are grappled (escape DC 13). Until this grapple ends, the target is restrained and the wyvern can’t bite another target. Tail Sweep. The wyvern swipes their tail in a 15-foot cone. Each creature in that area must succeed on a DC 14 Strength saving throw or take 14 (2d10 + 3) bludgeoning damage and be pushed up to 10 feet away from the wyvern. Bonus Actions Seek. The wyvern takes the Search action.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":28288,"Challenge Rating":6},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Wyvern Companion (PB 2)","description":"Dragons can be poor hosts, but at least they can be reasoned with. Wyverns, on the other hand, have the ferocity of dragons without their intelligence or ego. Their aggression is driven by hunting and territorial instinct. Many adventurers meet their end in the wyvern’s maw—some because the wyvern saw them as competitors, and others because the wyvern was simply hungry. Wyvern scales match the colors of the mud, rock, and rust that dominate the mountains and badlands where they prefer to reside. Unlike true dragons, wyverns don’t have front legs—instead, they walk like bats, propelled by their rear legs and balancing on the joints of their wings. Mountain Hunters. While on the hunt, wyverns perch on stone outcroppings and natural spires overlooking their territory. They first attack with their stinger, injecting prey with corrosive acid. If a wyvern’s victim attempts to hide, the wyvern’s hooked claws and fearsome teeth can tear open any crag or crevice in pursuit. Acidic Aggressors. Without front limbs to grasp their prey, wyverns prefer to keep their distance and strike with their long, stinger-tipped tails. A single sting is usually enough to kill common game outright, and even larger foes are left wracked by pain. Wyverns have no interest in a drawn-out struggle, and they relentlessly sting their foes at every opportunity. Protective Parents. A wyvern’s infamous temper is easily provoked, particularly if their eggs or hatchlings are threatened. Many monster slayers for hire won’t accept contracts to track and hunt wyverns during hatching season. Yet this season is when heroes are needed most, as mated pairs aggressively hunt anything or anyone to feed their young. Traits Learning to Fly. The wyvern has a flying speed of 10 × PB feet. Actions Signature Attack (Stinger). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Acidic Sting ( 2 Ferocity). The wyvern makes a signature attack with a reach of 15 feet. On a hit, the attack deals an extra PB acid damage. 3 rd Level: Liquefied Meal ( 5 Ferocity). The wyvern pounces on a Large or smaller creature within 5 feet of them, attempting to melt their prey’s flesh with acid and drink it. The target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone and take 1d4 plus PB acid damage. The wyvern gains temporary hit points equal to the acid damage dealt. 5 th Level: Tail Sweep ( 8 Ferocity). The wyvern sweeps their tail in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Strength saving throw or take PBd6 bludgeoning damage and be pushed up to 10 feet away from the wyvern. Reactions Enraged Protector. When a creature the wyvern can see within 30 feet of them reduces the wyvern’s caregiver to 0 hit points or scores a critical hit against the caregiver, the wyvern can move up to their speed. If the wyvern ends this movement within 5 feet of the attacker, the wyvern can make a signature attack against them.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wyvern Companion (PB 3)","description":"Dragons can be poor hosts, but at least they can be reasoned with. Wyverns, on the other hand, have the ferocity of dragons without their intelligence or ego. Their aggression is driven by hunting and territorial instinct. Many adventurers meet their end in the wyvern’s maw—some because the wyvern saw them as competitors, and others because the wyvern was simply hungry. Wyvern scales match the colors of the mud, rock, and rust that dominate the mountains and badlands where they prefer to reside. Unlike true dragons, wyverns don’t have front legs—instead, they walk like bats, propelled by their rear legs and balancing on the joints of their wings. Mountain Hunters. While on the hunt, wyverns perch on stone outcroppings and natural spires overlooking their territory. They first attack with their stinger, injecting prey with corrosive acid. If a wyvern’s victim attempts to hide, the wyvern’s hooked claws and fearsome teeth can tear open any crag or crevice in pursuit. Acidic Aggressors. Without front limbs to grasp their prey, wyverns prefer to keep their distance and strike with their long, stinger-tipped tails. A single sting is usually enough to kill common game outright, and even larger foes are left wracked by pain. Wyverns have no interest in a drawn-out struggle, and they relentlessly sting their foes at every opportunity. Protective Parents. A wyvern’s infamous temper is easily provoked, particularly if their eggs or hatchlings are threatened. Many monster slayers for hire won’t accept contracts to track and hunt wyverns during hatching season. Yet this season is when heroes are needed most, as mated pairs aggressively hunt anything or anyone to feed their young. Traits Learning to Fly. The wyvern has a flying speed of 10 × PB feet. Actions Signature Attack (Stinger). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Acidic Sting ( 2 Ferocity). The wyvern makes a signature attack with a reach of 15 feet. On a hit, the attack deals an extra PB acid damage. 3 rd Level: Liquefied Meal ( 5 Ferocity). The wyvern pounces on a Large or smaller creature within 5 feet of them, attempting to melt their prey’s flesh with acid and drink it. The target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone and take 1d4 plus PB acid damage. The wyvern gains temporary hit points equal to the acid damage dealt. 5 th Level: Tail Sweep ( 8 Ferocity). The wyvern sweeps their tail in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Strength saving throw or take PBd6 bludgeoning damage and be pushed up to 10 feet away from the wyvern. Reactions Enraged Protector. When a creature the wyvern can see within 30 feet of them reduces the wyvern’s caregiver to 0 hit points or scores a critical hit against the caregiver, the wyvern can move up to their speed. If the wyvern ends this movement within 5 feet of the attacker, the wyvern can make a signature attack against them.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wyvern Companion (PB 4)","description":"Dragons can be poor hosts, but at least they can be reasoned with. Wyverns, on the other hand, have the ferocity of dragons without their intelligence or ego. Their aggression is driven by hunting and territorial instinct. Many adventurers meet their end in the wyvern’s maw—some because the wyvern saw them as competitors, and others because the wyvern was simply hungry. Wyvern scales match the colors of the mud, rock, and rust that dominate the mountains and badlands where they prefer to reside. Unlike true dragons, wyverns don’t have front legs—instead, they walk like bats, propelled by their rear legs and balancing on the joints of their wings. Mountain Hunters. While on the hunt, wyverns perch on stone outcroppings and natural spires overlooking their territory. They first attack with their stinger, injecting prey with corrosive acid. If a wyvern’s victim attempts to hide, the wyvern’s hooked claws and fearsome teeth can tear open any crag or crevice in pursuit. Acidic Aggressors. Without front limbs to grasp their prey, wyverns prefer to keep their distance and strike with their long, stinger-tipped tails. A single sting is usually enough to kill common game outright, and even larger foes are left wracked by pain. Wyverns have no interest in a drawn-out struggle, and they relentlessly sting their foes at every opportunity. Protective Parents. A wyvern’s infamous temper is easily provoked, particularly if their eggs or hatchlings are threatened. Many monster slayers for hire won’t accept contracts to track and hunt wyverns during hatching season. Yet this season is when heroes are needed most, as mated pairs aggressively hunt anything or anyone to feed their young. Traits Learning to Fly. The wyvern has a flying speed of 10 × PB feet. Actions Signature Attack (Stinger). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Acidic Sting ( 2 Ferocity). The wyvern makes a signature attack with a reach of 15 feet. On a hit, the attack deals an extra PB acid damage. 3 rd Level: Liquefied Meal ( 5 Ferocity). The wyvern pounces on a Large or smaller creature within 5 feet of them, attempting to melt their prey’s flesh with acid and drink it. The target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone and take 1d4 plus PB acid damage. The wyvern gains temporary hit points equal to the acid damage dealt. 5 th Level: Tail Sweep ( 8 Ferocity). The wyvern sweeps their tail in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Strength saving throw or take PBd6 bludgeoning damage and be pushed up to 10 feet away from the wyvern. Reactions Enraged Protector. When a creature the wyvern can see within 30 feet of them reduces the wyvern’s caregiver to 0 hit points or scores a critical hit against the caregiver, the wyvern can move up to their speed. If the wyvern ends this movement within 5 feet of the attacker, the wyvern can make a signature attack against them.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wyvern Companion (PB 5)","description":"Dragons can be poor hosts, but at least they can be reasoned with. Wyverns, on the other hand, have the ferocity of dragons without their intelligence or ego. Their aggression is driven by hunting and territorial instinct. Many adventurers meet their end in the wyvern’s maw—some because the wyvern saw them as competitors, and others because the wyvern was simply hungry. Wyvern scales match the colors of the mud, rock, and rust that dominate the mountains and badlands where they prefer to reside. Unlike true dragons, wyverns don’t have front legs—instead, they walk like bats, propelled by their rear legs and balancing on the joints of their wings. Mountain Hunters. While on the hunt, wyverns perch on stone outcroppings and natural spires overlooking their territory. They first attack with their stinger, injecting prey with corrosive acid. If a wyvern’s victim attempts to hide, the wyvern’s hooked claws and fearsome teeth can tear open any crag or crevice in pursuit. Acidic Aggressors. Without front limbs to grasp their prey, wyverns prefer to keep their distance and strike with their long, stinger-tipped tails. A single sting is usually enough to kill common game outright, and even larger foes are left wracked by pain. Wyverns have no interest in a drawn-out struggle, and they relentlessly sting their foes at every opportunity. Protective Parents. A wyvern’s infamous temper is easily provoked, particularly if their eggs or hatchlings are threatened. Many monster slayers for hire won’t accept contracts to track and hunt wyverns during hatching season. Yet this season is when heroes are needed most, as mated pairs aggressively hunt anything or anyone to feed their young. Traits Learning to Fly. The wyvern has a flying speed of 10 × PB feet. Actions Signature Attack (Stinger). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Acidic Sting ( 2 Ferocity). The wyvern makes a signature attack with a reach of 15 feet. On a hit, the attack deals an extra PB acid damage. 3 rd Level: Liquefied Meal ( 5 Ferocity). The wyvern pounces on a Large or smaller creature within 5 feet of them, attempting to melt their prey’s flesh with acid and drink it. The target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone and take 1d4 plus PB acid damage. The wyvern gains temporary hit points equal to the acid damage dealt. 5 th Level: Tail Sweep ( 8 Ferocity). The wyvern sweeps their tail in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Strength saving throw or take PBd6 bludgeoning damage and be pushed up to 10 feet away from the wyvern. Reactions Enraged Protector. When a creature the wyvern can see within 30 feet of them reduces the wyvern’s caregiver to 0 hit points or scores a critical hit against the caregiver, the wyvern can move up to their speed. If the wyvern ends this movement within 5 feet of the attacker, the wyvern can make a signature attack against them.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wyvern Companion (PB 6)","description":"Dragons can be poor hosts, but at least they can be reasoned with. Wyverns, on the other hand, have the ferocity of dragons without their intelligence or ego. Their aggression is driven by hunting and territorial instinct. Many adventurers meet their end in the wyvern’s maw—some because the wyvern saw them as competitors, and others because the wyvern was simply hungry. Wyvern scales match the colors of the mud, rock, and rust that dominate the mountains and badlands where they prefer to reside. Unlike true dragons, wyverns don’t have front legs—instead, they walk like bats, propelled by their rear legs and balancing on the joints of their wings. Mountain Hunters. While on the hunt, wyverns perch on stone outcroppings and natural spires overlooking their territory. They first attack with their stinger, injecting prey with corrosive acid. If a wyvern’s victim attempts to hide, the wyvern’s hooked claws and fearsome teeth can tear open any crag or crevice in pursuit. Acidic Aggressors. Without front limbs to grasp their prey, wyverns prefer to keep their distance and strike with their long, stinger-tipped tails. A single sting is usually enough to kill common game outright, and even larger foes are left wracked by pain. Wyverns have no interest in a drawn-out struggle, and they relentlessly sting their foes at every opportunity. Protective Parents. A wyvern’s infamous temper is easily provoked, particularly if their eggs or hatchlings are threatened. Many monster slayers for hire won’t accept contracts to track and hunt wyverns during hatching season. Yet this season is when heroes are needed most, as mated pairs aggressively hunt anything or anyone to feed their young. Traits Learning to Fly. The wyvern has a flying speed of 10 × PB feet. Actions Signature Attack (Stinger). Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB piercing damage. 1 st Level: Acidic Sting ( 2 Ferocity). The wyvern makes a signature attack with a reach of 15 feet. On a hit, the attack deals an extra PB acid damage. 3 rd Level: Liquefied Meal ( 5 Ferocity). The wyvern pounces on a Large or smaller creature within 5 feet of them, attempting to melt their prey’s flesh with acid and drink it. The target must succeed on a DC 10 plus PB Dexterity saving throw or fall prone and take 1d4 plus PB acid damage. The wyvern gains temporary hit points equal to the acid damage dealt. 5 th Level: Tail Sweep ( 8 Ferocity). The wyvern sweeps their tail in a 15-foot cone. Each creature in that area must make a DC 10 plus PB Strength saving throw or take PBd6 bludgeoning damage and be pushed up to 10 feet away from the wyvern. Reactions Enraged Protector. When a creature the wyvern can see within 30 feet of them reduces the wyvern’s caregiver to 0 hit points or scores a critical hit against the caregiver, the wyvern can move up to their speed. If the wyvern ends this movement within 5 feet of the attacker, the wyvern can make a signature attack against them.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":"Companion"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Wyvern Frost Wight","description":"At first glance, a frost wight resembles an ordinary animated skeleton or zombie. But as one approaches it, a few odd details begin to be noticeable - a bluish glow from within its hollow eye sockets and ribcage and frost emanating from its body. Those unfortunate enough to be within very close proximity of a frost wight will also feel a grim embrace of cold and despair. The frost wight brings with it the power of a merciless winter that seeks to drain the warmth of all living creatures. Icy Guardians. Frost wights are created by necromancers and frost mages to serve as guardians of royal barrows, crypts, and tombs. Most are raised from the remains of the fiercest warriors, frost wights become eternal sentinels, forever watching their charge even after their masters are long gone. More powerful necromancers can use the same arcane rituals to transform the corpses beasts and monstrosities into frost wights. They lie buried under the snow, animating and bursting from their hiding place when an intruder approaches. Legendary Frost Wight. There is a legend of a frost wight that gained full sentience and free will, one who is said to have once been a prince or king. No one truly knows how it happened, but a few believe an evil death god from the elemental plane of ice may have granted the frost wight this power to use it as its champion. This lord of the frost wights is now amassing an army of undead somewhere in the coldest and most desolate icy wastes. Traits Dreadfrost Aura. The frost wight generates an aura of baleful frost that fills the area within 10 feet of it. Any creature that starts its turn in this area takes 4 (1d8) cold damage and must make a DC 15 Wisdom saving throw or become frightened of the frost wight until the start of its next turn. Sunlight Sensitivity. While in sunlight, the wyvern frost wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Turn Resistance. The wyvern frost wight has advantage on saving throws against any effect that turns Undead. Actions Multiattack. The wyvern makes one Bite attack and one Stinger attack. While flying, it can use its Claws in place of one other attack. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) cold damage and the target must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion. When the target finishes a short or long rest, the target loses every level of exhaustion gained from this attack. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 4 (1d8) cold damage and the target must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion. When the target finishes a short or long rest, the target loses every level of exhaustion gained from this attack. Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) cold damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Wyvern Knight","description":"Clad in armor and carrying a spiked lance, the knight grips tight to the reins of its wyvern mount. The knight snarls, goading its mount forward. For centuries, many realms have been safeguarded by knights on horseback, their advanced mobility and powerful steeds cutting through infantry lines like shears through cloth. But against the wyvern knights, even mighty cavaliers are little more than worms to be snapped up by a hungry starling. The wyvern knights are trained to ride domesticated war wyverns, using their aerial mobility to perform countless roles on the battlefield from shattering cavalry charges to sowing chaos from behind enemy lines. Baal's First. A group of elite kobolds, calling themselves Baal's First Legion, works with a dragonborn wyvern knight commander. The kobolds themselves hang onto leather straps and buckle themselves onto the commander's war wyvern for swift transport across a battlefield. As arsonists, scouts, and ambushers, they've been extremely effective.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"lawful evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Wyvern Revenant","description":"When a mortal creature becomes a revenant, it retains its statistics except as described below. The creature loses any trait, such as Amphibious, that assumes a living physiology. Celestials, constructs, fiends, elementals, oozes, and undead can't become revenants. Find the template for creating revenants here: Revenant Template Traits Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate. Rejuvenation. When the revenant’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another wyvern corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return. Turn Immunity. The revenant is immune to effects that turn undead. Vengeful Strikes. If the target hit by the revenant's melee attack is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) weapon damage. Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows. Actions Multiattack. The revenant makes two attacks: one with its Bite and one with its Stinger. While flying, it can use its Claws in place of one other attack. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"typically Neutral","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Wyvern, War","description":"This wyvern's thick armor, jagged claws, and heavy brow belies a pair of intelligent eyes. It looks upon its rider like a hound looks at its master. Bred to be fearsome, obedient, and intelligent mounts for elite knights, war wyverns are superior in all ways to their wild cousins. Their natural scales are enhanced with thick steel scale armor, and selective breeding has granted them the ability to spit venom, in addition to delivering it with their scorpion-like tails. Loyal and Deadly. A war wyvern is unflinchingly loyal and has been taught to unerringly follow verbal commands given by its master. In military situations, a wyvern's master will often command it to snatch cavalry riders from their horses with its steel-tipped talons, hurling them to their doom, or to use its spiked tail to smash siege weapons or supply wagons. Despite their viciousness on the battlefield, these domesticated wyverns serve their masters out of love, not fear, and act like energetic pit bulls when around those who treat them with kindness. Two Fight as One. Wyvern knights and their war wyverns act as a single unit in combat. A war wyvern cannot move or take actions independently while it is being used as a mount, but its specialized training gives it the ability to make a single attack when its rider takes the Multiattack action.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"unaligned","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Wyvnkin","description":"Wyvnkin A wyvern’s young grows quickly after hatching. By two months of age, a wyvnkin looks much like its parents, bearing similar leathery wings, sharp teeth, razor claws, and a potent poison stinger. A wild wyvnkin ventures out of its nest by six months and is expected to fend for itself. If the hatchling hasn’t been tamed by this age, it remains forever feral. Wyvnkin Flights. Though usually solitary creatures, some wyvnkin gather into collectives known as flights when making their homes in dangerous areas, such as the actively hostile environment of The Low or the territory of a deadlier predator. Unlike their parents, wyvnkin don’t shy away from ground battles thanks to their overwhelming numerical advantage. A multitude of tiny, looming shadows is often a sign of impending death by a swarm of dive-bombing draconic critters.","properties":{"Category":"Monsters","Size":"Small","Type":"dragon","Alignment":"unaligned","Challenge Rating":1.2},"publisher":"Loot Tavern","book":"L’Arsene’s Ledger of Treasures and Trinkets"},{"name":"Xaantikorijek","description":"Deep beneath the barren wastes of the world rests one of its oldest creatures—so old, in fact, that he has forgotten his own name. This storm dragon has come to be known simply as the Voice of the Ages—or Xaantikorijek (zan-tih- KOR-eh-jehk) in Draconic. Xaantikorijek is a master of thunder and lightning, and as part of the first brood to hatch on the Mundane World, he predates most of his surviving kin. Legend holds that the Voice of the Ages once knew a secret that could remake the Mundane World in whatever form they choose—but the aging wyrm remembers very little of his own past. Whether this was the cost of surviving the doom that befell the dragons of old, a self-imposed condition, or some other magical malady, is unknown even to Xaantikorijek. Once every few centuries, however, Xaantikorijek remembers a detail about his lost history. It is said that when this happens, his voice resounds worldwide as he relays the fact to all dragonkin. The dragons eagerly hope he may someday remember how to reforge the world with dragons as rulers. Traits Static Shield (3/Day). When Xaantikorijek fails a saving throw, he can succeed instead. When he does, his sight, blindsight, and truesight are reduced to a range of 30 feet until the start of his next turn. Storm of the Gods. Lightning and thunder damage dealt by Xaantikorijek ignore damage resistance. Actions Multiattack. Xaantikorijek makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 5 (1d10) lightning damage, and Xaantikorijek can move the target up to 20 feet in any direction. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) thunder damage, and the target is knocked prone. Fulminating Breath (Recharge 5–6). Xaantikorijek exhales lightning in a line that is 120 feet long and 30 feet wide. Each creature in that area must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 66 (12d10) lightning damage and has disadvantage on saving throws until the end of Xaantikorijek’s next turn. On a successful save, a creature takes half as much damage and suffers no other effect. Bonus Actions Lightning Discharge. Xaantikorijek makes one Bite attack. On a hit, Xaantikorijek’s teeth spark with energy, dealing an extra 11 (2d10) lightning damage to the target and to one other enemy within 60 feet of the target. Reactions Voice of Negation. When a creature Xaantikorijek can see within 60 feet of him uses an action or bonus action to cast a spell, Xaantikorijek speaks an arcane word, forcing the creature to make a DC 23 saving throw using their spellcasting ability. On a failed save, the target takes 16 (3d10) thunder damage and is unable to cast spells until the end of their turn, but the spell slot is not expended and the creature’s action is not lost. Villain Actions Xaantikorijek has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1: Voice of Reverence. Xaantikorijek speaks an ancient word of authority into the mind of each creature of his choice within 60 feet of him. Each target must succeed on a DC 20 Wisdom saving throw or fall prone. A creature who falls prone in this way takes 22 (4d10) thunder damage if they stand up before the end of Xaantikorijek’s next turn. Action 2: Fulguration. Xaantikorijek sheds his physical form to become a being of lightning until the end of his next turn. While in this form, Xaantikorijek gains the following benefits: He is resistant to all damage. He can move through a space as narrow as 1 inch wide without squeezing. His movement doesn’t provoke opportunity attacks. He can move through any creature’s space, and when he moves into a creature’s space for the first time on a turn, that creature takes 16 (3d10) lightning damage. Action 3: Voice of the Ages. Xaantikorijek recites an ancient lament that reverberates in nearby souls. Each enemy within 60 feet of Xaantikorijek who can hear him must make a DC 20 Wisdom saving throw. On a failed save, a creature takes 44 (8d10) psychic damage, falls prone, and is unable to stand up for 1 minute as they weep uncontrollably (save ends at end of turn). On a successful save, a creature takes half as much damage and suffers no other effect.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Neutral","Expansion":25493,"Challenge Rating":23},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Xaantikorijek","description":"Traits Static Shield ( 3 /Day). When Xaantikorijek fails a saving throw, he can succeed instead. When he does, his sight, blindsight, and truesight are reduced to a range of 30 feet until the start of his next turn. Storm of the Gods. Lightning and thunder damage dealt by Xaantikorijek ignore damage resistance. Actions Multiattack. Xaantikorijek makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 5 (1d10) lightning damage, and Xaantikorijek can move the target up to 20 feet in any direction. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) thunder damage, and the target is knocked prone. Fulminating Breath (Recharge 5 – 6 ). Xaantikorijek exhales lightning in a line that is 120 feet long and 30 feet wide. Each creature in that area must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 66 (12d10) lightning damage and has disadvantage on saving throws until the end of Xaantikorijek’s next turn. On a successful save, a creature takes half as much damage and suffers no other effect. Bonus Actions Lightning Discharge. Xaantikorijek makes one Bite attack. On a hit, Xaantikorijek’s teeth spark with energy, dealing an extra 11 (2d10) lightning damage to the target and to one other enemy within 60 feet of the target. Reactions Voice of Negation. When a creature Xaantikorijek can see within 60 feet of him uses an action or bonus action to cast a spell, Xaantikorijek speaks an arcane word, forcing the creature to make a DC 23 saving throw using their spellcasting ability. On a failed save, the target takes 16 (3d10) thunder damage and is unable to cast spells until the end of their turn, but the spell slot is not expended and the creature’s action is not lost. Villain Actions Xaantikorijek has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Voice of Reverence. Xaantikorijek speaks an ancient word of authority into the mind of each creature of his choice within 60 feet of him. Each target must succeed on a DC 20 Wisdom saving throw or fall prone. A creature who falls prone in this way takes 22 (4d10) thunder damage if they stand up before the end of Xaantikorijek’s next turn. Action 2 : Fulguration. Xaantikorijek sheds his physical form to become a being of lightning until the end of his next turn. While in this form, Xaantikorijek gains the following benefits: He is resistant to all damage. He can move through a space as narrow as 1 inch wide without squeezing. His movement doesn’t provoke opportunity attacks. He can move through any creature’s space, and when he moves into a creature’s space for the first time on a turn, that creature takes 16 (3d10) lightning damage. Action 3 : Voice of the Ages. Xaantikorijek recites an ancient lament that reverberates in nearby souls. Each enemy within 60 feet of Xaantikorijek who can hear him must make a DC 20 Wisdom saving throw. On a failed save, a creature takes 44 (8d10) psychic damage, falls prone, and is unable to stand up for 1 minute as they weep uncontrollably (save ends at end of turn). On a successful save, a creature takes half as much damage and suffers no other effect.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Neutral","Expansion":28288,"Challenge Rating":23},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Xae","description":"Xae lost her life in the pursuit of a legendary competition held by one of the Eldest, and lingers after death as a ghost. She works best when the story supports the themes intrinsic to her backstory. However, you can also use these statistics to represent a brand new type of undead in your game, such as an incorporeal spirit who has been untethered from time itself. In this case, consider having Xae come from some strange dimension or other reality from the far corner of the multiverse. Traits Ethereal Sight. Xae can see 60 feet into the Ethereal Plane when she is on the Material Plane, and vice versa. Incorporeal Movement. Xae can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. Actions Multiattack. Xae makes two withering touch attacks. Withering Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (7d6) necrotic damage. Etherealness. Xae enters the Ethereal Plane from the Material Plane, or vice versa. She is visible on the Material Plane while she is in the Ethereal Plane, and vice versa, yet can’t affect or be affected by anything on the other plane.","properties":{"Category":"Monsters","Size":"Small","Type":"undead","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":11},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Xafirex, Lord of the Fallen","description":"Xafirex is an old, not quite ancient, red dragon whose mind and soul have been scarred with unknowable torments. After undergoing a transformation of spirit, Xafirex has managed to retain his mind despite a now unquenchable thirst for the suffering of lesser creatures. His fiery breath sears and scars the minds and souls of his enemies, leaving them to undergo a similar transformation and become soldiers in his quest for destruction. Traits Oppress the Scarred. At the start of each of their turns while within 150 feet of Xafirex, or when entering that area for the first time on a turn, a creature that has at least 1 Mindscar must make a DC 20 Wisdom saving throw or have disadvantage on attack rolls made against Xafirex and grant him advantage on saving throws against their spells and effects until the start of their next turn. Legendary Resistance (3/Day). If Xafirex fails a saving throw, he can choose to succeed instead. Legendary Toughness (3/Day). When Xafirex gains an Injury, he can choose to ignore the effects of the Injury until he finishes a long rest. Join the Fallen. Whenever Xafirex reduces a creature to 0 hit points, inflicts an Injury, or scores a critical hit, all creatures within 300 feet that can hear or see the target of his attack must succeed on a DC 10 Wisdom saving throw or gain a Mindscar. A creature who gains three Mindscars begins to lose its mind. During its next long rest, it will begin to scar its flesh with whatever tools are available to it. Once its rest is completed, it becomes one of the Fallen. Mindscars can be removed by any process that can remove a curse, although mental trauma will still remain. If the mental trauma is overcome, the Mindscars are removed as well. Relish the Pain. Whenever Xafirex suffers an Injury, he gains a +1 bonus to damage rolls until the Injury is removed (up to their proficiency bonus), and gains temporary hit points equal to ½ the threshold of the Injury gained. Xafirex never has damage loss regardless of its hit point tier for Injury thresholds, and always suffers an Injury when it takes enough damage to become Injured (the Injury it gains is chosen by the damage dealer). Actions Multiattack. Xafirex makes a Bite attack and uses Crushing Stomp twice in areas that do not overlap. Bite. Melee Weapon Attack: +13 to hit, one target, reach 15 feet. Hit: 20 (2d12+7) piercing damage, plus 7 (2d6) fire damage. Xafirex can choose to grapple the target. If he does, the target is automatically released the next time he makes a Bite attack. Crushing Stomp. Xafirex stomps the ground, crushing it under his weight. Each creature in a 10-foot high, 15-foot square within 5 feet of Xafirex must make a DC 20 Dexterity saving throw or take 17 (5d6) bludgeoning damage and be knocked prone. On a successful saving throw, a creature takes half damage and is not knocked prone. If a creature at the center of the square fails its saving throw by 5 or more, that creature is grappled by Xafirex, and is restrained while grappled in this way. A creature grappled by Xafirex in this way is released when Xafirex uses that leg to use Crushing Stomp again. Mindfire Storm (recharge 5-6). Xafirex exhales a cyclone of fire centered on himself. Each creature in a 50-foot radius centered on Xafirex must make a DC 20 Constitution saving throw or take 35 (10d6) fire damage plus 35 (10d6) psychic damage. A successful saving throw halves the damage. Reactions Swat Aside. When a creature misses Xafirex with an attack made from within 10 feet of him, Xafirex can use his reaction to bat the creature aside with his leg or tail. If he does, that creature must make a DC 20 Strength saving throw or take 17 (5d6) bludgeoning damage, be pushed away 10 feet, and be knocked prone. On a successful saving throw, a creature takes half damage, is not pushed, and is not knocked prone. Legendary Actions Xafirex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Xafirex regains spent legendary actions at the start of its turn. Bow Before Me (Costs 2 Actions). Xafirex beats his wings violently, taking flight and battering nearby creatures. Each creature within 20 feet of Xafirex when he takes this action must make a DC 20 Strength saving throw or take 14 (4d6) bludgeoning damage and be knocked prone. On a successful save, a creature takes half damage and is not knocked prone. Then, Xafirex flies up to half his speed in any direction without provoking opportunity attacks. Xafirex cannot use this action if his fly speed is 0 or he cannot fly. Wring The Flesh From Their Bones. Xafirex shakes a creature grappled by his Bite, carving flesh from bone. That creature must make a DC 20 Constitution saving throw or take 7 (2d6) slashing damage and gain the lowest severity Injury that they have not yet suffered. Let Fear Rain Upon Them. Xafirex must have an Injury to take this action. A haze of blood spurts from one of Xafirex’s wounds, vaporized by his internal heat, before raining down on creatures around him. Each creature in a 15-foot radius centered on a point within 15 feet of Xafirex must make a DC 20 Wisdom saving throw or take 10 (3d6) psychic damage, and be frightened of Xafirex until the end of their next turn. A creature that fails its saving throw by 10 or more also gains a Mindscar. The next time Xafirex is hit by an attack made with intent to Injure, that attack deals an additional 7 (2d6) points of damage.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"chaotic evil","Expansion":28072,"Challenge Rating":19},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Xamaron Centurion","description":"Xamaron The xamaron are a race of spacefaring insectoids infecting and infesting entire worlds and civilizations with ruthless tactics and extrinsic technology. Branded as an intergalactic scourge, they carry no emotion, keep no allies, and show no remorse. Their only goal is the perpetuation of their species through the extinction of others. Cunning Usurpers. These insectoids are often mistaken for a mindless horde that swarms unsuspecting worlds with overwhelming numbers. However, their tactics are far more sinister. Targets of a xamaron invasion are first infiltrated from within, the population infected with a weaponized virus designed to create sleeper agents and dedicated servants. Simultaneously, secret hives are established beneath the planetary surface, using the world itself as an energy-harvesting tool. When the horde attacks, it is a tactical strike from within, while invading ships descend from the nearby stars. Advanced Technologies. Xamaron colonies travel through space using specially designed hive ships, each equipped with large-scale defenses and a squadron of starfighters. Upon the invasion of a world, the colony spawns new members to operate the hive ship and travel to their next invasion target. Xamaron soldiers use a special armament called a qethket, a bio-linked energy weapon that converts from a melee weapon to an energy blaster. The Hierarchy. Each xamaron colony has two monarchs, each serving a primary function in cultivating the species. Their central nests operate as a hub from which other subterranean nests expand into a web-like network, each presided over by a spawn of the two monarchs. These two monarchs and their weavers are the only members of their colony capable of independent thought, while most of the soldiers and workers are programmed with a shared hive-mind of orders, tactics, and goals. This is one of the primary reasons behind the lack of understanding of their overall ambitions and intentions. Symbiomutation. The xamaron virus is elegantly designed to have multiple methods of delivery upon an unsuspecting species. The bodies of the dead become incubators, while the living infected go through a process called \"Symbiomutation,\" where the virus redesigns the genetic makeup while replacing the thoughts and memories of the host. The dendus, whose homeworld was originally decimated by the xamaron, have made efforts to research the insectoids. The current belief is that the xamaron monarchy is capable of wielding forging techniques similar to those of espers, and the deadly virus is crafted using such methods. Due to the origins of this virus, espers in particular tend to be more resistant to its effects. The Xamaron Virus A humanoid creature can contract the xamaron virus by being stung by a xamaron. A humanoid hit by a xamaron's stinger attack must succeed on a Constitution saving throw (DC 8 + the xa-maron's proficiency bonus + the xamaron's Constitution modifier) or become afflicted. An afflicted creature can't regain hit points. The virus can be removed with the restore pattern power or similar effect. If the virus is not re-moved within 48 hours, the creature is trans-formed into a xamaron thrall in 1d4 days. Xamaron Thrall Thralls are the lowest form of xamaron, tasked with being builders, workers, and gatherers within the colony. Created through symbiomutaion, they appear mostly humanoid, though close inspection reveals traits such as patches of insect carapace beneath the skin, elongated limbs, blackened eye sockets, or various growths and mutations over their bodies. Some hide these features under heavy clothing, coats, or headwear to blend into crowds and gather information for their masters. Xamaron Soldier The most common type of true xamaron, soldiers have the dual role of invader and defender. They are exponentially more dangerous within a unit of other soldiers, each willing to sacrifice themselves without hesitation for the benefit of the hive. Xamaron Centurion Centurions are the elite warriors of the colony. They guard the central layers of the nest. Some also venture out with groups of soldiers when raiding more technologically advanced settlements. They wear heavier armor than normal soldiers and are armed with tech-powered polearms. Xamaron Monarch Capable of thought outside of the shared hive, monarchs serve as the overseers and tacticians for their colony. They are extraordinarily intelligent and cunning, capable of shaping energies with their sheer will alone. There are up to two monarchs in any colony.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":8},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Xamaron Monarch","description":"Xamaron The xamaron are a race of spacefaring insectoids infecting and infesting entire worlds and civilizations with ruthless tactics and extrinsic technology. Branded as an intergalactic scourge, they carry no emotion, keep no allies, and show no remorse. Their only goal is the perpetuation of their species through the extinction of others. Cunning Usurpers. These insectoids are often mistaken for a mindless horde that swarms unsuspecting worlds with overwhelming numbers. However, their tactics are far more sinister. Targets of a xamaron invasion are first infiltrated from within, the population infected with a weaponized virus designed to create sleeper agents and dedicated servants. Simultaneously, secret hives are established beneath the planetary surface, using the world itself as an energy-harvesting tool. When the horde attacks, it is a tactical strike from within, while invading ships descend from the nearby stars. Advanced Technologies. Xamaron colonies travel through space using specially designed hive ships, each equipped with large-scale defenses and a squadron of starfighters. Upon the invasion of a world, the colony spawns new members to operate the hive ship and travel to their next invasion target. Xamaron soldiers use a special armament called a qethket, a bio-linked energy weapon that converts from a melee weapon to an energy blaster. The Hierarchy. Each xamaron colony has two monarchs, each serving a primary function in cultivating the species. Their central nests operate as a hub from which other subterranean nests expand into a web-like network, each presided over by a spawn of the two monarchs. These two monarchs and their weavers are the only members of their colony capable of independent thought, while most of the soldiers and workers are programmed with a shared hive-mind of orders, tactics, and goals. This is one of the primary reasons behind the lack of understanding of their overall ambitions and intentions. Symbiomutation. The xamaron virus is elegantly designed to have multiple methods of delivery upon an unsuspecting species. The bodies of the dead become incubators, while the living infected go through a process called \"Symbiomutation,\" where the virus redesigns the genetic makeup while replacing the thoughts and memories of the host. The dendus, whose homeworld was originally decimated by the xamaron, have made efforts to research the insectoids. The current belief is that the xamaron monarchy is capable of wielding forging techniques similar to those of espers, and the deadly virus is crafted using such methods. Due to the origins of this virus, espers in particular tend to be more resistant to its effects. The Xamaron Virus A humanoid creature can contract the xamaron virus by being stung by a xamaron. A humanoid hit by a xamaron's stinger attack must succeed on a Constitution saving throw (DC 8 + the xa-maron's proficiency bonus + the xamaron's Constitution modifier) or become afflicted. An afflicted creature can't regain hit points. The virus can be removed with the restore pattern power or similar effect. If the virus is not re-moved within 48 hours, the creature is trans-formed into a xamaron thrall in 1d4 days. Xamaron Thrall Thralls are the lowest form of xamaron, tasked with being builders, workers, and gatherers within the colony. Created through symbiomutaion, they appear mostly humanoid, though close inspection reveals traits such as patches of insect carapace beneath the skin, elongated limbs, blackened eye sockets, or various growths and mutations over their bodies. Some hide these features under heavy clothing, coats, or headwear to blend into crowds and gather information for their masters. Xamaron Soldier The most common type of true xamaron, soldiers have the dual role of invader and defender. They are exponentially more dangerous within a unit of other soldiers, each willing to sacrifice themselves without hesitation for the benefit of the hive. Xamaron Centurion Centurions are the elite warriors of the colony. They guard the central layers of the nest. Some also venture out with groups of soldiers when raiding more technologically advanced settlements. They wear heavier armor than normal soldiers and are armed with tech-powered polearms. Xamaron Monarch Capable of thought outside of the shared hive, monarchs serve as the overseers and tacticians for their colony. They are extraordinarily intelligent and cunning, capable of shaping energies with their sheer will alone. There are up to two monarchs in any colony. A Xamaron Monarch's Lair Monarchs make their homes in a cavernous areas deep beneath the ground, usually at either the center or rear of their well-protected colony. These caverns are reinforced and made either from the ruins of an underground structure or excavated naturally. Lair Actions On initiative count 20 (losing initiative ties), the monarch takes a lair action to cause one of the following effects; the monarch can’t use the same effect two rounds in a row: The xamaron chooses a point on the ground that it can see within 120 feet of it. Sharp, chitinous appendages sprout from the ground in a 20-foot radius centered on that point. The area becomes difficult terrain and when a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. This effect lasts until the xamaron uses this lair action again or until the xamaron dies. A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the xamaron chooses within 120 feet of it. The cloud spreads around corners and remains until the xamaron dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. The xamaron chooses a 20-foot-square area on the ground that it can see within 120 feet of it. The ground softens into a churning mud pit.. Each creature on the ground in that area when the pit appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Regional Effects The region containing a xamaron monarchs’s hive possesses one or more of the following chracteristics: The land within 2 miles of the lair takes twice as long as normal to traverse, since the ground has been warped with cracks, sudden dips, and jagged outcroppings covered in thin layers of chitin. Water sources within 1 mile of the lair are tainted. Non-xamaron that drink such water regurgitate it within minutes. There are no sources of flora or vegetation within 1 mile of the hive, all having been absorbed or rotted away. Variant: Xamaron Weaver Xamaron weavers are monarchs capable of channeling energy through sorium. They are extremely rare and among the oldest of the xamaron, thought to be the pioneers behind the process of symbiomutation. A xamaron weaver has a challenge rating of 16 (15,000 XP) and has the following traits: Esper Powers. The xamaron is a 12th level channeler. Its channeling ability is Intelligence (save DC 18, +10 to hit with esper powers). It has the following powers prepared: Prime (at will): analyze device, lightning ball, push, trigger device Rank 1 (4 slots): impedance, phase step, trauma Rank 2 (3 slots): blindness/deafness, psychic wave, stasis field Rank 3 (3 slots): corrupt pattern, unravel effect, withering grip Rank 4 (3 slots): gravity well, reactive field, throw, unfetter Rank 5 (2 slots): contagion, domination, toxic burst Rank 6 (1 slot): truesight, virus Legendary Action. The can choose the following as one of its legendary actions: Prime (Costs 2 Actions). The xamaron uses one if its prime powers.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":14},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Xamaron Soldier","description":"Xamaron The xamaron are a race of spacefaring insectoids infecting and infesting entire worlds and civilizations with ruthless tactics and extrinsic technology. Branded as an intergalactic scourge, they carry no emotion, keep no allies, and show no remorse. Their only goal is the perpetuation of their species through the extinction of others. Cunning Usurpers. These insectoids are often mistaken for a mindless horde that swarms unsuspecting worlds with overwhelming numbers. However, their tactics are far more sinister. Targets of a xamaron invasion are first infiltrated from within, the population infected with a weaponized virus designed to create sleeper agents and dedicated servants. Simultaneously, secret hives are established beneath the planetary surface, using the world itself as an energy-harvesting tool. When the horde attacks, it is a tactical strike from within, while invading ships descend from the nearby stars. Advanced Technologies. Xamaron colonies travel through space using specially designed hive ships, each equipped with large-scale defenses and a squadron of starfighters. Upon the invasion of a world, the colony spawns new members to operate the hive ship and travel to their next invasion target. Xamaron soldiers use a special armament called a qethket, a bio-linked energy weapon that converts from a melee weapon to an energy blaster. The Hierarchy. Each xamaron colony has two monarchs, each serving a primary function in cultivating the species. Their central nests operate as a hub from which other subterranean nests expand into a web-like network, each presided over by a spawn of the two monarchs. These two monarchs and their weavers are the only members of their colony capable of independent thought, while most of the soldiers and workers are programmed with a shared hive-mind of orders, tactics, and goals. This is one of the primary reasons behind the lack of understanding of their overall ambitions and intentions. Symbiomutation. The xamaron virus is elegantly designed to have multiple methods of delivery upon an unsuspecting species. The bodies of the dead become incubators, while the living infected go through a process called \"Symbiomutation,\" where the virus redesigns the genetic makeup while replacing the thoughts and memories of the host. The dendus, whose homeworld was originally decimated by the xamaron, have made efforts to research the insectoids. The current belief is that the xamaron monarchy is capable of wielding forging techniques similar to those of espers, and the deadly virus is crafted using such methods. Due to the origins of this virus, espers in particular tend to be more resistant to its effects. The Xamaron Virus A humanoid creature can contract the xamaron virus by being stung by a xamaron. A humanoid hit by a xamaron's stinger attack must succeed on a Constitution saving throw (DC 8 + the xa-maron's proficiency bonus + the xamaron's Constitution modifier) or become afflicted. An afflicted creature can't regain hit points. The virus can be removed with the restore pattern power or similar effect. If the virus is not re-moved within 48 hours, the creature is trans-formed into a xamaron thrall in 1d4 days. Xamaron Thrall Thralls are the lowest form of xamaron, tasked with being builders, workers, and gatherers within the colony. Created through symbiomutaion, they appear mostly humanoid, though close inspection reveals traits such as patches of insect carapace beneath the skin, elongated limbs, blackened eye sockets, or various growths and mutations over their bodies. Some hide these features under heavy clothing, coats, or headwear to blend into crowds and gather information for their masters. Xamaron Soldier The most common type of true xamaron, soldiers have the dual role of invader and defender. They are exponentially more dangerous within a unit of other soldiers, each willing to sacrifice themselves without hesitation for the benefit of the hive. Xamaron Centurion Centurions are the elite warriors of the colony. They guard the central layers of the nest. Some also venture out with groups of soldiers when raiding more technologically advanced settlements. They wear heavier armor than normal soldiers and are armed with tech-powered polearms. Xamaron Monarch Capable of thought outside of the shared hive, monarchs serve as the overseers and tacticians for their colony. They are extraordinarily intelligent and cunning, capable of shaping energies with their sheer will alone. There are up to two monarchs in any colony.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":4},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Xamaron Thrall","description":"Xamaron The xamaron are a race of spacefaring insectoids infecting and infesting entire worlds and civilizations with ruthless tactics and extrinsic technology. Branded as an intergalactic scourge, they carry no emotion, keep no allies, and show no remorse. Their only goal is the perpetuation of their species through the extinction of others. Cunning Usurpers. These insectoids are often mistaken for a mindless horde that swarms unsuspecting worlds with overwhelming numbers. However, their tactics are far more sinister. Targets of a xamaron invasion are first infiltrated from within, the population infected with a weaponized virus designed to create sleeper agents and dedicated servants. Simultaneously, secret hives are established beneath the planetary surface, using the world itself as an energy-harvesting tool. When the horde attacks, it is a tactical strike from within, while invading ships descend from the nearby stars. Advanced Technologies. Xamaron colonies travel through space using specially designed hive ships, each equipped with large-scale defenses and a squadron of starfighters. Upon the invasion of a world, the colony spawns new members to operate the hive ship and travel to their next invasion target. Xamaron soldiers use a special armament called a qethket, a bio-linked energy weapon that converts from a melee weapon to an energy blaster. The Hierarchy. Each xamaron colony has two monarchs, each serving a primary function in cultivating the species. Their central nests operate as a hub from which other subterranean nests expand into a web-like network, each presided over by a spawn of the two monarchs. These two monarchs and their weavers are the only members of their colony capable of independent thought, while most of the soldiers and workers are programmed with a shared hive-mind of orders, tactics, and goals. This is one of the primary reasons behind the lack of understanding of their overall ambitions and intentions. Symbiomutation. The xamaron virus is elegantly designed to have multiple methods of delivery upon an unsuspecting species. The bodies of the dead become incubators, while the living infected go through a process called \"Symbiomutation,\" where the virus redesigns the genetic makeup while replacing the thoughts and memories of the host. The dendus, whose homeworld was originally decimated by the xamaron, have made efforts to research the insectoids. The current belief is that the xamaron monarchy is capable of wielding forging techniques similar to those of espers, and the deadly virus is crafted using such methods. Due to the origins of this virus, espers in particular tend to be more resistant to its effects. The Xamaron Virus A humanoid creature can contract the xamaron virus by being stung by a xamaron. A humanoid hit by a xamaron's stinger attack must succeed on a Constitution saving throw (DC 8 + the xa-maron's proficiency bonus + the xamaron's Constitution modifier) or become afflicted. An afflicted creature can't regain hit points. The virus can be removed with the restore pattern power or similar effect. If the virus is not re-moved within 48 hours, the creature is trans-formed into a xamaron thrall in 1d4 days. Xamaron Thrall Thralls are the lowest form of xamaron, tasked with being builders, workers, and gatherers within the colony. Created through symbiomutaion, they appear mostly humanoid, though close inspection reveals traits such as patches of insect carapace beneath the skin, elongated limbs, blackened eye sockets, or various growths and mutations over their bodies. Some hide these features under heavy clothing, coats, or headwear to blend into crowds and gather information for their masters. Xamaron Soldier The most common type of true xamaron, soldiers have the dual role of invader and defender. They are exponentially more dangerous within a unit of other soldiers, each willing to sacrifice themselves without hesitation for the benefit of the hive. Xamaron Centurion Centurions are the elite warriors of the colony. They guard the central layers of the nest. Some also venture out with groups of soldiers when raiding more technologically advanced settlements. They wear heavier armor than normal soldiers and are armed with tech-powered polearms. Xamaron Monarch Capable of thought outside of the shared hive, monarchs serve as the overseers and tacticians for their colony. They are extraordinarily intelligent and cunning, capable of shaping energies with their sheer will alone. There are up to two monarchs in any colony.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (xamaron)","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Xamaron Weaver","description":"Xamaron The xamaron are a race of spacefaring insectoids infecting and infesting entire worlds and civilizations with ruthless tactics and extrinsic technology. Branded as an intergalactic scourge, they carry no emotion, keep no allies, and show no remorse. Their only goal is the perpetuation of their species through the extinction of others. Cunning Usurpers. These insectoids are often mistaken for a mindless horde that swarms unsuspecting worlds with overwhelming numbers. However, their tactics are far more sinister. Targets of a xamaron invasion are first infiltrated from within, the population infected with a weaponized virus designed to create sleeper agents and dedicated servants. Simultaneously, secret hives are established beneath the planetary surface, using the world itself as an energy-harvesting tool. When the horde attacks, it is a tactical strike from within, while invading ships descend from the nearby stars. Advanced Technologies. Xamaron colonies travel through space using specially designed hive ships, each equipped with large-scale defenses and a squadron of starfighters. Upon the invasion of a world, the colony spawns new members to operate the hive ship and travel to their next invasion target. Xamaron soldiers use a special armament called a qethket, a bio-linked energy weapon that converts from a melee weapon to an energy blaster. The Hierarchy. Each xamaron colony has two monarchs, each serving a primary function in cultivating the species. Their central nests operate as a hub from which other subterranean nests expand into a web-like network, each presided over by a spawn of the two monarchs. These two monarchs and their weavers are the only members of their colony capable of independent thought, while most of the soldiers and workers are programmed with a shared hive-mind of orders, tactics, and goals. This is one of the primary reasons behind the lack of understanding of their overall ambitions and intentions. Symbiomutation. The xamaron virus is elegantly designed to have multiple methods of delivery upon an unsuspecting species. The bodies of the dead become incubators, while the living infected go through a process called \"Symbiomutation,\" where the virus redesigns the genetic makeup while replacing the thoughts and memories of the host. The dendus, whose homeworld was originally decimated by the xamaron, have made efforts to research the insectoids. The current belief is that the xamaron monarchy is capable of wielding forging techniques similar to those of espers, and the deadly virus is crafted using such methods. Due to the origins of this virus, espers in particular tend to be more resistant to its effects. The Xamaron Virus A humanoid creature can contract the xamaron virus by being stung by a xamaron. A humanoid hit by a xamaron's stinger attack must succeed on a Constitution saving throw (DC 8 + the xa-maron's proficiency bonus + the xamaron's Constitution modifier) or become afflicted. An afflicted creature can't regain hit points. The virus can be removed with the restore pattern power or similar effect. If the virus is not re-moved within 48 hours, the creature is trans-formed into a xamaron thrall in 1d4 days. Xamaron Thrall Thralls are the lowest form of xamaron, tasked with being builders, workers, and gatherers within the colony. Created through symbiomutaion, they appear mostly humanoid, though close inspection reveals traits such as patches of insect carapace beneath the skin, elongated limbs, blackened eye sockets, or various growths and mutations over their bodies. Some hide these features under heavy clothing, coats, or headwear to blend into crowds and gather information for their masters. Xamaron Soldier The most common type of true xamaron, soldiers have the dual role of invader and defender. They are exponentially more dangerous within a unit of other soldiers, each willing to sacrifice themselves without hesitation for the benefit of the hive. Xamaron Centurion Centurions are the elite warriors of the colony. They guard the central layers of the nest. Some also venture out with groups of soldiers when raiding more technologically advanced settlements. They wear heavier armor than normal soldiers and are armed with tech-powered polearms. Xamaron Monarch Capable of thought outside of the shared hive, monarchs serve as the overseers and tacticians for their colony. They are extraordinarily intelligent and cunning, capable of shaping energies with their sheer will alone. There are up to two monarchs in any colony. A Xamaron Monarch's Lair Monarchs make their homes in a cavernous areas deep beneath the ground, usually at either the center or rear of their well-protected colony. These caverns are reinforced and made either from the ruins of an underground structure or excavated naturally. Lair Actions On initiative count 20 (losing initiative ties), the monarch takes a lair action to cause one of the following effects; the monarch can’t use the same effect two rounds in a row: The xamaron chooses a point on the ground that it can see within 120 feet of it. Sharp, chitinous appendages sprout from the ground in a 20-foot radius centered on that point. The area becomes difficult terrain and when a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. This effect lasts until the xamaron uses this lair action again or until the xamaron dies. A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the xamaron chooses within 120 feet of it. The cloud spreads around corners and remains until the xamaron dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. The xamaron chooses a 20-foot-square area on the ground that it can see within 120 feet of it. The ground softens into a churning mud pit.. Each creature on the ground in that area when the pit appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Regional Effects The region containing a xamaron monarchs’s hive possesses one or more of the following chracteristics: The land within 2 miles of the lair takes twice as long as normal to traverse, since the ground has been warped with cracks, sudden dips, and jagged outcroppings covered in thin layers of chitin. Water sources within 1 mile of the lair are tainted. Non-xamaron that drink such water regurgitate it within minutes. There are no sources of flora or vegetation within 1 mile of the hive, all having been absorbed or rotted away. Variant: Xamaron Weaver Xamaron weavers are monarchs capable of channeling energy through sorium. They are extremely rare and among the oldest of the xamaron, thought to be the pioneers behind the process of symbiomutation. A xamaron weaver has a challenge rating of 16 (15,000 XP) and has the following traits: Esper Powers. The xamaron is a 12th level channeler. Its channeling ability is Intelligence (save DC 18, +10 to hit with esper powers). It has the following powers prepared: Prime (at will): analyze device, lightning ball, push, trigger device Rank 1 (4 slots): impedance, phase step, trauma Rank 2 (3 slots): blindness/deafness, psychic wave, stasis field Rank 3 (3 slots): corrupt pattern, unravel effect, withering grip Rank 4 (3 slots): gravity well, reactive field, throw, unfetter Rank 5 (2 slots): contagion, domination, toxic burst Rank 6 (1 slot): truesight, virus Legendary Action. The can choose the following as one of its legendary actions: Prime (Costs 2 Actions). The xamaron uses one if its prime powers.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"neutral evil","Expansion":27052,"Challenge Rating":16},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Xana","description":"Xanas are water spirits that dwell near natural pools, springs, and lakes. They are said to represent the lifegiving nature of water and can be prideful, living for thousands of years. They are nocturnal, often shapeshifting into the form of blackbirds to explore the surrounding territory unwatched, though their eyes are always keen and bright with intelligence. While xanas can be kind, some are more malicious, stealing from travelers or exchanging treasures for worthless trinkets, and their sultry voice is eerily alluring. They are even known to sneak into homes and exchange fey changelings for the children of mortals, though they can be capricious and may be as likely to bring healing or boons unlooked for in times of trouble. Aloja. Some xanas are as benevolent as they are beautiful, bringing prosperity to the lands and waters where they dwell. They may give generous gifts to those they observe doing good for their fellows or finding lost items and bestowing them on travelers through their domains.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral (neutral good for alojas)","Expansion":30635,"Challenge Rating":5},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Xandala","description":"The half-elf sorcerer Xandala has come to Chult in search of the Ring of Winter , an artifact in Artus Cimber's possession. Xandala knows that the ring has kept Artus alive for over a century, and she craves its power. If she meets the characters, Xandala pretends to be Artus's daughter and tries to convince them to help her find him. Her plan is to cast dominate person on Artus and force him to give her the ring, then escape using her fly spell. Xandala's magic traces back to a draconic bloodline, and parts of her skin are covered by a thin sheen of protective scales. She has befriended a pseudodragon named Summerwise, who thinks that Xandala's quest for the ring is dangerous but has given up trying to talk the sorcerer out of it. Summerwise can be turned against Xandala by good-aligned characters. Xandala's Traits Ideal. \"I have the blood of dragons flowing through my veins. I am destined for greatness.\" Bond. \"The Ring of Winter will bring me power and immortality.\" Flaw. \"I'm surrounded by fools.\" Traits Spellcasting. Xandala is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Xandala has the following sorcerer spells prepared: Cantrips (at will): acid splash , fire bolt , light , mage hand , ray of frost 1st level (4 slots): chromatic orb , feather fall , shield 2nd level (4 slots): invisibility , misty step 3rd level (3 slots): fireball , fly 4th level (3 slots): ice storm , polymorph 5th level (1 slot): dominate person Quickened Spell (3/Day). When she casts a spell that has a casting time of 1 action, Xandala changes the casting time to 1 bonus action for that casting. Actions Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf)","Alignment":"neutral evil","Expansion":7389,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Xandala","description":"The half-elf sorcerer Xandala has come to Chult in search of the Ring of Winter , an artifact in Artus Cimber’s possession. Xandala knows that the ring has kept Artus alive for over a century, and she craves its power. If she meets the characters, Xandala pretends to be Artus’s daughter and tries to convince them to help her find him. Her plan is to cast dominate person on Artus and force him to give her the ring, then escape using her fly spell. Xandala’s magic traces back to a draconic bloodline, and parts of her skin are covered by a thin sheen of protective scales. She has befriended a pseudodragon named Summerwise, who thinks that Xandala’s quest for the ring is dangerous but has given up trying to talk the sorcerer out of it. Summerwise can be turned against Xandala by good-aligned characters. Xandala’s Traits Ideal. “I have the blood of dragons flowing through my veins. I am destined for greatness.” Bond. “The Ring of Winter will bring me power and immortality.” Flaw. “I’m surrounded by fools.” Spellcasting. Xandala is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Xandala has the following sorcerer spells prepared: Cantrips (at will): acid splash, fire bolt, light, mage hand, ray of frost 1st level (4 slots): chromatic orb, feather fall, shield 2nd level (4 slots): invisibility, misty step 3rd level (3 slots): fireball, fly 4th level (3 slots): ice storm, polymorph 5th level (1 slot): dominate person Quickened Spell (3/Day). When she casts a spell that has a casting time of 1 action, Xandala changes the casting time to 1 bonus action for that casting. Actions Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage when used with two hands.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-elf )","Alignment":"neutral evil","Expansion":31454,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Xanka","description":"This small metallic globe skitters about on many-jointed legs. Cleaning Constructs. Created by gnomish tinkerers, xanka are constructs whose purpose is cleaning up their masters’ messy workshops. Most xanka are built from copper, brass, or bronze, but gold, silver, and platinum varieties have been seen in the houses of nobles and rich merchants. Xanka are not built for fighting—their instinct tells them to skitter for cover when danger threatens—but they will defend themselves when cornered. Follow Commands. These constructs only obey simple commands that relate to the removal of garbage. They communicate with each other, but how they do it is unknown. Absorb Matter. When a xanka touches matter with its globular body, it absorbs that matter into itself and breaks it down into energy, so that it can seek out more matter to absorb. Gnomes use them to keep the halls and streets clear of refuse. Xanka can absorb matter equaling half their body size every 6 seconds, but all this absorbing and converting doesn’t alter the xanka’s size. Constructed Nature. A xanka doesn’t require air, food, drink, or sleep. Traits Ingest Weapons: When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent –1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches –5, the weapon is destroyed. Even magic weapons are subject to this effect. Magic Weapons: The xanka’s weapon attacks are magical. Actions Absorb: Melee Weapon Attack : +4 to hit, reach 5 ft., one target. Hit : 6 (1d8 + 2) force damage. The xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2, 1d4, necrotic damage at the end of each of the creature’s turns until the wound is treated with magical healing or with a successful DC 10 Intelligence [Medicine] check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.","properties":{"Category":"Monsters","Size":"Small","Type":"construct","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Xantharosian Half-dragon Template","description":"A beast, fey, giant, humanoid, or monstrosity can become a Xantharosian half-dragon. Xantharosian half-dragons are born with the essence of the ancient fey dragon, Xantharos, whose power manifests through their very being. These gifted creatures quickly become dominant within their own ranks, or in the case of sophisticated, intelligent creatures, they are considered nobles by birthright within Xantharosian society. Xantharosian half-dragons come in all forms of dragonkind and carry a wisp of fey grace and magic. They are taller and heavier than normal half-dragons and live an extremely long life compared to humanoids. Xantharosian Half-Dragon Template Age. The Xantharosian half-dragon lives three times longer than their base race. Wings. The Xantharosian half-dragon has draconian wings and a flying speed of 60 feet. Scaled Body. The scales of the Xantharosian half-dragon provide it with a natural AC of 13. Senses. The Xantharosian half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet. Breath Weapon (Recharge 5-6). A Xantharosian half-dragon can use its action to exhale destructive energy. The Xantharosian half-dragon’s draconic ancestry determines the exhalation’s size, shape, and damage type. When a Xantharosian half-dragon uses its breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by its draconic ancestry. The DC for this saving throw equals 8 + the Xantharosian half-dragon’s Constitution modifier + its proficiency bonus. The Xantharosian half-dragon’s size determines the damage, area, and saving throw type of its breath weapon. Size Breath Weapon Large or smaller As a wyrmling dragon of the same color. Huge As a young dragon of the same color. Gargantuan As an adult dragon of the same color. Damage Immunity. The Xantharosian half-dragon becomes immune to a type of damage based on its color. Color Damage Immunity Black or copper Acid Blue or bronze Lightning Brass, gold, or red Fire Green Poison Silver or white Cold Fey Ancestry. The Xantharosian half-dragon has advantage on saving throws against being charmed, and magic can’t put it to sleep. Languages. The Xantharosian half-dragon speaks Draconic in addition to any other languages it knows. Creatures that can’t speak can understand Draconic.","properties":{"Category":"Monsters"},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Xanthos","description":"A xanthos is a strange creature, part equine, part reptile. Bred as mounts by a long-dead race of alien plane-jumping explorers, xanthoi have a remarkable intelligence and the ability to teleport themselves and their riders over long distances. The race that created xanthoi has since died off or left for remote destinations, and the remaining xanthoi have lost many of their former powers, but they still have a driving need to explore worlds and planes. Xanthoi are omnivores but can survive on vegetable matter. A xanthos is 13 feet tall at the shoulder and weighs 15,000 pounds. Natural Surveyor. A xanthos memorizes geography, flora, and fauna in case its lost masters ever return. In its travels, it may seek out powerful adventurers to form a mutual alliance of curiosity and friendship and continue its explorations in their company. Each xanthos has a specific interest, and its desire to examine and catalog might be inconvenient or irrelevant to an adventurer’s desires. Xanthoi avoid using their abilities to interfere or help with wars, planar invasions, and natural disasters, as they believe doing so violates an ancient code limiting their actions to observation and memorization rather than influencing events. They are more likely to flee than to fight unless fleeing would leave their friends stranded or in danger. Sturdy but Independent. Its sloping, armored back is not particularly comfortable for humanoids to sit on but is well suited for bearing a howdah that can hold up to four Medium or Small creatures. 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In the guise of Deep Duerra, the duergar god of conquest, the archdevil Asmodeus visited Xardorok and urged him to conquer Icewind Dale, beginning with Ten-Towns. Dark Obsession. Xardorok is obsessed with chardalyn and can’t stand the thought of anyone else possessing it. He must have all the chardalyn that Icewind Dale has to offer and is using his ample supply to forge a dragon, which he plans to unleash upon Ten-Towns. See the for more information about chardalyn. Father of Nine. Xardorok has been married three times and has sired nine children. He killed his first wife, Thizrun, for plotting to assassinate him. His second wife, Yrraska, was killed in a tunnel collapse along with two of their daughters. His third wife, Marral, was killed during a raid against a mind flayer enclave, along with another daughter and three sons. Xardorok killed his eldest son, Ulthoon, son of Thizrun, for plotting to overthrow him. His surviving offspring are two sons given to him by Marral, named Durth and Nildar. Clad in Chardalyn. Xardorok wears the following nonmagical items fashioned from chardalyn: a nine-spired crown (two intact spires representing his two surviving sons, and seven partially broken-off spires representing his seven dead children), a suit of chain mail, and a spiked gauntlet. Traits Duergar Resilience. Xardorok has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Innate Spellcasting. Xardorok’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: eldritch blast (see “Actions” below), mage hand 1/day each: hold person, suggestion Sunlight Sensitivity. While in sunlight, Xardorok has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Xardorok attacks twice with a weapon or casts eldritch blast twice Spiked Gauntlet. Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: (1d4+3) piercing damage. Spiked Gauntlet (Enlarged) . Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit: (2d4+3) piercing damage. Eldritch Blast (Cantrip). Ranged Spell Attack : +7 to hit, reach 120 ft., one creature. Hit: (1d10+4) force damage. Enlarge (Recharges after a Short or Long Rest). For 1 minute, Xardorok magically increases in size, along with anything he is wearing or carrying. While enlarged, Xardorok is Large, doubles his damage dice on Strength-based weapon attacks (included in his attacks), and makes Strength checks and Strength saving throws with advantage. If Xardorok lacks the room to become Large, he attains the maximum size possible in the space available. Invisibility (Recharge 4-6). Xardorok magically turns invisible until he attacks, he casts a spell, he uses his Enlarge, or his concentration is broken (as if concentrating on a spell). Any equipment Xardorok wears or carries is invisible with him. Reactions Hellish Rebuke (2/Day). When Xardorok is damaged by a creature within 60 feet of him that he can see, the creature that damaged him is engulfed in hellish flames and must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":6331,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Xardorok Sunblight","description":"Xardorok Sunblight leads the Sunblight clan of duergar which, until recently, dwelled in the subterranean depths beneath the Spine of the World. In the guise of Deep Duerra, the duergar god of conquest, the archdevil Asmodeus visited Xardorok and urged him to conquer Icewind Dale, beginning with Ten-Towns. Dark Obsession. Xardorok is obsessed with chardalyn and can’t stand the thought of anyone else possessing it. He must have all the chardalyn that Icewind Dale has to offer and is using his ample supply to forge a dragon, which he plans to unleash upon Ten-Towns. See the sidebar on page 6 for more information about chardalyn. Father of Nine. Xardorok has been married three times and has sired nine children. He killed his first wife, Thizrun, for plotting to assassinate him. His second wife, Yrraska, was killed in a tunnel collapse along with two of their daughters. His third wife, Marral, was killed during a raid against a mind flayer enclave, along with another daughter and three sons. Xardorok killed his eldest son, Ulthoon, son of Thizrun, for plotting to overthrow him. His surviving offspring are two sons given to him by Marral, named Durth and Nildar. Clad in Chardalyn. Xardorok wears the following nonmagical items fashioned from chardalyn: a ninespired crown (two intact spires representing his two surviving sons, and seven partially broken-off spires representing his seven dead children), a suit of chain mail, and a spiked gauntlet. Traits Duergar Resilience. Xardorok has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Innate Spellcasting. Xardorok’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: eldritch blast (see “Actions” below), mage hand 1/day each: hold person, suggestion Sunlight Sensitivity. While in sunlight, Xardorok has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Xardorok attacks twice with a weapon or casts eldritch blast twice. Spiked Gauntlet. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, or 8 (2d4 + 3) piercing damage while Xardorok is enlarged. Eldritch Blast (Cantrip). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 9 (1d10 + 4) force damage. Enlarge (Recharges after a Short or Long Rest). For 1 minute, Xardorok magically increases in size, along with anything he is wearing or carrying. While enlarged, Xardorok is Large, doubles his damage dice on Strength-based weapon attacks (included in his attacks), and makes Strength checks and Strength saving throws with advantage. If Xardorok lacks the room to become Large, he attains the maximum size possible in the space available. Invisibility (Recharge 4–6). Xardorok magically turns invisible until he attacks, he casts a spell, he uses his Enlarge, or his concentration is broken (as if concentrating on a spell). Any equipment Xardorok wears or carries is invisible with him. Reactions Hellish Rebuke (2/Day). When Xardorok is damaged by a creature within 60 feet of him that he can see, the creature that damaged him is engulfed in hellish flames and must make a DC 15 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (dwarf)","Alignment":"lawful evil","Expansion":27909,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Xarzax Ausstyl","description":"Xarzax Ausstyl was born a noble drow but Welvynn Ausstyl has not seen hope for his progression as an initiate of the Inheritors of the Unbegotten. The archdruid expelled the noble child and threw him in the midsts of the savage frenzied mutants. Over the past century, the noble child became the mightiest of the savages, trying to prove his worth to his patron and the druids of the comic horrors.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (drow)","Alignment":"chaotic evil","Expansion":17604,"Challenge Rating":6},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Xecha","description":"The creature looks like an approximation of a humanoid—but one made entirely of translucent slime, of iridescent greens and blues. A humanoid skull and spine float upright within, as if to mimic a creature with an actual skeletal system. Xecha serve as spies and infiltrators for their more powerful masters or hired as mercenaries for such roles. Communal Pools. When not performing missions, xecha merge with others of their kind, forming large, slimy masses in rocky depressions and hollows on their home plane. Xecha prize this form of communion and often lose themselves in the act until called upon by outside forces. This is contrary to the temperament of most fiends, though xecha are still argumentative and contrary. Masterful Puppeteers. Formless, xecha can pour themselves into a corpse, dissolving away the organs and piloting the shell as a disguise. This ability is their primary means of performing espionage, infiltration, and sabotage. These shells last only a matter of days, though some xecha enjoy the challenge of prolonged missions, thrilling in the challenge of commandeering multiple creatures to maintain their cover. Amorphous. The xecha can move through a space as narrow as 1 foot wide without squeezing. Any equipment it is wearing or carrying is left behind when it goes through a space too small for the equipment. Assume the Dead. The xecha can enter the corpse of a Small, Medium, or Large creature that has been dead for less than 24 hours, impersonating that creature for 2d4 days before the body decays. If the xecha takes 15 damage or more on a single turn while inhabiting a body, it must succeed on a DC 15 Constitution saving throw or be ejected from the body, which falls apart and is destroyed. The xecha's statistics, other than its size, are the same in each body. Magic Resistance. The xecha has advantage on saving throws against spells and other magical effects. Transparent. Even when the xecha is in plain sight, it takes a successful DC 16 Wisdom (Perception) check to spot a xecha that has neither moved nor attacked. A creature that tries to enter the xecha's space while unaware of it is surprised by the xecha. Actions Multiattack. The xecha makes two Pseudopod attacks or three Slam attacks. Pseudopod (True Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage plus 7 (2d6) acid damage. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Sensory Overload (Recharge 5-6). The xecha sends out a psychic pulse. Each creature that isn't a Construct or Undead within 20 feet of the xecha must make a DC 15 Intelligence saving throw. On a failure, a creature takes 24 (7d6) psychic damage and is blinded and deafened until the end of its next turn. On a success, a creature takes half the damage and isn't blinded or deafened.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fiend","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Xel’vohca the Ancient","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Source":"custom","Alignment":"lawful neutral","Expansion":29025,"Challenge Rating":20},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Xenabsorber","description":"The creature stands next to the dead antelope, its humanoid form made of light-blue crystalline material. The head of the creature shifts and slowly grows two black horns. An Impossible Imposter. The xenabsorber's body is comprised of magically-attuned blue crystal. When it vibrates on the same magical frequency as a nearby creature, it can change itself to copy some aspect of that creature. Given enough time, it can turn its entire form into that creature, though fine details elude it. The xenabsorber becomes agitated if it stays in one form too long, so it is always on the move, looking for new creatures to copy. A Grotesque Amalgam. At any given moment, the xenabsorber might be in its native blue crystalline state, fully disguised as a creature, or wearing aspects of many different creatures. In areas with high traffic of a variety of creatures, the xenabsorber might be a physical representation of the presence of or conflict between all of those creatures. Trait Mimicry This ability allows the xenabsorber to take on a nonmagical trait, attack, or reaction of a beast or humanoid it has seen recently. The copied feature can be any trait, attack, or reaction available to the creature being mimicked except the xenabsorber can't mimic the Swarm trait, the Shapechanger trait, the Change Shape action, or any Spellcasting trait, attack, or reaction. Any damage the xenabsorber deals with an attack it copies is always 8 (1d10 + 3) of the type the attack normally deals, and the DC for any trait or attack that requires the target to make a saving throw is always 13. The xenabsorber can mimic any extra physical conditions of a mimicked attack, such as grapple (from an attack such as an octopus' tentacles) or knock prone (from an attack such as a wolf's bite), but it can't mimic poisons (such as the extra damage on a scorpion's sting attack). The xenabsorber must meet the requirements of a trait before it can use the trait. For example, if it copies the Charge trait, it must have a tusk, gore, or ram attack before it can use the trait. This ability also allows the xenabsorber to copy a creature's means of natural, not magical, locomotion (such as the wings of a giant eagle to fly, the feet of a frog to swim, etc.), but at the xenabsorber's speed, not the speed of the copied creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Xeno the Rekindled Flame","description":"Xeno, an orphan from the Shanties, was taken in and raised by Father Drunnag Steelarm, a zealous cleric of the Shining Light who follows the ancient traditions of the Order of the Eternal Light in his secret shrine. The old dwarven cleric saw Xeno as a chosen prodigy to be inducted to the order, due to the powers the boy manifested at a young age. As Xeno got older, he learned the truth about the history of the theocracy and the remnant sect with which he was involved. One day, he had a vivid dream about a couatl in the light and gained an understanding of his place. He abandoned Father Drunnag and his rigorous doctrines, and walked into the main chapel of the temple of Light and Darkness, pledging his soul to the dual deity. Xeno spent the next twenty years serving the temple, never looking back at the evil priest who raised him and his fanatic dogma, and keeping his past a secret from all. He rapidly rose in the hierarchy of the temple, becoming the right hand of the high priest of the temple, Father Kalozark Solamyr, who named him the Rekindled Flame. Equipment Xeno wields a +1 quarterstaff and wears a +1 breastplate .","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic good","Expansion":17604,"Challenge Rating":13},"publisher":"Elderbrain","book":"Crown of the Oathbreaker Compendium"},{"name":"Xerfilstyx","description":"The xerfilstyx is a greater devil that has the upper form of a huge winged devil, while its lower half is that of the body of a giant slug. It lives within the depths of the River Styx, sampling the memory fragments of souls that flow through it. Having lived in the waters of Styx, the xerfilstyx devil has been driven insane from the constant bombardment of memories. Like the sweetest of poisons, a xerfilstyx takes pleasure in the memories it absorbs while it dissolves its own mind. It is this insanity that drives xerfilstyx to attack other creatures, eager to drive them into the waters of Styx and taste memories within it. It is also because of this that other devils avoid them. Opportune Fighters. Xerfilstyx fight from the safety of the River Styx, unleashing a barrage of offensive ice-based spells to stun its enemies until it can charge in for a grapple. Once an enemy is grappled, the xerfilstyx's small lamprey-like tentacle suckers will drain it of its blood. When faced with overwhelming numbers, the xerfilstyx will use its dreaded blood breath, exhaling its own blood which is so caustic it can melt flesh like butter. Traits Amphibious. The xerfilstyx can breathe air and water. Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Fear Aura. A creature that starts its turn within 20 feet of the xerfilstyx must succeed on a DC 17 Wisdom saving throw, unless the xerfilstyx is incapacitated. On a failed save, the creature is frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the xerfilstyx by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to the xerfilstyx, the creature can repeat the saving throw. On a success, the effect ends If a creature's saving throw is successful, the creature is immune to the xerfilstyx's Fear Aura for the next 24 hours. Magic Resistance. The xerfilstyx has advantage on saving throws against spells and other magical effects. Actions Multiattack. The xerfilstyx makes two Greatsword attacks and one Tail attack. Greatsword. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage, and the target must make a DC 16 Strength saving throw. On a failed save, the target is grappled (escape DC 16) and pulled to a space within 5 feet of the xerfilstyx. While grappled this way, the target is restrained, takes 18 (4d8) necrotic damage at the start of each of the xerfilstyx's turns, and the xerfilstyx can't use its Tail attack against other targets. Blood Breath (Recharge after a Long Rest). The xerfilstyx exhales scalding blood in a 60-foot cone. Each creature in that area must succeed on a DC 19 Constitution saving throw, taking 22 (5d8) fire damage and 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one. Teleport. The xerfilstyx magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see. Spellcasting. The xerfilstyx casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: detect evil and good, detect magic, ray of frost (3d8 damage) 3/day each: charm person, dispel magic, major image, suggestion 1/day each: unholy aura (see Appendix C. New Spells) Bonus Actions Spell Steal. The xerfilstyx steals a spell prepared by a creature it is grappling with. The target must make a DC 17 Wisdom saving throw or lose one of its spells (chosen at random) as if the creature had already cast it. The stolen spell is added to the xerfilstyx's list of spells that it can cast 1/day. The xerfilstyx loses all spells acquired this way after 24 hours.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Devil)","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Xhkarsh","description":"Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom. Dimensional Travelers. The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible to—possibly even incompatible with—creatures of this reality. Tamper with Fate. The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends—but what those ends might be, only the xhkarsh know. Foes of Skein Witches. Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk. Actions Multiattack: The xhkarsh makes two claw attacks and two stinger attacks. Claw: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. Stinger: Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) piercing damage. The target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target’s fate can be restored by a dispel evil and good spell or comparable magic. Seize Strand: The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh’s consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh’s presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target’s fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time. Invisibility: The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Source":"Tome of Beasts","Alignment":"Neutral Evil","Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Xhkarsh","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"neutral evil","Expansion":14533,"Challenge Rating":8},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Xildrach","description":"Xildrachs (sil-draak) are among the lesser known devils in the armies of Hell, and often serve as infiltrators or anti-mage soldiers due to their ability to change their shape as well as negate and even in some ways reflect elemental damage back at their enemies. Appearance. In their true form, xildrachs have orange, scaly bodies with four glossy horns curving up from the ordinal points of their skull. They have long, bony arms and legs, which all end in clawed hands. Red membranous wings with veins that glow like lightning protrude from their backs. Their bodies are an odd shape, almost snake-like with disconnected ribs allowing their entire body to flow along its length while maintaining almost even width along the torso. Xildrachs can move on any two of their limbs with relative ease. Tactics. Being resistant to most elemental damage, the xildrach will boldly charge through most fields of elemental energy looking to charge its claws before making attacks. However, whenever possible it does prefer to let others do its fighting for it, relying on Unwelcome Contract and any allies it may have made while in the guise of a mortal to protect it from harm. Traits Omnidextrous. The xildrach ignores Injuries to its Attacks and Mobility until it has received at least three Injuries of the same severity across the two aspects. This only applies when the xildrach is in its true form. Magic Resistance. The xildrach has advantage on saving throws against spells and magical effects. Poison Resistance. The xildrach has advantage on saving throws against poison. Elemental Affinity. Whenever the xildrach takes acid, cold, fire, or lightning damage, it becomes immune to that type of damage until the end of its next turn, or until it takes elemental damage of another type, whichever is sooner (in which case it becomes immune to the new source of damage). While immune to an element in this way, the xildrach's Claw attacks deal an additional 7 (2d6) damage of the same type. Mortal Transformation. The xildrach can take on the form of any humanoid at will. Spread the Pain. If the xildrach attacks two different creatures in the same action, it uses the total damage dealt across all its attacks and uses the lower of the two creatures' thresholds when determining if either creature was Injured. Actions Multiattack. The xildrach makes two Claw attacks. Claw. Melee Weapon Attack: +6 to hit, one target, reach 5 feet. Hit: 12 (2d8+3) slashing damage. Unwelcome Contract (recharge 5-6). The xildrach overwhelms a creature's mind, forcing it into a temporary contract of partnership. One nonfiend creature within 60 feet must make a DC 14 Charisma saving throw or be charmed by the xildrach. While charmed in this way, it must attack its nearest ally each turn if able. If it is not in range to do so, it must move until it is in range. The target can attempt another saving throw to end the effect at the end of each of its turns. Chaotic creatures have disadvantage on the initial saving throw. The xildrach can only use this ability on one creature at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (shapeshifter)","Alignment":"lawful evil","Expansion":28072,"Challenge Rating":8},"publisher":"Lone Colossus Games","book":"Injuries and Vile Deeds"},{"name":"Xill","description":"Xills see Material Plane creatures as little more than incubators, but their driving need for fresh hosts never abates, for on their home plane, xills are constantly at war. Only the relative emptiness of the Ethereal Plane keeps their conflict with others from becoming too overwhelming and outpacing the incredible speed at which new ranks of soldiers can replace those who have fallen. These four-armed, warmongering monsters paralyze their victims before implanting them with eggs using an ovipositor normally kept retracted behind their mandibles. Their single-minded drive to expand and conquer is so all-encompassing that while they work together dutifully and without dissent, there is little else in their lives. Xills have dark red, almost purple flesh, and while many of them wear armor-like clothing made of strange dark material, their supernatural flesh affords them all the protection they need in many environments. Their four arms, elongated faces, twisted jaws, and ropy lengths of tendrils in place of hair leave most scholars with no doubt as to their fiendish natures. Traits Magic Resistance. The xill has advantage on saving throws against spells and other magical effects. Actions Multiattack. The xill makes five melee attacks: one with its bite and four with its claws, or one with its bite and four weapons. It can also make four ranged attacks with a pair of longbows (two per bow). Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage. Implant. The xill can lay 2d6 eggs in an incapacitated creature. The xill’s eggs hatch in 24 hours, at which point the young consume the host from within, inflicting 1 point of Con damage per hour per young until the host dies. The young then emerge and planewalk to the Ethereal Plane, if possible, to mature. A lesser restoration spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with DC 15 Medicine checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals 2 (1d4) piercing damage to the patient. Planewalk. The xill shifts from the Ethereal Plane to the Material Plane or vice versa. The xill can take a single willing or incapacitated creature with it when it switches planes.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":17526,"Challenge Rating":6},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Xill","description":"Brutal and viscious, these four-armed, red-skinned, reptilian humanoids roam the Ethereal Plane delivering their calculated savagery to unsuspecting foes. Death from the Veil. Xill delight in the pain and suffering they inflict upon their vicitms. They can shift into any plane that borders the Ethereal Plane at will, often capable of appearing anywhere at anytime. Coordinating such attacks upon their prey is their preferred method of combat and hunting. Organized Brutality. Though often viewed as barbaric, many Xill are part of a structured, civilized society overseen by ruthless totalitarianism. Not much is known of their culture other than their desire to kill. Some paralyzed victims are left alive become incubators for laying eggs. Traits Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:\"Table Normal\"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:\"\"; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:8.0pt; mso-para-margin-left:0in; line-height:107%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:\"Calibri\",sans-serif; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:\"Times New Roman\"; mso-bidi-theme-font:minor-bidi; mso-font-kerning:1.0pt; mso-ligatures:standardcontextual;} Ethereal Shift. As a bonus action, the xill can magically shift from the Material Plane to the Ethereal Plane, or vice versa. Actions Multiattack. The xill makes four attacks: two with its longswords and two with its shortswords. Alternatively, it makes two attacks with its longswords and one with its bite. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Bite . Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.and 7 (2d6) poison damage. The target must succeed on a DC 14 Constitution saving throw or become paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the paralyzing effect of the xill's bite attack for the next 24 hours.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Source":"custom","Alignment":"lawful evil","Expansion":24773,"Challenge Rating":6},"publisher":"Castle Skydawn Design","book":"Lost City of Mezro"},{"name":"Xill","description":"Xills are the scourge of the Ethereal Plane, conquering everything in their paths with only one purpose: to perpetuate their race at the expense of others. These flame-red humanoids are a strange mix of insect and reptile, with four arms and twitching, fanged mandibles. All xills are female and capable of fertilizing their own eggs, but require living hosts to incubate these eggs, which they inject into paralyzed victims by means of a grotesque ovipositor normally kept retracted behind their mandibles. Evil and alien, the plane-shifting xills possess impressive intelligence and a totalitarian, militaristic culture all their own. Though they see most other life forms as incubators, they particularly prize phase spiders for this purpose. 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Descendants of a Fallen God. All xing tian descend from a god of the same name who challenged the eldest deities and lost. As punishment, his head was removed, but he simply grew eyes and a mouth on his chest and continued to fight. Fearless Warriors. The xing tian, known by locals as “headless giants,” live on the fringes of civilization, occasionally raiding settlements for plunder and loot. They dwell in small, isolated villages where leadership roles go to the individuals who can withstand the most pain. The most powerful xing tian wear their hideous scars with pride. Symbol of Perseverance. The xing tian’s fortitude and regenerative properties lead many to consider them a symbol of an indomitable will and the drive to continue no matter the hardships.","properties":{"Category":"Monsters","Size":"Huge","Type":"giant","Alignment":"neutral","Expansion":8073,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Xiphus","description":"A faint ticking and a blur of light and limbs almost too fast to see are the only warnings that trouble is coming. These tiny beings have silver or white hair and bronze skin that shimmers no matter how much or little light is present. They have tall, pointed ears and slightly slanted eyes. A contraption of gears, pistons, and hourglasses filled with red sand spin and whir where the xiphus' heart should be. Gear-Hearted. Clockwork-enhanced fey, the xiphus were once quicksteps, but, long ago, they gave up on being merely flesh. When a xiphus comes of age, it undergoes an intense ritual in which its heart is replaced with a clockwork apparatus that beats like a heart and grants the fey power over time. Brotherly Rivals. They consider the quicksteps somewhat dim-witted for not making the same adjustment, and the two speedy fey rarely get along well for any length of time. Triple Speech. A xiphus speaks so rapidly that often it is not understood on a first pass--and so most xiphus will repeat themselves at least once and often twice when they are speaking to \"the slow ones.\"","properties":{"Category":"Monsters","Size":"Small","Type":"fey","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Xircxi","description":"Xircxi was the patriarch of all dragonkind during the Time of Years. He did not fight in the wars that followed the Sundering. This won him no friends, however, and he was considered both a coward and a traitor by the different factions. He went into self­imposed exile for more than a thousand years, until word came to him that the fallen god was using dragons in his war upon mankind. He emerged to lead his brethren against the corrupted dragons, an endeavor that culminated in the bloody Battle of the Wall, where many of Aryth’s dragons were slain. Xircxi himself was wounded in the battle, but he did not fall. Nonetheless, due to a malign curse placed upon him by Izrador himself, the wounds inflicted during that battle have never healed, and never will. Out of respect for his emergence as a leader during those dark times, two other dragons, Estherix and Agammon, agreed to serve as his companions. He now resides deep in a mountain in the central Kaladruns, though the exact location of his lair is unknown. He uses Estherix and Agammon as his eyes and ears to the world and occasionally tasks them to bring aid to great heroes in need. If the key to Xircxi’s recovery were ever to be discovered or the curse cast upon him by Izrador broken, Xircxi would be a force to be reckoned with, rivaling all but the Night Kings and Aradil in terms of power. Dragons Aryth’s dragons are each unique creatures whose abilities are not defined by the color of their scales. Their coloring may range from silver-gray or mottled green to deep black, and have features that vary from spiked armor plating to long snouts, allowing them to be easily differentiated from one another by those who are versed in draconic lore. The dragons are ancient creatures, perhaps even immortal, who have watched the growth and trials of the peoples of Aryth for thousands of years. They rarely involve themselves in the affairs of mortals, and when they do it is on their terms. They are not driven by the riches or power offered by the rulers of nations, but have their own motivations that are seldom fathomable by less long-lived races. The most notable exception to this was the corruption of many dragons by Izrador’s whisperings at the end of the Second Age. Although the dragons that survive today are fractured and individual, it was not always so. A sovereign once ruled dragonkind, and the dragons befriended the elder fey and were content to share the world with them. The Sundering had a terrible impact on both the dragons’ minds and their civilization as a whole, however, and they were split into many different factions that warred with each other throughout much of the First Age, even as the fey were splitting into the races now found throughout Aryth. These wars ravaged much of the world’s dragon population, until finally only a few hundred remained. The Battle of the Wall at the end of the Second Age further reduced this number. Today, a handful of dragons still serve the Shadow, whether driven to his side by madness or warped by the temptation of promises too alluring to resist. Those that are sympathetic to the oppressed people of Aryth hide from the world, helping where they can but fearful of being discovered and suffering the full wrath of the dark god and his Night Kings. Traits Curse of Izrador. Xircxi is cursed by Izrador; his Strength and Constitution always count as 10, even if he changes shape into another form that would have a higher Strength or Constitution. This reduces his To Hit bonus on all melee attacks by 10, reduces all damage dealt by his melee weapons by 10, and reduces his total hit points by 208, as well as affecting skills and saving throws. The curse cannot be removed by any normal or magical means, and can only be dispelled by a suitably epic quest designated by the GM. Legendary Resistance (3/Day). If Xircxi fails a saving throw, he can choose to succeed instead. Innate Spellcasting. Xircxi’s spellcasting ability is Intelligence (spell save DC 22). Xircxi can innately cast the following spells, requiring no material components: 1/day each: control weather, sunburst 3/day each: chain lightning, sunbeam, true seeing 3/day each: counterspell, sleet storm, slow Actions Multiattack. Xircxi can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pushed up to 20 feet away from Xircxi and knocked prone. Frightful Presence. Each creature of Xircxi’s choice that is within 120 feet of Xircxi and aware of him must make a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Xircxi’s Frightful Presence for one hour. Breath Weapon (Recharge 5-6). Xircxi uses one of the following breath weapons. Fire Breath. Xircxi exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful save. Stunning Breath. Xircxi exhales stunning gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be stunned for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Change Shape. Xircxi magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts into his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Xircxi’s choice). In a new form, Xircxi retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any calss features or legendary actions of that form. Legendary Actions Xircxi can take 3 legendary actions, choosing from the options listed here. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Xircxi regains spent legendary actions at the start of his turn. Detect. Xircxi makes a Wisdom (Perception) check. Tail Attack. Xircxi makes a tail attack. Wing Attack (Costs 2 actions). Xircxi beats his wings. Each creature within 15 feet of Xircxi must succeed on a DC 24 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. Xircxi can then fly up to half his flying speed.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"lawful good","Expansion":30504,"Challenge Rating":24},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Xogomoc","description":"A titan slumbers beneath each of the eight regions of Orden, rousing from their sleep every few millennia—so infrequently, most people view the titans as mere legends. References to these beings of immense form and power appear on the walls of ancient temples and in histories of ancient catastrophes. The few people who know the titans exist worship them as protectors and defenders against the end of the world. Though the titans of Orden rank among the most powerful creatures in the timescape, no texts even hint at where they came from, or who created them—if they were created. This section describes two titans: Goxomoc (GAUZ-ah-mock), titan of Ix, and the Kraken, titan of Higara. Some others, like the Phoenix, titan of Phaedros, are known, while the nature of several remains a mystery. Defenders of All the World. Legends and sages agree that the titans awaken only when their homeland, their people, or the entire world is threatened—but it’s unclear what these godlike creatures view as a threat. They certainly don’t seem interested in local politics, tyrants, plagues, or natural disasters. In truth, they await an existential threat powerful enough to destroy the world. Minds Forever Voyaging. The titans’ powers combine psionics and elemental magics. Sages believe each titan is associated with a different element: air, earth, fire, water, and beyond. Though the titans sleep, their dreams affect reality. For millennia, sailors around Higara have reported giant tentacled sea monsters they called krakens; these are obviously not the Kraken, but aspects manifested from that titan’s dreams. Complex Communication. Direct communication with most titans is difficult, as mortals rarely register on their awareness. A powerful talent or beastheart might be able to forge a mental link with a titan, but they’d receive only impressions, images, feelings, and abstract ideas. Arise, Great Titan! Awake! Long-lost rituals could rouse a slumbering titan—though such a supplicant runs a very high risk of failure and death. The people of Ix speak of a time long ago when their priests woke Goxomoc to repulse a synlirii invasion, and they’re confident they could rouse their titan again in time of need. Sages believe that waking a titan for no reason would provoke them into a ruinous march, destroying entire swaths of Orden and wiping out thousands of mortal souls. Evil cultists seeking the destruction of the world agree, and thus they search tirelessly for the ritual to rouse a titan. Traits Amorphous. Xogomoc can move through a space as narrow as 1 inch wide without squeezing. Discorporation. When Xogomoc drops to 0 hit points or dies, all conditions and other effects end for him. He teleports back to the place where he slumbers, transforms into Goxomoc with all his hit points, and falls unconscious. Disruptive Resistance ( 3 /Day). If Xogomoc fails a saving throw, he can choose to succeed instead, and his Lightning Aura doesn’t function until the end of his next turn. Lightning Aura. A creature who starts their turn within 60 feet of Xogomoc must make a DC 25 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Power of the Storm. Lightning and thunder damage dealt by Xogomoc ignore damage resistance. Siege Monster. Xogomoc deals double damage to objects and structures. Supernatural Resistance. Xogomoc has advantage on saving throws against powers, spells, and other supernatural effects. Actions Multiattack. Xogomoc makes two Lightning Strike attacks. Lightning Strike. Melee or Ranged Weapon Attack: +19 to hit, reach 15 ft. or range 600 ft., one target. Hit: 29 (3d12 + 10) lightning damage, and another target within 30 feet of the first must succeed on a DC 27 Dexterity saving throw or take the same damage. Energy Flow. Xogomoc moves up to his speed without provoking opportunity attacks. During this move, he can move through the spaces of other creatures, and it doesn’t count as difficult terrain. The first time he moves through each creature’s space, that creature takes 22 (4d10) lightning damage. Lightning Breath (Recharge 5 – 6 ). Xogomoc breathes lightning in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 71 (11d12) lightning damage and can’t take reactions until the end of their next turn. On a successful save, a creature takes half as much damage and suffers no other effect. Bonus Actions Gone in a Flash. Xogomoc teleports, along with any creatures inside him (see Into the Storm), up to 30 feet to an unoccupied space he can see. Each creature within 10 feet of the space he left must make a DC 25 Constitution saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one. Reactions Shock Cage. When a creature Xogomoc can see within 30 feet of him hits him with an attack, he encircles the attacker in bands of lightning. The creature takes 22 (4d10) lightning damage and is restrained until the end of their next turn. Villain Actions Xogomoc has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Thunderstruck. Xogomoc summons an awe-inspiring clap of thunder. Each creature within 120 feet of him who can hear him must succeed on a DC 25 Wisdom saving throw or be dazed for 1 minute (save ends at end of turn). Action 2 : Into the Storm. Xogomoc summons tempest winds that buffet each enemy he can see within 30 feet of him. Each target must make a DC 25 Strength saving throw. On a successful save, a creature takes 16 (3d10) lightning damage. On a failed save, a creature is drawn inside Xogomoc. While inside Xogomoc, a creature is restrained, moves with Xogomoc, has total cover against attacks and other effects outside Xogomoc, and takes 16 (3d10) lightning damage plus 16 (3d10) thunder damage at the start of each of their turns. A creature inside Xogomoc can use an action to make a DC 20 Strength (Athletics) or Dexterity (Acrobatics) check to move out of Xogomoc, entering an unoccupied space of their choice within 5 feet of Xogomoc on a success. If Xogomoc takes 60 or more damage on a single turn or is reduced to 0 hit points, each creature inside of Xogomoc is shunted out of him into an unoccupied space of their choice within 5 feet of Xogomoc. Action 3 : Behold True Power. Xogomoc unleashes lighting and wind in a chaotic storm. Each enemy within 120 feet of him must make a DC 25 Strength saving throw. On a failed save, a creature takes 44 (8d10) lightning damage and is moved up to 60 feet in any direction. On a successful save, a creature takes half as much damage and isn’t moved.","properties":{"Category":"Monsters","Size":"Gargantuan ","Type":"Elemental (Titan)","Alignment":"Neutral","Expansion":25493,"Challenge Rating":30},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Xorannox","description":"“Xorannox!” Lady Dazran exclaimed. “Hahaha! Surprised? You forgot my allies among the drow, I think. You should know better, my lady. Nothing exceeds my Grasp.” Xorannox (ZOR-ah-nocks) rules as Lord of the White Tower, a multi-level finger of alabaster stone. Commonly known as the Tyract—an ancient Deep Speech word that literally translates as “a king who rules with his teeth”—the overmind indeed consumes those who displease him. Xorannox is chief of the Grasp, a secret organization made up of deep gnomes, dark elves, and humans. They seek to overthrow the voiceless talkers’ great empire and place Xorannox above all, first as king, then as god. The Tyract is a master strategist, always one step ahead of his enemies. Adventurers from the Mundane World may be surprised to discover their deep allies are members of the Grasp. When they meet Xorannox, he’s delighted! He loves treating with humanoids! They have the same enemies, after all. Unfortunately, no matter how useful or dependable a party of heroes might be, Xorannox is nearly incapable of resisting the urge to betray his allies. He assumes, as do most vaurathi, that the natural end of all alliances is betrayal. It’s just a matter of who stabs who first. Eyes Always Shielded. Xorannox’s psionic might is so great that unlike other overminds, his floating eyes are never without their psionic shield. When he is truly in distress, Xorannox can sacrifice one of his eyes to bolster his resistances. Traits Painful Resistance ( 3 /Day). Eight eyes float around Xorannox and create his Eye Psionics. If Xorannox fails a saving throw, he can destroy a random floating eye (chosen by rolling a d8) and succeed instead. If an eye is destroyed, a new eye pops of out of Xorannox’s face to replace it 24 hours later. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Eye Psionics. Xorannox creates three of the following psionic eye effects. Unless otherwise stated, each eye targets a creature who he can see within 120 feet of him. He can’t use the same effect twice on a turn. Charm Beam. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by Xorannox for 1 hour, or until he harms the creature or one of their allies. Compulsion Beam . The targeted creature must succeed on a DC 17 Intelligence saving throw or use their reaction, if available, to move up to their speed toward the closest ally they can see and make one weapon attack against them. Creatures who can’t be charmed are unaffected. Memory Beam . The targeted creature must make a DC 17 Intelligence saving throw. On a failed save, if the creature has unexpended spell slots, they expend a spell slot of their highest remaining level, with no effect. If they don’t have unexpended spell slots, they instead lose proficiency with a weapon they’re holding or carrying for 1 minute (save ends at end of turn). Toxic Vapors. Xorannox chooses a point he can see within 120 feet of him. Each creature within 10 feet of the point must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). Telekinetic Field . Xorannox chooses a point he can see within 120 feet of him. Each enemy within 10 feet of the point must succeed on a DC 17 Strength saving throw or be moved up to 30 feet in any direction and take 7 (2d6) force damage at the end of the move. Additionally, Xorannox can target any object within 10 feet of the point that weighs 300 pounds or less and isn’t being worn or carried, moving it up to 30 feet in any direction. Xorannox can also exert fine control on objects with this effect, such as manipulating a simple tool or opening a door or a container. Lightning Bolt. Xorannox shoots a 5-foot-wide, 60-foot-long line of lightning. Each creature in the line must succeed on a DC 17 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. Explosion. Xorannox chooses a point he can see within 120 feet of him. Each creature within 10 feet of the point must make a DC 17 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. Necrosis Beam. The targeted creature must succeed on a DC 17 Constitution saving throw or immediately take 55 (10d10) necrotic damage and lose 7 (2d6) hit points at the start of each of their turns. If this effect reduces a target’s hit points to 0, they die. The effect ends if Xorannox dies or can’t see the target. This psionic effect can’t be used again while this effect persists. Bonus Actions The Great Eye (Recharge 6 ). Xorannox’s central eye turns solid black and projects a 150-foot cone of energy. If Xorannox or any creature in that area is affected by a spell, the spell’s effects immediately end for that creature. Reactions Cower! When a creature hits Xorannox with an attack, he shoots a psionic fear beam at them. The creature must succeed on a DC 17 Wisdom saving throw or take 21 (6d6) psychic damage and be frightened of Xorannox for 1 minute (save ends at end of turn). Villain Actions Xorannox has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Disruption Beams. Xorannox shoots a psionic disruption beam at three creatures he can see within 120 feet of him. Each target must make a DC 17 Wisdom saving throw. On a failed save, whenever the target makes more than one weapon attack on a turn or casts a spell that isn’t a cantrip, they take 14 (4d6) psychic damage. This effect lasts for 1 minute (save ends at end of turn). Action 2 : Disappearing Act. Xorannox turns invisible until the end of his next turn and teleports up to 120 feet to an unoccupied space he can see. Action 3 : Megabeam. Xorannox unleashes the effects of all of his remaining psionic eyes at once in a 20-foot-wide, 120-foot-long line. Each creature in that area must make a save against two random eye effects from Xorannox’s Eye Psionics (reroll duplicates for each target). If the effect usually affects an area, it instead only affects individual creatures.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Lawful Evil","Expansion":25493,"Challenge Rating":14},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Xorannox","description":"Traits Painful Resistance ( 3 /Day). Eight eyes float around Xorannox and create his Eye Psionics. If Xorannox fails a saving throw, he can destroy a random floating eye (chosen by rolling a d8) and succeed instead. If an eye is destroyed, a new eye pops of out of Xorannox’s face to replace it 24 hours later. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Eye Psionics. Xorannox creates three of the following psionic eye effects. Unless otherwise stated, each eye targets a creature who he can see within 120 feet of him. He can’t use the same effect twice on a turn. 1 . Charm Beam. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by Xorannox for 1 hour, or until he harms the creature or one of their allies. 2 . Compulsion Beam . The targeted creature must succeed on a DC 17 Intelligence saving throw or use their reaction, if available, to move up to their speed toward the closest ally they can see and make one weapon attack against them. Creatures who can’t be charmed are unaffected. 3 . Memory Beam . The targeted creature must make a DC 17 Intelligence saving throw. On a failed save, if the creature has unexpended spell slots, they expend a spell slot of their highest remaining level, with no effect. If they don’t have unexpended spell slots, they instead lose proficiency with a weapon they’re holding or carrying for 1 minute (save ends at end of turn). 4 . Toxic Vapors. Xorannox chooses a point he can see within 120 feet of him. Each creature within 10 feet of the point must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn). 5 . Telekinetic Field . Xorannox chooses a point he can see within 120 feet of him. Each enemy within 10 feet of the point must succeed on a DC 17 Strength saving throw or be moved up to 30 feet in any direction and take 7 (2d6) force damage at the end of the move. Additionally, Xorannox can target any object within 10 feet of the point that weighs 300 pounds or less and isn’t being worn or carried, moving it up to 30 feet in any direction. Xorannox can also exert fine control on objects with this effect, such as manipulating a simple tool or opening a door or a container. 6 . Lightning Bolt. Xorannox shoots a 5-foot-wide, 60-foot-long line of lightning. Each creature in the line must succeed on a DC 17 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. 7 . Explosion. Xorannox chooses a point he can see within 120 feet of him. Each creature within 10 feet of the point must make a DC 17 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. 8 . Necrosis Beam. The targeted creature must succeed on a DC 17 Constitution saving throw or immediately take 55 (10d10) necrotic damage and lose 7 (2d6) hit points at the start of each of their turns. If this effect reduces a target’s hit points to 0, they die. The effect ends if Xorannox dies or can’t see the target. This psionic effect can’t be used again while this effect persists. Bonus Actions The Great Eye (Recharge 6 ). Xorannox’s central eye turns solid black and projects a 150-foot cone of energy. If Xorannox or any creature in that area is affected by a spell, the spell’s effects immediately end for that creature. Reactions Cower! When a creature hits Xorannox with an attack, he shoots a psionic fear beam at them. The creature must succeed on a DC 17 Wisdom saving throw or take 21 (6d6) psychic damage and be frightened of Xorannox for 1 minute (save ends at end of turn). Villain Actions Xorannox has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round. Action 1 : Disruption Beams. Xorannox shoots a psionic disruption beam at three creatures he can see within 120 feet of him. Each target must make a DC 17 Wisdom saving throw. On a failed save, whenever the target makes more than one weapon attack on a turn or casts a spell that isn’t a cantrip, they take 14 (4d6) psychic damage. This effect lasts for 1 minute (save ends at end of turn). Action 2 : Disappearing Act. Xorannox turns invisible until the end of his next turn and teleports up to 120 feet to an unoccupied space he can see. Action 3 : Megabeam. Xorannox unleashes the effects of all of his remaining psionic eyes at once in a 20-foot-wide, 120-foot-long line. Each creature in that area must make a save against two random eye effects from Xorannox’s Eye Psionics (reroll duplicates for each target). If the effect usually affects an area, it instead only affects individual creatures.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Lawful Evil","Expansion":28288,"Challenge Rating":14},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Xoraphond","description":"One of many artificially engineered creatures manufactured by the jagladine, xoraphonds are designed to spread nanite viruses, particularly a dreaded assimilation strain intended to convert sentient creatures into new recruits for the jagladine war effort. This virus weakens the minds of sentient creatures, remapping and repurposing their brains for alien influence. When the jagladine develop an interest in assimilating inhabitants of a new world, they often dispatch an invading force of xoraphonds, directing them to work independently and establish a stronghold from which to begin their mission of assimilation. A xoraphond’s resilience, ability to survive in hostile environments, and cautious, inquisitive nature makes it an exceptional scout and infiltrator. A newborn xoraphond oozes forth from its birthing vat completely autonomous and fully functional. Though xoraphonds are amorphous and can flatten themselves to form a bewildering number of forms, most prefer to remain in a roughly oval shape, about 4 feet in diameter and 3-1/2 feet tall. Xoraphonds weigh around 90 pounds. Alien Abduction. Xoraphonds typically carry out their missions by abducting a hardy specimen from the local population, often using jagladine biotechnology to turn the creature into a willing thrall, before infecting it with the assimilation strain. The xoraphonds then direct such thralls to infect their own kind. As the virus spreads, the xoraphonds study the new world and its other inhabitants, compiling a vast amount of data for their jagladine masters, while reacting swiftly to protect themselves and their missions—even directing thralls to slay interlopers and sow discord in their communities to hide their presence. Unhindered by emotion, xoraphonds never hesitate to sacrifice thralls or any of their infected flock to ensure their survival and the success of their missions. Alien Contagion. Creatures infected by a xoraphond’s assimilation strain carry thousands of microscopic tracker-nanites, dooming them to capture and experimentation by the sadistic jagladine in their alien bio-labs. There, the jagladine perform further tests on a candidate’s viability, before subjecting them to unspeakable procedures involving surgery, chemical infusion, radiation exposure, and psychological reconditioning. Most of these candidates are eventually transformed into a special breed of shock troop called klaven, however, the jagladine produce an array of other creatures from these vile assimilations, including new xoraphonds. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyIndent, li.BodyCopyIndent, div.BodyCopyIndent {mso-style-name:\"Body Copy Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Indent Char\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-GB;}span.BodyCopyIndentChar {mso-style-name:\"Body Copy Indent Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Indent\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Small","Type":"aberration","Alignment":"neutral evil","Expansion":32483,"Challenge Rating":4},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Xorbex","description":"Xorbex is an erratic but friendly creature originating from the Far Realm. It is the proprietor of The Abyssal Gaze , a shop renowned for its many wondrous items. A self-proclaimed expert on all things magical, Xorbex has a child-like passion for both haggling and growing its collection of strange magic items and historic relics. The Abyssal Gaze may be located anywhere an alien eye-creature would be allowed to run a business and able to turn a profit on magic items. Currently, the shop is rumored to be in the floating Maelstrom Market , which Xorbex has helped establish. Background Nobody knows exactly where Xorbex came from – not even itself. Perhaps it was the manifestation of a dream or perhaps it was created by some otherworldly entity and propelled through the layers of reality and into the Material Plane. Whatever the case, less than half a century ago, Xorbex came into existence, with no recollection of its origin. Finding itself in a world inhabited by inferior beings, Xorbex set its eyes on a simple goal that has inspired countless adventurers before it: wealth and power. Xorbex spent its first decade of consciousness gathering riches and steadily obtaining power with deadly dedication. Before long, Xorbex had become captain of a renowned pirate fleet that most historians today agree is directly responsible for the fall of at least one kingdom. Xorbex will often reminisce fondly about that period of its life (\"My beautiful, innocent youth. Oh, I understood so little and wanted so much!”) As Xorbex' treasure hoard grew, its interest for mundane riches faded. Over the years, Xorbex had developed an obsession for old magical relics and arcane rituals of ancient civilizations. Eventually, Xorbex decided to pass its captain's mantle to its first mate and set out to use its fortune on rare magical treasures. It was not long after that Xorbex crossed paths with the joyful halfling Kaela Waveheart – or, rather the dragon Kael'arizza in her favorite disguise (see Waveheart's Wonders ). The unlikely couple made quick friends, and their combined passion for magic treasure and consumption of rum led to the idea of creating a market that could traverse the oceans and collect magic items from the entire world. With this dream in mind, the two set out to build what would become the Maelstrom Market . Roleplaying Xorbex Xorbex' otherworldly appearance can be unnerving, as its eyestalks scan its customers' every move (while they, in turn, try to not stare at the drool flooding from Xorbex' mouth and down its beard-like tentacles). Xorbex' eyes seem to have lives of their own, often looking around in different directions or all focusing intently on a specific object or individual. Xorbex' years as a merchant have somewhat softened it. While not outright polite, Xorbex' demeanor alternates strangely between child-like enthusiasm and a scholar's knowing contemplation. The aberration is unable to hide its excitement when it sees a new magic item, and it almost can't stop itself from sharing historical facts and perspectives whenever remotely relevant (usually starting with an \"actually, that reminds me of...”) Xorbex experiences fits of forgetfulness and erratic behavior. Partially due to these fits, and partially due to its habit of splitting its focus between multiple tasks, Xorbex often loses track of conversations or forgets important details, such as where it placed a magic item or the name of a legendary prince it wanted to reference. Other times, it starts rambling about off-topic events – or has a loud debate with itself about how to price a magic item (\"A thousand gold pieces is too much! No, no, these humanoids don't know anything, I bet they'll pay that much and be happy, the fools!”) Xorbex isn't entirely aware of its faltering state of mind, but it is growing increasingly frustrated about not being able to remember details the way it used to.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Chaotic Neutral","Expansion":27827,"Challenge Rating":14},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Xorn","description":"\"Keep a few gems in your pocket. A hungry xorn is a helpful xorn.\" —X the Mystic’s 6th rule of dungeon survival Bizarre creatures native to the Elemental Plane of Earth, xorn sniff out gemstones and precious metals, then tunnel through earth and rock to consume those treasures. On the Material Plane, xorn must range far and wide through the Underdark to sustain themselves, becoming aggressive toward miners and treasure hunters when the valuable minerals of their diet are scarce. A xorn’s unnatural origins are suggested by its unusually heavy body and the large, powerful mouth sitting atop its head. Its three long arms are each tipped with sharp talons, and its three large, stone-lidded eyes see in all directions. Elemental Travelers. Possessed of the power of elemental earth, a xorn glides through stone and dirt as easily as a fish swims through water. It doesn’t displace earth or stone when it moves, but merges with and flows through it, leaving no tunnel, hole, or hint of its passage. Xorn prefer not to leave their home plane, where they easily eat their fill of gemstones and precious metals. When a xorn winds up on the Material Plane, whether by accident or from curiosity, it seeks sustenance and a way home. Beggars and Thieves. Xorn scour the depths of the earth for precious metal and stones. Because they are unable to consume organic material, they ignore most other creatures. However, a xorn’s ability to sniff out metals and stones often draws its attention to adventurers carrying coins and gems. Because a xorn isn’t evil, it pleads or bargains in the hope of convincing owners to give up their treasure, offering up information it has learned from its travels in exchange. A xorn whose requests are ignored might resort to threats and bullying. If starving or angered, it resorts to force. Traits Earth Glide : The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. Stone Camouflage : The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Treasure Sense : The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it. Actions Multiattack : The xorn makes three claw attacks and one bite attack. Claw : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"elemental","Source":"MM1","Alignment":"neutral","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Xorn","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Earth Glide : The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through. Stone Camouflage : The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Treasure Sense : The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it. Actions Multiattack : The xorn makes three claw attacks and one bite attack. Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage. Claw : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","AC":"19 (Natural Armor)","HP":"73 (7d8+42)","CHA":11,"CON":22,"DEX":10,"INT":11,"STR":17,"WIS":10,"Size":"Medium","Type":"elemental","Speed":"20 ft., burrow 20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390117088/ckkcPG7JdovKIoH9Qdd0Qg/original.png","Roll 0":"Bite\n1d20 + 6\n3d6+3","Roll 1":"Claw\n1d20 + 6\n1d6+3","Senses":"Darkvision 60 Ft., Tremorsense 60 Ft.","Skills":"Perception +6, Stealth +3","Source":"5th Edition SRD","data-XP":"1,800","Alignment":"Neutral","Languages":"Terran","data-List":"false","Token Size":1,"Resistances":"Piercing And Slashing From Nonmagical Weapons That Aren't Adamantine","data-Traits":"[{\"Name\":\"Earth Glide\",\"Desc\":\"The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.\"},{\"Name\":\"Stone Camouflage\",\"Desc\":\"The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.\"},{\"Name\":\"Treasure Sense\",\"Desc\":\"The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The xorn makes three claw attacks and one bite attack.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"3d6 + 3\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"6\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 3\",\"Damage Type\":\"slashing\"}]","data-CHA-mod":"+0","data-CON-mod":"+6","data-DEX-mod":"+0","data-INT-mod":"+0","data-STR-mod":"+3","data-SizeNum":4,"data-WIS-mod":"+0","Challenge Rating":5,"Passive Perception":16,"data-CrNum":5,"data-AcNum":19,"data-HpNum":73},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Xotliac","description":"The creatures you behold have broad, flat heads with a frill of dangling external gills, two pairs of bulbous white eyes, and wide mouths filled with needle-like teeth. Their upper torsos are vaguely humanoid, with spiny rows running along the neck and back that connect to the webbing along the backs of their arms. Their stunted, vestigial legs are webbed, apparently used only for swimming. Xotliacs are amphibious humanoids that live in small tribal colonies in the harsh and desolate marshlands of the waste. Primarily hunter-gatherers, they spend most of their time below the surface of the water hunting fish and smaller amphibians or gathering grubs and crustaceans. These highly reclusive creatures rarely allow outsiders to observe them. Still, travelers should be wary of them, because they don’t hesitate to attack other humanoids that wander into their territory. When they take on prey larger than they are, they hunt and fight communally, assembling groups from multiple tribes if necessary. Shifting Roles and Colors. Each tribe of xotliacs is organized in a system where different tribe members have responsibility for performing certain duties. Their society treats all duties as equally important, and during an individual xotliac’s life, it might switch duties several times. Xotliacs display a range of skin coloration, from pale green to greenish brown to deep reddish brown, occasionally embellished with patterns of spots. When a xotliac assumes different responsibilities within its tribe, its color changes to reflect that change in status. These skin tones and markings enable xotliacs to identify each other by communicating an individual’s tribe, abilities, and current role in society. Untouchable. In addition to the creature’s prickly dorsal spines, their skin secretes a thick, slimy mucous, making them extremely slippery and difficult to grapple. Furthermore, a xotliac’s mucous gives a distinct scent that the creatures can alter to display simple emotions such as affection, anger, sadness, and fear. TRAITS Amphibious. The xotliac can breathe air and water. Keen Senses. The xotliac has advantage on Wisdom (Perception) checks. Swamp Camouflage. The xotliac has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Regeneration. The xotliac regains 3 hp at the start of its turn if it has at least 1 hp. ACTIONS Multiattack. The xotliac makes two melee attacks, one Bite attack and one Spear attack. Bite. Melee Weapon Attack: +3 to hit, one target. Hit: 5 (1d8 + 1) piercing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Xotliac)","Alignment":"Neutral","Expansion":25357,"Challenge Rating":"1/4"},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Xvart","description":"When things go badly for them, they kidnap whoever’s handy and sacrifice them to their craven god. Hmm. I guess they’re not so different from a lot of humans, after all. —Volo If you say the name Raxivort three times while gazing at your reflection in a mirror, xvarts will visit you in the dead of night and steal a cherished trinket. —Volo If ye believe what Volo tells ye, ye deserve no less. —Elminster Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator’s appearance. They stand about 3 feet tall. Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe’s ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren’t much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves. Raxivort’s Betrayal. All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz’zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master’s riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod. After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz’zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own. In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort’s location instead point to the nearest xvart. Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety. Greedy Thugs. Xvarts have all of their creator’s flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables—the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies. They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish. Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren’t going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he’s too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation. Vermin Masters. Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort’s divine nature. Even though the xvarts inherited Raxivort’s greed and cowardice, they also gained his ability to form bonds with such creatures. Xvart Warlocks. A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort’s custody. If the demigod feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the howling chaos of Pandemonium. Raxivort’s warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the wilderness, old ruins, and dungeons for treasures, often with a handful of xvart sycophants and giant rat bodyguards in tow. Xvart Speakers A xvart tribe has one speaker that serves as its leader. Refer to the Xvart Speaker entry for details and stats. Traits Low Cunning : The xvart can take the Disengage action as a bonus action on each of its turns. Overbearing Pack : The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart’s allies is within 5 feet of the target and the ally isn’t incapacitated. Raxivort’s Tongue : The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. Actions Shortsword : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Sling : Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (xvart)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Xvart","description":"Fleeing his pursuers, Raxivort wandered across the multiverse and spawned xvarts, who not only look like him but also cause any magic that could reveal his location to point to the nearest xvart instead. Xvarts Xvarts are cowardly, greedy creatures spawned by a renegade demigod, Raxivort. They have blue skin, orange eyes, and receding hairlines, mirroring their creator’s appearance. They stand about 3 feet tall. Raxivort spent centuries watching over the treasury of Graz’zt (appears in this book), and in time, Raxivort plundered his lord’s vault. One of the treasures he stole was the Infinity Spindle , a crystalline shard that could transform even a creature as lowly as Raxivort into a demigod. After his apotheosis, Raxivort forged the Black Sewers, a realm within Pandemonium that he filled with his beloved creatures, rats and bats, which xvarts befriend to this day. He enjoyed his reign only briefly before Graz’zt unleashed his vengeance. The demon prince urged villains far and wide to pursue the Infinity Spindle for themselves and destroy Raxivort. Traits Raxivort’s Tongue. The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If at least one of the xvart’s allies is within 5 feet of the target, the xvart can push the target 5 feet if the target is a Medium or smaller creature. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Bonus Actions Low Cunning. The xvart takes the Disengage action.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Xvart Cutthroat","description":"Cutthroats are vicious, opportunistic thugs that serve the will of Raxivort. These xvarts use stealth and strength in numbers to overwhelm their targets. Traits Raxivort's Tongue. The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. Sneak Attack (1/Turn). The xvart deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the xvart that isn't incapacitated and the xvart doesn't have disadvantage on the attack roll. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If at least one of the xvart’s allies is within 5 feet of the target, the xvart can push the target 5 feet if the target is a Medium or smaller creature. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Bonus Actions Low Cunning. The xvart takes the Disengage action.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":"1/4"},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Xvart Shaman of Raxivort","description":"The shaman of Raxivort is a devout worshiper of the Lord of Xvartkind. The shaman is granted druidic spells and abilities by the xvart god, making it a natural leader of small xvart tribes. In larger tribes, the xvart shaman serves as an adviser to the tribe speaker. Traits Raxivort's Tongue. The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. Actions Multiattack. The xvart makes two Shortsword attacks or uses Toxic Bolt twice. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If at least one of the xvart’s allies is within 5 feet of the target, the xvart can push the target 5 feet if the target is a Medium or smaller creature. Toxic Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 11 (2d8 + 2) poison damage, and the target is poisoned until the end of the xvart's next turn. Spellcasting. The xvart casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At will: druidcraft, poison spray, thorn whip 2/day each: earth tremor, hold person 1/day each: conjure animals (bats and rats only), erupting earth, spike growth Bonus Actions Change Shape (Recharges after a Short or Long Rest). The xvart magically polymorphs into a giant bat ( MM , pg. 323) or dire rat ( Monster Manual Expanded , pg. 299), remaining in that form for up to 1 hour, or it can revert to its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Low Cunning. The xvart takes the Disengage action.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Chaotic Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Xvart Speaker","description":"When things go badly for them, they kidnap whoever’s handy and sacrifice them to their craven god. Hmm. I guess they’re not so different from a lot of humans, after all. —Volo If you say the name Raxivort three times while gazing at your reflection in a mirror, xvarts will visit you in the dead of night and steal a cherished trinket. —Volo If ye believe what Volo tells ye, ye deserve no less. —Elminster Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator’s appearance. They stand about 3 feet tall. Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe’s ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren’t much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves. Raxivort’s Betrayal. All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz’zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master’s riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod. After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz’zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own. In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort’s location instead point to the nearest xvart. Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety. Greedy Thugs. Xvarts have all of their creator’s flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables—the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies. They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish. Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren’t going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he’s too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation. Vermin Masters. Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort’s divine nature. Even though the xvarts inherited Raxivort’s greed and cowardice, they also gained his ability to form bonds with such creatures. Xvart Warlocks. A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort’s custody. If the demigod feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the howling chaos of Pandemonium. Raxivort’s warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the wilderness, old ruins, and dungeons for treasures, often with a handful of xvart sycophants and giant rat bodyguards in tow. Xvart Speakers. A xvart tribe has one speaker that serves as its leader. The speaker has the statistics of a normal xvart, except that it has an Intelligence of 13 (+1) and knows one additional language (usually Common or Goblin). Traits Low Cunning : The xvart can take the Disengage action as a bonus action on each of its turns. Overbearing Pack : The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart’s allies is within 5 feet of the target and the ally isn’t incapacitated. Raxivort’s Tongue : The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. Actions Shortsword : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Sling : Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (xvart)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Xvart Speaker","description":"The cunning xvart speaker serves as the tribe's chieftain. It spends most of its time scheming, conniving, and obsessing with hoarding valuable treasure. It trusts no one, not even its advisers, and for good reason. Xvarts by nature are so greedy they can't stop themselves from scheming and finding opportunities to usurp their leader and steal. In combat, the speaker is normally the most formidable warrior of its kind, wields a scimitar laced with poison, and uses every advantage it can find, to the point of overpreparing, to maximize success. Traits Raxivort's Tongue. The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. Actions Multiattack. The xvart makes three Scimitar attacks. Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage. If at least one of the xvart’s allies is within 5 feet of the target, the xvart can push the target 5 feet if the target is a Medium or smaller creature. After the target is pushed, it must succeed on a DC 14 Strength saving throw or be knocked prone. Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. Kick Them While They're Down. The xvart chooses up to four allies it can see within 30 feet of it that is 5 feet from a prone enemy. If the ally can see and hear the xvart, the ally can use its reaction to make one weapon attack against the prone enemy. Bonus Actions Low Cunning. The xvart takes the Disengage action.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Xvart Supreme Speaker","description":"The cunning xvart speaker serves as the tribe's chieftain. It spends most of its time scheming, conniving, and obsessing with hoarding valuable treasure. It trusts no one, not even its advisers, and for good reason. Xvarts by nature are so greedy they can't stop themselves from scheming and finding opportunities to usurp their leader and steal. In combat, the speaker is normally the most formidable warrior of its kind, wields a scimitar laced with poison, and uses every advantage it can find, to the point of overpreparing, to maximize success. Traits Raxivort's Tongue. The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. Legendary Resistance (1/Day). If the xvart fails a saving throw, it can choose to succeed instead. Actions Multiattack. The xvart makes three Scimitar attacks. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) poison damage. If at least one of the xvart’s allies is within 5 feet of the target, the xvart can push the target 5 feet if the target is a Medium or smaller creature. After the target is pushed, it must succeed on a DC 15 Strength saving throw or be knocked prone. Sling. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 3 (1d6) force damage. Kick Them While They're Down. The xvart chooses up to four allies it can see within 30 feet of it that is 5 feet from a prone enemy. If the ally can see and hear the xvart, the ally can use its reaction to make one weapon attack against the prone enemy. Bonus Actions Low Cunning. The xvart takes the Disengage action. Legendary Actions The xvart can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The xvart regains spent legendary actions at the start of its turn. Charge. The xvart moves up to its speed. Scimitar (Costs 2 Actions). The xvart makes a Scimitar attack. Command Rush (Costs 3 Actions). Each ally within 30 feet of the xvart moves up to their speed without provoking opportunity attacks.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Xvart Verminlord","description":"While rats and bats are naturally attracted to xvarts, they become fanatical followers to an xvart verminlord. This xvart has a supernatural affinity with the vermin, and can summon and command them to do its bidding, even if it would mean risking their lives. The verminlord normally rides a giant rat or bat as a mount. Traits Overbearing Pack. The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated. Raxivort's Tongue. The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. Actions Multiattack. The xvart makes two Spear attacks. Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. If at least one of the xvart’s allies is within 5 feet of the target, the xvart can push the target 5 feet if the target is a Medium or smaller creature. Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Net (Recharges after a Short or Long Rest). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one Large or smaller target. Hit: The creature is restrained. As an action, the restrained creature can make a DC 15 Strength check, escaping from the net on a success. The effect ends if the net is destroyed. The net has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage. Maneuver Vermin (Recharge 5–6). Up to three allied beasts (bat and rat types only) within 30 feet of the xvart that can hear it can each use their reaction to move up to half their speed without provoking opportunity attacks. Summon Vermin (Recharges after a Short or Long Rest). The xvart summons 3d6 rats or bats , 1d4 giant rats , 1d2 giant bats (all appear in the Monster Manual ), or 1d2 dire rats ( Monster Manual Expanded , pg. 299). The vermin appear in unoccupied spaces within 30 feet of the xvart and acts as its allies. The vermin act right after the xvart on the same initiative count and fight until they're destroyed. They disappear when the xvart dies. Bonus Actions Command Vermin. The xvart targets one allied beast (bat and rat types only) it can see within 30 feet of it. If the target can see or hear the xvart, the target can use its reaction to move up to half their speed and make one melee attack. Low Cunning. The xvart takes the Disengage action.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Xvart Warlock of Raxivort","description":"When things go badly for them, they kidnap whoever’s handy and sacrifice them to their craven god. Hmm. I guess they’re not so different from a lot of humans, after all. —Volo If you say the name Raxivort three times while gazing at your reflection in a mirror, xvarts will visit you in the dead of night and steal a cherished trinket. —Volo If ye believe what Volo tells ye, ye deserve no less. —Elminster Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator’s appearance. They stand about 3 feet tall. Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe’s ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren’t much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves. Raxivort’s Betrayal. All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz’zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master’s riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod. After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz’zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own. In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort’s location instead point to the nearest xvart. Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety. Greedy Thugs. Xvarts have all of their creator’s flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables—the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies. They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish. Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren’t going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he’s too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation. Vermin Masters. Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort’s divine nature. Even though the xvarts inherited Raxivort’s greed and cowardice, they also gained his ability to form bonds with such creatures. Xvart Warlocks. A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort’s custody. If the demigod feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the howling chaos of Pandemonium. Raxivort’s warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the wilderness, old ruins, and dungeons for treasures, often with a handful of xvart sycophants and giant rat bodyguards in tow. Xvart Speakers A xvart tribe has one speaker that serves as its leader. Refer to the Xvart Speaker entry for details and stats. Traits Innate Spellcasting : The xvart’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: • At will: detect magic, mage armor (self only) Spellcasting : The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: • Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation • 1st–2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray Low Cunning : The xvart can take the Disengage action as a bonus action on each of its turns. Raxivort’s Blessing : When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points. Raxivort’s Tongue : The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. Actions Eldritch Blast : Ranged Spell Attack: +3 to hit, range 120 ft., one creature. Hit: 5 (1d10) force damage. Scimitar : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Scorching Ray : Ranged Spell Attack: +3 to hit, range 120 ft., one target. Hit: 7 (2d6) fire damage. The xvart creates three rays when it casts this spell and it can hurl them at one or several targets in range.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (xvart)","Source":"Volo's Guide to Monsters","Alignment":"chaotic evil","Expansion":1,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Xvart Warlock of Raxivort","description":"Some xvarts are spawned with a trace of Raxivort’s divine energy. These xvarts usually form a pact with him and wield magic in his service as warlocks. Xvarts Xvarts are cowardly, greedy creatures spawned by a renegade demigod, Raxivort. They have blue skin, orange eyes, and receding hairlines, mirroring their creator’s appearance. They stand about 3 feet tall. Raxivort spent centuries watching over the treasury of Graz’zt (appears in this book), and in time, Raxivort plundered his lord’s vault. One of the treasures he stole was the Infinity Spindle , a crystalline shard that could transform even a creature as lowly as Raxivort into a demigod. After his apotheosis, Raxivort forged the Black Sewers, a realm within Pandemonium that he filled with his beloved creatures, rats and bats, which xvarts befriend to this day. He enjoyed his reign only briefly before Graz’zt unleashed his vengeance. The demon prince urged villains far and wide to pursue the Infinity Spindle for themselves and destroy Raxivort. Traits Raxivort’s Blessing. When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points. Raxivort’s Tongue. The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats. Actions Multiattack. The xvart makes two Scimitar or Raxivort’s Bite attacks. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Raxivort’s Bite. Ranged Spell Attack: +3 to hit, range 30 ft., one creature. Hit: 7 (1d10 + 2) poison damage. Spellcasting. The xvart casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 11): At will: detect magic , mage armor (self only), mage hand , minor illusion , prestidigitation 1/day each: burning hands , invisibility Bonus Actions Low Cunning. The xvart takes the Disengage action.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":14934,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Y’rthak","description":"Swift, cunning, and perpetually ravenous, the y’rthak terrorizes the barren wastelands in which it makes its home, swooping down from on high to blast prey with bursts of pure sound. Though technically blind, as its eyes are tiny and barely capable of vision, the y’rthak senses its surroundings via acute hearing and echolocation. While its powerful jaws and claws are equally capable of taking down opponents, the y’rthak generally prefers to wheel through the sky on its membranous wings, firing bolt after bolt of sound into its prey, and exulting in the thrill of the hunt.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"neutral","Expansion":5818,"Challenge Rating":9},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Yaga Goo","description":"A bubbling pool of green and brown goo shifts to a vaguely humanoid shape. Simmered Down. Adventurers who meet Baba Yaga and offend her are usually boiled down and turned into Yaga goo, an oozing, loyal spy. The recipe also exists outside of Baba Yaga's cauldrons--some hags and ancient witches know how to turn foes into Yaga goo. Scent of Stew. Yaga goo is said to smell rather appetizing, a bit like pork or a hearty mutton stew. This scent is difficult to distinguish from actual stew, so Yaga goo is known to do some of its spying for Baba Yaga in actual kitchens and cauldrons. Ooze Nature. The Yaga goo doesn't require sleep. Yaga Goo in Midgard While many gnomes live free of the influence of Baba Yaga, some have not been so smart or lucky. The gnomes of Niemheim live with the daily fear of the Old Grandmother. Some poor fools tried to return to Baba Yaga, seeking to bargain, wheedle, and plead to sate her wrath. Fearful whispers describe how they were boiled down into wretched goo. This goo serves as a spy for Baba Yaga's minions and often terrorizes gnomes that might once have been family.","properties":{"Category":"Monsters","Size":"Small","Type":"ooze","Alignment":"neutral evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Yagnoloth","description":"Yagnoloths write contracts as devious as the deals of any devil, but yugoloths don’t always hold up their end of the bargain. —Mordenkainen Yugoloths Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren’t especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the creature presented here. Yagnoloth Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange fiends handle the writing of contracts for all of their kind. Once a yagnoloth is hired, it communicates its employer’s desires to the fiends it commands. Although they are entrusted with leading lesser yugoloths, yagnoloths ultimately take their orders from arcanaloths and ultroloths. Aside from their superiors, yagnoloths have full authority over and expect obedience from the fiends under their command⁠. A yagnoloth follows the dictates in a contract it negotiated, but it is certain to have included a loophole to escape its obligation if the situation warrants. A yagnoloth has one arm of human size and one giant-sized arm, and it always covers one or the other with a long cape. During negotiations, the yagnoloth uncovers its human arm and uses it to draft and sign contracts. When a show of force is necessary or when combat is joined, it shifts its cape to reveal its brutally powerful giant appendage. Traits Innate Spellcasting. The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: darkness, detect magic, dispel magic, invisibility (self only) , suggestion 3/day: lightning bolt Magic Resistance⁠. The yagnoloth has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. The yagnoloth's weapon attacks are magical. Actions Multiattack. The yagnoloth makes one massive arm attack and one electrified touch attack⁠, or it makes one massive arm attack⁠ and teleports before or after the attack⁠. Electrified Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage. Massive Arm. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth's next turn. Life Leech. The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0. Battlefield Cunning (Recharge 4–6). Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each. Teleport⁠. The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Yugoloth)","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral Evil","Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Yagnoloth","description":"Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange Fiends handle the writing of contracts for their fellow yugoloths. Once a yagnoloth is hired, it communicates its employer’s desires to the yugoloths it commands. Although they are entrusted with leading lesser yugoloths, yagnoloths ultimately take their orders from arcanaloths and ultroloths. Aside from their superiors, yagnoloths have full authority over and expect obedience from the yugoloths under their command. Yagnoloths follow the dictates of the contracts they negotiate but always include a loophole to escape their obligations if the situation warrants. A yagnoloth has one arm of human size and one giant-sized arm. During negotiations, the yagnoloth uses its human-sized arm to draft and sign contracts. When a show of force is necessary or when combat is joined, it attacks with its brutally powerful giant arm. Traits Magic Resistance. The yagnoloth has advantage on saving throws against spells and other magical effects. Actions Multiattack. The yagnoloth makes one Electrified Touch attack and one Massive Arm attack, or it makes one Massive Arm attack and uses Battlefield Cunning, if available, or Teleport. Electrified Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d8) lightning damage. Massive Arm. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (3d12 + 4) force damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth’s next turn. Battlefield Cunning (Recharge 4–6). Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each. Life Leech. The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to half the necrotic damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0. Spellcasting. The yagnoloth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: darkness , detect magic , dispel magic , invisibility (self only), suggestion 3/day: lightning bolt Teleport. The yagnoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Yugoloth)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Yakfolk Priest","description":"Yakfolk (Yikaria) Yakfolk, known among themselves as Yikaria (\"the Lucky Chosen\" in their language), are ogre-sized humanoids. Their heads resemble disgruntled yaks, complete with curved horns and dour expressions. Their hulking bodies are coated with thick fur and hair, and many outsiders can't tell the males and females apart. Yakfolk Society. Other civilized races treat yakfolk as \"bogeyman\" - a scary race of evil, ruthless, and powerful savages. They dwell in secluded settlements sheltered from the worst of nature's abuse, including mountain valleys, soaring plateaus, and desert oases. In these seemingly idyllic hideaways, the yakfolk rule over humanoid slaves with iron fists. For all their learning and culture, yakfolk are enormously evil overlords. They care for their hapless subjects only to the extent that a live slave is more useful than a dead one, and keeping one alive is easier than laboring oneself. It's not that yakfolk are lazy - quite the contrary. They simply consider most menial tasks beneath them. Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster that image until the strangers can be disarmed and enslaved. Yakfolk have a drive for learning, particularly when it comes to the secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can't gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families - only to their god and race. Servants of the Forgotten God. Yakfolk function as a malignant theocracy in service to the Forgotten God. The worship of this savage, nameless deity directs their lives. The god takes the form of a male Yikaria, but the deity's face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which the followers carry out by offering slaves in the Manner Elemental - that is, by fire (immolation), earth (live burial), water (drowning), or air (throwing the victim off a great height). Sacrifices are meant to ensure the benevolence of the deity and to punish disobedient slaves. The Forgotten God enabled the yakfolk to enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to serve the Forgotten God and its minions - and forbidden to attack them - \"for a thousand years and a year.\" The sentence has since expired, and yakfolk can no longer summon dao as they once did, but fear of the Forgotten God has kept the dao from seeking vengeance. Skin Crawlers. A yakfolk's most frightening weapon is its ability to magically crawl under another creature's skin, control its body, and suppress its mind. The yakfolk use this ability to spy on enemies, rob them, murder their leaders, and kidnap their young. Traits Spellcaster. The yakfolk is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14; +6 to hit with spell attacks). The yakfolk has the following cleric spells prepared: Cantrips (at will): light, mending, sacred flame, thaumaturgy 1st level (4 slots): bane, command, cure wounds, sanctuary 2nd level (3 slots): augury, hold person, spiritual weapon 3rd level (3 slots): bestow curse, protection from energy, sending 4th level (1 slot): banishment Possession (Recharges after a Short or Long rest). The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistice, except the target's knowledge, class features, feats, and proficiencies. The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear. Actions Multiattack. The yakfolk makes two melee attacks. Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, or 12 (2d8 + 3) bludgeoning damage if used with two hands. Summon Earth Elemental (1/Day). The yakfolk summons an earth elemental . The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":7387,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Yakfolk Warrior","description":"Yakfolk (Yikaria) Yakfolk, known among themselves as Yikaria (\"the Lucky Chosen\" in their language), are ogre-sized humanoids. Their heads resemble disgruntled yaks, complete with curved horns and dour expressions. Their hulking bodies are coated with thick fur and hair, and many outsiders can't tell the males and females apart. Yakfolk Society. Other civilized races treat yakfolk as \"bogeyman\" - a scary race of evil, ruthless, and powerful savages. They dwell in secluded settlements sheltered from the worst of nature's abuse, including mountain valleys, soaring plateaus, and desert oases. In these seemingly idyllic hideaways, the yakfolk rule over humanoid slaves with iron fists. For all their learning and culture, yakfolk are enormously evil overlords. They care for their hapless subjects only to the extent that a live slave is more useful than a dead one, and keeping one alive is easier than laboring oneself. It's not that yakfolk are lazy - quite the contrary. They simply consider most menial tasks beneath them. Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster that image until the strangers can be disarmed and enslaved. Yakfolk have a drive for learning, particularly when it comes to the secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can't gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families - only to their god and race. Servants of the Forgotten God. Yakfolk function as a malignant theocracy in service to the Forgotten God. The worship of this savage, nameless deity directs their lives. The god takes the form of a male Yikaria, but the deity's face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which the followers carry out by offering slaves in the Manner Elemental - that is, by fire (immolation), earth (live burial), water (drowning), or air (throwing the victim off a great height). Sacrifices are meant to ensure the benevolence of the deity and to punish disobedient slaves. The Forgotten God enabled the yakfolk to enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to serve the Forgotten God and its minions - and forbidden to attack them - \"for a thousand years and a year.\" The sentence has since expired, and yakfolk can no longer summon dao as they once did, but fear of the Forgotten God has kept the dao from seeking vengeance. Skin Crawlers. A yakfolk's most frightening weapon is its ability to magically crawl under another creature's skin, control its body, and suppress its mind. The yakfolk use this ability to spy on enemies, rob them, murder their leaders, and kidnap their young. Traits Possession (Recharges after a Short or Long Rest). The yakfolk attempts to magically possess a humanoid or giant. The yakfolk must touch the target throughout a short rest, or the attempt fails. At the end of the rest, the target must succeed on a DC 12 Constitution saving throw or be possessed by the yakfolk, which disappears with everything it is carrying and wearing. Until the possession ends, the target is incapacitated, loses control of its body, and is unaware of its surroundings. The yakfolk now controls the body and can't be targeted by any attack, spell, or other effect, and it retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise sues the target's statistics, except the target's knowledge, class features, feats, and proficiencies. The possession lasts until either the body drops to 0 hit points, the yakfolk ends the possession as an action, or the yakfolk is forced out of the body by an effect such as the dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by the yakfolk, the yakfolk dies as well, and its body doesn't reappear. Actions Multiattack. The yakfolk makes two attacks, either with its greatsword or its longbow. Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 9 (2d8) piercing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"neutral evil","Expansion":7387,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Yakirian","description":"The chain armor and ritual knife of this burly yak man are stained with old blood, and its long horns are etched with intricate patterns. Isolated Mountain Dwellers. Yakirians stand 7 feet tall and are covered in shaggy fur with two horns growing from their yak-like heads. Yakirians live in an isolated caste society that promotes efficiency and cooperation. Resilient Enlightenment. Yakirians are a spiritual people, following the teachings of Brother Ox. Through his example, they maintain a balance between mind, body, and spirit. Heart Eaters. Yakirian ritually consume the hearts of humanoids and giants to absorb the creature's knowledge and strength, and to bolster their battle prowess. They also perform this as a funeral rite as the most respectful way to honor and preserve the knowledge and strength of the departed. Nemesis of Leng. While most of their population is nomadic, the heart of yakirian society lies on the remote plateau of Leng. Yakirians are a bulwark against the twisted creatures of Leng, and believe their primary purpose is to prevent the spread of that dark influence.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (yakirian)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Yakirian, Schism","description":"The chain armor and ritual knife of this burly yak man are stained with old blood, and its long horns are etched with intricate patterns. Follower of a divergent path. Yakirian culture is split. One side holds to the oath of enlightenment, while the other encourages devouring the souls of their enemies. This affords the yakirian greater power but destroys the victim's soul in the process. The different yakirian groups still work together other to oppose the remnants of Leng. Isolated Mountain Dwellers. Yakirians stand 7 feet tall and are covered in shaggy fur with two horns growing from their yak-like heads. Yakirians live in an isolated caste society that promotes efficiency and cooperation. Heart Eaters. Yakirian ritually consume the hearts of humanoids and giants to absorb the creature's knowledge and strength, and to bolster their battle prowess. They also perform this as a funeral rite as the most respectful way to honor and preserve the knowledge and strength of the departed. Nemesis of Leng. While most of their population is nomadic, the heart of yakirian society lies on the remote plateau of Leng. Yakirians are a bulwark against the twisted creatures of Leng, and believe their primary purpose is to prevent the spread of that dark influence.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (yakirian)","Alignment":"lawful neutral","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Yali","description":"This living statue has the claws and mane of a lion, the ears and trunks of an elephant, and the hindquarters of a swift horse. With mighty tusks, claws, and a trumpeting blast, yali are steadfastly loyal guardian constructs. Some variants have the heads of tusked horses or dogs, and while they may bellow or bark rather than bugle, such differences are purely cosmetic. Ageless and Unyielding. Priests and abbots employ extended rituals to craft packs of yali dedicated to protecting holy sites. Created as stoic and incorruptible defenders of a sacred temple or a sprawling monastery, they are most commonly found in tropical environments. Yali can stand perfectly still, mimicking carved pillars or gate ornaments, awaiting the command to leap into action and repel bandits, heretics, or enemy soldiers. Mounts of Unusual Size. Despite being smaller than a horse, the yali's great strength means they can, and occasionally do, act as mounts for the faithful of a particular temple. Sometimes this service is temporary to ensure important messengers arrive unharmed, while other times they are given as gifts to those who have performed a great deed for the institution. They can easily carry a single human or two halflings and don't tire as a horse does, making them prized among professional couriers. Construct Nature. The yali doesn't require air, food, drink, or sleep. False Appearance. While the yali remains motionless, it is indistinguishable from an ordinary statue. Flinging Pounce. If the yali moves at least 20 feet straight toward a Large or smaller creature and then hits it with a Tusk attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be thrown up to 15 feet in a random direction and knocked prone. If the thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 12 Dexterity saving throw or take the same damage and be knocked prone. Standing Leap. The yali's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. Actions Multiattack. The yali makes one Tusk attack and one Claw attack. Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage. Trumpeting Blast (Recharge 5-6). The yali unleashes a warbling sound in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw. On a failure, a creature takes 10 (4d4) thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and isn't deafened. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"Construct","Alignment":"Unaligned","Expansion":19901,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Yan-C-Bin","description":"Yan-C-Bin (pronounced yan-see-bin) is the Prince of Evil Air. A being of great wisdom and malice, Yan-CBin’s plots began at the forging of the worlds. Subtler than the other elemental princes, Yan-C-Bin operates unseen, studying his enemies from afar, ambushing them swiftly, and vanishing before his foes can retaliate. His natural form is an invisible vortex of howling, swirling air 30 feet high and 15 feet wide, but Yan-CBin sometimes takes the shape of a gaunt, venerable, dark-skinned human with wispy white hair and glowing white eyes. When he wishes to remain unseen, Yan- C-Bin manifests only as a gust of cold wind flowing silently past. From his floating palace in the endless, cloudy skies of the Plane of Air, Yan-C-Bin watches worlds as they change over millennia. Evil aerial creatures worship the elemental prince as a god, and claim to see Yan-C-Bin’s eyes in swirling storms. Yan-C-Bin doesn’t care for their offerings, their sacrifices, or their worship. His only concern is the annihilation of the material realms as they are ripped apart by the superior elemental might of air and wind. Yan-C-Bin’s Lair Yan-C-Bin dwells in a palace of air on the Elemental Plane of Air. In his palace and in air nodes on the Material Plane (including the Howling Caves, described in chapter 5), Yan-C-Bin is master. He can use the following actions in his lair. Lair Actions On initiative count 20 (losing initiative ties), Yan-C-Bin takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: Yan-C-Bin drops the temperature of the air, covering all surfaces with ice. This effect is identical to the sleet storm spell. Yan-C-Bin controls the surrounding air as an extension of himself. Each creature Yan-C-Bin designates must succeed at a DC 24 Constitution saving throw or be hoisted or flung 3d6 × 10 feet through the air. A creature smashed into a solid object or released in mid-air takes 1d6 bludgeoning damage for every 10 feet moved or fallen. Yan-C-Bin creates a torrent of debris within 120 feet of him that lasts until initiative count 20 on the next round. The debris lightly obscures every creature and object in the area for the duration. All creatures in the area must succeed at a DC 24 Wisdom saving throw or be blinded until initiative count 20 on the next round. Regional Effects When Yan-C-Bin inhabits an elemental node, the air is at his command. Temperatures fluctuate from blistering hot to freezing cold; thunder rolls and lightning cracks; powerful gales bear heavy creatures and objects aloft and hurl them with incredible force; cyclones touch down randomly, obliterating whatever they touch. Gale force winds tear across the landscape in a 5-mile radius, whisking away small or light objects, dismantling roofs and fences, tearing branches from trees, and making flight impossible. Small and Medium creatures move at half speed through the wind; Tiny creatures exposed to the wind are carried away with it at a rate of 40 feet per round unless they succeed at a DC 15 Strength (Athletics) check. Thunderstorms erupt in a 5-mile radius centered on Yan-C-Bin’s lair, creating deafening cracks of thunder and constant lightning. Every ten minutes the storm rages, creatures standing beneath the open sky have a five percent chance of being struck by lightning. A creature struck by lightning must make a DC 21 Constitution saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. Cyclones touch down within a 5-mile radius of Yan-C-Bin’s lair. Every hour, there is a five percent chance that characters in this area are caught in the path of a cyclone moving 250 feet per round. Each character must succeed on a DC 21 Constitution saving throw or take 33 (6d10) bludgeoning damage. Wooden or flimsy structures in the path of the cyclone are destroyed. Natural caverns and windblown canyons within 1 mile of the lair form intermittent portals to the Elemental Plane of Air, allowing elemental creatures into the mortal world to dwell near those locations. If Yan-C-Bin is destroyed or banished back to his home plane, the regional effects fade over the next 1d10 days. Princes of Elemental Evil For the most part, the elements that make up the world are indifferent to good or evil as mortals understand the concepts. Creatures such as fire elementals can be dangerous and destructive, but they have no particular aim other than to exist. However, some of the primordial powers of the elemental plane are tainted with true evil. These are the princes of Elemental Evil, old and jealous elemental beings that despise the world of living things. Each of the princes is a unique elemental lord of terrible power, and each commands the loyalty of many lesser elementals that have likewise been corrupted by their evil—as well as mortal worshipers who likewise seek to scour the world with the wrath of the elements. Each prince of Elemental Evil is a unique being unlike any other elemental, or any of the other princes. Some embody the combination of elements—for example, Bwimb, the Lord of Ooze, or Cryonax, the Prince of Evil Cold. However, the four princes most strongly associated with the cult of Elemental Evil are malicious embodiments of the four base elements. They are: Imix, Prince of Evil Fire (the All-Consuming Fire, the Eternal Flame) Ogrémoch, Prince of Evil Earth (Tyrant of Black Earth, the Mountain of Doom) Olhydra, Princess of Evil Water (the Crushing Wave, Well of Endless Anguish) Yan-C-Bin, Prince of Evil Air (the Shadow of the Four Winds, the Howling Hatred) Forces of Destruction. The princes aren’t concerned with spreading wickedness among mortals or making any kind of order or philosophy dominant in the world. Their evil is blind, destructive, and hungry. They hate the way the world is made and the natural laws that constrain their favored elements. They resent the gods who shaped the world, and the mortals for whom the world was shaped, especially mortals who seek to impose their will on the elements. The princes unleash natural catastrophes at every opportunity, and gladly crush or devour mortals to assert their mastery over the world. Uncooperative. While the princes of Elemental Evil share a love of destruction and hatred of mortals, they don’t cooperate with each other. Each is concerned only with advancing his or her own favored element. At best they are indifferent to each other, but each prince hates the prince representing the element opposite to its own (fire and water, or air and earth), and often goes to great lengths to block its enemy’s efforts or destroy its enemy’s followers. The Elder Elemental Eye. While the princes of Elemental Evil act independently of each other, there is a mysterious force that seems to link them together: the Elder Elemental Eye. Some sages believe that the Eye is a dark, primordial god that corrupted the elements in the beginning of the world, giving rise to each of the princes. Others hold that the Elder Elemental Eye is a binding force—a common fate, or perhaps a curse— that ties the princes together. Whenever one aspect of Elemental Evil takes root in the world, the other three soon follow, and the four cults are often found together despite their mutual antipathy. Elemental Nodes. The princes of Elemental Evil seek to spread their power by sowing the seeds of elemental nodes throughout the world. Elemental nodes are places in the Material Plane that are suffused with energy from the Elemental Planes. For example, a subterranean magma chamber or a swamp with flaming gas seeps might be an elemental node of fire. Elemental nodes are like beachheads for the elemental princes, places from which they can reshape part of the world to their own tastes and wreak destruction on whatever is nearby. When an elemental prince succeeds in establishing a node, it channels its power—and its elemental minions— to that spot, spreading Elemental Evil like a cancer in the firmament of the world. Worshiped by Cults. The princes of Elemental Evil are indifferent to mortal followers. They aren’t gods and don’t crave worship, but evil mortals find that Elemental Evil is a ready source of magical power and lends itself to destructive uses. Cultists often gather near elemental nodes and attempt perilous rituals to tap into the power of Elemental Evil or attract the attention of one of the princes. These fell beings don’t hear prayers or grant spells, but they can serve as sources of power to those who learn to draw on their might. More often than not, the princes of Elemental Evil wind up destroying the mortals who called on them. Until they do, clever (or crazed) cultists can do a great deal of harm with the elemental power they borrow. Traits Air Form. Yan-C-Bin can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space. Empowered Attacks. Yan-C-Bin’s slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons. Innate Spellcasting. Yan-C-Bin’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: gust of wind, invisibility, lightning bolt 2/day each: chain lightning, cloudkill, haste Legendary Resistance (3/Day). If Yan-C-Bin fails a saving throw, he can choose to succeed instead. Magic Resistance. Yan-C-Bin has advantage on saving throws against spells and other magical effects. Actions Multiattack. Yan-C-Bin makes two slam attacks. Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit : 20 (3d8 + 7) force damage plus 10 (3d6) lightning damage. Thundercrack (Recharges after a Short or Long Rest). Yan-CBin unleashes a terrible thundercrack in a 100-foot- radius sphere centered on himself. All other creatures in the area must succeed on a DC 24 Constitution saving throw or take 31 (9d6) thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much damage and is deafened until the start of Yan-C-Bin’s next turn. Change Shape. Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are pale and cloudy, and he loses the Air Form trait. He can remain in polymorphed form for up to 1 hour. Reverting to his true form requires an action. Summon Elementals (1/Day). Yan-C-Bin summons up to three air elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Yan-C-Bin, and disappear if Yan-C-Bin is reduced to 0 hit points. Legendary Actions Yan-C-Bin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yan-CBin regains spent legendary actions at the start of his turn. Peal of Thunder. Yan-C-Bin unleashes a peal of thunder that can be heard out to a range of 300 feet. Each creature within 30 feet of Yan-C-Bin takes 5 (1d10) thunder damage. Teleport (Costs 2 Actions). Yan-C-Bin magically teleports up to 120 feet to an unoccupied space he can see. Anything Yan-CBin is wearing or carrying is teleported with him. Suffocate (Costs 3 Actions). Yan-C-Bin steals the air of one breathing creature he can see within 60 feet of him. The target must make a DC 21 Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can’t breathe or speak until the start of its next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"elemental","Alignment":"neutral evil","Expansion":7390,"Challenge Rating":18},"publisher":"Wizards of the Coast","book":"Princes of the Apocalypse"},{"name":"Yann-An-Oed","description":"From the fog, a monstrous form emerges. Its initial resemblance to an upright toad is quickly dispelled, as it reaches out with masses of long, writhing tentacles. Six eyes glow balefully above its massive fissure of a mouth. Shaped like a bipedal frog or toad, its arms are stumps that end in a mass of long, writhing tentacles. Three yellow eyes adorn either side of the yann-an-oed's head, and its mouth is a massive fissure. Dimensional Drifters. Found in oceans across multiple dimensions, many believe the spores of the yann-an-oed drift through the spaces between realities until they find a world that has adequate water and prey.","properties":{"Category":"Monsters","Size":"Huge","Type":"aberration","Alignment":"neutral","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Yaojing","description":"This long-nosed, fox-like humanoid gestures silently with a smile on its lips and a twinkle in its eyes. Yaojing find peace traveling the wilds and quietly helping homesteaders and other travelers. They appear to be wiry redheaded men in light clothing. Their features are a mix of human and fox with a long nose, weak chin, and clever eyes. Silent Servitors. Before they arrive on the Material Plane, yaojing take a vow of silence. Their vow precludes them from using their telepathy or voice to communicate with mortals. If a yaojing under vow is forced to communicate with more than sign or body language, it must retire to its planar home to live in silent contemplation for 108 years before it can once again travel the Material. Charlatan Haters. Yaojing hate nothing so much as those who would use a mortal’s faith in the gods against them. When yaojing encounter such shysters in their travels, they work tirelessly to bring the charlatans to justice and remove the blight such creatures represent. Yaojing prefer to turn the charlatans over to local authorities for punishment appropriate to the laws of the land they are traveling, but they take on the role of judge when representatives of the law are absent. Mountain Mystics. Some yaojing take up a monastic life. They build shrines on mountaintops where they silently teach their small congregations of adherents the joys of a quiet life of service and contemplation. They also teach their disciples how to avoid being fooled by charlatans and that harmonious societies must be free of such liars.","properties":{"Category":"Monsters","Size":"Medium","Type":"celestial","Alignment":"neutral good","Expansion":8073,"Challenge Rating":15},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Yarn Golem","description":"The greatest of golems are formed of clay, stone, and iron, but the least of them are constructed of yarn. Balled and sewn into a vaguely humanoid shape, yarn golems are among the first animated objects that arcanists learn to create, practicing with them obsessively until they master the basics and move onto more rigid materials. Yarn golems are friendly and playful, but risk foolishly unraveling themselves if they catch on sharp objects.","properties":{"Category":"Monsters","Size":"Tiny","Type":"construct","Alignment":"typically chaotic neutral","Expansion":26275,"Challenge Rating":"1/8"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Yarntree Hinckleskip","description":"","properties":{"Category":"Monsters","Size":"Small","Type":"Humanoid (Gnome)","Alignment":"Chaotic Neutral","Expansion":32062,"Challenge Rating":5},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Yathon","description":"This large, bestial-looking creature is dark gray, with powerful muscles, long arms, sharp claws at the end of five-digit fingers, fine, short fur, and enormous, bat-like wings. Its face is an odd combination of orc and bat. Its brows are heavy, its nose is a snout, and its mouth is full of sharp teeth. Its ears are tall and pointed. Distantly Related to Orcs. Yathon seem to have just as much in common with bats as they have with orcs. Their species is a seemingly perfect melding of the two, as they have the power and ferocity of the orc but the communal nature, flying, and sonic perception of a bat. It is unknown if they are the product of some mad wizard’s experiment or if they are simply cousins of orcs. Communal. Yathon live in communities of ten to twenty. They are brutal and tribal in nature, and they fight ferociously. Yathon often capture prey in their claws, carry it into the air, and drop it from great heights. Despite their primitive tactics, they have a minor precognition that aids them in battle. This precognition seems to be driven by instinct as much as anything else, but many believe it was a gift from some god.","properties":{"Category":"Monsters","Size":"Large","Type":"humanoid","Alignment":"neutral","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Yavalnoi","description":"Rising up from the seafloor is a nightmarish creature resembling an obese mermaid with a wide, fluked tail, claws, and a humanoid head with a fish-like mouth and large, saucer-like, yellow eyes. An organ like the anchor of a boat emerges from its brow, shedding a pale blue light that glimmers off its iridescent crimson scales. Monster Creator. Yavalnois are wicked aberrations capable of procreating with almost any creature from the sea, be it a sahuagin, giant crab, or even a kraken. The results of these unions vary. Most often the offspring is identical to the other parent, but sometimes it is another yavalnoi or something completely different, leading to many of the more aberrant creatures of the deep oceans. Objects of Worship. Many intelligent evil sea creatures such as sahuagin and lesser scrags venerate yavalnois almost as if they were gods, guarding them and keeping them happy and fed. A yavalnoi is usually accompanied by several fawning sahuagin, scrags, or similar monsters willing to lay down their lives for it.","properties":{"Category":"Monsters","Size":"Large","Type":"aberration","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Yaziel","description":"Yaziel is an elven oathbinder from the mysterious Veiled Isles. Neither evil nor good, Yaziel serves as a link between the material and the divine and has dedicated her long life to binding mortals and deities together through powerful oaths. She provides her services to anyone who’s honestly devoted – and who has the coin to pay her modest fees. Just like she doesn’t devote herself to one single deity, Yaziel isn’t bound to a specific location. Adventurers may find Yaziel in a temple to any deity, in a veiled tent at a market fair, or in a cave deep in the wilderness. You can read more about Yaziel and her services in Chapter 4 - Divine Agents .","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"Lawful Neutral","Expansion":25354,"Challenge Rating":9},"publisher":"Eventyr Games","book":"Heretic's Guide to Devotion and Divinity"},{"name":"Ychen Bannog","description":"Ychen bannogs are massive, ox-like beasts with thick, wooly coats and great horns like the gods’ battering rams. They stand over 40 feet tall at the shoulder and weigh hundreds of tons. Despite their awe-inspiring size, these towering creatures are peaceful wanderers in the wilderness, where their calls echo for miles. Strongest Beasts in the World. Legends are built on their sturdy backs. Capable of pulling 670 tons (or carrying 134 tons on their backs), ychen bannogs are the strongest beasts of burden in the known world. Tamed ychen bannogs can haul entire communities, or even small castles, and a clever dwarf with a ychen bannog at her disposal can carve out enormous riverbeds, haul enormous stones, or reshape entire valleys with ease. Ychen Warships. Giants have a particular affinity with the ychen bannogs. In times of war, giants sometimes build complex siege platforms atop these beasts, making effective transport for small armies of giants. Thankfully, ychen bannogs are rare enough that even seeing one in an army is a tale to be told for generations. Louder Than Thunder. When riled, a ychen bannog can bellow loudly enough to shatter stones and knock down walls. Traits Ever-Sharp Horns: The ychen bannog deals triple damage dice when it scores a critical hit with a gore attack. Overrun: When the ychen bannog takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature’s space as difficult terrain. As it moves through the creature’s space, the ychen bannog can make a stomp attack as a bonus action. Peaceful Creature: The ychen bannog abhors combat and flees from it if possible. If unable to flee, the ychen bannog can attack a foe or obstacle to clear a path to safety. As an action, a driver or handler mounted on the ychen bannog or adjacent to it can make a DC 16 Wisdom (Animal Handling) check. On a success, the ychen bannog moves and attacks as directed by the driver. On a failure, the beast flees. The driver or handler must have proficiency in Animal Handling to attempt this check. Actions Multiattack: The ychen bannog makes one gore attack and one stomp attack. Gore: Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 27 (4d8 + 9) piercing damage. Stomp: Melee Weapon Attack : +13 to hit, reach 10 ft., one target. Hit : 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone. Destroying Bellow (Recharge 5-6): The ychen bannog delivers a fearsome bellow that can be heard up to ten miles away. Structures and unattended objects in a 60-foot cone take 55 (10d10) thunder damage. Creatures in the cone take 27 (5d10) thunder damage and are deafened for 1 hour, or take half damage and aren’t deafened with a successful DC 18 Constitution saving throw.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"beast","Source":"Tome of Beasts","Alignment":"Unaligned","Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Yeenoghu","description":"Yeenoghu The Beast of Butchery appears as a great battle-scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake. Those that ate of great Yeenoghu’s kills became gnolls, emulating their master’s ways. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunched over, and filing their teeth down to points. Yeenoghu wants nothing more than slaughter and senseless destruction. The gnolls are his instruments, and he drives them to ever-greater atrocities in his name. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn’t parlay; to meet him is to do battle with him—unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight. The Gnoll Lord is covered in matted fur and taut, leathery hide, his face like a grinning predator’s skull. Patchwork armor made of discarded shields and breastplates is lashed onto his body with heavy chains, decorated by the flayed skins of his foes. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his bare hands before ripping out its throat with his teeth. Yeenoghu’s Lair Yeenoghu’s lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu’s lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss. Lair Actions On initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row. Yeenoghu causes an iron spike—5 feet tall and 1 inch in diameter—to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them. Regional Effects The region containing Yeenoghu’s lair is warped by his magic, creating one or more of the following effects: Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes. Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Yeenoghu dies, these effects fade over the course of 1d10 days. Madness of Yeenoghu If a creature goes mad in Yeenoghu’s lair or within line of sight of the demon lord, roll on the Madness of Yeenoghu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Yeenoghu d100 Flaw (lasts until cured) 01–20 “I get caught up in the flow of anger, and try to stoke others around me into forming an angry mob.” 21–40 “The flesh of other intelligent creatures is delicious!” 41–60 “I rail against the laws and customs of civilization, attempting to return to a more primitive time.” 61–80 “I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed.” 81–00 “I keep trophies from the bodies I have slain, turning them into adornments.”","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Yeenoghu","description":"The Beast of Butchery appears as a great battle-scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake. Those that ate of great Yeenoghu's kills became gnolls, emulating their master's ways. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunched over, and filing their teeth down to points. Yeenoghu wants nothing more than slaughter and senseless destruction. The gnolls are his instruments, and he drives them to ever-greater atrocities in his name. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him—unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack⁠ one another on sight. The Gnoll Lord is covered in matted fur and taut, leathery hide, his face like a grinning predator's skull. Patchwork armor made of discarded shields and breastplates is lashed onto his body with heavy chains, decorated by the flayed skins of his foes. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his bare hands before ripping out its throat with his teeth. Yeenoghu's Lair Yeenoghu's lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss. Lair Actions On initiative count 20 (losing initiative ties), Yeenoghu can take a lair action⁠ to cause one of the following effects; he can't use the same effect two rounds in a row: Yeenoghu causes an iron spike—5 feet tall and 1 inch in diameter—to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained⁠ by being impaled on the spike. A creature can use an action⁠ to remove itself (or a creature it can reach) from the spike, ending the restrained⁠ condition. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack⁠ rolls and causing attack⁠ rolls to have advantage against them. Regional Effects The region containing Yeenoghu's lair is warped by his magic, creating one or more of the following effects: Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes. Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness⁠ determined by the Madness⁠ of Yeenoghu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Yeenoghu dies, these effects fade over the course of 1d10 days. Madness⁠⁠ of Yeenoghu If a creature goes mad in Yeenoghu's lair or within line of sight of the demon lord, roll on the Madness⁠⁠ of Yeenoghu table to determine the nature of the madness⁠, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. Madness⁠ of Yeenoghu d100 Flaw (lasts until cured) 01–20 \"I get caught up in the flow of anger, and try to stoke others around me into forming an angry mob.\" 21–40 \"The flesh of other intelligent creatures is delicious!\" 41–60 \"I rail against the laws and customs of civilization, attempting to return to a more primitive time.\" 61–80 \"I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed.\" 81–00 \"I keep trophies from the bodies I have slain, turning them into adornments.\" Traits Innate Spellcasting. Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: detect magic 3/day each: dispel magic , fear , invisibility 1/day: teleport Legendary Resistance⁠ (3/Day). If Yeenoghu fails a saving throw, he can choose to succeed instead. Magic Resistance⁠. Yeenoghu has advantage on saving throws against spells and other magical effects. Magic Weapons⁠. Yeenoghu's weapon attacks are magical. Rampage. When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action⁠ to move up to half his speed and make a bite attack. Actions Multiattack. Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack): The attack deals an extra 13 (2d12) bludgeoning damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn. Flail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9) bludgeoning damage. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) piercing damage. Legendary Actions Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of his turn. Charge. Yeenoghu moves up to his speed. Swat Away. Yeenoghu makes a flail attack. If the attack⁠ hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone. Savage (Costs 2 Actions). Yeenoghu makes a bite attack against each creature within 10 feet of him.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Expansion":4,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Yeenoghu","description":"The Beast of Butchery appears as a great scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake, and those that ate of great Yeenoghu’s kills became gnolls. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunching over and filing their teeth down to points. Yeenoghu wants nothing more than slaughter and senseless destruction. Gnolls are his favorite instruments, and he drives his gnoll followers to ever-greater atrocities in his name, even imbuing some of their commanders with his powers, which transforms them into flinds (in this book). Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn’t parlay; to meet him is to do battle with him—unless he becomes bored and wanders away. The Beast of Butchery has a long rivalry with Baphomet, the Horned King (appears in this book), and the two demon lords and their followers attack one another on sight. The Gnoll Lord is covered in matted fur and leathery hide, and his face resembles a grinning predator’s skull. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his teeth. Yeenoghu’s Lair Yeenoghu’s lair in the Abyss is called the Death Dells. Its barren hills and ravines serve as a hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu’s lair is a place of blood and death, populated by gnolls, hyenas, and ghouls (see the Monster Manual ), and there are few structures or signs of civilization on his layer of the Abyss. The challenge rating of Yeenoghu is 25 (75,000 XP) when he’s encountered in his lair. Lair Actions On initiative count 20 (losing initiative ties), Yeenoghu can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Incite the Pack. Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them. Iron Spike. Yeenoghu causes an iron spike—5 feet tall and 1 inch in diameter—to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition. Pack Rush. Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed. Regional Effects The region containing Yeenoghu’s lair is warped by his magic, creating one or more of the following effects: Savage Predators. Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter. Spiky Terrain. Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes. If Yeenoghu dies, these effects fade over the course of 1d10 days. Cultists of Yeenoghu Yeenoghu grants special abilities to his cultists. His most devoted followers gain the Gnashing Jaws action and the Rampage bonus action, while cult leaders gain the Aura of Bloodthirst trait. Gnashing Jaws. Melee Weapon Attack: bonus to hit equal to this creature’s proficiency bonus plus its Strength modifier, reach 5 ft., one target. Hit: 1d4 + this creature’s Strength modifier piercing damage. Rampage. When this creature reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make one Gnashing Jaws attack. Aura of Bloodthirst. If this creature isn’t incapacitated, any creature that has Rampage can make its Gnashing Jaws attack as a bonus action while within 10 feet of this creature. Traits Legendary Resistance (3/Day). If Yeenoghu fails a saving throw, he can choose to succeed instead. Magic Resistance. Yeenoghu has advantage on saving throws against spells and other magical effects. Actions Multiattack. Yeenoghu makes three Flail attacks. Flail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) force damage. If it’s his turn, Yeenoghu can cause the target to suffer one of the following additional effects, each of which he can apply only once per turn: Confusion. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu’s next turn. Force. The target takes an extra 13 (2d12) force damage. Paralysis. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu’s next turn. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) acid damage. Spellcasting. Yeenoghu casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: detect magic 3/day each: dispel magic , fear , invisibility 1/day: teleport Bonus Actions Rampage. When Yeenoghu reduces a creature to 0 hit points with a melee attack, he moves up to half his speed and makes one Bite attack. Legendary Actions Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yeenoghu regains spent legendary actions at the start of his turn. Charge. Yeenoghu moves up to his speed. Swat Away. Yeenoghu makes one Flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed up to 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target is also knocked prone. Savage (Costs 2 Actions). Yeenoghu makes a separate Bite attack against each creature within 10 feet of him.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":14934,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Yeenoghu","description":"The demon lord Yeenoghu, also known as the Beast of Butchery and the Gnoll Lord, appears as a battle-scarred gnoll towering 14 feet tall. He has matted fur covered with patchwork armor made from discarded shields and breastplates held together by chains and decorated by the flayed skin of his fiercest foes. His face is like a grinning predator’s skull. When Yeenoghu hunted across the Material Plane, packed of hyenas followed in his wake. Those that ate his kills became gnolls, emulating their master’s ways. Few others worship Yeenoghu, but those who do tend to take on a gnoll-like aspect, hunched over, and filing their teeth down to points. Yeenoghu wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his bare hands before ripping out its throat with his teeth. If Yeenoghu is killed anywhere other than the Abyss, he re-forms at full strength in the mansion of rotting meat and bones he calls home on his desolate, canyon-pocked layer of the Abyss. Traits Innate Spellcasting. Yeenoghu’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: detect magic 3/day each: dispel magic, fear, invisibility 1/day: teleport Legendary Resistance (3/Day). If Yeenoghu fails a saving throw, he can choose to succeed instead. Magic Resistance. Yeenoghu has advantage on saving throws against spells and other magical effects. Magic Weapons. Yeenoghu’s weapon attacks are magical. Rampage. When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack. Actions Multiattack. Yeenoghu makes three flail attacks. If an attack hits, he can cause one of the following additional effects, either of his choice or at random (each effect can be used only once per Multiattack): The attack deals an extra 13 (2d12) bludgeoning damage. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu’s next turn. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu’s next turn. Flail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 15 (1d12 + 9) bludgeoning damage. Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 9) piercing damage. Legendary Actions Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yeenoghu regains spent legendary actions at the start of his turn. Charge. Yeenoghu moves up to his speed. Swat Away. Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone. Savage (Costs 2 Actions). Yeenoghu makes a bite attack against each creature within 10 feet of him.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":28744,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent into Avernus"},{"name":"Yeenoghu (Descent)","description":"The d emon lord Yeenoghu, also known as the Beast of Butchery and the Gnoll Lord, appears as a battle-scarred gnoll towering 14 feet tall. He has matted fur covered with patchwork armor made from discarded shields and breastplates held together by chains and decorated by the flayed skin of his fiercest foes. His face is like a grinning predator’s skull. When Yeenoghu hunted across the Material Plane, packed of hyenas followed in his wake. Those that ate his kills became gnolls, emulating their master’s ways. Few others worship Yeenoghu, but those who do tend to take on a gnoll-like aspect, hunched over, and filing their teeth down to points. Yeenoghu wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his bare hands before ripping out its throat with his teeth. If Yeenoghu is killed anywhere other than the Abyss, he re-forms at full strength in the mansion of rotting meat and bones he calls home on his desolate, canyon-pocked layer of the Abyss.","properties":{"Category":"Monsters","Size":"Huge","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4414,"Challenge Rating":24},"publisher":"Wizards of the Coast","book":"Baldur's Gate - Descent Into Avernus (Legacy)"},{"name":"Yellow Musk Creeper","description":"A yellow musk creeper is an unholy vine whose flowers resemble an orchid's. Bright yellow with splashes of purple, these flowers expel a musk that attracts prey. A yellow musk creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes. Humanoid Hosts. A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine's control. In addition to protecting the defenseless plant, the zombie acts as fertilizer for the young creeper vine, which grows to full size in seven days. Once it is fully grown, the new yellow musk creeper becomes mobile and bursts from its zombie host, whereupon the zombie collapses into a mound of dead offal. If the zombie is destroyed before the creeper emerges, the creeper withers and dies. Traits False Appearance. While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine. Regeneration. The creeper regains 10 hit points at the start of its turn. If the creeper takes fire, necrotic, or radiant damage, this trait doesn’t function at the start of its next turn. The creeper dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 13 (3d8) psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates. Yellow Musk (3/Day). The creeper’s flowers release a strong musk that targets all humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the creeper. A creature charmed by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":7389,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Yellow Musk Creeper","description":"The yellow musk creeper is a hideous plant that grows in haunted graveyards, grisly battlefields, and other places where death hangs heavy in the air and thick in the soil. The yellow musk creeper’s method of procreation is singularly frightful—it slays the living, infests them with its seeds and pollen, then animates them as zombies. Zombie Gardeners. These zombies serve the plant as protector and primitive bait for other humanoids to investigate. A creeper maintains as many zombies as it is able, up to 1 per hit die. When new zombies are created, older ones wander off into the surrounding wild, collapsing and breaking apart within 2d6 days to give seed to a new yellow musk creeper.","properties":{"Category":"Monsters","Size":"Large","Type":"plant","Alignment":"unaligned","Expansion":5818,"Challenge Rating":3},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Yellow Musk Creeper","description":"A yellow musk creeper is an unholy vine whose flowers resemble an orchid’s. Bright yellow with splashes of purple, these flowers expel a musk that attracts prey. A yellow musk creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes. Humanoid Hosts. A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine’s control. In addition to protecting the defenseless plant, the zombie acts as fertilizer for the young creeper vine, which grows to full size in seven days. Once it is fully grown, the new yellow musk creeper becomes mobile and bursts from its zombie host, whereupon the zombie collapses into a mound of dead offal. If the zombie is destroyed before the creeper emerges, the creeper withers and dies. Traits False Appearance. While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine. Regeneration. The creeper regains 10 hit points at the start of its turn. If the creeper takes fire, necrotic, or radiant damage, this trait doesn’t function at the start of its next turn. The creeper dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 13 (3d8) psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates. Yellow Musk (3/Day). The creeper’s flowers release a strong musk that targets all humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close as it can to the creeper. A creature charmed by the creeper can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":31454,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Yellow Musk Creeper and Zombie","description":"A yellow musk creeper is an unholy vine whose flowers resemble an orchid’s. Bright yellow with splashes of purple, these flowers expel a musk that attracts prey. A yellow musk creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes. Humanoid Hosts. A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine’s control. In addition to protecting the defenseless plant, the zombie acts as fertilizer for the young creeper vine, which grows to full size in seven days. Once it is fully grown, the new yellow musk creeper becomes mobile and bursts from its zombie host, whereupon the zombie collapses into a mound of dead offal. If the zombie is destroyed before the creeper emerges, the creeper withers and dies. Small Yellow Musk Zombies. A Medium humanoid transformed into a yellow musk zombie uses the stat block presented in this section. A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 (6d6 + 6) hit points, but otherwise has the same statistics.","properties":{"Category":"Monsters"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Yellow Musk Zombie","description":"Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8+2) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"plant","Alignment":"unaligned","Expansion":16,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Yellow Musk Zombie","description":"A yellow musk creeper is an unholy vine whose flowers resemble an orchid's. Bright yellow with splashes of purple, these flowers expel a musk that attracts prey. A yellow musk creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes. Humanoid Hosts. A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine's control. In addition to protecting the defenseless plant, the zombie acts as fertilizer for the young creeper vine, which grows to full size in seven days. Once it is fully grown, the new yellow musk creeper becomes mobile and bursts from its zombie host, whereupon the zombie collapses into a mound of dead offal. If the zombie is destroyed before the creeper emerges, the creeper withers and dies. Small Yellow Musk Zombies. A Medium humanoid transformed into a yellow musk zombie uses the stat block presented. A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 (6d6 + 6) hit points, but otherwise has the same statistics. Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is fire or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"unaligned","Expansion":7389,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Yellow Musk Zombie","description":"A yellow musk creeper is an unholy vine whose flowers resemble an orchid’s. Bright yellow with splashes of purple, these flowers expel a musk that attracts prey. A yellow musk creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes. Humanoid Hosts. A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine’s control. In addition to protecting the defenseless plant, the zombie acts as fertilizer for the young creeper vine, which grows to full size in seven days. Once it is fully grown, the new yellow musk creeper becomes mobile and bursts from its zombie host, whereupon the zombie collapses into a mound of dead offal. If the zombie is destroyed before the creeper emerges, the creeper withers and dies. Small Yellow Musk Zombies. A Medium humanoid transformed into a yellow musk zombie uses the stat block presented in this section. A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 (6d6 + 6) hit points, but otherwise has the same statistics. Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"unaligned","Expansion":31454,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Yellow-Scaled Dracotaur","description":"The creature stood as tall as three strong warriors, armored from horned head to clawed foot in azure scales, and aimed a bow that hurled thunderbolts. Countless stories surround the cloudy Origins of the dracotaur, though most of them involve centaurs. Dragonborn believe that a dragon captured centaurs during a skirmish on the plains and drowned them in its blood centuries ago. When their bodies were fished out, they had been transformed into perfect, Draconic warriors and a new, distinct species. Dracotaurs in Midgard Dracotaurs are so rare and fearsome that most Mharoti consider them legend. Many believe that the wandering dracotaur are centaurs blessed by the dragon god Azuran. In decades past, some ambitious Centaur raiders were intercepted and overpowered by a band of four dracotaurs. Now, these four dracotaurs are the so-called divine warlords of their own Centaur herds, galloping freely along the distant border reaches of the Dragon Empire.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"chaotic neutral","Expansion":45,"Challenge Rating":6},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Yestabrod","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Yeth Hound","description":"Granted by powerful fey to individuals who please them, yeth hounds serve evil masters like hunting dogs. Yeth hounds fly in pursuit of their prey, often waiting until it is too exhausted to fight back. Only the threat of dawn drives the pack back into hiding. Minions of a Dark Master. A pack of yeth hounds can be created by powerful fey such as the Queen of Air and Darkness. Once it is brought into existence, a pack must have a master, who is often someone the creator wishes to reward. The master can telepathically communicate with its yeth hounds to give them commands from afar. If the master of a pack is killed, the hounds seek and choose a new master, typically an individual of great evil such as a vampire, a necromancer, or a hag. A yeth hound stands about 5 feet tall at the shoulder and weighs around 400 pounds. Often all that can be seen of one in the darkness is the red glow of its eyes against its night-black fur. The head of a yeth hound has a human-like face, held up by a neck more flexible than a dog’s. The creature gives off an odor like smoke. Sound of Looming Death. Yeth hounds make a ghastly baying sound that can be heard all around. Creatures that can see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt to a close. Those that stand their ground and fight back discover that mundane weapons partially pass through the hound as if it was made of fog, but magic weapons and silvered weapons can strike true. Foiled by Sunlight. Yeth hounds can’t stand sunlight. A pack never willingly prolongs a hunt beyond the night hours and always seeks to return to its dark den before the first rays of dawn. No amount of coercion by a pack’s master can deter this behavior. If a yeth hound is exposed to natural sunlight, it fades away, vanishing into the Ethereal Plane, from where its master can retrieve it only after the sun has set. Traits Keen Hearing and Smell : The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Sunlight Banishment : If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action. Telepathic Bond : While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened. Baleful Baying : The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound’s next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"fey","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Expansion":1,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Yeth Hound","description":"Granted by mighty Fey to individuals who please them, yeth hounds serve their masters like hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to fight back. Only the threat of dawn drives the pack back into hiding. A pack of yeth hounds can be created by powerful Fey such as the Queen of Air and Darkness. Each pack’s master can telepathically communicate with their yeth hounds to give the pack commands from afar. If a pack’s master is killed, the hounds seek out a new master, typically an evil vampire, necromancer, or hag. A yeth hound stands about 5 feet tall at the shoulder and weighs around 400 pounds. Its head has a human-like face and glowing red eyes. The creature gives off a smoky odor. Yeth hounds make a ghastly baying sound that causes most creatures to flee in terror. They chase those who run and torment them before closing in for the kill. Those that fight back discover that mundane weapons partially pass through yeth hounds as if they were made of fog, but magic weapons and silvered weapons can strike true. Yeth hounds can’t stand sunlight. A pack hunts at night and seeks to return to its dark den before dawn. If a yeth hound is exposed to natural sunlight, it fades away, vanishing into the Ethereal Plane, and its master can retrieve it only after sunset. Traits Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action. Telepathic Bond. While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened. Baleful Baying. The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of the hound until the end of the hound’s next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Yeth Hound Alpha","description":"Yeth hound alphas lead their packs in hunting and tracking prey. They employ hit-and-run tactics against bigger and stronger targets. They attack by pouncing on their prey first to knock them down, allowing their allies to make quick easy hits, before retreating to the darkness, waiting for their victims to bleed and weaken. When they feel that they have almost broken the will of their prey, they use their baleful baying before moving in for the kill. Traits Keen Hearing and Smell. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Leader. The yeth hound’s allies have advantage on attack rolls while within 20 feet of the yeth hound, provided it isn’t incapacitated. Pounce. If the yeth hound moves at least 30 feet straight toward a creature and then hits it with a Bite attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action. Telepathic Bond. While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other. Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage, plus 17 (5d6) psychic damage if the target is frightened. Baleful Baying. The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the hound's next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.","properties":{"Category":"Monsters","Size":"Large","Type":"Fey","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Yeti","description":"\"On your guard! That’s not the wind howling!\" —Kelesta Hawke of the Emerald Enclave A yeti’s windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti’s icy simian eyes can freeze its prey in place. Keen Hunters. Folk of the high peaks travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt. Even in a blizzard, the scent of its quarry draws the yeti through the cold and snow. Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other yetis might catch the scent of blood and close in. The territorial yetis fight one another for the spoils of such battles, and yetis slain in the fight are also eaten, amid euphoric howls. Terrifying Howlers. Before an avalanche, a blizzard, or a deadly frost, the yetis’ howls sweep down the mountain slopes on the icy wind. Some people of the alpine peaks believe that the voices of loved ones killed in avalanches and blizzards sound out in the wails of the yetis, crying warnings of ill omen. More pragmatic folk attest that the yeti’s howl is a reminder that, despite the great accomplishments of civilization, the civilized become the hunted in nature’s untamed domain. Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that once might have daunted them, then devouring the creatures within. Devious mountain folk sometimes use the yetis as unwitting weapons. A warlord might lay down slaughtered sheep or goats to draw yetis into an enemy’s camp, sowing chaos and thinning the ranks before battle. Mountain clan chiefs, wanting to expand their territory, overhunt local game to diminish the yetis’ food supplies, inspiring attacks on humanoid settlements that are swiftly annexed in the aftermath. Abominable Yetis. An abominable yeti is larger than a normal yeti, standing three times as tall as a human. It typically lives and hunts alone, though a pair of abominable yetis might live together long enough to raise young. These towering yetis are highly territorial and savage, attacking and devouring any warm-blooded creatures they encounter, then scattering the bones across the ice and snow. Traits Fear of Fire : If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Keen Smell : The yeti has advantage on Wisdom (Perception) checks that rely on smell. Snow Camouflage : The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Multiattack : The yeti can use its Chilling Gaze and makes two claw attacks. Claw : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage. Chilling Gaze : The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis, but not abominable yetis, for 1 hour.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Yeti Chieftain","description":"While an abominable yeti may be stronger, it is the chieftain that is the undisputed alpha and leader of a yeti pack. A chieftain is larger, more muscular, and about a foot taller than a typical yeti. It is often accompanied by shamans who serve as its advisors. Sometimes, a chieftain may even have a subservient abominable yeti as a bodyguard. Blood-Chilling Roar. In combat, the yeti chieftain can be a terrifying foe. It will pounce at a group of enemies, slashing at them with its powerful rending claws. If surrounded or outnumbered, the yeti chieftain can unleash a blood-curdling roar that can paralyze enemies with fear. Traits Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell. Legendary Resistance (1/Day). If the yeti fails a saving throw, it can choose to succeed instead. Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Multiattack. The yeti can use its Chilling Gaze and makes two Claw attacks. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage plus 4 (1d8) cold damage. Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 15 Constitution saving throw against this magic or take 13 (3d8) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour. Blood-Chilling Roar (Recharge 5–6). The yeti lets out a terrifying roar audible out to 300 feet. Any non-yeti creature within 30 feet of the yeti that can hear its roar must succeed on a DC 15 Wisdom saving throw or be frightened of the yeti for 1 minute. A creature that fails the save by 5 or more is also paralyzed for the same duration. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this yeti’s Blood-Chilling Roar for the next 24 hours. Legendary Actions The yeti can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The yeti regains spent legendary actions at the start of its turn. Claw. The yeti makes one Claw attack. Gaze (Costs 2 Actions). The yeti uses Chilling Gaze. Mauling Pounce (Costs 3 Actions). The yeti moves up to its speed without provoking opportunity attacks, and it can make one Claw attack against each creature it moves past.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Yeti Shaman","description":"Yeti shamans are druids that can draw and manipulate the arctic cold. They are often the leaders of their tribe or serve as advisors to the yeti chieftain. Traits Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell. Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Multiattack. The yeti can use its Chilling Gaze and makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 4 (1d8) cold damage. Frost Shard. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 25 (5d8 + 3) cold damage and the target's speed is reduced by 10 feet until the start of the yeti's next turn. Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 14 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour. Spellcasting. The yeti casts one of the following spells using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: druidcraft, mending, shape water 2/day each: ice knife, spike growth, erupting earth 1/day each: cone of cold, ice storm","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Yeti Snowstalker","description":"Snowstalkers are yeti hunters and scouts that are nearly invisible in the icy terrain. Their victims never realize they are already right beside them, already too late to react. Traits Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell. Snow Strider. Moving through nonmagical difficult snowy terrain doesn't cost the yeti extra movement. Slay Foe (1/Turn). The yeti deals an extra 9 (2d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Multiattack. The yeti can use its Chilling Gaze and makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 3 (1d6) cold damage. Chilling Gaze . The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour. Bonus Actions Stealthy. The yeti takes the Hide action.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Yeti Tyke","description":"The yeti and the abominable yeti are described in the Monster Manual. This entry provides game information for yeti tykes, which people seldom encounter. Adult yetis are very protective of their young, keeping them hidden from the rest of the world. A yeti tyke is between 1 and 7 years old. Yeti tykes are as volatile and mean as their parents, their fearsomeness diminished only by their size. Standing 3 feet tall on average, they like to bully creatures of their height or smaller. But they are easily intimidated by bigger and stronger creatures. A cowed yeti tyke can be controlled, at least for a while, but raising one to be anything other than a savage, flesh-eating predator is incredibly difficult (though not impossible). Traits Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell. Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) slashing damage plus (1d4)cold damage.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"chaotic evil","Expansion":6331,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"(Deprecated) Rime of the Frostmaiden"},{"name":"Yeti Tyke","description":"The yeti and the abominable yeti are described in the Monster Manual . This entry provides game information for yeti tykes, which people seldom encounter. Adult yetis are very protective of their young, keeping them hidden from the rest of the world. A yeti tyke is between 1 and 7 years old. Yeti tykes are as volatile and mean as their parents, their fearsomeness diminished only by their size. Standing 3 feet tall on average, they like to bully creatures of their height or smaller. But they are easily intimidated by bigger and stronger creatures. A cowed yeti tyke can be controlled, at least for a while, but raising one to be anything other than a savage, flesh-eating predator is incredibly difficult (though not impossible). Traits Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell. Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage plus 2 (1d4) cold damage.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"chaotic evil","Expansion":27909,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Icewind Dale - Rime of the Frostmaiden"},{"name":"Yeux","description":"Yeuxs live in small clans, usually no more than a dozen individuals. They are relentless hunters, either in small parties of their own kind, or leading packs of hunting beasts and enslaved humanoids. While they can be territorial and secretive, they are also notorious as marauders, slavers, and ruthless traders. Near large settlements, they are active in black markets, sometimes forming power blocs within organized crime. They sometimes inhabit valuable ruins, or build secret hideouts in humanoid cities, from which to exert control over their surroundings. Their clans often rule sparsely populated lands as warlords. Yeuxs are always interested in acquiring magic, technology, and wealth that grant them ever greater power. Yeuxs stand between 6 and 7 feet tall and weigh 200 pounds. Matriarchal. The most dominant yeux in a group is an aggressive female, who reproduces with a chosen mate. Young yeuxs are male, becoming female through the passage of time and positions of dominance within the group. When their numbers become too numerous, they spread out to conquer new lands, or they engage in a spirited contest for dominance and survival to cull the weak from among them. The death of a matriarch triggers males to mature into females, replacing the previous matriarch and often causing the clan to spawn several new, independent groups. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopyIndent, li.BodyCopyIndent, div.BodyCopyIndent {mso-style-name:\"Body Copy Indent\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Body Copy Indent Char\"; margin:0cm; text-indent:9.0pt; line-height:12.0pt; mso-pagination:none; mso-layout-grid-align:none; text-autospace:none; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; color:black; mso-ansi-language:EN-GB;}span.BodyCopyIndentChar {mso-style-name:\"Body Copy Indent Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Body Copy Indent\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; color:black; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"lawful evil","Expansion":32483,"Challenge Rating":2},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Yilanka","description":"Yilankas, sometimes called the scaled healers of the sands, are said to be born when Set blesses a clutch of lost cobra eggs. Their combined aspects of humanoid and serpent accurately model their natural inclination to switch between kindness and cruelty. Yilankas prefer to live far from the constraints of civilization. They make their lairs in small cave complexes, and they favor areas with strong winds where the action of the wind passing through the tunnels creates an eerie sound that keeps predators away. Yilankas enjoy isolation and are loath to entertain a guest for too long. They find other creatures tiresome and often use violence to drive off visitors who have overstayed their welcomes. Nomadic people of the desert speak of how the blood and bile of yilankas can cure any ailment. The hunting of yilankas for their humors in ancient times led to their near extinction and current distrust of humanoids. Creatures that approach a yilanka carefully and respectfully find that they have a keen knowledge of medicine and natural remedies. If their knowledge is insufficient to cure a petitioner’s ailment, a yilanka may be convinced to trade its blood if an acceptable offer is made. New Disease: Yilanka Trembles A creature can contract yilanka trembles anytime it is in close proximity to a yilanka. It takes 1 day for the effects of yilanka trembles to manifest in a victim. The symptoms include uncontrollable shaking and numbness of the affected creature’s appendages. At the end of each long rest, an infected creature must succeed on a DC 13 Constitution saving throw or its trembling prevents it from using bonus action or reactions for the day. A creature that succeeds on three saving throws against the disease recovers from it. Yilanka Curatives The blood and bodily fluids of a yilanka can be reduced and added to commonly available herbs and botanical extracts to create a potion that makes the imbiber resistant to poisons and diseases. Making the curative requires simmering 1 pint of yilanka blood and fluids for 24 hours over a low heat and succeeding on a DC 15 Wisdom (Medicine) check. A creature that imbibes the potion has advantage on saving throws against diseases and against being poisoned for 8 hours. If the creature is poisoned or suffering from a disease when it drinks this potion, it can repeat the condition or disease’s saving throw as if it had taken a long rest, but it suffers no ill effects on a failed saving throw. The creature has advantage on this saving throw.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Alignment":"chaotic neutral","Expansion":11995,"Challenge Rating":3},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Yilarith","description":"Yilarith skulk in large cities or other places with many spellcasters, searching for their next prey. They often work as a team to isolate and attack young acolytes and other magic initiates, draining them of magic energy and often killing them to leave no witnesses. When they can’t find a sufficient spellcaster, yilarith will attempt to steal magic items that can be drained for sustenance. Traits Magic Resistance. The yilarith has advantage on saving throws against spells and other magical effects. Unusual Nature. The yilarith feeds on magic and doesn’t require food, drink, or sleep. Actions Multiattack. The yilarith makes two Mana Dagger attacks. It can replace one attack with a use of Spellcasting. Mana Dagger. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3) psychic damage. Spellcasting. The yilarith casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): At will: detect magic, disguise self, dispel magic, invisibility (self only) 2/day each: counterspell, mage armor, phantasmal killer Steal Magic (3/Day). The yilarith targets one creature it can see within 60 feet of it. The target must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this yilarith’s Steal Magic for 24 hours. On a failed save, the target loses 1 spell slot. Roll 1d100. d100 stolen spell slot 01-50 1st level 51-69 2nd level 70-85 3rd level 86-95 4th level 96-00 5th level The yilarith gains 9 (2d8) hit points per spell slot level that it steals. If it has full hit points, it regains one use of Spellcasting. If the target does not have an available spell slot of the level rolled, the yilarith takes one spell slot from the next highest level available. If the target is not a spellcaster or has no remaining spell slots, the target takes 9 (2d8) psychic damage per spell level rolled and one of its magic items loses all magical properties until the start of the yilarith’s next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"neutral evil","Expansion":32955,"Challenge Rating":9},"publisher":"Arcadian Media","book":"Arcane Treasures"},{"name":"Yinra Emberwind","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral good","Expansion":5016,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount (deprecated)"},{"name":"Yinra Emberwind","description":"Traits Fey Ancestry. Yinra has advantage on saving throws against being charmed, and magic can’t put her to sleep. Keen Hearing and Sight. Yinra has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"neutral good","Expansion":29448,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Explorer's Guide to Wildemount"},{"name":"Yip","description":"Yip, the former lover of Marizyn turned deeply devoted undead bodyguard, is always close and ready to turn its fiery eyes on the party.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"Chaotic Evil","Expansion":27826,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Wanderer's Guide to Merchants and Magic"},{"name":"Yismel","description":"Level 0 Mercenary Weapon Flail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. Equipment Chain shirt, shield, lucky rabbit's foot on a leather strap","properties":{"Category":"Monsters","Size":"medium","Type":"Mercenary","Expansion":21056},"publisher":"MCDM Productions","book":"Arcadia Issue No. 9"},{"name":"Yllosan","description":"A powerful telepathic and telekinetic species—and the consummate spies of the Bellanic Accord—the yllosan (ee-LOE-san) are mysterious ghost-like beings that exist in a realm of pure thought, floating intangible through the material world of others. They communicate by telepathy and revel in infiltration of other societies, extending their incorporeal tentacles into the mind and heart of creatures they meet to walk among them and search for those of good heart to offer advice or warning about evils in their midst or coming soon. An yllosan may step into the body of a creature to help it achieve a goal or task it fears to attempt on its own. Yllosan are emissaries of hope and inspiration, but rarely stay too long in one place or within one body. They see themselves as advisors and helpers; it is not their place to do too much for those they meet, but to motivate them to rise up and face new challenges, daring to find the greatness within themselves. Yllosan rarely reveal their true form to other races, preferring to work through possessed proxies while remaining in the shadows themselves. Yllosan are 3 feet in length, though their dangling tendrils and the misty psychic shroud that surrounds them sometimes makes them appear larger. As creatures of pure thought, they are weightless and virtually impossible to detect while possessing another creature; however, they are visible to creatures able to see invisible when entering or departing a possessed target. Playful Spies. Yllosan have long cultivated a reputation among the enemies of the Accord as master spies and tireless investigators, and they enjoy the paranoia they engender in their foes. They are not above simply playing pranks on enemies while walking secretly among them, moving small objects around and using its suggestion and possession abilities to cause enemies to perform incriminating acts that cause their erstwhile allies to turn on them. 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Possessing no compassion, empathy, or mercy, they exist only to destroy. Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s status grows with the blood it spills; the more enemies that fall before it, the greater it becomes. A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring. By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon’s deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power. Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin. Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered. Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can’t stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed. The only way to truly destroy a demon is to seek it in the Abyss and kill it there. Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon’s abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing. Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day. Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss. Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release. Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another’s will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath. Bound Demons. The Book of Vile Darkness , the Black Scrolls of Ahm , and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend’s return to the Abyss. An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder. Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form. As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host. Demon True Names Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons. A mortal who learns a demon’s true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife. Demon Lords The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss. Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz’zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord. Power and Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery. The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves. Demogorgon The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords. Demogorgon towers three times the height of a human, his body as sinuous as a snake’s and as powerful as a great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord’s ambitions in check. Graz’zt The demon lord Graz’zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart. Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites. Juiblex The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self. In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control. Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out—or if she has a reason to remind her followers to fear her—Lolth’s lower body transforms into that of a huge demonic spider, whose spike-tipped legs and mandibles tear foes apart. Orcus Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will. The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves. Orcus wields a malevolent artifact known as the Wand of Orcus , a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him. Yeenoghu Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead. Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes’ flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws. Other Demon Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi. Yochlol The yochlols are the Handmaidens of Lolthóextensions of the Spider Queenís will dedicated to acting as her spies, taskmasters, and agents of villainy. They attend their goddess in the Demonweb Pits, but Lolth sometimes dispatches yochlols to the Material Plane to guard her temples and to aid her most devout priestesses. Yochlols donít form outside Lolthís realm of the Demonweb, and they serve no demon lords except their queen. Outside the Abyss, a yochlol can assume the guise of a female drow or monstrous spider to conceal its demonic form. In its true form, the fiend appears as a pillar of yellow slime with a single malevolent eye. In its drow and true form, a yochlolís touch carries the same venomous touch as its spider formís bite. Demon Types Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords. Demons by Type Type Examples 1 barlgura, shadow demon, vrock 2 chasme, hezrou 3 glabrezu, yochlol 4 nalfeshnee 5 marilith 6 balor, goristro Traits Shapechanger : The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Magic Resistance : The yochlol has advantage on saving throws against spells and other magical effects. Spider Climb : The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Innate Spellcasting : The yochlol’s spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components: • At will: detect thoughts , web • 1/day: dominate person Web Walker : The yochlol ignores movement restrictions caused by webbing. Actions Multiattack : The yochlol makes two melee attacks. Slam : Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 5 (1d6 + 2) bludgeoning damage plus 21 (6d6) poison damage. Bite (Spider Form Only) : Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 5 (1d6 + 2) piercing damage plus 21 (6d6) poison damage. Mist Form : The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. While in mist form, the yochlol is incapacitated and can’t speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn’t airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. While in mist form, the yochlol can enter a creature’s space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated. Variant: Summon Demon (1/Day) : The demon chooses what to summon and attempts a magical summoning. A yochlol has a 50 percent chance of summoning one yochlol. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (demon, shapechanger)","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Yochlol Elder","description":"The yochlol elders are the oldest and most powerful of yochlol, amongst the first that were ever created by Lolth. They are able to make more attacks than the normal yochlol and don't need to maintain concentration when casting web spells. Worse still, those unfortunate to get caught in their webs can literally die from madness. Traits Maddening Webs. A creature that starts its turn in a space filled with webbing conjured by the yochlol's web spell takes 7 (2d6) psychic damage. Magic Resistance. The yochlol has advantage on saving throws against spells and other magical effects. Spider Climb. The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Walking. The yochlol ignores movement restrictions caused by webbing. Actions Multiattack. The yochlol makes two melee attacks. Slam (Bite in Spider Form). Melee Weapon Attack: +9 to hit, reach 5 ft. (15 ft. in demon form), one target. Hit: 8 (1d8 + 4) bludgeoning (piercing in spider form) damage plus 28 (8d6) poison damage. Spellcasting. The yochlol casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: detect thoughts, web (the yochlol doesn’t need to concentrate on the spell) 3/day each: stone shape, telekinesis 1/day: dominate person Noxious Mist Form. The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. While in mist form, the yochlol is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage. While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or take 10 (3d6) poison damage and be poisoned until the start of its next turn. Until this poison ends, the target is incapacitated. Amorphous Flurry (Demon Form only, Recharge 5–6). The yochlol makes four Slam attacks. Teleport. The yochlol teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Bonus Actions Swift Change Shape. The yochlol transforms into a form that resembles a female drow or giant spider, or back into its true form, while retaining its game statistics. This transformation ends if the yochlol is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon, Shapechanger)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Yoflid Gullion","description":"The exiled member of House Gullion is a drow ghoul.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":5818,"Challenge Rating":1},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Yoten Devotee","description":"Yoten Devotee These Yoten are fluid in form, often changing shape. They tend to wander the worlds they end up on, with some working with one another, while others strike off on their own. Strength Over Time. Yoten devotees become more powerful the longer they survive. These experienced Yoten use the advanced Yoten devotee statistics block instead. These powerful Yoten also have access to Lair Actions in addition to their normal capabilities. Lair Actions When fighting inside their lair, the devotee can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the devotee can take one lair action to cause one of the following effects: Vanish. The devotee becomes invisible until the end of their next turn, and all hostiles within their lair are deafened for the same duration. This invisibility is not broken by attacks or spells. Rumble. An earthquake shakes the ground in and around the lair. Any creatures standing on the ground are knocked prone and take 9 (2d8) bludgeoning damage. Reverberations through the ground causes the entire lair to be difficult terrain until another lair action is used. Surge of Corruption. Thunderous sound erupts throughout the lair, which can be heard from up to three miles away. Creatures in the region that are concentrating on a spell have their concentration broken and take 27 (6d8) thunder damage. Other creatures take 13 (3d8) thunder damage. A foul wind lingers and spoils all food and water unless quickly dispersed. Quiet. All sound suddenly ceases throughout the lair, as if affected by a silence spell. Creatures cannot communicate with each other verbally, and spells with vocal components cannot be cast. The silence lasts until another lair action is used. The devotee can’t repeat an effect until they have all been used, and they can’t use the same effect two rounds in a row.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Yoten)","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":7},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Young Adult Black Dragon","description":"Presented here are two additional age categories for each of the chromatic dragons. Old dragons lie between the ages of adult and ancient, and have just reached gargantuan size. Young Adults are adolescent dragons that have just reached Huge size. Traits Amphibious. The dragon can breathe air and water. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) acid damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5–6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 16 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Young Adult Blue Dragon","description":"Presented here are two additional age categories for each of the chromatic dragons. Old dragons lie between the ages of adult and ancient, and have just reached gargantuan size. Young Adults are adolescent dragons that have just reached Huge size. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) lightning damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 17 Dexterity saving throw, taking 60 (11d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Young Adult Brown Dragon","description":"Brown Dragon Often referred to by desert nomads as the great desert dragon or sand dragon, the brown dragon is a cunning creature, but it is also haughty, irritable, paranoid, and slothful. It provides for itself in whatever way requires the least inconvenience and steers clear of unnecessary trouble. It makes its home in underground caverns and the ruins of ancient cities buried beneath the wastelands. Desert Predator. The brown dragon is a flightless creature that swims under vast desert sands like a bloodthirsty shark at sea. Its scales are leathery and softer than the typical dragon's metallic-like ones and have the color that matches its natural hunting grounds, ranging from dark brown at birth to dull light brown in their old age. The brown dragon has four short, muscular limbs that end with webbed claws suitable for digging through the sand and a pair of leathery wing vestiges at the back of its shoulders. A few lucky survivors who survived a brown dragon's attack recall seeing twin dorsal-like fins, which were the dragon's wings, cutting through the sand during its approach. Ambush Hunter. The brown dragon consumes minerals but prefers meat. It particularly relishes the taste of livestock, especially camels and horses. It will go to great lengths to attack caravans and herders but is careful enough to do so only in isolated areas and to not leave any survivors to avoid attracting unwanted attention, such as a party of adventurers. The brown dragon hunts by burying itself in the sand, waiting patiently until it senses vibrations caused by a prey's movement, after which it explodes from its hiding place, showering sand everywhere as it leaps toward its target. The brown dragon's breath is a line of highly corrosive sand that can also blind those that are hit by it. Prey, Foes, and Allies. The brown dragon is fiercely territorial and will slay and consume other burrowing predatory creatures such as ankhegs, bulettes, kruthiks, and umber hulks. It tolerates the presence of oozes and ooze elementals, as well as desert-dwelling vermin like giant antlions and scorpions, only because the brown dragon doesn't see them as competition or threat to its well-being and treasure hoard. The brown dragon dislikes other dragons, though, and especially hates and fears blue dragons, which often shares its territory with them. If an older blue dragon threatens it, the brown dragon will establish a new lair, move its treasure, and abandon its old home. Aloof and Self-Serving. The brown dragon sees anything weaker than itself as nothing more than prey. It does not care much for speaking with other intelligent creatures, especially adventurers, as it finds it odd and beneath itself to talk to its food. If it does participate in a conversation, the brown dragon will feign boredom and disinterest and even toy with whoever it is talking to, subtly steering topics to potential prey, treasure, and threats. A Brown Dragon's Lair Brown dragons keep their lairs underneath desolate deserts and coastal beaches, using their lightning-quick burrowing claws and acidic breath to form a vast, maze-like network of caverns. Stagnant pools of acid and noxious gases plague the brown dragon’s lair, discouraging all but the hardiest of trespassers. Oozes, ooze paraelementals, as well as swarms of scarabs, scorpions, and similar vermin, infest its numerous tunnels. Like blue dragons, the brown dragons will cause cave-ins if their lairs are invaded by dangerous foes, only to return when confident their enemies are all dead from suffocation and injury from being trapped underneath tons of sand. The challenge rating of a legendary brown dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Noxious chlorine gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. Regional Effects The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Sandstorms rage within 6 miles of the lair. Ooze paraelementals scour the land within 6 miles of the lair. Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole. If the dragon dies, the ooze paraelementals disappear immediately, and the sandstorms abate within 1d10 days. Any sinkholes remain where they are. Traits Hold Breath. The dragon can hold its breath for 30 minutes or until it uses its Acid Breath. Sand Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) acid damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5-6). The dragon exhales corrosive sand in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 49 (11d8) acid damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Adult Gray Dragon","description":"Gray Dragon The gray dragon is likely the most avaricious, ill-tempered, and feral of all dragons. It lives to hunt for sport, more obsessed with the act of stalking and bringing down powerful prey than accumulating wealth. It is prone to fits of rage such that the gray dragon would rain death and destruction to every random habitat and settlement within miles of its lair. It dwells in temperate regions that have high rocky outcroppings surrounded by low flatlands. Spiked Horror. The gray dragon is covered in armor-like, bony plates called osteoderms, with spikes protruding from its forearms and limb joints. Its head features a crest of long, sharp spikes, with smaller ones jutting below its oversized jaw like a garish beard. A jagged line of barbs runs from the back of its head and along its spine, and its forked tail ends with two wicked scythe-like bony plates which it uses to impale prey. A fang-filled mouth and a pair of long ears give the gray dragon a bat-like visage. Earth Connection. It is said that gray dragons evolved from fang dragons, an extinct type of bestial dragon that had no breath weapon. Legend has it that Tiamat, the Queen of Dragons, weaved her dark magic and infused all unhatched fang dragon eggs in the world with basilisk blood. Since then, only gray dragon hatchlings have been born, and each has shown a natural affinity with the Elemental nature of Earth, including immunity to petrification. Consummate Hunter. Driven by its predatory nature, the gray dragon prefers to fight by just using its teeth, claws, and tail, often delivering the killing blow before its target can react. At times the gray dragon will toy with its prey, tormenting it by telling how futile it is to escape, and even mimicking voices it has heard to distract or lure the target. It sees it as a testament to its hunting prowess to bring down formidable creatures with just its cunning, hunting skill, and physical attacks. Thus, it rarely uses its breath attack unless it believes its life might be in danger. The gray dragon's elemental breath is a cone of caustic, viscous slime. The slime is so sticky that it continues to dissolve the flesh of its victims for a time after the initial contact. Guarded Lair. A gray dragon often leaves its lair for extended periods to hunt. Before doing so, it seals its den, where it keeps its vast treasure piles, with boulders and slabs of granite and limestone. The lair’s outlying chambers are usually patrolled by the gray dragon’s minions, which are often basilisks, cockatrices, earth elementals, galeb duhr, medusae, ooze paraelementals, and stone giants. These creatures are not necessarily subservient to the gray dragon and see it more as a mutual arrangement of protection. However, they do fear the gray dragon’s wrath and take extraordinary steps not to incur it. A Gray Dragon's Lair The gray dragon dwells in badlands, brushlands, prairies, and tundras that have rocky crags, cliffs, and outcroppings that overlook great flatlands where it can spy potential game from great distances. It makes its lair in sprawling caves and ancient ruins. Its den is full of amassed treasure and decorated with the bones and skulls of the most dangerous and largest creatures it has slain. The gray dragon hunts and leaves its lair more often than other dragons and secures its lair by blocking its entrances with huge boulders. The challenge rating of a legendary gray dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. The dragon creates a wall of earth on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, resistant to bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine, and immunity to necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Earthquakes are common within 6 miles of the dragon’s lair. Earth elementals scour the land within 6 miles of the lair. Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby. If the dragon dies, the earth elementals disappear immediately, and the other effects fade over the course of 1d10 days. Traits Mimicry. The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite or Tail attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) piercing damage plus 4 (1d8) acid damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) piercing damage and if the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the dragon can automatically hit the target with its Tail attack, and the dragon can't attack another target with its Tail attack. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5–6). The dragon exhales sticky, corrosive acid in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. On failed save, a creature takes 36 (8d8) acid damage immediately and 18 (4d8) acid damage at the end of its next turn. On a successful save, a creature takes half as much of the initial damage and no damage at the end of its next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Adult Green Dragon","description":"Presented here are two additional age categories for each of the chromatic dragons. Old dragons lie between the ages of adult and ancient, and have just reached gargantuan size. Young Adults are adolescent dragons that have just reached Huge size. Traits Amphibious. The dragon can breathe air and water. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw, taking 49 (14d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Young Adult Hellfire Wyrm","description":"Hellfire Wyrm As part of her agreement of being a subservient champion of Asmodeus, Tiamat the Dragon Queen provided the Supreme Master of the Nine Hells some of her eggs. The eggs were brought to Mephistopheles and infused with Asmodeus's blood. The dragons born from these eggs were raised to become draconic agents loyal to Asmodeus and the ruling archdevils of the Nine Hells. These dragons became known as hellfire wyrms. To ensure the hellfire wyrms would not pose a threat to her, Tiamat deliberately cursed each egg. The cursed hellfire wyrm, no matter how old it was, would not grow to the size of an ancient dragon. Still, every hellfire wyrm, while subservient to the archdevils, recognize Tiamat as their mother and remain reverent to her. Fiendish Shapechanger. From afar, the hellfire wyrm is often mistaken for a red dragon. As one gets close to it, however, its supernatural aura and diabolical characteristics become more noticeable. It features osteodermic spikes protruding from its head and shoulders and a row of sharp bony spines run from the back of its head to the tip of its tail. Its scales continuously shift in the colors of flowing molten lava and its eyes burn with infernal intensity. The hellfire wyrm can also change its form to that of a tiefling or any Medium devil. It prefers its tiefling form, though, where the once fearsome hellfire wyrm effortlessly becomes a charming, endearing, polite, and eloquent creature. It is probably these traits, and its ability to magically disguise itself, that make the hellfire wyrm even more dangerous. Agent of the Nine Hells. The hellfire wyrm is sent to the Material Plane to insert itself into numerous powerful kingdoms and live among the humanoid races for an indefinite time, assuming different identities until it establishes itself successfully and secures a position of power, such as a chancellor, magistrate, or treasurer. In these roles, a hellfire wyrm can secretly influence and corrupt monarchs, people of high stations, and those in key, strategic positions to pursue actions and make decisions that align with the goals of its archdevil master or send as many souls possible to the Nine Hells, such as commit despotic acts and start unnecessary wars. The hellfire wyrm always makes these moves very carefully and takes utmost care to hide its diabolical nature. Anyone who becomes even remotely suspicious of the hellfire wyrm's true identity or actions is quickly and quietly eliminated by the dragon. The hellfire wyrm will only reveal its true draconic form if its life is in peril and it can't escape. Combat Tactician. In combat, the hellfire wyrm quickly searches for advantages and disadvantages it can exploit, such as the environment or its enemies' weaknesses. It keeps to the air against grounded targets, using only its spells and breath attack until it is confident enough to close in and finish them off. Its breath attack is a powerful cone of hellfire that can turn bone and flesh to ash in an instant. Those few who survive such an onslaught are still left vulnerable to fire and must contend with the hellfire wyrm's next attacks. A Hellfire Wyrm's Lair A hellfire wyrm keeps and maintains several homes in the cities found within the kingdom the dragon covers. These homes are often large, resplendent mansions guarded by mercenaries hired by the hellfire wyrm, who may not even know their master's true nature. These homes are just for show, though, and the hellfire wyrm only stays there in its tiefling form when it has tasks it needs to do in that city. When the hellfire wyrm is not actively scheming, it retreats to its actual lair, which is either inside the central vent of a volcano, a forgotten ancient ruins, or an underground cavern complex deep underneath the kingdom's capital. Because the hellfire wyrm is often away from its true lair, it never leaves it unguarded. Magma paraelementals lurk outside the entrances of the lair, while the hellfire wyrm's infernal minions, such as barbed devils, bearded devils, hellhounds, imps, lemures, merregons, nupperibos, and spined devils, patrol the inner passageways and chambers. Finally, the hellfire wyrm's innermost sanctum in its lair, where it hides its precious collections and accumulated treasure, is always protected by magical traps and sealed by magical locks. The challenge rating of a legendary hellfire wyrm increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: A storm made up of sheets of roaring flame appears in a location the dragon chooses within 120 feet of it. The area of the storm consists of up to eight 10-foot cubes, which the dragon can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 15 Dexterity saving throw. It takes 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The dragon targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dragon creates an opaque wall of fire on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) fire damage, or half as much damage on a successful save. Each side of the wall deals 9 (2d8) fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary hellfire wyrm’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Unbearably hot, sulfuric smoke obscures the land within 6 miles of the dragon’s lair. Creatures take 3 (1d6) poison damage and 3 (1d6) fire damage at the end of hour spent in the area. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. Rocky fissures within 1 mile of the dragon’s lair form portals to the Nine Hells, allowing hell hounds and lesser devils (CR 5 or less) into the world to dwell nearby. If the dragon dies, the devils disappear immediately, and the other effects fade over the course of 1d10 days. Traits Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Spell Penetration. When the dragon casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) fire damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: charm person, detect magic, disguise self, fire bolt (4d10) 2/day each: dispel magic, invisibility, suggestion 1/day each: divine word, plane shift Hellfire Breath (Recharge 5–6). The dragon exhales hellfire in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On failed save, a creature takes 60 (11d10) fire damage and becomes vulnerable to fire damage until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects. Bonus Actions Change Shape. The dragon magically transforms into a tiefling or Medium devil, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Heated Body. The dragon emits fire from its body. A creature that touches the dragon or hits it with a melee attack while within 10 feet of it and the Heated Body is active takes 5 (1d10) fire damage. The Heated Body remains until the dragon dies or until it dismisses it as an action.","properties":{"Category":"Monsters","Size":"Huge","Type":"Fiend (Dragon)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":14},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Adult Illithidragon","description":"Illithidragon When an illithid colony captures a live dragon wyrmling, it is brought to the elder brain. If the colony is thriving, the wyrmling is destroyed. If, however, the colony is in dire straits, the elder brain may decide the unthinkable and have the wyrmling undergo ceremorphosis, the process of transforming a creature into an illithid. In this case, the wyrmling transforms into an illithidragon. To ensure the illithidragon does not become a threat to the colony, the elder brain stunts the growth of the illithidragon at the very start of the process, preventing the illithidragon from reaching the age and size of an ancient dragon. Uncontrollable Force. The illithidragon tends to be loyal and subservient to the elder brain, serving the colony as its primary guardian. As it ages, however, its draconic nature of being selfish, egotistical, and superior rears up, and the elder brain starts to lose control over the illithidragon. As soon as this happens, the colony is ordered to destroy the illithidragon. However, the illithidragon is often already aware that it has become a threat to the elder brain and either escapes into the Underdark to begins its life anew, or destroys the elder brain, subjugates the colony, and installs itself as the new master. Mastermind. Just like mind flayers, an illithidragon is a depraved schemer and manipulator, enslaving weaker Underdark races to further its goals of amassing wealth, domination, and survival. Just like mind flayers, it subsists on the brains of other creatures. However, it can eat any intelligent creature's brain, not just humanoids. It hates and avoids other dragons, as they see its kind as an abomination that must be destroyed. Mind Destroyer. In combat, an illithidragon attacks its foes with its grasping tentacles and raking claws. If it manages to incapacitate a creature, it will try to extract its brain. Unlike dragons, an illithidragon has lost its breath attack ability. However, it can emit psychic energy waves just like a mind flayer. An Illithidragon's Lair An illithidragon's lair is always underground, and often within the deepest regions the Underdark. The illithidragon makes its lair in great stalactite-filled cavern complexes with twisting tunnels. Its main den where it keeps its treasure hoard usually has chambers at varying heights, with at least four or more means of egress. The illithidragon keeps enslaved humanoids such as derro, dire corbies, and quaggoths to patrol its lair's outermost passages and forms partnerships with more powerful creatures such as ropers to guard its lair's inner areas. The challenge rating of a legendary illithidragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the illithidragon takes a lair action to cause one of the following effects; the illithidragon can’t use the same effect two rounds in a row: The illithidragon casts telekinesis (no components required) While maintaining concentration on this effect, the illithidragon can’t take other lair actions. One creature the illithidragon can see within 120 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed by the illithidragon as if the dragon had cast dominate monster on it. The effect ends on initiative count 20 on the next round. Regional Effects The region containing a legendary illithidragon’s lair is warped by the illithidragon’s magic, which creates one or more of the following effects: Whenever a creature sleeps or enters a state of trance within 6 miles of the illithidragon’s lair, it experiences a haunting nightmare and wakes up, its rest interrupted. Non-evil creatures within 6 miles of the illithidragon’s lair randomly hear whispered voices in their heads. Plants, fungi, and animals within 1 mile of the of the illithidragon’s lair have twisted, aberrant forms and tentacles. If the illithidragon dies, the nightmares and whispers immediately end while the plants, fungi, and animals return to their normal forms over the course of 1d10 days. Traits Magic Resistance. The illithidragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The illithidragon can use its Frightful Presence. It then makes one Tentacles attack and two Claw attacks. Tentacles. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 19 (4d6 + 5) bludgeoning damage plus 7 (2d6) psychic damage. If the target is Huge or smaller, it is grappled (escape DC 17) and must succeed on a DC 16 Intelligence saving throw or be stunned until this grapple ends. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated creature that has a brain grappled by the illithidragon. Hit: The target takes 66 (12d10) piercing damage. If this damage reduces the target to 0 hit points, the illithidragon kills the target by extracting and devouring its brain. Frightful Presence. Each creature of the illithidragon's choice that is within 120 feet of the illithidragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the illithidragon's Frightful Presence for the next 24 hours. Spellcasting. The illithidragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): At will: detect thoughts, levitate 1/day each: plane shift (self only) Mind Blast (Recharge 5–6). The illithidragon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 35 (7d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration (Dragon)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Adult Purple Dragon","description":"Purple Dragon The existence of purple dragons is known only by a few on the surface world. But dwarves who dwell deep underneath mountains tell tales to their children to be wary not to venture deep into the Underdark, for a silent, shadowy killer stalks its many chasms and maze-like tunnels. Underdark Stalker. The purple dragon, not to be confused with the deep dragon, is native to the Underdark. It has a slender, serpentine neck and an armored, elongated head with a crest of swept-back sharp spikes. Its scales range from iridescent amethyst and deep purple to dark eggplant violet as it ages. Its sinewy, flexible body possesses powerful limbs and talon-tipped wings and moves like a hunting cat, which helps it navigate, squeeze through, and traverse the Underdark's endless narrow crevices and stalactite-filled caverns undetected with ease. Cunning Predator. The purple dragon enjoys the thrill of the hunt, just like gray dragons. Whereas gray dragons take down prey with fierce brutality, the purple dragon attacks with calculated efficiency, stalking its prey patiently for hours and striking before its target becomes aware of its presence. The purple dragon is so deathly quiet that it can pick off members of a dwarven patrol one by one without alerting the others. Its breath attack is a billowing cloud of psychotropic vapor that disrupts and impairs a creature's acuity and cognitive abilities. Clever Opportunist. A purple dragon is friendly toward drow and sees them as allies with many resources it can exploit. It hates dwarves, including duergar, because they craft armor out of its scales. It despises balhannoths, cloakers, deepspawns, and illithids because it sees them as competition for dominance in the Underdark. While a purple dragon generally avoids other dragons, it tolerates the company of a deep dragon, which it sees as an ally against illithids and a kindred spirit it can banter with. That doesn't mean a purple dragon will trust one, though. The purple dragon can eat almost anything edible, but it is very fond of giant specimens of cavefishes, crabs, crayfishes, as well as kuo-toans, chuuls, and aboleths. A Purple Dragon's Lair A purple dragon places its lair in a location close to drow communities it can trade and work with, underground lakes where it hunts prey, and enemy settlements it can raid and plunder. The purple dragon's lair is usually a hard-to-reach hollowed-out cavern full of stolen treasure and magical items that the dragon has amassed in its lifetime. It is typically guarded by minions the purple dragon has subjugated or partnered with, such as chitines, drow mercenaries, grimlocks, hook horrors, and maur giants. The challenge rating of a legendary purple dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Stalactites fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. One creature the dragon can see within 120 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed by the dragon as if the dragon had cast dominate monster on it. The effect ends on initiative count 20 on the next round. Regional Effects The region containing a legendary purple dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Giant fungi form labyrinthine passages within 1 mile of the dragon’s lair. The giant fungi act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can squeeze between the giant fungi, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the giant fungi must make a DC 15 Constitution saving throw once each round it’s in contact with the giant fungi or take 3 (1d6) poison damage from the toxic spores. Each 10-foot-cube of giant fungi has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. Shadows cast by non-evil creatures within 6 miles of the dragon’s lair randomly animate and form nightmarish but harmless silhouettes, warning such creatures of the danger. Bats, centipedes, spiders, and other underground vermin within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. If the dragon dies, the vermin lose their supernatural link to it. The giant fungi remain, but within 1d10 days, they become mundane fungi and normal difficult terrain, losing their toxicity. Traits Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Stone Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) psychic damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Psychic Breath (Recharge 5–6). The dragon exhales psychic energy in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On failed save, a creature takes 49 (11d8) psychic damage, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a Tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Adult Red Dragon","description":"Presented here are two additional age categories for each of the chromatic dragons. Old dragons lie between the ages of adult and ancient, and have just reached gargantuan size. Young Adults are adolescent dragons that have just reached Huge size. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) fire damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must succeed on a DC 18 Dexterity saving throw, taking 59 (17d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Young Adult White Dragon","description":"Presented here are two additional age categories for each of the chromatic dragons. Old dragons lie between the ages of adult and ancient, and have just reached gargantuan size. Young Adults are adolescent dragons that have just reached Huge size. Traits Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Actions Multiattack. The dragon can use its Frightful Presence. It then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) cold damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw, taking 49 (11d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Young Aether Dragon","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Source":"custom","Alignment":"Typically Neutral","Expansion":32048,"Challenge Rating":7},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Young Amethyst Dragon","description":"Which came first, the gem or the dragon? Not a riddle, actually—it was the dragon. -Fizban Amethyst Dragons Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes. Royal Purple When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods. Cosmological Study Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it. Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places. Hoarded Arcana In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard. An Amethyst Dragon's Lair Amethyst dragons make their lairs in caves next to or under secluded pools and lakes, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in their lairs. The challenge rating of a legendary amethyst dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Imprisoning Force. The dragon casts the forcecage spell, using its spell save DC and requiring no spell components. The spell ends early if the dragon uses this lair action again or dies. Spatial Projection. The dragon chooses a space it can fit into within the lair. It exists in its own space and the chosen space simultaneously until initiative count 20 on the next round. Whenever it moves or takes an action, it chooses which version of itself is moving or acting. If an effect or attack can target both of the dragon's spaces at the same time, the dragon is affected only once. Regional Effects The region surrounding a legendary amethyst dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Background Check. Once per day, the dragon can cast the legend lore spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell's subject. Crystal Profusion. Amethyst crystals and geodes form along muddy shores and lake beds within 6 miles of the lair. Thriving Wildlife. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters yields twice the usual amount of food. Watery Sight. Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any body of water in that region. If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10 days. The existing abundance of amethysts remains, but new crystals and geodes form at a normal rate. Traits Amphibious. The dragon can breathe both air and water. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) force damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Singularity Breath (Recharge 5–6). The dragon creates a shining bead of gravitational force in its mouth, then releases the energy in a 30-foot cone. Each creature in that area must make a DC 17 Strength saving throw. On a failed save, the creature takes 36 (8d8) force damage, and its speed becomes 0 until the start of the dragon's next turn. On a successful save, the creature takes half as much damage, and its speed isn't reduced. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16): 1/day each: blink , dispel magic , protection from evil and good , sending","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"typically neutral","Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Young Autumn Eladrin","description":"Eladrin, Young The most commonly encountered of its type, these adolescent eladrins are flighty, inquisitive, and unpredictable. They can be friendly and whimsical one moment and then malicious and mischievous the next. Because of their nature, young eladrins are more predisposed to entering the Material Plane to seek adventure and make their presence known. Traits Enchanting Presence. Any non-eladrin creature that starts its turn within 30 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Enchanting Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Actions Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 9 (2d8) psychic damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) psychic damage. Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: calm emotions, sleep 1/day each: cure wounds (3d8 + 3), lesser restoration Bonus Actions Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an unoccupied space it can see. Reactions Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Behir","description":"Young behirs are rarely found outside of their lairs, and often in the company of their mother. Ones that are found alone or wandering have probably been abandoned or orphaned. While they may be young, these specimens are still very dangerous, reaching lengths of 20 feet. Actions Multiattack . The behir makes two attacks: one with its Bite and one to Constrict. Bite . Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or smaller creature. Hit: 9 (1d10 + 4) bludgeoning damage plus 9 (1d10 + 4) slashing damage. The target is grappled (escape DC 14) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends. Lightning Breath (Recharge 5–6). The behir exhales a line of lightning that is 15 feet long and 5 feet wide. Each creature in that line must succeed on a DC 14 Dexterity saving throw, taking 49 (9d10) lightning damage on a failed save, or half as much damage on a successful one. ","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Young Beholder","description":"Young beholders experience their first challenge the minute they are born into existence. The product of a beholder’s dream or nightmare, the young beholder is seen not just as a near-spitting image of its creator, but also as a threat. Nine times out of ten the young beholder is slain immediately by its creator. Beholders that do manage to escape, and these are the exceptional ones, end up roaming the Underdark seeking to eke out their own territory where they can make their mark and grow into adulthood. Traits Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell , in a 90-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 9 (3d6 - 1) piercing damage. Eye Rays. The beholder shoots three of the following magical eye rays at random (roll three d10s, and reroll duplicates), choosing one to three targets it can see within 60 feet of it: 1. Charm Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature. 2. Paralyzing Ray. The targeted creature must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Slowing Ray. The targeted creature must succeed on a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 5. Enervation Ray. The targeted creature must succeed on a DC 13 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 13 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated. If the target is an object weighing 200 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 7. Sleep Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on Constructs and Undead. 8. Petrification Ray. The targeted creature must succeed on a DC 13 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours, or until freed by the greater restoration spell or other magic. 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 13 Dexterity saving throw or take 22 (5d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Medium or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Large or larger object or creation of magical force, this ray disintegrates a 5-foot cube of it. 10. Death Ray. The targeted creature must succeed on a DC 13 Dexterity saving throw or take 27 (5d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. Legendary Actions The beholder can take 3 legendary actions, using the options listed below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn. Eye Ray. The beholder uses one random Eye Ray.","properties":{"Category":"Monsters","Size":"Medium","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Young Black Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Black Dragon The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood. With deep-socketed eyes and broad nasal openings, a black dragon’s face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon’s head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon’s reek of rotting vegetation and foul water. When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home. Brutal and Cruel. All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies. A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it. Foes and Servants. Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory. Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master’s domain. A black dragon’s malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon’s lair. Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon’s hunger. Wealth of the Ancients. Black dragons hoard the treasures and magic items of crumbled empires and conquered kingdoms to remind themselves of their greatness. The more civilizations a dragon outlasts, the more entitled it feels to claim the wealth of current civilizations for itself. A Black Dragon’s Lair Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Regional Effects The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud. Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. Fog lightly obscures the land within 6 miles of the lair. If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days. Traits Amphibious : The dragon can breathe air and water. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage. Claw : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. Acid Breath (Recharge 5-6) : The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Young Black Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage. Claw : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Acid Breath (Recharge 5-6) : The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"127 (15d10+45)","CHA":15,"CON":17,"DEX":14,"INT":12,"STR":19,"WIS":11,"Size":"Large","Type":"dragon","Speed":"40 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390117091/IYolZZ6GvNeki1_--q4Vxg/original.png","Roll 0":"Bite\n1d20 + 7\n2d10+4+1d8","Roll 1":"Claw\n1d20 + 7\n2d6+4","Roll 2":"Acid Breath\n1d20 + 0\n11d8","Senses":"Blindsight 30 Ft., Darkvision 120 Ft.","Skills":"Perception +6, Stealth +5","Source":"5th Edition SRD","data-XP":"2,900","Alignment":"Chaotic Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Acid","Token Size":2,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 4\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d8\",\"Damage 2 Type\":\"acid\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Acid Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+2","data-CON-mod":"+3","data-DEX-mod":"+2","data-INT-mod":"+1","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+0","Saving Throws":"Dex +5, Con +6, Wis +3, Cha +5","Challenge Rating":7,"Passive Perception":16,"data-CrNum":7,"data-AcNum":18,"data-HpNum":127},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Young Blue Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage. Claw : Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Lightning Breath (Recharge 5-6) : The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"152 (16d10+64)","CHA":17,"CON":19,"DEX":10,"INT":14,"STR":21,"WIS":13,"Size":"Large","Type":"dragon","Speed":"40 ft., burrow 20 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390117096/EDWal9Hg57aLNlvg1FL0cw/original.png","Roll 0":"Bite\n1d20 + 9\n2d10+5+1d10","Roll 1":"Claw\n1d20 + 9\n2d6+5","Roll 2":"Lightning Breath\n1d20 + 0\n10d10","Senses":"Blindsight 30 Ft., Darkvision 120 Ft.","Skills":"Perception +9, Stealth +4","Source":"5th Edition SRD","data-XP":"5,000","Alignment":"Lawful Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Lightning","Token Size":2,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 5\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d10\",\"Damage 2 Type\":\"lightning\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"9\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 5\",\"Damage Type\":\"slashing\"},{\"Name\":\"Lightning Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+3","data-CON-mod":"+4","data-DEX-mod":"+0","data-INT-mod":"+2","data-STR-mod":"+5","data-SizeNum":5,"data-WIS-mod":"+1","Saving Throws":"Dex +4, Con +8, Wis +5, Cha +7","Challenge Rating":9,"Passive Perception":19,"data-CrNum":9,"data-AcNum":18,"data-HpNum":152},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Young Blue Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Blue Dragon Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons. A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw. A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air. Vain and Deadly. A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures. A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm’s reach as it waits to attack again. Desert Predators. Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon’s eye. When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks. Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely. A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them. Hoarders of Gems. Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems. A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves. A Blue Dragon’s Lair Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands. Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense. A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions—along with the wealth of the dead intruders. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage. Regional Effects The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Thunderstorms rage within 6 miles of the lair. Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5). Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole. If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +9 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage. Claw : Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. Lightning Breath (Recharge 5-6) : The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"MM1","Alignment":"lawful evil","Expansion":2,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Young Blue Dragon Zombie","description":"Dragon Zombie Template The corpse of any true dragon can be animated as a dragon zombie. When a true dragon becomes a dragon zombie, it retains its statistics except as described below. The dragon zombie loses all traits that assume the dragon has a living body, such as Amphibious, or has particular knowledge, such as Spellcasting. The dragon might retain or lose any or all of its lair actions or inherit new ones, as the GM sees fit. Type. The zombie’s type changes to undead, and it no longer requires air, food, drink, or sleep. Alignment. The zombie’s alignment changes to neutral evil. Speed. Reduce all of the zombie’s movement speeds by 10 feet. Ability Scores. The zombie’s Dexterity score changes to 6 (–2), its Intelligence score changes to 3 (–4), its Wisdom score changes to 8 (–1), and its Charisma score changes to 5 (–3). Skill Proficiencies. The zombie loses all skill proficiencies. Damage Immunities. The zombie is immune to poison damage. Condition Immunities. The zombie is immune to the poisoned condition. Languages. The zombie understands the languages it knew in life but can’t speak. New Trait: Undead Fortitude. If damage reduces the zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead. New Action: Bite. If the zombie deals any damage type in addition to piercing with its bite, change that additional damage type to necrotic. New Action: Rotting Breath. Any damage-dealing breath weapon possessed by the dragon zombie deals necrotic damage instead of its original damage type. A humanoid reduced to 0 hp by this damage dies, and it rises as a zombie and acts immediately after the dragon zombie in the initiative count. The new zombie is under the control of the creature controlling the dragon zombie.","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":10},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Young Boreal Dragon","description":"Covered in a mix of hard, blue-white scales and patches of silvery-blue fur, this dragon radiates a savage belligerence. Its amber eyes gleam with primal fury as it stretches its wings, sending a shower of burning sparks sizzling onto the ground. Paradoxical Predators. Boreal dragons inhabit the arctic and alpine places of the world, from snow-capped conifer forests and frigid mountain peaks to flat, icy plains and polar seas. Unlike white or silver dragons, however, boreal dragons are not creatures of cold but rather of heat and flames. Their breath is filled with burning embers, and their preferred lairs contain some sort of natural heat source. While this contradiction has puzzled many scholars of draconic lore, boreal dragons are unconcerned about such trivial matters and are likely to devour any sage or wizard impertinent enough to question their choice of habitat. Dragons of Rage. Boreal dragons are among the most straightforward of all true dragons, driven by simple necessities like hunting and mating. They hate most other dragons with a passion and war constantly with those that share their arctic homeland, driving off or killing any dragons they encounter. Boreal dragons are truculent creatures and love nothing better than getting into a fight; however, they do not target defenseless creatures or those far weaker than themselves unless they are hunting for food. Because they respect strength above all else, a creature can gain a boreal dragon’s admiration through acts of intense bravery or slaughter. In particular, the dragons are fond of large arctic predators, such as saber-toothed tigers and polar bears, and often invite the creatures to live in their lairs. A Boreal Dragon’s Lair Boreal dragons make their home in arctic or subarctic regions, particularly areas warmed by geothermal activity. Suitable sites for their lairs include cliffs above magma deposits or fissures, large caves at the edge of volcanic craters or near hot springs, or the abandoned outposts of fire giants. Boreal dragons also enjoy taking over the lairs of other dragons, particularly those they have personally slain or driven out. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: * The dragon chooses a creature it can see within 120 feet of it. The target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of its next turn. While enraged, the creature has advantage on melee attack rolls, but it is unable to distinguish friend from foe and must attack the nearest creature other than the dragon. If no other creature is near enough to move to and attack, the victim stalks off in a random direction, seeking a target for its rage. * The dragon magically calls a saber-toothed tiger or polar bear to aid it in battle. The creature appears within 120 feet of the dragon, emerging from a nearby cave entrance or other suitable opening, and acts as the dragon’s ally. The creature remains for 1 minute, until the dragon uses this lair action again, or until the dragon dies. * Searing winds batter a point the dragon can see within 120 feet of it. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Regional Effects The region containing a legendary boreal dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: * Temperatures within 5 miles of the dragon’s lair are warmer than in the surrounding lands. Snow melts shortly after landing, plants are more common, and animals lose their winter coats. * Beasts and monstrosities are more aggressive within 3 miles of the dragon’s lair. Animal Handling checks in the area are made with disadvantage. * Volcanic fissures and geysers spring up within 1 mile of the dragon’s lair. If the dragon dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":8},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Young Brass Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Brass Dragon The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates. A brass dragon’s head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs. Boldly Talkative. A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon’s presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon’s thirst for small talk is slaked. A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game. Prized Treasures. Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess. Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon’s hoard. A Brass Dragon’s Lair A brass dragon’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Regional Effects The region containing a legendary brass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed. Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it. Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location. If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage. Claw : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (fire breath or sleep breath): Fire Breath : The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath : The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"MM1","Alignment":"chaotic good","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Young Brass Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Claw : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"110 (13d10+39)","CHA":15,"CON":17,"DEX":10,"INT":12,"STR":19,"WIS":11,"Size":"Large","Type":"dragon","Speed":"40 ft., burrow 20 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390117100/xboLyksH7tI-VCtHKZ1fdA/original.png","Roll 0":"Bite\n1d20 + 7\n2d10+4","Roll 1":"Claw\n1d20 + 7\n2d6+4","Roll 2":"Fire Breath\n1d20 + 0\n12d6","Senses":"Blindsight 30 Ft., Darkvision 120 Ft.","Skills":"Perception +6, Persuasion +5, Stealth +3","Source":"5th Edition SRD","data-XP":"2,300","Alignment":"Chaotic Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Fire","Token Size":2,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\"}]","data-CHA-mod":"+2","data-CON-mod":"+3","data-DEX-mod":"+0","data-INT-mod":"+1","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+0","Saving Throws":"Dex +3, Con +6, Wis +3, Cha +5","Challenge Rating":6,"Passive Perception":16,"data-CrNum":6,"data-AcNum":17,"data-HpNum":110},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Young Brine Drake","description":"The brine drake is a fearsome aquatic monster with unique physical features that set it apart from other drakes. It has a sleek body adapted for swimming, and its piscine head has jaws filled with sharp, needle-like teeth capable of piercing flesh with ease. Its scales shimmer in shades of deep blue and teal with a hint of iridescence. Along its back rise a row of vibrant orange crested fins, each hiding highly venomous spines. Stealthy Shocker. The brine drake stalk and ambush unsuspecting victims. Patient and cunning, it lies in wait, blending seamlessly with its watery surroundings until a suitable target approaches. Once prey is within striking distance, the brine drake explodes forward, lunging with remarkable speed. Its venomous spines inject potent toxins into the victim, causing immense pain until the spines are removed. Moreover, the brine drake possesses a remarkable ability to generate powerful shocking bursts akin to those of an electric eel. It employs this surge of electricity not only to immobilize its prey, but also to defend itself against larger threats. Marine Predator. Aquatic brine drakes are predominantly found in coastal regions and mangrove swamps, favoring shallow waters, estuaries, and brackish marshes where they can effortlessly navigate through submerged vegetation and surprise their prey. They have adapted to the challenges of their environment, with their bluish scales providing effective camouflage and their electrifying abilities allowing them to excel in the water's conductive properties. Voracious Carnivore. To sustain its size and strength, the brine drake feeds often, preying mostly on a variety of aquatic creatures such as large fish and crustaceans, and the occasional mammal that ventures into its domain. Its ability to electrocute and incapacitate prey quickly grants the brine drake a significant advantage, ensuring its place as a top predator in its aquatic ecosystem. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Limited Amphibiousness. The drake can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Venomous Spines. A creature that touches the drake or hits it with a melee attack while within 5 feet of it gets pricked by the drake's venomous spines and takes 2 (1d4) piercing damage and must succeed on a DC 13 Constitution saving throw or become poisoned until a creature takes an action to remove the spines. Actions Multiattack. The drake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) lightning damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Electricity Surge (Recharge 6). The drake generates powerful electrical bursts. Each creature outside water within 5 feet of the drake, or each creature in a body of water within 10 feet of the drake, must make a DC 13 Constitution saving throw. On a failed save, a creature takes 18 (4d8) lightning damage and is incapacitated until the end of the drake's next turn. On a successful save, a creature takes half as much damage and isn't incapacitated. Reactions Trigger Electricity Surge. When a creature within 5 feet of the drake hits the drake with a melee attack and the drake's Electricity Surge is available, the drake uses Electricity Surge.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Young Bronze Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Bronze Dragon Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause. A ribbed and fluted crest defines the shape of a bronze dragon’s head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling’s scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon’s eyes fade as the dragon ages, until they resemble glowing green orbs. Dragons of the Coast. Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship’s captain for the item. War Machines. Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use. When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally. Well-Organized Wealth. Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies’ means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection. A Bronze Dragon’s Lair A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn. Regional Effects The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic. Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues. Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair. If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. Traits Amphibious : The dragon can breathe air and water. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 16 (2d10 + 5) piercing damage. Claw : Melee Weapon Attack : +8 to hit, reach 5 ft., one target. Hit : 12 (2d6 + 5) slashing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (lightning breath or repulsion breath): Lightning Breath : The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath : The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"MM1","Alignment":"lawful good","Expansion":2,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Young Bronze Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw : Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"142 (15d10+60)","CHA":17,"CON":19,"DEX":10,"INT":14,"STR":21,"WIS":13,"Size":"Large","Type":"dragon","Speed":"40 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390117108/avdgBxYndePX0UQzSSFw8g/original.png","Roll 0":"Bite\n1d20 + 8\n2d10+5","Roll 1":"Claw\n1d20 + 8\n2d6+5","Roll 2":"Lightning Breath\n1d20 + 0\n10d10","Senses":"Blindsight 30 Ft., Darkvision 120 Ft.","Skills":"Insight +4, Perception +7, Stealth +3","Source":"5th Edition SRD","data-XP":"3,900","Alignment":"Lawful Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Lightning","Token Size":2,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 5\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"8\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 5\",\"Damage Type\":\"slashing\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.\"}]","data-CHA-mod":"+3","data-CON-mod":"+4","data-DEX-mod":"+0","data-INT-mod":"+2","data-STR-mod":"+5","data-SizeNum":5,"data-WIS-mod":"+1","Saving Throws":"Dex +3, Con +7, Wis +4, Cha +6","Challenge Rating":8,"Passive Perception":17,"data-CrNum":8,"data-AcNum":18,"data-HpNum":142},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Young Brown Dragon","description":"Brown Dragon Often referred to by desert nomads as the great desert dragon or sand dragon, the brown dragon is a cunning creature, but it is also haughty, irritable, paranoid, and slothful. It provides for itself in whatever way requires the least inconvenience and steers clear of unnecessary trouble. It makes its home in underground caverns and the ruins of ancient cities buried beneath the wastelands. Desert Predator. The brown dragon is a flightless creature that swims under vast desert sands like a bloodthirsty shark at sea. Its scales are leathery and softer than the typical dragon's metallic-like ones and have the color that matches its natural hunting grounds, ranging from dark brown at birth to dull light brown in their old age. The brown dragon has four short, muscular limbs that end with webbed claws suitable for digging through the sand and a pair of leathery wing vestiges at the back of its shoulders. A few lucky survivors who survived a brown dragon's attack recall seeing twin dorsal-like fins, which were the dragon's wings, cutting through the sand during its approach. Ambush Hunter. The brown dragon consumes minerals but prefers meat. It particularly relishes the taste of livestock, especially camels and horses. It will go to great lengths to attack caravans and herders but is careful enough to do so only in isolated areas and to not leave any survivors to avoid attracting unwanted attention, such as a party of adventurers. The brown dragon hunts by burying itself in the sand, waiting patiently until it senses vibrations caused by a prey's movement, after which it explodes from its hiding place, showering sand everywhere as it leaps toward its target. The brown dragon's breath is a line of highly corrosive sand that can also blind those that are hit by it. Prey, Foes, and Allies. The brown dragon is fiercely territorial and will slay and consume other burrowing predatory creatures such as ankhegs, bulettes, kruthiks, and umber hulks. It tolerates the presence of oozes and ooze elementals, as well as desert-dwelling vermin like giant antlions and scorpions, only because the brown dragon doesn't see them as competition or threat to its well-being and treasure hoard. The brown dragon dislikes other dragons, though, and especially hates and fears blue dragons, which often shares its territory with them. If an older blue dragon threatens it, the brown dragon will establish a new lair, move its treasure, and abandon its old home. Aloof and Self-Serving. The brown dragon sees anything weaker than itself as nothing more than prey. It does not care much for speaking with other intelligent creatures, especially adventurers, as it finds it odd and beneath itself to talk to its food. If it does participate in a conversation, the brown dragon will feign boredom and disinterest and even toy with whoever it is talking to, subtly steering topics to potential prey, treasure, and threats. A Brown Dragon's Lair Brown dragons keep their lairs underneath desolate deserts and coastal beaches, using their lightning-quick burrowing claws and acidic breath to form a vast, maze-like network of caverns. Stagnant pools of acid and noxious gases plague the brown dragon’s lair, discouraging all but the hardiest of trespassers. Oozes, ooze paraelementals, as well as swarms of scarabs, scorpions, and similar vermin, infest its numerous tunnels. Like blue dragons, the brown dragons will cause cave-ins if their lairs are invaded by dangerous foes, only to return when confident their enemies are all dead from suffocation and injury from being trapped underneath tons of sand. The challenge rating of a legendary brown dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Noxious chlorine gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. Regional Effects The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Sandstorms rage within 6 miles of the lair. Ooze paraelementals scour the land within 6 miles of the lair. Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole. If the dragon dies, the ooze paraelementals disappear immediately, and the sandstorms abate within 1d10 days. Any sinkholes remain where they are. Traits Hold Breath. The dragon can hold its breath for 15 minutes or until it uses its Acid Breath. Sand Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 5 (1d10) acid damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Acid Breath (Recharge 5-6). The dragon exhales corrosive sand in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 45 (10d8) acid damage and is blinded until the end of its next turn. On a successful save, a creature takes half as much damage and isn't blinded.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Copper Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Copper Dragon Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened. A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon’s scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon’s pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs. Good Hosts. A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn’t laugh at its jokes or accept its tricks with good humor. Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted. Cautious and Crafty. When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures. A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure. A Copper Dragon’s Lair Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. Regional Effects The region containing a legendary copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Magic carvings of the dragon’s smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair. Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts. Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing. If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage. Claw : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (acid breath or slowing breath): Acid Breath : The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath : The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"MM1","Alignment":"chaotic good","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Young Copper Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Claw : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"119 (14d10+42)","CHA":15,"CON":17,"DEX":12,"INT":16,"STR":19,"WIS":13,"Size":"Large","Type":"dragon","Speed":"40 ft., climb 40 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390117116/tnNFz4obdNco3CzL_9K1ig/original.png","Roll 0":"Bite\n1d20 + 7\n2d10+4","Roll 1":"Claw\n1d20 + 7\n2d6+4","Roll 2":"Acid Breath\n1d20 + 0\n9d8","Senses":"Blindsight 30 Ft., Darkvision 120 Ft.","Skills":"Deception +5, Perception +7, Stealth +4","Source":"5th Edition SRD","data-XP":"2,900","Alignment":"Chaotic Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Acid","Token Size":2,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 4\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Acid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.\"}]","data-CHA-mod":"+2","data-CON-mod":"+3","data-DEX-mod":"+1","data-INT-mod":"+3","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+1","Saving Throws":"Dex +4, Con +6, Wis +4, Cha +5","Challenge Rating":7,"Passive Perception":17,"data-CrNum":7,"data-AcNum":17,"data-HpNum":119},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Young Crystal Dragon","description":"I had a crystal dragon read my fortune once. A lot of codswallop and poppycock, to be sure, except for the part where he said I'd forget what he told me! That was impressively accurate. -Fizban Crystal Dragons Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic. Inner Glow When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly. The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy. Visions in Starlight Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace. Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them. Glittering Hoards For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing. A Crystal Dragon's Lair Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed. The challenge rating of a legendary crystal dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet wide and high. Starlight's Gleam. The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a DC 15 Dexterity saving throw or take 13 (2d12) radiant damage and be outlined in the glow. Attack rolls made against an outlined creature have advantage, and the creature can't hide or benefit from being invisible. The starlight and the glow around any creature fades on initiative count 20 on the next round. Regional Effects The region surrounding a legendary crystal dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible for the time of day. Crystal Profusion. Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals. Icy Sight. Ice and quartz within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any ice or quartz crystals in that region. Positive Energy. Any creature that finishes a long rest within 6 miles of the lair regains two additional spent Hit Dice. Thriving Wildlife. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage. If the dragon dies, the animal population near the lair returns to normal levels over the course of 1d10 days. The increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) radiant damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Scintillating Breath (Recharge 5–6). The dragon exhales a burst of brilliant radiance in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 10 temporary hit points by absorbing a portion of the radiant energy. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14): At will: dancing lights , guidance 1/day each: hypnotic pattern , lesser restoration","properties":{"Category":"Monsters","Size":"Large","Type":"dragon (gem)","Alignment":"typically chaotic neutral","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Young Cuelebre","description":"Cuélebre Cuélebres are serpentine dragons that live in caves, guarding their treasures and causing destruction to nearby settlements, farms, and livestock. They have bat-like wings, four clawed legs, and a powerful tail. Cuélebres favor mountains, and forests, usually making their lairs near lakes or rivers. They are typically solitary creatures, rarely interacting with others of its kind. Elder Retreat. Cuélebres grow larger as they age, with their scales grow thicker over the centuries, making them nearly invulnerable to attack with ordinary weapons. Eventually they stop growing, at which point they retreat to a place they call Mar Cujada, a near-mythical place unreachable by normal folk, which is full of precious stones, coins, and other treasures. No treasure hunter has ever found this place, and some wonder whether it is entirely fictional and whether ancient cuélebres facing death simply destroy their treasures and plunge their bodies into the deep in a final act of selfish avarice, so that no one else ever enjoys their plunder. Mighty Hunger. Cuélebres possess a nigh-insatiable hunger, driving them to devour livestock and villagers alike. In some stories, the local people offer it bread called boroña to appease it, though sometimes this is not enough and it must be offered first-born sons or virgins. In stories where the cuélebre is especially nasty, the villagers leave a red-hot stone in place of the bread, slaying the dragon with this ruse, though in some tales the dragon is able to save its life by flying to the nearest bay and diving into the water, cooling itself before it burned up from the inside, later returning to wreak its vengeance.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"chaotic evil","Expansion":30635,"Challenge Rating":12},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Young Deep Dragon","description":"The ultimate paradox: some deep dragons are actually very shallow. -Fizban Deep Dragons Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind. Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels. Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack. A Deep Dragon's Lair Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays. The challenge rating of a legendary deep dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Deep Torpor. The dragon casts the slow spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16 for an adult dragon or DC 19 for an ancient dragon). The spell ends early if the dragon uses this lair action again or if the dragon dies. Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round. Toxic Spores. The dragon fills a 20-foot cube it can see within 120 feet of itself with toxic spores. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn. Regional Effects The region surrounding a legendary deep dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Preservation of Knowledge. Books, letters, and any other physical forms of writing within 6 miles of the dragon's lair become magically charged and can't be damaged by nonmagical means. Restless Sleep. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 10 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect. Verdant Growth. Vegetation and fungi within 6 miles of the dragon's lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food. If the dragon dies, these effects fade over the course of 1d10 days. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) poison damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Nightmare Breath (Recharge 5–6). The dragon exhales a cloud of spores in a 30-foot cone. Each creature in that area must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 22 (4d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"typically neutral evil","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Young Deep Drake","description":"The deep drake is a formidable creature that dwells in the Elemental Plane of Earth but can also be found in the Material Plane. It lives entirely underground and shuns the touch of sunlight. Although not completely blind, it relies heavily on echolocation to navigate its dark and labyrinthine habitat and to hunt its unsuspecting prey. Stone Camouflage. The deep drake possesses scales or scutes akin to a crocodile's but resembling a stone-like texture, allowing it to seamlessly blend into its natural surroundings. Further aiding in its camouflage are its ability to climb surfaces effortlessly and the bony stalactite-like ridges adorning its spine, enhancing its ability to remain hidden within the shadowed recesses of cavern ceilings. Sonic Blaster. The deep drake stalks the winding caverns and underground tunnels, searching for a spot to hide, typically in the ceiling above a busy underground trail or passage. There, the deep drake patiently awaits for prey to venture close. Once the opportunity arises, With acute precision, it emits a powerful sonar blast. The forceful shockwave generated by the blast creates a sudden, intense compression, leading to destructive consequences to a creature upon impact. The sonic burst can rupture a creature's delicate tissues, such as eardrums, damage internal organs and blood vessels, shatter bones, and cause concussion. Creatures who survive the attack are often left reeling and vulnerable to the deep drake's death blow, which is a swift and powerful bite at the prey's neck or spine. Salt Geophagy. The deep drake's diet consists of normal and giant-sized bats, insects, reptiles, worms, and other manner of vermin but will include larger dangerous prey such as grimlocks and other humanoids if food is scarce. It supplements its carnivorous diet with salt deposits and crystals, biting and licking these salt formations that are abundant in cave systems that have or are near saline springs and pools. These minerals help it develop its tough, stone-like hide. Kobold Mounts. A deep drake is often encountered singly or as a mated pair, but a few run in packs, with several young ones led by an adult alpha. Kobolds are known to capture young deep drakes and train them as mounts and guards. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Echolocation. The drake can’t use its blindsight while deafened. Spider Climb. The drake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stone Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The drake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) thunder damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Sonic Breath (Recharge 6). The drake emits a sonic shockwave in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 18 (4d8) thunder damage, is deafened for 1 minute, and is stunned until the end of the drake's next turn. On a successful save, a creature takes half as much damage and isn't deafened or stunned.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Young Desert Drake","description":"Desert drakes are wingless dragons with thick, golden-brown hides that resemble overlapping armor plates. They have large horns on their snouts similar to a blue dragon's and long tails that end with bony clubs. Desert drakes, as their name implies, are usually encountered in barren wastelands, dust bowls, and dry badlands. Sand Lurkers. Desert drakes are ambush hunters. They use their specialized claws and tail to burrow and bury themselves deep into the sand and patiently wait until they sense the vibration caused by the movement of approaching prey. Upon reaching striking distance, the desert drakes explode from the sand, catch their targets by surprise, and bring them down quickly with savage attacks. Desert drakes typically hunt large reptiles and mammals such as camels, humanoids, and cattle. They will track and follow caravans for days waiting for an opportunity to snatch prey. Sand Breath. Desert drakes constantly swallow small amounts of sand which they store within their acidic bellies. When confronted with numerous foes or a dangerous opponent, desert drakes can disgorge the stored and now highly corrosive sand at their targets' eyes, burning and blinding them at the same time. Tail Clubbing. Desert drakes tend to be solitary and very territorial. During mating season, desert drakes converge and vie for the right to be the only male to mate with the females. The largest males challenge each other and fight using only their powerful tail clubs, taking turns smashing each other's bodies. Rarely do these matches end in death, but broken limbs and ribcages are common. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Hold Breath. The drake can hold its breath for 15 minutes or until it uses its Acid Breath. Sand Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in sandy terrain. Actions Multiattack. The drake makes one Bite attack, one Claws attack, and one Tail attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and if the target is Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Sand Breath (Recharge 6). The drake exhales corrosive sand in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) acid damage and is blinded for 1 minute. A creature can repeat the saving throw with advantage on the roll at the end of each of its turns, ending the blinded effect on a success. On a successful save, a creature takes half as much damage and isn't blinded.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Young Dracolisk","description":"The dreaded dracolisk is a rare crossbreed between a black dragon and a basilisk. The dracolisk appears at first glance like a typical black dragon, with shimmering black scales and bat-like wings. However, it has three pairs of legs, each ending with razor-sharp claws. The dracolisk is feared because of its two dangerous abilities. Just like its draconic parent, the dracolisk has a powerful acid breath attack. The dracolisk has also gained the basilisk's deadly ability to petrify opponents with its gaze. Presented below are the stats of an ancient, adult, and young dracolisk of the black dragon variety. Traits Amphibious. The dracolisk can breathe air and water. Petrifying Gaze. If a creature starts its turn within 30 feet of the dracolisk and the two of them can see each other, the dracolisk can force the creature to make a DC 12 Constitution saving throw if the dracolisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the dracolisk until the start of its next turn, when it can avert its eyes again. If it looks at the dracolisk in the meantime, it must immediately make the save. If the dracolisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. Actions Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 3 (1d6) acid damage and 3 (1d6) poison damage. Acid Breath (Recharge 5–6). The dracolisk exhales acid in a 15-foot line that is 5 feet wide. Each creature in that area must make a DC 12 Constitution saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Young Dragon Skeleton","description":"Unusual Nature. A skeleton doesn't require air, food, drink, or sleep. Actions Multiattack. The skeleton makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Young Dragon Turtle","description":"Dragon Turtles Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island—and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground. Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle's defenses, magical storms manifest to shield the dragon turtle and strike at foes. Traits Amphibious. The dragon turtle can breathe air and water. Actions Multiattack. The dragon turtle makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage plus 6 (1d12) lightning damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Steam Breath (Recharge 5–6). The dragon turtle exhales scalding steam in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"typically neutral","Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Young Dragon Zombie","description":"Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Multiattack. The zombie makes one Bite attack and one Claw attack. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Baleful Breath (Recharge 5–6). The zombie exhales pestilent gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 33 (6d10) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Young Dragonne","description":"A dragonne is a very rare subspecies of dragon that appear to be a cross between a lion and a dragon. An adult dragonne is about 8 feet tall at the shoulder and has a 16-foot long body of a lion covered in either lion fur or dragon colored scales and sporting a pair of dragon wings. Territorial Predators. Dragonnes live in the dense jungles and savannahs. They are very territorial creatures but will also often let out warning roars to scare would-be intruders. Those that do not take heed, however, become prey and are treated to the full brunt of the dragonne’s roar, a thunderous rumble that weakens the body and the mind, allowing the dragonne to tear apart and rend its targets. Traits Stunning Pounce. If the dragonne moves at least 30 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone and stunned until the end of the dragonne's next turn. Actions Multiattack. The dragonne makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Roar (Recharge 5–6). The dragonne emits a magical roar. Each creature within 60 feet that can hear its roar must succeed on a DC 14 Wisdom saving throw or gain 1 level of exhaustion.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Young Emerald Dragon","description":"Have you ever heard an emerald dragon purr? It sounds like a tremendous, lethal, and adorable earthquake. -Fizban Emerald Dragons Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences. Shimmering Green A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood. Clever Concealment The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena. Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them. Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals. Hoarded Histories Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations. An Emerald Dragon's Lair Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region. Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava. Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight. The challenge rating of a legendary emerald dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Distort Perceptions. The dragon attempts to alter the perceptions of one creature it can see within its lair. That creature must succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic damage and have disadvantage on saving throws until the start of its next turn. Vanish. The dragon becomes invisible until initiative count 20 on the next round. Regional Effects The region surrounding a legendary emerald dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of emerald gemstones. Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any area of fire or lava in that region. Subtle Obstruction. Rocks within 6 miles of the dragon's lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon's lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers' feet to send them tumbling down slopes or into rivers. Thriving Wildlife. Giant lizards are attracted to the area within 6 miles of the lair and settle there in large numbers. If the dragon dies, the population of giant lizards near the lair returns to normal levels over the course of 1d10 days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate. Traits Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) psychic damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Disorienting Breath (Recharge 5–6). The dragon exhales a wave of psychic dissonance in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, the creature takes 31 (9d6) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14): At will: mage hand (the hand is invisible), minor illusion 1/day each: detect thoughts , invisibility , silent image","properties":{"Category":"Monsters","Size":"Large","Type":"dragon (gem)","Alignment":"typically lawful neutral","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Young Empyrean, Death","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":16},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Young Empyrean, Knowledge","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":16},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Young Empyrean, Life","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":16},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Young Empyrean, Nature","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":16},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Young Empyrean, Sun","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":16},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Young Empyrean, Tempest","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":16},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Young Empyrean, Trickery","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":16},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Young Empyrean, War","description":"Empyreans are mortals who have been elevated to a form of godhood by a pantheon of greater deities. They are often the offspring of gods and mortals who have proven themselves worthy of divine power by performing great deeds. Once transformed, they become celestials and take on properties of their divine domain. Striving for Greatness . Empyreans are at the lowest tier within a divine pantheon. They involve themselves much more in the mortal world, in order to win glory and attention from more powerful gods. They will often walk amongst mortals at human size in order to learn the goings on of the world. Occasionally, they meddle in the affairs of mortals. For example, they might encourage wars between kingdoms, introduce powerful magical knowledge into primitive cultures, or even release powerful monsters that are better left asleep. Fledgling Pantheons . There are times when mortals strive to discover the secrets of divinity on their own. Mortals are sometimes able to do this when they ally with the other great men and women of their age. The other pantheons of a world rarely welcome such newcomers, as the multiverse has many tales of newer pantheons supplanting the old. The ensuing struggles between new gods and old can often tear a world apart. Divine Domains Every empyrean must have a single Divine Domain, which determines the spells that it can cast. Domain of Death 1st level spells: bane, ray of sickness 2nd level spells: blindness/deafness, ray of enfeeblement 3rd level spells: bestow curse, vampiric touch 4th level spells: blight, phantasmal killer 5th level spells: cloudkill, contagion 6th level spells: harm 7th level spells: resurrection Domain of Knowledge 1st level spells: command, guiding bolt 2nd level spells: locate object, suggestion 3rd level spells: glyph of warding, speak with dead 4th level spells: arcane eye, confusion 5th level spells: geas, scrying 6th level spells: find the path 7th level spells: symbol Domain of Life 1st level spells: cure wounds, bless 2nd level spells: aid, spiritual weapon 3rd level spells: beacon of hope, mass healing word 4th level spells: death ward 5th level spells: mass cure wounds, raise dead 6th level spells: heal 7th level spells: regenerate Domain of Nature 1st level spells: entangle, fog cloud 2nd level spells: lesser restoration, spike growth 3rd level spells: plant growth, wind wall 4th level spells: control water, grasping vine 5th level spells: awaken, insect plague 6th level spells: wall of thorns 7th level spells: regenerate Domain of the Sun 1st level spells: burning hands, faerie fire 2nd level spells: blindness/deafness, scorching ray 3rd level spells: daylight, fireball 4th level spells: fire shield, wall of fire 5th level spells: dispel evil and good, flame strike 6th level spells: sunbeam 7th level spells: fire storm Domain of the Tempest 1st level spells: fog cloud, thunderwave 2nd level spells: gust of wind, shatter 3rd level spells: call lightning, sleet storm 4th level spells: greater invisibility, ice storm 5th level spells: destructive wave, telekinesis 6th level spells: chain lightning 7th level spells: fire storm Domain of Trickery 1st level spells: charm person, tasha’s hideous laughter 2nd level spells: invisibility, mirror image 3rd level spells: counterspell, feign death 4th level spells: dimension door, greater invisibility 5th level spells: dominate person, mislead 6th level spells: mass suggestion 7th level spells: teleport Domain of War 1st level spells: shield of faith, thunderous smite 2nd level spells: cloud of daggers, spiritual weapon 3rd level spells: blinding smite, spirit guardians 4th level spells: freedom of movement, staggering smite 5th level spells: destructive smite, hold monster 6th level spells: blade barrier 7th level spells: divine word","properties":{"Category":"Monsters","Size":"Huge","Type":"celestial (titan)","Alignment":"any","Expansion":4963,"Challenge Rating":16},"publisher":"Arcanum Worlds","book":"Odyssey of the Dragonlords Compendium"},{"name":"Young Feathered Star","description":"Feathered Stars Once powerful guardians and servants of a sea god, feathered stars are Celestials that are as powerful as they are rare. The few that have been encountered are either young or dormant, unable to summon the power they once possessed without the aid of magic.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Celestial","Source":"custom","Alignment":"Typically Neutral","Expansion":32048,"Challenge Rating":10},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Young Flame Dragon","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"chaotic evil","Expansion":14533,"Challenge Rating":9},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Young Forest Drake","description":"Forest drakes are feral and wingless cousins of green dragons, sharing their cruelty and cunning but none of their intelligence. Forest drakes sport large antler-like horns on their heads and fur running down their spines. As their name suggests, forest drakes prowl timberlands, thickets, and taigas. Cunning Predators. Forest drakes are carnivorous and usually prey on deer, pigs, and primates, but they prefer elves, halflings, and humans and will go out of their way to hunt and track them if they catch their scent. Forest drakes are known to mimic elk and moose, teasing hunters with glimpses of their antlers, drawing them closer to set them for an ambush. Hallucinogenic Breath. Forest drakes supplement their meat diet with wild, poisonous mushrooms. The ingested fungi's toxins do not harm the forest drakes. Instead, it alters their poisonous breath, making it more potent by having a hallucinogenic effect on any who unfortunately inhales the poison. Pack Hunters. Forest drakes typically form packs composed of one old male bull, several females, and a few young males. These dangerous packs will usually hunt deer herds and even attack small settlements at the edge of their territories. During the mating season, the old male drives out all the males from the pack to establish its harem. One or two bulls might challenge him for the harem, and these fights usually end with the challenger maimed or killed. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Charge. If the drake moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 5 (2d4) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Multiattack. The drake makes one Bite or Ram attack, and one Claws attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Poison Breath (Recharge 6). The drake exhales poison in a 15-foot cube. Each creature in that area must make a DC 12 Constitution saving throw. On a failed save, a creature takes 14 (4d6) poison damage and is poisoned for 1 minute. A poisoned creature suffers the effect of the confusion spell without making a saving throw. The drake doesn't need to concentrate to maintain the effect. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't poisoned.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Young Froghemoth","description":"It is not uncommon to find a young froghemoth being treated as a god by bullywugs, which they considered as an avatar of Ramenos. Young froghemoths look like their more mature kin, but are significantly smaller, enabling the bullywugs to 'tame' them by feeding them animals and humanoids they've captured. These young froghemoths are still quite dangerous though, and will occasionally swallow a bullywug, or pretty much anything, that wanders too close to their maws. Traits Amphibious. The froghemoth can breathe air and water. Shock Susceptibility. If the froghemoth takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws. Actions Multiattack. The froghemoth makes one Bite attack and two Tentacle attacks, and it can use Tongue. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target is swallowed if it is a Small or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 7 (2d6) acid damage at the start of each of the froghemoth's turns. The froghemoth's gullet can hold up to two creatures at a time. If the froghemoth takes 10 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles. Tongue. The froghemoth targets one Small or smaller creature that it can see within 15 feet of it. The target must make a DC 15 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Young Giant Queen Bee","description":"The Honey Queen is the title of a dynasty of awakened queen bees. How these creatures first came to self-awareness remains a Mystery , but when one Honey Queen dies, another always rises to take her place. Within the Old Margreve, the Honey Queens maintain a brisk business selling honey (both magical and nonmagical) to the fey of the Forest . The bees trade nonmagical honey for glassware, wooden tools, and occasional repairs to the hive tunnels. They trade magic honey for fairy magic, often scrolls or small temporary magical favors, which in turn allow the Honey Queen to continue manufacturing her magic honey. Actions Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6+3) piercing damage. On a hit, the target must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":16,"Challenge Rating":2},"publisher":"Kobold Press","book":"Margreve Player's Guide"},{"name":"Young Gold Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Claw : Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks , and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"178 (17d10+85)","CHA":20,"CON":21,"DEX":14,"INT":16,"STR":23,"WIS":13,"Size":"Large","Type":"dragon","Speed":"40 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390117120/lY9E0cXk4DOKQpAUrAfVtg/original.png","Roll 0":"Bite\n1d20 + 10\n2d10+6","Roll 1":"Claw\n1d20 + 10\n2d6+6","Roll 2":"Fire Breath\n1d20 + 0\n10d10","Senses":"Blindsight 30 Ft., Darkvision 120 Ft.","Skills":"Insight +5, Perception +9, Persuasion +9, Stealth +6","Source":"5th Edition SRD","data-XP":"5,900","Alignment":"Lawful Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Fire","Token Size":2,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 6\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 6\",\"Damage Type\":\"slashing\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]","data-CHA-mod":"+5","data-CON-mod":"+5","data-DEX-mod":"+2","data-INT-mod":"+3","data-STR-mod":"+6","data-SizeNum":5,"data-WIS-mod":"+1","Saving Throws":"Dex +6, Con +9, Wis +5, Cha +9","Challenge Rating":10,"Passive Perception":19,"data-CrNum":10,"data-AcNum":18,"data-HpNum":178},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Young Gold Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Gold Dragon The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil. A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon’s sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold. Devourer of Wealth. Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn’t need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren’t bribes. Reserved Shapeshifters. Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring. Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end. Master Hoarders. A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it. A Gold Dragon’s Lair Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round. One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. Regional Effects The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger. Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius. If the dragon dies, these effects end immediately. Traits Amphibious : The dragon can breathe air and water. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage. Claw : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (fire breath or weakening breath): Fire Breath : The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath : The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"MM1","Alignment":"lawful good","Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Young Gray Dragon","description":"Gray Dragon The gray dragon is likely the most avaricious, ill-tempered, and feral of all dragons. It lives to hunt for sport, more obsessed with the act of stalking and bringing down powerful prey than accumulating wealth. It is prone to fits of rage such that the gray dragon would rain death and destruction to every random habitat and settlement within miles of its lair. It dwells in temperate regions that have high rocky outcroppings surrounded by low flatlands. Spiked Horror. The gray dragon is covered in armor-like, bony plates called osteoderms, with spikes protruding from its forearms and limb joints. Its head features a crest of long, sharp spikes, with smaller ones jutting below its oversized jaw like a garish beard. A jagged line of barbs runs from the back of its head and along its spine, and its forked tail ends with two wicked scythe-like bony plates which it uses to impale prey. A fang-filled mouth and a pair of long ears give the gray dragon a bat-like visage. Earth Connection. It is said that gray dragons evolved from fang dragons, an extinct type of bestial dragon that had no breath weapon. Legend has it that Tiamat, the Queen of Dragons, weaved her dark magic and infused all unhatched fang dragon eggs in the world with basilisk blood. Since then, only gray dragon hatchlings have been born, and each has shown a natural affinity with the Elemental nature of Earth, including immunity to petrification. Consummate Hunter. Driven by its predatory nature, the gray dragon prefers to fight by just using its teeth, claws, and tail, often delivering the killing blow before its target can react. At times the gray dragon will toy with its prey, tormenting it by telling how futile it is to escape, and even mimicking voices it has heard to distract or lure the target. It sees it as a testament to its hunting prowess to bring down formidable creatures with just its cunning, hunting skill, and physical attacks. Thus, it rarely uses its breath attack unless it believes its life might be in danger. The gray dragon's elemental breath is a cone of caustic, viscous slime. The slime is so sticky that it continues to dissolve the flesh of its victims for a time after the initial contact. Guarded Lair. A gray dragon often leaves its lair for extended periods to hunt. Before doing so, it seals its den, where it keeps its vast treasure piles, with boulders and slabs of granite and limestone. The lair’s outlying chambers are usually patrolled by the gray dragon’s minions, which are often basilisks, cockatrices, earth elementals, galeb duhr, medusae, ooze paraelementals, and stone giants. These creatures are not necessarily subservient to the gray dragon and see it more as a mutual arrangement of protection. However, they do fear the gray dragon’s wrath and take extraordinary steps not to incur it. A Gray Dragon's Lair The gray dragon dwells in badlands, brushlands, prairies, and tundras that have rocky crags, cliffs, and outcroppings that overlook great flatlands where it can spy potential game from great distances. It makes its lair in sprawling caves and ancient ruins. Its den is full of amassed treasure and decorated with the bones and skulls of the most dangerous and largest creatures it has slain. The gray dragon hunts and leaves its lair more often than other dragons and secures its lair by blocking its entrances with huge boulders. The challenge rating of a legendary gray dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. The dragon creates a wall of earth on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, resistant to bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine, and immunity to necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary brown dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Earthquakes are common within 6 miles of the dragon’s lair. Earth elementals scour the land within 6 miles of the lair. Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby. If the dragon dies, the earth elementals disappear immediately, and the other effects fade over the course of 1d10 days. Traits Mimicry. The dragon can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Actions Multiattack. The dragon makes one Bite or Tail attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage plus 4 (1d8) acid damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 18 (4d6 + 4) piercing damage and if the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the dragon can automatically hit the target with its Tail attack, and the dragon can't attack another target with its Tail attack. Acid Breath (Recharge 5–6). The dragon exhales sticky, corrosive acid in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On failed save, a creature takes 31 (7d8) acid damage immediately and 18 (4d8) acid damage at the end of its next turn. On a successful save, a creature takes half as much of the initial damage and no damage at the end of its next turn.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Gray Render","description":"Young gray renders are created from nodules that burst from the bodies of adult gray renders. They will be abandoned by their parents to fend for themselves, and some may form packs for the first few weeks in order to survive. Eventually, they will live solitary lives, consuming anything edible they come across, until they are mature enough to bond with an intelligent being. Actions Multiattack. The gray render makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 14 Strength saving throw or be knocked prone. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, plus 5 (2d4) bludgeoning damage if the target is prone. Reactions Wild Rampage. When the gray render takes damage, it makes one Claw attack against a random creature within its reach, other than its master. The attack is made with disadvantage on the attack roll.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Neutral","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Young Green Dragon","description":"\"I see an ancient elf king, his majesty long since faded, slumped and half asleep in his throne. A green dragon whispers in the king’s ear, corrupting and twisting the king’s dreams. This dragon’s name is Cyan Bloodbane, and he means the destruction of us all.\" —Pelios of Ergoth, Silvanesti seer Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Green Dragon The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible. A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck. A wyrmling green dragon’s thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges. A green dragon’s legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up. Capricious Hunters. A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves. Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions. A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures’ activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die. Manipulative Schemers. A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master. When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status. Conflict and Corruption. Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch—sometimes for decades—for the chance to slay the other dragon, then claim its lair and hoard. Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions’ minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions’ tortured dreams. Living Treasures. A green dragon’s favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects. A Green Dragon’s Lair The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled. At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies. A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies. Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. Regional Effects The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns. Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path. Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator. If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns. Traits Amphibious : The dragon can breathe air and water. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. Claw : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. Poison Breath (Recharge 5-6) : The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"MM1","Alignment":"lawful evil","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Young Green Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Amphibious : The dragon can breathe air and water. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. Claw : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Poison Breath (Recharge 5-6) : The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"136 (16d10+48)","CHA":15,"CON":17,"DEX":12,"INT":16,"STR":19,"WIS":13,"Size":"Large","Type":"dragon","Speed":"40 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390117123/gc9Vomj2rNQxRBmGuPleLg/original.png","Roll 0":"Bite\n1d20 + 7\n2d10+4+2d6","Roll 1":"Claw\n1d20 + 7\n2d6+4","Roll 2":"Poison Breath\n1d20 + 0\n12d6","Senses":"Blindsight 30 Ft., Darkvision 120 Ft.","Skills":"Deception +5, Perception +7, Stealth +4","Source":"5th Edition SRD","data-XP":"3,900","Alignment":"Lawful Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Poison","Token Size":2,"data-Traits":"[{\"Name\":\"Amphibious\",\"Desc\":\"The dragon can breathe air and water.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 4\",\"Damage Type\":\"piercing\",\"Damage 2\":\"2d6\",\"Damage 2 Type\":\"poison\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Poison Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+2","data-CON-mod":"+3","data-DEX-mod":"+1","data-INT-mod":"+3","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+1","Saving Throws":"Dex +4, Con +6, Wis +4, Cha +5","Challenge Rating":8,"Passive Perception":17,"Condition Immunities":"Poisoned","data-CrNum":8,"data-AcNum":18,"data-HpNum":136},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Young Grimnir Wolf","description":"Wolves A common creature in most lands, wolves did not pass into Grimnir during the Exodus, nor were they manifested when the world was created, as many other animals were. They were hidden away in the Underworld, nurtured by Hel. In recent years, they have been released, primarily by way of being given to the Whar clan.","properties":{"Category":"Monsters","Size":"Small","Type":"Beast","Alignment":"Unaligned","Expansion":25792,"Challenge Rating":"1/2"},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Young Half-Blue Dragon Bulette","description":"The half-blue dragon bulette is a nightmarish abomination. It resembles a bulette at first glance, but closer examination reveals blue scales covering its tough, armor-like exterior. It sports the wings and tail of a blue dragon, including the signature oversized horn in the middle of its large forehead and rows of bony spikes that line its brow and jaws. Lightning arcs and sizzles within its massive maw. Vicious Ravager. The half-blue dragon bulette is an extraordinary hunter that is fearless, highly territorial, and insatiable. It will attack and slay anything that moves, even other dragons, within its enormous territory. It will terrorize caravans and settlements within hundreds of miles of its lair, not stopping until it has devoured everything it finds edible. Burrowing Predator. The half-blue dragon bulette has wings that enable it to fly, but it spends most of its time underground, burrowing through the desert sand in search of prey to ambush. Once it senses movement on the surface, the half-blue dragon bulette uses its powerful limbs and wings to propel itself upward, exploding from the ground in a shower of sand and stone. The action is so quick and violent that the prey would not even realize what attacked it. Black Widow . The half-blue dragon bulette is always a solitary creature. The only exception is when it enters its reproductive cycle. Its scent will attract the attention of male bulettes. Over this lengthy period, the half-blue dragon bulette will violently mate with numerous males. Those that survive the sexual encounter and are not able to escape are viciously slain and eaten. Frightful Roar. Adult and older versions of the half-blue dragon bulette are extremely rare. Those that were very lucky to have survived an encounter with it have heard its blood-chilling roar from hundreds of feet away. A Half-Blue Dragon Bulette's Lair The half-blue dragon bulette lair is a system of tunnels and caves deep beneath vast desert wastes. The challenge rating of a half-blue dragon bulette increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the half-dragon can take a lair action to cause one of the following magical effects; the half-dragon can’t use the same effect two rounds in a row: The half-dragon chooses a point on the ground it can see within its lair. A violent sand storm howls down in a 20-foot-radius, 30-foot-high cylinder centered on that point. Each creature in the area must succeed on a DC 15 Constitution saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage and is blinded until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't blinded. The half-dragon chooses a point it can see within its lair. A bolt of lightning flashes down to that point from the ceiling directly above it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) lightning damage and is incapacitated until initiative count 20 on the next round. On a successful save, a creature takes half as much damage and isn't incapacitated. The half-dragon chooses up to three points on the ground that it can see within its lair. Sand and dirt form into grasping tendrils that extend from the ground and snare creatures and objects in a 10-foot-radius sphere centered on that point. For the duration of the effect, the ground in that area becomes difficult terrain. Each creature other than the half-dragon that starts its turn standing in those areas must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round. Half-Dragons A half-dragon is the offspring of a dragon and another creature, the result of mad mage’s experiment, or the outcome of a dragon cult’s ritual. Despite their different inceptions, half-dragons have similar draconic characteristics and features. Traits Standing Leap. The half-dragon's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. Actions Multiattack. The half-dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage plus 3 (1d6) lightning damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit : 8 (1d6 + 5) slashing damage. Deadly Leap. If the half-dragon jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 15 (3d6 + 5) bludgeoning damage plus 15 (3d6 + 5) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the half-dragon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the half-dragon's space. Lightning Breath (Recharge 5–6). The half-dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Typically Lawful Evil","Expansion":29032,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Young Hellfire Wyrm","description":"Hellfire Wyrm As part of her agreement of being a subservient champion of Asmodeus, Tiamat the Dragon Queen provided the Supreme Master of the Nine Hells some of her eggs. The eggs were brought to Mephistopheles and infused with Asmodeus's blood. The dragons born from these eggs were raised to become draconic agents loyal to Asmodeus and the ruling archdevils of the Nine Hells. These dragons became known as hellfire wyrms. To ensure the hellfire wyrms would not pose a threat to her, Tiamat deliberately cursed each egg. The cursed hellfire wyrm, no matter how old it was, would not grow to the size of an ancient dragon. Still, every hellfire wyrm, while subservient to the archdevils, recognize Tiamat as their mother and remain reverent to her. Fiendish Shapechanger. From afar, the hellfire wyrm is often mistaken for a red dragon. As one gets close to it, however, its supernatural aura and diabolical characteristics become more noticeable. It features osteodermic spikes protruding from its head and shoulders and a row of sharp bony spines run from the back of its head to the tip of its tail. Its scales continuously shift in the colors of flowing molten lava and its eyes burn with infernal intensity. The hellfire wyrm can also change its form to that of a tiefling or any Medium devil. It prefers its tiefling form, though, where the once fearsome hellfire wyrm effortlessly becomes a charming, endearing, polite, and eloquent creature. It is probably these traits, and its ability to magically disguise itself, that make the hellfire wyrm even more dangerous. Agent of the Nine Hells. The hellfire wyrm is sent to the Material Plane to insert itself into numerous powerful kingdoms and live among the humanoid races for an indefinite time, assuming different identities until it establishes itself successfully and secures a position of power, such as a chancellor, magistrate, or treasurer. In these roles, a hellfire wyrm can secretly influence and corrupt monarchs, people of high stations, and those in key, strategic positions to pursue actions and make decisions that align with the goals of its archdevil master or send as many souls possible to the Nine Hells, such as commit despotic acts and start unnecessary wars. The hellfire wyrm always makes these moves very carefully and takes utmost care to hide its diabolical nature. Anyone who becomes even remotely suspicious of the hellfire wyrm's true identity or actions is quickly and quietly eliminated by the dragon. The hellfire wyrm will only reveal its true draconic form if its life is in peril and it can't escape. Combat Tactician. In combat, the hellfire wyrm quickly searches for advantages and disadvantages it can exploit, such as the environment or its enemies' weaknesses. It keeps to the air against grounded targets, using only its spells and breath attack until it is confident enough to close in and finish them off. Its breath attack is a powerful cone of hellfire that can turn bone and flesh to ash in an instant. Those few who survive such an onslaught are still left vulnerable to fire and must contend with the hellfire wyrm's next attacks. A Hellfire Wyrm's Lair A hellfire wyrm keeps and maintains several homes in the cities found within the kingdom the dragon covers. These homes are often large, resplendent mansions guarded by mercenaries hired by the hellfire wyrm, who may not even know their master's true nature. These homes are just for show, though, and the hellfire wyrm only stays there in its tiefling form when it has tasks it needs to do in that city. When the hellfire wyrm is not actively scheming, it retreats to its actual lair, which is either inside the central vent of a volcano, a forgotten ancient ruins, or an underground cavern complex deep underneath the kingdom's capital. Because the hellfire wyrm is often away from its true lair, it never leaves it unguarded. Magma paraelementals lurk outside the entrances of the lair, while the hellfire wyrm's infernal minions, such as barbed devils, bearded devils, hellhounds, imps, lemures, merregons, nupperibos, and spined devils, patrol the inner passageways and chambers. Finally, the hellfire wyrm's innermost sanctum in its lair, where it hides its precious collections and accumulated treasure, is always protected by magical traps and sealed by magical locks. The challenge rating of a legendary hellfire wyrm increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: A storm made up of sheets of roaring flame appears in a location the dragon chooses within 120 feet of it. The area of the storm consists of up to eight 10-foot cubes, which the dragon can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a DC 15 Dexterity saving throw. It takes 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The dragon targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dragon creates an opaque wall of fire on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) fire damage, or half as much damage on a successful save. Each side of the wall deals 9 (2d8) fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary hellfire wyrm’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Unbearably hot, sulfuric smoke obscures the land within 6 miles of the dragon’s lair. Creatures take 3 (1d6) poison damage and 3 (1d6) fire damage at the end of hour spent in the area. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. Rocky fissures within 1 mile of the dragon’s lair form portals to the Nine Hells, allowing hell hounds and lesser devils (CR 5 or less) into the world to dwell nearby. If the dragon dies, the devils disappear immediately, and the other effects fade over the course of 1d10 days. Traits Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 5 (1d10) fire damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: charm person, detect magic, disguise self, fire bolt (3d10) 2/day each: dispel magic, invisibility, suggestion 1/day: plane shift Hellfire Breath (Recharge 5–6). The dragon exhales hellfire in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On failed save, a creature takes 55 (10d10) fire damage and becomes vulnerable to fire damage until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects. Bonus Actions Change Shape. The dragon magically transforms into a tiefling or Medium devil, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it. Heated Body. The dragon emits fire from its body. A creature that touches the dragon or hits it with a melee attack while within 10 feet of it and the Heated Body is active takes 5 (1d10) fire damage. The Heated Body remains until the dragon dies or until it dismisses it as an action.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Dragon)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Ice Drake","description":"The ice drake is a wingless draconic creature that bears a slight resemblance to a white dragon. Thick, jagged scales that look like icy spikes protrude from its back, shoulders, and limbs, giving it a formidable look. Its eyes gleam an icy white while bluish frost emanates from its inner maw. Arctic Denizen. An ice drake is a natural denizen of the freezing regions where the Elemental Plane of Air and Water overlap. However, it can also be encountered in the coldest places of the Material Plane. Not only is the ice drake adapted for its frigid habitat, it also plays an important role within this ecosystem. While its diet consists mostly of fish, seals, walruses and penguins, it also provides some balance to the food chain by preying on larger mammals such as polar bears, reindeer, and humanoids who would otherwise overpopulate their native range. An ice drake is typically a solitary hunter but young ones can be found in small groups when food sources are plentiful, where they will hunt cooperatively to take down larger prey. Ambush Predator. An ice drake prefers to wait until its prey is within striking distance. It takes advantage of its ability to blend with its icy surroundings before bursting from its hiding place and attacking with its terrible bite and claws with lightning speed. Those who find themselves within very close proximity to the ice drake are suddenly overwhelmed by an intense, piercing cold. A single bite from an ice drake can freeze flesh instantly, which is usually enough to bring down, incapacitate or slow down its target. But when facing stronger or multiple targets, the ice drake can breathe a line of freezing icicles. This powerful breath can encase targets in ice within moments, effectively trapping them and leaving them vulnerable to the ice drake. Young and adult ice drakes are usually captured and trained to become guards by frost giants and white dragons. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Cold Aura. Any creature that starts its turn within 5 feet of the drake takes 3 (1d6) cold damage and can't use reactions until the start of its next turn. Frost Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in icy and snowy terrain. Actions Multiattack. The drake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 3 (1d6) cold damage, and the target's speed is reduced to 10 feet until the end of the drake's next turn. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Icy Breath (Recharge 5–6). The drake exhales a blast of freezing icicles in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failed save, a creature takes 18 (4d8) cold damage and is restrained by ice for 1 minute. As an action, the restrained target can make a DC 13 Strength check, breaking the ice on a success. The ice can also be attacked and destroyed (AC 12; hp 15; vulnerability to fire damage; immunity to cold, poison, and psychic damage). On a successful save, a creature takes half as much damage and isn't restrained by ice.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Young Illithidragon","description":"Illithidragon When an illithid colony captures a live dragon wyrmling, it is brought to the elder brain. If the colony is thriving, the wyrmling is destroyed. If, however, the colony is in dire straits, the elder brain may decide the unthinkable and have the wyrmling undergo ceremorphosis, the process of transforming a creature into an illithid. In this case, the wyrmling transforms into an illithidragon. To ensure the illithidragon does not become a threat to the colony, the elder brain stunts the growth of the illithidragon at the very start of the process, preventing the illithidragon from reaching the age and size of an ancient dragon. Uncontrollable Force. The illithidragon tends to be loyal and subservient to the elder brain, serving the colony as its primary guardian. As it ages, however, its draconic nature of being selfish, egotistical, and superior rears up, and the elder brain starts to lose control over the illithidragon. As soon as this happens, the colony is ordered to destroy the illithidragon. However, the illithidragon is often already aware that it has become a threat to the elder brain and either escapes into the Underdark to begins its life anew, or destroys the elder brain, subjugates the colony, and installs itself as the new master. Mastermind. Just like mind flayers, an illithidragon is a depraved schemer and manipulator, enslaving weaker Underdark races to further its goals of amassing wealth, domination, and survival. Just like mind flayers, it subsists on the brains of other creatures. However, it can eat any intelligent creature's brain, not just humanoids. It hates and avoids other dragons, as they see its kind as an abomination that must be destroyed. Mind Destroyer. In combat, an illithidragon attacks its foes with its grasping tentacles and raking claws. If it manages to incapacitate a creature, it will try to extract its brain. Unlike dragons, an illithidragon has lost its breath attack ability. However, it can emit psychic energy waves just like a mind flayer. An Illithidragon's Lair An illithidragon's lair is always underground, and often within the deepest regions the Underdark. The illithidragon makes its lair in great stalactite-filled cavern complexes with twisting tunnels. Its main den where it keeps its treasure hoard usually has chambers at varying heights, with at least four or more means of egress. The illithidragon keeps enslaved humanoids such as derro, dire corbies, and quaggoths to patrol its lair's outermost passages and forms partnerships with more powerful creatures such as ropers to guard its lair's inner areas. The challenge rating of a legendary illithidragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the illithidragon takes a lair action to cause one of the following effects; the illithidragon can’t use the same effect two rounds in a row: The illithidragon casts telekinesis (no components required) While maintaining concentration on this effect, the illithidragon can’t take other lair actions. One creature the illithidragon can see within 120 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed by the illithidragon as if the dragon had cast dominate monster on it. The effect ends on initiative count 20 on the next round. Regional Effects The region containing a legendary illithidragon’s lair is warped by the illithidragon’s magic, which creates one or more of the following effects: Whenever a creature sleeps or enters a state of trance within 6 miles of the illithidragon’s lair, it experiences a haunting nightmare and wakes up, its rest interrupted. Non-evil creatures within 6 miles of the illithidragon’s lair randomly hear whispered voices in their heads. Plants, fungi, and animals within 1 mile of the of the illithidragon’s lair have twisted, aberrant forms and tentacles. If the illithidragon dies, the nightmares and whispers immediately end while the plants, fungi, and animals return to their normal forms over the course of 1d10 days. Traits Magic Resistance. The illithidragon has advantage on saving throws against spells and other magical effects. Actions Multiattack. The illithidragon makes one Tentacles attack and two Claw attacks. Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage plus 4 (1d8) psychic damage. If the target is Large or smaller, it is grappled (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or be stunned until this grapple ends. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated creature that has a brain grappled by the illithidragon. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the illithidragon kills the target by extracting and devouring its brain. Spellcasting. The illithidragon casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): At will: detect thoughts, levitate 1/day each: plane shift (self only) Mind Blast (Recharge 5–6). The illithidragon magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 26 (5d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration (Dragon)","Alignment":"typically Lawful Evil","Expansion":26536,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Imperial Dragon","description":"The long, serpentine dragon is wingless and possesses shimmering, opalescent scales. Its appearance is at once both serene and majestic. Dragons of the Spirit World. Imperial dragons are tied to the world of celestials, fiends, and spirits. They freely parley with such creatures for knowledge about the outer planes or the fundamental mysteries of the universe. Some of the most powerful imperial dragons even become the servants of the gods in exchange for wisdom, acting as intermediaries between the divine and mortal realms. Colorful and Magical. Imperial dragons are capable of changing their colors and forms. They are typically a rich, golden-yellow, but azure-, jade-, and vermillioncolored dragons are not unheard of, and even white and black imperial dragons have been reported. A magical organ in their skulls gives them the ability to fly without the aid of wings, and they are often hunted for this organ, which is rumored to grant eternal life if consumed. Masters of Wind and Rain. Imperial dragons are creatures of wind and water, and the eldest of their kind exhibit mastery of these elements. They love the seas where they make their homes and sometimes act as guardians for sacred sites or temples near or beneath the waves. This often puts them in conflict with militant aquatic races like the sahuagin and evil water-dwelling monsters like krakens and sea dragons . An Imperial Dragon’s Lair Imperial dragons live deep below the water, typically in large rivers, lakes, and seas. While some live in simple caves, most construct great palaces of coral and kelp. These magnificent structures contain areas where air-breathing creatures can live without discomfort, and the palaces of the oldest dragons are filled with menageries, bathhouses, and even entire libraries of rare and esoteric texts. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: * The dragon causes a bolt of lightning to strike a point it can see within 120 feet of it. Each creature within 5 feet of that point must make a DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed saving throw, or half as much damage on a successful saving throw. * The dragon calls coral to surround one creature it can see within 120 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be restrained. While restrained in this way, the creature takes 10 (3d6) slashing damage at the start of each of its turns. A creature, including the target, can take its action to free the target by succeeding on a DC 15 Strength check. The coral can also be attacked and destroyed (AC 10; hp 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage). The coral crumbles when the dragon uses this lair action again or when the dragon dies. * A whirl of water or wind appears on a point the dragon can see within 120 feet of it and disappears just as quickly. Each creature within 30 feet of that point must succeed on a DC 15 Strength saving throw or be pulled up to 25 feet toward that point and knocked prone. Regional Effects The region containing a legendary imperial dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: The dragon’s mood affects the weather and water within 6 miles of its lair. When the dragon is calm or sleeping, the sky is clear and the water still. When the dragon is angry or troubled, the sky is filled with storm clouds and the water becomes choppy. Fish and other marine life become more numerous within 3 miles of the dragon’s lair. Pearls within 1 mile of the dragon’s lair are imbued with healing magic. If a harvested pearl is crushed into a powder and then consumed, it provides the benefits of a potion of healing. If the dragon dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"neutral","Expansion":8073,"Challenge Rating":11},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Young Korred","description":"Young korreds are boisterous, curious, and fearful of intruders. They enjoy playing pranks and setting traps, often targeting humanoid strangers who stray near to their territory. Traits Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 14 (2d8 + 5) bludgeoning damage if the korred is on the ground. Rock. Ranged Weapon Attack: +7 to hit, range 40/120 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, or 18 (3d8 + 5) bludgeoning damage if the korred is on the ground. Spellcasting. The korred casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (save DC 11): At will: commune with nature, meld into stone, stone shape 1/day: conjure elemental (as 5th-level spell; dust mephit or gargoyle only) Bonus Actions Command Hair. The korred has at least one 30-foot-long rope woven out of its hair. The korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Medium or smaller creature that the korred can see. The target must succeed on a DC 12 Dexterity saving throw or become grappled by the rope (escape DC 12). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 15 and 15 hit points. It regains 1 hit point at the start of each of the korred’s turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.","properties":{"Category":"Monsters","Size":"Small","Type":"Fey","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Kotatu","description":"Kotatu The sun briefly casts a strange-looking shadow along the rock face. The nearby foliage rustles slightly. Small rocks trickle down from the ledge above. These seemingly insignificant occurrences are often the only warning signs before a kotatu leaps down upon their prey. Kotatu are cat-like beasts often found in natural landscapes like mountains, forests, and caverns. They have a thick, furry hide tipped with hard-pointed ends. Sharp bone spikes protrude along the top of their foreheads and along their spines. Dangerous Stalkers. Effortlessly adapting to natural surroundings, kotatu use their superior balance to skulk along narrow ledges and treetops. They train their cubs to migrate and adapt from an early age, moving from lair to lair. When they strike, however, they are fierce and relentless, only retreat under dire circumstances. Popular Predators. Kotatu are found throughout the galaxy and are regarded as one of the most well-known and highly regarded natural predators. They are immortalized in many forms of galactic pop culture, entertainment media, and symbolic references such as squad names, crests, and tattoos. Tips and Tactics Despite much of the popular hype, the kotatu are truly strongest when hunting in packs and striking with a tactical advantage. A lone kotatu is either a lost cub or a short range scout. Elder kotatu are often the alphas and possess additional salivary glands that produce a combustible fluid used to exhale streams of fire.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity","Alignment":"unaligned","Expansion":27052,"Challenge Rating":1},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Young Kraken","description":"The ancient adult kraken is very rarely seen, as there are almost no survivors to ever tell the story when one encounters it. Young krakens, on the other hand, appear to be the ones that most sailors see and get to live to tell the tale, albeit barely. These behemoths are huge, despite being just a third the size of the adult kraken. They can attack and sink any of the large ships singlehandedly if not fended off quickly enough. Traits Amphibious. The kraken can breathe air and water. Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Siege Monster. The kraken deals double damage to objects and structures. Actions Multiattack. The kraken makes three Tentacle attacks, each of which it can replace with one use of Fling. Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) piercing damage. If the target is a Medium or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken's turns. If the kraken takes 25 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 18 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions The kraken can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The kraken regains spent legendary actions at the start of its turn. Tentacle Attack or Fling. The kraken makes one Tentacle attack or uses its Fling. Lightning Storm (Costs 2 Actions). The kraken uses Lightning Storm. Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 18 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity (Titan)","Alignment":"Typically Chaotic Evil","Expansion":17751,"Challenge Rating":15},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Young Kruthik","description":"Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them. —Mordenkainen Kruthiks Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack⁠. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs. Sharp Senses. In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. Sharper Weapons⁠. Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal. Shared Lair. Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs. Young Kruthik Kruthiks hatch from eggs laid by female adults. Each egg is about the size of an adult human's head and hatches within a month. Tiny kruthik hatchlings are harmless, rarely stray far from the nest, and feed primarily on offal and one another. Within a month, the survivors become young kruthiks large enough to hunt and defend themselves. Traits Keen Smell. The kruthik has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics⁠. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2½-foot-diameter tunnel in its wake. Actions Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Source":"Mordenkainen's Tome of Foes","Alignment":"Unaligned","Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Young Kruthik","description":"Kruthiks hatch from eggs laid by female adults. Each egg is about the size of an adult human’s head and hatches within a month. Tiny kruthik hatchlings are harmless and rarely stray far from the nest. They feed primarily on offal and one another. Within a month, the survivors become young kruthiks large enough to hunt and defend themselves. Imagine a hive of ants the size of horses, but the ants are wearing armor. —Mordenkainen Kruthiks Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs. In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere. Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal. Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs. Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. —Mordenkainen Traits Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2½-foot-diameter tunnel in its wake. Actions Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"Monstrosity","Alignment":"Unaligned","Expansion":14934,"Challenge Rating":"1/8"},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Young Leviathan","description":"Young leviathans retain the same shape as their elder counterparts, albeit a tad smaller and less powerful. These massive serpent-like creatures roam the deepest seas, protecting its subjects. In their true forms, young leviathans can crush coastal fortresses with their blows and sink battleships with massive tidal waves. Fortunately, young leviathans are rarely encountered, and only the fool-hardy would dare provoke them. Elder Elementals When pure elemental energies converge, a new elemental is created. This occasion, however, is extremely rare and only happen during catastrophic events that involve the elements. There are some situations, like that of the phoenix, where an elemental is reborn into a new body when its current one is weakened. Many theories other than the ones above persists, yet we will never know how these mysterious and powerful elementals came to be. One thing is for sure, young versions of elder elementals are more likelier to be encountered in their home planes. Traits Partial Freeze. If the leviathan takes 30 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage. Siege Monster. The leviathan deals double damage to objects and structures (included in Tidal Wave). Water Form. The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack. The leviathan makes one Slam attack and one Tail attack. Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 4 (1d8) acid damage. Tail. Melee Weapon Attack: + 11 to hit, reach 15 ft., one target. Hit: 12 (1d10 + 7) bludgeoning damage plus 4 (1d8) acid damage. Tidal Wave (Recharge 6). The leviathan magically creates a wave of water that extends from a point it can see within 120 feet of itself. The wave is up to 250 feet long, up to 250 feet tall, and up to 50 feet wide. Each creature in the wave must make a DC 19 Strength saving throw. On a failed save, a creature takes 22 (4d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 250 feet of it, and then it vanishes. Legendary Actions The leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The leviathan regains spent legendary actions at the start of its turn. Move. The leviathan moves up to its speed. Slam (Costs 2 Actions). The leviathan makes one Slam attack.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Young Light Dragon","description":"Dragons who wandered across the Ethereal and Astral Planes and the godly outer planes became a breed unto themselves eons past. The forms of light dragons are no longer entirely physical, and they use this adaptation to pursue lives of reverence for beauty in places deadly to others--the high places among stars and dark voids. Lovers of Light. Motivated in their travels by a love and fascination for bright places of singular beauty, they often bask in a trancelike state for long years in close orbit around celestial structures they find pleasing to look upon or in the shimmering lights of planar conjunctions. In time, the desire to share the experience with their kin moves them on. Reclusive and Remote. When birthing and rearing their young, who lack their elders' ethereal bodies, light dragons seek out remote terrestrial places, often known only to others of their kind. Aware of the ruinous effects of their presence over the long term, light dragons avoid making their lairs near farmlands and places of sensitive vegetation. Deserts and inhospitable, rocky coastlines serve as their earthly homes. During such periods when they do interact with other intelligent beings, they maintain a benevolent but remote approach, wishing all creatures well, but preferring to only interact with others of their kind or creatures who exhibit and appreciate beauty. A Network of Mutual Protection and Intelligence. Light dragons maintain amiable connections with one another, telling tales of their travels and sharing information of notable dangers. In particular, void dragons despise light dragons, and light dragons warn one another of a void dragon's approach. If one of their nemeses can be located and confronted with minimal danger to other creatures, the light dragons join forces to destroy it. Light dragons fear the unpredictable insanity of the void dragons and the dangerous knowledge the creatures attain in their studies. They seek to bring the volatile creatures down before the void dragons bring about cataclysmic harm. Many light dragons die in such attempts, and the fear of reprisal against the survivors makes light dragons one of the more reclusive and secretive types of dragon. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: A 30-foot-radius sphere of water in its lair boils. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. A 60-foot-radius sphere of glowing stardust bursts on a point the dragon can see within 120 feet of it. The burst spreads around corners, illuminating objects and creatures in the area. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be outlined in twinkling starlight. This starlight works like the faerie fire spell, except it doesn't require concentration and lasts until the dragon uses this lair action again or until the dragon dies. Regional Effects The region containing a legendary light dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: Fires and nonmagical light sources burn twice as long as they would otherwise while within 1 mile of a light dragon's lair. Clouds never gather within 3 miles of a light dragon's lair, leading to a lack of vegetation. Creatures that can see in natural darkness can also see in areas of magical darkness while within 1 mile of a light dragon's lair. If the dragon dies, these effects fade over the course of 1d10 days.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"neutral good","Expansion":45,"Challenge Rating":7},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Young Lunar Dragon","description":"Lunar dragons (also known as moon dragons or phase dragons) are capricious, xenophobic creatures that make their lairs inside desolate moons by burrowing through the rock. Before laying eggs, a female lunar dragon stocks her lair with food; she won’t leave the lair again until the eggs hatch and the offspring are old enough to fend for themselves. Lunar dragon eggs have stony shells that are pale white to light gray in color. Lunar dragons are alabaster white when they hatch and gradually turn darker as they age. Ancient moon dragons are the color of slate. Lunar dragons enjoy depriving other creatures of treasure more than acquiring the treasure themselves. Often found among the treasures in a lunar dragon’s hoard are one or more spelljamming helms (see the Astral Adventurer’s Guide ) taken from vessels that dared to invade the dragon’s territory. A lunar dragon can become incorporeal, but not to the extent that it can pass through other creatures or solid objects. In this semi-incorporeal state, roughly half of the dragon’s body has a dark, indistinctly spectral form. A Lunar Dragon’s Lair The cave complex where a lunar dragon makes its lair contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might contain natural springs and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon. Regional Effects The region containing an ancient or adult lunar dragon’s lair is warped by the dragon’s magic, which produces one or more of the following effects: Black Frost. A thin layer of black frost covers the ground, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult. Haunting Moan . A haunting sound gets louder or fainter (dragon’s choice) the closer one gets to the lair. The moan is audible 6 miles from the lair if the dragon is ancient, or 3 miles if the dragon is an adult. Moon Devils. Swirling funnels of dust and frost known as moon devils crisscross the area within 1 mile of the lair, intercepting other creatures they encounter. A moon devil is a free-willed air elemental that deals cold damage instead of bludgeoning damage. If the dragon dies, the moaning stops, the moon devils dissipate, and the black frost disappears over the course of 1d10 days, allowing plant life in the area to recover. Traits Tunneler. The dragon can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake. Unusual Nature. The dragon doesn’t require air. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) cold damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Cold Breath (Recharge 5–6). The dragon exhales a blast of frost in a 30-foot cone. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, the creature takes 27 (6d8) cold damage, and its speed is halved until the end of its next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. Bonus Actions Phase (2/Day). The dragon becomes partially incorporeal for as long as it maintains concentration on the effect (as if concentrating on a spell). While partially incorporeal, the dragon has resistance to bludgeoning, piercing, and slashing damage.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"typically neutral evil","Expansion":16643,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Young Lunar Dragon","description":"A shimmering halo surrounds the spine-crowned head of the lunar dragon, and its vast wings ripple like milky gossamer lit by the moon. 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It has a sleek and sinuous body resembling that of a salamander, with vestigial wings that aid the drake in maneuvering through viscous magma. Ambush Predator. This magma drake lurks just beneath the surface of molten lava, its smoldering ember-like scales blending seamlessly with the surroundings. Patient and stealthy, it lies in wait for unwary creatures to approach the edge of the fiery terrain, striking with a sudden ferocity akin to that of a crocodile lunging from the water's edge. With jaws capable of crushing bone and its mere proximity causing severe burn damage, few victims escape such an attack. Heated Body. The body of the magma drake radiates intense heat. Even a mere touch can result in devastating burns, cautioning potential adversaries to keep their distance. Furthermore, the drake possesses the ability to unleash a searing stream of magma from its maw, engulfing its foes in a torrent of blistering heat. Those unfortunate enough to be caught in the magma breath continue to burn unless they quickly find a means to douse the flames. Ignan Guardian. As a creature hailing from the Elemental Plane of Fire, the magma drake thrives in the extreme heat and volatile environment of volcanic regions. Its affinity for lava and molten rock is deeply ingrained, allowing it to navigate these treacherous landscapes with ease. Because of this, azers, fire giants, efreet, and even red dragons capture young magma drakes and use them as guards. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Heated Body. A creature that touches the drake or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Heated Weapons. When the drake hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack). Illumination. The drake sheds bright light in a 5-­foot radius and dim light for an additional 5 feet. Water Susceptibility. For every 5 feet the drake moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Multiattack. The drake makes one Bite attack and one Claws attack. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) fire damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 2) slashing damage plus 3 (1d6) fire damage. Magma Breath (Recharge 5–6). The drake exhales a stream of magma in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) fire damage and catches fire. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Young Magma Landshark","description":"Lurking inside volcanoes, subterranean magma pits, and the endless seas of flame within the Elemental Plane of Fire, magma landsharks live only to eat. These creatures are physically similar to bulettes, the common landshark of the Dividing Plains, but are filled with churning elemental power. This fiery, armored predator burrows and burns through solid rock and can sense the slightest movement in the ground around it. When hungry—and these creatures are always hungry—a magma landshark erupts from under the earth, oblivious to any obstruction or danger, uprooting trees, destroying roads, unleashing avalanches, and leaving sinkholes behind in its wake. Its jaws widen as it swallows prey whole, and even creatures that initially survive the attack must contend with an aura of intense heat if they can't escape. Traits Searing Presence. Any creature that starts its turn within 10 feet of the landshark takes 11 (2d10) fire damage. Standing Leap. The landshark’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. Illumination. The landshark sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and 14 (4d6) fire damage. Deadly Leap. If the landshark jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 19 (4d6 + 5) bludgeoning damage plus 14 (4d6) fire damage. On a successful save, the creature takes only half the damage, isn’t knocked prone, and is pushed 5 feet out of the landshark’s space into an unoccupied space of the creature’s choice. If no unoccupied space is within range, the creature instead falls prone in the landshark’s space.","properties":{"Category":"Monsters","Size":"Large","Type":"elemental","Expansion":20583,"Challenge Rating":9},"publisher":"Darrington Press","book":"Tal'Dorei Campaign Setting Reborn"},{"name":"Young Magnetite Dragon","description":"Magnetite Dragons Matter-of-fact and down-to-earth, magnetite dragons are distant relatives of the metallic dragons, though they lack the ability to shapechange. A magnetite dragon has a bestial slant to its appearance; its short maw, narrow eyes, and stocky hind legs give it the proud and powerful cast of a rearing bull. Two wide horns—the source of its magnetic control—sweep forwards from its brow, often sporting an array of ferrous paraphernalia. Wyrmlings’ scales are a dull grey, but quickly take on an iridescent red-blue sheen as they age and are exposed to sources of magic. Of particular note are its hexofuga: the blocky shards that protrude from its back. These arcano-magnetic organs are the source of its ability to fly, its true wings being small, vestigial structures with little musculature. Treasure & Power. Made of a keratin-magnetite composite, a magnetite wyrmling’s back scales can only develop into hexofuga upon prolonged exposure to arcane fields. In fact, a magnetite dragon’s growth and power is intrinsically linked to the duration and magnitude to which it has been exposed to magic. Though a magnetite wyrmling is among the weakest of all dragon wyrmlings, a fully grown individual can rival even a black dragon in power. For this reason, a magnetite dragon has no care for gold and gems; it covets only magical items and sources of arcane power: the stronger the better. Neutral Motives. Magnetite dragons are incensed by the proliferation of order or chaos, and feel a compulsion to maintain the natural, chaotic order of the world. Persuading such a dragon to fight for good or evil is a futile affair, but the mere mention of the Plane of Fey’s uncontrolled chaos, or the clockwork nirvana’s orderly machinations, is enough to motivate evenly the most slovenly individual. Magical Magnetite. It is an established arcano-magical fact that magnetite’s properties change on exposure to strong magical fields. The usually brittle substance hardens and exhibits much stronger magnetic fields. However, the material’s superconducting properties are nullified on exposure to heat. For these reasons, a magnetite dragon typically makes its home in subzero conditions and near strong sources of magic. A Magnetite Dragon’s Lair Magnetite dragons make their homes in rocky, iron-rich terrain suffused with ambient magic. An abandoned arcane laboratory in a haematite-filled cavern is a lair all magnetite dragons dream of. Regional Effects The region containing a legendary magnetite dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Shards of dark-grey crystal thrust up out of the ground, rippling with rainbow shimmers. Insects’ carapaces are oddly angular, and those that fly do so noiselessly, on stationary, outstretched wings. Horns and antlers of local fauna appear warped to create sharp right-angles, almost forming squares atop their heads. Lair Actions So long as the dragon is alive and within its lair, it can evoke the ambient magic to take lair actions. The DCs and damage of the lair actions and environmental hazards depend on the age of the dragon the party encounters. Age-Based Saving Throw DC and Damage Dragon VDC Vdam Young 12 3 (1d6) Adult 15 10 (3d6) Ancient 17 21 (6d6) Lair Actions. On initiative count 20 (losing initiative ties), the dragon takes one of the following lair actions; the dragon can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Magnetic Waves. The lair’s magnetised rock emits a pulse affecting all ferrous metals within the lair. Each creature holding a ferrous weapon or wearing ferrous armour must make a VDC Strength saving throw. On a failure, a creature holding a ferrous weapon is disarmed of its weapon, which flies 10 feet in a random direction, and a creature wearing ferrous armour is knocked prone. Roll a d8 and consult the Random Directions table to determine the direction. Arcanomagnetic Interference. The lair becomes ensconced in an antimagic field until initiative count 20 of the next round. Each spellcaster in the lair immediately makes a DC 10 Perception check using its spellcasting ability. On a success, it detects the absence of magic in the lair. Magnetite Shards. Razor-sharp shards erupt from the ground in a 20-foot radius centred on a point within the lair. Each creature in the area must succeed on a VDC Dexterity saving throw or take Vdam piercing damage. Until initiative count 20 of the next round, the area is subject to nonmagical effects identical to the spike growth spell. Random Directions d8 Direction d8 Direction 1 North 5 South 2 North-east 6 South-west 3 East 7 West 4 South-east 8 North-west ","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"neutral","Expansion":23695,"Challenge Rating":5},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Young Meteor Dragon","description":"Meteor dragons are destructive forces from the stars responsible for the annihilation of many species. 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The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild. Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places. Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness. As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold. A Moonstone Dragon's Lair For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane. The challenge rating of a legendary moonstone dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Banish into Dream. The dragon targets a creature it can see within 120 feet of it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space. Compulsive Dance. The dragon targets a creature it can see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is incapacitated and must use all its movement to dance. Disorienting Visions. Disorienting illusory images flit through the dragon's lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round. Regional Effects The region surrounding a legendary moonstone dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Dream Communication. Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking. Planar Transition. The veil between planes is thinned near a moonstone dragon's lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement. If the dragon dies, any portals near the lair close immediately. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 5 (1d10) radiant damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Breath Weapon (Recharge 5–6). The dragon uses one of the following breath weapons: Dream Breath. The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Moonlight Breath. The dragon exhales a beam of moonlight in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 14 Dexterity saving throw, taking 38 (7d10) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): 1/day each: calm emotions , faerie fire","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"typically neutral","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Young Mountain Drake","description":"A mountain drake is a wingless drake with crag-like bony spikes jutting from the upper areas of its body, including the top of its skull. Its scaly hide ranges from red, brown, and maroon. It has a head shaped like a goat's, with a short draconic snout and curving ram-like horns extending from each side. Mountain drakes are sought by both cloud and fire giants who use them as guardians and pets. Mountain Denizen. It may appear slow at first, but the mountain drake is surprisingly surefooted when it scales the sides of rocky cliffs and steep, rocky slopes. It usually preys on mountain goats and other creatures living near mountain peaks. If food is scarce, it will not hesitate to venture to the lower areas to hunt for anything that it deems edible, including adventurers. Ambush Hunter. When hunting, it usually finds a suitable ambush perch such as a cliffside ledge from where it can leap and catch prey below it by surprise. It will usually open its attack by ramming its target first to knock it prone and possibly stun it before clamping its jaws on the victim's throat or back of its neck to deliver the killing blow. When it finds itself outnumbered or in a fight with its typical enemies such as perytons and wyverns, it resorts to its powerful breath weapon, a cloud of searing hot ash and sulfur that can leave creatures caught within it choking and unable to breathe. Switching Hierarchies. Mountain drakes establish dominance hierarchies at a young age. Males are usually dominant during the breeding season, but during the non-breeding season, the hierarchy is switched. At this time, adult females, who are typically larger than males, become dominant. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Charge. If the drake moves at least 20 feet straight toward a target and then hits it with a Ram attack on the same turn, the target takes an extra 4 (1d8) damage and must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Multiattack. The drake makes one Bite or Ram attack, one Claws attack, and one Spiked Tail attack. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 2 (1d4) fire damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Spiked Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Brimstone Breath (Recharge 6). The drake exhales ash, sulfur, and white-hot embers in a 15-foot cube originating from the drake. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 17 (5d6) fire damage and is poisoned for 1 minute. A poisoned creature spends its action on each of its turns coughing and reeling. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that don't need to breathe or are immune to fire or poison automatically succeed on this saving throw. On a successful save, a creature takes half as much damage and isn't poisoned.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Young Myrmex","description":"Giant ants made of dirt and stone climb out of a hole in the ground, while the clusters of ferns, grasses, and flowering vines on their backs sway with their movements. Myrmex are giant ants from the Elemental Plane of Earth that have burrowed their way to the Material Plane. An Incessant Need to Explore. Intelligent, curious, and social, mrymex love to explore, meet new creatures, and learn new things. Their colonies are welcome to all—so long as no one is intentionally harmed—leaving them with no notion of private or political boundaries. Myrmex young are encouraged to become companions to other explorers to better enrich the colony on their return. Uncommon Ants. Myrmex superficially resemble ants but have notable differences. They don't have a hierarchy, and they have neither a queen nor castes. Instead, all are equal, and if a colony maintains at least twelve myrmex, it can elevate a speaker. The speaker is a myrmex that is imbued with power by the colony—a power that can be revoked in the rare instances the speaker works against the desires of the colony a whole. The speaker becomes the myrmex's voice to other cultures and enacts the will of the colony after each member has voted on a decision. Earthen Young. Rather than lay eggs, adult myrmex sculpt their young from dirt, stone, earth from their own bodies, and rare minerals. These minerals prove a limiting factor to a colony's growth because the required minerals and their proportions are precise. This need for rare minerals frequently puts them at odds with roaming xorn, who enjoy consuming many of those same minerals. Seeking Friendship. Myrmex make allies easily, but they don't tend to swear fealty to anyone, especially elemental lords, which often makes their colonies a target for other elementals. They are loyal friends, and such friendship can last for generations. For instance, many myrmex have been friends of the pech (see Creature Codex ) for millennia, and some myrmex even share colonies with them. However, no myrmex colony has ever sworn fealty to a pech lithlord, and some colonies have even broken away from their pech allies when a lithlord has tried to rule or command the myrmex. Elemental Nature. As the myrmex. Keen Smell. As the myrmex. Limited Telepathy. As the myrmex. Spider Climb. The myrmex young can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stone Walk. As the myrmex. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage. Earth Shift. Ranged Spell Attack: +2 to hit, range 60 ft., one target in contact with the ground. Hit: The target is pushed up to 10 feet in a direction of the myrmex's choice, and its speed is reduced by 5 feet until the end of its next turn. Bonus Actions Earth Manipulation. As the myrmex.","properties":{"Category":"Monsters","Size":"Small","Type":"Elemental","Alignment":"Neutral Good","Expansion":19901,"Challenge Rating":1},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Young Narav Lizard","description":"Inhabiting desert worlds and grasslands, narav lizards are generally docile and trainable, often being tamed as working beasts or mounts, and also bred for their hide which produces a tough but supple leather. Narav lizard meat is tough, stringy, and tasteless; most Kylornians would only consider eating it in exceptional circumstances. A typical adult narav stands between 4 and 5 feet high at the shoulder, is 16 feet long from snout to end of tail and weighs around 1,000 pounds. Naravs live for about 30 years, they lay clutches of around 10 eggs and bury them, these hatch after 8 months of incubation. Omnivores. Naravs are frugivorous by nature, enjoying a diet of fruit or berries when available, but can subsist on meat or other plant life if necessary. The consistent environment of the Sunset lands suits the narav lizard’s ectothermic nature, giving it ample opportunity to regulate its temperature and bask in sunlight. Cooperative. Naravs are natural herd animals, banding together for mutual protection. Naravs are able to rear up on their hind legs while stationary. A lounge of wild naravs usually station at least one lookout, who rises up to monitor the area for danger. When the group is threatened, one or more adult naravs use their tails to restrain the intruder while the lounge either flees or attacks the foe in concert. 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Young neothelids tend to stay away from populated areas, preferring to live in the Underdark wilds, preying on natural wildlife and the occasional solitary humanoid it might come across, such as a dire corby, drow, or troglodyte. As it ages and becomes an adolescent neothelid, it finds refuge in the deep recesses of old purple worm tunnels. Here it begins hunting larger prey such as grells, hook horrors, and umber hulks. Traits Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects. Actions Tentacles. Melee Weapon Attack: +7 to hit, reach 40 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 21 (6d6) acid damage at the start of each of the neothelid’s turns. If the neothelid takes 10 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Acid Breath (Recharge 5–6). The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Aberration","Alignment":"Typically Lawful Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Young Ooze Dragon","description":"Assimaloozes When strong biomantic magic is enhanced by the spark of a divine ooze and introduced to living tissue, that tissue is quickly assimilated into an ooze-like substance. The new creature retains its strongest memories as an overarching reason for existence but, as with biomantic polyhedroozes, is easily moulded by the strong psyches and emotions that inhabit its environs. Variformed. The form an assimalooze takes depends on both its form before oozificaiton as well as its environment: principally the available hard matter around which it can arrange itself. An assimalooze in a graveyard might animate the bones of the dead, while one on a battlefield might inhabit the armoured plates of a knight, and another in an abandoned building could build a skeleton of rusted pipes and a carapace of broken glass. Habitat. Assimaloozes create their lair wherever they form, and thus have no typical habitat. Their effects on the region depend on the psyches influencing their creation. However, without fail, assimaloozes always acidify nearby water sources: a byproduct of their presence and, when threatened, as a defence mechanism. Ooze Dragon The bones and scales of a dragon, as well as the armour of fallen dragon-slayers, are brought together in this sinuous, oily drake. Combining the corrosive nature of an ooze with the malice, strength, and terrifying presence of a dragon, these horrifying amalgamoozes possess incredible avarice untempered by any self-preservation instinct. Ooze dragons are beyond rare: dragons are uncommon, and divine-enhanced biomantic ooze even more so; to find such a creature is a dracologist’s dream and an ecologist’s nightmare.","properties":{"Category":"Monsters","Size":"Large","Type":"ooze","Alignment":"chaotic neutral","Challenge Rating":6},"publisher":"Loot Tavern","book":"Motes of the Divine"},{"name":"Young Phoenix","description":"When a phoenix dies, or when it sees its powers dim, it can choose to die and be reborn anew. The young phoenix partially retains the wisdom of its former self, and gains a hot-headed temperament, eager to try its new-born powers in the world. Elder Elementals When pure elemental energies converge, a new elemental is created. This occasion, however, is extremely rare and only happen during catastrophic events that involve the elements. There are some situations, like that of the phoenix, where an elemental is reborn into a new body when its current one is weakened. Many theories other than the ones above persists, yet we will never know how these mysterious and powerful elementals came to be. One thing is for sure, young versions of elder elementals are more likelier to be encountered in their home planes. Traits Fiery Death and Rebirth. When the phoenix dies, it explodes. Each creature within 40 feet of it must make a DC 18 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried. The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix. Fire Form. The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 4 (1d8) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required). Flyby. The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach. Illumination. The phoenix sheds bright light in a 40-foot radius and dim light for an additional 20 feet. Siege Monster. The phoenix deals double damage to objects and structures. Actions Multiattack. The phoenix makes one Beak attack and one Fiery Talons attack. Beak. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns. Fiery Talons. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) fire damage. Legendary Actions The phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The phoenix regains spent legendary actions at the start of its turn. Peck. The phoenix makes one Beak attack. Move. The phoenix moves up to its speed. Swoop (Costs 2 Actions). The phoenix moves up to its speed and attacks with its Fiery Talons.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":10},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Young Purple Dragon","description":"Purple Dragon The existence of purple dragons is known only by a few on the surface world. But dwarves who dwell deep underneath mountains tell tales to their children to be wary not to venture deep into the Underdark, for a silent, shadowy killer stalks its many chasms and maze-like tunnels. Underdark Stalker. The purple dragon, not to be confused with the deep dragon, is native to the Underdark. It has a slender, serpentine neck and an armored, elongated head with a crest of swept-back sharp spikes. Its scales range from iridescent amethyst and deep purple to dark eggplant violet as it ages. Its sinewy, flexible body possesses powerful limbs and talon-tipped wings and moves like a hunting cat, which helps it navigate, squeeze through, and traverse the Underdark's endless narrow crevices and stalactite-filled caverns undetected with ease. Cunning Predator. The purple dragon enjoys the thrill of the hunt, just like gray dragons. Whereas gray dragons take down prey with fierce brutality, the purple dragon attacks with calculated efficiency, stalking its prey patiently for hours and striking before its target becomes aware of its presence. The purple dragon is so deathly quiet that it can pick off members of a dwarven patrol one by one without alerting the others. Its breath attack is a billowing cloud of psychotropic vapor that disrupts and impairs a creature's acuity and cognitive abilities. Clever Opportunist. A purple dragon is friendly toward drow and sees them as allies with many resources it can exploit. It hates dwarves, including duergar, because they craft armor out of its scales. It despises balhannoths, cloakers, deepspawns, and illithids because it sees them as competition for dominance in the Underdark. While a purple dragon generally avoids other dragons, it tolerates the company of a deep dragon, which it sees as an ally against illithids and a kindred spirit it can banter with. That doesn't mean a purple dragon will trust one, though. The purple dragon can eat almost anything edible, but it is very fond of giant specimens of cavefishes, crabs, crayfishes, as well as kuo-toans, chuuls, and aboleths. A Purple Dragon's Lair A purple dragon places its lair in a location close to drow communities it can trade and work with, underground lakes where it hunts prey, and enemy settlements it can raid and plunder. The purple dragon's lair is usually a hard-to-reach hollowed-out cavern full of stolen treasure and magical items that the dragon has amassed in its lifetime. It is typically guarded by minions the purple dragon has subjugated or partnered with, such as chitines, drow mercenaries, grimlocks, hook horrors, and maur giants. The challenge rating of a legendary purple dragon increases by 1 when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Stalactites fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. One creature the dragon can see within 120 feet of it must succeed on a DC 13 Wisdom saving throw or be charmed by the dragon as if the dragon had cast dominate monster on it. The effect ends on initiative count 20 on the next round. Regional Effects The region containing a legendary purple dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Giant fungi form labyrinthine passages within 1 mile of the dragon’s lair. The giant fungi act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can squeeze between the giant fungi, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the giant fungi must make a DC 15 Constitution saving throw once each round it’s in contact with the giant fungi or take 3 (1d6) poison damage from the toxic spores. Each 10-foot-cube of giant fungi has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. Shadows cast by non-evil creatures within 6 miles of the dragon’s lair randomly animate and form nightmarish but harmless silhouettes, warning such creatures of the danger. Bats, centipedes, spiders, and other underground vermin within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. If the dragon dies, the vermin lose their supernatural link to it. The giant fungi remain, but within 1d10 days, they become mundane fungi and normal difficult terrain, losing their toxicity. Traits Stone Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) psychic damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Psychic Breath (Recharge 5–6). The dragon exhales psychic energy in a 30-foot cone. Each creature in that area must make a DC 14 Intelligence saving throw. On failed save, a creature takes 36 (8d8) psychic damage, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn. On a successful save, a creature takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"typically Neutral Evil","Expansion":26536,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Purple Worm","description":"Despite being just a young purple worm, this specimen can reach lengths of 30 to 40 feet and is dangerous enough to cause irreparable damage to small, rural communities. If left unchecked, a young purple worm can grow to adult size in a matter of a few years. Traits Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake. Actions Multiattack. The worm makes two attacks: one with its Bite and one with its Tail Stinger. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 14 (4d6) acid damage at the start of each of the worm's turns. If the worm takes 20 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. Tail Stinger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 28 (8d6) poison damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Young Red Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. Red Dragon The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire. The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs. Mountain Masters. Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time. Arrogant Tyrants. Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures. No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command. Status and Slaves. Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status. When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn’t forthcoming, it slaughters a tribe’s leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive. Obsessive Collectors. Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority. A red dragon knows the value and provenance of every item in its hoard, along with each item’s exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can’t be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath. A Red Dragon’s Lair Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control. Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. Regional Effects The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Small earthquakes are common within 6 miles of the dragon’s lair. Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. If the dragon dies, these effects fade over the course of 1d10 days. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. Claw : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. Fire Breath (Recharge 5-6) : The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":10},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Young Red Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage. Claw : Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Fire Breath (Recharge 5-6) : The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"178 (17d10+85)","CHA":19,"CON":21,"DEX":10,"INT":14,"STR":23,"WIS":11,"Size":"Large","Type":"dragon","Speed":"40 ft., climb 40 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390117207/8xLJIDTEUUSHOhdv2OlWNw/original.png","Roll 0":"Bite\n1d20 + 10\n2d10+6+1d6","Roll 1":"Claw\n1d20 + 10\n2d6+6","Roll 2":"Fire Breath\n1d20 + 0\n16d6","Senses":"Blindsight 30 Ft., Darkvision 120 Ft.","Skills":"Perception +8, Stealth +4","Source":"5th Edition SRD","data-XP":"5,900","Alignment":"Chaotic Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Fire","Token Size":2,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 6\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d6\",\"Damage 2 Type\":\"fire\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 6\",\"Damage Type\":\"slashing\"},{\"Name\":\"Fire Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+4","data-CON-mod":"+5","data-DEX-mod":"+0","data-INT-mod":"+2","data-STR-mod":"+6","data-SizeNum":5,"data-WIS-mod":"+0","Saving Throws":"Dex +4, Con +9, Wis +4, Cha +8","Challenge Rating":10,"Passive Perception":18,"data-CrNum":10,"data-AcNum":18,"data-HpNum":178},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Young Red Shadow Dragon","description":"Dragon, Shadow Shadow dragons are true dragons that were either born in the Shadowfell or transformed by years spent within its dismal confines. Some shadow dragons embrace the Shadowfell for its bleak landscapes and desolation. Others seek to return to the Material Plane, hungry to spread the darkness and evil of the Plane of Shadow. Dark Portals. Portals to the Shadowfell manifest in forlorn places and the deep gloom of subterranean caverns. The dragons that lair in such places often discover these portals and find themselves transported to a new realm. Ancient dragons that sleep in their lairs for months or years at a time might find themselves spirited away, never knowing that a portal has formed without their knowledge as they dream. Recast in Shadow. The transformation to a shadow dragon happens over a period of years, during which time a dragon’s scales lose their luster and fade to a charcoal hue. Its leathery wings become translucent, its eyes paling to pools of opalescent gray. Shadow dragons find sunlight abhorrent, and they are weaker in bright light than they are in darkness. Darkness makes the dragon fade to a spectral shadow of its former self. The magical nature of dragons holds an attraction for the Shadowfell, which seems somehow to crave the might and majesty of these great reptiles. The Shadowfell also has a dispiriting effect on its denizens, such that the longer a creature remains on the plane, the more it accepts the plane’s malaise. As months and years pass for a dragon on the Shadowfell, it becomes aware of the transformation being wrought upon it, and yet can do nothing to prevent it. Back in the World. A shadow dragon is so suffused with the power of the Shadowfell that even a return to the Material Plane can’t undo its transformation. Some shadow dragons attempt to lure other creatures from the mortal realm back to the Shadowfell to keep them company, at least until they tire of their guests and devour them. Others are happy to leave the Shadowfell behind forever, understanding that treasure and power are easier to come by in the Material Plane. Shadow Dragon Template Only a true dragon can transform into a shadow dragon, and only if it is born in the Shadowfell or remains there for several years. A dracolich can’t be turned into a shadow dragon, since it loses its draconic nature when it becomes undead. When a dragon becomes a shadow dragon, it retains its statistics except as described below. The shadow dragon might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. Damage Resistances. The dragon has resistance to necrotic damage. Skill Proficiency: Stealth. The dragon’s proficiency bonus is doubled for its Dexterity (Stealth) checks. Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant. Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action. Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. New Action: Bite. If the dragon deals acid, cold, fire, lightning, or poison damage with its bite, change that damage type to necrotic. New Action: Shadow Breath. Any damage-dealing breath weapon possessed by the dragon deals necrotic damage instead of its original damage type. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control. Traits Living Shadow : While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant. Shadow Stealth : While in dim light or darkness, the dragon can take the Hide action as a bonus action. Sunlight Sensitivity : While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage. Claw : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. Shadow Breath (Recharge 5–6) : The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"MM1","Alignment":"chaotic evil","Expansion":2,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Young Remorhaz","description":"Remorhazes From beneath the snow and ice bursts a remorhaz in a cloud of steam, its body pulsing with internal fire. Winglike fins flare from the back of the creature’s head, and its wide mouth brims with jagged teeth. Arctic Predators. Remorhazes live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can’t tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn’t melt its cover. Young Ones. Frost giant hunters scour the icy wastes for remorhaz nests and eggs. The giants prize young remorhazes, which can be trained from hatching to obey commands and guard the giants’ icy citadels. Unlike fully grown specimens, young remorhazes gnaw on their victims instead of swallowing them whole. Traits Heated Body : A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Actions Bite : Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 7 (2d6) fire damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity","Source":"MM1","Alignment":"unaligned","Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Young Remorhaz","description":"Traits Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 7 (2d6) fire damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the remorhaz can't use Bite on another target.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Young Roc","description":"Adventurers are probably going to encounter young rocs more often than an adult roc as the younger ones are more likely to attack smaller prey, targeting steeds, beasts of burden, and livestock. Traits Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The roc makes two attacks: one with its Beak and one with its Talons. Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. Talons. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the roc can't use its Talons on another target.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Young Sapphire Dragon","description":"Sapphire dragons don't often get along with followers of Lolth, but one phrase seems to dissipate a lot of tension between them: “Spiders? Yes, please!” -Fizban Sapphire Dragons The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back. Luminous Blue Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger. Art of War The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them. Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads. People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs. Martial Hoards Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power. A Sapphire Dragon's Lair Sapphire dragons make their homes in extensive cave systems. As they grow older, they make increasingly complex renovations to their lairs, using their inherent magic and natural tunneling abilities to great effect. Eventually, a sapphire dragon's lair is a dizzying honeycomb of hidden passages, deceptively thin walls, and secret chambers that allow the dragon to travel from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go. The challenge rating of a legendary sapphire dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Awesome Thunder. A thunderous detonation of sound that can be heard up to 300 feet away surrounds one creature in the lair that the dragon can see. That creature must succeed on a DC 15 Constitution saving throw or take 13 (3d8) thunder damage and be stunned until the end of its next turn. Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Stone Passage. The dragon touches a section of stone up to 30 feet in any dimension. The dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick. Regional Effects The region surrounding a legendary sapphire dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of sapphire gemstones, particularly underground. Stony Sight. Natural stone within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any natural stone formation in that region. Telepathic Enhancement. The dragon's psionic energy enhances the mental powers of other creatures. Any creature capable of telepathic communication has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the Rary's telepathic bond spell. Thriving Wildlife. Giant spiders (a sapphire dragon's favorite prey) are attracted to the area within 6 miles of the lair and settle there in large numbers. If the dragon dies, the population of giant spiders in the region returns to normal levels over the course of 1d10 days. The enhancement of telepathic abilities ends immediately. The existing abundance of crystals and sapphires remains, but new ones form at a normal rate. Traits Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) thunder damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Debilitating Breath (Recharge 5–6). The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 33 (6d10) thunder damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn't incapacitated. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15): 1/day each: dissonant whispers , hold person , meld into stone","properties":{"Category":"Monsters","Size":"Large","Type":"dragon (gem)","Alignment":"typically lawful neutral","Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Young Sea Serpent","description":"When a sea serpent drives itself through the hull of a ship, it's simply trying to accelerate the molting process. Sure, the ship might sink, but that's hardly the serpent's fault. -Fizban Sea Serpents Sea serpents rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors' worst nightmares. Their strong fins propel them through the water at great speed. Young sea serpents are agile hunters. They use reefs and natural camouflage to hide before they strike, picking off members of a ship's crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors' corpses floating frozen amid the wreckage of their ships. Sea serpents are as fiercely territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission. Some can be appeased by offerings of treasure, but most demand that a ship's crew sacrifice one or more of their own. Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors' trinkets, and pirates' booty. Traits Amphibious. The sea serpent can breathe air and water. Siege Monster. The sea serpent deals double damage to objects and structures. Actions Multiattack. The sea serpent makes one Bite attack and one Constrict or Tail attack. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 5 (1d10) cold damage. Constrict. Melee Weapon Attack: +7 to hit, reach 20 ft., one creature. Hit: 22 (4d8 + 4) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the sea serpent can't constrict another target. Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 20 feet away and knocked prone. Rime Breath (Recharge 5–6). The sea serpent exhales a 30-foot cone of cold. Each creature in that area must make a DC 14 Constitution saving throw, taking 38 (7d10) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Alignment":"typically neutral","Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Young Serpent","description":"Sea Monsters The Serpent Sea, as well as the many rivers and lakes of Grimnir, are host to a wide variety of fish and aquatic mammals, such as seals and whales. The creatures detailed here are, for the most part, the most dangerous of sea borne predators, save for the great serpent herself. Young Serpent These more fully grown serpents are not as commonly encountered as serpent spawn but far more dangerous to longships. They are more than capable of destroying smaller vessels on their own but often hunt in small groups, making such encounters all the more fatal.","properties":{"Category":"Monsters","Size":"Large","Type":"Beast (Yoten)","Alignment":"Any Alignment","Expansion":25792,"Challenge Rating":8},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Young Silver Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world. Noble Curiosity. Metallic dragons covet treasure as do their evil chromatic kin, but they aren’t driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their lairs. A metallic dragon’s treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature’s need for or right to the item is often unclear from the dragon’s point of view. A metallic dragon must be bribed or otherwise convinced to part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events. The Persistence of Memory. Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon’s hoard three centuries before. King of Good Dragons. The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries—actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells. Silver Dragon The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need. A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury. Dragons of Virtue. Silver dragons believe that living a moral life involves doing good deeds and ensuring that one’s actions cause no undeserved harm to other sentient beings. They don’t take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent. Friends of the Small Races. Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships. Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result. Respect for Humanity. Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don’t. Humans have a drive and zest for life that silver dragons find fascinating. Hoarding History. Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities. A Silver Dragon’s Lair Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. Regional Effects The region containing a legendary silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects. Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell. Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes. If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +10 to hit, reach 10 ft., one target. Hit : 17 (2d10 + 6) piercing damage. Claw : Melee Weapon Attack : +10 to hit, reach 5 ft., one target. Hit : 13 (2d6 + 6) slashing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons (cold breath or paralyzing breath): Cold Breath : The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath : The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"MM1","Alignment":"lawful good","Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Young Silver Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Claw : Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Breath Weapons (Recharge 5-6) : The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","AC":"18 (Natural Armor)","HP":"168 (16d10+80)","CHA":19,"CON":21,"DEX":10,"INT":14,"STR":23,"WIS":11,"Size":"Large","Type":"dragon","Speed":"40 ft., fly 80 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390117215/MZ2PSvwW3_W45e3j1NE2Tw/original.png","Roll 0":"Bite\n1d20 + 10\n2d10+6","Roll 1":"Claw\n1d20 + 10\n2d6+6","Roll 2":"Cold Breath\n1d20 + 0\n12d8","Senses":"Blindsight 30 Ft., Darkvision 120 Ft.","Skills":"Arcana +6, History +6, Perception +8, Stealth +4","Source":"5th Edition SRD","data-XP":"5,000","Alignment":"Lawful Good","Languages":"Common, Draconic","data-List":"false","Immunities":"Cold","Token Size":2,"data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 6\",\"Damage Type\":\"piercing\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"10\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 6\",\"Damage Type\":\"slashing\"},{\"Name\":\"Breath Weapons (Recharge 5-6)\",\"Desc\":\"The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\"}]","data-CHA-mod":"+4","data-CON-mod":"+5","data-DEX-mod":"+0","data-INT-mod":"+2","data-STR-mod":"+6","data-SizeNum":5,"data-WIS-mod":"+0","Saving Throws":"Dex +4, Con +9, Wis +4, Cha +8","Challenge Rating":9,"Passive Perception":18,"data-CrNum":9,"data-AcNum":18,"data-HpNum":168},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Young Solar Dragon","description":"A solar dragon (also known as a radiant dragon or a sun dragon) is born in the heart of a star. It divides its time outside its lair between patrolling its territory and hunting for food. The dragon has a serpentine body, a pair of ventral limbs ending in long fins, nebulous wings that give off light, and gleaming, multicolored scales. It can see clearly even in intensely bright light. Solar dragons are fond of treasure just as all dragons are, but in the airless void of Wildspace, they value food even more. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons before realizing its error and veering away. A wise or experienced captain won’t take the dragon’s approach as a sign of hostility. Solar dragons that are fired upon have been known to batter the offending ships to flinders. Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who are detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs. A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through. A Solar Dragon’s Lair A solar dragon customarily lairs in a star’s radiant core or nests in a gigantic, hollowed-out rock engulfed by the star’s brilliant light. A star in which a solar dragon makes its lair has the following effects on creatures: Brilliant Light. A creature that is within 10 miles of the star or inside it is blinded by its intense light unless the creature has protective gear to shield its eyes, such as goggles of night or a similar form of eyewear. Stellar Incineration. Any creature that enters the star or starts its turn inside it takes 132 (24d10) radiant damage. Traits Flyby. The dragon doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Unusual Nature. The dragon doesn’t require air. Actions Multiattack. The dragon makes one Bite attack and one Tail attack. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) radiant damage. Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage. Photonic Breath (Recharge 5–6). The dragon exhales a flashing mote of radiant energy that travels to a point the dragon can see within 120 feet of itself, then blossoms into a 20-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 17 Constitution saving throw, taking 44 (8d10) radiant damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"typically neutral","Expansion":16643,"Challenge Rating":9},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Young Solar Dragon","description":"A solar dragon glows like the sun, with burnished wings that shimmer with waves of heat and gleam like flames. A crown of horns decorates its head. Arrogant and proud, solar dragons see themselves as the originators of light and life in the vastness of space. 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They can be friendly and whimsical one moment and then malicious and mischievous the next. Because of their nature, young eladrins are more predisposed to entering the Material Plane to seek adventure and make their presence known. Traits Joyful Presence. Any non-eladrin creature that starts its turn within 30 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Joyful Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Actions Multiattack. The eladrin makes two weapon attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 2 (1d4) psychic damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 2 (1d4) psychic damage. Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: charm person, Tasha’s hideous laughter 1/day each: confusion, enthrall, suggestion Bonus Actions Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an unoccupied space it can see.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Summer Eladrin","description":"Eladrin, Young The most commonly encountered of its type, these adolescent eladrins are flighty, inquisitive, and unpredictable. They can be friendly and whimsical one moment and then malicious and mischievous the next. Because of their nature, young eladrins are more predisposed to entering the Material Plane to seek adventure and make their presence known. Traits Fearsome Presence. Any non-eladrin creature that starts its turn within 30 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Fearsome Presence for the next 24 hours. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Actions Multiattack. The eladrin makes two weapon attacks. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 2 (1d4) fire damage. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 2 (1d4) fire damage. Bonus Actions Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an unoccupied space it can see. Reactions Parry. The eladrin adds 2 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Suneater Owlbear","description":"Suneater Owlbears` It is widely believed that the owlbear is the product of a biomancer’s attempt at a chimeric fusion. An owlbear, a creature that combines the aggression of a bear with the irascibility of an owl, is already anything but docile. The influence of the Plane of Fey, home of the suneater owlbear, has done nothing to bridle these extreme emotions. In fact, these owlbears are more territorial, more grouchy, and more ravenous than their Material Plane counterparts. Catch the Sun. The suneater owlbear can feed on sunlight. It dislocates its huge maw to reveal the photosynthetic pigments specially-adapted to catching the hues of light shed by the Plane of Fey’s eternal sunset. One should avoid exposed outcroppings of rock in the Plane of Fey; these vantage points are often a suneater owlbear’s dinner table, and suneaters are extremely territorial. By comparison, the bright daylight of the Material Plane is a feast, albeit an ephemeral one. The suneater owlbear is used to a constant food supply and the diurnal cycle to which so many Material Plane beasts are adapted leaves a suneater feeling particularly hangry and irritable. Indolent and Iridescent. The term Batesian mimicry comes from the dungeoneer Bates Buttonchop who would disguise himself as a black pudding in order to loot monster-filled crypts. The dungeon natives would avoid Bates’s disguise, having been stung by puddings before, leaving him free to purloin all manner of precious treasures. Suneater owlbears, who’re vulnerable in their darkened caves, use this Batesian mimicry to appear like observers, dangerous eye-tyrants from The Low. This combination of above-ground ferocity and below-ground intimidation has proved quite the survival strategy. Lair Actions So long as the owlbear is alive and within its lair, it can evoke the ambient magic to take lair actions. The DCs and damage of the lair actions and environmental hazards depend on the level at which you run the hunt. Variable Lair Action Statistics Hunt Level VDC Vmod Vdam 2nd 11 +3 3 (1d6) 7th 14 +6 10 (3d6) 12th 16 +8 17 (5d6) Lair Actions. On initiative count 20 (losing initiative ties), the owlbear takes one of the following lair actions; the owlbear can’t take the same lair action two rounds in a row. See the table above for the damage and save DC. Rage. The owlbear’s territorial rage affects all other creatures within the lair. Each creature must succeed on a VDC Wisdom saving throw or immediately use its reaction to make one weapon attack against a random creature within reach/range. Disorienting Lights. Flares and sparkles erupt in a deluge, confusing and disorienting creatures. Each creature in the lair other than the owlbear must succeed on a VDC Constitution saving throw or be affected by the confusion spell until the end of its next turn. Summon Sunsprites. A sunsprite appears next to each creature of the owlbear’s choice that it can see and disappears on initiative count 20 of the following round. The sunsprites act on initiative count 10 of this round. They have an attack modifier equal to Vmod, the saving throw of their Death Burst is VDC, and both its attacks and Death Burst deal Vdam radiant damage, instead of their normal statistics.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"unaligned","Expansion":23695,"Challenge Rating":3},"publisher":"Loot Tavern","book":"Heliana's Guide to Monster Hunting - Compendium"},{"name":"Young Swamp Drake","description":"A swamp drake appears as wingless dragon with alligator-like features. It has a wide, U-shaped snout, tail, and scute-covered hide of an alligator and the head, horns, and limbs of a black dragon. Swamp drakes usually live in the same places as alligators and crocodiles do. Underwater Lurker. Swamp drakes are amphibious and spend most of their time in or near bodies of fresh or brackish water. They silently wait underneath the water's surface for prey to approach the pool’s edge. They typically hunt fish, large reptiles, and large mammals such as deer, horse, humanoids, and cattle. Swamp drakes will not hesitate to leave the water to prowl and hunt nearby prey. Death Roll. Swamp drakes often attack by surprise, capturing prey with their jaws before dragging it back into the water. Larger swamp drakes knock unsuspecting prey into the water with their long, powerful tails. Once their target is in the water and safely secured in their jaws, the swamp drakes perform a death roll – a rapid, rotating maneuver that enables the drakes to tear and dismember their prey. Acidic Breath. Larger, more powerful quarries are usually drowned or ganged up by other swamp drakes. If the prey is too large or difficult to devour, it is dragged into the swamp drakes' lair. There the swamp drakes break down the carcass with its acidic breath until it is soft enough to be shredded and swallowed. Nocturnal Creatures. During daytime, swamp drakes often lie at the water’s edge to sun themselves. They are active mostly at night, retreating back to the water at sundown to begin their wait for prey anew. Young swamp drakes usually form gangs and congregate near areas where large numbers of animals cross the water. Larger drakes live solitary lives and establish their own territories, only allowing swamp drakes of the opposite sex to enter their domain during mating season. Black dragons and swamp giants capture and enslave young swamp drakes, using them as lair guardians. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Amphibious. The drake can breathe air and water. Actions Multiattack. The drake makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 2 (1d4) acid damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the drake can't use its Bite attack on another target. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Death Roll (Recharge 5–6). If the drake isn't restrained, the drake forces a Medium or smaller creature grappled by it to make a DC 12 Strength saving throw. On a failed save, the creature takes 20 (4d8 + 2) piercing damage plus 2 (1d4) acid damage and is knocked prone and stunned until the end of the drake's next turn. A creature reduced to 0 hit points by this damage has one of its limbs severed. On a successful save, the creature takes half as much damage and isn't knocked prone or stunned. Acid Breath (Recharge 6). The drake exhales acid vapors in a 15-foot cube originating from the drake. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. A creature being grappled by the drake has disadvantage on the saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Young Teju Jagua","description":"The dreaded teju jagua appears as a massive hydra, with each of its seven heads resembling that of a war hound with reptilian features. Its skin is thick and covered by rough, crocodilian-like scales and matted fur. Its eyes are luminescent orbs that glow with an otherworldly fire, with each set having a different color. The powerful jaws of each head is filled with a row of sharp, jagged teeth. Nocturnal Omnivore. Despite its fearsome appearance, the teju jagua isn't particularly aggressive or evil. It usually avoids encounters except when hungry or defending its territory. It hates sunlight and will never enter locations that aren't hidden from the sun, except during twilight hours. This is the reason why the teju jagua is only encountered in dark areas, such as deep, massive caverns and forests and jungles heavily covered by canopies. Unbeknownst to most, the teju jagua is an omnivore with a diverse diet that includes berries, large mammals, and carrion. However, it has a predilection for fruits and honey, and is why a teju jagua will often make its lair in regions where giant bees live. A teju jagua may also come into conflict with humanoid settlements that grow and produce these sweet foods near its territory. Eye Rays. When hunting, the teju jagua usually just uses its powerful bite attacks to bring down large prey. However, if its target is particularly agile or challenging to catch, the teju jagua has a set of weapons it can employ - its eyes. Each set of eyes the teju jagua has are said to be magical portals to different elemental dimensions and planes. The teju jagua can control these portals, opening and closing them just enough to release a specific type of energy, which the teju jagua then focuses and projects toward a target of its choosing. The resulting magical blast is enough to maim, if not outright kill, a creature. Cursed Demigod. A teju jagua is not a naturally occurring creature. It is the result of being the offspring of a titan or god with a mortal being, cursed at birth by a powerful celestial or fiend, perhaps as revenge for the parent's past transgression or betrayal. This makes the teju jagua an almost unique creature, although there are rumors of other teju jagua. Whatever its origins, the teju jagua is often used as a mighty guardian by its parent or some other powerful being. While the teju jagua is inherently not evil, it is usually under the command of one that is. Traits Hold Breath. The teju jagua can hold its breath for 1 hour. Multiple Heads. The teju jagua has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Reactive Heads. The teju jagua gets six extra reactions that can be used only for opportunity attacks. Sunlight Sensitivity. While in sunlight, the teju jagua has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Wakeful. While the teju jagua sleeps, at least one of its heads is awake. Actions Multiattack. The teju jagua makes seven Bite attacks, each of which it can replace with one use of Eye Rays. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Eye Rays. The teju jagua chooses one of the following magical eye rays at random (roll 1d8 and reroll 8s and Eye Rays that the teju jagua has used this turn): 1. Acid Rays. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 7 (2d6) acid damage. 2. Cold Rays. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 7 (2d6) cold damage. 3. Fire Rays. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 7 (2d6) fire damage. 4. Lightning Rays. Ranged Spell Attack: +8 to hit, range 60 ft., one target . Hit: 7 (2d6) lightning damage. 5. Necrotic Rays. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 7 (2d6) necrotic damage. 6. Poison Rays. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 7 (2d6) poison damage. 7. Radiant Rays. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 7 (2d6) radiant damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity (Titan)","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Young Tempest","description":"Young tempests are born from the most powerful lightning storms, forming their serpent-like body alongside their “parent” until they are whole. Like their adult brethren, young tempests are temperamental, and are prone to unleashing torrential rains and punishing winds across all land they pass through. Elder Elementals When pure elemental energies converge, a new elemental is created. This occasion, however, is extremely rare and only happen during catastrophic events that involve the elements. There are some situations, like that of the phoenix, where an elemental is reborn into a new body when its current one is weakened. Many theories other than the ones above persists, yet we will never know how these mysterious and powerful elementals came to be. One thing is for sure, young versions of elder elementals are more likelier to be encountered in their home planes. Traits Air Form. The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Flyby. The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach. Living Storm. The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog. Siege Monster. The tempest deals double damage to objects and structures. Actions Multiattack. The tempest makes two Thunderous Slam attacks. Thunderous Slam. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) thunder damage. Lightning Storm (Recharge 6). All other creatures within 80 feet of the tempest must each make a DC 18 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. Legendary Actions The tempest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tempest regains spent legendary actions at the start of its turn. Move. The tempest moves up to its speed. Lightning Strike (Costs 2 Actions). The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 18 Dexterity saving throw, taking 13 (3d8) lightning damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":13},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Young Time Dragon","description":"These sleek dragons harness the power of time to manipulate the past, present, and future. Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities. Ancient time dragons can create temporal gates connected to specific times and places in the multiverse. Using these, they and allied creatures can travel anywhere in time to affect fate-determining moments or to banish threats beyond the flow of time. As a result of their ability to travel between ages, time dragons often seem unstuck from the usual flow of time and have a flexible view of what is, what was, and what will be. Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time dragon’s hoard might find invaluable historical information from eras past. “Don’t pick fights with dragons, and especially not ones that already remember eating you.” —Morte Actions Multiattack. The dragon makes three Rend attacks. Rend. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) force damage. Time Breath (Recharge 5–6). The dragon exhales a wave of shimmering light in a 30-foot cone. Nonmagical objects and vegetation in that area that aren’t being worn or carried crumble to dust. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 31 (7d8) force damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage. On a successful save, a creature takes half as much damage only. A weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself after it succeeds on two of these saves.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"typically neutral","Expansion":26427,"Challenge Rating":11},"publisher":"Wizards of the Coast","book":"Planescape - Adventures in the Multiverse"},{"name":"Young Time Dragon","description":"From hatchlings to the eldest of wyrms, a time dragon’s cracked scales creak with frightening, patient power. Some of its horns are ancient and brittle, others new and pristine, and some shifting from moment to moment. Guardians of history and wardens of the future, time dragons are the most powerful of all outer dragons. 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Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result. Gleaming Gold Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood. Embodiment of Decay While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction. Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey. Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally. Entropic Hoards Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios. A Topaz Dragon's Lair Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the interior chambers of their lairs meticulously dry. The challenge rating of a legendary topaz dragon increases by 1 when it's encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can't take the same lair action two rounds in a row: Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn't directly harmful to the creature. Cancellation. The dragon chooses an active spell of 5th level or lower that it's aware of in the lair and ends the spell. Negative Energy Infusion. Up to two creatures the dragon can see within the lair must each succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage. Negative energy then infuses the lair until initiative count 20 on the next round. While the infusion lasts, creatures in the lair other than the dragon can't regain hit points. Regional Effects The region surrounding a legendary topaz dragon's lair is altered by the dragon's magic, creating one or more of the following effects: Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of topaz gemstones, particularly underground. Negative Energy. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 15 Constitution saving throw or be unable to reduce its levels of exhaustion or regain spent Hit Dice. Creatures resistant or immune to necrotic damage are immune to this regional effect. Thriving Wildlife. Giant squid are attracted to the sea within 6 miles of the lair, migrating and hunting there in large numbers. Watery Sight. Water within 6 miles of the lair is a conduit for the dragon's psionic presence. As an action, the dragon can cast the clairvoyance spell, requiring no spell components and targeting any body of water in that region. If the dragon dies, the population of giant squid in the region returns to normal levels over the course of 1d10 days. The existing abundance of crystals and topazes remains, but new ones form at a normal rate. Traits Amphibious. The dragon can breathe both air and water. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 3 (1d6) necrotic damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Desiccating Breath (Recharge 5–6). The dragon exhales yellowish necrotic energy in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 28 (8d6) necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature's weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn't weakened. Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14): 1/day each: bane , create or destroy water","properties":{"Category":"Monsters","Size":"Large","Type":"dragon (gem)","Alignment":"typically chaotic neutral","Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Fizban's Treasury of Dragons"},{"name":"Young Trapper","description":"Monstrous and Young Trapper The trapper provided in Volo's Guide to Monsters is that of an adult. Presented in this section are the young and monstrous versions. The young trappers have 10-foot wingspans. Monstrous trappers can reach wingspans of 40 feet. Traits False Appearance. While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) check can discern its presence. Spider Climb. The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Smother. One Medium or smaller creature within 5 feet of the trapper must succeed on a DC 12 Dexterity saving throw or be grappled (escape DC 12). Until the grapple ends, the target takes 12 (3d6 + 2) bludgeoning damage plus 2 (1d4) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Unaligned","Expansion":23212,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Young Tundra Drake","description":"The tundra drake is an unusual-looking creature. While it generally appears like a wingless white dragon, it also shares the characteristics of a wooly rhinoceros and a yeti. Its body is covered with ivory-white scales and shaggy, grayish-white fur and a large pointy horn protrudes from the front of its draconic-shaped head. Ambush Predator. The tundra drake moves with an apish gait, its powerful yeti-like arms enabling it to climb and scale steep surfaces with ease. When hunting, a tundra drake will hide underneath the snow or blend on a cliff's surface while waiting for prey to pass by. Once a potential target gets within range, the drake explodes into action, leaping with its outstretched claws. If the target is too far, it uses its powerful rear limbs to charge and ram it, crippling its victim before going for the kill. Steppe Hunter. A tundra drake usually preys on oxen, reindeers, and yaks, but will stalk and eat anything edible if food is scarce. A tundra drake is sometimes found in the company of yeti and frost giants who utilize the drake as a guard. Drakes Drakes are the lesser, wingless kin of dragons. Unlike their majestique cousins, drakes are generally smaller, feral in nature, and have shorter life spans. They display a range of physical characteristics, with most bearing some resemblance to their chromatic counterparts while others boasting unique features. They are categorized into three age groups: young drakes, comparable in size to mules; adult drakes, akin to full-sized crocodiles in scale; and ancient drakes, capable of growing to mammoth-like proportions. Drakes are commonly encountered in packs, typically consisting of a majority of young ones led by one adult alpha or two mated adults. While not as awe-inspiring as dragons, drakes should not be underestimated, as their cunning and lethal set of abilities can still make them formidable adversaries. Thus, they are often sought after by giants and humanoids, who recognize their value and train them as guards or mounts. Traits Charge. If the drake moves at least 20 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 4 (1d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Snow Camouflage. The drake has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Multiattack. The drake makes one Bite or Gore attack and two Claw attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) cold damage, and the target can't use reactions until the end of the drake's next turn. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Glacial Breath (Recharge 5–6). The drake exhales a crippling cloud of freezing air in a 15-foot-cube originating from the drake. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, a target takes 17 (5d6) cold damage and can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a target takes half as much damage with no additional effects.","properties":{"Category":"Monsters","Size":"Medium","Type":"Dragon","Alignment":"Unaligned","Expansion":29032,"Challenge Rating":2},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Young Void Dragon","description":"A void dragon’s ebony scales and horns are flecked with a substance that glows an eerie green as the folds of its wings reflect a starry sky. Void dragons have been tainted by long exposure to the terrible alien entities that dwell in deep space. 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Dark-tempered beasts who rule the magic-blasted wastes with a merciless territoriality, wasteland dragons prowl among the ruins of dead cities and dust-blown, haunted and barren lands that once were verdant. Territorial for a Reason. They consider all other dragons to be enemies, but no creatures are so hated by wasteland dragons as spellcasters and any who employ magic. They blame spellcasters—somewhat correctly—for the state of the lands they roam and, indeed, for their own current form. Though these dragons breed true, they were once of different breeds altogether before they were warped by an unfettered magical catastrophe and the foul energies brought through to this world from the Void. Their once-brilliant scales have dimmed to the color of rust and soil; their crests and horns have gone grey and withered; the lands they rule now host horrors which even they must fear; and their natural defenses have been warped and supplanted by the very energies which wrought so much destruction. Dragons have long memories, and these atrocities, as far as they are concerned, could have happened yesterday. Thus they attack, without warning or mercy, any who trespass, showing spellcasters particular cruelty. Predatory Zeal by Necessity. Dedicated carnivores, wasteland dragons prefer to eat recent arrivals to their land. Beyond the practical consideration that they would likely kill the newcomers in any case, creatures corrupted by the wastes can be hazardous in unpredictable ways; poison, infections, and infestations can occur, and the taste of wastelands creatures is incredibly foul. When they are unable to find travelers or migratory animals, wasteland dragons hunt the livestock of settlements, confident that few would dare pursue them to their horrifying homelands afterward. Deadly Hoards. The hoard of a wasteland dragon might contain a good deal of very old coins and treasures in the conventional sense, but they also possess dangers of their own. These dragons often bring home curious devices, arcane tomes, and relics of the dead places in which they live, some likely infused with forbidden magic. Though the dragons have little use for such things other than to add to a collection, a plundered hoard could spell disaster for the world outside.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":9},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Young Wasteland Dragon","description":"Rust-colored wings darken the sky, and a gout of bright energy erupts from the creature’s jaws. Dark-tempered beasts who rule the magic-blasted wastes with a merciless territoriality, wasteland dragons prowl among the ruins of dead cities and dust-blown, haunted and barren lands that once were verdant. Territorial for a Reason. They consider all other dragons to be enemies, but no creatures are so hated by wasteland dragons as spellcasters and any who employ magic. They blame spellcasters—somewhat correctly—for the state of the lands they roam and, indeed, for their own current form. Though these dragons breed true, they were once of different breeds altogether before they were warped by an unfettered magical catastrophe and the foul energies brought through to this world from the Void. Their once-brilliant scales have dimmed to the color of rust and soil; their crests and horns have gone grey and withered; the lands they rule now host horrors which even they must fear; and their natural defenses have been warped and supplanted by the very energies which wrought so much destruction. Dragons have long memories, and these atrocities, as far as they are concerned, could have happened yesterday. Thus, they attack, without warning or mercy, any who trespass, showing spellcasters particular cruelty. Predatory Zeal by Necessity. Dedicated carnivores, wasteland dragons prefer to eat recent arrivals to their land. Beyond the practical consideration that they would likely kill the newcomers in any case, creatures corrupted by the wastes can be hazardous in unpredictable ways; poison, infections, and infestations can occur, and the taste of wastelands creatures is incredibly foul. When they are unable to find travelers or migratory animals, wasteland dragons hunt the livestock of settlements, confident that few would dare pursue them to their horrifying homelands afterward. Deadly Hoards. The hoard of a wasteland dragon might contain a good deal of very old coins and treasures in the conventional sense, but they also possess dangers of their own. These dragons often bring home curious devices, arcane tomes, and relics of the dead places in which they live, some likely infused with forbidden magic. Though the dragons have little use for such things other than to add to a collection, a plundered hoard could spell disaster for the world outside. A WASTELAND DRAGON’S LAIR Wasteland dragons make their homes among the ruins of dead civilizations, often inside surviving structures vast enough to contain them and protect them from the elements. Old cisterns of sufficient size, auditoriums, or the audience chambers of forgotten nobles all make suitable lairs for a wasteland dragon. They are not above making their home in a cave, but it will likely be near a ruined settlement of some size; wasteland dragons grow bored easily, and rummaging through ruins, either for curiosities or interlopers, takes up a good deal of their time. A legendary wasteland dragon infuses its surroundings with traces of the magic it seeks to deny the outside world. It might hear the thoughts of trespassers as though they were carried on a breeze. Magic items and spells may behave unpredictably, becoming more powerful, functioning in a new way, or failing to function at all. Prolonged exposure to the environment near a wasteland dragon’s lair may lead to mutations and even madness, though the latter often passes once the sufferer is taken from the area. Clever creatures, wasteland dragons often make some use of the arcane items they find, seeing no hypocrisy in doing so; after all, they are hardly as foolish as humans! The approach to the creature’s lair might be protected by strange energy fields, or weakened barriers between this world and another, or by creatures of the wastes who are smart enough to otherwise avoid annoying the dragon. The dragon confronted in its lair might forego its general inclination to attack immediately in favor of luring the intruders into such traps. LAIR ACTIONS On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: A random encounter occurs, as creatures who were given shelter and protection by the dragon in exchange for their services earn their keep and attack the PCs. An object the dragon can see within 120 feet of it flashes with arcane energy and bursts. Each creature within 20 feet of the object must succeed on a DC 14 Dexterity check or take 10 (3d6) piercing damage and become blinded for 1 minute. A creature can take an action to rub its eyes and end the blindness at the beginning of its next turn. Creatures within 30 feet of the dragon receive a momentary, jumbled telepathic communication from one of the many warped and alien beings of the wastes. Each creature in that area must succeed on a DC 14 Wisdom saving throw or be incapacitated until the end of its next turn. REGIONAL EFFECTS The region containing a legendary wasteland dragon’s lair is further warped by the dragon’s magic, which creates one or more of the following effects: Ghostly figures fighting battles from long ago appear with some frequency within 5 miles of the dragon’s lair. Dust goblins and other creatures native to the wastes within 3 miles of the dragon’s lair report trespassers to it as soon as possible. Long-hidden entrances to buried structures open themselves within 1 mile of the dragon’s lair. ACTIONS Multiattack. The dragon makes two Claw attacks and one Bite attack. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Warped Energy Breath (Recharge 6). The dragon blasts warped arcane energy in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Dragon","Alignment":"Chaotic Evil","Expansion":25357,"Challenge Rating":9},"publisher":"Kobold Press","book":"Wastes of Chaos"},{"name":"Young White Dragon","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Ice Walk : The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage. Claw : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Cold Breath (Recharge 5-6) : The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","AC":"17 (Natural Armor)","HP":"133 (14d10+56)","CHA":12,"CON":18,"DEX":10,"INT":6,"STR":18,"WIS":11,"Size":"Large","Type":"dragon","Speed":"40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390117220/KmYHY4UrqZHIVbENUPnf5g/original.png","Roll 0":"Bite\n1d20 + 7\n2d10+4+1d8","Roll 1":"Claw\n1d20 + 7\n2d6+4","Roll 2":"Cold Breath\n1d20 + 0\n10d8","Senses":"Blindsight 30 Ft., Darkvision 120 Ft.","Skills":"Perception +6, Stealth +3","Source":"5th Edition SRD","data-XP":"2,300","Alignment":"Chaotic Evil","Languages":"Common, Draconic","data-List":"false","Immunities":"Cold","Token Size":2,"data-Traits":"[{\"Name\":\"Ice Walk\",\"Desc\":\"The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.\"}]","data-Actions":"[{\"Name\":\"Multiattack\",\"Desc\":\"The dragon makes three attacks: one with its bite and two with its claws.\"},{\"Name\":\"Bite\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"10 ft.\",\"Target\":\"one target\",\"Damage\":\"2d10 + 4\",\"Damage Type\":\"piercing\",\"Damage 2\":\"1d8\",\"Damage 2 Type\":\"cold\"},{\"Name\":\"Claw\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"7\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"2d6 + 4\",\"Damage Type\":\"slashing\"},{\"Name\":\"Cold Breath (Recharge 5-6)\",\"Desc\":\"The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.\"}]","data-CHA-mod":"+1","data-CON-mod":"+4","data-DEX-mod":"+0","data-INT-mod":"-2","data-STR-mod":"+4","data-SizeNum":5,"data-WIS-mod":"+0","Saving Throws":"Dex +3, Con +7, Wis +3, Cha +4","Challenge Rating":6,"Passive Perception":16,"data-CrNum":6,"data-AcNum":17,"data-HpNum":133},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Young White Dragon","description":"Dragons True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price. Dragon Age Categories Category Size Age Range Wyrmling Medium 5 years or less Young Large 6-100 years Adult Huge 101-800 years Ancient Gargantuan 801 years or more Variant: Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell’s level can be no higher than one-third the dragon’s challenge rating (rounded down). The dragon’s bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon’s spell save DC equals 8 + its proficiency bonus + its Charisma modifier. Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures—including each other. Driven by Greed. Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world’s wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have “stolen” it. With its piles of coins, gleaming gems, and magic items, a dragon’s hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it. Creatures of Ego. Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures. Queen of Evil Dragons. Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her—black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat’s most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen’s power. White Dragon The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed. A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky. Primal and Vengeful. White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby. A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon’s lair as warnings to intruders. Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so. Lone Masters. White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again. White dragons can’t abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon’s wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs. Powerful creatures can sometimes gain a white dragon’s obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon’s lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant. Treasure Under Ice. White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers. Loose coins and gems are spread across a white dragon’s lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon’s breath, and held safe beneath layers of transparent ice. The dragon’s great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon’s main hoard. A white dragon’s flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own. A White Dragon’s Lair White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses. A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone. A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. Regional Effects The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: Chilly fog lightly obscures the land within 6 miles of the dragon’s lair. Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest. Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however. If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days. Traits Ice Walk : The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment. Actions Multiattack : The dragon makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack : +7 to hit, reach 10 ft., one target. Hit : 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage. Claw : Melee Weapon Attack : +7 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. Cold Breath (Recharge 5-6) : The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"dragon","Source":"MM1","Alignment":"chaotic evil","Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Young White Spectral Dragon","description":"Find the template for spectral dragons here . Traits Incorporeal Movement. The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The dragon makes one Bite attack and two Claw attacks. Bite. Melee Spell Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) necrotic damage plus 4 (1d8) cold damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Claw. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) necrotic damage. Necrotic Cold Breath (Recharge 5–6). The dragon exhales an icy necrotic blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 22 (5d8) cold damage and 22 (5d8) necrotic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"typically Chaotic Evil","Expansion":26536,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Winter Eladrin","description":"Eladrin, Young The most commonly encountered of its type, these adolescent eladrins are flighty, inquisitive, and unpredictable. They can be friendly and whimsical one moment and then malicious and mischievous the next. Because of their nature, young eladrins are more predisposed to entering the Material Plane to seek adventure and make their presence known. Traits Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 11 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Sorrowful Presence for the next 24 hours. Actions Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage. Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13): At will: fog cloud, gust of wind 1/day: ice storm Bonus Actions Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an unoccupied space it can see. Reactions Frigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 30 feet of it, the eladrin can force that creature to succeed on a DC 13 Constitution saving throw or take 5 (1d10) cold damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Fey (Elf)","Alignment":"typically Chaotic Neutral","Expansion":26536,"Challenge Rating":4},"publisher":"Dragonix Books","book":"Monster Manual Expanded III"},{"name":"Young Wogren","description":"Wogren Of course, one of the most important monstrosities to the halfling folk are the wogren, the creatures that have become the protectors and friends of the halfling people. While many thousands of them died in the Shadow’s initial onslaught against Erenland, the remaining wogren still do their utmost to protect and serve their diminutive friends. Wogren are intelligent creatures that resemble thick-bodied hunting dogs. They are almost exclusively found in the company of halflings. Monstrosities The folk legends of the people of Erenland are full of tales of evil crones stealing babies from their beds, horned devils flying out of the mountains in search of treasure, and bull-headed giant-men ruling the Asmadarin Plains. Some of the tales are true, some are exaggerated, and some are based on events long forgotten by history. Monstrous humanoid villains tend to be very personal demons in the stories, competing with mankind for treasure, food, or territory. Of course, there are many monstrosities living throughout the world of Aryth. Some are intelligent and even evil, while others are simply creatures with strange and potent magical powers. Monstrosities of Eredane Minotaurs do indeed exist on the Asmadarin Plains, but not in the numerous ranging hordes of halfling legend. Small bands of the creatures battle for food and territorial dominance with the Sarcosan descendants who live there. The Asmadarians might not have survived long had a minotaur lord not long ago recognized the benefits of having them on the island. The humans grow food and keep livestock, which the minotaurs can then take as their own at the cost of a few of their warriors being hunted down and slain. Gargoyles haunt the southern reaches of the Kaladrun Mountains, sweeping into the villages of the Central Plains in search of valuables and fresh meat. In the Arunath Mountains, a particularly evil brand of gargoyle terrorizes the Danisil elves. The Danisil believe, rightly, that these gargoyles have been tainted by the demonic influence of the ruins of Ibon-sul, making them even more malevolent than their eastern cousins. Their skin is still rocky, but it features sharp points and hooked structures from which they sometimes hang the flesh trophies they gather when they hunt. The Terrace of the Elders on the Island of Asmadar is home to a triumvirate of ancient magical beasts who fled the madness and chaos of the Sundering, taking up residence on the island and never looking back. They have remained uninvolved with the events that have shaped Eredane over the millennia and are largely ignorant of what is going on. They know that another war has started but are unaware that it has been over for nearly a century and that an elder god is siphoning off the world’s magic. These creatures—a lamasu, a dragonne, and a gynosphinx—remain untouched by the Shadow, and are perhaps the last pristine link to the bygone age. Unfortunately for the heroes of modern Aryth, they do not seem to be interested in joining the fight against Izrador’s hordes. Deep in the White Desert there lies an oasis that formed inside a dome-shaped rock that rises some 100 feet out of the sand. The rock has a cleft at its apex, allowing the cool desert night winds to consolidate moisture inside the dome, dripping it down into a deep blue pool. The area is rumored to be a power nexus of some strength, but the dome is inhabited by an unearthly manticore whose size dwarfs the largest of the dire creatures of Erethor. It is not known how this beast came to be, or how it sustains itself in the harsh desert environment, but part of its success must be due to the oasis dome that it guards. The northern elves have recently run across a mixed pack of worgs and winter wolves in the mountains between Nalford and Steel Hill. They have not communicated with the animals, but neither have the usually evil creatures attacked lone elves who would have been obvious and easy prey. Current conjecture is that these canines escaped a Shadow breeding pit, but not before they were somehow changed. The mystery of the ghost pack, as they are called, has been relegated to an item of little interest in light of the Shadow’s renewed push into the Veradeen’s borders. Traits Keen Hearing and Smell. The wogren has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wogren has advantage on an attack roll against a creature if at least one of the wogren’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Spirit Sense. The wogren automatically detects the presence of any invisible creatures, celestials, fiends, or undead within 120 feet, and automatically knows their alignment and current intentions toward the wogren and its allies. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"neutral good","Expansion":30504,"Challenge Rating":"1/8"},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Young Zaratan","description":"Zaratans are born from earthquakes and are about the size of a small hill when young. These dim-witted elementals only concern themselves with food, moving slowly across the terrain in search of the best territory. They are, however, very territorial and when provoked, can create small earthquakes and spew various debris from their maws. Elder Elementals When pure elemental energies converge, a new elemental is created. This occasion, however, is extremely rare and only happen during catastrophic events that involve the elements. There are some situations, like that of the phoenix, where an elemental is reborn into a new body when its current one is weakened. Many theories other than the ones above persists, yet we will never know how these mysterious and powerful elementals came to be. One thing is for sure, young versions of elder elementals are more likelier to be encountered in their home planes. Traits Magic Weapons. The zaratan's weapon attacks are magical. Siege Monster. The zaratan deals double damage to objects and structures. Actions Multiattack. The zaratan makes one Bite attack and one Stomp attack. Bite. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) piercing damage. Stomp. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. Spit Rock. Ranged Weapon Attack: +11 to hit, range 120 ft./240 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage. Spew Debris (Recharge 5–6). The zaratan exhales rocky debris in a 60-foot cube. Each creature in that area must make a DC 19 Dexterity saving throw. A creature takes 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone. Bonus Actions Ground-Shaking Movement. After moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 60-foot-radius circle centered on its space. That area becomes difficult terrain for 1 minute. Each creature on the ground within the area that is concentrating must succeed on a DC 19 Constitution saving throw or the creature's concentration is broken. Legendary Actions The zaratan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zaratan regains spent legendary actions at the start of its turn. Stomp. The zaratan makes one Stomp attack. Move. The zaratan moves up to its speed. Spit (Costs 2 Actions). The zaratan uses Spit Rock. Retract (Costs 2 Actions). The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action. Revitalize (Costs 2 Actions). The zaratan can use this option only if it is retracted in its shell. It regains 32 (5d12) hit points. The next time it takes a legendary action, it must take its Emerge action. Emerge (Costs 2 Actions). The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.","properties":{"Category":"Monsters","Size":"Huge","Type":"Elemental","Alignment":"Typically Neutral","Expansion":23212,"Challenge Rating":12},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Yowler","description":"A small house cat gently purrs and twitches its tail. Suddenly it lets loose a blood-curdling yowl as it arches its back. An illusion gives way to the true creature: a rotting undead cat with glowing green eyes, long teeth, and claws like knives. Yowlers are undead house pets and familiars with a score to settle and a hatred of the living. Mistreated in Life. Many house pets and familiars have terrible masters who mistreat the animals in life. When these creatures die (often as part of the master’s mistreatment), night hags find the animals’ souls and send them back to inhabit their bodies. The soul re-enters its old vessel, resulting in the creation of a yowler, an undead creature with supernatural powers, a burning desire for revenge on its old master, and a hatred of all living creatures. Illusionary Mask. Unless a yowler has recently acted violently, illusionary magic makes it appear to look as it did in life. Once the yowler attacks, its true form is revealed: that of a rotting corpse with green eyes, long claws, and envenomed fangs. Necromancer and Night Hag Familiars. After a yowler has taken its revenge on its former master, a necromancer or night hag might find and adopt the yowler as a familiar. The yowlers’ illusionary masks make the creatures excellent spies, and they are tougher than the average familiar. While these masters may show affection to their yowlers, the undead pets still harbor a hatred for all living creatures, including those to whom they are currently bound. Undead Nature. The yowler doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Tiny","Type":"undead","Alignment":"chaotic evil","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Yrsa","description":"Yrsa the Wisest Yrsa is an older half-orc, who has dedicated her life to the völv. Though her hair is growing white, she still has the energy and passion of a much younger soul. Yet she is haunted. All völv have watched for Ragnarök, that final moment when the forces of good and evil must collide. Yet none expected it in their lifetime. However, to Yrsa, this burden of responsibility has fallen. She must ensure the raiders survive. Roleplaying Yrsa Dedicated. No matter what needs to be done, Yrsa will do it, even if that includes sacrificing the few to save the many.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Half-Orc)","Alignment":"Lawful Neutral","Expansion":25792,"Challenge Rating":6},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Yrthak","description":"Swift, cunning, and perpetually ravenous, yrthaks terrorize the barren wastelands in which they makes their homes, swooping down from on high to blast prey with bursts of pure sound. Though technically blind, as its eyes are tiny and barely capable of vision beyond a few feet, the yrthak senses its surroundings via acute hearing and echolocation. While its powerful jaws and claws are equally capable of taking down opponents, the yrthak generally prefers to wheel through the sky on its membranous wings, firing bolt after bolt of sound into its prey, and exulting in the thrill of the hunt. An adult yrthak is 20 feet long and weighs 1,500 pounds. Sonic Soarer. Yrthaks spend most of their time aloft—a yrthak hunt often lasts several days, with the yrthak skimming roughly 100 feet over the ground in its wide-ranging search for live prey, only resorting to grazing on carrion in direst need. 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One such creature is Yserthrax (EE-sur- thracks), a draconic abomination whose wings are lined with hundreds of emerald eyes. Yserthrax was born a venom dragon, revered for her mastery of spellcraft and occult lore. Now, she has been transformed by the machinations of elder evils, her body becoming distended and covered with strange growths. The Many-Eyed earned her name not only for her eye-laden form. She is widely praised as one of the most cunning and devious among her kin, sought after for her arcane talents, spycraft, and intrigue. Little happens among dragonkind that Yserthrax doesn’t see; she knows every great wyrm’s desires and could manipulate them into carrying out the will of the elder evils that bind her. Traits Amphibious. Yserthrax can breathe air and water. Corruption. Poison damage dealt by Yserthrax ignores damage resistance and treats damage immunity as damage resistance. Whenever Yserthrax deals poison damage to a creature who isn’t a Construct or an Undead, that creature must succeed on a DC 19 Constitution saving throw or be corrupted (save ends at end of turn). The corruption lasts until cured by a cure ailment power, lesser restoration spell, or similar supernatural effect. While corrupted, a creature takes 14 (4d6) psychic damage at the start of each of their turns as their mind and body are ravaged by reality warping anomalies. If a creature dies while corrupted, their body melts into a gruesome puddle, becoming a gibbering mouther under Yserthrax’s control. Withering Resistance (3/Day). When Yserthrax fails a saving throw, she can take 16 (3d10) necrotic damage and succeed instead. Actions Multiattack. Yserthrax makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) poison damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage, and Yserthrax can move the target up to 15 feet horizontally. Corrupting Breath (Recharge 5–6). Yserthrax exhales poison in a 90 foot cone. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, a target takes 56 (16d6) poison damage and is poisoned until the end of their next turn. On a successful save, a target takes half as much damage and isn’t poisoned. Bonus Actions Ulcerate. Yserthrax magically aggravates a creature she can see within 60 feet of her who is corrupted by her Corruption trait. The target must succeed on a DC 19 Constitution saving throw or be dazed until the end of their next turn. Reactions Eldritch Disruption. When a creature Yserthrax can see within 60 feet of her hits her with an attack or succeeds on a saving throw, Yserthrax conjures a reality warping anomaly around them. The creature must choose to either take 10 (3d6) psychic damage or to reroll the attack or a saving throw and use the new result. Villain Actions Yserthrax has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1: Summon Monoliths. Yserthrax conjures three monoliths of otherworldly green crystal, which grow out of the ground centered on three points she can see within 500 feet of her. Each monolith is a 10 foot radius, 60 foot high cylinder with AC 19, 100 hit points, and immunity to poison and psychic damage. The monoliths don’t block Yserthrax’s vision. Each creature within 10 feet of a monolith other than Yserthrax is vulnerable to psychic damage. When a monolith is destroyed, each creature within 30 feet of it must make a DC 19 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. Action 2: Spatial Alteration. Yserthrax bats her wings erratically, releasing foul energy that warps space around her. Each creature within 60 feet of her must succeed on a DC 19 Charisma saving throw or be teleported up to 120 feet to an unoccupied space Yserthrax can see. Action 3: Elder Scream. Yserthrax unleashes an eldritch scream, piercing the mind of each enemy she can see within 120 feet of her. Each target must make a DC 19 Wisdom saving throw, taking 77 (14d10) psychic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Neutral Evil","Expansion":25493,"Challenge Rating":22},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Yserthrax","description":"Traits Amphibious. Yserthrax can breathe air and water. Corruption. Poison damage dealt by Yserthrax ignores damage resistance and treats damage immunity as damage resistance. Whenever Yserthrax deals poison damage to a creature who isn’t a Construct or an Undead, that creature must succeed on a DC 19 Constitution saving throw or be corrupted (save ends at end of turn). The corruption lasts until cured by a cure ailment power, lesser restoration spell, or similar supernatural effect. While corrupted, a creature takes 14 (4d6) psychic damage at the start of each of their turns as their mind and body are ravaged by reality-warping anomalies. If a creature dies while corrupted, their body melts into a gruesome puddle, becoming a gibbering mouther under Yserthrax’s control. Withering Resistance ( 3 /Day). When Yserthrax fails a saving throw, she can take 16 (3d10) necrotic damage and succeed instead. Actions Multiattack. Yserthrax makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) poison damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage, and Yserthrax can move the target up to 15 feet horizontally. Corrupting Breath (Recharge 5 – 6 ). Yserthrax exhales poison in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, a target takes 56 (16d6) poison damage and is poisoned until the end of their next turn. On a successful save, a target takes half as much damage and isn’t poisoned. Bonus Actions Ulcerate. Yserthrax magically aggravates a creature she can see within 60 feet of her who is corrupted by her Corruption trait. The target must succeed on a DC 19 Constitution saving throw or be dazed until the end of their next turn. Reactions Eldritch Disruption. When a creature Yserthrax can see within 60 feet of her hits her with an attack or succeeds on a saving throw, Yserthrax conjures a reality-warping anomaly around them. The creature must choose to either take 10 (3d6) psychic damage or to reroll the attack or saving throw and use the new result. Villain Actions Yserthrax has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1 : Summon Monoliths. Yserthrax conjures three monoliths of otherworldly green crystal, which grow out of the ground centered on three points she can see within 500 feet of her. Each monolith is a 10-foot-radius, 60-foot-high cylinder with AC 19, 100 hit points, and immunity to poison and psychic damage. The monoliths don’t block Yserthrax’s vision. Each creature within 10 feet of a monolith other than Yserthrax is vulnerable to psychic damage. When a monolith is destroyed, each creature within 30 feet of it must make a DC 19 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. Action 2 : Spatial Alteration. Yserthrax bats her wings erratically, releasing foul energy that warps space around her. Each creature within 60 feet of her must succeed on a DC 19 Charisma saving throw or be teleported up to 120 feet to an unoccupied space Yserthrax can see. Action 3 : Elder Scream. Yserthrax unleashes an eldritch scream, piercing the mind of each enemy she can see within 120 feet of her. Each target must make a DC 19 Wisdom saving throw, taking 77 (14d10) psychic damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Dragon","Alignment":"Neutral Evil","Expansion":28288,"Challenge Rating":22},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Yshara, the Soft-spoken","description":"Yshara the Soft-spoken, a young elven woman born into slavery under Clan Fyrr, emerged as a symbol of hope two hundred years ago. Speaking softly and calmly with an air of confidence, she fearlessly led the revolt against her cruel oppressors, her words infused with powerful magic capable of halting armies in their tracks. Through her collection of poems, the Calls of Unbinding, she inspired and rallied countless enslaved individuals to rise against their chains. Though her demise came at the hands of the Scaled Council, Yshara's legacy endured through the unwavering efforts of the secret society known as the Children of the Coffle, who continue to carry her torch, fighting to eradicate hereditary slavery in Xantharos.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (elf)","Alignment":"chaotic good","Challenge Rating":11},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Yskarakta, Lord of the Satarre","description":"The wiry reptilian creature carries itself with a regal bearing. Glowing rings float above its head, their light glinting off its glossy flesh. It wields a long, axe-headed staff crowned with rings. Yskarakta is a confidante of Nidhoggr, the dragon at the roots of Yggdrasil. He is an intimate friend of the void cults, blood cults, and night-bringers of all stripes. Yskarakta commands legions of satarre destroyers and mystics with equal glee, and, unlike demons, he can plot and plan and scheme. He portends the end of existence that all satarre long to hasten. True Void Believer. Yskarakta exhorts and encourages his followers, void cultists, and others to pursue paths of destruction, death, and decay. At all times he knows the end times draw near, and he seeks omens, prophecies, and lore related to hastening doomsday. Wise and Cunning. The Lord of the Satarre weaves plans within plans, and uncovers the weaknesses of foes to better destroy them. He almost always knows a shameful secret, a hidden vulnerability, or a weakness of any person or place he seeks to destroy. Sometimes, Yskarakta manifests these secrets in glyphs that appear above his head. Walker of the World Tree. Yskarakta can open shadow roads and planar pathways with ease, and he is often found wandering the planar highways. He occasionally wears a cloak and pretends to be a god of wisdom, or he claims to be a messenger sent directly from some higher power. Yskarakta finds it that much sweeter to sow destruction and confusion when his enemies’ guard is lowered.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":12},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Yuan-ti Abomination","description":"\"The yuan-ti cast off their humanity long ago, and with it, their sanity.\" —From MASTERS OF THE FORBIDDEN CITY by Codo Vidak Yuan-ti Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods. Forsaken Humanity. The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent’s sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought. Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion. Serpent Kings of Fallen Empires. The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races. Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe. Yuan-ti know that the world they hope to rule can’t be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design. Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can. False Worship. Yuan-ti life revolves around their temples, yet yuan-ti don’t love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it. Yuan-ti Abomination Monstrous serpents with burly humanoid torsos and arms, abominations form the highest caste of yuan-ti society, and they most closely resemble the race as the serpent gods intended it. They mastermind elaborate schemes and perform dark rites in the hope of one day ruling the world. Serpent Gods The yuan-ti revere a number of powerful entities as gods, including the following. Dendar, the Night Serpent. Dendar’s followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent. Merrshaulk, Master of the Pit. Merrshaulk is the long-slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk’s priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god’s name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place. Sseth, the Sibilant Death. Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk’s voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk’s devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk’s slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk’s followers, as his priests convert or consume Merrshaulk’s more stubborn adherents. Traits Shapechanger : The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies. Innate Spellcasting (Abomination Form Only) : The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion • 1/day: fear Magic Resistance : The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack (Abomination Form Only) : The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each. Bite : Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage. Constrict : Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled, escape DC 14. Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target. Scimitar (Abomination Form Only) : Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Longbow (Abomination Form Only) : Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage.","properties":{"Category":"Monsters","Size":"Large","Type":"monstrosity (shapechanger, yuan-ti)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":7},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Yuan-ti Abomination Champion","description":"An abomination champion is usually a yuan-ti clan's fiercest warrior. If it isn't leading its allies in battle, it will be the primary guardian of yuan-ti royalty. Traits Legendary Resistance (1/Day). If the yuan-ti fails a saving throw, it can choose to succeed instead. Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack (Abomination Form Only). The yuan-ti makes two ranged attacks or three melee attacks, but can use its Bite and Constrict attacks only once each. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) piercing damage plus 10 (3d6) poison damage. Constrict. Melee Weapon Attack: +9 to hit, reach 10 ft., one target Hit: 12 (2d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the yuan-ti can't use Constrict on another target. Scimitar (Abomination Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) poison damage. Longbow (Abomination Form Only). Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 10 (3d6) poison damage. Spellcasting. The yuan-ti casts one of the following spells using Charisma as the spellcasting ability (spell save DC 16): At will: animal friendship (snakes only) 3/day each: hold person, suggestion 1/day each: banishment, dispel magic, fear Change Shape. The yuan-ti transforms into a Large snake, or back into its true form, while retaining its game statistics. It doesn't change form if it is reduced to 0 hit points. Legendary Actions The yuan-ti can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The yuan-ti regains spent legendary actions at the start of its turn. Move. The yuan-ti moves up to half its speed. Attack (Costs 2 Actions). The yuan-ti makes a weapon attack. Cast a Spell (Costs 2 Actions). The yuan-ti uses Spellcasting.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity (Shapechanger, Yuan-ti)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":11},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Yuan-ti Anathema","description":"A yuan-ti abomination’s quest for godhood might lead it to perform a ritual that, if successful, transforms it into an even greater form: a yuan-ti anathema. This ritual demands the sacrifice of hundreds of snakes and requires the abomination to bathe in the blood of its enemies. The transformation is quick yet painful. Not all yuan-ti are eager to see one of their own become an anathema, since anathemas brutally subjugate their lessers for their own evil ends. Not Quite Divine. An anathema considers itself a demigod on the path to greater divinity. It demands obeisance from weaker yuan-ti and uses every resource at its disposal to launch small-scale wars against its neighbors. Each conquest brings new slaves and sacrifices, as well as glory and riches, that the anathema thinks it needs to achieve true divinity. An anathema’s most loyal yuan-ti followers see it as the pinnacle of the serpentine form, an unbelievable improvement on the nearly perfect abomination. Its devoted human followers think of it as “divine flesh in a mortal body,” and cultists serving an anathema tend to be more bloodthirsty and self-sacrificing in its presence. Immortal. Anathemas don’t age, allowing them to pursue their goals until the end of days. Truly powerful ones can grow to rule multiple yuan-ti cities and bring entire regions, including humanoid realms, under yuan-ti control. Traits Innate Spellcasting (Anathema Form Only) : The anathema’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day each: darkness, entangle, fear, haste, suggestion, polymorph • 1/day: divine word Magic Resistance : The anathema has advantage on saving throws against spells and other magical effects. Ophidiophobia Aura : Any creature of the anathema’s choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours. Shapechanger : The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. Six Heads : The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Actions Multiattack (Anathema Form Only) : The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack. Claw (Anathema Form Only) : Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Constrict : Melee Weapon Attack: +10 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled, escape DC 16. Until this grapple ends, the target is restrained and takes 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can’t constrict another target. Flurry of Bites : Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage plus 14 (4d6) poison damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity (shapechanger, yuan-ti)","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Expansion":1,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Yuan-ti Anathema","description":"As part of their quest for godhood, a yuan-ti abomination might perform a ritual that, if successful, transforms them into an even greater form: a yuan-ti anathema. This ritual demands the sacrifice of hundreds of snakes and requires the abomination to bathe in the blood of their enemies. The transformation is quick but painful. Anathemas consider themselves demigods on the path to greater divinity. They demand obeisance from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas believe they need to achieve true divinity. Anathemas don’t age, allowing them to pursue their goals until the end of days. Truly powerful ones might rule multiple yuan-ti cities and bring entire regions under their control. Traits Magic Resistance. The anathema has advantage on saving throws against spells and other magical effects. Ophidiophobia Aura. Any creature of the anathema’s choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this anathama’s aura for the next 24 hours. Six Heads. The anathema has advantage on saves against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Actions Multiattack (Anathema Form Only). The anathema makes two Claw attacks and one Flurry of Bites attack. Claw (Anathema Form Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Flurry of Bites (Anathema Form Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage plus 14 (4d6) poison damage. Constrict (Snake Form Only). Melee Weapon Attack: +10 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and it takes 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns. The anathema can constrict only one creature at a time. Spellcasting (Anathema Form Only). The anathema casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17): At will: animal friendship (snakes only) 3/day each: darkness , entangle , fear , polymorph , suggestion Bonus Actions Change Shape. The anathema transforms into a Huge constrictor snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":12},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Yuan-ti Anathema Ascendant","description":"The most powerful of its twisted kind, the ascendant is a rare anathema that has gained vast amounts of power through sacrifices, rituals, and combat – power it believes is enough for it to be a demigod. While most anathema live outside yuan-ti colonies and are only sought out by fanatical worshipers, ascendants are welcomed in fear and reverence as a leader and as a deity. These devious beings are still on the path to godhood, and will not hesitate to use its worshipers as fodder in battle or as sacrifices in its rituals. Traits Legendary Resistance (2/Day). If the anathema fails a saving throw, it can choose to succeed instead. Magic Resistance. The anathema has advantage on saving throws against spells and other magical effects. Ophidiophobia Aura. Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 19 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours. Six Heads. The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Actions Multiattack (Anathema Form Only). The anathema makes two Claw attacks and one Flurry of Bites attack. It can use Constrict in place of Flurry of Bites. Claw (Anathema Form Only). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Flurry of Bites (Anathema Form Only). Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 28 (6d6 + 7) piercing damage plus 14 (4d6) poison damage. Constrict. Melee Weapon Attack: +13 to hit, reach 15 ft., one Large or smaller creature. Hit: 17 (3d6 + 7) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and takes 17 (3d6 + 7) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can't constrict another target. Spellcasting (Anathema Form Only). The anathema casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19): At will: animal friendship (snakes only) 3/day each: darkness, entangle, fear, haste, polymorph, suggestion 1/day: Abi-Dalzim's horrid wilting, unholy aura (see Appendix C. New Spells) Bonus Actions Battle Command. The anathema targets one ally it can see within 30 feet of it. If the target can see or hear the anathema, the target can use its reaction to make one melee attack or to take the Dodge or Hide action. Change Shape. The anathema transforms into a Huge constrictor snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. Legendary Actions The anathema can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The anathema regains spent legendary actions at the start of its turn. Claw. The anathema makes a Claw attack. Constrict (Costs 2 Actions). The anathema makes a Constrict attack. Cast a Spell (Costs 3 Actions). The anathema uses Spellcasting.","properties":{"Category":"Monsters","Size":"Huge","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":19},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Yuan-ti Arcane Archer","description":"Arcane archers are yuan-ti that have learned to imbue their ranged weapons with magic, after extracting the knowledge from elven prisoners. They enhance their arrows with arcane force and shadow powers to pummel and blind enemies in battle. Traits Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Magic Ranged Weapons. The yuan-ti's ranged weapon attacks are magical. Actions Multiattack. The yuan-ti makes three ranged attacks or two melee attacks, but can Bite or Constrict only once. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage. Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit: 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage. Spellcasting. The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: animal friendship (snakes only), druidcraft 3/day: suggestion Bonus Actions Arcane Shot (3/Day). When the yuan-ti hits a target with a ranged weapon attack, it can choose one from the following three effects: 1. Bursting Arrow. The target and all other creatures within 10 feet of it take an extra 10 (3d6) force damage each. 2. Shadow Arrow. If the target is a creature, it takes an extra 10 (3d6) psychic damage and the creature must succeed on a DC 13 Wisdom saving throw or be unable to see anything farther than 5 feet away for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Change Shape. The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Yuan-ti Broodguard","description":"Broodguards are humanoids transformed by yuan-ti into simple-minded, scaly creatures that do their masters' bidding. The transformation process warps not only a subject's body but also its mind, making it instinctively obey any yuan-ti and filling it with a seething rage that rises at the sight of non-reptilian creatures. Although broodguards have low intelligence, they are able to perform simple yet important tasks, such as guarding eggs or patrolling for intruders. Broodguards can speak but rarely do so, preferring to use snake-like hisses and guttural noises. Traits Mental Resistance. The broodguard has advantage on saving throws against being charmed, and magic can’t paralyze it. Reckless. At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The broodguard makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (yuan-ti)","Alignment":"neutral evil","Expansion":7389,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Yuan-ti Broodguard","description":"Broodguards are humanoids transformed by yuan-ti into simple-minded, scaly creatures that do their masters’ bidding. The transformation process warps not only a subject’s body but also its mind, making it instinctively obey any yuan-ti and filling it with a seething rage that rises at the sight of non-reptilian creatures. Although broodguards have low intelligence, they are able to perform simple yet important tasks in the community, such as guarding eggs or patrolling for intruders. The yuan-ti refer to broodguards as “histachii,” which means “egg-watchers.” Human No More. Most broodguards are made from human prisoners forced to consume a magical brew that renders them helpless and unable to fight off the inevitable. A human transformed into a broodguard loses all semblance of who it once was, and even its human origin is barely discernible. A broodguard is hairless and emaciated, with yellow-green, scaly skin. It has beady, bloodshot eyes and a forked tongue, and smells faintly of rotting meat. Broodguards can speak but rarely do so, preferring to use snake-like hisses and guttural noises. Making a Broodguard Yuan-ti create broodguards from captured humanoids. Each subject is fed a special potion that immediately renders it incapacitated and transforms it into a broodguard over the next 1d6 + 6 days. A subject forced to imbibe the brew can make a DC 15 Constitution saving throw; on a success, it takes 14 (4d6) poison damage and isn’t otherwise affected. A spell such as lesser restoration or remove curse can end the transformation process at any time before it runs its course. After the process is complete, only a wish spell can reverse the effect. Traits Mental Resistance : The broodguard has advantage on saving throws against being charmed, and magic can’t paralyze it. Reckless : At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack : The broodguard makes three attacks: one with its bite and two with its claws. Bite : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claws : Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (yuan-ti)","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Yuan-ti Broodguard","description":"Broodguards were once Humanoids, but they have been transformed by yuan-ti into simpleminded, scaly Monstrosities that do their serpentine masters’ bidding. The transformation process warps not only a subject’s body but also their mind, making them instinctively obey any yuan-ti and filling them with a seething rage at the sight of non-reptilian creatures. Although broodguards can no longer think as clearly as before their transformation, they are able to perform simple yet important tasks in the community, such as guarding eggs or patrolling for intruders. Yuan-ti refer to broodguards as “histachii,” which means “egg-watchers.” Most broodguards are made from human captives forced to consume a magical brew that renders them helpless and unable to fight off the inevitable transformation. A human transformed into a broodguard loses all semblance of who they once were. A broodguard is hairless and emaciated, with scaly skin. They have a forked tongue, and they smell faintly of rotting meat. Broodguards can speak but rarely do so, preferring to communicate via snakelike hisses and guttural noises. Making a Broodguard Yuan-ti create broodguards from captured Humanoids. Each subject is fed a special potion that immediately renders it incapacitated and transforms it into a broodguard over the next 1d6 + 6 days. A subject forced to imbibe the brew can make a DC 15 Constitution saving throw; on a success, it takes 14 (4d6) poison damage and is otherwise unaffected. A spell such as lesser restoration or remove curse can end the transformation process at any time before it runs its course. After the process is complete, only a wish spell can reverse the effect. Tasha once likened histachii to the bees that tend to larvae in beehives. It is a fanciful view of a horrific process. —Mordenkainen Traits Reckless. At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The broodguard makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Yuan-ti Broodguard","description":"Broodguards are humanoids transformed by yuan-ti into simple-minded, scaly creatures that do their masters’ bidding. The transformation process warps not only a subject’s body but also its mind, making it instinctively obey any yuan-ti and filling it with a seething rage that rises at the sight of non-reptilian creatures. Although broodguards have low intelligence, they are able to perform simple yet important tasks, such as guarding eggs or patrolling for intruders. Broodguards can speak but rarely do so, preferring to use snake-like hisses and guttural noises. Traits Reckless. At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The broodguard makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":31454,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Yuan-Ti Broodguard","description":"Broodguards are humanoids transformed by yuan-ti into simple-minded, scaly creatures that do their masters’ bidding. The transformation process warps not only a subject’s body but also its mind, making it instinctively obey any yuan-ti and filling it with a seething rage that rises at the sight of non-reptilian creatures. Although broodguards have low intelligence, they are able to perform simple yet important tasks, such as guarding eggs or patrolling for intruders. Broodguards can speak but rarely do so, preferring to use snake-like hisses and guttural noises. Traits Reckless. At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The broodguard makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":31454,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Yuan-ti Ignan","description":"An ignan is a rare fire-based subtype of yuan-ti that live in extremely hot places, such as volcanoes and lava beds. In combat, the brutish ignan prefers to use its melee attacks, gleefully crushing enemies with its mace, horns, and powerful tail. If outnumbered, an ignan will not hesitate to use its fireball spell. The yuan-ti often use ignan as guardians in temples and treasure vaults. Traits Charge. If the yuan-ti moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 10 (3d6) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone. Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack. The yuan-ti makes three attacks, but can use its Gore and Constrict attacks only once each. Alternatively, it can use Hurl Flame twice. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage plus 3 (1d6) fire damage. Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) fire damage. Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 3 (1d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. Hurl Flame. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Spellcasting. The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks): At will: animal friendship (snakes only) 3/day: burning hands (4d6) 1/day each: fireball, wall of fire","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":6},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Yuan-ti Mageslayer","description":"Yuan-ti mageslayers are trained to fight and counter enemy spellcasters. They can anticipate and read spellcaster actions, such as somatic movement, and can strike them to break their concentration. A yuan-ti war party or set of guards will always have at least one mageslayer with them. Traits Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack. The yuan-ti makes two ranged attacks or two melee attacks, but can Bite only once. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage and the creature has disadvantage on the saving throw it makes to maintain its concentration. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, and the creature has disadvantage on the saving throw it makes to maintain its concentration. Noxious Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be incapacitated and its speed halved until the end of the yuan-ti's next turn. Spellcasting. The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14) At will: animal friendship (snakes only), mage hand, minor illusion, true strike 3/day: suggestion 1/day each: detect magic, dispel magic, see invisibility Bonus Actions Change Shape. The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form. Reactions Mage Strike. When a creature within 5 feet of the yuan-ti casts a spell, the yuan-ti can make a melee weapon attack against that creature. Negate Spell (Recharge 4–6). The yuan-ti tries to interrupt a spell it sees a creature casting within 60 feet of it. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, the yuan-ti makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Yuan-ti Malison Junglestalker","description":"The yuan-ti malison junglestalker is an exceptional ranger and gifted archer. It can slither through the densest thickets without difficulty while remaining nearly invisible to the naked eye. Traits Jungle Strider. Moving through nonmagical difficult jungle terrain doesn't cost the yuan-ti extra movement. Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Slay Foe (1/Turn). The yuan-ti deals an extra 13 (3d8) damage with its weapon attack if it hits a creature that doesn't have all its hit points. Actions Multiattack (Abomination Form Only). The yuan-ti makes two ranged attacks or two melee attacks, but can use its Bite and Constrict attacks only once each. Bite (Snake Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage. Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one target Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can't use Constrict on another target. Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Longbow (Abomination Form Only). Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage. Spellcasting. The yuan-ti casts one of the following spells using Charisma as the spellcasting ability (spell save DC 14): At will: animal friendship (snakes only) 3/day: suggestion 1/day each: conjure barrage, cordon of arrows, spike growth Change Shape. The yuan-ti transforms into a Large snake, or back into its true form, while retaining its game statistics. It doesn't change form if it is reduced to 0 hit points. Bonus Actions Stealthy. The yuan-ti takes the Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger, Yuan-ti)","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Yuan-ti Malison Type 1","description":"\"The yuan-ti cast off their humanity long ago, and with it, their sanity.\" —From MASTERS OF THE FORBIDDEN CITY by Codo Vidak Yuan-ti Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods. Forsaken Humanity. The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent’s sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought. Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion. Serpent Kings of Fallen Empires. The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races. Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe. Yuan-ti know that the world they hope to rule can’t be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design. Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can. False Worship. Yuan-ti life revolves around their temples, yet yuan-ti don’t love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it. Yuan-ti Malison A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies’ surrender. Malison Types The yuan-ti has one of the following types. Each type has its own entry in the compendium (Yuan-ti Malison Type 1, Yuan-ti Malison Type 2, Yuan-ti Malison Type 3): Type 1: Human body with snake head Type 2: Human head and body with snakes for arms Type 3: Human head and upper body with a serpentine lower body instead of legs Serpent Gods The yuan-ti revere a number of powerful entities as gods, including the following. Dendar, the Night Serpent. Dendar’s followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent. Merrshaulk, Master of the Pit. Merrshaulk is the long-slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk’s priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god’s name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place. Sseth, the Sibilant Death. Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk’s voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk’s devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk’s slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk’s followers, as his priests convert or consume Merrshaulk’s more stubborn adherents. Traits Shapechanger : The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies. Innate Spellcasting (Abomination Form Only) : The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion Magic Resistance : The yuan-ti has advantage on saving throws against spells and other magical effects. Malison Type : Type 1. The yuan-ti has a human body with a snake head. Actions Multiattack (Yuan-ti Form Only) : The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Scimitar (Yuan-ti Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow (Yuan-ti Form Only) : Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger, yuan-ti)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Yuan-ti Malison Type 2","description":"\"The yuan-ti cast off their humanity long ago, and with it, their sanity.\" —From MASTERS OF THE FORBIDDEN CITY by Codo Vidak Yuan-ti Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods. Forsaken Humanity. The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent’s sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought. Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion. Serpent Kings of Fallen Empires. The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races. Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe. Yuan-ti know that the world they hope to rule can’t be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design. Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can. False Worship. Yuan-ti life revolves around their temples, yet yuan-ti don’t love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it. Yuan-ti Malison A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies’ surrender. Malison Types The yuan-ti has one of the following types. Each type has its own entry in the compendium (Yuan-ti Malison Type 1, Yuan-ti Malison Type 2, Yuan-ti Malison Type 3): Type 1: Human body with snake head Type 2: Human head and body with snakes for arms Type 3: Human head and upper body with a serpentine lower body instead of legs Serpent Gods The yuan-ti revere a number of powerful entities as gods, including the following. Dendar, the Night Serpent. Dendar’s followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent. Merrshaulk, Master of the Pit. Merrshaulk is the long-slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk’s priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god’s name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place. Sseth, the Sibilant Death. Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk’s voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk’s devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk’s slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk’s followers, as his priests convert or consume Merrshaulk’s more stubborn adherents. Traits Shapechanger : The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies. Innate Spellcasting (Abomination Form Only) : The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion Magic Resistance : The yuan-ti has advantage on saving throws against spells and other magical effects. Malison Type : Type 2. Human head and body with snakes for arms. Actions Multiattack (Abomination Form Only) : The yuan-ti makes two bite attacks using its snake arms. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger, yuan-ti)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Yuan-ti Malison Type 3","description":"\"The yuan-ti cast off their humanity long ago, and with it, their sanity.\" —From MASTERS OF THE FORBIDDEN CITY by Codo Vidak Yuan-ti Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods. Forsaken Humanity. The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent’s sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought. Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion. Serpent Kings of Fallen Empires. The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races. Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe. Yuan-ti know that the world they hope to rule can’t be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design. Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can. False Worship. Yuan-ti life revolves around their temples, yet yuan-ti don’t love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it. Yuan-ti Malison A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies’ surrender. Malison Types The yuan-ti has one of the following types. Each type has its own entry in the compendium (Yuan-ti Malison Type 1, Yuan-ti Malison Type 2, Yuan-ti Malison Type 3): Type 1: Human body with snake head Type 2: Human head and body with snakes for arms Type 3: Human head and upper body with a serpentine lower body instead of legs Serpent Gods The yuan-ti revere a number of powerful entities as gods, including the following. Dendar, the Night Serpent. Dendar’s followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent. Merrshaulk, Master of the Pit. Merrshaulk is the long-slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk’s priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god’s name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place. Sseth, the Sibilant Death. Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk’s voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk’s devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk’s slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk’s followers, as his priests convert or consume Merrshaulk’s more stubborn adherents. Traits Shapechanger : The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies. Innate Spellcasting (Abomination Form Only) : The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion Magic Resistance : The yuan-ti has advantage on saving throws against spells and other magical effects. Malison Type : Type 3. Human head and upper body with a serpentine lower body instead of legs. Actions Multiattack (Yuan-ti Form Only) : The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once. Bite (Snake Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Constrict : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled, escape DC 13. Until this grapple ends, the target is restrained, and the yuan‑ti can’t constrict another target. Scimitar (Yuan-ti Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow (Yuan-ti Form Only) : Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger, yuan-ti)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Yuan-ti Malison Type 4","description":"A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. This malison is the 4th type. Malisons form the middle caste of yuan-ti society and hune with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender. Traits Type 4 : Human form with one or more serpentine tails. Shapechanger : The yuan -ti can use its action to polymorph into a Medium snake, or back into its true form . Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. Innate Spellcasting (Yuan-ti Form Only) : The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion Magic Resistance : The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack (Yuan‑ti Form Only) : The yuan‑ti makes two melee attacks or two ranged attacks. Bite (Snake Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Scimitar (Yuan‑ti Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow (Yuan‑ti Form Only) : Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger, yuan-ti)","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Expansion":1,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Yuan-ti Malison Type 5","description":"A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. This malison is the 5th type. Malisons form the middle caste of yuan-ti society and hune with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender. Traits Type 5 : Human form covered in scales. Shapechanger : The yuan -ti can use its action to polymorph into a Medium snake, or back into its true form . Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies. Innate Spellcasting (Yuan-ti Form Only) : The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion Magic Resistance : The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack (Yuan‑ti Form Only) : The yuan‑ti makes two melee attacks or two ranged attacks. Bite (Snake Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Scimitar (Yuan‑ti Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow (Yuan‑ti Form Only) : Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger, yuan-ti)","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Expansion":1,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Yuan-ti Mind Whisperer","description":"Yuan-ti malisons who become priestly devotees of a particular god—be it Sseth, Dendar the Night Serpent, or Merrshaulk—often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods. Mind whisperers are malison spellcasters that enter into a pact with the serpent god Sseth, the Sibilant Death. They use their abilities to convert others to their faith, increase their personal power, and befuddle the minds of their enemies. A mind whisperer is elusive, manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so benefits it. The worshipers of Sseth have their hands in many schemes, often plying the middle ground between two factions, and thus spend a lot of energy making sure neither of their allies learn of their conflicting connections. Even among yuan-ti, mind whisperers are known for being self-important, sneaky, and prone to flee at the first sign of trouble. This malison is the type that has a human body and a snake head. Traits Shapechanger : The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form. Innate Spellcasting (Yuan‑ti Form Only) : The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan‑ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion Magic Resistance : The yuan-ti has advantage on saving throws against spells and other magical effects. Mind Fangs (2/Day) : The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target. Spellcasting (Yuan-ti Form Only) : The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: • Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, message, minor illusion, poison spray, prestidigitation • 1st–3rd level (2 3rd-level slots): charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script Sseth’s Blessing : When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points. Actions Multiattack (Yuan-ti Form Only) : The yuan-ti makes one bite attack and one scimitar attack. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Scimitar (Yuan-ti Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger, yuan-ti)","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Expansion":1,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Yuan-ti Mind Whisperer","description":"Mind whisperers are yuan-ti malison spellcasters who enter into a pact with the serpent god Sseth, the Sibilant Death. They use their abilities to convert others to their faith, increase their personal power, and befuddle the minds of their enemies. Mind whisperers are elusive, manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so benefits them. The worshipers of Sseth have their hands in many schemes, often plying the middle ground between two factions, and thus spend a lot of energy making sure none of their allies learn of their conflicting connections. Even among Sseth-worshiping communities, mind whisperers are known for being self-important, sneaky, and prone to flee at the first sign of trouble. Traits Devil’s Sight. Magical darkness doesn’t impede the yuan-ti’s darkvision. Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Sseth’s Blessing. When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points. Actions Multiattack. The yuan-ti makes two Bite attacks and one Scimitar attack, or it makes two Spectral Fangs attacks. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Spectral Fangs. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) psychic damage. Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: animal friendship (snakes only), message , minor illusion , prestidigitation 3/day: suggestion 2/day each: detect thoughts , hypnotic pattern Bonus Actions Change Shape. The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Warlock)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Yuan-ti Nightmare Speaker","description":"Nightmare speakers are female yuan-ti malison priests that make a pact with Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. They receive nightmarish visions from Dendar, which they interpret as prophecies, and then use their magic and influence to make these visions come true. The cruelest of all yuan-ti, nightmare speakers revel in torturing prisoners and slaves, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. A nightmare speaker has a human head and upper body with a serpentine lower body instead of legs. Traits Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form. Death Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target. Innate Spellcasting (Yuan-ti Form Only). The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan‑ti can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day: suggestion Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrip (at will): chill touch , eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand , message , poison spray , prestidigitation 1st–3rd level (2 3rd-level slots): arms of Hadar , darkness , fear , hex , hold person , hunger of Hadar , witch bolt Actions Multiattack (Yuan-ti Form Only). The yuan-ti makes one constrict attack and one scimitar attack. Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target. Scimitar (Yuan-Ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Invoke Nightmare (Recharges after a Short or Long Rest). The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger, yuan-ti)","Alignment":"neutral evil","Expansion":7389,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Yuan-ti Nightmare Speaker","description":"Yuan-ti malisons who become priestly devotees of a particular god—be it Sseth, Dendar the Night Serpent, or Merrshaulk—often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods. Nightmare speakers are female yuan-ti malison priests that make a pact with the Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. The priestesses receive nightmarish visions from Dendar, which they interpret as prophecies, and then use their magic and influence to make these visions come true. The cruelest of all yuan-ti, nightmare speakers revel in torturing prisoners and slaves, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate humanoid communities for the purpose of acquiring more victims, and enjoy the company of undead. This malison is the type that has a human head and upper body with a serpentine lower body instead of legs. Traits Shapechanger : The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form. Death Fangs (2/Day) : The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target. Innate Spellcasting (Yuan‑ti Form Only) : The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan‑ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion Magic Resistance : The yuan-ti has advantage on saving throws against spells and other magical effects. Spellcasting (Yuan-ti Form Only) : The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: • Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation • 1st–3rd level (2 3rd-level slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt Actions Multiattack (Yuan-ti Form Only) : The yuan-ti makes one constrict attack and one scimitar attack. Constrict : Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled, escape DC 14, if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target. Scimitar (Yuan-ti Form Only) : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Invoke Nightmare (Recharges after a Short or Long Rest) : The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger, yuan-ti)","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Expansion":1,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Yuan-ti Nightmare Speaker","description":"Nightmare speakers are yuan-ti malison priests who make a pact with the Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. These priests receive nightmarish visions from Dendar that they interpret as prophecies, and they then use their magic and influence to make these visions come true. Nightmare speakers revel in torturing others, keeping their victims in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate communities for the purpose of acquiring more victims and enjoy the company of Undead. Traits Devil’s Sight. Magical darkness doesn’t impede the yuan-ti’s darkvision. Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack. The yuan-ti makes one Constrict attack and one Scimitar attack, or it makes two Spectral Fangs attacks. Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained. The yuan-ti can constrict only one creature at a time. Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Spectral Fangs. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) necrotic damage. Invoke Nightmare (Recharges after a Short or Long Rest). The yuan-ti taps into the nightmares of one creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 22 (4d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success or taking 11 (2d10) psychic damage on a failure. Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: animal friendship (snakes only), mage hand , message , prestidigitation 3/day: suggestion 2/day each: darkness , fear Bonus Actions Change Shape. The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Warlock)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Yuan-ti Nightmare Speaker","description":"Nightmare speakers are female yuan-ti malison priests that make a pact with Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. They receive nightmarish visions from Dendar, which they interpret as prophecies, and then use their magic and influence to make these visions come true. The cruelest of all yuan-ti, nightmare speakers revel in torturing prisoners, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. A nightmare speaker has a human head and upper body with a serpentine lower body instead of legs. Traits Devil’s Sight. Magical darkness doesn’t impede the yuan-ti’s darkvision. Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack. The yuan-ti makes one Constrict attack and one Scimitar attack, or it makes two Spectral Fangs attacks. Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained. The yuan-ti can constrict only one creature at a time. Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Spectral Fangs. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) necrotic damage. Invoke Nightmare (Recharges after a Short or Long Rest). The yuan-ti taps into the nightmares of one creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 22 (4d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success or taking 11 (2d10) psychic damage on a failure. Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: animal friendship (snakes only), mage hand , message , prestidigitation 3/day: suggestion 2/day each: darkness , fear Bonus Actions Change Shape. The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Warlock)","Alignment":"Typically Neutral Evil","Expansion":31454,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Yuan-ti Nightmare Speaker","description":"Nightmare speakers are female yuan-ti malison priests that make a pact with Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. They receive nightmarish visions from Dendar, which they interpret as prophecies, and then use their magic and influence to make these visions come true. The cruelest of all yuan-ti, nightmare speakers revel in torturing prisoners, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. A nightmare speaker has a human head and upper body with a serpentine lower body instead of legs. Traits Devil’s Sight. Magical darkness doesn’t impede the yuan-ti’s darkvision. Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack. The yuan-ti makes one Constrict attack and one Scimitar attack, or it makes two Spectral Fangs attacks. Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained. The yuan-ti can constrict only one creature at a time. Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Spectral Fangs. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) necrotic damage. Invoke Nightmare (Recharges after a Short or Long Rest). The yuan-ti taps into the nightmares of one creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 22 (4d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success or taking 11 (2d10) psychic damage on a failure. Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: animal friendship (snakes only), mage hand , message , prestidigitation 3/day: suggestion 2/day each: darkness , fear Bonus Actions Change Shape. The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Warlock)","Alignment":"Typically Neutral Evil","Expansion":31454,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Yuan-ti Pit Master","description":"I’m the explorer who likes to travel on roads and spend my evenings in cozy inns, not hacking through jungles or trudging across deserts through blinding sand to learn the secrets of the serpent folk. I’ve met a few purebloods and broodguards in my day, but if I had met a yuan-ti pit master, I’m quite sure I’d not be here to tell the tale! —Volo Ye almost certainly would not. —Elminster Yuan-ti malisons who become priestly devotees of a particular god—be it Sseth, Dendar the Night Serpent, or Merrshaulk—often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods. Pit masters are yuan-ti malison priests that have made a pact with the god Merrshaulk and seek to rouse him from his slumber by sacrificing humanoids to him. They are the most traditionalist in attitude among yuan-ti and believe that they are best equipped to achieve the goals of their people. Pit masters are deeply involved in the race’s long-term plan to take over humanoid governments, as well as in the ongoing effort to protect their cities from discovery or attacks by hostiles. They oppose reckless behavior and argue for a slow, cautious approach in all matters. This malison is the type that has a human head and body and snakes for arms. Traits Shapechanger : The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies. Innate Spellcasting (Yuan‑ti Form Only) : The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan‑ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion Magic Resistance : The yuan-ti has advantage on saving throws against spells and other magical effects. Poison’s Disciple (2/Day) : The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) poison damage to the target. Spellcasting (Yuan-ti Form Only) : The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: • Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, guidance, mage hand, message, poison spray • 1st–3rd level (2 3rd-level slots): command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch Actions Multiattack (Yuan-ti Form Only) : The yuan-ti makes two bite attacks using its snake arms. Bite : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Merrshaulk’s Slumber (1/Day) : The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed.","properties":{"Category":"Monsters","Size":"Medium","Type":"monstrosity (shapechanger, yuan-ti)","Source":"Volo's Guide to Monsters","Alignment":"neutral evil","Expansion":1,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Volo's Guide to Monsters"},{"name":"Yuan-ti Pit Master","description":"With snakes for arms, pit masters are yuan-ti malison priests who have made a pact with the god Merrshaulk and seek to rouse him from his slumber by sacrificing Humanoids to him. They are the most traditionalist yuan-ti and believe that they are best equipped to achieve the goals of their people. Pit masters are deeply involved in yuan-ti’s long-term plan to take over Humanoid governments, as well as in the ongoing effort to protect their cities from discovery or attacks by hostiles. They oppose reckless behavior and argue for a slow, cautious approach in all matters. Traits Devil’s Sight. Magical darkness doesn’t impede the yuan-ti’s darkvision. Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack. The yuan-ti makes three Bite attacks or two Spectral Fangs attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Spectral Fangs. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) poison damage. Merrshaulk’s Slumber (1/Day). The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed. Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: animal friendship (snakes only), guidance , mage hand , message 3/day: suggestion 2/day each: hold person , invisibility Bonus Actions Change Shape. The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Warlock)","Alignment":"Typically Neutral Evil","Expansion":14934,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Yuan-ti Pureblood","description":"\"The yuan-ti cast off their humanity long ago, and with it, their sanity.\" —From MASTERS OF THE FORBIDDEN CITY by Codo Vidak Yuan-ti Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods. Forsaken Humanity. The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent’s sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought. Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion. Serpent Kings of Fallen Empires. The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races. Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe. Yuan-ti know that the world they hope to rule can’t be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design. Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can. False Worship. Yuan-ti life revolves around their temples, yet yuan-ti don’t love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it. Yuan-ti Pureblood Purebloods form the lowest caste of yuan-ti society. They closely resemble humans, yet a pureblood can’t pass for human under close scrutiny because there’s always some hint of its true nature, such as scaly patches of skin, serpentine eyes, pointed teeth, or a forked tongue. Wearing cloaks and cowls, they masquerade as humans and infiltrate civilized lands to gather information, kidnap prisoners for interrogation and sacrifice, and trade with anyone who has something that can further their myriad plots. Serpent Gods The yuan-ti revere a number of powerful entities as gods, including the following. Dendar, the Night Serpent. Dendar’s followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent. Merrshaulk, Master of the Pit. Merrshaulk is the long-slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk’s priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god’s name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place. Sseth, the Sibilant Death. Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk’s voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk’s devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk’s slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk’s followers, as his priests convert or consume Merrshaulk’s more stubborn adherents. Traits Innate Spellcasting : The yuan-ti’s spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day each: poison spray, suggestion Magic Resistance : The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack : The yuan-ti makes two melee attacks. Scimitar : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Shortbow : Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (yuan-ti)","Source":"MM1","Alignment":"neutral evil","Expansion":2,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Yuan-ti Spy","description":"Yuan-ti spies take the form of their enemies and entrench themselves within enemy territory. Aside from gathering intel, they are sometimes employed to assassinate key targets. In such missions, they always employ poison, sneaking it in the food and drink that the target will ingest. They always avoid combat, and will only fight if escape is not an option. Traits Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Sneak Attack (1/Turn). The yuan-ti deals an extra 7 (2d6) damage when the yuan-ti hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the yuan-ti that isn't incapacitated and the yuan-ti doesn't have disadvantage on the attack roll. Actions Multiattack. The yuan-ti makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. Spellcasting. The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12): At will: animal friendship (snakes only) 3/day: suggestion Bonus Actions Cunning Action. The yuan-ti takes the Dash, Disengage, or Hide action.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Yuan-ti Templar","description":"Templars are the unholy warrior priests of Sseth. These armored yuan-ti carry a morning star and a long bow into battle, while wielding divine spells to tip the battle in their favor. Able melee combatants, templars can rush in to battle with an incredibly accurate guided strike – which it often uses against heavily armored or very agile opponents. Traits Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack (Yuan-Ti Form Only). The yuan-ti makes two ranged attacks or two melee attacks, but can Bite or Constrict only once. Alternatively, it can make one melee attack and use Spellcasting. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target. Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. Spellcasting. The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: animal friendship (snakes only) 3/day: guiding bolt, suggestion 1/day each: blindness/deafness, crusader's mantle, silence, spiritual weapon Bonus Actions Change Shape. The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form. Reactions Guided Strike (Recharges after a Short or Long Rest). The yuan-ti grants a + 10 bonus to an attack roll made by itself or another creature within 30 feet of it. The yuan-ti can make this choice after the roll is made but before it hits or misses.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity","Alignment":"Typically Neutral Evil","Expansion":23212,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Yuk-Brok","description":"Background A skilled warrior, Yuk-Brok only ever wanted to crack skulls and cleave limbs. As an adventurer, he did plenty of both until a few years ago, when Yuk-Brok's friend and fellow adventurer, the wizard Laryn Lilyfield, had a mishap involving a Bag of Holding and a Portable Hole that created an astral portal in her home. Laryn and all the treasures she'd gathered over the years were sucked into the portal and scattered across the Astral Plane. As luck would have it, Laryn had designated Yuk-Brok as her sole heir. At first, Yuk-Brok didn't know what to do with the house and the portal that still churned within it. Then, aided by Laryn's owl familiar, he discovered that when valuables are poured into the portal, it spits forth one of the objects that were lost within it. Figuring that there might be a way to get Laryn back, Yuk-Brok opened the Dispensary, and now tries to convince adventurers to pour valuables into the portal to hopefully bring back his lost friend. Roleplaying Yuk-Brok Yuk-Brok is a simple fellow. He likes ale, he likes brawls, and he likes good food – or any food, really. He is friendly and quick to trust others, but has the temperamental mood common to both bugbears and barbarians. If he believes he's being insulted, Yuk-Brok is quick to anger (\"what'ya say, lad? You takin' the piss, yeah?”) but quickly calms down if he gets an apology. Yuk-Brok isn't alone in the shop; Laryn's owl familiar, Whitefeather, keeps a watchful eye on visitors. Imbued with magical sentience and supernatural intelligence, the owl can not only speak, but does so with much more eloquence and care than its bugbear companion. The owl intervenes if anyone tries to harm or cheat Yuk-Brok, or if the volatile bugbear is about to fly off the handle (\"Calm, Yuk-Brok! I'm shu-uh-ure these fine folk meant no offense.”) For his part, Yuk-Brok has enormous respect for the bird's wisdom and usually defers to it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Goblinoid)","Alignment":"Chaotic Neutral","Expansion":27827,"Challenge Rating":8},"publisher":"Eventyr Games","book":"Wanderer's Guide to Enchanted Emporiums"},{"name":"Yumerai","description":"A slender creature with silvery skin moves delicately, as though unsure if the world around it is real. Star-like motes of white light dance in its black eyes. A race of fey said to be born from the dreams of an ancient primeval being, yumerai walk in two worlds. Humanoid in appearance, they possess skin tones that range from pale silver to dark gray. Intrinsically tied to the dream world, they can use sleeping creatures as both weapons and transportation. Alien Minds. Although yumerai spend most of their time in the waking world, they have difficulty remembering the differences between dreams and reality. This leads some to misunderstand basic laws of physics or to believe dreams events were real events. Dream Walkers. A yumerai can enter an individual’s dreams and use those dreams as a means of transportation to another’s dreams. This process brief connects the creatures, though the yumerai tries not to make its presence known. When multiple people have the same dream, they may have had a yumerai pass through their sleeping minds. The Gift of Sleep. For a yumerai, sleep serves as both a tool and a gift. As creatures unable to sleep or dream, the yumerai consider the ability to dream a gift that all mortals should appreciate. As they travel through mortal dreams, yumerai collect energy from the dreams and use it as a form of currency in fey realms. Fey use dream energy in much the same way mortals use paint, creating seemingly alive portraits or making illusions look, smell, sound, or taste more real. The Horror of Nightmares. Yumerai usually look forward to the opportunity to experience new dreams. However, not all dreams are pleasant. Particularly horrifying nightmares may leave permanent mental scars on yumerai who witness them, changing them forever. These yumerai take on a sinister and sometimes sadistic personality, seeking to inflict the pain they felt through the nightmare on those around them. Dream Walker. A yumerai doesn’t require sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"fey","Alignment":"neutral","Expansion":8073,"Challenge Rating":2},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Yumgrub","description":"The yumgrub looks like an oozing apple-sized dumpling with a hundred tiny legs. Like a dumpling, the insect contains a delicious secret: their sweet flesh temporarily enhances the speed and strength of whoever consumes it. However, eating the yumgrub has a cost. They unleash a deeply upsetting scream when consumed, and after their magic wears off, it leaves the eater weary. Subterranean Delicacy. The yumgrub is the larval stage of the unremarkable tunnel moth. Subterranean and cave-dwelling humanoids first discovered their magic properties and began trading the larvae among communities of dwarves, elves, and goblins. Due to the yumgrub’s remarkable benefits, underground conquerors sometimes use them to fuel soldiers in battle. Traits Death Wail. When the yumgrub dies, they let out a distressing screech. Each creature within 15 feet who can hear the yumgrub takes 1 psychic damage. Yumgrubs and creatures who have eaten a yumgrub within the last minute are immune to this damage. Minion. If the yumgrub takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the yumgrub takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Spider Climb. The yumgrub can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Yum. A Small or larger creature can use an action to consume a living yumgrub within 5 feet of them. The yumgrub dies, and for 1 minute, the consuming creature’s speed is doubled and they gain a +4 bonus to their Strength score and a +2 bonus to AC. When the effect ends, the creature gains two levels of exhaustion. Actions Bite (Group Attack) . Melee Weapon Attack: −1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Beast","Alignment":"Unaligned","Expansion":25493,"Challenge Rating":0},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Yusdrayl","description":"The kobolds that occupy a portion of the Sunless Citadel are not a combative lot, as long as they are not attacked. That attitude is shared by their leader, Yusdrayl. She is not automatically hostile to strangers who enter her throne room, and in fact is looking for some help from a group of outsiders that can help her contend with the goblins that live nearby. But if she or any other kobolds are threatened or set upon, Yusdrayl defends herself and her tribe as fiercely as she can. Traits Spellcasting . Yusdrayl is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She knows the following sorcerer spells: Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp 1st level (4 slots): burning hands, chromatic orb, mage armor Sunlight Sensitivity . While in sunlight, Yusdrayl has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics . Yusdrayl has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (kobold)","Alignment":"lawful evil","Expansion":7386,"Challenge Rating":1},"publisher":"Wizards of the Coast","book":"Tales from the Yawning Portal"},{"name":"Yven'cha the Shocked","description":"Yven’cha the Shocked “We’re all victims of the greed of those who never taste the bitter consequences of their crimes.” Countless pirates served Teruko the Drake over the many years she captained her ship during the War of the Invaders. Many died, a few fled in fear during the struggles, some chose to leave the crew, and a tiny handful stayed on until Teruko herself retired. Yven’cha the Shocked was one of these last. Muscle and Lightning. Yven’cha was a brawler and axe-wielding mercenary for years, a native of the Aetherial Expanse. She was the first to volunteer to fight off the invaders when Ayrissian and Karelagne forces came to her home. Before long, she found herself at the right hand of Teruko, happily flinging herself onto the ships of those enemies. One day, she was knocked into the sea, swallowing copious amounts of aether. Surviving the experience, Yven’cha found that her body stored tremendous amounts of lightning energy. Through painful trial and error, she learned to pass that energy off through her crossbow bolts, or discharge it in a field that stung everyone around her. Regret and Retribution. Yven’cha left the crew when Teruko retired, striking out on her own. Over the years, she had occasions to talk to and befriend troops from both invading nations. A realization slowly dawned on the dwarf: these soldiers were as much victims of the leaders of their respective nations as the residents of the Expanse. Since then, Yven’cha has vowed to do everything in her power to fight against the powers that be in Ayris and Karel. Sometimes, this means traveling to those worlds, tracking down leads, or killing an evil agent of those unscrupulous leaders. But she only kills those whom she can prove deserve her wrath. Officer Roles. Yven’cha is an officer with 2 ranks in each of quartermaster, helmsperson, and boatswain.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Dwarf)","Source":"custom","Alignment":"Lawful Neutral","Expansion":32048,"Challenge Rating":4},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Zagum","description":"Traits Contractually Obligated. Zagum has advantage to hit creatures under an infernal contract and when he hits such creatures he delivers an additional 9 (2d8) damage of a type the target is most vulnerable to. A creature bound under an infernal contract also makes all saving throws against effects originating from Zagum with disadvantage. Devil’s Sight. Magical darkness doesn’t impede Zagum’s darkvision. Magic Resistance. Zagum has advantage on saving throws against spells and other magical effects. Actions Multiattack. Zagum makes three attacks with Disarming Tongue or Oration. Disarming Tongue. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (3d4 + 3) slashing damage. A target hit by this attack has vulnerability to psychic damage until the start of their next turn. Oration. Ranged Spell Attack: +14 to hit, range 60 ft., one target. Hit: 35 (6d8 + 8) psychic damage. Legal Jargon (Recharge 4–6). Zagum chooses a point he can see within 90 feet of him. All creatures within a 20-foot-radius sphere centered on that point must make a DC 22 Wisdom saving throw. Creatures that fail the save are confused for up to 1 minute and must roll a d10 at the start of each of their turns. On a 1, a creature moves in a random direction then ends their turn. On a 2-6, a creature can’t use actions this turn. On a 7-8, a creature must use their action to make a melee attack against a randomly determined creature within their reach that is not a Fiend. On a 9-10, a creature can move and act normally. A confused creature may repeat the saving throw at the end of its turn, ending the effect on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":20},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Zahajin Warleader","description":"Zahajin are mostly humanoid, with a blend of various traits reminiscent of aquatic life—stinging anemone-tentacle “hair”, lionfish spines, soft brightly-colored skin or transparent flesh, and numerous other possibilities. They bear vestigial finned arms along their legs, and often display other additional (and frequently non-functional) limbs. Among the zahajin, gender is a varied and complex concept, and blending of what humans see as gendered traits in individuals is extremely common. Zahajin physiology varies wildly among individuals. This zahajin warleader stands six feet tall and weighs 180 pounds. Touch of the Darkwild. Zahajin are ichthyic humanoids native to the fey-touched Darkwild of Kir-Sharaat. Zahajin dominate the deep places of the erahthi homeworld and exist today as the result of millennia of fey influence and aetherite exposure. The Darkwild is a tangle of roots and cliffs, steep tunnels and rushing rivers. As a result, the zahajin have evolved into unparalleled climbers and swimmers. They easily cling to surfaces smoother than water-slicked limestone, and their twisting legs make them powerful swimmers. Zahajin are unaccustomed to flat land, where they move carefully. In all cases, the movement of zahajin is lithe and sensuous, thanks to fey influence. Aetherite Dependent. Zahajin can’t survive without near-constant exposure to aetherite radiation. This isn’t just a physical malady; zahajin are addicted to the crystallized ley-lines’ psychic resonance. In its absence, zahajin quickly become sullen and unstable as their perception of reality warps and their intoxicating dreams fade. 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Masters of combat, the rakshasas of Eberron wield their weapons with demonic fury, rushing into battle seeking vengeance against those who bound their fiendish masters. Rakshasas are described in the Monster Manual . A martial variant—the zakya rakshasa—is presented here. Zakya Rakshasa Zakya rakshasas are the bloodthirsty foot soldiers of the rakshasa horde. They are driven to free their fiendish rulers, seeking vengeance against the dragons and those who revere the couatls. Unlike other rakshasas with their luxurious robes and fineries, zakya rakshasas are almost always clad in battle gear: well-worn scale mail, a razor-sharp longsword, and a heavy shield bearing the emblem of their demonic master.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend","Alignment":"lawful evil","Expansion":4480,"Challenge Rating":5},"publisher":"Wizards of the Coast","book":"Eberron - Rising from the Last War"},{"name":"Zalikum","description":"Waves of heat shimmer around a gigantic vulture-like creature made of sand. The sand crackles with dark energy, and the creature’s eyes burn with malign intelligence. An enormous vulture forged from sand and malignant power, a zalikum is created by mages who capture souls of the damned and infuse them into the superheated sands of the desert. Abyssal Ties. The souls infusing a zalikum are from the Abyss. A zalikum’s creator can gather these souls from the Abyss themselves, but, more often, the creator makes a deal with a demon in exchange for the souls. Unfortunately for the creator, the demon usually hands over souls that aren’t the easiest to control, leading many creators to die at the talons of their zalikums. Such destruction frees the demon from its bonds, releasing it and the zalikum into the world. Innumerable Lives. The souls infusing the sand of the zalikum can reform it after it has been destroyed. This process consumes some of the power of the souls, forcing the zalikum to devour more souls to fuel further rebirths. Construct Nature. A zalikum doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Zalikum","description":"An enormous vulture forged from sand and malignant power, a zalikum is created by mages who capture souls of the damned and infuse them into the superheated sands of the desert. The souls infusing a zalikum are from the Abyss. A zalikum’s creator can gather these souls from the Abyss but, more often, the creator makes a deal with a demon in exchange for the souls. Unfortunately for the creator, the demon usually hands over souls that aren’t the easiest to control, leading many creators to die at the talons of their zalikums. Such destruction frees the demon from its bonds, releasing it and the zalikum into the world. A zalikum doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"neutral evil","Expansion":11995,"Challenge Rating":7},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Zalpheed","description":"The zalpheed are the eternal defenders of life, nature, and their balance within the universe. They dwell primarily on the planet Bakiyu within settlements built upon floating landmasses the locals refer to as skyridges. For centuries, they've guarded the natives and wildlife of their homeworld from invaders and trespassers who would defile the planet's natural splendor. Children of the Living Planet. Following a code akin to a religious theology, the zalpheed believe themselves to be descended from and connected to the primordial forces that make up the universe.This is reinforced by their very homeworld, which they believe to be a single living entity. Most are reclusive toward any but their own species, instead focusing on training and studying in effort to reach physical and spiritual fulfillment. They place little value on wealth and property but take no pause in defending that which rightfully belong to other species and societies. To keep up with recent threats, the zalpheed have learned to adopt modern technological advancements. Like most of the natives of Bakiyu, this is done with great restraint and consideration for all life on the planet. This practice is carried on by the exceptional few among them that travel across the stars. Galactic Protectorates. Many zalpheed leaving Bakiyu tend to travel with others closely aligned to their beliefs and intentions. The largest group of spacefaring zalpheed have built settlements on landmasses similar to skyridges that float in the skies along Cotaka in the Tessara System. These zalpheed settlements are close allies of the Silrayne Defenders and the groups of matokai and valna that are part of the Primordial Union.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (zalpheed)","Alignment":"lawful good","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Zamyra","description":"While there are multiple iconic dragons, Zamyra is a titan in dragon lore. According to legend, a powerful human wizard named Loksly created Zamyra from the severed head of the malevolent Dragon Queen, infusing her with the same greed that had driven Loksly for generations. It is said that on the twelfth night of Loksly’s ritual, Zamyra crawled from the decaying head of her “mother,” small and hungry but destined to become one of the powerful dragons in existence. Appearance. Zamyra’s shimmering scales catch the eye whenever she moves. In full daylight, she becomes a kaleidoscope of color, but when she uses her breath weapon her scales briefly take on the color of the dragon associated with that breath. She can also change the color of her scales voluntarily, allowing her to blend into her surroundings. Sustenance. Zamyra is not sustained by flesh, blood, and bone as is a typical dragon. As a hatchling, she grew weak when offered horse flesh and slaughtered lambs. It was not until a coin fell from Loksly’s pocket that Zamyra first found nourishment. As Zamyra grew, Loksly fed the dragon a fortune’s-worth of coins and gems, anything that would satisfy her ever-increasing hunger. Zamyra’s instinct to hoard treasure also serves her gluttony. Adoration. Zamyra’s might was apparent while she was still a wyrmling, and Loksly’s followers considered Zamyra a gift. As Loksly aged, Zamyra’s power grew, and his followers began to care for their precious dragon goddess. The Votary formed around their devotion to Zamyra, with no less than a score of dedicated servants attending her at all times, cleaning her lair, tending to her whims, and organizing her hoard. Deliverance. Unlike many dragon lairs, Zamyra’s lair is meticulous. Columns of coins held in place by magic reflect torchlight throughout the cavern, creating the illusion of fire around every corner. The chamber’s floor is a sheet of solid glass, beneath which rest the polished bones of hundreds of dragons: a silent reminder of who defeated the wyrms and what became of their hoards. In the depths of the lair lies Loksly’s tomb, a platinum-paneled alcove lovingly maintained by both his dragon daughter and his former acolytes. Windows. Shortly after Loksly’s death, the Votary crafted magical mirrors to link Zamyra’s lair with companion mirrors across the planes. Zamyra can transform into human form and step through these mirrors, visiting locations distant in both space and time. The Votary carries mirrors with them as they travel, always eager for new destinations for their dragon mother to visit. Zamyra uses the mirrors primarily to infiltrate the lairs of rival dragons and claim their hoards. The mirrors vary in size from compact mirrors that can be slipped into a pocket to full-length mirrors that require several humans to carry. The antechamber of Zamyra’s lair is decorated with dozens of such mirrors, each a window and a portal to some far-flung location. TRAITS Amphibious: Zamyra can breathe air and water. Camouflage: Zamyra can use a bonus action on each of her turns to change the color of her scales. Assuming she now mimics her background, she has advantage on Dexterity (Stealth) checks made to hide. Innate Spellcasting: Zamyra’s innate spellcasting ability is Charisma (spell save DC 21). She can innately cast the following spells, requiring no material components: 1/day each: counterspell, disintegrate, incendiary cloud, see invisibility, tongues Kaleidoscopic Scales: Zamyra’s scales are an ever-shifting pattern of chromatic colors. As a bonus action, she can change the predominant color of her scales. This color determines the nature of her Breath Weapon as well as the type of the extra damage she deals with her bite attack. Her scales also grant her immunity to a damage type as outlined below: Black: acid Blue: lightning Green: poison Red: fire White: cold Legendary Resistance (4/Day): If Zamyra fails a saving throw, she can choose to succeed instead. ACTIONS Multiattack: Zamyra can use her Frightful Presence. She then makes three attacks: one with her bite, and two with her claws. She can replace a claw attack with a tail attack. Bite: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (2d12 + 8) piercing damage plus 17 (5d6) damage determined by her Kaleidoscopic Scales. Claws: Melee Weapon Attack: +16 to hit, range 10 ft., one target. Hit: 19 (2d10 + 8) slashing damage. Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (2d10 + ٨) bludgeoning damage and the target must make a DC 24 Strength saving throw or be knocked prone. Frightful Presence: Each creature of Zamyra’s choice that is within 120 feet of her and aware of her must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Zamyra’s Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5-6): Zamyra uses one of the following breath weapons: Elemental Breath: Zamyra exhales the breath weapon of her current scale color. Each creature in a 90-foot cone must make a DC 24 Dexterity saving throw, taking 91 (26d6) damage of a type determined by her Kaleidoscopic Scales on a failed save, or half as much damage on a successful one. Sleep Breath (1/Day): Zamyra exhales sleep gas in a 90-foot cone. Each creature in the area must succeed on a DC 22 Wisdom saving throw or fall unconscious for 1 hour. An unconscious creature wakes up if it takes damage or another creature uses an action to wake it. Wave Breath (1/Day): Z amyra exhales a water wave in a 90-foot cone. Each creature in the area takes 25 (10d4) bludgeoning damage and must succeed on a DC 22 Constitution saving throw or be pushed 20 feet and have their lungs filled with water. A non-water-breathing creature that has water in its lungs cannot speak and survives only for a number of rounds equal to its Constitution modifier (minimum 1 round). At the beginning of its turn the round after, it drops to 0 hit points and is dying. A creature that is conscious with water in its lungs can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. Change Shape: Zamyra magically polymorphs into a humanoid or beast of CR or lower, or back into her true form. She reverts to her true form if she dies. Any equipment Zamyra is wearing or carrying is absorbed or borne by her new form (Zamyra’s choice). In her new form, Zamyra retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, legendary and lair actions, her Legendary Resistance trait, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of her new form, except any class features or legendary actions of that form. REACTIONS Reactive Scales: Whenever Zamyra would take acid, cold, fire, lightning, or poison damage, she can use Kaleidoscopic Scales as a reaction to change her scale color and gain immunity to the triggering damage. LEGENDARY ACTIONS Zamyra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zamyra regains spent legendary actions at the start of her turn. Attack: Zamyra makes a claw or tail attack. Teleport: Zamyra magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. Wing Attack (Costs 2 Actions): Zamyra beats her wings. Each creature within 30 feet of her must succeed on a DC 24 Dexterity saving throw or take 21 (2d12 + 8) bludgeoning damage and be knocked prone. Zamyra can then fly up to half her flying speed. Ingest Gold (Costs 3 Actions): If Zamyra is within 10 feet of a pile of gold coins worth at least 1,000 gp, she can swallow the coins, regaining 42 (4d20) hit points. LAIR ACTIONS When in her lair, Zamyra can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), she can take a lair action to cause one of the following effects: Cultists Attack: Zamyra commands her cultists to attack. Each swarm of Votary cultists she can see within 120 feet of her can use its reaction to make a scimitars attack. Coin Pillar: Zamyra dispels the wall of force surrounding one coin pillar she can see within 60 feet of her. The pillar collapses, creating a 15-foot-radius area of difficult terrain. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, the target takes 21 (6d6) bludgeoning damage and is knocked prone. On a success, the target takes half as much damage and isn’t knocked prone. Necrotic Skull: The lingering spirit of one of Zamyra’s victims attempts to drain the life force from a living creature. One creature within 30 feet of a dragon skull must make a DC 16 Constitution saving throw. On a failed save, the target takes 42 (12d6) necrotic damage and is stunned until the end of its next turn. On a success, the target takes half as much damage and isn’t stunned. ","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"chaotic evil","Expansion":20254,"Challenge Rating":26},"publisher":"Goodman Games","book":"The Prism of Redemption (FEF 24)"},{"name":"Zapenaki","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"human","Expansion":16366,"Challenge Rating":"1/4"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Zarak","description":"Zarak is an assassin without honor or conscience. Unusually short of stature for someone of orcish heritage, he might pass for an ugly, beardless dwarf were it not for his rotting tusks and grayish pallor. The only thing he loves is money, and he wouldn’t hesitate to stab allies in the back if they came between him and the riches he covets. Alignment. Chaotic evil. Personality Trait. “I mince people, not words.” Ideal. “Coin is what I crave.” Bond. “Once I agree to kill something, I pursue my quarry until the job is done.” Flaw. “A friend is just an enemy I haven’t made yet.” Combat Notes When faced with multiple foes, Zarak prefers to hurl daggers from a distance. When targeting a lone individual, especially someone he has been hired to kill, he prefers the up-close-and-personal garrote, so that he can hear the dying breath of his hapless prey. If defeat seems likely, he quaffs his potion of invisibility and flees. Traits Special Equipment. Zarak carries a potion of invisibility . Actions Multiattack. Zarak makes two Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, plus an extra 5 (2d4) piercing damage if the target is a creature and Zarak has at least 18 hit points. Garrote. Melee Weapon Attack: +5 to hit, reach 5 ft., one Humanoid. Hit: 8 (2d4 + 3) slashing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target takes 8 (2d4 + 3) slashing damage at the start of each of its turns, and Zarak can’t grapple another creature or use Assassin’s Whim. Bonus Actions Assassin’s Whim. Zarak takes the Dash, Disengage, or Hide action. Reactions Uncanny Dodge. Zarak halves the damage he takes from an attack made against him, provided he can see the attacker. League of Malevolence The League of Malevolence is an odious assemblage of villains united in one purpose: the accumulation of power. Its founding member, the sorcerer Kelek, expects his confederates to work together for their mutual benefit, but he also encourages them to pursue their own evil schemes.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (orc)","Alignment":"chaotic evil","Expansion":11857,"Challenge Rating":2},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Zaratan","description":"Elder Elementals On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction. Deadly When Summoned⁠. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters⁠, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep. Zaratan When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of what looks like a hulking, armored reptile, its shell composed of the landscape from which it arose. The zaratan plods across the land, each step sending⁠ shock waves through the ground severe enough to unsettle structures. Dim-witted, the zaratan lurches onward, expressing its rage through its trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, the zaratan slowly retracts its appendages to gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march. Traits Earth-Shaking Movement⁠. As a bonus action⁠ after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action⁠ to escape. Another creature within 5 feet of the buried creature can use its action⁠ to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped. Legendary Resistance⁠ (3/Day). If the zaratan fails a saving throw, it can choose to succeed instead. Magic Weapons⁠. The zaratan's weapon attacks are magical. Siege Monster⁠. The elemental deals double damage to objects and structures (included in Earth-Shaking Movement). Actions Multiattack. The zaratan makes two attacks: one with its bite and one with its stomp. Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage. Stomp. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage. Spit Rock. Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10) bludgeoning damage. Spew Debris (Recharge 5–6). The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone. Legendary Actions The zaratan can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature's turn. The zaratan regains spent legendary actions at the start of its turn. Stomp. The zaratan makes one stomp attack. Move. The zaratan moves up to its speed. Spit (Costs 2 Actions). The zaratan uses Spit Rock. Retract (Costs 2 Actions). The zaratan retracts into its shell. Until it takes its Emerge action⁠, it has resistance to all damage, and it is restrained. The next time it takes a legendary action⁠, it must take its Revitalize or Emerge action⁠. Revitalize (Costs 2 Actions). The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action⁠, it must take its Emerge action⁠⁠. Emerge (Costs 2 Actions). The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Source":"Mordenkainen's Tome of Foes","Alignment":"Neutral","Expansion":4,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Zaratan","description":"When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of a hulking, armored reptile. A zaratan’s steps trigger shock waves severe enough to level structures. It expresses its rage through trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, a zaratan retracts its appendages to gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march. Traits Legendary Resistance (3/Day). If the zaratan fails a saving throw, it can choose to succeed instead. Siege Monster. The elemental deals double damage to objects and structures (included in Earth-Shaking Movement). Actions Multiattack. The zaratan makes one Bite attack and one Stomp attack. Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) force damage. Stomp. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) thunder damage. Spit Rock. Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10) force damage. Spew Debris (Recharge 5–6). The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone. Bonus Actions Earth-Shaking Movement. After moving at least 10 feet on the ground, the zaratan sends a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature’s concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped. Legendary Actions The zaratan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The zaratan regains spent legendary actions at the start of its turn. Stomp. The zaratan makes one Stomp attack. Move. The zaratan moves up to its speed. Spit (Costs 2 Actions). The zaratan makes one Spit Rock attack. Retract (Costs 2 Actions). The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action. Revitalize (Costs 2 Actions). The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action. Emerge (Costs 2 Actions). The zaratan emerges from its shell and makes one Spit Rock attack. It can use this option only if it is retracted in its shell.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"Elemental","Alignment":"Typically Neutral","Expansion":14934,"Challenge Rating":22},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Zaratan (ToB)","description":"One of the rocks suddenly lurches, and rises out of the water. A great eye glides open in the side of what seemed to be a boulder, and a massive, beaklike mouth gapes in the surf. Island Reefs. The zaratan is an impossibly huge sea turtle so large that entire ecosystems develop and grow on its stony, mountainous shell. Drifting on warm ocean currents or settled on shoals, they are often mistaken for small tropical islands. The creature’s head is at least 100 feet in diameter, with a ridge in the center like a tall hill. Its head resembles a massive boulder, and its 200-foot long flippers are mistaken for reefs. Ageless Slumber. Zaratans spend their millennia-long lives in slumber. They drift on the surface of the ocean, their mouths slightly open, and reflexively swallow larger creatures that explore the “cave.” They spend centuries at a time asleep. A zaratan may know secrets long lost to the world, if only it can be awakened and bargained with. Deep Divers. Waking a zaratan is a dangerous proposition, as their usual response to any injury severe enough to waken them is to dive to the crushing black depths. Some zaratan commune with oceanic races in this time, such as deep ones, sahuagin, or aboleth. Traits Fortified Shell: The zaratan ignores any attack against its shell that doesn’t do 30 points of damage or more. Attacking the zaratan’s head or flippers bypasses this trait. Endless Breath: The zaratan breathes air, but it can hold its breath for years. False Appearance: While the zaratan remains motionless on the surface of the ocean (except for drifting) it is indistinguishable from a small island. Siege Monster: The zaratan does double damage to objects and structures. Actions Multiattack: The zaratan makes one bite attack and two flipper attacks. Bite: Melee Weapon Attack : +18 to hit, reach 10 ft., one target. Hit : 26 (3d10 + 10) piercing damage. The target is grappled, escape DC 20. Until the grapple ends, the target is restrained and the zaratan can’t bite another target. Flipper: Melee Weapon Attack : +18 to hit, reach 15 ft., one target. Hit : 19 (2d8 + 10) bludgeoning damage. The target must succeed on a DC 26 Strength saving throw or be pushed 10 feet away from the zaratan. Swallow: The zaratan makes one bite attack against a Huge or smaller creature it is grappling. If the attack hits, the target takes 26 (3d10 + 10) piercing damage, is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, but has total cover against attacks and effects outside the zaratan. A swallowed creature takes 28 (8d6) acid damage at the start of each of the zaratan’s turns. The zaratan can have any number of creatures swallowed at once. If the zaratan takes 40 damage or more on a single turn from a creature inside it, the zaratan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the zaratan. If the zaratan dies, swallowed creatures are no longer restrained and can escape by using 30 feet of movement, exiting prone. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Move: The zaratan moves up to half its speed. Swipe: The zaratan makes one flipper attack. Consume (2 actions): The zaratan makes one bite attack or uses Swallow.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"monstrosity (titan)","Source":"Tome of Beasts","Alignment":"Unaligned","Expansion":3,"Challenge Rating":26},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Zardrix, the Wrath of Shadow","description":"Zardrix is a dragon and older almost than her own memory. She was birthed in the Time of Years and was an ally of the elthedar. She was a devoted friend of Xircxi and with him bore many eggs. When the Sundering fractured the draconic peoples, she sided with Xircxi and fought at his side. For thousands of years, she was a champion of draconic honor and even advocated alliance with the children of their elthedar friends, the younger fey. She and her cohort were unable to mediate peace among dragonkind, so they retreated to unknown lands far to the south of the Kasmael Sea. They found solace in the old ways and hoped that in time the animosity of their northern kin would wane. The rise of the dread power of the Shadow only aggravated this anger and hatred, however, and when their kin allied with Izrador, Zardrix convinced her compatriots that even the dragons were not safe from such a threat. Rising from their hidden sanctuary, she led them north to meet the Shadow’s dragon horde over the plains of the Northern Marches in the catastrophic battle that ended the Second Age. Legends claim the ground shook in Sharuun, and the dragon fires that lit the sky could be seen from Caradul. In truth, the battle released destructive forces not seen since the fall of Izrador and the Sundering. The battle was terrible, turned day into night, and left death and abject devastation across the frontier. In the fight, Zardrix was mortally wounded and crashed to the ground in a broken and bloody heap. She lay dying for days, unable to summon aid from her surviving kin or even lift her head. As the last of her life drained from her body, a legate of Izrador appeared on a black horse and offered to end her suffering in exchange for a strange boon. Delirious, she agreed, and with a huge axe, the legate hacked open the dragon’s chest and removed her beating heart. She died then and slipped into a thousand-year oblivion: a darkness from which she would eventually wake into a treacherous nightmare. The legate brought the dragon’s heart before Izrador, who ensorcelled it and secreted it away against his future need. When Izrador again rose to power, he used the magical heart to resurrect Zardrix and transformed her into the fourth of his dreaded Night Kings. Through the heart, the Shadow controlled the dragon’s will and bestowed upon her powers greater than any dragon had ever possessed. Izrador made Zardrix his avatar of destruction, a singular force of reckoning never before known in the mortal realm. Zardrix is the absolute servant of the fallen god. Her will is not her own, and only anguished fragments of her original memories remain, trapped in the recesses of her mind. She now spends much of her time patrolling the blasted plains around Theros Obsidia, protecting the holy bastion of her god. She dwells within a massive lair deep under the structure and often perches on the tower’s peak. Izrador orders her on frequent missions to support his armies’ assaults, and she is often commanded to burn great swaths of the elven forest. The Shadow also uses her terrible grandeur as a weapon of fear, cowing his enemies and allies alike, ever reminding them of his irresistible power. When she is required to move among lesser peoples, she disgustedly takes the form of an armored draconic humanoid. Zardrix is at once the most formidable of the Shadow’s Night Kings and the most pitiable. Her lost honor and nobility make her corruption all the more tragic. Traits Legendary Resistance (3/Day). If Zardrix fails a saving throw, she can choose to succeed instead. Shadow’s Wrath. Any flammable materials that come within 10 feet of Zardrix ignite in flame. Any creature who starts their turn within 10 feet of Zardrix takes 7 (2d6) fire damage. Actions Multiattack. Zardrix can use her Frightful Presence. She then makes three attacks, one with her bite and two with her claws. Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 23 (2d12+10) piercing damage plus 14 (4d6) fire damage. Claws. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 17 (2d6+10) slashing damage. Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8+10) slashing damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pushed up to 20 feet away from Zardrix and knocked prone. Frightful Presence. Each creature of Zardrix’s choice that is within 120 feet of Zardrix and aware of her must make a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Zardrix’s Frightful Presence for one hour. Fire Breath (Recharge 5-6). Zardrix exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 105 (30d6) fire damage on a failed save, or half as much damage on a successful save. Change Shape. Zardrix magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Zardrix’s choice). In a new form, Zardrix retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. Legendary Actions Zardrix can take 3 legendary actions, choosing from the options listed here. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zardrix regains spent legendary actions at the start of her turn. Detect. Zardrix makes a Wisdom (Perception) check. Tail Attack. Zardrix makes a tail attack. Wing Attack (Costs 2 actions). Zardrix beats her wings. Each creature within 15 feet of Zardrix must succeed on a DC 24 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. Zardrix can then fly up to half her flying speed. Lair Actions Zardrix’s lair is a massive cave deep beneath Theros Obsidia. The entrance to the cavern is a yawning mouth at the base of a hill near the central tower, and the cave reaches deep into the bedrock until it reaches a series of interlinked natural domes. The air here is hot and foul, and fire and sulphureous smoke erupt from many vents along the ground. On initiative count 20 (losing initiative ties), Zardrix takes a lair action to cause one of the following effects; Zardrix can’t take the same lair action twice in a row. A cloud of cinders and smoke erupt in a 20-foot-radius sphere centered on a point Zardrix can see within 120 feet of her. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or suffer 7 (2d6) fire damage and be poisoned until the end of its turn. Rocks fall from the ceiling, striking up to three creatures underneath that Zardrix can see within 120 feet of her. Zardrix makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) bludgeoning damage. A wall of fire springs into existence on a solid surface within 120 feet of Zardrix. The wall is 60 feet long, 20 feet high, and 1 foot thick. The wall is opaque and lasts for one minute, until Zardrix uses this lair action again, or until Zardrix dies. When the wall appears, each creature within its area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 22 (5d8) fire damage, or half as much damage on a successful save. Whenever a creature ends its turn within 10 feet of the wall, it takes 22 (5d8) fire damage. A creature takes the same damage when it enters the wall for the first time or ends its turn there.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon (night king)","Alignment":"neutral evil","Expansion":30504,"Challenge Rating":26},"publisher":"Edge Studio","book":"Midnight - Legacy of Darkness"},{"name":"Zargash","description":"Zargash worships Orcus, the Demon Prince of Undeath, who has promised to transform Zargash into a vampire after a lifetime of faithful service. For a living priest to worship Orcus is utter folly, but Zargash is twisted beyond any hope of redemption. His hobbies include slaying the living and animating the dead. Alignment. Chaotic evil. Personality Trait. “I do not fear death, for when I die, Orcus will transform me into a vampire.” Ideal. “Entropy is not simply the bane of existence. It’s the doom of the multiverse. My job is to speed it along.” Bond. “Praise Orcus! May he give me the power to spread death, decay, and undeath in his name!” Flaw. “I see living people as the corpses they are doomed to become and treat them accordingly.” Combat Notes War is Zargash’s domain. He wears a rusty chain shirt under his robe and likes to thwart enemy spellcasters by enveloping them in the area of a silence spell. If defeat seems inevitable, he casts gaseous form on himself and flees, leaving his allies to fend for themselves. Traits Cling to Life (Recharges after a Long Rest). The first time Zargash would drop to 0 hit points as a result of taking damage, he instead drops to 1 hit point. Special Equipment. Zargash wears a bat-shaped amulet that has the properties of a ring of feather falling . Actions Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage when used with two hands. Deathly Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 25 (4d10 + 3) necrotic damage. Spellcasting. Zargash casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13): At will: light, thaumaturgy 1/day each: command, gaseous form, hold person, silence, speak with dead Bonus Actions Animate Corpse (1/Day). Zargash targets the lifeless corpse of one Humanoid he can see within 30 feet of him and commands it to rise, transforming it into a zombie under his control. The zombie takes its turn immediately after Zargash. Animating the zombie requires Zargash’s concentration (as if concentrating on a spell). The zombie reverts to an inanimate corpse after 10 minutes, when it drops to 0 hit points, or when Zargash’s concentration ends. League of Malevolence The League of Malevolence is an odious assemblage of villains united in one purpose: the accumulation of power. Its founding member, the sorcerer Kelek, expects his confederates to work together for their mutual benefit, but he also encourages them to pursue their own evil schemes.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (cleric, human)","Alignment":"chaotic evil","Expansion":11857,"Challenge Rating":3},"publisher":"Wizards of the Coast","book":"The Wild Beyond the Witchlight"},{"name":"Zargon the Returner","description":"Zargon the Returner is an elder evil—an undying abomination from eons past with an insatiable appetite. A tentacled, slime-covered horror with a cyclopic red eye and an indestructible horn, Zargon corrupts creatures it doesn’t devour, transforming its victims into amorphous servants. No one knows Zargon’s true origin. The creature was one of the first inhabitants of the Nine Hells, predating even the arrival of Asmodeus, the plane’s foremost ruler. Long-lived devils and occult sages theorize Zargon and its kind were invaders from another plane—or another reality entirely. When Asmodeus ascended the infernal hierarchy, he and his legions wiped out most of the plane’s earlier inhabitants, but Zargon proved beyond even Asmodeus’ might. No matter what blistering wrath Asmodeus brought to bear on Zargon, the aberration continually re-formed from its horn. Finally, Asmodeus cast Zargon’s horn from the Nine Hells in disgust, banishing the elder evil to the Material Plane. The horn was driven deep into the earth where it fell, entombing Zargon below. Eventually a civilization arose above Zargon’s prison. The elder evil whispered through dreams and nightmares to the people of Cynidicea, the realm’s capital, until one day, a crew of Cynidiceans accidentally dug through to the Returner’s prison. Zargon emerged, devouring many of the city’s inhabitants and drowning many more in its slime. The city soon fell. Those who survived Zargon’s rampage turned to it in worship, sacrificing their own to appease their so-called god. Appeased by these living offerings, Zargon returned to the tunnels beneath Cynidicea, where its cult grew. Zargon’s Lair Zargon’s lair is a slimy cavern beneath the lost city of Cynidicea. The elder evil lurks in the depths, feasting on sacrifices cast down by its worshipers. Lair Actions On initiative count 20 (losing initiative ties), Zargon can take one of the following lair actions; it can’t take the same lair action two rounds in a row: Dissolution. Zargon dissolves into a glob of slime, seeps to an unoccupied space anywhere in the lair without provoking opportunity attacks, then re-forms. Spell Breaker. Zargon targets up to two creatures it can see within the lair. All spells of 5th level or lower affecting the targets end. Sucking Slime. Zargon creates a 20-foot-radius puddle of slime on the ground centered on a point within the lair. The slime is difficult terrain, and each creature in that area when the slime appears has the grappled condition (escape DC 15). Aberrations and Oozes are unaffected by the slime. The slime lasts until Zargon dies or until it uses this lair action again. Regional Effects The region containing Zargon’s lair is warped by Zargon’s unnatural presence, creating one or more of the following effects: Arcane Enervation. Enemies of Zargon within 1 mile of the lair have disadvantage on saving throws made to maintain concentration. Corrupted Water. Rain and water sources within 1 mile of the lair are tainted. A creature that drinks the water must succeed on a DC 15 Constitution saving throw or have the poisoned condition until it finishes a long rest. Eerie Weather. The area within 10 miles of the lair experiences strange weather patterns that defy the region’s typical climate. If Zargon dies, these effects fade over the course of 1d10 days. Traits Legendary Resistance (4/Day). If Zargon fails a saving throw, it can choose to succeed instead. Regeneration. Zargon regains 20 hit points at the start of each of its turns. If Zargon takes cold or fire damage, this trait doesn’t function at the start of Zargon’s next turn. Zargon dies only if it starts its turn with 0 hit points and doesn’t regenerate. Shrouded Being. Zargon can’t be targeted by divination magic or perceived through magical scrying sensors. Slimy Demise. When Zargon dies, its body dissolves into foul slime, leaving only its horn behind. Zargon re-forms in 1d10 days, regrowing from the horn. The horn is immune to all damage and can be destroyed only by submerging it in a cleansing waterfall on one of the Upper Planes for 101 days. While the horn is submerged in this way, Zargon doesn’t re-form, and the horn slowly dissolves, sending corrupting slime downriver that permanently fouls the water for 10 miles from the place where the horn dissolved. The fouled water is unfit to drink, chokes aquatic wildlife, and withers plants. Actions Multiattack. Zargon makes two Barbed Tentacle attacks, one Bite attack, and one Gore attack. Barbed Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) piercing damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 20), and Zargon can pull the creature up to 20 feet straight toward itself. Zargon has six tentacles, each of which can grapple one creature. Zargon can move at its full speed while dragging creatures it is grappling. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage plus 7 (2d6) acid damage. Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) force damage, and a 10-foot-radius invisible sphere of antimagic, like that created by an Antimagic Field spell, surrounds the target. The sphere is centered on the target, moves with the target, and lasts until the end of Zargon’s next turn. Slime Wave (Recharge 5–6). Zargon spews slime in a 60-foot cone. Each creature in that area that isn’t an Aberration or Ooze must make a DC 19 Constitution saving throw. On a failed save, the creature takes 38 (7d10) acid damage and has the poisoned condition for 1 minute. On a successful save, the creature takes half as much damage only. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature reduced to 0 hit points by the acid damage dies and dissolves into a puddle of slime that rises as a gibbering mouther at the start of Zargon’s next turn. The creature obeys Zargon’s commands and takes its turn immediately after Zargon’s. Only a Wish spell can reverse this transformation and restore the creature to life. Reactions Zargon can take up to three reactions per round but only one per turn. Defiant Essence. When a creature casts a spell that targets Zargon or would deal damage to it, Zargon attempts to absorb the magic into its horn. The creature must make a DC 19 Charisma saving throw. On a failed save, the creature takes 6 (1d12) force damage, and the spell it cast fails and is wasted. Slime Spray. When a creature ends its turn within 30 feet of Zargon, Zargon sprays toxic slime at the creature. The target must make a DC 19 Dexterity saving throw (with disadvantage if it has the poisoned condition). On a failed save, the creature takes 7 (2d6) poison damage. On a successful save, it takes half as much damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"Aberration","Alignment":"Lawful Evil","Expansion":31434,"Challenge Rating":17},"publisher":"Wizards of the Coast","book":"Quests from the Infinite Staircase"},{"name":"Zariel","description":"Bael⁠, Geryon⁠, Hutijin⁠, Moloch—they are pawns. Even the lords of layers such as Zariel⁠ and Mammon⁠ are merely more powerful pieces. Archdevils may make dramatic moves, but it is Asmodeus⁠ who plays the game best. —Mordenkainen Devils: Archdevils At the top of the hierarchy of the Nine Hells stand the archdevils, a vicious and backbiting group made up of the Hells’ elite devils. They include the various lords, the nobles who owe them fealty, and some exiles and outcasts who have fallen out of favor. Favor in the Nine Hells shifts like the wind, and the fortunes of the great and mighty rise and fall at the whims of their betters. Many dread names are included in the rolls of the archdevils; the few described here are among those that adventurers are most likely to encounter. Wish⁠ Fulfillment. All devils seek control over mortal souls, so they offer enticements to tempt mortals into making unwise bargains. Archdevils, possessing the true power of the Nine Hells, can fulfill nearly any desire (within the limits of a wish spell) requested by the mortals they bind to their infernal contracts. Archdevils always fulfill the letter of the wish, rewarding desperate mortals with a twisted interpretation of their desires. In exchange for this gift, the devil expects and receives total power over a soul and usually claims it upon the mortal’s death. An archdevil can’t fulfill its own wish. Zariel Do not pity the fallen angel. Fallen angels survive the fall. How many other souls did Zariel bring down with her? —Mordenkainen Zariel rules Avernus, the first layer of the Nine Hells. Once a mighty angel charged with watching the tides of the Blood War, she succumbed to the plane’s corrupting influence and fell from grace. She recently reclaimed her position as archdevil of Avernus after the cautious Bel proved inadequate at marshaling his forces to launch offensives against the encroaching demons. Now Bel advises her and helps her manage the war, though many whisper that her true agenda is vengeance against Asmodeus, and her true plan is to drive him from the Nine Hells. All who enter and exit the Nine Hells must pass through Avernus, so the infernal armies muster on this layer. Here, the amnizus guard the citadels overlooking the River Styx, much of the fighting of the Blood War takes place, and devils gather to invade the Abyss. Anyone hoping to reach the lower layers must first contend with the darkness⁠ of this layer and the myriad threats it houses. Zariel manages it all and has the ultimate say over who comes and goes. Given her role in the Blood War, Zariel is keenly interested in collecting souls from the greatest warriors on the Material Plane and securing their loyalty. She bargains hard, and mortals end up worse for dealing with her, because she holds all the cards. A bargain with Zariel is eternal; there is little hope of wriggling out of it. However, she does expect the best from her servants, and so she allows her mortal followers to live out their lives, ever honing their talents, so she can put them to the best use when she finally calls in their debts. As a result, Zariel’s servants are universally effective, disciplined, and dangerous. Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses. Lair Actions. On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row: Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Zariel casts her innate fireball spell. Regional Effects Regional Effects⁠. The region containing Zariel’s lair is warped by her magic, which creates one or more of the following effects: The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat. Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round. The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can’t be cleared away. If Zariel dies, these effects fade over the course of 1d10 days. Traits Devil’s Sight⁠. Magical darkness doesn’t impede Zariel’s darkvision. Fiery Weapons⁠. Zariel’s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below). Innate Spellcasting. Zariel’s innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing her appearance) , detect evil and good, fireball, invisibility (self only) , wall of fire 3/day each: blade barrier, dispel evil and good, finger of death Legendary Resistance⁠ (3/Day). If Zariel fails a saving throw, she can choose to succeed instead. Magic Resistance⁠. Zariel has advantage on saving throws against spells and other magical effects. Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks. Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage if used with two hands, plus 36 (8d8) fire damage. Javelin. Melee or Ranged Weapon Attack: +16 to hit, reach 10 ft., or range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage. Horrid Touch (Recharge 5–6). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 44 (8d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Teleport⁠. Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see. Legendary Actions Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action⁠ option can be used at a time and only at the end of another creature’s turn. Zariel regains spent legendary actions at the start of her turn. Immolating Gaze (Costs 2 Actions). Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage. Teleport⁠. Zariel uses her Teleport⁠ action⁠.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Source":"Mordenkainen's Tome of Foes","Alignment":"Lawful Evil","Expansion":4,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Zariel","description":"Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel’s passion for war and offered her rulership of Avernus. She accepted his offer, and he transformed her into an archdevil. Zariel’s rise in status came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and gruesome demon-slaying machines. To replenish her legions, Zariel needs the souls of mortals to create lemures, which she can then promote to higher forms of devils. She is keenly interested in collecting souls from the greatest warriors on the Material Plane. She bargains hard, and there is little hope of wriggling out of a pact. However, she expects the best from her servants, so she allows her mortal followers to live out their lives provided they continue to hone their talents to increase their value. As a result, Zariel’s servants are universally effective, disciplined, and dangerous. Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold’s wall—the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses. Lair Actions On initiative count 20 (losing initiative ties), Zariel can take one of the following lair actions; she can’t take the same lair action two rounds in a row: Fireball. Zariel casts the fireball spell. Infernal Illusions. Zariel casts the major image spell four times, targeting different areas with it. Zariel prefers to create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Regional Effects The region containing Zariel’s lair is warped by her magic, which creates one or more of the following effects: Hellscape. The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat. Pyres. Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round. Smoke. The area within 2 miles of the lair, but no closer than 500 feet, is filled with smoke, which causes the area to be heavily obscured. The smoke can’t be cleared away. If Zariel dies, these effects fade over the course of 1d10 days. Cultists of Zariel Zariel grants special abilities to her most loyal cultists. They can gain the Ferocious Surge trait, and her cult’s leaders can also gain the Infernal Tactics trait. Ferocious Surge (Recharges after a Short or Long Rest). When this creature hits with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit. Infernal Tactics. Immediately after rolling initiative, this creature can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them. That which falls from grace may yet rise to regain it. If Zariel were to return to her celestial self, how glorious would be the tales! —Mordenkainen Traits Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision. Legendary Resistance (3/Day). If Zariel fails a saving throw, she can choose to succeed instead. Magic Resistance. Zariel has advantage on saving throws against spells and other magical effects. Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Zariel makes three Flail or Longsword attacks. She can replace one attack with a use of Horrid Touch, if available. Flail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) force damage plus 36 (8d8) fire damage. Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) radiant damage, or 19 (2d10 + 8) radiant damage when used with two hands, plus 36 (8d8) fire damage. Horrid Touch (Recharge 5–6). Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. Zariel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26): At will: alter self (can become Medium when changing her appearance), detect evil and good , fireball , invisibility (self only), major image , wall of fire 3/day each: blade barrier , dispel evil and good , finger of death Teleport. Zariel teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. Legendary Actions Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zariel regains spent legendary actions at the start of her turn. Teleport. Zariel uses Teleport. Immolating Gaze (Costs 2 Actions). Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to burn. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Devil)","Alignment":"Lawful Evil","Expansion":14934,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Zariel","description":"Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel’s passion for war and offered her rulership of Avernus. She accepted his offer and was transformed by Asmodeus into an archdevil. Zariel’s rise came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and gruesome demon-slaying machines. Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Lair Actions On initiative count 20 (losing initiative ties), Zariel can take one lair action to cause the following effect or one from the archdevil lair action list ; she can’t take the same lair action two rounds in a row: Infernal Illusions. Zariel casts the Major Image spell four times, targeting different areas with it. Zariel prefers to create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or have the frightened condition for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Regional Effects The region containing Zariel’s lair is warped by her magic, which creates the following effect: Hellscape. The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat. If Zariel dies, these effects fade over the course of 1d10 days. Traits Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision. Legendary Resistance (3/Day). If Zariel fails a saving throw, she can choose to succeed instead. Magic Resistance. Zariel has advantage on saving throws against spells and other magical effects. Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn’t regenerate. Actions Multiattack. Zariel makes three Flail or Longsword attacks. She can replace one attack with a use of Horrid Touch, if available. Flail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) force damage plus 36 (8d8) fire damage. Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) radiant damage or 19 (2d10 + 8) radiant damage when used with two hands, plus 36 (8d8) fire damage. Horrid Touch (Recharge 5–6). Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and have the poisoned condition for 1 minute. While poisoned in this way, the target has the blinded and deafened conditions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. Zariel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26): At will: Alter Self (can become Medium when changing her appearance), Detect Evil and Good, Fireball, Invisibility (self only), Major Image, Wall of Fire 2/day each: Blade Barrier, Dispel Evil and Good, Finger of Death Teleport. Zariel magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. Legendary Actions Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zariel regains spent legendary actions at the start of her turn. Teleport. Zariel uses Teleport. Immolating Gaze (Costs 2 Actions). Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to burn. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (devil)","Alignment":"lawful evil","Expansion":28645,"Challenge Rating":26},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"},{"name":"Zburator","description":"The zburător is a malevolent shapeshifting monster, shrouded in darkness and dread. Its natural form is a nightmarish hybrid. With the head and limbs of a feral wolf, the antlers, neck, and body of a hideous deer, and the fearsome wings of an enormous bat, it strikes a horrifying and intimidating silhouette. Vampiric Predator. The zburător is driven by an insatiable hunger for the flesh and the life force of humanoids. Possessing heightened senses, night vision, and enhanced strength, it prowls the shadowy edges of civilization with predatory grace, tracking its victims with unerring precision. Its senses allow it to detect the slightest movements, ensuring a swift and stealthy approach. The points of its antlers drip potent venom that can paralyze creatures it injures. Feeding on the flesh and life force of its victims, the zburător revels in the consumption of their essence, gaining vitality from their very being. Alluring Charmer. Once every full moon, adult zburătors have an irresistible impulse to mate. Because of its accursed nature, it cannot bear offspring with another of its kind. Instead, it must seek a humanoid as a potential mate. And even then, the chances of conception is remote, which is probably the reason for the uncontrollable urge. Aiding it in this endeavor are the zburător's two uncanny abilities. The first one is to assume the form of any humanoid form, seamlessly blending into unsuspecting communities. In its humanoid disguise, it conceals its monstrous nature beneath an alluring facade, its appearance and demeanor tailored to enchant and beguile. The second one is its an unsettling ability to magically charm and seduce humanoids. Its enchanting allure, combined with its dark magic, ensures the compliance of its chosen targets. With a glance or a touch, the zburător weaves its enchantments, leaving its victims entranced and submissive. Natural Killer. A zburător offspring grows as a normal humanoid, but already bears the taint of its parent. Even as a child, its troubling behaviors will show lack of empathy or remorse, a tendency to manipulate and deceive others, and disturbing cruelty. As it gets older, it will entertain thoughts of eating the flesh of its kind. Once it has reached puberty, the zburător will be able to transform into its true form, finally realizing and embracing its nature. Because of this, it will be unable to have a communal life due to the risk of discovery. It will adopt one where it will lurk within the shadows and corners of the world, but still within reach of unsuspecting prey. Insidious Wanderers. Zburators are usually encountered alone, but a few form a clan led by an alpha, often under the guise of a traveling or wandering band of entertainers. Once every decade, these clans will congregate, bringing charmed victims as an offering to their King or Queen. Traits Dive Attack. If the zburător is flying and dives at least 30 feet straight toward a target and then hits it with a Gore attack, the attack deals an extra 9 (2d8) damage to the target. Keen Hearing and Smell. The zburător has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite (Monster Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the zburător regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Gore (Monster Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature is paralyzed. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Scimitar (Humanoid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Charm (Humanoid Form Only). One humanoid the zburător can see within 30 feet of it must succeed on a DC 13 Wisdom saving throw or be magically charmed for 1 hour. The charmed target obeys the zburător's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this zburător's Charm for the next 24 hours. The zburător can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Bonus Actions Change Shape. The zburător magically transforms into a Medium Humanoid or back into its true form, while retaining its game statistics. This transformation ends if the zburător is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Medium","Type":"Monstrosity (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":3},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Zburator Alpha","description":"The zburător is a malevolent shapeshifting monster, shrouded in darkness and dread. Its natural form is a nightmarish hybrid. With the head and limbs of a feral wolf, the antlers, neck, and body of a hideous deer, and the fearsome wings of an enormous bat, it strikes a horrifying and intimidating silhouette. Vampiric Predator. The zburător is driven by an insatiable hunger for the flesh and the life force of humanoids. Possessing heightened senses, night vision, and enhanced strength, it prowls the shadowy edges of civilization with predatory grace, tracking its victims with unerring precision. Its senses allow it to detect the slightest movements, ensuring a swift and stealthy approach. The points of its antlers drip potent venom that can paralyze creatures it injures. Feeding on the flesh and life force of its victims, the zburător revels in the consumption of their essence, gaining vitality from their very being. Alluring Charmer. Once every full moon, adult zburătors have an irresistible impulse to mate. Because of its accursed nature, it cannot bear offspring with another of its kind. Instead, it must seek a humanoid as a potential mate. And even then, the chances of conception is remote, which is probably the reason for the uncontrollable urge. Aiding it in this endeavor are the zburător's two uncanny abilities. The first one is to assume the form of any humanoid form, seamlessly blending into unsuspecting communities. In its humanoid disguise, it conceals its monstrous nature beneath an alluring facade, its appearance and demeanor tailored to enchant and beguile. The second one is its an unsettling ability to magically charm and seduce humanoids. Its enchanting allure, combined with its dark magic, ensures the compliance of its chosen targets. With a glance or a touch, the zburător weaves its enchantments, leaving its victims entranced and submissive. Natural Killer. A zburător offspring grows as a normal humanoid, but already bears the taint of its parent. Even as a child, its troubling behaviors will show lack of empathy or remorse, a tendency to manipulate and deceive others, and disturbing cruelty. As it gets older, it will entertain thoughts of eating the flesh of its kind. Once it has reached puberty, the zburător will be able to transform into its true form, finally realizing and embracing its nature. Because of this, it will be unable to have a communal life due to the risk of discovery. It will adopt one where it will lurk within the shadows and corners of the world, but still within reach of unsuspecting prey. Insidious Wanderers. Zburators are usually encountered alone, but a few form a clan led by an alpha, often under the guise of a traveling or wandering band of entertainers. Once every decade, these clans will congregate, bringing charmed victims as an offering to their King or Queen. Traits Dive Attack. If the zburător is flying and dives at least 30 feet straight toward a target and then hits it with a Gore attack, the attack deals an extra 9 (2d8) damage to the target. Keen Hearing and Smell. The zburător has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite (Monster Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the zburător regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Gore (Monster Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4) piercing damage and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. A poisoned creature is paralyzed. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Scimitar (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Charm (Humanoid Form Only). One humanoid the zburător can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 hour. The charmed target obeys the zburător's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this zburător's Charm for the next 24 hours. The zburător can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Haunting Howl (Monster Form Only, Recharge 6). The zburător howls. Any Beast or Humanoid that isn't an ally of the zburător within 300 feet of it must succeed on a DC 14 Wisdom saving throw or be frightened of it for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s save is successful or the effect ends for it, the target is immune to any zburător’s Haunting Howl for the next 24 hours. Bonus Actions Change Shape. The zburător magically transforms into a Medium Humanoid or back into its true form, while retaining its game statistics. This transformation ends if the zburător is reduced to 0 hit points or uses a bonus action to end it.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":5},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Zburator Monarch","description":"The zburător is a malevolent shapeshifting monster, shrouded in darkness and dread. Its natural form is a nightmarish hybrid. With the head and limbs of a feral wolf, the antlers, neck, and body of a hideous deer, and the fearsome wings of an enormous bat, it strikes a horrifying and intimidating silhouette. Vampiric Predator. The zburător is driven by an insatiable hunger for the flesh and the life force of humanoids. Possessing heightened senses, night vision, and enhanced strength, it prowls the shadowy edges of civilization with predatory grace, tracking its victims with unerring precision. Its senses allow it to detect the slightest movements, ensuring a swift and stealthy approach. The points of its antlers drip potent venom that can paralyze creatures it injures. Feeding on the flesh and life force of its victims, the zburător revels in the consumption of their essence, gaining vitality from their very being. Alluring Charmer. Once every full moon, adult zburătors have an irresistible impulse to mate. Because of its accursed nature, it cannot bear offspring with another of its kind. Instead, it must seek a humanoid as a potential mate. And even then, the chances of conception is remote, which is probably the reason for the uncontrollable urge. Aiding it in this endeavor are the zburător's two uncanny abilities. The first one is to assume the form of any humanoid form, seamlessly blending into unsuspecting communities. In its humanoid disguise, it conceals its monstrous nature beneath an alluring facade, its appearance and demeanor tailored to enchant and beguile. The second one is its an unsettling ability to magically charm and seduce humanoids. Its enchanting allure, combined with its dark magic, ensures the compliance of its chosen targets. With a glance or a touch, the zburător weaves its enchantments, leaving its victims entranced and submissive. Natural Killer. A zburător offspring grows as a normal humanoid, but already bears the taint of its parent. Even as a child, its troubling behaviors will show lack of empathy or remorse, a tendency to manipulate and deceive others, and disturbing cruelty. As it gets older, it will entertain thoughts of eating the flesh of its kind. Once it has reached puberty, the zburător will be able to transform into its true form, finally realizing and embracing its nature. Because of this, it will be unable to have a communal life due to the risk of discovery. It will adopt one where it will lurk within the shadows and corners of the world, but still within reach of unsuspecting prey. Insidious Wanderers. Zburators are usually encountered alone, but a few form a clan led by an alpha, often under the guise of a traveling or wandering band of entertainers. Once every decade, these clans will congregate, bringing charmed victims as an offering to their King or Queen. A Zburãtor Monarch's Lair A zburător monarch dwells in keeps and longhouses that are located in remote and secluded areas. The challenge rating of a zburător monarch increases to 10 (5,900 XP) when it’s encountered in its lair. Lair Actions On initiative count 20 (losing initiative ties), the zburător takes a lair action to cause one of the following effects; the zburător can’t use the same effect two rounds in a row: Shadowy tendrils instantly appear and extend from the zburător. Each creature of the zburător's choice within 20 feet of it must succeed on a DC 16 Constitution saving throw. On a failed save, the creature takes 9 (2d8) necrotic damage and is blinded until initiative count 20 on the next round. The zburător targets a point it can see within 120 feet of it. A thick shadowy mist magically appears in a 20-foot radius burst centered on that point. Each creature in that area must succeed on a DC 16 Constitution saving throw. On a failed save, the creature takes 9 (2d8) necrotic damage and has disadvantage on attack rolls, ability checks, and saving throws until until initiative count 20 on the next round. On a successful save, a creature takes half as much damage with no additional effects. Constructs and Undead ignore this effect. The zburător casts invisibility , requiring no material components and using Charisma as the spellcasting ability. It lasts until initiative count 20 on the next round. Traits Dive Attack. If the zburător is flying and dives at least 30 feet straight toward a target and then hits it with a Gore attack, the attack deals an extra 9 (2d8) damage to the target. Keen Hearing and Smell. The zburător has advantage on Wisdom (Perception) checks that rely on hearing or smell. Legendary Resistance (1/Day). If the zburător fails a saving throw, it can choose to succeed instead. Actions Bite (Monster Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the zburător regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Gore (Monster Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature is paralyzed. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Scimitar (Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. Charm (Humanoid Form Only). One Humanoid the zburător can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 hour. The charmed target obeys the zburător's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this zburător's Charm for the next 24 hours. The zburător can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Haunting Howl (Monster Form Only, Recharge 6). The zburător howls. Any Beast or Humanoid that isn't an ally of the zburător within 300 feet of it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s save is successful or the effect ends for it, the target is immune to any zburător’s Haunting Howl for the next 24 hours. In addition, each ally of the zburător within 60 feet of it and can hear it gains advantage on attack rolls and saving throws made against being charmed and frightened until the end of the zburător's next turn. Bonus Actions Change Shape. The zburător magically transforms into a Medium Humanoid or back into its true form, while retaining its game statistics. This transformation ends if the zburător is reduced to 0 hit points or uses a bonus action to end it. Legendary Actions The zburător can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The zburător regains spent legendary actions at the start of its turn. Charge. The zburător moves up to its speed. Charm. The zburător uses Charm. Command Thrall. The zburător targets a Humanoid charmed by it within 30 feet of it. The target must use its reaction to make one melee attack against a visible creature of the zburător's choice. Attack (Costs 2 Actions). The zburător makes a melee attack.","properties":{"Category":"Monsters","Size":"Large","Type":"Monstrosity (Shapechanger)","Alignment":"Typically Neutral Evil","Expansion":29032,"Challenge Rating":9},"publisher":"Dragonix Books","book":"Dragonix's Deadly Denizens"},{"name":"Zealot","description":"Zealots are fanatical followers of the Radiant Church. The Church believes that the Radiant One holds the key to free Luyarnha of its scourge, just as he brought them enlightenment. As such, these zealots do their utmost to spread their message and gather converts. They know that actions speak far louder than words and as such are always at the forefront of each hunt. They are trained in the art of combat, but they prefer to use their abilities to heal and support their allies, strengthening the faith of their comrades through their unwavering devotion. They are often willing to make the ultimate sacrifice in the name of their deity, if it means saving their kin. Despite their peaceful demeanor, zealots are capable of incredible violence, driven by their faith to defend the Radiant Church and its followers. Although their doctrine is one of tolerance, direct insults to their god are deemed heretical and they will not hesitate to use their powers to quiet the offender. They are often seen leading Radiant Church expeditions, accompanied by a retinue of hunters, as they seek to bring the light back to Luyarnha after its fall from grace. Traits Spellcasting. The zealot is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The zealot has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, silvered shell 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (2 slots): mass healing word, protection from energy Call to Radiance. As a bonus action, the zealot can expend a spell slot to magically imbue its weapons with divine power. Until the end of the turn, its melee weapon attacks deal an extra 10 (3d6) radiant damage on a hit. If the zealot expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Actions Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (any race)","Alignment":"any alignment","Expansion":27461,"Challenge Rating":2},"publisher":"MonkeyDM","book":"Steinhardt's Guide to the Eldritch Hunt"},{"name":"Zegana","description":"The regal and reticent Prime Speaker Zegana is the merfolk guildmaster of the Simic Combine . She upholds the traditional ways of the guild and its utopian philosophy, which espouses a vision of an ideal world in which nature and civilization coexist in perfect balance. Some people in the guild—members of the Adaptationist faction in particular—argue that her ways are outdated and the guild requires more practical leadership. In response, Zegana maintains that she serves as prime speaker only at the sufferance of the Speakers’ Chamber, and if the other speakers wish to replace her, they are certainly within their rights to do so. Zegana’s Traits Ideal: “Nature’s patterns are the schematics for how to improve.” Bond: “I will use all the resources at my disposal to see that Ravnica becomes the best it can be.” Flaw: “I can’t understand how progress could ever be the wrong goal.” Traits Amphibious. Zegana can breathe air and water. Legendary Resistance (3/Day). If Zegana fails a saving throw, she can choose to succeed instead. Magic Resistance. Zegana has advantage on saving throws against spells and other magical effects. Spellcasting. Zegana is a 15th-level Simic spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): acid splash, druidcraft, ray of frost, shape water 1st level (4 slots): color spray, expeditious retreat, fog cloud, shield 2nd level (3 slots): enlarge/reduce, gust of wind 3rd level (3 slots): counterspell, fly, slow 4th level (3 slots): control water, ice storm, polymorph 5th level (2 slots): conjure elemental, creation 6th level (1 slot): move earth, wall of ice 7th level (1 slot): prismatic spray, teleport 8th level (1 slot): control weather, dominate monster Actions Prime Speaker’s Trident. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the trident emits a thunderous boom. Each creature in a 15-foot cube originating from the prongs of the trident must make a DC 18 Constitution saving throw. On a failed save, the creature takes 9 (2d8) thunder damage and is pushed 10 feet away from Zegana. If the creature is underwater, the damage is increased to 13 (3d8). On a successful save, the creature takes half as much damage and isn’t pushed. Deluge (Recharge 4–6). Zegana conjures a wave of water that crashes down on an area within 120 feet of her. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water spreads out across the ground, extinguishing unprotected flames it comes in contact with, and then vanishes. Legendary Actions Zegana can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zegana regains spent legendary actions at the start of her turn. Adaptive Skin. Zegana gains resistance to one damage type of her choice—acid, fire, lightning, or thunder—until the start of her next turn. Trident. Zegana makes one melee attack with the Prime Speaker’s Trident. Enlarge (Costs 2 Actions). Zegana casts enlarge/reduce on herself, using the enlarge option, without expending a spell slot. Deluge (Costs 3 Actions). Zegana uses Deluge, if available.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (merfolk)","Alignment":"lawful neutral","Expansion":7,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Guildmasters' Guide to Ravnica"},{"name":"Zeik, the Charioteer","description":"Zeik, the Charioteer “Stand not against the winds. They fell all in their path.” The Winds of Change are an Ayrissian group dedicated to overthrowing the monarchy of Ayris. They call upon the god Unammon, Chariot of the Wind, as their patron and source of power. The Charioteer. One of the boons supplied by Unammon to the Winds of Changes is the power to control the wind and the cold that it brings. Within the ranks of the Winds, one member is given the honor of being known as the Charioteer. This individual trains in the art of assassination and stealth, swordplay, and mobility. In addition to the training, the Charioteer is gifted three items of power: studded leather armor that provides cold resistance and the ability to fly, a scimitar that does cold damage, and an ice dagger that returns to the wielder’s hand when thrown and that can temporarily paralyze a target. Silent Killer. Between the training and the magical items, the Charioteer of the Winds is a formidable foe, highly skilled in getting close to a target, killing them in an instant, and getting away without a trace of evidence. The current Charioteer, Zeik, trained for years in the shadow of the first. Recently, Zeik had to take over when the current Charioteer was lost in the Aetherial Expanse. Zeik is now duty-bound to take vengeance on their predecessor’s killer and assassinate those who assist the Ayrissian authorities in their dealings in the Expanse.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Elf)","Source":"custom","Alignment":"Chaotic Neutral","Expansion":32048,"Challenge Rating":10},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Zeitgeist","description":"The mumbling humanoid alternates between bursts of speed and inactivity as it struggles to focus on the reality around it. Caught in a chronological maelstrom, zeitgeists struggle to interact with whatever reality presents itself in that moment. Zeitgeists are humanoids who were warped by some misuse or accident of time magic. They are “ghosts” of time, flittering from plane to plane, timeline to timeline, unable to anchor themselves with any sort of stability for long. Fast and Slow. Warped by time magic, a zeitgeist finds itself alternating between speeding around its foes and being barely able to keep up with them. This alternating is random and outside of the zeitgeist’s control, often pulling it forward in the middle of a conversation or slowing it when attempting to escape an enemy. Unstable Body and Mind. The constant instability of being pulled between planes and timelines leaves zeitgeists unable to focus, at best, and deranged, at worst. If a moment of clarity pierces its madness, a zeitgeist might attempt a quick conversation or simply remain motionless, enjoying the temporary reprieve from its tortured existence. Still Living. Though named “ghosts,” zeitgeists aren’t dead; rather, something mysterious about their situation sustains them. Similar to a ghost, a zeitgeist might be tied to a particular location, albeit at different points in time. The location might be the site of the magical mishap that created it, a place steeped in planar or time magic, or a place stable enough in time to help the zeitgeist anchor itself and its sanity. Timewarped Nature. A zeitgeist doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"chaotic neutral","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Zek","description":"At just over three feet in height, this rodent-like species is covered, head to toe, with resilient, scaled plates they like to polish to a mirrorlike sheen. They are especially quick and agile. Self-Appointed Defenders. Most zek maintain that since the withdrawal or disappearance of most the galaxies' oldest sentient species, the responsibility for looking after what they call \"the fledglings\" has fallen to them. They base this belief on an inscription found on a strange piece of meteoric rock that impacted their homeworld shortly after they discovered hyperspace technology, destroying their capital city. The zek do not find their charge to be burdensome; rather, they pursue it with zeal. It is not uncommon for a zek traveling with members of other species to refer to them as their \"deputies.\" Outrageous Fortunes. Zek have a reputation for extraordinary luck, which they attribute to being chosen to lend assistance to the underprivileged. This blessing, it has been argued by some, seems only apply to the zek themselves, and does not extend to those with whom they travel, no matter what the zek say otherwise. Flamboyantly Optimistic. Capable of finding the bright side, or silver lining in almost any situation, the zek are perhaps the most enthusiactically confident species in the galaxy. One might think this leads them to sometimes make rash or potentially foolhardy decisions. Yes, yes it does. But don't expect a zek to ever admit it. More often than seems probable, they find pathways to success, their assuredness translating to tenacity.","properties":{"Category":"Monsters","Size":"Small","Type":"humanoid (zek)","Alignment":"chaotic good","Expansion":27052,"Challenge Rating":"1/4"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Zelchor","description":"The zelchor are short, stout humanoids that dwell within the fog-filled haven of Thondiel in Drath Sia. Reaching between 4 to 5 feet in height, they have leathery skin and bulbous heads with four angular eyes. Covetous and calculating, they serve at the whim of an incorporeal energy-being known to them only as the Widow of Night. Wanderers in Shadow. As emissaries of the Widow of Night, the zelchor search specific regions of Drath Sia, seeking small settlements of intelligent life to recruit into the service of the Widow in return for protection and guidance. This is done with specific direction from the Widow, with no known reason behind the being's choices. Power and Influence. Information and leverage are the bread and butter of zelchor society. There is constant plotting and maneuvering between their clans, each vying for elevated rank and prominence under the watchful eyes of the Widow of Night. These rivalries are quickly put aside when dealing with other species, with whom the zelchor become deviously mercenary. They join alliances or take on work with the additional intent of gaining intelligence or influence within different factions or organizations. Their goals include playing various groups against each other for profit and looking for greater reach and control for the Widow of Night. Those who have dealt with the zelchor regularly are well aware of their shifting loyalties. Even so, they are tolerated among more prominent societies, often as black market traders or information brokers. They have made several failed attempts to insinuate themselves into galaxy-wide groups such as the Sorium Accord or several of the galactic megacorporations.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (zelchor)","Alignment":"neutral","Expansion":27052,"Challenge Rating":"1/2"},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Zemilin","description":"A zemilin is the soul of a once living creature, cursed with entrapment inside a magical fetish. Stitched together from old, ragged cloth, and held together by rusty pins and needles, this effigy often resembles a children's toy. However, any child would be brave to play with it. Tormented Souls Few beings flourish in imprisonment, and with the passing of decades, even the most pious of souls can turn malevolent. Such is the fate of zemilins, and any creature should be wary when dealing with one. To share their pain is often their sole motivation, and while they can be valuable companions, everything comes at a price. Cursed Vessel The zemilin can't regain hit points from resting or healing magic. Instead, a creature can restore all of a damaged zemilin's hit points by spending 1 hour using weaver's tools or constant castings of the mending spell. As long as it isn't completely destroyed, the zemilin can be repaired in this way even if it has been reduced to 0 hit points. Repairing the zemilin comes with a drawback, however. Any creature that restores the zemilin is subject to a fell curse that gives it disadvantage on death saving throws, and the zemilin will follow the creature's every instruction. This curse lasts until another creature repairs the zemilin, transferring the curse to them. The curse cannot be ended by any means short of a remove curse spell cast at 7th level or higher. Doing so lifts the curse binding the zemilin and allows it to pass on to the afterlife, destroying its physical form.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":32062,"Challenge Rating":1},"publisher":"Eventyr Games","book":"Milando's Guide to Magical Marvels"},{"name":"Zenith Aastrika","description":"Once a lieutenant of the Sunlight Legion, Aastrika fought and clawed through the ranks, proving herself in battle after battle. However, she suspected many above her felt threatened by her meteoric rise, and her suspicions were confirmed when her unit was dispatched deep into the des- ert. There, Aastrika discovered signs of blue dragon terri- tory and realized her superiors had ordered her into a trap. On sharing her discovery with her unit, they decided together to desert the legion. Rather than face the dragon, Aastrika and her troops pursued spiritual enlightenment. They roamed the highest sunlit mountain peaks and deepest volcanic caverns in search of understanding. In one of these magma tunnels, Aastrika crawled deep into a vol- canic crater and remained for hours. When she returned, she spoke of her body discorporating into fire and of newly unearthed wisdom, and in this moment, her unit became her first spiritual followers. Returning to the Sunlight Legion, Aastrika used her newfound prowess and understanding to depose the leadership that sent her to her death. She then claimed her rightful place as warlord and spiritual leader in equal parts, preaching the importance of balance in both. Traits Battle Tranquility (3/Day). When Aastrika fails a saving throw, she can choose to succeed instead. When she does so, she can’t use Sweltering Heat until the end of her next turn. Molten Flesh. The first time a creature other than a fire giant touches Aastrika or hits her with a melee attack on a turn, that creature takes 7 (2d6) fire damage. Actions Multiattack. Aastrika takes the Disengage action and makes up to three attacks using Unarmed Strike, Hurl Flame, or both. Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage plus 7 (2d6) fire damage. If the target is a creature, they are out- lined in red light until the start of Aastrika’s next turn, and for the duration, attack rolls against them have advantage. Hurl Flame. Ranged Spell Attack: +10 to hit, range 180 ft., one target. Hit: 20 (4d6 + 6) fire damage. Lava Pillar (Recharge 5–6). Aastrika causes a 20-foot-radius, 60-foot-high cylinder of lava to erupt from the ground at a point she can see within 120 feet of her. Each creature in that area must make a DC 18 Dexterity saving throw, taking 38 (11d6) fire damage on a failed save, or half as much damage on a successful one. Bonus Actions Sweltering Heat. Aastrika’s inner flame pulses harshly. Each creature within 20 feet of her who doesn’t have resistance or immunity to fire damage must succeed on a DC 18 Constitution saving throw or gain a level of exhaustion. Reactions Power of Flame. When another fire giant Aastrika can see within 60 feet of her misses with a weapon attack, Aastrika causes flame to trail from the attacker. The attacker rolls dam- age for the attack as if they had hit, and the target takes half that amount as fire damage instead of taking the full amount of normal damage. Villain Actions Aastrika has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1: Forward! Aastrika and up to three creatures she can see can move up to their speed without provoking opportunity attacks and make one melee attack each. Action 2: The Manifold Self. Aastrika disappears in a flash of light and teleports, reappearing in an unoccupied space she can see within 30 feet of her. At the same time, five fire giant troopers appear in unoccupied spaces within 30 feet of the space she teleported from. The troopers act immediately after this villain action is taken and on the same initiative count in subsequent rounds. Action 3: This. Ends. Now. Aastrika and each willing fire giant within 60 feet of her unleashes a burst of heat. Each creature within 10 feet of Aastrika or one of these fire giants must make a DC 18 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Lawful Neutral","Expansion":25493,"Challenge Rating":12},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Zenith Aastrika","description":"I didn’t find enlightenment atop some peaceful mountain high in the clouds or while sitting with my eyes closed in a serene field of high grass. I earned it in the hottest fires the earth produces. Would you like to feel that enlightenment for yourself? Zenith Aastrika Traits Battle Tranquility ( 3 /Day). When Aastrika fails a saving throw, she can choose to succeed instead. When she does so, she can’t use Sweltering Heat until the end of her next turn. Molten Flesh. The first time a creature other than a fire giant touches Aastrika or hits her with a melee attack on a turn, that creature takes 7 (2d6) fire damage. Actions Multiattack. Aastrika takes the Disengage action and makes up to three attacks using Unarmed Strike, Hurl Flame, or both. Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage plus 7 (2d6) fire damage. If the target is a creature, they are outlined in red light until the start of Aastrika’s next turn, and for the duration, attack rolls against them have advantage. Hurl Flame. Ranged Spell Attack: +10 to hit, range 180 ft., one target. Hit: 20 (4d6 + 6) fire damage. Lava Pillar (Recharge 5 – 6 ). Aastrika causes a 20-foot-radius, 60-foot-high cylinder of lava to erupt from the ground at a point she can see within 120 feet of her. Each creature in that area must make a DC 18 Dexterity saving throw, taking 38 (11d6) fire damage on a failed save, or half as much damage on a successful one. Bonus Actions Sweltering Heat. Aastrika’s inner flame pulses harshly. Each creature within 20 feet of her who doesn’t have resistance or immunity to fire damage must succeed on a DC 18 Constitution saving throw or gain a level of exhaustion. Reactions Power of Flame. When another fire giant Aastrika can see within 60 feet of her misses with a weapon attack, Aastrika causes flame to trail from the attacker. The attacker rolls damage for the attack as if they had hit, and the target takes half that amount as fire damage instead of taking the full amount of normal damage. Villain Actions Aastrika has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round. Action 1 : Forward! Aastrika and up to three creatures she can see can move up to their speed without provoking opportunity attacks and make one melee attack each. Action 2 : The Manifold Self. Aastrika disappears in a flash of light and teleports, reappearing in an unoccupied space she can see within 30 feet of her. At the same time, five fire giant troopers appear in unoccupied spaces within 30 feet of the space she teleported from. The troopers act immediately after this villain action is taken and on the same initiative count in subsequent rounds. Action 3 : This. Ends. Now. Aastrika and each willing fire giant within 60 feet of her unleashes a burst of heat. Each creature within 10 feet of Aastrika or one of these fire giants must make a DC 18 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Alignment":"Lawful Neutral","Expansion":28288,"Challenge Rating":12},"publisher":"MCDM Productions","book":"Where Evil Lives"},{"name":"Zennoga","description":"Zennoga are autonomous and powerful constructs, standing 21 feet tall and weighing 15,000 pounds. Despite their independent natures, they all have a uniform appearance, with red covering much of the body, dark gray prominently featured on the chest, and two shades of gray coloring the many protrusions jutting from its humanoid chassis. While their faces feature eyes, they have an array of sensors that allow them to visualize foes in many different spectra. Servants of the Obelisk. Zennoga all owe fealty to a golden obelisk buried deep within their home world. This obelisk is a deity-like being that seeks energy and raw materials for an end goal not even known to its zennoga minions. Scholars who have studied the zennoga and the golden obelisk believe the unique entity seeks to replicate itself and, along with its partner, transform the universe into a cold, mechanistic utopia. The obelisk arrived from beyond the known universe, either from a demiplane creche or an alternate Prime Material plane and selected an unpopulated planet with the greatest natural resources, including an exotic form of radiation found at the world’s core. It gained a taste for magic and advanced technology when a spacefaring race attempted to settle the planet. The first zennoga created by the obelisk wiped out the settlers and retrieved their raw materials and machines for the obelisk. This first contact, while unfortunate for the settlers, proved beneficial for the obelisk, which could then create new minions capable of spaceflight. Zennoga prowled the nearby planets and neighboring star system to wrest ever more powerful energy sources and technologically advanced materials from intelligent species. It spawned more powerful zennoga and learned to develop planetary defenses. An armada of two dozen ships sent in retaliation for the zennoga’s depredations was unable to penetrate the obelisk’s global force field. One ship barely survived the carnage as a swarm of planet-side zennoga devastated the armada and the obelisk’s star system and its neighbor received a quarantine as the defeated species fled the horrific machines. The damage was done, though, and the obelisk developed new zennoga able to cross great distances. Honorable Service. Zennoga are strangely honorable constructs and attack creatures or ships they regard as superior. They ignore enemies with lesser technology and only retaliate when damaged by inferior foes. While many are grateful for zennoga not engaging in wholesale slaughter of everything they encounter, they are disturbed by the zennoga’s harvesting of advanced technology to further their deity machine’s progress toward its end goal. Neighboring worlds sometimes unite to launch pyrrhic attacks on the zennoga to prevent it from leaving with advanced machinery. Some cultures have also learned to entice the zennoga with promises of information on even more advanced species. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.BodyCopy, li.BodyCopy, div.BodyCopy {mso-style-name:\"Body Copy\"; mso-style-priority:99; mso-style-unhide:no; mso-style-qformat:yes; mso-style-next:Normal; margin:0cm; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Huge","Type":"construct","Alignment":"lawful evil","Expansion":32483,"Challenge Rating":17},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Zenurim","description":"A notorious succubus spy even amongst the demons of the Abyss, Zenurim served many masters through her unimaginably long existence. One of its most notable achievements was luring Lord Vantraqx Ironclaw the Fiend Slayer to a trap set by Marla-Thra, the Conjoined Suppressors. She now serves Lord Rhogar Zlatozar the Dauntless whose binding compels her to do his bidding.","properties":{"Category":"Monsters","Size":"Medium","Type":"fiend (shapechanger)","Alignment":"neutral evil","Challenge Rating":13},"publisher":"Elderbrain","book":"Torrents of The Spellhoarder Compendium"},{"name":"Zheng Yang Shi","description":"Zheng Yang Shi Once a notorious member of the Drakes, Zheng is now the elderly owner of Sparrow’s Flight, a gambling den in Calderé City. She is content to play cards for the remainder of her life and is uninterested in anything happening elsewhere. All she wants to do is gamble for the end of her days. However, her wealth of knowledge about the Isle of Drakes, its various islands and pirate crews, and her skill with guns means that she could be invaluable if convinced to do one last job. Distrustful of all people, repeated gambling is the only way to gain Zheng’s respect. She gains a grudging appreciation for anyone who can regularly beat her at games of flotilla. Officer Roles. Zheng Yang Shi is an officer with 3 ranks in captain, 3 ranks in first mate, and 3 ranks in master gunner.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Human)","Source":"custom","Alignment":"Neutral","Expansion":32048,"Challenge Rating":10},"publisher":"Ghostfire Gaming","book":"Aetherial Expanse Setting Guide"},{"name":"Zhentarim Thug","description":"","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"neutral","Expansion":4962,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Zhog","description":"All my life something has been watching me. When I lived in the Cold Wood, the other firbolgs told me the night I was born darkness fell from the sky and entered me as I lay in my mother's arms. Every night it felt like something cold and dark in the sky—beyond the stars—was watching me, wanting something. Many times in my life I woke up somewhere away from home. One night, my last night in the Cold Wood, I awoke to find my mother writhing on the floor, darkness pouring out of me and into her. I fled as deep as I could underground, hoping never to see the night sky again. I spent days wandering the Underdark, bloody, starving and dehydrated. The last thing I remember is the sound of skittering getting closer. I woke up in the home of the Utridda Basltgetter in the deep gnome settlement of Blingdenstone. I tried to leave, fearing I would harm her, but was too weak. Many days passed before my strength returned, and by that time Utridda had convinced me to stay in the city until I knew what I was going to do next. Life in Blingdenstone was good, but one night I awoke to darkness again pouring out of me and the feeling of something dark and cold watching from beyond the stars, even underground. Traits Firbolg Magic (Recharges After a Short or Long Rest). You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't use this trait again. When you use this version of disguise self , you can seem to be the height of humans or elves, allowing you to more easily blend in. Relentless Endurance (Recharges After a Long Rest). When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Spellcasting. Your spellcasting ability is Charisma (+4 to hit with spell attacks, spell save DC 12). You regain expended spell slots when you finish a long rest. You can cast the following sorcerer spells: Cantrips (at will): fire bolt, mending, message, shocking grasp 1st level (2 slots): expeditious retreat, magic missile Strength of the Grave (Recharges After a Long Rest). Your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if they are reduced to 0 hit points by radiant damage or by a critical hit. Actions Attack. You can attack when you take this action, using the following: Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 feet. or range 20/60 ft., one target. Hit: 1d4 piercing damage. Light Crossbow. Ranged Weapon Attack: +2 to hit, reach 80/320 feet, one target. Hit: 1d8 piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Firbolg, Orc)","Expansion":24690},"publisher":"Gnome Made Games","book":"An Elf and an Orc Had A Little Baby"},{"name":"Zi Liang","description":"Zi Liang is a devout worshiper of Chauntea, the Earth Mother. She has considerably less faith in Goldenfields' defenders, so she patrols the temple-farm during her off-duty hours. Ideal. \"If we faithfully tend to our gardens and our fields, Chauntea will smile upon us.\" Bond. \"Goldenfields is the breadbasket of the North. People depend on its safety and prosperity, and I'll do what must be done to protect it.\" Flaw. \"I don't trust authority. I do what my heart says is right.\" Traits Unarmored Defense. While Zi is wearing no armor and wielding no shield, her AC includes her Wisdom modifier. Actions Multiattack. Zi makes two melee attacks. Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Zi carries twenty sling stones.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (Shou human)","Alignment":"chaotic good","Expansion":7387},"publisher":"Wizards of the Coast","book":"Storm King's Thunder"},{"name":"Zilaq","description":"Zilaqs are minor dragons found throughout the Southlands. They are equally likely to be found talking to the workers in a scriptorium as they are to attack a group of adventurers while leaving a looted wizard’s lair. Zilaqs love books, language, and stories. Over their long lifespans, they build impressive libraries in which they immerse themselves. Some zilaqs are so truly obsessed, they essentially entomb themselves in their repositories, using agents to procure ever more books while they guard the hoard. Their love of stories makes them one of the more agreeable and easy-to-approach types of dragons, and zilaqs can easily be convinced to provide service in exchange for a story. Zilaqs don’t just hoard their stories, they read and remember them. They are engaging conversationalists and fonts of information on a wide range of subjects. Zilaqs are social creatures that prefer the company of other intelligent beings to being alone. Even while in the company of others, however, one of the zilaqs heads is often reading, only stopping briefly to ask a clarifying question or correct a point its other head is trying to make.","properties":{"Category":"Monsters","Size":"Tiny","Type":"dragon","Alignment":"neutral","Expansion":11995,"Challenge Rating":4},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Zilaq","description":"One head of this tiny purple dragon chats amicably while the other never ceases its focus on a book it is reading. Zilaqs are minor dragons found throughout the world. They are equally likely to be found talking to the workers in a scriptorium as they are to attack a group of adventurers while leaving a looted wizard's lair. Book Lovers. Zilaqs love books, language, and stories. Over their long lifespans, they build impressive libraries in which they immerse themselves. Some zilaqs are so truly obsessed, they essentially entomb themselves in their repositories, using agents to procure ever more books while they guard the hoard. Their love of stories makes them one of the more agreeable and approachable types of dragons, and zilaqs happily provide service in exchange for a story. Engaging Conversationalists. Zilaqs don't just hoard their stories, they read and remember them. They are engaging conversationalists and fonts of information on a wide range of subjects. Zilaqs are social creatures that prefer the company of other intelligent beings to being alone. Even while in the company of others, however, one of the zilaqs heads is often reading, only stopping briefly to ask a clarifying question or correct a point its other head is trying to make. Eidetic Memory . A zilaq remembers everything it hears or reads. It has advantage on Intelligence (Arcana) and Intelligence (History) checks. Two-Headed . The zilaq has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Actions Multiattack . The zilaq makes two Bite attacks. Bite . Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Sonic Yelp (Recharge 5-6) . The zilaq makes a high-pitched squeal. Each creature within 60 feet of it and that can hear it must make a DC 13 Constitution saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one. Enthralling Speech (2/Day) . Each creature within 60 feet of the zilaq and that can hear it must succeed on a DC 13 Wisdom saving throw or become charmed for 1 minute. While charmed, a creature suffers one of the following effects (the zilaq's choice): The creature becomes hostile toward another creature of the zilaq's choice that is also charmed by the zilaq. The creature must roll a d100 at the start of each of its turns. If the result is 51-100, it can take no action until the start of its next turn. Phantasmal Oratory (1/Day) . The zilaq describes a creature so vividly, the creature takes on a semblance of reality. The zilaq creates an illusory creature that resembles a Beast, Monstrosity, or Plant with a of CR 1 or less for 1 hour. The illusory creature moves and acts according to the zilaq's mental direction, and it takes its turn immediately after the zilaq's. The illusory creature uses the statistics of the creature it resembles, except it can't use traits, actions, or spells that force the target to make a saving throw.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Dragon","Alignment":"Neutral","Expansion":19901,"Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Zimwi","description":"This swift-moving, lanky humanoid has long arms ending in wicked claws and jaws that open impossibly wide. Swift as Horses. Distantly related to the trolls, the swift and nimble zimwi are a plague upon southern lands. Constantly hungry and ill-tempered, with the speed to run down horses, lone zimwi have been known to attack large caravans. Always Starving. Most of their attacks are driven by hunger. The stomach of a zimwi is larger than its body, extending extra-dimensionally and driving the zimwi nearly insane with the constant sensation of emptiness, as though it is starving to death. Because of their endless hunger and low intelligence, zimwi have little awareness of the course of a battle. Losing means only that they have not eaten. As long as they continue to feast, they fight on, feeling victorious until death comes to them or all of their prey. Stomachs of Holding. The mage-crafters discovered the secret to turning zimwi stomachs into extradimensional containers similar to bags of holding. Using a zimwi stomach in the creation of such items reduces the cost of materials by half. Actions Multiattack: The zimwi makes one claws attack and one bite attack. Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 14, 4d6, acid damage at the start of each of the zimwi’s turns. If the zimwi’s stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the zimwi. Damage done to a zimwi’s stomach does not harm the zimwi. The zimwi’s stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Claws: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 4) slashing damage. If the target is a Medium or smaller creature and the zimwi isn’t already grappling a creature, it is grappled, escape DC 11.","properties":{"Category":"Monsters","Size":"Medium","Type":"giant","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":4},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Zindar","description":"This half-gold dragon runs Port Nyanzaru's docks and keeps track of ship manifests. A sorcerer of impressive ability, Zindar is well paid by the merchant princes for his work. He is also a key member of the Ytepka Society and a great source of information about the city. Zindar has a soft spot for adventurers, but he knows the dangers of Chult well enough to understand that most of those who embark on expeditions to explore the jungle never return. Zindar makes extensive use of spells in his day-to-day work, casting message to deliver missives to dock workers, detect thoughts for reading ship captains' minds, knock for unsealing containers for inspection, clairvoyance for peering into ship holds, dominate beast to pacify nervous animals, and so forth. Zindar's Traits Ideal. \"I take pride in my work, and I like to keep all my business dealings honest.\" Bond. \"Port Nyanzaru is my home. I take a dim view of those who would bring harm to the city and its inhabitants.\" Flaw. \"I don't get mad. I get even.\" Traits Spellcasting. Zindar is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Zindar knows the following sorcerer spells: Cantrips (at will): fire bolt , friends , light , mage hand , mending , message 1st level (6 slots): magic missile , shield , sleep 2nd level (4 slots): detect thoughts , knock 3rd level (3 slots): clairvoyance , tongues 4th level (3 slots): dominate beast , stoneskin 5th level (3 slots): hold monster , telekinesis 6th level (1 slot): true seeing 7th level (1 slot): fire storm Dragon Wings. As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a bonus action. Actions Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. Breath Weapon (Recharge 5-6). Zindar uses one of the following options: Fire Breath. Zindar exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. Zindar exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-dragon)","Alignment":"lawful good","Expansion":7389,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Zindar","description":"This half-gold dragon runs Port Nyanzaru’s docks and keeps track of ship manifests. A sorcerer of impressive ability, Zindar is well paid by the merchant princes for his work. He is also a key member of the Ytepka Society and a great source of information about the city. Zindar has a soft spot for adventurers, but he knows the dangers of Chult well enough to understand that most of those who embark on expeditions to explore the jungle never return. Zindar makes extensive use of spells in his day-to-day work, casting message to deliver missives to dock workers, detect thoughts for reading ship captains’ minds, knock for unsealing containers for inspection, clairvoyance for peering into ship holds, dominate beast to pacify nervous animals, and so forth. Zindar’s Traits Ideal. “I take pride in my work, and I like to keep all my business dealings honest.” Bond. “Port Nyanzaru is my home. I take a dim view of those who would bring harm to the city and its inhabitants.” Flaw. “I don’t get mad. I get even.” Spellcasting. Zindar is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Zindar knows the following sorcerer spells: Cantrips (at will): fire bolt, friends, light, mage hand, mending, message 1st level (6 slots): magic missile, shield, sleep 2nd level (4 slots): detect thoughts, knock 3rd level (3 slots): clairvoyance, tongues 4th level (3 slots): dominate beast, stoneskin 5th level (3 slots): hold monster, telekinesis 6th level (1 slot): true seeing 7th level (1 slot): fire storm Dragon Wings. As a bonus action on his turn, Zindar can sprout a pair of dragon wings from his back, gaining a flying speed of 30 feet until he dismisses them as a bonus action. Actions Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. Breath Weapon (Recharge 5–6). Zindar uses one of the following options: Fire Breath. Zindar exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Weakening Breath. Zindar exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-dragon)","Alignment":"lawful good","Expansion":31454,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Zindri","description":"A vindicator scion of notable power, Zindri earned the nickname “Falchion Death” in her decade traversing the continent. Her dark hair is tightly tied back, her eyes are a warm orange-brown, and her wings are hundreds of falchion blades spanning an impressive length, burning with crimson light at her most furious. She spent most of her twenties voraciously ensnaring liches, and now, with great trust placed in her, she has a new task: hunt heavenly traitors. Her first target is a primordial scion, Vivienne, who went rogue and assassinated a sovereign who was on the cusp of signing a peace treaty. Now two kingdoms bear teeth and sword at each other as tensions rise and anger frays the trembling armistice. Zindri received a vision of Vivienne a month ago, but she’s had little success finding the primordial—aside from one brief, bloody encounter, when Vivienne left her with a scar across her cheeks and nose before absconding. Vivienne's Primordial Traits Depending on what level you wish to introduce Vivienne, you can use the assassin, archmage, or another humanoid stat block of your choosing with these changes and additions: She has resistance to necrotic and radiant damage. She has darkvision out to 60 feet. She knows Celestial and Common. She gains the following trait: Manipulate Forces (3/Day) . As a bonus action, Vivienne can cause a creature she can see within 60 feet of her to make a DC 14 Strength saving throw. On a failed save, the creature is moved up to 10 feet in a direction of Vivienne’s choice, including upward. She gains the following action option: Divine Arbiter (1/Day). Vivienne becomes an avatar of primordial magic for 1 minute or until she ends it as a bonus action. During the transformation, she can use a reaction to cause one creature she can see within 30 feet of her to reroll its damage dice after it makes a successful attack. The creature must use the new roll. Zindri is convinced of Vivienne’s guilt and recruits the characters to help her find the primordial and keep her from escaping again. But if the characters agree to help, they find that Vivienne’s crime was motivated by good intentions. The following plot hooks could be used to drive this betrayal: Vivienne foresaw that the sovereign would’ve betrayed the treaty in three years by making a dark deal with a conquering nation. For some reason, she’s the only one who sees this future. The sovereign she assassinated was a doppelganger, and she’s currently under a tight time limit to find the real sovereign before evil forces claim the throne and ruin the treaty. The peace treaty was a cover: the sovereign was a lich intending to gather a large army by manipulating the strength of both nations. Vivienne’s deva has fallen, and is using the modify memory spell to lead the primordial scion astray. The characters can support Zindri or Vivienne, or try to negotiate peace between the two quarreling scions.","properties":{"Category":"Monsters","Size":"Medium","Type":"Humanoid (Scion)","Alignment":"Neutral Good","Expansion":22441,"Challenge Rating":9},"publisher":"MCDM Productions","book":"Arcadia Issue No. 11"},{"name":"Ziphius","description":"Commonly called a whale demon by sailors, the mane of bristles around the ziphius' face gives it an almost owl-like appearance as it cuts through the water with frightening speed. Easily Bribed. Living prey in the water quickly attracts a ziphius' attention. Many ships on routes where a ziphius is known to hunt keep a goat, sheep, or pig aboard to throw overboard as an offering if the ziphius' distinctive dorsal fin is spotted. In cases of desperation, a captive or galley slave may be substituted. Huge and Extra-Huge. The largest reported ziphius encountered was larger than the frigate it attacked and sank. However, even the smaller ones vary between enormous and impossibly large. Most ziphius encountered are at least 75 feet long. Deep Dwellers. The ziphius are said to have a dwelling in the deepest oceans, a place where the sahuagin, deep ones, and a few archmages are their only visitors. It is called Cruugin, a monumental stone city set with glowing jewels, in reports from the few who claim to have visited.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"aberration","Alignment":"neutral","Expansion":45,"Challenge Rating":8},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Ziraj the Hunter","description":"The Doom Raiders The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called “dooms” by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies. Ziraj the Hunter Ziraj is a half-orc hunter who wields an oversized bow that shoots correspondingly large arrows. He is the Master of Assassination for the Black Network. If Ziraj sets out to kill someone, it’s because one of his friends (Davil, Istrid, Skeemo, or Tashlyn) asked him to. The characters might become Ziraj’s prey, or Ziraj might come to their aid to eliminate a common enemy. He’s the strong, silent type. The City Watch has received reports of a figure who haunts the rooftops of Waterdeep—a hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks off without so much as a whisper. Where he comes from—if he even has a home—remains a mystery, as does the question of where he might show up next. Treasure. Ziraj wears +2 leather armor and carries an oversized longbow. This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to 2d6 + the wielder’s Strength modifier. Its range is the same as an ordinary longbow. Traits Spellcasting. Ziraj is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following paladin spells prepared: 1st level (4 slots): command, protection from evil and good, thunderous smite 2nd level (3 slots): branding smite, find steed 3rd level (2 slots): blinding smite, dispel magic Actions Multiattck. Ziraj makes three attacks with his glaive or with his oversized longbow. Glaive. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Oversized Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Dreadful Aspect (Recharges after a Short or Long Rest). Ziraj exudes magical menace. Each enemy within 30 feet of him must succeed on a DC 13 Wisdom saving throw or be frightened of Ziraj for 1 minute. If a frightened enemy ends its turn more than 30 feet away from Ziraj, the enemy can repeat the saving throw, ending the effect on itself on a success.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (half-orc)","Alignment":"neutral evil","Expansion":7393,"Challenge Rating":8},"publisher":"Wizards of the Coast","book":"Dragon Heist"},{"name":"Zmey","description":"Crashing through the forest, this three-headed dragon stands upright, its spiked tail thrashing from side to side as it walks. A vicious mouth lined with glistening teeth graces each head, and its green scales gleam in the fleeting sunlight. Hunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles—vicious terror and nature’s protector. Claws of the Forest. Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these beasts, while others believe that they have a pact with certain forest druids. Certainly they are clever enough, often destroying bridges, dams, or logging camps infringing on their territory. Solitary Hunters. Zmey avoid their own kind, seeking out isolated hunting grounds. They eat any organic matter, but they favor the fresh meat of large birds and mammals. The smarter the prey, the better, because zmey believe that intellect flavors the meat. They consider alseids, halflings, and gnomes especially succulent. Three-Headed Rage. Dappled black and green scales cover this enormous beast and its three towering necks are long and powerful. Each neck is topped with an identical, menacing head, and each head is flanked by spiny, frilled membranes. A forked tongue flickers across long pale teeth, and six pairs of eyes burn red with rage. When a zmey stands upright, it measures 25 feet from snout to tail. The beast weighs over 9,000 lb. Traits Amphibious: The zmey can breathe air and water. Lake Leap: A zmey spends much of its time lurking in lakes and ponds. When submerged in a natural pool of standing water, it can transport itself as a bonus action to a similar body of water within 5,000 feet. Rapidly flowing water doesn’t serve for this ability, but the zmey can leap to or from a river or stream where the water is calm and slow-moving. Legendary Resistance (1/Day): If the zmey fails a saving throw, it can count it as a success instead. Multiheaded.: The zmey normally has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned. If the zmey takes 40 or more damage in a single turn (and the damage isn’t poison or psychic), one of its heads is severed. If all three of its heads are severed, the zmey dies. Regeneration: The zmey regains 15 hit points at the start of its turn. If the zmey takes acid or fire damage, this trait doesn’t function at the start of the zmey’s next turn. Regeneration stops functioning when all heads are severed. It takes 24 hours for a zmey to regrow a functional head. Spawn Headling: The severed head of a zmey grows into a zmey headling 2d6 rounds after being separated from the body. Smearing at least a pound of salt on the severed head’s stump prevents this transformation. Actions Multiattack: The zmey makes one bite attack per head and one claws attack. Bite: Melee Weapon Attack : +11 to hit, reach 10 ft., one target. Hit : 19 (2d12 + 6) piercing damage. Claws: Melee Weapon Attack : +11 to hit, reach 5 ft., one target. Hit : 19 (2d12 + 6) slashing damage. Tail: Melee Weapon Attack : +11 to hit, reach 20 ft. , one target. Hit : 15 (2d8 + 6) bludgeoning damage. Fire Breath (Recharge 5–6).: Melee Weapon Attack : +11 to hit, reach 20 ft., one target. Hit : 15 (2d8 + 6) bludgeoning damage. The zmey breathes up to three 60-foot cones of fire, one from each of its heads. Creatures in a cone take 16, 3d10, fire damage, or half damage with a successful DC 16 Dexterity saving throw. If cones overlap, their damage adds together but each target makes only one saving throw. A zmey can choose whether this attack harms plants or plant creatures. Legendary Actions Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Bite: The zmey makes a bite attack. Tail Attack: The zmey makes a tail attack. Trample: The zmey moves up to half its land speed. It can enter enemy-occupied spaces but can’t end its move there. Creatures in spaces the zmey enters must make successful DC 14 Dexterity saving throws or take 10 (1d8 + 6) bludgeoning damage and fall prone.","properties":{"Category":"Monsters","Size":"Huge","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":14},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Zmey Headling","description":"A zmey’s head doesn’t die when severed from the body. Instead, the head rapidly (within 2d6 rounds) sprouts a stunted body and two vestigial claws with which it can fight and drag itself across the ground. Within days it develops into a complete, miniature zmey, and by the time two lunar cycles elapse, the head regenerates into a full-grown zmey with three heads. Constant Feeding Frenzy. Such rapid growth is fueled by a voracious appetite. A zmey headling eats everything it can, including its previous body, to satisfy its intense, maddening hunger and sustain its regeneration. Many stories about the horrific violence of the zmey are reports of voracious headlings, not mature zmey. Traits Amphibious: The zmey headling can breathe air and water. Regeneration: The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn’t function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack: The zmey headling makes one claw attack and one bite attack. Bite: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 16 (2d12 + 3) piercing damage. Claws: Melee Weapon Attack : +6 to hit, reach 5 ft., one target. Hit : 12 (2d8 + 3) slashing damage. Fire Breath (Recharge 6): The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw.","properties":{"Category":"Monsters","Size":"Medium","Type":"dragon","Source":"Tome of Beasts","Alignment":"Chaotic Evil","Challenge Rating":5},"publisher":"Kobold Press","book":"Tome of Beasts"},{"name":"Zodar","description":"A zodar is a bipedal entity whose body is encased in an obsidian exoskeleton. It has no facial features aside from two narrow, vertical slits that resemble eyes, and its countenance betrays no hint of pain or emotion. Underneath its armored exterior, a zodar’s body is composed of tightly knit muscle fibers that make it incredibly strong and heavy. A zodar weighs 1,500 pounds. No one knows how many zodars exist or where they came from, but the most popular hypothesis is that they are the creations of some long-forgotten god. Zodars interact with other sapient creatures in a manner that goes beyond mere aloofness. They simply hover in silence. When a zodar finally performs some significant action, the reasons for that action aren’t always clear. One interpretation of this behavior posits that each zodar has a specific mission and is relentless in its pursuit of the goal, but it reacts oddly to situations that don’t involve its mission because it doesn’t know what else to do. Another theory is that all zodars are working in concert to achieve some master objective. A third, less ominous idea is that zodars lost their sense of purpose when their creator vanished, and they are struggling to find their new role. A zodar can cause speech to issue from the air around it on three occasions in its lifetime. When it feels compelled to speak, it chooses its words wisely. It can also warp the fabric of the multiverse to cast the wish spell as its final act—it is destroyed once the spell is cast. Traits Disembodied Voice. Up to three times in its life, the zodar can cause a message of up to twenty-five words to issue from the air around it. It speaks only when it has something profoundly important to say, and the message can be understood by any creature that has an Intelligence score of 2 or higher. Legendary Resistance (3/Day). If the zodar fails a saving throw, it can choose to succeed instead. Transport Inhibitor. The zodar can’t be teleported or sent to any plane of existence against its will. Unusual Nature. The zodar doesn’t require air, food, drink, or sleep. Actions Multiattack. The zodar makes two Crushing Fist attacks. Before or after these attacks, the zodar uses Forced Teleport. Crushing Fist. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) force damage. Forced Teleport. The zodar magically warps space around one creature it can see within 60 feet of itself. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 22 (4d10) force damage, and the zodar teleports it, along with any equipment it’s wearing or carrying, up to 60 feet to an unoccupied space that the zodar can see and that can support the target. On a successful save, the target takes half as much damage and isn’t teleported. Wish. The zodar casts the wish spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). After casting this spell, the zodar turns to dust and is destroyed.","properties":{"Category":"Monsters","Size":"Medium","Type":"aberration","Alignment":"typically neutral","Expansion":16643,"Challenge Rating":16},"publisher":"Wizards of the Coast","book":"Spelljammer - Adventures in Space"},{"name":"Zodiac Allsight","description":"This hermetic Storm Giant Academy Director is one of the eight members of the Amethyst Academy Directorate. Standing thirty feet tall with a flowing midnight-blue beard and pale blue skin, he carries a colossal staff carved from the trunk of an elm tree, topped with a boulder of elemental gemstones. Zodiac performs most of his research at Starspire Observatory, where he has spent centuries cataloging and monitoring the stars and cosmos. Zodiac rarely interacts with other mages in the observatory, and usually only speaks to the other Academy Directors. His oldest friend and former apprentice Delilah Willowart manages the day-to-day administration of the observatory, as Zodiac hates being disturbed and is quick to anger when someone interrupts him.","properties":{"Category":"Monsters","Size":"Huge","Type":"Giant","Source":"custom","Alignment":"lawful neutral","Expansion":29025,"Challenge Rating":23},"publisher":"Ghostfire Gaming","book":"Sebastian Crowe’s Guide to Drakkenheim - Expansion Rules"},{"name":"Zombie","description":"These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight! Traits Undead Fortitude : If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit . On a success, the zombie drops to 1 hit point instead. Actions Slam : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.","properties":{"Category":"Monsters","AC":8,"HP":"22 (3d8+9)","CHA":5,"CON":16,"DEX":6,"INT":3,"STR":13,"WIS":6,"Size":"Medium","Type":"undead","Speed":"20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/390117229/hdvSrygFbQ1zdbKB3NbT9A/original.png","Roll 0":"Slam\n1d20 + 3\n1d6+1","Senses":"Darkvision 60 Ft.","Source":"5th Edition SRD","data-XP":50,"Alignment":"Neutral Evil","Languages":"Understands All Languages It Spoke In Life But Can't Speak","data-List":"false","Immunities":"Poison","Token Size":1,"data-Traits":"[{\"Name\":\"Undead Fortitude\",\"Desc\":\"If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.\"}]","data-Actions":"[{\"Name\":\"Slam\",\"Type Attack\":\"Weapon Attack\",\"Type\":\"Melee\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":"+3","data-DEX-mod":"-2","data-INT-mod":"-4","data-STR-mod":"+1","data-SizeNum":4,"data-WIS-mod":"-2","Saving Throws":"Wis +0","Challenge Rating":"1/4","Passive Perception":8,"Condition Immunities":"Poisoned","data-CrNum":0.25,"data-AcNum":8,"data-HpNum":22},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2014)"},{"name":"Zombie","description":"\"After Beek died, we cast an Animate Dead spell on his corpse. It was fun for a while, but the zombie started to smell real bad, so we doused it in oil and set it on fire. Beek would’ve found that hilarious.\" —Fonkin Hoddypeak, on friendship Zombies From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp. Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator’s bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay. Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can’t be restored to life except by powerful magic, such as a resurrection spell. A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. Hideous Forms. Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water. Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation. A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won’t retrieve a dropped weapon or other tool until told to do so. Undead Nature. A zombie doesn’t require air, food, drink, or sleep. Traits Undead Fortitude : If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Slam : Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Source":"MM1","Alignment":"neutral evil","Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Monster Manual"},{"name":"Zombie","description":"The living dead. They wander about in packs, grabbing hold of anyone they can find to satiate their eternal hunger. Traits Roles . Melee, Fodder Equipment . Tattered clothing, pocket stuff Aim For The Head. An attacker that does not already have disadvantage can take disadvantage on any attack roll against the zombie. If they do, that attack ignores the zombie’s Undead Fortitude talent. Flammable . When the zombie takes any fire damage, it is lit on fire. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken, unless the damage is from a critical hit. On a success, the zombie drops to 1 hit point instead. Undead Nature. The zombie cannot be frightened, inebriated, paralyzed, sick, or stunned, and it cannot gain exhaustion. It is immune to poison damage. Actions Bite . Melee Attack: + 3 to hit, PV 1 , reach 5 ft., one target grappled by the zombie. Hit: 4 ( 1 d 6 + 1 ) piercing damage and the target is infected with the zombie virus. This attack is made at advantage. Swipe . Melee Attack: + 3 to hit, PV 0 , reach 5 ft., one target. Hit: 2 bludgeoning damage and if it is the zombie’s turn, it can immediately attempt a grapple against the target as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"monster (undead)","Expansion":16366,"Challenge Rating":"1/8"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Zombie","description":"Zombies are mindless reanimated corpses that have no memories from their past lives. Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it makes a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Neutral Evil","Expansion":17254,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"D&D Starter Set - Dragons of Stormwreck Isle Compendium"},{"name":"Zombie","description":"The most numerous of the corporeal undead, zombies are slow, mindless corpses who are tough to kill. They require very little magic to create, so even budding necromancers usually have a few zombie bodyguards, and zombies often fill the ranks of undead armies. Powerful necromancers wield enough magic to control much bigger corpses, reanimating giants into enormous war engines. Traits Negative Nerves. Whenever a creature deals 5 damage or less to the zombie, the zombie takes no damage instead. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Reactions Delayed Reflex. When the zombie’s Negative Nerves trait allows them to ignore damage dealt by a creature the zombie can see within 5 feet of them, the zombie makes a Slam attack with disadvantage against the creature.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Typically Lawful Evil","Expansion":25493,"Challenge Rating":"1/4"},"publisher":"MCDM Productions","book":"Flee Mortals"},{"name":"Zombie","description":"A zombie is the rotting remains of the once living, held together and driven by dark magic.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"typically neutral evil","Expansion":26275,"Challenge Rating":"1/4"},"publisher":"Mage Hand Press","book":"Valda's Spire of Secrets"},{"name":"Zombie","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead. Actions Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":32231,"Challenge Rating":"1/4"},"publisher":"Wizards of the Coast","book":"Player's Handbook (2024)"},{"name":"Zombie","description":"This monster appears in the Dungeons & Dragons Player's Handbook 2024. Traits Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead. Actions Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage.","properties":{"Category":"Monsters","AC":8,"HP":"15 (2d8 + 6)","PB":2,"CHA":5,"CON":16,"DEX":6,"INT":3,"STR":13,"WIS":6,"Size":"Medium","Type":"Undead","Speed":"20 ft.","Token":"https://s3.amazonaws.com/files.d20.io/images/406416358/JOL-BNkk064mqwGyqFhiRw/original.png","Senses":"Darkvision 60 ft.","data-XP":50,"Alignment":"Neutral Evil","Expansion":33335,"Languages":"Understands the languages it knew in life but can't speak","data-List":"false","Immunities":"Poison","Token Size":1,"data-Traits":"[{\"Name\":\"Undead Fortitude\",\"Desc\":\"If damage reduces the zombie to 0 Hit Points, it must make a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.\"}]","data-Actions":"[{\"Name\":\"Slam\",\"Type\":\"Melee\",\"Type Attack\":\"Weapon Attack\",\"Hit Bonus\":\"3\",\"Reach\":\"5 ft.\",\"Target\":\"one target\",\"Damage\":\"1d6 + 1\",\"Damage Type\":\"Bludgeoning\"}]","data-CHA-mod":"-3","data-CON-mod":3,"data-DEX-mod":"-2","data-INT-mod":"-4","data-STR-mod":1,"data-SizeNum":2,"data-WIS-mod":"-2","Saving Throws":"Str +1, Dex -2, Con +3, Int -4, Wis +0, Cha -3","Challenge Rating":"1/4","Passive Perception":8,"Condition Immunities":"Exhaustion, Poisoned","data-CrNum":0.25,"data-AcNum":8,"data-HpNum":15},"publisher":"Wizards of the Coast","book":"Free Basic Rules (2024)"},{"name":"Zombie (Runner)","description":"The living dead. They wander about in packs, grabbing hold of anyone they can find to satiate their eternal hunger. These zombies are as fast as the living. You’re going to have to run! The living dead. They wander about in packs, grabbing hold of anyone they can find to satiate their eternal hunger. Traits Roles . Melee, Fodder Equipment . Tattered clothing, pocket stuff Aim For The Head. An attacker that does not already have disadvantage can take disadvantage on any attack roll against the zombie. If they do, that attack ignores the zombie’s Undead Fortitude talent. Flammable . When the zombie takes any fire damage, it is lit on fire. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken, unless the damage is from a critical hit. On a success, the zombie drops to 1 hit point instead. Undead Nature. The zombie cannot be frightened, inebriated, paralyzed, sick, or stunned, and it cannot gain exhaustion. It is immune to poison damage. Actions Bite . Melee Attack: + 3 to hit, PV 1 , reach 5 ft., one target grappled by the zombie. Hit: 4 ( 1 d 6 + 1 ) piercing damage and the target is infected with the zombie virus. This attack is made at advantage. Swipe . Melee Attack: + 3 to hit, PV 0 , reach 5 ft., one target. Hit: 2 bludgeoning damage and if it is the zombie’s turn, it can immediately attempt a grapple against the target as a bonus action.","properties":{"Category":"Monsters","Size":"Medium","Type":"monster (undead)","Expansion":16366,"Challenge Rating":"1/8"},"publisher":"Evil Genius Games","book":"Everyday Heroes Quickstart Guide"},{"name":"Zombie Clot","description":"Among the undead, a lone zombie ranks far from the most menacing. The horror of the shambling dead lies not in their individual menace, though, but their numbers, their persistence, and their disregard for their own well-being. A throng of zombies will douse a forest fire with their own ashes or march into a dragon’s maw until the monster chokes. In the course of their relentless marches, zombies might suffer all manner of trauma, potentially reducing them to masses of crawling limbs (see the swarm of zombie limbs stat block), infecting them with terrible diseases (see the zombie plague spreader stat block), or crushing an entire horde into a single, rotting titan (see the zombie clot stat block). Zombie Apocalypses Among the types of horror adventures detailed in chapter 2, tales of uncontrolled zombie outbreaks orbit the dark fantasy and disaster horror genres. The horror of these adventures focuses not on the terror of a single zombie, but of countless individual threats overwhelming society. When creating your own undead calamities, consider the plots presented on the Zombie Apocalypses table. Zombie Apocalypses d4 Zombie Plot 1 A twisted wish causes those affected by healing magic and potions of healing to rise as zombies. 2 Overwhelming magic reanimates zombies again and again as swarms of zombie limbs. 3 The githyanki unleash zombie plague spreaders to scour mind flayers from a world. 4 The seals containing an underground zombie horde fail, releasing ancient zombie clots. Traits Deathly Stench. Any creature that starts its turn within 10 feet of the zombie must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage and be poisoned until the start of the creature’s next turn. Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The zombie doesn’t require air, food, drink, or sleep. Actions Multiattack. The zombie makes two Slam attacks. Slam. Melee Weapon Attack : +8 to hit, reach 10 ft., one target. Hit : 18 (3d8 + 5) bludgeoning damage. Flesh Entomb (Recharge 5–6). The zombie flings a detached clump of corpses at a creature it can see within 30 feet of it. The target must succeed on a DC 16 Strength saving throw or take 16 (3d10) bludgeoning damage, and if the target is a Large or smaller creature, it becomes entombed in dead flesh. A creature entombed in the dead flesh is restrained, has total cover against attacks and other effects outside the dead flesh, and takes 10 (3d6) necrotic damage at the start of each of its turns. The creature can be freed if the dead flesh is destroyed. The dead flesh is a Large object with AC 10, 25 hit points, and immunity to poison and psychic damage.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Expansion":10535,"Challenge Rating":6},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Zombie Deadeye","description":"Actions Multiattack. The zombie deadeye makes three attacks with its repeating crossbow against a single creature. Repeating Crossbow. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 4 (1d8) piercing damage. A creature damaged by this attack is subjected to the distracted condition (−2 AC, removed after it is hit by an attack) for 1 minute. Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. A creature damaged by this attack is subjected to the disoriented condition (it can’t make opportunity attacks) until the end of its next turn.","properties":{"Category":"Monsters","Size":"Medium","Type":"lost undead","Alignment":"neutral evil","Expansion":25901,"Challenge Rating":"1/2"},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Zombie Dragon Turtle","description":"A powerful necromancer can use dark rituals to zombify almost any creature. The Curse of Irphong is such a dragon turtle which has been animated by the necromancer of Irphong and is used to attack ships that travel through Asavir’s Channel. Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Multiattack. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks. Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) slashing damage. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone. Freezing Breath (Recharge 5-6). The dragon turtle exhales frozen air in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) cold damage on a failed save, or half as much damage on a successful one. Spew Zombies (1/Day). The zombie dragon turtle disgorges 3d4 normal zombies , which appear in an unoccupied space within 15 feet of it. The disgorged zombies act on their own initiative count. If the zombie dragon turtle has not used this attack when it dies, 3d4 normal zombies erupt from its corpse at the start of its next turn. These zombies act on their own initiative count.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"dragon","Alignment":"neutral","Expansion":20544,"Challenge Rating":11},"publisher":"JVC Parry","book":"Call from the Deep"},{"name":"Zombie Ettin","description":"","properties":{"Category":"Monsters","Size":"Large","Type":"undead","Alignment":"chaotic evil","Expansion":14533,"Challenge Rating":4},"publisher":"Jeff Stevens Games","book":"Potbellied Kobold"},{"name":"Zombie Halberdier","description":"Actions Multiattack. The zombie halberdier can make one shove attack and one attack with its warspear. Shove. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. A creature damaged by this attack must make a DC 13 Wisdom saving throw. On a failure, it becomes provoked by the zombie halberdier (has disadvantage on attack rolls targeting creatures other than the halberdier) until the end of the halberdier’s next turn. Warspear. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"lost undead","Alignment":"neutral evil","Expansion":25901,"Challenge Rating":1},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Zombie Hulk","description":"Zombie Zombies might move slowly, but one shouldn’t underestimate the danger posed by these ever-hungry undead. Zombie Hulk Only slightly less dangerous than cyclops zombies, these immense hulking undead foes are nonetheless dangerous creatures that possess terrifying strength. They are typically animated from the remains of huge giants. Traits Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Multiattack. The zombie hulk makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one creature. Hit: 17 (3d6 +7) bludgeoning damage. Throw Body. Ranged Weapon Attack: +7 to hit, range 10/60 ft., one creature. Hit: 14 (2d6 +7) bludgeoning damage. While the zombie hulk can throw any dead body in this way, it sometimes throws zombies of Medium size or smaller. In this case, the thrown zombie also takes the damage from the attack, and lands prone, but if it is not destroyed, it can rise and act normally on its turn.","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"neutral evil","Expansion":17526,"Challenge Rating":6},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Zombie Lieutenant","description":"Traits Undead Commander. Friendly undead creatures within 30 ft. of the zombie lieutenant gain a +2 bonus to their attack rolls. Multiple instances of this special trait are not cumulative. Actions Multiattack. The zombie lieutenant makes two attacks with its crescent halberd. Crescent Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"lost undead","Alignment":"neutral evil","Expansion":25901,"Challenge Rating":3},"publisher":"Edge Studio","book":"Tomb of Iuchiban"},{"name":"Zombie Mammoth","description":"","properties":{"Category":"Monsters","Size":"Huge","Type":"undead","Alignment":"neutral evil","Challenge Rating":4},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Zombie Plague Spreader","description":"Among the undead, a lone zombie ranks far from the most menacing. The horror of the shambling dead lies not in their individual menace, though, but their numbers, their persistence, and their disregard for their own well-being. A throng of zombies will douse a forest fire with their own ashes or march into a dragon’s maw until the monster chokes. In the course of their relentless marches, zombies might suffer all manner of trauma, potentially reducing them to masses of crawling limbs (see the swarm of zombie limbs stat block), infecting them with terrible diseases (see the zombie plague spreader stat block), or crushing an entire horde into a single, rotting titan (see the zombie clot stat block). Zombie Apocalypses Among the types of horror adventures detailed in chapter 2, tales of uncontrolled zombie outbreaks orbit the dark fantasy and disaster horror genres. The horror of these adventures focuses not on the terror of a single zombie, but of countless individual threats overwhelming society. When creating your own undead calamities, consider the plots presented on the Zombie Apocalypses table. Zombie Apocalypses d4 Zombie Plot 1 A twisted wish causes those affected by healing magic and potions of healing to rise as zombies. 2 Overwhelming magic reanimates zombies again and again as swarms of zombie limbs. 3 The githyanki unleash zombie plague spreaders to scour mind flayers from a world. 4 The seals containing an underground zombie horde fail, releasing ancient zombie clots. Traits Undead Fortitude. If damage reduces the plague spreader to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the plague spreader drops to 1 hit point instead. Unusual Nature. The plague spreader doesn’t require air, food, drink, or sleep. Viral Aura. Any creature that starts its turn within 10 feet of the plague spreader must make a DC 12 Constitution saving throw. On a failed save, the creature is poisoned and can’t regain hit points until the end of its next turn. On a successful save, the creature is immune to this plague spreader’s Viral Aura for 24 hours. Actions Multiattack. The plague spreader makes two Slam attacks. Slam. Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 6 (1d6 + 3) bludgeoning damage plus 9 (2d8) necrotic damage. Virulent Miasma (1/Day). The plague spreader releases toxic gas in a 30-foot-radius sphere centered on itself. Each creature in that area must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. A Humanoid reduced to 0 hit points by this damage dies and rises as a zombie (see its stat block in the Monster Manual) 1 minute later. The zombie acts immediately after the plague spreader in the initiative count.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Expansion":10535,"Challenge Rating":4},"publisher":"Wizards of the Coast","book":"Van Richten's Guide To Ravenloft"},{"name":"Zombie Raider","description":"Denizens of the Underworld Many of the undead of Grimnir serve a somewhat different role than they do in other worlds. While on the surface skeletons and zombies exist as dangers to the living, their existence is more nuanced. Many of the dead are agents of Hel and scour the surface world at her bidding. They gather information, they help her collect the unfortunate and forgotten, and they defend her interests—and those of Grimnir. Yet, despite this semblance of civility, the undead are still frightening and the raiders avoid them. The walking dead are something they simply don’t understand and some fear that one day the undead will rise to help consume the world. This is a worrying concept and one that is often on the mind of any raider who travels near territory haunted by the once-living. That is not to say that undead are never vile, never evil. There are many examples of the dead disregarding Hel’s mercy and love. These tend to cause the same sorts of disruptions that one might expect in more typical worlds. Pretty much any undead that might be found elsewhere can be found in Grimnir and Hel does not control them—even within the Underworld they have free will. And some decide to be terrible. In addition to standard undead, the world of Grimnir has spawned several unique flavors, from the cursed knight to the pyrewights. Many of these are created because of the breaking or bending of an oath, or because a duty was not honored. Undead Nature. Like undead in other realms, these undead do not require air, food, drink, or sleep. Zombie Raiders Dead raiders are often sent by Hel back into the world to remove threats to the Underworld—sometimes even to all of Grimnir. These well armored zombies are formidable foes and retain some of their fighting prowess they had in life.","properties":{"Category":"Monsters","Size":"Medium","Type":"Undead","Alignment":"Neutral Evil","Expansion":25792,"Challenge Rating":3},"publisher":"Runic Tales Inc.","book":"Raiders of the Serpent Sea - Compendium"},{"name":"Zombie, Blood","description":"The bloody corpse shambles onward, its footsteps easy to follow. It is feared and ruthlessly hunted by the forces of light. A blood zombie has been infused with necromantic magic that gives it a semblance of life. A coating of flowing blood covers the zombie, making it appear as though a shower of crimson constantly pours down its body. Vampire Toys. Vampires find blood zombies highly entertaining and faintly obscene--but cannot seem to resist touching, licking, or even draining the creatures of some quantity of blood. Servants of Blood Cults. Not surprisingly, blood zombies are often created to serve blood mages, priests of blood cults, or dark temples. In these cases, the blood zombies are often marked with an unholy symbol or compelled to participate in dark sacrifices. Undead Nature. The blood zombie doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":2},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Zombie, Cavefish","description":"This creature looks like a bloated, wet corpse. Its fingers and toes are webbed, and slick, fleshy fins run down its spine and legs, poking through stretches of dead flesh. An overpowering stench of rot surrounds it. Aquatic Adaptations. The cavefish zombie is an unusual type of undead that occurs when dark magic permeates a lightless, watery environment, such as in an underground lake or the depths of the ocean. Rather than retain the bodily form it possessed in life, the creature’s skin sloughs off from parts of its body as aquatic features burst through its flesh. Its fingers and toes become webbed, and fins form on its back and down its legs. Decay. The cavefish zombie’s dead tissue holds water, causing it to look bloated and loose and afflicting it with a persistent rot. This rot results in a horrific odor, which follows them whether they are in water or on land. Undead Nature. A cavefish zombie doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":8073,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Zombie, Cavefish","description":"This creature looks like a bloated, wet corpse. Its fingers and toes are webbed, and slick, fleshy fins run down its spine and legs, poking through stretches of dead flesh. An overpowering stench of rot surrounds it. Aquatic Adaptations. The cavefish zombie is an unusual type of undead that occurs when dark magic permeates a lightless, watery environment, such as in an underground lake or the depths of the ocean. Rather than retain the bodily form it possessed in life, the creature’s skin sloughs off from parts of its body as aquatic features burst through its flesh. Its fingers and toes become webbed, and fins form on its back and down its legs. Decay. The cavefish zombie’s dead tissue holds water, causing it to look bloated and loose and afflicting it with a persistent rot. This rot results in a horrific odor, which follows them whether they are in water or on land. Undead Nature. A cavefish zombie doesn’t require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":5315,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Empire of the Ghouls"},{"name":"Zombie, Lord","description":"The cold white gleam in the glassy eyes of the noble in faded finery burns with evil, and its skin has the ashen pallor of the undead. Unlike shuffling, mindless specimens of zombie, lord zombies retain their personality and memories. The lord's mind is twisted with jealousy and obsession for the things it left unfinished in life. Corrupted Death. A figure of strong will who dies in a place infused with necrotic energy can draw the corruption into itself and rise as a terrifying lord zombie. More tragically, sometimes resurrection magic goes awry, and the victim returns as a nexus of undeath. Spreading Corruption. Lord zombies spread a constant wave of necrosis into the world around them. Even long-dead corpses quicken to the lord's call. The creatures are regularly accompanied by legions of zombies and often lair in cemeteries. Undead Nature. The lord zombie doesn't require air, food, drink, or sleep.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"neutral evil","Expansion":45,"Challenge Rating":5},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Zombie, Mold","description":"Black pustules cover a shambling corpse. The zombie lets out a baleful moan, breathing a cloud of black spores. Mold zombies are undead created by necromantic spores. They serve no masters and have no desires other than spreading their infection. Spore Infection. Mold zombies are created when a humanoid inhales the spores of an iumenta flower, a red-vined, black-petaled swamp plant that smells of rotting flesh. Once inhaled, the host contracts iumenta pox. The spores quickly shut down internal organs while growing into the muscles and the brain. When the host dies, the spores reanimate the corpse into a mold zombie. Spread the Spores. Mold zombies are controlled by their spores, which seek to infect more humanoids. When a zombie sees a potential host, it fights to the death, hoping to kill infected creatures so it can immediately rise as an undead. Mold zombies attract other mold zombies and move in large groups. Undead Nature. The mold zombie doesn't require air, food, drink, or sleep. Disease: Iumenta Pox It takes 1d4 days for iumenta pox's symptoms to appear in an infected humanoid. A creature with iumenta pox has trouble breathing, and its skin erupts with painful green boils that ooze pus. As the disease progresses, these pustules turn black. At the end of each long rest, an infected creature must succeed on a DC 13 Constitution saving throw or take 7 (2d6) necrotic damage. The creature's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the disease is cured. The target dies if this effect reduces its hp maximum to 0. When an infected creature dies, its corpse rises as a mold zombie 1d4 hours after death. Iumenta pox can be cured with two successful saving throws.","properties":{"Category":"Monsters","Size":"Medium","Type":"undead","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":3},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Zombie, Smoke Plume","description":"The massive zombie appears bloated. Its flesh is hardened into cracked plates of charcoal, and smoke issues from the seams and from its orifices. A heat haze shimmers around it. Smokeplume zombies have a magical fire raging inside their bellies, scorching their guts and threatening to blow the creature to pieces. Burning Inside. Powered by the flames of Hell, these zombies periodically howl in rage and pain as they are torn apart from within, belching gouts of acrid smoke. The pressure buildup gives them a bloated appearance and a waddling gait and threatens to burst them at the seams. Aggressive. Smokeplume zombies are more aggressive than their cousins, simply because their attacks release a portion of the energy stored within, temporarily relieving some of their torment. This stored power becomes a giant cloud of smoke when the zombie dies. In the Cults. Because of both their aggressive demeanor and unstable nature, cults don't often use smokeplume zombies near their temples. Rather, they use these zombies as shock troops in large assaults and as weapons of terror against large populations. These zombies aren't expected to last long. Firesight. The smokeplume zombie can see through areas obscured by fire, smoke, and fog without penalty. Smoldering Death. When the zombie dies, its body crumbles into smoldering coals, releasing a great plume of smoke. The smoke fills a 15-foot-radius sphere centered on the zombie's corpse and spreads around corners. The area is heavily obscured and difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a DC 14 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. The smoke lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Undead Fortitude. If damage reduces the zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead. Undead Nature. The smokeplume zombie doesn't require air, food, drink, or sleep. Actions Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 9 (2d8) fire damage. Smoke Breath (Recharge 5-6). The zombie breathes a cloud of smoke in a 15-foot cone. Each creature in the area must make a DC 15 Constitution saving throw, taking 9 (2d8) fire damage and 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. The smoke remains until the start of the zombie's next turn, and its area is heavily obscured.","properties":{"Category":"Monsters","Size":"Large","Type":"Undead","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":3},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Zombie, Voidclaw","description":"Faint black waves of energy surround the zombie. It seems agitated and then is just gone. Voidclaw zombies are suffused with the magic of the Void, which twists their bodies into odd proportions, including overly large clawed hands, a shortened frame, increased intellect, and surprising speed. They are created in rituals invoking the Void, and they channel its dark energy. Efficient Killers. These zombies have proven to be surprisingly capable killers, quickly clearing areas of all life. Cults of the Void and other doomsday cults often utilize voidclaws in their machinations. Voidclaws show a zeal for killing, and lesser undead instinctively defer to them, following them into combat with almost the same zeal. Voice of the Void. When voidclaws speak, it is with an authority incongruous with their bearing, and many cult leaders hold the words and opinions of the zombies in high regard, believing some aspect of the Void itself speaks through the zombies. Voidclaws sometimes have an inscrutable mission of their own, a singular goal imprinted on them at creation by unseen forces within the Void. Most cultists have learned it is better to not interfere, waiting for the mission's completion before requesting the zombie's assistance. Erratic Movement. Opportunity attacks against the voidclaw zombie are made with disadvantage. Turn Resistance. The voidclaw zombie has advantage on saving throws against any effect that turns undead. Undead Fortitude. If damage reduces the zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead. Undead Nature. The voidclaw zombie doesn't require air, food, drink, or sleep. Actions Multiattack. The zombie makes three Void Claw or Void Bolt attacks. Void Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature other than a Construct or Undead, it must succeed on a DC 15 Constitution saving throw or take 3 (1d6) necrotic damage at the start of each of its turns as the wound burns with Void energy. Any creature can take an action to purge the tainted energy from the wound with a successful DC 12 Intelligence (Arcana) check. The energy also leaves the wound if the target receives magical healing, ending the effect. Void Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 16 (4d6 + 2) necrotic damage. Bonus Actions Nimble Fighter . The voidclaw zombie takes the Dash or Disengage action.","properties":{"Category":"Monsters","Size":"Small","Type":"Undead","Alignment":"Chaotic Evil","Expansion":19901,"Challenge Rating":7},"publisher":"Kobold Press","book":"Tome of Beasts 3"},{"name":"Zombies","description":"Several new zombie variants are presented below. For more information on zombies, see the Monst er Manual . Ankylosaurus Zombie. This creature is slow and barely aware of its surroundings. Girallon Zombie. Girallons are four-armed apes with white fur. Girallon zombies are slower than their non-undead counterparts but no less fierce. The necromantic energy empowering them fuels their murderous hearts and their hunger for living flesh. Tyrannosaurus Zombie. A tyrannosaurus zombie has a gullet full of smaller zombies, which it can disgorge. These zombies aren’t under the tyrannosaurus zombie’s control.","properties":{"Category":"Monsters"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Zomok","description":"Mighty and mysterious plant-dragons, zomoks prowl the woodlands, defending their homes from destructive forces while healing and restoring their forests following natural disasters and ravaging intruders. Zomoks vary in appearance with the seasons, growing verdant green in the spring and summer, changing to autumnal colors of fiery red and orange in the fall, and decaying to brown in winter. Regardless of the season, though, their general shapes are those of immense, often somewhat rotund-looking dragons. While zomoks can and often do swallow their foes, they have no real need to eat them. Actions Multiattack. The zomok makes four melee attacks: one with its bite, two with its claws, and one with its tail. Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 25 (3d12+6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the zomok. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the zomok, and it takes 10 (3d6) bludgeoning damage at the start of each of the zomok’s turns. If the zomok takes 30 damage or more on a single turn from a creature inside it, the zomok must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the zomok. If the zomok dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Claw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 25 (3d12+6) slashing damage. Breath Weapon (Recharge 5-6). The zomok exhales a blast of dirt, bark, stones, and moss in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature that fails its save and is touching the ground is also restrained (escape DC 18) for 1 minute by this material. Forest Step (3/Day). When in a forested area, the zomok may teleport up to 120 feet by moving the essence of its being to another forested area. The zomok regains 60 points when it manifests at its destination. If the zomok has swallowed a foe, the foe is left behind when the zomok teleports.","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"plant","Alignment":"chaotic evil","Expansion":17526,"Challenge Rating":16},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Zoog","description":"Small, rat-like creatures with wide, startled eyes and a ring of tendrils around their mouths, zoogs travel the world in close-knit family groups, stealing food and pilfering treasures at every opportunity. Intelligent Rodents. While zoogs seem little more than a pest to some, they possess a devious intelligence and a willingness to scheme to their advantage. Their ability to plot and communicate makes them much more dangerous than ordinary rodents. They are willing servants of Chittr'k'k, Demon Lord of Rats, and Vardesain, Lord of Ghouls. They are prone to serving dark gods of the Void and Outer Darkness and are very willing to steal, spy, and nibble away ancient bonds and seals as directed by evil wizards, clerics, or monsters. Opportunistic Omnivores. Feeding themselves on subterranean flora, they will hunt for meat, particularly from intelligent creatures when they detect it, though their natural cowardice keeps this from happening often. Cat's Bane. Zoogs are mortal enemies of cats, feeding on kittens at any opportunity, and they themselves are stalked by grown cats in turn. Lions, tigers, housecats, leonino, and sphinxes all take any opportunity to hunt and kill a zoog; they find the creatures' mere presence completely intolerable. Great Vault of the Zoog. The chittering of demons sometimes claims that the zoog steal with great purpose, taking all their coppers, single earrings, and snapped necklaces to fill a vault deep within the earth with bright metal in service to a Great Zoog. What the Great Zoog might want with this wealth is a matter of some speculation, but the entire tale may be little more than a shabby stack of copper or a treasury that demons plunder with regularity. Zoog Service to the Void The zoog are cowardly and small, but they pave a trail for the dark gods and they know secrets of lost treasures, discarded corpses, and forbidden tomes. Most will willingly share blasphemous and obscene knowledge with those they believe are receptive to the exterminating message of the Void and its cultists. At the same time, they take every scrap of information about lost tomes and ancient evil to their allies, including void dragons, voidwracked mages, and the like.","properties":{"Category":"Monsters","Size":"Tiny","Type":"aberration","Alignment":"chaotic evil","Expansion":45,"Challenge Rating":0},"publisher":"Kobold Press","book":"Creature Codex"},{"name":"Zoog","description":"Alien-looking creatures, zoogs are intelligent and will serve an evil-aligned spellcaster as a familiar with the correct sort of inducement (normally the sacrifice of a cat or other feline creature). Familiar. If a zoog agrees to serve another creature as a familiar, it forms a telepathic bond with its master. While the two are bonded, the master can sense what the zoog senses, as long as they are within 1 mile of each other. If its master causes it physical harm, or if it simply chooses to do so, the zoog will abandon its service as a familiar, breaking the telepathic bond.","properties":{"Category":"Monsters","Size":"Tiny","Type":"Aberration","Alignment":"chaotic evil","Expansion":25360,"Challenge Rating":0},"publisher":"Kobold Press","book":"Deep Magic Vol 1"},{"name":"Zorbo","description":"A zorbo (pronounced ZOR-boh) is a ferocious omnivore similar in size and appearance to a koala. Living in trees and caves, it has long claws, a dour disposition, and a fondness for a humanoid flesh. A zorbo alters its natural armor to match its surroundings, and it can weaken and destroy armor, shields, and protective magic items with its sharp claws. Traits Magic Resistance. The zorbo has advantage on saving throws against spells and other magical effects. Natural Armor. The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn’t in contact with any of these substances, its AC is 10. Actions Destructive Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target’s choice) magically deteriorates, taking a permanent and cumulative −1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Expansion":7389,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation (Deprecated)"},{"name":"Zorbo","description":"A zorbo (pronounced ZOR-boh) is a ferocious omnivore similar in size and appearance to a koala. Living in trees and caves, it has long claws, a dour disposition, and a fondness for humanoid flesh. A zorbo alters its natural armor to match its surroundings, and it can weaken and destroy armor, shields, and protective magic items with its sharp claws. Traits Magic Resistance. The zorbo has advantage on saving throws against spells and other magical effects. Natural Armor. The zorbo magically absorbs the natural strength of its surroundings, adjusting its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn’t in contact with any of these substances, its AC is 10. Actions Destructive Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target’s choice) magically deteriorates, taking a permanent and cumulative −1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"unaligned","Expansion":31454,"Challenge Rating":"1/2"},"publisher":"Wizards of the Coast","book":"Tomb of Annihilation"},{"name":"Zorek","description":"Zorek is an ageless guardian who watches over a tomb. As a devotee of Gorum, he works best in other games as a guardian of any site sacred to a chaotic god of war—such as a tomb of honored fallen warlords. However, his stats could be used for a guardian of an active shrine or a famous landmark said to have been touched by the god of war in ancient times. Trait Brute. A weapon deals one extra damage die when Zorek hits with it (included in attack). Spellcasting. Zorek is a 12th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): guidance, light, mending, resistance, thaumaturgy 1st level (4 slots): command, cure wounds, divine favor, shield of faith 2nd level (3 slots): hold person, magic weapon, spiritual weapon 3rd level (3 slots): bestow curse, dispel magic, spirit guardians 4th level (3 slots): fire shield, freedom of movement, stoneskin 5th level (2 slots): contagion, flame strike 6th level (1 slots): blade barrier, heal Stalwart. Zorek gains advantage on all saving throws against spells and magical effects that have an effect other than damage (even if the spell also deals damage). If such an effect gives additional saving throws each turn, Zorek gains advantage on those saving throws. Actions Multiattack. Zorek makes two attacks. Warspear. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (human)","Alignment":"chaotic neutral","Expansion":17526,"Challenge Rating":12},"publisher":"Paizo","book":"Kingmaker Bestiary (5e)"},{"name":"Zorlek the Immortal","description":"“We don’t get to stop until all the people in Tolia live as equals! Death to the vampires. Death to the tyrants!” Zorlek is the head of the Tolia Freedom Movement, which is also called “the Anarchists of Tolia” or “the Rebellion” by the people of Kanrath and Cyherested. He is a respected hero among the members of the movement but is accused of atrocities by others. Since Zorlek acts under the command of the Sixth Child in secret, most of his orders are in fact ordered by the Sixth Child. In the end, Zorlek takes responsibility for all the actions of the movement and acts as the leader. Zorlek’s Story Zorlek was born during the mortal rebellion in 503 NE. At that time, the rebellion was as covert as can be and barely took action since their leaders were villainized in the eyes of the people and actively hunted down. He grew up with his parents in caves in the Wuthering Pastures, moving from one cave to the next twice a year. Members of the rebellion cared for him just as he was their own child and taught him how to read, write, and act properly in the ways of the rebellion. As Zorlek grew up, he became a good warrior and most importantly, a good leader. He had an “aura” that brought thrill to the people and ideas that spread hope among them. At the age of sixteen, he received an invitation from the Sixth Child. They devised a plan together, one in which Zorlek would become the new leader of the rebellion, and the Sixth Child would remain in the shadows and become the master strategist. The name of the rebellion was to change to the Tolia Freedom Movement, and Zorlek was to gather as many people and weapons as he could, no matter the cost. When the deal was struck, Zorlek returned to his cave as a different person. He had left as the child of the rebellion and returned as the leader of the movement. News spread quickly and the people began to fight for their rights once more. This time, the people named them the “Anarchists of Tolia”, since they were much more aggressive with their methods. This mattered little to the Zorlek since he had plans to raid traveling merchants, upgrade the arsenal, and improve the living conditions in all the hideouts. His defining act was to join every raid himself to lead his soldiers personally. With this strategy, the movement lost almost half the number of people compared to before, and the people of the movement dubbed Zorlek “the Immortal”, as he returned from every battle almost unharmed. Zorlek’s Goals Zorlek wants to end the rule of tyrannical monsters in Kanrath and make the city a good place to live for all kinds of people. He believes what gives blood its worth is the current system, and that all must come together to put an end to this corruption. However, he knows he can’t win this battle without using the weapons of the enemy. Thus he is willing to do anything and compromise everything in order to grow in power. Roleplaying Zorlek Zorlek is fun to be around, except when he is drunk. If he drinks a little too much, he becomes gloomy and depressed, as he saw a lot of terrible things happen to those who he loved. On his normal days, he likes to talk to people and learn about their lives. But on the days of a mission, he tries to act brave and only speaks to order and encourage people. Zorlek in Combat Zorlek always travels with four Anarchists of Tolia (bandit). He tries to talk to people before initiating combat to calm the aggressive mood and explain their doings.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (tiefling)","Alignment":"chaotic neutral","Expansion":24099,"Challenge Rating":8},"publisher":"Dream Realm Storytellers","book":"Bloodpunk - A Guide to Tolia Campaign Setting"},{"name":"Zorra Berradeira","description":"The zorra berradeira, or \"yelling fox,\" appears at first to be an ordinary fox of majestic size. Some say it is a wandering soul, given a new form, which would explain its cunning. The zorra calls loudly throughout the day, intensifying its cries at noon and midnight. If it is interrupted in its keening, it responds aggressively. According to tales, if offended, it will pursue its enemy until the end of their days.","properties":{"Category":"Monsters","Size":"Small","Type":"monstrosity","Alignment":"neutral evil","Expansion":30635,"Challenge Rating":4},"publisher":"Legendary Games","book":"Mediterranean Monsters"},{"name":"Zouyu","description":"This elephant-sized feline has sleek fur, four upwardturned fangs in its mouth, and a long tail ending in multiple strands like a pheasant. Familial Bonds. Zouyu live as mated pairs with large territories. The great felines are gentle and social creatures, often overlapping their territories for mutual protection. Good Luck. For many, the zouyu are symbols of good luck and fortune. The tail feather of a zouyu, freely given, can be rendered into a liquid, which produces a luck potion. The potion brings minor good fortune, such as finding a fruit tree when hungry or shelter when it rains, to the drinker for a day. If a tail feather is taken without the zouyu’s knowledge, the potion created by the feather bestows bad luck on the drinker for a day. Such bad luck manifests as the drinker tripping over a too-perfectly-placed rock or a lightning strike felling a tree onto the drinker’s path. Herbivores. Despite their fangs and sharp claws, zouyu are herbivores. Their preferred meals consist of fruit, bamboo leaves, and insects. The zouyu can survive on a very small amount of food despite their size.","properties":{"Category":"Monsters","Size":"Huge","Type":"monstrosity","Alignment":"chaotic good","Expansion":8073,"Challenge Rating":6},"publisher":"Kobold Press","book":"Tome of Beasts 2"},{"name":"Zovvut","description":"Zovvuts are the bastard spawns of angels that were assaulted by greater demons and demon princes. They resemble large, muscular hairless ogres with fanged and tusked maws and arms that end in scimitar-like finger claws. Wretched feather wings stretch from their humped backs, the only vestige left of their angelic heritage. Make no mistake, zovvuts may be half an angel, but their hearts are full of hate and anger as their demonic parent's which is probably why they resent being commanded or spoken down to by their more powerful ilk. Reckless Brutes. Foul tempered and hard to control, their masters often just set them loose against foes and left on their own, which is probably wise. Zovvuts rely mostly on their brute strength, wading recklessly into melee and shredding their victims with their fearsome claws. Traits Draining Gaze. When a creature that can see the zovvut's eyes starts its turn within 30 feet of the zovvut, the zovvut can force it to make a DC 14 Constitution saving throw if the zovvut isn't incapacitated and can see the creature. On a failed save, a creature takes 9 (2d8) necrotic damage, its hit point maximum is reduced by an amount equal to the damage taken, and the zovvut regains hit points equal to the amount. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the zovvut until the start of its next turn. If the creature looks at the zovvut in the meantime, it must immediately make the saving throw. Reckless. At the start of its turn, the zovvut can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Multiattack. The zovvut makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage. Teleport. The zovvut magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Spellcasting. The zovvut casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14): At will: darkness, detect evil and good, detect thoughts 1/day each: blight, clairvoyance","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Typically Chaotic Evil","Expansion":23212,"Challenge Rating":7},"publisher":"Dragonix Books","book":"Monster Manual Expanded II"},{"name":"Zuggtmoy","description":"The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is an alien creature whose only desire is to infect the living with spores, transforming them into her mindless servants and, eventually, into decomposing hosts for the mushrooms, molds, and other fungi that she spawns. Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a soulless mockery of mortal life and its many facets. Zuggtmoy's cultists often follow her unwittingly. Most are fungi-infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen's will. Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul. Zuggtmoy's Lair Zuggtmoy's principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms are all interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out inside their rubbery, fibrous stalks. Lair Actions On initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action⁠ to cause one of the following effects; she can't use the same effect two rounds in a row: Zuggtmoy causes four gas spores or violet fungi (see the Monster Manual ) to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour. Up to four plant creatures that are friendly to Zuggt­moy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack. Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself. Regional Effects The region containing Zuggtmoy's lair is warped by her magic, creating one or more of the following effects: Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase. Plant life within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness⁠ determined by the Madness⁠ of Zuggtmoy table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Zuggtmoy dies, these effects fade over the course of 1d10 days. Madness⁠⁠ of Zuggtmoy If a creature goes mad in Zuggtmoy's lair or within line of sight of the demon lord, roll on the Madness⁠⁠ of Zuggt­moy table to determine the nature of the madness⁠⁠, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness. Madness⁠ of Zuggtmoy d100 Flaw (lasts until cured) 01–20 \"I see visions in the world around me that others do not.\" 21–40 \"I periodically slip into a catatonic state, staring off into the distance for long stretches at a time.\" 41–60 \"I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary.\" 61–80 \"My mind is slipping away, and my intelligence seems to wax and wane.\" 81–00 \"I am constantly scratching at unseen fungal infections.\" Traits Innate Spellcasting. Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components: At will: detect magic , locate animals or plants , ray of sickness 3/day each: dispel magic , ensnaring strike , entangle , plant growth 1/day each: etherealness, teleport Legendary Resistance⁠⁠ (3/Day). If Zuggtmoy fails a saving throw, she can choose to succeed instead. Magic Resistance⁠⁠. Zuggtmoy has advantage on saving throws against spells and other magical effects. Magic Weapons⁠⁠. Zuggtmoy's weapon attacks are magical. Actions Multiattack. Zuggtmoy makes three pseudopod attacks. Pseudopod. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) poison damage. Infestation Spores (3/Day). Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness⁠ (determined by rolling on the Madness⁠ of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the \"Myconids\" entry in the Monster Manual ). Mind Control Spores (Recharge 5–6). Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can't be reinfected by these spores. Reactions Protective Thrall. When Zuggtmoy is hit by an attack, one creature within 5 feet of Zuggtmoy that is charmed by her must use its reaction to be hit by the attack⁠ instead. Legendary Actions Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zuggtmoy regains spent legendary actions at the start of her turn. Attack. Zuggtmoy makes one pseudopod attack. Exert Will. One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Source":"Mordenkainen's Tome of Foes","Alignment":"Chaotic Evil","Expansion":4,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Mordenkainen's Tome of Foes"},{"name":"Zuggtmoy","description":"Zuggtmoy The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is an alien creature whose only desire is to infect the living with spores, transforming them into her mindless servants and, eventually, into decomposing hosts for the mushrooms, molds, and other fungi that she spawns. Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelium and lichen. Indeed, much of her appearance and manner, and that of her servants’, is a soulless mockery of mortal life and its many facets. Zuggtmoy’s cultists often follow her unwittingly. Most are fungi-infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen’s will. Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul. Sharing a layer of the Abyss with Juiblex, plus their mutual insatiable hunger, has made the two demon lords mortal enemies, each devoted to destroying and ultimately devouring the other. Zuggtmoy’s Lair Zuggtmoy’s principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out from within their rubbery, fibrous stalks. Lair Actions On initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row. Zuggtmoy causes four gas spores or violet fungi (see the Monster Manual ) to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour. Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack. Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself. Regional Effects The region containing Zuggtmoy’s lair is warped by her magic, creating one or more of the following effects: Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase. Plant life within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Zuggtmoy dies, these effects fade over the course of 1d10 days. Madness of Zuggtmoy If a creature goes mad in Zuggtmoy’s lair or within line of sight of the demon lord, roll on the Madness of Zuggtmoy table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness. Madness of Zuggtmoy d100 Flaw (lasts until cured) 01–20 “I see visions in the world around me that others do not.” 21–40 “I periodically slip into a catatonic state, staring off into the distance for long stretches at a time.” 41–60 “I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary.” 61–80 “My mind is slipping away, and my intelligence seems to wax and wane.” 81–00 “I am constantly scratching at unseen fungal infections.”","properties":{"Category":"Monsters","Size":"Large","Type":"fiend (demon)","Alignment":"chaotic evil","Expansion":4962,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Out of the Abyss"},{"name":"Zuggtmoy","description":"The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is an alien creature whose only desire is to infect the living with spores, transforming them into her mindless servants and, eventually, into decomposing hosts for the mushrooms, molds, and other fungi that she spawns. Zuggtmoy is utterly inhuman, but she can mold her fungoid form into an approximation of a bipedal shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a mockery of mortal life and its many facets. Zuggtmoy’s cultists often follow her unwittingly. Most are fungus-infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen’s will. Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but it quickly consumes them, body and soul. Zuggtmoy’s Lair Zuggtmoy’s principal lair is her palace on Shedaklah. It consists of two dozen immense mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms are interconnected by bridges of shelf fungus, and countless chambers have been hollowed out inside their rubbery stalks. Lair Actions On initiative count 20 (losing initiative ties), Zuggtmoy can take one of the following lair actions; she can’t take the same lair action two rounds in a row: Rally Plants. Up to four Plant creatures that are friendly to Zuggt­moy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack. Summon Fungi. Zuggtmoy causes four gas spores or violet fungi (both appear in the Monster Manual ) to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour. Unleash Spores. Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself. Regional Effects The region containing Zuggtmoy’s lair is warped by her magic, creating one or more of the following effects: Corrupted Nature. Within 6 miles of the lair, all Wisdom (Medicine) and Wisdom (Survival) checks have disadvantage. Fungal Infestation. Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase. Mutating Vegetation. Vegetation within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed. If Zuggtmoy dies, these effects fade over the course of 1d10 days. Cultists of Zuggtmoy Zuggtmoy’s cultists are primarily mindless victims of her children’s strange spores. The spores burrow into a victim’s brain, turning it into a fanatic servitor. Each victim gains the Spore Kissed trait. Spore Kissed. This creature is immune to the charmed and frightened conditions. In addition, if it is reduced to 0 hit points, each creature within 10 feet of it takes poison damage equal to its number of Hit Dice. Traits Legendary Resistance (3/Day). If Zuggtmoy fails a saving throw, she can choose to succeed instead. Magic Resistance. Zuggtmoy has advantage on saving throws against spells and other magical effects. Actions Multiattack. Zuggtmoy makes three Pseudopod attacks. Pseudopod. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) force damage plus 9 (2d8) poison damage. Spellcasting. Zuggtmoy casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22): At will: detect magic , locate animals or plants 3/day each: dispel magic , entangle , plant growth 1/day each: etherealness , teleport Bonus Actions Infestation Spores (3/Day). Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy, which lasts until the creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it’s a type of creature that can be (see the “Myconids” section in the Monster Manual ). Mind Control Spores (Recharge 5–6). Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and Beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, a creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can’t be reinfected by these spores. Reactions Protective Thrall. When Zuggtmoy is hit by an attack roll, one creature within 10 feet of her that is charmed by her is hit by the attack instead. Legendary Actions Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zuggtmoy regains spent legendary actions at the start of her turn. Attack. Zuggtmoy makes one Pseudopod attack. Exert Will. One creature charmed by Zuggtmoy that she can see must use its reaction, if available, to move up to its speed as she directs or to make one weapon attack against a target that she designates.","properties":{"Category":"Monsters","Size":"Large","Type":"Fiend (Demon)","Alignment":"Chaotic Evil","Expansion":14934,"Challenge Rating":23},"publisher":"Wizards of the Coast","book":"Mordenkainen Presents - Monsters of the Multiverse"},{"name":"Zuggtmoy-Touched Shambling Mound","description":"Zuggtmoy will sometimes instill her essence into a shambling mound, thus infecting it with her spores. This monster turns evil, and its natural impulse is to find creatures to infect it with its spores and poison. Traits Death Burst. The shambling mound explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 14 Constitution saving throw or take 21 (6d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days. Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. Actions Multiattack. The shambling mound makes two Slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the shambling mound uses its Engulf on it. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) poison damage. Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) poison damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.","properties":{"Category":"Monsters","Size":"Large","Type":"Plant","Alignment":"Typically Neutral Evil","Expansion":17751,"Challenge Rating":8},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Zuggtmoy-Touched Shrieker","description":"At first, these appear to be normal shriekers, but these fungi have been infected with Zuggtmoy's spores, making them effective delivery packages of the Demon Queen of Fungi's will. The shrieker attracts the attention of any creature that wanders into the range of its piercing screech, making itself a target. When destroyed, it explodes and releases the deadly spores onto its unwitting victims. Traits False Appearance. If the shrieker is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the shrieker move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the shrieker is animate. Actions Death Burst. The shrieker explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 14 (4d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it is reanimated as a spore servant if it’s a type of creature that can be (see the “Myconids” entry in the Monster Manual). Reactions Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward.","properties":{"Category":"Monsters","Size":"Medium","Type":"Plant","Alignment":"Unaligned","Expansion":17751,"Challenge Rating":1},"publisher":"Dragonix Books","book":"Monster Manual Expanded"},{"name":"Zultaran","description":"Zultarans are vicious, primal creatures that dwell in caves beneath a planetary surface, the subterranean levels of buildings, or the underbellies of space stations. They are fiercely territorial, savagely tearing through their enemies with no remorse or fear. The Purge of Cassia. The zultarans were once a tribal society that lived on Cassia, one of the two moons of Eldor. After the dawn of the Second Age, their tribal homes were nearly destroyed by the Crucible's powerful energy surge. Desperate and driven to survive, they clashed with the eldori settlers, who were also in disarray and confusion. When reinforcements arrived, an eldori commander, fueled by vengeance for a lost brother, made the decision to wipe out the zultarans entirely. Though the zultarans had far greater numbers, they were nearly eliminated by the more advanced eldori weapons and vehicles. The battle became known as the Purge of Cassia, and is viewed as one of the darkest stains on eldori history. The surviving zultaran clans fled into the underground of the ravaged moon and survived there for generations. The twisted energies left behind by the Crucible slowly transformed them into brutal savages. Salvation Arrives. Several of the zultaran clans found redemption upon encountering an expedition of lorendi spies attempting to navigate the moon's underground tunnels. Mutual hatred of the eldori made for an easy alliance between the zultarans and the lorendi. Over time, many zultarans left Cassia to become servants to the Imperium or serve as mercenaries in exchange for transport to other settlements. Underworld Nature. Wherever the zultarans may be found, their nature brings them to settle and colonize in the deepest, darkest areas they can find.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (zultaran)","Alignment":"chaotic neutral","Expansion":27052,"Challenge Rating":2},"publisher":"Alligator Alley Entertainment","book":"Esper Genesis Threats Database"},{"name":"Zwana Lion","description":"Found throughout the central Southlands from Narumbeki to Omphaya and Terrotu, the zwana lion is a cousin to the standard lion, with something of a leopard’s rangy nimbleness. Zwana lions are 4 to 6 feet long and weigh 250 to 375 pounds. Not as heavy or powerful as other great cats, zwana lions use their higher intellect to coordinate group attacks on their prey. They are usually the top predators in their territories, though they have trouble competing with standard lions due to their greater size. Nkosi can assume the form of a zwana lion when they change shape.","properties":{"Category":"Monsters","Size":"Medium","Type":"beast","Alignment":"unaligned","Expansion":11995,"Challenge Rating":"1/2"},"publisher":"Kobold Press","book":"Southlands Worldbook"},{"name":"Zwerc Hermit","description":"Shunned by other dwarves, the zwerc are seen as aloof intellectuals, detached from the dwarven traditions of ancestry and crafting. Long ago the zwerc sought isolation in the Underworld, steeping themselves in magic. Amber Road. The zwerc are the original travelers of the mysterious veins of orange rock known as the Amber Road. Not only is the Amber Road a potentially faster and safer route through the Underworld—to those who know its secrets—but a method of traveling the planes themselves. The zwerc still use the Amber Road, despite its degrading structure, in their unending quest for new knowledge.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid (zwerc)","Alignment":"chaotic neutral","Expansion":5818,"Challenge Rating":7},"publisher":"AAW Games","book":"Rise of the Drow"},{"name":"Zygomind","description":"These massive fungi float through space as ethereal spores, spreading their cloying mycelia wherever creatures of intelligence thrive and eventually forming a titanic hollow structure like a strangely geometric organic cage. The presence of a young zygomind is at first innocuous and difficult to detect, as animals and other creatures of low intelligence begin to disappear. Eventually, more intelligent creatures track their prey to the site and become lost themselves, wandering back toward civilization days or even weeks later as infected undead, dominated with the instinct to bring evergreater intellects into the zygomind’s power. Over the course of only a few months, a growing zygomind can decimate a small city, rapidly accelerating its growth into a 500-foot monstrosity. Titanic Mindtrap. By the time a zygomind becomes visible above the treeline, it is likely too late for the intelligent life of the region; the zygomind’s insidious psychic trap defeats any resistance that most such creatures can mount. Frequently, those investigating the zygomind slip seamlessly into an alternate reality without realizing that they’ve fallen under the power of the very thing they sought to destroy. A zygomind’s mindscape only becomes more convincing as it subtly enslaves more and more minds—the fungus can reconstruct whole cities, even as the real-world inhabitants of those settlements proceed somnambulistically into the zygomind. Entire armies have marched upon mature zygominds, intent on ridding the region of the scourge, only to halt their assault mid-charge and plod calmly, rank by rank, into the zygomind’s physical and psychic grasp. Seductive Solipsism. The cruel irony of the plant’s trap is that these soldiers likely live the rest of their lives believing themselves victorious, forming memories of defeating the insidious fungus, returning home to their loving families, and eventually dying after a long and productive life, while in the real world the zygomind’s mycelium sucks the nutrients from their helpless bodies and transforms them into undead minions. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}p.StatBlock1, li.StatBlock1, div.StatBlock1 {mso-style-name:\"Stat Block 1\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-link:\"Stat Block 1 Char\"; margin-top:0cm; margin-right:0cm; margin-bottom:0cm; margin-left:9.35pt; text-indent:-9.35pt; line-height:12.0pt; mso-pagination:widow-orphan; font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-fareast-font-family:\"Times New Roman\"; mso-bidi-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}span.StatBlock1Char {mso-style-name:\"Stat Block 1 Char\"; mso-style-unhide:no; mso-style-qformat:yes; mso-style-locked:yes; mso-style-parent:\"\"; mso-style-link:\"Stat Block 1\"; mso-ansi-font-size:8.0pt; mso-bidi-font-size:12.0pt; font-family:\"Verdana\",sans-serif; mso-ascii-font-family:Verdana; mso-fareast-font-family:\"Times New Roman\"; mso-hansi-font-family:Verdana; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Gargantuan","Type":"plant","Alignment":"unaligned","Expansion":32483,"Challenge Rating":18},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Zyoselak","description":"A zyoselak is a hive-mind swarm of thousands of minute organic entities, each of which is a specialized element of the creature, unique in appearance—most commonly resembling viruses, pollen, or eyes—and sized no more than an inch or so in diameter, but typically less. Each individual unit of the creature houses a brain with a limited, autonomous intelligence, but together, the swarm acts as a large, telepathic neural network — each node of which is a brain itself — with an emergent mind capable of highly advanced reasoning and learning but also indecipherable and unpredictable behaviors that seem to focus on inventive, extreme, and unusual cruelties with which to torture other forms of sentient, organic life. Cacophonous Agglomeration . The 'voice' of a zyoselak is a telepathic cacophony of confusing and chaotic contributions of opinion, the most prevalent of which tend to be the most discernibly coherent amongst the noise, but there is not always a prevailing view. In this case, the creature might communicate in a number of parallel voices, each of which conveys a stream of distinct, perhaps contradictory, information. A conversation with a zyoselak can therefore be an extremely difficult endeavour, not to mention the fact that the range of its telepathy is limited to the area within its swarm and so communication is often accompanied by physical and mental assault by the creature which fails to appreciate or care for the objections that other beings have to this behavior. As well as contributing its petty and selfish votes within the distributed decision-making apparatus that drives a zyoselak's aberrant conduct, and performing one or more functions for the collective—perceiving with its alien equivalent of an eye, ear, nose or tongue, perhaps; breaking down flesh and bone with protrusions like teeth, knives, saws, or pincers; reconstructing, reconstituting, or birthing individual units from the remains of those destroyed and other assimilated organic matter—each entity in the swarm is also capable of excreting an acidic, paralytic jelly that it telekinetically manipulates for both defensive and offensive purposes. Although it slows the psionic flight of the zyoselak, this gelatinous bubble shields the swarm from physical and electrical attacks while providing a vehicle with which to engulf and entrap creatures, or attack them with powerful, paralyzing slams. Gestalt Consciousness. Zyoselaks are an extremely rare and advanced type of alien life that evolved on a distant world in response to a set of unique, environmental pressures that forced them to form collective gestalts and which were subsequently infused with mythic power through prolonged exposure to the body and aura of a god-like ooze that still lies inert in the crushing, freezing depths of an acidic ocean. The supragenius intellects that eventually resulted, which manifested preternatural forms of telepathy and telekinesis, coincided with an utter negation of morality and empathy for other living things. A zyoselak that manages to acquire a steady supply of flesh, blood, and bone that it can consume over several weeks or months without having to move much or repair itself can replicate until it is a Huge swarm. Soon after reaching Huge size, a zyoselak splits into two Large zyoselaks. Misanthropic Scavenger . Zyoselaks are at once solitary and highly social creatures. They are solitary in the sense that an individual zyoselak tends not to associate with other zyoselaks except on rare occasions when they have a, typically inscrutable, common purpose. But zyoselaks have no community or culture to speak of, and as autophages and cannibals, are as likely to attack each other as they are other creatures. They are social in the sense that each zyoselak is a collective intelligence with a continuous, internal array of discussions that range from the trivial to the deeply philosophical — a fact that makes their apparently universal rejection of morality all the more chilling — and whose behavior is regulated by its constituent entities through a type of proportional representation electoral system. Rare even on their homeworld, zyoselaks are virtually unknown elsewhere. Still, powerful conjurations can and have opened interplanar portals and interplanetary gates that have enabled them to cross into other realms where they prefer to lurk deep beneath the surface, devastating endemic ecologies while randomly roaming through abysmal caverns and sunken seas. @font-face {font-family:\"MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-alt:\"ＭＳ 明朝\"; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}@font-face {font-family:\"Cambria Math\"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536870145 1107305727 0 0 415 0;}@font-face {font-family:Verdana; panose-1:2 11 6 4 3 5 4 4 2 4; mso-font-charset:0; mso-generic-font-family:swiss; mso-font-pitch:variable; mso-font-signature:-1593833729 1073750107 16 0 415 0;}@font-face {font-family:Cambria; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:-536869121 1107305727 33554432 0 415 0;}@font-face {font-family:\"\\@MS Mincho\"; panose-1:2 2 6 9 4 2 5 8 3 4; mso-font-charset:128; mso-generic-font-family:modern; mso-font-pitch:fixed; mso-font-signature:-536870145 1791491579 134217746 0 131231 0;}p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:\"\"; margin:0cm; mso-pagination:widow-orphan; font-size:12.0pt; font-family:\"Times New Roman\",serif; mso-fareast-font-family:\"Times New Roman\"; mso-ansi-language:EN-GB;}.MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:10.0pt; mso-ansi-font-size:10.0pt; mso-bidi-font-size:10.0pt; font-family:\"Cambria\",serif; mso-ascii-font-family:Cambria; mso-fareast-font-family:\"MS Mincho\"; mso-hansi-font-family:Cambria; mso-font-kerning:0pt; mso-ligatures:none;}div.WordSection1 {page:WordSection1;}","properties":{"Category":"Monsters","Size":"Large","Type":"swarm of tiny aberrations","Alignment":"neutral evil","Expansion":32483,"Challenge Rating":13},"publisher":"Legendary Games","book":"Alien Bestiary"},{"name":"Zythan","description":"Zythan, like many other Halruaans, spent his early years studying the arcane arts. His talent in Divination magic made him particularly useful to the Conclave, and they quickly sought him out. Under their tutelage, his skill flourished, and he became a powerful mage. Those that know him personally recount his matter-of-fact personality, his green hair, and his third eye that seems to open when he performs magic. He rarely speaks of himself, however, choosing instead to focus his attention on the future. When he first received an official position within the Conclave, Zythan wanted to prove himself. He spent countless hours peering into the future and examining potential outcomes. One fateful night, he just barely caught sight of a forbidden ritual being prepared—a ritual that could cost the lives of many Halruaans. Because of his sight, the Conclave was able to intervene in time, and he was quickly promoted and showered with praise. For the past few months, Zythan has felt like something was off: at first, he suspected another ritual within Halruaa. He requisitioned the help of the other diviners, as well as a powerful Crystal Ball , and together they were able to piece together a vision. The dark lord of the Nine Hells, Asmodeus, will unleash a great evil very soon. Though the Conclave often stays out of non-Halruaan affairs, they had no choice but to act. It is for this reason that the adventurers were called to Halruaa. Zythan's skill in arcane magic, while particularly focused on Divination, extends to every school. While he lacks proficiency in martial combat, he can wield both offensive and defensive magic effectively. Outside of his magical talent, he is also known to be highly intelligent, though his social skills could use work. Much of his time is spent viewing alternate futures and preparing for potential dangers, leaving little for himself. He often goes without meals until he starts to feel weak, and if he had friends, they might be concerned about how much time he spends working. Zythan as a Contact Using his Divination magic, Zythan keeps tabs on the party, occasionally checking in when he deems appropriate. When he checks in, he can provide access to some magic items. He will also purchase any excess Spell Scrolls or spellbooks found by the party, and can, upon request, attempt to hunt down specific magic items. If successful, he brings the desired magic items on his next visit. Purchasing Items from Zythan Item Cost Amulet of the Planes 35,000 gp Carpet of Flying 40,000 gp Ioun Stone (reserve) 8,500 gp Mantle of Spell Resistance 10,500 gp Ring of Resistance 9,000 gp Staff of Power 45,000 gp Wand of Fireballs 10,000 gp Wand of the War Mage, + 1 500 gp Wand of the War Mage, + 2 9,500 gp Wand of the War Mage, + 3 32,000 gp Selling Items to Zythan Items Cost Spellbooks 100 gp per level of spell found within the book. Additional 2,000 gp if the book contains one or more 9th-level spells Spell Scrolls (2nd to 4th level) 250 gp Spell Scrolls (5th to 6th level) 900 gp Spell Scrolls (7th to 8th level) 2,250 gp Spell Scrolls (9th level) 6,000 gp Traits Battlemage. Being within 5 feet of a hostile creature doesn’t impose disadvantage on Zythan’s ranged attack rolls. Magic Resistance. Zythan has advantage on saving throws against spells and other magical effects. Actions Multiattack. Zythan makes three Dagger or Arcane Burst attacks. Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Arcane Burst. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (4d10 + 5) radiant damage. Spirit Fissure (Recharge 4–6). Zythan causes a disruption in arcane energies in a 300-foot line that is 5 feet wide. Each creature in the line must make a DC 18 Constitution saving throw, taking 65 (10d12) radiant damage on a failed save, or half as much damage on a successful one. Spellcasting. Zythan casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18). At will: Arcane Eye, Detect Magic, Detect Thoughts, Fly, Light, Locate Object, Mage Armor, Mage Hand, Message, Prestidigitation 1/day: Cone of Cold, Foresight, Stoneskin, Telepathic Bond, True Seeing Reactions Portent (3/Day). As a reaction to a creature Zythan can see making an attack roll, a saving throw, or an ability check, Zythan rolls a d20 and chooses whether to use that roll in place of the original roll.","properties":{"Category":"Monsters","Size":"Medium","Type":"humanoid","Alignment":"lawful neutral","Expansion":28645,"Challenge Rating":13},"publisher":"Wizards of the Coast","book":"Chains of Asmodeus"}]